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<title>mike/sst/gamedata, branch v0.4-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=v0.4-BETA</id>
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<updated>2022-05-19T11:57:55+00:00</updated>
<entry>
<title>Properly solve load order issues via deferred init</title>
<updated>2022-05-19T11:57:55+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-05-19T11:51:06+00:00</published>
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</entry>
<entry>
<title>Add a quick stopgap hack for Portal purposes</title>
<updated>2022-05-19T11:54:33+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-05-16T21:15:53+00:00</published>
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<content type='text'>
People want to be able to write a scheduled-release passphrase to demos
to prove that said demos were recorded during a timeboxed event. Ideally
this is something that'd be part of the custom demo data and general RTA
run management stuff that's planned, but of course that doesn't exist
yet. When it does exist, we'd probably want rid of this nonsense, so
it's marked hidden and I don't plan to document it anywhere "official."
It's just here for people who really need it in the short term.
</content>
</entry>
<entry>
<title>Fix GetEngineBuildNumber and entity property stuff</title>
<updated>2022-05-15T22:05:41+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-05-15T22:05:41+00:00</published>
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I still haven't bothered to flesh out all the possible indices for
GetEngineBuildNumber but we're back to being able to use it to detect
The Last Stand (as a result of some old version testing Aciidz did -
thanks again!). This means we can do away with the terrible map file-
based hotfix. Also, turns out sst_l4d_testwarp doesn't work if the
plugin gets loaded early via VDF because certain SendTable offsets start
out negated, so we work around that too now.
</content>
</entry>
<entry>
<title>Properly finish refactoring con to use gamedata</title>
<updated>2022-05-13T15:01:38+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-05-13T15:01:38+00:00</published>
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</entry>
<entry>
<title>HOTFIX: Fix L4D2 2.0.0.0 crashing</title>
<updated>2022-05-05T23:49:53+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-05-05T23:49:53+00:00</published>
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<id>urn:sha1:1ed84a25c2db8ade2b2162b429b30e9138eb5d16</id>
<content type='text'>
Idiotic problems require idiotic solutions.
</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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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>
<entry>
<title>Centralise engine access, add Portal FOV changer</title>
<updated>2022-04-29T23:34:47+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-04-29T23:23:31+00:00</published>
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<content type='text'>
- A bunch of stuff is now defined in one header, engineapi.h
- engineapi.c is responsible for setting up any interfaces/stuff that's
  used in more than one place
- mkgamedata is pretty much rewritten and now supports nested
  conditionals
- gamedata variables no longer have the gamedata_ prefix because it was
  just annoyingly long all the time
- vcall macros are somewhat revamped and support dynamic (gamedata)
  indices
- Portal 1 FOV can be set anywhere from 75-120 using fov_desired -
  tested in both the main versions currently used by runners
- A few typos were also fixed ("intput," "writeable," "indexes")
</content>
</entry>
<entry>
<title>Add engine_no_focus_sleep backport, fix codegen</title>
<updated>2022-04-25T03:24:52+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-04-25T03:24:52+00:00</published>
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<content type='text'>
Default gamedata values actually work the way they're supposed to now.
</content>
</entry>
<entry>
<title>Add L4D:S CheckJumpButton index for autojump</title>
<updated>2022-03-19T04:50:58+00:00</updated>
<author>
<name>Hayden</name>
<email>imaciidz@gmail.com</email>
</author>
<published>2022-01-30T19:32:10+00:00</published>
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</entry>
<entry>
<title>Reintroduce autojump code</title>
<updated>2021-12-27T00:48:59+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2021-12-27T00:48:59+00:00</published>
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