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 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)
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).
Erase their saved game when the game ends (or should resuming the game just go straight to the game over screen?)
Add Test.js
Add the test scenario to the menu (feature #2944)
Remove the fire from the scenario that is not about fire
Also remove the fire-related conversations
Merge feature/test-scenario into feature/end-game
Merge fix/conversation-show-modal and feature/test-scenario
Merge branch 'feature/end-game-test-scenario' into feature/test-scenario-all
Move the dolphin to Test.js.  It is in a different room now.
Merge pull request #31 from rcatlin/feature/test-scenario-all

Feature/test scenario all