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AgeCommit message (Collapse)Author
2022-07-23Add stuff to track keypressesWillian Henrique
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.
2022-07-23Add keybind lookup codeMichael Smith
Also centralise NEXT_INSN macro, into its own header at least for now.
2022-07-23Document some Portal 2 breakage that needs fixedMichael Smith
2022-07-23Fix dodgy "has" initialisation case in mkgamedataMichael Smith
2022-07-23Change some warnings to errorsMichael Smith
2022-07-23Comply with, and complain about, Portal moderatorsMichael Smith
2022-07-23Add alias management plus input filtering skeletonMichael Smith
Some of the alias stuff was kind of stolen from earlier figuring-out Bill did. More Bill code is also on the way. :^)
2022-06-27Add update detection, clean up minor stuffMichael Smith
2022-06-02Bump version number right away (from now on!)Michael Smith
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!
2022-06-02Solve the error logging situationMichael Smith
2022-05-31Add last-minute SteamPipe Portal colour supportv0.4-BETAMichael Smith
2022-05-31Bump version number and zip datesMichael Smith
Preparing for release, I spose!
2022-05-31Make the DLL copyright fit in the properties boxMichael Smith
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.
2022-05-31File a complaint about the error message situationMichael Smith
2022-05-30Add basic Portal crosshair colour customisationMichael Smith
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.
2022-05-26Fix a dumb mistake I didn't check before pushingMichael Smith
2022-05-26Remove some dodgy whitespaceMichael Smith
2022-05-26Make MP autojump at least kind of less brokenMichael Smith
Meh, whatever.
2022-05-25Fix wonky comparisons in CreateInterfaceMichael Smith
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!
2022-05-19Properly solve load order issues via deferred initMichael Smith
2022-05-19Add a quick stopgap hack for Portal purposesMichael Smith
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.
2022-05-16Clean up some random bits and bobsMichael Smith
2022-05-16Make the demo directory check more robustMichael Smith
This is how it should've been to begin with, but I was lazy.
2022-05-15Fix GetEngineBuildNumber and entity property stuffMichael Smith
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.
2022-05-13Properly finish refactoring con to use gamedataMichael Smith
2022-05-12Rerun L4D1 console spam fix after config loadingMichael Smith
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.
2022-05-12Further clean up engine API initialisationMichael Smith
2022-05-12Add a few more os-win32.h definitions for laterMichael Smith
This is part of some other WIP but might be useful in general so might as well be committed on its own.
2022-05-06HOTFIX: Fix L4D2 2.0.0.0 crashingv0.3-HOTFIXMichael Smith
Idiotic problems require idiotic solutions.
2022-05-05Set the zip dates to today for final releasev0.3-BETAMichael Smith
2022-05-04Allow lowering fps_max in the Left 4 DeadsMichael Smith
2022-05-04Cheat-protect sst_l4d_testwarpMichael Smith
Don't want people hitting a bind by accident and invalidating their runs instantly.
2022-05-04Fix a woopsy and slightly tweak autorecord UXMichael Smith
2022-05-03Woops, go ahead and delete that testing codeMichael Smith
2022-05-03Add entity property finding and L4D warp testingMichael Smith
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.
2022-05-01Fix slashes being skipped in unquoted KV tokensMichael Smith
2022-04-30Don't bump the demo number if playing another demoMichael Smith
2022-04-30Centralise engine access, add Portal FOV changerMichael Smith
- 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")
2022-04-26Fix a couple of bits of convar min/max brokennessMichael Smith
It's amazing how long these things can go unnoticed.
2022-04-26Reorganise sst.c, add Portal 1 game typeMichael Smith
2022-04-26Fix GetCursorPos hook return valueMichael Smith
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.
2022-04-26Remove some superfluous headersMichael Smith
2022-04-26Fix loading in early L4D2 buildsMichael Smith
This was dumb.
2022-04-25Add engine_no_focus_sleep backport, fix codegenMichael Smith
Default gamedata values actually work the way they're supposed to now.
2022-04-25Suppress L4D1 console spamHayden
2022-04-25Organise general and game-specific fixesMichael Smith
2022-04-25Fix dark L4D2 rendering on Intel integrated GPUsMichael Smith
Thanks Aciidz for helping test this.
2022-04-25Fix broken con_setvar*() functions - woopsy!Michael Smith
2022-04-24Reorganise and simplify demorecMichael Smith
- 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
2022-04-24Preemptively bump version to 0.3Michael Smith
No idea when the next release will happen yet, but this might as well happen now to avoid forgetting later.