Fix setting COM_Parse current line number

Fix initial off-by-one error.
Count lines in /* */ comments and multi-line strings.
Fix counting some lines twice if text has Unix newlines.
Check for shaders without closing brace

Shaders without closing brace can eat shaders in other files.
Pass depth to SkipBracedSection instead of reparsing text as it messed up parse line numbers.
Improve warning for shader missing opening brace
Make COM_ParseWarning report starting line number of multi-line tokens

COM_ParseWarning use to show last line number of multi-line string tokens, now shows starting line number.
Allow adjusting VoIP gain and mute during demo playback
Rate limit getchallenge
Don't try to fog flares with fogNum 0

fogNum 0 means no fog. Shaders don't try to apply fog color if fogNum is 0.

This was done to make things more consistent and fix a crash in iortcw MP using a user made map on GNU/Linux x86_64.
Only allow model meshes to have SHADER_MAX_VERTEXES - 1 vertexes

The last index is used to check for buffer overflows. See RB_CheckOverflow and RB_EndSurface.
Fix IQM tess buffer overflow

Set the variables that use tess.numVertexes after calling RB_CHECKOVERFLOW() as it may set tess.numVertexes to 0!

Could cause visual issues and error "RB_EndSurface() - SHADER_MAX_VERTEXES hit".
Fix r_speeds 4 in OpenGL2 renderer
Fix r_nocurves in OpenGL2 renderer

Check r_nocurves in surface cull.
While r_nocurves is enabled, don't use merged surfaces because merged curves would be renderer. (note: surface merging is enabled by r_mergeLeafSurfaces)
Fix r_mergeLightmaps 0 crashing OpenGL2 renderer

tr.fatLightmapStep was 0 and caused modulus division by 0.
Prevent the skip of the glyph if it does not fit
Free Team Arena fonts/fontImage_X.dat buffer

Caused temp memory to be present all the time, so Hunk_Alloc ignored memory low/high preference.

May have caused other issues as well.
(bug #5984) Unload renderer lib
SDL Mouse Button clean up

Make 'b' variable an int so that key values more than 255 will work (not currently an issue in ioq3 afaik).
Use SDL_BUTTON_* for easier transition to SDL2.
(SDL2 doesn't have SDL_BUTTON_WHEELUP or SDL_BUTTON_WHEELDOWN, X1/X2 are different values.)
Remove unused models from server_t
out seems to be unnecessarily large for one byte per pixel
bug 5986 - Configure jenkins to spit out mac .app https://bugzilla.icculus.org/show_bug.cgi?id=5986 Created make-macosx-app.sh to handle manually creating an app bundle from other scripts. Updated make-macosx.sh to create bundle with make-macosx-app.sh (TODO: make-macosx-ub.sh support). Updated Makefile to create bundle with make-macosx-app.sh and zip up the resulting ioquake3.app if ARCHIVE is defined.
fix bug in make-macosx-app.sh with older shells