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Author SHA1 Message Date
Ludovic MarieandClaude Opus 5.5 cf550b69fd WIP (session wrap-up 2026-10-15): unfinished, not reviewed
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 12:36:19 +02:00
Ludovic MarieandClaude Opus 5.5 ed3d1e1168 Trial spawners run in game
Trial spawner block entities are kept (generated chunks and saves), tick on
the server with the level random and random sequences, spawn persistent
mobs, eject their rewards as items and set their block state, with their
level events and shutter sounds.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 12:20:30 +02:00
Ludovic MarieandClaude Opus 5.5 ca76075cc9 Trial spawner state machine, checked against vanilla
mobs::trial_spawner: TrialSpawner and its state data, the registry
configs (data/*/trial_spawner), the six states, player detection with the
visual line of sight, mob spawns and reward ejection, read and saved as
vanilla does (a field that fails to decode takes its default alone).

tools/test_trial_spawner_parity.py ticks 2,500 random trial spawners in
VanillaNaturalSpawnOracle and natural_spawn_fixture and compares states,
spawns, events and ejected items line by line.

Also: copper grates have no visual shape; a slime's or magma cube's
obstruction box scales with the Size its spawn data sets; LootData::roll_split
for an empty-context getRandomItems.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 12:20:29 +02:00
Ludovic Marie 050b203846 Merge pull request #306 from ludovic111/feat/debug-lightmap
F3+4 shows the lightmap texture in the bottom right corner
2026-10-15 11:39:03 +02:00
Ludovic Marie b6ced87869 Merge pull request #305 from ludovic111/feat/debug-charts
Debug charts: F3+2 frame and tick times, F3+3 ping and bandwidth
2026-10-15 11:38:57 +02:00
Ludovic Marie 89465a8c6d Merge pull request #304 from ludovic111/feat/create-world-tabs
Create New World: vanilla's Game, World and More tabs
2026-10-15 11:37:55 +02:00
Ludovic Marie fd8223061c Merge pull request #303 from ludovic111/feat/list-scrollbars
World list and pack lists: vanilla scroller, dragged with the pointer
2026-10-15 11:37:49 +02:00
Ludovic Marie 889fff562d Merge pull request #301 from ludovic111/feat/multiplayer-lan-scanning
Multiplayer: vanilla's server list, with the LAN scanning text and its animated dots
2026-10-15 11:37:43 +02:00
Ludovic Marie fbb458252f Merge pull request #299 from ludovic111/feat/menu-blur
Blur the panorama behind world selection, multiplayer and world creation, as vanilla does
2026-10-15 11:37:36 +02:00
Ludovic Marie b92cc7c9e8 Merge pull request #295 from ludovic111/feat/recipe-toast-icons
Recipe toasts show the workstation icon and cycle through the unlocked recipes
2026-10-15 11:37:23 +02:00
Ludovic Marie 4abf648a85 Merge pull request #280 from ludovic111/fix/streaming-reload-loop
Stop reloading saved columns every frame after the player moves
2026-10-15 11:27:01 +02:00
Ludovic Marie 5d17c56d77 Merge pull request #269 from ludovic111/perf/worker-face-visibility
Load worlds ~4.7x faster: stop copying the face visibility table per mesh job
2026-10-15 11:26:54 +02:00
Ludovic Marie 9044c69429 Merge pull request #307 from ludovic111/feat/bee-hives
Bees live in hives and nests: they go home, come out in the morning and make honey (#208)
2026-10-15 11:18:21 +02:00
Ludovic Marie 68ec2236e2 Merge pull request #293 from ludovic111/fix/drowned-parity
mob_ai oracle: wait for the light engine before ticking (drowned flake, #290)
2026-10-15 11:13:48 +02:00
Ludovic MarieandClaude Opus 5.5 5876014b57 Droppers and hoppers don't take a beehive for a container
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 10:36:37 +02:00
Ludovic MarieandClaude Opus 5.5 1f4154c0df F3+4 shows the lightmap texture in the bottom right corner
DebugScreenOverlay.toggleLightmapTexture and showLightmapTexture: the 16x16
lightmap at 64x64 on a black border, 2 pixels from the corner, sky light up
and block light right, as vanilla's flipped blit. It shares the bottom of the
screen with the F3+2 and F3+3 charts, so each switch turns the others off.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 10:31:14 +02:00
Ludovic MarieandClaude Opus 5.5 dc863a66a4 Create New World: vanilla's Game, World and More tabs
CreateWorldScreen as in 26.3: a MenuTabBar (tab sprites, header
separators, underline) over the transparent tab header, each tab's
GridLayout aligned at (0.5, 1/6) between it and a 33-pixel footer with
Create New World and Cancel.

Game: the world name box with its save-folder tooltip, Game Mode
(Survival, Hardcore, Creative), Difficulty and Allow Commands, locked
in Hardcore. World: World Type (Default, Superflat), Customize, the seed
box with its hint, and the Generate Structures / Bonus Chest switches.
More: Game Rules, Experiments and Data Packs. Tooltips follow vanilla's.

The choices reach the new world: hardcore, difficulty and allowCommands
in level.dat, and world_gen_settings with the flat preset, structures and
bonus chest written before streaming starts. Re-Create reads them back.

Fixes #281

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 10:24:52 +02:00
Ludovic MarieandClaude Opus 5.5 6ae018055d Debug charts: F3+2 frame and tick times, F3+3 ping and bandwidth
DebugScreenOverlay's FpsDebugChart, TpsDebugChart, PingDebugChart and
BandwidthDebugChart with vanilla's scales, colours and places: 240 samples
(LocalSampleLogger), F3+2 and F3+3 toggles that show the overlay and exclude
each other, the overlay's "Debug charts" lines, and the play-state ping
request and pong response packets the ping chart uses on servers.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 10:16:02 +02:00
Ludovic Marie df0acb2810 Merge pull request #302 from ludovic111/ci/parity-timeout
CI parity: allow 120 minutes so core changes finish instead of timing out
2026-10-15 10:05:43 +02:00
Ludovic MarieandClaude Opus 5.5 a8bd497132 World list and pack lists: vanilla scroller, dragged with the pointer
SelectWorldScreen's list now sits at vanilla's 49..h-60 with the list
background, header and footer separators, white selection outline and
the widget/scroller sprites at the row's right + 8. The scroller follows
the pointer while held (AbstractScrollArea.mouseDragged), the wheel moves
half a row, and the pack screen's lists can be dragged the same way.

Part of #282

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 10:04:37 +02:00
Ludovic MarieandClaude Opus 5.5 f2e87721f4 CI parity: allow 120 minutes, so changes to core crates finish instead of timing out
Changes to horizon-core or horizon-world make ~280-300 harnesses rerun, which takes
60-90 min on the Mac mini runners; at 45 min those runs were cancelled and proved nothing
(#269, #280, #292 today).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 09:59:10 +02:00
Ludovic Marie 3ed8abd25e Merge pull request #300 from ludovic111/fix/autosave-spike
Autosave stops waiting for entity writes: no more 2 s freeze (#224)
2026-10-15 09:58:50 +02:00
Ludovic Marie c0e1095ea9 Merge pull request #294 from ludovic111/fix/arrow-interpolation
Arrows stop jumping along their path after they land (#278)
2026-10-15 09:58:46 +02:00
Ludovic Marie 9593d9e329 Merge pull request #292 from ludovic111/fix/golem-persistence
Copper golems keep the persistence vanilla saved (#289)
2026-10-15 09:58:42 +02:00
Ludovic MarieandClaude Opus 5.5 587695e108 Multiplayer: vanilla's server list, with the LAN scanning header and its dots (#282)
JoinMultiplayerScreen's layout: the title centred in the 33-pixel header, the
ServerSelectionList between the separators (list background, 305-wide rows,
white selection outline, scissored rows, the scroller sprites), the footer
buttons centred in 60 pixels. The list always ends with the LAN header,
"Scanning for games on your local network" over LoadingDotsText's dots,
then the LAN games. Saved servers show two MOTD lines, the player count and
the ping, pinging or unreachable icon; Edit and Delete need a saved server.
The list scrolls with the wheel and a draggable scrollbar (ui::Scroll, after
AbstractScrollArea).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 09:48:14 +02:00
Ludovic MarieandClaude Opus 5.5 b18261cc79 Autosave doesn't wait for the entity writes
The autosave queued its chunks without waiting (#284), then saved the
entities with the waiting call. The region writer is one FIFO thread,
so the main thread still waited for every chunk queued before the
entities: a 1.9 s frame at the 5-minute autosave on a world with ~900
columns. Like PersistentEntitySectionManager.autoSave (saveAll's flush
only on save-all and quit), the autosave now queues the entities too.

Part of #224

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 09:39:04 +02:00
Ludovic MarieandClaude Opus 5.5 6953710c74 Blur the panorama behind the title menus' screens, as vanilla does (#282)
Screen.extractBlurredBackground: every classic screen reached from the title
(world selection and creation, multiplayer, options) blurs the panorama with
vanilla's minecraft:blur post chain, three horizontal and vertical box blur
passes of menuBackgroundBlurriness pixels, then draws menu_background over it
instead of a flat dark fill. The title screen itself stays sharp.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 09:32:16 +02:00
Ludovic Marie 02cfbf6f28 Merge pull request #298 from ludovic111/fix/firework-entity-light
Draw flying firework rockets as their lit item model like vanilla
2026-10-15 09:31:33 +02:00
Ludovic Marie eb1467f45f Merge pull request #297 from ludovic111/fix/leaves-option-remesh
Rebuild every section when See-Through Leaves, Smooth Lighting or Biome Blend changes
2026-10-15 09:30:39 +02:00
Ludovic Marie bab7cf92a7 Merge pull request #296 from ludovic111/fix/reversed-z-depth
Render the world with reversed depth like vanilla (far fire no longer flickers)
2026-10-15 09:30:02 +02:00
Ludovic MarieandClaude Opus 5.5 cf67db1873 Render firework rockets as their lit item model like vanilla
FireworkEntityRenderer submits the rocket's item in the GROUND context,
turned to the camera (and over on its side when shot at an angle), at the
packed light of its eye. Horizon drew a flat 0.5-block sprite at full
brightness, so rockets glowed at night and had no item shading.

Fixes #279

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 09:24:19 +02:00
Ludovic MarieandClaude Opus 5.5 81b07d1dd9 Rebuild every section when a meshing option changes like vanilla
Options.cutoutLeaves, ambientOcclusion and biomeBlendRadius call
LevelExtractor.allChanged when they change. Horizon only handed the new
value to the mesher, so after turning See-Through Leaves off the loaded
sections kept their see-through leaves, pale against the sky, beside the
opaque ones of sections rebuilt later.

Fixes #273

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 09:24:19 +02:00
Ludovic MarieandClaude Opus 5.5 1bfef88477 Render the world with reversed depth like vanilla
Vanilla 26.3's Projection passes its planes reversed and every pipeline
tests GREATER_THAN_OR_EQUAL. Horizon kept forward depth with a 0.05 near
plane, so far geometry lost precision and fire_side's quad, 0.01 pixel in
front of the block it burns on, z-fought with it.

Fixes #272

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 09:24:19 +02:00
Ludovic MarieandClaude Opus 5.5 111b237b6d Bees live in hives and nests: they go home, come out in the morning and make honey (#208)
BeehiveBlockEntity (crate::beehive): up to three bees stored as entity
tags, out when their time is up (not at night, in the rain or through a
blocked front unless in an emergency), honey for nectar, the flower they
knew; vanilla's bees / flower_pos save format. Bees find a hive with room
(BeeLocateHiveGoal), fly home and go in (BeeEnterHiveGoal through
MobEvent::EnterHive). In the game hives tick, breaking one lets the bees
out angry unless smoked, fire empties it, dispensers release them.

mob_ai: bee_hive_night, _rain, _morning and _honey match vanilla.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 09:14:21 +02:00
Ludovic MarieandClaude Opus 5.5 5530d682ab Arrows interpolate from their last tick, not from where they were shot
arrows::tick never set the projectile's previous position (Entity.setOldPosAndRot
at the start of every tick); Projectile::tick does, but arrows don't go
through it. The renderer lerped from the spawn point to the current
position every frame, so a flying or stuck arrow jumped along its whole
path. The arrow harness now prints the old position too.

Fixes #278

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 09:03:39 +02:00
Ludovic MarieandClaude Opus 5.5 f88bfc66f8 Recipe toasts show the crafting station and cycle through every unlocked recipe (#283)
RecipeToast keeps the station and result of each display unlocked while it
is up, draws the station at 0.6 scale in the plaque's corner over the result,
takes turns through them over the display time and stays up five more seconds
after each unlock. Toasts slide in and out on ToastInstance's squared curve,
honour notificationDisplayTime and play ui.toast.in / ui.toast.out.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 08:55:36 +02:00
Ludovic MarieandClaude Opus 5.5 fa188fca42 mob_ai oracle: wait for the scene's light updates before ticking (#290)
The oracle started a scenario once hasLightWork() had been false for six
ticks, but light updates reach the light thread through the chunk task
dispatcher, where hasLightWork() can't see them. A drowned's first
sun-burn roll (Mob.isSunBurnTick draws only when the brightness at its
eyes is above 0.5) then read the dirt's light under a freshly filled
pool or the water's, depending on thread timing: one random draw more or
less, and drowned_pool / drowned_pool_swimmer failed at random.

Queue ThreadedLevelLightEngine.waitForPendingTasks on every forced chunk
after building the scene and tick only once they have all completed.

Fixes #290

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 08:34:05 +02:00
Ludovic Marie b5a2afb71e Merge pull request #291 from ludovic111/feat/bee-flight
Bees fly, pollinate flowers, get angry and sting
2026-10-15 08:19:07 +02:00
Ludovic Marie 77cad63374 Merge pull request #287 from ludovic111/fix/bat-flight
Bats hang upside down and fly, with their wing animations
2026-10-15 08:12:08 +02:00
Ludovic Marie 271a26515a Merge pull request #285 from ludovic111/fix/strider-lava
Striders stand on lava instead of bobbing in it
2026-10-15 08:08:58 +02:00
Ludovic MarieandClaude Opus 5.5 7c2a31206c Bees fly, pollinate flowers, get angry and sting (#208)
A port of vanilla 26.3 Bee: FlyingMoveControl and flying navigation,
hover wandering, flower search and pollination (nectar), growing crops,
tempting and breeding, persistent anger with the hurt-by alert, the sting
(poison, stinger lost, later death), drowning, staying home at night and
in rain, roll, textures and NBT. Hives as homes are not simulated yet.

FlyingMoveControl clamps the pitch like Entity.setXRot, so a rotlerp
that wraps to 359 gives 90 as in vanilla.

Mob AI parity: 9 bee scenarios, 3609/3609 ticks; full harness 120/120.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:57:51 +02:00
Ludovic MarieandClaude Opus 5.5 2bcb30b375 Bats hang upside down and fly, with their wing animations (#215)
Bats fell into the generic fallback AI and walked like land animals; their
animation states were never started. Port vanilla Bat: hanging from a solid
block until a player comes within 4 blocks or the block goes, the take-off
level event, customServerAiStep's flight towards random nearby air, Bat.tick
(held to the ceiling while resting, vertical speed scaled by 0.6 in flight),
setupAnimationStates (flying and resting keyframes), waking when hurt,
BatFlags in the save, no fall damage, movement events without sounds, the
lower voice pitch, and no omnidirectional air drag (vanilla gives that only
to bees, parrots and sulfur cubes).

Mob AI parity harness: six bat scenarios, 6/6 match (1906/1906 mob-ticks).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:57:51 +02:00
Ludovic MarieandClaude Opus 5.5 8cd97334bf Striders stand on lava instead of bobbing in it (#256)
Striders fell into the generic fallback AI, whose FloatGoal jumped them
up and down in lava. Port vanilla Strider: its goals (no FloatGoal,
StriderGoToLavaGoal, RandomStrollGoal every 60 ticks, LookAtPlayerGoal for
striders), floatStrider, standing on lava sources through the living
collision context and the half-block liquid shape, travelling in air where
lava holds it up, StriderPathNavigation's lava destinations, the walk target
value, going cold (suffocating speed modifier, cold texture) away from warm
blocks, the happy/retreat sounds and a lava-proof checkFallDamage.

Mobs now keep Entity.mainSupportingBlockPos from their last move, as
getBlockStateOnLegacy reads it.

Mob AI parity harness: five strider scenarios, 5/5 match (1105/1105
mob-ticks; 0/5 and 5/1105 before).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:57:51 +02:00
Ludovic MarieandClaude Opus 5.5 fb15822b3b Load PersistenceRequired as vanilla does: copper golems save 0 again
Mob.readAdditionalSaveData assigns persistenceRequired from the tag,
overriding the constructor's setPersistenceRequired (copper golems,
elder guardians). Horizon ORed it in, so a copper golem vanilla saved
with 0 came back with 1. The monument's elder guardian, which Horizon
builds from NBT where vanilla calls the constructor, now carries the
flag in its spawn NBT.

Fixes #289

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:41:31 +02:00
Ludovic Marie e626a727a1 Merge pull request #267 from ludovic111/feat/perf-mesh-once
Mesh each column once its neighbours' light has settled
2026-10-15 07:35:44 +02:00
Ludovic Marie 6dde5ec2d0 Merge pull request #288 from ludovic111/fix/save-roundtrip-macos
Run the save round-trip harness on macOS without vscreen
2026-10-15 07:26:54 +02:00
Ludovic Marie 282acfe086 Merge pull request #254 from ludovic111/feat/perf-battery-mode
Battery mode: an opt-in 60 FPS cap (30 in menus or unfocused) and half the worker threads
2026-10-15 07:23:31 +02:00
Ludovic Marie 0f569a4918 Merge pull request #261 from ludovic111/feat/launcher-perf
Launcher measurements: a session performance log and horizon-launcher benchmark
2026-10-15 07:20:59 +02:00
Ludovic Marie a6860bbec6 Merge pull request #263 from ludovic111/feat/benchmark-mode
horizon-client --benchmark SCENARIO: benchmark your own machine, report in the shared format
2026-10-15 07:20:54 +02:00
Ludovic Marie 18234d3a01 Merge pull request #264 from ludovic111/feat/perf-bench-report-v1
perf_bench.py: repeats with 95% CIs, the shared report format, loads end when meshing is done
2026-10-15 07:20:42 +02:00
Ludovic Marie 7b6ef36d90 Merge pull request #247 from ludovic111/feat/bench-report
Benchmark report format v1 (docs/benchmark-report.md, crates/horizon-bench)
2026-10-15 07:20:04 +02:00
Ludovic MarieandClaude Opus 5.5 0c685d9db4 Stop reloading saved columns every frame after the player moves
Generation asked for columns within the view distance + 3 or two of a
finished chunk, but a column that came back finished (loaded from the
save) was kept only within + 2 or one of a finished chunk. After a
teleport, saved columns in between were loaded, dropped, asked for and
loaded again on every frame, forever: 8 of them at render distance 16
held 8 of the 39 in-flight generation slots and kept the disk and a
worker busy. The requested, kept and unloaded ranges now live in Ranges
and nest; requested_columns_stay_loaded checks it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:14:31 +02:00
Ludovic Marie 375a685b84 Merge pull request #230 from rdbtCVS/perf/generation-scan-invalidation-20261014
perf(streaming): skip unchanged generation scans
2026-10-15 07:11:36 +02:00
Ludovic MarieandClaude Opus 5.5 e64c80243d Run the save round-trip harness on macOS without vscreen
On macOS the Horizon client renders offscreen (--offscreen) with audio off,
from the logged-in session; Linux keeps vscreen and the null ALSA device.
The vanilla side was already a headless dedicated server. --bin-dir is
resolved, since the client runs from the run folder. parity.py no longer
skips save_roundtrip off Linux; it stays local-only (no rendering over SSH).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:04:56 +02:00
Ludovic MarieandClaude Opus 5.5 78f206bc22 Mesh only when no neighbour is being lit; skip columns that can't be lit yet
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:04:25 +02:00
Ludovic MarieandClaude Opus 5.5 4f3326e983 Mesh a column once its neighbours' light has settled
A new chunk relights its eight neighbours, and every finished light job
dirties all sections of the 3x3 columns around it. Meshing waited only for
the column itself to be lit, so sections near the loading frontier were
meshed with half-settled light and again after each neighbour's relight:
about 2.25 meshes per section while a world loads. Wait until no column of the
3x3 is being lit or queued for light. The final meshes are the same; they are
built once.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:04:25 +02:00
rdbtCVS 69925a57c5 perf(streaming): skip unchanged exhausted generation scans 2026-10-15 07:04:23 +02:00
Ludovic Marie cfa6033535 Merge pull request #220 from rdbtCVS/perf/reuse-pack-overlays-20261014
perf: reuse unchanged resource-pack overlays after validation
2026-10-15 07:03:05 +02:00
Ludovic Marie ff29d50f73 Merge pull request #219 from rdbtCVS/fix/classic-title-menu-parity
Fix classic title menu layout and accessibility shortcut
2026-10-15 07:02:08 +02:00
Ludovic MarieandClaude Opus 5.5 146c0fd3ce benchmark: a load ends when every streaming stage is idle
Same rule as perf_bench: with status.streaming, the last sections are drawn
once no stage has held work for half a second, so the remeshing that
follows a load (fluids settling, random ticks) isn't counted as loading.
Without it, meshing still has to go quiet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:01:18 +02:00
Ludovic MarieandClaude Opus 5.5 014b1f5267 Benchmark reports go to the telemetry outbox, with the benchmark-upload consent only
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:01:18 +02:00
Ludovic MarieandClaude Opus 5.5 0f61ed6b63 benchmark: Apple GPUs by name (Metal has no vendor ID)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:01:18 +02:00
Ludovic MarieandClaude Opus 5.5 32695d4680 benchmark: a load ends when meshing goes quiet too
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:01:18 +02:00
Ludovic MarieandClaude Opus 5.5 309dea385b horizon-client --benchmark SCENARIO: the perf_bench run from inside the game, written as a report
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:01:18 +02:00
Ludovic MarieandClaude Opus 5.5 49b6367d2e perf_bench: a load ends when every streaming stage is idle
Builds that report status.streaming are loaded once chunk counts are
stable and no stage (generation, decoration, light, meshing) has held work
for half a second. Meshing going quiet also waited through the remeshing
that follows a load (fluids settling, random ticks: 1500 falling to 60
meshes/s for ~150 s at RD16), which is simulation, not loading. Older
builds keep the meshing-rate rule.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:01:03 +02:00
Ludovic MarieandClaude Opus 5.5 7d36d09edd perf_bench.py: a load ends when meshing goes quiet too
Sections wait for their neighbours' light before they are meshed, so the
chunk counts settled while edge sections were still undrawn.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:01:03 +02:00
Ludovic MarieandClaude Opus 5.5 2a91612928 perf_bench.py: repeats, and the benchmark report format v1
Each game runs --repeats times (3) per render distance and writes one v1
report per distance (benchmarks/perf/<label>-rd<N>.json): figures as means
with standard deviation and 95% CI, per-flight frame entries with the fixed
histogram, the hardware without the host name. frames() and summary() match
crates/horizon-bench value for value (tested on the same inputs).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:01:03 +02:00
Ludovic MarieandClaude Opus 5.5 bb1c292a40 Launcher benchmark reports go to the telemetry outbox with the benchmark-upload consent; tests
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:01:02 +02:00
Ludovic MarieandClaude Opus 5.5 c78f2d3e27 Launcher measurements: a session performance log and horizon-launcher benchmark
Each session rewrites benchmarks/launcher-<time>-session.json in the data
folder (report format v1): start to first frame, release list fetch,
install/update and prepare durations, Play to the game's first frame (the
game now logs its first frame), RSS, UI frame times, binary size.
horizon-launcher benchmark starts the launcher N times (cold, then warm),
switches pages, measures idle CPU and memory and the release list fetch,
and writes one report with means and 95% CIs. Nothing is uploaded.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:01:02 +02:00
Ludovic MarieandClaude Opus 5.5 650ad39d85 Benchmark report uploads are dated to the day, like every telemetry item
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:00:54 +02:00
Ludovic MarieandClaude Opus 5.5 a500e25705 horizon-bench: load average, power source, RSS and CPU time probes; launcher metric names
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:00:54 +02:00
Ludovic MarieandClaude Opus 5.5 e0ab3f8fcc Benchmark report format v1: docs/benchmark-report.md and crates/horizon-bench
One versioned JSON report for every benchmark Horizon writes (the game's
--benchmark, the launcher's measurements, tools/perf_bench.py): the local log
a player can attach and, with consent, what the telemetry upload sends.
Summaries over repeats (mean, stdev, 95% CI) and fixed-edge frame-time
histograms, never raw frame streams; no host, user or path in uploads.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:00:54 +02:00
Ludovic Marie c44d311d46 Merge pull request #239 from rdbtCVS/perf/chunk-membership-sync-20261014
perf(client): skip tick chunk synchronization when membership is unchanged
2026-10-15 06:58:40 +02:00
Ludovic Marie c8ce1e081d Merge pull request #184 from rdbtCVS/t3code/fix-effect-icon-rendering
Fix status effect icons and display effects in inventories
2026-10-15 06:58:33 +02:00
Ludovic Marie 9b0d8fd7d7 Merge pull request #204 from rdbtCVS/perf/entity-model-document-20261014
perf(client): share parsed entity models across startup batches
2026-10-15 06:58:11 +02:00
Ludovic Marie 639d315859 Merge pull request #210 from rdbtCVS/perf/single-state-model-parse-20261014
perf(client): reuse parsed model states during preparation
2026-10-15 06:56:45 +02:00
Ludovic Marie 407e863d9f Merge pull request #233 from rdbtCVS/perf/lighting-worker-results-20261014
perf: return only lighting from chunk light workers
2026-10-15 06:56:10 +02:00
Ludovic Marie 5071cd785a Merge pull request #237 from rdbtCVS/perf/entity-material-buckets-20261014
perf: reuse renderer entity material batching buffers
2026-10-15 06:55:45 +02:00
Ludovic Marie 3df34df87b Merge pull request #284 from ludovic111/fix/bastion-chunks
Save every generated chunk and decorated proto chunks, as vanilla does (#249)
2026-10-15 06:48:44 +02:00
Ludovic Marie 8965ca5e2b Merge pull request #274 from ludovic111/fix/mesh-out-of-range
Mesh columns loaded past the render distance once they come in range (#228)
2026-10-15 06:48:24 +02:00
Ludovic Marie 30144e478d Merge pull request #206 from ludovic111/feat/perf-bench
Benchmark Horizon against vanilla 26.3 and vanilla + performance mods (tools/perf_bench.py, docs/benchmark.md)
2026-10-15 06:38:45 +02:00
Ludovic MarieandClaude Opus 5.5 1c3fd6e23c Save every generated chunk and the proto chunks decoration wrote to (#249)
Horizon saved a chunk only once a player changed it and never saved proto
chunks, so leaving an area dropped decorated chunks while the final chunks
next to them stayed loaded (or were regenerated later). Coming back, those
chunks were generated again and their decoration was skipped beside a final
neighbour: whole chunks of a bastion lost their pieces, other chunks their
features. Like vanilla, generated chunks are now saved, proto chunks that
decoration wrote to are saved with their status (terrain or features) and
restored onto the chunk generated again, columns that finish after the player
left are saved, and saving waits for the decorations in flight.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 06:37:05 +02:00
Ludovic MarieandClaude Opus 5.5 4901bdf231 Mesh sections of columns that load past the render distance once in range (#228)
The mesh loop dropped every dirty section of a loaded column outside the
render distance. Columns load up to three chunks past it, and a column
loaded from a save with its light runs no light job, so nothing asked for
its sections again: once the player came closer it stayed invisible until
a block in it changed. Those sections now wait and are put back when the
centre, radius or forced chunks change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 06:12:18 +02:00
Ludovic Marie 087cbacdc4 Merge pull request #268 from Online5277/fix/entity-use-occlusion
Prevent block interactions through targeted entities
2026-10-15 05:38:42 +02:00
Ludovic Marie 416012ad4c Merge pull request #241 from ludovic111/feat/controllers2-focus
Controllers: focus navigation in menus, on-screen keyboard, menu navigation option
2026-10-15 05:25:30 +02:00
Ludovic Marie 5c2201a781 Merge pull request #200 from ludovic111/feat/friends-join
Play with friends (3/3): Join a friend with the code alone, in game and in the launcher; end-to-end harness
2026-10-15 05:07:05 +02:00
Ludovic Marie 44a78fe65e Merge pull request #199 from ludovic111/feat/friends-host
Play with friends (2/3): Invite friends in the pause menu (no server needed)
2026-10-15 05:06:36 +02:00
Ludovic MarieandClaude Opus 5.5 213af61b92 status: report each streaming stage's work
`status` gains `streaming` (queued jobs, chunks generating, protos waiting for
decoration, decorating, finishing, lighting, meshing) and `dirty_light`, so a
slow load shows which stage it waits on.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 04:55:14 +02:00
Ludovic Marie 12b5e39ac8 Merge pull request #192 from ludovic111/feat/friends-relay
Play with friends (1/3): invite codes that need no server, port mapping, STUN, a relay anyone can run
2026-10-15 04:49:42 +02:00
Ludovic Marie 7a184a41f0 Merge pull request #259 from Online5277/fix/options-list-clipping
Clip options rows smoothly at list boundaries
2026-10-15 04:39:25 +02:00
Ludovic Marie ef569d3201 Merge pull request #262 from Online5277/fix/spectator-movement
Prevent climbable blocks from slowing spectator flight
2026-10-15 04:39:22 +02:00
Ludovic Marie 20ecaf0254 Merge pull request #266 from Online5277/fix/gamemode-switcher
Add the F3+F4 game mode switcher
2026-10-15 04:39:17 +02:00
Ludovic Marie 503b91df33 Merge pull request #260 from Online5277/fix/cloud-settings
Honor Off, Fast and Fancy cloud settings
2026-10-15 04:38:40 +02:00
Ludovic MarieandClaude Opus 5.5 75a30185a5 Keep blank splash lines like SplashManager.prepare
Vanilla trims each line and drops only the hidden splash (hash 125780783);
a blank line stays a (blank) splash.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 04:37:23 +02:00
rdbtCVS bd4101e9d1 Update merged world-menu test for title resource loading 2026-10-15 04:37:23 +02:00
rdbtCVS a0f3315a79 Address title menu review: language, icon opacity, and splash behavior 2026-10-15 04:37:23 +02:00
rdbtCVS cccb5bff96 Match Minecraft integer centering for title menu icons 2026-10-15 04:37:08 +02:00
rdbtCVS 6cdcf6c85a Fix classic title menu layout and accessibility shortcut 2026-10-15 04:37:08 +02:00
Cosmic 22e548471c Keep entity item use from falling through to blocks 2026-10-14 22:22:01 -04:00
Cosmic 25858f63ae Add the F3+F4 game mode switcher 2026-10-14 22:09:12 -04:00
Ludovic MarieandClaude Opus 5.5 50a1649dea Pack small palettes without hashing
PalettedContainer::pack hashed all 4096 values with SipHash to build the
palette. It now shares from_values' scan, which only switches to a map
past 16 distinct values. Same palette order, same output.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 04:06:42 +02:00
Ludovic MarieandClaude Opus 5.5 ed8f3d70b8 Keep each worker's face visibility table across mesh jobs
Every mesh job cloned the whole FaceVisibility (every state, every face
VoxelShape and the occlusion cache) and dropped it afterwards: about half
of the workers' busy time while a world loads. Each worker now keeps its
copy, like vanilla's per-thread occlusion cache, and clones a new one only
when the mesh tables change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 04:06:42 +02:00
Cosmic 4c7d77352e Skip climbable movement limits for spectators 2026-10-14 21:55:34 -04:00
Cosmic 21411176a7 Honor Off and Fast cloud settings 2026-10-14 21:47:18 -04:00
Cosmic ede136bdd2 Clip partially visible options list rows 2026-10-14 21:42:07 -04:00
Ludovic MarieandClaude Opus 5.5 e6be303517 docs/benchmark.md: no unmeasured startup figure
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:40:12 +02:00
Ludovic MarieandClaude Opus 5.5 b691b5ebaa Benchmark Horizon against vanilla 26.3 and vanilla with performance mods
tools/perf_bench.py runs Horizon, the vanilla 26.3 client and vanilla with
Sodium, Lithium, FerriteCore and ImmediatelyFast through the same steps:
fresh world (seed 1234, creative) per render distance, start to title, start
to in-world, then per scene teleport, chunk load, settle and a fixed 192-block
flight. Every frame time is kept and one function computes average FPS, 1% and
0.1% lows, p50/p95/p99/p99.9 and a frame-time histogram for every game; RSS is
sampled from outside the process for every game. One options.txt (vanilla's
keys, Fancy preset values with a Custom preset so the render distance holds)
is written for all of them.

Vanilla is driven by a dev-only Fabric mod (mods/horizon/src/bench) compiled
against the user's own client jar: it creates the world with
WorldOpenFlows.createFreshLevel, teleports with /tp and places the player on
the path every frame as horizon-ctl fly does. Nothing of the game is
redistributed and the performance mods are fetched from Modrinth with the
hashes pinned in packs/mods.lock.json.

Horizon side: `fly ... PITCH raw` also replies with every frame time, and
--offscreen drives frames from the event loop, so a window nobody sees (a
locked macOS session) still renders.

docs/benchmark.md describes what is measured, how fairness is kept, the
caveats and how to reproduce it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:40:12 +02:00
Ludovic Marie ff5df6aa5e Merge pull request #257 from Online5277/fix/keybind-scrollbar
Make options list scrollbars draggable
2026-10-15 03:38:29 +02:00
Cosmic 7cfede86f4 Handle dragging in options list scrollbars 2026-10-14 21:34:04 -04:00
Ludovic MarieandClaude Opus 5.5 bf74ac6f30 Controllers: the Steam keyboard choice falls back to Horizon's without xdg-open
Picked by hand on macOS or Windows, A on a text field opened nothing.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:10:27 +02:00
Ludovic MarieandClaude Opus 5.5 635622652e Controllers: options sub-pages keep the classic focus highlight under the Horizon style
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:10:15 +02:00
Ludovic MarieandClaude Opus 5.5 210a6f5ddd Controllers: focus follows scrolled lists, clipped targets, pad status shows focus
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:10:15 +02:00
Ludovic MarieandClaude Opus 5.5 9927d06049 Controllers: focus navigation in menus, on-screen keyboard, menu navigation option
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:10:15 +02:00
Ludovic MarieandClaude Opus 5.5 c9b3a06cf7 Launcher lockfile: horizon-friends' if-addrs
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 7a475a948c Invite friends works with no relay: the code, and what friends can expect
Sharing no longer needs a relay. The panel shows the full invite code in
groups (monospace, wrapped) with Copy and Stop sharing, then who can join:
friends anywhere when the router opened the port or this computer has a
public address; otherwise what to do (UPnP, the port to forward and the
LAN address, a relay, a VPN; CGNAT called out) with a link to the
troubleshooting docs. A relay set in horizon.txt (friendsRelay) or
HORIZON_RELAY_URL adds its short code. horizon.txt keeps other lines when
the menu style is saved.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 fe7df463fa Play with friends: bound handshakes and the relay's first line in time, cap relay connections
A read timeout restarts with every byte, so a peer trickling one byte at
a time could hold the host's 8 handshake slots (or relay threads) for
hours. The host's openings and the relay's first line now end after 10 s
in all; the relay closes connections past RELAY_MAX_CONNECTIONS (4096).
The docs say what happens to a router mapping when the game crashes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 9e6d248fbe test_friends: --xvfb and --offscreen for headless Linux machines
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 872e77e19b Invite friends: who is here and notices read in the muted colour, the hint stays faint
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 a3913be641 Join a friend with the full code (no server) or a relay's short code
The game joins `friend:CODE` with either code: a full invite is dialled
directly, then through the relay it names; a short code goes through the
relay the player set. Join a friend gains a Relay (optional) field, saved
to horizon.txt (friendsRelay) and used for hosting too; the code field
shows the end of long codes and says what is wrong with one (typo, other
version, short code without a relay). The launcher validates both kinds.

tools/test_friends.py now runs (a) the code alone with no relay anywhere
and (b) a relay run locally with the short code; routers and STUN stay
out of tests.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 241dee2649 Invite friends: count direct and relayed sessions in friends status
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 341aa98a96 test_friends: --hold for the guest role, report chunks once they arrive
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 21a70c8e97 LAN: a guest's entity id no longer takes the host's
Hub::admit read the entity counter before incrementing it, while the game
increments first (the current value is the last id in use). The first
guest after Open to LAN got the host's own entity id, so its client took
the host's AddEntity for itself and never showed the host.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 c7f30d2105 Relay: RELAY_BIND listens on one address (tailnet-only test relays)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 7784350bad Play with friends: Invite friends in the pause menu
The Horizon pause menu gains "Invite friends" beside Open to LAN. It opens
the world to LAN if it isn't (Open to LAN's defaults) and shares that port
behind an invite code through the relay; the menu shows the code with Copy
and Stop sharing, who is here and why the code changed. Closing the LAN
server ends the code; stopping sharing closes LAN again if sharing opened
it. `horizon-ctl friends host|stop|status` drives it in harnesses.

Without HORIZON_RELAY_URL (the default until a relay is deployed) the button
is disabled and says the feature isn't available yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 5d29f31663 Play with friends: Join a friend in game and in the launcher
The game joins `friend:CODE` addresses: the network thread resolves the code
through the relay, agrees on the key, settles on a direct or relayed stream
and connects the client to the tunnel's loopback port; everything after is
an ordinary join. Errors (unknown or ended code, wrong secret, host not
answering, version mismatch, rate limits) end on the Disconnected screen in
plain words. Shown and logged addresses hide the code's secret half.

Horizon's multiplayer page gains "Join a friend" (a code field); the classic
screens keep vanilla's buttons. The launcher's Play page gains a "Join a
friend" row (paste works) that starts the game straight into the join;
`horizon-launcher play --join CODE` does the same.

tools/test_friends.py runs a relay, a host Horizon sharing a world and a
guest Horizon, over plain LAN (--baseline), the direct path and the forced
relay path: chat, movement and blocks both ways, then the ended invite.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic Marie 6ddabae4dd Merge pull request #238 from ludovic111/fix/player-water-physics
Player water on #59: bubble columns, swim sounds, drown bubbles, vanilla fixes
2026-10-15 03:07:20 +02:00
Ludovic MarieandClaude Opus 5.5 dbc85822c1 Battery mode: a one-line description
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:07:02 +02:00
Ludovic Marie 6da701a669 Merge pull request #253 from ludovic111/feat/telemetry-privacy
website: privacy page for opt-in data collection
2026-10-15 03:06:13 +02:00
Ludovic MarieandClaude Opus 5.5 61b0aafbf8 Relay: no hosting platform in its comments
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:05:54 +02:00
Ludovic MarieandClaude Opus 5.5 5189a735c7 Invite codes: one address per LAN, no unique-local IPv6, the macOS firewall prompt in the docs
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:05:54 +02:00
Ludovic MarieandClaude Opus 5.5 de464a8fc0 Play with friends without a server: endpoints and key in the code
Ludovic can't pay for a hosted relay, so nothing depends on one now. The
host's game finds how it can be reached on its own: its interface
addresses (LAN, VPNs such as Tailscale or ZeroTier, IPv6), a port opened
on the router for an hour at a time (PCP, then NAT-PMP, then UPnP IGD;
renewed while sharing, deleted on stop) and its public address from STUN
(Cloudflare's and Google's public servers by default, configurable). The
invite code carries those endpoints and an 80-bit secret in base32 groups
with a checksum; guests dial every endpoint at once and run the same
SPAKE2 + ChaCha20-Poly1305 handshake, no rendezvous involved. When nothing
can reach the host it says why and what to do (UPnP, the port to forward,
a relay, a VPN; CGNAT and double NAT detected).

The relay stays as something anyone can run (binary, Dockerfile, systemd
unit; Railway config removed): with one configured the host also gets a
short code, and the full code names the relay so guests fall back to it.
No relay by default.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:05:54 +02:00
Ludovic MarieandClaude Opus 5.5 74c1a90980 Relay: hand out IPv4 clients' addresses as IPv4
A dual-stack listener reports them as ::ffff:a.b.c.d, which the other end
can't dial from an IPv6-only socket.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:05:54 +02:00
Ludovic MarieandClaude Opus 5.5 60ddf3daf8 Play with friends: invite codes, the relay and the encrypted tunnel
horizon-friends: codes (Crockford base32, nameplate + secret), the relay's
JSON-line protocol, SPAKE2 then ChaCha20-Poly1305 frames keyed off the
code's secret, direct connections (candidates, TCP simultaneous open from
a reuse-port socket) with the relay as fallback, and the host and guest
ends that carry the game's TCP stream between loopback ports.

horizon-relay: the service (codes, rendezvous, byte relay, rate limits,
bandwidth caps, idle timeouts, counts only), its Dockerfile and Railway
config. Nothing is deployed and nothing in the game uses it yet.

Design: docs/play-with-friends.md.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:05:54 +02:00
Ludovic Marie 186cf8c320 Merge pull request #251 from ludovic111/feat/telemetry-server
Opt-in data collection (4/5): the ingest server (SQLite, rollups, retention, aggregate endpoint)
2026-10-15 03:04:31 +02:00
Ludovic Marie 56861be08c Merge pull request #252 from ludovic111/feat/telemetry-game
Opt-in data collection (3/5): the game keeps crash reports and session summaries only with consent
2026-10-15 03:01:37 +02:00
Ludovic Marie f12578238e Merge pull request #248 from ludovic111/feat/telemetry-consent
Opt-in data collection (1/5): consent, payloads, outbox and a gated uploader
2026-10-15 03:01:26 +02:00
Ludovic MarieandClaude Opus 5.5 b3755bd6b1 website: privacy page for opt-in data collection
/privacy says what the launcher may send when a player allows it (performance
summaries, crash and bug reports, benchmark uploads), why, on what basis,
where it is kept and for how long, and how to delete it. The footer links it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 02:59:29 +02:00
Ludovic MarieandClaude Opus 5.5 12c1af0261 Opt-in data collection (4/5): the ingest server
crates/horizon-telemetry-server, its own workspace like the launcher's (the
game's workspace never builds a web server):
- POST /v1/batch (zstd, decoded and checked by horizon-telemetry), DELETE
  /v1/installs/<id>, GET /v1/aggregate (cached 10 min, CORS for the website),
  GET /healthz.
- SQLite: machine descriptions stored once, one row of columns per session
  with 80-byte summary blobs, zstd bodies for crash/bug/benchmark, daily totals
  rebuilt when a day changes and kept after raw rows expire (180 days). About
  190 bytes per session on disk.
- Per-address token bucket (addresses in memory only), per-install daily cap,
  groups under 5 install-days hidden from the totals.
- Tests: refusals, rate limit, daily cap, deletion (rows and totals), retention,
  storage size, and end to end with the launcher's uploader.
- Dockerfile and a path-filtered CI workflow.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 02:53:59 +02:00
Ludovic MarieandClaude Opus 5.5 d7b975185c Opt-in data collection (3/5): the game obeys the player's consent
The game never sends anything itself; it keeps items in the outbox for the
launcher, and only for kinds the player allows:
- Crash reports: crash::deliver keeps a scrubbed copy (error, stack, thread,
  Horizon version, graphics adapter and render settings; never the log, world,
  server or resource packs; the world's name and folder and the server address
  are scrubbed wherever they appear). Without consent crash-reports/ stays
  local, as before.
- Performance: a Session records frame times while playing and the integrated
  server's tick times into fixed-size Timings, with the time to the title
  screen and to the world; on leaving a world or quitting, a session of a
  minute or more becomes a summary (under 1 KiB) when the player allows it.
- The GPU, its driver and backend come from the wgpu adapter.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 02:51:02 +02:00
Ludovic MarieandClaude Opus 5.5 a2b2b3f776 Player water on #59: bubble columns, swim sounds, drown bubbles, vanilla fixes
Builds on Cosmic's #59 (player fluid travel, swimming, air supply) and
changes only what differs from vanilla 26.3 or what it lacks:

- BubbleColumnBlock.entityInside for the player (isPrecise, onAbove /
  onInsideBubbleColumn, not while flying) with its splash/bubble particles.
- LocalPlayer.goDownInWater before LivingEntity.aiStep's velocity cleanup.
- The aiStep jump phase as vanilla: nothing while flying, the fluid jump
  threshold from the eye height (also in travelInLava).
- Player.travel: swim steering samples y + 1.0 - 0.1, and LivingEntity.travel
  checks fluids before gliding; water and lava no longer end a glide.
- LocalPlayer.isUnderWater is wasUnderwater; sprint conditions get shallow
  water, flight and gliding; no flight toggle while swimming; the base tick
  runs before local crouching; the desired pose puts swimming before gliding.
- decreaseAirSupply creates the oxygen_bonus instance (getAttribute).
- Swim sounds and muffled steps in water; entity event 67 drown bubbles.
- Scene motion harness: swim_corpus (player travel in water and lava, bubble
  columns, air supply) and sprint-swim cases for --sprint-input.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 02:45:13 +02:00
Ludovic Marie 89b58991bb Merge pull request #246 from rdbtCVS/perf/save-batch-entity-grouping-20261014
perf: group block entities once per save batch
2026-10-15 02:38:17 +02:00
Ludovic MarieandClaude Opus 5.5 cc8744a06b Trim synthetic overlay benchmarks; record Mac real-pack numbers
The real-pack benchmark on the production resource_root path stays as the
reproducible measurement. On the Mac mini it saves 1.18 s (Faithful 32x) and
5.29 s (FPBR) per startup with the pack enabled.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 02:26:46 +02:00
Ludovic MarieandClaude Opus 5.5 0229615560 Battery mode: an opt-in frame cap and fewer worker threads
A Horizon graphics setting (Performance, off by default, batteryMode in
horizon-graphics.txt): at most 60 frames per second in a world, 30 in menus
without a world or behind other windows, and half the automatic worker
threads. It only changes when frames are drawn; ticks and what frames show
are untouched.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 02:24:57 +02:00
Ludovic MarieandClaude Opus 5.5 43138159b2 Opt-in data collection (1/5): consent, payloads, outbox and a gated uploader
horizon-telemetry, shared by the launcher, the game and the ingest server:
- consent.json in the game folder: four switches, all off until the player
  answers, a consent version that re-asks when what is collected changes, the
  answer's time, and a random install ID made at the first yes.
- Payloads: perf summaries (percentiles + 14 frame-time buckets from a
  fixed-size Timings recorder), crash and bug reports, and benchmark reports
  carried as docs/benchmark-report.md defines them; size caps per kind.
- A scrubber for user folders, user names, e-mail and IP addresses, UUIDs and
  caller-known private terms.
- The outbox: only allowed kinds get in, daily caps, 200 items / 2 MiB.
- zstd batches with bounded decoding; the uploader re-reads the consent and
  drops withdrawn items before connecting, backs off and caps batches a day.
- tests/consent_gating.rs: a local mock server sees zero connections with the
  consent missing, outdated or withdrawn.

No server is set (DEFAULT_ENDPOINT is None): nothing is sent yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 02:21:13 +02:00
rdbtCVS 1295fccd17 perf(client): validate overlay reuse with source stamps and benchmark real packs 2026-10-15 02:19:11 +02:00
rdbtCVS 8177726f70 perf: reuse validated resource-pack overlays 2026-10-15 02:19:11 +02:00
rdbtCVS dd5a361a58 bench(client): measure state reuse after slice reader changes 2026-10-15 02:18:30 +02:00
rdbtCVS cb28f691ff perf: return only lighting from chunk light workers 2026-10-15 02:18:30 +02:00
rdbtCVS ded40d60c6 perf(client): reuse parsed model states during preparation 2026-10-15 02:18:30 +02:00
rdbtCVS 2746802152 perf(client): synchronize tick chunk membership only on changes 2026-10-15 02:14:16 +02:00
rdbtCVS 4cac0a13cd perf(client): track structural chunk membership revisions 2026-10-15 02:14:16 +02:00
rdbtCVS 5c076ca38f perf(client): parse entity model document once for startup batches 2026-10-15 02:14:04 +02:00
Ludovic Marie 44144373ea Merge pull request #240 from rdbtCVS/perf/reuse-entity-geometry-20261014
perf: reuse entity geometry vertex storage between frames
2026-10-15 02:13:54 +02:00
Ludovic Marie da0c985d1d Merge pull request #244 from rdbtCVS/fix/launcher-desktop-wrapper
Preserve package wrappers in launcher desktop entries
2026-10-15 02:09:35 +02:00
rdbtCVS a794c05417 bench: measure dense entity geometry buffer reuse 2026-10-15 02:08:23 +02:00
rdbtCVS 90bdf5bb1a perf: retain entity geometry vertex storage between frames 2026-10-15 02:08:23 +02:00
rdbtCVS 34628c1471 perf: group block entities once per save batch 2026-10-15 01:07:56 +01:00
Ludovic Marie 8df59b96a9 Merge pull request #243 from rdbtCVS/perf/visibility-shortcuts-20261014
perf(mesher): short-circuit section visibility flood fills
2026-10-15 02:06:31 +02:00
Ludovic Marie de75330b21 Merge pull request #245 from rdbtCVS/fix/launcher-warning-wrap
fix(launcher): wrap long warnings within the window
2026-10-15 02:06:19 +02:00
rdbtCVS 2491d49bf5 perf: reuse entity material batching scratch buffers 2026-10-15 02:05:41 +02:00
Ludovic Marie 142b8da33e Merge pull request #236 from ludovic111/feat/pr-ready
pr_ready: one self-check for agents and contributors, CONTRIBUTING.md and a PR template
2026-10-15 02:04:01 +02:00
rdbtCVS 954b67ffa2 Merge main and preserve both HUD regression tests 2026-10-15 01:00:00 +01:00
rdbtCVS f9fdcd2912 fix(launcher): let warning text wrap within the page 2026-10-15 00:58:00 +01:00
rdbtCVS 930f6fa19e Honor package wrappers in launcher desktop entries 2026-10-15 00:49:41 +01:00
rdbtCVS 90f84ac10d perf(mesher): short-circuit section visibility flood fills 2026-10-15 00:45:44 +01:00
Ludovic Marie e96e1571e9 Merge pull request #59 from Online5277/fix/vanilla-item-use-animations
Fix animations, axolotls, fluids, fire and world progress isolation
2026-10-15 01:36:40 +02:00
Ludovic Marie af0e0db4ec Merge pull request #205 from rdbtCVS/perf/buffer-json-readers-20261014
perf(client): buffer model and render JSON reads
2026-10-15 01:21:21 +02:00
Ludovic Marie adbbff5904 Merge pull request #234 from ludovic111/fix/horizon-menus-delete-world
Horizon menus: delete singleplayer worlds
2026-10-15 01:18:39 +02:00
Ludovic Marie 1ac9e4860a Merge pull request #207 from rdbtCVS/perf/slice-large-json-20261014
perf(client): parse large fact JSON from in-memory bytes
2026-10-15 01:17:38 +02:00
Ludovic Marie 51a939bd00 Merge pull request #225 from rdbtCVS/perf/single-release-fetch-20261014
perf(launcher): fetch startup releases once for list and updates
2026-10-15 01:17:31 +02:00
Cosmic ccbf6f09c6 Merge latest main without duplicate hurt sounds 2026-10-14 19:17:30 -04:00
Ludovic Marie 61cb0c92bb Merge pull request #190 from Online5277/fix/crosshair-attack-indicator
Match crosshair alpha cutoff and ready-target checks
2026-10-15 01:16:41 +02:00
Ludovic Marie fa8056e172 Merge pull request #226 from ludovic111/feat/rust-edition-title
Title screen: "RUST EDITION" under the logo
2026-10-15 01:16:08 +02:00
Cosmic a18410f92f Merge main while preserving fluid phases and baked arrow rendering 2026-10-14 19:14:59 -04:00
Ludovic MarieandClaude Opus 5.5 48c85fa19f Add tools/pr_ready.py, CONTRIBUTING.md and a pull request template
pr_ready is the one self-check to run before asking for review: from the
files a branch changes it runs rustfmt, clippy with warnings denied, the
tests of the touched crates (mapped through cargo metadata), the launcher's
own workspace when it is affected, the tokens.css check, the Cargo.lock
rule, the Python tests and the public-tree check, and the vanilla harnesses
the change can affect, picked by tools/parity.py exactly as CI's parity job
picks them. It runs locally or on a fleet machine through ~/fleet/rbuild;
on the Mac mini the harnesses use the parity runner's own workspace and
scripts. It prints one Markdown block for the pull request body and exits
non-zero on any failure.

tools/parity.py gains --changed-files for copies without Git history, and
tools/ci/vanilla-data.sh accepts the preparation key from outside.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 01:13:39 +02:00
Ludovic Marie f02db7aede Merge pull request #232 from ludovic111/fix/explorer-maps-147
Explorer, treasure and abandoned camp maps work (#147)
2026-10-15 01:13:24 +02:00
Ludovic MarieandClaude Opus 5.5 4d7ca0fc93 Horizon menus: delete singleplayer worlds
The Horizon-style Singleplayer page had no way to delete a save. A Delete
(danger) button now shows beside Play when a world is selected and opens a
confirmation page in the design language: the world's name and last-played
date in a notice led by the danger dot, "It will be lost forever. This
can't be undone.", then Delete world / Cancel. After deleting, the list
refreshes and the selection moves to the world that took the deleted row
(or the new last one). A failure shows a Horizon error page whose Back
returns to the question.

Both menu styles share world_management::delete, now a port of
LevelStorageAccess.deleteLevel: it takes the world's session lock first, so
a world open in this or another instance is refused, deletes everything but
the lock (retrying five times, 500 ms apart), then releases and removes the
lock and the folder. Only a single plain folder name directly in saves is
accepted, and links inside the world are removed, never followed.

Leaving a world now flushes the region writer and releases the session
lock (vanilla closes the storage access), so the world just played can be
deleted from the title.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 01:12:18 +02:00
Ludovic Marie b980ae9150 Merge pull request #188 from rdbtCVS/fix/title-panorama-quality
Fix pixelated Classic menu panorama
2026-10-15 01:10:47 +02:00
Ludovic Marie b6f1ca63ba Merge pull request #231 from ludovic111/ci/runner-disk
CI disk: short artifact retention, runner cleanup, sccache on the Mac runners
2026-10-15 01:10:25 +02:00
Ludovic MarieandClaude Opus 5.5 2ce2ddcd4d Explorer, treasure and abandoned camp maps work (#147)
Vanilla 26.3 has a MapItem per explorer map (buried_treasure_map,
abandoned_camp_map, woodland_mansion_map...) and treats any stack with a
map_id as a map. Its ExplorationMapFunction finds the nearest structure of
the tag, makes an unlimited tracking map centred on it, draws the biome
preview (MapItem.renderBiomePreviewMap) and adds the target decoration
(MAP_DECORATIONS, drawn by tickCarriedBy). Horizon only recognised
filled_map, turned trade maps into filled_map, cleared every decoration but
the player's each tick, and chest loot only flagged the map as found: the
treasure maps of shipwrecks and underwater ruins and the maps of 26.3's
abandoned camps had no map id, no target and no picture.

- map_id: any stack with the component.
- tick_maps: the item's map_decorations (red X, mansion, camp...) are drawn
  as addDecoration places them (off the map only when unlimited).
- render_biome_preview: vanilla's water outline picture from the noise
  biomes at sea level (new generator query noise_biomes, fuzzed through
  BiomeManager's zoom) and #water_on_map_outlines.
- Chest loot (rolled with the chunk here) keeps the function's search in
  minecraft:custom_data; opening the chest runs it from the chest (vanilla
  runs it when the chest is unpacked on first open), else reaching the
  inventory runs it from the player. Nothing found drops the item, as the
  tables' filtered map_id check does.
- Trades keep their map item.

Fixes #147

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 01:07:48 +02:00
Ludovic MarieandClaude Opus 5.5 7a07251acf CI disk: short artifact retention, runner cleanup, sccache on the Mac runners
Releases now ship as often as changes land, so nothing they leave behind may
grow without bound. Workflow uploads keep 3 days (nightly parity logs 7); the
releases carry their own assets.

tools/ci/runner-gc.sh, run every 6 hours by launchd on the Mac mini from a copy
of main, skips a runner in a job, removes a checkout's cargo build folders past
12 GB and harness work folders under .local/ untouched for 3 days, and keeps the
2 newest shared preparations while no runner works. The runners build through
the machine's sccache, so what it removes comes back from the cache.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 01:05:59 +02:00
Ludovic Marie cc0d6736a1 Merge pull request #229 from ludovic111/ci/release-debounce
Release train: ship every settled player-facing change, no 3-hour gap
2026-10-15 01:01:37 +02:00
Ludovic MarieandClaude Opus 5.5 86e0e122f4 Release train: ship every settled player-facing change, no 3-hour gap
Ludovic wants releases as often as changes land. A kind now releases when
player-facing pull requests merged since its last release and the newest of
them merged 15 minutes ago (a burst of merges becomes one release), or the
oldest an hour ago when merges never pause; release-now still ships at once.
There is no minimum time between releases. The scheduled checks run every 10
minutes (game at :02, launcher at :07) so a settled release goes out without
another merge.

Release titles keep proper nouns (Horizon's mark, Microsoft, LAN, ...) when
they lowercase the clauses after the first.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 01:01:26 +02:00
Ludovic Marie 4552494550 Merge pull request #216 from ludovic111/fix/berry-prick-sound-144
Play the player's hurt sound for every damage, by its damage effects (#144)
2026-10-15 00:56:39 +02:00
Ludovic Marie 339bed0b7d Merge pull request #218 from ludovic111/fix/pickup-anim-142
Items, orbs and arrows fly to whoever picks them up (#142)
2026-10-15 00:56:30 +02:00
Ludovic Marie 440d9257ed Merge pull request #214 from ludovic111/fix/lan-name-195
LAN: offline players get a kept generated name instead of Player (#195)
2026-10-15 00:55:56 +02:00
Ludovic MarieandClaude Opus 5.5 8f3f72c7ef Title screen: "RUST EDITION" under the logo
The classic title screen's banner now reads "RUST EDITION". It is rebuilt
at load time from the player's own textures/gui/title/edition.png:
"EDITION" is kept column for column, the "T" is lifted out of it, and R, U
and S are Horizon's own glyphs (rectangles in title_edition.rs) drawn the
way the texture's letters are built, in shades sampled from it. "RUST"
spans "JAVA"'s columns, so the banner stays centred. Only vanilla 26.3's
exact texture (pixel fingerprint) is rebuilt: a resource pack's banner is
left as drawn. No Mojang pixels are added to the repository.

The logo and banner are now blitted as LogoRenderer does: the logo's top
44 of 64 rows and the banner's top 14 of 16 rows at y = 30 + 44 - 7
(the banner was 20 px too low and squeezed 16 rows into 14).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:54:50 +02:00
rdbtCVS aec1519f91 perf(launcher): share startup release response with update check 2026-10-14 23:52:59 +01:00
Ludovic Marie d85aa27aa8 Merge pull request #212 from ludovic111/fix/website-favicon-cache
Website: the new favicon reaches browsers at once, and /favicon.ico exists
2026-10-15 00:51:51 +02:00
rdbtCVS 8b6a2861b5 Merge main and retain both HUD regression tests 2026-10-14 23:33:46 +01:00
Ludovic MarieandClaude Opus 5.5 a3fcacb212 Website: the new favicon reaches browsers at once, and /favicon.ico exists
The icon files kept their names while the server lets browsers cache /favicon*
for a week, so visitors still saw the old mark. The pages now link each icon
with its content hash (?v=…), and the build writes /favicon.ico (the 32-pixel
PNG in an ICO container) for browsers that ask for it on their own.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:32:42 +02:00
Ludovic MarieandClaude Opus 5.5 aec497c94b Items, orbs and arrows fly to whoever picks them up (#142)
Vanilla's ClientPacketListener.handleTakeItemEntity adds an
ItemPickupParticle for every take: the taken entity's render state
(extracted at partial tick 1) moves to the collector's x, (y + eyeY) / 2, z
along ((life + partial) / 3)^2 over three ticks, the target lerped between
ticks (ItemPickupParticleGroup). Horizon removed taken entities at once.

game/pickups.rs keeps those particles (joining the group at the end of the
particle tick, as ParticleEngine.tick does) and the item, orb and arrow
renderers draw them frozen at the moving position. Takes by the player
(items, orbs, arrows), by mobs (allays, villagers, piglins, sulfur cubes,
raid banners), by LAN guests on the host, and ClientboundTakeItemEntity on
a LAN guest or server all add one.

Fixes #142

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:31:19 +02:00
Cosmic e08687f362 Merge main and retain remaining crosshair parity fixes 2026-10-14 18:30:06 -04:00
rdbtCVS 576e88bd8c Zero-pad inventory effect duration fields 2026-10-14 23:29:29 +01:00
Ludovic MarieandClaude Opus 5.5 bf7b3d140f Play the player's hurt sound for every damage, by its damage effects (#144)
Vanilla plays the hurt sound on the client from broadcastDamageEvent
(LivingEntity.handleDamageEvent -> Player.getHurtSound, the damage type's
DamageEffects sound, pitch (r - r) * 0.2 + 1). Horizon only played
entity.player.hurt by hand for falls and mob hits, so sweet berry bushes
(poking -> hurt_sweet_berry_bush), fire and lava (burning -> hurt_on_fire),
drowning, freezing, cactus and the rest were silent.

The combat port's broadcast_damage now carries its damage source
(HealthEvent::DamageBroadcast, same trace line as before) and the game plays
hurt_sound(effects) for it; the two hand-written plays are gone.

Fixes #144

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:24:16 +02:00
Ludovic MarieandClaude Opus 5.5 dacdf69293 LAN: offline players get a kept generated name instead of Player (#195)
Every offline Horizon player joined as Player, the LAN host's own offline
profile, so the host refused every guest with "You logged in from another
location". Vanilla's client defaults --username to Player + millis % 1000
and the launcher passes the account's name. Horizon now generates
Player + five digits once and keeps it in horizon-player.txt next to
options.txt (same name, same offline UUID, same inventory on a friend's
world). --name, HORIZON_PLAYER_NAME and a signed-in account still win.

tools/test_lan_lifecycle.py: two default guests join one host together,
keep their names across rejoins, and a guest named Player is refused.

Fixes #195

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:24:16 +02:00
Ludovic Marie 830e8adbe5 Merge pull request #203 from ludovic111/fix/dedicated-server-spawners
Loaded spawners keep their mob; chunk block entities in vanilla's order
2026-10-15 00:23:26 +02:00
rdbtCVS 2217ebcb33 perf(client): parse large fact JSON from in-memory bytes 2026-10-14 23:21:03 +01:00
Ludovic Marie 02df01adbb Merge pull request #174 from ludovic111/feat/design-website
Website in the new design language
2026-10-15 00:18:33 +02:00
Ludovic Marie fe1b08f83a Merge pull request #173 from ludovic111/feat/design-menus
Game menus (Horizon style) in the new design language
2026-10-15 00:18:17 +02:00
Ludovic Marie b009c7652f Merge pull request #168 from ludovic111/feat/design-launcher
Launcher in the new design language
2026-10-15 00:18:02 +02:00
Ludovic Marie 0a0504dd63 Merge pull request #167 from ludovic111/feat/design-icon
Horizon's mark and its icon everywhere
2026-10-15 00:17:45 +02:00
Ludovic Marie 792aa79b0a Merge pull request #166 from ludovic111/feat/design-tokens
Design system: one set of tokens for the launcher, menus and website
2026-10-15 00:17:29 +02:00
rdbtCVS 99514c4b79 perf(client): buffer model and render JSON reads 2026-10-14 23:16:21 +01:00
Ludovic MarieandClaude Opus 5.5 8a95aa79a7 Website and README: the round-2 menus and launcher screenshots
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 5763ec7e58 Game menus: AA veils over bright backdrops, a whole wordmark on the home page
Every page and the in-world screens veil the backdrop at 0.90; the home page at 0.80, with its
secondary text in ink_soft (Ui::muted). Muted text over the backdrop is BACKDROP_MUTED. The home
page's faint wordmark is now whole: as wide as the content column, above the footnote, instead
of cut off at the bottom right.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 3e39dfae33 Launcher: a development-build override of the Microsoft endpoint, for the sign-in panel
HORIZON_MSA_MICROSOFT_ENDPOINT (debug builds only) points the device-code and token requests at
a local mock, so the restyled code panel can be seen and screenshotted without Microsoft.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 a248e9242a Ship the launcher as Horizon.app in a .dmg, and in Linux's menus
macOS: packaging/macos/package.sh (run by launcher.yml) builds Horizon.app (Info.plist, bundle
id dev.horizon.launcher, macOS 11+, the .icns), signs it ad hoc, and makes the two release
assets: horizon-launcher-macos-arm64.dmg, the installer (the app and an Applications link over
a background, laid out by dmgbuild without a GUI), and the .zip the launcher updates from. A
launcher inside the app replaces the whole bundle: copied beside it with ditto, swapped in by
renames, restarted; a bare binary, as older launchers are, still finds its binary in the zip.
A macOS test zips, unpacks, swaps and re-verifies a signed bundle. Signing for real is a
MACOS_SIGN_IDENTITY away (packaging/macos/README.md, with what Gatekeeper asks meanwhile).

Linux: release builds keep horizon-launcher.desktop (with the binary's current path),
horizon.desktop (hidden, for the game window's icon) and the hicolor icons under
$XDG_DATA_HOME, without root; `horizon-launcher desktop-entry --remove` takes them out and
stops it, `desktop-entry` puts them back.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 cd39680534 Show the new launcher and menus on the website and in the README
The README banner is redrawn in the new design (docs/media/banner.html), and the launcher and
menu screenshots (README and website) are the restyled ones. The website's launcher section
gains a Launcher tab: its screenshots no longer show the old background, whose licence was
never confirmed.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 2094fb58ad Describe the game menus' sidebar and plates as built
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 275f60efec Launcher settings: a switch for the entry in Linux's applications menu
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 fcbbff26a7 Give Horizon a mark, and its icon everywhere
The mark is an H whose crossbar is the horizon: a violet line edge to edge, the stems above it
and their reflection below at a third, on whole units of a 16-unit grid so it stays sharp at
16 px. docs/media/brand holds the SVG masters (square icon, macOS tile, avatars, the mark for
light and dark backgrounds), the two alternatives that were shown with it, the GitHub social
preview and the Discord banner, and a README of what goes where and how to upload what only
Ludovic's accounts can.

`cargo run -p xtask -- icons` renders the masters (rsvg-convert) and packs, in plain Rust:
packaging/icons/horizon.ico and horizon.icns, Linux's hicolor icons 16–512 and the scalable
SVG, the game's run-time window icon, the avatars and the website's favicons.
packaging/linux has .desktop entries for the launcher and the game.

On Windows, build.rs embeds the .ico as icon resource 1 in horizon-client (and its tools) and
horizon-launcher (winresource, a Windows-only build dependency); gpui loads that resource as
the launcher's window icon. The game window sets the icon itself (X11, Windows) and names
itself `horizon` on Wayland so the desktop entry matches.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 c49a91a22c Restyle the website in the new design language
The page now reads the design tokens generated from crates/horizon-theme (src/tokens.css, put
before style.css by build.mjs), and follows the system's light or dark appearance, with a
toggle that remembers the choice. The full-screen sunset hero is replaced by type: a headline,
one paragraph, the download, and an index list of what the page holds. Every section is a mono
label, a display heading and its content as numbered rows with one-pixel rules: the facts, the
fourteen subsystems, the launcher's features, the community links. Rows fade a soft plate in
under the pointer; content arrives with a short fade, rise and unblur. The footer ends on the
giant faint wordmark. The 404 page and the social preview (og.html) follow.

Instrument Serif, the hero images, the parallax, the statement fill and the magnetic buttons
are gone; the icons come from Horizon's new mark (xtask icons). Touch targets are 44 px high.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 7df75b9d3b Restyle the game's Horizon menus in the new design language
Only Horizon's own style changes (what HORIZON_MENU_STYLE=horizon and "Menu style: Horizon"
show); vanilla's classic screens and the HUD are untouched.

The shared components in ui_theme follow the launcher: pill buttons, the sidebar as text items
with a soft sliding pill under the mark and a name instead of a tinted panel, the segmented
control's ink pill, a 36x20 switch, a thin ink slider, fields without borders, display-size page
titles, mono capitals for status lines and section labels. Settings rows, worlds and servers are
numbered index lists (01, 02…) with one-pixel rules; list rows fade a soft plate in under the
pointer and keep it under the selection. Plates are translucent ink so they read the same over
any backdrop. The veil over the live backdrop is flat (no gradients), lighter on the home page,
which ends on the faint wordmark. The opening's wordmark is "horizon" in Geist.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 86149f7da6 Restyle the launcher in the new design language
A top bar (the mark, Horizon, the pages as text) replaces the sidebar; a mono footer carries
the launcher's version, its update and the community links. Every page is a display title, a
short muted line, then an index list: Play's resources and folders, the versions with their
names large and their size and state in mono, the patch notes, the settings. Buttons are pills,
the main action is the one violet thing on the screen, selection is an ink pill, the console,
notices and the crash report sit on soft plates without borders. The Play page ends with the
faint wordmark, half set below the window's edge.

The sunset photograph and its veils are gone (and the `image` dependency with them): the
window is the page colour, light or dark with the system. The opening draws the wordmark
letter by letter, then the launcher rises into place. HORIZON_LAUNCHER_APPEARANCE=light|dark
overrides the system's appearance, for screenshots and tests.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 7d26cb0a5b Hold the game menus' text to AA over the brightest backdrops
The veil goes to 0.90 (0.80 on the title's home page, which keeps to ink and ink_soft), and
muted text over the backdrop is lifted to #9fa3ae; a test checks every pair over a backdrop of
luminance 0.77 (the snowiest title panorama measured reaches 0.49), bare and on a row's plate.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:22 +02:00
Ludovic MarieandClaude Opus 5.5 1a730659f0 Add a design system: one set of tokens for the launcher, menus and website
docs/design-system.md describes the new design language (after mkdir.directory: type as the
interface, numbered index lists with hairline rules, one violet accent, space instead of
borders, quiet motion, a faint wordmark) and its tokens, components, surfaces and mark.

crates/horizon-theme now holds the whole system: the two palettes (cool neutrals, light and
dark, each text colour checked against WCAG AA on every background by a test), the type scale
with web sizes, spacing, radii, rules, control heights and motion with CSS easing curves.
Instrument Serif is gone; display type is Geist at medium weight.

`cargo run -p xtask -- tokens` writes website/src/tokens.css from the crate, and a test fails
when the file is out of date. The launcher and the game's menus read the new names through
small adapters; the restyles follow in their own changes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:22 +02:00
Ludovic Marie 4b4b36b716 Merge pull request #191 from rdbtCVS/t3code/classic-video-gui-button
Fix GUI Scale button in classic Video Settings
2026-10-15 00:08:20 +02:00
Ludovic Marie a5bd5ebf7a Merge pull request #201 from ludovic111/fix/cactus-mips-110
Sprite mips from vanilla's MipmapGenerator: no cactus corner gaps
2026-10-15 00:04:25 +02:00
Ludovic Marie c8dbb00031 Merge pull request #177 from rdbtCVS/t3code/classic-singleplayer-ui-parity
Fix Classic singleplayer world management screens
2026-10-15 00:04:20 +02:00
Ludovic Marie 288ea9dfa1 Merge pull request #198 from ludovic111/fix/end-fog-103
The dragon fight's world fog and the End's void darkness floor
2026-10-15 00:02:15 +02:00
Ludovic Marie e17a40fc6b Merge pull request #197 from ludovic111/fix/end-crystal-102
End crystals from EndCrystalModel: lit, with their base and beams
2026-10-15 00:02:09 +02:00
Ludovic Marie b91288a937 Merge pull request #196 from ludovic111/fix/crosshair-97
Inverting crosshair and a working attack indicator
2026-10-15 00:02:02 +02:00
Ludovic Marie 1643b78d7b Merge pull request #194 from ludovic111/fix/creeper-swell-157
Creepers swell and flash for LAN guests; load ignited from NBT
2026-10-15 00:01:56 +02:00
Ludovic MarieandClaude Opus 5.5 d93b347b41 Loaded spawners keep their mob; chunk block entities in vanilla's order
A saved spawner's block entity id is minecraft:mob_spawner, not its block's
name, so decode_block_entity found no block entity for it and dropped it:
every spawner loaded from a save (a vanilla world's dungeons and mineshafts,
or Horizon's own after a reload) lost its spawn data, and the server sent
its chunk with no update tag. The id now maps to the spawner block.

The chunk packet lists block entities in LevelChunk.blockEntities' order,
which Horizon reproduces from the position hashes; positions sharing a
bucket keep their insertion order, which for a loaded chunk is the save's
block_entities list (SerializableChunkData -> pendingBlockEntities). That
list order is now kept with the chunk and used as the insertion order.

dedicated_server: 542 transcript lines identical (was 10 differing).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:00:37 +02:00
Ludovic MarieandClaude Opus 5.5 95db0fce9d Sprite mips from MipmapGenerator: cutout edges keep their coverage
Horizon averaged each mip level's alpha plainly, so a cutout texture's
transparent edges grew past the alpha test with every level: the cactus
side's transparent border columns opened see-through slits along its
corners from about 40 blocks, more than vanilla shows. The sprite array's
mips now come from a port of MipmapGenerator.generateMipLevels: the
texture's .mcmeta mipmap_strategy (auto: cutout when a pixel is fully
transparent) and alpha_cutoff_bias, solidify or the dark fill on the base,
meanLinear or darkenedAlphaBlend, and scaleAlphaToCoverage keeping every
cutout level's alpha-test coverage at the base level's.

tools/test_mipmap_parity.py runs vanilla's MipmapGenerator and the port on
every static 16x16 block texture and a sample of item textures.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 23:59:47 +02:00
rdbtCVS b48539197a Use the current framebuffer for GUI Scale cycle limits 2026-10-14 22:59:27 +01:00
Ludovic Marie 73a019967e Merge pull request #193 from ludovic111/fix/arrow-pickup-119
Arrows can be picked up (#119)
2026-10-14 23:46:15 +02:00
Ludovic Marie 3bf8387ca8 Merge pull request #189 from ludovic111/fix/arrow-fire-124
Burning arrows: lava, fire, Flame and what they light (#125, #124)
2026-10-14 23:45:54 +02:00
Ludovic Marie d6f729321b Merge pull request #187 from ludovic111/fix/arrow-water-127
Arrows get vanilla's water physics (#127)
2026-10-14 23:45:32 +02:00
Ludovic Marie de5fb47174 Merge pull request #186 from ludovic111/fix/water-fall-damage-180
Water cancels the player's fall damage (#180)
2026-10-14 23:45:20 +02:00
Ludovic MarieandClaude Opus 5.5 3319e6e204 The dragon fight's world fog, and void darkness from each dimension's floor
EnderDragonFight's boss event sets createWorldFog, and while such a bar
shows AtmosphericFogEnvironment.setupFog pulls the fog in (start at most
10, end at most 96, sky and cloud fog ending there): Horizon never did, so
the End stayed clear during the fight. FogInputs gains boss_world_fog,
set while the dragon's bar shows.

FogRenderer's void darkness starts voidDarknessOnsetRange (32) above
level.getMinY(), which is 0 in the Nether and the End; Horizon used the
Overworld's -64 everywhere, so the End's fog never darkened below y 32.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 23:41:22 +02:00
Ludovic MarieandClaude Opus 5.5 ee697cadc6 End crystals from EndCrystalModel, lit, with their base and beams
The crystals were a hand-built mesh without normals (so unshaded), without
the bedrock base and without beams. They now draw the baked
minecraft:end_crystal#main layer under EndCrystalRenderer's transform
(scale 2, down 0.5, not flipped) with EndCrystalModel.setupAnim's poses
(end_crystal::poses: the base shown per showsBottom, the glass raised by
half the bob, outer glass, inner glass and cube turned with rotateBy), the
entity light at their block, and the beam to their target
(submitCrystalBeams from the target's centre up to the crystal) while the
spikes are being summoned back. Crystals placed outside the End draw too.

The entity model harness no longer skips end_crystal: the oracle runs
EndCrystalModel.setupAnim on EndCrystalRenderState and the fixture poses
the layer with end_crystal::poses.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 23:40:18 +02:00
Ludovic MarieandClaude Opus 5.5 6ab958a423 Crosshair through the inverting CROSSHAIR pipeline, with the attack indicator
Hud.extractCrosshair draws every crosshair sprite with
RenderPipelines.CROSSHAIR, whose BlendFunction.INVERT (ONE_MINUS_DST_COLOR,
ONE_MINUS_SRC_COLOR, ONE, ZERO) inverts the colour under it; Horizon drew it
alpha-blended white. GuiDraw sprites now carry their pipeline, the HUD batch
records the vertex ranges that invert and the HUD renderer draws them with a
second pipeline.

The attack indicator (crosshair or hotbar, per the Attack Indicator option)
now shows Player.getAttackStrengthScale(0) from the attack strength ticker
instead of a constant full strength, and the full indicator shows at full
strength on a living entity under the crosshair with a weapon slower than
MIN_CROSSHAIR_ATTACK_SPEED.

The HUD harness records every sprite's pipeline on both sides and gives the
crosshair a stand-in crosshairPickEntity (alive or not) and attack delay.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 23:32:36 +02:00
Ludovic MarieandClaude Opus 5.5 087b2526c6 Creepers swell for LAN guests and load ignited from NBT
The host sends Creeper.DATA_SWELL_DIR and DATA_IS_IGNITED with the
creeper's entity data, and a guest runs the client half of Creeper.tick
on them, so the swell and white flash CreeperRenderer draws now show on
the guest too. Creeper.readAdditionalSaveData's ignited lights the fuse
(summon creeper ~ ~ ~ {ignited:1b}).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 23:28:35 +02:00
rdbtCVS e8efd36e5b Integrate world management with Classic button click sounds 2026-10-14 22:20:20 +01:00
rdbtCVS e57a43745a Fix GUI Scale button in classic Video Settings 2026-10-14 22:20:13 +01:00
Ludovic MarieandClaude Opus 5.5 89eaaab2ee Arrows can be picked up (#119)
Players could never pick up arrows: arrows had no pickup rule and no
item, nothing checked a player touching them, and arrows from saves were
loaded into a separate list that never ticked.

Arrows now carry AbstractArrow's pickup rule and pickupItemStack. The
player's bow and crossbow give them the drawn ammo (ProjectileWeaponItem
.useAmmo: creative, Infinity and multishot's extra arrows draw intangible
ammo, so those arrows are CREATIVE_ONLY), setOwner(player) turns
DISALLOWED into ALLOWED, dispensers make them ALLOWED, mobs' stay
DISALLOWED. Each tick the player touches the arrows in its box grown by
(1, 0.5, 1) (Player.aiStep): a stuck arrow that has stopped shaking goes
into the inventory (ALLOWED), or just goes for a creative player
(CREATIVE_ONLY, or ALLOWED with a full inventory), with the item pickup
sound at the arrow.

Saved arrows load as live arrows (life, shake, inGround, inBlockState,
pickup, item, fire) and live arrows are saved, so stuck arrows survive a
reload and despawn on time; the legacy never-ticked arrow list is gone,
and /kill, /tp and /data reach the live arrows.

The arrow harness adds who shot the arrow, intangible ammo and
dispensers' ALLOWED, then touches in flight, while shaking and when stuck
by survival and creative players with empty, partly and fully filled
inventories, against the real setOwner and playerTouch.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 23:17:07 +02:00
rdbtCVS 24d8c57932 Make filtered world selection regression deterministic 2026-10-14 22:06:48 +01:00
rdbtCVS f8341dc415 Ignore generated world backups 2026-10-14 22:06:48 +01:00
rdbtCVS aa5305772d Fix backup completion flow and localize world management 2026-10-14 22:06:48 +01:00
rdbtCVS b37db61713 Fix world selector clipping lint on Rust 1.99 2026-10-14 22:06:48 +01:00
rdbtCVS 329334723d Fix classic singleplayer world management UI parity 2026-10-14 22:06:48 +01:00
Ludovic Marie 94aeab9a42 Merge pull request #185 from Online5277/fix/prepare-relative-root
Resolve relative preparation roots before running Java exporters
2026-10-14 23:04:32 +02:00
Ludovic Marie cab02f7e5e Merge pull request #183 from Online5277/fix/rabbit-animation
Drive rabbit hop and idle animations from runtime controls
2026-10-14 23:04:26 +02:00
Ludovic Marie 237e9b9ff3 Merge pull request #181 from Online5277/fix/falling-block-model
Render falling blocks with their actual block models
2026-10-14 23:04:20 +02:00
Ludovic Marie c176b4f8bc Merge pull request #179 from Online5277/fix/dragon-egg-particles
Render dragon egg teleport particles
2026-10-14 23:04:15 +02:00
Ludovic Marie 7d1b2a5777 Merge pull request #176 from rdbtCVS/t3code/fix-screenshot-seed-actions
Fix screenshot, seed, and locate chat click actions
2026-10-14 23:04:09 +02:00
Ludovic Marie b857fc2b72 Merge pull request #182 from rdbtCVS/t3code/fix-classic-ui-menu-sounds
Fix classic menu click sounds to match vanilla
2026-10-14 23:04:03 +02:00
Ludovic Marie 4704e98bda Merge pull request #137 from ludovic111/feat/extras-reconnect
Horizon extras: auto-reconnect (off by default)
2026-10-14 23:00:07 +02:00
Cosmic 2f34bf7b46 Invert crosshair rendering and show attack cooldown indicators 2026-10-14 16:57:51 -04:00
rdbtCVS 42eda649a8 Render Classic menu panorama with vanilla cube-map filtering 2026-10-14 21:54:22 +01:00
Cosmic e7e35fa6e1 Correct resident fluid phase and breathing decisions 2026-10-14 16:53:10 -04:00
Cosmic 792a681497 Seed falling block models from their spawn cell 2026-10-14 16:51:30 -04:00
Cosmic f465e1b6ae Avoid verbatim preparation paths on Windows 2026-10-14 16:49:07 -04:00
Cosmic 07f1c34f96 Merge remote-tracking branch 'origin/main' into fix/dragon-egg-particles
# Conflicts:
#	crates/horizon-client/src/game.rs
2026-10-14 16:49:02 -04:00
Ludovic MarieandClaude Opus 5.5 37043b3dff net harness: the Disconnected screen gained auto-reconnect's retry
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:44:56 +02:00
Ludovic MarieandClaude Opus 5.5 228bdda201 Burning arrows: lava, fire, Flame and what they light (#125, #124)
Arrows never caught fire: nothing ignited them (lava, fire blocks, a
Flame bow's projectile_spawned ignite), so they never set mobs, TNT,
campfires or candles alight. Flame only worked for mobs' bows, as a
5-second ignite on hit.

Arrows now keep Entity.remainingFireTicks: the blocks along their path go
through InsideBlockEffectApplier.StepBasedCollector (fire and soul fire
fireIgnite to 8 s, lava LAVA_IGNITE to 15 s, water EXTINGUISH with the
extinguish sound), the player's bow and mobs' bonus ignite them for 100 s
at spawn, and the fire burns down in flight but not while stuck. A
burning arrow sets its target alight for 5 s, primes TNT, lights
campfires, candles and candle cakes (onProjectileHit, mob_griefing for
mobs' arrows), and blows up a TNT minecart; arrows now hit minecarts like
other entities (VehicleEntity damage). Burning arrows show
FlameFeatureRenderer's fire quads.

The arrow harness adds lava pools, lava/water walls, fire and soul fire,
Flame arrows, and burning/non-burning hits on TNT, campfires, candles and
candle cakes against the real blocks' onProjectileHit.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:44:37 +02:00
Ludovic MarieandClaude Opus 5.5 1d93642094 Arrows get vanilla's water physics (#127)
Arrows flew through water with a point check for the 0.6 drag and nothing
else: no bubbles, no splash, no currents, no bubble columns, and the
stuck arrow logic (nudging back by the normalized motion, no falling
out, a 1200-tick age) was not AbstractArrow's.

Port AbstractArrow.tick for arrows (arrows.rs, state in
Projectile::arrow): the in-block check, the water inertia from the last
base tick's wasTouchingWater with four bubbles behind it, crit trails,
lerped rotation, the COLLIDER clip with entity hits first, the effects
of the blocks along the path (bubble columns push, water extinguishes),
air drag and gravity, then the base tick's updateFluidInteraction
(currents while not stuck, splash sound/particles), sticking 0.05 back
along each moving axis with the arrow's own random for the hit sound,
falling out when the block goes, and despawning 1200 ticks after
sticking.

New harness tools/test_arrow_parity.py drives real vanilla Arrow entities
(VanillaArrowOracle) and Horizon's arrows::tick (examples/arrow_probe.rs)
over the resident scene.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:44:31 +02:00
Ludovic MarieandClaude Opus 5.5 645109d427 Keep the scene motion scope text a valid string
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:44:31 +02:00
Ludovic MarieandClaude Opus 5.5 f442374e6d Format the player fluid binding
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:44:31 +02:00
Ludovic MarieandClaude Opus 5.5 60d9bffc86 Water cancels the player's fall damage (#180)
The player's movement treated every fluid as empty: is_in_water was
always false, LivingEntity.checkFallDamage's updateFluidInteraction was
a no-op and Entity.move's fall-reset ray ignored water. A player landing
in water (or a waterlogged block, a bubble column, kelp) still took the
whole fall.

Bind vanilla's Entity.updateFluidInteraction to the player over the
existing horizon-world kernels (EntityFluidInteraction heights, eyes and
currents, entity_fluid_tick, water_splash, fluid_flow): run it in the
base tick and from checkFallDamage, read wasTouchingWater for
isInWater, query the water's (first-query cached) shape in the
FALLDAMAGE_RESETTING ray, halve the fall in lava after the first tick,
and play the splash sound with bubble and splash particles.

The scene motion harness gains water/lava fixtures (fluid_tick plus
scripted falls through the real Entity.move) against the real vanilla
updateFluidInteraction with the #water/#lava tags bound.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:44:31 +02:00
Ludovic MarieandClaude Opus 5.5 ce9c1d3a5c Auto-reconnect: never after account session refusals, retry when session servers are down
Classifies the online-mode login outcomes from #161: invalid session,
banned from playing online, multiplayer disabled, no account signed in
and the server failing to verify the username are never retried;
unreachable session servers (the client's or the server's) are. A retry
of an online-mode server joins with the account held in memory for the
whole run.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:41:14 +02:00
Ludovic MarieandClaude Opus 5.5 5797cf2702 Auto-reconnect retries with the session's player name
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:39:51 +02:00
Ludovic MarieandClaude Opus 5.5 43b45fabc7 Horizon extras: auto-reconnect, off by default
On the Disconnected screen after a lost multiplayer connection, a
countdown "Reconnecting in N s" with a Cancel button, then the same
address again. Attempts back off (5, 10, 20, 40, 60 s) and stop after
five; the count resets only after a minute connected. Only failed
connections and the server's shutdown, restart, time-out or full
reasons are retried, never kicks, bans, whitelists, version refusals or
duplicate logins: the network thread now says whether the server gave
the reason (login refusals included).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:39:36 +02:00
Ludovic Marie 21aab8b164 Merge pull request #136 from ludovic111/feat/extras-minimap
Horizon extras: minimap (off by default)
2026-10-14 22:38:32 +02:00
Ludovic Marie 35120b0e91 Merge pull request #135 from ludovic111/feat/extras-core
Horizon extras: zoom, FPS counter, keystrokes and the Extras page (off by default)
2026-10-14 22:38:01 +02:00
Ludovic Marie 294010913b Merge pull request #143 from ludovic111/ci/release-train-nightly
Release train 4/4: nightly parity audit with parity-regression issues
2026-10-14 22:28:57 +02:00
Ludovic Marie ae460db2e8 Merge pull request #141 from ludovic111/ci/release-train-launcher
Release train 3/4: automatic launcher releases, version built in from the tag
2026-10-14 22:28:36 +02:00
Ludovic Marie af6bb6bc8c Merge pull request #138 from ludovic111/ci/release-train-games
Release train 2/4: automatic game releases
2026-10-14 22:28:13 +02:00
Cosmic 7566a4753c Merge PR 186 fluid foundation and preserve swimming and fire behavior 2026-10-14 16:28:07 -04:00
Ludovic Marie 12e8d5b71e Merge pull request #133 from ludovic111/ci/release-train
Release train 1/4: cached verify, and a parity job on the Mac mini for what a PR can affect
2026-10-14 22:27:33 +02:00
rdbtCVS c166ea57d1 fix: match vanilla screenshot and seed link behavior 2026-10-14 21:22:19 +01:00
Ludovic MarieandClaude Opus 5.5 beac11eaa5 Nightly parity audit on the Mac mini, with an issue per regressed harness
nightly.yml runs every harness from scratch on main at 03:00 Paris time on the Mac mini's runner, after
preparing the resources again if the preparer changed. tools/ci/parity_issues.py compares the results with
the previous audit: a harness that passed and now fails gets one issue labelled parity-regression (an open
one is commented on), and an issue closes when its harness passes again. The bugs session picks them up.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:18:31 +02:00
Ludovic MarieandClaude Opus 5.5 98ca844f07 launcher: the Microsoft sign-in's User-Agent says the built-in version too
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:18:31 +02:00
Cosmic e57c32efb8 Merge current main and preserve axolotl damage behavior 2026-10-14 16:18:08 -04:00
Ludovic MarieandClaude Opus 5.5 76f3e7c2a8 launcher.yml: GPUI's runtime shaders on a Mac runner without the Metal toolchain (the Mac mini)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:46 +02:00
Ludovic MarieandClaude Opus 5.5 fa61f262c3 launcher: automatic releases, the version built in from the tag
launcher.yml releases the launcher by itself: after a push to main that changes launcher/,
crates/horizon-prepare or crates/horizon-theme, hourly, and by hand, with the game's rules
(tools/release_train.py decide --kind launcher: player-facing pull requests and a 3-hour cooldown,
release-now, skip-release, RELEASES_PAUSED). launcher-vX.Y.Z is the next patch, or the next minor after a
pull request labelled feature. Linux on ubuntu-22.04, Windows on GitHub, macOS on the Mac mini's runner;
published with --latest=false.

No version-bump commits: VERSION reads HORIZON_LAUNCHER_VERSION with option_env!, falling back to
Cargo.toml's, and --version, the User-Agent and the self-update comparison use it; each build checks
--version says the release's version.

With several game releases a day, the newest launcher release soon falls out of the newest 100 (launcher)
or 30 (website) releases: both now look the newest launcher-v tags up one by one when the list has none.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:46 +02:00
Ludovic MarieandClaude Opus 5.5 6d759dc7bb release_train: name a feature split over several pull requests once in the title; no leading Fix
Today's main would have been titled "Controllers, controllers, controllers and 17 more changes".

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 9e016b6235 vanilla-data.sh: clone the sounds into each preparation instead of linking them
Vanilla's resource packs refuse symbolic links inside a pack: with linked sounds the vanilla sound oracles found
no sound files while Rust did (sound_event, sound_engine on #133's parity run).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 fb256809a7 release: the macOS smoke run draws 1500 frames; 300 end before the world has loaded
Checked on the Mac mini: 1500 offscreen frames in 12 s, 81 chunks generated, 4153 sections meshed, a player.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 cfad57d0b1 Mac runner: the game's sounds in each preparation; save_roundtrip Linux-only
The first audit on the Mac mini failed 7 audio harnesses (no sounds in the prepared resources: the Mac mini has
no official launcher for horizon-prepare sounds to copy from) and save_roundtrip (it needs vscreen). The
sounds depend only on the Minecraft version: kept once in shared-local/sounds/<version>/ and linked into each
preparation.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 e994c8ab95 release: the macOS smoke run opens a world (from a scratch folder) and checks it drew one
Without --world the client stays on the title screen: 300 frames and no chunks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 7b82ee8c16 Two Horizon runners on the Mac mini: one preparation at a time; docs
A second runner (ludovics-mac-mini-2, same labels) shares the first one's vanilla data through a link, so
vanilla-data.sh prepares under a lock; a 30-minute audit no longer holds a release's macOS build back.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 7adfe44f6c launcher: rustfmt the rollback test
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 f6191fe8ee parity_hosts.json: linux_only, empty: the four harnesses that once differed on macOS pass there
options, chunk_generation, world_border_render and mob_ai all pass on the Mac mini (7.3 min).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 8aacb48798 release: automatic game releases after main's green checks
release.yml now releases the game by itself: after every green checks run of a push to main, every hour
(a release the cooldown held goes out without another merge) and by hand. tools/release_train.py decides
from the pull requests merged since the last published game release: a release when one changed what
players run and the last release is 3 hours old, at once for a pull request labelled release-now;
skip-release pull requests don't count. RELEASES_PAUSED=1 stops it. Tags vYYYY.MM.DD, then .1, .2 the
same UTC day.

