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v0.7.5 — Portrait clothing & event pipeline fixes

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@Been012 Been012 released this 02 Apr 13:10
· 30 commits to main since this release

Portrait System

Clothing layers

  • Renders worn clothing (shirts, dresses, tunics, vests, coats, cloaks, helms, hoods, etc.) from DF's sprite sheets
  • Dye color detection via dye_profile.color_index on item improvements
  • HSV-based tinting for naturally muted portrait-aesthetic colors
  • Material flag matching (leather, metal, artifact) for correct tile selection
  • Item quality tier support (ordinary through masterwork)

Accuracy improvements

  • Fix male tissue layout: head hair at indices [6,7], not [3] (which is moustache)
  • Fix eyebrow density: HEAD layer 4,5 (eyebrow), not 0,1 (sideburns)
  • Fix PONY_TAILS vs PONY_TAIL naming mismatch
  • Capture nose broadness, hair curliness from bp_modifiers
  • Use head hair color for beard/eyebrow (DF Premium doesn't randomize these)

Event System

Autosave resilience

  • Event monitor survives autosave folder renames (waa -> autosave 1 -> autosave 2) seamlessly
  • Web UI auto-switches to the newest folder for the active fortress

Noise reduction

  • Remove false tantrum detection (stress category 6 is not an actual tantrum)
  • Filter mundane building events (furniture), keep workshops/furnaces
  • Group caravan arrivals by civilization (one event instead of per-merchant)
  • Pre-seed migrant relationships to suppress false "bond formed" events on arrival
  • Filter individual migrant_arrived events (migration_wave summary is displayed)

Event ordering

  • Events sorted chronologically after loading from multiple save folders
  • Events page and combat log use all events instead of recent_events(200)