The server needs these lumps in order to work. Any other lump not marked as SV should not be packaged into server VPK's as this will increase the install size (the server never parses them, as it doesn't need to render light maps for example).
Add "mp_rr_desertlands_holiday", remove "mp_rr_desertlands_64k_x_64k_tt". "mp_rr_desertlands_holiday" is the same as "mp_rr_desertlands_64k_x_64k_tt", but the BSP originates from a later version of the game, and the map has been fully ported over to R5Reloaded rendering "mp_rr_desertlands_64k_x_64k_tt" redundant.
Changing the load/unload system to FILO caused a crash when loading 3 level paks, either through request load or level settings, and then unloading them in reverse order. This is a regression caused when the pak loading and unloading system was reworked. Changing the system back to FIFO fixes the issue.
IsEULAUpToDate will always fail on dedicated servers as there is no user interface to display and accept the EULA (dedi's can also be ran without a terminal). The dedicated server users agree with the EULA upon launching the dedicated server.
Typically for dedicated servers you don't want any message boxes as they hang the process. The '-nomessagebox' helps solve this problem. Also removed extraneous check on MessageBoxA in EngineLoggerSink, we should always terminate regardless if MessageBoxA fails or not. The error will always be logged anyways.
Always terminate the process, MessageBoxA hangs the process anyways. If for some reason MessageBoxA fails then it will still terminate rather than continue and crash.
If the crash occurs during the initialization of systems, and Tier1 wasn't initialized yet, the system will display a prompt asking the user whether or not to send the reports. If the crash occurs after Tier1 was initialized, the system will check if the user has crash reporting enabled, and if the user has accepted the EULA before submitting it automatically.
The engine executable has been patched to no longer install this, therefore this function will never be called as we install a vectored exception filter anyways. This solves the issue where the crash message application gets called more than once when a crash occurs before the SDK detours are initialized.
Increase nesting limit to 128, this should make sure it will always be enough while also making sure no infinite recursions occur. Also improved error print formatting.
New command '_setClassVarClient' only sets the class var on the client, similar to how '_setClassVarServer' only sets it on the server. Command 'set' still has its old behavior, setting it on the server and client. The netmsg SVC_SetClassVar now only runs the _setClassVarClient handler, and if the netmsg was successfully sent, the code runs the _setClassVarServer handler directly instead of relying on the client to NET_StringMsg it in. This is a lot more reliable, secure and performant than the previous approach and drops the requirement of setting sv_cheats to function.
Netmessage SVC_SetClassVar allows the server to change class settings securely on the client. This was implemented due to popular demand, and previous approaches using a combination of ClientCommands (Cbuf and NET_StringCmd) were deemed insecure and unreliable.
First change callback of cvar 'mp_gamemode' must be removed as its client only, calling this on the server causes a crash as we never initialize client specific systems, therefore, the globals used in the change callback are null.
The archive + playerprofile flags check was done on the uninitialized member variable 'm_nFlags', but it should've been performed on the function's input parameter 'flags' as m_nFlags is only initialized past this check in BaseClass::Create (its part of ConCommandBase). This caused statically initialized ConVar's flagged 'FCVAR_ARCHIVE | FCVAR_ARCHIVE_PLAYERPROFILE' to go undetected, and dynamically initialized ones (e.g. through mod settings) to have random memory and intermittently fail this check. The latter is how this bug was found and ultimately fixed in this patch.
Patch in commit 057a2c801a40c2f280193da9963b009adb9f75f6 was done incorrectly, causing intermittent string truncation as subtracting pFirstSeparator from pCurPos will leave with a window in the buffer of exactly that split string, but the previous patch subtracted another char from it whilst adding one in AllocString just for it to be nulled.
The previous implementation contained a bug causing it to add other flags intermittently. Utilize CUtlStringList instead as it was designed for this purpose.
A string "test3,test4" using the delimiter ',' would be split into "test3," and "test4", but should be "test3" and "test4". The delimiter should not be included. This patch fixes the issue.
Allows for parsing zipline positions from BSP entity partitions and placing them whilst also having it clamp the positions correctly to the polygon the zipliner will end up or start from.
As of commit 2a2b05c42ada643eb3a535b497d0da7e16ebef41, the primitive volume index is sent to the click handler. Use this instead of relying on a point being inside a shape which is unreliable.
Click handler should be notified about the primitive volume that the ray collided with, which will make selecting objects in the world a lot more reliable and easier.