changes:
* do not invert `InheritActorPitch` in MODELDEF (thanks, TDRR!)
* ColorSetter should wait a little before applying the effects (thanks, TDRR!)
* forgot to set "used" flag on reused emit buffers in VavoomC compiler (thanks, id0!)
* use 32-bit vertex indices in OpenGL model code, to make Cheello Voxel Pack usable
* do not require standard iwads if "-iwad" CLI arg is specified
* VavoomC `forceparents` could create an endless loop (thanks, TDRR!)
* the engine could cull lights which didn't touched any walls (but still touched floor and/or ceiling)
* "forceauto" in "modes.rc" wasn't working for non-globs
* implemented fuzzy mode in model renderer
* added last render time variable for entities; added DECORATE properties to get last render time, current level time, and game time
* use voxel models for some BDW objects
* added `IsActorClassExists()` DECORATE function
* added experimental support for Magica Voxel files
* fixed VavoomC compiler bug with lastchildof inheritance (endless loop) (thanks, TDRR!)
* added BasePlayer flags to block/invert mouse look (independent of cvars, persistent) (requested by TDRR)
* fixed (workarounded) bug with monsters left suspended in the air on lowering pillars on E1M5
  (this also should fix some other cases when monsters left suspended in the air when they stuck in each other) (thanks, Remilia!)
* some DECORATE improvements and extensions, as usual
