bug 5986 - Configure jenkins to spit out mac .app
https://bugzilla.icculus.org/show_bug.cgi?id=5986
Created make-macosx-app.sh to handle manually creating an app bundle from other scripts.
Updated make-macosx.sh to create bundle with make-macosx-app.sh (TODO: make-macosx-ub.sh support).
Updated Makefile to create bundle with make-macosx-app.sh and zip up the resulting ioquake3.app if ARCHIVE is defined.
fix bug in make-macosx-app.sh with older shells
make-macosx-app.sh using single '=' comparisons
make-macosx-app.sh should use /bin/bash and not /bin/sh
Updated Makefile to only build release OS X app bundles
make-macosx-app.sh supports systems without libtool
make-macosx-app.sh supports systems without libtool, part 2
make-macosx-app.sh doesn't trust the output of 'which', so check for a hard-coded path
Another pass at the Mac OS X make scripts.

Ironed out issues with generating an application bundle with universal
binaries on supported systems. Fall back to bundling a single
architecture when support for universal binary generation is not
available. Tested on Mac OS X 10.5.8 (and 10.5 SDK).
Fix make-macosx-app.sh to make bundle on non-Mac OS X platforms
Makefile builds fall back to traditional archiving when Mac OS X application bundle generation fails
Merge remote-tracking branch 'ioquake3/master'

Conflicts:
	make-macosx-ub.sh
	make-macosx.sh
Fix ET external lightmaps in OpenGL2

I had already ported some of the code over, but it was very incomplete.
Set no lightscale and no compress bit for external lightmaps

This is already true for internal lightmaps.

OpenGL1 renderer doesn't actually use these bits...