I spent some of today's stream poking around with hotloading meshes and attaching them to existing skeletons (for character customisation).
I already do this in places with skeleton fossil chunks, and I'd done some previous experiments, but it seems I'd overlooked that vertex group information seems to get broken/stomped on if meshes are exported separately - and not consistently (if they're *imported* as separate files, that's fine). A little frustrating, but I think I have something workable.
Small QOL thing I've been working on is changing the behaviour of tile colliders. I now scale up on mouse over, which means that you need to move further to move off the current tile, and when digging, I hold the collider in its current position until you move off it so that the tile behind doesn't get automatically selected.
I never felt missclicks were a thing that happened frequently, but they did happen from time to time, and it's nice to have a way of addressing that little friction point