* just some tinkering and clean-up
* converted DeployItem from AvatarService to LocalService; attempt at resolving missing overwhip yellow ring is complicated; vehicle ownership packet wqorks on deployables that are mountable, but is less successful on normal simple deployables
* restoration of yellow ring of ownership around deployables; changes to variant of CommonFieldData transcorder used on certain deployable transcoders; static values are assigned parameter names and public variables are given types for completion
* initial packet for GenericObjectAction2Message and tests; repaired transcoders and tests for TRAP and small turrets
* force redraw of the whole boomer to assert reassignment of ownership; it's heavy-handed but it works
* deployable ownership should be asserted during both re-zoning and revival; refactoring of code in ZoningOperations
* new paradigm for character creation detection of old characters by name; vehicle channel when seated in vehicle (ant); second wind activates as long as non-fatal damage n>=25; coordinated sequence of deployables whose UI is being updated
* the max timer will assert itself through death and respawn
* in theory, the tests are fixed; that may change from execution to execution, as is usual
* adjusted how the mechanized exo-suit timer asserts itself when in conjunction with prior exo-suit purchase orders
* players in seats have their mounted information shortened in a more straightforward, less fault-prone way; stamina recharge command shortened
* fixed vehicles not loading when player has no GUID; deactivated squad features (may cause trouble for the Router, but we'll manage); removed lingering, unnecessary radiation tick
* even if the player seems to be standing completely still, send an update packet once in a while (1500ms)
* removing an active router will always clean up an active router telepad with which it is paired
* better timing for refresh of the character select screen; potential to stop moving vehicles from anothers's perspectives
* block mounting while vehicle in motion, or in control; if ejected early, end control early
* block mounting while vehicle in motion, or in control (2)
* extensive modifications to source entry shorthand
* moving 11 files changes 55 other files
* added score card classes; upgraded packet classes
* I decided to import over everything
* proliferation of in-game activity messages, especially for spawning activity; removed defaults for activities; fixed (most?) building tests
* upkeep on the LLU's managing service, as well as the facility hack management service, in response to a potential bug
* a facility that changes faction affiliation while it is the destination of an LLU delivery will cancel that LLU delivery
* fixed crash due to boomer trigger overriding position of ace, without the ace being properly cleaned up on the client of the bomber; fixed issue with the boomer trigger going missing
* flipped the first two FDU deployable settings so they match the correct fire modes; corrected a stack overflow situation with the sourcing entities
* action, but no response
* condensed parameters on avatar class
* as always, fixing tests
* quickly, loose ends tied
* 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
* 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?