Triggers, Doors and Hub Levels
For 2.0 I have gone through the game logic around triggers, doors, the reactor and hub levels and consolidated it.
A trigger setting off other triggers now does so reliably, also when a robot fires it, and triggers looping back on themselves fire once and not over and over. A delayed trigger keeps its remaining delay when you save and load, and a player joining a multiplayer match receives the state of every trigger.
Hub levels keep their state: leaving such a level stores it, returning to it restores it, and you keep everything you have gained in the meantime. A level whose reactor has been destroyed cannot be entered again. Save games contain the states of all levels.
The two sides of a door and the parts linked to it now switch together, and a door that is blocked while closing opens again. The reactor keeps its damage and its state when a game is loaded.
One thing to know: save games from older versions cannot be loaded anymore.