## Bug fixes
- If `pathToExistingDialogue` points to a dialogue object that has a
null asset, it will now set its asset to yours instead of erroring.
- We now search in the body for `pathToExistingDialogue`. You no longer
have to put the root object at the beginning of the path.
## Minor features
- Added `parentPath` to scatter. This parent should be at the position
where you'd like to scatter (which would usually be zero).
## Improvements
- Now avoiding unnecessary EndConversation calls. (Fix#859)
## Bug fixes
- Prevents a softlock when at the eye (JohnCorby's fault) (Fix#865)
- Pause on load like in base game (Fix#783)
- Fixed disabled reference frames not being disabled (for the third
time)
- Fixed sectors being rotated on tidally locked bodies
- Fixed scatter not working properly on tidally locked bodies
- Fixed returning to solar system radius not being calculated correctly
- Supposedly fixed rafts but didn't actually (wtf Hawkbar!)
- Stop popups spamming your entire save file potentially.
## Minor features
- Added `parentPath` to scatter. This parent should be at the position
where you'd like to scatter (which would usually be zero).
## Bug fixes
- Fix scatter not working properly on tidally locked bodies
## Improvements
- Added ReuseDialogueOptionsListFrom, DisablePersistentCondition, and
ParentIgnoreNotRevealed to their respective schemas
- Specify (and also correct some) minOccurs & maxOccurs on EVERYTHING
(this one is for you visual studio)
- Rearranged things to better match the xmls from vanilla
## Bug fixes
- Rafts spawned with New Horizons update their "alignment volume" when
they enter water volumes, allowing them to move between different bodies
of water or be spawned on planets without oceans. Fixes#846 .
## Minor features
- To avoid having to copy paste a repeated `DialogueOptionsList`, you
can instead put `ReuseDialogueOptionsListFrom` and reference another
`DialogueNode` whose options you want to repeat. Implements #854
## Improvements
- Now uses selected language instead of system language when making
strings fully uppercase or lowercase in translations
## Minor features
- To avoid having to copy paste a repeated `DialogueOptionsList`, you
can instead put `ReuseDialogueOptionsListFrom` and reference another
`DialogueNode` whose options you want to repeat. Implements #854