Basic usage of blend_mode

Areas - fire and party alarms look better
Druggy 420 blazeit screen looks better
The whiteness of a flash looks nicer. Mob code makes me hesitant to really change this.
The nearsighted/welding mask dither looks better

If you want screenshots just ask.
Merge pull request #1729 from MrPerson/zone_of_the_blenders

Basic usage of blend_mode
Removing href-tags from log_game in transfer_valve.dm

Not sure I'm doing this the best way, but I couldn't come up with a cleaner way. Suggestions are welcome!
update_icons() uses animate() and transforms to actually turn the sprite rather than needing them pre-turned. Mobs that lie down do so with an animation rather than appearing on their side. You can lie down facing THE LEFT OH SHIT.

Cloakers still don't work well. The fix is probably just finding a proc that runs on equip/uequip/when bagged/when dropped. Fuck that. Ninjas work. Things that are cloaked fade to the cloaked alpha, it's pretty cool.

The "lying down" icon_states for everything you could equip are all now unnecessary. They aren't removed yet though.

The dmi changes are to make xenos all face upward so when they turn, they're lying down rather than facing south and looking like they're doing a handstand. They're not terribly good when facing the wrong way. I expect WJohnson to have a fix for this by New Year's.

Comments aren't changed. The overlays_standing list is still around because overlays is not a normal list, and BYOND's normal list functions are worth the extra cost of keeping a spare list of images.
dds Drying Rack, Various Plants, Rollies, Pipes, and Torches

Any and all content credit to @Adrinus and @Iamgoofball
I simply re-applied all the changes by hand so it is compatible with current code
 #1893
More dead colons and pipes use their initial name when changing it
Irrigation Botany Changes

Screwdriver to hook up hoses in between anchored trays. If the transfer
amount is over 30 it sets off the irrigation and the units are equally
shared between all the connected trays.
Fixes/Refining
Indention Fixes
Damn it Gia
Fixes issues with the icons and the update_icon()
Slight Icons fixes/tweaks
- Moves spells from the mob to the mind.
- Construct spells are an exception.
- Spells are transferred whenever a mind is transferred: cloning, pod cloning, borging, staff of changing.
- Spells are not transferred when you create a new mind for a new mob: soul stones, golems, respawns.
- To my surprise, this did not fix the issue where a mind-swapped wizard loses their spells when their original body is destroyed. I do not know why this happens.
- Non-human mobs can't use spells by default. Varedit spell.human_req to do that.
Machine overhaul 2: Constructable Revolution

Yeah i lost half of my work so its only other half
Durning this PR ill try to redo what was lost, in no way is it a
complete thing
Hope git wont do anything bad with it
- Destroying a mindswapper's old body won't destroy the spells.
- Reverts a non-fun change to silly spellcasters.
- Mime's spells are bound to the mob. They do not transfer and can not be lost in mindswap.
Issues fixing

Added biogenerator and freezer/heater
Fixed issues gia pointed out
Added some lost sprites
Merge branch 'master' of https://github.com/tgstation/-tg-station into SayYiffYiffIfYouAreMachineFucker
cleans up reagent_dispenser.dm

water coolers now dispense paper cups into empty hands.
A bunch of bug fixes

-fixed space ninjas not being able to charge directly from power cells - fixes #2139

-'fixed' Distro/Waste Monitors not displaying pressure read out when sensor was reading zero pressure - fixes #
227

-removed the canmove check on camera consoles - fixes #490

-Fixed stealmin's real ckeys showing in the admin-pm reply dialog's title - partially fixes #2163

-Fixed people buckled to chairs not dropping their items when appropriate (like when dead) - fixes #2172

-Fixed people being able to use uplink functions whilst stunned/dead/etc - fixes #2144
Gibtonite - Uncommited the .dme changes, fixed countdown(), removed redundant checks