Amos d5b2e58dae Code base refactor + major performance and readability improvement. Read description for details.
* Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable.
* Document most functions with valve style 'Purpose' blocks.
* Rename variables to match the rest of the codebase and Valve's naming convention.
* Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK.

* Obtain globals or pointers directly instead of waiting for runtime initialized data.
* Dynamically search for all functions and globals (this doesn't count for dedicated yet!).
* Initialize most in-SDK variables.

* Move certain prints and other utilities under ConVars to reduce verbosity and increase performance.
* Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future.
* Type global var pointers appropriately if class or type is known and implemented.
* Forward declare 'CClient' class to avoid having 2 'g_pClient' copies.
* Add IDA's pseudo definitions for easier prototyping with decompiled assembly code.

* RPAK decompress Command callback implementation.
* Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\').

* VPK decompress Command callback implementation.
* Move CRC32 ands Adler32 to implementation files.

* Server will print out more details about the connecting client.

* Upgrade ImGui lib to v1.86.
* Don't compile id3dx.h for dedicated.
* Don't compile id3dx.cpp for dedicated
* Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console

* Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors.
* Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up.
* Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00

29 lines
824 B
C

//
// Copyright(c) 2016-2018 Gabi Melman.
// Distributed under the MIT License (http://opensource.org/licenses/MIT)
//
#pragma once
//
// Include a bundled header-only copy of fmtlib or an external one.
// By default spdlog include its own copy.
//
#if !defined(SPDLOG_FMT_EXTERNAL)
#if !defined(SPDLOG_COMPILED_LIB) && !defined(FMT_HEADER_ONLY)
#define FMT_HEADER_ONLY
#endif
#ifndef FMT_USE_WINDOWS_H
#define FMT_USE_WINDOWS_H 0
#endif
// enable the 'n' flag in for backward compatibility with fmt 6.x
#define FMT_DEPRECATED_N_SPECIFIER
#include <thirdparty/spdlog/include/fmt/bundled/core.h>
#include <thirdparty/spdlog/include/fmt/bundled/format.h>
#else // SPDLOG_FMT_EXTERNAL is defined - use external fmtlib
#include <thirdparty/spdlog/include/fmt/core.h>
#include <thirdparty/spdlog/include/fmt/format.h>
#endif