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