- Avoid creating new strings in SpriteRenderer.Flush.
- ProductionQueue.CancelUnbuildableItems can exit early if the queue is empty. It can also use a set of names for quicker lookups.
- OpenGL.CheckGLError avoids a Enum.HasFlag call.
- VertexBuffer interface redefined to remove an IntPtr overload for SetData. This removes some unsafe code in TerrainSpriteLayer. This also allows the ThreadedVertexBuffer to use a buffer and post these calls, meaning the SetData call can now be non-blocking.
- ThreadedTexture SetData now checks the incoming array size. As the arrays sent here are usually large (megabytes) this allows us to avoid creating temp arrays in the LOH and skip Array.Copy calls on large arrays. This means the call is now blocking more often, but significantly reduces memory churn and GC Gen2 collections.
- Distinguish between missing sequences and missing sprites
- Lint default sequences as well as maps
- Improved performance
- Correctly handle null images
- Fix rendering issues
- Track particles in world pixels instead of screen pixels
- Removed un/underused fade in/out support
- Update wind once per tick instead of once per particle
- Make Particle struct readonly
- Sprite.Bounds now refers to rectangles in the source image.
Use this when copying pixels, etc.
- Sprite.Size now refers to sizes in effective pixel coordinates.
Use this when rendering.
- Sheet.DPIScale has been removed.
- "Density" term is introduced to refer to the number of artwork
pixels per effective pixel.
* 2x and 3x DPI artwork can be specified using
Image2x and Image3x in chrome.yaml.
* Images are rendered using bilinear interpolation.
* For non-integer screen scales, prefer downscaling
the next biggest resolution image over upscaling.