Report leaks after static destruction via _CRTDBG_LEAK_CHECK_DF instead of calling _CrtDumpMemoryLeaks() at the end of main(), which incorrectly reported every global container as a memory leak.
Also fix the three remaining real leaks which were discovered after all the noise was cleared up:
- Mc_point_list was never freed, because its atexit cleanup was only registered by code that no longer runs. But the list was only a temporary array of pointers used while building the collision tree, so remove it and have model_collide_parse_bsp_defpoints() copy the vertices directly into the tree's point list.
- model_batch_buffer's Mem_alloc copy was never freed. But the copy is actually not necessary, so remove it and pass Submodel_matrices directly.
- Goal_target_names strings were only freed when the next mission was parsed, so the last mission's names leaked at exit. Hold them in SCP_vm_unique_ptr so they are freed with the vector.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
* Extract shadows into own shader and render pass
# Conflicts:
# code/def_files/data/effects/main-g.sdr
* Consolidate render queue code
* More cleanup
* Fix missing clear of shadow buffer inter frame
* Request capability for viewport layer rendering
* instanced shadows
* Fix issues
* Switch to PCF+PCSS and proper textures for it
* Smooth PCSS toggle
* Fix for windows
* Fix OGL error
* Cleanup of old flag
* Expose shadow smoothness
* Fix missing uniform
* Make number of shadow cascades dynamic
* Progress on cockpit shadow integration
* Wrangle Cockpit and show-ship shadows into correct behaviour
* Cleanup
* make player ship shadow table options more intuitive
* Cleanup
* Only read from correct set of shadow maps, also stretch first main-scene map to 0
* Remove now non-necessary validation
* Make shadow cascade buffer more typesafe and less wasteful
* Don't allocate cockpit cascades if not used
* Cleanup
* Final fixes
* Fix Warnings
* clang tidy
* Fix missing fallback for shader precaching
* That weird FOV multiplier that always ruins your day
* Avoid shadow geometry artifacts by using hardware depth clamping
* Correctly handle shadow cascade overrides with hardcoded length
* GCC9 and its sad state of C++17 support.
* Address Feedback
# Conflicts:
# code/graphics/shadows.cpp