* Added a proc to the map datum which returns what zlevels a nanomap capable computer should display.
* Updated the atmos control, power monitoring, crew monitoring, and camera consoles to use it.
* Changed templates to not show the map button if no map levels are available.
* In addition to showing APCs on a sensor'd powernet, the same APCs can be shown on the nano-ui map!
* Hover tooltip shows basic information on the APCs.
* Makes it easier to spacially understand where APCs are when you send people out to work on them.
* In addition to showing a list of air alarms, the atmos computer now shows them as pins on the nanomap.
* Since the atmos computer shows all z-levels, the nanomap will be mutli-z. Limited to station levels of course.
* Loremaster was loading all subtypes of /datum/lore/organization, but some intermediate subtypes are never meant to be used (such as /datum/lore/organization/mil)
* These intermediate subtypes have no names, and no ship_prefixes, so crash the ATC.
* Fix by not loading ones not meant to be loaded. Detected by checking if they have a non-null name.
* lighting_overlay objects belong to a turf. Turfs never move. Neither should the lighting_overlay, even of an overzealous shuttle controller thinks they should.
Suits are now mostly under one-piece (subtypes of 'lawyer') and modular (subtypes of 'suit_jacket') selection menus. Croptops also under selection menu.
* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there.
* Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.
While I was rooting around in hydroponics code, I saw that a list was being regenerated with UI interaction, so I threw the list into the plant controller.
No proper sprites for the Floral Somatoray's new mode yet, but it uses the gun sprite from mutate mode, and the projectile sprite from yield mode.