- The command harness (HORIZON_COMMAND_SCRIPT) drives the world itself,
without the event loop, so it does not start the server thread.
- `status` lists the minecarts a client of a server was sent.
- save_roundtrip: single player's server thread finishes the chunks its
player tracks, as vanilla's integrated server does, including some that
vanilla's server (view distance 4) left before their terrain or light.
Those had no blocks, light or heightmaps to compare yet.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On a client of a server (single player's server thread, a LAN guest) the
placed block comes with the server's answer: `place` waits up to a second
for it before reporting no change. agent_control_e2e tries the next free
spot when the tree's trunk above the broken log hides a spot's faces.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
With single player on its server thread, the window is a client of the
server, so what agents and harnesses did on the window's own state no
longer reached the world:
- control `give`, `time` and the agent's `command` run on the server as the
world's owner (owner_console_command), in the owner's level;
- `defaultgamemode` run by a guest or the owner reaches the hub, so new
guests join in the right mode (the hub is out while a guest acts);
- the remote client sends its held slot before using or attacking
(MultiPlayerGameMode.ensureHasSentCarriedItem);
- remote chat lines feed the agent's event log (`wait-for chat`);
- the remote client applies another player's crouch flag, and the entity
tracker sends Entity's shared flags and pose back at 0 (a player standing
up again was never sent);
- a respawned player is removed from and paired again for the other
players (their clients kept the dead body);
- a teleport drops the guest's moves sent before it, so a fall in them no
longer hurts the guest where it lands;
- flight summaries report the server's tick time (`tick_ms`).
lan_e2e finds the guest by name in `lan status` (the owner is listed too
on the server thread), reads what the host window draws from its remote
view, respawns a dead guest by its death screen, and lets natural
regeneration heal during the pvp-off hit. agent_control_e2e waits two ticks
where the server answers a click.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Single player's world now runs on the integrated server thread unless
asked otherwise, as vanilla's does, so a world tick no longer holds up
a frame. `--no-server-thread` or `HORIZON_SERVER_THREAD=0` keeps the
world in the frame as an escape hatch; `--server-thread` stays.
lan_e2e.py sets the host's mode explicitly either way.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On a server, single player's server thread included, the inventory
had no recipe book: the window ignored the recipe book packets, and
the server ignored a guest's ServerboundPlaceRecipePacket.
- horizon-protocol decodes the recipe book's packets and the recipe
displays they carry: RecipeBookAdd / Remove / Settings,
PlaceGhostRecipe and the serverbound PlaceRecipe. Every 26.3
`recipe_display` and `slot_display` type is decoded (shaped,
shapeless, furnace, stonecutter and smithing displays; empty,
any_fuel, with_any_potion, only_with_component, item, item_stack,
tag, dyed, smithing_trim, with_remainder and composite slots).
- The remote client keeps the book the server sends (ClientRecipeBook:
added, highlighted, removed, replaced), shows the unlock toast,
applies the open and filter settings, and counts the menu the
server last sent for the craftable filter. Clicking a recipe sends
PlaceRecipe; a ghost recipe from the server fades in.
- The server handles a guest's PlaceRecipe in the inventory grid and
the crafting table (ServerPlaceRecipe on the menu engine, for known
recipes only) and answers with the slots, or a ghost recipe when the
items are missing.
- The screen state reports the recipe book's buttons.
lan_e2e.py gains a `recipes` check: the guest gets oak logs, opens the
book, clicks the planks recipe, and a log lands in the grid.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The window dropped ClientboundCommandsPacket ("argument nodes are not
decoded"), so on a server, single player's server thread included,
the chat was a bare input line without completion, colouring or usage.
- horizon-protocol decodes argument nodes: the 26.3
`command_argument_type` ids and every parser's properties
(ArgumentTypeInfo.deserializeFromNetwork), plus the custom
suggestion provider.
- command::network turns the tree into a Dispatcher. A node at a path
the client's vanilla tree also has takes that node's argument type
and suggestion provider; any other node takes the type its parser
and properties describe.
- On a server the chat is ChatScreen over that tree, so Tab completes,
arguments are coloured, usage and errors show, and Enter sends the
command to the server. Player-name suggestions come from the
server's player list. The old bare input line is gone.
- The screen state reports the chat input (`chat_input`).
lan_e2e.py gains a `commands` check: the guest completes `/gamem` to
`/gamemode` and `/gamemode cr` to `/gamemode creative` with Tab, and
the command runs.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On a server (the integrated server thread and the dedicated server)
the host has no player of its own, so effects that only touched the
host's player reached nobody; on a LAN world they reached only the
host. Beacons, the warden's and shriekers' darkness, the elder
guardian's mining fatigue, splash and lingering potions' splash and
the raid victory's Hero of the Village now run for each player in
the level, guests through `as_guest`.
The elder guardian's curse sends the guest the GUARDIAN_ELDER_EFFECT
game event, which the remote client now shows (the apparition and
the curse sound).
lan_e2e.py gains an `effects` check: a speed beacon next to both
players must give both of them speed.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A server (the dedicated server and single player's server thread) now
holds a level per dimension, like vanilla's `MinecraftServer.levels`. Each
server tick runs every level with players in it, one at a time, by swapping
its fields into place (game/levels.rs), so the world tick code runs
unchanged. Before this, a portal did nothing while two or more players were
online.
- Levels: the parked levels keep the world, streaming, save, block ticks,
entities, block entity state, raids, sculk and creaking scans. The
Overworld stays loaded; another level is saved and closed after 300 ticks
with nobody in it. Saving saves every level.
- Hub: `tick` is split into `poll` (the network, once per tick),
`tick_level` (the packets, chunks, block changes, containers and entities
of the players in the level in place) and `end_tick` (latency). Each guest
has a dimension; time, weather, sounds and events reach only the players
in their level, and the clock and weather last sent are kept per level.
- Travel: every player has their own portal state; a portal moves only that
player into the destination's level (`ServerPlayer.teleport` packets as
before). Respawning brings a player back to the Overworld's level.
- Player data saves and loads each player's dimension, and a returning
player is placed in their own level.
- tools/lan_e2e.py --server-thread --check portals: the guest goes to the
Nether while the host stays, then the host goes to the End while the guest
is in the Nether, and both come back.
The in-frame game keeps its one level that follows its player.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A guest's action runs on the host's game with the guest's state swapped in
(`as_guest`). The swap restored the open screen but not what opening one
does to the window: `capture(false)` released the host's pointer, so the
cursor showed and the camera stopped whenever a guest opened a chest, a
crafting table or any other menu. `keys.clear()` dropped the keys the host
was holding, and a sign, book, command block or mount menu the guest opened
was drawn on the host's screen.
- `capture` leaves the window alone while a guest acts.
- `as_guest` keeps the host's held keys, sign editor, book, command block
screen and mount menu, as it already kept the open screen.
- `state` reports `pointer_grabbed` (mouse movement turns the camera).
- tools/lan_e2e.py: `chest` and `crafting` check that the host keeps its
screen and its mouse look; a new `sign` check places a sign as the guest.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Interpolated animated sprites (`"interpolate": true`) mix two frames into
every mip level with `f32::round`. Baseline x86-64 has no rounding
instruction (it needs SSE4.1), so each byte was a call into libm's roundf:
7.8 to 8.5% of the render thread's samples on a Kaby Lake laptop.
Round with a truncation and an exact fraction test instead. The result
is bit-identical to `f32::round` for every value the blend can produce,
checked over all frame byte pairs at 144 blend times.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
PlayerList.tick broadcasts UPDATE_LATENCY once ++sendAllPlayerInfoIn > 600;
the hub sent it every 100 ticks. The extra updates landed in the
dedicated_server harness's respawn window and failed it at random.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Port CachedUserNameToIdResolver to the dedicated server, in place of the
in-memory name cache: usercache.json in the universe folder is loaded at
startup (bad entries skipped, a bad date warned about), players are added
when they join and kept for a month, and the file keeps the 1000 most
recently used, newest first, as Gson writes it.
The console's op, deop, ban, pardon and whitelist find players by name
through it, in any case. A name it doesn't hold is asked of the profile
service (profiles::find_by_name) on offline servers too, as vanilla does;
one the service doesn't know is the offline player of the lower-case name
on an offline server, and "That player does not exist" on an online one.
tools/test_user_cache_parity.py runs vanilla's server and Horizon's with a
mock profile service and compares the replies, the names looked up and the
files; the dedicated-server harness now compares usercache.json too.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
With oracle/facts.json, a mod the oracle did not load (a library it
needs is missing) lost every block: none of its ids were in the facts.
It now keeps the guesses from its blockstates, as without an oracle.
ATM10: Regions Unexplored (TerraBlender is CurseForge-only) gets its
805 blocks back.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
At render distance 32 the section arena holds about 1.5 GB of vertices
(2.1 GB of GPU memory in all while flying). Vulkan drivers fail an
allocation once video memory is full instead of paging like OpenGL
drivers, and wgpu's default error handler turns that into a panic: a
4 GB laptop GPU that also drives the desktop crashed a few seconds into
an RD32 world.
Arena pages are now created inside an out-of-memory error scope. A page
that doesn't fit in video memory is created mappable, which the
allocator places in host-visible system memory, so the terrain still
draws (more slowly) as OpenGL drivers do. A page that can't grow keeps
its contents and a smaller new page is tried; with no memory left at
all, the section is skipped rather than the game ending.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Vanilla skips a resource with an invalid path, a data file that does not
parse, one at a time; Horizon's content loader refuses the whole mod
set. carry now keeps them in outside/ with the reason (report
`unreadable`): upper-case paths, JSON that does not parse, shared
tags with "replace": true. A byte-order mark is dropped.
ATM10's 42 carried mods: 19 such files in 7 mods (Mekanism Tools'
ry_UA lang, CTOV's empty tag, Towns and Towers' replacing tags, broken
template pools, recipes and a lang file), and the 42 load as carried.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
lan/chunks.rs: keep the per-section encode cache and the cached
heightmaps, applied to the level's section range from #668. Heightmaps
use client_heightmaps_in with the level's min_y and height, and
set_dimension drops cached heightmaps. The light layers go over the
level's sections and drop sky light where the level has none.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Port 26.3's ServerWaypointManager for the players of a served world: each
player who receives waypoints gets ClientboundTrackedWaypointPacket for
every other player who transmits one, as a block (in view), a chunk (one
chunk out) or an azimuth (really far), with the update thresholds,
breaking rules and team colours vanilla uses. Crouching, invisibility and
a carved pumpkin or mob head hide a player; spectators see everyone and
are seen by no one; the locator_bar game rule turns it all off and on.
tools/test_locator_bar_parity.py runs vanilla's server and Horizon's with
two vanilla-codec players and compares every waypoint packet each receives.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
AvatarRenderer.getArmPose gives THROW_TRIDENT to the hand using a
trident: HumanoidModel lifts that arm over the head (xRot * 0.5 - pi)
and leaves the other arm's pose alone (affectsOffhandPose). Horizon
used the plain item pose, so the held trident, drawn with its throwing
model, pointed down through the body. An aggressive drowned raises its
trident the same way (DrownedRenderer), and zombie arms leave that arm
alone (AnimationUtils.animateZombieArms).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
FloatGoal's constructor lets the navigation float, so Mob.jumpInLiquid
adds 0.04F a tick; Horizon set that flag only for a few species, and
every other FloatGoal user (pigs, cows, wolves, cats, horses, witches,
illagers...) got the non-floater 0.3 and bounced out of the water.
Register it from the goal (and from the constructors that set it:
allay, armadillo, camel, goat, parrot, wither), and add 0.04 as the
float vanilla adds.
Mobs that drop back into water now splash (Entity.doWaterSplashEffect
from updateFluidInteraction, skipped on the first tick), with their
swim splash sound. The new mob_ai deep_water scenarios also caught:
horses register addBehaviourGoals last (none for the skeleton horse, no
mount panic for the zombie horse), RandomStandGoal waits the horse
ambient interval (400 for every AbstractHorse), and the cat's sit-on-
block goal draws its delay only for tame cats once the last ran out.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
#656 handles ClientboundChangeDifficultyPacket and refreshes the World
Options screen too; this branch's own arm became unreachable.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The player's model never read the swimming pose: sprint-swimming and
crawling drew it upright and walking. Add LivingEntity.swimAmount
(eased 0.09 a tick toward isVisuallySwimming), AvatarRenderer's swim
rotation (tipped by the pitch in water, -90 out of it, laid along the
swimming box) and HumanoidModel.setupSwimAnimation (the 26-unit arm
stroke, head down, flutter kick). The avatar rotations now follow
LivingEntityRenderer.setupRotations' death and upside-down turns, as in
vanilla.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
level/data.rs, level/mod.rs: load, load_with_behaviour_json and
load_with_gameplay all go through one cached() helper (try the snapshot,
build and store on a miss), so #607's client path keeps this cache.
Resolution from contrib-review-1's validated integration, without #601.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
encode_in built the light layers twice (encode filled them for every
section, then encode_in replaced them with the ones that exist around the
column). On the ThinkPad at 25 walking bots light_data was 8 % of the server
thread. The light is now built once, and a section's packed DataLayers stay in
the section cache while the section is unchanged (relighting moves it to a new
address, as an edit does). Uniform light is filled directly, not kept.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The server holds one level at a time, as the in-frame game does. While one
player is online (single player on the server thread, or a world with one
player in it), a Nether or End portal swaps the server's level the
in-frame way (switch_level, split out of enter_dimension) and the player
is moved as ServerPlayer.teleport moves it into another level: a Respawn
packet keeping all data, the difficulty, permission level, teleport,
abilities, level info, inventory, effects and the portal travel sound,
then a teleport to the exit once the destination has loaded (the Nether
portal found or built, the End platform, the Overworld's spawn column).
Respawning away from the Overworld takes the level back there first.
What the hub sends follows the level:
- Chunks carry the level's sections only (y 0 to 255 in the Nether and the
End), without sky light where the dimension has none, and heightmaps
from the level's floor. Until now every level went out with the
Overworld's 24 sections, which a client in the Nether or the End reads
64 blocks off.
- The dimension type follows the level the hub names; the default spawn
position is the Overworld's.
- A level switch keeps the block change log (an open hub kept none after
a portal) and the sculk watch list.
Worlds whose player is in the Nether or the End now open on the server
thread too.
The network client maps the End to the End (it drew it as the Overworld)
and shows the death screen on its own PlayerCombatKill, as
ClientPacketListener.handlePlayerCombatKill does, whatever health came
last.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ClientboundUpdateAdvancementsPacket and ClientboundAwardStatsPacket are
new in the protocol crate, and the window applies them as vanilla's client
does:
- ClientAdvancements.update: a reset replaces the tree, added advancements
join it with their place on the tab (DisplayInfo x, y), removed ones go,
each changed one takes the progress sent, and one that is done in a
non-reset update with show set gets its toast. The advancements screen
lays a server's tree out where the server placed it and shows everything
it sent.
- handleAwardStats: the counters the server sends, by registry name.
Opening the statistics screen asks for them (StatsScreen.init's
REQUEST_STATS).
