zAllocator, string usage optimizations, VDF file support for renderer resources#367
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zSTRINGlayout to skip calls to ToChar and instantly get to the actual string data and lengthzFILE_VDFSsupport_WORK\DATA\TEXTURES\REPLACEMENTS\TEXTURENAME_NORMAL.DDS_WORK\DATA\TEXTURES\REPLACEMENTS\TEXTURENAME_FX.DDS_work\Data\Textures\GD3D11\Raindrops\cv0_vPositive_0000.ddsthroughcv0_vPositive_0369.dds_work\Data\Textures\GD3D11\Raindrops\Snow_0000.DDSthroughSnow_0255.DDSzSTRINGas well aszFILE_VDFSMaterialInfowas bound incorrectly. (even if it wasn't used)I ran around in G1 and Chronicles of Myrtana, no memory leaks were observed, when doing nothing memory usage was constant and unchanged. Also game did not crash otherwise when changing maps or going large distances or just playing.