Adding the snap to the demo is the last usage of `pTmpBuffer3`
all prior usages of it copy the data if needed.
So we can edit it in place. No need to copy it into a new buffer.
Remove unnecessary, inconsistent margin at the top of all settings menus.
Reserve space for restart message and button only when necessary, so more height is available for settings menus per default.
Improve vertical alignment of restart message and button with settings menus.
Ensure consistent margin on all sides of settings menus.
Use consistent margins for all settings pages and titles.
Fix chat preview overlapping with the restart warning.
Simplify layout code. Remove array of `CButtonContainer`s with arbitrary size and use individual variables instead.
Simply hide the favorite community tabs in the offline server browser with screen resolutions where not enough width is available.
The ingame server browser can always show at least 5 favorite community tabs with all screen resolutions.
Skip rendering various client components (players, ghosts, nameplates, HUD etc.) while not ingame to improve performance. This increases FPS when rendering the start menu by around 300-400 both in debug and release builds.
This also fixes potential crashes when components using the map data where rendered while the client is loading a new map.
The rcon username requirement was not reset correctly when disconnecting from a server while connecting/loading, at which point the `NETMSG_RCONTYPE` message has already been received.
Closes#4170.
Use `objdump` instead of `winedump` to determine the image base address of the executable file, as `winedump` is not easily available on Windows.
It should be enough to install the `binutils` package (containing `addr2line` and `objdump`) from a package manager to use the script now.
Pass `CImageInfo` arguments to various graphics and text render functions instead of passing the components (data pointer, width, height, format/pixel size) of the image info separately.
Pass texture/file name to loading functions when available to improve error/warning messages.
Split menu rendering explicitly by client state. This makes the code more readable by not mixing code for rendering different states together as much and fixes issues where the menu was being rendered inconsistently for one frame when the state is changed, at the cost of some additional duplicated code.
The fullscreen popups shown when in the connecting and loading client states are now hard-coded for these states, instead of being mixed together with the other fullscreen popups, which can be shown when offline, ingame or during demo playback.
As a side effect of rendering the demo controls like the regular menu, the UI color will now also affect the demo controls menu background.
Move `CBackground::ChangePosition` calls inside functions to reduce duplicate code and improve readability.
Remove unnecessary `CMenus::m_ActivePage` variable.
Closes#7834.