mirror of
https://github.com/Detanup01/gbe_fork.git
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422 lines
24 KiB
Markdown
422 lines
24 KiB
Markdown
* added a very basic crashes logger/printer, enabled by creating a file called `crash_printer_location.txt` inside the `steam_settings` folder,
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check README.realease.md for more details
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---
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## 2024/1/5
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* **[Detanup01]** Fixed parsing of old Steam interfaces, reported by **[LuKeStorm]**: https://cs.rin.ru/forum/viewtopic.php?p=2971639#p2971639
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* refactored the tool `find_intrfaces` to search accurately for old interfaces
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---
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## 2024/1/3
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* added a new option to the Windows version of the client loader to aid in debugging.
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the option is called `ResumeByDebugger`, and setting it to `1` will prevent the loader from
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auto resuming the main app thread, giving you a chance to attach your debugger.
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* make the script `generate_emu_config` generate an empty `DLC.txt` if the app has no DLCs
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* windows build: sign each file after build with a self-signed generated certificate + note in the release readme regarding false-positives
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* windows build: note in readme about Windows SDK
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* windows build: added vesion resource (.rc file)
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* gen emu config: readme + icon attribution
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* added anonymous login to gen emu script, these accounts have very limited access
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* linux + win build scripts: introduce -verbose flag
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* windows build script: ensure /MT when compiling
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* output protoc generated in a subfolder in dll/ for easier code reference +
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don't cleanup protoc generated files, because VScode gets confused and cannot find files/types
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---
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## 2023/12/21 - 2023/12/27
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* **[Detanup01]** added option to send auth token with new Ticket! + an option to include the GC token
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by default the emu will send the old token format for various APIs, like:
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* `Steam_GameServer::GetAuthSessionTicket()`
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* `Steam_User::GetAuthSessionTicket()`
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* `Steam_User::GetAuthTicketForWebApi()`
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this allows the emu to generate new ticket data, and additionally the GC token.
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check the new config files `new_app_ticket.txt` and `gc_token.txt` in the `steam_settings` folder
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* **[Detanup01]** fixed print issues in some places
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* **[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
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* **[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
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* allow setting the mod `score` in the `mods.json`
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* 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/`
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instead set it to an empty string
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* updated `mods.EXAMPLE.json`
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* added 2 new config files `is_beta_branch.txt` and `force_branch_name.txt`
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by default the emu will report a `non-beta` branch with the name `public` when the game calls `Steam_Apps::GetCurrentBetaName()`
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these new config files allow changing that behavior, check the `steam_settings` folder
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* refactored the `steamclient_loader` script for Linux + new options and enhancements to make it similar to the Windows version, check its new README!
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* 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
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* deprecated the `find_interface` scripts, now the executable is built for Windows & Linux!
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* included the `steam_settings.EXAMPLE` for Linux build
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* updated release READMEs!
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* added a README for the repo with detailed build steps
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>>>>>>>>> ---
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* check for invalid data pointer in `GetAuthSessionTicket()`
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* additional sanity check in `InitiateGameConnection()` + print input data address in debug build
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* moved the example `app id` and `interfaces` files inside `steam_settings` folder, to avoid encouraging putting files outside
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>>>>>>>>> ---
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* fixed all debug build warnings for Linux & Windows (no more scary messages!)
