- Rewrite several methods to use Marshal.Copy to copy data faster and more succinctly compared to doing it manually.
- Rewrite Sheet.AsBitmap(TextureChannel, Palette) with a faster and more self descriptive loop.
- Change Map.LoadMapTiles and Map.LoadResourceTiles to read the whole stream into memory before processing individual bytes. This removes the cost of significant overhead from repeated calls to ReadUInt8/16.
- Remove significant UI jank caused by the map chooser by not including the placeholder widget. The maps render fast enough that it is no longer worthwhile and it was causing a lot of flushes which were the source of the jank.
- Trigger async generation for all maps when the chooser is loaded. This means in practice all previews will be ready by the time the user begins to scroll the selection. Since generation is fast, there is no issue with scrolling straight to the bottom and having to wait for the backlog to clear.
- Implement IDisposable interface correctly, with sealed classes where possible for simplicity.
- Add using statement around undisposed local variables.
Updated settings file for TD to expose the new 'Lock mouse to window' display configuration option
A text label notes that modifying the 'Lock mouse' check box requires a restart
- ShpReader will copy the input stream into memory just once rather than for every header.
- ShpReader.CopyImageData switched to use Array.Copy since that uses some unsafe magic for speed.
- In ActorInfo, cache a GetType call and prevent needless materialization in PrerequisitesOf.
- In ObjectCreator, cache type and ctor lookups since these are expensive and often repeated.
- Implement IReadOnlyDictionary<T, U> on Cache<T, U> to provide some supplementary functions.
- In TechTree.GatherOwnedPrerequisites, rearrange a Boolean 'and' expression to evaluate expensive functions later in the chain, and use ContainsKey to speed up name check.
- Almost all calls to Stream.Read were broken. These have been patched to all go through ReadBytes which itself has been fixed to function correctly. The key thing to note is that Stream.Read is very much allowed to return less than the requested number of bytes. If this happens and you're not checking the return result, you'll be working with partially initialized arrays and really bad stuff happens when you do that.
- Call CopyTo rather than copying between streams manually.
- Peek and ReadUInt8 have been changed to avoid a pointless array allocation which is significant overhead for such simple calls.