cdaudio: document the cd audio console commands

Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
build: use single call to wildcard for depfiles

Provides a modest speedup on Windows, where this operation is ridiculously
slow.  Reduces time for simple "make" with no rebuilds necessary from ~23s
to ~18s on my test system.

Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
model: support two types of BSP2 models

Turns out there are two types of "BSP2" format - one that I think was
created by MH and implemented in the RMQ project (this is the one I
implemented previously) and one by LordHavoc which exteneded the
coordinate limits beyond 32k, implemented in Darkplaces.  The
Darkplaces version of BSP2 will get the name BSP2 and the RMQ version,
which is more limited, will get the name BSP2rmq.

Fairly naive implementation which duplicates a bunch of code.  Can be
refactored and tidied up more later.

Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
model: don't load an extra edge in Mod_LoadEdges_*

Probably this was added previously due to confusion with edge index
being +1 (no edge 0) but lump->size / sizeof(edge_t) is the correct
number to load.

Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
model: use a common function to load bsp lumps which are simple byte streams

Takes care of lighting, visibility and entities using common code.

Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
model: factor out common code from leaf loading functions

GL and/or QW specific hacks to do with setting surface flags for water
warping.

Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
changelog: amend entry for bsp2 support to show both bsp2 and 2psb supported

Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Merge branch 'master' of git://disenchant.net/tyrquake
input: fix compile on in_win.c

Add missing ')'.

Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
model: use MAX_OSPATH for gl mesh cache path

Path includes com_gamedir, which could be an absolute path to the
user's home directory - easily can exceed 64 characters.  MAX_QPATH is
really only for paths relative to basedir.

Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
server: improve error message when too many brush models

Check if we are going to overflow our MAX_MODELS allocation and print
a more meaningful error if we will.  This also softens the error to a
Host_Error() instead of crashing in Mod_ForName().

Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
server: bump MAX_EDICTS static limit

Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
server: bump MAX_MODELS static limit

Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
model: Increase precision of lightmap extents calculations

This bug is a counterpart to this bug in quakespasm:
   https://sourceforge.net/p/quakespasm/patches/15/

If the precision of the calculation in WorldToTexCoord done by ‘light’
is significantly different than the precision of the same calculation
in the engine, you can get corrupted lightmaps. The problem affects
light when it’s built as something other than vanilla 32-bit
x86. (e.g. x86_64 on a mac).

Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Merge branch 'master' into debug