Joining and leaving a server start from empty advancements and statistics.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A Modpacks page between Versions and Patch notes (docs/modpacks.md, the
working version's launcher step):
- Import a pack file (.mrpack, CurseForge zip) or an instance folder (Prism,
MultiMC, CurseForge): horizon-port-pack's import, inventory (Modrinth by
file hash) and report into ports/<slug>/ in the game's home.
- The coverage report: ported, partial, not yet and not needed, with every
mod's class, tier, licence and reason, filtered by status.
- Port: the portable mods' jars (content, data tier) the player's own way
(their folder, the pack's links, Modrinth's CDN; what only CurseForge has
needs its key and is said so), carried over for the selected version's
prepared tables; the pipeline's log shows while it runs.
- Play: the game as the pack's own profile, ports/<slug>/home/ (its saves,
options.txt copied from the player's the first time) with the carried-over
mods as dev mods. The session flow is shared with Play (start_client).
- The same from the command line: horizon-launcher modpack list | import |
port | play | remove.
Nothing is uploaded or shared; jars and ports stay in the game's home.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The launcher's "Import modpack" needs the pipeline as a library and a way to
get the jars a pack names without redistributing anything.
- The steps move into the library (pipeline.rs) with a line callback, so the
command line and the launcher run the same code; main.rs is a thin CLI.
- fetch: the jars of the portable mods (content, data tier) into
<work>/jars/, the player's own downloads: copied from a folder they have
(by SHA-1, or a CurseForge app instance's minecraftinstance.json), else
from the pack's own link (.mrpack hosts only) or the same file on
Modrinth's public CDN found by SHA-1, kept only when the hash matches.
What only CurseForge has is listed as needing a CurseForge API key.
<work>/fetch.json records each file.
- port: every step after the import for the portable mods (fetch, the
inventory again with the jars read, carry, report).
- A CurseForge zip whose overrides hold Crash Assistant's modlist.json (All
the Mods 10 does) takes its jar names, mod ids and SHA-1s instead of bare
project ids, so Modrinth answers for most files.
- inventory goes on offline when Modrinth cannot be reached.
All the Mods 10 8.3's CurseForge zip: 496 files named; of the 54 data-tier
content mods 42 download from Modrinth's CDN (84 MB) and 12 need the key or
the player's instance; 42 carried over (partial: the harness is a dev step).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Single player on its server thread, LAN guests and dedicated server players
are network players, and the server gave them none of these:
- PlayerAdvancements: each player's progress loads from and saves to
players/advancements/<uuid>.json (an integrated server's owner keeps
single player's file). The game's triggers, awards and the advancement
commands work on the player the game acts for (as_guest swaps the
progress in), every tick runs the tick, location and inventory triggers,
and flushDirty sends ClientboundUpdateAdvancementsPacket with what became
visible or hidden and the progress that changed. A player who has been
here gets their saved advancements in the first packet; a new one gets
the same first tick as before. Announcements go to everyone
(PlayerList.broadcastSystemMessage).
- ServerStatsCounter: per-tick and movement statistics are counted for each
player, saved to players/stats/<uuid>.json, follow the scoreboard
criteria under the player's name, and go out in
ClientboundAwardStatsPacket when the client asks (REQUEST_STATS), all of
them the first time.
- ServerRecipeBook: the player file's recipeBook is kept, sent on joining
(settings and every known recipe), and recipes unlocked later go out in
ClientboundRecipeBookAddPacket.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Main's startup now falls back to vanilla resources when packs fail; the
behaviours snapshot folder is set just before.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
With single player on its server thread, the window is the server's client
and dropped several packets the in-frame game never needed:
- ClientboundBlockEntityDataPacket and the block entities of chunk packets:
the block entity of that type loads the tag (signs, spawners), as
handleBlockEntityData and LevelChunk.replaceWithPacketData do.
- ClientboundChangeDifficultyPacket: the level data's difficulty and lock.
- ClientboundSetDefaultSpawnPositionPacket: the respawn data spawn
compasses point at.
- ClientboundSetChunkCacheCenterPacket: ClientChunkCache's view centre;
columns outside the storage (the server's radius + 3) are ignored or
dropped, as ClientChunkCache.Storage does.
- ClientboundAnimatePacket: wake up, and the critical and magic critical
hit emitters.
- ClientboundTickingStatePacket / ClientboundTickingStepPacket (new in the
protocol crate): the level's TickRateManager. A frozen level holds its
time and non-player entities, and the server's rate only ever slows the
client timer down (Minecraft.getTickTargetMillis).
- ClientboundServerDataPacket: the server list entry keeps a valid icon
(ServerList.saveSingleServer); single player has no entry.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Path searches (vanilla's PathFinder with WalkNodeEvaluator) were 14 % of
the world tick with 80 villagers. Two costs vanilla doesn't have:
- the node index and the per-query path type and collision caches used the
standard SipHash; vanilla keys them by packed position in fastutil maps.
They use the Fx hasher now (nothing iterates them, so no order changes);
- a position's static path type (its block, the one below and up to 24
neighbours, `getPathTypeStatic`) was worked out again for every mob box
that covered it. Vanilla caches the block part level-wide
(`PathTypeCache`); the finder now remembers each position's type for the
query, during which the world doesn't change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
When chunks arrive, the sculk index looks through them for sensors,
shriekers and catalysts. It unpacked and tested all 4,096 blocks of every
section that wasn't uniform: 10 to 18 ms in a tick after a world loaded,
more over a larger render distance (#489).
A section whose palette holds no sculk state has no sculk block, so it is
passed over without reading its blocks; the others are scanned as before,
and the same blocks are found.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Every tick, each item and mob that can use a portal sweeps the blocks its
box passed through since the last tick, looking for a nether portal block
(`Entity.checkInsideBlocks` reaching `NetherPortalBlock.entityInside`).
Each sweep allocated a visited set and read every block of the path.
Every block a sweep visits lies in the box covering the entity's box at
both ends. When no section that box touches has a nether portal state in
its palette, no visited block is a portal: the sweep is skipped. Sections
are checked once per tick, and a box over more than 64 sections (an
entity teleported far) is swept as before.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A loaded world had none of its structure starts in the generator's cache.
The first time natural spawning (or anything else) asked which structures
hold a position in a chunk referencing a village, the game thread built the
village start: 60 to 120 ms in one tick, once right after the world opened
and again a few ticks later for the next start (#489).
Vanilla reads the starts with the chunk. The streaming worker that loads a
saved chunk now builds the starts it references into the same cache, so the
game thread finds them there. The starts are the same: the same function
builds them from the same seed and chunk, only earlier and on a worker.
The cache now keeps the first starts built for a chunk when two threads
build them at once, so every user shares one start and its pieces'
placement state, as vanilla's single StructureStart does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
lan_actions.rs: clear the old body's potions (main), then respawn with
the tick context (this branch). hub.rs: keep main's effect and chunk
tracking reset before this branch's vanilla respawn sequence.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Every PR of the startup batch adds a different tools/profile_client_startup.py,
so any two of them conflict. This one becomes tools/profile_shared_json.py; its
guide and tools/profile_gameplay_decode.py follow.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Every PR of the startup batch adds a different tools/profile_client_startup.py,
so any two of them conflict. This one measures only Behaviours::load, so it
becomes tools/profile_behaviour_cache.py, and --cache-dir passes the snapshot
folder to the example so warm loads can be measured.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Loading the eight carried-over mods in the game (not only the probe) showed
two limits real packs reach. Block textures past 2048 layers are another PR;
this one handles block states and measures a pack.
- Chunk sections store a block state in 16 bits. Vanilla 26.3 has 35,723
states; Macaw's four mods add 36,154, the eight 41,389. Past 65,536 ids
wrapped onto other blocks (a trapdoor became a hanging sign).
mod_content::build now refuses a set of mods past MAX_STATES and names the
states per mod; the game then starts without content mods, as for any
refused content.
- tools/mod_port_harness.py probes each mod on its own against vanilla, as a
player adding it would load it.
- tools/perf_bench.py --game neoforge: Minecraft 1.21.1 on NeoForge 21.1.259
with --mod-jars and --deps, driven by a dev-only NeoForge port of the bench
mod (mods/horizon/src/neoforge-bench); --port-work loads a work folder's
carried-over mods into Horizon. tools/neoforge_oracle.py installs the
client once under .local/neoforge-oracle (the installer, then the vanilla
libraries it inherits, sha1-checked) and builds the driver. A NeoForge
start that crashes before the driver loads (FML reading fml.toml while
creating it) is retried once.
Measured (docs/modpacks.md): six ported mods in Horizon against the same
mods on NeoForge, Mac mini M4 Pro, 2 games per row on a loaded machine. The
world is ready 3.1x sooner at 8 and 16 chunks, the flights run 1.7x and
3.6x the frames, and Horizon's RSS is not lower (+1.1 GB with the mods).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Every packet sent to a guest woke its writer thread, and at 25 walking bots
those wake-ups (mpsc notify, semaphore_signal) were about a quarter of the
server thread's tick. While tick_lan runs, packets for each guest are held
and handed over in one Out::Packets at the end; a send outside a tick, or a
disconnect, first hands over what is held, so the bytes and their order are
unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
options_ui.rs: #585 put Mods... in the telemetry slot; keep it and put
Horizon Extras... in the credits slot as this branch intended.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Right-clicking a furnace as a guest did nothing: the host only handed
chests, barrels, hoppers, dispensers and shulker boxes over. It now opens
the furnace's own menu (minecraft:furnace, blast_furnace or smoker),
runs the guest's clicks through the host's AbstractFurnaceMenu (fuel slot,
take-only result, shift-clicks by recipe and fuel, a new input restarts
cooking) and keeps the client's progress arrows in step with
ContainerSetData. The dedicated server harness now opens a furnace and
smelts an ore in it on both servers.
Fixes#540
Co-Authored-By: Claude Opus 5.5 <[email protected]>
component_nbt wrapped the numbers of a mixed list under the empty key, and
the NBT writer then wrapped those wrappers again, as ListTag.wrapIfNeeded
does. A vanilla client reading /give's reply ("Gave 1 [Raw Iron] to ...")
unwrapped once, found a {"": 1} argument and dropped the connection. The
list is now left to the writer.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
world_spawn now takes about 1480 s on a loaded Mac mini runner, just
under the old 1500 s limit, so PRs failed on a timeout rather than a
mismatch (#567, #514).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The resource folder is shared: worktrees and parity harnesses link one copy,
and the launcher copies a prepared folder to each new compatible version. A
snapshot there would be read by builds that resolve the tables differently
while the VERSION constant stays the same. Keep it in the game's own
.horizon-cache (set by the client; tools, tests and servers don't cache), add
the running executable to its key, and skip hashing the resources when there
is no snapshot. Postcard without default features drops heapless and the
unmaintained atomic-polyfill from the lockfile.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On a server the F key swapped the hands only on the client, and the
inventory menu's off-hand slot (InventoryMenu slot 45) was missing from the
client's slot table, so clicks on it went nowhere and the server's updates
of it were dropped (#543).
- F sends ServerboundPlayerActionPacket SWAP_ITEM_WITH_OFFHAND and predicts
nothing, as vanilla's Minecraft.handleKeybinds does (not for spectators).
- Inventory menu slot 45 is the off hand; SetPlayerInventory slot 40 too.
- The server swaps only for non-spectators and stops the item in use
(ServerGamePacketListenerImpl.handlePlayerAction).
Fixes#543
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A guest's STOP_DESTROY_BLOCK cleared the digging before the host's own
count was done, so a block the client broke stayed on the server and the
player fell through or froze on it. The host now follows
ServerPlayerGameMode: it breaks the block when its progress since START is
at least 0.7 and otherwise finishes the dig alone (the delayed destroy).
Block acks go out after the tick's block updates, and the client keeps
predicted blocks until the server acknowledges them
(BlockStatePredictionHandler), so a refused break comes back instead of
being lost.
Fixes#500
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A vanilla 26.3 client that died on a Horizon server stayed on its loading
screen after pressing Respawn (#566): ClientPacketListener.handleRespawn
starts a LevelLoadTracker that waits for the level info's "level chunks
load start" game event and the chunk under the player, and Horizon's
respawn sent neither the level info nor the chunk cache centre.
The hub's respawn now follows PlayerList.respawn: the entities paired with
the dead player are removed (one packet each), its chunks are dropped
without ForgetLevelChunk (as PlayerChunkSender does for a dead player) and
sent again, the abilities, then Respawn (with the last death location),
the teleport to the spawn facing its direction, the default spawn,
difficulty, experience, post effects, the level info, the permission
level, the chunk cache centre and the inventory. A dying guest also gets
the death animation event and no health update while dead, as vanilla's
ServerPlayer.die does.
Guests' commands also ran at the host's permission level: an operator on
a dedicated server could not run operator commands (and LAN guests ran
the host's level). They now run at the guest's own level, as the command
tree they are sent says.
The dedicated server harness covers it: after trading, the vanilla-codec
client is made an operator by the console, runs /kill, respawns, and the
packets from the death screen to the respawned inventory are compared
with vanilla's, then the level must load where it respawned. The client
also stops sending a movement packet beside each teleport acceptance
during the respawn: the 26.3 client sends the acceptance alone, and
vanilla's server kicks a second position in the same tick.
Fixes#566
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Chunk packets took nearly all of the server's tick with players moving
about: every send re-encoded the column for that player (each section
unpacked and re-paletted with linear searches, light layers packed a
nibble at a time, heightmaps primed again) and unpacked all 9 x 24
sections around it to find which light layers exist. At 50 walking
bots that was ~85 % of the tick, 280-470 ms ticks against vanilla's
33 ms on the benchmark machine.
The encoder now keeps what a resident section gives the wire (its
bytes, whether it holds block entity blocks, whether it is all air) by
the section's address. Sections are immutable behind Arc and edits go
through Arc::make_mut, so an edited section moves to a new address,
and the cache's Weak keeps an old address from being reused: the same
address is the same unchanged section. Heightmaps are kept per column
the same way. Block entity tags are still read for every packet. The
bytes sent don't change.
Also: Paletted::from_values uses an index table instead of linear
palette searches (the same palette order and bits), the all-air check
reads the palette first and stops at the first block, uniform sections
skip unpacking, and light layers pack two blocks per byte in one pass.
On a busy Mac mini with 50 walking bots (`tick query`): about 400 ms
ticks with the faster palette and air checks alone, 14 ms with the
caches.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
With single player on its server thread, the window is the server's
client, and some of what it answered was its own empty side:
- `horizon-ctl save` and `save-all` returned ok without saving: the
window's save skips worlds it is connected to. They now save on the
server thread (`Integrated::call`).
- `horizon-ctl chat-log` read the window's local chat, which never
showed what the server said (command feedback, joins). It reads the
connection's chat, as the agent's chat query already did.
- The game's own messages (Open to LAN, screenshots...) went to that
local chat, which is not drawn while connected: they now join the
connection's chat.
- `state` names the world (the server thread's `LevelName`).
