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<title>mike/sst/gamedata/vguimatsurface.txt, branch v0.18-BETA</title>
<subtitle>Source Speedrun Tools: practice tools and handy features for Source Engine games</subtitle>
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<updated>2025-11-25T19:44:59+00:00</updated>
<entry>
<title>Fix input HUD crash in L4D games</title>
<updated>2025-11-25T19:44:59+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-11-25T19:40:20+00:00</published>
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I screwed up merging Evan's changes, and also didn't have that one
REQUIRE_GAMEDATA for some reason, and also didn't test actually turning
on the sst_inputhud cvar once everything had loaded fine in testing.

Unlucky, I guess. Better testing might still have caught it.
</content>
</entry>
<entry>
<title>Add SDK 2013 HUD support</title>
<updated>2025-10-05T17:36:46+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-10-05T17:19:47+00:00</published>
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<content type='text'>
Gamedata values contributed by Evan Lin. Thanks!
</content>
</entry>
<entry>
<title>Rename L4D2_2147plus gametype tag to L4D2_2125plus</title>
<updated>2025-04-06T19:59:36+00:00</updated>
<author>
<name>Hayden K</name>
<email>imaciidz@gmail.com</email>
</author>
<published>2025-02-07T19:22:37+00:00</published>
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<content type='text'>
Turns out the cvar we use to detect 2147 was actually added in 2125.
Since renaming it doesn't currently break anything (and 2125 was a
fairly notable code shuffling update, given it was the first update with
a native Linux build of the game), it makes most sense to just do this.
</content>
</entry>
<entry>
<title>Improve the HUD API slightly</title>
<updated>2024-09-08T13:11:09+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-09-08T13:01:13+00:00</published>
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<content type='text'>
- Add text size measurement (for centring etc.).
- Add a wchar_t equivalent since ushort would be wrong on Linux.
  Avoid actually using wchar.h because it's a big bloaty header,
  particularly on Windows.
</content>
</entry>
<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.
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</entry>
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