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* updated Linux & Windows build scripts to avoid removing the entire build folder before building + introduced `clean` flag
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* added licenses & sources of all extrnal libraries + added a new cryptography library `Mbed TLS`
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you have to rebuilt the deps
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* deprecated the separate/dedicated cleanup script for Windows, it's now inlined in the main build script
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* For Windows build script: deprecated `low perf` & `win xp` options
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* For Linux build script: deprecated `low perf` option
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* restored all original but unused repo files into their separate folder
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* lots of refactoring and relocation in the source repo:
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- all build stuff will be inside `build` folder
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- restructured the entire repo
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- generate proto source files in the `build\tmp` folder insead of the actual source folder
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>>>>>>>>> ---
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* `settings_parser.cpp`:
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- cleanup the settings parser code by split it into functions
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- increase the buffer size for `account_name` to 100 chars
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- increase the buffer size for `language` to 64 chars
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* `common_includes.h`:
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- refactor includes order
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- added new helper function to keep yielding the thread for a given amount of time (currently unused)
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* build scripts:
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- in Linux build scripts don't use `-d` flag with `rm`
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- added global build stat message
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- 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
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* don't cache deps build when pushing tag or opening pull requests
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* remove hardcoded repo path + remove Git LFS flag since it's no longer needed
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---
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## 2023/12/20
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* 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
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* more accurate behavior for `BIsAppInstalled()`, reject app ID if it was in the DLC list and isUnlockAllDlc was false
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* basic implementation for `RequestAppProofOfPurchaseKey()` and `RequestAllProofOfPurchaseKeys()`
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* a simple implementation for `GetEarliestPurchaseUnixTime()`
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* more accurate implementation for `BGetSessionClientResolution()`, set both x & y to 0
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* return false in `BIsDlcInstalled()` when the given app ID is the base game
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* check for invalid app ID `uint32_max` in different places
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* more accurate implementation for `BReleaseSteamPipe()`, return true if the pipe was released successfully
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* 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
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* added missing env var `SteamOverlayGameId` to steam_client and client_loader
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* added a startup timer + counter for reference, currently used to print timestamp in debug log
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* consistent debug log location, for games that change cwd multiple times while running
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* 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
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---
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## 2023/12/17
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* More accurate implementation for BIsAppInstalled(), it now rejects uint32_max
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* Allow behavior customizization via installed_app_ids.txt config file
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* Limit/Lock list of installed apps on an empty file (similar to dlc.txt)
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* Changed the behavior of GetCurrentBetaName() to comply with the docs, might break stuff
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* Allow customizing the behavior via ne config files: `is_beta_branch.txt` + `force_branch_name.txt`
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* New script to generate native executable for `generate_emu_config` on Linux using pyinstaller
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* Deprecate the old `RtlGenRandom()` in favor of the new `BCryptGenRandom()`
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* Setup Github Worflows to:
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* Build `generate_emu_config` for `Linux` when you push code to a branch whose name matches the pattern `ci-build-gen-linux*`
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* Build `generate_emu_config` for `Windows` when you push code to a branch whose name matches the pattern `ci-build-gen-win*`
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* Build the emu for `Linux` when you push code to a branch whose name matches the pattern `ci-build-emu-linux*`
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* Build the emu for `Windows` when you push code to a branch whose name matches the pattern `ci-build-emu-win*`
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* Build everything when you push code to a branch whose name is `ci-build-all`
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* Build everything and create a release when you push a tag whose name matches the pattern `release*`
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* Packaging scripts for both Windows & Linux, usable locally and via Github Workflows
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* For the emu:
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* First run `build_win_deps.bat` (Windows)
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or `sudo ./build_linux_deps.sh` (Linux)
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* Run `build_win.bat release` + `build_win.bat debug` (Windows)
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or `./build_linux.sh release` + `./build_linux.sh debug` (Linux)
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* Finally run `package_win.bat release` + `package_win.bat debug` (Windows)
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or `sudo ./package_linux.sh release` + `sudo ./package_linux.sh debug` (Linux)
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* The same goes for `generate_emu_config` (scripts folder) but the scripts do not take any arguments, so no `release` or `debug`
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* Added all third-party dependencies as local branches in this repo + refer to these branches as submodules, making the repo self contained
