Adds a new hair, Curly (yeah not really that curly but still)
Removes a space from preferences.dm.
Mecha fixes

Prevents mech actions from acting on the user's inventory.  Fixes #1487.
(Almost) fully prevents inventory use from within a mech, to be more consistent.  The internals GUI button still works on the theory that it's emergency equipment.
Mecha HUD hiding

Hides the user's inventory (as per F12) when they enter a mecha, since it is essentially unusable.  Pressing F12 will reveal it, as will exiting the mecha.  If your inventory is hidden before you enter the mech, it will remain hidden when you leave.
More correct fix for #1164 that does not introduce new bugs (oops)
Re-adds the ability for mobs to turn when clicking on a wall object in their square (APC, etc)
Re-adds ghost shift- and alt-clicking, sorry about that.
Fixes period in captain's bedsheet name and a graphical error with clown's bedsheet.
Adds roman armour set and shield

Made by troots.
Evens out space lighting and prevents space fire/party alarms

Adds a dedicated lighting subarea for space turfs, and forces all space turfs to use it.  This evens out irregularities in lighting space turfs ("this empty space is slightly brighter than that empty space") and removes fire and party alarms from space tiles.

For now I have also made space lighting subareas unpowered.  I guess this operates on the theory that the tiles mysteriously teleport power between themselves (along with flashing red lights and party strobes) but it does not work on empty space.
Fix for runtimes and an issue with flag conflicts.

Signed-off-by: Mloc <colmohici@gmail.com>
-the number of active turfs on the status tab will be refreshed and the end of each tick and when the air controller setup finishes.
-mining rooms will be generated before the air controller is created
-changed the total of moles of the NO2 turfs from 2000 to 6000 to compensate the replacement of the canister that spawns like 36000 moles on top of it for a normal canister. I'm talking about the NO2 canister inside of the chamber in atmos. (I will replace the canister in another pull request)
Fixes #250
You can now deconstruct cyborgs

	This is a less destructive way to extract the MMI from a cyborg.
	Also, you can no longer use broken flashes for eyes.
Made cyborg deconstruction a bit harder

You now have to lock down the cyborg via a Robotics console, or cutting
the lockdown wire on the cyborg, in order to deconstruct it.
Removes the turf from the air controller when any shuttles moves. They are added back afterwards. This will avoid having walls on the active turf list who runtime to hell.

Basically, it removes all the turfs from both sides (where the shuttle was and where it docks) and then tries to add them back normally.
Fixes a runtime when a song tries to keep playing when the instrument was deleted
Cyborgs can now unlock themselves

New verb added that allows Cyborgs to unlock themselves if they are locked.
Cyborgs are not able to lock themselves again, and will need a roboticist or someone else with access to assist them.
Fixes a really weird runtime generated by a floorbot.

Floorbot code is awful guys
[MAP]Misc Map Area Layer Fixes

-Adds a maint door I missed to the proper maint area nearby so emergency access function can work
-Fixes sec checkpoint APC not actually being in the checkpoint area layer
Telecrystal Management Consoles

Designed for Nuke Ops, these two consoles work to allow a nuke team to manage their TC. The TC Stations accept any uplink item. Once the uplink is inserted, they can donate their TC to the group's boss console.

The boss console can then take its TC pool and distribute it among the hooked uplink stations.
It gets an amount of bonus TC based on the round population, allowing nuke op equipment to scale with the increased threat of a fully-manned station.
(and hopefully make gearing up a better experience overall, with no more "WHO'S GOT THE RADIO?!")
Fixes the transformer being jammed from too many items in the entrance.
Fixes the transformer borging more than one person at a time.