## 2024/2/13 * cold client loader: validate the PE signature before attempting to detect arch --- ## 2024/2/10 * a hacky fix for the overlay on directx12, currently very slow when loading images * limit the attempts to load the achievements images, to prevent a never ending FPS drop --- ## 2024/2/7 * new persistent modes for cold client loader, mode 2 is a more accurate simulation and allows launching apps from their .exe * allow setting the IP country via the file `ip_country.txt` --- * **[Breaking]** changed the ini sections of the cold client loader --- ## 2024/1/26 * **[Detanup01]** added a new command line option for the tool `generate_emu_config` to disable the generation of `disable_xxx.txt` files, suggested by **[Vlxst]** * added new settings to the overlay which allow specifying the notifications positions, check the example file `overlay_appearance.EXAMPLE.txt`, suggested by **[ugurkahriman]** * fixed a mistake when discarding the utf8 bom marker --- ## 2024/1/25 * added new options to the overlay to allow copying a friend's ID, plus current player ID, suggested by **[Vlxst]** * added a new option to the overlay to invite all friends playing the same game, suggested by **[Vlxst]** * added new `auto_accept_invite.txt` setting to automatically accept game/lobby invites from this list, each SteamID64 on a separate line also you can leave the file empty to accept invitations from anyone, check the updated release readme, suggested by **[Vlxst]** * added new `disable_overlay_warning_*.txt` settings to disable certain or all warnings in the overlay, suggested by **[Vlxst]** * `disable_overlay_warning_forced_setting.txt`: - disable the warning for the usage of any file `force_*.txt` in the overlay - unlocks the settings menu, this may result in an undesirable output * `disable_overlay_warning_bad_appid.txt`: disable the warning for bad app ID (when app ID = 0) in the overlay * `disable_overlay_warning_local_save.txt`: disable the warning for using local save in the overlay * `disable_overlay_warning_any.txt`: all the above * **deprecated** `disable_overlay_warning.txt` in `steam_settings` folder in favor of new the options/files * added more Stub variants * fixed the condition of `warn_forced_setting`, previously it may be reset back to `false` accidentally * fixed a casting mistake when displaying friend ID * avoid spam loading the achievements forever on failure, only try 3 times * removed a debug flag in `UGC::GetItemState()` left by mistake --- ## 2024/1/20 * **[Detanup01]** added implementation for `Steam_Remote_Storage::EnumerateUserSubscribedFiles()` + mods files handles in `Steam_Remote_Storage::UGCDownload()` + `Steam_Remote_Storage::UGCDownloadToLocation()` which makes mods now work for many games * **[Kola124]** enhanced the settings parser to detect primary and preview mod files sizes automatically + use the base Steam URL by default for workshop URL + auto calculate the mod `score` from up/down votes also thanks to **[BTFighter]** for providing logs * **Breaking change** mod preview image file must exist in `steam_settings\mod_images\` * an enhancement to the settings parser to attempt to auto detect mods when `mods.json` is not present, with the same behavior as when the json file was created. this works for mods with only 1 primary file and only 1 preview file * fixed the generated path of mod `preview_url`, previously it would contain back slashes `\` on Windows * use last week epoch as the default time for mods dates (created, added, etc...) * make sure the mod path is always normalized and absolute, required by some APIs * `Steam UGC`: implement `SetUserItemVote()`, `GetUserItemVote()`, `AddItemToFavorites()`, `RemoveItemFromFavorites()`, favorite mods list are now saved in `favorites.txt` in the user save data folder * cold client loader can now inject user dlls, and force inject the `steamclient(64).dll` library, also you can control the injection order via a file `load_order.txt`, check its readme and the provided example * a new experimental dll (which must be injected first) to patch Stub drm v3.1 in memory, check the injection example of the cold client loader * cold client loader will now treat relative paths as relative to its own path, previously it used the current active directory * cold client loader no longer needs an explicit setting for the `ExeRunDir`, by default it would be the folder of the exe * in cold client loader, the option `ResumeByDebugger` is now available for the release build * cold client loader is now built for 32-bit and 64-bit separately, and will display a nag about architecture difference if for example the app was 32-bit and the loader was 64-bit, this could be disabled