aactor.h

	[GrafZahl] added 8 new flags to support DECORATE features or fix
	issues related to DECORATE.
	
c_bind.cpp

	[GrafZahl] Fixed a bug with doubleclick events which used level.time
	to time its delay. That doesn't work on intermission screens.
	[GrafZahl] Added all the keys to the name table that were originally
	remapped to their counterparts (right shift, ctrl, alt and KP-Enter)
	
win32/i_input.cpp

	[GrafZahl] Added 2 cvars:
	k_mergekeys controls whether right and left shift, ctrl, alt and KP-Enter 
	are mapped to the left versions of the keys or not
	k_allowfullscreentoggle controls the fullscreen toggle with Alt-Enter.
	When using KP-Enter inside the game it might be desirable to disable this
	function.
	
c_cmds.cpp
d_protocol.h
m_cheat.cpp

	[GRB] Added 'resurrect' console command

	
c_console.cpp
ct_chat.cpp
g_shared/hudmessages.cpp

	[GrafZahl] Added pixel doubling mode to con_scaletext because
	the text gets far too small on larger resolutions.
	
c_dispatch.cpp
c_dispatch.h
d_event.h
g_game.cpp
	
	[GrafZahl] Added 'altattack' button to support secondary fire
	which was an existing feature for weapons. Renamed the unimplemented
	BT_DUCK to BT_ALTATTACK.
	
configfile.cpp

	[GrafZahl] Fixed a bug in one of the constructors which didn't fully
	initialize the object
	
d_dehacked.cpp

	[GrafZahl] Added support for the 'PICKUP' state to ADehackedPickup
	
d_main.cpp
doomdef.h

	[GrafZahl] Added a compatf_ravenscroll compatibility flag to
	support a carrying speed equal to the texture for all the
	Heretic/Hexen sector scrollers.
	
d_net.cpp

	Fixed DEM_WARPCHEAT (Bug has already been reported fixed for ZDoom.)
	
d_player.h

	[GRB] added JumpZ property for APlayerPawn.
	
decallib.cpp

	[GrafZahl] Added code to specify decals directly in the DECORATE
	actor definition.
	
decorations.cpp

	[GrafZahl] Added call to an initialization function in thingdef.cpp.
	
f_finale.cpp
	
	[GrafZahl] Bugfix: Endpics that are not some of the standard
	pictures were not loaded
	
g_game.cpp

	[GrafZahl] Added a CVAR that allows interpolating mouse rotations
	My mouse has such a low update rate that it is impossible to
	play the game decently without this.
	[GrafZahl] Added an autosavecount CVAR to allow more than 4
	autosaves at the same time.
	[GrafZahl] Added check for LEVEL_KEEPFULLINVENTORY flag.
	
g_level.cpp
g_level.h

	[GrafZahl] Added several new map options, mostly related to
	the new intermission code but also an air supply setting.
	[GrafZahl] Added a check to G_CheckForEndgame so that it
	doesn't overwrite if the current level already has a valid
	end sequence.
	[GrafZahl] Bugfix: Respawn time for nightmare was not cleared
	when starting another skill level. I noticed that when monsters
	suddenly started to respawn for me in a large level after
	playing for some time.
	[GrafZahl] Added a LEVEL_KEEPFULLINVENTORY flag that prevents
	the amount of inventory items to be reduced to 0.
	
gameconfigfile.cpp

	Fixed: Strife weapon settings were not read from the .INI
	
info.h
infodefaults.cpp
infomacros.h

	Some DECORATE related additions - made the conversation states
	not hard coded to Strife's merchants.
	[MartinHowe] Added ActorInfo support for 8 custom variables
	for each actor.
	
m_bbox.cpp

	[Graf Zahl] Fixed a bug that could yield incorrect results because not
	all bounds were properly checked.
	
m_cheat.cpp

	[GrafZahl] Made some changes to a few TryPickup calls to support
	the PICKUP state.
	
