Starting sunlight experimentation branch
Merge branch 'HEAD' of https://github.com/ioquake/ioq3.git into suntest
Merge branch 'HEAD' of https://github.com/ioquake/ioq3.git into suntest
Change missionpack QVM build order in Makefile

Now it matches native libs and baseq3 QVMs.
Fix OSX app/ub scripts
Fix typo preventing OSX native compiles
Fix compiling BSPC using Code::Blocks
Fix linking Client using Code::Blocks
Add missing files to Code::Blocks cgame project
Fix some warnings compiling BSPC using mingw

Unknown pragma warnings.
Merge remote-tracking branch 'ioquake3/master'

Conflicts:
	Makefile
Add sunlight/lightmap merging by multiply (r_sunlightMode 1)
Merge additive sunlight and map lighting into one GLSL shader (r_sunlightMode 2)
Change single lightmap blends to use lightall
Merge branch 'HEAD' of https://github.com/ioquake/ioq3.git into suntest
Merge remote-tracking branch 'ioquake3/master'

Conflicts:
	code/renderergl2/tr_shade.c
Fix and improve GetWaterFog

It was broken in opengl1 (always returned earily if world was loaded).
Actually check all brush surfaces (not just the first surface multiple times).
Always set values even if map has no water fog.
Update com_renderer at vid_restart

This is what happens in ioq3, I broke it when moving renderer init to common.
Use global fog if underwater and no water fog at view point

Always check for water fog, even if underwater flag isn't set. Water fog might be better described as view fog.
Rename water fog to view fog

waterfogvars is still supported in shaders, for RTCW/ET compatibility.
Add "lightmap" shader stage keyword to OpenGL2 renderer

This is a direct copy of code in the OpenGL1 renderer, ported from ET.
Force Code::Blocks Win32 build targets to 32 bit

Should fix compiling using mingw64.