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Personify changelog

All notable changes to Personify are documented here. This project adheres to Semantic Versioning.

  • Runs on Schedule I 0.4.6f11.
  • Needs S1API 3.1.1, up from 3.0.5. Update it along with the mod.
  • Clothing no longer sticks between characters. Building several NPCs in a row could leave a garment from an earlier one on the new character: the game clears only six of its eight avatar layer slots, so an NPC with more layers than that strands its clothing where the next NPC inherits it.
  • Layers no longer look darker than they should. The same leak could composite one layer several times over, which read as a tint that nothing in the editor removed.
  • A layer no longer vanishes without explanation. Past eight body layers the game silently drops one; the surplus is now dropped deliberately and named in the log.
  • Two NPCs that each import a PNG with the same filename no longer share one texture. Custom layer paths were derived from the filename alone, so the second NPC rendered the first one’s image.
  • Inkorporated tattoo packs now show up directly in the Advanced tab’s face and body layer pickers, grouped by pack - face-placement tattoos in the face picker, everything else in the body picker. Picking one copies the PNG into your NPC pack, so exports stay self-contained (same behaviour as the Character tab’s tattoo button, which previously was the only place they appeared).
  • Tattoo packs installed while the game is running are picked up the next time the editor or a layer picker opens - the pack list is no longer read only once per session.
  • Hardened the release build to cut down on antivirus false positives. The published DLL no longer carries debug symbols or a local build path, and it now ships proper assembly identity (author, product, copyright). Packaging only - no gameplay changes.
  • Released builds now compile the shared UI layer into Personify itself instead of silently borrowing it from SideHustle.dll, so a future Side Hustle update can no longer break the editor at launch.
  • The mod now reports its real version to MelonLoader (previous releases always said 1.0.0).
  • Quick-pick chips for the game’s standard clothing colours in the colour picker.
  • Clothing colour is easier to find: clothing rows now show a labelled “Colour” swatch.

Initial release.

  • Side Hustle gamemode: full NPC editor at the main menu with live preview on the menu character (rotate, zoom, base-human comparison).
  • Character mode mirroring the vanilla character creator: gender, weight, skin, hair, mouth, facial hair, facial details, eyes, eyebrows, top/bottom, shoes, headwear, eyewear, tattoos.
  • Advanced mode: stacked face/body/accessory layers, custom PNG layer import, per-layer visibility and tint, extension blocks for consumer mods.
  • Inkorporated integration: installed tattoo packs are offered in the tattoo picker; chosen art is copied into the pack so exports stay self-contained.
  • One-click export to a complete Personnel pack, wrapped Thunderstore-ready (manifest.json, README, LICENSE, optional icon).
  • Auto-derived, duplicate-proof NPC ids (packname_npcname); duplicate names rejected at export.
  • Project management under UserData/Personify/Projects/ with autosave.