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* 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.
* Fix finding key binding list in some newer buildsGravatar Michael Smith 2023-08-041-1/+1
| | | | | Apparently there's slightly longer code for whatever reason which made 32 too conservative of a search window. Easy fix!
* Coerce all-uppercase titles to pseudo-titlecaseGravatar Michael Smith 2023-08-021-0/+15
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* Filter out graphics backend window title suffixesGravatar Michael Smith 2023-08-021-2/+12
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* Add gamedata for mouse scaling in newest L4D1Gravatar Hayden K 2023-08-021-0/+1
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* Make various preparations for upcoming featuresGravatar Michael Smith 2023-08-0228-223/+1767
| | | | | | | | | | | | | | | | | | | | | | A lot of this is random WIP from a while back, at least a month ago, and is being committed now to get it out of the way so that other patches can be brought in and integrated against it without causing headaches. Also rolled into this commit is a way to distinguish plugin_unload from exiting the game. This is required for another soon-to-be-integrated feature to avoid crashing on exit, and could in theory also be used to speed up unloading on exit in future. While we're at it, this also avoids the need to linearly scan through the plugin list to do the old branch unloading fix, because we can. Rough summary of the other smaller stuff I can remember doing: - Rework bitbuf a bit - Add some cryptographic nonsense in ac.c (not final at all) - Introduce the first couple of "chunklets" libraries as a sort-of subproject of this one - Tidy up random small bits and bobs - Add source for a small keypair generation tool - Rework democustom to be very marginally more useful
* Add the auto-update script from the websiteGravatar Michael Smith 2023-08-021-0/+53
| | | | | | Basically for documentation purposes and to ensure it exists outside of my own server; this was a VERY write-only script and is already in fairly wide use so I don't expect to edit it very much.
* Fix VDF creation for old branchesGravatar Michael Smith 2023-08-021-1/+7
| | | | Absolutely no idea how long this has been broken for!
* Fix another stupid fps_max exploitGravatar Michael Smith 2023-08-021-2/+2
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* Fix another x86 case and add regression testsGravatar Michael Smith 2023-08-024-1/+46
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* Put back the Monocypher acknowledgementGravatar Michael Smith 2023-06-222-0/+10
| | | | | | It's very very likely to actually get used in the next release, I swear. This reverts commit 7893ef46f85eb5a6021d6ab763ca84e382e64954.
* Update Monocypher yet again, to 4.0.1Gravatar Michael Smith 2023-06-223-2184/+2124
| | | | | | | | | | | | | | There's a solid chance this actually gets used this time. Plus, there's breaking changes, so it makes sense to update before writing any actual code for it. The RNG module is also manually fixed up; upstream wasn't moved to the new Monocypher APIs which might be because the authors don't seem to think it's even a good idea to use anything other than arc4random(). Maybe I'd kind of agree with that if not for both Linux and Windows not having arc4random(), and none of SSTs use cases requiring it either (none of the crypto code is gonna be multithreaded and certainly none of it is gonna fork).
* Update some info in the READMEGravatar Michael Smith 2023-06-211-9/+12
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* Tweak feature sorting and fix a chibicc bugGravatar Michael Smith 2023-06-202-29/+11
| | | | | | | | | That sorting function was a bit wonky, so make it just a little bit wonky instead. chibicc would produce confusing lex errors if given a stray single quote somewhere, so make it give non-confusing errors. Also get rid of canonicalize_newline() because it's unnecessary for SST so long as Windows Git isn't left in its default misconfigured state.
* Add more GetEngineBuildNumber offsetsGravatar Willian Henrique 2023-06-201-3/+12
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* Fix L4D VGuiConnect/VGuiIsInitialized gamedataGravatar Willian Henrique 2023-06-152-3/+2
| | | | | | | This was actually breaking deferred initialisation in 0.5, the main observable effect being that the L4D1 console spam fix stopped working. Committer's note: woopsy!
* Fix spuriously-included test case in compile.batGravatar Michael Smith 2023-06-141-2/+0
| | | | | | | | This was clumsily added in 1c4318331663b152b0b298bd2c9e5c971506a86b as a test case for code I was writing at some point but has not been included in the repository yet. This means the 0.6 tag is broken for anyone trying to build from source unless this change is cherry-picked on top. Lesson learned: keep the working tree clean!
* Bump version to 0.6 and reset changelog stringGravatar Michael Smith 2023-06-122-13/+3
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* Remove the terrible gameinfo.txt garbage at lastGravatar Michael Smith 2023-06-127-320/+109
| | | | | | This also tidies up library handle grabbing with more os.h stuff, and improves the VDF creation logic - since we no longer store a couple of paths which makes it necessary to change that a bit anyway.
* Leave out the Monocypher acknowledgement for nowv0.5-BETAGravatar Michael Smith 2023-06-112-10/+0
| | | | | It's not being used in the 0.5 release; this will be reverted some time after the release is tagged and uploaded.
* Add a stupid hack fix for the autojump cheat checkGravatar Michael Smith 2023-06-111-3/+14
| | | | | | Of course, Portal doesn't actually check this properly, and it was never tested well enough until just now. This fixes it, albeit in a really stupid way. C'est la vie.
* Add update changelog and bump zip dateGravatar Michael Smith 2023-06-102-3/+13
| | | | | | The zip date is tomorrow as that's the expected release date pending some testing and hearing back from Portal people re official approval for use in runs. With any luck it won't need to be bumped further.
