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* modifications to ProximityUnit and related classes to internalize the effect control for the terminal, removing the flywheel functiuonality from WSA * proximity operations for medical terminals (the one in the Anguta lobby, specifically) is functional; some entities besides Player now keep track of the continent they possess, a necessary compromise for proximity ops * repair rearm silos (Anguta courtyard East) demonstrate operational behavior when lattice benefits are active * proximity terminals may now juggle multiple targets that move in and out of range and change validity over time * previous rebase; preparing for special location + offset calculations for utilities * working location-based proximity repair terminals for the lodestar, utilizing new fields in the vehicle definition, new configuration method in the utilities, and new calculations for Vector3 entities; some comments and tests * separated ProximityTarget; updated existing terminals; restored defaults; preparing to fix tests * tests involving the proximity unit workflow * dismantling a portion of the proximity terminal machinery that is no longer necessary and only poses risk to the system; removing temporary code used to quickly test vehicle silo repairs |
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