In this update7
Full notes
Full Roguefort update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Gameplay
- Balance
- Maps
- UI and audio
- Fixes
Roguefort changes
Hi everyone,
This update covers three rolling versions worth of work (0.4.10, 0.4.11, 0.4.12) that I'm bundling up here as v0.5.0, because to be honest this has at least three major systems implemented that I've been working on for a while now.
There are three headline features being released today for the demo, and then a whole pile of other stuff:
A full Sneak and Thievery system
A sweeping cheesemaking mega-expansion
A complete overhaul of the Terroir perk tree
A buffet of new content, an upgraded quest tracker, first-time helper modals for new systems, and a long tail of tuning, performance, and bug fixes under all that
As always, a big huge thank you to everyone in Discord and on the Steam forums who has been sharing screenshots, sending bug reports, suggesting features, and helping me stress-test the game during Medieval Fest and after.
Sneakin' and Thievin'
This is the headline act of this update. Roguefort now has a full stealth and theft system!
The tipping point for me was watching Dridlicious' stream of Roguefort, where he and various commenters all hoped they'd see a sneaking system in the game. (Check it out if you have a chance - it's great! He reads out loud the books in the game). Well, here it is! It's been in the works for a while and I wanted to get it happening sooner rather than later, especially as it seems like a feature that folks are interested in.
There's a single Sneak skill on the character sheet (0–100), with six tiers - Footpad, Skulker, Shadow, Phantom, Wraith, and Nightblade - each unlocking milestone bonuses (reduced movement noise, an extra tile of sneak FOV, sleeping NPCs that genuinely don't wake, and so on). You crouch into a sneak state, and your visibility to creatures and NPCs is computed from a layered model: distance, line of sight, ambient light, terrain cover, your current crouch state, your skill, your gear, the noise you make, settlement alarm levels, and even your companions' presence (a noisy dog at your heels is a problem). Creatures only roll detection while you're actively sneaking, so non-stealth play behaves exactly as before.
Once you're unseen, you can backstab. Damage scales from 1.5x at low skill all the way to 5× at the top tier, and certain weapons - the Stiletto, the Shadowblade - carry their own multipliers on top. Hit the Wraith milestone and you unlock assassinate on non-boss targets within an HP cap, which is satisfying, if you're into that sort of thing.
Theft is its own full sub-system. You can pickpocket NPCs (rolled against their role and wealth, with per-NPC cooldowns so you can't drain a vendor in a single afternoon), lockpick chests and doors (four tiers of picks, including a master pick that doesn't break), and disarm traps. Bosses carry a pierceStealth flag from 1 to 3, which can be countered with the new tiered Sense-Mask cheeses - oh, yeah, there is now a stealth-themed cheese line.
The settlement-level consequences are where it gets interesting. Each settlement tracks an awareness state per player - UNAWARE, SUSPICIOUS, ALERTED, HUNTING, BOUNTY - that escalates as crimes are spotted and witnesses talk. If you're caught in the act, the witness shouts for guards, and same-faction guards within sight 12 / hearing 8 immediately flip to HUNTING. Faction patrols carry theft news between allied settlements, so a clean getaway from one town can still ruin your reputation in the next one over. Recognised NPCs swap their dialogue and refuse to trade with you across despawn cycles. Settlement captains will offer restitution quests so you have a way back into good standing without getting yourself killed.
Weather and bat form (for the appropriately afflicted) feed into the visibility model, and vampire feeding now shares the same stealth layer - a long-requested unification.
A new draggable Sneak HUD appears in the bottom-right corner whenever you crouch, showing your tier name and a thin progress bar to the next milestone. Levelling up triggers a scale-pulse, a floating banner, and a small audio cue.
For anyone who wanted a thief, an assassin, a vampire-hunter, or just the option to slip past the dungeon mid-boss instead of fighting them - this is for you. Combined with everything below in the cheesemaking expansion, there's also a full stealth-flavoured cheese build available now if you want to lean into it.
The Cheesemaking Mega-Expansion
The cheese system has roughly doubled in size.
There are now ninety new cheeses across tiers T1 through T4 - fifty in the late-cycle mega-expansion plus forty in the earlier cultures pass - roughly doubling the cheese roster. Sixteen new cultures join the existing list (pollen, kefir, halophilic, resinous, mineral, wild yeast, aged chèvre, volcanic, truffle, arcane kefir, moonsalt, dragonblood, plus wrinkled, smeared, alpine, and voidstruck), spanning the rarity range from common to mythic.
