This command allows either unpacking oramap files into folders, or packing folders into oramap files.
Example invocations:
"d2k --unpack-map unpack" to unpack maps of the d2k mod into folders.
"cnc --unpack-map repack" to repack maps of the cnc mod into oramap files (but will only pack folders that were unpacked previously).
The PNG decoder, when dealing when indexed images with a palette, could only decode a bit depth of 8. Teach it to decode depths of 1, 2 and 4 as well. As the palette data is exposed to consumers of the PNG class, unpack the data into a 8 bit depth so consumers don't need to also handle the new bit depths.
This allows the LINQ spelling to be used, but benefits from the performance improvement of the specific methods for these classes that provide the same result.
This rule no longer appears to be buggy, so enforce it. Some of the automated fixes are adjusted in order to improve the result. #pragma directives have no option to control indentation, so remove them where possible.
Previously the StartGameNotification and MusicPlaylist traits used the IWorldLoaded interface to play an audio notification and begin music when the game started. However this interface is used by many traits to perform initial loading whilst the load screen was visible, and this loading can take time. Since the traits could run in any order, then audio notification might fire before another trait with a long loading time. This is not ideal as we want the time between the audio notification occurring and the player being able to interact to be as short and reliable as possible.
Now, we introduce a new IPostWorldLoaded which runs after all other loading activity, and we switch StartGameNotification and MusicPlaylist to use it. This allows timing sensitive traits that want to run right at the end of loading to fire reliably and with minimal delay. The player perception of hearing the notification and being able to interact is now much snappier.
Ensure stale perf history data, to ensure the data is useful and the perf graph widget displays useful information.
- Remove stale data from the previous game when starting a new game. This avoids the graph showing values from the previous game when a new game starts.
- Remove data that was collected during loading. This avoids displaying data points that were collected whilst the loading screen was visible. Data collected whilst loading is not relevant to the in-game performance graph.
The performance graph when starting a new game will now display accurate information from the first tick of the game, whereas previously it displayed some stale information as well.
Also avoid ReadBytes calls that allocate a buffer by either updating the stream position (if not interested in the bytes), by reusing an input buffer (if interested in the bytes), or using a stackalloc buffer to avoid the allocation (for small reads).
This takes a list of map UIDs which may be locally installed or hosted
on the resource center. If any maps aren't found, startup will be
delayed by up to 10 seconds while it attempts to query the resource
center.
As the `touched` cell layer uses Boolean values, Array.IndexOf is able to use a fast vectorised search. Most values in the array are false, so the search is able to significantly improve the performance of finding the next true value in the array.