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---
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## 2023/12/14
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* based on cvsR4U1 by ce20fdf2 from viewtopic.php?p=2936697#p2936697
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* 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/
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* add updated translation of Spanish + Latin American to the overlay by dragonslayer609 from viewtopic.php?p=2936892#p2936892
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* add updated translation of Russian to the overlay by GogoVan from viewtopic.php?p=2939565#p2939565
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* add more interfaces to look for in the original steam_api by alex47exe from viewtopic.php?p=2935557#p2935557
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* add fix for glyphs icons for xbox 360 controller by 0x0315 from viewtopic.php?p=2949498#p2949498
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* bare minimum implementation for SDK 1.58a
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+ backup the current version of the interface 'steam ugc'
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- create new file: isteamugc017.h
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+ copy the current version of the interface to this file
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+ don't copy enums, structs, constants, etc..., just copy the pure virtual (abstract) class of the interface
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+ rename the abstract class to include the current version number in its name, i.e. 'class ISteamUGC017'
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+ create a file header guard containing the interface version in its name, i.e. 'ISTEAMUGC017_H'
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+ if the file has '#pragma once', then guard this line with '#ifdef STEAM_WIN32' ... '#endif', I don't know why
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+ isteamugc.h (this always contains the declaration of latest interface version)
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- declare the new API: GetUserContentDescriptorPreferences()
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- update the API: SetItemTags() to use the new argument
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- update the interface version to STEAMUGC_INTERFACE_VERSION018
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+ steam_ugc.h (this always contains the implementation of ALL interfaces versions)
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- add the backed-up abstract class to the list of inheritance, i.e. 'public ISteamUGC017'
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- (needs revise) implement the new API: GetUserContentDescriptorPreferences()
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- add a new overload of the API: SetItemTags() which takes the new additional argument
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+ backup the current version of the interface 'steam remote play'
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- create new file: isteamremoteplay001.h
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+ copy the current version of the interface to this file
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+ don't copy enums, structs, constants, etc..., just copy the pure virtual (abstract) class of the interface
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+ rename the abstract class to include the current version number in its name, i.e. 'class ISteamRemotePlay001'
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+ create a file header guard containing the interface version in its name, i.e. 'ISTEAMREMOTEPLAY001_H'
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+ if the file has '#pragma once', then guard this line with '#ifdef STEAM_WIN32' ... '#endif', I don't know why
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+ isteamremoteplay.h (this always contains the declaration of latest interface version)
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- declare the new API: BStartRemotePlayTogether()
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- update the interface version to STEAMREMOTEPLAY_INTERFACE_VERSION002
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- fix file header guard from _WIN32 to STEAM_WIN32
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+ steam_remoteplay.h (this always contains the implementation of ALL interfaces versions)
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- add the backed-up abstract class to the list of inheritance, i.e. 'public ISteamRemotePlay001'
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- (needs revise) implement the new API: BStartRemotePlayTogether()
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+ steam_api.h
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- #include the backed-up interface files:
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+ #include "isteamugc017.h"
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+ #include "isteamremoteplay001.h"
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- declare the new API: SteamInternal_SteamAPI_Init()
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- add a new enum ESteamAPIInitResult
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- fix return type of SteamAPI_InitSafe() from bool to steam_bool (some stupid games read the whole EAX register)
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- add a useless inline implementation for the API: SteamAPI_InitEx(), not exported yet but just in case for the future
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+ steam_gameserver.h
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- declare the new API: SteamInternal_GameServer_Init_V2()
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- fix return type of SteamGameServer_Init() from bool to steam_bool (some stupid games read the whole EAX register)
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- add a useless inline implementation for the API: SteamGameServer_InitEx(), not exported yet but just in case for the future
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+ steam_api_common.h
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- declare a new type: SteamErrMsg
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+ dll.cpp (this has the implementation of whatever inside steam_api.h + steam_gameserver.h)
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- (needs revise) implement the new API: SteamInternal_SteamAPI_Init()
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- (needs revise) implement the new API: SteamInternal_GameServer_Init_V2()
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- read some missing interfaces versions when parsing steam_interfaces.txt
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- initialize all interfaces versions with the latest ones available, instead of hardcoding them
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+ steam_client.cpp
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- add a new version string for the interface getter GetISteamUGC()
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- add a new version string for the interface getter GetISteamRemotePlay()
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+ isteamnetworkingsockets.h
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- fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
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+ ConnectP2PCustomSignaling()
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+ ReceivedP2PCustomSignal()
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+ isteamnetworkingsockets009.h
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- fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
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+ ConnectP2PCustomSignaling()
