This is the changelog from Steam Half-Life to Half-Life Updated version 1.1.0.
Fixes for bugs introduced in beta builds are not included in this list.
- Fixed crash when switching back to last item when item was removed (halflife issue #1815)
- Implemented cl_autowepswitch cvar (halflife issues #169 and #2749)
- Fixed server not staying in sync with client when handling weapon attack times (halflife issue #1621)
- Use MAX_WEAPONS for array of weapons (halflife issue #3030)
- Added support for adding 64 weapons #98
- Fixed not being able to reload weapons after loading a save game (halflife issue #1707)
- Always return m_iSecondaryAmmoType from CBasePlayerWeapon::SecondaryAmmoIndex (halflife issue #3029)
- Fixed weapon prediction allowing multiple reload actions instead of just one (halflife issue #2301)
- Fixed weapon being left behind when picking up ammo from it (halflife issue #3027)
- Fixed autoaim angles not resetting if autoaim is disabled while aiming at a target (halflife issue #966)
- Re-implemented view model tilt (halflife issue #1544)
- Cvar
cl_bobtilt
controls this feature (default off), and can be changed in the Multiplayer Advanced dialog
- Cvar
- Removed all uses of pev->fov to simplify changing fov, and always let the server set the fov to ensure it restores correctly (halflife issue #3044)
- Switch to no weapon if retired weapon could not be switched from (halflife issue #2495)
- Ensured PrimaryAmmoIndex & SecondaryAmmoIndex return valid values (halflife issue #3073)
- Initialize ItemInfoArray & AmmoInfoArray on the client (halflife issue #3071)
- Use cached item info for client predicted reloads
- Added missing tracerCount for EV_HLDM_FireBullets #107 (Thanks malortie)
- Reserved enough entvars for all weapons + local player in client weapon prediction code #97
- Applied Opposing Force weapon prediction timing fix to Half-Life (halflife issue #3252)
- Automatically switch away from exhaustible weapons that have no ammo left #133
- Fixed controlling a func_tank with empty weapon deploying invisible weapon when stopping control #134
- Fixed weapon empty sound playing twice (halflife issue #3231)
- Fixed explosions going through walls in certain cases (halflife issue #3244)
- Allow weapons to network data as needed
- Initialize frametime value so weapon prediction code can use it
- Reset server's client FOV value so loading save games restores FOV correctly with weapon prediction disabled (halflife issue #3044)
- Fixed players not being given exhaustible weapons when they get the ammo for them #153
- Fixed weapon deploy animations caused by lastinv command not working properly #154
- Fixed weapon deploy animations on fast switching with user binds #161
- Cleaned up weapons code a bit #157
- Fixed incorrect body values being passed into EV_WeaponAnimation #159
- Fixed autoswitch from tripmine to RPG causing wrong animation to play when weapon prediction is off #160
- Fixed explosives that impact the underside of a brush dealing damage to entities on the other side of that brush (halflife issue #3244)
- Fixed player weapons still receiving input when starting to use a func_tank (halflife issue #3345) (Thanks Oxofemple.)
