* make the timer for outbound packet bundling a fallback option rather than a primary control for outbound timing
* better emergency timer determination
* eh
* master merge and light changes
* recalcalating name offsets for later; primary test is this player-driven AMS (see PSMU for details)
* found fields in the ConnectToWorldRequest packet; clarifying field names in a variety of places; enough modifications to make an old packet transcode properly
* it works?
* giving VehicleFormat its own file; fixing imports
* Removed memory max (Xmx), the default of 25% of system memory is generally fine
* Reduced default stack size (Xss) to the value set in newer Java versions
* new paradigm for character creation detection of old characters by name; vehicle channel when seated in vehicle (ant); second wind activates as long as non-fatal damage n>=25; coordinated sequence of deployables whose UI is being updated
* the max timer will assert itself through death and respawn
* in theory, the tests are fixed; that may change from execution to execution, as is usual
* adjusted how the mechanized exo-suit timer asserts itself when in conjunction with prior exo-suit purchase orders
* players in seats have their mounted information shortened in a more straightforward, less fault-prone way; stamina recharge command shortened
* fixed vehicles not loading when player has no GUID; deactivated squad features (may cause trouble for the Router, but we'll manage); removed lingering, unnecessary radiation tick
* even if the player seems to be standing completely still, send an update packet once in a while (1500ms)
* removing an active router will always clean up an active router telepad with which it is paired
* better timing for refresh of the character select screen; potential to stop moving vehicles from anothers's perspectives
* block mounting while vehicle in motion, or in control; if ejected early, end control early
* block mounting while vehicle in motion, or in control (2)
* guarding against match errors in various places; increased frequency of psm array purge; fixed issues with seated passengers after vehicle gating
* due to increased frequency of clearing psm data, changed from Array to LongMap
* when deconstructing at a spawn tube, eliminate damage by hiding the player character from rendering through psm manipulation; adjusts the psm load balancing algorithm; add conditions for checking for cancelling the deconstruction flag when certain actions are taken
* condition for avoiding server-size (all) damage during deconstruction period
* mutually assured discetion
* an attempt to space out the player upstream
* some data sterilizing
* when a player is respawning, other players do not send their own update PSM's
* always display players in their proper locations when nearing their view, even if they have been stationary this whole time
* fixing configuration file and warnings
* modified the instant action algorithm; added configuration flags for ams instant actioning and crashing third party activity
* experimental droppod feature that was abandoned as too complicated