[SP] Remove leftover demo game code.  Remove __NO_JKA code from JK2.
[MP] Remove some unused chunk stuff in cg_effects.c
[SP] Replace some header guards with pragma once.
[MP] Fix crash on startup if r_DynamicGlow is 2
[MP] Fix some vehicles not showing up when spawned

The model name for the vehicle was being truncated so the server was
not able to register the vehicle's model correctly. This also caused
the client side to not show the model.
[MP] Moved console commands in the renderer to an array to avoid forgetting to remove commands at shutdowns.
Also refactored maxpolys/maxpolyverts initialization.
[MP] Remove unnecessary forced int template expansion.  The extra parentheses are required due to min/max macro conflict in q_shared.h.
[SP] Remove invalid yavin1b rosh dying fix.
[SP] Properly ignore impact damage when FL_NO_IMPACT_DMG flag is set and not marked for falling to death.
This fixes an issue where Rosh could die while attempting to jump on yavin1b while at low health (~<40).
Fixes #560
[MP] Add check to validate sscanf in CG_SpawnVector.
Cleanup SP_misc_skyportal_orient function.
Replace error with warning print when having multiple misc_skyportal_orient entities.  Original didn't error, so we will just throw a warning to mappers.
[SP] Fix forced overstrike mode on focus of UI text edits.
[MP] Added addFavorite command to add the current or specified server to your favourites.
[MP] Use size_t instead of int in recently addded for loops.
[JK2SP] Merge a change from JASP missile code to hopefully cut down on the isnan assert hits.
[MP] Remove unused array joy_pressed
[SP] Remove unused array joy_pressed
[MP] Whoops cg_skyOri = qtrue got removed previously.
[MP] Revert 80f12fa97d4050cce9f9c1f5fb4e6c0f5d14cced.
Apply several commits from ioq3's shader parser / COM_Parse fixes that were still missing.
Remove deferLoad variable from ded and vanilla renderer tr_shader.cpp

Refs #271.
This does not actually fix the issues seen in #271, but it reverts the behaviors of the improved/optimized parser.  It still contains syntax checking and would need to be adjusted to treat the number signs differently.
[MP] Dedicated renderer does not need the ARB shader strings.
[MP] Move ARB dynamic glow shader stuff to its own tr_arb.cpp file.