CMaterial and CMaterialGlue derive from the same abstract classes. The function that builds the culling map uses IMaterialInternal, which is used by CMaterial, CMaterialInternal and CMaterialSubRect. Added a check for CMaterialGlue as these are valid too.
Some CMaterial instances are allocated on the heap, and we only check for bounds in .data/.pdata. Checking bounds is cheap, checking valid ptr's is not. However we are lucky most of the data is within the segments, so running this isn't too costly.
This fixes the problem where the large leaf model in worlds edge was missing.
* Fix all compiler error for GameSDK on S0 and S1.
* Remove some unused patterns and globals (launch performance gains of 100ms).
* Remove most duplicate patterns.
* Relocate globals from engine to a more appropriate location.
* Renamed some unknown vars to a more appropriate name (most of these where obtained a while back, but as we reversed more parts of the engine, some of these vars become known).
* Renamed some vars to fit the naming convention used in the SDK.
* Fixed pattern debug logging using the wrong pointer, thus displaying the wrong address.
* Use c++ methods as much as possible.
* Use enum types for accessing NavMesh objects from array.
* Use size_t for for loops when testing against size types.
* Don't compute strlen twice of more on the same string.
* Don't use unnecessary c string casts if there is a method with a std::string overload.
* Don't create string objects from string pointers if we could use them directly.
* Don't initialize RCON password twice on each change, and don't set if the new password equals the old.
Moved logging functions to dbg.h (tier0) and export them from the dll.
Added additional functions for checking bad pointers (debug only!).
Reduced output code size.
This crash happens when the BSP is missing a lot of shaders and materials.
The call originates from 'R_DrawWorldMeshesDepthOnly()', but it is unclear which missing shader is causing the nullptr. checking for a nullptr here should be sufficient to deal with this kind of missing shader