Removes the spawn() in the Bump() proc of projectiles.
Fixes issue #1291
Cleaned up some files of projectiles/firing.dm
Instead of calling process(), when firing a projectile it will use fire()
Projectiles will now use qdel(), due to this, the emitters beams won't be in the object pool.
Changes the call from process() to fire() in all places where a projectile is created.
Fixes the torch and flare icons, especially the "on" inhand icons.
fixes #5816
mimes are now forced to spawn with the backpack, same as clowns
Fixes the mouth washing message and the cleaning message appearing at the same time.
Lets monkeys wash a human's mouth.
Wall cleanup, moving stuff into proper procs in the children objects when possible

Broken walls now drop a multi-sheet metal stack instead of many 1-sheet stacks

Walls now have a builtin_sheet for performance. Also fixes bananium wall bugs with not dropping the mineral.
Merge remote-tracking branch 'upstream/master' into wallz

Conflicts:
	code/game/objects/structures/false_walls.dm
	code/game/turfs/simulated/walls_mineral.dm
Interface for using boost::regex in byond.

Regex is a robust text-parsing mini-language. It can perform complex and dynamic searches and return the results in an easy to read format. This implementation also uses Boost's extended formatting syntax which gives you a flexible way to conditionally replace complex strings with only a few lines of code

Source code and license info can be found here: http://code.google.com/p/byond-regex/
Licensed under LGPL.

This uses the perl regex syntax (with some extensions) in non-recursive mode (as recursion has additional overheads).

Information on this syntax can be found here: http://www.boost.org/doc/libs/1_55_0/libs/regex/doc/html/boost_regex/syntax/perl_syntax.html

There are many introductions to regex on the internet. Here is the one I learned from: http://www.regular-expressions.info/tutorial.html

Note: I have added #define USE_BYGEX in code/_compile_options.dm. Simply comment out the define if you encounter any problems.

Due to byond being unable to communicate with a dll through anything but C-strings, the results are returned to byond in a string similar to those you get with list2params. Since byond uses parameters a lot, its params2list() proc is fairly streamlined, so it's pretty much the fastest way you could do this with byond. This data is then stored in a datum/regex object for easy use. See demo.dm datum/regex/proc/report() for an example.
Fixes the detetive revolver so when modified it can't blow up when shooting with an empty chamber. Adding a firing sound when the malfunction happens.
Conflicts:
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
please work
adjusts lizard sprites to fix female having male back sprite and her hands clipping through her gloves
gives male sprite the claws to keep consistency, and since lizards slash people instead of punching it makes sense to keep it
fixes #5882
bald lizards
Fix for machines and their power problems

Fixes machines being powered after construction
Fixes vending machines and autolathe being unaccesible for maintenance
when depowered
Fix of atmos input exploit

What on tin
Fixes pipes and qdel

They dont disappear after multiple clicks anymore
They now show success message only once
Fix #5795
Merge remote-tracking branch 'upstream/master' into anotherbrickinthewall

Conflicts:
	code/game/turfs/simulated/floor/misc_floor.dm
Makes data huds passive.
Add's banned_reagents list to reagent_containers,
Fixes chemsprayer afterattack() copypaste
Acid reagents do half as much damage as before to humans
Acid reagents do more damage to /living mobs that are not humans (old numbers were pathetic)
/Spray containers fire 2x slower than other ranged weapons
Fix of c4 incorrect behaviour

Yes yes its a bug there is issue with it and its called a bug and this a
a bug fix not a feature dont freeze