- The client follows its permission level (EntityEvent 24..28,
LocalPlayer.setPermissionLevel), which the commands the chat offers
and checks depend on.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The game reads the data generator's registries.json (and commands.json)
next to the resources (#573). Versions whose resources the launcher copied
from another installed version, or that were prepared before the preparer
put the reports there, have them only in the scratch output of the version
that ran the data generator, if anywhere. At start, on `versions`/`update`
and before starting the game or a server, the launcher now copies them in
from the version's own scratch output or any installed version pinning the
same server jar, so existing installs can join servers again without
preparing again.
Complements #576 (the preparer and the client side of #573).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Each dimension change builds the destination's generator again, and with
it a new structure state, so the 128 stronghold ring searches ran again on
every return to the Overworld (about 1.5 s on two workers) and held up the
first new chunks. The ring positions depend only on the shared generator
data, the seed and the dimension's generator definition, so the generator
data now keeps them by those (the last eight), and later generators for
the same world and dimension share them.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Single player on its server thread could not be opened to the LAN: the
window is a client of that server, and Open to LAN, /publish and
`horizon-ctl lan` tried to start a second hub on the window's side.
The server thread now publishes itself, as IntegratedServer.publishServer
does:
- The window asks its server with `Integrated::call` (executeBlocking):
a task run between two ticks, while paused too, with its answer.
- Publishing binds the port at once (a busy port fails right away), then
the hub starts listening and announcing the world (LanServerPinger)
with the MOTD "<owner> - <world>". Until then only the owner may log
in; afterwards anyone may, and status pings are answered.
- Unpublishing stops the listener and sends every player but the owner
away (multiplayer.disconnect.server_shutdown).
- /publish and /unpublish run on the server for the player who types
them, and the integrated server's command tree (with publish, without
the dedicated-only commands) is what its players get.
- The owner's level follows Allow Commands; other players get game
master commands only when guests may use commands and the world allows
them (IntegratedServer.getCustomPermissionLevel). Every player's
command runs at their own level.
- The world options screen reads and applies its settings on the
server: difficulty, default and personal game mode, Allow Commands and
the LAN settings; the window shows the outcome.
- A published world does not pause (Minecraft.pause needs
!isPublished), and F3+Escape follows the same rule.
- Memory connections are never compressed, whatever the threshold
(Connection.isMemoryConnection), so network players get the usual 256.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
An online-mode server checks players by their account's UUID, so op,
whitelist, ban and pardon now resolve a name as vanilla's
CachedUserNameToIdResolver does: a player on the server, then one seen
since the start (in memory; vanilla also keeps usercache.json), then
the services' profiles/getByName endpoint through the discovery
document. A name with no account is "That player does not exist", with
vanilla's "Couldn't find profile with name" warning. Offline servers
keep the offline profiles.
horizon-server does the same while the server is stopped (op,
whitelist add, and the players init writes), and removes entries by
the name already on the list. `init --offline` (or HORIZON_ONLINE=false)
sets online-mode off; init's note now warns about offline servers only.
The online-mode harness adds a sixth login: `whitelist add` for the
player who joined earlier needs no lookup and lets them in, and an
unknown name is looked up and refused, on vanilla's server and on
Horizon's (43 checks).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A dedicated server reads registries.json and commands.json (the data
generator's reports) next to the prepared resources, and otherwise only
finds them in the .local/datagen folder of a development checkout. A
prepared folder copied or mounted on its own, as the Docker image
expects, stopped the server at start with "registries.json not found
next to the resources". The prepare step now copies both reports into
the folder (again whenever the server jar changes).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
online-mode=true now authenticates players as vanilla's
ServerLoginPacketListenerImpl does. The server makes a 1024-bit RSA key
pair at startup ("Generating keypair"), sends it with a random challenge,
checks the challenge and decrypts the shared secret from the client's key
packet, encrypts the connection with AES/CFB8, and asks the session
service's verify endpoint (hasJoined, through the services discovery
document) whether the player joined with the server's hash, from the
"User Authenticator #N" thread. A verified profile keeps its UUID and
properties, so skins show in the player list; an unverified one is
refused with "Failed to verify username!", and an unreachable service
with authservers_down. The offline-mode warnings are only printed in
offline mode.
Refused logins are logged as vanilla logs them: "Disconnecting
<name> (/<address>): <reason>" and "<name> (/<address>) lost
connection: <reason>", with log-ips respected.
horizon-protocol gains RSA key generation (Miller-Rabin primes,
e = 65537), the X.509 encoding of the public key and PKCS#1 v1.5
decryption. test_online_mode_parity.py runs its logins against Horizon's
server too, plus a verified player the whitelist refuses, and compares
the two servers' log lines about the player.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Every block sprite is a layer of one texture array, and GPUs give an array
at most 2048 layers (Metal, most Vulkan drivers). Vanilla takes 1250; eight
real NeoForge mods carried over (docs/modpacks.md) take 2183, and the game
stopped at start with "GPU supports 2048 texture layers; 2200 required".
- Sprites: a still texture with the same pixels and mip settings as one
already loaded reuses its layer (mods copy vanilla's textures under their
own names): 17 layers fewer for those mods, none for vanilla.
- The renderer splits the layers over up to four arrays of 2048 (8192
sprites). terrain.wgsl picks the array per fragment with derivatives taken
in uniform control flow; a pipeline constant keeps vanilla, which needs one
array, on the same single textureSample as before.
- HORIZON_SPRITE_SPLIT (dev only) forces a smaller split: vanilla drawn from
three arrays of 512 renders the same blocks as from one.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Resolve game.rs and titles.rs against the resources split (#537): layer
names and item names now come from self.pack, the atlas from self.atlas.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
#528 was tested before #537 moved the asset registry from Resources to
the reloadable pack, so main stopped compiling after both merged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Vanilla draws a section when its column is within the render distance of
the camera's column with a column of slack on each axis
(SectionOcclusionGraph.isInViewDistance → ChunkTrackingView): 533
columns at render distance 12. Horizon meshed a circle of radius 12 (441
columns) and drew sections whose centre lay within 16 x distance + 24
blocks, so the edge of the world, mostly in fog, missed columns vanilla
shows, and fell short of vanilla's corners.
`streaming::in_view_distance` is vanilla's test. Streaming meshes the
columns it accepts around the player (and forced ones), and the
renderer's column walk draws the ones it accepts around the camera.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A player who joins over the network, which is now single player's own
player on its server thread, had no status effects: what they drank, ate
or were given went to the host, and their client never heard of any.
- Each guest has their own effects. `as_guest` trades them, and what
their body was given for them (attribute modifiers, armor protection,
enchantment modifiers), with the host's while the guest acts.
- They tick on the server with the guest's body (LivingEntity.baseTick's
tickEffects), spectators included.
- The client is told as vanilla's ServerPlayer does: every effect when
placed (PlayerList.sendActivePlayerEffects), then added (blended),
updated, refreshed every 600 ticks left, and removed. An effect that
only counted down is not sent again.
- The client keeps its own effects from those packets
(LivingEntity.forceAddEffect), counts them down (tickClient), and its
predicted movement, HUD icons and night vision follow them. A respawn
starts without effects on both sides.
- Guests save and load them in their player file.
Saving also stops writing effects that have run out: the loaded player
compound kept the old `active_effects`, and they came back on reopen.
Potions in flight now tick on a server without a local player too.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On its server thread a single-player world is joined like a server, so
the Horizon pause menu named it "Multiplayer" with a "Disconnect" button,
and F3+Escape opened the full menu as on a server. The server thread now
hands the window the world's name with its connection, the pause menu
shows that name and "Save and quit", and `has_singleplayer_server`
(Minecraft.hasSingleplayerServer) covers both ways of running a world for
the pause checks.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The integrated server draws nothing, but it built the window's full HUD
atlas (GUI, item, block, entity and particle textures plus the run-time
slots). It now builds an atlas of the font sheets only, reads the glyph
widths from it and drops the pixels: text still measures the same (books
split their pages with it), without holding the textures.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`report <work>` writes coverage.json and coverage.md: per mod ported,
partial, not yet or not needed with the reason, and the totals by class,
tier and licence family. It reads the inventory, each mod's carry report
and its harness result: ported is a green harness with nothing left out
(blocks with a class of their own are counted and named); partial lists
the failing checks, the blocks left out and what the templates miss; not
yet names the API tier or the dependency it waits for; not needed covers
libraries, performance mods and pack tooling. Unclassified mods are not
yet, never not needed.
`import` also reads Crash Assistant's modlist.json, the list ATM10
publishes in its repository (mod ids, names, versions, Modrinth hashes,
the loader entry), and the inventory uses its mod ids and names when
there is no jar.
ATM10 (496 files, the eight mods we downloaded carried and checked):
ported 1, partial 7, not yet 367, not needed 121.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The harness the modpack design calls for, for data-tier mods:
- tools/neoforge_oracle.py installs a NeoForge 21.1.259 server (ATM10's)
under .local/neoforge-oracle, builds the exporter in
mods/horizon/src/neoforge-oracle (our code, never shipped), runs it
headless with the user's jars and writes every block (class chain,
states, per-state hardness, light, tool need, map colour, sounds,
outline and collision; drops for hand, diamond tools, shears and silk
touch; placement; BlockSetType and WoodType), item, recipe and tag of
the mods' namespaces, plus the vanilla blocks for templates. About 30 s.
- examples/mod_port_probe.rs builds the content root from the carried
mods and dumps what Horizon's loaders make of the same things.
- tools/mod_port_harness.py compares them per mod and writes
<work>/mods/<id>/harness/result.json. 1.21.1 sound events map to 26.3's
through vanilla blocks both have, and vanilla items newer than 1.21.1
are not counted against a recipe.
On ATM10's own jars (MIT): Macaw's Trapdoors passes everything; Doors,
Fences, Paths, Glassential, Factory Blocks and Cloud Glass pass every
drop, recipe, tag and placement and fail only on what API 0.2 cannot say
(shapes and sound events of their own, blocks of classes no vanilla block
shares). Jars, facts and results stay in the work folder.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Carrying over seven real ATM10 mods (Cloud Glass, Factory Blocks,
Glassential, Macaw's Doors, Fences, Paths and Trapdoors) showed what the
guesses missed:
- Loot tables: 1.21.1's `conditions` lists, `functions` and
`condition`/`function` kinds are now 26.3's single `condition`,
`modifier` and `type`; silk-touch and shears tool matches become
`minecraft:tool/can_silk_touch` and `can_shear`. Before, every drop
condition was ignored (glass dropped itself by hand, upper door halves
dropped doors, double slabs dropped one).
- With the oracle's facts (<work>/oracle/facts.json, from
tools/neoforge_oracle.py in the next PR), every registered block gets
the vanilla template of the same vanilla class and states that matches
its shapes, sounds, BlockSetType and WoodType best, and the mod's own
hardness, blast resistance, light, tool need, friction, map colour and
sounds. Items get stack size and rarity. The carry report lists what a
template does not reproduce and why a block was left out.
- Convention tags a recipe uses (c:dyes/red) are written from the
oracle's tags, vanilla and own members only; the jar's own c tags stay
inside the mod.
- Without the oracle, blockstates that omit properties their models
ignore (powered, waterlogged) still find their template, and names pick
between fences and panes, doors and trapdoors.
- `version = "${file.jarVersion}"` is read from MANIFEST.MF.
- `--resources <prepared>` limits templates to blocks Horizon has.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Loading seven real NeoForge mods carried over by horizon-port-pack (about
1,000 blocks) broke the content root in four places:
- The per-state NBT tables (cached collision, occlusion, movement, worldgen
block properties and support) passed the NBT reader's 1M-node cap once
mod states were appended. They are trusted prepared tables with a row
per state, so they now read and write with Limits::tables() (16M nodes,
256 MiB) everywhere they are loaded.
- The overlay linked the base root by the path it was given, so a relative
base gave dangling links. The base is made absolute first.
- Carried-over tags name blocks the port left out and other mods' items.
Vanilla fails such a tag as a whole; entries naming ids nobody registers
(or tags nobody defines) are now dropped, so the rest loads.
- Mods use the convention tags (c:dyes/red, c:glass_blocks/colorless).
Content mods may add to data/c/tags/ as to vanilla's, and with content
mods loaded the tag loaders read the c namespace and the mods' own.
Stonecutter and smithing recipes in mod namespaces load too (ids
<ns>:<name>), as crafting and cooking ones already did. With no content
mod nothing changes: the loaders read the minecraft namespace only.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The per-frame section walk iterated a SipHash map of every resident
section, then looked each visible one up twice more by key. Resident
sections now live in a dense list grouped by chunk column: one distance
and frustum test rejects a whole column (exact: a section's box lies in
its column's box and the plane test rounds monotonically), the rest are
reached by slot, and the visible list sorts on integer keys with ties
broken by section key, so the order no longer depends on hash order.
FaceGroups looks its axes up in a table instead of searching for them.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
What the dedicated server does today (measured against vanilla 26.3), the horizon-server supervisor and
its packaging, server.toml, the CLI and TUI, the web panel, backups and updates, the control API and MCP,
the bot benchmark plan against vanilla and Paper, the working version for 2026-10-23, and the PRs that
build it (#551 to #556).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
horizon-bots is a load client on horizon-protocol for any 26.3 server: offline login, configuration,
keep-alives, pings, teleports, chunk-batch acknowledgements, and movement at 20 Hz. The bots play in
creative and fly above their spawn point, so they need no world of their own and no server refuses their
moves; idle, walk, explore and mixed behaviours are deterministic from a seed.
tools/server_bench.py runs the same bots on Horizon's server (horizon-server run) and on the pinned vanilla
jar, each fresh from the same server.properties, and measures MSPT from each server's own /tick query,
RSS and CPU of the process tree, the chunks the bots receive, and the start time.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
One page embedded in the binary (crates/horizon-server/panel: HTML, CSS and JS, no framework or CDN): status,
live TPS, MSPT, RAM and CPU graphs over the last 10 minutes, players with op and kick, the console, and
backups with restore, plus restart and stop.
It listens on [panel] bind, 127.0.0.1:8130 by default; a tailnet address reaches it from the owner's
devices, and any other address is refused unless allow_public is set. `horizon-server panel` prints a
one-time login link (10 minutes) that becomes an HttpOnly, SameSite=Strict session cookie. The Host header
must name the panel, every POST needs X-Horizon: 1, failed logins are rate-limited, and the page is served
with a strict Content-Security-Policy. The control API gains GET /api/v1/metrics and, with the token
only, POST /api/v1/panel/login.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The window now joins its server thread through an in-memory pipe, as
vanilla's integrated server player does (LocalChannel), rather than a TCP
socket on 127.0.0.1. The server opens no port until it is opened to the LAN.
- horizon-protocol: Connection runs over TCP or one end of a Pipe (a
blocking byte pipe with read timeouts and shutdown; dropping an end
closes it).
- Lan: NetConfig.listen false starts no listener; connect_local serves the
other end of a pipe on its own thread, through the same handshake, login
and configuration as a socket.
- Session::connect_local joins through a pipe.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
With --server-thread or HORIZON_SERVER_THREAD=1, opening a single-player
world starts a game of its own on a "Server thread" over the shared
resources, as vanilla's IntegratedServer does, and the window joins it as a
player over a local connection. The world tick then never runs inside a
frame.
