Fix range markers for blueprints.

Also refactor a bit to use the same code for buildables and blueprints.
Changelog.
Make door trigger range mapper controllable and increase its default value by 20%.
Rewrite BoxOnPlaneSide

From ioquake3 revision 1635
New version is shorter and faster than both the original C and the asm.
Fix build on non-x86.

gcc doesn't have the -msse2 switch on most architectures.
libCPUInfo isn't buildable on anything non-x86.
Fix Con_Grep_f truncation

longer outputs would get truncated to MAXPRINTMSG characters due to a limit in Com_VPrintf.
Remove USE_ALPHA_TEST shader macro.

Instead pass the alpha threshold as a uniform float. To allow both
testing for greater than and less than threshold, a little math
trick using the abs is used, but abs is a free operation on GPUs,
so it should be just as fast as a simple comparison.

Testing for greater or equal / less than or equal is not possible,
but it hardly makes a difference on interpolated floats.
Add new alphatest modes GTENT and LTENT.

These check for alpha greater resp. less then entity alpha. The entity
alpha can be set in cgame, so this allows the cgame to control growing
or shrinking transparent regions on a texture.
Fix mirrors.

The cull direction wasn't switched reliably. Also the alphaGen portal
is now replaced by alphaGen const 0, which at least makes the mirrored
view visible.
Remove u_PortalPlane clipping, clip with the near plane instead.

Originally the idea is described by Eric Leyngel in his "Projection
Matrix Tricks" paper. This reduces the number of shaders we need to
compile or load.
Avoid “too many target_locations” on startup (game.so, static init).
Fix mirrors.

The cull direction wasn't switched reliably. Also the alphaGen portal
is now replaced by alphaGen const 0, which at least makes the mirrored
view visible.
Changelog update.
Set max name length to 128 bytes; add 32-character limit, allow UTF-8.

However, require at least one letter from the ASCII range.
Bloom adjustments for non-deferred rendering.
Avoid a NULL pointer dereference when there's no shader.

The dereference was noticed when a turret exploded.
Bump in-game copyright notice.
Option to allow structures around repeaters to use the global BP pool.

This is enabled if g_humanRepeaterBuildPoints = 0.
Add menu entries for bloom.
Rename nextmap (variable) to sv_nextmap.