Blob Features!

A blob tile will light up when it is being pulsed by a core/node, adds crucial visual feedback when placing resources/factories.
New shortcuts for the blob. Expand = CTRL Click - Rally = Middle Mouse Click - Create Shield = Alt Click
Blobs can now talk to each other and ghosts can hear them. Thanks to /vg/ for this code.
Removed the unnecessary AI quarantine code.
Formated the blob code to use the standard.
Fixed being able to vaporize brains by sticking a brain into an occupied MMI. Fixed no message being displayed when putting a  brain into an MMI. Removed some colon operators.
Added Miauw, Jordie, Kraso and Ergo to admins.txt
Repairs and expands the staff of change:
*Staff of change now has a 20% chance of turning you into a simple animal (all have been tested to make sure they're properly controllable.
*Staff of change now works on simple animals, adding on_hit doesn't double up damage on simple animals or try to inflict non-brute damage because it's hardcoded to avoid inflicting damage to animals in the generic projectile. Special guns seem to work fine on animals (like the syringe gun for example).
*Mutant races were not updating properly thanks the DNA revamp, so that's been fixed and expanded to include all current races.
*Transfering identity for MMI's in newly created robots has been disabled for animal -> robot because it doesn't work properly for them, robot -> robot also apparently NEVER worked and has likewise been disabled.
Fixes my extra side of potatos
Removes the !isanimal and !isrobot checks from robot creation. A fix has been suggested for the pull currently dealing with MMI that will stop the runtimes. https://github.com/tgstation/-tg-station/pull/1529
Keep in mind that if that request is not ultimately pulled the fix will need to be added to this pull to prevent runtimes from the game trying to take DNA from non-carbon based life.
Merge branch 'master' of https://github.com/Giacomand/-tg-station into blob_skfaj;sf
Merge branch 'master' of https://github.com/tgstation/-tg-station into blob_skfaj;sf

Conflicts:
	html/changelog.html
Fixed cyborgs starting without a brain in their MMI.
Recent Bluespace Technology research has resulted in Bluespace Beakers!
Ups the price for building to 3000 of each because I don't know how to into honking.
Accidentally added the DME with the last one, fixing it now.
Adds Split Beakers, which are no reaction beakers, for storing chemicals you DON'T want to blow up in your face. Holds 50 units.
fixed dme
Medical Bay Treatment Center, AKA the Operating Theater, was not receiving power to its APU. This was do to their being a complete lack of wiring. I have wired that APU leading out the maintenance door to the main grid.
Fixes several errors in the cap gun's text, including every instance of "capss" and a sentence that used "is" instead of "are".
Cleaned up the power cables I added and removed redundant apc from medical center
Changes "cap gun" in the firing message to [src], so if the gun is renamed, it will retain that name.
Revert "Medical Bay Treatment Center, AKA the Operating Theater, was not receiving power to its APU. This was do to their being a complete lack of wiring. I have wired that APU leading out the maintenance door to the main grid."

This reverts commit e27e92eef63e5326865cb84be7c87cf1c772c2b4.

Conflicts:
	maps/tgstation.2.1.2.dmm
Getting rid of added crap to .dme file
Changed Split Beakers to Cryostasis beakers, no gameplay changes however. Increased the research reqs on Bluespace beaker to Bluespace 2 Materials 4.
Fix warming