pack all found sky shaders
WARNING444 on texture reuse
MAX_SHADER_INFO bumped
load all uniquely named shader files, only from folders, not packs
VFS mod to not keep pk3s opened (avoid hitting OS half opened files limit)(risky and slow for normal use)
-packDups:
vfsPackSkyImage: pack only new images, referring to main and dups DBs; pack alt image versions to separate pk3s
vfsFindSkyFiles: pack sky images, not referenced by any shader and not present in main DB and dups DB (crc check)
normal vfsPackFile: split output pk3s to approximately 2 GB chunks
-packQer: also pack qer_editorimage
-validateShaders: useful comments about referenced textures state right in out shader, do not save entirely invalid shaders (no packaging)
-shaderDups: write similar shaders to files for latter evaluation by diff tool (no packaging)
WARNING666 when equally named shaders reference different sky boxes
horizon_min horizon_max: two spherical angles, defining portion of sphere to emit light from.
Default is 0 90, which is upper hemisphere. -90 90 will be whole sphere.
sample_color: Default = 1: sample color of each individual light from skybox images, if they are present.
0: use shader color, set by q3map_lightRGB/q3map_lightImage/_up skybox image/qer_editorImage.
* q3map_skylight may be used multiple times in a single shader
* autocaulk: do not impact fog brushes with all faces culled (global fog case)
decompilation: detail flag deduction: avoid detail hints, areaportals, antiportals by surfaceparm structural check
change hardcoded surfaceflags use to statically evaluated ones for the given game
vfsListShaderFiles (empty shaderlist = load all shaders, -pk3, -repack):
only list pk3 .shaders from scripts/ folder
support non scripts/ shaderPath (e.g. jka)
unlimit shader files count
case insensitive shaderlist entries, so duplicates aren't loaded twice