Two privacy shutter changes:
1) Remove the magistrate's office door shutters.
2) Fix the psych's office window shutters.

Two door changes:
1) Replace the magistrate/internal affair office glass airlock with internal airlock.
2) Replace the psych office glass medbay airlock with regular medbay airlock.
Re-add the backup file.
Re-add the back-up file.
Re-add the missing cable below the psych office's door.
Updated Telescience Console to use the updated Nano UI, rather than the regular pop-up UI. I was going to stick with just ensuring the console itself updates when you edit one of the coordinates (as previously you'd have to re-open the pop-up), but I figured I might as well update it to the newer Nano code.
Wrong back-up
Fixed the following camera (names):

- CentComm Surgery - Removed this camera as it was accessible from the station, and shouldn't be there in the first place due to CentComm not having any cameras in the first place.
- Medbay Surgery 1/2 North/South - Previously only the camera "Surgery 2" was available, even though there were four cameras in surgery. These have all been properly named.
- Medbay Recovery Ward - Was previously inaccessible.
- Virology Access - Was previously inaccessible.

Per this bug: https://github.com/ZomgPonies/Paradise/issues/413.
Major camera consistency fixes, including fixes to the research division, research outpost, mining outpost and virology.

No cameras have been added or removed - the only things that have changed are:
1) Names, for the sake of consistency (if a part of Virology is labeled "Virology", so should the rest; it makes it easier to find on the list).
2) Camera groupings. Cameras that security didn't have access to but the RD did have been fixed so both have access, and the RD can now more properly spy on their cronies as all cameras have been grouped up properly. Telecomms has also been fixed so security can actually observe what the hell they're teleporting in (while previously this was impossible, due to Telecomms being linked to the Telecomms camera console).

It shouldn't have much of an impact on gameplay, but it'll make security's/the RD's job a bit easier by not having to sort through lists for as long.
Just as a safety precaution in case the client can unset the disabled option on the buttons.
Fixes an issue where borgs who have their power cell removed or damaged are still able to see and move. The expected behaviour should be that they turn blind and are unable to move, which is what happens when a borg runs out of charge completely.

Per http://nanotrasen.se/phpBB3/viewtopic.php?f=13&t=2748
Fixes the name and color of the left windoor in security.
Fixing merge conflict.
Fixes CentComm Identification Computer, which was previously completely inaccessible. Also fixes HTML issues with both identification computers.
Personal lockers can no longer be locked from the inside. Also fixes the "It won't budge" message which kept appearing. Per https://github.com/ZomgPonies/Paradise/issues/452.
Fix space.
Merge pull request #28 from ZomgPonies/master

Merge From Master
Nuke Ops Rework Phase 2
Merge pull request #462 from Fox-McCloud/Bulldog-Belt-Other

Bulldog belt other
Also prevents lockers from being (un)welded from inside.
Lockers can now be closed if they are in front of a fireaxe cabinet (or any other closet object which is anchored and as such can not be stored).