* 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
* 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onto the top of each of the zones and adjusting the GalaxyService workflow; added a map blanking routine for outdated hotspots; different damage targets cause different amounts of hotpot lifespan (test)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 <
* 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.