Fixed issue #4439 (Detomax ignores status of messaging server)
Wardrobe fix

Fixes #4447

- Added a parent call to each wardrobe subtypes New() proc.
Wardrobes weren't calling obj/structure/closet/New(), so weren't adding items in the same location to their contents when first created.

- Removed wardrobe/New() proc.
So all subtypes don't inherit an extra set of blue uniforms and brown shoes. Only one wardrobe on the map is of this type, and it's on the derelict, so didn't think it was worth making a map change.
Code effeciency project: /proc/get_mobs_in_view

Before:  Everytime you say something. This proc is ran.  Along with it, recurses through EVERY /obj/ & /mob/ in view's contents, and EVERY /obj/ & /mob/ in that contents...and once again.

After:  Fuck recursion, we're going to loop through clients and see if they are within any obj's or mobs within one iteration.  MUCH cheaper, and probably less buggy.

If someone can't hear everyone and they are within an object and it's not catching?  add it to the list commented for it of type checks.
This is rather ironic...

My VERY FIRST PR, I used it to make ghost chat be bold, instead of using viewers() to figure out
what ghosts could see the mob, I used get_mob_in_view() which sounded pretty descriptive.

Unfortunately for me it was one of the most CPU intensive ways of determining who could view the speaker for this.

So yeah, removing the second get_mobs_in_view and replacing it with viewers()

Yes this code has been in since Oct/Nov time frame :(
pAI / MMI emote fixes.

Fixes #4191
Further optimizations, no need to loop through items with multiple istype checks
Added myself to the changelog credits.
Fixed the Telecommunications (Server) Monitor showing /list instead of the default network.
Mech fab upgrade fix

Nano manipulators were not lowering build time at all.
Stock and Pico manipulaors were lowering build time by 6%.

This fixes that. Now: Stock = standard build time, Nano = 6% faster, Pico = 12% faster.
Merge pull request #4451 from JoeyJo0/master

Fixed #4439 and a small issue in the TCommSat
Merge pull request #4457 from Ccomp5950/FUCK_recursive_mob_check

Code effeciency project: /proc/get_mobs_in_view - hot
Merge pull request #4454 from Loganbacca/bayfix

Various fixes
Merge pull request #4459 from Ccomp5950/FUCK_recursive_mob_check

Unintended feature/bug.
Unintended feature/bug.

Players viewing through security cameras can hear, this is a bit to powerful.

So removing, it's easy to readd the feature later on.
Compile fix / optimizations

Removed client check from mob so that if a pAI is being held by a SSD client it can still hear.

Removed 3rd deep .loc check 2 is plenty, and was making the proc rather expensive
(if you shove a pAI in a bag and toss the bag into a locker, the pAI will be deaf, you jerk).
Merge pull request #4460 from Ccomp5950/FUCK_recursive_mob_check

Compile fix / optimizations
Bugfix: People unable to hear while in certain locations. (And some debug verbs)

...hopefully
Merge pull request #4463 from Ccomp5950/hopefully

Bugfix:  People unable to hear while in certain locations.  (And some debug verbs)
Bugfix:  get_mobs_in_view won't allow AIeyes to hear chat.

Also:  Added a client check to saycode for now that stops runtimes when you have a dead body with no client and removed colons from it.
herp derp.
Merge pull request #4469 from Ccomp5950/ai_eye

Runtime in say no good gotta hurry wooo