Moved, and renamed to 'CreateTextureResource'. Reason for move was that the rtech libraries is used by server and client, and using this on dedicated requires linking directx libraries, as it has to be hooked (even when not used). Moved to client only code to avoid having to hook it. Material system is no longer linked to the dedicated server module, as nothing from it was getting used.
Use the 'add_module' macro to add modules without creating duplicate code. This macro also takes a reuse PCH as parameter, so modules that need a precompiled header, could reuse those from different targets that compile them. This commit also restructures the group order of the generated solution files for easier code navigation.
* All libraries have been isolated from each other, and build into separate artifacts.
* Project has been restructured to support isolating libraries.
* CCrashHandler now calls a callback on crash (setup from core/dllmain.cpp, this can be setup in any way for any project. This callback is getting called when the apllication crashes. Useful for flushing buffers before closing handles to logging files for example).
* Tier0 'CoreMsgV' function now calls a callback sink, which could be set by the user (currently setup to the SDK's internal logger in core/dllmain.cpp).
TODO:
* Add a batch file to autogenerate all projects.
* Add support for dedicated server.
* Add support for client dll.
Bugs:
* Game crashes on the title screen after the UI script compiler has finished (root cause unknown).
* Curl error messages are getting logged twice for the dedicated server due to the removal of all "DEDICATED" preprocessor directives to support isolating projects. This has to be fixed properly!
In all cases, the string is already formatted by the time that DrawColoredText is called, so we must make sure that an invalid format specifier cannot be placed inside the string as this can cause arbitrary memory reading and potentially crashes
Changed all loggers to use the internal 'CoreMsg/CoreMsgV' functions. Significantly reduced duplicate code and CPU time. Code is also much more robust.
* Code now only acquires mutex lock when the actual logging part takes place.
* Code now only checks and strip ANSI rows if its enabled to begin with.
* Code now supports setting log levels, which ultimately could be tweaked with a cvar.
* Changed logger and file names to be more readable.
TODO:
* The RCON protocol has to be modified to accommodate these changes.
Fix crash caused in threading code; attempting to call a callback function. The callback ptr was assigned to uninitialized memory. Manual debugging revealed 'CEngineVGui::RenderStart' (semantic name) was causing the crash. Further research revealed that both 'CEngineVGui_RenderStart' and 'CEngineVGui::RenderEnd' weren't even necessary to draw the VGui debug overlays. These have been removed.
* Warning now only logs if error level < 5.
* Warning buffer size has been increased to '10000' (internal buffer size).
* Error is now hooked as well.
* Error buffer size has been increased to '4096' (internal buffer size).
* Con_NPrintf has been refactored; 'cl_showhoststats' has been removed.
* Con_NPrintf buffer size has been increased to '4096' (MAXPRINTMSG).
* CTextOverlay::Con_NPrintf now checks the first byte in the character buffer before rendering anything, and sets the first byte to a terminating null character after rendering. This fixes the bug causing the host_speeds overlay to be still drawn while the cvar 'host_speeds' was disabled.
This change was planned for a long time. This moves all REGISTER calls to a single translation unit, this is required as we currently added a very dirty workaround for not registering duplicates by checking if VFTable pointer was already present in the vector... Registering from single translation unit prevents duplicate instances that gets created if header is included by more cpp files.
Reworking this reduced 100kb+ of compiled code. This commit also reworked the way functions/variables/constant gets logged with their addresses; the new code formats them on the fly, and allows for resize at any time. Formatting is no longer required by programmer.
TODO: currently there are some compile errors for dedicated and client dll's. These will be resolved very soon as they need to be properly worked out still (server & client only stuff needs to be properly split). Use the 'main' (stable) branch for the time being if you need to compile these dll's.
* Change qualifiers for some types (make const, static const, etc..).
* Renamed 'CNotifyText' to 'CTextNotify'.
* Renamed 's_LogMutex' to 'g_LogMutex' (mutex was not static).
* Use single static buffer instead of each overlay having its own (its only used in the material system thread).
* Improved readability by using ternary operators and c++ style casts.
* Fix history duplication by removing trailing white space characters from submitted commands in console.
* Fix out of range exception caused by caching svConVar.size() in CConsole::BuildSummary while we are modifying it.
* Fixed memory leak caused by extraneous Strdup calls in CConsole.
* Renamed variables and structure members, static vars in id3dx.cpp are not prefixed with s_, IBrowser_Config is now m_BrowserConfig.
* Performed code cleanup in id3dx.cpp.
This commit implements missing material error logging.
When a material does not exist, it will get replaced with an error material, we log which material is missing, and with which error material it gets replaced with.
This commit also comes with some updates regarding the CMaterialGlue class, and some new types used by this class from the RePak project.
* Fade notify text by a fixed amount regardless of the frame times.
* Implement Valve's 'lerping' animation for text when entries fade away and expire.
* Don't run/push/remove anything if 'con_drawnotify' is disabled.
* Fix all compiler error for GameSDK on S0 and S1.
* Remove some unused patterns and globals (launch performance gains of 100ms).
* Remove most duplicate patterns.
* Relocate globals from engine to a more appropriate location.
* Renamed some unknown vars to a more appropriate name (most of these where obtained a while back, but as we reversed more parts of the engine, some of these vars become known).
* Renamed some vars to fit the naming convention used in the SDK.
* Fixed pattern debug logging using the wrong pointer, thus displaying the wrong address.
Renamed to EGlobalContext_t and used globally for all context types combined into one (required for rcon messages for example, as we do native and script messages, while also retaining colors).
* Use responceid from server to determine in which context to log.
* Moved all script loggers from combined enums to minus instead (SERVER = -3, CLIENT = -2, UI = -1 SERVER_CODE = 0, etc), this makes it much easier to align stuff in combined systems such as the RUI logger or NetMsg().
* Color log networked RCON messages properly on the client.
* Added dedicated logger for all received RCON messages (net_console.log).
* Log commands submitted through in-game console (allows for easier debugging when going through log files).
* CMemory::FindAllCallReferences: Get all function calls to a function from the supplied sectioBase and sectionSize, useful to mass patch calls to a function.
* Mostly rebuild CServer structure.
* Partially rebuild CNetworkStringTable structure.
* Partially rebuild CNetworkStringTableContainer structure.
* Removed redundant patterns which are now covered in the data structure.