Add misc/msvc12/ to support Microsoft Visual Studio 2012 Express Edition
Merge pull request #63 from kungfooman/visualstudio

Add misc/msvc11/ to support Microsoft Visual Studio 2012 Express Edition
Add MSVC SDL 1.2.15 Revision 8040 import libs
spearmint: BSPC: forcesidesvisible can skip nodraw surfaces

nodraw surfaces are handled as if they are textured regardless
of forcesidesvisible setting, so there is no need to check them.
OpenGL2: Remove sRGB support, replace with gamma cvars.
spearmint: Add partial EF2 BSP support

Missing FAKK lighting stuff and new lighting stuff.
No light grid support.
Terrain can no collision support and rendering has issues.
spearmint: Uncomment unsupported FAKK lumps
Rebuilt MSVC SDL 1.2.15 Revision 8040 import libs
Skip merging ioq3 MSVC commits

40985b53d658a506dbccae3b87230b440df1426f,
20086f392c3aa5c2c1f897435e5f030fa01a19fe,
880a7c6becf9072ac721904d155f8929b06b6a32.
Merge remote-tracking branch 'ioquake3/master'

Conflicts:
	code/renderergl2/tr_shader.c
Skip merging ioq3 MSVC commit

b9b67036f3370b2e5f216eaf5ba68f3461267f02.
spearmint: Add support for FAKK's spriteScale and spriteGen shader keywords

I haven't figured out if I use axis the same as FAKK. I think it matches
the description in the FAKK shader manual and seems logical enough.
spearmint: Fix FAKK/Alice/EF2 default light grid size

FAKK/Alice use a different default light grid size than Q3.
Using correct size fixes reading the light grid data.

Lighting isn't the same as FAKK (blue lights in fakkhouse don't effect player).
Probably because new entlights and lightdefs lumps aren't supported yet?
Maybe lightgrid is only environment light (shadows, sky light).

EF2's qfiles.h uses the same default light grid size as FAKK.
EF2 maps have 0 length light grid lump, so it hasn't been tested.
spearmint: Add support for FAKK's alphaGen skyAlpha and oneMinusSkyAlpha

CGame can pass sky alpha in refdef_t when rendering scene.
spearmint: Fix AAS_DropToFloor to handle entities coplanar to floor

Copied from Game VM.
spearmint: Make AAS_DropToFloor go as far as Game VM

Game VM will drop items max of 4096 units.
Botlib use to only drop max of 100 units.
OpenGL2: Remove misleading documentation for gamma cvars.
Fix cg.skulltrails out of bounds access in Team Arena Harvester mode

In Team Arena's Harvester mode, players corrupt your memory from beyond
the grave. Gib the players to stop the corruption!

CG_PlayerTokens is called for player entities, including corpses.
The entity number is used for the index in cg.skulltrails which only has
MAX_CLIENTS elements. This results in incorrect memory being overwritten
for corpse entities (as the entity number is >= MAX_CLIENTS).

So limit skull trails to valid entities (entity number < MAX_CLIENTS).
Merge remote-tracking branch 'ioquake3/master'

Conflicts:
	code/cgame/cg_players.c
Merge branch 'master' into sdl2