Initially fork was done to port all the Windows-specific code to SDL, but since then the goals has changed on improving compatibility and extending it further for modders.
Xash3D isn't the engine of the 90s, despite it allows to run the game from this era.
The fact that it actually works in such constrained environments is impressive.
We ran our FWGS fork with our own software renderer on Chinese MP3 player and Motorola Linux phone from the mid-00s just for fun. But these ports are total hacks. :)
Unfortunately, it was by original Xash3D author. In FWGS we do not take any leaked code, but we also do not tend to do clean room implementations, since it's easier to work with decompiled code.
And license-wise it would be very hard to get rid of the fact that Uncle Mike used some stolen code.
I personally didn't have an overall problem compiling the project on macOS in the past. The only issue I ran into was not being able to get VGUI to work, so there were no HUD in-game. Last I did this was ~6 months ago, though, so it could be things have improved now.
If you have problems, better report them at our issue tracker on GitHub. Even if it was unsupported configuration, there might be somebody who knows how to fix this exact issue.
Initially fork was done to port all the Windows-specific code to SDL, but since then the goals has changed on improving compatibility and extending it further for modders.