* make game update at 25fps, ui update at max fps
* minor edits to func names, d2resource constants
* renamed `loadDictionary` to `loadTextDictionary` to avoid confusion with `LoadDataDictionary`
* updated line in main.go that calls `loadTextDictionary`
* added tokens as constants inside of `d2resource/resource_paths.go` that are used in font/language paths
* moved locale string handling stuff into it's own func, now uses tokens defined in d2resource
* minor edits to func names, d2resource constants
* renamed `loadDictionary` to `loadTextDictionary` to avoid confusion with `LoadDataDictionary`
* updated line in main.go that calls `loadTextDictionary`
* added tokens as constants inside of `d2resource/resource_paths.go` that are used in font/language paths
* moved locale string handling stuff into it's own func, now uses tokens defined in d2resource
* fix: accidentally renamed func in d2asset
* git is hard
accidentally added changes not meant for this commit
* adding pl2 as a fiel format and an asset manager for pl2 files
* adding pl2 as a file format and an asset manager for pl2 files
* pl2 asset manager and file format
* added call in main.go to load palette transforms
* removed incorrect PaletteTransformType declarations from main.go
* removingn bad resource path for palette transform
* PL2 file format added, added to asset management
PL2 files are beside palette files in the mpq
These files define palette transforms of their respective base palette.
I've bound a command to d2term (in d2asset.go)
load_pl2 <path>
* Clean up PL2 asset stuff
removed pl2 stuff from d2datadict, didn't belong in there
removed d2term debug binding
* minor cleanup for d2pl2
* Take directions in the range of 0-63
* Shift direction handling in animation further back
* Don't need to get the DCC direction here.
Because it was added to animation.
* Check direction is within range
* WIP: Add support for missiles
Break AnimatedEntity into two parts to support single and composite animations. Summon misssiles on right click.
* Break animated entity down further
Move npc only logic to npc struct, reduce duplication in map entities
* Change a bunch of int32s to int