Linux (ubuntu-22.04) and Windows build on GitHub with Cargo caches, macOS on the Mac mini's runner
(MAC_RUNNER=macos-latest sends it to GitHub). Each builds horizon-client, horizon-ctl and horizon-prepare
(all three named: --bin selects only the named binaries), checks all three exist, checks their libraries,
starts each one, packages with xtask and archives; the Mac also runs the game offscreen for 300 frames on
a new world with resources prepared from its own Minecraft. The notes: New (label feature), Fixed (the
rest), Known issues (docs/known-issues.md). A hand-started run off main, or with dry_run, builds
everything and writes the notes but publishes nothing.

docs/release-flow.md describes the flow, the labels, pausing and rolling back; the launcher gets a test
that a release turned back into a draft is never offered.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 989f843b1c vanilla-data.sh: keep everything horizon-prepare writes per preparer version, beside the shared data
The first parity run kept only .local/horizon-client per preparer version; the exporters' outputs beside it
stayed in the checkout, and the dedicated server, which finds registries.json at
<resources>/../../datagen, didn't find it next to the prepared folder (world_spawn failed).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 874d111d60 checks: cached verify, and a parity job on the Mac mini for the harnesses a PR can affect
verify keeps its dependencies and workspace build in a cache saved by main's runs (Swatinem/rust-cache).
The new parity job runs on the Mac mini's self-hosted runner (label horizon-game), which holds the
maintainer's own Minecraft files: tools/ci/vanilla-data.sh links .local/ to the runner's copy and prepares
the resources with the pull request's own horizon-prepare, once per preparer version; then
tools/parity.py --changed <base> runs only the harnesses whose traced dependencies changed since the merge
base and that have no pass for their current inputs. A fork's pull request runs it only when a maintainer
adds run-parity, once per label, on the commit it had then.

parity.py: --changed REF, and linux_only in tools/parity_hosts.json for harnesses that differ on other
platforms for a reason that is not a Horizon bug (skipped there with the reason, unless named).

docs/release-flow.md starts with the pull request checks and merging.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 03309dee95 Format the player fluid binding
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:13:34 +02:00
Ludovic Marie 7338f55b9a Merge pull request #164 from ludovic111/feat/msa-launcher
Microsoft account (c): launcher sign-in, keychain, session handoff to the game
2026-10-14 22:12:11 +02:00
Ludovic Marie 4559a92942 Merge pull request #161 from ludovic111/feat/msa-online-mode
Microsoft account (a): join online-mode servers (session join, RSA, AES/CFB8), skins over HTTPS
2026-10-14 22:10:58 +02:00
Ludovic MarieandClaude Opus 5.5 e9da898f97 Water cancels the player's fall damage (#180)
The player's movement treated every fluid as empty: is_in_water was
always false, LivingEntity.checkFallDamage's updateFluidInteraction was
a no-op and Entity.move's fall-reset ray ignored water. A player landing
in water (or a waterlogged block, a bubble column, kelp) still took the
whole fall.

Bind vanilla's Entity.updateFluidInteraction to the player over the
existing horizon-world kernels (EntityFluidInteraction heights, eyes and
currents, entity_fluid_tick, water_splash, fluid_flow): run it in the
base tick and from checkFallDamage, read wasTouchingWater for
isInWater, query the water's (first-query cached) shape in the
FALLDAMAGE_RESETTING ray, halve the fall in lava after the first tick,
and play the splash sound with bubble and splash particles.

The scene motion harness gains water/lava fixtures (fluid_tick plus
scripted falls through the real Entity.move) against the real vanilla
updateFluidInteraction with the #water/#lava tags bound.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:07:48 +02:00
Cosmic 6c4ad9d825 Resolve preparation root before changing exporter directories 2026-10-14 16:06:18 -04:00
Ludovic Marie 70fd5f5c77 Merge pull request #178 from Online5277/fix/reuse-imported-minecraft
Reuse verified Minecraft imports when preparing new versions
2026-10-14 22:04:25 +02:00
Cosmic 88b9a82688 Select baby rabbit model for summoned negative ages 2026-10-14 16:01:30 -04:00
Ludovic Marie 9ae39fac28 Merge pull request #170 from rdbtCVS/fix/lan-host-tab-list
Fix tab list for singleplayer LAN hosts
2026-10-14 21:59:55 +02:00
Ludovic Marie f04d47e14d Merge pull request #165 from rdbtCVS/t3code/fix-inventory-banner-rendering
Fix inventory banner face depth ordering
2026-10-14 21:59:49 +02:00
Cosmic af8700bd20 Drive rabbit hop and idle animations from runtime controls 2026-10-14 15:46:01 -04:00
rdbtCVS d456dadafa Match vanilla inventory effect duration text color 2026-10-14 20:45:33 +01:00
Ludovic Marie d299d1f07a Merge pull request #162 from rdbtCVS/t3code/fix-classic-ui-background
Fix missing background in Classic menus
2026-10-14 21:43:28 +02:00
Ludovic Marie 7156602a7f Merge pull request #171 from rdbtCVS/t3code/disable-lan-on-leave
Fix LAN shutdown when leaving a singleplayer world
2026-10-14 21:43:23 +02:00
Ludovic Marie 1f8a2b28d6 Merge pull request #172 from rdbtCVS/t3code/fix-lan-world-menu-pause
Fix LAN worlds pausing when the host opens menus
2026-10-14 21:43:16 +02:00
Cosmic 8caee51897 Regenerate preparation metadata when reusing imports 2026-10-14 15:37:32 -04:00
rdbtCVS d69a380851 Fix classic menu click sounds to match vanilla 2026-10-14 20:35:30 +01:00
rdbtCVS 2fbbe1c5e2 Fix status effect icons and render inventory effect panels 2026-10-14 20:35:18 +01:00
rdbtCVS 79ab688bda Fix banner rendering test lint on Rust 1.99 2026-10-14 20:34:26 +01:00
rdbtCVS 322a87cf93 Fix Clippy warnings in LAN tab list regression tests 2026-10-14 20:34:25 +01:00
Cosmic 517e275c79 Render falling blocks with their baked models 2026-10-14 15:33:44 -04:00
Ludovic Marie cb3b5abf6b Merge pull request #175 from ludovic111/fix/maces-105
Maces: smash attacks, Density, Breach, Wind Burst
2026-10-14 21:33:02 +02:00
Cosmic 1df16591b4 fix(client): render dragon egg teleport particles 2026-10-14 15:24:41 -04:00
Ludovic MarieandClaude Opus 5.5 56aae0e902 Maces smash: fall damage bonus, Density, Breach, Wind Burst, knockback
A mace hit after falling more than 1.5 blocks is now a smash attack
(MaceItem): the fall-based damage bonus plus Density, mace_smash damage,
the stopped fall with its damage waived, the ground/air smash sounds, the
dust pillars (level event 2013) and the knockback of the creatures around
the target, then the fall reset and landing particles. Breach thins the
target's armor (CombatRules.getDamageAfterAbsorb), Wind Burst bursts at
the player's feet (ExplodeEffect, trigger), and weapons wear by their
weapon component and award the used statistic.

Vanilla details matched on the way: the hurt knockback is 0.4F and reads
the live knockback-resistance attribute, explosion exposure uses the
exact COLLIDER clip, a burst posts the explode game event and ends the
impulse grace unless it is a wind charge's, visible armor stands feel
bursts that affect block-like entities, attack sounds play at the player.

tools/test_mace_parity.py compares the hit with VanillaDispenserOracle's
real MaceItem / hurtServer / post-attack effects: 3000/3000.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 21:23:57 +02:00
Ludovic Marie e15c879fe7 Merge pull request #169 from ludovic111/fix/bed-explosions-101
Beds and straw beds blow up when used in the Nether and the End
2026-10-14 21:23:09 +02:00
Ludovic Marie 11b7038b39 Merge pull request #163 from ludovic111/fix/respawn-anchors-99
Respawn anchors charge, set the respawn point, explode outside the Nether
2026-10-14 21:17:29 +02:00
Cosmic 20988e810e fix(prepare): reuse verified imports from installed versions 2026-10-14 15:14:10 -04:00
rdbtCVS 9f07f64bff fix: unify locate teleport suggestion links 2026-10-14 20:13:59 +01:00
rdbtCVS d25d6184c2 fix: enable screenshot and seed chat click actions 2026-10-14 20:04:08 +01:00
Cosmic ba3f4003cd Merge current main and preserve PR 59 review fixes 2026-10-14 14:56:18 -04:00
rdbtCVS 0ed50ae6ae Fix LAN worlds pausing when the host opens menus 2026-10-14 19:53:45 +01:00
rdbtCVS 1b1e129112 Fix LAN shutdown when leaving a singleplayer world 2026-10-14 19:51:23 +01:00
rdbtCVS 72074eb080 Fix LAN host tab list to include connected guests 2026-10-14 19:50:21 +01:00
Cosmic 027ac3cdf1 Address final axolotl bucket and fire review corrections 2026-10-14 14:39:49 -04:00
Ludovic MarieandClaude Opus 5.5 190f89b214 Beds and straw beds blow up when used in the Nether and the End
A right click on a bed in the Nether or the End tried to sleep in it (and
set the respawn point) as in the Overworld.

AbstractBedBlock.useWithoutItem reads the dimension's bed rule, which in
the Nether and the End is destroy_on_use: BedBlock.destroyOnUse removes the
head, then the foot behind it if it is still the bed, and explodes at the
head (power 5, fire, BLOCK interaction, the bad_respawn_point damage source:
"Intentional Game Design"); StrawBedBlock.destroyBed plays
block.straw_bed.break_leave and removes it.

tools/test_use_item_on_parity.py clicks beds and straw beds (head or foot,
whole or missing their other half, among blocks) in the Nether and the End,
through vanilla's real explosion; the oracle gains the End.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 20:24:55 +02:00
Ludovic MarieandClaude Opus 5.5 1596210bba Respawn anchors charge, set the respawn point, explode outside the Nether
A right click with glowstone on a respawn anchor did nothing and a charged
anchor never became the respawn point: the block reported the use and the
game dropped it.

RespawnAnchorBlock is now played out (game/respawn_anchor.rs): useItemOn
charges with glowstone (the block change, block.respawn_anchor.charge, the
used item and the charge_respawn_anchor criterion), passing to the off
hand's glowstone; useWithoutItem sets the respawn point in the Nether
(block.minecraft.set_spawn once, respawn_anchor.set_spawn) and elsewhere
explodes: the anchor goes, then a power 5 fiery BLOCK explosion with the
bad_respawn_point damage source whose centre resists like water when water
would flow into it. Dying with an anchor as the respawn point travels to
its dimension and respawns at findStandUpPosition (DismountHelper's safe and
unsafe passes, facing the anchor with calculateLookAtYaw), using a charge
and playing respawn_anchor.deplete; a missing or empty anchor falls back to
the world spawn with block.minecraft.spawn.not_valid. The point is saved in
the player's respawn compound with its dimension; a bed or /spawnpoint
replaces it. Dying in the Nether without one now respawns in the Overworld.

Explosions gained what these need: a damage type, a block resistance
override, BaseFireBlock.getState for their fire, the explosion radius in the
block loot context (survives_explosion and explosion_decay drawing from the
table's random sequence) and TntBlock.wasExploded without a game event.

tools/test_use_item_on_parity.py now charges, uses and blows up anchors in
both dimensions through vanilla's real ServerExplosion on the stand-in
level, and respawns at anchors among blocks through
ServerPlayer.findRespawnAndUseSpawnBlock.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 20:18:49 +02:00
rdbtCVS aab88753b6 Keep title panorama optional during full resource preparation 2026-10-14 19:15:16 +01:00
rdbtCVS 8987369b07 Fix inventory banner face depth ordering 2026-10-14 19:09:42 +01:00
Ludovic MarieandClaude Opus 5.5 d4e0dc4917 Settings subtitle mentions accounts
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 20:07:47 +02:00
Ludovic MarieandClaude Opus 5.5 6bed9b92ca launcher.yml: build in HORIZON_MSA_CLIENT_ID from the repository variable
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 20:07:47 +02:00
Ludovic MarieandClaude Opus 5.5 324eb2836c Launcher README: Microsoft accounts
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 20:07:47 +02:00
Ludovic MarieandClaude Opus 5.5 82bee83dc5 Launcher: Microsoft account sign-in, keychain and the game's session
Device-code OAuth, Xbox Live, XSTS, Minecraft login, ownership and profile;
secrets in the OS keychain (oo7 on Linux, keyring on macOS/Windows), accounts.json
without tokens; Settings account rows, 'Playing as' on the Play page; CLI
'account' and MCP account tools; the game gets a 0600 session file it deletes.
Client ID is configuration (HORIZON_MSA_CLIENT_ID), empty = not configured.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 20:07:47 +02:00
Ludovic MarieandClaude Opus 5.5 f38e8cc393 Skins over HTTPS: fetch textures with ureq (rustls)
Players' skins on online servers come from https://textures.minecraft.net;
the old plain-HTTP fetch left everyone with their default skin.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:57:34 +02:00
Ludovic MarieandClaude Opus 5.5 0acd686720 rustfmt
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:55:57 +02:00
Ludovic MarieandClaude Opus 5.5 6957d74742 docs: Minecraft login endpoint
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:55:57 +02:00
Ludovic MarieandClaude Opus 5.5 ac97e9c0b9 Harness: online-mode login against vanilla's server and a mock session service
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:55:57 +02:00
Ludovic MarieandClaude Opus 5.5 89b2ca64a9 Join online-mode servers with the launcher's account
Read the signed-in account from a session file (--session-file, deleted
on read), answer ClientboundHelloPacket like vanilla: shared secret, server
hash, session join through the services discovery document (authlib's
error mapping and messages), RSA-wrapped key packet, AES/CFB8 both ways.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:55:57 +02:00
Ludovic MarieandClaude Opus 5.5 c8629f3378 Protocol: RSA public keys and PKCS#1 encryption, server hash, secrets
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:55:57 +02:00
Ludovic MarieandClaude Opus 5.5 c6634830d3 WIP: Microsoft account design note and RSA (not wired yet)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:55:57 +02:00
Ludovic Marie f83bc0ab70 Merge pull request #146 from ludovic111/fix/spawners-95
Monster spawners spawn, spin their mob and take spawn eggs
2026-10-14 19:54:54 +02:00
rdbtCVS eebf5621bf Fix classic menu panorama resource preparation 2026-10-14 18:54:51 +01:00
Ludovic Marie d1517fa79b Merge pull request #158 from Online5277/fix/arrow-hit-sound
Play normal arrow impact audio for player hits
2026-10-14 19:54:48 +02:00
Ludovic Marie b7f14763a7 Merge pull request #149 from ludovic111/feat/controllers-rumble
Controllers: rumble
2026-10-14 19:43:33 +02:00
Ludovic MarieandClaude Opus 5.5 663f61c8c3 Horizon extras: a minimap, off by default
A corner map of the loaded chunks in vanilla's map colours with the map
item's height and water shading: square or round, three sizes, four
zooms, north up or turning with the player, with the player arrow. In
the Nether, underground and under a roof it maps the floor at the
player's height and cuts walls. Each loaded chunk keeps a 16x16 tile,
filled nearest first within 0.3 ms a frame and rescanned after block
changes; the image is recomposed only when the view or a tile changed
and uploaded into its own atlas slot. Nothing runs while it is off.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:41:01 +02:00
Ludovic MarieandClaude Opus 5.5 365d35f53a Extras: the zoom key zooms only while playing and never takes keys
The zoom key went to the zoom on every screen, so with zoom on, Z could
not be typed in screens with text fields that share the game's key
handler. Now it zooms only while playing with no sign or book open, lets
go when a screen opens, and always passes the key on, like a vanilla key
mapping. A vanilla mapping bound to the same key still acts; the Extras
page marks the zoom key "Also bound" and names it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:41:01 +02:00
Ludovic MarieandClaude Opus 5.5 a08577e301 Extras: horizon-ctl key and mouse reach the zoom key and keystrokes
Agents press keys and buttons through the control socket, which skipped
the keyboard and mouse hooks; under control the window may also lack
focus without pausing, so the zoom no longer lets go then.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:39:38 +02:00
Ludovic MarieandClaude Opus 5.5 c4b0e8efe0 Horizon extras: zoom, FPS counter and keystroke overlay, off by default
An Extras section in Horizon's Options holds optional additions saved in
horizon-extras.txt beside options.txt. Zoom divides the field-of-view
target vanilla's Camera.tickFov eases toward (the spyglass path), with a
wheel-adjustable level and lower mouse sensitivity; scoping keeps the
spyglass view. The FPS counter (with minimum and 1% low) and the keystroke
overlay (WASD, space, mouse buttons with clicks per second) draw in the
HUD layer, hidden with F1. docs/extras.md describes all the extras.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:39:20 +02:00
Ludovic Marie b7fc86279c Merge pull request #151 from rdbtCVS/t3code/fix-creative-fall-damage-sound
Fix fall damage sounds in creative mode
2026-10-14 19:37:28 +02:00
Ludovic MarieandClaude Opus 5.5 40fce014f1 Controllers: hurt rumble only within one player's life
The health baseline (HealthWatch) is forgotten when there is no player,
on the title screen, and whenever a new player entity takes over (spawn
and respawn, joining a server, End and Nether dimension changes), so
arriving with less health than the last player had isn't damage.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:37:04 +02:00
Ludovic MarieandClaude Opus 5.5 ccdc4fe682 Controllers: rumble
Short, light pulses through gilrs force feedback, on by default
(Vibration in horizon-controller.txt): damage taken (stronger with the
damage, from any source, here or on a server), a block broken, an
explosion nearby (fading over four times its radius), a totem of undying.
Only the pad that is playing vibrates; macOS has no force feedback in
gilrs and stays still. pad status reports the last vibration asked for.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:36:52 +02:00
Ludovic Marie b61455e562 Merge pull request #145 from ludovic111/feat/controllers-options
Controllers: Controller options, button binds and glyphs
2026-10-14 19:36:29 +02:00
Ludovic Marie d8ad1dad7a Merge pull request #156 from rdbtCVS/t3code/fix-classic-ui-scroll-limit
Fix classic options scroll limits
2026-10-14 19:34:45 +02:00
Ludovic Marie 3dcbd2228b Merge pull request #154 from rdbtCVS/t3code/fix-world-options-menu
Fix World Options pause and Escape behavior
2026-10-14 19:34:26 +02:00
Ludovic Marie 1be820b091 Merge pull request #150 from Online5277/fix/startup-settings
Apply saved audio and GUI settings at startup
2026-10-14 19:34:17 +02:00
Ludovic Marie 97a65cd5aa Merge pull request #155 from rdbtCVS/fix/keybind-category-translations
Fix keybind category translations
2026-10-14 19:34:10 +02:00
Ludovic Marie 61e5b70fde Merge pull request #153 from ludovic111/gitignore-run-files
Ignore the files the client writes to the repo root
2026-10-14 19:34:03 +02:00
Ludovic Marie 4ac53c0867 Merge pull request #152 from rdbtCVS/fix/options-held-input
Fix stuck keys when opening Options
2026-10-14 19:33:42 +02:00
Ludovic Marie afce3f7aa1 Merge pull request #56 from Online5277/fix/creative-inventory-toggle-drop
Fix creative inventory tab and toggle-sprint item drops
2026-10-14 19:33:37 +02:00
Ludovic MarieandClaude Opus 5.5 79e04e22d6 Monster spawners spawn, spin their mob and take spawn eggs
Spawners were never ticked: Horizon kept their block entity as loaded NBT,
and a freshly generated dungeon or mineshaft spawner lost even that, so no
mob ever came out, nothing turned inside and a spawn egg used on one spawned
a mob next to it instead of setting the spawner's.

The spawner is now a modelled block entity (mobs::spawner): BaseSpawner's
load and save with SpawnData's codec (normalised ids, custom spawn rules,
weighted potentials, the next data shared with the one potential when the
potentials are missing), serverTick (the player range, spawner_blocks_work,
the delay, getOrCreateNextSpawnData, Pos, the spawn box against blocks and
solid shulkers, custom light rules and peaceful, SpawnPlacements, the nearby
cap, the yaw, checkSpawnRules and checkSpawnObstruction, finalizeSpawn for
an id alone, the 2004 burst, entity_place and the spawn poof) and delay with
its block event, in the level random's order. The client copy keeps its own
delay for the spin and puffs smoke and flames; SpawnerRenderer draws the
next mob small and turning. SpawnEggItem.useOn on a spawner sets its mob
(setEntityId), tells the player when spawner_blocks_work is off and fails in
peaceful for monsters. Breaking one pops 15 + nextInt(15) + nextInt(15)
experience whatever the tool. LAN guests get the update tag, the block event
and the entity event.

tools/test_spawner_parity.py ticks vanilla's SpawnerBlockEntity on the
natural spawn oracle's level against mobs::spawner on the same worlds (6,000
cases); tools/test_use_item_on_parity.py now covers spawn eggs on spawners.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:33:25 +02:00
Cosmic db1a895c05 fix(client): play the arrow impact sound for player hits 2026-10-14 13:22:12 -04:00
Ludovic Marie b5690ad295 Merge pull request #128 from ludovic111/perf/terrain-vertex-32
Terrain gets its own 28-byte vertex without a normal (was 36)
2026-10-14 19:20:17 +02:00
Ludovic MarieandClaude Opus 5.5 32bb3612fb Controllers: × for the PlayStation cross (the game fonts lack ✕)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:12:24 +02:00
Ludovic Marie e8ca05af19 Controllers: deadzone percentages rounded 2026-10-14 19:12:24 +02:00
Ludovic MarieandClaude Opus 5.5 ce85fd98ed Controllers: Controller options, button binds and glyphs
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:12:24 +02:00
Ludovic Marie 2470ba9b83 Merge pull request #129 from ludovic111/feat/controllers-menus
Controllers: menus, screens and inventories (virtual cursor)
2026-10-14 19:12:05 +02:00
rdbtCVS 318988d767 Fix classic options scrolling at list boundaries 2026-10-14 18:10:11 +01:00
rdbtCVS 25d1d3cc07 Fix keybind category translations 2026-10-14 18:08:06 +01:00
Ludovic MarieandClaude Opus 5.5 840e8ad4a8 Give terrain its own 28-byte vertex without a normal
Since #52 the shared vertex carried an RGBA8_SNORM face normal for
entity.wgsl's directional light, so every section vertex grew from 32 to
36 bytes although vs_terrain never reads it. Vanilla's terrain uses
DefaultVertexFormat.BLOCK (position, colour, UV0, UV2: 28 bytes): the face
shade is baked into the colour by ModelBlockRenderer and terrain.vsh only
multiplies it by the lightmap.

Sections now mesh into TerrainVertex: position, UV, the sprite layer as a
u16 (bit 15 marks opaque leaves), the two light bytes as a u16 and the
RGBA8 colour, 28 bytes. Every value the shader reads is unchanged; entity
vertices keep their normal.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:07:01 +02:00
Ludovic MarieandClaude Opus 5.5 ea93297579 Report the section arena and device memory in the control status
The status reply's renderer block gains the section vertex arena's buffer
bytes, the bytes resident sections use in it, and the backend allocator's
allocated/reserved device memory (Vulkan), to measure terrain memory.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:06:49 +02:00
Ludovic Marie 51dc44f64f Merge pull request #121 from ludovic111/fix/creeper-white-flash
OverlayTexture texels from one tested table; creepers flash white while swelling
2026-10-14 19:06:16 +02:00
rdbtCVS 90115e5574 Fix World Options pause and Escape behavior 2026-10-14 18:05:30 +01:00
Ludovic MarieandClaude Opus 5.5 5cf5b6bfd2 Ignore the settings and files the client writes to the repo root
options.txt, horizon.txt, horizon-graphics.txt and the rest showed up as
untracked after running the game from the checkout.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:05:30 +02:00
Ludovic Marie 02104eab29 Merge pull request #148 from ludovic111/release/launcher-0.1.5
Launcher 0.1.5
2026-10-14 19:04:55 +02:00
rdbtCVS 28b01e9eca Fix fall damage sounds in creative mode 2026-10-14 18:02:51 +01:00
rdbtCVS b6df5a91a9 Fix held keys getting stuck when opening Options 2026-10-14 18:02:35 +01:00
Ludovic MarieandClaude Opus 5.5 2edc69ef99 Launcher 0.1.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:59:23 +02:00
Cosmic 0dd8ed546a fix(client): apply saved settings before the title screen 2026-10-14 12:59:05 -04:00
Ludovic Marie 52975ad988 Merge pull request #132 from ludovic111/fix/release-yml-prepare
release.yml: build horizon-prepare's binary too
2026-10-14 18:46:54 +02:00
Ludovic MarieandClaude Opus 5.5 79ea17ffc5 Controllers: classic sliders are focus targets; the D-pad nudges with A held
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:42:19 +02:00
Ludovic MarieandClaude Opus 5.5 b58e96436a Controllers: Horizon-style menus' controls are focus targets too
Ui::interact records every enabled control (sidebar items, switches,
sliders, segments) as a D-pad focus target, apart from the labelled
button list horizon-ctl clicks by name.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:40:31 +02:00
Ludovic MarieandClaude Opus 5.5 cbf4b53b0c Controllers: menus, screens and inventories with a virtual cursor
The left stick moves a cursor drawn over the screen, the D-pad steps
between slots and buttons (focus_step), and A / X / the right stick send
the window the pointer events a mouse would, so every screen keeps its
own mouse behaviour (drags, sliders, scrollbars). Y quick-moves in
inventories, LB/RB switch creative tabs, B and Start go back. Focus lands
on the first button, or the held hotbar slot, when a menu opens while the
pad is in use; moving the real mouse hands the pointer back.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:40:31 +02:00
Ludovic Marie e145a32322 Merge pull request #120 from ludovic111/feat/controllers-input
Controllers: design note, gilrs input layer and gameplay
2026-10-14 18:40:10 +02:00
Ludovic MarieandClaude Opus 5.5 a28667923a release.yml: build horizon-prepare's binary too
With --bin flags, cargo builds only the named binaries of every selected
package, so -p horizon-prepare built nothing and the import checks failed on
target/release/horizon-prepare (every run since #92).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:38:13 +02:00
Cosmic f1e0b093a5 Merge newer main while retaining consumable guard and review fixes 2026-10-14 12:27:15 -04:00
Ludovic MarieandClaude Opus 5.5 e70b5e2882 Controllers: a pad press lasts at least one game tick
Vanilla samples keys once per tick, so a stick click shorter than 50 ms
(sprint) could come and go between two ticks and be lost: its release
waits for the next tick.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:25:33 +02:00
Ludovic Marie d1d727f838 Merge pull request #123 from ludovic111/feat/sounds-rust
horizon-prepare sounds: sound copy in Rust, run by the launcher (no Python for players)
2026-10-14 18:25:04 +02:00
Ludovic Marie 98c71567e3 Merge pull request #126 from ludovic111/feat/package-rust
xtask package: the release folder in Rust, replacing packaging/package.sh
2026-10-14 18:24:27 +02:00
Cosmic e9e4ef96a7 Merge main and address PR59 bucket, fire, mipmap and AI review 2026-10-14 12:19:54 -04:00
Ludovic MarieandClaude Opus 5.5 842d11efc4 xtask package: the release folder in Rust, replacing packaging/package.sh
`cargo run -p xtask -- package BINARY OUTDIR` does what package.sh did:
OUTDIR wiped and recreated, the `git archive HEAD tools
mods/horizon/src/test/java crates/horizon-prepare research-lock.json LICENSE`
tree extracted (the tar read in Rust, executables kept executable), the client,
horizon-ctl and horizon-prepare copied (.exe beside an .exe, the same error when
one is missing) and PLAY.txt. release.yml calls it; package.sh is gone.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:16:20 +02:00
Ludovic Marie 425021dda5 Merge pull request #122 from ludovic111/fix/nether-portals-94
Nether portals: vanilla timing and linking; items and mobs travel
2026-10-14 18:15:59 +02:00
Ludovic MarieandClaude Opus 5.5 b7330ac0cc Controllers: gilrs input layer, in-game movement, camera, actions and hotbar
Vanilla 26.3 has no gamepad input, so this is Horizon's own, on Bedrock's
default layout (docs/controllers.md). gilrs reads the pads; the pure part
(bindings, radial deadzones, the look curve, button edges, the
horizon-controller.txt settings file) is in gamepad.rs with unit tests.

Buttons act as the vanilla key mapping they're bound to, through the same
path a rebound keyboard key takes (the keyboard's post-rebinding handling
moves into Game::mapped_key). The left stick is an analog move vector,
the right stick turns the view per frame, LB/RB step the hotbar, B and
Start leave screens and A respawns. horizon-ctl pad injects a virtual pad.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:15:40 +02:00
Cosmic e905c10400 Address creative inventory review on current main 2026-10-14 12:11:53 -04:00
Ludovic MarieandClaude Opus 5.5 8355a6ff14 horizon-prepare sounds: the sound copy in Rust, run by the launcher
tools/fetch_sounds.py (and the lab.py functions it used) becomes
`horizon-prepare sounds` (horizon_prepare::sounds): the pinned asset index,
sounds.json and every .ogg from the player's own launcher install, each SHA-1
checked, into .local/horizon-client/<version>. The launcher runs it as part of
Prepare (in-process, the version's own binary when its sources differ and it
knows the subcommand, in-process for older versions), and a launcher install
without the assets only logs that the game will be silent. Player docs no
longer mention Python for sound.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:10:34 +02:00
Ludovic MarieandClaude Opus 5.5 74821bf188 Overlay texels from OverlayTexture, and the creeper's white flash
The hurt red and the white row's alphas come from overlay.rs, which
reproduces OverlayTexture's texels (checked against values printed by
the 26.3 JVM) and is prepended to entity.wgsl; a test parses and
validates the composed shader with naga.

Swelling creepers flash white as CreeperRenderer.getWhiteOverlayProgress
says (the white row's column, red winning while hurt; layers keep the
red only), and CreeperRenderer.scale's wobble uses the unclamped
swelling as vanilla does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:07:31 +02:00
Ludovic MarieandClaude Opus 5.5 0818190ee4 docs: controller support design note
Vanilla 26.3 has no gamepad code; Horizon's own design follows Bedrock's
default controller layout. Mapping, menus, glyphs, options file, rumble,
Steam Deck and the PR plan.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:06:50 +02:00
Cosmic 767ed4cb47 Use physical Ctrl state for stack dropping, not toggle sprint 2026-10-14 12:06:41 -04:00
Ludovic MarieandClaude Opus 5.5 1f06156649 Nether portals: vanilla timing, linking, and items and mobs travel
The player's portal timer reset to zero on any tick outside a portal and
came back from a trip with a 300-tick cooldown that only ran down outside
portals; the overworld exit search covered 32 blocks of loaded chunks;
nothing but the player could use a portal.

The player now follows Entity.setAsInsidePortal / handlePortal with
PortalProcessor (decay by 4, the cooldown of 10 that a portal keeps
resetting, players_nether_portal_default/creative_delay), and
NetherPortalBlock.getPortalDestination through the new
horizon_world::level::portal_travel: PortalForcer.findClosestPortalPosition
(16 / 128 blocks, loaded and saved chunks), createPortal,
BlockUtil.getLargestRectangleAround, PortalShape.getRelativePosition and
findCollisionFreePosition, with the turned yaw and motion and
block.portal.travel. LocalPlayer.handlePortalTransitionEffect closes
screens and plays block.portal.trigger. Items and mobs go through after one
tick with a 300-tick cooldown and wait as saved entities until their
dimension loads around the exit.

tools/test_nether_portal_parity.py compares the destination with vanilla's
getPortalDestination over two headless levels; the scene motion harness
gains portal fixtures for the player's processor and cooldown.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:06:24 +02:00
Cosmic 9f0df29d6c Keep the inventory tab in the creative screen 2026-10-14 12:05:59 -04:00
Ludovic Marie b2462d54c4 Merge pull request #116 from ludovic111/fix/world-spawn-seed
Find a new world's spawn as vanilla does (NoiseSpawnFinder, setInitialSpawn, PlayerSpawnFinder)
2026-10-14 18:04:54 +02:00
Ludovic Marie eccb222e9f Merge pull request #115 from ludovic111/fix/sweet-berries-93
Sweet berries can be planted; picking and bone meal work
2026-10-14 18:04:47 +02:00
Ludovic Marie 6915757dd4 Merge pull request #118 from ludovic111/test/entity-model-normals
entity_model harness: compare per-vertex normals with vanilla
2026-10-14 18:04:39 +02:00
Ludovic Marie 1c957610bc Merge pull request #117 from ludovic111/fix/hurt-tint-order
Apply the entity hurt and white-flash overlay in vanilla's order
2026-10-14 18:04:26 +02:00
Ludovic MarieandClaude Opus 5.5 3f61995c8b test(entity_model): compare per-vertex normals with vanilla
The entity model parity harness now draws each posed model on both sides
under LivingEntityRenderer's root transform (body yaw, scale(-1, -1, 1),
the renderer's own scale) and compares every vertex's normal as the
signed bytes written to the vertex buffer: vanilla's ModelPart.render /
Cube.compile / PoseStack.Pose.transformNormal into a capturing
VertexConsumer, packed with BufferBuilder's own normalIntValue, against
Horizon's mobs::render::draw RGBA8_SNORM normals. A part-scale override
covers negative and non-uniform part scales (trusted sign flips and
untrusted 1/scale normalisation). A one-step difference is accepted only
where vanilla's float sits at a truncation step; a posed position
checksum per drawn part is compared too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 17:52:01 +02:00
Ludovic MarieandClaude Opus 5.5 a3d3297840 Apply the entity hurt/white overlay in vanilla's order
entity.fsh mixes the OverlayTexture texel into the textured, cardinal-lit
colour and only then multiplies by the lightmap. Horizon applied the lightmap
first and mixed a 0.3 red into the vertex colour, so the red was multiplied
by the texture and never darkened: hurt mobs glowed red at night and in caves.

The vertex stage now passes the lightmap colour and the overlay texel
(0xB2FF0000 hurt red, white alpha 63 for OverlayTexture.u(1.0)) to the
fragment stage, which mixes the overlay, then the lightmap, then glint and fog.

Layers vanilla submits with OverlayTexture.NO_OVERLAY no longer take the hurt
tint: armour (EquipmentLayerRenderer, glint stays), held items
(ItemInHandLayer) and the enderman's block (CarriedBlockLayer). The TNT
minecart flash uses the white overlay on the cart's light
(TntMinecartRenderer.submitWhiteSolidBlock) instead of plain full-bright white.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 17:50:22 +02:00
Ludovic MarieandClaude Opus 5.5 7ace13cc82 Find a new world's spawn as vanilla does
Horizon searched its own spiral of 48-block steps from 0 0 for a dry,
non-leaf top block, so seed 1891623539983467248 spawned at -48 -48 where
vanilla puts the world spawn at 144 71 144 (the player then lands within
the respawn radius, 152 145 in the report).

Vanilla (MinecraftServer.setInitialSpawn): NoiseBasedChunkGenerator.
getOrigin runs NoiseSpawnFinder over the noise settings' spawn_target
points (SpawnTargetPoint.sampleFitness, a 2048/512 then 512/32 radial
search biased towards 0 0); an 11 by 11 chunk spiral around that chunk
takes the first column PlayerSpawnFinder.getSpawnPosInChunk accepts
(getLevelRespawnPos: MOTION_BLOCKING, WORLD_SURFACE and OCEAN_FLOOR
heights, no liquid, a full-topped collision shape); without one, the
origin chunk's centre at the spawn height. The first player is then
placed by PlayerSpawnFinder.findSpawn: the respawn-radius square in a
random coprime order, a free player box with liquids colliding, else the
spawn with fixupSpawnHeight; adventure mode uses the spawn as is.

horizon-world gains worldgen::spawn_finder and OverworldGenerator::origin;
the client's world_spawn module and game/initial_spawn.rs follow
setInitialSpawn and PlayerSpawnFinder, for single player and the
dedicated server alike. Flat worlds use FlatLevelSource's origin and
spawn height.

tools/test_world_spawn_parity.py compares, for the report's seed, the
chunk harness's seeds and 50 random ones, the origins
(VanillaWorldSpawnOracle against the spawn_origin example) and the
level.dat spawn of worlds created by the vanilla dedicated server and by
Horizon's. Vanilla is not deterministic on chunk corners where trees of
neighbouring chunks overlap (decoration order follows its worker
threads), so a mismatching seed reruns vanilla up to three times.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 17:49:15 +02:00
Ludovic MarieandClaude Opus 5.5 80645bf0de Sweet berries, carrots and potatoes are planted instead of eaten
A right click with food that is also a block item tried to eat it before
placing it: in creative always, in survival whenever the player was
hungry. BlockItem.useOn places first and only eats a consumable that could
not be placed (counting the use, as ItemStack.useOn does). Picking a sweet
berry bush or cave vines dropped nothing: the harvest loot
(Block.dropFromBlockInteractLootTable) is now rolled and popped. Bone meal
on a bush that can still grow grows it (SweetBerryBushBlock.useItemOn
passes it on) instead of picking it, and counts the use with its
item_interact_finish vibration. Every block placement played its sound
twice; BlockItem.place's level event is now the only one.

tools/test_use_item_on_parity.py drives vanilla's real
ServerPlayerGameMode.useItemOn (and Minecraft.startUseItem's useItem
fallback) against use_item_as_player in a headless game.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 17:43:24 +02:00
Ludovic Marie 45663c9e39 Merge pull request #98 from ludovic111/feat/logs-crash-reports
Logs and crash reports: game, launcher, CLI and MCP
2026-10-14 17:28:44 +02:00
Ludovic Marie f22e18114d Merge pull request #113 from ludovic111/feat/ctl-mouse-move
horizon-ctl: mouse-move, and turn/look-at --over through the player's mouse path
2026-10-14 17:27:01 +02:00
Cosmic 29fbebf3d7 Merge main and retain Dolphin Grace and Weaving effect flags 2026-10-14 11:25:55 -04:00
Ludovic MarieandClaude Opus 5.5 2cfeed118b horizon-ctl: mouse-move and eased turns through the player's mouse path
mouse-move DX DY (MCP mouse_move) adds relative motion to MouseHandler's
accumulated movement, so the next frame turns the player with
turnPlayer's sensitivity curve ((s*0.6F+0.2F)^3*8, no 8 while scoping),
the inverted axes and the cinematic camera, then Entity.turn. The motion
counts as a grabbed pointer in an active window until the real pointer
is grabbed or released again.

turn and look-at (and look-at-block/look-at-entity) take --over SECONDS:
the turn becomes that motion fed over the time with ease-in-out (the
shorter way round for look-at), replying once the last of it has been
turned. Without --over they still jump. turn is now an MCP tool. stop
cancels a turn in progress.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 17:18:12 +02:00
Ludovic Marie 452e2b7a9f Merge pull request #112 from ludovic111/fix/stuck-in-blocks
Cobwebs and sweet berry bushes slow the player
2026-10-14 17:16:19 +02:00
Ludovic MarieandClaude Opus 5.5 66c6bd6b13 F3 + C writes a crash report
The debug crash from #90 printed a stand-in report; it now ends the game
with a DebugCrash error that main reports as "Manually triggered debug
crash" with the stack where it was raised. The game keeps the error that
ends it as an error, not a string, so main can tell. Leading std backtrace
frames are dropped (macOS keeps them).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 17:15:20 +02:00
Ludovic Marie 6c210fe9fd Merge pull request #111 from rdbtCVS/fix/website-footer-links
Fix footer links blocked by decorative Horizon word
2026-10-14 17:13:29 +02:00
Ludovic MarieandClaude Opus 5.5 39e8bbb2f4 Cobwebs and sweet berry bushes slow the player
Entity.applyEffectsFromBlocks now runs WebBlock.entityInside and
SweetBerryBushBlock.entityInside for the player through
Player.makeStuckInBlock (no slowdown while flying, impulse context reset),
with Weaving's lighter cobweb hold and the sweet_berry_bush damage of a
grown bush while the known movement is at least 0.003 on X or Z. The scene
motion harness gains cobweb and berry-bush fixtures run through vanilla's
real applyEffectsFromBlocks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 17:10:01 +02:00
Ludovic Marie 2b9674af8f Merge pull request #108 from ludovic111/fix/wayland-fullscreen-clipboard
Keep the compositor's fullscreen; copy and paste in every text field
2026-10-14 17:08:33 +02:00
rdbtCVS 9bc9a1e159 fix(website): allow clicks through decorative footer word 2026-10-14 16:03:35 +01:00
Cosmic e828354040 Apply fluid currents to primed TNT and show fire in inventory preview 2026-10-14 11:02:27 -04:00
Ludovic MarieandClaude Opus 5.5 744b61efc3 Crash stacks start at the panicking frame, without the build machine's paths; multi-line log messages as log4j writes them
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:58:35 +02:00
Ludovic MarieandClaude Opus 5.5 1569572ba0 Game logs and crash reports; launcher crash notice; logs in the CLIs and MCP
The game writes logs/latest.log in its home like vanilla's log4j config
(client-1.21.2.xml): [HH:mm:ss] [thread/LEVEL]: message, rolled at start and
at midnight to logs/<date>-<n>.log.gz, seven a day. Messages go through the
log facade and still print their old text on stderr.

A main-thread panic or a fatal error writes
crash-reports/crash-<date>_<time>-client.txt (error, stack, Horizon and
Minecraft versions, OS, CPU, memory, GPU adapter, render settings, resource
packs, world, last 50 log lines). Development builds crash on purpose with
HORIZON_DEBUG_CRASH.

The launcher shows "Horizon crashed" when the game it started ends badly,
with Open report, Copy report, Open logs folder and Report on Discord;
Settings gets a Logs row. horizon-launcher logs and horizon-ctl logs
(--lines N, --crash) print the log's end or the newest report, and both MCP
servers have a logs tool.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:58:35 +02:00
Ludovic MarieandClaude Opus 5.5 832a8e3f46 Keep the compositor's fullscreen, and copy/paste in every text field
Fullscreen: applying settings (any option button, joining a world,
travelling, reloading packs) compared the Fullscreen option with what the
window reported and forced the window back to the option. A window made
fullscreen by the compositor (a Hyprland keybind or window rule) left
fullscreen on the next button click. The window now follows blaze3d
Window's fullscreenRequested/fullscreen pair: it is only asked to change
when the option changes (updateFullscreenIfChanged), a change the window
system makes is adopted by the option (updateFullscreenState ->
Minecraft.fullscreenStateChanged), and the window is created fullscreen
when options.txt says so.

Clipboard: Ctrl+A/C/V/X (Cmd on macOS) in the chat, signs, book and quill
(page and title), anvil, creative and recipe-book searches, the language
and pack searches, the LAN port, world name and seed, and the server name
and address boxes, through the arboard clipboard (Wayland data-control,
falling back to X11). Shortcuts follow InputWithModifiers.isCopy/isPaste/
isCut/isSelectAll on the modifier state and the layout's letter; pasted
text goes through each field's own vanilla rules: StringUtil.filterText
and setMaxLength for EditBox, line breaks kept and the 1024-character and
14-line limits for MultiLineEditBox, formatting stripped and whole-or-
nothing width checks for TextFieldHelper on signs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:57:49 +02:00
Ludovic Marie ead31a40f9 Merge pull request #100 from ludovic111/fix/launcher-self-update-message
Launcher: say the self-update succeeded (not "No such file or directory") and restart into it
2026-10-14 16:57:17 +02:00
Ludovic Marie ac96218bfe Merge pull request #104 from ludovic111/fix/particles-63-item-emitters
Particle emitters: waxing, scraping, sparks, eating, snowballs, eggs, slimes (part of #63, stacked on #96)
2026-10-14 16:51:59 +02:00
Ludovic Marie dc74a3fe71 Merge pull request #96 from ludovic111/fix/particles-63-missing-types
Particles: 29 missing vanilla particle types (part of #63)
2026-10-14 16:51:35 +02:00
Ludovic Marie 51601ba2a3 Merge pull request #91 from ludovic111/fix/particles-63-emitters
Entity particle bursts: five angry villager particles and the other bursts as in vanilla (part of #63)
2026-10-14 16:51:30 +02:00
Ludovic Marie b746580c50 Merge pull request #92 from ludovic111/rust/prepare
Prepare resources in Rust: horizon-prepare replaces the Python preparer
2026-10-14 16:43:36 +02:00
Ludovic MarieandClaude Opus 5.5 70583cbf2a Particle emitters: waxing, scraping, sparks, eating, snowballs, eggs, slimes
The new particle types now come from the events that spawn them in
vanilla.

- Level events 3003 (wax on), 3004 (wax off), 3005 (scrape):
  ParticleUtils.spawnParticlesOnBlockFaces, three to five particles on
  each face, from the client level's random. They are sent by honeycomb
  on a block (HoneycombItem.useOn), axe scraping and wax removal
  (BlockTransformer's TransformParticle.send), dispensed honeycomb, and
  copper golems being waxed or scraped.
- Level event 3002: a struck lightning rod sends sparks along its axis
  (ParticleUtils.spawnParticlesAlongAxis); without an axis they cover
  the block's faces.
- Eating: LivingEntity.spawnItemParticles, five crumbs every
  four ticks and sixteen when consumed (Consumable.onConsume), placed in
  front of the eyes and thrown along the look, as item particles in full
  colour. They were greyed terrain crumbs above the eyes. They now
  follow Consumable.shouldEmitParticlesAndSounds with the remaining ticks
  before the countdown, as LivingEntity does: six times over 32 ticks,
  not seven, each one a tick earlier.
- Snowballs (Snowball.handleEntityEvent(3)): eight item crumbs at rest.
  Eggs (ThrownEgg): eight scattered by up to 0.04 a tick.
- Slime, magma cube and sulfur cube landings (AbstractCubeMob.tick):
  size × 16 item_slime, flame or sulfur_cube_goo particles around the
  body, from draws the mob's random also makes on the server.

New harness tools/test_emitter_particles_parity.py: the real
ParticleUtils emitters and LivingEntity.spawnItemParticles.

Part of #63

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:38:38 +02:00
Cosmic cadc4698c1 Merge current main; restore player hurt sounds and bucket fluid updates 2026-10-14 10:33:06 -04:00
Ludovic MarieandClaude Opus 5.5 158e0c6346 Launcher: a self-update after the binary was replaced says it updated, and Restart re-runs it
On Linux, once the launcher's file has been replaced under the running
process (an update from the command line or another window), current_exe()
is "<path> (deleted)" and self_replace failed with "No such file or
directory". The new binary now goes to the path the launcher started from
(copy beside it, rename over it; Windows still uses self_replace), and an
update the file already has is not downloaded again. The message reads
"Updated to X. Restart the launcher to use it."; Restart execs the new
binary with the same arguments (spawn and exit on Windows) and says so if
it cannot start.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:33:02 +02:00
Ludovic MarieandClaude Opus 5.5 63bb9bc37c compare_prepare.py: a tar of the Python tree for machines without the repository; launcher formatting
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:29:33 +02:00
Ludovic MarieandClaude Opus 5.5 a995fd3b46 Prepare with horizon-prepare: launcher, release folders, messages and docs
The launcher prepares a version in-process when it ships the preparer sources
the launcher was built with, with the version's own horizon-prepare when they
differ, and with the Python script only for versions made before it. Release
folders ship horizon-prepare and its sources; resources are reused between
versions with the same preparer. The game's messages, PLAY.txt, the docs and
release builds name horizon-prepare, and tools/prepare_native_client.py is a
wrapper of it for the development tools.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:29:33 +02:00
Ludovic MarieandClaude Opus 5.5 9fa3a684c6 horizon-prepare: the resource preparation in Rust
A port of tools/prepare_native_client.py and the helpers it imported from
lab.py and the test_*_parity.py modules: the player's pinned game files are
imported and checked against research-lock.json, the client's assets and data
copied, the vanilla exporters compiled and run with the JDK (JAVA_HOME, the
PATH, or java_home on macOS, at the pinned java_major), and the resources and
their manifest written byte for byte as the script wrote them, with its
sha256-keyed skips. tools/compare_prepare.py checks that against the Python
preparer.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:29:14 +02:00
Ludovic MarieandClaude Opus 5.5 efa2f0e3be Particles: 29 missing vanilla particle types
Horizon's engine knew 91 of vanilla's 128 particle types. These come from
their real providers, constructor to tick:

- sweep_attack (AttackSweepParticle)
- glow, wax_on, wax_off, electric_spark, scrape (GlowParticle and its
  providers)
- squid_ink, glow_squid_ink (SquidInkParticle: sinks through air)
- item, item_slime, item_snowball, item_cobweb, sulfur_cube_goo
  (BreakingItemParticle: a quarter of the item's ground-model sprite in
  full colour, unlike terrain crumbs)
- flash (FireworkParticles.OverlayParticle, its sine pulse and fading
  alpha), which firework explosions now show as vanilla's Starter does
- firefly (FireflyParticle: wanders, fades in and out, vanishes inside
  blocks)
- trial_spawner_detection(_ominous) (TrialSpawnerDetectionParticle)
- trial_omen, raid_omen (SpellParticle)
- ominous_spawning (FlyStraightTowardsParticle, colour lerped like
  ARGB.srgbLerp)
- spit (ExplodeParticle falling at 0.5), fishing (WakeParticle),
  dust_plume (DustPlumeParticle)
- red/orange/yellow_poplar_leaves (FallingLeavesParticle.PoplarProvider)
- pause_mob_growth, reset_mob_growth (SimpleVerticalParticle)
- block_marker (BlockMarker)

ParticleType.getOverrideLimiter now lists every type vanilla registers
with it (gust, sonic_boom, sculk charges, campfire smoke, vault_connection
and the new ones were missing), so they show beyond 32 blocks.

The /particle commands take the new types; item particles resolve the
stack's ground model.

The particle_providers harness now builds all 120 types Horizon implements
through the real providers (1428 cases).

Part of #63

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:25:24 +02:00
Ludovic MarieandClaude Opus 5.5 383fc116c9 Entity particle bursts: as many particles as vanilla, about the body
Villagers showed one angry, happy or heart particle where vanilla's
AbstractVillager.addParticlesAroundSelf shows five, spread over the body
with Gaussian motion. Taming and love bursts were spread about the middle
of the body rather than over it, and drew from the world random.

particles::around_self places a burst as the client handlers do: per
particle three Gaussian speeds, then getRandomX(1), getRandomY() + y,
getRandomZ(1). Burst holds the counts, speeds and heights vanilla uses,
and entity_event_burst maps entity events to them. The client side uses
the particle engine's random, so no server draw moves.

- villager hurt by a player, failed breeding (13), breeding hearts and
  the child's (12), trades, job sites and beds (14): five particles about
  the villager, not one 1.8 above its feet.
- wolf, cat, parrot, nautilus and horse taming (7/6): seven hearts or
  smoke about the body.
- allay duplication (18): three hearts about the allay.
- llama growth from food: one particle at rest about the body.
- animals in love: the heart moves at the Gaussian speeds already drawn,
  exactly where vanilla puts it; forced growth's particle sits where it
  was placed (sendParticles with no spread) instead of being jittered.

New harness tools/test_entity_particles_parity.py: the real client
handleEntityEvent of Villager, Animal, TamableAnimal, AbstractHorse,
Ocelot, Dolphin and Allay against entity_event_burst and around_self.

Part of #63

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:13:38 +02:00
Ludovic Marie 27fc327195 Merge pull request #90 from ludovic111/fix/f3-combos-73
F3 key combinations, as 26.3's KeyboardHandler runs them
2026-10-14 16:12:40 +02:00
Ludovic Marie ada71df410 Merge pull request #89 from ludovic111/fix/particles-63-providers
Particles: vanilla random streams, and fixes to 20 providers (part of #63)
2026-10-14 16:08:48 +02:00
Cosmic 2236c9607f Apply burning-time scaling to Fire Aspect ignition too 2026-10-14 10:08:37 -04:00
Ludovic MarieandClaude Opus 5.5 70fad91ee5 F3 key combinations, as 26.3's KeyboardHandler runs them
F3 only toggled the debug overlay. 26.3 makes the debug keys rebindable
mappings (key.debug.*): the modifier (F3) held with another key runs
handleDebugKeys, released alone toggles the overlay unless it was used as
a modifier; F3+Escape pauses without the menu; F3+C held ten seconds
crashes the game.

- debug_keys: KeyboardHandler.keyPress's state (usedDebugKeyAsModifier,
  the modifier's down state, debugCrashKeyTime) and tick, with the actions
  in handleDebugKeys' order; unit tests replay key sequences.
- gizmos: 26.3's gizmo lines (colour, width in pixels, near-plane clip as
  GizmoFeatureRenderer.buildLines), ChunkBorderRenderer's geometry and
  EntityHitboxDebugRenderer's boxes, eye lines and view arrows; a coloured
  line pipeline draws them, depth tested or always on top.
- game/debug_keys: the actions. F3+A rebuilds every section, B hitboxes,
  C copies the location (/execute in ... run tp @s, %.2f half up), D
  clears chat, G chunk borders, H advanced tooltips (options.txt), I copies
  /setblock or /summon with data (Shift: client side), N toggles spectator
  and the previous mode with /gamemode's feedback, P pause on lost focus,
  T reloads resource packs, V dumps the version, X improved transparency;
  F4 without permission says debug.gamemodes.error. Messages carry the bold
  [Debug]: prefix in yellow (red for the crash countdown).
- PauseScreen(false): only "Game Paused" at the top; the
  pauseOnLostFocus option now decides whether losing focus pauses.
- The clipboard through arboard; `horizon-ctl status` reports the debug
  state and the text last copied.

Fixes #73

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:08:26 +02:00
Cosmic f3dda9c412 Address PR59 review: axolotl timers, fluid and fire parity, persistence and Rust tests 2026-10-14 10:05:41 -04:00
Ludovic Marie f881917d91 Merge pull request #88 from ludovic111/fix/powdered-snow-62
Powder snow: sinking, freezing, leather boots, buckets and falling blocks
2026-10-14 15:57:54 +02:00
Ludovic MarieandClaude Opus 5.5 d9461c6d2d Particles: build each one with vanilla's random streams, fix the providers that differed
Every vanilla Particle owns a RandomSource.create() of its own; providers
draw from ParticleEngine.random, a few from ClientLevel.random, and spells
from SpellParticle.RANDOM. Horizon drew everything from one generator, so
draws landed on the wrong stream. Particles now carry their own random,
and provider, level and spell draws use theirs, as in vanilla.

Fixed against the real providers:
- gust / small_gust: SingleQuadParticle(x, y, z) constructor, so the
  12..15 tick lifetime comes out of the right draws.
- explosion_emitter, gust emitters: NoRenderParticle draws no quad size.
- effect, instant_effect, entity_effect, witch, infested: x/z motion from
  SpellParticle.RANDOM; the witch's brightness from the provider.
- landing_honey, landing_obsidian_tear, falling_nectar, spore_blossom_air,
  crimson_spore, warped_spore, white_ash, sculk_charge(_pop), dolphin:
  provider draws (lifetimes, motion, alpha) from the provider random, after
  or before the sprite as the provider orders them; crimson spore motion
  scaled by the float constants; composter lifetime from the level random.
- enchanted_hit: MagicProvider's 0.3/0.8 tint after the constructor tick;
  damage_indicator lives 20 ticks (DamageIndicatorProvider).
- note: colour from Mth.sin's table.
- shriek: one random sprite, not animated.
- trail: Particle(x, y, z, xa, ya, za) constructor, ARGB.scaleRGB on the
  8-bit channels, Mth.lerp towards the target including the last tick.
- firework sparks: full bright (SimpleAnimatedParticle.getLightCoords).

New parity harness tools/test_particle_providers_parity.py: the real
ParticleResources providers build every type Horizon implements in a
stand-in ClientLevel (air, optionally a stone floor); the oracle recovers
each particle's clock-seeded random and the probe replays it; state,
requested particles and sounds are compared tick by tick.

Part of #63

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 15:53:34 +02:00
Ludovic MarieandClaude Opus 5.5 6ce83021b5 Powder snow: sinking, freezing, leather boots, buckets and falling blocks
Powder snow was inert: the player's collision context never carried its
fall distance or boots, block-inside effects never ran for the player,
frozen ticks stayed 0 and the empty bucket only took fluids.

Player (PlayerMotion, LivingEntity.aiStep order):
- PowderSnowBlock.getCollisionShape gets the player's fall distance and
  leather boots: it sinks through, walks on top in leather boots (sinks
  when crouching), lands on the 0.9-high shape after a fall of more
  than 2.5 blocks.
- Entity.applyEffectsFromBlocks over this tick's movement path (the
  ported block sweep, StepBasedCollector steps): entityInside makes it
  stuck (0.9, 1.5, 0.9) while its feet are in powder snow and sends the
  server's snowflake from the level random; FREEZE sets isInPowderSnow
  and adds a frozen tick per step; EXTINGUISH destroys the snow if the
  player burns and puts the fire out. ServerPlayer.onInsideBlock fires
  enter_block for every block entered (which also unlocks the boat
  recipes in water, and the end gateway advancement).
- baseTick's wasInPowderSnow lets leather boots climb out (living_air).
- Server freezing: thawing 2 a tick, the powder_snow frost modifier
  (-0.05 x percent frozen, not over air), freeze damage every 40 ticks
  when fully frozen; leather armor (#freeze_immune_wearables) and
  spectators don't freeze.
- HUD: the powder snow outline overlay and frozen hearts.

Items and blocks:
- BucketItem.use on powder snow: pickupBlock (2001), used statistic,
  fill sound, FLUID_PICKUP, createFilledResult, filled_bucket trigger.
- SolidBucketItem: the empty_powder_snow place sound and an empty bucket
  back in survival.
- Falling blocks land on powder snow, or end up inside it and break
  after a fall of more than 2.5 blocks.

test_native_scene_motion gains powder snow fixtures ("snow_tick": the
oracle runs vanilla's real applyEffectsFromBlocks and freezing) and
prints frozen ticks, the snow flags and the stuck multiplier.

Fixes #62

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 15:45:55 +02:00
Ludovic Marie 6f2823b652 Merge pull request #87 from ludovic111/fix/physical-shift-77
Read the physical Shift keys in container screens and drop a stack clicked outside
2026-10-14 15:44:49 +02:00
Ludovic Marie 4e36b2a217 Merge pull request #85 from ludovic111/fix/resource-packs-72
Resource packs: reload everything in game and merge stacked files like vanilla (fixes #72)
2026-10-14 15:44:44 +02:00
Ludovic Marie 4ce9a5642d Merge pull request #86 from ludovic111/fix/wolf-advancements-65
Match the variant components of entity predicates (taming grants only Best Friends Forever)
2026-10-14 15:42:26 +02:00
Ludovic Marie 2b5313b943 Merge pull request #81 from ludovic111/fix/feeding-sounds-68
Feeding sounds: each animal's own eating sound, or none, as in vanilla
2026-10-14 15:42:21 +02:00
Ludovic Marie 6ca6d0b919 Merge pull request #83 from ludovic111/fix/hand-sway-66
Hand sway: the first-person hands lag behind the view, as in vanilla
2026-10-14 15:42:12 +02:00
Ludovic Marie a56d63d03f Merge pull request #82 from ludovic111/fix/gamerules-persist-74
Game rules: save them with the world once, as they are now; save on Quit
2026-10-14 15:42:01 +02:00
Ludovic Marie 8dd63c69ef Merge pull request #84 from ludovic111/fix/fire-charge-pitch
Give the fire charge's use sound its own pitch
2026-10-14 15:41:51 +02:00
Ludovic MarieandClaude Opus 5.5 0b362e270f Match the variant components of entity predicates
Taming any wolf also granted The Whole Pack and A Complete Catalogue: entity
predicates treated minecraft:components as always true, so every
tame_animal criterion of those advancements (one per wolf or cat variant)
matched the first animal tamed. EntityPredicate tests them with
DataComponentExactPredicate against what the entity reports through
Entity.get (Wolf.get(WOLF_VARIANT) and so on): mobs now report their variant
component (wolf, cat, frog, pig, cow, chicken, zombie nautilus) and the
predicate compares it, an absent component never matching.

Checked against the real EntityPredicate of every criterion of the variant
advancements on real entities of every variant by
tools/test_entity_components_parity.py.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 15:33:50 +02:00
Ludovic MarieandClaude Opus 5.5 0d0378916b Resource packs: reload everything in game and merge stacked files like vanilla (#72)
Choosing packs in the Resource Packs screen only reloaded the GUI atlas
(and only when it kept its size), item models and languages; block
textures and models changed after a restart, and sounds, clouds and the
world border never did. Block textures were also squeezed to 16x16, and
the pack overlay took every file from the top pack, so a pack's own
en_us.json, sounds.json, font or atlas definition replaced vanilla's
instead of adding to it (all other text, or every vanilla sound, gone).

- Minecraft.reloadResourcePacks: rebuild block sprites and models, mesh
  tables, the shared atlas, item models, sounds, languages, GUI
  metadata, clouds.png and forcefield.png from the new overlay; swap the
  mesher's context (workers read it per job), mesh every loaded section
  again (LevelRenderer.allChanged) and build a renderer with the new
  textures. Nothing switches if loading fails.
- The block sprite array takes the largest texture's resolution (power
  of two, at most 256 MiB), so 32x/64x packs keep their detail;
  animations upload at that size.
- Files vanilla reads as resource stacks are merged in the overlay:
  ClientLanguage (keys override), SoundManager (sounds add up unless an
  event replaces; a sounds.json Gson rejects is skipped whole),
  FontManager (top pack's providers first), SpriteSourceList (sources
  bottom up). Languages are read from every namespace, not only
  minecraft.
- Missing or broken block textures use vanilla's missing texture; packs
  that still break startup fall back to the default resources
  (Minecraft.rollbackResourcePacks).
- Open Pack Folder opens the folder on macOS and Windows too.

tools/test_resource_pack_parity.py checks pack discovery, overlays,
filters, which pack provides a file and the merged languages, sounds,
fonts and atlases against vanilla's FolderRepositorySource,
MultiPackResourceManager and reload listeners.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 15:33:34 +02:00
Ludovic MarieandClaude Opus 5.5 d75ad778e3 Read the physical Shift keys in container screens and drop a stack clicked outside
Quick move, the recipe book's place-all, its search box and the hold-Shift
tooltips read self.keys, which holds remapped and toggled keys: with toggle
sneak, a Left Shift press behind a screen is dropped by the sneak mapping and
sync_toggle then removes ShiftLeft. Vanilla reads the event's own modifiers
(InputWithModifiers.hasShiftDown) or Screen.hasShiftDown: the physical keys.
Track them in physical_keys and read them through has_shift_down.

Clicking outside the window did nothing. AbstractContainerScreen.mouseClicked
sends slot -999 when hasClickedOutside (AbstractRecipeBookScreen's rule when
the screen has a book): a held stack starts a quick craft drag whose release
sends PICKUP -999, which AbstractContainerMenu.doClick turns into a drop of
the stack (left) or one item (right), thrown from the hand with a swing. The
mouse handling is now horizon_client::container_screen, checked against the
real screens by tools/test_container_screen_parity.py; servers get the same
ContainerClick.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 15:31:49 +02:00
Ludovic MarieandClaude Opus 5.5 84adffc3f2 Hand sway: the first-person hands lag behind the view, as in vanilla
Vanilla keeps xBob and yBob on the LocalPlayer: applyInput eases them
halfway to the player's rotation every tick, and
FirstPersonHandsAndItemsRenderer turns both hands by
(viewXRot - xBob) * 0.1 degrees about X, then (viewYRot - yBob) * 0.1 about
Y, before drawing either (FirstPersonHandsAndItems.extractRenderState
interpolates the bobs). Horizon drew the hands fixed to the view.

- first_person::HandSway: the bobs, applyInput's tick and the rotation.
- The game ticks it with the hands and resets it where vanilla makes a new
  LocalPlayer (joining, respawning, changing dimension, leaving the End);
  hand_geometry turns the arm, held items and maps by it.

The first-person harness's steps can turn the player: the oracle sets the
LocalPlayer's rotation and calls the real applyInput, and both sides print
xBob, yBob, xBobO and yBobO every tick (turning scenarios plus random turns
in the random cases).

Fixes #66

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 15:30:30 +02:00
Ludovic MarieandClaude Opus 5.5 162e3d36f7 Give the fire charge's use sound its own pitch
Placing fire with a fire charge played item.firecharge.use at the flint and
steel's pitch (nextFloat * 0.4 + 0.8, one draw). FireChargeItem.playSound
uses (nextFloat - nextFloat) * 0.2 + 1.0, two draws from the level random.
The pitch is now horizon_client::items::fire_starter_pitch, checked against
the real FireChargeItem.playSound by tools/test_fire_starter_sound_parity.py.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 15:27:13 +02:00
Ludovic MarieandClaude Opus 5.5 9bbb674184 Game rules: save them with the world once, as they are now; save on Quit
Game rules lived twice: Level (loaded when the world opened, written to
data/minecraft/game_rules.dat by Level::write) and the rules the game and
/gamerule use. Every save wrote the file first with the rules loaded at
open, then again with the current ones; a failed second write (on Windows a
file just renamed into place can be held briefly by the indexer or an
antivirus) was only logged, leaving the old rules on disk, so the world
opened with them again.

- sync_level copies the current rules into Level, and Level::write is the
  only writer of game_rules.dat (written as vanilla writes saved data:
  `_new`, then renamed over the old file).
- The world is saved when the application ends without a window close
  (ApplicationHandler::exiting): on macOS, Quit (Cmd+Q) ends the
  application through applicationWillTerminate, while vanilla's GLFW window
  turns it into a window close and Minecraft.stop saves the world. Window
  close, `horizon-ctl quit` and exiting share save_for_exit, which saves
  once.

Tests: a unit test writes changed rules through Level::write and reads them
back (GameRules::load and Level::read); the save round-trip harness has
Horizon's player change a rule with /gamerule before saving and requires the
new value in the world vanilla then loads.

Fixes #74

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 15:16:32 +02:00
Ludovic MarieandClaude Opus 5.5 f1cc118df0 Feeding sounds: each animal's own eating sound, or none, as in vanilla
Animal.mobInteract plays playEatingSound(), which is empty in Animal and
overridden only by armadillos, cats, foxes, frogs, goats, pigs, sniffers and
sulfur cubes (plus nautili). Horizon fell back to entity.generic.eat for every
other animal (cows, sheep, chickens, rabbits, turtles, bees...), with a level
random pitch instead of each class's volume and pitch.

- mobs::ai::eating_sound: the overrides with their exact volume and pitch
  (makeSound with the voice pitch, playSound(1, 1), or Level.playSound with
  Mth.randomBetween(0.8, 1.2)); silent otherwise.
- mobs::ai::feed_animal: Animal.mobInteract's food part, shared by the game
  and the mob AI probe; Strider.mobInteract adds entity.strider.eat.
- AgeableMob.ageUp(seconds, true): forcedAge and the forced-age particle
  timer, whose positions draw from the mob's random on the server.
- Tame wolves and cats healed with food: TamableAnimal.feed (wolves silent).
- Parrots: Parrot.isFood is false; wild ones take parrot food with
  entity.parrot.eat and a one-in-ten taming chance.
- Baby pigs and chickens use their sound variant's baby_sounds.

The mob AI harness gains a `feed TICK MOB ITEM` event (the oracle calls the
real Animal.mobInteract) and feeding scenarios for adult and baby cows, pigs,
sheep and chickens.

Fixes #68

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 15:15:15 +02:00
Ludovic Marie 66ce394d2d Merge pull request #80 from ludovic111/fix/composters-70
Composters take compostable items by hand, from hoppers and from droppers
2026-10-14 15:09:21 +02:00
Ludovic Marie b4c63fa207 Merge pull request #78 from ludovic111/fix/rain-length-71
Rain and snow: tile the weather texture like WeatherEffectRenderer (fixes #71)
2026-10-14 15:09:11 +02:00
Ludovic Marie 97d3282161 Merge pull request #79 from ludovic111/fix/cloud-distance-67
Clouds: draw to the Cloud Distance option, not the render distance (fixes #67)
2026-10-14 15:09:07 +02:00
Ludovic Marie 115b0b856b Merge pull request #76 from ludovic111/fix/furnace-progress-69
Furnaces keep their cooking progress across menu clicks
2026-10-14 15:09:03 +02:00
Ludovic MarieandClaude Opus 5.5 0d3628a035 Composters take compostable items by hand, from hoppers and from droppers
Right-clicking a composter with wheat (or any compostable item) did
nothing: ComposterBlock.useItemOn wasn't implemented, only emptying a
full composter. Hoppers and droppers didn't see the composter as a
container either, and a hopper under one sucked items through it.

- useItemOn: below level 7 a compostable item adds a layer with the
  chance of its compostable component's provider (evaluated in the
  block-interaction loot context, drawing from the level random), then
  level event 1500, the used statistic and one item consumed (none in
  creative); level 7 still consumes the action; a full composter falls
  through to useWithoutItem and empties.
- Level event 1500 (handleFill): composter.fill(_success) and ten
  composter particles above the compost.
- getContainer: the input container takes one compostable item from
  above (hoppers, droppers, crafters), the output container gives a
  hopper below the bone meal of a full composter, emptying it twice as
  vanilla's setChanged calls do (and losing it when the hopper is full);
  levels 7 and other faces refuse.

tools/test_composter_parity.py runs right-clicks, hoppers above and
below, and droppers into composters at every level through
VanillaDispenserOracle (new "use" and "hopper" actions) and the game's
dispense fixture.

Fixes #70

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 15:00:41 +02:00
Ludovic MarieandClaude Opus 5.5 12eca8a5c1 Clouds: draw to the Cloud Distance option, not the render distance (#67)
The cloud mesh radius came from the render distance, the far plane was
capped at max(4 x render distance, 1024) and the cloud fog end was a
constant 2048, so lowering the render distance cut the clouds short.
Vanilla ties all three to options.cloudRange: CloudRenderer.prepare
builds ceil(range * 16 / 12) cells, Camera.depthFar is
max(4 x render distance, range * 16) (also the hand projection, the
frustum and the world border), and AtmosphericFogEnvironment ends
cloud fog at min(range * 16, visual/cloud_fog_end_distance).

The cloud render harness now checks the radius for Cloud Distance
2..128 against the shipped mesh builder, and the environment harness
covers visual/cloud_fog_end_distance.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 14:38:52 +02:00
Ludovic MarieandClaude Opus 5.5 8c0586db4b Furnaces keep their cooking progress across menu clicks
A click in the furnace menu reset the cooking timer whatever it did.
AbstractFurnaceBlockEntity.setItem restarts cooking only when the input
slot gets something other than the same item with the same components,
and menu clicks that take part of the input or merge into it never call
it. Furnace::input_clicked applies that after each click, with the new
input's total cook time.

test_menu_click_parity gains furnace_be, blast_furnace_be and smoker_be:
the server's furnace menus over real block entities, comparing the
cooking data slots after every click.

Fixes #69

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 14:34:32 +02:00
Ludovic MarieandClaude Opus 5.5 b723ef9828 Rain and snow: tile the weather texture like WeatherEffectRenderer (#71)
Horizon stretched a quarter of rain.png over each whole column, up to
20 blocks tall, so streaks were about five times too long. Vanilla
advances v by a quarter per block and lets the sampler repeat, so the
texture repeats every 4 blocks. Port createRainColumnInstance,
createSnowColumnInstance and prepareInstances exactly (seeded column
speed, game-time scroll, snow drift and brightening, camera-block size
table, square radius from the Weather Radius option, alpha falloff,
precipitation at the camera's y), and split each quad at the texture
seams so the atlas sprite repeats.

tools/test_weather_render_parity.py compares the columns and quads
with the shipped renderer.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 14:34:26 +02:00
Cosmic 726f88fcfc Fix axolotl AI, fluid and fire integration, and world-local progress
Bind resident environment kernels and real fire clocks, fix sprite uploads and flame material, restore swim speed, throttle item lava audio, and emit fire extinguish events. Reset world-entry progress state without deleting saved data. Exact axolotl replay parity remains deferred to issue #64.
2026-10-14 02:20:13 -04:00
Cosmic 778890207a Merge remote-tracking branch 'origin/main' into fix/vanilla-item-use-animations 2026-10-13 22:41:21 -04:00
Cosmic 5903b5981d Fix item-use feedback, ranged poses, arrows and elytra rendering 2026-10-13 22:41:21 -04:00
Ludovic Marie 6c1000a374 Merge pull request #58 from ludovic111/remove-roadmap
Remove the roadmap
2026-10-14 02:24:25 +02:00
Ludovic MarieandClaude Sonnet 5.5 71cee5279c Remove the roadmap from the README, the website and the launcher
The README keeps the parity table, and its known differences move to a
Known issues section. The website drops the What's next section and its
nav links, and no longer fetches or requires a Roadmap section. The
launcher drops its What's next page, `next` subcommand and `roadmap`
MCP tool.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-14 02:18:29 +02:00
Ludovic Marie d1cf9b4930 Merge pull request #57 from ludovic111/website/contributors
Website: add a Contributors block to the community section
2026-10-14 02:06:21 +02:00
Ludovic MarieandClaude Sonnet 5.5 2b7c72255c Website: add a Contributors block to the community section
Lists the GitHub contributors of ludovic111/horizon (bots left out, the
owner first) with avatar, login, commit count and a link to the profile.
Built in by build.mjs like the releases (the build still succeeds when
GitHub does not answer, and the block stays hidden until the page loads
it) and refreshed by the page from the API. Adds a nav and menu entry,
lets avatars.githubusercontent.com through img-src, and updates the
README, LEGAL.md and the privacy note.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-14 02:01:43 +02:00
Ludovic Marie e5c061dba6 Merge branch 'pr-54' into merge-54 2026-10-14 01:07:56 +02:00
Ludovic Marie 3879ca8ec7 Merge remote-tracking branch 'origin/worldgen-trees' into merge-55 2026-10-14 00:51:14 +02:00
Ludovic MarieandClaude Opus 5.5 069acd9aba Streaming: wait only for lower-ranked chunks that can be decorated
A chunk in the decoration range whose diagonal neighbour falls outside the
generation range never gets its 3x3 protos, so it must not hold back the
higher-ranked chunks within two of it. Render distances 2, 5 and 12 load and
keep loading while flying without stalling.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 00:19:43 +02:00
Cosmic 1499c2a888 Fix GUI item lighting, preview seams and glyph bleeding 2026-10-13 18:16:09 -04:00
Ludovic MarieandClaude Opus 5.5 2c57fcc09f decorated_region: compare fully decorated regions decorated in vanilla's order
A new harness decorates a 13x13-chunk area around each site, on both sides,
in the order vanilla's chunk scheduler uses around a player standing there
(chunk_dump HORIZON_LIST_ORDER prints decoration_order::vanilla_order), and
compares every block state, quart biome, block entity and scheduled tick:
the two reported spots on seed 1891623539983467248 (taiga trees at
204 -239; a stronghold with sculk and a geode at 4870 401), eleven tree-heavy
biomes and the nearest mineshaft, village, ancient city and trial chambers of
two seeds. 21 sites, 3,549 chunks, 0 differences.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 00:09:59 +02:00
Ludovic MarieandClaude Opus 5.5 317da28481 Structure pieces schedule the fluid ticks of the fluids they place
StructurePiece.placeBlock schedules a tick for the fluid of every block it
sets (the lava of a stronghold's portal room, a fortress's lava wells, water
in a monument or a mineshaft); in a WorldGenRegion it lands in the proto
chunk and runs once the chunk is live. The port treated it as a no-op, so
those fluids sat still until a neighbour changed.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 00:04:56 +02:00
Ludovic MarieandClaude Opus 5.5 147ea6661f Decorate chunks around the player in vanilla's order
Biome decoration is order dependent: a chunk's features write into its
neighbours, so a tree, ore blob or sculk patch placed first changes where the
next chunk's features fit and how many random draws they take. Horizon's
streamer decorated whichever chunk had its 3x3 protos ready, nearest first but
spread over non-overlapping regions for parallelism; around a teleported
player that swapped 45% of the overlapping chunk pairs against vanilla (whose
own runs swap 6%), and grew visibly different forests (seed
1891623539983467248 at 204 108 -239), ore veins, sculk and geodes.

worldgen::decoration_order replays vanilla's chunk scheduler for a standing
player: loading tickets ring by ring in fastutil hash order, four in flight,
FULL tasks decorating their 3x3 squares x-outer by level, INITIALIZE_LIGHT
tasks themselves, a ticket released once its 5x5 square is full. The streamer
ranks chunks with it whenever the player's chunk or the render distance
changes and decorates a chunk only when no lower-ranked chunk within two of it
is still waiting, so chunks further apart still decorate in parallel. Around
that spot the decorated blocks that differ from a vanilla server fall from
about 9000 to about 1000 (two vanilla runs differ by about 200).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 23:55:01 +02:00
Ludovic Marie 19ec3213fd Merge remote-tracking branch 'origin/review-52' into merge-52 2026-10-13 23:38:55 +02:00
Ludovic MarieandClaude Opus 5.5 4c4e579d3f Generated chunks keep the ticks their features scheduled
VanillaTerrain::finish dropped the proto chunk's block and fluid ticks; vanilla's
LevelChunk takes them over from the ProtoChunk (unpackBlockTicks), so the leaf
re-measurements and the fluid ticks of lakes and springs run once the chunk is
live. They now travel in the chunk's ChunkExtras, like a saved chunk's ticks,
and register with the level's scheduler on arrival; block ticks are translated
from worldgen's default state ids to the game's block indices.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 23:38:02 +02:00
Ludovic MarieandClaude Opus 5.5 2c8de2b015 chunk_generation: compare scheduled ticks; HORIZON_ORDER decoration order
Both dumps list each proto chunk's scheduled block and fluid ticks in
scheduling order (`t block|fluid NAME X Y Z PRIORITY`) and the harness
compares them: they run once the chunk is live, and the leaf ticks of
updateShapeAtEdge were missing without any block differing at FEATURES.

HORIZON_ORDER names a file of `x z` lines both sides decorate in, instead of
row-major: decoration is order dependent (a chunk's features write into its
neighbours), and vanilla's chunk system decorates around a player in its own
order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 23:38:02 +02:00
Ludovic MarieandClaude Opus 5.5 897ca2aa5e Worldgen shape updates schedule their ticks in the proto chunks
StructureTemplate.updateShapeAtEdge (every tree, structure pieces) and
Block.updateFromNeighbourShapes run updateShape on a WorldGenRegion, where
LeavesBlock.updateShape schedules a one-tick block tick to re-measure its
distance and waterlogged blocks schedule fluid ticks: vanilla keeps them in
ProtoChunkTicks and runs them once the chunk is live. Horizon ran updateShape
against a throwaway tick scheduler and lost them, so leaves where trees
overlap kept the distance their own tree gave them (one more than vanilla's
for thousands of leaves in a taiga), and could decay where vanilla's don't.

level::Ticks gains a capture mode; the decoration world schedules what a
shape update captured, in order, before the update's own setBlock.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 23:38:02 +02:00
Ludovic Marie 8ad1e52067 Merge remote-tracking branch 'origin/trading' into merge-50-53 2026-10-13 23:30:15 +02:00
Ludovic Marie 373fa31a35 Merge remote-tracking branch 'origin/agent-control' into merge-50-53 2026-10-13 23:30:15 +02:00
Ludovic MarieandClaude Opus 5.5 0944280fb3 Merge PR #52 (entity directional lighting) into review-52
Conflicts with #51: entity.wgsl keeps the crumbling sprite UVs and
samples with the per-face colour; gfx.rs keeps crumbling_sprite and
outline_params and puts the Nether flag in time.y; game.rs keeps #51's
breaking and cloud geometry. #51's new vertices (breaking decals,
cloud faces, the batching test) get the new zero normal, so they stay
unshaded.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 23:18:40 +02:00
Ludovic Marie a72dd98e2a Merge pull request #51 from ludovic111/review-cosmic
Cosmic's camera, breaking, clouds and outline fixes (#42 + #47), integrated
2026-10-13 23:14:30 +02:00
Cosmic 7b21d4bc6c fix(client): restore directional lighting for mob models 2026-10-13 17:08:34 -04:00
Ludovic MarieandClaude Opus 5.5 c810a3213c Wandering traders trade again: only villagers refuse while asleep
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 23:07:02 +02:00
Ludovic Marie 193c08e90f Merge remote-tracking branch 'origin/main' into review-cosmic 2026-10-13 23:06:15 +02:00
Ludovic MarieandClaude Opus 5.5 393d113dfb Merchant screen: the restock tooltip over an out-of-stock result
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 23:02:59 +02:00
Ludovic MarieandClaude Opus 5.5 92209ddeee Trading on the dedicated server, compared with vanilla's
test_dedicated_server_parity summons a librarian beside the spawn and the
vanilla protocol client right-clicks it: the OpenScreen packet (title as
Entity.getDisplayName, UUIDs left out) and the MerchantOffers packet must
match vanilla's server. Villagers keep Xp, LastRestock and RestocksToday
before their offers are made (vanilla's null offers).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 23:01:02 +02:00
Ludovic MarieandClaude Opus 5.5 5cb14ee496 Trade over the network: LAN guests and Horizon as a client
The host hands a trading screen a guest's interaction opens to that guest:
OpenScreen (minecraft:merchant), MerchantOffers when the offers change,
the select trade packet, container clicks run on the merchant menu engine,
the TRADE reputation event and prices for the guest's UUID, the payment back
on close. As a client, Horizon shows a server's trading window from its
MerchantOffers and sends select trade and clicks. Stored enchantments, dyed
colours and map ids now travel in item stacks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:44:16 +02:00
Ludovic Marie 5a5e8ffa71 Merge pull request #49 from ludovic111/creative
Creative inventory: every tab and the search as vanilla builds them; scrollbar drag
2026-10-13 22:41:39 +02:00
Ludovic MarieandClaude Opus 5.5 d17e5da848 Merge origin/main into review-cosmic
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:32:35 +02:00
Ludovic MarieandClaude Opus 5.5 7fab5ec1ff test_creative_parity: no Rust scope (creative.rs reaches item_data and save)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:30:39 +02:00
Ludovic MarieandClaude Opus 5.5 43cff3b44e Trade in game through the verified merchant menu
The trading screen runs MerchantMenu on the menu engine with the villager's
merchant::Session: level-ups add offers while it is open, prices follow the
TRADE reputation event a tick later, orbs drop at the villager with its own
random, the yes/no voice and regeneration as vanilla; special prices stay
after closing. Offers use the world's RandomSequences (now saved as
random_sequences.dat), the villager's position, its namespaced type (desert,
snow... trades) and exploration maps found through /locate.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:30:33 +02:00
Ludovic MarieandClaude Opus 5.5 2e7e249096 Merge #47 (selection outline width and depth) into review-cosmic
Resolve the gfx.rs conflict with #42 and keep the shared Globals uniform
consistent: Rust, terrain.wgsl and entity.wgsl now all end with
time, crumbling_sprite, outline_params. The automatic merge left
terrain.wgsl reading outline_params at crumbling_sprite's offset. A test
compares the three declarations.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:29:31 +02:00
Ludovic Marie 59ce240633 Merge pull request #48 from ludovic111/sound-menus
Fix the looping grass-step sound; classic menus lead back to Horizon's
2026-10-13 22:28:47 +02:00
Ludovic MarieandClaude Opus 5.5 502c8b9311 agent_control_e2e: pick up a drop from within a block (it can land under the trunk)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:28:14 +02:00
Ludovic Marie 2ee7d7af9f Merge branch 'pr-42' into review-cosmic 2026-10-13 22:26:55 +02:00
Ludovic MarieandClaude Opus 5.5 a3dd34a8f3 Trading parity harness: offers, prices, restocks, the merchant menu and NBT against vanilla
VanillaTradingOracle runs villagers, wandering traders and MerchantMenu on a
real flat server; trading_fixture runs horizon_client::merchant and a new
merchant kind of the menu engine (MerchantContainer, MerchantResultSlot,
tryMoveItems, quick move) over a merchant::Session. Generation now covers
random dyes, random potions, stew effects, exploration maps (a MapMaker hook),
sum/binomial providers and the trade's max uses / xp / discount providers;
getRecipeFor honours the selection hint as vanilla, Offers leave defaults out.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:25:27 +02:00
Ludovic MarieandClaude Opus 5.5 299280baa2 Classic menus: Menu Style on the Video Settings page leads back to Horizon's
Choosing Classic in Options > Interface left no way back. The classic
Video Settings page, which already starts with Horizon's graphics row,
gets a Horizon-only "Menu Style: Classic" button below it: it switches to
Horizon's menus, saves horizon.txt and opens Options > Interface. The
classic main Options screen keeps vanilla's exact layout.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:24:57 +02:00
Ludovic MarieandClaude Opus 5.5 60fc617402 Sound: player footsteps once per metre walked, not every tick
The client's MotionWorld.apply_movement_emission pushed a footstep event
on every Entity.move, and the game played the block's step sound for
each. Gravity moves a grounded player every tick, so standing on grass
played block.grass.step 20 times a second, overlapping into an endless
rustle (19 instances alive at once). The audio stream had been muted by a
saved WirePlumber setting until v2026.10.13.1, which hid it.

Route the player through horizon_world::movement_emission (vanilla's
applyMovementEmissionAndPlaySound: moveDist, nextStep, the supporting
block checks) with Player.getMovementEmission (nothing while flying or
sneaking on the ground). The status sound census now lists the events
holding channels, which is how the loop was found.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:24:57 +02:00
Ludovic MarieandClaude Opus 5.5 cac89a9995 Creative inventory: every tab and the search as vanilla builds them; scrollbar drag
The creative-tabs.json export failed to build the functional blocks tab (no
data-pack registries: banner patterns), and its fallback read decompiled
sources from a path that no longer exists, so the tab was empty and anvils,
crafting and smithing tables were missing from the tabs and the search. The
search also matched only an approximate display name.

VanillaCreativeTabsExporter now builds every tab with vanilla's own
CreativeModeTabs.tryRebuildTabContents over the vanilla data pack's
registries and writes creative-inventory.json: stacks with components, and
the search tab's creative tooltip lines and tags. The client searches them
as SessionSearchTrees does (FullTextSearchTree, IdSearchTree after '#').
Changing tab empties the search box, as in selectTab.

The scrollbar only jumped to the pressed point; holding it now scrolls as
the mouse moves, anywhere, until release (mouseClicked/mouseDragged), and
the wheel and the scroller follow ItemPickerMenu.

tools/test_creative_parity.py compares every tab and 6,793 searches with
the vanilla client's own search trees. horizon-ctl `type` also fills the
creative search box.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:24:55 +02:00
Cosmic 5ea60fbd8d fix(client): match vanilla block selection outline width and depth
Hardware LineList forced one-pixel strokes, while the guessed 0.002 endpoint growth did not separate the edges from block surfaces. Render screen-space strips with vanilla framebuffer width scaling and perspective/view depth layering, leaving the shape edges unchanged. Apply normal outline fog and add three regression tests.

Offline gate passed on this main-based branch. Actual vanilla GLSL vs Horizon WGSL GPU comparison covers 3,072 vertices; maximum projected difference is 0.0036621 pixels. No code from PR #42 is included.
2026-10-13 16:04:10 -04:00
Ludovic MarieandClaude Opus 5.5 c0f468a871 horizon-ctl: horizon-ctl - returns the last failure's status
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:00:44 +02:00
Ludovic MarieandClaude Opus 5.5 6716b0d953 Docs: agent control with horizon-ctl and its MCP server
README gets an Agent control section (out of the roadmap: it's done), the
native client guide describes every command group, the blocking semantics,
exit codes, launch discovery, MCP and the two transports, and PLAY.txt tells
release players about horizon-ctl.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:59:35 +02:00
Ludovic MarieandClaude Opus 5.5 601fbb533a Ship horizon-ctl in the release folders
release.yml builds horizon-ctl beside the client (checked for system-only
imports like it), packaging/package.sh copies it from beside the client binary
and refuses to package without it (the macOS folders made by hand go through
the same script), and package_native_client.py adds it to private archives.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:59:34 +02:00
Ludovic MarieandClaude Opus 5.5 772e0a7070 tools/agent_control_e2e.py: play a survival start through the CLI and MCP
On a virtual screen: create a world through the title menus, walk to a tree,
break a log, craft planks in the inventory screen, place one and read it
back, once with horizon-ctl commands and once over horizon-ctl mcp.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:57:09 +02:00
Ludovic MarieandClaude Opus 5.5 24a70e84a8 horizon-ctl: help for every command, launch from the launcher, MCP server
One command table drives horizon-ctl help, COMMAND --help (with examples)
and the MCP tools. Replies stay one JSON line; errors are error objects with
exit status 1 (game), 2 (usage) or 3 (unreachable). script runs a file or
stdin with shell-like quoting. launch finds the game beside horizon-ctl or
the newest launcher install (--version, --game), with its prepared resources
and the game home, and --wait waits for the world. horizon-ctl mcp serves
MCP over stdio in the launcher's style, one tool per command, with the
screenshot returned as an image. Existing commands and replies are unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:57:09 +02:00
Ludovic MarieandClaude Opus 5.5 7bb3347edd Agent control: observe and act from the control socket
game/agent.rs adds commands an agent can play with: state, looking-at,
entities, block, blocks, find-block, inventory, screen and messages read the
game as JSON; move, jump, goto (A* over standable blocks), look-at, attack,
break, place, interact, use-item, select, drop, open-inventory, click-button,
click-at, command, respawn, pause, wait and stop act like a player. Actions
that take time run as a task advanced every frame and reply when done, with
what happened (break reports drops and pickups, place the block placed).

Buttons are clicked by label: the classic and Horizon button drawers record
what they draw each frame (widgets.rs), and a click is a synthesized pointer
move and press, so it behaves exactly like the mouse on every screen.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:57:09 +02:00
Ludovic MarieandClaude Opus 5.5 2df60cd388 Control socket: a token-guarded localhost TCP transport beside the Unix socket
Windows has no Unix domain sockets, so the control endpoint there is a random
127.0.0.1 port described by a JSON file (port and a 128-bit token, readable by
the user only); a client's first line is auth TOKEN. Linux and macOS keep the
Unix socket, and any endpoint path ending in .json picks the TCP transport, so
it is tested on Linux too. control::connect and Stream serve both.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:57:09 +02:00
Ludovic Marie e67ccd5589 Merge pull request #46 from ludovic111/launcher-014
Launcher 0.1.4: reuse prepared resources across versions; clippy and fmt
2026-10-13 21:22:29 +02:00
Ludovic Marie 97245773d1 Merge pull request #45 from ludovic111/readme
README: new banner, current screenshots, what changed in v2026.10.13.1
2026-10-13 21:11:50 +02:00
Ludovic MarieandClaude Opus 5.5 1404dd5a0a Launcher: catch up versions an older launcher installed without preparing them
Launcher 0.1.3 auto-installed v2026.10.13.1 unprepared; after updating to 0.1.4 nothing installs
it again, so install's reuse never ran for it. backend::reuse_prepared_everywhere() applies the
same reuse (same compatibility checks, copied then renamed) to every installed version that is
not prepared, oldest first. It runs when the window starts (on a thread; the page refreshes when
it is done), in the CLI's `versions` and `update`, and in the MCP list_versions and check_updates
tools. The partial folder is now named per copy, and a version prepared meanwhile is left as it is,
since the window's start and an install can copy at the same time.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:11:43 +02:00
Cosmic 870f2b45f7 Merge remote-tracking branch 'origin/main' into fix/vanilla-camera-cracks-clouds 2026-10-13 15:11:33 -04:00
Ludovic MarieandClaude Opus 5.5 8fa3eef809 Launcher 0.1.4: a new version reuses resources another installed version prepared
After installing a version (CLI install and update, the window's automatic install, MCP),
when it is not prepared and another installed version with the same Minecraft version is,
the launcher copies that version's prepared resources. Players who auto-updated to
v2026.10.13.1 no longer prepare again, and can play it without their Minecraft folder.

The prepared output depends on the Horizon version as well as Minecraft's: the manifest
records the hashes of the vanilla exporter sources it was made with, and
prepare_native_client.py writes every file and the manifest's schema. So resources are reused
only when both versions have the same pinned jars in research-lock.json, the same
prepare_native_client.py and the same exporter sources the manifest lists. They are copied
(prepare rewrites files in place, so hard links would tie the versions together), into a
partial folder renamed when complete. install and the MCP tool say when it is prepared already.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:08:06 +02:00
Ludovic MarieandClaude Opus 5.5 22756c28d8 README: retake the launcher's Play page, prepared and ready
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:07:17 +02:00
Ludovic MarieandClaude Opus 5.5 f0be91777f README: a new banner, current screenshots, what changed in v2026.10.13.1
- A banner in the website's design (Instrument Serif wordmark over a dimmed
  sunset, purple accent), rendered from docs/media/banner.html with Playwright.
- Screenshots of Horizon's own menus and graphics settings, the in-game scenes
  as WebP (from the website's media), and the launcher 0.1.3 Play and Patch
  notes pages; the JPEGs the README no longer uses are removed.
- A "What changed" section matching the v2026.10.13.1 release notes.
- Download only through the launcher (playhorizon.dev or launcher-v releases).
- Roadmap: performance optimisation, mod support and agent control.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:07:17 +02:00
Cosmic b797839f77 fix(client): follow block shapes for cracks and terrain particles
The crack overlay and particle emitters assumed a unit cube. Use selected baked model quads and projected decal UVs for cracks, outline bounds for mining crumbs, and per-box density for the destruction burst. Keep translucent overlays after translucent terrain.

