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
2017-02-03 19:34:13 -06:00
committed by skull132
parent 6a1fecbd2a
commit f544fe43b1
24 changed files with 393 additions and 170 deletions

View File

@@ -11,7 +11,7 @@
var/name = null
var/locname = null
if (istype(obj, /obj))
if (istype(obj, /obj) || istype(obj, /turf))
name = obj.name
locname = obj.loc.name
x = obj.loc.x