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# 0.10.0-alpha - Legging visibility, branding, and release workflow
- 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.
- Added the supplied `icon.png` as the Fabric mod icon at `assets/lrarmor/icon.png`.
- Renamed the canonical project documentation from `README-PORT.md` to `README.md` for Gitea/Git hosting.
- Added `release.bat`, driven by `gradle.properties`, for preparing versioned release artifacts and optional Git tagging.
- Port remains alpha while full-set gameplay effects and dedicated-server parity continue to be validated.
# Port iteration 7
## 0.7.0-alpha
- 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.
- 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.
- This specifically fixes cases such as removing a helmet while keeping a chestplate equipped and having the player's head remain invisible.
- No GeckoLib model scale or transform changes in this iteration; Port 7 isolates the visibility lifecycle fix.
# Port iteration 6
## 0.1.4.4-fabric.6
- Ported the original Forge `assets/lrarmor/armor_display/*.json` body-part hiding behavior to Minecraft/Fabric 26.2.
- Added a client render-state bridge: `AvatarRenderer` extracts equipped LesRaisinsArmor pieces into an `AvatarRenderState` hide mask.
- Added a `PlayerModel` mixin that hides the vanilla head/hat/body/arms/sleeves/legs/pants named by the original armor display JSON.
- The JSON files remain the source of truth; suits without an `armor_display` file keep vanilla body rendering unchanged.
- Keeps GeckoLib 5 model rendering, the dedicated creative tab, and local client/server run scripts from Port 5.
# Port iteration 2
## 0.1.4.4-fabric.5
- Migrated GeckoLib model assets from the legacy `assets/lrarmor/geo/...` layout to GeckoLib 5's canonical `assets/lrarmor/geckolib/models/...` layout.
- Migrated animation assets to `assets/lrarmor/geckolib/animations/...`.
- `BedrockArmorModel` now returns GeckoLib 5 logical resource IDs without location prefixes or `.geo.json` / `.animation.json` suffixes.
- Texture paths remain vanilla-style full texture paths (`textures/...png`), as required by GeckoLib 5.
- Keeps the custom LesRaisins Armor creative tab and local run scripts from Port 4.
Changes from fabric.1:
- Updated Fabric API to `0.158.0+26.2` for GeckoLib 5.5.4 compatibility.
- Updated `CreativeModeTabEvents` import to the Fabric 26.2 `creativetab.v1` package.
- Changed Fabric/GeckoLib dependencies to Loom `modImplementation`.
- 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`.
- `src/client/java` remains logically client-only through the `client` entrypoint in `fabric.mod.json`.
- Bumped private port version to `0.1.4.4-fabric.2`.
Dedicated-server runtime verification remains a later test step; this iteration targets the current compile blockers first.
## Port 4
- Fixed GeckoLib model and animation resource identifiers to include the actual geo/animations directories and file extensions.
- Added dedicated LesRaisins Armor creative tab.
- Added run-client/run-server scripts for Windows and Linux.
## 0.8.0-alpha - Build/Git workflow
- Version line moved to `0.8.0-alpha`; release version continues to come exclusively from `gradle.properties`.
- Reworked `compile.bat` based on the Lobby Systems workflow supplied by DartoKloning.
- `compile.bat` now reads `mod_version`, `minecraft_version`, `maven_group`, and `archives_base_name` from `gradle.properties`.
- If the exact main JAR for the current `mod_version` already exists, the script asks whether to rebuild or skip directly to Git integration.
- If the current-version JAR is absent (including an empty `build/libs` or a JAR from a different version), the build runs automatically.
- After a successful build, the script can commit and push the repository.
- Git push retries automatically up to three times per round; after three failures the user can choose another three-attempt round or stop.
- Added `.gitignore` for Gradle caches, build output, Loom runtime files, IDE metadata, and logs so Git integration does not stage generated files.
## 0.9.0-alpha - Full-set armor effects
- Attacker full set: `Better Armor` effect icon, +15 armor toughness, +0.25 knockback resistance.
- Scout full set: `Lightweight` effect icon, +0.025 movement speed.
- Defender full set: `Heavy Armor` effect icon, -0.02 movement speed, and final health damage reduced to 85%.
- Medical full set: `Self-Healing Device` ready effect; below 30% health triggers Regeneration IV for 5 seconds and a 30-second self-healing cooldown.
- Reused the original mod's mob-effect icons (`tough`, `heavy_armor`, `light_leg`, `rescue`, `rescue_cooldown`).
- Full-set logic runs server-side so it can later be tested on a dedicated Fabric server as well as integrated singleplayer.