* when deconstructing at a spawn tube, eliminate damage by hiding the player character from rendering through psm manipulation; adjusts the psm load balancing algorithm; add conditions for checking for cancelling the deconstruction flag when certain actions are taken
* condition for avoiding server-size (all) damage during deconstruction period
* mutually assured discetion
* an attempt to space out the player upstream
* some data sterilizing
* when a player is respawning, other players do not send their own update PSM's
* always display players in their proper locations when nearing their view, even if they have been stationary this whole time
* fixing configuration file and warnings
* modified the instant action algorithm; added configuration flags for ams instant actioning and crashing third party activity
* experimental droppod feature that was abandoned as too complicated
new in 2.13.10:
[error] /home/runner/work/PSF-LoginServer/PSF-LoginServer/src/main/scala/net/psforever/actors/net/LoginActor.scala:48:21: weaker access privileges in overriding
[error] def log: akka.event.LoggingAdapter (defined in trait ActorLogging)
[error] override should not be private
[error] private[this] val log = org.log4s.getLogger
[error] ^
* restored emergency drop/passenger dump from galaxy when pilot bails
* extend bail protection during emergency drop
* another bail protect case covered
* changes to the session actor handler classes
* further changes to session actor handler classes
* extending the range of voice emote penetration
* rollback of changes to SessionGalaxyHandlers to preserve passenger zoning behavior
* added extra checks to eliminate cosmetics from the packet transcoder where having them defined would be considered harmful to the data
* new uniform options; moved cosmetics class file
* assurance that the cosmetics settings are accurate during transitory points
* weaponry on login has accurate ammuniton counts
* armor value on login has accurate damage value
* capacity value on login has accurate ammunition count
* capacity for items in lockers on login have accurate ammunition count
* fixing locker inventories
* forgot change to initialize new locker database entry; and why did I write this subclass?
* correction to scorpion sub-projectile death message
* redirected the definition fields
* output method of demise to chat; chat will answer us the mystery
* finally attributes the scorpion as the method of demise
* dropping the medical applicator on rejoin logins; not actually a bug fix, but a bug mitigation
* narrowing the scope of the guard boolean; correcting an issue with purchase timers
* players will properly be blamed for being killed in vehicles
* vehicle occupants should stay in their seats until told to die
* wall turrets are now recognized as something else
* 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
* code style improvements for SessionData file
* refactored and simplified methods; added GenericAction case enum for smoother GenericActionMessage behavior; fixed timers for MAX unit
* 10 -> 11; suffixes for actions that are 'received' from the client