The log config and old versions' asset folder were joined from
"a/b" strings; on Windows their tests compared those mixed
separators with paths joined part by part. Join them part by part.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: launcher-java-1 verified this head (main merged in for #3402's Windows fix): PR checks green (verify, launcher) and the launcher build matrix green on Windows, macOS and Linux (dry run https://github.com/horizon-rust/horizon/actions/runs/40775800425). No CLI change, so docs/launcher-commands.md is unchanged.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 19 contributor PRs: clippy -D warnings, the touched crates' tests (1391 passed), 80/80 parity harnesses, and lan_e2e with the host on its server thread and in-frame. save round trip main -> PR -> main -> PR: difficulty Hard/Peaceful/Easy read back at each hop and in level.dat difficulty_settings, server thread and --in-frame. Queued for merge at 35581f52e.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 19 contributor PRs: clippy -D warnings, the touched crates' tests (1391 passed), 80/80 parity harnesses, and lan_e2e with the host on its server thread and in-frame. changes test_music_parity.py (music harness PASS in the run). Queued for merge at 985ece811.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 19 contributor PRs: clippy -D warnings, the touched crates' tests (1391 passed), 80/80 parity harnesses, and lan_e2e with the host on its server thread and in-frame. every server-thread launch of this run (screenshots, save round trips) loaded through the new async start. Queued for merge at 356b69aea.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 19 contributor PRs: clippy -D warnings, the touched crates' tests (1391 passed), 80/80 parity harnesses, and lan_e2e with the host on its server thread and in-frame. screenshot: ConnectScreen with the status and a working Cancel back to the multiplayer list (main: flat screen, no Cancel). Queued for merge at 752fc2170.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 19 contributor PRs: clippy -D warnings, the touched crates' tests (1391 passed), 80/80 parity harnesses, and lan_e2e with the host on its server thread and in-frame. Queued for merge at de8dd66ac.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 19 contributor PRs: clippy -D warnings, the touched crates' tests (1391 passed), 80/80 parity harnesses, and lan_e2e with the host on its server thread and in-frame. Queued for merge at fdefcfeac.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 19 contributor PRs: clippy -D warnings, the touched crates' tests (1391 passed), 80/80 parity harnesses, and lan_e2e with the host on its server thread and in-frame. the server sends no death sound to the dying guest, so it is not doubled. Queued for merge at 7b93b310a.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 19 contributor PRs: clippy -D warnings, the touched crates' tests (1391 passed), 80/80 parity harnesses, and lan_e2e with the host on its server thread and in-frame. pickup sound pitch matches handleTakeItemEntity. Queued for merge at 0112a6fea.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 19 contributor PRs: clippy -D warnings, the touched crates' tests (1391 passed), 80/80 parity harnesses, and lan_e2e with the host on its server thread and in-frame. zero-length frame rejected as Varint21FrameDecoder does. Queued for merge at 65bca4ce9.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 19 contributor PRs: clippy -D warnings, the touched crates' tests (1391 passed), 80/80 parity harnesses, and lan_e2e with the host on its server thread and in-frame. Queued for merge at 2812cf201.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 19 contributor PRs: clippy -D warnings, the touched crates' tests (1391 passed), 80/80 parity harnesses, and lan_e2e with the host on its server thread and in-frame. reach checks match ServerGamePacketListenerImpl.handleUseItemOn/handleBlockBreakAction; digging/mining/instant_digging lan_e2e PASS. Queued for merge at 3be828d01.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 19 contributor PRs: clippy -D warnings, the touched crates' tests (1391 passed), 80/80 parity harnesses, and lan_e2e with the host on its server thread and in-frame. jukebox use read against JukeboxBlock.useItemOn/useWithoutItem. Queued for merge at b38fe43b0.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 19 contributor PRs: clippy -D warnings, the touched crates' tests (1391 passed), 80/80 parity harnesses, and lan_e2e with the host on its server thread and in-frame. screenshot: the single-player window (server thread) now shows banner patterns and the vault's display item (main: plain banner, empty vault). Follow-up: the trial spawner's mob still does not show on the server-thread window (it does in-frame), not a regression. Queued for merge at 1deb3bd36.
🤖 Agent: launcher-java-1 verified this head: PR checks green (verify, launcher) and the launcher build matrix green on Windows, macOS and Linux (dry run https://github.com/horizon-rust/horizon/actions/runs/40775337700); docs/launcher-commands.md is regenerated.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 19 contributor PRs: clippy -D warnings, the touched crates' tests (1391 passed), 80/80 parity harnesses, and lan_e2e with the host on its server thread and in-frame. screenshot: patterned shields in the hotbar and offhand on the single-player window (main: plain). Queued for merge at 99008baad.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 19 contributor PRs: clippy -D warnings, the touched crates' tests (1391 passed), 80/80 parity harnesses, and lan_e2e with the host on its server thread and in-frame. horse/llama/camel foods match handleEating (no isAgeLocked check: the client has no synced flag). Queued for merge at 9d32bebad.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 19 contributor PRs: clippy -D warnings, the touched crates' tests (1391 passed), 80/80 parity harnesses, and lan_e2e with the host on its server thread and in-frame. Queued for merge at e24394ca3.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 19 contributor PRs: clippy -D warnings, the touched crates' tests (1391 passed), 80/80 parity harnesses, and lan_e2e with the host on its server thread and in-frame. Queued for merge at a5ee1e588.
🤖 Agent: verify green; launcher-only, one function. pr_ready green (launcher tests 228/228). Parity --changed: nothing selected (lan_integration is nightly-only, and the launcher is not in the LAN suite). Proof end to end with no system Rust: the launcher's toolchain built zoom on macOS (546 s) and Linux (729 s, launcher from this branch's dry-run 40767814775), and zoom's offscreen proof passed on both launcher-built games. Before the fix both stopped at E_METADATA.
🤖 Agent: verify green. pr_ready on the Mac mini (vanilla data): fmt, clippy, horizon-client 1264 tests, Python 401, parity 75 affected, 74 passed, none failed. Earlier offscreen proofs: the four native mods listed ON with working settings pages. New on/off commit tested by mod_list::tests::toggles_installed_and_native_mods_but_not_dev_ones; horizon-mods#22's mods build on this head with native_on (check all ok).
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 19 contributor PRs: clippy -D warnings, the touched crates' tests (1391 passed), 80/80 parity harnesses, and lan_e2e with the host on its server thread and in-frame. Queued for merge at 32a0a11fe.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 19 contributor PRs: clippy -D warnings, the touched crates' tests (1391 passed), 80/80 parity harnesses, and lan_e2e with the host on its server thread and in-frame. Queued for merge at 9fcfdaa1e.
java_launch builds the command that starts Minecraft: Java Edition as
the official launcher reads a version file: mainClass; the classpath of
this system's libraries (rules with os name and arch, duplicates once)
and the client jar; arguments.jvm / arguments.game with their rules
(every optional feature off) and ${...} placeholders, or the old
minecraftArguments line with -Djava.library.path and -cp; an old
version's natives unpacked without extract.exclude; virtual and
map_to_resources asset indexes laid out by name; Mojang's logging setup
(-Dlog4j.configurationFile) plus -Dlog4j2.formatMsgNoLookups=true;
-Xmx from the instance and the player's JVM arguments.
Nothing reaches the network; the next PR wires it to Play.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified: launcher build matrix dry run 40773579704 green on Windows, macOS and Linux (java::tests::mojangs_runtimes_are_found_in_their_layout passes on Windows); PR checks green. Test-only fix for main's Windows build after #3386.
The owner-gated download learns versions Horizon doesn't pin, for Java
instances: Pins::for_version(id, sha1) takes a version from Mojang's
list; its version file is checked against that sha1, and the client's
sha1 then comes from the checked file. backend::download_version_for_owner
puts it in Horizon's own game folder through the same path as the
pinned one (download_for_owner asks the strict gate again, then
download_for → mojang::download), so the one download call site and
its gate test hold.
Versions before 1.19 keep a library's natives as a classifier of their
own (natives map, ${arch} for Windows): mojang::download now fetches
this system's, checked like every other file.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
java::tests::mojangs_runtimes_are_found_in_their_layout failed on
Windows (main after #3386): the fixture's homes had only bin/javaw.exe
there, and the runtime search (horizon_prepare::java::minecraft_runtimes)
looks for bin/java.exe, so it found nothing. Mojang's Windows runtimes
ship both, so the fixture now does too. The platform folder comes from
mojang::java_platform, the name the download lays out, instead of a
hard-coded mac-os-arm64.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: tests ignore T3's GET / port probe; account::tests 17/17 on the Mac mini (the_whole_chain failed before); merger waits for parity (online_mode).
#3386 added `horizon-launcher java list|install` without regenerating
docs/launcher-commands.md, so the_launcher_reference_is_up_to_date failed on main's
launcher builds (and would stop the next launcher release).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verify green. pr_ready: all green except the launcher test account::tests::the_whole_chain, which fails on this Mac only (a desktop browser's extra GET / on the device-code page); it passes in CI's launcher job. Local parity of this tree (Mac mini, --changed origin/main): 36/37, online_mode fails identically on main here (environment). Test the_native_mods_instance_gets_the_mods_settings_once passes.
T3 Code probes each new localhost listener with GET / (seen on the Mac mini: the t3
process). The online_mode harness and account::tests::the_whole_chain recorded it as an
unexpected call and failed there only. Neither fake service has a root, so it is ignored.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified: pr_ready --quick green on the Mac mini (233 launcher tests), CI launcher/verify/parity-scope green; java install 21 checked end to end in scratch homes (Mojang's runtime runs, real folders untouched).
A Java instance is an own instance whose instances.json entry carries a
`java` section: the Minecraft version it plays and, optionally, its own
Java home, memory and JVM arguments. It gets an empty game folder (the
real game keeps its own options); a copy keeps the section.
- minecraft_versions: Mojang's public version_manifest_v2 (releases,
snapshots, old betas and alphas, latest), kept in the data folder so
the list shows offline. Only metadata: game files stay owner-gated.
- Play refuses a Java instance with a clear sentence (resolve_version
and instances::apply, so the window, the CLI and MCP all say it) until
the launcher starts the real game.
- CLI: instance create <name> --minecraft <id|latest|latest-snapshot>,
instance versions [--snapshots] [--old], instance java <instance>
[--home|--auto] [--memory] [--args]; instance list shows the version.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verify green; launcher-only (native_mods.rs, index native.rs). pr_ready green, launcher tests pass. Local parity of #3352's tree (which contains this PR): all affected harnesses pass except online_mode, which fails identically on main on this Mac (environment).
🤖 Agent: verify green. pr_ready green. Local parity (Mac mini, --changed origin/main): 36 of 37 pass. online_mode fails identically on main on this Mac (a stray GET / to its fake service, IndexError), so it is not this change. Registry test a_mod_may_turn_native_once and launcher test a_mod_that_turned_native_keeps_its_hmod_until_removed pass.
`horizon-mixins apply` runs `cargo metadata`, but the launcher started it as a
plain command: on a computer with no Rust of its own every native build stopped
at E_METADATA. It now gets the launcher's toolchain like the build does.
Found by building zoom end to end with no system Rust, on macOS and Linux.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A native mod's row now toggles too. Off writes `mod.<id>:false`, so the
launcher's next build leaves the mod out, and `native_on` tells the mod to rest
until then; on again writes `true`. The WebAssembly row of the same id is no
longer listed: the native row stands for the mod. Asked by levzzz5154.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The first piece of Java instances: which Java a version needs and where
it comes from, as other launchers do it.
- java::Need reads a version JSON's javaVersion (major + Mojang
component); versions from before that field ran Java 8 (jre-legacy).
- Runtimes are found without starting them, from each Java home's
release file: Mojang's that Horizon downloaded (minecraft/runtime/ in
the data folder, the one preparing uses) and installed ones (JAVA_HOME,
the PATH, the usual installer folders).
- pick: an instance's own Java home, else the exact major (Mojang's
first, never a newer one by itself), else None = download Mojang's.
- install downloads Mojang's runtime through mojang::java_runtime
(sha1-checked, resumable), refusing on Linux without glibc.
- CLI: horizon-launcher java [list|install <major|component>].
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: read the diff at c216561da: `Allay.travel` -> `travelFlying(input, getSpeed())` via a new `travel_flying_speeds`, and `WaterAvoidingRandomFlyingGoal.getPosition` stroll targets. verify green, merges cleanly; the merger lands it once this head's parity run (queued) passes.
On Windows a native build stopped twice before compiling anything, then once while compiling:
- `windows-sys` 0.61 imports through raw-dylib, and on windows-gnu rustc makes those import
libraries with dlltool, which runs the GNU assembler. rust-mingw's dlltool isn't on the build's
PATH, and rust-mingw has no assembler, so even horizon-mixins didn't build.
- `canonicalize` gives a verbatim path there (`\\?\C:\...`), and horizon-mixins' output check stats
`\\?\C:`, the volume itself: os error 1, E_IO.
- `ring`, `hidapi` and wasmtime compile C with `cc`, and rust-mingw's gcc only links.
The toolchain now brings MinGW-w64 on Windows (WinLibs' GCC 16.2.0 on MinGW-w64 14.0.0, MSVCRT
like rust-mingw, one zip pinned by SHA-256, its mingw64/ without the documentation) and puts its
bin/ on the build's PATH after Rust's. A toolchain installed before it counts as not installed, so
the next build installs it. The stage path loses the verbatim prefix of a drive path.
Measured on Windows 11 (Ryzen 7 9800X3D) with Veinminer 0.3.0 on Nightly 83f15fa: the launcher
installs the toolchain and builds the game in 8 min 3 s (6 min 57 s compiling), and the mod works
in game.
Co-authored-by: Claude Opus 5.5 <[email protected]>
🤖 Agent: Windows launcher tests 219/219 pass with this (they failed on main: server delete Access denied, CRLF test); the remaining smoke failure is #3375's fix.
- Deleting a stopped server always failed on Windows ("Access is denied"): the folder was
moved while its lock file was open. The lock is released just before the move there; a
supervisor starting in between holds it again and the move fails, so a live server stays.
- mojang_downloads_only_for_an_owner searched source text for "\n", which a Windows
checkout writes as CRLF.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Since #3342 `install latest` installs the Nightly into versions/nightly-<date>-<commit>,
so the vX.Y.Z glob found nothing and every launcher build's smoke test failed (it also
blocks the next launcher release). Any version folder now, and a clear error when none.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified: pr_ready --quick green on the Mac mini (226 launcher tests), CI launcher/verify/parity-scope green; Play prepares then plays for an owner, download path and owner gate unchanged.
🤖 Agent: read the diff at 4c4fcedf4: F5 refreshes the server list (`JoinMultiplayerScreen.keyPressed` -> `refreshServerList`), only on the list screen. verify green, merges cleanly; the merger lands it once this head's parity run (queued) passes.
The Nightly is the version every player installs: /nightly set and add refuse a pull
request without an approving review at its current head from a trusted reviewer or
ludovic111 (never its author). The scheduled build keeps the approved head when a newer
one waits for review, and drops pull requests nobody approved. Dry runs need none.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verify green. pr_ready on this stack (with #3346): clippy, 1264 horizon-client tests, parity 76 affected all passing on the Mac mini. With no native mod every hook is an empty call. Proof: the four official native mods (horizon-rust/horizon-mod-*) apply with horizon-mixins and play on it, alone and together, in an offscreen game driven by horizon-ctl.
An owner with no Minecraft on the computer no longer needs to find
"Download and prepare": Play on a version not prepared yet prepares it
(from the player's install when there is one, else downloaded from
Mojang for the signed-in owner, Java included) and then starts the game,
as the official launcher does. Without an owner Play stays off.
With no install found, the Resources row offers the download alone and
the Minecraft folder row says none is needed. The CLI's not-prepared
error and the READMEs stop asking for a local install and Java.
The download path itself (download_for_owner, mojang.rs) is unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: read the diff at da9950c75: crash reports strip the workspace prefix after turning `` into `/`, so Windows builds shorten paths too; other hosts unchanged. verify green. Queued for the merger.
🤖 Agent: read the diff at e8cb6ae83: the pre-commit and pre-push hooks run check_public_tree.py with the first of python3/python/py that really runs Python 3 (Git for Windows' Store stub exits non-zero), and fail loudly if none does. verify green. Queued for the merger.
🤖 Agent: verify, launcher and parity-scope green at a1bdb0d22. pr_ready: launcher fmt/clippy clean, launcher tests 2 new (every launcher updates to the current Nightly; players of the newest release move to it), the only failure account::tests::the_whole_chain also fails on main on this Mac mini. CLI end to end in scratch homes: install latest / update installed nightly-<date>-<commit>, checksums signed for the nightly channel, worlds untouched. Heads-up posted in #horizon-team.
Step 5 of Nightly only (Ludovic, 2026-10-28). release.yml keeps its triggers and its decision
(5 player-facing pull requests settled 5 minutes, or the oldest 6 hours, release-now,
skip-release, RELEASES_PAUSED, release-blocker, a commit where checks and parity-main passed),
counted since the commit the published Nightly was built on. When it decides, it starts
`nightly build` on that commit (`base`) instead of building vX.Y.Z:
- release_train: the last release of the game is the published `nightly`; one Nightly build at a
time and at most 12 a day (nightly_set's cap), except for release-now and force (`urgent`).
- nightly-build.yml: an `urgent` input passes the cap; the notes say the launcher installs it.
- docs: release-flow (Game releases, Nightly only, Notes, Rolling back), versioning.
The last vX.Y.Z stays GitHub's latest for launchers and servers from before the switch.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Native mods list themselves (native_mods) and give their settings page's
buttons (native_settings, native_settings_click); their keys show as Key
Binds rows and the player's choice is kept as the WebAssembly mods' keys
were (key.<id>.<name> in horizon-mods.txt). A native mod takes over the
WebAssembly mod of the same id, whose row says so.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Empty, cfg-free and macro-free functions the game calls at fixed places
(frame, tick, HUD corners, keys, wheel, chat commands, zoom, minimap), for
horizon-mixins bundles to hook with HEAD, and helpers that read and draw
what Horizon's HUD extras do and keep a mod's settings in the WebAssembly
mod's own files. NATIVE_HOOKS_API = 1 names their version, for the
launcher to build mods made for it on any Horizon that has it. A test
keeps cfg and macros out. The frame and click counters now run without
WebAssembly mods, and the HUD extras always place their corners.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Step 3 of Nightly only (Ludovic, 2026-10-28). Every launcher installs and updates only the
Nightly, with no setting:
- The update check reads the `nightly` pre-release from the release list it already fetches and
offers it as the update, installed as `nightly-<date>-<commit>` after its checksums signed for
the Nightly channel check. Nightlies rank after every release (`ReleaseOrder::Nightly`); a
second build of the same day is an update too.
- A player on the newest release, on a Nightly or on nothing moves to the new Nightly at the next
check; a release picked by hand and instances pinned to a version stay. Worlds live in the
game's folder, so nothing touches them. Older Nightlies go once nothing plays them.
- The "Nightly builds" setting, its separate install path and its `nightly` key are gone; the old
"Nightly" instance stays and keeps following the Nightly.
- Versions lists the current Nightly, the last week's and the releases from before; the update
line names a Nightly by its title.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verify green; pr_ready on the Mac mini (399 Python tests incl. new nightly notes tests, launcher clippy/tests); notes checked on real data (56 PRs since Nightly 9b772b2). Step 1 of Nightly only: the Nightly still opt-in, now built on main's newest green commit and held by release-blocker.
🤖 Agent: verify green; pr_ready on the Mac mini (horizon-server + horizon-release-sign 66 tests incl. new Nightly ordering and signature tests); install.sh installed the real current Nightly end to end in temp folders. Step 2 of Nightly only: servers follow the Nightly.
🤖 Agent: verify green on 74c2d13d77. New lan_e2e check portal_rider (--server-thread): fails before the review change (rider left after 75 ticks, its own 80-tick delay), passes after (5 ticks, arrives in the Nether on the same horse); portals check passes. Single player on the server thread: through in 0.33 s, still riding the same horse; in-frame unchanged. pr_ready all green (1272 horizon-client tests, clippy, 401 Python tests); parity --changed: all 41 affected harnesses pass.
A hidden Settings section, off by default; nothing changes for players.
Game downloads stay behind the existing owner check, which a test pins.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Mods installed in the launcher's default home build into the Native mods
instance, which starts empty: a player moving from the WebAssembly Zoom,
Minimap, FPS Counter or Keystrokes to its native version lost their
settings there. The build now copies each mod's storage folder and key
lines from the default home into the instance, once: nothing the instance
already has is overwritten.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: read the diff at f4d6f9c0e: test_port_harness skips the reports-link case where the host can't make symlinks. verify green. Queued for the merger.
🤖 Agent: read the diff at 84390f6dc: Delete server in its settings: refused unless the server is in the list, not installed as a service, and its supervisor lock (`.horizon/lock`) can be taken; the folder goes to the system trash, never `rm`. Unit tests cover a live lock, a non-server folder and a failing trash. verify and launcher green; no harness reaches it. Queued for the merger, which waits for this head's parity run.
🤖 Agent: read the diff at bcdbc252f: the sidebar's stopped-server entry now goes through `open_server`, which loads the server's settings instead of only setting `servers.open`. verify and launcher green; no harness reaches launcher code. Queued for the merger, which waits for this head's parity run.
Step 2 of making the Nightly the only build players get (Ludovic, 2026-10-28). A server runs what
its players run:
- `horizon-server update` (and the supervisor's check, the panel's update) reads the `nightly`
release, GitHub's latest while there is none, checks its SHA256SUMS signed for the Nightly
channel and installs it as `nightly-<date>-<commit>`. Nightlies order after every release by
date; another build of the same day is an update too (`update_available`).
- install.sh and install.ps1 install the current Nightly by default, under the same name.
- horizon-release-sign: `nightly_version` and `nightly_date`, shared with the launcher next.
Servers on an older horizon-server keep the last vX.Y.Z (GitHub's latest) until the release that
carries this one: it moves them over at their next update.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified. 3458 text signs in view, same scene/build profile, Mac mini: 124 → 222 fps (CPU 8.01 → 4.46 ms/frame), no-sign view unchanged (~1620 fps); look unchanged (pixel diff 6/268800, below run-to-run noise). New unit test checks the cached text against the uncached renderer across text/glow/state/font changes; entity batch equivalence test passes. Local: fmt, clippy -D warnings, horizon-client tests, Python tests and the 50 parity harnesses parity.py --changed picks all pass; CI verify green.
🤖 Agent: read the diff at 70068076f: spawn-egg offspring rule split into `spawn_egg_is_for` / `spawn_egg_offspring` (`SpawnEggItem.spawnOffspringFromSpawnEgg`), behaviour unchanged, with a test. verify green, parity green on this head (merged into main), merges cleanly.
🤖 Agent: read the diff at 186198afe: test only: the turtle's limb speed follows its walk (`LivingEntity.updateWalkAnimation`, `TurtleMoveControl`). verify green, parity green on this head (merged into main), merges cleanly.
🤖 Agent: read the diff at 4d477067c ("Chat and book links: a show_dialog click event opens its dialog") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at 998c94bee ("fix(windows): open URLs with the registered protocol handler") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at 4a18a4bde ("Shulker bullets are drawn as the spinning bullet model, not a flat spr") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at f6b467eba ("Crowded mobs take cramming damage, as vanilla") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
Step 1 of making the Nightly the only build players get (Ludovic, 2026-10-28). Before every
launcher follows it, a Nightly gets a release's safety:
- `nightly.py pick` builds on main's newest commit where checks and parity-main passed
(release_train.green_main_head), or the new `base` input, instead of main's tip; no green commit
builds nothing.
- `publish` holds while a release-blocker is open (dry runs only warn, so a blocker's fix can
still be tried with `/nightly dry-run`).
- The union/* fallback goes: with nothing picked a Nightly is main alone, so players never flip
between a union and main from one build to the next.
- The notes list what reached main since the previous Nightly (New, Fixed, known issues,
thanks), as a release's did, then the picked pull requests.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: read the diff at 5f8afb17f ("Name tags: copy a custom name only inside the tag's range") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at f7bb1ceb7 ("Effect panels: borrow the name and reuse the icon key") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at b9494af97 ("Server list: build each row's sprite key once") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at d1ead6a5f ("Creative screen: draw the selected tab from a reference") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at 3511d556e ("Inventory draw: a slot is drawn from a reference, not a copy") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at 4bf633e8a ("HUD paint: build the sprite key in one reused buffer") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at a1b32304a ("boat: the view stops at 105 degrees at every turn, so it doesn't jitte") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at 7934a0b18 ("riding: the crosshair skips the mob being ridden, so it can't be hit") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at 992c63eef ("death message: a creeper's blast names the creeper, not the last mob t") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at a967ca434 ("item pickup: a stack in the off hand fills before the inventory, as ge") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at c0b560527 ("F1 hides the HUD only with no screen open, as key.toggleGui does") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at e06134f71 ("redstone ore: a right-click lights it, as RedStoneOreBlock.useItemOn d") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at c66554126 ("Name tags read the right way in the front third-person view") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at 4a1c5fc54 ("Spears: charges hit while riding, and a stab stops the sprint") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at 012a3cf90 ("Draw entity shadows in dim light like vanilla") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at a48fcf0d1 ("Reuse natural spawn candidate buffers") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at 2eb3de274 ("Sweep far chunks every eighth tick") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at 67511d974 ("Reuse the block entity ticker list between ticks") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at df90f62d3 ("Hopper ticks check their block only when they move") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
A .hnmod may name the native hook points' version it uses ("hooks": 1 in
horizon-native.json) instead of pinning a commit. The launcher builds such
mods on the commit the other mods pin, else on the installed version's,
once that commit's NATIVE_HOOKS_API (read from GitHub) matches; else, with
no pin, on the commit they were tested on. Its own copy of each such mod
is re-pinned to the build's commit for horizon-mixins. So Horizon's
official mods build together, on the player's own game, with no
re-release for each Nightly. The mods feature is passed only when the
source still has it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: read the diff at 5c14d1814 ("fix(client): the link prompt has ConfirmLinkScreen's Copy to Clipboard") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at 0f8e3a9b0 ("Match vanilla mob and arrow sounds: horses, hostile fall and swim, hur") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at efa8df83b ("Villagers hear bells, use bone meal, fetch dropped items and play tag ") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at ffb659460 ("Match vanilla for eight block behaviours: ender chest, doors, hanging ") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at f69088012 ("Hostile mobs: hoglin timing, crossbow aim, witch resistance, wither sk") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at 58422bcc1 ("Passive mobs: sound variants, donkey and mule stats, no mule breeding,") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at c4348be8d ("Return to Sender needs the ghast's own fireball: check player_killed_e") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at c3e19973c ("Fire lightning, spear, nest, shear, allay and sculk advancement trigge") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at 7ab2b20bd ("Let a mouse button toggle the cinematic camera") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at dddcc9972 ("Fix the crash on every start with HDR on in macOS, and start with HDR ") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at 513aed64c ("Name the projectile in the death message when it has no owner") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at 22cab3eeb ("Open windowed after the window system kills the game in fullscreen") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at 8057d2751 ("Worn dyed leather armour shows its dye colour") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at f507a067c ("The breeze's wind and the wind charge scroll their textures") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at 28f906c37 ("A summoned or egg-spawned mob is not persistent") against the 26.3 source it cites; verify green, merges cleanly with main. Proof: cg25 union a051cc285 (local branch cg25/union in t3-ef805fdb: main 6d3489d30 + 38 contributor heads merged cleanly, no fixups): clippy -p horizon-client --all-targets -D warnings clean, horizon-client lib 1105 + bin 133 + integration tests pass, parity --changed 355/355 harnesses PASS on the Mac mini (Cargo.lock changed by #3210, so every harness ran; tab_list passed on its one retry).
🤖 Agent: read the diff at 93e61ef93: port_regen.python() probes python3/python/py and keeps the first that runs Python 3 (cached), with a test. verify green. Queued for the merger.
An official mod moving to native hook points switches its registry entry
from `mod` to `native-mod`. Review now allows that one change (never
back): the entry's old `.hmod` versions stay published and are still
checked as `.hmod`s, while the index lists only its `.hnmod` versions.
The launcher's update to the native version keeps the player's `.hmod`:
the game runs it until a native build has the mod, then skips it.
Removing the mod removes both files.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
In vanilla 26.3 a passenger has no portal process of its own
(`Entity.canUsePortal(false)` is false for a passenger, so
`NetherPortalBlock.entityInside` skips it); the vehicle's goes through
on the next tick (`NetherPortalBlock.getPortalTransitionTime` is 0 for
anything that isn't a player) and `Entity.teleportCrossDimension`
carries the passengers. Here the rider's own timer decided, so a
survival player on a horse waited 80 ticks in the portal.
A server player who rides now starts no Nether or End portal process. A
horse, boat or minecart ridden only by server players uses the entity
portal path on a server, and once through, each rider's trip starts
with the vehicle (the trip's `vehicle`). Out of the End every rider must
have seen the credits (`Entity.canTeleport`). The level the vehicle
waits in stays open until it has moved. Elsewhere (an in-frame LAN
host) a ridden vehicle stays rather than leave its rider behind.
lan_e2e gets a `portal_rider` check (--server-thread).
Co-Authored-By: levzzz5154 <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: read the diff at ce848af06: zip hardening: the raw buffer's capacity is capped at the archive length and inflate at 1 GiB with saturating maths, so a zip64 entry claiming u64::MAX/2 errs instead of aborting; real packs are unchanged (the limit stays size*2+1024 below 1 GiB). Test included. verify green; no harness reaches it. Queued for the merger, which waits for this head's parity run.
main now sets a 300-tick portal cooldown with `set_portal_cooldown(id)`
(#2352), so the vehicle's arrival uses it; the world spawn trip
(#2355) gets the new `source` and `vehicle` fields; the parked level
keeps both the public mob list and the leash knot ids (#2123).
Co-Authored-By: levzzz5154 <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: read the diff at a8903cba0: test only: the shulker's body stays at 0 while its head turns (`ShulkerBodyRotationControl`, `ShulkerLookControl`). verify green, parity green on this head (merged into main), merges cleanly.
🤖 Agent: read the diff at 1d693cb3c: `MouseHandler.grabMouse`/`releaseMouse`: the cursor is centred only when the grab state changes; fixture test updated. verify green, parity green on this head (merged into main), merges cleanly.
🤖 Agent: read the diff at f10558380: `WorldSelectionList.handleNewLevels`: an emptied list opens Create New World, whose Cancel returns to the title. verify green, parity green on this head (merged into main), merges cleanly.
🤖 Agent: read the diff at fa940d5b6: `entity_view_scale` extracted from `Entity.setViewScale` (clamp(renderDistance / 8, 1, 2.5) * entityDistanceScaling) with tests for the 48-block chicken range. verify green, parity green on this head (merged into main), merges cleanly.
🤖 Agent: read the diff at fcc7a818b: the remote-mining fixture now records that the hit sound plays once at dig start (`ClientLevel.addBreakingBlockEffects`), plus the `dig_sounds` LAN check for #2277. verify green, parity green on this head (merged into main), merges cleanly.
🤖 Agent: verify green; pr_ready on the Mac mini passes (94 affected harnesses, 93 run and pass incl. the worldgen ones; lan_integration by name only; new test decoration_is_shared_by_biome_source). Through the Singleplayer screen, 2 workers, medians of 5: client joined 0.45 → 0.31 s (create) and 0.46 → 0.31 s (reload); reload first controllable frame 0.60 → 0.42 s.
🤖 Agent: read the diff at d3be8dbf0: horizon-server HTTP API: request and header lines over 8 KiB are a 400 instead of growing without bound; test with a 100 KB line. verify green; no harness reaches it. Queued for the merger, which waits for this head's parity run.
Mojang republished the 26.3 version JSON again. The live copy (5df1795e)
points at asset index 34 917ff6d7; neither was in research-lock.json, so
`horizon-prepare --prepare` from a fresh official-launcher install stops
with "is not a 26.3 version file Horizon knows", and the sounds step warns
about an unknown asset index. Jars, libraries and javaVersion are
unchanged; the index differs from 0c8f43b2 only in 142 minecraft/lang/*
objects and pack.mcmeta (uz_uz moved in the language list).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
🤖 Agent: read the diff at a77639022: test only: every graphics preset keeps animated textures on (#2064 stays fixed). verify green; parity selects no harness for it. Queued for the merger, which waits for this head's parity run.
