Move no-mipmapping from actor renderflag/particle flag, to a material… #2770
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… property in GLDEFS, where it makes more sense. The feature was introduced in the short-lived engine version of 4.13 which was deemed too broken and needed to be replaced with a newer version anyway, so might as well perform an API-breaking change at this point in time. Note that this currently only works for sprites (its primary targeted use case) -- walls, flats and models can be patched in later.
To re-iterate its use case - small, moving transparent sprites look undesirable with mipmapping (can be seen in the example file) -- they "phase" in and out with camera distance.
Example file:
NoMipmapTest2.zip