When IsTraitDisabled is set, ModifyRender doesn't actually alter the sequence, so we can just return it directly and avoid adding another layer of enumerable. If it is unset, then the modifying enumerable has one less condition to check inside the loop.
The HardwarePalette will now grow its palette buffer and texture in power-of-2 increments. This avoids it having to allocate memory for a full 256x256 texture up front. In practice the default mods use 22 or 23 palettes so a 32x256 texture is used. This means both the buffer and texture save neatly on memory. Additionally, HardwarePalette.ApplyModifiers sees a nice speedup as it has to transfer a much smaller amount of memory from the buffer to the texture.
To facilitate this change, the MaxPalettes constant is no more. Instead the PaletteReference deals with the calculation of the index and this is passed into the appropriate methods.
The OrderBy overload that takes an int generating key selector is faster than the one that requires a custom comparer. We extract a function from the ScreenZPosition function that determines the Z position of a WPos with an offset, but does not account for the tileset height. For the ordering function this is fine as only the relative magnitude of the comparison keys matter, so we don't need to spend time adjusting for the tileset height, as that won't affect the sort.
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.
The TraitsImplementing<T> performs a dictionary lookup to match up its generic type parameter with the right trait collection. Since actors are rendered so much, it is useful to cache this result to avoid looking it up repeatedly.
...which caused the headers to still be visible when the options bin was open.
Also moves the "Map Options" title to the same place the headers occupy,
to above the options bin.
Avoid allocating memory and resources for graphical elements that will never be drawn when starting a dedicated server. This reduces the server memory footprint by approx 17 MiB.