Update 0.1.4

Audio

 * Couple of audio mix tweaks.
 * Added work order complete sound to when a work order has all of its objectives completed and none failed
 * Fix broken reactor room audio. New implementation that supports randomised reactor spawn location.
 * Sound effects and vo hookups for work order complete
 * Fixed an issue where door based decompression sounds didn't always play when going from unpressurized to pressurized
 * Data Viewer, Text and Audio Log fixes
 * Added new sync'd audio for power generator dejoint that matches the vfx

UI and Text

 * Added missing restore to defaults popup link.
 * Set Wrench hud marker visibility on and off when entering the kiosk
 * Added loading bar for creating user feedback
 * Moving all Work Order Objectives to be possible instead of guaranteed.
 * Fixed delete profile prompt text getting cut off
 * Fixed hab device owner text getting cut off
 * Cutter Heat UI, now renders behind damage vfx
 * Fixed tooltip prompt being active during game loading
 * Fixed overlapping text in French
 * All data drives and credit drives now uses the same texture with color variations.
 * Fixed text misbehaving en francais on continue button on rank up
 * Grey'd out the "Ship Diagnostic" Pause Menu option and added a "Coming Soon" tag.
 * Changed the Good Morning Cutter message to mention that fees need to be paid daily not monthly.
 * Fixed title news not being localized correctly
 * Corrected several scripting bugs related to turning off the Macker's Thruster Terminals due to the recent Mackerel updates.

Art, SFX & animation

 * Added new ECU powerdown SFX when you pull the last cryo collectible
 * Added new power generator powerdown SFX for success and failure
 * Found narative (data drives) interactable glows
 * Fix suffocation animation not ending properly.

MISC

 * Corrected a seemingly rare issue in which Normal difficulty Mackerel nacelles would spawn without a frame or cut point. This would cause an issue where the nacelles could simply be pulled away, and the ship would be exposed to the vaccum of space, and yet not decompress.
 * Added an atmosphere regulator to the Flight Deck of the Commercial Transport Gecko.
 * Cockpit door update, including some new jointing that had to be done for it.
 * Structural beam work for the crawlspaces (but not the nose) of the Mackerel.
 * Implemented dimorphism between the two Cargo Mackerels, using role distinctions instead of theme distinctions. Now the Industrial Cargo will spawn with LOTS of explosives, and the Commercial Cargo will spawn with more mundane things like computers and beds.Retuned for Commercial Cargo Mackerel difficulty.
 * Some rework of how things spawn inside the mackerel, particularly walkways, and walls - mostly as part of the above.
 * Mackerels can no longer spawn with a pipe attached to their reactors. When activating the manual override, the thruster itself will now leak uMBRe (Fuel X).
 * Fixes for gecko rooms
 * Fix incorrect shatterable component volume calculation
 * In-game configurable keyboard hookup
 * Armour plates are now configured on Geckos and will show up in the Work Order.
 * Improved consistency of blocking grapple push when an interactable is on screen
 * The Tutorial Mackerel now has a ship role (Training).
 * Correcting an empty 'room' in the side of the Mackerel.
 * Corrected an issue where the Thruster Braking Update Asset would show the wrong text.
 * Fixed an issue with the rank on the frontend, minimum value of 1 on the rank on the frontend
 * Corrected an issue where cockpit doors in the Mackerel would never open.
 * Corrected an issue where cockpit doors in the Gecko would not always properly joint to the frame of a ship.
 * "Cruel" (IE: Very Hard) Mackerels no longer spawn with Thruster Terminals now.
 * Now removing the tail, cutting the cut points below the terminal, and activating the override should now all properly turn off the terminal.
 * Corrected an issue where some cargo terminals would spawn unconfigured.
 * Corrected a placement issue where the updated Normal Difficulty Fuel Pipes would spawn clipping slightly into the updated reinforcement beams- this would cause the Mackerel Tail to jitter when cut loose.
 * Corrected the positioning of all remaining crawlspace lights. This should prevent lights spawning in floating or disconnected.
 * Set work order slots based on difficulty
 * Reworking the flow zones in the Bay. There were claims that the furnace was too aggressive- which seemed strange since the furnace and processor share a flow. Overall, the new zones remain aggressive and dangerous, but are now positioned much cleaner.
 * Setting the spawn rate of the Extra Extra Large Cryo Tanks to 0 for all difficulties.
 * Fix selecting buttons when clicking the back button in the cert screen
 * Corrected an issue where some chassis pieces around the cockpit in the Mackerel were not being properly jointed.
 * Personal Terminals that spawn in the flight deck can now be properly salvaged.
 * Properly uniformalized the interior chassis structure parts in the Mackerel. Now they should behave much more consistently, especially in scan-mode.
 * Slight re-tuning of the furnace flow volumes again. Now it should be possible (but difficult) to recover objects from beyond the yellow line- especially lighter objects.
 * Added new roll sensitivity option
 * Modified how the Thruster/Reactor spawn. Because the pipe has been removed, the difficulties have been rethought a bit, and now Medium and Hard difficulties simply changes the chance for damaging the thrusters when using the manual override. Very Hard removes the terminal and guarantees damage on the manual override.
 * The reactor for the Mackerel can now spawn in several places, starting from Normal difficulty and higher. High difficulties increases the chance of an unconventional reactor spawn.
 * Fixed a pseudo bug where the large fuel canisters jointed to panels, in particular the large panel below them. This was a side-effect of how canisters were jointed, and arguably as designed. It wasn't a good design though, so now the fuel canisters separate along with the tail segment.
 * Ceiling spawning soft crates are more frequent, more varied, and much more likely to spawn properly jointed.
 * Corrected some very slight offsets in the Mackerel which could cause difficulty separating objects.
 * Corrected an issue where nose-positioned reactors in the Mackerel had a high chance of spawning unjointed.
 * Corrected an issue where medium difficulty Mackerels would have their fuel canisters zoom off when disconnected because of an intersecting cut point.
 * Corrected an issue where an uncommon bed spawn in the Industrial Gecko would place batteries in the cockpit door, and cause nasty mesh clipping and Z-fighting.
 * Setting up object specific Work Order Objectives.