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<title>mike/sst/src, branch v0.12-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=v0.12-BETA</id>
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<updated>2025-06-01T21:22:35+00:00</updated>
<entry>
<title>Set up for a 0.12 release</title>
<updated>2025-06-01T21:22:35+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-06-01T21:16:59+00:00</published>
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<entry>
<title>Check for a null srvdll in sst_dbg_sendtables</title>
<updated>2025-06-01T19:32:47+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-06-01T19:32:47+00:00</published>
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<content type='text'>
Avoids crashing if we couldn't get the interface for whatever reason.
Apparently bill ran into such a case.
</content>
</entry>
<entry>
<title>Fix bad returns missed in the feature init rewrite</title>
<updated>2025-06-01T19:29:46+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-06-01T19:29:46+00:00</published>
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</content>
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<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>
<entry>
<title>Bump versions and dates yet again</title>
<updated>2025-05-11T13:55:55+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-05-11T13:54:43+00:00</published>
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<id>urn:sha1:4593422e3b9dc8c1451b2457d1296f9c8e4fc063</id>
<content type='text'>
On the plus side, SST's release cadence has never been so lively!
</content>
</entry>
<entry>
<title>Fix the broken broken addon check fix</title>
<updated>2025-05-11T13:41:13+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-05-11T13:41:13+00:00</published>
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<id>urn:sha1:397a3fe8863e740456f1a61dda4d9d48b7456147</id>
<content type='text'>
Sorry Hayden. My next project for SST is a testing system. Because I
*royally* screwed up this release cycle.

Anyway I just inlined that function because it was evidently a
sufficient source of confusion that I managed to totally screw up
basically every part of call boundary. Truly catastrophically bungled
the thing. I must have been really tired...
</content>
</entry>
<entry>
<title>Fix a stupid typo</title>
<updated>2025-05-10T22:48:42+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-05-10T22:48:42+00:00</published>
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<id>urn:sha1:9fa7a853f0a1924373dec6a2005278f81b68d4ba</id>
<content type='text'>
Inconsequential at the moment, but still worth fixing.
</content>
</entry>
<entry>
<title>Fix L4D1 crash for yet another immediate bugfix release</title>
<updated>2025-05-09T16:57:12+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-05-09T16:53:31+00:00</published>
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<id>urn:sha1:a462d0fefd4776f64a4f509155314526ebe3bb55</id>
<content type='text'>
Every. Single. Time. And having screwed up the zip dates was just a
bonus I suppose.
</content>
</entry>
<entry>
<title>Improve the memcpy/memcmp functions a bit</title>
<updated>2025-05-04T23:26:34+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-05-04T23:26:34+00:00</published>
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<id>urn:sha1:618a1d60ddc98bf41b7a3e8216746d1eff827110</id>
<content type='text'>
I think memcpy might have been returning the wrong thing before,
actually, but I guess it didn't matter in practice. Who the hell uses
the return value from memcpy?
</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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<id>urn:sha1:7b7cb45f7c1ed307b585ab3506dc57854ec076a6</id>
<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>
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