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License: GNU General Public License v3.0
Reverse Engineering project for Halo Custom Edition
License: GNU General Public License v3.0
Remove dependency on external libs we have no control over and better ensure license compatibility.
Include examples for things the project has already accomplished
The 110 HCE idb is 110 MB and it really, really shouldn't be.
So we need to refresh everything and fix some symbols which were improperly imported.
Meson is so much simpler and easier to learn and use.
The dependencies holding us back are: d3dx9.h
and d3dx9math.h
All actions the player can normally perform should be lua-scriptable
Preferably this is an exhaustive tutorial for setting up an entire HEK modding experience.
Use bash scripts as-needed.
Handle Dead zones, more
In order to support alternative compilers, we must move away from naked functions which instantiate local variables.
The idea is that each engine and their respective manager is supposed to provide their own custom logic, and we're supposed to use polymorphism to be able to use one engine and virtual members in order to automatically override and swap between different engine operations
Managing and maintaining the Lua script and library separate from the C++ code is kind of a pain, and keeping it compiling while refactoring is making it hard to keep the code clean.
Additionally, Lua doesn't serve the original intended use-case. That is, a tool to allow scripters to easily contribute custom code for mapping inputs to players from controllers, etc.
Lua scripts are a HUGE opsec risk as well.
This entails more work to manage memory, but it will mitigate hooking conflicts with Open Sauce and other DI-hooking modules.
I'm considering the same thing for OpenSauce, so I'll keep you up to date with that when I have time to try it out.
Printing logs to console while running the mod really sucks.
Need better diagnostics, so we should integrate PDCurses to reduce log spam
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