via the setting `IgnoreLoaderArchDifference=1` * the cold client loader will output useful debug info when the debug build is used * added a very basic crashes logger/printer, enabled by creating a file called `crash_printer_location.txt` inside the `steam_settings` folder, check README.realease.md for more details * fixed a problem in the overlay which would cause a crash for the guest player when an invitation was sent * `Steam UGC`: make sure returned mod folder from `GetItemInstallInfo()` is null terminated, previously some apps would get a bad malformed string because of this * `Steam_RemoteStorage`: very basic implementation for `GetQueryUGCNumTags()`, `GetQueryUGCTag()`, `GetQueryUGCTagDisplayName()` * new function in local storage to get list of folders at root level, given some path * imitate how the DOS Stub is manipulated during/after the build * some fixes to the win build script + use the undocumented linker flag `/emittoolversioninfo:no` to prevent adding the MSVC Rich Header * debug messages are now mostly scoped, ex: `Steam_Ugc::XXX` * added a bunch of helper functions, `common_helpers::XXX` + `pe_helpers::XXX` --- ## 2024/1/5 * **[Detanup01]** Fixed parsing of old Steam interfaces, reported by **[LuKeStorm]**: https://cs.rin.ru/forum/viewtopic.php?p=2971639#p2971639 * refactored the tool `find_intrfaces` to search accurately for old interfaces --- ## 2024/1/3 * added a new option to the Windows version of the client loader to aid in debugging. the option is called `ResumeByDebugger`, and setting it to `1` will prevent the loader from auto resuming the main app thread, giving you a chance to attach your debugger. * make the script `generate_emu_config` generate an empty `DLC.txt` if the app has no DLCs * windows build: sign each file after build with a self-signed generated certificate + note in the release readme regarding false-positives * windows build: note in readme about Windows SDK * windows build: added vesion resource (.rc file) * gen emu config: readme + icon attribution * added anonymous login to gen emu script, these accounts have very limited access * linux + win build scripts: introduce -verbose flag * windows build script: ensure /MT when compiling * output protoc generated in a subfolder in dll/ for easier code reference + don't cleanup protoc generated files, because VScode gets confused and cannot find files/types --- ## 2023/12/21 - 2023/12/27 * **[Detanup01]** added option to send auth token with new Ticket! + an option to include the GC token by default the emu will send the old token format for various APIs, like: * `Steam_GameServer::GetAuthSessionTicket()` * `Steam_User::GetAuthSessionTicket()` * `Steam_User::GetAuthTicketForWebApi()` this allows the emu to generate new ticket data, and additionally the GC token. check the new config files `new_app_ticket.txt` and `gc_token.txt` in the `steam_settings` folder * **[Detanup01]** fixed print issues in some places * **[remelt]** use the `index` argument to grab the preview URL from UGC query result, fixed by: https://cs.rin.ru/forum/viewtopic.php?p=2964432#p2964432 * **[remelt]** allow overriding mod `path` & mod `preview_url` in the `mods.json` file, suggested by: https://cs.rin.ru/forum/viewtopic.php?p=2964432#p2964432 * allow setting the mod `score` in the `mods.json` * when the mod `preview_url` is not overridden, don't set it automatically if `preview_filename` was empty, otherwise the `preview_url` will be pointing to the entire `mod_images` folder, like: `file://C:/my_game/steam_settings/mod_images/` instead set it to an empty string * updated `mods.EXAMPLE.json` * added 2 new config files `is_beta_branch.txt` and `force_branch_name.txt` by default the emu will report a `non-beta` branch with the name `public` when the game calls `Steam_Apps::GetCurrentBetaName()` these new config files allow changing that behavior, check the `steam_settings` folder * refactored the `steamclient_loader` script for Linux + new options and enhancements to make it similar to the Windows version, check its new README! * for steamclient loader (Windows + Linux): pass loader arguments to the target exe, allowing it to be used from external callers, example by the `lobby_connect` tool * deprecated the `find_interface` scripts, now the executable is built for Windows & Linux! * included the `steam_settings.EXAMPLE` for Linux build * updated release READMEs! * added a README for the repo with detailed build steps >>>>>>>>> --- * check for invalid data pointer in `GetAuthSessionTicket()` * additional sanity check in `InitiateGameConnection()` + print input data address in debug build * moved the example `app id` and `interfaces` files inside `steam_settings` folder, to avoid encouraging putting files outside >>>>>>>>> --- * fixed all debug build warnings for Linux & Windows (no more scary messages!) * updated Linux & Windows build scripts to avoid removing the entire build folder before building + introduced `clean` flag * added licenses & sources of all extrnal libraries + added a new cryptography library `Mbed TLS` you have to rebuilt the deps * deprecated the separate/dedicated cleanup script for Windows, it's now inlined in the main build script * For Windows build script: deprecated `low perf` & `win xp` options * For Linux build script: deprecated `low perf` option * restored all original but unused repo files into their separate folder * lots of refactoring and relocation in the source repo: - all build stuff will be inside `build` folder - restructured the entire repo - generate proto source files in the `build\tmp` folder insead of the actual source folder >>>>>>>>> --- * `settings_parser.cpp`: - cleanup the settings parser code by split it into functions - increase the buffer size for `account_name` to 100 chars - increase the buffer size for `language` to 64 chars * `common_includes.h`: - refactor includes order - added new helper function to keep yielding the thread for a given amount of time (currently unused) * build scripts: - in Linux build scripts don't use `-d` flag with `rm` - added global build stat message - use an obnoxious name for the file handle variable used if the PRINT_DEBUG macro to avoid collisions, in the caller has a variable with same name * don't cache deps build when pushing tag or opening pull requests * remove hardcoded repo path + remove Git LFS flag since it's no longer needed --- ## 2023/12/20 * fixed the implementation of `BIsAppInstalled()`, it must lock the global mutex since it is thread-safe, otherwise it will cause starvation and the current thread wion't yield, which triggers some games * more accurate behavior for `BIsAppInstalled()`, reject app ID if it was in the DLC list and isUnlockAllDlc was false * basic implementation for `RequestAppProofOfPurchaseKey()` and `RequestAllProofOfPurchaseKeys()` * a simple implementation for `GetEarliestPurchaseUnixTime()` * more accurate implementation for `BGetSessionClientResolution()`, set both x & y to 0 * return false in `BIsDlcInstalled()` when the given app ID is the base game * check for invalid app ID `uint32_max` in different places * more accurate implementation for `BReleaseSteamPipe()`, return true if the pipe was released successfully * lock the global mutex and the overlay mutex in different places just to be on the safe side, without it, some games suffer from thread starvation, might slow things down * added missing env var `SteamOverlayGameId` to steam_client and client_loader * added a startup timer + counter for reference, currently used to print timestamp in debug log * consistent debug log location, for games that change cwd multiple times while running * fixed error propagation in Windows build script, apparently set /a var+=another_var works only if another_var is a defined env var but NOT one of the "magic" builtins like errorlevel --- ## 2023/12/17 * More accurate implementation for BIsAppInstalled(), it now rejects uint32_max * Allow behavior customizization via installed_app_ids.txt config file * Limit/Lock list of installed apps on an empty file (similar to dlc.txt) * Changed the behavior of GetCurrentBetaName() to comply with the docs, might break stuff * Allow customizing the behavior via ne config files: `is_beta_branch.txt` + `force_branch_name.txt` * New script to generate native executable for `generate_emu_config` on Linux using pyinstaller * Deprecate the old `RtlGenRandom()` in favor of the new `BCryptGenRandom()` * Setup Github Worflows to: * Build `generate_emu_config` for `Linux` when you push code to a branch whose name matches the pattern `ci-build-gen-linux*` * Build `generate_emu_config` for `Windows` when you push code to a branch whose name matches the pattern `ci-build-gen-win*` * Build the emu for `Linux` when you push code to a branch whose name matches the pattern `ci-build-emu-linux*` * Build the emu for `Windows` when you push code to a branch whose name matches the pattern `ci-build-emu-win*` * Build everything when you push code to a branch whose name is `ci-build-all` * Build everything and create a release when you push a tag whose name matches the pattern `release*` * Packaging scripts for both Windows & Linux, usable locally and via Github Workflows * For the emu: * First run `build_win_deps.bat` (Windows) or `sudo ./build_linux_deps.sh` (Linux) * Run `build_win.bat release` + `build_win.bat debug` (Windows) or `./build_linux.sh