* Micro-optimize qdel by only permitting one parameter (#80628)
Productionizes #80615.
The core optimization is this:
```patch
- var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+ var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```
We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
* Micro-optimize qdel by only permitting one parameter
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fixes a bunch of callbacks that were being qdeleted, and code cleanup (#77904)
## About The Pull Request

Continuing the work of
https://github.com/tgstation/tgstation/pull/77850.
it started with finding one that was being missed and causing a
runtime...then I noticed a whole lot more. While I was doing this I
found callbacks that weren't being nulled in `Destroy()`, so I added
that wherever I found these spots as well as some general code cleanup.
There were a lot more of these than I initially hoped to encounter so
I'm labeling it as a refactor.
## Why It's Good For The Game
Fixes lots of runtimes, improves code resiliency.
## Changelog
🆑
refactor: fixed a bunch of instances of callbacks being qdeleted and
cleaned up related code
/🆑
* Fixes a bunch of callbacks that were being qdeleted, and code cleanup
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* [NO GBP] Mirror reflections no longer display progress bars or runechat. (#77446)
## About The Pull Request
I was thoroughfully worried this would had been a cursed issue until I
figured it out. Mirror reflections now use render targets to copy the
appearance of the reflected movable, not vis overlays, with a couple
caveats.
## Why It's Good For The Game
This will fix#77431.
## Changelog
🆑
fix: Mirror reflections no longer display progress bars or runechat.
/🆑
* [NO GBP] Mirror reflections no longer display progress bars or runechat.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* 'Mirrors now display your reflection' Redux. (#77202)
## About The Pull Request
This is a revamp of #62638, which is in turn a remake of #49833, a
whooping 3 years old PR, that adds one component to the game, used by
mirrors, to do what it reads on the title. Thanks ChungusGamer for
reminding me about it.
This time with vampires not being shown in mirrors.
## Why It's Good For The Game
I'm going to post the old screenshots here since I've forgot to take
some during the latests tests, while I was busy cussing about a tiny
little detail I couldn't achieve (see the documentation on the component
path so I don't have to be verbose about it). They look more or less the
same, except the visuals look a little less cropped now, ergo
nicer-looking:

and here another from the previous attempt at PRing this:

## Changelog
🆑
image: Mirrors now display a reflection of the mobs next to them...
except for vampires.
/🆑
* 'Mirrors now display your reflection' Redux.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>