2 Commits

Author SHA1 Message Date
Kawe Mazidjatari
15244bf27a Modsystem improvements
- 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)).
2023-07-09 22:49:46 +02:00
rexx
bcc51460bc
new new modsystem pr (#96)
* 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
2023-05-02 19:26:49 +01:00