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* HOTFIX: Fix L4D2 2.0.0.0 crashingv0.3-HOTFIXGravatar Michael Smith 2022-05-063-7/+13
| | | | Idiotic problems require idiotic solutions.
* Allow lowering fps_max in the Left 4 DeadsGravatar Michael Smith 2022-05-041-0/+21
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* Cheat-protect sst_l4d_testwarpGravatar Michael Smith 2022-05-041-1/+1
| | | | | Don't want people hitting a bind by accident and invalidating their runs instantly.
* Fix a woopsy and slightly tweak autorecord UXGravatar Michael Smith 2022-05-042-2/+8
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* Woops, go ahead and delete that testing codeGravatar Michael Smith 2022-05-031-19/+1
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* Add entity property finding and L4D warp testingGravatar Michael Smith 2022-05-0316-34/+661
| | | | | | | | 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.
* Fix slashes being skipped in unquoted KV tokensGravatar Michael Smith 2022-05-011-2/+2
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* Don't bump the demo number if playing another demoGravatar Michael Smith 2022-04-301-9/+9
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* Centralise engine access, add Portal FOV changerGravatar Michael Smith 2022-04-3021-314/+761
| | | | | | | | | | | | | | | - 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")
* Fix a couple of bits of convar min/max brokennessGravatar Michael Smith 2022-04-262-5/+6
| | | | It's amazing how long these things can go unnoticed.
* Reorganise sst.c, add Portal 1 game typeGravatar Michael Smith 2022-04-262-102/+102
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* Fix GetCursorPos hook return valueGravatar Michael Smith 2022-04-261-1/+1
| | | | | | I'd noticed this at some point but it didn't seem to matter, and now all of sudden it does matter because magic. The hook just stopped working suddenly.
* Remove some superfluous headersGravatar Michael Smith 2022-04-261-2/+0
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* Fix loading in early L4D2 buildsGravatar Michael Smith 2022-04-261-13/+11
| | | | This was dumb.
* Add engine_no_focus_sleep backport, fix codegenGravatar Michael Smith 2022-04-258-24/+149
| | | | Default gamedata values actually work the way they're supposed to now.
* Suppress L4D1 console spamGravatar Hayden 2022-04-251-0/+7
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* Organise general and game-specific fixesGravatar Michael Smith 2022-04-252-28/+36
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* Fix dark L4D2 rendering on Intel integrated GPUsGravatar Michael Smith 2022-04-251-0/+27
| | | | Thanks Aciidz for helping test this.
* Fix broken con_setvar*() functions - woopsy!Gravatar Michael Smith 2022-04-251-1/+2
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* Reorganise and simplify demorecGravatar Michael Smith 2022-04-241-145/+188
| | | | | | | | - Demo recording can now be started before connecting to a server - The overall demo-number-preserving logic is a lot simpler and should work even if the plugin is reloaded or something - As an added feature, recording to a nonexistent directory will produce an error instead of silently failing
* Preemptively bump version to 0.3Gravatar Michael Smith 2022-04-242-3/+3
| | | | | No idea when the next release will happen yet, but this might as well happen now to avoid forgetting later.
* Move WIN32_LEAN_AND_MEAN and NOMINMAX into flagsGravatar Michael Smith 2022-04-243-6/+0
| | | | | | | | 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.
* Replace udis86 with a very small x86 decoderGravatar Michael Smith 2022-04-2415-127/+664
| | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Remove some more unused chibicc bitsGravatar Michael Smith 2022-04-142-254/+4
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* Fix some egregious and sloppy mistakesGravatar Michael Smith 2022-04-063-4/+5
| | | | | | Thanks Aciidz and Bill for spotting these. Lesson (ostensibly) learned: Don't program while sleep-deprived!
* Fix L4D1 and L4DS crash regressionsGravatar Michael Smith 2022-03-262-2/+6
| | | | Chalk this up to improper testing and being tired and not using brain.
* Add auto VDF installationGravatar Michael Smith 2022-03-243-0/+85
| | | | Breaks the Linux build because I can't file paths brain I need sleeping
* Clean up gameinfo_init() and other random stuffGravatar Michael Smith 2022-03-249-156/+145
| | | | | | | | | | | | | | | - 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...
