Suit sensor toggle

- Changes the suit sensor toggle verb to select from a list, instead of cycling through one mode at a time.
Mining drill text

- Adds drill_verb variables to pickaxe subtypes, so drills will now be described as "drilling" instead of "picking"
made module contain channel list
Update robot_modules.dm
borg radio fix
Missed some codes...

Forgot to add some code from a past bug fix i did on my end.
Merge pull request #4484 from Baystation12/dev-freeze

[Standby] Dev freeze 0.1.9 staging
Changed supermatter messages to reflect what they actually mean.
Removing IPC whitelist requirement.
added IPCs(machines) to list to make it easier on everyone.
server crash fix based off of https://github.com/tgstation/-tg-station/pull/2943/files
Merge pull request #4496 from DJSnapshot/hotfix

Lots of fixes
Server log files are now sorted when using .getruntimelog or .getserverlog
Runtime fix: Depth scanner now won't check the length of null lists.

runtime error: Cannot read null.len
proc name: scan atom (/obj/item/device/depth_scanner/proc/scan_atom)
  source file: tools_depthscanner.dm,31
  usr: Some Guy (/mob/living/carbon/human)
  src: the depth analysis scanner (/obj/item/device/depth_scanner)
  call stack:
the depth analysis scanner (/obj/item/device/depth_scanner): scan atom(Some Guy (/mob/living/carbon/human), Rock (155,169,5) (/turf/simulated/mineral))
Rock (155,169,5) (/turf/simulated/mineral): attackby(the depth analysis scanner (/obj/item/device/depth_scanner), Some Guy (/mob/living/carbon/human))
Some Guy (/mob/living/carbon/human): ClickOn(Rock (155,169,5) (/turf/simulated/mineral), "icon-x=23;icon-y=13;left=1;scr...")
Rock (155,169,5) (/turf/simulated/mineral): Click(Rock (155,169,5) (/turf/simulated/mineral), "mapwindow.map", "icon-x=23;icon-y=13;left=1;scr...")
Merge pull request #4493 from Loganbacca/baytweak

Little things
Merge pull request #4494 from yashaldie/master

Fixed Borg toggling broadcast mode
Dionaea aren't invisible anymore.
Merge pull request #4500 from Ccomp5950/diona_fix

Dionaea aren't invisible anymore.
Map fixes

- Added AI holopads to engineering.
- Added bot navigation beacon to aft hallway.
Engineering areas fix

Previously I had the engineering and atmos monitoring rooms sharing the same area. To separate the air vents I changed the air vent and air alarm frequencies. This works, but could be a little confusing to some when there are air vents listed by the air alarms that don't work (since air alarms don't filter out vents on different frequencies). This splits the rooms into separate areas to avoid unnecessary confusion.

This was also the case with the hallway outside the engine monitoring room.