Age | Commit message (Collapse) | Author |
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Copyright note: the stuff Bill wrote is all still in the other file.
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Committer's note: this is somewhat adapted from Bill's original code,
written a while back, but he gets full credit for actually doing the
hard part.
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Also centralise NEXT_INSN macro, into its own header at least for now.
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Some of the alias stuff was kind of stolen from earlier figuring-out
Bill did. More Bill code is also on the way. :^)
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Currently only works in 3420 and 5135 and uses hardcoded offsets with a
byte pattern sanity check. Future work includes making it more widely
compatible, and also doing the crazy thing I wanted to do but gave up on
wherein the actual textures and stuff get patched in memory to sync up
all the colours.
Oh also, a couple of vtables were erroneously made executable, so I went
ahead and fixed that while I was at it.
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A stupid, stupid bug I'd probably never have caught for years and years.
Thanks Evan Lin in the Portal Discord for pointing it out!
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People want to be able to write a scheduled-release passphrase to demos
to prove that said demos were recorded during a timeboxed event. Ideally
this is something that'd be part of the custom demo data and general RTA
run management stuff that's planned, but of course that doesn't exist
yet. When it does exist, we'd probably want rid of this nonsense, so
it's marked hidden and I don't plan to document it anywhere "official."
It's just here for people who really need it in the short term.
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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.
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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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Default gamedata values actually work the way they're supposed to now.
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Thanks Aciidz and Bill for spotting these.
Lesson (ostensibly) learned: Don't program while sleep-deprived!
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Breaks the Linux build because I can't file paths brain I need sleeping
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- Just ask the engine for the game directory instead of doing the stupid
argv sniffing hacks from the early days of trying to get the damn
thing working.
- Also add some other path variables, functions and whatnot, and do some
other minor tidying up.
- Also also, another damn copyright year, somebody please help me.
Unfortunate negative effect off this change: con_init() no longer
reports the game name, because it has to happen before gameinfo_init().
I've decided I don't really care, though.
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This also introduces some stuff for interacting with the current plugin
list. Other plugin management utilies are Coming Soon...
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It's archive so you can set m_rawinput 1, load SST via VDF and then
never think about it again.
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Sometimes, you just want to Unicode.
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This was a smaller oversight in the crash fix commit. I'd thought about
it, but forgotten to do it.
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Important note: it doesn't WORK on Linux, and there's tons of warnings
and stuff, but it's easier to work on when all the compiler output and
whatnot is there.
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Preparing for the January beta release.
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This is more old code that wasn't part of the initial release. Figure I
might as well throw it in for later.
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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.
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With code from Bill. Thanks Bill!
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