Sixteen new flora species are now scattered across the wilderness - seven berries, four nuts, and five spices - plus five new resource tiles: salt deposits, honey hives, mineral springs, truffle spots, and bird nests. These drop five new material types (salt crystals, wild honey, mineral water, truffle shavings, bird eggs), with matching seeds for cultivation. Foraging routes are genuinely worth replanning around the new tiles, especially truffle spots and mineral springs.
Twenty-five new spells (war cheeses) ship across all six magic families. Five new debuff statuses come with them - BLISTERED, CRYSTALLIZED, MAGGOTED, PUTREFIED, and CONCUSSED - each with its own creature tint, status priority, and gameplay rules. Ten new synergies have been hand-tuned with bespoke shake, flash, and floating-text effects,
While I was in the spell pipeline, every single spell in the game - all forty-nine - got bespoke juicy animations. Status tints have been reordered by mechanical impact so the most-impactful debuff is always the one you see on a creature. If you've cast spells in older versions and felt like the visuals were a bit flat, this should feel a whooole lot nicer.
Twelve new mechanical buffs round out the expansion, including four that had been defined but never wired up for months (whoops, sorry) are all live now.
A long-standing bug where the Forge Affinage tab silently dropped T4 spell cheeses and several T3/T4 press cheeses is also fixed. The matcher used to be a hand-curated allowlist that hadn't kept up with the content; it now derives from the press recipes themselves, so future expansions auto-extend.
Small but important bug fix as well: spell cheese names like "Parmesan Wheel Wheel" and "Brimstone Wheel Wheel" no longer double up the suffix.
The Terroir Perk Overhaul
The Terroir perk tree has gone from thirty-five upgrades to one hundred and twenty, plus fifteen capstone keystones, organised into five disciplines (Bloomy, Briar, Aged, Bastion, Veined and others) with three branches each. Branches lock at your second pick within a discipline, keystones unlock at your fourth, and a new Pathway codex tab in the Quest Log shows you the full tree at a glance.
The keystone reveal now has its own modal phase, the Pickled keystone has an element-selection prompt at the moment you take it, and individual cards display branch chips so you can see at a glance where a perk slots into your build.
Just as importantly, the effect-wiring has finally caught up. Across two big tier passes - combat, defence, movement, kill effects, resists, status, economy, faction, stealth, and consumables - over thirty stat consumers and eleven of the fifteen keystones are now correctly applied to gameplay.
A specific piece of feedback that I want to call out: more than one player has said "item-find haunts me wherever I go" - meaning the same theme kept showing up in disciplines where it didn't make thematic sense. The new tree deduplicates themes across disciplines: itemFind is now exclusive to the Veined and Pathfinder lines, thorns to Bloomy / Briar / Aged / Bastion, and so on. Builds should feel meaningfully distinct.
Save migration handles three legacy perk IDs automatically - they remap to goldFind, lifesteal, and evasion within the same disciplines, so existing characters don't lose anything. As a bonus, an HP-ballooning bug - where biome and faction perks were silently re-awarding every level and pushing endgame characters past 200 HP - is fixed, and the Bloomy weights have been retuned so it stops dominating other build paths.
Other additions
Mushroom expansion (22 new species), with hand-drawn 16x16 sprites at distinct silhouettes (cluster, shelf, fan, parasol, trumpet, skirted, honeycomb, fairy-ring, crystalline, and more). Four "shy" exotics found only in dungeons retract on player approach unless you have the new Spore Mask buff active. The Sporeshroud Brie (T3) grants Spore Mask, and three poisonous-mushroom cheeses (Witchcap Stilton, Stoneskin Wedge, Dustcap Crumble) turn raw toxins into useful buffs. A Spore Mask demo riftstone pair has been planted near Hearthmere for anyone who wants to skip ahead and see it in action.
