Revert new lobby ui. (#21494)

Reverts #20467

For some reason, if you put a png into icon() and then show that to a
client, it uses a colossal amount of GPU. No idea.

Reverts to our older lobby system pending TGUI update.

Fixes #21489
This commit is contained in:
Wildkins
2025-10-14 19:04:18 -04:00
committed by GitHub
parent 73a6e43c5f
commit bad60b2f67
36 changed files with 160 additions and 182 deletions
@@ -19,16 +19,6 @@ SUBSYSTEM_DEF(atlas)
var/datum/space_sector/current_sector
var/list/possible_sectors = list()
/// A list of icons used for the lobby image
var/list/icon/lobby_icons = list()
/**
* Delay between lobby transitions, in deciseconds
*
* If set to 0, no transitions will be used
*/
var/lobby_transitions = 0
//Note that the dirs here are REVERSE because they're used for entry points, so it'd be the dir facing starboard for example.
//These are strings because otherwise the list indexes would be out of bounds. Thanks BYOND.
var/list/naval_to_dir = list(
@@ -224,24 +214,8 @@ SUBSYSTEM_DEF(atlas)
setup_spawnpoints()
setup_lobby_icons()
return SS_INIT_SUCCESS
/datum/controller/subsystem/atlas/proc/setup_lobby_icons()
SHOULD_NOT_SLEEP(TRUE)
var/list/paths = current_sector.lobby_icon_image_paths || current_map.lobby_icon_image_paths
if(!length(paths))
stack_trace("No lobby icons found! Setup either the map or the sector ones!")
lobby_icons += icon('icons/misc/titlescreens/runtime/test.png')
return
var/random_path = pick(paths)
for(var/path in random_path)
lobby_icons += icon(path)
/datum/controller/subsystem/atlas/proc/load_map_directory(directory, overwrite_default_z = FALSE)
. = 0
if (!directory)