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
Revert big blob commit (r2326) before breaking it up into smaller pieces.

git-svn-id: http://mancubus.net/svn/hosted/eternity/branches/kb-branch@2336 86ba831e-150c-0410-ab35-e06eaae15ed9
* Add Vim modelines to all source files (except Mac OS X and 3rd-party-ish stuff)
* Remove trailing whitespace from all source files (except Mac OS X and 3rd-party-ish stuff)

git-svn-id: http://mancubus.net/svn/hosted/eternity/branches/kb-branch@2337 86ba831e-150c-0410-ab35-e06eaae15ed9
Fix dumb mistakes using the now-dynamically-allocated input event array.

git-svn-id: http://mancubus.net/svn/hosted/eternity/branches/kb-branch@2338 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
Merge from trunk

git-svn-id: http://mancubus.net/svn/hosted/eternity/branches/kb-branch@2340 86ba831e-150c-0410-ab35-e06eaae15ed9
* Restore old key bindings system.  The plan is to add the new system beside the old system, and transition interfaces (automap, intermission, finale, etc.) to the new system one by one.
* Fix some more mistakes with the events.

git-svn-id: http://mancubus.net/svn/hosted/eternity/branches/kb-branch@2341 86ba831e-150c-0410-ab35-e06eaae15ed9
Control access to gamestate via new functions.

git-svn-id: http://mancubus.net/svn/hosted/eternity/branches/kb-branch@2342 86ba831e-150c-0410-ab35-e06eaae15ed9
* Add the new bind & interface system side-by-side with the old system.
* Add the Print Screen and SysRq keys.
* FYI, the old bind system no longer saves command batches to keys.csc.

git-svn-id: http://mancubus.net/svn/hosted/eternity/branches/kb-branch@2343 86ba831e-150c-0410-ab35-e06eaae15ed9