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Sprite layering data has no reason to be encoded in base64 and transmitted over the network #40

@Crystalwarrior

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@Crystalwarrior

This seems to be the primary reason behind the extremely limiting 4-layer limitation, as it is imposed only when sending out the data.

This doesn't seem to align with Base64 common applications on the web which is to store and transmit small image data like icons or embedding stuff into svg's, etc. - while in this scenario, it's compressing raw data that could've been sent over .json instead creating a large base64 encoded string.

I do not understand why the sprite layering data needs to be networked to begin with, shouldn't this data be defined and obtained through the character json that is already present on the user's computer? After all, the sprite layering is useless if the base file it uses for the layers in the first place is missing.

It also doesn't compress very well at all, and encrypting this harmless data also makes no sense...

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