Full change list:
- Special mention to mxd who contributed a ton of sprite fixes, height adjustments and various other pieces of cleanup! Significantly, tidying up the massive sounds folder and the terrain file, removing the need for the deathmatch check script and updating A_CustomMissile to A_SpawnProjectile absolutely everywhere. This kicked me into fixing up some other things and releasing a 1.2 version

- Fixed switching to fists prematurely even when the player had ammunition for other weapons! My assumption of the priority of Weapon.SelectionOrder was backwards.
- Fixed melee attacks across the board. These are implemented as invisible, very short-lived projectiles for reasons I haven't been able to identify. Made them more consistent by removing randomization and fixing some ludicrous damage values (Baron of Hell did 16-160!). Greatest offender was the Revenant which accidentally had an infinite melee distance and could theoretically punch you from across the map given a line of sight.
- Improved performance in maps with underwater areas by preventing most gibs/blood from persisting underwater
- Stopped discriminating against keyboard users, removed the no-autoaim flag on the base weapon class because I couldn't think of a real reason to have it.
- Made gibs and ammo fade by default.
- Altered some more effect classes to have more satisfactory names (such as ImpFireball instead of Fireball_)
- Removed unnecessary definition of BRIGHT on 103 occurrences of TNT1 A 0 frames
I've put it on http://teamouse.net/games/doom/bdlite/ and have also updated the two AK rifle weapon addons that NovaRain provided.