update_icons() uses animate() and transforms to actually turn the sprite rather than needing them pre-turned. Mobs that lie down do so with an animation rather than appearing on their side. You can lie down facing THE LEFT OH SHIT.

Cloakers still don't work well. The fix is probably just finding a proc that runs on equip/uequip/when bagged/when dropped. Fuck that. Ninjas work. Things that are cloaked fade to the cloaked alpha, it's pretty cool.

The "lying down" icon_states for everything you could equip are all now unnecessary. They aren't removed yet though.

The dmi changes are to make xenos all face upward so when they turn, they're lying down rather than facing south and looking like they're doing a handstand. They're not terribly good when facing the wrong way. I expect WJohnson to have a fix for this by New Year's.

Comments aren't changed. The overlays_standing list is still around because overlays is not a normal list, and BYOND's normal list functions are worth the extra cost of keeping a spare list of images.
dds Drying Rack, Various Plants, Rollies, Pipes, and Torches

Any and all content credit to @Adrinus and @Iamgoofball
I simply re-applied all the changes by hand so it is compatible with current code
 #1893
More dead colons and pipes use their initial name when changing it
Big(gish) map reorganization.

Moved all main .dmm maps to _maps/map_files
Each main map gets a .dm file in _maps, this is what's ticked, -NOT- the .dmm file.
This allows use of a MAP_NAME define for various purposes, and lays the groundwork for map customization in the future.

Also included a hacky dm.sh script which supports swapping maps.
For example, "./dm.sh tgstation.dme -Mmetastation" would compile with metastation.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Adds a warning message when more than one map is included.

Tweaked dm.sh to ignore this message when it sets a single map to be included.

Signed-off-by: Mloc <colmohici@gmail.com>
Fixing conflicts

Conflicts:
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
Fixes some issues with rollie paper packs and incorrect icon state names
Refactored the code to remove most icon operations for changing an icon's colour. I had to manually set all the icons, which are subject to colour change, to be have a white/grey icon, so that the colours added properly, and then have them coloured in the code. This means the icons for runes, the reagent beaker overlay, smoke and etc will all be white. They now all use the new 500+ color variable.

The only noticeable gameplay difference is that you can't choose your graffiti's shade.
Changed the base colour sprite for the chempuff.dmi
Fixed a typo.
 * Removed the icon operations from the kitty ears by removing their changing colour gimmick.
 * Removed hacky checks for the item.
Give mob/living a cloak_stacks list. If there's anything in this list, cloak the mob upon the next update_transform().

Give all mob/living/carbon a shared update_transform(). Larva have their own because they're special.
Update to master (branch was way out of date)
Redo on that merge into master, my bad.
Wow RobRichards thanks for making Jenkins cry
Removed the icon color blend operations from human's update_icons().
Changed all the hair/facial_hair/eye sprites to use a white base.
Changed the preview screen, in the preference menu, to use ICON_MULTIPLY to be able to use the new white sprites.
Removed the unused and broken cloaking item.
Ninjas now use the alpha variable, removed most of the checks for it.
Updated the documentation a bit.
Added some helper procs for later.
* Fixed a typo.
Fixes a bug.
Increased speed of animate calls to 2.
Added a pixel_y component to better align laying down with current laying down and look more like lying on the floor rather than floating in the air.
Changes drying rack to use color var and removes "_dry" icons

Removed watermelon's dried_state
Puts cigarette reagent code in a proc
Cleaning up and a new discovery, for me, means you don't have to unsanitize the color.