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Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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@ -113,8 +113,8 @@ class ExplosionData : public GameBaseData {
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// interpolated from start to end time.
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F32 lightStartRadius;
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F32 lightEndRadius;
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ColorF lightStartColor;
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ColorF lightEndColor;
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LinearColorF lightStartColor;
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LinearColorF lightEndColor;
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F32 lightStartBrightness;
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F32 lightEndBrightness;
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F32 lightNormalOffset;
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