* the bunch drawer can at most process an angular range of 180°. If this gets exceeded it can run into wraparound issues that may cause holes in the geometry.
* there was no clipping to the current field of view so it always checked the full 360°.
* moving polymost_voxdraw into polymost.cpp.
* consolidated all remaining voxel code in hw_voxels.cpp. All original Build voxel code is completely gone now, except for polymost_voxdraw, so this got moved out of the build/ folder.
* integrate Blood's voxel init code into the main function.
* some further cleanup was allowed as a result of this, so engineInit is gone now because these parts can now be done outside the games' app_init functions.
* Using the Doom-style dome here because it looks better.
* this necessitated changes to the backend to allow both types of sky domes at the same time
* do not clamp panning fields for cloudy sky with the new renderer because this makes the texture jump.
* Build skies need a different mesh for the dome - the one from GZDoom distorts them too much.
* made adjustment to the positioning math after redoing the mesh
* Exhumed abuses some strange effect of the original sky placement math which means the y-offsetting must be disabled for this game.
* RRRA sky initialization fixed. It must be done after setting up the tiles.
Since these do not fully get processed sequentially the contents need to be preserved until needed.
This required getting rid of the global tsprite array. Polymost still uses a static vatiable, though, but this is only accessed in polymost-exclusive code.
* Blood's automap was not drawn at all.
* SW's automap always showed all sectors
* SW's player sprite was not rendered.
* Non-automap: Forward gotsector to the game code because there's still a few places in Blood that need it.
This still depends on Build's tsprite array which is global so its contents are too volatile for delayed geometry generation.
This needs to be refactored later but it can only be done when Polymost is gone.
* masked walls were inserted into the sprite render list, causing sorting issues and depth fighting (see Duke's cameras and the 'closed' sign in Route66/Carnival.map)
* vertical and horizontal wall sprites needed their sorting functions swapped.
* plane clipping for wall sprites used bad coordinates.