compile & release script feature
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Copyright (c) 2024 LesRaisins
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All rights reserved.
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# 0.10.0-alpha - Legging visibility, branding, and release workflow
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- Fixed vanilla player legs/pants showing through LesRaisinsArmor leggings. Any LR leggings now hide both vanilla leg and pants layers, including suits whose upstream `armor_display` JSON omitted a leggings section.
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- Added the supplied `icon.png` as the Fabric mod icon at `assets/lrarmor/icon.png`.
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- Renamed the canonical project documentation from `README-PORT.md` to `README.md` for Gitea/Git hosting.
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- Added `release.bat`, driven by `gradle.properties`, for preparing versioned release artifacts and optional Git tagging.
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- Port remains alpha while full-set gameplay effects and dedicated-server parity continue to be validated.
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# Port iteration 7
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## 0.7.0-alpha
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- Starts the Fabric port's own version line. The original Forge version remains documented as provenance, but releases no longer inherit the upstream `0.1.4.4-fabric.N` version string.
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- Fixed stale vanilla player-part visibility after armor changes. `PlayerModel` now resets every LesRaisinsArmor-controlled part at the start of each animation setup, then applies the current frame's `armor_display` hide mask at the end.
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- This specifically fixes cases such as removing a helmet while keeping a chestplate equipped and having the player's head remain invisible.
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- No GeckoLib model scale or transform changes in this iteration; Port 7 isolates the visibility lifecycle fix.
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# Port iteration 6
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## 0.1.4.4-fabric.6
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- Ported the original Forge `assets/lrarmor/armor_display/*.json` body-part hiding behavior to Minecraft/Fabric 26.2.
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- Added a client render-state bridge: `AvatarRenderer` extracts equipped LesRaisinsArmor pieces into an `AvatarRenderState` hide mask.
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- Added a `PlayerModel` mixin that hides the vanilla head/hat/body/arms/sleeves/legs/pants named by the original armor display JSON.
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- The JSON files remain the source of truth; suits without an `armor_display` file keep vanilla body rendering unchanged.
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- Keeps GeckoLib 5 model rendering, the dedicated creative tab, and local client/server run scripts from Port 5.
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# Port iteration 2
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## 0.1.4.4-fabric.5
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- Migrated GeckoLib model assets from the legacy `assets/lrarmor/geo/...` layout to GeckoLib 5's canonical `assets/lrarmor/geckolib/models/...` layout.
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- Migrated animation assets to `assets/lrarmor/geckolib/animations/...`.
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- `BedrockArmorModel` now returns GeckoLib 5 logical resource IDs without location prefixes or `.geo.json` / `.animation.json` suffixes.
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- Texture paths remain vanilla-style full texture paths (`textures/...png`), as required by GeckoLib 5.
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- Keeps the custom LesRaisins Armor creative tab and local run scripts from Port 4.
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Changes from fabric.1:
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- Updated Fabric API to `0.158.0+26.2` for GeckoLib 5.5.4 compatibility.
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- Updated `CreativeModeTabEvents` import to the Fabric 26.2 `creativetab.v1` package.
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- Changed Fabric/GeckoLib dependencies to Loom `modImplementation`.
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- Removed `splitEnvironmentSourceSets()` for now. GeckoLib 5.5.4 exposes client render types through `GeoRenderProvider`; compiling the renderer in the standard Loom source set allows javac to resolve `HumanoidRenderState`.
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- `src/client/java` remains logically client-only through the `client` entrypoint in `fabric.mod.json`.
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- Bumped private port version to `0.1.4.4-fabric.2`.
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Dedicated-server runtime verification remains a later test step; this iteration targets the current compile blockers first.
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## Port 4
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- Fixed GeckoLib model and animation resource identifiers to include the actual geo/animations directories and file extensions.
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- Added dedicated LesRaisins Armor creative tab.
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- Added run-client/run-server scripts for Windows and Linux.
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## 0.8.0-alpha - Build/Git workflow
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- Version line moved to `0.8.0-alpha`; release version continues to come exclusively from `gradle.properties`.
