Six module interfaces carry windows.h in their fragment, and a fragment's
include guard does not cross the boundary, so a unit that imported first
and included the SDK afterwards parsed it twice: clang reports it as
conflicting redeclarations of BroadcastSystemMessageEx and mismatched
uuids all through the SDK. Same shape as the basic_filebuf failure, one
level further out - the header arrives through d3d12.h, not directly.
Thirty units get a guarded windows.h ahead of everything; on Linux it is
a no-op. Vendored single-header libraries are left alone, and the block
goes after a BOM rather than before it.
The template-header propagation only walked files with a module
declaration, so EU07.cpp, windows.cpp, export_e3d_standalone.cpp and
every betterRenderer source were outside it - including the file with
main(). They reach cParser and friends through eu07.simcore and
instantiate their templates without the headers those bodies name.
Adds audit_modules.py, which checks the whole tree for the seven classes
this migration hit; all seven are clean now.
A header first pulled in through an imported module's global module
fragment leaves no include guard in the importing unit - macros do not
cross a module boundary - so a later textual include parses it again and
MSVC rejects the redefinition. Redoes the betterRenderer sweep with
placement that stays out of #if blocks, which is where the previous one
dropped <fstream> and broke nvrenderer_d3d12.cpp.
Verified locally now that Vulkan and DXC are installed: all 31 targets
compile. glm has to come from eu07.glm only - having it both as a plain
include and as an import made every overload ambiguous. nvrenderer.h is
self-sufficient, since register.cpp includes nothing else. Fixes the
vcpkg triplet, which was pinned to x64-windows.
use gfx queue when loading dynamic textures
fix possible timeout in light culling
exclude lods & transparencies from lod test
add cpu-side submodel structure for ray testing