* defining all doors; moving around classes related to environment fields; separating global definitions into a main file and implementation files
* logic for declaring door occupants/users as inside or outside or within an open door using door declarations, geometry and environment fields, and math; divided the remaining object type definitions into their own files and removed those from the main global definitions file
* integrating inside/outside considerations into server-calculated damage; clarifying the sidedness comparison rules; extending inside outside considerations for deployables and vehicles
* projectiles that, by definition, are allowed to damage targets through walls (radiation_cloud, with DamageThroughWalls) regardless of sidedness; any unflagged radiation_cloud must be on the side as its target; fixed chat bang-commands not being executed
* added sidedness to different entities, both in general and depending on the zone where it matters
* removed three too-specific fields on the door's definition, resulting in nontrivial rewrites that resulted in all amenities being able to project an environment field onto the block map, to do with whatever it needs
* wrote WithEntrance interaction to be able to switch between normal / debug modes; telepad and router sidedness support; fixed bang-commands; fixed issue with proessing player mounted state; added zone entity discovery feature (unused)
* empty character literal is a digit somehow
* adding way to allow bang-commands that only a gm would have access to for everyone
* switched environment handling from the control agency side to the entity side to match other zone interactions
* reusing the existing sector data; better resets, negating an issue during mounting where the player does not switch back to recovery; disabling was bugged due to missed timer upgrade
* making lava no longer deadly; wait ...
* only one method of cancelling a lava interaction at a time
* zone interaction for turret discovery, players only so far; minor field value change for small turret data; automated turret target recognition; grammatical and linter fixes
* initial AIDamage packet and tests; wrote handling code for the AIDamage packet that transforms it into actionable projectile damage
* thoroughly reorganized code in behavior; added code for turret-specific interactions for deployable construction, deployable destruction, jamming, and for weaponfire retribution; killing is currently disable for testing turnaround
* introduced definition properties to configure auto fire; interspersed properties into relevant files; non-squared velocity check for isMoving
* separated overworld facility turrets from cavern facility turrets, called vanu sentry turrets; tightened functionality inheritance between turret deployables and facility turrets; corrected issue where recharging vehicle weapons didn't work
* adjust mounting code to betterhandle automation with the facility turrets; basic operation of automation has also been changed, adding a variety of ranges to test against, and cylindrical distance checks
* attempted cleanup of previous test fire condition; division of turret callbacks between generic targets and vehicle targets; facility turret stops automatic fire when being mounted and resumes automatic mode when being dismounted
* self-reported firing mode for targets that go stationary and then use a 'clever trick' to avoid taking damage while in full exposure to the automated turret; documentation on the automated turret operations (it needs it!)
* making specific target validation conditions for different auto turrets, also target blanking, and clarification of how the self-reporting mode cleansup after itself; wrote function documentation to make it all make sense (it doesn't)
* secondary queue that keeps track of the previous test shot subjects when none have been tested, allowing for a packet to be skipped during subsequent test shots
* reactivating turret deployable destruction; clarifying the validation and clearing conditions for different kinds of auto turrets; extending self-reporting auto turret behavior to other auto-turrets
* overhaul of the auto turret target selection process; conditions for MAX detection; rewired self-reporting to address the its issue a bit more specifically; ATDispatch is no longer useless as differences between facility turrets and deployable turrets have been identified, shifting the method to implementing and overriding in subclass control agencies
* turret detection methods accounting for specific targets and considerations such as silent running; various turret interactions with other turrets and radiation clouds; proper management of retaliation and jamming; facility turrets have play in the lifecycle in the power structure and capture mechanics of the facility
* uniqueness can be generated without having to having to go through source entries; made certain turret upgrading cooperates with turret automation; other targets for turret misaimed aggression; turrets sychronize better on zone load; target validation and blankinghas changed again
* starting the target validation timer when dealing with retaliation if it should come from beyond the maximum detection range
* stop assuming mountable turrets have places to mount; AMS and AEGIS blocking detection of vehicles; deployable sensors and small robotics turrets are allergic to vehicles
* AEGIS and AMS cloak bubbles more proactive
* alias the internal facility names to their continental map names (battle islands)
* capturebase, but easier to follow
* sraosha(whitespace) is no longer with (whitespace)
* issue where contents of inventory did not match loadout specifications of the exo-suit to which the player was switching
* accidentally using the loadout change set armor in exo-suit change set armor; reverted
* revenge experience now rate down and capped; fixed issue with the tail of an empty list
* fixed column name difference between database and persistence objects
* tighened up the iterative processing aspects of kill assist calculations; wrong database query for assists; assumption of flag being acquired when it really wasn't; assumption of facility capture start when no longer represented
* mainly, the spacing
* augmented the calculations for bep
* adjustment to calculations for the long life bonus experience and to the lifespan experience limits