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[GEN][ZH] Fix freeing reference-counted-pointer based memory leaks. #623
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Small update, found that production items in a production queue could leak if there were production queues in progress. Selling or destroying the building appeared to deallocate the queue normally. |
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Rebased with Main and added a new leak fix, Tank like vehicles were leaking particle systems when their W3DTankDraw object was destroyed. |
Small update where some references could be removed too early and some W3D asset manager glue was missing on mech models. |
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GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DTankDraw.cpp
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Removed the MeshGeometryClass change as it was not necessary in the end. The rest should be good to go now. |
DisplayString instances may be leaking all over assert( m_stringList == NULL ); will throw in DisplayStringManager DTOR if you play around with debug keys and exit game, appears to be m_benchmarkDisplayString instance it's holding on to as it contains "FPS 31.25" |
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Rebased with Main after the recent inclusions. Just need to look at what Tomson26 found today. |
…tionUpdate object is destroyed. (#623)
…ng early on null filenames (#623)
…ting gapfiller (#623)
… early on null filenames (#623)
…ction, match Gen to ZH (#623)
…playString in W3DDisplay destructor
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Merge with Rebase
Fix freeing some reference counted pointers so that underlying memory is properly freed.
Will be checking for more so left this as draft for the moment.
Fixes:
Gen - Fix W3DWaypointBuffer not correctly handling it's materials internally, also matched and synchronised memory and initialisation related code changes to ZH.Resolved in another commit so removed other changes for now.