Commit graph

9 commits

Author SHA1 Message Date
Christoph Oelckers
3455610031 - base palette cleanup.
Avoid passing this anywhere in the client code. It should only be set right before rendering the 3D view and the only code using the base palette should be the 3D renderer and hud_drawsprite.
Also make the palette override CVARs 3D view only in debug mode.
2020-08-14 21:18:14 +02:00
Christoph Oelckers
66cb7f61a4 - fixed rendering on narrow screens with an aspect ratio less than 4:3 and removed some parts that are no longer needed. 2020-08-14 21:01:27 +02:00
Mitchell Richters
7243c08379 - stop weapon from moving up and down while cl_weaponsway 0 is set.
* Default zDelta is -2048, so only add (zDelta / 128.) if `cl_weaponsway 1` and add (-2048. / 128.) otherwise.
* Fixes #134 a bit better.
2020-08-11 08:40:42 +10:00
Christoph Oelckers
1d03d3d6a2 - fixed HUD meter and crosshair default size.
Fixes #137
2020-08-10 23:06:24 +02:00
Mitchell Richters
09f347353a - fix cl_weaponsway() for Blood.
Fixes #134.
2020-08-10 22:08:44 +10:00
Mitchell Richters
48e4bccc6d - oops. Missed change of hudDraw() zDelta from int to double while implementing ae2d2c7948. 2020-08-03 10:23:15 +10:00
Mitchell Richters
61820ddef5 - interpolate bobx and boby with higher precision from updated CalcSmoothRatio() function that returns a double instead of an int. 2020-08-03 08:50:48 +10:00
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
a9820abcae - migrated the remaining 2D content in Blood away from rotatesprite. 2020-08-02 19:00:32 +02:00