possible fix
fixed broken commits
Adds new undershirts, jeans and pants by WalterJe

Adds the undershirts by JStheguy

Ports some pants by JStheguy from NTstation

Ports the clothes vending machine from NTstation

Adds the clothesmate restock icon by WJohnston
Merge remote-tracking branch 'upstream/master' into fashionandfashionaccesories

Conflicts:
	_maps/map_files/tgstation.2.1.3.dmm
Merge branch 'master' of https://github.com/tgstation/-tg-station into fashionandfashionaccesories

Conflicts:
	code/game/objects/structures/crates_lockers/closets/wardrobe.dm
Changes the hunger system in various ways. New hunger hud icons. Food w/o sugar can be loaded in snack vending machines by anyone. Adding two new var for mobs "satiety" and "metabolism efficiency". Rearranging datum/reagents, all "good" medical reagents are under datum/reagent/medicine/ and all food&drink reagents are under datum/reagent/consumable. Adding a pizza crate to cargo orders. Growns and cooked food are given vitamins while junk food are all given sugar. Removed some unnecessary code in Chemistry-Reagents.dm .
high satiety+fed = higher metabolism_efficiency, lower if starving. Sugar digested drains satiety and vitamin raises satiety. Negative satiety means faster nutrition drop. Positive high satiety means lower chance to spread viruses. metabolism efficiency affect metabolization speed of healing and damaging reagents and the efficiency of bodytemp stabilization via calory use.
FRAG-12 + admins.txt

+ FRAG-12 shotgun shells, created from the unloaded technological
shotshell
+ Adding myself to admins.txt
Movin' house

Moved /obj/item/projectile/bullet/frag12 from
code\modules\projectiles\projectile\bullets.dm to
code\modules\projectiles\projectile\special.dm
Description update

Changed the description of the FRAG-12.
The changeloggening

Added changelog file for the FRAG-12.
Balancing nutrition and fixing some nutrition stuff that I had missed.
Splitting the huge Chemistry-Reagents.dm into smaller files for better readability.
fixing a typo
Another typo
Satiety now gives a resistance to catching disease (up to 60%)
Snack machine compartment can now only be loaded by using a tray.
Fixes tray being unable to pickup omelette.
The singularity/narsie are no longer machines
Moved map merge source to a folder
The changeloggening 2: Electric boogaloo

Fixed the changelog
Making nutrition level values into defines.
Adding a changelog.
Snack vending machine's chef compartment is locked with kitchen access but can be emagged or hacked.
Adding feedback message for the user when its metabolism_efficiency changes.
Negative satiety can make you jitter a little bit at times. (probability linked to your satiety)
fixes a few bugs with gun and ammo icons/obj/gun.dmi