Fix crash caused by too many surfaces in skin
Merge remote-tracking branch 'ioquake3/master'
Allow more than 32 skin surfaces

Uses less memory when skins have less then 32 surfaces too.
Require all skins to have .skin extension

The single shader skin code doesn't work (no surface name set, no surfaces uses it; it's the same as default).
No reason to fix single shader skin. Just use customShader refent setting.
Use icon from fs_game filesystem on Mac OS X

The bundle icon is no longer used after the game window opens.
Internal 32x32 image is used as fallback if cannot load icon from game filesystem, like on Windows and GNU/Linux.
Dlight code changes based on WolfET

Separate radius and intensity for system calls.
Not yet used code for grid only dlights, ET dlights, and directed dlights. (GL2 code is incomplete.)
Dlight optimizations.
Add cvar to fade explosions

cg_fadeExplosions allows testing WolfET light intensity code.
Add corona and dlight entities from WolfET

Made it so if cgame says a corona is visable the depth buffer is checked so don't see it through masked textures.
Made somewhat major changes in CG_Corona, AddCoronaToScene is always called. Removed CONTENTS_BOTS check to fix issue of not always seeing coronas through own bbox, because Spearmint adds local players.
I haven't tested dlight entity.
Free bot client if cannot load bot

Introduced by commit a57a5cfd9b5dcc51696777c67b275c55c5b4b452.
Add corona cvars to README
Don't play prepare yourself sound if map_restart with no delay

CGame expects CS_WARMUP to be 0 if there is no delay.
Remove/write pid every time switching fs_game

I changed the pid filenames to use fs_game in commit 9c1ba4faa098f1357b588af2a43110ac93455d96.
Make q3_ui use CTF team orders in Team Arena gametypes
Rename chainsaw to gauntlet in q3_ui code
#5979: Cubemap support for opengl2.
OpenGL2: Use RGBM instead of RGBE encoding for lightmaps.
OpenGL2: Fix inaccurate RGBM calculation.
OpenGL2: Speed up fog shader slightly.
OpenGL2: Some shader cleanup
OpenGL2: Fix for "unsupported framebuffer format" bug