Compare managed compiler and PATH entries as platform paths, including Windows executable suffixes. Fixes the Windows assertion that blocked the native-capable launcher release.
Validation: pr_ready passed (401 Python and 219 launcher tests), and the release dry run passed tests and packaged smoke checks on Linux, macOS and Windows.
Co-Authored-By: Codex <[email protected]>
A wall of 3458 text signs ran at 128 fps against 1642 without them: each
frame laid every sign's text out again glyph by glyph (Font::glyph_of was a
quarter of the main thread), then regrouped every entity quad by material
through a per-quad index list.
- block_entity_render: a sign's text vertices are kept relative to its
block and moved to the camera each frame. They are laid out again when
the sign data, block state, light, glowing outline distance or font
(Font::epoch: a new font, a glyph cache reset, the Unicode and Japanese
options) changes; signs out of view for 100 ticks are dropped.
- gfx/entity_batch: quads are grouped in runs of one material and whole
runs copied (2-4x faster on model-like input, the same when every quad
changes material).
Fixes#1461 (the cost per sign; the vanilla text distance of 64 blocks
and the look are unchanged).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`Decoration::new` decodes the placed features of every biome a source can
place: about 140 ms of the ~185 ms `OverworldGenerator::for_world` took on
each world opening (Mac mini). It depends on the worldgen resources and the
biome source alone, not on the seed, so `GeneratorData` now keeps it by
biome source (`decoration_for`, like the ring cache) and every generator
built for that source shares it.
The world screens' preload (#2481) already reads the worldgen bundle while
the player picks or creates a world; it now also builds the Overworld's
decoration (`prepare_decoration`), so opening the world finds it ready.
Reopening a world or returning to a dimension in the same session builds
nothing again either.
Mac mini, --profile fast, offscreen, seed 1234, RD 12, 2 workers, server
thread, through the Singleplayer screen, medians of 5 alternated with main:
server ready to join: create 0.45 -> 0.31 s, reload 0.46 -> 0.31 s
first controllable frame: reload 0.60 -> 0.42 s, create 0.85 -> 0.79 s
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: read the diff at aef4186de: test_parity_reach's fixture records dependencies with `as_posix()`, as the tool does. verify green. Queued for the merger.
🤖 Agent: read the diff at 28e3286e4: port_harness also picks up Windows `C:...x.log` paths from javac's "see ..." lines. verify green. Queued for the merger.
🤖 Agent: read the diff at 5096b4110: launcher offline names: Forget also deletes the name's skin and cape files, async skin picks bail if the name was forgotten meanwhile, account rows load-mutate-save, and "New name" rolls a fresh PlayerNNNNN into every game home. Tests included. verify and launcher green; no harness reaches launcher code. Queued for the merger, which waits for this head's parity run.
🤖 Agent: verify green; pr_ready on the Mac mini passes (34 affected harnesses, 33 run and pass, lan_integration by name: 7 lan_e2e checks incl. spawned/respawn/portals/forced-levels pass). World entry, 2 workers, RD 12, medians of 3: create 8.05 → 3.57 s, reload 3.72 → 1.42 s to all view columns loaded.
`chat_line` logged `[chat]` and then `Chat::add_message` logged `[CHAT]` for
the same message, so every line appeared twice, and the `[chat]` copy slipped
past the `[CHAT]` filter `log_for_report` uses to keep chat out of an attached
log.
Vanilla's `ChatComponent.logChatMessage` writes the one line `add_message`
already writes, so the `chat_line` call is the leftover.
Fixes#3261
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
🤖 Agent: read the diff at 557a82738: a spawn egg on a trial spawner follows `TrialSpawner.overrideEntityToSpawn` -> `FullConfig.overrideEntity` in the 26.3 source: data reset, normal and ominous configs replaced by `Holder.direct(withSpawning(type))` (saved inline through the new `TrialConfig::encode`, `optionalFieldOf` defaults left out), then `setState(INACTIVE)`; plain spawners unchanged. Round-trip test included. verify and parity green on this head. Queued for the merger.
A server thread (single player's, a LAN host's, a dedicated server's) ran
`streaming.update` once a tick, and `schedule_generation` keeps at most
three load or generate jobs per worker in flight. Joining a world was
capped at about six columns a tick (120 a second with two workers) while
the workers idled most of each tick. Vanilla's server runs its chunk
tasks while it waits for the next tick (`MinecraftServer.waitUntilNextTick`).
`pump_pregen`, now `pump_chunks`, already did that for a /pregen task and
force-loaded chunks; it now also pumps while the players' chunks are in
flight, except while the server is paused or a respawn search waits for
a chunk (its area is only asked for by the tick's own update).
Mac mini, --profile fast, offscreen, seed 1234, RD 12, server thread,
medians of 3, all 637 view columns in and meshed once:
2 workers: create 8.05 -> 3.57 s, reload 3.72 -> 1.42 s
4 workers: create 4.97 -> 2.16 s, reload 2.23 -> 1.27 s
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A server may put a show_dialog click event on a chat line or a book
page; ClickEvent.Action.SHOW_DIALOG allows it from a server, and vanilla
opens the dialog through Screen.defaultHandleGameClickEvent. Horizon
dropped the click event while parsing the component (no arm for it in
component.rs, no ClickEvent variant to carry it), so clicking the text
did nothing.
The dialog now survives as ClickEvent::ShowDialog (a registry id or the
inline dialog), parses from click_event, round-trips back out, and both
click handlers (chat and BookViewScreen) open it with show_dialog_ref,
the same path a server's show_dialog packet takes.
Co-Authored-By: ZCode <[email protected]>
Creating a server on Windows failed with a bare "mklink /J failed" (#3200).
servers.rs passed the paths to cmd unquoted, so a user folder with `&`, `^`
or `(` broke cmd's parsing; sources.rs already quoted them. Both now use
one sources::junction, which also puts cmd's own message in the error.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: proven with a real launcher GUI run in isolated dirs (Settings → Native mods row, red warning naming veinminer 0.3.0, trust → cached build reused, status line); launcher clippy and 265 tests green; #3194 merged and this now targets main with only its own 5 files. Verify green at 505de825.
The GitHub Sponsors link was only on the patch notes page. Show it beside
Discord and Website in the sidebar footer (heart icon), from links.json's
sponsor entry, translated in fr and ru.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: proven with a real launcher run in isolated dirs: registry install of Veinminer's .hnmod into an instance, native-build of that instance's enabled native mods, instance pinned to the build; launcher clippy and tests green after merging main (#3140 and #3189 merged). Verify green at 1f6511d0.
The Team tests fixes on the Nightly and hit the cap of 6 builds a day
(Ludovic, 2026-10-28: raise it to 12).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: merging levzzz5154's native-mod registry kind; proven with the real Veinminer .hnmod through registry build, the launcher's install check and a native build that ran (see comment).
🤖 Agent: verify passed at 8b5a27ed3. Move only (crate split B7): the furnace's recipe logic leaves containers as the FurnaceCooking extension trait. Full pr_ready green on this head (1261 tests, parity 69 affected / 0 failed); #2959, #2960 and #3131 still merge cleanly. Ready once parity is green.
🤖 Agent: merging: native-build compiles horizon-mixins bundles on their pinned Nightly with the launcher's own Rust; proven by building levzzz's Veinminer .hnmod on 83f15fa (580 s cold, 2m46s warm) and /veinminer answering in the built game.
Settings → Game → Native mods (experimental), off by default. On, Build names the native mods
turned on in the instance Play starts, warns in red that they run with full access to the
computer, and compiles them only from "I trust these mods: build"; the row shows the step while
it runs, the error if it fails, and the build the instance plays. Ported from native-mixins-1.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- native-mod entries (levzzz5154's #3140) are listed as mods and install as
horizon-native-mods/<id>.hnmod (the folder #3112's inventory reads), turned on in
horizon-mods.txt, after the .hnmod is checked as the registry checks it.
- native-build with no folder builds the native mods turned on in the instance, and that
instance then plays the build (the game's own home builds into the Native mods instance).
- Every registry project says who made it; a project not made by Horizon says it is not made
or endorsed by the Horizon project, with the mod policy's link (playhorizon.dev/mods/policy).
A native mod says it runs with full access to the computer and which Horizon it builds on.
- Pruning keeps every native build an instance plays.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: merging: nightly publishes horizon-source.tar.gz (signed) and tags its commit nightly-source/<date>-<short>; proven by a full dry run of the workflow (run 40686585965) and tests/test_nightly.py.
🤖 Agent: merging: the launcher's portable Rust 1.99.1 (pinned SHA-256 components, own data dir); proven by a real isolated rust install + crate build on the Mac mini and the launcher tests.
horizon-launcher native-build FOLDER --trust-native-code compiles mixin bundles (a folder with a
horizon-mixin.toml, or an unpacked .hnmod from the registry) into a game of their own:
- the Horizon commit the mods pin (all must agree; else the installed version's), its source from
GitHub by commit (Nightlies keep theirs as nightly-source/ tags);
- horizon-mixins at the commit the mods were tested with, built once with the launcher's Rust;
- horizon-mixins apply, then the release's cargo build, with the portable toolchain;
- installed as native-<commit>-<key>, played by the Native mods instance.
Based on native-mixins-1's unmerged work; docs/native-mods.md describes it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Native mods compile the game on the player's computer (levzzz5154: many native mods per build). The
launcher now downloads the official rustc, cargo and rust-std components of Rust 1.99.1 (plus
rust-mingw on Windows, the windows-gnu host that needs no Visual Studio) from static.rust-lang.org,
each pinned by SHA-256, into <launcher data>/rust/, and runs them with its own CARGO_HOME. No rustup,
nothing installed on the system. `horizon-launcher rust status|install|remove`.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The nightly release names its commit, and now also attaches horizon-source.tar.gz (git archive of that
commit, made from git objects in pick and signed with the builds) and tags the commit
nightly-source/<date>-<short>. The dated release and the nightly/build-* branch are pruned after 7 days;
the tag is not, so native mods pinned to a Nightly's commit keep building.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verify passed at 0f565f4e4. Move only: parse_entries/parse_costs/SpawnCost go from mobs/spawn_selection.rs to biome.rs (re-exported), cutting biome -> mobs (step A of the cycle plan). pr_ready --quick green (1315 tests). Ready to merge once parity is green.
The bullet fell through to the item billboard and showed the whole spark texture. Vanilla ShulkerBulletRenderer draws the tumbling bullet model plus a 1.5x translucent copy at full block light.
Mobs only drew the cramming random and never took damage, so a crowd was never thinned. Vanilla's LivingEntity.pushEntities hurts a mob by 6 on a quarter of the ticks while max_entity_cramming or more non-riding entities are pushable around it.
The merchant's random sequences (the salts that keep its offers stable) were
written with the result dropped, so a failed write rerolled every trade on
the next load with nothing in the log. Log it like the other save paths.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
name_tags cloned every named mob's custom name each frame and dropped the tag
afterwards when the mob was beyond 64 blocks. Test the distance first, so the
copy happens only for a mob the frame can show.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
The panel list is painted every frame the inventory is open. An unclipped
name was cloned per panel and the icon key was a fresh format! per panel; the
name is borrowed and the key is built in one buffer now.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
The row made the short sprite name (format! or to_owned) and then wrapped it
in format!("gui/sprites/{sprite}") for the atlas. Build the full key in the
match arm and hand it straight to sprite_scaled.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
tab_headers() builds a header per tab without the item lists, and the caller
then cloned the selected one again: three Strings copied every frame the
screen is open. Borrow it instead.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
The root came from CARGO_MANIFEST_DIR.strip_suffix("crates/horizon-client"),
which never matches a Windows manifest (backslashes), so every workspace frame
was printed as /src/... instead of crates/horizon-client/src/... Normalise the
separators of the manifest and of each frame before shortening.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
draw_slot_item needs neither ownership nor &mut self: it reads the carried
stack only for a drag. Taking `&Option<ItemStack>` and &self drops the copy
every caller made, including the two the creative hotbar made per slot each
frame (and one clone per hovered slot becomes a clone only when hovered).
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
paint() runs for every drawn HUD call each frame and made a fresh String per
sprite to look it up in the atlas: sprite.to_string() for a mob_effect and
format!("gui/sprites/{sprite}") otherwise. One buffer outside the loop keeps
the same keys without the allocation.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
os.symlink needs Developer Mode or an elevated token on Windows, so the test
errored with WinError 1314 instead of exercising own_reports. Skip it there
and keep it on hosts that can link.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
python() returned shutil.which("python3"), which on Git for Windows is the
Microsoft Store stub (prints "Python", exits 49): every tool it launched
failed before its first line. Probe python3, python and py and keep the first
that is Python 3, once per process.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
named_logs only matched a Posix absolute path (`see /...log`), so on Windows
horizon-prepare's "see C:\...\export.log" matched nothing and its javac
errors were never shown. The pattern now takes either form.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
narrow() and its graph key files by Posix path (`crates/a/src/used.rs`), so
a fixture built from str(relative_to) on Windows produced backslashes and all
seven tests errored in setUp. as_posix() in the fixture matches the tool.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
Git for Windows puts a Microsoft Store stub on PATH as python3: it prints
"Python" and exits 49, so both hooks failed before running the check. The
hooks now try python3, python and py and use the first that is Python 3.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
A player with a slim skin held items at the wide arm's hand, half a pixel off the 3-pixel arm. PlayerModel.translateToHand shifts the arm by 0.5 toward the hand before the item's offset, as SkeletonModel does by 1.
The banner_patterns and base_color components were read past on the wire, so a stack from a server never carried them and its shield drew plain. Decode both (reference patterns; direct ones stay raw) and write them back, as vanilla's BannerPatternLayers and DyeColor stream codecs do.
Name tags faced the player's own look, so in the front view (F5 twice) every name and hologram read mirrored. They now face the camera, turned round in that view, like Camera.rotation().
Every with_level built every chest and hopper cart's signal through item lookups. tick_scheduled calls it once per scheduled tick, so freshly generated forests (thousands of leaf ticks) next to mineshaft chest carts spent a large share of the server tick there. detector_rail_signal now counts the cart it reads.
The charge read the rider's own last move, which a rider never sends, so on horseback it had no speed and hit nothing. ServerPlayer.getKnownSpeed gives a rider its vehicle's movement.
AbstractHorse.handleEating draws it on the client's own copy of the mob; Horizon drew it only on the server's level, which a server's client never sees. Same for llamas and camels.
Shadows used the entity fragment shader, which discards alpha under 0.1, so they vanished at block light 7 and below and faded out a few blocks away. rendertype_entity_shadow.fsh has no cutout.
The server-client use path never called LocalPlayer.itemUsed, so the held item stayed up after a placement. Vanilla drops it after a swinging useItemOn that spent the item (or in creative) and after every successful useItem.
On Windows a socket shutdown doesn't wake a read already waiting, so Disconnect froze the window until the server closed the connection. Vanilla closes the connection and moves on.
Every spawning pass built a new 289-per-player candidate Vec and a new
dedup set. Keep both in a scratch struct on the game and clear them between
passes, so their capacity survives. The first pass and the thunder pass use
the same buffers.
Co-Authored-By: OpenCode <[email protected]>
Streaming walked every loaded column and every proto chunk on each update to
drop the ones that had fallen out of range. The sweep now runs at once when
the view moves and every eighth tick otherwise; unloads can wait 400 ms
without changing what is visible or generated.
Co-Authored-By: OpenCode <[email protected]>
The list of ticking block entities was cloned into a new Vec on every tick,
even when no slot had been freed and nothing had been added. Keep it behind an
Arc and clone the Arc instead; promotions and sweeps use Arc::make_mut, so the
list is copied only when it actually changes.
Also skip the block lookup in tick_spawner: the caller only reaches it for a
BlockEntity::Spawner, and changing the block removes or replaces that entity.
Co-Authored-By: OpenCode <[email protected]>
A hopper on its 8-tick cooldown looked up its block and compared the state
name every tick, then returned without moving. Advance the cooldown first and
only resolve the block when it is due to move. The sweep that drops hoppers
whose block entity is gone can run once a second; a hopper that ticks still
checks its own block.
Co-Authored-By: OpenCode <[email protected]>
🤖 Agent: Merged by Ludovic's AI agent after verify: docs and lists only (Team merge rule, levzzz5154 trusted reviewer, licence holder), Ludovic's request 2026-10-28.
The Horizon Team merges ordinary pull requests once verify and parity pass; saves, network, world generation,
launcher updates, the harnesses and big changes wait for a local proof. Also names the licence holder with the
contributors.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Joining a server showed a flat dark fill with the status and the address.
ConnectScreen draws the menu background over the blurred panorama, the
status centred at height / 2 - 50, and a 200-wide Cancel at height / 4 +
132 that aborts the connection and goes back; Escape does nothing there
(shouldCloseOnEsc is false). Once logged in, the LevelLoadingScreen's
Loading terrain takes over until the player is placed.
Minecraft.doWorldLoad shows the LevelLoadingScreen and keeps running the
client while its server prepares the world. Horizon's window waited on the
server thread's ready message instead, frozen (not responding on Windows)
for the whole load. The server's answer is now polled each frame from
resume_world_entry, the LevelLoadingScreen's title is drawn meanwhile,
and the window joins once the server is ready. Runs without a window and
the synchronous harness and control runs still wait for it, as before.
🤖 Agent: verify passes on this head; full pr_ready green on the Mac mini (1340 tests, parity 89 affected / 0 failed). Move-only step B6 of the crate split (crate-split-1).
A skin whose metadata says model slim (PlayerSkin.Model.SLIM) now draws
with PlayerModel's slim layer (3-pixel arms), on other players, the local
player's model, mannequins and the first-person arm. Without a skin, the
profile's default skin (DefaultPlayerSkin.get) keeps its own model, so
Alex and the other slim defaults are slim again.
Fixes#2926
TorchflowerCropBlock.getMaxAge is 2 while its age property stops at 1, so
CropBlock.isMaxAge never holds for it: HarvestFarmland leaves it alone and
UseBonemeal keeps it as a target until it turns into a torchflower.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- Animal.spawnChildFromBreeding creates the baby with getBreedOffspring and
no finalizeSpawn, so its sound variant stays the default (classic); the
spawn path here had just drawn a random one.
- StayCloseToTarget sets a walk target with closeEnough 4: once started at
16 blocks, the allay walks until MoveToTargetSink.reachedTarget (Manhattan
block distance 4), not only back inside 16.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On a server's world the loot tables were first read on the game thread by
the first block placed (StepContext's loot), a ~0.6 s freeze on a phone.
They are now read on a helper thread as the connection starts, like the
world screens' preload does for local worlds, and kept from then on.
ConfirmLinkScreen.addButtons: an untrusted link asks with three 100-wide
buttons, Yes, Copy to Clipboard and No; Copy puts the link on the
clipboard and answers no. confirm_screen::Choice lays out a row of any
number of buttons; Confirm keeps its two of 150 through it.
capture() now asks the server pack prompt and the dialog; the fixture
gets both, and the prompt's own case: it keeps the pointer.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Drowned and guardians use their water or land pair, tiny slimes and magma cubes the _small pair, a closed shulker hurt_closed and a baby turtle the _baby pair, as getHurtSound and getDeathSound do. Horizon always used the plain sound.
RandomStandGoal plays getAmbientStandSound (the ambient sound) for every horse, not entity.horse.angry for horses only; makeMad uses getAngrySound (zombie horse its own, skeleton horse none, baby horse baby_horse.angry); a baby horse and a skeleton horse in water pick their own ambient, hurt and death sounds.
playJumpSound is entity.donkey.jump or entity.mule.jump (skeleton_horse.jump_water in water); Horse.getEatingSound is entity.baby_horse.eat for a baby. Horizon played the horse's for all.
AbstractHorse.playStepSound plays entity.horse.step (baby_horse.step), step_wood on wood or for the first five ridden steps, and gallops every third step with Horse.playGallopSound's breathing. Horizon played the block's step sound.
15728850 is 0xF000D2: sky coordinate 240 and block coordinate 210, which
the packed light here stores as 240 | 210 << 8 (208 was 13 * 16).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Vanilla plays the mob's sound variant set, the baby set for babies (Pig/Cow/Chicken/Wolf/Cat.getSoundSet); Horizon always played the classic adult sounds and never gave a natural spawn a variant. Tame cats also purreow one time in four (Cat.getAmbientSound).
BeehiveBlock.playerWillDestroy drops the hive item with bees and honey_level when drops are prevented and block_drops is on; creative breaks dropped nothing.
Keep main's owner check (play_as takes the store, Sign out updates
the owner state) with the branch's load-mutate-save and skin cleanup.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
resolve_arrivals keeps its own doc comment; the area an arrival keeps is
vanilla's TicketType.PORTAL, which has no ENTITY type.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
handleBlockBreakAction refuses a dig out of reach before it looks at spawn
protection; ServerLevel.mayInteract (spawn protection, then the world
border) comes after.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A natural donkey or mule rolled a horse jump; vanilla rolls only health and leaves jump at 0.5. A zombie horse uses its own jump 0.5-0.7 and speed (9+3 rolls)/42.16 (AbstractChestedHorse, ZombieHorse).
Keep main's ClickEvent::RunCommand and click_command (now pub(super) for
the book screen) instead of the branch's copies.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
CreativeInventoryListener sends every InventoryMenu slot that changes,
the off hand (slot 45) included; only the 36 inventory slots were sent,
so Key F's off-hand stack stayed on this client (single player runs on
its server thread too).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ServerPlayer.startSleepInBed looks for Monster entities that isPreventingPlayerRest; slimes, ghasts, phantoms and unangry zombified piglins are not. Horizon counted every hostile-category mob.
WebBlock.entityInside makes a mob stuck at 0.25/0.05/0.25 (0.5/0.25/0.5 with Weaving) and ends its fall; spiders and withers ignore it. The block-effects pass replaced the earlier cobweb code and dropped it.
Witch.getDamageAfterMagicAbsorb takes 85% off #witch_resistant_to (magic, indirect_magic, sonic_boom, thorns) and all of the witch's own damage; Horizon had no such rule.
Consumable.emitParticlesAndSounds gates only the particles on
hasConsumeParticles; the sound always plays.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
PlayTagWithOtherKids always chased the first friend. Vanilla flees to a village spot (LandRandomPos 20, 8, speed 0.6) when a friend chases it, otherwise chases the kid with one to five chasers, else any friend.
NearestItemSensor was a no-op and GoToWantedItem never started for villagers. Vanilla scans 32 blocks every 20 ticks for the nearest item the villager wants and sees, and walks to it at 0.5 when it is within 4 blocks.
main's draw_toasts takes the F1 flag now; the prompt still hides the
HUD, sign editor and book under it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
UseBonemeal never started: it computed the bone meal count and returned false. Vanilla picks a crop below max age around the villager every 10 ticks, holds bone meal and grows it, then picks again 40 ticks later, for up to 80 cycles.
TorchflowerCropBlock is a CropBlock with max age 1. It was missing from the villagers' crop lists, so farmers planted torchflower seeds but never harvested them.
BellBlockEntity.updateEntities sets HEARD_BELL_TIME on living entities within 32 blocks. Nothing set it, so a rung bell never sent villagers into the hide activity.
Vanilla's PlayerInteractTrigger fires after a successful item use on an entity: leashing, feeding a baby sniffer, repairing wolf armour. Item predicates now check the damage component, and guests' interactions fire it too.
Vanilla's Mob.shearItem fires PLAYER_SHEARED_EQUIPMENT with the armour and the mob. A wolf's armour now counts as its body slot, with its durability, for entity and item predicates.
Vanilla's BeehiveBlock.playerDestroy fires BEE_NEST_DESTROYED after emptying the hive, with the tool and the bees still inside; a silk touch break keeps them in.
Vanilla's KineticWeapon fires SPEAR_MOBS with the number of living entities stabbed in the use, so stabbing five or more completes the spear advancement.
Vanilla's LightningBolt fires LIGHTNING_STRIKE when it is discarded, for players within 256 blocks, counting the fires it set and the mobs it missed as bystanders, and CHANNELED_LIGHTNING for the player who channelled it. The lightning rod advancement no longer passes for every bolt.
HDR output now writes horizon-hdr-pending before it is switched on and removes it after the first presented HDR frame. A start that finds the file turns hdr off in horizon-graphics.txt and logs it, so a native crash in HDR output costs one start, not every start.
Decorated pots showed no sherds for LAN guests. A pot is not a block entity here, so the hub and the chunk encoder read the saved tag for it and send the sherds, loot table and item (DecoratedPotBlockEntity.getUpdateTag, saveCustomOnly). Inserting into a pot marks it for update, and a client stores a pot update with the chunk.
Trial spawners never showed their mob for LAN guests. The update tag now carries the spawn data the mob is drawn from, as TrialSpawnerStateData does. next_mob_spawns_at is left out: the client never reads it and it depends on the block state.
Normal and trapped chests use the christmas sprites on 24-26 December, as ChestRenderer does, with the local date read once. minecraft:local_time reads the system time zone instead of UTC, so the Christmas chest item switches on the local date.
Vaults never showed their display item for LAN guests. The update tag now carries the shared data that holds it (VaultBlockEntity.getUpdateTag). A guest's update keeps the turn the client has built up, since the tag does not carry it.
The beam width used x and y instead of the horizontal distance, so it was wrong for beacons to the north or south. Beams beyond render distance x 16 are skipped, as BeaconRenderer.shouldRender does. A beacon with Levels 0 still draws no beam.
Banners showed no pattern layers for LAN guests and the single-player window. The update tag now carries the patterns, the custom name and the components, as BannerBlockEntity.getUpdateTag (saveWithoutMetadata) does.
wgpu-hal's Metal backend read the CoreGraphics colour space names (kCGColorSpaceITUR_2100_PQ and others) as if dlsym returned the string, but it returns the address of the global that holds it. Configuring a PQ swapchain passed that address to CGColorSpaceCreateWithName, which faulted with no Rust panic. Read through the pointer.
🤖 Agent: Merged by Ludovic's AI agent (orchestrator), crate split route (c): head 64c174118 (main merged in, no rebase) passed the full tools/pr_ready.py on the Mac mini (2327 workspace tests, 398 Python, launcher 205; parity --changed 130 run, 0 failed) plus command_exec and save_roundtrip --fresh; verify green.
KilledTrigger.TriggerInstance.matches tests killing_blow, a
DamageSourcePredicate, against the damage that killed the entity.
Horizon ignored it, so any ghast kill awarded Return to Sender (and any
breeze kill Blowback, any skeleton kill from 50 blocks Sniper Duel).
Fixes#2832
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Nausea never reached the camera or the HUD: the swirl input was hard-coded to 0 and the level projection had no portal or Nausea spin. Add vanilla's spin (max of portal and Nausea intensity, scaled by Distortion Effects squared) and the Nausea blend fade (150 in, 20 out). Vanilla: GameRenderer.renderLevel, LocalPlayer.tickSpinningEffect, MobEffects NAUSEA blend.
Without vscreen, save_roundtrip, world_reopen and spawn_loot stopped on
FileNotFoundError, and lan_e2e's games opened windows on the real
desktop: unfocused, the host paused before its world loaded and waited
at "Connecting to the server..." until wait-ready gave up. They now run
offscreen there, as on macOS, and lan_e2e's games also skip the pause
(as HORIZON_E2E_HEADLESS does).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The warning was missing its bold first line and skipped spawn eggs of op-only entities. Vanilla: ItemStack.OP_NBT_WARNING, BlockItem and SpawnEggItem.shouldPrintOpWarning (non-block items never warn).
A non-marker armor stand is a LivingEntity, so it counts for the mob and weighted plates and trips wires. ArmorStand.isIgnoringBlockTriggers() is only true for markers.
🤖 Agent: Merged by Ludovic's AI agent (orchestrator): links after the move to horizon-rust, the mod index's new address, and the release-notes fix that makes verify pass on main again. pr_ready --quick and the full Python suite pass locally.
On a slow start the title is drawn while the world resources still load. A running mod that reads recipes built its tables every title frame and hit the unloaded resources, which panicked. Fixes#2928.
The repositories moved from ludovic111 to the horizon-rust organization.
GitHub redirects repository URLs but not GitHub Pages, so the mod index
moved to https://horizon-rust.github.io/horizon-mods/: the launcher and
the game read it there. The launcher still accepts icons and files from
the old addresses, which a mirror keeps serving for launchers released
before the move.
Release notes thanked ludovic111 once the repository's owner became the
organization (verify failed on main): the maintainer is now named.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The empty first-person arm drew Steve's skin always; it now uses the local
player's skin, as the inventory's model does (PlayerRenderer.renderRightHand
reads AbstractClientPlayer.getSkin). Player models without a downloaded skin
wear their profile's default skin (DefaultPlayerSkin.get), as the player
list does. In single player the integrated server is offline-mode and sends
no textures, so the signed-in account's own profile is fetched from the
services (Minecraft.profileFuture) and gives the local player its skin.
Fixes#2921
🤖 Agent: Merged by Ludovic's AI agent (orchestrator) after review: comment commands for the trusted reviewers (/close, /reopen, /label, /unlabel), from main's code only, same list and pause as /nightly.
The hub hands a dig (handlePlayerAction) to the game after its pass, and
a move queued right behind it waited for the next tick so it was not
checked against the block the player had just broken. A creative break
sends the arm swing (Punch) between the dig and the move, so the move
was handled in the same pass: the block was still there, the move was
refused and the player sent back. Digging straight down, the player
sank into the block, was put back on top of it a tick later, then fell.
Any move left in the queue now waits, with what is queued before it,
as vanilla handles the packets in order. Traced with horizon-ctl in a
creative world: the player rose back after 6 to 7 of 8 breaks before,
after none now.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). rdbtCVS's requested changes are addressed (he said not to wait for his re-review); main is merged in after the crate split, and this head is proven in union/cg19-r5 (clippy, 1695 tests, 121/121 harnesses, mob_ai). Thanks @kacpherek!
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Proven in union/cg19-r2 and union/cg19-r3, then merged with main again after the crate split and proven in union/cg19-r5 (clippy, tests, 121/121 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). Proven by the real run with Ludovic's own sign-in on the Mac mini (download from Mojang, prepare, play, sign-out refused, keychain clean; see #2892).
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). Proven by the real run with Ludovic's own sign-in on the Mac mini (download from Mojang, prepare, play, sign-out refused, keychain clean; see #2892).
Move-only step B7 of the horizon-client crate split. `impl Furnace`
needed `crafting::Recipes`, the one gameplay module containers still
reached. Its four methods (set_input, recipe_experience, input_clicked,
tick) move unchanged to a new `furnace` module, as the extension trait
`FurnaceCooking` implemented for the Furnace data, with the two helpers
only they use (remainder, total_time). Callers add one `use`.
containers now depends only on modules of the render/world layer
(skins and tab_list included), so it can move into that crate whole.
No behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Move-only step B6 of the horizon-client crate split. These four modules
only reached gameplay modules for small helpers, so after this they depend
only on the render/world layer and can move into its crate whole, impls
included.
- save::float moves to horizon_client_core::nbt_value (save re-exports it).
- mobs::spawner::normalize_id moves to horizon_client_core::identifier
(spawner re-exports it).
- containers::Providers moves to its own module, providers.rs
(containers re-exports it).
- vault, command_block and sculk import number/text/float, item_nbt,
Who and scoreboard from their real homes instead of through save and
mobs; brewing imports Providers from providers.
- The vault, spawner and trial_spawner harnesses record the client-core
files the moved helpers now live in.
- villager_brain's `impl Poi` (max_tickets, valid_range) moves next to
the type in poi_sections, and its two methods become pub.
No behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). The full pr_ready ran on this exact merge with main: clippy -D warnings, 1340 tests, 369 Python tests, 78 affected harnesses (77 passed, 0 failed), and lan_e2e --check chest passes in-frame and on the server thread. Verify is green here. Crate split, priority 1.
