* 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
* 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
* power outage failure resulting in the destruction of the original ocm-fixes branch; the git branch refs were corrupted during commit, but the up-to-date changed files remained intact
* eliminating the need for CommonFieldData2 and CommonFieldData2WithPlacement
* in the middle of integrating CommonFieldData into DetailedLockerContainerData (but not standard LockerContainerData); added field for final boolean in WeaponData
* adding faction affinity to Equipment (to match functionality; not becuase I know what ends ...)
* in the middle of integrating CommonFieldData into DetailedCommandDetonaterData
* applying faction affinity to objects at time of terminal production (but to what ends?); required BoomerTrigger and AmmoBox to always report as NEUTRAL internally
* completed the transition from using the old class-based order terminal system to the page-based order terminal system; unused terminal classes have been eliminated
* more closely aligned TelepadDeployableData and InternalTelepadDeployableData
* modifying TelepadDeployableData make it generic and eliminate the need for InternalTelepadDeployableData after fixing a packet converter to utilize DroppedItemData
* modified Terminal operation to branch further outwards from Terminal.Request to the TerminalDefinition's Request method; modified tests to reflect update
* loosening up matrix terminal definition limitations
* modified ProximityTerminal to support a custom defintition class
* rendered the message passing system for Terminals general (Any) in the full scale so it can be specific in instance cases
* refactored and moved both EquipmentSlot and ExoSuitDefinition
* (re)load Favorites each time player (re)spawns
* added short and detailed codecs for Telepad, and converter for switching between Telepad and packets; modified Utility to construct a formal TeleportPadTerminal that associates the Telepad with a Router; can now pull telepad Equipment from Router terminal utilities
* this code supports operation of the deployable-side telepad
* basic teleportation between the Router and the remote telepad is functional; an ever-present internal telepad utility was added to the Router to facilitate this teleportation
* breakdown of Router teleportation code for the purposes of client synchronization; supports Router being set up first or Telepad being set up first, either order; background timer for eventual activation of Router
* refactored the router telepad system to remove unecessary function diversions; telepads now are properly linked where appropriate and links are properly broken in appropriate situations; message passing has been simplified
* fixed inventory size of the telepad; transferred router telepad activation systems from VehicleService to LocalService, and from the Ruoter to the TelepadDeployable; cleaned up code that handled the TelepadDeployable the Router relationship in WSA
* tests, mostly; no-router conditions for certain telepad-related converters
* adjusted (made constant) quantities for owned telepads
* resolved issue with router and telepad crashes; properly handles deployment states of AMS and Router upon zone entry; changed ownership/decon requirements to ownerless only
* object class, actor class, and definitions for base turrets; untested
* wired base turrets into existence, with hoop jumping; created interface for objects with mounted weapons (vehicles and turrets); working example phalanx_sgl_hevgatcan in Anguta, Ceryshen
* re-wiring manned turrets so that the turreted weapon itself never changes externally but merely identifies different and changes internally; workflow for upgrading wall turrets in place (30s); clarifications and documentation for HackMessage and UseItemMessage; getting rid of orphaned packages from previous location of services
* added a simple task that reverts upgraded manned turrets to their None state after a certain amount of time has passed; it works but need improvement
* turret weapon upgrades now last for a duration of 30 minutes before reverting; created a service support actor base actor that underlies all current support actors; nano-dispenser now properly loads 1 unit of upgrade canister, rather than 100 units; all canister types have appropriate 2x3 inventory size
* forgot to hurry; moved over the Services tests from main/test folder into the common/test folder and needed to change the location of ActorTest to accommodate it; test and documentation for MannedTurret; codecov ignore update
* wired facility turrets in Anguta, Ceryshen; Akna tower, Ceryshen; and S.Villa tower, home3 (Anguta tower is a watchtower); attempted workaround for Travis CI issues with receiveN; re-introduced RemoveActorTest, at least the first test; expanded how ZoneActor performs tests on MannedTurret setup
* getting rid of useless commented-out code; making common operations for mounting and dismounting
* removed outdated comment; added ResourceSilo tests; added extra test for Zone
A container class for vehicle-installed Amenity objects that are owned by the vehicle. It not only constructs the internalized Amenity but harbors logic that is required to setup the object at a more appropriate time (at start of VehicleControl).
OrderTerminalABDefinition:
Terminals built into the sides of the advanced mobile spawn, accessible when it deploys.
OCM packet converters, GUID registrtaion, and setup code allows the code to wire into the vehicle.