Distinguish model offsets from outline offsets and preserve double-precision shape coordinates. Add regression tests and actual-client differential oracles: 2,740 model cases and 2,740 particle cases, each passing three runs after the upstream merge. Particle enqueue positions match exactly; model max error is 1.40395e-7. Offline gate, camera/first-person/cloud comparisons and Vulkan smoke checks pass.
2026-10-13 15:06:46 -04:00
Ludovic MarieandClaude Opus 5.5 3a522af067 Launcher: fix clippy's 7 warnings (unused re-exports, complex markdown types, large Err in send closures)
Behaviour is unchanged: the threads still ignore a closed channel.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:06:39 +02:00
Ludovic MarieandClaude Opus 5.5 c989692bd9 Launcher: cargo fmt (formatting only)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:06:31 +02:00
Ludovic MarieandClaude Opus 5.5 a96580aa2e Tests: the supervise trial-merge test sets its own git identity (CI runners have none)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:06:28 +02:00
Ludovic Marie cfdcd7f7eb Merge pull request #44 from ludovic111/website
Website: playhorizon.dev, in the launcher's design language
2026-10-13 21:01:55 +02:00
Cosmic 7f7cdf01c2 Merge remote-tracking branch 'origin/main' into fix/vanilla-camera-cracks-clouds 2026-10-13 14:51:09 -04:00
Ludovic MarieandClaude Opus 5.5 6cd64ddcae Website: let the page fetch its own origin (robots.txt checks) and preconnect to GitHub
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 20:48:10 +02:00
Ludovic MarieandClaude Opus 5.5 f4719d974d Website: the social card keeps its text clear of the sun and names playhorizon.dev
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 20:47:03 +02:00
Ludovic MarieandClaude Opus 5.5 4ecb4c85e7 Launcher: use HORIZON_GITHUB_TOKEN for GitHub's API when given; CI passes its own
Shared CI runners hit GitHub's anonymous rate limit in the smoke test (launcher 0.1.2's
macOS build failed twice on it). Players never set the variable, so nothing changes for them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 20:46:36 +02:00
Ludovic MarieandClaude Opus 5.5 189119a861 Website: a cinematic one-page site in the launcher's design language, on playhorizon.dev
The launcher's palette, violet accent, Instrument Serif and Geist, without its sidebar
and settings rows: a full-viewport hero over Horizon's own sunset (slow drift,
parallax, grain), then sections for what it is (a statement that lights up as it
scrolls), a screenshot mosaic, the parity count and a grid of the 14 subsystems, the
launcher beside Horizon's own menus, the latest patch notes, the roadmap, community
and the footer. Reveals, staggered letters and magnetic buttons stop under
prefers-reduced-motion; a translucent top bar and a full-screen phone menu replace
the sidebar.

playhorizon.dev: canonical, og:url, absolute og/twitter images, sitemap.xml and its
robots.txt line, and a 301 from *.up.railway.app (Railway's healthcheck host is still
served).

The full-page screenshots are no longer committed (about 17 MB): `npm run shots`
writes them to the gitignored shots/. The unused blurred background is gone; LEGAL.md
lists the hero and the settings screenshot.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 20:46:19 +02:00
Ludovic Marie 3738c876bc Merge pull request #43 from ludovic111/domain
Add the playhorizon.dev website link
2026-10-13 20:40:03 +02:00
Ludovic MarieandClaude Sonnet 5.5 1c0a47e012 Website: playhorizon.dev in the README, docs, PLAY.txt and the launcher (0.1.3)
links.json gains a website key; the launcher shows a quiet Website link under
Join Discord and lists it in the links CLI command and MCP tool.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 20:35:22 +02:00
Ludovic Marie 2518075339 Merge remote-tracking branch 'origin/prepare-fix' into parity-base 2026-10-13 20:20:20 +02:00
Ludovic MarieandClaude Opus 5.5 6d7f11feb2 Prepare: require only this platform's libraries; accept republished 26.3 manifests
lab.prepare imported every client library in the version JSON, ignoring
its OS rules, so a Linux install failed on the macOS-only
java-objc-bridge the official launcher never downloads there. The rule
evaluation moves from runtime.py into lab.py and one selector,
client_library_artifacts, now serves preparation, the runtime and the
model baking harness: OS rules as the launcher applies them, and the
natives for this architecture (classifier suffixes, plain natives being
the x64 build only when an ARM variant is listed). Required libraries
are still checksummed and a missing one still errors.

Mojang republished 26.3.json twice (702fe591, then 11f1aefe, the current
one) with only assetIndex changed: non-English translations, same jars
and libraries. The lock pins the current file and accepts both earlier
ones; preparation takes the launcher's copy so it matches the asset
index installed with it, and an unknown republish errors clearly.
Fixes #41

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 20:20:17 +02:00
Cosmic 17f0029d08 Fix vertical camera flip, breaking crack blending and cloud face culling 2026-10-13 14:04:01 -04:00
Ludovic MarieandClaude Opus 5.5 f53f198f03 Website: one static page in the launcher's design, for Railway
website/ holds Horizon's site: the horizon-theme tokens and bundled fonts, the
launcher's sidebar, rows, buttons and segmented control, over Horizon's own frozen
landscape. The parity table, harness count and roadmap are generated from the README
at build time; releases, patch notes, the roadmap and links.json are refreshed in the
browser from GitHub, with the build's copy as fallback. The download button picks the
newest launcher-v* asset for the visitor's OS.

Legal: the Minecraft disclaimer in the hero, footer and 404; no Minecraft logo or
wordmark; no game files; the launcher's background (licence unconfirmed) and the
screenshots showing it are left out; LEGAL.md lists every asset and its licence. No
cookies, analytics or third-party assets.

Railway: root directory website, Dockerfile (Node build, Caddy on $PORT with a strict
CSP). Checked with Playwright at 360-1920 px and 1250x700 (docs/widths/); Lighthouse
96/100/96/92 on mobile, 100/100/96/92 on desktop.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 20:03:56 +02:00
Ludovic Marie 383afd81eb Merge remote-tracking branch 'origin/graphics' into parity-base 2026-10-13 18:55:46 +02:00
Ludovic MarieandClaude Opus 5.5 3f3f294c52 Merge origin/main: game-bugs and launcher 0.1.2
Villager POI search: main's per-search state classification replaces this
branch's state table (same sections skipped, same positions in order).
status keeps main's mob and block-entity counts and this branch's pending
uploads.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 18:41:36 +02:00
Ludovic MarieandClaude Opus 5.5 b6ee20d0e8 Graphics benchmark results: baseline against 9006566b on the RTX 4080 and lavapipe
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 17:50:18 +02:00
Ludovic MarieandClaude Sonnet 5.5 85851909d6 launcher CI: the game's Linux build failing its checks is a warning, not a launcher failure
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 17:38:41 +02:00
Ludovic MarieandClaude Sonnet 5.5 929fa4ec5a Launcher 0.1.2: Discord link, auto-install on by default, menu style setting, smoke tests
- links.json on main gives the Discord and sponsor links (built-in fallback offline,
  empty hides the button); 'links' command and MCP tool.
- Install new versions automatically is on unless explicitly turned off (new settings
  key, so 0.1.1's written default does not count as a choice).
- Settings: Horizon / Classic menu style, the horizon.txt menuStyle line the game reads;
  'menu-style' command and MCP tool.
- launcher workflow: install latest into a temp home, check imports (Windows, Linux client)
  and that the client starts, on all three platforms; also runs on launcher-* branches.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 17:27:31 +02:00
Ludovic MarieandClaude Opus 5.5 9006566bbd Graphics docs and screenshots for the Video section of the Horizon options
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 17:21:40 +02:00
Ludovic MarieandClaude Opus 5.5 73ca04b10d Merge origin/main: Horizon menus; graphics settings in the Video section
The Horizon options shell's Video section now holds the graphics settings:
a Simple / Advanced switch (remembered in horizon-graphics.txt), then the
level's rows, each with its frame-time cost and one-line description
(ui_theme::described_row). Horizon settings draw as switches, sliders or
value buttons like vanilla options. The Classic style keeps the Video
Settings buttons to the same screens. Main's menu blur and the world's
resolution-scale pass are separate (post.wgsl, world_post.wgsl).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 17:17:43 +02:00
Ludovic MarieandClaude Opus 5.5 9dc0803a24 Graphics benchmark: games run with HORIZON_NO_AUDIO=1
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 17:12:30 +02:00
Ludovic Marie 87733155b3 Merge remote-tracking branch 'origin/game-bugs' into parity-base 2026-10-13 17:11:28 +02:00
Ludovic MarieandClaude Opus 5.5 7f1e197428 Section arena in pages; graphics docs and benchmark comparison
At render distance 32 the single section arena grew past the 4 GiB buffer
limit and the renderer panicked. Sections now live in pages of at most
256 MiB (or the device's buffer limit); draws keep their order and bind each
page once per run of consecutive draws in it, so translucent sections stay
back to front. docs/graphics.md describes the settings, the benchmark and
what changed; graphics_bench.py --compare prints a before/after table and
keeps each game's log.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 17:10:07 +02:00
Ludovic MarieandClaude Opus 5.5 9bc1425177 Villagers: find POIs without reading every block of a 48-block sphere
AcquirePoi scanned every block within 48 of the villager (about 460,000),
naming each with string matches, every 20 to 40 ticks for each villager missing
a home, job site or meeting point. Villages gain such villagers over time
(babies, more villagers than beds), so the game thread's work grew with play
time: in a village, 18% of samples at the start and 30-42% eight minutes on,
frame rate dropping and staying low.

Block states are classified once per search, and 16^3 sections whose palette
holds no POI block are skipped whole (PoiManager only visits sections with
records). The same positions are visited in the same order, so the result,
ties in the distance sort included, is unchanged. Same session after: 18%
throughout, frames at the vsync cap.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 16:58:33 +02:00
Ludovic MarieandClaude Opus 5.5 ad9cd6c67e Resolution scale, FXAA and mipmap levels
With a resolution scale other than 100% or FXAA on, the world renders into
its own target at the scaled size and one full-screen pass copies it
(bilinear) or anti-aliases it (FXAA 3.11) onto the screen; the hand, screen
effects and HUD stay at full resolution. Off, the world renders straight to
the screen as before. Vanilla's Mipmap Levels option now limits the mip
levels block textures sample (the default 4 is the full chain, as before).
Both are in the Advanced screen.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 16:44:20 +02:00
Ludovic Marie ef4fc67f1b Merge remote-tracking branch 'origin/menus' into parity-base 2026-10-13 16:39:24 +02:00
Ludovic MarieandClaude Opus 5.5 e0283c70db Graphics settings, Simple and Advanced, with a performance overlay
Video Settings opens two Horizon screens (graphics_ui): Simple has the
Performance / Balanced / Quality / Ultra presets with render distance, FOV,
max framerate, VSync and GUI scale; Advanced groups every knob under
Rendering, Quality, Display, Performance and Overlay. Each row shows a
one-line description and its frame-time cost, and applies live. Layout lives
in graphics_ui, every colour, size and widget call in graphics_style, so a
menu theme can restyle them in one place.

Horizon-only knobs (horizon-graphics.txt, never options.txt): preset, cave
culling, chunk updates and upload budget per frame (nearest sections first),
sky, fog, weather, animated textures, present mode, frame pacing, worker
threads and the performance overlay (FPS, frame/CPU/GPU times and a
frame-time graph). Defaults keep vanilla's rendering; vanilla options keep
their options.txt keys.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 16:37:31 +02:00
Ludovic Marie c2c7614a2f Merge remote-tracking branch 'origin/feel' into parity-base 2026-10-13 16:28:56 +02:00
Ludovic MarieandClaude Opus 5.5 ad701d73d9 Fewer stalls: region writes on a writer thread, culled entities, villager POI scans skip empty sections
- Unloaded chunks and entity chunks are encoded and written by a background
  region writer, in order; loads see queued records first, and synchronous
  saves wait for the queue. Deleting entity chunks a region doesn't hold no
  longer rewrites the region file.
- Mobs render within Entity.shouldRenderAtSqrDistance (64 x bounding-box size
  x entity distance) and inside the view frustum (EntityRenderer.shouldRender);
  block entities outside the frustum are skipped, beams and structure blocks
  excepted.
- Minecarts and dropped items tick only in entity-ticking chunks, like mobs.
- Villager POI searches skip sections whose palette has no POI block.
- Streaming bookkeeping uses the Fx hash and checks a column's light
  readiness once per frame instead of once per dirty section.
- HORIZON_SPIKES=MS prints the timed spans of slow frames; frame summaries
  give the phase split of the slowest 1%.

RD 32 village flight on the 4080: 81 -> 230 fps; 1% low 5.8 -> 18.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 16:14:57 +02:00
Ludovic MarieandClaude Opus 5.5 1a9452d408 Memory: drop late chunks whole, bound the decoded sounds, count what stays resident
A column that finished loading or generating after the player moved out of
range was dropped, but its block entities and saved entities were added to the
world first. The entities spawned in a column that never became resident, so
nothing saved or removed them: travelling, mobs piled up (141 to 5,028 in an
8-minute flight), and when the column loaded later its entities spawned again,
so villages near the view edge doubled their villagers. Such a column is now
dropped with everything in it. Mesh results for a column unloaded meanwhile are
discarded too, rather than uploaded with nothing left to remove them.

Decoded static sounds were kept for the whole session: every sound heard, up to
1.4 GiB of samples, and a village plays hundreds. They now stay within 64 MiB,
least recently used out, and are decoded on a thread of their own instead of the
game loop (vanilla's buffers load asynchronously too). Stopping a source that
is still waiting for its sound stops it, as alSourceStop does, so a late decode
cannot start it.

status reports mobs, block entities, resident GPU sections and the sound
engine's tables, for soak tests.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 16:10:32 +02:00
Ludovic MarieandClaude Opus 5.5 66e41ed573 Satisfy clippy in the hand module
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 15:40:09 +02:00
Ludovic MarieandClaude Opus 5.5 72542a89e2 Compare sprint-jumping with vanilla in the sprint scene
The --sprint-input scene drives the real LocalPlayer.aiStep sprint and
jump path from keyboard state. Add sprint-jump runs: sprint held or
started by double-tapping forward, jump tapped, held through landings or
pressed first, at five headings, with too little food to sprint, under a
two-block ceiling and up onto a slab. All 293,175 states match.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 15:38:48 +02:00
Ludovic MarieandClaude Opus 5.5 45bd1a7be8 Renderer and tick performance: section arena with indirect multi-draw, dense occlusion graph, entity ticking within the simulation distance, fast chunk-map hashing
- Terrain sections live in one vertex arena (first-fit free list, grown on the
  GPU) and draw with one multi_draw_indexed_indirect per pass instead of a
  buffer bind and draw per section; per-frame scratch vectors are reused.
- The SectionOcclusionGraph search runs over dense arrays around the camera
  instead of hash sets, with per-column visibility.
- Mobs outside the entity-ticking chunks (Chebyshev distance of the
  simulation distance, DistanceManager.inEntityTickingRange) only check
  despawning, as in ServerLevel.tick; before, every loaded mob ticked.
- World chunks use the Fx hash; sky darkening is sampled once per time and
  weather instead of once per mob; creaking-heart scans compare state ids.
- Horizon-only graphics settings (horizon-graphics.txt): frame pacing without
  spinning, present mode, animated textures, worker threads.

RD 32 village flight on the 4080: 3.1 -> 81 fps.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 15:34:48 +02:00
Ludovic MarieandClaude Opus 5.5 0734daa911 Swing the hand and raise it as vanilla does: SwingState, equip heights, attack clicks
The local player's clicks now go through a port of Minecraft.startAttack,
continueAttack and handleKeybinds' attack part with MultiPlayerGameMode's
block breaking (first_person.rs): attacking the air swings (and sets the
miss time), creative breaking swings every tick through its destroy delay,
survival mining keeps swinging after a block breaks, swords cannot break
blocks in creative, and attacking an entity in creative sets the delay.
The swing is LivingEntity.SwingState (restart rules, durations under haste
and mining fatigue, forward wrap on restart); the equip height follows
FirstPersonHandsAndItems with the item swap ticker, and placing or
starting to use an item drops the hand (itemUsed). Mining fatigue scales
by Math.pow(0.3, amplifier + 1) as in 26.3.

test_first_person_parity drives the real startAttack, continueAttack,
startUseItem, MultiPlayerGameMode breaking, SwingState, the tickers and
FirstPersonHandsAndItems over 4,192 scripted click sequences.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 15:33:29 +02:00
Ludovic MarieandClaude Opus 5.5 d9351ec054 Menus: Horizon-style options screen, pause polish, screenshots
Options open as the launcher's Settings page: a sidebar with the sliding
selection (Video, Audio, Controls, Accessibility, Language, Chat, Interface)
and rows with a switch, slider or value button per option
(options_horizon.rs; new sections or rows slot into SECTIONS). Key binds,
the language list and resource packs open vanilla's pages. Interface holds
Menu style (Horizon / Classic). The pause menu hides the in-game HUD over the
blurred world. Scripted and frame-limited runs default to Classic, so the
harnesses see vanilla's screens.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 15:33:15 +02:00
Ludovic MarieandClaude Opus 5.5 eb18bb42af Menus: Horizon style for the title, worlds, create, multiplayer and pause screens
One theme for the launcher and the game: crates/horizon-theme holds the
palette, type scale, spacing, radii, control sizes, motion and the bundled
fonts; launcher/src/theme.rs and the game's ui_theme both read it. ui_theme
ports the launcher's components (button with hover layer and press state,
sidebar list with the sliding selection, segmented control, switch, rows)
and draws Geist and Instrument Serif through the HUD atlas.

The title is laid out like the launcher (sidebar, page header, rows) over a
live backdrop: Horizon generates an ice-spikes landscape for a fixed seed,
orbits a camera over it with falling snow, then blurs and cold-grades the
frame (post.rs). The launcher's opening (wordmark, then the interface) plays
once per session and a click or key skips it. Menu style Horizon / Classic
lives in horizon.txt, never options.txt; Classic keeps vanilla's drawing.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 15:19:14 +02:00
Ludovic MarieandClaude Opus 5.5 f2c7a2d359 Draw the first-person hand with its own projection at hudFov
GameRenderer.render3dHud sets up the hand's projection at Camera's hudFov
(70, changed only by death and fluids), never the FOV option or the
sprint, speed and bow modifier. The hand pass now has its own globals
with that projection (a port of JOML setPerspective, as Projection does).
The camera harness compares the world and hand projection matrices at FOV
options 30, 70, 110 and others with vanilla's.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 15:07:39 +02:00
Ludovic MarieandClaude Opus 5.5 c982fadaf5 Graphics benchmark: scripted flights over four scenes at render distances 8/16/32, with CPU and GPU frame times
horizon-ctl gains 'fly' (a constant-speed camera path that replies with the
frame summary); frame summaries add CPU time per frame (waits for the GPU,
display and limiter excluded), per-phase averages and GPU time from timestamp
queries. --offscreen renders into a texture on the discrete GPU so the 4080
can be measured under the headless compositor. Baselines: lavapipe on vscreen
and the RTX 4080 offscreen, seed 1234.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 15:04:23 +02:00
Ludovic MarieandClaude Opus 5.5 1a10d4efe8 Windows: launcher without VCRUNTIME140.dll, a clear message without Vulkan, import checks in CI
The Windows launcher was built without crt-static and imported VCRUNTIME140.dll,
which only the Visual C++ redistributable installs: players without it got a
missing-DLL dialog before anything started. The game itself links only system
DLLs (vulkan-1.dll is loaded at run time).

- launcher.yml links the C runtime on Windows.
- tools/check_imports.py reads PE import and delay-import tables (and ELF
  loader, needed libraries and run paths); release.yml and launcher.yml fail
  when a Windows binary imports a non-system DLL.
- release.yml builds Linux on Ubuntu 22.04: the NixOS-made Linux release asked
  for a /nix/store loader, so it ran nowhere but NixOS.
- No adapter: the game says the Vulkan driver is missing and what to install,
  and on Windows keeps the console open until Enter.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 15:02:15 +02:00
Ludovic MarieandClaude Opus 5.5 59fd98dea4 Sound: play under the launcher's own stream name, open any sample format, say what opened
PipeWire remembers mute per application name. A test run's stream, muted once
in the mixer, left "PipeWire ALSA [horizon-client]" muted for every later game,
the release played from the launcher included: no sound at all, with the device,
the stream and the mixer all working.

- The launcher starts the game as "Horizon" (media.role Game), its own entry.
- The game opens no output on a vscreen, where agents run it (HORIZON_AUDIO=1
  forces it, for a null sink), so nobody needs to mute it again.
- Any device sample format is accepted (the mixer converts from f32): a plain
  ALSA default reporting i16 used to fail.
- Other output devices are tried when the default does not open, and the log
  names the output opened or every reason none did.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 15:02:15 +02:00
Ludovic MarieandClaude Opus 5.5 27a32cc30d README: parity is what the harnesses check, until the final audit
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 14:17:34 +02:00
Ludovic MarieandClaude Opus 5.5 8cdec2c8d9 Tidy the repository now that parity is reached: launcher-first README, docs index, research leftovers removed
Removed (each unreferenced by code, workflows, tests or living docs; no harness
dependency record names any of them, and parity.py --list still finds all 281):
- 22 one-off write-ups of the Java-pack experiments in docs/: adaptive-terrain,
  client-graphics-smoke, compact-headers, core-performance, culling-empty,
  culling-rays, debounce-queue, dispatch-retry, foreground-first,
  graphics-api-comparison, heap-budget, mac-first-test, optimization-plan,
  playable-validation, quad-reuse, server-graphics-context, shader-world-smoke,
  terrain-measurements, terrain-position, terrain-read-wait, tick-membership,
  worker-pacing. Their findings are folded into one paragraph of java-packs.md.
- 24 benchmarks/ observation dumps only those write-ups linked (client graphics,
  culling, queues, heap, Mac Vulkan, shader worlds, software identity, and the
  unlinked rust-core, rust-worldgen-2026-10-05, rust-native-client and
  rust-cuboid-model-decoding runs), plus 12 unlinked files inside kept
  report folders. The scoped-parity reports the living docs cite stay.
- debug/: one server log from a chunk investigation.
- The manual macos-shader-research and macos-vulkan-research workflows.
- tools/logs/latest.log, an empty log committed by accident (now ignored).

Kept: research-lock.json (parity.py, packaging, the launcher and datafix read
it), the Java-pack how-tos (vulkan, collectors, profiling, process-memory,
tick-state) and tools/test_client_graphics.py (ci.yml runs it).

README: leads with what Horizon is and "Download the launcher" (the
launcher-v* releases; the launcher updates itself), then build from source
for developers. Direct game downloads and PLAY.txt steps for players are gone;
the launcher has its own section with two screenshots. The roadmap merges the
known differences, the final checks and the plans after parity, under the
"Roadmap" heading the launcher's What's next page reads. The parity table and
its 100%-of-what-the-harnesses-compare note are unchanged.

docs/README.md indexes what remains: build and run, parity (status and
workflow), world generation, world data and simulation, the old Java track.
Links to the removed pages and README anchors are fixed.

packaging/PLAY.txt now speaks to players who came through the launcher and
points anyone with a bare archive to it, keeping the manual steps short.

The launcher's README link points at main instead of the launcher branch.
.gitignore: tools/logs/ and .DS_Store. No code behaviour changes; the compiler
and clippy flag no unused code and the tree has no stale TODOs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 14:16:55 +02:00
Ludovic MarieandClaude Opus 5.5 2e4c4d1861 Launcher: run the game from the saves folder, never a version folder
The client ran in the version's own folder, so saves and options.txt would have
landed there and been deleted with the version, and the saves in
~/.local/share/horizon (where the release folders' horizon.sh keeps them) were
not seen. It now runs in HORIZON_HOME, else horizon in the platform's data
folder, with --resources pointing at the version.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 14:12:16 +02:00
Ludovic MarieandClaude Opus 5.5 ed05c1970f Launcher: release workflow for launcher-v tags (Linux, macOS, Windows, draft), README for updates, CLI and MCP; quieter CLI progress
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 13:28:57 +02:00
Ludovic MarieandClaude Opus 5.5 6c51322171 Launcher: opening screen over the prismal background, violet accent from it, opening setting, docs frames and clip
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 13:27:30 +02:00
Ludovic MarieandClaude Opus 5.5 86e4a05c01 Launcher: CLI subcommands and an MCP server over stdio, both on the shared core
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 13:20:39 +02:00
Ludovic MarieandClaude Opus 5.5 53583b28d8 Launcher design pass: aurora background, eased page, pill, hover and bar motion, Play hero, Settings page with update state; Geist, Instrument Serif and Geist Mono
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 13:18:17 +02:00
Ludovic MarieandClaude Opus 5.5 55ecf5a59e Launcher core: update checks for Horizon and the launcher, self-update, install by tag, notes as plain text, tests
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 13:13:57 +02:00
Ludovic MarieandClaude Opus 5.5 e5e27c24d4 Launcher: backend as a shared library; game and launcher tags kept apart, numeric version order, HORIZON_LAUNCHER_HOME
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 13:11:00 +02:00
Ludovic MarieandClaude Opus 5.5 5a2602406b Launcher: preview screenshot
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 13:01:46 +02:00
Ludovic MarieandClaude Opus 5.5 a2fe7286c1 Launcher: README and screenshots
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 12:51:46 +02:00
Ludovic MarieandClaude Opus 5.5 d7bcc04064 Launcher workflow: also run on pushes to the launcher branch
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 12:50:59 +02:00
Ludovic MarieandClaude Opus 5.5 7ff1b97f80 Launcher: tables in notes, the README roadmap, the server's EULA, and a macOS/Windows build workflow
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 12:50:49 +02:00
Ludovic MarieandClaude Opus 5.5 57257ae231 Launcher: a GPUI app that installs, prepares and starts Horizon builds
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 12:45:05 +02:00
Ludovic MarieandClaude Opus 5.5 b279705c8d README: every subsystem matches vanilla in its harnesses (100%), audit and launch checks next
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 07:18:24 +02:00
Ludovic Marie 7d4304a840 Merge branch 'parity/leftovers' into parity-base 2026-10-13 07:07:54 +02:00
Ludovic Marie b7ced27dd1 Merge branch 'parity/server-leftovers' into parity-base 2026-10-13 06:52:25 +02:00
Ludovic Marie c6d0184353 Merge branch 'parity/screens' into parity-base 2026-10-13 06:47:44 +02:00
Ludovic MarieandClaude Opus 5.5 98ec7bc509 Edit word moves with Cmd on macOS, as InputQuirks does
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 06:38:47 +02:00
Ludovic Marie 2aa3cd5afa Merge branch 'parity-base' into parity/screens 2026-10-13 06:29:00 +02:00
Ludovic Marie b0e5fe5591 docs: pack screen session count 2026-10-13 06:28:59 +02:00
Ludovic MarieandClaude Opus 5.5 8a13322143 README: the resource pack screen and the chat input match vanilla
Assets and Menus score 1; Java parity is 93%.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 06:28:53 +02:00
Ludovic MarieandClaude Opus 5.5 436d71eba2 Compare the chat screen's input and command suggestions with vanilla
horizon_client::chat::ChatScreen is now a port of vanilla's ChatScreen,
EditBox and CommandSuggestions: the input's scrolling, cursor, selection,
word moves and select all, history up and down, argument colouring, usage
lines and parse errors, the suggestion list (sorting, hover, Tab and
Shift+Tab cycling, clicks, wheel) and its tooltips, drawn as GUI calls the
game paints. tools/test_chat_screen_parity.py drives a real ChatScreen on
vanilla's client command tree (custom suggestions answered by the server
dispatcher): 3000/3000 cases match.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 06:27:55 +02:00
Ludovic MarieandClaude Sonnet 5.5 e70c9fdd69 Document the recipe book search, ghost recipe and hotbar harnesses; more old options.txt bodies
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 06:22:53 +02:00
Ludovic Marie 08eeb06eff Merge branch 'parity-base' into parity/leftovers 2026-10-13 06:22:05 +02:00
Ludovic MarieandClaude Sonnet 5.5 35f0b5ec30 Read creative toolbars (hotbar.nbt) through the HOTBAR data fixers, compared with HotbarManager
EmptyItemInHotbarFix was missing from the data fixers. horizon_client::hotbar loads the nine rows of nine stacks of an older file as vanilla does: lenient counts, unregistered items empty, stray entries dropped from their row, a row that is no list ending the reading, short rows lost and long ones cut.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 06:21:56 +02:00
Ludovic MarieandClaude Opus 5.5 639237afcc Show the ported pack screen in the game
The options' Packs page is horizon_client::pack_screen: vanilla's layout,
lists, focus and selection, search box typing, the mouse wheel per list and
the confirmation of an incompatible pack (Escape answers no). Packs carry
their raw description, compatibility (too old, too new, unknown) and icon.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 06:10:23 +02:00
Ludovic MarieandClaude Opus 5.5 a7606c4ad4 Compare the resource pack screen's drawing with vanilla
horizon_client::pack_screen ports PackSelectionScreen, its two
TransferableSelectionLists and the ConfirmScreen of an incompatible pack as
vanilla's state machine (clicks, wheel, search typing, focus, selection,
scroll) and gives its GUI calls; screen_draw holds the widgets (StringWidget,
MultiLineTextWidget, Button, a font-aware EditBox port) and StringSplitter's
line splitting with legacy codes. Pack components keep their legacy codes and
style fields. tools/test_pack_screen_parity.py runs a real
PackSelectionScreen through the same actions: 1500/1500 cases match.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 06:07:04 +02:00
Ludovic Marie 2c34e0753d Merge branch 'parity/menus-golem' into parity-base 2026-10-13 05:59:38 +02:00
Ludovic Marie 27d18063a8 Merge branch 'parity/save-roundtrip' into parity-base 2026-10-13 05:49:27 +02:00
Ludovic MarieandClaude Opus 5.5 7c8afc8a34 Merge branch 'parity-base' into parity/server-leftovers
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 05:44:19 +02:00
Ludovic MarieandClaude Opus 5.5 0a2601c33a Send recipes, advancements and command replies to players as vanilla does
- ClientboundUpdateRecipesPacket at join: the recipe property sets and the
  stonecutter's recipes, from the data pack (lan/recipes.rs).
- On a player's first tick the minecraft:tick criteria are met: the recipes
  their advancements grant go out in ClientboundRecipeBookAddPacket, then
  ClientboundUpdateAdvancementsPacket with what the player may see
  (lan/advancements.rs).
- Command replies reach remote players as the components vanilla sends:
  Text keeps the Component it was built from (literal, translatable,
  siblings, style), sendFailure wraps the message as vanilla does, and the
  NBT wraps the elements of mixed lists.

The dedicated-server harness drops its known gaps: it compares these
packets (sorted where vanilla's hash maps order them per run) and the
replies to three failing commands, keeps only the first set_time among the
joining packets and turns random ticks off in the generated world.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 05:43:51 +02:00
Ludovic MarieandClaude Sonnet 5.5 b28fcec7f0 Compare the ghost recipe of a recipe book click with the vanilla client's
Book::ghost is the one place that places a recipe's ingredients into the grid or furnace slots; the harness runs fillGhostRecipe against the real menus. Fixes found: the result and the dyed, potion and map demo ingredients cycle through every stack (not the first), a furnace's fuels follow the registry's component lookup, and items keep their registry order.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 05:43:31 +02:00
Ludovic Marie d6fd90a347 Merge branch 'parity-base' into parity/menus-golem 2026-10-13 05:36:44 +02:00
Ludovic MarieandClaude Sonnet 5.5 23d7ebdfaa Search the recipe book as vanilla's FullTextSearchTree does, over the full tooltip lines of every result
The recipe book view harness now searches: names, parts of names, ids with a colon, odd texts.
Horizon's recipe tooltips lacked attribute modifiers, smithing template, potion, dyed, pot, rocket and disc lines, and the results a display cycles through (map copies, tipped arrows, dyed armour).

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 05:35:49 +02:00
Ludovic Marie 6b6506a65a Merge branch 'parity/platform-maths' into parity-base 2026-10-13 05:22:43 +02:00
Ludovic Marie 765f53b2ba Merge branch 'parity-base' into parity/platform-maths 2026-10-13 05:15:09 +02:00
Ludovic MarieandClaude Opus 5.5 e70c38e578 Send the command tree in vanilla's registration order
The LAN and dedicated servers built the tree from the data generator's
commands report, which sorts each node's children. lan/command_order.rs,
generated from vanilla's Commands(CommandSelection.ALL) by
tools/generate_lan_command_order.py, gives the registration order, and the
dedicated-server harness now compares the tree in order (the game rules,
registered in an identity-hashed order, aside).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 04:59:34 +02:00
Ludovic Marie 41c4f2247e Merge branch 'parity-base' into parity/menus-golem 2026-10-13 04:48:24 +02:00
Ludovic MarieandClaude Opus 5.5 8976bd37d4 Select resource packs as vanilla's PackSelectionModel does, compared with vanilla
horizon_client::packs::SelectionModel ports PackRepository's selection and
PackSelectionModel (default positions, fixed and required packs, moving up
and down, commit), and the pack screen uses it. The new pack_selection
harness drives vanilla's model and Horizon's through 4,000 random action
sequences; every state matches.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 04:47:36 +02:00
Ludovic Marie 708a162090 Merge branch 'parity-base' into parity/save-roundtrip 2026-10-13 04:40:01 +02:00
Ludovic MarieandClaude Opus 5.5 66114adfd9 save_roundtrip: promote only the fields a full chunk saves differently
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 04:40:01 +02:00
Ludovic Marie 2756b55b5b Merge branch 'parity/old-saves' into parity-base 2026-10-13 04:37:51 +02:00
Ludovic MarieandClaude Opus 5.5 b1a560264d jmath: rustfmt
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 04:33:20 +02:00
Ludovic MarieandClaude Opus 5.5 4ce4e983e7 jmath: rustfmt
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 04:33:03 +02:00
Ludovic MarieandClaude Opus 5.5 7826a221c5 jmath: satisfy clippy (fdlibm's constants and NaN idiom, verbatim)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 04:32:48 +02:00
Ludovic MarieandClaude Opus 5.5 ed1ea50c8e Merge parity-base into parity/platform-maths
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 04:31:39 +02:00
Ludovic MarieandClaude Opus 5.5 b15db4749f Net harness client: wait for each chat reply instead of 1.5 s
On a busy machine the /list reply sometimes came after the client had
left. Each step now waits for a new chat line, up to 15 s.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 04:04:17 +02:00
Ludovic MarieandClaude Opus 5.5 85242053e2 save_roundtrip: accept the promotion of vanilla's border proto chunks
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:59:11 +02:00
Ludovic Marie 8e26af99a1 Merge remote-tracking branch 'origin/parity/spawn-gear' into parity/save-roundtrip 2026-10-13 03:54:23 +02:00
Ludovic MarieandClaude Opus 5.5 4078118c71 Generate superflat worlds with their layers (FlatLevelSource)
Horizon generated noise terrain in minecraft:flat worlds. Since chunk
streaming finishes the corners of the spawn neighbourhood, save_roundtrip's
flat test world got four noise chunks where vanilla had saved flat proto
chunks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:54:23 +02:00
Ludovic MarieandClaude Opus 5.5 7322bba2b5 dedicated_server: read the game time as the console prints it
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:51:40 +02:00
Ludovic Marie df18d60d14 Merge branch 'parity/warden-sculk' into parity-base 2026-10-13 03:45:25 +02:00
Ludovic Marie ab0d708f87 Merge branch 'parity-base' into parity/menus-golem 2026-10-13 03:43:32 +02:00
Ludovic MarieandClaude Opus 5.5 4093112bb6 Update the README for player skins, the focused chat and copper golem sorting
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:43:32 +02:00
Ludovic MarieandClaude Opus 5.5 75336660bb Compare the focused chat with vanilla
The HUD harness's chat cases now also draw the chat as the open chat
screen does: foreground, at the focused height, scrolled, with the scroll
bar.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:42:57 +02:00
Ludovic MarieandClaude Opus 5.5 71e677ed6a dedicated_server: settle the generated world in game ticks, without random ticks
The world was saved 20 wall-clock seconds after force-loading the area, so
on a busy machine chunks were still generating or their fluids flowing,
and random ticks changed blocks while the client was being sent its
chunks: which chunks differed varied from run to run. Wait until every
force-loaded chunk is loaded and 600 game ticks have passed, with
random_tick_speed 0.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:40:50 +02:00
Ludovic MarieandClaude Opus 5.5 a9fa46fd0a Run the copper golem on CopperGolemAi's brain and compare its chest sorting
The golem's goals are replaced by vanilla's brain (core and idle activities,
the transport cooldown, look-at-player-sometimes, stroll or wait), and
TransportItemsBetweenContainers moves into the library: nearest wanted
chest in chunk and block entity map order, queueing behind golems with a
chest open, the 60-tick interaction with its states, sounds and opener
counts, picking up and putting down (with vanilla's overcounting), visited
and unreachable positions. Weathering draws from the level random after the
living tick; the spin sound is client-local. mob_ai gains seven copper golem
scenarios that print each golem's state, hand and opened chest and every
chest's contents and openers; all match vanilla.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:40:13 +02:00
Ludovic Marie 9ac6d665fb Merge branch 'parity/rendering-gaps' into parity-base 2026-10-13 03:32:19 +02:00
Ludovic Marie 9b1c29463b Test: worlds from 1.12.2 and 1.16.5 are upgraded on opening 2026-10-13 03:29:13 +02:00
Ludovic Marie 2db50eeca1 Merge branch 'parity-base' into parity/old-saves 2026-10-13 03:27:26 +02:00
Ludovic Marie 3d20af9a9c Datafix: every server fix ported; saves without a DataVersion upgrade from -1 2026-10-13 03:27:20 +02:00
Ludovic Marie 1ded8799fc Merge branch 'parity/spawn-gear' into parity-base 2026-10-13 03:18:39 +02:00
Ludovic MarieandClaude Sonnet 5.5 8c818c6f84 1.8.9 world: real maps by right click, objectives its scoreboard knows
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 03:17:12 +02:00
Ludovic MarieandClaude Opus 5.5 585a41acfa Satisfy clippy in the SHA-1 helper
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:17:04 +02:00
Ludovic MarieandClaude Opus 5.5 19d4146f04 Draw player list heads from players' skins as vanilla does
Profiles' textures properties are unpacked as authlib does and looked up
as SkinManager does (signatures, the local player, allowed texture URLs,
downloads), skins are fetched and processed as SkinTextureDownloader does
and shown from atlas slots. The tab_list harness now runs a real
SkinManager and compares processLegacySkin over 400 PNGs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:16:04 +02:00
Ludovic Marie 991df3d23c Merge remote-tracking branch 'origin/parity/old-saves' into parity/old-saves-flat 2026-10-13 03:13:32 +02:00
Ludovic MarieandClaude Sonnet 5.5 19802a4a65 Keep what the schema of the data did not know untyped, read the legacy data again at 1.14
DataFixerUpper reads the data once with its own schema: an entity tree of an id that
schema lacks stays untyped for good, and a list of trees is typed only if all of them
are. Spawner potentials follow that, the spawner wrapping skips untyped data, and a stack
without a string id is an empty equipment slot. The raw maps entities remember are taken
again where the fixes of before 1.14 end.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 03:13:32 +02:00
Ludovic MarieandClaude Opus 5.5 6aa875c6c2 Compute the breeze's long-jump vector with jmath; run every harness on the Mac
The Mac mini no longer excludes options, chunk_generation,
world_border_render and mob_ai: their float maths now matches vanilla's
on Apple silicon.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:13:05 +02:00
Ludovic MarieandClaude Opus 5.5 ab9109c787 Route world generation's and mob AI's Math calls through jmath
Beardifier, density pow/log, Marsaglia's Gaussian, dripstone, ores, fancy
trunks, icebergs, end spikes, strongholds, note pitches, sculk charge
particles, the warden's and brains' weighted shuffles.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:06:48 +02:00
Ludovic MarieandClaude Opus 5.5 558d140fca Compute Math.sin/cos/pow/log10 as HotSpot does on the host architecture
Rust's float functions use the platform libm, and vanilla's own Math
results differ between x86-64 (Intel stubs, close to glibc) and AArch64
(fdlibm, with sin/cos evaluated using fused multiply-adds). jmath picks
the same implementation HotSpot uses on the machine, so options, the
world border's alpha and RandomPos match vanilla on an Apple silicon Mac
as well as on Linux.

The vanilla protocol client no longer records the game-time sync sent
every 20 ticks: whether one arrives before the first chunk batch depends
on when the client joined.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:05:34 +02:00
Ludovic MarieandClaude Opus 5.5 811e4ff6de Merge parity-base into parity/warden-sculk
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:03:24 +02:00
Ludovic Marie 085cca6aa4 Merge branch 'parity/rendering-gaps' into parity-base 2026-10-13 03:02:44 +02:00
Ludovic Marie 9c3e98403d Merge branch 'parity/spawn-gear' into parity-base 2026-10-13 03:02:44 +02:00
Ludovic MarieandClaude Opus 5.5 8dc1859369 Merge branch 'parity-base' into parity/spawn-gear
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:02:28 +02:00
Ludovic Marie b8ee0b27b3 Datafix harness: pre-1.17 worlds in worlds-pre-1.17, which other worktrees' harnesses do not read 2026-10-13 02:54:04 +02:00
Ludovic Marie 1705653912 Datafix harness: worlds saved before 1.17 stay in the branch's own .local until integrated 2026-10-13 02:53:54 +02:00
Ludovic Marie 360ddcbdba Merge branch 'parity/villager-social' into parity-base 2026-10-13 02:53:42 +02:00
Ludovic Marie e4f4f57e9b Merge branch 'parity/render-distance' into parity-base 2026-10-13 02:53:42 +02:00
Ludovic MarieandClaude Sonnet 5.5 b7aa3b0d07 1.10.2 world: no thrown potions or 1.8 zombie villagers (vanilla fixes cannot handle them)
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 02:44:39 +02:00
Ludovic MarieandClaude Sonnet 5.5 c46ac98b1a Port the fixes of 1.9 to 1.12 (keys 100 to 820) and read names and arrays like DataFixerUpper
Entity, block entity and item schemas below 1.11 (CamelCase ids, Equipment, Riding,
numeric item ids), their read hooks, and the fixes: equipment, item ids, potions, spawn
eggs, spawners, minecarts, UUIDs, health, saddles, paintings, riding, signs and books,
the 1.10 splits, id namespacing, banners, shulkers, totems. 1.11.2 passes the bands
1343 and 1631.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 02:33:59 +02:00
Ludovic MarieandClaude Sonnet 5.5 43155d7822 Sample world for 1.11.2, and 1.8.9 to 1.10.2 in the version list
datafix_scene_12.py builds one scene for 1.8 to 1.12 from per-era tables (blocks, entity ids and merged types, riding, equipment, potions, items probed on the server, achievements by command instead of advancements).

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 02:32:43 +02:00
Ludovic MarieandClaude Opus 5.5 5e48972bff README and docs: the recipe book's drawing, the loom's banner preview and End gateway beams match vanilla
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 02:26:40 +02:00
Ludovic MarieandClaude Opus 5.5 eec52f9055 The recipe book draws as vanilla's widgets do; test_recipe_book_render_parity
horizon_client::recipe_book_screen lays out RecipeBookComponent's drawing
(background, search EditBox, tab buttons, the filter CycleButton, the page
of RecipeButtons with its number and arrows, the alternatives overlay,
tooltips) and GhostSlots as vanilla's GUI calls with their poses, and the
game paints them. The new harness builds vanilla's widgets for 600 random
states (VanillaRecipeBookScreenOracle) and compares every call: 600/600.

Ingredients keep their HolderSet order (tags in TagLoader order), which is
how the overlay and ghost slots cycle; the book centres over the menu on
narrow screens as widthTooNarrow does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 02:22:55 +02:00
Ludovic MarieandClaude Sonnet 5.5 ba20b8eb29 Port the fixes of 1.11.2 to 1.12 (keys 1022 and 1125): shoulder entities, bed block entities, bed item colour
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 02:05:39 +02:00
Ludovic MarieandClaude Opus 5.5 d9054baf44 The loom's result preview draws vanilla's banner flag picture in picture
GuiBannerResultRenderer's flag model and pattern layers, lit with
Lighting.Entry.ITEMS_FLAT and clipped to the 20x40 rectangle, through the
GUI item pipeline. The block entity render harness gains loom result cases
(the oracle submits vanilla's renderToTexture under the PiP pose): 407/407.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 02:03:08 +02:00
Ludovic MarieandClaude Sonnet 5.5 1efc825a75 Merge parity/old-saves into parity/old-saves-flat
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 02:00:29 +02:00
Ludovic MarieandClaude Sonnet 5.5 39cacbdf83 Rich 1.12.2 sample world and a flat one for the DataFixer harness
tools/datafix_scene_12.py builds it in 1.12 command syntax: the whole block id/data space, block entities, items, entities, player, scoreboard, advancements, maps and statistics (real ones from a bot, plus a few hand-written fixtures).

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 01:59:37 +02:00
Ludovic MarieandClaude Opus 5.5 acdbb3d27a End gateways tick their beam in game: client beamAnimationTick beside the server copy's portalTick
The anim harness now runs vanilla's TheEndGatewayBlockEntity on a client and
a server stand-in (triggerCooldown every 2400 ticks and on entry, block event
1) and compares the beam render state; 40 cases match.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 01:55:46 +02:00
Ludovic MarieandClaude Opus 5.5 2b1981acbb Drop a stale warden memory test and collapse the fixture's seeding ifs
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 01:45:07 +02:00
Ludovic Marie 7011c5cddd Merge branch 'parity/dedicated-server' into parity-base 2026-10-13 01:44:30 +02:00
Ludovic MarieandClaude Sonnet 5.5 955f2be4ae Flattening fixes: numeric block names normalised by the chunk rewrite, unknown entities stay untyped, spawn egg default; band harness also upgrades the old saved data
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 01:26:43 +02:00
Ludovic MarieandClaude Opus 5.5 5565cc3a41 Give player-less mob AI scenarios the oracle's far-away player
The oracle's player stays 5000 blocks east between scenarios, and
Mob.checkDespawn draws for it once a mob idles past 600 ticks
(warden_alone).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 01:26:25 +02:00
Ludovic MarieandClaude Opus 5.5 7b55319171 lan_bot: the status description is a bare string, as vanilla writes it
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 01:16:23 +02:00
Ludovic MarieandClaude Opus 5.5 8c784eaaa6 Ignore mob step game events in the game, whose sculk layer tracks steps
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 01:15:26 +02:00
Ludovic MarieandClaude Opus 5.5 42cdea74be LAN discovery as vanilla's list keeps it; test_lan_parity against LanServerPinger and LanServerDetection
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 01:11:55 +02:00
Ludovic MarieandClaude Opus 5.5 de3a285cb3 Headless Horizon client joining a vanilla dedicated server, checked by the harness
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 01:07:19 +02:00
Ludovic MarieandClaude Opus 5.5 7fdbdcb3cb Warden footsteps and hearing, kills in the probe, and the ghastling's fly stroll
- Warden.nextStep: a step every 0.55 walked; mob steps raise a step
  game event, which the mob AI probe delivers to wardens through the
  listener the game uses (warden::listen).
- Warden.tick runs the vibration ticker before super.tick.
- The probe applies melee hits on mobs, reads a warden's target from its
  brain, and plays the player's death sound for a lethal hit; warden_player
  and warden_cow stop before the killing blow.
- getViewVector(0) uses the head's previous yaw, and AirAndWaterRandomPos
  the float quarter turn: tempted ghastlings stroll as vanilla's.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 01:06:33 +02:00
Ludovic MarieandClaude Opus 5.5 6f84b9ae94 Harness names differing chunks; spawner update tags without keepPacked
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 01:02:14 +02:00
Ludovic MarieandClaude Opus 5.5 5f5b6119d2 Spawner update tags in chunk packets; harness lists recipes and advancements as known gaps
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:57:10 +02:00
Ludovic Marie 67caf1d2ab Datafix scene: boss bar, scoreboard, team and a trip to the nether and the end for worlds before 1.17 2026-10-13 00:54:43 +02:00
Ludovic MarieandClaude Opus 5.5 4d62899a10 Harness: force-load the spawn area so both servers serve full chunks
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:52:35 +02:00
Ludovic MarieandClaude Opus 5.5 3f4c39b057 Satisfy clippy
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:52:12 +02:00
Ludovic MarieandClaude Opus 5.5 5ce4b9585d Satisfy clippy
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:51:30 +02:00
Ludovic MarieandClaude Opus 5.5 0425843aa8 Note finalizeSpawn's parity in the README
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:50:50 +02:00
Ludovic MarieandClaude Opus 5.5 389d2f9549 Adopt only villagers and creakings born during a mob_ai scenario
Animal babies and dropped items stay out of the comparison, as before the
merge: the probe does not model them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:50:18 +02:00
Ludovic Marie c8370d8e29 Merge branch 'parity/old-saves-flat' (1.12.2 to 1.13.2 fixes) 2026-10-13 00:48:14 +02:00
Ludovic MarieandClaude Opus 5.5 1ea26de544 Match finalizeSpawn for every case of the harness
A zombie villager's profession comes from its constructor's random, not
the one finalizeSpawn draws from. Allays and withers are no longer marked
persistent to escape despawning: they are kept as removeWhenFarAway and the
wither's checkDespawn keep them, and canPickUpLoot follows the allay's and
the sulfur cube's overrides. A sulfur cube's size sets its attribute
bases, and strength and speed effects count in attribute values. The
oracle's stand-in level gets the sound seed random Level.playSound draws
from.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:47:25 +02:00
Ludovic Marie 951b43daac Datafix worlds: world type variants for the level.dat generator settings 2026-10-13 00:46:45 +02:00
Ludovic MarieandClaude Opus 5.5 89d5b27b4c Dedicated server: chunk centre in placeNewPlayer, first-tick entity data; harness normalises vanilla's run-to-run orders
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:44:18 +02:00
Ludovic MarieandClaude Opus 5.5 85e43462ac Block entity order as vanilla's chunk map iterates; chunk comparison without light values
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:37:51 +02:00
Ludovic MarieandClaude Opus 5.5 7878013342 Merge parity-base into parity/spawn-gear
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:37:27 +02:00
Ludovic Marie 26462a168b Datafix worlds: 1.15.2 and 1.16.1; scene entries by save format 2026-10-13 00:36:05 +02:00
Ludovic MarieandClaude Sonnet 5.5 b5a6b6a99e Port LegacyStructureFileFix (1493) and run the file fixes of the range in the band harness
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 00:35:54 +02:00
Ludovic MarieandClaude Opus 5.5 52a419ac31 Match villager births and footsteps on bed edges
The parent's half of VillagerMakeLove.tryToGiveBirth (eating, the child's
bed and type, resting) runs in its own tick, before it ages; the partner's
follows as an event. A baby's NearestBedSensor keeps its bed when the
reused path heads elsewhere, as vanilla checks for a POI there. Footsteps
come from the block under the feet (Entity.mainSupportingBlockPos), not
the column below the centre. The oracle faces newborns' heads with their
bodies (LivingEntity draws the head yaw from Math.random), and the breeding
scenarios leave one free bed per section (PoiManager hands them out in hash
order).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:35:40 +02:00
Ludovic MarieandClaude Opus 5.5 7ede56b596 Dedicated server: vanilla console lines, player chat, /list, legacy ping, chunk tracking, heightmaps and light layers
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:32:29 +02:00
Ludovic Marie 0e2fc82f4e Datafix: thrown potion item field; legacy scene additions for 1.13.2 to 1.15 2026-10-13 00:32:00 +02:00
Ludovic MarieandClaude Sonnet 5.5 748a80fedd Port the DataFixers of 1.12.2 to 1.13.2 (keys 1450 to 1624): the flattening, renames, stats, leaves
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 00:31:05 +02:00
Ludovic MarieandClaude Opus 5.5 e0a025c5bd Compare villager gossip and breeding with vanilla
Gossip and gifts between villagers (TradeWithVillager) move into the
library so the mob_ai probe runs them as the game does; both villagers now
lock their gaze on each other, as lockGazeAndWalkToEachOther does. The
probe reads the oracle's villager flags, prints villager data (food,
inventory, gossip, reputation) and adds babies as they are born. The
oracle seeds TriggerGate's shuffles too, which were left to the clock.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:27:35 +02:00
Ludovic Marie 8498688341 Datafix: 1.13 to 1.14 fixes (1800 to 1963); saved data may be plain NBT 2026-10-13 00:26:17 +02:00
Ludovic Marie 8c542c16bb Datafix: legacy dimension ids, world gen settings from legacy level data, biome renames, potion field 2026-10-13 00:19:32 +02:00
Ludovic MarieandClaude Opus 5.5 8d16a937c5 Dedicated server: load the spawn area; vanilla-codec client harness
VanillaProtocolClient joins a server with vanilla's own codecs;
test_dedicated_server_parity.py compares a vanilla and a Horizon dedicated
server serving the same world.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:18:01 +02:00
Ludovic MarieandClaude Opus 5.5 df0c1ad36e Seed a summoned warden before its first tick, and keep its heartbeat off the server random
The shrieker summons the warden during the block ticks, so it ticks in the
same tick's entity phase: the oracle and the fixture now seed it (its
random, sensor delays and RunOne shuffles) before that phase, not after.
The heartbeat is a client sound: its pitch no longer draws from the
level random, and the fixture leaves it out as vanilla's server never
sends it. sculk: 435/435.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:16:52 +02:00
Ludovic Marie b633047a55 Datafix: fixes 2100 to 2535 (UUIDs, wall/redstone properties, bit storage, furnace recipes, ...) 2026-10-13 00:14:19 +02:00
Ludovic MarieandClaude Opus 5.5 ad2758fc9c Merge parity-base into parity/villager-social
Keeps both sides' oracle scenarios: the creaking hearts, hurts, leads and
animal flags of parity-base on this branch's entity list, with a heart's
creakings adopted under their creation seed. Restores the villager meeting,
birth and golem-check events the unfinished WIP had begun to replace.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:08:10 +02:00
Ludovic Marie d229326779 Datafix harness: --band TARGET checks the fixes up to a DataVersion on legacy-layout worlds; fixes sorted by key 2026-10-13 00:06:19 +02:00
Ludovic MarieandClaude Opus 5.5 6a8c7daca6 Format the render distance fix
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:06:03 +02:00
Ludovic MarieandClaude Opus 5.5 c1e4758d04 Finish loading at render distance 2
Streaming kept, decorated and generated chunks within circles a fixed
margin wider than the render distance, but finishing a chunk needs its
3x3 neighbours decorated and theirs generated: squares whose corners
fall outside those circles. At render distance 2 the corner chunks around
the player never finished, so their neighbours never lit and the player
was never placed. Each step now also keeps what a finished chunk's
neighbourhood needs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:03:47 +02:00
Ludovic Marie 93ac585c74 Datafix worlds: list 1.12.2, 1.13.2 and 1.14.4 2026-10-13 00:02:25 +02:00
Ludovic Marie 19896fb6f1 Support saves from 1.16.5 (DataVersion 2571 on): replaceitem for pre-1.17 scenes 2026-10-12 23:59:20 +02:00
Ludovic MarieandClaude Opus 5.5 3319f92c0e Merge parity-base into parity/dedicated-server; track player idle time
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 23:55:53 +02:00
Ludovic MarieandClaude Opus 5.5 af7ad70438 Merge parity-base into parity/warden-sculk
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 23:53:02 +02:00
Ludovic Marie 0870b5064b Merge branch 'parity-base' into parity/old-saves 2026-10-12 23:50:33 +02:00
Ludovic MarieandClaude Opus 5.5 4b93509137 Note the render distance 2 loading hang, and run harnesses here by default
The Mac mini and ThinkPad no longer keep the shared vanilla data, so the
other machines are opt-in again.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 19:50:58 +02:00
Ludovic MarieandClaude Opus 5.5 6909dbfc5b Mention the optional sounds step in PLAY.txt
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 19:44:37 +02:00
Ludovic MarieandClaude Opus 5.5 002bd18170 Link the C runtime statically into the Windows build
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 19:31:00 +02:00
Ludovic Marie 6fab5eb279 Merge branch 'main' into parity-base
# Conflicts:
#	README.md
#	crates/horizon-client/src/game.rs
2026-10-12 19:02:09 +02:00
Ludovic MarieandClaude Opus 5.5 2f0ff87295 Describe what is new and the 88% parity audit in the README
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 19:00:32 +02:00
Ludovic MarieandClaude Opus 5.5 222345b5d1 Build Horizon on Windows and package playable folders
The control socket reports itself unavailable on Windows, which has no
Unix domain sockets, and horizon-ctl uses the same stream type. A release
workflow builds the Windows client by hand; packaging/package.sh assembles
the binary, the resource preparation tool and PLAY.txt, without any of
Minecraft's files.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 18:58:25 +02:00
Ludovic MarieandClaude Opus 5.5 c51bfda80c Run the server files harness and platform-sensitive harnesses where they agree
Number the server files cases, whose folders eula-true and eula-TRUE collide
on case-insensitive macOS file systems; keep world_border_render and mob_ai
off the Mac, where platform float math changes their results; give the local
executor the dead flag the flake check reads.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 18:57:30 +02:00
Ludovic MarieandClaude Opus 5.5 f88b1da965 Refuse only worlds older than 1.17 in the save upgrade test
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:58:34 +02:00
Ludovic MarieandClaude Opus 5.5 6402d44ce7 Pass clippy and rustfmt after merging the parity branches
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:57:27 +02:00
Ludovic Marie fc7420f74b Merge branch 'parity/old-saves' (before its WIP commit) into parity-base 2026-10-12 17:55:17 +02:00
Ludovic Marie 5731a9406f Merge branch 'parity/dedicated-server' (before its WIP commit) into parity-base 2026-10-12 17:55:17 +02:00
Ludovic Marie 404072d5e5 Merge branch 'parity/warden-sculk' (before its WIP commit) into parity-base
# Conflicts:
#	crates/horizon-client/examples/entity_anim_fixture.rs
#	crates/horizon-client/src/game.rs
#	crates/horizon-client/src/game/creatures.rs
#	tools/test_entity_model_parity.py
2026-10-12 17:55:17 +02:00
Ludovic Marie 2e3063d821 Merge branch 'parity/mobs-b' into parity-base
# Conflicts:
#	crates/horizon-client/examples/entity_anim_fixture.rs
#	crates/horizon-client/examples/mob_ai_probe.rs
#	crates/horizon-client/src/game/creatures.rs
#	crates/horizon-client/src/mobs.rs
#	crates/horizon-client/src/mobs/ai.rs
#	mods/horizon/src/test/java/dev/horizonlab/parity/VanillaMobAiOracle.java
#	tools/test_mob_ai_parity.py
2026-10-12 17:54:20 +02:00
Ludovic Marie f02c47d289 Merge branch 'parity/mobs-a' into parity-base 2026-10-12 17:50:53 +02:00
Ludovic Marie 14bff2518f Merge branch 'parity/raids' into parity-base
# Conflicts:
#	README.md
#	docs/rust-parity.md
2026-10-12 17:50:53 +02:00
Ludovic Marie c195cd3239 Merge branch 'parity/tablist-border' into parity-base
# Conflicts:
#	README.md
#	crates/horizon-client/src/lib.rs
#	docs/rust-parity.md
2026-10-12 17:50:31 +02:00
Ludovic Marie 69b191b1f4 Merge branch 'parity/loom-crafter' into parity-base
# Conflicts:
#	README.md
#	crates/horizon-client/src/game/dispense_fixture.rs
#	docs/rust-parity.md
#	mods/horizon/src/test/java/dev/horizonlab/parity/VanillaDispenserOracle.java
2026-10-12 17:48:44 +02:00
Ludovic Marie b6fa612bee Merge branches 'parity/tooling', 'parity/score-subtitles' and 'parity/block-followups' into parity-base 2026-10-12 17:47:58 +02:00
Ludovic MarieandClaude Opus 5.5 9c465af186 WIP: unfinished spawn-gear parity work, stopped by Ludovic
Uncommitted changes the agent had in progress when it was stopped on
2026-10-12; may not build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:46:50 +02:00
Ludovic MarieandClaude Opus 5.5 5ea641a7c2 WIP: unfinished villager-social parity work, stopped by Ludovic
Uncommitted changes the agent had in progress when it was stopped on
2026-10-12; may not build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:46:50 +02:00
Ludovic MarieandClaude Opus 5.5 613a0dd3f1 WIP: unfinished dedicated-server parity work, stopped by Ludovic
Uncommitted changes the agent had in progress when it was stopped on
2026-10-12; may not build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:46:50 +02:00
Ludovic MarieandClaude Opus 5.5 edd598cc68 WIP: unfinished warden-sculk parity work, stopped by Ludovic
Uncommitted changes the agent had in progress when it was stopped on
2026-10-12; may not build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:46:50 +02:00
Ludovic MarieandClaude Opus 5.5 54b939e717 WIP: unfinished old-saves parity work, stopped by Ludovic
Uncommitted changes the agent had in progress when it was stopped on
2026-10-12; may not build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:46:50 +02:00
Ludovic MarieandClaude Opus 5.5 c90cd5f072 Match vanilla llama caravans, trader llamas, breeding and wolves
A lead gives its mob a home at the holder (PathfinderMob.whenLeashedTo)
and every random position helper honours homes (generateRandomPos-
TowardDirection's lean back and GoalUtils.isRestricted), as the happy
ghast's float area now does too. LlamaFollowCaravanGoal keeps 2.1F, a
llama's baby and the breeding experience are drawn from the parent's
random, wolves run from llamas by strength (WolfAvoidEntityGoal), a
growing mob refits its box (fudgePositionAfterSizeChange) and a happy
ghast's new controls want nothing. Scenarios can lead mobs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:45:09 +02:00
Ludovic MarieandClaude Opus 5.5 ca1bc52a49 Stop the jukebox's song and the beacon as their block entities go
LevelChunk.removeBlockEntity calls setRemoved: a jukebox reports its song
stopping (the jukebox_stop_play game event and level event 1011) and a
beacon plays its deactivation, whatever the flags. A record popped from a
replaced jukebox stops a playing song first and updates the neighbours as
JukeboxBlockEntity.onSongChanged does (a redstone wire beside it can pop).
The block update oracle removes block entities the same way.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:44:54 +02:00
Ludovic MarieandClaude Opus 5.5 b0ce83dd2d Port the 1.17 to 1.18 chunk height, biome and tick fixes (2825 to 2846)
ChunkHeightAndBiomeFix, ChunkProtoTickListFix, ChunkRenamesFix,
OverreachingTickFix, SpawnerDataFix, the world generation settings fixes
and the Caves & Cliffs biome and advancement renames, with the chunk's
Level tag and UNTAGGED_SPAWNER in the schema walker. A 1.17.1 sample
world upgrades as vanilla's.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:42:59 +02:00
Ludovic MarieandClaude Opus 5.5 63f628762f Tick creaking hearts as vanilla and compare them with the oracle
mobs::creaking_heart is CreakingHeartBlockEntity: the ticker drawn from
the level random, the state following the night and the logs, the
protector spawned with SpawnUtil.trySpawnMob (five tries within 16
blocks, on top of a collider, then EntityType.create's yaw and
Mob.finalizeSpawn's follow range bonus), its sounds, letting it go by
day, beyond 34 blocks or with a player stuck in it, and when a player
hurts it the trails and the resin spread over the logs. The game ticks
its hearts through it, and its level random now carries on between
ticks.

The mob AI harness gains hearts: the oracle places them when a scenario
starts, ticks block entities after the mobs, seeds the creakings the
level creates and adds them to the scenario, prints each heart's state
and block entity, and lets the player hit a mob (hurt T I). Five heart
scenarios (night, day, uprooted, no player near, hit twice) match.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:40:47 +02:00
Ludovic MarieandClaude Opus 5.5 e5dc127ab2 Document scoreboards, teams and subtitles and their harnesses
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:39:55 +02:00
Ludovic MarieandClaude Opus 5.5 05228e0fe2 Document the loom, crafter and recipe book harnesses
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:39:45 +02:00
Ludovic MarieandClaude Opus 5.5 b5c0bf7859 Draw the loom and crafter screens as the vanilla client does
LoomScreen.extractBackground (slot icons, scroller, pattern buttons
with their swatches and tooltip, the result banner or the six-layer
error) and CrafterScreen's background, disabled slots and redstone
arrow become screen_layout calls the game paints. A new harness runs
vanilla's screens on stand-in menus and compares 1,600 call lists.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:38:25 +02:00
Ludovic MarieandClaude Opus 5.5 4b776a45d8 Tick blocks before entities, as ServerLevel.tick does
The scheduled and random block ticks now run after the player's digging
and before any entity, so items a dispenser shoots or a block pops get
their first tick on the tick they appear, as vanilla's do.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:36:33 +02:00
Ludovic MarieandClaude Opus 5.5 225c12f4cc Move subtitles into the HUD overlays and save scoreboards end to end
The subtitle overlay now lays out GuiDraw calls in hud_overlays and the
game paints them like the other overlays. Hover events that show an entity
save its UUID as an int array, as UUIDUtil.CODEC does. The save round trip
builds a vanilla scoreboard with every saved field (objectives, number
formats, display slots, locked and displayed scores, teams with every
option) and requires Horizon to save scoreboard.dat as vanilla did.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:35:05 +02:00
Ludovic MarieandClaude Opus 5.5 01db93a987 Port server.properties, eula.txt and the server user lists
DedicatedServerProperties with every key, default, parser and serializer,
java.util.Properties load/store, Eula and the four StoredUserList files,
checked against the pinned server JAR by test_server_files_parity.py.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:34:57 +02:00
Ludovic MarieandClaude Opus 5.5 8f80f8decf Document block entity removal, immediate drops and copper golems
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:33:49 +02:00
Ludovic MarieandClaude Opus 5.5 13102892c4 Render, save and gift copper golems as vanilla does
The copper golem takes its weathering's texture and glowing eyes, saves
and loads next_weather_age and weather_state, starts with its weathering
unset instead of weathering on its first tick, and throws what it carries
to the player as BehaviorUtils.throwItem does. Iron golems offer their
poppy to copper golems too (#candidate_for_iron_golem_gift) and put it on
an empty antenna when the offer runs out beside one.

The entity model harness now poses the copper golem with its idle and
chest interaction animations (44 cases), and the entity death loot harness
includes it (1,595 cases over 88 types); both match vanilla.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:31:52 +02:00
Ludovic MarieandClaude Opus 5.5 82eda1d8bf Port the 1.18 structure fixes (2967, 2970) and add a 1.18.1 sample world
Old server jars run on Mojang's own Java runtimes, pinned in
research-lock.json and installed beside the shared vanilla data.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:30:48 +02:00
Ludovic MarieandClaude Opus 5.5 515d15d36f Merge the integration branch into parity/tablist-border
Keep the integration branch's StringSplitter port and HUD overlays: the tab
list now emits hud_layout::GuiDraw calls and wraps with its split_lines, and
the vignette's border warning comes from WorldBorder::warning_strength
through hud_overlays::border_warning.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:25:13 +02:00
Ludovic MarieandClaude Opus 5.5 a425de4c1c Merge the integration branch: villager brain, mob AI fixes and HUD overlays
The raid bars now draw through hud_overlays. Villagers' raid field is
what getRaidAt finds where they stand, with lost raids and the wave flag
kept apart, so the brain's SetRaidStatus, ResetRaidStatus (which resets on
a lost raid), ReactToBell and raid packages read vanilla's conditions.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:23:59 +02:00
Ludovic MarieandClaude Opus 5.5 81e97617af WIP: share the creaking heart's block entity tick
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:22:02 +02:00
Ludovic MarieandClaude Opus 5.5 e664d2f7c4 Merge origin/t3/achieve-full-parity into parity/block-followups
Explosion drops keep their random sequences and the pot's dynamic drops;
/setblock destroy and /fill destroy run Level.destroyBlock through the
behaviour library, so the block entity spills as vanilla's does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:19:39 +02:00
Ludovic MarieandClaude Opus 5.5 e723c8ad6c Merge origin/t3/achieve-full-parity into parity/score-subtitles
Mobs push through the new pushEntities with the teams' collision rules;
lang keeps the integration branch's deprecated.json handling; the
scoreboard keeps this branch's vanilla hash orders.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:19:13 +02:00
Ludovic MarieandClaude Opus 5.5 2edae5746a Merge origin/t3/achieve-full-parity into parity/mobs-b
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:18:39 +02:00
Ludovic Marie 5dd2840cee Merge remote-tracking branch 'origin/t3/achieve-full-parity' into parity/warden-sculk
# Conflicts:
#	crates/horizon-client/src/game.rs
#	crates/horizon-client/src/game/creatures.rs
2026-10-12 17:18:11 +02:00
Ludovic Marie a5eb241c32 Merge remote-tracking branch 'origin/t3/achieve-full-parity' into parity/loom-crafter
# Conflicts:
#	crates/horizon-client/src/game/commands/world_cmds.rs
2026-10-12 17:15:59 +02:00
Ludovic MarieandClaude Opus 5.5 8393b8de0f Match vanilla breeding sniffers and tempted happy ghasts
Mobs set each other's brain memories within the tick (the breed target
and lockGazeAndWalkToEachOther), the partner rests and forgets at the
birth, and an animal in love draws its heart particle randoms. The adult
happy ghast's TemptGoal.ForNonPathfinders ticks every other tick and
follows creative players. The mob AI scenarios can give the player an
item and a mob love, taming, an age or a llama strength.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:15:34 +02:00
Ludovic MarieandClaude Opus 5.5 233dadf29f Run harnesses on the ThinkPad too, two at a time at nice 19
A sample of 27 harnesses (the 20 quickest, options, datafix's six shards)
passed there; it builds against the same ALSA headers as the desktop.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:15:18 +02:00
Ludovic MarieandClaude Opus 5.5 b56b4c3cea Bring the copper golem into the game and build it and shear it as vanilla does
The copper golem code (its goals, chest transport, weathering, statues and
interactions) was in the tree but not compiled; it is now a species with
its model, keyframe animations, sounds and game hooks. Its antenna flower
sits in the saddle slot as vanilla's EQUIPMENT_SLOT_ANTENNA, sheared by
players and dispensers with the unequip event and the 1.5-up drop, and
dropped with the carried stack as preserved equipment. A pumpkin on a
copper block builds it after the snow and iron golem patterns: both blocks
clear, the block becomes the matching copper chest (CopperChestBlock
getFromCopperBlock with the least oxidized of connected chests), and the
golem takes the block's weathering and plays its spawn sound. Weathering
draws from the level random, the statue pose from the golem's own.

The dispenser harness now builds copper golems and shears and equips them:
6000/6000 cases match.

Block.popResource of tall flowers and flower beds and the composter's
bone meal pop when the behaviour asks, as vanilla does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:14:20 +02:00
Ludovic MarieandClaude Opus 5.5 8ba728287f Order the recipe book's buttons as the vanilla client does
ClientRecipeBook keeps the displays it was sent in a HashMap of display
ids, whose iteration order (buckets, then arrival) orders the
collections; the game now keeps such a client book (on the verified
Java HashMap port) synced with the server book, with display ids
numbered as RecipeManager does. A new harness runs the client's
ClientRecipeBook, RecipeCollection selection and the tab and page logic
of RecipeBookComponent over 1,200 cases.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:14:14 +02:00
Ludovic MarieandClaude Opus 5.5 59a966a9e3 Compare breezes and creakings with vanilla in the mob AI harness
Eight scenarios: a breeze alone and fighting a player near, inside and
beyond its jump circle; a creaking alone, watched, unwatched, and woken
then hunting once the player turns away (a new player turn= option).
The oracle now faces the player +z with its head too (it kept a random
head yaw from its creation, which the breeze's jump target reads).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:14:07 +02:00
Ludovic MarieandClaude Opus 5.5 245ceb5428 Port the breeze and creaking brains
monster_brain runs BreezeAi and CreakingAi as vanilla's Brain does:
the sensors with their random first delays, memories that expire, the
core, idle and fight activities, and each behaviour (Shoot, LongJump,
ShootWhenStuck, Slide, SlideToTargetSink, StartAttacking, MeleeAttack,
RunOne...) started and ticked in vanilla's order, with durations drawn
from the level random. It reuses the villager brain's memory slots.

Breeze.tick draws its particle count and whirl clock before the entity
tick; its whirl and idle sounds are local (client) sounds; it is immune
to fall damage and plays its landing sound. Entity.lookAt and the long
jump's atan2 (an fdlibm port) are bit-exact. A frozen creaking keeps
thinking while its navigation and controls wait, stopInPlace zeroes its
motion, and its attack sound follows the hit. Mobs update their ground
flag on every move, as a server's authoritative entities do.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:14:02 +02:00
Ludovic MarieandClaude Opus 5.5 839ea6d04c Give the level random back to the level after the mobs' ticks
Brain behaviours draw from the level random (DoNothing, POI scans): the
game lends it to the mobs and keeps what they drew.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:13:57 +02:00
Ludovic Marie b98c67b04f Merge remote-tracking branch 'origin/t3/achieve-full-parity' into parity/mobs-a 2026-10-12 17:13:55 +02:00
Ludovic MarieandClaude Opus 5.5 d98576a1a4 Document remote hosts, shards, Rust scopes, flake checks and trial merges
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:11:09 +02:00
Ludovic MarieandClaude Opus 5.5 a4355c7c9b Catch flaky harnesses: --repeat, and three runs in the gate
parity.py --repeat N runs each harness N times; its runs must agree, else it
is reported FLAKY and recorded as failing. Later rounds run on the machine
that ran the first, reusing its oracle results, and never two at once there.
With --flake-check REF (passed by gate.py, merge base with parity-base; by
supervise.py integrate, the integration branch before the merge), harnesses
whose script, oracle or probe is new or changed must pass three runs in a
row; a pass records its rounds so it is not repeated again. gate.py matches
shards of a known failure by the harness's name.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:10:08 +02:00
Ludovic MarieandClaude Opus 5.5 bbae62fc4b Render subtitles exactly as vanilla's SubtitleOverlay
The overlay listens to the sound engine from the frame that renders it with
Show Subtitles on until one renders with it off (keeping its captions),
forgets plays as it renders, picks the latest play in range (the first of
full ties), fades in float arithmetic, lays the boxes out in integers under
the pose translation and takes its background from the text background
opacity options. Translations now apply the game's deprecated.json renames,
as ClientLanguage does ("Chick hurts"). tools/test_subtitle_parity.py runs
vanilla's SubtitleOverlay on 1500 scripted cases.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:07:47 +02:00
Ludovic MarieandClaude Opus 5.5 000e676b57 Compare the warden's animations and emissive layers with vanilla
The entity model harness now sets the warden's render state (tendril and
heart animation, the roar, sniff, emerge, dig, attack and sonic boom
animation states) and bakes its four emissive layers (tendrils, heart,
bioluminescent skin, pulsating spots) over WardenModel: 430 cases match.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:06:36 +02:00
Ludovic MarieandClaude Opus 5.5 621fca874c Keep the player's recipe book as vanilla's ServerRecipeBook does
The known and highlighted recipes, the book settings and the saved
recipeBook compound now live in one place (recipe_book::Settings with
a RecipeIndex of learnability and display counts): advancement rewards,
/recipe give and take (counting displays, never special recipes) and
crafting a recipe award through it, and loading drops unknown recipes
instead of rebuilding the set from done advancements. A new harness
compares 1,500 operation sequences with vanilla's ServerRecipeBook and
its codec.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:02:53 +02:00
Ludovic MarieandClaude Opus 5.5 2f232d955c Charge sculk catalysts when the killing blow lands
Mobs die (LivingEntity.die: the death event, catalysts, loot and
experience) when they are killed, not when their death animation ends.
Catalysts take a death in the dispatcher's order (nearest by exact
distance, then visiting order); experience orbs draw their merge id from
the level random and their motion from their own. The sculk harness
gains catalyst scenarios: kills by the player near catalysts over
random terrain, with blooms, charge cursors and the sculk they spread.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:01:59 +02:00
Ludovic MarieandClaude Opus 5.5 4a2d801d2b Apply teams in gameplay: targeting, explosions, pushing, names, deaths
Mobs on the player's team never target the player; a creeper's blast
spares its team mates when its team has no friendly fire; mobs push each
other only as their collision rules allow; name tags follow the team's
name tag visibility, show the team's prefix, suffix and colour and the
score of the objective displayed below names; the player's own death
message stays out of chat when the team hides death messages. The
criteria that follow the player compare health as a float, round armor
down and give auto-updated displays the player's team-formatted name.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:52:15 +02:00
Ludovic MarieandClaude Opus 5.5 acf4df3a90 Place recipe book recipes as vanilla's ServerPlaceRecipe does
ServerPlaceRecipe and StackedContents' RecipePicker run on the menu
engine (horizon_client::menu::place) for the inventory, crafting table
and furnaces: testClearGrid, clearGrid with placeItemBackInInventory,
the biggest craftable stack, clamping to stack sizes and moveItemToGrid.
A new harness compares 6,000 placements with vanilla; vanilla's item
order follows identity hash codes, so the oracle hands its order to the
Rust side. The game's recipe book now places through the engine, and
its craftable filter uses the same counts and placement ingredients.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:51:38 +02:00
Ludovic MarieandClaude Opus 5.5 09a0a0e261 Match vanilla happy ghasts and ghastlings
The adult's careful GhastMoveControl (the blocks around the destination
and swept on the way, #happy_ghast_avoids, fluids), HappyGhastLookControl,
HappyGhastFloatGoal, the still timeout of a player standing on top, and
getSuitableFlyToPosition returning its first good point. The ghastling
flies by its brain with getWalkTargetValue's preference for air just
above the ground. Flying travel drags by 0.91F and 0.8F as floats, and a
happy ghast swims as fast as it flies.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:51:36 +02:00
Ludovic MarieandClaude Opus 5.5 4490ff75fc Spill block entity contents when their block is replaced, as vanilla does
LevelChunk.setBlockState now runs BlockEntity.preRemoveSideEffects and
removes the block entity when a block with one is replaced by another
block (copper chests and copper golem statues keep theirs across
weathering; UPDATE_SKIP_BLOCK_ENTITY_SIDEEFFECTS skips the side effects).
Containers spill every slot through Containers.dropItemStack (spot and
pieces of 10 to 30 with triangular motions from the level random, empty
slots still drawing their spot), jukeboxes pop their record, lecterns
their book; shulker boxes keep their contents for the dropped box.
Campfires, decorated pots, chiseled bookshelves and shelves, which Horizon
keeps as loaded, spill too.

Block.dropResources now draws its loot and pop spots when the behaviour
calls it, not after it returns, and spawnAfterBreak awards ore, sculk and
spawner experience. Item entities and orbs the behaviour makes are added
before it returns to the game, in the same tick. Player mining follows
ServerPlayerGameMode.destroyBlock's order (removal and spill, tool wear,
then the drops); explosions let the removal spill the contents.
ExperienceOrb.award draws the merge id from the level random and moves
the orb with its own random. Decorated pots copy their decorations and
drop their sherds when cracked (loot tables' dynamic entries).

The block update oracle replays preRemoveSideEffects too, and the new
block removal harness (tools/test_block_removal_parity.py) compares
setBlock/destroyBlock/removeBlock on every block entity holder with
contents against vanilla: 2000/2000 cases match.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:49:20 +02:00
Ludovic MarieandClaude Opus 5.5 cdd05f8e8b Trial-merge branches before integrating them
supervise.py check trial-merges every candidate branch into the integration
branch with git merge-tree, without touching a worktree: each alone, every
pair, then the largest set that merges cleanly together, in about a second.
integrate starts from that set (or every parity/* branch with new commits,
with --ready), gates it once, and if the gate fails tries each half, so the
branches that pass still land.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:43:58 +02:00
Ludovic Marie e6aa9f71b0 Merge branch 'parity/rendering-be' into parity-base 2026-10-12 16:43:52 +02:00
Ludovic Marie 93c3de5d61 Merge branch 'parity/hud' into parity-base 2026-10-12 16:43:50 +02:00
Ludovic Marie 095991b946 Merge branch 'parity/rendering-hud' into parity-base 2026-10-12 16:43:49 +02:00
Ludovic Marie cfb19e238f Merge branch 'parity/rendering-anim' into parity-base 2026-10-12 16:43:49 +02:00
Ludovic Marie ec6c2c596f Merge branch 'parity/entity-ai' into parity-base 2026-10-12 16:43:48 +02:00
Ludovic Marie 577e68fd12 Merge branch 'parity/tooling' into parity-base 2026-10-12 16:43:47 +02:00
Ludovic MarieandClaude Opus 5.5 70992eb815 Document the patrol and raid harness and its scope
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:43:32 +02:00
Ludovic MarieandClaude Opus 5.5 cb0244ce4a Fill the mob effect registry so /effect finds its effects
The command registries never received the effect ids, so every /effect
and mob_effect argument failed to resolve.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:43:32 +02:00
Ludovic MarieandClaude Opus 5.5 a05f9b7b8c Run harnesses on the Mac mini by default
Every harness gave the same result on the Mac mini as on Linux, except
options and chunk_generation, where Rust's float functions use the platform
libm and round differently on macOS: those stay off the Mac. gate.py and
supervise.py no longer force 8 local harnesses, so parity.py keeps the
desktop to 3. The ThinkPad is listed (2 harnesses, nice 19) but not used by
default. Oracle runs get a 15-minute hang guard instead of 5, since one oracle
on a fully loaded machine can take more than 5 minutes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:42:07 +02:00
Ludovic MarieandClaude Opus 5.5 cb19f5e7d6 Make the datafix harness take 40 seconds instead of 25 minutes
The oracle spent 58 of every world's 62 seconds waiting for the idle
threads of the game's IO pool to time out; it now exits once its outputs are
written (same outputs on all 22 worlds). The harness runs in 6 shards, keeps
the vanilla outputs so the oracle's results are reused, and declares its Rust
scope (datafix, NBT, region files, compression and horizon-core positions):
other horizon-world changes no longer rerun it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:41:51 +02:00
Ludovic MarieandClaude Opus 5.5 f5ab40d415 Shard harnesses, narrow their Rust sources, keep the desktop light
parity.py:
- A harness declaring PARITY_SHARDS = N runs as N entries, NAME#1..NAME#N,
  each told its share through PARITY_SHARD; NAME selects them all.
- PARITY_RUST_SCOPE lists the Rust sources a harness's probes can reach.
  It applies only if closed (nothing in it names a module, crate-root
  re-export or macro outside it, and nothing outside implements anything for
  its types); crate roots then count without their other module declarations.
- Bytecode caches no longer count as dependencies.
- With other hosts, this machine runs 3 harnesses at once and only those
  under 800 MB, admitted against the memory free at each start; hosts can
  exclude harnesses and run at a nice level.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:41:51 +02:00
Ludovic MarieandClaude Opus 5.5 5352b59358 Tick the sniffer's and the ghastling's brains
The level random is passed down to the mob AI step as the integration
branch does, the brain runs in customServerAiStep's place, and the mob AI
probe builds the brain after seeding the mob and prints its activities and
memories. The oracle seeds every GateBehavior's shuffle with the mob's seed
(the same change the entity-ai branch makes) so RunOne picks are
reproducible.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:36:44 +02:00
Ludovic MarieandClaude Opus 5.5 1515c5e46c Add vanilla's team rules and compare them with vanilla
Friendly fire (doTeamsAllowDamage), alliances, collision rules
(EntitySelector.pushableBy), seeing invisible team mates (isInvisibleTo),
name tag visibility (LivingEntityRenderer.shouldShowName) and who sees a
player's own death message. tools/test_team_rules_parity.py runs vanilla's
methods on stand-in entities and a stand-in client over 6000 cases.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:36:04 +02:00
Ludovic MarieandClaude Opus 5.5 89c3a155c5 Play the sniffer's digging and searching sounds on the client side
The searching sound and the digging block hit sound are the client's
(playSearchingSound, emitDiggingParticles), the digging sound starts with
the dig (SnifferSoundInstance), and the egg plop and the breeding
experience come from the parent's random in its brain.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:31:58 +02:00
Ludovic MarieandClaude Opus 5.5 eb9bee05bd Run the loom and the crafter menu on the verified menu engine
LoomMenu (selectable patterns, clickMenuButton, the six-layer limit,
quick moves, the result's onTake) and the server's CrafterMenu over the
block entity (the result following the grid, slot state packets, filled
disabled slots enabling) join the menu click harness, now 8,000 click
sequences over 19 menus with pattern button and slot state ops. Slot
clicks end with setChanged and container slots are limited to their
stack size as SimpleContainer does. The game's loom and crafter screens
now click through Game::menu_session on the same engine.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:31:00 +02:00
Ludovic MarieandClaude Opus 5.5 4e871bf22e Match vanilla llamas: the horse tail draw and mobs seeing earlier mobs' moves
AbstractHorse.aiStep draws a tail swish every tick before the goals run.
Mobs now see the mobs ticked before them as they are after their tick
(ServerLevel ticks entities one after another), in the game and in the
mob AI probe; a baby llama following its parent depended on it. The
llama's strength is read raw, as getStrength does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:29:00 +02:00
Ludovic MarieandClaude Opus 5.5 b8711a7c64 Add a sculk vibration harness against a vanilla server level
VanillaSculkOracle runs sensor, calibrated sensor and shrieker scenarios
(scripted game events and block changes, the player's warning level) in
a real headless level ticked in ServerLevel.tick's order; the game runs
the same scenarios through its own sculk code (HORIZON_SCULK_FIXTURE).

Fixes found on the way: sculk block entities tick in the order they were
added, the entity phase of sculk runs before the block entities, client
side effects of level events draw from the client random, scheduled
ticks run one at a time so a shrieker summons inline, wardens are
summoned as SpawnUtil does (obstruction by entities, the yaw and
finalizeSpawn draws, agitated sounds of discarded attempts), and an
empty level no longer draws the level random every tick.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:25:06 +02:00
Ludovic MarieandClaude Opus 5.5 68520308d0 Keep the scoreboard in vanilla's hash orders and save it as its codec does
The objectives, holders and teams now iterate as vanilla's fastutil maps and
each team's members as its HashSet; criteria resolve to their canonical
names as ObjectiveCriteria.byName does; scoreboard.dat leaves out the
fields equal to the codec defaults and writes components as
ComponentSerialization does. tools/test_scoreboard_parity.py runs vanilla's
own Scoreboard against the model on 500 scripted cases.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:23:34 +02:00
Ludovic MarieandClaude Opus 5.5 81783a5125 Port PatrolSpawner, Raid and Raids exactly, and run the game on them
The patrol spawner, the raid tick (countdown, spawn positions, wave
composition, bonus wave, leaders, riders, boss bar, horn seed, raiders
leaving, victory, loss, celebration) and the raids.dat codec with
DataFixerUpper's partial results and fastutil's map order now follow
vanilla line by line. tools/test_raid_parity.py runs vanilla's own
PatrolSpawner, Raids and Raids.CODEC on a stand-in level: 1,900 cases
match.

In game, raiders join, are loaded, hurt and killed through addWaveMob,
updateBossbar and removeFromRaid as vanilla calls them, the wave leader
map lives in the raid, recruits take the raid's current wave, raid and
patrol mobs keep their spawn rotation, and each dimension keeps its own
raids.dat. Bad Omen and Raid Omen act from inside the effect tick, with
the ConcurrentModificationException vanilla swallows when Raid Omen is
first added, and the omen position is saved with the player.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:22:29 +02:00
Ludovic MarieandClaude Opus 5.5 0e076c7153 Port the sniffer's and the ghastling's brains
SnifferAi and HappyGhastAi as vanilla's Brain runs them: the sensors and
their scan rates, the activities and their requirements, and every
behaviour (AnimalPanic, MoveToTargetSink, FollowTemptation, AnimalMakeLove,
LookAtTargetSink, RunOne and the sniffer's scenting, sniffing, searching,
digging, rising and happy states) in availableBehaviorsByPriority order.
Adds AirAndWaterRandomPos and the mob AI scenarios for llamas, sniffers
and happy ghasts. The brain is not ticked yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:17:44 +02:00
Ludovic MarieandClaude Opus 5.5 95c7e7ad2a Document the player list and world border parity harnesses
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 e4bb8463b9 Show the player list and the world border wall in the game
Holding the player-list key draws tab_list's layout: in single player the
local player with the list objective (vanilla shows nothing otherwise), on
a server the listed players from PlayerInfoUpdate (game mode, latency,
display name, list order, hat), the tab list header and footer, online
mode for heads and the server's objectives, scores, display slots and
teams, which now also feed the sidebar. The renderer draws the border wall
with RenderPipelines.WORLD_BORDER's overlay blend and the forcefield
texture, from border_render's buffer and transforms; the client border
follows the server's border packets and ticks between them. The vignette
reddens near the border.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:07:47 +02:00
Ludovic MarieandClaude Opus 5.5 16227901fc Check the crafter against vanilla with a crafting harness
CrafterBlock.dispenseFrom and CrafterBlockEntity.serverTick over 4,000
cases: recipes from the datapack with remainders and specials, disabled
slots, containers and other crafters in front. The crafter now reports
its level events (1049, 1050, white smoke 2010) through the client
random, hoppers merge stacks only with equal components, brewing stands
take items as a WorldlyContainer, and empty written book pages are not
written.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:05:18 +02:00
Ludovic MarieandClaude Opus 5.5 1c9c9486f6 Run vanilla harnesses on other machines with parity.py --hosts
A worker started over ssh (parity.py --worker) runs harnesses on a mirror of
the worktree on another machine, here the Mac mini. One longest-first queue
feeds every machine, remote ones first; passes come back with the content
hash of each dependency, so they are keyed on exactly what ran. Harnesses
that need this machine are listed in tools/parity_hosts.json.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 15:54:35 +02:00
Ludovic MarieandClaude Opus 5.5 95015b7828 Compare sniffer animation states, happy ghast layers and the llama decor model
The entity model harness now drives the sniffer's five keyframe animation
states and its search walk, the happy ghast body item, riding and leash
holder on its body, harness and ropes layers, and LlamaDecorLayer's model.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 15:51:58 +02:00
Ludovic MarieandClaude Opus 5.5 cba3f5bb6a Compare the breeze's animations and its wind and eyes layers with vanilla
The entity model harness now poses the breeze's six animation states and
bakes BreezeWindLayer's and BreezeEyesLayer's models and the creaking's
emissive eyes model (141 and 64 cases, no differences).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 15:51:57 +02:00
Ludovic MarieandClaude Opus 5.5 8a32850f95 Lay out the player list exactly as vanilla PlayerTabOverlay does
tab_list ports PlayerTabOverlay: the comparator (list order, spectators,
team, name ignoring case), the 80-player limit and 20-row columns, heads
with the default skin by UUID and upside-down names, team and spectator
name styling, ping bars, the list objective as integer scores in their
number format or hearts with their change blink and the hp text fallback,
and the wrapped header and footer. Font::split_lines now follows
StringSplitter.splitLines and Text::resolve_legacy applies legacy codes
inside components. test_tab_list_parity runs vanilla's overlay against
examples/tab_list_fixture: 1,000 cases, 3,476 frames, 844,758 calls match.

The protocol gains the scoreboard, team and world border packets.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 15:47:55 +02:00
Ludovic MarieandClaude Opus 5.5 84afe5a020 Merge origin/parity/rendering-hud into parity/rendering-be
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 15:40:54 +02:00
Ludovic MarieandClaude Opus 5.5 36b944ec3d Merge origin/parity/rendering-anim into parity/rendering-be
Client-ticked animation state now drives the renderer alongside the End
portal and gateway rendering; gateways, whose ages and cooldowns the client
does not track yet, keep rendering settled.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 15:40:50 +02:00
Ludovic MarieandClaude Opus 5.5 a086bd83ba Merge parity/entity-ai, parity/rendering-anim and parity/rendering-hud into parity/hud
Keep the nbt contents hook and stack_display_name from parity/hud with
rendering-hud's object_style and first-component sibling style.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 15:40:44 +02:00
Ludovic Marie 94508b4528 Merge remote-tracking branch 'origin/parity/rendering-anim' into parity/hud 2026-10-12 15:39:07 +02:00
Ludovic Marie 136b74011c Merge remote-tracking branch 'origin/parity/entity-ai' into parity/hud 2026-10-12 15:39:06 +02:00
Ludovic MarieandClaude Opus 5.5 af463e976b Merge origin/parity/entity-ai into parity/rendering-be
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 15:39:05 +02:00
Ludovic MarieandClaude Opus 5.5 3467380074 Render the world border wall and its vignette exactly as vanilla does
The client border now wraps horizon-core's vanilla-checked BorderGeometry
(previous size for partial ticks, status, lerp speed, absolute limit) and
border_render ports WorldBorderRenderer: extract's fade and tint, the cached
wall buffer, the scrolling texture transform and which walls draw. The
vignette takes vanilla's int colour and the warning strength from the
border. test_world_border_render_parity runs vanilla's renderer against
examples/world_border_render_fixture: 1,500 cases, 16,859 frames match.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 15:29:53 +02:00
Ludovic MarieandClaude Opus 5.5 f94aa2a3d6 Assemble /place jigsaw pieces from the generation context's random
JigsawPlacement.generateJigsaw builds the pieces with the GenerationContext's
WorldgenRandom (large feature seed from the level seed and the position's
chunk) and only places them with the level random. Horizon assembled them from
the level random, so the village layout, and the plants /fill later broke
around it, changed from run to run.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 14:28:40 +02:00
Ludovic MarieandClaude Opus 5.5 fc7a95ee10 Merge branch 'parity-base' into parity/rendering-be
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 14:08:08 +02:00
Ludovic Marie 42c2e96082 Merge remote-tracking branch 'origin/t3/achieve-full-parity' into parity/hud 2026-10-12 14:07:23 +02:00
Ludovic Marie fd79addba4 Merge branch 'parity/saves' into parity-base 2026-10-12 14:06:53 +02:00
Ludovic Marie 7f8bec70bc Merge branch 'parity/blocks' into parity-base 2026-10-12 14:06:53 +02:00
Ludovic MarieandClaude Opus 5.5 22bc86739b Port the villager brain from VillagerGoalPackages
Villagers ran an approximation built from goals. They now run vanilla's
Brain: expiring memories, the nine sensors with their randomly delayed
scan clocks, activities from the villager_activity timeline, and every
package's behaviours (core, work, play, meet, rest, idle, panic, pre-raid,
raid, hide), started and ticked in Brain.availableBehaviorsByPriority's
order with RunOne's shuffles, the level random for behaviour timing and
POI scans, and Villager.refreshBrain when the profession changes.

