* 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
* Transfer base benefits via lattice
* Missed two Building.SendMapUpdate -> Building.TriggerZoneMapUpdate
* Fix Building tests
* 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
This should fix issues disconnecting at loading screens/zone changes as
no packets are being transmitted during this window. If the
WorldSessionsActor is also slightly overloaded, the session reaper can
drop the session mistakenly due to no outbound traffic.
Also fix-up WorldConfig.Get with better error messages along with more
tests.
* 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