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Releases: DooDesch-Mods/ScheduleOne-Personify

v1.3.0

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@github-actions github-actions released this 13 Aug 16:16
e52e6b8

Changes in 1.3.0

Added

  • Advanced now reaches every value the game's own NPCs use: gender as a slider, eyebrow angle from -15 to 15,
    thickness up to 4, resting height from -2 to 2.
  • Eyelid colour can be set by hand: turn off "Eyelids follow skin" in Advanced and each eye gets its own row.
  • Layer tints carry an opacity channel, so a face detail can sit at part strength the way vanilla's freckles do.
  • Experimental adds unclamped body and face sliders: gender -3 to 4, height up to 4x, and eyebrow rails far
    past anything vanilla uses.

Fixed

  • Eyelids take the skin colour. They stayed on the default tan, so a dark-skinned NPC ended up with pale lids.
  • The censor layer takes its tint from the skin colour, and the underwear swaps when you change the gender.
  • Face layers land in the slots the game reads them from. A freckle or eye-shadow layer could take the
    facial-hair slot, where the game draws it in the hair colour.
  • A new face layer arrives black instead of white, which is how every stock NPC tints mouths, facial hair and
    detail layers.
  • Upper and lower eyelid stay apart in Advanced. One slider per eye used to set both to the same value and
    lose what the Character tab had set.

What's Changed

  • ci: let GitHub generate the release notes under ours by @DooDesch in #1
  • ci: post a real embed to the Discord feed on release by @DooDesch in #2
  • ci: link Nexus in the Discord release embed by @DooDesch in #3
  • fix(build): stop defaulting the deploy to the real game installation by @DooDesch in #4
  • ci: take the release version from the tag, not from the csproj by @DooDesch in #5
  • docs: link the README at docs.doodesch.de by @DooDesch in #6
  • ci: give the Nexus changelog field plain text, not BBCode by @DooDesch in #7
  • Derive what vanilla derives, and open up the Advanced tab by @DooDesch in #8

New Contributors

Full Changelog: v1.2.2...v1.3.0

v1.2.2

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@github-actions github-actions released this 01 Aug 14:28

Changes in 1.2.2

Changed

  • Runs on Schedule I 0.4.6f11.
  • Needs S1API 3.1.1, up from 3.0.5. Update it along with the mod.

v1.2.1

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@github-actions github-actions released this 27 Jul 14:47

Changes in 1.2.1

Fixed

  • 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.

v1.2.0

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@github-actions github-actions released this 23 Jul 11:37

Changes in 1.2.0

Added

  • 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).

Fixed

  • 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.

v1.1.2

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@github-actions github-actions released this 11 Jul 01:38

Changes in 1.1.2

Changed

  • 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.

v1.1.1

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@github-actions github-actions released this 10 Jul 15:15

Changes in 1.1.1

Fixed

  • 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).

v1.1.0

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@github-actions github-actions released this 08 Jul 14:26

Changes in 1.1.0

Added

  • Quick-pick chips for the game's standard clothing colours in the colour picker.

Changed

  • Clothing colour is easier to find: clothing rows now show a labelled "Colour" swatch.

v1.0.0

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@github-actions github-actions released this 06 Jul 23:06

Changes in 1.0.0

Initial release.

Added

  • 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.