Changeling personal hivemind
*Creates new living mobtype: voices who are created inside of other living mobs. They communicate only with other voices in the same mob and the mob itself.

*Uses the new mobtype for changelings. Lings now have the option to absorb the "memories" of a target. The memories can ghost on their own accord or be forced out by a changeling to prevent spam or verbal abuse. After ghosting the former voice can re-enter the original body (now probably a husk).

*Adds an argument to the ghostize verb to have the ghost refer to a new mind. This was used to have voices be able to enter their own body. - Adds the option for a living mob with voices to talk to them using ":v". (This isn't in the current patch for some reason)]

*changeling powers can now have multiple verbs tied to them
*You now talk to the voices in your head with :p for personality.
*Voices now show up in the player panel. (Note that if you make the voice into a corgi with adminmagic the poor guy will have a corgi stuck inside of him)
*Voices now again count as alive. Changed that for some reason, they should of course not hear deadchat.
Merge remote-tracking branch 'remotes/origin/master' into changeling_voices_squash

Conflicts:
	html/changelog.html
Merge branch 'master' of https://github.com/tgstation/-tg-station into changeling_voices_squash

Conflicts:
	code/game/gamemodes/changeling/changeling_powers.dm
	(just one line that actually was the same)
Merge branch 'master' of https://github.com/tgstation/-tg-station into changeling_voices_squash

Conflicts:
	code/modules/mob/dead/observer/observer.dm
- You now cannot talk to voices in your head directly. Go mad ramblings!
- Fixes two procs that had mob/dead/observer as pathname
- Added a helper proc to create voices.dm
 * Added the recylcer/crusher from ministation.
 * Fixed a typo.
 * Typo typo fix.
- In an effort to decrease the number of unneeded client connections, I've made it so when the round ends, all the clients who are in the lobby get kicked before the restart. This is only effective when rounds end 'organically' (not when restart commands or votes are used, for example). The intention is to prevent people from leaving their computers on and connected indefinitely, because all clients contribute to the total. The assumption is that if you are in the lobby when the round ends, you have not participated in the previous round, meaning you are probably not actually present.
- Also added a button to the player panel, which allows admins to do the same thing. The admin's name is reported to all the kicked clients.
- When clients in the lobby are kicked at round end, only afk clients actually get kicked.
- The admins now have the ability to kick all or just afk clients from the lobby
- When admins use this action, a list of kicked clients is sent to admins and into the log.
- Added a confirmation message to the admin command.
Updated MetaStation.v34B.dmm to MetaStation.v34C.dmm
-Outer maint. door at medbay storage room now general maint access.
-Area corrected at bottom-left central coridoor snack vendor.
-Added some costumes to maintenance.
-Updated atmos rig suit to new sprite.
-Moved telecomms around a bit so no machines are blocked.
-Added two foam grenades each to engineering and atmos.
-Replaced all incorrect holotables.
Updated MetaStation.v34C.dmm to MetaStation.v34D.dmm
-Every job that has local maint. access can now also access the nearest public-hallway maint. door too.
-The Brig to Courtroom Defendent Box tunnel is now brig access.
-Corrected access levels around hydroponics and science maint.
-Fixed access level on all external airlocks from maint. Most were previously incorrectly all-access.
 * Cleaned up chameleon projector code.
 * Added a Del() to the projection which will disrupt the chameleon projector, before being deleted by acid or a drill (killing the person inside).
 * Made chameleon projectors disrupt if moved from the hand, to make it consistent. Currently you could put them in pockets but if you picked them up it would disrupt. Fixing this would involve changing all use of dropped() so instead I made them disrupt when equipped and, due to how dropped() works, when they switch hands. Lowered the disrupt cooldown to make up for this.
 * Fixes the ion law verbs announcing twice or announcing when you didn't want it to.
 * Cleaned up some code with it.
 * Small tweak to the job preference window size.
 * Added a variable to ion storms which sets the chance of the event being announced.
 * Forgot to mention that the last commit Fixes Issue #418
 * Quick typo fix for the beard symptom.
* Properly renamed Soporific to Sleep Toxins, because that is what it is and it confused people who would make their patients sleep because they think it's medicine.
* Removed the actual Soporific because it was unused, non-makable and pretty useless.
Merge pull request #1082 from errorage/2013-08-07_clear_clients_from_lobby_at_round_end

Disconnects clients who have not joined the round before restarting
Merge pull request #1061 from Giacomand/recycler

Added the recycler/crusher from ministation.