Before detonation, supermatter pulls all objects, including anchored objects in a 13-tile radius (just enough to cover the control room) towards it for 10 seconds. Windows within this radius are immediately shattered.

Supermatter no longer pushed around by airflow.
Unanchored objects and players without magboots are pulled twice as fast towards the supermatter.
Supermatter shards have a smaller pull-radius.

Leftover variable removed.
Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into dev
Round no longer ends suddenly

Instead, a crew transfer vote is called. Also adds cleanup proc to
game_mode.
Supermatter becomes anchored when detonating, and is hence not pushed by mobs than gib against it.
Detonating supermatter immediately turns the zone into vacuum.
Spam from objects disintegrating against detonating supermatter removed.
Pull radius increased to 14.
Fixes config.continous_rounds and adds check
Adds cleanup for heist mode
Replaces the derelict, modifies the DJ station, adds a shuttle bay to Engineering.
Added mechanism to change barsign design, so bartenders aren't stuck with whatever the RNG picks.
Setup atmos for derelict
Merge pull request #5 from Loganbacca/zuhayr-dev

Derelict atmos
Change crew monitoring computer to use NanoUI
Fix NanoUI autoupdating
Made SMES terminals able to be constructed and deconstructed.

Way to do:
-Open maintenance hatch with screwdriver.
-Apply cables (at least 10)/wirecutter.

Code is modified and corrected /vg/ code.
Change selection interface to have cancel button
Merge pull request #5093 from RavingManiac/dev

Implosion-explosion style supermatter detonation
Merge pull request #5116 from mwerezak/round-end

Round no longer ends suddenly
Nitpickity addressed: Added span classes.
Merge pull request #5126 from faerindel/smes_maketerminal

Made SMES terminals able to be constructed and deconstructed.