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* Only linearize during EncodeTo, not on load/FloatBitmap creation (so we don't end up linearizing twice in some instances) * Lossless texturegenerators are stored as png blob so they are still compressed without any artifacting * Only RGBA8888 uses ToPng, and update comments to make more sense * Revert any SRGB-related stuff * use formatoverride instead of lossless, matches behaviour or Texture.Save * Something interesting I noticed from Carson's changes, VTEX_FORMAT_PNG_RGBA8888 stores the RGBA8 texture on disk with png compression, let's experiment with that for both TextureCompiler and Texture.Save * Remove mipCount disablement for formatOverride in TextureResourceCompiler --------- Co-authored-by: Sam Pavlovic <sam@sampavlovic.com>