configure: Don't use X_PRE_LIBS.
kernel32/tests: Some tests for initial thread activation context.
ntdll: Inherit default activation context from creation thread.
riched20/tests: Add tests of ITextDocument_Open.
rpcrt4: Add support for NTLM and Negotiate.
cryptnet: Removed unused typedefs.
ws2_32: Cope with invalid protocols in WSAEnumProtocols.
wined3d: Don't clamp texture lookups in the ARB fixed function fragment pipe.
wined3d: Use the ftoa helper function in the ARB shader backend.

This is the ARB equivalent to e0494afa007a1d1ba2f4b649beedca27cb20808e.
ddraw/tests: Test DDCAPS2_TEXTUREMANAGE compatibility, with other flags.
ddraw: Create managed pool textures.

The surfaces are already in WINED3D_POOL_MANAGED.
ddraw: Enumerate DXT2 and DXT4.
gdi32: Fixed Rectangle() rotation with GM_ADVANCED graphics mode in dib driver.
mciqtz32: Do not print uninitialized variables (Coverity).
loader: Mention builtin executables in wine manpage.
winemac: Add support for mouse-move and right- and middle-click events on systray icons in the Mac status bar.
wined3d: Return 1 instead of 0 for max_vertex_blend_matrices in glsl_vertex_pipe_vp_get_caps().

It's not necessarily clear to me that one is better than the other here, but
this is what we returned in the old GL fixed function implementation of the
D3D fixed function vertex pipe, and apparently EverQuest depends on this.

This fixes a regression introduced by commit 2014141a253a791fc9c79aae3c8ef3c35b73e658.
wined3d: Get rid of the SFLAG_INTEXTURE / SFLAG_INSRGBTEX check in surface_set_texture_name().
ddraw: Introduce a helper function for initializing a D3DDEVICEDESC structure from a D3DDEVICEDESC7 structure.
d3dcompiler: Avoid LPVOID.