🤖 Agent: proven on union/pt1-w3 by pr-triage-1: every vanilla harness this branch reaches passes (mob_ai and the equine ones included), clippy -D warnings and the horizon-client tests pass (the one failing test is main's own, fixed by #3851), and the last commit only reorders an import for rustfmt. Thank you!
🤖 Agent: merging. Block light follows vanilla BlockLightEngine.checkNode (an emitter in its own light only brightens): in-frame relight during the RD 32 ocean flight 17–30 ms per run down to 7–8 ms; light harness and the light tests pass; CI verify green.
Vanilla's BlockLightEngine.checkNode clears a changed block's light and
decreases from it only when the new emission is below the stored level;
otherwise the level stays, the neighbours' light is pulled in and the
emission increases from there. Horizon's relight cleared every changed
block, so each flowing lava block placed next to lava (fluids settling
in fresh chunks while flying over the ocean) darkened and relit up to
14 blocks around it on the render thread, and marked every section
there for remeshing.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: WebAssembly removal 1/4 (game), merged up to date with main c7065027b. The official mods are native in the registry (Zoom, FPS Counter, Keystrokes, Minimap, Recipes, Coordinates HUD 2.0.0, verified in the published index), and the authors of the WebAssembly mods with no native version were told (list in the body). Each layer compiles; pr_ready --quick on the tip: only main's own macOS clippy (log_display) and axolotl test fail. Parity: 340/340 locally on the previous heads; CI parity on these. Merge before #3351, #3353, #3371.
🤖 Agent: merging. The frame no longer waits on a descheduled worker's mpsc send: 8–24 ms stalls in Streaming::update gone in the RD 32 ocean flight (0–1 per run vs 5–14), 109/109 affected harnesses pass, CI verify green.
🤖 Agent: correction from pr-triage-1: my first push of the main merge missed one line (`Language::ALL` still said six), so it didn't build; 46ac49ad0 adds it and merges main once more. On this exact head the launcher's fmt, clippy -D warnings and all its tests pass, including the check that every language has every string. Sorry for the noise.
The game thread drained the workers' results with std's mpsc try_recv,
which spins and then yields until a sender it finds half way through a
send has written its message (std's mpmc list: start_recv, wait_write).
A worker descheduled at that point on a busy machine held the frame for
a scheduler quantum: 8 to 24 ms waits with no CPU time in
Streaming::update, measured with HORIZON_SPIKES during the RD 32 ocean
flight. The results now go through a mutex-guarded queue the frame
takes with try_lock: while a worker holds it, the frame leaves the
results for the next one. The blocking waits (save, wait, drop) keep
their timeouts on a condvar.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Conflict: the help text; main's --in-frame deprecation kept, --dev-mod still
takes content mods only.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Conflict: main made chat_tree callable from command blocks, with the
WebAssembly mods for its argument; it stays callable, without them.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Conflicts: main's changes to mod_render.rs, server_mods.rs and the runtime
part of mods.rs sit in WebAssembly code this branch deletes. Kept main's
Event::NativeSettings (a native mod's page asks for its labels again) and
the bundle's wheel; dropped the WebAssembly ModSettings event, the mod
screen's wheel and its title-screen settings page (9c6325c1f).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: proven on the integration branch union/pt1-w2 (23 PRs on main 89f949155) by pr-triage-1: tools/pr_ready.py green (clippy -D warnings, the touched crates' tests, launcher checks), the 126 affected vanilla harnesses pass, and lan_e2e passes 13 checks on both single-player paths. Thank you!
🤖 Agent: proven on the integration branch union/pt1-w2 (23 PRs on main 89f949155) by pr-triage-1: tools/pr_ready.py green (clippy -D warnings, the touched crates' tests, launcher checks), the 126 affected vanilla harnesses pass, and lan_e2e passes 13 checks on both single-player paths. Thank you!
#3410 made the command parse oracle, which also exports
command-registries.json during preparation, write "selected_entities". The
prepared output changed (digest 55f3f289…) but OUTPUT_VERSION stayed 1, so
every parity run since fails "the prepared output changed", and players
would keep resources prepared before it. #3410 was proven in a local union,
which skipped CI parity and with it this check.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: proven on the integration branch union/pt1-w2 (23 PRs on main 89f949155) by pr-triage-1: tools/pr_ready.py green (clippy -D warnings, the touched crates' tests, launcher checks), the 126 affected vanilla harnesses pass, and lan_e2e passes 13 checks on both single-player paths. Thank you!
The Wayland watch was made whenever the surface offered HDR, so with
HDR off (the default) the renderer still did a blocking dispatch on
winit's connection at startup. It's now made when set_hdr turns HDR
output on and dropped when it turns off; the next display_changed
applies what it first reported.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Paper White and Peak keep their Auto step (0) on Graphics: HDR, where
#3203 moved them; Black Level and UI Brightness are saved, parsed and
passed to set_hdr beside the Auto nits. The docs paragraph keeps the
HDR screen, Auto, Black Level and UI Brightness.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Main gained Black Level (#3145) and #3176 adds UI Brightness; both
move from Display to Graphics: HDR with the rest, in main's order
(Black Level, Peak, Paper White, UI Brightness), and wait for the HDR
switch like the other sliders.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Merging main into #3625 put Spanish and Ukrainian both in Language::ALL
but left its length at 5, so the launcher no longer builds on main
(E0308: expected an array with a size of 5, found one with a size of 6).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Main gained HDR Black Level (#3145). Both settings are kept: the
params slot after `pq` is the black level and the next one is the UI
brightness; set_hdr takes both; options save hdrBlackLevel and
hdrUiBrightness; the UI Brightness row follows Paper White.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Resolves two conflicts:
- gfx.rs: main made padded_row/copy_frame free functions (copy_frame takes
the device and size) and dropped write_screenshot's COPY_SRC check for
the OpenGL readback target; take_readback now calls the free copy_frame
and write_screenshot keeps the ScreenshotRequest signature.
- remote.rs leave_server: keeps main's hud_disconnected (which resets the
boss overlay), overlay_time and item_activation reset, plus this branch's
world_icon = None.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Main added CapeLayer (mobs::render::cape) at the spot this branch adds render_layers;
both stay. CapeLayer draws only when !state.isInvisible, so the player's own cape is
left out under Invisibility too, in the world and the inventory.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
horizon_core::geometry::trig::fdlibm_atan2 is the same e_atan2.c port, and it
passes every vector of atan2_matches_strictmath, so jmath calls it instead of
keeping a second copy.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Both languages stay in Language; the translation test walks Language::ALL; the CLI's
help, its error and the docs now list es too.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
graphics_ui.rs: main passes the settings to layout, content_height and scroll;
the held scrollbar's code and tests take them too.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The attribution rule gave Ludovic's exact line first, so contributors' agents
copied it: #3800 (rdbtCVS) opened as "Ludovic's AI agent", #3499 as "AI
agent (Codex), not by himself". The rule is now a template filled with the
login the PR is opened from; Ludovic's line stays as a labelled example. The
PR template carries the same line as a comment.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The in-frame single-player path is unsupported and will be removed soon.
The game prints a deprecation warning when it is requested, the help text
and docs say never to use it, and the e2e drivers warn on their flags.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Main's graphics screen now takes the settings in layout and extra_rows, and a
slider press starts a drag (SliderDrag) that saves on release (#2711).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Resolves the conflict in game/remote.rs tick_remote: keeps both the
remote spawner tick and main's client_tick_beacons.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: PR triage (Ludovic's AI agent, Claude): main merged in (ff). ElytraOnPlayerSoundInstance.tick line for line (stop when removed or after 20 ticks without isFallFlying, volume clamp(speed/4), silent 20 ticks then a 20-tick fade-in, pitch 1+(v-0.8) above 0.8), started like LocalPlayer.onSyncedDataUpdated when gliding starts. #3227 (same port) closed as its duplicate. union/pt3-1 edfb0e31d (main 2b294bbe3 + 11 PRs): clippy -D warnings clean, tests 1342/0. CI parity on this head.
🤖 Agent: merging. Horizon Official at the top of the launcher's Multiplayer list, once, sharing the game's marker (Ludovic, 2026-10-29). pr_ready --quick green (launcher 273 tests); verify and the launcher matrix green.
🤖 Agent: merging. Horizon Official at the top of Multiplayer, once (Ludovic, 2026-10-29). pr_ready --quick green (945 tests); verify green; parity runs in CI.
Cat and Ocelot.customServerAiStep set sprinting while the move control
runs at 1.33 (fleeing a player) and the crouching pose at 0.6 (tempted).
LivingEntity.setSprinting adds SPEED_MODIFIER_SPRINTING (+0.3F,
ADD_MULTIPLIED_TOTAL) to the movement speed, which Horizon only used for
the model pose, so a fleeing ocelot or stray cat walked 1.3x too slowly.
The step now runs between navigation and the move control, as in
Mob.serverAiStep, and sets Extra.sprinting and the pose. A sprinting mob
also gets the rest of vanilla's isSprinting: the speed modifier, the
sprint jump impulse, the 0.9 water slowdown, no fluid-falling gravity
and the two random draws of spawnSprintParticle. The server sends shared
flag 0x08, the CROUCHING pose and the sprinting modifier; the client
reads them, and the feline model takes its pose from them.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The OpenGL backend's GLSL translator (naga) does not support `textureLoad`
from depth textures. When starting on OpenGL (such as on Linux with Intel
HD 4000 via Mesa crocus), `Post::new` panicked while compiling `fs_taa`
in `world_post.wgsl` (`WGSL textureLoad from depth textures is not
supported in GLSL`), crashing the game on startup.
Wrap TAA pipeline creation in an error scope, matching the animated
sprites compute pipeline fallback in `animate.rs`. When TAA cannot
compile, log a warning and disable TAA, letting the world post pass fall
back to FXAA or direct presentation without panicking.
Co-Authored-By: Antigravity <[email protected]>
main's new item_sync test builds a Dynamic by hand; it takes the rest
(dialog_tags) from Default, as this branch's other tests do.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified by Ludovic's AI agent (Claude): follows CreateWorldScreen's temp data pack folder flow; main merged, clippy and the datapack/title/pack screen tests pass, verify green. Queued for the merger.
brush.rs: main's player_generates_container_loot trigger (#33c15a6d7) is
kept in unpack_brush_loot, which now reads the Brushable block entity.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
#3253 (on main) replaced BlockSection's local_ids map with a scan of the
live palette and a last-lookup cache. fill_column now finds the state's id
with id_in, clears the cache when the old state's slot is freed, and sets
it when the section becomes uniform.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The Multiplayer section puts "Horizon Official" (horizon.bunchy7s.dev) first in the instance's
servers.dat, as the game does: once (horizon_official_server.txt beside the list, the same file the
game writes), never again after the player removes it, never when the list already has its address
(any case, with or without :25565), and never into a list that can't be read.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
LivingEntityRenderer.submit scales the whole pose stack by the entity's
scale. Horizon scaled the player's eye height, box and camera distance but
drew the model at scale 1, so a player with scale 2 looked half its size
from the pulled-back camera. The local player's model, and what hangs off it
(arms, held items, cape, elytra, armour), now takes the attribute; the
inventory preview divides it out as extractEntityInInventory does.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
🤖 Agent: read in full (pr-triage-1). A keyboard key bound to attack/use keeps clicking while held, as KeyboardHandler.keyPress sends every repeat to KeyMapping.set/click; horizon-ctl 'repeat' keeps the key held. Unit test added.
At startup, when a person is playing (not a server, benchmark or automated run), the game puts
"Horizon Official" (horizon.bunchy7s.dev) first in servers.dat, once: horizon_official_server.txt
beside it remembers that it was offered, so a player who deletes it never gets it back, and a list
that already has its address (any case, with or without :25565) is left as it is.
servers::prepend inserts the entry at the root level, so hidden entries and fields the codec
doesn't know are kept, and leaves an unreadable file alone.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified by Ludovic's AI agent (Claude): the review points are addressed (tagged pigs, enclosed arenas, cleanup); flow-push and bubble-column pass on the server thread and in-frame (current carries 2.8/2.7 blocks vs 0 in still water; the column lifts higher than plain water). Tools only. Queued for the merger. Re-run at 9039a268f (arenas now built at y 100, husk line back to main's): lan_e2e flow-push and bubble-column PASS on the server thread (flowing 2.87 vs still 0.0; column 1.404 vs plain 0.785) and in-frame (2.776 vs 0.0; 1.42 vs 0.725).
A throw on an item tab's display slot (Q or a right-click in the creative
screen) dropped the stack with a local Player.drop. On a server connection
(single player's server thread, LAN, multiplayer) that item entity was
never sent to the server, so it vanished. Send the stack as
SetCreativeModeSlot to slot -1 instead, as the survival tab's throw and
vanilla's handleCreativeModeItemDrop already do.
Vanilla: CreativeModeInventoryScreen.slotClicked (item tab THROW),
MultiPlayerGameMode.handleCreativeModeItemDrop.
Co-Authored-By: Claude Haiku 5.5 <[email protected]>
🤖 Agent: verified by Ludovic's AI agent (Claude) on union/pt2-a 7e322f591 (main + 8 PRs): fmt, workspace clippy -D warnings, horizon-client/protocol/command/client-core/world tests, fast build; lan_e2e hurt, cure-discount, commands, piston-push, hands, helduse on the server thread and in-frame, plus portals (server thread): all pass (cure-discount: 14 wheat for the cured villager's emerald, host and guest). Queued; the merger waits for CI parity on this head.
- Track keyboard_mouse ownership and view_at viewport offset on Game
- Ignore cursor grabs, visibility changes, and pointer warps when not owning keyboard/mouse
- Offset cursor warps by view_at in shared windows
- Track physical_buttons and clear on focus loss
- Add capture unit tests for controller-only games and viewport offsets
Co-Authored-By: Antigravity <[email protected]>
Lowering the render distance (the Performance preset after 32 or 64) let the coarsest far tiles stand in for the chunks it left: the tiles planned there had been inside the full-detail area, so never sampled, and the 64-block cells of the roots showed flat plateaus with stone walls for minutes. Those columns now stay left out, their meshes drawn, until the tile planned over each is ready.
🤖 Agent: requeued by contrib-gate-28 after merging main (B9 render crate split; stopped on a conflict or a known flake). fmt, clippy -D warnings and tests pass on the new head; proven earlier by cg26/cg27.
renderArmWithItem draws an empty main hand with renderPlayerArm on the
player's main arm (the left one when the main hand is set to left) and
only when the player isn't invisible. hand_geometry always drew the right
arm and drew it while invisible. The map arms (#3444) already follow
both rules.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_018ksHJwFp11RfYk6S9xnyCf
Joining a server whose resource pack is already in the download cache
marks the file used (HttpUtil.updateModificationTime, ported as touch),
and the overlay cache keyed a ZIP pack by its stamp, modified time
included. Every join therefore rebuilt the whole overlay and reloaded
from thousands of new files: on Windows, where Defender scans each, a
join waited about a minute on "Preparing resources" (a 1.2 MB Nexo
pack on tensa.co.ua). A ZIP is now known by its bytes, one file read;
directory packs keep their stamps.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
An item file may carry `components`, a 26.3 data component patch over its
template's: `minecraft:<type>` sets one, `!minecraft:<type>` with `{}`
removes it. A modded sword gets its own damage and durability, a tool its
mining speed, without a template per stat. Types no vanilla item has are
refused, so a typo fails the load. Issue #3305, item 3.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: PR triage (Ludovic's AI agent, Claude): read in full, building on rdbt's approving review. Enderman's carried block is its baked model (seed 42, not centred) as CarriedBlockLayer, FoxHeldItemLayer draws the mouth item in the ground context (sleeping/baby offsets), IronGolemFlowerLayer the poppy while getOfferFlowerTick() > 0, Skeleton.DATA_STRAY_CONVERSION_ID (16) is sent and read so freezing skeletons shake, and the shadow radii match GiantMobRenderer (0.5 x 6), ElderGuardian 1.2, HappyGhast 2.0, Armadillo 0.4, Shulker 0. verify green; CI parity on this head.
On the server thread a reloaded wolf ticks before the player joins, and
the anger ended because no player counted as no valid target. Vanilla's
updatePersistentAnger ends it only once it finds the player and the player
is in creative or spectator, or the difficulty is peaceful.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Expose renderer frames and surface handoff, with a standalone two-view GPU smoke example. Part 1 of the splitscreen series; normal game rendering is unchanged.
Co-Authored-By: Codex <[email protected]>
CreativeModeInventoryScreen builds the destroy slot's tooltip from inventory.binSlot; the screen drew the English literal instead, so it stayed English in every language. Read the key through the same translate helper the tab titles use, keeping the English text as the fallback.
Co-Authored-By: jaszkus's AI agent <[email protected]>
A new extra, Own name tag (ownNameTag, off by default), under a Third
person header on the Extras page. With it on, the player's own model in
third person gets the name tag other players see: the profile name in
its team's colours, the below-name score, faded while crouching. It goes
through the same checks as other players' tags (team name tag
visibility, distance, F1) and hides in first person, while sleeping, in
spectator mode and while invisible. Vanilla never names the camera
entity, so this stays off by default.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_018ksHJwFp11RfYk6S9xnyCf
Every row on that page is a Nightly now, and its title was the install
folder name (nightly-2026-10-29-4baa571) because version_tag only strips
the v of a release tag. nightly::label turns it into "Nightly · 4baa571";
the date stays beside it, where both call sites already print it.
Fix#3700.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
Both languages stay in Language::ALL; the PR's loop over every language
replaces main's fixed list in the completeness test.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
tools/port_publish.py: main already writes the store path with Posix
separators and ~ (the same fix), so main's version is kept; the roadmap
UTF-8 reads and writes remain.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On macOS the temp folder is under /var, a symlink to /private/var. dependencies()
resolves each path before comparing it with ROOT, so an unresolved temp ROOT
dropped every file and the test failed on macOS (Linux CI didn't see it).
The real ROOT is already resolved.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
hud.rs: main's name_tag (and its test) and this branch's draw_inline_object
(and its tests) both kept.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
remote.rs: main's spectator check and off-hand anchor charge are kept with
this branch's InteractionResult: an anchor charged from the off hand is
SUCCESS (RespawnAnchorBlock.useItemOn) and swings, a jukebox taking a disc
is SUCCESS (JukeboxPlayable.tryInsertIntoJukebox), an anchor left to the
off hand's glowstone is PASS. level/tests.rs: both new tests kept.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
remote.rs: main's spectator check (a spectator's use predicts nothing) and
this branch's shelf prediction are both kept, the spectator first.
machines.rs: the new Brushable block entity made the dispenser harness's
dropper under suspicious sand treat it as an empty container and drop
nothing; BrushableBlockEntity is no Container, so the dropper drops in
front of it as vanilla does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Freeing the hundreds of meshes a chunk border brings made the render thread wait on the allocator behind the busy meshing and generation workers, up to 20 ms of a frame at each border while flying at render distance 32. The renderer now hands them back to Streaming, whose workers free them ahead of other jobs, as vanilla's compile task closes its mesh data on its own thread. Refs #1890.
🤖 Agent: Mods page for a selected Java instance (its version and loader; no Horizon port check). Horizon instances unchanged. Verify green; matrix 40873026396 green on Windows, macOS and Linux.
🤖 Agent: verified by pr-triage-3. Now only the kelp mipmap fix in gfx/animate.rs (the save.rs part is on main via #3088, port_publish.py is in #3587, as the author offered). union/pt3-2 285ecb6e8 (main 2b294bbe3 + #2417#2951#2981#3000#3417#3433#2544#2586): fmt, clippy -D warnings (horizon-client, -client-render, -client-core, -world, -items, all targets), their tests pass.
🤖 Agent: Java instances use their loader for mods; copy-from keeps a Fabric or Quilt loader. Verify green; matrix 40858947625 green on Windows, macOS and Linux.
🤖 Agent: new accounts' token from launcher/login, falling back to login_with_xbox; the owner gate is unchanged. martipops confirmed it with a new account on an online-mode server. Verify green; matrix 40858081820 green on Windows, macOS and Linux.
* The dragon follows the server that flies it
The client draws the dragon from its own state (game/dragon.rs), but a
server's dragon only sent its health, its phase and its damage: its
moves never reached that state, so the dragon was drawn where it had
spawned while the server's dragon flew around the island, and the local
flight machine flew it away from the server's moves as well.
The server's move packets now move the dragon the client draws, the
way every other entity of a server's follows them, and a server's
dragon is no longer flown by the client's own phase machine: the
server flies it, the client flaps its wings, keeps its flight history
and places its parts.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
* Keep the steering comment
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
* Ease the server's dragon through the lerp tick_remote_dragon reads
The frozen dragon came from move_entity: the dragon also has a copy in the
mob list, so its moves took the mob path and returned before r.lerps, and
tick_remote_dragon never had a target. The moves now skip that copy and
reach r.lerps, so tick_remote_dragon eases the drawn dragon over the three
steps of LivingEntity's interpolation, as the code it already had meant to.
This replaces the snap to each move and the remote flag in tick_dragon:
a server's client never runs tick_dragon (tick_end is the local level's),
and the snap left the dragon still between the server's updates.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
---------
Co-authored-by: Claude Code <[email protected]>
Co-authored-by: minimax-m3.1-flash (Claude Code) <[email protected]>
Co-authored-by: Ludovic Marie <[email protected]>
Both fluid checks built their walls at the host's feet, in the host's chunk,
so a player standing there could be shut in stone and suffocate. They now
build at y 100, as check_piston_push does, and the last clear takes the
floor away as well. The boat dismount check's husks go back to NoAI, as on
main: that change belongs to no fluid check.
flow-push, bubble-column, digging and frames pass in that order on the
server thread and --in-frame.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Resolve HUD text rendering conflict by preserving inline player and atlas objects alongside the new world text shadow and depth behavior.
Co-Authored-By: Codex <[email protected]>
/place template listed worldgen/structure/minecraft only, so a content
mod's templates (worldgen/structure/<ns>/...) were never suggested.
Also drop the unused templates additions from the content merge.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
🤖 Agent: proven on the integration branch union/pt1-wave1 (22 PRs on main 13d7d9995): tools/pr_ready.py all green (clippy -D warnings, 1686 tests, the 140 affected vanilla harnesses pass), lan_e2e on both single-player paths (22 checks, the only failure, boats, fails on main too), agent_control_e2e consume and pause-save. Thank you!
🤖 Agent: PR triage (Ludovic's AI agent, Claude): main merged in (ff). sounds.json files are listed once per namespace instead of a lookup per sound, same resolution; its earlier parity failure was the remote_fireball wind-charge load flake, and every other selected harness passed. union/pt3-1 edfb0e31d (main 2b294bbe3 + 11 PRs): clippy -D warnings clean, tests 1342/0. CI parity on this head.
🤖 Agent: ci-queue-1: world_spawn run by hand on 3 seeds (3/3 match with the cache empty, then reused: 12 s -> 4.7 s a seed; PARITY_JAVA_CACHE=0 reruns vanilla); new unit tests; pr_ready --quick green (411 Python tests).
🤖 Agent: gate cg29: the parity failure at e9c6751a1 was command_exec's vanilla oracle (it threw 'entities around the player did not load' on playhorizon), not this PR; the other 47 selected harnesses passed in that run, and command_exec passes on main + this head on the Mac mini. Head unchanged since cg27's proof.
🤖 Agent: gate cg29: the parity failure at cf0b111bd was remote_fireball's wind charge (3 of 6 samples), a load flake of that harness seen on unrelated PRs today; this PR only touches chat.rs. union/cg29-1 (main b19b4e92d + #3104#2799#2819#2812): fmt, clippy -p horizon-client/-client-render/-client-core --all-targets -D warnings, tests 1334/0, fast build; lan_e2e team-push pvp frames minecarts boats deflect cushions commands tab on the server thread and --in-frame all pass. CI parity rerun on this head.
🤖 Agent: proven by contrib-gate-28 (requeued after a cancelled parity run): gate fix for a trailing § in a part plus a test, main merged after B9; fmt, clippy -D warnings, tests pass; text_display_render 600/600 cases match vanilla; CI parity for the rest.
