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The first frame that drew each HUD picture decoded its PNG, which held that frame up. On the desktop builds a map's HUD PNGs (and its sprite sheets') are now decoded as the map loads, on a thread of their own, so that the first frame only uploads them; what is decoded and not drawn is let go when the map is unloaded. Android and the web build decode each when it is first drawn, as before. (cherry picked from commits afa4feaee4935b118dbc6d94140587842205cbfe and 27a22a2ded1bc78323f7f4bf35033dd843f7b956, made again on OpenCE's high-res HUD, its sprite sheets queued too, and not on the web build)