An owner's new version with nothing else of the entry changed gets an HMAC
trailer (REGISTRY_UPDATE_KEY) in the pull request body and the label
owner-update. Off when the secret is unset.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Resolves a repo, release, tag, ref or commit link through GitHub's public API to an
exact release .hnmod or commit, checks the bundle as the registry does, asks for
--trust-native-code, and keeps the origin beside the file.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
🤖 Agent: verified on the Mac mini at 7a4f7d5: tools/server_horizon_only_e2e.py on a real dedicated server: off by default (a brandless client joins); with horizon-clients-only=true, no brand and "vanilla" are turned away with "This server is for the Horizon client: playhorizon.dev" and a console line, "horizon" joins. pr_ready --quick green (1067 tests); dedicated_server, server_entities, server_player_damage, server_files harnesses pass.
🤖 Agent: requeued: main merged in (main had dropped the two native_lifecycle source-shape tests, so main's file is taken), docs/api/server-reference.md regenerated for the new command; horizon-server tests 53/53, report and dedicated tests pass; end to end verified earlier (init/start/report 10/stop).
🤖 Agent: verified on the Mac mini at d39eb5d: tools/server_reach_e2e.py on a real dedicated server refuses attacks from 7 and 50 blocks (survival) and 9 (creative), and accepts 3 and 6 (survival) and 7 (creative), as vanilla's handleAttack does (main lets all of them hit). pr_ready --quick green (1065 tests), 34 of 35 affected harnesses pass; lunge_motion's vanilla transcript changes between runs (STAB path, untouched).
🤖 Agent: docs only (docs/smp.md + an index line), checked at 6f6650a: it matches Ludovic's scope of 2026-10-30 (the SMP is a native mod only the official server builds; players install nothing) and the hook points of #4514, #4519 and #4534 as they are; pr_ready green.
🤖 Agent: verified at e23b4b7d8 (stacked on #4519): pr_ready green (1072 horizon-client tests, clippy); dedicated_server and server_entities pass; the SMP mod's /trade on a real dedicated server with two real clients clicking the server's chest menu: closing, the cancel button, death (keep_inventory on) and leaving moved nothing; a full inventory was refused with nothing moved; a confirmed trade swapped 10 diamonds for 5 emeralds and 35 coins, as counted on both clients.
🤖 Agent: verified at 396f45655 (stacked on #4514): pr_ready green (1069 horizon-client tests, clippy); dedicated_server and server_entities pass on #4534's head, which holds this one; with the SMP mod's market, a real dedicated server and two real clients ran /sell wheat, /sell hand and /buy torch 5, and the buyer's own client counted 0 diamond, 0 wheat and 5 torch; a creative player was refused.
🤖 Agent: verified at 768d20d: pr_ready green (1067 horizon-client tests, clippy -D warnings); tools/parity.py dedicated_server server_entities pass (on #4534's head, which holds this one); with no mod the tree stays Null and the gate is a hash lookup; with the SMP mod, a real dedicated server and two real clients ran /balance, /pay, /baltop and /eco (operator-only, hidden from others), the files and audit log matched, and a restart kept the balances.
🤖 Agent: pr-triage-1 (Ludovic's AI agent, Claude), not Ludovic himself. Proven on ccb85be48 merged with current main, on macOS: - `pr_ready --quick` passes (launcher rustfmt, clippy, tests). - Concurrent removals through the launcher CLI in a scratch home: three versions of 20,000 files each removed at once, with `versions --installed` polled 143 times meanwhile. None of the three is listed once its removal has started. On main, each stays listed for ~0.46 s of a 1.5 s delete, half-deleted, which is the window your marker-first change closes. - The window's gate (`removable`) is covered by the new test. Queued for the merger.
🤖 Agent: verified: 3 interleaved A/B rounds on playhorizon (60 bots) cut tick_block_entities ~5.7 to ~2.7 ms/tick, MSPT avg -3.5 to -9 ms; behaviour unchanged (the snapshot is only skipped on ticks that read no mob); pr_ready --quick green.
Off by default. With horizon-clients-only=true in server.properties (server.toml's [properties]), a
client whose minecraft:brand isn't "horizon" (vanilla's client says "vanilla"; one that names none
counts as vanilla, as on vanilla's server) is disconnected during configuration with "This server is
for the Horizon client: playhorizon.dev", and the console logs which client it was. The brand can be
spoofed: this is a gate for players who didn't install Horizon, not security.
horizon-bots gets --brand and prints a configuration disconnect's reason;
tools/server_horizon_only_e2e.py checks both settings on a real dedicated server.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified: new crash test passes, pr_ready --quick green. A dedicated server's crash report says Server thread and drops the client's render settings.
`horizon-server report [SECONDS]` (or `horizon-report` on the console)
records every tick for 60 s by default, up to 600, then writes
reports/perf-<time>.json and a short .txt beside it, and prints the
summary. The report holds:
- TPS and MSPT (average, p50/p95/p99, max, ticks over 50 and 100 ms) and
CPU time per tick;
- each span's share of the tick, and the 10 worst ticks with their spans;
- entities by type and chunks per level, players online;
- memory, CPU, the machine, view and simulation distance, max players.
