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2022-03-26Fix L4D1 and L4DS crash regressionsMichael Smith
Chalk this up to improper testing and being tired and not using brain.
2022-03-24Add auto VDF installationMichael Smith
Breaks the Linux build because I can't file paths brain I need sleeping
2022-03-24Clean up gameinfo_init() and other random stuffMichael Smith
- 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.
2022-03-23Work around plugin unloading bug in old branchesMichael Smith
This also introduces some stuff for interacting with the current plugin list. Other plugin management utilies are Coming Soon...
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 missing copyright header smiley faceMichael Smith
It's late, okay?
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.
2022-03-21Make inline hooking follow jumpsMichael Smith
2022-03-20Support deferring cvar registrationMichael Smith
This allows stuff to be registered conditionally. Unfortunately cmeta is now truly the worst thing of all time, but cleaning it up isn't a huge priority. On the plus side, codegen actually got simpler.
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.
2022-03-19Remove unused library mentions from 3p/READMEMichael Smith
I had plans to use these at some point but never did. Maybe I still will later but listing them otherwise is a bit confusing and weird, and stems from an oversight when I initially imported all the early dev stuff into the public Git tree.
2022-03-19Fix hook_inline() breaking after a single callWillian Henrique
Committer note: I, mike, am a big dumb idiot. Thanks, Bill.
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.
2022-03-19Fix some old KV parser issuesMichael Smith
- Implement conditionals in the lexer and reject or ignore them in callbacks. This will allow something to use them later if needed. - Make error handling less stupid (return a bool instead of using the state struct).
2022-01-18Very slightly tidy RTTI stuffMichael Smith
More handwavey Linux prep, nothing too significant.
2022-01-18Extend nag removal to L4DS tooMichael Smith
This was a smaller oversight in the crash fix commit. I'd thought about it, but forgotten to do it.
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.
2022-01-06Fix a couple of other latent woopsiesMichael Smith
The format string one is cool because it implies the Windows code was also always wrong but the Windows headers aren't annotated for Clang so I guess that means it doesn't warn. At least for the nonstandard Windows wide character versions of things. Cool!
2022-01-06Tidy up stubs, make vstdlib a stub, build on LinuxMichael Smith
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.
2022-01-06Fix stupid typoMichael Smith
2022-01-06Fix build scripts and codegen on LinuxMichael Smith
SST itself doesn't build, but it's a start! Really interesting is the declaration after a switch label. That's of course invalid, but Clang on Windows never complained. I guess it's an MSVC extension, eh? How annoying. Also, haha yes the script wasn't even executable. Forgot to update-index when I remade the repo, I guess...
2021-12-30Add Windows release automation and bump to v0.2v0.2-BETAMichael Smith
Preparing for the January beta release.
2021-12-30Split up os.h, inline functions and fix some typosMichael Smith
2021-12-29Remove some unused filesMichael Smith
2021-12-29Make convar init macro type-genericMichael Smith
This removes the need to call atof() on each cvar on plugin load; now all that's required is the memory allocations for the string values. The syntax is also a bit nicer since numbers can just be numbers rather than quoted strings. Minor issue: specifying a string value that also happens to be numeric will break this since the numeric representation will be zero, but I can't see a reason this would ever happen. Also, add a DEF_CVAR_MAX just for completeness.
2021-12-27Add custom demo packet stuffMichael Smith
This is more old code that wasn't part of the initial release. Figure I might as well throw it in for later.
2021-12-27Add a basic L4D2 multicore rendering workaroundMichael Smith
2021-12-27Reintroduce autojump codeMichael Smith
2021-12-27Block the plugin nag dialog in newer L4D2 buildsMichael 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.
2021-11-20Set sst_autorecord to 1 by defaultv0.1-BETAMichael Smith
A few of us agreed there's really no reason not to.
2021-11-20Initial public snapshotMichael Smith
With code from Bill. Thanks Bill!