- Converted as much as I could find about turf overlays to use add_overlay().
- This should be enough to stop BYOND from crashing, so we can eliminate the turf_overlay_holder hack.
- This also lets us remove the anti-corruption hacks from walls and open space.
- ZAS gas overlays can use priority overlays, so this also fixes the gas-goes-away-when-crowbarring-plating issue.
- Stuff like that
* The vast majority of gas mixtures never use their `graphic` list. Prime candidate for making a lazy init list.
* While we are here, add nullchecks to ZAS's use of the graphic list a bit. /turf/update_graphics was technically already null safe, but its even better to not bother calling it at all right?
A simple optimization to can_safely_remove_from_zone() both with and without multi-zas.
Instead of allocating a new list every time we call get_zone_neighbours() (which gets called several times in a loop) we have a pre-built list we don't need to Copy().
Same story for the list to iterate over in can_safely_remove_from_zone()
There should be no semantic change whatsoever from this; it is purely a performance optimization.
slight visual artifact when zones are rebuilt, overlays will be
missing until the end of the current tick. otherwise works fine.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
New turf proc: assume_gas(). Maps to air.adjust_gas_temp().
Lots of optimizations to processing, fire, lighting, HasEntered() and
more.
Zones now process all fire data and existance in one go, fire objects
only handle spreading.
Most code has been ported straight so some of it mightn't be ideally
structured for the new gas_mixtures.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Removes del(giver) from pipeline/merge(), turf/assume_air() and
atom/assume_air().
Thanks to valzargaming on reddit/github for pointing it out.
fixes#4717
Signed-off-by: Mloc-Argent <colmohici@gmail.com>