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* Add entity property finding and L4D warp testingGravatar Michael Smith 2022-05-031-3/+7
| | | | | | | | This was a lot more code than expected, but it might be finally close to time to release the next beta... We'll see if any more rabbit holes present themselves to jump into, though.
* Centralise engine access, add Portal FOV changerGravatar Michael Smith 2022-04-301-3/+7
| | | | | | | | | | | | | | | - A bunch of stuff is now defined in one header, engineapi.h - engineapi.c is responsible for setting up any interfaces/stuff that's used in more than one place - mkgamedata is pretty much rewritten and now supports nested conditionals - gamedata variables no longer have the gamedata_ prefix because it was just annoyingly long all the time - vcall macros are somewhat revamped and support dynamic (gamedata) indices - Portal 1 FOV can be set anywhere from 75-120 using fov_desired - tested in both the main versions currently used by runners - A few typos were also fixed ("intput," "writeable," "indexes")
* Add engine_no_focus_sleep backport, fix codegenGravatar Michael Smith 2022-04-251-3/+4
| | | | Default gamedata values actually work the way they're supposed to now.
* Fix dark L4D2 rendering on Intel integrated GPUsGravatar Michael Smith 2022-04-251-1/+1
| | | | Thanks Aciidz for helping test this.
* Move WIN32_LEAN_AND_MEAN and NOMINMAX into flagsGravatar Michael Smith 2022-04-241-1/+1
| | | | | | | | They're literally always defined thusfar, and it's always possible to include specific headers for other stuff. So, rather than litter the source with defines (which might not even work in the likes of os.h if some other system header already decided to define/include stuff), let's just define it at the build script level.
* Dynamically link the Windows C runtimeGravatar Michael Smith 2022-04-241-3/+9
| | | | | This brings the DLL size down to a quarter of what it was. Dunno why Clang doesn't do this by default, but apparently it doesn't!
* Replace udis86 with a very small x86 decoderGravatar Michael Smith 2022-04-241-4/+7
| | | | | | | | | | | | | | | | | | | | | | | | | hook_inline() uses the new x86_len() function to get instruction lengths instead of doing full-blown disassembly, which should be a tiny bit quicker, and also removes the next for about 90KiB of lookup tables and such in the final binary. The code-digging logic in demorecord is also rewritten to be opcode-based rather than mnenmonic based. In general, going forward the plan is to always rely on opcodes and thus avoid a bunch of disassembly work every plugin load. udis86 is still in the tree for now to provide dbg_asmdump(), but it's only compiled into debug builds and left out of releases completely. As such, the whole BSD licence statement is also gone from the distribution LICENCE files. There's now also a dbg_toghidra() which spits out a rebased address to look stuff up for proper reverse engineering, which might be more useful than dbg_asmdump() anyway. If nobody ends up using the latter ever again, udis86 could get chucked completely. We'll see. Also shoehorned into this commit are a couple more forgotten copyright year bumps and some general minor cleanup here and there, because I couldn't be bothered wading through all the diff hunks. Oh, and makebindist.bat now makes an effort to make the zip file timestamps predictable/reproducible. That should be a different commit for sure, but oh well too bad.
* Make build scripts *slightly* more flexibleGravatar Michael Smith 2022-03-301-19/+30
| | | | | They're still temporary, I promise, but this will make tweaking the toolchain or turning debug builds on and off a lot simpler.
* Work around plugin unloading bug in old branchesGravatar Michael Smith 2022-03-231-1/+1
| | | | | This also introduces some stuff for interacting with the current plugin list. Other plugin management utilies are Coming Soon...
* Add m_rawinput reimplementation to replace RInputGravatar Michael Smith 2022-03-211-2/+3
| | | | | It's archive so you can set m_rawinput 1, load SST via VDF and then never think about it again.
* Tidy up stubs, make vstdlib a stub, build on LinuxGravatar Michael Smith 2022-01-061-2/+3
| | | | | | 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.
* Split up os.h, inline functions and fix some typosGravatar Michael Smith 2021-12-301-4/+3
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* Reintroduce autojump codeGravatar Michael Smith 2021-12-271-2/+3
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* Unhide useful commands and allow cheats in lobbiesGravatar Michael Smith 2021-12-261-1/+2
| | | | | | | | | | | | | 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.
* Initial public snapshotGravatar Michael Smith 2021-11-201-0/+62
With code from Bill. Thanks Bill!