PixieCore
5747e8d201
Patch entitlement check from S2C_CONNECT routine.
2022-03-24 00:04:33 +01:00
Kawe Mazidjatari
1bd9d6f97d
Fix compile order for ClientSDK
2022-03-23 23:54:13 +01:00
PixieCore
ef5abb16ea
Added the ability to disable rUI drawing. By @r-ex.
2022-03-23 23:28:12 +01:00
Kawe Mazidjatari
bc3d42d0be
Add client build only to SDK (client.dll)
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For future S4 debugging
2022-03-23 23:05:43 +01:00
PixieCore
7d9b125d93
Formating.
2022-03-23 20:33:24 +01:00
PixieCore
7b5676210b
Added new ConCommand to list all loaded rpaks. By @r-ex
2022-03-23 20:31:29 +01:00
PixieCore
70b6bb038c
CMaterialGlue: Replaced padding at the end with unknown members.
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They all have proper sizes.
2022-03-23 19:29:23 +01:00
Kawe Mazidjatari
328fc61b27
Fix MSVC compiler errors
2022-03-23 19:23:53 +01:00
Kawe Mazidjatari
bd990ef0f9
Fix crash cases during buildAINFile
2022-03-22 17:18:29 +01:00
Kawe Mazidjatari
3110bbfb78
Calculate CRC for AIN (for later)
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Add CRC calculated from large NavMesh (used to build AIN..) for later.
The future check will compare AIN CRC and NavMesh CRC and warn if they don't match (recommend a update, and auto run update if cvar set).
Also added better profiling to SaveNetworkGraph code
2022-03-22 01:59:02 +01:00
Kawe Mazidjatari
4bb3be2a8e
Implement CPU utils and FastTimer
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CPU system utilities and FastTimer (inline)
2022-03-21 23:13:03 +01:00
Kawe Mazidjatari
a49a5bb781
AIN build and saving now fully works
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AI is pretty much completed.
All that has to be done currently is making a simplified mesh of a map to cast a NavMesh on.
2022-03-21 13:48:34 +01:00
Kawe Mazidjatari
b99f310198
Parsing Titanfall 2 AIN's now fully works
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The AIN structure, including the in-memory structures seem identical to Titanfall 2. I mapped quite a few 'CAI_Network' related functions out and everything seems to line up. But I haven't figured the script nodes out (yet), but looking at this, it seems like they got completely stripped? TODO..
I also found where it creates nodes/links from input NavMesh, the poly structure also seems identical to Titanfall 2, but still haven't found where this extra field gets used.
2022-03-21 00:28:14 +01:00
Kawe Mazidjatari
92edf22b07
The beginning of SaveAINFile
2022-03-20 17:03:46 +01:00
Kawe Mazidjatari
9b33e1b94e
Fix more debugdraw
2022-03-19 12:56:22 +01:00
PixieCore
4330b8064b
Fixed "mat_crosshair" callback.
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Not registering a new command anymore. Instead we fix mat_crosshair.
2022-03-18 22:45:12 +01:00
PixieCore
9476897018
Forgot to add namespace on datatype.
2022-03-18 21:39:55 +01:00
PixieCore
8a672f4dfc
CMaterialGlue changes.
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Discovered new potential names for class vars.
2022-03-18 21:38:57 +01:00
PixieCore
96ee0a834d
Added DXTexture fields to CMaterialGlue
2022-03-18 20:13:28 +01:00
PixieCore
0c9e184e3f
GetMaterialAtCrossHair changes, CMaterialGlue changes.
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CShaderGlue still needs to be reverse engineered.
CMaterialGlue still needs verification for S0-S2 to see if the struct matches.
Patterscanning GetMaterialAtCrossHair now.
2022-03-18 18:34:27 +01:00
PixieCore
627b25c120
Initial implementation of CMaterialGlue.
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Some GUID's are still unknown.
Class members need verification like the material resolution member.
Added a ConCommand for getting the material we are currently looking it and printing it to the console.
Porting to other seasons still need to be done.
