Merge branch 'feat/m129-relnotes-rewrite-release-notes-to-c'
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# Unlucky Launcher {{VERSION}}
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Rust-native **single-file** Minecraft launcher: iced 0.14 + Material 3 Expressive UI, built-in AI agent
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(chat / config edits / crash diagnosis) and an MCP server other agent tools can attach to.
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(chat / setting edits / crash diagnosis) and an MCP server other agent tools can attach to.
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No WebView, no bundled runtime, no JRE download needed to start the launcher itself.
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## Downloads
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Asset names are `<name>_<version>_<platform>_<arch>`, underscore separated — the rule
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`packaging/make_artifacts.py::asset_stem()` applies:
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| Platform | Asset | Notes |
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| --- | --- | --- |
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| Windows 10/11 x64 | `unlucky-launcher-{{VERSION}}-windows-x64.exe` | single exe, double-click to run |
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| Windows 11 ARM64 | `unlucky-launcher-{{VERSION}}-windows-arm64.exe` | single exe, runs natively on ARM64 Windows |
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| Linux x64 (X11/Wayland) | `unlucky-launcher-{{VERSION}}-linux-x64.tar.gz` | single binary inside, no installer |
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| Linux arm64 (X11/Wayland) | `unlucky-launcher-{{VERSION}}-linux-arm64.tar.gz` | single binary inside; needs glibc 2.35+ |
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| macOS 12+ Apple Silicon | `unlucky-launcher-{{VERSION}}-macos-arm64.tar.gz` | single binary inside, no installer |
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| macOS 12+ Intel | `unlucky-launcher-{{VERSION}}-macos-x64.tar.gz` | single binary inside, no installer |
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| Windows 10/11 x64 | `unlucky-launcher_{{VERSION}}_windows_x64.exe` | single exe, double-click to run |
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| Windows 11 ARM64 | `unlucky-launcher_{{VERSION}}_windows_arm64.exe` | single exe, runs natively on ARM64 Windows |
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| Linux x64 (X11/Wayland) | `unlucky-launcher_{{VERSION}}_linux_x64.tar.gz` | single binary inside, no installer |
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| Linux arm64 (X11/Wayland) | `unlucky-launcher_{{VERSION}}_linux_arm64.tar.gz` | single binary inside; needs glibc 2.35+ |
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| macOS 12+ Apple Silicon | `unlucky-launcher_{{VERSION}}_macos_arm64.tar.gz` | single binary inside, no installer |
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| macOS 12+ Intel | `unlucky-launcher_{{VERSION}}_macos_x64.tar.gz` | single binary inside, no installer |
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`LICENSE`, `NOTICE` and `README.md` ship in every archive; on Windows they are attached to
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this release next to the `.exe` (a lone exe cannot carry them), so the license terms travel
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with the download on every platform.
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Each archive unpacks to one top-level directory of the same name holding the binary plus `LICENSE`,
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`NOTICE` and `README.md`; the Windows assets are bare `.exe` files, so those three documents are attached
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to this release next to them — the license terms travel with every download.
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Every slot also ships the command line as its own small asset — `ull-{{VERSION}}-<slot>`
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(`.exe` on Windows):
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Every slot also ships the command line as its own small bare asset,
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`ull_{{VERSION}}_<platform>_<arch>` (`.exe` on Windows):
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```bash
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chmod +x ull-{{VERSION}}-linux-x64 # Release 资产不带可执行位,先补上
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./ull-{{VERSION}}-linux-x64 instances list # servers / CI / Termux: no graphics stack needed
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unlucky-launcher instances list # desktops: the GUI binary answers the same commands
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chmod +x ull_{{VERSION}}_linux_x64 # release assets carry no executable bit
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./ull_{{VERSION}}_linux_x64 instances list # servers and CI: no graphics stack needed
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```
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`ull` runs `instances`, `install`, `launch`, `accounts`, `sessions`, `logs`, `diag`, `config`,
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`java` and `agent`, and links no graphics library at all. The GUI binary accepts the same set
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before it ever opens a window, so on a machine with a desktop you do not need `ull`.
