Ah, understandable. Yeah the cross-platform issue entered my mind but then left when I saw all the other stuff was already there ...hmm, do we even use the dx9 stuff? (heck I'd prefer to compile with only OpenGL anyway; there wouldn't happen to be a #define for that would there?)
The DX9 code was never committed, though we did get the full SDK, which remains totally useless.
There is a NO_DIRECT3D define which is used for the non-Windows builds. I've never actually tried using it under Windows though, and you'd probably have to add #ifndef NO_DIRECT3D to all of the grd3d* files to avoid actually building it in. I keep meaning to do that myself but just haven't gotten around to it.
Sorry, I'm new to the CVS thing, but isn't there some sort of option or 'branch' or something, that could be set up so that stuff like that is only downloaded if specifically asked for? Especially if it's only for the 10% of us as you say. ...Or did that end up being too complicated for some of the 10%?
There were a lot of complaints (and real issues too) about having to have all of the various SDKs so things just started getting dumped in CVS. The SDKs could be added to a new CVS module, but there would likely be complaints about having to check that out as well as the game.
It's not necessarily a bad thing to add them in there, but it's not much fun for some since the SDKs are easily gotten elsewhere. The OS X code has it's own frameworks included, weighing it at about 1meg, but those are custom built for the game so it's actually difficult to come up with those on your own. Those frameworks are also compressed into a single file which is nice for those people who don't need it, but also makes the builder do at least a little work before being able to compile.