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* Further clean up engine API initialisationGravatar Michael Smith 2022-05-121-8/+1
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* Add entity property finding and L4D warp testingGravatar Michael Smith 2022-05-031-2/+3
| | | | | | | | 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 2022-04-301-36/+32
| | | | | | | | | | | | | | | - 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")
* Reorganise sst.c, add Portal 1 game typeGravatar Michael Smith 2022-04-261-100/+99
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* Add engine_no_focus_sleep backport, fix codegenGravatar Michael Smith 2022-04-251-14/+30
| | | | Default gamedata values actually work the way they're supposed to now.
* Fix some egregious and sloppy mistakesGravatar Michael Smith 2022-04-061-1/+1
| | | | | | Thanks Aciidz and Bill for spotting these. Lesson (ostensibly) learned: Don't program while sleep-deprived!
* Add auto VDF installationGravatar Michael Smith 2022-03-241-0/+81
| | | | Breaks the Linux build because I can't file paths brain I need sleeping
* Clean up gameinfo_init() and other random stuffGravatar Michael Smith 2022-03-241-10/+11
| | | | | | | | | | | | | | | - Just ask the engine for the game directory instead of doing the stupid argv sniffing hacks from the early days of trying to get the damn thing working. - Also add some other path variables, functions and whatnot, and do some other minor tidying up. - Also also, another damn copyright year, somebody please help me. Unfortunate negative effect off this change: con_init() no longer reports the game name, because it has to happen before gameinfo_init(). I've decided I don't really care, though.
* Work around plugin unloading bug in old branchesGravatar Michael Smith 2022-03-231-1/+70
| | | | | 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 2022-03-211-1/+11
| | | | | It's archive so you can set m_rawinput 1, load SST via VDF and then never think about it again.
* Spruce up text and fix some copyright yearsGravatar Michael Smith 2022-03-191-2/+2
| | | | Sometimes, you just want to Unicode.
* 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.
* Tidy up stubs, make vstdlib a stub, build on LinuxGravatar Michael Smith 2022-01-061-23/+10
| | | | | | 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.
* Add Windows release automation and bump to v0.2v0.2-BETAGravatar Michael Smith 2021-12-301-1/+1
| | | | Preparing for the January beta release.
* Add custom demo packet stuffGravatar Michael Smith 2021-12-271-0/+2
| | | | | This is more old code that wasn't part of the initial release. Figure I might as well throw it in for later.
* Reintroduce autojump codeGravatar Michael Smith 2021-12-271-2/+4
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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 2021-12-261-0/+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/+206
With code from Bill. Thanks Bill!