- The server listens on 127.0.0.1 only, lets in the window's profile alone,
without compression, and makes it an operator when the world allows
commands.
- The window's player is the world's own player: it loads from and saves to
players/data/<singleplayer_uuid>.dat, so the world opens the same way in
either mode.
- A pause screen pauses the server (IntegratedServer.tickServer), and
leaving the world or quitting waits for the server to save.
- The integrated server does not mesh sections it never draws.
- Worlds whose player is outside the Overworld open the usual way for now.
- The bench summary reports the 0.1% low.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
run() loads the shared resources and the pack, then hands them to a
constructor that builds a game with no world open. The same constructor will
build an integrated server's game on its own thread. The struct literal moves
unchanged; Options derives Clone so a server can start from the client's.
No behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Resources now holds only what is loaded once and never changes (blocks,
items, recipes, biomes, mobs, collision, motion) and is Send + Sync behind
an Arc, so an integrated server thread can share it with the client.
What a resource pack reload replaces moves to PackResources (assets,
meshing context, item renderer, names, panorama, clouds, forcefield), built
by one loader used at startup and on reload. The client-only mutable state
(the HUD atlas with its font cache and skin slots, fog state, screen effects)
becomes the game's own fields.
No behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
wgpu validates every indirect draw with a compute pass and a per-draw
batcher before the render pass, for untrusted WebGPU content. The section
draws are the only indirect draws and are in bounds by construction; the
validation cost about 0.1 ms of the render thread per frame at render
distance 32 on Metal. Debug builds keep it, and
WGPU_VALIDATION_INDIRECT_CALL=1 turns it back on.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
AcquirePoi (job sites, beds, meeting points) and the bed searches read
every block of the sections in a 48-block sphere. Like vanilla's
PoiManager, each section now keeps the list of its POI blocks, rebuilt
from its blocks after an edit (a weak reference detects edited and
replaced sections). The searches visit the same positions in the same
order.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- packaging/server/install.sh (Linux, macOS) and install.ps1 (Windows) install the latest release (or
--version) from GitHub, check the SHA-256 GitHub publishes for it, and keep releases side by side:
<dir>/current points at the one in use, so an update or a rollback is one link, and the game files
prepared from the owner's Minecraft stay in <dir>/game-files across updates.
- packaging/server/Dockerfile builds the server and the engine; the prepared game files are mounted
read-only, and the first start writes server.toml from HORIZON_EULA, HORIZON_WORLD, HORIZON_SEED,
HORIZON_PORT, HORIZON_WHITELIST, HORIZON_PLAYERS and HORIZON_OP (`init` reads them too).
- `horizon-server service install|uninstall|print` writes and loads a systemd unit (user, or --system),
a launchd agent, or a Windows task at logon. It runs the installer's launcher, so updates apply on
the next restart.
- Releases build horizon-server and ship it beside horizon-ctl and horizon-prepare; PLAY.txt says how
to run a server.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`backup [NAME]` zips the world and the settings into backups/; on a running server it turns saving
off, flushes, zips and turns saving back on, so the game stays up. `restore BACKUP` puts a backup's
world in place and keeps the current one in backups/replaced-<time>/; a running server restarts with
it. `[backups] every = "6h"`, `keep = 12` in server.toml back up on a schedule and prune the
automatic backups only. The control API gains GET/POST /api/v1/backups and POST /api/v1/restore.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The supervisor serves a small HTTP API on 127.0.0.1 (a token in .horizon/api.json, mode 0600, and a
Host check): status, logs, console commands, stop and restart. `start` runs the server in the
background and returns once the game is up; `restart` and `cmd` wait for it too. A sampler reads the
game's tick rate, tick times, players and chunks every second over the existing control endpoint
(`--control-socket`), and RAM and CPU from the system.
The dedicated loop now records its tick times in the game clock, so `/tick query` reports real
numbers on a dedicated server, as it does in single player. The changes to game/dedicated.rs are
additive: the log capture for command replies, the tick counter and the control requests
(game/dedicated/status.rs).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The first part of hosting a Horizon server with one small program
(docs/server.md). horizon-server is a new 1.3 MB binary with no window,
GPU, audio or controller code; it runs the game headless
(horizon-client --dedicated) as its engine.
- horizon-server-files: server.properties, eula.txt and the user lists,
moved out of horizon-client unchanged so both programs share vanilla's
exact reading and writing; horizon_client::server re-exports it.
- server.toml: typed settings for what owners change, [properties] for
any other vanilla key, vanilla 26.3's defaults (a test checks them
against ServerProperties). It is written into server.properties before
every start; keys the game changes there itself (/whitelist on) are
copied back afterwards, keeping the owner's comments (toml_edit).
`import` turns a vanilla server.properties into server.toml.
- init: the EULA (only a yes writes eula=true), world, seed, port (checked
free), whitelist and first operator; every question has a flag, so it
also runs unattended.
- run: the console on stdin, a clean `stop` on Ctrl-C, SIGTERM or SIGHUP
(the game runs in its own process group), and a restart when the game
crashes: 5 s, doubling to 5 min, giving up after 5 crashes in 10 min.
One supervisor per folder (a file lock).
- op, deop and whitelist for a stopped server, with vanilla's messages.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The threaded test added seed + 1 for seed = i64::MAX, which overflows in debug
builds (CI's verify).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
carry <work> [<mod id>...] turns each content mod with a jar into a folder
content mod (API 0.2) in <work>/mods/<id>/carry/, for local use:
- assets/<id>/, data/<id>/ and data/minecraft/tags/ are copied; other
namespaces and vanilla data go to outside/ for review; no class file is
copied.
- Vanilla-type recipes get 26.3 ingredients ("id", "#tag", lists);
custom types and NeoForge conditions are kept and listed.
- Item models get the items/ client definitions 1.21.4 introduced.
- Each block is declared from a vanilla template guessed from its
blockstate properties; unknown property sets are listed. Items
without a block are declared from minecraft:stick.
The test builds a small NeoForge jar, carries it over, and reads the
result with horizon-mods' own Content reader.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A CLI for the first steps of docs/modpacks.md's pipeline:
- import: a Modrinth .mrpack, a CurseForge zip or a Prism / MultiMC
instance (or a folder of jars) to pack.json: Minecraft and loader
versions, each file with its hash and sides, and the overrides.
- inventory: Modrinth metadata by SHA-1 (cached in modrinth.json, so
reruns work offline), and the jars when the user's instance has them
(neoforge.mods.toml / mods.toml / fabric.mod.json and a file census,
without decompiling). Each mod gets a class and API tier from the
reviewed ATM10 table, then rules on categories, sides and the census,
and a dependency layer. Writes inventory.json and inventory.csv.
Only metadata is downloaded; jars are never fetched.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The game builds the content root from the enabled content mods at startup.
Loaders that only read the minecraft namespace now also read the content
mods' namespaces (from the root's marker file): block loot tables, recipes,
blockstates, language files, and the HUD atlas's item sprites. /give and the
command registries know the new items and blocks. A block without a
blockstate of its own takes its template's, so every state has a model.
Adds examples/ruby-content, a folder content mod: a ruby block and a ruby
item with recipes, loot, tags, models, textures and names.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
horizon_client::mod_content builds the resource root for content mods as
an overlay over the base root (vanilla, or the resource-pack overlay):
- the base is linked;
- the block and item tables are rewritten, each mod block getting its
template's rows appended. That covers 13 JSON tables (facts, gameplay,
behaviours, models, render, landing, items, command registries, mob
data, worldgen flags, structure, survival) and 6 NBT ones (occlusion,
collision, support, movement, worldgen block properties). Names,
translation keys and in-table state ids move over, and the declared
overrides apply;
- each mod's own assets/ and data/ are copied in;
- tag additions are merged into the tag files and both block-tag bundles.
Vanilla state ids never move: mod states come after them, mods and blocks
in id order. Rewritten JSON keeps its key order. With no content mod the
root is the base itself. The game doesn't call this yet.
Tested over the real prepared resources: every loader reads the overlay
(Assets, BlockFacts, Items, collision, visibility, light, motion, worldgen
GeneratorData). The mod blocks carry their templates' facts with the
overrides applied, and vanilla's rows and ids are unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A .hmod may carry assets/ and data/ beside mod.wasm, or instead of it. The
manifest needs api = "0.2" and the new registries capability ("add blocks
and items to your worlds"). Content mods have no WIT interface: code still
links API 0.1.
horizon_mods::content::Content reads a mod's content and checks it:
- plain resource paths only;
- 65,536 files, 16 MiB each, 512 MiB in all;
- files in the mod's own namespace, plus additions to vanilla tags;
- blocks and items declared in data/<id>/horizon/{block,item}/*.json, each
copying a vanilla template with typed overrides (hardness, resistance,
light, tool, friction, map colour, sounds; stack size, rarity), unknown
keys refused.
Mods::load refuses an enabled mod whose content fails these checks, with
the reason on its row. A content-only mod is on with no engine and no hooks.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Loading a world read every file name under a folder pack's data/ to find
functions, function tags, predicates and item modifiers. The built-in pack
holds about 9,900 other data files, so this walk took 190-340 ms on the
render thread at every world load. A folder pack now walks
data/<namespace>/<kind>/ for those four kinds only, in the same order as
before; zip packs keep filtering their index.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
docs/modpacks.md: how any pack (ATM10 down to small Fabric packs) gets to
Horizon: import (.mrpack, CurseForge zip or instance, Prism, packwiz),
inventory and classification, dependency order, mechanical carry-over of
data and assets, one agent per mod for code with a per-mod harness against
a dev-only NeoForge/Fabric oracle, and a coverage report. Also the mod API
gaps against 0.1, the registries 0.2 design (template blocks through the
overlay root), licence handling, how "10x" is measured against NeoForge,
and the scope for 2026-10-23.
docs/modpacks/atm10-mods.csv: ATM10's 495 jars from the pack's own
crash_assistant modlist (2026-10-15), with Modrinth metadata looked up by
hash: class, API tier, licence, sides. Metadata only.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Fills an area with N workers, optionally flies the centre along +x, and
reports wall time, chunks generated, sections meshed, how often a column
near the player is still unlit, and what Streaming::update costs the
calling thread. Allocations can be counted with
HORIZON_BENCH_COUNT_ALLOCATIONS=1 at build time.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The macOS release build has failed since 05:54 UTC on 2026-10-16: on the
self-hosted Mac mini runner the game drew its 1500 frames in about 2.5 s,
before the world had started generating (chunks 0, player null), so no
release has been published since v2026.10.16.03.
--world-frames N exits after N frames drawn with the player in the world.
It is otherwise a frame-limited run (classic menus, --timeout-seconds), and
--frames keeps its meaning for the harnesses.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The 128 stronghold ring positions each need a biome search over a 57x57
quart area. The first worker to ask computed all of them inside a OnceLock
while every other worker blocked on it: about 2 s on an M4 Pro with 12 of
13 workers idle, after every world load and every return to the Overworld.
Vanilla's generateRingPositions runs each search as its own task on the
background executor. Now the ring chunks and search randoms are planned
serially (cheap), and every thread that needs the rings takes searches
until none are left, then waits for the rest. Positions are unchanged:
each search only uses its own forked random.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The mesher groups each section's solid quads by the axis side they face
(Sodium's ModelQuadFacing) and records each group's nearest plane. When
the eye is behind every plane of a group, back-face culling would discard
all of it after vertex shading, so the renderer leaves the group out of
the section's draws. Seen from the village path, 29-36% fewer solid quads
reach the GPU at render distances 8-32; the picture is unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
BlockCollisionScan asked every cursor cell for its collision shape,
moved it into place and intersected it with Shapes.create(box), even
for air. Mob movement and every other Entity.collide spent most of
their time there. Now:
- CollisionBlock carries empty_shape, set by the registry for states
with no contextual rule and an empty cached shape (air, plants): the
scan skips them without asking. Providers that build CollisionBlock
themselves (the query-order fixture) leave it false, so their query
logs are unchanged.
- A shape whose bounds miss the box is skipped before moving it:
joinIsNotEmpty(AND) of the two is false anyway.
- Shapes.create(box) is built the first time a shape is not the unit
cube (finite bounds always make one), not for every scan.
- SceneCollisions hands the scan the resident chunk itself, so a cell
costs one section read instead of a chunk-map lookup.
Results are unchanged: running both paths side by side over 900,000
mob moves in a 600-mob village gave bit-identical movement.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
PoiTypes.forState ran per palette entry of every section a villager
searched (and per block of the sections that hold one), with a string
match on the block name each time and a per-search hash map in front.
At world load, when every villager looks for a job site, bed and
meeting point at once, that was 16 % of the tick. The POI type of
every state is now worked out once, the first time a villager looks,
and read from a table after that.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The probe builds MobWorld itself; it now keeps the same SeenGrid over
its snapshot for the mob ticks, so the mob_ai harness checks pushes
through the grid against vanilla.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Entity.checkSupportingBlock runs findSupportingBlock after every move of
a mob on the ground. Horizon looked up and built the collision shape of
every cell of the cursor (27 to 48 per call, twice when it falls back
to where the mob came from). Like BlockCollisions' cursor, a block whose
shape stays inside its own cell (neither hasLargeCollisionShape nor a
moving piston) can only meet the area when its cell does, so only those
cells, and large shapes such as fences, are shaped now. The pick is a
total order, so visiting column by column finds the same block.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
LivingEntity.pushEntities compared each mob's box with every other mob
of the tick's snapshot: quadratic, about 1 ms per tick with 600 mobs.
The snapshot is now also kept in a grid of 4-block columns by each box's
minimum corner, updated as each mob finishes its tick, and the push
reads only the columns its box can reach. Candidates come back in
snapshot order, so the pushes, their order and their sums are the same:
over 800,000 pushes in a 600-mob village both ways gave the same
targets in the same order. A query wider than the grid (or not finite)
falls back to the full scan.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Drop this branch's own staging buffer (gfx/uploads.rs); the sprite uploads
go through the StagingBelt from #501. What stays is the animation mip-chain
cache holding every vanilla frame, with tests.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Renderer::render's buffer writes (globals, section origins and draws,
entity, cloud, celestial, border, debug-line and screen-effect vertices)
and the HUD's vertices now go through the frame's staging belt instead of
one Queue::write_buffer staging buffer each. The lightmap is uploaded only
when its pixels change instead of every frame.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Every frame that crossed a tick re-uploaded the animated block sprites, and
that took about 1.8 ms on an M4 Pro (more than the world tick itself):
- The mip-chain cache held 8 MiB, which fits 256 of the 594 vanilla
animation frames (64-pixel layers, chains stored with spare capacity), so
the other 338 frames had their resize and mip chain rebuilt on the render
thread whenever their animation reached them. The budget is now 32 MiB and
chains are allocated at their exact size: all 594 frames fit in 13 MB.
- Each changed sprite mip level went through its own Queue::write_texture,
which allocates and frees a GPU staging buffer per call (a few hundred a
tick). They are now packed into one reused buffer, written once, and
copied with one submission per tick.
