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<title>mike/sst/compile, branch v0.15-BETA</title>
<subtitle>Source Speedrun Tools: practice tools and handy features for Source Engine games</subtitle>
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<updated>2025-11-24T03:23:22+00:00</updated>
<entry>
<title>Turn x86 stuff into a chunklet to help out SPT</title>
<updated>2025-11-24T03:23:22+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-11-24T03:19:49+00:00</published>
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Quick unused header cleanup pass while we're at it.
</content>
</entry>
<entry>
<title>Switch to Intel assembly syntax</title>
<updated>2025-08-03T14:16:08+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-08-03T14:16:08+00:00</published>
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</entry>
<entry>
<title>Add a way to cancel "ISG" in Portal runs</title>
<updated>2025-06-27T21:58:54+00:00</updated>
<author>
<name>Willian Henrique</name>
<email>wsimanbrazil@yahoo.com.br</email>
</author>
<published>2025-06-20T00:28:10+00:00</published>
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This is a stopgap solution approved by the Portal moderators until we
have a better way to handle timing and verifying closing/restarting the
game mid-run.

Essentially, the agreed-upon short-term solution is to somewhat emulate
restarting the game by simply turning off the glitch and sending the
player back to the main menu.

Committer's note: this wasn't added to the Linux compile script since it
doesn't work and I honestly just couldn't be bothered adding in the
usual ifdef-errors. And in fact I'm starting to wonder if we should just
be leaving out features that don't work on Linux to avoid all the
ifdefs, but that can happen later because the main goal of committing
this is to get a release out, so I don't want to faff about with that
right now.
</content>
</entry>
<entry>
<title>Fix some stale comments in build scripts</title>
<updated>2025-05-04T23:26:04+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-05-04T23:26:04+00:00</published>
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<entry>
<title>Add some useful info printouts to debug builds</title>
<updated>2025-04-30T21:55:05+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-04-30T21:55:05+00:00</published>
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Specifically when building in debug mode, we now:

* Display all features on load, including skipped and internal ones,
  sorted by internal name instead of display name.

* Print the names of all matched gametype tags after the feature list.

* Add an sst_dbg_getcmdcb command to get the address of a command
  callback for quick breakpoint insertion or Ghidra lookup.

* Add an sst_dbg_sendtables command to dump out the full ServerClass
  tree to help get names for entprops.txt. Note: this output is very
  long so you'll likely need to log console output to a file to be able
  to read it all.

There's a bunch of developer experience and debug help stuff I want to
get done eventually. This is just a very small piece, but it's a start.
</content>
</entry>
<entry>
<title>Enable trap-on-UB in debug builds</title>
<updated>2025-04-13T00:03:25+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-04-13T00:03:25+00:00</published>
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This will help catch bugs in code, including incorrect use of
unreachable/assume() macros.

Best to test our assumptions before relying on them.
</content>
</entry>
<entry>
<title>Add feature to remove the chat rate limit</title>
<updated>2025-04-06T19:59:36+00:00</updated>
<author>
<name>Hayden K</name>
<email>imaciidz@gmail.com</email>
</author>
<published>2025-02-11T22:48:49+00:00</published>
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<content type='text'>
This probably works for basically every game, but it was only tested for
L4D/L4D2/L4D:S/Portal 2.
</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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<id>urn:sha1:244fea664121acf12871ab5858a5fe95a2606b52</id>
<content type='text'>
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>Enable rebuilding the plugin while it is loaded</title>
<updated>2024-09-28T17:28:13+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-09-26T20:02:12+00:00</published>
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</content>
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