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[PORT] Removes overlay queuing, saves 6/7 seconds of initialize. Lightly modifies stat tracking macros (+some sprite error fix) #10741
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Nitpicks
correcting all icon states are painful |
#ifdef UNIT_TESTS | ||
/atom/var/skip_sprite_error | ||
/obj/item/gun/skip_sprite_error = TRUE | ||
// I hate this but gun sprites are not implemented properly, and unit test blames this | ||
// We'll need to clean up gun sprites someday, but not right now, it's a mess | ||
#endif |
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Error details can be found in:
Well, it's deleted now because it's too old.
Removing this define will show which wrong icon status we have ingame, especially for guns.
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
fixed now. ready for a review. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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Breaks gun overlays
echo station CI check failure is fucking nonsense. I will just update the TM. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
About The Pull Request
This PR does likely bug fix and corrects a weird behaviour
There is some removal of zmimic code but it's fully okay and I checked daedalus overylay subsystem follows this TG version.
Why It's Good For The Game
bug fix
Testing Photographs and Procedure
my character is hiding in a pot
fire alarm respects alert level
cult halo okay
mob overlays okay
Changelog
🆑
code: mildly cleaned up flags_1 defines
code: ported a refactor of subsystem overlay from TG. Overlay list is now trustful.
/:cl: