[MP] Remove unused flag models that were left-over q3 cruft.
[MP] A few more cleanups reported from cppcheck.
[MP] Merge part of ioquake/ioq3@74e538ffcfe5fa981a240839b6723eeebd21b032
- Add better protection against DoSing connecting users from connecting
(The rest is irrelevant)
[MP] Don't store challenge time here.
[MP] Make Info_NextPair return validity of the infostring.
[SP] fs_dirbeforepak support.
[SP] Unused baseOffset variable in FS.
[SP] thedir variable
[MP] Implement filesystem command /which <file>
Displays which searchpath a file is loaded from.
[SP] Implement filesystem command /which <file>
Displays which searchpath a file is loaded from.
[SP] s_khz default to 44.
Fixed Com_Error when loading old-style pk3'd bundles on OSX

FS_FOpenFileWrite safemode wasn't allowing a dylib to be created.
[MP] Fixed crash with /give cmd if it is disabled in FinishSpawningItem. (ie: flags in non-ctf gamemode)
FinishSpawningItem can remove the entity because of gametype ruleset, thus the item sub-pointer within the entity would be null within Touch_Item.
[MP] Use XDG_DATA_HOME env for unix (non-mac) by default.
$(XDG_DATA_HOME)/openjk.
New fall-back location: ~/.local/share/openjk
~/.openjk no longer used or checked.
[SP] Use XDG_DATA_HOME env for unix (non-mac) by default.
$(XDG_DATA_HOME)/openjk.
New fall-back location: ~/.local/share/openjk
~/.openjk no longer used or checked.
[MP] Fix #450 - R_FogFactor segfault

When fixing the render command list, the shader indexes are reassigned
in the sort keys. However, when rebuilding the sort key, the entity num
was not re-shifted into the correct place in the bitfield.
[SP] Update the drawsurf sort code from MP.
Switched MAX_ENTITIES to MAX_REFENTITIES and similar defines.
MAX_SHADERS must remain 13 bits because of the weird sorting stuff with RF_ALPHA_FADE.
[SP] Disable FixRenderCommandList for now.
levelshot command was outputting bad images

copypasted MP stuff over
[SP] Fix out of bounds array access in R_FogFactor

R_FogFactor was accessing out of array bounds due to the s texture
coordinate being NaN. This follows from using a zero-length axis to
calculate the vertex positions for a cylinder fx, which was then used in
a foggy scene.

This commit corrects problems in all of the EFX update functions, which
continued to render the EFX, even when its orientation (represented by
a 3 axes) could not be determined.