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<title>mike/sst/src/build, branch v0.5-BETA</title>
<subtitle>Source Speedrun Tools: practice tools and handy features for Source Engine games</subtitle>
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<updated>2023-05-04T22:49:27+00:00</updated>
<entry>
<title>Refactor the RGBA colour struct into engineapi.h</title>
<updated>2023-05-04T22:49:27+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-05-02T18:16:22+00:00</published>
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In both the engine and SST it's used in more places than just console
printing, so it makes more sense to give it a more appropriate nanme and
location.
</content>
</entry>
<entry>
<title>Fix dumb oversight in codegen</title>
<updated>2022-09-20T22:47:11+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-09-20T22:47:11+00:00</published>
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</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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<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>Fix malloc return check in mkentprops</title>
<updated>2022-08-16T21:52:47+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-08-16T21:51:32+00:00</published>
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Spotted by Bill the other day.
</content>
</entry>
<entry>
<title>Add magical feature codegen system, at long last</title>
<updated>2022-08-10T21:40:52+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-07-31T15:02:10+00:00</published>
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</content>
</entry>
<entry>
<title>Add event system</title>
<updated>2022-07-23T22:47:26+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-07-23T22:47:26+00:00</published>
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</content>
</entry>
<entry>
<title>Fix dodgy "has" initialisation case in mkgamedata</title>
<updated>2022-07-23T17:51:28+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-07-15T20:24:15+00:00</published>
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</entry>
<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>
<title>Clean up some random bits and bobs</title>
<updated>2022-05-16T21:15:46+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-05-16T20:07:41+00:00</published>
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</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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<content type='text'>
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.
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