It was still crashing as the thisptr should actually be passed into the alloc callback. Changed and the function call is now identical to engine's impl. Tested in Debug, Profile and Release, Release has also been tested with LTCG.
Crash occurred as the arguments to the alloc/free callbacks would involve the 'this' pointer, and therefore, the registers would shift and misalign. The fix is to just make the functions static and call the pointers directly from the singleton exposed by the engine. Additional cleanup has been performed by adding typedefs for the function pointers.
Properly fix the aligned memalloc singleton in the SDK; the implementation now uses a callback based approach for calling the allocator and deallocator.
* Pointer to g_pMemAllocSingleton
* New wrapper for returning the singleton, and creating one if not yet initialized (game shares the same pointer, and is aware of its creation).
Add '-nodiscord' and '-nobakedparticles' to launch params for dedicated.
Add hook for 'MemAlloc_Internal()'.
Rename loggers to be more consistent with naming.
Revert omitting frame pointers.