* All libraries have been isolated from each other, and build into separate artifacts.
* Project has been restructured to support isolating libraries.
* CCrashHandler now calls a callback on crash (setup from core/dllmain.cpp, this can be setup in any way for any project. This callback is getting called when the apllication crashes. Useful for flushing buffers before closing handles to logging files for example).
* Tier0 'CoreMsgV' function now calls a callback sink, which could be set by the user (currently setup to the SDK's internal logger in core/dllmain.cpp).
TODO:
* Add a batch file to autogenerate all projects.
* Add support for dedicated server.
* Add support for client dll.
Bugs:
* Game crashes on the title screen after the UI script compiler has finished (root cause unknown).
* Curl error messages are getting logged twice for the dedicated server due to the removal of all "DEDICATED" preprocessor directives to support isolating projects. This has to be fixed properly!
'v_Plat_FloatTime' is only initialized during detour init. Using the loggers before will cause a crash. Code now logs 0.0 when v_Plat_FloatTime is nullptr. Showing 0.0 at this stage is correct as the game dll isn't initialized by then.
* Replaced the boolean 'fatal' parameter with a error code parameter, anything non-null will prompt a message (fatal) and terminate the process with given error code.
* Fixed bug where the global ostreamsink for spdlog did NOT get cleared in 'SQVM_PrintFunc' when cvar 'sq_showvmoutput' was < 3. Moved to global scope.
* Added error message for when detouring the process has failed, with the error code.
* Only call 'Plat_GetProcessUpTime()' once per log, (improves performance and fixes bug where the error message box would show a different time stamp than what is logged into the console or file).
* All TIER0 loggers only log to notify and console when the SDK engine has fully initialized and detoured all functions.