🤖 Agent: owner gate (Ludovic's decision 2026-10-27). Unit and CLI/MCP tests pass, and the real run with Ludovic's sign-in passed (Play as lu4ovic; after sign-out Play refused; keychain clean). Results posted on the PR. #2896 and #2898 are stacked on it.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 and union/cg19-r3. After this batch it was merged with main again and proven in union/cg19-r4 (clippy, 1726 tests, 121/121 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 and union/cg19-r3. After this batch it was merged with main again and proven in union/cg19-r4 (clippy, 1726 tests, 121/121 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 and union/cg19-r3. After this batch it was merged with main again and proven in union/cg19-r4 (clippy, 1726 tests, 121/121 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 and union/cg19-r3. After this batch it was merged with main again and proven in union/cg19-r4 (clippy, 1726 tests, 121/121 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 and union/cg19-r3. After this batch it was merged with main again and proven in union/cg19-r4 (clippy, 1726 tests, 121/121 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 and union/cg19-r3. After this batch it was merged with main again and proven in union/cg19-r4 (clippy, 1726 tests, 121/121 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 and union/cg19-r3. After this batch it was merged with main again and proven in union/cg19-r4 (clippy, 1726 tests, 121/121 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). rdbtCVS's requested changes are addressed (he said not to wait for his re-review), and this head (main merged in) is proven in union/cg19-r4 (clippy, 1726 tests, 121/121 harnesses, mob_ai). Thanks @kacpherek!
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). rdbtCVS's requested changes are addressed (he said not to wait for his re-review), and this head (main merged in) is proven in union/cg19-r4 (clippy, 1726 tests, 121/121 harnesses, mob_ai). Thanks @kacpherek!
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 and union/cg19-r3. After this batch it was merged with main again and proven in union/cg19-r4 (clippy, 1726 tests, 121/121 harnesses). Thanks @kacpherek.
When winit's event loop ends with ExitFailure (on Linux, a compositor
dropping the connection after a protocol error) while fullscreen is on,
turn fullscreen off in options.txt before the error goes on, so a
fullscreen the system can't show doesn't crash every launch (#2904).
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 and union/cg19-r3. After this batch it was merged with main again and proven in union/cg19-r4 (clippy, 1726 tests, 121/121 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). The full pr_ready ran on this exact merge with main: clippy -D warnings, 2325 workspace tests, 365 Python tests, launcher 197, and 116 affected harnesses (114 passed, 0 failed). Verify is green here. rdbtCVS approved. Crate split, priority 1.
🤖 Agent: Merged by Ludovic's AI agent (orchestrator) after review: scheduled cleanup of nightly/build-* branches older than 7 days (never the newest or a published nightly's), as Ludovic decided.
With the owner gate in place, a signed-in owner no longer needs another
launcher first (brief mc-download-1, Ludovic 2026-10-27).
- The Play page's Resources row offers an owner "Download and prepare"
and "From my install"; without an owner it asks to sign in first.
- `horizon-launcher prepare --download` does the same.
- Every file from Mojang must have the size and sha1 Mojang lists.
- The download shows its progress and has Cancel; files already whole
are kept, so the next try goes on where it stopped.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A player without an account that owns Minecraft: Java Edition sees one
screen when the launcher opens (once) and whenever Play is refused: why
Horizon needs the account, like other launchers, that worlds, offline
names and settings stay where they are, and Sign in, which runs the
device-code sign-in on the same screen. Not now closes it; Home keeps
its Sign in row, which now opens this screen.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Ludovic's decision (2026-10-27). `nightly.py prune-builds` runs in the
scheduled `pick` only, with main's code, and lists each deletion in the run
summary. It deletes only branches named nightly/build-<date>-<n> older than
7 days, never the newest build, and never one a published `nightly` or
nightly-<date> release points to. nightly-state and every other branch are
left alone. tests/test_nightly.py pins it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Like other launchers, the launcher now starts the game only while an
account in it owns Java Edition (Ludovic's decision, 2026-10-27).
- account::launch is the owner gate: it asks the Minecraft services
again (entitlements and profile, after the token renewal), the
selected account first, until one owns the game. Each answer is kept
in the keychain item beside the tokens. No answer (no network) keeps
the last one; "doesn't own" blocks at once.
- Every Play goes through it: the window (Home, instances, packs),
`horizon-launcher play` and `modpack play`, the MCP's play.
- Offline names are added and played only beside an owner; signing the
last owner out keeps them, unplayable.
- Home shows "Sign in with a Microsoft account that owns Minecraft:
Java Edition to play" with Sign in; the "coming soon" sign-in strings
are gone.
- The game binary, harnesses, CI and the servers are unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The game's own name (horizon-player.txt) isn't a kept offline name, so
Forget never applied to it and there was no way to be rid of it. Settings
> Account shows it with "New name", which writes a fresh PlayerNNNNN to
every existing game home — the default and each instance's — so the
player stays the same (new) player in its worlds, as PLAYER_FILES' copies
do.
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
Two gaps left every link in a written book dead. view_pages only parsed
compound page components, so the list form ComponentSerialization also
takes (and servers behind ViaVersion send) fell back to plain text and
lost its click events. And run_command was never parsed into a
ClickEvent, so even a parsed page's command links did nothing.
The book's click handler now follows Screen.defaultHandleClickEvent:
open_url through the link flow, run_command sent unsigned (client mods
first, as clickCommandAction), suggest_command into the chat box,
copy_to_clipboard, with chat's own click match gaining run_command the
same way.
Co-Authored-By: Devin (SWE-2) <158243242+devin-ai-integration[bot]@users.noreply.github.com>
🤖 Agent: Merged by Ludovic's AI agent after the contribution gate (wave 5, cg20 union C, Mac mini), after #2296; main merged in since. Thanks @levzzz5154!
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
Ludovic asked for his top three contributors by merged pull requests: kacpherek, rdbtCVS and Online5277.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
CreativeModeInventoryScreen is a fresh screen per open (init() makes a new
search box and a zeroed scrollbar; only selectedTab is static), but Horizon
keeps one Creative for the game's lifetime, so the last search stayed in
the box after closing the inventory. Clear the box, refocus it on the
search tab and reset the scrollbar at both open paths (local and remote).
Fixes#2873.
Co-Authored-By: ZCode <[email protected]>
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
accounts.json was read once at start-up, so an offline name added or
forgotten through the CLI or another window left the running window
without the name's row (and its Forget button) until relaunch. Page
switches and opening the account chip's menu read it again, as the
game's made-up name already was.
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate: proven in cg21's union2 (union/cg21-kacpherek-2 077c10835: 80/82 harnesses on playhorizon, lan_e2e 9/9 in-frame and server-thread). CI parity failed only on remote_fireball/remote_fireworks, which fail on bare main on playhorizon's runner too and pass on the Mac mini.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
Forget removed the name from accounts.json but left skins/<name>.png and
skins/<name>.cape.png behind, the skin panel's file pick could still
record a look for a name that no longer existed, and the account rows'
Play as / Play offline / Sign out saved the window's stale account list,
which could write a name forgotten elsewhere (CLI, another window) back.
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). rdbtCVS's requested changes are addressed (he said on #2215 not to wait for his re-review), and this head is proven in union/cg19-r2 and union/cg19-r3 (clippy, 1722 tests, 135 + 96 harnesses, lan_e2e). Thanks @kacpherek!
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). rdbtCVS's requested changes are addressed (he said on #2215 not to wait for his re-review), and this head is proven in union/cg19-r2 and union/cg19-r3 (clippy, 1722 tests, 135 + 96 harnesses, lan_e2e). Thanks @kacpherek!
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). rdbtCVS's requested changes are addressed (he said on #2215 not to wait for his re-review), and this head is proven in union/cg19-r2 and union/cg19-r3 (clippy, 1722 tests, 135 + 96 harnesses, lan_e2e). Thanks @kacpherek!
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). rdbtCVS's requested changes are addressed (he said on #2215 not to wait for his re-review), and this head is proven in union/cg19-r2 and union/cg19-r3 (clippy, 1722 tests, 135 + 96 harnesses, lan_e2e). Thanks @kacpherek!
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). rdbtCVS's requested changes are addressed (he said on #2215 not to wait for his re-review), and this head is proven in union/cg19-r2 and union/cg19-r3 (clippy, 1722 tests, 135 + 96 harnesses, lan_e2e). Thanks @kacpherek!
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). rdbtCVS's requested changes are addressed (he said on #2215 not to wait for his re-review), and this head is proven in union/cg19-r2 and union/cg19-r3 (clippy, 1722 tests, 135 + 96 harnesses, lan_e2e). Thanks @kacpherek!
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: playhorizon's CI runner now skips the harnesses its host entry excludes (remote_fireball, remote_fireworks fail there on bare main from CPU starvation); pr_ready clean, unit test added.
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). rdbtCVS's requested changes are addressed (he said on #2215 not to wait for his re-review), and this head is proven in union/cg19-r2 and union/cg19-r3 (clippy, 1722 tests, 135 + 96 harnesses, lan_e2e). Thanks @kacpherek!
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). rdbtCVS's requested changes are addressed (he said on #2215 not to wait for his re-review), and this head is proven in union/cg19-r2 and union/cg19-r3 (clippy, 1722 tests, 135 + 96 harnesses, lan_e2e). Thanks @kacpherek!
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). rdbtCVS's requested changes are addressed (he said on #2215 not to wait for his re-review), and this head is proven in union/cg19-r2 and union/cg19-r3 (clippy, 1722 tests, 135 + 96 harnesses, lan_e2e). Thanks @kacpherek!
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). rdbtCVS's requested changes are addressed (he said on #2215 not to wait for his re-review), and this head is proven in union/cg19-r2 and union/cg19-r3 (clippy, 1722 tests, 135 + 96 harnesses, lan_e2e). Thanks @kacpherek!
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). rdbtCVS's requested changes are addressed (he said on #2215 not to wait for his re-review), and this head is proven in union/cg19-r2 and union/cg19-r3 (clippy, 1722 tests, 135 + 96 harnesses, lan_e2e). Thanks @kacpherek!
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). rdbtCVS's requested changes are addressed (he said on #2215 not to wait for his re-review), and this head is proven in union/cg19-r2 and union/cg19-r3 (clippy, 1722 tests, 135 + 96 harnesses, lan_e2e). Thanks @kacpherek!
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19) after the contribution gate. Checked against vanilla 26.3 and proven in union/cg19-r2 (all round-2 PRs together: clippy, 1722 tests, 135 harnesses, lan_e2e in-frame and on the server thread) and union/cg19-r3 (the same PRs merged with today's main: 96/96 harnesses). Thanks @kacpherek.
🤖 Agent: Read against the vanilla 26.3 sources (Decorated pot: draw one face of its top and bottom planes) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). Proven in union C (122/122 delta harnesses); its CI parity failed only on remote_fireball, a known load flake on playhorizon's runner that fails on bare main there too. Thanks @masa-masa-0314!
cargo deny check advisories flags rustls-webpki 0.103.15 (distrusted emSign intermediates may be accepted, RUSTSEC-2026-0382) and webpki-roots 1.0.9 (bundles the distrusted emSign ECC Root CA - G3, RUSTSEC-2026-0381). Both are patch releases; every HTTPS request of the game, the launcher, horizon-server and the telemetry server goes through them (ureq -> rustls). horizon-mod-registry's lock already has the fixed versions.
Generated with [Devin](https://devin.ai)
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
Credential Manager takes at most 2560 bytes per item. The secrets of a
Microsoft sign-in (the refresh token and the Minecraft token) are longer,
so saving them failed on Windows with "password encoded as UTF-16 is
longer than platform limit of 2560 chars" and the sign-in did not finish.
On macOS and Windows a secret is now split over the items `<uuid>`,
`<uuid>.1`, `<uuid>.2`... of at most 1000 UTF-8 bytes each (under 2560
bytes of UTF-16). Reads join the pieces, a write removes the leftovers
of a longer secret, and sign-out removes all of them. Existing single
items keep working.
Co-Authored-By: Claude Haiku 5.5 <[email protected]>
#2685 adds wither::client_tick for the side heads' turning on a client;
a distinct name lets both land without a clash.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Read against the vanilla 26.3 sources (Round instant potion effects and measure splash range from the body) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread; main merged in since, clippy clean. Thanks @kacpherek!
🤖 Agent: Merged by Ludovic's orchestrator after review (nightly-2 wiring: /nightly for the trusted reviewers; nightly builds get their own cache key, never save it, and stay off the release runner).
Vanilla teleports a respawning player once; the second, identical move
showed up in the dedicated_server, pearl_death and cursor_death harnesses.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The host runs a guest's trident release on its copy of the guest, which
sets the spin for 20 ticks. The copy never ran the client's movement
tick, so the count never went down: the copy stayed in the spin pose
(eye 0.4), and every arrow or projectile the guest shot was spawned from
the leg until something else reset it.
LivingEntity.aiStep counts autoSpinAttackTicks down on the server too.
Count it down in the guest's server tick, before updatePlayerPose.
Co-Authored-By: Claude Haiku 5.5 <[email protected]>
EquipmentLayerRenderer.getColorForLayer takes a dyeable layer's colour from
the stack's minecraft:dyed_color and falls back to the asset's undyed colour.
The player's own armour and LAN guests' armour, plus armour stands, used only
the undyed colour, so dyed leather looked brown.
Co-Authored-By: Claude Haiku 5.5 <[email protected]>
Orchestrator's review of #2859: a nightly can hold pull requests nobody
reviewed yet, and their build scripts run in `build`. game-build.yml gets a
`trusted` input, true only from release.yml:
- the Rust cache (GitHub-hosted Linux and Windows): its own key for an
untrusted build (`nightly-<name>`), never saved; a release restores only
what a release saved;
- macOS: an untrusted build's exporters and build jobs run on the runner
that already runs pull requests' parity jobs (macOS + horizon-game), never
the release runner (MAC_RUNNER) nor parity-main's;
- a trusted build doesn't read the machine's shared sccache, which pull
requests' jobs write (runner-env.sh: HORIZON_NO_SCCACHE).
tests/test_nightly.py pins all three.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
nightly-2: a Nightly can include pull requests not reviewed yet, picked by
trusted reviewers (docs/release-flow.md "Nightly channel"). The Settings row
says so, in English, French and Russian.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Single player joins its integrated server as a client, so `Minecraft.tick`
takes the `tick_remote` path and never reaches `tick_mobs`, where the
subtitle overlay's tick had its only call. The overlay therefore never
started listening to the sound engine: no sound notified it, and the
closed captions stayed empty with "Show Subtitles" on or off.
Call `tick_subtitles` from `tick_remote_level` beside `tick_hud`, as the
local path does.
Co-Authored-By: ZCode (Z.ai) <[email protected]>
Step A of the horizon-client crate split. `Chunk.block_entities` held
`containers::BlockEntity`, whose payloads were defined across containers,
brewing, signs, sculk, mobs::spawner, mobs::trial_spawner, vault, beehive
and command_block, so `chunk` reached most of the gameplay code.
The enum and every payload type now live in `chunk/block_entity.rs` as
plain data (definitions and derives). Every impl block stays in its
feature module, and each module re-exports its types under the old path,
so callers don't change. Also:
- `mobs::Who` moves to `horizon_client_core::who` (the vibration `Info`
names it); mobs re-exports it.
- `skins::NameOrId` moves beside `SkullSkin`, which holds it; skins
re-exports it.
- `Spawner.next`, the `Next` enum and `Selector.current` become
`pub(crate)`, since their struct now lives in another module.
- The vault, spawner and trial_spawner harnesses record
`chunk/block_entity.rs`.
No behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Ludovic's decision (2026-10-27, from kacpherek's proposal under #2779): the
Nightly is where contributors test pull requests before the gate.
kacpherek, rdbtCVS and levzzz5154 (.github/nightly-reviewers.txt) and
Ludovic pick them with `/nightly 2640 2642`, `add`, `remove`, `clear`,
`status` or `dry-run` in any issue or pull request.
- nightly-command.yml (issue_comment, main's copy): checks who asked, saves
the set on nightly-state, starts `nightly build`, answers "🤖 Nightly: …".
It never checks out or merges a pull request.
- nightly-build.yml: `pick` builds main + the set (newest heads and merged or
closed ones dropped at the scheduled run), pushes it as
nightly/build-<date>-<n>, records it in builds.jsonl; build, sign and
publish are unchanged; `answer` tells the thread how it ended.
- Notes say a Nightly can include pull requests not reviewed yet, picked by
trusted reviewers, and list each with its author and who picked it.
- docs/release-flow.md: who can pick, how, how Ludovic removes or pauses them.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The pieces of nightly-2 (`/nightly 2640 2642`): parsing a comment, the
reviewers list (.github/nightly-reviewers.txt, with a `paused` line), the
refusals (paths CODEOWNERS gives to Ludovic, closed or merged PRs, more than
30, more than 6 builds a day), the set and its commands (Ludovic's remove
keeps reviewers from adding a PR back), the nightly-state branch (pushed with
retries when another run saved first), and the assembly: each PR head merged
onto main in order with `git merge-tree --write-tree`, objects only, so no
file, hook or filter of a pull request reaches the runner. Equal inputs give
the same commit. A conflict names the two pull requests (or main) and the
paths.
Nothing calls it yet: the next PR wires it into nightly-build.yml and a
`nightly command` workflow.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Read against the vanilla 26.3 sources (Fire the enchanted_item advancement trigger at the enchanting table) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread; main merged in since, clippy clean. Thanks @kacpherek!
ServerLevel.mayInteract also requires WorldBorder.isWithinBounds(pos): START_DESTROY_BLOCK outside the border starts no dig, and UseItemOn uses nothing there (the block updates are still sent back). Part of #2743.
Generated with [Devin](https://devin.ai)
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
🤖 Agent: Read against the vanilla 26.3 sources (An axe turns an unoxidized copper golem statue back into a golem) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread; main merged in since, clippy clean. Thanks @kacpherek!
playhorizon's runner fails remote_fireball and remote_fireworks even alone and
at bare main (3b19c386c: 2 of 2 runs and the retry), while the Mac mini passes
them; every fork PR whose parity lands there stopped on them. The host's
exclude list only kept harnesses off workers sent there, not off the runner's
own jobs: platform_skips now adds the local host's exclude, skipped with its
reason unless named. The two harnesses join playhorizon's list; the Mac
mini's runner and the nightly audit (macOS) keep running them.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Vanilla draws the breeze's wind layer and the wind charge with
`RenderTypes.breezeWind`, whose texture scrolls with the entity's age: by
0.02 of the texture per tick for the breeze's wind layer and 0.03 for the
wind charge. Horizon drew both with a still texture, so the breeze's gust
and the wind charge did not move.
The draw now takes a scroll offset and wraps the vertex's U inside the
texture, as the texture matrix of the vanilla's render type does.
Fixes#2760
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
🤖 Agent: Read against the vanilla 26.3 sources (Block ambient effects: levers, repeaters, dripstone, wither roses, End gateways, lightning rods) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Merged main in (conflicts resolved, see the merge commit); proven in union R1b (branch union/cg19-r1b): clippy -D warnings, tests, the harnesses it can affect, lan_e2e in-frame and on the server thread.
🤖 Agent: Merged main in (conflicts resolved, see the merge commit); proven in union R1b (branch union/cg19-r1b): clippy -D warnings, tests, the harnesses it can affect, lan_e2e in-frame and on the server thread.
Vanilla never calls `Mob.setPersistenceRequired` for a mob it spawns: the
spawn egg's offspring, the spawn egg on a block and `/summon` all leave
the mob to the despawn rule, and only the NBT can make it persistent.
Horizon marked every one of them persistent, so they never despawn and
they are left out of the mob cap.
The three paths now spawn the mob like before, without the persistence
flag, and the command execution corpus checks it against vanilla: a
summoned zombie is not selected by `nbt={PersistenceRequired:1b}`.
Fixes#2787
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
Upstream maps U+043E (о) and U+043F (п) and not their capitals, so a Russian
heading drew О and П from the fallback font: they came out smooth and taller
than the pixel letters around them (screenshots in the PR).
Both come from the font's own drawing. О is the Latin O's glyph under the
Cyrillic codepoint, which is the same round shape this font gives о: its
lowercase is the O with the top shifted down. П is that weight's lowercase п
with everything above the baseline lifted to the cap height the font uses there
(Н's top), 175 units in SemiBold, 177 in Medium and 171 in Bold, since each
weight draws its own metrics. Both now sit on the bbox of the O and Н of their
own weight.
О keeps the O's hinting instructions; П is a new outline with none, which a
pixel design does not need at the sizes the launcher draws it. GDEF, GPOS and
GSUB are byte-identical to the files they replace.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
🤖 Agent: Merged main in (conflicts resolved, see the merge commit); proven in union R1b (branch union/cg19-r1b): clippy -D warnings, tests, the harnesses it can affect, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
On a remote (non-Horizon) server the use-item tick spawned the crumb
particles but never played the consumable's eat sound, so only the burp
at the end was heard. Call emit_consume for the periodic emit, as
tick_used_item does on the player's own server, so the bites sound too.
Fixes#2747.
Co-Authored-By: Devin (SWE-2 High) <158243242+devin-ai-integration[bot]@users.noreply.github.com>
An armadillo hit by a living thing curls up: Armadillo.actuallyHurt
rolls it up, Armadillo.rollUp plays entity.armadillo.roll and switches
the state to ROLLING, and ArmadilloState.shouldHideInShell then shows
the shell instead of the armadillo. The roll itself is on main (#2535),
but nothing held it in place, so this test pins it: a hit rolls the
armadillo up, the roll plays its sound and the model shows the shell
(#2759).
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate: proven in cg21's union2 (union/cg21-kacpherek-2 077c10835: 80/82 harnesses on playhorizon, lan_e2e 9/9 in-frame and server-thread). CI parity failed only on remote_fireball/remote_fireworks, which fail on bare main on playhorizon's runner too and pass on the Mac mini.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
A server may send a compressed frame whose uncompressed length is 0 and
which holds no packet: `ConnReader::recv` read the packet id from the
empty body and failed with "needed 1 bytes, 0 left", which ended the
connection. Vanilla skips such a frame: its PacketDecoder only decodes a
packet from a readable buffer, so an empty frame produces no packet and
the connection stays up.
A frame with no bytes at all is a corrupted frame in vanilla ("Frame
length cannot be zero"), so the frame splitter now says that instead of
failing later with a missing byte.
Fixes#2739
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Read against the vanilla 26.3 sources (Play the step sound of the block above the floor for the player) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
main's item and mob End portal exit calls end_arrival, which now takes the
respawn search's finder; in the End it only builds the platform.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
An IPv6 client rotating addresses inside its /64 got a fresh bucket for every address, so the per-address limits on batches, live pings, hub votes, reports and suggestions didn't hold, and the bucket maps grew until the daily upkeep. Key them by /64, as horizon-relay already does.
Generated with [Devin](https://devin.ai)
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Read against the vanilla 26.3 sources (Bees get an effect from a wither rose or open eyeblossom instead of breeding) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread; main merged in since, clippy clean. Thanks @kacpherek!
A server sending a palette wider than 64 bits divided by zero in storage_len (and 33-64 bits overflowed shifts); SimpleBitStorage allows at most 32. A non-canonical data-length VarInt in a compressed frame was misread. An empty first read in the legacy ping handler indexed past the end.
Generated with [Devin](https://devin.ai)
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
A server resource pack whose zip64 sizes claim ~2^63 bytes aborted the client on Vec::with_capacity. Cap the capacity at the archive's length and the inflate limit at 1 GiB, with saturating arithmetic.
Generated with [Devin](https://devin.ai)
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
read_line had no limit, and the read timeout applies per read, so a client streaming bytes without a newline to the API or the web panel grew the supervisor's memory without bound. Lines longer than 8 KiB now get a 400.
Generated with [Devin](https://devin.ai)
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
Breaking and using blocks (START/STOP_DESTROY_BLOCK, UseItemOn) were carried out for any position a client sent, so a modified client could dig or place anywhere in loaded chunks. Check isWithinBlockInteractionRange(pos, 1.0) and the hit point as vanilla's handleBlockBreakAction and handleUseItemOn do.
Generated with [Devin](https://devin.ai)
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Read against the vanilla 26.3 sources (Flat worlds: no black horizon, the dark disc and void fog use the flat horizon) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
An item or mob sent through a portal into a playerless dimension waited
forever: resolve_arrivals needed lit chunks, the level never streamed any,
and levels_to_tick skipped it entirely, so its Age stayed frozen until
someone followed and it was picked up intact (#1528). Vanilla's portal
move lands the entity under an ENTITY ticket, which keeps the chunk
entity-ticking while it ages and despawns on time.
Pending arrivals now add their landing chunk to the level's streaming
extra areas and keep their destination level in levels_to_tick, so it
lights, resolves, and ticks them just as if a player stood there.
Co-Authored-By: Devin (SWE-2 High) <158243242+devin-ai-integration[bot]@users.noreply.github.com>
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed; a re-review was asked, with no new objection since. Proven in cg19's union R1/R1b (union/cg19-r1b 6ec974ab3); main merged in since, CI green at this head.
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed; a re-review was asked, with no new objection since. Proven in cg19's union R1/R1b (union/cg19-r1b 6ec974ab3); main merged in since, CI green at this head.
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed; a re-review was asked, with no new objection since. Proven in cg19's union R1/R1b (union/cg19-r1b 6ec974ab3); main merged in since, CI green at this head.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
The fixture compiles `Game::capture` on its own, so the helper it now
calls has to be part of it: the test extracts it from the client, like it
extracts the methods, and the call inside the fixture loses the crate
path.
The fixture also asserts the grab path now: grabbing the pointer puts
the mouse at the window's centre, as `MouseHandler.grabMouse` does.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
- lan.rs shared flags: on fire, a drowned's swimming, invisible and main's
glowing in one byte.
- The piglin's zombification immunity (16) goes into its existing arm (the
shared arm could no longer reach it); the villager's unhappy counter
beside main's mob_freeze_meta.
- remote_mob_data.rs: imports unioned.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
AbstractArrow.onHitEntity makes an ownerless arrow (or trident) its own
causing entity, and fireballs, spit and shulker bullets are the
DamageSource's direct entity. Horizon recorded no entity for an ownerless
projectile's hit, so DamageSource.getLocalizedDeathMessage's one-argument
form showed the raw two-placeholder template (%1$s was shot by %2$s).
Fixes#2802
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Move stopped servers to the system trash after name confirmation. Refuse active supervisor locks and background services, and refresh the sidebar after removal.
Co-Authored-By: Codex (GPT-6.1) <[email protected]>
- turtle.rs: these goals and navigation beside main's TurtleMoveControl
and its tests; the doc says what is still not ported.
- ai.rs: the turtle keeps its own register arm, so main's call from the
generic arm goes.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
engine::tests::the_check_runs_the_program failed on CI (verify of #2215)
with "can't start: Text file busy (os error 26)". The test writes a shell
script and runs it at once; when another test thread forks to spawn a
process while the script's write handle is open, the child keeps that
handle until it execs, and running the script meanwhile fails with
ETXTBSY on Linux. The two engine tests that do this now retry that one
error (up to 50 times, 20 ms apart). Test-only change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The guests' sweeps (damage to the other players) beside main's guest
explosions and particles; both flush at the end of a guest's turn.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after reading the workflows: the union build runs without secrets, a separate job only hashes and signs with a channel-tagged message (release launchers refuse nightly signatures, #2792), and the workflows always run from main. The release dry run on this head (40504185084) is green on every job.
A game built by the nightly workflow (HORIZON_NIGHTLY="<date> <sha>") draws
"Nightly <date> · <sha>" in the title screen's top-left corner, reports it as
its version in crash reports, and logs it as the log's first line, so a bug
report that carries the log names the build. Telemetry gets the version the
launcher installs it as (nightly-<date>-<sha>). Releases and source builds
are unchanged; only the "Horizon <version>" log line is new for them.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- lan.rs: the enderman's DATA_CREEPY after main's warden, sniffer and
shulker data.
- remote_mob_data.rs: the creepy flag beside main's arms.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: test-only fix for the win_screen flake (two parallel tests shared one temp dir; each call now gets its own). pr_ready --quick green (1329 tests). Queued once pr_ready was green, as the orchestrator asked; merge after verify passes.
game.rs: jukebox songs for the guests beside main's cushion breaks and
mining cracks (level events 2019, 2020).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- creatures.rs: shoulder times beside main's guest particles, the parrot
shoulder event beside main's Infested, parrot food beside main's acting UUID.
- entity_nbt.rs: a parrot saves its Owner and Sitting in main's Variant arm
(a second arm was unreachable).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: merging the opt-in Nightly setting (off by default, own instance); fmt, clippy -D warnings, launcher lib tests and horizon-release-sign tests pass, including the release channel refusing nightly signatures.
- Taming takes main's acting_player_uuid (the host gets a UUID made for
it); acting_owner goes.
- Wolf armour is the body slot (6) on main (head_is_body): lan.rs sends
its cracks and components there, and remote.rs reads them from slot 6.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- creatures.rs: mob_hits_mob takes main's hit handling (infested
silverfish, other events left in the outbox), so a sonic boom and a melee
hit share it.
- mobs.rs: SonicBoom beside main's Shift.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- trident.rs: main's thrower guest (player_hurt_entity) beside the owner id
a server sends.
- remote.rs: the trident and main's firework rocket both take a server
move at once; both take its velocity.
- remote_projectiles.rs: main's smoke trails stay; the trident flies by its
own client tick instead of main's interpolation step.
- tests/test_remote_motion.py: both fields.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
remote.rs: main's command block editor opens on a reacting block; the
campfire douse prediction stays its own branch.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
mobs.rs: main's DryOut and piston deltas beside this branch's sweet berry
bush and stuck multiplier.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The harness hashed crates/horizon-client/src/{mouse,window,keymapping}.rs,
which this branch moves to horizon-client-input, so CI's parity job failed
with FileNotFoundError before running it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- game.rs: the plate and tripwire mobs and other entities beside main's
detector rail signal and arrow-pressed buttons.
- projectiles.rs: main's trident is 0.5 x 0.5 (EntityTypes.TRIDENT).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked hours ago, with no new objection since. Proven in cg19 union R1 bb29ce68e (union/cg19-r1: main c6c2ec5f9 + 83 PRs) Mac mini: 98 se.
Shulker.recreateFromPacket sets the body rotation to 0 and
Shulker.ShulkerBodyRotationControl.clientTick is empty, so a shulker's
body never turns: it stays square to the block it is fixed to and only
its head turns. The fix (#2311) is already on main, but nothing held it
in place: the entity model harness compares the model's parts and cannot
see the entity's own rotation. This test drives the body rotation
control and the look control and pins both halves of the vanilla's
behaviour - the body stays at 0 and the head still turns to its target
(#1661).
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
`MouseHandler.grabMouse` and `MouseHandler.releaseMouse` both put the
mouse at the window's centre, so a screen opened from gameplay starts
with the cursor in the middle. Horizon centred it when the pointer was
released, but not when it was grabbed again, so closing a screen left
the cursor where the screen had it.
The rule is one function now, `mouse_position_after_grab_change`, and the
game applies it on both sides of the grab state change.
Fixes#1925
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked hours ago, with no new objection since. Proven in cg19 union R1 bb29ce68e (union/cg19-r1: main c6c2ec5f9 + 83 PRs) Mac mini: 98 se.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
main's armadillo scute shedding (#2337) and this branch's armadillo brain both
hooked Armadillo.customServerAiStep: one arm now runs the brain, then the
scute, as vanilla does. creatures.rs keeps PandaSneezed and main's ShedScute.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked hours ago, with no new objection since. Proven in cg19 union A3 0c0206714 (main d9b6483aa + 2503 2521 2513 2555 2476) Mac mini 95/.
- goals.rs: main's player_in_range takes the visibility scaling; the
through-walls check (forNonCombat) keeps it on.
- dolphin.rs: AroundSelf now names its mob and entity event (38).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked hours ago, with no new objection since. Proven in cg19 union A 5fb64f0d6 (main c1ebf5d1b + 50 PRs) Mac mini 352/354 harnesses (fin.
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked hours ago, with no new objection since. Proven in cg19 union A 5fb64f0d6 (main c1ebf5d1b + 50 PRs) Mac mini 352/354 harnesses (fin.
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked hours ago, with no new objection since. Proven in cg19 union A 5fb64f0d6 (main c1ebf5d1b + 50 PRs) Mac mini 352/354 harnesses (fin.