- Fixed limit in world weapons (e.g. Hand Grenade) respawning at wrong time if server is near edict limit
- Disabled fall think function for weapons when the player picks it up to prevent possible double-pickup which removes the weapon and crashes the game
- Fixed weapon events not treating pushable objects as BSP models #220 (Thanks Toodles2You)
- Fixed chainsaw Crowbar effect when hitting corpse (halflife issue #2590)
- Fixed Crowbar using wrong time base for swing think (halflife issue #2296)
- Fixed crowbar not showing in weapon list if there are empty weapon slots with a lower id (halflife #3181)
- Fixed the Crowbar damage always being calculated halved (halflife issue #1600 (Thanks YaLTeR)
- Fixed Crowbar playing back swing events twice sometimes (halflife issue #3230)
- Fixed crowbar applying breakable glass decals to unbreakable pushable objects #219 (Thanks Toodles2You)
- Fixed Glock fire on empty sequence not playing #70 (Thanks malortie)
- Fixed Glock not playing empty sound when using secondary attack
- Fixed Python glitching animation when holding primary attack with empty magazine (halflife issue #3028)
- Fixed Python having wrong body sometimes when weapon prediction is enabled
- Fixed Python repeatedly playing dry fire sound (halflife issue #617)
- Removed m_fInZoom from Python to ensure zoom state restores correctly (halflife issue #3045)
- Fixed MP5 using wrong spread values for multiplayer and singleplayer (halflife issue #2095)
- Fixed MP5 autoswitching when primary ammo is depleted, even if player still has secondary ammo (halflife issue #3001)
- Fixed MP5 not creating bullet decals half the time (halflife issue #383 and Updated issue #163)
- Fixed Shotgun pump sound not playing when holding down attack or when shooting last shell (halflife issue #617)
- Fixed Shotgun starting idle animations too quickly after exhausting all ammo using primary attack #195 (Thanks Ronin4862)
- Fixed Crossbow fire on empty sequence not playing #68 (Thanks malortie)
- Removed m_fInZoom from Crossbow to ensure zoom state restores correctly (halflife issue #3045)
- Fixed RPG reload reading uninitialized variable #42
- Fixed RPG client prediction results stored in wrong pointer #67 (Thanks malortie)
- Fixed a bug that could cause a crash if an RPG weapon were removed from a player while a rocket fired from it is in flight (halflife issue #1719)
- Fixed incorrect idle time values for RPG fidget animations (halflife issue #2495)
- Fixed RPG empty sound playing constantly (halflife issue #617)
- Fixed RPG sometimes getting stuck unable to reload (halflife issue #3264) (Thanks Ronin4862)
- Fixed RPG being flagged as unusable while a rocket is loaded #213 (Thanks Toodles2You)
- Fixed RPG laser turning on when reloading immediately after equipping the weapon
- Fixed Gauss gun beams having wrong color and brightness compared to WON (halflife issue #2865)
- Fixed Gauss gun beams going in the wrong direction when player is viewing themselves through a camera (halflife issue #1744)
- Fixed Gauss gun sound not stopping when players are not in the PAS (halflife issue #3233)
- Fixed Gauss charge sound not always being reset (halflife issue #3188)
- Fixed Gauss gun sometimes settting player uranium ammo to -1 (halflife issue #3343)
- Fixed Gauss gun dealing full damage when saving and loading right after starting a charged shot (Thanks Oxofemple.)
- Fixed Egon creating fake beam when holding secondary attack key (halflife issue #2612)
- Fixed Egon looping fire sound playing twice sometimes (halflife issue #1750)
- Fixed Egon gun beam colors being too bright (halflife issue #3033)
- Fixed Egon flare sprite not showing (halflife issue #3066)
- Fixed Egon not stopping its attack animation if the attack button is held down and ammo runs out (Thanks the man)
- Implemented skill cvars
sk_plr_hornet_dmg1/2/3
for player Hornet gun damage - Fixed chainsaw Hornet gun sounds and mostly fixed hornetgun not playing firing animation (halflife issue #556)
- Fixed Hornet gun recharging to full ammo after loading a save game #190
- Fixed Hand grenade not playing deploy animation after finishing a throw (halflife issue #2495)
- Fixed Hand grenades staying primed when switching away or dropping the weapon (halflife issue #3251)
- Fixed hand grenade animations not playing correctly #209 (Thanks Toodles2You)
- Reset frame to 0 when grenade bounces #238 (Thanks FreeSlave)
- Fixed incorrect idle time values for Satchel deploy animations (halflife issue #2495)
