- moved testcolor and test fades into SWRenderer files.
These CCMDs work by hacking the default colormap and were never implemented for hardware rendering because they require many checks throughout the code.
This has increasingly become an obstacle with the hardware renderer, so now the values are being stored as plain data in the sector, with the software renderer getting the actual color tables when needed. While this is a bit slower than storing the pregenerated colormap, in realistic situations the added time is mostly negligible in the microseconds range.
- removed the LastCamera logic in RenderView. This code predates the first GZDoom release and apparently was only added because back then R_SetupFrame was not fully compatible with the hardware renderer. Today it is not needed anymore.