- 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.
The lookup accounts for ~50-60% of the time spent in GetTerrainIndex and GetTerrainInfo, and these methods themselves can account for up to 1.3% of total CPU used so this is a small but measurable win.
- Avoid calling string.Split twice in SprintFont.Measure.
- Change ActorsInBox method of ActorMap and ScreenMap to avoid allocating and intermediate list. As a bonus this allows the sequence to be lazily consumed. Also avoid LINQ in these methods.
- In FrozenUnderFog.TickRender, the method exits early if no players are visible so the attempt at lazy generation was not needed.
- Unwrap a LINQ Any call in ClassicProductionQueue.Tick.
- Merge some successive Where calls in ProximityCapturable into single predicates.
- Create single platform config named x86 and have all projects target x86.
- Remove Release config (broken anyway).
- For the Debug config, ensure TRACE and DEBUG constants are set and unsafe code is allowed for all projects (same as the makefile).
- Warn level 4 and optimizations off were removed from the config automatically by VS (it assumes these values by default, and these match the makefile).
- The CrashDialog project can reuse the icon from the Game project as long as the path is set correctly.
- Fix TS project so it builds (I know it's going but its annoying that the project must be unloaded).