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.
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.
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
[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
small mime fixes

- mime wall doesn’t disrupt sounds no more
- you can do mime walls even while wearing a muzzle
Nerfs manifested ghosts

Manifested ghosts are dummies so they can’t be captured in  soulstones.
Now they get status flags that humans usually have. Fixes #2934.
Reducing the amount of sugar and coco in chocolate bar.

Chocolate bar now contains only 3 nutriment, 2 sugar and 2 coco to match the amounts needed to make the chocolate bar (2milk, 2 coco, 2 sugar).
Resolved Conflicts:
	code/game/machinery/doors/door.dm
updated a del to a qdel
You will fall over in zero gravity, but you won't make a noise. This was important because it told players whether someone was stunned or dead, when it was changed it just added confusion.

You can no longer slip in zero g.

Added an admin subtype of the gravity generator which admins can spawn to create a pre-setup gravity generator.
fixing typos. Slight buffing of nutriment amounts in some recipes

Fixing typos, missing periods in food descriptions, two missing descriptions.
Buffing amount of nutriment in some recipes so as to not have less than their ingredients.
Merge pull request #1 from phil235/chocofix2

fixing typos. Slight buffing of nutriment amounts in some recipes
Merge branch 'master' of https://github.com/tgstation/-tg-station into SQDL2
Added examples.
Removed a now unnecessary workaround.
Fix some blob-related qdel() issues.
In particular, the one where dead blob spores make a shitload of smoke and become invisible and generally be buggy on death.
Also blobs should GC correctly now.
Small rewrite of crematorium and morgue so they work right.

Only issue is that the damn things don't GC. Also lots of duplicate code between the two, still some other shittiness, but this is much better. I really just wanted to fix the bug where after usage you can't use em again until the tray gets deleted rather than GC'd.
On the plus side, they don't constantly make and delete trays every time someone opens them.

Also, and this is important, I uncommented the crematorium usage logging. It didn't runtime in testing so it should be good to go.
The blob can now switch its core location with a node, which will shift both of their locations.
Added admin logging for the gravity generator.