* Remove some paranoia about missing commandsGravatar Michael Smith 2023-06-103-18/+1
| | | | There's absolutely no reason these ever wouldn't be there.
* Prune some comments and tidy up other minor thingsGravatar Michael Smith 2023-06-1027-165/+113
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* Adapt vote reset code into fast campaign resettingGravatar Michael Smith 2023-06-0312-178/+591
| | | | | | | | | | | | | | | | | | | | | | | | | | | This is kind of a breaking change but the other code was obviously never released or relied on by anyone - it will be pushed at the same time as this in fact. It still seems worth having the original committed separately to show the progression of development of the feature, however. Technically the standalone vote cooldown resetting could also be added back if ever desired however there doesn't seem to be that much of a use case for that at the moment. This feature ought to be a lot more convenient now as it allows for resetting back to a set starting point no matter where the player is in a run. It isn't universally useful as All Campaigns Legacy solo runs require switching to a different type of server and Main Campaigns co-op runs require restarting the game after Swamp Fever to work around the god mode bug, however it is still useful in a good few situations. Unfortunately this turned out to be pretty complex to implement, first requiring a bunch of interop with valve's rather wacky KeyValues stuff, and then requiring a bunch of especially difficult reverse engineering of L4D1 v1.0.0.5 because it doesn't use said KeyValues stuff and does something else completely different instead. A side effect of all this work is that the nag removal hack is now part of the KeyValues stuff in kvsys.c, which is kind of a comfier place for it than just kind of dumped in the middle of sst.c.
* Improve os_dlfile() interfaceGravatar Michael Smith 2023-05-213-13/+21
| | | | | | Might as well return the length since we have it anyway. Also this maybe fixes the totally busted Linux code but it's still untested and probably doesn't work for reasons that will be discovered later on.
* Remove a couple more unused headers from nomuteGravatar Michael Smith 2023-05-211-2/+0
| | | | Pointed out by Bill.
* Apply CRLF to dist/LICENCE.windows in EditorConfigGravatar Michael Smith 2023-05-211-0/+3
| | | | | | | | | | Now that Neovim has built in EC handling, opening this file causes the editor to want to write it back out in Unix format, and it seems likely enough that other editors may do the same. Ensure that this file's (incorrect!!!) line endings are preserved, as this is done to make sure that end users can always read the file without any issues, no matter what terrible Windows text editor they may have chosen to use (although even Notepad handles LF just fine these days, it's better to be safe).
* Add command to reset L4D2 vote cooldownsGravatar Willian Henrique 2023-05-214-0/+142
| | | | | | | | | | | | In most versions of L4D2, players cannot call a vote (e.g. switch campaign, change difficulty, restart campaign) more than once every 3 minutes. This makes resetting on a first map a pain, usually requiring reloading the map to reset the vote state. This new sst_l4d_vote_cooldown_reset command empties the list of structures tracking vote callers, allowing all players to vote again immediately. This should make resetting runs a lot easier on versions without unlimited votes.
* Support decoding a bunch of MMX/SSE instructionsGravatar Michael Smith 2023-05-211-88/+202
| | | | | | | | | This is actually required for an upcoming feature to work, as an instruction scan bumps into a xorps instruction. Still not supporting SSE3 or later, or AVX, although at this point it seems that that would be relatively easy to add, as this thing has kept growing on an incremental case-by-case basis.
* Add some server entity code-crawling machineryGravatar Michael Smith 2023-05-173-0/+207
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* Fix some woopsies I hastily pushed last nightGravatar Michael Smith 2023-05-171-12/+6
| | | | | For the record, most of this wasn't Bill's fault. I shouldn't be fixing up patches in the middle of the night. :^)
* Add snd_mute_losefocus backportGravatar Willian Henrique 2023-05-172-1/+111
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* Add a hack for features to distinguish VDF loadingGravatar Michael Smith 2023-05-172-0/+6
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* Do some pedantic spring cleaningGravatar Michael Smith 2023-05-1621-85/+77
| | | | | | | | | | | | | | | | | | | | | | | - Use const in more places where it makes sense - not absolutely everywhere because it can get a bit annoying - Make all the instruction search loops a bit more readable by casting the function pointer into a temporary variable to loop over - Add a few more doc comments and fix a typo or two - Make that RTTI thing flexibly-sized, finally - Don't include gamedata.h in vcall.h for no reason; consequently include gamedata.h in a bunch of places where it was implictly pulled in before - Fix dbg_toghidra() and ent_getedict() having mismatched return types between their headers and respective source files - Remove that one broken, hacky, secret Portal non-feature that probably nobody even ended up using; it can be implemented properly later if required
* Somewhat expand on WIP ac.c stuffGravatar Michael Smith 2023-05-052-20/+58
| | | | | | This still isn't totally complete, or used anywhere yet, but it's been sitting here for literally months, so it might as well get committed so there's one less thing to deal with later.
* Implement APIs to control demo recordingGravatar Michael Smith 2023-05-053-3/+110
| | | | This is a surprise tool that will help us later!
* Fix enabling and disabling addons in L4D1Gravatar Hayden K 2023-05-041-0/+5
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* Improve L4D2 and Portal gametype detectionGravatar Willian Henrique 2023-05-045-14/+19
| | | | | | Adds tags for L4D2 2147 and Portal 3420. Committer's note: really the gamedata system might benefit from improvement in the future to support things like numerical ranges, but this will do for now.