* perform no damage if the target is already destroyed; correct destruction timer override on sensor-type deployables
* framing vehicle remover tasks differently; screening for valid objects at some places in WSA; fixed router's internal telepad utility
* corrected issue with unique control agent Actor names for Players; propagated change to all dynamic objects (not those instantiated at server time)
* test fix
* another test fix; this time, Travis is having trouble with it
* basic non-mounted avatar damage and death on the control actor
* deferred passenger death to hand off control from mountable control to player control; removed event-focused messaging path from vehicle control to avatar-appropraiet WSA
* extending manipulation of jammering secondary effects, such as stamina and implants
* Revert back to using vehicle GUID for target gone check when jacking, as GUIDs are now retained when an object is removed from the world
* Don't allow dead vehicles to be repaired
* Don't show repair bar on dead vehicles
* Add IsDead flag to Vehicle
* Create Account/DB abstraction
* Fix crash when removing boomers from deconstructed player
* Extend config to include database and worldserver info
* Improve ConfigParser tests
* Add database setup documentation
* Add xTriad to THANKS file
**
* Increase bcrypt rounds and fix readme link
* Send shield + capacitor state to players mounting a vehicle
* Allow players to dismount vehicles that are slightly moving (e.g. rotating magrider, deployed vehicle with phantom velocity from pre-deployment), or vehicles in a deployed state
* Add vehicle ntu capacitor, keeping old capacitor for EMP functionality when implemented, send capacitor / ntu values on vehicle mount if definition has a maximum set
* Send map updates when NTU bar changes
* Make bases turn neutral when NTU hits 0
* Fix sync of low NTU warning light to players joining zone
* Swap IFF Lock logic around to allow for more efficient short circuiting of checks
* Small fix to stop player disconnect when hacking an object that no longer has a GUID
* Fix missing ObjectType on LocalBuildings, causing pain fields to stop working due to no SOI radius being set
* Fix damage logic for pain fields that don't rely on the nearest door
* Transfer base benefits via lattice
* Missed two Building.SendMapUpdate -> Building.TriggerZoneMapUpdate
* Fix Building tests