The texels are unchanged: a GPU test compares the batched copies with
write_texture over several flushes, and the existing cache tests compare
cached and generated chains.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Queue::write_texture creates a new staging buffer for every call, a kernel
call each on Metal. Animated sprites write every changed frame's mip
levels once per tick, so tick frames spent about 1.3 ms in buffer creation.
The copies now go through one wgpu StagingBelt recorded into the frame's
encoder; a GPU readback test checks they write the same texels as
write_texture on every mip level.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Nobody could reproduce it, and no issue tracks it, yet every release since
2026-10-14 repeated it. Players noticed (rdbt on Discord).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The rules by category under a search box, a switch or number box each,
with vanilla's tooltip, number validation (Brigadier readInt and the
rule's range, red text, Done held) and ConfirmScreen before discarding.
Done sets the changed rules and tells the player, as handleSetGameRule
does. The button follows the commands the player has, as updateButton.
The control socket's `type` now reaches World Options' boxes.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The Lock button toggles the wanted lock; Apply with a new lock asks first
(PopupScreen "Lock World Difficulty"), Yes locks the level's difficulty
(difficulty_settings.locked, now read and written), No returns to the
options. Restrictions opens RestrictionsScreen: the chat restriction the
Chat option makes, with its way to Chat Settings, and the four chat
permissions. A locked or hardcore level keeps both the difficulty and the
lock inactive, and LAN guests are told about the lock.
Part of #464
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ItemContainerContents.addToTooltip: an item with a container (a shulker box,
or a chest Ctrl + Pick Block copied) lists its first five stacks as
"count x name" and how many more there are. Spawner.appendHoverText: a
spawner or trial spawner item names the entity its block_entity_data spawns,
else how to set one. ItemStack.OP_NBT_WARNING: for a player with game master
permission, an item carrying data of an op-only block entity type (command
blocks, lecterns, signs, spawners) warns that it might run commands.
The item argument now refuses block_entity_data without an id or with an
unknown block entity type, with vanilla's TypedEntityData messages.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ServerGamePacketListenerImpl.addBlockDataToItem: with Ctrl held in creative,
Pick Block gives the block's item the block entity's data. What each type
turns into item components (removeComponentsFromTag and
collectImplicitComponents: container, custom_name, lock, container_loot,
sign text, waxed, bees, banner patterns, pot decorations, skull profile)
leaves its NBT; the rest becomes minecraft:block_entity_data, tagged with
the type's id. Placing the item does the reverse
(BlockItem.updateCustomBlockEntityTag, op-only types only for a game
master, then applyComponentsFromItemStack), for every block entity type,
which also fills placed chests, barrels, hoppers and the like from their
container component, as vanilla does, where only shulker boxes were.
The client sends includeData on Ctrl in multiplayer, a picked banner keeps
its patterns without Ctrl (AbstractBannerBlock.getCloneItemStack), a picked
beehive carries its honey level, a placed command block with data keeps its
own auto and output tracking, and a placed waxed sign opens no editor.
tools/test_pick_block_data_parity.py compares both directions with vanilla's
own block entities: 148/148 cases.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The control socket's key command went straight to key_pressed, so Escape
paused the game instead of closing the chat a server connection opens
(remote_chat_key handles the real keyboard).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ServerGamePacketListenerImpl.handleUseItem takes the client's rotation and
uses the held item, nothing else. The host ran the whole right click, with
the block the guest had looked at before: a guest that turned from an
ender chest to a double chest could get the ender chest opened again.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
PlayerDetector reads level.getPlayers(): the guests count for a trial
spawner's detection and a vault's connected players, and a key a guest
inserts rewards the guest's UUID.
Part of #462
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Feedback about the player (target_name) names the guest a command runs
for. A client reading a server's chat now unwraps NbtOps' {"": value}
wrapper of any bare value, not only strings, so translation arguments that
are numbers show ("Replaced 1 slot(s)", the coordinates). horizon-ctl
messages reads a server's chat too.
Part of #435
Co-Authored-By: Claude Opus 5.5 <[email protected]>
SubmitNodeCollection.submitNameTag: a name that is not discrete is drawn
in full over the world and, faded on its background, again with
RenderPipelines.TEXT_SEE_THROUGH (no depth test) after the rest of the
world; a discrete one (a crouching player) only once, faded, on its
background. The background is ARGB.color(0.25, black): alpha 0x3F.
Part of #435
Co-Authored-By: Claude Opus 5.5 <[email protected]>
With "View what would be sent" open in a short window, "Send nothing" and
"Save choices" sat below the overlay's scroll range. The card now fits the
window (max height 100%): its body scrolls, and the answers row stays pinned
at its foot.
Fixes#460
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`wait` ended with release_agent_keys like every other task, so
`key w down` + `wait 40` + `wait 20` walked for the first wait only.
A wait holds nothing: it leaves keys and buttons alone. They stay held
until `key ... up`, `release` or `stop`. Documented in horizon-ctl's
key/wait help (and so the MCP tools) and docs/agent-control.md.
Fixes#469
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
GameRenderer.render3dHud draws DebugCrosshairRenderer after the hand and
the screen effects, with the hudFov projection, no bob and FogMode.NONE.
Horizon drew it among the world's on-top gizmos, so the axes bobbed with
View Bobbing.
Fixes#475
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Player.attack on a player: the host hits the guest on its crosshair, a guest
hits the host or another guest. The hit is worked out as the attacker
(Game::melee_damage, shared with attacking mobs) and lands on the victim as a
player_attack (blocking, armour, knockback to the guest's client), when the
pvp game rule allows it (ServerPlayer.canHarmPlayer).
Part of #435
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The hub's container menus now say where their slots live (lan::menu::Slots):
one block entity, both halves of a double chest (CompoundContainer, the right
half first) or the guest's own ender inventory (PlayerEnderChestContainer,
saved as EnderItems). The host's ender inventory stays the host's while a
guest acts. A Horizon client shows a server's chest-like menu with the rows
and title the server sent, and keeps its slots off a block that holds no such
container.
Part of #435
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The host now runs the rest of the server's body tick for each guest:
LivingEntity.baseTick's drowning and lava, fire blocks, suffocation
(isInWall) and the void (checkBelowWorld, 4 a tick, creative too), and per
move handleMovePlayer's jump (ServerPlayer.jumpFromGround's exhaustion) and
checkMovementStatistics (sprinting, swimming). The first move of a tick now
starts from the ground state before it, so take-offs are seen. Hurt sounds
are heard at the guest; lan status lists each guest's health and food.
Part of #435
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Since #372 a guest's commands need the world's Allow Commands as well as
the LAN's; the test's survival world had none, so every guest command (tp,
gamemode, setblock) was refused and the checks built on them failed.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Each mob sees the nearest player (host or guest), as Level.getNearestPlayer
gives it, and keeps a guest it targets or that hurt it in the last 100 ticks.
Its hits, pushes, fire and launches on that player run with the guest swapped
in; mobs' projectiles hit guests too, and knockback reaches the guest's client
(SetEntityMotion on its own entity).
Part of #435
Co-Authored-By: Claude Opus 5.5 <[email protected]>
vanilla_world_check.py (used by the light harness) defaulted to port 25671, so two parity runs on one machine failed with 'FAILED TO BIND TO PORT'. It now picks a free port unless --port is given. The save round trip, datafix and upgrade_world tools derived their port from the pid or a random number; they ask the OS for a free one like test_dedicated_server_parity does.
Fixes#461
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
A creative player with game master commands (Player.canUseGameMasterBlocks)
places command, chain and repeating command blocks and opens
CommandBlockEditScreen on them: the command, its previous output with the
O/X tracking toggle, Impulse/Chain/Repeat, Conditional and Needs
Redstone/Always Active, applied as handleSetCommandBlock does.
The block entity (CommandBlockEntity with BaseCommandBlock) saves and
loads its vanilla fields. CommandBlock.tick runs impulse blocks on a
rising signal, repeating blocks every tick while powered or always
active, and the chain in front (executeChain), honouring conditional
blocks, command_blocks_work and max_command_sequence_length. Commands
run through the command system as the block (position, facing, game
master level); their feedback becomes the block's last output and the
[@: ...] broadcast under command_block_output. Comparators read the
success count.
Fixes#444
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A mod's commands ran but the chat box parsed against vanilla's tree only,
so `/coords` showed red as unknown and never completed. The game now keeps
the chat's tree as vanilla's plus a literal per running mod's command (every
permission level, optional greedy `args`), rebuilt when mods start, reload
or stop.
Fixes#456
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Vanilla's AbstractSliderButton keeps its own position while held and
only snaps to the option's stepped value in resetValue (on release, or
600 ms after the last change for sliders that apply late).
Fixes#385
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A player seen with Bad Omen or Trial Omen turns a trial spawner ominous
(tryDetectPlayers' ominous branch): Bad Omen becomes Trial Omen, level
events 3020, the spawner's mobs vanish (3012) and the ominous config
starts over. While active, an ominous spawner drops an ominous item
spawner over a player or one of its mobs every 160 ticks
(spawnOminousOminousItemSpawner, getDispensingItems seeded per 30x20x30
cell); it floats, grows and turns for 60 to 120 ticks, then the item
falls or is fired down (OminousItemSpawner).
Zombies, piglins and zoglins read IsBaby from their tag, so the baby
zombie trial spawners spawn babies, and zombies save it.
The trial spawner harness covers the ominous branch, Trial Omen, the
discarded mobs and the item spawners' items, positions and delays.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Generated chunks now keep the block entities Horizon does not model
(decorated pots, brushable blocks) as placed, like a loaded chunk's, so a
trial chamber pot keeps its loot table and sherds. The loot table is
rolled into the pot's item the first time it is read
(RandomizableContainer.unpackLootTable: the seed, else the table's random
sequence, else the level random), so breaking the pot drops it. Pots
render their sherds from the saved block entity, and DecoratedPotBlock's
useItemOn / useWithoutItem insert items (wobble, sounds, dust plume,
game event) or wobble and refuse.
Part of #223.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
LevelEventHandler 3011-3021 (spawn, detect, eject, ominous and item spawner
particles and sounds, vault activation and deactivation), the trial
spawner's client tick (state particles, the spinning display mob, the
ambient sound) and the vault's client tick (idle smoke and flames, the
connection particles towards the player, the ambient sound).
Part of #223.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Vaults tick in the game now, and an idle one pushes
state_updating_resumes_at to gameTime + 20 on every update, so Horizon,
which saves later than vanilla, stores a later value. Stage 3 already
treats it as volatile.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Vaults are block entities now (loaded from saves and structure templates,
so trial chambers keep their ominous configs) and tick every game tick:
their state changes, sounds, level events and ejected rewards reach the
world, keys go in through VaultBlock.useItemOn before the item's own use,
and VaultRenderer draws the display item spinning inside the cage.
Part of #223.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
vault::Vault is VaultBlockEntity with its config, server and shared data:
load and save, Server.tick (display item cycling, VaultState.tickAndGetNext,
ejection, transitions with their sounds and level events) and
VaultBlock.useItemOn / tryInsertKey (keys, rewarded players, fail sounds,
the reward roll with its random sequence).
tools/test_vault_parity.py runs 3,000 cases against vanilla through a new
mode=vault of the natural spawn oracle and fixture.
Part of #223.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
EditWorldScreen's SystemToast goes through vanilla's ToastManager: it
slides in from the right over 600 ms (squared), shows for 5 s times the
notification display time, slides out, and plays ui.toast.in / out. The
in-game toasts' slide moves to a shared toasts module for it.
Fixes#384
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The world list's search, Edit World's name and Create New World's name and
seed kept only their String and appended to it. They now edit through an
EditBox (ui::Caret keeps the focused field's cursor, selection and scroll
between frames): EditBox.keyPressed's moves and deletions (Ctrl by word,
Shift to select), Ctrl+A/C/V/X on the selection, onClick placing the
cursor under the pointer (Shift extends, a double click within 250 ms
selects the word) and onDrag selecting.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
LivingEntity.drop swings the main hand for every drop, so throwing a
slot's item with Q over the inventory, a container or a creative tab
plays the swing (the inventory's player model shows it). Horizon only
swung for the drop key in game; Player.drop's port now swings itself.
Fixes#442
Co-Authored-By: Claude Opus 5.5 <[email protected]>
LevelLoadingScreen while the player waits for its chunks: the title's
panorama, blur and menu background when a world opens (Reason.OTHER),
the nether portal sprite after a nether portal, Loading terrain... above
the 17x17 chunk status map (ChunkLoadStatusView, radius 8, COLORS) and
the 200x2 progress bar easing towards LevelLoadProgressTracker's value.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
KeyboardHandler.keyPress sends a key repeat (InputConstants.REPEAT) to
Screen.keyPressed and KeyMapping.click like a press, so holding key.drop
keeps throwing the held item, the hovered slot's item in a menu, and
the hovered item of a creative tab. Horizon dropped every repeat; the
drop key's now reach key_pressed. horizon-ctl `key KEY repeat` sends
one auto-repeat, for scripted checks.
Fixes#443
Co-Authored-By: Claude Opus 5.5 <[email protected]>
WorldOptionsScreen in a HeaderAndFooterLayout: the title in the 33 pixel
header, the content in a ScrollableLayout over the in-world list
background between the separators, the footer buttons at h - 27.
Bold underlined category headings (FocusableTextWidget), the difficulty
button 130 wide beside its lock, Edit Game Rules... and Restrictions...,
the port EditBox always shown with its hint and error colour, and the
buttons' active states from updateButton and the update*Button methods.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
pre_present_notify ties winit's RedrawRequested to the compositor's
frame callbacks on Wayland, one per refresh, so a window drew at the
monitor's rate whatever the present mode. Only Fifo (VSync) asks for
that pacing now; Mailbox and Immediate draw as fast as the frame limit
allows, like vanilla's GLFW window.
Fixes#441
Co-Authored-By: Claude Opus 5.5 <[email protected]>
CenteredIcon draws its 15x15 sprite at x + 20/2 - 15/2 = x + 3 (integer
division), y + 3, with the widget's alpha only: Horizon drew it at +2
and tinted it grey.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
WorldListEntry.extractContent dims a hovered row's icon (0xA0909090) and
draws world_list/join over it, join_highlighted under the pointer;
mouseClicked joins the world when the click lands on the icon.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Allow Commands is the integrated server's setting; a dedicated server's
guests run what their permission level allows (dedicated_server parity).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
When no folder has the pinned version and the selected Microsoft account
owns Minecraft: Java Edition (the mcstore entitlement, asked again with the
saved token), Prepare downloads it the way other launchers do: the version
JSON from piston-meta by its pinned sha1, the client jar, this system's
libraries (the JSON's os.name rules) and the asset index with its objects
(the sounds), each checked against its sha1, written whole, 8 at a time,
into the data folder's minecraft/ in the official layout. The next
preparations find it there first. An asset that fails is a line in the log;
anything else is an error.
