Adds a new hair, Curly (yeah not really that curly but still)
Curly fixed, cripples added.
2 new disability types, and fixes curly hair again.
Crayons can now be grinded down for coloured crayon powder, which can be used and combined to override reagent colours.
Changes some stuff Giacom provided input on. Thanks Aranclanos and Kaze Espada for the help.
 * Fixed disposal units not starting with full pressure.
 * Fixed some disposal units starting unconnected to the trunk, by checking for trunk during initialization.
 * Forgot comment.
Added the ..() as lord Giacom requested. Added changes to grinder that giacom did. May as well let them piggyback on this commit and hope it somehow forces my gloriously bads crayon powder to be pulled.
Made reagent descriptions nicer (Also I forgot to finish it before! Woops.)
 * Tweaked the brand intelligence event to use the mimic copy class.
 * Mimic vending machines will now also talk.
 * Reduced the chance for a vending machine to explode, instead of becoming a mimic.
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.
Xray guns unique and buildable
Returned /proc/mix_color_from_reagents(var/list/reagent_list) to normal, so crayons mix like normal reagents.
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.
Add a special always run event for halloween where the entire crew bursts into skeletons after a short while.
This has no real effect on anything besides the fact that skeletons can use the rarely touched xylophone var.
Adds a pair of usr checks for corgis so events can place things on their head without incuring a runtime (the chrismas event also does this)
Removed those weird extra defines that always show up in my dme when I try to include it in a push

It' 2spooky4me
Xrays shoot everything but walls