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v0.7.5
v0.7.5 — Portrait clothing & event pipeline fixes
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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)
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