Age | Commit message (Collapse) | Author |
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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.
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Also done with quite a lot of RE help from bill - thanks again!
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Thanks bill for spotting this issue. It was causing crashes on unload,
which is obviously no good.
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Because why not.
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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
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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.
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Thanks Bill for figuring out what the problem was.
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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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