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2023-08-02Fix another stupid fps_max exploitMichael Smith
2023-08-02Fix another x86 case and add regression testsMichael Smith
2023-06-22Put back the Monocypher acknowledgementMichael Smith
It's very very likely to actually get used in the next release, I swear. This reverts commit 7893ef46f85eb5a6021d6ab763ca84e382e64954.
2023-06-22Update Monocypher yet again, to 4.0.1Michael Smith
There's a solid chance this actually gets used this time. Plus, there's breaking changes, so it makes sense to update before writing any actual code for it. The RNG module is also manually fixed up; upstream wasn't moved to the new Monocypher APIs which might be because the authors don't seem to think it's even a good idea to use anything other than arc4random(). Maybe I'd kind of agree with that if not for both Linux and Windows not having arc4random(), and none of SSTs use cases requiring it either (none of the crypto code is gonna be multithreaded and certainly none of it is gonna fork).
2023-06-21Update some info in the READMEMichael Smith
2023-06-20Tweak feature sorting and fix a chibicc bugMichael Smith
That sorting function was a bit wonky, so make it just a little bit wonky instead. chibicc would produce confusing lex errors if given a stray single quote somewhere, so make it give non-confusing errors. Also get rid of canonicalize_newline() because it's unnecessary for SST so long as Windows Git isn't left in its default misconfigured state.
2023-06-20Add more GetEngineBuildNumber offsetsWillian Henrique
2023-06-15Fix L4D VGuiConnect/VGuiIsInitialized gamedataWillian Henrique
This was actually breaking deferred initialisation in 0.5, the main observable effect being that the L4D1 console spam fix stopped working. Committer's note: woopsy!
2023-06-14Fix spuriously-included test case in compile.batMichael Smith
This was clumsily added in 1c4318331663b152b0b298bd2c9e5c971506a86b as a test case for code I was writing at some point but has not been included in the repository yet. This means the 0.6 tag is broken for anyone trying to build from source unless this change is cherry-picked on top. Lesson learned: keep the working tree clean!
2023-06-12Bump version to 0.6 and reset changelog stringMichael Smith
2023-06-12Remove the terrible gameinfo.txt garbage at lastMichael Smith
This also tidies up library handle grabbing with more os.h stuff, and improves the VDF creation logic - since we no longer store a couple of paths which makes it necessary to change that a bit anyway.
2023-06-11Leave out the Monocypher acknowledgement for nowv0.5-BETAMichael Smith
It's not being used in the 0.5 release; this will be reverted some time after the release is tagged and uploaded.
2023-06-11Add a stupid hack fix for the autojump cheat checkMichael Smith
Of course, Portal doesn't actually check this properly, and it was never tested well enough until just now. This fixes it, albeit in a really stupid way. C'est la vie.
2023-06-10Add update changelog and bump zip dateMichael Smith
The zip date is tomorrow as that's the expected release date pending some testing and hearing back from Portal people re official approval for use in runs. With any luck it won't need to be bumped further.
2023-06-10Remove some paranoia about missing commandsMichael Smith
There's absolutely no reason these ever wouldn't be there.
2023-06-10Prune some comments and tidy up other minor thingsMichael Smith
2023-06-03Adapt vote reset code into fast campaign resettingMichael Smith
This is kind of a breaking change but the other code was obviously never released or relied on by anyone - it will be pushed at the same time as this in fact. It still seems worth having the original committed separately to show the progression of development of the feature, however. Technically the standalone vote cooldown resetting could also be added back if ever desired however there doesn't seem to be that much of a use case for that at the moment. This feature ought to be a lot more convenient now as it allows for resetting back to a set starting point no matter where the player is in a run. It isn't universally useful as All Campaigns Legacy solo runs require switching to a different type of server and Main Campaigns co-op runs require restarting the game after Swamp Fever to work around the god mode bug, however it is still useful in a good few situations. Unfortunately this turned out to be pretty complex to implement, first requiring a bunch of interop with valve's rather wacky KeyValues stuff, and then requiring a bunch of especially difficult reverse engineering of L4D1 v1.0.0.5 because it doesn't use said KeyValues stuff and does something else completely different instead. A side effect of all this work is that the nag removal hack is now part of the KeyValues stuff in kvsys.c, which is kind of a comfier place for it than just kind of dumped in the middle of sst.c.
2023-05-21Improve os_dlfile() interfaceMichael Smith
Might as well return the length since we have it anyway. Also this maybe fixes the totally busted Linux code but it's still untested and probably doesn't work for reasons that will be discovered later on.
2023-05-21Remove a couple more unused headers from nomuteMichael Smith
Pointed out by Bill.
2023-05-21Apply CRLF to dist/LICENCE.windows in EditorConfigMichael Smith
Now that Neovim has built in EC handling, opening this file causes the editor to want to write it back out in Unix format, and it seems likely enough that other editors may do the same. Ensure that this file's (incorrect!!!) line endings are preserved, as this is done to make sure that end users can always read the file without any issues, no matter what terrible Windows text editor they may have chosen to use (although even Notepad handles LF just fine these days, it's better to be safe).
2023-05-21Add command to reset L4D2 vote cooldownsWillian Henrique
In most versions of L4D2, players cannot call a vote (e.g. switch campaign, change difficulty, restart campaign) more than once every 3 minutes. This makes resetting on a first map a pain, usually requiring reloading the map to reset the vote state. This new sst_l4d_vote_cooldown_reset command empties the list of structures tracking vote callers, allowing all players to vote again immediately. This should make resetting runs a lot easier on versions without unlimited votes.
