Download script: tighten up md5sums validation.
Add drill & leech sound config files, fixed up for alpha 18.
Split MOD_WEIGHT into MOD_WEIGHT_H and MOD_WEIGHT_A ‒ needed for stats.
Dretch health 35 → 25.
Reduce the size of texCoord and lightCoord data in dynamic vbos
Only call glBufferSubData on the tess vbo with valid vertex attributes
Collapse glow maps with diffuse/normal/specular

This allows us to draw our alien models with only a single call to glDrawElements each
It avoids the overhead of having to do gpu vertex skinning twice on each model.
It also improves shadowing performance because we will no longer do two passes per model for each shadow map
Remove unused bloom glsl shaders
Fix some off-by-one errors in GLSL compilation failure reporting.
Fix glsl compile error
Remove unused code from vertexLighting_DBS_world_fp.glsl
Move object to tangent space transforms to the vertex shader for vertexLighting_DBS_world

This removes a few matrix * vector computations from the fragment shader and also frees up some varying slots.
Use the correct texture coordinates for glow maps and specular maps in vertexLighting_DBS_world

We couldn't use the correct ones before because we were hitting the 8 varying vec4 limit
Update error message to use constant instead of hardcoded value
Merge pull request #255 from mboren/master

Update error message to use constant instead of hardcoded value
Remove useless asm code

The benefit that the inline asm provides is dubious at best. At worst, the asm may be completely wrong.
Add SSE vertex skinning implementation for when tess.skipTangentSpaces == true
Load the RSA key just before it's needed.

This fixes auth problems when connecting to a server after playing locally.
Use our sse code if the compiler was passed the sse codegen option
Use the /fp:fast flag for msvc

This is equivalent to gcc's -ffast-math flag which we already use