Repository files navigation

SDK (Windows)

Half-Life 2 (Windows)Half-Life 2 Deathmatch (Windows)Team Fortress 2 (Windows)

Commit ActivityCommit ActivityCommit ActivityCommit Activity

IssuesFile SizeLast Commit

Source SDK

This is my fork of Valve Software's 2013 Source SDK, which I use as a base for my own source engine projects.

This fork contains bug fixes, QoL improvements & even some new features (some of these I may/may not have stolen from the official Source SDK's pull request page :P).

CONTENTS

FEATURED GAMES

REQUIREMENTS

Windows

  • Microsoft Visual Studio 2022 with the following workflows & components:
    • Desktop development with C++ workflow
    • MSVC v143 - VS 2022 C++ x64/x86 build tools (Latest)
    • Windows 11 SDK (10.0.22621.0) or Windows 10 SDK (10.0.19041.1)

Linux

BUILD INSTRUCTIONS

Windows

  • Inside the src directory, run:
    createallprojects.bat
    
    This will regenerate the Visual Studio Project Files with any changes you have made to the VPC scripts and will generate new project files if they don't exist or couldn't be found.
  • Open the Solution (everything.sln) in Visual Studio.
  • Make sure that the Platform Configuration is set to Release instead of Debug.
  • In the menu, go to Build -> Build Solution or press Ctrl + Shift + B.

Debugging

  • To start debugging your source engine project, press F5 or click the Local Windows Debugger button with the green arrow to start debugging inside of Visual Studio.
    • Make sure that the client project is selected as the startup project otherwise the debugger will not work correctly

Linux

  • Inside the src directory, run:
    ./buildallprojects
    
    This will compile your project automatically against the Steam Runtime.

Important

Mods that are distributed on Steam MUST be built against the Steam Runtime, which the above steps will automatically do for you.

LICENSE

The Source SDK and, by extension, the projects that you create are, by default, licensed under Valve's SOURCE 1 SDK LICENSE, which is contained in the LICENSE file at the root of the repository.

For information & guidance on distributing your mod on or off Steam, check the Source Engine distribution guidelines & FAQ.

CREDITS

ADDITIONAL RESOURCES

About

My fork of the Source SDK, which I use as a base for my source engine projects

Resources

Stars

1 star

Watchers

1 watching

Forks

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Repository files navigation

SDK (Windows)

Half-Life 2 (Windows)Half-Life 2 Deathmatch (Windows)Team Fortress 2 (Windows)

Commit ActivityCommit ActivityCommit ActivityCommit Activity

IssuesFile SizeLast Commit

Source SDK

This is my fork of Valve Software's 2013 Source SDK, which I use as a base for my own source engine projects.

This fork contains bug fixes, QoL improvements & even some new features (some of these I may/may not have stolen from the official Source SDK's pull request page :P).

CONTENTS

FEATURED GAMES

REQUIREMENTS

Windows

  • Microsoft Visual Studio 2022 with the following workflows & components:
    • Desktop development with C++ workflow
    • MSVC v143 - VS 2022 C++ x64/x86 build tools (Latest)
    • Windows 11 SDK (10.0.22621.0) or Windows 10 SDK (10.0.19041.1)

Linux

BUILD INSTRUCTIONS

Windows

  • Inside the src directory, run:
    createallprojects.bat
    
    This will regenerate the Visual Studio Project Files with any changes you have made to the VPC scripts and will generate new project files if they don't exist or couldn't be found.
  • Open the Solution (everything.sln) in Visual Studio.
  • Make sure that the Platform Configuration is set to Release instead of Debug.
  • In the menu, go to Build -> Build Solution or press Ctrl + Shift + B.

Debugging

  • To start debugging your source engine project, press F5 or click the Local Windows Debugger button with the green arrow to start debugging inside of Visual Studio.
    • Make sure that the client project is selected as the startup project otherwise the debugger will not work correctly

Linux

  • Inside the src directory, run:
    ./buildallprojects
    
    This will compile your project automatically against the Steam Runtime.

Important

Mods that are distributed on Steam MUST be built against the Steam Runtime, which the above steps will automatically do for you.

LICENSE

The Source SDK and, by extension, the projects that you create are, by default, licensed under Valve's SOURCE 1 SDK LICENSE, which is contained in the LICENSE file at the root of the repository.

For information & guidance on distributing your mod on or off Steam, check the Source Engine distribution guidelines & FAQ.

