fix null_renderer to comply with the visibility testing api
report non found classname if searched for it, instead of always reporting the non matching fieldstring
Remove sampler GLUniforms

These classes are not used by all glsl shaders and most sampler uniforms do not have their own class. Other sampler uniforms do not have their own class because they need to be able to manually specify the value for the uniform.
Refactor GLUniform code to reduce duplication
report used addressfamily in Sys_SendPacket errors
fix setting the wrong CS_VOTE_STRING on CG_Init (visible if connecting during a vote under certain circumstances)
abstract current loading notification into CG_UpdateLoadingProgress
move progress updates into a loading-step switch
add some basic load-timing debug code in a #if 0 (for now)
doing some progressbar pushing and splitup worldloading from assetloading, giving it its own progressstep as its taking the longest to load
add and clean up a few include guards
extract non-vm relevant cvar header entries from q_shared and q_common, clean them up and put them into cvar.h
add a few platform and include guards
let win32 files fail by directive if part of a non-win32 compilation
refactor g_maprotation for more clarity and less nameclashing potential
add a FLAG() macro similar to BIT() but starting to count from 1 instead of 0 and making sure FLAG(0)=0; useful for a use with enums containing a 0 entry
use new FLAG() macro in cl_console
cleanup the cvar-flag definitions
put cvar flags formatted and usign the FLAG() macro into an enum
Improve R_AddNormals

New code results in a more accurate image because 128 / 255 and 127 / 255 do not exactly equal 0.5. There are also fewer and less expensive calculations so it should be faster.
The map thunder spent a significant amount of time in R_AddNormals when loading.