spearmint: Don't make global fog affect blended surfaces

I made global fog affect sort > SS_OPAQUE to make ET foliage be fogged.
This has since been fixed by fogging sort <= SS_SEE_THROUGH (like ET).

Originally, I made blended surfaces only fog non-transparent areas
but that was removed because it broke fog block surface shaders.

Interestingly, SetIteratorFog for r_useGlFog was 'fixed' to not affect
blended surfaces. Making that change to software fog code corrects the
issues I'm seeing right now (ET radar rain splash and RTCW mp_castle
spider webs fog non-transparent areas), but it's better to just remove
the hack as I don't know of anything it improves.
spearmint: Add lightgridmulamb and lightgridmuldir

Supported by RTCW SP.
Merge remote-tracking branch 'ioquake3/master'

Conflicts:
	code/cgame/cg_effects.c
	code/cgame/cg_localents.c
	code/cgame/cg_players.c
	code/cgame/cg_playerstate.c
	code/cgame/cg_view.c
	code/cgame/cg_weapons.c
	code/game/ai_main.c
	code/game/bg_pmove.c
	code/game/g_client.c
	code/game/g_cmds.c
	code/game/g_combat.c
	code/game/g_items.c
	code/renderergl1/tr_bsp.c
Bunch of comment fixes
Merge pull request #60 from smokin-guns/master

Bunch of comment fixes
spearmint: Improve texgen/tcGen warnings
spearmint: Increase max images supported by animMap

Q3 supported up to 8 images for animMap. Increase it to 64 to handle
other games. I also make it dynamically allocated like JA.

(Though my implementation is based on Q3 handling of texMods, not the JA
implementation.)

RTCW/ET use and support up to 16. JA uses and supports up to 32.

FAKK has shaders that use 47 and 19 images.
EF2 has shaders that use 47, 40, 10, and 9 images.
SoF2 has one clampAnimMap that uses 38 images.

I didn't check if those games actually support that many images though.
Revert "spearmint: Enable com_ansiColor by default"

This reverts commit c44949f137598f8a3aabd6e13aade0107fc903af.

This causes stderr.txt on Windows client to have ANSI color codes.
Dedicated server would probably want it off so not creating messy logs.
Messy logs created by Linux client are annoying too.
spearmint: Fix dynamic animMap image alloc crashing OpenGL2

OpenGL2 has more than 2 texture bundles, need to set image pointers for all of them.
spearmint: If RDF_NOSKY don't clear for r_fastsky

Allows seeing skybox even if r_fastsky is enabled.
spearmint: Fix a OpenGL2 crash related to dynamic animMap image alloc
spearmint: Fix last commit, missing variables
Don't crash when fail to create SDL window
spearmint: Add MDC model support

MDC models are used by RTCW and ET. Code based on iortcw MP.
OpenGL2: Parallax corrected cubemap (cheaper trick)
Fix multisampling on X11

Setting SDL_GL_ACCELERATED_VISUAL was disabled for ioq3 SDL 1.2
for other reasons. However, it causes creating GL context to fail
if multisampling is enabled on X11 for both SDL1.2 and SDL2.

Tested using nVidia proprietary driver on Debian 7.
Fix ctrl-c etc codes for edit fields
Revert "DMA 44100Hz needs more memory for sound buffers"

This reverts commit 0e6632f464c08dcb76f26a52f33d97228e64fda1.

Cause crashes if com_soundMegs is 32.
Merge remote-tracking branch 'ioquake3/master'

Conflicts:
	code/renderergl2/tr_glsl.c
	code/renderergl2/tr_local.h
spearmint: Increase com_soundMegs from 8 to 32

Fixes ct3tourney3 with s_sdlSpeed 44100 com_soundMegs 8 running
at 2 FPS because it free and loads sounds from disk each frame.