-Adds neutral height/width changing body shape traits available for all, based on the polaris modifier traits. (tall/taller/short/shorter and fat/obese/thin/thinner) The height traits are mutually exclusive only with other height traits, same with width traits so you can be extra tall and extra wide at the same time.
-Makes our mob size_multiplier stuff compatible with icon_scale_x/y stuff.
-Brings back proper tile alignment and adequate space for character previews, which now also scale correctly, and properly preview sharp/fuzzy scaling effects and the body shape traits.
I'm not sure where exactly the code was pulling the default taur clipping state on the things that supposedly only had nulls, but this time they only pull those if they aren't nulls
- Tweaks the proc for Virgo uplink beacons to not give away information about traitors
- Removes the Void Cell from antag uplinks
- Adds a combat defibrillator for Mercenaries
- Adds the cabin shelter capsule to uplinks
- Adds some stuff for admin use of uplinks
- Fixes bug with adminspawn ERT job not getting PDAs
- Adds an admin command to set up an uplink on a character
- Fixes Retired Admin to work properly
- Splits off VORE's adminverb list for improved downstream support
- Fixes retired staff not being able to talk in staff chats
- Removes CMO and HoS Access from their respective shuttle consoles
- Adds emag_act to all shuttle consoles to gain access to them
- Guest Passes can now be set for 6 hours max
Looks like there was a special type of new and completely different in every code side aspect shield gen that was added for overmap ships, but for some reason that type was using the same dmi as the other type, and while at it, copletely replaced the sprite file rather than adding to it or using its own. Now it uses its own file and the old shieldgen got its original file back.
-The vore release eggs are no longer reskinned lockers, but storage items that can have their contents either dumped or pulled out, but the stuff can't be put back into a cracked shell.
-A live prey in an egg will have the egg scaled according to their size, and they can get out by resisting.
-Also now items can be egged, either one at a time or all at once. The single item eggs are scaled according to the contained item's size class and take the same amount of storage space as the item itself would.
-Full stuff eggs are a little more lenient on the size and weight, basically for the reason that one prey's full outfit could fit in one backpack sized egg rather than going full macro based on the total weight.
-Also there's a whole bunch of new egg type options and some better looking sprites coming.
-Also the new eggs can be picked up and even trash-eaten.
-The old locker eggs still exist in the code and can be spawned should anyone have a need for one.
- UAVs disconnect immediately on entering a scatter gateway.
- Replaces Tether's autolok lockers with emergency suit lockers (Autoloks were supposed to be exclusive to the Talon)