CREDITS

ADDITIONAL RESOURCES

About

My fork of the Source SDK, which I use as a base for my source engine projects

Resources

Stars

1 star

Watchers

1 watching

Forks

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

SDK (Windows)

Half-Life 2 (Windows)Half-Life 2 Deathmatch (Windows)Team Fortress 2 (Windows)

Commit ActivityCommit ActivityCommit ActivityCommit Activity

IssuesFile SizeLast Commit

Source SDK

This is my fork of Valve Software's 2013 Source SDK, which I use as a base for my own source engine projects.

This fork contains bug fixes, QoL improvements & even some new features (some of these I may/may not have stolen from the official Source SDK's pull request page :P).

CONTENTS

FEATURED GAMES

REQUIREMENTS

Windows

  • Microsoft Visual Studio 2022 with the following workflows & components:
    • Desktop development with C++ workflow
    • MSVC v143 - VS 2022 C++ x64/x86 build tools (Latest)
    • Windows 11 SDK (10.0.22621.0) or Windows 10 SDK (10.0.19041.1)

Linux

BUILD INSTRUCTIONS

Windows

  • Inside the src directory, run:
    createallprojects.bat
    
    This will regenerate the Visual Studio Project Files with any changes you have made to the VPC scripts and will generate new project files if they don't exist or couldn't be found.
  • Open the Solution (everything.sln) in Visual Studio.
  • Make sure that the Platform Configuration is set to Release instead of Debug.
  • In the menu, go to Build -> Build Solution or press Ctrl + Shift + B.

Debugging

  • To start debugging your source engine project, press F5 or click the Local Windows Debugger button with the green arrow to start debugging inside of Visual Studio.
    • Make sure that the client project is selected as the startup project otherwise the debugger will not work correctly

Linux

  • Inside the src directory, run:
    ./buildallprojects
    
    This will compile your project automatically against the Steam Runtime.

Important

Mods that are distributed on Steam MUST be built against the Steam Runtime, which the above steps will automatically do for you.

LICENSE

The Source SDK and, by extension, the projects that you create are, by default, licensed under Valve's SOURCE 1 SDK LICENSE, which is contained in the LICENSE file at the root of the repository.

For information & guidance on distributing your mod on or off Steam, check the Source Engine distribution guidelines & FAQ.

CREDITS

ADDITIONAL RESOURCES

About

My fork of the Source SDK, which I use as a base for my source engine projects

Resources

Stars

1 star

Watchers

1 watching

Forks

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

SDK (Windows)

Half-Life 2 (Windows)Half-Life 2 Deathmatch (Windows)Team Fortress 2 (Windows)

Commit ActivityCommit ActivityCommit ActivityCommit Activity

IssuesFile SizeLast Commit

Source SDK

This is my fork of Valve Software's 2013 Source SDK, which I use as a base for my own source engine projects.

This fork contains bug fixes, QoL improvements & even some new features (some of these I may/may not have stolen from the official Source SDK's pull request page :P).

CONTENTS

FEATURED GAMES

REQUIREMENTS

Windows

  • Microsoft Visual Studio 2022 with the following workflows & components:
    • Desktop development with C++ workflow
    • MSVC v143 - VS 2022 C++ x64/x86 build tools (Latest)
    • Windows 11 SDK (10.0.22621.0) or Windows 10 SDK (10.0.19041.1)

Linux

BUILD INSTRUCTIONS

Windows

  • Inside the src directory, run:
    createallprojects.bat
    
    This will regenerate the Visual Studio Project Files with any changes you have made to the VPC scripts and will generate new project files if they don't exist or couldn't be found.
  • Open the Solution (everything.sln) in Visual Studio.
  • Make sure that the Platform Configuration is set to Release instead of Debug.
  • In the menu, go to Build -> Build Solution or press Ctrl + Shift + B.

Debugging

  • To start debugging your source engine project, press F5 or click the Local Windows Debugger button with the green arrow to start debugging inside of Visual Studio.
    • Make sure that the client project is selected as the startup project otherwise the debugger will not work correctly

Linux

  • Inside the src directory, run:
    ./buildallprojects
    
    This will compile your project automatically against the Steam Runtime.

Important

Mods that are distributed on Steam MUST be built against the Steam Runtime, which the above steps will automatically do for you.

LICENSE

The Source SDK and, by extension, the projects that you create are, by default, licensed under Valve's SOURCE 1 SDK LICENSE, which is contained in the LICENSE file at the root of the repository.

For information & guidance on distributing your mod on or off Steam, check the Source Engine distribution guidelines & FAQ.

