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Port Overlay Lighting Fixes #5331
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But isn't deletion of holder already handled? |
See the linked PR. They claim that check_holder() can occur after the qdel signal nulled it resulting in it un-nulling it. |
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I honestly don't get it, datum Destroy should clear any signal preventing this issue - but i guess it's upstream's problem now
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
About the pull request
This PR ports tgstation/tgstation#79939 and fixes a few other things in the overlay_lighting component.
Explain why it's good for the game
Less hard deletes and lights in objects disables the light (despite actually still being on).
Fixes:
light_master.mp4
Testing Photographs and Procedure
Screenshots & Videos
light_fixed.mp4
Changelog
🆑 Drathek
refactor: Refactored the overlay_lighting component to better handle objects deleting
fix: Fix putting lights in bags somereason keeping the light on
/:cl: