-
v0.5-BETA
SST Beta 0.5 (a.k.a Spectacular Scheduling Triumph) I don't want to talk about how long this took to get out. I made the mistake of tying the release to certain features that I simply didn't have time to work on, and eventually just had to give up and release what's done. On the plus side, we did manage to sneak in some cool features: * New sst_alias_remove and sst_alias_clear commands to get rid of aliases without restarting the game * L4D1/2 instant resetting with sst_l4d_quickreset, which will jump directly to the start of a campaign and clear all vote cooldowns as required (thanks bill for helping with this one!) * Unhidden cl_showdemooverlay for use as a quick and dirty recording indicator, for those who are paranoid about forgetting to record * Backported snd_mute_losefocus to hear the game while tabbed out into another window (thanks bill again!) * sst_mouse_factor to scale raw mouse input for view-snapping trickery And, there's a few other changes and fixes: * Autojump in Portal 1 now requires sv_cheats, per moderators' request * The plugin should be able to load under Portal 2 again, although it doesn't do that much and realistically you'd use That Other Plugin instead :^) * That issue with Unicode paths (first reported by Serg) is finally fixed. So, if for example you put your video game in a folder named "Игры" on a Russian install of Windows, SST should actually work now. Hooray for actually releasing bug fixes that have sat in Git for months! Plus there's been a ton of code cleanup and there's ongoing internal improvements to make development easier, so that IN THEORY we can make future updates more easily. Yeah.. we'll see about that. Thanks, and have fun!
-
v0.4-BETA
SST Beta 0.4 (a.k.a Small Subtle Tweaks) Mostly, this just fixes a few bugs that were overdue a fix. In particular, 5135 Portal FOV changing, L4D warp testing, and some L4D1 console spam prevention didn't work properly if the plugin was autoloaded. Now they do, and the plugin initialisation has been reworked to preven those kinds of issues in general. Additionally, multiplayer autojump is less janky for non-host players, and demo directory checking is done in a more robust way. As an added bonus, it's also now possible to change the Portal crosshair colours, because sure why not! Have fun!
-
v0.3-HOTFIX
Consider this the ACTUAL v0.3 release. The other one was busted, I hate myself. The good news is this is just a hotfix for a singular stupid bug/oversight and nothing else has really changed, so I suggest still reading the v0.3-BETA changelog if you haven't already. It covers all the actual features of interest. Sorry about that! Future versions will be way better tested, I promise.
-
v0.3-BETA
SST Beta 0.3 (a.k.a. Slightly Sour Taste) It's finally here, praise the lord. Unfortunately, the dodgy multiplayer autojump prediction isn't fixed yet - that'll probably be in the next release, which will hopefully take less insanely long than this release. It seems that the entire development process for this beta was rabbit hole after rabbit hole, with thousands of lines of diff in the end. But here we are, at last! Stuff in this release, in no particular order: * L4D2 mat_queue_mode is properly fixed, matching what later versions already do, so people can set this and forget it, like any reasonable setting. * L4D1 mat_monitorgamma is saved properly, so it doesn't have to be manually set through the menu every single launch. Like any reasonable setting. * The Intel-specific dark rendering issue in L4D2 is unilaterally fixed across all past and future Intel devices. * fps_max can now be lowered in L4D games, although not raised above its standard limit. * Very early L4D1 builds no longer flood the console with debug garbage every few seconds. * The demo autorecord feature has been improved, and is now more robust and can even start recording prior to loading a map. * Attempting to record a demo to a nonexistent directory will fail with an error instead of silently doing nothing. * A few extra cvars are now written into demos, to make verification of runs just slightly easier. * The plugin now supports Left 4 Dead: Survivors, for some reason. And autojump works, because sure why not. * Added sst_l4d_testwarp which allows simulating idle warps to test wall clips and upwarps and stuff. * Added m_rawinput to all games that don't already have it built in, making the external RInput program redundant. * Added engine_no_focus_sleep to old games that don't have it, to allow streamers to keep their games from lagging when inactive, or to allow increasing the inactive CPU/GPU saving even more if desired. * Portal 1 has fov_desired added in old versions that don't have it, and its range is extended to 75-120, in order to match the latest Steam builds per community demand. This was tested to work in both 3420 and 5135. * Unloading and reloading the plugin works properly in old Source builds with buggy plugin handling, such as Portal build 3420. Unfortunately, it's impossible to stop the engine from screwing up if the plugin ever somehow fails to load, but that shouldn't happen often. * The plugin can automatically create a VDF for itself to automatically load with the game (early enough that saved configuration continues to work). sst_autoload_enable will create the VDF, sst_autoload_disable will remove it. * Despite all the new stuff, the new DLL is only about 30% of the size, for those who care about that. Also, there's less copyright licence text, at least for now. * A number of internal bugs were fixed, none of which are likely to have affected anybody yet, but they're gone now nonetheless. * The autojump "group" typo is FINALLY corrected to "ground." Known issues: * Aforementioned client-side autojump prediction not syncing quite right in certain multiplayer situations. * Old L4D2 versions apparently reset fps_max on map transitions, so that will need a separate fix.
-
v0.2-BETA
Beta 0.2, just in time for the new year. (tagging a little early, will probably push either right before or right after the start of January, in some handwavey attempt at coordination.) Very quick, informal changelog for this release: * Autojump is FINALLY public, in line with the L4D leaderboard requiring demos so we don't have to worry about cheaters any more * `sv_cheats 1` now works in L4D2 lobbies * The annoying nag dialog shown when loading the plugin in newer L4D2 versions is blocked * A bunch of cvars are unhidden (see fixes.c)
-
v0.1-BETA
Release beta v0.1 This just adds autorecord, for the L4D2 speedrunning community. Nothing else too interesting, yet.