- Changelings no longer receive the absorb objective. The objective was broken because of the interaction between extract DNA and hivemind.
- New objective 'Escape with identity' requires the changeling to have the DNA and ID of their target when escaping
- Hallucination and transformation stings and engorged glands now require 3 absorptions.
- Can't purchase abilities you can't use. Cleans up the evolution menu.
- Extract DNA sting costs 1 point and doesn't count towards absorptions.
- Increased chemical recharge rate from 0.5 to 2. Engorged glands increase recharge rate by 1.
- You can absorb people even if you have their DNA already
Reverts some of the changes in the previous commit.
Fixes the escape with identity objective by adding a list of protected dna.
Merge remote-tracking branch 'upstream/master' into removeAbsorbObjective
- Fixes losing hivemind on respec
- Can only respec when human, can't get stuck in lesser form
- Ticks transit construction
- It compiles
Reverts the glands requiring absorptions.
Chemical recharge rate back to normal.
Fixes whisper formatting hopefully maybe. Fixed #5140
Also does a bunch of other stuff.
* Completed the _strip_html_properly_ proc to also limit the length of the text
* Removed uses of _strip_html_simple_
* Replaced input or redondant trimming/text_copying with the new unified _stripped_input_
Cuts /disease variables from 28 to 23 (includes new ones)
a disease may now have more than one spread type
added "infectivity" variable which replaces a prob(65), defaults to 65
affected_species is now viable_mobtypes, and lists typepaths, this is due to us actually having a species system now so it's confusing
adds defines for a bunch of stuff
Merge branch 'master' of https://github.com/tgstation/-tg-station into DiseaseRework

Conflicts:
	code/game/machinery/bots/medbot.dm
Merge remote-tracking branch 'upstream/master' into removeAbsorbObjective
Conflicts solving
Some tweaks
And a silent conflict to boot...
fixes defibs reviving and noclone check
fixes basically everything wrong with defibs right now
Changes the defibrillator to use HEALTH_THRESHOLD_DEAD as the max damage it heals
Changes succumb to apply exactly the required amount of oxyloss to die, instead of a hard-coded 200
Merge pull request #2 from JJRcop/defibfun

Defib changes/succumb changes
Fixes typos in message and icon. Fixes the ability to beat up a pAI. Adds a cooldown to attack_animal on mechs.
moved attack_slime to carbon/alien to handle both larva and humanoid, with a little override in larva and humanoid.
Created proc/grabbedby in mob/living/living_defense.dm to handle all grab stuff in the attack_hand's and attack_alien's.
Fixed typos in messages.
one attack_larva gets a return attack_alien for its harm part.
Fixing larva attack on larva, couldn't help a fellow larva.
moving humanoid/attack_larva to alien/attack_larva() to handle both humanoid and larva being attacked by larva.
Fix a bug with attack_slime where you could glomp a dead humanoid indefinitely.