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The weak references method was throwing errors if the object id had already been recycled
Code mostly taken from the implementation in Bitmap::drawText
…rship of the surface, and provide an option to leave it as a mega surface
The lores atlas is empty in this scenario.
Path caching and atlas dumping incur a nontrivial performance hit, so it's useful to log that they're happening so that users are reminded to disable them if they were enabled accidentally.
Enable transparent blitting from megatextures.
Log expensive optional operations
This implements some of the logic for non-simple sprite scaling, and also adds debug logging for the remaining missing logic.
Use signals to dispose of the children of Viewports in RGSS1
Don't hang if the user closes the game while it's still initializing
Graphics::snapToBitmap needs to call p->screen.composite()
…ite-alpha-log Refactor smooth sprite scaling
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