No names, UUIDs, addresses, seed or world name, so a server owner can
attach it to an issue as it is.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
HoneyBlock.entityInside already slides players and mobs. Dropped items
never ran it, so they fell at full speed beside honey. ItemEntity.tick
now applies isSlidingDown / doSlideMovement after the move, before
friction, without slide sounds (doesEntityDoHoneyBlockSlideEffects).
Fixes#4513
A client could attack any player or mob from any distance: the server path (LAN host, the integrated
server thread, dedicated servers) never checked ServerboundAttackPacket's range, so a hacked client
hit people 50 blocks away. Now, as ServerGamePacketListenerImpl does:
- handleAttack: Player.isWithinAttackRange(mainHandItem, targetBox, 3.0), the held item's
attack_range or AttackRange.defaultFor (0 to the entity interaction range), for players, mobs,
vehicles, dragon parts and projectiles alike; out of range the attack is dropped silently;
- handleInteract: Player.isWithinEntityInteractionRange(targetBox, 3.0);
- digging and handleUseItemOn read the guest's block_interaction_range attribute instead of a fixed
4.5 (5 in creative), so /attribute and items count, and handleUseItemOn logs vanilla's
"Rejecting UseItemOnPacket ... too far away from hit block" line.
The ranges are the player's attributes: creative's modifiers (+2, +0.5) are on them every tick.
horizon-bots gets a stand behaviour, --attack NAME and the victim's health in its report;
tools/server_reach_e2e.py proves it on a real dedicated server.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified: unit test fails on main (601 descriptors) and passes here; bots repro shows region fds growing without bound on main; pr_ready --quick green. Fixes the official server's 'Too many open files' crashes.
On a dedicated server, the main thread's report said "Thread: Render thread"
and listed the render settings it had read from options.txt (the official
server's EMFILE crash reports did). The main thread is now named for its
side, as vanilla's reports name it, and a server's report leaves out the
render settings.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A server mod opens a vanilla chest menu (generic_9x1..9x6) for a player and
fills it with items to look at. No click moves anything: clicks and the
menu's closing (by the player, another menu, leaving) reach the mod through
native_menu_clicked and native_menu_closed, run with no player swapped in.
native_exchange_items swaps two players' offered stacks in one step, each
checked to still be exactly as offered and to fit whole on the other side,
or moves nothing. A stock client shows it all.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The region cache in save.rs opened every region, entities and poi file a
dimension ever touched and never closed one. A server whose players travel
(teleports, elytra, exploration) runs out of file descriptors: the four
crashes of the official server on 2026-10-30 (v0.2.97) were all
"Too many open files (os error 24)" from horizon-region-writer, then a
failed save and a fatal tick error.
Cap the cache at RegionFileStorage.MAX_CACHE_SIZE (256): when full, drop
the least recently used file no caller still holds. Also raise the soft
open-file limit to the hard one at startup, as the JVM does with
-XX:+MaxFDLimit, so sockets and other files keep their headroom.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The SMP uses only what a stock Horizon client renders (commands, vanilla
chest menus, sounds, titles, action bar, boss bars, sidebar). The trade
menu is display only and swaps both offers atomically, so no way out has
items to return. The config is config.json, as the mod writes it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
native_held, native_count_items, native_carried_items, native_take_items,
native_room_for and native_give_items: what a server shop needs, on the
36 inventory slots and the off hand, plain stacks only (no damage, no
component), in Inventory.add's slot order, and give only where it fits.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Launcher redesign R7b (the instance's Mods tab), approved by Ludovic after the screenshots. main merged in; full pr_ready green, verify and launcher CI green on this head. The only comment is the overlap bot's note on #4478 (different change; not landed).
native_register_commands: the commands a native mod adds to every player's
command tree (usages such as `pay <player:player> <amount:integer>`,
optional arguments last, an operator level each), merged into one tree the
hub sends after vanilla's, filtered by level. native_perform_command: a
player's command on the server for a registered name, inside their swap,
whether the world allows commands or not. Helpers: the players on the
server, a line to one or to all, the command's feedback, the world's
folder. With no mod hooking them, the tree is empty and nothing changes.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Horizon's own server stays plain: no SMP command, setting or code in the
release. The mod lives in horizon-mods (native/smp); Horizon gains general
server hook points (commands, players, items, menus, interactions) that
any native mod can use. Config and data move to world/horizon-smp/.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Built in behind [smp] in server.toml, off by default: why not a server mod
or a datapack, the commands, the configuration, the data files under
world/horizon-smp/, the cost and the phases.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified on main + this head. With the level-shape stack merged, this PR is now one file (biome.rs, +242/−68): the biome-table piece levzzz5154 asked for first on #3492. I merged main in, and main's biome features (#4211) are now read in BiomeInfo::from_json, where this PR parses a biome file. Checks: 110 of the 111 harnesses this change can affect pass. lunge_motion fails on main itself since #4297. dedicated_server, datapack_worldgen, server_world_gen, pr_ready and lan_e2e (worldspawn, light, levels, distance, portals, chest, forced-levels) also pass. Biome files are parsed only when a world loads. Queued to merge.
