The original broken code had it always reset the translucency info to 'not present'.
The first fix completely removed that line, although it was merely misplaced, but still necessary to avoid constant re-checking of the same texture.
- fixed: Textures which are already scaled should not be upsampled.
- fixed: The transparency check in the upscaling code checked the wrong modes for exclusion when handling translucent textures.
- fixed: The 'may not be expanded' state should be stored in the texture and reused later. This also needs to revalidate the material if it decides that expansion should be disallowed.
- use sampler objects to avoid creating up to 4 different system textures for one game texture just because of different clamping settings.
- avoids flushing all textures for change of texture filter mode.
- separate sprite and regular dimensions on the material level to have better control over which one gets used. It's now an explicit parameter of ValidateTexture. The main reason for this change is better handling of wall sprites which may not be subjected to such handling.
- create mipmaps based on use case, not texture type.
- allows removal of FCloneTexture hack for proper sharing of the same sprite for decals and other purposes.
- better precaching of skyboxes.
After thinking about it for a day or so I believe it's the best option to remove all compatibility code because it's a major obstacle for a transition to a core profile.