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Fix release docker publish and cut v1.0.1
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.github/copilot-instructions.md

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- `server.log` is the primary runtime output surface during development. Prefer reading it from the editor/workspace instead of asking for terminal output.
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- **Persistent preference**: Assume `server.log` is already open in the editor and read it directly with `read_file` whenever runtime diagnostics are needed. Do not ask the user to re-open it.
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## Environment Preference
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- For git push/tag operations in this environment, always run with `SSH_AUTH_SOCK=/home/timr/.ssh/ssh_auth_sock` (or export this first) so SSH authentication succeeds.
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## Repo Snapshot
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- Real-time BZFlag-inspired arena: Node/Express/WS server in `server.js`, browser-side Three.js client under `public/`.
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- All front-end modules are plain ES modules loaded directly by the browser; no bundler. Update the `<script type="importmap">` block in `public/index.html` when adding new external modules.

.github/workflows/release.yml

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id: image
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run: echo "name=ghcr.io/$(echo '${{ github.repository }}' | tr '[:upper:]' '[:lower:]')" >> "$GITHUB_OUTPUT"
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- name: Set up QEMU
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uses: docker/setup-qemu-action@v3
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- name: Set up Docker Buildx
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uses: docker/setup-buildx-action@v3
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CHANGELOG.md

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## [Unreleased]
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## [1.0.1] - 2026-03-26
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### Added
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- Local Git hooks now lint staged JavaScript before commit and run full checks before push.
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### Changed
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- Release workflow now initializes QEMU before Buildx to support multi-architecture Docker image publishing.
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### Fixed
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- Fixed release automation gap that could fail container publishing during tagged releases.
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## [1.0.0] - 2026-03-26
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### Added

package-lock.json

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package.json

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{
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"name": "bzo",
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"version": "1.0.0",
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"version": "1.0.1",
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"description": "Web based 3D multiplayer tank game, Battlezone Online",
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"main": "server.js",
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"scripts": {

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