Merge branch 'master' of https://github.com/tgstation/-tg-station
Merge branch 'master' of https://github.com/tgstation/-tg-station
Hydroponics Plant Size Scaling!

Plants now get resized, based on their potency!
(Except for logs and sunflowers because they're snowflakes)

screenshot:
http://puu.sh/5iJws.png
Jesus Christ it compiles
Merge branch 'master' of https://github.com/tgstation/-tg-station into srsbsns-deadlyboolets

Conflicts:
	code/modules/projectiles/guns/magic/wand.dm
Scattershot ho!
Syringe guns can suck it.
[MAP] Adds Syndicate Borgs

Nuclear Operatives can now order a Syndicate Borg for 20TC. After
spawned, a candidate from ghosts is chosen to control it.
It has a 25k cell and the following modules:
-Emag
-Esword
-Ebow
-Laser Rifle
-Jetpack

All weapons use 100 charge per shot.

2 borg rechargers have been added to the Syndicate Shuttle for the
Syndieborgs to use.
Changelog will be added in a separate commit.
fixes the merging failure

hopefully that's it
move along people, nothing to see here
reverts another merging failure
Increases the cost of Syndicate Cyborgs

Now it's 25 TC.
Made the teleporter refundable

Also fixes a missing return
Makes the borg spawner and the contract a subtype of antag_spawner
reorganized the code a bit
now properly
Adds New Bomb/Bomb Cores + A BIG bomb bugfix

Adds a training bomb that doesn't explode but rather lets you know it would have exploded. Upon detonation or defusal it will give you your current score and rescramble the wires for another go. It should probably be added to the map somewhere in a pull that follows this.

Adds a badmin bomb that lets you summon in a number of whatever you want with var editing, it defaults to a single cookie.

Adds a specially skinned badmin clown bomb that summons in a 100 clowns by default. It honks!

Fixes a HUGE bug where, thanks to machinery automatically adding themselves to processing, bombs were ticking down two seconds at a time. This does mean that all bombs are now "nerfed" to twice the time it took before. Whether this is a good thing or should result in the timer going "back" to 30 seconds to keep the timing consistant is an open quesion.
Partial commit for the cyborg UI upgrade, which gets rid of the pop-up window for module selection, instead displaying the available modules in storage-item like fashion.
- Clicking on an item in your modules list now instantly moves it, the delay between click and it moving to the active module slot, which is seen in the video, is no longer there.
Re-added the recycler's emag functionality and changed it so that it does massive brute damage and eats the person's equipped items.
The blood on the recycler is now scannable by a forensic scanner.
Fingerprints will now properly show up on the recycler.
The status effect procs will now properly update the can_move()
Admins can now possess the recycler to properly get it to gib people that it moves into.
The mineral stacker in disposals will now release stacks of 10.