TG: Fixes the way the safeguard module is written.
Adds a new high-risk module for fun.
Revision: r3355
Author: 	 VivianFoxfoot
TG: Added the Behemoth and Harvester sprites (By Ausops) and the cult turfs by
Ausops. Committing because putting them all into the DM properly named was a
pain in the ass and don't want to have to redo it for whatever reason.
Revision: r3358
Author: 	 kortgstation
TG: Attacklogs now show the damage type done by a weapon.
Revision: r3359
Author: 	 VivianFoxfoot
TG: Using a minihoe on a Hydroponics tray removes all the weeds in the tray at once.
Using a bucket on a sink now fills it entirely with water, instead of 10 units
at a time.
This should only save botanists a few hundred clicks per game.

Uncommented tower caps from the weed overgrowth options (they were commented out
previously because they weren't done, but they're fully implemented now).

Sprite addition: Added new killer tomato sprites to critter.dmi (where the game
actually draws them from, instead of livestock.dmi. Oops.)
Revision: r3360
Author: 	 d_h2...@yahoo.com
Date: 	Mar 25, 2012
TG: Adds a isDay() function and isAprilFools() macro function which uses isDay() to
determine if it is month 4 day 1. GET BUSY.

Other shenanigans.
Revision: r3361
Author: 	 vageyenaman
Merge branch 'master' of git://github.com/Baystation12/Baystation12 into TGUpdates
TG: More checks added to tensioner.
Revision: r3362
Author: 	 VivianFoxfoot
TG: - No more recursive photos to infinity
- APC COPY APC COPY APC COPY APC COPY has been removed
Revision: r3363
Author: 	 quartz235
TG: Secborgs now have modified tasers:
- It holds 6 shots
- It recharges one shot every 10 seconds automatically

Secborgs can no longer run faster then the speed of light. They have standard
borg speed.

Changelog updated.
Revision: r3365
Author: 	 johnsonmt88
TG: Fixes  Issue 441  (it was a typo)
Fixes  Issue 424  (it was some code in turrets.dm which was setting all the turret
controls in the lobby area to off...for no raisin.)
Admins can now PM people in the lobby
Admin-PM verb now uses clients instead of mobs
Removed a vulnerability in the PM system that allowed unauthorised access to a
select few admin-tools.
Text changes in examine verbs for monkeys and humans (typos)
Revision: r3366
Author: 	 elly1...@rocketmail.com
TG: - The alarm needed some more userfriendlyness:
* Spelling sorted
* Turning off PANIC SYPHON now sets scrubbers to scrubbing (default) instead of
off.
* Instead of the stupid timeout and VENT NOT FOUND HURRDURR they will just get
removed from the list. They were clogging that vent list up as fuck
* Vents pressure settings now have an extra href which resets the vent to
ONE_ATMOSPHERE kPa (101.32 or whatever it is)

- The "Outlet position is obstructed" error message when opening exofab now only
appears if the turf to south is obstructed, not to east like before.

- AI Modules use attack_self instead of attack_hand

- Fixed chatspam with reverse() and made the explode function use the builtin
ss13 one instead of my custom, it proved to be faster.

- Added my self to the changelog, because I can!
Revision: r3367
Author: 	 daniel.cf.hultgren
TG: - Fixed one of the ways the Core R&D Computer can lock up and become completely
unusable. If it gets stuck from using this method, just close the window and
click on the computer again. Fixes  issue 316 .

- Vaccine bottles from the panD.E.M.I.C. now auto-name. There was a bug where
you could very quickly create a ton of bottles which could cause clients to
crash. Fixes  issue 326 .

- Changed various ASSERT()'s to sanity ifs. ASSERT should really only be used
during debugging, not in release. Runtime prevention.
Revision: r3368
Author: 	 johnsonmt88
Missed this file.
TG:
Removes poo. XSI and co. weren't very fond of it, and the last thing I would do
is make them uncomfortable and challenge their leadership by keeping poo in.

An experimental lagfix, which removes a couple THOUSAND unnecessary machines
from the machine processing list. Please report any unresponsive machinery (as
result of this commit) as HIGH PRIORITY issues. I'm not quite sure how much lag
this will kill, but I'm confident that it will be at least slightly noticeable.

More work on step_triggers. The escape shuttle should no longer blast things
forever and give them infinite momentum.

Runtimes goin down for the count
Lookin at the ground
I think they a hater
Revision: r3370 r3371
Author: vageyenaman quartz235
TG: Exosuits now provide a message when someone is getting in, someone getting in
must remain stationary and unstunned, and getting in takes four seconds.
Revision: r3372
Author: 	 VivianFoxfoot
TG: Cargo shuttle no longer takes you to Centcomm
- Created far more robust method of detecting beacons/humans/mechs on the cargo
shuttle.
As a result:
- It is no longer possible to send mobs/mechs/tracking beacons to Centcomm.
- It is no longer possible to send the nuke disk away on the shuttle. (This
should prevent people from magically duplicating nuke disks)
- Centcomm cargo techs now clean up the shuttle when it arrives in case
something somehow manages to bypass the previous checks.
Revision: r3373
Author: 	 johnsonmt88
TG: Adds a dummy process() to /obj/machinery/door so that doors aren't removed from
the machine list.  Best guess, all machines call process automatically, and
because doors didn't have an explicit one defined, they automatically called the
one that removed them from the list.
Adds a borg deathsquad to the map.
Few more fixes to the tensioner.
Revision: r3374

Includes door code cleanup from here http://code.google.com/p/tgstation13/source/detail?spec=svn2895&r=2895
TG: Extra functionality for pill containers. They work like ore satchels now; click
a tile full of pills to scoop them up.

Sec officers start with maintenance access now. GASP!

Properly fixed shutters/blast doors not reacting to buttons, while not
destroying my optimization.
Revision: r3377
Author: 	 vageyenaman
Updated admins.txt
Merge pull request #957 from Erthilo/master

Ported respawn timer, allows respawn after 30 minutes on any non-crew death mode, fixes custom item name and adds new energy and taser gun in-hand sprites