For something that was never used it is simply too costly as it sits in a critical segment of code where it prevents optimization of multiple calls to GetGameTexture in a code block.
If this ever gets reimplemented it must be on a higher level - this simply does not work right.
Since all material layers except the brightmaps are relatively rare encounters these were taken out of the main texture object and offloaded to a substructure that is only allocated on demand.
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed.
What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
Unlike Doom, a similar limit does not exist here and must not be enforced. Any texture from this folder needs to be usable by its full name without extension to be able to replace named tiles.
Game compiles and runs but transparency doesn't work yet.
# Conflicts:
# source/CMakeLists.txt
# source/core/menu/menu.cpp
# source/core/textures/buildtiles.cpp