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tag namev0.3-BETA (0a7dd054334b0ad570ad7ba6784a7af812d9a5ee)
tag date2022-05-05 02:52:41 +0100
tagged byMichael Smith <mikesmiffy128@gmail.com>
tagged objectcommit cc9785e38c...
SST Beta 0.3 (a.k.a. Slightly Sour Taste)
It's finally here, praise the lord. Unfortunately, the dodgy multiplayer autojump prediction isn't fixed yet - that'll probably be in the next release, which will hopefully take less insanely long than this release. It seems that the entire development process for this beta was rabbit hole after rabbit hole, with thousands of lines of diff in the end. But here we are, at last! Stuff in this release, in no particular order: * L4D2 mat_queue_mode is properly fixed, matching what later versions already do, so people can set this and forget it, like any reasonable setting. * L4D1 mat_monitorgamma is saved properly, so it doesn't have to be manually set through the menu every single launch. Like any reasonable setting. * The Intel-specific dark rendering issue in L4D2 is unilaterally fixed across all past and future Intel devices. * fps_max can now be lowered in L4D games, although not raised above its standard limit. * Very early L4D1 builds no longer flood the console with debug garbage every few seconds. * The demo autorecord feature has been improved, and is now more robust and can even start recording prior to loading a map. * Attempting to record a demo to a nonexistent directory will fail with an error instead of silently doing nothing. * A few extra cvars are now written into demos, to make verification of runs just slightly easier. * The plugin now supports Left 4 Dead: Survivors, for some reason. And autojump works, because sure why not. * Added sst_l4d_testwarp which allows simulating idle warps to test wall clips and upwarps and stuff. * Added m_rawinput to all games that don't already have it built in, making the external RInput program redundant. * Added engine_no_focus_sleep to old games that don't have it, to allow streamers to keep their games from lagging when inactive, or to allow increasing the inactive CPU/GPU saving even more if desired. * Portal 1 has fov_desired added in old versions that don't have it, and its range is extended to 75-120, in order to match the latest Steam builds per community demand. This was tested to work in both 3420 and 5135. * Unloading and reloading the plugin works properly in old Source builds with buggy plugin handling, such as Portal build 3420. Unfortunately, it's impossible to stop the engine from screwing up if the plugin ever somehow fails to load, but that shouldn't happen often. * The plugin can automatically create a VDF for itself to automatically load with the game (early enough that saved configuration continues to work). sst_autoload_enable will create the VDF, sst_autoload_disable will remove it. * Despite all the new stuff, the new DLL is only about 30% of the size, for those who care about that. Also, there's less copyright licence text, at least for now. * A number of internal bugs were fixed, none of which are likely to have affected anybody yet, but they're gone now nonetheless. * The autojump "group" typo is FINALLY corrected to "ground." Known issues: * Aforementioned client-side autojump prediction not syncing quite right in certain multiplayer situations. * Old L4D2 versions apparently reset fps_max on map transitions, so that will need a separate fix.