There are art groups that are present in multiple levels, and that means
that also their textures are present in multiple levels. With texture
replacement, currently we need to make replacements for all instances if
we want it replaced everywhere, but this is not ideal, especially when
you make changes to your replacement texture and now you have to put it
in each folder again.
I added a way to replace all instances of a texture, by letting
texture-replacer people put their replacements into an '_all' folder. I
set up the logic in such a way that if you have a replacement for the
texture in its corresponding folder, it will take priority over a
replacement that you placed into the '_all' folder.
I personally found this very useful for replacing guard textures. The
guards appear in a lot of levels. But ideally you want them to look the
same everywhere. And that is why I looked into this and made a PR.
Oh and I changed what is printed in the 'Replacing ' part because it was
printing the path to our replacement, which didn't look nicely when
several textures got replaced by the same replacement from the '_all'
folder. So now it will print the original texture's page and name, I
think this information is more useful anyway.
This should avoid the stuttering due to slow unloading on some drivers.
I also turned up the amount of stuff we load per frame since nobody has
been complaining about stutters there, but there has been a few cases of
levels loading in too slowly.
(this only changes graphics, not actual GOAL level load times).
Makes the glow sprite renderer flush when full capacity is reached,
instead of at the end. Also allows us to reduce the textures used for it
(finally). Worst case scenario there's 4-5 flushes per frame.
Fixes incessant flickering in the dig.
Switches the slime look up table to be a texture, since I guess intel
drivers are terrible and putting the array in the shader makes it
extremely slow.
Also, a few minor changes:
- removed art-groups from the test-zone levels since this causes the
compiler to re-decompile the game, and makes the launcher slower. (left
it in commented out)
- Switched `decompile_code` to false by default in jak 2, in case people
run the decompiler and don't want to wait forever
- Fixed build warnings