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<title>mike/sst/src/gamedata.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>2025-10-11T02:13:18+00:00</updated>
<entry>
<title>Improve gamedata codegen and fix spurious cases</title>
<updated>2025-10-11T02:13:18+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-10-11T02:09:35+00:00</published>
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<content type='text'>
The old GAMESPECIFIC mechanism had worked in practice but was
technically a little bit incorrect, oops.
</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>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>Deal with the stupid NVDTOR situation</title>
<updated>2024-05-21T20:25:19+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-05-21T20:25:19+00:00</published>
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<content type='text'>
Bill suggested using abi.h for this. Not sure if it's 100% ideal to need
to pull in the whole header for this one macro but it's arguably better
than most alternatives and definitely better than just continuing to
duplicate it ad nauseam.
</content>
</entry>
<entry>
<title>Prune some comments and tidy up other minor things</title>
<updated>2023-06-10T15:51:02+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-06-10T15:44:19+00:00</published>
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</content>
</entry>
<entry>
<title>Move towards C23, improve events and vcall macros</title>
<updated>2022-09-13T21:50:30+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-09-13T20:46:21+00:00</published>
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<content type='text'>
Another big one. Here's a list of things:

- Since the upcoming C23 standardises typeof(), use it as an extension
  for the time being in order to allow passing arbitrary types as
  macro/codegen parameters. It wouldn't have been a big leap to do this
  even without standardisation since it's apparently an easy extension
  to implement - and also, to be honest, this project is essentially glued
  to Clang anyway so who cares.

- Likewise, bool, true and false are becoming pre-defined, so
  pre-pre-define them now in order to get the benefit of not having to
  remember one header everywhere.

- Really ungodly/amazing vcall macro stuff now allows us to call C++
  virtual functions like regular C functions. It's pretty cool!

- Events can now take arbitrary parameters and come in two types:
  regular events and predicates.

All this makes the base code even uglier but makes the feature
implementation nicer. In other words, it places more of the cognitive
burden on myself and less on other people who might want to contribute.
This is a good tradeoff, because I'm a genius.
</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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<content type='text'>
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>
<entry>
<title>Add engine_no_focus_sleep backport, fix codegen</title>
<updated>2022-04-25T03:24:52+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-04-25T03:24:52+00:00</published>
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<content type='text'>
Default gamedata values actually work the way they're supposed to now.
</content>
</entry>
<entry>
<title>Spruce up text and fix some copyright years</title>
<updated>2022-03-19T04:36:59+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-03-19T04:36:59+00:00</published>
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<content type='text'>
Sometimes, you just want to Unicode.
</content>
</entry>
<entry>
<title>Initial public snapshot</title>
<updated>2021-11-20T03:18:08+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2021-11-20T03:10:50+00:00</published>
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<content type='text'>
With code from Bill. Thanks Bill!
</content>
</entry>
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