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* Slightly optimizes reagent splashing Ok so like, before, splashing a reagent performed a rudimentary floodfill based off atmos connectivity. This was really slow, because it did it using orange(), and repeated orange()s to cut out JUST the rim, because we needed to ensure things were ordered. I've changed this to use floodfill. I've also moved some code that was in a second loop into the first one, and replaced a repeated in check with a single use of & This is still not optimal for large ranges, because we filter by connectivity first and THEN view, but it's faster for smaller ones. BTW I'm also capping the max spread range at 40x40 tiles. If you want more then 1600 you can rot in hell. This takes the (uncapped range) cost of deconstructing a highcap tank from 40 seconds to 0.16. I hate this codebase * god damn it Co-authored-by: san7890 <the@san7890.com> * whoops that's redundant Co-authored-by: san7890 <the@san7890.com>