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<title>mike/sst/src/build, branch v0.14-BETA</title>
<subtitle>Source Speedrun Tools: practice tools and handy features for Source Engine games</subtitle>
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<updated>2025-06-27T21:52:10+00:00</updated>
<entry>
<title>Fix indexing edge case in mkgamedata</title>
<updated>2025-06-27T21:52:10+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-06-27T21:45:11+00:00</published>
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<content type='text'>
This took longer to debug than one might like to admit. In some very
specific cases, the loop condition would fail before the return
condition, causing the rest of the logic to proceed with out-of-bounds
accesses to indents and exprs (which are zero-initialised), in turn
leading to garbage getting dumped into the generated header.

The garbage in question would be line 0, and [argv[0]
</content>
</entry>
<entry>
<title>Abstract over con_var layout changes from OE to NE</title>
<updated>2025-06-21T13:50:00+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-06-21T13:46:10+00:00</published>
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<content type='text'>
This doesn't allow us to support OE in and of itself but is part of the
groundwork necessary to do so in the future.
</content>
</entry>
<entry>
<title>Fix features continuing to init when preinit fails</title>
<updated>2025-06-03T20:25:11+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-06-03T20:25:11+00:00</published>
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<content type='text'>
I think this might actually be the last of the gluegen regressions now,
for real, maybe, perhaps.
</content>
</entry>
<entry>
<title>Fix broken condition for hiding failed features</title>
<updated>2025-05-30T17:04:01+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-05-30T17:04:01+00:00</published>
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<id>urn:sha1:0f6864be9339835b7187077a6b960dbf9f055535</id>
<content type='text'>
I inverted the condition, d'oh!
</content>
</entry>
<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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<content type='text'>
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>Put some error paths in the fridge</title>
<updated>2025-04-08T00:35:13+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-04-08T00:32:41+00:00</published>
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</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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<content type='text'>
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>Use C23 void-argument-free prototypes</title>
<updated>2025-04-06T15:41:13+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-03-10T20:37:28+00:00</published>
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<content type='text'>
In the future we can also consider moving to {} instead of {0} for
initialisers, but my old Clang (16) doesn't support this, so it might be
wise to wait longer on that one so people don't need too bleeding-edge
of a compiler just to build this thing.
</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>Fix mkentprops for real this time, probably</title>
<updated>2024-08-29T22:08:03+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-08-27T16:46:34+00:00</published>
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<content type='text'>
Last fix was apparently enough to make the release work, but not enough
to actually work in general, lol. With any luck, it's actually good now.
</content>
</entry>
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