Found by code coverage test in #3337, split off into new item.
In headless mode, map loading still decodes every terrain texture tile and builds blend data that only rendering uses. The blend tile chunk can't be skipped as a whole, because it also holds cliff state (used by pathfinding) and tile indices and texture class names (used by building restrictions).
Found by code coverage test in #3337, split off into new item.
In headless mode, map loading still decodes every terrain texture tile and builds blend data that only rendering uses. The blend tile chunk can't be skipped as a whole, because it also holds cliff state (used by pathfinding) and tile indices and texture class names (used by building restrictions).