Age | Commit message (Collapse) | Author |
|
|
|
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!
|
|
|
|
|
|
|
|
Note: fixes.c was changed this year, so correct the copyright year too.
|
|
|
|
Shoutouts to Lokki for accidentally reporting this bug.
|
|
|
|
|
|
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.
|
|
|
|
- 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")
|
|
It's amazing how long these things can go unnoticed.
|
|
|
|
|
|
Thanks Aciidz for helping test this.
|
|
Thanks Aciidz and Bill for spotting these.
Lesson (ostensibly) learned: Don't program while sleep-deprived!
|
|
1. Why is it so hard to remember to bump the years aaaaaaaaaaaaaaaaaaaa
2. Aciidz wrote the mat_monitorgamma patch a while ago and it turns out
he since found out it's not version-specific, so the comment was
confusing.
|
|
Also unhide demo_interpolateview because yes.
|
|
Sometimes, you just want to Unicode.
|
|
|
|
Mostly L4D leaderboard related stuff, but shouldn't really hurt anyone
in other games.
|
|
I hadn't realised this was all that newer versions did.
Thanks Aciidz for testing the fix on earlier versions too and
confirming that it really is this simple.
|
|
|
|
This is done through a new "fixes" file which will probably become one
of those silly dumping grounds that every project has to have somewhere
to put random miscellaneous crap in.
These are mainly hidden in L4D2 but they just get unilaterally unhidden
if they exist, just to be sure they're accessible.
As a bonus, it turns out that unhiding a single cvar also allows us to
set sv_cheats 1 in Left 4 Dead 2, bringing an end to the need to port-
forward a listen server for co-op practice.
|