* Color crosshair by target health
* Add missing element to `crosshealth_t`
* Second implementation
* Introduce `ColorByHealth()`
* Change `ColorByHealth()`'s arguments
* Disable "Highlight Color" item when appropriate
This is meant to add support for non-exactly 21:9 screens, such as
3840x1600 (WQHD+). Unlikely to get ever increased further than that, though.
Fixes#819
* Implement crosshair target lock-on
* Calculate lock-on offset in `R_ProjectSprite()`
* Introduce `HU_UpdateCrosshairLock()`
* A couple of changes
* More changes
* Update lock offset just once per tic
In paticular, if less time than required for a full shading sequence has passed,
don't start a new one. This allows to skip a gametic between two rendered frames,
which apparently happens sometimes.
* fix most cppcheck 2.9 warnings
* simplify matters
* simplify a bit more
* simplify
* more/better fixes
* whitespace cosmetic
* use I_Realloc() in u_mapinfo.c
* Revert "add parallel same-sound limit from DSDA-Doom (#796)"
This reverts commit d7849c8fa7ba4b2c92a1784b92127df267f4e8db.
* first shot at sorting sounds by priority
* fix build
* our S_AdjustSoundParams() already mangles volume into priority
* add/fix comments
* newer same-priority sounds are supposed to stop older ones
* use qsort() instead of undocumented (whoops\!) SDL_qsort()
* back to newer same-priority sounds let older ones finish
* keep the singularity concept alive
* get rid of the lowestpriority concept, we already ordered channels by priority
* keep the "snd_channels = 16" default
* Revert "keep the "snd_channels = 16" default"
This reverts commit 79fc9b3332304aa7cd9f7ac687c46089f1d40918.
* Update s_sound.c
* maintain a stable sort (newer sounds have precedence)
* fix typo/thinko
* fix sort order
* fix comparison function return value
* Update s_sound.c
* last nit-pick (hopefully!)
* implement SDL-native sound looping for moving walls
* add an extra check that new and oldlooping sound are same
* stop looping sounds during menus and pause
* stop looping sounds on level exit
* stop looping sounds if P_Ticker() didn't run through
* do not iterate through sound channels more than necessary
* correctly count looping sounds
* allow the SSG in Doom 1 if the corresponding resources are available
Fixes#799
* improve SSG resources availability check
* s/SSG resources/SSG assets/g
* allow COMP cheat to change complevel in-game
* fix variable redefinition
* less verbosity
* add a function parameter to G_ReloadDefaults()
* cosmetic function parameter name change
* back to reporting complevel names
* avoid reserved keyword "new"