Disguise window - step 3: the 3D preview of the creature under the pointer
Disguise window - step 4: the command buttons and the status line
Disguise window - step 5: Escape closes it, without pausing the game
Disguise window - the title row shows the GuiKey chord
Any registered prefab - six category checkboxes over the window list
The prefab lists only show vanilla prefabs
The prefab lists drop the effect prefabs (fx_, sfx_, vfx_)
Disguise list writes its output to the log too
A Static category for the prefabs that can never follow
The prefab list drops the Ships category
The filter row of the window gets a Clear button
The state line carries the flight and the altitude
The console moves and turns the costume
The window edits the pose of the costume
The status line moves under the title and carries the size of the costume
The window marks prefabs as favorites and lists them alone
The Favorite button marks the selected prefab, not the hovered one
The checkbox row shows Favorites first, then the categories alphabetically
A gold star marks the favorite rows of the list
The place of the window is kept in the config, centred by default
The catalogue drops every prefab nothing can be drawn of
The checkbox of the row becomes a builder the window can call
A box takes the shimmer off an item costume
The window says what the element under the pointer is for
A Disguise line in the pause menu
The settings of a working install become the defaults
A switch for the Disguise line of the pause menu
The log stays quiet by default
DEV.md, how a pause menu line is added and taken out
The config file is bound section by section
The window's repeated text writes and its two measures get one home
Every static readonly field carries the s_ prefix
The costume carries the game's own level
The console and the window set the level
The copies we build are dressed for their level
The level has no ceiling, the game itself has none either
The level is kept inside 1 to 9, like the spawn command
The window's rows in the order asked for - favorite first, level left of the sparkle
A humanoid costume is born with its armor and its weapon
The costume's gear travels to the machines running no DLL
The costume's hands are chosen, weapon by weapon, in the Whose list
The weapons row, its list and the three filters of the pool
DEV.md gives way to PLAN.md
The weapons list takes the picture's width, without its Whose word, and reads Creature default
Option to leave your line out of the player list others receive
The flight comes into the window - its four chords on their own line, the wheel switch and the speed and step fields in the band, and the help band back to three lines
An All box beside Favorites in the checkbox row
The command buttons stand taller and wider - the picture grows with them
Generate changelog and upload release to GitHub in post-build script
Call the reusable workflows from orax-modding/publish
Enforce LF line endings via .gitattributes and .editorconfig
Use 7-Zip instead of .NET compression for release archives
Create README.md
Update mod icon
Update LICENSE
Fixed
Ship a correct ThunderStore README instead of the stale 'unlimited stamina' one
Discard the clone when a game component survives the strip
Translate footstep effects to the disguise creature
The owner decides what equipment stays hidden
The creature now plays your melee attack (own view + vanilla observers)
The melee bridge now reads trigger lists from active objects
Raise the flight in the packet header, where a position really travels
Default the scroll step to 0.2 metres per notch
Disguise window - filter inside the frame, beige rows with an orange selection, wheel option
Disguise window - clamped list ends and a 3000 pixel wheel step
Disguise window - the list takes the wheel back from the preview listener
The own-view clone keeps its mesh filters
Hold the relayed position of a disguised player still
A costume is relayed with its own health, not the player's
Relay a costume where it rests, so it stops shivering
The relayed band holds a disguised player's position only
Lay a costume on the ground it rests on, not on level ground
Read the ground three ways before giving up on a costume
Read the ground a fourth way, from the zone the server never built
The window only builds the rows of the categories it shows
The state line reports the flight offset instead of the altitude
The pose rows were built over the last rows of the list
The ground rest erased the turn around X and Z
Small prefabs trembled in the preview, framed a hand's width from the stage
The preview keeps the row the pointer was on instead of reverting
Marking a favorite no longer throws the list back to its first row
Reopening the window finds the list where it was
The preview frames every prefab to fill its picture
The preview frames only the meshes it draws, and says what it measured
The preview measures a skinned mesh from its pose
The size on the status line is the size of what is drawn
The size on the status line is back for every prefab
The ground rest only counts colliders the machines really simulate
The reload draws the Disguise line only once
The terrain the probe built goes with the plugin that built it
The save's Player prefab comes back even when the save threw
A hit points measurement is only cached when one was taken
The costume's footstep is looked up again while the prefab is not there
The costume's gear was rolled but every item was skipped
The Whose list gives the Fuling its weapons back
A new Whose pick redraws your own costume and the picture at once
A wielded utility piece answers Show weapons - the shamans' staffs are no armor
The window's picture draws the gear - the stage layer is re-applied after VisEquipment spawns it
The help line gets seven lines of its own - the panel grows for the long helps
Drop the leftover JotunnModStub identity and align on Jotunn 2.30.2
Declare the Jotunn dependency so BepInEx loads it first
Write forward slashes in release ZIP entry paths
Removed
Remove Unity project
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