Caching of patch colormaps in OpenGL
Memory for the colormaps applied to multiplayer character select's player sprites is freed immediately after drawing the patches each tic. This somehow results in the colors not properly updating when scrolling through skin colors.
In contrast, the icons for characters at the SP save games list screen do not free memory for the colormaps applied. Possibly as a result the icons apparently display their skin colors properly, but the game then builds up memory for as long as they are displayed. Obviously not ideal.
This shouldn't affect netgames, so fixes for this can be pushed to master branch when they are made.