Run all Cbuf_Execute calls in the main thread. This should fix every problem related to (but not only):
* Connecting to server while RUI dialogue is still open.
* Connecting to server while in an active game.
* Running 'weapon_reparse'.
* Improve readability.
* Free allocated iterator memory.
* Enforce FCVAR_HIDDEN ConVar's in ImGui console (there are only 17 ConVar's marked 'hidden', and most of these are stryder/platform related stuff. This is usefull for if we ever wish to create a hidden cvar).
* Use c++ methods as much as possible.
* Use enum types for accessing NavMesh objects from array.
* Use size_t for for loops when testing against size types.
* Don't compute strlen twice of more on the same string.
* Don't use unnecessary c string casts if there is a method with a std::string overload.
* Don't create string objects from string pointers if we could use them directly.
* Don't initialize RCON password twice on each change, and don't set if the new password equals the old.
* Use responceid from server to determine in which context to log.
* Moved all script loggers from combined enums to minus instead (SERVER = -3, CLIENT = -2, UI = -1 SERVER_CODE = 0, etc), this makes it much easier to align stuff in combined systems such as the RUI logger or NetMsg().
* Color log networked RCON messages properly on the client.
* Added dedicated logger for all received RCON messages (net_console.log).
* Log commands submitted through in-game console (allows for easier debugging when going through log files).
* Fixed click-through parent window.
* Keep selection position when lines get cleared.
* Keep cursor position when lines get cleared.
* Ensure cursor visibility when dragging cursor outside rect.
* Falter free scrolling in autocomplete window.
* Falter free scrolling in logging window (window no longer stutters when lines get cleared).
Issue happened when scrolling back, most of the time it will work, but there is always jitter in the first frame after the change which could result in ImGui::GetScrollY() <= ImGui::GetScrollMaxY() resulting in auto-scroll disable.
Only scroll back if ImGui::GetScrollY() <= ImGui::GetScrollMaxY() and always reset value of CConsole::m_nScrollBack.
If input only contains the '~', '`' or ' ' character, it gets stripped from the input buffer. e.g. '````````' or '~' gets stripped, but 'script_ui printl("test `````")' or 'script_client printl("~CEngineClient()")' does not.
Minor improvements to small detail:
No child border on console on default theme (this is invisible).
Tweaked first use size and min size where by default the text would always perfectly align between ScrollY min and max.
Proper usage of callbacks, no longer use string comparisons to check if buffer changed.
Improved optimizations with avg 5000 clocks in release and avg 600000 clocks in debug (no filter).
Moved auto scrolling logic to CTextLogger.
Removed redundant code in CTextLogger.
Added bool param to CTextLogger::RemoveLine to determine whether or not to lock the mutex (internal operations should not lock).
Fixed issue where scrolling with cursor is not possible when auto-scroll is set or ScrollY is towards its max.
Fixed copy button (copy all text in console via GUI, ctrl + a - ctrl + v alternative).
Could be better at some point, currently removes anything not matching criteria resulting in gaps.
But on the other side it might be good as the location of all occurrences are known (should make it easier to see when it is logged during the process).
Revisit in the future.
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'.
Show colors on console and use color constant to determine color instead of comparing strings in the console render loop. removed 5 string compares which should once again bump the performance quite a bit. The last string compares will be removed soon
* Heavily reduced string compares for coloring logs (the left overs require a dedicated hook, this is for the future)
The new method uses a ImVec 4 constant containing the color obtained via a switch case by context, this is then out into the new CConLog structure where the loop in the console will now gather the colors directly from.
Error/Warning use a single constant.
* Fixed bugs in several log locations where the ostringstream was cleared before the emission causing double logs.
* Added global log mutex to log wrappers that lacked those.
* Rebuild SetRestrictedServerCommand and SetRestrictedClientCommands
* Implemented new CMemory Function to walk through a VTable.
* pDetours->GetCon() gets called first now.
*
* Add ConVar to allow user to set/unset FCVAR_DEVELOPMENTONLY ConVar's (default behavior would never be hit without this ConVar).
* Add icons to display the flags of a certain CommandBase.
* Fixed Dear ImGui not displaying images correctly (descriptor needs DXGI_FORMAT_R8G8B8A8_UNORM_SRGB due to the nature of this game).
* Dynamically obtain buffer sizes of resources taken from modules.
* Light SDK cleanup.
* 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).