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Track palette opacity through the renderer #14415
The depth buffer allows us to render fully opaque objects in any order without changing the final result (ignoring z-fighting). The next step of the renderer depth-buffer rewrite is to take advantage of this fact to reorder rendering by type (to reduce batch breakage) instead of by screen position.
Most (but IIRC not all) TS artwork splits shadows into their own frames, so most of the main artwork can use opaque palettes. The stealth effect currently works by swapping palettes, so we do not need to do any additional work to support that.