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<title>mike/sst/compile, branch v0.5-BETA</title>
<subtitle>Source Speedrun Tools: practice tools and handy features for Source Engine games</subtitle>
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<updated>2023-06-03T12:25:12+00:00</updated>
<entry>
<title>Adapt vote reset code into fast campaign resetting</title>
<updated>2023-06-03T12:25:12+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-06-02T16:03:47+00:00</published>
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<id>urn:sha1:602a18977d500ad068fd63fbedcafb630c29ee72</id>
<content type='text'>
This is kind of a breaking change but the other code was obviously never
released or relied on by anyone - it will be pushed at the same time as
this in fact. It still seems worth having the original committed
separately to show the progression of development of the feature,
however. Technically the standalone vote cooldown resetting could also
be added back if ever desired however there doesn't seem to be that much
of a use case for that at the moment.

This feature ought to be a lot more convenient now as it allows for
resetting back to a set starting point no matter where the player is in
a run. It isn't universally useful as All Campaigns Legacy solo runs
require switching to a different type of server and Main Campaigns co-op
runs require restarting the game after Swamp Fever to work around the
god mode bug, however it is still useful in a good few situations.

Unfortunately this turned out to be pretty complex to implement, first
requiring a bunch of interop with valve's rather wacky KeyValues stuff,
and then requiring a bunch of especially difficult reverse engineering
of L4D1 v1.0.0.5 because it doesn't use said KeyValues stuff and does
something else completely different instead.

A side effect of all this work is that the nag removal hack is now part
of the KeyValues stuff in kvsys.c, which is kind of a comfier place for
it than just kind of dumped in the middle of sst.c.
</content>
</entry>
<entry>
<title>Add command to reset L4D2 vote cooldowns</title>
<updated>2023-05-21T21:11:16+00:00</updated>
<author>
<name>Willian Henrique</name>
<email>wsimanbrazil@yahoo.com.br</email>
</author>
<published>2023-05-08T21:38:48+00:00</published>
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<content type='text'>
In most versions of L4D2, players cannot call a vote (e.g. switch
campaign, change difficulty, restart campaign) more than once every 3
minutes. This makes resetting on a first map a pain, usually requiring
reloading the map to reset the vote state.

This new sst_l4d_vote_cooldown_reset command empties the list of
structures tracking vote callers, allowing all players to vote again
immediately. This should make resetting runs a lot easier on versions
without unlimited votes.
</content>
</entry>
<entry>
<title>Move towards C23, improve events and vcall macros</title>
<updated>2022-09-13T21:50:30+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-09-13T20:46:21+00:00</published>
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<id>urn:sha1:792463cb133f65645feb48743bbc03ef8eb96bdd</id>
<content type='text'>
Another big one. Here's a list of things:

- Since the upcoming C23 standardises typeof(), use it as an extension
  for the time being in order to allow passing arbitrary types as
  macro/codegen parameters. It wouldn't have been a big leap to do this
  even without standardisation since it's apparently an easy extension
  to implement - and also, to be honest, this project is essentially glued
  to Clang anyway so who cares.

- Likewise, bool, true and false are becoming pre-defined, so
  pre-pre-define them now in order to get the benefit of not having to
  remember one header everywhere.

- Really ungodly/amazing vcall macro stuff now allows us to call C++
  virtual functions like regular C functions. It's pretty cool!

- Events can now take arbitrary parameters and come in two types:
  regular events and predicates.

All this makes the base code even uglier but makes the feature
implementation nicer. In other words, it places more of the cognitive
burden on myself and less on other people who might want to contribute.
This is a good tradeoff, because I'm a genius.
</content>
</entry>
<entry>
<title>Import Monocypher 3.1.3 + monocypher-rng module</title>
<updated>2022-08-16T21:52:47+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-07-31T15:01:26+00:00</published>
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<id>urn:sha1:9f12b8d3a30fc9137d6707dcc513de30022ffe3e</id>
<content type='text'>
This is for somewhat later. I'd always planned to use it - it existed
already in earlier private repos, in fact. I just didn't bother to
import it here in case it wouldn't actually be needed, but with the way
current plans are going, it's definitely going to be needed, so here it
is.
</content>
</entry>
<entry>
<title>Split custom demo data into its own file/feature</title>
<updated>2022-07-23T18:07:03+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-07-20T17:12:00+00:00</published>
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<id>urn:sha1:4721f53cb21dfa18dc787581fac0d2a25f0a9690</id>
<content type='text'>
Copyright note: the stuff Bill wrote is all still in the other file.
</content>
</entry>
<entry>
<title>Add keybind lookup code</title>
<updated>2022-07-23T18:02:10+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-07-16T15:37:25+00:00</published>
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<content type='text'>
Also centralise NEXT_INSN macro, into its own header at least for now.
</content>
</entry>
<entry>
<title>Add alias management plus input filtering skeleton</title>
<updated>2022-07-23T17:51:28+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-07-02T20:51:50+00:00</published>
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<content type='text'>
Some of the alias stuff was kind of stolen from earlier figuring-out
Bill did. More Bill code is also on the way. :^)
</content>
</entry>
<entry>
<title>Solve the error logging situation</title>
<updated>2022-06-02T00:30:26+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-06-02T00:26:45+00:00</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Add basic Portal crosshair colour customisation</title>
<updated>2022-05-30T22:37:45+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-05-29T23:57:45+00:00</published>
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<id>urn:sha1:165aa899bc9d1ea0bebb7b08351582dfeff8bbde</id>
<content type='text'>
Currently only works in 3420 and 5135 and uses hardcoded offsets with a
byte pattern sanity check. Future work includes making it more widely
compatible, and also doing the crazy thing I wanted to do but gave up on
wherein the actual textures and stuff get patched in memory to sync up
all the colours.

Oh also, a couple of vtables were erroneously made executable, so I went
ahead and fixed that while I was at it.
</content>
</entry>
<entry>
<title>Add entity property finding and L4D warp testing</title>
<updated>2022-05-03T15:55:46+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-05-03T03:20:27+00:00</published>
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<content type='text'>
This was a lot more code than expected, but it might be finally close to
time to release the next beta...

We'll see if any more rabbit holes present themselves to jump into,
though.
</content>
</entry>
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