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.
Merge remote-tracking branch 'spearmint/master'

Conflicts:
	code/cgame/cg_draw.c
	code/cgame/cg_info.c
	code/cgame/cg_newdraw.c
	code/game/bg_misc.c
	code/game/g_cmds.c
	code/q3_ui/ui_servers2.c
	code/ui/ui_main.c
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.
Make Travis CI build BSPC
Fix building BSPC using clang and mingw
Fix some clang warnings in BSPC
Fix mingw warnings in BSPC
Fix clang warning in gl1 ParseFoliage

Clang was warning that foliage->indexes[ i ] < 0 was always false, indexes was unsigned. Changed to int like triangle surface code.
Make UI_BuildServerDisplayList argument an int

It was qboolean, but 2 is used. Clang was warning about it on Travis CI.
Merge remote-tracking branch 'spearmint/master'
Merge remote-tracking branch 'ebx/master'
Fix predicting touching items in CTF and 1FCTF

In CTF, rail or plasma gun/ammo were not predicted for pickup depending on what team player is on. The rail and plasma values are the same as PW_REDFLAG and PW_BLUEFLAG.
In 1FCTF, only neutral flag, BFG, and BFG ammo were predicted for pickup. WP_BFG is equal to PW_NEUTRALFLAG.
Merge remote-tracking branch 'ioquake3/master'

Conflicts:
	code/cgame/cg_predict.c
Remove RF_SUNFLARE from OpenGL2 renderer

RF_SUNFLARE didn't do anything after commit "Merge Reaction renderer features, remove "#ifdef REACTION"s".
Clarify comment for OpenGL2's RDF_NOFOG
Merge remote-tracking branch 'ioquake3/master'
Fix RDF_UNDERWATER / RDF_NOFOG being same value
Make global fog affect sprites
Make global fog affect polys and polybuffers

Also add check for RDF_NOWORLDMODEL like models and sprites. Removes need for RDF_NOFOG in OpenGL2 renderer.