The mob AI probe prints the activities and memories as the oracle does,
and the harness's three villager scenarios now match: 34/34.
Sleeping villagers take LivingEntity.SLEEPING_DIMENSIONS instead of being
frozen in travel.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:37:39 +02:00
Ludovic MarieandClaude Opus 5.5 b0527b4818 Check a shulker box's lid room before opening and tick animations only while the world runs
ShulkerBoxBlock.canOpen: a closed box opens only when the half-open lid
box is free of collisions. Bells gather and test entities by their real
bounding boxes and liveness. Client block-entity tickers run with
ClientLevel.tickBlockEntities, which Minecraft.tick skips while paused.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:32:58 +02:00
Ludovic MarieandClaude Opus 5.5 d48017ab70 Build the player's attack strength model with its tests
Player.attackStrengthTicker and itemSwapTicker: both advance each tick, a
different main-hand item resets them, and getAttackStrengthScale divides
by the ATTACK_SPEED delay. The game does not drive it yet; the attack
indicator still shows full strength until combat uses the cooldown.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:29:20 +02:00
Ludovic MarieandClaude Opus 5.5 5b201965af Compare the chat with vanilla's ChatComponent
The chat cases add messages (with the system and error tags) at given Hud
ticks and draw ChatComponent in background mode: wrapping, the 200-tick
fade, scale, width, height, spacing and opacity options. Horizon's chat now
wraps like StringSplitter.splitLines and ComponentRenderUtils.wrapComponents
(the indent on wrapped lines, breaks at the last space, a dropped newline
or space), keeps the options as doubles and draws through a layout with
vanilla's fills and text offsets. A component list whose first part has
empty text now still passes its style to the rest. The harness runs 200
cases per kind.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:28:05 +02:00
Ludovic MarieandClaude Opus 5.5 e2b3f7b4e9 Keep unsimulated entities' UUIDs across saves and save player equipment as vanilla
save_entities forgot the UUID and compound of entities Horizon keeps but
does not simulate, so the save on quit gave them new UUIDs. The player's
equipment is written as LivingEntity does: omitted when empty, where
PlayerEquipment.isEmpty also counts the selected hotbar item.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:26:18 +02:00
Ludovic MarieandClaude Opus 5.5 ef0c6604a5 Compare camera overlays and the sleep overlay with vanilla's Hud
The overlays cases run Hud.extractCameraOverlays and extractSleepOverlay:
the vignette with its brightness and world border warning, the spyglass
scope and its scopeScale easing (read back and compared), equipment
camera overlays, powder snow, the nether portal sprite and the nausea
swirl. The game feeds its full-screen camera overlays from the same
layout (the vignette option and first person now count), draws the
spyglass with vanilla's unclamped easing and the sleep fade at vanilla's
opacity under the sidebar, titles and chat.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:19:38 +02:00
Ludovic MarieandClaude Opus 5.5 51d4598632 Draw End portals and gateways with vanilla's end portal shader
The entity shader gains rendertype_end_portal as layers 9 (15 portal
layers) and 10 (16 for gateways): end_sky and the rotating, scrolling
layers of end_portal.png projected from the screen, repeated inside their
atlas sprites, with vanilla's GameTime uniform. The world-space
approximation and its portal block scan are gone; the block-entity
renderer draws both blocks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:16:32 +02:00
Ludovic MarieandClaude Opus 5.5 cd116711c2 Seed the mob AI oracle's gate shuffles so villager runs are reproducible
Every GateBehavior (RunOne, and the gates of TradeWithVillager and
VillagerMakeLove) shuffles its behaviours with a ShufflingList random that
RandomSource.create() seeds from the clock, so two oracle runs of the same
villager scenario diverged after the first RunOne. The oracle now gives
each gate a LegacyRandomSource seeded with the mob's seed, and seeds the
gates of a brain rebuilt by Villager.refreshBrain before its next tick.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:16:13 +02:00
Ludovic MarieandClaude Opus 5.5 5b53d37e30 Compare item decorations with GuiGraphicsExtractor.itemDecorations
The decor cases run vanilla's itemDecorations on stacks with counts,
durability (Item.getBarWidth/getBarColor), unbreakable stacks and item
cooldowns ticked through ItemCooldowns. Horizon's item drawing now uses
the same layout: the bar rounds and colours like vanilla's and the count
sits at vanilla's offsets.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:13:12 +02:00
Ludovic MarieandClaude Opus 5.5 6bc85d48c6 Tick chest lids and enchanting books as vanilla and drive the renderer with it
block_entity_anim now also ports ChestLidController (chests, trapped and
copper chests, ender chests: triggerEvent(1, openCount), tickLid,
getOpenness), ChestBlock.opennessCombiner and ChestRenderer's lid curve,
and EnchantingTableBlockEntity.bookAnimationTick with its render state
(nearest non-spectator player by feet position within 3 blocks, Mth.atan2,
the class's shared RANDOM). The renderer pairs a double chest half with its
neighbour only as DoubleBlockCombiner does (same block, other half, same
facing) and reads the book from BlockAnim instead of ticking its own copy.

The game keeps a BlockEntityAnims and runs the client tickers of every
loaded animated block entity each tick: chest lids, books, shulker boxes,
bells (resonance sound, entity-effect particles, raider glow), conduits
(nautilus particles) and dragon/piglin heads. Opening and closing chests,
ender chests and shulker boxes sends the opener-count block event (both
halves of a double chest); a ring's block event reaches the bell through a
new LevelEvent::BlockEntityEvent. The renderer now gets this state instead
of BlockAnim::default(), so shulker lids, bells, conduits and heads move.

block_entity_anim harness: 256/256 cases (new: 48 chest, 36 book).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:12:30 +02:00
Ludovic MarieandClaude Opus 5.5 f55b4281e5 Compare boss bars, the jump bar and the scoreboard sidebar with vanilla
The oracle fills a BossHealthOverlay with LerpingBossEvents, runs
JumpableVehicleBar on a jumpable mount and displayScoreboardSidebar on a
real Scoreboard with teams, display names and number formats. The game
collects the dragon, wither, raid and custom bars into one
BossHealthOverlay layout (the backgrounds and notches now draw in vanilla's
order) and draws the sidebar with the text background options and
String.CASE_INSENSITIVE_ORDER.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:10:33 +02:00
Ludovic MarieandClaude Opus 5.5 613702c0a7 Render End portals and End gateways as vanilla's block-entity renderers
TheEndPortalRenderer and TheEndGatewayRenderer: the position-only portal
cube in FaceInfo order (only the vertical faces for portals, the faces
Block.shouldRenderFace leaves for gateways) and the gateway beam through a
shared submitBeaconBeam. The beacon beam now goes through the same
function. The client does not track gateway ages and cooldowns yet, so
gateways in game render settled.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:05:36 +02:00
Ludovic MarieandClaude Opus 5.5 fda4d65a02 Give the block-entity render oracle an item resolver and an End gateway level
Campfires and brushable blocks resolve their items (empty here) through the
context's ItemModelResolver, which was null. End gateways read the level for
their beam (max y, game time) and visible faces, so they get a stub level
with the case's neighbours, light, build height and game time. New cases
cover gateways spawning, cooling down and settled against neighbours, and
End portals beside the same neighbours.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:05:36 +02:00
Ludovic MarieandClaude Opus 5.5 b7cfe5578c Compare effect icons, titles, the action bar and the selected item name with vanilla's Hud
The HUD harness now draws cases by kind. The oracle runs Hud.extractEffects,
extractTitle, extractOverlayMessage and extractSelectedItemName after
replaying setTitle/setTimes/setOverlayMessage and Hud.tick, and
hud_overlays lays out the same state: MobEffectInstance ordering through
Java's small-array TimSort, the title and action bar fades, the backdrop
from the text background options and the tool highlight timer. The game
draws its effect icons, titles and action bar through these layouts and
now shows the selected item name.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:05:05 +02:00
Ludovic Marie 06abd528c5 Merge remote-tracking branch 'origin/t3/achieve-full-parity' into parity/rendering-anim 2026-10-12 12:43:27 +02:00
Ludovic Marie c36190dc4d Merge remote-tracking branch 'origin/t3/achieve-full-parity' into parity/rendering-hud 2026-10-12 12:43:16 +02:00
Ludovic Marie 0b86f5f4c2 Merge remote-tracking branch 'origin/t3/achieve-full-parity' into parity/entity-ai 2026-10-12 12:43:08 +02:00
Ludovic MarieandClaude Opus 5.5 b3b6194a91 Add the plans for after the rewrite to the README roadmap
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 02:49:42 +02:00
Ludovic MarieandClaude Opus 5.5 6fdd7f3bd7 Add the Horizon logo, banner and in-game screenshots to the README
An original logo (a sun setting behind a blocky horizon), a banner and a social
preview card, and six screenshots captured in the Rust client. The README opens
with badges, a short pitch and a gallery; a test keeps the parity badge in step
with the subsystem table. Packaged builds use the logo as their menu icon.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 02:47:52 +02:00
Ludovic MarieandClaude Opus 5.5 312d5fc7d2 Hide the whole HUD and the hand with F1, as vanilla does
F1 only hid the chat. Hud.extractRenderState hides the camera overlays,
crosshair, hotbar, effects, bars, sidebar, action bar, titles and chat, and
GameRenderer.renderItemInHand skips the hand; the sleep overlay, debug screen
and open screens still draw.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 02:47:37 +02:00
Ludovic Marie fae208deb6 Merge pull request #39 from ludovic111/docs/professional
Docs: professional README and no personal details
2026-10-12 02:18:57 +02:00
Ludovic MarieandClaude Opus 5.5 83bcfb15af Docs: professional README and no personal details
Restructure the README around what Horizon is, its status, how to build it
from your own copy of the game, and its parity table. The Java performance
pack material and the research lab notes move to docs/java-packs.md and
docs/research-lab.md. The target platform is stated generically instead of
naming a machine, the stale list of missing mobs is dropped in favour of the
audited table, and the legal notice follows Mojang's usage wording.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 02:14:10 +02:00
Ludovic MarieandClaude Opus 5.5 6c90e42675 Install ALSA headers for the CI lint and test job
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 02:02:37 +02:00
Ludovic MarieandClaude Opus 5.5 37898e856b Build from the user's own copy of the game instead of downloading it
Horizon no longer fetches anything of Minecraft from Mojang's servers. The
client jar, version JSON, libraries and assets come from the user's official
launcher install, and the server jar is one they downloaded themselves
(--server-jar or HORIZON_SERVER_JAR). Every file is checked against checksums
pinned in research-lock.json, and the prepared .local/ layout is byte-identical
to the old downloads, so the harnesses and the native client are unchanged.

CI keeps the offline checks on GitHub's runners; the vanilla comparisons and
the mod build need the game, so they move to a manual job on a self-hosted
runner that holds the maintainer's own copy.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 02:00:18 +02:00
Ludovic MarieandClaude Opus 5.5 b036c0c90d Document the mob AI harness --trace option
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 20:32:11 +02:00
Ludovic MarieandClaude Opus 5.5 d572cd7262 Link only the vanilla data into new worktrees
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 19:38:16 +02:00
Ludovic MarieandClaude Opus 5.5 82dceec5e7 Keep the datafix sample worlds with the shared vanilla data, and generate them when missing
The old server jars and the 22 worlds made from them are inputs, but they
lived in each worktree's .local and were lost when its outputs were
cleared. They now sit beside the shared vanilla data, written atomically,
and the harness generates any that are missing (under a lock, since
several worktrees may run it at once).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 19:36:09 +02:00
Ludovic MarieandClaude Opus 5.5 c7a2fbb182 Match vanilla wither tick order, underwater checks and gravity
The wither's customServerAiStep (charging, side heads, block breaking,
healing) now runs inside serverAiStep, and aiStep draws the heads' smoke
particle offsets after travel as vanilla does; its steering uses the 0.6F
and Mth.atan2 float maths, and its level-event sounds (shoot, spawn, block
break) no longer draw from its random: MobEvent::LevelEventSound lets the
client pick their pitch. Entity.getGravity is zero while isNoGravity, which
the flying move control sets. Drowned swim with isUnderWater (the previous
tick's eye state, Entity.wasEyeInWater), and the eyes count as in water per
26.3's EntityFluidInteraction (between a water block's bottom and its camera
height) rather than the older 0.11 offset.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 19:18:23 +02:00
Ludovic MarieandClaude Opus 5.5 a466af6adc Match vanilla projectile randoms, witch target goal and enderman goal names
Projectiles shot by mobs (arrows, splash potions, snowballs, llama spit,
wind charges, crossbow bolts, tridents) take their spread, and arrows their
base damage, from the new projectile's own random as vanilla does, leaving
the shooter's random alone. The witch's player target goal reports as
NearestAttackableWitchTargetGoal (NearestTarget gains a subclass label), and
the probe names the enderman goals as vanilla's classes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 19:02:46 +02:00
Ludovic MarieandClaude Opus 5.5 feb043fda6 Merge parity/blocks into parity/hud
Block loot keeps one random-sequence path: the blocks side's block_loot
with the generic loot evaluator, and /loot uses the shared loot_sequence.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 19:02:13 +02:00
Ludovic MarieandClaude Opus 5.5 5ede186d40 Integrate several branches behind one gate
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 18:56:43 +02:00
Ludovic MarieandClaude Opus 5.5 d2c91b513b Match vanilla drowned AI, skeleton weapon goals, trader look goals and monster idle time
Drowned register Zombie's goals and then Drowned.addBehaviourGoals (go to
water, trident and melee attacks with okTarget, go to beach, swim up,
RandomStrollGoal) with DrownedMoveControl, Drowned.travelInWater and
AmphibiousPathNavigation. Skeletons get their bow from finalizeSpawn and
pick the bow goal or the AbstractSkeleton$1 melee goal from the held item,
as reassessWeaponGoal does. Monster.aiStep adds 2 to noActionTime in bright
light (raiders always), which stops RandomStrollGoal; LookAtPlayerGoal
supports Mob.class targets and InteractGoal, used by the wandering trader
(with vanilla's AvoidEntityGoal order), illagers, ravagers and vexes.
Entities below the world take 4 damage a tick instead of vanishing, water
travel uses the 0.8F/0.6F/0.3F float constants, and MobWorld carries the
level's sea level.

The oracle refreshes the player's water state after placing it (it is never
ticked, so isInWater kept the previous scenario's value) and keeps its world
under the harness build directory, deleting it before halting instead of
leaving /tmp/horizon-mob-ai* behind. The probe reports KILLED removals.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 18:56:36 +02:00
Ludovic MarieandClaude Opus 5.5 e8f2ccd403 Fail the gate when the harness runner dies, and clear large harness outputs
tools/gate.py took a crashed tools/parity.py for a pass with no new
failures. The runner now records each completed run, and the gate fails
unless its own run finished. A missing or empty trace (the disk was full)
no longer crashes the runner.

After a harness passes, the runner deletes its large regenerated outputs
(64 MB or more), keeping the vanilla oracle outputs that reusing an oracle
run needs. Full suites left 2-4 GB files in every worktree and filled the
disk.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 18:56:28 +02:00
Ludovic MarieandClaude Opus 5.5 d4144d33b4 Match vanilla zombie turtle-egg goal, entity pushing and raider goal order
Zombies (and husks, drowned, zombie villagers, zombified piglins) now
register ZombieAttackTurtleEggGoal first, as vanilla does, so their goal
selector draws the same random numbers. LivingEntity.pushEntities runs in
aiStep against the player and other mobs, with pushes to other mobs applied
at once as Entity.push does (replacing the post-tick push_apart). Spider
target goals check the light before their random interval, LookAtPlayerGoal
uses the non-combat targeting conditions, raiders register the
PatrollingMonster/Raider goals before their own, and the witch runs its
aiStep (heal cooldown, drinking, particle roll) before super.aiStep with
NearestHealableRaiderTargetGoal's nextBoolean.

The mob AI oracle's player is now a fully loaded, hurtable client: its
connection starts with a 60-tick load timer and 26.3 moved the hurt cooldown
to damageCooldownTime, both of which only ServerPlayer.tick counts down, so
whether mobs could hurt the player depended on the scenario order. The probe
reports the player's hurt sound, and an rng-trace feature records the call
sites of Horizon's mob random draws next to the oracle's trace.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 18:24:38 +02:00
Ludovic MarieandClaude Opus 5.5 7d35a25906 Format and lint the command parity changes
Clippy and rustfmt clean, and the scoreboard test now expects vanilla's
removeObjective, which keeps holders tracked without scores.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 18:00:32 +02:00
Ludovic Marie 4eb2f53ffb Merge branch 'parity-base' into parity/saves
# Conflicts:
#	README.md
2026-10-11 17:51:57 +02:00
Ludovic MarieandClaude Opus 5.5 99057953e0 Mark dispensers as matching vanilla in the parity table
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 17:51:49 +02:00
Ludovic Marie 2e775aff2f Merge parity-base into parity/hud 2026-10-11 17:51:39 +02:00
Ludovic Marie d0815052cd Merge branch 'parity-base' into parity/blocks 2026-10-11 17:51:37 +02:00
Ludovic Marie 168bc1d0a3 Merge branch 'parity/loot-spawn' into parity-base 2026-10-11 17:36:20 +02:00
Ludovic MarieandClaude Opus 5.5 2eb688cc6a Decrypt bytes already read when a connection enables encryption
Encrypted bytes that arrived in the same read as the last plain packet
stayed in the buffer undecrypted, and the connection then waited forever
for a frame it could not parse. The loopback test hit this under load.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 17:36:20 +02:00
Ludovic MarieandClaude Opus 5.5 a919e44050 Run /locate biome and poi and /place feature, jigsaw and structure as vanilla
/locate biome samples the biome source like BiomeSource.findClosestBiome3d,
/locate poi scans loaded chunks for PoiTypes block states within 256 blocks,
/place feature places the configured feature with the level random,
/place jigsaw assembles pieces with JigsawPlacement.addPieces and places
them into the level, and unknown structures or pools report vanilla's
errors.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 17:35:55 +02:00
Ludovic Marie 6ed726e935 Merge branch 'parity-base' into parity/loot-spawn 2026-10-11 17:26:12 +02:00
Ludovic MarieandClaude Opus 5.5 d46fa60400 Run /compute as vanilla's ComputeCommand
Context int and float providers (inline or registered) evaluate with
Java's arithmetic, exceptions and rounding, in the default, block or
entity loot context; their codecs report missing fields as
DataFixerUpper does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 17:24:18 +02:00
Ludovic Marie 0a1ce1314c Merge branch 'parity-base' into parity/saves 2026-10-11 17:12:11 +02:00
Ludovic MarieandClaude Opus 5.5 17b1bcf2ce Destroy blocks for /setblock and /fill destroy as Level.destroyBlock does
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 17:11:05 +02:00
Ludovic MarieandClaude Opus 5.5 debc6e124c Award tick, inventory and recipe advancements and draw block drops as vanilla
PlayerTrigger.TICK fires every tick and InventoryChangeTrigger as the
inventory changes; /recipe counts recipe book displays and fires
RecipeUnlockedTrigger; block drops draw from their loot table's random
sequence.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 17:02:09 +02:00
Ludovic MarieandClaude Opus 5.5 ae3f129c8e Format the dispenser parity work
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:54:06 +02:00
Ludovic MarieandClaude Opus 5.5 54a92f23f0 Give every block update oracle level a chunk generator
Bone meal and saplings reach for getChunkSource().getGenerator(); the
shared oracle level now answers it, as the dispenser oracle did.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:52:18 +02:00
Ludovic MarieandClaude Opus 5.5 753b5654b1 Keep errors inside forked execute chains silent, as vanilla
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:51:07 +02:00
Ludovic MarieandClaude Opus 5.5 a47f1ec58b Dispense mobs with their jockeys as vanilla's spawn eggs do
A dispensed spawn egg's mob gets the riders finalizeSpawn adds (chicken
jockeys, spider jockeys, strider jockeys). The harness leaves which mob
comes out a baby and rides to the spawning port's finalization draws, as
it already does for the level random of spawning cases. Cases no longer
grow plants out of a dispenser or build a door from mismatched halves,
and the oracle runs every case three times so an unseeded value is
marked even when two runs happen to agree.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:50:20 +02:00
Ludovic MarieandClaude Opus 5.5 00371a7f35 Run /test as vanilla does in a world without test instances
Model TestCommand's release tree (ResourceSelectorArgument patterns
included) and its finder, locate, pos, stop and clear outcomes when no
test instance block exists. Compare /help's gamerule alternatives as a
set: GameRuleCommand registers them in identity-hash order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:47:42 +02:00
Ludovic Marie 3ba0204bc0 Merge branch 'parity-base' into parity/blocks 2026-10-11 16:44:43 +02:00
Ludovic Marie 38059ab9f9 Merge branch 'parity-base' into parity/hud 2026-10-11 16:43:21 +02:00
Ludovic MarieandClaude Opus 5.5 d061bdf2fb Share harness passes between worktrees and cap harnesses machine-wide
A pass is keyed by the content of the harness's dependencies, so it is
also valid in any worktree with the same files. Passes are published to
parity-shared/ beside the shared vanilla data, and a worktree adopts one
whose key matches its own files instead of running the harness: an
agent's gate only runs what its own changes affect, instead of the whole
suite from scratch. Every runner on the machine also shares
PARITY_MACHINE_JOBS slots, so several agents' gates can't overload it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:42:52 +02:00
Ludovic MarieandClaude Opus 5.5 d7e4a5a275 List command usages in vanilla's registration order and run the release tree
Brigadier keeps children in registration order and /help prints them
that way; tools/generate_command_order.py records vanilla's order where
Horizon's tree differs. The game now runs the release integrated
server's tree; HORIZON_DEV_COMMANDS restores the development commands.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:41:43 +02:00
Ludovic MarieandClaude Opus 5.5 877165a6c9 Read region headers as vanilla's RegionFile does in the region tests
Invalid allocations are dropped rather than refused, overlaps are not
checked, and an empty or truncated file is a region without chunks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:41:30 +02:00
Ludovic MarieandClaude Opus 5.5 3a875c709e Refuse only worlds older than 1.18.2 when opening them
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:39:26 +02:00
Ludovic MarieandClaude Opus 5.5 8490e19ec0 Resolve nbt text components, other dimensions and vanilla's own data as vanilla
/tellraw resolves nbt components; execute in another dimension sees its
chunks unloaded; the built-in pack's predicates load; holders stay
tracked after their objective is removed; new worlds use the offline
profile id of the player.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:34:17 +02:00
Ludovic MarieandClaude Opus 5.5 6605e6cdf1 Run the dispenser fixture in the oracle's plains light and level
The fixture's chunks are plains (empty chunks read as badlands, which has
no bone meal flowers) and carry the case's sky and block light, as the
oracle level does, so grass bone meal places flowers and crops check
their light like vanilla's. The oracle's client sounds include the lava
fizz (1501). Cases build two-block plants whole: a lone lower half is not
a world vanilla makes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:32:28 +02:00
Ludovic MarieandClaude Opus 5.5 93b785a2ef Describe save upgrades from 1.18.2 in the status table
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:28:53 +02:00
Ludovic MarieandClaude Opus 5.5 2faf5520b3 Match vanilla /spreadplayers, /datapack, /reload, function tags and dialog codecs
/spreadplayers follows SpreadPlayersCommand (safe positions, failure
distance, float centre); /datapack models the built-in, feature and
world packs with their chat links; unknown function tags are empty.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:22:06 +02:00
Ludovic MarieandClaude Opus 5.5 7994c1e8c5 Count natural spawning among the entity checks that match vanilla
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:19:49 +02:00
Ludovic MarieandClaude Opus 5.5 6949ca4455 Target rarer natural spawns in the parity harness
Desert, snowy, swamp and jungle nights, lush, sulfur and dripstone caves,
warm and frozen oceans, crimson forests and slime chunks. A cube mob grown
by finalizeSpawn takes its constructor's head rotation from the entity's
unseeded random (AbstractCubeMob.onSyncedDataUpdated), so that yaw alone is
not compared.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:14:22 +02:00
Ludovic MarieandClaude Opus 5.5 36209e7827 Place dispensed shulker boxes only where DirectionalPlaceContext can
A dispenser places a shulker box in the block in front or nowhere, and
only when that block's canBeReplaced accepts it (a snow layer only when
it is a single layer).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:10:30 +02:00
Ludovic MarieandClaude Opus 5.5 b2812c55be Choose natural spawns exactly as vanilla's NaturalSpawner does
tools/test_natural_spawn_parity.py compares whole chunk spawn passes,
spawnCategoryForPosition from chosen sites and chunk generation packs
against vanilla's NaturalSpawner on generated box worlds.

Divergences fixed on the way: the reduced water ambient tag is
reduce_water_ambient_spawns, and the room check uses each type's spawn
dimensions scale (4 for slimes and magma cubes, 2 for sulfur cubes).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:10:12 +02:00
Ludovic MarieandClaude Opus 5.5 e1eabdc781 Pass the save upgrade harness from 1.18.2: block entity data stays empty
A block entity read inside an item stack remembers the map it was read from;
that memory is not part of the value, so an item's block entity tag with
only its id still counts as empty and is dropped, as in vanilla.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:07:10 +02:00
Ludovic MarieandClaude Opus 5.5 8eca39aff1 Equip, saddle and light from dispensers as vanilla does
Villagers, piglins, piglin brutes, allays, dolphins, foxes and pandas can
pick up loot from construction (their constructors call
setCanPickUpLoot), so they take dispensed equipment without spawn
finalization. Nautilus saddles play item.nautilus_saddle_equip. The
oracle level is the overworld, so fire in an obsidian frame lights a
portal there too, and it answers getEntity(id) and level-wide entity
queries, which leash cutting needs. Unseeded item motion is compared
within its full spread (item motion plus a shearing sheep's push).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:07:06 +02:00
Ludovic MarieandClaude Opus 5.5 b5d84b138d Match vanilla /clear predicates, /particle results, block entity NBT and /fillbiome checks
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:06:17 +02:00
Ludovic MarieandClaude Opus 5.5 c80edcdbf4 Draw /loot from each table's random sequence, as vanilla
LootTable.getRandomItems uses the table's random_sequence, so /loot
results are deterministic per world seed; inline loot tables and tool
components now work too. The oracle ticks its player like the network
listener does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:59:56 +02:00
Ludovic MarieandClaude Opus 5.5 bcfa2f6974 Retry fresh only when a harness that passed fails while reusing oracle results
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:56:45 +02:00
Ludovic MarieandClaude Opus 5.5 0de0379cc7 Expect an int page in the click event fix test, as createInt writes
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:53:55 +02:00
Ludovic MarieandClaude Opus 5.5 894113d7f4 Build golems and withers from dispensers as vanilla does
Golems and the wither come from EntityType.create (no spawn finalization,
no level random), after clearPatternBlocks sets every pattern cell to air
with flags 2 and a destroy event, and updatePatternBlocks follows. A
dispensed pumpkin that completes a golem skips setBlock's neighbour
updates as vanilla's does, and pumpkins and skulls post block_place.
Dispensed skulls face RotationSegment.convertToSegment(facing). Destroy
events for air play no break sound. The dispenser fixture plays on normal
difficulty like the oracle level.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:53:37 +02:00
Ludovic MarieandClaude Opus 5.5 2ea1c273dd Run /item modify, /summon stacks and generic attributes as vanilla
Inline and registered item modifiers now apply (26.3's type-dispatched
functions, set_lore, set_custom_data, set_components, toggle_tooltips,
filtered), counting every set slot like CountingModifier. Item stacks
keep components Horizon does not model, display names follow
ItemStack.getDisplayName, /data prints compounds in CompoundTag's
HashMap order, summoned passengers snap to the position, and living
entities other than the player get vanilla attribute maps (waypoint
transmit range included, tracked as ServerWaypointManager does).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:52:59 +02:00
Ludovic MarieandClaude Opus 5.5 a598255898 Add the natural spawn oracle and fixture
VanillaNaturalSpawnOracle runs NaturalSpawner (createState, the filtered
categories, spawnForChunk's loop, spawnCategoryForPosition and
spawnMobsForChunkGeneration) on a stand-in level built from boxes of blocks,
light and biomes with structure pieces, entities, players, the world spawn
and unloaded chunks; natural_spawn_fixture runs mobs::spawn_selection on the
same world.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:52:12 +02:00
Ludovic MarieandClaude Opus 5.5 139c5abd1c Port the DataFixers of 1.19 to 1.20 for worlds from 1.18.2 on
The fixes from 3076 to 3459 (game event, cat, frog, painting, goat, goat
horn, filtered text, POI, blending, spawn egg, effect duration, archaeology,
double-sided signs, the 1.20 experiment and chunk statuses), the block
entities their schemas add, and block entities' remainders (a decorated
pot's shards stay next to its sherds). The sample world generator logs in
to 1.18.2 to 1.19.4 servers and gates the scene by version.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:50:56 +02:00
Ludovic Marie 1b4c3dec6b Merge branch 'parity-base' into parity/blocks 2026-10-11 15:44:08 +02:00
Ludovic MarieandClaude Opus 5.5 3ab461cffc Upgrade older worlds when Horizon opens them, as 26.3 does
Opening a world saved by an older version runs the file fixes, level.dat and
the DataFixers upgrades of every file instead of refusing it. The save
round-trip harness treats a lit campfire's cooking progress as a timer in the
vanilla views: Horizon saves it as loaded (stage 3 checks it exactly), and it
moves on by however many ticks each vanilla server ran before data get.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:44:02 +02:00
Ludovic Marie 484bbb5ee8 Merge branch 'parity-base' into parity/loot-spawn 2026-10-11 15:43:57 +02:00
Ludovic MarieandClaude Opus 5.5 e019d361d9 WIP: natural spawn oracle and collision lookup (harness in progress)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:43:57 +02:00
Ludovic Marie ef6499fb0e Merge branch 'parity-base' into parity/saves 2026-10-11 15:43:49 +02:00
Ludovic Marie c2b7dad0e4 Merge branch 'parity-base' into parity/hud 2026-10-11 15:43:47 +02:00
Ludovic MarieandClaude Opus 5.5 13759ef16b Reuse unchanged vanilla oracle runs, and keep test games silent
tools/parity_shim.py stands in for java and javac in harness runs: it
records each oracle run's outputs and the content of every file under the
paths its arguments name, and replays the run while those are unchanged.
After a Rust-only change a harness only pays for its Rust side
(block_update 53 s -> 5 s). A harness that fails while reusing oracle
results is rerun fresh, and stops reusing them if that passes; --all and
--fresh never reuse them.

Harness probes built in the dev profile are optimised (overflow checks
and debug assertions kept), and the chunk generation harness runs its
vanilla and Horizon sides concurrently.

HORIZON_NO_AUDIO keeps the game off the speakers; tools/parity.py sets it,
since the save round-trip harness launches the game on a virtual screen.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:43:26 +02:00
Ludovic MarieandClaude Opus 5.5 c626f696f5 Set dispensed mobs down as EntityType.getYOffset does
Only the collision shapes overlapping the spawn block stop the fall, so a
wide mob beside the dispenser no longer lands a block high. Spawn egg
cases compare that the new mob speaks and where, not which of its voices
its own unseeded random picked.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:41:00 +02:00
Ludovic MarieandClaude Opus 5.5 49ecc8a7c3 Keep the fields DataFixerUpper's remainders bring back when upgrading saves
DataFixerUpper reads typed fields without taking them out of a record's
remainder, so a typed field a fix drops comes back on write with its value
from the record's last read: entities keep their old ArmorItems, HandItems,
body_armor_item, saddle, Trident and Particle next to the new fields, as
vanilla 26.3 writes them. Fixes that write and read entities refresh that
map. The area effect cloud particle moves to custom_particle (4420), boats
keep Type (BoatSplitFix's remainder update misses), and region files with a
short header read as empty, as vanilla's RegionFile does. The sample worlds
now use the item formats each version accepts and enable its experiments.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:40:30 +02:00
Ludovic MarieandClaude Opus 5.5 a21d268a41 Spawn naturally through a NaturalSpawner port shared by the game
mobs::spawn_selection ports NaturalSpawner over a NaturalLevel trait: the
spawn state (category counts, spawn potential charges, local caps), the
filtered categories, spawnForChunk, spawnCategoryForPosition with mobsAt,
isValidSpawnPostitionForType and isValidPositionForMob, and
spawnMobsForChunkGeneration. The game's spawning goes through it. Biomes
now load their spawn costs and creature_world_gen_spawn_probability.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:40:15 +02:00
Ludovic MarieandClaude Opus 5.5 f9fcb004a5 Dispense chest boats and command block minecarts as vanilla does
BoatDispenseItemBehavior spawns the chest boat or chest raft itself: boats
now carry ChestBoat's 27-slot chest, drawn with its model, saved with its
Items, opened by sneaking, spilt when broken. MinecartDispenseItemBehavior
spawns command block minecarts (an empty command). The dispenser harness
now draws fronts per item (fire, portal frames, anchors, crops, copper,
hives, golem and wither builds), every boat wood, more equipment, spawn
eggs, sulfur cube swallowables and leashed targets, over 6000 cases.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:38:13 +02:00
Ludovic MarieandClaude Opus 5.5 a5aaa53ab7 Light fires, portals, candles and anchors from dispensers as vanilla does
Flint and steel uses BaseFireBlock.canBePlacedAt and getState (a portal
frame draws the level random for vertical dispensers), posts block_place
and block_change, and lights only what CampfireBlock, CandleBlock and
CandleCakeBlock.canLight accept. Fire placed inside an empty obsidian
frame now lights the portal (BaseFireBlock.onPlace). Glowstone posts the
anchor's block_change. Shears cut leads (shearOffAllLeashConnections) and
empty a sulfur cube. Dropped leads draw motion from the item's own
random, not the level's. The oracle gives bone meal a chunk generator so
sapling, grass and moss cases are compared instead of erroring.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:31:35 +02:00
Ludovic MarieandClaude Opus 5.5 01f492c939 Select, tag and summon entities Horizon does not simulate, as vanilla
Markers, displays and other unsimulated entity types are now kept as
their saved data at a position, so selectors, /tag, /kill, /tp and
/data reach them. Widen the command execution corpus to every command
the integrated server registers, and keep the oracle's terrain tickets
out of /forceload's view.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:31:12 +02:00
Ludovic Marie 888ce5a3ff Merge branch 'parity-base' into parity/loot-spawn 2026-10-11 15:27:03 +02:00
Ludovic Marie c9a1e959ee Merge branch 'parity-base' into parity/saves 2026-10-11 15:26:57 +02:00
Ludovic Marie 89b712b5a8 Merge branch 'parity-base' into parity/hud 2026-10-11 15:26:52 +02:00
Ludovic Marie 51b6b0b65e Merge branch 'parity-base' into parity/blocks 2026-10-11 15:26:48 +02:00
Ludovic MarieandClaude Opus 5.5 abee1f165b Let the gate pass with harnesses that already fail on the integration branch
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:05:57 +02:00
Ludovic MarieandClaude Opus 5.5 6396e8c161 Run the vanilla harnesses in parallel, only when their inputs change
tools/parity.py traces each harness (its Python, Java oracle sources and
the Rust sources of the probes it runs, from Cargo's dep-info) and reruns
it only when one of those, the vanilla artifacts or the toolchains change.
Harnesses run in parallel within the available memory, and their probes
build without LTO and with 16 codegen units into .local/parity-target: a
one-line change rebuilds every horizon-world probe in 3 seconds instead of
122. The full suite takes about 20 minutes instead of an hour.

tools/gate.py is the check a branch passes before integration, and
tools/supervise.py manages the per-area worktrees: status, new worktrees,
saving unfinished work, and integrating a branch only when the gate passes.

Harnesses find probes through lab.cargo_target() instead of a hard-coded
target/, the save round-trip harness builds the binaries it launches, and
the mob AI harness now fails on divergences like every other harness
(--report-only keeps the old behaviour). Debug builds keep line tables
only, so worktrees stay small.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:05:36 +02:00
Ludovic MarieandClaude Opus 5.5 bf3de4ef05 WIP: saves parity work, paused while the harness tooling is sped up
Uncommitted changes the agent had in progress when it was stopped; may
not build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 14:26:49 +02:00
Ludovic MarieandClaude Opus 5.5 e3a1cdce51 WIP: hud parity work, paused while the harness tooling is sped up
Uncommitted changes the agent had in progress when it was stopped; may
not build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 14:26:47 +02:00
Ludovic MarieandClaude Opus 5.5 45cb5850a9 WIP: blocks parity work, paused while the harness tooling is sped up
Uncommitted changes the agent had in progress when it was stopped; may
not build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 14:26:46 +02:00
Ludovic Marie 504c4df027 Merge branch 'parity-base' into parity/loot-spawn
# Conflicts:
#	crates/horizon-client/src/mobs.rs
2026-10-11 14:17:15 +02:00
Ludovic MarieandClaude Opus 5.5 45b8861a85 Accept vanilla's clockless time sync in the LAN bot test
MinecraftServer.forceGameTimeSynchronization broadcasts SetTime with no
clocks every 20 ticks, and it can reach a joining bot before
PlayerList.sendLevelInfo's full sync. Wait for a sync with clocks instead
of failing on the first packet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 14:16:34 +02:00
Ludovic Marie 6391ef0444 Merge branch 'parity-base' into parity/blocks
# Conflicts:
#	crates/horizon-client/src/mobs.rs
2026-10-11 14:16:18 +02:00
Ludovic Marie e6e7de7ebe Merge branch 'parity-base' into parity/saves 2026-10-11 14:12:55 +02:00
Ludovic Marie 4becbd860b Merge branch 'parity-base' into parity/hud 2026-10-11 14:12:44 +02:00
Ludovic MarieandClaude Opus 5.5 6734879ff7 Pass rustfmt and clippy after merging the parity branches
Formats the overnight parity work, fixes the lints it introduced, and
updates the LAN bot test and mob AI probe for fields added on the other
side of the merges (the bot test also set a field that never existed).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 14:11:51 +02:00
Ludovic Marie 6421e48c8f Merge commit 'a903cb4' into parity-base 2026-10-11 14:09:10 +02:00
Ludovic Marie 46e54c642f Merge commit 'e6ef8c5' into parity-base 2026-10-11 14:09:10 +02:00
Ludovic Marie 05bcc61446 Merge branch 'parity/multiplayer' into parity-base 2026-10-11 14:09:10 +02:00
Ludovic Marie c47a853e49 Merge branch 'parity/entity-ai' into parity-base 2026-10-11 14:09:10 +02:00
Ludovic Marie 3950c0ef7b Merge parity/assets into parity-base
# Conflicts:
#	crates/horizon-client/src/game.rs
2026-10-11 14:09:10 +02:00
Ludovic MarieandClaude Opus 5.5 24a58c40d8 Query the shipped vanilla bytecode through REA
tools/rea_vanilla.py runs REA's JADX provider over the pinned client and
server JARs: class search, class members, method bodies and callers
(including lambdas). REA and the JADX engine are pinned in
research-lock.json.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 14:08:47 +02:00
Ludovic MarieandClaude Opus 5.5 37ae66c8c7 Track shulker, bell, conduit, skull and pot animation state as vanilla ticks it
block_entity_anim ports ShulkerBoxBlockEntity.updateAnimation and its
open-count events, BellBlockEntity triggerEvent/tick with resonation,
ConduitBlockEntity.clientTick (shape check, hunting, rotation, nautilus
particles), SkullBlockEntity.animation and DecoratedPotBlockEntity wobbles,
and maps the state to the renderer's BlockAnim.

tools/test_block_entity_anim_parity.py runs the real vanilla block entities
on a stand-in client level (VanillaBlockEntityAnimOracle) against
examples/block_entity_anim_fixture: 172/172 cases, 12720 ticked steps.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:25:32 +02:00
Ludovic MarieandClaude Opus 5.5 6e9f218a14 WIP: unfinished rendering-hud parity work, stopped for the night
Uncommitted changes the agent had in progress when it was stopped; may not
build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:24:03 +02:00
Ludovic MarieandClaude Opus 5.5 0a8fd9a78f WIP: unfinished loot-spawn parity work, stopped for the night
Uncommitted changes the agent had in progress when it was stopped; may not
build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:24:03 +02:00
Ludovic MarieandClaude Opus 5.5 f78de6d9ae WIP: unfinished blocks parity work, stopped for the night
Uncommitted changes the agent had in progress when it was stopped; may not
build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:24:03 +02:00
Ludovic MarieandClaude Opus 5.5 68092c4c7f WIP: unfinished saves parity work, stopped for the night
Uncommitted changes the agent had in progress when it was stopped; may not
build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:24:03 +02:00
Ludovic MarieandClaude Opus 5.5 0410a222ea WIP: unfinished hud parity work, stopped for the night
Uncommitted changes the agent had in progress when it was stopped; may not
build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:24:03 +02:00
Ludovic MarieandClaude Opus 5.5 2012f8baad WIP: unfinished rendering-anim parity work, stopped for the night
Uncommitted changes the agent had in progress when it was stopped; may not
build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:24:03 +02:00
Ludovic MarieandClaude Opus 5.5 fd23a8d682 Match vanilla atan2 tables, rotation constants, despawn checks and target search
Mth.atan2 builds its tables with StrictMath.asin (fdlibm, ported) and
HotSpot's cos; the controls multiply by the folded RAD_TO_DEG float
constant. Mob.checkDespawn runs before the tick and, in 26.3, persistent
mobs only reset their idle time near a player. NearestAttackableTargetGoal
always requires a line of sight and ignores mustReach when searching.
MeleeAttackGoal starts its canUse clock at game time 0. The harness now
records every random draw of the vanilla mobs with its caller, the random
state per tick, and starts each scenario at game time 1000.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:23:16 +02:00
Ludovic MarieandClaude Opus 5.5 5411923887 Join guests as PlayerList.placeNewPlayer does and send vanilla's command tree
Send the join packets in vanilla's order with the permission level entity
event, recipe book, server data, ticking state and post effects; announce
the newcomer only to the others; list players with every info action;
use vanilla's level key order and border warning time; sync the game time
every 20 ticks without clocks and the overworld clock only when it jumps.
Build the command tree from the commands report for the player's
permission level and server kind, with vanilla's suggestion providers
(VanillaCommandSuggestionsExporter), and answer command suggestions.
The tree matches what a vanilla integrated server sends node for node.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:23:05 +02:00
Ludovic Marie 925e4d0f5f Merge remote-tracking branch 'desktop/parity-audio' into t3/achieve-full-parity 2026-10-10 22:22:41 +02:00
Ludovic Marie 1e0ad488bb Merge remote-tracking branch 'desktop/parity-input' into t3/achieve-full-parity 2026-10-10 22:21:34 +02:00
Ludovic MarieandClaude Opus 5.5 e6ef8c502b Check spawn placements and spawn predicates exactly as SpawnPlacements does
mobs::spawn_rules ports SpawnPlacements over a SpawnLevel trait the game's
MobWorld implements: the placement types with per-type isValidSpawn
(leaves, ice, magma for fire-immune types) and isValidEmptySpawnBlock with
each type's dangerous and immune blocks, and every registered predicate in
vanilla's draw order: the dimension's monster light test and block light
limit, thunder, peaceful, spawn reasons, guardians' sky from below water,
drowned, bats, ghasts, ocelots, slimes (surface chance and slime chunks),
strays under powder snow, striders, turtles, polar bears, tropical fish,
nautiluses, silverfish and endermites near players, patrols and the
spawnable-on tags.

Divergences fixed on the way: nether monsters ignored light, hoglins and
piglins had extra checks, slimes spawned outside slime chunks, ocelots and
ghasts skipped their odds, bats ignored the surface and their draw order,
and several predicates read the wrong blocks.

tools/test_spawn_rules_parity.py: 18,669 cases over 87 entity types match.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:17:01 +02:00
Ludovic MarieandClaude Opus 5.5 635acffda9 Draw every item through the resolved item model pipeline
The client now resolves stacks with horizon-assets' ItemModelResolver into
an ItemStackRenderState equivalent (item_render): baked cuboid layers with
their display and local transforms, tints and foil, and the special model
renderers (chests, shulker boxes, banners, heads, shields, tridents,
decorated pots, conduits, bells, books, copper golem statues) posed from
the entity model layers. GUI icons are submitted under the GuiItemAtlas
pose with ITEMS_3D/ITEMS_FLAT lighting, back faces culled and clipped to
the slot; dropped items follow ItemEntityRenderer (bounding box hover,
spin and seeded cluster copies); item frames, first-person and mob,
player and armour stand hands, worn skulls and head items submit the
same state in the world.

The client atlas also runs the atlas sprite sources (directory, single,
filter, unstitch, paletted_permutations), so armour trim sprites exist.
The ad-hoc icon, held-banner, shield, potion-layer and glint paths are
gone.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:16:52 +02:00
Ludovic MarieandClaude Opus 5.5 f77a22177a Click recipe book buttons at forUI volume and test the mixer
Recipe book widgets play SimpleSoundInstance.forUI(UI_BUTTON_CLICK, 1.0F),
whose volume is 0.25. Unit tests cover the mixer distance gain and the
stopped/looping source states.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:13:40 +02:00
Ludovic MarieandClaude Opus 5.5 17ac24f4db Drive toggle sprint/sneak as vanilla's key handlers do and compare
ToggleKeys holds the sneak, sprint, attack and use ToggleKeyMappings with
the dispatch of KeyboardHandler.keyPress (releases always reach them;
presses and SDL key repeats only without a screen), MouseHandler.onButton,
Gui.setScreen (releaseAll / restoreToggleStatesOnScreenClosed) and
LocalPlayer.respawn (resetToggleKeys, which Horizon lacked). Presses behind
a screen no longer flip a toggled key. tools/test_toggle_keys_parity.py
drives the real Options mappings through the real static KeyMapping
functions (8,000 sequences).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:12:23 +02:00
Ludovic MarieandClaude Opus 5.5 1357e2f01b Choose situational music exactly as Minecraft.getSituationalMusic does
Situation captures the screen music, the menu without a player, End boss
music, creative abilities and underwater selection and the music volume;
the harness calls the real getSituationalMusic/getMusicVolume with a real
camera attribute probe for every dimension and biome.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:10:06 +02:00
Ludovic MarieandClaude Opus 5.5 538347007a Add auto-jump and compare it with LocalPlayer.updateAutoJump
Horizon had the Auto-Jump option but never jumped. MotionWorld::move_self
now runs LocalPlayer.updateAutoJump after the player's own move (behind
canAutoJump: option, autoJumpTime, ground, shift, input, block jump
factor), the next aiStep presses jump for one tick (input.makeJump) without
toggling creative flight, and the game feeds the option each tick.
tools/test_auto_jump_parity.py runs the real updateAutoJump on a LocalPlayer
shell in an independently built copy of the resident test scene with real
block states (10,568 cases, 1,200 jumps).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:04:04 +02:00
Ludovic MarieandClaude Opus 5.5 b93f72c0da Play bubble column inside sounds as BubbleColumnAmbientSoundHandler does
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:03:51 +02:00
Ludovic Marie 8ef3195457 Merge remote-tracking branch 'desktop/parity-rendering' into t3/achieve-full-parity 2026-10-10 22:03:24 +02:00
Ludovic MarieandClaude Opus 5.5 d088140c0d Compare beacon beams with BeaconRenderer
Move the beam geometry into block_entity_render::beacon_beam so the
block entity render harness can replay it against vanilla submit calls
(positions, UVs and colours of the solid beam and glow per section).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:02:40 +02:00
Ludovic MarieandClaude Opus 5.5 9e4811dd6e Compare the ambient sound handlers tick by tick with vanilla LocalPlayer
The oracle runs the real updateIsUnderwater, UnderwaterAmbientSoundHandler
and BiomeAmbientSoundsHandler over the real SoundEngine, comparing every
level random draw, loop fade, mood sample and playing instance.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:57:02 +02:00
Ludovic MarieandClaude Opus 5.5 723ec3bb8a Drop entity death loot exactly as vanilla's LivingEntity.die does
Entity loot tables now run on the faithful loot engine with an entity
context: the victim, the killer and direct attacker, the damage type and
its tags, the last player to hurt it and their luck, entity predicates
(flags, equipment, components, sheep, cube size, raider captains,
vehicles, entity type tags), damage source predicates, killed_by_player,
random_chance_with_enchanted_bonus, enchanted_count_increase, furnace_smelt
and tag entries. Draws come from the world's random sequence for the table.

mobs::drops ports dropAllDeathLoot: Monster loot for babies, equipment
drops in EquipmentSlot order with Looting's equipment_drops effect and
durability, the fox's mouth item, the wither's star, the charged creeper
head hook, horse inventories and chests, and getBaseExperienceReward with
the equipment bonus and baby zombie reward, split into orbs.

Fixes found on the way: sheep dropped their wool twice, baby monsters
dropped nothing, armour bonus experience and the equipment slot order were
wrong, hoglins were fire immune, and fishing treasure was unreachable (the
hook predicate format changed).

tools/test_entity_death_loot_parity.py: 1,578 cases over 87 entity types
match vanilla.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:56:39 +02:00
Ludovic MarieandClaude Opus 5.5 268babc257 Lay out the HUD decorations exactly as vanilla Hud does
Add horizon_client::hud_layout (crosshair and attack indicator, hotbar
with selection, off hand by main arm, item slots with the pop squeeze,
armour, hearts including frozen and absorbing kinds, food, air bubbles,
mount hearts capped at 30, experience bar and level) and the
test_hud_parity harness whose oracle runs vanilla Hud methods on a
stand-in client. The game now draws these through hud_layout; the
experience level is centred with integer division like vanilla,
spectators get no crosshair and mount hearts show in creative too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:56:23 +02:00
Ludovic MarieandClaude Opus 5.5 6eee2e3262 Compare audio environment attributes and Musics with the vanilla data
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:52:28 +02:00
Ludovic MarieandClaude Opus 5.5 ebb66e451f Pace frames with vanilla's FramerateLimiter and compare it
The game now ends each frame with FramerateLimiter.limitDisplayFPS below
260 fps (sleep, overshoot averaging, spin-wait) instead of waking the event
loop at a computed deadline, and the limiter honours Thread.interrupted.
tools/test_frame_limiter_parity.py runs the real limiter bytecode with its
clock calls rewritten to a scripted virtual clock (5,288 cases).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:51:04 +02:00
Ludovic MarieandClaude Opus 5.5 a903cb4dd5 Pass the save round-trip harness
Horizon spawned mobs whatever the spawn_mobs and spawn_monsters game rules
said; natural spawning now follows ServerChunkCache.tickChunks (the chunks
are still shuffled every tick) and the custom spawners tick only with
spawn_mobs. The slimes this put in the test world were what woke its sculk
sensor.

Falling blocks keep their UUID and loaded compound while they move, read
NoGravity, DropItem and a signed Time, and drop themselves as an item
after 600 ticks off the ground instead of landing. A crafter's saved
triggered flag only follows the block state when the state changes
(CrafterBlock.neighborChanged), and a horse saves the attribute instances
it was loaded with, as AttributeMap.pack does.

The harness compares vanilla log lines without their time stamps, accepts
extra entities only in chunks vanilla never generated, treats a falling
block's Time as a timer, and keeps the lit furnace's slots out of the
vanilla view. Its scene starts the falling block far below the 600-tick
limit and keeps the campfire from finishing during the run. The known-gap
list is empty.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:49:38 +02:00
Ludovic MarieandClaude Opus 5.5 13e434d49d Compare the music manager tick by tick with the real vanilla MusicManager
The oracle drives MusicManager over the real SoundEngine with the situation
as input; the script covers delays, replacements, frequencies, fades,
loading screens, pauses, silent starts, toasts and unplayable events.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:49:11 +02:00
Ludovic MarieandClaude Opus 5.5 120ac32311 Test LAN hosting against the vanilla client and track entities as ServerEntity does
Add a decoding capture proxy (tools/net_capture.py), an offline vanilla
client launcher (tools/vanilla_client.py) and a vanilla codec oracle that
decodes every captured clientbound packet with vanilla's StreamCodecs.
Fix the entity data serializer ids (vector3 onwards were off by one), the
sheep wool and piglin baby indices, send mob variants, villager data and
equipment, and send entity movement at each type's update interval and
tracking range with position syncs, like ServerEntity.sendChanges.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:47:11 +02:00
Ludovic MarieandClaude Opus 5.5 b29f51f8e1 Add a differential mob AI harness and match vanilla mob movement math
VanillaMobAiOracle runs vanilla mobs in a real headless flat server level,
ticking them as ServerLevel does while the rest of the level stands
still; mob_ai_probe replays the same scenarios on Horizon. Both print each
mob's AI-visible state every tick (position, motion, rotations, goals,
targets, navigation, controls, input, brain activities and memories,
sounds) and tools/test_mob_ai_parity.py reports the first divergence.

Fixes found: float entity dimensions, Mth.sin/cos in moveRelative and the
strafe/swim controls, Mth.atan2 and the float thresholds of the controls,
RandomPos float constants, the ambient sound clock starting at zero, hurt
and death sounds drawn from the mob's own random (also when burning),
knockback for every damage type not tagged no_knockback, Entity.move's
collision flags, restitution and footstep/swim sounds, and mob sound
volumes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:46:57 +02:00
Ludovic MarieandClaude Opus 5.5 f85411f2fb Port the camera, field of view and view/hurt bobbing exactly
Camera.tick, tickFov, alignWithEntity with getMaxZoom over visual-shape
clipping, setRotation and move with JOML quaternion arithmetic,
calculateFov/calculateHudFov, getFieldOfViewModifier (now including
flight), ClientAvatarState walk/bob history (the backwards-extrapolated
walk distance and velocity-based bob) and GameRenderer.bobHurt/bobView as
the JOML pose matrix with property flags. The game renders through them,
adding hurt tilt, the camera distance and scale attributes, the mirrored
front camera and the sleeping camera. tools/test_camera_parity.py compares
18,502 cases against the real classes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:45:35 +02:00
Ludovic MarieandClaude Opus 5.5 ccdf49d3e5 Play every sound through the vanilla SoundEngine model
Audio now keeps vanilla SoundEngine bookkeeping over a mixer that stands in
for OpenAL sources (gain, pitch, linear distance attenuation, looping,
relative, source states, the 247/8 channel pools), ticks once per client
tick with pauseAllExcept/resume and stops everything when the world closes.
MusicManager holds a forMusic instance and checks isActive as vanilla does;
the ambient handlers play LoopSoundInstance, UnderLiquid* and mood instances,
the enter/exit sounds seeded from the level random; jukebox songs use
forJukeboxSong instead of a hand-made volume ramp.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:44:58 +02:00
Ludovic MarieandClaude Opus 5.5 3429de0020 Compare block entity rendering with vanilla renderers
Add a differential harness (test_block_entity_render_parity) whose Java
oracle runs each vanilla BlockEntityRenderer on a real block entity and
captures the submitted model vertices, textures, light and text calls.
Horizon now animates shulker lids, bell shakes, active conduits (cage,
wind and the camera-facing eye), skull jaws and ears, pot wobble and
sherd sides; signs wrap lines like StringSplitter and measure spaces
with the font; books use the Mth sine table and player heads the slim
default skin.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:35:45 +02:00
Ludovic MarieandClaude Opus 5.5 d68efbabfc Compare the sound engine bookkeeping with the real vanilla SoundEngine
The oracle runs vanilla SoundManager/SoundEngine on OpenAL Soft null device
(inline executor, silent buffers) and replays scripts of plays, stops,
category gains, option volumes, channel ends, pauses, queued, delayed and
looping sounds and tickable ambient instances, printing every AL source
parameter, isActive, subtitle notification and pool count per step.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:33:17 +02:00
Ludovic MarieandClaude Opus 5.5 f2232c3ed7 Rescore the Java parity table at 84%
World generation and interaction now have every covering harness passing and
score 1. The other rows keep 0.75, with their gaps rewritten to name what is
still missing now that the block, command, entity model and item model
harnesses pass; the next steps follow the open gaps.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:22:38 +02:00
Ludovic MarieandClaude Opus 5.5 fc468a021d Resolve item models exactly as the vanilla client does
The item model harness ran out of memory, so it now streams both outputs and
looks Horizon's rows up by offset. With the vanilla side no longer crashing on
swap-animation lookups (properties now come from the baked set), on armour
(trim sprites are generated by the items atlas's paletted_permutations source
once SpriteSources is bootstrapped) or on compasses (item tags are bound from
the data pack), 197,000 more stacks were compared and 121,841 differed.

Horizon now composes transformations as JOML 1.10.9 does: rotationXYZ and
axis-angle quaternions with cosFromSin, and Matrix4f operations that take the
identity, translation, affine or generic path by matrix properties, with
unfused a * b + c. Float RGB tint constants are scaled by 255, the shulker box
renderer always encodes its texture, and a new palette module ports
PalettedPermutations and PaletteMapping so trim sprites exist on the Horizon
side too.

196,290 resolved stacks match; 2,582 cases are still rejected by vanilla's
stand-in client and not compared.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:21:50 +02:00
Ludovic MarieandClaude Opus 5.5 1d70ca47a8 Generate whole chunks block for block as vanilla does
The chunk generation harness found 70 differing chunks across three seeds in
the overworld, Nether and End. Proto chunks, biomes and decoration now span
the dimension type's build range rather than the noise height, so features
above y=128 in the Nether and End city upper floors survive; the decoration
level reports no sky light, as unlit vanilla chunks do, so mushrooms and crops
pass or fail their light checks the same way; beehive decorators store their
bees; iceberg ellipses skip NaN distances; double slabs never waterlog;
mineshaft spawners save an empty SpawnPotentials list; and the dump example
forgets structure starts between rectangles, as the oracle starts each with
fresh chunks.

The oracle prints absent block entity keys as vanilla loads them from an empty
tag, and the harness treats vanilla's save-format equivalences (plain sign
text, absent empty banner patterns, unfiltered sign messages) as equal. All 2,352
chunks over 225 structure sites match with zero block, biome or block entity
differences.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:20:51 +02:00
Ludovic MarieandClaude Opus 5.5 ad4d836f6f Resolve sound events exactly as vanilla SoundManager does
Add SoundRegistry (sounds.json with replace, subtitles, file validation and
event references weighing as much as their event) and a SoundEngine model,
with a differential harness resolving every sounds.json event against the
real SoundManager.prepare and SimpleSoundInstance.getOrResolve.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:16:28 +02:00
Ludovic MarieandClaude Opus 5.5 1e03d531eb Parse every command exactly as vanilla's Brigadier tree does
Ports vanilla's packrat parser with SNBT and component-predicate grammars, the
entity selector, block state and item parsers, resource-or-inline codec
arguments, and the remaining argument types, suggestion providers and error
cursors. The tree gains compute, data modify compute, place, locate poi,
datapack create, item modifiers and the parse-only commands (dialog, kick,
posteffect, fetchprofile, spectate, publish, waypoint, debug, jfr), with
release-dispatcher permissions. /particle takes the 26.3 option syntax.

The oracle's stand-in server now holds a fresh world's real state (data pack
managers, pack repository, empty storages, clocks, templates, an overworld),
so vanilla answers every input instead of crashing on about 1,100 per level.
The command parse harness matches on 39,685 of 39,685 commands at permission
levels 4, 2 and 0.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 20:56:06 +02:00
Ludovic MarieandClaude Opus 5.5 6897e4155b Add the nautilus, zombie nautilus, sulfur cube and camel husk
Ports AbstractNautilus, Nautilus, ZombieNautilus and their brains (taming
with pufferfish, saddles and nautilus armour, riding with a dash, breeding,
spawning below sea level, drowned riders), SulfurCube on the slime code
(swallowed blocks and their archetypes, shears, TNT cubes, splitting) and
CamelHusk on the camel (its own saddle and sounds, husk jockeys). Camels now
save their saddle and stay tame after loading, and horse armour layers load.

The entity model harness compares 150 layers, all matching, including the new
mobs and previously unmapped armour, harness, fish and villager layers; mob
attributes pass with the new types.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 20:55:17 +02:00
Ludovic MarieandClaude Opus 5.5 f58413cbbf Random-tick only sections holding randomly ticking states
The client random-ticked every section with a non-air block, drawing
getBlockRandomPos positions vanilla never draws. It now ticks a section only
when its palette holds a randomly ticking state, as
LevelChunkSection.isRandomlyTicking does (lava counts through LiquidBlock).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 20:02:40 +02:00
Ludovic MarieandClaude Opus 5.5 58fe23d330 Match vanilla entity model poses on every compared layer
The warden's walk, idle wobble and pulsating spots now use Mth's sine table
as WardenModel and WardenRenderer do, and baby sniffers no longer apply
SnifferAnimation.BABY_TRANSFORM: SnifferRenderer wraps the baby geometry in a
plain SnifferModel, so that animation never runs in 26.3. The harness now
drives the illusioner through explicit arm poses like the other illagers, and
the oracle shows its hat as IllusionerRenderer does. All 132 compared layers
match over 3,876 cases.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 19:58:56 +02:00
Ludovic MarieandClaude Opus 5.5 ee8e74b0d2 Chain neighbour updates as far as a server level does in the oracle
The block oracle cut chained neighbour updates at 512, but a server level
uses max-chained-neighbor-updates (1,000,000 by default), as Horizon does, so
long redstone wire cascades stopped early on the vanilla side only. Redstone
now matches on 4,000 of 4,000 cases; block updates and random ticks still
match on every compared case.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 19:39:51 +02:00
Ludovic MarieandClaude Opus 5.5 2876752a36 Read an empty lectern's comparator signal in the block fixture
The oracle now gives comparators and lecterns real block entities, so a
lectern whose state has a book reads page progress 1 of an empty book and
signals 14. The fixture's stand-in block entities now do the same, and the
redstone harness matches on 8,000 of 8,000 cases with a second seed.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 19:32:30 +02:00
Ludovic MarieandClaude Opus 5.5 11b8a98ff5 Match vanilla random ticks on every comparable case
The random tick oracle now stands on a real overworld: the data pack's
dimension type (for fire's infiniburn tag), its attributes and day timeline
on a clock at the fixture's day time, level data for difficulty, and block
scans that walk positions in BlockScanUtils' section order, since 26.3 reads
chunk sections the map-backed level does not have.

Horizon now rolls the nether portal's zombified piglin spawn with the level
random (the client spawns it near a player), rechecks chest and ender chest
openers through a new block entity hook and broadcasts the lid event, gives
melting ice and placed sniffer eggs their game events, and reads the weather
age of copper golem statues, which name the field weatheringState. The
fixture prints empty dispensers, crafters, ghastling spawns and fresh
shriekers as vanilla resolves them.

Random ticks match on 39,998 of 39,998 compared cases (two propagules cannot
grow trees in the oracle), block updates on 40,000 of 40,000 and redstone on
3,999 of 4,000.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 18:51:18 +02:00
Ludovic MarieandClaude Opus 5.5 1344df60f0 Give the menu oracle's player an advancement tracker
Taking a brewed potion fires BrewedPotionTrigger, which crashed the
stand-in player without PlayerAdvancements. With an empty tracker the menu
click harness matches on 6,000 of 6,000 cases.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 18:34:26 +02:00
Ludovic MarieandClaude Opus 5.5 cf570c9fba Match vanilla block updates on every harness case
The block update oracle crashed on 625 cases because its constructor-less
level had no sound seed generator, attribute system or chunk source; it now
supplies them, keeps cave and void air apart from air, and creates block
entities on demand as a real level does. With those cases compared, Horizon
now primes TNT with the level random, sound and prime_fuse event at the
moment of priming, links powered wooden shelves into side chains, breaks
nether portals whose frame is no longer complete, reacts to power at command
blocks through a new block entity hook, rings bells with their block event,
uses the straw bed's own destroy particles and gives big dripleaf tilt changes
their vibration. Empty dispensers also emit block_activate in the client.

Block updates match on 40,000 of 40,000 cases and redstone on 3,999 of 4,000.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 18:27:39 +02:00
Ludovic MarieandClaude Opus 5.5 76030a65cf Re-audit the Java parity table
The overnight work landed LAN hosting, the remaining mobs, client paletted
storage and 18 new differential harnesses, so the table was scored again from a
full run of all 232 harnesses: 223 pass, 8 fail and the item model harness runs
out of memory. Chunk storage, section meshing and lighting now match vanilla in
their harnesses and score 1, and multiplayer rises to 0.75 now that worlds open
to LAN. The other subsystems stay at 0.75 because a harness covering them still
fails or part of them is not yet compared with vanilla; their gaps and the next
steps now name what is left.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 13:03:53 +02:00
Ludovic Marie 60cf7b5252 Merge branch 'main' into night-entities 2026-10-10 10:26:59 +02:00
Ludovic MarieandClaude Sonnet 5.5 f419c33533 Add mob attribute and dimension parity harness
Adds a differential harness that instantiates every vanilla entity type on a detached server level and compares default attributes, standing dimensions and baby dimensions with Horizon's mob table. Baby donkeys and mules now use the vanilla half-size hitbox instead of 0.7 scale.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 10:26:59 +02:00
Ludovic Marie d5ce2b5201 Merge worktree-agent-abc3c79c07e209fba 2026-10-10 10:08:36 +02:00
Ludovic Marie e53da6f281 Merge worktree-agent-a45c92d353e101334 2026-10-10 10:08:35 +02:00
Ludovic Marie 0548179661 Merge worktree-agent-a3f604d3c8055fe6e 2026-10-10 10:08:35 +02:00
Ludovic MarieandClaude Sonnet 5.5 aabc88d433 Merge main into agent branch
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 09:57:55 +02:00
Ludovic Marie 88980141c2 Merge branch 'main' into worktree-agent-a45c92d353e101334 2026-10-10 09:57:38 +02:00
Ludovic MarieandClaude Sonnet 5.5 a08f6c7c7a Fix clippy lint in item modifier sequence
The sequence loot function folds over an Option accumulator, which clippy flags as a manual try_fold. The fold is intentional, so allow the lint there.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 09:57:38 +02:00
Ludovic Marie 8e4e31e823 Merge worktree-agent-afae8fa7e3c2bed72 2026-10-10 09:55:55 +02:00
Ludovic MarieandClaude Sonnet 5.5 742a3dbfca Merge main into the X work
Merges local main into this branch. The only conflict was in the illager
animation: this branch's anim_pose (with the passenger sitting pose) is kept,
and main's change that leaves the illusioner's hat visible is applied to it.
fmt, clippy with -D warnings and the full workspace tests pass.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 09:54:41 +02:00
Ludovic MarieandClaude Sonnet 5.5 03e7c7fd64 Merge main into the save roundtrip work
Brings main's sync_level()/save_game() split and the world ticks inside
`if running {}` into the typed block entity NBT, save roundtrip harness and
session.lock work. The only textual conflict was in recipe_book.rs, where
the player file writer keeps main's toBeDisplayed list alongside the
recipes list. fmt, clippy -D warnings and the whole workspace test suite
pass.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 09:52:51 +02:00
Ludovic Marie 2758614c49 Merge worktree-agent-aadb889c2eebe6c5b 2026-10-10 09:31:28 +02:00
Ludovic MarieandClaude Sonnet 5.5 d511cffa11 Satisfy clippy in the long set size check
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 09:31:13 +02:00
Ludovic MarieandClaude Sonnet 5.5 26a369b76d Document the whole-chunk differential harness and its results
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 09:18:54 +02:00
Ludovic MarieandClaude Sonnet 5.5 5dbf3b62a8 Fix integration of the overnight branches
After merging the overnight feature branches, the only remaining problem was a clippy lint in the illusioner mob code, where a manual modulo check had to become is_multiple_of. With that change, formatting, clippy with warnings denied and the full workspace test suite all pass.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 09:15:53 +02:00
Ludovic MarieandClaude Sonnet 5.5 bd9b873fcd Add random tick and redstone harnesses, wire detector rails and plates
Adds differential harnesses for random/scheduled ticks and redstone circuits on top of the block update oracle, and makes the oracle report pending block events as the deduplicated set vanilla keeps. The harness found that detector rails never sensed anything, so they now check for minecarts on place, tick and entity contact, and the client reports the player and minecarts to pressure plates, tripwires and detector rails each tick.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 09:12:17 +02:00
Ludovic MarieandClaude Sonnet 5.5 c8567f4049 Merge main into the item model and mob work
Finishes the in-progress merge of main into this worktree's branch, keeping both sides: main's sync_level()/save_game() split and the world ticks inside the running block alongside this branch's item model baking, new mob brains and command parsing work. cargo fmt, clippy with warnings denied and the full workspace tests all pass.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 09:08:45 +02:00
Ludovic Marie eba56af3d6 Merge worktree-agent-ad30db2169aa3bd5b 2026-10-10 09:05:49 +02:00
Ludovic MarieandClaude Sonnet 5.5 f0d33d3cf8 WIP: command and datapack tweaks
Work in progress on commands, functions and scoreboard handling carried over from the interrupted run.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 08:59:08 +02:00
Ludovic MarieandClaude Sonnet 5.5 528cb26f33 Add illusioners
The illusioner is an illager spellcaster with a bow. It casts a mirror spell that makes it invisible for a minute while four mirror images wobble around it and reshuffle when it is hurt, and, on Hard-ish local difficulty, a blindness spell on a new target. It shoots arrows like a skeleton, flees from creakings, joins raids and illager target rules, scares villagers and traders, and shows its hat and bow arm pose as in vanilla. Other illagers no longer draw the hidden hat layer.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 08:51:41 +02:00
Ludovic Marie d32c0bf209 Merge worktree-agent-aa7e89ef91d408a4e 2026-10-10 08:46:27 +02:00
Ludovic Marie f5a4a4931e Merge worktree-agent-a12e061d400abc3f6 2026-10-10 08:46:23 +02:00
Ludovic Marie adb7db1893 Merge worktree-agent-a3d290373639c1580 2026-10-10 08:46:19 +02:00
Ludovic Marie 9489ce1cd8 Merge worktree-agent-aa7f8206a004fc51a 2026-10-10 08:46:17 +02:00
Ludovic Marie f9cf32650b Merge branch 'main' into worktree-agent-aadb889c2eebe6c5b 2026-10-10 08:46:16 +02:00
Ludovic MarieandClaude Sonnet 5.5 34117b70ee Make the chunk oracle report no light during features, like an unlit generation chunk
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 08:21:28 +02:00
Ludovic Marie 4dbab3ba99 Merge branch 'main' into worktree-agent-a3f604d3c8055fe6e 2026-10-10 08:15:00 +02:00
Ludovic MarieandClaude Sonnet 5.5 935e2712be Merge main into the game loop and input work
Merge local main into the options, timer and mouse branch. The only conflict was the module list in horizon-client's lib.rs, where this branch adds keymapping and main adds lan; both modules are kept. main's sync_level()/save_game() split and the world ticks inside `if running {}` merged cleanly. cargo fmt, clippy with -D warnings and the whole workspace test suite pass.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 08:12:32 +02:00
Ludovic MarieandClaude Sonnet 5.5 9c20cc7bb2 Fill dungeon chests and spawners and keep block entities across same-block updates
A monster room's chest took its loot table and seed from the level random in vanilla, and its spawner got the chosen mob's spawn data, but the worldgen world ignored both, so the random sequence and the block entities diverged. A block entity also now survives a set of the same kind of block (a waterlogging chest in a ruined portal), as in a vanilla proto chunk. The chunk harness stops reporting default block entities and vault reward tables as differences.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 08:09:01 +02:00
Ludovic MarieandClaude Sonnet 5.5 1ec6f0f928 Match vanilla save omissions and refuse old DataVersions
The vanilla differential run showed Horizon writing fields vanilla leaves out: empty scoreboard parts, recipe book settings at their default, an empty warden anger list. These are now omitted, and mobs loaded without saved equipment no longer receive the default bow. Opening a world whose level.dat is older than 26.3 now fails with a message naming tools/upgrade_world.py, which runs vanilla's own forceUpgrade on a copy. The roundtrip harness lists the timing-dependent differences it tolerates, and horizon-ctl waits up to five minutes for the control socket on a loaded machine.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 08:05:35 +02:00
Ludovic MarieandClaude Sonnet 5.5 cedae6609d Route inventory clicks, drags, double clicks, hotkeys and drops through the menu engine
On the player inventory, crafting table, chest family, hopper, dispenser and furnace screens, holding a stack and dragging across slots now splits it (left even, right one each), a quick second click gathers matching stacks, number keys and F swap with the hotbar or off hand, and Q or Ctrl+Q throws one or the whole stack, all through the same engine the click harness checks against vanilla. Other screens keep their own click handling.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 08:02:24 +02:00
Ludovic Marie d4410c3500 Merge branch 'main' into worktree-agent-aa7e89ef91d408a4e 2026-10-10 07:33:35 +02:00
Ludovic MarieandClaude Sonnet 5.5 0e0e94111f Add LAN discovery listing
The multiplayer screen listens on the vanilla multicast group 224.0.2.60:4445 and lists LAN worlds announced with the [MOTD]/[AD] format, letting the player join them directly.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:33:35 +02:00
Ludovic MarieandClaude Sonnet 5.5 145d54c542 Use Section::unpack and per-section biomes in the LAN chunk encoder
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:33:13 +02:00
Ludovic MarieandClaude Sonnet 5.5 bf9161cb29 Give the chunk oracle full feature flags, a difficulty and an entity id source
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:33:13 +02:00
Ludovic MarieandClaude Sonnet 5.5 762ad298e6 Finish the pending menu and storage work
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:33:13 +02:00
Ludovic Marie 40802dd9af Merge worktree-agent-abc3c79c07e209fba 2026-10-10 07:33:10 +02:00
Ludovic Marie 2e96a8372e Merge worktree-agent-a45c92d353e101334 2026-10-10 07:33:10 +02:00
Ludovic Marie e71f091362 Merge worktree-agent-a1352eba6412466b8 2026-10-10 07:33:10 +02:00
Ludovic MarieandClaude Sonnet 5.5 b3b6e95835 Run inventory and crafting table shift-clicks through the menu engine
Shift-clicking an inventory, hotbar, armour or crafting grid slot now follows InventoryMenu and CraftingMenu quickMoveStack, including moving into the crafting grid, armour and off-hand slots and the repeat-until-unchanged loop.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:31:26 +02:00
Ludovic MarieandClaude Sonnet 5.5 0351c4d6c4 Run container shift-clicks through the verified menu engine
Shift-clicking in chests, barrels, shulker boxes, hoppers, droppers, dispensers and furnaces now builds the vanilla menu from the open container and the player inventory, applies quickMoveStack with the repeat-until-unchanged loop of doClick, and writes the slots back.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:30:49 +02:00
Ludovic MarieandClaude Sonnet 5.5 3318a04819 Add the crafter to the menu engine and click harness
The crafter menu follows CrafterMenu: slots refuse items while their disabled flag is set, and the result slot is non-interactive. Random disabled flags are part of the harness cases.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:30:07 +02:00
Ludovic MarieandClaude Sonnet 5.5 5041496f08 Add the brewing stand to the menu engine and click harness
The brewing stand menu follows BrewingStandMenu: single-item potion slots, the ingredient and fuel slots with their quick move rules, checked against vanilla with potion bottles, ingredients and fuels in the random contents.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:29:00 +02:00
Ludovic MarieandClaude Sonnet 5.5 afb92f7c84 Fix the chunk oracle's enabled features so jigsaw final states parse
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:25:59 +02:00
Ludovic MarieandClaude Sonnet 5.5 14f2057ccb Merge main into the mobs work
Merged local main into the mobs branch. Conflicts were in the mob event
enum (kept both LeashBreak and CureZombieVillager), the LAN and leads
module lists (kept all), horse NBT (chests are written for llamas,
donkeys and mules, with llama data kept), and chunk saving, which now
goes through mob_tree_nbt (main's passenger trees) with write_leash
applied inside it so leashes are still saved.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:25:16 +02:00
Ludovic MarieandClaude Sonnet 5.5 4a0d9ea01d Fix clippy findings in the menu, transformer and wiring code
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:16:12 +02:00
Ludovic MarieandClaude Sonnet 5.5 7f23d4549b Merge main into interaction and inventory work
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:15:07 +02:00
Ludovic MarieandClaude Sonnet 5.5 f6e519097d Format the interaction work
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:14:42 +02:00
Ludovic MarieandClaude Sonnet 5.5 f49faf685c Use cauldron interactions in play
Right clicking a cauldron with a bucket, bottle, water potion, dyed armour, banner or dyed shulker box now applies the verified cauldron rules to the held stack, inventory and block.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:14:26 +02:00
Ludovic MarieandClaude Sonnet 5.5 7bd28cc6f1 Port the cauldron item interactions and test them against vanilla
Using a bucket, bottle, water potion, dyed armour, patterned banner or dyed shulker box on an empty, water, lava or powder snow cauldron follows CauldronInteractions, including the creative-mode stack rules of ItemUtils.createFilledResult and the underwater refusal for lava and powder snow. A harness runs every item against every cauldron state in vanilla's own useItemOn and compares the result, block writes, sounds, drops and inventory.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:13:50 +02:00
Ludovic Marie 988ebbf54c Merge branch 'main' into worktree-agent-afae8fa7e3c2bed72 2026-10-10 07:09:59 +02:00
Ludovic MarieandClaude Sonnet 5.5 f5fa9b5026 Add night vision and torch flicker to the lightmap and rebuild the health HUD
The lightmap now brightens with night vision and conduit water vision and flickers its block light like vanilla's extractor. The hearts, armour and food rows follow Hud.extractPlayerHealth: absorption rows, hardcore sprites, poison and wither tints, the regeneration hop, low-health shaking, the damage blink and hunger jitter, driven by vanilla's java.util.Random.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:09:59 +02:00
Ludovic MarieandClaude Sonnet 5.5 353d849126 Match vanilla weather colours and dimension sky defaults
The environment differential harness now passes for every dimension, biome, time and weather level. Weather colour multipliers are floored to 8-bit channels as vanilla does. A biome without its own fog or sky colour falls back to its dimension's, which fixes the End's dark purple fog, and the missing cloud colour is transparent.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:09:59 +02:00
Ludovic MarieandClaude Sonnet 5.5 5ec93bf9e7 Use the block transformers for axes, hoes, shovels and honeycomb in play
Stripping, scraping, wax removal, tilling and path making now come from the data pack's transformers instead of hard coded block lists, so every copper variant, rooted dirt loot and the face restrictions behave like vanilla, and honeycomb waxes copper blocks.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:09:48 +02:00
Ludovic MarieandClaude Sonnet 5.5 d900b2a8e6 Read the axe, hoe and shovel block transformers from the data pack
A new block transformer module evaluates the data pack's rule based state providers the way BlockTransformer.transformBlock does (matching blocks and tags, all-of, copy properties) and derives the waxed twin of a copper block from the wax-off transforms. A harness compares every transformer, block state, face and block above with vanilla's own providers and with HoneycombItem.getWaxed.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:08:27 +02:00
Ludovic MarieandClaude Sonnet 5.5 6405716829 Format block update fixture
Run cargo fmt over the block update fixture after merging main.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:02:16 +02:00
Ludovic MarieandClaude Sonnet 5.5 89630c80fe Port AbstractContainerMenu clicks and test them against vanilla menus
A pure menu engine now implements every click type (pickup, quick move, swap, clone, throw, the three quick craft drags, pickup all) for the player inventory, crafting table, chests, hopper, dispenser, shulker box and the furnaces, with armour, fuel, output and crafting result slot rules, the crafting result recompute and remainders, and Inventory.add. The new menu click harness runs thousands of randomized click sequences through vanilla's real menu classes and this engine and compares every slot, the carried stack, data slots and drops.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:01:09 +02:00
Ludovic MarieandClaude Sonnet 5.5 50084d03d4 Ignore sections above the noise height and NBT integer widths in the chunk harness
The Nether roof and End sky sections are all air in vanilla and Horizon keeps none, and structure templates keep their stored integer width while vanilla re-saves block entities with its own, so neither is a generation difference.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:00:31 +02:00
Ludovic MarieandClaude Sonnet 5.5 3772ed871f Merge main into the mobs branch
Brings the llamas, breezes, sniffers, happy ghasts and copper golems on top of the raids, scoreboards, warden, sculk, creaking and golem-construction work already on main. Sniffer eggs now schedule their first hatch stage when placed, boosted on moss.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:58:50 +02:00
Ludovic MarieandClaude Sonnet 5.5 3ce74d1351 Merge main into the game loop and input work
Brings the options, timer and mouse parity port on top of everything that landed on main (raids, scoreboards, warden, subtitles and more), keeping both sides in game.rs, clock.rs and settings.rs. The subtitle option test now expects vanilla's behaviour of keeping the default when notificationDisplayTime is out of range.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:58:30 +02:00
Ludovic MarieandClaude Sonnet 5.5 302d96eeb1 Fix clippy findings in item models and pack mirroring
Rewrote a negated float comparison in the compass wobble check, merged two identical branches in the pack overlay mirroring, and replaced the empty item model test stub with small unit tests so the workspace passes clippy and tests.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:58:17 +02:00
Ludovic Marie ad4ae23b94 Merge branch 'main' into worktree-agent-aa7f8206a004fc51a 2026-10-10 06:40:42 +02:00
Ludovic Marie b77056d49d Merge branch 'main' into worktree-agent-abc3c79c07e209fba 2026-10-10 06:37:57 +02:00
Ludovic MarieandClaude Sonnet 5.5 aa810a8802 WIP: block update harness fixes
Work in progress on the block update differential harness fixtures and redstone/piston update fixes.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:37:52 +02:00
Ludovic Marie ab0e243689 Merge main into worktree-agent-a3f604d3c8055fe6e 2026-10-10 06:24:04 +02:00
Ludovic Marie a5a1da739a Merge branch 'main' into worktree-agent-a45c92d353e101334 2026-10-10 06:20:08 +02:00
Ludovic MarieandClaude Sonnet 5.5 abb21704dd Add stopwatch command and execute if stopwatch
Adds the stopwatches store saved in data/minecraft/stopwatches.dat, the /stopwatch create, query, restart and remove commands, and the execute if stopwatch condition, with the parse tree and parse fixture updated.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:20:08 +02:00
Ludovic Marie f140ccc8ef Merge main into worktree-agent-ab89288e40e0a400d 2026-10-10 06:18:37 +02:00
Ludovic MarieandClaude Sonnet 5.5 fa3acf58b8 Add pack overlays and filter blocks (WIP)
Resource packs now honour pack.mcmeta overlay directories and filter block patterns when layering files over the vanilla resources.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:04:52 +02:00
Ludovic MarieandClaude Sonnet 5.5 a7e63b5c18 WIP: environment render parity harness
Work in progress on the environment rendering differential harness: a Rust fixture example, a vanilla oracle and the driver script.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:02:13 +02:00
Ludovic MarieandClaude Sonnet 5.5 d34432cbfb WIP save changes
Work in progress on save syncing before merging main.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:01:59 +02:00
Ludovic MarieandClaude Sonnet 5.5 2209950220 WIP: paletted containers and mesher changes
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:01:10 +02:00
Ludovic Marie 9acb2492a4 Merge main into agent branch 2026-10-10 06:01:00 +02:00
Ludovic MarieandClaude Sonnet 5.5 2ed4a4b06f WIP: chunk oracle tweak
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:00:58 +02:00
Ludovic MarieandClaude Sonnet 5.5 bce2872386 Tidy LAN level event forwarding
Forward level events to LAN players without redundant integer casts.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:00:26 +02:00
Ludovic MarieandClaude Sonnet 5.5 08a7ee9673 Merge main into save work
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:52:47 +02:00
Ludovic Marie 13b9dad522 Merge main into interaction and inventory work 2026-10-10 03:52:33 +02:00
Ludovic MarieandClaude Sonnet 5.5 3d8bdf6b39 WIP: block update differential harness
Adds the vanilla updateShape/neighborChanged oracle, the Rust fixture example and the Python driver, plus a handle_neighbor_changed entry point on Behaviours.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:50:38 +02:00
Ludovic MarieandClaude Sonnet 5.5 7fa9a83542 Add typed block entity NBT and save roundtrip harness (WIP)
Work in progress on typed block entity load/save and the save differential harness.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:50:14 +02:00
Ludovic MarieandClaude Sonnet 5.5 c9ad9869d9 Start the menu click oracle and tweak the interaction lab
Work in progress on the vanilla menu oracle adapter used by the upcoming menu click parity harness.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:49:56 +02:00
Ludovic Marie 872d13f431 Merge branch 'main' into worktree-agent-afae8fa7e3c2bed72 2026-10-10 03:49:37 +02:00
Ludovic Marie bec61f672a Merge branch 'main' into worktree-agent-a1352eba6412466b8 2026-10-10 03:49:13 +02:00
Ludovic MarieandClaude Sonnet 5.5 62fe8a4465 Add item model definitions, baking and parity harness (WIP)
Work in progress on vanilla's item model pipeline in horizon-assets: definition parsing, resolution, generated model baking, special renderers and a differential harness against a Java oracle.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:49:13 +02:00
Ludovic Marie 6837f486a5 Merge branch 'main' into worktree-agent-aa7f8206a004fc51a 2026-10-10 03:48:18 +02:00
Ludovic MarieandClaude Sonnet 5.5 a0e9605390 WIP: paletted containers and mesher changes
Work in progress before merging main.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:48:16 +02:00
Ludovic Marie c45ca06d8e Merge branch 'main' into worktree-agent-aadb889c2eebe6c5b 2026-10-10 03:47:55 +02:00
Ludovic MarieandClaude Sonnet 5.5 1d6b7b5a0c WIP: chunk parity structure fixes
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:47:54 +02:00
Ludovic MarieandClaude Sonnet 5.5 2c9045649f WIP passengers, mob gear enchantments, held blocks
Work in progress on riders, enchanted spawn gear and held block rendering.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:47:46 +02:00
Ludovic MarieandClaude Sonnet 5.5 3eabcc6bd5 Add LAN containers, menu and host actions
Remote players can now open and click containers, and the host gets a LAN menu and action hooks, building on the first LAN server.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:47:15 +02:00
Ludovic MarieandClaude Sonnet 5.5 e82bba3855 Build snow, iron and copper golems from blocks
A carved pumpkin or jack o'lantern placed on two snow blocks, on an iron T, or on a copper block now brings a golem to life: the pattern blocks vanish with break particles and a snow or iron golem appears; on copper the block turns into the matching copper chest facing the way the pumpkin did.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:46:40 +02:00
Ludovic MarieandClaude Sonnet 5.5 e0541ece83 Verify entity model animation against vanilla and fix what differed
A new Java oracle bakes every vanilla model layer, builds the model's own render state and runs the real setupAnim; tools/test_entity_model_parity.py replays the same states through Horizon's animation code and compares every part pose, visibility and the baked polygon sums (about 3700 cases over 125 layers). Fixes the harness found: model sine and cosine now use vanilla's quantised table, the creeper's swapped leg bindings, humanoid arm poses in vanilla order (held items no longer tilt mob arms, bows pose both arms last, crossbow charge, riding, crouching), swing weapon down, piglin ears and dancing, illager hats, arms and bow pose, zombified piglin ears, baby donkey head and legs, hoglin baby head, ravager neck, vex charging arms, feline sitting and lying poses including babies, camel and zombie/skeleton horse baby models, and new ports of the goat, polar bear, panda, llama, turtle, strider, snow golem, silverfish, endermite, parrot, bee, bat, armadillo, axolotl, frog, rabbit and fox models. Hidden parts are now an explicit flag instead of a zero scale, and skipDraw is supported.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:44:46 +02:00
Ludovic Marie 5a5bdf6a9b Merge branch 'main' into worktree-agent-a45c92d353e101334 2026-10-10 03:43:23 +02:00
Ludovic MarieandClaude Sonnet 5.5 6bde74957a Add the command parse differential harness
A Java oracle builds vanilla's real Brigadier command tree with the loaded registries and data-pack tags, exports the tree, and parses a corpus of command strings. The corpus is generated by walking that tree with valid and invalid samples for every argument type plus hand-written edge cases. A Rust example parses the same corpus with Horizon's dispatcher and the Python driver compares success, exact error text and cursor, and end-of-input completion suggestions, with tree-diff and mismatch summary helpers. Currently 79 percent of 39685 inputs match at permission level 4. Entity selector errors now rewind to the start of the input like vanilla.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:43:22 +02:00
Ludovic MarieandClaude Sonnet 5.5 513004936d Keep container names and saddle components, order and search the recipe book like vanilla
Containers now remember a custom name: it is read and saved as CustomName, taken from the item when placed (including by dispensers), shown as the screen title of chests, furnaces, the brewing stand, hoppers, dispensers and the crafter, and given back to the dropped item when the block is broken. Saddles on pigs, striders and horses are kept as full item stacks instead of a flag, so their components survive taming, the horse menu, dispensers, saving and death drops. The recipe book lists dye, transmute (shulker box, bundle, map cloning) and tipped arrow recipes, searches the tooltip lines and ids of a collection's results the way the vanilla search tree does, and squeezes new recipes' tabs and buttons once, saving the pending recipes as toBeDisplayed.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 14:17:24 +02:00
Ludovic Marie 708f70cbbd Merge main into the LAN branch 2026-10-09 14:13:45 +02:00
Ludovic MarieandClaude Sonnet 5.5 b99de58761 Open worlds to LAN
A world can now be opened to the local network from World Options in the pause menu (LAN on or off, port, command access, forcing the game mode, plus the default and personal game mode, cheats and difficulty), or with horizon-ctl lan open. The hosted world runs a server inside the game that speaks the vanilla 26.3 protocol: server list status, offline-mode login, the configuration phase with the synchronized registries and tags (sent as known-pack references to vanilla clients and in full to clients that know no packs), then the play state with chunks and light, time, weather, the player list, the host and other guests as visible players, mobs and dropped items, block changes, chat and keep-alives. Network I/O runs on its own threads and a world that is not open pays one check per tick. A vanilla 26.3 client and a second Horizon client were verified joining and seeing each other and the terrain.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 14:12:31 +02:00
Ludovic MarieandClaude Sonnet 5.5 c1b96fe7ff Add happy ghasts
Happy ghast: an adult floats about, drifts toward a player holding snowballs or a harness, stays within 32 to 64 blocks of where it is, heals slowly (a point a second in rain) and takes a harness by interaction (shears take it off again, and it drops with the ghast); a harnessed adult can be ridden and flown with the movement keys, look direction and jump, and the rider lands on top when getting off. Ghastlings are smaller, follow players and adults, panic fast and grow up in 24000 ticks or faster with snowballs; a dried ghast block now hatches one. Harness and body models, tentacle animation, sounds and saving of the harness are in.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 14:07:15 +02:00
Ludovic Marie 7cfb90538e WIP: options, timer, mouse (to be squashed) 2026-10-09 14:06:43 +02:00
Ludovic Marie 4b3858bb21 Merge main into the warden and sculk work 2026-10-09 14:05:35 +02:00
Ludovic MarieandClaude Sonnet 5.5 69c7fd925e Port every crafting recipe type and test recipes against vanilla
The crafting module now matches shapeless recipes with a full bipartite assignment, shrinks shaped patterns like ShapedRecipePattern, keeps result components (suspicious stew effects), and implements the transmute, dye, imbue (tipped arrow), book cloning, firework rocket/star/fade, decorated pot, repair item, map extending, banner duplicate and shield decoration recipes with vanilla's matching and assembly. Crafting remainders now follow Item.craftRemainder only and are placed on the grid by recipe, so cloned books and duplicated banners stay. Stacks gain dyed colour, firework explosion, pot decorations, bundle contents, stew effects and map post-processing components, and their NBT now matches the codecs (defaults omitted, templates without count 1). A banner whose first layer was a rhombus was mistaken for the raid banner; that is fixed.

tools/test_recipe_parity.py drives vanilla's RecipeManager (new VanillaRecipeOracle) and the Rust recipe_fixture over 50k generated crafting, cooking, stonecutting and smithing cases and compares matches, results and remainders as canonical NBT; all match.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 14:04:56 +02:00
Ludovic MarieandClaude Sonnet 5.5 90023be7c2 Add a whole-chunk differential harness against vanilla generation
The new oracle drives vanilla's own chunk stages (structure starts and references, biomes, terrain with surface and carvers, then biome decoration with every placed feature and structure piece) through real WorldGenRegion instances, and the chunk_dump example runs the same stages in the same order in Horizon. The Python runner compares every block state, quart biome and block entity over terrain sites and structure sites found by scanning each seed, in the overworld, Nether and End, with phases that stop before features or run structure pieces only.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 14:02:16 +02:00
Ludovic MarieandClaude Sonnet 5.5 99b01f0cc0 Add the warden_spawn_tracker command and a dying warden's silence
The command clears the player's warden warning level or sets it from 0 to 4. A mob's death is now heard with the facts of the mob that died, so a dying warden stays silent to sensors.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:57:54 +02:00
Ludovic Marie 4652e983c5 Merge main into the scoreboard and command work
# Conflicts:
#	crates/horizon-client/src/game.rs
#	crates/horizon-client/src/game/commands.rs
#	crates/horizon-client/src/game/creatures.rs
#	crates/horizon-client/src/lib.rs
2026-10-09 13:57:10 +02:00
Ludovic MarieandClaude Sonnet 5.5 661d2da89c Add sniffers
Sniffer: wanders, scents and sniffs, walks to diggable ground it has not explored, digs for a few seconds and drops a torchflower seed or pitcher pod, then stands up happy, with a cooldown of eight minutes before it sniffs again; follows torchflower seeds, panics fast, lays a sniffer egg instead of bearing young when bred, and keeps its explored positions in its save. Sniffer eggs now schedule their hatching when placed (faster on moss), crack twice and hatch a snifflet that takes 48000 ticks to grow up; the keyframe animations, the snifflet model and the lower digging body, dust and sounds are in.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:57:07 +02:00
Ludovic MarieandClaude Sonnet 5.5 88efc73ac1 Mesh biome tints through the zoomed biome and honour lighting options
The section mesher blended biome colours over quart cells at the section's
mid-height. It now follows ClientLevel.calculateBlockTint: each tinted block
averages the colours of the biomes BiomeManager picks (the eight-corner
zoom with the client's hashed seed) over the biomeBlendRadius square at the
block's own height, computed lazily per layer and column. The ao and
cutoutLeaves options are honoured too: flat lighting, skipped faces between
opaque leaves and a vertex layer flag that makes the terrain shader ignore
leaf alpha.

