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.
* Removed duplicate json parsing that was part of a PR that required a small refactor.
* Only check if response buffer is empty when we are going to parse the error message (this helps finding bugs in master server, since failure to parse has an exception handler).
* Log private server token and error messages to dedicated server console.
* Changed 'CreateDirectories' to only copy sanitized path if pointer to string is passed.
* Changed 'IsValidBase64' to only tokenize base64 value if pointer to string is passed.
If an error occurs during init, and 'Error' is called, the program will segfault. Fixed by only running the 'send' code from RCON after it has been initialized.
CIOStream:
* Use flag based system instead (common flags are aliased; uses std::ios_base::openmode).
* 'ReadString' now writes into a string buffer (reference) that needs to be passed in by programmer (avoids copy).
* 'm_nSize' is now synced with any write operations.
CSigCache:
* Fixed bug causing crash when 'DecompressBlob' failed (results were never checked).
* Light formatting improvements.
* Added 'GetImportedFunction'.
* Remove extraneous std::string copy constructors during construction of 'm_vModuleSections'.
* Added extra constructor using base address.
Allow scripters to determine whether or not this is a dedicated server or client only build. Note that these should not be abused in scripts! Since the client dll doesn't support running games locally, loading up the lobby isn't going to work when you leave a match (which is the current implementation in the scripts). with this, the scripter could do other things such as loading the title screen, or connecting to a remote lobby server if this happens to be a client only build.
Unregister gamesdk's crash handler if -noworkerdll is passed. This is required as both crashhandlers will be called during an exception, and on one, the whitelist wouldn't work.
Initialize console and spdlog before anything else that is using the console to log errors to (in this case, winsock init errors were never getting logged).
* Rename some pakload api vars.
* Removed 2 duplicate pointers from (g_ClientState_Shifted and g_pakLoadJobID).
* Removed unnecessary signonstate check in 'Mod_ProcessPakQueue' for dedicated.
Unfortunately clang-cl doesn't support __FUNCTION__ macro concat. Some SSE stuff in mathlib/navmesh rendering also needs to be made portable at some point.