Avoid heap memory allocation and a level of indirection. This allows the compiler to optimize the program even more. No logic has been changed in this patch.
* split rtech_game and rtech_utils cpp files into multiple files
* rebuilt several large pak load routines for debugging and custom implementations
* moved rson code to rtech_game
* reworked and improved engine and sdk pak precache system
* reversed more of the jobthreads system
The KeyValues class belongs here. Also reimplemented most loading methods for KeyValues, and adjusted the VPK building code to account for it. Pointers to the engine's implementation of KeyValues have been moved to a separate header ('keyvalues_iface.h'), as this allows external tools code to utilize the standalone KeyValues class implementation. Playlist utilities are completely separated from the KeyValues header; these have nothing to do with KeyValues other than manipulating a global KeyValues object for the playlists, and thus have been named as such and moved to rtech/playlists.
- Added command line parameter '-modsystem_debug' to allow debugging during init, as we initialize before the first Cbuf_Execute() call (responsible for executing command line post engine init).
- Added warning to 'CLocalize::LoadLocalizationFileLists', when a mod localization file fails to load.
- All mod instances are now added to a single vector, but their 'state' determine whether or not they are enabled. This allows for toggling them on while in-game in the future, without having to rebuild the engine mod list.
- Changed all filesystem calls to use that of the engine instead.
- Changed all container types to valve ones, to maintain compatibility with the filesystem of the engine, and perhaps other things in the future.
- Forced all loads/writes to "PLATFORM" path (this is where the 'mods' folder resides).
- Forced localization files to be only read from the mod instance's directory.
- Allocated each mod instance dynamically, and stored their pointers in the modlist vector to reduce memory overhead during the move operation to modlist, and potential growth of modlist vector (which if required, will reallocate everything, and thus move it all. This especially is expensive with nested vectors (CUtlVector anly supports being nested as a pointer)).
* modsystem v2 initial commit
* call CModSystem::Init
* clean up custom cvar value handling
* add mod script compiling support
* add error check to script rson loading
yes this error is a duplicate but this one exits the game
* fix typo
* fix compile error