* 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
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
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
Hulks punching tables now break into table parts, not rack parts. Fixes issue #640
Merge pull request #754 from MrPerson/tablefix

Hulks punching tables now break into table parts, not rack parts. Fixes ...
Merge branch 'master' of https://github.com/tgstation/-tg-station into GameJam_DoubleAgents
 * Added double agents to config. It can now be picked by secrets/random.
Optimizations in insignificant procs (less than 2% of total self time each (according to the june 7 profile), and the changes probably don't have a huge impact on them.

/turf/simulated/proc/update_air_properties()
 - Changed border lists to use |= rather than -= then +=.

/datum/camerachunk/New()
 - Uses block() rather than range() and a coordinate check

Comment (copied to two places) outlining a potential optimization. (potential as in "needs to be tested whether it actually makes things faster")
Merge pull request #763 from Uristqwerty/master

Small optimizations in air and camera visibility init