Double agents can now be picked for late joiners.
This works by keeping a list of players who are applicable for double agents and then after a certain number of them are picked it will tell them all to kill each other.
Increased the amount of double agents that start in the round (x1.5).
Added checking for the other awaiting agents, to make sure they are still alive, human and not disconnected.
New AI Status icons, Sal and Hal 9000

As SS13 is the game of references and if the voice announcement gets
added then a nice Sal 9000 would be nice. I also thought to add Hal
after as Hal is awesome.
Wrong color for Sal

Sal 9000 is a Blue glow, Not purple.
Small fix.
Update for power code to remove some bugs and fix some functionality
Functionality
========
*Cables can now be placed across each other and not connect, just like cables placed in the map editor.
*Alternately by leaving a "node" or "dot" in both cables you can have these cables connect

Bugs Fixed
=======
*Unconnected cable networks which share the same powernet and power are no longer created when adding cable to nodes or removing nodes on top of smooth cable

Code changes:
==========
*Adds denode proc that should be called when a wire is added to causing it to no longer be a "node" (i.e. terminates in the centre of the turf)
*Adds propagate_network proc that traverses the graph adding every cable to a new network while removing the old one
*Adds call to denode in the cable_join proc
*Fixes mergeConnectedNetworksOnTurf() to only connect cables that are both nodes
*Adds a get_marked_connections() proc to cable which finds all edges connected to it's endpoints regardless of whether they have a powernet(as opposed to get_connections())
 * Small fix to the modifier changer.
clarified a comment
creating a get_marked_connections method for machines that doesnt check for powernet==null
making propagate_network non recursive
Adds instructions to deconstruct cyborgs into Cyborgs for Dummies
 Initial commit for telescience which uses projectile trajectory to obtain a destination coordinate.
Merge branch 'master' of https://github.com/tgstation/-tg-station into tele_sci_change
Telescience now uses projectile trajectories to calculate the tile to teleport to.
The user can set a rotation (the direction the teleport will send him), the power (the amount of power the telepad will use, basically the x velocity) and the angle (which is the y velocity).

The random factor is that the power is randomly offset everytime you recalibrate the telepad.

There is a delay between each use of the teleport, which is calculated by the time it takes for a projectile to hit a destination.
There is also a delay determined by the amount of power you use.

Added a manual for telescience, which links to the wiki.
Added a changelog.
Adds a shutter to the nuke op base that opens with a button behind the squad leader's desk.

A small speedbump intended to discourage lone wolf ops from sprinting to the shuttle before the team can even begin to coordinate.
Moves laser pointer to special steal objectives list

Because its too silly and makes no sense.
* Renamed rotation to bearing.
* Renamed angle to elevation.
Merge branch 'master' of https://github.com/tgstation/-tg-station into tele_sci_change

Resolved Conflicts:
	code/__HELPERS/game.dm
New icons

I will get a picture, But I suggest downloading the raw so you can see
the small animation.