Processor-driven effects system & Minor Lighting Performance Tweaks (#1697)

Adds a new process-based effects system with the goal of reducing insane lag from sparks.
Currently only supports sparks, but should be easily extendable to other types of effects.
Also fixes a bug with airlocks where the light from bolts wasn't updating.

Refactors bears slightly to reduce duplicated code & pointless spark object creation and destruction.
Lighting profiler will now log /turf locations & names correctly.
Doors will no longer trigger way more visibility checks than they need to.
This commit is contained in:
Lohikar
2017-02-04 03:34:13 +02:00
committed by skull132
parent 6a1fecbd2a
commit f544fe43b1
24 changed files with 393 additions and 170 deletions
+4 -2
View File
@@ -204,7 +204,8 @@ var/list/admin_verbs_debug = list(
/client/proc/dsay,
/client/proc/toggle_recursive_explosions,
/client/proc/restart_sql,
/client/proc/flush_lighting_queues
/client/proc/flush_lighting_queues,
/client/proc/debug_pooling
)
var/list/admin_verbs_paranoid_debug = list(
@@ -295,7 +296,8 @@ var/list/admin_verbs_hideable = list(
/client/proc/roll_dices,
/proc/possess,
/proc/release,
/client/proc/toggle_recursive_explosions
/client/proc/toggle_recursive_explosions,
/client/proc/debug_pooling
)
var/list/admin_verbs_mod = list(
/client/proc/cmd_admin_pm_context, // right-click adminPM interface,