Borrowing ASW projected texture entity.
Upping flashlight depth texture size to 8192x8192 (up from 1024x1024).
Dropped shadow filter size from 3.0 to 0.25.
Ported over more ASW stuff.
Found good values for the sunlight_shadow_control entity (see test_sunlight_shadow_control.vmf)
Created basic grid environment light entity. Added grid_environment_light.bsp test map.
Updated gitignore.
Updated test maps.
Forgot some things from gitignore.
Artificially multiplied the projected texture color applied to vertex lit models (to make it match the world).
Committing updated shaders.
Committing shader build files.
Built skin shader with hacked up projected texture multipler.
Hacked up sun test.
Proper sun code.
Made the sunlight control class use floating point values instead of byte. Better accuracy -> 0.
Added moon sprite.
Implemented system to swap out the shader used by a material for a custom one implemented by Grid.
Built all shaders required by Grid.
Added missing shader files found from `jacobsmod`.
Removed shader model 3 support. Valve has disabled SM3, theres no need to worry about those shaders.
Adding custom shader DLL.
Added an ambient term to LightmappedGeneric, VertexLitGeneric, UnlitGeneric, Skin.
Made environment lighting pitch based instead of time based.
Grouped variables.
Added sun speed scalar (which can go negative!).
Added ambient light calculation to the environment light.
Merge branch 'Experimental_Lighting' into Holodeck_Main
Merge branch 'Holodeck_Main' of https://github.com/lucasz93/source-sdk-2013 into Holodeck_Main