* Remove useless raw input multithreadingGravatar Michael Smith 2022-03-211-24/+3
| | | | | | | Turns out creating the input window on the main thread means it actually gets events from the game's event loop on the main thread which means we don't have to do our own event loop at all and in fact doing so is kind of broken and causes thread lockups and leaks and other such nonsense.
* Add missing copyright header smiley faceGravatar Michael Smith 2022-03-211-0/+16
| | | | It's late, okay?
* Add m_rawinput reimplementation to replace RInputGravatar Michael Smith 2022-03-213-1/+205
| | | | | It's archive so you can set m_rawinput 1, load SST via VDF and then never think about it again.
* Make inline hooking follow jumpsGravatar Michael Smith 2022-03-211-4/+13
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* Support deferring cvar registrationGravatar Michael Smith 2022-03-205-51/+94
| | | | | | | | This allows stuff to be registered conditionally. Unfortunately cmeta is now truly the worst thing of all time, but cleaning it up isn't a huge priority. On the plus side, codegen actually got simpler.
* Fix a couple of errataGravatar Michael Smith 2022-03-191-4/+3
| | | | | | | 1. Why is it so hard to remember to bump the years aaaaaaaaaaaaaaaaaaaa 2. Aciidz wrote the mat_monitorgamma patch a while ago and it turns out he since found out it's not version-specific, so the comment was confusing.
* Remove unused library mentions from 3p/READMEGravatar Michael Smith 2022-03-191-2/+0
| | | | | | | I had plans to use these at some point but never did. Maybe I still will later but listing them otherwise is a bit confusing and weird, and stems from an oversight when I initially imported all the early dev stuff into the public Git tree.
* Fix hook_inline() breaking after a single callGravatar Willian Henrique 2022-03-191-2/+4
| | | | Committer note: I, mike, am a big dumb idiot. Thanks, Bill.
* Fix L4D1 v1.0 mat_monitorgamma flags for QoLGravatar Hayden 2022-03-191-0/+11
| | | | Also unhide demo_interpolateview because yes.
* Spruce up text and fix some copyright yearsGravatar Michael Smith 2022-03-1931-41/+41
| | | | Sometimes, you just want to Unicode.
* Fix some old KV parser issuesGravatar Michael Smith 2022-03-194-77/+142
| | | | | | | - Implement conditionals in the lexer and reject or ignore them in callbacks. This will allow something to use them later if needed. - Make error handling less stupid (return a bool instead of using the state struct).
* Very slightly tidy RTTI stuffGravatar Michael Smith 2022-01-183-13/+44
| | | | More handwavey Linux prep, nothing too significant.
* 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.
* Fix Left 4 Dead 2 Survivors crashingGravatar Michael Smith 2022-01-173-9/+24
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* Fix up more command flagsGravatar Michael Smith 2022-01-071-7/+21
| | | | | Mostly L4D leaderboard related stuff, but shouldn't really hurt anyone in other games.
* Fix mat_queue_mode *properly*Gravatar Michael Smith 2022-01-071-13/+16
| | | | | | | I hadn't realised this was all that newer versions did. Thanks Aciidz for testing the fix on earlier versions too and confirming that it really is this simple.
* Fix a couple of other latent woopsiesGravatar Michael Smith 2022-01-062-3/+4
| | | | | | | The format string one is cool because it implies the Windows code was also always wrong but the Windows headers aren't annotated for Clang so I guess that means it doesn't warn. At least for the nonstandard Windows wide character versions of things. Cool!
* Tidy up stubs, make vstdlib a stub, build on LinuxGravatar Michael Smith 2022-01-0610-53/+55
| | | | | | 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.
* Fix stupid typoGravatar Michael Smith 2022-01-061-1/+1
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* Fix build scripts and codegen on LinuxGravatar Michael Smith 2022-01-062-3/+13
| | | | | | | | | | | SST itself doesn't build, but it's a start! Really interesting is the declaration after a switch label. That's of course invalid, but Clang on Windows never complained. I guess it's an MSVC extension, eh? How annoying. Also, haha yes the script wasn't even executable. Forgot to update-index when I remade the repo, I guess...
* Add Windows release automation and bump to v0.2v0.2-BETAGravatar Michael Smith 2021-12-302-4/+4
| | | | Preparing for the January beta release.