Getting a development branch going, for science. This is heavily WIP, known issues exist with orbit tracking. Configuration works, but default values have not been established yet. Commits will be coming more frequently now.
Fixed orbital matching with equatorial orbits.
Removed contract active checks from events unregistering, use a flag instead. Sometimes completed contracts would not unregister their events.
Use System.Random instead of UnityEngine.Random for pseudorandom waypoint locations, solving persistence issues with waypoints.
Added konfiguration options for the names of certain orbits, to solve an age old debate.
Patch reset now manually set by me in configuration, more reliable, more reusable, and now it only affects my contracts, ignoring stock and other mods.
Adjusted default values in configuration file.
Removed debug autorefresh of config file, changed ARM to MaxExistent, which is more in line with how the logic behaves.
Polished configuration code, balanced default settings. Added a few new settings and integrated them with their contracts.
Added static part name function to part name parameters for external use by other mods.
Update Readme and version files for new version.
LoadNode made much more reusable, generic, verbose, and generally better.
Added the ability to configure chances for Kerbin rover and aerial missions to spawn around KSC. Added low altitude aerial missions.
Removed all instances of Unity's static random number generator, for persistent, instance based, pseudorandom numbers. Changed how orbits are post processed.
Round all rewards off so they don't look weird.
Display when an orbital parameter is being ignored, to prevent false bug reports.
Fixed bug in tech check, made logging more specific, added helper functions.
Added resource extraction contracts.
Fixed typos and invalid characters, added more names for Kerbin, increased chance for named sites on Kerbin.
Removed many direct references to Kerbin, the Sun, and Jool, in an effort to improve compatibility. AerialContract has more, but not sure how to get around that yet.