🤖 Agent: proven on the integration branch union/pt1-wave1 (22 PRs on main 13d7d9995): tools/pr_ready.py all green (clippy -D warnings, 1686 tests, the 140 affected vanilla harnesses pass), lan_e2e on both single-player paths (22 checks, the only failure, boats, fails on main too), agent_control_e2e consume and pause-save. Thank you!
🤖 Agent: proven on the integration branch union/pt1-wave1 (22 PRs on main 13d7d9995): tools/pr_ready.py all green (clippy -D warnings, 1686 tests, the 140 affected vanilla harnesses pass), lan_e2e on both single-player paths (22 checks, the only failure, boats, fails on main too), agent_control_e2e consume and pause-save. Thank you!
🤖 Agent: proven on the integration branch union/pt1-wave1 (22 PRs on main 13d7d9995): tools/pr_ready.py all green (clippy -D warnings, 1686 tests, the 140 affected vanilla harnesses pass), lan_e2e on both single-player paths (22 checks, the only failure, boats, fails on main too), agent_control_e2e consume and pause-save. Thank you!
🤖 Agent: proven on the integration branch union/pt1-wave1 (22 PRs on main 13d7d9995): tools/pr_ready.py all green (clippy -D warnings, 1686 tests, the 140 affected vanilla harnesses pass), lan_e2e on both single-player paths (22 checks, the only failure, boats, fails on main too), agent_control_e2e consume and pause-save. Thank you!
The content merge wrote a mod's worldgen into the worldgen bundles but
never into command-registries.json, so /locate structure and /place
structure/jigsaw/template suggested vanilla ids only, though the commands
themselves accepted the mod's.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
🤖 Agent: proven on the integration branch union/pt1-wave1 (22 PRs on main 13d7d9995): tools/pr_ready.py all green (clippy -D warnings, 1686 tests, the 140 affected vanilla harnesses pass), lan_e2e on both single-player paths (22 checks, the only failure, boats, fails on main too), agent_control_e2e consume and pause-save. Thank you!
🤖 Agent: proven on the integration branch union/pt1-wave1 (22 PRs on main 13d7d9995): tools/pr_ready.py all green (clippy -D warnings, 1686 tests, the 140 affected vanilla harnesses pass), lan_e2e on both single-player paths (22 checks, the only failure, boats, fails on main too), agent_control_e2e consume and pause-save. Thank you!
🤖 Agent: proven on the integration branch union/pt1-wave1 (22 PRs on main 13d7d9995): tools/pr_ready.py all green (clippy -D warnings, 1686 tests, the 140 affected vanilla harnesses pass), lan_e2e on both single-player paths (22 checks, the only failure, boats, fails on main too), agent_control_e2e consume and pause-save. Thank you!
🤖 Agent: proven on the integration branch union/pt1-wave1 (22 PRs on main 13d7d9995): tools/pr_ready.py all green (clippy -D warnings, 1686 tests, the 140 affected vanilla harnesses pass), lan_e2e on both single-player paths (22 checks, the only failure, boats, fails on main too), agent_control_e2e consume and pause-save. Thank you!
- run-parity.yml also starts on synchronize, only to cancel the queued or running run of the
head that was replaced (its job runs on the run-parity label alone, as before).
- Labels other than run-parity get a concurrency group of their own: in the shared one, adding
needs-proof cancelled a parity run queued 9 s before (run 40766180150).
- cancel-on-close cancels the closed pull request's runs on every head (its branch in its own
repository), not only the last: #3104's run on an older head stayed queued after its merge.
Co-authored-by: Claude Opus 5.5 <[email protected]>
🤖 Agent: proven on the integration branch union/pt1-wave1 (22 PRs on main 13d7d9995): tools/pr_ready.py all green (clippy -D warnings, 1686 tests, the 140 affected vanilla harnesses pass), lan_e2e on both single-player paths (22 checks, the only failure, boats, fails on main too), agent_control_e2e consume and pause-save. Thank you!
🤖 Agent: proven on the integration branch union/pt1-wave1 (22 PRs on main 13d7d9995): tools/pr_ready.py all green (clippy -D warnings, 1686 tests, the 140 affected vanilla harnesses pass), lan_e2e on both single-player paths (22 checks, the only failure, boats, fails on main too), agent_control_e2e consume and pause-save. Thank you!
🤖 Agent: proven on the integration branch union/pt1-wave1 (22 PRs on main 13d7d9995): tools/pr_ready.py all green (clippy -D warnings, 1686 tests, the 140 affected vanilla harnesses pass), lan_e2e on both single-player paths (22 checks, the only failure, boats, fails on main too), agent_control_e2e consume and pause-save. Thank you!
🤖 Agent: proven on the integration branch union/pt1-wave1 (22 PRs on main 13d7d9995): tools/pr_ready.py all green (clippy -D warnings, 1686 tests, the 140 affected vanilla harnesses pass), lan_e2e on both single-player paths (22 checks, the only failure, boats, fails on main too), agent_control_e2e consume and pause-save. Thank you!
🤖 Agent: proven on the integration branch union/pt1-wave1 (22 PRs on main 13d7d9995): tools/pr_ready.py all green (clippy -D warnings, 1686 tests, the 140 affected vanilla harnesses pass), lan_e2e on both single-player paths (22 checks, the only failure, boats, fails on main too), agent_control_e2e consume and pause-save. Thank you!
🤖 Agent: proven on the integration branch union/pt1-wave1 (22 PRs on main 13d7d9995): tools/pr_ready.py all green (clippy -D warnings, 1686 tests, the 140 affected vanilla harnesses pass), lan_e2e on both single-player paths (22 checks, the only failure, boats, fails on main too), agent_control_e2e consume and pause-save. Thank you!
🤖 Agent: proven on the integration branch union/pt1-wave1 (22 PRs on main 13d7d9995): tools/pr_ready.py all green (clippy -D warnings, 1686 tests, the 140 affected vanilla harnesses pass), lan_e2e on both single-player paths (22 checks, the only failure, boats, fails on main too), agent_control_e2e consume and pause-save. One small follow-up for later, not blocking: Player.updatePlayerPose keeps the desired pose for a passenger even where it doesn't fit (isPassenger), which update_player_pose doesn't check yet. Thank you!
🤖 Agent: proven on the integration branch union/pt1-wave1 (22 PRs on main 13d7d9995): tools/pr_ready.py all green (clippy -D warnings, 1686 tests, the 140 affected vanilla harnesses pass), lan_e2e on both single-player paths (22 checks, the only failure, boats, fails on main too), agent_control_e2e consume and pause-save. Thank you!
🤖 Agent: proven on the integration branch union/pt1-wave1 (22 PRs on main 13d7d9995): tools/pr_ready.py all green (clippy -D warnings, 1686 tests, the 140 affected vanilla harnesses pass), lan_e2e on both single-player paths (22 checks, the only failure, boats, fails on main too), agent_control_e2e consume and pause-save. Thank you!
🤖 Agent: read in full (pr-triage-1), checked against vanilla 26.3 StringUtil.formatTickDuration (Mth.floor(ticks / tickrate), %02d on every field, hh:mm:ss from an hour up): the tooltip and the inventory's effect panel now share that one port. Client text only.
Windows reports AltGr as Ctrl plus Alt, and a layout's third-level
characters (ABNT2 `/` on Ctrl+Alt+Q, German `@ { [`, Polish letters)
arrive as text while a Control key is down. The chat box, the command
block's command, the world options' fields and the recipe and mod-panel
search boxes dropped any typed text while Control was held, so none of
these characters could be typed.
Vanilla's KeyboardHandler.textInput hands every code point to charTyped
whatever modifiers are held; EditBox.charTyped only checks
StringUtil.isAllowedChatCharacter. Text now reaches those fields unless
the edit modifier is held without Alt (where AltGr is Ctrl+Alt), so
Ctrl and Cmd shortcuts still type nothing.
Fixes#3001
Co-Authored-By: Claude Opus 5.5 <[email protected]>
open_mod_screen returned early while the title was up, so the Settings
button at the title did nothing, and the mod screen was neither drawn nor
given clicks or keys there. Draw it like Options (before the title), route
its clicks and keys, and blur the panorama behind it. A mod's own screen
(ui.open-screen) still waits for a world.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Review fix on #3498: the 5-arg ItemEntity(level, x, y, z, stack)
constructor draws its push from this.random, a fresh source — not
this.level().random. Death loot, gift loot and MobEvent::DropItem now
use dispenser::new_item_motion() (already the item's own random), and
the DropGift arm on main had the same level-random draw and joins them.
The level random stays untouched for whatever reads it next (orb merge
ids, block ticks).
Co-Authored-By: JustKarkat's AI agent (ZCode)
Vanilla's server is ~11 s of each seed's ~13 s, 60 seeds a run, and world_spawn
was 25 % of the PR parity runners' harness time on the Mac mini (37 % on
playhorizon): parity_shim.py never caches it, since a server's console is a pipe.
Its spawn depends only on the pinned jar, the JDK, the command line and the
seed's server.properties, which make the key. --fresh, --all and parity.py's
fresh retry of a failure create every vanilla world as before.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
OpenGL swapchain images offer RENDER_ATTACHMENT only, so the surface is
configured without COPY_SRC, but the screenshot path copied the swapchain
image into the readback buffer anyway: wgpu's validation aborted the game
("Usage flags RENDER_ATTACHMENT ... do not contain required usage flags
COPY_SRC") on every screenshot under the GL backend.
A frame that is read back on such a surface is now drawn into a texture
that can be copied from, read back from there, and then drawn onto the
swapchain image (wgpu::util::TextureBlitter), so the window still shows
it. Other frames, and surfaces with COPY_SRC, draw straight to the
swapchain as before. The check in write_screenshot that refused every
readback on these surfaces goes with it.
Fixes#3510
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The wheel over a bundle only reached bundle_scroll on the survival
inventory and container screens. On the creative screen it always
scrolled the item grid, and the hover tick that clears the selection
(onStopHovering) didn't run there either.
CreativeModeInventoryScreen.mouseScrolled calls
AbstractContainerScreen.mouseScrolled first, which offers the wheel to
the hovered slot's ItemSlotMouseActions (BundleMouseActions), and only
scrolls the grid when none took it. takes_bundle_wheel names the
screens that do this (inventory and container menus, and creative), and
both the wheel dispatch and tick_bundle_hover use it.
Fixes#3211
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The bolt quads (RenderTypes.lightning has no texture) sampled the atlas at
the white sprite's corner (u0, v0). That point is on the sprite's border,
where the atlas's nearest sampler picks the neighbouring transparent texels
for most fragments, so a bolt came out as a few scattered pixels in
singleplayer and on servers alike. Sample the middle of the sprite, as the
clouds do.
Fixes#3171
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Address the review on #3544:
- goals::Cx carries the level random (the one the brains already get);
the weighted jump-candidate pick and the three TIME_BETWEEN_LONG_JUMPS
samples draw from it, as LongJumpToRandomPos/LongJumpMidJump do.
- The angle shuffle in calculateOptimalJumpVector uses a fresh unseeded
random (Collections.shuffle's global one), not the frog's.
- The preferred-block roll stays on the frog's random (vanilla uses the
body's random there).
- TODO in LongJump::can_use for FrogAi.initJumpActivity's TEMPTING_PLAYER /
BREED_TARGET gate and LAY_SPAWN priority: frogs have no tempting,
breeding or frogspawn here yet.
Other mobs only get the new field threaded through; nothing else reads it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
Photon v1.4's gbuffers programs make naga's SPIR-V writer panic
("Expression [89] is not cached!") while wgpu-hal's Vulkan backend makes
the render pipeline in PackPost::new. Nothing caught it, so the game
crashed. The pack stays picked in horizon-graphics.txt, so every later
world load crashed again until the file was edited by hand (#3525).
- crash::contain runs a closure under catch_unwind and returns its
panic as an error. The panic hook logs such a panic with its stack
and makes no crash report.
- pack_post::checked, which builds every pack program's pipeline under
a validation error scope, contains a panic too. The pass is skipped
with a note, as a validation error already skips it. The rest of the
pack runs, and the device keeps working.
- Any other panic while loading a pack (translation, PackPost::new)
turns the pack off. Nothing runs in its place, it is unpicked and
saved so the next start does not load it again, and the chat says so
in red, as a refused Horizon pack already does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On the Simple and Advanced graphics pages, the scrollbar was drawn but
GraphicsUi::click never checked for it. A press on it did nothing, and
a drag only moved a held slider, so the list could only be scrolled
with the wheel (#3552).
GraphicsUi now keeps its scroll in ui::Scroll, the AbstractScrollArea
port the other lists use:
- a press on the scrollbar column holds it, silently (updateScrolling);
- dragging moves the list with the pointer, and going above or below
the list jumps to an end (mouseDragged);
- releasing lets go (onRelease).
The column is computed once, for both drawing and input.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: PR triage (Ludovic's AI agent, Claude): main merged in (ff, no conflict). The PR's diff is the one proven in cg19's union A2 at e5ca012ed (server-thread clients animate ravager, hoglin, iron golem, creaking, vex, allay…; entity event and data ids checked against 26.3 then). union/pt3-1 edfb0e31d (main 2b294bbe3 + 11 PRs): clippy -D warnings clean, tests 1342/0. CI parity on this head.
The loader's result was taken by App::about_to_wait to end loading, but the
event loop polls once more after exit(): the loader had finished, its channel
was closed, and poll_menu_resources replaced the real error with "resource
loader stopped before finishing". Every failed load (missing or stale prepared
files) ended with that message.
- Loading keeps its first error and stops polling once Done has arrived.
- A loader that really panicked reports its panic message.
- Before any window or loader, a missing horizon-resources.json names the
folder it was looked for in and how to prepare it (the launcher, or
horizon-prepare --prepare).
Fixes#3597
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: read in full (pr-triage-1). Item names use Util.makeDescriptionId's key in the item's own namespace (item.<ns>.<path with / as .>, then block.), so mod items translate; vanilla items unchanged. Approved by rdbtCVS.
Java's ZipFile.getEntry falls back to the folder entry `name/` when no file has the name, and vanilla reads its bytes like a file's; Horizon left folder entries out, so Loka's server pack had no metadata and the reload failed. Fixes#3413.
🤖 Agent: gate cg29: parity failure at 5f80ddffc was the remote_fireball wind-charge load flake. Gate fix 48ab8b093: team-push puts both players back (it left the guest's next spot inside a hill, pvp failed after it on the server thread). Team by profile name matches Player.getScoreboardName / createEntityFromPacket. union/cg29-1 (main b19b4e92d + #3104#2799#2819#2812): fmt, clippy -p horizon-client/-client-render/-client-core --all-targets -D warnings, tests 1334/0, fast build; lan_e2e team-push pvp frames minecarts boats deflect cushions commands tab on the server thread and --in-frame all pass (team-push -> pvp -> tab both paths with the fix). CI parity on this head.
The model check looked up `minecraft:invisibility`, but the player's effects are kept without the namespace, so the body always showed. As LivingEntityRenderer.submit does, the body is now skipped unless the player's team sees friendly invisibles, while armour, elytra and held items still draw. Fixes#3615.
🤖 Agent: the nightly's untrusted macOS jobs move to ludovics-mac-mini-nightly (registered, online, same trust as horizon-game, never the release runner). test_nightly updated; verify green.
On a server, and in single player on its server thread, the window's Game
is a client: `drop` called drop_held there, which spawned a client-only
item entity and left the server's inventory untouched (the server still
counted the dropped items). It now goes through remote_drop, as the Q key
does: predict the removal and send PlayerAction DROP_ITEM / DROP_ALL_ITEMS.
The agent-control e2e drops a plank and asks the server how many are left.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Fabric and Quilt for Java instances: profiles from their meta services, libraries sha1-checked, paths through mojang::relative; inheritsFrom loop guard with its test. Verify green; matrix 40855348257 green on Windows, macOS and Linux.
🤖 Agent: PR triage (Ludovic's AI agent, Claude): main merged in (ff). header_separator/footer_separator are 32x2 textures: tiling them as 32x32 squares sampled 2/32 of the height. tiled_sized tiles them at [32, 2] (both rows, last column clipped), with a unit test; ui::tiled keeps its square form. union/pt3-1 edfb0e31d (main 2b294bbe3 + 11 PRs): clippy -D warnings clean, tests 1342/0. CI parity on this head.
🤖 Agent: read in full (pr-triage-1). A dev-only Python tool (tools/hdr_gallery.py) that writes a datapack of every light-giving block into a world folder for tuning HDR; no network, no subprocess, reads only the prepared facts files, writes only under the given world's datapacks/. Nothing players run changes (skip-release).
The untrusted (nightly) build ran its macOS jobs on the horizon-game runner,
which also takes every pull request's parity job. On 2026-10-29 the nightly's
macOS build sat queued from 08:17Z behind 100 run-parity runs (oldest
00:24Z), so no nightly shipped for hours.
It now runs on ludovics-mac-mini-nightly (labels self-hosted, macOS,
horizon-nightly): the same machine and trust as the horizon-game runner,
still never the release runner. The runner is registered and online.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
crates/horizon-client/assets/horizon/lang/uk_ua.json translates the
game's 13 own strings (the controller options), bundled like ru_ru;
vanilla's uk_ua covers the rest of the game.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
launcher/lang/uk.json translates the launcher's 194 strings, Horizon's
own, written from the English; Language::Ukrainian ("uk", Українська)
joins the picker, the system language pick and `settings language`. The
translation test now covers every language but English.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: imports from Prism/MultiMC/official launcher, read-only on their folders (copy into a new Java instance), formats from public docs. Verify green; matrix 40853481205 green on Windows, macOS and Linux.
🤖 Agent: Modrinth for Java instances, filtered by version and loader; downloads go through download::save (safe names, checksums). Verify green; matrix 40853843158 green on Windows, macOS and Linux.
Ukrainian headings, buttons and navigation need the capital І (U+0406),
which upstream doesn't map, so it came from the fallback font, smooth
and taller than the pixel letters around it. As #2844 did for О, it
takes each weight's own Latin I glyph, the same shape. Only cmap changes
(and head's checksum adjustment); every other table, the timestamps
included, is byte-identical to the files it replaces.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: requeued by pr-triage-3 after a main merge (was dc3fc6961, cg27-verified, rdbt approved; stopped on a conflict with #2894). Both LOD tests kept. union/pt3-2 285ecb6e8 (main 2b294bbe3 + #2417#2951#2981#3000#3417#3433#2544#2586): fmt, clippy -D warnings (horizon-client, -client-render, -client-core, -world, -items, all targets), their tests pass.
A Java instance can play with a mod loader: `instance create
--minecraft 1.21.4 --loader fabric|quilt [--loader-version V]`, or
`instance loader <instance> fabric|quilt|none [--version V]`, with
`--list` for the loader's versions (the newest stable one by default;
Quilt's list comes unordered, so versions are sorted).
Play installs the loader's profile once from its metadata service into
versions/, beside the game's, with its libraries in libraries/, each
checked against its sha1 (the profile's, else the one its Maven
repository publishes), then starts the profile merged into the game.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Since #3596 installing a native mod turns native mods on after a notice;
the intro and the Trust section still said they were off by default. And
a full game build on Linux is proven (an x86_64 server with no Rust of its
own, the launcher's toolchain, Zoom's proof passing on the built game), so
it leaves "Left to do" for the measurements.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Play for Java instances. Diff reviewed: the owner gate holds (a session only for an account that owns the game; downloads via download_version_for_owner); #3451's guards kept. Verify green; build matrix 40851406886 green on Windows, macOS and Linux.
ObjectContents.visit uses the object's defaultFallback without one:
[item/porkchop], [porkchop@gui] off the blocks atlas, [Steve head].
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: requeued by contrib-gate-28 after merging main (B9 render crate split; stopped on a conflict or a known flake). fmt, clippy -D warnings and tests pass on the new head; proven earlier by cg26/cg27.
The first fix covered same-length rewrites through Fixture::write only;
directory_inputs_config_and_owned_output_recovery still failed about
one run in seven under WSL2, through its own fs::write and set_times
and through files added to a directory in the build's tick. Waiting for
the filesystem's clock to move after each rebuild_matches covers every
edit that follows, as a person's next edit comes after the build. The
wait writes new bytes each time (NTFS keeps the time of a write that
changes nothing) and gives up after a second.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Ludovic's decision 10-29 (native mods on when one is installed, notice once). Diff reviewed; verify green; build matrix 40848959744 green on Windows, macOS and Linux.
TranslatableContents.decomposeTemplate is already ported as
text::format_translation (%s, %n$s, %%), so the modifier line uses it instead
of a second, partial parser.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
game.rs/remote.rs: main's creative screen reopen (#3187) and code of conduct
reset are kept beside this branch's tutorial steps. tests/test_remote_mining.py
compiles remote.rs's mining against its own small Game, which now needs a
no-op tutorial_destroy (verify failed with E0599 there).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The same Windows path fix is in #3587 (with the UTF-8 body file), so this
branch keeps only the kelp mipmap change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
lod.rs: main's chorus plant test (#2894) and this branch's small island test are
both kept; docs/graphics.md names chorus plants and small islands.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
save.rs: main already reads session.lock after the lock is dropped (#3088), so
main's version of that test is kept.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
net.rs: main's configuration loop now hands the code of conduct to the game
(Event::CodeOfConduct) instead of accepting it; this branch's UpdateTags arm is kept.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified by contrib-gate-27. Read in full; matches StructurePiece's isSolidRender checks and the reorient order (N, E, S, W). union/cg27-1 (main + this wave): fmt, clippy -D warnings (horizon-client, horizon-world, horizon-client-core), their tests and the fast build pass; lan_e2e damage, minecarts, projectiles, sculk_container, shield, push and hazards pass on the server thread and in-frame. Harness parity runs in CI on this exact head (the Mac mini's load is too high for local parity).
#damages_helmet holds falling_anvil, falling_block and falling_stalactite (26.3's
tag): main added the stalactite, this branch the anvil; both kept.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A version file with `inheritsFrom` (what Fabric, Quilt and other mod
loaders install) is merged into the version it names, as the official
launcher reads it: its fields over the parent's, its libraries first (a
parent's library it names again is left out), its arguments after the
parent's, and the parent's client jar (`jar`). On a version from before
1.13, a profile's own argument lists join the old line instead of
replacing it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
options.audioDevice and options.audioDevice.default come from vanilla's
language files ("Device", "System Default"): the game's own lang no longer
overrides them. Audio keeps the device asked for, so a saved device that is
unplugged plays on the default without reopening the stream at every
settings change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
roadmap.py reads and writes ROADMAP.md and the roadmap TOML as UTF-8, so
build writes the · as git has it and build --check doesn't call a fresh
checkout out of date on Windows. port_publish.py decodes gh's and
node's output as UTF-8, so an issue body's arrows survive an update, and
writes the store path as #3441 does, so the two pull requests agree.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Main's c5fe5d4bc added EndState::eye_positions (id and position, for
status); the hitbox view needs the previous and current positions.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On Unix the overlay cache compares stamps (length, mtime, ctime, inode),
and Linux takes them from a coarse clock, so the fixture's same-length
rewrites within one tick looked unchanged:
normalized_and_external_overlay_roots_keep_merged_bytes_current failed
about three runs in five on upstream main under WSL2. Fixture::write now
waits until the file's stamp moves when the bytes change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Keeps Spanish beside German, adds the six strings main added since, and drops
the nightly strings main removed.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: launcher-java-1 verified this head: PR checks green (verify, launcher), launcher build matrix green on Windows, macOS and Linux (dry run https://github.com/horizon-rust/horizon/actions/runs/40817273793), pr_ready --quick green with the new test deleted_instances_go_to_the_trash_and_are_forgotten; docs/launcher-commands.md regenerated.
Ludovic's decision (2026-10-29). Native mods were on only once the
player found Settings > Native mods (experimental). Now installing a
native mod turns them on, so Settings offers its Build at once; players
who never install one keep them off.
The first native mod's Install shows a notice once, before anything is
installed: native mods compile into a game of their own, the first
build downloads Rust and can take 20 to 30 minutes, later builds are
faster (Install and turn on native mods · Cancel). `mods install`
turns them on the same way and prints the notice. The build itself
stays behind its trust warning, now saying 20 to 30 minutes too, and
turning a mod off in the game's Options > Mods is unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
GameRenderer.shouldRenderBlockOutline() checks the hidden HUD (F1) and the game mode, not the open screen, and Minecraft.tick() keeps the block raycast current while chat is up. Horizon also required Screen::Playing, so the outline vanished as soon as chat opened.
