Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.
New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.
ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
Fixed the failsafe misreporting how long the MC has been dead.
Lighting initialization no longer 'interrupts' the master_controller setup().
Added updated powernet debugging tools. They're in my WIP folder. They are sexy c: It draws the powernet onto the map so you can see what's going on during debugging.
Added tachyon-doppler arrays. They're gonna be something for scientists to measure their bombs with rather than praying for the figures. Nothing spectacular.
Commented out switches, they aren't used and I've been fixing/testing powernets all day. Sorry. If you need them back just PM me and I'll fix them.
Known issues: the merging procs behave silly at intersections. I really tried to fix it but I think I'll make more progress just working on some powernet improvements.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4623 316c924e-a436-60f5-8080-3fe189b3f50e
Added some WIP master controller alternatives. Located in code/WorkInProgress/carn They should stop the MC doubling up and smooth the lagspikes over a little bit (depending on how they are set up). They need a bit of work still, but are functional. Just untick code/game/master_controller.dm and tick the version you want to try out.
Committing Giacom's pai remote-signaller code.
Minor map fix for Travis (extra grille NE corner of atmos)
Added a debug tool that prints powernets into a text-based map.
Fixed a runtime that occurred everytime somebody cut a laid cable. It was updating the power networks twice each time >_>
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3920 316c924e-a436-60f5-8080-3fe189b3f50e