12 new ranged enemies across 8 biomes, including skeleton archers, crossbow skeletons, goblin slingers, pixie stingers, cinder sprites, bog witches, cultist hexers, tide callers, cave spitters, frost mystics, drake hatchlings, and wyrm acolytes. They come in four AI flavours - skirmisher (kites at 2-3 tiles), sniper (backs off to preferred range, has a fire cooldown), debuffer (applies status), and pack-support (requires melee allies as screens). Two new status effects - corroded (-armor) and slowed (-speed) - come with them, and the dungeon spawn algorithm now buckets enemies by category with a per-tier ranged share so deep dungeon runs no longer feel like an unbroken wall of melee. You'll also find that a missed ranged shot now wakes and provokes the target - an arrow whizzing past a sleeping enemy's face should alert them, and now does.
Lore Codex and Player Titles (Shift+K). A new interactive panel lets you re-read every book you've collected, with a two-column list-and-preview layout, aggregate stats at the top (Lore X/70, Series Y/9, Bonuses Z/12), and contextual hints for owned-but-unread or undiscovered entries. Re-reading a known book gives no XP but the page is yours to revisit. Completing a book series now pays out themed rewards drawn from a new series rewards table - HP, damage, gold, XP bursts, and stacked Daenerys-style titles that show in your inventory header. Slayer titles also now grant for dungeon bosses (Elder Treant, Hydra, Deep Wyrm, Lich King, Pharaoh, Frost Giant, Magma Dragon, Jungle God, The Mountain King, Vampire Lord) and not just the four campaign-named bosses.
Stockpile zones. The cottage stockpile fallback has been replaced with proper player-painted designated zones (RimWorld / Going Medieval pattern). You enter stockpile build mode, paint a rectangle, and workers will deposit raw resources there. Each tile caps at fifty for bulk materials or twenty-five for precious ones, so painting a bigger zone genuinely scales your storage. Workers no longer auto-target chests for raw resources - chests are now reserved for player valuables. If no zone is reachable, workers drop their carry as a persistent ground pile at their feet (rather than deadlocking the way they used to). Zones have a sharp yellow outline, merge on overlap, support per-tile remove, and Shift+Z toggles them on permanently. Zones hide themselves automatically when you're not managing them.
Resource economy refactor. Workers harvest typed materials (oak_wood, pine_wood, stone_chunk, gold_nugget, crystal_shard) into a 10-stack carry, walk back to deposit at the nearest chest within twenty tiles, and fall back to a stockpile zone when no chest is reachable. Build costs now draw from inventory + chests + stockpiles + a legacy counter shim, with the cheapest item ID drained first across every storage layer (so species woods stay preserved). The HUD top-bar counter is a derived view summing all four storage layers.
Lock flag for material stacks. Shift+L on a stack (or right-click) prevents it from being pulled by build/craft auto-pull, worker wages, or drop/destroy actions. The HUD shows "W:12 (3 locked)" in the top bar. Floating "−N" text now spawns at each chest or stockpile that contributed to a build or craft, so auto-pull stops being silent. The Crafting Panel shows "(N nearby)" beside materials when storage within twenty tiles can contribute. The Chest Panel has a new "stash mats" button to move all unlocked material/flora stacks into the chest in one go. Wood items now display "Counts as Wood for generic recipes" so the Wood-vs-oak_wood ergonomics are clearer.
Chest renaming and craftable wooden signs. Storage tiles can now carry player-authored labels with eight colour-coded preset tags (Cheese, Loot, Food, Junk, Trade, Crops, Wood, Magic), with auto-suggest based on chest contents. The Chest Panel header has a [rename] button, F2 is the keyboard hotkey, and there's a right-click context menu too. A new craftable Wooden Sign tile (default-known build, 2 wood, decor category) auto-opens the rename dialog on placement and supports multi-line text - bump it to read.
Companion overhaul. Sixteen combat and active abilities that were defined in the game but never actually called are now wired in,. The Rat King's "Swarm Scouts" ability - which was scaffolded but had zero callers - is now bound to Shift+A, reveals fog-of-war tiles for fifteen turns in dungeons, and surfaces specific lock-reason text when ungated. Loyalty's documented "+10% all stats" bonus now correctly applies to maxHP everywhere (HUD, healing, revive, ability triggers — not just the Companion Panel display). Boars, deer, and sporelings are now tameable. KO-on-rescue from cages and fresh tames is fixed, and rescues now appear at the cage tile rather than on top of you.
Draggable HUD widgets. The minimap, quest tracker, objective tracker, and Sneak meter are now click-and-drag movable, with positions persisting via settings. The default layout stacks the tracker below the minimap. The home-distance badge follows the minimap's anchor wherever you drop it.
