OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
Merge branch 'HEAD' of https://github.com/ioquake/ioq3.git
#6059: OpenGL2: Read depths from resolve fbo when msaa is on in RB_TestFlare().
OpenGL2: Use RGBA16F format for HDR.

RGB16F is not 4-byte aligned and not supported by certain hardware.
End current draw surface before drawing cinematic

Fixes drawing StretchPic *before* CIN_DrawCinematic resulting
in cinematic being drawn before the StretchPic.
Fix signal 6 in S_Base_StartBackgroundTrack on OS X 10.9

In S_UpdateBackgroundTrack, s_backgroundLoop was passed to
S_Base_StartBackgroundTrack and tried to copy to itself using Q_strncpyz.
Make kamikaze timer loops use level.num_entities instead of MAX_GENTITIES

Optimization. Many other loops use level.num_entities, there was no
special reason that MAX_GENTITIES was used for these.
Update and rename README to README.md

adding analytics, I'm ready for DevHC to get upset.
Improve github interperation of README.md
Add header for standalone game licensing
Silence warnings about unused static functions in opengl2
Updating the tracking code properly.

Hopefully this new code will track properly.
#6069: Remove md4 model support.
OpenGL2: Remove redundant GLS_* enum.

Thanks Xycaleth for pointing out.
Remove R_AddAnimSurfaces and R_MakeAnimModel prototypes
Fix glsl DEFORM_BULGE calculation
Merge pull request #21 from cmf028/master

Fix glsl DEFORM_BULGE calculation
Fix white flash levelshot bug in OpenGL1

If you tried to draw the last loaded image, gl texture 0 (which is appearently white)
was used because renderer thought the image was already bound.

Why OpenGL1 renderer binds texture 0, I have no idea. It's been removed from OpenGL2.
r_noborder changes require a restart