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1.0.0
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1.0.0 — Tanners Hall package

  • Prepared the first versioned Tanners Hall package from the 0.4.37 source snapshot. The mod's gameplay and storage code is unchanged apart from version metadata.
  • Added the player README, approved 256×256 icon, manifest and package attribution files.

0.4.37 — editor layout, independent heights and hammer category (test build)

  • This Storage and Admin now use separate page roots: the storage controls start below the header and scroll independently; Admin shows its capacity card at the top without a scrollbar.
  • Renamed Height to Whole display height and added per-rack Stand height and Pile height controls with individual resets. The stand and hanging hide move together; the pile moves separately. Each control appears only when its visual group is selected.
  • Grouped placement controls under Stand and Pile labels.
  • Put the Dynamic Hide Rack in Jotunn's Dynamic Storage hammer category. Other Dynamic Storage mods will be migrated in their own builds.
  • Existing editor data loads with both new heights at zero. Storage, capacity and prefab identity are unchanged. In-game testing remains required.

0.4.36 — build piece name (test build)

  • Renamed the hammer build piece and container hover title to Dynamic Hide Rack. The prefab identity, stored data, appearance and storage logic are unchanged.
  • Use the Mod testing list profile for the test DLL. The 1.0 mod list profile does not include this mod; a missing-plugin load of modworld removed six rack ZDOs before save 440. World recovery is separate from this name change and remains unverified.

0.4.32 — Hide Rack editor controls and Leather Scraps restriction (test build)

  • New Leather Scraps insertion is rejected in Dedicated and Mixed Hide Racks. Old saved scraps remain recognized, visible and withdrawable; no inventory migration or item deletion is performed.
  • Added Always full pile appearance for any positive hide count, while zero items still follow When empty.
  • Pile only now shows the selected empty fallback when storage has no hides: a bare stand, remembered hanging hide or visual deer hide. A legacy rack with contents but no pile model also keeps its stand/hide visible.
  • Kept whole-display Rotation and shared Height; added independent Stand/Pile rotation and scale controls with display-style visibility. Old overall scale is interpreted as the initial value of both components so existing racks retain their appearance.
  • This is a pre-release item-admission change. In-game drag, legacy-scraps, reload and multiplayer checks remain required.

0.4.31 — compact rack size and placement work reduction (test build)

  • Compact stand now returns the rear rack to its saved empty-rack model size and scales the hanging hide by the same per-axis ratio, instead of applying a fixed 85% size.
  • Placement initialization commits the captured defaults before refreshing, avoiding a second full visual rebuild when the rack's owned ZDO is already available. Added placement start/completion log markers to help identify any recurring hang.
  • No item admission, inventory, storage or prefab identity changes. The 0.4.30 AppHangB1 after placement has no confirmed cause; copied-world placement and item-safety checks remain required.

0.4.30 — active visual root for whole-rack controls (test build)

  • Fixed rotation, scale, compact stand size, Pile-only rear-stand visibility and selected-group flash to target the newest active generated visual root after a rebuild. Unity keeps the old disabled root until the end of the frame; name-only lookup previously selected it.
  • Kept 0.4.29 per-rack ZDO editor saving and Dedicated/Mixed storage behavior unchanged. In-game visual and item-safety checks remain required.

0.4.29 — per-rack ZDO editor values (test build)

  • 0.4.28 still failed an in-game Stand-only test. Its owner readback log repeatedly reported that the selected rack's appearance edit was not verified in ZDO.
  • Editor controls now persist in separate owner-written DSAP.Editor.* ZDO fields with a version marker written last. The existing appearance JSON remains the base hide/rack/pile mapping; reading a rack overlays its editor fields before drawing it.
  • Added failure details to the owner log if a requested edit does not read back. All 0.4.27 controls and Mixed storage rules remain; runtime verification is required.

0.4.28 — Appearance Editor save and flash repair (test build)

  • Removed the call to Valheim's inaccessible WearNTear.ResetHighlight, which produced a confirmed runtime exception in 0.4.27. The selected visual group now pulses via temporary renderer properties and restores its prior properties after each pulse.
  • Replaced the editor's silent JSON RPC payload with an explicit validated protocol; owner writes are checked by reading the saved rack snapshot back. Invalid edits now log a reason.
  • Kept all 0.4.27 editor controls and storage rules. Save, visual, item-safety and multiplayer behavior still require in-game verification on a copied world.

