421 Commits

Author SHA1 Message Date
Kawe Mazidjatari
bc3d42d0be Add client build only to SDK (client.dll)
For future S4 debugging
2022-03-23 23:05:43 +01:00
PixieCore
7d9b125d93 Formating. 2022-03-23 20:33:24 +01:00
PixieCore
7b5676210b Added new ConCommand to list all loaded rpaks. By @r-ex 2022-03-23 20:31:29 +01:00
PixieCore
70b6bb038c CMaterialGlue: Replaced padding at the end with unknown members.
They all have proper sizes.
2022-03-23 19:29:23 +01:00
Kawe Mazidjatari
328fc61b27 Fix MSVC compiler errors 2022-03-23 19:23:53 +01:00
Kawe Mazidjatari
bd990ef0f9 Fix crash cases during buildAINFile 2022-03-22 17:18:29 +01:00
Kawe Mazidjatari
3110bbfb78 Calculate CRC for AIN (for later)
Add CRC calculated from large NavMesh (used to build AIN..)  for later.
The future check will compare AIN CRC and NavMesh CRC and warn if they don't match (recommend a update, and auto run update if cvar set).

Also added better profiling to SaveNetworkGraph code
2022-03-22 01:59:02 +01:00
Kawe Mazidjatari
4bb3be2a8e Implement CPU utils and FastTimer
CPU system utilities and FastTimer (inline)
2022-03-21 23:13:03 +01:00
Kawe Mazidjatari
a49a5bb781 AIN build and saving now fully works
AI is pretty much completed.
All that has to be done currently is making a simplified mesh of a map to cast a NavMesh on.
2022-03-21 13:48:34 +01:00
Kawe Mazidjatari
b99f310198 Parsing Titanfall 2 AIN's now fully works
The AIN structure, including the in-memory structures seem identical to Titanfall 2. I mapped quite a few 'CAI_Network' related functions out and everything seems to line up. But I haven't figured the script nodes out (yet), but looking at this, it seems like they got completely stripped? TODO..

I also found where it creates nodes/links from input NavMesh, the poly structure also seems identical to Titanfall 2, but still haven't found where this extra field gets used.
2022-03-21 00:28:14 +01:00
Kawe Mazidjatari
92edf22b07 The beginning of SaveAINFile 2022-03-20 17:03:46 +01:00
Kawe Mazidjatari
9b33e1b94e Fix more debugdraw 2022-03-19 12:56:22 +01:00
PixieCore
4330b8064b Fixed "mat_crosshair" callback.
Not registering a new command anymore. Instead we fix mat_crosshair.
2022-03-18 22:45:12 +01:00
PixieCore
9476897018 Forgot to add namespace on datatype. 2022-03-18 21:39:55 +01:00
PixieCore
8a672f4dfc CMaterialGlue changes.
Discovered new potential names for class vars.
2022-03-18 21:38:57 +01:00
PixieCore
96ee0a834d Added DXTexture fields to CMaterialGlue 2022-03-18 20:13:28 +01:00
PixieCore
0c9e184e3f GetMaterialAtCrossHair changes, CMaterialGlue changes.
CShaderGlue still needs to be reverse engineered.
CMaterialGlue still needs verification for S0-S2 to see if the struct matches.

Patterscanning GetMaterialAtCrossHair now.
2022-03-18 18:34:27 +01:00
PixieCore
627b25c120 Initial implementation of CMaterialGlue.
Some GUID's are still unknown.

Class members need verification like the material resolution member.

Added a ConCommand for getting the material we are currently looking it and printing it to the console.

Porting to other seasons still need to be done.
2022-03-18 13:47:22 +01:00
Kawe Mazidjatari
35ad8554a5 Somewhat correct working navmesh
The reachability table needs to be figured out still. The issue should be very small, but at the moment I do not have time for it.

