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* Add the one update note to release again, alreadyv0.8-BETAGravatar Michael Smith 2024-08-261-1/+1
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* Fix broken mkentprops code generationGravatar Michael Smith 2024-08-261-3/+5
| | | | I screwed things up even more than I thought!
* Fix Teleport gamedata for sst_l4d_testwarp on L4D2Gravatar Michael Smith 2024-08-261-2/+2
| | | | | | Of course, something was bound to get screwed up by all those changes. And of course, I was bound not to test stuff well enough in the rush to make a useful update. Argh!
* Bump version to 0.8 for next releaseGravatar Michael Smith 2024-08-262-7/+5
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* Add update notes and bump zip version for releasev0.7-BETAGravatar Michael Smith 2024-08-262-3/+5
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* Add a quick hack fix for Portal 4104 demo playbackGravatar Michael Smith 2024-08-231-1/+30
| | | | | | Thanks Evan Lin for doing the hard RE work to figure out the necessary patch - I just reimplemented that here in about the dumbest way possible.
* Fix PEntityOfEntIndex gamedata for Portal 4104Gravatar Matthew Wozniak 2024-08-231-1/+1
| | | | This enables the FOV feature to work correctly.
* Rewrite the gamedata and entprops systems entirelyGravatar Michael Smith 2024-08-2326-1115/+807
| | | | | | | | | | | | This removes the horrible janky old KeyValues parser and replaces it with a couple of trivial ad-hoc text parsers. In doing so, make the format of the actual gamedata files more human-friendly too. We also gain support for nested SendTables in mkentprops, which are required to get at various things like player velocity. And, the actual string matching is made more efficient (or, at least, more scalable) by way of a cool radix tree thing which generates a bunch of switch cases on distinct characters.
* Fix an old and stupid woopsy in hud.hGravatar Michael Smith 2024-08-231-1/+1
| | | | | | | | | | This wasn't woz's fault - I did some wrangling of his code and introduced this woopsy without noticing. Thanks to aciidz also, for pointing it out recently. Not touching the copyright years because it's such a stupidly trivial thing - I can't really claim to have done anything substantial here.
* Revise syntax macros and add a ton of branch hintsGravatar Michael Smith 2024-08-2338-293/+356
| | | | | | | | | My new programming style is branch hints. All non-confusing branches must be hinted when I can be bothered. It's faster, sometimes, maybe. Also, start trying to use more signed sizes in at least some of the places where it makes sense. Unsigned sizes are surprisingly error-prone!
* Prevent errorlevel weirdness in compile.batGravatar Michael Smith 2024-08-221-21/+20
| | | | | | | | | | | | | | | This is an issue I've known about for a little while and kept forgetting to fix here. It's not been a huge issue for anyone, but still, improving correctness is always a good thing. Essentially, if you run a batch file straight through cmd /c, rather than interactively, exit /b with no number doesn't actually propagate the errorlevel value correctly, which is obviously bad. To fix this, just jump to the end on error and then explicitly return the errorlevel. If everything succeeds, this will of course still return 0, as expected. Special thanks go to Microsoft for writing this bug decades ago and never fixing it, probably in the name of backwards compatibility.
* Rework OS abstractionsGravatar Michael Smith 2024-08-2221-371/+585
| | | | | | | | | | | | | | | | | | | | | | - As much as possible avoid dragging system headers into translation units. This should avoid namespace pollution and, hopefully, speed up builds a little bit. - Avoid leaning on the UCRT so much on Windows - prefer native win32 calls and native file handles except where doing so is inconvenient (in particular, for stat(), which we might try and replace later). - Also, switch from SystemFunction036 to ProcessPrng on Windows. This requires us to generate a stub for bcryptprimitives.dll because Microsoft haven't bothered to provide a link library, but the function is better-documented and seems to be a more direct under-the-hood call as well. Apparently it's what's used by the major web browsers these days, which seems like a good indication it's stable and trusted. - Lastly, remove a bunch of functions and macros and stuff that weren't actually being used. It seems good to try and keep the scope of OS-dependent stuff relatively contained and only add to it when actually required.
