Access checksum objects directly vs pointer reference. Structure size equals a 64 bit pointer (fits into a single register).
Allocated memory was never deallocated (my mistake).
Fixed bug where the compressed buffer size equals the source buffer size getting packed into the VPK chunk. In all occurrences this resulted in corrupted data upon export.
The reason for data being corrupt upon export is because the engine checks the equality of the compressed and decompressed size fields in the directory file, if they are equal, the engine doesn't attempt to decompress the block. So we end up with a still compressed block on the disk (technically not corrupt in the context of the compression lib, but useless as-is on the disk).
If a compressed file doesn't get lower in size we are better out storing it rather than compressing it.
Added a new condition in lzham::lzham_lib_compress_memory which checks source and destination buffer size equality.
Moved logging functions to dbg.h (tier0) and export them from the dll.
Added additional functions for checking bad pointers (debug only!).
Reduced output code size.
* Finished designer code for launcher gui.
* Basic implementation of setting flags for host launch option.
* Check in 'CHostState::LoadConfig' if -launcher is below 1.. if condition is met the cfg's will be executed from 'CHostState::LoadConfig'.
* Added 'StringIsDigit' utility.
cppkore uses string/wstring as StringBase while we use std::string/std::wstring as string/wstring. Changed all types in cppkore to String/WString instead.
Migrating to this to initialize all patterns and prototypes in Systems_Init() instead.
This should make debugging missing/not found patterns easier and allow for opting out variable/constant search (some of these require other patterns to be found, thus resulting in seg faults..).
Also added check to detect if user has a eligible CPU to run this SDK.
The game requires SSE and SSE2 instruction sets. Our SDK requires this too due to the use of SSE intrinsics, so we cannot let the game handle this. We have to check it ourselves.
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'
Game will check scripts/levels/mapname.json and load all rpaks in the rpak field.
Game now also unloads pak files loaded by the SDK preventing crashes and unnecessary memory usage.
VPK's and STBSP's are planned to be added as well.
* Log warnings
* Improve style
* Vector size is now controlled by ConVar instead
* Keep current item in view when console is cleaning up the vector. This doesn't work ideally as its hard to keep track of the current item, and the scroll is a float. In the future it might be better to grab the first vertex of the center line on the console and track that perhaps.