Files
Unlucky-Launcher/packaging/release-notes.md
T
AskaEth 1d2e84ed61 fix(m163): push tag 默认建稳定版(发布标记语义 + 0.2.3 bump)
发布标记:`release.yml` 的 dispatch `prerelease` 默认值 true → false;`release-publish.yml`
的 create 路径不再塞 `--prerelease`(空串 = push tag ⇒ 稳定版),edit 路径行为不变(空串不碰
标记)。三种触发各创建什么改由 `packaging/release_marker.py` 一张表定义,流水线
`--emit-bash` 出来两个数组直接用,自己不再写 case——v0.2.2 至今 `releases/latest` 404 的根因
就是「push 默认 prerelease」这层叠上「dispatch 默认 true」。

守门:新增 `packaging/check_release_semantics.py`(CI 在 `.github/workflows/release-guard.yml`,
guards.yml 已 398 行不能再挂 job):①标记表逐条对(push tag 的 create 不含 --prerelease);
②把 `--emit-bash` 真灌进 bash 读回两个数组;③publish 的可执行内容里没有 --prerelease 字面量、
必须调用 emit-bash、两个数组各喂 create/edit;④release.yml 的 dispatch 默认值 == false(读
YAML 结构)。`--self-mutation` 注入三项真实回归(默认值改回 true / 塞回字面量 / 表里 push
改成预发布),断言每项都红、基线绿。

版本:0.2.2 → 0.2.3(workspace `[workspace.package]` + 五处 path 依赖 pin + Cargo.lock)。

文档:README 中英两版版本行改 0.2.3,并把本阶段能力补进现有章节(Modrinth 匿名在线内容源、
自更新与稳定通道、整合包导入逐文件决策、实例级启动参数),删掉「没有自动更新通道」「导入只有
两份全局策略」两条过期说法;`release-notes.md` 写 0.2.3 的真实更新摘要(保留 {{VERSION}} /
{{SUMS}});`packaging/README.md` 与 `docs/build-and-ci.md` 里「push 默认仍 prerelease」的旧口径
全部改掉。
2026-11-07 18:56:01 +08:00

9.5 KiB

Unlucky Launcher {{VERSION}}

Rust-native single-file Minecraft launcher: iced 0.14 + Material 3 Expressive UI, built-in AI agent (chat / setting edits / crash diagnosis) and an MCP server other agent tools can attach to. No WebView, no bundled runtime, no JRE download needed to start the launcher itself.

What's new in {{VERSION}}

  • {{VERSION}} is the first release published as a stable release. GitHub only points releases/latest at the newest non-prerelease release, so 0.2.2 — kept as a historical pre-release, untouched — never appeared there. A pushed tag now creates a stable release by default; a pre-release has to be asked for explicitly (workflow_dispatch with prerelease=true).
  • Self-update works end to end. ull update check / ull update apply and the settings panel's Update group share one core (crates/core/src/update/): manifest, version and channel admission, length + SHA256 verification, and an atomic rename-based swap that rolls back on failure. Only the stable channel is published today.
  • Online content library (Modrinth, anonymous). Search, project details and version lists come from Modrinth's v2 API with facets derived from the target instance, and a known hash completes a remote entry. Being offline is reported as "not connected", never as "no matching content".
  • Per-file decisions when importing a modpack. The pre-import scan lists every conflicting file in pages of 40, and you choose keep-all, overwrite-all, or per item; files that do not conflict are never rewritten, and the report names every conflict afterwards.
  • Per-instance launch arguments. JVM arguments, game arguments, memory, the Java executable and the graphics backend (default / opengl / vulkan) are set per instance, each field falling back on its own to the global setting and then the factory default. The CLI reads the same resolved values.

Downloads

Asset names are <name>_<version>_<platform>_<arch>, underscore separated — the rule packaging/make_artifacts.py::asset_stem() applies:

Platform Asset Notes
Windows 10/11 x64 unlucky-launcher_{{VERSION}}_windows_x64.exe single exe, double-click to run; this is also what you run on ARM64 Windows (x64 emulation)

Windows ARM64 is not part of this release. CI still builds it on a native windows-11-arm runner for evidence, but that slot's toolchain check has not gone green yet, so unlucky-launcher_{{VERSION}}_windows_arm64.exe is deliberately kept out of the download list and out of SHA256SUMS.txt instead of handing out a build nobody has verified. windows-x64 is the only published slot; ARM64 rejoins this table as soon as its build is green (one line in the workflow's PUBLISH_SLOTS).

This release ships Windows only, and CI builds Windows only. The Linux (x64 / arm64) and macOS (Apple Silicon / Intel) slots are not built by the release workflow at all — they have not been verified on real machines yet, so nothing unverified is handed out and no build minutes are spent on them. They stay out of the download list and out of SHA256SUMS.txt until that verification happens; a manual workflow run can build all six slots for that purpose, but the four extra slots are never published. The support matrix below marks those slots accordingly.

The Windows asset is a bare .exe, so LICENSE, NOTICE and README.md are attached to this release next to it: the license terms travel with every download. Slots that ship an archive (Linux / macOS, once published) unpack to one top-level directory of the same name holding the binary plus those three documents.

