* Unify the FieldLoader-related attributes (Ignore, LoadUsing,
FieldFromYamlKey) into a new 'Serialize' attribute. Keep the
previous attributes as shortcuts/aliases to the new attribute.
* Add 'YamlName' field to the new 'Serialize' attribute to allow
yaml names different from the field names. Example:
[Serialize(YamlName = "Width")]
private int widthExpression = "0";
* The FieldLoader will treat private fields like public now and
will try to load their values. The FieldSaver gets an optional
parameter specifying whether to save private fields by default.
The 'Serialize' attribute can be used to fine-tune individual
fields.
* Updated the traits documentation exporter to write the yaml
name if it has been overriden.
- 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.
- Updated implementations to return a ReadOnlyList around an array (to reduce wasted memory from exposing lists or lazy enumerators around lists).
- Protect non-public ISpriteFrame classes by making them inner classes to prevent casting.
- Added an AsReadOnly extension method for lists.
- 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).
- Implement IDisposable interface correctly, with sealed classes where possible for simplicity.
- Add using statement around undisposed local variables.
The path to be expanded. It can be a relative or an absolute path.
Wildcards can appear as part of the path and as part of the file name/extension.
Example:
Expand("./mods/*/mod.?aml");