Fixes for slime surgery runtime

don't know why this works but it does and doesn't break other surgeries from what i can tell
Fixes for slime surgery runtime

don't know why the slime is coming though even though the target is supposed to be human...
Fix for O2 wall lockers breaking

Fixes #4538
also found when you tried to weld it it would break the sprite also
made the toggle verb just call the attack_hand proc to remove some items from the locker.
Debug Options:  Gives us an idea of what mobs are taking so long to process

Adds an "Expensive Mobs" list that shows what mobs took more then 1 decisecond to process.

This way if mob controller is going nuts we can debug master controller and see why, or atleast see which mob it is.
Merge pull request #4543 from comma/master

Fix for #4542
Merge pull request #4544 from Ccomp5950/mob_debug

Debug Options:  Gives us an idea of what mobs are taking so long to proc...
Multiple map fixes

Fixes #4507
Fixes #4508
Fixes #4540
Removes an unnecessary check

The things you can attach to suits should already be determined by the
allowed list, no need to restrict it based off of size if it's in the
allowed items.
Airlock sensor optimization

Airlock sensors will now store the previous cycles pressure value, then compare it with the current pressure next time it runs.
If the pressure hasn't changed it will skip sending a status update.
Merge pull request #4539 from yashaldie/master

Fix for slime surgery runtime & o2 lockers bug
Airlock sensor tweak

Because why not squeeze every last drop of performance out of it?
Merge pull request #4549 from Loganbacca/bayfix

Multiple map fixes
Merge pull request #4551 from Furlucis/master

Removes an unnecessary check
Merge pull request #4552 from Loganbacca/efficiency

Efficiency Project: Airlock Sensors