Christoph Oelckers
8a31e96602
- use all available precision to render Blood's weapon animations mpre smoothly, instead of throwing it away by needlessly storing it in some integer fields.
2020-08-03 00:25:40 +02:00
Christoph Oelckers
74c4bbc0e0
- preparations for refactoring Blood's HUD drawer, mainly to pass the palette explicitly to the drawers.
2020-07-27 23:29:10 +02:00
Christoph Oelckers
b2f794bde5
- cache QAVs outside the file system as well.
...
- delete some voxel code that's software rendering only.
- apply Big Endian byte swapping for SFXs, as well, now that this no longer involves hacking the file system cache.
2020-07-27 19:37:02 +02:00
nukeykt
2e085b559f
Precache more tiles on level start
...
# Conflicts:
# source/blood/src/fx.cpp
# source/blood/src/gib.cpp
# source/blood/src/gib.h
# source/blood/src/qav.cpp
# source/blood/src/weapon.h
2020-01-02 19:20:11 +01:00
Christoph Oelckers
0d98e7f256
- put all Blood game code into a namespace.
2019-09-22 08:39:22 +02:00
Christoph Oelckers
0254bf82d3
- added NBlood source.
2019-09-20 00:42:45 +02:00