Something odd, though, is I checked if images were in fact deleting by overriding image/Del(), and I got the correct response.
Numbered Steps to Reproduce Problem: See the code snippet; use it and you should be able to reproduce the issue effectively.
Code Snippet (if applicable) to Reproduce Problem:
mob/verb/testverb()
//stun_maptext(loc, src)
//enter_melee_mode_maptext(loc, src)
var fade_time = 10
//var obj/o = shadowed_maptext(span("combat_maptext", "Entered Melee Mode"), "#f00")
var image/someimg = new(loc = src.loc, pixel_x = -4 + src.step_x, pixel_y = 16 + src.step_y)
//var obj/someimg = new(loc)
//someimg.appearance = o.appearance
someimg.maptext = "Entered Melee Mode"
someimg.maptext_width = 160
someimg.maptext_height = 160
src << someimg
animate(someimg, pixel_y = someimg.pixel_y + 32, alpha = 0, time = fade_time)
spawn(fade_time)
client.images -= someimg
someimg.loc = null
Expected Results: For image objects not to increase list memory, or at least free it when no longer used.
Actual Results: List memory rises and never returns to normal.
Does the problem occur:
Every time? Or how often? Every time.
In other games? All games; I reproduced it in a test project with the above snippet.
In other user accounts? N/A
On other computers? N/A
When does the problem NOT occur? When I don't use images.
Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? (Visit http://www.byond.com/download/build to download old versions for testing.)
I first discovered it using 508.1299, and reproduced it reliably in 508.1292.
Workarounds: Don't use images. This isn't feasible for me however.
Do you mind trying it on this version and let me know if this occures. Please and thank you!