Misc fixes to IBO code to correctly use sizeof(glIndex_t)
Support IQMs with joints and no poses
Add support for IQM int blend indices and float blend weights

Integer blend indices are converted to bytes at load, ioq3 doesn't allow more than 128 joints.

Heavily based on code by @zippers.
IQM int/float vertex arrays were already swapped
Fix IQM comments refering to IQM_BYTE instead of IQM_UBYTE
Initialize blendIndexesType and blendWeightsType
Merge last two commits into renderergl2
Remove unused shader state code from tr_local.h
Remove vertexLightmap from textureBundle_t, it's never qtrue
Fix video recording sync drift (patch refactored but original author unknown)
OpenGL2: Reduce glsl shader count by using a uniform to disable textures.
OpenGL2: Revisit fragment tangent space calculation, and remove tangent space lighting.
OpenGL2: Some small shader optimizations.
OpenGL2: Reimplement soft overbright to avoid a framebuffer blit.
OpenGL2: Prefer VBO/IBO sizes of around 4MB.
Fix running if built on OS X 10.9

strncpy with in == out causes signal 6 if built on OS X 10.9.
(If built on older OS X versions, the game works on 10.9 though.)

It was happening in COM_StripExtension during map load.
OpenGL2: Small optimizations and comments in world VBO creation and surface merging.
OpenGL2: Remove srfTriangle_t, and use glIndex_t instead.
Fix VM FOpenFile( FS_READ ) files seeking twice in FS_Seek
Remove unused variable baseOffset from fsh[]