Merge branch 'master' of https://github.com/tgstation/-tg-station
Merge branch 'master' of https://github.com/tgstation/-tg-station
Merge branch 'master' of https://github.com/tgstation/-tg-station
Merge branch 'master' of https://github.com/tgstation/-tg-station
Merge branch 'master' of https://github.com/tgstation/-tg-station
Merge branch 'master' of https://github.com/tgstation/-tg-station
Replaced most reagent initialisations with the helper proc create_reagents().
Merge branch 'master' of https://github.com/tgstation/-tg-station
Removes /obj/effect/projection and /obj/effect/shut_controller. Amends the name of /obj/structure/showcase to be lowercase.
Moves /obj/effect/decal/mecha_wreckage to /obj/structure/mecha_wreckage. Does not update the map.
Standardises and updates text styling in mecha_wreckage.dm.
Moves /obj/effect/alien to /obj/structure/alien. Does not update the map.
Moves /obj/effect/alien/acid to /obj/effect/acid. Adds a new sprite for acid.
Standardises and updates text styling in code/game/objects/effects/aliens.dm.
Adds luminosity back to weed nodes.
Changed machine frame to automatically generated required component description and to update the amounts as components are added.
Debraining humans visually change their appearance.

https://dl.dropboxusercontent.com/u/831776/debrain1.png
https://dl.dropboxusercontent.com/u/831776/debrain2.png
Placing a brain back into a human calls update_hair(). They will look bald.
A fix for a runtime that would occur if you tried to re-brain a monkey.
Fixed the pinpointer ignoring z-level changes and directing the user to a nonsense location if the disk is on a different z-level
Fixed the robot sight modules, eg mesons not clearing on death.
Fixed cablecoil not updating user mob at all and added a give() proc to more standardly give coils more and cleaned up coil joining
SecHUDs and medHUDs (including pAIs and odyssesus) won't create a fuckload of images per tick and then disposal them, lagging like retards.
Now each human will have a list of HUD images, that will be refreshed if it's required, say, a medic walking near you with a medHUD will refresh both medical images.
The list, called hud_list, uses seven defines for all the images, defined in the __DEFINES.dm

I also added a check for not rounding the health bar if the pacient it's dead, fixing some issues with showing dead people in critical or with possitive health.