#3539: on v0.2.97 the WebAssembly Zoom's key set to R showed another key. Since #3346 and #3350 a mod's keys are Key Binds rows of its native settings page; this test sets Zoom's key to R there and checks the row shows R and horizon-mods.txt keeps key.keyboard.r. Fixes#3539.
Home gets a Mods tab after Overview (plan R0, screens 5 and 6): every mod of the selected
instance, the browser's and the jars put in its folder by hand, with its version, where it comes
from (Modrinth, needed by another mod, or a local file), an amber Update pill when the browser
found a newer version, and a switch (a Java jar turned off is renamed .disabled, as the browser
already does; a Horizon instance's registry mods switch as the game's Options > Mods does). A
filter, Update all and Add mods (the Mods page) complete it. Java instances without a loader
have no Mods tab.
The Mods page's per-instance load moves into mods_load(), which the tab shares without the
page's first search.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Launcher redesign R7a (the instance's tabs under Home's hero), approved by Ludovic after the screenshots. main merged in; full pr_ready green, verify and launcher CI green on this head.
with_heart collected a snapshot of every mob for every heart, every tick,
while CreakingHeartBlockEntity.serverTick reads the level only when its
ticker runs out (every 20 to 24 ticks). tick_updates says when; the other
ticks get a mob world without the others.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
main's biome features (BiomeGenerationSettings.features, #4211) are read
in BiomeInfo::from_json, where this branch parses a biome file.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified on main + this head. It carries #3488 and #3489, and merging it lands both. I merged main in. main's new native_world_read.rs read the build range from Dim::min_y and max_y, which #3488 replaces, so it now reads the shape of the world it reads from (736d22009, rustfmt in 6e5d821ee). Checks on main + this branch: the 122 harnesses these PRs can affect, plus dedicated_server, datapack_worldgen (with the tall fixture), server_world_gen, server_dimension_players, locator_bar, pr_ready and lan_e2e (worldspawn, light, levels, distance, portals, chest, forced-levels) pass. After the rustfmt fix, on today's main, 124 of 125 pass: lunge_motion fails on main itself since #4297 (noted there). Meshing time is unchanged. Queued to merge; the data-pack biomes (#3491–#3494) follow.
native_use_item_on hears a right click with an item on a block once the block let it through (ItemStack.useOn); native_use_item hears the item's own use, in the air or after native_use_item_on let it through (Item.use). Each hears a click once, on the server for every player; a mod that claims one swings the hand instead of the item's use. Fixes#4290.
Items and damage parity: arrow and potion effects, mob damage sources, adventure can_break and can_place_on, lily pads on water, mud from water bottles
🤖 Agent: Nightly notes now open with the existing launcher banner (release_train.PLAYERS) and the game archives are labelled as what the launcher installs; Python tests and verify green.
🤖 Agent: verified on the Mac mini: a game started without prepared files (the release zip run by hand) now shows a 'Start Horizon from the launcher' window with Download (playhorizon.dev) and Quit, exits 0 with no crash report; pr_ready --quick green, verify green.
A player ran horizon.exe from the release's game zip, thinking it was the
launcher. v0.2.97 then failed with "resource loader stopped before
finishing" and a crash report: the loader's real error (no prepared files)
was taken by App::about_to_wait, and the next poll saw the closed channel
(fixed on main by 9f28fe890, which also checks horizon-resources.json
before any window). That check still ended in an error and a crash report.
- An interactive game with no prepared files now opens a window in Horizon's
design language (bundled fonts, none of Minecraft's files needed): start
Horizon from the launcher, Download (opens playhorizon.dev), Quit. The
console says the same. Closing it quits with code 0 and no crash report.
Offscreen, scripted and server runs keep the error.
- The heartbeat and servers.dat wait until the files are there.
- A loader channel that closes without a result always names why.
- PLAY.txt sends players to playhorizon.dev for the launcher.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Home's lower part was one long page: the setup rows, the console, worlds, servers, packs and
screenshots one after the other. They become tabs under the hero: Overview (what Play needs),
Worlds, Multiplayer, Packs, then Screenshots and Console once they hold something. Each tab names
how many it holds; its own buttons sit at the strip's end. The "Ready to play" heading goes: the
hero's state line and the Overview tab already say it.
HORIZON_LAUNCHER_PAGE=worlds (multiplayer, packs, screenshots, console) opens Home on that tab,
for screenshots; it replaces HORIZON_LAUNCHER_CONSOLE.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A player ran horizon.exe from the release's game zip, thinking it was the
launcher. Game releases already open with the "Want to play? Download the
Horizon launcher" banner (release_train.PLAYERS, #1647); the Nightly, the
only release since 10-28, did not. Its notes now start with the same banner
(raw HTML, which launchers' notes views skip), and its game archives are
labelled "Game files the launcher installs".
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: server light-edge fix (#4294): verify, launcher and parity green on the head merged into main; playhorizon dedicated_server 5/5 pass (main 5/5 fail), no idle/join regression.