- Fixed Tripmine viewmodel having wrong body on first pickup when weapon prediction is enabled #129
- Fixed Tripmine beams not using correctly start position sometimes (halflife issue #1670) (Thanks vasiavasiavasia95)
- Fixed Tripmine laser beam duplicating after going back and forth through level changes (halflife issue #3245) (Thanks vasiavasiavasia95)
- Fixed Tripmine body value being influenced by events from other weapons during deploy #158
- Fixed incorrect idle time values for Snark grenade deploy animations (halflife issue #2495)
- Use fps-independent frametime for NPC pitch & yaw adjustments (halflife issue #2458)
- Fixed monsters being resurrected if triggered while dying (halflife issue #3061)
- Made IsFacing non-static so it can be used in other source files
- Fixed incorrect check for monster gag spawnflag (halflife issue #3076)
- Fixed CTalkMonster::RunTask not properly initializing variable (halflife issue #3177)
- Added keyvalue
allow_item_dropping
to control whether NPCs can drop items (Opposing Force Updated #72) - Fixed NPCs being able to speak scripted_sentences while dying #171
- Added missing monster state name to ReportAIState (halflife issue #3220) (Thanks Shepard)
- Fixed being able to break scripted_sequence by +using friendly NPCs to make them follow player #200 (Thanks Oxofemple. for reporting this and FreeSlave for finding the solution)
- Fixed potential incorrect facing in scripted sequence (Thanks FreeSlave)
- Fixed crash when +USEing NPCs that have just exited a scripted sequence (Thanks malortie)
- Fixed talk monsters resetting other talk monsters' dying schedule if they are both killed at the same time (Thanks FreeSlave)
- Added null check to Bullsquid spit attack animation event to prevent crash if enemy pointer is cleared between animation start and animation event occurrence (halflife issue #2834)
- Made Scientists aware of carcasses, meat and garbage so they can comment on it (halflife issue #2982) (Thanks NongBenz)
- Fixed Human Grunt shotgun damage not using correct skill values (halflife issue #3046)
- Fixed Gargantua stomp attack being framerate-dependent (halflife issue #2876)
- Fixed Snark movetype being changed unconditionally (halflife issue #3175)
- Fixed Human Grunt checking enemy incorrectly in CheckMeleeAttack1 (halflife issue #3176)
- Fixed Human Grunts continuing to fire for a few seconds after killing the last enemy in an area Opposing Force Updated #100 (Thanks Ronin4862 and malortie)
- Fixed Hornets crashing the game if they hit you after a level transition (halflife issue #1598)
- Fixed Osprey not interpolating (halflife issue #3228) (Thanks Hezus)
- Fixed Osprey crashing if it has no valid target (halflife issue #3259)
- Fixed Osprey teleporting to world origin if it isn't moving at all (halflife issue #3260)
- Fixed Osprey not firing trigger targets (halflife issue #3261)
- Fixed Osprey engine damage effects showing on wrong engine (halflife issue #3263) (Thanks Hezus)
- Fixed Apache not firing trigger targets (halflife issue #3262)
- Fixed Tentacle not interpolating (halflife issue #3228) (Thanks Anton)
- Fixed Ichthyosaur restarting death sequence on save game load #152
- Fixed Alien Controllers facing in non-combat state #155
- Fixed scientist voice pitch #156
- Fixed Human Grunts dropping weapons again if the game is saved and loaded while the grunt is dying (Thanks Oxofemple.)
- Fixed Scientists crashing when speaking fear dialogue when enemy has been removed
- Ensured flashlight sprites have enough space between them and death notice text (halflife issue #1047)
- Reset flashlight HUD status on save game load (halflife issue #388)
- Fixed ammo HUD drawing last weapon ammo if player has all weapons stripped (halflife issue #3063)
- Fixed train HUD not restoring (halflife issue #3064)
- Fixed crosshair remaining present when starting new game (halflife issue #692)
- Use RGB_YELLOWISH for health vertical bar & TFC concussion effect (was previously hardcoded to the same color)
- Increased size of Health message to 2 to allow sending of signed short values (halflife issue #2149)
- Increased number of digits allowed in health value to 5 (halflife issue #2149)
- Fixed flashlight icon not restoring properly on save game load (halflife issue #388)
- Fixed saytext message handling potentially causing buffer overflow (halflife issue #3095)
- Print the "SayText" messages instantly in the console (halflife issue #1440)
- Fixed command menu text not being localized (halflife issue #2387)
- Fixed localization function cutting off text (halflife issue #2608)
- Fixed chat text sometimes using the wrong color (halflife issue #3240)
- Fixed status bar accepting out of range indices (halflife issue #3242)
- Show pickup icons in HUD for all weapons (halflife issue #3137)
- Fixed picking up weapons that give free/regenerating ammo sometimes showing weapon icon as red (halflife issue #3250)
- Fixed crash while parsing command menu with unsupported custom button (halflife issue #1730)
- Reset current history icon slot when resetting item history HUD #223 (Thanks malortie)
- Fixed m_rawinput 1 getting mouse stuck in box (halflife issue #1377)
- Fixed m_rawinput changes not taking effect if a new map has started and less time has passed than on any previous map or if weapon prediction is disabled (halflife issue #3255)
- Mouse movement in the main menu no longer affects in-game view angles when not using raw input
- Stop controlling func_tank on disconnect (prevents crashes) (halflife issue #2594)
- The player view entity is now restored after loading a save game, which allows trigger_camera entities to work properly if you save while they're active (halflife issue #3031)
- Re-implemented view roll (halflife issue #1544)
- Cvars
cl_rollangle
(maximum roll angle) andcl_rollspeed
(roll speed) control this feature, and can be changed in the Multiplayer Advanced dialog
- Cvars
- Added new engine functions added in the latest engine updates
- Refactored user messages globals to remove duplicate forward declarations
- Made cheat protected commands
give
,fov
andimpulse
check the value ofsv_cheats
on demand instead of caching the value, enabling the use of these cheats without having to restart the map (halflife issue #2511) - Added the option to change the default field of view to the Multiplayer Advanced dialog
- Updated delta.lst to use latest one from vanilla Half-Life (includes spectator variables) (halflife issue #3062)
- Use correct number of bits for iuser2 to ensure spectating player with index 32 works correctly (halflife issue #826)
- Fixed sprite attachment bug causing sprites to appear in seemingly random locations (halflife issue #3058)
- Made default_fov cvar archived (halflife issue #2237)
- Ensure CBaseEntity::Instance(entvars_t*) does not cause crashes when given null pointer (halflife issue #3056)
- Fixed trigger_camera rotation speed being framerate-dependent (halflife issue #2924)
- Set current time to time specified in save game data when saving & restoring entities (halflife issue #3065)
- Fixed local player model using wrong pitch angles when seen through another entity (halflife issue #3075)
- Fixed buttons not sparking in multiplayer (halflife issue #1681)
- Fixed func_plat trigger accessing freed memory if platform is removed (halflife issue #1725)
- Fixed GetHullBounds & HUD_GetHullBounds using wrong syntax to copy vectors (halflife issue #1703)
- Fixed CreateBaseline using player bounds parameters incorrectly (halflife issue #3078)
- Fixed camera.h include guard (halflife issue #3035)
- Added new variables to player_info_t struct (Thanks ArroganceJustified)
- Fixed func_breakable keyvalue "explosion" not working (#24) (Thanks ArroganceJustified)
- Fixed memory leak in VGUI1 image loading code (halflife issue #3101)
- Fixed underwater breathing sounds playing when standing in shallow water (halflife issue #3110)
- Fixed camera not being consistently centered when raw mouse input is enabled #32 (Thanks IntriguingTiles)
- Added new cvar flags added by recent engine updates #46
- Added new cvar flags for command filtering #121 (Thanks a1batross and vasiavasiavasia95)
- Provided access to engine filesystem #86
- Use engine filesystem to load and save node graph files #87
- Define and use constants for maximum number of players and weapons #96
- Added support for saving and restoring 64 bit integers #99
- Fixed cycler_sprite not saving #43
- Fixed func_rotating not reporting keyvalue spawnorigin as handled #72
- Fixed infodecal not reporting keyvalue texture as handled #73
- Fixed beam attachment invalidated on restore #74 (Thanks malortie)
- Fixed speaker entity not handling invalid preset values correctly (halflife issue #3178)
- Fixed invalidated linked entities in node graph #106 (Thanks zaklaus)
- Fixed default implementation of HasTarget not checking the right variable #109 (Thanks malortie)
- Implemented particle manager in client library #122
- This change fixes halflife issue #2196 by embedding the particle manager in the client library. It also fixes compatibility issues caused by optimizations applied to the Vector type.
