* pattern for applying damage to player avatar and player-controlled vehicle collisions
* pattern for applying damage to targets due to collisions, falling damage and crashing damage individually; fields to support these calculations are provided
* modifiers to translate 'small step velocity' to real game velocity, as reported by the HUD; corrections for velocity; corrections for velocity in other packets
* fall damage calculations moved to function
* basic two-body collisions between GUID-identified game entities and a ward against too many collisions in a short amount of time
* bailing mechanics
* vssm for non-driven vehicles
* comment about vehicle state message field
* comments and minor refactoring for current collision damage calc; tank_traps modifier; potential fix for blockmap indexing issue
* fixed cargo/carrier vehicle ops
* corrections to initialization of ce construction items; adjustments to handling of modifiers for collision damage
* modifier change, protection against flight speed and spectator crashes; submerged status is once again known only to the actor
* appeasing the automated tests
* hopefully paced collisions better; re-did how Infantry collisions are calculated, incorporating mass and exo-suit data; kill feed reporting should be better
* adjusted damage values again, focusing on the lesser of or middling results; collision killfeed attribution attempt
* kicking offers bail protection; lowered the artificial modifier for one kind of collision damage calculation
* correction to the local reference map functions
* fixed tests; attempt to zero fall damage distance based on velocity; attempt to block mine damage when spectating
* propagation of the ask pattern into the unique number actor
* TaskWorkflow as a replacement for TaskResolver; includes working tests
* AvailabilityPolicy has been changed slightly; number source restriction mechanic has been completely removed
* TaskResolver is gone and done and TaskWorkflow replaces it
* number pool variety
* every zone gets a custom tailored 'environment' number pool, as well as all other number pools; uns involves many more static functions and hard-defined variables
* repairs to uns and guidtask tests; worked uns into unops, an actorless version, but did not integrate into server
* shuffled around files in the guid package, causing import threshing; wrote extensive comments; repaired tests; classes related to the old unique number system have been removed
* created straightforward tasks; simplified number pool actor calls; repaired tests due to modifications to generic pool
* bad merge recovery
* corrected flail deploy animation timing; added a working laze pointer terminal utility to the flail
* initial LongRangeProjectileInfoMessage packet and tests
* flail damages targets over a distance and damage dealt will increase with distance traveled
* flail laze pointer broadcasts a special waypoint to squad members and blanks position marker after a short time
* recharge terminal will remotely restore ammunition to ancient vehicle weaponry (like the flail) as weaponfire expends it
* laze waypoints do not double and are visible to all squad members; excessive squads do not form and stick around by accident