- Restructured some item capsule code to reduce thinker density and allow the item capsule parts to think after the capsule
- Super Ring capsules are now semibright
* Set via a fourth digit in the upper midtexture for transparent FOFs
* For example - #2551 is additive solid, #1282 is subtractive half...
* The original method of setting the upper midtexture to #900 or 901 still works, since I'm not out to break existing maps.
* Software: Remove the horrible `else if` ladder for FOF translucency. Algorithms, baby!
* OpenGL: Move to using `HWR_GetBlendModeFlag` in more places, for more long-term extensible support for multiple blendmodes.
All my work thus far on solving the drawflag/renderflag/additive/subtractive conundrum.
Outstandng problems:
* Bad additive/subtractive tables means that they appear opaque except under certain conditions.
* No support for FOFs, Polyobjects, or linedefs in OpenGL yet.
* All OpenGL support mostly done blind, may or may not function in practice.
If nothing else, the hard engineering problems are solved and it's just bug hammering...
We had SEENAMES disabled before, and vanilla removed the define, so I went ahead and removed it. Repurposed the old seenames console variable for our nametags.