Changelog:
Introducing Piles!Craft piles of wood, wheat, stone, and clay. For example, a log pile, crafted by the carpenter, converts 18 logs into a pile of logs. You can then harvest the pile of logs later. This helps people who want to have a large number of resources when inventory space is scarce. Dual Channel AlertsCombat related alerts now show above normal notifications when both are present. This allows you to see important messages while trading with a trader.Fix ai spinning during combat where there are no basic attacks and all special attacks are on cooldownFill in missing scaffolding blueprintsDon't try to merge scaffolding that is not vertically contiguousAdd user setting for infinite inventoryFix for stacks bug in building costFix over-wide building cost UIsShare filters between doors for the same player idFix for movement speed tracker and movement guard tracker sharing the same variable. It made it so calculating speed tracker presence would inappropriately invalidate movement guard presenceFix building dependency analysis to always traverse the available dependencies, but then mask away directions based on what stage of the dep analysis we're in.Change inventory function such that add_item always adds an item -- this is for safety reasons as sometimes we have code that expects items in the inventory to function. For areas where items might not need to be added to inventory, use inventory:add_item_if_not_fullWorkbenches are now always added to town inventoryVarious fixes to wallsFix doors so they work properly when player amenity changesFix for immigration report not scaling with large numbersFix networth for a few items so they fall within reasonable crafting material cost rangesFix rotations for potted catcus and golden clay wall planterFix region rotations for frostsnap boxFix hearthling pathingIncrease health threshold for imminent death notification