Removes overlay queuing, saves 6/7 seconds of initialize. Lightly modifies stat tracking macros (#69696)

* Removes overlay queuing, saves 6/7 seconds of initialize. Lightly modifies stat tracking macros

So we have this overlay queuing system right? It's build with the assumption
that the "add to overlay list" operation is real expensive, and is
thus useful to queue removals or additions.

It turns out that it just isn't, at least during init. In my testing the
operation of queuing took LONGER then the actual overlay add/remove did.

That's ignoring the cost of the subsystem's work.

I've also modified part of the stat tracking macro, since it took a good
bit of cpu time, and didn't seem to well, do anything. So far as I can
tell it always evaluates to 1
This commit is contained in:
LemonInTheDark
2022-09-26 08:46:46 -07:00
committed by GitHub
parent 7e8f08a842
commit 72a5b79555
22 changed files with 95 additions and 191 deletions
-1
View File
@@ -46,7 +46,6 @@
equipAntagOnDummy(mannequin, ert)
COMPILE_OVERLAYS(mannequin)
CHECK_TICK
var/icon/preview_icon = icon('icons/effects/effects.dmi', "nothing")
preview_icon.Scale(48+32, 16+32)
-1
View File
@@ -309,7 +309,6 @@ GLOBAL_VAR_INIT(say_disabled, FALSE)
qdel(I)
randomize_human(D)
D.dress_up_as_job(JB, TRUE)
COMPILE_OVERLAYS(D)
var/icon/I = icon(getFlatIcon(D), frame = 1)
final.Insert(I, JB.title)
qdel(D)