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* Remove useless raw input multithreadingGravatar Michael Smith 2022-03-211-24/+3
| | | | | | | Turns out creating the input window on the main thread means it actually gets events from the game's event loop on the main thread which means we don't have to do our own event loop at all and in fact doing so is kind of broken and causes thread lockups and leaks and other such nonsense.
* Add missing copyright header smiley faceGravatar Michael Smith 2022-03-211-0/+16
| | | | It's late, okay?
* Add m_rawinput reimplementation to replace RInputGravatar Michael Smith 2022-03-214-3/+208
| | | | | It's archive so you can set m_rawinput 1, load SST via VDF and then never think about it again.
* Make inline hooking follow jumpsGravatar Michael Smith 2022-03-211-4/+13
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* Support deferring cvar registrationGravatar Michael Smith 2022-03-205-51/+94
| | | | | | | | This allows stuff to be registered conditionally. Unfortunately cmeta is now truly the worst thing of all time, but cleaning it up isn't a huge priority. On the plus side, codegen actually got simpler.
* Fix a couple of errataGravatar Michael Smith 2022-03-194-7/+6
| | | | | | | 1. Why is it so hard to remember to bump the years aaaaaaaaaaaaaaaaaaaa 2. Aciidz wrote the mat_monitorgamma patch a while ago and it turns out he since found out it's not version-specific, so the comment was confusing.
* Remove unused library mentions from 3p/READMEGravatar Michael Smith 2022-03-191-2/+0
| | | | | | | I had plans to use these at some point but never did. Maybe I still will later but listing them otherwise is a bit confusing and weird, and stems from an oversight when I initially imported all the early dev stuff into the public Git tree.
* Fix hook_inline() breaking after a single callGravatar Willian Henrique 2022-03-192-2/+20
| | | | Committer note: I, mike, am a big dumb idiot. Thanks, Bill.
* Add L4D:S CheckJumpButton index for autojumpGravatar Hayden 2022-03-191-0/+1
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* Fix L4D1 v1.0 mat_monitorgamma flags for QoLGravatar Hayden 2022-03-194-0/+14
| | | | Also unhide demo_interpolateview because yes.
* Spruce up text and fix some copyright yearsGravatar Michael Smith 2022-03-1935-100/+104
| | | | Sometimes, you just want to Unicode.
* Fix some old KV parser issuesGravatar Michael Smith 2022-03-195-84/+155
| | | | | | | - Implement conditionals in the lexer and reject or ignore them in callbacks. This will allow something to use them later if needed. - Make error handling less stupid (return a bool instead of using the state struct).
* Very slightly tidy RTTI stuffGravatar Michael Smith 2022-01-183-13/+44
| | | | More handwavey Linux prep, nothing too significant.
* Extend nag removal to L4DS tooGravatar Michael Smith 2022-01-181-1/+1
| | | | | This was a smaller oversight in the crash fix commit. I'd thought about it, but forgotten to do it.
* Correct and clarify the VAC warningGravatar Michael Smith 2022-01-171-4/+4
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* Fix Left 4 Dead 2 Survivors crashingGravatar Michael Smith 2022-01-173-9/+24
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* Fix up more command flagsGravatar Michael Smith 2022-01-071-7/+21
| | | | | Mostly L4D leaderboard related stuff, but shouldn't really hurt anyone in other games.
* Fix mat_queue_mode *properly*Gravatar Michael Smith 2022-01-071-13/+16
| | | | | | | I hadn't realised this was all that newer versions did. Thanks Aciidz for testing the fix on earlier versions too and confirming that it really is this simple.
* Add another execute bitGravatar Michael Smith 2022-01-061-0/+0
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* Fix a couple of other latent woopsiesGravatar Michael Smith 2022-01-062-3/+4
| | | | | | | The format string one is cool because it implies the Windows code was also always wrong but the Windows headers aren't annotated for Clang so I guess that means it doesn't warn. At least for the nonstandard Windows wide character versions of things. Cool!
* Tidy up stubs, make vstdlib a stub, build on LinuxGravatar Michael Smith 2022-01-0614-62/+72
| | | | | | Important note: it doesn't WORK on Linux, and there's tons of warnings and stuff, but it's easier to work on when all the compiler output and whatnot is there.
* Fix stupid typoGravatar Michael Smith 2022-01-061-1/+1
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* Fix build scripts and codegen on LinuxGravatar Michael Smith 2022-01-063-5/+15
| | | | | | | | | | | SST itself doesn't build, but it's a start! Really interesting is the declaration after a switch label. That's of course invalid, but Clang on Windows never complained. I guess it's an MSVC extension, eh? How annoying. Also, haha yes the script wasn't even executable. Forgot to update-index when I remade the repo, I guess...
* Add Windows release automation and bump to v0.2v0.2-BETAGravatar Michael Smith 2021-12-307-6/+133
| | | | Preparing for the January beta release.
* Split up os.h, inline functions and fix some typosGravatar Michael Smith 2021-12-3010-163/+188
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* Remove some unused filesGravatar Michael Smith 2021-12-296-7270/+1
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* Make convar init macro type-genericGravatar Michael Smith 2021-12-295-9/+16
| | | | | | | | | | | | | This removes the need to call atof() on each cvar on plugin load; now all that's required is the memory allocations for the string values. The syntax is also a bit nicer since numbers can just be numbers rather than quoted strings. Minor issue: specifying a string value that also happens to be numeric will break this since the numeric representation will be zero, but I can't see a reason this would ever happen. Also, add a DEF_CVAR_MAX just for completeness.
* Add custom demo packet stuffGravatar Michael Smith 2021-12-273-5/+152
| | | | | This is more old code that wasn't part of the initial release. Figure I might as well throw it in for later.
* Add a basic L4D2 multicore rendering workaroundGravatar Michael Smith 2021-12-271-0/+18
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* Reintroduce autojump codeGravatar Michael Smith 2021-12-278-10/+166
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* Block the plugin nag dialog in newer L4D2 buildsGravatar Michael Smith 2021-12-271-1/+50
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* Unhide useful commands and allow cheats in lobbiesGravatar Michael Smith 2021-12-266-2/+88
| | | | | | | | | | | | | This is done through a new "fixes" file which will probably become one of those silly dumping grounds that every project has to have somewhere to put random miscellaneous crap in. These are mainly hidden in L4D2 but they just get unilaterally unhidden if they exist, just to be sure they're accessible. As a bonus, it turns out that unhiding a single cvar also allows us to set sv_cheats 1 in Left 4 Dead 2, bringing an end to the need to port- forward a listen server for co-op practice.
* Set sst_autorecord to 1 by defaultv0.1-BETAGravatar Michael Smith 2021-11-201-1/+1
| | | | A few of us agreed there's really no reason not to.
* Initial public snapshotGravatar Michael Smith 2021-11-2085-0/+23641
With code from Bill. Thanks Bill!