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<title>mike/sst/src/build, branch v0.16-BETA</title>
<subtitle>Source Speedrun Tools: practice tools and handy features for Source Engine games</subtitle>
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<updated>2025-11-15T20:42:55+00:00</updated>
<entry>
<title>Mark hidden stuff as unsupported in help text</title>
<updated>2025-11-15T20:42:55+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-11-15T20:33:33+00:00</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Deal with CON_HIDDEN not existing in OE</title>
<updated>2025-11-15T20:24:41+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-11-15T20:24:41+00:00</published>
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<content type='text'>
Pretty hacky for now, but not the worst thing in the world. Can always
be tidied up later.
</content>
</entry>
<entry>
<title>Fix incorrect gamedata short-circuiting</title>
<updated>2025-11-15T19:31:12+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-11-15T19:31:12+00:00</published>
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<id>urn:sha1:650bb761d3e5af3f8fa19ac8d22864cc0360d085</id>
<content type='text'>
Gamedata bugs are the gift that keeps on giving. This was making vgui
stuff fail in L4D2 because the other outer conditions would match first.

It's perhaps unfortunate that we have to remove short-circuiting in
cases where it would work fine, but who knows, maybe the compiler would
be smart enough to figure it out anyway.

At any rate it's necessary for correctness, so whatever.
</content>
</entry>
<entry>
<title>Improve gamedata codegen and fix spurious cases</title>
<updated>2025-10-11T02:13:18+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-10-11T02:09:35+00:00</published>
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<id>urn:sha1:74f1309af5310fbfa346048f8ecfc7fe1e8a4571</id>
<content type='text'>
The old GAMESPECIFIC mechanism had worked in practice but was
technically a little bit incorrect, oops.
</content>
</entry>
<entry>
<title>Handle negated gamedata tag matches properly</title>
<updated>2025-10-11T00:36:16+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-10-11T00:35:54+00:00</published>
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<id>urn:sha1:b447f5879d0c4c49d72f167ed2cf0f1e44a52123</id>
<content type='text'>
The NE thing wasn't really correct, because it would match hypothetical
cases where OE and some other tag bit are both set. Now we simply use
!OE instead. The _GAMES_WITH inversion case is correct, because it
doesn't necessarily exclude OE from being included too.
</content>
</entry>
<entry>
<title>Get it sort-of-mostly working in "Old Engine" HL2</title>
<updated>2025-10-01T20:37:26+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-09-29T22:11:55+00:00</published>
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<content type='text'>
While we're at it, come up with a way for certain gamedata matches to be
Windows-only. Somewhat reduces ifdef usage, although does not entirely
remove it of course.

Tested in HL2 2707. Haven't tested other HL2 builds, or Episode 1.
Doesn't seem to work in DMoMM yet either; not sure why.

A big list of stuff still to fix follows.

Hidden cvars are currently an issue. We still need to figure out what to
do with the flag bits because FCVAR_HIDDEN just doesn't exist in OE and
there's some other flag with the same value instead.

We also need to do something about the flag setting in fixes.c since
HIDDEN is again not a thing, and also DEVONLY is not a thing either.

When the plugin is autoloaded, all the initial log text gets eaten,
because there's some stupid crap we have to do to trick the engine into
displaying coloured text otherwise it just won't. Not even stuff from
Warning(). Very stupid, but Hayden already figured out a solution, so
that'll be done in another upcoming commit.

Apparently raw mouse input breaks the menu. We might need to bump up the
priority on making that hook only be active when there's no UI open -
something I wanted to do anyway due to the demo drive issues.

Big thanks to Hayden for doing a lot of the initial groundwork on this,
particularly the cvar registration stuff. He gets a copyright notice in
con_.c even though I ended up doing a lot of stuff differently because
quite a bit of his work is still in there.

Don't blame him for the self-modifying code though, that was my crazy
idea. Sorry, but, in my defence... Well, it works.
</content>
</entry>
<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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<id>urn:sha1:f38fc784ffab00c11b9818d18f55be34cc8aa130</id>
<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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<content type='text'>
I inverted the condition, d'oh!
</content>
</entry>
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