Visual Effects intensity setting. New Display tab control: Off / Low / Medium / High. Players who found the on-tick regen flashes overwhelming (Blossom Curd was the original culprit) can dial them down. The text-shadow glow halos that had crept across the codebase are gone — the game now uses the pixel-art-faithful focus state pattern site-wide. Per-turn regen ticks coalesce into a single "+N regen" floater every six turns rather than firing fifty visual events.
More gamepad coverage. Following on from v0.4.9's gamepad pass, this release fixes a Legion Go (and 8BitDo / DS4 HID / generic XInput) issue where the D-pad input was not working properly. The Animals Panel, World Map (with POI cycling and waystone fast-travel via CONFIRM), Title Screen, Tutorial Overlay, and Statue Ceremony all gained gamepad CONFIRM/CANCEL - the Title Screen was previously keyboard-only, which meant gamepad-only players couldn't navigate the menu at all.
Quest tracker overhaul, with better map markers. The tracker HUD used to show a quest's faction, type, and description, but never where the giver actually was - and the world map only highlighted givers for completed turn-ins, using a stale x/y snapshot from the moment the quest was generated. With moving NPCs, that snapshot stops being useful very quickly. The whole pipeline has been rewritten. The world map now shows a gold "!" pin over every settlement NPC who currently has an available quest (regional zoom and closer), matching the WoW convention everyone already knows. The tracked quest gets a bright expanding gold ring and a "!" or "?" glyph at the giver's live position, drawn at every zoom level so you can find them from continent view. When a tracked giver is walking somewhere, a faint dashed gold line connects to their destination so you can intercept or wait. Every other active (untracked) quest's giver gets a small static gold "?" pin - so multi-questing on the world map actually works now. The HUD widget gains a new gold line with the giver's name, settlement, distance, compass bearing, and a "→ moving SW" hint when they're mid-walk. Stale-fallback markers (where the live position can't be resolved) render as a desaturated dashed grey-gold ring with a "?" glyph rather than masquerading as a live position, so when something does go wrong you can see it.
First-time helper modals for new systems. With this release adding three big new gameplay verticals on top of an already-deep game, I've added a SystemHelperModal pattern with a content registry covering roughly twenty-two systems - sneak, bat form, charm, feeding, companions, world map, riftstones, vat / press / cave cheesemaking, and more. The modal triggers the first time you encounter each system, persists in a discoveries set so it doesn't re-trigger, and is always re-openable from a new Systems tab in the Help menu. The previously-orphaned First War Cheese modal now ships as the bespoke spell intro. The intent is for new players to hit a soft "here's what's happening" beat at each new system rather than discovering everything cold.
Settings reliability overhaul. Settings are no longer serialised into save files. AdventureMode reads from initialSettings or loadSettings only - saved snapshots can no longer override your title-screen tweaks. Compact Backpack and every other setting now applies correctly when changed before loading a save. Old saves with a stranded settings field load fine.
A new Lost Codex volume. Lost Codex VII: Of the Right Manner of Offering, a RARE lore book (+3 max HP, 15 XP) bringing the series to seven volumes. References the Hearthmere chapter house and Sister Vellet.
The homestead and pasture system has been removed. Yep it's gone. Sorry if you were attached to it, but I made the decision to remove it due to frustrations with UI for players and then just plain old bugs arising from weird systemic things. Livestock now feed and breed on raw proximity (trough auto-feeds within Manhattan ≤ 8) rather than requiring you to designate a 32x32 homestead claim with detected pasture quality. The previous system was generating cascading bugs (most recently the cellar-homestead cow that wouldn't be milked and got stuck on "Lead to a pasture") and the abstraction wasn't earning its weight. Removing the gate is a much better fit for the rest of the game's "do what you want, where you want" philosophy.
Tuning
HP ballooning fix. Biome and faction perks (14 + 5 of them) used to silently re-award every level and stack +2 HP each time, pushing endgame characters past 200. They're now one-shot, already-awarded ones are filtered from selection, and existing inflated saves are clamped on load. Activity perks (cheese, gather, kills) remain stackable since they reflect ongoing behaviour. Bloomy weights also rebalanced so it no longer dominates other build paths.
