1.8.23

Fixed TrinityTownPortal either using -1 or 2500 as waitTime and never using the defined wait time.
TrinityExploreDungeon now has EndType of "BountyComplete"... aka until="BountyComplete"
TrinityExploreDungeon now has EndType of "RiftComplete"... aka until="RiftComplete" (needs testing)
Added EndAnimation dictionary for interactables
Bounty Objectives (Bounty bosses and Rift bosses) are always added to cache and always given weight as long as the bot can "see" them
Added TrinityBountyInfo and TrinityQuestInfo cache classes
Trinity will now kill all monsters in Rifts, Kill type bounties and Clear type bounties when there is a kill counter available
Fixed typo in "Pickup Rift Keys" data binding
Added Gizmo's as possible Bounty Objectives
Pandemonium Fortress portals should work a little better
Trinity will now automatically interact with Quest Givers
Trinity will now try to wait and complete optional Event Quests (e.g. Cursed Chests, Cursed Shrines, etc)
Trinity will now try to move as close as possible range before destroying barricades and destructibles
Trinity will no longer try to pickup items when doing a TownRun
Fixed GoldInactivity timer running while bot is paused
Fixed performance issues related to heavy logging
Refactored HaveBounty a little
Trinity should be better about targetting in Pandemonium Fortress
Untargetable Gizmo's and Invulnerable Destructible objects should be appropriately ignored and pathing around them should work better
ToggleTargeting with Combat=False and Looting=False should work again
Added EndType PortalExitMarker for TrinityExploreDungeon. This will find a Dungeon Exit without specifying the NameHash. e.g. until="PortalExitFound"

TrinityExploreDungeon will now investigate any MinimapMarkers that are "PointsofInterest" or "PortalExit" types
Trinity will attempt to stay at the event start position for Cursed Chests/Shrines (will add option to enable/disable this and timeout soon)
Fixed Trinity not picking up items when using TrinityTownPortal/UseTownPortal
Fixed not properly setting cell weights on navigation obstacles
Refactored object hashing a little
Fixed Trinity not counting Zombie Dogs when we don't have Summon Zombie Dogs spell
Fixed Earthquake not being cast when it should - it should also be cast at a proper location now too
DemonHunter Sentry's will be used after 6s/6s/6s/6s/12s delay (if available)
DemonHunter preperation w/ Punishment now has a 1 second cooldown
DemonHunter TVar for Cluster Arrow use range added
Fixed Exception when WitchDoctor Firebats
Fixed JumpLinkPortals not being cached
Refactored PrimaryTargetCount'ing - should be faster and more reliable
that was 1.8.24 below :)
WD BigBadVoodoo should work better

Barbarian Earthquake should work better
Fixed not raycasting in "Always Raycast Worlds" (Pandemonium Fortress)
DH Preparation now has a minimum 1 second cooldown (updated TVar's spell delay)
Trinity will no only interact with quest givers in Adventure mode and when NOT performing  a TownRun

WD BigBadVoodoo will now be used when current target is a boss
Removed cooldown check on Wizard Teleport for movement
Hopefully fixed interact radius with NPC's and other Interactables
Fixed XP Stats in OutputReport
Added lots of PerformanceLogging for RefreshItem

Interacting with NPC's should work better
Added ItemDroppedAppender for mucho faster faster ItemsDropped.csv logging
merge .24 from rrrix