m_options.cpp

	[GrafZahl] Changed the con_scaletext menu entry
	[GrafZahl] Added ravenscroll compatibility flag
	[GRB] Added alternate fire to controls menu
	
nodebuild_extract.cpp

	[GrafZahl] Clear the outSubs array after allocation. I'm
	not sure whether it is really necessary but some of the
	fields (which are probably never used) can contain random
	values.
	
p_acs.cpp
p_acs.h
	[GrafZahl] DoGiveInv no longer counts items.
	[GrafZahl] Changed the TryPickup call to support the PICKUP state.
	[GRB] Added JUMPZ property
	[GrafZahl] Added BLOCK_RAILING to setlineblocking
	[GrafZahl] Added an invalid texture check to PCD_SETCAMERATOTEXTURE.
	[GRB] Added SetActorAngle built-in
	[MartinHowe] Added Get/SetActorProperty support for 8 custom variables
	for each actor.
	
p_conversation.cpp

	[GrafZahl] Changed the TryPickup call to support the PICKUP state.
	[GrafZahl] Fixed: Items given in dialogs should not count for the item
	statistics.

p_doors.cpp

	[GrafZahl] Added code to prevent doors from closing fully if the
	floor is an active lift. Several old WADs can be easily broken
	due to this behavior which was impossible in vanilla Doom.
	[GrafZahl] Fixed DAnimatedDoor::Tick which did not destroy the
	thinker when it was done. (also added IsLift method to DLift.)
	[GrafZahl] Fixed texture height calculations for animated doors
	which didn't account for scaled textures.
	
p_effect.cpp
p_effect.h

	[kgsws] Added suppport for custom colored & shaped railgun trails.
	[GrafZahl] Added support for colorized particle blood
	[GrafZahl] Added support for custom railgun sounds
	
p_enemy.cpp
p_enemy.h
g_doom/a_possessed.cpp
g_doom/a_spidermaster.cpp
g_strife/a_sentinel.cpp
	
	[GrafZahl] Added the P_HitFriend function from MBF so that 
	chaingunners and other rapid fire monsters stop shooting 
	when friends get in the way.
	
p_enemy.cpp only
	
	[GrafZahl] Merged A_Chase, A_FastChase, A_SerpentChase and 
	A_SerpentWalk together. These functions were mostly identical 
	with only minor differences that can be easily handled in one 
	function. Now all of these have proper support for patrol routes 
	and friendliness support. Also added in the CANTLEAVEFLOORPIC
	code from A_SerpentChase so that this flag actually works
	for other monsters than Hexen's Stalker.
	[GrafZahl] Adjusted A_MonsterRail for the changes to P_RailAttack.
	[GrafZahl] Added some MBF code that prefers friendly monsters to
	choose targets that aren't already attacked by other friendly
	monsters.
	[GrafZahl] Added a CVAR that allows switching off the movement
	interpolation for P_Move movement. I think this can look extremely
	bad for some monsters because they don't move each tic.
	[GrafZahl] Turned the melee range constant in CheckMeleeRange into
	a customizable actor property so it can be changed in DECORATE
	[GrafZahl] Fixed a small bug in A_Look that could cause the
	SetState(SeeState) function to be called twice for friendly monsters.
	
	
p_floor.cpp
	
	[GrafZahl] Stopped interpolation instant movement hacks which 
	were not recognized as such.
	[GrafZahl] Experimented with making these hacks silent but 
	left the code inside an #ifdef. I like the effect but it may
	be problematic so for now it is inactive.
	
