* pkg/loadscreen implements a global Loading Screen for loading heavy
levels for playing or editing.
* All chunks in a level are pre-rendered to bitmap before gameplay
begins, which reduces stutter as chunks were being lazily rendered on
first appearance before.
* The loading screen can be played with in the developer console:
$ loadscreen.Show()
$ loadscreen.Hide()
Along with ShowWithProgress(), SetProgress(float64) and IsActive()
* Chunker: separate the concerns between Bitmaps an (SDL2) Textures.
* Chunker.Prerender() converts a chunk to a bitmap (a Go image.Image)
and caches it, only re-rendering if marked as dirty.
* Chunker.Texture() will use the pre-cached bitmap if available to
immediately produce the SDL2 texture.
Other miscellaneous changes:
* Added to the Colored Pencil palette: Sandstone
* Added "perlin noise" brush pattern
Note: this commit introduces instability and crashes:
* New `asyncSetup()` functions run on a goroutine, but SDL2 texture
calls must run on the main thread.
* Chunker avoids this by caching bitmaps, not textures.
* Wallpaper though is unstable, sometimes works, sometimes has graphical
glitches, sometimes crashes the game.
* Wallpaper.Load() and the *Texture() functions are where it crashes.
* The pattern textures for level palettes have been brightened and work
better with bright colors.
* The three default palettes for new levels now have patterns applied to
each of their colors.
* Bugfix around resetting keybind states for Zoom In/Out, Scroll to
Origin and Reset Zoom Level bindings.
* In the "New Level" dialog, a "Palette:" option shows a MenuButton
drop-down with options: Default, Colored Pencil, and Blueprint. These
control the set of colors the new level starts with.