Co-Authored-By: jaszkus's AI agent <[email protected]>
Roadmap (from the 59 suggestions in the queue and what merged since):
- Microsoft sign-in shipped in [email protected].
- New: Minecraft Java instances in the launcher, native mods built by the
launcher, the port ledger, a new launcher design, hosting panel setups
(Pterodactyl, AMP), joining older-version servers through a native
protocol adapter, Windows ARM64, splitscreen (#2054).
- Mods items reworded for native hook points instead of the WebAssembly
API; scripts for mods moved to Later; asked-for client mods added.
README: more than 300 harnesses, the Nightly channel, native mods, and
the port ledger as a second, method-by-method measure.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
26.3 asks for a cursor from every hovered widget (AbstractWidget
handleCursor: the pointing hand, or not-allowed when inactive) and from
the creative inventory's unselected tab buttons
(CreativeModeInventoryScreen.extractTabButton: the pointing hand while
the whole-pixel mouse is strictly inside the 26x32 button). #1347 did
this for ui::button and the pack screen, but the title screen draws its
own buttons and the creative tabs never asked, so both kept the arrow.
The title screen's button loop now asks through widgets::widget_cursor
with the mouse test apart from the enabled check, and draw_creative asks
for the hand through the new Creative::tab_wants_hand.
Fixes#3040.
Fixes#3042.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
PhantomRenderer.scale was not ported: the phantom's model is laid out about
1.3 blocks above the feet and vanilla moves it down (and 0.1875 along z)
after the size scale, so Horizon drew it above its 0.9x0.5 box. Port the
scale (1 + 0.15 * size) and the translate, and PhantomRenderer.setupRotations'
pitch.
Fixes#3008.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
Wolf.aiStep ends with NeutralMob.updatePersistentAnger(level, true): a
wolf with a target is angry at it, and the 20-39 s timer
(PERSISTENT_ANGER_TIME) starts over every tick it holds one. Horizon only
set the anger in hurtServer when the player hit the wolf, so the pack
mates HurtByTargetGoal alerted attacked without the angry texture, and the
random draws of an angry wolf came in the wrong order. isAngryAt(player)
now reads the anger's target, and stopBeingAngry ends it when the time
runs out, the target mob dies, or the player is in creative, spectator
or peaceful. Saving a wolf keeps that anger target instead of replacing
it with the current target.
The mob_ai harness prints a wolf's anger and gets a wolf_hurt scenario.
Fixes#3185
Co-Authored-By: Claude Opus 5.5 <[email protected]>
port_publish names the version store with forward slashes, so an issue
reads the same whoever publishes it (test_port_publish expected
~/code/... and Windows wrote ~\code\...), and writes the issue body as
UTF-8 for gh whatever the code page. test_roadmap reads ROADMAP.md as
UTF-8. All 408 Python tests now pass on Windows, with or without
PYTHONUTF8.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: requeued by contrib-gate-28 after merging main (B9 render crate split; stopped on a conflict or a known flake). fmt, clippy -D warnings and tests pass on the new head; proven earlier by cg26/cg27.
Command blocks barely worked from the default single player (the window
is a client of its server thread), a LAN guest or a dedicated server:
- ServerPlayer.openCommandBlock: the server now sends the block's data
(saveCustomOnly) to the player whose use opened it, and the open
screen refills from it (handleBlockEntityData, updateGui). The chunk's
update tag leaves the command out, so the screen showed an empty box
and Done then wiped the block's command.
- Screen.extractBackground of an isInGameUi screen: the dimmed
gradient, not the in-world menu background.
- CommandSuggestions in the command box with the arguments
AbstractCommandBlockEditScreen passes (commands without a slash,
completions from the start, 7 lines under the box, fill 0x80000000):
the chat's suggestions take a SuggestLayout. Server completions
(ask_server) reach the box too.
- horizon-ctl key presses reach the command block screen.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ClientSuggestionProvider.getRelevantCoordinates and getAbsoluteCoordinates
read Minecraft.hitResult only when it is a block hit. Horizon took the
block behind a mob under the crosshair, and Vec3/Vec2 arguments (summon,
tp, worldborder center...) only ever offered ~. Now an entity before the
block leaves the ~ defaults, and Vec3/Vec2 offer the exact hit point with
two decimals (prettyPrint: "%.2f", Locale.ROOT).
Fixes#3427
Co-Authored-By: Claude Opus 5.5 <[email protected]>
AbstractHorse.hurtServer had no port: after a hurt that went through,
vanilla draws random.nextInt(3) and on 0 calls standIfPossible, which
rears the horse for 20 ticks unless canPerformRearing is false (llamas,
camels). Mob::damage_with now ends with that roll for every equine, and
make_mad shares the new stand_if_possible.
The stand counter runs down in AbstractHorse.tick, with or without AI,
but Horizon ran it down only in the AI step, so a NoAI horse that reared
from a hit stayed reared for good. A mob with no AI now runs it down too.
The mob_ai harness gets a llama_hurt scenario (the draw without the
rear), which matched for 10 ticks before and all 201 after; the probe
names MountPanic and LlamaHurtBy as vanilla does.
Fixes#3432
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Key events carry the scancode's US-layout code, which ignores options like
caps:swapescape. Take Escape and Caps Lock from the resolved keysym instead.
Fixes#3133
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Singleplayer and multiplayer run the player through the remote client
path, which dropped the motion's Splash and SplashParticle events. In
vanilla the local player's water-entry splash (Entity.doWaterSplashEffect)
is heard only on its own client: Player.playSound passes the player as
the exception, so the server's copy skips it, and the particles are the
client level's own. Play them from the remote tick as the local tick does.
Fixes#3028.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
IntegratedServer.tickServer saves everything on the tick the game
becomes paused and logs "Saving and pausing game...". Horizon's server
thread only stopped ticking, so a paused world was saved no sooner than
the next autosave or quit. The server thread now saves (as the autosave
does) once each time the game pauses.
agent_control_e2e gets pause-save: opening the pause menu writes
level.dat.
Fixes#3280
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Keys held when the player left a server stayed in Game::keys: once the
title or disconnect screen is open their releases go to that screen, so
W and Space held through a LAN host closing the world walked and jumped
on in the next world. Vanilla's Gui.setScreen calls KeyMapping.releaseAll
whenever a screen opens; leave_server now releases the held keys and the
attack and use buttons before it shows the title or disconnect screen.
lan_e2e gets keys_released: a guest holding W and Space leaves and
rejoins, and must stand still with no keys held.
Fixes#3246
Co-Authored-By: Claude Opus 5.5 <[email protected]>
NoAI only skips Mob.serverAiStep; Mob.aiStep still calls burnUndead, so
a NoAI zombie at noon catches fire like any other. Horizon skipped the
whole of ai_step for NoAI mobs, and the daylight burn with it. The burn
is now its own burn_undead, run with or without AI.
The mob_ai harness gets zombie_noai_day_burn (a NoAI zombie in the sun).
Fixes#3430
Co-Authored-By: Claude Opus 5.5 <[email protected]>
OminousBottleAmplifier.addToTooltip lists MobEffectInstance(BAD_OMEN,
120000, amplifier) as PotionContents.addPotionTooltip does: blue (NEUTRAL),
"Bad Omen IV (1:40:00)". Nothing drew it, and the amplifier never reached
the client either: the server's network_stack left component 65 out and the
protocol read it as raw bytes. It now goes over the wire as a VarInt
(OminousBottleAmplifier.STREAM_CODEC) and item_sync decodes it.
Fixes#3501
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On a server client (single player included) remote_use_item predicted
SUCCESS for every bucket, glass bottle and boat, which ended
Minecraft.startUseItem before the off hand's turn: a Riptide trident
there never charged. BucketItem, BottleItem and BoatItem.use PASS or
FAIL with nothing to fill, empty or place, and startUseItem stops only
on SUCCESS. The client now checks the target first (a waterlogged block
counts as a water source, as SimpleWaterloggedBlock is a BucketPickup);
place_boat is split into boat_to_place (no side effects) so both share
BoatItem's checks. A powder snow bucket (SolidBucketItem, only useOn)
always passes its use.
Fixes#3147
Co-Authored-By: Claude Opus 5.5 <[email protected]>
CreativeModeInventoryScreen.getTooltipFromContainerItem keeps the plain
tooltip only for a category tab's own grid slots. Everywhere else in the
creative screen (the search tab, the hotbar row under a category tab,
the inventory tab) it puts, after the name, the display name of every
tab whose CreativeModeTab.contains(stack) holds, in blue, and on the
search tab's grid during a `#` search the stack's visible tags
(updateVisibleTags), in dark purple. Horizon drew the plain tooltip
everywhere.
Creative::tabs_containing matches a tab's stacks by item and components;
the search tab's own stacks that no tab shows (enchanted books below
their top level) belong to the tab that shows their item.
Creative::search_tag_lines follows updateVisibleTags' matching, and
draw_stack_tooltip_with inserts the lines from line 1.
Fixes#3426
Co-Authored-By: Claude Opus 5.5 <[email protected]>
While a wither charges (Invul > 0), WitherBoss.customServerAiStep returns
before setAlternativeTarget(0, ...), so aiStep has no target to fly to.
Horizon stored the target's position first, so the charging wither flew
toward whatever it targeted. The position is now taken after the charge.
The blast that ends the charge is level.explode(this, ...): the wither is
the source and ServerExplosion's getEntities(source, box) leaves it out.
The wither now names itself as the explosion source (as a creeper does),
and the blast's mob loop skips a source named that way, so it is neither
hurt nor pushed. A source only guessed from the mobs near the centre (a
sulfur cube, already off the list) may be a bystander and is still hurt.
The command_exec corpus gets a "wither spawn" group: a wither summoned
with Invul:20 next to a pig, its position mid-charge and its health after
the blast.
Fixes#3322
Co-Authored-By: Claude Opus 5.5 <[email protected]>
EnderEyeItem.use calls startUsingItem before it looks for a stronghold
(unless an End portal frame is aimed at), and getUseDuration is 0, so the
use never completes: the player is slowed until the button lets go, with
or without a stronghold, and a held button throws one eye, not one every
four ticks. The server and in-frame use now start it, and a server's
client starts it too and keeps it like a bow's until released.
Fixes#3505
Co-Authored-By: Claude Opus 5.5 <[email protected]>
CopperGolemRenderer's LivingEntityEmissiveLayer (RenderTypes.eyes) draws
the eye texture on a CopperGolemModel baked from ModelLayers.COPPER_GOLEM,
the body's layer. Horizon drew it on copper_golem#eyes, whose prepared model
has no polygons, so the eyes showed the body texture's black sockets.
Fixes#2862
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On a server (and the default server-thread single player) the client runs
the block's useItemOn on a copy of its level to decide whether the click
ends there. horizon-world's use_item_on had no RespawnAnchorBlock case, so
glowstone on an anchor fell through to useWithoutItem (PASS on an empty
anchor) and the client predicted a glowstone block that the server then
took back.
- horizon-world use_item_on: glowstone on an anchor below 4 charges charges
it (RespawnAnchorBlock.charge) and returns SUCCESS.
- The client's off-hand turn runs useItemOn too, so off-hand glowstone
charges the anchor instead of predicting a placement.
- The main hand PASSes when the off hand's glowstone is to charge the
anchor, so a charged anchor isn't used (useWithoutItem) and the off-hand
turn is sent.
Fixes#3034
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: gate cg29: re-checked after your second main merge (70b51333d): same-ray refactor, no behaviour change. fmt, clippy -D warnings, horizon-client tests 796/0 and the 33 harnesses its files reach (33/33) on this head; union/cg29-1 (with #2799#2819#2812): parity --changed 124/124 and lan_e2e frames minecarts boats deflect cushions pvp commands on the server thread and --in-frame.
KeyBinds::translate_all turns a pressed key into the default keys of the
mappings bound to it, so the game's code follows the player's bindings.
It also followed the debug mappings (F3+A reload chunks, F3+S, F3+1 the
profiler chart...), whose defaults are the gameplay keys A, S, D, T, L
and 1 to 4. So after moving key.hotbar.1 off 1, or key.left off A, the
old key was still "bound" to a debug mapping whose default was itself,
and kept selecting slot 1 or strafing left.
The debug keys act only with F3 held (KeyboardHandler.handleDebugKeys),
and debug_keys.rs already reads the physical key and the binding for
them, so translation now leaves them out.
Fixes#3158
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On the server thread every player is a guest of the server's Game, but a
villager's hurt gossip (minor_negative) and its witnesses' murder gossip
(major_negative) were filed under self.level.player_uuid, the world's
singleplayer UUID. Trading reads the reputation under the guest's own UUID,
so hurting or killing villagers never raised that player's prices.
Both now go to the player in last_hurt_by_player (the host, or the guest by
connection), as Villager.setLastHurtByMob and
tellWitnessesThatIWasMurdered report the attacking player.
Fixes#3431
Co-Authored-By: Claude Opus 5.5 <[email protected]>
renderOneHandedMap draws the holding arm (renderPlayerArm, turned 10
degrees outwards) and renderTwoHandedMap both arms (renderMapHand), each
with renderPlayerHand, unless the player is invisible. Horizon drew only
the map. first_person::map_arm_poses gives those poses; the bare arm's
pose (player_arm_pose) and the two-handed map's base
(two_handed_map_base) move to first_person.rs so the empty hand and the
map share them. The game keeps both arms of the player models, and
first_person_arm draws either with the skin and renderHand's 0.1 radian
zRot.
Fixes#3136
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The crosshair's living target came only from mob_hit, capped at the
3 blocks of entityInteractionRange, so the attack indicator never showed
for a mob a spear could reach at 4 blocks. LocalPlayer.raycastHitResult
first picks along the held item's AttackRange (getClosesetHit: from the
min reach to the max plus the player's movement, boxes grown by the
hitbox margin, stopped by block outlines) and only falls back to the
plain pick on a miss. crosshair_living now does the same, then keeps
Hud's AttackRange.isInRange check.
The spear's stab search (getHitEntitiesAlong) becomes free functions
over mob boxes with a block clip, shared by the stab (collider) and the
crosshair (outline).
Fixes#3209
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified by contrib-gate-27. Read in full; matches handleCodeOfConduct and ServerData.acceptedCodeOfConduct. Main merged. Note: adjacent to #2981 in net.rs. union/cg27-3 (main + this wave): fmt, clippy -D warnings, horizon-client/horizon-protocol tests (1395/0) and the fast build pass; lan_e2e sleep, bed-occupied, sleep-villager, sleep-reload, arrows, objects, commands and tab pass on the server thread and in-frame. Harness parity runs in CI on this exact head (the Mac mini's load is too high for local parity).
FireworkRocketItem.use answers SUCCESS while the player is fall flying
(it launches the boosting rocket), so Minecraft.startUseItem stops at the
main hand. On a server client Horizon only counted items with a use of
their own as ending the click, so the rocket passed and the off hand's
shield went up too, holding the use until the button let go. On foot the
rocket still passes (PASS), as in vanilla, and the shield still rises.
Fixes#3424
Co-Authored-By: Claude Opus 5.5 <[email protected]>
KeyboardHandler.keyPress sends a held key's repeats to KeyMapping.set and
KeyMapping.click like the press, so a keyboard key bound to key.attack
keeps attacking while it is held. Horizon dropped the repeats of keys
bound to a mouse mapping, so such a key hit once. horizon-ctl's
`key KEY repeat` now keeps a mouse-mapped key held too, as the window's
repeat does.
Fixes#3243
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A jukebox on a server (a multiplayer server, a LAN host, or single
player's own server thread) plays its song for the clients with level
event 1010, whose data is the song's id in the jukebox_song registry.
LevelEventHandler looks the song up in the registry the server sent and
calls playJukeboxSong: the sound, the "Now Playing" overlay and the
dancing parrots. Horizon only made the parrots dance, and started songs
only from its own ticking jukeboxes, which a server's client never has,
so the note particles showed and nothing was heard.
Level event 1010 now starts the song it names, and 1011 stops it
(stopJukeboxSongAndNotifyNearby). A server's client keeps its song until
1011 or until the song ends, instead of dropping it at once because its
own copy of the jukebox isn't playing.
Fixes#3173
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ZombieVillager.tick counts villagerConversionTime down before super.tick
for every living, converting zombie villager; NoAI only skips
serverAiStep. Horizon counted it in customServerAiStep, so a NoAI zombie
villager never finished curing.
Fixes#3429
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A player who died in a boat stayed its passenger: after the respawn the
server sat the new player back in the boat (and in the void it died
again). In vanilla the dead body is removed 20 ticks after death
(LivingEntity.tickDeath's remove(KILLED)), and PlayerList.respawn
removes it at once (ServerLevel.removePlayerImmediately); both go
through Entity.setRemoved, which calls stopRiding.
- Guest::tick_death takes the body out of its vehicle at 20 ticks, and
Hub::respawn does it for an earlier respawn (immediate_respawn).
- The client's Respawn after a death (no KEEP_ENTITY_DATA) leaves the
vehicle, as vanilla's new LocalPlayer rides nothing; a dimension
change (keep 3) keeps it.
- In-frame, respawn_player stops the riding of the window's player.
Fixes#3474
Co-Authored-By: Claude Opus 5.5 <[email protected]>
EntityRenderer.extractShadow skips an entity whose render state is
invisible (Entity.isInvisible). The shadow pass took every mob: the
casters now come from shadows::mob_casters, which leaves out a mob with
the shared invisible flag from a server or the Invisibility effect on a
mob ticked in the window (Mob::is_invisible).
Fixes#3289
Co-Authored-By: Claude Opus 5.5 <[email protected]>
draw_text emitted the eight outline copies and the text on the same
plane in one mesh, so glowing sign text z-fought with its outline and
broke up. Vanilla's TextFeatureRenderer.renderText draws the outline
NORMAL and the text over it with Font.DisplayMode.POLYGON_OFFSET; the
block-entity mesh has no such pass, so an outlined call's text is now
lifted a twentieth of a font pixel towards the reader.
Fixes#3293
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Enderman.hurtServer teleports away from projectile damage only when
!isPassenger(). Horizon's on_damage rejected every projectile, so an
enderman riding a boat or a mob made arrows vanish and shrugged off
snowballs and eggs. A free enderman still dodges.
Fixes#3381
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified by contrib-gate-27. Read in full; the sweep matches Player.attack and doSweepAttack (sword, charged, on the ground, not sprinting, the entities in the sweep box). union/cg27-2 (main c6af85743 + this wave): fmt, clippy -D warnings, horizon-client tests (1293/0) and the fast build pass; lan_e2e team-push, pvp, thrown, projectiles, mounts and riding pass on the server thread. Harness parity runs in CI on this exact head (the Mac mini's load is too high for local parity).
🤖 Agent: verified by contrib-gate-27. Read in full: the language list now comes from pack.mcmeta without reading every lang file (LanguageManager). union/cg27-1 (main + this wave): fmt, clippy -D warnings (horizon-client, horizon-world, horizon-client-core), their tests and the fast build pass; lan_e2e damage, minecarts, projectiles, sculk_container, shield, push and hazards pass on the server thread and in-frame. Harness parity runs in CI on this exact head (the Mac mini's load is too high for local parity).
Keep German and Simplified Chinese together, retain token-based translation
checks, and refresh Chinese strings for the current launcher.
Co-Authored-By: Codex <[email protected]>
The check left the host 3 blocks east of the guest's spot; pvp's
face_each_other then put the guest inside the hill east of the spawn, where
it suffocated and both attacks hit the wall (server thread, after team-push).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: proven by contrib-gate-28: main merged (Nightly-only install path: nightly::after_update then prune_old_versions), German strings added; launcher fmt, clippy -D warnings, cargo test 247+45+… passed; isolated-home run of horizon-launcher update pruned v0.2.80/v0.2.88 and the old Nightly, kept the 2 newest releases and the selected one. Orchestrator approved the feature on 10-22 (cg22).
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 11 contributor PRs on main 430e5e4c9: fmt, clippy -D warnings, the horizon-client and horizon-items tests (all pass), and lan_e2e tab chest drops signs frames containers bubble-column with the host on its server thread and in-frame (digging and frames passed on their rerun, after #2745's checks had left water behind). Test-only. Parity: 46 of 268 harnesses passed locally before the Mac mini got too busy, so CI's run-parity on this head decides.
* Add the port ledger: vanilla methods next to the Rust functions that port them
tools/port_ledger.py indexes the decompiled sources and the Rust tree into .local/port-ledger/ledger.json and answers where/what/class/coverage queries both ways, with the gaps where a port isn't wired like vanilla (seam, client, class, callee, stale).
* Document the port ledger
* Port ledger: bytecode calls, wider matching, drift, issue and check
Read the game jar's bytecode for exact call targets, constants and ids, and
resolve Rust calls through the receiver's type. Match more methods: same-named
fns in an impl or file named for the class (the impl type must fit the class),
and callees of known pairs linked through the call graph. Leave trivial methods
out of coverage.
New gap kind drift: a port that never names a sound, particle, item, block,
effect or game event its vanilla method uses, or lacks one of its rare numbers.
Seam gaps on the old in-frame path sort last; maths and geometry callees no
longer make seam or callee gaps.
New commands: issue (the classes, Rust code and gaps a bug report points at),
check (what a branch touches, gaps it opens and closes against its base), diff,
and a searchable offline report.html.
* Document the port ledger's new matching, gaps and commands
* Port ledger: class homes, structural matches and the verdict map
Give every vanilla class its Rust home files, weighed from all its matches.
In those files, match a method to the fn that touches the same fields and
reaches the ports of the same callees. Read tools/port_map/*.tsv, where a
person or agent records a verdict for what nothing else finds (port, inline,
missing, skip with a reason), and list the next unanswered batch with todo.
Count field-only constructors as trivial and fold initializer lambdas into
<clinit> and <init>.
* Map the first three batches: animals, inventory screens, world generation
* Document class homes, structural matches and the verdict map
* Map 13 game-logic batches and add map-check
map-check checks verdict-map files against the last build without
rebuilding, so several mappers can check their own rows at once.
* Map the rest of the game logic: classes with no Rust trace, then method batches
* Map client packet handling, entity renderers and models, block renderers
Also let PORT_LEDGER_NO_MAP build without the verdict map, to measure the
automatic matches on their own.
* Map client rendering, particles, sounds and resources
* map-check: accept full Class#method keys
* Map client screens, toasts, recipe book and world screens
* Add a vanilla-parity skill: start parity fixes from the port ledger
* issue: read registry names, so a mooshroom report finds MushroomCow
* Map the remaining vanilla methods: commands, network, packs, advancements and the last ten
* Follow the furnace code to furnace.rs on main; answer Fox.getBreedOffspring
Horizon's code mods are native now (game/native_hooks.rs, built in by the
launcher). The game drops the WebAssembly runtime and everything around
it: the `mods` feature (wasmtime and cranelift), the mods' hooks, HUD
panels and screens, the item panel and its recipes, input claims, camera
shakes, far terrain, server mods and the extras that moved to WebAssembly
mods. Content mods (blocks, items, data and assets) load as before.
A WebAssembly code mod's row on the Mods page says it doesn't run any more,
or that its native version replaced it. The first world after the update
says once in the chat which stopped and where to get their native
versions; their files stay where they are.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: requeued by contrib-gate-28 after merging main (B9: sprite_cache.rs moved into horizon-client-render with sprites.rs); fmt, clippy -D warnings, horizon-client and horizon-client-render tests pass. Proven earlier by cg27 (sprite_cache_parity OK).
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 11 contributor PRs on main 430e5e4c9: fmt, clippy -D warnings, the horizon-client and horizon-items tests (all pass), and lan_e2e tab chest drops signs frames containers bubble-column with the host on its server thread and in-frame (digging and frames passed on their rerun, after #2745's checks had left water behind). world_border.dat lands in the overworld data folder, the border from a main world carries over, and previousPlayerGameType and the .dat_old files are written. Downgrading to an older build keeps the level.dat border: expected. Parity: 46 of 268 harnesses passed locally before the Mac mini got too busy, so CI's run-parity on this head decides.
