26 Commits

Author SHA1 Message Date
Kawe Mazidjatari
b3631facbe Update all function casts 2022-04-09 06:05:47 +02:00
Kawe Mazidjatari
e2f06a8a68 Massive performance improvements
Inline every signature defined in the SDK (previously each translation unit had its own copy of the signature and function prototype). DLL init is near instant now (85% speed improvements).
2022-04-09 02:18:57 +02:00
Kawe Mazidjatari
aa57170e0d Start of pattern search refactor 2022-04-09 01:14:22 +02:00
Kawe Mazidjatari
5d69d7284e Slight project cleanup 2022-04-02 12:27:35 +02:00
PixieCore
d930cb66e0 Migrated CClient to CBaseClient. 2022-03-27 23:50:35 +02:00
PixieCore
404ef9255c New fields for CBaseClient, fixed CBaseServer functions. 2022-03-27 19:35:33 +02:00
Kawe Mazidjatari
1038ba786e CBaseClient overhaul and partial class rebuild
Also added initial CBaseServer rebuild
TODO: INetChannel rebuild..
2022-03-26 00:24:13 +01:00
Kawe Mazidjatari
96bf41655a Use CBuf_AddText() and Cbuf_Execute() instead
Small improvement
2022-03-25 13:17:57 +01:00
Amos
57a5b5015e Additional cleanup 2022-02-19 16:42:40 +01:00
Amos
8079e0ed4c Heavy cleanup for CHostState methods and signatures
* Add Cbuf_AddText and Cbuf_Execute signatures.
* Remove additional VGui stuff from dedicated statemachine.
* Move signatures to their respective headers.
* De-inline 'CHostState::FrameUpdate()'
* Ported al new patters to GAMEDLL_S1, CEngine still recreation needs extra work
2022-02-19 02:31:16 +01:00
Amos
10174a6206 Initial game client RCON implementation 2022-02-14 23:16:24 +01:00
IcePixelx
f43c5da8ae Huge engine/host commit.
* Rebuild CModGroupApp::Main, did not include the dedicated routine with the empty class global.
* Using a template function now for virtual function calls
* Implemented most of the CEngine class and grabbing its global var now.
* Using local CEngine now in FrameUpdate
* Implemented EngineParms_t fully and grabbing its global var.
* Added macro for adding class member variables at offsets.

A lot of comments added regarding what needs to be done for this commit.

* Check other season compability, wasn't able to do that due to not having access to said binaries at the moment.
* Fix sdklauncher to use widestrings to fix the bug with other languages in path
2022-01-23 18:26:48 +01:00
Amos
24dd364ebf Execute 'autoexec' and 'autoexec_dev' after server and client to override any ConVar's more easily 2022-01-20 03:10:01 +01:00
Amos
df3bfafce6 Register ConCommands as early as possible 2022-01-19 23:46:14 +01:00
IcePixelx
d5a466f7be New vfunc for CHLClient. 2022-01-17 03:35:40 +01:00
Amos
381b97eb65 Remove unnecessary include
basetypes.h is now precompiled
2022-01-16 01:40:27 +01:00
Amos
d182652211 Check and clear console vector even if console is not drawn
The vector could still overflow if user plays the game for a long time while not opening the console at least once.
2022-01-16 01:32:51 +01:00
Amos
44102abbcc Execute dev configs when '-devsdk' parameter is passed 2022-01-10 02:47:19 +01:00
Amos
c0f24e64ff Rename global cvar pointer 2022-01-10 01:31:25 +01:00
Amos
64c07af6e0 Cleanup to use new ConVar utilities 2022-01-09 17:17:05 +01:00
Amos
c292d8ad46 Implement new ConVar features
Slight cleanup with new ConVar features to be used throughout the SDK
2022-01-09 16:18:35 +01:00
Amos
c486c2d593 Portability to S2 completed
CServer functions are evolving quite heavily over these seasons, so these need a bit of work
2022-01-05 02:11:21 +01:00
Amos
84e7729ca0 Add client and debug utilities + cleanup 2022-01-04 11:56:31 +01:00
IcePixelx
f6a4b011f0 ConVar/ConCommands improvements. 2021-12-28 01:14:56 +01:00
Amos
77c2be57ec Fix crash when setting persistence var in CClient struct 2021-12-27 02:06:03 +01:00
Amos
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!).
2021-12-25 22:36:38 +01:00