2023-05-21Support decoding a bunch of MMX/SSE instructionsMichael Smith
This is actually required for an upcoming feature to work, as an instruction scan bumps into a xorps instruction. Still not supporting SSE3 or later, or AVX, although at this point it seems that that would be relatively easy to add, as this thing has kept growing on an incremental case-by-case basis.
2023-05-17Add some server entity code-crawling machineryMichael Smith
2023-05-17Fix some woopsies I hastily pushed last nightMichael Smith
For the record, most of this wasn't Bill's fault. I shouldn't be fixing up patches in the middle of the night. :^)
2023-05-17Add snd_mute_losefocus backportWillian Henrique
2023-05-17Add a hack for features to distinguish VDF loadingMichael Smith
2023-05-16Do some pedantic spring cleaningMichael Smith
- Use const in more places where it makes sense - not absolutely everywhere because it can get a bit annoying - Make all the instruction search loops a bit more readable by casting the function pointer into a temporary variable to loop over - Add a few more doc comments and fix a typo or two - Make that RTTI thing flexibly-sized, finally - Don't include gamedata.h in vcall.h for no reason; consequently include gamedata.h in a bunch of places where it was implictly pulled in before - Fix dbg_toghidra() and ent_getedict() having mismatched return types between their headers and respective source files - Remove that one broken, hacky, secret Portal non-feature that probably nobody even ended up using; it can be implemented properly later if required
2023-05-05Somewhat expand on WIP ac.c stuffMichael Smith
This still isn't totally complete, or used anywhere yet, but it's been sitting here for literally months, so it might as well get committed so there's one less thing to deal with later.
2023-05-05Implement APIs to control demo recordingMichael Smith
This is a surprise tool that will help us later!
2023-05-04Fix enabling and disabling addons in L4D1Hayden K
2023-05-04Improve L4D2 and Portal gametype detectionWillian Henrique
Adds tags for L4D2 2147 and Portal 3420. Committer's note: really the gamedata system might benefit from improvement in the future to support things like numerical ranges, but this will do for now.
2023-05-04Unhide cl_showdemooverlayHayden K
2023-05-04Refactor the RGBA colour struct into engineapi.hMichael Smith
In both the engine and SST it's used in more places than just console printing, so it makes more sense to give it a more appropriate nanme and location.
2023-05-02Fix x86.c for real this time, probably, hopefullyMichael Smith
2023-05-01Correct the ModR/M cases in x86.cMichael Smith
2023-05-01Argh, bump the stupid copyright header!Michael Smith
I need to write a pre-commit hook to check this or something.
2023-04-28Fix default float values for cvarsMichael Smith
This has been a known issue for a long time. Let's finally fix it!
2023-04-28Fix incorrectly implemented con_setvar functionsMichael Smith
These were never actually used before or this would have been caught sooner, but as they're being used in some in-progress code this obviously needs fixed now. The virtual table indices in use were wrong for some engines due to the funny thing Windows does with reverse-ordered overloads. The code for building the plugin's own virtual tables explicitly accounts for this but calling into existing cvars failed to do so, due to a skill issue. This fix is kind of inelegant and stupid but making it elegant and non-stupid is less of a priority at the moment. It should happen eventually with future improvements to the gamedata system, for some definition of "should," "eventually," and "future."
2023-04-17Tidy up mem.h and prevent horrible assembly outputMichael Smith
Removes the mem_store functions because they're never used anywhere.
2023-04-08Fix some miscellaneous stupid bugs and jankMichael Smith
Note: fixes.c was changed this year, so correct the copyright year too.
2023-01-15Fix a sizeof blunder I happened to notice recentlyMichael Smith
Nobody seems to have been affected by this in the wild yet, thank goodness. Will probably be a while before there's an actual release, so hopefully people will continue not to be affected. I suppose it's only an issue for paths longer than 128 characters, so it's not too likely to matter under normal circumstances...
2023-01-15Document more recent knowledge on the lag issueMichael Smith
2023-01-15Remove fov.h that was mistakenly left behindMichael Smith
2023-01-15Fix deferred init for Portal 2 compatibilityMichael Smith
Thanks Bill for figuring out what the problem was.
2022-12-26Fix FOV feature crashing Portal 3420 on map loadWillian Henrique
This was an accidental regression in an earlier refactoring.
2022-12-25Add basic mouse input scalingMichael Smith
2022-09-20Fix dumb oversight in codegenMichael Smith
2022-09-13Fix some lingering idiocyMichael Smith
Thanks Aciidz for pointing out the strings with no newline in them, and thanks Clang for warning me I wasn't using a function for ages while I was too lazy to delete it.
2022-09-13Move towards C23, improve events and vcall macrosMichael Smith
Another big one. Here's a list of things: - Since the upcoming C23 standardises typeof(), use it as an extension for the time being in order to allow passing arbitrary types as macro/codegen parameters. It wouldn't have been a big leap to do this even without standardisation since it's apparently an easy extension to implement - and also, to be honest, this project is essentially glued to Clang anyway so who cares. - Likewise, bool, true and false are becoming pre-defined, so pre-pre-define them now in order to get the benefit of not having to remember one header everywhere. - Really ungodly/amazing vcall macro stuff now allows us to call C++ virtual functions like regular C functions. It's pretty cool! - Events can now take arbitrary parameters and come in two types: regular events and predicates. All this makes the base code even uglier but makes the feature implementation nicer. In other words, it places more of the cognitive burden on myself and less on other people who might want to contribute. This is a good tradeoff, because I'm a genius.
2022-09-13Enforce L4D2 FPS limit properly when loaded lateMichael Smith
Shoutouts to Lokki for accidentally reporting this bug.