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<title>mike/sst/src/fixes.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>Size-optimise a little more, and tweak minor stuff</title>
<updated>2026-04-04T00:37:54+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-12-30T20:29:48+00:00</published>
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<id>urn:sha1:0fdf9b3ed716a8baf048e7e302c4d9e727999df2</id>
<content type='text'>
This isn't really making a difference right now but maybe it will in
future builds with different section padding or LTO optimiser
interactions or whatever.
</content>
</entry>
<entry>
<title>Do away with memcpy/memset/memcmp</title>
<updated>2026-02-16T19:11:24+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-12-27T03:05:05+00:00</published>
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Now everything is either explicitly a rep thing, or explicitly some
other small run of reasonably efficient instructions. No library calls
or function call overhead of any kind. Code size remains nice and small.

Ban a few other bad libc functions while we're at it. More can be added
later if we decide that's a useful idea.

This will require some discipline and workarounds to cope with Clang's
tendency to shove mem* calls in places you don't want them even when you
tell it not to. Well, c'est la vie.

I'm a little nervous that the __builtin_memmove() usage in shuntvars()
could still one day emit actual library calls. It appears we're not
importing memmove() from anywhere at the moment, though. So I guess it's
good enough for now.

Also I had to get rid of alloca() in con_.c but that was kind of bad
anyway, so that's fine.
</content>
</entry>
<entry>
<title>Size-optimise a few things</title>
<updated>2026-02-16T19:11:24+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-12-18T23:33:26+00:00</published>
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<content type='text'>
Saves multiple kilobytes, somehow. Unlikely to make much of a
performance difference since it's mostly init/shutdown stuff.
</content>
</entry>
<entry>
<title>Deal with CON_HIDDEN not existing in OE</title>
<updated>2025-11-15T20:24:41+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-11-15T20:24:41+00:00</published>
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<content type='text'>
Pretty hacky for now, but not the worst thing in the world. Can always
be tidied up later.
</content>
</entry>
<entry>
<title>Handle negated gamedata tag matches properly</title>
<updated>2025-10-11T00:36:16+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-10-11T00:35:54+00:00</published>
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<content type='text'>
The NE thing wasn't really correct, because it would match hypothetical
cases where OE and some other tag bit are both set. Now we simply use
!OE instead. The _GAMES_WITH inversion case is correct, because it
doesn't necessarily exclude OE from being included too.
</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>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>Fix very stupid, very old mistake in fixes.c</title>
<updated>2025-04-06T19:59:36+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-03-20T20:38:49+00:00</published>
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<content type='text'>
Thanks, months-ago Hayden! Finally remembered to do this.
</content>
</entry>
<entry>
<title>Use C23 void-argument-free prototypes</title>
<updated>2025-04-06T15:41:13+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-03-10T20:37:28+00:00</published>
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In the future we can also consider moving to {} instead of {0} for
initialisers, but my old Clang (16) doesn't support this, so it might be
wise to wait longer on that one so people don't need too bleeding-edge
of a compiler just to build this thing.
</content>
</entry>
<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.
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