release` + `./build_linux.sh debug` (Linux) * Finally run `package_win.bat release` + `package_win.bat debug` (Windows) or `sudo ./package_linux.sh release` + `sudo ./package_linux.sh debug` (Linux) * The same goes for `generate_emu_config` (scripts folder) but the scripts do not take any arguments, so no `release` or `debug` * Added all third-party dependencies as local branches in this repo + refer to these branches as submodules, making the repo self contained --- ## 2023/12/14 * based on cvsR4U1 by ce20fdf2 from viewtopic.php?p=2936697#p2936697 * apply the fix for the Linux build (due to newer glibc) from this pull request by Randy Li: https://gitlab.com/Mr_Goldberg/goldberg_emulator/-/merge_requests/42/ * add updated translation of Spanish + Latin American to the overlay by dragonslayer609 from viewtopic.php?p=2936892#p2936892 * add updated translation of Russian to the overlay by GogoVan from viewtopic.php?p=2939565#p2939565 * add more interfaces to look for in the original steam_api by alex47exe from viewtopic.php?p=2935557#p2935557 * add fix for glyphs icons for xbox 360 controller by 0x0315 from viewtopic.php?p=2949498#p2949498 * bare minimum implementation for SDK 1.58a + backup the current version of the interface 'steam ugc' - create new file: isteamugc017.h + copy the current version of the interface to this file + don't copy enums, structs, constants, etc..., just copy the pure virtual (abstract) class of the interface + rename the abstract class to include the current version number in its name, i.e. 'class ISteamUGC017' + create a file header guard containing the interface version in its name, i.e. 'ISTEAMUGC017_H' + if the file has '#pragma once', then guard this line with '#ifdef STEAM_WIN32' ... '#endif', I don't know why + isteamugc.h (this always contains the declaration of latest interface version) - declare the new API: GetUserContentDescriptorPreferences() - update the API: SetItemTags() to use the new argument - update the interface version to STEAMUGC_INTERFACE_VERSION018 + steam_ugc.h (this always contains the implementation of ALL interfaces versions) - add the backed-up abstract class to the list of inheritance, i.e. 'public ISteamUGC017' - (needs revise) implement the new API: GetUserContentDescriptorPreferences() - add a new overload of the API: SetItemTags() which takes the new additional argument + backup the current version of the interface 'steam remote play' - create new file: isteamremoteplay001.h + copy the current version of the interface to this file + don't copy enums, structs, constants, etc..., just copy the pure virtual (abstract) class of the interface + rename the abstract class to include the current version number in its name, i.e. 'class ISteamRemotePlay001' + create a file header guard containing the interface version in its name, i.e. 'ISTEAMREMOTEPLAY001_H' + if the file has '#pragma once', then guard this line with '#ifdef STEAM_WIN32' ... '#endif', I don't know why + isteamremoteplay.h (this always contains the declaration of latest interface version) - declare the new API: BStartRemotePlayTogether() - update the interface version to STEAMREMOTEPLAY_INTERFACE_VERSION002 - fix file header guard from _WIN32 to STEAM_WIN32 + steam_remoteplay.h (this always contains the implementation of ALL interfaces versions) - add the backed-up abstract class to the list of inheritance, i.e. 'public ISteamRemotePlay001' - (needs revise) implement the new API: BStartRemotePlayTogether() + steam_api.h - #include the backed-up interface files: + #include "isteamugc017.h" + #include "isteamremoteplay001.h" - declare the new API: SteamInternal_SteamAPI_Init() - add a new enum ESteamAPIInitResult - fix return type of SteamAPI_InitSafe() from bool to steam_bool (some stupid games read the whole EAX register) - add a useless inline implementation for the API: SteamAPI_InitEx(), not exported yet but just in case for the future + steam_gameserver.h - declare the new API: SteamInternal_GameServer_Init_V2() - fix return type of SteamGameServer_Init() from bool to steam_bool (some stupid games read the whole EAX register) - add a useless inline implementation for the API: SteamGameServer_InitEx(), not exported yet but just in case for the future + steam_api_common.h - declare a new type: SteamErrMsg + dll.cpp (this has the implementation of whatever inside steam_api.h + steam_gameserver.h) - (needs revise) implement the new API: SteamInternal_SteamAPI_Init() - (needs revise) implement the new API: SteamInternal_GameServer_Init_V2() - read some missing interfaces versions when parsing steam_interfaces.txt - initialize all interfaces versions with the latest ones available, instead of hardcoding them + steam_client.cpp - add a new version string for the interface getter GetISteamUGC() - add a new version string for the interface getter GetISteamRemotePlay() + isteamnetworkingsockets.h - fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling) + ConnectP2PCustomSignaling() + ReceivedP2PCustomSignal() + isteamnetworkingsockets009.h - fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling) + ConnectP2PCustomSignaling() + ReceivedP2PCustomSignal() + steam_networking_sockets.h - implement the missing overloads of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling) + ConnectP2PCustomSignaling() + ReceivedP2PCustomSignal() + steam_api_flat.h //////////////////// - declare new interfaces getters: + SteamAPI_SteamUGC_v018() + SteamAPI_SteamGameServerUGC_v018() - declare the new API: SteamAPI_ISteamUGC_GetUserContentDescriptorPreferences() - (needs revise) update signature of the API: SteamAPI_ISteamUGC_SetItemTags() to add the new argument this will potentially break compatibility with older version of the flat API //////////////////// - declare new interface getter: SteamAPI_SteamRemotePlay_v002() - declare the new API: SteamAPI_ISteamRemotePlay_BStartRemotePlayTogether() //////////////////// - fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling) + SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling() + SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal() + flat.cpp //////////////////// - implement new interfaces getters: + SteamAPI_SteamUGC_v018() + SteamAPI_SteamGameServerUGC_v018() - implement the new API: SteamAPI_ISteamUGC_GetUserContentDescriptorPreferences() - (needs revise) update signature of the API: SteamAPI_ISteamUGC_SetItemTags() to use the new argument this will potentially break compatibility with older version of the flat API //////////////////// - implement new interface getter SteamAPI_SteamRemotePlay_v002() - implement the new API: SteamAPI_ISteamRemotePlay_BStartRemotePlayTogether() //////////////////// - fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling) + SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling() + SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal() + isteamfriends.h - (needs revise) add a missing (or new?) member m_dwOverlayPID to the struct GameOverlayActivated_t, hopefully this doesn't break stuff + steamnetworkingtypes.h - add new (or missing?) members to the enum ESteamNetworkingConfigValue: + k_ESteamNetworkingConfig_RecvBufferSize + k_ESteamNetworkingConfig_RecvBufferMessages + k_ESteamNetworkingConfig_RecvMaxMessageSize + k_ESteamNetworkingConfig_RecvMaxSegmentsPerPacket + add the file isteamdualsense.h, it isn't used currently but just in case for the future + update descriptions/comments or refactor/spacing - isteamapplist.h - isteamgamecoordinator.h - isteamps3overlayrenderer.h - isteamuserstats.h - isteamutils.h - isteamvideo.h - steamhttpenums.h - steamtypes.h * use Unicode when sanitizing settings, mainly for local_save.txt config file + new dir "utfcpp": containg all the source/include files of this library: https://github.com/nemtrif/utfcpp + common_includes.h: include the new library "utfcpp" + settings.cpp: in Settings::sanitize(): convert to utf-32 first, do the sanitization, then convert back to std::string and return the result * avoid locking the global mutex every time when getting the global steamclient instance + dll.cpp: in get_steam_client(): only lock when the instance is null and double check for null, should speed up things a little bit * in different places, avoid locking gloal mutex if the relevant functionality was disabled + example in steam_user_stats.h: SetAchievement() + example in steam_overlay.cpp: + Steam_Overlay::AddMessageNotification() + Steam_Overlay::AddInviteNotification() * explicitly use the ASCII version of Windows APIs to avoid conflict when building with define symbols UNICODE + _UNICODE - base.cpp: GetModuleHandleA() - steam_overlay.cpp: PlaySoundA() * fix the implementation of RtlGenRandom stub: + return a number + use extern "C" if building in C++ mode * add new build scripts for both Windows and Linux for a much easier dev/build experience, both Windows and Linux scripts will run parallel build jobs for a much faster build times, by default, the scripts will use 70% of the max available threads, but if the auto detection didn't work, you can pass for example `-j 10` to the scripts to use 10 parallel jobs on Linux, archives (.a files) of third party libraries are bundled wholly, and built statically via: `-Wl,--whole-archive -Wl,-Bstatic -lssq -lcurl ... -Wl,-Bdynamic -Wl,--no-whole-archive` this ensures that the final output binary (for example: libsteam.so) won't require these libraries