0.0.4: The Factorial Update:

Released on December 14 2025
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Hi, for the fourth time
• Official Cosmetics ported: 5/41
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CHANGES AND ADDITIONS:
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• Ported the crown cosmetic, which is the first head cosmetic.
-- So far, head cosmetic positions have basic positioning in order to look correct for most cases, all that is left is to cancel the attack animations by recreating it as much as possible, but inverted.
-- This also means that we are getting close to the beta stage! The headphones cosmetic will release once the first beta version releases.
• Refactored how cosmetic texture swapping works with Respackopts:
-- In short, all textures are now saved in a new folder ("coc_cp_textures" in the minecraft directory instead of the optifine random textures directory) and the singular alpha texture is no longer repurposed to hide the cosmetic on other players.
--- Overall, I think this change will make custom cosmetic creation much easier once that is implemented.
• The pack now uses the EMF directory for models instead of the Optifine directory, mainly because that mod got ZERO cape model support, ZERO fps improvements, ZERO mod compatibility, and most importantly, ZERO BI-
-- ok i was too harsh there, but my point still stands, it is missing alot of CEM models and they have to be added manually instead of the auto-method that Traben has made for EMF.
• Wings animations no longer uses variables, slightly reducing pack size (not really). (in other words, animations are now calculated at runtime)
• Changed some comments around the pack.
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NOTES:
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• Sadly, there may not be a backport of the pack for 1.19.4 and 1.18.2 due to the fact that the ETF and EMF version used there are outdated.
-- Respackopts also works differently at times on older versions, so ill have to see for that.
--- For now, Cake's Cosmetics Pack will only support the latest release of Minecraft (1.21.11, but it is still being developped in 1.21.10). This wont be the case before full release hoever, as ill work my way into making it work on older versions.
• You are able to have capes show up on players again if you enable the "Only modify your player model" setting in EMF. Ill only recommend this if you dont use a player animation pack, like Detailed Animations, Silly Moves or Fresh Animation's player extension. If its possible, maybe ill be able to make it show up again without said workaround.
• Starting at the end of next week, school should close up, leaving time for winter break, which means more time, and hopefully fewer gaps in between each update.
-- However, now that I look at it, I may not be able to upload the full release before christmas, at most, maybe ill include a special cosmetic in christmas eve (for those who know, you know what that day means), so ill push back to before winter break ends for me (i hope) which is until january. 
• I just realized that technically, i dont have to include a capeless companion pack because respackopts exists... Will do that once i get here.
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0.0.3: The Heavenly Update:

Released on December 7 2025
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• First, I just want to say that ive already reached nearly 100 downloads on both platforms. Its not a lot (compared to the nearly 35k of the bedrock version (still my most downloaded pack SO FAR)), but its a solid start, despite this port missing a lot of cosmetics currently.

• Second, and I know most of you will not care about this, but I plan on making my own full D°Uzi Craft port (like, the entire pack, fully reported by someone else), I just need Masaki to add me onto the Modrinth page, make a CurseForge page (cause I guess some people still uses it (for minecraft java content, not the other games or Macrohard's wet dream of a version that they call Minecraft, and that the community calls Bedrock Edition)) and for him to release that UPDATE HE STILL HAS SOMEWHERE ON HIS SOLID STATE DRIVE (im not actually mad). After that, I can work on also porting Cake's D°Uzi Tweaks, another bedrock pack of mine.

• Third, well now there is a changelog in the pack

• Fourth, technically, this is suppose to release last week, but I didnt have enought time to select between more than one cosmetic intially. So now with more time, how does it work now?

Well for that, onto the changelog!
• Official Cosmetics ported: 4/41 (i actually made all of these?)
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CHANGES AND ADDITIONS:
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• Finally managed to implement more than 2 cosmetic switching:
-- Required a slight refactoring of how cosmetic switching works however, from switching using porperty files, to switching using the optifine models themselves.
-- Thanks to this, ported the following cosmetics from the bedrock version:
--- Wings, the first animated cosmetic of the pack so far.
---- The animations may not be as accurate to the bedrock animations, mainly because EMF dont have as many animation query equivalents, and its numbers and animations acted differently for some reason, even if you were to get the time variable 1 to 1 with bedrock (???), forcing me to make my own.
--- Anniversary Backpack, was made to celebrate the predecasor of the bedrock version's (Cake's Backpacks) first anniversary.
• Starting as of now, below each changelog, the amount of ported cosmetics will be noted. Until they are done, this will be a cool way of checking the amount of cosmetics that are available in both java and bedrock.
-- Yes, apparently, i made all of these. And yes, ALL of them will be available on both versions (if possible, with the same special functionality (if possible aswell))
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NOTES:
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• For some reason, if you want to switch between multiple cosmetics using RespackOpts, you would have to press the "Done" button twice; once in the Config screen, and another in the resource pack screen. The game will have to reload resource packs however to show the cosmetic.
• I'm currently looking at a way to implement 2 things,
-- 1. Head cosmetics without ingecting to the player model
-- 2. Not have to duplicate the empty pixel and properties files more than once for multiplayer support
-- 3. Much smaller, but being able to use the wings's Elytra texture in the wings cosmetics (this one could be implemented after the port's full release)
-- Once more, all of these things may cause major internal changes, but i am not worried about that until I have a solid backbone for custom cosmetic, which is one of the main principiles of the cosmetic pack.
• I've been thinking of how the pack's roadmap would work, and I've managed to created a bsic roadmap:
-- (Current) Alpha: Made for the players (adding cosmetics)
-- Beta: Made for the creators (custom cosmetics slot, making the pack a dependancy for companion packs, and player-less cape support)
-- Release: Polish on all packs (if needed) and properly checking older versions support (1.21.8 until 1.20 (maybe until 1.18.2, but those versions now dont have as many outdated mods and ill had to add support for outdated EMF & ETF versions))
-- Post Release: Porting all companion pack, and having as much parity to the bedrock version as possible, while avoiding major internal changes (unless needed)
• After Full Release, the version number will have parity with the bedrock version. Currently, it is on 2.4.0, with 2.4.1 releasing tomorrow to fix issues caused by Mounts of Mayhem.
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• Sorry for the yapfest that this changelog has become, but there was alot to that I wanted to cover. May reduce it next week, in which, that update should include head cosmetics.
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0.0.2: The Company Update:

Released on November 30 2025
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CHANGES AND ADDITIONS:
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• Ported the Modern Backpack, which also adds basic RespackOpts compatibility.
• Changed the names of the cosmetic's texture files to be a lot clearer.
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NOTES:
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• I forgot to include a changelog file since this is an update... Oh well, that'll be next week! (probably)
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0.0.1: Alpha release

Released on November 23 2025
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This is the beginning of an idk how long month journey, so follow me if you which to see where this would go!

my goal is to be 100% completed before christmas, which may be too much but i dont have alot to do for the next 2 months, so why not work on this?

yes, it would get finished eventually instead of being stuck in a alpha state, in fact, the next update may be a week away! (i have a checklist of things to do before the port is complete, its in the pack's pages)
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