- Remove a duplicate of a custom offsetof macro.

It's already defined in cmdlib.h .
Animate switches when bumped
Fix compiling with provided VS 2005 projects
- added jpalomo's submission to make freelook a 3-state setting, like crouch and jump. This required moving around the flags a bit so demo compatibility had to be bumped. It may also require adjustment for launchers that can set the dmflags.
Merge branch 'master' of https://github.com/rheit/zdoom
Merge branch 'redundant_offsetof_macro' of https://github.com/edward-san/zdoom
Merge branch 'upstream' of https://github.com/Edward850/zdoom
- changed handling of DF_NO_COOP_WEAPON_SPAWN dmflag so that weapons are not determined by class type but by a newly added flag WEAPONSPAWN, to allow CustomInventory replacements to act like weapons when being spawned.
- fixed typo in FraggleScript item class list
Dup frames shouldn't adapt.

Adapting during a dup frame caused jittery network performance
(especially when using high dup values).
The demoplayback check also didn't need to be there anyway.
Add script array support to ZDoom
Fix VC2005 warning in F7ZFile::Open
Used debug GME for debug ZDoom build with VC2005 solution
Merge remote-tracking branch 'origin/master'
Add per-actor friction

- This is multiplied by the sector's friction.
- This is intentionally not serialized yet, while awaiting feedback.
Merge branch 'master' of https://github.com/rheit/zdoom
Fixed: No sprites were loaded for Build maps
Move SpriteFrames.Clear() from R_InitSprites to FTextureManager::Init

- Fixed: Blood sprite rotations were overwritten by the Doom sprite
  rotations.
Don't reopen the reader for encrypted maps

- Fixed: Memory leak when loading Blood maps.
Never cache nodes for Build maps