Add a vertical flip variant for the translucent column drawer.
Translucency is now properly distributed: 0.00 leads to no render at all, 0.1 to TRANS10, ..., 0.9 to TRANS90, 1 to regular column drawer.
Some texture-related fixes
Bugs fixed in this branch:
* upper/lower/middle textures with non-existent texture ids being capable of crashing the game. For instance, RVZ1 has colormap codes on non-colormap linedefs, which causes them to wind up with invalid texture ids because of how the game tries to interpret lower/upper textures with "#" followed by characters on normal linedefs. Fortunately these "textures" are normally not visible anyway (since they're all in control sectors) unless they are swapped with in-level textures by some crazy Lua script of some sort...
* animated single-patch textures with holes displaying garbage on first viewing (see this thread: https://mb.srb2.org/showthread.php?t=42195)
* the heights of the lighting (shadows or colormapping) from water/translucent/shadowcasting/etc FOFs become messed up when displayed on repeated midtextures.
See merge request !144
*Added FLIPX/FLIPY support for multi-patch textures and single-patch textures without holes
*Added FLIPY support for single-patch textures with holes; I'll sort FLIPX support out later