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2023-05-21Add command to reset L4D2 vote cooldownsWillian Henrique
In most versions of L4D2, players cannot call a vote (e.g. switch campaign, change difficulty, restart campaign) more than once every 3 minutes. This makes resetting on a first map a pain, usually requiring reloading the map to reset the vote state. This new sst_l4d_vote_cooldown_reset command empties the list of structures tracking vote callers, allowing all players to vote again immediately. This should make resetting runs a lot easier on versions without unlimited votes.
2023-05-21Support decoding a bunch of MMX/SSE instructionsMichael Smith
This is actually required for an upcoming feature to work, as an instruction scan bumps into a xorps instruction. Still not supporting SSE3 or later, or AVX, although at this point it seems that that would be relatively easy to add, as this thing has kept growing on an incremental case-by-case basis.
2023-05-17Add some server entity code-crawling machineryMichael Smith
2023-05-17Fix some woopsies I hastily pushed last nightMichael Smith
For the record, most of this wasn't Bill's fault. I shouldn't be fixing up patches in the middle of the night. :^)
2023-05-17Add snd_mute_losefocus backportWillian Henrique
2023-05-17Add a hack for features to distinguish VDF loadingMichael Smith
2023-05-16Do some pedantic spring cleaningMichael Smith
- Use const in more places where it makes sense - not absolutely everywhere because it can get a bit annoying - Make all the instruction search loops a bit more readable by casting the function pointer into a temporary variable to loop over - Add a few more doc comments and fix a typo or two - Make that RTTI thing flexibly-sized, finally - Don't include gamedata.h in vcall.h for no reason; consequently include gamedata.h in a bunch of places where it was implictly pulled in before - Fix dbg_toghidra() and ent_getedict() having mismatched return types between their headers and respective source files - Remove that one broken, hacky, secret Portal non-feature that probably nobody even ended up using; it can be implemented properly later if required
2023-05-05Somewhat expand on WIP ac.c stuffMichael Smith
This still isn't totally complete, or used anywhere yet, but it's been sitting here for literally months, so it might as well get committed so there's one less thing to deal with later.
2023-05-05Implement APIs to control demo recordingMichael Smith
This is a surprise tool that will help us later!
2023-05-04Fix enabling and disabling addons in L4D1Hayden K
2023-05-04Improve L4D2 and Portal gametype detectionWillian Henrique
Adds tags for L4D2 2147 and Portal 3420. Committer's note: really the gamedata system might benefit from improvement in the future to support things like numerical ranges, but this will do for now.
2023-05-04Unhide cl_showdemooverlayHayden K
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.
2023-05-02Fix x86.c for real this time, probably, hopefullyMichael Smith
2023-05-01Correct the ModR/M cases in x86.cMichael Smith
2023-05-01Argh, bump the stupid copyright header!Michael Smith
I need to write a pre-commit hook to check this or something.
2023-04-28Fix default float values for cvarsMichael Smith
This has been a known issue for a long time. Let's finally fix it!
2023-04-28Fix incorrectly implemented con_setvar functionsMichael Smith
These were never actually used before or this would have been caught sooner, but as they're being used in some in-progress code this obviously needs fixed now. The virtual table indices in use were wrong for some engines due to the funny thing Windows does with reverse-ordered overloads. The code for building the plugin's own virtual tables explicitly accounts for this but calling into existing cvars failed to do so, due to a skill issue. This fix is kind of inelegant and stupid but making it elegant and non-stupid is less of a priority at the moment. It should happen eventually with future improvements to the gamedata system, for some definition of "should," "eventually," and "future."
2023-04-17Tidy up mem.h and prevent horrible assembly outputMichael Smith
Removes the mem_store functions because they're never used anywhere.
2023-04-08Fix some miscellaneous stupid bugs and jankMichael Smith
Note: fixes.c was changed this year, so correct the copyright year too.
2023-01-15Fix a sizeof blunder I happened to notice recentlyMichael Smith
Nobody seems to have been affected by this in the wild yet, thank goodness. Will probably be a while before there's an actual release, so hopefully people will continue not to be affected. I suppose it's only an issue for paths longer than 128 characters, so it's not too likely to matter under normal circumstances...
