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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.
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@@ -204,7 +204,8 @@ var/list/admin_verbs_debug = list(
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/client/proc/dsay,
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/client/proc/toggle_recursive_explosions,
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/client/proc/restart_sql,
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/client/proc/flush_lighting_queues
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/client/proc/flush_lighting_queues,
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/client/proc/debug_pooling
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)
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var/list/admin_verbs_paranoid_debug = list(
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@@ -295,7 +296,8 @@ var/list/admin_verbs_hideable = list(
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/client/proc/roll_dices,
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/proc/possess,
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/proc/release,
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/client/proc/toggle_recursive_explosions
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/client/proc/toggle_recursive_explosions,
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/client/proc/debug_pooling
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)
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var/list/admin_verbs_mod = list(
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/client/proc/cmd_admin_pm_context, // right-click adminPM interface,
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