- Reworked particle memory management to allow far more particles to be allocated before crashing by running out of memory (previous limit was around 100 particles at the same time, new limit closer to 1 million). Fixes halflife #1447
- Fixed memory leak in the physics force list: halflife #3213
- Fixed use-after-free bug that could cause difficult to debug problems in (hopefully) theoretical cases: #3214
- Optimized some of the code to be more efficient
- Reworked the CBaseParticle class to use a simpler design
- Fixed V_CalcBob not initializing static variables #126
- Fixed models stuttering due to client side interpolation (halflife issue #3228) (Thanks Uncle Mike, and vasiavasiavasia95 and Bacontsu for bringing this fix to my attention)
- Fixed player physics hull sizes not initializing properly (halflife issue #3229) (Thanks vasiavasiavasia95)
- Fixed FL_FAKECLIENT flag being cleared in some places (halflife issue #3256)
- Fixed Error in ServerCtrl #135 (Thanks fel1x-developer)
- Pass director stufftext commands to filtered client command function (halflife issue #1497)
- Fixed node graphs being loaded from search paths other than GAMECONFIG path #145
- Fixed node graph code incorrectly flagging node graphs as out of date if an outdated graph exists in a search path other than the mod directory (e.g. a graph in
halflife_updated_addon/map/graphs
) - Fixed momentary_door restarting movement sound repeatedly when moving back to starting position (halflife issue #3265)
- Fixed "fullupdate" call making a HUD disappear #147
- Fixed STL Algorithm Header Errors When Included with Platform.h #148 (Thanks edgarbarney)
- Fixed func_button "Sparks" spawnflag using wrong origin (halflife issue #3269)
- Fixed func_rot_button "X Axis" spawnflag also enabling func_button "Sparks" behavior (halflife issue #3270)
- Fixed second case of incorrect timebase for button sparks (halflife issue #1681)
- Fixed env_spark transitioning to other maps when it shouldn't (halflife issue #3280)
- Fixed ServerActivate checking for player entities incorrectly (halflife #3282)
- Fixed PM_TraceModel possibly returning uninitialized trace (halflife #3283)
- Print error message if trigger_changelevel points to itself
- Updated smdlexp to use 3DS Max 2023 SDK #149
- Updated to fix configuration issues so both debug and release profiles compile and don't fail when trying to copy the library to the 3DS Max plugins directory
- Added errors to stop compilation if the library is not built as 64 bit or if it does not use the Unicode character set (required for 3DS Max 2023 plugins)
- Note: plugin has not been tested. Use this plugin instead: https://knockout.chat/thread/806/1
- Refactored env_sound code to use correct data type for room type, don't use goto to control think rate
- Always send room_type changes to client, set room_type to 0 by default, reset room_type to 0 on map change, save room_type and restore it when loading same map (halflife issues #1144 and #2936)
- Added fixes from Marphy Black's Half-Life Fact Fixes
- Try to unstuck player after level transition if stuck in the world #165
- Fixed domain errors in func_tank (halflife issue #3303)
- Fixed game crashing when triggering certain entities on an empty dedicated server with maxplayers 1 (halflife issue #3307)
- Access world through global
- Access local player through helper function
- Removed some obsolete utility functions
- Fixed game_player_equip crashing when given a null activator #189
- Save and restore game_player_equip #188
- Fixed entities with an index greater than 2047 corrupting the client's heap if sent over the network #191
- When using
impulse 107
to get the name of a texture the texture type (as used inmaterials.txt
) will also be printed - Added
WRITE_FLOAT
function corresponding to the client'sREAD_FLOAT
function - Fixed func_friction not working properly in multiplayer (halflife issue #1542) (Thanks L453rh4wk)
- Fixed spray logo using wrong decal after save game load when not using custom spray #193 (Thanks Ronin4862)
- Fixed user interface coordinates and sizes being incorrectly adjusted for resolution (halflife issue #3344)
- Fixed Alien Slave beams staying forever if they exist during a level change (halflife issue #3104)
- Fixed cycler_wreckage storing time value in int instead of float
- Disabled jump sounds while player is frozen (e.g. trigger_camera, trigger_playerfreeze)
- Fixed out of bounds access in studiomodel renderer bone setup code (halflife issue #3360)
- Prevent breakables from spawning multiple items when destroyed by gunfire and explosives at the same time (Thanks Oxofemple.)
