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 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
use a single static VBO / IBO for RB_StretchPic
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
don't clear screen during CA_LOADING and CA_PRIMED
use a random net_port for emscripten builds to support running multiple clients on the same machine
restart the renderer after the hunk mark has been set
don't regenerate GLSL shaders unless required