* 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onto the top of each of the zones and adjusting the GalaxyService workflow; added a map blanking routine for outdated hotspots; different damage targets cause different amounts of hotpot lifespan (test)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
* deconstructing a vehicle that has cargo will eject the cargo before despawning the vehicle
* cargo that dismounts without a driver is scheduled for deconstruction; any player that disconnects while in a vehicle that is flying has the vehicle scheduled for immediate deconstruction instead of the standard deconstruction time
* modified routine for disowning vehicles outside of the conventional 'driver is owner' system
* standardized player-driven ownership fields; adjusted how vehicles transfer and announce ownership on zone join events (SetCurrentAvatar)
* stop /zone and /warp if in a cargo vehicle (even if driver)
* fix for landed-dismount cargo logic not starting distance checking loop
* concatenated Owner and OwnerName assignment to a singular object method, and the vehicle use of assignment to a singular WSA function
* formulas to calculate consistent distance between origin and impact; lash damage degrades as a function of distance
* clamped the degrade value for lashing damage; clamped the distance value; implemented a rudimentary and unsophisticated shot origin to shot owner distance validation test; fixed a mounting bug
* lashing damage is primarily targeted at exo-suit armor; lashing calculates damage starting at the same distance at which it starts being detected
* clarifying the weapon fired in the warning message
* Increase the distance on the door close check to stop doors bouncing open/closed and add a check to make sure the player is alive when holding the door open
* Dead players hold doors open, zone is now checked if the player is a backpack instead of the player object itself
* rescheduling of passenger gating summons to increase chances of detecting passengers joining same zone; short-circuit new spawn requests and new warp gate requests while a previous request is already being processed
* changing respawn delays for warp gate spawn points
* adjusting how warp gates store broadcast data and how broadcast gates are declared in packets; activating TR sanctuary warp gates and making Solsar warp gates broadcast for the TR
* changes to vehicle disowning and what happens to an AMS when it is unloaded
* routines for eliminating equipment and configurations from loadout availability depending on the terminal type
* fix to FavoritesMessage use of exo-suit type and subtype causing entries to identify incorrectly; standard is the fallback exo-suit type should a player try to load a suit type they no longer have certed
* factored subtype value into exo-suit fallback selection
* when in a vehicle, and accessing a terminal, the item purchased will attempt to be placed in the vehicle's trunk before testing the player's free hand; the item will not go into the player's backpack
* Remove QoL change to show faction colours on hacked objects as unfortunately it causes side effects like doors opening for the hacker but saying the door is locked
* Only send map updates if the resecured object is a capture terminal
* Centralise logic to check if a Capture Terminal is hacked for a Building object
* Fix hacking a terminal where the base CC has been hacked and add a bit of extra logging for possible edge cases
* Clear all hacks from hacked amenities when the CC is resecured
* Fix AMS terminals being broken
* Clear amenity hacks when CC is both hacked and resecured
* resolved merge of multi-PR-merge master branch supporting gating branch
* making adjustments to the distinctions between building map id and building GUID, where necessary, to assist with the loading process
* custom spawn tube definitions for the sanctuary VT_building's
* Move door orientation logic from the door itself to the IFF lock, as the lock has the correct orientation in the UBR files, whereas the door does not.
* Remove ModelID from buildings (is now GUID) and change "ID" to be "MapId". A building can also be constructed with both a GUID and MapID.
* Update Maps.scala and Zones.scala to (for the moment) only have Ishundar configured with Sounours V3 playtest base ownership. Default starting zone is also moved to Ishundar for now.
* Fix oopsie with West Zaqar Tower
* Add proximity terminal positions to constructors
* Offset vehicle spawning by the correct amount from game_objects.adb.lst
* Orient players correctly when spawning at a respawn tube
* Apply a 90 degree offset to tech plant garage locks, as these are the only locks where the orientation does not match the orientation of the door
* Add missing spawn terminals, repair/rearm terminals for both ground and air.
* Additional documentation for GOAM / PAM packets
* Add extra arguments to building LocalObjects to make it a bit more DRY and reduce line count for map files
* Split maps configuration into separate files and add every above ground map (including battle islands and oshur prime)
* Fix ZoneTest typo
* Update vehicle spawn pads to use the correct object types, Z offsets and Z orient offsets
* Update ZoneMaps with the new vehicle spawn pad definitions and fix a few issues with sanctuary GUIDs (special thanks to the one person that used capitals in the .lst files when no other object uses them)
* Comment out duplicate instance of ObjectDetachMessage being sent
* Apparently TR sanc has an extra 6 repair silos, now accounted for.
* Move door orientation logic from the door itself to the IFF lock, as the lock has the correct orientation in the UBR files, whereas the door does not.
* Remove ModelID from buildings (is now GUID) and change "ID" to be "MapId". A building can also be constructed with both a GUID and MapID.
* Update Maps.scala and Zones.scala to (for the moment) only have Ishundar configured with Sounours V3 playtest base ownership. Default starting zone is also moved to Ishundar for now.
* Fix oopsie with West Zaqar Tower
* Add proximity terminal positions to constructors
* Offset vehicle spawning by the correct amount from game_objects.adb.lst
* Orient players correctly when spawning at a respawn tube
* Apply a 90 degree offset to tech plant garage locks, as these are the only locks where the orientation does not match the orientation of the door
* Add missing spawn terminals, repair/rearm terminals for both ground and air.
* Additional documentation for GOAM / PAM packets