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.
Modifies human bullet_act to add reflection on wielded dualsabers
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.
Overhauls this entire pull

All item/obj now have the var reflect_chance which based on a prob check, determines if an object will reflect energy projectiles while in the wear_suit, l_hand or r_hand slots, a reflect_chance of 100 will always cause the player to reflect, 0 (Base of every object besides the ablative armor) will never reflect. Objects are reflected like ablative currently does.

modifies the bullet_act of humans to incorporate this new system
gives the ablative armor the same chance to reflect it had before
gives dualsabers if wielded and the user is not a hulk a 100% chance to reflect energy projectiles
adds specific wield() and unwield() to dualsabers in order to add check if hulk
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.
Shuttle call in red alert will only take six minutes instead of ten

If the shuttle is called in a red alert the time will only be six minutes.
This is separated into three minutes of recall time and three minutes of
centcom preparing the shuttle and sending it.
Merge commit 'fetch_head' into red-alert-shuttle-call
Fixes the issue of being hulked after wielding a dualsaber still giving you the reflection bonus.
Fix for laserproof vest

Passes the hit zone down to the reflect check
Creates a check for where the projectile hit in laserproof vest
If does not target the chest or groin the reflect chance is halved
Remove debug message

oops
Merge pull request #10 from Zelacks/reflect