CREDITS

ADDITIONAL RESOURCES

About

My fork of the Source SDK, which I use as a base for my source engine projects

Resources

Stars

1 star

Watchers

1 watching

Forks

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

SDK (Windows)

Half-Life 2 (Windows)Half-Life 2 Deathmatch (Windows)Team Fortress 2 (Windows)

Commit ActivityCommit ActivityCommit ActivityCommit Activity

IssuesFile SizeLast Commit

Source SDK

This is my fork of Valve Software's 2013 Source SDK, which I use as a base for my own source engine projects.

This fork contains bug fixes, QoL improvements & even some new features (some of these I may/may not have stolen from the official Source SDK's pull request page :P).

CONTENTS

FEATURED GAMES

REQUIREMENTS

Windows

  • Microsoft Visual Studio 2022 with the following workflows & components:
    • Desktop development with C++ workflow
    • MSVC v143 - VS 2022 C++ x64/x86 build tools (Latest)
    • Windows 11 SDK (10.0.22621.0) or Windows 10 SDK (10.0.19041.1)

Linux

BUILD INSTRUCTIONS

Windows

  • Inside the src directory, run:
    createallprojects.bat
    
    This will regenerate the Visual Studio Project Files with any changes you have made to the VPC scripts and will generate new project files if they don't exist or couldn't be found.
  • Open the Solution (everything.sln) in Visual Studio.
  • Make sure that the Platform Configuration is set to Release instead of Debug.
  • In the menu, go to Build -> Build Solution or press Ctrl + Shift + B.

Debugging

  • To start debugging your source engine project, press F5 or click the Local Windows Debugger button with the green arrow to start debugging inside of Visual Studio.
    • Make sure that the client project is selected as the startup project otherwise the debugger will not work correctly

Linux

  • Inside the src directory, run:
    ./buildallprojects
    
    This will compile your project automatically against the Steam Runtime.

Important

Mods that are distributed on Steam MUST be built against the Steam Runtime, which the above steps will automatically do for you.

LICENSE

The Source SDK and, by extension, the projects that you create are, by default, licensed under Valve's SOURCE 1 SDK LICENSE, which is contained in the LICENSE file at the root of the repository.

For information & guidance on distributing your mod on or off Steam, check the Source Engine distribution guidelines & FAQ.

CREDITS

ADDITIONAL RESOURCES

About

My fork of the Source SDK, which I use as a base for my source engine projects

Resources

Stars

1 star

Watchers

1 watching

Forks

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

SDK (Windows)

Half-Life 2 (Windows)Half-Life 2 Deathmatch (Windows)Team Fortress 2 (Windows)

Commit ActivityCommit ActivityCommit ActivityCommit Activity

IssuesFile SizeLast Commit

Source SDK

This is my fork of Valve Software's 2013 Source SDK, which I use as a base for my own source engine projects.

This fork contains bug fixes, QoL improvements & even some new features (some of these I may/may not have stolen from the official Source SDK's pull request page :P).

CONTENTS

FEATURED GAMES

REQUIREMENTS

Windows

  • Microsoft Visual Studio 2022 with the following workflows & components:
    • Desktop development with C++ workflow
    • MSVC v143 - VS 2022 C++ x64/x86 build tools (Latest)
    • Windows 11 SDK (10.0.22621.0) or Windows 10 SDK (10.0.19041.1)

Linux

BUILD INSTRUCTIONS

Windows

  • Inside the src directory, run:
    createallprojects.bat
    
    This will regenerate the Visual Studio Project Files with any changes you have made to the VPC scripts and will generate new project files if they don't exist or couldn't be found.
  • Open the Solution (everything.sln) in Visual Studio.
  • Make sure that the Platform Configuration is set to Release instead of Debug.
  • In the menu, go to Build -> Build Solution or press Ctrl + Shift + B.

Debugging

  • To start debugging your source engine project, press F5 or click the Local Windows Debugger button with the green arrow to start debugging inside of Visual Studio.
    • Make sure that the client project is selected as the startup project otherwise the debugger will not work correctly

Linux

  • Inside the src directory, run:
    ./buildallprojects
    
    This will compile your project automatically against the Steam Runtime.

Important

Mods that are distributed on Steam MUST be built against the Steam Runtime, which the above steps will automatically do for you.

LICENSE

The Source SDK and, by extension, the projects that you create are, by default, licensed under Valve's SOURCE 1 SDK LICENSE, which is contained in the LICENSE file at the root of the repository.

For information & guidance on distributing your mod on or off Steam, check the Source Engine distribution guidelines & FAQ.

