To resolve the ambiguity introduced when the introduction of isometric maps meant that cell and map coordinates were no longer equivalent, a new type has been introduced so they can each be represented separately.
Automatically formatted all files via VS. This generally corrects indentation, removes trailing whitespace and corrects misplaced tabs or spaces. Manually tweaked a few files where required.
- Add separate ImmutablePalette and MutablePalette classes since the distinction is extremely important to HardwarePalette.
- Keep a cache of palettes in HardwarePalette to avoid reallocation them every time ApplyModifiers is called.
- Palettes that are not allowed to be modified are copied to the buffer once when added, rather than every time ApplyModifiers is called.
- The AdjustPalette method now takes a read-only dictionary to prevent the dictionary being messed with.
- Added a constant for the palette size to remove its usage as a magic number in several areas.
- The ColorPreviewManagerWidget is annoying in that it needs to actually permanently update a palette after it has been added. To allow this, HardwarePalette now allows a palette to be replaced after initialization. The WorldRenderer therefore now also updates the PaletteReference it created earlier with the new palette to prevent stale data being used elsewhere.
Fixes:
* Nuclear-purple color exploit.
* #3247.
* Removes a bunch of unnecessary color conversions every frame.
Caveats:
* The ramp range is now defined on the palette, so ramps can no longer be set per-player (may impact maps which define custom colors).
* It's no longer possible to perfectly recreate the original WW color ramps (I doubt we care).
* The old ColorRamp setting isn't migrated, so players will lose their color settings.
- show full name + version of the loaded mod in titlebar
- added a help menu with useful links
- added icons to to the menu with tooltips
- added a toolbar to the editor, closes#2825