- small but important optimization: Two-sided lines with both sides in the same sector don't really require vertex splitting for precise rendering.
+MTHRUSPECIES on puffs
MTHRUSPECIES on puffs

You were right it's cleaner that way
Make FWallCoords' members lowercase

because they're kind of a pain to type when all uppercase.
- Also, make its sx1 and sx2 members shorts, so it takes less space, since
  it's getting crammed into a vissprite now.
Redo lighting for each wall sprite

- Because previously it just reused whatever the most recently drawn wall
  used.
Use wall sprite Y scale
Fixed: Wall sprites cut off one pixel short of the window's right border
Skip neardepth/fardepth checking in R_DrawSprite

- Wall sprites now clip much, much better than before.
Parse more info from Blood's map header
Eliminate extra vars from FWallCoords

- cx1, cx2, cy1, and cy2 are not used anywhere, so get rid of them.
- Also annotated the comments to indicate the corresponding arrays in the Build engine.
Don't clamp SHADE2LIGHT

- Light levels aren't stored in bytes anymore, so there's no reason to
  clamp it anymore when loading Build maps.
Merge branch 'master' of github.com:rheit/zdoom
Specie -> Species

- specie: money in the form of coins rather than notes
- species: a group of living organisms consisting of similar individuals
  capable of exchanging genes or interbreeding
- BlueShadow's GetArmorInfo submission.
fixed time printing.

- In ZDoom the timer runs a bit too fast because roundoff errors make 35 tics only last 0.98 seconds. None of the internal timing has been changed, only the places where a time value is printed it will get adjusted for this discrepancy.
- BlueShadow's submission for keeping the max save amount of BasicArmorPickups around when picking up armor bonuses.
must include doomdef.h in cmdlib.h to get TICRATE.
fixed: R_PointOnSideSlow had precision issues with very short lines.

When this function was originally written there was no possibility of fractional vertex coordinates so it threw away the fractional parts of the node's directional vector (which in the original nodes was always 0.)
Now, with UDMF and high precision vertices this no longer works and the loss of significant parts of their value caused this code to produce erroneous results if the linedefs were only a few map units long and using fractional positions.
Merge branch 'master' of https://github.com/rheit/zdoom
Merge branch 'master' into v2.x