Initial checkin
Migrated all Trinity Xmltags to QuestTools

Removed ReloadProfileOnDeath setting
Fixed MovedToMapMarker ending after one interaction when bot moves a little

Fixed cached actor in MoveToActor
Removed 'CustomBehavior' tag

Added proper support in ExploreDungeon tag for Pandemonium Fortress portals - works much better now!
Removed QuestToolsVariables tag logic, will be depreciated soon
ZetaCacheHelper now uses a simple Framelock, much faster
Permanently fixed NullRef exception for PositionCache
Logger will no longer spam the same message consecutively
Rebuild MoveToMapMarker functionaly for moving to and interacting. Fixed stuck problem with R-Rift.

Fixed ReloadProfile not properly restarting Act5.
More Pandemonium Fortress Death Gate fixes.
MiniMapMarker investigation will now always include the Rift Boss
Added Rift Worlds 8,9,10 thanks to Oksehode
SafeMoveTo now inherits the TrinityMoveTo tag, will no longer break profiles

Rebuilt MoveToMapMarker for R-Rift
Minimap Marker investigation will now move all the way to the point of the marker
SetNodesExploredAutomatically is now default enabled in DungeonExplorer, and disabled if the objective is not met at least once
Minimap markers will now investigate POI's first
Removed Waypoints from being investigated

Removd Trinity references from ExploreDungeon
Death Gates will now be prioritized by least used, then by if we can path to them
Added MoveToObjective tag. Very similar to MoveToMapMarker. Usage: <MoveToObjective questId="1" />

ExploreDungeonTag will now move to the Minimap Objective before any other markers or priorities
2.0.70

Marking nodes visited should work better
DungeonExplorer MiniMap logic will now always navigate directly to the "Objective" first (if visible)
Fixed another stuck with MoveToMapMarker in rifts
Added <MoveToObjective questId="1" /> tag - will move to the bounty/rift/quest objective if visibile on the minimap, and interact with the portal (if it's a portal. Thanks XZJV for the code and idea!
Fixed Visited MinimapMarkers not being cleared on ResetCachedDone
Fixed performance in ExploreDungeon

Fixed stucks on moving to Dungeon Stone minimap markers
Removed adding "any" nearby minimap marker in DungeonExplorer. Should reduce backtracking.
2.0.82

Minimap exploration no longer explores "portal exits" by default (should reduce backtracking)
Added optionla exploreExits="true" attribute to ExploreDungeon tag (to re-enable moving to dungeon exits while exploring)
Added Dump CPlayer UI button
ExploreDungeon will now by default use "SetNodesExploredAutomatically", and turn it off later if it explores all nodes but hasn't completed the objective. This shouls signifigantly help reduce backtracking, but will have unexpected results on already-explored maps.
MoveToActor will now end properly when using the ActorId of a container (chest, loose stones, etc).
Added IsValid check to MoveToObjective
2.0.91

ExploreDungeon tag default re-set back to SetNodesExploredAutomatically=false (fixes rifting shizzle)
MoveToActor, SafeMoveTo, ResumeUseTownPortal  tags refactored to Coroutines
ReloadProfile tag now respects Plugin Configuration options
csproj moved to 4.5.1
IsValid check added for MoveToObjective actors
Initial GridRoute implementation

Added WeightedDungeonNode class
Additional logging for ReachedDestination node complete step in ExploreDungeon
Defaults for Debug logging and Profile reloading are now enabled
Moved Navigation-related classes to QuestTools.Navigation namespace

Additional updates for GridRoute implementation
Additional bugfixes to GridRoute
Change new scene loaded check in GridRoute