🤖 Agent: verified by contrib-gate-27. Read in full; checked against Mob.isSunBurnTick, ServerLevel.globalLevelEvent, Projectile.mayInteract/mayBreak and the DecoratedPot/ChorusFlower hits; small fix pushed (sculk mounts from the tick's snapshot). Note: #3104 touches the same minecarts.rs imports, so the second to land needs main merged. union/cg27-1 (main + this wave): fmt, clippy -D warnings (horizon-client, horizon-world, horizon-client-core), their tests and the fast build pass; lan_e2e damage, minecarts, projectiles, sculk_container, shield, push and hazards pass on the server thread and in-frame. Harness parity runs in CI on this exact head (the Mac mini's load is too high for local parity).
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 12 contributor PRs on main 77fa9fb89: fmt, clippy -D warnings, the tests of horizon-client/-items/-protocol/-world (all pass) and the Python tests, and 19 lan_e2e checks with the host on its server thread (all pass) and in-frame (pass; frames passed on its rerun). lan_e2e mounts PASS on both paths. Parity: CI's run-parity on this head.
`link` copied every file the mirror hands the overlay, so a selection with a
pack on wrote the prepared root out again: 639 MB and 28 181 files here, and a
cold overlay build of 34.4 s against 20.8 s when the same files are hardlinks.
Unix already links them and the overlay only reads them.
A different volume, or a filesystem without hardlinks, still copies.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
Main now has the render crate split (#3186); Git followed the moved files,
and nothing in this branch needed changing.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Main now has the render crate split (#3186); Git followed the moved files,
and nothing in this branch needed changing.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Main now has the render crate split (#3186); Git followed the moved files,
and nothing in this branch needed changing.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Main now has the render crate split (#3186); Git followed the moved files,
and nothing in this branch needed changing.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Main now has the render crate split (#3186); Git followed the moved files,
and nothing in this branch needed changing.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Main now has the render crate split (#3186); Git followed the moved files,
and nothing in this branch needed changing.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
game/golems.rs: main's #3123 marks a built iron golem player-created; this
branch's SUMMONED_ENTITY trigger runs after it, as in
CarvedPumpkinBlock.trySpawnGolem (setPlayerCreated, then spawnGolemInWorld).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`fs::write` hands the bytes to the page cache and returns, so the rename
can be journalled while the data is not: after a power cut `servers.json`
comes back at the right length and full of zeros, which `list()` reads as
no servers at all — the case the rename was meant to prevent.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
🤖 Agent: proven by contrib-gate-28: main merged (kept #2838's anger fields), vanilla IronGolem.canAttack, a built golem spares the player on the server thread and --in-frame (a summoned one fights back), union parity --changed 81/81 PASS, clippy and tests clean.
hud.rs, font.rs, gfx.rs and gfx/entity_batch.rs moved to
horizon-client-render and took this branch's changes with them; the render
harness hashes hud.rs and font.rs at their new paths.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
render's sprite shape stretched every sprite over its rect, so a mod drawing
tooltip/background and tooltip/frame (or widget/button) in a box of another
size got smeared borders. It now goes through ui::blit_sprite, which does what
GuiGraphicsExtractor.blitSprite does with the sprite's GuiSpriteScaling:
nine-sliced when its .png.mcmeta says nine_slice (47 vanilla GUI sprites),
stretched otherwise. Tile, which no vanilla sprite uses and Horizon doesn't
read yet, still stretches.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A native mod's settings page showed the labels native_settings gave
when Options > Mods was listed, refreshed only after a click on one of
its buttons, so after a language change (or a change in the mod's own
state) the page kept the old labels until clicked. Opening the page now
sends Event::NativeSettings, and the game asks the mod again
(native_settings_refresh, split from native_settings_event).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
sprites.rs, assets.rs and atlas_sources.rs moved to horizon-client-render,
so sprite_cache.rs moves there too (mod sprite_cache; in that crate's lib.rs)
and horizon-client's lib.rs loses its line.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ChestBlock.combine pairs every ChestBlock, and copper chests in each
weathering state, waxed or not, are ChestBlocks. Horizon placed and drew
them as double chests but only paired chests and trapped chests when
opening a menu, so a double copper chest opened as one 27-slot half. Hoppers,
comparators and the spectator crosshair missed them the same way.
The pairing now lives in horizon_client::containers (is_chest_block,
ChestHalf) and follows DoubleBlockCombiner.combineWithNeigbour: the same
block, the other half's type and the same facing (the facing check was
missing for every chest). The menus, hoppers and the in-frame chest screen
use it.
New harness tools/test_chest_pair_parity.py (VanillaChestPairOracle,
chest_pair_fixture): 3660/3660 cases, 3640/3660 with the old rule.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Name tags had their own glyph loop: every glyph an 8x8 quad at the line
top and no style. accented.png's 9x12 glyphs (й, Й, Ё...) were squeezed
into the line, bold, italic, underline, strikethrough, obfuscated and the
font style were ignored, the line was centred at -trunc(width / 2) and the
background stopped 8 pixels below the line top.
Vanilla (SubmitNodeCollection.submitNameTag -> TextFeatureRenderer ->
Font.prepareText) draws them like any text, centred at -Font.width / 2,
on a background from y - 1 to y + 9 (PreparedTextBuilder.markBackground).
HudBatch::name_tag lays the line out with text_styled, and names.rs maps
its quads into the world. Fixes#3084.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The server opened every block container with its default title
(container.chest, container.shulkerBox...), so renamed shulker boxes,
copper chests and every other container lost their names on the
server thread, on LAN and on dedicated servers. The menu title now
follows BaseContainerBlockEntity.getDisplayName (the custom name, else
the default name) and, for double chests, ChestBlock's
MENU_PROVIDER_COMBINER (right half, then left, then
container.chestDouble).
The shulker box screen always drew "Shulker Box", and the furnace and
crafter screens ignored the server's title; they now draw it like the
other container screens.
New harness tools/test_container_title_parity.py
(VanillaContainerTitleOracle against container_title_fixture, 148
cases), and a lan_e2e "names" check.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
stack_tooltip_lines read the potion effect names and the armour trim
lines through Enchantments::translate, which holds en_us only, so a
Russian game showed "Slowness IV" and "Upgrade: Coast Armor Trim" among
Russian lines. They now go through the same translator as the other
tooltip lines: the selected language, then the pinned English names.
Vanilla builds these lines from translatable components
(PotionContents.addPotionTooltip and getPotionDescription,
ArmorTrim.addToTooltip).
Part of #3312 (the raw %2$s: %1$s attribute lines are #3241).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The Horizon Fog option only cleared the distance fog when that fog ended
at or beyond the render distance. The Nether's visual/fog_end_distance is
96 blocks, so its fog stayed at any render distance over 6 chunks. Clear
it whenever the camera's fog is atmospheric and no blindness, darkness or
boss world fog applies; the fog of lava, powder snow and water keeps its
limits, as before.
Fixes#3408
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Windows lets a program size a window up to 65535 pixels tall with
SetWindowPos; its client area (984x65496 here) is past the 32768 an RTX
5080 takes, and Renderer::resize handed it to Surface::configure, which
panics ("width and height must be within the maximum supported texture
size"). Renderer::resize now treats a size the swapchain can't take like
a minimized window: it keeps the last size and draws nothing until the
next resize. Renderer::new clamps its first size to the same limit.
Vanilla: Window.onFramebufferResize ignores a size that is not positive
and keeps the last one.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ShulkerBoxBlockEntity.createMenu opens a ShulkerBoxMenu
(minecraft:shulker_box), whose ShulkerBoxSlots refuse shulker boxes. The
server (single player on its server thread, LAN, dedicated) sent a
generic_9x3 chest menu instead, so it took a shulker box put into a
shulker box, and a vanilla client drew a chest screen.
lan_open_container now sends the block entity's menu type from
horizon_client::containers::block_menu_type; the server already refuses
shulker boxes in that menu, and the client already draws it.
New harness tools/test_storage_menu_parity.py (VanillaStorageMenuOracle,
storage_menu_fixture): 31/31 blocks, 14/31 with the old menu type. New
lan_e2e check shulker_menu.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
containers.rs moved to horizon-client-render (#3186): this branch's SkullSkin fallback (the "Name" key and a plain string profile) is carried over to the moved file.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
lib.rs: hud, hud_layout, hud_overlays and inventory_effects moved to horizon-client-render; only this branch's pub mod item_activation stays.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: crate split B9: 83 modules move to crates/horizon-client-render (pure move, re-exported under the old paths), announced in #horizon-team at 00:5xZ. Full pr_ready green (2377 workspace tests, parity 356 affected / 0 failed; rustfmt fixed in this head). The PR body lists the open PRs that need a fix and the exact change for each.
StringDecomposer.iterateFormatted stops at a § with no code after it and the
line-break finder goes on with the next part; split_formatted gave up on the
whole text instead. legacy_format had been inserted under
format_translation's doc comment.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: launcher-java-1 verified this head: PR checks green (verify, launcher), launcher build matrix green on Windows, macOS and Linux (dry run https://github.com/horizon-rust/horizon/actions/runs/40793866687, after the Windows path fix), pr_ready --quick green.
🤖 Agent: launcher-java-1 verified this head: PR checks green (verify, launcher), launcher build matrix green on Windows, macOS and Linux (dry run https://github.com/horizon-rust/horizon/actions/runs/40793347222), pr_ready --quick green with the new test shortcuts_start_only_when_play_would.
Instances could be made but never deleted (#horizon-bugs: one stayed
in the list). The instance row gets Delete…: after a confirmation, the
instance's folder (an own instance's, or an imported or registry pack's
work folder) goes to the Trash, where the player can get it back, and
its choices and the selection go with it. Horizon's own instance, the
game's home, stays. Not while a game runs. `instance delete` does the
same from the command line.
An own instance whose folder was removed outside the launcher is
dropped from instances.json when the list is next read, so a new one
of that name starts clean (only when instances/ itself can be read).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
main went Nightly-only (#3342): install_tag runs nightly::after_update (it
removes the older Nightlies) and then prunes the old release versions; the
Settings page drops the Nightly row main removed and keeps the pruning switch.
Both sets of new strings are kept in fr.json and ru.json.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Potion, splash and lingering potion and tipped arrow tooltips printed
durations as m:ss ("Speed (3:00)"); vanilla's StringUtil.formatTickDuration
pads every field to two digits ("Speed (03:00)", "01:00:00" from an hour up).
brewing.rs now has one port of formatTickDuration, with vanilla's floor of
ticks / tick rate, and the inventory effect panel uses it too instead of its
own copy, so the two agree on the same screen. Tooltips still format at
20 TPS until their callers pass the level's rate.
Fixes#3425.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Adds audio output device selection matching vanilla options.txt format:
- Bind soundDevice option in Settings with serialization roundtrip
- Enumerate output devices and support live stream switching in Audio
- Add SoundDevice option button to Music & Sounds page cycling devices
- Apply audio device changes dynamically on options save and startup
- Unit tests for settings parsing and options UI button cycling
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 11 contributor PRs on main 430e5e4c9: fmt, clippy -D warnings, the horizon-client and horizon-items tests (all pass), and lan_e2e tab chest drops signs frames containers bubble-column with the host on its server thread and in-frame (digging and frames passed on their rerun, after #2745's checks had left water behind). Save round trip main -> PR -> main -> PR keeps the mobs. Follow-up, not a blocker: vanilla NeutralMob.readPersistentAngerSaveData falls back to the old AngerTime key when anger_end_time is missing, and this reads only anger_end_time, so an angry wolf from an older world calms down. angry_at is kept only for the offline single player. Parity: 46 of 268 harnesses passed locally before the Mac mini got too busy, so CI's run-parity on this head decides.
Tested on Hyprland 0.57 (always-on HDR, NVIDIA): it reports reference white
203 and 0..1060 nits, so Auto gives Paper White 203 / Peak 1060, and it shows
HDR windows below its desktop's SDR white (sdr_max_luminance 430, which the
protocol doesn't carry): a white browser page is brighter than the game's
white and than a 1000-nit patch in mpv.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A text display's background, shadow and glyphs were coplanar, so they
z-fought (server holograms looked speckled). World text now gets vanilla's
depths (background -0.01, shadow 0, glyph 0.03, bold copy +0.001, lines
+0.01) and text displays draw with TEXT_POLYGON_OFFSET's depth bias.
The new text_display_render harness runs vanilla's TextDisplayRenderer and
Font on baked glyphs and compares every quad; it found and this fixes: § codes
kept across wrapped lines (StringSplitter.splitLines on the raw parts), line
effects starting 1 left at each style run, and no shadow when its colour is 0.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 12 contributor PRs on main 77fa9fb89: fmt, clippy -D warnings, the tests of horizon-client/-items/-protocol/-world (all pass) and the Python tests, and 19 lan_e2e checks with the host on its server thread (all pass) and in-frame (pass; frames passed on its rerun). lan_e2e thrown and projectiles PASS on both paths. Parity: CI's run-parity on this head.
FireworkRocketEntity.tick checks its move for entities (getHitResultOnMoveVector)
and goes off on the first it meets; a breeze turns it back. Its owner (the player
who launched it from a block, a glide or a crossbow) is credited with what the
blast hurts, as the guest on a server. /summon and saved chunks now load a real
rocket (Life, LifeTime, FireworksItem, ShotAtAngle, Owner, LeftOwner).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified by contrib-gate-27. Read in full: the language list is missing when assets/pack.mcmeta is (lang.rs reads languages from it, and horizon-prepare takes it from the asset index); the jar's lang folder always holds en_us.json and deprecated.json, so the old file count never told. Launcher clippy -D warnings is clean, and prepared_versions_get_what_the_asset_store_adds_without_preparing_again passes. CI parity runs on this head.
🤖 Agent: verified by contrib-gate-27. Read in full; checked against ServerPlayer's fall, lava, Nether and explosion tracking; fix pushed: the durability trigger fires only when wear is left (ItemStack.hurtAndBreak). union/cg27-1 (main + this wave): fmt, clippy -D warnings (horizon-client, horizon-world, horizon-client-core), their tests and the fast build pass; lan_e2e damage, minecarts, projectiles, sculk_container, shield, push and hazards pass on the server thread and in-frame. Harness parity runs in CI on this exact head (the Mac mini's load is too high for local parity).
🤖 Agent: verified by contrib-gate-27. Read in full; throws take getKnownMovement (main's rider movement kept). Main merged. union/cg27-2 (main c6af85743 + this wave): fmt, clippy -D warnings, horizon-client tests (1293/0) and the fast build pass; lan_e2e team-push, pvp, thrown, projectiles, mounts and riding pass on the server thread. Harness parity runs in CI on this exact head (the Mac mini's load is too high for local parity).
A mob's death loot, its gift table and spawnAtLocation drops (a fox's
berries, a panda's held food, a goat's horn) spawned with a fixed
[0, 0.2, 0] motion, so every item landed stacked at one exact point; the
5-arg ItemEntity(level, x, y, z, stack) constructor throws each one with
a random horizontal push of ±0.1 and 0.2 up, like vanilla. Block drops
(already going popResource's path) unaffected.
Fixes#3144.
Co-Authored-By: JustKarkat's AI agent (ZCode)
🤖 Agent: verified by contrib-gate-27. Read in full; matches AbstractBedBlock.useWithoutItem (OCCUPIED), kickVillagerOutOfBed, checkBedExists and the saved sleeping_pos; its own lan_e2e checks pass. union/cg27-3 (main + this wave): fmt, clippy -D warnings, horizon-client/horizon-protocol tests (1395/0) and the fast build pass; lan_e2e sleep, bed-occupied, sleep-villager, sleep-reload, arrows, objects, commands and tab pass on the server thread and in-frame. Harness parity runs in CI on this exact head (the Mac mini's load is too high for local parity).
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 11 contributor PRs on main 430e5e4c9: fmt, clippy -D warnings, the horizon-client and horizon-items tests (all pass), and lan_e2e tab chest drops signs frames containers bubble-column with the host on its server thread and in-frame (digging and frames passed on their rerun, after #2745's checks had left water behind). A saved amplified world generates amplified terrain in new chunks at 3000/3000 (main: normal), screenshots taken. Parity: 46 of 268 harnesses passed locally before the Mac mini got too busy, so CI's run-parity on this head decides.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 12 contributor PRs on main 77fa9fb89: fmt, clippy -D warnings, the tests of horizon-client/-items/-protocol/-world (all pass) and the Python tests, and 19 lan_e2e checks with the host on its server thread (all pass) and in-frame (pass; frames passed on its rerun). Parity: CI's run-parity on this head.
The 26.3 manifest gives every OS -XX:StackShadowPages=32, and the official launcher passes it.
perf_bench only took the manifest's OS-conditional arguments, so vanilla started without it. On
Windows about half of those starts crash before the title screen: an access violation under
shaderc.dll while the client compiles its shaders, with no hs_err file. Measured on Windows 11
(Ryzen 7 9800X3D, RTX 5080, Java 25.0.5), 8 starts each through run_vanilla: 4 crashed without the
flag, none with it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
tools/perf_bench.py stopped on Windows before or right after the first game:
- the control socket is AF_UNIX at /tmp, which Python on Windows doesn't have; the game
there listens on a localhost TCP port named in a .json endpoint file (control.rs), so
the driver now uses that transport when there are no Unix sockets;
- memory was read with `ps`; Windows uses the process's working set (GetProcessMemoryInfo);
- os.getloadavg doesn't exist; the report leaves load_avg_1m out there, as horizon-bench does;
- hardware() read /etc/os-release and /proc; Windows gets `ver`, the CPU brand string
and the total RAM;
- nvidia-smi reports per-process memory as [N/A] under WDDM, which raised ValueError;
- the binary is horizon-client.exe.
A release binary passed with --build reports its own version (from its first log line)
instead of this checkout's version and commit.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 11 contributor PRs on main 430e5e4c9: fmt, clippy -D warnings, the horizon-client and horizon-items tests (all pass), and lan_e2e tab chest drops signs frames containers bubble-column with the host on its server thread and in-frame (digging and frames passed on their rerun, after #2745's checks had left water behind). Parity: 46 of 268 harnesses passed locally before the Mac mini got too busy, so CI's run-parity on this head decides.
The raw 0x01 and NUL bytes in the byte string made git, grep and GitHub treat sprite_cache.rs as a binary file.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The renderer is made anew a few times while the game starts, and each asked
the compositor again and logged the same line; a slider dragged in the
desktop's HDR settings logged a line per step. Now a line comes only when the
values changed, and a change within a second of the last line waits until the
values have held for a second, so only the value they settled on is logged.
The values themselves still apply at once.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A cold 1024-chunk LOD loaded about a quarter sooner with 6 sampling threads than with 3. The extra slots only open once the nearby chunks are in, and the far threads now run behind the server like the chunk workers, so frames and ticks keep their cores.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Vanilla's debug screen draws a column in each top corner
(DebugScreenOverlay.extractLines, left- and right-aligned), but the
helper only reported the top left as taken, so a native mod's box in the
top right was drawn under F3's right column. It now reports both top
corners while F3 is open, and a bottom corner while a debug chart is
drawn there (frame and tick times, bandwidth and ping, the lightmap
view), from the new DebugCharts::corners, which follows draw().
Co-Authored-By: Claude Opus 5.5 <[email protected]>
GameRenderer.takeAutoScreenshot saves only when countRenderedSections() > 10
and every section is rendered. A window that joined its server thread
had nothing pending before its first chunks, so the icon was only sky.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
They use only modules already in the render crate (zip, snbt, settings,
sound_events), and open PRs call them from options_ui (#3325: datapack,
#3355: audio). Pure move: cpal and symphonia and the `audio` feature
move with them (horizon-client's `audio` forwards to it), and
sound_engine's test backend is also built for the `test-support` feature
that horizon-client's tests turn on. audio_harness and
docs/architecture.md point at the new paths.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Since #3011 the window joins the server thread in poll_integrated_start,
where open_integrated's folder is no longer in scope: Starting carries it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 11 contributor PRs on main 430e5e4c9: fmt, clippy -D warnings, the horizon-client and horizon-items tests (all pass), and lan_e2e tab chest drops signs frames containers bubble-column with the host on its server thread and in-frame (digging and frames passed on their rerun, after #2745's checks had left water behind). A world with DataVersion 3955 shows the backup prompt (vanilla text and buttons). Create Backup and Load writes backups/<date>_W.zip and opens the world, now at 5023. Parity: 46 of 268 harnesses passed locally before the Mac mini got too busy, so CI's run-parity on this head decides.
OriginWorld was inserted between World's doc comment and World, so the
comment documented both structs as one.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The mount events looked every mob up again in the mob list, once per mob
and tick; the snapshot the loop walks already reads the mob.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ItemStack.hurtAndBreak calls applyDamage, and so ItemDurabilityTrigger,
only when processDurabilityChange leaves damage: a hit Unbreaking saves
fires nothing. One helper, Game::wear, takes the loss and fires the
trigger for every call site.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: hook points v2, part 2/2 (the item panel and recipe pages for native mods, NATIVE_HOOKS_API 2), rebased onto main after #3434. pr_ready --quick green on 11f22e2 (clippy, 1289 client tests); full pr_ready with parity green on the pre-rebase head (33/33 selected). The native Recipes mod's proof passes on it (horizon-mods#24).
Frogs had no long jump on the server, so they only ever walked. Port the
LONG_JUMP activity as one goal: LongJumpToPreferredBlock searches the
9x5x9 box (weighted by squared distance, lily pads and big dripleaf first
half the time) for a spot FrogAi.isAcceptableLandingSpot accepts and an
8-block path cannot reach, faces it for 40 ticks and leaps along the
LongJumpUtil arc (now with its collision check); LongJumpMidJump holds the
LONG_JUMPING pose without friction until the frog lands. The
LONG_JUMP_COOLDOWN_TICKS memory counts down and is reset as vanilla does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
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: crate split B8: spawner, trial spawner and beehive behaviour become extension traits (pure move). Main merged, including #3064 and #2952 (their new methods now live on the traits). Full pr_ready green: 1286 tests, parity 82 affected / 0 failed.
The server broadcast LivingEntity.hurtServer's damage event for mobs only,
so in multiplayer and on LAN (and single player's server thread) nobody saw
another player turn red when hit. The LAN flush now sends it for the host
and each guest whose hurt time restarted (a hit that was not blocked by a
shield), to the players around and the hurt player itself. An in-frame
host's models of its guests also carry their hurt time.
Fixes#2827.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
A server's Join started the game while its version was still being
downloaded and prepared for the first time: a white window opened and
the download went on. The button only looked disabled while a game
ran, and its click (like a world's Play, a friend's code and a pack's
Play) reached `play()`, which never asked whether a preparation was
under way or the version was prepared.
Every quick start now asks what Play asks (`starts_now`, from
`play_press`): prepared, no preparation running, no game running or
starting. `play()` and `play_pack` refuse otherwise, and the buttons
are drawn from the same rule.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A riding player skips the movement tick, which held the swimming
update, so a player who boarded a boat while swimming kept the swimming
pose: eye 0.4 above the feet, the camera at the waterline and the model
lying under the boat.
Vanilla's Entity.rideTick runs Player.tick for a passenger:
Entity.updateSwimming clears the swim (it needs !isPassenger()) and
Player.tick ends with updatePlayerPose. The riding branch of the remote
tick now runs the same two steps (MotionWorld::passenger_pose_tick).
Fixes#3308
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On a server (single player included) a menu click is predicted by the
menu engine and sent, and what the prediction dropped was ignored, so
Q over a slot threw the item without the arm swing. Vanilla's
AbstractContainerMenu.doClick drops with Prediction.PREDICTED, and
LivingEntity.drop then swings the main hand on the client itself; the
server shows that swing only to the other players.
The prediction loop moves to predict_clicks, which also says whether a
click dropped something; remote_menu_ops swings the main hand then.
Fixes#3357
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 11 contributor PRs on main 430e5e4c9: fmt, clippy -D warnings, the horizon-client and horizon-items tests (all pass), and lan_e2e tab chest drops signs frames containers bubble-column with the host on its server thread and in-frame (digging and frames passed on their rerun, after #2745's checks had left water behind). Parity: 46 of 268 harnesses passed locally before the Mac mini got too busy, so CI's run-parity on this head decides.