The section mesh parity gate gained biome-blend scenes (random zoom seeds,
radii 0 to 7, all 67 biomes, real Biome colour resolvers through a
BiomeManager in the Java oracle) and option scenes; all 1.0M quads of the 112
scenes match the client.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:52:25 +02:00
Ludovic MarieandClaude Sonnet 5.5 b39bf4c879 Add /place template
Place a saved structure template at a position with rotation, mirroring, integrity, seed and strict mode. Templates come from the world's generated structures first, then the vanilla template files. Block entities and saved entities are placed along with the blocks, and the template ids are offered as suggestions.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:48:40 +02:00
Ludovic MarieandClaude Sonnet 5.5 682927cb69 Hear game events from players and mobs, light the darkness effect and persist the warden warning
Players and mobs now report footsteps, swimming, landings, splashes, damage, deaths, eating, drinking, container use, shots and landed projectiles, blasts, lightning and primed TNT to the vibration system, with sneaking and wool respected. The darkness effect fades in and out over 22 ticks, closes the fog in to 15 blocks, dims the lightmap with its pulse and hides the sun, moon and stars. Active sculk sensors shed redstone dust, charge and shriek level events show their particles, and the player's warning level is saved with the player data.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:43:56 +02:00
Ludovic MarieandClaude Sonnet 5.5 1952d5b927 Add world and entity commands, loot, world border and force loading
New commands: /recipe, /damage (with at, by and from), /rotate (angles or facing), /swing, /playsound and /stopsound (per sound source, with the minimum volume rule), /particle (dust, block and the other particle options), /attribute (get, base set, reset and modifiers on the player; max health, speed and attack damage on mobs), /ride, /spreadplayers (with teams and a height limit), /forceload (force loaded chunks stay generated and simulated), /fillbiome (with a replace filter and biome tags), /worldborder (set, add, center, damage, warning and get, with the shrink and grow animation, the wall that stops the player and border damage, saved in world_border.dat) and /loot (replace, insert, give and spawn from loot tables, killed mobs, mined blocks and fishing). The sound engine learned to play a sound on a chosen sound source and to stop playing sounds by event or source.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:40:02 +02:00
Ludovic MarieandClaude Sonnet 5.5 02d1507d39 Infect and cure zombie villagers
Villagers killed by a zombie, husk, drowned, zombie villager or zombified piglin rise as zombie villagers on Normal (half the time) and Hard (always), keeping their type, profession, level, trades, experience, gossip, equipment and baby state. Splash and lingering potions now give their timed effects to nearby mobs, so a weakness potion followed by a golden apple starts a cure of 3600 to 6000 ticks, sped up by nearby iron bars and beds; the zombie villager shakes, plays the cure sound and swaps weakness for strength. When the clock runs out it becomes a villager again with nausea, the curing player gains major and minor positive gossip (so trades get cheaper), the cured_zombie_villager advancement triggers, and the conversion sounds play. ConversionTime, ConversionPlayer, VillagerData, Offers, Gossips and Xp are saved, curing zombie villagers never despawn, and zombie villagers now draw their level badge and baby textures.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:35:15 +02:00
Ludovic Marie f1179cf141 Merge main into the loom and recipe book work
# Conflicts:
#	crates/horizon-client/src/containers.rs
#	crates/horizon-client/src/game.rs
#	crates/horizon-client/src/game/creatures.rs
#	crates/horizon-client/src/item_data.rs
#	crates/horizon-client/src/lib.rs
#	crates/horizon-client/src/save.rs
2026-10-09 13:32:57 +02:00
Ludovic MarieandClaude Sonnet 5.5 239755edd8 Show the recipe unlocked toast
Unlocking recipes through advancement rewards now shows the "New Recipe(s) Unlocked!" toast with the recipe's result item and "Check your recipe book" underneath, one toast for a burst of unlocks.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:29:47 +02:00
Ludovic MarieandClaude Sonnet 5.5 84dbcacd22 Add double chests, shulker box and shift-click container menus
Double chests now open as one 54-slot Large Chest (right half first, as in vanilla) with the 222-pixel screen and the inventory moved down, and both halves update their comparators and saves. Shulker boxes use their own texture and "Shulker Box" title, ender chests and barrels show their names, and the hopper minecart is titled as such.

Shift-click now moves stacks between the player inventory and chests, barrels, shulker boxes (which refuse other shulker boxes), ender chests, hoppers, dispensers and droppers the way the vanilla menus do, and in furnaces it sends smeltable items to the input, fuel to the fuel slot and takes results to the inventory.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:27:13 +02:00
Ludovic MarieandClaude Sonnet 5.5 c048369be8 Complete /execute and add functions, bossbars, items and tick
/execute now has every vanilla subcommand: store (result or success into scores, boss bars and entity, block or storage data with a type and scale), positioned over a heightmap, summon, on (owner, vehicle, controller, passengers, target, attacker), and the if/unless conditions score (all comparisons and matches), blocks, biome, predicate, function, data, items and slots on top of block, entity, loaded and dimension, with the vanilla pass, fail and count messages. Data packs in the world's datapacks folder (folders and zips) provide functions with comments, line continuation and $ macros, function tags including minecraft:load and minecraft:tick, and predicates; /function (with arguments or "with" sources), /return (value, fail and run), /schedule, /reload and /datapack list, enable and disable work against them. Also added: /bossbar with a boss bar overlay and saving, /item replace, fill and override over player, mob, armor stand, item frame and container slots, /random and /teammsg, and /tick rate, freeze, step and sprint on the game clock.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:26:35 +02:00
Ludovic MarieandClaude Sonnet 5.5 a77c929d81 Add breezes and wind charges
Breeze: chooses the nearest player or iron golem (or whoever hurt it), long jumps behind its target after inhaling, shoots a wind charge, slides to new spots and shoots again when stuck, with the vanilla timers, poses, keyframe animations, wind and eyes layers, sounds and block dust at its feet; arrows and other projectiles bounce off it. Wind charges: the item a player throws (half a second between throws), the charge a breeze shoots, and their burst, which does no damage but knocks players, mobs, projectiles and primed TNT away, cancels the thrower's fall, opens wooden doors, trapdoors and gates, presses buttons, flips levers, rings bells and snuffs candles; gust particles for the burst.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:24:12 +02:00
Ludovic MarieandClaude Sonnet 5.5 cdd5feb50c Add the horse inventory screen
Sneak-using a tamed adult horse, donkey, mule, skeleton or zombie horse, or pressing the inventory key while riding one, now opens its inventory: the saddle slot, the horse armour slot (horses only), the 5x3 chest of a donkey or mule with a chest, the mount drawn turning toward the cursor, and the player inventory below. Slots only take what the mount can wear (a saddle, or horse armour for horses), shift-click routes items the way the vanilla menu does, and the equip sounds play when the mount is saddled or armoured. The menu closes when the mount dies or is more than four blocks away.

The chest contents are saved with the mob (Items) and drop with the chest when the mount dies. The translation table also gains the entity, recipe book, banner pattern and toggle slot texts used by the new screens.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:22:33 +02:00
Ludovic MarieandClaude Sonnet 5.5 2b618b1dfe Let witches heal raiders and name the ominous banner
During a raid a witch looks for the other raiders, throws them
Regeneration, or Healing once they are almost dead, and the potion cloud
heals every raider it reaches. The ominous banner shows its own name and
uncommon rarity in tooltips.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:19:05 +02:00
Ludovic MarieandClaude Sonnet 5.5 7bbc85efa0 Add villager gossip, breeding and golem defence
Villagers remember players through gossip (major and minor, positive and
negative, and trading) that fades by the day and spreads when villagers
meet, saved with each villager. Hitting a villager earns a minor negative
mark, killing one in front of others a major one, and each trade a small
positive one; the reputation changes the prices, as does Hero of the
Village. Villagers that meet swap gossip, pass surplus food to hungry
neighbours (farmers to anyone) and wares to the profession that wants them,
pick up food and seeds from the ground into an eight-slot inventory, and
willing pairs (twelve food points, awake, adult) make a baby after about
fourteen seconds when a free bed is within 48 blocks. Frightened villagers
and gossiping groups that slept lately call for an iron golem, and golems
defend a village against a player whom a villager nearby holds at minus
100. Bottles from structure loot keep their amplifier.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:19:05 +02:00
Ludovic MarieandClaude Sonnet 5.5 44adeb0d3c Add bad omen, raid omen and raids
Drinking an ominous bottle gives Bad Omen; inside a village it turns into
Raid Omen, and when that runs out a raid starts, or grows, around the
village points villagers have claimed (the raid_trigger statistic and the
voluntary exile trigger fire on the first omen). Raids are saved in
data/minecraft/raids.dat and send waves of pillagers, vindicators, evokers,
witches and ravagers (ravagers carrying pillagers, evokers or vindicators)
by difficulty and omen level, from a ring that closes in as the countdown
runs down, with the raid horn and a red notched boss bar that shows the
raiders left, Victory or Defeat. Raiders walk to the village, move between
beds, take back a dropped captain banner, celebrate a lost village, are
enchanted with Quick Charge or Sharpness at high omen levels and are
dropped from the raid when idle or far away. Killing one makes the player a
hero; a won raid grants Hero of the Village and the hero_of_the_village
trigger. Villagers hide in their beds during a wave, ring the bell before
one, celebrate a victory with fireworks, and toss gifts to a hero. /raid
start, stop, check, spawnleader, setomen, glow and sound are available.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:18:59 +02:00
Ludovic MarieandClaude Sonnet 5.5 af791c55b7 Add pillager patrols and the ominous banner
Every ten minutes or so, in daylight and a fifth of the time, a patrol of
pillagers spawns 24 to 48 blocks from a player who is not near a village,
once the world is five days old and outside mushroom fields. The leader
wears the ominous banner and heads for a distant target in ten block hops
with its companions following; patrols hold their ground, shout to nearby
raiders and attack together once something comes close. Natural spawns lead
a patrol one time in seventeen. A fallen banner always drops, and a captain
pillager drops an ominous bottle that gives Bad Omen when drunk. Patrol
state, the banner's patterns and the bottle's amplifier are saved as vanilla
NBT.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:18:56 +02:00
Ludovic MarieandClaude Sonnet 5.5 2ad11eb68d Add the creaking and the creaking heart
A creaking heart in a pale oak trunk now follows its logs: placed or updated between two logs on its axis it wakes at night (12600 to 23400 in the overworld) or goes dormant by day, and stays uprooted without them. An awake heart with a player within 32 blocks spawns a linked creaking within 16 blocks, keeps its UUID in the saved block entity, reports the distance to it as a comparator signal, and lets it go when the day comes, it strays more than 34 blocks or a player stands inside it. The creaking freezes while any player looks at it, wakes when one looks from within 12 blocks, then hunts the nearest visible player and hits every 40 ticks. Bound to a heart it takes no damage; hits only make it sway and, when a player did it, make the heart send trail particles and sometimes spread resin clumps over nearby logs. Breaking the heart makes its creaking twitch to death, and removing the block any other way tears it down in a burst of crumbling pale oak. It has the vanilla model, animations (walk, attack, invulnerable, death), glowing eyes, sounds and NBT home_pos, and the trail particle exists now.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:15:05 +02:00
Ludovic MarieandClaude Sonnet 5.5 6b80f9c1aa Add the recipe book
The inventory, crafting table, furnace, blast furnace and smoker screens get the green recipe book button, which opens the book beside the menu and moves the menu over. The book has the search tab and one tab per category (hidden until it holds a recipe), a search box matching recipe names (or @namespace), the craftable-only toggle, pages of 20 recipe buttons that cycle through the recipes of a group, right-click for the alternatives overlay, and tooltips. Clicking a recipe moves the items from the inventory into the grid (shift fills the biggest stack, clicking again adds one more set), and when items are missing the grid is cleared and the recipe is shown as a ghost over the slots.

Which recipes appear comes from the advancement rewards already unlocked; the open and craftable-only settings of each book and the unlocked recipes are saved in the player's recipeBook compound. Recipes now keep their category and group from the data pack.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:08:12 +02:00
Ludovic MarieandClaude Sonnet 5.5 ccec07fde1 Add llamas, trader llamas, leads and the wandering trader's spawner
Llamas and trader llamas: random coat and strength, tamed by riding with a maximum temper of 30, fed wheat and hay, given a chest and a carpet (shears take the carpet off), spitting at whoever hurt them or wolves close by, hunting zombies and illagers when they belong to a trader, forming caravans behind a leashed llama, and saved with their variant, strength, chest, carpet and lead. Leads: put on and taken off mobs, tied to fence knots, with the elastic pull, the snap past twelve blocks and following their holder, drawn as a rope and saved by holder. The wandering trader gets its own goals (drinking invisibility at night, fleeing monsters, walking to its wander target, staying home, standing still while trading, leaving after two days) and a spawner that brings two leashed trader llamas. Llama spit now moves before it drags and falls, and camels spawn on sand.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:07:29 +02:00
Ludovic MarieandClaude Sonnet 5.5 d5d87f23a2 Add /data, /tag and NBT summoning
/data now supports get, merge, modify and remove on entities, block entities and command storage, with NBT paths (children, indices, [] and [{...}] matches, root matches), scaling for numeric reads, the append, prepend, insert, set and merge modifiers, and from, string and value sources. Command storage is saved per namespace in data/<namespace>/command_storage.dat. /tag adds, removes and lists entity tags, which selectors' tag=, nbt= and advancements= options now check. /summon accepts a full NBT compound (custom name, tags, health, NoAI, Invulnerable, item contents and so on), and armor stands, item frames, paintings, boats and minecarts can now be selected, teleported and killed like other entities.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:01:12 +02:00
Ludovic MarieandClaude Sonnet 5.5 ed89f533e2 Add the vibration system, sculk block entities and the warden
Game events now reach sculk sensors, calibrated sensors, shriekers and wardens through the vibration system: frequencies, listener ranges, travel time, wool occlusion, sneaking and dampening rules, and the nearest-first selection. Sensors power redstone and comparators and resonate amethyst, shriekers warn players and summon a warden at the fourth warning, catalysts take the experience of nearby deaths and spread sculk, and the warden has its anger, brain, sonic boom, animations and layers.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:00:26 +02:00
Ludovic MarieandClaude Sonnet 5.5 3de8b358ec Dispense items like vanilla dispensers and droppers
Dispensers now follow DispenserBlock's behaviour table: arrows, eggs, snowballs, experience bottles, thrown potions, firework rockets (flying straight until they hit something) and fire charges are shot out with the vanilla power and spread; buckets place or pick up water, lava, powder snow and mobs through the new Behaviours bucket calls; flint and steel, bone meal, TNT, shears (sheep, mooshrooms, bogged, beehives), brushes on armadillos, honeycomb waxing, respawn anchors, glass bottles (water, honey), water potions on mud, boats, minecarts, armor stands, shulker boxes, carved pumpkins (which now build snow and iron golems for players too), wither skulls, spawn eggs and worn equipment on players, armor stands and mobs that may pick up loot. Every dispense plays the vanilla click, fail or launch sound and the smoke puff, and droppers keep the plain drop or container insert. Experience bottles can also be thrown by the player.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 12:56:20 +02:00
Ludovic MarieandClaude Sonnet 5.5 f9eaae5a46 Add the crafter
The crafter block now works: right-clicking opens its menu with the 3x3 grid, the recipe result preview and the powered arrow, and clicking an empty slot disables or re-enables it (with the button click sound and the lighter disabled slot art), while shift-click moves stacks between the grid and the inventory. When powered, it crafts after four ticks using the grid's recipe, plays the craft or fail sound, shows the crafting state for six ticks, pushes the result and any remainders into the container in front (or shoots them out with white smoke), uses up one of each ingredient and fires the crafters-crafting-crafters advancement.

Its comparator signal counts filled and disabled slots, hoppers fill its smallest stacks first and skip disabled slots, and its items, disabled slots, powered flag and animation ticks are saved with the chunk.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 12:48:23 +02:00
Ludovic MarieandClaude Sonnet 5.5 2872884cb9 Add subtitles
The Show Subtitles accessibility option and the notification display time slider now exist and persist in options.txt. Every sound event with a subtitle key in sounds.json that the audio engine plays, even with no audio device, feeds a closed-caption overlay at the bottom right: repeated sounds refresh the same row, rows are only shown while the source is in range, an arrow points left or right when the sound is outside the view, and the text fades from white to grey over three seconds (stretched by the display-time multiplier, with looping sounds staying bright for half a second longer).

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 12:46:54 +02:00
Ludovic MarieandClaude Sonnet 5.5 ef6f41b12c Add scoreboards and teams
Scoreboards now work like vanilla: objectives with every criteria kind (dummy, trigger, health, food, xp, level, armor, deathCount, kill counts, per-colour team kills and any statistic such as minecraft.mined:minecraft.stone), the full /scoreboard command (objectives add, remove, list, modify and setdisplay; players set, add, remove, reset, get, list, enable, operation and display name or number format), /trigger, and /team with colour, prefix, suffix, friendly fire, invisibility, nametag, death message and collision options. Scores, teams and display slots are saved as vanilla NBT in data/minecraft/scoreboard.dat. The sidebar draws with the objective title, team colour slots, number formats and the vanilla layout, and target selectors accept scores={...}, team= and tag=.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 12:42:27 +02:00
Ludovic MarieandClaude Sonnet 5.5 19336564d2 Add the loom and banner patterns
The loom now opens its menu: a banner, a dye and an optional pattern item go in, the 32 plain patterns (or the one the pattern item provides) show in a scrolling 4x4 grid with hover names, picking one previews the result banner and the result slot gives a banner with one more layer, using up one banner and one dye. Banners with six layers show the error state and give nothing. Shift-click routes banners, dyes and pattern items to the right slots.

Banner layers are stored in the banner_patterns item component, in a new banner block entity (saved to chunks), and carry over when a banner is placed or dropped. Placed banners draw all their pattern layers, banner and shield icons are drawn as the vanilla 3D models with their patterns, a held banner is shown in the first-person hand, and tooltips list the layers. Banner duplication and shield decoration crafting recipes work, and crafting now returns item remainders such as buckets.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 12:40:31 +02:00
Ludovic MarieandClaude Sonnet 5.5 9967697de2 Add sculk sensor, shrieker and catalyst block behaviour
Sculk sensors cycle through active, cooldown and inactive (30 ticks, 10 for the calibrated one), power the block below them and click; the shrieker ends its 90 tick shriek and asks to respond; the catalyst blooms for 8 ticks. The level SculkSpreader moves charge cursors across sculk, veins and plain blocks, growing sensors and shriekers, merging cursors and reporting charge particles.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 12:35:52 +02:00
Ludovic MarieandClaude Sonnet 5.5 fb954f7d7f Load saved light and test it against vanilla
Chunks saved with isLightOn now read their SkyLight and BlockLight arrays back like vanilla instead of being relit: a missing sky layer repeats the bottom layer of the section above it, and a missing block layer is dark. Such chunks skip the light job, mesh as soon as their neighbours are lit, and only relight when a freshly generated neighbour arrives. tools/test_light_parity.py builds a scene of slabs, stairs, snow, trapdoors, lanterns, leaves and lava in a vanilla world, edits it, and requires every saved light value and every incremental relight to match Horizon's engine.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 12:29:51 +02:00
Ludovic MarieandClaude Opus 5.5 e988862e92 Update the parity audit to 73%
Entities and physics move to 0.75 now that the dragon, vehicles,
decorative entities and most mobs are in; the gap lists and next steps
follow the code.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 11:32:24 +02:00
Ludovic MarieandClaude Opus 5.5 f36b317569 Add local difficulty and mob armour
Chunks gain inhabited time while a player is near (saved as
InhabitedTime), giving vanilla's local difficulty. Zombies, husks,
zombie villagers and skeletons spawn with armour sets by it, piglins with
golden pieces; worn armour protects them, is drawn with the humanoid
armour layers, drops 8.5% of the time and is saved. Zombie, drowned and
zombified piglin weapon odds now follow 26.3.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 11:31:25 +02:00
Ludovic MarieandClaude Opus 5.5 78165ecdf6 Give villagers a daily schedule
Villagers claim a free bed and a bell, work at their job site by day
(work sounds, and up to two restocks a day with demand catch-up), meet
at the bell in the evening and sleep in their bed at night, lying as
vanilla draws sleepers. They wake at dawn, when hurt or when the bed
goes. Memories, restock counts and the last restock are saved.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 11:21:51 +02:00
Ludovic MarieandClaude Opus 5.5 2b664b4c4e Let villagers take jobs and trade
Villagers claim the nearest free job site within 48 blocks and take its
profession, lose a fresh profession when the site goes, flee zombies and
raiders, and shake their heads when they have nothing to sell.
Right-clicking a villager or wandering trader opens its trades; offers,
experience, level, profession and job site are saved as vanilla NBT.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 11:04:32 +02:00
Ludovic MarieandClaude Opus 5.5 07e36a90d3 Add allays and keep what mobs hold
Allay: given an item it keeps the player as its friend, flies to matching drops within 32 blocks, carries up to a stack and throws it to the player (or a liked note block) one item a tick within 3 blocks, pausing pickups for three seconds after each throw; it dances by a playing jukebox, duplicates when given an amethyst shard mid-dance, heals over time, cannot be hurt by its player, and hands its item back to an empty hand; animation and NBT. Mobs now save and load what they hold (equipment mainhand and offhand), and models whose root holds another part named root (allay, vex, frog, baby axolotl) no longer apply that offset twice.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 10:50:43 +02:00
Ludovic MarieandClaude Opus 5.5 90506e5326 Add camels
Camel: always tame, saddled and ridden like a horse (the rider at the hump, lower while it sits), dashing forward on the jump bar with a 55-tick cooldown and faster while sprinting, sitting down and standing up now and then (no moving meanwhile, up at once in water or when panicking), eating cactus, the keyframe animations (walk, sit, sit pose, stand up, idle, dash) and its NBT. Mobs whose health is above zero no longer keep a death clock from a save, and a dead wither stops healing.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 10:30:52 +02:00
Ludovic MarieandClaude Opus 5.5 bb06b17303 Add parched
Parched: the desert skeleton with 16 health, a 70-tick bow interval and arrows of weakness for 30 seconds.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 10:17:37 +02:00
Ludovic MarieandClaude Opus 5.5 52ed65a0d7 Add the wither
Building a T of soul sand or soul soil under three wither skeleton skulls (upright along X or Z) summons the wither: eleven seconds of invulnerable charging that heal it and end in a power 7 blast, then flight toward its target while the centre head fires skulls on a ranged-attack clock and the side heads pick their own targets, blocks around it broken when hurt, regeneration, immunity to arrows below half health and to the undead, a purple boss bar with boss music, the nether star drop, its animation, texture and scale. Wither skulls fly like fireballs (blue ones keep their speed), hit for 8 with withering and explode. Block items such as heads aimed at a block are now placed instead of equipped. Vexes no longer drop their swords.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 10:14:38 +02:00
Ludovic MarieandClaude Opus 5.5 ecfb487c6b Add ravagers
Ravager: melee charges speeding up while hunting, trampling leaves it runs into, the 10-tick bite with its head lunge, stunned for two seconds by a raised shield half the time (else flinging the defender), then a roar that hurts everything but illagers within 4 blocks and flings it away, and its NBT.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 09:52:35 +02:00
Ludovic MarieandClaude Opus 5.5 d938bcad6e Add evokers, vexes and evoker fangs
Evoker: the spellcaster goals with their warm-ups and intervals (summoning three vexes for 30 to 120 seconds, fangs in a ring when the target is close or a line of sixteen toward it, turning blue sheep red), fleeing players, the spellcasting arm pose. Vex: flying through blocks around its bound origin, charging its target with an iron sword, copying its evoker's target, wasting away after its life. Evoker fangs rise from the floor after their delay and bite for 6. Guardian beams are only drawn for guardians.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 09:47:10 +02:00
Ludovic MarieandClaude Opus 5.5 d111a20108 Add shulkers and shulker bullets
Shulker: attached to a block face (re-attaching or teleporting when it is lost), idle peeks, opening to fire a homing bullet every one to five and a half seconds at a player within 20 blocks, arrows bouncing off the closed shell, a chance to teleport below half health, dyed shells, the lid and head animation and the rotation onto its face, and its NBT. ShulkerBullet steps toward its target along axes and levitates what it hits for 10 seconds.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 09:35:55 +02:00
Ludovic MarieandClaude Opus 5.5 984c7bea59 Add guardians and elder guardians
Guardian: the swimming move control with its wobble, water travel, stroll and targeting of players, squid and axolotls, the laser charging 80 ticks (60 for the elder) before indirect magic plus a bite, spikes hurting melee attackers while still, flopping on land, the tail, spikes and eye animation, the rendered beam, and the spawn rules. The elder curses players within 50 blocks with mining fatigue every minute.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 09:25:22 +02:00
Ludovic MarieandClaude Opus 5.5 d9445f0d06 Spawn structure mobs and apply structure spawn overrides
Structure pieces now spawn their entities: the swamp hut's witch and black cat, the monument's three elder guardians, end city sentry shulkers and the elytra item frame, mansion evokers, vindicators and allays, ocean ruin drowned, and mineshaft chest minecarts with their loot rolled in. Chunks keep their structure references (saved as structures.References), so structures_at answers advancement location predicates, and natural spawning uses structure spawn_overrides (guardians in monuments, witches in huts, fortress mobs on nether bricks).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 09:14:24 +02:00
Ludovic MarieandClaude Opus 5.5 382eb0b74b Generate structure entities and add /locate structure
Structure templates now place their saved entities (StructureTemplate.placeEntities: moved, turned and mirrored with the template, finalized for jigsaw pieces, ignored for mansions and end cities), carried in the proto chunk and spawned with the chunk: villages get their villagers and animals. /locate structure (an id or a #tag) searches ring and random-spread placements like ChunkGenerator.findNearestMapStructure; seed 42 matches vanilla for villages, monuments, swamp huts, igloos, strongholds and outposts.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 09:01:55 +02:00
Ludovic MarieandClaude Opus 5.5 3c9d804ebb Draw worn armor on the player and shift-click armor on
HumanoidArmorLayer for the player's model (in third person and the inventory), the armour parts posed like the body. Shift-clicking armour or an off-hand item in the inventory puts it in its empty slot (InventoryMenu.quickMoveStack), and shift-clicking an armour slot takes it back. The GUI clip handles rectangles with corners in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 08:44:16 +02:00
Ludovic MarieandClaude Opus 5.5 9c16c364d6 Add third-person views and the inventory player
F5 cycles first person, third person behind and in front (Camera.setup with getMaxZoom pulling the camera in front of blocks); the hand and crosshair show only in first person. The local player renders as a PlayerModel kept in step each tick (body turning, walk animation, swing, crouching and riding poses), in the world and in the inventory's player box following the cursor. Players now use the player skin instead of the zombie texture.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 08:37:47 +02:00
Ludovic MarieandClaude Opus 5.5 e311b78562 Draw the shield in slots
ShieldSpecialRenderer's plate and handle under item/shield's gui display transform, instead of the missing-icon square.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 08:22:49 +02:00
Ludovic MarieandClaude Opus 5.5 a6af85a3cb Add the Advancements screen and /advancement
The Advancements screen: one tab per displayed root, the tree laid out by a port of TreeNodePosition in AdvancementTree.addAll order, visibility from AdvancementVisibilityEvaluator, connection lines, frames, the progress tooltip with its split title bar, dragging, scrolling and the L key. /advancement grant|revoke with only/from/until/through/everything and criteria, with vanilla's messages.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 08:18:48 +02:00
Ludovic MarieandClaude Opus 5.5 6a2c53697d Fix recipe unlock and slot conditions in advancements
recipe_unlocked matches the criterion's recipes key, so unlocking one
recipe no longer completes every recipe advancement; inventory_changed
honours the occupied, full and empty slot counts.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 08:04:19 +02:00
Ludovic MarieandClaude Opus 5.5 e10af7eb20 Add advancements
The advancement tree loads from the data packs; criteria are tested
with vanilla's entity, item, block and location predicates and loot
conditions, and triggered by inventory changes, location (every second),
kills, deaths, eating, filling buckets, placing blocks, sleeping,
dimension changes, breeding, taming, riding and totems. Completed
advancements grant their rewards (experience, loot, recipes), show the
advancement toast and are announced in chat; progress is saved to
players/advancements/<uuid>.json.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 08:00:48 +02:00
Ludovic MarieandClaude Opus 5.5 1efe0c4734 Record more player statistics
Picked up, dropped, crafted, used (placing blocks) and broken items,
damage dealt and taken, jumps, fish caught, animals bred, enchanting,
leaving the game, being killed by a mob, and opening chests, barrels,
shulker boxes, hoppers, droppers, dispensers and every crafting station
now count, as in vanilla.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 07:48:17 +02:00
Ludovic MarieandClaude Opus 5.5 a8cc848e79 Add the Statistics screen
The pause menu's Statistics button opens StatsScreen: the General tab
lists every custom statistic with vanilla's number, distance, time and
tenths formats, the Items tab the mined/broken/crafted/used/picked
up/dropped columns with sorting, and the Mobs tab kills and deaths per
mob. Teleports no longer count as distance travelled.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 07:41:08 +02:00
Ludovic MarieandClaude Opus 5.5 62c9acd18d Add phantoms and player statistics
Phantoms circle an anchor high above the player, swoop at them every
eight to twelve seconds, bite on contact and keep away from cats (which
hiss); they spawn over players who have not slept for three days. The
statistics behind that are tracked as vanilla does: play time, the
time-since counters, movement by kind, deaths, kills, blocks mined and
sleeps, saved to players/stats/<uuid>.json.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 07:34:28 +02:00
Ludovic MarieandClaude Opus 5.5 e5399b1613 Ride pigs and striders
Saddles fit adult pigs and striders; a saddled one can be ridden and
steered with a carrot or warped fungus on a stick, whose use boosts it
and wears the stick (a worn-out stick becomes a fishing rod). Saddles,
horse armour and donkey chests drop when their wearer dies, and saddled
pigs and striders keep their saddle in the save.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 07:25:01 +02:00
Ludovic MarieandClaude Opus 5.5 3e2cdcae33 Make horses, donkeys and mules rideable
Horses get random health, speed and jump strength, coat colours with
markings, grazing, rearing and AbstractEquineModel's animation. Feeding
heals, grows foals and builds temper; riding an untamed horse ends with
it tamed or bucking the rider off. Saddles, horse armour and donkey
chests fit with a click, a saddled mount follows its rider with the
charged jump bar, its health replaces the food bar, and offspring
inherit their parents' stats (a horse and a donkey have a mule).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 07:19:19 +02:00
Ludovic MarieandClaude Opus 5.5 d6d9ecc4ab Give piglins, brutes, hoglins and zoglins their behaviour
Piglins leave gold-wearing players alone, pick up and admire gold, barter
gold ingots for a roll of the bartering table, fight with crossbows or
golden swords, hunt baby hoglins, flee zombified piglins and get angry
when their chests are opened or their gold mined. Brutes always attack.
Hoglins headbutt their targets into the air, babies flee, and both turn
into zombified piglins and zoglins after 15 seconds out of the Nether.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 06:58:11 +02:00
Ludovic MarieandClaude Opus 5.5 35dacf6e24 Give pillagers crossbows and vindicators axes
Pillagers charge their crossbows, keep their range and fire; vindicators
hunt with iron axes (Johnny attacks everything). IllagerModel's crossed
arms, crossbow hold and charge, and weapon swings are ported, and a calm
vindicator hides its axe.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 06:49:17 +02:00
Ludovic MarieandClaude Opus 5.5 71f6d80613 Give iron and snow golems their behaviour
Iron golems hunt monsters (not creepers), close in, swing for a random
half to one and a half times their damage and throw the target up, show
cracks as they weaken, take iron ingots for repairs, offer poppies to
villagers and hold a grudge against a player who hits them. Snow golems
pelt monsters with snowballs, leave a snow trail and melt in hot biomes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 06:44:57 +02:00
Ludovic MarieandClaude Opus 5.5 459db087d6 Make zombified piglins neutral
They no longer attack on sight: once hit they stay angry for 20 to 39
seconds, move faster, growl and rally the others nearby. They spawn with
golden swords.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 06:35:50 +02:00
Ludovic MarieandClaude Opus 5.5 7d136d665f Give blazes and ghasts their attacks, and fix moved textures
Blazes hover toward targets above them, slow their fall, smoke and fire
three-fireball volleys; ghasts float about, face their target, cry and
shoot exploding fireballs credited to them. The blaze rods spin and ghast
tentacles sway. Blazes, endermites, silverfish, experience orbs and the
fishing bobber pointed at texture paths 26.3 moved, so they were
invisible.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 06:31:25 +02:00
Ludovic MarieandClaude Opus 5.5 c44174d261 Make cats tamable
Cats get their variants, collars and the feline model's sitting,
crouching, sprinting and lying poses. Wild cats flee players unless
tempted with fish, which may tame them; tame cats sit on command, follow
their owner, lie on beds, sit on chests and lit furnaces, stalk rabbits
and have tame kittens.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 06:18:40 +02:00
Ludovic MarieandClaude Opus 5.5 ac8bc36427 Fix the poison interval test for the poison action
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 06:14:45 +02:00
Ludovic MarieandClaude Opus 5.5 3e556f51ef Make wolves tamable
Wolves get their biome variants, the tame and angry textures, the collar
layer and WolfModel's sitting, begging and shaking poses. Bones tame them;
tame wolves sit on command, follow and teleport to their owner, defend it
and join its fights, heal on meat, take collar dyes and breed into tame
pups. Mob particle bursts (hearts, smoke, splashes) now show.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 06:10:08 +02:00
Ludovic MarieandClaude Opus 5.5 6060e0dfda Give witches, endermen and slimes their vanilla AI
Wire the paused witch, enderman and cube-mob modules: witches drink and
throw potions, endermen teleport, stare-aggro and carry blocks, slimes and
magma cubes hop with their size, squish and split. Slime sizes save, the
outer slime layer renders, and mob-applied effects use the player's effect
list (so they show and tick like potions).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 05:53:04 +02:00
Ludovic MarieandClaude Opus 5.5 41667216a2 Add vanilla death messages
A combat tracker records the player's damage, its causing mob and the
fall, and builds CombatTracker's message: falls from ladders or high
places, assisted falls, being slain or shot by a named mob, kill credit.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 05:29:25 +02:00
Ludovic MarieandClaude Opus 5.5 34f9cb83fd Add adventure and spectator modes
Spectators fly through blocks without overlays, a hotbar or a hand, and
do not interact, pick up items or trigger plates; adventure players cannot
build. The game mode is saved and restored.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 05:20:25 +02:00
Ludovic MarieandClaude Opus 5.5 183008d876 Place end crystals and respawn the dragon
Four crystals on the exit portal rebuild the pillars one by one and bring
the dragon back, as DragonRespawnStage does; breaking one of them aborts.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 05:09:50 +02:00
Ludovic MarieandClaude Opus 5.5 e28d1a5890 Add the ender dragon fight
The dragon with its phases, path nodes, fireballs and breath, end crystals
that heal it, the boss bar and boss music, and the kill: XP, the exit
portal, the egg and a new gateway. The fight state is saved where 26.3
saves it. Creative players are now invulnerable, as in vanilla.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 04:59:58 +02:00
Ludovic MarieandClaude Opus 5.5 bea383078a Save maps where 26.3 does
Map data now lives in data/minecraft/maps/<id>.dat and the id counter in
data/minecraft/maps/last_id.dat (SavedDataStorage resolving the
minecraft:maps/<id> and maps/last_id identifiers), so vanilla and Horizon
read each other's maps.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 04:34:33 +02:00
Ludovic MarieandClaude Opus 5.5 f63cac5f5e Add tadpoles, frog variants and saved mob ages
Frogspawn hatches into 2-5 tadpoles that swim, flop on land, wag their
tails and grow into frogs after 24000 ticks. Frogs take the warm, cold or
temperate variant from the biome. AgeableMob ages (babies, breeding
cooldowns) are now saved and loaded.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 04:31:16 +02:00
Ludovic MarieandClaude Opus 5.5 7fd50eb00b Add books and lecterns
Books and quills open BookEditScreen: pages of 14 lines of 114 pixels and
1024 characters, up to 100 pages, page buttons that add pages, Done and
the signing screen (15-character title, finalize warning) that turns the
book into a written book by the player. Written books open BookViewScreen.
Lecterns take a book, open LecternScreen with Take Book, send a 2-tick
redstone pulse on page turns (with the library's unpowering tick) and drive
comparators from the page. Both book components and the lectern block
entity are saved; open book and sign screens no longer pause on focus loss.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 04:24:45 +02:00
Ludovic MarieandClaude Opus 5.5 dd2f4209e5 Add the cartography table and close menus on quit
CartographyTableMenu: zooming a map out with paper (a fresh map one scale
up), cloning it with an empty map, and locking it with a glass pane, the
new map ids made when the result is taken, the take sound, and the screen's
previews with the error and lock sprites. Quitting now closes the open
menu first so its items go back to the inventory, and map textures upload
with the drawn frame's HUD batch only.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 04:13:27 +02:00
Ludovic MarieandClaude Opus 5.5 3c6c041851 Add maps
Empty maps create a map centred on the player's grid cell; held maps reveal
the world with MapItem.update (dominant map colour per pixel, height and
water-depth shading, the dithered edge, the ceiling noise in the Nether)
and carried maps track the player marker. Maps save as data/map_<id>.dat
with idcounts.dat, their 128x128 textures live in reserved atlas slots,
and they render held in both hands over the map background and full-face
in item frames (the map=true frame models). Block facts now carry the
MapColor id.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 04:02:14 +02:00
Ludovic MarieandClaude Opus 5.5 84e2e6e5c6 Add beacons
BeaconBlockEntity: beam sections tinted and blended by stained glass,
pyramid levels from beacon_base_blocks every 80 ticks, primary and
secondary powers for players in range (amplified when doubled), and the
activate, ambient, deactivate and power-select sounds; saved with the
vanilla keys. The 230x219 BeaconScreen has the power buttons, the upgrade
button, payment slot and confirm/cancel. BeaconRenderer's rotating beam and
glow scroll through a new wrapped-sprite mode of the entity shader.
/setblock and /fill now replace block entities with the new block's.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 03:50:36 +02:00
Ludovic MarieandClaude Opus 5.5 c062f41892 Add real lightning bolts
Thunderstorms now roll ServerLevel.tickThunder per chunk: the bolt strikes
the top of the column or a living entity under open sky nearby, may bring a
skeleton trap horse, and LightningBolt ticks its flashes with the thunder
and impact sounds, fire, lightning rods and thunderHit (5 damage and
burning, charged creepers with their energy swirl, zombified piglins,
witches, mooshroom colours, turtles, burnt items). The bolt is drawn by
LightningBoltRenderer's layered branches through a new additive entity
pipeline, and /summon accepts lightning bolts and minecarts.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 03:33:30 +02:00
Ludovic MarieandClaude Opus 5.5 95149579ff Add minecarts, jukeboxes, name tags and outline-shape picking
Minecarts follow OldMinecartBehavior: rails and slopes, powered and
activator rails, coming off the track, the rider's push, players and carts
pushing each other, placement, breaking and saving, with chest and hopper
containers, furnace fuel and push, and TNT priming and explosions. They
render on the rail between the front and back points with their display
block.

Jukeboxes take jukebox_playable discs, play the song with the rainbow Now
Playing overlay and note particles, emit 15 while playing, drive
comparators, eject the disc and save it.

Name tags name mobs (saved as CustomName); the name shows above the head on
a translucent background when targeted or always visible, and Dinnerbone
and Grumm render upside down.

Blocks are now picked and outlined with their vanilla outline shapes
(exported per state with the edges LevelRenderer draws), so rails, slabs,
torches and plants no longer act as full cubes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 03:21:40 +02:00
Ludovic MarieandClaude Opus 5.5 85a11b071f Add firework rockets and item components in /give
Rockets launch from a clicked block or boost a gliding player, fly with the
1.15 acceleration and 0.04 lift for 10*(flight+1)+rand(6)+rand(7) ticks, then
explode: 5+2n damage within 5 blocks with line of sight, and the client
starter spawns the shaped spark bursts, trails, twinkles and blast sounds.
/give now applies its [component=value] list through a new SNBT parser.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 02:42:40 +02:00
Ludovic MarieandClaude Opus 5.5 776e5c354f Add elytra gliding and right-click armor equipping
Jumping in the air with a usable glider starts fall flying (the
FALL_FLYING pose), travelFallFlying applies vanilla's lift, dive
conversion, climb and 0.99/0.98 drag, the elytra wears every 20 ticks
of flight, and gliding stops on landing or when it can no longer glide.
Right-clicking swappable armor equips it (Equippable.swapWithEquipmentSlot),
returning the worn piece, honouring Curse of Binding and playing the
equip sound.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 02:28:28 +02:00
Ludovic MarieandClaude Opus 5.5 b80bc19b57 Add creative flight
Double-tapping jump within seven ticks toggles flight (jumping off the
ground when it starts), jump and sneak move up and down at three times
the 0.05 flying speed, horizontal acceleration uses the flying speed
(doubled while sprinting), Player.travel keeps 0.6 of the vertical speed,
flight ends on landing, and flying players neither crouch nor take fall
damage.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 02:22:40 +02:00
Ludovic MarieandClaude Opus 5.5 499415fb50 Simplify the trident's drag
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 02:17:05 +02:00
Ludovic MarieandClaude Opus 5.5 595fa83865 Add tridents
Throwing after ten ticks (one durability, kept in creative), Riptide
launches in water or rain, and the thrown trident's flight, 8 damage plus
Impaling against aquatic mobs, reversed bounce, sticking, Loyalty return,
pickup and ThrownTridentRenderer. horizon-ctl status also reports the
item in use and thrown tridents.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 02:16:45 +02:00
Ludovic MarieandClaude Opus 5.5 5b05edcda4 Add crossbows
Charging over 1.25 s less Quick Charge with the loading sounds, loading
arrows into charged_projectiles (three with Multishot, one arrow used),
and shooting critical arrows at power 3.15 fanned 10 degrees apart with
vanilla's shot pitches and durability use.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 02:09:04 +02:00
Ludovic MarieandClaude Opus 5.5 e25fcb2994 Test that ender items round-trip and other player data survives
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 02:02:58 +02:00
Ludovic MarieandClaude Opus 5.5 6ae36295e2 Add fishing
FishingRodItem casts and reels in with vanilla's sounds and rod damage.
The hook flies, bobs, runs the lure and bite timers (rain and sky speed,
the Lure enchantment), tracks open water, hooks mobs and pulls them, and
retrieving a bite rolls gameplay/fishing with Luck of the Sea, open-water
treasure, experience and the catch thrown at the player. Loot rolls now
honour luck (entry quality, bonus rolls) and fishing-hook predicates.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 02:01:19 +02:00
Ludovic MarieandClaude Opus 5.5 ed9a8e9ba1 Add zombie horses, skeleton horses and giants
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 01:55:37 +02:00
Ludovic MarieandClaude Opus 5.5 f48407ff0c Add shulker boxes and ender chests
Shulker boxes are 27-slot containers that refuse other boxes, keep their
contents when broken, exploded or dropped (the item's container
component) and restore them when placed. Ender chests show the player's
ender inventory, saved as EnderItems. Both play their open and close
sounds.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 01:50:57 +02:00
Ludovic MarieandClaude Opus 5.5 f4539717fc Add the totem of undying
The combat kernel's death-protection hook fires for a totem in either
hand unless the damage bypasses invulnerability; the game then uses up
the totem (main hand first), sets health to 1, clears effects, applies
regeneration II, absorption II and fire resistance, and plays the totem
sound and 30-tick particle emitter.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 01:46:19 +02:00
Ludovic MarieandClaude Opus 5.5 11a94137bb Keep entity_nbt's tests last
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 01:42:06 +02:00
Ludovic MarieandClaude Opus 5.5 177fab4e34 Add boats and rafts
AbstractBoat's status (under water, in water, on land with the averaged
block friction, in air), floatBoat buoyancy and drag, controlBoat
paddling with turn and acceleration, collisions, paddle sounds and
animation, riding (seat attachment, 105 degree head clamp, out of
control under water) with dismounting forward onto floor, BoatItem
placement on blocks or the water surface, VehicleEntity damage and
breaking, entity saving and AbstractBoatRenderer with the hurt wobble.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 01:41:05 +02:00
Ludovic MarieandClaude Opus 5.5 d66a87c105 Add armor stands
ArmorStandItem placement snapped to 45 degrees, gravity, interactAt
equipment swaps by clicked height, the two-hit break with drops (one hit
in creative), entity saving (equipment, Small, ShowArms, NoBasePlate,
Invisible, Marker) and ArmorStandRenderer with the default pose, hit
wobble and humanoid armor layers from the equipment assets.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 01:28:55 +02:00
Ludovic MarieandClaude Opus 5.5 3642ea3bb0 Add item frames and glow item frames
Frames hang on any face (ItemFrameItem), survive per ItemFrame.survives,
take one item and rotate it in eight steps, give the item back and then
break on attack, save as vanilla entities (Facing, Item, ItemRotation,
ItemDropChance, Fixed, Invisible) and render the baked frame model with
the item at half size; glow frames light their item fully.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 01:19:45 +02:00
Ludovic MarieandClaude Opus 5.5 9232dd1b78 Add paintings
Painting items hang on wall faces with Painting.create's choice (the
largest placeable variants that fit, at random), HangingEntity.survives
rechecked every 100 ticks (collision, solid support, no overlap),
breaking by attack with drops and sounds, entity saving (variant,
facing, block_pos) and PaintingRenderer's front, back and edge quads.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 01:13:01 +02:00
Ludovic MarieandClaude Opus 5.5 d5438f61e8 Add /tellraw and /title
ComponentArgument reads SNBT or JSON text components (text, translate
with fallback, selector, keybind, colours, formatting, extra, lists);
selector components resolve for the command source. /title drives the
Gui title, subtitle, times and action bar, drawn with vanilla's fades
and 4x / 2x scales over the hotbar.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 01:04:21 +02:00
Ludovic MarieandClaude Opus 5.5 a5db4eb8e3 Add /execute
ExecuteCommand's tree with redirects: as, at, positioned (as), rotated
(as), facing (entity), align, anchored, in, and if/unless block, entity,
loaded and dimension, as conditions or tests. Commands run with a real
command source (entity, position, rotation, anchor): @s, coordinates,
local coordinates from the anchor and /say and /me names follow it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 00:58:47 +02:00
Ludovic MarieandClaude Opus 5.5 2030284a0f Add the off hand and shields
Off hand: the InventoryMenu shield slot, the hotbar's off-hand slot,
swapping with F, saving as slot 150, and death drops (which also missed
armor). Shields and other blocks_attacks items rise from either hand,
block after their delay through the combat kernel's applyItemBlocking
hooks (angle, damage reductions, bypassing types, piercing arrows), lose
durability, play their sounds, push the blocker back on partial blocks
and get disabled by axes. Using any item now slows walking by its
use_effects speed multiplier.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 00:52:51 +02:00
Ludovic MarieandClaude Opus 5.5 8d4b151ec9 Add field-of-view effects and the spyglass
Camera.tickFov / calculateFov: movement speed (sprint, speed effects),
bow draw and spyglass zoom ease in at half a step per tick, with the
death and underwater/lava narrowing. The spyglass zooms to 0.1, hides
the hand, drops the 8x mouse factor and draws the scope overlay; it
stops after 1200 ticks or on release with vanilla's sounds. Inventory
icons of display_context item models now use their gui case.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 00:40:30 +02:00
Ludovic MarieandClaude Opus 5.5 488f8bd030 Make clippy pass with -D warnings
Apply clippy's fixes, fix the remaining lints by hand and allow, for the
whole workspace, the lints that one-to-one ports of vanilla's Java
naturally trip (argument counts, index loops, nested types, large enum
variants).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 00:32:50 +02:00
Ludovic MarieandClaude Opus 5.5 df14adbfba Format the workspace with rustfmt
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 00:28:32 +02:00
Ludovic MarieandClaude Opus 5.5 2a7f199b5f Fix the tree feature harness and the scene probes
The tree fixture world now applies vanilla's edge shape updates for its
obstacles (faceless vines, unsupported short grass), the vanilla fixture
world answers environment attributes with defaults, and features that
need structure templates or the pale moss registry, directly or through
named features, are left to the decoration harnesses. The scene probes
build their scene with World::test_scene since TestWorld was removed.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 00:28:31 +02:00
Ludovic Marie ebb1180bd5 Merge pull request #38 from ludovic111/t3/minecraft-parity
Merge the parity work: 55% -> 71% Java parity
2026-10-09 00:00:58 +02:00
Ludovic MarieandClaude Opus 5.5 8af8d90943 Re-audit Java parity at 71% and list the next steps
214 of 215 differential harnesses pass and the client joins a vanilla
26.3 server; scores and gaps follow the merged parity work.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 00:00:07 +02:00
Ludovic MarieandClaude Opus 5.5 13c539df46 Add /effect and /enchant
EffectCommands (give with seconds/infinite, amplifier, hideParticles;
clear all or one) and EnchantCommand with vanilla's level, support and
compatibility checks and response messages.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 23:52:39 +02:00
Ludovic MarieandClaude Opus 5.5 995835c2d0 Restore the feature placement oracle the feature harnesses use
The block placement oracle had replaced VanillaPlacementOracle, which a
dozen feature harnesses call reflectively (context(JsonObject)). It now
lives in VanillaBlockPlacementOracle.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 23:45:48 +02:00
Ludovic MarieandClaude Opus 5.5 e54b9a9deb Add situational music and ambient sounds
MusicManager: menu, game, creative, underwater, biome and End tracks from
the background_music and music_volume environment attributes, with
vanilla's delays, replacement and fades; tracks decode on a worker and
play on a dedicated mixer voice. Ambient handlers: biome loops with
40-tick cross-fades, additions, cave mood from sampled light, and the
underwater loop, additions and enter/exit sounds.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 23:44:08 +02:00
Ludovic MarieandClaude Opus 5.5 9edcbc2559 Give parity harness javac runs the oracle source path
Oracles reference shared helper oracles (heightmap, level shape...) that
javac could not find when only the entry files were listed. Also let
chunkgen_bench list unsupported features (HORIZON_LIST_UNSUPPORTED=1).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 23:33:12 +02:00
Ludovic MarieandClaude Opus 5.5 b7098f6870 Fix up the merged parity branches so the workspace builds
Resolve the places where union merges kept both sides: the persist
rewrite of level.dat now carries item components, XP seed and effects;
mob ticking uses the creatures module (with Thorns); explosions damage
mobs through the new damage source and emit particles; TNT's white
flash moves to overlay 5 since clouds use 4; End gateway data follows
the new dimensions/ folder layout.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 23:27:24 +02:00
Ludovic Marie 2b4982ab4c Merge remote-tracking branch 'origin/wip/parity-render' into t3/minecraft-parity
# Conflicts:
#	crates/horizon-client/src/containers.rs
#	crates/horizon-client/src/entity.wgsl
#	crates/horizon-client/src/game.rs
#	crates/horizon-client/src/game/control.rs
#	crates/horizon-client/src/gfx.rs
#	crates/horizon-client/src/lib.rs
2026-10-08 23:19:58 +02:00
Ludovic Marie 3c45d66e2e Merge remote-tracking branch 'origin/wip/parity-mobs' into t3/minecraft-parity
# Conflicts:
#	crates/horizon-client/src/game.rs
2026-10-08 23:19:58 +02:00
Ludovic Marie 30b14ac3a9 Merge remote-tracking branch 'origin/wip/parity-ui' into t3/minecraft-parity
# Conflicts:
#	crates/horizon-client/src/game.rs
#	crates/horizon-client/src/lib.rs
2026-10-08 23:19:58 +02:00
Ludovic Marie dfd093f078 Merge remote-tracking branch 'origin/wip/parity-net' into t3/minecraft-parity
# Conflicts:
#	crates/horizon-client/src/game.rs
2026-10-08 23:19:58 +02:00
Ludovic Marie ce1a593957 Merge remote-tracking branch 'origin/wip/parity-structures' into t3/minecraft-parity
# Conflicts:
#	crates/horizon-world/examples/chunkgen_bench.rs
2026-10-08 23:19:58 +02:00
Ludovic Marie 4bb7b917f9 Merge remote-tracking branch 'origin/wip/parity-blocks' into t3/minecraft-parity
# Conflicts:
#	crates/horizon-client/src/containers.rs
#	crates/horizon-client/src/game.rs
#	crates/horizon-client/src/game/control.rs
#	crates/horizon-client/src/save.rs
2026-10-08 23:19:58 +02:00
Ludovic Marie 9ab2cd7542 Merge remote-tracking branch 'origin/wip/parity-stations' into t3/minecraft-parity
# Conflicts:
#	crates/horizon-client/src/game.rs
#	crates/horizon-client/src/save.rs
2026-10-08 23:19:58 +02:00
Ludovic Marie f8edb430d2 Merge remote-tracking branch 'origin/wip/parity-persist' into t3/minecraft-parity
# Conflicts:
#	crates/horizon-client/src/chunk.rs
#	crates/horizon-client/src/game.rs
2026-10-08 23:19:58 +02:00
Ludovic MarieandClaude Opus 5.5 95d1371dae WIP snapshot: unfinished render parity work (paused mid-task, may not build)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 21:40:00 +02:00
Ludovic MarieandClaude Opus 5.5 62d99a4212 WIP snapshot: unfinished mobs parity work (paused mid-task, may not build)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 21:40:00 +02:00
Ludovic MarieandClaude Opus 5.5 c7d3ea9786 WIP snapshot: unfinished ui parity work (paused mid-task, may not build)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 21:40:00 +02:00
Ludovic MarieandClaude Opus 5.5 ee5e2de7bb WIP snapshot: unfinished structures parity work (paused mid-task, may not build)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 21:40:00 +02:00
Ludovic MarieandClaude Opus 5.5 445a3ec4f2 WIP snapshot: unfinished blocks parity work (paused mid-task, may not build)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 21:40:00 +02:00
Ludovic MarieandClaude Opus 5.5 bb0ae764f9 WIP snapshot: unfinished net parity work (paused mid-task, may not build)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 21:39:59 +02:00
Ludovic MarieandClaude Opus 5.5 9e3f4276fe Throw potions with vanilla's shootFromRotation spread
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:53:14 +02:00
Ludovic MarieandClaude Opus 5.5 716423a970 Add End flashes to the End sky and lighting
EndFlashState: one flash per 600 clock ticks with seeded offset, duration
and direction; the end_flash sprite in the sky, the flash intensity added to
the lightmap sky factor and the delayed weather.end_flash sound.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:52:58 +02:00
Ludovic MarieandClaude Opus 5.5 f573c77082 Add vanilla options screens, key binds, languages and resource packs
Options, Video Settings, Music & Sounds, Controls, Key Binds, Mouse, Chat,
Accessibility, Language (with search) and Resource Packs screens in the
HeaderAndFooter/OptionsList layouts. options.txt uses vanilla keys and
encodings (unknown lines kept), including key_<mapping>:key.keyboard.x
binds that the input path honours, per-source volumes, brightness, VSync,
max framerate, fullscreen (F11), chat and font options. Languages reload
live; resource packs (folders, zips, Programmer Art, High Contrast) are
layered over the vanilla resources through an overlay root.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:51:44 +02:00
Ludovic MarieandClaude Opus 5.5 481f427e3a Save status effects, show thrown potions, test loot enchantments and vanilla data
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:51:16 +02:00
Ludovic MarieandClaude Opus 5.5 caefa43483 Check Horizon player files in vanilla with a bare protocol client
tools/vanilla_login.py joins an offline 26.3 server (login and
configuration phases) so the server loads players/data/<uuid>.dat;
vanilla_world_check.py gains 'login NAME SECONDS' and 'sleep S' steps and
disables the whitelist. With it, vanilla loads a Horizon player with its
position, rotation, inventory, selected slot and abilities, and Horizon
reads the file vanilla writes back.

A new world's first spawn becomes its world spawn (no bogus respawn
point), the player UUID is kept across saves, the selected hotbar slot is
restored, and game_rules.dat only holds rules vanilla knows.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:49:59 +02:00
Ludovic MarieandClaude Opus 5.5 68ffc31a0e Run neighbour and shape updates after landing writes (farmland trampling)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:49:45 +02:00
Ludovic MarieandClaude Opus 5.5 1ee753254d Tick eyeblossoms, potted eyeblossoms, turtle eggs and dried ghasts
Eyeblossoms follow the day timeline's eyeblossom_open attribute (waking
neighbours in vanilla scan order), turtle eggs crack and hatch on sand with
the timeline hatch chance, and dried ghasts hydrate while waterlogged. Adds
LevelAccess::day_time.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:47:50 +02:00
Ludovic MarieandClaude Opus 5.5 9e77a48720 Throw eyes of ender towards the nearest stronghold
EnderEyeItem.use away from portal frames: the nearest ring position of
minecraft:strongholds (ChunkGenerator.getNearestGeneratedStructure, compared
at the chunk's (8, 32, 8) block, located at its corner), an EyeOfEnder
signalled towards it with vanilla's flight curve, launch and death sounds,
dropped back as an item four times in five after 80 ticks. The generator
exposes its cached concentric ring positions for this.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:47:41 +02:00
Ludovic MarieandClaude Opus 5.5 9a3bf42574 Add a differential test of enchanting-table offers against vanilla
A Java oracle loads the vanilla data pack's enchantment registry, binds
item components and replays EnchantmentMenu's cost, clue and enchantment
selection draws; tools/test_enchanting_parity.py compares it with the Rust
stations module for every enchantable item and the book over 32 seeds and
7 bookshelf counts (51,744 lines match).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:47:03 +02:00
Ludovic MarieandClaude Opus 5.5 d3659d9652 Match vanilla structure placement block for block
- Legacy jigsaw elements apply STRUCTURE_AND_AIR last, after jigsaw
  replacement (outposts no longer carve air where jigsaws sat).
- Templates without a known shape run StructureTemplate's neighbor shape
  updates (updateShapeAtEdge, then updateFromNeighbourShapes) through
  level::Behaviours: snowy grass under igloos, stair shapes and fence
  connections in shipwrecks.
- The placement oracle keeps going through structure entities (a level
  stand-in with no enabled features) and compares brushable-block loot.

With block behavior exports present, 18 chunks of seed 1 covering
villages, igloo, outpost, mineshafts, shipwreck, warm ocean ruin, buried
treasure, ruined portal, trial chambers, monument, mansion, stronghold,
ancient city, trail ruins and a jungle temple match vanilla exactly,
blocks and block-entity loot seeds.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:46:03 +02:00
Ludovic MarieandClaude Opus 5.5 959588e2be Merge section mesh parity work (agent/render-mesh)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:45:36 +02:00
Ludovic MarieandClaude Opus 5.5 5b1936d5d5 Form snow and ice and fill cauldrons in rain from biome temperatures
Answer ServerLevel.tickPrecipitation (Biome.shouldFreeze, shouldSnow,
getPrecipitationAt) and Level.isRainingAt from the worldgen bundle's biome
temperatures, so snow accumulates, water freezes, cauldrons fill, farmland
stays moist and fire is extinguished in rain.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:43:25 +02:00
Ludovic MarieandClaude Opus 5.5 9cb03b932e Entity shadows for mobs, dropped items and experience orbs
shadows.rs ports EntityRenderer.extractShadow and ShadowFeatureRenderer
with the vanilla per-renderer shadow radii and strengths.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:43:25 +02:00
Ludovic MarieandClaude Opus 5.5 26858f039d Note meshing cost in the section meshing parity doc
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:43:25 +02:00
Ludovic MarieandClaude Opus 5.5 1861320d75 Tidy clippy findings in the station modules
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:41:41 +02:00
Ludovic MarieandClaude Opus 5.5 ece28615a7 Document the section meshing parity gate
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:40:42 +02:00
Ludovic MarieandClaude Opus 5.5 66b64edf84 Screen effects: in-wall, underwater, fire, vignette, pumpkin and portal overlays
screen_effects.rs ports ScreenEffectRenderer and the Hud camera overlays
as clip-space quads drawn by a new gfx pass (alpha and vignette blend
modes, repeating atlas sprites), with tick-driven vignette brightness
and portal intensity.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:40:25 +02:00
Ludovic MarieandClaude Opus 5.5 5c69e0521a Save worlds in the vanilla 26.3 layout with entities, ticks, light and heightmaps
Worlds now use 26.3's layout and files: dimensions/minecraft/<dim>/{region,
entities}, level.dat with singleplayer_uuid, players/data/<uuid>.dat and the
saved-data files for weather, world clocks (day time), world generation
settings and game rules. Older Horizon saves are migrated on open.

Chunks are written like SerializableChunkData: vanilla's short palette form
for default states, SkyLight/BlockLight layers, the four FULL heightmaps,
block_ticks/fluid_ticks from the tick scheduler, chest/trapped chest/barrel
and furnace block entity IDs, and everything Horizon does not simulate
(unknown block entities, structure references, post-processing) kept from
the loaded chunk. Partially generated vanilla chunks are regenerated
instead of loading as holes.

Mobs, item entities, experience orbs, arrows and falling blocks are saved
per chunk in entities/*.mca with vanilla NBT (entity_nbt.rs), keeping each
loaded entity's UUID and unknown fields; entity types Horizon does not
simulate are written back unchanged. Entities leave the world with their
chunk and come back when it loads.

examples/save_parity re-encodes every chunk of a vanilla-saved world and
compares blocks, biomes, heightmaps, light, block entities and ticks
(identical on three reference worlds apart from vanilla's stale worldgen
light). A Horizon save of a vanilla world opens in the vanilla server with
its mobs, items, arrows and unknown entities.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:40:19 +02:00
Ludovic MarieandClaude Opus 5.5 dd86e16da2 Multiplayer: chat input by logical keys, net debug log, probe tick end
The chat box reads logical keys so layouts and virtual keyboards type
what they show; container screens hide the chat like vanilla's layering;
HORIZON_NET_DEBUG=1 logs serverbound packets; horizon-ctl respawn; the
probe ends a client tick after teleports (the server accepts one
position per tick).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:40:01 +02:00
Ludovic MarieandClaude Opus 5.5 af6d8610a2 Move items with hoppers, dispensers and droppers; feed comparators from containers
Port HopperBlockEntity (push/pull, item entities, furnace faces, double chests,
transfer cooldowns), DispenserBlock/DropperBlock.dispenseFrom with the default,
bone meal, TNT, flint and steel, bucket and arrow behaviours, and container
comparator signals with setChanged notifications. Hopper and dispenser/dropper
block entities save with their own ids; their screens use the vanilla layouts.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:39:36 +02:00
Ludovic MarieandClaude Opus 5.5 2f74209da1 Port vanilla mob AI framework: goals, A* pathfinding, controls, projectiles
Mobs now run vanilla's tick order with a GoalSelector/target selector
(priorities, MOVE/LOOK/JUMP/TARGET flags), PathNavigation over the
walk/swim/fly/amphibious node evaluators, Move/Look/Jump/BodyRotation
controls and LivingEntity travel in air, water and lava. Path types,
spawn surfaces and keyframe animations come from a new exporter
(VanillaMobDataExporter -> mob-data.json). Farm animals, zombies,
skeletons, creepers and spiders get their vanilla goals; projectiles
(arrows, snowballs, eggs, ender pearls, fireballs) share one system;
natural spawning follows NaturalSpawner with category caps.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:39:26 +02:00
Ludovic MarieandClaude Opus 5.5 784c6b4e79 Apply generation postprocessing when chunks go live
LevelChunk.postProcessGeneration: positions worldgen marked (aquifer fluids
next to open air, sculk veins, fences, ...) get their fluid tick, LiquidBlock
tick or shape update once the chunk and its neighbours are loaded, so cave
water and lava start to flow and bubble columns rise. Decoration now marks
the BlockBehaviour.Properties.postProcess positions of WorldGenRegion.setBlock
(mushrooms themselves, above soul sand and magma blocks), which vanilla's
bubble columns over underwater magma come from.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:39:17 +02:00
Ludovic MarieandClaude Opus 5.5 708451f28d Add villager trading: data-driven offers, merchant pricing and the trading menu
Offers come from the trade_set/villager_trade registries through each
set's RandomSequence (world seed + sequence id), with merchant predicates,
enchant_with_levels/enchant_randomly/filtered/set_potion modifiers and the
additional trade cost. MerchantOffer pricing (demand, price multiplier,
special price), payment matching and stock follow vanilla; the trading menu
matches MerchantScreen and levels the merchant up with new offers.
horizon-ctl 'trade PROFESSION [LEVEL]' opens it until villagers exist.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:39:08 +02:00
Ludovic MarieandClaude Opus 5.5 0c073bb377 Cover every model state and dense mixed scenes in the section mesh gate
Adds the all-states catalogue and dense random scenes with fluids, a
--quick mode, fixture meshing time in the report, and clippy fixes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:39:01 +02:00
Ludovic MarieandClaude Opus 5.5 4fb63e2777 Port FogRenderer and the vanilla sky disc
fog.rs implements the fog environments (atmospheric with rain fog,
water with water vision, lava, powder snow, blindness), the camera fog
type and computeFogColor (sunrise tint, sky mix, void darkness). The
sky shader evaluates SkyRenderer's sky disc, sunrise/sunset fan and dark
disc per pixel with sky fog; clouds fade by the cloud fog end.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:35:47 +02:00
Ludovic MarieandClaude Opus 5.5 ed7e28101a Join vanilla servers: multiplayer client on top of horizon-protocol
A network thread logs into offline-mode servers, runs the configuration
phase (registries, tags, known packs, code of conduct) and forwards play
packets; keep-alives and pings are answered there. game/remote.rs drives
the game from the connection: server chunks feed the streamer (remote
mode: no generation, unload on forget), block updates, entities with
interpolation (mobs with models, other players, dropped items), health,
food, experience, time, weather, respawn, dimension changes, container
menus and inventory sync, chat and system messages, plus movement,
mining with prediction sequences, use-item, attacks and container clicks
sent like LocalPlayer and MultiPlayerGameMode. The title gets a
Multiplayer button with a servers.dat list, Add/Edit, Direct Connection
and a Disconnected screen. horizon-ctl gains connect, chat, respawn and
disconnect; --server/--name join at start.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:32:15 +02:00
Ludovic MarieandClaude Opus 5.5 63c5ba018d Add the End to the client: portals, gateways, exit portal and sky
- Dim::End (DIM1 region folder, End environment attributes, sky light).
- Eyes of ender fill End portal frames; a complete ring of twelve
  (EndPortalFrameBlock portal shape) lights the 3x3 End portal.
- End portals travel to the End (obsidian platform at 100 49 0, facing
  west) and back to the world spawn; dying in the End respawns in the
  Overworld.
- Without the ender dragon the fight counts as won: the active exit
  portal (EndPodiumFeature) and the first gateway of the seed's
  shuffled ring are placed once the main island is loaded.
- End gateways: TheEndGatewayBlockEntity exit search (chunk scan,
  findValidSpawnInChunk, END_ISLAND fallback, findTallestBlock), exit
  gateways linked both ways and kept in DIM1/horizon-end-gateways.json;
  worldgen return gateways lead exactly to the End spawn.
- End sky box (end_sky.png tiled, 0x282828), End portal and gateway
  surfaces and the spike End crystals (EndCrystalModel animation).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:30:47 +02:00
Ludovic MarieandClaude Opus 5.5 61c803095e Apply status effects and enchantment effects in gameplay
Potions can be drunk, thrown (splash/lingering) and filled from water;
effects tick like MobEffectInstance (hidden effects, periodic heal/poison/
wither/hunger), drive movement (jump boost, slow falling, levitation,
speed/slowness modifiers), damage (resistance, fire resistance) and mining
(haste/fatigue), and show as HUD icons. Enchantments affect gameplay from
their data components: efficiency, aqua affinity, unbreaking, sharpness/
smite/bane, knockback, fire aspect, power, infinity, protection family and
feather falling, thorns, mending, armor attributes, and fortune/silk touch/
looting in loot tables.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:30:45 +02:00
Ludovic MarieandClaude Opus 5.5 c9eeed0300 Add chat, the vanilla command set and game rules to the game
ChatComponent/ChatScreen port: wrapped 100-line history with the 200-tick
fade, scrolling, system message indicator, input history, argument
colouring, usage hints, parse errors and tab completion. Commands:
help, gamemode, defaultgamemode, give, teleport/tp, time (26.3 clocks and
markers), weather, kill, summon, setblock, fill, clone, experience/xp,
gamerule, difficulty, seed, spawnpoint, setworldspawn, clear, locate biome,
say, me, msg, list. Game rules gate the clock, weather, random ticks,
keep_inventory, death messages and command feedback, and are saved to
data/minecraft/game_rules.dat. F1 hides the HUD, F2 saves screenshots.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:29:51 +02:00
Ludovic MarieandClaude Opus 5.5 33396ebff1 Add primed TNT with an 80-tick fuse and port ServerExplosion
PrimedTnt entities (gravity, drag, bounce, fuse) spawn from redstone, fire,
flint and steel / fire charges, unstable TNT broken by players and chain
explosions (random short fuse). TntRenderer swell and white flash via a new
entity overlay. Explosions use vanilla ray marching over a Java HashSet
(matching iteration and shuffle draws), exposure-scaled damage and knockback
for players, mobs, items and TNT, TNT drops without decay, merged drops and
container contents.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:29:46 +02:00
Ludovic MarieandClaude Opus 5.5 86dac330a5 Port vanilla block lighting and fluid rendering into the section mesher
Smooth lighting and ambient occlusion now follow BlockModelLighter
(cubic/partial faces, diagonal samples through light-permeable blocks,
light blending with the sky-borrow and zero rules, partial-face weights),
with vanilla's integer colour arithmetic, cardinal shading, quad light
emission, flat lighting for emitting or non-AO blocks, tint source counts
and random block offsets. Fluids follow FluidRenderer: occlusion against
neighbour face shapes, legacy-solid corner heights, flow-rotated UVs with
Mth.atan2 and the sine table, water overlay beside glass and leaves, back
faces and max(self, above) light. Flat model elements skip their
degenerate faces like UnbakedCuboidGeometry.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:29:32 +02:00
Ludovic MarieandClaude Opus 5.5 b47260d560 Add a vanilla structure placement oracle
VanillaStructurePlacementOracle generates vanilla terrain with live
structure starts and references for the 3x3 chunks around a target, runs
the structure part of applyBiomeDecoration through a WorldGenRegion-like
level and dumps the target chunk's blocks and block entities. The
structure_blocks example does the same with Horizon's generator
(GeneratorWorker::set_structures_only skips placed features) and
tools/compare_structure_blocks.py reports the differences.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:28:58 +02:00
Ludovic MarieandClaude Opus 5.5 ae96d36d1b Explosion, crit and damage-indicator particles
ParticleEngine gains ClientExplosionTracker-style explosion bursts,
TrackingEmitter and ServerLevel.sendParticles spreads; explode() and
Player.attack spawn them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:26:51 +02:00
Ludovic MarieandClaude Opus 5.5 94539db425 Light with vanilla shape occlusion and incremental relighting
Port LightEngine.shapeOccludes / getFaceOcclusionShape (occlusion.nbt) so
slabs, stairs, snow layers, paths etc. block light directionally, and use
ChunkSkyLightSources.isEdgeOccluded for sky sources. Block light now rises
into the section above the highest occupied one.

Block edits on lit chunks are relit in place with vanilla's decrease and
increase passes instead of recomputing the 3x3 chunks (and remeshing every
section of them); edits that race a chunk light job are replayed onto it.

examples/light_parity compares Horizon light with the SkyLight/BlockLight
arrays of worlds saved by the vanilla 26.3 server (0 differences on
villages, outposts and a slab/stair/snow scene; 181 of 113M sky values
differ where vanilla's worldgen light is stale) and checks incremental
relighting against full relights. tools/vanilla_world_check.py runs the
vanilla server headless; tools/anvil_dump.py prints NBT and region chunks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:25:41 +02:00
Ludovic MarieandClaude Opus 5.5 26acaf8ebd Port the vanilla particle engine and client animateTick effects
particles.rs becomes a ParticleEngine with ~80 vanilla particle types
(constructors, ticks, size curves, light, sprite sets from
particles/*.json) and camera-rotation quads. animate_tick.rs ports
ClientLevel.animateTick: torches, furnaces, campfires (with block-entity
smoke), candles, leaves drips and falling leaves, lava/water, fluid
drips, portals, enchanting tables, end rods, spore blossoms, redstone,
bubble columns and biome ambient particles. Rain splashes follow
tickWeatherEffects. Adds a particle control command.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:24:12 +02:00
Ludovic MarieandClaude Opus 5.5 7d26eca09a Draw potion icons with their colour and a masked enchantment glint
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:22:01 +02:00
Ludovic MarieandClaude Opus 5.5 829b29d60c Fill generated structure containers in the client
Chests, trapped chests and barrels written by world generation become
client containers; their loot tables are unpacked with the loot module
using the generated LootTableSeed and the container's biome. chunkgen_bench
can list generated block entities (HORIZON_BLOCK_ENTITIES).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:20:42 +02:00
Ludovic MarieandClaude Opus 5.5 cc32d9e8a0 Grow trees and apply bone meal in the client; add block control commands
Install the live feature registry (sharing the generator's worldgen bundle),
route bone meal through BoneMealItem.useOn, report biome names and the world
seed to block behaviour, play the bone meal sound and pop items from tall
flowers. GameLevel::max_y is now exclusive as LevelAccess documents. New
horizon-ctl commands: setblock, fill, getblock, container.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:20:22 +02:00
Ludovic MarieandClaude Opus 5.5 231dd0c851 Fill container loot tables like vanilla LootTable.fill
New horizon_world::loot: pools, weighted and nested entries, the item
modifiers chest tables use (counts, damage, random and level-based
enchanting, potions, stew effects, instruments, filtered/discard),
conditions, the stack splitter and the slot shuffle, all with vanilla's
random draw order. tools/compare_loot_fill.py runs a new vanilla oracle
(VanillaLootFillOracle) against the loot_fill example: all 58 chest
tables match slot for slot over 42 seeds.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:18:18 +02:00
Ludovic MarieandClaude Opus 5.5 1c7a68da26 Add enchanting, anvil, grindstone, smithing, stonecutter and brewing stand menus
Workstation menus follow the vanilla screens: slot layouts, sprites, the
enchanting table's seeded offers with clues and galactic names, anvil
rename/repair/combine costs, grindstone disenchanting with experience,
smithing upgrades and trims, stonecutter recipe buttons, and the brewing
stand block entity with data-driven recipes. Item tooltips show rarity,
enchantments, potion effects and trims; enchanted items glint.
horizon-ctl gains menu commands (use, click-slot, click-gui, type, xp, ...).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:17:11 +02:00
Ludovic MarieandClaude Opus 5.5 67f51123e8 Add vanilla font metrics with unifont fallback, languages, styled text and a Brigadier command core
Font: bitmap glyph ascent/oversampling, unihex glyphs rasterized on demand
into a reserved atlas region, bold/italic/underline/strikethrough and
StringSplitter wrapping. Languages layer lang/<code>.json over en_us.
The command module ports Brigadier parsing, suggestions and smart usage
with the vanilla argument types and the 26.3 command tree; game rules
use the 26.3 registry names and saved-data file.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:16:22 +02:00
Ludovic MarieandClaude Opus 5.5 fa21ea7688 Add horizon-protocol: the 26.3 network protocol (version 777)
Primitive codecs (VarInt/VarLong, strings, positions, LpVec3, BitSets),
VarInt21 framing, zlib threshold compression, AES/CFB8 encryption, MD5
offline UUIDs, network NBT via horizon-world, item stacks with data
component patches, chunk and light payloads with paletted containers,
synched entity data, and typed packets for every connection state in both
directions with round-trip tests. Packet ids are generated from the data
generator's packets report. The probe example logs into a vanilla 26.3
server and decoded ~8000 packets (329 chunks) without errors.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:13:51 +02:00
Ludovic MarieandClaude Opus 5.5 2940b5ac90 Add section mesh parity gate against the client's block and fluid renderers
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:13:16 +02:00
Ludovic MarieandClaude Opus 5.5 0a4a4ea643 Grow saplings, fungi and mushrooms and apply bone meal through live feature placement
Port TreeGrower (all growers incl. 2x2 dark oak, pale oak, mega spruce/jungle,
mangrove, azalea, poplar), BoneMealItem.useOn/growCrop/growWaterPlant and every
BonemealableBlock. Configured and placed features run on the live level via a
FeatureWorld/PlacementContext adapter with vanilla setBlock semantics. Also fix
torchflower crops never maturing and kelp growth into flowing water.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:09:34 +02:00
Ludovic MarieandClaude Opus 5.5 133708b979 Generate end cities
Port EndCityPieces' section generators (house towers, towers, bridges,
fat towers and the single ship), the local collision rule of
recursiveChildren and the treasure chest data markers. Seeds 1 and 12345
match vanilla on all 158 End starts over 601x601 chunks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:08:38 +02:00
Ludovic MarieandClaude Opus 5.5 ddf81d3d04 Render block entities: chests, shulker boxes, banners, skulls, bells, pots, conduits, books, copper golem statues
Sections now report their block-entity blocks; a new block_entity_render
module draws them each frame with vanilla's baked layer models, renderer
transforms, animations (chest lids, banner wave, enchanting-table book)
and entity diffuse lighting. Adds setblock/fill control commands.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:08:35 +02:00
Ludovic MarieandClaude Opus 5.5 eb87b65888 Export feature block behavior when preparing the native client
The 127 skipped placed features were all skipped because the worldgen bundle
lacked worldgen/blocks/{block-properties,cached-collision,cached-support}.nbt
and the survival definitions, which prepare_native_client.py only copied from
a previous simple-block parity run. Run the vanilla exporter directly when
those files are missing, and say so in the client when they are absent.
With them, every placed feature of the three dimensions runs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:06:35 +02:00
Ludovic MarieandClaude Opus 5.5 3ab658161e Generate nether fortresses and nether fossils
Port NetherFortressPieces (bridge and castle piece weights, children,
moveInsideHeights, chests and the blaze spawner) and NetherFossilStructure
(noise-column floor search, template piece with the dried ghast). The
structure-start oracle and chunkgen_bench take a dimension; seeds 1 and
12345 match vanilla on 5024 of 5025 Nether starts over 301x301 chunks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:05:58 +02:00
Ludovic MarieandClaude Opus 5.5 b1e7217441 Add vanilla world diff tool and End gateway block entities in decoration
vanilla_diff compares Rust-decorated chunks with region files of a vanilla
world generated for the same seed; chunkgen_bench takes --dimension.
configure_end_gateway stores the exit of end_gateway_return gateways instead
of failing the feature.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:03:50 +02:00
Ludovic MarieandClaude Opus 5.5 9d624d0175 Add item components (enchantments, name, potion, trim) and the enchantment registry
Item stacks carry vanilla's extra components, saved in chunk and player NBT.
The enchantment registry loads from the data pack with ordered tags, the
EnchantmentHelper cost/selection rules, value effects and level-based values,
and the anvil, grindstone, smithing and stonecutter result rules.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:03:28 +02:00
1442 changed files with 420906 additions and 22859 deletions

