- Fixed: Player turned into a zombie if exiting telefragged in buddha mode.
- Fixed: Players could drop their inventory after dying.
- Disable cubic and spline resamplers on 64-bit with fmod 4.26 since they crash.
- Fixed some typos with chex quest obituaries and French translation error.
- Expand environment variables for autoload paths.
- Forgot to save the French translation file for the last commit, so a few more corrections there.
- Call C_DeinitConsole in I_Quit so that we can be sure that Printf will work for as long as possible.  Otherwise ZDoom will crash when ending a demo recording.
- Fixed: Legacy render style array was in the wrong order.
Changes to maketic/menu/console updates

- Console and Menu will now update cleanly during stalls.
- Moved net adaption so uncapped framerate will always use it.
Merge branch 'master' of https://github.com/rheit/zdoom
- Fixed: wrong FString empty string check.

Even when '+logfile' argument was omitted, the console would print 'Could not start log', because 'logfile != NULL' was used as a check for the presence of '+logfile' argument, but the internal buffer of FString is never NULL, so the right check is 'logfile.isNotEmpty()'.
While I'm at it, I fixed another bad check for 'pagename'.
- 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
Merge branch 'master' of https://github.com/rheit/zdoom
- fixed: fog must be disabled before drawing the HUD model, not after it.
- 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: The code for updating vertex dirty state had been completely missing. I have no idea when it disappeared...