The pointer to the table, and table pointers to data is correct, however, not a single poly is ever getting marked as 'reachable' (0xffffffff). This could be either within recast itself (see build_link_table() and set_reachable() functions), or the way the engine parses the data. The function that determines whether poly is reachable is located at '0x140F448E0'
2022-03-18 03:14:07 +01:00
Amos
9f24bc01b0 Update sv_rcon.cpp 2022-03-16 02:04:45 +01:00
Amos
8f7a3ef336 Small improvements 2022-03-16 02:03:06 +01:00
Amos
8202c8fc6c Small improvement 2022-03-16 01:38:00 +01:00
Amos
1cc71342e8 Fix compile for clang-cl
Uncomment when this needs to be debugged again
2022-03-16 01:37:45 +01:00
Amos
7e24c31e94 Forgot this one 2022-03-16 01:36:57 +01:00
Amos
c7b4c939b3 Fix warning when trying to delete old binary post build for copy 2022-03-16 01:36:28 +01:00
Amos
2fb7aef885 Update Pch.h 2022-03-16 01:35:42 +01:00
Amos
7596f44655 Fix alignment 2022-03-16 01:35:29 +01:00
Amos
243c5e4af7 Fix cylinder debug draw 2022-03-16 01:33:58 +01:00
Amos
7cd73893f4 Build navmesh files to game directory
And additional compiler improvements
2022-03-13 22:20:02 +01:00
Amos
3cf36b5d61 Increase compile performance even more for NavMesh Editor
Cleaned up redundant includes
Reordered required ones
2022-03-13 03:00:07 +01:00
Amos
b3f064d009 Create precompiled header for NavMesh Editor and restructure project filter 2022-03-13 02:22:55 +01:00
Amos
bbf37b93c8 Copy netconsole and navmesh editor to 'bin' folder instead 2022-03-13 01:23:53 +01:00
Amos
d71b949468 Add Recast & Detour navmesh editor to SDK 2022-03-13 01:15:52 +01:00
Amos
ee51613492 Add libsdl library to project 2022-03-12 15:38:52 +01:00
Amos
ac94f4fd68 Add Recast & Detour libraries to project
Libraries taken from https://github.com/r-ex/r2recast/tree/apex_legends
2022-03-12 15:11:32 +01:00
Amos
24cd3aa2d5 Small improvements 2022-03-12 13:19:31 +01:00
Amos
faac1232be Make run on S1 again 2022-03-07 13:15:45 +01:00
Amos
ff06cb71eb Fix build for S1 2022-03-07 11:36:45 +01:00
Amos
16f2bbc45c Adapt even more to new log system 2022-03-07 11:32:12 +01:00
Amos
84db6e73db Remove extraneous build configs 2022-03-04 16:23:05 +01:00
Amos
cf92d64a27 Use unicode character set instead of multi-byte 2022-03-04 16:06:36 +01:00
Amos
2fee28ae96 Adapt to new loggers 2022-03-04 15:59:33 +01:00
Amos
6e4a4bde2f Implement SQVM error rebuild in engine with new Warning and Error loggers 2022-03-04 15:34:09 +01:00
Amos
1058a6fa10 Use unicode character set instead and light cleanup/bug fixes 2022-03-04 12:22:17 +01:00
Amos
4a0772bd18 Cleanup completion functions
Use actual CCommand class instead of offsets to members + reduced comments of self explanatory function names now that we use the class instead.
2022-03-02 02:03:46 +01:00
Amos
8e1953cc8d Load STBSP file specified in prereq file
The game now loads a override STBSP file for the BSP if field 'stbsp' in level prereq settings is populated.
2022-03-02 01:16:35 +01:00
Amos
fa8c9be8cc Small adjustment 2022-03-02 01:14:36 +01:00
IcePixelx
2d4c6c7f68 fixing CalcPropStaticFrustumCulling up. 2022-03-01 22:49:57 +01:00
Amos
6583e174de Implement custom paks loading per level
Game will check scripts/levels/mapname.json and load all rpaks in the rpak field.
Game now also unloads pak files loaded by the SDK preventing crashes and unnecessary memory usage.

VPK's and STBSP's are planned to be added as well.
2022-03-01 02:39:46 +01:00
Amos
0509fb0358 Cleanup all redundant empty control statements 2022-02-28 01:05:55 +01:00