mint-arena: Allow using TrueType fonts for console/hud

Unify parts of Q3A and Team Arena text drawing. Make bigchars into a
fontInto_t and use the same drawing code for bitmap and TrueType fonts.

Some code clean up / simplification. Such as using a function for centered
text, instead of manually calculating.

Minor changes to make TrueType fonts (M+Fonts at least) look better. Such as
making attacker name have 5 pixel gap against screen (like FPS and timer).
mint-arena: Make Text_Paint use shadowOffset arg instead of style

Let's not make q3a text drawing depend on team arena menu scripting's ui/menudef.h.
mint-arena: Remove Team Arena code path from CG_DrawShaderInfo

It didn't have correct y (should of been baseline, but was top of text).
No reason for separate handling.
mint-arena: Remove the CG_Text* usage in cg_draw.c

In CG_DrawStringExt set charh based on scale so that decent offset is scaled correctly.
mint-arena: Move missionpack hud text draw functions to cg_newdraw.c
mint-arena: Make ^s that show console is scrolled up allow truetype
mint-arena: Allow using TrueType instead of bigchars.tga in q3_ui
mint-arena: Readd force color support
mint-arena: Combine cgame/q3_ui edit field drawing

Draw color codes in edit fields (including in Team Arena).
Make drawing edit field use core CG_DrawString function.
mint-arena: Make Team Arena menu edit fields use same cursors as Q3

Allows engine to render specific cursor characters in TrueType fonts.
More consistency between TA and Q3.
mint-arena: Fix color to be vec4_t in CG_DrawAttacker
mint-arena: Make q3_ui use truetype string length
mint-arena: Allow using TrueType for q3_ui banner and prop fonts
mint-arena: Use color given to MField_Draw
mint-arena: Copy legacy TA font's '>' to index 13 for q3_ui compat
Merge branch 'master' into example/music-playlist_stream-queue