Can be toggled with the new cvar 'host_autoReloadRespectGameState', and used in combination with the new server script func 'SetAutoReloadState( bool state )'. This makes sure that even when the timer reaches 'host_autoReloadRate', it would wait with the reload until the game itself is finished (which is when SetAutoReloadState( true ) is being called from scripts).
Implement UserCmd command backlog limiting (the new convar 'sv_maxUserCmdProcessTicks' dictates how many ticks can be processed per second). Defaulted to 10, which is (default tick interval (0.05) * default cvar val (10) = 0.5ms window), which is equal to the default of cvar 'sv_maxunlag'.
Before this patch, you could stuff several seconds worth of usercmd's in one second and achieve speed hacking.
RCON lacked encryption, added AES-CTR encryption on RCON frames. Slightly adjusted protocol to take this into account (sending nonces, encrypted data itself, etc).
- Don't free console if the process is being closed from the console, this will cause the process to freeze within the FreeConsole() call
- Properly check for CPU features in order, and moved all checks to a single function utilizing the CPUInformation struct.
- Made SDK_Init() and SDK_Shutdown() more resilient against mistakes with new checks and error messages (added since they are exported now).
Make use of newly added flag "ImGuiWindowFlags_OverlayHorizontalScrollbar" as per commit 60e4514b7b5c56db89102a3d66ef28a14118b8fd. Also removed flag "ImGuiWindowFlags_AlwaysVerticalScrollbar", only show the vertical scrollbar when its visible. Enabled code that takes the scrollbar into account in function CTextLogger::EnsureCursorVisible().
Custom flags: basically tells ImGui to draw the scrollbar as an overlay. This is useful for working around feedback loops caused by the appearance of the scrollbars (might be worth PR'ing into ImGui itself?)
See:
ocornut/imgui#1720ocornut/imgui#1730ocornut/imgui#2978
sq_getstring and sq_getinteger are now properly implemented (code matches squirrel code, and generated assembly matches that of the game). Adjusted call sites to accommodate the new implementation and added a few extra checks. Also added:
* sq_getfloat
* sq_getbool
* sq_getthread
Fix double destruction (calling delete instead of free, the 'v_Detour_FreeNavMesh' call is the destructor, but we don't have the destructor fully rebuilt yet in the SDK). Also added codecallbacks for scripts.
Fix taken from IcePixelx/silver-bun@e11bfb7fa7
We should migrate to the new header only implementation once there's more time to mifrate the code + testing it.