I played around with the new disguising mechanic for items for a while and did my best to cover all possible bases. There are some limitations: you can't disguise an item's quality or durability, so if you want one with those properties, you need a base item that has them. You can't disguise custom names or descriptions. Quartz will always appear to have its maximum charge. If you disguise something as a two-handed weapon, it will become two-handed -- if you disguise a two-handed weapon as a one-handed one, it will appear one-handed, but you can't use the other slot. I also re-implemented the symbols menu while doing this, which I'll show you later.
Afterward I got back to work. This time on the hotbar: I've long wanted you to be able to bind individual spells to the hotbar to use them more quickly, but people already have trouble with running out of space. Well, what if you had multiple hotbars? Enter these three new buttons: you now have up to 10 action bars to assign actions to, which you can quickly swap between with Ctrl + F#. You also have an additional hostile action bar, which is automatically switched to when you enter a non-friendly intent, and back to whichever one you were on before when you exit it. It took over 3 years, but a promise is a promise.
Tomorrow, I'll be working on a totally new action bar assignment menu to allow you to make use of these new bars, and then re-implementing radial menus so that I can add Pickpocketing back in and call it finished on actions.
(video snipped for dev sanity)