Use z as a placeholder char to ensure we never get an invalid filename
Update shader to use preprocessed makeintensity files for compressed textures
Load emoticons as crn again
Fix for the fix for buffer overflow.

k addresses every 2nd row in the grid, so instead of k + 1 => k
the right change is k + 1 => k - 1.
Remove support for paintColor attribute.

This wasn't used in any shaders anyway.
Remove origin vector from gridPoint struct.

12 bytes per Point that can be easily recomputed is a bit wasteful
for a hardly used debug option.
Pack gridPoint struct into 2 * 4 bytes.

The 8 values were chosen so that trilinear interpolation gives
physically reasonable results. Also 8 bit precision seems to be
enough for the light grid, which is a coarse approximation to real
lighting in the first place.
Upload light grid to 3D textures.
Add light grid sampling to the vertexLighting_DBS_entity shader.
Merge branch 'tcAssets' into for-0.25
Revert "Compatibility hack to get the same checksums as 0.24"

This reverts commit a2b32a358a616e94950046502cb7ca4fee443f70.
Add altShader support to IQM models
Merge branch 'master' into for-0.25
Merge branch 'for-0.25' of github.com:Unvanquished/Unvanquished into for-0.25
Remove unused light uniforms from vertexLighting_DBS_entity shader
Add light grid shading to the vertexLighting_DBS_world shader.

This is used for polygons like creep and bullet marks.
Remove unused AmbientLight and DirectedLight attributes.
Merge branch 'master' into for-0.25
Revert "Revert "Add the S_{Begin/End}Registration syscalls and use them in cgame""

This reverts commit 6d07d5ca4099dee583543434c6403698843a041f.
Fix error in Z_Free().