The game uses DXGI_FORMAT_R8G8B8A8_SNORM when building the D3D11
input-layout for what CW called Dec3N.
Updated XML import/export to correctly read these values.
When a drawable hash was unknown, it kept the "filename.#dd" name so
exporting to XML lost the hash and importing it back created a broken
file.
Now if the hash is unknown, the name is set to `hash_1234ABCD`, and XML
import checks for `hash_`.
This would "fix" the exported xml from having "22" in the embedded texture's format block.
In before this 22 prevents the xml file from importing into blender via Sollumz, caused the common error "KeyError:22" when some people editing weird-making mods.
* Audio.rel.xml updates
* Update RelFile.cs
* Audioconfig.dat4 changes + fix for config game crash
Credits to alexguirre for type & fieldname changes to ERSettings (prev UnkER) and Vector3 (prev Orientation)
RpfFile:
- Limit RPF entry names to 256 characters because long names can cause the RPFExplorer to freeze when opening its directory.
- Skip RPFs with paths longer that 5000 characters, which are probably an attempt to make CW run out-of-memory.
ExploreForm:
- Use `Path.GetExtension` directly instead of `FileInfo` to prevent `PathTooLongException`s.
- Check for invalid characters in file names to prevent `ArgumentException`s.