Add light bleed reduction capability for variance shadow maps

Set the r_lightBleedReduction cvar to a value between 0.0 and 1.0
Correct name of r_DebugShadowMaps #define
Accept ‘colorGrade’ but warn about it.
Reduce quorum requirements.
Allow all shadowing modes on all supported hardware

If it runs too slowly on some hardware, a different mode can be chosen
Restore the global colour grading in slot 0.

There is a trade-off: use this and lose a slot for blending local colour grading.

Also, remove the ‘deprecated’ warning for colorGrade since this is used for
the global setting.
Use projective shadows when possible to get less pixelated shadowmaps.

I the light origin is too far from the shadow caster, the shadowmap uses
only a tiny fraction of the cube map leading to low resolution shadows.
In that case silently transform the light to projective shadows.
String passed to SV_VerifyChallenge can be constant.
Separate out master server IP address resolution.
IPv4/IPv6 dual-stack same server handling, game server side

If the game server received a getinfo challenge over UDPv4 or UDPv6, it will
echo it back (key ‘challenge2’) with the next infoResponse sent to that
master server over the other protocol.
add full galician translation and update french, german and ukrainian translation files
update translation templates
update all translation files again after template assimilation
Fix the MD scope shader script (crosshair was wrong).
Initialize translation earlier to avoid tinygettext warnings
Include zlib in the stripped-down tarball for daemonmap.
Bump versions.
.deb build fix (README.txt got renamed).
Fix shadowMap count for directional lights

Splitting the view frustum yields splits + 1 frustums
Store the shaderNum instead of the shader pointer in the light interaction

This mimics what we do with draw surfaces