1. Implemented translucency for both the console background and the crosshair. Crosshairs will use additive blending for now, as the other blending modes didn’t look good on it.

    I’ve also did some tests to figure out a better way to tint the menu background, as the current method is a bit problematic. Also, I’m not going to use the gelmap that the 1.0 version of Quake used, because using it incurs in a quite significant loss of detail. I’m going to implement a method that works more accurately than the current one, and that doesn’t sacrifice as much graphical detail as the gelmap.