Added an additional warning for the epidemic cruiser.
Changelog update.
Merge branch 'master' of git://github.com/Baystation12/Baystation12 into TGUpdates
TG: Fixes for a bunch of other lingering bugs with my optimization stuff.
Revision: r3379
Author: 	 vageyenaman
TG: Runtime fix for paint
Shuttle call/recall announcements are now more noticeable. Removed a few ways
they could be spammed.
Cats and Dogs can see in the dark.
Recommitted some of the poop stuff by Doohl because, hell it's only one day and
I don't hate fun.
Revision: r3382
Author: 	 elly1...@rocketmail.com
Date: 	Mar 31, 2012
TG: View variables now properly displays the contents of an associative list (ie
stuff like list("ballnumber" = 2)).

Changed around a few access levels; only jobs who need to do maintenance have
access to maintenance tunnels. Also the heads and detective.

Removed the radio mode toggle verb, as telecomms has long left the
"experimental" stage.

Messed with sec huds. Their readings are far more reliable. Officers can now use
huds to modify humans' criminal statuses on the go. To do this, simply examine a
human and at the end should be a clickable link to change the status. Uses
/mob/living/carbon/human/Topic().

Added some new sprites from the forums, including those spider sprites and the
new, more feline-looking cat.

Dat changelog
Revision: r3383
Author: 	 vageyenaman
TG: Minor fixes to the tensioner, changes to the borg deathsquad from 6->3 and fixes
their cell
Changes changling unstun time to 45 from 25
Fix for the datumvars file which had spaces instead of tabs
Adds the starts of a rather robust erping system!  In time, we can make SS13 as
realistic an ERP simulator as it is an atmos one.
Adds metadata support for clients, mostly to hold ERPing notes.  This is
included in the savefile.
Adds code support for a parrot in!  Just needs a sprite
Bugfix to the 'resist' button, unless I don't understand how it works.  I don't
see how it could have ever worked before.
Preferences are now attached to a mob
Revision: r3386
Author: 	 VivianFoxfoot
TG: More Hydroponics content, mostly!
-Added pumpkin pie and slices. Made with 5 milk, 5 sugar, 1 pumpkin, 1 flour, 1
egg.
-Added carved pumpkins/jackolanterns. Carve them with any of the usual things
you use to carve things. They work similarly to hardhats.
-Eating corn now makes corn cobs. Carve them with a saw, a knife, or a hatchet
to make a corncob pipe. Set up class for smoking pipes to make it easy for
others to add more pipes as desired.
-Added the bit of transparency to biohelmets that they were always supposed to
have, fixed the scientist helmet being over too far by 1 pixel when facing right
(OCD)
Revision: r3389
Author: 	 d_h2...@yahoo.com
Date: 	Apr 1, 2012
TG: Beepsky and ED bots no longer arrest you for posessing laser tag guns.
They'll also ignore the practice laser as it deals no damage. Fixes  Issue 450
Revision: r3390
Author: 	 johnsonmt88
Date: 	Apr 1, 2012
TG: Removes the ERP system because it has bugs in it/generates runtimes and I don't
feel like maintaining/expanding it.  If any of the other coders want to, they
can re-add it.
Converts the metadata system into its own thing
Makes ghost_ears hear emotes as well as a test.
 Revision: r3392
Author: 	 VivianFoxfoot
TG: Runtime fixes
Moved delete to trial admins because they can already mass delete and that's not
particularly as helpful as regular delete (but a lot more destructive)
Trialmins can now toggle adminhelp sounds without observing
Revision: r3397
Author: 	 quartz235
TG: Cult floors and walls.
Revision: r3399
Author: 	 kortgstation
TG: Disposal and welding helmet exploit fixes:

- You can no longer toggle the welding helmet when stunned or restrained.

- You can no longer give yourself all-access via-disposals. Living mobs and
living mobs inside of a container cancel their holder's destination. This still
allows people wrapped in lockers to be sent to their proper destination, however
it would require someone on the other end to open it. So it's their fault for
not dragging it out before opening it.
Revision: r3400
Author: 	 johnsonmt88
TG: Modifies tick_lag to 0.6. It shouldn't cause any problems, but just in case,
Game Masters have been given the ability to modify tick_lag on the fly. This
SHOULD make the game feel a lot smoother.

Fix for people being unable to modify NTSL code.

Fix for not being able to use pills as pill-satchels properly.
Revision: r3401
Author: 	 vageyenaman
TG: Merged Doohl's ticklag thing and the pre-existing one because we don't need two.
All admins that should be able to delete can now do so again.
gave the adminverb procs a much needed spring-clean. Added some missing returns.
moved comments around. Made the verblists more legible.
Revision: r3403
Author: 	 elly1...@rocketmail.com
Merge branch 'master' of git://github.com/Baystation12/Baystation12 into TGUpdates
TG: Updated Cell charger and recharger
Cell charger and Recharger are now wrenchable to make them moveable
Cleaned up autolathe code, removed the delay when inserting sheets, using any
item on it while maintence cover is open will result in cable window opening.
Revision: r3406
Author: 	 daniel.cf.hultgren
TG: Makes the tensioner firing notice more visible to admins.
Adds a listing of the tension required for each mode to have a chance to fire at
the bottom of the tensioner controls
Revision: r3408
Author: 	 VivianFoxfoot
TGG: Adding the start of the work on the new admin ranks into a subfolder named 'new'
in the admins module folder.
All of the files are unticked, and could potentially be buggy.
If you are testing them, copy them over to the admins module folder, and
overwrite the files.
Coders, if you change anything in the normal versions of these files please make
sure you change the new versions as well to help prevent code being lost once
this is implemented.
Revision: r3409
Author: 	 Superxpdude
TG: r-walls now use smoothwall.dm stuff properly.
fixed a shit-tonne of runtimes and bugs related to sleeps being used for build
delays without adequate sanity checks. Should fix the "runtime error: undefined
proc or verb /turf/simulated/floor/plating/dismantle wall()" that have been
around forever.
A bunch of minor fixes like repairing walls not using more  metal than it
should.
Can now repair the first stage of deconstruction with metal rods.
Tidied up those HUGE elseif chains a little bit.
Tested all seems fine, please let me know if I derped anywhere.
 Revision: r3410
Author: 	 elly1...@rocketmail.com
Date: 	Apr 7, 2012