Age | Commit message (Collapse) | Author |
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Only if the code page in question is that of the system, obviously;
Source itself will fail to start otherwise anyway.
This fixes issues for at least one Russian user who'd named a "Games"
folder "Игры," which I am told roughly translates to "Games" (and also
exactly translates to "Games").
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Copyright note: the stuff Bill wrote is all still in the other file.
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Committer's note: this is somewhat adapted from Bill's original code,
written a while back, but he gets full credit for actually doing the
hard part.
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Also centralise NEXT_INSN macro, into its own header at least for now.
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Some of the alias stuff was kind of stolen from earlier figuring-out
Bill did. More Bill code is also on the way. :^)
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It'll be less confusing not to have development builds versioned the
same as existing releases. That's probably obvious, but I'm still new to
this releasing software business!
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Preparing for release, I spose!
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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.
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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.
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Meh, whatever.
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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!
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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.
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This is how it should've been to begin with, but I was lazy.
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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.
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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.
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This is part of some other WIP but might be useful in general so might
as well be committed on its own.
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Idiotic problems require idiotic solutions.
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Don't want people hitting a bind by accident and invalidating their runs
instantly.
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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.
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- 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")
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It's amazing how long these things can go unnoticed.
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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.
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This was dumb.
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Default gamedata values actually work the way they're supposed to now.
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Thanks Aciidz for helping test this.
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