This caused the 'CUtlBinaryBlock' destructor to be called twice (freeing memory on the same pointer twice). Destructor should only be called explicitly in 'CUtlBinaryBlock' itself to purge vector memory due to late binding of game's memalloc singleton.
Added pattern for 'ConCommand::AutoCompleteSuggest' (will be used for the console autocomplete instead as it supports the old and new callback system).
* Promote all size types to int64 to accomodate in-memory structure size of the game itself.
* Explicitly call destructors for members. Due to the way we hook the game and utilize the global memory allocation singleton, the destructor of the objects aren't called. CUtlVector does call the destructor of CUtlString. Explicitly defined a destructor that also destructs its underlying memory to avoid any memory leaks.
* Warning now only logs if error level < 5.
* Warning buffer size has been increased to '10000' (internal buffer size).
* Error is now hooked as well.
* Error buffer size has been increased to '4096' (internal buffer size).
* Con_NPrintf has been refactored; 'cl_showhoststats' has been removed.
* Con_NPrintf buffer size has been increased to '4096' (MAXPRINTMSG).
* CTextOverlay::Con_NPrintf now checks the first byte in the character buffer before rendering anything, and sets the first byte to a terminating null character after rendering. This fixes the bug causing the host_speeds overlay to be still drawn while the cvar 'host_speeds' was disabled.
Log the amount of time it took to initialize miles. Also log the language it gets initialized with, as this has been a common problem in the past. This should make it easier to see the problem regarding audio initialization failures.
'map' and 'map_background' were removed from the array, and thus 'FCVAR_DEVELOPMENTONLY' wasn't masked off. As of this commit, its getting masked off along with 'FCVAR_SERVER_CAN_EXECUTE'.
Destruvtor is prepended on every class in-engine. Reflected in SDK. Also removed extraneous method from ICvar causing other methods below it to misalign after the IAppSystem change.
This one will list all maps, as maps should have a vpk file to be loaded correctly due to the way rpak files are formatted internally to be loaded/parsed.
* Use game's CNetAdr RCON and socket creator.
* Add support for constructing host from [ip]:port format in the netconsole client.
* Pass 'netadr_t' parameter by reference to 'CSocketCreator::OnSocketAccepted'.
This change was planned for a long time. This moves all REGISTER calls to a single translation unit, this is required as we currently added a very dirty workaround for not registering duplicates by checking if VFTable pointer was already present in the vector... Registering from single translation unit prevents duplicate instances that gets created if header is included by more cpp files.
Reworking this reduced 100kb+ of compiled code. This commit also reworked the way functions/variables/constant gets logged with their addresses; the new code formats them on the fly, and allows for resize at any time. Formatting is no longer required by programmer.
TODO: currently there are some compile errors for dedicated and client dll's. These will be resolved very soon as they need to be properly worked out still (server & client only stuff needs to be properly split). Use the 'main' (stable) branch for the time being if you need to compile these dll's.
Setting 'sv_showhitboxes' to 0 will enable it on everything deriving from CBaseAnimating, and having a valid studiohdr/hitbox. -1 means off, value > 0 will select entity by index (value of 'sv_showhitbox').
Simulate bot user commands on the server. The simulation system is experimental and only runs if cvar 'sv_simulateBots' is set, and bots are created on the server.