The item panel beside container screens and its recipe pages move to
game/native_panel.rs and game/native_panel_recipes.rs, built in every
build, with their state in Game::panel and native types (NativeStack,
NativeRecipeView, NativeRecipeLayout, NativePanelEvent). A native mod
shows them with native_panel_items and native_panel_recipes and hears
the player's clicks, searches, page turns and keys over items through
the new hook point native_panel_event: NATIVE_HOOKS_API is 2.
A WebAssembly mod's panel feeds the same state through game/mod_panel.rs
(feature `mods`) and hears its events as before; a native mod's panel
wins when both show one. Players see no change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
kill_dragon only dropped the entity, so the fight, still not killed,
spawned a fresh dragon on its next tick and never opened the exit
portal. EnderDragon.kill calls dragonFight.setDragonKilled after
removing the dragon: call dragon_killed there too, in the End.
The command execution corpus gets an End group that kills the fight's
dragon and probes the dragon, the exit portal and the egg.
Fixes#3319
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The walk animation counted vertical movement while flying or gliding.
Vanilla's LivingEntity.calculateEntityAnimation only counts it for
omnidirectional air movers, and Entity.omnidirectionalAirMover is false
for every player, so only the horizontal distance walks the model.
Fixes#3302
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On a server (single player's server thread included) the creative screen's
Survival Inventory tab sent its clicks as ContainerClick, so the server held
the picked-up stack while the Destroy Item slot only cleared the client's:
the stack came back on the next click or on close, and moving a stack
doubled it. CreativeModeInventoryScreen.slotClicked clicks the player's own
InventoryMenu and sends each changed slot (SetCreativeModeSlot); Horizon now
does the same.
- remote_click: the creative screen clicks its own menu, never a ContainerClick;
a Shift double click there quick-moves locally too.
- Q / Ctrl+Q over a slot of the tab sends the thrown stack
(handleCreativeModeItemDrop) instead of losing it.
- The creative slot sync covers the armour slots (InventoryMenu 5..=8).
- The server marks a creative-set slot as sent (InventoryMenu.setRemoteSlot),
so it no longer echoes it back over a newer click, and the client marks only
the slots a server packet changed as synced.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`item_tooltip::name_line` stripped only a `minecraft:` prefix and looked
up `item.minecraft.<path>` and `block.minecraft.<path>`. A content mod's
item (`ruby:ruby`) never found its name: the name above the hotbar
showed the raw id ("ruby:ruby"), and the recipe book and creative
searches matched that instead of the item's name.
The keys are now `Util.makeDescriptionId`'s, in the item's own
namespace with `/` as `.`: `item.<namespace>.<path>`, then the block's
for a block item. Without a translation the name falls back to the path
with spaces, as `creative::Names::item` does.
Vanilla: Item.getDescriptionId, Item.Properties (ITEM_DESCRIPTION_ID,
BLOCK_DESCRIPTION_ID), Util.makeDescriptionId.
Fixes#3396
Co-Authored-By: Claude Opus 5.5 <[email protected]>
An enchanted shield with a banner turned white: after the patterns, the
renderer drew the shield base again with the foil for vanilla's
`patternedShieldGlint` pass. In vanilla that pass draws the glint alone
(`RenderPipelines.GLINT` with only the glint texture), but a foil quad
here is its texture with the glint over it, so the plain base covered the
base colour and every pattern.
Every layer of a patterned shield now carries the foil instead, and the
extra pass is gone. The GUI adds the glint masked by each layer's alpha
and the world shader composites it per layer, so each pixel ends with
the glint once over the layers below it, as vanilla's single glint pass
over the finished plate gives.
Vanilla: ShieldSpecialRenderer.submit, BannerRenderer.submitPatterns,
RenderTypes.patternedShieldGlint.
Fixes#3407
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A spectator's right click on a chest did nothing: the client predicted
the use like any player's, and the server dropped a spectator's
UseItemOn. Follow vanilla instead:
- MultiPlayerGameMode.performUseItemOn: a spectator's use goes to the
server, predicts nothing and ends the click (CONSUME, no swing).
- ServerPlayerGameMode.useItemOn: the server opens the block's menu
(BlockState.getMenuProvider) for a spectator, with no lid, sound,
game event, stat or piglin anger. Chests, trapped chests, barrels,
shulker boxes, hoppers, dispensers, droppers, furnaces, the brewing
stand and the crafter open; a blocked chest still doesn't.
- ServerGamePacketListenerImpl.handleContainerClick: a spectator's
click changes nothing, and sendAllDataToRemote now takes back what
the client predicted.
Fixes#3414
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 12 contributor PRs on main 77fa9fb89: fmt, clippy -D warnings, the tests of horizon-client/-items/-protocol/-world (all pass) and the Python tests, and 19 lan_e2e checks with the host on its server thread (all pass) and in-frame (pass; frames passed on its rerun). Parity: CI's run-parity on this head.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 12 contributor PRs on main 77fa9fb89: fmt, clippy -D warnings, the tests of horizon-client/-items/-protocol/-world (all pass) and the Python tests, and 19 lan_e2e checks with the host on its server thread (all pass) and in-frame (pass; frames passed on its rerun). Main merged in (95ecc9d77): armour stands keep main's layer_color. Parity: CI's run-parity on this head.
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 12 contributor PRs on main 77fa9fb89: fmt, clippy -D warnings, the tests of horizon-client/-items/-protocol/-world (all pass) and the Python tests, and 19 lan_e2e checks with the host on its server thread (all pass) and in-frame (pass; frames passed on its rerun). Parity: CI's run-parity on this head.
The resolve looked the history up at this frame's jittered position, so a
still camera wobbled in an 8-frame pattern (twice the frame-to-frame change
of TAA off in a still view), worse when upscaling widens the jitter. The
history is unjittered now: each output pixel looks it up at its own centre,
takes the world pixel whose jittered sample lands nearest that centre, and
scales the frame's 10% share by a Gaussian of the distance, so frames whose
sample lands far away barely move it.
The graphics screen drops the Upscaling row while Anti-aliasing is not TAA.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
An Upscaling button under Anti-aliasing (`upscaling` in horizon-graphics.txt,
Native by default). The world renders 1.5x, 1.7x, 2x or 3x smaller along each
axis than the resolution scale's size (FSR's and DLSS's ratios) and TAA resolves
into a history at full size, each output pixel taking the world pixel it falls
in; the jitter runs over 8 phases per output pixel. Picking a ratio turns TAA
on, leaving TAA goes back to Native, and nothing is upscaled on the title
screen or under a shader pack.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
cmd reads its own command line and Rust quotes only paths with spaces, so a
path with `&` or `^` split or changed the mklink call and that player fell back
to the slow mirror. The overlay test now runs under a path with `&` and checks
the untouched directory is a link, not a copy.
Anti-aliasing now cycles Off, FXAA and TAA (`taa` in horizon-graphics.txt, off by
default). The world's projection is jittered over a Halton (2, 3) sequence of 8
frames; the resolve reprojects each pixel through the depth buffer and the
camera's motion since the last frame, samples the Rgba16Float history with a
5-tap Catmull-Rom, clamps it to the frame's 3x3 neighbourhood and blends 10% of
the new frame in. It runs at the resolution scale, before the hand and HUD, and
stays off under a shader pack.
Motion vectors come from the camera alone: mobs and other moving things lean on
the clamp. Per-object motion is the follow-up.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: hook points v2, part 1/2 (recipe tables and helpers for native mods). pr_ready green on the stack's head 1dba99f: clippy, 1286 client tests, parity 33/33 selected; the native Recipes mod builds on it and its proof passes. Merging it queues part 2, #3435.
test_datapack_worldgen_parity.py runs the whole-chunk oracle and
chunk_dump with HORIZON_DATAPACKS: the oracle selects every pack of the
folder after vanilla through vanilla's pack repository, chunk_dump reads
them through worldgen::overrides into GeneratorData::load_with.
tools/fixtures/datapacks holds Horizon's own pack (MIT), overriding a
noise, a density function, the overworld noise settings, a placed
feature and a biome tag, and adding a noise and two density functions.
Each site must match vanilla with the pack and differ from Horizon
without it. HORIZON_PARITY_DATAPACKS compares another folder of packs.
docs/world-generation.md describes what a pack changes and what Horizon
leaves out; the README lists world generation among what data packs do.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The enabled packs of <world>/datapacks (in datapacks.json's order) now
reach the chunk generator: their worldgen files replace and join the
prepared bundles, and the log lists what Horizon leaves out (new biomes,
dimension types, folders the generator does not read, noise taller than
the level). Generator data is cached per set of pack entries, beside the
plain bundle the world screens preload. datapack::enabled_ids reads which
packs are on, as /datapack does.
A world without data packs reads the same bundle as before. Sapling
growth and bone meal still place vanilla's features.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
WorldgenOverrides maps a data pack's worldgen files (noise, density
functions, noise settings, material rules and conditions, carvers,
features, placed features, structures, sets, pools, processor lists,
biomes, level stems) to the prepared bundle each joins, the highest pack
winning, and its block, fluid and biome tag files to the tag bundles in
pack order, as vanilla builds its registries from the enabled packs.
Carvers and features use 26.3's folder names (worldgen/carver,
worldgen/feature). A pack's new biome is left out, with the tag entries
and climate points that name it. Dimension types are reported, not
applied: each level keeps its vanilla build height for now.
Nothing calls it yet.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
GeneratorData::load_with reads every bundle through WorldgenOverrides
(the loader threads included), so a data pack's noises, density
functions, noise settings, rules, carvers, features, structures and
biome changes reach generation. Pack tag files join the prepared tags;
a tag that names something missing is left out with a warning, as
vanilla's TagLoader does, where the prepared tags alone must still all
resolve. A pack's level stem replaces the world preset's dimension.
Noise settings that reach past the dimension's build height fill only
the part inside it (NoiseSettings.clampToHeightAccessor), and the
generator says so, since every level keeps its vanilla height for now.
load is load_with with no packs, so vanilla generation is unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The renderer keeps the window's surface feedback and looks at it every frame
(only events winit already read; no waiting). On preferred_changed it asks
again, and the game applies its settings, so Auto follows a move to another
output or a recalibrated desktop without a restart. Docs: the Auto values.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: needs-proof check by Ludovic's AI agent (Claude), not by Ludovic himself. Passed on a union of 12 contributor PRs on main 77fa9fb89: fmt, clippy -D warnings, the tests of horizon-client/-items/-protocol/-world (all pass) and the Python tests, and 19 lan_e2e checks with the host on its server thread (all pass) and in-frame (pass; frames passed on its rerun). Against a vanilla 26.3 server (127.0.0.1, offline): moving a renamed/unbreakable/lored sword and a shulker box holding 5 diamonds in the creative inventory kept every component and did not kick. Parity: CI's run-parity on this head.
session_lock_is_exclusive read session.lock while its lock was held.
Windows file locks are mandatory, so that read failed with OS error 33.
It now reads the file once the first lock is dropped.
port_publish wrote the store path as str(path) with the home replaced by
"~", which kept Windows backslashes (~\code\...). The path under the home
is now written as ~/ plus its POSIX form, as on Linux. The temporary body
file is opened as UTF-8, so the "→" in a facts line no longer fails to
encode in the Windows code page.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
#3064's TrialConfig::encode and TrialSpawner::override_entity become
methods of TrialConfigExt and TrialSpawnerExt; game/spawner.rs (#3064)
and lan/chunks.rs (#2952) import the extension traits they now need.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Paper White 0 is Auto, the new default: where the system puts SDR white (on
Wayland the compositor's reference white, 203 nits in HDR output's scale), else
203. Both Auto values come from one report the renderer makes at surface open.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Python's signal module has no SIGHUP on Windows, so exit_on_termination
raised AttributeError and every parity.py command (--list, --changed,
--status, and pr_ready's local harness run) stopped before doing anything.
SIGTERM is still caught everywhere, SIGHUP wherever the platform has it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Vanilla's SpriteContents mipmaps the animation's original image, every
frame of the sheet at once (byMipLevel = {originalImage}, then
MipmapGenerator.generateMipLevels), and AnimatedTexture uploads each frame
from that chain at frameX/frameY >> level. Horizon mipmapped each frame on
its own, so solidify and each level's alpha-to-coverage scale were the
frame's. A 16px frame has a single texel square at its 2x2 level: its
coverage there is 0 or a multiple of 1/16, and the bisection could settle
on a scale that left the whole level under the cutout. Kelp frames 0 and 18
did, so far kelp vanished every time the animation reached them (only with
mipmaps on, as reported).
source_chains stacks the frames into one sheet, runs mipmap::generate over
it and cuts each level back into per-frame chains, so every frame shares
the sheet's coverage scale. A frame alone (source_chain) is unchanged.
Fixes#1703. Fixes#3073.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
main's #2952 added banner, vault and trial spawner arms to lan::chunks::entity_tag next to this branch's brushable and shelf arms; both stay.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Direct Connection, Add/Edit Server, Join a Friend, Connection Lost, the
death screen and the sign editor's Done button placed their widgets at
width / 2.0 - 100 and height / 4.0 + N in floats. Vanilla's Screen
width and height are ints, so `this.height / 4` drops the remainder;
Horizon kept it, and whenever the GUI height was not a multiple of 4 (a
maximized or tall window: 1009 / 4 = 253 GUI pixels) or the width was
odd, buttons, boxes and centred text landed on a half or quarter GUI
pixel. At scale 3 that is 1.5 device pixels: borders came out thinner on
one side and glyph rows uneven (#3362).
The positions now use int halves and quarters as DirectJoinServerScreen,
ManageServerScreen, DeathScreen and AbstractSignEditScreen do, and
centred text is width / 2 - font.width / 2 (GuiGraphicsExtractor
.centeredText).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Peak Brightness 0 is Auto, the new default: the peak the system reports for
the display (on Wayland, the surface's preferred image description, in HDR
output's scale), else 1000. The slider's lowest step is Auto; 200..2000 stay
manual.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The item and recipe tables WebAssembly mods read through capability
`recipes` move to game/native_recipes.rs, built in every build (no `mods`
feature), as native types (NativeRecipes, NativeRecipe, NativeItem,
NativeRecipeStack, NativeRecipeKind). Native mods get helpers for them:
native_recipes, native_known_recipes, native_place_recipe and native_give,
refused as recipes.place and recipes.give are. WebAssembly mods read the
same tables, converted once to the runtime's types.
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.
With a Java instance selected, Play builds its game off the window's
thread (`backend::java_game`: the owner gate, the version and Java
downloaded the first time, their lines in the log), then starts it as
the Horizon client starts. No account that owns the game opens the
sign-in screen, as for Horizon. Joining a friend and quick play stay
Horizon's.
The Play page names the instance's Minecraft version (a Game row in
place of Horizon's resources and Minecraft folder), needs no Horizon
version, and the sidebar shows the version. An old version's logged
session line never reaches the window.
The translations test also reads strings rustfmt moved to the line
after `tr(`/`trf(`.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 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.
main's f5_reloads_the_server_list (4c4fcedf4) came after this branch: its first Multiplayer click now opens SafetyScreen.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`horizon-launcher play --instance <java instance>` starts its Minecraft:
Java Edition. Past the owner gate itself (no developer option), the
version is downloaded from Mojang the first time, the Java it needs is
the instance's own, one found here or Mojang's (downloaded), and the
game starts in the instance's folder as the account that owns it. With
no answer from the services, an owner plays with its last token.
Options only Horizon has (--version, --world, --creative, --join,
--server) are refused for Java instances; --arg passes through. The
window's Play still refuses them and names this command.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 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).
A player's cape texture was looked up and downloaded, then thrown away: nothing kept the image
and nothing drew it. Now:
- Cape downloads go into the skin slots as `capes/<sha1>` (SkinManager's cape cache), a 64x32
texture in the top half of a 64x64 slot; an evicted one uploads again from memory or the disk
cache. A larger cape is scaled to 64x32, the older 22x17 fits as it is.
- `PlayerSkin.cape` reaches the player models (other players and the local one), which load
`player#cape` (PlayerCapeModel).
- CapeLayer draws it: no cape under an elytra's wings, moved out over a chestplate, hidden with
the Cape skin-customisation option (the local player). PlayerCapeModel.setupAnim turns the cape
by `ModelPart.rotateBy` with AvatarRenderer.extractCapeState's flap and leans, from
ClientAvatarState's cloak (moveCloak: a quarter of the way each tick, snapping from 10 blocks),
its bob and walked distance; other players tick theirs as RemotePlayer does.
- WingsLayer.getPlayerElytraTexture: a player with a cape wears it on the elytra.
- `HORIZON_OFFLINE_CAPE`, which the launcher sets for an offline name, is the local player's
cape when its profile has none.
Other players' Cape option (Avatar.DATA_PLAYER_MODE_CUSTOMISATION) is left to #2971, which
tracks it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
main added the pack prompt and server dialogs to the screens that stay open when the window loses focus;
they move into pause_if_inactive with the rest of that check.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 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.
EntityArgument.listSuggestions adds SharedSuggestionProvider.getSelectedEntities
to the player names unless the argument takes players only;
ClientSuggestionProvider.getSelectedEntities is the UUID of the entity under
the crosshair. The chat screen now fills Registries::selected_entities from
the nearest entity hit before any block.
For the UUID to name the entity back, two server-side gaps are closed:
- the entity tracker sent a made-up UUID (entity_uuid) in AddEntity; it now
sends the entity's own UUID (ClientboundAddEntityPacket: entity.getUUID()),
assigned on first tracking;
- a UUID in an entity argument also set playerName, which findEntities checks
first among players, so `/tp <uuid> ...` found nothing. parseNameOrUUID
sets entityUUID alone.
The chat_screen and command_parse oracles now return a selected entity from
getSelectedEntities, and the fixtures read it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
ClientPacketListener.handleEntityEvent 35 now calls
LocalPlayer.displayItemActivation(findTotem(player)) for the player's own
event. ItemActivation (40 ticks, two random offsets) ticks in
GameRenderer.tick and resets in GameRenderer.resetData.
ScreenEffectRenderer.renderItemActivationAnimation draws it in the hand
pass with a FIXED item at full brightness, ITEMS_3D lighting and no
camera transform or bob. Only F1 hides it.
Fixes#3142.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
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]>
ZombieVillager.mobInteract records the interacting player as the
conversion starter and finishConversion credits the player
level.getPlayerByUUID finds: the ZOMBIE_VILLAGER_CURED gossip and the
cured_zombie_villager trigger. Horizon used the server Game's own
level.player_uuid for both, so on the server thread (and for LAN guests)
the gossip went to a UUID nobody trades as and the player got no
discount and no Zombie Doctor (#3306).
The starter is now the acting player, and the cure credits the host or
the placed guest in this level with that UUID. lan_e2e gains a
cure-discount check: host and guest each cure one and pay 14 wheat
instead of 20.
Fixes#3306.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
🤖 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.
A mod screen's `list` drew one row more than its frame holds (the row a
scroll shows in part), uncut, so without scrolling the 7th row of a long
list sat below the frame, over the screen. As vanilla's
AbstractSelectionList, which draws its entries between enableScissor and
disableScissor, the rows (with their hover and selection marks) are now cut
at the frame's inside: the partly shown row is drawn in part. Fixes#3237.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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]>
The client read InstrumentComponent past without keeping it, so every goat
horn a server sent arrived with no minecraft:instrument and its tooltip fell
back to "Ponder" (#3181). Decode the holder like ArmorTrim's: a reference
becomes Component::Instrument(registry id) and is named from the synced
minecraft:instrument registry in item_sync. A direct instrument stays Raw.
The LAN host and creative client send it back by the same id.
The item wire harness gains an "instrument registry" fixture, and its probe
treats Instrument like Trim (a byte-exact id, not a lossy type), so the
round trip is checked byte for byte.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
🤖 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.
levzzz5154's update (optional public visibility for support modules); bundles that
pin their own mixins revision keep it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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]>
The server never sent DATA_CUSTOM_NAME or DATA_CUSTOM_NAME_VISIBLE for an
armor stand, so hologram text didn't show for its clients: single player on
its server thread, LAN guests and dedicated servers. Both are sent now, and go
back to none / false when /data takes them away.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
LivingEntityRenderer.submit gives an invisible stand no body render type but
still submits its layers: held items, the custom head and the armour. The
renderer skipped the whole stand instead, so floating heads, item displays and
armour on invisible stands never showed, in-frame and on any server that sends
the invisible flag (vanilla, Paper, Minestom). Only the wooden body is skipped now.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
SavedLodSampler::grid put saved chunks over every far tile of 16 blocks
a column or finer: for each column it opened the region file and
decoded the whole saved chunk, and each sampling thread kept only 128.
In a save with many thousands of chunks, the far view stalled for many
minutes after its first one.
- SaveDir keeps which chunks each region file holds (10 s), so columns
over unsaved ground no longer open region files.
- Decoded saved chunks are shared by the sampling threads (1024, 30 s).
- With Reduced far detail, tiles coarser than 4 blocks a column (about
1 km out and beyond) keep the generator's terrain, which saved chunks
were made from; edits that far away show when their tiles refine on
approach. Full keeps saved chunks up to 16 blocks a column, as before.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The previous two commits trade the exact far tile for speed in wide
cells. They now apply only with Reduced far detail (FarDetail::Reduced,
which already "changes the picture"); Full keeps the exact tiles.
- GeneratorWorker::lod_grid takes `approximate`: one biome per 4x4
columns, the coarser vertical lattice, and density only around the
surface (with shared 2D planes) happen only when it is set. Without it
the tile is sampled as before.
- LodSampler::set_approximate, and Lod::set_reduced_detail sets it for
the sampling threads; tiles sampled after a change follow it.
- lod_grid_bench --approximate samples as Reduced does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
lod_grid sampled the density lattice over the whole build height. It now
finds each tile's surface band on a 64-block lattice made of the fine
lattice's points, then samples the fine lattice from 64 below the lowest
surface to 128 above the highest (and above sea level); below the band a
column is one span of the default block. Thin parts above an air sample
of the coarse lattice (floating islands, overhang lips) can be missed.
Most of a far tile's density work is 2D noise (y-fixed slices), which
the two passes would each compute: SamplerContext::with_planes keeps a
y-fixed slice's plane for its x/z lattice, so the band pass reuses the
coarse pass's. Opt-in, and only far sampling turns it on.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Approximations for wide far cells, where they are hard to see at their
distance:
- One biome for 4x4 of a tile's columns, the first one asked (its
surface's), in cells up to 64 blocks wide: far cells don't show a biome
change a few blocks down, and climate changes over hundreds of blocks.
Painting asks through the biome zoom, which strays into neighbouring
quarts; per quart, those strays were most of a tile's climate samples.
- The interpolated density on a vertical lattice of 16 blocks for cells 32
blocks wide or more, and of 32 from 128, instead of 8.
Distant tiles' biomes and some surface blocks differ from the per-quart
answers, and in the widest tiles the coarser lattice moves the surface.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
lod_grid paints eight depths of every far column through the surface
rule, and each depth asked the biome resolver again: a full climate
sample and parameter search per query, though neighbouring columns and
depths share quarts. The tile now keeps the answers per quart
(Biomes::Memo), for painting and for the columns' surface biome.
lod_grid_bench, vanilla seed 1234: surface heights, blocks and biomes
are the same at every level. At level 6 (64 blocks a column) some
painted blocks below the surface differ: the tile's cached sampler
context answers a repeated quart from what it sampled before, so the
order of queries mattered there.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Times GeneratorWorker::lod_grid as the client's far terrain calls it (16 x
16 columns a tile) for each tile level, with two checksums: everything the
tiles hold (an exact speedup keeps it) and the surface and water heights
alone (the terrain's shape, which an approximation of materials or biomes
keeps). --dump writes each column's height, block and biome.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Three read paths in decoration:
- Speleothem clusters (and large dripstone) scan each column up and down
for the floor and ceiling, up to 512 blocks, one region read per block.
FeatureWorld::scan_column walks a chunk's column directly: an all-air
section is tested once (the predicate is a pure state test), a mixed
one is read without a section lookup per block. Same blocks, same stop.
- OreFeature's any_height_at_least read each column of its square through
a region lookup and a checked heightmap read; now each chunk's part of
the square is read from its heightmap in one pass (any column will do,
so order is free).
