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<title>mike/sst/gamedata/engine.kv, branch v0.18-BETA</title>
<subtitle>Source Speedrun Tools: practice tools and handy features for Source Engine games</subtitle>
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<updated>2024-08-23T19:40:01+00:00</updated>
<entry>
<title>Rewrite the gamedata and entprops systems entirely</title>
<updated>2024-08-23T19:40:01+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-08-21T23:02:48+00:00</published>
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<content type='text'>
This removes the horrible janky old KeyValues parser and replaces it
with a couple of trivial ad-hoc text parsers. In doing so, make the
format of the actual gamedata files more human-friendly too.

We also gain support for nested SendTables in mkentprops, which are
required to get at various things like player velocity. And, the actual
string matching is made more efficient (or, at least, more scalable) by
way of a cool radix tree thing which generates a bunch of switch cases
on distinct characters.
</content>
</entry>
<entry>
<title>Hide custom crosshair in menus/load screens</title>
<updated>2024-05-27T18:58:46+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-05-27T18:58:46+00:00</published>
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<content type='text'>
This isn't perfect logic - the standard crosshair has a lot more cases
where it's not displayed - but it's better than nothing and avoids
looking stupid as often.

In the process, also fix the IConVar virtual table being one entry too
small, which somehow wasn't a problem until it led to vtidx_IsInGame
here getting clobbered and causing hard-to-debug crashes. Woopsy!
</content>
</entry>
<entry>
<title>Add VGUI HUD overlay drawing feature</title>
<updated>2023-12-19T16:29:08+00:00</updated>
<author>
<name>Matthew Wozniak</name>
<email>sirtomato999@gmail.com</email>
</author>
<published>2022-11-17T17:34:47+00:00</published>
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<content type='text'>
Currently only supports Orange Box and Left 4 Dead branches. There's
quite a large amount of gamedata involved in making this work, and
figuring it out for the likes of Portal 2 doesn't seem like a major
priority at the moment.
</content>
</entry>
<entry>
<title>Cancel fast-forward after the player disconnects</title>
<updated>2023-12-17T01:54:50+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-12-17T01:50:21+00:00</published>
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<content type='text'>
Avoids spurious and confusing fast-forward behaviour in the event of
resetting a run, then disconnecting early and deciding to load some
other map.

Also fixes a stupid typo (s/propand/propane/).
</content>
</entry>
<entry>
<title>Fix Left 4 Dead Survivors crash</title>
<updated>2023-12-04T19:30:09+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-11-30T19:56:18+00:00</published>
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</entry>
<entry>
<title>Add a way to fast-forward game time</title>
<updated>2023-11-26T21:35:57+00:00</updated>
<author>
<name>Matthew Wozniak</name>
<email>sirtomato999@gmail.com</email>
</author>
<published>2023-09-02T15:27:45+00:00</published>
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<content type='text'>
This will be mostly useful for skipping cutscenes in Left 4 Dead games.
It may work in other games, but probably won't really be as useful.

Committer's note: this was adapted a fair bit from woz's original code,
hence the joint copyright, but he did most the hard work of figuring out
how to get this deep into the engine's call stack. Thanks!

bill also provided a fair bit of help figuring out missing gamedata and
fixing compatibility with L4D2 2147 and later. Also thanks!
</content>
</entry>
<entry>
<title>Change "plain" filetypes to the proper "text"</title>
<updated>2023-08-30T22:17:16+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-08-30T22:17:16+00:00</published>
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</entry>
<entry>
<title>Add more GetEngineBuildNumber offsets</title>
<updated>2023-06-20T19:56:23+00:00</updated>
<author>
<name>Willian Henrique</name>
<email>wsimanbrazil@yahoo.com.br</email>
</author>
<published>2023-06-20T19:53:09+00:00</published>
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</entry>
<entry>
<title>Fix L4D VGuiConnect/VGuiIsInitialized gamedata</title>
<updated>2023-06-15T22:04:47+00:00</updated>
<author>
<name>Willian Henrique</name>
<email>wsimanbrazil@yahoo.com.br</email>
</author>
<published>2023-06-15T07:12:01+00:00</published>
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<content type='text'>
This was actually breaking deferred initialisation in 0.5, the main
observable effect being that the L4D1 console spam fix stopped working.

Committer's note: woopsy!
</content>
</entry>
<entry>
<title>Implement APIs to control demo recording</title>
<updated>2023-05-04T23:06:17+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-05-04T23:04:43+00:00</published>
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This is a surprise tool that will help us later!
</content>
</entry>
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