* Fixed the update_inv_* functions to actually update the inventory HUD even if the inventory is closed (that should fix items presents in the inventory but invisible).
* Fixed clothes from wizarditis not appearing on character and inventory.
Made the teleporters (the one with the computer, power station and portal) link eachother at roundstart with initialize(). And also at New() because why not.
If you try to use the teleporter and the teleport was rejected for any reason (like having a nuclear disk), you won't get the chance to get a random damage from the teleport.
Fixes issue #2236.
Removed some spawn() calls.
Removed the chance of fail from the portal effects (the blue portals made with hand teleporters).
The portal datums will now return 0 if the teleport failed, and now use a new proc, start(), instead of New() to handle themselves.
Standarized teleport.dm from the helper_datums folder.
Removed the checks for centcomm z level and away missions z level for teleports. Now you can go there.
changed the /red messages from the teleports datum to span classes.
The "[something] bounces off of the portal!" were replaced for "The portal rejects [something]".
Removed an extra "the" on those messages.
Fixes floorlength braid sprite
Fix the "use mining voucher many times" bug
JaniBelt implementation
Whoops!
One more alteration
There is no need to be ups...sanitize twice

channels were already sanitized when they were inputed
Alterations
More ALterations
Update to MiniStation. Replaced the white pod doors with the airlock version.
Fixes for a disposal runtime everytime something got flushed
Merge pull request #3304 from Giacom/open_pod_doors_hal

Update to MiniStation. Replaced the white pod doors with the airlock version.
Fixes issue #2330
Makes disposal outlets activate the turf once they eject air to it.
human-burgers now eject correctly
Merge pull request #3275 from Aranclanos/TeleportersFix

Fixes and some minor changes regarding teleports/portals code.
Removed a spawn() from the Destroy() proc of falsewalls.
Removed the falserwall type, now reinforced walls are a subtype of falsewalls.
Due to that, removed a bunch of copypasted code.
Falsewalls now spawn closed.
Falsewalls open/close timers are now proper, regarding their animation times.
You can't use a screwdriver on falsewalls while they aren't on a floor. (excluding shuttle floors)
Fixes issue #2338
Plasma falsewalls will now ignite.
Added a feedback message when you don't have enough sheets to create a falsewall.
Admin logs for igniting plasma walls, falsewalls, doors and airlocks.
Stadarized mineral_doors.dm.
AmountChange
IncorrectSprite