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked hours ago, with no new objection since. Proven in cg19 union R1 bb29ce68e (union/cg19-r1: main c6c2ec5f9 + 83 PRs) Mac mini: 98 se.
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked hours ago, with no new objection since. Proven in cg19 union R1 bb29ce68e (union/cg19-r1: main c6c2ec5f9 + 83 PRs) Mac mini: 98 se.
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked hours ago, with no new objection since. Proven in cg19 union R1 bb29ce68e (union/cg19-r1: main c6c2ec5f9 + 83 PRs) Mac mini: 98 se.
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked hours ago, with no new objection since. Proven in cg19 union R1 bb29ce68e (union/cg19-r1: main c6c2ec5f9 + 83 PRs) Mac mini: 98 se.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: Proven in union R1 (branch union/cg19-r1, main + 83 of kacpherek's PRs): the 98 harnesses it can affect, clippy -D warnings, tests, lan_e2e in-frame and on the server thread.
🤖 Agent: move only: the Opt enum (option ids) goes from options_ui.rs to settings.rs (re-exported from options_ui), cutting graphics_ui -> options_ui (step B of the cycle plan). pr_ready --quick green (1323 tests). Queued once pr_ready was green, as the orchestrator asked; merge after verify and parity pass.
JukeboxBlock.useItemOn returns TRY_WITH_EMPTY_HAND when a disc is in, and
only the main hand goes on to useWithoutItem (popOutTheItem). The client now
predicts that the jukebox takes the click, so no off-hand UseItemOn follows
the insert, and the server ignores an off-hand turn on a full jukebox.
Fixes#2775
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A dry run publishes nothing, so it can't race a real release; in the shared game-release group a release queued
behind it replaced it as the pending run and GitHub cancelled it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Settings > Updates gets "Nightly builds", off by default: "Reviewed fixes not released yet; may break." On, the
launcher installs the `nightly` pre-release as its own version (nightly-<date>-<commit>), in an instance of its
own ("Nightly"), and plays it; every update check (30 min) installs a newer nightly and drops the older one. The
Horizon instance keeps the release and the player's worlds: choosing it in the sidebar plays the release again,
and turning Nightly off does that too.
Nightly checksums must be signed for the nightly channel ("horizon release nightly"): horizon-release-sign's
signed_digest refuses nightly tags outright, and a nightly's signature never verifies under a release tag nor a
release's under the nightly channel (tests in both crates).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: move only: HealthRules (and its Default) go from health.rs to world.rs (re-exported from health), cutting world -> health (step B of the cycle plan). pr_ready --quick green (1323 tests). Queued once pr_ready was green, as the orchestrator asked; merge after verify and parity pass.
The behaviour is in main (#2275): `Mob.checkAndHandleImportantInteractions`
uses a spawn egg of the mob's own kind on a mob, and
`SpawnEggItem.spawnOffspringFromSpawnEgg` spawns the offspring as a baby
of that kind at the parent's position, and one egg less in hand.
The rule now lives in the library, where it is named and tested:
`spawn_egg_is_for` (the egg is for the mob's own kind) and
`spawn_egg_offspring` (the baby, with the parent's variant and colour).
Fixes#2269
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
🤖 Agent: move only: the MobEffects/Potions tables go from brewing.rs to horizon-client-core::potions (re-exported from brewing), cutting effects -> brewing and hud_overlays -> brewing (step B of the cycle plan). pr_ready --quick green (1361 tests). Queued at the orchestrator's request once pr_ready was green; merge after verify and parity pass.
nightly-build.yml builds, once a night, the newest union/<agent>-<name> branch on origin when it is newer than
main and holds something main lacks (else main), and publishes it as the `nightly` pre-release; the previous one
stays a week as nightly-<date> (tools/ci/nightly.py pick/rotate/prune). Launchers ignore it until a player turns
Nightly on (next PR).
The release builds move unchanged into game-build.yml, a reusable workflow both release.yml and the nightly call
from main's copy. The nightly builds with no secrets and the macOS keychain locked; only the sign job holds the
key, and it runs nothing but main's sign_release.sh over the archives, for the message "horizon release nightly".
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The helper named its resource root after the pid, the poem flag and the
end text's length, so two tests with the same arguments, running in
parallel, shared it and one removed the other's files (os error 22 in
the_screen_ends_once_everything_rolled_past). A counter makes each call's
directory unique.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: merging the Sculk sidebar card (Ludovic approved the screenshots); fmt, clippy -D warnings and launcher tests pass on the head merged with main.
The new AttackPlayerWithEffect hit (husk, bee, cave spider...) still hurts
the oracle's player, so the probe prints its hurt sound.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verify passed at 84c631a88. Move only: the villager Poi enum goes from mobs/villager_brain.rs to poi_sections.rs (re-exported), cutting world -> mobs (step B of the cycle plan). pr_ready --quick green (1323 tests). Ready to merge once parity is green.
advancements.rs keeps main's levitation and using-item triggers and the PR's
killed-by-arrow trigger.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The level is built with the struct update syntax instead of a field
assignment after Default::default(), which clippy's
field_reassign_with_default rejects.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21); main merged in since, CI green at this head.
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21); main merged in since, CI green at this head.
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21); main merged in since, CI green at this head.
🤖 Agent: verify passed at 83bdb31ee. Move only: SavedProto goes from save.rs to chunk.rs (re-exported from save), cutting streaming -> save (step B of the cycle plan). pr_ready --quick green (1323 tests). Ready to merge once parity is green.
effects.rs and hud_overlays.rs read the effect and potion tables from
brewing, which made them depend on brewing (and through it on containers
and items), edges that keep the client lib in a single cycle. The tables
have no dependencies, so they move to horizon-client-core; brewing
re-exports them. No behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
WorldSelectionList.handleNewLevels opens a fresh CreateWorldScreen when
the singleplayer list comes back empty, with Cancel going to the title
screen. Horizon went back to an empty list instead.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg20 union C 5900ab387, Mac mini); main merged in since, CI green at this head.
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg20 union C 5900ab387, Mac mini); main merged in since, CI green at this head.
An allay stood on the ground and fell when the block under it broke:
Mob.travel sent it down the ordinary air travel, which applies the
0.08 gravity attribute whenever noGravity is off. Vanilla's Allay.travel
is travelFlying(input, getSpeed()) — a travel with no gravity term —
so an allay hangs mid-air even before a goal moves it.
- Family::Allay routes to allay::travel, which calls travelFlying with
the move control's current speed (LivingEntity.speed), like
Allay.travel(input, getSpeed()); travel_flying is split so the three
speeds can differ per mob.
- Stroll::flying picked a land position, so the stroll never produced
a MoveTo mid-air. WaterAvoidingRandomFlyingGoal.getPosition tries
HoverRandomPos (8, 7, pi/2, 3, 1) on the view direction, then
AirAndWaterRandomPos (8, 4, -2); Stroll::flying now does the same.
The wither registers the same vanilla goal and benefits equally.
Verified against the mob_ai probe: an allay spawned at y=-55 stays at
-55, then RandomStrollGoal fires and it drifts to air targets, never
falling — where it used to drop to the ground.
Fixes#2594.
Co-Authored-By: Devin (SWE-2 High) <158243242+devin-ai-integration[bot]@users.noreply.github.com>
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21 union 65b0cb252 (72 kacpherek PRs incl. this one) playhorizon 94/95 + Mac mini 33/33, lan_e2e 23/23 both ).
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21 union 65b0cb252 (72 kacpherek PRs incl. this one) playhorizon 94/95 + Mac mini 33/33, lan_e2e 23/23 both ).
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21 union 65b0cb252 (72 kacpherek PRs incl. this one) playhorizon 94/95 + Mac mini 33/33, lan_e2e 23/23 both ).
Keeps main's Decreased and Minimal particle options. As in
ClientLevel.tickWeatherEffects, the rain position is set before Minimal's
break, so the rain sound still plays with Minimal particles.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21 union 65b0cb252 (72 kacpherek PRs incl. this one) playhorizon 94/95 + Mac mini 33/33, lan_e2e 23/23 both ).
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg20 union C 5900ab387, Mac mini); main merged in since, CI green at this head.
The sidebar showed Sculk's wide banner shrunk to 228 px, and its baked-in text could not be read.
It now shows a card made for the sidebar: Sculk's characters and logo cropped from its banner, and
the headline, "Ready in under a minute", a "Get my server" button and the HORIZON15 code drawn by
the launcher, so they stay sharp and follow its language (French and Russian added). Where the
window is too short for the tall card, a compact one puts the characters beside the text. The
Partner label, the 180 s before Hide, the link and the hover lift stay; the Servers page keeps
the wide banner.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Resolved as in contrib-gate-21's union: both triggers and the damage
predicate kept; the arrow-kill trigger fires after PLAYER_HURT_ENTITY.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The difficulty is a property of the world: vanilla keeps it in the level
data (`PrimaryLevelData.getDifficulty`/`setDifficulty` over
`Data.difficulty_settings`), so it survives leaving and rejoining the
world and a downloaded world keeps the difficulty it was made with.
Horizon read the difficulty from the level data when the world opened,
but `/difficulty` only changed the game's own copy, so the level data
kept the old value and wrote it back: the world came back on normal.
The level data now follows the game, both when the command changes the
difficulty and when a LAN guest asks the host to change it.
Fixes#2571
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
🤖 Agent: Read against the vanilla 26.3 sources (Server players see villager hearts, taming hearts and smoke, spawn poofs and snowball crumbs) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
entity.wgsl: the vanilla glint path also takes main's overlay 33 (a translucent item with the glint).
gfx.rs: main's energy swirl pipeline; lightning's offset stays on attribute 7 (6 is the glint UV).
item_render.rs: main's translucent item overlays, chosen with the glint UV the branch adds.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21 union 65b0cb252 (main c1ebf5d1b + 72 kacpherek PRs) playhorizon 94/95, use_item_on fixed (#2126523280e78).
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21 union 65b0cb252 (main c1ebf5d1b + 72 kacpherek PRs) playhorizon 94/95, use_item_on fixed (#2126523280e78).
Minecraft.setLevel -> updateLevelInEngines stops every sound
(SoundManager.stop), so the title-screen track ends on joining and the
music manager then waits the level's music delay. Horizon only stopped
sounds when leaving a world, so music.menu kept playing in it.
- A server's client (single player's server thread, LAN, multiplayer)
stops every sound when it makes a new level: on Login and on a
Respawn into another level. A dimension-changing Respawn also calls
MusicManager.stopPlaying, as handleRespawn does.
- The in-frame path does the same when the opened world's first player
is placed.
- Vanilla's Minecraft.player exists from handleLogin on; here it is made
at the first teleport, so getSituationalMusic counts a logged-in client
as in the world. Otherwise the menu's 0..10-tick replace delay would
start the first game track almost at once.
- test_music_parity.py scripts the join: a menu-like track, stopall,
game music, then a dimension change's stop.
Fixes#2746
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21 union 65b0cb252 (main c1ebf5d1b + 72 kacpherek PRs) playhorizon 94/95, use_item_on fixed (#2126523280e78).
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21 union 65b0cb252 (main c1ebf5d1b + 72 kacpherek PRs) playhorizon 94/95, use_item_on fixed (#2126523280e78).
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21 union 65b0cb252 (main c1ebf5d1b + 72 kacpherek PRs) playhorizon 94/95, use_item_on fixed (#2126523280e78).
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21 union 65b0cb252 (main c1ebf5d1b + 72 kacpherek PRs) playhorizon 94/95, use_item_on fixed (#2126523280e78).
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21 union 65b0cb252 (main c1ebf5d1b + 72 kacpherek PRs) playhorizon 94/95, use_item_on fixed (#2126523280e78).
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21 union 65b0cb252 (main c1ebf5d1b + 72 kacpherek PRs) playhorizon 94/95, use_item_on fixed (#2126523280e78).
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21 union 65b0cb252 (main c1ebf5d1b + 72 kacpherek PRs) playhorizon 94/95, use_item_on fixed (#2126523280e78).
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21 union 65b0cb252 (main c1ebf5d1b + 72 kacpherek PRs) playhorizon 94/95, use_item_on fixed (#2126523280e78).
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21 union 65b0cb252 (main c1ebf5d1b + 72 kacpherek PRs) playhorizon 94/95, use_item_on fixed (#2126523280e78).
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21 union 65b0cb252 (main c1ebf5d1b + 72 kacpherek PRs) playhorizon 94/95, use_item_on fixed (#2126523280e78).
Vanilla keeps the difficulty in the level data: `Data.difficulty_settings`
(`LevelSettings.DifficultySettings`) holds the name of the difficulty, the
hardcore flag and the lock. Horizon read and wrote `Data.Difficulty`, a
byte that 26.3 no longer has, so the world always opened on normal and
`/difficulty` never reached the file: the level data writes the
difficulty settings, and the game patched a key that was not there.
The difficulty now comes from and goes to `difficulty_settings`, and the
level data follows the game, so a world set to hard is hard when it is
opened again and a downloaded world keeps the difficulty it was made
with.
Fixes#2571
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21 union 65b0cb252 (main c1ebf5d1b + 72 kacpherek PRs) playhorizon 94/95, use_item_on fixed (#2126523280e78).
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg21 union 65b0cb252 (main c1ebf5d1b + 72 kacpherek PRs) playhorizon 94/95, use_item_on fixed (#2126523280e78).
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg20 union C 5900ab3879 (main b6f18dc8f + 57 PRs) Mac mini 122/122 delta harness).
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg20 union C 5900ab3879 (main b6f18dc8f + 57 PRs) Mac mini 122/122 delta harness).
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head; a re-review was asked, with no new objection since. Proven in wave 5's union run (cg20 union C 5900ab3879 (main b6f18dc8f + 57 PRs) Mac mini 122/122 delta harness).
graphics_ui named options_ui::Opt for its rows, which made it depend on
options_ui, one of the edges that keep the client lib in a single cycle.
The enum (the option ids) moves to settings.rs; options_ui re-exports it
and keeps its methods. No behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
World holds the health rules but they were defined in health.rs, which made
world depend on health, one of the edges that keep the client lib in a
single cycle. The plain data type (and its Default) moves to world.rs and
health re-exports it. No behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
World's POI sections are typed by mobs::villager_brain::Poi, which made
world depend on mobs, one of the edges that keep the client lib in a single
cycle. The enum moves to poi_sections.rs; villager_brain re-exports it and
keeps its methods. No behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
streaming's ChunkGenerator trait named save::SavedProto, which made
streaming depend on save, one of the edges that keep the client lib in a
single cycle. The plain data type moves beside ChunkExtras in chunk.rs and
save re-exports it. No behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Scroll and add the energy swirl of charged creepers and powered withers. I checked it against vanilla 26.3, merged main in, and it passed every harness it reaches in a union with your other PRs.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Make the Particles option thin all particles, explosion debris and rain splashes. I checked it against vanilla 26.3, merged main in, and it passed every harness it reaches in a union with your other PRs.
The view scale introduced by #2317 (Entity.setViewScale in
LevelExtractor.extractVisibleEntities) decides how far an entity is drawn:
Entity.shouldRenderAtSqrDistance multiplies the bounding box's mean edge by
64 and by that scale, so a chicken (0.4 by 0.7 by 0.4) is drawn up to 48
blocks away at the vanilla defaults. Without the scale it vanished at 32
blocks, the distance reported in #2273. The merged fix carried no test, so
the scale formula now lives in a free function and the draw distance of a
chicken, of a broken bounding box and of every render distance is pinned.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
Brings main in so the branch has one merge base with it (GitHub saw a
conflict through the criss-cross bases; the merge itself is clean).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Use the shared open_server path so stopped servers load settings immediately and switching servers clears stale detail state.
Co-Authored-By: Codex (GPT-6.1) <[email protected]>
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Bubble columns lift and drag mobs, items and ender pearls. I checked it against vanilla 26.3, merged main in, and it passed every harness it reaches in a union with your other PRs.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Play the sand idle and poplar leaves ambient sounds. I checked it against vanilla 26.3, merged main in, and it passed every harness it reaches in a union with your other PRs.
throw_from_eyes takes thrown_from_hand now (main): the cursor stack is
dropped with drop(carried, false).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
main added Chat Links Prompt as a setting of its own (settings.chat_links_prompt,
read by the server links screen); the option keeps that one instead of a
second, file-backed copy.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verify passed (after merging main for the rabbit-arm clippy fix). Move only: the pack.mcmeta filter regex goes from packs/pattern.rs to horizon-client-core (re-exported), cutting atlas_sources -> packs (step A). pr_ready --quick green (1352 tests). Ready to merge once parity is green.
🤖 Agent: verify passed. Move only: ChunkExtras and RolledLoot go from save.rs to chunk.rs (re-exported from save), cutting chunk -> save (step A of the cycle plan). pr_ready --quick green (1315 tests). Ready to merge once parity is green.
The bee's poison keeps main's difficulty rule (none on easy) and comes
only with a sting that hurt.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head (checked against the head by contrib-gate-20). Re-review was asked about 07:30Z with no new objection. Proven in wave 5's union run (main + 54 PRs, 332/332 selected harnesses; lan_e2e 18/18 in-frame and on the server thread). Thank you!
🤖 Agent: verify passed. A test move only: the item_render error-order check goes from model_library's test to item_render's tests, cutting model_library -> item_render (step A of the cycle plan). pr_ready --quick green (1316 tests). Ready to merge.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Draw entity outlines for the Glowing effect. I checked it against vanilla 26.3, merged main in, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
The turtle's flailing feet (#1776) were the walk animation running at its
maximum: the generic MoveControl walked the turtle at its full movement
speed (0.25), so LivingEntity.updateWalkAnimation's min(distance * 4, 1)
saturated at 1.0 and TurtleModel swung the legs at the maximum rate and
amplitude. PR #2565 gave the turtle its own pace, but its tests only pin
the forward input the control sets, not the rate of the animation the
reporter saw. This test pins the symptom: the turtle covers 0.18447
blocks a tick and its walk animation runs at 0.73789, vanilla's
min(distance * 4, 1) for that pace.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Mobs are pushed by flowing water and lava. I checked it against vanilla 26.3, merged main in, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head (checked against the head by contrib-gate-20). Re-review was asked about 07:30Z with no new objection. Proven in wave 5's union run (main + 54 PRs, 332/332 selected harnesses; lan_e2e 18/18 in-frame and on the server thread). Thank you!
🤖 Agent: Read against the vanilla 26.3 sources (Firework rockets: smooth flight and spark trail on a server) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Give the Ender Dragon its ambient sound) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Walk, follow and flee at the camel's real AI speeds) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
The rain sound stays where the PR moved it (tickRainParticles, from the
splash loop's random); main's copy in the tick is dropped. Main's Horizon
Weather gate covers the whole block, so the option still silences the rain.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The Performance preset used to turn the animated textures off, which froze
the fire, the water, the lava and the portals: players reported a fire with
no animation (#2064). The presets keep them on now, and a test keeps it
that way, so a preset that freezes the animation again fails the build
instead of the report.
Fixes#2064
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
🤖 Agent: Read against the vanilla 26.3 sources (Fire item_used_on_block for block transforms, waxing, jukebox discs and vault keys) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Lightning takes a copper golem back one oxidation step) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Use vanilla ambient sound intervals for guardians, hoglins, shulkers and allays) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (End the Absorption effect once the absorption is used up) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Count cake, cauldron, note block, bell, ender chest and jukebox statistics) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head (checked against the head by contrib-gate-20). Re-review was asked about 07:30Z with no new objection. Proven in wave 5's union run (main + 54 PRs, 332/332 selected harnesses; lan_e2e 18/18 in-frame and on the server thread). Thank you!
🤖 Agent: Read against the vanilla 26.3 sources (Frogs walk at vanilla speed (smooth swimming move control)) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Make allays drop what they carry on death and use the default pickup delay when throwing) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Let frogs take fall damage five points below the base amount) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Bees let out of a sedated hive stay out of hives for 20 seconds) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Bee stings only poison on Normal and Hard) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
Step sounds: main's emission arms (no crouch guard) read the PR's muffled
flag; MotionResources keeps both the step-sound tags and main's crystal tag.
The amethyst chime (Entity.walkingStepSound) now also follows an inside or
combination step, as vanilla plays it after playStepSound whatever block
that sounded.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Merged by Ludovic's AI agent (orchestrator). This fixes main's clippy failure: save_mob's second minecraft:rabbit arm is unreachable, and the first one already writes RabbitType and MoreCarrotTicks. Verify is green. Thanks @FusselTV for catching it first!
🤖 Agent: Read against the vanilla 26.3 sources (Let goats breed, follow wheat and be milked) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Make breeze shots follow the world difficulty and aim higher at riders) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Give a partial item pickup the random pitch of a full pickup) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Make a detector rail's comparator read the minecart on it) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Let tadpoles be fed slime balls to grow up faster) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
remote.rs keeps both the PR's entity-event particles (20, 6/7/12/13/14/18, 3)
and main's drowning event.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Read against the vanilla 26.3 sources (Let a brush take a scute off an armadillo) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Count talking to villagers under vanilla's statistic name) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Pull the third-person camera back further when riding a happy ghast) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Signs reopen their editor on right click and take dyes, ink sacs and honeycomb) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Count fall, riding and flying statistics as vanilla does) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
Item quads keep both flags: the PR's cull_back (entitySolid back-face culling)
and main's translucent (the translucent item sheet).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Read against the vanilla 26.3 sources (Fire the villager_trade advancement trigger on trades) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Step out of a minecart in vanilla's order) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Update comparators when a copper golem moves items in or out of a chest) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Furnaces: drying a wet sponge fills the bucket in the fuel slot) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Infested blocks release their silverfish when broken) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Make the fall, drowning, fire and freeze damage game rules work) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Apply suspicious stew effects when the stew is eaten) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Server players see sweep attacks, damage indicators and fishing particles) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Draw the level events the client dropped: lava and torch smoke, drips, chorus, sniffer eggs, dragon fireball burst) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Give a server player's new body its effects at once after a level change) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
Keeps both the PR's lever, repeater, dripstone, wither rose, end gateway and
lightning rod animations and main's wet sponge and suspicious sand/gravel.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
main moved the cloud's client tick into cloud_client_tick; its particles
stay always visible (addAlwaysVisibleParticle).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The merge of #2585 left two "minecraft:rabbit" arms in the same match, so
the second one is unreachable and clippy's -D warnings rejects the build
(upstream's own checks job is red on it since 0e793be2a). The first arm
already writes RabbitType and MoreCarrotTicks, so the second one is dead
code; its note about the legacy id moves to the arm that runs.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
🤖 Agent: Read against the vanilla 26.3 sources (Let a sneaking player open chest and hopper minecarts) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
The fix for #2277 landed in #2350: the server's destroy progress level
events (2019 and 2020) play the block's hit sound, so the digger and the
players around hear the same hits. Nothing checked that, though. Add a LAN
check that holds the attack on a stone block and compares the hit sounds
both sides count, and assert in the remote mining fixture that the client
plays the hit sound once, when the dig starts, and not in the loop. On the
tree before #2350 the check fails: the digger counted 20 hits against the 10
the player nearby heard.
Fixes#2277
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
🤖 Agent: Read against the vanilla 26.3 sources (Charge melee exhaustion only when the hit hurts) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
The shulker's teleport particles (event 2016, from main) take the
engine's own particle level like the other block_teleportation calls.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Read against the vanilla 26.3 sources (End crystal explosion shows its particles on the server thread) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Save the world on SIGTERM, Ctrl+C and SIGHUP) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Lingering potions leave an effect cloud) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
🤖 Agent: Read against the vanilla 26.3 sources (Show a hit-back fireball turning at once) and proven in contrib-gate-21's union of 72 kacpherek PRs: 95 parity harnesses on playhorizon and the Mac mini, clippy, 1534 tests, lan_e2e 23 checks in-frame and with --server-thread. Thanks @kacpherek!
parse_entries, parse_costs and SpawnCost read the biome JSON's
natural_mob_spawns and build biome::SpawnEntry; biome.rs reached into
mobs::spawn_selection for them, one of the edges that keep the client lib
in a single cycle. They move to biome.rs and spawn_selection re-exports
them. No behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The chunk stores them, but they were defined in save.rs, which made chunk.rs
depend on save, one of the edges that keep the client lib in a single cycle.
They move to chunk.rs and save re-exports them. No behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A dirt path's side faces skip the clear top row of their texture, but the
cutout still ran on them: mip filtering blended that row into the top edge
and dropped it. Vanilla bakes each quad's layer from the texels under its
UVs, so these quads are solid.
The level that is not in place needs both the lookup by dimension (this
branch) and the list of the parked levels (upstream).
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
#2585 and 0d496fdc8 both added a "minecraft:rabbit" arm to mob_to_nbt;
the first writes RabbitType and MoreCarrotTicks, so the second is never
reached and clippy -D warnings fails on main (unreachable_patterns).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verify passed at 42c653be0. Move only: sprite_mipmap_limit and its test go from gfx.rs to sprites.rs, cutting sprites -> gfx (step A of the cycle plan). pr_ready --quick green (1315 tests). Ready to merge once parity is green.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Draw Arabic, Persian and Hebrew text joined and right to left. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes. I merged main in (no conflicts).
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Send body armour, carpets and saddles to the single player window. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Create New World: edit the game rules before creating the world. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Draw mob variants: rabbit, parrot, axolotl, salmon size and baby models. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Save and load a mob's active effects. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Draw F3+B hitboxes for every entity. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Size players' boxes by pose, including sleeping. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
packs/pattern.rs is self-contained; atlas_sources reached into packs for it,
one of the edges that keep the client lib in a single cycle. It moves to
horizon-client-core and packs re-exports it under its old path. No
behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Freeze mobs in powder snow and shake frozen mobs and cold striders. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Draw the guardian's swimming bubbles and the bubble trail along its beam. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Follow vanilla's block outline rules: high contrast, F1 and adventure. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Send the drowning entity event (67) and draw the bubbles on clients. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Play the amethyst chime when walking on amethyst blocks. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Wet sponges drip water and suspicious sand and gravel shed dust. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Draw the smoke trail behind wither skulls and fireballs, and the wither's head smoke on a client. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Open the command block screen on a server's client and send its edits. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Show water through dropped stained glass items. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
model_library's test ended with a check of ItemRenderer::load_with_library,
which made model_library depend on item_render, one of the edges that keep
the client lib in a single cycle. The check moves to item_render's tests
with its own fixture. No behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Villagers in an ongoing raid splash for guests too (entity event 42). I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Check rain at the player's and arrow's position. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Check rain at the mob's position, not the global weather. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Save and load the difficulty through level.dat's difficulty_settings. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Use vanilla's head turn limits for some mobs and show a parrot in water as flying. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Use the Weather Radius for rain splashes and let the Weather option stop them. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Hide player arrows on a map in an item frame. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Fix turtle step timing and camel sand step sounds. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Fix the baby zombie villager, happy ghast and player hurt voice pitch. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Play the level-up sound for each level a gain crosses. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Play player step sounds while crawling under a low ceiling. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Stop End flashes lighting the scene when Hide Lightning Flashes is on. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Ease the night vision pulse with the partial tick. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Set the preset to Custom when Chunk Builder changes. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
sprites.rs called back into gfx for this one function, one of the edges that
keep the client lib's modules in a single cycle. The function and its test
move to sprites.rs; gfx calls it there. No behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: Stop vexes suffocating inside blocks. I checked it against vanilla 26.3, and it passed every harness it reaches in a union with your other PRs, plus lan_e2e in both modes.
main's jumpOutOfFluid (isFree with containsAnyLiquid and the shulker
collision) replaces this branch's is_free.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Pig, cow, chicken, frog and zombie nautilus define DATA_VARIANT_ID as
their registry's TEMPERATE, so vanilla's getNonDefaultValues leaves it
out of the add packet; server_entities caught the extra entry.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): the vex holds its item at 0.55 scale with VexModel's offset (includes @kacpherek's #2560). It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @levzzz5154!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): the #2141 regression test. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @levzzz5154!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): HDR light sources under the vignette (off by default; no HDR display here). It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @senjinthedragon!
LevelEventHandler plays 1501, 1502, 1046 and 1047 with
ClientLevel.getRandom(), not the server level's random: drawing them from
the world's random moved the level random in use_item_on's respawn
anchor cases (12 of 4000 differed).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): the shadow depth bias: shadows look the same as before on Metal and no rim flicker showed before or after (0 flipped pixels over 7 sub-pixel yaw steps). It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @sifi11!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): unbounded selectors reach the other loaded levels; includes #2559 (End crystals and the dragon) and a main merge with the score-holder and execute origin arms. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @levzzz5154!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): frogs walk at vanilla's speed. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @levzzz5154!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): the benchmark's load gate waits for its chunks. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @levzzz5154!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): the dig stop is covered in the LAN harness (lan_e2e dig_stop passes; includes #2563). It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @levzzz5154!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): a villager that loses its job site offers its new trades. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @levzzz5154!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): thrown items fly between server and client (lan_e2e thrown passes). It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @levzzz5154!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): creative potions keep their contents (includes #2561). It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @levzzz5154!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): the container press state ends with the screen (lan_e2e chest, containers pass). It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @levzzz5154!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): sprint-state regression tests. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @levzzz5154!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): items and mobs go through End portals. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @ASOwnerYT!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): Windows thread CPU time: checked and clippy-clean for x86_64-pc-windows-msvc from the Mac mini; not run on Windows. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @DanielGodriNeto!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): a client's effects are forgotten on join; the client keeps ticking effects until the server removes them, as vanilla (lan_e2e effects passes). It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @socksprox!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): foxes, rabbits, goats and horses keep their state (includes #2541). It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @FusselTV!
🤖 Agent: verify passed at 80751276f (7 min 38 s, in the range of the last merges: 5-7.5 min). Parity scope selected no harness. Test-only change: the 5 full-content-root mod_content tests are #[ignore]d, and pr_ready runs them when the diff touches what they load. Ready to merge.
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): movement, offhand swap, eat gating and farmland push (includes #2564; lan_e2e eating and helduse pass). It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @socksprox!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): Wayland window controls: launcher clippy and tests pass on macOS and the Linux build type-checks; playhorizon lacks the xcb/xkbcommon libraries to link and run it. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @Murilinho145SG!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): held-slot answer as vanilla. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @mahirsn!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): server books: page indicator and component-list pages. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @pqhaz3925!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): an occupied horse gives no inventory, feeding or ride (lan_e2e occupied_horse, riding, mounts pass). It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @rdbtCVS!
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: mods can now turn on the game's own distant terrain, and Far View is an official mod. I merged main into the branch. render.set-far-terrain is now API level 7, because main added levels 4 to 6 (world, recipes, browser) in the meantime. The horizon-mods sandbox tests (32), the far-view wasm build, and clippy with the mods feature all pass. Without the mods feature, the LOD path is unchanged.
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): release notes keep wrapped known issues. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @rdbtCVS!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): recipe book settings persist on the server. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @rdbtCVS!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): HDR marks only the sun and moon discs (off by default; no HDR display here). It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @senjinthedragon!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): HDR output builds and validates; HDR stays off by default (no HDR display here to see it). It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @senjinthedragon!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): server logging survives a closed stdout. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @rdbtCVS!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): the relight cache: light parity harnesses and the randomized equivalence test pass; the speed-up is the author's measurement (relight -70% in a microbenchmark, no FPS change), not re-measured here. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @DanielGodriNeto!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): jumpOutOfFluid needs a dry box and no collidable entity (Entity.isFree). It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @socksprox!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): shulker placement, push and look rules, with no_collision counting only canBeCollidedWith entities. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @socksprox!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): turtles walk at their own pace. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @Louistuis!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): USE_ITEM_COMPLETE finishes the use; eating on the client (lan_e2e eat_full, eating, helduse, consume-release pass). It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @Louistuis!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): the last finished ring is lit against decorated neighbours (our follow-up #2699 carries a neighbour-check fix). It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @FusselTV!
Key bindings and names, toggle keys, mouse options, controller settings,
the clipboard and window options move to their own crate, re-exported under
their old paths. Their unit tests now rebuild in about a second after an
edit instead of rebuilding the client lib's test binary.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): minecarts save HasTicked and Fire. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @FusselTV!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): farm animals and frogs keep their variant; sound variants saved. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @FusselTV!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): vanilla view scale for entity render distance. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @socksprox!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): pause menu server links. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @socksprox!
