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fix: Port TheSuperHackers performance, crash, leak, rendering and window fixes - #638
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This was referenced Oct 24, 2026
This was referenced Oct 25, 2026
…PI::RequestGameLeave() (TheSuperHackers#3462)
… prevent duplicate modals for the same window (TheSuperHackers#3224)
…ed list has no associated m_info (TheSuperHackers#3113)
… dangling linked list pointer (TheSuperHackers#3113)
…I field to control it (TheSuperHackers#3188) Set VolParticleDepth=1..16 in ParticleSystem INI definitions to configure the depth for volume particles
…le rendering by 15 to 30% (TheSuperHackers#3155)
…nt() if RallyPointMarker was not defined in INI (TheSuperHackers#3304)
…olumeParticle() when no size array is given (TheSuperHackers#3280)
…nsitionsHandler::remove() (TheSuperHackers#3329)
…ioManager::selectProvider() (TheSuperHackers#3281)
…elperClass::getManglerName() (TheSuperHackers#3346)
…ows on resolution change and/or shutdown (TheSuperHackers#3414)
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Replaces #640, #641, #633, #636 and #643, closed as folded into this PR. Upstream fixes from TheSuperHackers/GeneralsGameCode, ported as commits with the upstream number in the title:
LANAPIGameInfoand lobby player leakswinRepaint0.155 to 0.099 ms per frame upstream), plus the two bugs that rebuild hidScriptEngine::findScript()around 85% cheaperPathfinder::processHierarchicalCellVolParticleDepthINI field that defaults to the old hard coded depthControlBar::showRallyPoint,ControlBar::updateSpecialPowerShortcut,PointGroupClass::RenderVolumeParticle,W3DTerrainVisual::loadRequire,W3DModelDraw::handleClientRecoilandGameWindowTransitionsHandler::removeINI::parseBitString8, an out of bounds read inMilesAudioManager::selectProvider, a stack buffer overflow inFirewallHelperClass::getManglerNameSoundSceneObjClass, a staleGameSlotIP after a resetDisplayStringevery frameControlBarandReplayControlwindows are deleted properly on resolution change and shutdownW3DDisplay.cppcopies because GO still has one per gameMapReaderWriterInfo.h,Recorder.h,GameSpyGameInfo.h,GameWindowManagerScript.cpp,part_emt.cpp,part_ldr.cpp,W3DDisplay.h,InGameUI.handInGameUI.cppexist once per game here and are changed in both. TheGameInfodestructor and theImageCollectionfix already exist, so those parts are skipped. Upstream's replay checks passed for every port, and particle templates are not part of the INI CRC, so stock data gives the sameini:value.z_generalsbuilds, theGeneralscopies are not compiled. Not run in game.