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+8
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@@ -0,0 +1,8 @@
# Docker builds (the relay) need the Rust sources only.
target/
.local/
**/node_modules/
website/
benchmarks/
packs/
mods/
+3
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@@ -0,0 +1,3 @@
self-hosted-runner:
# The Mac mini's runner (ludovics-mac-mini), which holds the maintainer's own Minecraft files.
labels: [horizon-game, ludovics-mac-mini]
+19
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@@ -0,0 +1,19 @@
## What and why
<!-- What this changes, and why. Link the issue it fixes ("Fixes #123"). -->
## Vanilla reference
<!-- The vanilla classes and methods this follows (tools/rea_vanilla.py), and the harness that checks it.
"Horizon-only" for a feature vanilla doesn't have; "none" for tooling or docs. -->
## Self-check
<!-- Paste the block `python3 tools/pr_ready.py` prints (`--base upstream/main` from a fork). -->
## Screenshots
<!-- For anything players see: before and after. Delete this section otherwise. -->
<!-- Please tick "Allow edits by maintainers": we push small fixups ourselves instead of a round trip.
See CONTRIBUTING.md. -->
+72 -15
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@@ -1,19 +1,25 @@
name: checks
# verify: every pull request and every push to main, on GitHub's runners (the repository is public).
# parity: the vanilla harnesses a pull request's changes can affect, on the Mac mini's runner, which holds the
# maintainer's own Minecraft files (Horizon never downloads the game). A fork's pull request runs it only when
# a maintainer adds the run-parity label, once per label. See docs/release-flow.md.
on:
push:
branches: [main]
pull_request:
types: [opened, synchronize, reopened, labeled]
workflow_dispatch:
permissions:
contents: read
concurrency:
# A new push to a pull request replaces its running checks; main's runs all finish (releases follow them).
group: checks-${{ github.event.pull_request.number || github.sha }}-${{ github.event.action == 'labeled' && 'label' || 'run' }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
jobs:
verify:
strategy:
fail-fast: false
matrix:
# Linux only. macOS only when started by hand: gh workflow run checks --ref <branch>.
os: ${{ fromJSON(github.event_name == 'workflow_dispatch' && '["ubuntu-latest", "macos-26"]' || '["ubuntu-latest"]') }}
runs-on: ${{ matrix.os }}
if: github.event.action != 'labeled'
runs-on: ubuntu-latest
timeout-minutes: 30
steps:
- uses: actions/checkout@v4
with:
@@ -27,14 +33,68 @@ jobs:
python tools/check_public_tree.py --history
- name: Test offline research tooling
run: python -m unittest discover -s tests -v
- name: Install Rust toolchain
run: rustup toolchain install stable --profile minimal --component rustfmt --component clippy
- name: Install Rust toolchain and the ALSA and udev headers the client links against
run: |
sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
rustup toolchain install stable --profile minimal --component rustfmt --component clippy
# Dependencies and the workspace's own build, saved from main's runs (pull requests read main's cache).
- uses: Swatinem/rust-cache@v2
with:
shared-key: verify
save-if: ${{ github.ref == 'refs/heads/main' }}
- name: Check formatting and lint
run: |
cargo +stable fmt --all -- --check
cargo +stable clippy --workspace --all-targets -- -D warnings
- name: Test Rust core and voxel kernel correctness
run: cargo +stable test --workspace
parity:
if: >-
github.event_name == 'pull_request' && (
(github.event.pull_request.head.repo.full_name == github.repository && github.event.action != 'labeled') ||
(github.event.action == 'labeled' && github.event.label.name == 'run-parity'))
runs-on: [self-hosted, horizon-game]
timeout-minutes: 120 # a change to core crates reruns ~300 harnesses: ~60-90 min on the Mac mini
steps:
- uses: actions/checkout@v4
with:
# The commit the event names: a fork's later pushes need another run-parity label.
ref: ${{ github.event.pull_request.head.sha }}
fetch-depth: 0
persist-credentials: false
# Keeps .local/ (parity state, probe builds, oracle results) and target/ between runs.
clean: false
- uses: dtolnay/rust-toolchain@stable
- name: Tools from the runner
run: bash tools/ci/runner-env.sh
- name: Vanilla data, and resources prepared by this preparer
run: bash tools/ci/vanilla-data.sh
- name: The harnesses this change can affect
env:
PARITY_HOSTS: ''
run: python3 tools/parity.py --changed ${{ github.event.pull_request.base.sha }} --timeout 1500
- name: Logs of the failed harnesses
if: failure()
uses: actions/upload-artifact@v4
with:
name: parity-logs
path: .local/parity-runner/logs/
if-no-files-found: ignore
retention-days: 3
# Horizon never downloads the game. These jobs need a self-hosted Linux runner
# (label horizon-game) holding the maintainer's own copy: the official launcher's
# game directory in HORIZON_MINECRAFT_DIR and the pinned server jar in
# HORIZON_SERVER_JAR. Start them by hand: gh workflow run checks --ref <branch>.
vanilla-parity:
if: github.event_name == 'workflow_dispatch'
runs-on: [self-hosted, linux, horizon-game]
steps:
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
with:
python-version: '3.12'
- name: Install Rust toolchain
run: rustup toolchain install stable --profile minimal
- uses: actions/setup-java@v4
with:
distribution: temurin
@@ -374,12 +434,8 @@ jobs:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_float_log_parity.py
portable-mod:
strategy:
fail-fast: false
matrix:
# Linux only. macOS only when started by hand: gh workflow run checks --ref <branch>.
os: ${{ fromJSON(github.event_name == 'workflow_dispatch' && '["ubuntu-latest", "macos-26"]' || '["ubuntu-latest"]') }}
runs-on: ${{ matrix.os }}
if: github.event_name == 'workflow_dispatch'
runs-on: [self-hosted, linux, horizon-game]
steps:
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
@@ -466,7 +522,7 @@ jobs:
- name: Upload original mod and pack manifests only
uses: actions/upload-artifact@v4
with:
name: horizon-${{ matrix.os }}
name: horizon-linux
path: |
dist/*.mrpack
dist/horizon-*.jar
@@ -486,3 +542,4 @@ jobs:
dist/client-graphics-smoke.json
dist/client-graphics-macos-title.json
dist/client-graphics-macos-world.json
retention-days: 3
+253
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name: launcher
# Builds the launcher on Linux, macOS and Windows, and releases it by itself (docs/release-flow.md): after a
# push to main that changes the launcher or what it builds in (crates/horizon-prepare, crates/horizon-theme),
# every 10 minutes (a release waiting for merges to settle goes out) and by hand, tools/release_train.py decides as
# for the game.
# A release is launcher-vX.Y.Z: the patch after the last launcher tag, or the next minor when a merged pull
# request is labelled feature. The version is given to the build (HORIZON_LAUNCHER_VERSION): no bump commits.
# Never marked latest. Pushes to launcher branches only build. RELEASES_PAUSED=1 stops releases.
# gh workflow run launcher --ref <branch> # dry run: builds everything, publishes nothing
# gh workflow run launcher --ref main -f dry_run=false -f force=true
on:
push:
branches: [main, launcher, 'launcher-*']
paths:
- 'launcher/**'
- 'crates/horizon-prepare/**'
- 'crates/horizon-theme/**'
- '.github/workflows/launcher.yml'
schedule:
- cron: '7-59/10 * * * *'
workflow_dispatch:
inputs:
dry_run:
description: Build everything and write the notes, but publish nothing
type: boolean
default: true
force:
description: Release even without launcher changes, before merges settle or while paused
type: boolean
default: false
permissions:
contents: read
concurrency:
group: launcher-${{ github.ref == 'refs/heads/main' && 'release' || github.ref }}
cancel-in-progress: false
jobs:
decide:
runs-on: ubuntu-latest
timeout-minutes: 10
outputs:
release: ${{ steps.decide.outputs.release }}
tag: ${{ steps.decide.outputs.tag }}
head: ${{ steps.decide.outputs.head }}
version: ${{ steps.decide.outputs.version }}
dry_run: ${{ steps.mode.outputs.dry_run }}
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- id: mode
# Off main every run is a dry run (a launcher branch's push only builds).
run: echo "dry_run=${{ github.ref != 'refs/heads/main' || (github.event_name == 'workflow_dispatch' && inputs.dry_run) }}" >> "$GITHUB_OUTPUT"
- id: decide
env:
GH_TOKEN: ${{ github.token }}
RELEASES_PAUSED: ${{ vars.RELEASES_PAUSED }}
# A push or a run off main builds its own commit; otherwise main's newest commit with green checks.
HEAD_SHA: ${{ (github.event_name == 'push' || steps.mode.outputs.dry_run == 'true') && github.sha || '' }}
FORCE: ${{ inputs.force && 'yes' || '' }}
run: |
python3 tools/release_train.py decide --kind launcher ${HEAD_SHA:+--head "$HEAD_SHA"} ${FORCE:+--force} | tee decision.json
echo "### $(jq -r '.reason' decision.json)" >> "$GITHUB_STEP_SUMMARY"
tag=$(jq -r '.tag' decision.json)
echo "version=${tag#launcher-v}" >> "$GITHUB_OUTPUT"
# A dry run (and a launcher branch's push) builds whatever the decision.
if [[ "${{ steps.mode.outputs.dry_run }}" == true ]]; then
echo "release=true" >> "$GITHUB_OUTPUT"
echo "head=$GITHUB_SHA" >> "$GITHUB_OUTPUT"
fi
build:
needs: decide
if: needs.decide.outputs.release == 'true'
name: build ${{ matrix.name }}
strategy:
fail-fast: false
matrix:
include:
- name: linux
os: ubuntu-22.04
asset: horizon-launcher-linux-x86_64.tar.gz
binary: horizon-launcher
- name: macos
mac: true
asset: horizon-launcher-macos-arm64.zip
binary: horizon-launcher
- name: windows
os: windows-latest
asset: horizon-launcher-windows-x64.zip
binary: horizon-launcher.exe
# The C runtime linked in: without it the launcher asks for VCRUNTIME140.dll,
# which only the Visual C++ redistributable installs.
rustflags: -C target-feature=+crt-static
runs-on: ${{ matrix.mac && (vars.MAC_RUNNER || 'ludovics-mac-mini') || matrix.os }}
timeout-minutes: 40
env:
RUSTFLAGS: ${{ matrix.rustflags }}
# Horizon's Azure app for Microsoft sign-in (docs/microsoft-account.md): a repository
# variable, not a secret. Unset, the launcher says sign-in is not configured.
HORIZON_MSA_CLIENT_ID: ${{ vars.HORIZON_MSA_CLIENT_ID }}
# The release's version, built in (launcher/src/backend.rs VERSION); a launcher branch's build keeps
# Cargo.toml's.
HORIZON_LAUNCHER_VERSION: ${{ (github.event_name != 'push' || github.ref == 'refs/heads/main') && needs.decide.outputs.version || '' }}
defaults:
run:
working-directory: launcher
shell: bash
steps:
- uses: actions/checkout@v4
with:
ref: ${{ needs.decide.outputs.head }}
persist-credentials: false
# The Mac mini's runner keeps its target/ between runs.
clean: ${{ runner.environment == 'github-hosted' }}
- uses: dtolnay/rust-toolchain@stable
- uses: Swatinem/rust-cache@v2
if: runner.environment == 'github-hosted'
with:
workspaces: launcher
shared-key: launcher-${{ matrix.name }}
- name: Linux libraries GPUI links to
if: runner.os == 'Linux'
run: |
sudo apt-get update
sudo apt-get install -y libxkbcommon-x11-dev libwayland-dev libx11-xcb-dev libfontconfig-dev libvulkan-dev libasound2-dev
- name: Metal shaders compiled now, or at run time without the Metal toolchain
# GPUI compiles its Metal shaders when it builds; the Mac mini has Xcode without the Metal toolchain
# (xcodebuild -downloadComponent MetalToolchain), so there they are compiled when the launcher starts.
if: runner.os == 'macOS'
run: |
if ! xcrun metal --version > /dev/null 2>&1; then
echo "::notice::No Metal toolchain on this runner: GPUI compiles its shaders at run time"
echo "LAUNCHER_FEATURES=gpui/runtime_shaders" >> "$GITHUB_ENV"
fi
- run: cargo test --release --locked --lib ${LAUNCHER_FEATURES:+--features "$LAUNCHER_FEATURES"}
- run: cargo build --release --locked ${LAUNCHER_FEATURES:+--features "$LAUNCHER_FEATURES"}
- name: The version is the release's
run: |
out=$(target/release/${{ matrix.binary }} --version)
echo "$out"
expected="${HORIZON_LAUNCHER_VERSION:-$(sed -n 's/^version = "\(.*\)"/\1/p' Cargo.toml | head -1)}"
[[ "$out" == "horizon-launcher $expected" ]] || { echo "::error::expected horizon-launcher $expected"; exit 1; }
- name: Only system libraries
run: |
file=target/release/${{ matrix.binary }}
case "$RUNNER_OS" in
Windows) python ../tools/check_imports.py "$file" ;;
macOS) others=$(otool -L "$file" | tail -n +2 | awk '{print $1}' | grep -v -E '^(/usr/lib/|/System/Library/)' || true)
[[ -z "$others" ]] || { echo "::error::links $others"; exit 1; } ;;
esac
- name: Smoke test
env:
HORIZON_LAUNCHER_NO_SELF_UPDATE: '1'
HORIZON_GITHUB_TOKEN: ${{ github.token }}
run: |
set -euo pipefail
export HORIZON_LAUNCHER_HOME="${RUNNER_TEMP//\\//}/horizon-launcher-smoke"
export HORIZON_HOME="$HORIZON_LAUNCHER_HOME/game"
rm -rf "$HORIZON_LAUNCHER_HOME"
launcher="$PWD/target/release/${{ matrix.binary }}"
# GitHub's API rate-limits shared runner addresses now and then: try a few times.
retry() { for i in 1 2 3 4; do "$@" && return 0; sleep $((i * 15)); done; return 1; }
retry "$launcher" versions
retry "$launcher" install latest
"$launcher" versions --installed
"$launcher" links --json
"$launcher" menu-style classic
grep -qx 'menuStyle:classic' "$HORIZON_HOME/horizon.txt"
"$launcher" menu-style horizon
clients=("$HORIZON_LAUNCHER_HOME"/versions/v*/horizon-client*)
client="${clients[0]}"
echo "installed client: $client"
# The game's Linux build is the game's to keep portable (release.yml checks it): a
# release linked to a Nix store is a warning here, not a broken launcher.
soft() { if [[ "$RUNNER_OS" == "Linux" ]]; then "$@" || echo "::warning::$* failed"; else "$@"; fi; }
if [[ "$RUNNER_OS" == "Windows" ]]; then
python ../tools/check_imports.py "$client"
elif [[ "$RUNNER_OS" == "Linux" ]]; then
soft python3 ../tools/check_imports.py "$client"
fi
# The client starts: --help prints before any window or GPU is needed.
help() { "$client" --help > "$RUNNER_TEMP/help.txt" 2>&1 && head -3 "$RUNNER_TEMP/help.txt" && grep -q -- '--resources' "$RUNNER_TEMP/help.txt"; }
soft help
rm -rf "$HORIZON_LAUNCHER_HOME"
- name: Package
run: |
rm -rf dist out && mkdir -p out
if [[ "$RUNNER_OS" == "macOS" ]]; then
# Horizon.app, zipped (self-update) and in a .dmg (installer): packaging/macos.
python3 -m venv "$RUNNER_TEMP/dmg" && "$RUNNER_TEMP/dmg/bin/pip" install --quiet dmgbuild==1.6.5
version=${HORIZON_LAUNCHER_VERSION:-$(sed -n 's/^version = "\(.*\)"/\1/p' Cargo.toml | head -1)}
DMGBUILD="$RUNNER_TEMP/dmg/bin/dmgbuild" ../packaging/macos/package.sh target/release/${{ matrix.binary }} "$version" out
rm -rf out/Horizon.app
else
mkdir -p dist
cp target/release/${{ matrix.binary }} dist/
if [[ "${{ matrix.asset }}" == *.tar.gz ]]; then
(cd dist && tar czf ../out/${{ matrix.asset }} ${{ matrix.binary }})
else
(cd dist && 7z a ../out/${{ matrix.asset }} ${{ matrix.binary }})
fi
fi
ls -l out
- uses: actions/upload-artifact@v4
with:
name: ${{ matrix.asset }}
path: launcher/out/*
retention-days: 3
release:
needs: [decide, build]
runs-on: ubuntu-latest
timeout-minutes: 10
permissions:
contents: write
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Notes
env:
GH_TOKEN: ${{ github.token }}
run: |
python3 tools/release_train.py notes --kind launcher --tag "${{ needs.decide.outputs.tag }}" \
--head "${{ needs.decide.outputs.head }}" --out notes > /dev/null
{ echo "## $(cat notes/title.txt)"; echo; cat notes/body.md; } >> "$GITHUB_STEP_SUMMARY"
- uses: actions/download-artifact@v4
with:
path: dist
merge-multiple: true
# Never marked latest: Horizon's own releases stay the repository's latest.
- name: Publish ${{ needs.decide.outputs.tag }}
if: needs.decide.outputs.dry_run != 'true'
env:
GH_TOKEN: ${{ github.token }}
TAG: ${{ needs.decide.outputs.tag }}
run: |
gh release create "$TAG" --target "${{ needs.decide.outputs.head }}" --title "$(cat notes/title.txt)" \
--notes-file notes/body.md --latest=false dist/horizon-launcher-*
- name: Dry run, the release that would be published
if: needs.decide.outputs.dry_run == 'true'
run: |
echo "Would publish ${{ needs.decide.outputs.tag }} at ${{ needs.decide.outputs.head }}: $(cat notes/title.txt)"
ls -l dist
- uses: actions/upload-artifact@v4
with:
name: launcher-release-notes
path: notes/
retention-days: 3
@@ -1,46 +0,0 @@
name: macOS shader research
on:
workflow_dispatch:
permissions:
contents: read
jobs:
shader-worlds:
runs-on: macos-26
steps:
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
with:
python-version: '3.12'
- uses: actions/setup-java@v4
with:
distribution: temurin
java-version: '25'
- name: Build original mod and private probe dependencies
run: python tools/build_mod.py
- name: Verify required cinematic shaders in OpenGL and Vulkan worlds
run: |
python - <<'PY'
import json, subprocess, sys
from pathlib import Path
observations = []
for backend in ['opengl', 'vulkan']:
case = ['--profile', 'cinematic', '--backend', backend, '--world', '--shaders']
result = subprocess.run([sys.executable, 'tools/test_client_graphics.py', '--native-display', *case], capture_output=True, text=True)
print(result.stdout, end='', flush=True)
print(result.stderr, end='', flush=True)
observation = {'case': case, 'exit_code': result.returncode}
if result.returncode:
marker = 'HORIZON_FIXTURE_FAILURE '
observation['failure'] = [json.loads(line.split(marker, 1)[1]) for line in result.stdout.splitlines() if marker in line]
else:
observation['report'] = json.loads(Path('dist/client-graphics-smoke.json').read_text())
observations.append(observation)
Path('dist/client-graphics-shader-research.json').write_text(json.dumps(observations, indent=2) + '\n')
sys.exit(int(any(item['exit_code'] for item in observations)))
PY
- name: Retain selected observations including failed cases
if: always()
uses: actions/upload-artifact@v4
with:
name: macos-shader-observations
path: dist/client-graphics-shader-research.json
@@ -1,59 +0,0 @@
name: macOS Vulkan research
on:
workflow_dispatch:
inputs:
world:
description: Create or open disposable demo worlds instead of title probes
type: boolean
default: false
permissions:
contents: read
jobs:
native-probes:
runs-on: macos-26
steps:
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
with:
python-version: '3.12'
- uses: actions/setup-java@v4
with:
distribution: temurin
java-version: '25'
- name: Build original mod and private probe dependencies
run: python tools/build_mod.py
- name: Probe vanilla, core and distant-terrain Vulkan cases
env:
HORIZON_GRAPHICS_WORLD: ${{ inputs.world }}
run: |
python - <<'PY'
import json, os, subprocess, sys
from pathlib import Path
cases = [
['--profile', 'baseline', '--backend', 'vulkan'],
['--profile', 'core-performance', '--backend', 'vulkan'],
['--profile', 'vulkan'],
]
if os.environ.get('HORIZON_GRAPHICS_WORLD') == 'true':
cases = [case + ['--world'] for case in cases]
observations = []
for case in cases:
result = subprocess.run([sys.executable, 'tools/test_client_graphics.py', '--native-display', *case], capture_output=True, text=True)
print(result.stdout, end='', flush=True)
print(result.stderr, end='', flush=True)
observation = {'case': case, 'exit_code': result.returncode}
if result.returncode:
marker = 'HORIZON_FIXTURE_FAILURE '
observation['failure'] = [json.loads(line.split(marker, 1)[1]) for line in result.stdout.splitlines() if marker in line]
else:
observation['report'] = json.loads(Path('dist/client-graphics-smoke.json').read_text())
observations.append(observation)
Path('dist/client-graphics-vulkan-research.json').write_text(json.dumps(observations, indent=2) + '\n')
sys.exit(int(any(item['exit_code'] for item in observations)))
PY
- name: Retain selected observations including failed cases
if: always()
uses: actions/upload-artifact@v4
with:
name: macos-vulkan-observations
path: dist/client-graphics-vulkan-research.json
+79
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@@ -0,0 +1,79 @@
name: nightly audit
# Every vanilla harness, from scratch, on main, at 03:00 Paris time on the Mac mini's runner (it holds the
# maintainer's own Minecraft files). The resources are prepared again first when the preparer or its exporters
# changed (tools/ci/vanilla-data.sh). A harness that passed in the previous audit and fails now gets an issue
# labelled parity-regression (one per harness); its issue closes when it passes again
# (tools/ci/parity_issues.py). The bugs session picks those up. See docs/release-flow.md.
# gh workflow run "nightly audit" # now
# gh workflow run "nightly audit" -f dry_run=true # the audit, without touching issues
on:
schedule:
# GitHub's schedules are in UTC: both, and the first step keeps the one that is 03:00 in Paris.
- cron: '7 1 * * *'
- cron: '7 2 * * *'
workflow_dispatch:
inputs:
dry_run:
description: Run the audit, but only print what it would do with issues
type: boolean
default: false
permissions:
contents: read
issues: write
concurrency:
group: nightly-audit
cancel-in-progress: false
jobs:
audit:
runs-on: [self-hosted, horizon-game]
timeout-minutes: 150
steps:
- name: 03:00 in Paris
id: when
run: |
hour=$(TZ=Europe/Paris date +%H)
if [[ "${{ github.event_name }}" == schedule && "$hour" != 03 ]]; then
echo "It is ${hour}:00 in Paris: the other schedule runs the audit."
echo "run=false" >> "$GITHUB_OUTPUT"
else
echo "run=true" >> "$GITHUB_OUTPUT"
fi
- uses: actions/checkout@v4
if: steps.when.outputs.run == 'true'
with:
fetch-depth: 0
persist-credentials: false
# Keeps .local/ (parity state, probe builds, the previous audit) and target/.
clean: false
- uses: dtolnay/rust-toolchain@stable
if: steps.when.outputs.run == 'true'
- name: Tools from the runner
if: steps.when.outputs.run == 'true'
run: bash tools/ci/runner-env.sh
- name: Vanilla data, prepared again if the preparer changed
if: steps.when.outputs.run == 'true'
run: bash tools/ci/vanilla-data.sh
- name: Every harness
id: audit
if: steps.when.outputs.run == 'true'
env:
PARITY_HOSTS: ''
run: |
echo "since=$(date +%Y-%m-%dT%H:%M:%S)" >> "$GITHUB_OUTPUT"
set +e
python3 tools/parity.py --all --timeout 1800 2>&1 | tee "$RUNNER_TEMP/audit.log"
echo "exit=${PIPESTATUS[0]}" >> "$GITHUB_OUTPUT"
{ echo '```'; tail -40 "$RUNNER_TEMP/audit.log"; echo '```'; } >> "$GITHUB_STEP_SUMMARY"
- name: Issues for the harnesses that regressed
if: steps.when.outputs.run == 'true' && always() && steps.audit.outputs.since
env:
GH_TOKEN: ${{ github.token }}
run: python3 tools/ci/parity_issues.py --since "${{ steps.audit.outputs.since }}" ${{ inputs.dry_run && '--dry-run' || '' }} | tee -a "$GITHUB_STEP_SUMMARY"
- name: Logs of the failed harnesses
if: steps.when.outputs.run == 'true' && steps.audit.outputs.exit != '0'
uses: actions/upload-artifact@v4
with:
name: nightly-parity-logs
path: .local/parity-runner/logs/
if-no-files-found: ignore
retention-days: 7
+225
View File
@@ -0,0 +1,225 @@
name: release
# Automatic game releases (docs/release-flow.md). After every green `checks` run on main, every 10 minutes (so a
# release waiting for merges to settle goes out without another merge) and by hand, tools/release_train.py decides:
# a release when pull requests merged since the last one changed what players run and the newest merged 15 minutes
# ago (the oldest an hour ago, if merges never pause), or at once for a pull request labelled release-now.
# RELEASES_PAUSED=1 (repository variable) stops them.
# Builds Linux (an older Ubuntu, so the binary runs on any recent distribution and on NixOS through nix-ld) and
# Windows on GitHub, macOS on the Mac mini's runner (MAC_RUNNER=macos-latest sends it to GitHub), then
# publishes vYYYY.MM.DD[.N] with notes from the merged pull requests.
# gh workflow run release --ref <branch> # dry run: builds and notes, publishes nothing
# gh workflow run release -f dry_run=false -f force=true # on main: release now, whatever the rules say
on:
workflow_run:
workflows: [checks]
types: [completed]
branches: [main]
schedule:
- cron: '2-59/10 * * * *'
workflow_dispatch:
inputs:
dry_run:
description: Build everything and write the notes, but publish nothing
type: boolean
default: true
force:
description: Release even without player-facing changes, before merges settle or while paused
type: boolean
default: false
permissions:
contents: read
concurrency:
group: game-release
cancel-in-progress: false
jobs:
decide:
if: >-
github.event_name != 'workflow_run' ||
(github.event.workflow_run.conclusion == 'success' && github.event.workflow_run.event == 'push')
runs-on: ubuntu-latest
timeout-minutes: 10
outputs:
release: ${{ steps.decide.outputs.release }}
tag: ${{ steps.decide.outputs.tag }}
head: ${{ steps.decide.outputs.head }}
dry_run: ${{ steps.mode.outputs.dry_run }}
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- id: mode
# A dry run never publishes; a hand-started run off main is always one.
run: echo "dry_run=${{ github.event_name == 'workflow_dispatch' && (inputs.dry_run || github.ref != 'refs/heads/main') }}" >> "$GITHUB_OUTPUT"
- id: decide
env:
GH_TOKEN: ${{ github.token }}
RELEASES_PAUSED: ${{ vars.RELEASES_PAUSED }}
# The commit whose checks just passed; a dry run builds the branch it was started on; otherwise
# main's newest commit with green checks.
HEAD_SHA: ${{ github.event.workflow_run.head_sha || (steps.mode.outputs.dry_run == 'true' && github.sha) || '' }}
FORCE: ${{ inputs.force && 'yes' || '' }}
run: |
python3 tools/release_train.py decide --kind game ${HEAD_SHA:+--head "$HEAD_SHA"} ${FORCE:+--force} | tee decision.json
echo "### $(jq -r '.reason' decision.json)" >> "$GITHUB_STEP_SUMMARY"
# A dry run builds whatever the decision, to test the builds.
if [[ "${{ steps.mode.outputs.dry_run }}" == true ]]; then echo "release=true" >> "$GITHUB_OUTPUT"; fi
build:
needs: decide
if: needs.decide.outputs.release == 'true'
name: build ${{ matrix.name }}
strategy:
fail-fast: false
matrix:
include:
- name: linux
os: ubuntu-22.04
dir: horizon-linux-x86_64
asset: horizon-linux-x86_64.tar.gz
- name: windows
os: windows-latest
dir: horizon-windows-x64
asset: horizon-windows-x64.zip
exe: .exe
# The C runtime linked in, so the game runs without the Visual C++ redistributable.
rustflags: -C target-feature=+crt-static
- name: macos
mac: true
dir: horizon-macos-arm64
asset: horizon-macos-arm64.zip
runs-on: ${{ matrix.mac && (vars.MAC_RUNNER || 'ludovics-mac-mini') || matrix.os }}
timeout-minutes: 40
env:
RUSTFLAGS: ${{ matrix.rustflags }}
defaults:
run:
shell: bash
steps:
- uses: actions/checkout@v4
with:
ref: ${{ needs.decide.outputs.head }}
persist-credentials: false
# On the Mac mini's runner, keep target/ (incremental) and .local/ (the prepared resources).
clean: ${{ runner.environment == 'github-hosted' }}
- uses: dtolnay/rust-toolchain@stable
- uses: Swatinem/rust-cache@v2
if: runner.environment == 'github-hosted'
with:
shared-key: release-${{ matrix.name }}
- name: ALSA and udev headers
if: runner.os == 'Linux'
run: sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
- name: Build the client, horizon-ctl and horizon-prepare
run: cargo build --release --locked -p horizon-client --bin horizon-client --bin horizon-ctl -p horizon-prepare --bin horizon-prepare
- name: Every program the release folder takes was built
run: |
for binary in horizon-client horizon-ctl horizon-prepare; do
test -f "target/release/$binary${{ matrix.exe }}" || { echo "::error::target/release/$binary${{ matrix.exe }} is missing"; exit 1; }
done
- name: Only system libraries
# Windows: no non-system DLL (a "DLL not found" dialog on some players' machines). Linux: the standard
# loader and libraries every desktop distribution has. macOS: only the system's own libraries.
run: |
for binary in horizon-client horizon-ctl horizon-prepare; do
file="target/release/$binary${{ matrix.exe }}"
if [[ "$RUNNER_OS" == macOS ]]; then
others=$(otool -L "$file" | tail -n +2 | awk '{print $1}' | grep -v -E '^(/usr/lib/|/System/Library/)' || true)
[[ -z "$others" ]] || { echo "::error::$binary links $others"; exit 1; }
else
${{ runner.os == 'Windows' && 'python' || 'python3' }} tools/check_imports.py "$file"
fi
done
- name: Every program starts
run: |
set -euo pipefail
bin=target/release
"$bin/horizon-client${{ matrix.exe }}" --help | grep -q -- '--resources'
"$bin/horizon-ctl${{ matrix.exe }}" --help > /dev/null
"$bin/horizon-prepare${{ matrix.exe }}" --version
"$bin/horizon-prepare${{ matrix.exe }}" --help | grep -q -- '--minecraft-dir'
- name: Tools from the runner
if: runner.environment == 'self-hosted'
run: bash tools/ci/runner-env.sh
- name: Resources prepared from the runner's own Minecraft
if: runner.environment == 'self-hosted'
run: bash tools/ci/vanilla-data.sh
- name: The game runs (offscreen, a new world, 1500 frames)
if: runner.environment == 'self-hosted'
run: |
set -euo pipefail
# From a scratch folder: the game keeps its saves and options in the folder it starts in.
home="$RUNNER_TEMP/horizon-smoke"
rm -rf "$home" && mkdir -p "$home"
version=$(sed -n 's/.*"version": *"\([^"]*\)".*/\1/p' research-lock.json | head -1)
client="$PWD/target/release/horizon-client"
resources="$PWD/.local/horizon-client/$version"
(cd "$home" && HORIZON_HOME="$home" HORIZON_NO_AUDIO=1 "$client" --resources "$resources" --offscreen \
--world smoke --seed 1 --render-distance 4 --frames 1500 --timeout-seconds 180 \
--smoke-report "$home/smoke.json" > "$home/client.log" 2>&1) || { tail -40 "$home/client.log"; exit 1; }
python3 - "$home/smoke.json" <<'EOF'
import json, sys
report = json.load(open(sys.argv[1]))
print(json.dumps(report))
if report.get("error") is not None or report.get("frames", 0) < 1500 or not report.get("chunks") \
or not report.get("meshed_sections") or not report.get("player"):
sys.exit("the smoke run did not draw a world")
EOF
- name: Package
run: |
set -euo pipefail
cargo run --locked -p xtask -- package "target/release/horizon-client${{ matrix.exe }}" "dist/${{ matrix.dir }}"
cd dist
rm -f "${{ matrix.asset }}"
case "${{ matrix.asset }}" in
*.tar.gz) tar czf "${{ matrix.asset }}" "${{ matrix.dir }}" ;;
*) if [[ "$RUNNER_OS" == Windows ]]; then 7z a -tzip "${{ matrix.asset }}" "${{ matrix.dir }}" > /dev/null
else ditto -c -k --keepParent "${{ matrix.dir }}" "${{ matrix.asset }}"; fi ;;
esac
ls -l "${{ matrix.asset }}"
- uses: actions/upload-artifact@v4
with:
name: ${{ matrix.asset }}
path: dist/${{ matrix.asset }}
if-no-files-found: error
retention-days: 3
publish:
needs: [decide, build]
runs-on: ubuntu-latest
timeout-minutes: 10
permissions:
contents: write
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Notes
env:
GH_TOKEN: ${{ github.token }}
run: |
python3 tools/release_train.py notes --kind game --tag "${{ needs.decide.outputs.tag }}" \
--head "${{ needs.decide.outputs.head }}" --out notes > /dev/null
{ echo "## $(cat notes/title.txt)"; echo; cat notes/body.md; } >> "$GITHUB_STEP_SUMMARY"
- uses: actions/download-artifact@v4
with:
path: dist
merge-multiple: true
- name: Publish ${{ needs.decide.outputs.tag }}
if: needs.decide.outputs.dry_run != 'true'
env:
GH_TOKEN: ${{ github.token }}
TAG: ${{ needs.decide.outputs.tag }}
run: |
gh release create "$TAG" --target "${{ needs.decide.outputs.head }}" --title "$(cat notes/title.txt)" \
--notes-file notes/body.md --latest dist/horizon-linux-x86_64.tar.gz dist/horizon-windows-x64.zip \
dist/horizon-macos-arm64.zip
- name: Dry run, the release that would be published
if: needs.decide.outputs.dry_run == 'true'
run: |
echo "Would publish ${{ needs.decide.outputs.tag }} at ${{ needs.decide.outputs.head }}: $(cat notes/title.txt)"
ls -l dist
- uses: actions/upload-artifact@v4
with:
name: release-notes
path: notes/
retention-days: 3
+34
View File
@@ -0,0 +1,34 @@
name: telemetry-server
# The ingest server is its own workspace (crates/horizon-telemetry-server), so the checks job doesn't build
# it: this one does, when it or the crate it shares with the launcher and the game changes.
on:
push:
branches: [main]
paths:
- 'crates/horizon-telemetry/**'
- 'crates/horizon-telemetry-server/**'
- '.github/workflows/telemetry-server.yml'
pull_request:
paths:
- 'crates/horizon-telemetry/**'
- 'crates/horizon-telemetry-server/**'
- '.github/workflows/telemetry-server.yml'
permissions:
contents: read
jobs:
check:
runs-on: ubuntu-latest
timeout-minutes: 20
defaults:
run:
working-directory: crates/horizon-telemetry-server
steps:
- uses: actions/checkout@v4
- run: rustup toolchain install stable --profile minimal --component rustfmt --component clippy
- uses: Swatinem/rust-cache@v2
with:
workspaces: crates/horizon-telemetry-server
save-if: ${{ github.ref == 'refs/heads/main' }}
- run: cargo +stable fmt --check
- run: cargo +stable clippy --all-targets --locked -- -D warnings
- run: cargo +stable test --locked
+12
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@@ -16,3 +16,15 @@
/dist/
/mods/horizon/build/
/saves/
/backups/
/tools/logs/
.DS_Store
# What the client writes to its working directory when run from the repo root.
/options.txt
/horizon.txt
/horizon-graphics.txt
/horizon-controller.txt
/servers.dat
/screenshots/
/crash-reports/
/debug/
+77
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@@ -0,0 +1,77 @@
# Contributing to Horizon
Thanks for helping. Horizon is Minecraft: Java Edition 26.3 rewritten in Rust, and the one rule that shapes
everything is that **it plays exactly like vanilla**. This page is the short version of how we work; questions are
welcome on [Discord](https://discord.gg/HcTeMZxe5E).
## Build it
You need Rust (stable), Python 3.10+, JDK 25, and on Linux the ALSA and udev headers (`libasound2-dev libudev-dev`).
Horizon never downloads the game: it prepares its resources from your own copy of Minecraft 26.3, as described in
[Build from source](README.md#build-from-source).
```sh
cargo run --release -p horizon-prepare -- --prepare --server-jar ~/Downloads/server.jar
cargo run --release -p horizon-client
```
The launcher is its own Cargo workspace in `launcher/` (`cd launcher && cargo run`; on NixOS, `nix-shell` first).
## Vanilla first
Wherever vanilla has a feature, vanilla is the specification, down to the order of random calls. "Parity" here
means Horizon gives the same results as the pinned 26.3 client and server for the same inputs, checked by a
**harness**: a `tools/test_*_parity.py` script that runs a small Java oracle against the real game and a Rust
probe against Horizon, and compares their outputs. There are about 290 of them.
- **Read the vanilla code before writing Horizon's.** `tools/rea_vanilla.py` queries the pinned game bytecode:
`python3 tools/rea_vanilla.py method net.minecraft.world.level.block.DispenserBlock dispenseFrom`.
Say in your pull request which vanilla classes and methods you followed.
- **Gameplay changes come with a harness**, new or extended, so the next change can't silently break them.
[The parity workflow](docs/parity-workflow.md) shows how harnesses run; copy a nearby one.
- **Horizon's own features** (the launcher, the new menus) follow [the design system](docs/design-system.md) and are
off by default wherever they would change the vanilla look.
- **Everything players run is Rust.** Python and Java are fine for dev tools and harness drivers in `tools/`, never
for player-facing code.
Never commit game files, decompiled source or prepared resources (`.local/`): `tools/check_public_tree.py` rejects
them (`git config core.hooksPath .githooks` runs it before every commit).
## Before asking for review
Run the self-check and paste the block it prints into your pull request:
```sh
python3 tools/pr_ready.py --base upstream/main # or origin/main if you work on the main repository
```
It looks at what your branch changes and runs what matters: rustfmt, clippy with warnings denied, the tests of the
crates you touched (and the launcher's), generated files, `Cargo.lock`, the Python tests, and the vanilla harnesses
your change can affect. Without the vanilla data on your machine it lists those harnesses instead; CI runs them.
`--quick` skips the harnesses. It exits non-zero when something fails.
## Pull requests
- **Small.** One change per pull request, under about 500 lines of code where you can; split bigger work into
pieces that each make sense alone. Small pull requests get reviewed and merged the same day.
- **Fill in the template**: what and why, the vanilla reference, the pr_ready block, screenshots for anything you
can see.
- **Tick "Allow edits by maintainers".** When something small is left (a lint, a rebase, a nit) we push the fixup
ourselves instead of sending it back to you; only design questions come back.
- **Labels** (we set them if you can't): `feature` when players get something new (it appears under "New" in the
release notes), `skip-release` when players see no change (tooling, docs, tests), nothing for a fix.
`release-now` is for crash fixes that shouldn't wait. pr_ready suggests one.
Every merge to main is released automatically ([release flow](docs/release-flow.md)), so main always stays playable.
## Parity checks on forks
The `verify` check (formatting, lints, tests) runs on every pull request. The `parity` check runs the affected
harnesses on a maintainer's machine, which holds the game files, so it never runs a fork's code on its own: a
maintainer reads your change, then adds the `run-parity` label, which runs it once on your current commit. After
new pushes, we add it again.
## Talk to us
[Discord](https://discord.gg/HcTeMZxe5E) for questions and ideas, [issues](https://github.com/ludovic111/horizon/issues)
for bugs. If you want to take something on, say so in its issue so nobody else starts the same work.
Generated
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@@ -1,5 +1,6 @@
[workspace]
members = ["crates/horizon-core", "crates/horizon-world", "crates/voxel-kernels", "crates/horizon-client", "crates/horizon-assets"]
exclude = ["launcher", "crates/horizon-telemetry-server"]
members = ["crates/horizon-core", "crates/horizon-world", "crates/voxel-kernels", "crates/horizon-client", "crates/horizon-assets", "crates/horizon-protocol", "crates/horizon-theme", "crates/horizon-prepare", "crates/horizon-telemetry", "crates/horizon-bench", "crates/horizon-friends", "crates/horizon-relay", "xtask"]
resolver = "2"
[workspace.package]
@@ -7,6 +8,19 @@ edition = "2024"
license = "MIT"
rust-version = "1.85"
# Ports mirror vanilla's Java signatures, index loops and nested generic types
# one to one so they can be checked against the decompiled sources.
[workspace.lints.clippy]
too_many_arguments = "allow"
type_complexity = "allow"
needless_range_loop = "allow"
large_enum_variant = "allow"
# Line tables keep file:line in backtraces; full debug info made every
# example and test binary hundreds of megabytes and slow to link.
[profile.dev]
debug = "line-tables-only"
[profile.release]
lto = "thin"
codegen-units = 1
+179 -297
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@@ -1,322 +1,204 @@
<p align="center">
<img src="docs/media/banner.webp" alt="Horizon: Minecraft: Java Edition 26.3, rewritten in Rust and checked against vanilla by 281 differential harnesses" width="100%">
</p>
<p align="center">
<a href="https://github.com/ludovic111/horizon/actions/workflows/ci.yml"><img src="https://github.com/ludovic111/horizon/actions/workflows/ci.yml/badge.svg?branch=main" alt="CI"></a>
<img src="https://img.shields.io/badge/Minecraft-Java%2026.3-5D9C3F" alt="Minecraft Java 26.3">
<img src="https://img.shields.io/badge/Rust-stable-B7410E?logo=rust&logoColor=white" alt="Rust">
<img src="https://img.shields.io/badge/vanilla%20parity-100%25-F0795A" alt="Vanilla parity 100%">
<img src="https://img.shields.io/badge/platform-Linux%20%7C%20macOS%20%7C%20Windows-2A2470" alt="Linux, macOS and Windows">
<a href="LICENSE"><img src="https://img.shields.io/badge/license-MIT-3B2F7E" alt="MIT license"></a>
</p>
<p align="center">
<a href="https://playhorizon.dev"><b>Website</b></a> ·
<a href="#download"><b>Download</b></a> ·
<a href="#what-changed-in-v202610131"><b>What changed</b></a> ·
<a href="#screenshots"><b>Screenshots</b></a> ·
<a href="#project-status"><b>Parity status</b></a> ·
<a href="docs/README.md"><b>Documentation</b></a>
</p>
# Horizon
Horizon is a Rust rewrite of Minecraft Java **26.3** targeting one-to-one vanilla gameplay parity, alongside client performance research. Not affiliated with Mojang or Microsoft.
A Rust rewrite of Minecraft: Java Edition 26.3 built for one-to-one vanilla parity, checked against the game itself with differential tests.
Every subsystem matches vanilla in all 281 parity harnesses, on Linux and macOS: 100% of what the harnesses compare (see [Project status](#project-status)). The native client is playable on Linux, macOS (Apple Silicon) and Windows.
> Not an official Minecraft product. Not approved by or associated with Mojang or Microsoft. Horizon contains no Minecraft code, assets or data: you need your own legally obtained copy of Minecraft: Java Edition 26.3.
## What changed in v2026.10.13.1
The latest release ([notes](https://github.com/ludovic111/horizon/releases/tag/v2026.10.13.1)):
- **Horizon's own menus:** a new title screen, world list, options and pause menu in the launcher's style, over a live frozen landscape. The vanilla look is still available: Options → Interface → Menu style → Classic.
- **Graphics settings, Simple and Advanced:** presets (Performance, Balanced, Quality, Ultra), or every rendering, quality, display and performance setting, each with a short description and its cost, plus a performance overlay.
- **Much faster rendering:** for example, at render distance 8 over a village, 363 → 2,409 FPS on an RTX 4080. Render distance 32 still stutters in places.
- **Fixed:** no sound on Linux; Linux builds that only ran on the machine they were built on; a missing DLL on Windows (the launcher no longer needs the Visual C++ runtime); memory growing and the frame rate dropping near villages (mobs were duplicated when chunks reloaded); resource preparation failing on Linux with "Missing … java-objc-bridge" ([#41](https://github.com/ludovic111/horizon/issues/41)); the hand and held item at high FOV; missing swing animations.
## Download
Horizon is downloaded only through **the Horizon launcher**: get it from [playhorizon.dev](https://playhorizon.dev) or from [the launcher's releases](https://github.com/ludovic111/horizon/releases?q=launcher-v&expanded=true) (the newest `launcher-v*` release, currently [launcher-v0.1.3](https://github.com/ludovic111/horizon/releases/tag/launcher-v0.1.3)), for Linux x86-64, macOS Apple Silicon or Windows x64. The launcher installs and updates the game, prepares its resources from your own copy of Minecraft, starts the client or a dedicated server, and updates itself.
**You need** Minecraft: Java Edition installed with the official launcher, with 26.3 played once; Python 3.10 or newer and Java 25 (a JDK, e.g. Eclipse Temurin 25) for the one-time resource preparation; and a GPU with Vulkan on Linux and Windows, or any Apple Silicon Mac.
### The launcher
<table>
<tr>
<td width="50%"><img src="docs/media/launcher-play.webp" alt="The launcher's Play page: v2026.10.14.1 ready to play, its summary, Client and Server, the version picker and Play, the resources and the Minecraft folder as a numbered list"></td>
<td width="50%"><img src="docs/media/launcher-patch-notes.webp" alt="The launcher's Patch notes page, showing the notes of Horizon 2026.10.14.1"></td>
</tr>
</table>
It lists Horizon's releases and installs the build for your platform, shows each release's patch notes, updates Horizon and itself, and doubles as a command-line tool and an MCP server. See [the launcher's README](launcher/README.md).
## Screenshots
Captured in the Rust client itself, with vanilla assets and no mods or shaders.
### Menus and settings
<table>
<tr>
<td colspan="2"><img src="docs/media/menu-title.webp" alt="Horizon's title screen: the mark and the pages on the left, the Horizon title, Singleplayer and Multiplayer, and the last world played and the faint wordmark, over a veiled snowy landscape"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/menu-worlds.webp" alt="The Singleplayer page: three worlds with their dates and game modes, and Create world and Play buttons"></td>
<td width="50%"><img src="docs/media/settings.webp" alt="The Video settings in their Simple view: a preset, render distance, field of view, framerate, VSync and GUI scale, each with what it costs"></td>
</tr>
</table>
The vanilla menus are one setting away: Options → Interface → Menu style → Classic. See [Graphics settings](docs/graphics.md).
### In game
<table>
<tr>
<td colspan="2"><img src="docs/media/sunset.webp" alt="Sunset over a savanna river valley and a plains village"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/village.webp" alt="A plains village with farms, an iron golem and animals"></td>
<td width="50%"><img src="docs/media/survival.webp" alt="Survival at dusk: a zombie attacks near the village"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/nether.webp" alt="A crimson forest in the Nether with a zombified piglin"></td>
<td width="50%"><img src="docs/media/night.webp" alt="Moonrise over a torch-lit village and river"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/underwater.webp" alt="Salmon swimming in a river"></td>
<td width="50%" valign="middle">
Vanilla world generation ported to Rust (terrain, aquifers, carvers, features, villages and the Nether), every block model with smooth lighting and biome tints, the vanilla sky and fog, mobs, the HUD, chat and advancements: everything in these frames is drawn by Horizon.
</td>
</tr>
</table>
## What it does
Horizon reimplements the Minecraft Java client and its game logic in Rust, one subsystem at a time, and compares each piece with the vanilla game. Each `tools/test_*_parity.py` harness drives the same inputs through Horizon and through the vanilla client and server bytecode from your own copy of the game, then checks that the outputs are identical. It is for players and developers interested in game reimplementation, and for anyone who wants to see how far a behaviour-exact native rewrite can go.
The [native client](docs/native-client.md) opens on a vanilla-style title screen with world creation and selection, and generates worlds with the Rust port of the vanilla generators: noise terrain, aquifers, surface rules, carvers and placed features, all checked against vanilla. It streams and lights chunks on worker threads and renders every vanilla block model with smooth lighting, biome tints, the vanilla sky, sun, moon, stars and clouds. Gameplay includes:
**The Rust game is now playable.** The [native client](docs/native-client.md) opens on a vanilla-style title screen with world creation and selection, and generates worlds with the Rust port of the vanilla overworld generator: noise terrain, aquifers, surface rules, carvers, and the placed features ported so far, all checked against vanilla. It streams and lights chunks on worker threads and renders every vanilla block model with smooth lighting, biome tints, the vanilla sky, sun, moon, stars and clouds. Gameplay so far:
- validated player physics, health and hunger;
- mining with vanilla tool rules and loot tables;
- placing, crafting, chests and furnaces;
- dropped items and particles;
- sounds;
- passive and hostile mobs with combat;
- Anvil saves.
- dropped items, particles and sounds;
- passive and hostile mobs with combat and vanilla AI, including guardians, shulkers, illagers, ravagers, the wither, the ender dragon fight, the breeze, the creaking, the sniffer, the happy ghast, llamas and the copper golem;
- villagers that take jobs, trade, restock, meet at the bell and sleep in beds, on a port of vanilla's brain;
- raids and pillager patrols;
- dispensers, crafters, the loom and the recipe book;
- every command, scoreboards and teams, the player list, subtitles and the HUD overlays;
- boats, minecarts, item frames, paintings and armor stands;
- shields, maps, books, fireworks, beacons, advancements and statistics;
- Anvil saves, joining vanilla servers, and opening a world to LAN.
Parity is **not** complete. Still missing: multiplayer, the End, most structures (jigsaw starts and five piece-based structures exist), about half the placed features (127 of 273 are skipped), most mob types, chat and commands, enchanting, anvils, brewing, smithing and trading, and sapling growth. Fluids, redstone, pistons, crop growth, random and scheduled ticks and the Nether run in the client. See [Rust rewrite status](docs/rust-parity.md).
## Agent control
### Java parity: 55%
AI agents and scripts can play Horizon. `horizon-ctl`, shipped beside the game in every release folder, is a command line that reads the game as JSON and acts like a player; `horizon-ctl mcp` serves the same commands as an MCP server (one tool per command, screenshots returned as images).
```sh
horizon-ctl launch --world Survival --seed 5 --wait # finds the version the launcher installed
horizon-ctl state # position, health, food, target, screen...
horizon-ctl find-block birch_log # the nearest logs
horizon-ctl goto -0.5 65 -2.5 --near 2.5 # walks there along a path
horizon-ctl break -1 65 -3 # mines it; replies with the drops
horizon-ctl open-inventory && horizon-ctl click-slot 0 # menus: slots, buttons by label, text fields
```
Commands block until the action is done and reply with what happened; errors are JSON with distinct exit codes, `horizon-ctl help` lists every command and `horizon-ctl COMMAND --help` explains one with examples. It talks to the game over a Unix socket on Linux and macOS and over a token-protected localhost port on Windows. See [Agent control in the native client guide](docs/native-client.md#agent-control-horizon-ctl-and-mcp).
## Build from source
For developers. Requirements: Rust 1.90 or newer, Python 3.10 or newer, JDK 25, and on Linux the ALSA and udev development headers (`libasound2-dev libudev-dev` on Debian and Ubuntu). Development and the vanilla harnesses run on Linux.
Horizon contains no game files and never downloads them. It builds its resources from **your own copy** of Minecraft: Java Edition 26.3, verified against the checksums in `research-lock.json`:
1. **Client:** install Java Edition with the official launcher and play 26.3 once. Horizon reads `versions/26.3/`, `libraries/` and `assets/` from the launcher's game directory (`~/.minecraft` on Linux). If yours lives elsewhere, pass `--minecraft-dir` or set `HORIZON_MINECRAFT_DIR`.
2. **Server jar:** the 26.3 server jar, from the `downloads.server.url` in your launcher's `versions/26.3/26.3.json` (or [minecraft.net/download/server](https://www.minecraft.net/en-us/download/server) while 26.3 is the current release). Pass it with `--server-jar` or set `HORIZON_SERVER_JAR`. It is only needed the first time.
```sh
git clone https://github.com/ludovic111/horizon.git
cd horizon
cargo run --release -p horizon-prepare -- --prepare --server-jar ~/Downloads/server.jar # needs JDK 25
cargo run --release -p horizon-prepare -- sounds # optional: sounds from your launcher install
cargo run --release -p horizon-client
```
Everything prepared lands in the gitignored `.local/`. It is derived from the game: never commit it or share it.
The client starts on the title screen. Command-line options (`--world`, `--seed`, `--creative`, `--render-distance`, `--dedicated`), controls, playing and scripting through `horizon-ctl` and its MCP server, and the architecture are described in [the native client guide](docs/native-client.md). The rest of the documentation is indexed in [docs/README.md](docs/README.md), including [the parity workflow](docs/parity-workflow.md).
## Project status
The table below is the project's own audit of each subsystem. Every subsystem now matches vanilla in every harness that compares it. 100% means 100% of what the harnesses compare, not proof that nothing else differs. The remaining known differences are listed below.
### Java parity: 100%
Each subsystem scores 0 (absent), 0.25 (started, not playable), 0.5 (playable,
major vanilla features missing), 0.75 (playable, mostly complete) or 1 (complete
and verified against vanilla by differential tests). The percentage is the
average; `tests/test_parity.py` keeps it in sync with this table. Last audited
2026-10-08 against the code, not the docs.
2026-10-13 against the harness results: all 281 harnesses pass on Linux, each
rerun whenever one of its inputs changed, and the Mac mini now runs every one of
them too (Rust uses Java's own float maths on each platform).
| Subsystem | Score | Main gaps |
| --- | ---: | --- |
| Window, input and game loop | 0.75 | No controls screen or fullscreen toggle |
| Assets and resources | 0.75 | Heuristic item icons; no language files or resource packs |
| Network protocol and multiplayer | 0 | No networking at all |
| Chunk storage and palettes | 0.75 | Client uses plain arrays; palettes only on save |
| Section meshing | 0.75 | Whole-mesh output not compared with vanilla |
| Rendering | 0.5 | Few particles; chest is the only block-entity model; 9 mob models |
| Lighting | 0.75 | Slabs/stairs light wrong; light not saved or tested against vanilla |
| World generation | 0.5 | No End; 127 of 273 placed features skipped; few structures |
| Region files and saves | 0.5 | Mobs, dropped items, scheduled ticks and light not saved |
| Entities and physics | 0.5 | 9 mob types with simple AI |
| Interaction and inventory | 0.5 | No enchanting, anvil, brewing, smithing or trading |
| Menus, HUD and chat | 0.5 | No chat, commands, controls screen or recipe book |
| Audio | 0.5 | No music or ambient sounds |
| Block behaviours and ticking | 0.5 | Saplings never grow; TNT has no fuse; hoppers/dispensers don't move items |
| Window, input and game loop | 1 | None: the game loop, options, camera, auto-jump, toggle sprint/sneak, local input and the frame limiter match vanilla |
| Assets and resources | 1 | None: item models match vanilla over 196,290 stacks and the client draws every item through them; the resource pack screen matches vanilla's drawing over 3,000 sessions of clicks, scrolling and searching, its incompatibility confirmation included |
| Network protocol and multiplayer | 1 | None: joins vanilla servers; the dedicated server (`--dedicated`) matches vanilla's files, status ping, login, configuration, play, chunks, chat, recipes, advancements and command tree, a client built from vanilla's packet code joins it, Horizon joins a vanilla server, and LAN discovery matches over 462 cases (offline mode only) |
| Chunk storage and palettes | 1 | None: client and saves share paletted containers, identical to vanilla over 266 scenarios |
| Section meshing | 1 | None: 112 scenes and over a million quads identical to vanilla |
| Rendering | 1 | None: entity models, block entity renderers (407 cases, End portals, gateways and the loom's banner preview included) and their animations (296 cases, End gateway beams included), the HUD overlays (2,200 states), the recipe book (600 states), the player list, subtitles and the world border match vanilla |
| Lighting | 1 | None: saved and relit light matches vanilla, slabs and stairs included |
| World generation | 1 | None: 2,352 whole chunks over 225 structure sites, in all three dimensions, identical to vanilla |
| Region files and saves | 1 | None: saves round-trip with vanilla, and worlds from 1.8 to 26.2 upgrade as vanilla's DataFixers do, superflat worlds included; old options.txt and hotbar.nbt files are upgraded too |
| Entities and physics | 1 | None: attributes, dimensions, death loot, spawn rules, natural spawning (15,500 cases), raids and patrols (1,900 cases), spawned mobs' gear, enchantments and state (`finalizeSpawn`, 24,000 cases) and mob AI (92 scenarios: villager breeding and gossip, the warden, ghastlings and copper golems included) match vanilla |
| Interaction and inventory | 1 | None: menu clicks match over 8,000 click sequences, the loom and the crafter included; recipe book placement (6,000 cases), its buttons (1,200), the saved book (1,500) and the loom and crafter screens (1,600) match vanilla |
| Menus, HUD and chat | 1 | None: every command runs as vanilla (758 commands over 39,685 parsed inputs), scoreboards and teams match (81,000 operations), the player list matches over 872,000 draw calls with heads drawn from players' skins (authlib's textures, SkinManager's lookup, legacy skin conversion), and the chat matches focused and scrolled; the resource pack screen (selection over 4,000 cases, drawing and its incompatibility confirmation over 3,000 sessions) and the chat input with its command suggestions, usage lines, Tab completion and history (3,000 sessions on vanilla's client command tree) match vanilla |
| Audio | 1 | None: the sound engine, sound events, music, situational music, ambience and subtitles match vanilla |
| Block behaviours and ticking | 1 | None: block updates, random ticks, redstone, dispensers (6,000 cases), crafters (4,000 crafts), block entity removal (containers spill, 4,000 cases), copper golem chest sorting and the sculk family (435 scenarios: shrieker warnings and warden summoning included) match vanilla |
### Known issues
Online-mode servers (Mojang's session servers) are not supported; skins served over https show the default skin unless already cached; pack icons show the unknown-pack texture in game; the creative hotbar keys (C/X) aren't wired to the hotbar loader; item tooltips lack attribute lines.
## Contributing
Issues and pull requests are welcome: see [CONTRIBUTING.md](CONTRIBUTING.md) for how we work (vanilla first, small pull requests, labels). Before opening a pull request, run the self-check and paste the block it prints:
```sh
python3 tools/prepare_native_client.py --prepare # needs JDK 25; extracts private vanilla resources
python3 tools/fetch_sounds.py # optional: vanilla sounds
cargo run --release -p horizon-client
```
**Target machine:** the Rust rewrite targets one machine, **ludodesktop**: Ubuntu 26.04, Intel i7-13700KF, NVIDIA RTX 4080, GNOME on Wayland. The final deliverable is a playable native Linux build validated there. macOS (including the M2 Pro Mac) and Windows are out of scope. Track implementation and acceptance criteria in [Rust rewrite status](docs/rust-parity.md).
**Java performance packs (no longer developed):** the earlier track of pinned Java performance packs, distant terrain, an original frame/tick recorder and client/server starter downloads. No release downloads are published; build the packs and starters locally with `python3 tools/build_release.py` (see [Build and run](#build-and-run)). They are no longer a development target.
## Java packs: Mac starter (out of scope)
Build **horizon-mac-starter-0.21.0.zip** with `python3 tools/build_release.py` (it lands in `dist/`), extract it and open `Mac-Start.command`. It verifies and installs official universal Prism Launcher in `~/Applications` if needed, then opens the balanced pack import. Sign into Microsoft **inside Prism yourself**. This project needs no credentials.
Use native **Java 25 ARM64**, maximum heap **6144 MiB**, minimum **512 MiB** on your 16 GB M2 Pro. Prism can download Java automatically. Start at 1280×800 or 1920×1200; full Retina resolution is a larger GPU workload. [START-HERE.txt](packs/START-HERE.txt) has details. The same `.mrpack` files import into Prism on Windows and Linux.
If Prism is already installed, follow the [Mac import and first comparison guide](docs/mac-first-test.md).
Core and balanced also pass [macOS title/demo-world rendering probes](docs/client-graphics-smoke.md)
on the hosted ARM64 software renderer, including readback, saves and clean exits.
Physical M2 GPU performance and macOS 27 remain to be tested.
| Profile | Full-detail chunks | Distant LOD radius | Suggested maximum heap |
| --- | ---: | ---: | ---: |
| baseline | 12 | none | 6144 MiB |
| core-performance | 12 | none | 6144 MiB |
| m2-balanced | 12 | 128 | 6144 MiB |
| adaptive (experiment) | 12 | 128 | 6144 MiB |
| worker-pacing (experiment) | 12 | 128 | 6144 MiB |
| adaptive-pacing (experiment) | 12 | 128 | 6144 MiB |
| queue-wait (experimental) | 12 | 128 | 6144 MiB |
| adaptive-queue (experimental) | 12 | 128 | 6144 MiB |
| dispatch-retry (experimental) | 12 | 128 | 6144 MiB |
| tick-dedup (experimental) | 12 | 128 | 6144 MiB |
| culling-empty (experimental) | 12 | 128 | 6144 MiB |
| quad-reuse (experimental) | 12 | 128 | 6144 MiB |
| terrain-position (experimental) | 12 | 128 | 6144 MiB |
| culling-rays (experimental) | 12 | 128 | 6144 MiB |
| foreground-first (combined experiment) | 12 | 128 | 6144 MiB |
| foreground-vulkan (combined experiment) | 12 | 128 | 6144 MiB |
| low-memory | 8 | none | 3072 MiB |
| far-distance | 12 | 256 | 8192 MiB, with sufficient physical RAM |
| cinematic | 12 | 128 | 6144 MiB |
| vulkan | 12 | 128 | 6144 MiB |
Balanced combines [Sodium](https://modrinth.com/mod/sodium), [Lithium](https://modrinth.com/mod/lithium), [FerriteCore](https://modrinth.com/mod/ferrite-core), [ImmediatelyFast](https://modrinth.com/mod/immediatelyfast), [EntityCulling](https://modrinth.com/mod/entityculling), and [Distant Horizons](https://modrinth.com/mod/distanthorizons). Cinematic adds [Iris](https://modrinth.com/mod/iris) and [Complementary Reimagined](https://modrinth.com/shader/complementary-reimagined), initially disabled. Vulkan independently experiments with the game's own backend and fallback, without Iris.
Distant LOD is simplified terrain. Nearby blocks retain full detail. Initial generation costs CPU/disk/memory and needs warm-up. DH adjusts clouds, chunk fade and transparency to blend its renderer; assess appearance as well as speed. Shaders cost GPU time and have [Mac-specific limits](https://shaders.properties/current/reference/miscellaneous/macos/). Universal CPU/GPU support and exact vanilla equivalence remain validation goals. Simulation distance stays 12 in every profile; normal 20 TPS rules are retained.
For the first comparison at the same view distance, use `baseline` versus
`core-performance`: both select 12 full-detail chunks and no distant LOD or shaders.
The latter adds only the pinned core performance mods and leaves every original
controller disabled. Then test balanced separately for its additional distant
terrain. Matching captured settings does not prove pixel-identical rendering.
[Core comparison protocol and selected observations](docs/core-performance.md)
include three repeated matched-view software-rendered pairs with 14–21% higher
FPS in this workload; M2 performance remains unmeasured.
[Heap budget experiment](docs/heap-budget.md): three pairs with 3 GiB versus
1.5 GiB maximum heap show variable RAM savings and GC/frame-time tradeoffs;
playable defaults remain unchanged.
[Matched graphics API comparison](docs/graphics-api-comparison.md): Vulkan adds
about 1.5% average FPS but about 12% CPU in three Linux software-rendered pairs;
backend defaults remain unchanged and physical Mac performance is unmeasured.
The optional `queue-wait` pack yields during pending distant-terrain debounce retries; `adaptive-queue` combines it with the existing controllers. [Queue experiment and measurement limits](docs/debounce-queue.md).
Version 0.16 adds a separate [terrain position arithmetic experiment](docs/terrain-position.md)
for the sampled full-data lookup. It retains the pinned library’s unusual
negative-coordinate rounding and invalid-level errors. Balanced keeps it off;
whole-game and Mac performance still require measurement.
Version 0.15 adds an isolated [culling ray scratch experiment](docs/culling-rays.md)
that reuses two numeric vectors within each culling instance while retaining
upstream arithmetic and decisions. Balanced keeps it off; hardware gains remain
unmeasured.
Version 0.14 adds an isolated [empty culling whitelist experiment](docs/culling-empty.md)
that avoids allocating iterators while there are no dynamic handlers. Live
registration and nonempty callbacks retain upstream behavior. Balanced keeps it
off; whole-game gains still need hardware comparisons. DH profiles also request
a scoped [interruptible blending-read wait](docs/terrain-read-wait.md) to let
background workers leave a pending metadata read during shutdown.
Version 0.13 adds an isolated [tick membership experiment](docs/tick-membership.md)
that reuses compact storage for DH's private per-tick membership checks. The
combined foreground profiles include it too; balanced keeps it off. The applied
holder test verifies action semantics and removes repeated entry allocations;
whole-game FPS and RAM gains still need hardware measurements.
Version 0.12 captures effective distant-terrain quality, radius, worker budgets,
Iris state and field of view. Start/end snapshots flag changed visual settings;
[measurement details](docs/terrain-measurements.md) explain their limits.
Version 0.11 adds combined foreground-first OpenGL/Vulkan profiles with a 120 FPS
adaptive goal, plus explicit collector experiments and GC measurement guidance.
See [combined controls](docs/foreground-first.md), [Vulkan on your Mac](docs/vulkan.md)
and [collector comparisons](docs/collectors.md). The frame goal is not a rendering cap.
Version 0.10 adds an isolated [rejected-dispatch retry experiment](docs/dispatch-retry.md).
It bounds retry passes when a DH worker rejects queued work, preserving original
requeue handling and allowing other executors to progress. Balanced keeps it off.
Version 0.9 also makes the queue's idle wait wakeable for incoming work, preserving
its debounce rules and bounded cache-maintenance cadence. It remains part of the
optional queue profiles, with separate wake-latency measurements.
Version 0.8 fixes a fresh-instance graphics preset that could override the selected
render distance. It also records actual GC/header settings and supports an optional
[compact object headers experiment](docs/compact-headers.md) for Java 25; packs
do not enable that JVM flag automatically.
## Measure on your hardware
The optional [adaptive terrain experiment](docs/adaptive-terrain.md) throttles distant
terrain background work when frames slow down or heap pressure rises, keeping the
balanced profile's view distances and simulation settings. It remains opt-in until
real hardware demonstrates a benefit.
The additional [precise worker pacing experiment](docs/worker-pacing.md) makes short
terrain tasks respect their duty-cycle budget and avoids boxed worker timestamps.
It changes generation speed and CPU use, so it stays separate from balanced.
Press **F8** during gameplay to start a 120-second recording, or again to stop early. Rebind in Controls if needed. This also works with restricted chat accounts. Alternatively: `/horizon bench <label> 120`, `/horizon stop`, `/horizon status`.
Use separate identical world copies and the same camera route, resolution, render/simulation distance, heap, VSync and FPS limit. Warm up, then alternate at least three baseline/optimized runs. Test fresh chunk exploration separately. For everyday play cap FPS or enable VSync to reduce power usage.
The instance's `horizon-benchmarks/` folder receives JSON/CSV frame and integrated-server tick timings: average FPS, slowest-1%-average FPS, p95/p99 durations, stalls, JVM heap/GC, sampled process RSS when available, GPU/backend/driver and render settings. Frames include presentation/limiting waits and exclude menus/pauses/unfocused time. Tick `meanRate` is execution capacity, **not TPS**; observed tick counts are separate. Version 0.20 [captures sampled tick-manager state](docs/tick-state.md), including restored freeze/step/sprint/rate changes; this does not measure completed world work. Resident process memory is sampled on a shared background thread only during recordings; it includes native resident pages, while heap measures JVM objects. Neither is a complete measurement of unified GPU memory. [Memory measurement details](docs/process-memory.md).
```sh
python3 tools/compare_benchmarks.py baseline-frames.json optimized-frames.json --strict
```
Open `Compare-Benchmarks.html` from the starter ZIP or [the source file](tools/Compare-Benchmarks.html) in your browser to compare without Python. Select each JSON and optionally its matching CSV. It exports summary JSON, flags settings and duration differences, and charts frames by recorded active time or ticks by sample number. It is self-contained and makes no network requests.
Version 0.18 adds an isolated [terrain quad reuse experiment](docs/quad-reuse.md).
It reuses a temporary quad discarded by successful premerge when the existing
pool would otherwise allocate. Generated geometry and thread ownership checks
pass; allocation results are not whole-game RAM or FPS evidence. It remains off
in combined profiles.
Version 0.17 also records loaded mod versions and the Java vendor, VM and runtime
build in client and server reports. Both comparison tools flag software changes
as explicit experiment variables; older reports remain usable with an unknown
software warning. The viewer can expand the complete loaded mod list.
[Live software identity check](benchmarks/software-identity-2026-10-04/live-observations.json)
records the metadata and file-count validation; its short capture is not a
performance comparison.
The comparison flags captured setting differences, but cannot verify route, world, shader state or cache warm-up. See [validation evidence](docs/playable-validation.md). Software-renderer test FPS is not evidence of a Mac/GPU speedup.
For CPU/allocation investigation, [capture and stream a private JFR summary](docs/profiling.md).
It distinguishes directly observed allocation counters from sampled hot methods;
profiling runs remain separate from normal timing comparisons.
## Build and run
Requires Python 3.10+ and JDK 25. No Gradle, Rust or native compilation is required for playable packs.
```sh
python3 tools/build_mod.py
python3 tools/build_release.py
```
Gitignored `dist/` contains twenty packs, our original instrumentation JAR, client/server starter ZIPs and SHA256SUMS. [mods.lock.json](packs/mods.lock.json) pins mod versions, exact dependency closure, SHA-1/SHA-512 and source/license; [fabric.lock.json](packs/fabric.lock.json) pins loader/library SHA-256. Packs use the [Modrinth format](https://support.modrinth.com/en/articles/8802351-modrinth-modpack-format-mrpack). They embed only original project code; third-party mods, game and assets download from their publishers.
The server starter uses Lithium/FerriteCore and `/horizonserver bench <label> <seconds>`. [Server instructions](docs/server-quickstart.txt) cover setup and a baseline. Files are prepared before you accept Minecraft's EULA locally. A 50-active-player workload remains to be measured.
Local smoke testing uses the game's built-in limited demo; normal play uses Prism's licensed account authentication:
```sh
python3 tools/build_pack.py --profile m2-balanced --instance .local/runtime/m2-balanced
vscreen run python3 tools/runtime.py demo --instance .local/runtime/m2-balanced
```
The standalone demo launcher applies the pinned official manifest's conditional
JVM flags, including macOS `-XstartOnFirstThread` and the Windows heap-dump-path
option. Prism applies its own official manifest. Server JVM policy is separate;
this launcher correction is not a measured graphics performance improvement.
## Local game inspection
Game JARs, decompiled Java, libraries, inventories, worlds and logs live **inside this checkout** under gitignored **`.local/`**. No game code is in Git history or release downloads. Fresh clones regenerate the inspection workspace from official downloads; Microsoft credentials are not needed for this step.
```sh
git clone https://github.com/ludovic111/horizon.git
cd horizon
git config core.hooksPath .githooks
python3 tools/lab.py prepare
python3 tools/lab.py decompile
python3 tools/lab.py status
python3 tools/pr_ready.py
```
`research-lock.json` pins the official manifest and Vineflower. The inner server JAR is extracted and checked; client/server libraries provide decompiler context. Output: `.local/minecraft/26.3/sources/{client,server}/` and coverage/inventory reports. Current inventories cover 11,383 client classes and 7,762 server classes, producing 7,301/5,037 Java files. See [decompilation status](docs/decompilation-status.md).
It runs rustfmt, clippy with warnings denied, the tests of the crates you touched, the Python tests, the public-tree check, and the vanilla harnesses your change can affect. CI runs the same checks on GitHub's Linux runners; the vanilla harnesses need the game, which Horizon never downloads, so they run on a self-hosted runner holding the maintainer's own copy. Never commit game files, decompiled source or prepared resources: `tools/check_public_tree.py` rejects them, and tracked Java is allowed only under the project's own `dev/horizonlab` namespace.
Class-file SourceFile metadata covers inner classes, which often share a source file. Coverage does not prove semantic equivalence or recompilability; original bytecode remains the reference. Completed source directories are not overwritten automatically. Older obfuscated releases require a separate remapping stage.
## Licence
## Original Rust research
[MIT](LICENSE), for the project's original work only. Dependencies keep their own licences. Minecraft is a trademark of Mojang Synergies AB; Minecraft code and assets belong to Mojang and Microsoft and are covered by the [Minecraft EULA](https://www.minecraft.net/en-us/eula). Decompiled game source and prepared resources stay on your machine and are never published.
The dependency-free `horizon-core` crate starts the Rust simulation foundation:
integer block/chunk/section positions, legacy and xoroshiro seeded random streams and positional factories,
padded palette-index storage, scheduled block/fluid tick queues, and double-precision
bounding-box and voxel-grid collision geometry. Noise samplers, octave stacks and
bulk density kernels provide the next world-generation foundation. Compiled
density samplers add gradients, shifted and blended terrain noise, distance
metrics and arithmetic evaluation.
Differential runners compare selected
operations with the checksum-pinned vanilla client and server bytecode.
[Implemented scope, validation, and remaining rewrite work](docs/rust-parity.md).
## Author
```sh
python3 tools/test_rust_parity.py --prepare
python3 tools/test_world_parity.py
python3 tools/test_tick_parity.py
python3 tools/test_geometry_parity.py
python3 tools/test_collision_parity.py
python3 tools/test_noise_parity.py
python3 tools/test_density_parity.py
```
The core corpus checks 1,634,520 output lines per reference JAR, including
signed boundaries, RNG rejection/state consumption and raw storage words.
Passing it does not establish full gameplay parity or an FPS improvement.
The separate [noise suite](docs/noise-generation.md) checks 26.3 Perlin/simplex,
derivatives, density-volume accumulation, stack composition, normal-noise
normalization and modern/legacy initialization against both reference JARs.
The [density suite](docs/density-functions.md) checks compiled scalar and bulk
evaluation, including nested samplers, their different arithmetic paths, and
selected interval operations used for graph range analysis.
`horizon-world` adds NBT, four region compression codecs, `.mca`/`.mcc`
reading and export, saved palettes, a version-checked block-state registry,
and packed resident block sections. The world-data suite checks Rust output
with the actual vanilla NBT, region and block-state decoders on both JARs.
It covers all 35,723 exported state IDs and a 100,000-edit section trace.
[World-data commands and validation limits](docs/world-data.md).
Scheduled ticks now support vanilla ordering, duplicate suppression, save/reload,
chunk eligibility and callback mutations. The tick suite compares 97,776 output
lines per reference JAR and checks saved block/fluid lists through vanilla codecs
and region files. [Scheduler behavior and remaining integration](docs/scheduled-ticks.md).
Voxel shapes preserve vanilla collision tolerances, greedy box ordering, ray faces,
inside hits, and cube-versus-array cell lookup. A cached collision registry connects
imported shapes to resident block sections while checking exact state identities.
Movement helpers resolve supplied colliders and step-up candidates, including
landing adjustment and the second collider query. Movement-path block visits
preserve vanilla ordering, step indices and packed-position deduplication.
Uncached states require block behavior; the entity-context overload also needs
separate implementation. [Geometry and collision scope](docs/collision-geometry.md).
```sh
cargo test --workspace
cargo run --release --bin voxel-bench -- 100 > .local/voxel-benchmark.csv
```
The dependency-free occupancy experiment compares scalar and bitset exposed-face counting for synthetic 16³ sections. It has no real mesh, material/AO/light work, neighboring-section context, JNI bridge or game integration. Speedups are kernel-only, not Minecraft FPS. [Research plan](docs/optimization-plan.md) describes profiling, improved Java baselines, native integration and behavior checks before expanding scope.
Public branding and new mod downloads use **Horizon**. The existing Fabric mod
ID and `dev.horizonlab` namespace remain stable for installed instances and
measurement compatibility. The installer backs up both old `horizon-lab-*.jar`
and new `horizon-*.jar` versions before installing an update.
## Validation and ownership
```sh
python3 -m unittest discover -s tests -v
python3 tools/build_mod.py --test-only
cargo fmt --all -- --check
cargo clippy --workspace --all-targets -- -D warnings
cargo test --workspace
python3 tools/check_public_tree.py
python3 tools/check_public_tree.py --history
```
CI checks offline tools/Rust and compiles the original mod/builds packs on Linux and Apple Silicon macOS. Game dependencies download to ephemeral `.local/`; CI uploads only our original JAR and packs. Compilation is not Mac GPU gameplay testing. Publication checks allow Java only under our original `dev/horizonlab` namespace; review diffs as well.
[MIT](LICENSE) covers only our original tracked work. Dependencies retain their licenses. Mojang [removed obfuscation](https://www.minecraft.net/en-us/article/removing-obfuscation-in-java-edition) without changing [Minecraft's EULA](https://www.minecraft.net/en-us/eula). Decompiled game source remains local; published code implements independent tooling and instrumentation.
Integrated-server reports record the shared graphics backend at recording start; see [the context and comparison limits](docs/server-graphics-context.md).
Made by [Ludovic Marie](https://lu4ovic.com) ([@ludovic111](https://github.com/ludovic111)).
@@ -1,401 +0,0 @@
{
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},
"world": {
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}
],
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"linux-vulkan": {
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"title_screen_observed": false,
"world_loaded": true,
"ready_client_ticks": 51,
"window_active": true,
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"framebuffer_height": 800,
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"distinct_sampled_rgb": 1297,
"gpu": "llvmpipe (LLVM 21.1.8, 256 bits)",
"graphics_backend": "OpenGL",
"graphics_driver": "4.5 (Core Profile) Mesa 26.0.8-1ubuntu0.3",
"private_png_sha256": "1a8ba681681f5e37986e1b411e5ebc80d47279c54368f43f935707092b70ffd0",
"profile": "core-performance",
"preferred_backend": "opengl",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "OpenGL",
"operation": "load_library",
"result": "success"
},
{
"backend": "OpenGL",
"operation": "create_device",
"result": "success"
}
]
},
"linux-world-balanced": {
"observed_mode": "world",
"title_screen_observed": false,
"world_loaded": true,
"ready_client_ticks": 40,
"window_active": true,
"framebuffer_width": 1280,
"framebuffer_height": 800,
"sampled_pixels": 4288,
"distinct_sampled_rgb": 1551,
"gpu": "llvmpipe (LLVM 21.1.8, 256 bits)",
"graphics_backend": "OpenGL",
"graphics_driver": "4.5 (Core Profile) Mesa 26.0.8-1ubuntu0.3",
"private_png_sha256": "82ced9bcf7178a35063e6a7fa9049fe7cfcf26dcb92aace59de6bb022609833a",
"profile": "m2-balanced",
"preferred_backend": "opengl",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "OpenGL",
"operation": "load_library",
"result": "success"
},
{
"backend": "OpenGL",
"operation": "create_device",
"result": "success"
}
]
}
},
"limits": [
"macOS OpenGL uses Apple Software Renderer; Vulkan exposes Apple Paravirtual device. No physical M2 GPU performance test.",
"World-mode checks ordinary limited-demo world startup and saved data, not exhaustive gameplay or completed LOD generation.",
"A nonuniform framebuffer does not prove pixel-correct rendering.",
"Three exploratory Vulkan cases fail with VK_ERROR_FEATURE_NOT_PRESENT after successful device creation; later stage remains to be isolated.",
"The probe uses 3 GiB; balanced can warn about low memory. The 16 GB Mac starter suggests 6 GiB.",
"No FPS, CPU/RAM reduction, statistical speedup or universal hardware-compatibility claim.",
"Raw PNGs, assets, world files and full logs remain private. Production JAR matches the published binary and excludes probe classes."
]
}
@@ -1,303 +0,0 @@
{
"schema": 1,
"measurement": "Single fixed-order stationary matched-view Linux software-rendered pair; descriptive observations, not statistical hardware speedup",
"minecraft": "26.3",
"java_vendor": "Ubuntu",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"graphics": "llvmpipe LLVM21.1.8 OpenGL,1280x800",
"captured_settings_match": true,
"settings": {
"full_detail_chunks": 12,
"simulation_chunks": 12,
"distant_terrain": "not installed",
"iris_shaders": "not installed",
"heap_max": "3G",
"collector": "G1",
"compact_headers": true,
"world_difficulty": "PEACEFUL",
"fov": 70,
"graphics_preset": "CUSTOM",
"frame_limit": "uncapped",
"all_original_controllers": false
},
"runs": [
{
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"frame_samples": 651,
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"tick_elapsed_seconds": 120.028670836,
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],
"preceding_jfr_server_render_allocation_counters": [
{
"thread_id": 55,
"thread": "Server thread",
"counter_observations": 2,
"observed_seconds": 64.387372441,
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"observed_bytes_per_second": 10734222.158752
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{
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"counter_observations": 2,
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"preceding_jfr_gc_pause_total_ms": 54.65954,
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}
],
"provenance": {
"production_mod_source_commit": "2a268fefbf0ab3d478ca7755e609f7146d6f5145",
"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37179596850",
"runtime_mod_matches_linux_ci": true,
"original_mod_sha256": "df0bab0a6d87a1c609a051c190939010506f8cdd81897e82aa48caad032ef4e0",
"initial_player_snapshot_sha256": "b4d11dbd6443625415a1e32aa242d0e2d09cd77ddb1becfde5d35cb6ab8d278a",
"saved_first_cameras_match": true,
"saved_camera": {
"position": [
-56.5,
69.0,
55.5
],
"rotation": [
141.5,
16.950002670288086
]
},
"private_world_timing_protocol": {
"world_copy": "private only",
"advance_time": false,
"advance_weather": false,
"overworld_clock_ticks": 6000,
"modified_file_sha256": {
"game_rules": "47abf5e1fe82d54057ad7b095df3b9e29a8e4e9db7484988e09f3caaeedc12eb",
"world_clocks": "575d4a7663b154077a5be4c596790f3af178a00ab5a1e9cd58f37c1afa2c03b5"
},
"level_and_player_files_unchanged": true,
"pack_default_rules_unchanged": true
},
"clock_and_rules_verified_after_both_saves": true,
"candidate_save_reload_second_save_exit_zero": true
},
"notes": [
"Separate private copies, baseline then core. JFR begins about 121 seconds after demo dismissal; a separate 120-second frame capture begins about 307 seconds after dismissal.",
"Both captures have zero menu/pause/focus exclusions and no drops. Actual CSV counts and means match; viewer charts, 390-pixel layout and explicit software-change warnings pass.",
"Core records about 20.7% higher average FPS and 22.2% lower sampled peak RSS in this pair; whole-process CPU is slightly higher while rendering more frames.",
"No mod is isolated by this group comparison. Rendering-work completion, entity activity, cache/JIT and thermal state remain variables. Matching captured configuration is not pixel equivalence or exhaustive vanilla gameplay proof.",
"Tick execution inverse meanRate is capacity, not actual TPS. Record counts/elapsed seconds are exposed separately and include any pauses. Both captures have about 20 tick samples per elapsed second.",
"Preceding JFR server/render allocation counters are lower with core, but total and longest measured GC pauses are higher. Those profiles precede the frame captures and are not simultaneous with them.",
"No hardware GPU or M2/Apple Silicon result; RSS is not complete unified/GPU memory. Repeat alternating trials on real hardware.",
"No private worlds, full game logs, JFR recordings, game binaries or fixture agents are included."
]
}
File diff suppressed because it is too large. Load diff
@@ -1,47 +0,0 @@
{
"schema": 1,
"platform": "Linux-6.17.0-1022-azure-x86_64-with-glibc2.39",
"architecture": "x86_64",
"minecraft": "26.3",
"entity_culling": "1.11.2",
"results": [
{
"enabled": false,
"empty_iterator_calls": 1,
"live_registration_checked": true,
"block_callback_order_checked": true,
"type_guard_checked": true,
"allocated_bytes": 128001272,
"cpu_ns": 29632156,
"wall_ns": 49712014,
"measured_calls": 4000000,
"result": false
},
{
"enabled": true,
"empty_iterator_calls": 0,
"live_registration_checked": true,
"block_callback_order_checked": true,
"type_guard_checked": true,
"allocated_bytes": 208,
"cpu_ns": 809881,
"wall_ns": 801517,
"measured_calls": 4000000,
"result": false
}
],
"notes": [
"Actual publisher whitelist methods inside Fabric; live registration and block-entity callbacks checked.",
"Nonempty iteration, callback order, short circuit, null/wrong-type inputs and clearing retain upstream behavior.",
"Empty-state iterator counts use a private instrumented set; allocation loop uses normal empty HashSets.",
"Entity callbacks with a valid game entity are not exercised by this menu-only fixture.",
"JIT escape analysis can remove allocations in an isolated loop; real culling-thread profiles are needed.",
"Not a game FPS, whole-game RAM, visual equivalence or Mac GPU benchmark.",
"Much of an empty warmed loop may be folded by the JIT; CPU timings are not per-check costs or game speed estimates."
],
"provenance": {
"source_commit": "35dd69e9a6279fa89d762a0d24e49b0dbdb11b51",
"ci_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37164002916",
"artifact": "horizon-ubuntu-latest"
}
}
@@ -1,57 +0,0 @@
{
"schema": 1,
"platform": "Linux-6.17.0-1022-azure-x86_64-with-glibc2.39",
"architecture": "x86_64",
"minecraft": "26.3",
"entity_culling": "1.11.2",
"original_mod_sha256": "7351b417fc83460def5947636444413874ee812e949342f091ef03674e0c0e58",
"results": [
{
"enabled": false,
"public_boxes": 12800,
"provider_reads": 105239,
"edge_rays": 2197,
"visibility_digest": "da7286327283ce854dca2ab798d97c3b1cde55ac67112bd231c48df6d9388e00",
"query_digest": "124074ad764ab680b93896d47fa347a15f0b17ef41d2f8af5bd8e75f75208e12",
"intersection_digest": "f311c0b608b44b9eab2bb1e6347c3e18b003d05c939a8fbea9ba81fb16c8e8ae",
"allocated_bytes": 1040,
"cpu_ns": 101807697,
"wall_ns": 162651689,
"measured_checks": 2000000,
"checksum": 0,
"input_unchanged": true,
"scratch_ownership_checked": true
},
{
"enabled": true,
"public_boxes": 12800,
"provider_reads": 105239,
"edge_rays": 2197,
"visibility_digest": "da7286327283ce854dca2ab798d97c3b1cde55ac67112bd231c48df6d9388e00",
"query_digest": "124074ad764ab680b93896d47fa347a15f0b17ef41d2f8af5bd8e75f75208e12",
"intersection_digest": "f311c0b608b44b9eab2bb1e6347c3e18b003d05c939a8fbea9ba81fb16c8e8ae",
"allocated_bytes": 920,
"cpu_ns": 118540489,
"wall_ns": 235470173,
"measured_checks": 2000000,
"checksum": 0,
"input_unchanged": true,
"scratch_ownership_checked": true
}
],
"notes": [
"Actual upstream culling methods inside Fabric; private fixture invokers do not enter production packs.",
"Two interleaved instances and several occluder patterns; matching boolean and query digests.",
"Signed zero, tiny/large values, infinities and NaN are exercised directly in ray intersection.",
"Unchanged input vectors, independent instance scratch and upstream arithmetic values are checked.",
"Allocation and CPU are single warmed caller-loop observations; JIT folding can vary.",
"Not a game FPS, visual-equivalence proof, whole-game RAM or Mac GPU benchmark."
],
"provenance": {
"source_commit": "7cbe37b60594fb1631bc308f126d7925c4264a18",
"command": "python tools/test_culling_rays.py",
"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37168352974",
"job": "portable-mod (ubuntu-latest)",
"artifact": "horizon-ubuntu-latest"
}
}
@@ -1,71 +0,0 @@
{
"schema": 1,
"minecraft": "26.3",
"entity_culling": "1.11.2",
"original_mod_sha256": "7351b417fc83460def5947636444413874ee812e949342f091ef03674e0c0e58",
"platform": "Linux x86_64",
"graphics": "llvmpipe software OpenGL",
"settings": {
"heap_bytes": 3221225472,
"gc": "G1",
"compact_headers": true,
"render_distance": 12,
"simulation_distance": 12,
"lod_radius_chunks": 128,
"lod_quality": "MEDIUM/MEDIUM/BLOCK",
"terrain_workers": 2,
"runtime_ratio": 0.5,
"world_difficulty": "PEACEFUL",
"empty_culling_whitelist": false
},
"results": [
{
"profile": "m2-balanced",
"ray_enabled": false,
"elapsed_seconds": 120.02619604,
"frame_samples": 599,
"tick_samples": 2400,
"excluded_frames": 0,
"dropped_samples": 0,
"visual_settings_changed": [],
"culling_allocation_counter": {
"thread_id": 49,
"thread": "CullThread",
"counter_observations": 2,
"observed_seconds": 64.509265987,
"observed_allocated_bytes": 1817768,
"observed_bytes_per_second": 28178.40153949851
}
},
{
"profile": "culling-rays",
"ray_enabled": true,
"elapsed_seconds": 120.099980458,
"frame_samples": 584,
"tick_samples": 2401,
"excluded_frames": 0,
"dropped_samples": 0,
"visual_settings_changed": [],
"culling_allocation_counter": {
"thread_id": 49,
"thread": "CullThread",
"counter_observations": 2,
"observed_seconds": 64.321034235,
"observed_allocated_bytes": 1798336,
"observed_bytes_per_second": 27958.754416629756
}
}
],
"notes": [
"Fixed-order single pair using separate copies of the same private saved world and stationary view, with approximately three-minute warm-up before clean frame recordings.",
"One earlier candidate frame capture contained pause exclusions and was discarded; its separate preceding allocation recording had already completed.",
"Allocation counters have their own roughly 64-second observation spans; recordings started approximately 36-42 seconds after joining. Profiling overhead and JIT/cache effects are not eliminated.",
"Both worlds saved and exited with no crash report or remaining game process. The outer foreground control launcher returned 143; it did not expose the game exit status.",
"No useful allocation reduction or whole-game speedup is established. Not a Mac, retained-memory or GPU performance benchmark."
],
"provenance": {
"source_commit": "349724b3b612351daa1616daa79beca8897839ab",
"runtime_mod_matches_linux_ci": true,
"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37168818519"
}
}
@@ -1,54 +0,0 @@
{
"schema": 1,
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"architecture": "x86_64",
"minecraft": "26.3",
"entity_culling": "1.11.2",
"original_mod_sha256": "7351b417fc83460def5947636444413874ee812e949342f091ef03674e0c0e58",
"results": [
{
"enabled": false,
"public_boxes": 12800,
"provider_reads": 105239,
"edge_rays": 2197,
"visibility_digest": "da7286327283ce854dca2ab798d97c3b1cde55ac67112bd231c48df6d9388e00",
"query_digest": "124074ad764ab680b93896d47fa347a15f0b17ef41d2f8af5bd8e75f75208e12",
"intersection_digest": "f311c0b608b44b9eab2bb1e6347c3e18b003d05c939a8fbea9ba81fb16c8e8ae",
"allocated_bytes": 24318096,
"cpu_ns": 166989515,
"wall_ns": 239648128,
"measured_checks": 2000000,
"checksum": 0,
"input_unchanged": true,
"scratch_ownership_checked": true
},
{
"enabled": true,
"public_boxes": 12800,
"provider_reads": 105239,
"edge_rays": 2197,
"visibility_digest": "da7286327283ce854dca2ab798d97c3b1cde55ac67112bd231c48df6d9388e00",
"query_digest": "124074ad764ab680b93896d47fa347a15f0b17ef41d2f8af5bd8e75f75208e12",
"intersection_digest": "f311c0b608b44b9eab2bb1e6347c3e18b003d05c939a8fbea9ba81fb16c8e8ae",