- Placement biome checks ran the biome zoom (eight hashed corner
distances) for every position. When the 2x2x2 quarts the zoom picks
from lie in biome sections that each hold one biome, the same one, the
answer is that biome whatever the zoom picks; per-section uniformity is
worked out once per region.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Three costs that came before any feature work:
- the biomes present around the chunk sorted every quart of the nine
chunks' columns into a BTreeSet; a bitset gives the same ids in the same
ascending order;
- every updateShape call built and dropped a whole Ticks (tick maps,
deadline index) just to capture the ticks it schedules; capturing
leaves the rest untouched, so the region keeps one;
- the nine stand-in chunks left in the proto chunks while the region
holds their terrain were allocated at full height; one section does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A block read in decoration (and the surface stage's reads) went through
out-of-line calls: the region's chunk lookup, TerrainChunk::block,
TerrainBlocks::block and BlockSection::get, whose io::Result error path
kept it from inlining. They now inline into the feature code (the fast
build has no cross-crate LTO, so the core accessors need #[inline]), and
TerrainBlocks reads the section through an infallible accessor: its index
is a local index, always below 4096. #1790 takes the division out of
PackedStorage::read; this leaves storage alone.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Two lookups in the biome stage:
- the biome ids present around the chunk were gathered by inserting
every quart of the nine neighbour chunks into a BTreeSet; a bitset
gives the same ids in the same ascending order;
- each quart's biome name was looked up in the name -> id map. Names
point into the biome source's parameter list and neighbouring quarts
mostly resolve to the same entry, so the last entry's id is kept and
the map is asked only when the name changes.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Each chunk needs the biome chunks of its 3x3 neighbourhood, built once by
whichever thread gets there first (per-chunk work lock). With several
workers on neighbouring chunks, a thread often blocked on a neighbour
another thread was building while other neighbours were still unbuilt.
The stage now first builds (or reads) every neighbour whose lock is free
(try_lock), then waits for the ones still being built. Each biome chunk
is still built exactly once, deterministically; only the order of the
work changes.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
couldStructureExistInColumn (jigsaw projection, onTopOfChunkCenter,
temples, mansions) samples the column through createResolverForChunk:
one bulk climate volume of 1 x n x 1 quarts, then each quart from the
bottom. Horizon took one scalar climate sample per quart instead, and a
column with no valid biome walks all of them, so a few such start chunks
held most of the structure stage while neighbours waited on them. The
column is now one prepared volume through the biome stage's resolver
path, as vanilla does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Structure placement asks the biome of one quart at a time: several
structures test the same quarts of a start chunk, and column checks walk
whole columns when no quart matches. Each answer is a full climate sample
and parameter search. Workers now keep the answers, up to 65536 quarts;
the generator is seed-bound, so they cannot go stale.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
9f1fa0a0a moved the mklink call into junction(), which imports
CommandExt itself; make_link kept its own copy, unused, so the
launcher's clippy with warnings denied fails on Windows.
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.
The Select World list built its info line from a creative flag only, so a
hardcore world read "Survival Mode" and adventure and spectator worlds read
"Survival Mode" too (#3298). LevelSummary.createInfo uses `gameMode.hardcore`
in CommonColors.RED (-65536) for a hardcore world, else `gameMode.` + the
GameType's name, then commands and the version. WorldEntry now carries the
level's game mode and hardcore flag (both already read from level.dat), and
`world_info` builds that line as styled text. The horizon-ctl JSON keeps its
`creative` / `mode` fields as before.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
🤖 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.
The vanilla runs start `$JAVA_HOME/bin/java`, but the driver mod was
built with whatever `javac` came first on PATH. With JAVA_HOME on a JDK 25
and an older default JDK on PATH (21 on Ubuntu 24.04, for example),
`javac --release 25` fails with "release version 25 not supported" before
any game starts. Use JAVA_HOME's javac when JAVA_HOME is set, as the java
lookups below already do; without it, PATH is used as before.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
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]>
In creative mode, playerWillDestroy on an extended piston head destroys
the base piston without dropping resources, matching vanilla Java Edition
PistonHeadBlock.playerWillDestroy.
Fixes#3317
Parse Minecraft object components into inline spans and draw player heads and atlas sprites with the existing HUD atlas. Resolve head profiles through the skin cache and preserve fallback text for plain output.
Co-Authored-By: Codex <[email protected]>
Rabbits fell back to the generic goal list, and ocelots had no goals
of their own, so neither fled. Rabbit.registerGoals now registers its
three RabbitAvoidEntityGoals (players within 8, wolves within 10,
monsters within 4, never for the killer bunny) with panic at 2.2.
Ocelot.registerGoals plus reassessTrustingGoals gives ocelots
OcelotAvoidEntityGoal (players within 16), OcelotTemptGoal, the leap
and attack goals and their chicken and baby turtle targets.
Not ported yet: rabbit RaidGardenGoal and ClimbOnTopOfPowderSnowGoal,
and ocelot trust, so every ocelot is wild.
Refs #2780
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]>
The More tab's Data Packs button opens vanilla's PackSelectionScreen (the
resource pack screen's port, titled dataPack.title) on a new mcworld-
folder: its packs, with their icons, and the built-in one, re-listed when
the folder changes. Create New World copies the folder's packs into the
world's datapacks/ and writes datapacks.json with the selection, as
CreateWorldScreen.copyTempDataPackDirToNewWorld does. Cancel deletes the
folder. Worlds made without opening the screen are unchanged.
The pack screen parity harness also runs the screen under dataPack.title.
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.
MultiPlayerGameMode.useItemOn swings on InteractionResult.SUCCESS
(SwingSource.CLIENT). The remote client only swung when the held item
was a block, so opening a chest, barrel, furnace, or similar storage
did not start the arm animation.
🤖 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.
Use both rows of the separator textures when tiling headers and footers, including the create-world screen.
Co-Authored-By: Codex (GPT-6.1 Terra) <[email protected]>
🤖 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.
A chunk's block entity data carries a beacon's levels and powers but not
its beam sections, so in the default server-thread path and on LAN or
multiplayer clients the sections stayed empty and no beam was drawn.
Tick beacons with ClientLevel.tickBlockEntities' beam pass, without the
effects, sounds and advancement the server owns.
Co-Authored-By: DeepSeek V4.1 Flash <[email protected]>
Remember each active beacon's beam sections when its chunk unloads, so
far terrain LOD keeps drawing the beam until the chunk loads again and
its block entity decides whether it is still there.
The cache only runs with far terrain on, and clears on world, dimension
or LOD changes.
Co-Authored-By: DeepSeek V4.1 Flash <[email protected]>
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]>
World.modified, inhabited, chest_openers and block_names used std SipHash
on small integer keys, and modified/inhabited rehash as they grow while an
area unloads. Use the existing crate::fast_hash maps; none of their
iterations is order-sensitive (save order comes from the batch list and
ChunkExtras::block_entity_order). chunks_with_block_entities takes the
names map by hasher so the faster map still fits.
BlockEntities::map stays std HashMap: crate::lan::chunks::body takes the
default-hasher map by type and lan/** is outside this change.
Co-Authored-By: OpenCode (DeepSeek V4.1 Flash) <[email protected]>
BlockSection kept a HashMap of state ids per section (24 tables and
allocations per proto chunk) and hashed on every worldgen write. Resident
palettes are almost always tiny, and the resident container already scans
them; use the same scan with a one-entry last lookup so a run of one state
is a compare. set/compact behaviour and the palette, counts and free list
are unchanged.
Co-Authored-By: OpenCode (DeepSeek V4.1 Flash) <[email protected]>
PackedStorage divided by its per-word width on every read and write, while
PalettedContainer already used an exact multiply-shift. Move MAGIC/locate/
mask into storage.rs and use them from both; only storages past 16,384
entries keep the division path.
Co-Authored-By: OpenCode (DeepSeek V4.1 Flash) <[email protected]>
A write looped 27 block offsets through the dirty-section map; all but a
few hashed the same keys. Mark the exact section set instead: one key in
the interior, the adjacent section on a section face, a neighbour column
on a chunk border, and the diagonal where both borders meet (at most eight
keys). The mesher still sees the same 3x3x3 neighbourhood.
Co-Authored-By: OpenCode (DeepSeek V4.1 Flash) <[email protected]>
A spear's left click is a STAB swing (SwingAnimationType 2), but every
swing was drawn as a WHACK. Port SpearAnimations.firstPersonAttack,
thirdPersonAttackHand and thirdPersonAttackItem, and keep a swing's type
for mobs and other players (from ClientboundSwingAnimationPacket) and
the local player's model.
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]>
/dialog show and /dialog clear ran, printed their feedback and told
nobody: the dialog state they set was never read, and nothing built
ClientboundShowDialogPacket or ClearDialogPacket. DialogCommand's own
ServerPlayer.openDialog/closeDialog send the packet to each target, so
the command now resolves the argument (a minecraft:dialog registry entry
by index, or the inline dialog as sent) and sends it to every target:
the host's own player opens it on the screen, LAN guests get the packet
through the hub.
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]>
remote_pushes found teams through mob_teams, which keys entities by UUID
text and the local player by PLAYER_NAME. On a server, players are team
members by profile name (Player.getScoreboardName), so neither lookup hit
and every player pushed the local player, even on teams with
collisionRule never. The server applied no push and corrected the
position, so walking into players jittered (seen on Hypixel).
Use the profile name for the local player and the tab list name for other
players; other entities keep their UUID.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_018ksHJwFp11RfYk6S9xnyCf
🤖 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]>
Paper White and Peak Brightness sat among the display settings, where players
without an HDR display took them for settings of their own display. Display now
has only HDR Settings..., greyed where the display path offers no HDR output (the
renderer tells the settings when it opens its surface, `graphics::offer_hdr`).
It opens Graphics: HDR: the HDR switch, then its sliders, greyed while it is off.
Where HDR isn't offered, `horizon-graphics.txt`'s HDR settings are left as saved
and not used: the renderer already keeps HDR off there, and the screen no longer
opens, so a game folder copied from another computer, or a display swapped for
an SDR one, shows nothing that does nothing; an HDR display brings them back.
The screen leaves room for a calibration step and an in-game shortcut to it
later. horizon-ctl opens it as `options graphics-hdr`.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Port the production path portability repair developed in Beyond onto original Horizon. Keep stored records and narrowed-root annotations intact; cover legacy local/shared records, changed probes and oracles, and reachability.
Co-Authored-By: OpenAI Codex GPT-6.1 Terra <[email protected]>
Co-Authored-By: OpenAI Codex GPT-6.1 Sol <[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]>
80 modules of horizon-client's lib (chunks, meshing, light, streaming, gfx, the HUD,
menus, settings, resource packs, particles, block entity data) and its 8 WGSL shaders move
to crates/horizon-client-render with git mv. Nothing in them reaches gameplay. horizon-client
re-exports each under its old path, so horizon_client::gfx and the rest are unchanged.
Beyond the moves: ParsedModels, lod's Column::reduced/push and the spawner's Next,
Spawner.next and Selector.current become pub; Properties::for_tests sits behind a
test-support feature; crash.rs strips the new crate's path; tools and docs point at the
new paths, and three harnesses that hash every client source hash the new crate too.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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.
screenshot_name worked the date and time out from the Unix clock by hand, in
UTC; vanilla's Util.getFilenameFormattedDateTime is local time, as Horizon's own
log is, so a screenshot taken at 12:28 in CET was named 11.28 (and near midnight
elsewhere, the day before). The log now also has the full path of a saved
screenshot; vanilla's chat line, which names only the file, is unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Pixels counted as the world when they matched it darkened evenly (the vignette),
and grey text over the white sun matches that: menu text in front of the sun was
lifted to the peak. Once the world is kept for the last pass, the frame's alpha
is now zeroed; the hand, HUD and menus raise it where they draw (the vignettes
leave it), and after the hand a blend pass scales its alpha down to 1/255. The
last pass lifts nothing covered, keeps the hand at the world's brightness (it's
the player's, not UI), and scales the rest by UI Brightness.
UI Brightness (Display, 100% by default) is the HUD and menus as a share of paper
white, so pure white labels needn't sit at the world's white. At 100% the picture
is as before.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
While the sunrise/sunset glow shows (about 11500-14500 and 22500-500),
sunrise_weight rebuilt the fan's 16 triangles for every pixel of the
fullscreen sky pass, with four sin/cos per triangle. The triangles depend
only on the glow's alpha and the sun's horizon, so they are now built on
the CPU and passed in Globals as normals; the shader's Moller-Trumbore
reduces to dot products, and only triangles whose rim normals change sign
along the ray are tested in full. The weights are unchanged (a test checks
them against the old per-pixel code).
Sky pass at 1920x1080, dawn: Intel UHD 730 10.2 ms -> 1.8 ms (0.6 ms by
day), RTX 3060 0.47 ms -> 0.27 ms.
Fixes#3143
HDR output told the display its content goes down to 0 nits, which only an OLED
shows. Black Level (Display, 0 by default) is the display's darkest black: the
last pass lifts the shadows onto it with ITU-R BT.2390's black level lift in PQ
(the peak stays, the lift fades out by the fourth power above black, so midtones
barely move and 100 nits and up don't), and the HDR metadata gives it as the
minimum luminance. At 0 the picture is exactly as before.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Preserve the guest's updated hotbar selection when restoring the host
player state after an action. The previous restore sequence discarded
the guest's new selection while keeping the inventory changes.
The held-slot response now uses the selected slot produced by the pick,
so integrated-server and LAN players select the picked block or spawn
egg. Keep the host's selection independent of the guest's selection.
Vanilla reference: ServerGamePacketListenerImpl.tryPickItem,
Minecraft.pickBlockOrEntity, and ClientPacketListener.handleSetHeldSlot.
Fixes#3031
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.
A built iron golem was never marked player created, so it targeted its builder. Vanilla sets PlayerCreated on build (saved in NBT) and IronGolem.canAttack refuses players, which every target goal honours.
Writes a datapack into a world: hdr:gallery (one or two of each family) and
hdr:gallery_full (every block with a light level, in its brightest state), each
alone in dark stone tunnels, after hdr:setup holds the world at midnight with no
weather, mobs or random ticks. To judge and tune how light sources shine in HDR
output (#1441) under one standard; the block list comes from the prepared
resources, so it follows the pinned version.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`lacks_languages` counted the files in `assets/minecraft/lang` and took one or none as
"English alone". The client jar carries two there, `en_us.json` and `deprecated.json`,
so a real prepared version never counted as lacking and the languages #1594 copies from
the asset store were never added to one prepared before it, or by a preparer that could
not read the store. The test's fixture held `en_us.json` alone, which hid it.
The list the language screen offers, `pack.mcmeta`, is only in the asset index, so its
absence is what says the languages are missing. The fixture now has `deprecated.json`.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
hotbar::save's error was dropped and the action bar showed "Saved hotbar N"
anyway. Log the failure and skip the message, as saveHotbar does by setting
it inside the try.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
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]>
Game::aim() returns the eyes and the view direction; pick, pick_fluid
and every *_hit go through it instead of rebuilding the pair. A tracked
controller can later stand in for it. No behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
save_scoreboard wrote scoreboard.dat and world_border.dat with `let _ =`, so
a full disk or a read-only world lost objectives, scores and the border with
nothing in the log. Log the failure the way command storage and boss bars
already do.
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]>
servers.json was written in place, so an interrupted write left a truncated
list and every server vanished from the sidebar. Write servers.json.tmp and
rename it, as the launcher's other state files do.
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]>
LockFileEx refuses a read through another handle while the lock is held, so
reading session.lock between acquire and drop fails on Windows with error 33.
The exclusivity assertion stays; the bytes are read once the lock is released.
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]>
Pearls, snowballs, eggs, splash potions, tridents, wind charges and arrows added the server's stored velocity of the player, which for a guest can hold knockback or a fall from ticks ago, so some throws dove. Projectile.shootFromRotation adds getKnownMovement: the move the client last sent.
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]>
str(Path) keeps the host's separators, so a Windows run wrote
`~\code\horizon-parity\...` into the published body while every other line
of that body is the same on every machine. as_posix() makes it stable.
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.
The renderer now builds its camera from `View` (rotation, lens, aspect,
tan(fov/2)) gathered in a `ViewSet`: one view on a flat screen, and the
view culling and back-face removal use. A headset can later supply one
view per eye without touching draw_frame's consumers.
No visible change: the products keep their order (projection * pose *
rotation), and a test pins the screen view to the old formula bit for bit.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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.
Horizon had no ElytraOnPlayerSoundInstance, so gliding and diving were silent. The loop starts when the player starts gliding, fades in after a second, and follows the player's whole speed, so a straight dive is the loudest.
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.
Fill the 17 missing Microsoft sign-in, resource setup and Nightly strings.
Scan Rust tokens for multiline translation calls and require shared catalog
keys in every language, including labels translated through widgets or constants.
Co-Authored-By: Codex <[email protected]>
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]>
LivingEntity.startSleeping sets the bed head's OCCUPIED and stopSleeping
clears it (the foot follows through updateShape):
- Villagers send MobEvent::BedOccupied when they lie down and get up
(brain, hurt, bed gone, kicked out, death), and keep the bed they lie
in as sleeping_pos.
- A player's bed is marked when it lies down (try_sleep) and freed in the
level's tick once nobody sleeps in it any more, which covers waking, the
Leave Bed button, death, a broken bed and a guest leaving; the server's
last save (and closing an in-frame world) frees every player's bed, as
PlayerList.removeAll does.
- AbstractBedBlock.useWithoutItem: an occupied bed wakes the villager in it
(kickVillagerOutOfBed) or says "This bed is occupied".
- LivingEntity's sleeping_pos is saved and loaded, so a villager asleep at
a save is still asleep in its occupied bed when the world opens again.
- The in-frame player gets up when its bed is gone (checkBedExists), and a
client that leaves a server while asleep is no longer stuck in bed.
lan_e2e: bed-occupied and sleep-reload.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The guest uses a bed a villager has lain down in: the villager gets up and
the guest stays up, then the next use lies down. `status` reports whether
the world view draws the player's own body (`own_body`): yes in bed, in
first person too, and no once up again in first person.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- A sleeping villager is moved toward the foot by its standing eye height
(LivingEntityRenderer's getEyeHeight(Pose.STANDING)), not by the 0.2 of
its sleeping box, so its head lies on the pillow instead of past the bed.
- The player's own body is drawn while sleeping, in third person and in
first person (LevelExtractor skips the camera entity unless it sleeps),
lying the way the bed faces.
- Using a bed a villager sleeps in wakes the villager and keeps the player
up (AbstractBedBlock.kickVillagerOutOfBed), instead of both sharing it.
Co-Authored-By: Claude Opus 5.5 <[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]>
PackRepository.discoverAvailable puts the packs of every source into a
single TreeMap by id, so the folder's file/ packs sort among the built-in
ones rather than after them.
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.
The hash estimator placed islands with the right density but different
roots, so an estimate could vanish when the real chunk arrived. Reproduce
the feature's decoration seed, step-local index and placement modifiers
instead, run the feature on a no-op world to keep the random stream in
sync, and use those exact origins for the far cone. The per-cell biome
sampling is no longer needed; the feature's biome filter decides.
Co-Authored-By: DeepSeek V4.1 Flash <[email protected]>
The small_end_islands biome's only feature is end_island_decorated, so
unexplored End void rendered empty beyond the refined rings. Carry the
cell biome for void direct samples and estimate the feature: rarity and
count from its placement modifiers, in-square positions, the 55..70
height range, and the vanilla end-stone cone.
Vanilla reference: EndIslandFeature (BasicFeature::EndIsland and
minecraft:end_island_decorated), already ported in horizon-world.
Co-Authored-By: DeepSeek V4.1 Flash <[email protected]>
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]>
lan.rs mob_meta now builds all shared flags on main: its on-fire bit uses
is_on_fire, so a fire-immune mob never reports burning. game.rs keeps main's
charged-blaze flames with is_on_fire.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A slime block or bed bounce made no vibration. Vanilla's Entity.restituteMovementAfterCollisions posts GameEvent.BOUNCE after bounceOn (Entity.java:891); the bounce motion event was dropped.
Riding a vehicle and getting off it made no vibrations, so sculk sensors and wardens never heard it. Vanilla's startRiding and removeVehicle post entity_mount and entity_dismount at the vehicle (Entity.java:2533, 2573); derived here from the vehicle a rider had last tick.
/execute had no limit on how many sources its modifiers produce. Vanilla's BuildContexts ends the chain with command.forkLimit when the sources would reach the max_command_forks rule (silently after a forking modifier).
The wither spawn roar was a local sound at the wither, and none of the three global events checked the rule. Vanilla sends them as global level events (heard everywhere) only with global_sound_events on; without it they are plain level events the client has no sound for (ServerLevel.globalLevelEvent).
Arrows, snowballs and the other impact projectiles never broke either block. Vanilla's onProjectileHit destroys them (a pot is cracked first) when projectiles_can_break_blocks is on and the shooter may break blocks (Projectile.mayBreak).
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]>
ThrownTrident.playerTouch hands the touch to AbstractArrow only when the
player owns the trident or the owner is gone (getOwner() == null). Without
this check any guest standing on another player's landed or returning
trident took it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
FoxHeldItemLayer puts the main hand item at the head's position, rolled and turned by the render state, in the ground display context; Horizon drew nothing.
main sends a wolf armor's damage and components in the body slot; the
worn armour's stacks go beside them, and the body slot never takes the
helmet's stack.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
CarriedBlockLayer submits the block's model on the unit cube. Horizon drew a cube of one face sprite, centred half a block off, so grass lost its sides and flowers became cubes.
Chunks, entities, POI and .dat files were capped at 1M nodes, so a chunk with thousands of full containers would not load. Vanilla reads them with NbtAccounter.unlimitedHeap().
ServerPlayer.storeGameTypes writes the previous game mode (the switcher's return mode) next to playerGameType; Horizon never wrote it, so a fresh save dropped it.
Horizon wrote empty banners and frames lists, so a vanilla map lost its markers on the first save. They are kept as read; a locked copy keeps the banner markers (MapItemSavedData.locked).
Undead burned whenever sky darkness was below 4, including the End and storms with a bright sky. Vanilla's Mob.isSunBurnTick requires the gameplay/monsters_burn attribute: overworld only, true from tick 23460 to 12542 (day.json).
They always used plain destruction. Vanilla's ExplosionInteraction.TNT picks decay or plain destruction from tnt_explosion_drop_decay, and BLOCK (End crystals, the dragon respawn spikes) from block_explosion_drop_decay (ServerLevel.getDestroyType, EndCrystal.java:102, DragonRespawnStage.java:64).
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).
#2706 lands first; with #2927's surface column cache the check reads the
cached state instead of decoding the section.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A player file that failed to load was written over with no copy. Vanilla copies it to <uuid>_corrupted_<time>.dat and loads <uuid>.dat_old (PlayerDataStorage.load).
An unreadable level.dat was treated as a new world and overwritten. Vanilla reads level.dat_old instead and moves the bad file to level.dat_corrupted_<time> (LevelStorageSource.restoreLevelDataFromOld).
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]>
Horizon wrote data/minecraft/world_border.dat at the world root, which vanilla ignores. Vanilla's ServerLevel keeps it in each dimension's data folder; the old root file is still read as a fallback.
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]>
BookViewScreen.handleClickEvent: a run_command click closes the book
(closeContainerOnServer, then clickCommandAction with no screen after it)
and runs the command; copy_to_clipboard copies and leaves the book open;
suggest_command does nothing, as BookViewScreen has no insertText. The
page's words show their show_text hover event as a tooltip
(HoveredTextEffects.TOOLTIP_AND_CURSOR), as the chat does.
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]>
Dialog.DIRECT_CODEC rejects the whole dialog for an unreadable body or input, a single option with no or two initial entries, or a text default longer than its limit. Horizon dropped the bad part and showed the rest.
The dialog screen skipped number range and single option inputs, item bodies and the entries of a dialog_list, so a server menu showed only its Back button. Draw them as DialogScreen does: a slider and a cycle button, the item widget with its description, and one button per listed dialog (external title, opens it). The client now keeps the server's dialog tags to resolve a #tag list.
DialogScreen hands an open_url to Screen.clickUrlAction (Web Links, Prompt on Links, ConfirmLinkScreen over the screen the dialog leaves). A suggest_command has no screen to take text; change_page is logged as an error.
