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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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@ -390,7 +390,7 @@ struct ShapeBaseImageData: public GameBaseData {
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S32 lightType; ///< Indicates the type of the light.
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///
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/// One of: ConstantLight, PulsingLight, WeaponFireLight.
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ColorF lightColor;
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LinearColorF lightColor;
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S32 lightDuration; ///< The duration in SimTime of Pulsing or WeaponFire type lights.
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F32 lightRadius; ///< Extent of light.
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F32 lightBrightness; ///< Brightness of the light ( if it is WeaponFireLight ).
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