Files
Bubberstation/code/game
LemonInTheDark 80f3890e36 Reduces the amount of lava tiles that emit light (#73574)
## About The Pull Request

Ok so I found out that half our lighting sources are just lava pools
This is becuase each turf has its own 5x5 square of light
This is stupid. Wastes init time.

Instead of this, lets do the space starlight style solution
So for each turf, draw a light overlay on top of it, in the shape of the
lava itself.
(While we're here, let's make lava emissive so it can't get darkened by
its own light)

Then, we'll draw a dark lighting mask on top of the lava turf's lighting
underlay. This way we can avoid light stacking
This does mean we risk "missing" lighting that we should otherwise get,
like if some very strong turf light was applied to the lava.

I think I'm generally ok with that tho, since the case is rare and 0.6
seconds of init + quartering our light source count is pretty good.

That 0.6 comes from saving 0.9 off lighting init, and losing about 0.3
to overlay shenanigins

EDIT:
It's likely more like 0.5 now since I took these numbers before I
applied the light mask overlay

Before

![image](https://user-images.githubusercontent.com/58055496/220246511-e9a382ca-d666-449b-9100-b59f0bbb36f5.png)

After 

![image](https://user-images.githubusercontent.com/58055496/220245871-7e3eac03-8f76-4db0-8ec9-b83667c3ec53.png)

## Why It's Good For The Game

Init/cpu and memory savings
2023-02-21 19:06:16 -07:00
..
2023-02-08 15:58:25 -07:00
2023-01-24 18:34:27 +00:00