* render the beta plasma ball sprites translucent
I know they were of course not translucent in the original beta
release, but we are using completely different plasma ball sprites
anyway - and they just look neat with some translucency added.
Alternative implementations would be to set this flag in
D_InitTables() instead, or to set it in a DEHACKED patch in
autoload/doom-all. What do you think?
* comments
* implement hot plugging of the game controller
* missed newline
* close only open controller
Fix multiple controllers (only the first one connected works)
* stretch short skies
While at it, remove the "Files Preloaded at Game Startup" section
from the General menu. More menu clean-up will be due with the follow-up
commits, though.
Unfortunately, I couldn't simplify the code path in do_draw_plane() any
further, because there are maps like Ancient Aliens MAP11 which have
a short F_SKY1 texture but tall PL_SKYFLAT textures,
which have to be taken into account.
* fix vertical position for tall sky textures
* initial freelook implementation, rendering part
* fix freelook for different view sizes
* simplify implementation
* correct view angle for different screen sizes
* implement view angle centering
* go the cmd->look route
* mouselook config toggle and key binding
* remove unnecessary restriction
* save mouselook in config file
* enable vertical mouse by default
* remove obsolete comments
* do not center view when hitting ground anymore
* sprite clipping optimizations
* center player view in G_PlayerReborn()
* Revert "center player view in G_PlayerReborn()"
This reverts commit b307511ac27781adb9173e2c108e71c57993cebc.
* minor simplification
* restore fuzzy spectre rendering contrast in blocky hires mode
* vast simplification
draw 2x2 pixels with the same fuzz offset
* remove debug aid, fix comments
* draw only even columns,draw only even pixels as a 2x2 squares
* grammar
* remove DOS reference from the game quit confirmation dialogs
* remove DOS references only once
* ordering
* distinguish between shell and desktop on non-Windows systems
On older versions of Fluidsynth, passing a loop count of 0 can cause a
track to not play at all. Passing 1 seems to be more reliable across
different versions.
* generate rngseed, set basetic
* swap the order of rngseed initialization and demo header writing
* only resurrect players in game
Co-authored-by: Roman Fomin <rfomin@gmail.com>