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AgeCommit message (Collapse)Author
2023-08-30Perform very minor load/unload optimisationsMichael Smith
Because why not.
2023-08-02Make various preparations for upcoming featuresMichael Smith
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
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.
2023-05-04Refactor 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.
2022-12-25Add basic mouse input scalingMichael Smith
2022-08-10Add magical feature codegen system, at long lastMichael Smith
2022-06-02Solve the error logging situationMichael 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.
2022-04-25Add engine_no_focus_sleep backport, fix codegenMichael Smith
Default gamedata values actually work the way they're supposed to now.
2022-04-24Move WIN32_LEAN_AND_MEAN and NOMINMAX into flagsMichael Smith
They're literally always defined thusfar, and it's always possible to include specific headers for other stuff. So, rather than litter the source with defines (which might not even work in the likes of os.h if some other system header already decided to define/include stuff), let's just define it at the build script level.
2022-03-21Remove useless raw input multithreadingMichael Smith
Turns out creating the input window on the main thread means it actually gets events from the game's event loop on the main thread which means we don't have to do our own event loop at all and in fact doing so is kind of broken and causes thread lockups and leaks and other such nonsense.
2022-03-21Add m_rawinput reimplementation to replace RInputMichael Smith
It's archive so you can set m_rawinput 1, load SST via VDF and then never think about it again.