p_interaction.cpp

	[GrafZahl] Added custom obituaries for weapons.
	[GRB] Clear extralight in AActor::Die. When you killed yourself 
	with a weapon that called A_Light1/2 before it called A_Light0, 
	extralight remained.
	[GrafZahl] Set the damage type to MOD_UNKNOWN before entering
	the extreme death state. This mirrors the handling of the
	normal death state.
	[GrafZahl] Moved the setting of the MF_ICECORPSE flag into
	A_FreezeDeath because it is directly related to the other
	things done there and prevented the ice death state to be
	used differently than Hexen does.
	[GrafZahl] Cheap ass MoD exclusion. This has been reported
	added to ZDoom already.
	[GrafZahl] Made the NoTargetSwitch behavior of Hexen's bishop
	and Strife's Programmer an actor flag and moved the related
	code into  AActor::OkayToSwitchTarget. Did the same for the
	master/minion relationship of Heresiarchs/Bishops and
	DSparil/Wizards. The old handling was causing problems with
	friendly monsters and could not be used in DECORATE.
	[GrafZahl] Fixed several friendliness issues in 
	AActor::OkayToSwitchTarget - especially with infighting set
	to -1. Also return false when checking a non-shootable object
	[GrafZahl] Made gibbing more flexible by adding MF4_NOEXTREMEDEATH
	and MF4_EXTREMEDEATH flags that specify how projectiles and weapons
	inflict damage and a GibHealth property to make the value
	customizable instead of always using -defaulthealth(/2).
	[GRB] Added WoundHealth property

p_lights.cpp

	EV_StopLight called delete instead of Destroy.
	[GrafZahl] Gave DLighting its own statnum (see statnums.h for explanation)
	
p_lnspec.cpp

	Added the ThrustThing with tid addition which has been
	reported added to ZDoom already.
	[GrafZahl] thing_remove did not clean up the monster/item
	stats if a counted item was removed.
	
p_local.h

	Changed the prototype of P_SpawnBlood so that an originator
	can be passed (needed for colorized blood.)
	
p_map.cpp

	[GrafZahl] PIT_StompThing did not check for MF2_PASSMOBJ
	and MF3_DONTOVERLAP.
	[GRB] Changed the lower side hack of Strife's railing to
	only apply if being used in a non-Hexen format Strife map.
	[GrafZahl] Did a complete rewrite of the missile hit
	checking code to properly check for friendliness. Also
	added a more generic species check. Now everything derived
	from the same monster is considered the same species. 
	[GrafZahl] Added my axe blood/blood splatter fix which
	has been added to ZDoom already.
	[GrafZahl] Added support for colorized blood to P_TraceBleed
	Added suppport for custom colored railgun trails and sounds.
	[GrafZahl] Added code to PTR_UseTraverse that allows activating
	things with the UsePuzzleItem special directly.
	[GrafZahl] Fixed the check for backside activation. It forgot
	to check whether the line is completely blocking and always
	allowed the use to pass.
	[GrafZahl] De-obfuscated PTR_NoWayTraverse because I wanted
	to know what the function is actually doing.
	[GrafZahl] Added a MF4_DONTHURTSPECIES flag that prevents
	a monster from harming others of its own kind with radius
	damage. This is a monster property so that it can be used
	with monsters that fire a standard Doom rocket as well.
	[GrafZahl] Added support for colorized gibs/blood to 
	P_DoCrunch.
	[GrafZahl] Added MF3_BLOODLESSIMPACT check for rippers.
	
p_mobj.cpp

	Many DECORATE related changes:
	- Yes/No/Greetings states are no longer hard coded.
	- Use/Pickup state support for inventory items.
	- AActor::Serialize had to be extended to save more properties.
	
	[GrafZahl] Changed one gamemode check in P_ExplodeMissile to
	a check for MF4_RANDOMIZE to make randomization consistent.
	[GrafZahl] A failed nightmare respawn still increased the
	monster count.
	[GrafZahl] Nightmare respawn didn't transfer friendliness
	information.
	[GrafZahl] Made the 3 different reflection modes (normal/
	Centaur/Heresiarch accessible through flags and moved all
	related code to  AActor::AdjustReflectionAngle.
	[GrafZahl] Changed Raven's sector scrollers so that they
	can carry with the texture scroll speed (optional.)
	[GrafZahl] Moved the 'vertical friction' code from 
	APainElemental::Tick to AActor::Tick because A_PainAttack
	can be called from any monster, not just the Pain Elemental!
	[GrafZahl] Added support for Boom-style additive scrollers
	because Caverns of Darkness needs this to work.
	[GrafZahl] Friendlies no longer count as kills.
	[GrafZahl] P_SpawnPlayer didn't do a proper check for Strife's
	multiplayer starts 5-8.
	[GrafZahl] Added support for custom air supply to P_SpawnPlayer.
	[GrafZahl] Fixed all gamemode issues with P_SpawnPuff which
	was tied far too closely to the game being played than the
	puff being spawned.
	[GrafZahl] Added support for colorized blood to P_SpawnBlood,
	P_BloodSplatter and P_RipperBlood.
	
