Mecha fixes

Prevents mech actions from acting on the user's inventory.  Fixes #1487.
(Almost) fully prevents inventory use from within a mech, to be more consistent.  The internals GUI button still works on the theory that it's emergency equipment.
Mecha HUD hiding

Hides the user's inventory (as per F12) when they enter a mecha, since it is essentially unusable.  Pressing F12 will reveal it, as will exiting the mecha.  If your inventory is hidden before you enter the mech, it will remain hidden when you leave.
More correct fix for #1164 that does not introduce new bugs (oops)
Re-adds the ability for mobs to turn when clicking on a wall object in their square (APC, etc)
Re-adds ghost shift- and alt-clicking, sorry about that.
Merge branch 'master' of https://github.com/tgstation/-tg-station
Merge branch 'master' of https://github.com/tgstation/-tg-station
Evens out space lighting and prevents space fire/party alarms

Adds a dedicated lighting subarea for space turfs, and forces all space turfs to use it.  This evens out irregularities in lighting space turfs ("this empty space is slightly brighter than that empty space") and removes fire and party alarms from space tiles.

For now I have also made space lighting subareas unpowered.  I guess this operates on the theory that the tiles mysteriously teleport power between themselves (along with flashing red lights and party strobes) but it does not work on empty space.
Merge branch 'master' of https://github.com/tgstation/-tg-station
You can now deconstruct cyborgs

	This is a less destructive way to extract the MMI from a cyborg.
	Also, you can no longer use broken flashes for eyes.
Made cyborg deconstruction a bit harder

You now have to lock down the cyborg via a Robotics console, or cutting
the lockdown wire on the cyborg, in order to deconstruct it.
Removes the turf from the air controller when any shuttles moves. They are added back afterwards. This will avoid having walls on the active turf list who runtime to hell.

Basically, it removes all the turfs from both sides (where the shuttle was and where it docks) and then tries to add them back normally.
Cyborgs can now unlock themselves

New verb added that allows Cyborgs to unlock themselves if they are locked.
Cyborgs are not able to lock themselves again, and will need a roboticist or someone else with access to assist them.
Telecrystal Management Consoles

Designed for Nuke Ops, these two consoles work to allow a nuke team to manage their TC. The TC Stations accept any uplink item. Once the uplink is inserted, they can donate their TC to the group's boss console.

The boss console can then take its TC pool and distribute it among the hooked uplink stations.
It gets an amount of bonus TC based on the round population, allowing nuke op equipment to scale with the increased threat of a fully-manned station.
(and hopefully make gearing up a better experience overall, with no more "WHO'S GOT THE RADIO?!")
Merge branch 'master' of https://github.com/tgstation/-tg-station
Fixes the transformer being jammed from too many items in the entrance.
Fixes the transformer borging more than one person at a time.
Cyborg construction now stores endoskeleton for deconstruction to use

When you construct a cyborg now, the endoskeleton is stored in the mob, where before it was deleted.
Cyborg deconstruction now checks if there is a stored endoskeleton. If there is, it deconstructs it. If there isn't, it spawns new parts like before.
Also, there is now a burn_out proc for flashes, since the feature was previously copypasta.
Improved word attainment for Cult

mind.dm - Added a known words list to the mind datum

cult.dm
-**REDUCED RECOMMENDED_ENEMIES BACK DOWN TO 3** - this was one of those band aide fixes we tried ages ago, I really don't feel cult needs more than 3 starting cultists now. Power of three and all that.
-Cultists get a message when grant_runeword gives them the last rune word
-Remove_cultist nullifies the new cult_words mind list on deconversion (Coming Soon™)

runes.dm
-Convert will now try up to three times to give the converter a new word (in testing this seems plenty to get most of the words)
-Sacrifice is now guarenteed to give a new word if the normal checks are passed for a word to be given
-Sacrificing the sacrifice target will reward the sacrificer with up to three words, previously they got fuck all.
-Upped the probablity for words to be given
--Live humans will always give a word
--Dead humans has been increased from 40 to 60
--Monkeys have been increased from 20 to 30
Merge branch 'master' of https://github.com/tgstation/-tg-station into cultbugs
Removed a colon from APC code on a really weird case of MALF AI YAY THAT SHIT

anyways it won't runtime anymore
Fixed #1628 Rudimentary transforms FROM borgs now work properly.
Fixes code based on MrPerson's feedback; minor tweaks to formatting and fingerprinting