at runtime + to build on Linux (I'm using latest Ubuntu on WSL) - run as `sudo ./build_linux_deps.sh`, this will do the following: + download and install the required build tools via `apt-install` + unpack the third party libraries (protobuf, zlib, etc...) from the folder `third-party` to `build-linux-deps` + build the unpacked libraries from `build-linux-deps` you only need this step once, additionally you can pass these arguments to the script: + `-verbose`: force cmake to display extra info + `-j `: force cmake to use `` parallel build jobs - without sudo, run `./build_linux.sh` and pass the argument `release` or `debug` to build the emu in the corresponding mode, this will build the emu inside the folder `build-linux` some additional arguments you can pass to the script: + `-lib-32`: prevent building 32-bit libsteam_api.so + `-lib-64`: prevent building 64-bit libsteam_api.so + `-client-32`: prevent building 32-bit steamclient.so + `-client-64`: prevent building 64-bit steamclient.so + `-tool-clientldr`: prevent copying the script steamclient_loader.sh + `-tool-itf`: prevent copying the script find_interfaces.sh + `-tool-lobby-32`: prevent building executable lobby_connect_x32 + `-tool-lobby-64`: prevent building executable lobby_connect_x64 + `+lowperf`: (UNTESTED) pass some arguments to the compiler to prevent emmiting instructions for: SSE4, popcnt, AVX + `-j `: force build operations to use `` parallel jobs + to build on Windows (just install Visual Studio 2019/2022) - without admin, run `build_win_deps.bat`, this will do the following: + unpack the third party libraries (protobuf, zlib, etc...) from the folder `third-party` to `build-win-deps` + build the unpacked libraries from `build-win-deps` you only need this step once, additionally you can pass these arguments to the script: + `-verbose`: force cmake to display extra info + `-j `: force cmake to use `` parallel build jobs - without admin, run `build_win.bat` and pass the argument `release` or `debug` to build the emu in the corresponding mode, this will build the emu inside the folder `build-win` some additional arguments you can pass to the script: + `-lib-32`: prevent building 32-bit steam_api.dll + `-lib-64`: prevent building 64-bit steam_api64.dll + `-ex-lib-32`: prevent building `experimental steam_api.dll` + `-ex-lib-64`: prevent building `experimental steam_api64.dll` + `-ex-client-32`: prevent building `experimental steamclient.dll` + `-ex-client-64`: prevent building `experimental steamclient64.dll` + `-exclient-32`: prevent building experimental `client steamclient.dll` + `-exclient-64`: prevent building experimental `client steamclient64.dll` + `-exclient-ldr`: prevent building experimental `client loader steamclient_loader.exe` + `-tool-itf`: prevent building executable `find_interfaces.exe` + `-tool-lobby`: prevent building executable `lobby_connect.exe` + `+lowperf`: (UNTESTED) for 32-bit build only, pass the argument `/arch:IA32` to the compiler + `-j `: force build operations to use `` parallel jobs * added all required third-party libraries inside the folder `third-party` * greatly enhanced the functionality of the `generate_emu_config` script + add a build script + run `recreate_venv.bat` to + create a python virtual environemnt + install all required packages inside this env + run `rebuild.bat` to produce a bootstrapped .exe built using `pyinstaller` + inside the folder of the built executable + create a file called `my_login.txt`, then add your username in the first line, and your password in the second line + run the .exe file without any args to display all available options * revert the changes to `SetProduct()` and `SetGameDescription()` * in `steam_overlay.cpp`, in `AddAchievementNotification()`: prefer original paths of achievements icons first, then fallback to `achievement_images/` ## Older changes * add missing implementation of (de)sanitize_string when `NO_DISK_WRITE` is defined which fixes compilation of `lobby_connect` * check for empty string in (de)sanitize_file_name() before accessing its items * implement new API: `GetAuthTicketForWebApi()` + `base.h`: declare the new API: `getWebApiTicket()` + `base.cpp`: implement the new API: `Auth_Ticket_Manager::getWebApiTicket()` + `steam_user.h`: call the new API inside `GetAuthTicketForWebApi()` * add an updated and safer impl for `Local_Storage::load_image_resized()` by RIPAciD from viewtopic.php?p=2884627#p2884627 * add missing note in ReadMe about `libssq` * add new release 4 by ce20fdf2 from viewtopic.php?p=2933673#p2933673 * add hotfix 3 by ce20fdf2 from viewtopic.php?p=2921215#p2921215 * add hotfix 2 by ce20fdf2: viewtopic.php?p=2884110#p2884110 * add initial hotfix by ce20fdf2