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* Ports #9294 and #9322 from VG: 'Yi' to Vox-pidgin and Framework for Icon-based Skin Tone (Feat. Vox) and Glasses/Goggles for Vox. Both ported PRs by Intigracy. Also adds all remaining in-use glasses/goggle sprites for Vox. I cleaned up the code a bit while I was in there. Otherwise, that's it. Furthermore, randomizing skin tone doesn't seem to work for Vox despite their being specified in the conditional lists and s_tone being not null. * Morph Support * CMA Support * Ports Intigracy's vgstation13/pull/9460, Noir Vision No Longer Greys Out HUD. * Fixes Positioning of Vox Jensen Shades East+West facing Sprites. Fixes Heist Goofery Game-mode (not one-click antag) Heist tweaked and returned to working order now that I've found out how to test the actual game-mode (after temporarily adjusting the population requirement). Vox Raiders won't spawn in with whatever socks were in their selected spawn-character's preferences anymore. Additionally, the set_species proc now zeroes out skin tone if the species doesn't have skin tone to avoid goofing up the icons on initial generation. Also condenses the code in preferences_setup character creation icon generation. Made it use the individual species' skin-tone handling procs instead of code snowflaked into preferences_setup.dm. * No More Vox Tail Colours, but they can Colour Their Hair. * Removes unneeded 'src's and retroactively prohibits colouring tails on species without HAS_SKIN_COLOR. Colouration won't be applied to src's tail unless HAS_SKIN_COLOR is in src's species bodyflags. * Tidies up some Lists in CharPrefs and Retroactively Prohibits Vox Hair Colouration * Reverts unnecessary commenting out of vox armalis post-spawn handling parent call. * Adds Emerald and Azure Vox Skin Tones. * Stealthy Wryn Typo Fixed. * Greyscales Vox Head+Facial Hair and Adds More Default Colours in Species Definitions * Gives Vox Raiders Default Hair Colour and Fixes Bug where Roundstart Raiders don't get Random Skin