Not signed in, or signed in without the game, the not-found error says so as
its last line. Ownership stays required: there is no other path to the
download, and nothing of Mojang's is part of Horizon.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Brigadier's getCompletionSuggestions lists every child whatever its
requirement (command_parse compares it at permission 4, 2 and 0); only the
tree the server sends the client is pruned (Commands.sendCommands). The
player's chat now asks client_suggestions, which skips what the player
may not use; guests' ask_server requests keep brigadier's.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The official launcher crashes on some Linux systems (rdbt's Arch), and
Horizon only read its layout. Preparing now finds the pinned version in the
chosen folder (or a folder above it, so an instance folder works), then in
every launcher's default folder on Linux (Flatpak included), macOS and
Windows:
- the official launcher: versions/<v>/<v>.jar
- Prism Launcher, MultiMC: the jar their meta/net.minecraft/<v>.json names
(a Maven name in libraries/), libraries/com/mojang/minecraft/<v>/...
- the Modrinth App: meta/versions/<v>/<v>.jar, meta/libraries
- ATLauncher, GDLauncher (data/, Next's datastore/):
libraries/net/minecraft/client/<v>/client-<v>.jar
The client jar is checked against the lock's sha1. horizon-prepare reads the
official layout and pins the version JSON's own sha1, so files found
elsewhere are linked into that layout in the data folder
(linked-minecraft/), with the pinned version JSON from piston-meta (by its
sha1, checked) when the launcher keeps only its own format or a rewrite.
Nothing else is copied or downloaded. Every preparer, old Python ones
included, reads the linked folder as an official one.
When nothing is found, the error lists the chosen folder and every installed
launcher's, with what each lacks.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Prepare used to stop with "Minecraft 26.3 is not in <dir>. Play 26.3 once from
the official launcher, or choose another folder." followed by an unrelated log
line ("Checking Java and your Minecraft install"). It now lists every folder it
looked in with what each one lacks (no such folder, no versions/26.3/26.3.json,
no 26.3.jar) and the two ways out, one per line. A missing client jar is caught
here too, instead of later inside horizon-prepare.
Only a preparer process's "Exited with ..." gets the last log line appended;
the launcher's own errors are full sentences.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A folder holding shaders/, or a .zip, in shaderpacks/ now loads from the
Shader Packs screen: every planned begin, prepare, deferred, composite
and final pass is translated and drawn each frame over Horizon's world,
with Iris's formats, clears and buffer flips.
The targets keep OpenGL's layout (the translator flips gl_Position and
remaps its depth), the world enters as OpenGL depth, and the pack gets
OpenGL matrices. Textures share four samplers by kind (Metal allows 16
per stage), and isnan/isinf test bits (Metal's fast math folds x != x).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
GitHub's releases page sorts a day's tags as text, so v2026.10.15.9 showed
above v2026.10.15.18 (reported by rdbt on Discord). Tags now count .01, .02...
Every reader (release_train.tag_key, the launcher's compare_versions) compares
the parts as integers, so older unpadded tags still order correctly.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Delete opens JoinMultiplayerScreen's ConfirmScreen (title, wrapped
warning, Delete and Cancel; Escape answers no) and only removes the
server on yes. Direct Connection puts its label at y 100 and the box at
116 like DirectJoinServerScreen, and Add/Edit Server its boxes at 66 and
106 like ManageServerScreen, labels one pixel in.
Fixes#380, #381
Co-Authored-By: Claude Opus 5.5 <[email protected]>
OnlineServerEntry draws the server's 64x64 favicon (from servers.dat, then
from each ping, saved back like updateServerList), the description as a
styled component with legacy codes, formatPlayerCount's dark grey with
grey numbers, and on hover the join and move arrows over the icon. The
icon's right half joins, its left quarters move the server up or down.
Fixes#365, #378, #370
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The begin, prepare, deferred, composite and final passes of a program
folder: what each writes (the later of DRAWBUFFERS and RENDERTARGETS),
which side of every ping-ponged colour target it reads (Iris's
BufferFlipper, with flip.* overrides), mipmapped targets, scale.*, and
the targets' formats, clearing and sizes from the consts of every pass
in Iris's order. The preprocessor now keeps the directive comments of
active code, as Iris's does, so a DRAWBUFFERS in an #if'd out branch
doesn't count.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Java .properties parsing, the two reads Iris makes (the raw file for
screens, sliders and profiles; the preprocessed one, with enabled options
and the environment's macros defined, for everything else), option
screens, profiles and the current one, program.*.enabled through a port
of Iris's BooleanParser, image formats for shadowcomp's writeonly
images, and blend overrides.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The legaliser of docs/shader-packs.md step 1, on a syntax tree (glsl-lang)
instead of the spike's tokens: attribute/varying to located in/out with
matrix and array varyings split, loose uniforms in one std140 block that
extends across a pass, combined samplers split into texture + sampler
bindings (through function parameters, respecting locals that hide them),
compatibility built-ins and Iris's core-profile names declared, legacy
texture and shadow calls, hoisted global initialisers, sized unsized
arrays, isnan/isinf/modf helpers, and dead code after a jump dropped (the
spike's 'naga constructor bug' in BSL was code after discard). naga then
parses, validates and writes WGSL. The programs of one pass share a Link
so locations, bindings and the uniform layout agree.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A new crate for the OptiFine/Iris translation (docs/shader-packs.md, order
step 1, first half): open a pack folder or zip (shaders/ found as Iris finds
it), list its programs per dimension folder, build the #include graph,
discover options per include component (OptionAnnotatedSource rules: boolean
defines referenced by #ifdef, value defines and configurable consts with a
[...] list, conflicting defaults dropped), write the player's values into
the lines, and expand Iris's standard macros with pp-rs, keeping line
numbers so errors name file:line.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The default debug profile enables 3d_crosshair while the overlay is open:
GameRenderer draws DebugCrosshairRenderer's axes one block ahead of the
camera (0.01 x GUI scale long; X red, Y green, Z light blue, 2 px over a
4 px black line) and Hud.extractCrosshair skips the 2D crosshair and its
attack indicator. Hidden with reduced debug info, in third person and
with F1.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The overlay is drawn after screens and toasts, so it covers menus, and on
the title and options screens too (Gui.extractRenderState); F1 hides it
only in game. It lays out at the debug GUI scale (debugGuiScale, default
half the largest automatic scale) and shows the default profile's entries
sorted by id, split into vanilla's two columns: fps, version, position,
section position, performance impactors, system specs (CPU, display,
window, GPU, backend) and the integrated server's tick time.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
GraphicsPreset.apply also sets render distance (8/16/32), simulation
distance (6/12/12), chunk update priority, smooth lighting and menu blur,
and its cloud range (32/64/128) and Fabulous entity distance (1.25)
differ from what Horizon set. Dragging the classic preset slider only
moved the label: the preset now applies whenever its value changes
(Options.applyGraphicsPreset), in both menu styles.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The single-player owner was always at permission level 4. Like
IntegratedServer.getProfilePermissions, the owner now gets OWNER (4)
only when the world allows commands, else ALL (0): /gamemode, /give and
friends answer "Unknown or incomplete command" and are not suggested
(the client's tree only holds usable nodes, Commands.sendCommands).
allowCommands is read from level.dat, set by World Options, and worlds
made without the Create New World screen take its default (Creative only).
The server console, the command harness and horizon-ctl `command` keep
the owner's level.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Save and Quit to Title kept boats, minecarts, armor stands, item frames,
paintings and other non-mob entities in memory. Opening the world again
loaded them from disk a second time and the next save wrote both copies,
so each reopen doubled them until the game crawled. Closing and opening a
world now let go of every entity of the level (MinecraftServer.stopServer
unloads them with the level). tools/test_world_reopen_parity.py reopens a
world three times and checks its minecarts stay the same.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The host drew each guest with the host's own armour (player_armor_layers),
and a guest ignored ClientboundSetEquipmentPacket, so it drew the host and
other guests bare-handed and without armour. Player models now carry what
they wear in extra.head..feet: the host fills it from the guest's armour,
the guest from SetEquipment (main and off hand too, for mobs as well), and
both draw HumanoidArmorLayer from it. The host also draws what a guest holds.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The player model (third person, the inventory's preview) was only ticked by
the single-player tick; on a server it was never created.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Two Horizon games under horizon-ctl, each with its own scratch home: the
host opens a survival world to LAN with commands, the guest joins by
address, and each check (tab, self, armour, nametags, chest, crafting,
damage) is reported on its own with screenshots of both sides.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A guest could not craft: the host's inventory menu for guests had no
crafting slots (0-4 were always empty), and a crafting table the guest
used switched the host's own grid to 3x3 and opened nothing for the guest.
The guest's inventory menu (window 0) and a crafting table window
(minecraft:crafting) now run the host's vanilla-checked menu engine
(horizon_client::menu, Kind::Inventory / Kind::Crafting) over the guest's
inventory, kept between clicks so drags work, with the usual click
corrections. The 2x2 grid and its result are real slots of the guest's
inventory menu, so the slot sync carries them. Closing a menu puts its grid
back into the inventory (dropped if full); a guest leaving keeps it too.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
No player had a name tag: only mobs with a custom name drew one. The other
players now get theirs on both sides (the guests on the host, the players a
server sends on a client), shown as LivingEntityRenderer.shouldShowName
allows: no custom name or crosshair needed, a crouching player's only within
32 blocks, team visibility and colours by player name, the below-name score.
The host also joined its own LAN world as "Player": the guests' player
list, name tags and chat, the MOTD and the offline UUID now use the host's
profile name, as IntegratedServer does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Nothing hurt a guest: the host only set a guest's position from its move
packets, so a fall did nothing, and their body never ticked on the server
(no damage clock, no regeneration, no food tick).
Each tick the host now runs a guest's server-side body like ServerPlayer:
the damage clock and Entity.baseTick's fluid phase, then
ServerPlayer.doCheckFallDamage for every move packet accepted that tick
(the supporting block, the fall distance and the landing, through the same
landing code as the host's own falls, so water resets a fall and lava
halves it), then peaceful regeneration and the food tick.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A chest a guest opened opened on the host only, and never closed: the
host ran the guest's open as its own player's (one opener, a local block
event), nothing was sent to the guests, and the guest's close was not
counted. Chests now count their openers like ContainerOpenersCounter (the
host and each guest; a guest's close, a menu it replaces and its leaving
take it off) and the block event goes to the guests too (shulker boxes as
well). A guest's client handles ClientboundBlockEventPacket and ticks its
block entities (ClientLevel.tickBlockEntities, without the server copy's
bell sound and gateway ticks), so lids move on its screen.
The control socket's block reply gives a chest's or shulker box's lid
openness (lid, 0..1).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
In singleplayer the middle button did nothing outside creative, and in
creative it overwrote the selected hotbar slot. It now runs the server's
handlePickItemFromBlock (tryPickItem): a stack of the block's item
already in the hotbar is selected; one in the main inventory is swapped
into getSuitableHotbarSlot (the first empty hotbar slot from the selected
one, else the first unenchanted); only creative adds the item when none
is there, moving what the slot held to a free slot. Servers already got
the packet and do this themselves.
Fixes#367.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
GuiGraphicsExtractor.textHighlight paints an inverting white fill, then
adds pure blue (GUI_TEXT_HIGHLIGHT, additive). Horizon only inverted, so
selections lacked the blue: black text on a light box, not blue text.
The anvil's name box skips the inversion (setInvertHighlightedTextColor
false), as in AnvilScreen.
The creative search and anvil name box now draw like EditBox: the cursor
blinks from when the field took the focus (300 ms on, 300 ms off), turns
into a bar once the field is full, and Select All highlights the value.
Sign lines draw their Select All highlight too.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The Extras page's Inventory section gains "Sort buttons" (sort, off) and
"Sort key" (sortKey, unbound). A small button right of a chest, barrel,
ender chest or shulker box title sorts the container; one right of the
"Inventory" line sorts the main inventory (the hotbar stays). The key
sorts the part under the cursor.
inv_sort::plan merges partial stacks, then orders the stacks by creative
tab order (the search tab's), then name, full stacks first, using only
left PICKUP clicks with an empty hand: the game sends them as ordinary
clicks, so vanilla servers accept them. A unit test replays the plans
through the menu engine on 40 random chests.
The Extras page binds any extra key the way it bound the zoom key
(Item::key_name, Extras::set_key).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The Extras page gains an Inventory section with "Mouse Tweaks controls"
(mouseTweaks, off) and "Scroll wheel moves items" (mouseTweaksWheel). In
the player inventory and chest-like containers, locally and on servers:
- right-drag holding a stack puts one item in each slot entered, at once;
- left-drag holding a stack gathers the slots of the same item into the
hand, while vanilla's drag covers one slot (a drag over empty slots
still splits as vanilla does); with Shift they are quick-moved;
- Shift + left-drag with an empty hand quick-moves every slot entered;
- the wheel over a slot moves one item to the other side (down) or
brings one back (up).
Every action is ordinary slot clicks: the menu engine's, or ContainerClick
packets for any slot (remote_slot_click, factored out of remote_click).
With the extra off each hook returns at once.
horizon-ctl gains drag-at and scroll-at, which send the window events of
a mouse drag and of wheel steps, to test these and vanilla's drags.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
CreativeModeInventoryScreen.slotClicked moves the search box cursor to
the end and sets the highlight to 0 on any click of a display slot, so
the next typed character replaces the whole query. Horizon kept the
query and appended to it.
horizon-ctl's type now edits the creative search as typing does (the
selection and the 50 character limit apply) instead of appending.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
While a held stack is dragged over slots, each dragged slot shows the
stack it would get over a white highlight, its count yellow when the slot
caps it, and the cursor shows what stays in hand (extractSlot,
recalculateQuickCraftRemaining, extractCarriedItem); a drag over a single
slot hides that slot's item. Slots join the drag by
shouldAddSlotToQuickCraft (same item or empty, placeable, canDragTo, and
not more slots than carried items for a right drag), so the preview counts
the slots the menu will fill.
The menu engine computes both (Menu::quick_craft_accepts and
quick_craft_preview) for the inventory, crafting table, chests, hopper,
dispenser, shulker box, furnaces, crafter, loom, trading and creative
screens; the slot and carried-stack drawing of those screens goes through
draw_slot_item and draw_carried.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
AbstractContainerScreen.mouseReleased: a Shift double click QUICK_MOVEs
every slot of the clicked slot's container that holds the item the last
Shift click moved (lastQuickMoved), when canTakeItemForPickAll allows the
clicked slot. Menu::quick_move_all runs it on the menu engine;
test_menu_click_parity generates it as a QUICK_MOVE_ALL op that the oracle
runs with the real Slot.mayPickup, Slot.container and
AbstractContainerMenu.canItemQuickReplace.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The item tabs handled clicks on press with their own rules: Shift sent the
item to the inventory, the hotbar row swapped with the carried stack, a
carried stack clicked on the tab was always deleted, and there were no
drags. They now go through the same mouseClicked/mouseReleased as the other
container screens, over ItemPickerMenu:
- display slots: slotClicked's CONTAINER branch (creative::click_display):
an empty hand takes the shown stack (a full one with Shift), the same item
grows by one, fills with Shift or shrinks with a right click, another item
is deleted or loses one; number keys fill a hotbar slot, Q drops copies;
- the hotbar row: the menu engine's new ItemPicker kind, whose
quickMoveStack deletes the stack (Shift-click on the hotbar from an item
tab), and whose display slots take no drags or PICKUP_ALL.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Tests pin player 1 (0x04), the default blue (0, 0, 128) and the instant
bit (0x20) to hid-playstation.c and SDL; the docs say what Horizon resets
on quit (more than SDL or the kernel do) and that the mute LED is never
touched.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- The pad's audio device is also found by Windows' "Wireless Controller"
endpoint name (the four channels rule out a DualShock 4); a name test.
