osx-launcher:
* changed the iwad popup button to only list the last path components (and also fixed them to show the proper icons)
* changed some things around just to make the iwad chooser more robust.
* started work on filename path difference display

git-svn-id: http://mancubus.net/svn/hosted/eternity/trunk@2329 86ba831e-150c-0410-ab35-e06eaae15ed9
osx-launcher:
* Separated EternityLaunch into two apps: launcher and engine. The latter gets nested in the first. The end result resembles PrBoom's scheme, and it allows me to implement the console. Now the game runs like in its original environment. I might still decide to hide the console _until_ there are errors… -edf-show-warnings notwithstanding…

git-svn-id: http://mancubus.net/svn/hosted/eternity/trunk@2333 86ba831e-150c-0410-ab35-e06eaae15ed9
Fix a problem created by initial attempt at folding in parameterized doors which broke the behavior of BOOM gen door types. EV_DoParam* functions need to be aware in the future of whether they have been activated in BOOM generalized style, or Hexen style.

git-svn-id: http://mancubus.net/svn/hosted/eternity/trunk@2334 86ba831e-150c-0410-ab35-e06eaae15ed9
Minor changes - comment correction and whitespace only.

git-svn-id: http://mancubus.net/svn/hosted/eternity/trunk@2335 86ba831e-150c-0410-ab35-e06eaae15ed9
osx-launcher:
* The Engine now uses the EE icon too (it needs to if it's run from NSTask -launch)
* Removed some obsolete comments and unused code
* Developped more on the console. Now it doesn't do any more dup2-ing and instead uses code inspired from PrBoom
* The engine now uses the exact SDL .dylib files, and not .framework bundles with unneeded developer headers. Three times smaller app bundle now.

git-svn-id: http://mancubus.net/svn/hosted/eternity/trunk@2339 86ba831e-150c-0410-ab35-e06eaae15ed9