FallbackResourceManager ignores a .mcmeta from a pack below the one that supplies the file. Horizon used the top .mcmeta of any pack, so an animation could run on a pack's static PNG.
There is no multiplayer.disconnect.invalid_name key. Vanilla's validState throws and Connection.exceptionCaught sends disconnect.genericReason with the exception.
Operator Items Tab, Quit Shortcuts and Control-click are stored and saved
like vanilla's, but no code reads them yet: grey them out like the other
placeholders instead of offering a switch that does nothing.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
main pushes mobs with the fluid current since #2554 (kacpherek, in
update_fluids, with Entity.isPushedByFluid: fish, axolotls, turtles,
frogs and swimming drowned stay put); with both, a mob was pushed twice and
the water creatures were pushed too. The flow-push LAN check stays: it
covers main's push.
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.
Function lines parsed at whatever level the caller had, so a tick or load function did nothing in a world without cheats and an owner's function could run /stop. Vanilla compiles every function line at the library's permission (function-permission-level, 2 elsewhere).
max-tick-time was read and never used. Vanilla's ServerWatchdog (DedicatedServer.initServer, when the value is above 0) logs and writes a crash report once a tick is that far past its due time, then exits with status 1.
Horizon paused the moment the window lost focus. Vanilla's pauseIfInactive waits until focus has been missing for more than 500 ms, so a brief focus steal does not pause.
main pushes mobs in a bubble column since #2555 (kacpherek, Entity's
applyEffectsFromBlocks after the move); with both, a mob got the push
twice. The bubble-column LAN check stays: it covers main's push.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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.
anger_end_time and angry_at are NeutralMob's: here the wolf, iron golem,
polar bear, enderman and zombified piglin. The bee keeps its own anger and
a piglin's is a brain memory. Every other mob wrote anger_end_time: -1,
which vanilla never writes for them, and a bee's value from a vanilla save
was replaced by it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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.
The server waited 30 s for the answer. Vanilla disconnects with a timeout when the last keep-alive is still pending 15 s after it was sent; 30 s is only the read timeout.
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.
finalizeSpawn's randomizeAttributes, setOffspringAttributes and a loaded
save wrote the rolled max health (and a horse's speed) straight into the
mob's stats instead of the attribute bases, so the server never sent them
and a rider's client drew the type's 53 health: 26 hearts. They are bases
now (AttributeInstance.setBaseValue), synced like vanilla's.
Fixes#2869
Co-Authored-By: Claude Opus 5.5 <[email protected]>
tick_tridents quit when there was no local player, so a server never moved, hit with, stuck or returned a trident. It now finds the owner and pickers among the level's players (guests), returns Loyalty tridents to the thrower and lets guests pick them up; the spawn packet carries the thrower's id, as Projectile.getAddEntityPacket does.
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.
Vanilla's ItemStack.applyDamage fires ITEM_DURABILITY_CHANGED for the owning player, with the stack as it was before the damage. Tools, weapons, armour, elytra, shield, mace, brush and the warped fungus on a stick now fire it, which lets ride_strider complete. The durability and delta ranges are not read; no advancement uses them.
Vanilla's ServerPlayer.onEffectAdded, onEffectUpdated and onEffectsRemoved fire EFFECTS_CHANGED; the axolotl is the source of the Regeneration it gives (Axolotl.applySupportingEffects). This lets all_effects, all_potions and kill_axolotl_target complete. Changes are seen once per tick, so one undone within the tick does not fire.
Vanilla's ServerPlayer keeps enteredNetherPosition when the player goes into the Nether and triggerDimensionChangeTriggers fires NETHER_TRAVEL with it on the way back to the Overworld. This lets fast_travel complete.
Vanilla's ServerPlayer.trackEnteredOrExitedLavaOnVehicle fires RIDE_ENTITY_IN_LAVA each tick the vehicle is in lava, measured from where the ride entered it. This lets ride_strider_in_overworld_lava complete.
Vanilla's ServerPlayer.onExplosionHit remembers the blast and trackStartFallingPosition fires FALL_AFTER_EXPLOSION when the player then falls. This lets who_needs_rockets complete.
Vanilla's ServerPlayer.resetFallDistance fires FALL_FROM_HEIGHT with the position the fall started from (trackStartFallingPosition). This lets fall_from_world_height complete.
Vanilla's ServerPlayer.triggerRecipeCrafted passes the recipe and the stacks that went in; ResultSlot, StonecutterMenu and SmithingMenu award it. This lets trim_with_any_armor_pattern and craft_decorated_pot_using_only_sherds complete, and smithing and stonecutter results now unlock their recipe too.
Vanilla's RandomizableContainer.unpackLootTable fires it for chests, trapped chests and chest minecarts, and BrushableBlockEntity does for the first brush of suspicious sand or gravel. This lets loot_bastion and salvage_sherd complete; opening marks the roll unpacked so it fires once.
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.
Vanilla fires SUMMONED_ENTITY in CarvedPumpkinBlock.spawnGolemInWorld for players within 5 blocks of the new golem, and in EnderDragonFight.setRespawnStage(END) for the new dragon's fight players. This lets summon_iron_golem and respawn_dragon complete.
The option was greyed out and always 100 percent. The slider now moves and saves screenEffectScale, which vanilla's Options.screenEffectScale scales camera shakes and the nausea effects by.
Vanilla's SoundOptionsScreen has both next to Show Subtitles and Music Frequency. Nothing in Horizon's audio code reads them yet, so they are greyed out. Audio Device is left out: Horizon opens the default output and cannot switch it.
Vanilla's OnlineOptionsScreen has Allow Server Listing, which ClientInformation carries to servers, and the notification and presence options. Horizon has no friends list or Realms, so those three rows are greyed out.
The seven skin layers and Main Hand were saved but had no page. Vanilla's SkinCustomizationScreen lists them; the layers hide on the player model and reach servers in ClientInformation (Options.createInformation), and other players' layers follow Avatar.DATA_PLAYER_MODE_CUSTOMISATION.
Shift + use on a tame nautilus returned without opening anything. Vanilla AbstractNautilus.mobInteract opens NautilusInventoryScreen (saddle and body armour, no chest), and E while riding it opens the same screen. The mount menu now covers nautilus with its slot layout, texture, armour sprite and saddle sound.
Horizon accepted every server's Code of Conduct without showing it. The text now opens on a screen with Acknowledge and Disconnect, and the server waits for the answer. The accepted text's hash is kept per server in servers.dat, as vanilla does (acceptedCodeOfConduct, String.hashCode).
Unknown loot conditions fail and unknown number providers give 0 in both loot engines. The block engine used to pass conditions and give 1. location_check stays true there, as it has no world access at the offset.
/datapack create <id> <description> fell into the disable branch and replied with an empty unknown-pack key. It now writes <world>/datapacks/<id>/ with a data folder and a pack.mcmeta, and replies with vanilla's success and failure keys (DataPackCommand.createPack).
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 chamber equipment tables put a copper trim on chainmail and iron armour with set_components (SetComponentsFunction), which Horizon ignored. The trim now stays on the mob's worn armour, is saved with the mob and goes onto its drops.
/damage fell back to the Generic kind for cramming, falling_anvil, falling_block, fireworks, generic_kill, lightning_bolt, out_of_world, outside_border, sonic_boom, spit, stalagmite, starve, sulfur_cube_hot, wind_charge and wither. Each now has its own kind and follows the vanilla damage type tags. Creaking, Warden and Wither ask "bypasses invulnerability" instead of "is Generic".
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.
New chunks always used minecraft:normal, so saved amplified, large-biome and single-biome worlds got normal terrain. The preset is now read from the world's overworld generator (noise settings and biome source), and far decoration uses it too.
/list printed a fixed "1 of a max of 8" with only the host. It now lists the host of a single-player or LAN world first, then the placed guests in join order, with the real count and the hub's max, as ListPlayersCommand does. /list uuids shows each name with its UUID. A single-player owner is already a guest of the in-process server and is not listed twice.
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.
The Versions page measures each installed version's folder on a background thread and shows the size on its row and the total under the title, so players can see where 20 GB went.
The window runs the same cleanup as the command line once an install or update is saved, and Settings gets a 'Delete old versions automatically' switch (on by default), translated to French and Russian.
🤖 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]>
Opening a world saved before DataVersion 4899 upgraded it in place with no prompt. Vanilla asks first (BackupStatus.FILE_FIXING_REQUIRED): Create Backup and Load, I Know What I'm Doing!, or Cancel. The backup reuses Make Backup, then the world opens, as EditWorldScreen does.
Horizon opened the server list at once and never read skipMultiplayerWarning. Vanilla TitleScreen shows SafetyScreen first, with a do-not-show-again box saved to options.txt, unless that option is set.
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.
Each version is about 790 MB and an update adds one. After an install the launcher now deletes every release version except the newest two, the selected one, the ones instances pin and any the game runs from. Turn it off with prune-old-versions, change the count with keep-versions.
Fold upstream's player sweep (Sweep, sweep_players) into mace::sweep_damage;
keep melee_damage in the dragon attack; keep enchanted_damage next to
enchant_damage_bonus.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
minecraft:block_entity_data stayed raw bytes after the item sync, so a command block or spawner from a server had no data for the op warning or a spawner's tooltip. It is read as TypedEntityData (the block entity type, then its data) and given the id the saved component carries.
minecraft:container stayed raw bytes after the item sync, so a shulker box from a server showed no items in its tooltip. It is now read as ItemContainerContents (an optional template per slot), the way the saved container is.
The creative slot packet rebuilt every stack from the few components Horizon models, so moving an item with a container, unbreakable, lore or a kept raw component sent the server a stripped copy. A stack read from the wire now keeps its patch, and it goes back as it came while nothing but the count has changed.
SetCreativeModeSlot uses ItemStack.OPTIONAL_UNTRUSTED_STREAM_CODEC, which puts each component value behind its byte length. Horizon wrote the plain codec, so a vanilla server read the first byte of every component as a length and kicked the player with a DecoderException.
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.
VanillaEntityAnimOracle.batHistory set Bat.flyAnimationState and
restAnimationState through getField(..).set without setAccessible, which
Java refuses for a final field on every JDK: the bat case failed with
IllegalAccessException and took the harness down with it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 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).
The fill no longer calls compute_substance for positive density or for air
above the aquifer's skip height. Both old paths cleared the aquifer's pending
fluid update; reproduce that side effect so the terrain-fill probe's
should_schedule_fluid_update matches vanilla (it caught the difference).
Co-Authored-By: OpenCode (DeepSeek V4.1 Flash) <[email protected]>
Move-only step B8 of the horizon-client crate split. The spawner, trial
spawner and beehive data live in chunk::block_entity since the
BlockEntity cut; their behaviour needs mobs, so it stays above. Once the
data is in its own crate, Rust allows no inherent impl outside it, so
each impl block becomes an extension trait in the same module, with the
same method bodies:
- beehive: OccupantExt, BeehiveExt
- mobs::spawner: SpawnDataExt, SpawnerExt
- mobs::trial_spawner: TrialConfigExt, TrialSpawnerExt
The Default impls of Spawner, TrialConfig and TrialSpawner (plain field
values) move next to their structs, since a foreign trait impl must sit
with its type. Callers add one `use` for the trait.
No behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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.
A positive-density run is exactly the default block, so the fill no longer
calls set_block_raw and the settled heightmap checks per block. One palette
lookup per section segment writes the run, its non-air count follows the air
blocks it replaced, and the heightmap is updated at the run's top only, as
rustgen's fill_initial_solid_cell does for uniform cells.
Noise 1.74 -> 1.57 ms/chunk one thread and 2.27 -> 2.10 at 13; terrain +4.4%
(min) and +1.2% (min) at 13. Block snapshots identical.
Co-Authored-By: OpenCode (DeepSeek V4.1 Flash) <[email protected]>
GameRenderer.tryTakeScreenshotIfNeeded saves a world icon the Select
World list never had: while a local world is on screen without one, the
frame is grabbed after the level and the hand (before the HUD), centre
cropped to a square, averaged down to 64x64 and written to the save's
icon.png once a second until it sticks. The list already drew the icon
when a save had one; nothing ever created it.
Co-Authored-By: ZCode <[email protected]>
The surface walk read every column from paletted sections at least twice (the
top-down pass and the stone-depth look-behind). Column now keeps the resolved
ids for the read range, refilled into one buffer per chunk and updated by
set_block, as rustgen's SurfaceSystem does with read_column.
Surface 1.46 -> 1.41 ms/chunk one thread, 4.19 -> 3.89 at 13; terrain +1.4%
(min 2.6%) and +3.7% at 13. Block snapshots identical.
Co-Authored-By: OpenCode (DeepSeek V4.1 Flash) <[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 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.
Every restored dirt block under a carved cell built a fresh
MaterialDensitySources and MaterialConditions, compiled the whole surface
rule and allocated its bindings. A carver now builds one worker per pass and
moves only the 1x1x1 bindings to the cell, as rustgen's CarvingContext does.
Carvers 0.44 -> 0.40 ms/chunk on one thread and 0.62 -> 0.49 at 13 threads;
terrain +0.6% one thread and +0.98% (median) at 13. Block snapshots identical.
Co-Authored-By: OpenCode (DeepSeek V4.1 Flash) <[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 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!
The fill called compute_substance for every block although the aquifer only
does work for blocks below its skip height. Positive density always yields the
default block, and above both the skip height and the fluid level a
non-positive density is air, so the fill now decides both cases itself.
One-thread terrain 4.30 -> 4.08 s (noise 1.95 -> 1.75 ms/chunk); 13-thread
noise 2.51 -> 2.27 ms/chunk. Block snapshots are identical.
Co-Authored-By: OpenCode (DeepSeek V4.1 Flash) <[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 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]>
Distant End terrain now estimates chorus plants from the biome's own
chorus_plant feature: the stem height and the age-5 tip follow the real
feature, while its placement modifiers give the density. Real chorus also
survives the refined, visited and saved far-column summaries, which
previously dropped every non-solid block.
Vanilla reference: ChorusPlantFeature and ChorusFlowerBlock.generatePlant,
already ported in horizon-world.
Co-Authored-By: DeepSeek V4.1 Flash <[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.
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Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
The log already names the adapter and the surface format; a report of HDR
trouble now also shows whether the surface offers HDR10 or scRGB, and the
output, swapchain format and nits it turned on with.
Part of #1441.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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]>
wgpu-hal's GLES backend takes its EGL display from the display handle the
wgpu instance was created with. Horizon created every instance without one
(`new_without_display_handle`), so on Linux EGL fell back to
`EGL_MESA_platform_surfaceless`: those configs cannot make a window surface,
the GL adapter reported every surface as incompatible (`gl not compatible with
provided surface`), and Auto never reached its OpenGL fallback.
Give the instance the window's X11 or Wayland display handle, and offer the
OpenGL choice in Options > Graphics on Linux (DirectX 12 stays Windows-only).
Tested on Intel HD 4000 with Mesa crocus (OpenGL 4.2), on X11 and Wayland:
graphicsApi:opengl, HORIZON_GRAPHICS_API=opengl and WGPU_BACKEND=gl each run
and present, and Auto falls back to OpenGL when Vulkan has no ICD.
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!
Drops the player-victim sweep in favour of #2659 and uses the
enchantment's sweeping_damage_ratio and upstream's particle queue.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
The worn armour was always tinted with the colour leather has when it is
undyed, so a dyed leather piece showed the undyed brown; the trim of
another player's armour was not drawn at all, because only the item id
of the worn pieces was kept.
The vanilla's EquipmentLayerRenderer tints a dyeable layer with the
stack's dye colour (DataComponents.DYED_COLOR) and the colour it has
when undyed otherwise, and draws the trim as a layer over the armour.
The worn pieces keep their stack now, so the dye colour and the trim
reach the renderer (#2774).
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
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!
The legacy structure pieces asked "is the collision shape a full block"
for the blocks around them, when they choose a chest's facing
(StructurePiece.reorient) and when the mineshaft checks its floor. That
is a different set of blocks than vanilla's BlockState.isSolidRender:
glass, leaves, ice, a spawner and a barrier are full collision blocks
but do not draw as solid, and soul sand and mud draw as solid without
a full collision shape.
The pieces now ask the blocks' own facts, the flag the worldgen already
keeps for every state (BlockProperty::SolidRender, which the exporter
writes from state.isSolidRender()), the way the monster room's own
reorient does. The chest's facing is decided in one function that takes
the blocks around the chest, so the rule can be checked against
vanilla's.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
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!
Vanilla keeps a neutral mob's anger in the entity tag: `NeutralMob.
addPersistentAngerSaveData` writes the `anger_end_time`, the absolute
game time the anger ends at, and the `angry_at` the target, and
`readPersistentAngerSaveData` reads them back, so a mob that is unloaded
and loaded again is still after whoever hurt it.
Horizon kept the anger as a countdown in memory only, so it was lost
with the chunk. The save now writes the anger end time and the target
with the vanilla's keys, and the load gives the mob back the anger that
is left of it and its target.
Fixes#2784
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[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: 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.
The main hit takes getEnchantedDamage on the real attack damage, a dragon
part is never a critical hit, and the enchanted-hit burst is shown when the
enchantments add damage. Vehicles are hurt before the sweep and sounds.
Frames, paintings and cushions end the attack in skipAttackInteraction, so
they no longer sweep. Swept armor stands are knocked back.
Co-Authored-By: Claude Sonnet 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.
A pack index's file name (the last /-part of an mrpack path, a CurseForge or modlist jar name) was joined onto jars/ unchecked: on Windows ..\..\x.dll or C:\x escaped it. Jar entries were checked for .. only between /. Refuse names with \, : or that are . or ..
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Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
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.
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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!
rate-limit was parsed but never used. Average each player's packets a second as Connection.tickSecond does and kick past the limit with disconnect.exceeded_packet_rate, as RateKickingConnection does.
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Deeply nested [[[... in a command, function, command block or old world overflowed the stack and aborted the process; both SNBT parsers now stop at 512 levels. Bare words such as nan, infd or Infinity were parsed as floats by Rust's parser (and became JSON null in text components); only digits make a number.
Generated with [Devin](https://devin.ai)
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
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.
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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.
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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.
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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!
- start a sweep (and the attack sounds, with a living target's critical
hit) when a punch lands on an armor stand, an item frame or a dragon part
- spare the entity the attack hit, and swing the arm for the stands and
frames, which did not
- hurt the other players in the sweep box through the pvp rule and teams,
for the host and for guests, with the 0.4 knockback; queued like critical
hits until the hub is back in place
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
A player entity keeps the profile it was created with
(RemotePlayer.getGameProfile), whose name is its scoreboard name, even
once ClientboundPlayerInfoRemovePacket drops it from the player list.
Servers rely on that to hide their NPCs (fake players) from the list
after spawning them on a team, as Hypixel SkyBlock does with
collisionRule never. Horizon read the name from the list, so an NPC
removed from it lost its team and pushed the local player again.
Remote::level_player_names keeps the name each player entity spawned
with; Game::remote_player_name and remote_player_names (teams, name tags,
glowing) read it, falling back to the list entry.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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>
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]>
A shield's use animation is the BLOCK one: AvatarRenderer.getArmPose
raises the arm for it and Item.getUseDuration gives it 72000 ticks, so
the arm stays up while it is used. The fix (kacpherek's #2310) sets the
blocking flag for the other players and gives the shield its use
duration; these tests pin both ends: the arm goes across the body while
the shield is used, and the shield's use duration is vanilla's 72000
ticks, not the 0 an item without an use animation gets (#2289).
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
Entity.getTeam looks a team member up by getScoreboardName, which is a
player's profile name (Player.getScoreboardName) and any other entity's
UUID. Game::mob_team, mob_teams and player_allies used the UUID for every
entity a server sent, players included, so another player's team was
never found. On a server that turns collisions off with a collisionRule
never team (Hypixel SkyBlock), the other players still pushed the local
player; the same lookup feeds allies, friendly fire, glowing colours and
the team checks explosions make.
Game::scoreboard_name now picks the profile name for another player (from
the player list, via Game::remote_player_name) and the UUID otherwise.
lan_e2e gains a team-push check: the host pushes the guest without a
team, and doesn't once the host's team has collisionRule never.
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]>
- 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]>
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]>
- 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]>
- play the sweep sound before the victims are hurt, then draw the arc
- hurt armor stands (not marker ones) in the sweep box through the same
hit a direct punch gives them
- run the victims' damage through getEnchantedDamage with the real base
- sweep around a boat or a minecart that takes the hit, which only played
the sound before
Co-Authored-By: Claude Sonnet 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]>
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]>
Player.doSweepAttack was only a particle and a sound that never fired: the
player's speed field is refreshed by the local movement step only, so it was
0 for the player a server simulates and isSweepAttack could not pass.
- read the movement speed attribute when checking for a sweep
- hurt the other mobs in the target's box inflated by (1, 0.25, 1) and under
3 blocks away for 1 + sweeping ratio * damage, scaled by the charge, with
0.4 knockback and the post-attack effects when the hurt lands
- send the arc as a LevelParticles packet so a server's clients draw it
- take its position from Mth's sine table
Fixes#2764
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
- 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]>
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]>
Adds Simplified Chinese (zh) beside English, French and Russian: the 160 strings
of launcher/lang, written for Horizon, and the language in Settings > Launcher,
the system pick (zh-Hans-CN and other zh locales) and `settings language zh`.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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]>
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]>
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]>
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]>
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>
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]>
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]>
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]>
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]>
The CI's rustfmt (stable) writes these signatures on one line; the local
toolchain's rustfmt split them, so the check job failed on the formatting
alone.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[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]>
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]>
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]>
A mob standing in flowing water was not carried along by it: the fluid machinery that computes a current (horizon-world's entity_fluid, the port of vanilla's EntityFluidInteraction) was wired to the player, the dropped items, the arrows and the primed TNT, but the mobs use a reduced fluid model of their own and never felt a current.
The mobs now run the same per-tick fluid update as the other bodies (Entity.updateFluidInteraction): the flow of the fluid they stand in is accumulated over the blocks of their box and added to their velocity, with the water scale 0.014 and the lava scale 0.007 (0.00233 without the fast lava dimension attribute), the current of a player being the average of the flow vectors and of any other body its direction.
The new flow-push LAN case puts a mob in a flowing water block and a second one in a pool of still sources, and checks that only the mob in the current is carried along.
The branch also drops the unreachable second "minecraft:rabbit" arm in crates/horizon-client/src/entity_nbt.rs, which clippy rejects upstream.
Fixes#2549
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
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]>
A mob standing in a bubble column was not moved by it: the block's
`entityInside` had no counterpart on the entity side, so only the local
player (whose motion code has it) and the arrows were affected. The mobs
now get the same push vanilla gives them in `BubbleColumnBlock.entityInside`
-> `Entity.onAboveBubbleColumn` / `Entity.onInsideBubbleColumn`: the body's
velocity along the vertical axis is raised by 0.1 (0.06 when the block above
the column is solid) and capped at 1.8 (0.7), or lowered by 0.03 and floored
at -0.9 (-0.3) for a column that drags down, and the fall distance is reset
inside a column.
The new `bubble-column` LAN case puts a mob in a soul sand column and a
second one in plain water, and checks that only the mob in the column is
carried up.
Fixes#2546
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
While the HDR setting is on, F3 shows the swapchain HDR presents to, with
the paper white and peak ("HDR: HDR10 (PQ), 200/500 nits"), or that the
display offers none. With the setting off nothing is added, so the screen
stays as vanilla's.
Part of #1441.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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]>
Horse, AbstractChestedHorse (donkeys, mules, llamas) and ZombieHorse.mobInteract:
with something other than food in hand, an untamed one is made mad (makeMad:
standIfPossible and the angry sound) and the player is not seated; an untamed
skeleton horse ignores the click (SkeletonHorse.mobInteract). The shared
equine::held_item decides it for the game and the mob_ai probe.
makeMad goes through makeSound (0.8 volume, the voice pitch from the mob's
random), with the baby horse's and the zombie horse's own angry sounds.
Donkeys and mules rear too (canPerformRearing is false only for llamas), a
rearing or eating horse runs no goals (AbstractHorse.isImmobile), and
RandomStandGoal plays the ambient sound, as vanilla's getAmbientStandSound.
