- alternative configuration using GLEW to get extension functions. This requires GL 2.0, though so it won't be promoted to the mainline for the time being.
- removed all pre GL 2.0 support.
Merge branch 'master' into GLEW_VERSION
- got rid of a lot of stuff that's no longer required with GLEW.
- replaced GLUs texture scaling with our own function. This is only used to scale down textures larger than what the hardware can handle so we do not need a dependency to an essentially deprecated library for it.
Merge branch 'master' into GLEW_VERSION
fixed some issues with reviving monsters

- fixed: Thing_Raise didn't properly set the spawn health.
- fixed: Thing_Raise did not the CanRaise state flag.
- fixed: Reviving a monster must also reset the damage type.
- fixed: Thing_Raise reset the actor after calling the raise state, but it should be before, just as the Archvile code is doing.
- consolidated some common code of Thing_Raise and Archvile resurrection into AActor methods.
Stop NetUpdate from corrupting demo playback
- removed redundant variable.
- typo in resurrection code.
made some changes to turn the CF_INTERPVIEW flag when changing angles into an op-in feature instead of making it automatic.
Merge branch 'interpview_optin'
- added new ChangeActorAngle/ChangeActorPitch ACS functions because the new required 'interpolate' parameter cannot be added to the existing SetActorAngle/SetActorPitch functions without breaking old scripts.
- removed the __asm nop breakpoints for debugging. They not only do not work on non-MSVC but also not on 64 bit.
Merge branch 'master' of https://github.com/rheit/zdoom
- fixed: memory allocation for file names in 7z archives was broken. Changing it to use TArray instead of alloca makes it work.
Merge branch 'master' of https://github.com/rheit/zdoom
- changed sound lookup for ZSDF dialogues so that it first checks the svox/ namespace before using the global one.
Merge branch 'master' of https://github.com/rheit/zdoom
Merge branch 'master' into Glew_Version_For_Real
- changed rendering of glowing walls so that it doesn't require an additional vertex attribute, just pass the floor and ceiling planes as uniforms.