dlopen libopenal.so not libopenal.so.1 on OpenBSD
correct the linked libs on OpenBSD
sync the OpenBSD cflags with Linux
Merge pull request #2 from jonathangray/openbsd_fixes

OpenBSD fixes
Fix levelshot command

Needs to be sent to client connection, otherwise lc# is added to beginning of command. Client doesn't catch "lc0 clientLevelshot".
Support saving levelshots as PNG and JPEG

Also supports changing levelshot size, example "levelshot 256" or "screenshotJPEG levelshot 256"
Add levelshot <size> to README
Add PNG and JPEG levelshots to OpenGL2

Supports custom size using "levelshot 256"
Return number of bytes read/wrote to VMs

Note: RTCW returns bytes wrote to game and cgame VMs.
Fix QVM memset and memcpy return value

They were returning NULL, but should return first argument.
Add RTCW's trap_R_GetSkinModel to cgame/ui

Added range check and null name check in RE_GetSkinModel.
Revert "Add RTCW's trap_R_GetSkinModel to cgame/ui"

This reverts commit 762f53fbc499317176c684b7bf6f2e4d05b9f370.
Skip RTCW/ET skin models and playerscale in skins

Cgame can load the file and get the info itself. New games should use a separate file if want more keywords.

Also, lets completely skip tag_* lines. Otherwise creates a surface for whatever is after tag_*.
Remove unused renderCommandList variable from renderers
Allow cgame to get/set world and bmodel surface shaders

trace_t now has world draw surface number for getting and setting surface shader.
Trace only hits brushes and patches. So VMs currently cannot find surface numbers for inline models, flares, or foliage to set/get shader.

RE_GetShaderFromModel and RE_GetSurfaceShader are based on code from RTCW and ET.
Removed manual mip check (would have been in my RE_GetSurfaceShader), lets assume RegisterShaderNoMip won't be used for world or model surfaces.

Used code from NetRadiant's q3map2 to (try to) find brush side draw surface numbers. Not prefect, may try to improve later.
Add trap_R_GetShaderName to cgame/ui

Useful for getting name of world surface shaders.
Merge remote-tracking branch 'ioquake3/master'
Made "gametype" in infoResponse a string

Server use to just give the gametype number, which is only useful if UI is modified to support that mod.
Now q3_ui/ui server browser displays correct gametype for servers running different mods.

Added two new cvars sv_gametypeName (i.e. Free for All) and sv_gametypeNetName (i.e. FFA). sv_gametypeNetName is used for "gametype" in infoResponse.
Make cgame use gametype name from server

Use new sv_gametypeName cvar/serverinfo to allows server-side mods to have different gametype names. Gets rid of some duplicate copies of gametype names too.
Don't look for best IBSP surfaceNums by default (it's too slow)

Enable cm_betterIbspSurfaceNums to find better surface numbers. It's only needed for (new Spearmint) trap_R_SetSurfaceShader, not worth the extra load time when the trap isn't even used by default.
Also, don't look for draw surface numbers at all in BSPC.