Remove 1280x1000 scaling.

We already have 1280x960, which is the correct aspect ratio. This
means that when running at 1080p the windowboxing borders will be
slightly thicker, but if we're already showing borders anyway, it's
better to at least use the correct aspect ratio.

This fixes #460. Thanks to Doom_user for asking about this on
Doomworld: http://www.doomworld.com/vb/post/1316735
Must allow HU_CHANGENAME in chat_dest range

Verified against disassembly. Otherwise, other side does not see name
changes as anything other than a message.
Add gamepad config for PS4 DualShock 4.

Thanks to Matt Davis (3nT) for providing a detailed report for this
gamepad.
Merge branch 'master' of github.com:chocolate-doom/chocolate-doom
Rogue fixed DOOM bug regarding switch sound origins

Re-examination of assembly reveals use of &line->frontsector->soundorg
instead of buttonlist->soundorg.
Another teleport beacon correction

Flag to be cleared is MF_SPECIAL, not MF_SOLID (verified against
disassembly). Otherwise you get to spawn an infinite number of rebels
from one beacon. Not to mention, it isn't SOLID to start with.
Missed change for startskill init

Resolves #433
Default screenblocks 10, not 9

Resolves #196
setup: dynamically set size of iwad_labels array

With the addition of the Freedoom IWADs, the number of IWADs supported
by chocolate-doom has been raised to 10. However, the iwad_labels[]
array only holds place for up to 8 pointers. Incidently, I have all 10
IWADs installed and trying to warp into a game from
chocolate-doom-setup leads to an out-of-bounds access of this array
and so the application crashes with a segmentation fault.

Instead of increasing the array size to 10, which will bite us next
time, I decided to set its size dynamically as soon as the number of
IWADs of known.
Merge branch 'master' into luadoom