Males are cloned with a full beard.
-Replaces the holodeck boxing ring that no longer works with a dodgeball arena. Adds dodgeball sprites and defines.
-Fixes the crew monitoring console disappearing when damaged (meant to do this before but the change didn't go through somehow)
-Readds the space piano, removes the useless /device subtype from its path.

-Makes tables use a less hardcoded method to determine iconstate.
Merge branch 'master' of https://github.com/tgstation/-tg-station into Master
-Adds the dodgeball sound effect.
-Adds a two-headed coin to maintenance.
-Adds the RD's plant to his office.
-Adds lightswitch to hydroponics back room.
Merge branch 'master' of https://github.com/tgstation/-tg-station into Master

Conflicts:
	maps/tgstation.2.1.2.dmm
-Updating my map. Used the tool thing. It's pretty neat. I think I did it right??
Cargo manifests from CentComm may contain errors.  Stamp them DENIED for refunds.  Doesn't apply to secure or large crates.  Feedback shows up in the orders console, including amount of plasma and crates shipped.  Each entry is preceded by color-coded point value.
Possible errors:
Incorrect station name
Incorrect number of packages in shipment
Items missing from the crate
Changed the health check for crit in life.dm for humans, monkeys, and aliens from < 0 to <= 0.

Fixes that weird issue where people can take 5 laser hits to the face and still run around at 0 health until someone sneezes on them or they stub their toe.
fixed the changelog... could've sworn I pressed reload
removed changelog.html

Well I thought it was game changing :(
Removing the crate-cost from the refund value now uses points_per_crate instead of being hardcoded to 5.
Fixes the bug where clown stamps were usable by anyone, they just didn't affect the sprite.
Also made the stamp check for clumsiness instead of mind.assigned_role.
Acid Damage Fix

Redid a portion of how acid damage is applied. People were not being disfigured when sprayed, and contact with acid for some reason had a 15% chance to do ridiculous damage (~30 per spray puff), otherwise it did very little (~6). It should be more consistent now around the ~12 range per spray puff.

Glasses melt too, now.
Updated object melt probability I overlooked.
Changed all crit checks from static zeros to config.health_threshold_crit
Merge branch 'master' of https://github.com/tgstation/-tg-station into ManifestsPlease
Mech fabricator fix
Mech fabs were looking in their lighting sub-area to connect to equipment in their logical area; if the mech fab and the R&D computer were at different lighting levels, they would cease to be in the same area, making them fail to connect.  This adds a global helper proc to return the contents of a logical area rather than the lighting sub-area.
Makes failing to connect to an R&D computer a recoverable error.
Merge branch 'master' of https://github.com/tgstation/-tg-station into Master
Increased sacid meltprob from 5 to 10
Added a box of prisoner ID cards to the perma wing

Aside from further dehumanizing criminal scum this also serves as a way of correcting the annoying behavior of suit sensors and crew monitoring computers, and chemical implants: if someone isn't wearing an ID card (which prisoners will likely have taken from them) they show up as an Unknown.

Also included a sec hud icon for the prisoner 'job'