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- Reworked `compile.bat` based on the Lobby Systems workflow supplied by DartoKloning.
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- `compile.bat` now reads `mod_version`, `minecraft_version`, `maven_group`, and `archives_base_name` from `gradle.properties`.
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- If the exact main JAR for the current `mod_version` already exists, the script asks whether to rebuild or skip directly to Git integration.
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- If the current-version JAR is absent (including an empty `build/libs` or a JAR from a different version), the build runs automatically.
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- After a successful build, the script can commit and push the repository.
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- Git push retries automatically up to three times per round; after three failures the user can choose another three-attempt round or stop.
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- Added `.gitignore` for Gradle caches, build output, Loom runtime files, IDE metadata, and logs so Git integration does not stage generated files.
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## 0.9.0-alpha - Full-set armor effects
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- Attacker full set: `Better Armor` effect icon, +15 armor toughness, +0.25 knockback resistance.
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- Scout full set: `Lightweight` effect icon, +0.025 movement speed.
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- Defender full set: `Heavy Armor` effect icon, -0.02 movement speed, and final health damage reduced to 85%.
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- Medical full set: `Self-Healing Device` ready effect; below 30% health triggers Regeneration IV for 5 seconds and a 30-second self-healing cooldown.
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- Reused the original mod's mob-effect icons (`tough`, `heavy_armor`, `light_leg`, `rescue`, `rescue_cooldown`).
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- Full-set logic runs server-side so it can later be tested on a dedicated Fabric server as well as integrated singleplayer.
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<p align="center">
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<img src="src/main/resources/assets/lrarmor/icon.png" width="192" alt="LesRaisinsArmor logo">
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</p>
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# LesRaisinsArmor — Fabric 26.2 private port
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Private Fabric port of **LesRaisinsArmor** for Minecraft 26.2.
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**Current port version:** `0.10.0-alpha`
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Target stack: Minecraft 26.2, Fabric Loader 0.19.3, Fabric API 0.158.0+26.2, GeckoLib 5.5.4, Java 25.
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## Current port scope
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- Original tactical armor items, textures, GeckoLib models, recipes, repair ingredients, and armor stats are retained/ported.
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- GeckoLib 5 armor rendering works on Fabric 26.2, including player body-part hiding to prevent vanilla skin layers clipping through the armor.
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- LesRaisinsArmor leggings always hide the vanilla left/right legs and pants layers while equipped.
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- Dedicated **LesRaisins Armor** creative tab is available.
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- Epic Fight and Forge-only integration are intentionally not part of this Fabric port.
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- Full-set gameplay effects are implemented server-side:
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- **Attacker / Better Armor:** +15 armor toughness and +0.25 knockback resistance.
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- **Scout / Lightweight:** +0.025 movement speed.
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- **Defender / Heavy Armor:** -0.02 movement speed and health damage ×0.85.
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- **Medical / Self-Healing Device:** below 30% health, Regeneration IV for 5 seconds followed by a 30-second cooldown.
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## Build
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Windows:
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```bat
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compile.bat
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```
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Linux/macOS:
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```sh
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./compile.sh
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```
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`compile.bat` reads the release version from `gradle.properties`. If the exact current-version JAR already exists, it can skip rebuilding and go directly to Git integration. Git push is retried up to three times per round.
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## Run development client/server
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Windows:
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```bat
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run-client.bat
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run-server.bat
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```
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Linux/macOS:
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```sh
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./run-client.sh
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./run-server.sh
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```
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## Release helper
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On Windows:
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```bat
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release.bat
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```
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The release helper reads `mod_version` from `gradle.properties`, ensures the matching JAR exists (and can build it when missing), copies release artifacts to `release/<version>/`, and can create/push the Git tag `v<version>`.
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## Versioning
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This Fabric port uses its own version line. It is still **alpha** while gameplay parity and dedicated-server behavior continue to be validated. The upstream Forge version is retained only as provenance/context.
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@@ -0,0 +1 @@
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6fdf207e5930549ea5a7f8123a423b1197508648de078ba3b9176f7680fe0e8d
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