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feat(skin-renderer): draw worn armour with dye and enchant glint - #1192

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ugcodrr wants to merge 6 commits into
mainfrom
feat/skin-armour
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ugcodrr wants to merge 6 commits into
mainfrom
feat/skin-armour

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@ugcodrr

@ugcodrr ugcodrr commented Nov 11, 2026 •

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Description: The skin renderer could only draw the bare skin, so there was no way to show what a player is wearing.

  1. renderSkin takes an optional { armor } with a material per slot, a dye color for leather, and an enchant glint. Nothing calls it yet, feat(api): take armour, a cape, yaw and pose on skin renders #1196 wires it into the API.
  2. Parts under leggings get the flat outer layer, since an extruded one would poke through.

Testing: renderSkin(skin, false, false, { armor: { chestplate: { material: "diamond", enchanted: true } } }) shows a glinting diamond chestplate, and renders without armour match main.

First in the stack #1192 → #1193 → #1194 → #1196.

Armour on archived skins

@vercel

vercel Bot commented Nov 11, 2026 •

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statsify Ignored Ignored Nov 11, 2026 6:39am UTC

…loser

The glint was added in linear space, which left a faint pink tint, so enchanted
armour now adds the game's squared layers to its gamma-encoded colour in one pass.
Armour boxes take the skin's z-fighting scale, and parts under leggings get the
flat outer layer so the leggings can keep the game's thickness.

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