Fix an invalid null deref check in the slider code.
spearmint: Fix Com_ClientListParse to parse Com_ClientListString output
spearmint: Move be_ai_chat.c to Game VM

be_ai_chat.c doesn't need to be in the engine so move it to the Game VM.
Increase qvm hunk size size to handle loading the chat data.
spearmint: Remove stuff from botlib.h only needed in Game VM
spearmint: Remove cgame screen/font sizes from q_shared.h
spearmint: Fix scaleable font DPI in narrow windows
spearmint: Add engine support for using custom dlight shader/image

Based on RTCW. Not exposed to VM yet.
OpenGL2 don't try to dlight surfaces that had all dlights culled

In the renderers, dlightbits are never cleared from world surfaces.
The dlight image does not repeat, so if it draws on extra surfaces it's
not visible.

However if using a repeating image (tr.defaultImage instead of tr.dlightImage);

  * In OpenGL1 image is only drawn on surfaces close to dlight origin.
  * In OpenGL2 image is draw on surfaces clearly outside the dlight radius, including past non-dlighted surfaces.

It seems there was a similar issue with pshadowBits. So update surface
dlightBits even if 0, like already done for pshadowBits. This causes
only surfaces close to origin to be affected. (Though it is a little
farther than in OpenGL1.)

I have no idea why this isn't a problem in OpenGL1.
Merge remote-tracking branch 'ioquake3/master'
spearmint: Allow refdef_t to drop non-sky surfaces

RTCW SP drops skybox portal ground surfaces if RDF_DRAWSKYBOX is not set.
Add a simpler non-skybox specific RDF_ONLYSKY instead.

Also make RDF_NOSKY/RDF_ONLYSKY include "surfaceParm sky" shaders,
instead of just shaders with skyParms or FAKK's skyportal.

Drop the surfaces before checking dlights, sorting the surfaces, etc
instead of right before rendering.
spearmint: Don't mark portalsky shaders as isSky

I made portalsky set isSky so that RDF_NOSKY would drop them.
Since then I made RDF_NOSKY drops surfaceParm sky (which all
FAKK's portalsky shaders have), so it's not needed.

Also the one stage in the portalsky shaders doesn't seem to draw
anything (blendFunc GL_ZERO GL_ONE).
spearmint: Add support for JA's rgbGen lightingDiffuseEntity

rgbGen lightingDiffuseEntity. Lighting diffuse times entity RGB color.

Seems darker in opengl2 than opengl1, but might just be lighting is darker in gernal or something.
Not supported on altivec because I cannot understand the code by looking at it.
spearmint: Move defines out of the top of q_shared.h

Removed BASEQ3, BASETA, MAX_TEAMNAME as they are not used in the engine.
spearmint: Move fontInfo_t to tr_types.h
spearmint: Remove PRE_RELEASE_DEMO define/ifndef

Defining PRE_RELEASE_DEMO removed the devmap command.
If someone wants to remove devmap they can edit the source code.
Fix SkipRestOfLine going past end of string

If string data starts with a 0 (string terminator), don't skip over it at p++.

Not causing any problems in ioq3 as far as I know.
Merge remote-tracking branch 'ioquake3/master'
spearmint: Allow specifying pk3 as optional in mint-game.settings

If pk3 is optional it's ignored if missing.
spearmint: Use Xbox 360 like virtual gamepad like SDL2

Expose low-level access to joystick axis/button/hat events to cgame.
Virtual keys for executing binds are included with joystick events.
Move in_joystickUseAnalog to cgame.

Currently joystick vitrual gamepad remap is hard coded to Ouya controller
for Linux. >.>
spearmint: Allow remapping joystick events to virtual keys

Replace hard coded Ouya remap with a joystick event remap system.