<!-- A new module or something else important -->
## Major features
-
<!-- A new parameter added to a module, or API feature -->
## Minor features
-
<!-- Some improvement that requires no action on the part of add-on
creators i.e., improved star graphics -->
## Improvements
-
<!-- Be sure to reference the existing issue if it exists -->
## Bug fixes
- FIXED: making two signals of the same name and placing one inside a
cloak and the other outside a cloak would cause both to be considered
"inside the cloak".
- Also applied the same fix to quantum moon signals
<!-- A new module or something else important -->
## Major features
-
<!-- A new parameter added to a module, or API feature -->
## Minor features
-
<!-- Some improvement that requires no action on the part of add-on
creators i.e., improved star graphics -->
## Improvements
- The documentation for priority volumes is much better now
<!-- Be sure to reference the existing issue if it exists -->
## Bug fixes
-
## Major features
- Heightmap overhaul!
- Normal maps (bump maps)
- Smoothness (gloss) and metallic maps
- Tiling versions of texture/normal/smoothness/metallic maps for finer
up-close detail
- Blend map that uses the red, green, blue, and alpha channels to
control the distribution of 4 tiles respectively, plus a fifth "base"
tile that appears where the others are absent.
- Stretch has changed to proper unity coordinates, where y is up.
## Minor features
- New `CometTail` module replacing the `hasCometTail` field. Allows
customizing the colour and scale-over-time of a comet tail.
## Improvements
- Patched forget frequency method so it will work for those using it on
custom signals
- Added `teenager` arc type to translator text. This is a mix between
child and adult. It uses the adult mesh but the child texture.
Originally used at the window text on Giant's Deep's statue island.
- Generated textures are now cached. this should reduce memory usage
(resolves#581)
- Textures are named by file path and then the effects applied to them,
for example `[path] > invert > tint [color]`
- Physics details splash in water like the probe and have the probe's
buoyancy.
## Bug fixes
- Fixed NullReferenceException when spawning vessels with physics
- Fixed SpawnDialogue API method always creating a remote trigger
- Physics details are now affected by tornadoes (resolves#580)
- Stretch now behaves more intuitively (does not divide min/max height
by the largest stretch axis) (resolves#551)
- Fix spamming logs with "Fact ID Not Found" on system change (resolves
#586)
<!-- A new module or something else important -->
## Major features
-
<!-- A new parameter added to a module, or API feature -->
## Minor features
-
<!-- Some improvement that requires no action on the part of add-on
creators i.e., improved star graphics -->
## Improvements
- bump up detector shape limit 4x
<!-- Be sure to reference the existing issue if it exists -->
## Bug fixes
- stretch now behaves more intuitively (does not divide min/max height
by the largest stretch axis)
- [x] make ball pit mod work
<!-- A new module or something else important -->
## Major features
-
<!-- A new parameter added to a module, or API feature -->
## Minor features
-
<!-- Some improvement that requires no action on the part of add-on
creators i.e., improved star graphics -->
## Improvements
-
<!-- Be sure to reference the existing issue if it exists -->
## Bug fixes
- physics details are now affected by tornadoes
fix#580. i give up on tornadoes
<!-- A new module or something else important -->
## Major features
-
<!-- A new parameter added to a module, or API feature -->
## Minor features
-
<!-- Some improvement that requires no action on the part of add-on
creators i.e., improved star graphics -->
## Improvements
- generated textures are now cached. this should reduce memory usage
- textures are named by file path and then the effects applied to them,
for example `[path] > invert > tint [color]`
<!-- Be sure to reference the existing issue if it exists -->
## Bug fixes
-
fix#581
## Major features
- Heightmap overhaul!!!!
- normal maps (bump maps)
- smoothness (gloss) and metallic maps
- tiling versions of texture/normal/smoothness/metallic maps for finer
up-close detail
- texture painting
- use the red, green, blue, and alpha channels of a blend texture to
determine where each set of tile textures goes.
- you can also use black spots on the blend map to include a fifth
"base" set of tile textures for where there's a lack of
red/blue/blue/alpha.
## Minor features
-
## Improvements
-
## Bug fixes
-