Fixed #1101 Disposals will no longer create invisible floor tiles.
Squashed recent changelog.html
Adds fingerprints to a bunch of stuff. De-texts computer build paths.
Fixed #1119 folding boxes updates sprites properly
Fix for the disposals fix.
Merge pull request #2123 from Jordie0608/lemonsquash

Squashed recent changelog
update_icons() uses animate() and transforms to actually turn the sprite rather than needing them pre-turned. Mobs that lie down do so with an animation rather than appearing on their side. You can lie down facing THE LEFT OH SHIT.

Cloakers still don't work well. The fix is probably just finding a proc that runs on equip/uequip/when bagged/when dropped. Fuck that. Ninjas work. Things that are cloaked fade to the cloaked alpha, it's pretty cool.

The "lying down" icon_states for everything you could equip are all now unnecessary. They aren't removed yet though.

The dmi changes are to make xenos all face upward so when they turn, they're lying down rather than facing south and looking like they're doing a handstand. They're not terribly good when facing the wrong way. I expect WJohnson to have a fix for this by New Year's.

Comments aren't changed. The overlays_standing list is still around because overlays is not a normal list, and BYOND's normal list functions are worth the extra cost of keeping a spare list of images.
Added a failsafe, default_laws is now a config option.
Merge pull request #2019 from Jordie0608/Dogmas

Added reindeer hats
Fixed cable coils getting negative lengths by computers.
 * Fixes #2115 and the captain's space suit path was changed to /obj/item/clothing/suit/space/captain from /obj/item/clothing/suit/armor/captain
 * Updated the map with the new path.
* Removes a debug message.
Fixes runtimes if a non-human would somehow get the mime speech spell. Only humans have .miming
Constructable machines will  depend on R&D parts

DNA scanner:
Laser quality lessens the irradiation
Manipulator quality drastically improves the precision(9 times with best
part)
Scanner quality allows to scan suiciders/ling husks, best part enables
cloner's autoprocess button, making it scan people in the scanner
automatically
Clone pod:
Manipulator quality improves the speed of cloning
Scanning module quality affects with how much health people will be
ejected, will they get negative mutation/no mutations/clean of all
mutations/random good mutation, at best quality will enable clone
console's autoprocess button and will try to clone all the dead people
in records automatically, together with best DNA scanner parts cloning
console will be able to work in full automatic regime autoscanning
people and autocloning them
Borg recharger:
Capacitors' quality and powercell max charge affect the speed at which
borgs recharge
Manipulator quality allows borg to be slowly repaired while inside the
recharges, best manipulator allows even fire damage to be slowly
repaired
Portable power generators:
Capacitors' quality produce more power
Better lasers consume less fuel and reduce heat production
PACMAN with best parts can keep whole station powered with about sheet
of plamsa per minute(approximately, wasnt potent enough to test)
Protolathe:
Manipulators quality affects the cost of things(they will also have less
m_amt and g_amt to prevent production of infinity metal), best
manipulators reduces the cost 5 times (!)
Imprinter:
Manipulator quality affects the cost, best manipulator reduce cost(acid
insluded) 4 times, i.e. 20 boards per 100 units of acid
Destructive analyzer:
Better parts allow items with less reliability in
Redone how reliability is handled, you now see item reliability in the
deconstruction menu and deconstructing items that has same or one point
less research type level will rise the reliability of all known designs
that has one or more research type requarements as the deconstructed
item
Designs of the same type raise in reliability more
Removed reliability_base and reliability_mod completely because they
served no purpose
Critically broken things rise reliability of the design drastically
Whole reliability system is not used a lot but now at least on the R&D
part it finally matters
Didnt touch telecomms machinery, R&D code is messy but tcomms is just
another level, im not high enough to touch it yet
Most of things except for pacman are tested ingame, no bugs/runtimes
detected
* Refactored gib() and dust()
* Refactored ex_act(), for mobs, a little.
* Removed the code which gibbed dead bodies with any severity.
Quick paths fix post haste

Coderbus make me do this
More machinery and type path fixes

Not parts are in null and not in machinery
Fixes the flags of the beret.
 * Increased the amount of iron that spawns in the labor camp.
 * Decreased the amount of points you get from diamond and bananium. Increased the amount of points you get from Iron and alloys.
 * You can now see which minerals give you which points from the claiming console.
Merge pull request #2114 from Aranclanos/Linda2fast

The speed variable of Linda now is a lot prettier.