* Bump the version to 0.7, ahead of next releaseGravatar Michael Smith 2024-08-052-12/+5
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* Hotfix broken Portal 5135 autojumpv0.6-HOTFIXGravatar Michael Smith 2024-05-282-4/+4
| | | | | | | | The tf_arena_max_streak check turns out not to work on autoload since the client isn't loaded yet so the cvar doesn't exist yet. Using the server-side cvar tf_escort_score_rate appears to do for now. Also bump the zip date again since I'm doing this after midnight :^)
* Set the release zip date for 0.6v0.6-BETAGravatar Michael Smith 2024-05-271-2/+2
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* Hide custom crosshair in menus/load screensGravatar Michael Smith 2024-05-273-2/+21
| | | | | | | | | | This isn't perfect logic - the standard crosshair has a lot more cases where it's not displayed - but it's better than nothing and avoids looking stupid as often. In the process, also fix the IConVar virtual table being one entry too small, which somehow wasn't a problem until it led to vtidx_IsInGame here getting clobbered and causing hard-to-debug crashes. Woopsy!
* Support fast-forwarding 38 custom L4D2 campaignsGravatar Hayden K 2024-05-224-20/+112
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* Prepare a changelog for next releaseGravatar Michael Smith 2024-05-221-1/+8
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* Disable fastfwd outside L4D so SPT doesn't breakGravatar Michael Smith 2024-05-211-0/+7
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* Add temporary plugin version identifier to demosGravatar Michael Smith 2024-05-211-1/+11
| | | | | | | | | | | | I've resisted doing this for a long time but it's getting to the point where blocking a release indefinitely is a real problem, and this satisfies the original request from some leaderboard people to just make SST identifiable in some way or another. It means the demo stuff can happen at whatever pace it happens at and other stuff can happen independently. Less stress and sadness. Of course, it'll only be kept in as long as required, but there'll be no rush to get rid of it for any particular release either.
* Deal with the stupid NVDTOR situationGravatar Michael Smith 2024-05-216-33/+19
| | | | | | | Bill suggested using abi.h for this. Not sure if it's 100% ideal to need to pull in the whole header for this one macro but it's arguably better than most alternatives and definitely better than just continuing to duplicate it ad nauseam.
* Fix compatibility with latest L4D2 updateGravatar Willian Henrique 2024-05-215-14/+61
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* Fix miscategorised jmp instructionGravatar Michael Smith 2024-05-051-3/+3
| | | | Woops! Thanks Uncrafted for reporting this.
* Remove some unnecessary and/or confusing stuffGravatar Michael Smith 2024-02-263-6/+3
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* Update the stupid copyright yearsGravatar Michael Smith 2024-02-253-3/+3
| | | | I will probably forget to do this every year.
* Re-learn how to write C headers, apparentlyGravatar Michael Smith 2024-01-221-0/+5
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* Learn to spell correctlyGravatar Michael Smith 2024-01-211-4/+4
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* Rethink mem_loadoffset, and consequently, kill itGravatar Michael Smith 2024-01-2111-43/+58
| | | | | | | | | Suggested by bill. Having something semantically pointer-sized that's only ever used for stuff that's always 32-bit doesn't really make sense. Note that I intentionally did not add a copyright line for myself in hud.c because, I mean, come on. I'll just say I waive any claim to that tiny trivial change.
* Add a half-decent custom crosshairGravatar Michael Smith 2024-01-216-38/+222
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* Add VGUI HUD overlay drawing featureGravatar Matthew Wozniak 2023-12-197-2/+373
| | | | | | | Currently only supports Orange Box and Left 4 Dead branches. There's quite a large amount of gamedata involved in making this work, and figuring it out for the likes of Portal 2 doesn't seem like a major priority at the moment.
* Don't compile kv.c as part of SST itselfGravatar Michael Smith 2023-12-172-2/+0
| | | | | | | | Of course, this has only been used at build time for quite a while now. Silly oversight! The linker would have dropped it anyway so this will just avoid some wasted effort.
