Since these can be changed on the placed light actor they have to be read from there, so this is now a pointer in FDynamicLight, just like the other properties that can be user-changed.
Also did some cleanup on the interface so that external code doesn't need to dereference the lightflags pointer but can use utility functions for all flags.
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic.
It's also one native actor class less.
Since unfortunately this cannot be set as a general default, let's at least make it as easy as possible to disable that panning+scaling madness without having to edit the texture data.
This will mostly ensure that each patch used for composition is only loaded once and automatically unloaded once no longer needed.
So far only for paletted rendering, but the same logic can be used for true color as well.
* split up FMultiPatchTexture into a builder class and the actual image source.
* since images can now be referenced by multiple textures the old redirection mechanism has been removed. It can be done better and less intrusive now. Simple single patch textures already directly reference the underlying patch image now.
* allocate all image source related data from a memory arena. Since this is all static this makes it a lot easier to free this in bulk.
Previously it tried to copy all patches of composite sub-images directly onto the main image.
This caused massive complications throughout the entire true color texture code and made any attempt of caching the source data for composition next to impossible because the entire composition process operated on the raw data read from the texture and not some cacheable image. While this may cause more pixel data to be processed, this will be easily offset by being able to reuse patches for multiple textures, once a caching system is in place, which even for the IWADs happens quite frequently.
Removing the now unneeded arguments from the implementation also makes things a lot easier to handle.
* it's no longer the main texture objects managing the pixel buffer but FSoftwareTexture.
* create proper spans for true color textures. The paletted spans only match if the image does not have any translucent pixels.
* create proper warp textures instead of working off the paletted variants.
As a side effect, caching of pixel buffers for texture composition is temporarily disabled, as it management of texture redirections. These things will be reimplemented once things progress further. The existing methods here had their share of serious issues that should be fixed.
This was done to make reviewing easier, again because it is virtually impossible to search for the operators in the code.
Going through this revealed quite a few places where texture animations were on but shouldn't and even more places that did not check PASLVERS, although they were preparing some paletted rendering.
This class has only meaning for software-based warping so it doesn't have to be a part of the FTexture hierarchy.
Making it a subclass of FSoftwareTexture is fully sufficient.