Improved a sanity check in the Bump proc of several mobs to fix issue 113 (formerly 1130) from Nov 2012: bumpable mobs can be bumped into a wall if a closet (including bodybags) is closed over them while pushing.  https://github.com/tgstation/-tg-station/issues/113
Resolves #283

DNA modification uses normally distributed random numbers. Radiation strength dictates the standard deviation of the change in the hex character which is hit (higher output means greater chance for a large change) . Similarly, radiation duration dictates how likely we are to hit the hex-character we clicked on (longer duration means more likely to hit). Irradiation is strength*duration. All balancing is done via multiplier defines so you can rebalance it easily.

DNA blocks and structuring all use defines. Making modification/expansion easier. I'll likely expand this into a datum-based system to allow more interesting features, reduce code further and allow admins to interact with the way dna strings behave.

DNA strings can be spliced together using merge_text().
 e.g. string 1: "Hello World"
 string 2: "Seeya______"
 result: "Seeya World"
 This isn't used except for admin-spawnable SE injectors at the moment.

r_hair, g_hair, b_hair, r_facial, g_facial, b_facial, r_eyes, g_eyes, b_eyes were removed and made into 3 short hex-colors.

Skin tones now support colours other than shades of brown. I've had to restrict it heavily until other stuff is done. Skin tones include Albino Caucasian, Oriental, Mediterranean, etc.

Data disks and DNA injectors were reworked to use associative lists so transferring data is just a matter of doing list.Copy()

var/dna is now defined at /mob/living/carbon level. Only monkeys and humans may have dna currently. Support is there for all carbon-based lifeforms to have dna.

DNA modifier console has almost all controls on one screen.

UIs and UEs can be injected separately (appearance and name, respectively)

dna helper procs like ready_dna() and such were changed to make them more versatile. There is now a hardset_dna() proc as an alternative to ready_dna which can initialize dna with properties passed into it or update an existing dna string (useful for cloning and antag spawning)

Every block of SEs are in randomised positions.

Disabled automatic logging of world.log, as it produced undesirable behaviour.

Mr Muggles and God Emperor of Mankind disks removed.

Floor() removed. (it was completely uneccesary, that is what round() is).

Fixed spelling mistakes in modularchangling.dm (thanks tenebrosity)

Tanning removed from beaches (again)

Experimental: monkeys and humans do not have dna until first attempt to read dna (using check_dna_integrity(mob))
This is mainly due to the way everything is hardcoded into New().

Changelog.html updated
Signed-off-by: carnie <elly1989@rocketmail.com>
Added spacing between blocks in the DNA-modifier interface.
Merge pull request #1 from tgstation/master

Updating my fork
Syringe log

Adds syringes to attack logs. No immediate notices because OH MY GOD
SPAM, but more useful than a subverted AI for investigating medical
grief.
Fixes for admin-spawned dnainjectors: repeat_string has been simplified (it wasn't making NULLED_SE and NULLED_UI to the correct size).
Fix for Overpowered mutations (HULK and TELE) not manifesting. A typo was the cause.
Admin-spawnable injectors always succeed. This code already existed (I believe this is how they used to function), but it did not work as the argument was not passed correctly. This also removed snowflake code for the darkbundle telemut injector.

Thanks to Giacom, wouldn't have found these without him.
Merge branch 'master' of https://github.com/AndroidSFV/UMcS
Adds the RD's reactive armor to possible steal objectives.
Reactive armor now spawns in the RD's locker.
Replaced some tables with racks in the RD's office.
Merge branch 'master' of https://github.com/AndroidSFV/UMcS
Slimmed down the default backpack to make assistants look slightly less like a hunchback
Merge branch 'master' of https://github.com/AndroidSFV/UMcS
Merge branch 'master' of https://github.com/tgstation/-tg-station into hunchback
changelog.html
This commit fixes some issues I made while merging. Mainly that parts of the permabrig were considered to be space. That'll teach me to see only selectable areas...

ALSO, this adapts the BS12 police tape code for our server, and I made new icons for the actual taperoll item, because the old ones were shit. Police taperolls were added to sec lockers in security, (not the posts), and engi tape was added to crates inside atmos and engineering. Copying and pasting my explanation from the thread:

It includes both police and engineering tape, (Brig access is needed to pass through police tape, and engineering or atmos access is needed for engi tape) with new icons I made, because the old ones were shit. Tape works like this:

-Click on tape in hand and walk vertical or horizontal.
-When you've reached where you want to go, click it again.

-Police tape has a special feature, in which you can click on doors to tape them up.

-To break tape, click on it with an empty hand.

-To break tape if you have the proper ID, click it without help intent on, clicking it with help intent will raise it and allow people without the proper ID to pass through.
and here's the left side!
More grind-able sheets

Metal sheets can now to ground down for iron
Glass sheets can be ground down for silicon
Wood sheets can be ground down for carbon
Recyclable floor tiles

Adds the code to weld floor tiles together to make sheets, just like rods except it takes 4 tiles instead of 2 rods.
changelog.html
Added Plasteel (iron + plasma) and Reinforced Glass (iron + silicon)
Merge branch 'master' of github.com:tgstation/-tg-station into pr/447