The early skips in spawn_loaded_entities and load_mob matched any remembered UUID, so stale id to UUID entries dropped chunk minecarts after a reopen. Track the UUIDs restore_saved_vehicle brought in for this load instead.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Merging #4222/#4082 and #4259 left two `mod tests` in game/creatures.rs, the
pearl test calling Items::load without its PackOverlay argument, and
end_gateway's ProjectileWorld test impl with the old in_water(Vec3) signature.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
main's read_block took the build range from Dim::min_y and max_y, which
this branch replaces with each level's shape: it now reads the bounds
of the world it reads from (the level's own, data packs included).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Merged by Ludovic's AI agent (Claude). The registry now answers refused submissions after the upload (drained), sends 413 as JSON, and returns 504 'GitHub is slow' on timeouts. Proof: pr_ready --quick green, and the crate's own tests (mock GitHub, 413, timeout, a TCP drain test that fails without the fix). Railway redeploys horizon-mod-registry from main through its watchPatterns.
🤖 Agent: telemetry server only (its own workspace): cargo fmt, clippy -D warnings clean and cargo test all pass there; pr_ready --quick passes for the rest (Python tests, game workspace). Removes the hub's suggestion endpoints, now without a caller (horizon-site#21, kira#85). skip-release.
`ServerTickStart` now fires at the top of `tick_server`, before the first level's streaming
and world update, where NeoForge fires `ServerTickEvent.Pre`. Before, it fired inside the first
level's `tick`.
The tick rate manager now ticks once per server tick, before the levels, as
`MinecraftServer.tickServer` does; each level reuses its answer, like `ServerLevel.tick` reading
`runsNormally`. Before, every extra dimension called `world_runs` again, so a `/tick step` was
spent on the first level and the others stayed frozen.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Launcher redesign R6 (New instance with Horizon, Vanilla and Modded), approved by Ludovic. Full pr_ready green, verify and launcher CI green on this head. Contains #4382, #4391 and #4392; lands after them.
🤖 Agent: Launcher redesign R5 (sign-in sheet), approved by Ludovic. Full pr_ready green, verify and launcher CI green on this head. Contains #4382 and #4391; lands after them.
🤖 Agent: Launcher redesign R4b (Play's steps while it gets ready), approved by Ludovic. Full pr_ready green, verify and launcher CI green on this head. Contains #4382; lands after it.
🤖 Agent: Launcher redesign R4 (Home's hero), approved by Ludovic after the screenshots. Full pr_ready green, verify and launcher CI green on this head. First of the stack #4382 → #4391 → #4392 → #4399.
The website's suggest form is gone (horizon-site#21) and Kira no longer relays it
(kira#85): roadmap suggestions come only from #horizon-ideas posts. This removes
POST /hub/suggest, GET /hub/suggestions, the hub_suggestions_per_day and hub_token
settings (HORIZON_TELEMETRY_HUB_SUGGESTIONS_PER_DAY, HORIZON_TELEMETRY_HUB_TOKEN),
and their rows in the server's README and roadmap/README.md. The rate-limit test now
uses bug reports; the keep-days expiry is tested on the store.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The server tick tested blocks with an AABB sweep of the trident's 0.5 x 0.5 box
and a per-axis moved != velocity test, so a trident passing up to 0.25 blocks to
the side of a block stuck in mid-air beside it. Use AbstractArrow.tick's
zero-width level().clip(...) and AbstractArrow.onHitBlock's 0.05 pull-back
along Math.signum, in ground and shakeTime, on the server and on the client's
predicted copy.
Fixes#4365
Co-Authored-By: DeepSeek 4.1 Flash (DeepSeek Harness) <[email protected]>
A submission refused before its body is read (signed out, CSRF, the hourly limit) or partway through (a file over
64 MiB) answered and closed the connection while the browser was still sending the file. The browser then reports a
network error, and the form says "The service didn't answer" instead of the reason. The service now reads the rest
of the upload (up to its limit) before it answers.
A file over the limit gets 413 with a JSON {error}, as every other refusal, instead of a 400.
GitHub calls get 30 s each and the file's upload 5 minutes (it had one 60 s timeout for everything, a 64 MiB upload
included). A call that times out answers 504 "GitHub is slow right now: try again in a few minutes" instead of the
generic 502.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Merged by Ludovic's AI agent (Claude) after review against #3545 and a proof on macOS: full pr_ready on main + the whole Launch API stack (parity 111/112, 0 failed), at this head pr_ready --quick, parity on the changed files, lan_e2e chest and eat on both paths, and a real end to end (prepare into a scratch --output, then horizon-ctl launch with --game-dir/--home/--quickPlaySingleplayer in isolated homes). Thanks GIGABAIT93 for the Launch API and the quick answers to the review.
Mods pinning different Horizon commits used to be refused. They often still apply and
compile, so the build now picks the newest pinned commit (by commit time, from GitHub),
lists each mod made for another one, and builds only once the player chooses "Build
anyway" (CLI: native-build --allow-version-mismatch). Those mods are repinned on the
build's own copy, like hook-point mods. A failed apply or compile then says the mods were
made for other versions.
horizon-mixins pins that differ resolve to the newest of them and the launcher's own,
never one older than a mod was made with.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Not while the version needs preparing, prepares, waits for an account that
owns the game, or runs (review: it showed beside Needs preparing and over
the steps at 34%).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The New instance dialog gets the night look (an opaque plate cut in steps,
night buttons) and tabs for the kind. Vanilla and Modded make a Java
instance: the version comes from Mojang's public list (search, Snapshots,
Old; the newest release chosen), Modded picks Fabric or Quilt at its
newest stable version (asked of the loader's service on Create, so an
unsupported version says so in the dialog). The name follows the choice
("Fabric 1.21.4") until the player types one. Horizon instances are made as
before. The game itself still comes with the first Play, for an account
that owns it. HORIZON_LAUNCHER_PAGE=new-instance opens it for screenshots.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: merging after CI. Launcher-only fix: Windows Credential Manager error 8 (store full) now says what is wrong and how to make room, and a save that stops partway keeps the old sign-in instead of a half-written one. Unit-tested with a fake store that fills up; pr_ready --quick green.
