This is for BYOND 511
Something you've done in the last few months to statpanels has made it so displaying a list of say, 10 mobs in the statpanel, will lag the CLIENT heavily.
In Dragon Universe, when we display a list of mobs in a statpanel (for our "sense" tab, which lets a player detect all other players on a map) it lags the client greatly, and by that I mean it lowers their framerate to be very choppy and unsmooth gameplay. I don't mean just a little, it becomes almost unplayable. The server does not lag, this only affects the client. It is not something I've done to Dragon Universe's code either because I barely update anymore. It just popped up out of nowhere with recent BYOND updates.
Numbered Steps to Reproduce Problem:
I don't know, just try this code and make sure it is filled with like 15 mobs and preferably they should have some clothes/hair overlays, like say, 3-4 "clothing" overlays and 1 hair overlay on each mob. Then try running around in the game and you should see that it is extremely choppy, but if you switch to another statpanel then you will be fine. This may only work if you are a remote player not the host. Dragon Universe has 20 server fps and 100 client fps.
Code Snippet (if applicable) to Reproduce Problem:
mob/Stat()
if(statpanel("Mobs"))
for(var/mob/m in some_list_of_mobs)
stat("[get_dist(src,m)]", m)
Expected Results:
It didn't "lag" before so it shouldn't now.
Actual Results:
It "lags" the client to view the tab which displays a set of players
Does the problem occur:
Every time? Or how often? Yes
In other games? Yes
In other user accounts? Yes
On other computers? Yes
When does the problem NOT occur?
When you use BYOND 510
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.)
510
Workarounds:
Use 510
Thanks.
Even displaying one mob (actually objs lag too, but mobs seem much worse) creates a noticeable slow down, and puts you to what feels like 4 fps