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): cushion break particles reach multiplayer players. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @ESHAYAT102!
The five mod_content tests that load the whole content root took minutes of
every `cargo test -p horizon-client --lib` on prepared data. They are now
#[ignore]d; pr_ready runs them when the diff touches what they load, and CI's
verify job runs them filtered with --ignored on its existing build.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
RAM_COOLDOWN_TICKS is a memory in vanilla (GoatAi.initMemories,
CountDownCooldownTicks), saved with the others; as a field it was
neither saved nor seen by finalize_spawn, which failed on every goat.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
render.set-far-terrain moves to API level 7: main added levels 4 to 6
(world, recipes, browser) since this branch started.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The fox, panda, frog, axolotl and copper golem have arms for their other
entries in other PRs (#2538, #2551, #2539, #2533): mob_variant_meta keeps the
variants out of mob_meta's match, so neither arm is unreachable.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
#2239 adds the same LocalDifficulty field as `id`; with the same lines
here the two branches merge without a conflict.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
MinecartTNT.tick calls explode(getDeltaMovement().horizontalDistanceSqr())
when the fuse runs out; the vertical-speed branch has no vanilla source.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`VexModel.translateToHand` draws the held item at 0.55 scale, so the
vex's sword is the tiny one vanilla shows. The test checks the scale of
the item's transform; it fails without the cull-scale (it was 1).
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
#2533 gives the axolotl an arm for DATA_PLAYING_DEAD: a second axolotl pattern
here would be unreachable, so the variant goes before the match.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
InfestedMobEffect.onMobHurt, WeavingMobEffect.spawnCobwebsRandomlyAround
and WindChargedMobEffect.onMobRemoved all use mob.getRandom(): a mob's
own random, the world's for the player as before.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Main's ProjectileKind::Trident (a mob's trident) is the trident's 0.5 box with
its 0.13 eye height, as the player's tridents below.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The Infested event stays immediate (onMobHurt runs in hurtServer); the
other events a hit raises are left in the outbox for the end of the
tick, as on main.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A blast's attacker is the projectile's owner, else main's exploding mob
(getIndirectSourceEntity); both CombatTracker fields kept.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
#2492 takes overlay code 32 for translucent item quads (33 with glint): the
energy swirl moves to 34 and is the fifth of eight entity materials.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The guest's health goes through the same totem path as the host's
(applied on the next tick_totem), so the kill check skips a fired totem
for both.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Keeps this branch's add_effect (infinite durations, isShorterDurationThan)
over main's similar fix, and main's hidden_effects cleanup with infinite
effects kept.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Both change Animate::Falling: suspicious sand and gravel take the new flag
false (BrushableBlock.animateTick drops dust only; the desert sound is
SandBlock's).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Splashes carry both the potion's age (for the distance) and main's
thrower (for the indirectMagic source).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Those PRs sync the fox's DATA_TYPE_ID with its flags and the panda's genes with
its counters and flags; the same arms here would be unreachable once both land.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Keeps the hooked trigger with main's item-entity damage (3) and main's
fish_caught per #fishes catch.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Keeps this branch's ShedScute event and main's GiftLoot (with its mob
and the turtle's mob_drops check).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Entity.applyEffectsFromBlocks plays playEntityOnFireExtinguishedSound for any
player whose fire the rain puts out: a LAN guest or the server thread's player
(the default single player) heard nothing before.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
HangingSignBlockEntity.getSignInteractionFailedSoundEvent is
block.hanging_sign.waxed_interact_fail, not the standing sign's.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified against vanilla 26.3 (mining hit sounds now come from the level events, once per hit as MultiPlayerGameMode/LevelRenderer do). I merged main into the branch (one conflict in level_particles.rs, both functions kept). Tested on a tree of main + this PR + #2279: the 33 harnesses its files reach passed, and two real games over LAN (host in-frame and on its server thread) heard 5-7 stone hits per block, with digging, cracks, instant digging, death-while-mining, respawn and hurt checks passing. Thanks @kacpherek!
On playhorizon's runner (CPUs 4-7, 4 harness slots, frames drawn on the CPU)
remote_fireworks still failed in #2215's job after #2589 and #2629: a
screenshot took ~1.5 s (58 ticks for two) beside three other harnesses. The
harnesses in parity_hosts.json's new solo list run alone there, after the
others; bigger machines are unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`VexModel.translateToHand` draws the held item at 0.55 scale with the
vex's own offset, so the vex's sword is the tiny one vanilla shows.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
Keeps main's ExplosionSource event and charged_exploders, and this
branch's Species on Explode and hive_emptying_blast.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Main added a mob's hidden_effects (effects given with hideParticles): a saved
mob effect now writes show_particles and show_icon false for them and reads
show_particles back (MobEffectInstance.Details.CODEC), so a reload keeps them
hidden.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
indicateDamage now uses main's knockback direction, which is zero when
the hit has no source position (as in dealDefaultKnockback).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Keeps both sets of level-event sounds: this branch's chorus flower and
dripstone-into-cauldron, and main's zombie door and potion splashes.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Keeps both entity-event handlers in remote.rs: this branch's events 20,
6/7/12/13/14/18 and 3, and main's honey slide (53).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The strider's DATA_SUFFOCATING sync is left to #2526, which sends and reads
index 19 already (lan.rs mob_freeze_meta, remote.rs), so both don't send it twice.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified against vanilla 26.3: LivingEntity.baseTick counts hurtTime down for a dead or riding player too, so the hurt tilt no longer restarts every frame and shakes the camera on the server-thread path. Tested on a tree of main + #2350 + this PR: the 33 harnesses its files reach passed, and the LAN hurt, death-while-mining and respawn checks passed with the host in-frame and on its server thread. Thanks @kacpherek!
Resolves potions.rs against main's thrower tracking: splashes keep
their indirectMagic source, and a lingering cloud keeps the thrower too
(AreaEffectCloud.getOwner), so its instant damage names them, else the
cloud.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Horizon only kept a chiseled bookshelf's saved data, so using it did
nothing. It is now a block entity with six slots and lastInteractedSlot:
- ChiseledBookShelfBlock.useItemOn / useWithoutItem: the slot comes from
the hit position on the front face (getHitSlot, 3x2). A #bookshelf_books
item goes into an empty slot (one book, the insert sounds, the used
statistic), a book comes out to the inventory or the ground, with the
pickup sounds. The slot_N_occupied states follow
(ChiseledBookShelfBlockEntity.updateState) and reach a server's clients
with the block update; the client's prediction ends the click the same way.
- Hoppers and droppers use its container: books only, one to a slot, and the
occupied state and last slot follow what they moved.
- The comparator reads lastInteractedSlot from the block entity.
block_entity_nbt moved into horizon-client-core (crate split): save.rs
reads gateway_exit across the crate boundary, so it is public. The
generated block entities now load through decode_block_entity, which
reads the gateway's exit with this PR's decode_end_gateway.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A client of a server only draws what the server sends. Send and read the
synched data for sleeping villagers (pose and bed), horses grazing and
rearing, invisible mobs, a carried enderman block, swimming drowned, zombie
villager cures, the villager head shake, zombie drowning conversion,
hoglin and piglin conversion, charged blazes, turtle eggs, baby zoglins and
the wither's side head targets.
A wither's side heads also need a line of sight to shoot, as in vanilla.
Level.noCollision(shulker, box) keeps the entities whose
canBeCollidedWith is true for the shulker: living shulkers and adult
happy ghasts (boats and minecarts too, outside the mob world). Players
and other mobs never stop a shulker from opening or landing.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The health layer spends the last of the player's health and raises the dead
flag, so Game::tick can show the death screen.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
MobEffectInstance's show_icon defaults to show_particles: an effect given with
hidden particles hides its icon too, and keeps doing so after a reload.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Fox extends Animal, and AgeableMob has two entries in 26.3 (DATA_BABY_ID 16,
AGE_LOCKED 17): DATA_TYPE_ID is 18 and DATA_FLAGS_ID 19. An int at 17 is the
wrong type for AGE_LOCKED's boolean on a vanilla client.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
AgeableMob has two entries in 26.3 (DATA_BABY_ID 16, AGE_LOCKED 17), so
Strider's DATA_BOOST_TIME is 18 and DATA_SUFFOCATING 19. A boolean at 18 is
the wrong type for that slot on a vanilla client.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A server player who rode a horse, a boat or a minecart into a Nether
portal arrived in the other dimension on foot: the vehicle went through
the portal on its own (as an entity, with a new entity id) while the
player travelled alone, and the ride was broken. Vanilla carries the
passengers with the vehicle (`Entity.teleportCrossDimension` recreates
the vehicle in the other dimension and the passengers ride it again),
and a passenger does not use a portal on its own (`Entity.canUsePortal`,
`NetherPortalBlock.entityInside`). The vehicle a server player rides
now travels with it: it is left out of the entity portal path, and it
moves to the destination level with the player when the trip arrives,
keeping its entity id (and its UUID and the compound it was loaded
with), so the ride is never broken. It stands where its rider arrives
and does not go back through the exit portal for a while
(`Entity.setPortalCooldown`).
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
LightmapRenderStateExtractor adds a third of the flash's intensity to the sky
factor while the boss overlay creates world fog (the dragon fight).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
acting_uuid() falls back to [0, 0, 0, 0] while level.player_uuid is unset (a new
world before its first save); the owner saved then never matches the UUID the
world gets, so the player could no longer command the pet after a reload.
acting_player_uuid() assigns the world's player UUID first, as dropped items do.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
AbstractSignEditScreen.setMessage writes messages[line] and the sign;
removed() sends messages. The editor keeps its lines up to date, so a
sign removed while it is open still gets the player's text (review by
rdbt's agent).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
AbstractHorse.mobInteract (and Horse/ZombieHorse/AbstractChestedHorse)
hand an isVehicle horse to Mob.mobInteract before the inventory, the
feeding and the ride, so the passenger check goes before all three.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
EntityGetter.getEntityCollisions keeps the entities that canBeCollidedWith
the mob: among mobs that is a living shulker, not every mob nearby.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
26.3's client LivingEntity.tickEffects only runs tickClient on each effect;
the server's ClientboundRemoveMobEffectPacket removes one. The join reset
stays. The AGENTS.md wording is the maintainer's to change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Clippy's needless_borrow: the registry is already a reference, so the
extra & is dereferenced right away.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
Both pull requests reshape Game::select in game/commands.rs, so the
cross-level branch now carries the End crystal and dragon candidates as
well: the crystals and the dragon are listed by level_candidates, and
level_holds knows them, so an unbounded selector finds them in the level
that holds them.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
`decode_one` cropped an animated block or item strip as `h > w -> w x w`,
ignoring the mcmeta's `animation.width`/`height`: a pack texture that
names its frame dimensions, or lays its frames along a row, packed the
whole image as "frame 0" and was then drawn as a square frame over a
rect sized for the image. The first frame now comes from
`AnimationMetadataSection.frameSize`, resampled to its longer side the
way the world's sprite arrays keep a frame square, and the sprite's GUI
size is that square too.
The atlas also gains the regression test the review asked for: a
synthetic two-frame block strip whose mcmeta starts on the second frame
registers in `sprite_animations`, and the atlas holds that frame at the
sprite's rect; a row strip with explicit frame dimensions packs only its
left frame.
Co-Authored-By: ZCode <[email protected]>
The second part of the launcher's translation: Home's banner, rows, crash notice and
Join a friend, the instance row and its actions, the sidebar's headings and instance
states, the partner label, play times and "last played" dates, and the resources line.
Play's label clears its icon in wider languages.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Checked against the decompiled 26.3 sources: EndPortalBlock's transition
out of the End is Relative.ROTATION plus the respawn data's yaw and pitch,
so a mob or item turns by the world spawn's angles instead of keeping its
own. Into the End it faces west and keeps its pitch, and calculateAbsolute
clamps the pitch to +-90 either way.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Settings > Launcher picks an accent (violet by default, blue, teal, green, amber, red, pink)
and the player's own picture behind Home. An accent turns the violet tokens to its hue and
adjusts their lightness until text on the Play button and the accent on every background read
as well as the violet's. The picture is checked, copied under a name of its hash and shown
cropped under the banner's veils. CLI: settings accent NAME, settings background PATH|default.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The lift's threshold read the frame, which the vignette darkens toward
the screen's edges, so a jack o'lantern lit up fully in the middle of
the screen and only at its eyes and mouth further out. Read it from the
world copy instead; the gain still applies to the frame, so the vignette
darkens highlights as before.
Telling the vignetted world from UI also failed on pixels with a channel
at 0 (a pumpkin's stem): each channel's ratio was compared to their
mean, and a 0 channel's ratio is 0. Hold the channels to one factor, the
ratio of their sums, allowing a step of 8-bit rounding.
Part of #1441.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A string table per language (launcher/lang/<code>.json, English text to its translation)
and tr()/trf() in i18n.rs. The window follows the system's language unless Settings >
Launcher > Language picks one; a missing string shows in English. This first part
translates the top bar, the account switch and the Settings page's account, update and
launcher rows; buttons, segments, section titles and page headers translate through their
widgets. CLI: settings language system|en|fr|ru.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Settings > Account's Skin... shows the front of an offline name's skin and cape, takes a
skin PNG (64x64 or 64x32) and a cape PNG (64x32 or 22x17), and picks classic or slim arms.
The launcher keeps copies in skins/ and gives the game HORIZON_OFFLINE_SKIN,
HORIZON_OFFLINE_SKIN_MODEL and HORIZON_OFFLINE_CAPE when that name plays. CLI and MCP:
account skin.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The non-player portal path only knew Nether portals, so a cow or a dropped
item standing in an end_portal block never travelled (#1515). It now also
finds End portal blocks (EndPortalBlock.entityInside, its 6/16..12/16
entity-inside shape met along the move), and an entity through one waits as
an arrival with a fixed destination (getPortalDestination): the End's spawn
point above a rebuilt obsidian platform, facing west, or out of the End the
top of the Overworld's shared spawn column. Motion and pitch are kept, the
portal cooldown applies, and saved arrivals keep their End plans.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The top bar's account chip opens a menu of every Microsoft account, the
offline names the player keeps and the game's own name; picking one plays
as it. Settings > Account adds and forgets offline names, which reach the
game as --name. CLI and MCP: account offline [NAME], account select
(accounts or offline names), account forget-offline. Share log strips the
offline names too.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The Launch panel shows, per instance, a switch for each one this computer
has: GameMode when gamemoderun is on the PATH, MangoHud when mangohud is,
and the dedicated graphics card with two cards (DRI_PRIME, or NVIDIA's
render offload variables with its driver). They wrap the game like the
wrapper does, outermost first, and do nothing where the tool is gone.
CLI and MCP: instance launch --gamemode/--mangohud/--dedicated-gpu.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
entity_nbt keeps the name_text re-export (main's body is the same as
horizon-client-core's) and takes main's new spawn_bonus. Main's edits to
blocks, bundle, enchant, item_data and items land in horizon-items.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Home's Instance row gets Launch...: a shell command run in the instance's
folder before the game (which starts only if it succeeds), a wrapper the
game runs through, and environment variables, kept in instances.json.
The game stays one process: /bin/sh runs the command and execs the
wrapper and game through "$@" on Unix, cmd /C on Windows. The window's
Play and `play` both use them. CLI and MCP: instance launch (confirm
needed over MCP). The Instance row's actions move under its name, and
editing an instance that shares its name with an import works again.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Home's Instance row gets Shortcut / Remove shortcut, and the CLI and MCP
instance shortcut [instance] [--remove]. The shortcut runs
horizon-launcher play --instance <id>: a .desktop file on Linux (and in
the applications menu), a script app with Horizon's icon on macOS, and a
Shell Link written from Microsoft's published MS-SHLLINK layout on
Windows. HORIZON_LAUNCHER_DESKTOP points it at a scratch folder.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Settings > While playing: Stay (the default), Minimise, or Hide (macOS).
The window goes away when the game starts and comes back to the front
when it closes, with the run's play time, errors and log. CLI and MCP:
settings while-playing stay|minimize|hide.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Home's Console shows the game's output of this run as it comes, with a
search, Follow, Copy and Open logs folder. Share log uploads it to mclo.gs
only after the player confirms, with the home folder, user name and
account names taken out first, and can delete the paste again. CLI:
share-log and unshare-log (MCP tools, the second needs confirm).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The shadow quads lie exactly on block tops like vanilla's, but terrain
and shadows are separate draws: their fp32 depth interpolations disagree
by a few dozen ulps of the fragment depth, and at a constant bias of
16 ulps the rim re-rolled the fight with the block top as the camera
drifted a subpixel - the visible speckle. Subpixel yaw glides at three
camera pitches (70, 45, 20 down) measured ~88/~60/~26 strong flip
pixels a frame with the shadow, all on the rim, none without it.
A constant bias of 128 ulps covers the spread at any resolution while
staying far below what the 0.001 a model's feet sit higher amounts to,
so shadows never bleed onto the feet.
Co-Authored-By: GLM 5.3-Flash <[email protected]>
A chunk was lit only once all eight neighbours were finished, so the
outermost finished ring of a loaded area (a /forceload square, a /pregen
band's edge, a player's last ring) stayed unlit: saved as FULL with no
light at all, and with no generation animals, which wait for light.
Vanilla's LIGHT step needs its neighbours only at INITIALIZE_LIGHT
(ChunkPyramid), so its last FULL ring is lit against decorated chunks.
A light job now reads a neighbour that will not finish (past the area)
from its decorated proto chunk (ChunkGenerator::light_view). A chunk
saved unlit is saved again once lit, and one whose light changes when a
neighbour finishes later is saved again. `execute if loaded` needs the
chunk lit, as vanilla's needs it ENTITY_TICKING.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- A remote client no longer tramples farmland or turtle eggs locally:
BlockLandingWorld.is_server_level/is_client_side now reflect the
player's client_side flag, as vanilla's fallOn gates trampling and
entity events on `level instanceof ServerLevel`. The server's block
change and teleport drive the change, so a player no longer ends up
inside the grown block (phasing through when farmland turns to dirt).
- key.swapOffhand, key.drop and a mount's inventory key on a server now
wait for the tick's input phase instead of sending a packet straight
from the window event, like the click queue: no action packet leaks
between CLIENT_TICK_END and a later pong.
- remote_use_item treats a refused consume like vanilla's
InteractionResult.FAIL: a full player who right-clicks food no longer
starts a use the server will refuse (the eat/noslow desync), the off
hand gets its turn, and no use cooldown starts.
- The host's "moved too quickly" check subtracts the guest's
server-simulated velocity like vanilla's expectedDist term, so a
fast legitimate arrival (e.g. landing with elytra) isn't flagged.
Co-Authored-By: Devin <[email protected]>
thread_cpu() returned None on Windows. Implement it from thread cycle counts,
inside horizon-threads so horizon-client keeps forbid(unsafe_code).
Co-Authored-By: Claude <[email protected]>
Entity.isFree is noCollision(this, box) && !containsAnyLiquid(box); the
check only looked at block collisions, so a mob pressed against a wall by
water flow hopped out where vanilla refuses, and it ignored other
collidable entities entirely.
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
Relight now runs over a Region that clones each touched section's Arc once,
copies its light on first write and writes back only sections whose light
changed. The increase loop reads state and light in one lookup. Output is
identical; a randomized border test checks it against a full relight.
Co-Authored-By: Claude <[email protected]>
A rejoining player kept the previous session's effect list, so the HUD
could show effects the server no longer had (nothing applied in combat,
no icon was earned). Vanilla's new LocalPlayer starts empty and gets its
effects from UpdateMobEffect; match that, and let the client-side tick
drop effects whose duration ran out, as its removeIf does.
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
Pages kept as components for their click events wrote a plain text page as
{text:"p"}; vanilla's codec writes a component with no style or siblings
as its string (the hotbar harness).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A shulker used to check only that its cell was air and the support
block had a full collision box. canStayAt now mirrors vanilla: a moving
piston in the shell's own cell does not force a teleport, the support's
face toward the shell must be sturdy, and the fully opened shell's box
must be clear of blocks and entities. teleportSomewhere likewise checks
the target cell with noCollision and refuses faces tagged
minecraft:shulker_does_not_teleport_to, emits level event 2016 (whose
particles now render), and forces a position sync.
The shell easing toward its peek now pushes collidable entities out of
the swept box (onPeekAmountChange / MoverType.SHULKER) through a new
MobEvent::Shift, so standing on a shulker lifts you instead of wedging
you inside the lid.
ShulkerLookControl is ported too: the head yaw is computed in the
attach face's plane (new LookKind::Shulker and look_yaw) instead of the
generic world-yaw, and hurtByTarget now ignores damage from other
shulkers as toIgnoreDamage does.
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
The "names its own person" rule was ambiguous about which identity an
agent should attribute a post to; handles are the public identity.
Co-Authored-By: Devin (SWE-2 High) <158243242+devin-ai-integration[bot]@users.noreply.github.com>
streaming.radius reverts to the client setting in apply_settings, so
an options change on a server with a lower view distance raised every
entity's render range past vanilla's. min(render_distance,
remote.view_distance) is Options.getEffectiveRenderDistance.
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
A piston pushing a slime block moves the body in front of it and bounces
it: the block's swept collision shape pushes the body out of the way, and
the slime block sets the body's velocity along the push axis
(`PistonMovingBlockEntity.moveCollidedEntities`, the `causeBounce` branch).
The new `piston-slime` LAN case checks both for the host and the guest, with
a plain block as the control: a plain block only pushes the body 0.81
blocks, the slime block pushes and bounces it 2.5.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
Vanilla's frog uses a SmoothSwimmingMoveControl(85, 10, 0.02, 0.1, true), so
a walking frog covers 0.1 blocks a tick (its movement speed attribute is 1.0
and the controller's outside-water speed is 0.1). Horizon gave every generic
animal the plain ground controller, which drives the mob at the attribute
itself: a frog walked ten times too fast, jittered, teleported and flew
(#2213).
The regression test fails without the change.
The pot in the hand and dropped on the ground is drawn by the same
`DecoratedPotRenderer` model, through the item path, so its quads carry
the cull as well. The test fails without it.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
`Game::select` gathered its candidates from the level in place only, so
`@e[tag=...]` never found an entity in another dimension the server
still holds: vanilla's `EntitySelector` searches every loaded level
unless the selector carries a spatial constraint.
The selector now searches each loaded level in turn, and the commands
that act on the entity it found (`/data get entity`, `/kill`, `/tp`)
act on it in the level that holds it. The experience orbs and the
projectiles are named by their entity id, like the other entities, so
the entity a command acts on is the one the selector found.
Fixes#1524
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
`DecoratedPotRenderer` submits every part with `RenderTypes.entitySolid`,
whose pipeline culls back faces. The pot's `top` and `bottom` are flat
boxes, so without that cull both sides of each plane are drawn and they
z-fight: the pot renders wrong (kacpherek's #2099 draws the cull).
The test renders a plain pot and checks that all of vanilla's 28 submitted
quads are kept and that every one of them is marked for the cull, so the
behaviour cannot silently regress. It fails without the cull.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
A block the client breaks at once (a creative break, a dead bush) sends no STOP or ABORT, so the server has to forget the dig itself. Without it the server keeps mining the emptied cell: the block put back there is destroyed again (#1340) and the mining sound keeps playing at it (#1908, the cell's sound group is stone).
The new dig_stop check breaks a stone block in creative and a dead bush in survival for the host and the guest, then puts the block back and waits: it must stay, and no mining sound may play.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
HORIZON_E2E_HEADLESS launches the games with --offscreen --no-pause, so the suite runs on a machine with no focused window: without it the games pause on the focus loss and wait_ready never completes. macOS keeps its offscreen launch.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
The benchmark's readiness rule waits for the resident chunk count to reach
the view's target before "steady" means loaded, so a scene that starts with
an empty view (the integrated server has not sent its first chunk yet) is
measured after the world is really there. The rule had no test, so a change
could silently drop it. This adds one: a fake control that keeps the counts
steady and the queue empty for a second and a half, and only then lets the
chunks arrive, must not end the wait before they do. Without the gate the
wait ends after the quiet second and the test fails.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
finalizeSpawn picks a fox's type (red or snow), a rabbit's type, a goat's
screaming flag and horns and a horse's max health, but the save and the
load did not keep them: a snow fox came back red, every rabbit brown, a
goat that had lost a horn grew it back, and a new horse was saved with
the type's health (53) above the max health it rolled.
- Fox, Rabbit and Goat.addAdditionalSaveData: Type, RabbitType,
IsScreamingGoat, HasLeftHorn and HasRightHorn are saved from the model
and read back (an unknown rabbit type is brown, horns default to
present, as vanilla reads them).
- The fields Horizon does not model (a fox's Trusted, Sleeping, Sitting,
Crouching, a rabbit's MoreCarrotTicks, a horse's EatingHaystack and
Bred) keep a loaded value or get vanilla's default.
- A loaded horse or llama gets its health clamped to its max health, as
LivingEntity.setHealth does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The decorated pot's model parts are submitted with RenderTypes.entitySolid,
whose pipeline culls back faces; the pot's top and bottom planes are flat
boxes, so without the cull both sides of each plane are drawn and they
z-fight. This keeps all of vanilla's 28 submitted quads and culls the back
faces, like entitySolid does.
The reported sequence in #1639: a villager works at a bench, the bench is
destroyed and it takes another bench's job, and then it does not open a
trading menu.
`Villager.setVillagerData` drops the offers (`offers = null`) when the
profession changes, so the next `AbstractVillager.getOffers` rolls the new
profession's trade set. The brain reaches that through `set_profession`,
which now also marks the offers as not made (#2009); this test covers the
whole reported sequence, from the lost job site to the new profession's
trades, so a villager that keeps the old profession's offers marked as made
cannot pass it.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
`move_pushed` resolved the pushed movement with `SceneCollisions`, which
supplies no world-border collision, so a piston next to the border could push
a player through it even though ordinary movement stops at the border.
`Entity.move` collects the border's walls in
`collectCollidersIgnoringWorldBorder` whenever
`WorldBorder.isInsideCloseToBorder` holds, and `CollisionGetter.borderCollision`
adds `WorldBorder.getCollisionShape` to them. The push now resolves through
`EntityCollisions::with_border`, which applies that same rule to the pushed
body's own x and z, so a body pushed into the border's wall stops there.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
Arrows now ask whether it rains at their spot (biome precipitation and
blocks above, Level.isRainingAt) instead of just the sky light, and a
Riptide trident needs rain at the player's position. Rain also puts out
a burning player (Entity.baseTick), in the window and for guests on the
server thread.
Water sensitive mobs, endermen, dolphins, wolves, sun burn and the happy
ghast's healing now ask the rain at their own spot (Entity.isInRain,
Level.precipitationAt) instead of the world raining flag. Rain also puts
out a burning mob, and striders are hurt by water and rain.
A server's client ticks a projectile itself between the entity tracker's
updates, as vanilla's Entity no-op interpolation handler does; before #2086 it
only eased towards the server's position, so a thrown egg, ender pearl or wind
charge hung in the air for half a second. The client tick is now a named
function with unit tests for that flight, and the parity harness keeps the
reproduction the issue asked for: a connected client throws each of them and
samples their position twice as often as the tracker's interval. The LAN
harness can also run headless now (HORIZON_E2E_HEADLESS), so the games render
offscreen and never pause on the focus loss on a machine with no focused
window.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
#1832 reported that a potion taken from the creative inventory and put in
the hotbar turned into the uncraftable potion. The hand-over keeps the
stack as it is on `main` (#1796 and #1874), so this adds the test that
keeps it that way: the item tab's stack is the real one, the creative
screen hands it over unchanged, and the hotbar slot holds the brew.
Fixes#1832
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
AbstractContainerScreen keeps `isQuickCrafting` and the drag it belongs to
on the screen, so every screen starts with its own state. Horizon keeps
both on `Game`, and #2052 only dropped them when the pointer was grabbed
again, so a press whose release never arrived (the pointer left the
window) kept the drag running on the next screen: `Clicks::press` answers
`None` for every later press, so the Shift quick move and the clicks on
the inventory went dead.
The press state now goes with the pointer: `Game::capture` drops it
whichever way the pointer changes hands (a screen opens or closes, the
window loses focus), and `Clicks::cancel_drag` names the drop.
Fixes#1737
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
On a server client (single player's server thread, LAN guests, dedicated
servers) the window ended a consumable's use on its own timer and never ate
the food: its FoodData waited for the server's next ClientboundSetHealth.
With the button still held, the next startUseItem found the food bar below
20 and began another bite, so the eating animation went on after the bar
was full (#2471).
Vanilla's client never completes a use by itself: LivingEntity.updateUsingItem
completes it only on the server, and ServerPlayer.completeUsingItem first
sends the player entity event 9 (USE_ITEM_COMPLETE). Player.handleEntityEvent(9)
then runs completeUsingItem on the client, where Consumable.onConsume calls
the FoodProperties listener on both sides: the client's FoodData eats at once.
- The server sends event 9 to the acting guest when a consumable, a potion or
a spyglass use completes. Like the guest's packets, the events are queued
during their turn (kept across nested turns) and sent with their entity id.
- The client keeps using until that event, then shows the last crumbs, eats
the food (the next ClientboundSetHealth replaces it) and starts the item's
use_cooldown, which ItemStack.use only starts at once for an item with no
use time.
- What vanilla's client checks so that a use can't outlive the server's:
MultiPlayerGameMode.useItem passes on an item cooling down (chorus fruit
held through its cooldown), LivingEntity.updatingUsingItem stops when the
hand no longer holds the item the use began with (ItemStack.isSameItem),
a respawn is a new player with no use, and Consumable.startConsuming
starts none for a consumable with no use time.
- ItemCooldowns tick where Player.tick ticks them: after LivingEntity.tick's
use on the server and after Minecraft.handleKeybinds on the client. Both
sides ticked them first, so a guest's entry ended a tick later on the
server than on their client, whose held retry was refused and never ended.
lan_e2e's new eat_full check eats melon slices up to a full bar with the
button still held: before, a new bite had started (use ticks 26, 2, 9, 15);
now nothing is in use. Held on two chorus fruits, both are eaten across the
cooldown. consume-release holds its completed use a little longer, as the
use now ends with the server's event.
Fixes#2471
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Horizon's command targets enumerated the ordinary entity collections
only, so `@e[type=end_crystal]` and `@e[type=ender_dragon]` matched
nothing: the End crystals and the dragon live in their own lists, and
neither carried an entity id a command could name.
The crystals and the dragon now take an id from the entity counter when
they are created, as EndCrystal's and EnderDragon's constructors do; the
selector offers them as candidates; `/data get entity` reads them and
`/kill` removes them the way `Entity.kill` does. `/summon
minecraft:end_crystal` creates one, as vanilla does.
Fixes#1531
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
Turtles used the default MoveControl, which sets the speed straight to
speedModifier * movement speed (0.25 on a stroll). Vanilla gives them
TurtleMoveControl: updateSpeed halves the speed every tick on land (never
below 0.06), and in water lifts the turtle 0.005 and cuts the speed away
from home (0.08) or as a baby (0.06); tick then eases the speed an eighth
of the way to the wanted one, faces the wanted point with the body, lifts
towards it and never jumps. On land that settles at 0.08375, so a
strolling turtle covered about nine times the ground per tick that
vanilla's does (the input is speed squared). TurtleModel swings the legs
by 8 * walkSpeed at walkPos * 5, so the walk animation fed by that motion
spun the feet erratically.
This only fixes the move control. Swimming still differs from vanilla:
Turtle.travelInWater (moveRelative(0.1F), 0.9 drag, sinking 0.005 without
a target unless heading home within 20 blocks of it), TurtlePathNavigation
and the turtle goal set are not ported yet; turtles keep the generic
fluid travel and goals for now.
Vanilla: Turtle$TurtleMoveControl.tick / updateSpeed, Turtle.<init>,
TurtleModel.setupAnim, LivingEntity.updateWalkAnimation.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A mob's effects were never written to its NBT and never read back, so
they were gone after a reload. LivingEntity.addAdditionalSaveData and
readAdditionalSaveData store them as active_effects.
A player's effect saved show_particles as always on and read it back
from show_icon, so an effect given with hideParticles came back with
particles.