0.4.27 — per-rack editor controls (test build)

  • Made the tooltip brackets white around the yellow P, added three small slider reset buttons, and added a two-pulse selected-rack highlight when opening the editor.
  • Saved display style, fullness threshold, empty display choice, visual rotation/height/scale and stand/pile footprint per rack. Existing mapping defaults remain the template for newly placed racks.
  • Added a per-rack Mixed hides mode that admits supported hides, displays the highest-quantity type and prevents switching to Dedicated while multiple types remain. This changes item admission and requires copied-save and multiplayer safety tests.
  • Kept the new-placement toggle and Admin page as visible placeholders. Runtime checks remain NOT RUN.

0.4.26 — per-rack Appearance Editor entry and save

  • Added [P] Open Appearance Editor to placed Hide Rack hover text. P opens the editor for the aimed rack; F8 opens the no-selection test page.
  • Full display, Stand only and Height now write the selected rack's saved appearance snapshot without changing global mapping defaults or another rack.
  • New placements capture the current mapping and pile-fullness defaults. Older snapshots gain a per-rack fullness value on the authoritative owner; inventory data is untouched.
  • Preserved the complete editor mockup and its still-unimplemented controls for the next feature pass.

0.4.25 — Stand-only layout and retired visual cleanup

  • Fixed the Appearance Editor card top border and row spacing for Stand only.
  • Removed the retired generated frame feature and all of its active settings, renderer fragments, calibration data and saved-appearance fields.
  • Preserved the complete Hides UI and unchanged inventory/pile material behavior.
  • Added a control-by-control UI implementation review.

0.4.24 — complete Hides Appearance Editor port

  • Restored the supplied Lab 0.0.24 Hides editor layout and removed its separate test gallery.

0.4.33 (pre-release test build)

  • Remember hide now retains a visual pile when storage is empty, using the last stored hide and count with the selected Looks full at setting. Empty rack instead shows the bare rack, including in Pile only mode. Empty visuals never add an inventory item.
  • Removed Deer hide from the When empty choices; older saved Deer hide choices read as Remember hide.
  • Compact pile now fits every hide's complete ten-model pile inside 70% of the base rack footprint, with a stable scale as the visible pile count changes.

0.4.34 (pre-release candidate)

  • Reworked Compact pile fitting against the base rack's longest horizontal span. This avoids the rack's very shallow depth collapsing all ten pile models into a tiny cluster while preserving the chosen fullness setting.
  • Added the supplied Tanners Hall artwork to the Appearance Editor header as an embedded resource.
  • Removed the nonfunctional “Use settings for new placements” toggle.
  • Admin Settings now contains only server-synced Hide Rack capacity: 10, 20, 40 or 60 slots. Existing racks protect saved stacks during reductions using a temporary load envelope, validated owner-only relocation and fail-closed deferral. The Dedicated/Mixed hide drag guards remain in place.
  • Capacity, drag, save/reload and multiplayer checks require copied-world testing before release.

0.4.35 (pre-release test build)

  • Looks full at percentages now use occupied stack fractions divided by the server slot capacity. The tenth pile model appears only when the selected threshold is reached; Always full remains immediate. Existing selected percentages are inferred from 0.4.34 saved values, while genuinely custom absolute thresholds remain available on old racks.
  • Added independent stand and pile left/right and forward/back visual offsets with per-rack saving and reset buttons. Each pair appears only when its group is selected for display.
  • Moved the sole Admin capacity card to the top and removed scrolling from that tab. This Storage retains scrolling for its expanded placement controls.
  • Runtime visual, migration, drag, save/reload and multiplayer checks remain NOT RUN.

0.4.37 — editor layout, independent heights and hammer category (test build)

  • This Storage and Admin now use separate page roots: the storage controls start just below the header and scroll independently; Admin shows its sole capacity card at the top without a scrollbar.
  • Renamed Height to Whole display height and added per-rack Stand height and Pile height controls with independent resets. The stand and hanging hide move together; the pile moves separately. Each control appears only when its visual group is selected.
  • Grouped placement controls under Stand and Pile labels.
  • Put the Dynamic Hide Rack in Jotunn's Dynamic Storage hammer category. Other Dynamic Storage mods are to be migrated in their own builds.
  • Existing editor data loads with both new heights at zero. Storage, capacity and prefab identity are unchanged. In-game testing remains required.
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