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* Add last-minute SteamPipe Portal colour supportv0.4-BETAGravatar Michael Smith 2022-05-311-0/+5
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* Bump version number and zip datesGravatar Michael Smith 2022-05-311-2/+2
| | | | Preparing for release, I spose!
* Make the DLL copyright fit in the properties boxGravatar Michael Smith 2022-05-311-1/+1
| | | | | | You can widen the text field to read the whole thing, but that's not immediately obvious. Let's just shorten the text and make it nice and concise so people can figure out what to do more easily.
* File a complaint about the error message situationGravatar Michael Smith 2022-05-311-4/+6
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* Add basic Portal crosshair colour customisationGravatar Michael Smith 2022-05-306-7/+182
| | | | | | | | | | | Currently only works in 3420 and 5135 and uses hardcoded offsets with a byte pattern sanity check. Future work includes making it more widely compatible, and also doing the crazy thing I wanted to do but gave up on wherein the actual textures and stuff get patched in memory to sync up all the colours. Oh also, a couple of vtables were erroneously made executable, so I went ahead and fixed that while I was at it.
* Fix a dumb mistake I didn't check before pushingGravatar Michael Smith 2022-05-261-1/+1
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* Remove some dodgy whitespaceGravatar Michael Smith 2022-05-264-4/+4
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* Make MP autojump at least kind of less brokenGravatar Michael Smith 2022-05-261-9/+22
| | | | Meh, whatever.
* Fix wonky comparisons in CreateInterfaceGravatar Michael Smith 2022-05-251-1/+1
| | | | | A stupid, stupid bug I'd probably never have caught for years and years. Thanks Evan Lin in the Portal Discord for pointing it out!
* Properly solve load order issues via deferred initGravatar Michael Smith 2022-05-194-58/+89
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* Add a quick stopgap hack for Portal purposesGravatar Michael Smith 2022-05-191-0/+24
| | | | | | | | | | People want to be able to write a scheduled-release passphrase to demos to prove that said demos were recorded during a timeboxed event. Ideally this is something that'd be part of the custom demo data and general RTA run management stuff that's planned, but of course that doesn't exist yet. When it does exist, we'd probably want rid of this nonsense, so it's marked hidden and I don't plan to document it anywhere "official." It's just here for people who really need it in the short term.
* Clean up some random bits and bobsGravatar Michael Smith 2022-05-167-33/+25
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* Make the demo directory check more robustGravatar Michael Smith 2022-05-163-4/+28
| | | | This is how it should've been to begin with, but I was lazy.
* Fix GetEngineBuildNumber and entity property stuffGravatar Michael Smith 2022-05-153-8/+20
| | | | | | | | | | I still haven't bothered to flesh out all the possible indices for GetEngineBuildNumber but we're back to being able to use it to detect The Last Stand (as a result of some old version testing Aciidz did - thanks again!). This means we can do away with the terrible map file- based hotfix. Also, turns out sst_l4d_testwarp doesn't work if the plugin gets loaded early via VDF because certain SendTable offsets start out negated, so we work around that too now.
* Properly finish refactoring con to use gamedataGravatar Michael Smith 2022-05-131-98/+65
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* Rerun L4D1 console spam fix after config loadingGravatar Michael Smith 2022-05-123-0/+31
| | | | | | 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.
* Further clean up engine API initialisationGravatar Michael Smith 2022-05-125-30/+37
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* Add a few more os-win32.h definitions for laterGravatar Michael Smith 2022-05-121-0/+3
| | | | | This is part of some other WIP but might be useful in general so might as well be committed on its own.
* 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.