That's fine, I know SF can have issues from time to time.
Which texture did you use for the switch? It must be one which begins with SW1 or SW2 for it to animate. Also is the switch on a two-sided line? If it is, make sure no other parts of a line have a switch texture, since the game will only animate one of the parts (upper or lower) and it might the part which is not visible. The map checking functions can usually find this particular issue.
The line types shown in the browser are the ones the engine support. In Vanilla Doom the options for shootable types (abbreviated to G1 and GR) are very limited. If your wad targets the Boom standard (which most source ports support, but not vanilla Doom or chocolate-doom) then there are more linetypes available, plus there is a thing called "Generalized LineTypes" offers a lot of flexibility in how a door or lowering floor (etc) is triggered, and Eureka fully supports these generalized linetypes....
The main difficultly for free look is the current method of querying what the mouse pointer is pointing at in the 3D view -- it requires writing new code to do this, and it will be quite a lot of work. A minor difficulty is how the sky is drawn, looking upwards you would see ugly breaks in the sky -- so the sky drawing parts need to draw some horizontal polygons to prevent that (currently the sky is drawn by purely vertical polygons). Also drawing things might be a bit weird, we don't draw a full...
updated the info in AUTHORS.txt and README.txt
Version bumped to 2.00
moved CHANGES.txt --> changelogs/127.txt
I just pushed a few commits to master which hopefully solves these crashes, please test when you can.
minor version bump, added "b" on the end.
3D view : removed "current_hl" field from Render_View_t.
canvas : renamed "highlight" field to "last_highlight", but don't access it.
P.S. you may be able to trigger the problem yourself by turning on the map scroll bars. I usually have them off, which may explain why I never saw this problem myself even when running with the extra safety stuff enabled (stack protector, address sanitizer and so on).
Looking at the new crash log and I can see roughly what the problem is. Just a side note: the line numbers in the log seem to be out by 1, i.e. they are the line after where the code is crashing or whatever. It is the previous line, the one which accesses the LineDefs[] array which is crashing, due to the object number being wrong. The UI_Canvas has its own "highlight" field, which generally mirrors the global "edit.highlight" value. So the first problem is that some code in UI_Canvas is testing...
From the crash log, I presume the crash is somewhere in the UI_Canvas::draw() code, or something called by it. I have doubled checked everything I can think of, and still cannot see any glaring problem. I still suspect it is related to my workaround code for MacOS retina displays, and it's possible the crash is in FLTK code (the pixels_per_unit method). I assume you are still using FLTK 1.3.5? If you could create a build which has symbols in it so the crash-log can show the names of the called functions,...
3D floors : support arg5 of 160 special being "tag_hi" (top 8 bits of tag number).
attempted fix for MacOS scaling issues on retina displays.
3D water is considered part of "3D floors", code-wise there is not much difference, water is just a thin 3D floor which the player can fall through. Translucent surfaces (walls and floors) are not supported by Eureka's renderers, both OpenGL and software. Another limitation is that 3D floors do not show the correct lighting (in geometry and sprites underneath them).
Sorry the changelog should have said "OpenGL only" for the 3D floors and slopes. Rendering 3D floors in the software rendering is not really feasible without major changes to how that renderer works. Slopes should be doable, so that could happen one day, but for now these features are OpenGL only (and even there they are not complete).
tweaked minimum size of main window (reduced MIN_H to 640).
fixed mis-detection of format of POB2A0 sprite lump.
version bump to 1.27 -- ready for release.
code tidying : quieten two compiler warnings.
CHANGELOG : minor tweak.
slopes : fixed broken PlaneAlign slopes due to some vertices being skipped.
slopes : basic support for tilt things (types 9502 and 9503).
README : updated for the upcoming 1.27 release.
canvas : fixed bug where split_ld was out-of-sync with edit.split_line.
fixed cases where a texture/flat/thing UI_Pic could be stuck as highlighted.
udmf : fixed some checks on level format being HEXEN to include UDMF too.
don't clear a selected pic when hiding the browser.
small refactor of UI_LineDef::BrowsedItem().
changed UI_SideDef::GetSelectedPics() to return a bitmask of PART_RT_XXX.
fixed texture browser when explicit linedef parts are selected.
slopes : support the ZDoom slope copy things (9510 and 9511).
