* Add capture terminal definitions
* Logging / documentation
* Functionality for timed base hacks
* Disable IFF locks while base is hacked
* Hacking speed based on player's hacking certification level (and hack effect duration data - currently not functional)
* Hack effect duration functionality
* Sync hack states with clients joining the zone
* Whitespace / comments
* Allow IFF locks to be resecured by the owning faction if it has been hacked
* Fix bases with no NTU silo failing to capture
* Reset CC properly on hack that expires with no NTU in silo
* Capture towers instantly and improve handling of hacked objects queue
* Fix handling of neutral IFF Locks and remove unnecessary casting
* Move HackCaptureActor to correct location
* Re-enable Anguta door locks for air pad now hacking/resecuring IFF locks work
Add capture terminals (timed CC only for now) for a few bases & a tower
Add a few missed locks/doors
Add a resource silo to Girru
* Fix merge issues & missing documentation
* 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