Ported /bay/station's SQDL2 which can be used to help debug code and features, by using queries to select and filter objects, and then make changes to them.
Added support for calling procs via SQDL.
Moved the verb category to "Debug".
Added the verb to the "Debug verbs" button.
Staff of animated statue fixes and nerfs

Player controlled animated statues that ghost won't start attacking everyone, they'll just stalk people without attacking.

A player controlled animated statue will only last as long as the statue would have lasted,at the end of the time the player is released from the statue as usual, and no longer has any onus to not fuck up the wizard.

NOTE: this means you can't use animate statues to "kill" a target, they'll recover eventually, and even if the round ends before they do, it still won't count.
Moves the code for returning an animate statue to flesh to the statue structure from the statue mob. It will be less checked for here, as it will only look when the timer runs out on the statue structure.

Adds a message to getting unstoned so shitlers don't try to argue that they're still antags.
Magic Mania 1.5: Big Trouble in Little Boxstation

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A Few New Wizard Items

Staff of Chaos: Shoots random magic bolts. Charges faster and can hold more shots than other staves.
Staff of Door Creation: Works the same as the wand of door creation. There is apparently demand for this! Charges faster and can hold more shots than other staves.
Wand Assortment: A belt that comes of one of each useful wand, generated with the highest number of shots possible.

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Cleaning Up the Spellbook

The spellbook was getting REALLY long, so it's been segmented into pages for spells, items, and one time use spells (aka the fun page). The spellbook also highlights the fact that you can upgrade spells better now.

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Summon Magic Rebalancing

There's now a new catagory of magic items that are especially potent. These have a very low chance of showing up now and only one can spawn during a casting of summon magic, if one even spawns at all. The person who gets it is not guarenteed to be a surivor either.

In this category: Staff of Animation, Staff of Change, Staff of Chaos, Wand Assortment, Contract of Apprenticeship.

Additionally the staff of door creation is now in the normal pool and the staff of change is no longer in the normal pool.

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Misc Stuff

Adds Bats and Goats to the staff of change.
Changes the charge spell so if you charge something that can charge on its own there's no chance of degradation.
General cryo and unary atmos machinery fix

Fixes cryo and other unary atmos machinery connection fuckery
Cryo now doesnt freeze the dead/fullhealth people and ejected people
dont get frostbiten
Body temperature fix
Merge branch 'master' of https://github.com/tgstation/-tg-station into UnaryMachinery
Updates Hair Sprites

The old sprites were simply inverted, meaning what was supposed to be the highlights showed up as shadows, and vice-versa. What I've done here is simply un-inverted it and fiddled with the levels until they were at a point that the shading variance would be visible to everyone but the blackest of black hair colors.
Updated contrast so lighter hair colors were not as severe
Rewrote how emags work on doors

Intended to allow the deconstruction and replacement of the doors without needing an RCD. Emagged doors will be unusable for at least 60 seconds, so weld+emagging still works. It's just not permanent.

Using an emag on a door will:
-Try to open the door
-Cut power for 60 seconds
-Drop bolts
-Cut bolt lights
-Effectively make the door unusable for at least a minute

Doors that have been emagged:
-Can only be opened with a crowbar or axe if the power is off and the bolts are up
-Can be hacked as normal, except the Open wire will not work
-Cannot be interfaced by silicons at all
-No longer prevent players from using tools (Can we unwelded, wires cut, etc)
-Can be deconstructed and repaired

Misc: Also made it so you can bump open doors even if the panel is open. So people can't go around opening all the panels and making the doors really annoying to open.
-Added a span at pete's request
-Blocked the AI from using shortcuts to interact with emagged doors
-Blocked people from closing an emagged windoor
-Blocked a few other operations from opening/closing emagged doors
-Forcing a door open with a crowbar/axe won't cause it to use power or play a sound
Minorly changed some sprites

I minorly changed some basic sprites to look a bit better and/or a tiny
bit different.
This includes the following:
Flashlight
Fork
Spoon
Knife
The fork with the omelette on it
And gave the shading to the datacard which all other cards have.
Makes Greenbay into Bluebay, take two.
[MAP] Security Lockers Organization

-Moved spare HoS uniforms and backpacks into a separate wardrobe closet. This is mostly to reduce the content size of the HoS locker, making it easier to use.
-Moved sec backpacks into the security wardrobe closets.
-Moved Captain's formals down in the stack order so it doesn't get in the way of the items that are used more often. Alt uniforms should be stored on the bottom of the pile.
-Removed stealth change giving the Captain the super-robust dermal armor
Merge remote-tracking branch 'upstream/master'
Merge branch 'master' of https://github.com/tgstation/-tg-station.git
Merge branch 'master' of git://github.com/tgstation/-tg-station.git
Adds the Cyborg module into the messages received by the AI

It just puts the prefix of the borg into the $job var that is handled
internally by NTSL.
Also adds a var for the designation of the borg, it's kind of a
read-only variable that makes it fun & easy to get a cyborg's current
module without istyping.

Refactors the cyborg naming code a bit.

Removes additional fun (changes not shown in PR overview, 4317483141
counts of fun removed)
Fix to the glorious Bad Ass Icon display