* Double Agent gamemode. Double agents are given a target to kill, which will be another double agent. All double agents are hunting and being hunted by another double agent.
 * Updated required players, enemies and restricted jobs.
DNA scanner pods now open and close like crates. This has fixed the following:
*Resolves #252 - Contents of dna scanners will be ex_acted properly.
*Resolves #125 - Mobs chestbursting in the scanner pod will no longer cause issues with entering/exiting the pod. The larva will be able to slither out (assuming it isn't locked), upon which the icon_state will update. Or it may be opened externally in a similar fashion.
*Items are no longer lost inside scanner pods when a mob is inside the pod with items and it mutates into a monkey or something.
*There are no longer any restrictions on having inorganic items on mobs being scanned.

Special thanks to Cheridan for the sprite-changes.

Modified   code/game/dna.dm
Modified   icons/obj/Cryogenic2.dmi
Adds a new assembly, the voice analyzer!
It can record an activation message, and when it hears that message thereafter, it will send a pulse.
Changelog entry.
Map updated as per Tenebrosity's request - tables moved in genetics.

Modified   html/changelog.html
Modified   maps/tgstation.2.1.2.dmm
Resolves #140 - doors/shutters now toggle based on the current state of the first door/shutter located in the loop.
This means you shouldn't have to press the button multiple times to open medbay doors (unless only one door is open and the other closed)
These changes also mean that blast-shutters no longer get out of sync with eachother. For instance, in rare cases one of the security lockdown shutters would be in the opposite open/close state to the others, rendering them totally useless.
Fixes maps to work with door_control changes

Modified   code/game/machinery/door_control.dm
Modified   maps/MetaStation v27G-II.dmm
Modified   maps/tgstation.2.1.2.dmm
Removed /obj/effect/begin and /obj/effect/laser. Both were unused.
Updated chem grenades. They use assembly holders instead of snowflake code for each assembly.
The build process is much the same, except they require an igniter-X assembly instead of a single assembly item. You can also just use a cable coil to get regular grenade behaviour.

Updated the changelog.
Removed var/special_assembly from assembly_holder as it was unused.
Updated singletank bombs to pass hear_talk to their assembly.
Merge branch 'master' of github.com:tgstation/-tg-station into assemblyfun

Conflicts:
	code/game/objects/items/weapons/grenades/chem_grenade.dm
	html/changelog.html
Tape recorders update!
New sprites by Cheridan.
Tape recorders now use tapes.
Tape recorders can no longer be emagged (probably temporary)
Tape recorders can no longer print transcripts (may be replaced)
Added wires to the taperecorder for playing and recording.
Fixed some minor taperecorder issues.
Updated the autolathe to make empty taperecorders, and tapes.
Adds checks for the wires being intact to tape recorders, and readds the print transcript function.
Added grenade disassembly. Use wirecutters to unlock it, and a wrench to remove the contents.
Merge branch 'master' of github.com:tgstation/-tg-station into assemblyfun

Conflicts:
	html/changelog.html
Merge branch 'master' of https://github.com/tgstation/-tg-station into Improved_eyecheck()
Canister Ex_acts

-Gives canisters a unique ex_act. Previously, they defaulted to machinery/ex_act, which just deleted them entirely, including the gaseous contents.
Merge branch 'master' of https://github.com/tgstation/-tg-station
Hide Rune Fix

Allows ghosts, seers, and reveal runes to see hidden runes.  Fixes  Issue #512.
Fixed Consecutive Camera EMP's

Consecutive EMP's on cameras will work normally by checking to ensure the camera hasn't been EMP'd again before fixing it.  Fixes Issue #731.