Misc fixes to IBO code to correctly use sizeof(glIndex_t)
Fix compiling PPC
Fix warnings in ai_move.c on PPC

Bots may handle missing elevator and func_bobbing entities better now.
OpenGL2: Reduce glsl shader count by using a uniform to disable textures.
Fix bots walking off cliffs accidently

phys_maxbarrier in ai_move.c was changed to get value from botlib in commit 864c08a04c94dc57ca533cb763ae7b5f964085aa.
However it hadn't been setup in botlib yet, so I've moved it to after botlib loads map and sets up physics libvars.

The walking off cliffs issue was caused by BotGapDistance failing to detect gaps when phys_maxbarrier variable in ai_main.c is 0.
OpenGL2: Revisit fragment tangent space calculation, and remove tangent space lighting.
OpenGL2: Some small shader optimizations.
OpenGL2: Reimplement soft overbright to avoid a framebuffer blit.
OpenGL2: Prefer VBO/IBO sizes of around 4MB.
Fix aim prediction for non-hitscan weapons

lastvisorigin is suppose to be from previous frame, but was always the current origin.
This cause errors trying to get direction enemy is moving in BotAimAtEnemy.

Incorrect lastvisorigin cuased other things to misbehave as well.
Make aas_entityinfo_t use angles from last bot AI entity update

I don't know if this was causing any problems.
Remove old_origin from aas_entityinfo_t

It was unused.
Fix running if built on OS X 10.9

strncpy with in == out causes signal 6 if built on OS X 10.9.
(If built on older OS X versions, the game works on 10.9 though.)

It was happening in COM_StripExtension during map load.
Merge remote-tracking branch 'ioquake3/master'
Update Spearmint GL2 for recent upstream changes
OpenGL2: Small optimizations and comments in world VBO creation and surface merging.
Add tcGen cel based on ZEQ2-Lite

It's used in Turtle Arena.
OpenGL2: Remove srfTriangle_t, and use glIndex_t instead.
Fix VM FOpenFile( FS_READ ) files seeking twice in FS_Seek
Remove unused variable baseOffset from fsh[]