+ Messed around with the built-in 2D animation systems with the bones and the weights and all that. Actually trying to make idle animations isn't a priority and so this was just a test run but it's good to be aware of it so I know how to layer character art in the future.
+ Right clicking an enemy now puts a ui element over them giving their name and health, and just showing you which enemy it's showing. Put a shader on it so it kinda shimmers.
+ Enemies can now ready conversation IDs with a symbol above them to show that if you right-click them, it'll open the new dialogue system. Which is a bit buggy/experimental and I'm in the middle of doing proper UI art for now, but it doesn't interrupt the player in any way, you can right click out of the conversation again or back in again. No choices are presented but it uses the same conversation .json files and will be used for all sorts of inconsequential talk.
+ Usual list of small things -- Another item pick-up sprite, refactoring the dialogue art scenes, fixed the water shader's reflections not working at all, debug system to make sure enemies are disabling the correct points, enemies can now switch to an 'ignore obstructions' pathfinding, player still attacks big obstructions even if they aim at its far side, eternal bugfixes, reinstalled windows.