* Adds support for self-filling reagent containers
* Sets tool_behaviour on the default set of tools
* Fixing merge conflicts
* Refactors welder to use tool behaviour
* The refactor: part I
* The refactor: part II
* Tool Refactor Part III: Revenge of the Maint
* Tool Refactor Part IV: A New Hope
* Tool Refactor Part V: The Oldcoder Strikes Back
* Tool Refactor Part VI: Return of the Coder
* VII
* Holy shit, it compiles?!
* Nannek I completed your TODO, you owe me ice cream
* Tool helpers; telepad is compliant
* Bugtest, Round 1: Fight
Fuck refactoring disposals
* Buggfixing, Round 2: Electric Boogaloo
* Personal crafting uses tool behaviours now
* Construction datums use new tool behaviours; better way of handling fueltank refuelling; more bugfixing
* multitool_check_buffer change; removes some useless things in tool_helpers
* proc name change
* TRUE/FALSE changes
* Bugfixing, Round 3: A Good Day To Bugfix Hard
Fixes multiple issues raised by the testmerge
* Minor style changes
* Some runtime fixes
* fixes#12892
* Alternative fix. Better behaviour
* qdel atmos thingy when loc is null
* Eye colour init protection
* Whoops. Forgotten /
* Suggestions update
* Fixed a runtime where IPCs losing their arms would cause a runtime in the hand
* Fixes mobs being able to nuzzle a grill to dead and a runtime there
* Added extra logging to the NPCpools
```diff
-- KOM-RAD's hand slips, tearing blood vessals and causing massive bleeding in Vampy The Vampiric Clown's lower body with the hemostat!
++ KOM-RAD's hand slips, tearing blood vessels and causing massive bleeding in Vampy The Vampiric Clown's lower body with the hemostat!
```
Overlays don't carry over from organ get_icon() and have to be blended if we want to use them in that way - currently eyes are the only thing update_icons() doesn't have its own way of rendering so eyes are the only thing here that get blended AND overlayed
By correcting the plane the eye shine is rendered on. By sharing the same plane as the lighting, the eye shine was getting dimmed slightly (somehow). Referred to Polaris codebase, where this was originally ported from.
Lumps in an update/write-up for get_icon_difference()
Cleans up organ_icon.dm and resolves an issue preventing appearance overlays (hair, eyes, etc.) from remaining on disembodied heads to reduce unnecessary icon operations.