* modified DCData to account for Max suit encoding; modified converters for the avatar that would make use of DCData changes; corrections to enforce that Max/ex-Max always has correct hand showing
* separating initialization-time random GUID assignments from initialization-time fixed GUID assignments by performing them all later
* 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
* 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
* refactored WSA code handling HitMessage, handling SplashMessage, and handling LashMessage; modified projectiles for future functionality
* players can die from being shot now; the damage model is simplistic since main goal was to write around the potential for negative damage ('healed from getting shot'); HitHint works correctly; dedicated AvatarService channel for each avatar helps reduce message spam
* vehicle destruction, and replacement with lightweight wreckage objects upon continent join; made flushing vehicle terminal more accessible
* simple work on vehicle shield charging (amp station benefit) (that's my commit story and I'm sticking with it)
* a flexible calculation workflow that can be applied, grabbing damage information, resistance information, and then combining it with a resolution function; players and vehicles have resistance values; removed redundant damage calculations from WSA
* broke up DamageCalculations, ResistanceCalculations, and ResolutionCalculations into packages under vital; fixed an error with exo-suit calculation resistances; events for dealing with synchronized player and vehicle damage calculations and building the papertrail of those damages; updating codecov.yml file for ignore classes
* added tests for various components (damage model, destroyed vehicle converter, vitality, etc..) and some functionality improvements
* added a field to keep track of how projectiles will be attributed at the time of target death
* 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
Terminal hacking (cert / equipment / medical)
Hacking speed based on certification level
REK beam colour based on hacking level
QoL change - show hacked object as belonging to faction that hacked it for the duration of the hack (only for that faction's players)