BEEEAAAAMS (and atmos/supermatter stuff)
A lot of fixes that became intertwined.
- rscadd: "BEAMS!  Emitters now put out a constant beam of energy, which is far less laggy that the old bullet-based method.  They also look cooler."
- rscadd: "Prisms can combine emitter beams that multiply the damage."
- rscadd: "Infrared triggers use the same system as emitters."
- rscadd: "Burst HE pipes have their own sprite"
- rscadd: "High-performance event observers (needed for beams)"
- rscadd: "Supermatter audio alerts"
- rscadd: "Added radiation floor decals."
- bugfix: "Burst pipes are no longer baleeted by their own explosions."
- bugfix: "Pipes are given time to release pressure before the next round of pressure checks."
- bugfix: "Explosions are slightly delayed to avoid choruses of simultaneous explosions"
- bugfix: "Gas miners no longer melt."
WRONG MAP, WILLIS (also dox improvement)
Supermatter cascade survivability fixes, plus changes.
Map changes, prism loop determent (untested)
Beams now have fractional damage.
Fix doors not blocking beams.
Fix number formatter.
Pipe fixes, vent standardization, AI announce fixes.
Merge branch 'Bleeding-Edge' of github.com:d3athrow/vgstation13 into beams

Conflicts:
	code/game/machinery/pipe/construction.dm
Fix compile, fix delamination announcements.
Resync map, fix compile, add blob laser damage, add path markers.
Merge branch 'Bleeding-Edge' of github.com:d3athrow/vgstation13 into beams
Missing files.
Constructable Prisms
Fix bug with AAC supermatter integration.
dox, made some APCs is_critical.
The winter update, part 1
point taken
pronoun
we can improve