Fully implemented ConVar class so we could statically construct all SDK convars, this avoids a level of indirection, and allows for creating ConVar's everywhere in the project.
This patch also removed the settings tab of the ImGui server browser, as it has threading issues, while it technically never caused a crash yet, it has been removed as there was no point keeping it vs the work required to make it thread save (it only managed 2 convars which are perfectly manageable through cfg's or the in-game console).
Also temporarily disabled the creation of ConVar's in the mod system due to a memory leak, we would allocate and register a convar based on details parsed out of a mod file definition, but never unregister and free it.
Avoid heap memory allocation and a level of indirection. This allows the compiler to optimize the program even more. No logic has been changed in this patch.
* split rtech_game and rtech_utils cpp files into multiple files
* rebuilt several large pak load routines for debugging and custom implementations
* moved rson code to rtech_game
* reworked and improved engine and sdk pak precache system
* reversed more of the jobthreads system
- Added command line parameter '-modsystem_debug' to allow debugging during init, as we initialize before the first Cbuf_Execute() call (responsible for executing command line post engine init).
- Added warning to 'CLocalize::LoadLocalizationFileLists', when a mod localization file fails to load.
- All mod instances are now added to a single vector, but their 'state' determine whether or not they are enabled. This allows for toggling them on while in-game in the future, without having to rebuild the engine mod list.
- Changed all filesystem calls to use that of the engine instead.
- Changed all container types to valve ones, to maintain compatibility with the filesystem of the engine, and perhaps other things in the future.
- Forced all loads/writes to "PLATFORM" path (this is where the 'mods' folder resides).
- Forced localization files to be only read from the mod instance's directory.
- Allocated each mod instance dynamically, and stored their pointers in the modlist vector to reduce memory overhead during the move operation to modlist, and potential growth of modlist vector (which if required, will reallocate everything, and thus move it all. This especially is expensive with nested vectors (CUtlVector anly supports being nested as a pointer)).
Previously, we had 3 containers mapping ConVar flags for utilities, and none of them contained all flags. This refactor moved everything into a single container class where user can get strings by flags, or the other way around. The new class contains every flag. This also means that every flag can be used to list convars by flags using the command 'convar_findByFlags'. The 'ConVar_ParseFlagString' now also supports every flag. Code has been tested and confirmed to work as designed.
* modsystem v2 initial commit
* call CModSystem::Init
* clean up custom cvar value handling
* add mod script compiling support
* add error check to script rson loading
yes this error is a duplicate but this one exits the game
* fix typo
* fix compile error