- docs/controllers.md: the haptics need reports without the rumble flags
(SDL, nondebug/dualsense, dse-haptics), which Horizon now always sends while
they are open; Windows needs the Quadraphonic speaker setup; on Linux ALSA
can't open the card while PipeWire holds it; Bluetooth haptics (report
0x32, SAxense) are documented and not done.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- A loaded crossbow and the boosts (rocket, pig, strider) get a weapon
catch that breaks in the zone where the trigger threshold presses, so the
click is the shot (the boost was a feedback wall that never gave way).
- Draws start at zone 2 and stop at 6 of 8 (held for as long as you like).
- A shield in the use hand weighs (feedback 2, 3); disabled by an axe, the
trigger locks (feedback 1, 8), as Deathloop does for a jammed gun.
- Mining buzzes slower on harder blocks (40/30/20/10 Hz).
- A 0 Hz vibration frees the trigger (Nielk1's factory); tests pin the
bytes to DSX++'s and dualsensectl's examples.
- docs/controllers.md: the table with the effect of each action and why.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- Every report carries the motors; still motors send no rumble flags, as SDL
stops rumble (a report without them ends the emulation and re-arms the
audio haptics), so a trigger change no longer cuts a vibration.
- Legacy vibration at half strength (SDL); the Edge always takes V2; an
unreadable firmware version falls back to legacy.
- The first report after opening clears the motor/trigger attenuation
(flags 1 bit 6, byte 36; dualsensectl, pydualsense).
- The LED reset goes in a report of its own before any colour
(hid-playstation's dualsense_reset_leds); over Bluetooth the colour waits
for the connection animation (SDL's sensor clock check).
- Bluetooth output only where gilrs keeps reading the pad (Linux), else with
HORIZON_DUALSENSE_BT=1: any output switches the pad to its full report.
- USB is preferred when the pad is on both.
- Tests pin the reset report and its CRC (zlib), the flags and the clock offset.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The lightbar shows the player's health (green to amber to red) or the
dimension, at half brightness, chosen in the controller options (Lightbar:
Health / Dimension / Off; health by default). The player LEDs show player 1.
When Horizon lets go of the pad, the lights it changed go back to a host's
defaults.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Each rumble event plays a short shape instead of one flat block: a hit
starts at full strength and dies away, an explosion rolls on, a totem
swells, a broken block is a tick. They drive the motors' emulation in the
HID report.
On USB the pad is also a four-channel audio device whose channels 3 and 4
drive its actuators: with HORIZON_DUALSENSE_HAPTICS=1 the shapes play there
as waveforms (80 Hz and 200 Hz tones for the heavy and light parts),
channels 1 and 2 silent, until that path is confirmed on a real pad.
docs/controllers.md says what each OS and transport allows.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Each trigger feels the action bound to it: resistance growing while a bow
draws, a trident charges or a crossbow loads, a gun trigger's click on a
loaded crossbow, a wall where pulling boosts (a rocket while gliding, the
stick of a ridden pig or strider), and a light buzz while mining, scaled by
the block's hardness. Free in menus, paused, unfocused, on another pad,
with controllers off, and on quit. On by default, "Adaptive Triggers" in
the controller options turns them off.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- First run (and when CONSENT_VERSION changes): a question over the launcher
with four switches, all off, what each sends in plain words, what is never
sent, "View what would be sent" (the exact JSON), and "Send nothing" /
"Save choices".
- Settings → Data collection: the same switches any time, the install ID and
what waits, "View what would be sent" and "Delete my data" (server deletion,
outbox cleared, new install ID).
- The outbox is sent at start and on close (at most 3 s), only when there is a
server (none yet) and only what the player allows.
- CLI `horizon-launcher data status|allow|deny|show|delete|send|bug|benchmark`
and MCP tools data_collection, set_data_collection, data_preview,
delete_my_data, report_bug. Bug reports and benchmark uploads are printed for
the player to confirm; logs are scrubbed and lose chat lines.
- horizon-telemetry joins the launcher's paths (launcher.yml, release_train,
pr_ready).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The horizon-dualsense crate builds the DualSense's output report (USB 0x02,
Bluetooth 0x31 with its CRC-32 seeded with 0xA2) and writes it with hidapi
from a thread. The game sends its rumble pulses through it when the active
pad is a DualSense, so vibration now works on macOS too, and falls back to
gilrs force feedback when the pad can't be opened. Quitting frees the
triggers and stops the motors.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
SpriteContents.AnimationState.drawToAtlas mixes an animation with
"interpolate": true towards its next frame every tick
(animate_sprite_interpolate.fsh: mix(current, next, subFrame / time),
per mip level, into the 8-bit atlas). Horizon stepped the frames: the
sprite upload now mixes the two frames' mip chains the same way and
re-uploads every tick while the mix changes.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The design sections now describe the implementation: ids for rows,
switches and segments, the redraw wait, wait-for --since and event KIND,
the events log (subscribe comes next), the launcher proxying through
horizon-ctl mcp. A before/after table and the PRs of each step replace
the plan.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The workstation screens (anvil, grindstone, stonecutter, smithing,
enchanting, cartography, loom, beacon, villager trading, brewing stand),
the horse/llama/camel inventory and the creative item grid read Shift from
the sneak mapping (`keys`). Behind a screen a Shift press never reaches the
mapping (KeyboardHandler.keyPress: only releases do) and Right Shift isn't
mapped at all, so shift-click there worked only when Shift was already held
before the screen opened. They now read `has_shift_down` like
AbstractContainerScreen (`InputWithModifiers.hasShiftDown`), and the recipe
book reads Ctrl the same way (`Minecraft.hasControlDown`).
`status` reports `physical_keys` so scripts can check what the OS delivered.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A Shader Pack row cycles Off and every folder in shaderpacks/; the game
loads the pick on the next frame. Not part of the presets, off by default.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Converting a proto chunk for saving (VanillaTerrain::saved_proto copies it
block by block into a column, then encodes it) ran on the main thread: in
Streaming::save during the autosave, and in Streaming::update for every far
proto unloaded while exploring. The protos are now checked out (like a
decoration job does) and saved by a worker, ahead of every other job, then
handed back. The explicit save and quitting still save them in place, after
waiting for the saves in flight; dropping the streamer waits for them too.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A light job for a chunk that was already lit (a neighbour loaded, or a block
changed in an unlit neighbour) dirtied every section of the 3x3 columns
around it: 216 remeshes, whether or not any light changed. It now writes only
the sections whose light changed and dirties the sections around the changed
positions, as the incremental relight already does. A chunk lit for the
first time still dirties its 3x3 neighbourhood.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
GameLevel::heightmap found getHeight by testing every block from the top
of the world down (with a block tag lookup each), for every spawnable chunk
every tick: a quarter of the main thread in a village. Sections holding
only air are now passed over whole; air counts for no heightmap, so the
height is the same.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
With shaderPack set in horizon-graphics.txt, the world renders into
world_post's target with its depth kept, each composite stage of the
pack (gfx/pack_stages.rs) draws a full-screen pass reading the scene
colour and depth, the previous stage and the Frame uniform (camera,
matrices, time, sun and moon, sky and fog colours and distances,
weather, camera state, dimension), and the last output goes to the
screen through the usual copy/FXAA, under the hand, screen effects and
HUD. The game loads the pack from shaderpacks/, checks its files twice
a second and on F3 + T, and keeps the last good pack on errors, which
go to chat. Without a pack nothing changes: no target, no extra pass,
depth discarded as before.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
shader_pack.rs reads shaderpacks/<pack>/pack.toml, the player's option
values (shaderpacks/<pack>.txt) and each composite stage's WGSL, puts
the api 1 prelude (bindings, the Frame uniform, depth helpers) before
it and has naga parse and validate it, with errors pointing into the
pack's own file. Options are WGSL override constants. A file stamp
tells when the pack was edited, for hot reload. Nothing draws with it
yet. examples/shaderpacks/horizon-sample is the MIT sample pack.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
wait-for screen NAME|widget ID|loaded|chat TEXT|event KIND replies once
the game gets there (--timeout, default 30 s, ends in an error of kind
timeout; --since SEQ counts chat and events from an earlier point), so
scripts and agents stop polling. events [--since SEQ] lists what
happened, oldest first, numbered: screens, chat lines, deaths, respawns,
items gained or lost, dimensions, worlds opened and closed. The state is
compared once per event loop turn and only under --control, so watching
never changes the game. respawn now says when the death screen's button
is not active yet instead of clicking it to no effect.
horizon-ctl and its MCP gain both; tools/agent_control_e2e.py gains an
events scenario.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
options-get [KEY...] gives every options.txt option by its vanilla key
with its value and what it accepts (type, range, step or choices; enums
by name, key bindings as key.keyboard.w). options-set KEY VALUE sets one,
applies it at once and saves options.txt as the options screen does
(language and resource packs reload too); a value the option refuses is
an error naming what it accepts, and the option keeps its value. After a
set, ui reads the redrawn screen.
horizon-ctl and its MCP gain both; tools/agent_control_e2e.py gains an
options scenario.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Without an options.txt the game ran unlimited (260), while an options.txt
without maxFps, like vanilla, gives 120. With VSync off (or rendering
offscreen) that kept a core busy drawing frames nobody sees.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
An agent now needs one MCP server. horizon-launcher mcp runs the selected
version's horizon-ctl mcp as a child and offers its tools as game_<name>
(all but launch, which launch_client covers), passing calls and image
results through. launch_client starts the game with a control socket in
the launcher's data folder, takes world, creative and offscreen, and
returns once the socket answers. A game tool called while no game listens
says to call launch_client.
tools/launcher_mcp_e2e.py checks it end to end against this checkout's
builds in a scratch launcher home.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The Discord server banner (page + PNG), the server icon render and Kira's avatar (SVG master +
render) now live in the private kira repo (ludovic111/kira#1). xtask icons no longer renders them;
the brand README points there, and CONTRIBUTING states what belongs in this repository.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`ui` lists every widget the last frame drew (title menus, pause, options
in both menu styles, inventories and menus) with an id, its kind, label,
bounds and value; `click ID` clicks one through the same window events
as the mouse, `set ID VALUE` moves a slider along its track. Ids come
from labels (FOV: 70 is fov), world/server/language rows carry their
names, Horizon switches, sliders and segments their row's caption, and
inventory slots are slot-ID with their stacks. After a click, the next
widget command waits for a redrawn frame.
horizon-ctl and its MCP gain ui, click and set, and launch --offscreen.
tools/agent_control_e2e.py gains a ui scenario and runs offscreen on
macOS; both scenarios now handle Singleplayer opening Create New World
when there are no worlds.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
docs/mods.md: the sandboxed WebAssembly runtime, capabilities, hooks, budgets,
authoring, versions, multiplayer and distribution, with measured hook costs.
docs/research/java-mod-compat.md: why Fabric/NeoForge jars cannot run, data
import, which mods to port natively first, a porting guide outline.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Manifest and .hmod reading, capability checks against the component's imports,
fuel and memory limits per call, a trapping mod stopped alone, hot reload.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
horizon-mod-sdk wraps wit-bindgen: a Mod trait with default hooks and export_mod!.
coords-hud shows coordinates, facing and the time of day, with /where and /coords.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
tools/port_report.py turns a diff into work items: rank 1 blocks the switch (facts,
packets, DataFixers, data component types, report formats, tables to regenerate),
rank 2 and 3 one item per Horizon file that ports changed vanilla code (with or
without a harness), rank 4 new content, rank 5 summaries. version_port.py report
writes report.md and report.json; port prepares, diffs and reports in one go.
The class map now resolves names of both versions. The doc records the 26.2 -> 26.3
replay against Horizon's own code.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
tools/class_index.py hashes every method's bytecode with constant-pool references
resolved and branch targets as instruction indices, lambdas folded into their
declaring method; class diffs list moved classes. tools/vanilla_map.py maps vanilla
classes to the Rust files whose comments name them and the harnesses whose oracles
or probes reach them. version_port.py prepare indexes, diff reports both.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
detect reads Mojang's manifest; prepare downloads and verifies a version into the
version store (outside the repository), runs its data generator and reads the
jar's own version facts; diff compares facts, packets, registries, blocks, item
components, commands, data packs, assets and lang.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
What the launcher, the game socket, horizon-ctl and the two MCP servers
can do today, and one model for what comes next: shared names and JSON
shapes, a widget tree with actions by id, options get/set, waits, an
event stream, the launcher's MCP proxying the game, errors with a kind,
and the safety rules.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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]>
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]>
Scraping and waxing off copper already swing the arm, show the scrape and
wax-off particles and play the axe sound on main (#59, #104). Two gaps were
left in BlockTransformer.transformBlock:
- playerHasBlockingItemUseIntent: with a shield in the off hand, right-clicking
with an axe raises the shield instead of scraping, unless sneaking.
- The block_change game event, which sculk sensors pick up.
Fixes#222
Co-Authored-By: Claude Opus 5.5 <[email protected]>
FirstPersonHandsAndItemsRenderer draws both hands: the off-hand item sits
on the other arm with its own equip height and swing, uses its own pose
when it is the hand in use (eating, blocking, drawing a bow), and
evaluateWhichHandsToRender hides a hand while a bow or crossbow is drawn
or a charged crossbow is held in the main hand. Only the main hand's empty
arm shows, as in vanilla.
Part of #276
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Minecraft.startUseItem tries each InteractionHand in turn: useItemOn, then
useItem, stopping at the first that succeeds or fails. Item uses now act on
the hand that started them (Game::hand), so blocks, food, potions, buckets,
spawn eggs and the rest work from the off hand, the swing and the
re-equip animation follow that hand, and the empty-hand block use
(useWithoutItem) stays main-hand only. The respawn anchor passes on the
main hand when the off hand holds glowstone, as vanilla does, replacing the
special case for it.
The use_item_on harness now puts items in the off hand too.
Part of #276
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Player.getProjectile: what the weapon supports in the off hand, then in
the main hand (getHeldProjectile; crossbows also take firework rockets
there), else the first arrows in the inventory. Crossbows only looked
for arrows in the inventory, so a rocket in the off hand was never
loaded. A charged rocket is shot at an angle from 0.15 under the eyes
(CrossbowItem.createProjectile), every shot of a load holding one at
power 1.6 (getShootingPower), for three durability (getDurabilityUse).
Part of #276
Co-Authored-By: Claude Opus 5.5 <[email protected]>
AbstractArrow.onHitEntity: an entity that takes no damage from the arrow
(a raised shield, invulnerability) turns it back with
ProjectileDeflection.REVERSE at power 0.2: a tenth of the speed, a half
turn give or take ten degrees from the arrow's own random; one left
almost still drops its pickup and is discarded. Arrows used to vanish.