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+ ReceivedP2PCustomSignal()
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+ steam_networking_sockets.h
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- implement the missing overloads of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
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+ ConnectP2PCustomSignaling()
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+ ReceivedP2PCustomSignal()
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+ steam_api_flat.h
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////////////////////
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- declare new interfaces getters:
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+ SteamAPI_SteamUGC_v018()
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+ SteamAPI_SteamGameServerUGC_v018()
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- declare the new API: SteamAPI_ISteamUGC_GetUserContentDescriptorPreferences()
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- (needs revise) update signature of the API: SteamAPI_ISteamUGC_SetItemTags() to add the new argument
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this will potentially break compatibility with older version of the flat API
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////////////////////
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- declare new interface getter: SteamAPI_SteamRemotePlay_v002()
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- declare the new API: SteamAPI_ISteamRemotePlay_BStartRemotePlayTogether()
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////////////////////
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- fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
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+ SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling()
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+ SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal()
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+ flat.cpp
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////////////////////
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- implement new interfaces getters:
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+ SteamAPI_SteamUGC_v018()
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+ SteamAPI_SteamGameServerUGC_v018()
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- implement the new API: SteamAPI_ISteamUGC_GetUserContentDescriptorPreferences()
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- (needs revise) update signature of the API: SteamAPI_ISteamUGC_SetItemTags() to use the new argument
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this will potentially break compatibility with older version of the flat API
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////////////////////
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- implement new interface getter SteamAPI_SteamRemotePlay_v002()
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- implement the new API: SteamAPI_ISteamRemotePlay_BStartRemotePlayTogether()
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////////////////////
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- fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
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+ SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling()
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+ SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal()
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+ isteamfriends.h
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- (needs revise) add a missing (or new?) member m_dwOverlayPID to the struct GameOverlayActivated_t, hopefully this doesn't break stuff
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+ steamnetworkingtypes.h
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- add new (or missing?) members to the enum ESteamNetworkingConfigValue:
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+ k_ESteamNetworkingConfig_RecvBufferSize
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+ k_ESteamNetworkingConfig_RecvBufferMessages
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+ k_ESteamNetworkingConfig_RecvMaxMessageSize
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+ k_ESteamNetworkingConfig_RecvMaxSegmentsPerPacket
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+ add the file isteamdualsense.h, it isn't used currently but just in case for the future
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+ update descriptions/comments or refactor/spacing
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- isteamapplist.h
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- isteamgamecoordinator.h
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- isteamps3overlayrenderer.h
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- isteamuserstats.h
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- isteamutils.h
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- isteamvideo.h
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- steamhttpenums.h
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- steamtypes.h
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* use Unicode when sanitizing settings, mainly for local_save.txt config file
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+ new dir "utfcpp": containg all the source/include files of this library: https://github.com/nemtrif/utfcpp
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+ common_includes.h: include the new library "utfcpp"
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+ settings.cpp: in Settings::sanitize(): convert to utf-32 first, do the sanitization, then convert back to std::string and return the result
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* avoid locking the global mutex every time when getting the global steamclient instance
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+ 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
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* in different places, avoid locking gloal mutex if the relevant functionality was disabled
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+ example in steam_user_stats.h: SetAchievement()
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+ example in steam_overlay.cpp:
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+ Steam_Overlay::AddMessageNotification()
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+ Steam_Overlay::AddInviteNotification()
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* explicitly use the ASCII version of Windows APIs to avoid conflict when building with define symbols UNICODE + _UNICODE
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- base.cpp: GetModuleHandleA()
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- steam_overlay.cpp: PlaySoundA()
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* fix the implementation of RtlGenRandom stub:
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+ return a number
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+ use extern "C" if building in C++ mode
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* add new build scripts for both Windows and Linux for a much easier dev/build experience,
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both Windows and Linux scripts will run parallel build jobs for a much faster build times,
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by default, the scripts will use 70% of the max available threads, but if the auto detection didn't work,
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you can pass for example `-j 10` to the scripts to use 10 parallel jobs
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on Linux, archives (.a files) of third party libraries are bundled wholly, and built statically via:
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`-Wl,--whole-archive -Wl,-Bstatic -lssq -lcurl ... -Wl,-Bdynamic -Wl,--no-whole-archive`
