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Overhaul actor render and sprite bounds. #14482
The successive layers of workarounds and hacks in the render and selection bounds code recently passed their breaking point. This PR aims to fix the underlying problem once and for all by throwing everything out and starting from a new, modern, base.
Most of the commits should be self explanatory and simple enough to review if you go through them one by one. Things turn awful once we hit the the need to separate the selection bounds, and I couldn't find a cleaner way to separate out the commits without leaving broken code or regressions. The pain of reviewing should be worth it (and minor compared to the pain of writing it).
Testing should use the new
I expect there may be some minor regressions in selection box sizes (the algorithm for automatic sizing has changed), but these are best found by a fresh set of eyes, and can be easily fixed by defining overrides in yaml. Third party modders will see loud errors/lint warnings if they have actors with too few or too many
This was referenced
Dec 9, 2017
The TD Landing Craft (not OLDLST, but the one with custom shp) and pretty much all trees and rocks in RA/TD have now too large interactable area, but IMO those can be dealt with in a follow-up.
Couldn't find any other regressions or problems. I'd like to see aircraft shadows fixed, but otherwise, this looks good to go to me.
referenced this pull request
Dec 9, 2017
Civilian buildings do not appear as frozen actors on explored map at the start of a game.
Also, it seemed like units lose their targets immediately as they enter the fog of war. (Maybe this is a good thing, I'll try to enlist a live body and see if I can assess how this might impact gameplay.)
Fixed the frozen actor issue. The problem was inside