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* Add very basic client console messaging for L4D2Gravatar Michael Smith 2024-08-294-2/+77
| | | | | | | | This isn't totally ideal - it'd be nice to have a way to get colours working, at least for errors/warnings. But it might not really be possible to do that without custom networking stuff, so this will do for the forseeable future. The main goal is just to be able to have CON_SERVERSIDE commands actually give output to the relevant player.
* Unhide con_logfile in fixesGravatar Michael Smith 2024-08-291-0/+1
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* Add basic server-side tracing functionalityGravatar Willian Henrique 2024-08-292-0/+161
| | | | | | | | | | | Restricted to L4D for now due to known ABI compatibility issues on other branches. This should be easy to fix later when needed elsewhere. Committer's note: I've counted myself as a joint author and added a copyright notice to the .c file since this code is reasonably modified from the code bill originally wrote last year. but June of this year and , so I've gone ahead and corrected his copyright notice too, with permission.
* Fix mkentprops for real this time, probablyGravatar Michael Smith 2024-08-292-19/+27
| | | | | Last fix was apparently enough to make the release work, but not enough to actually work in general, lol. With any luck, it's actually good now.
* Begin the new version cycle yet again at 0.9Gravatar Michael Smith 2024-08-262-5/+5
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* Add the one update note to release again, alreadyv0.8-BETAGravatar Michael Smith 2024-08-261-1/+1
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* Fix broken mkentprops code generationGravatar Michael Smith 2024-08-261-3/+5
| | | | I screwed things up even more than I thought!
* Bump version to 0.8 for next releaseGravatar Michael Smith 2024-08-262-7/+5
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* Add update notes and bump zip version for releasev0.7-BETAGravatar Michael Smith 2024-08-261-1/+3
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* Add a quick hack fix for Portal 4104 demo playbackGravatar Michael Smith 2024-08-231-1/+30
| | | | | | Thanks Evan Lin for doing the hard RE work to figure out the necessary patch - I just reimplemented that here in about the dumbest way possible.
* Rewrite the gamedata and entprops systems entirelyGravatar Michael Smith 2024-08-239-695/+504
| | | | | | | | | | | | This removes the horrible janky old KeyValues parser and replaces it with a couple of trivial ad-hoc text parsers. In doing so, make the format of the actual gamedata files more human-friendly too. We also gain support for nested SendTables in mkentprops, which are required to get at various things like player velocity. And, the actual string matching is made more efficient (or, at least, more scalable) by way of a cool radix tree thing which generates a bunch of switch cases on distinct characters.
* Fix an old and stupid woopsy in hud.hGravatar Michael Smith 2024-08-231-1/+1
| | | | | | | | | | This wasn't woz's fault - I did some wrangling of his code and introduced this woopsy without noticing. Thanks to aciidz also, for pointing it out recently. Not touching the copyright years because it's such a stupidly trivial thing - I can't really claim to have done anything substantial here.
* Revise syntax macros and add a ton of branch hintsGravatar Michael Smith 2024-08-2337-292/+355
| | | | | | | | | My new programming style is branch hints. All non-confusing branches must be hinted when I can be bothered. It's faster, sometimes, maybe. Also, start trying to use more signed sizes in at least some of the places where it makes sense. Unsigned sizes are surprisingly error-prone!
* Rework OS abstractionsGravatar Michael Smith 2024-08-2218-361/+557
| | | | | | | | | | | | | | | | | | | | | | - As much as possible avoid dragging system headers into translation units. This should avoid namespace pollution and, hopefully, speed up builds a little bit. - Avoid leaning on the UCRT so much on Windows - prefer native win32 calls and native file handles except where doing so is inconvenient (in particular, for stat(), which we might try and replace later). - Also, switch from SystemFunction036 to ProcessPrng on Windows. This requires us to generate a stub for bcryptprimitives.dll because Microsoft haven't bothered to provide a link library, but the function is better-documented and seems to be a more direct under-the-hood call as well. Apparently it's what's used by the major web browsers these days, which seems like a good indication it's stable and trusted. - Lastly, remove a bunch of functions and macros and stuff that weren't actually being used. It seems good to try and keep the scope of OS-dependent stuff relatively contained and only add to it when actually required.
