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<title>mike/sst/src/build/skiplist.h, branch v0.18-BETA</title>
<subtitle>Source Speedrun Tools: practice tools and handy features for Source Engine games</subtitle>
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<updated>2025-04-06T15:41:13+00:00</updated>
<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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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>Rework OS abstractions</title>
<updated>2024-08-21T23:01:06+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-08-03T15:11:57+00:00</published>
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- As much as possible avoid dragging system headers into translation
  units. This should avoid namespace pollution and, hopefully, speed up
  builds a little bit.

- Avoid leaning on the UCRT so much on Windows - prefer native win32
  calls and native file handles except where doing so is inconvenient
  (in particular, for stat(), which we might try and replace later).

- Also, switch from SystemFunction036 to ProcessPrng on Windows. This
  requires us to generate a stub for bcryptprimitives.dll because
  Microsoft haven't bothered to provide a link library, but the function
  is better-documented and seems to be a more direct under-the-hood call
  as well. Apparently it's what's used by the major web browsers these
  days, which seems like a good indication it's stable and trusted.

- Lastly, remove a bunch of functions and macros and stuff that weren't
  actually being used. It seems good to try and keep the scope of
  OS-dependent stuff relatively contained and only add to it when
  actually required.
</content>
</entry>
<entry>
<title>Add entity property finding and L4D warp testing</title>
<updated>2022-05-03T15:55:46+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-05-03T03:20:27+00:00</published>
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This was a lot more code than expected, but it might be finally close to
time to release the next beta...

We'll see if any more rabbit holes present themselves to jump into,
though.
</content>
</entry>
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