p_plats.cpp

	Several sector special transfer types cleared the secret bit
	as well.
	
p_pspr.cpp

	[GrafZahl] Proper DECORATE support for SetPsprite.
	[GrafZahl] Added an P_FireWeaponAlt function and
	support for it in other functions.
	
p_setup.cpp

	[GrafZahl] Fixed line ID assignment for Doom format maps.
	[GrafZahl] Added call to the new key messages init function
	The new mechanism requires there to be initialized at game
	start.
	
p_spec.cpp

	[GrafZahl] Made the 'secret is revealed' message a CVAR
	so it can be changed by the user.
	[GRB] Support for Eternity/SMMU style warping.
	[GRB] Fixed to camera texture initialization
	[GrafZahl] CoD's healing sector type.
	[GrafZahl] Removed redundant and buggy terrain damage code
	from P_PlayerInSpecialSector. 
	[GrafZahl] Gave DLightTransfer its own statnum (see statnums.h for explanation)
	
p_user.cpp

	[GrafZahl] Strife's log messages get logged to the console now.
	[GRB] JumpZ support
	[GrafZahl] Custom Air supply support.
	
p_xlat.cpp

	[GrafZahl] Fixed line ID assignment for Doom format maps.
	[GrafZahl] Caverns of Darkness support.
	[GrafZahl] A sector type > 0x8000 does not get translated.
	Instead the highest bit is cleared so that all sector types
	can be used in Doom-format maps.
	
r_data.cpp
r_data.h

	[GrafZahl] Support for PNGs between F_START/F_END markers.
	[GRB] Support for Eternity/SMMU style warping.
	[GrafZahl] Fixed: Texture 0 was incorrectly initialized
	because the code retrieved the incorrect offset to the
	texture in the texture directory.
		
r_draw.cpp
r_draw.h

	[GrafZahl] Added DECORATE and blood translation tables.
	But since DECORATE is parsed before the translation tables
	are created they get stored in a static buffer which gets
	referenced here instead.
	
r_things.cpp

	[GrafZahl] Changed the 'bad frame characters' error message
	to output a lump name instead of a number. The number was
	utterly useless because it referenced a texture index which
	has no meaning to a mapper encountering this message.
	
sc_man.cpp

	[RH] Support for '-' as a token in certain situations.
	
statnums.h

	[GrafZahl] DLighting and DLightTransfer need separate statnums
	to ensure that DLightTransfers are always done after all lighting
	effects.
	
v_draw.cpp
v_video.h

	[GrafZahl] Added a DTA_KeepRatio tag so that scaled output
	does not get adjusted for the actual aspect ratio. This is
	needed for the pixel doubled HUD display.
	[GrafZahl] Fixed: DTA_Virtual* overrode all destination size 
	settings.
	
v_font.cpp
v_font.h
v_video.cpp

	[GrafZahl] Added custom multilump font support.
	
wi_stuff.cpp
wi_stuff.h

	[GrafZahl] Major rewrite to fix several bugs, make the code
	compatible with all 4 supported games and to allow custom
	intermission animation scripts. Also added support for a
	total game time display but for now it is disabled because
	there is no total game time counter.
	
g_doom/a_archvile.cpp

	[GrafZahl] Added custom heal state support.
	
g_doom/a_doommisc.cpp

	[GrafZahl] Added an MF4_ALLOWPARTICLES flag to the bullet puff
	Now this puff can produce particles in all games and all other
	puffs no longer produce particles in Doom.
	
