## Security check
What currently happens is that if `preventOverlap` is not true then
there is no array of point emptied progressively and points are rolled
in a loop of size count for each prop. The problem is that the loop can
be infinite due to `i--; // Try this point again`. A reroll happens when
`height < propInfo.minHeight` or `height > propInfo.maxHeight`, height
being rolled between `heightMap.minHeight` and `heightMap.maxHeight`
(which are not the constraints above).
- This PR checks before the loop if there is less than 0.1% chance for
the upcoming heightMap rolls to be considered correct, and if not it
always skips this check, ignoring `propInfo.minHeight` and `.maxHeight`
to prevent a very long (possibly infinite) loop.
## Improvements
- do not load unnecessary bundles in custom systems. saves VRAM. does
not affect RAM
details stay visible
does not seem to cause softlocks.
works when going from custom to regular (you dont fall thru TH)
seems to cause no extra errors in logs
## Major features
- Added `conditionTriggerVolumes` to set a dialogue condition when the
player (or scout or ship) enters an area.
- Added `interactionVolumes` for interactable objects that set a
dialogue condition, play a sound, and/or trigger an animation.
## Minor features
- Added `condition` fields to `dreamCandles` and `projectionTotems` to
set dialogue conditions when they are lit or extinguished.
## Minor features
- Added `repairVolumes` which act like the repairable nodes on the
"satellite" in the Zero-G cave. Resolves#1084
- NH will now recommend users installed the Chinese Font Fix mod if they
do not have it and the language is set to Simplified Chinese.
- Added `ClearSystem` to the API for Nomai Sky to use
## Minor features
- Added `repairVolumes` which act like the repairable nodes on the
"satellite" in the Zero-G cave. Resolves#1084
[Examples
PR](https://github.com/Outer-Wilds-New-Horizons/nh-examples/pull/59)
Also in this PR I've fixed two unrelated minor issues that were causing
warnings to be flagged on every build.
## Bug fixes
- Fixed a bug where Vanish/DestructionVolumes no longer worked (they
were trying to use sphere shapes when they can only use sphere
colliders). Affected TSTA.
## Bug fixes
- Fixed a bug where Vanish/DestructionVolumes no longer worked (they
were trying to use sphere shapes when they can only use sphere
colliders)
## Bug fixes
- Change volumes back to using shapes by default (not colliders) else
they get disabled when put on held items (affected one mod but somehow
not another mod)
- Fixed bug where volume radius gets ignored if you define a sphere
shape
## Bug fixes
- Change volumes back to using shapes by default (not colliders) else
they get disabled when put on held items
- Fixed bug where volume radius gets ignored if you define a sphere
shape