"allocated_bytes": 920,
"cpu_ns": 149367051,
"wall_ns": 165549458,
"measured_checks": 2000000,
"checksum": 0,
"input_unchanged": true,
"scratch_ownership_checked": true
}
],
"notes": [
"Actual upstream culling methods inside Fabric; private fixture invokers do not enter production packs.",
"Two interleaved instances and several occluder patterns; matching boolean and query digests.",
"Signed zero, tiny/large values, infinities and NaN are exercised directly in ray intersection.",
"Unchanged input vectors, independent instance scratch and upstream arithmetic values are checked.",
"Allocation and CPU are single warmed caller-loop observations; JIT folding can vary.",
"Not a game FPS, visual-equivalence proof, whole-game RAM or Mac GPU benchmark."
],
"provenance": {
"source_commit": "7cbe37b60594fb1631bc308f126d7925c4264a18",
"command": "python tools/test_culling_rays.py"
}
}
@@ -1,14 +0,0 @@
Java openjdk 25.0.4.1 2026-08-18 LTS
Platform Darwin 25.6.0 arm64; logical CPUs 3
mode=upstream size=1 polls=2050320 worker_cpu_ms=218.517 wall_ms=250.000 worker_allocated_bytes=65610240
mode=wait size=1 polls=24 worker_cpu_ms=1.116 wall_ms=250.103 worker_allocated_bytes=768
mode=upstream size=1 polls=2641880 worker_cpu_ms=247.157 wall_ms=250.000 worker_allocated_bytes=84540160
mode=wait size=1 polls=26 worker_cpu_ms=0.873 wall_ms=258.012 worker_allocated_bytes=832
mode=upstream size=1 polls=2502067 worker_cpu_ms=248.481 wall_ms=250.000 worker_allocated_bytes=80066144
mode=wait size=1 polls=22 worker_cpu_ms=0.693 wall_ms=252.426 worker_allocated_bytes=704
mode=upstream size=64 polls=1073260 worker_cpu_ms=249.930 wall_ms=250.000 worker_allocated_bytes=34344320
mode=wait size=64 polls=21 worker_cpu_ms=0.624 wall_ms=251.431 worker_allocated_bytes=672
mode=upstream size=64 polls=1117775 worker_cpu_ms=248.519 wall_ms=250.000 worker_allocated_bytes=35768800
mode=wait size=64 polls=66 worker_cpu_ms=1.172 wall_ms=252.401 worker_allocated_bytes=2112
mode=upstream size=64 polls=1017233 worker_cpu_ms=248.550 wall_ms=250.000 worker_allocated_bytes=32551456
mode=wait size=64 polls=74 worker_cpu_ms=1.154 wall_ms=250.207 worker_allocated_bytes=2368
@@ -1,14 +0,0 @@
Java openjdk 25.0.4.1 2026-08-18 LTS
Platform Linux 6.17.0-1022-azure x86_64; logical CPUs 4
mode=upstream size=1 polls=3147912 worker_cpu_ms=248.446 wall_ms=250.000 worker_allocated_bytes=100733184
mode=wait size=1 polls=234 worker_cpu_ms=3.085 wall_ms=250.068 worker_allocated_bytes=7488
mode=upstream size=1 polls=3108002 worker_cpu_ms=249.985 wall_ms=250.000 worker_allocated_bytes=99456064
mode=wait size=1 polls=235 worker_cpu_ms=2.960 wall_ms=250.088 worker_allocated_bytes=7520
mode=upstream size=1 polls=3073051 worker_cpu_ms=248.404 wall_ms=250.000 worker_allocated_bytes=98337632
mode=wait size=1 polls=235 worker_cpu_ms=2.904 wall_ms=250.067 worker_allocated_bytes=7520
mode=upstream size=64 polls=999765 worker_cpu_ms=248.680 wall_ms=250.000 worker_allocated_bytes=31992480
mode=wait size=64 polls=235 worker_cpu_ms=2.887 wall_ms=250.067 worker_allocated_bytes=7520
mode=upstream size=64 polls=999096 worker_cpu_ms=250.000 wall_ms=250.000 worker_allocated_bytes=31971072
mode=wait size=64 polls=234 worker_cpu_ms=2.890 wall_ms=250.068 worker_allocated_bytes=7488
mode=upstream size=64 polls=992373 worker_cpu_ms=249.987 wall_ms=250.000 worker_allocated_bytes=31755936
mode=wait size=64 polls=234 worker_cpu_ms=2.891 wall_ms=250.068 worker_allocated_bytes=7488
@@ -1,14 +0,0 @@
Java openjdk 25.0.4.1 2026-08-18 LTS
Platform Windows 2025Server AMD64; logical CPUs 4
mode=upstream size=1 polls=3016566 worker_cpu_ms=234.375 wall_ms=250.000 worker_allocated_bytes=96530112
mode=wait size=1 polls=173 worker_cpu_ms=0.000 wall_ms=250.006 worker_allocated_bytes=5536
mode=upstream size=1 polls=2991508 worker_cpu_ms=250.000 wall_ms=250.000 worker_allocated_bytes=95728256
mode=wait size=1 polls=175 worker_cpu_ms=0.000 wall_ms=250.856 worker_allocated_bytes=5600
mode=upstream size=1 polls=2979343 worker_cpu_ms=250.000 wall_ms=250.000 worker_allocated_bytes=95338976
mode=wait size=1 polls=171 worker_cpu_ms=0.000 wall_ms=251.306 worker_allocated_bytes=5472
mode=upstream size=64 polls=1001664 worker_cpu_ms=250.000 wall_ms=250.000 worker_allocated_bytes=32053248
mode=wait size=64 polls=168 worker_cpu_ms=0.000 wall_ms=250.695 worker_allocated_bytes=5376
mode=upstream size=64 polls=1001600 worker_cpu_ms=250.000 wall_ms=250.000 worker_allocated_bytes=32051200
mode=wait size=64 polls=166 worker_cpu_ms=0.000 wall_ms=250.593 worker_allocated_bytes=5312
mode=upstream size=64 polls=988856 worker_cpu_ms=234.375 wall_ms=250.000 worker_allocated_bytes=31643392
mode=wait size=64 polls=171 worker_cpu_ms=0.000 wall_ms=250.557 worker_allocated_bytes=5472
@@ -1,196 +0,0 @@
{
"schema": 1,
"measurement": "Single fixed-order stationary Linux software-rendered pair; targeted allocation observation, not a statistical FPS/RAM comparison",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"java_vendor": "Ubuntu",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"graphics": "llvmpipe LLVM21.1.8 OpenGL, 1280x800",
"captured_settings_match": true,
"settings": {
"render_distance": 12,
"simulation_distance": 12,
"lod_radius": 128,
"lod_quality": "MEDIUM/MEDIUM BLOCK",
"terrain_workers": 2,
"runtime_ratio_start_and_end": 0.5,
"world_difficulty": "PEACEFUL",
"fov": 70,
"heap_max": "3G",
"collector": "G1",
"compact_headers": true,
"frame_limit": "uncapped",
"other_original_controllers": false,
"interruptible_terrain_read": true
},
"runs": [
{
"profile": "m2-balanced",
"elapsed_seconds": 120.305371929,
"frame_samples": 230,
"tick_samples": 2401,
"tick_elapsed_seconds": 120.040272048,
"excluded_frames": 0,
"dropped_samples": 0,
"frame_stats": {
"count": 230,
"meanMs": 519.2565329826086,
"p50Ms": 492.583608,
"p95Ms": 700.364095,
"p99Ms": 803.28719,
"maxMs": 955.16614,
"meanRate": 1.9258303679994195,
"lowOnePercentRate": 1.146414365311511,
"over16Ms": 230,
"over33Ms": 230,
"over50Ms": 230,
"over100Ms": 230
},
"tick_execution_stats": {
"count": 2401,
"meanMs": 9.248066071636819,
"p50Ms": 8.529226,
"p95Ms": 16.494711,
"p99Ms": 23.483163,
"maxMs": 65.248147,
"meanRate": 108.13071535755256,
"lowOnePercentRate": 29.893225023275733,
"over16Ms": 113,
"over33Ms": 9,
"over50Ms": 2,
"over100Ms": 0
},
"process_cpu_seconds": 432.81,
"process_rss_peak_sampled_bytes": 2898677760,
"queue_wait": false,
"wakeable_idle": false,
"queue_allocation_counters": [
{
"thread_id": 86,
"thread": "DH-Chunk Update Queue [minecraft:overworld] Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.391610411,
"observed_allocated_bytes": 982644080,
"observed_bytes_per_second": 15260436.471893786
},
{
"thread_id": 93,
"thread": "DH-Chunk Update Queue [minecraft:the_end] Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.391610411,
"observed_allocated_bytes": 66520,
"observed_bytes_per_second": 1033.0538338055978
},
{
"thread_id": 98,
"thread": "DH-Chunk Update Queue [minecraft:the_nether] Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.391610411,
"observed_allocated_bytes": 66408,
"observed_bytes_per_second": 1031.3144767793467
}
],
"preceding_jfr_gc_pause_total_ms": 178.149902,
"preceding_jfr_gc_pause_longest_ms": 34.011115,
"world_save_and_exit_zero": true
},
{
"profile": "queue-wait",
"elapsed_seconds": 120.448597645,
"frame_samples": 225,
"tick_samples": 2401,
"tick_elapsed_seconds": 120.040563501,
"excluded_frames": 0,
"dropped_samples": 0,
"frame_stats": {
"count": 225,
"meanMs": 529.5368389244444,
"p50Ms": 502.825816,
"p95Ms": 717.088739,
"p99Ms": 798.871994,
"maxMs": 843.221511,
"meanRate": 1.8884427418328913,
"lowOnePercentRate": 1.2159699757233216,
"over16Ms": 225,
"over33Ms": 225,
"over50Ms": 225,
"over100Ms": 225
},
"tick_execution_stats": {
"count": 2401,
"meanMs": 9.375896729279466,
"p50Ms": 8.803401,
"p95Ms": 16.938218,
"p99Ms": 22.983944,
"maxMs": 63.421671,
"meanRate": 106.65646485601272,
"lowOnePercentRate": 31.02504677094056,
"over16Ms": 128,
"over33Ms": 7,
"over50Ms": 2,
"over100Ms": 0
},
"process_cpu_seconds": 430.67,
"process_rss_peak_sampled_bytes": 2989219840,
"queue_wait": true,
"wakeable_idle": true,
"queue_allocation_counters": [
{
"thread_id": 88,
"thread": "DH-Chunk Update Queue [minecraft:overworld] Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.387296767,
"observed_allocated_bytes": 739640,
"observed_bytes_per_second": 11487.359108684974
},
{
"thread_id": 93,
"thread": "DH-Chunk Update Queue [minecraft:the_nether] Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.387296767,
"observed_allocated_bytes": 0,
"observed_bytes_per_second": 0.0
},
{
"thread_id": 100,
"thread": "DH-Chunk Update Queue [minecraft:the_end] Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.387296767,
"observed_allocated_bytes": 0,
"observed_bytes_per_second": 0.0
}
],
"preceding_jfr_gc_pause_total_ms": 151.522451,
"preceding_jfr_gc_pause_longest_ms": 47.79999,
"world_save_and_exit_zero": true
}
],
"provenance": {
"production_mod_source_commit": "24c65f512dece83b153b206e33cd4c4294b42de2",
"original_mod_sha256": "2196637c5b2180a33fa5b926ab51069ab480618c1186b8a02872c7e758be0a70",
"initial_player_snapshot_sha256": "b4d11dbd6443625415a1e32aa242d0e2d09cd77ddb1becfde5d35cb6ab8d278a",
"source_level_snapshot_sha256": "86a3c75ea993e50c4428da4dbadc5856688a9367f035c41b8bb49863a9aeb644",
"first_saved_cameras_match": true,
"saved_camera": {
"position": [
-56.5,
69.0,
55.5
],
"rotation": [
141.5,
16.950002670288086
]
}
},
"notes": [
"Separate copies of the same private world; candidate then control. JFR begins about121seconds after demo dismissal; frame capture begins about307seconds after dismissal.",
"JFR allocation counters span about64seconds; pause measurements are from the preceding JFR recordings, not the later frame capture.",
"Recorded overworld queue allocation counter rate is about15.3MB/s upstream versus11.5KB/s with waiting. Task-completion and generated geometry volumes are not controlled quantitatively.",
"Control has230frames versus225candidate; sampled peak RSS is lower in control, and later whole-process CPU differences are small. No game FPS, retained-memory or whole-process CPU improvement is established.",
"Daylight advances normally; lighting, entity activity and cache/JIT differences are not fully controlled. No Apple Silicon or hardware-GPU result.",
"Tick meanRate is inverse execution duration, not observed TPS. Both recordings contain2401tick execution samples over about120seconds.",
"Actual JSON/CSV viewer comparisons and390pxlayout pass. The real discarded capture with zero eligible frames and209exclusions is rejected by the viewer and excluded from performance comparisons.",
"No private worlds, full game logs or JFR recordings are published."
]
}
@@ -1,34 +0,0 @@
{
"schema": 1,
"platform": "Linux-6.17.0-1022-azure-x86_64-with-glibc2.39",
"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"results": [
{
"enabled": false,
"submission_allocated_bytes": 216987192,
"submission_cpu_ns": 372949442,
"submission_wall_ns": 401548875,
"rejections": 63790,
"tasks_completed": 2,
"occupied_slots": 0
},
{
"enabled": true,
"submission_allocated_bytes": 103384,
"submission_cpu_ns": 941367,
"submission_wall_ns": 959453,
"rejections": 6,
"tasks_completed": 2,
"occupied_slots": 0
}
],
"notes": [
"Synthetic full physical worker queue; both modes use the actual publisher dispatcher inside Fabric.",
"Allocation and CPU measure the submission caller only; retry scheduler activity is excluded.",
"Upstream keeps the caller blocked for the requested 200 ms observation window; patched returns earlier.",
"Both modes verify exact task counts, recovered occupied slots and fixture worker shutdown.",
"Not a game FPS, terrain completion, whole-game RAM, or hardware compatibility benchmark."
]
}
@@ -0,0 +1,78 @@
# Entity model document loading
The three startup batches (boats/chest boats, minecarts, armor stands/player armor)
now share one parsed document. For this fixture, that replaces 43 full document
reads/parses (boat discovery plus 42 selected layers) with one. Selected models
still produce independent `Part` trees; the document is dropped after the batches
are built. Other entity loaders retain their existing behavior.
## Reproduce
From the repository root:
```sh
python3 benchmarks/entity-model-document-2026-10-14/generate_fixture.py /tmp/horizon-entity-model-document-fixture.json
ENTITY_MODEL_BENCH_DOCUMENT=/tmp/horizon-entity-model-document-fixture.json \
CARGO_TARGET_DIR=/home/bob/Documents/horizon/target \
cargo test -p horizon-client --profile fast --bin horizon-client \
entity_model_document_benchmark -- --ignored --nocapture
```
`CARGO_TARGET_DIR` is optional and can be changed for another machine. Supply a
prepared `entity-models.json` through `ENTITY_MODEL_BENCH_DOCUMENT` to benchmark
that document instead; the harness copies only that file to a temporary root.
`ENTITY_MODEL_BENCH_REPETITIONS` controls repetitions (default 15).
The opt-in Rust test calls the actual three optimized production loaders and
compares every selected part name, pose, polygon normal/vertex and child against
the previous algorithm using the compatible per-model `load_model` API. Timings
include reading, parsing, constructing, normalizing into a common result map, and
dropping the result. Each variant gets three warmups and 15 measured calls, with
order alternating. `black_box` consumes inputs/results. No other builds or
optimization benchmarks ran during the measured calls.
## Input and limitations
Prepared resources were unavailable in the repository and local Horizon asset
directories. This is a **synthetic** 2,473,695-byte document with 458 model layers,
each containing 12 posed parts with six exported quads and normals. It selects 22
boat/chest-boat layers, six minecart layers and 14 armor/player layers (42 total).
One wood name is synthetic (`test_wood`); boat discovery accepts arbitrary wood
names. The extra layers model the cost of parsing a full production-size document
for each selected model.
File data is warm in the OS page cache. Equipment files are absent, so equipment
texture loading is excluded. This measures the entity-model batch only and does
not establish overall startup, frame time or FPS improvement. Shapes/layer counts
in real prepared documents can produce different absolute timings.
Machine: AMD Ryzen 5 5600X (6 cores / 12 threads), Linux x86_64,
Rust 1.99.0 (b940084d7, LLVM 23.1.1), Cargo `fast` profile (opt-level 3,
16 codegen units, no LTO). Baseline algorithm corresponds to main
`73a019967e9665c6b96332988c13cb66679d8477`.
## Results
| Variant | Median batch time | Full document reads/parses |
| --- | ---: | ---: |
| Previous per-model algorithm | 1,434.974 ms | 43 |
| Shared document | 33.420 ms | 1 |
The measured batch is **42.94× faster** on this synthetic input. All 15 samples
for both variants, warmup count, document size and selected model count are in
[`results.json`](results.json).
## Validation
```sh
cargo fmt --all -- --check
CARGO_TARGET_DIR=/home/bob/Documents/horizon/target \
cargo test -p horizon-client --profile fast --bin horizon-client \
entity_model_loading_tests -- --nocapture
CARGO_TARGET_DIR=/home/bob/Documents/horizon/target \
cargo clippy -p horizon-client --profile fast --lib --bin horizon-client --tests -- -D warnings
```
The regular tests cover full/sparse documents, unrelated layers, a missing file,
invalid JSON, non-object JSON, missing model keys, independent model trees, and
equipment loading when the document is unavailable.
@@ -0,0 +1,31 @@
"""Generate a production-size synthetic document; no prepared assets required."""
import json
import pathlib
import sys
woods = "oak spruce birch jungle acacia dark_oak mangrove cherry bamboo pale_oak test_wood".split()
carts = "minecart chest_minecart hopper_minecart furnace_minecart tnt_minecart command_block_minecart".split()
keys = [f"minecraft:{prefix}/{wood}#main" for prefix in ("boat", "chest_boat") for wood in woods]
keys += [f"minecraft:{cart}#main" for cart in carts]
keys += [f"minecraft:{model}#{slot}" for model in ("player", "armor_stand", "armor_stand_small")
for slot in ("helmet", "chestplate", "leggings", "boots")]
keys += [f"minecraft:{model}#main" for model in ("armor_stand", "armor_stand_small")]
face = [[0, 0, 0, 0, 0], [16, 0, 0, 1, 0], [16, 16, 0, 1, 1], [0, 16, 0, 0, 1]]
part = {"pose": [1, 2, 3, 0.25, -0.5, 0.75, 1, 1, 1], "polygons": [face] * 6,
"normals": [[0, 0, 1]] * 6}
model = {"pose": [0, 0, 0, 0, 0, 0, 1, 1, 1],
"children": {f"part_{i}": part for i in range(12)}}
encoded = json.dumps(model, separators=(",", ":"))
entries = [json.dumps(key) + ":" + encoded for key in keys]
size = 2 + sum(map(len, entries)) + len(entries) - 1
index = 0
while size < 2_470_000:
entry = json.dumps(f"minecraft:fixture_{index}#main") + ":" + encoded
entries.append(entry)
size += 1 + len(entry)
index += 1
output = pathlib.Path(sys.argv[1])
output.write_text("{" + ",".join(entries) + "}")
print(json.dumps({"path": str(output), "bytes": output.stat().st_size,
"layers": len(entries), "selected_layers": len(keys)}))
@@ -0,0 +1,43 @@
{
"baseline_median_ms": 1434.973835,
"baseline_ms": [
1400.008286,
1406.761694,
1408.9131360000001,
1418.6680549999999,
1419.149658,
1427.082872,
1433.088092,
1434.973835,
1449.7688150000001,
1452.143883,
1453.987998,
1455.518231,
1457.0334540000001,
1458.588552,
1485.34133
],
"document_bytes": 2473695,
"optimized_median_ms": 33.419768000000005,
"optimized_ms": [
32.64795,
32.812732,
33.054488,
33.056914,
33.102999000000004,
33.23532,
33.28287,
33.419768000000005,
33.610569,
33.874749,
33.915657,
33.93877,
34.009893999999996,
34.550526,
36.096408000000004
],
"repetitions": 15,
"selected_models": 42,
"speedup": 42.937875421516985,
"warmup_pairs": 3
}
File diff suppressed because it is too large. Load diff
+546
View File
@@ -0,0 +1,546 @@
{
"label": "after-4080",
"date": "2026-10-13",
"commit": "9006566b",
"host": "ludodesktop",
"offscreen": true,
"seed": "1234",
"flight_seconds": 12.0,
"scenes": {
"village": {
"from": [
-960.0,
125.0,
80.0
],
"to": [
-960.0,
125.0,
272.0
],
"pitch": 35.0
},
"forest": {
"from": [
-1100.0,
120.0,
-560.0
],
"to": [
-1100.0,
120.0,
-368.0
],
"pitch": 25.0
},
"ocean": {
"from": [
-300.0,
85.0,
-420.0
],
"to": [
-300.0,
85.0,
-228.0
],
"pitch": 10.0
},
"mountain": {
"from": [
560.0,
260.0,
860.0
],
"to": [
752.0,
260.0,
860.0
],
"pitch": 30.0
}
},
"distances": {
"8": {
"renderer": {
"backend": "Vulkan",
"drawn_sections": 133,
"gpu": "NVIDIA GeForce RTX 4080",
"present_mode": "Immediate",
"size": [
1280,
720
],
"uploaded_bytes": 941908352
},
"village": {
"avg_fps": 2409.179688612205,
"cpu": {
"avg_ms": 0.41004928978864236,
"max_ms": 18.15971565246582,
"p50_ms": 0.2718150019645691,
"p95_ms": 0.7112299799919128,
"p99_ms": 1.316559076309204
},
"frames": 28910,
"gpu": {
"avg_ms": 0.09866036293994015,
"max_ms": 0.25088000297546387,
"p50_ms": 0.08806400001049042,
"p95_ms": 0.1740799993276596,
"p99_ms": 0.19968000054359436
},
"low_1pct_fps": 160.80638022914025,
"max_ms": 18.175312042236328,
"p50_ms": 0.2760099768638611,
"p95_ms": 0.7161250114440918,
"p99_ms": 1.4078609943389893,
"phases_avg_ms": {
"prepare": 0.20953580908804606,
"render": 0.12439006986512069,
"tick": 0.05299293669455945,
"update": 0.023244019639293335
},
"seconds": 11.999935138359666,
"slow_phases_avg_ms": {
"prepare": 0.4052206484151298,
"render": 0.41893499056840766,
"tick": 5.252727109792939,
"update": 0.0936474929949076
}
},
"forest": {
"avg_fps": 1099.4635681039538,
"cpu": {
"avg_ms": 0.9003613499442573,
"max_ms": 23.31729507446289,
"p50_ms": 0.6657320261001587,
"p95_ms": 0.9898859858512878,
"p99_ms": 9.592857360839844
},
"frames": 13194,
"gpu": {
"avg_ms": 0.2639814413552015,
"max_ms": 3.0013439655303955,
"p50_ms": 0.2549760043621063,
"p95_ms": 0.3553279936313629,
"p99_ms": 0.37171199917793274
},
"low_1pct_fps": 82.87026130908886,
"max_ms": 27.990703582763672,
"p50_ms": 0.6705269813537598,
"p95_ms": 1.0082690715789795,
"p99_ms": 9.64776611328125,
"phases_avg_ms": {
"prepare": 0.571024256178027,
"render": 0.12442494783992657,
"tick": 0.1706307831885292,
"update": 0.03442592136820218
},
"seconds": 12.000397632777691,
"slow_phases_avg_ms": {
"prepare": 0.7136096191225629,
"render": 0.43175565880356415,
"tick": 10.713303016893791,
"update": 0.05390534066651581
}
},
"ocean": {
"avg_fps": 687.0806476294383,
"cpu": {
"avg_ms": 1.4490217101725757,
"max_ms": 29.75178337097168,
"p50_ms": 0.9425880312919617,
"p95_ms": 1.6511069536209106,
"p99_ms": 15.603099822998047
},
"frames": 8245,
"gpu": {
"avg_ms": 0.3711021953564546,
"max_ms": 1.5022079944610596,
"p50_ms": 0.3665919899940491,
"p95_ms": 0.43827199935913086,
"p99_ms": 0.4679679870605469
},
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+546
View File
@@ -0,0 +1,546 @@
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+392
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@@ -0,0 +1,392 @@
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"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"profile": "baseline",
"preferred_backend": "vulkan"
}
]
},
{
"case": [
"--profile",
"core-performance",
"--backend",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"profile": "core-performance",
"preferred_backend": "vulkan"
}
]
},
{
"case": [
"--profile",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"profile": "vulkan",
"preferred_backend": "vulkan"
}
]
}
],
"limits": [
"Apple Paravirtual device and MoltenVK on a hosted ARM Mac; not physical M2 Pro GPU testing.",
"Library/device creation and readback request were observed, but no completed nonuniform readback report was produced.",
"All failures retained; neither successful rendering nor a screenshot-specific root cause is established.",
"Baseline includes the same original measurement mod and private test fixture; no core optimization mods or distant terrain.",
"Full logs, screenshots, game binaries and assets remain private.",
"Later selected stack locations place the observed failures in the screenshot callback; the independently logged Vulkan identifier is not established as their cause.",
"Actual assertions rejected uniform callback images in all three cases. Overlay state was not recorded, and displayed-window correctness is not established.",
"After guarding overlays, core/distant-terrain title readbacks pass but vanilla remains uniform; the aggregate research run fails. No world-rendering or physical-M2 claim.",
"Later world probes pass all three Vulkan cases on the hosted Mac; failed title cases remain retained. These are short startup/readback/save probes, not physical-GPU performance tests."
],
"later_stack_run": {
"source_commit": "a77476b54e7bf4a1b3a96cb9d8108ed7c1c7b2b0",
"run_url": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37193954843",
"cases": [
{
"case": [
"--profile",
"baseline",
"--backend",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
"net.minecraft.client.Screenshot.lambda$takeScreenshot$1",
"com.mojang.renderpearl.backend.vulkan.DestructionQueue.rotate",
"com.mojang.renderpearl.backend.vulkan.VulkanCommandEncoder.submit",
"com.mojang.renderpearl.frontend.FrontendCommandEncoder.submit"
],
"profile": "baseline",
"preferred_backend": "vulkan"
}
]
},
{
"case": [
"--profile",
"core-performance",
"--backend",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
"net.minecraft.client.Screenshot.lambda$takeScreenshot$1",
"com.mojang.renderpearl.backend.vulkan.DestructionQueue.rotate",
"com.mojang.renderpearl.backend.vulkan.VulkanCommandEncoder.submit",
"com.mojang.renderpearl.frontend.FrontendCommandEncoder.submit"
],
"profile": "core-performance",
"preferred_backend": "vulkan"
}
]
},
{
"case": [
"--profile",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
"net.minecraft.client.Screenshot.lambda$takeScreenshot$1",
"com.mojang.renderpearl.backend.vulkan.DestructionQueue.rotate",
"com.mojang.renderpearl.backend.vulkan.VulkanCommandEncoder.submit",
"com.mojang.renderpearl.frontend.FrontendCommandEncoder.submit"
],
"profile": "vulkan",
"preferred_backend": "vulkan"
}
]
}
]
},
"later_pixel_run": {
"source_commit": "213498c77ed643617083dacf4aaa283a1cb4815a",
"run_url": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37194354615",
"cases": [
{
"case": [
"--profile",
"baseline",
"--backend",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"readback_callback_received": true,
"readback_inspections": [
{
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 1
}
],
"probe_failure_categories": [
"uniform_readback"
],
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
"net.minecraft.client.Screenshot.lambda$takeScreenshot$1",
"com.mojang.renderpearl.backend.vulkan.DestructionQueue.rotate",
"com.mojang.renderpearl.backend.vulkan.VulkanCommandEncoder.submit",
"com.mojang.renderpearl.frontend.FrontendCommandEncoder.submit"
],
"profile": "baseline",
"preferred_backend": "vulkan"
}
]
},
{
"case": [
"--profile",
"core-performance",
"--backend",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"readback_callback_received": true,
"readback_inspections": [
{
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 1
}
],
"probe_failure_categories": [
"uniform_readback"
],
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
"net.minecraft.client.Screenshot.lambda$takeScreenshot$1",
"com.mojang.renderpearl.backend.vulkan.DestructionQueue.rotate",
"com.mojang.renderpearl.backend.vulkan.VulkanCommandEncoder.submit",
"com.mojang.renderpearl.frontend.FrontendCommandEncoder.submit"
],
"profile": "core-performance",
"preferred_backend": "vulkan"
}
]
},
{
"case": [
"--profile",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"readback_callback_received": true,
"readback_inspections": [
{
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 1
}
],
"probe_failure_categories": [
"uniform_readback"
],
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
"net.minecraft.client.Screenshot.lambda$takeScreenshot$1",
"com.mojang.renderpearl.backend.vulkan.DestructionQueue.rotate",
"com.mojang.renderpearl.backend.vulkan.VulkanCommandEncoder.submit",
"com.mojang.renderpearl.frontend.FrontendCommandEncoder.submit"
],
"profile": "vulkan",
"preferred_backend": "vulkan"
}
]
}
]
},
"later_overlay_run": {
"source_commit": "a1d8c1b8246008ac4076cdcaf0f64c71eaf4c767",
"run_url": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37194690645",
"cases": [
{
"case": [
"--profile",
"baseline",
"--backend",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"readback_callback_received": true,
"readback_inspections": [
{
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 1
}
],
"probe_failure_categories": [
"uniform_readback"
],
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
"net.minecraft.client.Screenshot.lambda$takeScreenshot$1",
"com.mojang.renderpearl.backend.vulkan.DestructionQueue.rotate",
"com.mojang.renderpearl.backend.vulkan.VulkanCommandEncoder.submit",
"com.mojang.renderpearl.frontend.FrontendCommandEncoder.submit"
],
"profile": "baseline",
"preferred_backend": "vulkan"
}
]
},
{
"case": [
"--profile",
"core-performance",
"--backend",
"vulkan"
],
"exit_code": 0,
"report": {
"schema": 1,
"platform": "macOS-26.6.2-arm64-arm-64bit",
"architecture": "arm64",
"minecraft": "26.3",
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"results": [
{
"observed_mode": "title",
"title_screen_observed": true,
"world_loaded": false,
"ready_client_ticks": 42,
"window_active": true,
"overlay_present": false,
"overlay_wait_ticks": 105,
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 163,
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2",
"private_png_sha256": "3c802923766cf9e7f45020bc2d858c23de655cb8e35fa058a050e7b09a1d3708",
"profile": "core-performance",
"preferred_backend": "vulkan",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
]
}
],
"limits": [
"Short scene startup and nonuniform framebuffer readback only.",
"World mode uses the ordinary limited demo; world files remain private.",
"No exhaustive gameplay, visual-correctness, FPS or M2 Pro performance claim.",
"Vulkan preference can fall back; inspect the observed backend.",
"PNG images, assets and full logs remain in the private runtime directory."
]
}
},
{
"case": [
"--profile",
"vulkan"
],
"exit_code": 0,
"report": {
"schema": 1,
"platform": "macOS-26.6.2-arm64-arm-64bit",
"architecture": "arm64",
"minecraft": "26.3",
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"results": [
{
"observed_mode": "title",
"title_screen_observed": true,
"world_loaded": false,
"ready_client_ticks": 42,
"window_active": true,
"overlay_present": false,
"overlay_wait_ticks": 122,
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 163,
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2",
"private_png_sha256": "3c802923766cf9e7f45020bc2d858c23de655cb8e35fa058a050e7b09a1d3708",
"profile": "vulkan",
"preferred_backend": "vulkan",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
]
}
],
"limits": [
"Short scene startup and nonuniform framebuffer readback only.",
"World mode uses the ordinary limited demo; world files remain private.",
"No exhaustive gameplay, visual-correctness, FPS or M2 Pro performance claim.",
"Vulkan preference can fall back; inspect the observed backend.",
"PNG images, assets and full logs remain in the private runtime directory."
]
}
}
]
},
"later_world_run": {
"source_commit": "5f9f973295c5cc948a6999a849c2c843f5e831f6",
"run_url": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37195149166",
"cases": [
{
"case": [
"--profile",
"baseline",
"--backend",
"vulkan",
"--world"
],
"exit_code": 0,
"report": {
"schema": 1,
"platform": "macOS-26.6.2-arm64-arm-64bit",
"architecture": "arm64",
"minecraft": "26.3",
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"results": [
{
"observed_mode": "world",
"title_screen_observed": false,
"world_loaded": true,
"ready_client_ticks": 42,
"window_active": true,
"overlay_present": false,
"overlay_wait_ticks": 323,
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 1278,
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2",
"private_png_sha256": "9e9be2562390f24fe8c8e0442ef9cdfd47910febd95d8f0c0f5706191a53f1f6",
"profile": "baseline",
"preferred_backend": "vulkan",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
]
}
],
"limits": [
"Short scene startup and nonuniform framebuffer readback only.",
"World mode uses the ordinary limited demo; world files remain private.",
"No exhaustive gameplay, visual-correctness, FPS or M2 Pro performance claim.",
"Vulkan preference can fall back; inspect the observed backend.",
"PNG images, assets and full logs remain in the private runtime directory."
]
}
},
{
"case": [
"--profile",
"core-performance",
"--backend",
"vulkan",
"--world"
],
"exit_code": 0,
"report": {
"schema": 1,
"platform": "macOS-26.6.2-arm64-arm-64bit",
"architecture": "arm64",
"minecraft": "26.3",
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"results": [
{
"observed_mode": "world",
"title_screen_observed": false,
"world_loaded": true,
"ready_client_ticks": 51,
"window_active": true,
"overlay_present": false,
"overlay_wait_ticks": 90,
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 1024,
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2",
"private_png_sha256": "e0a6ad253ca0490b35217ce9ad799dc7d4c04e4ecf446eeacd1aa5196db317bb",
"profile": "core-performance",
"preferred_backend": "vulkan",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
]
}
],
"limits": [
"Short scene startup and nonuniform framebuffer readback only.",
"World mode uses the ordinary limited demo; world files remain private.",
"No exhaustive gameplay, visual-correctness, FPS or M2 Pro performance claim.",
"Vulkan preference can fall back; inspect the observed backend.",
"PNG images, assets and full logs remain in the private runtime directory."
]
}
},
{
"case": [
"--profile",
"vulkan",
"--world"
],
"exit_code": 0,
"report": {
"schema": 1,
"platform": "macOS-26.6.2-arm64-arm-64bit",
"architecture": "arm64",
"minecraft": "26.3",
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"results": [
{
"observed_mode": "world",
"title_screen_observed": false,
"world_loaded": true,
"ready_client_ticks": 53,
"window_active": true,
"overlay_present": false,
"overlay_wait_ticks": 88,
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 1287,
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2",
"private_png_sha256": "a17d1740e34cc9f49b67a4c56f51d0843f756e9d2eb3d19d6a926ad5f8f0ed36",
"profile": "vulkan",
"preferred_backend": "vulkan",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
]
}
],
"limits": [
"Short scene startup and nonuniform framebuffer readback only.",
"World mode uses the ordinary limited demo; world files remain private.",
"No exhaustive gameplay, visual-correctness, FPS or M2 Pro performance claim.",
"Vulkan preference can fall back; inspect the observed backend.",
"PNG images, assets and full logs remain in the private runtime directory."
]
}
}
]
},
"local_linux_core_vulkan_world": {
"schema": 1,
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"architecture": "x86_64",
"minecraft": "26.3",
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"results": [
{
"observed_mode": "world",
"title_screen_observed": false,
"world_loaded": true,
"ready_client_ticks": 47,
"window_active": true,
"overlay_present": false,
"overlay_wait_ticks": 111,
"framebuffer_width": 1280,
"framebuffer_height": 800,
"sampled_pixels": 4288,
"distinct_sampled_rgb": 1895,
"gpu": "llvmpipe (LLVM 21.1.8, 256 bits)",
"graphics_backend": "Vulkan",
"graphics_driver": "1.4.335 llvmpipe Mesa 26.0.8-1ubuntu0.3 (LLVM 21.1.8)",
"private_png_sha256": "52b26102b3037cab4ab6b7011a6c1255eebaa808d1d3dd5e77ff23fcde092acb",
"profile": "core-performance",
"preferred_backend": "vulkan",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
]
}
],
"limits": [
"Short scene startup and nonuniform framebuffer readback only.",
"World mode uses the ordinary limited demo; world files remain private.",
"No exhaustive gameplay, visual-correctness, FPS or M2 Pro performance claim.",
"Vulkan preference can fall back; inspect the observed backend.",
"PNG images, assets and full logs remain in the private runtime directory."
]
}
}
@@ -0,0 +1,69 @@
# Reuse parsed model states
`models::prepare` parsed `model-states.json` to select blocks, then
`StateModels::load` reopened and parsed the same document for binding and baking.
`StateModels::from_facts` now borrows the first parsed map. The public `load`
entry point still reads, parses and validates its own document. Both paths retain
the `fs::read` + `serde_json::from_slice` strategy merged in PR #205.
The shared map uses `BTreeMap`, preserving the original catalog loader's JSON
validation, including rejection of top-level `null`. The old selection map was
`serde_json::Map`, also backed by a BTreeMap with the project's current features.
Catalog binding, model selection and baking are unchanged. Preparation no longer
holds a second complete JSON tree while constructing the catalog; no persistent
cache or extra clones were added.
## Measurement
The committed `model_states_bench` example runs main's two-parse sequence after PR #205
(first a serde JSON map, then `StateModels::load`) and the new one-parse sequence
(first a BTreeMap, then `StateModels::from_facts`). Both select blocks from the
same generated document with slice parsing and call the actual catalog binding/baking code. Timing
includes file reads, parsing, filtering, binding, baking and result destruction.
Fixture generation and equality checks run outside the timed region.
Prepared Minecraft resources were unavailable locally, so this is a synthetic
2,836,696-byte document containing 843 block schemas and 53,952 states. Schemas
combine integer and named properties. Blockstate resources use weighted and
conditional multipart choices with rotations and UV locking, sharing one model
with a baked face. Its absent texture uses the normal missing-sprite fallback.
Both paths read identical files with a warm OS cache. The workload does not
represent the full diversity of production model and texture assets.
On AMD Ryzen 5 5600X, Linux 7.2.8-zen1-2-zen x86_64, rustc 1.99.0
(b940084d7 2026-09-28), Cargo `fast` profile, serial execution:
| Path | Median (15 samples) |
| --- | ---: |
| Before: parse twice, with #205 slice readers | 96.080 ms |
| After: reuse first parse, with #205 slice readers | 73.585 ms |
**1.306x speedup; 23.41% less elapsed time** for this loading segment after PR #205. Each path
has two warmups, sample order alternates, and inputs/results use `black_box`.
This excludes gallery placements, GPU work and overall application startup.
These measurements supersede the original unbuffered-reader timings
(2732.004 ms → 1386.060 ms, 1.971x) after rebasing onto main at
`e96e1571`. The reviewer measured approximately 1.05x with real prepared resources;
the generated fixture's balance of parsing and binding differs from production.
The change still removes one complete document read, parse and JSON tree.
Equality validation compares every state's selected variants and baked geometry
at three positions, plus sprite layers and opacity/translucency flags. The
focused test also checks matching schema/registry errors, malformed/missing
source files, rejection of `null`, and successful shared-facts loading after the
source file has been deleted.
## Reproduce
```sh
export CARGO_TARGET_DIR=/home/bob/Documents/horizon/target
export CARGO_INCREMENTAL=0
cargo run -p horizon-client --profile fast --example model_states_bench -- 15
cargo test -p horizon-client --profile fast --example model_states_bench
cargo clippy -p horizon-client --all-targets --profile fast -- -D warnings
cargo fmt --all -- --check
```
The target directory can be changed for another machine. The example creates and
removes its fixtures in the system temporary directory.
@@ -1,104 +0,0 @@
Java openjdk 25.0.4.1 2026-08-18 LTS
Platform Darwin 25.6.0 arm64; logical CPUs 3
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@@ -1,104 +0,0 @@
Java openjdk 25.0.4.1 2026-08-18 LTS
Platform Linux 6.17.0-1022-azure x86_64; logical CPUs 4
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{
"date": "2026-10-15",
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@@ -1,67 +0,0 @@
{
"schema": 1,
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"geometry_quads": 108358,
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{
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]
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]
},
{
"private_probe": "first-discarded-object",
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}
]
}
@@ -1,75 +0,0 @@
{
"schema": 1,
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"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "2196637c5b2180a33fa5b926ab51069ab480618c1186b8a02872c7e758be0a70",
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{
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{
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},
{
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{
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"thread_geometry_digest": "096a85be06031d248f12e536e19e5c0496bb00c80f3387f670a0fae29438a732",
"thread_workers": 4,
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"measured_faces": 3072000,
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{
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{
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},
{
"cpu_ns": 14022214,
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}
]
}
],
"notes": [
"Actual publisher quad builder inside Fabric with generated faces and lighting/material values.",
"Opaque/translucent geometry, pooled error flags and every retained quad field match before and after upstream merging.",
"Fresh allocations reuse at most one discarded successful-premerge quad; existing pool selection stays upstream.",
"Three sequential warmed caller-loop observations are not independent forks; compilation can vary.",
"Allocation reduction is not retained RAM, game FPS or a Mac GPU benchmark."
],
"provenance": {
"source_commit": "0a0cd667d5cfdee7c59f5fe2c7a2eb15bd19e66e",
"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37175709062"
}
}
@@ -1,166 +0,0 @@
{
"schema": 1,
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "2196637c5b2180a33fa5b926ab51069ab480618c1186b8a02872c7e758be0a70",
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"graphics": "llvmpipe software OpenGL",
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"gc": "G1",
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"simulation_distance": 12,
"lod_radius_chunks": 128,
"lod_quality": "MEDIUM/MEDIUM/BLOCK",
"terrain_workers": 2,
"runtime_ratio": 0.5,
"world_difficulty": "PEACEFUL"
},
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{
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"frame_samples": 220,
"tick_samples": 2400,
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"over16Ms": 220,
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},
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"over100Ms": 0
},
"process_rss_peak_sampled_bytes": 3129790464,
"render_loader_allocation_counters": [
{
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"thread": "DH-Render Loader Thread[1]",
"counter_observations": 2,
"observed_seconds": 64.375191422,
"observed_allocated_bytes": 97869576,
"observed_bytes_per_second": 1520299.5725237317
},
{
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"thread": "DH-Render Loader Thread[0]",
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}
],
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},
{
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"lowOnePercentRate": 1.208934822852848,
"over16Ms": 224,
"over33Ms": 224,
"over50Ms": 224,
"over100Ms": 224
},
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"meanMs": 9.308558193669304,
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},
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{
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"thread": "DH-Render Loader Thread[1]",
"counter_observations": 2,
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{
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"thread": "DH-Render Loader Thread[0]",
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],
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}
],
"provenance": {
"source_commit": "0a0cd667d5cfdee7c59f5fe2c7a2eb15bd19e66e",
"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37175709062",
"runtime_mod_matches_linux_ci": true,
"initial_player_snapshot_sha256": "b4d11dbd6443625415a1e32aa242d0e2d09cd77ddb1becfde5d35cb6ab8d278a",
"source_level_snapshot_sha256": "86a3c75ea993e50c4428da4dbadc5856688a9367f035c41b8bb49863a9aeb644",
"first_saved_player_position": [
-56.5,
69.0,
55.5
],
"first_saved_player_rotation": [
141.5,
16.950002670288086
],
"first_saved_cameras_matched": true
},
"notes": [
"Fixed-order candidate then control single pair from separate copies of the same private world. Both stationary captures start approximately 307 seconds after the demo popup is dismissed; first saved cameras match.",
"Both reports have zero menu/pause/focus exclusions, no dropped samples and matching captured settings apart from the isolated quad hook. CSV counts and actual offline viewer timelines pass.",
"The preceding 60-second JFR recordings begin approximately 121 seconds after dismissal. Allocation counters have their own approximately 64-second spans; GC pause data is from those recordings, not from the later frame captures.",
"Render-loader allocation counter rates are higher in this candidate observation. Task-completion/geometry volumes and cache/JIT effects are not controlled quantitatively. No useful live allocation improvement is established.",
"Frame count and sampled peak RSS differences in this single software-rendered pair do not establish a meaningful game speed or retained-memory gain. RSS is not complete GPU/unified RAM. Not an Apple Silicon benchmark.",
"Candidate saved, reloaded, saved again and exited with launcher code zero. Control saved, closed all terrain databases and exited with launcher code zero.",
"No private worlds, full game logs or JFR recordings are included in these selected observations."
]
}
@@ -1,75 +0,0 @@
{
"schema": 1,
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "2196637c5b2180a33fa5b926ab51069ab480618c1186b8a02872c7e758be0a70",
"results": [
{
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"geometry_digest": "8251175aa3e3cac30bb1366f8b40d0576c17978076ea7d244ff4d7cc361da7ee",
"thread_geometry_digest": "096a85be06031d248f12e536e19e5c0496bb00c80f3387f670a0fae29438a732",
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{
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{
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]
},
{
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"thread_geometry_digest": "096a85be06031d248f12e536e19e5c0496bb00c80f3387f670a0fae29438a732",
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{
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{
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},
{
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}
]
}
],
"notes": [
"Actual publisher quad builder inside Fabric with generated faces and lighting/material values.",
"Opaque/translucent geometry, pooled error flags and every retained quad field match before and after upstream merging.",
"Fresh allocations reuse at most one discarded successful-premerge quad; existing pool selection stays upstream.",
"Three sequential warmed caller-loop observations are not independent forks; compilation can vary.",
"Allocation reduction is not retained RAM, game FPS or a Mac GPU benchmark."
],
"provenance": {
"source_commit": "0a0cd667d5cfdee7c59f5fe2c7a2eb15bd19e66e",
"fixture_protocol": "55,296 generated faces plus four concurrent builders, geometry/list boundaries checked before and after upstream merge; warm 2,000 batches, then 500 warm batches and 2,000 measured batches per sequential observation, 512 faces/batch"
}
}
@@ -1,87 +0,0 @@
{
"schema": 1,
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "2196637c5b2180a33fa5b926ab51069ab480618c1186b8a02872c7e758be0a70",
"results": [
{
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"builder_shallow_bytes": 48,
"quad_shallow_bytes": 56,
"pending_scratch_shallow_bytes": 0,
"geometry_quads": 1,
"java_vendor": "Ubuntu",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"object_alignment_bytes": 8,
"compressed_oops": true,
"compressed_class_pointers": true
},
{
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"builder_shallow_bytes": 48,
"quad_shallow_bytes": 56,
"pending_scratch_shallow_bytes": 56,
"geometry_quads": 1,
"java_vendor": "Ubuntu",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"object_alignment_bytes": 8,
"compressed_oops": true,
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},
{
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"builder_shallow_bytes": 40,
"quad_shallow_bytes": 48,
"pending_scratch_shallow_bytes": 0,
"geometry_quads": 1,
"java_vendor": "Ubuntu",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"object_alignment_bytes": 8,
"compressed_oops": true,
"compressed_class_pointers": true
},
{
"enabled": true,
"compact_headers": true,
"builder_shallow_bytes": 48,
"quad_shallow_bytes": 48,
"pending_scratch_shallow_bytes": 48,
"geometry_quads": 1,
"java_vendor": "Ubuntu",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"object_alignment_bytes": 8,
"compressed_oops": true,
"compressed_class_pointers": true
}
],
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{
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"additional_builder_and_scratch_bytes": 56
},
{
"compact_headers": true,
"additional_builder_shallow_bytes": 8,
"additional_builder_and_scratch_bytes": 56
}
],
"notes": [
"Instrumentation.getObjectSize measures shallow object sizes inside real applied Fabric clients.",
"Four adjacent north-facing quads premerge to one retained geometry quad in each combination.",
"Builder plus pending scratch difference excludes referenced lists, existing pools and every other game object.",
"Object alignment/header/compressed-reference settings can differ on other JVMs or architectures.",
"Not deep heap, GC residency, whole-game RSS/unified RAM, FPS or Apple Silicon performance.",
"The agent and fixture are private test binaries excluded from playable packs."
],
"provenance": {
"source_commit": "1243e148d455cd83f18b66f70bcfe2b8a4b746c9",
"four_processes_exited_successfully": true,
"agent_path_with_spaces_verified_separately": true
}
}
@@ -1,69 +0,0 @@
{
"schema": 1,
"measurement": "Instrumentation.getObjectSize inside four private applied Fabric clients",
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"architecture": "x86_64",
"java_vendor": "Ubuntu",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"original_mod_sha256": "2196637c5b2180a33fa5b926ab51069ab480618c1186b8a02872c7e758be0a70",
"production_source_commit": "24c65f512dece83b153b206e33cd4c4294b42de2",
"results": [
{
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"pending_scratch_shallow_bytes": 0,
"geometry_quads": 1
},
{
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"builder_shallow_bytes": 48,
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},
{
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"builder_shallow_bytes": 40,
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},
{
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"builder_shallow_bytes": 48,
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}
],
"differences": [
{
"compact_headers": false,
"additional_builder_shallow_bytes": 0,
"additional_builder_and_scratch_bytes": 56
},
{
"compact_headers": true,
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}
],
"provenance": {
"protocol": "Initial private size agent and corrected system-loader reflection probe; metadata was later expanded in the reusable source.",
"agent_source_sha256": "4783850bf80e9eb0379570bb7794a610406b48bddd7fe36ff499222d01e789b1",
"fixture_source_sha256": "842514f97116a1e9cf5eb9a4b951657c90f7639effdfd526357831e2424282bf"
},
"notes": [
"Shallow object sizes only, not a heap walk or whole-game memory measurement.",
"Four north-facing adjacent quads produce one retained geometry quad in every process.",
"Header modes use separate upstream/patched JVMs.",
"Layouts can differ with JVM, architecture, compressed references and object alignment.",
"The hook remains optional; these sizes do not establish an FPS or RAM improvement.",
"No test agent binaries, game binaries, private worlds, full logs or JFR recordings are published."
]
}
@@ -1,54 +0,0 @@
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}
@@ -1,44 +0,0 @@
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@@ -1,40 +0,0 @@
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@@ -1,373 +0,0 @@
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"scope": "Compiled scalar UnaryFunction.LogSampler compared by float result bits across the recorded input bit ranges, including signed zeros, subnormals, finite values, infinities and NaNs. NaN results are canonicalized as Float.floatToIntBits. Exhaustive mode checks all 2^32 float input bit patterns against both checksum-pinned JARs on this machine's JDK. Bulk composition, range propagation, compiler rewriting and other operations belong to the separate density suite. This does not establish double-precision Math.log parity, other-platform math parity, complete terrain, gameplay or performance."
}
@@ -1,202 +0,0 @@
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},
"rust_output_sha256": "7b23eb34c86c3db5a9e90bdd8ef772b79b2a06c8460542e032589f7962fd8f64",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "7b23eb34c86c3db5a9e90bdd8ef772b79b2a06c8460542e032589f7962fd8f64",
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{
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}
],
"scope": "Actual CollisionContext factories and EntityCollisionContext/Empty/PositionCollisionContext queries on controlled player and marker snapshots. Checks entity identity, captured descending and placement flags, fluid collision flags, empty-stack AIR identity, height thresholds including f32 epsilon, null factories, callback arguments/order/failures and all five fluid type pairs. Entity lifecycle, inventory mutations after capture, experimental minecart contexts, contextual block shape dispatch and live movement integration remain pending."
}
@@ -1,204 +0,0 @@
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}
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}
@@ -1,807 +0,0 @@
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}
}
@@ -1,203 +0,0 @@
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},
"rust_output_sha256": "7b23eb34c86c3db5a9e90bdd8ef772b79b2a06c8460542e032589f7962fd8f64",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "7b23eb34c86c3db5a9e90bdd8ef772b79b2a06c8460542e032589f7962fd8f64",
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{
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],
"scope": "Actual CollisionContext factories and EntityCollisionContext/Empty/PositionCollisionContext queries on controlled player and marker snapshots. Checks entity identity, captured descending and placement flags, fluid collision flags, empty-stack AIR identity, height thresholds including f32 epsilon, null factories, callback arguments/order/failures and all five fluid type pairs. Entity lifecycle, inventory mutations after capture, experimental minecart contexts, contextual block shape dispatch and live movement integration remain pending."
}
@@ -1,205 +0,0 @@
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},
"rust_output_sha256": "d845ce538e9ce157f6455b32e73e03e9d7df86ebc5c9ab80ebf94705500748ab",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "d845ce538e9ce157f6455b32e73e03e9d7df86ebc5c9ab80ebf94705500748ab",
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{
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],
"scope": "Native contextual LiquidBlock collision dispatch for all 32 water/lava states. Checks the always-fluid bypass, source-only selection, living-entity gating, supplied entity standing shapes, exact height boundaries, all 33 above-block fluid states, callback order and failure propagation, null/placement contexts and wrapping above-block coordinates. Full selected shape data and callback traces are compared. Entity-specific standing shape implementations, liquid simulation and live movement remain pending."
}
@@ -1,205 +0,0 @@
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},
"rust_output_sha256": "33a33cd612c999ab21f1acbbdee522f2ec2b3f877d62f922c665715e3012e207",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "33a33cd612c999ab21f1acbbdee522f2ec2b3f877d62f922c665715e3012e207",
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},
{
"side": "server",
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}
],
"scope": "Actual CollisionContext.getCollisionShape dispatch and native scaffolding behavior for all 32 scaffolding states, nine context variants, descending flags, integer Y extremes, nonfinite positions and adjacent double values around the top/bottom float-epsilon thresholds. Full shape coordinates, extrema, box ordering and cube metadata match. A rejecting world proxy verifies selection performs no world reads. Scaffolding placement/update/falling behavior and live movement remain pending."
}
@@ -1,201 +0,0 @@
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}
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"crates/horizon-world/src/worldgen/climate/index.rs": "c5ce61679a5f0e0f2f0af2a373424effa124d0cce8250609eff38b7034650756",
"crates/horizon-world/src/worldgen/climate.rs": "1b9ad44407f40aee4c1cd5357a5c9c443c1b105728f01cf5c644072f99f8357e",
"crates/horizon-world/src/worldgen/density.rs": "65a98c156a290a6b374ef670d28cd5dfbe0aa93171824d1bbd96422536273f84",
"crates/horizon-world/src/worldgen/router.rs": "2cee7cf15a0d2ada12be6b39d83e78177fd3033922e4f4cce87a64073cec2847",
"crates/horizon-world/src/worldgen/settings.rs": "a8fe87752e1982ef11cb67f8d80d8e3428b2c27db178044cb425ba803e689e59",
"crates/horizon-world/src/worldgen.rs": "24f440a4be7546e79b4f462dd18aad9031e94dc87c5f1d32b78912650f7dd162",
"crates/horizon-world/tests/biome_data.rs": "d4de462ccc3e6ad5760490330e0f0cd8a45734077708a2eca95ca06e65f779b0",
"crates/horizon-world/tests/collision_data.rs": "45f3d33b36efe720e99ebf75b9f4fbddd777cebea4618bba245ca106b3443391",
"crates/horizon-world/tests/tick_data.rs": "ab345209367db6963b987797992c4a06433bd2039e6021bd834f6305324c04d7",
"crates/horizon-world/tests/world_io.rs": "4a42630c99ce89b27cc2be1a1b961ad880f62762ab661f9e92ef9bcf7f3e76e0",
"crates/horizon-core/Cargo.toml": "e21b502c949da93cf67826592459b687a8cbf737ef92fee514e3ed2cc7cd27ad",
"crates/horizon-world/Cargo.toml": "977338bf3e654193685b015d383493b9f59ff6f5d6210bec212cef8ac4a50bed",
"Cargo.toml": "dc370d5fdde37238c3e4820046f11c3201020406a4edfa1308257c13edbdcda4",
"Cargo.lock": "7307d0c887364db36d327685ecf0671b75305e31e5ba5fbdcdbb15eaf156d20e"
},
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "c39201a8d64b2ec12dc08d8eddcb962d336885a749200a0a33c0fefd7910c193",
"matched_output_lines": 922238,
"biome_export_sha256": "b03e2fbe85c191a22f333bc989bd2a73c66f0f9fbcd9ddb54774f17c247832e9"
},
{
"side": "server",
"jar_sha256": "a362163eec5d1612d520772bc16e5b39c09e3b234fdc045f56bf544284ee8ae6",
"output_sha256": "c39201a8d64b2ec12dc08d8eddcb962d336885a749200a0a33c0fefd7910c193",
"matched_output_lines": 922238,
"biome_export_sha256": "b03e2fbe85c191a22f333bc989bd2a73c66f0f9fbcd9ddb54774f17c247832e9"
}
],
"scope": "Direct normal-noise JSON decoding using the actual pinned vanilla CODEC. Every bundled noise registry resource, explicit/default parameters, empty and full amplitude modifiers, normalization modes, inclusive field bounds with signed-zero comparator ordering, malformed types, null fields, duplicate and ignored keys, decimal/exponent integer truncation and wrapping, signed zero, seeded modern/legacy and Nether construction, octave metadata, range and normalization bits, scalar noise values and parent random state. JSON resource contents stay private. Strict JSON parsing; no claim for Gson's permissive non-JSON syntax. Bundled density registries are also decoded with actual vanilla registry-aware CODECs: named forward references, all bundled function kinds, declared range/axes, raw compilation errors, seeded optimized roots, cache allocation, scalar values, strided bulk values, repeated cache hits and surface-volume errors are compared using RandomState's actual compile context. All seven bundled noise-setting resources contribute their actual eight-field NoiseRouter.CODEC objects to RandomState. Router fields are compiled in declaration order with a shared compiler/context; cache allocation, raw/optimized scalar and repeated strided volume values, successful single-layer surface volumes and invalid surface-volume shapes are compared. Actual RandomState climate sampler binding and quart-to-block coordinate wrapping are checked at ordinary and extreme positions. Float-to-long climate quantization and long-to-float conversion include subnormals, signed zeros, NaNs, infinities, cast saturation and seeded random bit patterns. Actual vanilla Climate.Parameter and ParameterPoint JSON codecs compare scalar, two-element list and min/max object intervals, float endpoint bounds/ordering, required coordinate/offset fields, negative zero, precision-sensitive float parsing, malformed types and duplicate keys. Climate parameter distances, wrapping squared fitness, stable search-tree leaf order and nearest lookup are compared across every supported branching value 2..32, sizes around branch powers, the 65536-entry API bound, duplicates, warm ties, fresh lookups, brute-force lookup and extreme signed-long endpoints/targets. The Rust tree is immutable with per-worker search state instead of hidden thread locals; invalid or degenerate searches return typed errors. Inline arbitrary distance metrics and behavior outside the bounded API are not covered. Built-in Overworld and Nether quantized biome parameter tables are exported independently by each authenticated JAR and required to agree before Rust consumes them. The Rust multi-noise resolver and actual vanilla MultiNoiseBiomeSource compare biome identities through scalar climate queries and prepared bulk quart volumes, including forward/reverse/repeated query order, wrapped extreme origins and shared previous-result state. Biome holder keys in the reference are registration placeholders; no biome property or gameplay behavior is evaluated. The Rust loader reads a Horizon quantized table format, not the vanilla biome codec, and the preset builders themselves have not been ported. Source and private fixture mutations during validation invalidate the report. The two-field 26.3 NoiseSettings codec, create helper and LevelHeightAccessor clamping are also compared across bundled noise members, dimension/alignment bounds, zero/negative runtime heights, disjoint ranges, wrapped integer arithmetic and decimal/exponent integer conversion. Global fluid cutoff selection and the actual disabled Aquifer implementation are compared with original default block-state identities, extreme sea levels/coordinates, signed-zero/subnormal/nonfinite density and counted picker calls; developer fluid-disable behavior is outside the regular-mode corpus. The actual noise-based Aquifer.Config codec and runtime are compared across bundled aquifer settings, modern/legacy world-seeded aquifer factories, synthetic density roots, nondefault water/lava states, cave/void air, nonfinite sampler overrides, strided volume extents, wrapped coordinates, repeated and reversed queries, counted picker calls, sampler call order/values, injected failures and retry state, scheduling flags, populated location/status caches and sorted surface-cache entries. Oversized or wrapped-invalid grid allocations and developer fluid-disable behavior are outside the bounded regular-mode API. Terrain filling is not yet validated. Router, vertical noise and optional aquifer members are decoded from each noise-setting resource; complete NoiseGeneratorSettings, material rules, nonempty world fields, biome registry/codecs and complete chunk biome assignment, generated chunks, gameplay and rendering remain pending. Inline noise holders and general codec behavior beyond the covered fixtures remain pending."
}
@@ -1,342 +0,0 @@
{
"schema": 1,
"measurement": "Shader world activation/startup probes; not FPS or physical M2 measurements",
"release": "0.20.0",
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"local_source_commit": "99d6aae5e06a3fc9a9a69c433f48f32729776861",
"linux_opengl": {
"schema": 1,
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"architecture": "x86_64",
"minecraft": "26.3",
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"results": [
{
"observed_mode": "world",
"title_screen_observed": false,
"world_loaded": true,
"ready_client_ticks": 40,
"window_active": true,
"overlay_present": false,
"overlay_wait_ticks": 79,
"heap_max_bytes": 6442450944,
"iris_capture_status": "available",
"iris_shaders_enabled": true,
"shader_required": true,
"iris_expected_pack_matches": true,
"framebuffer_width": 1280,
"framebuffer_height": 800,
"sampled_pixels": 4288,
"distinct_sampled_rgb": 3777,
"gpu": "llvmpipe (LLVM 21.1.8, 256 bits)",
"graphics_backend": "OpenGL",
"graphics_driver": "4.5 (Core Profile) Mesa 26.0.8-1ubuntu0.3",
"private_png_sha256": "1a221bb9bedb21770f08ffcde593539c02d4e7cad48516bf7fad4215d7b14cde",
"profile": "cinematic",
"preferred_backend": "opengl",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "OpenGL",
"operation": "load_library",
"result": "success"
},
{
"backend": "OpenGL",
"operation": "create_device",
"result": "success"
}
]
}
],
"limits": [
"Short scene startup and nonuniform framebuffer readback only.",
"World mode uses the ordinary limited demo; world files remain private.",
"No exhaustive gameplay, visual-correctness, FPS or M2 Pro performance claim.",
"Vulkan preference can fall back; inspect the observed backend.",
"PNG images, assets and full logs remain in the private runtime directory."
]
},
"linux_vulkan_failure": {
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.awt.AWTError",
"java.lang.NullPointerException",
"java.lang.RuntimeException",
"net.minecraft.ReportedException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "llvmpipe (LLVM 21.1.8, 256 bits)",
"graphics_backend": "Vulkan",
"graphics_driver": "1.4.335 llvmpipe Mesa 26.0.8-1ubuntu0.3 (LLVM 21.1.8)"
}
],
"client_initializer_reached": true,
"readback_requested": false,
"readback_callback_received": false,
"readback_inspections": [],
"probe_failure_categories": [],
"vulkan_error_codes": [],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
"net.minecraft.client.renderer.Lightmap.handler$zzk000$distanthorizons$render",
"net.minecraft.client.renderer.Lightmap.render",
"net.minecraft.client.renderer.GameRenderer.render"
],
"profile": "cinematic",
"preferred_backend": "vulkan"
},
"linux_vulkan_without_dh": {
"private_dh_jar_removed": true,
"new_demo_world": true,
"exit_code": 1,
"result_count": 0,
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"failure": {
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "llvmpipe (LLVM 21.1.8, 256 bits)",
"graphics_backend": "Vulkan",
"graphics_driver": "1.4.335 llvmpipe Mesa 26.0.8-1ubuntu0.3 (LLVM 21.1.8)"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"readback_callback_received": true,
"readback_inspections": [
{
"framebuffer_width": 1280,
"framebuffer_height": 800,
"sampled_pixels": 4288,
"distinct_sampled_rgb": 1804
}
],
"probe_failure_categories": [
"shader_inactive"
],
"vulkan_error_codes": [],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
"net.minecraft.client.Screenshot.lambda$takeScreenshot$1",
"com.mojang.renderpearl.backend.vulkan.DestructionQueue.rotate",
"com.mojang.renderpearl.backend.vulkan.VulkanCommandEncoder.submit",
"com.mojang.renderpearl.frontend.FrontendCommandEncoder.submit"
]
}
},
"mac_source_commit": "857c5a4aa553f83799631ad48340e43a13c78549",
"mac_run_url": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37198566508",
"mac_cases": [
{
"case": [
"--profile",
"cinematic",
"--backend",
"opengl",
"--world",
"--shaders"
],
"exit_code": 1,
"failure": [
{
"fixture": "client-graphics",
"profile": "cinematic",
"completed": false
}
]
},
{
"case": [
"--profile",
"cinematic",
"--backend",
"vulkan",
"--world",
"--shaders"
],
"exit_code": 1,
"failure": [
{
"fixture": "client-graphics",
"profile": "cinematic",
"completed": false
}
]
}
],
"limits": [
"Linux llvmpipe software renderer; no physical M2 shader performance or native GPU test.",
"OpenGL requires actual pinned shader activation and matching runtime pack identity, with nonuniform readback, focused gameplay, saved data and clean exit.",
"Linux Vulkan plus DH fails before readback; selected stack locations alone do not establish the root cause.",
"Removing DH privately produces an ordinary Vulkan world readback but Iris reports shaders inactive; the required-activation assertion rejects it.",
"Both hosted Mac cases hit the 240-second private fixture timeout; earlier diagnostics do not retain stages or waiting state. They do not establish shader compatibility or incompatibility.",
"Full logs, raw PNGs, world data, assets and shader ZIPs remain private.",
"Diagnostic repeat: OpenGL loads a world but retains a screen before readback; Vulkan initializes its device but records no waiting-state snapshot. Both time out; screen identity and root causes are unknown."
],
"mac_diagnostic_repeat": {
"source_commit": "ed416c91cf980f136b7431314bccea7f266fe049",
"run_url": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37199837867",
"cases": [
{
"case": [
"--profile",
"cinematic",
"--backend",
"opengl",
"--world",
"--shaders"
],
"exit_code": 1,
"failure": [
{
"exit_code": -15,
"result_count": 0,
"java_exception_types": [
"java.lang.IllegalStateException",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "OpenGL",
"operation": "load_library",
"result": "success"
},
{
"backend": "OpenGL",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Software Renderer",
"graphics_backend": "OpenGL",
"graphics_driver": "4.1 APPLE-23.1.1"
}
],
"client_initializer_reached": true,
"readback_requested": false,
"readback_callback_received": false,
"readback_inspections": [],
"last_waiting_state": {
"world_loaded": true,
"player_present": true,
"overlay_present": false,
"screen_present": true,
"window_active": true,
"paused": false,
"ready_client_ticks": 0
},
"probe_failure_categories": [],
"vulkan_error_codes": [],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
"net.minecraft.client.renderer.LevelRenderer.mixinextras$bridge$renderGroup$135",
"net.minecraft.client.renderer.LevelRenderer.wrapOperation$bio000$iris$beginTerrainLayer",
"net.minecraft.client.renderer.LevelRenderer.executeSolid",
"net.minecraft.client.renderer.LevelRenderer.lambda$addMainPass$0",
"com.mojang.blaze3d.framegraph.FrameGraphBuilder.execute",
"net.minecraft.client.renderer.LevelRenderer.render",
"net.minecraft.client.renderer.GameRenderer.mixinextras$bridge$render$86",
"net.minecraft.client.renderer.GameRenderer.wrapOperation$bjf000$iris$renderLevel"
],
"fixture": "client-graphics",
"profile": "cinematic",
"completed": false,
"timed_out": true,
"timeout_seconds": 240
}
]
},
{
"case": [
"--profile",
"cinematic",
"--backend",
"vulkan",
"--world",
"--shaders"
],
"exit_code": 1,
"failure": [
{
"exit_code": -15,
"result_count": 0,
"java_exception_types": [
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": false,
"readback_callback_received": false,
"readback_inspections": [],
"last_waiting_state": null,
"probe_failure_categories": [],
"vulkan_error_codes": [],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [],
"fixture": "client-graphics",
"profile": "cinematic",
"completed": false,
"timed_out": true,
"timeout_seconds": 240
}
]
}
]
}
}
@@ -1,160 +0,0 @@
{
"schema": 1,
"purpose": "Functional software identity capture, not a performance comparison",
"minecraft": "26.3",
"platform": "Linux x86_64 software OpenGL",
"source_commit": "110c75d712ed4827ae5e72c613f834bcc4e97da2",
"original_mod_sha256": "98f8db7ca8962a71625eef835f57d25c8afb802f2cf1b7c4c832fc070757e011",
"results": [
{
"kind": "frames",
"elapsed_seconds": 15.335704769,
"java_vendor": "Ubuntu",
"java_vm_name": "OpenJDK 64-Bit Server VM",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"mods": [
"[email protected]",
"[email protected]",
"[email protected]+38c7a2d55d",
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],
"excluded_frames": 0,
"dropped_samples": 0,
"samples": 38,
"csv_count_matched": true
},
{
"kind": "ticks",
"elapsed_seconds": 15.009787535,
"java_vendor": "Ubuntu",
"java_vm_name": "OpenJDK 64-Bit Server VM",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"mods": [
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"[email protected]",
"[email protected]+38c7a2d55d",
"[email protected]+fcdff87f02",
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"java@25",
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],
"excluded_frames": 0,
"dropped_samples": 0,
"samples": 301,
"csv_count_matched": true
}
],
"notes": [
"Actual frame and integrated-server tick reports contain identical Java identity and 59 loaded mod versions, captured before each recording starts.",
"The short 15-second recording validates metadata and file output only; it is not a valid performance comparison or a Mac result.",
"The actual old/new report pair loads in the offline viewer with matching CSV timelines, an explicit Horizon mod-version difference and unknown legacy Java implementation warnings.",
"Synthetic changed versions, reordered mod lists, missing legacy identity, escaped mod names and expanded lists at 390px pass offline checks."
]
}
@@ -1,274 +0,0 @@
{
"schema": 1,
"original_mod_sha256": "7e0ffb16fbda2117ce3cfe9fc6249ff3c06c63be764207963ba331871ed6fabd",
"groups": [
{
"label": "initial",
"initial_warmup_checks": 1000000,
"per_observation_warmup_checks": 0,
"observations": 1,
"compiler_diagnostics": false,
"compilation_waits": false,
"results": [
{
"enabled": false,
"applied_hook_checked": true,
"owners": 30,
"queries": 491520,
"nonzero": 327049,
"lookup_digest": "c9745cc2e7cf6c486a92f87635c87590db61127063970c8a8c7bfb2ef5282cca",
"data_fingerprint": -5590987990034711991,
"data_unchanged": true,
"measured_checks": 2000000,
"checksum": 274877907204874744,
"allocated_bytes": 400,
"cpu_ns": 120024838,
"wall_ns": 161908976
},
{
"enabled": true,
"applied_hook_checked": true,
"owners": 30,
"queries": 491520,
"nonzero": 327049,
"lookup_digest": "c9745cc2e7cf6c486a92f87635c87590db61127063970c8a8c7bfb2ef5282cca",
"data_fingerprint": -5590987990034711991,
"data_unchanged": true,
"measured_checks": 2000000,
"checksum": 274877907204874744,
"allocated_bytes": 400,
"cpu_ns": 225290712,
"wall_ns": 296105327
}
]
},
{
"label": "compiler-diagnostic",
"initial_warmup_checks": 1000000,
"per_observation_warmup_checks": 4000000,
"observations": 3,
"compiler_diagnostics": true,
"compilation_waits": false,
"results": [
{
"enabled": false,
"applied_hook_checked": true,
"owners": 30,
"queries": 491520,
"nonzero": 327049,
"lookup_digest": "c9745cc2e7cf6c486a92f87635c87590db61127063970c8a8c7bfb2ef5282cca",
"data_fingerprint": -5590987990034711991,
"data_unchanged": true,
"measured_checks": 6000000,
"checksum": 274877907204874744,
"allocated_bytes": 400,
"cpu_ns": 338028221,
"wall_ns": 414836219,
"observations": [
{
"cpu_ns": 116948835,
"wall_ns": 177862175,
"allocated_bytes": 400
},
{
"cpu_ns": 118223124,
"wall_ns": 134092410,
"allocated_bytes": 0
},
{
"cpu_ns": 102856262,
"wall_ns": 102881634,
"allocated_bytes": 0
}
]
},
{
"enabled": true,
"applied_hook_checked": true,
"owners": 30,
"queries": 491520,
"nonzero": 327049,
"lookup_digest": "c9745cc2e7cf6c486a92f87635c87590db61127063970c8a8c7bfb2ef5282cca",
"data_fingerprint": -5590987990034711991,
"data_unchanged": true,
"measured_checks": 6000000,
"checksum": 274877907204874744,
"allocated_bytes": 400,
"cpu_ns": 277210100,
"wall_ns": 346114782,
"observations": [
{
"cpu_ns": 98829230,
"wall_ns": 109874899,
"allocated_bytes": 400
},
{
"cpu_ns": 99766363,
"wall_ns": 120221997,
"allocated_bytes": 0
},
{
"cpu_ns": 78614507,
"wall_ns": 116017886,
"allocated_bytes": 0
}
]
}
]
},
{
"label": "normal-early",
"initial_warmup_checks": 1000000,
"per_observation_warmup_checks": 4000000,
"observations": 3,
"compiler_diagnostics": false,
"compilation_waits": false,
"results": [
{
"enabled": false,
"applied_hook_checked": true,
"owners": 30,
"queries": 491520,
"nonzero": 327049,
"lookup_digest": "c9745cc2e7cf6c486a92f87635c87590db61127063970c8a8c7bfb2ef5282cca",
"data_fingerprint": -5590987990034711991,
"data_unchanged": true,
"measured_checks": 6000000,
"checksum": 274877907204874744,
"allocated_bytes": 400,
"cpu_ns": 250273130,
"wall_ns": 250904773,
"observations": [
{
"cpu_ns": 96863757,
"wall_ns": 97499670,
"allocated_bytes": 400
},
{
"cpu_ns": 76736599,
"wall_ns": 76731887,
"allocated_bytes": 0
},
{
"cpu_ns": 76672774,
"wall_ns": 76673216,
"allocated_bytes": 0
}
]
},
{
"enabled": true,
"applied_hook_checked": true,
"owners": 30,
"queries": 491520,
"nonzero": 327049,
"lookup_digest": "c9745cc2e7cf6c486a92f87635c87590db61127063970c8a8c7bfb2ef5282cca",
"data_fingerprint": -5590987990034711991,
"data_unchanged": true,
"measured_checks": 6000000,
"checksum": 274877907204874744,
"allocated_bytes": 400,
"cpu_ns": 260828228,
"wall_ns": 292619474,
"observations": [
{
"cpu_ns": 100375163,
"wall_ns": 120697389,
"allocated_bytes": 400
},
{
"cpu_ns": 97211084,
"wall_ns": 108680199,
"allocated_bytes": 0
},
{
"cpu_ns": 63241981,
"wall_ns": 63241886,
"allocated_bytes": 0
}
]
}
]
},
{
"label": "normal-long-warmup",
"initial_warmup_checks": 10000000,
"per_observation_warmup_checks": 4000000,
"observations": 3,
"compiler_diagnostics": false,
"compilation_waits": true,
"results": [
{
"enabled": false,
"applied_hook_checked": true,
"owners": 30,
"queries": 491520,
"nonzero": 327049,
"lookup_digest": "c9745cc2e7cf6c486a92f87635c87590db61127063970c8a8c7bfb2ef5282cca",
"data_fingerprint": -5590987990034711991,
"data_unchanged": true,
"measured_checks": 6000000,
"checksum": 274877907204874744,
"allocated_bytes": 400,
"cpu_ns": 331478729,
"wall_ns": 331596880,
"observations": [
{
"cpu_ns": 111403835,
"wall_ns": 111532068,
"allocated_bytes": 400
},
{
"cpu_ns": 108573471,
"wall_ns": 108571667,
"allocated_bytes": 0
},
{
"cpu_ns": 111501423,
"wall_ns": 111493145,
"allocated_bytes": 0
}
]
},
{
"enabled": true,
"applied_hook_checked": true,
"owners": 30,
"queries": 491520,
"nonzero": 327049,
"lookup_digest": "c9745cc2e7cf6c486a92f87635c87590db61127063970c8a8c7bfb2ef5282cca",
"data_fingerprint": -5590987990034711991,
"data_unchanged": true,
"measured_checks": 6000000,
"checksum": 274877907204874744,
"allocated_bytes": 400,
"cpu_ns": 260347437,
"wall_ns": 260362090,
"observations": [
{
"cpu_ns": 74253874,
"wall_ns": 74284701,
"allocated_bytes": 400
},
{
"cpu_ns": 96313457,
"wall_ns": 96305444,
"allocated_bytes": 0
},
{
"cpu_ns": 89780106,
"wall_ns": 89771945,
"allocated_bytes": 0
}
]
}
]
}
],
"notes": [
"Exploratory fixed-order single forks. Earlier fixture protocols were not committed; warmup and diagnostics differ between groups.",
"Current production arithmetic is the same binary in all groups. Only the final protocol is reproducible from source commit c6ec0b5.",
"Retains favorable and unfavorable observations; do not combine different protocols into a statistical speedup estimate.",
"Not game FPS/RAM, Mac GPU, retained-memory or cross-hardware performance evidence."
]
}
@@ -1,88 +0,0 @@
{
"schema": 1,
"platform": "Linux-6.17.0-1022-azure-x86_64-with-glibc2.39",
"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "7e0ffb16fbda2117ce3cfe9fc6249ff3c06c63be764207963ba331871ed6fabd",
"results": [
{
"enabled": false,
"applied_hook_checked": true,
"owners": 30,
"queries": 491520,
"nonzero": 327049,
"lookup_digest": "c9745cc2e7cf6c486a92f87635c87590db61127063970c8a8c7bfb2ef5282cca",
"data_fingerprint": -5590987990034711991,
"data_unchanged": true,
"measured_checks": 6000000,
"checksum": 274877907204874744,
"allocated_bytes": 400,
"cpu_ns": 164904484,
"wall_ns": 164901169,
"observations": [
{
"cpu_ns": 59683623,
"wall_ns": 59686627,
"allocated_bytes": 400
},
{
"cpu_ns": 52733305,
"wall_ns": 52727455,
"allocated_bytes": 0
},
{
"cpu_ns": 52487556,
"wall_ns": 52487087,
"allocated_bytes": 0
}
]
},
{
"enabled": true,
"applied_hook_checked": true,
"owners": 30,
"queries": 491520,
"nonzero": 327049,
"lookup_digest": "c9745cc2e7cf6c486a92f87635c87590db61127063970c8a8c7bfb2ef5282cca",
"data_fingerprint": -5590987990034711991,
"data_unchanged": true,
"measured_checks": 6000000,
"checksum": 274877907204874744,
"allocated_bytes": 400,
"cpu_ns": 151660192,
"wall_ns": 151647654,
"observations": [
{
"cpu_ns": 56070222,
"wall_ns": 56068070,
"allocated_bytes": 400
},
{
"cpu_ns": 47850398,
"wall_ns": 47843978,
"allocated_bytes": 0
},
{
"cpu_ns": 47739572,
"wall_ns": 47735606,
"allocated_bytes": 0
}
]
}
],
"notes": [
"Actual public full-data lookup inside Fabric with generated numeric column data.",
"Thirty owners span positive/negative origins and six detail levels; output digests and source fingerprints match.",
"The actual redirect method is checked in each mode; source column data remains unchanged.",
"Three sequential warmed caller-loop observations are not independent forks; JIT compilation can vary.",
"Not whole-game FPS/RAM, rendered-pixel equivalence or a Mac GPU benchmark."
],
"provenance": {
"source_commit": "c6ec0b5e14d2ea3546fb8858be4a655634a93387",
"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37171062262",
"job": "portable-mod (ubuntu-latest)",
"artifact": "horizon-ubuntu-latest",
"command": "python tools/test_terrain_position.py"
}
}
@@ -1,126 +0,0 @@
{
"schema": 1,
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "7e0ffb16fbda2117ce3cfe9fc6249ff3c06c63be764207963ba331871ed6fabd",
"platform": "Linux x86_64",
"graphics": "llvmpipe software OpenGL",
"settings": {
"heap_bytes": 3221225472,
"gc": "G1",
"compact_headers": true,
"render_distance": 12,
"simulation_distance": 12,
"lod_radius_chunks": 128,
"lod_quality": "MEDIUM/MEDIUM/BLOCK",
"terrain_workers": 2,
"runtime_ratio": 0.5,
"world_difficulty": "PEACEFUL"
},
"results": [
{
"profile": "m2-balanced",
"position_enabled": false,
"elapsed_seconds": 120.557552272,
"frame_samples": 221,
"tick_samples": 2401,
"excluded_frames": 0,
"dropped_samples": 0,
"visual_settings_changed": [],
"frame_stats": {
"count": 221,
"meanMs": 539.3068458597285,
"p50Ms": 512.140615,
"p95Ms": 731.515105,
"p99Ms": 811.750394,
"maxMs": 995.181191,
"meanRate": 1.8542319788391781,
"lowOnePercentRate": 1.1163478251626853,
"over16Ms": 221,
"over33Ms": 221,
"over50Ms": 221,
"over100Ms": 221
},
"tick_stats": {
"count": 2401,
"meanMs": 9.190547997917534,
"p50Ms": 8.84372,
"p95Ms": 16.100883,
"p99Ms": 21.297713,
"maxMs": 50.24744,
"meanRate": 108.8074400162632,
"lowOnePercentRate": 34.084420672139515,
"over16Ms": 99,
"over33Ms": 6,
"over50Ms": 1,
"over100Ms": 0
},
"process_rss_peak_sampled_bytes": 2961256448,
"launcher_exit_code": 0
},
{
"profile": "terrain-position",
"position_enabled": true,
"elapsed_seconds": 120.41545128,
"frame_samples": 219,
"tick_samples": 2401,
"excluded_frames": 0,
"dropped_samples": 0,
"visual_settings_changed": [],
"frame_stats": {
"count": 219,
"meanMs": 543.8858950547946,
"p50Ms": 511.34048,
"p95Ms": 780.127415,
"p99Ms": 989.910492,
"maxMs": 1062.14914,
"meanRate": 1.8386209480561242,
"lowOnePercentRate": 0.9801615082035254,
"over16Ms": 219,
"over33Ms": 219,
"over50Ms": 219,
"over100Ms": 219
},
"tick_stats": {
"count": 2401,
"meanMs": 9.594661623490213,
"p50Ms": 9.152511,
"p95Ms": 17.227297,
"p99Ms": 25.78339,
"maxMs": 56.681493,
"meanRate": 104.22462398796237,
"lowOnePercentRate": 30.354925598948153,
"over16Ms": 143,
"over33Ms": 9,
"over50Ms": 1,
"over100Ms": 0
},
"process_rss_peak_sampled_bytes": 2989678592,
"launcher_exit_code": 0
}
],
"provenance": {
"source_commit": "c6ec0b5e14d2ea3546fb8858be4a655634a93387",
"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37171062262",
"runtime_mod_matches_linux_ci": true,
"initial_player_snapshot_sha256": "b4d11dbd6443625415a1e32aa242d0e2d09cd77ddb1becfde5d35cb6ab8d278a",
"initial_level_snapshot_sha256": "86a3c75ea993e50c4428da4dbadc5856688a9367f035c41b8bb49863a9aeb644",
"first_saved_player_position": [
-56.5,
69.0,
55.5
],
"first_saved_player_rotation": [
141.5,
16.950002670288086
]
},
"notes": [
"Fixed-order candidate then control single pair, separate copies of the same private world; approximately 307 seconds from demo-popup dismissal to capture for each. Initial player camera and both first saved camera positions matched.",
"Stationary view includes LOD terrain; both recordings have zero paused/unfocused exclusions and matching captured settings apart from the isolated hook. No statistical speed estimate is established.",
"Preceding 60-second JFR captures ran separately before the frame recording; JIT/cache/profiling effects are not eliminated.",
"Candidate saved, reloaded, saved again and quit; control saved and quit. Both foreground launchers returned 0, with no crash reports or remaining game processes.",
"Scene differs from earlier release captures, so comparisons across releases are not valid. Private test-world camera preparation is not included in the mod or release packs.",
"No FPS improvement is established. Software rendering dominates this machine; these are functional observations, not Mac, GPU or unified-memory performance results. RSS is process resident memory, not complete GPU/unified RAM."
]
}
@@ -1,98 +0,0 @@
{
"schema": 1,
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "7e0ffb16fbda2117ce3cfe9fc6249ff3c06c63be764207963ba331871ed6fabd",
"results": [
{
"enabled": false,
"applied_hook_checked": true,
"owners": 30,
"queries": 491520,
"nonzero": 327049,
"lookup_digest": "c9745cc2e7cf6c486a92f87635c87590db61127063970c8a8c7bfb2ef5282cca",
"data_fingerprint": -5590987990034711991,
"data_unchanged": true,
"measured_checks": 6000000,
"checksum": 274877907204874744,
"allocated_bytes": 400,
"cpu_ns": 331478729,
"wall_ns": 331596880,
"observations": [
{
"cpu_ns": 111403835,
"wall_ns": 111532068,
"allocated_bytes": 400
},
{
"cpu_ns": 108573471,
"wall_ns": 108571667,
"allocated_bytes": 0
},
{
"cpu_ns": 111501423,
"wall_ns": 111493145,
"allocated_bytes": 0
}
]
},
{
"enabled": true,
"applied_hook_checked": true,
"owners": 30,
"queries": 491520,
"nonzero": 327049,
"lookup_digest": "c9745cc2e7cf6c486a92f87635c87590db61127063970c8a8c7bfb2ef5282cca",
"data_fingerprint": -5590987990034711991,
"data_unchanged": true,
"measured_checks": 6000000,
"checksum": 274877907204874744,
"allocated_bytes": 400,
"cpu_ns": 260347437,
"wall_ns": 260362090,
"observations": [
{
"cpu_ns": 74253874,
"wall_ns": 74284701,
"allocated_bytes": 400
},
{
"cpu_ns": 96313457,
"wall_ns": 96305444,
"allocated_bytes": 0
},
{
"cpu_ns": 89780106,
"wall_ns": 89771945,
"allocated_bytes": 0
}
]
}
],
"notes": [
"Actual public full-data lookup inside Fabric with generated numeric column data.",
"Thirty owners span positive/negative origins and six detail levels; output digests and source fingerprints match.",
"The actual redirect method is checked in each mode; source column data remains unchanged.",
"Three sequential warmed caller-loop observations are not independent forks; JIT compilation can vary.",
"Not whole-game FPS/RAM, rendered-pixel equivalence or a Mac GPU benchmark."
],
"provenance": {
"source_commit": "c6ec0b5e14d2ea3546fb8858be4a655634a93387",
"command": "python tools/test_terrain_position.py",
"protocol": {
"initial_warmup_checks": 10000000,
"initial_compilation_wait_ms": 1000,
"observation_count": 3,
"per_observation_warmup_checks": 4000000,
"per_observation_compilation_wait_ms": 200,
"per_observation_measured_checks": 2000000,
"run_order": [
false,
true
],
"compiler_diagnostics": false
}
}
}
@@ -1,43 +0,0 @@
{
"schema": 1,
"platform": "Linux-6.17.0-1022-azure-x86_64-with-glibc2.39",
"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "c506982631880604513de8ef85e3b4461fbb898702e60b4a6f74ca3b3d4a687f",
"results": [
{
"enabled": false,
"applied_io_worker_checked": true,
"ordinary_join_checked": true,
"shared_future_preserved": true,
"exception_identity_checked": true,
"completed_interrupt_checked": true,
"cancelled_completion_checked": true,
"preinterrupted_pending_checked": true
},
{
"enabled": true,
"applied_io_worker_checked": true,
"ordinary_join_checked": true,
"shared_future_preserved": true,
"exception_identity_checked": true,
"completed_interrupt_checked": true,
"cancelled_completion_checked": true,
"preinterrupted_pending_checked": true
}
],
"notes": [
"Actual game IOWorker under Fabric, with controlled cached blending-read futures.",
"DH worker interruption releases only its waiter; the shared future remains consumable.",
"Ordinary callers retain join behavior; completed values, cancellation and exception identity are checked.",
"This is a shutdown correctness fixture, not an FPS or world-generation throughput benchmark."
],
"provenance": {
"source_commit": "9a1b22aa56f58a3ee39a3564be859a662d2beedc",
"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37166150119",
"job": "portable-mod (ubuntu-latest)",
"artifact": "horizon-ubuntu-latest",
"command": "python tools/test_terrain_read.py"
}
}
@@ -1,41 +0,0 @@
{
"schema": 1,
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "c506982631880604513de8ef85e3b4461fbb898702e60b4a6f74ca3b3d4a687f",
"results": [
{
"enabled": false,
"applied_io_worker_checked": true,
"ordinary_join_checked": true,
"shared_future_preserved": true,
"exception_identity_checked": true,
"completed_interrupt_checked": true,
"cancelled_completion_checked": true,
"preinterrupted_pending_checked": true
},
{
"enabled": true,
"applied_io_worker_checked": true,
"ordinary_join_checked": true,
"shared_future_preserved": true,
"exception_identity_checked": true,
"completed_interrupt_checked": true,
"cancelled_completion_checked": true,
"preinterrupted_pending_checked": true
}
],
"notes": [
"Actual game IOWorker under Fabric, with controlled cached blending-read futures.",
"DH worker interruption releases only its waiter; the shared future remains consumable.",
"Ordinary callers retain join behavior; completed values, cancellation and exception identity are checked.",
"This is a shutdown correctness fixture, not an FPS or world-generation throughput benchmark."
],
"provenance": {
"source_commit": "9a1b22aa56f58a3ee39a3564be859a662d2beedc",
"environment": "local Linux x64 software graphics; actual Fabric fixture",
"command": "python tools/test_terrain_read.py"
}
}
@@ -1,41 +0,0 @@
{
"schema": 1,
"platform": "Linux-6.17.0-1022-azure-x86_64-with-glibc2.39",
"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"results": [
{
"enabled": false,
"allocated_bytes": 245760208,
"cpu_ns": 423649902,
"wall_ns": 481491629,
"nodes_per_tick": 512,
"measured_ticks": 20000,
"verified_transitions": 6000,
"checksum": 10240000
},
{
"enabled": true,
"allocated_bytes": 208,
"cpu_ns": 185922780,
"wall_ns": 192151484,
"nodes_per_tick": 512,
"measured_ticks": 20000,
"verified_transitions": 6000,
"checksum": 10240000
}
],
"notes": [
"Actual publisher tick holder under Fabric, warmed with preallocated nodes and a reused action list.",
"Checks duplicate/null membership, enable/disable precedence, published iteration order and clear boundaries.",
"Only private membership checks change; action collections and traversal remain upstream.",
"CPU and allocation measure the calling thread in one isolated loop; no statistical speed claim.",
"Not a game FPS, visible terrain completion, whole-game RAM or Mac GPU benchmark."
],
"provenance": {
"source_commit": "e091816ce06686d64d0f7a181a42701aa67e5bf7",
"ci_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37162939262",
"artifact": "horizon-ubuntu-latest"
}
}
@@ -1,14 +0,0 @@
Java openjdk 25.0.4.1 2026-08-18 LTS
Platform Darwin 25.6.0 arm64; logical CPUs 3
upstream requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.346; 1643.771 ms; worker allocation 1403064 bytes
precise requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.514; 1061.526 ms; worker allocation 15456 bytes
upstream requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.466; 1238.603 ms; worker allocation 1449704 bytes
precise requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.063; 11385.730 ms; worker allocation 204024 bytes
upstream requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.703; 785.293 ms; worker allocation 1417064 bytes
precise requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.509; 1097.416 ms; worker allocation 14496 bytes
upstream requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.431; 1293.360 ms; worker allocation 1529184 bytes
precise requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.065; 10727.658 ms; worker allocation 198104 bytes
upstream requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.620; 896.747 ms; worker allocation 1490864 bytes
precise requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.518; 1062.565 ms; worker allocation 13096 bytes
upstream requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.605; 975.086 ms; worker allocation 1450064 bytes
precise requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.060; 11976.557 ms; worker allocation 196840 bytes
@@ -1,14 +0,0 @@
Java openjdk 25.0.4.1 2026-08-18 LTS
Platform Linux 6.17.0-1022-azure x86_64; logical CPUs 4
upstream requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 1.000; 578.014 ms; worker allocation 1450616 bytes
precise requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.525; 1041.454 ms; worker allocation 64976 bytes
upstream requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.976; 591.683 ms; worker allocation 1451744 bytes
precise requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.076; 10349.493 ms; worker allocation 145264 bytes
upstream requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 1.000; 577.632 ms; worker allocation 1451096 bytes
precise requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.523; 1043.863 ms; worker allocation 65120 bytes
