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.
- 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.
List of changes:
* Better and more filters with new layout, for both mods.
* Rename/Delete/Detele all functionality.
* Simplified ReplayMetadata class considerably by introducing a new
GameInformation data object. The new GameInformation class contains
more information than previously available so the new solution is not
compatible with old replays, meaning it can't read old replays.
* Better and cleaner game information gathering in order to be written
at the end of the replay file.
* Revert changes to ReplayConnection, no longer necessary.
* Better exception message on missing sprites and fonts.
* New "SpawnOccupant" class that holds all the information needed by the
MapPreviewWidget to visualize a spawn point. It was using Session.Client
before and it was necessary to separate it to be able to show information
not available at lobby time.
* Fix keyboard focus UI bug when closing a window would not remove focus.
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.