- 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...
- fixed several incorrect uses of abs instead of fabs.
- fixed typo in FraggleScript item class list
- fixed some issues with setting the vertex dirty state. It was also called from several sector init functions and copy code for Boom deep water. The only case where SetPlaneTexZ should call it is from the interpolation code so this is a special case now.
- fixed: the vertex collection code used incorrect indices for checking the checkmap array.
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!