simplify the face structure; now, "fragments" just mean the output windings (if you opt out of tjunction fixing, then there will only be 1 fragment with the same values as original_vertices)
move MakeTangentAndBitangentUnnormalized to qvec.hh since we will use it later
-tjunc allows for more fine-grained control now (-notjunc still exists)
-maxedges now throws if you specify a bad value (1 and 2)
remove the checks to OmitFaces - we can tell if a face was omitted because it will have an empty winding
remove static variables from tjunc
- no more "isLocked" - use getSource directly (locked is a confusing name)
- no more split parse/setValue functions. there's only one entry point each now, and all they do is pass along the source passed to it from its parser.
- no separate setters, use setValue(value, source)
- add a "game target" source, which is low priority and indicates to the user that the value would have been default but was changed to a better value for the game target
fix tjunc multithreading; added `original_vertices` which is a copy of the `output_vertices` that is safe for tjunc to read from since tjunc writes to the former
- currently uses naive brute force approach to finding vertices on faces
- simplify 'face fragments', which now only need to contain vertex indices since they are already emitted
use stb_image_write for PNGs for better compression on bsp.json
add in code for spitting out a lightmap from a face. doesn't support other styles and such yet.
allow qbsp to be passed an `-lmscale` to facilitate a global lmscale change for BSPX
fix code paths for writing both lightmap sizes out
# Conflicts:
# include/qbsp/qbsp.hh
show sky hits in light points stats
merge surface light stuff (minlight, etc)
default surface lights with radiosity to spotlight, to match Q2
(cherry picked from commit defa4cafce)
add a new meta format, which is just a JSON representation of the metadata contained in a .wal
simplify texture loading in `light`
fix `light` not handling replacement textures very well
string_iequals take string_view like the others
move averageColor to be alongside pixel data, where it belongs