r5sdk/r5dev/sdklauncher.vcxproj.filters

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2021-04-13 04:45:22 -07:00
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
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<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
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<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
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<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
<Filter Include="Detours Files">
<UniqueIdentifier>{82b18787-373d-42ce-8d8d-1e3adba8d3a0}</UniqueIdentifier>
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<Filter Include="Detours Files\include">
<UniqueIdentifier>{dc968871-7ca2-452b-a5b1-350a12dd54aa}</UniqueIdentifier>
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2021-04-13 04:45:22 -07:00
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Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
<ClCompile Include="sdklauncher\sdklauncher.cpp">
2021-04-13 04:45:22 -07:00
<Filter>Source Files</Filter>
</ClCompile>
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
<ClCompile Include="core\stdafx.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="thirdparty\detours\src\detours.cpp">
<Filter>Detours Files</Filter>
</ClCompile>
<ClCompile Include="thirdparty\detours\src\disasm.cpp">
<Filter>Detours Files</Filter>
</ClCompile>
<ClCompile Include="thirdparty\detours\src\modules.cpp">
<Filter>Detours Files</Filter>
</ClCompile>
<ClCompile Include="thirdparty\detours\src\creatwth.cpp">
<Filter>Detours Files</Filter>
</ClCompile>
2022-01-19 23:14:50 +01:00
<ClCompile Include="public\utility.cpp">
<Filter>Source Files</Filter>
</ClCompile>
2021-04-13 04:45:22 -07:00
</ItemGroup>
2021-08-01 02:25:29 -07:00
<ItemGroup>
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
<ResourceCompile Include="resource\sdklauncher.rc">
<Filter>Resource Files</Filter>
</ResourceCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="core\stdafx.h">
2021-08-01 02:25:29 -07:00
<Filter>Header Files</Filter>
</ClInclude>
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
<ClInclude Include="sdklauncher\sdklauncher.h">
Merge indev into master. (#44) * Added separate function to resolve relative addresses in address.h * Added new patterns to the print function. * Updated IsFlagSet hooks. * Cleaned up code to properly mask off Dev and Cheat flags. * Added separate define from _DEBUG so you can define it in release builds for people without C++ Debug Restributeables. * Removed un-used define in hooks.h * Fixed potential crashes in r5net and added debug prints. * Potential crashes were when in certain post functions the returned status wasn't 200. * Changed map-select drop down menu, now it displays 'Map Name + Season' instead of file-name. (#41) * Host Server shows normal map names * Changed a few stuff... * redid some stuff that isn't crucial * Update CCompanion.cpp * Update CCompanion.cpp * Updated mapname displaying. * Moved "ServerMap" as a static object into CCompanion::HostServerSection(). Co-authored-by: IcePixelx <41352111+PixieCore@users.noreply.github.com> * prevent squirrel compiler errors from killing game process (#43) * Read description for all changes. * Added ability to register custom ConVar. * Added 2 custom ConVars to open the CGameConsole and CCompanion Windows. * Changed ResolveRelativeAddress. * Added Config System for the Gui. * Added ImGui::Hotkey. * Added the ability to change 2 hotkeys for opening the window for CGameConsole and CCompanion. * Changed pattern for Squirrel_CompilerError to use a String. * Added IMemAlloc::AllocWrapper to patterns.h * Changes in description. * Added icon to launcher.exe * Launcher.exe gets remnamed to Run R5 Reloaded.exe in launcher release compilation configuration. * Extended argument buffer for starting the game in launcher.exe. * Added exception printing if in the custom ConVars an invalid value gets passed. * Wrong return. * Added shortcut with launch params. * Fixed prints. Co-authored-by: Marcii0 <58266292+Marcii0@users.noreply.github.com> Co-authored-by: BobTheBob <32057864+BobTheBob9@users.noreply.github.com>
2021-08-19 15:26:44 +02:00
<Filter>Header Files</Filter>
</ClInclude>
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
<ClInclude Include="sdklauncher\sdklauncher_res.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="thirdparty\detours\include\detver.h">
<Filter>Detours Files\include</Filter>
</ClInclude>
<ClInclude Include="thirdparty\detours\include\syelog.h">
<Filter>Detours Files\include</Filter>
</ClInclude>
<ClInclude Include="thirdparty\detours\include\detours.h">
<Filter>Detours Files\include</Filter>
</ClInclude>
2022-01-19 23:14:50 +01:00
<ClInclude Include="public\include\utility.h">
<Filter>Header Files</Filter>
</ClInclude>
