* CCrashHandler now calls the crashmsg executable to display the error to the user.
* Logs are now placed into directories named to the current time to avoid overwriting them or having 2 instances of the game writing to the same logs.
* 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>
* Only gets compiled in for release builds.
* Attaches on gamesdk init, so should catch everything on dll setup also.
* Fake PDB parsing still needs to be done.
* THIS IS NOT SUPPOSED TO BE USED WITH SHIPPING CODE!
* This is used for a quick way to call virtual functions for reverse engineering and rebuilding big functions, upon successful rebuild, implement needed VTables accordingly.
In Respawn's engine, the '-forceborder' command line parameter does the same thing as '-noborder'. '-forceborder' should remove the flags (nand) while '-noborder' should append the borderless flag. This code is an attempt to mitigate the problem. There was not enough bytes to assemble the nand operation for this code path without involving code caves or shifting.
* Add '-nosmap' command line parameter to disable signature caching.
* Invalidate the cache map after initialization.
* Add const qualifiers where possible.
This implementation was done to calculate buffer CRC on the go, as that was what the VPK file system uses for the file crc's. But it later turned out to be unnecessary, and was never reverted.
* Fixed bug where the system still added entries after we are initialized (file has already been written to the disk).
* Moved loading logic to CSigCache class.
* Dedicated and Host/Client now have their own cache files.