One environment variant of a map: which baked geometry to render, and the textures,
particles, minimap and post-processing that go with it. Every seasonal, event and Worlds
version of a map is one of these objects.
A map's variants live in Map.mapSkins and exactly one is chosen
per game by name. The name comes from the game session, so which skin a player gets is
a server decision, but everything the name resolves to is client data. An empty name means
Default, and a comma-separated name is split and one token picked at random.
The client holds two skins at once, the selected one and Default, and every property
below is read through the same gate: use the selected skin, unless it is missing or the
player has disabled it, in which case use Default. Disabling needs two keys set
together - a MapSkinOptionDisable<Name> level property supplied by the mode, and the
matching key in the player's game.cfg [MapSkinOptions] section. Only a hardcoded set of
names has a settings-menu entry, so most skins can never be switched off by a player even
though the mechanism is generic.
Everything is applied when the map loads and re-applied when the option is toggled; nothing
here is read per frame except the presence test on mColorizationPostEffect.