Botcall, TG edition!
Minor fixes + Floorbot improvement

- Floorbots are now anchored when moving to a hull breach. This prevents
them being blown off course.

- Fixes an accidental missing return for working mode in the floorbot
and medibot.

- Fixed the title of the Securitron's UI window.

- Fixed the MULEbot's version number.
Movement rebuilding and bot changes, Pt 1.

- Created a proc to handle all bot movement, including patrols and
PDA/AI summons.  *NOT ALL BOTS ARE YET CONFIGURED TO USE IT!* That is
for part 2.
- Made/making bots faster while moving except for Secbots (balance
issues) and MULEs (already super sanic). They will move twice per tick
while moving/patrolling, and three times while summoned (PDA/AI)
*PROCESS INCOMPLETE*
- Gave bots a central ignore list for turfs they cannot reach, with a
matching proc to use it.
- New Scan() proc that will soon replace the highly similar ones in
certain bots. Part of the effort to trim down on their repeated code.
Added a define that defaults to 7 for view range.

- Small tweak to the topic_denied() proc to use the user given by the
primary topic.

- Central process() proc so universal things for all bots can be easily
added. (Except MULEs) Must return a 1 for child process() to run after
it.

- Corrected a spelling error.

- Removed the extra path vars (summon_path, patrol_path, call_path) in
favor of just using "path".

- Compatibility changes to the summon and patrol procs.

- Slightly tweaked cleanbot logic, removed some useless code, updated
them to use the new scan() and bot_move() procs. Rest to follow.

- Updated MULEbots to work with the new summon code.

- Various small tweaks.
Floor refactor, try #1
Floor revamp: fixed runtimes and a couple mistakes
Merge remote-tracking branch 'upstream/master' into attackoftheturfs

Conflicts:
	code/game/mecha/equipment/tools/medical_tools.dm
Movement rebuilding and bot changes, Pt 2.

- Added Both summon types to the super process(), since both summon
types reset the bot.
- Reworked the logic and arguments for the scan() proc. [NEEDS CAREFUL
REVIEW].

- Updated cleanbots to properly use the scan() and bot_move() procs.

- Floorbots will now have the correct icons when reset.
- The direction and state for Bridge Mode can now be selected from a
popup.
- Reworked Floorbot logic and code to use the scan and bot_move procs.
- Fixed Floorbot target not resetting properly.
- Updated Medibots to use scan and bot_move. No functional changes
should occur.
Merge remote-tracking branch 'remotes/upstream/master' into Botcall_TG_Edition

Conflicts:
	code/game/machinery/bots/bots.dm
	code/game/machinery/bots/cleanbot.dm
	code/game/machinery/bots/ed209bot.dm
	code/game/machinery/bots/floorbot.dm
	code/game/machinery/bots/medbot.dm
	code/game/machinery/bots/mulebot.dm
	code/game/machinery/bots/secbot.dm
	code/game/objects/items/devices/PDA/cart.dm
Merge conflict resolution - resolution

Mini-fixes to make secbots compile and functional once again.
A full conversion will follow soon, as well as addressing other issues.
Fixes porta turrets from infinitely stunning you.
Fixes #5227
Floor refactor: fixes floor tile icon_state switching, removes uneeded spawns, cleans up old cruft and redundant code

Fixes #1839

Fixes #2797
ED-209 balance changes and bot tweaks

- ED-209's effective range has been reduced to 7, down from 12, to
prevent them attacking people off-screen.
- Ruthlessly nukes ".src" from the bot files, especially ed209bot.dm and
secbot.dm!
- Summoned bots now report on their department radio when summoned by
PDA.
- Bot radio frequencies now use the helpers instead!
- Officer Pingsky (On the MiniSat) is now set to declare his arrests on
the AI Private frequency, instead of Security.
- The remote_disabled var now prevents bots from being summoned or
controlled via PDA as well removing them from the AI's control panel.
- The AI can no longer re-activate a bot's remote control radio by
hacking it from the interface.
- The telescopic baton is now considered a safe weapon to carry and
wield by security bots.
- Added a small reminder to PDA users that bots can download access from
their ID to reach them.
Merge remote-tracking branch 'remotes/upstream/master' into Botcall_TG_Edition

Conflicts:
	code/game/machinery/bots/ed209bot.dm
porting UI updates from hippie station
Add the Kinetic Accelerator to safe list

- Fixes #5442
sprite improvements
Space movement rewrite to allow everything to drift

Removes a version of atom/movable/Move() that was in mob_movement.dm.
New proc called newtonian_move() that's called as a result of things like shooting a gun or spraying a fire extinguisher and as part of atom/movable/Move().
It pushes src if it's not under gravity and gives the object a chance to stop itself.
As a result, inertial_drift() is kill.
Moved Process_Spacemove() out to atom/movable. It does the same thing, it's called whenever a drift is attempted and stops the drift if it returns 1. Default check is to look for nearby lattices to make dragging shit around the station less annoying. Mobs still call it in Client/Move()
The mob version of Process_Spacemove() will shove non-anchored nearby objects out of the way if you try to move like that. For example if you're free-floating in space next to a closet and try to move right, the closet will drift off to the left.
Mechs call their occupant's version of Process_Spacemove() so mining with a mech isn't retarded. The pussy wagon does the same thing and thus no longer works like a jetpack. Will it be making a comeback?!?! (no)
Any move will attempt to keep dragging your pulled object, not just ones initiated by the client. Should make space wind a little less annoying. Was needed to make drifting not break your drags.
Mechs drift correctly without any special snowflake crap.
Spaceslipping is gone because fuck that shit
Space movement is now slow instead of fast. Having a jetpack helps go faster but even that's slower than current. Hopefully means nuke ops can see each other as they move to the station instead of losing sight of each other instantly. Having your hands full makes spacemovement even slower.
You can drift in office chairs and drag mobs in beds or the bed itself. Currently drifting diagonally while in an office chair is bugged and I need help to solve it. It winds up in cardinal movement instead of a diagonal one.
Changes up the jetpacking effects system to cause fewer errant ion trails but it's still awful code. In hindsight I shouldn't have bothered but here we go.
Merge branch 'master' of https://github.com/tgstation/-tg-station into space_movement_jam

Conflicts:
	code/modules/mob/living/living.dm
Fixes #5467
Allows cameras networks on away missions.

The logic is now :
* z_level 1-6 can recieve cameras feed of each others.
* z_level > 6 can only recieve camera feed of same z_level