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().
* Makes browser datum use asset cache
This should shave one or two round trips off of the lag for player preferences window, since it was sending the css for browser datums every load.
* Fix improper casing
Read this for more info http://www.byond.com/forum/?post=1820325
Assuming the user has a modern version of IE installed, this allows access to supported CSS 3 elements that we currently can't use. Visually everything seems to remain the same.
Tried doing this with nano and it stopped working for me. Since I know jack all about how nano works, it stays as-is for now.