broke up main event loop to work in emscripten
added emscripten platform
added emscripten conditionals to renderer to get it running
adjusted default renderer cvars for emscripten builds
disabled GLSL_ValidateProgram
disable MD3 lods
async-ified FS_Startup
added CDN support to client
added JS platform to build
misc SDL fixes until SDL 1.2 headers are fixed in emscripten
added get / set methods for stdinIsATTY so it can be accessed by the JS layer
don't use default master servers
use different default sound due to so many missing assets
namespaced libc functions in bg_lib to prevent collisions with emscripten
updated entrypoint definitions to compile properly with emscripten
added major vid_restart fast hack to enable responsive window resizing
temporary renderer workaround for https://bugzilla.icculus.org/show_bug.cgi?id=6083
replace usage of glAlphaFunc inside fragment shaders
rough first pass at JS vm compiler
added suspend / resume support to the JS VM code
made cgame initialization async in order to render loading screens
use a random net_port for emscripten builds to support running multiple clients on the same machine
don't generate shaders for LIGHTDEF_USE_SHADOWMAP when r_sunlightMode is disabled
wrap usage of standard derivatives functions in conditional so they can compiled when unsupported and disabled