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3 Commits
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fb325db19f |
Squashed commit of the following:
commit 4b6351200b9f7e7bb75b780c46042afbed3359f3 Merge: a3946bb 47dc117 Author: Alex <18037145+salcodes1@users.noreply.github.com> Date: Tue Dec 28 22:09:36 2021 +0200 Merge branch 'Mauler125:pylon' into pylon commit a3946bb5ce4655665a763aeb3c2b016215bfa805 Author: Alex <18037145+salcodes1@users.noreply.github.com> Date: Tue Dec 28 22:07:02 2021 +0200 Pylon C++ implementation actually working now commit 00cd76f7b21476e054d3ead4a4c8d507f391c963 Author: Alex <18037145+salcodes1@users.noreply.github.com> Date: Tue Dec 28 03:45:41 2021 +0200 Fixed post requests not using provided route commit 2f2d01713fd38861f0e674641bf14b6afd25ecc6 Author: Alex <18037145+salcodes1@users.noreply.github.com> Date: Tue Dec 28 03:44:20 2021 +0200 added get private game server info route commit b53b89d31a7201ac594abf16dd7c00134bb5a132 Merge: 433f14c c8ec95b Author: Alex <18037145+salcodes1@users.noreply.github.com> Date: Tue Dec 28 03:32:14 2021 +0200 Merge branch 'pylon' into indev commit 433f14c352a0ae366cff2cbe03753b2198a77848 Author: Alex <18037145+salcodes1@users.noreply.github.com> Date: Tue Dec 28 03:31:33 2021 +0200 partial commit commit c8ec95bd37ed0c3e16090ed0a15808bda6a2ee99 Author: Alex <18037145+salcodes1@users.noreply.github.com> Date: Tue Dec 28 03:26:44 2021 +0200 Added backbone and some of the routes for r5net-ms (now Pylon) interactions |
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212eeb87af |
Squashed commit of the following:
commit 477152b35443246dace6f5b4deccd52ea1cc6e9c Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Fri Dec 31 03:45:48 2021 +0100 Fix compiler error commit 5f664d8e6ba9a2e0bd72c29c5f4ba5279e29e75a Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Fri Dec 31 03:41:33 2021 +0100 Create signatures for all used Dedicated functions commit 2c7ced128d8c48a5abf8fd64dbb06909dc632f35 Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Thu Dec 30 22:13:15 2021 +0100 Heavy dedicated cleanup * Since the material mode is set to '2', all of the render loops and shader loading functions are no longer called. These have all been removed. * Added description for patches that missed them * Traced root caller/cause for certain patches to skip even more unnecessary code and save more memory. commit 22c0b5c867664a2524c18d865dbc54ff067dda22 Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Thu Dec 30 17:20:41 2021 +0100 Dedicated server improvements commit 6d4f7e345f38872ce45751604b40871b969cec8f Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Thu Dec 30 02:47:42 2021 +0100 Fix a typo commit 39a8a8fd30612522a274e1474c9a66e5019aeea3 Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Thu Dec 30 02:36:43 2021 +0100 Implement patch to enable 'DrawAllOverlays()'. commit 83129e88f8a6033f8f4c13e3cac639097068cb3c Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Wed Dec 29 22:59:34 2021 +0100 Fix LLVM compiler error commit c48ed7f7a53a9985e3c2642db3639007d7c9129a Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Wed Dec 29 18:06:37 2021 +0100 Rename dedicated variables commit d1ba2bd56720a0776824a8e309d7d859704244bc Author: IcePixelx <41352111+PixieCore@users.noreply.github.com> Date: Wed Dec 29 15:35:48 2021 +0100 Fixed changelevel, needs more research tho. commit 46950125716c05171f25a12d8805811112e90551 Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Wed Dec 29 13:58:03 2021 +0100 Fix 'C_PropDoor' not spawning properly on the server commit 6a9a00735a9d4b8c415acc248c83e6e8d6dc2ff1 Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Wed Dec 29 13:57:16 2021 +0100 Rename hooked command callbacks commit b514f928a69a9c4ac1d3d1e5c662f93a1f0d131d Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Wed Dec 29 02:16:21 2021 +0100 Use a separate executable for dedicated server The dedicated server still has directx dll imports which will cause issues with ReShade or 3DMigoto, or trying to load it on a headless machine with no directx installed. The imports have to be cleared to avoid issues. The most convenient approach is to do this with a separate exe rather then patching it in runtime. commit bc8f9400d3911e360757059700a31510e329546d Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Wed Dec 29 00:18:56 2021 +0100 Fix collisions for headless dedicated server commit 0e36aa647ffb15ca4f8c76b0431f7c3a83741d80 Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Tue Dec 28 20:19:17 2021 +0100 Dedicated without ShaderApi and DirectX pre-alpha The instruction at 'CalcPropStaticFrustumCull' [0x14028F3B0 + 0x5C7] moves RSP + 0x70 into the R13 register. RSP + 0x70 seems to contain a pointer to collission data for that particular prop model. When running NoShaderApi() and passing the dedicated server the '-noshaderapi' command line parameter, RSP + 0x70 will be a nullptr. This has to be fixed to have prop static collissions on the server. |
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d5b2e58dae |
Code base refactor + major performance and readability improvement. Read description for details.
* Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!). |