Added Tajaran furs and headscarf.
Removes lonely scrubber pipes:

Under table in security lobby
Beneath vending machine in escape
Beneath status display in staff meeting room
Beneath left door in AI Upload Access
Beneath status display by AI Upload Access
Inside window in starboard Engineering maintenance

Adds missing scrubber pipes:
Cargo warehouse, straight pipe
Between Medbay and Misc. Research

Restores lost scrubber:
Security checkpoint, Arrivals
First pass on custom loadouts.
Removes lonely supply pipes:

Beneath northeast door in security lobby
Beneath north Fitness maintenance door
Beneath table in Tech Storage
Room between Toxin Mixing and Launch rooms.
Beneath Engineering EVA maintenance door

Adds missing supply pipes:
Chemistry, straight pipe
Teleporter door, straight pipe (flips existing pipe)

Restores lost vent:
Security checkpoint, Arrivals
Adds missing APCs:

Engineering Monitoring
Mining Station Communications

Removes excessive APC:
Research Outpost hallway
Adds light switches.

Adds a wrench to the crowbar in the Warden's office to allow handling of flash barriers.
Corrects two fire extinguisher cabinets which had lost their pixel shifts.
Security specific pipe/air alarm changes.

Removes unnecessary air alarm in the evidence storage.
Enables two scrubbers, showers and tactical storage.
Reorganizes the scrubber pipes in the showers/tac.storage to go through the door instead of reinforced wall.
Merge branch 'newgear' of https://github.com/Zuhayr/Baystation12 into dev
Merge pull request #5356 from PsiOmegaDelta/AllThePipes

Supply and scrubber pipes, APCs, and misc.
Couple of small tweaks.
Merge pull request #5361 from Zuhayr/master

Couple of small tweaks.
Fixes people shouting at AI to open unseen doors (sometimes).

Adapted previous PR for dev where cameras were relocated to allow AI to see important areas. Affects:
Virology entrance - Can now see both sides of the entrance from medbay (rather than none of them)
Medbay patient corridor - No longer loses coverage in hallway as patient rooms shutters are closed
West of AI Upload entrance - Allows sight of the HoP's door and 3 nearby public doors
East Central Primary Hallway - No longer lose coverage when the chemists close their shutters
Engineering lobby entrance - Can now see all doors in the public hallway + the maintenance entrance
Security Permabrig - Can now always see the last set of door before the permabrig.
The tactical closet now calls ..() in its New() proc, allows for swallowing items placed on-top among other things.
Missed change - Nudges both cameras in EVA north one step.
Fixes #5261

Replaces the super strength full-tile reinforced windows on the research outpost with standard health variants.
Did consider renaming the super-variants to avoid accidental use in the future but I thought not after seeing the massive diff it'd cause.

Should be fully compatible with PR #5363 no matter the merge order but should be safest to merge #5363 first, then this.
Fix infinite loop in freeform AI module
Fixes two wires in airlocks not triggering
As far as I can tell, viral infections were happening irrespec
tive of medical crew being present. Lowered chance for proc as well.
Fixed an oversight with RAD_ABSORB and collapsing.
EVA NVGs were not supposed to leave my own environment.