* Pointer to g_pMemAllocSingleton
* New wrapper for returning the singleton, and creating one if not yet initialized (game shares the same pointer, and is aware of its creation).
* Move render utils to dedicated file.
* Implement more render/mesh utils.
* Added structure for OverlayTriangle_t, OverlaySweptBox_t and OverlayCapsule_t.
OverlayCapsule_t has been modified to accommodate the size in r5 (2 new vectors).
SourceSDK mathlib port with light modifications.
Renamed Vector to Vector3D (to avoid confusion with std::vector (declared as vector) and Vector2D/Vector4D).
Fixed wrong order of 'CCommandLine::ParmValue()' methods. Float overload was first, char const* last.
Added reversed members (confirmed size of 2096 bytes).
CConsole now uses a dedicated class for logging text (modified CTextEditor class (CTextLogger)). The class uses an ImDraw list with a character vector to draw the text.
Text could be selected by double click (word), triple click (line), a selection by dragging the cursor, or everything with 'ctrl + a'.
Moved logging functions to dbg.h (tier0) and export them from the dll.
Added additional functions for checking bad pointers (debug only!).
Reduced output code size.
* Mostly rebuild CServer structure.
* Partially rebuild CNetworkStringTable structure.
* Partially rebuild CNetworkStringTableContainer structure.
* Removed redundant patterns which are now covered in the data structure.
Add '-nodiscord' and '-nobakedparticles' to launch params for dedicated.
Add hook for 'MemAlloc_Internal()'.
Rename loggers to be more consistent with naming.
Revert omitting frame pointers.
This is currently the most robust way to perform this.
However it might fail still as the locks don't seem valid for the second loads (we currently load more paks from the same queue..).
We need to push the strings to the queue list and let the engine load these too so a new lock is acquired for that job.
Slightly mapped out the structure more.
The function should now be compatible with earlier game dll's.
CStudioHWDataRef::SetFlags has to be rebuild as these are declared inline for earlier game dll's.
Note: this does not work reliably still.
The only way we could make this work 100% reliable would be to fully rebuild '0x140341D40' in the SDK and load our pak files among with the pre-existing g_pakLoadApi->AsyncLoad() call in this function, as this will ensure everything will be ran synchronously.
The current approach by taking some JT fifolock wrapper will only work reliably between one level change, unsure why the second and up fail.
Moved every pattern to IDetour interface. This allows for debugging patterns scans more easily, and create threads during pattern searching (Operation is now fired in APIENTRY).
Also cleaned up some unused code/extraneous comments.
Slightly increased performance by purging duplicate patterns.
Made variable search less dependent from other results (except if pattern-to-scan results is within the same header)
* Renamed 'r5apexsdkd64.dll' to 'gamesdk.dll'.
* Added required dedicated parameters to code instead.
* Bug fixes around CCommandLine class (fixed misaligned VTable indexes).
* SDK now supports being directly launched by the game executable.
The SDK launcher will pass '-launcher' to the game, which indicated its being launched by the launcher. If the game does not receive '-launcher', it assumes its being launched directly from the game executable, which will instead load 'startup_(dedi_)default.cfg'.
The sdk dll's are now added to the game's IAT by their dummy exports allowing for them to be loaded when the exe is loaded (the dll's do everything on init).
* Improve ConVar class (fixed several bugs).
* Hook CEngineAPI::ModInit() and set m_bRestrictServerCommands from there.
* Disable unused ConVar's and purge unused ConCommands in CEngineAPI::ModInit() for dedicated.
* Small relocation of malloc related signatures.