summaryrefslogtreecommitdiffhomepage
path: root/src
AgeCommit message (Collapse)Author
2022-05-30Add basic Portal crosshair colour customisationMichael Smith
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.
2022-05-26Fix a dumb mistake I didn't check before pushingMichael Smith
2022-05-26Remove some dodgy whitespaceMichael Smith
2022-05-26Make MP autojump at least kind of less brokenMichael Smith
Meh, whatever.
2022-05-25Fix wonky comparisons in CreateInterfaceMichael Smith
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!
2022-05-19Properly solve load order issues via deferred initMichael Smith
2022-05-19Add a quick stopgap hack for Portal purposesMichael Smith
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.
2022-05-16Clean up some random bits and bobsMichael Smith
2022-05-16Make the demo directory check more robustMichael Smith
This is how it should've been to begin with, but I was lazy.
2022-05-15Fix GetEngineBuildNumber and entity property stuffMichael Smith
I still haven't bothered to flesh out all the possible indices for GetEngineBuildNumber but we're back to being able to use it to detect The Last Stand (as a result of some old version testing Aciidz did - thanks again!). This means we can do away with the terrible map file- based hotfix. Also, turns out sst_l4d_testwarp doesn't work if the plugin gets loaded early via VDF because certain SendTable offsets start out negated, so we work around that too now.
2022-05-13Properly finish refactoring con to use gamedataMichael 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.
2022-05-12Further clean up engine API initialisationMichael Smith
2022-05-12Add a few more os-win32.h definitions for laterMichael Smith
This is part of some other WIP but might be useful in general so might as well be committed on its own.
2022-05-06HOTFIX: Fix L4D2 2.0.0.0 crashingv0.3-HOTFIXMichael Smith
Idiotic problems require idiotic solutions.
2022-05-04Allow lowering fps_max in the Left 4 DeadsMichael Smith
2022-05-04Cheat-protect sst_l4d_testwarpMichael Smith
Don't want people hitting a bind by accident and invalidating their runs instantly.
2022-05-04Fix a woopsy and slightly tweak autorecord UXMichael Smith
2022-05-03Woops, go ahead and delete that testing codeMichael Smith
2022-05-03Add entity property finding and L4D warp testingMichael Smith
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.
2022-05-01Fix slashes being skipped in unquoted KV tokensMichael Smith
2022-04-30Don't bump the demo number if playing another demoMichael 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.
2022-04-26Reorganise sst.c, add Portal 1 game typeMichael 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.
2022-04-26Remove some superfluous headersMichael Smith
2022-04-26Fix loading in early L4D2 buildsMichael Smith
This was dumb.
2022-04-25Add engine_no_focus_sleep backport, fix codegenMichael Smith
Default gamedata values actually work the way they're supposed to now.
2022-04-25Suppress 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.
2022-04-25Fix broken con_setvar*() functions - woopsy!Michael Smith
2022-04-24Reorganise and simplify demorecMichael Smith
- Demo recording can now be started before connecting to a server - The overall demo-number-preserving logic is a lot simpler and should work even if the plugin is reloaded or something - As an added feature, recording to a nonexistent directory will produce an error instead of silently failing
2022-04-24Preemptively bump version to 0.3Michael Smith
No idea when the next release will happen yet, but this might as well happen now to avoid forgetting later.
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.
2022-04-24Replace udis86 with a very small x86 decoderMichael Smith
hook_inline() uses the new x86_len() function to get instruction lengths instead of doing full-blown disassembly, which should be a tiny bit quicker, and also removes the next for about 90KiB of lookup tables and such in the final binary. The code-digging logic in demorecord is also rewritten to be opcode-based rather than mnenmonic based. In general, going forward the plan is to always rely on opcodes and thus avoid a bunch of disassembly work every plugin load. udis86 is still in the tree for now to provide dbg_asmdump(), but it's only compiled into debug builds and left out of releases completely. As such, the whole BSD licence statement is also gone from the distribution LICENCE files. There's now also a dbg_toghidra() which spits out a rebased address to look stuff up for proper reverse engineering, which might be more useful than dbg_asmdump() anyway. If nobody ends up using the latter ever again, udis86 could get chucked completely. We'll see. Also shoehorned into this commit are a couple more forgotten copyright year bumps and some general minor cleanup here and there, because I couldn't be bothered wading through all the diff hunks. Oh, and makebindist.bat now makes an effort to make the zip file timestamps predictable/reproducible. That should be a different commit for sure, but oh well too bad.
2022-04-14Remove some more unused chibicc bitsMichael Smith
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!
2022-03-26Fix 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.