Uh... does anyone know what the 'FNext' attribute to the QTextureLnk class does?
I need to break the texture links to free texture memory but I am not sure how
to do this without braking stuff. It might still run fine with Half-Life, but
maybe the Chrystal Engine mode will crash so I am cautious with this one.
The good news is that my source code changes seem to work and the 'game files
memory limit' is now honored by QuArK. Although there is no special logic behind
it as would be in a 'real' cache system (e.g. free seldom unused textures first)