Changed 'Anisotropic Filtering' to a MULTIX option and added the options No, 2x, 4x, and 8x.  Previously enabling Anisotropic Filtering only set the value at 1, which made no visual difference.
Removed "uiScript glCustom," from Anisotropic Filtering.
Preparation for improved team key binding handling.
Team-specific bindings: add/alter commands, handle keypresses.

/bind sets only the spectator/default string and shows all bindings.

/unbind, by default, clears all bindings.
With two parameters (team, key), clears the specified team binding.

/editbind, by default, edits the spectator/default binding.
With two parameters (team, key), it edits the specified team binding.

/teambind TEAM KEY BINDING is added to handle team-specific bindings.

Teams may be named or numbered:
0 s spec spectators d default
1 h humans
2 a aliens

VM calls are affected: they prefer bindings specific to the current team.

This obsoletes use of cg_{human,alien,spectator}Config for key bindings.
Better to use spec/default bindings from the VM code for now.
Fix out of bounds array access
Fix MSVC compilation
Don't crash if the RunDemo script is called when no demos are found
Merge branch 'master' of github.com:Unvanquished/Unvanquished
Get rid of K_LAST_KEY.
Handle translation of “KEY1 or KEY2” (bindings menu, tutorial text).
Allow for team key binding retrieval & setting in VM code.

Make use of the retrival changes in the tutorial code.
Fix team name handing for /teambind etc.
‘default’ is better than ‘spec’ when listing the key bindings.
Bug fixes.
Fix tutorial mode detection of the deconstruct binding.
Tutorial mode: looking up a command not in the list ⇒ bug.
It helps if the first key name is always looked up.
Merge branch 'master' into teambinds

Conflicts:
	src/gamelogic/ui/ui_shared.c
Setting a new binding (/bind, menu) clears team-specific bindings on that key.

If you want just a default binding while retaining team-specific bindings,
use /teambind default KEY COMMAND.