* Distillery For Chemistry
* Synthplasma, Synthblood but not horrifically strong.
* Rectify, I said, damnit!
* Distillery for Chem. Now with STRONG DMM.
* changeling
This makes it identical to it's real-life counterpart, and brings some actual sprite improvements upstream from Virgo.
Earlyport of https://github.com/VOREStation/VOREStation/pull/8812 with an actual rename of the gas, ID, and sprite used.
*The rapid service fabricator (found on service borgs) can now produce metamorphic pint glasses.
*The party supplies and bar supplies crates orderable from cargo now contain metamorphic pint glasses.
*The autolathe can now produce metamorphic pint and half-pint glasses.
*The autolathe can now produce all drinking glasses in batches of 5 or 10.
* Begins work on internal exosuit components, similar to Borgs.
* Large volume of work on exosuit components, Durand is tweaked to be higher cost in time and resources, since it requires AP to damage, without ions or explosives.
* Component Sprites
* Actually implement component repair, I knew I missed something.
* Magic numbers, properly typed lists, and indentations oh my
* Changeling
Cooking times are now no longer 10-15 minutes per item, the LARGEST items will take around ~4-5 minutes, 6 at the maximum in the case of the superbigbite (one of the most filling food items in the game).
Cooking oil tanks added
Appliances are now constructible instead of being eldritch black magic
Recipes are now reorganized to either fryer/oven/grill based on where they're made (Although recipes_microwave still needs a LOT more sorting)
Critical time bug with cooking fixed, AND you can now upgrade your appliances for even higher efficiencies!
* veymed voidsuits upgrade
* unathi streamlined suit polish
* link to #7301
removes the specific checks from SSU.dm and adds no_cycle
* teshari subtype
This adds throw_alert() and /obj/screen/alert, a system that allows you to do custom hud alerts for any variety of things from "You're too cold!" to mecha status indicators for the pilot.
There's quite a few things that actually got replaced; the
fire/oxy/tox/co2 alerts are all now just alerts, as is nutrition. There's also a number of new alerts, such as blindness, highness, legcuffed, buckled, handcuffed, and probably some more I missed; read code/_onclick/hud/alert.dm and see for yourself!
Additionally, a number of tweaks have been done to resisting code, to make it so that there's an indicator when you're buckled or handcuffed, and can just click the alert to start resisting. This includes a refactor that combines the logic for lockers, holders all into one proc, called container_resist().
Also, the health and internals indicator got moved down one tile each. Needed room for the alerts. If we add the oxygen tank action buttons from /tg/ and remove the internals indicator, the health indicator can go back where it was originally.
Alerts, pictured in the top right.

* Make intercom power change stateful
* Clean up air tank processing and initialize
* Optimize flashlight processing
* Optimize suit cooler processing
* Optimize geiger counter processing
* Optimize lighting processing
* Only process rigs on a person
* One more rig cleanup
* Adds Rank and Dept Slots
Since BYOND increased the maximum of bitwise operations, it is possible to add a few new slots. I decided to port Bay's Rank and Dept slots, as well as remove the now defunct Torso slot.
* Adds some Terran uniforms
* Ah screw it I am overhauling this
* Renames marine icon
* adds crude clothing sprite for jumpers
* Fixes previous commit
* Renames all army stuff to marines
* Fixes an oversight
* Purges extraneous icons
* Removes duplicate sprites