Bugfixen

The wires dialog will by default be a little wider to accomodate the timer/signaler button.  Fixes issue #30
Viro smartfridge is correctly stocked.  Fixes issue #29
Restockable vending machines will no longer accept grabs and telekinesis.
Aliens failing to grab a simple animal will be alerted rather than runtiming.
Other runtime fixes.
Minor changes & Nukeops Scaling

Changes nukeops scaling to 1/10.
Changes the timer on the nuclear bomb from 5-15 minutes (rather than 1-10).
Makes all nuclear bombs work with the nukeops' nuke code.
Changes the emag behavior of vending machines and the supply shuttle console.  Vending machines will no longer toggle being hacked; they will continue to dump premium products into the contraband (hacked) list, but to hide the contraband list, you need to hack the wires.  The shuttle supply console will no longer have an ID requirement when emagged.
Portable Crew Computer

This is mostly for the mediborg, but for now it is an item.

Due to my complicated working copy I am not including the .dme, so the new file is unchecked as of this commit.
Refillable Vending Machine Fix

Refillable venders now reject crowbars (used to anchor/unanchor them) and will allow themselves to be renamed with a hand labeler.
Singulo tweaks

Explosions kill the singulo again, as they should've.

Adjusted asteroid turfs to hopefully not break to plating when the singulo gravity's them.
Light Replacer / Autolathe improvements

The light replacer will now refill en masse from a box of lights.  Naturally, only unbroken lights are accepted.

The autolathe will now recycle stock en masse from boxes and storage bags.  Note that you can pick up broken light bulbs by attacking with a light box; they are specially designed for easy insertion.  This is useful for recycling broken light bulbs en masse, and also a handy thing for janitor/cargo cooperation (dumping trash into it, then whatever doesn't recycle into the trash.

This makes for less waste and makes it practical to recycle junk with the autolathe.
Small fixes

Prevents an exploit where you can drag yourself through plastic flaps using a closet.
Prevents an exploit where you can throw a buckled mob, while they remain buckled and immovable.

Makes the admin no-damage flag work properly with atmospheric effects
Admin grant-full-access verb should avoid a runtime with an empty PDA (no ID) in the ID slot
Fix for service cyborg trays

This has been too long coming, cyborg trays no longer just take up inventory space.  You can set them down on tables, and pick them up again.  If you wander too far from the tray, it will automatically return without picking anything up.  If you try to store the tray module while it has items on it, the items will drop in the tray's square (most likely yours)

Also including a rewrite of the RSF code.  No added functionality, but it's cleaner and easier to modify.
Fixes the TORban function although I don't think we actually use it.
New Ventcrawl

This isn't perfect, vents are a hostile place full of high and low pressures, and you can't see dick.  However it is more interesting than dumb-ventcrawl and will not have the UI bug that dumb-ventcrawl seems to have.
Fire Update & Table Rework

Fire affects more things.  Notably, paper, chairs, and tables should burn more easily.  Circuitboards may also disappear in fire.  Power cells may explode in a fire.

Table code has been standardized.
Spooky update

Ghosts can interact a bit more than before.  Notably, clicking on some things (chairs, ectoplasm, red phones, lights) has an occasional and minor effect.  You can also click on an active teleporter to follow it to its destination.

Also adds undead mobs as retaliators.
Misc Updates

Adds targetted radiation storms and drops the probability of station-wide radiation.
Adds Collen's extra genades.
Improves the syringe gun code and adds a blowgun as a traitor item.  The blowgun is disguised as a cigar, and can be equipped.
Moves the singularity supercode into its own file.  The .dme change is not included here due to poor organization on my part.
Adds code for a lounge in the holodeck.
The floorbot should hole floors more often.
Makes drink machines restockable, and adds a drink smartfridge.  Either may be used for mapping.
Adds additional stack storage shelves for R&D and Robotics.
Examining floors will reveal if they are slippery or not, so you don't have to sit and wait to see if it has the animated sheen on it.
Meaty ore events will be slightly more intense.
Chemmasters will start with a pill bottle.
Adds spawnable pills for food, drugs, and ethylredox.
Improved icon for the mail hub.  Credit goes to Dalmationer.
Adjusts the portable crew monitor sprite.
Forces robots to move slower when out of charge.  However, they can still move under their own power.

Various bugfixen.
Wizard Update

Sorry this took a while, wizard spells have been rewritten to be at least somewhat maintainable.  From this point on it should be easier to add spells that are less terrible.
As part of this, wizard spells and spellbooks work differently.  You have more variety, but you may know at most 5 spells at a time.  Spellbooks have been divided into several different items, and you may select only a couple of those spellbooks when you become a wizard.