Ninja Death Tweak

THE CODE NO LONGER CHECKS IF THE MOB IS A NINJA EVERY TIME SOMEONE DIES

NINJAS GET EXPLOSIVE IMPLANTS TO DUPLICATE THE OLD FUNCTIONALITY

YES I'M MAD

Conflicts:
	code/modules/events/tgevents/ninja.dm
	code/modules/mob/living/carbon/human/death.dm
Fix fire extinguisher not being fillable with the top off.
Holy shit air alarms work properly now. Yes, this time it's tested.
* Area air alerts are the maximum of all air alarm local danger levels.
* Doors are no longer fumbled and close upon alert level 2, and when all alert levels clear, the DOORS OPEN AUTOMATICALLY OH MY GOD
* Air alarm icons refresh properly and only show red in actually dangerous areas.  (Area alerts only cause yellow icons)
* Alerts clear automatically
* Silicons can set thresholds now (someone forgot an !)

Conflicts:
	code/game/area/areas.dm
	html/changelog.html
Atmos control fix
Fix sluggish air alarm UI.

Conflicts:
	code/game/machinery/alarm.dm
	html/changelog.html
NanoUI updates.

* Simplified the code used in ui_interact procs and updated all current uses.
* Removed ununused jsviews JavaScript code (replaced it with vanilla jsrender).
* Added a message to the UI which shows if JavaScript is disabled (people with JavaScript disabled previously got blank UIs).

Conflicts:
	code/game/objects/items/devices/PDA/PDA.dm
	code/game/objects/items/devices/uplinks.dm
	code/modules/reagents/Chemistry-Machinery.dm
	nano/css/shared.css
Little compile fixes
Adds attack logging to learning spells from one time use spellbooks and casting of spells.
Merge pull request #26 from ZomgPonies/master

01/05/13