Looks like I accidently removed forgot to update function args to prevent this issue. OOPS!
Also rearragned some stuff back around to match the order it was before, seems fine asside from one other issue I found with GL shearing not matching software shearing.
- New array of pointers to structures in memory (currently mixing static for base-game and Callocated for custom)
- Centralises a metric-ton of previously seperately handled properties into one struct
- Gametype_Names[]
- Gametype_ConstantNames[]
- gametypetol[]
- timelimits[]
- pointlimits[]
- gametypedefaultrules[]
- gametypecolor[] - Nep: This one was blan exclusive but I added it regardless.
- Don't attempt to guess custom gametype in Replay Hut (requires more work to make custom gametypes behave across the entire experience)
- I_Error if invalid gametype set
- gametyperules is deprecated since it will never be modified seperately from gametype (temporarily a #define, don't wanna bloat this commit too much)
- Handle mismatched gametypes for client and server on voting screen
- I_Error when running out of gametypes
- Reduce gametype freeslots slightly to avoid colliding with VOTEMODIFIER_ENCORE
-fix faulty boundingbox check in SearchSegInBSP
-fix SplitPoly and CutOutSubsecPoly potentially using uninitialized div points
-fix a few broken debug prints
-remove code for non ZPLANALLOC path, which was broken anyways
-prevent potentially polytile_free dangling pointer
-do some more style cleanup
-remove unused struct members from split_T_t
for #226
this fixes numerous issues with holes in map geometry, misplaced sectors/planes, rare infinite loop hangs
most notably fixes most rendering issues on UDMF/RR maps
needs some testing as this may be slower than the old one
if the map was loaded in software renderer mode the segs floatlength was not set
since this only gets done on map load for non adjusted segs it broke texture mapping on non adjusted segs after switching to gl