g_doom/a_doomweaps.cpp

	Added suppport for custom colored railgun trails and sounds
	[GrafZahl] Added optional parameters to A_BFGSpray.
	[GRB] Added expression parsing for A_BFGSpray
	
g_doom/a_fatso.cpp

	[GrafZahl] Added custom projectile parameters to A_FatAttack* and
	A_Mushroom.
	[GRB] Added expression parsing for A_Mushroom
	
g_doom/a_painelemental.cpp

	[GrafZahl] Moved all the code from APainElemental::Tick to 
	AActor::Tick and adjusted A_PainAttack for this. The change
	was necessary because A_PainAttack can be called by other monsters
	as well.
	[GrafZahl] Added optional parameters to A_PainAttack and A_PainDie.
	
g_heretic/a_dsparil.cpp
g_heretic/a_wizard.cpp
g_heretic/a_hereticglobal.h
g_hexen/a_bishop.cpp
g_hexen/a_heresiarch.cpp
g_hexen/a_centaur.cpp
g_hexen/a_hexenglobal.h
g_strife/a_programmer.cpp

	[GrafZahl] Made certain hard coded monster behaviors accessible
	through DECORATE and removed the respective code from the monsters:
	- NoTargetSwitch
	- Master/Minion relationship
	- Reflection behavior
	
g_hexen/a_bats.cpp
g_hexen/a_fog.cpp
g_hexen/a_hexenspecialdecs.cpp

	Replaced MAN1 with TNT1 in several invisible spawners.
	When spawned in other games without providing a MAN1A0 sprite
	an error was produced.
	
g_hexen/a_clericplayer.cpp
g_hexen/a_mageplayer.cpp
g_hexen/a_fighterplayer.cpp

	Fixed burn death sound handling.
	
g_hexen/a_demons.cpp

	[GrafZahl] Altered the missile aiming to be more precise.
	
g_hexen/a_fighteraxe.cpp

	[GrafZahl] Added colorized blood to P_BloodSplatter2.
	Also fixed an R_PointToAngle bug in this function.
	
g_hexen/a_serpent.cpp

	[GrafZahl] Merged A_SerpentChase and A_SerpentWalk into A_Chase.
	
g_raven/a_minotaur.cpp

	[GrafZahl] Cleared the MF_COUNTKILL flag off the friendly Minotaur.
	
g_strife/a_merchants.cpp

	[GrafZahl] Removed the ConversationAnimation method. It is no
	longer needed because there is general support for these 3 states.
	
g_shared/a_action.cpp

	[GrafZahl] Moved the setting of MF_ICECORPSE from AActor::Die to
	A_FreezeDeath because this is the place where it belongs. Also
	set MF3_CRASHED in A_FreezeDeath so that the crash state doesn't
	screw up the handling of a frozen monster.
	
g_Shared/a_artifacts.cpp

	[GrafZahl] air supply handling in APowerIronFeet::AbsorbDamage.
	
g_shared/a_decals.cpp

	[GrafZahl] Support for colorized blood.
	
g_shared/a_keys.cpp
g_shared/a_keys.h

	[GrafZahl] Implemented a much more flexible and user friendly
	lock handling mechanism.
	
g_shared/a_lightning.cpp

	[GrafZahl] All sector special checks mask out the bitflag options
	now before checking for the lightning type.

g_shared/a_weaponpiece.cpp
g_shared/a_weaponpiece.h

	[GrafZahl] (New files) Generic weapon pieces. Not fully tested yet!
	
s_sound.cpp
s_advsound.cpp
sound/i_music.h
sound/music_mus_midiout.cpp
sound/music_midi_midiout.cpp
sound/i_music.cpp
sound/i_musicinterns.h
sound/music_midi_stream.cpp
sound/fmodsound.cpp

	[GrafZahl] Added a relative_volume multiplier for all music. This can
	be set per music file/lump in the SNDINFO lump by specifying
	$musicvolume musicname multiplier
	to compensate for different original volumes of the music used in a WAD.