2022-03-18 13:47:22 +01:00
Kawe Mazidjatari
35ad8554a5
Somewhat correct working navmesh
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The reachability table needs to be figured out still. The issue should be very small, but at the moment I do not have time for it.
The pointer to the table, and table pointers to data is correct, however, not a single poly is ever getting marked as 'reachable' (0xffffffff). This could be either within recast itself (see build_link_table() and set_reachable() functions), or the way the engine parses the data. The function that determines whether poly is reachable is located at '0x140F448E0'
2022-03-18 03:14:07 +01:00
Amos
9f24bc01b0
Update sv_rcon.cpp
2022-03-16 02:04:45 +01:00
Amos
8f7a3ef336
Small improvements
2022-03-16 02:03:06 +01:00
Amos
8202c8fc6c
Small improvement
2022-03-16 01:38:00 +01:00
Amos
1cc71342e8
Fix compile for clang-cl
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Uncomment when this needs to be debugged again
2022-03-16 01:37:45 +01:00
Amos
7e24c31e94
Forgot this one
2022-03-16 01:36:57 +01:00
Amos
c7b4c939b3
Fix warning when trying to delete old binary post build for copy
2022-03-16 01:36:28 +01:00
Amos
2fb7aef885
Update Pch.h
2022-03-16 01:35:42 +01:00
Amos
7596f44655
Fix alignment
2022-03-16 01:35:29 +01:00
Amos
243c5e4af7
Fix cylinder debug draw
2022-03-16 01:33:58 +01:00
Amos
7cd73893f4
Build navmesh files to game directory
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And additional compiler improvements
2022-03-13 22:20:02 +01:00
Amos
3cf36b5d61
Increase compile performance even more for NavMesh Editor
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Cleaned up redundant includes
Reordered required ones
2022-03-13 03:00:07 +01:00
Amos
b3f064d009
Create precompiled header for NavMesh Editor and restructure project filter
2022-03-13 02:22:55 +01:00
Amos
bbf37b93c8
Copy netconsole and navmesh editor to 'bin' folder instead
2022-03-13 01:23:53 +01:00
Amos
d71b949468
Add Recast & Detour navmesh editor to SDK
2022-03-13 01:15:52 +01:00
Amos
ee51613492
Add libsdl library to project
2022-03-12 15:38:52 +01:00
Amos
ac94f4fd68
Add Recast & Detour libraries to project
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Libraries taken from https://github.com/r-ex/r2recast/tree/apex_legends
2022-03-12 15:11:32 +01:00
Amos
24cd3aa2d5
Small improvements
2022-03-12 13:19:31 +01:00
Amos
faac1232be
Make run on S1 again
2022-03-07 13:15:45 +01:00
Amos
ff06cb71eb
Fix build for S1
2022-03-07 11:36:45 +01:00
Amos
16f2bbc45c
Adapt even more to new log system
2022-03-07 11:32:12 +01:00
Amos
84db6e73db
Remove extraneous build configs
2022-03-04 16:23:05 +01:00
Amos
cf92d64a27
Use unicode character set instead of multi-byte
2022-03-04 16:06:36 +01:00
Amos
2fee28ae96
Adapt to new loggers
2022-03-04 15:59:33 +01:00
Amos
6e4a4bde2f
Implement SQVM error rebuild in engine with new Warning and Error loggers
2022-03-04 15:34:09 +01:00
Amos
1058a6fa10
Use unicode character set instead and light cleanup/bug fixes
2022-03-04 12:22:17 +01:00
Amos
4a0772bd18
Cleanup completion functions
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Use actual CCommand class instead of offsets to members + reduced comments of self explanatory function names now that we use the class instead.
2022-03-02 02:03:46 +01:00
Amos
8e1953cc8d
Load STBSP file specified in prereq file
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The game now loads a override STBSP file for the BSP if field 'stbsp' in level prereq settings is populated.
2022-03-02 01:16:35 +01:00
Amos
fa8c9be8cc
Small adjustment
2022-03-02 01:14:36 +01:00