- 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.
- 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.
Puts the mime's vow of silence to his mind

- cleaned up emotes
- put the mime’s vow of silence and his spells to his mind
- merge conflicts resolved
Unticked FILE_DIR in build preferences
Tiny mech fab fix

Fixes the overlay getting stack
Why inti was kicked every time he VVd i have no idea, wasnt kicking me
neither in that round nor later at any time
Updated SSU sprites and update_icon proc
Merge remote-tracking branch 'upstream/master' into spellsFromBodyToMind

Conflicts (Resolved):
	code/datums/spells/mind_transfer.dm
	code/game/gamemodes/wizard/artefact.dm
	code/modules/mob/mob.dm
	code/modules/projectiles/projectile/change.dm
Merge remote-tracking branch 'origin/spellsFromBodyToMind' into spellsFromBodyToMind

Conflicts (Resolved):
	code/game/gamemodes/wizard/artefact.dm
	config/admins.txt
- Still fixing merge conflicts
- Giving spells to mobs without minds should work
Added feedback when you give spells to mindless mobs.
Vendor fixes

Fixes some bugs, makes vendors drop refillers on deconstruction and
generally use refillers more
Changed uplink description
Meh looks like I Forgot to revert.
- Adds Iatot's animations from standard cyborg to other cyborg modules.
- Toiletbot (Service borg Kent) not included.
- Renamed some cyborg sprites in robots.dmi so they make more sense/ are easier to work with.
Removed uranium cost from floral somatoray
Adds the two implants currently availble to traitors not in the implant bundle to the implant bundle.

Even with all this, it's still a pretty underwhelming bundle.
- You don't need to hide the mob when showing an animation of it changing.
Code effeciency project: apc icon_update()

caching the icon states instead of creating them each time
checking to see if any icon_state or overlay changes and only
applying the ones that do.
Enables addition of chemicals to protolathe.
Adds chemical storage interface to protolathe.
Fixes "purge" button for individual chemicals in the circuit imprinter doing nothing.
Adds radium reagent cost to floral somatoray.
Renames the "freedom" bundle the "implant" bundle cause that's what it is, man.
The freedom implant is now shrugs only, and the emp implant can now not be shrugs.
The freedom implant now has an assured 4 uses instead of rand 1 to 5 because... why?
Adds an explosive implant to the bundle, and labels it since there's a good chance the traitor would rather use it on someone else instead of themselves.
No F U C K S given.