* Fixes timers being left around, Makes addtimer() sanic fast.
This adds a new flag, TIMER_STOPPABLE. Most(80%) of the overhead for addtimer() was in adding the timer to the associated lookup list for deltimer() to use. Moving that functionality to a flag so it wouldn't slow down the 70% of things calling timers puts the final nail in the coffin of byond's sleep/spawn().
spawn: 324 seconds across 5,948,372 calls
addtimer: 67 seconds across 5,953,220 calls
The testing setup for profiling was included in this commit, it will be removed in a later commit. @Fox-McCloud
* Remove profiling procs.
* fix runtime
luckly when this happened, we were about to resume anyways.
Destroy can cause the parent ball you're orbiting to also be destroyed,
which calls stop orbit on your ball, which then caused you to get
destroyed again, this fixes that while still guarding against the case
the original !loc qdel code was added for - see pr #15486
* MMI'd clockcultists put in AI cores will properly lose clockcult
* uuuuugh
* fix the core while we're at it
* "
* mrrp
* this will also follow you around
* hmm
Fixes spider structures having null armor
Fixes division by 0 with hellcan
Fixes runtime in automatons
Fixes runtime with recharger in modular computer destroy
Fixes runtime in power monitor
* Speeds up world init.
* Armor is now new inited for obj and the first level of subpaths.
* Actions is now lazyinited and deleted with empty.
* Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons.
* Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc.
* Pipes no longer store their item version, instead creating it on the fly when deconned
* Walls no longer store their metal stacks, instead creating it on the fly when deconned.
* obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples)
* Atmos can pass checking is now a var with the ability to have a proc be call in advance cases.
* (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly)
* Reverts upload limit
(remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier)
* Makes apc update icon a bit faster.
APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it.
* Fixes runtime with atmos backpack water tanks.
* Makes smoothing faster (and fixes turfs smoothing twice at init)
* Makes apcs init faster by replacing some spawns with addtimer
* fix transit turfs.
* Ratvar will now proselytize stuff that happens to be in space
* do you hear ratvar singing
* no narsie in ooc
* "
* don't need that
* heir
* bigger stronger more filled with brass
I moved some things in APC's construction code.
Emaged and malf-AI-hacked APCs can now be fixed replacing theyir board (old one destroyed in process). - We emag and hack APC's board, not frame
You can now add/remove APC's wires even if board is secured
Removing APC's and SMES's terminal no longer ignore current tool's speed
You can repair APC's cover (only if APC is not compleatly broken) by using APC frame on it, while electronicks are still in place
You can no longer unlock AI-hacked APCs, throught AI still can
closing APC's cover will lock it