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`ull` runs `instances`, `install`, `pack import`, `launch`, `accounts`, `sessions`, `logs`, `diag`,
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`config`, `java` and `agent`, and links no graphics library at all. The GUI binary accepts the same set
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before it ever opens a window, so a desktop machine does not need `ull`.
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## Support matrix
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| Platform | Level | Runtime requirements |
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| --- | --- | --- |
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| Windows 10/11 x64 | first class | nothing beyond the OS (UCRT is part of Win10+) |
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| Windows 11 ARM64 | first class (launcher artifact) | nothing extra; launcher runs natively, the game itself runs through the OS x64 emulation layer with an x64 JDK |
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| macOS 12+ (arm64 / x64) | first class | nothing; unsigned build, see Gatekeeper note |
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| Windows 11 ARM64 | first class (launcher artifact) | nothing extra; the launcher runs natively, the game itself runs through the OS x64 emulation layer with an x64 JDK |
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| macOS 12+ (arm64 / x64) | first class | nothing; unsigned build, see the Gatekeeper note |
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| Linux x64, X11 | first class | `libxkbcommon`, `fontconfig`, `libGL` (or software renderer), `libxcb` |
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| Linux x64, Wayland | supported | `wayland-client`, `libxkbcommon`, plus the X11 set for XWayland apps |
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| Linux arm64, X11 | first class | glibc 2.35+ (built on `ubuntu-22.04-arm`, same floor as x64), `libxkbcommon`, `fontconfig`, `libGL`, `libxcb` |
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| Linux arm64, X11 | first class | glibc 2.35+ (same floor as x64), `libxkbcommon`, `fontconfig`, `libGL`, `libxcb` |
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| Linux arm64, Wayland | supported | the above plus `wayland-client` |
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| Windows 8.1/8/7 | unsupported | baseline was raised to Win10 (decision D21) |
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| Android — Termux + X11 | experimental, not promised | CLI only (the `ull` asset, or build from source), GUI unverified; not part of this release matrix |
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| Windows 8.1/8/7 | unsupported | the baseline is Windows 10 |
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| Android — Termux + X11 | experimental, not promised | CLI only and only when built from source; GUI unverified; not part of this release matrix |
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Both arm64 rows are **formally released slots** (the assets ship in this release and in
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`SHA256SUMS.txt`), not the experimental Termux path: Linux arm64 is built and smoke-tested on a
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native ARM64 runner, Windows ARM64 is cross-built with the same static-CRT gate as x64.
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Both arm64 rows are **formally released slots** (assets ship here and in `SHA256SUMS.txt`), not the
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experimental Termux path: Linux arm64 is built and smoke-tested on a native ARM64 runner, Windows ARM64 is
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cross-built with the same static-CRT gate as x64.
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## Install
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**Windows** — put the `.exe` anywhere and run it (pick `-windows-arm64.exe` on ARM64 Windows,
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`-windows-x64.exe` everywhere else). Portable data lives next to the exe when a
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`portable.marker` file is present, otherwise under `%APPDATA%`.
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**Windows** — put the `.exe` anywhere and run it (pick `_windows_arm64.exe` on ARM64 Windows,
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`_windows_x64.exe` everywhere else). The first run creates `.ULL/` and `.minecraft/` next to the exe
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(portable is the default data mode); the per-user `%APPDATA%\ULL` plus `%APPDATA%\.minecraft`, or a custom
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root, are selectable instead.
