Removes AI night vision augmentation + buffs camera lights

Arguments for non-antag AIs having night vision:
"Veteran AI players exploit and powergame with gamma settings to see in the dark anyway and it's a hassle for me as a veteran AI player to exploit" -Gun Hog

Arguments against non-antag AIs having night vision:
"It's wickedly overpowered and makes camera lights irrelevant. Silicons are NOT supposed to have night vision, all of their weaknesses are focused around their vision, and that includes hiding from them in the dark, much like constructs. Silicons are completely and utterly robust otherwise. Overloading their vision and hiding in the dark is the trade off counter for being robust, unstunnable, and being completely unaffected by atmospherics. Gun Hog said it was a 'minor hassle' in the post, dealing with lighting, but I know what he really meant, which is that robust players know to smash lights and hide from the AI.

Another reason? The AI can overload lighting in an area and still be able to see, which is literally removing the tradeoff from overloading the lights. What's to stop an antag AI from just overloading all the lights in the station again after flooding plasma? Oh right, fucking nothing. Traitors can't run into darkness to avoid being tracked by the AI as well, which is similarly awful." -Me

My opinions on AIs having night vision also extends to wiz/cult constructs and borgs having night vision, but NOT syndie borgs of course since the point of syndies is to use darkness in maint as an ally. I think constructs should emit a passive light so they are not stuck in the dark though.

I would have made my statements on this long ago but after Gun Hog removed it from his PR I thought it was going to stay that way, I didn't know he'd readd it after *one* person said to do so.

Any questions?