Merge pull request #2158 from Cluwnes/ninjutsu

Makes ninja gloves heat resistant.
Adds framework for multiple UI styles for humans, with a no-UI mode being the first example. Also makes all mobs' UIs scalable.
- Rewrote all UI element positions to use values that are anchored to NORTH, SOUTH, EAST, WEST and CENTER instead of absolute numbers. Changing view range now no longer messes up the UI.
Screenshots:
http://www.ss13.eu/uiscaling_human.png (human)
http://www.ss13.eu/uiscaling_borg.png (cyborg)
http://www.ss13.eu/uiscaling_alien.png (alien)
http://www.ss13.eu/uiscaling_monkey.png (monkey)
- Changing the view range no longer messes up shortsightedness and welding mask dither effects
Screenshots:
http://www.ss13.eu/uiscaling_welding.png (welding mask)
http://www.ss13.eu/uiscaling_shortsight.png (shortsightedness)
- The flash overlay now covers the entire screen no matter what the view range is
- The damage overlay and blindness overlay are now centered even if you change the view range. They are however images of a fixed size, so they only cover a part of the screen. This one is better than it was, but still 'imperfect'. I'm guessing we'll have to wait until we switch to byond 500 for a better solution to this.
Screenshot:
http://www.ss13.eu/uiscaling_dead.png (critical condition)
- Pressing F12 now no longer only switches between the standard and a reduced overlay, it cycles through all available UI styles, of which there are currently three: Standard UI, reduced UI and no UI (intended for taking screenshots while alive). Note that this does not remove the blindness, damage and flash overlays, it however removes all damage indication icons (like suffocation, fire damage, etc)
Screenshot:
http://www.ss13.eu/uiscaling_blank.png (no UI)
Deletes example file I used to make a tutorial video a few months ago... whoops.
Toggling vending machine's voice now works
Merge pull request #2169 from fleure/paper

Fixes paper with no input looking populated
Merge pull request #2168 from fleure/toolbox

Fixed toolbox parent object giving error
Also machines actually vend now!
Fixes #2180 - Augmented limb healing issues
Merge pull request #2179 from fleure/vending

Toggling vending machine's voice now works
Changes damage overlay threshold from 10 and on to 35 and on
- Changes the damage overlay thresholds so they start displaying when you are a bit more damaged than currently. There are six damage overlays, their thresholds used to be 10-25; 25-40; 40-55; 55-70; 70-85; 85-infinity. This change sets them to 35-45; 45-55; 55-65; 65-75; 75-85; 85-infinity. (The thresholds are the sum of fireloss, bruteloss and the hit indicator variable)
- Oxyloss overlay left unchanged, since you pass out at 50 or something, so you need the visual cue quicker.

Main reason for this proposed change is that I feel the overlays kick in too quickly. I think it'd be good to leave a little room, so you don't get an overlay as soon as the first moron boops you over the head with his crowbar.
Merges Heal_Damage and Heal_robotic_damage procs
like I should have done in the first place.
Corrects all usages of Heal_damage so it works with the changed version.
Same goes for Heal_robotic_damage
Moved Speech Modification via masks to masks. say and whisper now call the speechModification(message) proc in wear_mask.

Moved derpspeech modification to mob_helpers.dm
Removes a pair of well meaning but apparently poorly realized code fixes for edge cases.
Merge pull request #2049 from Incoming5643/wands3

Magic Mania: Sprites, Fixes, Balancing, and Mini-Features
Put this in the right place
Building arcade machines now works
Merge branch 'HopeThisFixsIt' into MachinesOverhaulANdR&D
Adds ckey logging to PDA message sending
Allows admins to see the ckey of those who send messages.
More adjustments
Raises the genome cap for absorb objectives by 1, making objectives range from 6-8 genomes. Also adds a message explaining your starting one genome.
Personnelly, I feel this pull request was successfull.
Spelling fixes.