[SP] Fixed JK2 mode compilation. Also fixed a minor out of bounds check in cg_weapons.cpp (JK2)
[MP] Merge ioquake/ioq3@ac621642ac6847eb27d5dc20f4769c3947ef40f0
Unify/cleanup max snapshot entities on client and server
[SP] JK2: Fixed various problems with incorrect newlines.
[SP] JK2: Fixed stack overflow in JK2 save code. Still doesn't load correctly but we're getting there. Lots of general stability/security improvements in the save code in general.
[SP] Don't print color codes in viewlog, output window or physical log files
[SP] JK2: Fixed loadgame (BREAKS COMPAT WITH OLD JK2 SAVEGAMES CURRENTLY)
[SP] Temporarily display zone stuff on exit, so that we can better examine the assert on game close
[SP] Band-aid fix for assertion on exiting the game
Merge branch 'master' of https://github.com/JACoders/OpenJK
[SP] JK2: Fixed some bizzare presumption that timers should only be 1024 bytes long (??)
[SP] Add missing cinematic code.
[SP] JK2: cg_fov is now flagged as CVAR_ARCHIVE
[SP] JK2: Added cvars from mp: cg_fovViewmodel, cg_fovViewmodelAdjust
Merge branch 'master' of https://github.com/JACoders/OpenJK
[MP] Cleanup Cmd_Args* functions.
Make Key_Bind_f use Cmd_ArgsFrom( 2 ) instead of generating its own buffer.
[MP] Gamecode: type fixes with array length stored in variables.
[MP] Clean up shared memory buffer between gamecode and engine
[MP] Ensure tess struct is 16 byte aligned on non win32 platforms too.
[SP] Ensure tess struct is 16 byte aligned on non win32 platforms too.
[SP] Cleanup Cmd_Args* functions.
Make Key_Bind_f use Cmd_ArgsFrom( 2 ) instead of generating its own buffer.