Worker overhaul. Dismiss, Evict, morale, mood, housing assignment, and death all had layered bugs that meant Dismiss did nothing, Evict didn't stick (worker reclaimed cottage), crew morale collapsed to zero from a runaway delta accumulator, mood label desynced from current happiness, "needs cottage bed" warned despite assigned beds, and TD workers were invincible. All fixed... assignedBed now persists through save/load; eviction is now sticky; morale is recomputed from current crew wellbeing rather than accumulated; mood combines memory and current needs.
Sleep and leisure schedule fixes. The day-shift sleep window pushed from phase 0.55 to 0.62 so workers no longer Zzz while the sky still looks bright. Per-worker schedule offsets fixed so workers actually desync from each other. Hearth, campfire, and table leisure pathing wired up so the schedule's planned leisure activities actually run.
Performance
Dense-area stutter. I found some optimisation opportunities, basically. Visual output unchanged, frames materially smoother.
Mid-dungeon lag. People were experiencing delay due to some crazy exponentially scaling lookups - now it is a lovely smooth linear lookup mmmm yes.
Held-space cascade (~5 active heal effects per worker, frames climbing to 1000+ ms). Sleeping workers and allies were tagging their periodic Zzz floater with style:'heal', triggering a heal flash + sparkle burst per turn, which compounded under held-space. Added a 'heal-passive' style that renders the floater but skips the canvas flash and sparkle burst. All six passive sleep call sites switched. Real heals (potions, food, regen, ally heal) keep their visuals. pushFlash and pushHealBurst now dedupe at the same tile within 150ms / 250ms; per-frame cap of 60 combat effects.
Bug fixes
Inventory stack counts and tooltip clipping. Item quantity (xN) and charges have moved out of the truncated name span into non-shrinking siblings, so long names truncate but the count is always visible. The item tooltip now flips to anchor right or bottom when it would clip the viewport. Keyboard nav also auto-shows the item description tooltip anchored to the selected slot.
Worker dismiss / evict / morale chain. Six obituary call sites were throwing silent ReferenceError on an undefined [c]day[/c], breaking every Dismiss/quit/weather-death/creature-kill flow. Fixed.
Hearthmere NPCs. Five settlement NPCs were silently dropped from the spawn loop. Restored.
Demo warden vanishing. HP-restore was running after the early DOT death filter; reordered.
NPC sprite swap and wall clipping on click-move (companion/NPC tile collision plus a too-tight BFS inside home bounds). Fixed.
Player invisible on grass tiles around the demo spawn. chunkManager.setTile mutated chunk.tiles but never chunk.tileData, so when clearSpawnClearing converted a previously-promoted 1×2 tall tree to grass, the multi-tile metadata stayed put and the renderer stretched grass over the player. Now correctly dismantles the multi-tile entity.
Auto-exit dungeon could drop the player inside a wall if the saved overworld tile became blocking. Now Manhattan-shell-searches outward up to r=50 for the nearest walkable tile.
Cleared dungeons respawning chests, whey-fonts, and cages on revisit. Revisiting a cleared dungeon was rebuilding tiles from the seed, regenerating reward tiles even though enemies stayed cleared. Reward-tile state is now tracked alongside enemy clear state.
Dungeon water rendering as letter shapes (J/T/I). The autotile shore-rounding was tuned for natural overworld shorelines, not sparse 2-3 tile indoor pools. Dungeon water now uses a cut-stone basin clip path.
Wood floor 1px outlines. Every floor sprite had a 1px transparent border that the renderer was treating as truly transparent rather than tile-coloured. Multi-tile floors now read as seamless. Build menu descriptions also clearer.
Settings modal Done button silently no-op'd from the title screen on Enter due to a focusIdx off-by-one when the new Visual Effects control was inserted. Two-part fix: Enter on Done now goes through the same close path as Escape (single window-keydown handler), and focusIdx defaults to doneIdx on a fresh-open so a quick Enter immediately closes the modal — matching native modal expectations. The Tab double-fire and Shift+Tab cycling are also fixed.
Title screen focus state unified across Continue, Play Demo, and every other action button, with a pixel-art-faithful 1px chevron bob and underline (the previous pill-vs-bare-chevron mix was visually inconsistent). Also fixes the ReferenceError from a stale [c]pill[/c] arg.
