Nuke ops no longer get to choose last names. They instead get a code name and the title of Operative(or Commander).
Merge branch 'master' of https://github.com/tgstation/-tg-station into nukeops
Makes the commander a more important role. His ID has different access levels, allowing him exclusive access to Boss consoles.

Updated map to reflect this, and named the Telecrystal consoles to match the new code names.

Fixes bugs present in initial test.
Merge branch 'master' of https://github.com/tgstation/-tg-station into nukeops
Readds nuke last names as operation names. They now go on the ID instead. The random alphabets that were floating around were standardized.
Fixed some runaway operation names. Operation names are in the same place as last names were.
Spray bottles doesn't make floor wet anymore.
Wet floor nerfed
Slight soap and banana buff.
Cult runes are now cleanable by soap and space cleaner.
You can clean with holy water.
Soap cleaning and uses.
Reworked spray
Revert soap uses, if there are not easily accessible,they are fine.
Merge branch 'master' of https://github.com/tgstation/-tg-station into nukeops

Conflicts:
	_maps/map_files/tgstation.2.1.2.dmm

Resolved
Revert stuff keep fixes
Fixes #2627 and line endings (?).
Gives mining borgs an analyzer so they can defuse gibingtonite properly
Reduced the potency of carrying multiple light sources.
Adds a new game option: slow_game_type_odds

If it's on on the server revision screen below the preexisting information there will be a readout showing the raw chance of each round type occuring. This doesn't tell anyone what the current round type is, it just shows what the odds are.

It defaults to off
Adds a chance of syndiborg to the staff of change.

Odds of syndiborg are 5%, odds of normal borg are now 11.666...%, down from 16.666...%

syndiborgs spawn with their default lawset, which means that they can (and almost certainly will) try to kill everyone if left to their own devices
Nano UI for SMES

Screenshot:
http://imgur.com/63D3f8b
Buttons are greyed because there's no input available.
Forgot to include the template :(
Fixes #2396 and #2395

- Banana peels are now grown weapons
- Banana peel slip duration is now based on their potency
- Clown spawns with a 50 potency banana, which is both regular sized and
produces a skin that's nice and slippery~
- Fixes nettle and deathnettle inhands not disappearing upon use
- Makes nettle and deathnettles use the hitsound variable instead of the
playsound proc directly. Now their hitsounds will scale in volume based
on damage done.
- Makes the banana mortar shoot potency 65 banana peels. Because
otherwise it'd shoot laughably tiny and short in slip duration potency
-1 ones.
- Moves corncobs to be grown weapons and updates their paths. Now their
size will scale based on the size of the corn that spawned them.
- Updates banan paths :)