* Store raw values per rgba in extracolormap_t (no maskcolor or fadecolor)
* Crunched some UINT16/32 into UINT8
* Calculate mask values in R_CreateLightTable
* ifdef out EXTRACOLORMAPLUMPS
* Split R_CreateColormap to R_CreateLightTable
* Replace extra_colormaps array with next/prev pointer chain
* Remove foundcolormaps; instead store lumpnum in extracolormap_t
* Add properties to extracolormap_t for portability
Savegame hotfixes
Yes, this another netgame related fix! Named this "savegame hotfixes" rather than "ERCZ hotfix" or the like in advance of the fact we probably need a general branch for other $$$.sav fixes?
Anyway, fixes included in by this branch:
* ERCZ's lava falls now act as expected rather than being stuck in place for the map's duration, fixing all other known desynchronisation issues known in the map for the time being (yay)
* Changing sector tags in a map no longer causes joiners to netgames to have their SRB2 application stop responding etc
* Player names should no longer turn red in the console in gametypes outside of CTF/Team Match if a resynch occurs (not $$$.sav related, but it's related to netplay so I lumped it in anyway)
See merge request !150
Some texture-related fixes
Bugs fixed in this branch:
* upper/lower/middle textures with non-existent texture ids being capable of crashing the game. For instance, RVZ1 has colormap codes on non-colormap linedefs, which causes them to wind up with invalid texture ids because of how the game tries to interpret lower/upper textures with "#" followed by characters on normal linedefs. Fortunately these "textures" are normally not visible anyway (since they're all in control sectors) unless they are swapped with in-level textures by some crazy Lua script of some sort...
* animated single-patch textures with holes displaying garbage on first viewing (see this thread: https://mb.srb2.org/showthread.php?t=42195)
* the heights of the lighting (shadows or colormapping) from water/translucent/shadowcasting/etc FOFs become messed up when displayed on repeated midtextures.
See merge request !144
Dunno who thought it was a good idea to lump tag, nexttag and firsttag together in $$$.sav, but that meant changing sector tags caused SRB2 to stop responding since it lead to the tag lists being broken
* NAMEcL refers to a frame which is seen for the entirety of an object's left side.
* NAMEcR refers to a name which is seen for the entirety of an object's right side.
* NAMEcLcR does both sides.
* Having just a NAMEcL requires you to fill in the opposite side either with NAMEcn where n is 1 and 5 to 8 OR fill in with a NAMEcR
* Switches down the centerline of the object instead of at the ANGLE_202h interval for normal sprites.
* Characters were selected for 1) ease of use and 2) not getting in the way of adding support for zdoom's totally bananas 16-way sprite system at a later date if we so choose