- added a fallback generic record to grpinfo.txt for identifying Blood.rff based on content. - gave key 7 a proper spawn record using the blue outline as image. A proper definition here is needed to allow dropping this item. The original code had a picnum of -1 here which caused crashes. - cleanup of movie player code, migration to event interface. - Screen Job refactoring to fix the volatile timer in there causing problems with the menu. - split out the movie player into its own file. - Duke: Clamp RRRA vehicle input in `processVehicleInput()`. - Duke: Add `resurrected` flag to handle resurrection via cheating or when pissing in RR. - added a filter to the directory loader to remove EDuke32's texture cache files. These cause problems with the texture manager. - make map art work. - allow specifying startup .con files via GAMEINFO. - used the newly added game ID as reference for GAMEINFO to autoselect which game to start a mod with. - added GameID field to GrpInfo. This is for allowing new features easier referencing of the various records. - Exhumed: Redo player panning code, but guard it with cl_slopetilting as it does not work that well with mouselook. - Exhumed: fix for moving on sloped floors - added widescreen graphics credits to the Engine Credits menu. - Blood: default skill is 3, not 2. - fixed some bogus range checks in automap code. - fixed the vertical offsets of the World Tour skies. They were rendered too low. - added native support for Nightfright's Alien World Order" GRP generator. - enable embedding of blood.rff and sounds.rff in mod archives when playing Blood Some mods provide pregenerated resources, this allows loading them without picking them apart first. - Blood: add a dummy sound entry at index 0 so that no valid sound gets placed in this slot. - Blood: fixed issue with INI detection when having content added by RFS files. - added PlaySound CCNDs. - Blood: fixed mixup of values 0 and -1 in sound code. - added CHANF_FORCE flag for forcing non-looped sounds to start, even when sound is paused. - make sure voxels are being precached. - disabled the QAV preload calls in Blood. This is ultimately more harmful than useful as it forces loading of a large number of textures at the same time during gameplay instead of spreading them out. - fixed texture precaching. After the migration to GZDoom's full backend this never created any textures when precaching things. - fixed: alpha was never set for voxels. - fixed palette setup for duplicate base palettes. Fixes #301 - Blood's invulnerability palette is identical to the base. - activate the progress bar on the startup screen. - make the startup banner in the initial console window work. - Blood: undid restriction for original QAV for Guns Akimbo shotgun fix.