Removed the barely implemented sleeping and resting states of silicons (doesn't make sense anyway and probably wasn't intentionally existent). Also cleaned up powersink code to enforce its mode and all variables affected
Fixes talisman items not fully removing selves when used
>Resolves some dna runtimes. - check_dna_integrity() was not being used properly.
>Removed a for(obj/item in world) loop triggered by bloodying items. It now uses a caching system.
>New skin_tones - they are now sprite-based. This is to prepare for expansion of the mutantrace system. Thanks validsalid x
>Removed fat icons from the game - when you are obese you will now just look like a regular human. You will not be immune to being pushed. You will not be immune to choking. You will still overheat and run slower and appear fat upon "examine" verb use.

Modified   code/__HELPERS/mobs.dm
Modified   code/game/atoms.dm
Modified   code/game/dna.dm
Modified   code/game/machinery/computer/hologram.dm
Modified   code/game/objects/items.dm
Modified   code/modules/client/preferences.dm
Modified   code/modules/client/preferences_savefile.dm
Modified   code/modules/flufftext/Hallucination.dm
Modified   code/modules/mob/living/carbon/alien/larva/larva.dm
Modified   code/modules/mob/living/carbon/human/human.dm
Modified   code/modules/mob/living/carbon/human/human_defines.dm
Modified   code/modules/mob/living/carbon/human/life.dm
Modified   code/modules/mob/living/carbon/human/update_icons.dm
Modified   code/modules/mob/living/carbon/monkey/monkey.dm
Modified   code/modules/mob/living/silicon/robot/robot.dm
Modified   code/modules/mob/living/simple_animal/constructs.dm
Modified   code/modules/mob/living/simple_animal/friendly/corgi.dm
Modified   code/modules/mob/living/simple_animal/friendly/farm_animals.dm
Modified   code/modules/mob/new_player/preferences_setup.dm
Modified   icons/effects/genetics.dmi
Modified   icons/mob/human.dmi

Signed-off-by: carnie <elly1989@rocketmail.com>
Two new game_options, SECURITY_HAS_MAINT_ACCESS and EVERYONE_HAS_MAINT_ACCESS.
Renamed ASSISTANT_MAINT to ASSISTANTS_HAVE_MAINT_ACCESS.
Changed maint access game_option magic numbers to defines
update_icons.dm changes for humans. This ties in with the dna changes and the changes to skin_tone and hair colours
>update_mutantrace() is no more, it is now part of update_body()
>Moved a lot of stuff into update_base_icon_state(), this will allow making mutantraces modular.
Almost all icon operations are now removed from human overlays (obviously some are still required for recolouring hair and eyes). Any remaining dynamically generated overlay icons are applied individually. This will allow byond to cache them better. This will also eliminate the bug where humans are initially invisible/unclickable when you first encounter them (due to network latency where the icons are being downloaded).
>UpdateDamageIcons() renamed to update_damage_overlays(), so it has the same sort of name as the other procs
>update_icons=true or false arguments removed from human overaly-update procs, no longer required. (i.e. the update_body() update_inv_whatever etc procs do not call update_icons() - see documentation for details)
>mutantrace icon_states moved into human.dmi
>skeletons are now a mutantrace, not a mutation.
>update_icons system should now be even more efficient (thanks partly to aranclanos)
>documentation rewritten
>copypasted code moved into helper procs - super tidy code :3

Other:
>Removed compile error where the core code was reliant on compiling away mission code. >:[
>s_tone renamed to skin_tone

