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5.0.0 - 2026-07-XX - A Tomodachi Life Well Travelled - They haven't heard from me in weeks...

Added

  • NEW CONTENT LOADER!!! Lazy loading of asset types, major improvements to part and item creation and how they pull their assets. Dynamic asset unloading for anything that's gone unused for a while. Revised FileSystemWatcher implementation (now opt-in and much fewer of them created), automatic reloading should be a lot more stable for model parts. Many things that you'll have to check the documentation for or else this patch notes section will never end.
  • Test Dye subcommands for altering a specific property can now be used with a + or - as an argument before the actual number to add/subtract rather than directly set the value. Example usage: /hb testdye hue + 15 /hb testdye con - 0.1 (Note the space between the value and the +/-). Oh and also the command will now prompt the eyes and mouth to redo their colour properties as well now rather than just refreshing all your gear slots.
  • Additionally, HB's custom savefile now stores the ColorAdjustShader_Profile object from any dye you use rather than just copying the values from it, you won't notice anything different looking at the file though. What this means is that edits to TEST Dye should update with the character display refreshes (which the chat command prompts it to do), so you don't have to constantly reapply it (and the game would complain about you trying to do that anyway).
  • Speaking of which, a patch has been added to make the game allow you to apply a dye to all gear slots even if it's the dye you already have on. It's not like it's going to be wasted when we've already set all the dyes to be non-perishable anyway.
  • An extra button has been added to the Un-Dye context menu labelled "Revert" which will set the gear slots to use the dye that the vanilla code says you are using, the one it displays in the inventory UI. This is what the Un-Dye "All Gear" button used to do, but that wasn't consistent with how the slot specific buttons work. That "All Gear" button now effectively does what the slot ones do, which is set the slot to use the plain ColorAdjust values of 0 Hue, 1 Saturation, 0 Brightness and 1 Contrast.
  • A new Beak "texture" option has been added at the start of the list which is actually null for both closed and open, this is so that a custom beak can use its own texture rather than being overridden by the mouth texture being applied. For the vanilla beaks, they will be set to the vanilla beak texture with the nostrils which iirc was the first one in the list previously anyway.
  • Custom Static Mesh Misc parts are now possible, that means the horns for Imp, Kubold and Poon. Additionally, custom beaks are also possible since that's Byrdle's "misc" part, meshes used as beaks strictly must contain a blendshape for the open state!
  • A custom "beak" has been added that is actually a simple mesh like the mouth part of the face meshes the other races have, this means you can give your Byrdle a mouth instead of a beak. It's pretty cursed. (Thanks to Stoingularity for contributing it).
  • Pressing "Z" in character creation will now pause the character movement and force them into their default position. (Note that each race is separate so it will only affect the one currently selected)
  • Custom Weapons have a new property: _noPitchShift which if true, sets the Pitch to 1 on any AudioSource about to play the AudioClip rather than randomise it.
  • Custom tails and ears, though there's a bit of a caveat since meshes require bones currently do not work properly, but you can at least make remixed versions of the vanilla parts.
  • New properties for controlling custom sound effects volume levels. _xVolume where x is the name of the field, e.g. _drawSoundVolume. They all default to 1, and they get clamped to a range of 0 to 3. Custom sound effects now play at an average of this value and the config setting's value (See the changed section about the volume config settings).
  • Custom weapons may now display a different mesh and texture when sheathed.
  • Custom helms can now have their mesh be spinning.
  • Custom helms can now have a secondary mesh and texture, it can be moved/rotated/scaled using param properties (like how it works for hairs, miscs etc), or you can use a secondary ScriptableArmorRender that HB will use like the vanilla code does to grab the transform properties from. This second mesh can also be made to spin, lmao.
  • Custom weapons now have several more sound effect events and it's too complicated to detail it all here. They also have "Array" equivalents that take an array of strings, so you can have it randomly pick from the group of sound effects when the event fires.
  • New config setting: Fix Speech Bubble to Head. Reparents the chat indicator bubble to the head object of the armature, where the Helm MeshRenderer is, so that it will stay above the head and scale with the Player if they are larger than normal.

Fixed

  • Kiseff reorganised the assets containers for the weapon meshes, making it a pain to actually load the ones I want and not all the ones that are clearly unintended duplicates that aren't being used anywhere in the game anyway. So now I have to load the entire weapon mesh container and then tell those weird ones to unload before caching the proper ones into the Meshes Dictionary.
  • The projectile sets container paths were also altered, but not in any way that's complicated to fix.

Changed

  • Equipment and Weapon related properties have been refactored quite a lot in the vanilla code. There's too much to cover in mere patch notes.
  • "Meat's (lack of) Shield" no longer has a mesh assigned to it, meaning it won't show any hollow enchanted effect if your equipped shield is enchanted. Back when this item was first made, there had to be a Mesh assigned or else the game would have a tantrum about it, but now I am smarter and I know mediate it.
  • Custom consumables now always get given a dummy empty GameObject for their consumableObject property even if they do not have a custom sound effect associated with them, this will mean the method to detect a consumable was used can work even if the host's version of the item lacked the sound effect (i.e. they removed all the asset files for lower memory usage).
  • The "Everything accomplished" log message is now logged when my postfix patch on MainMenuManager.Awake is completed, and states the time elapsed from HB's instantiation to that point. This is when the main menu finally displays.
  • Kubolds no longer get custom allrace Mouths or mouths from other races since their mouth mesh UV layout is different enough that they basically always look broken. Not really much point in flooding their parts list with them.
  • Byrdles WILL now get custom allrace Mouths and the ones from other races due to the inclusion of the mouth mesh custom "beak" mentioned above. They are sorted to come after the Byrdle specific "mouths" which are assumed to be Beak textures.
  • Custom Hair importing has been refactored and works just like the new Misc parts feature. You will need to redo your GLB files to contain only a single Mesh per file, place them into the Mesh folder, and make a param file for each race that is using the mesh, like how skins/eyes/mouths are structured, just without HB_ALLRACES, since that would have been a bit of a technical overload for me to handle. Sorry for the inconvenience, but I hope this new structure will be a lot more convenient to work with from now on.
  • The custom sound effect volume settings have been replaced with "Adjust" versions, with a default of 1 and an acceptable value range of -3 to 3. So for example, if an item wanted to play a sound effect at 3, and your setting is 1, that will result in a value of 2. If the resulting value is 0, the sound effect obviously won't be audible, using -3 will therefore prevent all sounds from being audible.

Removed

  • All the GLB files for the vanilla hairs have been removed as this is now handled in-code via the new content loader's system for custom Hair parts.

Update notes earlier than this can be found here

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