CREDITS

ADDITIONAL RESOURCES

About

My fork of the Source SDK, which I use as a base for my source engine projects

Resources

Stars

1 star

Watchers

1 watching

Forks

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

SDK (Windows)

Half-Life 2 (Windows)Half-Life 2 Deathmatch (Windows)Team Fortress 2 (Windows)

Commit ActivityCommit ActivityCommit ActivityCommit Activity

IssuesFile SizeLast Commit

Source SDK

This is my fork of Valve Software's 2013 Source SDK, which I use as a base for my own source engine projects.

This fork contains bug fixes, QoL improvements & even some new features (some of these I may/may not have stolen from the official Source SDK's pull request page :P).

CONTENTS

FEATURED GAMES

REQUIREMENTS

Windows

  • Microsoft Visual Studio 2022 with the following workflows & components:
    • Desktop development with C++ workflow
    • MSVC v143 - VS 2022 C++ x64/x86 build tools (Latest)
    • Windows 11 SDK (10.0.22621.0) or Windows 10 SDK (10.0.19041.1)

Linux

BUILD INSTRUCTIONS

Windows

  • Inside the src directory, run:
    createallprojects.bat
    
    This will regenerate the Visual Studio Project Files with any changes you have made to the VPC scripts and will generate new project files if they don't exist or couldn't be found.
  • Open the Solution (everything.sln) in Visual Studio.
  • Make sure that the Platform Configuration is set to Release instead of Debug.
  • In the menu, go to Build -> Build Solution or press Ctrl + Shift + B.

Debugging

  • To start debugging your source engine project, press F5 or click the Local Windows Debugger button with the green arrow to start debugging inside of Visual Studio.
    • Make sure that the client project is selected as the startup project otherwise the debugger will not work correctly

Linux

  • Inside the src directory, run:
    ./buildallprojects
    
    This will compile your project automatically against the Steam Runtime.

Important

Mods that are distributed on Steam MUST be built against the Steam Runtime, which the above steps will automatically do for you.

LICENSE

The Source SDK and, by extension, the projects that you create are, by default, licensed under Valve's SOURCE 1 SDK LICENSE, which is contained in the LICENSE file at the root of the repository.

For information & guidance on distributing your mod on or off Steam, check the Source Engine distribution guidelines & FAQ.

CREDITS

ADDITIONAL RESOURCES

About

My fork of the Source SDK, which I use as a base for my source engine projects

Resources

Stars

1 star

Watchers

1 watching

Forks

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Repository files navigation

SDK (Windows)

Half-Life 2 (Windows)Half-Life 2 Deathmatch (Windows)Team Fortress 2 (Windows)

Commit ActivityCommit ActivityCommit ActivityCommit Activity

IssuesFile SizeLast Commit

Source SDK

This is my fork of Valve Software's 2013 Source SDK, which I use as a base for my own source engine projects.

This fork contains bug fixes, QoL improvements & even some new features (some of these I may/may not have stolen from the official Source SDK's pull request page :P).

CONTENTS

FEATURED GAMES

REQUIREMENTS

Windows

  • Microsoft Visual Studio 2022 with the following workflows & components:
    • Desktop development with C++ workflow
    • MSVC v143 - VS 2022 C++ x64/x86 build tools (Latest)
    • Windows 11 SDK (10.0.22621.0) or Windows 10 SDK (10.0.19041.1)

Linux

BUILD INSTRUCTIONS

Windows

  • Inside the src directory, run:
    createallprojects.bat
    
    This will regenerate the Visual Studio Project Files with any changes you have made to the VPC scripts and will generate new project files if they don't exist or couldn't be found.
  • Open the Solution (everything.sln) in Visual Studio.
  • Make sure that the Platform Configuration is set to Release instead of Debug.
  • In the menu, go to Build -> Build Solution or press Ctrl + Shift + B.

Debugging

  • To start debugging your source engine project, press F5 or click the Local Windows Debugger button with the green arrow to start debugging inside of Visual Studio.
    • Make sure that the client project is selected as the startup project otherwise the debugger will not work correctly

Linux

  • Inside the src directory, run:
    ./buildallprojects
    
    This will compile your project automatically against the Steam Runtime.

Important

Mods that are distributed on Steam MUST be built against the Steam Runtime, which the above steps will automatically do for you.

LICENSE

The Source SDK and, by extension, the projects that you create are, by default, licensed under Valve's SOURCE 1 SDK LICENSE, which is contained in the LICENSE file at the root of the repository.

For information & guidance on distributing your mod on or off Steam, check the Source Engine distribution guidelines & FAQ.

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My fork of the Source SDK, which I use as a base for my source engine projects

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