Combine ClearAutoComplete with ResetAutoComplete, full reset needs to be performed when calling this. Combining avoids confusion and potential bugs later on.
* Fixed redundant call (every frame) to 'ResetAutoComplete()' if the list was empty while having text in the buffer.
* 'ResetAutoComplete()' also resets 'm_bCanAutoComplete' now.
Don't update the view once we already found the 'active' object, or if we are at the park position (-1). This fixes the hack of having to have CConsole::m_bSuggestMoved to be true all the time.
If you had a list of suggestions, and had an active element halfway through the list, and then update the suggestion list again by changing what's in the input buffer, the view would remain at the old position (displaying whatever is there). This makes sure the view gets reset all the way to the top if the list was updated.
A string was constructed, but only for checking if its empty. This can be done on the char pointer itself. Made a inline helper func to reduce duplicate code.
Added public interface to ICVarIteratorInternal, this class also deals with the deletion of the iterator. This fixes the problem of cvars not showing up that have been registered after 'CModAppSystemGroup::Create()' has been called. Currently, no cvar is registered after it. This will/could change when the plugin system is utilized.
Additional changes:
- Cvar 'con_suggestion_flags_realtime' has been removed, as we no longer keep an early copy anymore; real time flags are always shows from now on.
- Fixed a bug in 'CConsole::FindFromPartial()' where we would return in the loop when 'm_vSuggest.size() >= con_suggestion_limit->GetInt()', instead of breaking out, which skips the element sorting process.
Previously, we had 3 containers mapping ConVar flags for utilities, and none of them contained all flags. This refactor moved everything into a single container class where user can get strings by flags, or the other way around. The new class contains every flag. This also means that every flag can be used to list convars by flags using the command 'convar_findByFlags'. The 'ConVar_ParseFlagString' now also supports every flag. Code has been tested and confirmed to work as designed.
* 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!
Properly decouple squirrel and game code. This makes it easier to reverse engineer more of this squirrel system, and to compile them as individual libraries later on when moving to CMake to significantly decrease compile times.
* Better structure packing (reduced padding).
* 'CTextLogger::GetFilter' now returns a reference to 'm_itFilter'.
* Added additional setters and getters.
Utilize 'ConCommand::AutoCompleteSuggest' instead of our temporary inline console solution. This fixes all crashes caused by calling command autocomplete callbacks that uses the newer system (e.g. 'ent_fire').
* Adjust window min size based on theme to always make the log lines line up when the window height is set to its min.
* Pad logger border with 1 for all themes.
Fixed a bug that gets triggered when pasting some text in the input field that containing space characters. All spaces will be lost during the paste.
Issue has been fixed by removing an extraneous check for space characters, the initial space character input already gets blocked in case 'ImGuiInputTextFlags_CallbackEdit'.
This could be done by entering a character in the console (setting m_nInputTextLen > 0), then selecting and replacing valid 'first' character out for a tilde/space. This fixes the issue.
iData->BufTextLen is always 0 in the ImGuiInputTextFlags_CallbackCharFilter event. ImGuiInputTextFlags_CallbackAlways is called before ImGuiInputTextFlags_CallbackCharFilter in the same frame, so we can obtain the lenght from there and perform the test to discard unwanted characters from the input field.
Only check if FCVAR_DEVELOPMENTONLY or FCVAR_CHEAT is set and return a blue/red colored checkered texture. Return a rainbow checkered if 3 or more flags are encountered which are not indexed. Return half texture if 2 flags are encountered, but the second bit is not indexed.