Big focus on room jobs for this one. I'm still tracking down a couple bugs related to some jobs not queuing properly. One that I encountered this with a lot was for capturing entities at the hunting grounds. Should have a fix for the next patch.
[x] I now show the room overlay with a transparency when placing jobs. As well, items are made a little bit transparent. You'll notice that some of the item jobs (i.e., collect items) kinda hide the items. I missed that on my implementation and will fix for next patch.
[x] Windows are no longer clamped to the edge, and, instead, can be moved off-screen up until part of the window remains.
[x] Bug: Small and medium cages were not properly attracting animals.
[x] Bug: Infinite load screen when entering the tile of a new settlement.
[x] Entities spawned from overworld parties will now spawn with full attributes until I implement the proper simulation for foraging on the map.
[x] Grazing is now enabled by default for animal enclosures.
[x] Improved room auto job efficiency and response times.
[x] Added two new blueprints to make fodder with vegetables and plant fiber.
[x] Added option to add select random attribute/skill global buff when kingdom levels up.
[x] Bug: Certain icons would be hidden when playing at a higher resolution.
[x] Animal Enclosure, and Gwdir Rooms no longer lose quality from having roof missing.
[x] Bug: Age text was display ‘years’ instead of ‘days’
[x] Bug: Water animal was using eat icons.
[x] Reduced chance of simulated settlement population changing.
[x] Bug: Some global buffs applied to NPCs.
[x] Items spawned from consuming another item are no longer added to non-sapient inventories and are instead spawned on the ground.
[x] Bug: Small item count tracking errors.
[x] Bug: Fodder wasn’t showing up under meals.
[x] Feed and water animal no longer require farmer. Animals will now eat/drink in their animal enclosure.
[x] Stockpiles now have feed and water animal options.
[x] Eat and drink item jobs are now restricted to sapient entities.
[x] Feed and water animal jobs are now restricted to non-sapient entities.
[x] The starting stockpile now has the feed and water animal jobs enabled by default.
[x] Tuned path not found notifications to have a min threshold to fire. This is to avoid them firing for moments where a path was not found due to the item being temporarily in a state of movement or inaccessibility.
Thank you guys for your help testing!