* Cancel fast-forward after the player disconnectsGravatar Michael Smith 2023-12-176-10/+135
| | | | | | | | Avoids spurious and confusing fast-forward behaviour in the event of resetting a run, then disconnecting early and deciding to load some other map. Also fixes a stupid typo (s/propand/propane/).
* Improve quickreset command descriptions a bitGravatar Michael Smith 2023-12-131-2/+2
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* Add fast-forward gaps for checking item spawnsGravatar Michael Smith 2023-12-053-38/+122
| | | | | | This complicates things greatly! Therefore, it's a separate commit to the baseline fast-forward functionality, to keep the confusing stuff relatively contained.
* Add gamedata for autojump in Portal 3420Gravatar Hayden K 2023-12-041-1/+5
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* Fix Left 4 Dead Survivors crashGravatar Michael Smith 2023-12-041-2/+8
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* Add cutscene skipping to L4D quick resetGravatar Michael Smith 2023-12-049-54/+309
| | | | Also done with quite a lot of RE help from bill - thanks again!
* Hook Key_Event instead of DispatchInputEvent in ACGravatar Willian Henrique 2023-11-261-24/+33
| | | | | | This fixes a crash in later L4D2 versions caused by the fact we were unknowingly hooking Key_Event already. Now we hook it all the time on purpose.
* Fix CPlugin ABI on newer L4D2 versionsGravatar Michael Smith 2023-11-262-10/+35
| | | | | Thanks bill for spotting this issue. It was causing crashes on unload, which is obviously no good.
* Add a way to fast-forward game timeGravatar Matthew Wozniak 2023-11-268-0/+303
| | | | | | | | | | | | This will be mostly useful for skipping cutscenes in Left 4 Dead games. It may work in other games, but probably won't really be as useful. Committer's note: this was adapted a fair bit from woz's original code, hence the joint copyright, but he did most the hard work of figuring out how to get this deep into the engine's call stack. Thanks! bill also provided a fair bit of help figuring out missing gamedata and fixing compatibility with L4D2 2147 and later. Also thanks!
* Make L4D2 2147 gametype include all later versionsGravatar Michael Smith 2023-11-262-6/+6
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* Perform very minor load/unload optimisationsGravatar Michael Smith 2023-08-3010-26/+36
| | | | Because why not.
* Change "plain" filetypes to the proper "text"Gravatar Michael Smith 2023-08-305-5/+5
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* Only register portal colour cvars in PortalGravatar Michael Smith 2023-08-301-4/+8
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* Perform minor build script tidyingGravatar Michael Smith 2023-08-302-16/+18
| | | | | - Add a couple of overdue -Werrors that make life easier - Reshuffle cc/ld flags a bit, mainly around -fuse-ld=lld
* Fix editorial mishapGravatar Michael Smith 2023-08-271-1/+0
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* Remove vcruntime140.dll dependencyGravatar Michael Smith 2023-08-272-5/+57
| | | | | | | | | This will save users having to install the VS runtime in order to load the plugin. Turns out there was very little to implement to make this work. Turning off stack probing might cause spooky outcomes further down the line but we'll burn that bridge when we get there.
* Fix msgpack sizing blundersGravatar Michael Smith 2023-08-272-4/+4
| | | | | Reminder not to actually use any of the code I write until it's at least been included in a few releases of something. :^)
* Get things at least compiling under LinuxGravatar Michael Smith 2023-08-2719-137/+235
| | | | | | | | | | | Nothing really works yet, but at least test.h and fastspin are fixed and some of the issues with RTTI and libdl and stuff are maybe kind of sorted, subject to more testing later. The main issue now seems to be the cvar interface not quite lining up and crashing pretty much immediately. That'll probably take a lot more debugging to figure out, which likely still won't be a priority for quite a while.
* Fix amusing typoGravatar Michael Smith 2023-08-052-2/+2
| | | | Thinks, bill.