* Add basic movement
* Calculate step length based on tick time between updates, teleport to target if within one step.
* Smooth camera, hero movement
removed float to int conversions in Render and IsoToScreen functions
* Render hero in the center of the screen (assuming 800x600 resolution)
* Revert changing Render() parameters type
* Render hero in the tile loop
hero will naturally render in front of the walls of the current tile but behind the walls of the tile below
* Smoother steps near target coordinates
remove jitter from trying to get one step away from target on both axis
* Caching functions decide if we get random tile
We might not always want to.
* The caching functions don't need to return images
* Cache all frames of animated tiles
Also some error checking
* Update animations before drawing floors
* Fix missing frame
Animate from index 0 to 9
* Update refs
* Only render visible regions
This will need tweaking later to ensure there are no tiles popping in or
out of from regions coming in and out of view.
* Temp hack for act5 lava palette
* Don't call GetTile from the render functions.
Don't bother trying to render uncached tiles.
* Added back randomization code
* Update refs
* Fix random tiles selection.
No sorting the input, no selecting 0 probability tiles if there are
other options.
* Scroll slowly in map test by holding shift
* Increase draw distance up and down
Avoid issues with long tiles popping in and out of view. (As long as
camera is reasonably within bounds)
* Switch items to dynamic load with a common struct, add misc.txt loading
* Update Ebiten Reference
* Switch references to point to D2Shared
* Migrate part 2
* Rework render passes
* Fix drawing order logic
Mostly at least, probably need the objects OrderFlags to do better.
* Third pass required for Lut Gholein palace roof