* bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept
* restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint
* changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code
* all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic
* deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits
* player bank repair and medapp heal has been moved out from WSA into PlayerControl
* overhaul of Progress callback system and the inclusion of player revival as a Progress activity
* begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate
* integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization
* establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive)
* ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting
* generators are destroyed and repaired properly, and even explode, killing a radius-worth of players
* destroy and repair pass on deployables, except for explosive types
* Damageable pass; client synchronization pass
* helpful comments
* some tests for damageable and repairable; refined output and repaired existing tests
* enabled friendly fire check and recovery
* handled friendly fire against allied mines; moved jammer code to common damageable behavior
* tweaks to damageability, infantry heal and repair, and sensor and explosive animations
* animations; framework for future vitals events; closing database connections
* adding some deployable tests; fixing a bunch of other tests; History is back
* testing for basic Damageable functions; removing a log message
* finicky animation stuff
* event messages to the Generator to represent health changes
* damage against BFR's is now only used against mythical creatures
* test fix
* 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
* functions for certifcation ui updates (that don't work)
* initialization of combat engineering deployables ui on load and certification change
* representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals
* ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options)
* zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables
* refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers
* Avatar-specific storage for deployables and for updating UI elements
* refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects
* added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model
* refactored and distributed Deployables classes; copious amounts of testing and document-writing
* boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy
* sensor_shield was skipped by accident
* identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered
* added local service channel, capture consoles, fixed tests as much as posible
* fixed LocalService tests by booting the ServiceManager; added avatar and local tests
* a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI
* making the explosive deployables vanish upon explosion; sensor health bars are now supported