Gameplay changes:- added Y camera shifting and increased vertical fov for overhead camera. This gives better experience and observation of bottom-screen area. Also gives a bit more othographic-like looks.- formed legacymodel-3dmodel override system (so sprites can be overriden by 3d models with least code rewrite).- g_legacy 2 now forces all enemies to be sprites (including ones with 3d model override)- better interpolation for missiles and gamemodels- gib explosion effect tweaked- added all 5 captives (one 3d model and 4 sprite-based ones)- changed syntax for defining camera effects in map scripts- QC support for recent sound renaming- enemies now have walk & run animation (walk is just a bit slowed run animation, used for path following)- rogue attack: when knife get blown by energy bolt, knife get destroyed- nomonsters 1 now dont remove neutral monsters (such as green skeleton and captives)- reduced overhead camera heights as it seems affects FPS too much- forced dynamic VBO to 0 as it have some bad FPS impact on some systems- fake shadows cast-from-world are now map-dependent (set via map script) as it have bad FPS impact on some maps and almost no visual effect- added test universal jointAdded materials for recent texture commits.