Limit number of simultanious cubemap updates on first load to not overflow transform count in large scenes
Remove S_SPECULAR_CUBE_MAP, stupid define, should just be S_SPECULAR
Extra checks on HandlePendingSwapChainResize, should fix device lost issues when trying to draw subsequently
Adjust number of threads on envmap filtering to avoid collision on accessing same source cubemap on per frame cubemap rendering, doesn't really slow this down