Mobs will bob up and down in space and zero-gravity unless they are both wearing magboots and within 1 tile of a dense object/turf.
Round-end summary now also lists job
Papadrow custom cyborg update
Floating effect now uses animate() instead of pixel_y while loop thingy.

Distinct actions that indefinitely change a mob's pixel_y or pixel_x, like strapping someone to a roller bed, should also alter new variables old_y or old_x accordingly. This means that floating and jittering animations no longer interfere, as the animations use old_x/old_y as the "base" position.

Entering areas with gravity from areas without grabity now removes floating effect.
gravitychange() now makes all affected mobs have the floating animation unless magbooted, etc.

New mob proc Check_Dense_Object() seperated from Process_Spacemove(), checks for adjacent objects or turfs that can be pushed off, also handles magboots on gravity-less floors.
The private CMO

The CMO's office now have all non-glass doors to allow the private shutters to have full effect.
Manifest ghosts are now given an assigned role to go with the round end summary.
Merge pull request #6554 from PsiOmegaDelta/RoundEnd

Round-end summary now also lists job
Merge pull request #6551 from RavingManiac/dev

Space floating effect
Merge pull request #6559 from PsiOmegaDelta/PrivateDoors

The private CMO
Merge pull request #6556 from Jarcolr/custo

Papadrow's custom cyborg update
Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into xenorewrite
Muzzle check/changeling check removal, thanks Harpy.