Allows paks compressed with ZSTD, to be stream decoded at run time. Currently seems to work pretty good, but needs to be further battle tested + cleaned up still.
* split rtech_game and rtech_utils cpp files into multiple files
* rebuilt several large pak load routines for debugging and custom implementations
* moved rson code to rtech_game
* reworked and improved engine and sdk pak precache system
* reversed more of the jobthreads system
Originally, we store the search results in a CMemory instance which we then assign to the actual function pointer. CMemory is just a pointer class; we can assign the results directly to the actual function pointer. This commit reduces a lot of code verbosity, and also reduced roughly 2KiB worth of static pointers in the resulting executable. This commit also officially deprecates the support for any GameDLL's below S3 (Season 3), since it makes more sense to port the assets from earlier/later games back to the version this SDK supports.
Make pak code more consistent.
* Added 'Pak_CloseFile' to SDK.
* Added partial rebuild of 'Pak_ProcessPakFile' to SDK.
* Added compile time assert for 'PakFileHeader_t' structure.