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<title>mike/sst/LICENCE, branch v0.11-BETA</title>
<subtitle>Source Speedrun Tools: practice tools and handy features for Source Engine games</subtitle>
<id>https://git.woz.blue/mike/sst/atom?h=v0.11-BETA</id>
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<updated>2025-05-01T20:40:32+00:00</updated>
<entry>
<title>Explain my code style (in far too many words)</title>
<updated>2025-05-01T20:40:32+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-05-01T20:40:32+00:00</published>
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Mandatory reading for new contributors just kidding. But maybe someone
will find this interesting. I tried to make it at least kind of funny if
nothing else. For people who don't want to read the whole thing, the
examples should be possible to skim through quickly to get a rough idea.

The licence is a contrived ISC variant because it seemed weird to call
the documentation "software" even though I guess technically it is.
Since it's contrived already, I went ahead and shortened the disclaimer.
The disclaimers on these things are always way too long, and I'm not as
worried about having a familiar, standard licence in an ancillary
non-code file like this, especially one that isn't really subject to
contributions from anyone else. I reckon this will be the copyright
licence for any other substantial documentation files going forward.
</content>
</entry>
<entry>
<title>Remove years from copyright headers</title>
<updated>2025-04-07T20:31:32+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-04-07T20:31:32+00:00</published>
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They're legally unnecessary as far as I know, and kind of annoying to
maintain on a long-term basis.

This was done with the consent of all 3 other contributors, in case
anyone was wondering.
</content>
</entry>
<entry>
<title>Fix broken behaviour in the L4D2 addon system</title>
<updated>2025-04-06T19:59:36+00:00</updated>
<author>
<name>Hayden K</name>
<email>imaciidz@gmail.com</email>
</author>
<published>2025-04-04T00:02:07+00:00</published>
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This should greatly improve the experience of running newest/TLS as well
as custom campaigns.

The bugginess in question is quite a lot to explain so there's some
rather substantial exposition via code comments. The actual fixes are
comparatively simple, although still a little subtle to get exactly
right and took a few iterations to nail down the edge cases.

Thanks to bill for helping me with the RE &amp; assistance on writing the
hooks/code and so on. I tracked down a lot of this myself, but the end
result wouldn't have been possible without his help.

Committers' note: I ended up wrangling this change a fair bit, as I am
apparently just always wont to do, and also fixed a bug in the process,
hence adding my copyright notice as well. Nonetheless, big thanks to
aciidz (and bill) for doing the bulk of the *actual* hard work of
figuring out how to do any of this! The actual code changes I made to
the original submitted patch were relatively minor; a lot of my effort
honestly went into attempting to shorten the massive wall of comment
text. At the end of the day, there's still a really long comment, but
it's just a lot to explain really so it is what it is. I hope it's at
least somewhat understandable to a reader, anyway.
</content>
</entry>
<entry>
<title>Rewrite and redesign codegen and feature system</title>
<updated>2025-04-06T15:41:13+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-03-10T02:37:19+00:00</published>
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Also switch to somewhat proper C23 flags while we're at it.

This is a huge change. It took me forever, in between being really busy.
Sorry about that. But the good news is I'm now free to start integrating
the various patches that have accumulated since last release. Well, at
least in between still being really busy. Gotta manage expectations.

The main benefit of introducing GAMESPECIFIC() is that features
that don't apply to a particular game no longer show up *at all*, and
less time is wasted on init. It also enables a cool optimisation wherein
unnecessary REQUIRE_GAMEDATA() checks can elided at compile time
whenever the gamedata is known up-front to always exist in supported
games.

The DEF_FEAT_CVAR macro family meanwhile makes it easier to manage the
lifecycle of cvars/ccmds, with less manual registering, unhiding and
such.

Originally I was going to try and just hack these features into the
existing codegen abomination, but it just got too terrible. This rewrite
should make it easier to continue tweaking codegen behaviour in future.
It also has slightly better error messages.
</content>
</entry>
<entry>
<title>Support fast-forwarding 38 custom L4D2 campaigns</title>
<updated>2024-05-22T22:42:11+00:00</updated>
<author>
<name>Hayden K</name>
<email>imaciidz@gmail.com</email>
</author>
<published>2024-05-21T22:59:59+00:00</published>
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<entry>
<title>Fix compatibility with latest L4D2 update</title>
<updated>2024-05-21T20:09:44+00:00</updated>
<author>
<name>Willian Henrique</name>
<email>wsimanbrazil@yahoo.com.br</email>
</author>
<published>2024-05-19T20:14:55+00:00</published>
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<entry>
<title>Update the stupid copyright years</title>
<updated>2024-02-25T18:55:39+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-02-06T20:44:17+00:00</published>
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<content type='text'>
I will probably forget to do this every year.
</content>
</entry>
<entry>
<title>Add a way to fast-forward game time</title>
<updated>2023-11-26T21:35:57+00:00</updated>
<author>
<name>Matthew Wozniak</name>
<email>sirtomato999@gmail.com</email>
</author>
<published>2023-09-02T15:27:45+00:00</published>
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This will be mostly useful for skipping cutscenes in Left 4 Dead games.
It may work in other games, but probably won't really be as useful.

Committer's note: this was adapted a fair bit from woz's original code,
hence the joint copyright, but he did most the hard work of figuring out
how to get this deep into the engine's call stack. Thanks!

bill also provided a fair bit of help figuring out missing gamedata and
fixing compatibility with L4D2 2147 and later. Also thanks!
</content>
</entry>
<entry>
<title>Improve L4D2 and Portal gametype detection</title>
<updated>2023-05-04T22:49:27+00:00</updated>
<author>
<name>Willian Henrique</name>
<email>wsimanbrazil@yahoo.com.br</email>
</author>
<published>2022-11-16T00:19:47+00:00</published>
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<content type='text'>
Adds tags for L4D2 2147 and Portal 3420. Committer's note: really the
gamedata system might benefit from improvement in the future to support
things like numerical ranges, but this will do for now.
</content>
</entry>
<entry>
<title>Unhide cl_showdemooverlay</title>
<updated>2023-05-04T22:49:27+00:00</updated>
<author>
<name>Hayden K</name>
<email>imaciidz@gmail.com</email>
</author>
<published>2023-04-01T04:03:27+00:00</published>
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