fix bug in Q_strstrip where repeated strip chars are not handled correctly
[MP] Merge ioquake/ioq3@b3f36fc8308de0be9cdf865b20825e91a07149b0

Allow weapon marks on triangle meshes (default: disabled), patch by Oliver McFadden. http://bugzilla.icculus.org/show_bug.cgi?id=3774

Refs #516, doesn't fix because you said you wanted those other things (not sure how plausible they are from engine pov)
[MP] Init dists and sides in R_ChopPolyBehindPlane.
[MP] Remove unused variable `c` in SV_AutoRecordDemo.
Merge pull request #514 from dpadgett/svdemo

fix bug in Q_strstrip where repeated strip chars are not handled correctly
[SP] Remove com_demo stuff from ui.
Minor adjustments for jk2sp.
[SP] JK2 Quick Saves uses "quik" now, and jkii_ prefix on regular saves like jk2.
[SP] Fix World To Screen in jasp.
[SP] Removed 2 unused vars from cg_draw.cpp.
[SP] Some ui cleanup.
[MP] Fixed: R_LoadLightmaps, 'out' may be used uninitialized in this function.
[SP] Fixed: R_LoadLightmaps, 'out' may be used uninitialized in this function.
[SP] Fix invalid "dll" being loaded on non windows systems with regards to jk2 vs ja.

Still had leftover com_jk2 check instead of preprocessor define.
[SP] Install the JO renderer on OSX with JO not with JA.
[SP] Disable some JA hardcoded real cvars in UI if running JK2 mode.
[MP] Fixed an issue introduced during server side demo addition which introduced player colors and extended ascii being stripped from names.

This didn't show up in-game but it would have showed up in external tools receiving the player list /serverstatus, ingame browser player list, or rcon status etc.
[MP] Use correct origin/angles so that moving brushes work properly (ie moving water)
Enabled multicore compilation on MSVC
[MP/SP] Fixed LoadTGA on big endian platforms.
Merge pull request #520 from BSzili/master

[MP/SP] Fixed LoadTGA on big endian platforms.