Build application bundles in OSX

When doing install having built both renderer & engine, renderer will
be copied to correct location in bundle. May be a better to do this
with cmake. Still need to properly specify version info etc. of the
bundle. Possibly should include SDL2 in bundles, but don't really want
to have to have one copy for each engine.
tiny changes to fix xbox/gamecube changes
Merge pull request #319 from archSeer/master

64bit fixes + Xbox removal fixes
Merge pull request #322 from archSeer/master

fix: build on OSX was broken, because of abs(double) include cmath.
Fixed critical memory leak in Con_Dump_f.
Moved success message in Con_Dump_f after opening of file.
Merged MP condump fixes to SP.
Allow mousewheel scrolling in SP's vertical listboxes and multi type fields.
Ported from MP codebase.
Make the "given initial values x & y" message developer-only in SP as it is in MP.
ui_prisonerobj_maxtotal seems to trigger it because the save file has different starting value than whats actually in code or something.
Fixed GL error with SDL on startup if not using nvidia card.
Changed _isnan to Q_isnan for OSX.
Fixed MP renderer for 64-bit builds.
Removed the use of DWORD in icarus code, and also changed bad uses of long
to int - while there are no problems of using long in 64-bit builds for
Windows (as they remain 32-bit in size), other OSs expand long to 64-bits
under a 64-bit environment.
Corrected and improved error messages when a library cannot be found.
Removed last bits of DWORD from icarus.
Fixed loading of icarus scripts for 64-bit builds.
Removed very last bit of DWORD usage from MP.
Merged d78f602f41 to SP.
Fixed inverted movement using keyboard when in_joystick is 2.
(This also affected mouse)
Fixed some more problems with using the long datatype instead of int.
Updated Q_rsqrt to be compatible with 64-bit
Fixed Q_powf (yes, the camera still feels the same).