2023-01-15Document more recent knowledge on the lag issueMichael Smith
2023-01-15Remove fov.h that was mistakenly left behindMichael Smith
2023-01-15Fix deferred init for Portal 2 compatibilityMichael Smith
Thanks Bill for figuring out what the problem was.
2022-12-26Fix FOV feature crashing Portal 3420 on map loadWillian Henrique
This was an accidental regression in an earlier refactoring.
2022-12-25Add basic mouse input scalingMichael Smith
2022-09-20Fix dumb oversight in codegenMichael Smith
2022-09-13Fix some lingering idiocyMichael Smith
Thanks Aciidz for pointing out the strings with no newline in them, and thanks Clang for warning me I wasn't using a function for ages while I was too lazy to delete it.
2022-09-13Move towards C23, improve events and vcall macrosMichael Smith
Another big one. Here's a list of things: - Since the upcoming C23 standardises typeof(), use it as an extension for the time being in order to allow passing arbitrary types as macro/codegen parameters. It wouldn't have been a big leap to do this even without standardisation since it's apparently an easy extension to implement - and also, to be honest, this project is essentially glued to Clang anyway so who cares. - Likewise, bool, true and false are becoming pre-defined, so pre-pre-define them now in order to get the benefit of not having to remember one header everywhere. - Really ungodly/amazing vcall macro stuff now allows us to call C++ virtual functions like regular C functions. It's pretty cool! - Events can now take arbitrary parameters and come in two types: regular events and predicates. All this makes the base code even uglier but makes the feature implementation nicer. In other words, it places more of the cognitive burden on myself and less on other people who might want to contribute. This is a good tradeoff, because I'm a genius.
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
2022-08-16Import Monocypher 3.1.3 + monocypher-rng moduleMichael Smith
This is for somewhat later. I'd always planned to use it - it existed already in earlier private repos, in fact. I just didn't bother to import it here in case it wouldn't actually be needed, but with the way current plans are going, it's definitely going to be needed, so here it is.
2022-08-16Fix malloc return check in mkentpropsMichael Smith
Spotted by Bill the other day.
2022-08-10Add magical feature codegen system, at long lastMichael Smith
2022-07-23Add event systemMichael Smith
2022-07-23Fix loading from legacy code page directory namesMichael Smith
Only if the code page in question is that of the system, obviously; Source itself will fail to start otherwise anyway. This fixes issues for at least one Russian user who'd named a "Games" folder "Игры," which I am told roughly translates to "Games" (and also exactly translates to "Games").
2022-07-23Split custom demo data into its own file/featureMichael Smith
Copyright note: the stuff Bill wrote is all still in the other file.
2022-07-23Add stuff to track keypressesWillian Henrique
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.
2022-07-23Add keybind lookup codeMichael Smith
Also centralise NEXT_INSN macro, into its own header at least for now.
2022-07-23Document some Portal 2 breakage that needs fixedMichael Smith
2022-07-23Fix dodgy "has" initialisation case in mkgamedataMichael Smith
2022-07-23Change some warnings to errorsMichael Smith
2022-07-23Comply with, and complain about, Portal moderatorsMichael Smith
2022-07-23Add alias management plus input filtering skeletonMichael Smith
Some of the alias stuff was kind of stolen from earlier figuring-out Bill did. More Bill code is also on the way. :^)
2022-06-27Add update detection, clean up minor stuffMichael Smith
2022-06-02Bump version number right away (from now on!)Michael Smith
It'll be less confusing not to have development builds versioned the same as existing releases. That's probably obvious, but I'm still new to this releasing software business!
2022-06-02Solve the error logging situationMichael Smith
2022-05-31Add last-minute SteamPipe Portal colour supportv0.4-BETAMichael Smith
2022-05-31Bump version number and zip datesMichael Smith
Preparing for release, I spose!
2022-05-31Make the DLL copyright fit in the properties boxMichael Smith
You can widen the text field to read the whole thing, but that's not immediately obvious. Let's just shorten the text and make it nice and concise so people can figure out what to do more easily.