* support for the second wind implant; minor enum modifications to damage reasons that were executed for alternate implementation where second wind stopped player from dying once
* vital history entry to note from where the 25hp came
* broke vehicle control agency down into specific agencies for different types of vehicles
* moved shared cargo vehicle pain onto the carrier control agency; apc-type vehicles have charging capacitors and emit emp's
* comments and documentation; cargo learning about damage to carrier corrected; fixed tests and added tests
* adjustment to explosive deployable distance filtering; apc now uses this filter when determining valid emp targets by distance
* persisting vehicle loadouts in between sessions, saving to db and loading from db
* reusing refactored code for clob; initial loadout without empty entries; reverting method of stopping session child actors
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
* unifying the split code pathways that separated telepads from other deloyables; in other words, no more SimpleDeployables and ComplexDeployables, just Deployables
* moved some aspects of the build logic into a deployable control mixin; aspects governing the deplpoyable toolbox have been transferred into the player control agency
* moving aspects of teleportation system establishment and decomposition into specialized Telepad control agencies
* retiring deployable disposal code path that required a dedicated remover; each deployable now handles its own removal, and some do special things when being removed; process still has some rough edges and tests are probably thoroughly broken
* additional modifications to support boomers and telepads; consolidation of code for deployable acknowledgement by owner and during failure conditions; tests for behavior
* retooled a significant portion of the build sequence and deconstruct sequence to: eliminate duplicate messages, give the player more input to and control over the process, remove undue responsibility thrust on SessionActor
* messaging issue where player did not re-raise hand after exchanging a used construction tool for a new construction tool
* modification to deconstruct path to make certain deplayble is unregistered last; ridding requirement of AlertDestroyDeployable; fixing test
* create paths for unowned deployable building and (standard) owned deployable building; corrected activation and connection between telepad deployable and internal roouter telepad; wrote tests for connection between telepad deployable and internal telepad
* modifiying the conditions of a deployable construction item being moved into a visible player slot such that the construction item's initial output is valid given the player's current certifications
* by forcing the fire mode to revert briefly before the ammo type updates, the construction item can be made to remain consistent between fire mode shifts
* construction tools now keep track of fire mode ammo types for a period of time, allowing one mode's last setting to be retained
* greatly delayed rebase with master
* minor changes; test correction (?)
* router is go?
* biolab spawn benefit should now be active; spawn point integrity at point of player avatar creation, or else try again
* streamlined the process of determining whether a facility possesses individual benefits; warp gates do not have benefits
* fix for mounted turret persistance
* in forgetting an exo-suit certification, one must not be wearing that type of exo-suit afterwards
* making the conditional more straightforward
* fixed issue with purchase times; can now share max purchase cooldowns
* repair capability is now reflected based on progression in the engineering certification tree; uses correct values and modifiers
* 12 works better than 12.5
* fixed tests
* preparation for redefining the checks involved in spawning a vehicle from a spawn pad
* pass the terminal from which a vehicle order was issued to be used in validation tests; implemented validation tests to ensure delayed orders remain valid until being executed; various messages about orders that have failed validation, as well as order changes and queue changes
* local zoning field on player for use in statusing and message composition
* expiration of a vehicle order for a given reason; linking of messages for expiration of vehicle order queue; death on an active vehicle pad (during rail operation)
* players that die to spawning vehicles can blame that vehicle's future driver; the calculations for server-side damage are heavily modified
* definitions for vehicle spawn pad kill box, used during vehicle generation to eliminate targets on the spawn pad, per kind of vehicle spawn pad
* reusing common order validation test for some stages of the vehicle order fulfillment process
* adjusts when the vehicle thinks it is mounted to the spawn pad; vehicle wreckage should be cleaned up quicker
* cancelling the active order
* vehicle will not try to introduce itself to zone if already in zone; vehicle spawn pad construction uses generic messages rather than class-specific ones
* better seat locking while server controlled
* copious amounts of ant deployment check-ery
* custom function to calculate explosion-susceptibility due to being in the generator room at the wrong time; updated the log message for laze pointer
* ensuring that all targets are within the damage radius
* due to floating point error, checking the dot product instead of equivalence of the vector projection
* test before casting to int; unsupported equipment in loadouts
* replacing null with Default.Actor
* in/out times but no actor
* empty password; squad ui elements out of order