- Added cvar
sv_allowbunnyhopping
to control whether the bunny hopping limiter is enabled (halflife issue #11) - Added
sv_load_all_maps
&sv_stop_loading_all_maps
to help automate node graph generation - Added missing client side event for
func_vehicle
sounds - Prevented game_zone_player from transitioning across levels to fix Mod_NumForName: not found issue #241 (Thanks FreeSlave)
- Fixed null dereference in game_score #246 (Thanks FreeSlave)
- Fixed null dereference of m_rawinput and mouse issues on Linux #251 (Thanks a1batross)
- Ensured entity destructors are called
- Removed void from functions taking no arguments (clang-tidy modernize-redundant-void-arg)
- Used override specifier where needed (clang-tidy modernize-use-override) (Thanks LogicAndTrick for catching some missing ones)
- Explicitly cast result of
offsetof
to int to silence warnings - Removed unnecessary returns and semicolons
- Defined NOMINMAX to disable min & max macros defined in Windows header
- Moved FindEntityForward to util.h/.cpp & rename to UTIL_FindEntityForward
- Refactored ClientCommand to acquire the player pointer only once
- Refactored Vector code to remove use of vec3_t
- Removed duplicate Vector definitions in util_vector.h
- Removed shared_vec3_origin
- Removed unused vector functions
- Consolidated math header includes
- Removed duplicate PI constant definitions
- Clean up animation.cpp header includes
- Moved primitive types aliases to Platform.h when possible
- Properly defined model_s & model_t in pm_defs.h to silence Intellisense errors
- Added #pragma once to mathlib header
- Made Vector constructors constexpr
- Refactored g_vecZero & vec3_origin into constexpr constants
- Made R_TempSprite dir parameter const
- Made hull vectors constexpr constants
- Removed duplicate player view constants
- Defined constant for dead player view
- Cleaned up magic numbers to use constants
- Removed duplicate weapon animation enums
- Consolidated damage constants
- Removed duplicate Egon constants, move constants to weapons.h
- Removed duplicate vector cone constants
- Removed duplicate SND_CHANGE_PITCH constant
- Moved ARRAYSIZE definition to Platform.h
- Moved duplicated weapons code into weapons_shared.cpp
- Replaced clamp macro with std::clamp (Thanks edgarbarney)
- Moved FNullEnt(CBaseEntity*) to cbase.h
- Removed duplicate function declarations in player.cpp
- Added common & engine headers to projects
- Removed hud_iface.h (redundant)
- Removed duplicate FTENT_FADEOUT constant
- Removed VGUI1 server browser code (obsolete)
- Removed unused soundsystem, console panel, control config panel files
- Removed old project files & module definition files
- Removed duplicate event function declarations, use event_args_t to ensure Intellisense can link declarations and definitions
- Removed some double semicolons (Thanks LogicAndTrick)
- Made event playback functions const correct #41
- Removed unused skiplocal parameter #38
- Made CBaseEntity debug setters const correct
- Made HUD string drawing methods const correct
- Improved const correctness in engine APIs
- Removed obsolete preprocessor macro checks #47
- Cleaned up uses of the node graph global #48
- Disabled as many Windows.h dependencies as possible #49
- Removed benchmarking functionality #54
- Removed game_controls.lib from the client project #55
- Defined platform-agnostic types for common structures #56
- Removed obsolete engine APIs related to security modules #57
- Removed extern C wrappers around functions #58
- Reworked some uses of platform-specific code to be cross-platform #59
- Merged platform abstraction headers #53
- Removed redundant include guards #52
- Converted all include guards to pragma once #50
- Removed duplicate interface.h/.cpp files #60
- Added pragma once to all headers that need it #51
- Use snprintf and vsnprintf everywhere instead of _snprintf and _vsnprintf #61
- Use WIN32 preprocessor macro instead of _WIN32 #62
- Removed unnecessary _cdecl in function declarations #63
- Removed useless try-catch statement in command menu parsing code #64
- Reworked some uses of platform-specific code to be cross-platform #59
- Save FIELD_BOOLEAN as byte array #65
- Fixed save game system not saving arrays of EHANDLEs if the first half of the array contains null handles (mainly affected Nihilanth's spheres) #224 (Thanks Ronin4862)
- Reworked operator new and delete overloads to allocate memory directly #71
- Removed identical line in conditional statement #75 (Thanks malortie)
- Removed unused files (Thanks malortie):
- Removed DMC and Ricochet VS 2017 projects to match removal of VS 2019 projects #79 (Thanks malortie)
