* - Changes explosions to save a reference to the epicenter atom
- Changes syndicate bomb cores to have themselves as the epicenter, removing a redundant get_turf call
- Changes explosive plastitanium walls to only be triggered by bomb core explosions. This is a tad cumbersome but there's only 12 of these walls in the game.
* - Removes debug code
* - Can't hurt
* Add basic structure of z-level traits
* Restore space transitions and add z-level debug verb
* Restore proper ruin spawning and transit level creation
* Replace station_z_levels and related checks with traits
* Eliminate more uses of ZLEVEL_{STATION_PRIMARY,LAVALAND}
* Explosions now cause camera shake based on distance
* Explosion close camera shake down to 2.5s
* Explosion camera shake max 100 close intensity, 50 far
* Revert "all this wrapping and it's not even christmas (#33035)"
This reverts commit faaf151580.
* Revert "fuck me for forgetting to graph this one"
This reverts commit 45d7acea2f.
* Revert "defines math"
This reverts commit 2817a1737b.
* spawn/sleep removal part 1
* sleep/spawn/src. removal
* fixes type paths in timers
* Fixes some variable passing
* Why do I have to do this 20 times to get it right..?
* Why do I have to do this 21 times to get it right..?
* Update suicide.dm
* Update software.dm
* Update paper.dm
* Update cable.dm
* Update ninjaDrainAct.dm
* Update hypospray.dm
* Update vocal_cords.dm
* Update touch_attacks.dm
* Update revenant_abilities.dm
* woops
* Update revenant_abilities.dm
Tick contention is when the mc, sleep()/spawns(), and byond internal processing fight each other for game tick time. Usually in an unproductive way that wastes cpu cycles and reduces the effective amount of game tick to go around.
Tweaked the anti-tick contention heuristics of the MC a touch.
Fixed an incorrect operator in the mc's anti-tick contention heuristics causing it to apply in times of no lag rather then times of lag.
The mc's anti-tick contention heuristics now plays better with the high pop processing mode.
We no longer reserve the tail end of a tick for the mc to have if the mc doesn't plan to run next tick because of high pop mode or anti-tick contention heuristics.
stoplag() can now be given an initial delay allowing it to act like a smarter sleep (in that it sleeps for longer if the server is overwhelmed.
All short sleeps that only existed for performance reason and had no game play, visual/audio, or balance reasons behind their timing were converted to stoplag().
* Configuration datum refactor
* More WIP
* New easier on the eyes format
* More WIP
* Finished config.txt
* Fucktons more WIP
* The end of conversion draws near...
* Add all this shit
* Done converting entries finally
* Hunting down compile errors
* More WIP
* MORE CONVERSIONS
* More WIP
* More WIP
* Oh shit only 90 errors this time!
* IT COMPILES!!!
* Fixes world start runtimes