Replaced most reagent initialisations with the helper proc create_reagents().
Merge branch 'master' of https://github.com/tgstation/-tg-station
Merge branch 'master' of https://github.com/tgstation/-tg-station
Removed the barely implemented sleeping and resting states of silicons (doesn't make sense anyway and probably wasn't intentionally existent). Also cleaned up powersink code to enforce its mode and all variables affected
Fixes talisman items not fully removing selves when used
Shards are dangerous, Take Two!
-Shards cut your hand if you try to attack with one and you are not wearing any gloves.
-Adds a sound to attacking grilles with shards.
-Changed the randomized force into throwforce.

Should be less favourable to break down grilles with shards now.
Merge branch 'master' of https://github.com/tgstation/-tg-station into shards

Resolved Conflicts:
	html/changelog.html
Changelings Scaling to Server Population

Adds scaling of number of changelings to server's population if TRAITOR_SCALING is enabled in the server config.

pop/6 during Changeling mode
pop/18 during TraitorChan mode
(For reference, Traitor uses pop/5)
Increased changeling_scaling_coeff to 8 after further thought.
Merge branch 'master' of https://github.com/tgstation/-tg-station into ling_scale
Merge branch 'ling_scale' of https://github.com/Ikarrus/-tg-station into ling_scale
Tweaked coefficients a bit higher.

8 -> 10
18 -> 25

Changeling Mode
3 lings at 25 round-start-ready pop
4 lings at 35 round-start-ready pop
5 lings at 45 round-start-ready pop
6 lings at 55 round-start-ready pop
7 lings at 65 round-start-ready pop

Traitor-chan
2 lings at 38 round-start-ready pop
3 lings at 62 round-start-ready pop
etc
Changed moneyplants to use the plant's potency instead of a random value when generating spacecash.
Raised toolbox force to 10
Reduced extinguisher force to 5
Attached changelog
Removed extinguisher change
Increased toolbox force to 12
Updated changelog
>Resolves some dna runtimes. - check_dna_integrity() was not being used properly.
>Removed a for(obj/item in world) loop triggered by bloodying items. It now uses a caching system.
>New skin_tones - they are now sprite-based. This is to prepare for expansion of the mutantrace system. Thanks validsalid x
>Removed fat icons from the game - when you are obese you will now just look like a regular human. You will not be immune to being pushed. You will not be immune to choking. You will still overheat and run slower and appear fat upon "examine" verb use.

Modified   code/__HELPERS/mobs.dm
Modified   code/game/atoms.dm
Modified   code/game/dna.dm
Modified   code/game/machinery/computer/hologram.dm
Modified   code/game/objects/items.dm
Modified   code/modules/client/preferences.dm
Modified   code/modules/client/preferences_savefile.dm
Modified   code/modules/flufftext/Hallucination.dm
Modified   code/modules/mob/living/carbon/alien/larva/larva.dm
Modified   code/modules/mob/living/carbon/human/human.dm
Modified   code/modules/mob/living/carbon/human/human_defines.dm
Modified   code/modules/mob/living/carbon/human/life.dm
Modified   code/modules/mob/living/carbon/human/update_icons.dm
Modified   code/modules/mob/living/carbon/monkey/monkey.dm
Modified   code/modules/mob/living/silicon/robot/robot.dm
Modified   code/modules/mob/living/simple_animal/constructs.dm
Modified   code/modules/mob/living/simple_animal/friendly/corgi.dm
Modified   code/modules/mob/living/simple_animal/friendly/farm_animals.dm
Modified   code/modules/mob/new_player/preferences_setup.dm
Modified   icons/effects/genetics.dmi
Modified   icons/mob/human.dmi

Signed-off-by: carnie <elly1989@rocketmail.com>
Update to Sandbox Panel

The panel itself has been updated with subcategories and additional options.  The "air regulator" option was removed because what even does that mean.  The Suit Up option has been fixed, and should work properly now.  Additional items include an all-access ID, RCD, flashlight, light replacer, plasteel, cable, floorbot, medbot, gas mask, and emergency air tank.

The hrefs var was moved out of global scope because that's a terrible place for something so generically named.

The Spawn Item and Spawn Canister dialogs now use a browser window instead of a pick list.  This window is cached per user.

Sandbox's Spawn Airlock option gets a new interface.  It allows you to pick the accesses of the new airlock, as well as its paintjob, name, glass inserts where appropriate, and an option to make the access list "require one" instead of "require all."  It adds an airlock frame which can be repositioned; attack-hand-ing the airlock frame (if it has the airlock builder datum attached) will now open the window.

An administrative option has been added to the sandbox panel, which is configurable through game_options.txt.  Because the item spawning uses a persistent browser window, it is susceptible to spamming.  The added option forces the window closed after each item is spawned.  This only affects the item and canister selection windows, and not the whole sandbox panel.