Fixed|Client|Resources: Hires texture suppression in release build

It appears that when declaring flags with Qt it is vital to ensure
that one takes the additional step of declaring operators for said
flags. No warnings are issued by the compiler should one fail to do
so and the result is miscompiled code.

I'm no API design guru but I personally find having to use both of
Q_DECLARE_FLAGS and Q_DECLARE_OPERATORS_FOR_FLAGS a real PITA.
Client|Resources|Texture: Cleanup
Refactor|Client|Map Renderer: Specify texture coordinates to the render lists with de::VectorN<>
Refactor|Client|Map Renderer: Specify position coordinates to the render lists with de::VectorN<>
Refactor|Client|Map Renderer: Removed the now obsolete rvertex_t/rtexcoord_t
Refactor|libcommon: Switched common/src/p_actor to C++; cleanup
Refactor|libcommon|Hexen: Relocated mobj thinker id list to common/src/p_actor.cpp
Refactor|libcommon|Hexen: Relocated game side polyobj management to libcommon
Refactor|libcommon: Switched common/src/dmu_lib to C++
Merge branch 'ui-framework'
Fixed|Renderer|Clang: Build error (ambiguous cast)

Conversion from Vector3d to Vector3f occurs automatically thanks
to the Vector3<dfloat> operator. A functional cast is ambiguous, as
Vector3d does not have a Vector3f constructor.
Refactor|libcommon: Switched common/src/p_mapsetup to C++
Refactor|libcommon: Switched common/src/p_start to C++
World|Map|DMU API: Removed ability to traverse line segments of a BSP leaf using DMU

Line segments should no longer be thought of as an element of the
map geometry. In the future the half-edges of primary map geometry
will be made available via DMU. Segments are now on their way out.

When the time comes to implement a textured automap the engine will
provide suitable (clean) prebuilt geometry for a visited BSP leaf.
World|Map|DMU API: Segments are no longer addressable using DMU

See: 5411643e7ac6bbc7d2e2a54ed5f5a384a04a7c4b
Refactor|Client|Map Renderer: Specify a BiasSurface directly in rendworldpoly_params_t

Plus cleanup.
Cleanup
Client|Map Renderer|Shadow Bias|BspLeaf: Apply a BiasDigest to all trackers at a given BSP leaf
Builder|Cleanup: Removed irrelevant comment
Refactor|Client|Map Renderer: Switched BSP leaf contact spreading algorithm to use half-edges

This should be functionally equivalent to the old algorithm. We'll
soon know for sure whether the half-edge geometry replicates the old
model correctly.