* Traitor Deathmatch: Add the preset [Rebase onto factors line]
* Traitor Deathmatch: Being a human head or other not-quite-fully-animate object counts as dead. [ROFL]
* Traitor Deathmatch: Add redemption machine (but it doesn't work) [ROFL]
* Traitor Deathmatch: Map in redemption machines [ROFL]
* Traitor Deathmatch: Make the rounds end properly [ROFL]
* Traitor Deathmatch: PDA redemption works [ROFL]
* Traitor Deathmatch: New redemption machine sprite ( @Tomeno )
* Traitor Deathmatch: Get rid of redundant using
* Traitor Deathmatch: Change scoring, prevent redeeming your own PDA, fix bug where PDAs are not tagged with their owner names
* Traitor Deathmatch: Better messages, change cvar name, don't count ghosts for spawnpoint selection
* Moved the uplink creation code to the PresetSuspicion.Start method to ensure uplink created when we give the traitor role
Moved the starting TC balance to cvars
* Added component to handle interaction with Atmospheric system
Added damage from high and cold temperature
* renamed AtmoExposable to AtmosExposed
moved AtmosExposed updates to its own system
refactored TemperatureComponent
renamed fire to heat
added null check for Air
added self-heating and self-cooling to body system
* small refactoring for checking on airless tile in MetabolismComponent
* Added component to handle interaction with Atmospheric system
Added damage from high and cold temperature
* renamed AtmoExposable to AtmosExposed
moved AtmosExposed updates to its own system
refactored TemperatureComponent
renamed fire to heat
added null check for Air
added self-heating and self-cooling to body system
* small refactoring for checking on airless tile in MetabolismComponent
* Removed Pressure property from BarotraumaComponent
Changed CanShiver method to match style of other CanX method in ActionBlockerSystem
* Merged EntityCoordinates and changed components to reflect the change
* Fix typo
* Wrapped string to Loc.GetString
Added CanSweat
Refactored dead state check