* 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
* preparations for deploying oicw little buddy projectiles
* oicw little buddy projectiles spawn and animate properly, but damage dealing is inconclusive
* radiator clouds cause damage to infantry health
* oicw little buddy projectiles do damage upon detonation; different descent pattern; projectile types given own Enumeration
* proximity terminals for vehicle actions no longer need to use the vehicle event system as a middleman for making changes
* redid the workflow of the proximity terminal resolution so that it avoids SessionActor as much as is possible; this may be a mistake, but my future self will pay the price instead
* changed the timing and the angles of the little buddy explosions; fixed proximity terminal tests
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
* object registration adjustments for players and avatars and lockers (especially lockers)
* refactored locker container
* modifications to fields and method names for guid-related files; SpecificNumberSource created
* locker item display; proper item insertion into locker-space and searchability of that locker-space
* proper item removal from locker-space, including swap-items on other insertion tasks
* comments and tests; adjusted avatar/player registrations; allowed for restriction in the SpecificNumberSource; renamed CataloguedInventory to LocallyRegisteredInventory, and made internal object registration work
* accommodations for RequestDestroy, to allow the locker's Clear button to work; modification of expectation for resolving projectiles through ValidObject
* initial spiker logic for charging mechanic; it's functional but doesn't work exactly by the numbers say it should
* no damage degrade for radial damage; charge mode features, including damage on the projectile and fire mode on the weapon; the Spiker's damage output is pretty close to accurate
* ammunition drain timer works correctly; no need for the progress completion function; new formatting sucks
* dial back on fire mode changes; stop excessive weapon discharge case; comments
* master merge; test fix (when did it change?)
* test repair; fixed unintentional side-effect of instantiation of StanDamProf