This provides a more efficient way of determining the bounds by avoiding LINQ. A helper that works directly on arrays prevents allocation of an enumerator when the collection is know to be an array.
Additionally, internally renamed VisualBounds to SelectionOverlayBounds to avoid confusion with RenderBounds.
This step was necessary to prevent actors with selectable area smaller than their graphics to be removed too early from ScreenMap even though part of the graphics should still be visible.
RA cruisers were a prime example, but to a lesser extent several other actors were affected as well.
This separation also serves as preparation to determine the final RenderBounds from multiple source bounds later, to fix the remaining ScreenMap issues (building 'bibs', aircraft shadows).
FogObscures is more expensive than simpler boolean, player or HasTraitInfo checks, so in these places it makes sense to perform the other checks first.