idTech3 Renderer Shader Command Tables

I did this because I wanted to crosscheck between what is available on different games (mostly licensees) so I personally could get inspired to do my own implementation of them whenever i'll try to (for openarena's engine).

I'm also including commands that aren't generally exposed in the documentations for creators to use, as they're more internal or experimental.
Does NOT reference q3map shader commands.  Those are compiler specific and the renderer does not care about them.
Commands marked in blue are implemented in the openarena engine git repo.

YES i'm trying to include console exclusive games here.
commandIHV Test (4.01)Quake III Arena (v1.11-1.17)Team Arena (1.27g-1.32)Elite ForceHeavy Metal FAKK2American McGee's AliceQuake III Revolution007 Agent Under FireMedal of Honor Allied AssaultElite Force IIReturn to Castle WolfensteinWolfeenstein Enemy TerritoryJedi OutcastSoldier of Fortune 2Jedi AcademyCall of DutyModern WarfareBlack OpsIron GripSpace Trader
basedirbaseq3baseq3 missionpackbaseeffakkbasebasebond
MAX_IMAGE_ANIMATIONS88
cull (disable, back)
clamptime
fogParms
noMipmaps
noPicmipN
polygonOffset
portal
skyParms
sort
surfaceParm
picmip2Y
skyfogvars (r, g, b, distance)Y
sunshader (shader)Y
lightgridmulamb (ambient)Y
lightgridmuldirY
waterfogvarsY
fogvarsY
nofogY
allowcompress/nocompressY
surfaceSprites (type, width, height, density, distance)YY
materialYY
lightcolorY
noglfogY
noTC (don't compress texture)YN
hitLocationunusedYunused
hitMaterialunusedYunused
glowY
nodepthtestYYYY
if / endifYYYY
force32bitYYYY
portalskyYYYY
spriteGen (parallel, parallel_oriented, parallel_upright, oriented)YYYY
spriteScaleYY
aliasShaderY
cubemapY
deformVertexes (sic)
autoSprite
autoSprite2
bulge (width, height, speed)
move (x, y, z, waveform, base, amplitude, phase, frequency))
normal (speed, amp)
projectionShadow
wave (spread, waveform, base, amplitude, phase, frequency)
text 
stage commands
mapYY
clampmapYY
animMap  YY
videoMapYYY
alphaFunc (GT0 GE128 LT128) 
blendFunc
depthFunc (lequal equal)
depthWrite
detail
map16/32/comp/nocomp
animmapcomp/animmapnocomp
(specific texture format loads)
Y
fog (on/off)Y
oneShotAnimMapY
specularmapXbox only
bumpmapXbox only
clamptexcoordsY
nextbundleYY
rgbGen
fromClientY
const (r, g, b)
entity
exactVertex
identityY
identityLighting
lightingDiffuseY
oneMinusEntity
oneMinusVertex
wave (wave, amplitude, phase, frequency)Y
lightingDiffuseEntityY
colorwave (r, g, b, wave, amplitude, phase, frequency)Y
globalYY
static
lightingSphericalY
alphaGen
fromClientYY
const
entity fromEntity
identityY
lightingSpecularY
oneMinusEntity
oneMinusVertex
portal (range)
vertex
wave (wave, amplitude, phase, frequency)
normalzfadeYY
oneMinusDotYYY
dotYYY
distFadeY
oneMinusDistFadeY
globalY
sCoordY
tCoordY
skyAlphaY
oneMinusSkyalphaY
forcedAlphaY
viewdotY
oneMinusViewDotY
tcGen (Texture coordinate generation)
base/textureYY
environmentYYYdiffers!differs!YDiffers!
lightmapYY
vector (x y z, x y z)YY
fireriseenvY
environmentModelY
environment2Y
angle_based_environmentY
tbn_x tbn_y tbn_zY
nv_dot_product_reflect_cube_map_eye_from_qsY
sun_half_angleY
reflectionY
tcMod (Texture coordinate modulation)
entityTranslateYY
rotate (degrees)YYYYYYYYYYYYYY
scale (x, y)YYYYY
scroll (x speed, y speed)YYYYY
stretch (wave, amplitude, phase, frequency)YYYYY
transform (matrix[0][1], matrix[1][0], matrix[1][1], x, y)NYYYY
turb (wave, amplitude, phase, frequency)YYYYY
swapNNY
offset (x, y)YYY
parallax (x, y)Y
macro (x, y)YY
scrollwaves / scrollwavetY