80 modules of horizon-client's lib (chunks, meshing, light, streaming, gfx, the HUD,
menus, settings, resource packs, particles, block entity data) and its 8 WGSL shaders move
to crates/horizon-client-render with git mv. Nothing in them reaches gameplay. horizon-client
re-exports each under its old path, so horizon_client::gfx and the rest are unchanged.
Beyond the moves: ParsedModels, lod's Column::reduced/push and the spawner's Next,
Spawner.next and Selector.current become pub; Properties::for_tests sits behind a
test-support feature; crash.rs strips the new crate's path; tools and docs point at the
new paths, and three harnesses that hash every client source hash the new crate too.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
81 client examples that harnesses run become modules of examples/probe:
harnesses run `probe <name> ...` (or `cargo run --example probe -- <name>`),
and the shared helpers (audio_common, hud_fixture, chat_screen_fixture)
move with them. The benchmarks and manual tools stay standalone examples.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Vanilla random-ticks a section while its count of randomly ticking blocks
and fluids is above zero (LevelChunkSection.isRandomlyTicking), and asks as
it reaches each section. Horizon ticked every section whose palette listed
such a state, even after the last one was gone, and decided before the tick's
scheduled ticks, which drew positions vanilla doesn't and shifted its
position sequence.
RandomTickSections now reads each section's blocks (PalettedContainer::has),
again only for the sections that changed, and tick_chunk_random asks for
each section when it reaches it; the game reads a chunk's sections again only
after a block changed. New harness random_tick_sections compares the
sections and positions with vanilla's real section counts.
Co-Authored-By: Claude Opus 5.5 <[email protected]>