* Additional checks to ensure players don't heal themselves immediately after dying
* Move alive check to cover other kit use
* Don't use ammo on full health/armour players and change adv medical revive to take 5 seconds + 25 ammo
* Fix merge conflict oopsie
* Fix merge conflict oopsie. Properly this time.
* Allow PlayerStateMessageUpstream to be processed even when the player is dead, to prevent corpses sliding from interpolated client side movement
* Allow medical applicator to revive players
* Allow dead players to be repaired
* Refactoring medapp + bank usage
* Make bank + medapp use charges from magazine
* Don't try to heal/repair other players with MaxHealth/MaxArmor <= 0
* Ignore tool use on SpawnTube objects (for example; don't deconstruct from using a medical applicator on a spawn tube)
* created a transitional period within facility turret upgrades structured around a completion boolean; the turret upgrader responds properly to this boolean and also possesses a new task flow for GUID registration; facility turrets now have variable weapon rendering, a custom mounting function, and a back door in case they get stuck upgrading
* moving the code to reset the turret upgrade process from the case for RequestDestory to ChatMsg, alongside the vehicle terminal reset
* player maintains cloaked state during continent transfers; cloak state is properly communicated to any vehicle the player spawns that can cloak
* cloaking/mounting excpetion for the Wraith
* basic information processing actor for projecting hotspot information back to the clients
* added measurements to the continents to keep track of their coordinate-sizes; corrected an old regex issue affecting some (few) CSR zone names
* started on zone storage for active hot spots
* moved (Zone)HotSpotProjector onto the top of each of the zones and adjusting the GalaxyService workflow; added a map blanking routine for outdated hotspots; different damage targets cause different amounts of hotpot lifespan (test)
* separated hotspots by the faction that should have those specific hotspots depicted; hard cap on the number of entries that can be added to the packet HotSpotUpdateMessage to correspond to the capacity of the size field; increased hotspot sector mapping (64 -> 80) and lowered the blanking period delay (30 -> 15)
* adding comments to the majority of classes involved in hotspot management; moved hotspot coordination mapping and duration selection functions into the zone itself rather than the projector (though calls will still be made to perform updates to the existing projectiles through the projector); the formal continents have been assigned some default hotspot functionality
* rebase, plus 'galaxy' channel name
* capped the amount of heat a hotspot can accumulate to avoid overflow; vehicles being damaged now generate hotspots; corrected a long-standing issue involving cargo vehicles when the ferrying vehicle is destroyed
* from > to <
* Jacking changes
* GOAM documentation
* Don't disable a deployed router's internal telepad when cleaning up remote telepads (i.e. when router is hacked)
* Reduce some log spam
* Fix BIUM getting hack time in nanoseconds instead of milliseconds
* Remove blocking call to calculate remaining hack time on CC
* Fix HackClearActor crash when trying to schedule next check when no hacked objects are left
* Potential fix for client disconnect when looting a corpse that gets removed