Add bg_lib.h to Code::Blocks VM projects
Fix the speex Xcode project since it was missing its header search path.
Added "all game" and "all ioquake3" schemes to Xcode workspace so that they build properly.
Merge remote-tracking branch 'ioquake3/master'

Conflicts:
	.gitignore
Fix warning when building with CL_MAX_SPLITVIEW=1
out seems to be unnecessarily large for one byte per pixel
Print message for unknown splitscreen commands in game VM
Merge pull request #6 from morturp/patch-2

out seems to be unnecessarily large for one byte per pixel
RE_GetSurfaceShader: add mode for 2D usage, check rgb/a gen of all stages
Add cg_drawShaderInfo to show world shader name/image

Get shader from what player's crosshair is pointing at.
Merge remote-tracking branch 'ioquake3/master'

Conflicts:
	code/renderercommon/tr_font.c
bug 5986 - Configure jenkins to spit out mac .app
https://bugzilla.icculus.org/show_bug.cgi?id=5986
Created make-macosx-app.sh to handle manually creating an app bundle from other scripts.
Updated make-macosx.sh to create bundle with make-macosx-app.sh (TODO: make-macosx-ub.sh support).
Updated Makefile to create bundle with make-macosx-app.sh and zip up the resulting ioquake3.app if ARCHIVE is defined.
fix bug in make-macosx-app.sh with older shells
make-macosx-app.sh using single '=' comparisons
make-macosx-app.sh should use /bin/bash and not /bin/sh
Updated Makefile to only build release OS X app bundles
make-macosx-app.sh supports systems without libtool
make-macosx-app.sh supports systems without libtool, part 2
make-macosx-app.sh doesn't trust the output of 'which', so check for a hard-coded path
Another pass at the Mac OS X make scripts.

Ironed out issues with generating an application bundle with universal
binaries on supported systems. Fall back to bundling a single
architecture when support for universal binary generation is not
available. Tested on Mac OS X 10.5.8 (and 10.5 SDK).