Creation of a third assets pk3

This is for text-only assets. Many were moved over from JKG_Assets2.
I've looked for and removed all duplicate files (most of which were
there before this merge.. tsk tsk!)
Potential fix to animevents.cfg included.
Make these files into zz_JKG_Assets3.pk3 for game.
Including JKG_Binds with assets3
Commented out feint requiring a force minimum
Fixed Pulse Cannon's .wpn file
Ignoring Boost library + Fixed warning: ysalTime unidentified
Catching up to OJK a bit more + Saber block animation switch
Gametype clean + fixes

Fixed menu files to clear up the gametype bug (was not code related!)
Cleaned some code comments, changed the default gametype to TFFA.
However, TFFA still a bit buggy. Teams not properly using gang wars code
(team names are there, but team-only models/skins not working and
scoreboard doesn't reflect team colors properly).
More gametype fix attempt + removed radio from menu

Still buggy ... additional bugs include the player 'apply, join red,
join blue, spectate' buttons doing nothing in the ingame profile.
Stances + Sprint bandaids

Bandaid fix to stances to result in just Shii-Cho being available. See
Issues. Also changed stance animation.
Fixed being able to 'sprint' while in spectator (fov change only).
Bandaid fix to being able to sprint while in the air, eez started a much
more dynamic fix to this but it doesn't appear to be complete and/or
working atm so this will do for now.
Making sure that when defined, the new gametypes load properly

Making sure that when defined, the new gametypes load properly.
More complete menu changes

Including additional gametype fixing
Changes to jetpack

Just to make it a bit more useable, still not essential as it's cheat
protected + the movement for it in general still needs work.
Significant changes to rolling

Can now roll from any point, including ironsights, sprinting, walking.
Also included is saber swings, won't change until playtesting but I
suspect that is spammable.

A check for velocity while sprinting was added to ensure that you can't
sprint forwards then suddenly roll backwards immediately after.
Reverting velocity check, actually doesn't work so well.

Firstly I realised isolating it to just sprinting was redundant.
Secondly, I was mostly just hitting crouch before I was hitting S, I
realised later. This needs a more robust attempt later but for now let's
just leave it as 'functional'. :D
Catching up to OJK Pt 2.

Stopping at VV_Lighting to try out cherry pick (cuz that amount of
copy-pasting is not good for your soul. :) )
Note that I am moving in reverse order from some time 3 months ago, for
no particular reason other than to give myself a shorter list to
complete this chunk.
VV_Lighting removal merge

ea992e15eacf499dbdedda1437dc2f020e6c0da9
Damnit. Cherry-pick is too damn good

It grabbed these OJK-only (thus far, anyway) files, and I was too hasty
to spot it.
Add con_autoclear cvar, defaults to 1.
Disable this if you want the console input content to remain after the console closes.
Display default status when printing cvar from cvar<enter> or print <cvar>.
Fixed r_primitives so that it only is 0...3 range in normal use.
Updated r_fullscreen to be correct in rd-dedicated.
Add file completion to exec/execq.
Add cvarname completion to vstr.
Make dynamic glow cvars not cheat protected in dedicated renderer (though not really needed, but for consistency)