This system is only actually touched by the game a tiny handful of times
during a round, yet it was the 4th top frametime consumer, because it
was querrying every potentially networkable entity in existence on the
maybe off-chance it was interacted with by a remote signaller. On a
typical station, this is tens of thousands of entities, with strong
linear scaling as the round time increases due to creation of new
entities.
I have tested this PR to verify that device links and signals still
work, except now with 99.99% less frametime cost.
<details><summary><h1>Media</h1></summary>
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🆑
- tweak: Made significant performance improvements to device network
systems.
Co-authored-by: Eris <eris@erisws.com>
* make door status use SendSignal
* LastSignals and logic, add ClearSignal api too
* make everything outputting a logic signal default to false
* refactor ops
* :trollface:
* :trollface:
* protoid for LastSignals
* oop
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
(cherry picked from commit f41ece37c3bc04d77b2d0ef791d190c5c0d11f36)
* Predict two-way levers
Annoys me the rare occasions I touch cargo. Doesn't predict the signal but at least the lever responds immediately.
* space
* a
(cherry picked from commit 05a2ddff1cc415c3bdf1e15ef3a2c953bcb5384b)