Add trap_R_LerpTag and trap_R_ModelBounds to game

Dedicated server can either have model loading compiled into it (default behavior), or if SERVER_USE_RENDERER_DLOPEN=1 use external renderer from com_renderer.
Client uses whatever renderer it's using (internal or external) to load models for server.

If client reloads renderer (vid_restart, snd_restart, etc) all model handles become invalid, so GAME_VID_RESTART gets called so game vm can re-register models.
Revert "Make game use trap_Alloc", QVM trap_Alloc is buggy

This reverts commit f638259d1b1ca00e583de1bdd97adf0a47622cd3.
Revert "Remove g_mem.c from Code::Blocks game project"

This reverts commit 74a6b18638f80aa698fb5d230f72c2b371ee97ab.
Revert "Remove g_debugAlloc"

This reverts commit 529d36a5c6229cdba41b39224b020d5133d4d26a.
Merge remote-tracking branch 'upstream/master'

Conflicts:
	Makefile
	code/client/cl_cin.c
	code/client/cl_main.c
	code/game/g_local.h
	code/server/sv_game.c
	code/server/sv_init.c
Replace reloading game models in server code with game code

Now using the new GAME_VID_RESTART call, instead of hard coding the behavior (game only uses models for players, which are loaded via ClientUserinfoChanged).