- make it easier to spot patch definition errors in console log
Merge branch 'master' of https://github.com/rheit/zdoom
Merge branch 'master' of https://github.com/rheit/zdoom
Merge branch 'master' of https://github.com/rheit/zdoom

# By Christoph Oelckers (2) and Edward Richardson (1)
# Via Christoph Oelckers
* 'master' of https://github.com/rheit/zdoom:
  - fixed: The map setup code was still truncating texture names in several places.
  Fix nettic run-out at end of demo playback
  - fixed: ACS's check...Texture functions must use the same search flags as the texture initialization code in p_setup.cpp and p_udmf.cpp. It also should not create textures that don't exist yet. We are only doing a comparison so it's not relevant if the texture exists or not.
- remove texture name length limits for udmf maps
Merge branch 'master' of https://github.com/rheit/zdoom
- restore original line endings
- fixed a few places in the savegame code where map names were still truncated to 8 characters.
- fixed: when bringing up a new weapon the current flash state needs to be removed.

Especially when dropping the current weapon it can still be active, this is most easily observed with Strife's crossbow which loops the flash state, but it also can happen with other weapons, right after shooting.
Merge branch 'master' of https://github.com/rheit/zdoom
Merge branch 'master' into Glew_Version_For_Real
Merge branch 'master' of https://github.com/rheit/zdoom
- fixed bad comparison.
- fixed some Linux warnings.
- replaced console buffer with a significantly more efficient new version that also can hold a lot more data.
- Fixed compiler errors in latest TEXTURES code.
- allow locks to check for a key's species so that newly defined keys can open previously defined locks without the need to redefine them.
- moved secret found message to string table and removed the CVAR crutch that dates from a time when modifying string table content wasn't as easy as it is now.
- added 'showsecretsector' CVAR to show the sector number with the secret found message.
- use vertex buffer and reuse of data for stencil drawing. A stencil needs to be drawn multiple times with the same polygons so this is a good place to optimize.
Merge branch 'master' of https://github.com/rheit/zdoom