- Fixed invalid conversions between bool and other types #69
- Reworked all uses of int and int-like types to use bool when the value is boolean #83
- Enabled certain Clang-tidy checks #66
- Formatted all files and added clang-format configuration file #84
- Removed unused types #88
- Removed unused globals and duplicate global variable forward declarations #89
- Removed obsolete interface APIs #90
- Overhauled vector types to use constexpr, simplify code #92
- Fixed or silence compiler warnings #91
- Removed unused VGUI1 code in vgui_int.cpp #93
- Reworked CSave & CRestore to eliminate null data pointers #94
- Reworked mouse thread code to use standard types #95
- Replaced stackalloc-based saytext code with fixed-size buffer to avoid using alloca (halflife issue #3179)
- Use sound array macros (Thanks malortie):
- Removed unused variables in the client side event playback code #105 (Thanks malortie)
- Renamed hl_wpn_glock.cpp to glock.cpp #108 (Thanks malortie and JoelTroch for the Linux changes related to this)
- Removed preprocessor checks for other games (Thanks malortie):
- Moved IsFacing function from barney.cpp to h_ai.cpp to help prevent linker errors when copy pasting source file
- Added project files for Visual Studio 2019
- Removed project files for Visual Studio 2010
- Updated codebase to use correct functions to allow compilation with newer versions of Visual Studio
- Linux compilation fixes (Thanks Shepard and LogicAndTrick)
- Made Half-Life client dll depend on server dll to ensure server is built when launching a client debug session
- Update Linux makefiles to use g++ instead of gcc to compile and link all code #33 (Thanks MegaBrutal for bringing this to my attention)
- Moved DMC & Ricochet source code, projects, makefiles and fgds to their own repositories. See README.md for more information
- Enabled multiprocessor compilation for Windows builds #39
- Changed default toolset to non-XP compatible one and set Windows SDK version to Windows 10 #44
- Set C++ standard to 17 #85
- Fixed symlinks to Linux and MacOS builds of SDL2 #137 (Thanks MegaBrutal)
- Deleted Makefiles and libraries for MacOS X (Half-Life 1 is 32 bit, no longer supported by MacOS) #141 (Thanks fel1x-developer)
- Upgraded tool projects to use Visual Studio 2019, fixed as many warnings as possible, all tools aside from smdlexp compile, all tools compiled as C++, most tools work as intended #138 (Thanks fel1x-developer for helping with this work)
- Added
fgd/halflife.fgd
- Cleaned up the Linux makefiles to remove obsolete logic and simplify the compilation process
- Removed use of obsolete register keyword (caused compiler errors when using Clang++)
- Added support for overriding the compiler used when using the Linux makefiles
- Fixed the Linux makefiles not working when using Clang++ due to missing
-mno-sse
compiler flag - Added game icons for program icon and Steam library icon
- Use post build event to copy dlls instead of using output directory #167
- Added
-flifetime-dse=1
flag to Linux Makefile to disable compiler optimization that removed entity memory zero-initialization, resulting in the game crashing when any entity touches the world #187 (Thanks FreeSlave) - Set maximum edicts to 2048 in liblist.gam #181
- Made the Linux version link statically to the C++ runtime to help avoid problems when running mods on older systems (Thanks a1ba and FreeSlave)
- Copy delta.lst when building client or server to ensure mods have correct delta.lst file (Thanks P38TaKjYzY)
- Disabled GCC optimization that prevents mod dlls from unloading after engine calls dlclose
- Fixed third party libraries possibly not being linked to when building Linux server dll (Thanks a1batross)
- Mods made with this SDK will now shut down if they detect they are being run from a Valve game directory (e.g. by placing the dlls in
Half-Life/valve/cl_dlls
andHalf-Life/valve/dlls
). This is not supported and puts users at risk of being VAC banned. Run mods from their intended location only - Link Linux binaries with
-Wl
and--no-undefined
flags to avoid situations where something was referenced but wasn't added in the build (Thanks a1batross)
- Added Github Actions CI configuration file based on Half-Life Unified SDK's version. Continuous Integration provides pre-built binaries for Windows and Linux. (Thanks to JoelTroch for providing the original file and providing the basis for this file)
- Added
delta.lst
and theresource
directory to the game installation - Fixed HD Revolver model not playing the reload sound (halflife issue #2351)
- Rewrote the installation and packing scripts to use C#
- Added game icons to the game installation