* Use proper method of obtaining content regions for buttons.
* Set min and default size to (928 - 524), this improves the anti-aliasing effect even more.
* Significantly decrease the size of the private server modal.
* Removed extraneous min window size constraint set by 'ImGuiConfig::InitStyle()'.
* Run 'CHostState::Think()' in the main thread.
* Construct 'NetGameServer_t' objects in main thread before dispatching (TODO: browser).
* Dispatch the call to 'CBanSystem::AddConnectionRefuse' from 'SV_IsClientBanned' to the main thread if we aren't main.
* Return bool for CBanSystem::AddEntry and CBanSystem::DeleteEntry for future optimizations (next commit).
* Only run '_DownloadPlaylists_f()' in the main thread, schedule for next frame if we aren't in the main thread. (this should fix crash cases related to disconnecting from the game).
* Locked read/write to CBrowser members (thread for obtaining the server list is detached, but once the 'slow' post operation in this thread is complete, mutex lock is acquired (locking the render thread if the browser is active) to set the string members of CBrowser, this operation is very fast as we only set the string and the color after the http post operation (this never caused a crash, but the behavior without any lock mechanism is technically undefined regardless).
* Obtain the host name dynamically from the ConVar 'pylon_matchmaking_hostname' (atomic operation). Initial approach was deleting the whole master server pointer just to construct a new httpclient object..
* Eliminated all forms of concurrency for CConsole logger.
* Used enum for determining which theme user loaded (DEFAULT, LEGACY, MODERN).
* Fixed issue where browser panel doesn't have the same frame padding as the console for the modern theme.
* Fixed issue where the history items count shows number higher than maximum until updated (updates vector before displaying, else this happens in g_pConsole->RunTask which is the operation that happens before we add new elements to the vector, thus showing the wrong count as this size is getting corrected the next frame after we painted, we don't update the summary each frame for performance reasons).
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.
* CTextLogger: Explicit cast return value of size() to int when testing int value against size_t.
* CBrowser: Run think and request thread on client.dll, but for the request, only the refresh.
* Don't clear the token string each time we get a response from the master server (it gets assigned each time anyways, so if the master server decides to change it the user will get the new one, this operation only happens once a second).
* Clear the token message when no longer hosting.
* 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).
* Added working players/maxplayers fields for master server.
* Fixed popstylevar assert in CBrowser (SetStyleVar and the corresponding PopStyleVar where not within the same scope).