Fixes the game's fast-elevator dev flag getting stuck on after a drop that was cut short (for
example, leaving mid-drop): the next drop now restores the original value.
The drop-phase logging can no longer break the elevator's state changes if it hits an error.
Adds a package icon.
v3
Cuts the remaining fixed delays: no wait before the cage releases, no engine start delay, and the
braking at the bottom drops from its normal duration to 0.1s.
Logs how long each drop phase took, so whatever's left is visible in BepInEx/LogOutput.log.
v2
Shortens the fall itself, not just the opening animation: removes the game's forced minimum fall
time and turns on its built-in fast-elevator mode for the duration of the drop. The cage still
can't land before the level finishes generating, so that is the new floor.
Logs how long each drop took to BepInEx/LogOutput.log.
v1
Initial release: skips the elevator drop sequence at the start of every expedition.
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