Enable STUDIO_DRAW_NO_SHADOWS for particle models
"Render models" particle renderer sets up model lighting
* Copied what "render_blobs" does from Portal 2.
Nullout some render structs on creation
Add NULL check to CBaseEntity::GetLuaEntity()
Added Insurgency (Standalone) to mountable games list
Some base_npcs.lua placeholders
Fixed clients getting stuck on loading screen sometimes
* CNetChan::UpdateSubChannels() used integer math to decide how many fragment packets to send, the default value wasn't a multiple of the FRAGMENT_SIZE, so the last fragment was basically discarded. Now we account for that by ceil()-ing the number after calculating it using floats
* Changed net_maxfragments to be a multiple of FRAGMENT_SIZE (28000=>24576)
Fixed re-selecting ragdoll with Faceposer corrupting values
Fix workshop support when Steam throws errors
* When Steam throws errors during subscription info gathering.
Prevent corruption of the net channel due to fragments
* Perform some self-tests when sending fragments over the wire.
* Especially if some brainiac decides to bypass net_maxfragments limits
Make concommand.Add errors non halting
Combine mines ignore dead players
* Also changed where "ignore players" setting is checked for hopefully more performance.
Minor changes
* Make "Growing CNetChan Buffer" a DevMsg, not DevWarning
* Fix "Corrupted fragment start marker!" detection
Fix Faceposer creating one extra convar
* Its 0-95 for 96 total, not 0-96 for 97 total.
Added physenv.Set/GetTimeScale() - shared
* `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale`
Improvements for CustomAmmoDisplay support
* Adds support for "SecondaryClip" in CustomAmmoDisplay table.