* Try to make some steps repeatable
* Done making repeatable steps
Organ manipulation steps now repeatable
Dummy robotic prosthesis organ manipulation step
* few more steps
* implant removal for augmentations
* Projectile code additions
* Adds !prehit checks and corrects the check for energy cannon spam
* Adds checks for machines and structures to stop double hitting
* JJRcop Requesting Fixes#1
* JJRcop Requested Fixes#2
* Fixes projectiles unable to hit mobs in machines
* Adds in a new proc select_target, and rewrites some bits
Fixes projectiles double hitting when targetting machines with mobs on them, also makes it so weapons with forcedodge can hit targets inside walls.
* AnturK requested fix#1
* precision
* precision
* sanity checks
* itt kevinz doesn't know how cyberboss procs work
* fixes
* allows user cancellation
* im dumb
* itt: im still dumb
* fixes stuff, makes it set on init
* refactors reagentgrinder code
* more fixes, prevents melee attacks from going anyways
* ...? wtf is with usetopic
* Finally found out what's wrongw ith this thing.
* fixes a mistake
Plurality, capitalization, punctuation, and item icons have been
improved. Status displays now show the same text on examination that
they do visually. Inducers only show a success message when they
actually succeed.
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().
* Adds navigation consoles to box and metastation whiteships.
* Whoops offsets metastation has a smaller whiteship dummy
* Updates whiteship templates for box and meta.