Adds WJohnston's rainbow esword and dual-esword sprites.  Also corrected a few bugs involving esword sprites, mainly involving the player sprite not updating when they construct dual-eswords.  It turns out that player-sprite updating is magnets, so the eventual solution was for the player to drop both swords before they're deleted.  Since dual-eswords were already created on the ground, this changes very little.
A dual-esword inherits the emagged state of the esword being attack_by'd.
WJohnston updated the sprites with a 50% longer timing.
Finally finished adding double-toy-swords, emagged double-toy-swords, and improved some of the earlier fixes.  Swords no longer have to be turned off before emagging, the player-sprite overlay will update correctly now.
Merge branch 'master' of https://github.com/tgstation/-tg-station into RainbowSwords
Uniforms now fit differently on women than men. These changes are made to reflect the differences between the male and female character sprites. This pull exists mainly to delineate women and men more clearly since I've seen a lot of female crew members getting called dude all the time.

This is accomplished by a special uniform, "female", that removes the few pixels that don't exist on the female sprite but do on the male sprite (on which all clothing is modeled). The net effect is subtle, but effective. Women actually look like women now, as opposed to dudes with a near imperceptible blush.

Besides "female" there are no new sprites in this pull, all "female versions" are generated by taking the default outfit and removing those pixels. These pixels don't reveal skin, they're literally just covering void.

To keep certain unique outfits from looking weird with this, a blacklist var for the effect has been created in "fitted", which tracks if an outfit looks like a standard jumpsuit and defaults to 1.

This effect only changes uniforms. Some exosuits can still hide these details very well through there coverage.

http://i.imgur.com/Kzx6JyT.png
Created female uniforms are now cached for everyone upon creation, so the blending process can only happen once per uniform type.

The blending process itself has been optimized and no longer relies on SwapColor.

In order to avoid image "blinking" upon laying down/standing up for the first time upon initial icon creation the uniform layers will momentarily be swapped. This swapping allows both blended sprites to be momentarily "seen" (which allows the blend proc to generate them) removing the blink effect. The swap occurs as quickly as possible, and should never actually appear swapped on the client screen. This effect is only required by and used for initial icon creation, and is not used for the loading of cached blended icons, which makes up the bulk of uniform operations.
Forgot to update the female outfit in uniform.dmi with the rest of the pull. Should work now!
Fixes #1357

Returns select turfs with direction values not supported by their icons to default (SOUTH)
Updated Rampant Brand Intelligence. The type of origin machine is now announced, and if every vending machine is infected before the origin is stopped, then all infected machines will either rise up, or blow up, with a 60% of the former.
Changes radiation storms to have a 10-20 tick delay, to give people time to shelter in maintenance, which now protects you from radiation!
Changes the wormholes event to place all wormholes on the station, rather than across the entire z-level.
You can now click on a wormhole to jump through it (to aid people stuck in grilles with wormholes adjacent).
Typo fix for a comment in event.dm.
- Added a "Show Crew Monitoring Console" Verb to the AI Commands section of the AI's verbs.
Added some lines that accidentally'd when I used the file.
Ported the Clogged Vents event from Sayustation.
Adds a silent parameter to /datum/effect/effect/system/chem_smoke_spread/set_up(), which disables admin notification.
Ports the False Alarm event from Sayustation.
Aesthetic changes to the code to help unmuddy update_icons.dm a bit:
female_uniform_icons is now defined in global_lists.dm
A generate_uniform proc has been made in clothing.dm to handle icon generation
Request consoles print slips when a request comes in.
Finishes and enables "Extreme Priority" alerts through hacking, which cause the slip to be (harmlessly) launched at a nearby target.
Most recent messages are now at the top, so much less scrolling necessary.
Centralizes the request console's icon_state code.
Also adds me to the admins.txt because I'm tired of stashing changes to it.
Only standing icons will have female outfits now, both to avoid one time nudity blinking on laying and because clothes don't pull the same way laying down (yeah lets go with that)
- Anti-Copypasta update. You can also now type "crew" to get to the menu quickly.