Command line

Each published slot also ships the command line as its own small bare asset, ull_{{VERSION}}_<platform>_<arch> (.exe on Windows):

.\ull_{{VERSION}}_windows_x64.exe instances list   # servers and CI: no graphics stack needed

ull runs instances, install, pack import, launch, accounts, sessions, logs, diag, config, java and agent, and links no graphics library at all. The GUI binary accepts the same set before it ever opens a window, so a desktop machine does not need ull.

Updating

The launcher reads releases/latest/download/manifest.json on startup (switchable: update.auto_check) and shows four distinct outcomes: up to date, an update is available, a newer version exists but ships no artifact for this platform, or the check itself failed. ull update check prints the same verdict, and ull update apply downloads, verifies SHA256 and swaps the binary atomically, rolling back if the swap fails. Nothing installs without you asking for it.

Support matrix

Published = shipped as a download of this release, listed in SHA256SUMS.txt.

Platform Status in this release Level Runtime requirements
Windows 10/11 x64 published first class nothing beyond the OS (UCRT is part of Win10+)
Windows 11 ARM64 not published (build chasing, unverified) first class (launcher artifact) nothing extra; the launcher runs natively, the game itself runs through the OS x64 emulation layer with an x64 JDK
macOS 12+ Apple Silicon not built (unverified) first class (unverified) nothing; unsigned build, needs the Gatekeeper workaround
macOS 12+ Intel not built (unverified) first class (unverified) same as above
Linux x64, X11 not built (unverified) first class (unverified) libxkbcommon, fontconfig, libGL (or software renderer), libxcb
Linux x64, Wayland not built (unverified) supported (unverified) wayland-client, libxkbcommon, plus the X11 set for XWayland apps
Linux arm64, X11 not built (unverified) first class (unverified) glibc 2.35+, libxkbcommon, fontconfig, libGL, libxcb
Linux arm64, Wayland not built (unverified) supported (unverified) the above plus wayland-client
Windows 8.1/8/7 not built unsupported the baseline is Windows 10
Android — Termux + X11 not built (no CI slot) experimental, not promised CLI and GUI from source only; GUI verified on-device twice: CPU software rendering and self-built Mesa/turnip GPU acceleration (see packaging/docs/termux-glibc-build.md and README.termux.md)

windows-x64 is the only published slot this release; Windows ARM64 is kept out until its build is green (see Downloads above). Both arm64 rows are formal matrix slots, not the experimental Termux path, and Linux arm64 is not built by default — someone has to run it on real hardware (via a manual all-slots run) before it joins this list. The rows above and the matrix table in packaging/README.md §9 are the same list — change one, change the other.

Install

Windows — put the .exe anywhere and run it. _windows_x64.exe is the only Windows asset in this release, and it is also what you run on ARM64 Windows (the OS runs it through its x64 emulation layer). The first run creates .ULL/ and .minecraft/ next to the exe (portable is the default data mode); the per-user %APPDATA%\ULL plus %APPDATA%\.minecraft, or a custom root, are selectable instead.

Linux / macOS are not part of this release; their asset names are already fixed by the same rule (unlucky-launcher_{{VERSION}}_linux_x64.tar.gz, _linux_arm64, _macos_arm64, _macos_x64) so the links will not change shape when those slots open.

No GPU? Software renderer

The UI renders through wgpu (GPU) and falls back to the tiny-skia CPU rasteriser when no usable adapter is present; --software-renderer (or its equivalent --renderer=cpu) forces that path.

Verify the download

SHA256SUMS.txt lists exactly the assets attached to this release (Windows only), and sha256sum -c checks the ones you actually downloaded:

sha256sum -c SHA256SUMS.txt --ignore-missing   # Linux / WSL
shasum -a 256 -c SHA256SUMS.txt                # macOS (sha256sum is not bundled)
Get-FileHash .\unlucky-launcher_{{VERSION}}_windows_x64.exe -Algorithm SHA256   # Windows PowerShell
{{SUMS}}

Known limitations of this build

  • Microsoft (MSA) sign-in works out of the box: this build carries the Azure public client id it needs (a public client id, not a credential — it ships inside the binary), so there is nothing to configure before signing in. Setting ULL_MSA_CLIENT_ID=<id> before launching still overrides it; the variable is read at startup, so restart the launcher after changing it. A build with no id anywhere stops before any network call, and the GUI banner says so plainly: the title "Microsoft sign-in is not configured", a body naming ULL_MSA_CLIENT_ID=<id> (set it, or build with it, then restart) and Code: msa_not_configured, with no Retry button. Every other sign-in failure keeps the generic banner plus its own Code: line, with the full reason only in the launcher log. ull accounts add msa prints the same fix on the command line. Offline profiles and authlib-injector servers need no id.
  • Binaries are not code-signed / notarized yet: Windows SmartScreen and macOS Gatekeeper warn on first launch. The checksums above are the integrity reference for now.
  • When the macOS slot ships it is the bare binary (single-file promise), not a .app bundle: no Dock icon or Finder double-click — launch it from a terminal.

License

Apache-2.0, third-party notices in NOTICE. Not affiliated with Mojang or Microsoft; no game files ship.

UI framework in this build

Every asset here is built from the iced UI (crates/app-iced, iced 0.14, MIT); no other UI framework is linked into it.