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this ensures that the final output binary (for example: libsteam.so) won't require these libraries at runtime
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+ to build on Linux (I'm using latest Ubuntu on WSL)
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- run as `sudo ./build_linux_deps.sh`, this will do the following:
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+ download and install the required build tools via `apt-install`
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+ unpack the third party libraries (protobuf, zlib, etc...) from the folder `third-party` to `build-linux-deps`
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+ build the unpacked libraries from `build-linux-deps`
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you only need this step once, additionally you can pass these arguments to the script:
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+ `-verbose`: force cmake to display extra info
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+ `-j <n>`: force cmake to use `<n>` parallel build jobs
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- 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`
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some additional arguments you can pass to the script:
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+ `-lib-32`: prevent building 32-bit libsteam_api.so
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+ `-lib-64`: prevent building 64-bit libsteam_api.so
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+ `-client-32`: prevent building 32-bit steamclient.so
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+ `-client-64`: prevent building 64-bit steamclient.so
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+ `-tool-clientldr`: prevent copying the script steamclient_loader.sh
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+ `-tool-itf`: prevent copying the script find_interfaces.sh
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+ `-tool-lobby-32`: prevent building executable lobby_connect_x32
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+ `-tool-lobby-64`: prevent building executable lobby_connect_x64
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+ `+lowperf`: (UNTESTED) pass some arguments to the compiler to prevent emmiting instructions for: SSE4, popcnt, AVX
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+ `-j <n>`: force build operations to use `<n>` parallel jobs
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+ to build on Windows (just install Visual Studio 2019/2022)
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- without admin, run `build_win_deps.bat`, this will do the following:
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+ unpack the third party libraries (protobuf, zlib, etc...) from the folder `third-party` to `build-win-deps`
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+ build the unpacked libraries from `build-win-deps`
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you only need this step once, additionally you can pass these arguments to the script:
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+ `-verbose`: force cmake to display extra info
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+ `-j <n>`: force cmake to use `<n>` parallel build jobs
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- without admin, run `build_win.bat` and pass the argument `release` or `debug` to build the emu in the corresponding mode,
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this will build the emu inside the folder `build-win`
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some additional arguments you can pass to the script:
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+ `-lib-32`: prevent building 32-bit steam_api.dll
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+ `-lib-64`: prevent building 64-bit steam_api64.dll
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+ `-ex-lib-32`: prevent building `experimental steam_api.dll`
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+ `-ex-lib-64`: prevent building `experimental steam_api64.dll`
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+ `-ex-client-32`: prevent building `experimental steamclient.dll`
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+ `-ex-client-64`: prevent building `experimental steamclient64.dll`
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+ `-exclient-32`: prevent building experimental `client steamclient.dll`
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+ `-exclient-64`: prevent building experimental `client steamclient64.dll`
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+ `-exclient-ldr`: prevent building experimental `client loader steamclient_loader.exe`
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+ `-tool-itf`: prevent building executable `find_interfaces.exe`
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+ `-tool-lobby`: prevent building executable `lobby_connect.exe`
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+ `+lowperf`: (UNTESTED) for 32-bit build only, pass the argument `/arch:IA32` to the compiler
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+ `-j <n>`: force build operations to use `<n>` parallel jobs
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* added all required third-party libraries inside the folder `third-party`
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* greatly enhanced the functionality of the `generate_emu_config` script + add a build script
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+ run `recreate_venv.bat` to
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+ create a python virtual environemnt
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+ install all required packages inside this env
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|
+ run `rebuild.bat` to produce a bootstrapped .exe built using `pyinstaller`
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|
+ 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
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|
|
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|
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* revert the changes to `SetProduct()` and `SetGameDescription()`
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|
|
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* in `steam_overlay.cpp`, in `AddAchievementNotification()`: prefer original paths of achievements icons first, then fallback to `achievement_images/`
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## Older changes
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* add missing implementation of (de)sanitize_string when `NO_DISK_WRITE` is defined which fixes compilation of `lobby_connect`
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|
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* 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()`
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|
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* add an updated and safer impl for `Local_Storage::load_image_resized()` by RIPAciD from viewtopic.php?p=2884627#p2884627
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|
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* add missing note in ReadMe about `libssq`
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|
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* add new release 4 by ce20fdf2 from viewtopic.php?p=2933673#p2933673
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* add hotfix 3 by ce20fdf2 from viewtopic.php?p=2921215#p2921215
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* add hotfix 2 by ce20fdf2: viewtopic.php?p=2884110#p2884110
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* add initial hotfix by ce20fdf2
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