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* Break out of loop when we found and cached the primary graphics device. * Log total and available ram with more accuracy. * (New) log total and available disk space the game is being ran from. * Cache hardware details such as disk space, ram space and graphics device so the crash callback could also use it. * Calculate highest XMM number as unsigned so an ABS call is not needed. * Make the crash callback const. * Provide pointer to instance to the crash callback. * Fix crash callback not running properly; it should always be ran in the context of the current crash, not after. The callback is now ran after the crashmsg application has been started.