Another set of bug fixes and tweaks for the beta rewrite. This is RC2; between you and me, I think we'll go to RC3, i.e. there'll be more one more update before this hits the main branch. I'll tidy up a few immediate bugs and go back to Book of Hours. I've mentioned before that this code rewrite is because I'm building [url=https://store.steampowered.com/app/1028310/BOOK_OF_HOURS/]Book of Hours[/url] inside Cultist Simulator. I originally said 'as a Cultist Simulator mod' but that very quickly became unrealistic. Still, it's right in there: [img]https://clan.cloudflare.steamstatic.com/images//31397842/0f73cccae987a11d482e4e4766f1c853f02727a9.png[/img] I've said before that a lot of BH will be CS under the skin, albeit with a different UI and a lot more functionality. Like this: [img]https://clan.cloudflare.steamstatic.com/images//31397842/52eff5885e4980147efec1e242657b27fcc264c9.gif[/img] I hope you can see the point through the fog of horrible placeholder gfx. Dropping a book in a bookcase is not unlike dropping a card in a CS verb slot. Indeed, in some senses bookcases (and crafting stations, and your avatar) are the BH version of verbs. Some of the rules are different: it's not all one big tabletop, for example, so you can't drag books into an adjacent room (or, in most cases, unless your avatar is present in the same room). But many of the rules are the same, which makes things easier for me both from a technical and from a game design perspective. This means that anyone really keen can dig in and see some very early Book of Hours material. Their eagerness will be matched only by their disappointment, because one of the things that build switch does is include/exclude content, so there is no BH content to speak of, and all the code is super-early. But if you see it, that's what it's there for. And it's a little easier to see it, because of this: https://github.com/weatherfactory/cultistsimulator-visible which is a public branch of the source code for Cultist. I haven't open-sourced CS! This is just a convenience for modders and the curious: it's already possible to decompile the source code from the finished Unity build, and people have been doing this for years, but this makes some extra info (like comments) visible. It also makes it possible to log issues directly on GitHub. There's a handful of modders and other very engaged community members who've been giving extremely helpful, technically detailed feedback and bug reports, and this makes it easier to do that without routing everything through standard support tickets. But if you're just a player whose game has crashed and this all looks forbiddingly technical and irrelevant, that's cool, support@weatherfactory.biz is still what you want. To play us out, some recent ethnolinguististorical business that's fed into [url=https://store.steampowered.com/app/1028310/BOOK_OF_HOURS/]Book of Hours[/url]: [url=https://weatherfactory.biz/too-long-near-the-woods-to-be-frit-by-owls/]"Too Long Near The Woods To Be Frit By Owls"[/url]