q3bsp curve collisions (technically it can collide against any triangle mesh)
fixed some severe bugs in the q3bsp traceline code
optimized q3bsp tracebrush code - now uses a bbox for the trace, and reduces it to fit each node it encounters, this caused *IMMENSE* speedups!
optimized q3bsp curve collisions to use bbox culling of triangles (to avoid the cost of generating collision brushes most of the time)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@3417
d7cf8633-e32d-0410-b094-
e92efae38249