- changed the invisible waiting frame of the ExplosiveBarrel to use TNTA10 instead of the real barrel frame. This is so that sprite checks do not erroneously determine that there's still something to see. GZDoom's dynamic light code has problems with this.
Merge branch 'master' of https://github.com/rheit/zdoom
- Applied Tesseract's patch for drawimage extensions.  (Extended icon support and maximum width/height.)
- Added vid_asyncblit for Linux and OS X.  It defaults to true and sets SDL_AYNCBLIT on the frame buffer.  This allows for ZDoom to obtain ~100% CPU usage with an uncapped frame rate on Linux like it should.  (Not sure if it does anything for OS X yet.)  It also makes uncapped play smoothly for me (as long as the frame rate is >= 2*refresh rate), but I'm not sure if capped feels more jittery or not.  I could use some feedback here.  Do note that vid_asyncblit requires a restart after the value is changed.
- For some reason git decided not to include the actual changes for the last commit.