* broke vehicle control agency down into specific agencies for different types of vehicles
* moved shared cargo vehicle pain onto the carrier control agency; apc-type vehicles have charging capacitors and emit emp's
* comments and documentation; cargo learning about damage to carrier corrected; fixed tests and added tests
* adjustment to explosive deployable distance filtering; apc now uses this filter when determining valid emp targets by distance
* persisting vehicle loadouts in between sessions, saving to db and loading from db
* reusing refactored code for clob; initial loadout without empty entries; reverting method of stopping session child actors
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
* unifying the split code pathways that separated telepads from other deloyables; in other words, no more SimpleDeployables and ComplexDeployables, just Deployables
* moved some aspects of the build logic into a deployable control mixin; aspects governing the deplpoyable toolbox have been transferred into the player control agency
* moving aspects of teleportation system establishment and decomposition into specialized Telepad control agencies
* retiring deployable disposal code path that required a dedicated remover; each deployable now handles its own removal, and some do special things when being removed; process still has some rough edges and tests are probably thoroughly broken
* additional modifications to support boomers and telepads; consolidation of code for deployable acknowledgement by owner and during failure conditions; tests for behavior
* retooled a significant portion of the build sequence and deconstruct sequence to: eliminate duplicate messages, give the player more input to and control over the process, remove undue responsibility thrust on SessionActor
* messaging issue where player did not re-raise hand after exchanging a used construction tool for a new construction tool
* modification to deconstruct path to make certain deplayble is unregistered last; ridding requirement of AlertDestroyDeployable; fixing test
* create paths for unowned deployable building and (standard) owned deployable building; corrected activation and connection between telepad deployable and internal roouter telepad; wrote tests for connection between telepad deployable and internal telepad
* modifiying the conditions of a deployable construction item being moved into a visible player slot such that the construction item's initial output is valid given the player's current certifications
* by forcing the fire mode to revert briefly before the ammo type updates, the construction item can be made to remain consistent between fire mode shifts
* construction tools now keep track of fire mode ammo types for a period of time, allowing one mode's last setting to be retained
* greatly delayed rebase with master
* minor changes; test correction (?)
* router is go?