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!
Cult.dm updated for tome rework

No longer give 2 words per cultist at round start, back to original 1 word per.
Runes.dm updated for tome rework.

Convert now gives a guaranteed rune word to the cultist that converts.
Tome rework.

Tomes reworked for user friendliness! A fairly large change to cult.

Tomes no longer make you choose from a list of words three times to form a rune.

Tomes now use the "notes" section to decide whether you can scribe a rune or not, once you've translated the appropriate words into english, the usable runes will be in the list when you choose scribe rune, it will scribe the appropriate word that you translated. I.E. If "Ire" was translated to "join", the first word will be "ire".

This removes researching words. Though, it's still possible to do by changing words in your notes, it's slower, and using an incorrect rune now does overall damage 75 to the user, so "testing" the runes you make with incorrect words will potentially kill the user. Hopefuly this will keep people from actually trying to research.

On top of removing research (Which people found annoying and or too easy.), converting people now gives you a word, so this hopefully makes cult rounds more involved for all sides, because cultists need to convert a couple people before they can start using their full arsenal of runes, instead of fucking off into space for 20 minutes before anything happens. As well, choosing a rune from a list means you no longer need to memorize word combinations, and you can't mess up by clicking the wrong second/third word by accident.
Update mind.dm
Icon fix
Extra charges can now be used to reduce the cool down of a wizard's spells. This effect can stack to different levels depending on the spell.
Update cult.dm

So Malkevin stops whining like an entitled 4 year old.
Reworked the equation so that you gain a constant cooldown reduction per rank
Additionally all spells can now use all 5 spell points now (though the functionality to have spells that don't follow this rule is still there).
The new variable "cooldown_min" defines (in deciseconds) what the cooldown should be if all 5 spell points are used on it.
For example if you had a 100 charge_max and a 60 cooldown_min, every rank used on that spell would reduce charge_max by 10
Specifics of how the cooldown is affected for each spell has been commented in
Gingerly nerfs the cooldown reduction on flesh to stone and magic missile
Merge branch 'master' of https://github.com/tgstation/-tg-station into AIphotography
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.
Cleans up computer code severely. fixes issue #1004. Aliens and Monkeys can now smash computers. However, this only applies to computers with buildable circuit boards. Computers without boards are now impervious to attack and deconstruction(can't steal atmos computers or slash up the escape shuttle computer).

Hologram computer has been moved to unused. It has some interesting ideas, but it needs sprites and fix up.