Windows players saw "Platform secure storage failure: Windows error code 8" when signing in
(#4313, #4366). CredWriteW returns ERROR_NOT_ENOUGH_MEMORY (8) once the user's Credential
Manager reaches its undocumented total size, for an item of any size; the Xbox app and the
Minecraft Launcher are known to fill it with XblGrts/Xbl| items. The launcher now says the store
is full and how to make room, instead of the bare code.
A secret is kept in several items; a write that failed after the first piece left new pieces in
front of old ones, which read back as no secret (signed out at the next start). The old secret
now goes back when a write stops partway.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The owner gate's screen becomes a sheet: an opaque plate cut in steps over
the dimmed launcher. "Sign in to play", why (the account that owns Java
Edition, like other launchers; no Minecraft install needed, Horizon
downloads it from Mojang for that account), the code in mono on a raised
box with Copy code, Open link as the main action, Not now, and "Waiting for
Microsoft… the window goes on by itself." The link reads as typed
(microsoft.com/link). The gate itself is unchanged: when it shows, what it
asks, and what Play does without an owner.
HORIZON_LAUNCHER_PAGE=sign-in shows the sheet with a made-up code for
screenshots; nothing asks Microsoft.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Rapid clicks, as the Mouse Tweaks wheel sends, could leave a stack in the
cursor, and in creative mode add real items. The server's inventory sync echoed
slots a click in another menu had settled, onto clicks predicted since, and it
never compared the click's state id (handleContainerClick does, and answers a
stale click with the whole menu). The crafting table answered every click with
the whole menu, which undid predictions. The client took state ids from windows
other than the open one, and in creative sent its predictions as inventory edits.
The wheel's clicks assumed the first of them worked: on a slot just emptied, as
when a furnace burns its fuel, the right click that followed picked up half a
stack. It now places with a one-slot drag, which does nothing with an empty hand.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The gate only allowed the inventory and chest-like menus, so nothing moved
in furnaces, crafting tables, hoppers and dispensers. The wheel now takes its
target from the menu engine's quickMoveStack, so fuel, inputs and result slots
follow vanilla's routing, and every action is still ordinary slot clicks.
Fixes#4312
Co-Authored-By: Claude Opus 5.5 <[email protected]>
While a version prepares, Play reads "Getting ready…" with the download's
percentage, Cancel beside it while a download from Mojang runs. Under them:
the bar, what is happening ("Downloading Minecraft 26.3 from Mojang · 1,754
of 5,160 files") with the time left from the download's pace, and the
steps: game files, Java, sounds, prepare, and play when Play was pressed.
backend::PrepareStep is set by the preparation as it moves on. The progress
bar takes the night look (6 px, plate track, accent fill) everywhere.
HORIZON_LAUNCHER_PAGE=getting-ready shows the state for screenshots.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verify and both parity jobs are green at 3a11501e2 (the rerun passed dedicated_server and world_spawn#3); approved by rdbtCVS. Queued for the merger.
- `--name` leaves OPTIONS: the game still takes it, but the contract doesn't
promise offline play. The guide's first step is now the owner rule, and a
session the game can't read is stated as a fact, not an option.
- A bad value names its option (`Horizon: --width: invalid digit ...`), since
a launcher shows that line to the player.
- Session errors say "the session", true for --session-stdin too.
- --quickPlaySingleplayer takes one folder name of saves/, as vanilla's level
id; a path is refused. --world still takes a path for harnesses.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Main's level-shape work replaced vanillagen's fixed MIN_Y and SECTIONS
with ColumnLayout, so the branch merged with main no longer built.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: R3 night frame (sidebar, top bar, account chip). Ludovic approved the style on 2026-10-30; main merged in, pr_ready --quick green (launcher clippy, 278 launcher tests), CI green on fe89da2a2. Merging.
tests/launch_api.rs runs horizon-client: --launch-api prints JSON and opens no
log; a refused command line (unknown option, bad value, missing value) exits 2
without a crash report; an error exits 1 with the report's path as the last
stderr line, under a relative --home, and creates a relative --game-dir
without writing saves or options.txt where the game was started. Paths have
spaces, as launchers' instance folders do.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The selected instance's name in the display cut, a caption naming what it
plays and whether it is ready, when it was played, and the update line.
Play, the version picker, Mods and Folder in one row as night buttons
(shell::action: main, raised, quiet). A plate on the right holds a
release's notes line (not a Nightly's build line) and Join a friend, which
leaves the rows below. "Host a server" goes: Servers is in the top bar.
