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AgeCommit message (Collapse)Author
2023-08-02Fix another stupid fps_max exploitMichael Smith
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!
2023-06-10Prune some comments and tidy up other minor thingsMichael Smith
2023-05-04Fix enabling and disabling addons in L4D1Hayden K
2023-05-04Unhide cl_showdemooverlayHayden K
2023-04-08Fix some miscellaneous stupid bugs and jankMichael Smith
Note: fixes.c was changed this year, so correct the copyright year too.
2023-01-15Document more recent knowledge on the lag issueMichael Smith
2022-09-13Enforce L4D2 FPS limit properly when loaded lateMichael Smith
Shoutouts to Lokki for accidentally reporting this bug.
2022-08-16Allow cl_fullupdate as an attempted bug workaroundMichael Smith
2022-05-19Properly solve load order issues via deferred initMichael 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.
2022-05-04Allow lowering fps_max in the Left 4 DeadsMichael 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.
2022-04-25Suppress 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.
2022-04-06Fix some egregious and sloppy mistakesMichael Smith
Thanks Aciidz and Bill for spotting these. Lesson (ostensibly) learned: Don't program while sleep-deprived!
2022-03-19Fix a couple of errataMichael Smith
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.
2022-03-19Fix L4D1 v1.0 mat_monitorgamma flags for QoLHayden
Also unhide demo_interpolateview because yes.
2022-03-19Spruce up text and fix some copyright yearsMichael Smith
Sometimes, you just want to Unicode.
2022-01-17Fix Left 4 Dead 2 Survivors crashingMichael Smith
2022-01-07Fix up more command flagsMichael Smith
Mostly L4D leaderboard related stuff, but shouldn't really hurt anyone in other games.
2022-01-07Fix mat_queue_mode *properly*Michael Smith
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.
2021-12-27Add a basic L4D2 multicore rendering workaroundMichael Smith
2021-12-26Unhide useful commands and allow cheats in lobbiesMichael Smith
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.