## 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
[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.
## Minor features
- Added `raftDocks` to `Props` module. An easier way to spawn in docks
for rafts.
- Added `dockPath` to `RaftInfo`. This is a path to the dock the raft
will start attached to.
- Added `pristine` boolean to `RaftInfo`. Makes the raft use the
dreamworld model.
- Added `speedLimiterVolumes` to `Volumes` module. This is the same
thing the Stranger uses to slow you down.
## Bug fixes
- NH-made rafts no longer skip a node when riding on the Dam's raft
carrier.
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 :)