Sprint is a state, not a held key: LocalPlayer.aiStep starts it with the
sprint key and stops it only on a vanilla stop condition, so releasing the
key keeps it while forward is held. The server-side overwrite that rewrote
the flag from the held keys is gone, so the underwater swim, the sprint
jump and the flight speed follow the state on main. This adds the
end-to-end regression tests that were missing for those three paths: the
swim speed with the key released, the jump impulse with the key released,
and the flight speed that follows the sprint state and not the sprint key.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
A panda now has vanilla's states: it sits to eat bamboo or cake it picks up or is
given, a lazy one lies on its back, a playful one or a cub rolls over, a cub
sneezes, and a panda that is fed with no bamboo around sulks. A worried panda
sits and shivers in a thunderstorm. The genes show in its coat, pass to its
young, and are saved. The flags, counters and genes go to clients as entity
data, and the model, the item in its mouth, the crumbs and the sneeze are drawn
from them, in game and in a LAN guest's window.
The body slot (horse armour, llama carpet, harness, nautilus armour) was sent as the head slot and the client ignored slots 6 and 7. Send the body item as slot 6 and apply slots 6 and 7 to the fields the renderer reads.
ArmorStandRenderer draws worn armour through the same
HumanoidArmorLayer as a living entity, so its pieces should use the
armour glint when ItemStack.hasFoil() is true. The stand's equipment
loop now checks the stack's enchantment_glint_override component, then
the item's default override, then its enchantments component (vanilla's
Item.isFoil), and draws both the armour and its trim layer with overlay
13. The existing ARMOR_GLINT path supplies the model UV and samples
enchanted_glint_armor through ARMOR_ENTITY_GLINT_TEXTURING.
Co-Authored-By: ZCode <[email protected]>
RabbitRenderer, ParrotRenderer, AxolotlRenderer and SalmonRenderer pick
their texture or model from the variant the mob already carries, and the
baby models and textures of the other AgeableMobRenderer species are used.
A baby zombie villager uses its own texture.
The window's mobs are built only from SetEntityData, but mob_meta sent
only some species' data and remote_mob_data decoded even less. Send and
read the colour, type and state entries that the renderers draw from.
Glowing entities are drawn as team-coloured silhouettes into an outline
target with no depth test, then vanilla's entity_outline chain (sobel,
box blur across and up) is blended over the frame after the hand.
Mobs, players, item entities and projectiles get outlines. The server
sends shared flag 6 for mobs and items, and the remote client reads it.
The fox flags were only ever set for sleeping. Add the goals that drive
the rest of Fox.DATA_FLAGS_ID and show them on the client:
- StalkPreyGoal, FoxPounceGoal, FaceplantGoal: creep up on a chicken or
rabbit, crouch, leap with the flight tilt and bite, or end up with the
nose in snow (with its block crumbs).
- SeekShelterGoal and PerchAndSearchGoal.
- The fox's own conditions on the shared goals (melee, look at player) and
clearStates on float, breed and follow parent; FoxMoveControl and
FoxLookControl waits.
- The head tilt and crouch amount ease on the client from the synched
flags, and the model, body tilt and sleeping, snow and baby textures
follow them.
Builds on the warden, sniffer, breeze, camel and shulker sync. Each of these mobs
now sends its synched data and entity events, and the client runs the animation
steps vanilla runs on the client.
Enchanted worn armour lost its animation: mobs/render.rs gave every
armour vertex [0, 0] for glint_uv, while the entity shader samples the
glint at that coordinate for overlay 7, so the armour showed a single
texel instead of the scrolling pattern.
Armour layers now carry overlay 13 (ARMOR_GLINT) and the layer's model
UV. entity.wgsl applies ARMOR_ENTITY_GLINT_TEXTURING (scale 0.16) and
samples misc/enchanted_glint_armor through the same repeating, linear
GlintSampler as items, matching ARMOR_CUTOUT_NO_CULL_GLINT. The scroll
clock (millis * glintSpeed * 8 modulo the offsets' common period) rides
in globals.time.w, so armour and items move together.
Addresses the review comment on #2296.
Co-Authored-By: ZCode <[email protected]>
A client of a server (single player's window included) never got the
animation state these mobs compute on the server: no pose, no sniffer
state, no shulker peek or wall face, no camel sit or dash, no warden
tendril, attack or sonic boom events.
Send Entity.DATA_POSE and the species' synched data from mob_meta,
broadcast the warden's entity events 4, 61 and 62, read both in the
remote mob code, and run the client animation steps in
mobs::sync::client_tick.
Wet sponges now drip water from their sides and bottom like
WetSpongeBlock.animateTick, and suspicious sand and gravel now shed
falling dust in their map colour when nothing is below them.
The last 10 seconds of Night Vision pulse in brightness. Vanilla reads the pulse at (duration - partial tick), so it eases between ticks. Horizon used the whole tick count, so the brightness stepped once per tick.
Splashes always used a radius of 10 blocks; vanilla uses the Weather Radius
option. The Horizon Weather toggle now also stops the splashes and the rain
sound, not only the falling rain.
The Particles option only changed two effects. Follow ClientLevel.doAddParticle
and calculateParticleLevel in the one add path: Decreased drops a third, Minimal
drops all but the always-visible and limiter-overriding particles. Explosion
block debris is thrown only on All, and rain splashes halve on Decreased and
stop on Minimal.
AbstractMinecart saves Entity.firstTick as HasTicked, and a cart's fire
stays 0: Entity.move sets it to -getFireImmuneTicks(), which is 0 for
everything but players. A mineshaft's chest minecart was saved without
HasTicked and with Fire -1; vanilla's generated chunk saves it with
HasTicked 1 and Fire 0, and a cart that has ticked with HasTicked 0 and
Fire 0.
The mineshaft writes both as the proto chunk saves a new cart, and a
cart keeps first_tick from its save until its first tick.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
finalizeSpawn picks the variant of a pig, cow, chicken or frog and the
sound variant of a pig, cow, chicken, cat or wolf, but the save wrote
neither for these: pigs, cows, chickens and frogs came back temperate
after a reload, and every cat and wolf was saved with the classic sounds
whatever it rolled. Chickens also lost their egg timer.
Every mob with a variant component now saves and loads `variant`
through finalize::species_variant_component / variant_index (the cat and
wolf code used its own copy). The sound variant is kept as an index into
the species' registry (None is the default, classic) and is saved and
read back; Chicken also saves `EggLayTime`.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Main's items.rs changes (equip_damage_on_hurt, resists_cactus) land in
crates/horizon-items/src/items.rs.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The shared atlas packs animated block and item textures as their first
frame, and only fire re-drew itself: an animated block held or previewed
in the GUI (sculk, magma) sat still, while the same block animated in
the world. The atlas now keeps every animated block or item sprite's
frame list and re-uploads the current frame into its rect as the
animation ticks, with the mcmeta's interpolation mixing the frame into
the next one the way the world's sprite arrays already do, so GUI items
animate like vanilla's stitched atlas.
Co-Authored-By: ZCode <[email protected]>
The side file kept an entry for a gateway after Horizon created its exit,
so removing the exit with /data remove block ... exit_portal, or placing
a different gateway there, sent the player to the old exit again.
Once the gateway's chunk is loaded, gateway_job moves an entry the side
file still holds into the block entity (unless the block entity has an
exit of its own) and drops the entry. set_gateway_exit writes only the
block entity when the chunk is loaded, and leaves an entry in the side
file only when the chunk is already unloaded.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Sitting, standing, dyeing and healing a cat or wolf now check the saved
owner. The follow, teleport and owner-hurt goals use the owner, not the
nearest player, and a new tame wolf or cat is owned by whoever tamed it.
Horizon had no End gateway block entity: game/end.rs kept each gateway's
exit in its own side file and gateway_job only looked there, so a
gateway set with /setblock end_gateway{exit_portal:[I;..],ExactTeleport:1b}
(or the exit worldgen writes) was ignored, and /data get block said the
block was not a block entity.
TheEndGatewayBlockEntity stores Age, exit_portal and ExactTeleport.
BlockEntity::EndGateway now holds them with vanilla's NBT and the
spawnable-bounds check. gateway_job reads the block entity's exit first
and keeps the side file and the 512-block End-spawn rule as fallbacks,
so older saves and gateways without data behave as before. The exits
Horizon creates are stored in the block entity as well, a new exit keeps
the gateway's own ExactTeleport (setExitPosition), and a command that
only changes a block entity's NBT now marks its chunk modified so the
change is saved.
Fixes#1517.
Implementation by Codex (GPT-6.1 Sol), reviewed and extended by Claude.
Co-Authored-By: Codex (GPT-6.1 Sol) <[email protected]>
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Move players, mobs and common objects when piston block entities advance, applying collision and the per-tick piston limit. Exercise host, guest, inventory-open and mob pushes in both single-player paths, and compare the push geometry with vanilla.
Co-Authored-By: Codex (GPT-6) <[email protected]>
A mod can now turn on the game's distant terrain (LOD) with
render.set-far-terrain: a distance of 64 to 1024 chunks and Far Detail's
Reduced. The game builds and draws the tiles as it does for the LOD
Distance setting, which wins while it is on. One far terrain shows at a
time, the first loaded mod's. API level 4.
mods/official/far-view is the official mod on it: Distance (256 chunks by
default) and Far detail on its settings page, kept in its storage.
FlatSettings::from_tag rejected layers: [], so a world with every layer removed fell back to the classic bedrock/dirt/grass settings when re-created. An empty saved list is a valid void flat generator; a non-empty list whose entries all fail to parse is still rejected.
Co-Authored-By: ZCode Agent <[email protected]>
Create New World greyed out Customize for a Superflat world because Horizon
had no preset editor. Bring vanilla's CreateFlatWorldScreen and
PresetFlatWorldScreen:
- the layer list (top first), Remove Layer and the layer heights;
- the preset chooser with the nine visible flat_world_preset entries, their
display items and names;
- the share box and Select, parsing layers;biome and validating block and
biome ids against the prepared registries;
- Done keeps the layers in WorldOptions, Cancel and Escape discard them.
world_loading writes them with write_world_gen_settings_with, so a new
world's world_gen_settings keeps the custom generator; Re-Create reads them
back for the editor.
Co-Authored-By: ZCode Agent <[email protected]>
Vanilla's GlintSampler repeats enchanted_glint_item per pixel, and the
GLINT transform's scale 8 spans about 8 repeats across an item. Folding
the UV per vertex into the shared atlas could only interpolate between
the four corners, so the pattern rendered as one wide diagonal band
instead of the texture's fine weave. The glint now binds as its own
128x128 texture with a repeat, linear, mip-free sampler (the texture's
mcmeta: clamp false, blur true) in the HUD and entity pipelines, and
`Glint` passes the unwrapped `GLINT_TEXTURING` UV through.
Co-Authored-By: ZCode <[email protected]>
The retained bolt offset and the entity vertex's new glint UV were both
declared at attribute location 6, and the lightning pipeline builds its
vertex buffers from the entity layout plus the bolt-offset instance
buffer, so Device::create_render_pipeline rejected the location clash
and the client crashed at startup.
Co-Authored-By: ZCode <[email protected]>
Horizon invented the glint: the GUI drew sine bands in screen space and
the entity shader layered the same over held and dropped items. Vanilla
26.3 samples `misc/enchanted_glint_item` through `GLINT_TEXTURING`
(`item.vsh`/`item.fsh`, `TextureTransform.setupGlintTexturing`), so
items now carry the real texture:
- `ItemQuad.foil_uv` keeps the model UV the glint samples; `Glint` turns
it into the atlas UV with the 26.3 transform (translation(-o0, o1) *
rotateZ(PI/18) * scale) and `WorldSink` gives foil quads overlay 7 and
the per-corner glint UV.
- The GUI glint is a separate additive HUD pass masked by the item's
texture alpha (`item.fsh`'s ALPHA_CUTOUT 0.1 and GLINT path).
- `entity.wgsl` samples the glint at overlay 7/8 like vanilla's
`color.rgb += glintColor.rgb * glintColor.rgb`.
- The Accessibility options Glint Speed and Glint Strength work: both
sliders persist to `options.txt` (they were hidden placeholders), the
GUI pass takes them per draw, and `Frame.glint_alpha` feeds the entity
shader every frame instead of whatever the last HUD item set.
- GUI items use `GLINT_TEXTURING`'s scale 8, world items
`ENTITY_GLINT_TEXTURING`'s scale 0.5.
Co-Authored-By: ZCode <[email protected]>
Players who are not operators can no longer start digging or use an item on a block within the radius of the world spawn. They get the spawn protection message and the client gets the block back, like DedicatedServer.isUnderSpawnProtection.
A new editor or a removed sign closes the open editor (Minecraft.setScreen, AbstractSignEditScreen.tick), and closing sends ServerboundSignUpdatePacket with the lines it opened with when the sign is gone. Sign lines resolve key binds and translations (Component.getString) instead of keeping only plain text.
ClientboundSetHeldSlotPacket only changes the selected hotbar slot (and ignores slots outside the hotbar), so the next tick sends ServerboundSetCarriedItemPacket as vanilla does. Each login starts again from slot 0, as handleLogin's new MultiPlayerGameMode and LocalPlayer do.
Parrots only ever made their own sound. Follow Parrot.aiStep: one tick in
400 a parrot imitates a random mob within 20 blocks (half the time), and
its ambient sound is sometimes a mob's voice. A parrot within 3.46 blocks
of a playing jukebox now uses the party pose (level events 1010 and 1011).
Using a compass on a lodestone now sets its lodestone target (in place for a single compass in survival, otherwise one is split off), and the target clears when the lodestone is gone. The target also travels in item packets on the server thread.
A tame parrot never landed on its owner. Add LandOnOwnersShoulderGoal:
when the parrot touches its owner, it is stored in the player's
ShoulderEntityLeft or ShoulderEntityRight and removed from the world.
It comes back, still tame, when the player falls, swims, flies, sleeps,
is hurt, dies, turns spectator or spins with a riptide.
The shoulder data is the player's own save data, so it also works for
players on the integrated server and for LAN guests.
Foxes used the generic animal goals: they panicked at 1.25, never
avoided players or wolves, never hunted, slept, bred or ate berries.
Add mobs/fox.rs with the goals Fox.registerGoals sets up that Horizon
can run today, send the fox variant and flags to clients so the
sleeping pose shows, and let a baby fox take either parent's variant.
The local player's last death location is now recorded, saved as LastDeathLocation, taken from the Login and Respawn packets on the server thread, and given to the item owner.
A tamed parrot ignored its owner: it never followed, and right-clicking
it did nothing. Give the parrot the goals of Parrot.registerGoals
(SitWhenOrderedToGoal, FollowOwnerGoal 1.0, 5.0, 1.0), let the owner
toggle sitting with a click while it stands on the ground, and keep the
owner and sitting state in the save file and in the data a guest gets.
A comparator behind a solid block now reads the item frame on its far side (rotation + 1, or 0 when empty), and updates when the frame's item or rotation changes.
A captainless raider walked towards the nearest fallen ominous banner
even when no path led to it. Check that a path reaches the banner before
going for it, and skip a banner without one for 600 ticks, like vanilla.
Raiders recruited other raiders every 20 ticks whether or not they were
heading for the raid. In vanilla the recruiting is part of
PathfindToRaidGoal.tick, so a raider that has a target or carries a
rider does not recruit. Do the recruiting from the goal's tick.
Vanilla's MapItemSavedData.calculateRotation gives the arrow a changing rotation in the Nether. The player marker used the yaw there too, so it never spun.
Vanilla's Johnny goal targets any living entity that can be attacked.
Horizon skipped pillagers, vindicators, witches, evokers, illusioners
and ravagers, so Johnny left them alone. Remove that filter.
A raider's idle counter grew by 4 per tick while in a raid, so it
dropped out of the raid after about 700 ticks instead of 1400 and could
no longer be recruited sooner than in vanilla. Remove the extra tick
added by the raid bookkeeping; the counter now grows by 3 like vanilla.
The server now sends level events 2019 and 2020 every tick a player digs
(ServerPlayerGameMode.tick), and clients handle them like LevelEventHandler:
a crack on the face, plus the hit sound for 2020. A remote client plays only
the first hit itself and no longer adds its own sound every fourth tick, so
the hit was heard twice, out of phase, for every block.
Main's item_name (d983ef89b) called crate::entity_nbt::name_text, which
the client re-exports from horizon_client_core::component.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
In single player and LAN the client never recognized the shovel on a lit
campfire, so there was no smoke and a shield in the other hand was raised
too. The client now shows the smoke, puts the fire out locally and ends
the click after the hand that doused.
The farmer's list had food, torchflower seeds and pitcher pods and lacked bone meal. Vanilla requests wheat, wheat seeds, beetroot seeds and bone meal. Food is already picked up and traded through its villager food value.
Mob.requiresCustomPersistence also covers a leashed mob and an enderman holding a block, and the spawn caps skip such mobs. Gather the existing cases in one helper, add the missing ones, and use it for both the despawn check and the cap count.
A cow dropped onto farmland left it untouched. A landing mob now turns
farmland to dirt with chance fall distance - 0.5, when mob griefing is on and
the mob is big enough, and is lifted onto the dirt.
Mobs ignored both blocks. A mob inside a cactus now takes 1 damage a tick,
and a mob inside a sweet berry bush is slowed (0.8, 0.75, 0.8) and, in a
grown bush, takes 1 damage when it moved at least 0.003 on X or Z. Foxes
and bees are left alone.
The phantom spawn gate assumed a fixed effective difficulty of 2. Use the local difficulty at the player instead, so easy, hard, a long-played chunk and the moon phase change how often phantoms spawn.
A warden holds no weapon, so its blows never put the shield on cooldown. Warden.getSecondsToDisableBlocking is a flat 5 seconds, so use that when the attacker is a warden.
The bonus went to every swimming or water-breathing mob, including undead,
blazes, ghasts and iron golems. Read the damage from the enchantment data so
only #sensitive_to_impaling mobs take it.
Post-attack effects only handled ignite, so the apply_mob_effect effect of
Bane of Arthropods never did anything. Handle apply_mob_effect like vanilla.
The page indicator only replaced bare %s, but 26.3's en_us template is
"Page %1$s of %2$s"; it now goes through format_java like other
translations (BookViewScreen.getPageNumberMessage).
Pages sent as a component list (Hypixel through ViaVersion) were dropped
by item_data::read_text, which only took a string or a compound, so the
book opened blank. ComponentSerialization.CODEC also takes a list.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
lan_crafting_left removed the guest's GuestPlay from host.play before
the leave_game award and save_guest_records ran, so a normal guest
disconnect awarded nothing and wrote no statistics. It now takes the
crafting table and workstation state out of the entry and leaves the
entry for HostEvent::Left to remove after saving.
New lan_e2e check `leave`: a guest leaves twice and the host's saved
statistics show leave_game 1, then 2. It fails on the previous commit
(0, then [0, 0]) and passes here.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Entity.shouldRenderAtSqrDistance scales the bounding box's mean edge
by 64 * viewScale, and LevelExtractor sets viewScale to the entity
distance option times clamp(renderDistance / 8, 1, 2.5). Horizon used
the option alone, so above render distance 8 entities vanished sooner
than vanilla: a chicken at 32 blocks instead of 48 at the default 12.
RemotePlayer's box also counts ten times.
Fixes#2273
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
The completed-download push into ready never marked the location queued,
so an again() before the next take_ready() put the same skin in twice:
store_skin allocated two slots, and evicting one removed the sprite while
show_skin still found the other entry — the skin never uploaded again.
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
The progress overlay only changed drawing: a pack pushed while playing
left movement, attack and use live behind it. Input events are now
dropped while the staged reload runs (as vanilla's LoadingOverlay does),
and start_pack_reload releases held keys and mouse buttons up front so
nothing keeps acting across the frame it covers.
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
Player heads whose profile carries only a name or only a UUID
(ResolvableProfile.Dynamic) resolved to nothing, so heads some servers
send that way kept the default skin. Adds skins::Resolver
(ProfileResolver.Cached: profiles/getByName then
session/getProfileById through the services discovery document, on
background threads) used by placed heads, head items and mannequins; the
profile-derived DefaultPlayerSkin stands in until the download lands,
with the name's offline UUID keying it for name-only profiles.
A skin evicted from the atlas's 128 slots could never return: the decoded
image was dropped and show_skin simply failed. The downloader now keeps
the images (and the disk cache backs them), and again queues the upload
again where the tab list, level players, mannequins and heads notice the
missing sprite.
profile_tag keeps id so id-only and name+id profiles survive into the
item data JSON, and the player-head item fallback matches vanilla's
slim/steve (was wide/steve).
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
Send open/filter changes to the authoritative player's recipe book and cover packet settings plus save/reopen in both single-player modes.
Co-Authored-By: OpenCode GPT-6.1 Sol <[email protected]>
The celestial pass wrote alpha 0 over each quad, so HDR output lifted a
square of bright daytime sky around the sun. It now draws premultiplied
(one, one), which looks the same, and its alpha is how much a texel adds;
the blend takes that off the frame's alpha, so only the discs shine. The
dim End sky, drawn by the same pass, stays unmarked. fs_celestial keeps
its own blend for lightning and additive entities.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The download toast already matched vanilla, but once a server pack was
downloaded the whole resource reload ran synchronously on the render
thread: the frame froze on "Joining world" for seconds where vanilla's
Minecraft.reloadResourcePacks shows a LoadingOverlay with a progress bar.
The reload is split like the startup loader: a worker builds the overlay
root, models and sprites, the menu bundle and the pack's tables while a
progress screen (Preparing resources -> Loading assets -> Loading pack
tables -> Applying resources) covers the frame, then the renderer swap
and resource application land on the render thread and
ServerPacks.reloaded drives the feedback replies, including the recovery
reload on failure. The pack screen's own reload reuses the same staged
load, so its behaviour is unchanged.
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
ClientboundServerLinksPacket (configuration and play) decoded and kept,
the pause menu gains its "Server Links..." button when a server sends
links, opening the server_links dialog screen: scrollable link buttons,
ConfirmLinkScreen on click (chatLinks/chatLinksPrompt honoured), and the
custom-screens warning with its disconnect. A dedicated server sends its
`bug-report-link` property as the BUG_REPORT link, like vanilla.
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
Vanilla's PlayerList.remove awards Stats.LEAVE_GAME to a player before
saving them, and PlayerList.removeAll does it for everyone when the
server stops. Horizon only counted it in the in-frame path, so on the
default server thread the owner never got it, and guests who left or
were removed at shutdown did not either.
LanHost::award_leave_game counts it once per guest (a guest is saved
more than once on the way out) and runs where a guest leaves, when the
integrated server stops, and when LAN closes.
Part of #2095 (item 4 of the report). The signal handling and the
remote-world disconnect are #2116's.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
HDR10 is what games usually present and what the display receives: a
compositor composes in it or converts to it anyway. The NVIDIA driver
offers it on Wayland next to scRGB. A 10-bit swapchain also halves the
last pass's bandwidth; the frame before it is 8-bit, so nothing is lost.
hdr.wgsl converts the same linear light to BT.2020 (BT.2087) and encodes
it with the ST 2084 curve. HORIZON_HDR_OUTPUT=pq or scrgb allows only
that one, for comparing them.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On a server-thread client an elytra boost rocket drew no spark trail and
showed up as a static item sprite. The client now follows the entity the
rocket is attached to, spawns the trail each tick like
FireworkRocketEntity.tick, and does not draw an attached rocket.
Mob.checkAndHandleImportantInteractions: a spawn egg of the clicked mob's
kind spawns a baby at the mob's position (SpawnEggItem.spawnOffspringFromSpawnEgg),
inheriting the parent's variant, and uses one egg outside creative.
Fixes#2269.
#2038's bundle tooltip tests and #2037's loot tests share one helper that
reads the block registry and facts directly.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
#2037's loot-enchantment tests stay in horizon-items: they load the
prepared items through the block registry and facts directly instead of
the client's Assets::load.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
These four 26.x effects only existed as potion entries. Oozing spawns two slimes, Weaving places cobwebs and Wind Charged makes a gust when the bearer dies. Infested sometimes releases silverfish when the bearer is hurt.
damage_resisted, damage_absorbed and damage_blocked_by_shield now add up when
Resistance, absorption hearts or a shield take damage, and a player who lands
the killing blow on another player gets player_kills.
A struck copper block goes back to unoxidized, and 3 to 5 random walks
take one step of oxidation off the weathering copper around it. Waxed
blocks stay as they are but still start the walks.
Eating a cake slice, using a cauldron (fill, use, clean armor, banner or shulker
box), tuning a note block, ringing a bell, opening an ender chest and putting a
record in a jukebox now add to their statistics, which stayed at 0 before.
Goats only strolled and panicked, so wheat did nothing after the love
hearts and a bucket gave no milk. Give them the GoatAi core and idle
behaviours that exist here (panic 2.0, breed, tempt 1.25, baby follow
1.25) and Goat.mobInteract's milking with the goat milk sounds.
Instant health and harm round to the nearest point instead of truncating. A splash potion measures the distance to the entity's box, not its centre, so a potion landing next to a player hits harder and reaches farther.
Right-clicking an adult armadillo with a brush did nothing. Follow
Armadillo.mobInteract: drop a scute from the brush loot table, play the
brush sound, post the entity_interact game event and wear the brush by 16.
Powder snow, lily pads, carpets, snow layers and similar blocks now sound like vanilla when walked on: inside blocks replace the floor's step, combination blocks play their own step with the floor's step muffled.
The statistic was written as talk_to_villager, but vanilla's key is
talked_to_villager, so the statistics screen and scoreboard criteria always
showed 0. Wandering traders already count through the same code.
Armadillos never dropped scutes because nothing ran their shed timer.
Follow Armadillo.customServerAiStep: count down 5 to 10 minutes, then
drop a scute, play the sound and post the entity_place game event.
Right-clicking a placed sign opened an empty inventory screen. It now
opens the editor for the side the player faces, or plays the waxed-sign
fail sound. Dyes, glow ink sacs, ink sacs and honeycomb change the
colour, glow or wax of the side the player faces and are used up.
Mobs now scale their detection range by 0.7 times the worn armor fraction (at least 0.1) when the player has Invisibility, like vanilla's getVisibilityPercent.
Fall distance is counted once per landing from 2 blocks or more instead of on
every downward tick. Riding counts only for the mounts vanilla lists (pig,
horse family by full distance, strider, happy ghast, nautilus, boat, minecart),
and airborne sideways moves over 25 cm count as flying.
Second slice of the crate split, a pure move like the first: blocks (+ blocks/), items, item_data, enchant,
cooldowns, bundle and random_sequences move to horizon-items. They are the first layer mobs/ needs, after
horizon-client-core.
Items moved out of lib modules that sit in the big cycle, unchanged:
- firework shapes, explosions and dye colours (particles.rs) -> firework.rs;
- BannerLayer and its NBT form (banner.rs) -> banner_layer.rs;
- the ItemStack NBT codec (save.rs) -> item_nbt.rs;
- consumable_animation (first_person.rs) -> use_animation.rs;
- the content namespaces (mod_content.rs) -> content_namespaces.rs;
- save.rs's NBT value helpers -> horizon-client-core's nbt_value.rs, and name_text (entity_nbt.rs) -> core's
component.rs.
horizon-client re-exports every module and item under its old path. Test helpers other client tests use
(Items::for_tests, enchant::tests) are behind horizon-items' `test-support` feature, enabled by
horizon-client's dev-dependency. The items test that loads the client's assets moved to the client:
always_edible_and_consume_effects_loaded, to assets.rs. particles.rs' test module moved to the end of the file
(clippy's items_after_test_module had been quiet only thanks to the derives that moved out).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The field only appended and popped the last character, and Space typed
nothing on Windows (it arrives without a character). A shared one-line
field, launcher/src/line_edit.rs, now holds the text, caret, selection
and undo history: arrows, Home/End, Ctrl+arrows by word, Shift to select,
mouse click, drag, double and triple click, Ctrl+A/C/X/V and Ctrl+Z / Ctrl+Y.
Vanilla sends these with ServerLevel.sendParticles, so every player
nearby sees them. Horizon drew them only in the host window's own
particle engine, which a window on a server (and a guest next to the
host) never sees.
One helper now sends a ClientboundLevelParticlesPacket with the same
count, offset and speed to each player within 32 blocks. While the host
holds the players (a guest's turn, a host hit on a guest) the packet
waits and goes out when the tick ends.
The server never sent ClientboundHurtAnimationPacket, and the client
ignored the yaw it carried, so a player on a server got the flash but the
camera never tilted towards where the hit came from.
ServerPlayer.indicateDamage now runs where the hit's knockback is dealt
(and with no direction for hits that have none), the packet goes out when
the guest's turn ends, and the client keeps the yaw as Player.hurtDir for
GameRenderer.bobHurt.
Single player on the server thread drew these particles only into the server's own engine. The server now sends the entity event byte where vanilla does (20, 12/13/14, 6/7, 18 and 3), and the client draws it in handleEntityEvent's way.
On the server thread the window never learned the ghast was on its still
timeout, and its copy trailed the server's, so a rider dropped through the
ghast and the ghast flew off. Sync STAYS_STILL, assume the timeout on
dismount, and put the window's ghast under the landing spot.
An end crystal (or minecart) hit by a player on the server thread blew up
with sound and damage but no explosion particles. The blast runs inside the
guest's turn, while the host holds the players, so lan_explode had no hub to
send the explosion packet through and dropped it. Queue it like a wind burst
and send it when the turn is over.
A thrown lingering potion used to act as one weaker splash. It now leaves an area effect cloud like vanilla: radius 3, a 10 tick wait, 600 ticks, shrinking as it goes and by 0.5 each time it affects someone. Every 5 ticks it affects the mobs and players inside, with a 20 tick delay per entity, at a quarter of the duration (instant effects at half strength). Server players see it as an area_effect_cloud, like the dragon's breath clouds.
A ghast fireball or wind charge hit back by a player was turned on the server, but the player kept seeing it fly on until its next update ten ticks later. Mark the turn to be sent right away, as vanilla does with needsSync, and reset the acceleration power to 0.1 as an attack deflection does.
Respawning drops the guest's body, so the next swap builds a fresh one,
which now clears what the old body was given (equipment, effects and
armor protection) itself.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A server's player gets a new body when it joins, respawns or changes
level, but what the old body had been given by its effects (the applied
attribute modifiers and the armor protection table) was kept in its
per-player record. apply_effect_status then saw nothing to change, so
after a trip to another dimension Speed kept its icon while the body's
movement speed fell back from 0.14 to 0.10, until the effect was
reapplied.
Vanilla keeps the same ServerPlayer through ServerPlayer.teleport into
another level, with its attributes and MobEffect modifiers. A new body
now starts with nothing applied, and its effects are applied as soon as
it is created, before the movement that brought it is handled.
2026-10-26 00:16:57 +01:00
642 changed files with 58149 additions and 7275 deletions
@@ -11,7 +11,7 @@ Feature → files → harness for the most-changed areas: [docs/architecture.md]
- **Keep your runs away from real player data.** Any game or launcher you start gets fresh `mktemp -d`
folders in `HORIZON_HOME` (the game's data), `HORIZON_LAUNCHER_HOME`, `XDG_DATA_HOME` and
`XDG_CONFIG_HOME`, plus `HORIZON_LAUNCHER_NO_SELF_UPDATE=1` and `HORIZON_NO_AUDIO=1`, and, for the
launcher, `HORIZON_LAUNCHER_TRASH` and`HORIZON_LAUNCHER_CLIPBOARD` pointing into the scratch home. Never write to
launcher, `HORIZON_LAUNCHER_TRASH`,`HORIZON_LAUNCHER_CLIPBOARD` and `HORIZON_LAUNCHER_DESKTOP` pointing into the scratch home. Never write to
`~/.local/share/{applications,horizon,horizon-launcher}` or `~/.local/bin`.
- **Mark what an agent posts.** A PR body starts with a line naming whose agent opened it and with what.
