Changes in the shroud are now tracked. If a cell changes it will mark itself and its neighbors as dirty. During the render phase all dirty cells will have their vertices calculated and cached. If a cell is not dirty, the pre-calculated vertices are retrieved from cache. Then the sprite renderer is provided the sprite and the pre-calculated vertices to draw.
This prevents constant recalculation of vertices for the shroud in the render phase, requiring instead only dirty cells in the visible area. The update phase is reduced to a practical noop, instead incurring the cost only of changed cells each frame, rather than checking the visible area.
Improve error handling; fix utility command description
Revert output location to working directory for both map importers
Rework how the map tiles get populated
Remove actor comments
Restore use of GetBuildingAt to take bibs into account for buildable area, and only consult the actor map if the actor at that location is not a building.
- Don't call string.Format in Actor.ToString since it gets called often, instead prefer a simple concat.
- In HiddenUnderFog.IsVisible, avoid a needless level of lambda indirection.
- Made Array.IndexOf available via extension method.
- Made ToHashSet extension method.
- Change collections queried often via Contains into sets.
- Avoid Count() extension if Count or Length property exist.
- Made Count() > 0 checks and variations calls to Any() instead.
- Don't call ToList/ToArray if there is no benefit to materializing the sequence.
- If the sequence does benefit from materialization, follow this general pattern:
- Collection queried often via Contains use ToHashSet to speed up lookups.
- Short lived variables use ToList. This is because ToArray requires an extra copy to output the final size.
- Collections persisted into fields or for a long time use ToArray to minimize memory overhead.
scroll up and down buttons: add disabled status, make dynamic, make smaller
Rename MaxIconRows to MaxIconRowOffset for clarity
Clean up scrolling logic, reset row position when switching tab