Remove 5 unused variables from make-macosx scripts
Replace tabs in README with spaces
Remove FS_UI_REF and some UI VM references in comments
Remove FS_CGAME_REF and FS_ClearPakReferences

FS_CGAME_REF was used by pure system code that I removed. It was used for sending checksum of pk3 that cgame.qvm is in to server.
Made referenced a qboolean, not storing flags anymore.
All of the FS_ClearPakReferences usages don't make sense.
- FS_Restart called it after freeing all the pk3s, so didn't do anything.
- sv_init.c called it before FS_Restart, which free all the pk3s and then tries to clear referenced flags.
- CL_Vid_Restart_f called it to clear cgame flag, which Spearmint doesn't care about.
Fix OpenAL music stop issues using stream stop code

S_AL_StopBackgroundTrack would sometimes generate AL errors.
S_AL_MusicSourceFree needs to kill source or next track may have short looping buffer.
Fix "bind <key>" message for unbound keys

"bind X cmd; unbind X; bind X" now says '"x" is unbound' instead of '"x" = ""'
Merge remote-tracking branch 'ioquake3/master'

Conflicts:
	make-macosx-ub.sh
Add FTX image loading support

The FTX format has a 3 int header followed by RGBA byte data. Used by FAKK2 and Alice.
Add support for Elite Force's depthfunc disable

It's the same as depthfunc lequal.
Fix cgame per-player vmCvars to update each frame

I put them in a table like other cvars so it's simpler to add new ones.
Add trap_Mouse_SetState and trap_Mouse_GetState to CGame

Updating mouse position and/or calling CG_MOUSE_EVENT is now per-player and separate from Key_Catcher.
Useful for having players have separate in-game menus and/or menus that use limited interaction while user is playing.
Fix moving mouse in main menu

Remove unneeded Key_SetCatcher calls from q3_ui.
Restore cl_pause 1 in Team Arena.
Draw over whole screen in q3_ui fullscreen menus

Fixes issue of wide screen resolutions not updating edges.

This use to be done in the client before the cgame-ui merger.
Allow NULL vmCvar(s) in cgame cvar tables
Init g_gametype cvar in cgame

Fixes error "A VM tried to add range check to engine cvar g_gametype".

Cgame should register g_gametype since cgame sets it and ui reads it anyways.
Only show time hitch warning if dedicated server or developer
Fix compiling using Code::Blocks

Remove q3_ui and ui projects. Now there are two cgame projects, one for baseq3 and one for missionpack.

Made some other minor improvements as well.
- Removed deleted files from client.
- Added q3_ui files that aren't compiled (so find stuff in them when searching all files...)
- Retitled "bspc" project as "BSPC (Bot .aas Compiler)"
Rename Code::Blocks engine project and workspace

Now it's more obvious that they're not leftovers from ioq3.
Don't carry over archived cvars from base game to mods

The first time a mod was run, the config.cfg from base game was execuated.
Now only execute config.cfg if it is in the fs_homepath + fs_game directory.
This allows mods to change default cvar values without having to manually reset those cvars on first run.
Remove FIXME for replacing gametype number with name in UI

Spearmint server sends gametype number and name, so don't need to replace gametype number.