Inlined world surface draw functions.
Removed flare surfaces as rendering code has been always commented out so they behave like skip surfaces.
Since skip surface is the only world surface that doesn't inherit from generic surface and it can easily be made to do that, there's no more need for separate generic surface.
Common dynamic light bits in world surface.
Added separate class for Tech3 face surfaces, use idSurfaceFace as base class for all 3 face surface classes.
Moved surface type specific decal projection methods to surface classes.
Moved surface type specific mark fragments methods to surface classes.
Added consts, method to check whether to add to node bounds.
Moved Tech 3 culling methods to surface classes.
Implemented culling methods for Quake 1 and Quak 2 surfaces.
Moved Tech 3 dymamic light methods to surface classes.
Some mark dynamic lights changes.
Added missing files.
Reworked marking of dynamic lights on surfaces in Quake 1 and 2 to be done like in Tech3.
Started to create common vertexes struct, currently only position. Changed face and foliage surfaces to use it.
Use separate in-memory structure instead of bsp46_drawVert_t.
Changed triangle surface to use positions in world vertexes struct.