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<title>mike/sst/src/l4dwarp.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>2025-11-24T03:23:22+00:00</updated>
<entry>
<title>Turn x86 stuff into a chunklet to help out SPT</title>
<updated>2025-11-24T03:23:22+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-11-24T03:19:49+00:00</published>
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<id>urn:sha1:508878ff0a9e4cd8528727c41819bc2d70b33dd0</id>
<content type='text'>
Quick unused header cleanup pass while we're at it.
</content>
</entry>
<entry>
<title>Make additional use of untyped command callbacks</title>
<updated>2025-08-02T13:43:19+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-08-02T13:43:19+00:00</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Separate our command callbacks from Source's</title>
<updated>2025-06-21T13:50:00+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-06-17T19:18:48+00:00</published>
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<id>urn:sha1:ac7e7d0f21978afc70fe3ef76db69d575742b974</id>
<content type='text'>
This improves the ergonomics of a few different things, and sets us up
somewhat for the fact OE had a different interface for commands too
(it was v1 only and had a separate API call for getting the args).
</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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<id>urn:sha1:8a669bc96ffdb9d0f6f54e464da11e3375c80a55</id>
<content type='text'>
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>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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<content type='text'>
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.
</content>
</entry>
<entry>
<title>Add missing newlines to clientcon messages</title>
<updated>2024-09-28T21:39:35+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-09-28T21:39:35+00:00</published>
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<content type='text'>
Just had a brain fart when writing this code initially, woops. Just as
well I have people pointing these things out to me before I end up
making releases with such mistakes. At least, usually. :^)
</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>Use single-precision trig functions in testwarp</title>
<updated>2024-09-25T17:28:38+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-09-25T17:27:10+00:00</published>
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<content type='text'>
There was never a need to calculate more precision and then throw it
away again. This was just an oversight.
</content>
</entry>
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