Add vorbis 1.3.4 build support
Remove unnecessary NEED_VORBIS since you have USE_CODEC_VORBIS

Thanks zturtleman for catching this
Fix colored name padding and allow IPv6 address to fit in output of
'status' command
Release netowrk bindings on shutdown
Fix native trap_BotMutateGoalFuzzyLogic
Fix s_alDopplerSpeed default value
OpenGL2: Minor GLSL shader improvements.
OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars.
OpenGL2: Set default normal/specular in RE_RegisterShaderFromImage
Merge pull request #57 from MAN-AT-ARMS/specularScale

OpenGL2: Set default normal/specular in RE_RegisterShaderFromImage
Merge remote-tracking branch 'ioquake3/master'

Conflicts:
	code/game/g_syscalls.c
Don't wash out HDR vertex lite surfaces in OpenGL2

Vertex lite surfaces being brighter than light maps looks bad,
they're meant to look the same. Especially in ET, which mixes
them fequently. It's noticeable in Q3 too though.

BSP lightmaps (i.e. not external HDR lightmaps) use
R_ColorShiftLightingBytes, now *Floats (used by vertex colors)
has the same behavior.

This may be a problem for HDR lightmaps, as the RGB will always be
scaled to 0.0 to 1.0 range.

I had enabled this for non-HDR before, but now HDR needs it too.
spearmint: Use correct fog volume for RT_POLY_LOCAL

When looking for fog volume need to add entity origin
to RT_POLY_LOCAL vertices. Before it was checking at map
origin.

This caused sprite issues on q3tourney2 in OpenGL2
(because game code renders sprites using RT_POLY_LOCAL).
Merge remote-tracking branch 'ioquake3/master'
spearmint: Fix reading PAKSUMS checksums

On GNU/Linux, atoi overflows to 'correct' unsigned value.
On OS X, atoi caps at INT_MAX instead of overflowing. Wrong unsigned value.

Use strtoul, it correctly handles unsigned [long] values.
It's stored in an unsigned int, but overflow shouldn't be a problem
(pak checksums are unsigned ints).
Update SDL 1.2.15 to Revision 8040
Fix error handling in R_ParseSpawnVars

When R_GetEntityToken returns qfalse it resets pointer for parsing, by
R_ParseSpawnVars not returning qfalse it could cause an infinite loop.

Also add newlines to printfs.
Don't say cubemap is outside lightgrid 6 times
Fix R_GetEntityToken ending prematurely

If spawn var key or value is "" it caused R_GetEntityToken (available to
cgame, used by opengl2) to stop parsing, whereas game VM would continue.

Changed it to match parsing used for game VM
(see G_GET_ENTITY_TOKEN in code/server/sv_game.c).

The map poq3dm5 has a "wait" key with value "".
Merge remote-tracking branch 'ioquake3/master'