Merge indev into master. (#44) * Added separate function to resolve relative addresses in address.h * Added new patterns to the print function. * Updated IsFlagSet hooks. * Cleaned up code to properly mask off Dev and Cheat flags. * Added separate define from _DEBUG so you can define it in release builds for people without C++ Debug Restributeables. * Removed un-used define in hooks.h * Fixed potential crashes in r5net and added debug prints. * Potential crashes were when in certain post functions the returned status wasn't 200. * Changed map-select drop down menu, now it displays 'Map Name + Season' instead of file-name. (#41) * Host Server shows normal map names * Changed a few stuff... * redid some stuff that isn't crucial * Update CCompanion.cpp * Update CCompanion.cpp * Updated mapname displaying. * Moved "ServerMap" as a static object into CCompanion::HostServerSection(). Co-authored-by: IcePixelx <41352111+PixieCore@users.noreply.github.com> * prevent squirrel compiler errors from killing game process (#43) * Read description for all changes. * Added ability to register custom ConVar. * Added 2 custom ConVars to open the CGameConsole and CCompanion Windows. * Changed ResolveRelativeAddress. * Added Config System for the Gui. * Added ImGui::Hotkey. * Added the ability to change 2 hotkeys for opening the window for CGameConsole and CCompanion. * Changed pattern for Squirrel_CompilerError to use a String. * Added IMemAlloc::AllocWrapper to patterns.h * Changes in description. * Added icon to launcher.exe * Launcher.exe gets remnamed to Run R5 Reloaded.exe in launcher release compilation configuration. * Extended argument buffer for starting the game in launcher.exe. * Added exception printing if in the custom ConVars an invalid value gets passed. * Wrong return. * Added shortcut with launch params. * Fixed prints. Co-authored-by: Marcii0 <58266292+Marcii0@users.noreply.github.com> Co-authored-by: BobTheBob <32057864+BobTheBob9@users.noreply.github.com>
2021-08-19 15:26:44 +02:00
</ItemGroup>
<ItemGroup>
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
<Image Include="resource\ico\sdklauncher_rel.ico">
Merge indev into master. (#44) * Added separate function to resolve relative addresses in address.h * Added new patterns to the print function. * Updated IsFlagSet hooks. * Cleaned up code to properly mask off Dev and Cheat flags. * Added separate define from _DEBUG so you can define it in release builds for people without C++ Debug Restributeables. * Removed un-used define in hooks.h * Fixed potential crashes in r5net and added debug prints. * Potential crashes were when in certain post functions the returned status wasn't 200. * Changed map-select drop down menu, now it displays 'Map Name + Season' instead of file-name. (#41) * Host Server shows normal map names * Changed a few stuff... * redid some stuff that isn't crucial * Update CCompanion.cpp * Update CCompanion.cpp * Updated mapname displaying. * Moved "ServerMap" as a static object into CCompanion::HostServerSection(). Co-authored-by: IcePixelx <41352111+PixieCore@users.noreply.github.com> * prevent squirrel compiler errors from killing game process (#43) * Read description for all changes. * Added ability to register custom ConVar. * Added 2 custom ConVars to open the CGameConsole and CCompanion Windows. * Changed ResolveRelativeAddress. * Added Config System for the Gui. * Added ImGui::Hotkey. * Added the ability to change 2 hotkeys for opening the window for CGameConsole and CCompanion. * Changed pattern for Squirrel_CompilerError to use a String. * Added IMemAlloc::AllocWrapper to patterns.h * Changes in description. * Added icon to launcher.exe * Launcher.exe gets remnamed to Run R5 Reloaded.exe in launcher release compilation configuration. * Extended argument buffer for starting the game in launcher.exe. * Added exception printing if in the custom ConVars an invalid value gets passed. * Wrong return. * Added shortcut with launch params. * Fixed prints. Co-authored-by: Marcii0 <58266292+Marcii0@users.noreply.github.com> Co-authored-by: BobTheBob <32057864+BobTheBob9@users.noreply.github.com>
2021-08-19 15:26:44 +02:00
<Filter>Resource Files</Filter>
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
</Image>
<Image Include="resource\ico\sdklauncher_dbg.ico">
Merge indev into master. (#44) * Added separate function to resolve relative addresses in address.h * Added new patterns to the print function. * Updated IsFlagSet hooks. * Cleaned up code to properly mask off Dev and Cheat flags. * Added separate define from _DEBUG so you can define it in release builds for people without C++ Debug Restributeables. * Removed un-used define in hooks.h * Fixed potential crashes in r5net and added debug prints. * Potential crashes were when in certain post functions the returned status wasn't 200. * Changed map-select drop down menu, now it displays 'Map Name + Season' instead of file-name. (#41) * Host Server shows normal map names * Changed a few stuff... * redid some stuff that isn't crucial * Update CCompanion.cpp * Update CCompanion.cpp * Updated mapname displaying. * Moved "ServerMap" as a static object into CCompanion::HostServerSection(). Co-authored-by: IcePixelx <41352111+PixieCore@users.noreply.github.com> * prevent squirrel compiler errors from killing game process (#43) * Read description for all changes. * Added ability to register custom ConVar. * Added 2 custom ConVars to open the CGameConsole and CCompanion Windows. * Changed ResolveRelativeAddress. * Added Config System for the Gui. * Added ImGui::Hotkey. * Added the ability to change 2 hotkeys for opening the window for CGameConsole and CCompanion. * Changed pattern for Squirrel_CompilerError to use a String. * Added IMemAlloc::AllocWrapper to patterns.h * Changes in description. * Added icon to launcher.exe * Launcher.exe gets remnamed to Run R5 Reloaded.exe in launcher release compilation configuration. * Extended argument buffer for starting the game in launcher.exe. * Added exception printing if in the custom ConVars an invalid value gets passed. * Wrong return. * Added shortcut with launch params. * Fixed prints. Co-authored-by: Marcii0 <58266292+Marcii0@users.noreply.github.com> Co-authored-by: BobTheBob <32057864+BobTheBob9@users.noreply.github.com>
2021-08-19 15:26:44 +02:00
<Filter>Resource Files</Filter>
</Image>
2021-08-01 02:25:29 -07:00
</ItemGroup>
2021-04-13 04:45:22 -07:00
</Project>