The picker names a Nightly as "Nightly · ba6344a" instead of its tag.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
SulfurCube.primeWhenOnPoweredPosition: each tick an explosive cube that is
alive and not primed checks the best neighbour signal at its block and
primes (SignalGetter.getBestOwnOrNeighbourSignal; no block has an own signal).
lan_e2e check sulfur_cube_power.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
A server pack's animated item texture (lobby:item/..., frames stacked in one PNG) was packed whole into the GUI atlas: the path check kept the namespace, so models drawn from it (item display NPCs) sampled every frame at once, in stripes. It now cuts the mcmeta's first frame and animates like vanilla's own.
Each join parsed entity-models.json twice for the player's model, walked every block state for /setblock's completions and parsed the 1.6 MB command registries export again on the render thread: about 160 ms of one frozen frame per join. None of them changes while the game runs, so each is read once per resources root or block registry (the player model already as the world resources load), and the join itself now takes about 20 ms.
register_piglin ran before the spawn weapon was equipped, so the crossbow goal was never added and the melee goal took over. Always register the crossbow goal (it checks the held item) and keep the melee goal off while a crossbow is held, as MeleeAttack does for usable projectile weapons. Fixes#4356.
🤖 Agent: verified on main + this head. I merged main in. goals.rs keeps main's restricted check and max_h, now with the world's bounds. nether.rs keeps main's ghast fly-to target. main's new occupied_pois_in_range reads the world's bounds too. One harness failed: use_item_on. GameLevel's build range now reads the world's shape, but the dispense fixture only set the dimension, so a bed exploding in a Nether or End case broke the block at y -1, below the level. I added one line so the fixture sets the shape from the case's dimension, as enter_dimension does (f0651e754). Checks: 107 harnesses, dedicated_server, pr_ready and lan_e2e (worldspawn, light, levels, distance, portals, chest, forced-levels) passed on the head before that fix. On this head, the 32 harnesses that depend on the fixture (use_item_on among them) and pr_ready pass. Queued to merge; #3488 follows.
`ItemContainerContents` travels as the `minecraft:container` component, and the
client already decodes it into the tooltip's contents lines. The encoder that
hands a stack from the integrated or LAN server to a player never wrote it, so a
box that held items listed none: only "Shulker Box" in the tooltip, however full
it was (#2979).
Write the component as `ItemContainerContents.STREAM_CODEC` does: the slot
count, then one optional template per slot, each inner stack through the same
encoder so its own name, count and components survive.
Co-Authored-By: Hermes Agent <[email protected]>
SetInstrumentFunction drew the random option and dropped it, so a goat horn
from a loot table (pillager outpost chests) had no instrument.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
OminousBottleAmplifier.addToTooltip, SuspiciousStewEffects.addToTooltip and
CrossbowItem.createProjectile (the crossbow hit sound) are in the game; a
frame may go on a vertical face (ItemFrameItem.mayPlace) and only needs the
build height, which place_item_frame now checks.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
GameLevel's build range now reads the world's shape, so a case in the
Nether or the End must set it as enter_dimension does: a bed exploding
there broke the block at y -1, below the level (use_item_on).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The template slot cycles the armour trim and netherite upgrade template
icons; with a template in the table the base slot cycles what it takes (the
11 tools and armour of the netherite upgrade, the four armour pieces of a
trim) and the additions slot the ingot or the seven trim materials, one icon
every 30 ticks with a 4 tick fade. It showed one fixed netherite icon.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
🤖 Agent: verified on main + this head. I merged main in (through the carried #3485). The crate split had moved chunk.rs, lod.rs and minimap.rs to horizon-client-render, so this PR's changes to them are reapplied there. Checks: 121 of the 122 harnesses this change can affect pass. dedicated_server differed once on a single light section in one column, the intermittent mismatch already seen on #2608, and passed on rerun. pr_ready and lan_e2e (worldspawn, light, levels, distance, portals, chest, forced-levels) pass. chunk_load_bench gives the same meshes as main, and meshing time is the same (median 42.4 vs 42.5 µs per section over 6 pairs). The random-tick cache allocates its Vec once per cached chunk, not per tick. Queued to merge; #3487 follows.
goals.rs keeps main's restricted check and max_h, with the world's
bounds; nether.rs keeps main's ghast fly-to target (no heightmap mirror).
main's occupied_pois_in_range reads the world's bounds too.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Vanilla's AvatarRenderer builds the arm pose per hand and gives a brush
that is in use the BRUSH pose, whose HumanoidModel case drops the arm
twice as far as an ordinary item: xRot * 0.5 - pi/5 rather than - pi/10,
with yRot zeroed. Horizon had no Brush pose, so a brushing player stood
there with an ordinary item arm while the dust flashed.
The pose is selected from the literal item id with the same using-item
predicate the bow, trident and crossbow arms already use, and the off-hand
ladder gets the matching arm, since brushing works from the off hand too
and vanilla poses that hand the same way. Brush is one-handed and does not
affect the off hand, so shields, bows and tridents keep their paths.
The first-person sweep is not here: PR #3951 already implements it.
