Decoupled viewmodel FOV from view FOV. Added option to not lower viewmodel at high FOV values. Defaults to inheriting view FOV and lowering viewmodel like base.
Fixed several instances in g_nav.c where it checked for only the first client (instead of all of them, like it was intended to)
Another case of the client number fails: saber locking checks only treat client 0 as an actual player
Whoops, minor mistake on my end. Was checking > 0 instead of >= 0.
If custom skin is set to model_default for all 3 parts, just use /model_default.skin in SP.
Fixes issue with dfmod and possibly others.
Unused function relating to key events in unix backend.
Fixed possible major issue with unix input code. IN_Frame was being called more than once. (Once in main per-frame, and once in every event call)
Missed a reference to unused function.
Fix Com_Error code.
Removed forced windows only breakpoint, place your own lazy.
Adding missing piece for GUID.
Merge pull request #345 from deepy/master

Adding missing piece for GUID.
Mega improvmements to SP's startup variable support from MP. (init-only cvars work correctly)
Mega improvmements to SP's cvar code from MP:
- Cvars use hash lookup now.
- Max Cvars bumped to 2048.
- Using ! in a bind on a cvar is correct now.
- print <variable> command for printing info. (same as /cvarname but useful for when cmd+cvar clash)
- unset <variable> un-sets a cvar entirely if its user created.
- cleaned up set/sets/seta/setu
- /cvarname <with args> now will accept all args instead of just the first
- toggle cmd improved
- cvar range checking code added (though not much actually uses it yet)
- latched+cheat cvar escaping fixed
- cheat cvars aren't hidden from cvarlist anymore
- Possibly a few other misc things I missed.

Fixed and cleaned up SP dll loading in windows.
Now will try the following (in this order):
- fs_basepath/fs_game/<gamename>.dll
- fs_homepath/fs_game/<gamename>.dll (if fs_homepath exists)
- fs_cdpath/fs_game/<gamename>.dll (if fs_cdpath exists)
- fs_basepath/base/<gamename>.dll (if fs_game is not empty)
- fs_homepath/base/<gamename>.dll (if fs_game is not empty, if fs_homepath exists)
- fs_cdpath/base/<gamename>.dll (if fs_game is not empty, if fs_cdpath exists)
- fs_basepath/<gamename>.dll (this is the GameData folder usually)
- fs_homepath/<gamename>.dll (if fs_homepath exists)
- fs_cdpath/<gamename>.dll (if fs_cdpath exists)
- <gamename>.dll (this is cwd aka exepath)
Correctly handle commandline args in SP on non-windows OS'.
Nothing to see here whitespace fix.
Reset cheat cvars on cgame init in SP as well.
Move BASEGAME define to q_shared in SP.  Removed files.h usage from SP's sys_main.
Silence animation warning in MP for ROOT.
Removed now unused cvar from common.cpp in MP.
Change the comment line in MP's config file to reflect OpenJK and not original game.
Small cleanup in MP's cvar.cpp
Same as previous commit but for MP.
Plus migrate the mac bundle loading code to filesystem now that filesystem code is localized to files_*.cpp.