15 Commits

Author SHA1 Message Date
Kawe Mazidjatari
ef69611435 Replace memalloc calls throughout entire SDK
Global 'direct' usage of 'MemAllocSingleton()' has been jettisoned. Where possible, smart pointers were used instead. During the refactor, the following bugs were addressed and fixed:
- The virtual destructor of 'CCVarIteratorInternal' was NOT called on destruction.
- Class function 'KeyValues::MakeCopy' did NOT calculate the buffer size of the wide string correctly, the original calculation was 'len+1*sizeof(wchar_t)', but should've been '(len+1)*sizeof(wchar_t)'.

Some other code changes include:
- Tier0 include 'memstd.h' has been moved above all thirdparty includes, to make sure the memalloc functions get shadowed with ours in third party libraries as well.
- RPak file paths string literals are now defines.
- 'DestroyOverlay' has been refactored to match the assembly of the game.
2023-06-26 22:34:24 +02:00
Kawe Mazidjatari
ad66236a90 Fix compile error
Var was renamed.
2023-02-23 23:47:58 +01:00
Kawe Mazidjatari
68ae16d93a Fix bug in 'Detour_LevelShutdown'
Pointer in array never got nulled after getting freed, causing undefined behavior. Also made a dedicated function for clearing a NavMesh slot by hull.
2023-02-18 13:21:31 +01:00
Kawe Mazidjatari
9ea06aa65d Use 'Assert' instead 2023-01-25 19:21:06 +01:00
Kawe Mazidjatari
a618990937 Detour code refactor
This change was planned for a long time. This moves all REGISTER calls to a single translation unit, this is required as we currently added a very dirty workaround for not registering duplicates by checking if VFTable pointer was already present in the vector... Registering from single translation unit prevents duplicate instances that gets created if header is included by more cpp files.
Reworking this reduced 100kb+ of compiled code. This commit also reworked the way functions/variables/constant gets logged with their addresses; the new code formats them on the fly, and allows for resize at any time. Formatting is no longer required by programmer.

TODO: currently there are some compile errors for dedicated and client dll's. These will be resolved very soon as they need to be properly worked out still (server & client only stuff needs to be properly split). Use the 'main' (stable) branch for the time being if you need to compile these dll's.
2023-01-25 02:26:52 +01:00
Marvin D
4af22ede90 fix compilation. 2022-11-09 23:37:33 +01:00
Kawe Mazidjatari
8147431b0f Rename Detour_Free() to Detour_LevelShutdown()
Added the missing call to v_Detour_LevelInit(), which was removed for debugging purposes.
2022-11-05 00:11:17 +01:00
Kawe Mazidjatari
4bd164a535 NavMesh hot swap system improvements
* Check if server is active in command callback before attempting to hot swap.
* Hook 'v_Detour_LevelInit', and log NavMeshes that failed to load.
* Split free/destroy logic into separate function.
* Created constants for NavMesh and AI Network paths/extensions.
* Added performance profiler for hot swap logic in command callback.
* Renamed "navmesh_reload" to "navmesh_hotswap".
* "navmesh_hotswap" is now development only.
2022-11-03 17:12:22 +01:00
Kawe Mazidjatari
ba252c8e98 Implement logic for hot swapping NavMesh
The new command 'navmesh_reload' hot swaps the current NavMesh for all hulls in memory, with that of the 'new' files on the disk. The memory of the old NavMesh gets freed and destroyed.
2022-11-03 10:44:59 +01:00
Kawe Mazidjatari
33e1795cf1 NavMesh util assert cleanup
Use actual array size for array access asserts.
2022-10-02 02:19:07 +02:00
Kawe Mazidjatari
bd0edc663d Add 'g_pHullMasks' into SDK
Static array of hull masks
2022-07-20 12:33:39 +02:00
Kawe Mazidjatari
2dd66662b2 Add g_pNavMesh to SDK
Add g_pNavMesh to SDK and a simple wrapper for obtaining NavMesh from array.
2022-07-13 11:42:07 +02:00
Kawe Mazidjatari
79372aa485 Prefix internal function pointers with 'v_' 2022-06-12 13:24:30 +02:00
Kawe Mazidjatari
2dcbf59041 Move ConVar/ConCommand stuff to tier1 instead and cleanup KeyValues/KeyValuesSystem 2022-04-09 16:16:40 +02:00
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