merge: sync thesuperhackers upstream (06-19-2026)#170
Merged
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…:8 to allow loading all textures with modern gpu (TheSuperHackers#2788)
…TextureLoadTaskClass::Begin_Uncompressed_Load() (TheSuperHackers#2789)
…rk commands in chronological order when overflowing (TheSuperHackers#2736)
Merge 10 commits from TheSuperHackers/main: - AI guard mode behavior fix (TheSuperHackers#2197) - CRC mismatch fix for disconnected players (TheSuperHackers#2796) - Network command ID overflow ordering fix (TheSuperHackers#2736) - Pathfinder single-unit movement destination fix (TheSuperHackers#2296) - Texture loader refactor and fixes (TheSuperHackers#2788, TheSuperHackers#2789) - Waypoint/PolygonTrigger label lookup perf improvement (TheSuperHackers#2761) - SelectionXlat unification (TheSuperHackers#2792) Conflict resolution in textureloader.cpp: - Preserved GeneralsX headless null checks (Texture, DX8 caps, D3DTexture) - Adopted upstream variable renames (orig_w->orig_width, etc.) - Dropped redundant MipLevelCount assignment (upstream refactor) Validation: - macOS: configure + build OK (GeneralsXZH and GeneralsX) - Linux: configure OK, build has pre-existing DXVK header path issue (windows_base.h not in include path - not caused by this merge)
…rs-sync-06-19-2026
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Description
Sync from TheSuperHackers upstream (10 commits from main branch)
Merged Changes
Conflict Resolution
Only 1 file had conflicts:
Core/Libraries/Source/WWVegas/WW3D2/textureloader.cppResolution strategy:
MipLevelCountassignment (made obsolete by upstream refactor)Validation
Testing Checklist
Risky Areas
textureloader.cpp— upstream refactor was extensiveAIPathfind.cpp— newRETAIL_COMPATIBLE_PATHFINDINGguardGameLogic.cpp— CRC validation now skips disconnected playersNetCommandList.cpp— command ID overflow handling changed