Zero-K: Server protocol change

Zero-K has moved into a new server software because old one (UberServer) could not handle large number of players in tests.

This will allow faster development of Zero-K lobby, proper matchmaking etc, but unfortunately breaks compatibility with existing non Zero-K lobby clients, so please use Zero-K lobby for now.

Because it’s a full rewrite of lobby server with changes done to springie autohosts, zero-k lobby and website/nightwatch, do expect some quirks. Bug reports are very much welcome at https://github.com/ZeroK-RTS/Zero-K-Infrastructure/issues

Zero-K: Zero-K v1.3.1.17

Today we errode away a bit of Total Annihilation legacy with the removal of easy nano-shielding. While it was arguably ok at the small scale we are sure everyone would agree that blocking tacnukes with Zeniths was pretty stupid.

Also a remibder; the tourney is in a few days so don’t forget to Sign Up.

=== Removed Nano-shielding ===
Nanoframe hitvolumes now grow from ground level to full height during the first 40% of construction. This makes it much harder (and possibly pointless) to block small shots and fixes the Zenith nanoframe tactical missile defense.

=== Targeting ===
Vandal now has overkill prevention. There have also been some improvements in damage tracking.

Dominatrix now really likes to target things which are partially captured. Other units have a mild aversion against targeting such units.

The aimpoints (spots that are aimed at when trying to shoot at something) of commanders are slightly higher, especially for Support Comm. This is because their weapons could be much higher than their old aimpoints which would let them shoot over walls with no retalitation.

Fixed Penetrator aimpoint and hitvolume as well.

=== Fixes ===
* Attempt to fix rare music pitch bug.
* Nuclear missile launches are now always audible.
* Fixed a rare case where undead aircraft would take up repair pad spots for eternity. * Some sort of Central Build AI fix.