Your comments

I've tried to make the sensitivity range more useful now, but it may require you to review your settings after the next update.

I'm having a hard time recreating the issue, but I believe the raycast might be getting intercepted in some cases by the doors to access the components. I've added the doors to the allowed collider list to trigger the discovery, so I'm hoping that was the main issue. You'll have to let me know if you have more difficulties with these or other waystats after public release of 0.61.

This was the same issue as the dust particles in the east hab. It was the same misplaced trigger volume when entering and it was the only hab that had the issue. It is now fixed for the public release of 0.61.

The effect fade out volume was incorrectly placed in the east hab. I've fixed that one now and I'm checking the rest also. Fix will be in public release of 0.61.

Fixed for public release of 0.61. (Wow, I almost ended that sentence with a ; That's how you know you're in code mode lol)

I have some future improvements planned for the habitats, so I think I'm going to hold off on a re-render of the lightmaps until then. It takes quite a while to do and the error here is relatively small.

I can see the issue in Habitat C but I don't think it was caused by any objects in the scene. Seems like it is just an error with the lightmap rendering. I'll probably just try to run the render again and see if it improves.

When I reworked the control system I originally just retrofitted a few old scripts to add references to the new plugin, but now I've converted to using a script that came from the plugin itself for handling input control and it seems to have solved these issues. I'll do more testing to be sure, but this should be good for the public release of 0.61.

Thanks. Fixed for the public release of 0.61. Apparently I didn't have the map zoomed in enough to notice before.

I bet I know what happened here. Most shadows in the habs are baked and I probably forgot to disable the item models when baking the shadows, so it's displaying the shadows even when the items are disabled. I'll check it out. Thanks.