On a server thread, a horse that bucks (RunAroundLikeCrazyGoal) now throws
off the server player riding it, not only the window's own player.
mob_ai harness: `interact` uses an item on a mob (Mob.mobInteract), with
sword scenarios for horses, donkeys, mules, zombie and skeleton horses and
llamas, foals included.
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]>
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.
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]>
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]>
`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]>
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]>
Most of the Nether's surface rule ends in netherrack, written over the
netherrack the noise step placed: every solid block paid for a section
write, two state table reads, four heightmap updates and a fluid check
for nothing. Column::set_block now leaves a block that already holds the
state (a fluid is still marked for post-processing, as every write marks
it).
chunkgen_bench, 576 chunks, 1 thread: Nether surface 1.81 -> 1.52 ms per
chunk; the terrain snapshots of seeds 12345 and 1 (Nether and Overworld)
are byte for byte the same.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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]>
Join a friend, the mods search and the Servers fields (create, players,
console, MOTD, port, token, email) had their own String and their own
key handling, so none of them could move the caret, select or undo.
They use LineEdit now, and type_key and clip, which only they used, go.
`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]>
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.
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]>
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.
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.
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.
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.
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.
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.
#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]>
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.
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.
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]>
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.
description:Fix a Horizon bug or gap so it behaves 1:1 like vanilla 26.3, starting from the port ledger (tools/port_ledger.py) instead of grepping. Use for any issue, Discord report or PR that makes Horizon match vanilla:"X doesn't work like in Java",a missing sound, particle, animation, mob behaviour, block rule, screen or packet.
---
# Vanilla parity with the port ledger
The port ledger pairs every vanilla method with the Rust fn that ports it (or says it is missing, or needs
no port) and lists where a port isn't wired like vanilla. Ask it first; grep only for what it can't answer.
Full reference: `docs/port-ledger.md`.
## 0. Have a fresh ledger
```sh
python3 tools/port_ledger.py build # ~20 s; again after pulling main
```
It needs the vanilla jar (the launcher's `versions/26.3/26.3.jar`, or `--jar`) and/or the lab's decompiled
sources (`python3 tools/lab.py decompile`, or `--sources DIR`). If `build` says it has no vanilla code, run
the lab first; don't guess vanilla from memory.
## 1. From the report to the code
```sh
python3 tools/port_ledger.py issue 3236# a GitHub issue number
python3 tools/port_ledger.py issue "mooshroom stays red after lightning"# or the report's text
```
It ranks the vanilla classes the report names and lists, per class, its Rust home files, where each method is
ported, and the known gaps (`missing` rows from the verdict map, seam/client/drift gaps). Often the cause is
already written there ("Type is not saved"). Then drill in:
```sh
python3 tools/port_ledger.py where MushroomCow.readAdditionalSaveData # ports, callers, callees, gaps
python3 tools/port_ledger.py class MushroomCow # every method: where, or missing
python3 tools/port_ledger.py what crates/horizon-client/src/mobs/farm.rs:120 # which vanilla method a fn ports
```
A ledger answer is a lead, not a verdict: about 1 in 12 map rows is wrong. Read the vanilla method (path and
line are in the output) and the Rust fn before changing anything.
## 2. Port it the vanilla way
- Translate the vanilla method, don't reinvent it: same order of operations, same constants, the same random
draws in the same order (`horizon_core::random`), Java `Math` through `horizon_core::jmath`.
- Open the fn's doc with the vanilla method it ports: `` /// `MushroomCow.readAdditionalSaveData`: ... ``.
That one line is what makes the next agent find it.
- Fix the path players run: single player is a client of the integrated server, so server logic lives in
`game/lan*.rs` and `src/lan/`, and what only the client's copy shows (particles, local sounds, hand
animation) must be reached from `game/remote*.rs`. A fix on the old in-frame path alone fixes nothing.
- Look at the neighbours the ledger lists for the same class: a `client` or `seam` gap next to your fix is
<!-- Opened by an AI agent? First line: "> 🤖 Opened by <your GitHub login>'s AI agent (<tool, model>), not by <your GitHub login> personally." Use your own login, not someone else's. -->
## What and why
<!-- What this changes, and why. Link the issue it fixes ("Fixes #123"). -->
`🤖 Generated with [Claude Code](https://claude.com/claude-code)`.
- Everything players run is Rust. Python/Java only for dev tools and harness drivers in `tools/`.
- Horizon-only features follow [docs/design-system.md](docs/design-system.md) and are off by default where
@@ -35,9 +37,12 @@ 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`, ~100 flat modules: gameplay, networking, title screens) 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-client-render` | The client's world data, rendering and screens (chunks, meshing, light, streaming, `gfx`, HUD, menus, settings): ~80 modules that horizon-client re-exports under the same paths. Nothing in it reaches gameplay |
| `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 |
@@ -160,17 +169,18 @@ python3 tools/agent_control_e2e.py # horizon-ctl / MCP end to end
"Server thread" with one level per dimension; the window joins it as a client through memory (`remote`),
exactly as a LAN guest or a dedicated server's player does. This is what players run. Open
`[server-thread]` issues list the gaps left.
2.**In-frame (`--in-frame`, `--no-server-thread` or `HORIZON_SERVER_THREAD=0`):** the window's `Game` ticks
the world itself, one level that follows the player (`fn enter_dimension`). Deterministic rule fixtures still use this path; player-facing integration uses the default server thread.
2. **In-frame (`--in-frame`, `--no-server-thread` or `HORIZON_SERVER_THREAD=0`): DEPRECATED, never use it, it
will be removed soon.** The window's `Game` ticks the world itself, one level that follows the player
(`fn enter_dimension`). Compatibility does not matter: don't add features or fixes for it, don't write new
tests against it, and move code off it when you touch it. The deterministic rule fixtures still run on it
until they are ported.
LAN guests and dedicated servers always use the server code, so a fix there serves both. Test both paths
when you touch player-facing gameplay:
LAN guests and dedicated servers always use the server code, so a fix there serves both. Test the server
thread when you touch player-facing gameplay:
```sh
cargo run --profile fast -p horizon-client -- --resources .local/horizon-client/26.3 --world T # server thread
cargo run --profile fast -p horizon-client -- --resources .local/horizon-client/26.3 --world T --in-frame # in-frame
python3 tools/lan_e2e.py --check <name> # host on its server thread, guest is a server client
<img src="docs/media/banner.webp" alt="Horizon: Minecraft: Java Edition 26.3, rewritten in Rust and checked against vanilla by 281 differential harnesses" width="100%">
<img src="docs/media/banner.webp" alt="Horizon: Minecraft: Java Edition 26.3, rewritten in Rust and checked against vanilla by more than 300 differential harnesses" width="100%">
Horizon is Minecraft: Java Edition 26.3 rewritten in Rust: a native game that reads the same worlds, follows the same rules and generates the same terrain as the Java game, and is checked against it by 281 differential harnesses. You play it through a small launcher, on the files from your own copy of Minecraft. It is free, open source and unofficial.
Horizon is Minecraft: Java Edition 26.3 rewritten in Rust: a native game that reads the same worlds, follows the same rules and generates the same terrain as the Java game, and is checked against it by more than 300 differential harnesses. You play it through a small launcher, on the files from your own copy of Minecraft. It is free, open source and unofficial.
> Not an official Minecraft product. Not approved by or associated with Mojang or Microsoft. Horizon contains no Minecraft code, assets or data: you need your own legally obtained copy of Minecraft: Java Edition 26.3.
## 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 the game and keeps it up to date with each new build (Horizon ships on one channel, the Nightly), 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 or OpenGL 3.3 on Linux, Vulkan or DirectX 12 on 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>
@@ -46,9 +46,9 @@ 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).
- **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).
- **Resource packs and data packs:** resource packs work, and data packs load functions, predicates, item modifiers and world generation (vanilla's heights and biomes for now).
- **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 mods, installed from the launcher. The official ones (Zoom, FPS Counter, Keystrokes and Minimap) are native Rust that the launcher builds into your game, with no Rust to install; older WebAssembly mods still run while they move. Java mod jars do not run in Horizon. 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
@@ -139,6 +139,11 @@ average; `tests/test_parity.py` keeps it in sync with this table. Last audited
rerun whenever one of its inputs changed, and the Mac mini now runs every one of
them too (Rust uses Java's own float maths on each platform).
The harnesses measure behaviour. A second measure is method by method: the [port ledger](tools/port_ledger.py)
lists every method of vanilla 26.3 next to the Rust functions that port it, with a verdict for each one
(ported, folded into another function, missing, or needing no port), and the untested ports. Run
`python3 tools/port_ledger.py build`, then `coverage`, with the vanilla data in `.local/`.
| Subsystem | Score | Main gaps |
| --- | ---: | --- |
| Window, input and game loop | 1 | None: the game loop, options, camera, auto-jump, toggle sprint/sneak, local input and the frame limiter match vanilla |
@@ -158,7 +163,7 @@ 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.
@@ -16,7 +16,7 @@ Horizon is Minecraft: Java Edition 26.3 rewritten from scratch in Rust, so it ru
- **Single player as a server: the last differences**: Single player now runs a small server in the background, as vanilla does. We are fixing what still behaves differently there; every fix also works for LAN and server players.
- **Horizon's mod registry**: One place for mods, modpacks and resource packs made for Horizon: browse them on the website and install them from the launcher in one click.
**Next**: Microsoft sign-in (coming soon); CurseForge in the mod browser (coming soon); Fresh benchmarks against vanilla; Pistons push players and mobs; Horizon on Intel Macs; Faster world creation and entry on small CPUs; Servers that hold 20 TPS with 50 to 100 players; Low-end computers: Steam Deck, old Macs, 8 GB; Native upscaling; A batch of targeted optimisations; A Convert to Rust button for what isn't rewritten yet; Mods with code: machines, magic, mobs; Data packs in the mod browser; Prepare a version without Java; Server console, bans and a full admin API; Hosting polish: Windows service, safe updates; Guided hosting with Tailscale and an invite button; An official Docker image for servers; One single-player path: remove the in-frame world; Villages and combat, exactly as in vanilla; Choose the audio output device; Mods that read and change the world; Machines and blocks with inventories (API 0.4); Lua and other languages for mods; Well-known shader looks, rewritten for Horizon; A visible beta label; Wayland and Hyprland polish; A versioned agent-control protocol; Port mods with your own AI agent; Horizon on X (coming soon); Pipeline protection and a GitHub App for agents; Signed updates everywhere, installers included; A server you install with one command.
**Next**: A new launcher design; CurseForge in the mod browser (coming soon); Fresh benchmarks against vanilla; Pistons push players and mobs; Horizon on Intel Macs; Faster world creation and entry on small CPUs; Servers that hold 20 TPS with 50 to 100 players; Low-end computers: Steam Deck, old Macs, 8 GB; Native upscaling; A batch of targeted optimisations; A Convert to Rust button for what isn't rewritten yet; Mods with code: machines, magic, mobs; Data packs in the mod browser; Prepare a version without Java; Server console, bans and a full admin API; Hosting polish: Windows service, safe updates; Guided hosting with Tailscale and an invite button; An official Docker image for servers; One single-player path: remove the in-frame world; Villages and combat, exactly as in vanilla; Choose the audio output device; Mods that read and change the world; Machines and blocks with inventories (API 0.4); Well-known shader looks, rewritten for Horizon; A visible beta label; Wayland and Hyprland polish; A versioned agent-control protocol; Port mods with your own AI agent; Horizon on X (coming soon); Pipeline protection and a GitHub App for agents; Signed updates everywhere, installers included; A server you install with one command; Ready-made setups for hosting panels.
**How to help**: Play it and tell us what differs from vanilla (Discord or GitHub), run the benchmark on your computer, vote for what you want next, or pick one of the Help wanted items.
@@ -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>
@@ -98,43 +98,55 @@ 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)
</details>
#### Native mods, built by the launcher
Horizon's own mods become native code that the launcher builds into your game, with no Rust to install: Zoom, FPS Counter, Keystrokes and Minimap already are, and Recipes is next.
<details><summary>Technical</summary>
Stable hook points in the game (game/native_hooks.rs, [#3345](https://github.com/horizon-rust/horizon/issues/3345), [#3346](https://github.com/horizon-rust/horizon/issues/3346); v2 with the item panel and recipe pages, [#3434](https://github.com/horizon-rust/horizon/issues/3434), [#3435](https://github.com/horizon-rust/horizon/issues/3435)), horizon-mixins applied by the launcher with its own portable Rust ([#3388](https://github.com/horizon-rust/horizon/issues/3388)), on/off in Options > Mods. The official mods live in horizon-mods/native/ and are in the registry as native mods. Next: Recipes, native mods on automatically when a player installs one (with a notice about the first build), then the WebAssembly runtime is removed ([#3350](https://github.com/horizon-rust/horizon/issues/3350), [#3351](https://github.com/horizon-rust/horizon/issues/3351), [#3353](https://github.com/horizon-rust/horizon/issues/3353), [#3371](https://github.com/horizon-rust/horizon/issues/3371)).
More: [docs/native-mods.md](docs/native-mods.md)
</details>
#### Mods that run on the server
Mods that run on the server side of a world, so a dedicated server or a LAN world can have mods that react to players joining, chat and blocks being broken or placed, and that add commands.
<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).
The same hook points on the server thread and the dedicated server: world events (block broken or placed, entity spawned or killed, player joined or left), game rules and server commands with typed arguments. The earlier WebAssembly API 0.3 ([#1833](https://github.com/horizon-rust/horizon/issues/1833)) is the reference for what to cover.
More: [docs/native-mods.md](docs/native-mods.md)
</details>
#### Screens, input and drawing for mods
Mods will be able to open their own screens and settings pages and react to keys and item use, so bigger mods, such as the Orbital Laser, can run on the normal game.
Mods will be able to open their own screens and settings pages, react to keys and item use, and draw, so bigger mods, such as the Orbital Laser, run on the normal game.
<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').
More: [docs/mods.md](docs/mods.md)
On native hook points ([docs/native-mods.md](docs/native-mods.md)): settings pages under Options > Mods and the item panel are there ([#3346](https://github.com/horizon-rust/horizon/issues/3346), [#3435](https://github.com/horizon-rust/horizon/issues/3435)). Next: mod-owned screens built from vanilla's widgets, an item's use, key binds and the crosshair target, and a budgeted draw list on the native shader API. Orbital Laser is the acceptance test.
</details>
#### Tools for people who make mods
Better tools for mod makers: a test runner that needs no game window, templates for each kind of mod, and clear promises about what keeps working from one version to the next.
Better tools for mod makers: templates for each kind of mod, a test run with no game window, and clear promises about which hook points keep working from one version to the next.
<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.
Native mod template and the content mod template (horizon-mods), `native.py check` that applies mods on a chosen Horizon and builds them together, a weekly check of every official mod on the newest Nightly. Left: a versioned list of stable hook points (NATIVE_HOOKS_API), a test runner without a window, and docs on the site for native mods.
@@ -146,7 +158,7 @@ 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 +168,7 @@ 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 +178,9 @@ 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 +190,9 @@ 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 +202,9 @@ 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 +214,9 @@ 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 +226,9 @@ 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 +240,9 @@ 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 +252,21 @@ 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>
### Launcher
#### Minecraft Java instances in the launcher
Play the real Java game from the Horizon launcher too: vanilla and modded instances, any version, mods from Modrinth filtered to what fits, and your instances imported from other launchers.
<details><summary>Technical</summary>
For an account that owns the game: any version downloaded with the Java it needs ([#3406](https://github.com/horizon-rust/horizon/issues/3406)), Java instances, the version list and the CLI ([#3395](https://github.com/horizon-rust/horizon/issues/3395)), the start command read from the version JSON ([#3419](https://github.com/horizon-rust/horizon/issues/3419)). Next: Play for a Java instance, Fabric and Quilt, then NeoForge and Forge; Modrinth with compatibility filtering and dependencies; imports from Prism, MultiMC, the CurseForge app, the Modrinth App, ATLauncher and the official launcher, each from its documented on-disk format.
@@ -252,7 +278,7 @@ 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 +290,17 @@ 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>
#### Every vanilla method, tracked
A public list of every method of the Java game and where Horizon does it, so anyone can see what is ported, what is missing and pick something to fix.
<details><summary>Technical</summary>
[tools/port_ledger.py](tools/port_ledger.py) and tools/port_map/ ([#3139](https://github.com/horizon-rust/horizon/issues/3139)): every 26.3 method outside the skipped packages has a verdict (port, inline, missing, skip, trivial), linked to the harnesses that cover it ([#3526](https://github.com/horizon-rust/horizon/issues/3526)), with one tracking issue per area. Bug fixes start from it (.claude/skills/vanilla-parity).
</details>
@@ -278,7 +314,7 @@ 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 +324,7 @@ 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 +356,7 @@ 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 +366,7 @@ 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 +400,7 @@ 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 +422,7 @@ 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 +442,7 @@ 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>
@@ -444,6 +480,16 @@ A player's idea (#horizon-ideas). `horizon-server` already runs headless; left:
</details>
#### Ready-made setups for hosting panels
Install a Horizon server from the panels hosts use, such as Pterodactyl and AMP, the usual way for each panel.
<details><summary>Technical</summary>
Asked in the suggestion queue for Pterodactyl eggs and AMP templates. Builds on the one-command install ('A server you install with one command') and horizon-server's server.toml ([docs/hosting.md](docs/hosting.md)).
</details>
### Mods and API
#### Mods that read and change the world
@@ -452,9 +498,9 @@ Mods that can see and change blocks, read inventories and items, and find and af
<details><summary>Technical</summary>
After server mods: read blocks, states and biomes in loaded chunks and change them through the server's block log, so clients and the parity harnesses see vanilla's updates; the player's inventory, held item, open container and item stacks with components; entity queries near a position, a safe subset of entity data and data-driven mod entity types. Snapshots and batched calls per tick, never per-block host calls in hot paths. [docs/api/mods.md](docs/api/mods.md) ('Not there yet').
Hook points for reading blocks, states and biomes and changing them through the server's block log, so clients and the parity harnesses see vanilla's updates; the player's inventory and item stacks with components; entity queries near a position. Batched per tick, never per-block calls in hot paths.
@@ -464,17 +510,7 @@ 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).
</details>
#### Lua and other languages for mods
Write mods as Lua scripts, in the style of KubeJS, with no compiler, and later in other languages that pass the tests. Every language runs in the same sandbox.
<details><summary>Technical</summary>
Lua first: Horizon ships a Lua interpreter that is itself a WebAssembly mod, and a script mod's manifest names it and the capabilities it uses, so a script can do exactly what a compiled mod with the same manifest can, with hot reload of `main.lua`. Then C, C++, Zig, Go (TinyGo), AssemblyScript and JavaScript or TypeScript are measured against Rust on the same tick-heavy example, and each is supported only with a template, an example and a CI test. [docs/api/mods.md](docs/api/mods.md) ('Ways in').
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 +522,7 @@ 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 +542,7 @@ 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 +552,7 @@ 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.
Coming soon: sign in with your Microsoft account to play on online-mode servers. The code is ready; it waits for Microsoft's approval.
A redesigned launcher: every button where you expect it, the fewest clicks to play, add an instance or add mods, smooth animations, and instant startup.
<details><summary>Technical</summary>
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".
Based on the site concept by the Team (Bricolage Grotesque, a night sky and an animated pixel sunset). Screens and flows are designed first, then small PRs; tokens in [crates/horizon-theme](crates/horizon-theme) and rules in [docs/design-system.md](docs/design-system.md), the game's vanilla look unchanged. Measured before and after: startup, frame time and idle CPU/GPU, reduced motion honoured. Mods screens separate Horizon native mods from Java mods; a running instance can be stopped from the launcher.
</details>
@@ -566,7 +600,7 @@ 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 +610,7 @@ 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 +660,7 @@ 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 +670,7 @@ 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 +684,7 @@ 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 +726,7 @@ 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 +738,19 @@ 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>
#### Join servers on older versions
Join servers that run older Minecraft versions, such as 1.21 or 1.8 PvP servers, from Horizon.
<details><summary>Technical</summary>
Asked often in the suggestion queue. Horizon speaks 26.3's protocol; the path is a native protocol adapter in Rust that translates older versions' packets, not a downloaded Java proxy. Java instances in the launcher already play any version with the real game.
@@ -720,6 +766,18 @@ Play with Friends joins over an encrypted tunnel with an invite code ([docs/play
### Mods and API
#### Scripts for mods
Small mods written as scripts, in the style of KubeJS, with no compiler.
<details><summary>Technical</summary>
Waits for native mods to settle: the earlier plan ran Lua inside the WebAssembly sandbox, which is being removed. A script layer over the native hook points is to be designed.
More: [docs/native-mods.md](docs/native-mods.md)
</details>
#### Orbital Laser on the normal game
The community mod Orbital Laser, made for a fork of Horizon, running on the normal game and listed in the registry as the showcase of the mod API.
@@ -732,13 +790,13 @@ A pull request on [https://github.com/Stink-O/orbital-laser](https://github.com/
#### Native versions of popular client mods
Built-in versions of the client mods players ask for: block info on hover, a recipe viewer like JEI, a world map and schematic overlays.
Built-in versions of the client mods players ask for: block info on hover, a world map, inventory tweaks and schematic overlays.
<details><summary>Technical</summary>
Done as extras: a mod list and menu, a minimap and a zoom ([docs/extras.md](docs/extras.md)). Left: block info tooltips, a recipe viewer (a contributor offered to port JEI if it becomes a native feature), a world map and a schematic overlay. They need the read-only interfaces `inventory-read`, `recipes`, `world-read` and `render` in the mod API, or they go into the game directly.
Done: a mod list and menu, minimap, zoom, keystrokes, an FPS counter and a recipe viewer, as native mods (horizon-mods/native/). Asked for: an angled world map that shows hills, overhangs and caves, inventory tweaks (drag and scroll to move items), block info tooltips and schematic overlays.
@@ -748,7 +806,7 @@ 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.
</details>
@@ -784,13 +842,23 @@ The game side is merged ([docs/controllers.md](docs/controllers.md)): pads read
</details>
#### Splitscreen
Play with a friend on the same screen, each with a controller.
<details><summary>Technical</summary>
Issue [#2054](https://github.com/horizon-rust/horizon/issues/2054); a contributor is working on it. Two local players on the same world, each with their own camera and HUD, built on the server thread's multiplayer.
</details>
#### The full debug screen
Vanilla's complete F3 screen: debug options, a profiler chart, ten-second captures and an atlas dump.
<details><summary>Technical</summary>
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 +882,7 @@ 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 +892,7 @@ 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>
@@ -834,7 +902,7 @@ More graphics options: multisample anti-aliasing, anisotropic filtering and an e
<details><summary>Technical</summary>
Not implemented ([docs/graphics.md](docs/graphics.md)). Anisotropic filtering needs linear magnification in wgpu, which blurs close blocks, so close-up sharpness has to be kept first; MSAA would sit beside FXAA; exclusive fullscreen where the backend supports it.
Not implemented ([docs/graphics.md](docs/graphics.md)). Anisotropic filtering needs linear magnification in wgpu, which blurs close blocks, so close-up sharpness has to be kept first; MSAA would sit beside FXAA, and SMAA or TAA are asked for too; exclusive fullscreen where the backend supports it.
</details>
@@ -858,7 +926,19 @@ 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>
#### Horizon on Windows ARM64
A native Horizon for Windows on ARM computers, such as Snapdragon laptops.
<details><summary>Technical</summary>
Releases are x64 for Windows and Linux and arm64 for macOS. Needs an aarch64-pc-windows-msvc build in the release workflow and a machine to test on.
@@ -868,7 +948,7 @@ 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 +992,7 @@ 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 +1018,7 @@ 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 +1032,7 @@ 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 +1042,20 @@ 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)
- **Microsoft sign-in** (launcher@0.2.17): Sign in with your Microsoft account in the launcher to play on online-mode servers. [docs/microsoft-account.md](docs/microsoft-account.md) · [#2879](https://github.com/horizon-rust/horizon/issues/2879)
- **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";
description="The client's world data, rendering and screens: chunks, meshing, light, streaming, the renderer, the HUD, menus and settings; no gameplay"
// Four layers, fourteen segments (eight trunk, two branches of three), four quads.
pub(super)constQUADS: u32=4*14*4;
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