| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
They're legally unnecessary as far as I know, and kind of annoying to
maintain on a long-term basis.
This was done with the consent of all 3 other contributors, in case
anyone was wondering.
|
|
|
|
|
|
|
| |
In the future we can also consider moving to {} instead of {0} for
initialisers, but my old Clang (16) doesn't support this, so it might be
wise to wait longer on that one so people don't need too bleeding-edge
of a compiler just to build this thing.
|
| |
|
|
|
|
|
|
| |
This was the simplest way I could think of to solve this issue. Thanks
again Aciidz for pointing the issue out, and thanks Turtle Rock for
shipping such a broken game.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
- 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")
|
| |
|
|
|
|
| |
Sometimes, you just want to Unicode.
|
|
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.
|