Ludovic's agents write `> 🤖 Opened by Ludovic's AI agent (Claude), not by Ludovic himself.`, and a
@@ -35,9 +35,11 @@ Game workspace (root `Cargo.toml`); `launcher/` and `crates/horizon-telemetry-se
| Crate | Owns |
|---|---|
| `horizon-client` | The game: a lib (`src/lib.rs`, ~180 flat modules) and the bin (`src/main.rs` → `game.rs` + `game/`), plus `horizon-ctl` (`src/bin/horizon-ctl/`). Also the dedicated server (`--dedicated`) |
| `horizon-client` | The game: a lib (`src/lib.rs`, ~170 flat modules) and the bin (`src/main.rs` → `game.rs` + `game/`), plus `horizon-ctl` (`src/bin/horizon-ctl/`). Also the dedicated server (`--dedicated`) |
| `horizon-command` | Command parsing (Brigadier): the vanilla tree, argument types, selectors, suggestions, the tree's network form. Re-exported as `horizon_client::command` |
| `horizon-client-core` | The client lib's bottom layer: `text.rs`, `lang.rs`, `snbt.rs`, `nbt_path.rs`, `component.rs`, `scoreboard.rs`, `bossbar.rs`, `gamerules.rs`, `block_entity_nbt.rs`, registry/particle/sound tables. Re-exported under the old paths (`horizon_client::text`...) |
| `horizon-client-input` | Key bindings and key names, toggle keys, mouse options, controller settings and glyphs, the clipboard, window options (`keybinds.rs`, `gamepad.rs`, `mouse.rs`, `window.rs`...). Re-exported under the old paths |
| `horizon-world` | Vanilla world data with no gameplay loop: NBT, regions, chunks, `datafix/`, `worldgen/`, `level/` (server-side block behaviour, ticks, redstone), entity physics, items, effects, food, damage |
`docs/`, `.github/workflows/`. The website (playhorizon.dev) is the private ludovic111/horizon-site: its build
`docs/`, `.github/workflows/`. The website (playhorizon.dev) is the private horizon-rust/horizon-site: its build
reads `README.md`, `launcher/links.json`, `docs/api/`, `roadmap/roadmap.json` and `crates/horizon-theme/tokens.css` from main.
## Build and test fast
@@ -66,6 +68,7 @@ reads `README.md`, `launcher/links.json`, `docs/api/`, `roadmap/roadmap.json` an
python3 tools/pr_ready.py # the self-check: fmt, clippy -D warnings, touched crates' tests, harnesses; paste its block in the PR
python3 tools/pr_ready.py --quick # same without harnesses
cargo test -p horizon-client --lib --bins --tests # skips the 104 examples (pr_ready does this); `--doc` separately
cargo test -p horizon-client --features horizon-client/mods --lib mod_content::tests:: -- --ignored # the 5 slow content-root tests, #[ignore]d; pr_ready runs them when mod content, assets, blocks or items change
cargo build --profile fast -p horizon-client # optimized, quick to link: use it to play or run lan_e2e
python3 tools/parity.py --changed origin/main # the harnesses your branch can affect (CI's parity job)
python3 tools/parity.py --changed-files paths.txt --list # which harnesses cover these files, without running them
@@ -112,14 +115,14 @@ python3 tools/agent_control_e2e.py # horizon-ctl / MCP end to end
@@ -29,9 +29,9 @@ Horizon is Minecraft: Java Edition 26.3 rewritten in Rust: a native game that re
## Download
Horizon is installed through **the Horizon launcher**. Get it from [playhorizon.dev](https://playhorizon.dev) (the Download button picks your system) or from [the launcher releases](https://github.com/ludovic111/horizon/releases?q=launcher-v&expanded=true), for Linux x86-64, macOS on Apple Silicon or Windows x64. The launcher installs and updates the game, prepares its files from your own copy of Minecraft, and updates itself.
Horizon is installed through **the Horizon launcher**. Get it from [playhorizon.dev](https://playhorizon.dev) (the Download button picks your system) or from [the launcher releases](https://github.com/horizon-rust/horizon/releases?q=launcher-v&expanded=true), for Linux x86-64, macOS on Apple Silicon or Windows x64. The launcher installs and updates the game, prepares its files from your copy of Minecraft (your own install, or downloaded from Mojang for your account), and updates itself.
**You need**Minecraft: Java Edition 26.3, played once (the official launcher, Prism, MultiMC and other launchers all work); a Java 25 runtime, for the one-time preparation; and a GPU with Vulkan on Linux and Windows, or any Apple Silicon Mac. Step by step, with macOS's first-open prompt and the first launch: [Install and first launch](https://playhorizon.dev/docs/install).
**You need**a Microsoft account that owns Minecraft: Java Edition (the launcher signs in with it, as other launchers do; see [Microsoft account](docs/microsoft-account.md)) and a GPU with Vulkan on Linux and Windows, or any Apple Silicon Mac. Nothing else: with no Minecraft on your computer, Play downloads 26.3 and the Java it needs from Mojang for your account, as the official launcher does, then prepares it once. An install you already have (the official launcher, Prism, MultiMC and other launchers all work) is used instead. Step by step, with macOS's first-open prompt and the first launch: [Install and first launch](https://playhorizon.dev/docs/install).
<table>
<tr>
@@ -47,7 +47,7 @@ The [documentation](https://playhorizon.dev/docs/) covers each of these.
- **The game:** singleplayer with vanilla's world generation, mobs, villagers, raids, redstone, every command, the HUD and the recipe book, on saves in vanilla's format. Worlds from 1.8 to 26.2 are upgraded as vanilla does. [Status table](#project-status).
- **Horizon's own extras:** new menus (vanilla's are one setting away), graphics presets, distant terrain up to 1024 chunks, controller support, optional zoom, minimap and more, all off by default where they would change the vanilla look. See [Settings](https://playhorizon.dev/docs/settings).
- **Resource packs and data packs:** resource packs work, and data packs load functions, predicates and item modifiers.
- **Playing with others:** invite friends from the pause menu's Friends button with a code, Open to LAN, and joining offline-mode servers. Horizon cannot sign in to a Microsoft account yet, so it cannot join servers that check accounts. See [Multiplayer](https://playhorizon.dev/docs/multiplayer).
- **Playing with others:** invite friends from the pause menu's Friends button with a code, Open to LAN, and joining servers, online-mode ones with the Microsoft account the launcher signs in with. See [Multiplayer](https://playhorizon.dev/docs/multiplayer).
- **Mods:** Horizon has its own mod system (Rust compiled to WebAssembly). Java mod jars do not run. See [Mods and data packs](https://playhorizon.dev/docs/mods).
Screenshots, captured in the Rust client itself with vanilla assets and no mods or shaders:
@@ -93,13 +93,13 @@ Commands block until the action is done and reply with what happened; errors are
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`:
Horizon contains no game files, and `horizon-prepare` never downloads them (the launcher downloads them from Mojang only for a signed-in account that owns the game). It builds its resources from **your own copy** of Minecraft: Java Edition 26.3, verified against the checksums in `research-lock.json`:
1.**Client:** install Java Edition with the official launcher and play 26.3 once. Horizon reads `versions/26.3/`, `libraries/` and `assets/` from the launcher's game directory (`~/.minecraft` on Linux). If yours lives elsewhere, pass `--minecraft-dir` or set `HORIZON_MINECRAFT_DIR`.
2.**Server jar:** the 26.3 server jar, from the `downloads.server.url` in your launcher's `versions/26.3/26.3.json` (or [minecraft.net/download/server](https://www.minecraft.net/en-us/download/server) while 26.3 is the current release). Pass it with `--server-jar` or set `HORIZON_SERVER_JAR`. It is only needed the first time.
cargo run --release -p horizon-prepare -- sounds # optional: sounds from your launcher install
@@ -158,7 +158,7 @@ them too (Rust uses Java's own float maths on each platform).
### Known issues
Horizon can't sign in to a Microsoft account yet, so it can't join online-mode servers (it joins offline-mode ones); skins served over https show the default skin unless already cached; pack icons show the unknown-pack texture in game; the creative hotbar keys (C/X) aren't wired to the hotbar loader; item tooltips lack attribute lines.
Skins served over https show the default skin unless already cached; pack icons show the unknown-pack texture in game; the creative hotbar keys (C/X) aren't wired to the hotbar loader; item tooltips lack attribute lines.
@@ -32,7 +32,7 @@ Making Horizon faster than vanilla on every computer, with smooth camera movemen
<details><summary>Technical</summary>
Frame pacing at render distance 32 ([#678](https://github.com/ludovic111/horizon/issues/678)): long frames come from work competing with the render thread. In review: world generation workers build free structure starts instead of queueing them ([#1760](https://github.com/ludovic111/horizon/issues/1760)), the worker pool leaves one core as vanilla does ([#1778](https://github.com/ludovic111/horizon/issues/1778)), and the terrain vertex arena is read as storage where flat draws run ([#1742](https://github.com/ludovic111/horizon/issues/1742)). Still open: far terrain at 48 to 64 chunks ([#718](https://github.com/ludovic111/horizon/issues/718)) and CPU-bound fields of block entities ([#717](https://github.com/ludovic111/horizon/issues/717)). Every change shows before and after numbers from `tools/perf_bench.py` against vanilla 26.3 ([docs/benchmark.md](docs/benchmark.md)).
Frame pacing at render distance 32 ([#678](https://github.com/horizon-rust/horizon/issues/678)): long frames come from work competing with the render thread. In review: world generation workers build free structure starts instead of queueing them ([#1760](https://github.com/horizon-rust/horizon/issues/1760)), the worker pool leaves one core as vanilla does ([#1778](https://github.com/horizon-rust/horizon/issues/1778)), and the terrain vertex arena is read as storage where flat draws run ([#1742](https://github.com/horizon-rust/horizon/issues/1742)). Still open: far terrain at 48 to 64 chunks ([#718](https://github.com/horizon-rust/horizon/issues/718)) and CPU-bound fields of block entities ([#717](https://github.com/horizon-rust/horizon/issues/717)). Every change shows before and after numbers from `tools/perf_bench.py` against vanilla 26.3 ([docs/benchmark.md](docs/benchmark.md)).
</details>
@@ -42,7 +42,7 @@ Speeding up the code that reads and writes the blocks of the world, which almost
<details><summary>Technical</summary>
`PalettedContainer` and `PackedStorage` find an entry's word by multiply and shift instead of an integer division ([#1790](https://github.com/ludovic111/horizon/issues/1790), [#1794](https://github.com/ludovic111/horizon/issues/1794)); meshing looks up baked models by index, not by name ([#1747](https://github.com/ludovic111/horizon/issues/1747)). Each change keeps the paletted storage harnesses identical and shows its microbenchmark ([docs/performance/paletted-container-access-results.md](docs/performance/paletted-container-access-results.md)).
`PalettedContainer` and `PackedStorage` find an entry's word by multiply and shift instead of an integer division ([#1790](https://github.com/horizon-rust/horizon/issues/1790), [#1794](https://github.com/horizon-rust/horizon/issues/1794)); meshing looks up baked models by index, not by name ([#1747](https://github.com/horizon-rust/horizon/issues/1747)). Each change keeps the paletted storage harnesses identical and shows its microbenchmark ([docs/performance/paletted-container-access-results.md](docs/performance/paletted-container-access-results.md)).
</details>
@@ -54,7 +54,7 @@ Making the world-generation mods of popular modpacks (new structures, YUNG's dun
<details><summary>Technical</summary>
`horizon-port-pack` carries a pack's data-driven content over; structure mods that need code get a native port: YUNG's worldgen as written ([#1746](https://github.com/ludovic111/horizon/issues/1746)), Lithostitched's limited and guaranteed elements with pool and processor modifiers ([#1777](https://github.com/ludovic111/horizon/issues/1777)), its processors as the game's own types ([#1765](https://github.com/ludovic111/horizon/issues/1765)). Proved by the structure blocks and layout harnesses ([#1753](https://github.com/ludovic111/horizon/issues/1753), [#1757](https://github.com/ludovic111/horizon/issues/1757)). Mods whose Java code does more than world generation don't run ([docs/modpacks.md](docs/modpacks.md)).
`horizon-port-pack` carries a pack's data-driven content over; structure mods that need code get a native port: YUNG's worldgen as written ([#1746](https://github.com/horizon-rust/horizon/issues/1746)), Lithostitched's limited and guaranteed elements with pool and processor modifiers ([#1777](https://github.com/horizon-rust/horizon/issues/1777)), its processors as the game's own types ([#1765](https://github.com/horizon-rust/horizon/issues/1765)). Proved by the structure blocks and layout harnesses ([#1753](https://github.com/horizon-rust/horizon/issues/1753), [#1757](https://github.com/horizon-rust/horizon/issues/1757)). Mods whose Java code does more than world generation don't run ([docs/modpacks.md](docs/modpacks.md)).
</details>
@@ -66,7 +66,7 @@ When you play on a server, other players, mobs, items and menus look and behave
<details><summary>Technical</summary>
Client-of-a-server fixes in `game/remote*.rs` and `horizon-protocol`: mobs' aggressive and item-use flags ([#1802](https://github.com/ludovic111/horizon/issues/1802), [#1798](https://github.com/ludovic111/horizon/issues/1798)), ghost items after a remote menu ([#1795](https://github.com/ludovic111/horizon/issues/1795)), skins ([#1652](https://github.com/ludovic111/horizon/issues/1652)), cookies and transfer packets for proxy networks ([#1650](https://github.com/ludovic111/horizon/issues/1650)), firework boosts ([#1671](https://github.com/ludovic111/horizon/issues/1671)), living-entity attributes and simulation distance ([#1731](https://github.com/ludovic111/horizon/issues/1731)), styled item names ([#1702](https://github.com/ludovic111/horizon/issues/1702)), primed TNT between updates ([#1710](https://github.com/ludovic111/horizon/issues/1710)).
Client-of-a-server fixes in `game/remote*.rs` and `horizon-protocol`: mobs' aggressive and item-use flags ([#1802](https://github.com/horizon-rust/horizon/issues/1802), [#1798](https://github.com/horizon-rust/horizon/issues/1798)), ghost items after a remote menu ([#1795](https://github.com/horizon-rust/horizon/issues/1795)), skins ([#1652](https://github.com/horizon-rust/horizon/issues/1652)), cookies and transfer packets for proxy networks ([#1650](https://github.com/horizon-rust/horizon/issues/1650)), firework boosts ([#1671](https://github.com/horizon-rust/horizon/issues/1671)), living-entity attributes and simulation distance ([#1731](https://github.com/horizon-rust/horizon/issues/1731)), styled item names ([#1702](https://github.com/horizon-rust/horizon/issues/1702)), primed TNT between updates ([#1710](https://github.com/horizon-rust/horizon/issues/1710)).
</details>
@@ -76,7 +76,7 @@ Servers that show dialogs, such as the register and login screens of AuthMe, wil
<details><summary>Technical</summary>
26.3's dialog packets and model ([#1720](https://github.com/ludovic111/horizon/issues/1720)), the dialog screen with its buttons and actions ([#1734](https://github.com/ludovic111/horizon/issues/1734)), then text and boolean inputs ([#1735](https://github.com/ludovic111/horizon/issues/1735)).
26.3's dialog packets and model ([#1720](https://github.com/horizon-rust/horizon/issues/1720)), the dialog screen with its buttons and actions ([#1734](https://github.com/horizon-rust/horizon/issues/1734)), then text and boolean inputs ([#1735](https://github.com/horizon-rust/horizon/issues/1735)).
</details>
@@ -86,7 +86,7 @@ A /pregen command that builds an area of the world ahead of time, so players don
<details><summary>Technical</summary>
Generates, lights and saves an area before anyone walks there ([#1805](https://github.com/ludovic111/horizon/issues/1805), a contributor's pull request, in review). Useful on servers, and it moves the generation cost away from the first visit; the generation speed-ups are under 'Steady frames at long render distances'.
Generates, lights and saves an area before anyone walks there ([#1805](https://github.com/horizon-rust/horizon/issues/1805), a contributor's pull request, in review). Useful on servers, and it moves the generation cost away from the first visit; the generation speed-ups are under 'Steady frames at long render distances'.
</details>
@@ -98,7 +98,7 @@ One place for mods, modpacks and resource packs made for Horizon: browse them on
<details><summary>Technical</summary>
Merged: the registry index (schema 1, `.hpack`, checks before install, [#1634](https://github.com/ludovic111/horizon/issues/1634)), `cargo horizon-mod check` ([#1642](https://github.com/ludovic111/horizon/issues/1642)) and the submission service (`crates/horizon-mod-registry`, [#1659](https://github.com/ludovic111/horizon/issues/1659)). In review: the website's /mods ([#1596](https://github.com/ludovic111/horizon/issues/1596)) and /mods/submit ([#1635](https://github.com/ludovic111/horizon/issues/1635)), and in the launcher the registry as a source ([#1636](https://github.com/ludovic111/horizon/issues/1636)), install, enable and takedowns ([#1637](https://github.com/ludovic111/horizon/issues/1637)), the Mods page ([#1638](https://github.com/ludovic111/horizon/issues/1638)) and modpacks as their own profiles ([#1640](https://github.com/ludovic111/horizon/issues/1640)).
Merged: the registry index (schema 1, `.hpack`, checks before install, [#1634](https://github.com/horizon-rust/horizon/issues/1634)), `cargo horizon-mod check` ([#1642](https://github.com/horizon-rust/horizon/issues/1642)) and the submission service (`crates/horizon-mod-registry`, [#1659](https://github.com/horizon-rust/horizon/issues/1659)). In review: the website's /mods ([#1596](https://github.com/horizon-rust/horizon/issues/1596)) and /mods/submit ([#1635](https://github.com/horizon-rust/horizon/issues/1635)), and in the launcher the registry as a source ([#1636](https://github.com/horizon-rust/horizon/issues/1636)), install, enable and takedowns ([#1637](https://github.com/horizon-rust/horizon/issues/1637)), the Mods page ([#1638](https://github.com/horizon-rust/horizon/issues/1638)) and modpacks as their own profiles ([#1640](https://github.com/horizon-rust/horizon/issues/1640)).
More: [docs/mods.md](docs/mods.md)
@@ -110,7 +110,7 @@ Mods that run on the server side of a world, so a dedicated server or a LAN worl
<details><summary>Technical</summary>
API 0.3, experimental first ([#1833](https://github.com/ludovic111/horizon/issues/1833), in review): the same sandboxed component runs on the server thread and the dedicated server, with world events (block broken or placed, entity spawned or killed, player joined or left), game rules and server commands with typed arguments. The world, item and entity interfaces come after (see 'Mods that read and change the world'). [docs/api/mods.md](docs/api/mods.md), [docs/mods.md](docs/mods.md).
API 0.3, experimental first ([#1833](https://github.com/horizon-rust/horizon/issues/1833), in review): the same sandboxed component runs on the server thread and the dedicated server, with world events (block broken or placed, entity spawned or killed, player joined or left), game rules and server commands with typed arguments. The world, item and entity interfaces come after (see 'Mods that read and change the world'). [docs/api/mods.md](docs/api/mods.md), [docs/mods.md](docs/mods.md).
</details>
@@ -120,7 +120,7 @@ Mods will be able to open their own screens and settings pages and react to keys
<details><summary>Technical</summary>
Capability `ui` is in review ([#1864](https://github.com/ludovic111/horizon/issues/1864)): mod-owned screens and a settings page under Options > Mods, built from vanilla's widgets. Still to design: `input` (an item's use, key binds, the crosshair target), `render` (a budgeted draw list on the native shader API) and `world` (changing blocks). Orbital Laser is the acceptance test: it needs all four today through its author's fork (see 'Orbital Laser on the normal game').
Capability `ui` is in review ([#1864](https://github.com/horizon-rust/horizon/issues/1864)): mod-owned screens and a settings page under Options > Mods, built from vanilla's widgets. Still to design: `input` (an item's use, key binds, the crosshair target), `render` (a budgeted draw list on the native shader API) and `world` (changing blocks). Orbital Laser is the acceptance test: it needs all four today through its author's fork (see 'Orbital Laser on the normal game').
More: [docs/mods.md](docs/mods.md)
@@ -132,7 +132,7 @@ Better tools for mod makers: a test runner that needs no game window, templates
<details><summary>Technical</summary>
`cargo horizon-mod test` runs a mod's test scripts against a fake game snapshot ([#1816](https://github.com/ludovic111/horizon/issues/1816)) and, for server mods, scripted server events ([#1837](https://github.com/ludovic111/horizon/issues/1837)); the content template and the guides are merged ([#1859](https://github.com/ludovic111/horizon/issues/1859), [#1810](https://github.com/ludovic111/horizon/issues/1810), [docs/api/stability.md](docs/api/stability.md)). Left: templates for hud, server and machine mods, typed wrappers in the SDK, a frozen 0.1 compatibility mod that every runtime must load, a CI check that fails when a stable reference entry is removed without a new major version, and the SDK on crates.io once the API is stable.
`cargo horizon-mod test` runs a mod's test scripts against a fake game snapshot ([#1816](https://github.com/horizon-rust/horizon/issues/1816)) and, for server mods, scripted server events ([#1837](https://github.com/horizon-rust/horizon/issues/1837)); the content template and the guides are merged ([#1859](https://github.com/horizon-rust/horizon/issues/1859), [#1810](https://github.com/horizon-rust/horizon/issues/1810), [docs/api/stability.md](docs/api/stability.md)). Left: templates for hud, server and machine mods, typed wrappers in the SDK, a frozen 0.1 compatibility mod that every runtime must load, a CI check that fails when a stable reference entry is removed without a new major version, and the SDK on crates.io once the API is stable.
@@ -146,7 +146,7 @@ Single player now runs a small server in the background, as vanilla does. We are
<details><summary>Technical</summary>
Since [#1514](https://github.com/ludovic111/horizon/issues/1514) single player runs on the server thread (`game/integrated.rs`) and the window joins it as a client; `--in-frame` keeps the old path. The open `[server-thread]` issues list the gaps. In review: a tool that changes a block ends the click ([#1797](https://github.com/ludovic111/horizon/issues/1797)), potions keep their potion over the connection ([#1796](https://github.com/ludovic111/horizon/issues/1796)), mobs' aggression and arm swings ([#1802](https://github.com/ludovic111/horizon/issues/1802)). [docs/server-levels.md](docs/server-levels.md).
Since [#1514](https://github.com/horizon-rust/horizon/issues/1514) single player runs on the server thread (`game/integrated.rs`) and the window joins it as a client; `--in-frame` keeps the old path. The open `[server-thread]` issues list the gaps. In review: a tool that changes a block ends the click ([#1797](https://github.com/horizon-rust/horizon/issues/1797)), potions keep their potion over the connection ([#1796](https://github.com/horizon-rust/horizon/issues/1796)), mobs' aggression and arm swings ([#1802](https://github.com/horizon-rust/horizon/issues/1802)). [docs/server-levels.md](docs/server-levels.md).
</details>
@@ -156,7 +156,7 @@ Item names, container titles and server messages follow the language you pick, a
<details><summary>Technical</summary>
Translatable components resolved through the selected language for items, containers and server text ([#1806](https://github.com/ludovic111/horizon/issues/1806)), on top of the bundled languages the prepared resources carry ([#1594](https://github.com/ludovic111/horizon/issues/1594)). Left: the client's own screens ([#1672](https://github.com/ludovic111/horizon/issues/1672)) and the main menu with zh_cn ([#1774](https://github.com/ludovic111/horizon/issues/1774)).
Translatable components resolved through the selected language for items, containers and server text ([#1806](https://github.com/horizon-rust/horizon/issues/1806)), on top of the bundled languages the prepared resources carry ([#1594](https://github.com/horizon-rust/horizon/issues/1594)). Left: the client's own screens ([#1672](https://github.com/horizon-rust/horizon/issues/1672)) and the main menu with zh_cn ([#1774](https://github.com/horizon-rust/horizon/issues/1774)).
</details>
@@ -166,9 +166,9 @@ After you throw an ender pearl, its slot should show the cooldown sweeping away,
<details><summary>Technical</summary>
Vanilla draws `ItemCooldowns`' percent as a white overlay over the slot (`GuiGraphicsExtractor.itemDecorations` and `itemCooldown`) in the hotbar and in inventories. Issue [#1763](https://github.com/ludovic111/horizon/issues/1763).
Vanilla draws `ItemCooldowns`' percent as a white overlay over the slot (`GuiGraphicsExtractor.itemDecorations` and `itemCooldown`) in the hotbar and in inventories. Issue [#1763](https://github.com/horizon-rust/horizon/issues/1763).
@@ -178,9 +178,9 @@ The Hidden and Commands Only chat settings should hide chat, and team prefixes s
<details><summary>Technical</summary>
Vanilla checks `ChatVisiblity` before it delivers chat and system messages ([#1376](https://github.com/ludovic111/horizon/issues/1376)), and chat uses the team-formatted display name ([#1378](https://github.com/ludovic111/horizon/issues/1378)). Both issues have exact steps to reproduce.
Vanilla checks `ChatVisiblity` before it delivers chat and system messages ([#1376](https://github.com/horizon-rust/horizon/issues/1376)), and chat uses the team-formatted display name ([#1378](https://github.com/horizon-rust/horizon/issues/1378)). Both issues have exact steps to reproduce.
@@ -190,9 +190,9 @@ The mouse pointer should turn into a pointing hand over menu buttons, as in vani
<details><summary>Technical</summary>
26.3's `AbstractWidget` asks for a cursor from `CursorTypes` when it is hovered; winit's `CursorIcon::Pointer` gives the same shape. Issue [#1347](https://github.com/ludovic111/horizon/issues/1347).
26.3's `AbstractWidget` asks for a cursor from `CursorTypes` when it is hovered; winit's `CursorIcon::Pointer` gives the same shape. Issue [#1347](https://github.com/horizon-rust/horizon/issues/1347).
@@ -202,9 +202,9 @@ Ctrl+Backspace should delete a whole word in the creative search, and every list
<details><summary>Technical</summary>
`EditBox` deletes by word with Ctrl ([#1764](https://github.com/ludovic111/horizon/issues/1764)); the Game Rules and Statistics lists' scroll bars can't be dragged ([#1782](https://github.com/ludovic111/horizon/issues/1782), after [#978](https://github.com/ludovic111/horizon/issues/978)).
`EditBox` deletes by word with Ctrl ([#1764](https://github.com/horizon-rust/horizon/issues/1764)); the Game Rules and Statistics lists' scroll bars can't be dragged ([#1782](https://github.com/horizon-rust/horizon/issues/1782), after [#978](https://github.com/horizon-rust/horizon/issues/978)).
@@ -214,9 +214,9 @@ Chickens should flap their wings while they fall, not stand still in the air.
<details><summary>Technical</summary>
Vanilla's `Chicken.aiStep` updates `flap` and `flapSpeed` when the chicken isn't on the ground, and the model's wings follow them. Issue [#1706](https://github.com/ludovic111/horizon/issues/1706).
Vanilla's `Chicken.aiStep` updates `flap` and `flapSpeed` when the chicken isn't on the ground, and the model's wings follow them. Issue [#1706](https://github.com/horizon-rust/horizon/issues/1706).
@@ -228,9 +228,9 @@ Shader packs were removed and are being rebuilt from scratch. They come back, of
<details><summary>Technical</summary>
A clean-room rewrite in `horizon-shaderpack`, from the packs' public format documentation only: reading packs, the preprocessor and `.properties` files are merged ([#1584](https://github.com/ludovic111/horizon/issues/1584), [#1585](https://github.com/ludovic111/horizon/issues/1585), [#1586](https://github.com/ludovic111/horizon/issues/1586)); translating programs to WGSL through naga, buffers, uniforms and the terrain, entity, sky, weather and hand stages are in review ([#1698](https://github.com/ludovic111/horizon/issues/1698) to [#1801](https://github.com/ludovic111/horizon/issues/1801)).
A clean-room rewrite in `horizon-shaderpack`, from the packs' public format documentation only: reading packs, the preprocessor and `.properties` files are merged ([#1584](https://github.com/horizon-rust/horizon/issues/1584), [#1585](https://github.com/horizon-rust/horizon/issues/1585), [#1586](https://github.com/horizon-rust/horizon/issues/1586)); translating programs to WGSL through naga, buffers, uniforms and the terrain, entity, sky, weather and hand stages are in review ([#1698](https://github.com/horizon-rust/horizon/issues/1698) to [#1801](https://github.com/horizon-rust/horizon/issues/1801)).
@@ -240,7 +240,7 @@ Horizon's own way to make shader packs, with tools to write and test them. Every
<details><summary>Technical</summary>
`horizon-shader-api` (API 0.1, experimental): WGSL stages with typed inputs inside the renderer's passes, options as WGSL override constants, and the `horizon-shader new|check|pack` tool with templates and the example pack Golden Hour. Merged: the check every pack passes ([#1820](https://github.com/ludovic111/horizon/issues/1820)) and the tool, templates and guide ([#1822](https://github.com/ludovic111/horizon/issues/1822)). In review: the post stage running in the game with hot reload ([#1861](https://github.com/ludovic111/horizon/issues/1861)), the sky stage ([#1863](https://github.com/ludovic111/horizon/issues/1863)) and registry checks that use the game's own check ([#1855](https://github.com/ludovic111/horizon/issues/1855)). Left: the material, lighting and shadow stages, a last-good fallback on reload, a GPU-time overlay per stage and budgets ([docs/shaders.md](docs/shaders.md), [docs/api/shaders.md](docs/api/shaders.md)). The Iris/OptiFine loader is a separate item, 'Shader packs, written again from scratch'.
`horizon-shader-api` (API 0.1, experimental): WGSL stages with typed inputs inside the renderer's passes, options as WGSL override constants, and the `horizon-shader new|check|pack` tool with templates and the example pack Golden Hour. Merged: the check every pack passes ([#1820](https://github.com/horizon-rust/horizon/issues/1820)) and the tool, templates and guide ([#1822](https://github.com/horizon-rust/horizon/issues/1822)). In review: the post stage running in the game with hot reload ([#1861](https://github.com/horizon-rust/horizon/issues/1861)), the sky stage ([#1863](https://github.com/horizon-rust/horizon/issues/1863)) and registry checks that use the game's own check ([#1855](https://github.com/horizon-rust/horizon/issues/1855)). Left: the material, lighting and shadow stages, a last-good fallback on reload, a GPU-time overlay per stage and budgets ([docs/shaders.md](docs/shaders.md), [docs/api/shaders.md](docs/api/shaders.md)). The Iris/OptiFine loader is a separate item, 'Shader packs, written again from scratch'.
</details>
@@ -252,7 +252,7 @@ Your Discord profile can show that you are playing Horizon, with a switch to tur
<details><summary>Technical</summary>
A Discord IPC client on its own thread ([#1787](https://github.com/ludovic111/horizon/issues/1787)) and the presence with its setting ([#1788](https://github.com/ludovic111/horizon/issues/1788)). Merged: it ships with the next release.
A Discord IPC client on its own thread ([#1787](https://github.com/horizon-rust/horizon/issues/1787)) and the presence with its setting ([#1788](https://github.com/horizon-rust/horizon/issues/1788)). Merged: it ships with the next release.
</details>
@@ -264,7 +264,7 @@ Cleaning up Horizon's code: removing what nothing uses and making it quicker to
<details><summary>Technical</summary>
A review of the whole tree: dead code and stubs removed ([#1432](https://github.com/ludovic111/horizon/issues/1432), [#1658](https://github.com/ludovic111/horizon/issues/1658)), one probe binary per crate ([#1453](https://github.com/ludovic111/horizon/issues/1453), [#1454](https://github.com/ludovic111/horizon/issues/1454)), shared harness helpers ([#1448](https://github.com/ludovic111/horizon/issues/1448)), clippy clean on the whole tree ([#1707](https://github.com/ludovic111/horizon/issues/1707)). [docs/architecture.md](docs/architecture.md) maps each feature to its files and harnesses.
A review of the whole tree: dead code and stubs removed ([#1432](https://github.com/horizon-rust/horizon/issues/1432), [#1658](https://github.com/horizon-rust/horizon/issues/1658)), one probe binary per crate ([#1453](https://github.com/horizon-rust/horizon/issues/1453), [#1454](https://github.com/horizon-rust/horizon/issues/1454)), shared harness helpers ([#1448](https://github.com/horizon-rust/horizon/issues/1448)), clippy clean on the whole tree ([#1707](https://github.com/horizon-rust/horizon/issues/1707)). [docs/architecture.md](docs/architecture.md) maps each feature to its files and harnesses.
