changed back to working version
Update some data usage hint.
Properly clean/regen vbo in updatevbo()
Add mapbuffer glfunction.
Use mapbuffer to modify animated mesh buffer content.
Set unsynchronized bit in transparent pass
Use sync object
Add a (quite big) timeout to sync.
Do not update mesh in shadow pass.

It may introduce some 1 frame latency between shadows and geometry but
in practice it's not noticeable.
Try a fix for nvidia and GI
Fix a typo.
Manually unroll rh shader
Completly unroll the loop
Fix vlj's profiler code, only worked in single player
Also export GPU markers to CSV
Fix potentiel crash
Fix skybox generation with non square textures
Forget to add Tangent/BiTangent with pre 330
Merge branch 'master' of https://github.com/supertuxkart/stk-code into se