* Remove std::couts littered throughout the base
* working
End of optimizations for now
going faster
* Remove extraneous compare function
std::less<LWOSCENEID> already does this in a map.
* gaming
* Update Zone.cpp
* dlu is moving to bitbucket again
* Update Level.cpp
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Co-authored-by: Jettford <mrjettbradford@gmail.com>
* Logger: Rename logger to Logger from dLogger
* Logger: Add compile time filename
Fix include issues
Add writers
Add macros
Add macro to force compilation
* Logger: Replace calls with macros
Allows for filename and line number to be logged
* Logger: Add comments
and remove extra define
Logger: Replace with unique_ptr
also flush console at exit. regular file writer should be flushed on file close.
Logger: Remove constexpr on variable
* Logger: Simplify code
* Update Logger.cpp
* Add path height correction on world load
* Increase height because Nexus Tower is tall
* Update height checker
- Only go up and down, do not deviate from the point you are on
- As a backup, use the nearestPoint on the nearestPoly, should detour be able to find one.
- Add a debug assert to fail the program should toReturn differ from nearestPoint[1].
Update dNavMesh.cpp
Update dNavMesh.cpp
* Fix if condition to actually return the value...
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Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
* fix: Properly read in scene metadata
* Fix reading in rental time and period from property path
* remove useless name in var
change hex to decimal so it's readable
fix scene transistion loop logic
* fix typoe and remove whitespace
* CDClient cleanup and optimization
- Use static function to get table name
- Remove unused GetName function
- Replace above function with a static GetTableName function
- Remove verbose comments
- Remove verbose initializers
- Remove need to specify table name when getting a table by name
- Remove unused typedef for mac and linux
* Re-add unused table
Convert tables to singletons
- Convert all CDClient tables to singletons
- Move Singleton.h to dCommon
- Reduce header clutter in CDClientManager
* Split out LUTriggers into it's own component
* some cleanup
* fix debug log
* use emplace and tryParse
* slight refactor to make the work on startup
rather than at runtime
Also TODO's for getting targets via all the possible methods
* address feedback
* moving branch
* Add deleteinven slash command
* Change name of BRICKS_IN_BBB
* Use string_view instead of strcmp
* Clean up include tree
* Remove unneeded headers from PCH files
Removes unneeded headers from pre-compiled headers. This increases compile time, however reduces development time for most files.
* Update Entity.h
* Update EntityManager.h
* Update GameMessages.cpp
* There it compiles now
Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
* cleanup and define all unknowns in zone reading
fix for movement path config reading
* simplify reading and don't use intermediates
* fix spelling
* remove dup variable in struct
read to the proper name that relates to the enum
* First iteration of pack reader and interface
* Fix memory leak and remove logs
* Complete packed asset interface and begin on file loading replacement
* Implement proper BinaryIO error
* Improve AssetMemoryBuffer for reading and implement more reading
* Repair more file loading code and improve how navmeshes are loaded
* Missing checks implementation
* Revert addition of Manifest class and migration changes
* Resolved all feedback.