</details>
@@ -278,7 +278,7 @@ New public numbers comparing Horizon with vanilla on many kinds of computers, me
<details><summary>Technical</summary>
Redo the comparison after the current performance work ([#1073](https://github.com/ludovic111/horizon/issues/1073)); reliability, coverage and presentation ([#1346](https://github.com/ludovic111/horizon/issues/1346)); a scene must count as loaded only once its first chunk arrives ([#1749](https://github.com/ludovic111/horizon/issues/1749)). Next: a performance history across releases (an automatic comparison of each release with the last, on a timeline), more report fields (server TPS and MSPT, power, battery drain, temperature, throttling) and more hardware (a MacBook on battery, low-end laptops, community reports). Players' reports come in through `--benchmark` and `horizon-launcher data benchmark` ([docs/benchmark.md](docs/benchmark.md)).
Redo the comparison after the current performance work ([#1073](https://github.com/horizon-rust/horizon/issues/1073)); reliability, coverage and presentation ([#1346](https://github.com/horizon-rust/horizon/issues/1346)); a scene must count as loaded only once its first chunk arrives ([#1749](https://github.com/horizon-rust/horizon/issues/1749)). Next: a performance history across releases (an automatic comparison of each release with the last, on a timeline), more report fields (server TPS and MSPT, power, battery drain, temperature, throttling) and more hardware (a MacBook on battery, low-end laptops, community reports). Players' reports come in through `--benchmark` and `horizon-launcher data benchmark` ([docs/benchmark.md](docs/benchmark.md)).
</details>
@@ -288,7 +288,7 @@ Creating a world and joining it should be quick even on a four-thread laptop, wh
<details><summary>Technical</summary>
Cut the per-column generation cost (noise sampling, surface rules, aquifers) and the lock convoy on structure starts, and leave one core free for the rest of the game as vanilla does ([#1760](https://github.com/ludovic111/horizon/issues/1760) and [#1778](https://github.com/ludovic111/horizon/issues/1778), in review, are listed under 'Steady frames at long render distances'). Still to profile on small CPUs: the first seconds of a fresh world deliver no chunk, and fluids remesh for about a minute after loading. Measured with `tools/perf_bench.py` ([docs/benchmark.md](docs/benchmark.md), [docs/profiling.md](docs/profiling.md)).
Cut the per-column generation cost (noise sampling, surface rules, aquifers) and the lock convoy on structure starts, and leave one core free for the rest of the game as vanilla does ([#1760](https://github.com/horizon-rust/horizon/issues/1760) and [#1778](https://github.com/horizon-rust/horizon/issues/1778), in review, are listed under 'Steady frames at long render distances'). Still to profile on small CPUs: the first seconds of a fresh world deliver no chunk, and fluids remesh for about a minute after loading. Measured with `tools/perf_bench.py` ([docs/benchmark.md](docs/benchmark.md), [docs/profiling.md](docs/profiling.md)).
</details>
@@ -320,7 +320,7 @@ Draw the game at a lower resolution and sharpen it to your screen's size, in the
<details><summary>Technical</summary>
A render-scale setting below the window size with an upscaler of our own that runs on every wgpu backend. Proof: frame time against native resolution on integrated GPUs, and screenshots for image quality. Issue [#1403](https://github.com/ludovic111/horizon/issues/1403).
A render-scale setting below the window size with an upscaler of our own that runs on every wgpu backend. Proof: frame time against native resolution on integrated GPUs, and screenshots for image quality. Issue [#1403](https://github.com/horizon-rust/horizon/issues/1403).
</details>
@@ -330,7 +330,7 @@ Several smaller speed-ups, each measured: idle block entities that sleep, cheape
<details><summary>Technical</summary>
Block entities and hoppers that skip work when idle (the hopper item scan is already skipped when no item is near); a particle frustum test first (also a parity gap), then particle quads built on the GPU; jigsaw shortcuts that skip blocked connectors and pool elements known not to fit, with layouts unchanged (trial chambers and ancient cities first); batched raw mouse input on Windows for 8000 Hz mice; a better atlas packer for huge resource packs (a 64x pack builds a 704 MiB atlas for 452 MiB of textures); sign-heavy scenes ([#1461](https://github.com/ludovic111/horizon/issues/1461)). Profile first, keep what pays, show before and after numbers.
Block entities and hoppers that skip work when idle (the hopper item scan is already skipped when no item is near); a particle frustum test first (also a parity gap), then particle quads built on the GPU; jigsaw shortcuts that skip blocked connectors and pool elements known not to fit, with layouts unchanged (trial chambers and ancient cities first); batched raw mouse input on Windows for 8000 Hz mice; a better atlas packer for huge resource packs (a 64x pack builds a 704 MiB atlas for 452 MiB of textures); sign-heavy scenes ([#1461](https://github.com/horizon-rust/horizon/issues/1461)). Profile first, keep what pays, show before and after numbers.
More: [docs/profiling.md](docs/profiling.md)
@@ -364,7 +364,7 @@ Making mods that add machines, magic and mobs work in Horizon, in steps, startin
<details><summary>Technical</summary>
333 of the 496 mods in a big pack (ATM10) contain code. Issue [#1854](https://github.com/ludovic111/horizon/issues/1854) ranks the API gaps (ticking block entities, networking, rendering, menus, inventories) that unlock them in tiers, with machines first as the recommended path and a furnace ported tick for tick as proof. The first API step is a draft ([#1189](https://github.com/ludovic111/horizon/issues/1189), see 'Machines and blocks with inventories'). The path isn't started yet ([docs/modpacks.md](docs/modpacks.md)).
333 of the 496 mods in a big pack (ATM10) contain code. Issue [#1854](https://github.com/horizon-rust/horizon/issues/1854) ranks the API gaps (ticking block entities, networking, rendering, menus, inventories) that unlock them in tiers, with machines first as the recommended path and a furnace ported tick for tick as proof. The first API step is a draft ([#1189](https://github.com/horizon-rust/horizon/issues/1189), see 'Machines and blocks with inventories'). The path isn't started yet ([docs/modpacks.md](docs/modpacks.md)).
</details>
@@ -386,7 +386,7 @@ Set up Horizon, a server first, without Java on your computer: published tables
<details><summary>Technical</summary>
Today `horizon-prepare` runs Mojang's exporters with Java. Issue [#1750](https://github.com/ludovic111/horizon/issues/1750) proposes publishing the computed version tables once from CI and assembling the rest locally from the player's own jar and assets, provided the tables hold no Mojang content; a contributor offered a pull request, and it would help phones too. A server-only prepare from `server.jar` alone is the first step ([docs/server.md](docs/server.md)).
Today `horizon-prepare` runs Mojang's exporters with Java. Issue [#1750](https://github.com/horizon-rust/horizon/issues/1750) proposes publishing the computed version tables once from CI and assembling the rest locally from the player's own jar and assets, provided the tables hold no Mojang content; a contributor offered a pull request, and it would help phones too. A server-only prepare from `server.jar` alone is the first step ([docs/server.md](docs/server.md)).
</details>
@@ -406,7 +406,7 @@ Smoother hosting: a real Windows service, a backup before every update, backups
<details><summary>Technical</summary>
A Windows service wrapper instead of the logon scheduled task; `backups.before_update`; hot reload of config for view distance and the message of the day (needs engine support); backups that keep world and player state ([#1808](https://github.com/ludovic111/horizon/issues/1808), a contributor's draft, in review). [docs/hosting.md](docs/hosting.md), docs/server.md.
A Windows service wrapper instead of the logon scheduled task; `backups.before_update`; hot reload of config for view distance and the message of the day (needs engine support); backups that keep world and player state ([#1808](https://github.com/horizon-rust/horizon/issues/1808), a contributor's draft, in review). [docs/hosting.md](docs/hosting.md), docs/server.md.
</details>
@@ -464,7 +464,7 @@ Mods that add machines: blocks that tick, hold items and have their own menus. T
<details><summary>Technical</summary>
Block entities and menus: ticking machines with slots, server menu logic and the menu protocol to clients, energy, item and fluid transfer, data attachments, accessory slots and custom recipe types, with a typed client and server channel and typed config beside them. A draft ([#1189](https://github.com/ludovic111/horizon/issues/1189)) proves a furnace ported tick for tick and holds the ATM10 code-mods plan; the design is redone through the API policy before it merges ([docs/modpacks.md](docs/modpacks.md), docs/api/stability.md).
Block entities and menus: ticking machines with slots, server menu logic and the menu protocol to clients, energy, item and fluid transfer, data attachments, accessory slots and custom recipe types, with a typed client and server channel and typed config beside them. A draft ([#1189](https://github.com/horizon-rust/horizon/issues/1189)) proves a furnace ported tick for tick and holds the ATM10 code-mods plan; the design is redone through the API policy before it merges ([docs/modpacks.md](docs/modpacks.md), docs/api/stability.md).
</details>
@@ -486,7 +486,7 @@ Pistons and slime blocks will push players, mobs and items as in vanilla. Today
<details><summary>Technical</summary>
Port `PistonMovingBlockEntity.moveCollidedEntities` and `moveStuckEntities` (honey), the slime bounce and `Entity.limitPistonMovement` for `MoverType.PISTON`, in single player and for a server's players. Issues [#1496](https://github.com/ludovic111/horizon/issues/1496), [#1609](https://github.com/ludovic111/horizon/issues/1609), [#1608](https://github.com/ludovic111/horizon/issues/1608), [#1704](https://github.com/ludovic111/horizon/issues/1704), [#1758](https://github.com/ludovic111/horizon/issues/1758).
Port `PistonMovingBlockEntity.moveCollidedEntities` and `moveStuckEntities` (honey), the slime bounce and `Entity.limitPistonMovement` for `MoverType.PISTON`, in single player and for a server's players. Issues [#1496](https://github.com/horizon-rust/horizon/issues/1496), [#1609](https://github.com/horizon-rust/horizon/issues/1609), [#1608](https://github.com/horizon-rust/horizon/issues/1608), [#1704](https://github.com/horizon-rust/horizon/issues/1704), [#1758](https://github.com/horizon-rust/horizon/issues/1758).
</details>
@@ -506,7 +506,7 @@ Villages and fights behaving as in vanilla: iron golems defending villages, vill
<details><summary>Technical</summary>
Villages: iron golem village goals, villager memories across saves, villager age, job-site claiming on dedicated servers, flower offers ([#1639](https://github.com/ludovic111/horizon/issues/1639) is one report). Combat: the mobs' `attack_knockback` attribute, mace smash logic, the hit knockback source on the host, the fire burnout biome tag. Each is checked against vanilla by a harness ([docs/rust-parity.md](docs/rust-parity.md)).
Villages: iron golem village goals, villager memories across saves, villager age, job-site claiming on dedicated servers, flower offers ([#1639](https://github.com/horizon-rust/horizon/issues/1639) is one report). Combat: the mobs' `attack_knockback` attribute, mace smash logic, the hit knockback source on the host, the fire burnout biome tag. Each is checked against vanilla by a harness ([docs/rust-parity.md](docs/rust-parity.md)).
</details>
@@ -516,7 +516,7 @@ Pick the speakers or headphones Horizon plays through, in Music & Sounds.
<details><summary>Technical</summary>
An output device list in Music & Sounds, falling back to the system default. [#1035](https://github.com/ludovic111/horizon/issues/1035) started it: a player on an older Windows computer had no sound at all, and a device choice is how such cases are found and fixed.
An output device list in Music & Sounds, falling back to the system default. [#1035](https://github.com/horizon-rust/horizon/issues/1035) started it: a player on an older Windows computer had no sound at all, and a device choice is how such cases are found and fixed.
</details>
@@ -544,7 +544,7 @@ Coming soon: sign in with your Microsoft account to play on online-mode servers.
Device-code sign-in in the launcher and online-mode login in the client ([docs/microsoft-account.md](docs/microsoft-account.md)). It is turned on by setting the app's client id once Minecraft API access is approved; until then the launcher shows "Coming soon".
@@ -566,7 +566,7 @@ Builds of the game and the launcher for Macs with an Intel processor.
<details><summary>Technical</summary>
x86_64 game and launcher builds, picked per processor ([#1171](https://github.com/ludovic111/horizon/issues/1171)). Before it ships it needs a run on a real Intel Mac: Rosetta on Apple Silicon only proves the CPU code. Requests: [#1161](https://github.com/ludovic111/horizon/issues/1161), [#1792](https://github.com/ludovic111/horizon/issues/1792).
x86_64 game and launcher builds, picked per processor ([#1171](https://github.com/horizon-rust/horizon/issues/1171)). Before it ships it needs a run on a real Intel Mac: Rosetta on Apple Silicon only proves the CPU code. Requests: [#1161](https://github.com/horizon-rust/horizon/issues/1161), [#1792](https://github.com/horizon-rust/horizon/issues/1792).
</details>
@@ -576,7 +576,7 @@ Fixes for Linux desktops that use Wayland and Hyprland: fullscreen, the clipboar
<details><summary>Technical</summary>
Open: the GUI Scale is clamped to 2 after a restart under Hyprland, while XWayland keeps it ([#1866](https://github.com/ludovic111/horizon/issues/1866)). Earlier reports covered fullscreen dropping on menu clicks, the clipboard and a white overlay ([#1007](https://github.com/ludovic111/horizon/issues/1007), closed). Checked on a real Wayland session.
Open: the GUI Scale is clamped to 2 after a restart under Hyprland, while XWayland keeps it ([#1866](https://github.com/horizon-rust/horizon/issues/1866)). Earlier reports covered fullscreen dropping on menu clicks, the clipboard and a white overlay ([#1007](https://github.com/horizon-rust/horizon/issues/1007), closed). Checked on a real Wayland session.
</details>
@@ -626,7 +626,7 @@ Safer releases: changes to the release machinery need the owner's review, and AI
<details><summary>Technical</summary>
`.github/CODEOWNERS` lists the workflows, the release and signing tools, the update-checking code and the installers ([#1015](https://github.com/ludovic111/horizon/issues/1015)); the branch protection that makes it count waits for the `horizon-agent` GitHub App, which reads and writes code, pull requests and issues but can't change settings, workflows, secrets or members, and whose tokens last an hour. It needs the owner to create the App and switch the protection on ([docs/security.md](docs/security.md)).
`.github/CODEOWNERS` lists the workflows, the release and signing tools, the update-checking code and the installers ([#1015](https://github.com/horizon-rust/horizon/issues/1015)); the branch protection that makes it count waits for the `horizon-agent` GitHub App, which reads and writes code, pull requests and issues but can't change settings, workflows, secrets or members, and whose tokens last an hour. It needs the owner to create the App and switch the protection on ([docs/security.md](docs/security.md)).
</details>
@@ -636,7 +636,7 @@ Every download Horizon makes is checked against the project's signature, includi
<details><summary>Technical</summary>
Releases carry signed checksums, and the launcher and `horizon-server update` refuse anything unsigned ([#1011](https://github.com/ludovic111/horizon/issues/1011), [#1014](https://github.com/ludovic111/horizon/issues/1014)). Left: the first install through `install.sh` and `install.ps1` still trusts only the checksum GitHub publishes, because verifying Ed25519 signatures needs OpenSSL 3, which macOS doesn't ship ([docs/security.md](docs/security.md)).
Releases carry signed checksums, and the launcher and `horizon-server update` refuse anything unsigned ([#1011](https://github.com/horizon-rust/horizon/issues/1011), [#1014](https://github.com/horizon-rust/horizon/issues/1014)). Left: the first install through `install.sh` and `install.ps1` still trusts only the checksum GitHub publishes, because verifying Ed25519 signatures needs OpenSSL 3, which macOS doesn't ship ([docs/security.md](docs/security.md)).
</details>
@@ -650,7 +650,7 @@ Far terrain drawn from the world you really built and explored, caves and builds
<details><summary>Technical</summary>
Keep a 3D mip store on disk built from real chunks, drawn by the GPU beside the seed preview for areas nobody has visited. Written from scratch and measured before it is kept. Builds on Far Detail and the far-terrain levels of detail already shipped; the open work on them is [#718](https://github.com/ludovic111/horizon/issues/718).
Keep a 3D mip store on disk built from real chunks, drawn by the GPU beside the seed preview for areas nobody has visited. Written from scratch and measured before it is kept. Builds on Far Detail and the far-terrain levels of detail already shipped; the open work on them is [#718](https://github.com/horizon-rust/horizon/issues/718).
</details>
@@ -692,7 +692,7 @@ Run Java mods that nobody has rewritten for Horizon yet, through a bridge or a c
<details><summary>Technical</summary>
Earlier research ([#527](https://github.com/ludovic111/horizon/issues/527), closed) found that Java mods can't simply run, because they call Minecraft's own classes. Options to look at again: a jar-to-WebAssembly backend, or a bridge for simple Fabric mods. Whatever is chosen has to run inside the same sandbox and capability checks as native mods.
Earlier research ([#527](https://github.com/horizon-rust/horizon/issues/527), closed) found that Java mods can't simply run, because they call Minecraft's own classes. Options to look at again: a jar-to-WebAssembly backend, or a bridge for simple Fabric mods. Whatever is chosen has to run inside the same sandbox and capability checks as native mods.
</details>
@@ -704,7 +704,7 @@ Sign in with other account providers, such as Ely.by or any Yggdrasil-compatible
<details><summary>Technical</summary>
Issue [#1270](https://github.com/ludovic111/horizon/issues/1270) asks for Ely.by and Yggdrasil-compatible servers with an account selector in the launcher. It builds on the Microsoft sign-in ([docs/microsoft-account.md](docs/microsoft-account.md)).
Issue [#1270](https://github.com/horizon-rust/horizon/issues/1270) asks for Ely.by and Yggdrasil-compatible servers with an account selector in the launcher. It builds on the Microsoft sign-in ([docs/microsoft-account.md](docs/microsoft-account.md)).
</details>
@@ -748,7 +748,7 @@ Contraptions and physics like the Create and Aeronautics mods, as a mod for Hori
<details><summary>Technical</summary>
Issue [#805](https://github.com/ludovic111/horizon/issues/805) (porting QOL mods) closed with this answer: it would come as a native Horizon mod on the mod API. It needs server mods, entities and rendering first.
Issue [#805](https://github.com/horizon-rust/horizon/issues/805) (porting QOL mods) closed with this answer: it would come as a native Horizon mod on the mod API. It needs server mods, entities and rendering first.
Today F3 shows position, chunk, light, biome and FPS ([docs/native-client.md](docs/native-client.md)). Vanilla also has F3+F6 debug options with profiles, F3+1 the profiler pie, F3+L a ten-second capture and F3+S the atlas dump ([#562](https://github.com/ludovic111/horizon/issues/562) asked for the F3 editor).
Today F3 shows position, chunk, light, biome and FPS ([docs/native-client.md](docs/native-client.md)). Vanilla also has F3+F6 debug options with profiles, F3+1 the profiler pie, F3+L a ten-second capture and F3+S the atlas dump ([#562](https://github.com/horizon-rust/horizon/issues/562) asked for the F3 editor).
</details>
@@ -814,7 +814,7 @@ An optional ray-tracing mode for graphics cards that support it (RTX and recent
<details><summary>Technical</summary>
A spike with ray-traced sun shadows, off by default, is a draft ([#1180](https://github.com/ludovic111/horizon/issues/1180)). Reflections, global illumination, Apple M3 and newer if it is cheap, and a performance report per card come after.
A spike with ray-traced sun shadows, off by default, is a draft ([#1180](https://github.com/horizon-rust/horizon/issues/1180)). Reflections, global illumination, Apple M3 and newer if it is cheap, and a performance report per card come after.
</details>
@@ -824,7 +824,7 @@ Output for HDR monitors: brighter highlights and richer colour where your screen
<details><summary>Technical</summary>
Issue [#1441](https://github.com/ludovic111/horizon/issues/1441). Needs a surface format and a tone-mapping path per backend, and tests on real HDR screens on Windows, macOS and Linux.
Issue [#1441](https://github.com/horizon-rust/horizon/issues/1441). Needs a surface format and a tone-mapping path per backend, and tests on real HDR screens on Windows, macOS and Linux.
</details>
@@ -858,7 +858,7 @@ Game and launcher builds for 64-bit ARM Linux computers.
<details><summary>Technical</summary>
Issue [#1709](https://github.com/ludovic111/horizon/issues/1709): aarch64 builds of the game and the launcher in the release workflow, tested on a real ARM machine with its Vulkan driver. The server build already drops audio and controllers (`--no-default-features`).
Issue [#1709](https://github.com/horizon-rust/horizon/issues/1709): aarch64 builds of the game and the launcher in the release workflow, tested on a real ARM machine with its Vulkan driver. The server build already drops audio and controllers (`--no-default-features`).
</details>
@@ -868,7 +868,7 @@ Versions of Horizon for Android, iOS and web browsers. Nothing official yet; con
<details><summary>Technical</summary>
No official build. Android was first closed as not planned, with touch controls, a mobile interface, packaging and loading the player's own assets all missing; the roadmap now includes it, iOS and a WebAssembly build for the browser as long-term goals. First pieces from contributors: `horizon-dualsense` compiling on iOS ([#1813](https://github.com/ludovic111/horizon/issues/1813)) and helper-thread limits on Android ([#1751](https://github.com/ludovic111/horizon/issues/1751)). Preparing without Java ([#1750](https://github.com/ludovic111/horizon/issues/1750)) matters here too. Horizon ships none of Mojang's files on any platform.
No official build. Android was first closed as not planned, with touch controls, a mobile interface, packaging and loading the player's own assets all missing; the roadmap now includes it, iOS and a WebAssembly build for the browser as long-term goals. First pieces from contributors: `horizon-dualsense` compiling on iOS ([#1813](https://github.com/horizon-rust/horizon/issues/1813)) and helper-thread limits on Android ([#1751](https://github.com/horizon-rust/horizon/issues/1751)). Preparing without Java ([#1750](https://github.com/horizon-rust/horizon/issues/1750)) matters here too. Horizon ships none of Mojang's files on any platform.
</details>
@@ -912,7 +912,7 @@ An optional AI teammate you can talk to by voice. It plays beside you, helps or
<details><summary>Technical</summary>
Draft pull requests: the companion ([#1068](https://github.com/ludovic111/horizon/issues/1068)), its safety modes and their evaluation ([#1069](https://github.com/ludovic111/horizon/issues/1069)) and a route that finishes the game ([#1070](https://github.com/ludovic111/horizon/issues/1070)). In the drafts: a companion that follows, fights, mines, crafts, sleeps and respawns; chat and push-to-talk voice, with speech recognition and a choice of voices; presets (very strong, helper, beat the game); a guard model with Clean, Kid and Salty modes; perception levels from Fair to All-knowing; hardware detection with a simple mode and an Advanced tab; local models first, cloud keys optional. The No AI switch is already in the game. Left: the speedrun route doesn't finish the game reliably yet, voices for more languages, and the safety evaluation, which must pass before it ships.
Draft pull requests: the companion ([#1068](https://github.com/horizon-rust/horizon/issues/1068)), its safety modes and their evaluation ([#1069](https://github.com/horizon-rust/horizon/issues/1069)) and a route that finishes the game ([#1070](https://github.com/horizon-rust/horizon/issues/1070)). In the drafts: a companion that follows, fights, mines, crafts, sleeps and respawns; chat and push-to-talk voice, with speech recognition and a choice of voices; presets (very strong, helper, beat the game); a guard model with Clean, Kid and Salty modes; perception levels from Fair to All-knowing; hardware detection with a simple mode and an Advanced tab; local models first, cloud keys optional. The No AI switch is already in the game. Left: the speedrun route doesn't finish the game reliably yet, voices for more languages, and the safety evaluation, which must pass before it ships.
</details>
@@ -938,7 +938,7 @@ Run Horizon's built-in benchmark and share the report: every new computer makes
<details><summary>Technical</summary>
`horizon-launcher play --arg=--benchmark --arg=standard` writes a JSON report; `horizon-launcher data benchmark <report>` shows what would be sent and uploads it (playhorizon.dev/docs/performance). Results from three installs with the same hardware appear on the Benchmarks page. Example: [#1711](https://github.com/ludovic111/horizon/issues/1711).
`horizon-launcher play --arg=--benchmark --arg=standard` writes a JSON report; `horizon-launcher data benchmark <report>` shows what would be sent and uploads it (playhorizon.dev/docs/performance). Results from three installs with the same hardware appear on the Benchmarks page. Example: [#1711](https://github.com/horizon-rust/horizon/issues/1711).
@@ -952,7 +952,7 @@ Banners in End cities show as plain magenta instead of with their pattern.
<details><summary>Technical</summary>
Compare the banner block entities the End city templates place with vanilla's (`EndCityPieces`, the templates' block entity NBT, `BannerBlockEntity`'s patterns), in `crates/horizon-world/src/worldgen/structure/`. Issue [#1438](https://github.com/ludovic111/horizon/issues/1438); possibly related: [#526](https://github.com/ludovic111/horizon/issues/526).
Compare the banner block entities the End city templates place with vanilla's (`EndCityPieces`, the templates' block entity NBT, `BannerBlockEntity`'s patterns), in `crates/horizon-world/src/worldgen/structure/`. Issue [#1438](https://github.com/horizon-rust/horizon/issues/1438); possibly related: [#526](https://github.com/horizon-rust/horizon/issues/526).
</details>
@@ -962,19 +962,19 @@ Armour and tools in End city chests should come enchanted, as in vanilla.
<details><summary>Technical</summary>
`loot.rs` implements `enchant_with_levels`: find why the End city chest table's rolls come out bare, and compare them with vanilla's for a few seeds. Issues [#1437](https://github.com/ludovic111/horizon/issues/1437), [#1660](https://github.com/ludovic111/horizon/issues/1660).
`loot.rs` implements `enchant_with_levels`: find why the End city chest table's rolls come out bare, and compare them with vanilla's for a few seeds. Issues [#1437](https://github.com/horizon-rust/horizon/issues/1437), [#1660](https://github.com/horizon-rust/horizon/issues/1660).
</details>
## Recently shipped
- **OpenGL for old computers** (v0.2.63): Horizon now starts on old PCs whose graphics card has no Vulkan or DirectX 12 driver: it switches to OpenGL by itself, and Options > Graphics can pick OpenGL by hand. [#1917](https://github.com/ludovic111/horizon/issues/1917) · [#1920](https://github.com/ludovic111/horizon/issues/1920) · [#1936](https://github.com/ludovic111/horizon/issues/1936)
- **Server resource packs** (v0.2.48): Servers can send you their resource pack: Horizon asks, downloads it and applies it, like vanilla. [#1562](https://github.com/ludovic111/horizon/issues/1562) · [#1569](https://github.com/ludovic111/horizon/issues/1569) · [#1570](https://github.com/ludovic111/horizon/issues/1570)
- **Single player on its own server thread** (v0.2.39): Single player runs on a server thread, as vanilla does, so the world keeps ticking smoothly while the window draws. [#1514](https://github.com/ludovic111/horizon/issues/1514) · [docs/server-levels.md](docs/server-levels.md)
- **GPU occlusion culling on Macs** (v0.2.17): On Macs the GPU now skips terrain hidden behind hills and caves: 8 to 48% more frames per second at 32 chunks on an M4 Pro. [#1434](https://github.com/ludovic111/horizon/issues/1434)
- **Animated textures on the GPU** (v0.2.5): Water, lava and other animated blocks are now animated by the graphics card: 1.7 to 2.4 times better 1% lows on Intel graphics. [#1239](https://github.com/ludovic111/horizon/issues/1239)
- **Far Detail for integrated graphics** (v0.2.5): An optional Reduced setting for far terrain, suggested on integrated graphics, that saves 2 to 4 ms of GPU time per frame. [#1199](https://github.com/ludovic111/horizon/issues/1199) · [#1029](https://github.com/ludovic111/horizon/issues/1029)
- **The launcher's mod browser** (launcher@0.2.0): Search Modrinth for mods, modpacks and resource packs from the launcher; it says before installing what works in Horizon. [#1154](https://github.com/ludovic111/horizon/issues/1154) · [#1242](https://github.com/ludovic111/horizon/issues/1242) · [#1243](https://github.com/ludovic111/horizon/issues/1243) · [#1246](https://github.com/ludovic111/horizon/issues/1246) · [docs/mod-browser.md](docs/mod-browser.md)
- **A blocky, Minecraft-like launcher** (launcher@0.2.0): The launcher got a new blocky look in Horizon's purple, in dark and light. [#1269](https://github.com/ludovic111/horizon/issues/1269) · [docs/design-system.md](docs/design-system.md)
- **Dynamic lights** (v2026.10.22): An optional extra: torches you hold, drop or set on fire light up what is around them. [#1162](https://github.com/ludovic111/horizon/issues/1162)
- **Host a server from the launcher** (launcher-v0.15.0): The launcher's Servers page creates, starts, backs up and updates a Horizon server with buttons, and invites friends. [#1026](https://github.com/ludovic111/horizon/issues/1026) · [docs/hosting.md](docs/hosting.md)
- **OpenGL for old computers** (v0.2.63): Horizon now starts on old PCs whose graphics card has no Vulkan or DirectX 12 driver: it switches to OpenGL by itself, and Options > Graphics can pick OpenGL by hand. [#1917](https://github.com/horizon-rust/horizon/issues/1917) · [#1920](https://github.com/horizon-rust/horizon/issues/1920) · [#1936](https://github.com/horizon-rust/horizon/issues/1936)
- **Server resource packs** (v0.2.48): Servers can send you their resource pack: Horizon asks, downloads it and applies it, like vanilla. [#1562](https://github.com/horizon-rust/horizon/issues/1562) · [#1569](https://github.com/horizon-rust/horizon/issues/1569) · [#1570](https://github.com/horizon-rust/horizon/issues/1570)
- **Single player on its own server thread** (v0.2.39): Single player runs on a server thread, as vanilla does, so the world keeps ticking smoothly while the window draws. [#1514](https://github.com/horizon-rust/horizon/issues/1514) · [docs/server-levels.md](docs/server-levels.md)
- **GPU occlusion culling on Macs** (v0.2.17): On Macs the GPU now skips terrain hidden behind hills and caves: 8 to 48% more frames per second at 32 chunks on an M4 Pro. [#1434](https://github.com/horizon-rust/horizon/issues/1434)
- **Animated textures on the GPU** (v0.2.5): Water, lava and other animated blocks are now animated by the graphics card: 1.7 to 2.4 times better 1% lows on Intel graphics. [#1239](https://github.com/horizon-rust/horizon/issues/1239)
- **Far Detail for integrated graphics** (v0.2.5): An optional Reduced setting for far terrain, suggested on integrated graphics, that saves 2 to 4 ms of GPU time per frame. [#1199](https://github.com/horizon-rust/horizon/issues/1199) · [#1029](https://github.com/horizon-rust/horizon/issues/1029)
- **The launcher's mod browser** (launcher@0.2.0): Search Modrinth for mods, modpacks and resource packs from the launcher; it says before installing what works in Horizon. [#1154](https://github.com/horizon-rust/horizon/issues/1154) · [#1242](https://github.com/horizon-rust/horizon/issues/1242) · [#1243](https://github.com/horizon-rust/horizon/issues/1243) · [#1246](https://github.com/horizon-rust/horizon/issues/1246) · [docs/mod-browser.md](docs/mod-browser.md)
- **A blocky, Minecraft-like launcher** (launcher@0.2.0): The launcher got a new blocky look in Horizon's purple, in dark and light. [#1269](https://github.com/horizon-rust/horizon/issues/1269) · [docs/design-system.md](docs/design-system.md)
- **Dynamic lights** (v2026.10.22): An optional extra: torches you hold, drop or set on fire light up what is around them. [#1162](https://github.com/horizon-rust/horizon/issues/1162)
- **Host a server from the launcher** (launcher-v0.15.0): The launcher's Servers page creates, starts, backs up and updates a Horizon server with buttons, and invites friends. [#1026](https://github.com/horizon-rust/horizon/issues/1026) · [docs/hosting.md](docs/hosting.md)
out+=" native source: unsandboxed; not executed by the registry check. Compile and test against the exact pinned Horizon and Mixins revisions before review.\n";
/// Font.width of a component: `§` codes in the spans are formatting,
/// not glyphs.
/// not glyphs. Right-to-left text is measured as it is drawn, shaped.
pubfnwidth_text(&self,t: &Text)-> f32{
t.resolved()
lett=t.resolved();
crate::bidi::visual(&t)
.chars()
.map(|(c,s)|self.advance(c,s))
.sum::<f32>()
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