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Update master 2025 12 #59
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…ects customizable (TheSuperHackers#1592) Adds new fields ObjectPlacementOpacity=0..1 and ObjectPlacementShadows=Yes/No to GameData.ini
… double-click selection logic (TheSuperHackers#1608)
…ath of GLA Battle Bus (TheSuperHackers#1603)
…or for shrouded objects (TheSuperHackers#1543)
…ing a GLA Tunnel Network (TheSuperHackers#1522)
…kers#1541) Replaces CursorCaptureMode with the following options in Options.ini: CursorCaptureEnabledInFullscreenGame=yes CursorCaptureEnabledInFullscreenMenu=yes CursorCaptureEnabledInWindowedGame=yes CursorCaptureEnabledInWindowedMenu=no
…more than once a frame (TheSuperHackers#1579)
…e the legacy non interpolated updates to the ww3d sync (TheSuperHackers#1579)
…lass::animate, SphereRenderObjClass::animate (TheSuperHackers#1579)
…jClass::Render, TexProjectClass::Pre_Render_Update (TheSuperHackers#1579)
…t player index to check shroud status when placing structures (TheSuperHackers#1646)
…Main, Mouse, HeaderTemplate (TheSuperHackers#1939)
…perHackers#1594) Crash dumps are stored in %USERPROFILE%\Documents\Command and Conquer Generals Zero Hour Data\CrashDumps
… and slow CI builds (TheSuperHackers#1973)
This fixes a runtime crash in Generals due to incomplete code merging
…ons, misc formatting tweaks (TheSuperHackers#1959)
…e() and NetPacket::readFileAnnounceMessage() (TheSuperHackers#1981) Co-authored-by: JBremer <[email protected]> Co-authored-by: SkyAero <[email protected]>
…BaseHeightMap, FlatHeightMap, W3DPropDraw, W3DTreeDraw, W3DPropBuffer, W3DSnow, W3DTerrainBackground files to Core (TheSuperHackers#1991)
…ileMessage() and NetPacket::readFileAnnounceMessage() (TheSuperHackers#2005) Co-authored-by: SkyAero <[email protected]>
… Shell Map (TheSuperHackers#2002) Keys P and O no longer pause the Shell Map. But Shift+P and Shift+O still do
…eCode into update_master_2025_12 # Conflicts: # GeneralsMD/Code/GameEngine/CMakeLists.txt # GeneralsMD/Code/GameEngine/Include/Common/INI.h # GeneralsMD/Code/GameEngine/Include/Common/KindOf.h # GeneralsMD/Code/GameEngine/Include/Common/SubsystemInterface.h # GeneralsMD/Code/GameEngine/Include/GameClient/Drawable.h # GeneralsMD/Code/GameEngine/Include/GameLogic/Damage.h # GeneralsMD/Code/GameEngine/Include/GameLogic/ExperienceTracker.h # GeneralsMD/Code/GameEngine/Include/GameLogic/Module/AIUpdate.h # GeneralsMD/Code/GameEngine/Include/GameLogic/Module/LaserUpdate.h # GeneralsMD/Code/GameEngine/Include/GameLogic/Module/StealthUpdate.h # GeneralsMD/Code/GameEngine/Include/GameLogic/Module/WeaponBonusUpdate.h # GeneralsMD/Code/GameEngine/Include/GameLogic/Weapon.h # GeneralsMD/Code/GameEngine/Include/GameLogic/WeaponSet.h # GeneralsMD/Code/GameEngine/Source/Common/GameEngine.cpp # GeneralsMD/Code/GameEngine/Source/Common/GlobalData.cpp # GeneralsMD/Code/GameEngine/Source/Common/INI/INI.cpp # GeneralsMD/Code/GameEngine/Source/Common/RTS/Player.cpp # GeneralsMD/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp # GeneralsMD/Code/GameEngine/Source/Common/System/SubsystemInterface.cpp # GeneralsMD/Code/GameEngine/Source/Common/System/Upgrade.cpp # GeneralsMD/Code/GameEngine/Source/Common/Thing/ThingTemplate.cpp # GeneralsMD/Code/GameEngine/Source/GameClient/Eva.cpp # GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp # GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/ParkingPlaceBehavior.cpp # GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/PoisonedBehavior.cpp # GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Body/ActiveBody.cpp # GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Contain/GarrisonContain.cpp # GeneralsMD/Code/GameEngine/Source/GameLogic/Object/ExperienceTracker.cpp # GeneralsMD/Code/GameEngine/Source/GameLogic/Object/FiringTracker.cpp # GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Locomotor.cpp # GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp # GeneralsMD/Code/GameEngine/Source/GameLogic/Object/ObjectCreationList.cpp # GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp # GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/MissileAIUpdate.cpp # GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/LaserUpdate.cpp # GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/LifetimeUpdate.cpp # GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/ProductionUpdate.cpp # GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/StealthUpdate.cpp # GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Weapon.cpp # GeneralsMD/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp # GeneralsMD/Code/GameEngineDevice/CMakeLists.txt # GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp # GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DOverlordAircraftDraw.cpp # GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DOverlordTankDraw.cpp # GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DOverlordTruckDraw.cpp # GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DScene.cpp # GeneralsMD/Code/Libraries/Include/Lib/BaseType.h # GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/mesh.h
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merged SH master