- Allow use of system GME library.  It defaults to forcing the use of the internal library at least for now though.
- Applied VoidMage's patch to strip color codes from system console on SDL platforms.
Improvements to restoring stalled netgames

- The waiting message is now always cleared, regardless if it needed to
be in the first place. It's a rather simple for-loop so I doubt it
matters.
- Nodes are also cleared from the list if they catch up while other
nodes are still behind.
- "lastglobalrecvtime" is now bumped after the waiting loop if a tic was
successful, rather then bumping it every time a packet was received. It
appears that you can receive a packet before the game knows it stalled,
thus stalling it anyway.
- Instead of comparing the nettics to the local node, all nodes are
tested against gametic+counts (the real reason why the game has
stopped).
- More then one node can be marked as late at any one time.
- In a packet-server game, the arbitrator is now assumed slow, rather
then testing it. There is no point, seeing as we already know the game
has stalled because of it.
Merge branch 'master' of https://github.com/rheit/zdoom
- Minor changes to the CMake since it looks like VS2005 doesn't support a few things that were added.
Add NOGRAVITY to every Raven actor with FLOATBOB

- Fixed: Heretic and Hexen completely skip all normal Z processing on
  mobjs with FLOATBOB set. To emulate that, we need to add NOGRAVITY to
  everything with that flag set.
Change tspeed += 2 to *= 2

- Fixed: The initial keyboard turn rate used the running initial rate whether
  +speed was down or not.
Don't display the cost in dialogues twice

- Fixed: Commit 75dd5503, which was to enable the use of LANGUAGE
  substitutions for conversation items with a cost attached, neglected to
  remove the original code that attached the cost to the end of the item,
  so the cost got added twice.
Merge branch 'maint'
Merge branch 'master' of https://github.com/rheit/zdoom