FireworkRocketEntity.tick checks each rocket's move against blocks
(getHitResultOnMoveVector, COLLIDER shapes), not only a rocket shot at an
angle, and onHitBlock explodes it when it has explosions. A rocket launched
from the ground stayed stuck under a ceiling until its lifetime; it now
bursts there. The block hit comes from the ray rocket_struck already casts,
so an angled rocket uses it too instead of its box's collision.
lan_e2e's rocket-ceilings check covers it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A server sent a column as soon as it was lit, and its light layers
counted only the neighbours already loaded. Vanilla's ChunkStatus.LIGHT
needs every neighbour at INITIALIZE_LIGHT, and its light storage counts
their sections. So a column loaded with its saved light next to a proto
chunk still being made went out without the top light section that
proto's blocks add. dedicated_server failed 5 of 5 on playhorizon since
an idle dedicated server keeps no spawn area (#4095).
A column now waits until each neighbour is loaded or a decorated proto
chunk, and a proto neighbour's non-air sections (its TerrainChunk
counts, read when sent) go into the light layers. Nothing is kept per
column.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The barrier section leaves a barrier at the test position, so the following 'Emptying water into air makes a source' step ran against a non-air block and failed for a non-creative player. Restore air there; bucket_empty is unchanged.
Co-Authored-By: jaszkus's AI agent <[email protected]>
🤖 Agent: verified on main + this head. I merged main in (through the carried #3484); save.rs keeps main's mob imports. Checks: the 52 harnesses this change can affect, dedicated_server, server_entities, server_dimension_players, pr_ready and lan_e2e (worldspawn, light, levels, distance, portals, chest, forced-levels: chunk packets to a LAN guest in each level) pass. The changes are per chunk, not per block. Queued to merge; #3486 follows.
FireworkRocketEntity.onHitBlock explodes only a rocket with explosions
(hasExplosion). A plain rocket out of a crossbow or a dispenser went off
with a poof at the first block it touched; it now flies on to its lifetime,
as in vanilla. Rockets with explosions still burst on impact. lan_e2e's
rocket-walls check covers both.
Fixes#4281
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified on main + this head. I merged main in (through the carried #3483). save.rs keeps main's mob imports. LevelShape::for_dir, which the carried #3481 had moved beside the type for the crate split, is gone, as this PR intends: SaveDir::new takes the level's shape. Checks: the 108 harnesses this change can affect, dedicated_server, pr_ready and lan_e2e (worldspawn, light, levels, distance, portals, chest, forced-levels) pass. Queued to merge; #3485 follows.
handlePlayerPositionChange calls jumpFromGround when a player on the
ground moves up without being on the ground. Horizon only charged the
jump's food exhaustion, so the server's copy fell from rest, and the
velocity a jab's impulse sends the player replaced their jump with that
fall: Lunge in the air pushed them down.
jump_from_ground already charges the exhaustion and counts the jump
statistic, which a server's players never got.
Fixes#4278
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Vanilla's thrown snowball, egg and ender pearl are drawn by
ThrownItemRenderer, which only scales and billboards the item: the visible
lift comes from item/generated's ground transform, translation [0, 2, 0]
of 16 units, i.e. 0.125 blocks scaled by the renderer's scale (1.0 for the
throwables, 0.75 and 3.0 for the fireballs). Horizon's hand-rolled
billboard centred the sprite on the entity, so every thrown item drew
0.125 blocks low.
The quad now takes that lift, gated to the kinds vanilla draws with
ThrownItemRenderer: snowball, egg, ender pearl and both fireballs. Llama
spit shares this quad here, but vanilla draws it from
LlamaSpitRenderer with its own translate(0, 0.15, 0) along world up, so it
is deliberately not lifted.
Spawn position, eye height, rotation and velocity already matched vanilla
(the spawn differs by 1.5e-9 blocks), so this is a rendering offset only.
The test pins exact vertex bounds: 99.875..100.375 at scale 1.0,
99.625..101.125 at 3.0, llama spit at no lift, and the rise following the
billboard's own up axis rather than world up.
Not covered here: eye of ender has the same 0.125 offset at its own call
site (game/end.rs eye_geometry) and is left as a follow-up. XP bottles
already take the item-model path, which applies the same ground transform,
so the report's XP-bottle half is not explained by this change.
SheepRenderer gives a sheep named exactly "jeb_" the lerped dye colour
(ColorLerper.Type.SHEEP: 16 colours, 25 ticks each, white as 0xFFE6E6E6)
and keeps its undercoat. Horizon read no name at all, so the egg did
nothing.
The name test matches MobRenderer.checkMagicName (exact, custom name), the
lerp is Mth.lerpInt's floor per channel, and the age threaded in is the
render state's ageInTicks (tick count plus the partial tick), so the hue
moves per frame instead of stepping at 20 Hz.
The colour vectors came out of the 26.3 jar and were re-derived
independently before the tests were written; jeb_wool_lerps_through_the_
sixteen_dye_colours pins 0xE6E6E6, 0xD0A37D, 0xBA6015, 0x953A8D, 0xDDDDDD
and the 400-tick wrap, and the layer test covers the dyed, baby and
sheared cases.
Known gap, not introduced here: a sheared jeb_ (or dyed) sheep still loses
its undercoat. Vanilla's SheepWoolUndercoatLayer has no sheared guard
while Horizon's outer arm does, which is pre-existing and left for its own
issue.
