Bluespace wormhole projector
- emits quantum-coupled bluespace beams
- high research requirements: combat 6, materials 6, bluespace 4
- sprites by Nienhaus. Big thanks!
- electrodes now colored with the color var
initial commit
updates to health doll
final commit for now
moved overlay cut back to the top
fixes some things with the HUD
Removes the spawn() in the Bump() proc of projectiles.
Fixes issue #1291
Cleaned up some files of projectiles/firing.dm
Instead of calling process(), when firing a projectile it will use fire()
Projectiles will now use qdel(), due to this, the emitters beams won't be in the object pool.
Changes the call from process() to fire() in all places where a projectile is created.
Merge pull request #1 from tgstation/master

ketchup
Fixes the torch and flare icons, especially the "on" inhand icons.
possible fix
fixed broken commits
Conflicts:
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
please work
Fix for machines and their power problems

Fixes machines being powered after construction
Fixes vending machines and autolathe being unaccesible for maintenance
when depowered
Fix of atmos input exploit

What on tin
Fixes pipes and qdel

They dont disappear after multiple clicks anymore
They now show success message only once
Fix #5795
Makes data huds passive.
Add's banned_reagents list to reagent_containers,
Fixes chemsprayer afterattack() copypaste
Acid reagents do half as much damage as before to humans
Acid reagents do more damage to /living mobs that are not humans (old numbers were pathetic)
/Spray containers fire 2x slower than other ranged weapons
Fix of c4 incorrect behaviour

Yes yes its a bug there is issue with it and its called a bug and this a
a bug fix not a feature dont freeze