## About The Pull Request
Title.
## Why It's Good For The Game
1. This nukes a lot of silly var edits, and cleans up maps
2. The south spawner *isn't* really needed, but having it is nice for
consistency and clarity
3. Sometime ago I forget which map but one of them had var edited
directional subtypes and that made me cry
## Changelog
🆑 Jolly
fix: Maps internally had the code for the "directional" windows altered
a bit. If you see stacked window panes or things look incorrectly,
please file a bug report as that isn't intentional!!
/🆑
## About The Pull Request
Adds a spawner for indestructible shuttle windows
Replaces all "hardened windows" (which were actually not unbreakable)
with proper unbreakable windows
## Why It's Good For The Game
Fixes#73297, people shouldn't be breaking into space in CTF
## Changelog
🆑
fix: All CTF windows are now indestructible, fixes breaking into space
during CTF.
/🆑
## About The Pull Request
they used fulltile survival pods so it just spawned 4 full windows in
one place
## Why It's Good For The Game
i use them on my map and it upsets me
## Changelog
🆑
fix: fixes hollow survival pod window spawners
/🆑
* Moves spawners and decals to a different init/delete scheme
Rather then fully creating and then immediately deleting these things,
we instead do the bare minimum.
This is faster, if in theory more fragile. We should be safe since any
errors should be caught in compile since this is very close to a
"static" action. It does mean these atoms cannot use signals, etc.
* Potentially saves init time, mostly cleans up a silly pattern
We use sleeps and INVOKE_ASYNC to ensure that handing back turfs doesn't
block a space reservation, but this by nature consumes up to the
threshold and a bit more of whatever working block we were in.
This is silly. Should just be a subsystem, so I made it one, with
support for awaiting its finish if you want to
* Optimizes garbage/proc/Queue slightly
Queue takes about 1.6 seconds to process 26k items right now.
The MASSIVE majority of this time is spent on using \ref
This is because \ref returns a string, and that string requires being
inserted into the global cache of strings we store
What I'm doing is caching the result of ANY \ref on the datum it's
applied to. This ensures previous uses will never decay from the string
tree.
This saves about 0.2 seconds of init
Pre-sort smoothing_groups and canSmoothWith
Without any ruins, these sorts were taking more than 0.6s, and the bulk of the runtime cost of sortTim during init time.
This only happens on init and they are never changed apart from that, so pre-sorts everything and adds a unit test (in the form of #ifdef UNIT_TESTS, because you can't initial a list) to ensure that they are proper.
Keep visibilityChanged() to mapload only for turf/Initialize
Saves about 0.4s worst case scenario (e.g. with no ruins). Very expensive code (175k loop iterations) for 0 side effects.
Space areas now have the fullbright overlay, not the space turfs
Saves about 0.8s worst case scenario. Seems to work fine with starlight.
Remove is_station_level check for window spawners assigning RCD memory.
Saves about 0.3s worst case scenario. The logic for this isn't consistent since neither walls nor floors check this (for performance), plus some minor micro-opts to spawners.
Optimize is_station_level
Doubles in speed, used heavily in /turf/open/floor and in other initialization procs. Bit hard to tell exactly how much is saved, though.
## About The Pull Request
stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it
for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

## Regex used:
procs without args, not even regex
`/Initialize()`
procs with args
`\/Initialize\((?!mapload)((.)*\w)?`
cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
Implements the ?. operator, replacing code like A && A.B with A?.B
BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
* Makes plastitanium windows children of reinforced windows.
* Unanchored variety isn't fully tooled in now.
* Path moved to plasma/reinforced/plastitanium
* Fixes a blunder about neglecting a mapping path change.