Release 1.19.1#58
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Publish the jar attached to each GitHub release to CurseForge via the shared BentoBoxWorld/.github reusable workflow, downloading the release asset instead of rebuilding from source. Mirrors the BentoBox core setup. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Pin bentoboxworld/.github publish-platforms.yml to commit e0c5d98f5e6ef9ea7c9a28afad05f4c07bcde898 (Sonar githubactions:S7637) and set the Hangar slug so releases publish to Hangar alongside CurseForge. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…944b98b9 Picks up the split into independent CurseForge and Hangar jobs so neither platform can block the other. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add CurseForge publish workflow (publishes the release asset)
…4b1f0 ci: bump pinned reusable workflow to fe4b1f0
With per-island health enabled and a player owning multiple islands, dying on one island softlocked the player in an endless respawn/death loop. Root cause: on death/respawn the player's state is captured mid-death with a health of 0 and saved to the death island's key. When the player later loads that island, Store.setHeath applied the stored 0 via player.setHealth(0), killing them instantly and re-triggering the death screen. Loading a stored health of 0 into a live player is never valid — it only ever arises from a mid-death capture. setHeath now restores full health when the resolved value is <= 0, matching vanilla respawn behaviour, and clamps against max health as before. Adds a regression test covering the fatal-health load case. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011i5FDtwcFcJFhbUDSG1YzA
…ath-loop Fix per-island health death loop on respawn (#56)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011i5FDtwcFcJFhbUDSG1YzA
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Release 1.19.1 — merge
developintomaster.Changes since 1.19.0
Bug fixes
Store.setHeathno longer applies a fatal stored health of0(only ever captured mid-death) to a live player — it restores full health instead. (Fix per-island health death loop on respawn (#56) #57)CI / build
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