OpenGL2: Fix bug in ColorToRGBM().
OpenGL2: Oops, set lightmap alpha to 1.
Rebuilt Windows libcurl-7.35.0 static libraries

Fix linking with mingw32.
Enable FTPS and HTTPS.
OpenGL2: Fix rendering when r_hdr = 0 and r_floatLightmap = 1
OpenGL2: Remove and force r_softOverbright.
Replace deprecated alDopplerVelocity with alSpeedOfSound per OpenAL 1.1 spec
Remove references to alDopplerVelocity

Let's load driver even if it doesn't have the deprecated alDopplerVelocity.
OpenGL2: Fix pshadows for MDR models
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
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.
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 "".
Fix typo in animMap and videoMap warnings
Parse q3map_sunExt in OpenGL1 too

Used for drawing sun, which is supported by both OpenGL1 and OpenGL2.
OpenGL2 already parses it.