I'm an idiot, forgot about garbage collecting. This fixes a slight issue
in my previous PR that would have eventually resulted in a call of DEL
if nobody rebuilt the console.
The old build path pointed towards a circuitboard instead of towards the
machine, meaning when you screwdrivered the frame twice, it would cause
frame.dm to runtime, and then not delete the frame, meaning you could
spam click the console with a screwdriver and spawn infinite boards, and
still be stuck with a non functional machine.
injector.computer = null was causing a runtime because it was attempting
to edit something that no longer existed on destruction.
Gives the not equal gate a correct icon_state. Icon state was set to"not equal"
In the electronic_assemblies.dmi it is actually "not_equal"
This gives it the correct icon_state
* Protolate lid no longer bounces back and forth througout the whole build cycle.
* Autolathe lid no longer closes, snaps open, and then -nothing- until item spawns.
* Instead, the lid closes, stays closed while the item builds, then opens again.
* Adds a lot of languages.
* Removes the languages I just added.
Instead updates old ones.
* Fixes a minor typo.
* how the hell did i accidentally remove sinta'unathi
Returns that stuff.
* Fixes two things.
* doesnt actually change name length
* Modernized to use modern machine code instead of doing it itself.
* Made it compatible with modern circuits and machine frames.
* Also fixed some color macros to use CSS while I was there.
* Makes the paper shredder constructable and deconstructable.
* Switches to some new sprites which are animated!
* Machine now requires power, icons respond to power on/off etc.
* If you mouse-drag certain items onto a hand which is already holding something, the item goes into limbo.
* The reason this happens is that the standard code handling drags is directly calling usr.u_equip, despite the comment on that proc clearly saying never to do that. So it just throws it to limbo and the next line attempting to put it in hand does nothing becuase the hand is occupied. Better way is to call unEquip, so the item will drop on the ground if it fails.
* Fixes https://github.com/VOREStation/VOREStation/issues/394
* Fax machine's New() was not calling `..()` and therefore `circuit` was not being changed from a type to an instance. Thus when deconstruct proc tries to read it's properties it can't.
* A search thru code found the aifixer had the same problem. Fixed it there too.