- 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
Fix typo in comment
Fixed: None of the Blood ambient sounds were registered correctly
Correctly assign the sample rate for all Blood SFX formats

- Blood can do 44100 Hz sounds!
Use Blood player starts

- Blood's maps use thing types, much like Doom's, so getting its player
  starts is easy. There's no need to synthesize a start from the editor
  position like with other Build maps.
Don't weed out wall and floor sprites when spawning Build sprites
Remove slopetype from line_t.

- Recomputing it in the only two places where it's used is trivial, so
  it's basically a waste of space to precompute it.
Remove polymost stuff

- Maybe it will be back someday, but it's been essentially dead for nearly
  10 years, so don't hold your breath.