Resolves some round-start and powernet failure lag caused by lighting updates. Excessive lighting updates are deferred until later.
# Changes
* Caps added to number of light sources and lighting overlays processed per tick. This makes lighting updates slower to respond and "choppier" during large outages, but less likely to interrupt other server activities, such as mobs.
* Max turf overlays per tick: 1,000
* Max light sources per tick: 100
- Added: /datum/power_connection components, allows machinery to have cable connections without being /obj/machinery/power + more flexibility
- Bugfix: Broadcaster doesn't use area power anymore, requires a direct cable connection to grid.
- Bugfix: Broadcaster can be unwrenched again
- Bugfix: Broadcaster cannot be on while unanchored
NOTE: Didn't fuck around with adding cables to the broadcaster's lair on the maps. Mappers will need to fix that.
Tested locally, eradicated some related funtimes.
I did none of the work on this
Thanks @volundr- for doing literally everything here
-Makes process scheduler not cause client lag ever
-Party
-**Party**
It just werks edition
There is a check now for html range that doesn't require calling range() and allows silicons to use it at range
The dot on the minimap is still super fucking small, I need to find the element to make it larger
# Version 1.0
THEY DON'T LAG LIKE NANOUI
Only crew monitoring computer exists
Doesn't display coordinate data that I've seen
Takes a few seconds to populate with information as well
None of the improvements/bugfixes have been applied yet