PowerfulBacon
PowerfulBacon
The merge conflicts are probably the result of a messy branch, `rebase -i upstream/master` allows you to drop commits that aren't part of the PR
Not a huge fan of this PR, seems like unnecessary jank to accomodate bad code, if something wants to delete 100000 items in 1 tick, then it should handle that...
The biggest difference isn't performance, its that the subsystem can't be TICK CHECKED mid-execution which will result in things being deleted on the same tick (rather than being deferred by...
Not as big of an issue anymore, now that I lowered the limits for the gamemodes a little.
Is \ref not unique? The obvious solution when implementing a game engine is to just increment a counter for refs, or use a UUID. It would take a lot of...
No, thats not what I mean. I was talking about byond-level implementation details, not something codeable in dreammaker
> Not trully unique because qdeleting releases the memory slot, and new mob will take the slot. I guess, this highly depends on the implementation since byond is going to...
I see, this may be an issue. Using a weakref wrapper around all objects is a big cost though, if this doesn't cause any issues in practice then it might...
I heavily dislike huge systems like this that require completely changing how we do stuff. Animations haven't been a huge big of an issue, people jumping I'm 99% sure shows...
DNM since I don't want this being yolomerged