Nano UI Framework
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nanoui - For creating and updating browser UIs
manomanager - For managing nanouis
Includes the "D:\Development\SS13-TG\code\game\machinery\cryo.dm" rebuilt using Nano.
Templates are stored in /nano/templates

This code is in development, it's also not commented yet.
Added nano files to client/proc/send_resources().
Fixed issue with Nano UI windows taking seconds to load.

Removed user << browse_rsc() entries as they caused the delay. New assets (stylesheets, scripts, templates and images) have to be added to the client's send_resources proc or they will not exist on the client.
Nano UI Framework updates.
* Nano UIs now "work" with AI and Cyborgs.
* Visibility updates (now uses line of sight).
* Added displayBar() template helper for displaying progress/health bars.
* Added new health bars to Nano UI Cryo.
* Added Eject Occupant to Nano UI Cryo.
Nano now handles Topic for the src_object, allowing it to only allow interactions with UIs that have a "STATUS_INTERACTIVE" status/visibility.

Small tweaks to the Cryo topic.
Merge branch 'master' of https://github.com/tgstation/-tg-station
Merge branch 'master' of https://github.com/tgstation/-tg-station
Added Nano UI Chemistry Dispenser.

Fixed UI update issue with non auto-updating UIs.

Misc tweaks for CSS and JS for UI styling.
Fixed issue with links/buttons not working until first update.
Fixed client side UI failure caused by apostrophes in text.

Updated the Chem Dispenser UI with an Energy bar.

UIs attached to the Chem Dispenser will now update on recharge(), recharge now recharges 1 every 15 ticks instead of 2 every 30 (to make it feel more fluid).
Merge branch 'master' of https://github.com/tgstation/-tg-station

Removed admins.txt conflict.
Adds directional blood trails

The blood trails now follow the path the body has taken and players can
very easily make out said path.
Heavily damaged corpses will have a much thicker blood trail than
corpses with some brute damage. At the moment, trails overwrite
eachother and a placeholder icon set is used for alien heavy blood
trails.
Uniforms now fit differently on women than men. These changes are made to reflect the differences between the male and female character sprites. This pull exists mainly to delineate women and men more clearly since I've seen a lot of female crew members getting called dude all the time.

This is accomplished by a special uniform, "female", that removes the few pixels that don't exist on the female sprite but do on the male sprite (on which all clothing is modeled). The net effect is subtle, but effective. Women actually look like women now, as opposed to dudes with a near imperceptible blush.

Besides "female" there are no new sprites in this pull, all "female versions" are generated by taking the default outfit and removing those pixels. These pixels don't reveal skin, they're literally just covering void.

To keep certain unique outfits from looking weird with this, a blacklist var for the effect has been created in "fitted", which tracks if an outfit looks like a standard jumpsuit and defaults to 1.

This effect only changes uniforms. Some exosuits can still hide these details very well through there coverage.

http://i.imgur.com/Kzx6JyT.png
Update bullets.dm
Update bullets.dm
Update shotgun.dm
Update bullets.dm
Update syringes.dm
Update bullets.dm
Removed notele module from designs