Fully implemented ConVar class so we could statically construct all SDK convars, this avoids a level of indirection, and allows for creating ConVar's everywhere in the project.
This patch also removed the settings tab of the ImGui server browser, as it has threading issues, while it technically never caused a crash yet, it has been removed as there was no point keeping it vs the work required to make it thread save (it only managed 2 convars which are perfectly manageable through cfg's or the in-game console).
Also temporarily disabled the creation of ConVar's in the mod system due to a memory leak, we would allocate and register a convar based on details parsed out of a mod file definition, but never unregister and free it.
Mixed MAX_BACKUP_COMMANDS with MAX_NEW_COMMANDS, added proper (confirmed) defines. Also fixed MAX_BACKUP_COMMANDS_PROCESS, which was 60 but was supposed to be 64, so we were 4 backup commands short in CPlayer::ProcessUsercmds().
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.
Utilize the new IDetour::DetourSetup() code, IDetour::Attach and IDetour::Detach have been removed in favor of this (significantly reduces chance of user error). Since the template check happens in the idetour header, it is much more aggressive on type mismatches, such as a difference in parameter types, between the function and detour, will now raise a compile time error. As a result, some type mismatches have been fixed in this commit as well.
Some parts of the engine have to be rebuild in order to implement this correctly, therefore, it has been removed for now to avoid potential performance problems.
fps_max_rt and fps_max_gfx have been limited to 295 to avoid a contest with the engine's hard limit causing huge performance hits.
Propagated latency markers in an attempt to further reduce input latency. Code is pending rigorous testing on several systems, including systems powered by an AMD GPU to make sure we are not impacting performance on systems that does NOT support NVIDIA Reflex.
Ported the logic from the more recent builds into the SDK rebuild. Note that this isn't all that has changed in the live builds, but were the only things worth porting back. Frame times are now properly clamped on the client. Some testing revealed that the movement now feels identical to the live version of the game, which was the target. This commit also fixes a bug in CL_Move were the datagram was not send, and the next cmd time wasn't set if the client was NOT active, while it should have.
Function 'CL_Move' has been fully rebuild in the SDK. Originally, the game checked if the delta time exceeded an amount defined by an immediate value, and dropped usercmd's if that was the case. This logic has been replaced with a more dynamic solution, and the console variable regulating this ('fps_input_max') is set to 200.0 by default (the same as the fix applied in the Season 9.1 Genesis update). This function also has been slightly optimized by removing duplicate operations that were performed in the original function. A second fix has been applied to 'CInput::JoyStickApplyMovement' that was also found changed in the Season 9.1 Genesis executable. In that function, an extraneous clamp was performed on the frame time causing viewstick problems when usercmd's get dropped in CL_Move.