* Bump the version to 0.7, ahead of next releaseGravatar Michael Smith 2024-08-052-12/+5
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* Hotfix broken Portal 5135 autojumpv0.6-HOTFIXGravatar Michael Smith 2024-05-281-2/+2
| | | | | | | | The tf_arena_max_streak check turns out not to work on autoload since the client isn't loaded yet so the cvar doesn't exist yet. Using the server-side cvar tf_escort_score_rate appears to do for now. Also bump the zip date again since I'm doing this after midnight :^)
* Hide custom crosshair in menus/load screensGravatar Michael Smith 2024-05-272-2/+8
| | | | | | | | | | This isn't perfect logic - the standard crosshair has a lot more cases where it's not displayed - but it's better than nothing and avoids looking stupid as often. In the process, also fix the IConVar virtual table being one entry too small, which somehow wasn't a problem until it led to vtidx_IsInGame here getting clobbered and causing hard-to-debug crashes. Woopsy!
* Support fast-forwarding 38 custom L4D2 campaignsGravatar Hayden K 2024-05-221-17/+109
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* Prepare a changelog for next releaseGravatar Michael Smith 2024-05-221-1/+8
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* Disable fastfwd outside L4D so SPT doesn't breakGravatar Michael Smith 2024-05-211-0/+7
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* Add temporary plugin version identifier to demosGravatar Michael Smith 2024-05-211-1/+11
| | | | | | | | | | | | I've resisted doing this for a long time but it's getting to the point where blocking a release indefinitely is a real problem, and this satisfies the original request from some leaderboard people to just make SST identifiable in some way or another. It means the demo stuff can happen at whatever pace it happens at and other stuff can happen independently. Less stress and sadness. Of course, it'll only be kept in as long as required, but there'll be no rush to get rid of it for any particular release either.
* Deal with the stupid NVDTOR situationGravatar Michael Smith 2024-05-216-33/+19
| | | | | | | Bill suggested using abi.h for this. Not sure if it's 100% ideal to need to pull in the whole header for this one macro but it's arguably better than most alternatives and definitely better than just continuing to duplicate it ad nauseam.
* Fix compatibility with latest L4D2 updateGravatar Willian Henrique 2024-05-212-11/+58
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* Fix miscategorised jmp instructionGravatar Michael Smith 2024-05-051-3/+3
| | | | Woops! Thanks Uncrafted for reporting this.
* Remove some unnecessary and/or confusing stuffGravatar Michael Smith 2024-02-263-6/+3
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* Re-learn how to write C headers, apparentlyGravatar Michael Smith 2024-01-221-0/+5
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* Learn to spell correctlyGravatar Michael Smith 2024-01-211-4/+4
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* Rethink mem_loadoffset, and consequently, kill itGravatar Michael Smith 2024-01-2111-43/+58
| | | | | | | | | Suggested by bill. Having something semantically pointer-sized that's only ever used for stuff that's always 32-bit doesn't really make sense. Note that I intentionally did not add a copyright line for myself in hud.c because, I mean, come on. I'll just say I waive any claim to that tiny trivial change.
* Add a half-decent custom crosshairGravatar Michael Smith 2024-01-214-38/+218
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* Add VGUI HUD overlay drawing featureGravatar Matthew Wozniak 2023-12-192-0/+266
| | | | | | | Currently only supports Orange Box and Left 4 Dead branches. There's quite a large amount of gamedata involved in making this work, and figuring it out for the likes of Portal 2 doesn't seem like a major priority at the moment.
* Cancel fast-forward after the player disconnectsGravatar Michael Smith 2023-12-173-10/+125
| | | | | | | | Avoids spurious and confusing fast-forward behaviour in the event of resetting a run, then disconnecting early and deciding to load some other map. Also fixes a stupid typo (s/propand/propane/).
* Improve quickreset command descriptions a bitGravatar Michael Smith 2023-12-131-2/+2
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* Add fast-forward gaps for checking item spawnsGravatar Michael Smith 2023-12-053-38/+122
| | | | | | This complicates things greatly! Therefore, it's a separate commit to the baseline fast-forward functionality, to keep the confusing stuff relatively contained.
