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## About The Pull Request
Fixes map errors on Gaia, Triumph, Tether, and Sky Planet.
Changes the warnings for Stairs, Catwalks, and SMES's to call CRASH()
with audit_loc() to match the standard used by paint helpers and window
spawners.
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## Why It's Good For The Game
Maps being able to load is good.
Vague warnings are now changed to verbose hard crashes to make it much
easier to fix as a mapper (and ideally prevent these issues from
embedding themselves into the codebase without notice).
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## Changelog
-Fixes Gaia map errors
-Fixes Tether map errors
-Fixes Sky Planet map errors
-Fixes Triumph map errors
-Changes map Warning()s to CRASH()s
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🆑
fix: fixed gaia, triumph, tether, skyplanet map errors.
code: changed stairs, catwalks, SMES warnings to verbose CRASHs.
/🆑
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## About The Pull Request
Previously:
- A lot of unnecessary code to thread and repeatedly add
orientation-related variables to the preloader.
- dmm_parsed previously modified its own args, then used arglist(args)
This is bad energy -- as far as I can tell, this was was relying on the
fact that _load_impl didn't use the modified values.
- Fire alarms were hardcoded to deal with east/west incorrectly
Now:
- These variables now live in the dmm_context.
- _load_impl takes fewer unnecessary args, and all its args are explicit
- A few variables have been removed or had their scope limited.
- Fire alarms aren't hardcoded to do that anymore.
Bugs I didn't fix:
- When a map is rotated EAST or WEST, signs spawn in an overlapping
fashion that's really ugly.
## Why It's Good For The Game
### Correctness
Fire alarms were spawning sideways when rotated EAST or WEST and
probably shouldn't be. I've fixed this behavior now.
### Style
Threading a lot of variables in DM is pretty rough -- DM doesn't
actually warn if you do this wrong. Silicons specifically flagged this
as a rough spot for code quality, which is why I attacked it.
These variables never change during the load process, so threading them
as arguments creates the false implication that they can be different
per map object.
### Performance
My goal wasn't to make performance better, just to make the code more
readable without making it worse. Brief profiling implies it might be
faster, but the difference is marginal and possibly explained by bad
test conditions:
- map loading took 24.0, 24.3, 24.6 seconds before the change
- map loading took 23.0, 23.6, 23.8 seconds after this change
All tests were done with rotated Triumph. (I haven't profiled
non-rotated yet.)
Back of the envelope calculation implies the number of
variable-on-object lookups in the hot loop phase of the map load should
be pretty close to the original number -- maybe a little lower, since
I've turned some into locals.
The one lookup that looks new (where we get the context from the
preloader in preloader_load) was actually one that happened
unconditionally at the end of the procedure in the previous code.
## Images
Sign bug: I didn't fix this or introduce this.

Fire alarm bug living its best life. I fixed this:

Fire alarm is Tethered. (Post-fix):

## Changelog
🆑 Pyrex
refactor: DMM rotation code is a little tidier
fix: fire alarms have a 0% chance of hovering
/🆑
---------
Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com>
i decided to atomize my prs a little
- map obfuscation module upgraded
- obfuscation now happens via mangling id, inspired by nebula. atoms loaded with the same mangling id will generate the same obfuscated ids from a given and matching input id
- /datum/map_injection added; it's a composition-based system for modifying maps during spawn
- /datum/map_injection/starting_gear; inspired by barotrauma, pretty much just injects starting gear as necessary with a given configuration. multiple of these can be stacked in a given maploading.
- /obj/map_helper/gear_marker; markers for where starting_gear should populate things.
3/3 is world structs and the fun that comes with that
this pr has:
- transitions
- new multiz system
- lookup optimizations
- misc updates
---------
Co-authored-by: silicons <no@you.cat>