Killing buildings gives you temporary 'confidence' that is used for team stage traversions.

Confidence is calculated from a queue of events, so other forms of 'progress' can be measured later on.
The current implementation isn't optimized with regards to balance and will definitely need fine tuning.
Don't give players a reward for damage that reduces health below zero.
Handle a team's total confidence more precisely.
Buildable value represents confidence points.

The scale is now equal for aliens and humans.
Merge branch 'gameplay/master' into gameplay/viech
Merge remote-tracking branch 'origin/gameplay/master' into gameplay/viech

Conflicts:
	src/gamelogic/game/g_main.c
Cleanup G_RewardAttackers.
Notify clients when they earned confidence.
Merge branch 'gameplay/master' into gameplay/viech
Merge branch 'gameplay/master' into gameplay/viech
Handle confidence as float.
Fix a bug introduced by commit-splitting.
Add more options to award confidence. Killing enemies inside their base yields confidence.
Award confidence when building outside ones own base. Give a bonus if the building is close to the enemy base.
Award some confidence for building inside ones own base.
Fix a uninitialized memory access reported by Valgrind.

Also don't bother sending a large hunk of uninitialized memory to
the GPU when there's a lot of perfectly uninitialized memory available
on the graphics card.
Use exponential decrease instead of logs for confidence calculation. Reduce related configstring update frequency.
Remove stagedown thresholds. On stageup, teams will get a confidence bonus instead.

The size of the bonus is determined by g_minimumStageTime (in s).
A value of 60 means that you will keep the higher stage for atleast a minute.
correct switched ERR_FATAL and ERR_DROP setting in Q_strncpyz(Debug), so that broken downloaded cgames just drop the client in NDEBUG, and fatal otherwise (not the other way around)
coneptually clarify and and set states accordingly for act(), delay and the active state in relation to each other