-Fix a bug using std::string::substr in M_ExtractFileBase that wouldn't trim off the extension under certain conditions.

git-svn-id: http://odamex.net/svn/root/trunk@3572 b0bcef46-2027-0410-bd56-ab726e9a1d04
-Restore the ability to enter an IWAD name without the file extension with the 'wad' console command, broken in r3486.

git-svn-id: http://odamex.net/svn/root/trunk@3573 b0bcef46-2027-0410-bd56-ab726e9a1d04
-Make sure clients don't think they can still fly when they join the game after flying as a spectator (bug 929).

git-svn-id: http://odamex.net/svn/root/trunk@3574 b0bcef46-2027-0410-bd56-ab726e9a1d04
- Axe most of the msvc6 junk, we don't support this compiler any more

git-svn-id: http://odamex.net/svn/root/trunk@3575 b0bcef46-2027-0410-bd56-ab726e9a1d04
-Add a simple (and rather limited) regex search function RegexMatch to cmdlib.cpp. It returns the starting position of the regex match in a string or -1 if there is no match.
-This will likely be fleshed-out on an as-needed basis.

git-svn-id: http://odamex.net/svn/root/trunk@3576 b0bcef46-2027-0410-bd56-ab726e9a1d04
JamesDunne's 32bpp rendering mode; enable via vid_32bpp cvar.

Invented shaderef_t and shademap_t to more sanely track colormap/shademap pair for 8bpp and 32bpp support.
32bpp alpha blending for status/pain effects.
SSE2 optimizations for all 4-col rendering functions.
Removed vid_defbits cvar in favor of vid_32bpp and new menu option.
Using function pointers for all rendering functions to easily switch modes.
Split wipe functions between palettized (8bpp) and direct (32bpp) modes.
Fixed R_DrawColumnD_C to do colormapping.
Fixed 8bpp vs 32bpp SDL screen mode switching snafu.
Fixed dim effect for 32bpp.
Fixed up automap for 32bpp.
Using am_color_t to represent both 32bpp and 8bpp values for automap colors.
Fixed cause of NULL shademap error when switching IWADs via `wad` cvar command.
Implemented rest of r_drawt functions and cleaned up alpha-blending code.
Fixed screenshot for 32bpp.
Fixed view window resizing in 32bpp mode.
32bpp particle rendering.
Implemented player setup screen fire rendering in 32bpp.
Fixed blend for 32bpp modes to be 50% alpha instead of 100% alpha.
Fixed bunny scroll to work in 32bpp.
Refactored palette setup code.
Generating custom shademaps for default light levels.
Separating shademap construction from colormap.
Much better logarithmic scale for lighting in 32bpp.
Fixed forced 50% alpha for HUD in 32bpp; now repsects menu setting.
Disabled blend4vs4_sse2 because it produces incorrect colors; fixes vertical lines above particle fountains in map29 of idl2013l.wad
Ramped up red pain effect.
Fixed CTF border when carrying flag in 32bpp.
More graceful mode switching failure modes.
Removed ASM code for rendering.
Added tech-specific optimization files for SSE2, MMX, and AltiVec.
r_optimize cvar introduced to detect and switch between CPU rendering optimizations.
Made sure MMX is not included in Win64 build; Win64 does not support MMX.
Switched r_*D functions to pointers.
DCanvas::Dim() vectorized.
R_DrawSpanD() vectorized.
Introduced r_intrin.h to sanely detect MMX, SSE2, ALTIVEC availability.
Don't use vectorization if BlendA == 0; just slows things down.