Added cooldown for opening job slots for latejoiners.
Cooldown does not affect jobs for which we have previously closed a position (like how it works for closing positions)
Uplink Update:

 * Added datums for uplink items. This allows you to easily add items to the uplink in a maintainable manner.
 * This fixes the href exploit which allowed traitors to spawn any item they wish.
 * Made the uplink interface still show unbuyable items, but grayed out.
 * After unlocking your PDA, it will return to the main menu; this will help stop metagamers.
 * Your password will be trimmed, meaning that entering "213 Alpha " will be correct and won't set it as your ringtone.
 * Replaced all the old uplink code, which is useless now.
 * Changed all the feedback procs to instead use the uplink datum's name. This is important if you are keeping track of stats.
 * Moved the bundle uplink item to the "Badass" category.
 * Removed an unneeded variable.
 * Small update to check that user isn't null and that the spawned item is a /obj/item before trying to put it in the user's hand.
Admin bans
- Adds two new types of bans: admin tempbans and admin permabans. These ban types are in reaction to the rising number of banworthy admin issues. The original intent was to make admins unbannable ingame, so players could not spoof admin computer ids to get admins banned, with the assumption that admin issues will be rare and a big deal when they happen. They have however started becoming ever more common, so some tools are required to allow for admin self-policing.
- Each admin can have a maximum of one active admin ban (temporary or permanent) logged to their name. This is to prevent rogue admins from just banning everyone who could ban them. These bans are also not intended to be 'permanent-permanent'. They are intended to serve as a temporary fix, to get rid of rogue admins until the server host or another admin with rdp access (or +PERMISSIONS if you use DB_Admin) can deal with the rogue admin's removal. Once that is done, a normal permaban or tempban can be applied, and the admin permaban/tempban removed, restoring the banning admin's 1 allowed admin ban.
- Admin bans are considered a big deal, so they also send a message to irc, when they are applied.
- NOTE: Admin bans only check the connecting person's ckey. The risk of computer id spoofing still exists, so it's better not to have them check ips and computer ids. The admin abilities are given based on ckey anyway, so a ckey ban should be enough in most cases.

Other changes to bans
- Added a few variables to the funciton that adds a ban: maxadminbanchec (which is for admin bans and checks how many bans the admin can still apply); announceinirc and blockselfban (which prevents admins from applying the ban type on themselves. Currently applied for permaban, tempban, admin permaban, admin tempban)
- Changed the appearance ban database constant from APPEARANCE_BAN to APPEARANCE_PERMABAN, to make it more compatible with the ban log at http://www.ss13.eu/tgdb/banoverview.php
- Added a missing sanity check to topic.dm for appearance bans
- Renamed appearance bans to identity bans in admin panels (as per Pete's request)
- Added an extra variable to determine the behavior of bans when they are applied. The variable is kickbannedckey. It is used to determine whether the bans, which are handled by db_ban kick the mob or not, if he is connected, that is. Some ban types, such as permaban and tempban, do not use this, as it is handled by legacy ban code.
Removed a comment I should have removed before the previous commit.
- Makes it impossible for admins to varedit the ckey or key value of client objects. This is to prevent admin log spoofing.
Fixed robots having a low charge getting their equipment state and UI out of sync.
Update to latest version of tgstation + resolves a conflict
Merge branch 'adminbans' of https://github.com/errorage/-tg-station
Merge pull request #221 from errorage/adminbans

Adminbans
Shunted AI Tracking

-When an AI shunts into an APC, the pinpointer will begin tracking it. When the AI returns to its core, the pinpointer will go back to locating the nuke disc.
Merge pull request #301 from Cheridan/master

Shunted AI tracking.
Parrot fixes
- Parrots will now reset to wander after being stuck for long enough.

- Attacking a parrot will no longer give the attacker a "you have nothing to drop" message, that was a typical 'usr' error, woops.

- Fixed some typos in the comments.. What? That's totally commit log material!
changelog update for ai tracking change, fixed typo

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
Merge pull request #223 from Tastyfish/master

Fixed the inventory UI glitch for borgs on low power
 * Fixes diseases using the data of the same reference, meaning disease data won't overwrite everything.
 * Created a new reagent proc called on_new(). It will be called after a disease is created in add_reagent().
 * Made vaccines copy the data they use, instead of referencing it.
Merge pull request #305 from Giacomand/ViroFix

Disease Fix
Merge pull request #303 from caelaislinn/master

Changelog update for AI tracking change