materials: Make fallback radiance (used when no BSP radiance given) an explicit attribute #210
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The previous approach decided on the fallback radiance value based on whether the emissive image was fake or not.
However, there are cases where having a synthesized emissive texture to be "always emissive" is beneficial -
e.g. the material was sometimes used as an emissive surface, but in other cases manually placed lights were used (and the "BSP radiance" is 0).
Since we don't support point lights, having the surface take over lighting duties here is helpful.
(If you want a practical example:
textures/dark_1/0text_59
on xatrix'xswamp
map.)This PR also contains non-related developer and user quality of life changes.