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**Linux**
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**Linux / macOS**
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```bash
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tar -xzf unlucky-launcher-{{VERSION}}-linux-x64.tar.gz # use linux-arm64 on aarch64
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cd unlucky-launcher-{{VERSION}}-linux-x64 # ditto
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chmod +x unlucky-launcher && ./unlucky-launcher
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```
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**macOS**
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```bash
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tar -xzf unlucky-launcher-{{VERSION}}-macos-arm64.tar.gz
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cd unlucky-launcher-{{VERSION}}-macos-arm64
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xattr -d com.apple.quarantine unlucky-launcher # unsigned build, Gatekeeper quarantine
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tar -xzf unlucky-launcher_{{VERSION}}_linux_x64.tar.gz # _linux_arm64 on aarch64; _macos_arm64 / _macos_x64 on macOS
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cd unlucky-launcher_{{VERSION}}_linux_x64 # ditto
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xattr -d com.apple.quarantine unlucky-launcher # macOS only: unsigned build, Gatekeeper
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chmod +x unlucky-launcher && ./unlucky-launcher
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```
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## No GPU? Software renderer
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The UI renders through `wgpu` (GPU) and falls back to the `tiny-skia` CPU rasteriser when no usable
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adapter is present. Force the CPU path on any machine with:
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```bash
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unlucky-launcher --software-renderer # the documented switch
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unlucky-launcher --renderer=cpu # equivalent: pick the CPU renderer explicitly
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```
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adapter is present; `--software-renderer` (or its equivalent `--renderer=cpu`) forces that path.
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## Verify the download
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```bash
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# Linux / macOS
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sha256sum -c SHA256SUMS.txt --ignore-missing
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# Windows (PowerShell)
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Get-FileHash .\unlucky-launcher-{{VERSION}}-windows-x64.exe -Algorithm SHA256
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sha256sum -c SHA256SUMS.txt --ignore-missing # Linux
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shasum -a 256 -c SHA256SUMS.txt # macOS (sha256sum is not bundled)
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Get-FileHash .\unlucky-launcher_{{VERSION}}_windows_x64.exe -Algorithm SHA256 # Windows PowerShell
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```
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## Checksums
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```
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{{SUMS}}
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```
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## Known limitations of this build
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- Microsoft (MSA) account login depends on a Mojang app-id whitelist that is still pending;
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until it is granted, use offline accounts or authlib-injector (the 403 is reported with a
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readable diagnostic instead of a silent failure).
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- Binaries are not code-signed / notarized yet: Windows SmartScreen and macOS Gatekeeper warn
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on first launch. Checksums above are the integrity reference for now.
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- macOS ships the bare binary (single-file promise), not a `.app` bundle: no Dock icon or
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Finder double-click — launch it from a terminal.
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- Microsoft (MSA) sign-in needs an Azure public client id, and release binaries do not carry one: set
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`ULL_MSA_CLIENT_ID=<id>` before launching, or build with that variable set. Without it sign-in stops
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before any network call; in the GUI that shows up as the generic "Sign-in failed" banner with
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`Code: other` (the full reason goes to the launcher log), and `ull accounts add msa` prints the exact
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fix. Offline profiles and authlib-injector servers need no id.
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- Binaries are not code-signed / notarized yet: Windows SmartScreen and macOS Gatekeeper warn on first
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launch. The checksums above are the integrity reference for now.
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- macOS ships the bare binary (single-file promise), not a `.app` bundle: no Dock icon or Finder
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double-click — launch it from a terminal.
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## License
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Apache-2.0. Third-party notices are in `NOTICE`. Unlucky Launcher is not affiliated with Mojang or
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Microsoft; it does not ship game files.
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Apache-2.0, third-party notices in `NOTICE`. Not affiliated with Mojang or Microsoft; no game files ship.
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## UI framework in this build
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Every asset in this release is built from the iced UI (`crates/app-iced`, iced 0.14, MIT) — no Slint
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code is linked into it. The earlier Slint UI (`crates/app`) stays in the repository as historical
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source only: excluded from the cargo workspace, not built, not part of any asset here and not part of
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the release matrix. It did ship in the previous `v0.1.0` release; that release's Slint Royalty-Free
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2.0 attribution remains where it was published, and no asset in this build carries that obligation.
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There is deliberately no "Made with Slint" badge on this page: the obligation follows a Slint-linked
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binary, and this release has none.
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Every asset here is built from the iced UI (`crates/app-iced`, iced 0.14, MIT); no Slint code is linked
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into it. The earlier Slint UI (`crates/app`) stays in the repository as historical source only —
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excluded from the workspace, not built, in no asset and in no release slot. The Slint Royalty-Free 2.0
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attribution it carried belongs to the `v0.1.0` release and remains where it was published.
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