<feed xmlns='http://www.w3.org/2005/Atom'>
<title>mike/sst/compile, branch v0.6-HOTFIX</title>
<subtitle>Source Speedrun Tools: practice tools and handy features for Source Engine games</subtitle>
<id>https://git.woz.blue/mike/sst/atom?h=v0.6-HOTFIX</id>
<link rel='self' href='https://git.woz.blue/mike/sst/atom?h=v0.6-HOTFIX'/>
<link rel='alternate' type='text/html' href='https://git.woz.blue/mike/sst/'/>
<updated>2024-01-21T21:01:00+00:00</updated>
<entry>
<title>Add a half-decent custom crosshair</title>
<updated>2024-01-21T21:01:00+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-01-21T21:01:00+00:00</published>
<link rel='alternate' type='text/html' href='https://git.woz.blue/mike/sst/commit/?id=506f095bcb528468f25a637977efcc408590ae67'/>
<id>urn:sha1:506f095bcb528468f25a637977efcc408590ae67</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add VGUI HUD overlay drawing feature</title>
<updated>2023-12-19T16:29:08+00:00</updated>
<author>
<name>Matthew Wozniak</name>
<email>sirtomato999@gmail.com</email>
</author>
<published>2022-11-17T17:34:47+00:00</published>
<link rel='alternate' type='text/html' href='https://git.woz.blue/mike/sst/commit/?id=374ae0fbc44db36d9abb6b5b1fe065bc3949e201'/>
<id>urn:sha1:374ae0fbc44db36d9abb6b5b1fe065bc3949e201</id>
<content type='text'>
Currently only supports Orange Box and Left 4 Dead branches. There's
quite a large amount of gamedata involved in making this work, and
figuring it out for the likes of Portal 2 doesn't seem like a major
priority at the moment.
</content>
</entry>
<entry>
<title>Don't compile kv.c as part of SST itself</title>
<updated>2023-12-17T02:01:35+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-12-17T02:01:35+00:00</published>
<link rel='alternate' type='text/html' href='https://git.woz.blue/mike/sst/commit/?id=e3d7cc9c80159849289a8bab03eca088b758941b'/>
<id>urn:sha1:e3d7cc9c80159849289a8bab03eca088b758941b</id>
<content type='text'>
Of course, this has only been used at build time for quite a while now.
Silly oversight!

The linker would have dropped it anyway so this will just avoid some
wasted effort.
</content>
</entry>
<entry>
<title>Cancel fast-forward after the player disconnects</title>
<updated>2023-12-17T01:54:50+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-12-17T01:50:21+00:00</published>
<link rel='alternate' type='text/html' href='https://git.woz.blue/mike/sst/commit/?id=64f127a22f7661dc7a9953dc458585c3eb5adc0c'/>
<id>urn:sha1:64f127a22f7661dc7a9953dc458585c3eb5adc0c</id>
<content type='text'>
Avoids spurious and confusing fast-forward behaviour in the event of
resetting a run, then disconnecting early and deciding to load some
other map.

Also fixes a stupid typo (s/propand/propane/).
</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>
<link rel='alternate' type='text/html' href='https://git.woz.blue/mike/sst/commit/?id=6ed562049ec6df12d436a7d44cd3d705c523a01c'/>
<id>urn:sha1:6ed562049ec6df12d436a7d44cd3d705c523a01c</id>
<content type='text'>
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>Perform minor build script tidying</title>
<updated>2023-08-30T20:46:05+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-08-27T23:13:19+00:00</published>
<link rel='alternate' type='text/html' href='https://git.woz.blue/mike/sst/commit/?id=cbbe8a87093995bcdec71771aca42dc098a4b37b'/>
<id>urn:sha1:cbbe8a87093995bcdec71771aca42dc098a4b37b</id>
<content type='text'>
- Add a couple of overdue -Werrors that make life easier
- Reshuffle cc/ld flags a bit, mainly around -fuse-ld=lld
</content>
</entry>
<entry>
<title>Get things at least compiling under Linux</title>
<updated>2023-08-26T23:46:09+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-08-20T15:20:03+00:00</published>
<link rel='alternate' type='text/html' href='https://git.woz.blue/mike/sst/commit/?id=a1998f2f7ce4153d670e2e5cb5018366517cc1ca'/>
<id>urn:sha1:a1998f2f7ce4153d670e2e5cb5018366517cc1ca</id>
<content type='text'>
Nothing really works yet, but at least test.h and fastspin are fixed and
some of the issues with RTTI and libdl and stuff are maybe kind of
sorted, subject to more testing later.

The main issue now seems to be the cvar interface not quite lining up
and crashing pretty much immediately. That'll probably take a lot more
debugging to figure out, which likely still won't be a priority for
quite a while.
</content>
</entry>
<entry>
<title>Make various preparations for upcoming features</title>
<updated>2023-08-02T20:02:31+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-07-29T13:32:06+00:00</published>
<link rel='alternate' type='text/html' href='https://git.woz.blue/mike/sst/commit/?id=9a0d8730fa977f666b5c12e4c5901e7d0391e245'/>
<id>urn:sha1:9a0d8730fa977f666b5c12e4c5901e7d0391e245</id>
<content type='text'>
A lot of this is random WIP from a while back, at least a month ago, and
is being committed now to get it out of the way so that other patches
can be brought in and integrated against it without causing headaches.

Also rolled into this commit is a way to distinguish plugin_unload from
exiting the game. This is required for another soon-to-be-integrated
feature to avoid crashing on exit, and could in theory also be used to
speed up unloading on exit in future. While we're at it, this also
avoids the need to linearly scan through the plugin list to do the
old branch unloading fix, because we can.

Rough summary of the other smaller stuff I can remember doing:
- Rework bitbuf a bit
- Add some cryptographic nonsense in ac.c (not final at all)
- Introduce the first couple of "chunklets" libraries as a sort-of
  subproject of this one
- Tidy up random small bits and bobs
- Add source for a small keypair generation tool
- Rework democustom to be very marginally more useful
</content>
</entry>
<entry>
<title>Fix another x86 case and add regression tests</title>
<updated>2023-08-02T00:08:29+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-07-29T12:24:03+00:00</published>
<link rel='alternate' type='text/html' href='https://git.woz.blue/mike/sst/commit/?id=472b37fbf06e3588ff8ec9496aef44758ebf1bc3'/>
<id>urn:sha1:472b37fbf06e3588ff8ec9496aef44758ebf1bc3</id>
<content type='text'>
</content>
</entry>
<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>
<link rel='alternate' type='text/html' href='https://git.woz.blue/mike/sst/commit/?id=602a18977d500ad068fd63fbedcafb630c29ee72'/>
<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>
</feed>
