Instead of using weak_ptr is now shared_ptr and gives a 10 MB cache. Otherwise behaviour is the same as before. This prevents tons of cache misses (e.g. every frame during gauge battle) we usually get.
Cache clearing strategy:
When the cache limit is reached all entries not being accessed in the last 10 seconds are removed.
Debug output is enabled to better showcase that the cache works. will disable this before merging.
That one here should be save to merge after testing (and removing that commit)
Here I observed OOM for TSTT on wii. So what you think? Reduce cache size? I can even set it to 0 and just use the timeout logic... actually maybe thats worth a try :D
Wouldn't it be better to define a struct here? The .second.second stuff is kind of hard on the eyes.
Improve image cache. Stores bitmaps now until the cache size is excee…
…ded instead of when the last reference is lost which resulted in really bad cache hit rate.
Prevent cache pollution by not creating invisible sprites for all bat…
…tlers in the party during battle start.
Replace Cache pair with a struct for better readability
PSA: This is done, struct is renamed, cache size is 0 (flush after 5 seconds of non-use)
Regression fix from Tone change improvements: Also recreate the Plane…
… when the size changed.