Additional Hairstyles!

Two human hairstyles: Gentle, and Side Ponytail, and two new Tajaran hairstyles, Bangs and Braid.
Tajaran gore-seethrough glitch fix, along with a hairstyle ear fix.

Fixed the red bloody gore sprites that showed through when a taj was naked, added a missing ear in.
Bomb Disarmament

Added a wiring system to the nuclear bomb- Screwdriver the panel after recovering the nuke disc to open it up and play with the wires inside! Warning: if the bomb is set, you might just end up exploding faster if you play with the wrong wires...
Medical Hoopery

Added eyes as an internal organ, removed the eye-stat var on mobs and changed it to properly direct it to eye damage. Altered all reference.

Updated the sleeper to allow for ejection of the beakers and occupants in panel.

Updated the body scanner to check for prosthetics/mechanized organs, and inform the individual of the blind disability.

Laid the groundwork for mechanical and assisted internal organs.

Groundwork for chemical: Peridaxon, a chemical that allows for the slow regeneration from organ damage.
5 New Hairstyles!

Fully done insofar, these new hairstyles are Gentle, Long Braid, and Side Ponytail for humans. Tajara Bangs, and Tajara braid for Tajaran.
Growable Poultice Herbs
Fully implemented S'Rendarr's Hand and Messa's Tear for hydroponics! Using these plants as poultices can surely allow hydroponics to contribute a bit more to other areas of the station.
Full Eye and Robot Organ Implementation

Tested work to implement eyes ad internal organs and the charpref selectable robotic organ replacements for heart and eyes, both for assisted and fully mechanical variants!
Added and Adjusted Chemicals

Fixes with the changes of eyes to internal organs with Imidazoline and the surgery.

New chemicals:
Peridaxon, Potassium Chloride, and Potassium Chlorophoride. Peridaxon: Internal organ healing chemical; 2Bicard+2Clonex(plasma catalyst). Potassium Chloride: Stops hearts for medical in overdose; Salt+Potassium, Potassium Chlorophoride: Stops hearts right proper; PotassiumChloride+Plasma+Chloral Hydrate.

Chloral Hydrate and Soporific changes
Made chloral hydrate less instakill(nerfed), but a toxic dropper without blackscreen. Soporific buffed, but less blackscreen sleeping applied.
Surgery Update

Proper repair surgery for internal organs- Scalpel replaced by membranes from advanced kits, robotic hearts have a separate surgery.
Merge Fixes

Fixes issues post merge and and with minor sanity checks and neatness.
Fixing odd bugs, properly procing the window, sanity checks on explosions.
Created a proc that sets the ghosts timeofdeath to a time 30 minutes before round start, this does not effect the ghosts original body, just the ghost mobs.

Since ghosts may not respawn within 30 minutes of death this allows mods/admins to bypass it for ghosts and sends the player a message letting them know they can respawn now
as well as reminding them to roleplay correctly.

Before this admins were editing the variable directly.
Updated harvest.dmi with poultice sprites.
Poultice potency, bugfixes

Herbal poultice effectiveness now scales with potency of base herb.
Sleeper Addition, Chemical Rebalance 2

Tweaked soporific and new chems a bit more. Added Paracetamol, a lesser drug to tramadol, known to all as tylenol, and implemented it into sleepers! Gave inaprovaline the IB slowing property to keep sleepers in the game and allow EMTs better usage. Oxycodone made easier to craft by making the plasma a catalyst, but decreased it's overdose limit. Applied oxycodone and paracetamol to be able to handle things painkillers should.
Fixes #3886, ATMs no longer log you in automagically

Silly security level 0 ruined everything
Added a tiny sanity check as well to avoid runtimes
BugFix: Cult Ghosts...after a bit of professional advise from chinsky.

Problem:  Cult members can't use the rune to see ghosts, then beat ghosts over the head.  it was being intercepted by _onclick and processed there and only displaying an angry red notice
that you hit that ghost.  Ghost didn't become visible, it disappeared soon after moving off the rune.

Solution:  Made an attackby for ghosts to check when they are being beat up by cultist with books, now they appear.

Minor feature change:  Now if a visible ghost gets hit it will give a different message than the standard "Ghost is pulled through from the other side".
Merge pull request #3923 from Ccomp5950/master

BugFix: Cult Ghosts...after a bit of professional advise from Chinsky.
Merge pull request #3920 from Kilakk/master

Fixes #3886, ATMs no longer log you in automagically
Merge pull request #3919 from Ccomp5950/dev

Admin command:  Allow player to respawn