* Fix crosshair preview with wide fonts
e.g. Eviternity II RC5.wad
* Add percent sign to deadzones
* Add On/Off tooltip
* Rename Crosshair None to Off
* Replace Yes/No with On/Off
* Rename Translucency to Translucency Filter
* Increase mouse thermo range to 50
* Forward declaration of structures in headers where possible
* Use M_snprinf instead of sprintf
* Remove D_INTMAX D_INTMIN
* Don't change libtextscreen files
* Add miniz and win32 include directories
* Rename "Enable Translucency"->"Sprite Translucency"
* Instantly enable/disable translucency for things
* Make a thermo for the translucency percentage
* Remove unnecessary macros
* Remove predefined translucency check
* add S_THRM_PCT flag to show % sign
* disable menu item by config key (instead of enum)
* remove all setup menu enums
* search through whole setup menus
* apply patch by @rfomin
* remove setup_menu_t.inited
* Refactor light index calculations
* Use descriptive variable name for linear sky calcs
* Fix HOM line at non-standard FOV values
Separate the light and general focal length calculations.
* apply patch by Ceski (don't use frame limiter for capped mode)
* Revert "add ability to set SDL render driver (#1359)"
This reverts commit 801c93872b74da35ab829c59e7c7eb096d25e73c.
* fix comment, bring back render info
* Remove conditional disabling of HUD menu items
Crispy HUD shares the "Colored Numbers" and "Gray Percent Sign" settings with the vanilla status bar, so they should always be available to toggle.
* Remove the rest of the conditional disabling
* update README.md with the newest additions
* further overhaul
* fixes
* bump copyright year for all recent contributors
* add Usage section with Cheat Codes and CLI
* there will be no Woof! 12.1.0 --> 13.0.0
* document CMake requirement
* v_video.c takes code from Eternity Engine -> GPL-3
* Refactor FOV (again)
* FOV affects `linearskyangle` calculations
* FOV affects sky scale calculations
* Apply fade to color for stretched skies
To prevent tiling at a large FOV.
* Blink missing keys
* Keep all cancel conditions in `ST_updateWidgets()`
* Reformat blinking code
* Cosmetic tweaks
* Change conditions, disable by default
Due to the change in conditions, the feature now applies to the classic Status Bar, and doesn't apply to `hud_active == 0`, therefore assuming that `hud_active != 0` means that the key widget is being displayed.
* Add menu item
* Implement Crispy's `st_keyorskull[]`
* Use `st_keyorskull[]` for Boom HUD too
* Factor blinking code out
* Change CVAR description
* Blink keys after possessed keys in Boom HUD
Additionally, some reformatting.
* Add comment