Merge branch 'master' of https://github.com/rheit/zdoom
Merge branch 'master' of https://github.com/rheit/zdoom
- fixed: ChangeSpy didn't check if a player's camera's player pointer was valid before using it to get an index into the players table.
- commented out autoloading of .DEH lumps for maint branch.
- changed autoloading of *.deh lumps: it is now controlled by a CVAR with 3 options: never load *.deh lumps, load all of them or only load the last one. *.deh loading is disabled by default.
- Use a more conformant C++ preprocessor macro identifier for Unix systems.

The 'unix' identifier isn't defined when '-std' is passed to the compiler (tested with gcc and clang), so use '__unix__' which is well enough documented.
- added separate colors for the various types of 2-sided walls for the overlay automap. They previously all mapped to the same CVAR.
Merge branch 'maint'
- Fixed mismatched alloc/dealloc in FTextureManager.

The 'TextureFrames', which is attached to all the 'mAnimatedDoors', were deleted with one-pointer 'delete' and they were allocated with 'new[]'.
Merge branch 'maint' of https://github.com/edward-san/zdoom into maint
Merge branch 'maint'
Merge branch 'master' of https://github.com/rheit/zdoom

Conflicts:
	src/version.h
Merge branch 'master' of https://github.com/rheit/zdoom
- fixed: AActor::Die may only randomize the death state's duration if it is positive. Otherwise -1 (infinite) gets clobbered.
Merge branch 'maint'
Merge branch 'master' of https://github.com/rheit/zdoom
- Be clear about the safe 'memset/memcpy' operations on virtual classes.

Since I remember that 'memset/memcpy' is safe in this code, it should be okay to cast to the generic pointer all the 'virtual class' arguments before calling the above functions. Shuts up Clang warnings.
- Be more compatible with C++11 narrowing conversions system.
- reorganization of automap color handling for easier maintenance

Mostly preparation to implement a per-mod automap option but also fixes a few minor issues with some colors that are not defined in the original game specific colorsets.
- ovthingcolors were not properly set.
- added all the missing color CVARs for the overlays which previously duplicated use of one of the other CVARs.