TODO update.
slopes : implemented PlaneCopy line special.
render things with a NULL sprite as a blue triangle.
udmf : added --udmftest command-line option.
TODO update.
INSTALL.txt : mention OpenGL as a dependency, describe how to disable it.
fixed regression in GL renderer causing black walls when texturing is off.
CHANGELOG : updated for recent work.
slopes : fixed texture coords on walls/uppers/lowers, including slope sides.
slopes : handle slope "physics" when moving in 3D view.
slopes : rebuild plane info when a sector floor or ceiling height is changed.
slopes : ensure subdiv info is recalculated on level load or port/resource change.
bindings : added META-r key for RecalcSectors function.
slopes : setup f_plane/c_plane so SlopeZ() works for unsloped planes too.
slopes : render sector floors and ceilings which are sloped.
slopes : render the sides of sloped sectors properly.
slopes : fixes to the PlaneAlign detection and slope calculations.
Menus : added "Recalc Sectors" command to the TOOLS menu.
README : updated key list for recent binding additions/changes.
slopes : detect PlaneAlign linetypes and compute slope parameters.
made W_DetectImageFormat() more robust.
removed unused KF and KF_fonth globals.
support PNG, JPEG and TGA images in sprite/flat/patch lumps.
PhysFS : fixed ZIP_seek due to a breaking change in zlib library.
began work on rendering slopes, added new "slope_plane_c" class.
Game def parser : support new "slopes" feature keyword.
3D floors : assume Legacy liquids don't draw textured sides.
CHANGELOG update -- mention 3D floors.
3D floors : implemented rendering the sides of thick 3D floors.
3D floors : implemented rendering the top/bottom planes of 3D floors.
gl-3d : fixed drawing lowers behind a BOOM 242 invisible platform.
Game def parser : support new "extra_floors" command.
3D floors : detect all 3D floors in a level, store into sector_3dfloors_c objects.
gl-3d : properly emulate the behavior of sky ceilings.
handle the BOOM 242 line-type in the S/W renderer.
S/W renderer : hide things in BOOM deep water when camera is above surface.
TODO update.
detect usage of the BOOM 242 "Transfer_Heights" line special.
show purple '?' for texture names beginning with '#'.
gl-3d : handle the BOOM 242 line-type ("transfer heights").
sys_macro : changed I_ROUND() macro to use the round() function.
replaced usages of ComputeDist() with hypot + I_ROUND.
some dead-end work to support texture copy/paste in Find/Replace panel.
CHANGELOG update.
for Hexen (etc) create a custom sprite for the "Map spot" objects.
PORTS / ZDoom : added three missing Hexen specials: 105, 106, 130.
PORTS / Eternity : added all currently supported Hexen specials.
PORTS / Eternity : fixed missing group-defs for Hexen line specials.
basis : added assertion checks to RawChange().
sw-canvas : fixed ugly stair-stepping of rendered sectors at high zoom.
wad code : removed fatal errors from ReadDirectory().
small tweaks in the 3D_AdjustOfs code.
TODO : updated the priority of some tasks, added a few things.
CHANGELOG : tidied up, less blank lines, moved some entries.
minor comment fix.
preferences : added setting for "show_full_one_sided" config var.
canvas : improved line info (length + ratio) for partially visible lines.
added "line info" preference, support showing Length/Angle/Ratio or a combo.
udmf : disable the current support for UDMF maps.
bump version string to 1.26.97 (the next release will be 1.27).
updated some copyright strings for the new year (2020).
minor message fixes when cutting/copying/pasting textures.
ratio lock : don't show ratio of a line if numerator or denominator are huge.
combos : changed a shortcut key in Ratio lock menu (N --> U).
FLTK_CONFIG variable for cross-compile
Thanks, I have applied your patches.