Fixed bugs that was caused by symbols that were defined, but never used.
* 'UnsignedIntConvertToFltSIMD' never used its input parameter.
* The results from the call to 'sq_call' were never checked, so if a failure took place, it was never logged.
* 'CheckForWarnings' never used the 'context' parameter, but this was required as context types of 'eDLL_T::SYSTEM_WARNING' or 'context == eDLL_T::SYSTEM_ERROR', should be returning the warning/error color as well.
* Renamed 'GetHiddenServerConnectStatus' to 'GetHiddenServerName' and added more dedicated error handling within its logic, as the results from the call 'g_pMasterServer->GetServerByToken' was never checked.
Add global define for the clang compiler, and leave non-member 'fltx4' operator functions out when using clang to compile the SDK as these are causing errors. 'fltx4' is a typedef of __m128; not a user defined class, so these operators couldn't be added.
Must use size types instead of unsigned integers to prevent arithmetic overflow on larger (>4gb) buffers. This also suppresses the compiler warnings generated from this particular file.
Unfortunately clang-cl doesn't support __FUNCTION__ macro concat. Some SSE stuff in mathlib/navmesh rendering also needs to be made portable at some point.
* fix header, flags, and add rest of major structs
* minor type swap
* bone flags because there are new ones
* forgor this
* Add compressed vector types.
* fix bitfield sizes
* Fix compilation.
Co-authored-by: Marvin D <41352111+IcePixelx@users.noreply.github.com>
Co-authored-by: rexx <67599507+r-ex@users.noreply.github.com>
* Replaced the boolean 'fatal' parameter with a error code parameter, anything non-null will prompt a message (fatal) and terminate the process with given error code.
* Fixed bug where the global ostreamsink for spdlog did NOT get cleared in 'SQVM_PrintFunc' when cvar 'sq_showvmoutput' was < 3. Moved to global scope.
* Added error message for when detouring the process has failed, with the error code.
* Only call 'Plat_GetProcessUpTime()' once per log, (improves performance and fixes bug where the error message box would show a different time stamp than what is logged into the console or file).
* All TIER0 loggers only log to notify and console when the SDK engine has fully initialized and detoured all functions.
When fatal is set, the function will show a error dialogue, which will halt the process and close when the message is dismissed. Else we will end up in a crash.
Addressed:
* 'Expression: vector subscript out of range' (we only ever ensured capacity upon construction).
* Compiler error as AssertMsg1 is unimplemented, used Assert instead.
* Use c++ methods as much as possible.
* Use enum types for accessing NavMesh objects from array.
* Use size_t for for loops when testing against size types.
* Don't compute strlen twice of more on the same string.
* Don't use unnecessary c string casts if there is a method with a std::string overload.
* Don't create string objects from string pointers if we could use them directly.
* Don't initialize RCON password twice on each change, and don't set if the new password equals the old.
SourceSDK mathlib port with light modifications.
Renamed Vector to Vector3D (to avoid confusion with std::vector (declared as vector) and Vector2D/Vector4D).
Inline every signature defined in the SDK (previously each translation unit had its own copy of the signature and function prototype). DLL init is near instant now (85% speed improvements).
* Fully rewritten protocol agnostic CNetAdr class
* Fully rebuilded legacy CNetAdr class
* Fully rebuilded dual-stack CSocketCreator class
* New project "netconsole" added (lightweight netconsole for RCON)
RCON is still work in progress
* 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!).