| Rev | Author | Branch | Log Message | Date | SHA |
|---|---|---|---|---|---|
| r23885 | 1.7 | Fix SVG crashes (client.dll) |
16 February, 2026 | ||
| 1.7 | Fix crash in CEntitySAInterface::GetBoundRect_ |
16 February, 2026 | |||
| 1.7 | Fix crash in AddVehicleTxdFallback |
16 February, 2026 | |||
| r23882 | 1.7 | • Fix crash in building removal after IPL streaming (streaming out an IPL sector) • Attach pointer lifetime to actual entity lifetime, preventing leaked tracking refs from building up across IPL stream cycles. |
16 February, 2026 | ||
| r23881 | 1.7 | clang fix |
14 February, 2026 | ||
| r23880 | 1.7 | Fix old, popular SA crash @ 0x001A5735 |
14 February, 2026 | ||
| 1.7 | Addendum to d45d25e |
14 February, 2026 | |||
| r23878 | 1.7 | Fix memory leak and stale entries in building removal tracking |
14 February, 2026 | ||
| 1.7 | Guard RestoreOriginalModel against removing models with active refs SA's streaming GC checks usNumberOfRefs == 0 before removing models. RestoreOriginalModel skipped this check, which could cause TXD ref ... |
14 February, 2026 | |||
| r23876 | 1.7 | Retry leaked TXD slots on session reset instead of losing them Previously, g_PermanentlyLeakedTxdSlots was just logged and cleared, so leaked slots stayed occupied forever. Now they get queued into ... |
14 February, 2026 | ||
| 1.7 | Clear expanded building pool upon disconneect/reconnect. This was a missed cleanup when EngineSetPoolCapacity got added. |
14 February, 2026 | |||
| r23874 | 1.7 | Clean up some textures logging |
14 February, 2026 | ||
| r23873 | 1.7 | Addendum to 93605f1 & c780fb8, to further improve the situation for engineRequest• textures: Proper and safe clearing across sessions. Fix UAF in engineRequestTXD cleanup on disconnect/reconnect On disconnect, reconnect, or resource restart, CClientModel::RestoreTXD destroys the engineRequestTXD pool slot immediately. But CClientTXD elements that imported textures into that slot via engineImportTXD may still be alive (queued by DeleteRecursive). Their later ModelInfoTXDRemoveTextures call would access freed TXD data through stale perTxdList entries. ... |
14 February, 2026 | ||
| r23872 | 1.7 | Addendum to 93605f1: Fix similar issues, but then for resource stop |
13 February, 2026 | ||
| r23871 | 1.7 | Fix cross-session TXD/DFF leaks and bleeds (textures sometimes carrying over) |
13 February, 2026 | ||
| 1.7 | Fix #4704 (Seasparrow / hunter guns are broken). The bug was introduced by 4b67706. For Seasparrow/Hunter, the VEH_GUN dummy is {0, 0, 0} in MTA's per-vehicle dummy positions copy.. this is expected because {0,0,0} means the gun fires from the model's base/origin position |
13 February, 2026 |