* Add cutscene skipping to L4D quick resetGravatar Michael Smith 2023-12-047-52/+298
| | | | Also done with quite a lot of RE help from bill - thanks again!
* Hook Key_Event instead of DispatchInputEvent in ACGravatar Willian Henrique 2023-11-261-24/+33
| | | | | | This fixes a crash in later L4D2 versions caused by the fact we were unknowingly hooking Key_Event already. Now we hook it all the time on purpose.
* Fix CPlugin ABI on newer L4D2 versionsGravatar Michael Smith 2023-11-262-10/+35
| | | | | Thanks bill for spotting this issue. It was causing crashes on unload, which is obviously no good.
* Add a way to fast-forward game timeGravatar Matthew Wozniak 2023-11-262-0/+278
| | | | | | | | | | | | This will be mostly useful for skipping cutscenes in Left 4 Dead games. It may work in other games, but probably won't really be as useful. Committer's note: this was adapted a fair bit from woz's original code, hence the joint copyright, but he did most the hard work of figuring out how to get this deep into the engine's call stack. Thanks! bill also provided a fair bit of help figuring out missing gamedata and fixing compatibility with L4D2 2147 and later. Also thanks!
* Make L4D2 2147 gametype include all later versionsGravatar Michael Smith 2023-11-262-6/+6
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* Perform very minor load/unload optimisationsGravatar Michael Smith 2023-08-3010-26/+36
| | | | Because why not.
* Only register portal colour cvars in PortalGravatar Michael Smith 2023-08-301-4/+8
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* Remove vcruntime140.dll dependencyGravatar Michael Smith 2023-08-271-0/+48
| | | | | | | | | This will save users having to install the VS runtime in order to load the plugin. Turns out there was very little to implement to make this work. Turning off stack probing might cause spooky outcomes further down the line but we'll burn that bridge when we get there.
* Fix msgpack sizing blundersGravatar Michael Smith 2023-08-272-4/+4
| | | | | Reminder not to actually use any of the code I write until it's at least been included in a few releases of something. :^)
* Get things at least compiling under LinuxGravatar Michael Smith 2023-08-2716-119/+218
| | | | | | | | | | | Nothing really works yet, but at least test.h and fastspin are fixed and some of the issues with RTTI and libdl and stuff are maybe kind of sorted, subject to more testing later. The main issue now seems to be the cvar interface not quite lining up and crashing pretty much immediately. That'll probably take a lot more debugging to figure out, which likely still won't be a priority for quite a while.
* Fix finding key binding list in some newer buildsGravatar Michael Smith 2023-08-041-1/+1
| | | | | Apparently there's slightly longer code for whatever reason which made 32 too conservative of a search window. Easy fix!
* Coerce all-uppercase titles to pseudo-titlecaseGravatar Michael Smith 2023-08-021-0/+15
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* Filter out graphics backend window title suffixesGravatar Michael Smith 2023-08-021-2/+12
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* Make various preparations for upcoming featuresGravatar Michael Smith 2023-08-0224-212/+1700
| | | | | | | | | | | | | | | | | | | | | | A lot of this is random WIP from a while back, at least a month ago, and is being committed now to get it out of the way so that other patches can be brought in and integrated against it without causing headaches. Also rolled into this commit is a way to distinguish plugin_unload from exiting the game. This is required for another soon-to-be-integrated feature to avoid crashing on exit, and could in theory also be used to speed up unloading on exit in future. While we're at it, this also avoids the need to linearly scan through the plugin list to do the old branch unloading fix, because we can. Rough summary of the other smaller stuff I can remember doing: - Rework bitbuf a bit - Add some cryptographic nonsense in ac.c (not final at all) - Introduce the first couple of "chunklets" libraries as a sort-of subproject of this one - Tidy up random small bits and bobs - Add source for a small keypair generation tool - Rework democustom to be very marginally more useful
* Fix VDF creation for old branchesGravatar Michael Smith 2023-08-021-1/+7
| | | | Absolutely no idea how long this has been broken for!
* Fix another stupid fps_max exploitGravatar Michael Smith 2023-08-021-2/+2
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* Fix another x86 case and add regression testsGravatar Michael Smith 2023-08-021-1/+1
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