"Quality vs performance" might not correspond to reality; text deleted.
Documentation updated to reflect current state of both OpenAL and SDL
sound systems.
Authored by @Yamagi.
"make NO_SDL_GYRO=1" disables sensor reading support and forces
behavior of SDL < 2.0.14 under any version, even SDL 3.
Meant for Arch Linux ARM, which supports 2.30.10 at this time, but
doesn't support gyro readings (no HIDAPI support?), even if it shows
an additional "IMU joystick" when connecting Nintendo gamepads.
This commit allows to use the "IMU joystick" in game, extending #990.
Identification of joysticks as "IMU" or "Left Joy-Con" is more
generic now, covering more possible naming conventions.
A basic "squeeze/stretch" effect to fov when diving underwater.
Intensity is controlled by gl1_waterwarp, 0 disables the effect.
Original from Fitzquake.
It was being called repeteadly with the same parameters, so it was
re-written with only one needed parameter, with the rest of the data
being obtained inside the function, to avoid logic duplication.
'Pickup style' just like weapprev/weapnext, only works when cycleweap
is called with 3 or more parameters.
Weapon binds in gamepad menus now include xatrix and rogue weapons.
These are two problems breaking the window flags for renderers which
don't use OpenGL or enforce their own flags:
* In SDL 3 the window flags were increased from 32 bit to 64 bit. SDL
3.1.3 introduced a new type SDL_WindowFlags for them. Use it to
represent the window flags. This is currently a noop, becaue SDL 3
doesn't have any flags above 32 bit yet. This might require another
breakage of the renderer API in the future, because currently
renderers pass a 32 bit flags thing to the client.
* `SDL_SetNumberProperty()` got a new type
`SDL_PROP_WINDOW_CREATE_FLAGS_NUMBER` to represent the flags. It must
be used, otherwise strange things happen.
Closes#1156.
Now also available in GL1. Includes a call to glClear at the beginning
of each frame, pointing to the same buffers that are discarded at the
end. When value is 1, operates over color, depth and stencil buffers.
When it's 2, only does depth and stencil, ignoring color. These
changes provide a performance improvement on mobile/embedded.