Add captain's rank badge from his tunic
Added some highlights to the shoulder pads
Merge pull request #435 from errorage/master

Library table update.
 -Makes the Energetic Flux event admin trigger-able via the secrets panel.
changelog.html
Merge pull request #428 from Petethegoat/misc_changes

Sprite update and minor fix
COIN UPDATE

-Removes the unused/dumb access stuff from space cash.
-Fixes a bug where dice would vanish if you used a hand labeller on them.
-Moves space cash/coins/mint sprites into their own file, economy.dmi. Moves mineral sheets into mining.dmi.
-Coins are flippable! Features unique flipping sprites and sound effects, and two-headed coins.

-Oh and better sprites for wooden closets too.
Removes equip_e - Fixes #423

This updates everything that used equip_e, particularly the strip panel, but also DNA injectors and CPR.

Removed unused mob vars:
 var/obj/effect/organstructure/organStructure
 var/other
 var/proc_holder_list[]

Removed unused alien suit and head slots.
 Removed var/obj/item/weapon/card/id/wear_id from monkeys, and updated ed209s to not use :

Renamed HUMAN_STRIP_DELAY to STRIP_DELAY.

Muddled Topics() around so that mobs are now a bit more OO. Also updated quite a few misc inventory procs to various degrees.

Updated monkey and aliens huds a little bit.

Random movement when confused now happens half the time.

Fixed monkey breathmask onmobs.

Added a .unconscious text style, for that nice bold blue text you get when you're unconscious. Only CPR uses it at the moment.

This has been tested fairly extensively, and everything seems to work fine.

-Merged commits ~carnie
Signed-off-by: carnie <elly1989@rocketmail.com>
Modification to Pete's commit.
var/list/type/subtype/L -> var/list/L
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>
Merge pull request #443 from AndroidSFV/Flux2

Energetic Flux event added to secrets panel
Knew I was forgetting something: updated the resting sprites to match the standing
Merge pull request #429 from p440/paperhatfix

Cosmetic Fix: Add extra icon_states to head.dmi
Merge pull request #420 from Ikarrus/mapcleanup

Unsupported Map Cleanup
Moved the getbrain(src) to be used with the h_style code.
Merge branch 'master' of github.com:tgstation/-tg-station into effects
Updated all maps with path changes.
Hahaha remember that time when I commited code that didn't compile??

-Fixes my typo.
Merge branch 'master' of https://github.com/tgstation/-tg-station
Changed stand_icon to face_standing so update_body won't have to be used to clear it.

Used update_hair(0) instead of update_hair()
Added spacing between blocks in the DNA-modifier interface.