- Small change to search path order - local files not in .pk3s take precedence over files in pk3s. Should make life easier for modders/mappers wanting to override textures that are already contained in some older pk3
- Make VM loading more robust, change loading order: when vm_* == 0 first try loading DLL, then QVM in *each* search directory/path
- Fix FS_FileForHandle that would return a FILE pointer to invalid file handle 0

(cherry picked from commit 9219cde4e81aa3ef314e61e2184a5af7e2efe0a5)
Get back fopeni support
- Don't try to load QVM/DLL files on pure servers
- Fallback after failed DLL load will be VMI_COMPILED, not INTERPRETED

(cherry picked from commit af5020c57cbfbc94943f5f6f9bb5503923e55eea)
Various fixes to vm_interpreted.c:
- Add opStack protection
- Fix dataMask check for OP_BLOCK_COPY
- Add instruction number check for conditional jumps
- Make errors in VM_PrepareInterpreter nonfatal

(cherry picked from commit 83522282f1cc4919e2866104030364839fd482de)
Use Q_ftol for vm_interpreted

(cherry picked from commit 7ac6b087afb2f78b5af12d7b6b8984ccfb9e14e0)
Fix wrong macro. MSVC win32 build should work again now.
(cherry picked from commit 8b7870b81f91e810373c8f150069274377f347d7)
remove static VM_BlockCopy from vm_powerpc
(cherry picked from commit d8b7532fc1419065bd3baf161eeba1335176e920)
Add mingw64 crossbuild script, patch by Zack Middleton

(cherry picked from commit b3745b72060e04207c6bd3695dbaeacdc3a59ef3)
Patch from Tremulous / description from Zack Middleton: (#5041)

Clear game logfile handle after closing file.

Game does not clear logFile handle when closing file. Might be an issue if
G_LogPrintf is called after this.

Patch from tremulous http://svn.icculus.org/tremulous?view=rev&revision=2041

(cherry picked from commit 16d2ab5f8bdfabd6dc0c6baf472034155cdce4bf)
Modified merged from patch at 77d764c457 as we don't use cg_particles
patch by Zack Middleton (#5044)
- Fix a few comments in tr_local.h
- A bit of refactoring of the cpp macros

(cherry picked from commit dc24d7649c0df5713790258175ffd165171be8f1)
Fixes for bugs introduced in last several revisions, by thiloschulz (see b8f81e8065)
Still forgot this one :(

(cherry picked from commit f921cddc2b607f248649366d858bf4ad28c73499)
- Fix memory leak in DMA sound after S_Shutdown()
- Make codec load use temp hunk memory instead of zone mem
- Fix sound issues with direct sound and game_restart (#4526)
(cherry picked from commit a5f31084d493e4fb94f733313c4f41a4ba4b00c4)
Bug 5047 - Win32 dedicated server console title should use define, patch by Zack Middleton was still merged in SmokinGuns
Bug 5048 - Entity constant light does not work correctly, bug found by Eraesr (Eraser?)

(cherry picked from commit adc143e0500e347b8d3e4b610c2d3e6cace6f538)
- Improve game_restart:
  * differing screen resolutions and network settings are now honoured when changing fs_game
  * Fix hunk memory leak on game_restart
  * Move cls.state and cls.servername to clc so connection state is fully preserved over game_restart
  * Revert back to previous fs_game after disconnecting from a server that triggered a game_restart
  * Fix error dialog popping up after every game_restart if an error happened previously (reported by Ensiform)
- Fixed that not all commands added by CL_Init() would be removed by CL_Shutdown()

(cherry picked from commit dee3724a13a1c141a36ecdc859858aa7de3f60ec)
Fix unnoticed bug in game_restart

(cherry picked from commit df1687c5c7d3efc46e49ca0031ea9e2de62bdb98)
Bug 5034 - q3_ui: fill whole screen and allow cursor to move to edge in widescreen, by Zack Middleton

Check if uivm is loaded before using it

  Patch adds a check for uivm before using it, fixes running dedicated server
  using client binary.

  Missing uivm check pointed out by Ensiform.

- Bug 5049 - TA UI forces overstrike mode on when focusing an edit box, by Ensiform
- Bug 5052 - Missing podium timer initialization, by Eugene C.

(picked from commit 90ede2cb482919da8cd3dcb195ab411a39548c17)
Fix x64 compilation on MSVC
(cherry picked from commit 95691ded36c93d03f242626b14ba820f5d7f336e)