Add floor painter
Add more floor tile types
More floor tiles
Fix for infinite loop in smokeFlow() proc.

When chemical grenade being activated on any unsimulated turf (for example a space turf), smokeFlow() starts infinite while loop, overloading the server.
With the only one unsimulated turf in pending list while() loop can't finish itself and for() loop can't start.
This fix makes chemical grenades being able to explode in space without server going in infinite loop.

Also fixed issue with smoke being able to pass through glass walls with help of c_airblock() proc. That's the best solution I could come up with.
Zone check code was useless because every single turf besides walls (which allready checked) and unsimulated turfs have it, making algorithm believe that turfs behind the glass wall are being reachable by chemsmoke.
I don't know if it was intended not to spread smoke in airless or unsimulated areas, but a bunch of airless simulated floor tiles in space is good enough for this algorithm to start spreading smoke around.

P.S. this algorithm is good for large, open areas and horrible in narrow maint tunnels. It is creating only a single cloud of smoke for 50/50/50 recipie in 1 tile wide tunnel.
fixes #5964
fixes #5970, prevents bugs in the future

this is not an issue at the moment but will become one should maxHealth ever get changed.
Fixed the overlay issue for now. This will need replacing.
Saves 8 MB from the data download. Sorry, Snapshot!
Merge pull request #5958 from iamgoofballsecondfork/familyman

https://www.youtube.com/watch?v=tZZv5Z2Iz_s (Because there's so many of us, git it?)
Ports the "Family Man" Hair Pack from /vg/station.
Fixes #5974

- Fixes possible disappearance bug for Laptops
- Fixes breathing not producing CO2. This applied to humans (untested for other races, but probably the same)
Adds new items. Source: https://github.com/Baystation12/Baystation12/pull/5928
Adds new brig. Source: https://github.com/Baystation12/Baystation12/pull/5928
Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into dev
Fixes being able to use the floor painter through windows, windoors etc.
Fixes not checking proximity argument
Adds the cigar case as a premium vending item

5 may be a bit too much, but who is going to get all those coins,
anyway?
Merge branch 'customs' of https://github.com/Jarcolr/Baystation12 into customs
N2 buildup fix attempt. Putting this into separate commit in case it's not wanted.

- Right now, air consists of 20% O2 80% N2 (approx.). Breathing takes O2 and turns it into CO2. CO2 gets scrubbed. Pressure drops, vents refill with air which again contains 80% N2 20% O2.
- This means that only 20% of breathed-out oxygen is replenished. Rest is replaced by N2. In large areas, such as Bar, with many mobs this can eventually lead to dangerous atmosphere status.
- This fix, while OOCly slightly unrealistic handles this issue by turning both O2 and N2 into CO2. Tested in CE's office with 5 human mobs without active scrubbers. Air lasts for 2~ hrs. Larger areas of course last significantly longer.
removes unused AI text2speech files and code,
saves about 4.5 MB traffic per client.