making a generic version of the AI's visibility code so that it can be reused by the Cult Spirits
* fixing the visibility update loop through the dictionary
* moving the standard turf and object update triggers to the visibility_network update_triggers.dm file
Merge branch 'master' of https://github.com/Baystation12/Baystation12 into dev
- major update to all systems
- creating the mask entity
- modifying the code for cult icons
- updating the camera net
- adding visibility network updates to all mobs
- unifying the culting and deculting process
- adding "Make Mask" function to Player Panel
- removing unnecessary planning document
Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into dev
Bugfix(2126) Traitors still have loyalty implants, admins should be able to remove/disable implants

Added a proc is_loyalty_implanted() that returns 1 if so, and 0 if not.

Added the ability to remove and add loyalty implants from the traitor panel.

Changed the checks on antags to not care if they are section heads, but to instead check for a loyalty implant.

Fixed a minor bug where traitorborgs made through traitor panel was not adding law 0

Adding a loyalty implant to an antagonist through traitor panel will also remove them from being an antag.
Fixes #3661
Bugfix:  is_loyalty_implanted() now checks to make sure the implant is actually implanted and now in your hand.

implant adding via the traitor panel will also update it's location to be in the players head for autopsy as well as is_loyalty_implanted() reasons.

Thanks Chinsky / alex-gh for the heads up on this.
Bugfix:  Atmospherics technicians will now have external_airlock access

We gave them suits, we never gave them access.

Cleared this already with Raven
- lots of debugging
- modifying how runes are called to use reflection
- adding highlander code to make sure that there can only be one mask
- adding Spread Shadows spell
- adding cult admin investigation log
- adding mask icon
Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into dev

Conflicts:
	baystation12.int
Merge branch 'master' of https://github.com/Baystation12/Baystation12
Clamps pill numbers between 1 and 20.
Fixes #3962
Removing world spam and viewport adding using the equipcultists proc.
- making sure to add the viewpoint properly to roundstart cultists.
- there are way too many ways to make someone a cultist...
Fixes #3966
Fixes #3967
Fixes #3927