w_class of mech parts to 6 added/changed descriptions
Fixed AI not being notified of new roboticist-built cyborgs slaved to it
Such vines

So mutation
Tweaks and giggles
Merge branch 'master' of https://github.com/tgstation/-tg-station into GrabPull
Fastfix of name
Message fix
Merge branch 'master' of https://github.com/tgstation/-tg-station into GrabPull
Fixes the atmospheric computers, so they actually recieve input from the various sensors in the room.
Corrected the output variables of the gas sensors in each gaz tank.
Adds mutant races to the character preferences. It can only choose between lizard and human right now.
Adds a new server configuration to toggle on and off the mutant races preferences. If it's off, everyone will be human.
Removes the extra dark vision of lizards
Fixed the lazy "fix" which caused mobs that Login or Logout to lose their hotkey mode; even when they transfer to another mob.
More !!FUN!!

Im open to discussion as to remove some of the TOO op mutations
Merge branch 'master' of https://github.com/tgstation/-tg-station into GrabPull
Fixes a cyborg spawning runtime, due to the job datums.
The H variable wasn't being set to the new robotize'd mob.
* Added an option to initialize a newly build atmos computer to either monitoring distribution loop or the tanks.
Atmos computer are now reconstructible and usable.
* Make the atmos computers dialog auto-refresh so you can keep track of the data evolution (pressure rising, gaz mixture changing, etc)
* Formatted the dialog output for better readability
* Make the alert computer refresh when clearing an alert and updated the action text to tell what (area) alert was cleared (#3210).
Fixes cyborgs spawning as ghosts.
[MAP] Brig Cleanup

-Fixed several broken atmos piping
-Fixed AI blind spots (Execution chamber excluded)
-Removed armory-equipment room airlock. Less holes in the armory, the better, what with the new brig control-sec office airlock
-Fixed the button change in brig control being reverted
-Removed sec office light switch from under the airlock for real this time
-Removed airlock from execution chamber access
-Added a bolt lock to the execution chamber restricted to Captain access. Now it works like the lethal injection locker. Requires captain to unlock it, but then security can have their way with it after
-Removed Labor shuttle - prison wing connection as it defeated the purpose of having it by the warden's office with blast door controls
-Expanded the evidence room and added a real airlock to it
-Moved several vents that were hidden under objects
-Fixed a bunch of other misc errors

@steelpoint
Changed execution chamber access to access_hos, removed bolt controls
removes stray pixels