fixed make-macosx* build scripts to work with spearmint
updated mac xcode project for spearmint
Merge pull request #87 from mecwerks/master

Mac build scripts and xcode project update for spearmint
Fix nofog shader option in OpenGL2
Allow default shader in OpenGL1 AddPolyToScene

Merged from OpenGL2 renderer.
Use skyfogvars to fog sky

Also fixed global fog affecting sky.
Fix exp fogvars/waterfogvars/viewfogvars

Turns out RTCW was using correct value, go figure.
Make skyfogvars use DEFAULT_FOG_EXP_DEPTH_FOR_OPAQUE again

Switch it to 5 two commits ago, then changed DEFAULT_FOG_EXP_DEPTH_FOR_OPAQUE to 5 in the last one.
Set entityState_t::team for all missiles (not just proxy mines)

Since BG_PlayerStateToEntityState sets entityState_t::team for players, CG_AddRefEntityWithPowerups doesn't need team argument anymore.
Fix creating symlinks in make-macosx-app.sh

Create symlink if arch name is found anywhere in info printed by file command, not only if arch name is the last word.
Merge remote-tracking branch 'ioquake3/master'
Fix text getting appended to vid_restart in command buffer

I was getting unknown command "vid_restart-button2" warning on OSX when trying to use alt-return to toggle fullscreen.
Merge remote-tracking branch 'ioquake3/master'
Fix setting player's team in Team Arena single player
Move LAN source, demo state, and flag state enums out of q_shared.h
Change Mac app bundle copyright for Spearmint
Change Mac OS X app bundle name to Spearmint.app

Fix make ARCHIVE=1 to look for Spearmint.app instead of ioquake3.app
Fix trap_Alloc for game DLL

Now it allocates data on the zone instead of the hunk. Hunk uses mark usage at load and then clears everything allocated beyond that at vid_restart, which was clearing memory dynamically allocated for game vm on hunk.
Don't calculate world surface fog numbers each frame

Put hard coded global fog at index 1. Make surfaces use it at load time instead of calculating fognum (defaulting to global fog if enabled) each frame.

Fixes fog at beginning of q3dm4.
Don't calculate fogDistanceVector before checking if fog is enabled