Updated SSU sprites and update_icon proc
Changed uplink description
Meh looks like I Forgot to revert.
Removed uranium cost from floral somatoray
Adds the two implants currently availble to traitors not in the implant bundle to the implant bundle.

Even with all this, it's still a pretty underwhelming bundle.
Enables addition of chemicals to protolathe.
Adds chemical storage interface to protolathe.
Fixes "purge" button for individual chemicals in the circuit imprinter doing nothing.
Adds radium reagent cost to floral somatoray.
Renames the "freedom" bundle the "implant" bundle cause that's what it is, man.
The freedom implant is now shrugs only, and the emp implant can now not be shrugs.
The freedom implant now has an assured 4 uses instead of rand 1 to 5 because... why?
Adds an explosive implant to the bundle, and labels it since there's a good chance the traitor would rather use it on someone else instead of themselves.
No F U C K S given.
Increases some stat defaults for hydroponics plants. Allows banana potency to be set. Better documentation of variables.
Changed the typepath of HUD sunglasses to be a child of the security hud
Removed all the istype checks for glasses in humans
Added advanced mesons (Old meson functionality of removing darkness overlay) and NVG's to the protolathe
Autolathe improvements

Tided up the code
Made it use generic datum wires , vars and sexier menu
Didnt change it gameplay-wise
Fixing merge conflicts

Yep
Fixing copypaste issues

Thanks RR
drying rack as smartfridge

Converts the drying rack into a smart fridge, allowing for better usability (can now batch-dry), code cleanliness and reuse.
Merge branch 'master' of https://github.com/tgstation/-tg-station into hydro

Conflicts:
	code/game/machinery/drying_rack.dm
Removes drying_rack.dm
Blood now will have their data list properly generated when the reagent is created. It fixes several runtimes related to it.
Standardized space bears.

Removed a bunch of special space bear behavior to make them like other simple_animals. Fixes #272
Adds a small Mineral Storeroom off the R&D lab so the redemption machine isn't just in a open hallway where anyone can run up and steal your minerals/ID.

Room is simple to break into as the machine will always dump the minerals inside, even if they were commanded to dump by one of the odd departments with access to the machine who aren't science. Frustrated employees are instructed to ask R&D to fetch the minerals and/or break in. It's also a fairly weak point into Science proper.

The window connecting R&D to the mineral storeroom isn't tinted so scientists can see mineral drop offs. Pressing the shutters for the front desk will now also shutter that window so they can maintain their old privacy.
Added a new wiki manual subtype which will allow you to easily add new book/manuals which link to the wiki.
Made the wiki books use the config's wikiurl.
Updated some information in the non-wiki manuals.
You can now specificy a book's window size, the wiki books will be given a value since they are not automatically set the window size.
There's now a door into the mineral storeroom from the hall with its own access level (64). This access level is given to every crewmember who can remove materials from the redemption machine. Namely: All of research, chemist, virologists, the bartender, and the chief engineer.