Modified   code/modules/mob/living/carbon/human/update_icons.dm
Modified   code/__DEFINES.dm
Modified   code/datums/datumvars.dm
Modified   code/datums/limbs.dm
Modified   code/game/dna.dm
Modified   code/game/gamemodes/changeling/changeling_powers.dm
Modified   code/game/gamemodes/cult/cult_items.dm
Modified   code/game/gamemodes/cult/runes.dm
Modified   code/game/machinery/doors/airlock.dm
Modified   code/game/machinery/portable_turret.dm
Modified   code/game/machinery/teleporter.dm
Modified   code/game/mecha/combat/combat.dm
Modified   code/game/objects/items.dm
Modified   code/game/objects/items/stacks/medical.dm
Modified   code/game/objects/items/stacks/sheets/glass.dm
Modified   code/game/objects/items/weapons/storage/bible.dm
Modified   code/modules/assembly/mousetrap.dm
Modified   code/modules/hydroponics/hydroitemcode.dm
Modified   code/modules/mob/living/carbon/carbon.dm
Modified   code/modules/mob/living/carbon/human/death.dm
Modified   code/modules/mob/living/carbon/human/human.dm
Modified   code/modules/mob/living/carbon/human/human_damage.dm
Modified   code/modules/mob/living/carbon/human/human_defines.dm
Modified   code/modules/mob/living/living.dm
Modified   code/modules/mob/living/simple_animal/friendly/slime.dm
Modified   code/modules/mob/mob_grab.dm
Modified   code/modules/power/lighting.dm
Modified   code/modules/reagents/Chemistry-Reagents.dm
Modified   code/unused/_debug.dm
Modified   icons/effects/genetics.dmi
Modified   icons/mob/human.dmi
Modified   maps/RandomZLevels/wildwest.dm
Modified   tgstation.dme

Signed-off-by: carnie <elly1989@rocketmail.com>
*Resolves an issue where the gender block was being misread, resulting in gender changes.
*Resolves a potential issue with hardsetting dna, where dna could potentially be created for carbon-based mobs that do not currently support it
*updateappearance(mob) now works for any carbon mob (i.e. monkeys)
*all dna setup procs like hardset_dna check_dna_integrity and ready_dna, return the dna in question (or null/0 on failure) (as per Giacom's request)

Modified   code/game/dna.dm
Modified   code/game/gamemodes/changeling/changeling_powers.dm

Signed-off-by: carnie <elly1989@rocketmail.com>
Removed Roboticist from engineering_positions
Used in assigning department-wide jobbans
*Fix for syringes
*Fix for one icon_state being the wrong shade (apparently)
Changes the way telecomms identifies the job of the sender of a radio message. It now references the crew manifest with the name of the sender for their job, instead of looking at whatever ID they are holding for their job.
Better Mop and Cart love

Slight tweak to the behavior of attacking the janicart with a mop.
Changed it so that it stores the mop when it is soaked (or the bucket is empty), as I'm sure most players would prefer their mop to always be fully soaked when they remove it from the cart.

Also changed the examine text from 'water' to 'liquid' as it was misleading. It can actually be filled with any reagent, even welder fuel...or acid... or blood... or dr.gibb...space lube... you get the picture.
changed wetness check from constant to variable reference
revert out lazybots commit
Cyborg Budget Cuts

-Cyborg RCD cost increased from unit*30 to unit*160
With a standard 15k power cell, you can still build:
93 floors
31 walls
18 deconstructions
9 airlock operations
-Reduced cyborg health from 300 to 200
-Cyborgs with less than 100 health can not use any modules, but can still move, speak, and wirelessly interact with machines
-Engineering cyborgs can now use metal rods
-Updated changelog
Merge branch 'master' of https://github.com/tgstation/-tg-station into borgnerf

Conflicts:
	html/changelog.html
Wholesale A-star replacement

I wish I'd just been able to update the original version, but something
kept going wrong.

This version creates paths of identical lengths (not necessarily the
same paths!) while evaluating, on average, only 35% of the tiles that
the original algorithm would. Seems like a decent improvement.

Also fixes some grammar in the mulebot file.
Merge branch 'master' of https://github.com/tgstation/-tg-station into borgnerf
Replaced borg crit state with a gradual breakdown of its functions.
Moved the self check after the health check for welding tools
Merge branch 'master' of https://github.com/tgstation/-tg-station into borgnerf
Merge branch 'master' of https://github.com/tgstation/-tg-station into borgnerf