Added citizenship, faction, religion and home system to character generation.
Added flags for Mining and Xenoarch.
Added two alt titles for Miner.
A bit of prep work for integegrating player-set backgrounds into gameplay.
Made missing limbs not process.
Moved code in processing so that ORGAN_DESTROYED limbs won't process wounds and chemicals. They still need to process once to actually fall off (too lazy to change that)
Made dropping limbs remove all wounds and germs. Instead, one big wound is spawned on parent organ. Damage depends on the organ.
Removed missing  limbs bleeding on their own, since that's what that wound is for now.
They still would ache until surgically mended anyway.
Fixed possible issue with amputation not fixing the rotten limb.
Merged in preferences file changes, changed None to Unset for home system.
Attempting to fix a very weird overlay error, refactoring some shit mining code.
Added suggested new type of wounds for stumps
Add floor painter
Add more floor tile types
More floor tiles
Fix for infinite loop in smokeFlow() proc.

When chemical grenade being activated on any unsimulated turf (for example a space turf), smokeFlow() starts infinite while loop, overloading the server.
With the only one unsimulated turf in pending list while() loop can't finish itself and for() loop can't start.
This fix makes chemical grenades being able to explode in space without server going in infinite loop.

Also fixed issue with smoke being able to pass through glass walls with help of c_airblock() proc. That's the best solution I could come up with.
Zone check code was useless because every single turf besides walls (which allready checked) and unsimulated turfs have it, making algorithm believe that turfs behind the glass wall are being reachable by chemsmoke.
I don't know if it was intended not to spread smoke in airless or unsimulated areas, but a bunch of airless simulated floor tiles in space is good enough for this algorithm to start spreading smoke around.

P.S. this algorithm is good for large, open areas and horrible in narrow maint tunnels. It is creating only a single cloud of smoke for 50/50/50 recipie in 1 tile wide tunnel.
Fixed the overlay issue for now. This will need replacing.
Adds new items. Source: https://github.com/Baystation12/Baystation12/pull/5928
Adds new brig. Source: https://github.com/Baystation12/Baystation12/pull/5928
Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into dev
Fixes being able to use the floor painter through windows, windoors etc.
Adds the cigar case as a premium vending item

5 may be a bit too much, but who is going to get all those coins,
anyway?
Merge branch 'customs' of https://github.com/Jarcolr/Baystation12 into customs
Adds new hair.