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<title>mike/sst/src/autojump.c, branch v0.18-BETA</title>
<subtitle>Source Speedrun Tools: practice tools and handy features for Source Engine games</subtitle>
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<updated>2026-04-04T00:37:54+00:00</updated>
<entry>
<title>Clean up a couple of random things</title>
<updated>2026-04-04T00:37:54+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2026-04-03T20:48:15+00:00</published>
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<entry>
<title>Move to static trampolines and type-safe hooks</title>
<updated>2026-02-16T19:11:24+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-12-26T23:12:11+00:00</published>
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<content type='text'>
For some reason the DLL got a tiny little bit bigger again but that's
fine. This will make orig_ calls more efficient in the inline case, and
also make it harder to screw up and hook the wrong thing by mistake.

Self-explanatory-ish, apart from the fact it's a fairly large API change
of course. And it relies on some more bonkers assembler directive
hackery.

But it works!

The only complaint one might have is that the featsetup functions no
longer take an explicit string which occasionally yields slightly less
perfect error messages, but I've decided this isn't really a problem and
makes the API nicer to use. It's a tradeoff, innit.
</content>
</entry>
<entry>
<title>Abstract over con_var layout changes from OE to NE</title>
<updated>2025-06-21T13:50:00+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-06-21T13:46:10+00:00</published>
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<content type='text'>
This doesn't allow us to support OE in and of itself but is part of the
groundwork necessary to do so in the future.
</content>
</entry>
<entry>
<title>Fix bad returns missed in the feature init rewrite</title>
<updated>2025-06-01T19:29:46+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-06-01T19:29:46+00:00</published>
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</content>
</entry>
<entry>
<title>Add type-safety to virtual calls and accessors</title>
<updated>2025-04-17T19:02:18+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-04-17T00:39:10+00:00</published>
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This probably should have been the design from the start.

It's still possible to use void pointers, and this is done in a couple
of places for simplicity, but wherever possible, we have actual structs
for things now.

Additionally, in places where vtables are fiddled with, e.g. vtable
hooks, we have actual struct definitions with vtable pointers so there's
need for pointer-casting horror.
</content>
</entry>
<entry>
<title>Remove years from copyright headers</title>
<updated>2025-04-07T20:31:32+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-04-07T20:31:32+00:00</published>
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<content type='text'>
They're legally unnecessary as far as I know, and kind of annoying to
maintain on a long-term basis.

This was done with the consent of all 3 other contributors, in case
anyone was wondering.
</content>
</entry>
<entry>
<title>Tweak a couple of bits of whitespace</title>
<updated>2025-04-06T19:59:36+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-04-06T01:36:11+00:00</published>
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<entry>
<title>Rewrite and redesign codegen and feature system</title>
<updated>2025-04-06T15:41:13+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-03-10T02:37:19+00:00</published>
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<content type='text'>
Also switch to somewhat proper C23 flags while we're at it.

This is a huge change. It took me forever, in between being really busy.
Sorry about that. But the good news is I'm now free to start integrating
the various patches that have accumulated since last release. Well, at
least in between still being really busy. Gotta manage expectations.

The main benefit of introducing GAMESPECIFIC() is that features
that don't apply to a particular game no longer show up *at all*, and
less time is wasted on init. It also enables a cool optimisation wherein
unnecessary REQUIRE_GAMEDATA() checks can elided at compile time
whenever the gamedata is known up-front to always exist in supported
games.

The DEF_FEAT_CVAR macro family meanwhile makes it easier to manage the
lifecycle of cvars/ccmds, with less manual registering, unhiding and
such.

Originally I was going to try and just hack these features into the
existing codegen abomination, but it just got too terrible. This rewrite
should make it easier to continue tweaking codegen behaviour in future.
It also has slightly better error messages.
</content>
</entry>
<entry>
<title>Create and use macros to define accessor functions</title>
<updated>2024-09-28T17:28:13+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-09-25T17:25:08+00:00</published>
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<content type='text'>
Avoids the need to manually mess around with mem_offset() and gamedata
off_ and sz_ values as often, because that's kind of annoying.

Should also make the codebase a little less confusing for new players.
</content>
</entry>
<entry>
<title>Add basic button input HUD</title>
<updated>2024-09-14T21:45:35+00:00</updated>
<author>
<name>Matthew Wozniak</name>
<email>sirtomato99@gmail.com</email>
</author>
<published>2024-09-14T21:45:35+00:00</published>
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<content type='text'>
Committer's note: this is heavily modified from the original code
contributed by woz (and somewhat improved by bill and aciidz). Copyright
notices reflect joint authorship accordingly. woz still gets commit
authorship though because it feels wrong to yoink that from someone. :^)

And yes, the original code was written in 2022. Time flies.

A lot of the code is still kind of hacky and ugly and I'd like to
improve it later but there's other things to do so that can wait.
</content>
</entry>
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