Breaking in

Mostly broken but not throwing errors at least.
Unbreaking

Filters working correctly, marker text fixed.

Coordinate pixies updates found aren't *that* cheap to update.
Removed debugging
Added Paths

Paths returns and now uses the same method as units to draw their
markers.
Fixing instance transition

This took far too long to fix.
Hiding markers bug

Quick fix for markers not hiding when unfiltered.
Revert "Hiding markers bug"

This reverts commit 2a3804f5ea4c9fd5670de05406061e186097a1b4.
Revert "Revert "Hiding markers bug""

This reverts commit 6fab341ee12d2f296ab35cd38e160374fed190e3.
Last commit for tonight
asdf
Slight improvement

More threadsafe.
Path Fix #1
Slight overhaul

OnDraw now more ignorant of changes, just draws whats available or
changed. Idles if nothing is happening.
OnUpdate now handles object destruction and filter changes.
All Unit/Path Events now just create universal objects for OnUpdate to
process.
Still have to adapt Quest events to the new design.
Updated opacity filtering

Hill base calculation and added line to hide markers based on opacity.
Quests Added

All looking good
More optimisation

Trying table concat for string concat on player coordinates text. Moving
this out of OnDraw seems to have improved performance a fair bit
Fixed initial marker show bug
Trying VarChange_FrameCount

instead of timer for OnUpdate
Closest Quest #1
Closest Quest #2