Built a new feature to specify custom credits audio and scroll length
within GameOverModule.
- Added new creditsType: "custom"
- Added "audio", "audioVolume", "audioLooping", and "length" to
GameOverModule, which only work with custom creditsType.
Some code notes:
- I needed to bring an IModBehaviour down into
NHGameOverManager.LoadCreditsScene() to patch in the custom audio clip,
so there are some changes in other files to get it there. If there's a
better way to do this, let me know :)
Made this because I tried to add a comet tail to ember twin but it kept
saying `Comet CaveTwin_Body does not orbit anything. That makes no
sense` because Orbit.primaryBody didn't have anything.
So now it grabs the primary body from the astro object but also takes
into account Orbit.primaryBody

## Bug fixes
- Fixed a bug that didn't allow comet tails to be made on unmoved
vanilla planets/moons.
Build workflow uses a non-existent action to check changed files.
Switched it out for a simple call to `git`.
We'll need to:
1. Merge this to `main` so version PRs are updated correctly
2. Merge `main` to `dev` so feature PRs are updated
3. Every other branch should try to merge this in from `dev`
## Minor features
- Added a debug option for visualizing the names of custom bramble warp
volumes and their entrances/exits. Resolves#1066
## Bug fixes
- Fixed broken implementation of #1062 by changing
TranslationHandler.AddUI to take a bool for translations being
uppercase.
- NH-made spawn points now show up in Cheat And Debug Menu's spawn point
teleporter
## Improvements
- No longer forces all translations added with TranslationHandler.AddUI
into being uppercase. Fixes#1062.
## Bug fixes
- Fixed a config migration issue that was breaking Lonesome Lake
## Improvements
- The sphere colliders added to custom items and item sockets to make
them interactible no longer have collision by default. Mod authors can
restore the previous behavior by setting `colliderIsTrigger` to false.
Resolves#1054.
- Nomai scrolls created using `translatorTexts` no longer have
collision. This matches how scrolls behave in the base game.
## Bug fixes
- Fixed details not having collision if they were immediately
deactivated after being created (for instance, via
`activationCondition`)
- Fixed light sensors disabling themselves on activation if their detail
was immediately deactivated after being created
- Fixed quantum groups with number of objects equal to number of sockets
not having correct scales and including a duplicate of the final object.
## Bug fixes
- Fixed details not having collision if they were immediately
deactivated after being created (for instance, via
`activationCondition`)
- Fixed light sensors disabling themselves on activation if their detail
was immediately deactivated after being created