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v2.0.0: Borderlands 1 support #69
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    This reverts commit b91b43d.
…re if required. Also provides a hook to remove the 30 timer stopping you from saving.
…they were wrong (still unsure).
…ss of native functions.
… for logging LoadPackage.
…fied objects in 'sset' command.
this is based off of the thought that most types will be generic, so it's less overhead than creating 40 files per game
this means we now fully cover bl1's changes too
in theory this means bl1 is completely usable, have yet to test though
after some time away, decided on a different approach uenum was relatively simple to merge, some of the follow types will be worse instead, we'll keep using macros to change implementations when they're siginificantly different
figure this will make it more clear for anyone just reading the header files
this was nice when first developing the repo, but these days it's better to load up one of the mod manager repos and create a new preset with custom install dir
didn't realize we could do this
missed this one use of the arch define, not having thiscall breaks the stack guard accidentally swapped the two property size types
mopie requested this, why not
since this is all using macros anyway, deducing this doesn't save us much using it makes debugging a whole lot more awkward, since it means the dynamic fields are no longer normal functions, you have to explictly give your specialization
should no longer need to disable intrinsics
in hindsight this casting was never really going to work, it was crashing in bl1 since it has a different layout also importing the namespace removal code from pyunrealsdk, since it makes the function more useful and a bit meaningfully different
been ignoring this for a while... deciding I'm going to drop the commit hashes at this point, it was a bit annoying before, let alone now, and no one really seems to be using them
motiviation is discovering a crash in reign of giants, caused by removing a hook, then having a nested call to the same function invalidate the iterator
  
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BL1 has another, different, set of object layouts. This contains a major overhaul of core types to better handle adjusting object layout at runtime - and in turn letting us add support for it. See changelog for exact details.
I suspect we'll need more fixes before putting out a proper BL1 release, this PR is just preliminary support. The other games should work as is.