* roundstart scryers now come with the nt frequency (#77957)
## About The Pull Request
fixes#77934
## Why It's Good For The Game
blegh
## Changelog
🆑
fix: roundstart modlink scryers now come with the nt frequency
/🆑
* roundstart scryers now come with the nt frequency
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Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Fixes a bunch of callbacks that were being qdeleted, and code cleanup (#77904)
## About The Pull Request

Continuing the work of
https://github.com/tgstation/tgstation/pull/77850.
it started with finding one that was being missed and causing a
runtime...then I noticed a whole lot more. While I was doing this I
found callbacks that weren't being nulled in `Destroy()`, so I added
that wherever I found these spots as well as some general code cleanup.
There were a lot more of these than I initially hoped to encounter so
I'm labeling it as a refactor.
## Why It's Good For The Game
Fixes lots of runtimes, improves code resiliency.
## Changelog
🆑
refactor: fixed a bunch of instances of callbacks being qdeleted and
cleaned up related code
/🆑
* Fixes a bunch of callbacks that were being qdeleted, and code cleanup
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* small modlink fixes (#77804)
## About The Pull Request
fixes bug in multitools where they didnt unregister signals
fixes modlink scryers checking battery charge without a battery
frequency stuff is a bit more explained
## Why It's Good For The Game
good stuf
## Changelog
🆑
fix: fixes multitools possibly randomly losing their buffer
fix: fixes modlinks checking battery charge without a battery and
working without charge
qol: modlink stuff is a bit more explained
fix: modlinks printed from rnd no longer start with a frequency
(remember to copy it from another one with a multitool buffer, robotics
starts with 2 NT frequency linked ones)
/🆑
* small modlink fixes
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Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* MODLink System (+ NWTLMM) (#77639)
## About The Pull Request
A pact made with `@ Kapu1178`
Small changes you should not care about:
RD MODsuit outfit (admin only) no longer has a beret that blocks the
activation of the suit
The beret used by death squad officers no longer is blocked from being
put on a hat stabilizer module
Admins can now Shear matrices of objects in Modify Transform
Multitool buffers have been a little refactored to use a setter proc
that saves them from causing hard dels
Cooler stuff:
A revival and remake of [Nobody Wants To Learn Matrix
Math](https://github.com/tgstation/tgstation/pull/59103), this time with
additional tooling for quick matrix calculations.

The MODLink system, available through every MODsuit and MODLink scryers
(a neck item obtainable from advanced modsuit research or
charliestation)
Let's you make a holographic call with any other MODLink user, where you
can chat in realtime and see what's up with em


## Why It's Good For The Game
Adds a fun way for the crew to communicate with each other that can be
done in real-time with relative privacy compared to radio.
## Changelog
🆑 Fikou, Armhulen, Sheets (+rep for Mothblocks and Potato)
fix: RD MODsuit outfit (admin only) no longer has a beret that blocks
the activation of the suit
fix: The beret used by death squad officers no longer is blocked from
being put on a hat stabilizer module
admin: Admins can now Shear matrices of objects in Modify Transform
admin: Admins now have access to Test Matrices in the VV dropdown, an
all-in-one tool for editing transforms.
add: MODLink system, available through scryers (from RnD and Charlie
Station) and through MODsuits. Lets you call people with holographs!
/🆑
* MODLink System (+ NWTLMM)
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Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>