Trade screen keyboard scrolling and 9 other UI panels. ShopPanel was the third report of the same defect (after InventoryPanel and ChestPanel) - pressing ↓ moved selection past the visible window without scrolling, and PageUp/PageDown was dead until the player clicked the scrollbar. An audit found the same defect in eight more panels. All fixed with the proven two-part pattern, and 53 structural tests pin it.
Book Codex blackscreen on books with bonuses. P.GOLD was referenced in seven files but never defined in palette.js, so opening a bonus book called .slice() on undefined. Fixed; modal also widened (90vw / 1000px max) and body text bumped one tier for legibility.
Forge Affinage silently dropping T4 spell cheeses and several T3/T4 expansion press cheeses. The matcher was a hand-curated allowlist frozen at the original cheese set; it now derives from PRESS_RECIPES.cheeseTier and accepts spell cheeses by itemType + tier.
- Stockpile zone visibility and paint flow . Multiple bugs around the new zone systemzones not rendering in tileset mode, zones invisible against grass at low alpha, second-click rejected by the build-mode adjacency gate, paint anchor stale in the handleTileInteract closure, and cottage stockpile popping on every step inside the cottage. All fixed; zones now use the homestead bounds_edge pattern with a sharp 2px yellow outline plus a subtle interior fill.
Living Crew name/backstory generation in AdventureMode hire. The build-mode hire path was never updated when the Living Crew system landed in v0.4.9, so fresh-game workers in the demo got traits and moods but no name and no backstory. Now generates name and backstory up front, threads worldSeed and backstory into rollTraits, and includes backstory.hpModifier in spawnMaxHp. Hire message now reads "〈FullName〉 hired!" matching TD mode (which isn't in the demo anyway, sorry).
- Chest renaming UI . Several follow-up bugs caught after the rename feature shippeduseMenuNav and z/x/Shift+L window listeners stayed live while the dialog was open (arrows moved chest selection under the OSK, Enter transferred items, Esc closed the panel), z/x/L typing triggered auto-stow / stash / lock instead of typing, the on-screen keyboard had no path from physical keys to text, letter keys still fired panel hotkeys, Enter inserted 'q' instead of submitting, and Down arrow appeared to skip the control row. All fixed; F2 hotkey added; capture-phase listener added so dev sprite-editor can't hijack the same key.
Spell cheese names doubling "Wheel". Spells whose names already end in "Wheel" - Brimstone, Avalanche, Parmesan - now skip the suffix.
Empty grass tile inside the demo starter house. Two character codes ('y' and 'z') for chest tiles were registered in tiles.js but unmapped in TEMPLATE_CHAR_MAP, so the cell skipped during stamping and procedural grass showed through. Both registered now.
Lakes were sharp polygons. Worldgen used a convex hull. Replaced with biome-aware organic shapes (boundary-trace + Chaikin smoothing + FBM perturbation). One-shot script rewrites only the LAKES export - every other baked location stays byte-identical. Mountain tarns stay round, jungle lakes meander, taiga lakes elongate.
Item Lock and Stash flow fixed several silent failures around the new lock flag, including locked items being incorrectly pulled by boat crafting (the only recipe that wasn't going through applyItemSpend → consumeItemsByIds).
Slayer titles weren't granting for dungeon bosses because the boss-kill block at the bottom of processTurn ran after processBossKill had already locked the boss key via the shared idempotency ref. Moved the grant into processBossKill so all kill paths route through it.
HP hearts and bars not filling at full. With any +Max HP gear pushing your effective max past 20, hpPerHeart became fractional (e.g. 2.3) and IEEE-754 float drift made the last heart fail the [c]fill >= 1[/c] check.. so it rendered dark crimson at full HP. Now clamps HP into [0, effectiveMax] and uses a 0.999 epsilon for the 'full' check. Four other UI bars that could overshoot 100% during brief value spikes (Party Panel HP, Tile Tooltip HP, Companion Panel XP/happiness/loyalty, Item Tooltip aging) are also clamped. Removed the lingering red glow that was attaching to full HP hearts.
Volume slider segments at low percentages - the filled layer's gradient diverged from the empty pip layer (visible shift), and at v ≤ 10% the yellow span clamped to ~0 and disappeared entirely. Now renders the filled layer at full track width with a clip-path mask, so segments stay aligned and visible at any volume.
OK, if you got this far, honestly that's amazing. Well that's everything for this update.
I just want to say thank you again to the community once again, and have a great weekend.
Timmy Graham
Source
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