* fix isAnchored / isOverdrived faction check
* Faction specific MAX definitions
* GenericActionMessage documentation
* MAX Capacitor functionality and changes to damage resolution for NC MAX shield
* Re-enable base power loss when silo capacity hits 0
* PSAM documentation
* Kick players from mountable amenities (turrets, implant terminals) when owner is hacked
* all matters related to vehicle events, including tests, adjusted so that the service actor internalizes a specific zone; major adjustments to the order fulfillment logic of vehicle spawn pads; removed a bunch of unnecessary things such as auto-drive guidance
* all matters related to local events, including tests, adjusted so that the service actor internalizes a specific zone; special consideration for proximity units and tests; muted some excessive logging
* all matters related to avatar events, including tests, adjusted so that the service actor internalizes a specific zone; special considerations for resource silos and painbox elements
* explicit trait that acts as an owner of Amenity objects (Building and Vehicle); generalization of <obj>.Owner.Zone statement
* reduced log spam from proximity terminal activity
* tightened vehicle spawn pad control protocol; finally made the player re-appear if the vehicle doesn't spawn/mount correctly; pad operates independent of the person who submitted the current order so less chances for crash
* adjusted workflow for vehicle spawn pad task management
* constrain angles on specialized yaw and pitch fields
* integrated new Angular Codec into OCM and OCDM of avatar; corrected tests; wrote shortcut for whether a unit is moving (under its own power)
* apply clamp
* Accessed containers while moving
Removed unintentional code duplication outside of conditional.
* Additional checks to ensure players don't heal themselves immediately after dying
* Move alive check to cover other kit use
* Don't use ammo on full health/armour players and change adv medical revive to take 5 seconds + 25 ammo
* Fix merge conflict oopsie
* Fix merge conflict oopsie. Properly this time.
* Allow PlayerStateMessageUpstream to be processed even when the player is dead, to prevent corpses sliding from interpolated client side movement
* Allow medical applicator to revive players
* Allow dead players to be repaired
* Refactoring medapp + bank usage
* Make bank + medapp use charges from magazine
* Don't try to heal/repair other players with MaxHealth/MaxArmor <= 0
* Ignore tool use on SpawnTube objects (for example; don't deconstruct from using a medical applicator on a spawn tube)