liq| hyperShadePanel|: 7. +liqPushIdent()/liqPopIdent()
liq|: initialize $g_ShowliqLog to 1
liq| hyperShadePanel|: 5. +CreateBar(hyperShadePanel/left side). modify the code in addToRenderNodeTreeLister() for liquid
liq| hyperShadePanel|: 5.2. +CreateBar(hyperShadePanel/left side). refactoring
liq| hyperShadePanel|: 5.3. +CreateBar(hyperShadePanel/left side). refactoring, and add LIQUID_excludeClassficationNodes()
liq| hyperShadePanel|: 8.refactoring: "liquid" --> $renderer
liq| mel|: +liquidGatherLoadedRenderers()
liq| mel|: liqGetRendererName() --> liqGetSubRendererName(),
liquidGatherValidRenderers() --> liquidGatherValidSubRenderers(),
isCurrentRenderer() --> isCurrentSubRenderer()
liquidBuildChooseRendererMenu() --> liquidBuildChooseSubRendererMenu(),
liquidBuildChooseRendererMenuCB() --> liquidBuildChooseSubRendererMenuCB(),
liqSetRendererName() --> liqSetSubRendererName(),
isRendererLoaded() --> isSubRendererLoaded(,
liquidUpdateRenderer() --> liquidUpdateSubRenderer(),
liquidGatherLoadedRenderers() --> liquidGatherLoadedSubRenderers(),
liq| hyperShadePanel|: 9. CreateMenu for ER
liq| hyperShadePanel|: 10. CreateBar for ER
liq| er| shader|: put CheckerNode into texture/2d category
liq| hyperShadePanel|: 10. CreateBar for ER, +liqRenderNode_CreateTreeLister_Content_subrenderer()
liq| hyperShadePanel|: 11. after creating a shader node from CreateMenu>liquidshader(or ERshader), link ShadingGroup.surfaceShader to the new node. (I don't know how to do this in CreateBar)