d3d_OBJECT::LoadTexture never checked D3DXCreateTextureFromFileA, cached
the NULL texture, and unconditionally AddRef()ed it - an access violation
on any missing/unreadable texture, hit by every bare working copy because
the pod skins (VIDEO\player1-8) come from the presets/replacement-material
path, not the depot. Failures now log the filename+hr and the draw op
renders untextured, matching the existing no-texture-filename path. Also
guard the unchecked gReplacementData->find() in LoadObject (same latent
UB one branch earlier).
Verified in the sandbox working copy: the game now boots to a running
RPL4 window with -windowed -egg TEST.EGG (RIO served by vRIO), logging
the eight missing pod skins instead of dying in MakeEntityRenderables.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Imports the current Win32 source for the pod-racing game 'Red Planet',
built on the MUNGA engine and its L4 (Win32/DirectX) platform layer:
- MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend
- RP / RP_L4: Red Planet game logic and Win32 application
- DivLoader, Setup1: asset loader and installer project
- lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies
Removed stale Subversion metadata and added .gitignore/.gitattributes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>