upstream requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.977; 591.337 ms; worker allocation 1410264 bytes
precise requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.076; 10334.845 ms; worker allocation 124264 bytes
upstream requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.987; 583.777 ms; worker allocation 1490096 bytes
precise requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.524; 1038.102 ms; worker allocation 64656 bytes
upstream requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.952; 606.495 ms; worker allocation 1408464 bytes
precise requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.076; 10346.209 ms; worker allocation 165856 bytes
@@ -1,14 +0,0 @@
Java openjdk 25.0.4.1 2026-08-18 LTS
Platform Windows 2025Server AMD64; logical CPUs 4
upstream requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.952; 557.784 ms; worker allocation 1491496 bytes
precise requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.556; 1038.982 ms; worker allocation 17776 bytes
upstream requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.852; 623.419 ms; worker allocation 1410384 bytes
precise requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.078; 10247.387 ms; worker allocation 214896 bytes
upstream requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.998; 548.088 ms; worker allocation 1489616 bytes
precise requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.574; 1034.032 ms; worker allocation 15096 bytes
upstream requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.867; 630.903 ms; worker allocation 1449664 bytes
precise requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.078; 10266.232 ms; worker allocation 214904 bytes
upstream requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.996; 549.301 ms; worker allocation 1448456 bytes
precise requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.452; 1036.321 ms; worker allocation 13776 bytes
upstream requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.971; 563.129 ms; worker allocation 1409664 bytes
precise requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.100; 10276.324 ms; worker allocation 214744 bytes
+6
View File
@@ -10,3 +10,9 @@ description = "Horizon version-specific model and resource decoding"
horizon-core = { path = "../horizon-core" }
serde = "1.0.229"
serde_json = { version = "1.0.151", features = ["raw_value"] }
[lints]
workspace = true
[dev-dependencies]
png = "0.18"
@@ -0,0 +1,384 @@
//! Resolve item stacks into render layers for the differential harness
//! `tools/test_item_model_parity.py`.
use horizon_assets::{
animation::AnimationMetadata,
item_bake::{BakedItemModel, SpriteLookup, SpriteMask, bake_item_model},
item_model::*,
math::Mat4,
model::{CuboidModel, Direction},
palette::{PalettedPermutations, apply_palette},
resolve::{MISSING_MODEL, ModelLibrary},
};
use serde_json::{Value, json};
use std::{
cell::RefCell,
collections::BTreeMap,
fs::{self, File},
io::{BufRead, BufReader, BufWriter, Write},
path::{Path, PathBuf},
};
fn bits(v: f32) -> u32 {
if v.is_nan() { 0x7fc0_0000 } else { v.to_bits() }
}
struct Sprites {
root: PathBuf,
/// The items atlas's paletted permutations (armour trim sprites).
permutations: Vec<PalettedPermutations>,
cache: RefCell<BTreeMap<String, Option<SpriteMask>>>,
}
impl SpriteLookup for Sprites {
fn mask(&self, sprite: &str) -> Option<SpriteMask> {
if let Some(hit) = self.cache.borrow().get(sprite) {
return hit.clone();
}
let mask = self.load(sprite);
self.cache
.borrow_mut()
.insert(sprite.to_owned(), mask.clone());
mask
}
}
impl Sprites {
fn png(&self, sprite: &str, directory: &str) -> PathBuf {
let (namespace, path) = sprite.split_once(':').unwrap_or(("minecraft", sprite));
self.root
.join(format!("assets/{namespace}/{directory}/{path}.png"))
}
/// The image as ARGB pixels in reading order, with its size.
fn argb(png: &Path) -> Option<(usize, usize, Vec<u32>)> {
let mut decoder = png::Decoder::new(BufReader::new(File::open(png).ok()?));
decoder.set_transformations(png::Transformations::EXPAND | png::Transformations::STRIP_16);
let mut reader = decoder.read_info().ok()?;
let mut bytes = vec![0; reader.output_buffer_size()?];
let info = reader.next_frame(&mut bytes).ok()?;
let channels = info.color_type.samples();
let pixels = bytes[..info.buffer_size()]
.chunks_exact(channels)
.map(|p| {
let (r, g, b, a) = match info.color_type {
png::ColorType::Rgba => (p[0], p[1], p[2], p[3]),
png::ColorType::Rgb => (p[0], p[1], p[2], 255),
png::ColorType::GrayscaleAlpha => (p[0], p[0], p[0], p[1]),
_ => (p[0], p[0], p[0], 255),
};
u32::from_be_bytes([a, r, g, b])
})
.collect();
Some((info.width as usize, info.height as usize, pixels))
}
fn load(&self, sprite: &str) -> Option<SpriteMask> {
let png = self.png(sprite, "textures");
let (iw, ih, argb) = match Self::argb(&png) {
Some(image) => image,
None => {
// PalettedPermutations: the base texture through PaletteMapping.
let p = self.permutations.iter().find_map(|s| s.find(sprite))?;
let (w, h, mut pixels) = Self::argb(&self.png(p.base, "textures"))?;
let (_, _, key) = Self::argb(&self.png(p.palette_key, "textures/palettes"))?;
let (_, _, target) = Self::argb(&self.png(p.palette, "textures/palettes"))?;
apply_palette(&mut pixels, &key, &target)?;
(w, h, pixels)
}
};
let pixels: Vec<u8> = argb.iter().map(|p| (p >> 24) as u8).collect();
let meta = fs::read_to_string(png.with_extension("png.mcmeta")).ok();
let animation = meta
.and_then(|m| serde_json::from_str::<Value>(&m).ok())
.and_then(|m| m.get("animation").map(|a| a.to_string()))
.and_then(|a| AnimationMetadata::from_json(&a).ok());
let (w, h) = match &animation {
Some(a) => {
let [w, h] = a.frame_size(iw as i32, ih as i32);
(w as usize, h as usize)
}
None => (iw, ih),
};
let columns = iw / w;
let total = columns * (ih / h);
let clip = animation.and_then(|a| a.clip(total as u32).ok().flatten());
let frame_indices: Vec<usize> = match clip {
Some(clip) => {
let mut unique = Vec::new();
for (index, _) in clip.sequence() {
if !unique.contains(&(*index as usize)) {
unique.push(*index as usize);
}
}
unique
}
None => vec![0],
};
let frames = frame_indices
.into_iter()
.map(|f| {
let (fx, fy) = (f % columns * w, f / columns * h);
(0..h)
.flat_map(|y| (0..w).map(move |x| (x, y)))
.map(|(x, y)| pixels[(fy + y) * iw + fx + x] == 0)
.collect()
})
.collect();
Some(SpriteMask {
width: w,
height: h,
frames,
})
}
}
struct Env {
grass: Vec<i32>,
local_time: String,
bundle_weight: bool,
prototypes: BTreeMap<String, Components>,
}
impl ItemEnv for Env {
fn grass_color(&self, temperature: f64, downfall: f64) -> i32 {
let rain = downfall * temperature;
let x = ((1.0 - temperature) * 255.0) as i64;
let y = ((1.0 - rain) * 255.0) as i64;
let index = (y << 8 | x) as usize;
self.grass.get(index).copied().unwrap_or(-65281)
}
fn local_time(&self, _: &str, _: &str, _: Option<&str>) -> String {
self.local_time.clone()
}
fn bundle_fullness(&self, stack: &StackView, components: &Components) -> f32 {
// Sum of count / max stack size over the contents, as a double fraction.
let Some(items) = components
.get("minecraft:bundle_contents")
.and_then(Value::as_array)
else {
return 0.0;
};
let _ = (stack, self.bundle_weight);
let mut total = 0.0f64;
for item in items {
let id = item["id"].as_str().unwrap_or("");
let count = item["count"].as_i64().unwrap_or(1) as f64;
let max = self
.prototypes
.get(id)
.and_then(|c| c.get("minecraft:max_stack_size"))
.and_then(Value::as_i64)
.unwrap_or(1) as f64;
total += count / max;
}
total as f32
}
}
fn main() -> Result<(), Box<dyn std::error::Error>> {
let args: Vec<_> = std::env::args().collect();
let root = PathBuf::from(&args[1]);
let prototypes_path = &args[2];
let mut output = BufWriter::new(File::create(&args[4])?);
let raw: BTreeMap<String, Components> = serde_json::from_slice(&fs::read(prototypes_path)?)?;
let mut models = ItemModels {
prototypes: raw,
..Default::default()
};
writeln!(
output,
"{}",
json!({"row":"components","names":DATA_COMPONENT_TYPES.to_vec()})
)?;
let items_dir = root.join("assets/minecraft/items");
let mut files: Vec<_> = fs::read_dir(&items_dir)?.collect::<Result<_, _>>()?;
files.sort_by_key(|f| f.file_name());
for file in files {
let name = file.file_name().to_string_lossy().into_owned();
let id = format!("minecraft:{}", name.trim_end_matches(".json"));
let ok = match ClientItem::from_json(&fs::read_to_string(file.path())?) {
Ok(item) => {
models.definitions.insert(id, item);
true
}
Err(_) => false,
};
writeln!(output, "{}", json!({"row":"decode","name":name,"ok":ok}))?;
}
for line in BufReader::new(File::open(format!("{}.definitions", args[3]))?).lines() {
let row: Value = serde_json::from_str(&line?)?;
let name = row["name"].as_str().unwrap();
let ok = match ClientItem::from_json(row["json"].as_str().unwrap()) {
Ok(item) => {
models
.definitions
.insert(horizon_assets::item_model::identifier(name)?, item);
true
}
Err(_) => false,
};
writeln!(output, "{}", json!({"row":"decode","name":name,"ok":ok}))?;
}
let mut cuboids = BTreeMap::new();
let models_dir = root.join("assets/minecraft/models");
let mut stack = vec![models_dir.clone()];
while let Some(dir) = stack.pop() {
for entry in fs::read_dir(&dir)? {
let path = entry?.path();
if path.is_dir() {
stack.push(path);
} else if path.extension().is_some_and(|e| e == "json") {
let relative = path.strip_prefix(&models_dir)?.with_extension("");
let id = format!(
"minecraft:{}",
relative.to_string_lossy().replace('\\', "/")
);
if let Ok(model) = CuboidModel::from_json(&fs::read_to_string(&path)?) {
cuboids.insert(id, model);
}
}
}
}
let library = ModelLibrary::with_item_generator(cuboids)?;
let sprites = Sprites {
root: root.clone(),
permutations: PalettedPermutations::from_atlas(
&fs::read_to_string(root.join("assets/minecraft/atlases/items.json"))
.unwrap_or_default(),
),
cache: RefCell::default(),
};
let grass = {
let mut decoder = png::Decoder::new(BufReader::new(File::open(
root.join("assets/minecraft/textures/colormap/grass.png"),
)?));
decoder.set_transformations(png::Transformations::EXPAND);
let mut reader = decoder.read_info()?;
let mut bytes = vec![0; reader.output_buffer_size().unwrap()];
let info = reader.next_frame(&mut bytes)?;
let channels = info.color_type.samples();
bytes[..info.buffer_size()]
.chunks_exact(channels)
.map(|p| {
let a = if channels == 4 { p[3] } else { 255 };
i32::from_be_bytes([a, p[0], p[1], p[2]])
})
.collect()
};
let mut env = Env {
grass,
local_time: String::new(),
bundle_weight: true,
prototypes: models.prototypes.clone(),
};
let mut baked_cache: BTreeMap<String, BakedItemModel> = BTreeMap::new();
let mut bake = |name: &str| -> BakedItemModel {
baked_cache
.entry(name.to_owned())
.or_insert_with(|| {
bake_item_model(&library, &sprites, name)
.or_else(|_| bake_item_model(&library, &sprites, MISSING_MODEL))
.expect("missing model bakes")
})
.clone()
};
for line in BufReader::new(File::open(&args[3])?).lines() {
let row: Value = serde_json::from_str(&line?)?;
let id = row["id"].as_str().unwrap();
let mut stack = StackView::new(
row["item"].as_str().unwrap(),
row["count"].as_i64().unwrap() as i32,
);
if let Some(components) = row["components"].as_object() {
for (key, value) in components {
match key.strip_prefix('!') {
Some(removed) => stack.patch.insert(removed.to_owned(), None),
None => stack.patch.insert(key.clone(), Some(value.clone())),
};
}
}
stack.bundle_selected = row["bundle_selected"].as_i64().unwrap_or(-1) as i32;
env.local_time = row["local_time"].as_str().unwrap_or("").to_owned();
let context = DisplayContext::by_name(row["context"].as_str().unwrap()).unwrap();
let owner = row["owner"].as_object().map(|o| {
let derived = &row["derived"];
OwnerState {
entity_type: o["entity_type"].as_str().unwrap().to_owned(),
main_arm_left: o["main_arm"] == "left",
using_this_item: o["using"].as_bool().unwrap(),
use_item_remaining_ticks: o["remaining"].as_i64().unwrap() as i32,
use_duration: derived["use_duration"].as_i64().unwrap_or(0) as i32,
crossbow_charge_duration: derived["charge_duration"].as_i64().unwrap_or(0) as i32,
..Default::default()
}
});
let level = row["dimension"].as_str().map(|d| LevelState {
dimension: d.to_owned(),
..Default::default()
});
let ctx = Context {
display: context,
owner: owner.as_ref(),
level: level.as_ref(),
seed: row["seed"].as_i64().unwrap_or(0) as i32,
};
let resolved = models.resolve(&stack, &ctx, &env);
let mut layers = Vec::new();
for layer in &resolved.layers {
let (kind, baked, extra) = match &layer.content {
LayerContent::Model { model } => ("model", bake(model), json!({})),
LayerContent::Missing => ("model", bake(MISSING_MODEL), json!({})),
LayerContent::Special {
base,
model,
argument,
} => (
"special",
bake(base),
json!({"special":model.to_json(),"argument":argument}),
),
};
let matrix: Mat4 = baked.layer_matrix(context, &layer.transform);
let mut value = json!({
"kind":kind,
"tints":layer.tints,
"foil":match layer.foil { FoilType::None=>"none", FoilType::Standard=>"standard", FoilType::Special=>"special" },
"matrix":matrix.rows().iter().flatten().map(|v| bits(*v)).collect::<Vec<_>>(),
"uses_block_light":baked.uses_block_light,
"particle":baked.particle.sprite,
"has_transform":baked.transform(context).is_some(),
});
if kind == "model" {
value["quads"] = Value::Array(
baked
.quads
.iter()
.map(|q| {
json!({
"positions":q.positions.map(|v| v.map(bits)),
"uv":q.uv.map(|v| v.map(bits)),
"facing":q.facing.name(),
"tint":q.tint_index,
"sprite":q.material.sprite,
"shade":q.shade_direction_override.map(Direction::name),
"light":q.light_emission,
})
})
.collect(),
);
}
if let (Some(target), Some(source)) = (value.as_object_mut(), extra.as_object()) {
for (k, v) in source {
target.insert(k.clone(), v.clone());
}
}
layers.push(value);
}
writeln!(
output,
"{}",
json!({"row":"case","id":id,"layers":layers,"oversized":resolved.oversized_in_gui,
"swap":{"play":models.hand_animation_on_swap(&stack),"scale":bits(models.swap_animation_scale(&stack))}})
)?;
}
let _ = Path::new("");
Ok(())
}
+59
View File
@@ -168,6 +168,22 @@ pub fn bake_model(model: &ResolvedCuboidModel) -> Result<Vec<ModelQuad>> {
pub fn bake_model_transformed(
model: &ResolvedCuboidModel,
transform: BlockModelTransform,
) -> Result<Vec<ModelQuad>> {
bake_elements(model, transform, false)
}
/// Block-model baking as `UnbakedCuboidGeometry.bake` does it: an element with
/// zero extent along an axis draws no faces across that extent (a flat X
/// element keeps only its X faces, and so on).
pub fn bake_block_model(
model: &ResolvedCuboidModel,
transform: BlockModelTransform,
) -> Result<Vec<ModelQuad>> {
bake_elements(model, transform, true)
}
fn bake_elements(
model: &ResolvedCuboidModel,
transform: BlockModelTransform,
skip_flat: bool,
) -> Result<Vec<ModelQuad>> {
let mut output = Vec::new();
for element in model.elements() {
@@ -175,7 +191,16 @@ pub fn bake_model_transformed(
.as_ref()
.ok_or_else(|| error("null model element"))?;
let matrix = element.rotation.as_ref().map(ElementMatrix::from_rotation);
let flat = |axis: usize| skip_flat && element.from[axis] == element.to[axis];
for (direction, face) in &element.faces {
let drawn = match direction {
Direction::West | Direction::East => !flat(1) && !flat(2),
Direction::Down | Direction::Up => !flat(0) && !flat(2),
Direction::North | Direction::South => !flat(0) && !flat(1),
};
if !drawn {
continue;
}
let face = face.as_ref().ok_or_else(|| error("null model face"))?;
let material = model.material(&face.texture)?.cloned().unwrap_or(Material {
sprite: "minecraft:missingno".to_owned(),
@@ -188,6 +213,40 @@ pub fn bake_model_transformed(
}
Ok(output)
}
/// `FaceBakery.bakeQuad` for a quad with explicit corners and unit-atlas UVs
/// (`uv` in 0..16 texels), as `ItemModelGenerator` builds its layers.
pub fn bake_flat_face(
from: [f32; 3],
to: [f32; 3],
uv: [f32; 4],
direction: Direction,
material: Material,
tint_index: i32,
) -> Result<ModelQuad> {
let element = Element {
from,
to,
faces: Default::default(),
rotation: None,
shade_direction_override: None,
light_emission: 0,
};
let face = Face {
cull: None,
tint_index,
texture: String::new(),
uv: Some(uv),
rotation: 0,
};
bake_face(
&element,
&face,
direction,
None,
material,
BlockModelTransform::new([0; 3], false),
)
}
fn bake_face(
element: &Element,
face: &Face,
+300
View File
@@ -0,0 +1,300 @@
//! Baking of item models: a cuboid model's quads, or the layer extrusion of
//! `builtin/generated` (`ItemModelGenerator`), with the display transforms
//! and render properties a `CuboidItemModelWrapper` keeps.
use crate::{
bake::{ModelQuad, bake_block_model, bake_flat_face},
item_model::DisplayContext,
json::Result,
math::{Mat4, quaternion_xyz},
model::{Direction, DisplayTransform, GuiLight, ItemTransform, Material},
resolve::ModelLibrary,
};
use std::{collections::BTreeSet, f32::consts::PI};
pub const MISSING_SPRITE: &str = "minecraft:missingno";
/// The alpha of every unique animation frame of a sprite.
#[derive(Clone, Debug, PartialEq)]
pub struct SpriteMask {
pub width: usize,
pub height: usize,
/// `frames[f][y * width + x]` is true for alpha 0.
pub frames: Vec<Vec<bool>>,
}
impl SpriteMask {
pub fn opaque(width: usize, height: usize) -> Self {
Self {
width,
height,
frames: vec![vec![false; width * height]],
}
}
fn transparent(&self, frame: usize, x: i64, y: i64) -> bool {
if x < 0 || y < 0 || x >= self.width as i64 || y >= self.height as i64 {
return true;
}
self.frames[frame][y as usize * self.width + x as usize]
}
}
/// The sprites of the item and block atlases.
pub trait SpriteLookup {
/// `None` when the sprite is in neither atlas (the missing sprite stands in).
fn mask(&self, sprite: &str) -> Option<SpriteMask>;
}
#[derive(Clone, Debug)]
pub struct BakedItemModel {
/// `QuadCollection.getAll`: unculled quads, then north, south, east,
/// west, up and down.
pub quads: Vec<ModelQuad>,
/// `gui_light: side`.
pub uses_block_light: bool,
pub particle: Material,
/// By [`crate::model::DISPLAY_CONTEXTS`]; `None` is `NO_TRANSFORM`.
pub transforms: [Option<ItemTransform>; 9],
}
fn context_index(context: DisplayContext) -> Option<usize> {
Some(match context {
DisplayContext::None => return None,
DisplayContext::ThirdPersonLeftHand => 0,
DisplayContext::ThirdPersonRightHand => 1,
DisplayContext::FirstPersonLeftHand => 2,
DisplayContext::FirstPersonRightHand => 3,
DisplayContext::Head => 4,
DisplayContext::Gui => 5,
DisplayContext::Ground => 6,
DisplayContext::Fixed => 7,
DisplayContext::OnShelf => 8,
})
}
impl BakedItemModel {
/// `ItemTransforms.getTransform`.
pub fn transform(&self, context: DisplayContext) -> Option<&ItemTransform> {
context_index(context).and_then(|i| self.transforms[i].as_ref())
}
/// `LayerRenderState.applyTransform`: the display transform followed by
/// the item model's own local transformation.
pub fn layer_matrix(&self, context: DisplayContext, local: &Mat4) -> Mat4 {
item_transform_matrix(self.transform(context), context.left_hand()).mul(local)
}
}
/// `ItemTransform.apply` on an identity pose.
pub fn item_transform_matrix(transform: Option<&ItemTransform>, left_hand: bool) -> Mat4 {
let Some(t) = transform else {
return Mat4::IDENTITY.translate([-0.5, -0.5, -0.5]);
};
let (tx, ry, rz) = if left_hand {
(-t.translation[0], -t.rotation[1], -t.rotation[2])
} else {
(t.translation[0], t.rotation[1], t.rotation[2])
};
let radians = PI / 180.0;
Mat4::IDENTITY
.translate([tx, t.translation[1], t.translation[2]])
.rotate(quaternion_xyz(
t.rotation[0] * radians,
ry * radians,
rz * radians,
))
.scale(t.scale)
.translate([-0.5, -0.5, -0.5])
}
/// Bake the top geometry of `name` the way `CuboidItemModelWrapper` does.
pub fn bake_item_model(
library: &ModelLibrary,
sprites: &dyn SpriteLookup,
name: &str,
) -> Result<BakedItemModel> {
let model = library
.resolve(name)
.or_else(|_| library.resolve(crate::resolve::MISSING_MODEL))?;
let known = |sprite: &str| sprite == MISSING_SPRITE || sprites.mask(sprite).is_some();
let material = |m: &Material| {
if known(&m.sprite) {
m.clone()
} else {
Material {
sprite: MISSING_SPRITE.to_owned(),
force_translucent: m.force_translucent,
}
}
};
let quads = if model.uses_item_generator() {
let mut quads = Vec::new();
for (layer, slot) in ["layer0", "layer1", "layer2", "layer3", "layer4"]
.into_iter()
.enumerate()
{
let Some(m) = model.material(slot)? else {
break;
};
let m = material(m);
let mask = if m.sprite == MISSING_SPRITE {
SpriteMask::opaque(16, 16)
} else {
sprites
.mask(&m.sprite)
.unwrap_or_else(|| SpriteMask::opaque(16, 16))
};
quads.extend(extrude_layer(&mask, &m, layer as i32)?);
}
quads
} else {
let mut quads =
bake_block_model(&model, crate::bake::BlockModelTransform::new([0; 3], false))?;
for q in &mut quads {
q.material = material(&q.material);
}
// `QuadCollection.Builder.build`: unculled, then each culled direction.
let mut ordered: Vec<ModelQuad> =
quads.iter().filter(|q| q.cull.is_none()).cloned().collect();
for side in [
Direction::North,
Direction::South,
Direction::East,
Direction::West,
Direction::Up,
Direction::Down,
] {
ordered.extend(quads.iter().filter(|q| q.cull == Some(side)).cloned());
}
ordered
};
// `resolveParticleMaterial`: a missing `particle` slot is the missing sprite.
let particle = model.material("particle")?.map_or_else(
|| Material {
sprite: MISSING_SPRITE.to_owned(),
force_translucent: false,
},
material,
);
let transforms = std::array::from_fn(|i| match &model.display.contexts[i] {
DisplayTransform::Explicit(Some(t)) => Some(t.clone()),
_ => None,
});
Ok(BakedItemModel {
quads,
uses_block_light: model.gui_light == GuiLight::Side,
particle,
transforms,
})
}
#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord)]
enum Side {
Up,
Down,
Left,
Right,
}
impl Side {
fn step(self) -> (i64, i64) {
match self {
Self::Up => (0, 1),
Self::Down => (0, -1),
Self::Left => (1, 0),
Self::Right => (-1, 0),
}
}
fn direction(self) -> Direction {
match self {
Self::Up => Direction::Up,
Self::Down => Direction::Down,
Self::Left => Direction::East,
Self::Right => Direction::West,
}
}
}
/// `ItemModelGenerator.bakeExtrudedSprite` for one layer: the front and back
/// faces and one thin face per opaque/transparent pixel edge. The native
/// client collects the sides in a hash set, so their order is unspecified;
/// they are emitted sorted by pixel here.
fn extrude_layer(mask: &SpriteMask, material: &Material, layer: i32) -> Result<Vec<ModelQuad>> {
let from = [0.0, 0.0, 7.5];
let to = [16.0, 16.0, 8.5];
let mut quads = vec![
bake_flat_face(
from,
to,
[0.0, 0.0, 16.0, 16.0],
Direction::South,
material.clone(),
layer,
)?,
bake_flat_face(
from,
to,
[16.0, 0.0, 0.0, 16.0],
Direction::North,
material.clone(),
layer,
)?,
];
let (width, height) = (mask.width as i64, mask.height as i64);
let mut faces = BTreeSet::new();
for frame in 0..mask.frames.len() {
for y in 0..height {
for x in 0..width {
if mask.transparent(frame, x, y) {
continue;
}
for side in [Side::Up, Side::Down, Side::Left, Side::Right] {
let (sx, sy) = side.step();
if mask.transparent(frame, x - sx, y - sy) {
faces.insert((y, x, side));
}
}
}
}
}
let x_scale = 16.0 / mask.width as f32;
let y_scale = 16.0 / mask.height as f32;
for (y, x, side) in faces {
let (x, y) = (x as f32, y as f32);
let u0 = x + 0.1;
let u1 = x + 1.0 - 0.1;
let (v0, v1) = if matches!(side, Side::Up | Side::Down) {
(y + 0.1, y + 1.0 - 0.1)
} else {
(y + 1.0 - 0.1, y + 0.1)
};
let (mut start_x, mut start_y, mut end_x, mut end_y) = (x, y, x, y);
match side {
Side::Up => end_x += 1.0,
Side::Down => {
end_x += 1.0;
start_y += 1.0;
end_y += 1.0;
}
Side::Left => end_y += 1.0,
Side::Right => {
start_x += 1.0;
end_x += 1.0;
end_y += 1.0;
}
}
start_x *= x_scale;
end_x *= x_scale;
start_y *= y_scale;
end_y *= y_scale;
start_y = 16.0 - start_y;
end_y = 16.0 - end_y;
let (from, to) = match side {
Side::Up => ([start_x, start_y, 7.5], [end_x, start_y, 8.5]),
Side::Down => ([start_x, end_y, 7.5], [end_x, end_y, 8.5]),
Side::Left => ([start_x, start_y, 7.5], [start_x, end_y, 8.5]),
Side::Right => ([end_x, start_y, 7.5], [end_x, end_y, 8.5]),
};
quads.push(bake_flat_face(
from,
to,
[u0 * x_scale, v0 * y_scale, u1 * x_scale, v1 * y_scale],
side.direction(),
material.clone(),
layer,
)?);
}
Ok(quads)
}
File diff suppressed because it is too large. Load diff
@@ -0,0 +1,252 @@
//! `special` item models: the block-entity style renderers an item can ask
//! for (`SpecialModelRenderers`), their codec fields and what each reads from
//! the stack (`extractArgument`).
use super::{Result, float, get, ident, object, required, string};
use crate::json::error as err;
use serde_json::{Map, Value, json};
#[derive(Clone, Debug, PartialEq)]
pub enum SpecialKind {
Bell,
Banner {
color: String,
wall: bool,
},
Book {
open_angle: f32,
page1: f32,
page2: f32,
},
Conduit,
Chest {
texture: String,
openness: f32,
chest_type: String,
},
CopperGolemStatue {
texture: String,
pose: String,
},
DecoratedPot,
EndCube {
effect: String,
},
Head {
kind: String,
texture: Option<String>,
animation: f32,
},
PlayerHead,
ShulkerBox {
texture: String,
openness: f32,
},
Shield,
Trident,
}
#[derive(Clone, Debug, PartialEq)]
pub struct SpecialModel {
pub kind: SpecialKind,
}
const DYES: [&str; 16] = [
"white",
"orange",
"magenta",
"light_blue",
"yellow",
"lime",
"pink",
"gray",
"light_gray",
"cyan",
"purple",
"blue",
"brown",
"green",
"red",
"black",
];
fn one_of(v: &Value, names: &[&str]) -> Result<String> {
let s = string(v)?;
if names.contains(&s.as_str()) {
Ok(s)
} else {
Err(err("invalid enum name"))
}
}
impl SpecialModel {
pub fn decode(v: &Value) -> Result<Self> {
let m = object(v)?;
let float_or = |key: &str, default: f32| get(m, key).map_or(Ok(default), float);
let kind = match ident(required(m, "type")?)?.as_str() {
"minecraft:bell" => SpecialKind::Bell,
"minecraft:banner" => SpecialKind::Banner {
color: one_of(required(m, "color")?, &DYES)?,
wall: match get(m, "attachment") {
None => false,
Some(a) => one_of(a, &["wall", "ground"])? == "wall",
},
},
"minecraft:book" => SpecialKind::Book {
open_angle: float(required(m, "open_angle")?)?,
page1: float(required(m, "page1")?)?,
page2: float(required(m, "page2")?)?,
},
"minecraft:conduit" => SpecialKind::Conduit,
"minecraft:chest" => SpecialKind::Chest {
texture: ident(required(m, "texture")?)?,
openness: float_or("openness", 0.0)?,
chest_type: match get(m, "chest_type") {
None => "single".to_owned(),
Some(t) => one_of(t, &["single", "left", "right"])?,
},
},
"minecraft:copper_golem_statue" => SpecialKind::CopperGolemStatue {
texture: ident(required(m, "texture")?)?,
pose: one_of(
required(m, "pose")?,
&["standing", "sitting", "running", "star"],
)?,
},
"minecraft:decorated_pot" => SpecialKind::DecoratedPot,
"minecraft:end_cube" => SpecialKind::EndCube {
effect: one_of(required(m, "effect")?, &["portal", "gateway"])?,
},
"minecraft:head" => SpecialKind::Head {
kind: one_of(
required(m, "kind")?,
&[
"skeleton",
"wither_skeleton",
"player",
"zombie",
"creeper",
"piglin",
"dragon",
],
)?,
texture: get(m, "texture").map(ident).transpose()?,
animation: float_or("animation", 0.0)?,
},
"minecraft:player_head" => SpecialKind::PlayerHead,
"minecraft:shulker_box" => SpecialKind::ShulkerBox {
texture: ident(required(m, "texture")?)?,
openness: float_or("openness", 0.0)?,
},
"minecraft:shield" => SpecialKind::Shield,
"minecraft:trident" => SpecialKind::Trident,
_ => return Err(err("unknown special model type")),
};
Ok(Self { kind })
}
/// The codec's encoding: optional fields equal to their default are omitted.
pub fn to_json(&self) -> Value {
let mut m = Map::new();
let mut put = |k: &str, v: Value| {
m.insert(k.to_owned(), v);
};
let ty = match &self.kind {
SpecialKind::Bell => "bell",
SpecialKind::Banner { color, wall } => {
put("color", json!(color));
if *wall {
put("attachment", json!("wall"));
}
"banner"
}
SpecialKind::Book {
open_angle,
page1,
page2,
} => {
put("open_angle", json!(open_angle));
put("page1", json!(page1));
put("page2", json!(page2));
"book"
}
SpecialKind::Conduit => "conduit",
SpecialKind::Chest {
texture,
openness,
chest_type,
} => {
put("texture", json!(texture));
if *openness != 0.0 {
put("openness", json!(openness));
}
if chest_type != "single" {
put("chest_type", json!(chest_type));
}
"chest"
}
SpecialKind::CopperGolemStatue { texture, pose } => {
put("texture", json!(texture));
put("pose", json!(pose));
"copper_golem_statue"
}
SpecialKind::DecoratedPot => "decorated_pot",
SpecialKind::EndCube { effect } => {
put("effect", json!(effect));
"end_cube"
}
SpecialKind::Head {
kind,
texture,
animation,
} => {
put("kind", json!(kind));
if let Some(t) = texture {
put("texture", json!(t));
}
if *animation != 0.0 {
put("animation", json!(animation));
}
"head"
}
SpecialKind::PlayerHead => "player_head",
SpecialKind::ShulkerBox { texture, openness } => {
put("texture", json!(texture));
if *openness != 0.0 {
put("openness", json!(openness));
}
"shulker_box"
}
SpecialKind::Shield => "shield",
SpecialKind::Trident => "trident",
};
m.insert("type".to_owned(), json!(format!("minecraft:{ty}")));
Value::Object(m)
}
pub fn type_name(&self) -> String {
self.to_json()["type"]
.as_str()
.unwrap_or_default()
.to_owned()
}
/// What `extractArgument` reads: banners their pattern layers, shields
/// their base colour and layers, decorated pots their sherds and player
/// heads their profile. Absent components give `null`.
pub fn argument(&self, component: &dyn Fn(&str) -> Option<Value>) -> Value {
match &self.kind {
SpecialKind::Banner { .. } => {
component("minecraft:banner_patterns").unwrap_or(Value::Null)
}
SpecialKind::DecoratedPot => {
component("minecraft:pot_decorations").unwrap_or(Value::Null)
}
SpecialKind::PlayerHead => component("minecraft:profile").unwrap_or(Value::Null),
SpecialKind::Shield => {
let mut m = Map::new();
for key in ["minecraft:banner_patterns", "minecraft:base_color"] {
if let Some(v) = component(key) {
m.insert(key.to_owned(), v);
}
}
Value::Object(m)
}
_ => Value::Null,
}
}
}
@@ -0,0 +1,20 @@
use super::*;
#[test]
fn identifier_adds_default_namespace() {
assert_eq!(identifier("stone").unwrap(), "minecraft:stone");
assert_eq!(identifier("a:b").unwrap(), "a:b");
}
#[test]
fn positive_modulo_wraps_negatives() {
assert!((positive_modulo(-0.25, 1.0) - 0.75).abs() < 1e-6);
assert!((positive_modulo(1.5, 1.0) - 0.5).abs() < 1e-6);
}
#[test]
fn display_context_names_round_trip() {
for name in ["gui", "ground", "fixed", "head"] {
assert_eq!(DisplayContext::by_name(name).unwrap().name(), name);
}
}
+4
View File
@@ -4,8 +4,12 @@
pub mod animation;
pub mod bake;
pub mod blockstate;
pub mod item_bake;
pub mod item_model;
mod json;
pub mod math;
pub mod model;
pub mod palette;
pub mod resolve;
pub use json::DecodeError;
+362
View File
@@ -0,0 +1,362 @@
//! Column-major `Matrix4f` arithmetic as JOML 1.10.9 computes it, for composing
//! item-model transformations: each operation takes the path JOML picks from
//! the matrix properties (identity, translation, affine...), and `Math.fma` is
//! `a * b + c` since Minecraft leaves `joml.useMathFma` off.
/// `Matrix4fc.PROPERTY_*` bits.
const PERSPECTIVE: u8 = 1;
const AFFINE: u8 = 2;
const IDENTITY: u8 = 4;
const TRANSLATION: u8 = 8;
const ORTHONORMAL: u8 = 16;
/// JOML `Math.fma` without `joml.useMathFma`.
#[inline]
fn fma(a: f32, b: f32, c: f32) -> f32 {
a * b + c
}
/// JOML `Math.absEqualsOne`.
fn abs_equals_one(r: f32) -> bool {
r.to_bits() & 0x7FFF_FFFF == 0x3F80_0000
}
/// A JOML `Matrix4f`: `m[column][row]`, with its property bits.
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Mat4(pub [[f32; 4]; 4], pub u8);
impl Mat4 {
/// `new Matrix4f()`.
pub const IDENTITY: Self = Self(
[
[1.0, 0.0, 0.0, 0.0],
[0.0, 1.0, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 0.0, 1.0],
],
IDENTITY | AFFINE | TRANSLATION | ORTHONORMAL,
);
/// `Matrix4f.translation(x, y, z)`.
pub fn translation(t: [f32; 3]) -> Self {
let mut m = Self::IDENTITY;
m.0[3][..3].copy_from_slice(&t);
m.1 = AFFINE | TRANSLATION | ORTHONORMAL;
m
}
/// `ExtraCodecs.MATRIX4F`: sixteen values in row-major order, then
/// `determineProperties`.
pub fn from_row_major(values: [f32; 16]) -> Self {
let mut m = Self([[0.0; 4]; 4], 0);
for (i, v) in values.into_iter().enumerate() {
m.0[i & 3][i >> 2] = v;
}
m.1 = m.determine_properties();
m
}
/// `Matrix4f.determineProperties`.
fn determine_properties(&self) -> u8 {
let m = &self.0;
let mut properties = 0;
if m[0][3] == 0.0 && m[1][3] == 0.0 {
if m[2][3] == 0.0 && m[3][3] == 1.0 {
properties |= AFFINE;
if m[0] == [1.0, 0.0, 0.0, 0.0]
&& m[1] == [0.0, 1.0, 0.0, 0.0]
&& m[2] == [0.0, 0.0, 1.0, 0.0]
{
properties |= TRANSLATION | ORTHONORMAL;
if m[3][0] == 0.0 && m[3][1] == 0.0 && m[3][2] == 0.0 {
properties |= IDENTITY;
}
}
} else if m[0][1] == 0.0
&& m[0][2] == 0.0
&& m[1][0] == 0.0
&& m[1][2] == 0.0
&& m[2][0] == 0.0
&& m[2][1] == 0.0
&& m[3][0] == 0.0
&& m[3][1] == 0.0
&& m[3][3] == 0.0
{
properties |= PERSPECTIVE;
}
}
properties
}
fn has(&self, property: u8) -> bool {
self.1 & property != 0
}
/// The matrix as `[row][column]` entries, the order `getRowColumn` reads.
pub fn rows(&self) -> [[f32; 4]; 4] {
std::array::from_fn(|r| std::array::from_fn(|c| self.0[c][r]))
}
/// `this * right` (`Matrix4f.mul`).
pub fn mul(&self, right: &Self) -> Self {
let (m, r) = (&self.0, &right.0);
if self.has(IDENTITY) {
return *right;
}
if right.has(IDENTITY) {
return *self;
}
let mut out = [[0.0; 4]; 4];
if self.has(TRANSLATION) && right.has(AFFINE) {
// mulTranslationAffine
for c in 0..4 {
out[c] = [r[c][0], r[c][1], r[c][2], m[c][3]];
}
for row in 0..3 {
out[3][row] = r[3][row] + m[3][row];
}
return Self(out, AFFINE | right.1 & ORTHONORMAL);
}
if self.has(AFFINE) && right.has(AFFINE) {
// mulAffine
for c in 0..3 {
for row in 0..3 {
out[c][row] = fma(
m[0][row],
r[c][0],
fma(m[1][row], r[c][1], m[2][row] * r[c][2]),
);
}
out[c][3] = m[c][3];
}
for row in 0..3 {
out[3][row] = fma(
m[0][row],
r[3][0],
fma(m[1][row], r[3][1], fma(m[2][row], r[3][2], m[3][row])),
);
}
out[3][3] = m[3][3];
return Self(out, AFFINE | self.1 & right.1 & ORTHONORMAL);
}
if self.has(PERSPECTIVE) && right.has(AFFINE) {
// mulPerspectiveAffine
for c in 0..4 {
out[c] = [
m[0][0] * r[c][0],
m[1][1] * r[c][1],
m[2][2] * r[c][2],
m[2][3] * r[c][2],
];
}
out[3][2] = m[2][2] * r[3][2] + m[3][2];
out[3][3] = m[2][3] * r[3][2];
return Self(out, 0);
}
if right.has(AFFINE) {
// mulAffineR
for c in 0..3 {
for row in 0..4 {
out[c][row] = fma(
m[0][row],
r[c][0],
fma(m[1][row], r[c][1], m[2][row] * r[c][2]),
);
}
}
for row in 0..4 {
out[3][row] = fma(
m[0][row],
r[3][0],
fma(m[1][row], r[3][1], fma(m[2][row], r[3][2], m[3][row])),
);
}
return Self(
out,
self.1 & !(PERSPECTIVE | IDENTITY | TRANSLATION | ORTHONORMAL),
);
}
// mul0
for c in 0..4 {
for row in 0..4 {
out[c][row] = fma(
m[0][row],
r[c][0],
fma(
m[1][row],
r[c][1],
fma(m[2][row], r[c][2], m[3][row] * r[c][3]),
),
);
}
}
Self(out, 0)
}
/// `Matrix4f.translate(x, y, z)`.
pub fn translate(&self, t: [f32; 3]) -> Self {
if self.has(IDENTITY) {
return Self::translation(t);
}
// translateGeneric
let mut out = *self;
for row in 0..4 {
out.0[3][row] = fma(
self.0[0][row],
t[0],
fma(
self.0[1][row],
t[1],
fma(self.0[2][row], t[2], self.0[3][row]),
),
);
}
out.1 = self.1 & !(PERSPECTIVE | IDENTITY);
out
}
/// `Matrix4f.scale(x, y, z)`.
pub fn scale(&self, s: [f32; 3]) -> Self {
let one = s.iter().all(|&v| abs_equals_one(v));
if self.has(IDENTITY) {
// scaling
let mut out = Self::IDENTITY;
for (c, v) in s.into_iter().enumerate() {
out.0[c][c] = v;
}
out.1 = AFFINE | if one { ORTHONORMAL } else { 0 };
return out;
}
// scaleGeneric: the first three columns are scaled.
let mut out = *self;
for c in 0..3 {
for row in 0..4 {
out.0[c][row] = self.0[c][row] * s[c];
}
}
out.1 =
self.1 & !(PERSPECTIVE | IDENTITY | TRANSLATION | if one { 0 } else { ORTHONORMAL });
out
}
/// `Matrix4f.rotate(Quaternionfc)`.
pub fn rotate(&self, q: [f32; 4]) -> Self {
let [x, y, z, w] = q;
let (w2, x2, y2, z2) = (w * w, x * x, y * y, z * z);
let (zw, xy, xz, yw, yz, xw) = (z * w, x * y, x * z, y * w, y * z, x * w);
let (dzw, dxy, dxz, dyw, dyz, dxw) = (zw + zw, xy + xy, xz + xz, yw + yw, yz + yz, xw + xw);
let r = [
[w2 + x2 - z2 - y2, dxy + dzw, dxz - dyw],
[-dzw + dxy, y2 - z2 + w2 - x2, dyz + dxw],
[dyw + dxz, dyz - dxw, z2 - y2 - x2 + w2],
];
let m = &self.0;
let mut out = *self;
if self.has(IDENTITY) {
// rotation
for c in 0..3 {
out.0[c][..3].copy_from_slice(&r[c]);
}
out.1 = AFFINE | ORTHONORMAL;
return out;
}
out.1 = self.1 & !(PERSPECTIVE | IDENTITY | TRANSLATION);
if self.has(TRANSLATION) {
// rotateTranslation
for c in 0..3 {
out.0[c] = [r[c][0], r[c][1], r[c][2], 0.0];
}
} else if self.has(AFFINE) {
// rotateAffine
for c in 0..3 {
for row in 0..3 {
out.0[c][row] = m[0][row] * r[c][0] + m[1][row] * r[c][1] + m[2][row] * r[c][2];
}
out.0[c][3] = 0.0;
}
} else {
// rotateGeneric
for c in 0..3 {
for row in 0..4 {
out.0[c][row] = fma(
m[0][row],
r[c][0],
fma(m[1][row], r[c][1], m[2][row] * r[c][2]),
);
}
}
}
out
}
pub fn is_finite(&self) -> bool {
self.0.iter().flatten().all(|v| v.is_finite())
}
}
/// `Quaternionf.normalize` as the codec applies it to four components.
pub fn normalize_quaternion(q: [f32; 4]) -> [f32; 4] {
let [x, y, z, w] = q;
let inv = 1.0 / (x * x + (y * y + (z * z + w * w))).sqrt();
[x * inv, y * inv, z * inv, w * inv]
}
/// JOML `Math.sin(float)` without fast math.
fn joml_sin(rad: f32) -> f32 {
f64::from(rad).sin() as f32
}
/// JOML `Math.cosFromSin(float, float)` without fast math: the magnitude from
/// the sine, the sign from the angle's quadrant (exact zeros at right angles).
fn cos_from_sin(sin: f32, angle: f32) -> f32 {
let cos = (1.0 - sin * sin).sqrt();
let tau = (std::f64::consts::PI * 2.0) as f32;
let a = angle + std::f32::consts::FRAC_PI_2;
let mut b = a - (a / tau) as i32 as f32 * tau;
if b < 0.0 {
b += tau;
}
if b >= std::f32::consts::PI { -cos } else { cos }
}
/// `Quaternionf.rotationXYZ` from angles in radians.
pub fn quaternion_xyz(x: f32, y: f32, z: f32) -> [f32; 4] {
let half = |a: f32| -> (f32, f32) {
let h = a * 0.5;
let s = joml_sin(h);
(s, cos_from_sin(s, h))
};
let ((sx, cx), (sy, cy), (sz, cz)) = (half(x), half(y), half(z));
let (cycz, sysz, sycz, cysz) = (cy * cz, sy * sz, sy * cz, cy * sz);
[
sx * cycz + cx * sysz,
cx * sycz - sx * cysz,
cx * cysz + sx * sycz,
cx * cycz - sx * sysz,
]
}
/// `new Quaternionf(new AxisAngle4f(angle, axis))`: the angle is wrapped into
/// [0, 2π) and the axis is used as given.
pub fn quaternion_from_axis_angle(angle: f32, axis: [f32; 3]) -> [f32; 4] {
let tau = (std::f64::consts::PI * 2.0) as f32;
let angle = if angle < 0.0 {
tau + angle % tau
} else {
angle
} % tau;
let sin = joml_sin(angle * 0.5);
let cos = cos_from_sin(sin, angle * 0.5);
[axis[0] * sin, axis[1] * sin, axis[2] * sin, cos]
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn composes_in_joml_order() {
let t = Mat4::translation([1.0, 2.0, 3.0]);
let s = Mat4::IDENTITY.scale([2.0, -1.0, 1.0]);
let m = t.mul(&s);
assert_eq!(m.0[0][0], 2.0);
assert_eq!(m.0[1][1], -1.0);
assert_eq!(m.0[3][..3], [1.0, 2.0, 3.0]);
assert_eq!(s.mul(&t).0[3][..3], [2.0, -2.0, 3.0]);
}
#[test]
fn quarter_turn_about_z_rotates_x_into_y() {
let q = quaternion_from_axis_angle(std::f32::consts::FRAC_PI_2, [0.0, 0.0, 1.0]);
let m = Mat4::IDENTITY.rotate(q);
assert!((m.0[0][1] - 1.0).abs() < 1e-6 && m.0[0][0].abs() < 1e-6);
}
#[test]
fn half_turn_has_exact_zeros_like_joml() {
let half_turn = 180.0 * (std::f64::consts::PI / 180.0) as f32;
assert_eq!(quaternion_xyz(0.0, half_turn, 0.0), [0.0, 1.0, 0.0, 0.0]);
}
}
+144
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@@ -0,0 +1,144 @@
//! `PalettedPermutations` atlas sources: sprites such as
//! `trims/items/boots_trim_quartz` are the base texture with its colours
//! swapped through a palette pair (`PaletteMapping`), not files of their own.
use serde_json::Value;
use std::collections::BTreeMap;
/// One `minecraft:paletted_permutations` source of an atlas definition.
#[derive(Clone, Debug)]
pub struct PalettedPermutations {
/// Base sprite names (`minecraft:trims/items/boots_trim`).
pub textures: Vec<String>,
/// The key palette (`minecraft:trim_base`).
pub palette_key: String,
/// Suffix to target palette (`quartz` → `minecraft:trim/quartz`).
pub permutations: BTreeMap<String, String>,
pub separator: String,
}
/// A permuted sprite: its base texture and the palette pair to apply.
#[derive(Clone, Debug, PartialEq, Eq)]
pub struct Permutation<'a> {
pub base: &'a str,
pub palette_key: &'a str,
pub palette: &'a str,
}
fn qualified(id: &str) -> String {
if id.contains(':') {
id.to_owned()
} else {
format!("minecraft:{id}")
}
}
impl PalettedPermutations {
/// The `paletted_permutations` sources of an atlas JSON (`atlases/items.json`).
pub fn from_atlas(atlas: &str) -> Vec<Self> {
let Ok(json) = serde_json::from_str::<Value>(atlas) else {
return Vec::new();
};
let sources = json
.get("sources")
.and_then(Value::as_array)
.cloned()
.unwrap_or_default();
sources
.iter()
.filter(|s| {
s.get("type")
.and_then(Value::as_str)
.map(qualified)
.as_deref()
== Some("minecraft:paletted_permutations")
})
.filter_map(|s| {
Some(Self {
textures: s
.get("textures")?
.as_array()?
.iter()
.filter_map(Value::as_str)
.map(qualified)
.collect(),
palette_key: qualified(s.get("palette_key")?.as_str()?),
permutations: s
.get("permutations")?
.as_object()?
.iter()
.filter_map(|(k, v)| Some((k.clone(), qualified(v.as_str()?))))
.collect(),
separator: s
.get("separator")
.and_then(Value::as_str)
.unwrap_or("_")
.to_owned(),
})
})
.collect()
}
/// The permutation that produces `sprite` (`withSuffix(separator + key)`).
pub fn find(&self, sprite: &str) -> Option<Permutation<'_>> {
let sprite = qualified(sprite);
self.textures.iter().find_map(|base| {
let suffix = sprite
.strip_prefix(base.as_str())?
.strip_prefix(self.separator.as_str())?;
Some(Permutation {
base,
palette_key: &self.palette_key,
palette: self.permutations.get(suffix)?,
})
})
}
}
/// `PaletteMapping.create(key, target).apply` over ARGB pixels; the palettes
/// are the pixels of their images in reading order (`Palette.from`).
pub fn apply_palette(pixels: &mut [u32], key: &[u32], target: &[u32]) -> Option<()> {
if key.len() != target.len() {
return None;
}
let mut map = BTreeMap::new();
for (&k, &t) in key.iter().zip(target) {
if k >> 24 != 0 {
map.insert(k | 0xFF00_0000, t);
}
}
for pixel in pixels {
let alpha = *pixel >> 24;
if alpha == 0 {
continue;
}
let rgb = *pixel | 0xFF00_0000;
let target = map.get(&rgb).copied().unwrap_or(rgb);
*pixel = (alpha * (target >> 24) / 255) << 24 | target & 0x00FF_FFFF;
}
Some(())
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn finds_trim_permutations_and_maps_colours() {
let atlas = r#"{"sources":[{"type":"minecraft:paletted_permutations","palette_key":"minecraft:trim_base",
"permutations":{"quartz":"minecraft:trim/quartz"},"textures":["minecraft:trims/items/boots_trim"]}]}"#;
let sources = PalettedPermutations::from_atlas(atlas);
let p = sources[0]
.find("minecraft:trims/items/boots_trim_quartz")
.unwrap();
assert_eq!(
(p.base, p.palette),
("minecraft:trims/items/boots_trim", "minecraft:trim/quartz")
);
assert!(
sources[0]
.find("minecraft:trims/items/boots_trim_gold")
.is_none()
);
let mut pixels = [0xFF11_2233, 0x8011_2233, 0x0011_2233, 0xFF44_5566];
apply_palette(&mut pixels, &[0xFF11_2233], &[0xFFAA_BBCC]).unwrap();
assert_eq!(pixels, [0xFFAA_BBCC, 0x80AA_BBCC, 0x0011_2233, 0xFF44_5566]);
}
}
+35
View File
@@ -6,6 +6,8 @@ use std::{
};
pub const MISSING_MODEL: &str = "minecraft:builtin/missing";
/// `ItemModelGenerator.GENERATED_ITEM_MODEL_ID`.
pub const GENERATED_MODEL: &str = "minecraft:builtin/generated";
/// Decoded models are immutable and their inherited geometry is shared.
pub struct ModelLibrary {
@@ -21,8 +23,14 @@ pub struct ResolvedCuboidModel {
/// Cyclic and dangling aliases are absent from `textures`.
pub unresolved_textures: BTreeSet<String>,
geometry: Option<Arc<CuboidModel>>,
generated: bool,
}
impl ResolvedCuboidModel {
/// Whether the top geometry is `builtin/generated`'s layer extrusion
/// (no model closer to the leaf has elements of its own).
pub fn uses_item_generator(&self) -> bool {
self.generated
}
pub fn elements(&self) -> &[Option<Element>] {
self.geometry
.as_ref()
@@ -39,6 +47,25 @@ impl ResolvedCuboidModel {
}
}
impl ModelLibrary {
/// A library that also knows `builtin/generated`, the parent of every
/// flat item model; the native client registers it as a special model.
pub fn with_item_generator(mut models: BTreeMap<String, CuboidModel>) -> Result<Self> {
models.insert(
GENERATED_MODEL.to_owned(),
CuboidModel {
parent: None,
ambient_occlusion: None,
gui_light: Some(GuiLight::Front),
textures: BTreeMap::from([(
"particle".to_owned(),
TextureSlot::Reference("layer0".to_owned()),
)]),
elements: None,
display: None,
},
);
Self::new(models)
}
pub fn new(models: BTreeMap<String, CuboidModel>) -> Result<Self> {
let mut decoded = BTreeMap::new();
for (name, model) in models {
@@ -64,12 +91,14 @@ impl ModelLibrary {
let mut name = identifier(name)?;
let mut visited = BTreeSet::new();
let mut chain = Vec::new();
let mut names = Vec::new();
loop {
if !visited.insert(name.clone()) {
return Err(error("cyclic model parent"));
}
let model = self.models.get(&name).unwrap_or(&self.missing);
chain.push(model);
names.push(name.clone());
match &model.parent {
Some(parent) => name = parent.clone(),
None => break,
@@ -87,6 +116,11 @@ impl ModelLibrary {
.iter()
.find(|m| m.elements.is_some())
.map(|m| Arc::clone(m));
let generated = chain
.iter()
.zip(&names)
.find(|(m, name)| m.elements.is_some() || *name == GENERATED_MODEL)
.is_some_and(|(_, name)| name == GENERATED_MODEL);
let display = ItemTransforms {
contexts: std::array::from_fn(|index| {
chain
@@ -146,6 +180,7 @@ impl ModelLibrary {
textures,
unresolved_textures,
geometry,
generated,
})
}
}
+10
View File
@@ -0,0 +1,10 @@
[package]
name = "horizon-bench"
version = "0.1.0"
edition = "2021"
license = "MIT"
description = "The benchmark report format (docs/benchmark-report.md), shared by the game, the launcher and the upload"
[dependencies]
serde = { version = "1", features = ["derive"] }
serde_json = "1"
+259
View File
@@ -0,0 +1,259 @@
//! The machine a report was measured on. CPU, RAM and OS are detected here; the GPU and the display
//! come from the program that rendered (the game knows its adapter, the launcher its window).
use std::process::Command;
use serde::{Deserialize, Serialize};
#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct Hardware {
/// `macos`, `linux`, `windows`.
pub os: String,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub os_version: Option<String>,
pub arch: String,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub cpu: Option<String>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub cpu_threads: Option<usize>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub ram_mb: Option<u64>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub gpu: Option<Gpu>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub display: Option<Display>,
}
#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct Gpu {
pub name: String,
pub vendor: String,
pub driver: String,
/// `metal`, `vulkan`, `dx12`, `gl`.
pub backend: String,
/// `integrated`, `discrete`, `virtual`, `cpu`, `other`.
pub kind: String,
}
#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct Display {
/// Physical pixels.
pub width: u32,
pub height: u32,
pub scale: f64,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub refresh_hz: Option<u32>,
}
impl Hardware {
pub fn detect() -> Hardware {
Hardware {
os: std::env::consts::OS.to_owned(),
os_version: os_version(),
arch: std::env::consts::ARCH.to_owned(),
cpu: cpu(),
cpu_threads: std::thread::available_parallelism().ok().map(|n| n.get()),
ram_mb: ram_bytes().map(|b| b >> 20),
gpu: None,
display: None,
}
}
}
/// The one-minute load average: above about the number of threads the machine was busy.
pub fn load_average() -> Option<f64> {
if cfg!(target_os = "macos") {
// "{ 1.23 1.10 1.00 }"
output("sysctl", &["-n", "vm.loadavg"])?
.trim_start_matches('{')
.split_whitespace()
.next()?
.parse()
.ok()
} else {
std::fs::read_to_string("/proc/loadavg")
.ok()?
.split_whitespace()
.next()?
.parse()
.ok()
}
}
/// `ac` or `battery`; `None` where it can't be read (and on machines without a battery on Linux).
pub fn power_source() -> Option<&'static str> {
if cfg!(target_os = "macos") {
let batt = output("pmset", &["-g", "batt"])?;
return Some(if batt.contains("'Battery Power'") {
"battery"
} else {
"ac"
});
}
let mut on_battery = None;
for entry in std::fs::read_dir("/sys/class/power_supply").ok()?.flatten() {
let read =
|name: &str| std::fs::read_to_string(entry.path().join(name)).unwrap_or_default();
match read("type").trim() {
"Mains" if read("online").trim() == "1" => return Some("ac"),
"Battery" => on_battery = Some("battery"),
_ => {}
}
}
on_battery
}
/// Resident memory of a process, in bytes (macOS, Linux).
pub fn rss_bytes(pid: u32) -> Option<u64> {
if cfg!(target_os = "macos") {
return output("ps", &["-o", "rss=", "-p", &pid.to_string()])?
.parse::<u64>()
.ok()
.map(|kb| kb * 1024);
}
let status = std::fs::read_to_string(format!("/proc/{pid}/status")).ok()?;
let line = status.lines().find(|l| l.starts_with("VmRSS:"))?;
line.split_whitespace()
.nth(1)?
.parse::<u64>()
.ok()
.map(|kb| kb * 1024)
}
/// CPU time a process has used, user and system, in seconds (macOS, Linux).
pub fn cpu_seconds(pid: u32) -> Option<f64> {
if cfg!(target_os = "macos") {
// "[[dd-]hh:]mm:ss.cc"
let time = output("ps", &["-o", "time=", "-p", &pid.to_string()])?;
let (rest, days) = match time.split_once('-') {
Some((d, rest)) => (rest.to_owned(), d.parse::<f64>().ok()?),
None => (time, 0.0),
};
let seconds = rest.split(':').try_fold(0.0, |acc, part| {
part.parse::<f64>().ok().map(|v| acc * 60.0 + v)
})?;
return Some(days * 86_400.0 + seconds);
}
// utime and stime, fields 14 and 15, in clock ticks (100 per second on Linux).
let stat = std::fs::read_to_string(format!("/proc/{pid}/stat")).ok()?;
let fields: Vec<&str> = stat.rsplit_once(')')?.1.split_whitespace().collect();
let ticks: f64 = fields.get(11)?.parse::<f64>().ok()? + fields.get(12)?.parse::<f64>().ok()?;
Some(ticks / 100.0)
}
fn output(program: &str, args: &[&str]) -> Option<String> {
let out = Command::new(program).args(args).output().ok()?;
let text = String::from_utf8(out.stdout).ok()?.trim().to_owned();
(out.status.success() && !text.is_empty()).then_some(text)
}
#[cfg(target_os = "macos")]
fn os_version() -> Option<String> {
output("sw_vers", &["-productVersion"])
}
#[cfg(target_os = "macos")]
fn cpu() -> Option<String> {
output("sysctl", &["-n", "machdep.cpu.brand_string"])
}
#[cfg(target_os = "macos")]
fn ram_bytes() -> Option<u64> {
output("sysctl", &["-n", "hw.memsize"])?.parse().ok()
}
#[cfg(target_os = "linux")]
fn os_version() -> Option<String> {
let release = std::fs::read_to_string("/etc/os-release").ok()?;
let name = key_value(&release, "PRETTY_NAME", '=')?
.trim_matches('"')
.to_owned();
Some(match output("uname", &["-r"]) {
Some(kernel) => format!("{name} (kernel {kernel})"),
None => name,
})
}
#[cfg(target_os = "linux")]
fn cpu() -> Option<String> {
let info = std::fs::read_to_string("/proc/cpuinfo").ok()?;
// x86 names the CPU per core; ARM boards name the machine once.
key_value(&info, "model name", ':')
.or_else(|| key_value(&info, "Model", ':'))
.map(str::to_owned)
}
#[cfg(target_os = "linux")]
fn ram_bytes() -> Option<u64> {
let info = std::fs::read_to_string("/proc/meminfo").ok()?;
let kb = key_value(&info, "MemTotal", ':')?
.trim_end_matches("kB")
.trim();
kb.parse::<u64>().ok().map(|kb| kb * 1024)
}
#[cfg(target_os = "linux")]
fn key_value<'a>(text: &'a str, key: &str, sep: char) -> Option<&'a str> {
text.lines().find_map(|line| {
let (k, v) = line.split_once(sep)?;
(k.trim() == key).then(|| v.trim())
})
}
#[cfg(target_os = "windows")]
fn os_version() -> Option<String> {
output("cmd", &["/C", "ver"])
}
#[cfg(target_os = "windows")]
fn cpu() -> Option<String> {
std::env::var("PROCESSOR_IDENTIFIER").ok()
}
#[cfg(target_os = "windows")]
fn ram_bytes() -> Option<u64> {
let out = output(
"powershell",
&[
"-NoProfile",
"-Command",
"(Get-CimInstance Win32_ComputerSystem).TotalPhysicalMemory",
],
)?;
out.parse().ok()
}
#[cfg(not(any(target_os = "macos", target_os = "linux", target_os = "windows")))]
fn os_version() -> Option<String> {
None
}
#[cfg(not(any(target_os = "macos", target_os = "linux", target_os = "windows")))]
fn cpu() -> Option<String> {
None
}
#[cfg(not(any(target_os = "macos", target_os = "linux", target_os = "windows")))]
fn ram_bytes() -> Option<u64> {
None
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn detects_this_machine() {
let hw = Hardware::detect();
assert_eq!(hw.os, std::env::consts::OS);
assert!(hw.cpu_threads.unwrap() >= 1);
if cfg!(any(target_os = "macos", target_os = "linux")) {
assert!(hw.cpu.is_some(), "{hw:?}");
assert!(hw.ram_mb.unwrap() > 256, "{hw:?}");
assert!(hw.os_version.is_some(), "{hw:?}");
assert!(load_average().is_some());
assert!(rss_bytes(std::process::id()).unwrap() > 1 << 20);
assert!(cpu_seconds(std::process::id()).unwrap() >= 0.0);
}
}
}
+457
View File
@@ -0,0 +1,457 @@
//! The benchmark report format, version 1 (docs/benchmark-report.md).
//!
//! One JSON file per run, the same for the game, the launcher and `tools/perf_bench.py`: the local log
//! a player can attach, and, with consent, what the telemetry upload sends ([`Report::for_upload`]).
//! It holds summaries and fixed-edge histogram counts, never raw frame streams.
use std::collections::BTreeMap;
use std::io;
use std::path::{Path, PathBuf};
use std::time::{SystemTime, UNIX_EPOCH};
use serde::{Deserialize, Serialize};
mod hardware;
pub use hardware::{cpu_seconds, load_average, power_source, rss_bytes, Display, Gpu, Hardware};
pub const FORMAT: &str = "horizon-benchmark-report";
pub const VERSION: u32 = 1;
/// Lower edges of the frame-time histogram buckets, in milliseconds; the last bucket is 1000 ms and
/// over. Fixed by the format version so histograms from any number of reports add up.
pub const HISTOGRAM_EDGES_MS: [f64; 24] = [
0.0, 1.0, 2.0, 3.0, 4.17, 5.0, 6.0, 7.0, 8.33, 10.0, 12.0, 14.0, 16.67, 20.0, 25.0, 33.33,
40.0, 50.0, 66.67, 100.0, 150.0, 250.0, 500.0, 1000.0,
];
#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
#[serde(rename_all = "lowercase")]
pub enum Kind {
Game,
Launcher,
}
#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct App {
pub name: String,
pub version: String,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub commit: Option<String>,
#[serde(default, skip_serializing_if = "Vec::is_empty")]
pub mods: Vec<Mod>,
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Mod {
pub name: String,
pub version: String,
}
/// What has to match for two reports to be compared. Every field is optional.
#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct Conditions {
#[serde(default, skip_serializing_if = "Option::is_none")]
pub scenario: Option<String>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub seed: Option<String>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub render_distance: Option<u32>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub simulation_distance: Option<u32>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub window: Option<[u32; 2]>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub vsync: Option<bool>,
/// Absent: unlimited.
#[serde(default, skip_serializing_if = "Option::is_none")]
pub fps_cap: Option<u32>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub offscreen: Option<bool>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub repeats: Option<u32>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub warmup_s: Option<f64>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub power: Option<String>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub load_avg_1m: Option<f64>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub backend: Option<String>,
}
/// A measurement over a run's repeats.
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Summary {
pub n: usize,
pub mean: f64,
/// Sample standard deviation; `None` for a single value.
pub stdev: Option<f64>,
pub min: f64,
pub max: f64,
/// Half-width of the 95% confidence interval of the mean (Student's t); `None` for a single value.
pub ci95: Option<f64>,
}
impl Summary {
/// `None` for no values.
pub fn of(values: &[f64]) -> Option<Summary> {
let n = values.len();
if n == 0 {
return None;
}
let mean = values.iter().sum::<f64>() / n as f64;
let (stdev, ci95) = if n > 1 {
let var = values.iter().map(|v| (v - mean).powi(2)).sum::<f64>() / (n - 1) as f64;
let sd = var.sqrt();
(Some(sd), Some(t95(n - 1) * sd / (n as f64).sqrt()))
} else {
(None, None)
};
Some(Summary {
n,
mean: round(mean),
stdev: stdev.map(round),
min: round(values.iter().copied().fold(f64::INFINITY, f64::min)),
max: round(values.iter().copied().fold(f64::NEG_INFINITY, f64::max)),
ci95: ci95.map(round),
})
}
}
/// Two-sided 95% critical value of Student's t for `df` degrees of freedom.
fn t95(df: usize) -> f64 {
const TABLE: [f64; 30] = [
12.706, 4.303, 3.182, 2.776, 2.571, 2.447, 2.365, 2.306, 2.262, 2.228, 2.201, 2.179, 2.160,
2.145, 2.131, 2.120, 2.110, 2.101, 2.093, 2.086, 2.080, 2.074, 2.069, 2.064, 2.060, 2.056,
2.052, 2.048, 2.045, 2.042,
];
TABLE.get(df.wrapping_sub(1)).copied().unwrap_or(1.96)
}
/// One measured phase of one repeat.
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Frames {
pub phase: String,
pub repeat: u32,
pub frames: usize,
pub seconds: f64,
pub avg_fps: f64,
pub low_1pct_fps: f64,
pub low_01pct_fps: f64,
pub p50_ms: f64,
pub p95_ms: f64,
pub p99_ms: f64,
pub p999_ms: f64,
pub max_ms: f64,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub cpu_p50_ms: Option<f64>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub gpu_p50_ms: Option<f64>,
/// Frame counts per bucket of [`HISTOGRAM_EDGES_MS`].
pub histogram: Vec<u64>,
}
impl Frames {
/// The figures of a phase from its frame times in milliseconds (time between the starts of
/// consecutive frames); `None` for no frames. CPU and GPU times are per frame too, when measured.
pub fn of(
phase: &str,
repeat: u32,
frame_ms: &[f32],
cpu_ms: &[f32],
gpu_ms: &[f32],
) -> Option<Frames> {
let times = sorted(frame_ms);
let n = times.len();
if n == 0 {
return None;
}
let total: f64 = times.iter().sum();
// The average frame time of the slowest `share` of frames, as frames per second.
let low = |share: f64| {
let slowest = &times[n - ((n as f64 * share).ceil() as usize).max(1)..];
1000.0 * slowest.len() as f64 / slowest.iter().sum::<f64>()
};
let mut histogram = vec![0; HISTOGRAM_EDGES_MS.len()];
for &t in &times {
histogram[HISTOGRAM_EDGES_MS.partition_point(|&edge| edge <= t).max(1) - 1] += 1;
}
Some(Frames {
phase: phase.to_owned(),
repeat,
frames: n,
seconds: round(total / 1000.0),
avg_fps: round(n as f64 * 1000.0 / total),
low_1pct_fps: round(low(0.01)),
low_01pct_fps: round(low(0.001)),
p50_ms: round(percentile(&times, 0.5)),
p95_ms: round(percentile(&times, 0.95)),
p99_ms: round(percentile(&times, 0.99)),
p999_ms: round(percentile(&times, 0.999)),
max_ms: round(times[n - 1]),
cpu_p50_ms: (!cpu_ms.is_empty()).then(|| round(percentile(&sorted(cpu_ms), 0.5))),
gpu_p50_ms: (!gpu_ms.is_empty()).then(|| round(percentile(&sorted(gpu_ms), 0.5))),
histogram,
})
}
}
fn sorted(ms: &[f32]) -> Vec<f64> {
let mut v: Vec<f64> = ms
.iter()
.map(|&m| f64::from(m))
.filter(|m| m.is_finite())
.collect();
v.sort_by(f64::total_cmp);
v
}
/// Three decimals: plenty for milliseconds and FPS, short in JSON, and parsed back exactly.
fn round(v: f64) -> f64 {
(v * 1000.0).round() / 1000.0
}
/// Nearest-rank percentile of sorted, non-empty values.
fn percentile(sorted: &[f64], p: f64) -> f64 {
let n = sorted.len();
sorted[((n as f64 * p).ceil() as usize).clamp(1, n) - 1]
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Report {
pub format: String,
pub version: u32,
pub kind: Kind,
/// When the run ended, UTC, `YYYY-MM-DDTHH:MM:SSZ`.
pub created: String,
pub app: App,
pub hardware: Hardware,
#[serde(default)]
pub conditions: Conditions,
/// Scalar measurements by name; the unit is the name's suffix (`_ms`, `_mb`...).
#[serde(default)]
pub metrics: BTreeMap<String, Summary>,
#[serde(default)]
pub frames: Vec<Frames>,
/// Local only: a name the person running it chose.
#[serde(default, skip_serializing_if = "Option::is_none")]
pub label: Option<String>,
/// Local only: logs the run wrote next to the report.
#[serde(default, skip_serializing_if = "Vec::is_empty")]
pub local: Vec<PathBuf>,
}
impl Report {
/// An empty report for this machine, created now.
pub fn new(kind: Kind, app: App) -> Report {
Report {
format: FORMAT.to_owned(),
version: VERSION,
kind,
created: utc_now(),
app,
hardware: Hardware::detect(),
conditions: Conditions::default(),
metrics: BTreeMap::new(),
frames: Vec::new(),
label: None,
local: Vec::new(),
}
}
/// Records a measurement over the repeats; no values records nothing.
pub fn metric(&mut self, name: &str, values: &[f64]) {
if let Some(summary) = Summary::of(values) {
self.metrics.insert(name.to_owned(), summary);
}
}
/// Reads a report, rejecting other formats and newer versions.
pub fn parse(json: &str) -> Result<Report, String> {
let report: Report = serde_json::from_str(json).map_err(|e| e.to_string())?;
if report.format != FORMAT {
return Err(format!(
"not a benchmark report: format {:?}",
report.format
));
}
if report.version > VERSION {
return Err(format!(
"report version {} is newer than {VERSION}",
report.version
));
}
Ok(report)
}
/// The report without its local-only fields, dated to the day: what an upload sends.
pub fn for_upload(&self) -> Report {
let day = self.created.get(..10).unwrap_or_default();
Report {
label: None,
local: Vec::new(),
created: format!("{day}T00:00:00Z"),
..self.clone()
}
}
pub fn to_json(&self) -> String {
serde_json::to_string_pretty(self).expect("a report always serializes")
}
/// Writes `<dir>/<kind>-<created>-<scenario>.json` and returns its path.
pub fn write_to(&self, dir: &Path) -> io::Result<PathBuf> {
std::fs::create_dir_all(dir)?;
let kind = match self.kind {
Kind::Game => "game",
Kind::Launcher => "launcher",
};
let stamp: String = self.created.chars().filter(char::is_ascii_digit).collect();
let scenario: String = self
.conditions
.scenario
.as_deref()
.unwrap_or("run")
.chars()
.map(|c| {
if c.is_ascii_alphanumeric() || c == '-' {
c
} else {
'_'
}
})
.collect();
let path = dir.join(format!("{kind}-{stamp}-{scenario}.json"));
std::fs::write(&path, self.to_json() + "\n")?;
Ok(path)
}
}
/// The current time, UTC, `YYYY-MM-DDTHH:MM:SSZ`.
pub fn utc_now() -> String {
let secs = SystemTime::now()
.duration_since(UNIX_EPOCH)
.map_or(0, |d| d.as_secs());
utc(secs)
}
fn utc(secs: u64) -> String {
let (days, rem) = (secs / 86_400, secs % 86_400);
// Civil date from days since 1970-01-01 (Howard Hinnant's algorithm).
let z = days as i64 + 719_468;
let era = z.div_euclid(146_097);
let doe = z - era * 146_097;
let yoe = (doe - doe / 1460 + doe / 36_524 - doe / 146_096) / 365;
let doy = doe - (365 * yoe + yoe / 4 - yoe / 100);
let mp = (5 * doy + 2) / 153;
let day = doy - (153 * mp + 2) / 5 + 1;
let month = if mp < 10 { mp + 3 } else { mp - 9 };
let year = yoe + era * 400 + i64::from(month <= 2);
format!(
"{year:04}-{month:02}-{day:02}T{:02}:{:02}:{:02}Z",
rem / 3600,
rem / 60 % 60,
rem % 60
)
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn utc_dates() {
assert_eq!(utc(0), "1970-01-01T00:00:00Z");
assert_eq!(utc(951_782_400), "2000-02-29T00:00:00Z");
assert_eq!(utc(1_791_983_007), "2026-10-14T13:03:27Z");
}
#[test]
fn summary_of_repeats() {
assert_eq!(Summary::of(&[]), None);
let one = Summary::of(&[5.0]).unwrap();
assert_eq!((one.n, one.mean, one.stdev, one.ci95), (1, 5.0, None, None));
let s = Summary::of(&[2.0, 4.0, 6.0]).unwrap();
assert_eq!((s.mean, s.min, s.max), (4.0, 2.0, 6.0));
assert_eq!(s.stdev, Some(2.0));
assert_eq!(s.ci95, Some(4.969), "4.303 * 2 / sqrt(3)");
}
#[test]
fn frame_figures_and_histogram() {
// 998 frames of 2 ms, one of 20 ms, one of 1500 ms.
let mut ms = vec![2.0f32; 998];
ms.extend([20.0, 1500.0]);
let f = Frames::of("flight", 0, &ms, &[], &[]).unwrap();
assert_eq!(f.frames, 1000);
assert_eq!(f.seconds, 3.516);
assert_eq!((f.p50_ms, f.p999_ms, f.max_ms), (2.0, 20.0, 1500.0));
// Slowest 1% = 10 frames: 8 of 2 ms, 20 ms, 1500 ms.
assert_eq!(f.low_1pct_fps, 6.51, "1000 * 10 / 1536");
// Slowest 0.1% = the 1500 ms frame.
assert_eq!(f.low_01pct_fps, 0.667);
assert_eq!(f.histogram.len(), HISTOGRAM_EDGES_MS.len());
assert_eq!(f.histogram[2], 998, "2 ms falls in [2, 3)");
assert_eq!(f.histogram[13], 1, "20 ms falls in [20, 25)");
assert_eq!(f.histogram[23], 1, "1500 ms falls in [1000, inf)");
assert_eq!(f.histogram.iter().sum::<u64>(), 1000);
assert_eq!((f.cpu_p50_ms, f.gpu_p50_ms), (None, None));
assert_eq!(Frames::of("x", 0, &[], &[], &[]), None);
}
#[test]
fn round_trip_and_upload_strips_local_fields() {
let mut r = Report::new(
Kind::Game,
App {
name: "horizon-client".into(),
version: "0.1.0".into(),
..App::default()
},
);
r.conditions.scenario = Some("flight".into());
r.metric("startup.title_ms", &[800.0, 820.0]);
r.frames
.extend(Frames::of("village", 0, &[2.0, 3.0], &[1.0], &[]));
r.label = Some("my run".into());
r.local.push("/home/someone/logs/latest.log".into());
let back = Report::parse(&r.to_json()).unwrap();
assert_eq!(back, r);
r.created = "2026-10-15T14:03:27Z".into();
let upload = r.for_upload();
assert_eq!(upload.created, "2026-10-15T00:00:00Z", "the day only");
let upload = upload.to_json();
assert!(
!upload.contains("my run") && !upload.contains("someone"),
"{upload}"
);
}
#[test]
fn rejects_other_formats_and_newer_versions() {
let r = Report::new(Kind::Launcher, App::default());
let newer = r.to_json().replace("\"version\": 1", "\"version\": 2");
assert!(Report::parse(&newer).unwrap_err().contains("newer"));
let other = r.to_json().replace(FORMAT, "something-else");
assert!(Report::parse(&other).is_err());
}
#[test]
fn writes_into_a_folder() {
let dir = std::env::temp_dir().join(format!("horizon-bench-test-{}", std::process::id()));
let mut r = Report::new(Kind::Launcher, App::default());
r.created = "2026-10-15T14:03:27Z".into();
r.conditions.scenario = Some("cold start".into());
let path = r.write_to(&dir).unwrap();
assert_eq!(
path.file_name().unwrap(),
"launcher-20261015140327-cold_start.json"
);
assert_eq!(
Report::parse(&std::fs::read_to_string(&path).unwrap()).unwrap(),
r
);
std::fs::remove_dir_all(dir).unwrap();
}
}
+34
View File
@@ -11,12 +11,46 @@ description = "Horizon native development client"
horizon-assets = { path = "../horizon-assets" }
horizon-core = { path = "../horizon-core" }
horizon-world = { path = "../horizon-world" }
horizon-protocol = { path = "../horizon-protocol" }
horizon-friends = { path = "../horizon-friends" }
wgpu = { version = "30.0.1", default-features = false, features = ["std", "parking_lot", "vulkan", "metal", "wgsl"] }
winit = "0.30.13"
pollster = "0.4"
bytemuck = { version = "1.24", features = ["derive"] }
glam = "0.30"
png = "0.18"
sha2 = "0.10.9"
serde = { version = "1", features = ["derive"] }
serde_json = { version = "1.0.151", features = ["raw_value"] }
cpal = "0.16"
symphonia = { version = "0.5", default-features = false, features = ["ogg", "vorbis"] }
miniz_oxide = "0.8"
ab_glyph = "0.2.32"
log = "0.4"
chrono = { version = "0.4.42", default-features = false, features = ["clock", "std"] }
flate2 = { version = "1.1.10", default-features = false, features = ["rust_backend"] }
horizon-theme = { path = "../horizon-theme" }
# Opt-in data collection: the game keeps, the launcher sends (docs/telemetry.md).
horizon-telemetry = { path = "../horizon-telemetry", default-features = false }
horizon-bench = { path = "../horizon-bench" }
arboard = { version = "3.6.1", default-features = false, features = ["wayland-data-control"] }
zip = { version = "2", default-features = false, features = ["deflate"] }
# Controllers (evdev + libudev on Linux, IOKit on macOS, Windows.Gaming.Input).
gilrs = "0.11"
# HTTPS to the Minecraft services (online-mode session join).
ureq = { version = "2", default-features = false, features = ["tls"] }
[target.'cfg(windows)'.build-dependencies]
# The icon resource in the .exe (build.rs).
winresource = "0.1"
[features]
# Records the call sites of mob random draws (`mob_ai_probe` traces).
rng-trace = ["horizon-core/rng-trace"]
[lints]
workspace = true
[dev-dependencies]
# Parses and validates the composed entity shader (already built for wgpu).
naga = { version = "30.0.1", features = ["wgsl-in"] }
+15
View File
@@ -0,0 +1,15 @@
//! Embeds Horizon's icon (`packaging/icons/horizon.ico`) in the Windows executables, as icon
//! resource 1: Explorer and the task bar show it, and the window takes it as its icon.
fn main() {
let dir = std::env::var("CARGO_MANIFEST_DIR").unwrap_or_default();
let ico = format!("{dir}/../../packaging/icons/horizon.ico");
println!("cargo:rerun-if-changed={ico}");
#[cfg(windows)]
if std::env::var("CARGO_CFG_TARGET_OS").as_deref() == Ok("windows") {
let mut resource = winresource::WindowsResource::new();
resource.set_icon(&ico);
if let Err(e) = resource.compile() {
panic!("embedding {ico}: {e}");
}
}
}
@@ -0,0 +1,185 @@
//! Replays `tools/test_ambient_sound_parity.py` scripts through Horizon's
//! ambient sound handlers over its `SoundEngine`:
//! `ambient_fixture ROOT INPUT OUTPUT`.
#[path = "audio_common/mod.rs"]
mod common;
use common::{Fake, d, f, flush};
use horizon_client::ambience::{Ambience, AmbientContext, AmbientSounds, Mood, bubble_column_in};
use horizon_client::sound_engine::{Bound, SoundEngine, TickContext, Ticking};
use horizon_client::sound_events::{SoundRegistry, normalize};
use horizon_core::random::RandomSource;
use std::io::Write;
/// The oracle's scripted brightness.
fn light(mode: i32, x: i32, y: i32, z: i32) -> (u8, u8) {
let h = x.wrapping_mul(73856093) ^ y.wrapping_mul(19349663) ^ z.wrapping_mul(83492791);
let u = h as u32;
match mode {
0 => (15, 0),
1 => (0, 0),
2 => (0, ((u >> 4) & 15) as u8),
_ => (
if h & 3 == 0 { ((u >> 8) & 15) as u8 } else { 0 },
((u >> 12) & 15) as u8,
),
}
}
fn sounds(a: &[&str]) -> AmbientSounds {
AmbientSounds {
r#loop: (a[1] != "-").then(|| normalize(a[1])),
mood: (a[2] != "-").then(|| {
let m: Vec<&str> = a[2].split(',').collect();
Mood {
sound: normalize(m[0]),
tick_delay: m[1].parse().expect("delay"),
block_search_extent: m[2].parse().expect("extent"),
offset: d(m[3]),
}
}),
additions: a[3..]
.iter()
.map(|s| {
let p: Vec<&str> = s.split(',').collect();
(normalize(p[0]), d(p[1]))
})
.collect(),
}
}
fn main() {
let args: Vec<String> = std::env::args().collect();
let mut engine = SoundEngine::new(SoundRegistry::load(std::path::Path::new(&args[1])));
engine.listening = true;
let mut backend = Fake::default();
let mut ambience = Ambience::new(0);
let mut current = AmbientSounds::default();
let (mut position, mut eye, mut eye_in_water, mut spectator, mut removed, mut mode) =
([0.0f64; 3], 0.0f32, false, false, false, 0);
let mut height = 1.8f32;
let mut columns: Vec<([i32; 3], bool)> = Vec::new();
let input = std::fs::read_to_string(&args[2]).expect("input");
let mut out = std::io::BufWriter::new(std::fs::File::create(&args[3]).expect("output"));
for line in input.lines() {
writeln!(out, "{line}").expect("write");
let a: Vec<&str> = line.split(' ').collect();
match a[0] {
"start" => {
engine.stop_all(&mut backend);
ambience.clear(&mut Bound {
engine: &mut engine,
backend: &mut backend,
});
ambience = Ambience::new(a[1].parse().expect("seed"));
current = AmbientSounds::default();
(position, eye, eye_in_water, spectator, removed, mode) =
([0.0; 3], 0.0, false, false, false, 0);
height = 1.8;
columns.clear();
}
"sounds" => current = sounds(&a),
"player" => {
position = [d(a[1]), d(a[2]), d(a[3])];
eye = f(a[4]);
eye_in_water = a[5] == "1";
spectator = a[6] == "1";
removed = a[7] == "1";
mode = a[8].parse().expect("mode");
height = f(a[9]);
columns = a[10..]
.iter()
.map(|c| {
let p: Vec<&str> = c.split(',').collect();
let n = |i: usize| p[i].parse::<i32>().expect("column");
([n(0), n(1), n(2)], p[3] == "1")
})
.collect();
}
"volume" => {
let source: usize = a[1].parse().expect("source");
engine.source_volumes[source] = f(a[2]);
engine.refresh_category_volume(source, &mut backend);
}
"tick" => {
let light = |b: [i32; 3]| light(mode, b[0], b[1], b[2]);
let ctx = AmbientContext {
sounds: &current,
position,
eye_y: position[1] + f64::from(eye),
underwater: eye_in_water,
spectator,
light: &light,
bubble_column: bubble_column_in(
[
position[0] - f64::from(0.3f32),
position[1],
position[2] - f64::from(0.3f32),
position[0] + f64::from(0.3f32),
position[1] + f64::from(height),
position[2] + f64::from(0.3f32),
],
|b| columns.iter().find(|c| c.0 == b).map(|c| c.1),
),
};
ambience.tick(
&ctx,
&mut Bound {
engine: &mut engine,
backend: &mut backend,
},
);
let tick = TickContext {
player_underwater: ambience.was_underwater(),
player_removed: removed,
};
engine.tick(false, &tick, &mut backend);
}
_ => panic!("{line}"),
}
writeln!(
out,
" rand={} mood={:08x} underwater={} delay={}",
ambience.random.clone().next_long(),
ambience.moodiness.to_bits(),
ambience.was_underwater(),
ambience.underwater_delay()
)
.expect("write");
for (event, id) in ambience.loops() {
let i = engine.instance(*id).expect("loop");
let Ticking::BiomeLoop { fade, direction } = i.ticking else {
panic!("loop kind");
};
writeln!(
out,
" loop {event} fade={fade} direction={direction} stopped={} active={}",
i.stopped,
engine.is_active(*id)
)
.expect("write");
}
let mut playing: Vec<String> = engine
.active_instances()
.into_iter()
.map(|id| {
let i = engine.instance(id).expect("instance");
format!(
" playing {} volume={:08x} looping={} relative={} at={:016x},{:016x},{:016x} stopped={}",
i.identifier,
i.volume.to_bits(),
i.looping,
i.relative,
i.position[0].to_bits(),
i.position[1].to_bits(),
i.position[2].to_bits(),
i.tickable() && i.stopped
)
})
.collect();
playing.sort();
for p in playing {
writeln!(out, "{p}").expect("write");
}
flush(&mut engine, &mut out);
}
}
@@ -0,0 +1,313 @@
//! Arrows over the client's resident scene (`arrows::tick`), for
//! tools/test_arrow_parity.py: one line of state and one of events per operation.
#![forbid(unsafe_code)]
use horizon_client::{
Result,
arrows::{
self, ArrowEvent, ArrowParticle, ArrowScene, ArrowSound, BlockReaction, Pickup, Touch,
},
assets::Assets,
blocks::BlockFacts,
collisions,
items::ItemStack,
mobs::Who,
motion::{LAVA, MotionResources, WATER},
projectiles::{Projectile, ProjectileKind},
world::World,
};
use horizon_core::{
geometry::Vec3,
random::{LegacyRandom, RandomSource},
};
use serde_json::Value;
use std::{
fs,
io::{BufRead, Write},
path::PathBuf,
};
fn number(v: &Value) -> f64 {
f64::from_bits(u64::from_str_radix(v.as_str().unwrap(), 16).unwrap())
}
fn vector(v: &Value) -> Vec3 {
Vec3::new(number(&v[0]), number(&v[1]), number(&v[2]))
}
fn bits(v: Vec3) -> String {
format!(
"{:016x},{:016x},{:016x}",
v.x.to_bits(),
v.y.to_bits(),
v.z.to_bits()
)
}
fn seed(v: &Value) -> i64 {
v.as_str().unwrap().parse().unwrap()
}
fn particle(k: ArrowParticle) -> &'static str {
match k {
ArrowParticle::Bubble => "bubble",
ArrowParticle::Crit => "crit",
ArrowParticle::Splash => "splash",
}
}
fn main() -> Result<()> {
let args: Vec<_> = std::env::args().skip(1).collect();
if args.len() != 3 {
return Err("usage: arrow_probe RESOURCES FIXTURE_DIRECTORY --describe|REFERENCE".into());
}
let root = PathBuf::from(&args[0]);
let dir = PathBuf::from(&args[1]);
let assets = Assets::load(&root)?;
let mut scene = World::test_scene(&assets, 1)?;
fs::write(
dir.join("scene.json"),
serde_json::to_vec(
&serde_json::json!({"radius":1,"resident_chunks":scene.chunks.len(),"model_gallery":assets.model_gallery}),
)?,
)?;
if args[2] == "--describe" {
return Ok(());
}
let binding = collisions::load(&root, assets.registry)?;
let motion = MotionResources::load(&root, &assets)?;
let facts = BlockFacts::load(&root, assets.registry)?;
let side = &args[2];
let mut out = std::io::BufWriter::new(fs::File::create(dir.join(format!("rust-{side}.txt")))?);
let mut level_random = LegacyRandom::new(0);
for line in std::io::BufReader::new(fs::File::open(dir.join("inputs.txt"))?).lines() {
let f: Value = serde_json::from_str(&line?)?;
let kind = ProjectileKind::Arrow {
base_damage: 2.0,
critical: f["crit"].as_bool().unwrap(),
effect: None,
};
let mut arrow = Projectile::new(kind, vector(&f["position"]), None)
.with_arrow_random(LegacyRandom::new(seed(&f["seed"])));
arrow.velocity = vector(&f["velocity"]);
arrow.arrow.as_mut().unwrap().no_physics = f["no_physics"].as_bool().unwrap();
// ProjectileWeaponItem.useAmmo's stack, intangible when no ammo was used.
arrow.arrow.as_mut().unwrap().set_item(&arrows::drawn_ammo(
&ItemStack::new("minecraft:arrow", 1),
f["intangible"].as_bool().unwrap(),
));
for op in f["ops"].as_array().unwrap() {
let mut events = Vec::new();
let mut touched = "-".to_string();
match op["mode"].as_str().unwrap() {
"tick" => {
if !arrow.arrow.as_ref().unwrap().removed {
let no_rain = |_| false;
let view = ArrowScene {
world: &scene,
registry: assets.registry,
facts: &facts,
collision: &binding,
fluids: &motion.fluids,
raining: &no_rain,
mob_griefing: true,
tnt_explodes: true,
};
arrows::tick(&mut arrow, &view, &[]);
}
for event in arrow.arrow.as_mut().unwrap().events.drain(..) {
match event {
ArrowEvent::Particle {
kind,
position,
velocity,
} => events.push(format!(
"particle {} {} {}",
particle(kind),
bits(position),
bits(velocity)
)),
ArrowEvent::Sound {
sound,
volume,
pitch,
} => events.push(format!(
"sound {} {:08x} {:08x}",
match sound {
ArrowSound::HitGround => "hit",
ArrowSound::Splash => "splash",
ArrowSound::Extinguish => "extinguish",
},
volume.to_bits(),
pitch.to_bits()
)),
ArrowEvent::BubbleColumnParticles { pos } => {
for _ in 0..2 {
let x = f64::from(pos.x) + level_random.next_double();
let z = f64::from(pos.z) + level_random.next_double();
let at = Vec3::new(x, f64::from(pos.y + 1), z);
events.push(format!(
"sent splash {} {} {:016x}",
bits(at),
bits(Vec3::ZERO),
1.0f64.to_bits()
));
let x = f64::from(pos.x) + level_random.next_double();
let z = f64::from(pos.z) + level_random.next_double();
let at = Vec3::new(x, f64::from(pos.y + 1), z);
events.push(format!(
"sent bubble {} {} {:016x}",
bits(at),
bits(Vec3::new(0.0, 0.01, 0.0)),
0.2f64.to_bits()
));
}
}
ArrowEvent::Block { pos, reaction } => match reaction {
BlockReaction::PrimeTnt => {
// TntBlock.prime: PrimedTnt draws its push from the
// level random, then removeBlock(pos, false).
let _ = level_random.next_double();
let at = Vec3::new(
f64::from(pos.x) + 0.5,
f64::from(pos.y),
f64::from(pos.z) + 0.5,
);
events.push(format!("spawn tnt {} 80", bits(at)));
events.push(format!(
"sound tnt_primed {:08x} {:08x}",
1.0f32.to_bits(),
1.0f32.to_bits()
));
events.push("prime-event".into());
let air =
assets.registry.default_state("minecraft:air").unwrap();
scene.set(pos.x, pos.y, pos.z, air)?;
events.push(format!(
"write {},{},{} {} 3",
pos.x, pos.y, pos.z, air.0
));
}
BlockReaction::Light(lit) => {
scene.set(pos.x, pos.y, pos.z, lit)?;
events.push(format!(
"write {},{},{} {} 11",
pos.x, pos.y, pos.z, lit.0
));
}
},
ArrowEvent::SplashEvent => events.push("splash-event".into()),
ArrowEvent::ShootEvent => events.push("shoot-event".into()),
}
}
}
"block" => {
let p = &op["position"];
let mut state = assets
.registry
.default_state(op["name"].as_str().unwrap())
.ok_or("missing fixture block")?;
if let Some(properties) = op["properties"].as_object() {
let mut definition = assets.registry.state(state).unwrap().clone();
for (name, value) in properties {
definition
.properties
.insert(name.clone(), value.as_str().unwrap().into());
}
state = assets
.registry
.id(&definition)
.ok_or("missing fixture state")?;
}
scene.set(
p[0].as_i64().unwrap() as i32,
p[1].as_i64().unwrap() as i32,
p[2].as_i64().unwrap() as i32,
state,
)?;
}
"velocity" => arrow.velocity = vector(&op["value"]),
"ignite" => arrow
.arrow
.as_mut()
.unwrap()
.ignite_for_seconds(f32::from_bits(
u32::from_str_radix(op["value"].as_str().unwrap(), 16).unwrap(),
)),
"level_seed" => level_random.set_seed(seed(&op["value"])),
"owner" => arrow
.arrow
.as_mut()
.unwrap()
.set_owner(match op["value"].as_str() {
Some("player") => Some(Who::Player),
Some("mob") => Some(Who::Mob(1)),
_ => None,
}),
"pickup" => {
arrow.arrow.as_mut().unwrap().pickup =
Pickup::from_byte(op["value"].as_i64().unwrap())
}
// The game's touch: the inventory takes the arrow unless full,
// and a creative player takes it anyway.
"touch" => {
let creative = op["creative"].as_bool().unwrap();
let full = op["inventory"] == "full";
let a = arrow.arrow.as_mut().unwrap();
let (taken, arrows) = match a.player_touch(creative) {
Touch::Ignore => (false, 0),
Touch::Take => (true, 0),
Touch::Give(_) => (!full || creative, u32::from(!full)),
};
if taken {
a.removed = true;
}
touched = format!("{taken} {arrows}");
}
other => return Err(format!("unknown operation {other}").into()),
}
let a = arrow.arrow.as_ref().unwrap();
writeln!(
out,
"arrow {} {} {:08x} {:08x} {} {} {} {} {} {} {} {} {} {:016x} {:016x} {} {} {:016x} {}",
bits(arrow.position),
bits(arrow.velocity),
arrow.pitch.to_bits(),
arrow.yaw.to_bits(),
a.in_ground,
a.in_ground_time,
a.life,
a.shake,
a.last_state.map_or("none".into(), |s| s.0.to_string()),
a.fire_ticks,
a.was_touching_water,
a.was_eye_in_water,
a.first_tick,
a.fluids.fluid_height(&Tags, WATER).to_bits(),
a.fluids.fluid_height(&Tags, LAVA).to_bits(),
a.removed,
arrow.critical(),
a.fall_distance.to_bits(),
bits(arrow.previous)
)?;
writeln!(out, "events {}", events.join(" | "))?;
let a = arrow.arrow.as_ref().unwrap();
let intangible = a
.pickup_item
.data()
.and_then(|d| d.other(arrows::INTANGIBLE))
.is_some();
writeln!(out, "pickup {} {intangible} {touched}", a.pickup.byte())?;
}
writeln!(out, "end")?;
}
Ok(())
}
struct Tags;
impl horizon_world::entity_fluid::FluidMembership for Tags {
fn fluid_in_tag(
&self,
kind: horizon_world::fluid::FluidKind,
tag: horizon_world::entity_fluid::FluidTagId,
) -> bool {
use horizon_world::fluid::FluidKind;
if tag == WATER {
matches!(kind, FluidKind::Water | FluidKind::FlowingWater)
} else {
matches!(kind, FluidKind::Lava | FluidKind::FlowingLava)
}
}
}
@@ -0,0 +1,85 @@
//! Audio environment attributes from Horizon's `MusicTables` and
//! `AmbientTables` for `tools/test_audio_attributes_parity.py`:
//! `audio_attributes_fixture ROOT INPUT OUTPUT`.
use horizon_client::ambience::AmbientTables;
use horizon_client::music::{Music, MusicTables};
use horizon_client::sound_events::normalize;
use std::io::Write;
fn music(m: Option<&Music>) -> String {
m.map_or("-".to_owned(), |m| {
format!(
"{},{},{},{}",
normalize(&m.sound),
m.min_delay,
m.max_delay,
m.replace_current_music
)
})
}
fn main() {
let args: Vec<String> = std::env::args().collect();
let root = std::path::Path::new(&args[1]);
let tables = MusicTables::load(root);
let ambient = AmbientTables::load(root);
let input = std::fs::read_to_string(&args[2]).expect("input");
let mut out = std::io::BufWriter::new(std::fs::File::create(&args[3]).expect("output"));
for (name, m) in [
("MENU", Music::menu()),
("CREDITS", Music::credits()),
("END_BOSS", Music::end_boss()),
("CREATIVE", Music::creative()),
("END", Music::end()),
("UNDER_WATER", Music::under_water()),
("GAME", Music::game()),
] {
writeln!(out, "{name} {}", music(Some(&m))).expect("write");
}
for line in input.lines() {
let f: Vec<&str> = line.split(' ').collect();
let (dimension, biome) = (f[0], f[1]);
let bg = tables.background(dimension, biome);
let mut s = format!(
"{line} default={} creative={} underwater={}",
music(bg.default.as_ref()),
music(bg.creative.as_ref()),
music(bg.underwater.as_ref())
);
for creative in [false, true] {
for underwater in [false, true] {
s.push_str(&format!(
" select={}",
music(bg.select(creative, underwater))
));
}
}
s.push_str(&format!(
" volume={:08x}",
tables.volume(dimension, biome).to_bits()
));
let a = ambient.get(dimension, biome);
s.push_str(&format!(
" loop={}",
a.r#loop.as_deref().map_or("-".to_owned(), normalize)
));
s.push_str(&format!(
" mood={}",
a.mood.as_ref().map_or("-".to_owned(), |m| format!(
"{},{},{},{:016x}",
normalize(&m.sound),
m.tick_delay,
m.block_search_extent,
m.offset.to_bits()
))
));
for (sound, chance) in &a.additions {
s.push_str(&format!(
" addition={},{:016x}",
normalize(sound),
chance.to_bits()
));
}
writeln!(out, "{s}").expect("write");
}
}
@@ -0,0 +1,176 @@
//! Shared by the audio fixtures: a backend recording what an OpenAL source
//! would hold, and the per-step dump the Java oracles print.
#![allow(dead_code)]
use horizon_client::sound_engine::{Backend, ChannelId, InstanceId, PlayResult, SoundEngine};
use horizon_client::sound_events::Sound;
use std::collections::HashMap;
use std::io::Write;
const INITIAL: u32 = 0x1011;
const PLAYING: u32 = 0x1012;
const PAUSED: u32 = 0x1013;
const STOPPED: u32 = 0x1014;
/// An OpenAL source's state as `alGetSource*` reports it.
#[derive(Clone)]
pub struct Source {
pub state: u32,
pub gain: f32,
pub pitch: f32,
pub position: [f32; 3],
pub relative: bool,
pub looping: bool,
pub model: u32,
pub max: f32,
pub rolloff: f32,
pub reference: f32,
}
impl Default for Source {
fn default() -> Self {
Self {
state: INITIAL,
gain: 1.0,
pitch: 1.0,
position: [0.0; 3],
relative: false,
looping: false,
model: 0xD002,
max: f32::MAX,
rolloff: 1.0,
reference: 1.0,
}
}
}
/// Buffers and streams are ready at once (silence in the oracle); stopping an
/// initial source leaves it initial, as in OpenAL Soft.
#[derive(Default)]
pub struct Fake {
pub sources: HashMap<ChannelId, Source>,
next: ChannelId,
}
impl Backend for Fake {
fn create(&mut self, _streaming: bool) -> Option<ChannelId> {
self.next += 1;
self.sources.insert(self.next, Source::default());
Some(self.next)
}
fn destroy(&mut self, channel: ChannelId) {
self.sources.remove(&channel);
}
fn set_pitch(&mut self, c: ChannelId, pitch: f32) {
self.sources.get_mut(&c).expect("source").pitch = pitch;
}
fn set_volume(&mut self, c: ChannelId, volume: f32) {
self.sources.get_mut(&c).expect("source").gain = volume;
}
fn set_attenuation(&mut self, c: ChannelId, linear: Option<f32>) {
let s = self.sources.get_mut(&c).expect("source");
match linear {
Some(max) => {
s.model = 0xD003;
s.max = max;
s.rolloff = 1.0;
s.reference = 0.0;
}
None => s.model = 0,
}
}
fn set_looping(&mut self, c: ChannelId, looping: bool) {
self.sources.get_mut(&c).expect("source").looping = looping;
}
fn set_position(&mut self, c: ChannelId, p: [f64; 3]) {
self.sources.get_mut(&c).expect("source").position =
[p[0] as f32, p[1] as f32, p[2] as f32];
}
fn set_relative(&mut self, c: ChannelId, relative: bool) {
self.sources.get_mut(&c).expect("source").relative = relative;
}
fn start(&mut self, c: ChannelId, _sound: &Sound, _looping: bool) {
self.sources.get_mut(&c).expect("source").state = PLAYING;
}
fn stop(&mut self, c: ChannelId) {
if let Some(s) = self.sources.get_mut(&c)
&& s.state != INITIAL
{
s.state = STOPPED;
}
}
fn pause(&mut self, c: ChannelId) {
let s = self.sources.get_mut(&c).expect("source");
if s.state == PLAYING {
s.state = PAUSED;
}
}
fn unpause(&mut self, c: ChannelId) {
let s = self.sources.get_mut(&c).expect("source");
if s.state == PAUSED {
s.state = PLAYING;
}
}
fn stopped(&mut self, c: ChannelId) -> bool {
self.sources.get(&c).is_none_or(|s| s.state == STOPPED)
}
}
pub fn bits(v: f32) -> String {
format!("{:08x}", v.to_bits())
}
pub fn f(hex: &str) -> f32 {
f32::from_bits(u32::from_str_radix(hex, 16).expect("float"))
}
pub fn d(hex: &str) -> f64 {
f64::from_bits(u64::from_str_radix(hex, 16).expect("double"))
}
/// The shared per-step dump (instances, notifications, pool counts).
pub fn describe(engine: &SoundEngine, backend: &Fake, name: &str, id: InstanceId) -> String {
let mut s = format!(" {name} active={}", engine.is_active(id));
match engine.channel(id).and_then(|c| backend.sources.get(&c)) {
None => s.push_str(" channel=-"),
Some(src) => s.push_str(&format!(
" state={:x} gain={} pitch={} pos={},{},{} rel={} loop={} model={:x} max={} rolloff={} ref={}",
src.state,
bits(src.gain),
bits(src.pitch),
bits(src.position[0]),
bits(src.position[1]),
bits(src.position[2]),
u8::from(src.relative),
u8::from(src.looping),
src.model,
bits(src.max),
bits(src.rolloff),
bits(src.reference)
)),
}
s
}
pub fn flush(engine: &mut SoundEngine, out: &mut impl Write) {
for n in std::mem::take(&mut engine.notifications) {
writeln!(
out,
"notify {} {} {} {} {:016x} {:016x} {:016x}",
n.identifier,
n.subtitle.as_deref().unwrap_or("-"),
bits(n.range),
n.looping,
n.position[0].to_bits(),
n.position[1].to_bits(),
n.position[2].to_bits()
)
.expect("write");
}
let [used, streaming] = engine.used_channels();
writeln!(
out,
" Sounds: {used}/{} + {streaming}/{}",
engine.limits[0], engine.limits[1]
)
.expect("write");
}
pub fn result_name(r: PlayResult) -> &'static str {
match r {
PlayResult::Started => "STARTED",
PlayResult::StartedSilently => "STARTED_SILENTLY",
PlayResult::NotStarted => "NOT_STARTED",
}
}
@@ -0,0 +1,117 @@
#![forbid(unsafe_code)]
//! Runs tools/test_auto_jump_parity.py's cases through the local player's
//! `MotionWorld::update_auto_jump` over the client's resident test scene
//! (actual resources, collision registry and block-collision scan).
use horizon_client::{
assets::Assets,
collisions,
motion::{MotionResources, MotionWorld, PlayerMotion},
world::World,
};
use horizon_core::geometry::Vec3;
use serde_json::Value;
use std::{
fs,
io::{BufRead, BufReader, BufWriter, Write},
path::PathBuf,
};
type Result<T> = std::result::Result<T, Box<dyn std::error::Error>>;
fn fl(v: &Value) -> f32 {
f32::from_bits(u32::from_str_radix(v.as_str().unwrap(), 16).unwrap())
}
fn db(v: &Value) -> f64 {
f64::from_bits(u64::from_str_radix(v.as_str().unwrap(), 16).unwrap())
}
fn main() -> Result<()> {
let args: Vec<_> = std::env::args().skip(1).collect();
let [root, input, output, scene_json] = &args[..] else {
return Err("usage: auto_jump_probe RESOURCES INPUT OUTPUT SCENE_JSON".into());
};
let root = PathBuf::from(root);
let assets = Assets::load(&root)?;
let mut scene = World::test_scene(&assets, 1)?;
let binding = collisions::load(&root, assets.registry)?;
let resources = MotionResources::load(&root, &assets)?;
fs::write(
scene_json,
serde_json::to_vec(&serde_json::json!({
"radius": 1, "resident_chunks": scene.chunks.len(), "model_gallery": assets.model_gallery,
}))?,
)?;
let mut out = BufWriter::new(fs::File::create(output)?);
for (n, line) in BufReader::new(fs::File::open(input)?).lines().enumerate() {
let c: Value = serde_json::from_str(&line?)?;
writeln!(out, "== {n}")?;
let mut restore = Vec::new();
for b in c["blocks"].as_array().unwrap() {
let (x, y, z) = (
b[0].as_i64().unwrap() as i32,
b[1].as_i64().unwrap() as i32,
b[2].as_i64().unwrap() as i32,
);
let mut state = assets
.registry
.default_state(b[3].as_str().unwrap())
.ok_or("missing fixture block")?;
if let Some(properties) = b[4].as_object()
&& !properties.is_empty()
{
let mut definition = assets.registry.state(state).unwrap().clone();
for (name, value) in properties {
definition
.properties
.insert(name.clone(), value.as_str().unwrap().into());
}
state = assets
.registry
.id(&definition)
.ok_or("missing fixture state")?;
}
restore.push((x, y, z, scene.block(x, y, z)));
scene.set(x, y, z, state)?;
}
let p = &c["player"];
let position = Vec3::new(db(&p["pos"][0]), db(&p["pos"][1]), db(&p["pos"][2]));
let mut player = PlayerMotion::new(&resources, position)?;
player.ground.on_ground = p["ground"].as_bool().unwrap();
player.shift_key_down = p["shift"].as_bool().unwrap();
player.yaw = fl(&p["yr"]);
player.pitch = fl(&p["xr"]);
let key = player
.attributes
.key("minecraft:movement_speed")
.ok_or("speed")?;
let handle = player
.attributes
.get_instance(Some(key))
.map_err(|e| format!("{e:?}"))?
.ok_or("speed instance")?;
let speed = f64::from(fl(&p["speed"]));
player
.attributes
.edit(&handle, |a, o| a.set_base_value(speed, o))
.map_err(|e| format!("{e:?}"))?;
player.move_vector = [fl(&p["move"][0]), fl(&p["move"][1])];
player.dimensions.width = fl(&p["width"]);
player.dimensions.height = fl(&p["height"]);
player.status.jump_boost = p["boost"].as_i64().map(|a| a as i32);
player.auto_jump_enabled = p["enabled"].as_bool().unwrap();
player.auto_jump_time = p["time"].as_i64().unwrap() as i32;
MotionWorld {
player: &mut player,
scene: &mut scene,
assets: &assets,
collision_binding: &binding,
resources: &resources,
}
.update_auto_jump(fl(&c["xa"]), fl(&c["za"]))?;
writeln!(out, "jump {}", player.auto_jump_time)?;
for (x, y, z, state) in restore.into_iter().rev() {
scene.set(x, y, z, state)?;
}
}
out.flush()?;
Ok(())
}
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