The arrow tick now stops at the entity it hits: the game hurts the
entity, then arrows::finish_entity_hit spends the arrow (with its hit
sound, from the arrow's random) or turns it back, and ends the tick
(drag, gravity, fluids). The damage is taken from the speed at the hit,
the crit bonus from the arrow's random, the entity search follows
ProjectileUtil.getManyEntityHitResult (the box first, then
computeMargin's margin, which needs tickCount), Punch pushes only what
was hurt, and a refused burning arrow leaves the player's fire as it
was. Mobs' refusals keep the old ending until their hurt results follow
hurtServer.
The arrow harness gains an entity in the way that takes or refuses the
damage: squarely, grazing, slow enough to drop.
Part of #277
Co-Authored-By: Claude Opus 5.5 <[email protected]>
LivingEntity.hurtServer's playHurtSound goes through Player.playSound,
which leaves the player itself out; the player hears its hurt sound from
the client's handleDamageEvent, and a blocked hit sends BlocksAttacks'
block sound (onBlocked) instead of the damage event. Queue the local hurt
sound on the damage broadcast rather than on the server's hurt sound.
Part of #277
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- The fishing rod switches to its cast model while its hook is out
(FishingRodCast), in first person, third person and the hotbar.
- FishingHook.catchingFish's particles: splashes where fish tease the bait,
the fishing-particle trail and bubbles of a fish swimming up, and the
bubble and fishing burst when it bites.
- FishingHookRenderer: the line is 16 black `lines` segments of the window's
line width (2.5 px at 1080p) from a quarter block above the hook to the
rod hand (on the near plane in first person, beside the body in third),
and the bobber is centred on the hook.
Fixes#265
Co-Authored-By: Claude Opus 5.5 <[email protected]>
MinecartSoundInstance follows every minecart in the level (entity.minecart.riding,
louder with speed, silent when the tick rate is frozen), and getting in one starts
RidingMinecartSoundInstance's two inside sounds (normal and underwater). Hitting a
minecart or a boat plays Player.attack's strong/weak (and knockback) sounds.
The sound_engine harness now replays both instances against the vanilla client.
Fixes#227
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
`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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
/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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
`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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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.
@@ -47,8 +47,8 @@ Horizon is downloaded only through **the Horizon launcher**: get it from [playho
<table>
<tr>
<td width="50%"><img src="docs/media/launcher-play.webp" alt="The launcher's Play page: v2026.10.13.1 ready to play, its summary, Client and Server, the Play button and prepared resources"></td>
<td width="50%"><img src="docs/media/launcher-patch-notes.webp" alt="The launcher's Patch notes page, showing the notes of Horizon 2026.10.13.1"></td>
<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>
@@ -62,7 +62,7 @@ Captured in the Rust client itself, with vanilla assets and no mods or shaders.
<table>
<tr>
<td colspan="2"><img src="docs/media/menu-title.webp" alt="Horizon's title screen: a sidebar, the Horizon title, Singleplayer and Multiplayer buttons and the last world played, over a blurred frozen landscape"></td>
<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>
@@ -130,7 +130,7 @@ Commands block until the action is done and reply with what happened; errors are
## Build from source
For developers. Requirements: Rust 1.90 or newer, Python 3.10 or newer, JDK 25, and on Linux the ALSA development headers (`libasound2-dev` on Debian and Ubuntu). Development and the vanilla harnesses run on Linux.
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`:
@@ -140,8 +140,8 @@ Horizon contains no game files and never downloads them. It builds its resources
cargo run --release -p horizon-prepare -- sounds# optional: sounds from your launcher install
cargo run --release -p horizon-client
```
@@ -186,23 +186,21 @@ Online-mode servers (Mojang's session servers) are not supported; skins served o
## Contributing
Issues and pull requests are welcome. Before opening a pull request, run the offline checks:
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:
CI runs these checks on GitHub's Linux runners. The vanilla comparisons need the game, which Horizon never downloads, so they run only when started by hand 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.
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.
## Licence
[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.
Third-party credits and licenses: [Third-party notices](THIRD_PARTY_NOTICES.md).
## Author
Made by [Ludovic Marie](https://lu4ovic.com) ([@ludovic111](https://github.com/ludovic111)).
"experiment_note":"Experimental projection variant (reused sounds, Arc-keyed string pools and direct flags); reverted after mixed CPU/RSS evidence. Current in this file is not the final PR version."
"current":"release example built at cf837118 + current uncommitted delta in PR #607 worktree",
"historical":"release example built at exact cf837118 commit, with same Cargo release profile and shared dependency target"
},
"mode_commits":{
"baseline":"independent loader algorithm at e422bd13, executed in current binary",
"pr607":"shared early construction algorithm at a01d47f2, executed in current binary",
"cf837118":"exact historical binary at cf837118, deferred mode",
"current":"current PR worktree, deferred mode with interned strings"
},
"limitations":"Loader-only (Assets + BlockFacts + Behaviours), no full client startup or first-frame timing. Same release profile but different compilation contexts for historical binary; hardware activity and cache warmth vary. CPU and elapsed differences between cf837118 and current are mixed and may be noise. Peak RSS is whole-process Linux ru_maxrss."
"measurement":"same optimized binary, isolated processes in alternating forward/reverse four-mode runs",
"limitations":"Includes Assets::load, BlockFacts, Behaviours; excludes complete client startup, pack/mod root resolution, graphics and first frame. Different modes emulate the original independent, PR #607 at a01d47f2, paired and deferred startup sequences in the same release build. Machine was not idle. Elapsed times show high variance; no statistically established gain between PR, paired and deferred modes."
"experiment_note":"Exploratory variants (Arc-key pool, reused sounds, combined proposal) alongside cd61e11b; none gave a robust consistent improvement and all were reverted."
&[flag("world",Ty::Str,"world folder to open or create"),flag("seed",Ty::Str,"seed for a new world"),flag("creative",Ty::Bool,"creative mode for a new world"),
flag("version",Ty::Str,"an installed launcher version tag such as v2026.10.13"),flag("game",Ty::Str,"path to a horizon-client binary"),
flag("wait",Ty::Bool,"also wait until the world is ready (default in MCP)")],
flag("wait",Ty::Bool,"also wait until the world is ready (default in MCP)"),
flag("offscreen",Ty::Bool,"render without showing a window (screenshots still work): locked or headless sessions")],
mcp: true,local: true),
cmd!("wait-for",Session,"wait-for screen NAME|widget ID|loaded|chat TEXT|event KIND [--timeout S] [--since SEQ]","wait until the game reaches a state, then reply",
"screen takes the names state shows (playing, inventory, paused, dead, title...); widget an id from ui; loaded means a world is open, the player is in it and no chunk is pending; chat a new line containing TEXT; event a kind from events (death, respawn, item, screen...). chat and event count from --since SEQ (take last from events before acting), else from now. A timeout (default 30 s) is an error with kind timeout.",
["horizon-ctl wait-for screen inventory","horizon-ctl wait-for loaded --timeout 120","horizon-ctl wait-for chat joined the game","horizon-ctl wait-for event death --timeout 600"],
&[flag("timeout",Ty::Num,"seconds (default 30)"),flag("since",Ty::Int,"chat and event: count from this event seq"),p("condition",Ty::Enum(&["screen","widget","loaded","chat","event"]),"what to wait for"),opt("value",Ty::Rest,"the screen name, widget id, chat text or event kind")],mcp: true,local: false),
cmd!("events",Observe,"events [--since SEQ]","what happened since SEQ, oldest first: screens, chat, deaths, respawns, items gained or lost, dimensions, worlds",
"Every event has seq and tick; pass the reply's last as --since next time. The game keeps the newest 256.",
["horizon-ctl events","horizon-ctl events --since 42"],&[flag("since",Ty::Int,"only events after this seq")],mcp: true,local: false),
cmd!("wait-ready",Session,"wait-ready [SECONDS]","wait until the player has spawned and no chunks are pending",
"Polls status every 250 ms; replies with the status, or an error after SECONDS (default 120).",
["horizon-ctl wait-ready 300"],&[opt("seconds",Ty::Num,"how long to wait (default 120)")],mcp: true,local: true),
cmd!("logs",Session,"logs [--lines N] [--crash]","the end of the game's log, or its newest crash report",
"Reads the game home ($HORIZON_HOME, else ~/.local/share/horizon): logs/latest.log (the last N lines, default 100) or, with --crash, the newest file in crash-reports. Read-only; works whether the game runs or not.",
cmd!("look-at",Move,"look-at X Y Z | look-at block X Y Z [FACE] | look-at entity ID","turn to face a point, a block (a visible face of it) or an entity",
"look-at block aims at a face the crosshair can reach and fails when none is visible.",
cmd!("look-at-block",Move,"look-at-block X Y Z [FACE]","aim the crosshair at a block (same as look-at block)","",
["horizon-ctl look-at-block 10 64 3"],&[BLOCK_XYZ[0],BLOCK_XYZ[1],BLOCK_XYZ[2],opt("face",FACE,"which face to aim at")],mcp: true,local: false,wire: "look-at block"),
cmd!("look-at-entity",Move,"look-at-entity ID","face an entity (same as look-at entity)","",
["horizon-ctl look-at-entity 42"],&[p("id",Ty::Int,"entity id from entities")],mcp: true,local: false,wire: "look-at entity"),
cmd!("turn",Move,"turn DYAW DPITCH [--over S]","rotate the view by an amount",
"Without --over the view jumps. With --over S the turn is mouse motion fed over S seconds with ease-in-out, through the same path as a real mouse (sensitivity, inverted axes, cinematic camera), and the reply comes once it is done.",
&[p("dyaw",Ty::Num,"yaw change in degrees"),p("dpitch",Ty::Num,"pitch change in degrees"),OVER],mcp: true,local: false),
cmd!("mouse-move",Move,"mouse-move DX DY","move the mouse: relative motion that turns the view like a player's mouse",
"DX and DY are mouse units (pixels of relative motion) added to the frame's accumulated movement and turned by MouseHandler.turnPlayer: degrees = units x 0.15 x (sensitivity x 0.6 + 0.2)^3 x 8 (without the 8 while scoping), inverted axes and the cinematic camera included. Positive DX turns right, positive DY looks down. Works in the world with no screen open; replies with yaw and pitch after the frame that turned.",
cmd!("look-at",Move,"look-at X Y Z | look-at block X Y Z [FACE] | look-at entity ID [--over S]","turn to face a point, a block (a visible face of it) or an entity",
"look-at block aims at a face the crosshair can reach and fails when none is visible. --over S turns there with mouse motion over S seconds (the shorter way round) instead of jumping.",
cmd!("key",Act,"key KEY down|up|tap","press or release a key (w a s d space shift ctrl e q esc f3 1-9 arrows ...)","",
["horizon-ctl key space tap"],&[p("key",Ty::Str,"key name"),p("action",Ty::Enum(&["down","up","tap"]),"what to do")],mcp: true,local: false),
cmd!("key",Act,"key KEY down|up|tap|repeat","press, release or auto-repeat a key (w a s d space shift ctrl e q esc f3 1-9 arrows ...)",
"down holds the key until key ... up, release or stop; wait does not release it. move, goto, jump, break and the other actions release the movement keys when they end.",
["horizon-ctl key space tap"],&[p("key",Ty::Str,"key name"),p("action",Ty::Enum(&["down","up","tap","repeat"]),"what to do")],mcp: true,local: false),
cmd!("mouse",Act,"mouse left|right|middle down|up|click","press or release a mouse button in the world","",
["horizon-ctl mouse right click"],&[p("button",Ty::Enum(&["left","right","middle"]),"button"),p("action",Ty::Enum(&["down","up","click"]),"what to do")],mcp: false,local: false),
cmd!("pad",Act,"pad BUTTON down|up|tap | pad stick left|right X Y | pad trigger left|right V | pad release | pad status","a virtual controller: buttons, sticks and triggers as a real pad would send them",
"Buttons by position: south east west north lb rb lt rt select start ls rs up down left right (south is Xbox A / PlayStation cross). Sticks run -1..1 with up positive and stay tilted until centred; triggers 0..1. Merged with any real controller; status lists the connected ones and what is held.",
["horizon-ctl pad south tap","horizon-ctl pad stick left 0 1","horizon-ctl pad trigger right 1","horizon-ctl pad status"],
&[p("what",Ty::Str,"a button name, stick, trigger, release or status"),opt("a",Ty::Str,"down|up|tap, or left|right"),opt("b",Ty::Num,"stick X or trigger value"),opt("c",Ty::Num,"stick Y")],mcp: false,local: false),
cmd!("release",Act,"release","release every key and mouse button","",["horizon-ctl release"],&[],mcp: false,local: false),
cmd!("stop",Act,"stop","cancel the running action (goto, break...) and release every key","",["horizon-ctl stop"],&[],mcp: true,local: false),
cmd!("close",Screens,"close","close the open menu and return to the game","",["horizon-ctl close"],&[],mcp: true,local: false),
cmd!("ui",Screens,"ui","every widget of the open screen: id, kind, label, bounds, value",
"Kinds: button, slider (value 0..1), field, row (worlds, servers, packs, languages), tab (selected), slot (slot-ID, with its stack). Ids come from labels (\"FOV: 70\" is fov, a repeat gets -2) or kind-N without one, and stay put when a value changes. Reflects the last drawn frame (frame counts them).",
["horizon-ctl ui"],&[],mcp: true,local: false),
cmd!("click",Screens,"click ID [right] [shift]","click a widget of ui by its id, as the mouse would",
"A field takes focus (then type); slot-ID clicks a slot like click-slot.",
&[p("id",Ty::Str,"widget id from ui"),opt("right",Ty::Bool,"right-click"),opt("shift",Ty::Bool,"shift-click (slots)")],mcp: true,local: false),
cmd!("set",Screens,"set ID VALUE","move a slider of ui to VALUE (0..1), as a click on its track",
"The option behind it rounds to its own steps; read the new label with ui.",
["horizon-ctl set fov 0.5","horizon-ctl set render-distance 0"],
&[p("id",Ty::Str,"slider id from ui"),p("value",Ty::Num,"0..1 along the track")],mcp: true,local: false),
cmd!("options-get",Screens,"options-get [KEY...]","the game's options (options.txt) by key, with their type and range or choices",
"Keys are vanilla's: fov, renderDistance, guiScale, gamma, maxFps, lang, resourcePacks, soundCategory_music, key_key.jump... Enums are given and set by name, key bindings by key name (key.keyboard.w).",
cmd!("type",Screens,"type [--field name|seed] [--replace] TEXT","type into the focused text field (chat box, world name, anvil, sign...)",
"On the title's create-world screen, --field name|seed picks the field and --replace clears it first; type \\b deletes one character.",
["horizon-ctl type hello everyone","horizon-ctl type --field name --replace Agent World","horizon-ctl type --field seed 12345"],&[flag("field",Ty::Enum(&["name","seed"]),"create-world field to type into"),flag("replace",Ty::Bool,"clear the field first"),p("text",Ty::Rest,"text to type")],mcp: true,local: false),
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