* Fixes humans without glands getting added to experiment history
* Makes science tool marking more intuitive (Just one click to mark anything now)
* Adds small storage space
* Adds Advanced Baton - Stun,Sleep,Cuff in one tool
* Makes console landmarks search for nearby machine/pad instead of spawning them next to it for mappers
* Fixes only one team spawning
* Fixes roundend report
* Fixes adding more teams to the round
*Added extra hammer and gavel to the courtroom locker
*Added a fluff book to the vault safe
*Added three power control boards to the derelict
*Fixed disconnected APC in secure lab / xenobiology
*Fixed bar camera names
*Fixed name of newly added basketball
*Fixed item path compile issue with biohazard lockers in medbay
Added (provisionally) a public autolathe to the RD lobby
Added (provisionally) a set of chemistry machines to xenobiology (aka secure lab)
Added (provisionally) another independent set of shutters in the HoS office protecting the upper space viewing window
Added (provisionally) two drones to the derelict station, as well as some metal, glass, fuel, two duffel bags and an airlock painter
Added more gear to the vault safe including an anonymous identity and a silenced pistol
Added insanity wing to the prison, rearranged it slightly, neatened reeducation room
Added derelict auxiliary atmospherics chamber just outside the atmos external airlock, for burn-chamber construction etc.
Added a disposal unit to the lower chemistry lab desk and rearranged it to be more usable
Added a box of silver IDs to the HoP's room
Added two shot-glasses to the maint. bar
Added eggs to the Recovery Shuttle kitchen
Added fully-functioning biogenerator to the Recovery Shuttle on roundstart
Added throwing-stars to the armoury random contraband gun spawner
Added teleport computer and missing air alarm to bridge
Added collectable HoP hat to the corporate showroom
Added heater to maintenance medbay
Added basketball to maintenance
Added suit storage unit to HoS' office
Added hammer and gavel to the courtroom
Updated a lot of item paths - banana pies, brig door timers, most pets, and roundstart secure lab slimes
Updated syndicate shuttle, station, and CentCom to current Boxstation versions
Improved NT recovery shuttle (white ship) - it can now dock at mining, has a transit effect, and a slightly altered central room
Removed non-functional gun charger from the shuttle bridge
Rearranged robotics to give it more open space
Rearranged R&D slightly, removed incorrect "mineral storeroom" designation
Rearranged lower chemistry machines to be more usable
Replaced biohazard containment blast doors around toxins with shutters to stop obscuring open doors
Replaced one of the newscasters in the chapel with a notice board
Renamed chapel 'mortuary' to funeral parlour
Fixed soulstone shard in chaplain's office being cult/wizard use only - now anyone can use it again
Fixed not being able to hide behind plants
Fixed ERT response room having incorrect map
Fixed overlapping air alarm and fire alarm between showroom and gateway
Fixed overlapping no smoking sign and alarm in R&D
Fixed overlapping station intercom and map south of gateway
Fixed vendors on recovery and emergency shuttle being depowered
Fixed incorrect area designations in atmospherics
Fixed duplicate science satchels in scientist lockers
Fixed broken point redeemer consoles on the labour camp shuttle
Fixes#7923Fixes#7876Fixes#7747Fixes#7664Fixes#7612 (#8507 can be closed to prevent any possible conflicts)
Fixes#7372 if there was ever any issue to begin with
Fixes#7304Fixes#6563
Adds the changes from #8515 (can be closed in case it tries to cause conflicts).
Also fixes bunches of areas and makes it a bit cleaner.
SPEED MERGE FOR THE LOVE OF GOD I DON'T WANT TO HAVE TO RESTART THIS SHIT 5 TIMES.
Moved them about so they spawn in public lounging locations, instead of random hallways, dorm rooms and maint closets which IMO should be kept clear so they don't get in the way if they're AFK.
-Added a firing range to research, made robotics/mech bay more compact
-Added a new NT recovery ship in deep space, which replaces most functionality of the white ship, the latter becoming an immobile derelict.
-Added protective gear and some more tables to the experimentation lab
-Added an extra airlock to space just east of the holodeck in maint
-Added more fruit variety to the garden
-Adjusted area designations so that emergency maintenance access works better
-Adjusted carp spawns - they're fewer and further away from the station
-Adjusted layout of xenobiology to make it look a little better
-Fixed missing disposals pipe and scrubber outlet in virology
-Fixed missing privacy shutters in medbay examination rooms
-Fixed missing target control in security's firing range
-Fixed missing tables in telecomms
-Fixed missing law office shutters
-Fixed extra glass stack on floor of engineering
-Fixed some cargo conveyor units being assigned to the wrong control stick
-Fixed extra corner pipe under manifold in the incinerator room
-Fixed invisible chairs at the arrivals lounge
-Fixed left cryo tube appearing under the window behind it when open
-Changed access level of space airlock adjacent to security pod to security only
-Includes soda and booze dispenser additions to the bar, courtesy of Mandurrrh
-Includes modifiable bar sign, also courtesy of Mandurrrh