## Improvements
- Conditional object activation GameObject will now be a sibling of the
object it acts on. Makes it easier to copy details.
- When starting a new expedition in another solar system, you will skip
to loop 2. This means that quitting the game or entering a game over
scene will still give you the "Resume Expedition" option on the main
menu and not erase your progress.
## Bug fixes
- Fixed fog ramp being null sometimes.
- Fixed getting locked into the "ship warp drive activated" dialogue
when spawning inside the ship.
## Improvements
- No longer required Menu Framework as popups are now supported in OWML
## Bug fixes
- Fixed sector stuff breaking in props loaded from asset bundles
- Fix ship log map mode auto/manual placement
- Fix subtitle becoming invisible when image width is smaller than EOTE
subtitle
- Fixes a bug where projecting into Dark Bramble can teleport you
(thanks @TRSasasusu for the fix from the Outsider)
- Fix drowning inside the ship if you spawn inside it (fixes#808)
## Improvements
- No longer required Menu Framework as popups are now supported in OWML
## Bug fixes
- Fixed sector stuff breaking in props loaded from asset bundles
## Improvements
- CharacterDialogueTrees from a Unity asset bundle will now load
properly and have translations supported
## Bug fixes
- Sector cull groups now function properly (not erroneously enabled even
without KeepLoaded) (fix#792)
- Fixes a problem where projected slides are brighter than the source
image (fix#755)
## Bug fixes
- Sector cull groups now function properly (not erroneously enabled even
without KeepLoaded) (fix#792)
- Fixes a problem where projected slides are brighter than the source
image (fix#755)
## Bug fixes
- Fix translation keys containing <CDATA> breaking. Thanks orclecle for
the report!
- Added a sphere collision to item props if they had none. Thanks
Hawkbar!
## Minor features
- Added `colliderRadius` to custom items. All custom items will be given
a collider for cursor/hover detection unless this is set to 0.
## Bug fixes
- Fixed some edge cases in collision detection with custom items.