First approximation of when to autosave: save whenever the scene is rendered.
Also save after activating some triggers
Merge branch 'master' into feature/autosave
Now conversations can depend on the enabled triggers, not just the inventory.  I hope that moving the triggers after check* does not break anything.
Merge branch 'master' into feature/conversation-checks
Factor out checking for conditions, rename "checkInventory" to "check", and allow checks to affect individual options
Allow conversations to change based on objectives, too
Merge pull request #27 from rcatlin/johns-misc-items-addition

Johns misc items addition
Professor on fire
include fire1 as inactive prop
Merge pull request #26 from rcatlin/feature/professor-on-fire

Bell plays with matches
Merge pull request #24 from rcatlin/feature/autosave

Feature/autosave
Moved cameras from main to _cam, added render.py batch rendering script
Forgot to include updated blend in last commit
Merge master into feature/conversation-checks
Initial end-of-game trigger (just shows a modal)
Test case for bug #2942 (triggering showModal at the end of a conversation)
Fix for bug #2942 (now you can trigger showModal at the end of a conversation)
Removed right elevator

Didn't fit for the x,y naming scheme
Disallow the player from dismissing the modal saying the game is over.  Also provide a general way to make non-dismissable modals (although requiring code to set a local variable AFTER calling the relevant function is probably not the best coding practice).