- Reload map list each time the combo box is opened (needs to refresh if user installed a new map while launcher is still open).
- Reload playlists each time the combo box is opened (makes sure that the list is up-to-date if user modified it in any way).
- Use global VPK dir regex to parse out map names.
The launcher would regularly throw the PSA (Program Compatibility Assistance) notification upon exit. Running the program with address sanitizer revealed 'CSurface::GetControlValue()' returned a pointer to a temporary buffer, this is destroyed as 'Forms::Control::Text()' returns class String by value. 'CSurface::GetControlValue()' is no longer necessary since we moved to the official KeyValues class, so this function has been removed all together and the issue has therefore been fixed.
- SDK Launcher is now a proper GUI app (no longer defaults to terminal, but can of course still be used in the terminal).
- Set uniform font on all controls (GetStockObject sometimes returns fonts that isn't currently supported on the UI layout causing text to clip; we don't show in other languages or character encodings so we should just default to Microsoft Sans Serif).
- Make anchors uniform for all controls (resize not yet supported).
- Don't attempt to send commands to game instances if command string is null or empty.
- Clamp surface console list size to window size.
- Remove surface console logger boilerplate (surface logging is now a dedicated function).
- Use actual SDK logging system for console prints/warnings/errors.
- Fixed bug where the use of a shared stack buffer caused truncated parts of the file name to end up in the command line text.
The terminal window isn't always necessary, especially on Linux systems. In fact, it causes issues on some Wine environments. Allow user to disable it with -noconsole. This option only exists on the dedicated server. The client builds have the console disabled by default, and can enable them with -wconsole.
Untoggled by default due to popular demand (most wanted to launch full screen). Also renamed maxFPS field to fpsMax to remain consistency with the actual cvar name.
* Moved dedicated server command line parameter init to 'init.cpp'.
* Registered 'SV_Main' on the client, this is engine code (lower level 'local' server wrappers).
* Disabled registration of Weapon_Bolt, although this is shared game code, this particular file is only used for the SERVER at this moment.
* Added the '-noserverdll' command lien parameter to instruct our loader.dll to load the client.dll instead.
* Adjusted the loader and sdklauncher project to support the loading of client.dll.
Some of its defines were located in the 'launcher' library directory, but it only contained defines for the SDK launcher, this has been moved to 'sdklauncher_const.h'. Also renamed the 'launcher_pch.h' PCH to 'sdklauncher_pch.h' to avoid confusion with 'launcher' and 'sdklauncher'.
- Added missing implementation for 'numworkerthreads' text box.
- Swapped 'single-core server' toggle with 'processor affinity' text box.
- Performed additional light code cleanup.
The single-core dedi cvar now only gets set when 1 bit is set in the affinity mask, as that implies single core usage.
Since the SDK loader (loader.dll) is taking care of loading the DLL with the process, the SDK launcher no longer needs to inject it. Replaced call 'DetourCreateProcessWithDllsA' with 'CreateProcessA', and performed additional cleanup
Previously, it was all controlled from the global init (applied to all projects), but some projects need different options. With these changes, you can disable the common options applied in the 'add_module' macro, and set your own if desired.
Treat them as errors globally. Most of the time a warning is a bug, or problem in code that could be solved in a different (better) manner. Thirdparty code have this disabled. The warnings as errors option can be globally disabled through the CMake GUI, but this is not recommended.
Use the 'add_module' macro to add modules without creating duplicate code. This macro also takes a reuse PCH as parameter, so modules that need a precompiled header, could reuse those from different targets that compile them. This commit also restructures the group order of the generated solution files for easier code navigation.
* 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!
RCON upgrade with additional logging system improvements:
* Netconsole's can now log received messages in color, even when the RCON server has ANSI colors disabled; logs are fully composed locally.
* RCON server now also sends the log type over the wire, along with the (already existing) context.
* SDK logging code is now shared with the standalone netconsole application.
* Improved logging readability for the standalone netconsole application.
* Use C-style format specifiers everywhere.
* Use std::string as much as possible.
* Reorder CSurface class structure by groups.
* Light optimizations in 'CSurface::ForwardCommandToGame'.
* Fixed bug causing command line interface not to work properly.
* Optimized warning text and instructions.
* Terminal will not be freed when compiled in Debug/Profile.
* The console will now forward the command to all game window instances.
Path has to be changed due to project include changes. The r5dev directory is no longer a system include, however, the compiler expects includes from system when compiling resources.
Asan: used destroyed temporary to construct '-numreservedcores'.
Changed logic to only pass to engine when input is actually a number and its value is > -1.
* Added some getters in 'CBaseEntity' and 'CServerNetworkProperty'.
* Implemented 'CPlayer::SetTimeBase'.
* WIP implementation of 'CPlayer::RunNullCommand'.
* Enabled '-forceborder' as this has been fixed in the engine.
* Enabled 'UpdateSDK', we will attempt to create an updater using a batch file.
* Less boilerplate code (will be reduced even more in the future).
* Renamed 'No border' to 'Borderless'.