Update Part B:
-Light effects on nightmare lights can now be clicked through.
-Rearranged some items in setpieces to allow for proper pathfinding.
-Players will now react to being hit by bees and mosquitoes.
-Music will play during credits on the standalone version.
-Fixed some issues with resurrecting.
-Water is no longer culled while still on screen.
-Fixed some issues with the player appearing at the wrong location when changing cave levels.
-Actions are now canceled when you change your tool mid-action.
-Maxwell's Shadow no longer lingers in the world during the intro.
-Shadows now rotate correctly.
-Cleaned up some TaskInTime calls to prevent memory growth.
-Made Cave Gen a bit more consistent in an effort to remove MaxWorldGen crashes.
-The book reading FX is now canceled if the action is.
-The HUD will now hide during the tent's fade out.
-Shift clicking now works properly between backpacks and player inventory.
-Removed double-click sound when clicking build recipe.
-Fixed beesplosion when trying to stuff bees into a full container.
-The confirmation window will now close if you press "no" when entering Maxwell's door.
-Fixed a crash that happened during the loading of some adventure levels.
-Adventure World (two worlds) will no longer crash on generation.
-Fixed a bug where you could get stuck in a state by pressing the map button while trying to sleep.
-You can now add placeable items to a fire while using a controller.
-You can now press and hold to hammer.
-You can now navigate the controls screen with a controller.
-Fix for issues with using keyboard controlled crafting and mouse walking.
-Fixed items disappearing if you tap pickup very quickly.
-"Useable" items like the Telelocator Staff and Bush Hat can now be used when playing with a controller.
-Lucy the Axe will no longer continue to talk after finishing adventure mode with Woodie.
-Fixed some layering issues on the final level of adventure mode.
-Camera doesn't shake when doing work as Woodie.
-Woodie the Werebeaver now uses seperate attack and action buttons.
-Player character will not emit frost breath when facing upwards.
-Tuned locomotor to prevent jittering at higher player speeds.
-Mods which overwrite core game assets have usually crashed the game unless the game is restarted once. Now a mod can specify this to force
the game to restart when the mod is loaded.
-Mods can now specify an arbitrary save slot instead of using slots 1-4. This is useful for 'game mode' mods which don't sit nicely on top
of an existing Don't Starve save.
-Road textures can now be overwritten by a mod.
-Can now specify the range of background nodes to generate for each node in the level definition.
-Tasks with blockers can now specify what their "blank" nodes are in case you don't want it to be ocean.
-Tasks have a little more control over internal connectedness by specifying a custom crosslink factor for rooms, and whether or not the
rooms are generated in a loop.
-AddGameDebugKey and AddGlobalDebugKey are now global functions, so mods can utilise them for testing.
-Better logging when animations and builds are missing.
-Sublime Text, a great script editor, is now packaged with the mod tools in Steam! Use this when working with Lua files for syntax
highlighting, multi-file search, and other handy editing tricks.
-Screecher Mod properly included in OSX and Linux builds
-Fix crash when attacking bosses
-Fix bug with water faucet in Screecher
-Fix for invisible maxwell teeth traps
-Updated string tables for translators
-Fixed Screecher promo in Chrome
-Ruins busy music should play
-Dropped items don't pop up as high, so they're less likely to get stuck on things
-nil check some values in playerprofile.lua
-Add epic tag to ancient guardian
-Chester will keep up with player
-Maxwell will regen his book on load if he doesn't have it