* building guid fixes for zone tests; spawn pad control allocates messaging targets more carefully; additional check for building registration in ZoneActor
* the nature of the amenity/zone interaction changed
* constructed service actor to handle persistence of player on server beyond the reaches of WSA from one login to the next; created in PSLogin, interfaced with and updated in WSA
* for what it's worth, players can be completely logged out of the world after 60s of inactivity, alive Infantry only right now; some code was removed from WSA to make it accessible to other classes but it's incomparable to the new code; broke, fixed, compromised on the code that handles loadouts, server login time, etc.
* moved another common vehicle function into global space; persistence object for players in vehicles during log-out or relogging in a vehicle
* support for relogging when dead/released/unfound; silenced implant slot setup during character select screen
* tested and commented code for managing player avatar persistence
* clarificaion of WSA postStop
* test fixed
* postStop change to account for WSA being cut short during initialization
* clarification of SquadService logout
* player died during setup; probably a relog
* kill the doppelganger WSA; die when you are actually dead
* created manifest to assist with vehicle gating; vehicle gating now accomodates the persistence model much better
* fixed the test
* fixed initial vehicle seat access permissions; moved a subscription to AvatarService to support persistence
* bug fixes: safer GridInventory collision checks, plus specific exceptions; SessionRouter waits for the account intermediary before allowing itself to be started; WSA - match error colution, and MAX without arm now creates the arm it expects
* adjusted insertion and removal code to make inventory management less prone to partoial insertions of removals; inventory integrity checking code writen, but no plans on implementing it yet
* Add functionality for cavern sentry turrets
* Add missing LastDischarge on Tool
* Fix BuildingControl GUID errors on server startup
* Fix instant REK access to terminals in a cavern facility with a hacked CC
* Simplify CC Amenity matching
* Modify warning to match disabled functionality
* fix AvatarService tests
* updated README section in regards to PSCrypto
* better wording, imho
* modifying the construction of Building entities so to properly register them with the zone GUID system
* fixed tests
* 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
* 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
* 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
* fix isAnchored / isOverdrived faction check
* Faction specific MAX definitions
* GenericActionMessage documentation
* MAX Capacitor functionality and changes to damage resolution for NC MAX shield
* all matters related to vehicle events, including tests, adjusted so that the service actor internalizes a specific zone; major adjustments to the order fulfillment logic of vehicle spawn pads; removed a bunch of unnecessary things such as auto-drive guidance
* all matters related to local events, including tests, adjusted so that the service actor internalizes a specific zone; special consideration for proximity units and tests; muted some excessive logging
* all matters related to avatar events, including tests, adjusted so that the service actor internalizes a specific zone; special considerations for resource silos and painbox elements
* explicit trait that acts as an owner of Amenity objects (Building and Vehicle); generalization of <obj>.Owner.Zone statement
* reduced log spam from proximity terminal activity
* tightened vehicle spawn pad control protocol; finally made the player re-appear if the vehicle doesn't spawn/mount correctly; pad operates independent of the person who submitted the current order so less chances for crash
* adjusted workflow for vehicle spawn pad task management
* constrain angles on specialized yaw and pitch fields
* integrated new Angular Codec into OCM and OCDM of avatar; corrected tests; wrote shortcut for whether a unit is moving (under its own power)
* apply clamp
* Accessed containers while moving
Removed unintentional code duplication outside of conditional.