TG: Added confirmation prompt for admin gibself verb. For Breadstrong
Revision: r3648
Author: 	 ericgfw...@hotmail.com
TG: Added an emergency shutdown proc to the holodeck control computer.
- Destroying, damaging or emping the computer will now cause the holodeck to
revert to its original state. Meaning this should help stop people taking
eswords out of the holodeck.

The detective's gun renaming verb moved from the BYOND default 'you did not set
a category' tab into the 'objects' tab

Mob.dm's stripping proc was a single very looooooooooooong line of code. It is
now multiple lines of code.
Revision: r3649
Author: 	 johnsonmt88
TG: Adds admin memos. It allows admins to leave all the other admins little messages
which they can see when they log in. It is available to Game Admin rank and
upwards.

type "memo" to access the memo features:
>write: write a memo
>show: shows memos from all admins
>delete: delete your own. (Game Masters may delete other admins' memos)
Typing "memo write" etc works too.

Feature can be disabled by defining ENABLE_MEMOS as 0

MOTD moved to new_player/Login so peole don't see that big motd everytime they
DC
Revision: r3650
Author: 	 elly1...@rocketmail.com
TG: - Crew monitoring computer pup-up screen is wider.
Revision: r3651
Author: 	 baloh.matevz
TG: Sanitized a large number of input()s.
- Hopefully this will cut down on the server spamming/crashing escapades
happening on other servers. (This wont stop that from happening, this just makes
it less severe)
- Some of the sanitizes were probably unnecessary, but better safe then sorry.

Added MAX_NAME_LEN constant which is initialized to 26.
- Please use MAX_NAME_LEN instead of typing in 26 when cutting inputs short.
26's are annoying when they have to be changed and you have to hunt through over
a hundred files and tens of thousands of lines of code to find them all.

Moved uplink_kits.dm to code/game/objects/storage

Moved uplinks.dm to code/game/objects
- The stuff inside uplinks.dm could really be chopped up and split into separate
dm files but this will do for now.

*********************************************************
**********************Important**************************
*********************************************************
When you create code that asks the user for an input consider whether or not it
gets shown to the user through html or the like.

If it does please sanatize() or strip_html() it. Also use copytext() to cutoff
spam by using MAX_NAME_LEN and MAX_MESSAGE_LEN as the cutoff var.
Revision: r3652
Author: 	 johnsonmt88
TG: Removed the 'microphone' button from headsets. They are now fully 'press to
talk'.
Revision: r3655
Author: 	 johnsonmt88
TG: Fixed being able to pull hud objects out of the hud through morgue trays

how many times are we going to have to fix this mousedrop proc for morgue trays?
is it even that important to have?
Revision: r3656
Author: 	 quartz235
TG: -Moved signs and status displays off of windows and onto walls
-Moved cameras out of maintenance shafts
-Clarified ambiguous defined area names
-New defined areas (and APCs) for sleeper room & engineering break room to take
a load off atmos and medbay
Revision: r3657
Author: 	 ericgfw...@hotmail.com
I accidentally ALL THE THINGS! But yeah, ZAS is updated.
Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates

Conflicts:
	baystation12.dme
Added comments and updated the changelog.
Tweaked HUD icons so that they mesh better with the style of Midnight and Orange.
Merge pull request #1176 from Abi79/master

Minor optimizations of update_clothing, removal of the ONESIZEFITSALL flag
update_clothing() needs only be called by drop_item() if something was actually dropped.
Merge pull request #1178 from CIB/master

Small lagfix
First part of a fix for Issue #1177

- General cleanup of the update_clothing() mechanism
- Separated update_clothing() into different procs that handle the different things that need to be done(body appearance needs to be updated, clothing appearance needs to be updated, etc.)
- Made a new public interface with which one can do these things individually, so if you just want to add a wound to a mob, you don't have to rebuild the entire clothing.
Removed some stupidly copypasted code. The transform projectile will now only work on humans.
Cleanup of all the update_clothing() calls.

Mostly I replaced them with rebuild_appearance() or update_body_appearance() where suitable.

I also reorganized the new update_clothing() code a bit.
Fixed up the errors related to ALL_ITEM_CONTAMINATION and hotspots, made extinguishers work again.
Merge branch 'master' of git://github.com/Baystation12/Baystation12