You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
Repository navigation
fix(worldheightmap): Free the legacy cliff state buffer when loading blend tile data - #3482
ParseBlendTileData reads version 7 cliff flags through a temporary buffer, because Generals wrote the rows with a narrower stride than the in-memory layout, and never frees it. About 32 KB per 512x512 map.
Version 7 is what the Generals WorldBuilder writes, so this fires on every map load in Generals and on Generals-era community maps in Zero Hour. The 116 shipped Zero Hour maps are all version 8.
Other issues with loading Generals maps in ZH (#1772) will be handled in follow-up.
Included review availability: This review used your included allowance. Your plan provides up to 4 included reviews per hour; 3 remain after this review.
Walkthrough
The legacy blend-tile version 7 loading path now frees its temporary cliff-state buffer after copying the data into m_cellCliffState.
Changes
Legacy blend-tile loading
Layer / File(s)
Summary
Free the temporary cliff-state buffer Core/GameEngineDevice/Source/W3DDevice/GameClient/WorldHeightMap.cpp
The version 7 parser deletes the temporary buffer after copying its contents into m_cellCliffState.
xezon
changed the title
bugfix(terrain): Free the legacy cliff state buffer when loading blend tile data
fix(terrain): Free the legacy cliff state buffer when loading blend tile data
Oct 13, 2026
xezon
changed the title
fix(terrain): Free the legacy cliff state buffer when loading blend tile data
fix(worldheightmap): Free the legacy cliff state buffer when loading blend tile data
Oct 13, 2026
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
BugSomething is not working right, typically is user facingGenRelates to GeneralsMemoryIs memory relatedMinorSeverity: Minor < Major < Critical < BlockerZHRelates to Zero Hour
3 participants
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
ParseBlendTileDatareads version 7 cliff flags through a temporary buffer, because Generals wrote the rows with a narrower stride than the in-memory layout, and never frees it. About 32 KB per 512x512 map.Version 7 is what the Generals WorldBuilder writes, so this fires on every map load in Generals and on Generals-era community maps in Zero Hour. The 116 shipped Zero Hour maps are all version 8.
Other issues with loading Generals maps in ZH (#1772) will be handled in follow-up.