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base repository: Source-Python-Dev-Team/Source.Python
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head repository: kittenks/Source.Python
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  • 5 commits
  • 476 files changed
  • 1 contributor

Commits on Sep 26, 2026

  1. Python 3.13 port: core runtime, entity definitions, CI packaging

    Rebase the working snapshot onto upstream master so history is preserved
    (the previous "upload" commit was an orphan root commit).
    
    Core / packages
    - Update the Source.Python runtime to Python 3.13
    - Refresh entity class definitions and weapon constants for the
      Orangebox game modes (cstrike, dod, hl2mp)
    - Adjust core command, logger, update, memory and menu subsystems
    
    Packaging and CI
    - Add .github/workflows/build-packages.yml: matrix build of the
      distributable packages, with optional GitHub Release publishing
    - Add Linux x86-64 runtime binaries (plat-linux64, lib-dynload-linux64)
      and refresh the python_linux64 static/shared libraries
    - .gitattributes: pin eol=lf for shell helpers and eol=crlf for
      Windows one-click build scripts so CI checkouts stay valid
    - .gitignore: exclude artifacts/, dist/ and *.download build output
    
    475 files changed, 52778 insertions(+), 441 deletions(-)
    kittenks committed Sep 26, 2026
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  2. Fix Linux HL2SDK fetch: extract the ZIP with a ZIP-capable tool

    fetch-hl2sdk.sh used 'tar -xf' on the archive downloaded from
    codeload.github.com, which serves HL2SDK as a ZIP. GNU tar cannot read
    ZIP, so all eight Linux matrix jobs failed at the fetch step with
    'This does not look like a tar archive' and the package job was skipped.
    
    The PowerShell twin has the same line but survives on Windows because
    tar.exe there is bsdtar, which does read ZIP, so the bug only ever
    showed up on the Linux runners.
    
    Add an extract_archive helper that prefers unzip (already installed by
    the workflow), falls back to bsdtar, then tar. It reports success once
    an extractor has run because unzip exits 1 on recoverable warnings; the
    existing top-level-directory and pinned-commit checks still validate
    the result and reject a bad download.
    kittenks committed Sep 26, 2026
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  3. Fix package assembly: archive only the payload that exists

    package.ps1 copied the game payload behind a Test-Path check but then
    asked tar.exe for a hard-coded member list, so any folder missing from
    the checkout failed the step. On a fresh CI runner .gitignore keeps
    cfg/source-python, logs/source-python and sound/source-python out of the
    repository, so those three folders do not exist, and the step died with
    
      tar.exe: : Couldn't visit directory: No such file or directory
    
    after all sixteen native artifacts had already been downloaded.
    
    Hoist the payload list into \, create the folders that
    are absent because the game writes into them at runtime, and hand tar
    exactly those members plus BUILD-MANIFEST.json.
    kittenks committed Sep 26, 2026
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  4. Register the experimental x86-64 workflow on the default branch

    GitHub only makes a workflow_dispatch workflow available when its file
    exists on the default branch, so build-x64.yml could not be dispatched
    while it lived only on x86_64 (the API returned 404 for it).
    
    The file is inert: its only trigger is workflow_dispatch, so adding it
    starts no run by itself and cannot affect the 32-bit pipeline.
    build-packages.yml is untouched. Dispatch it with ref=x86_64 so the run
    checks out the x86-64 branch rather than master.
    kittenks committed Sep 26, 2026
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  5. Limit the x86-64 pipeline to Linux until win64 dependencies exist

    The first x86-64 run failed on the Windows target at CMake configure
    time, not in the build:
    
      CMake Error at CMakeLists.txt:14 (Message):
        x86_64 is currently supported only for Linux HL2DM
    
    That guard is deliberate. src/thirdparty ships lib/linux64 for boost,
    dyncall, DynamicHooks and AsmJit and there is no win64 counterpart, and
    there is no win64 CPython runtime, so a Windows x86-64 build has nothing
    to link against. Removing the guard would only produce a link failure
    later.
    
    Keep a permanently red job out of the matrix so a dispatch failure means
    something. The Windows steps stay in place and skip themselves, and
    build-windows.ps1 keeps its -Architecture switch for when the win64
    dependencies land.
    kittenks committed Sep 26, 2026
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