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Lighting optimizations.
Less lists, more optimized for() loops, more turf ref usage, better turf ref handling when the resolution is 1, pooling for lighting overlays
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@@ -7,11 +7,10 @@
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/datum/controller/process/lighting/doWork()
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for(var/datum/light_source/L in lighting_update_lights)
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if(L.needs_update)
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if(L.destroyed)
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if(L.destroyed || L.check() || L.force_update)
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L.remove_lum()
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else if(L.check() || L.force_update)
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L.remove_lum()
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L.apply_lum()
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if(!L.destroyed)
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L.apply_lum()
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L.force_update = 0
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L.needs_update = 0
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