Initial Work Towards 64-bit patch
Still likely will have issues if you try to build 64
Filesystem and model code are likely big culprits too
Made water wetter

(yavin swamp water fix, haven't sorted fog yet though)
Try to sort the spawn and field arrays on first call. (Testing for linux)
Revert "Try to sort the spawn and field arrays on first call. (Testing for linux)"

This reverts commit f14f075b8eb69b2abe04767a400b0961a611ed7a.
Revert "Analog joystick improvements to walk animation (caution: slight pmove change, nothing to worry about though, promise)"

This reverts commit 12dcfc4f5f7992b59a3b15f52bf45303f50e3142.
com_developer as a cvarname does not exist, gfxinfo on launch is nice.  Why was it removed for normal startups during modular renderer migration?
Adds r_mode -1 and r_mode -2 to /modelist
Fix for issue #114
Changed ForceJump to explicitly set groundEntityNum to ENTITYNUM_NONE.

On high server's framerate the code for detecting NPC jumps can be run multiple times before the NPC's think function is executed.
So the NPC does not get time to detect that it has left the ground before it would again check for a jump, resulting in incorrect velocity for the jump.
Merge pull request #194 from xScooper/master

Fix for issue #114
Update README.md

Adds Scooper to list of contributors
More 64-bit fixes (MP) based on commit from ioquake/jedi-academy (jonathangray)
Fixed nasty issue in Sys_GetClipboardData in the singleplayer binary.
Remove ununsed Splines project
Update q_shared.h

added #include <errno.h>, thanks ensiform
Merge pull request #199 from Yberion/master

Fix issue https://github.com/Razish/OpenJK/issues/198
Move game cvar stuff out of g_main.c -> g_cvar.c
Allow g_gametype <name> and callvote gametype <name> (e.g. ctf, tffa, siege) instead of numerical (0-8)
Minor Linux fixes