🤖 Agent: verified on main + this head. I merged main in (through the carried #3482). The crate split had moved gfx.rs, gfx/resident.rs, mesher.rs, streaming.rs and world.rs to horizon-client-render, so this PR's changes to them are reapplied there. World::set keeps main's narrower remesh marking (only the sections a write can reach), now with the chunk's own min_y and section count. Checks: the 108 harnesses this change can affect, dedicated_server, pr_ready and lan_e2e (worldspawn, light, levels, distance, portals, chest, forced-levels) pass. chunk_load_bench gives the same meshes as main, and meshing time is within the machine's noise. Queued to merge; #3484 follows.
A thrown ender pearl flew straight through an End gateway: the gateway
passes in game/end.rs only collected dropped items and mobs. Pearls now
join them (EndGatewayBlock.entityInside, Entity.handlePortal): the pearl
lands at the exit with no motion and rotation 0
(EndGatewayBlock.getPortalDestination for a ThrownEnderpearl), waits in
the arrivals queue while the exit loads, keeps its landing chunk loaded
for TicketType.PORTAL's 300 ticks (placePortalTicket), and then takes
its owner where it lands. ThrownEnderpearl.onInsideBlock fires the
owner's enter_block trigger (Remote Getaway), for a guest as them.
Part of #3514.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
LivingEntity.resolvePlayerResponsibleForDamage: a hit by a tame wolf sets
the victim's last-hurt-by-player to the wolf's owner for 100 ticks, so the
kill drops experience and player-only loot, and the owner, when in the
world, gets ServerPlayer.awardKillScore (mob_kills, totalKillCount, team
kills, player_killed_entity). The killed statistic stays the causing
entity's (Player.killedEntity), so a mob's kill no longer adds it, and
Raider.die's hero and Villager.tellWitnessesThatIWasMurdered, which also
follow the causing entity, skip a kill whose blow came from a mob.
Applied after a mob's melee hit and after /damage with a causing entity.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ItemStack.getDisplayName appends getHoverName, and getItemName prefers the
`minecraft:item_name` component over the item's own name (Item.getName), so
/give and the other item commands name a renamed stack after that component.
stack_display_name only read `custom_name`, so a datapack- or server-renamed
item was reported under its plain item name ("[Diamond]" for a diamond whose
item_name is "ItemName"). Read the component first, as vanilla does.
Co-Authored-By: Hermes Agent (deepseek-v4.1-flash) <[email protected]>
TamableAnimal.die sends the owner, when showDeathMessages is on and the
owner is online in any dimension, the pet's CombatTracker.getDeathMessage
("Rex was slain by Zombie"). Horizon's mobs had no combat tracker and
mob_died had no such step, so the owner was never told.
Mobs now keep a CombatTracker (mobs::combat): Mob::damage records each hit
that reaches the health (not one wolf armor takes), LivingEntity.tick's
recheckStatus forgets them after 100 ticks (300 in a fight), and /kill
records its generic_kill hit (LivingEntity.kill). mob_died tells a tame
wolf, cat, parrot or nautilus's owner, the host or a guest by UUID, a
message built by the player's own getDeathMessage code from those hits,
with the kill credit (getKillCredit) and the name of a creeper that blew
up. /damage by a player makes them the mob's lastHurtByPlayer, as
LivingEntity.hurtServer does.
Fixes#3514
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: parity rerun green (the earlier dedicated_server light-layers failure was a load flake); approved by rdbtCVS; no blocking comments. Queued for the merger.
World generation loads the loot data with no packs while the world is
prepared; opening the world then forgot it and loaded a second copy, which
the generator's copy kept alive beside it (8 MB for the whole run). Now
opening a world keeps the loaded copy when its root and packs are the same.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Vanilla's sound sliders (Options.createSoundSliderOptionInstance) call
SoundPreviewHandler.preview when there is no level: each category plays
its own UI sound at the slider's volume (zombie ambient for Hostile
Mobs, cow ambient for Friendly Mobs, thunder for Weather...), a preview
still playing is not restarted, and moving another category's slider
stops the previous one. Horizon had no preview at all.
Port SoundPreviewHandler (sound_preview.rs), report a changed category
volume from the options screen (Event::Volume, only for a new value as
OptionInstance.set), and play the preview from the game when the
options were opened from the title screen.
Part of #3518.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ClientboundSetCameraPacket (/spectate, a spectator's click) was decoded as
an unknown packet, so the view stayed on the player while the server kept
that player on the camera entity: the view did not turn with the mob, sat
at the player's eye height inside the mob's body, and the client's own
moves made the server rubber-band it ("moved too quickly").
Follow ClientPacketListener.handleSetCamera / Minecraft.setCameraEntity:
the camera entity's id is kept until the player's own id, a login or a
respawn puts the view back. While another entity is the camera the view
is aligned with it (Camera.alignWithEntity: its head's yaw as
LivingEntity.getViewYRot, its eye height eased by Camera.tick), the entity is not drawn in first person, the pick starts
from its eyes, and the player neither moves nor sends moves
(LocalPlayer.applyInput / sendPosition check isControlledCamera); the
input packet still goes out, so sneaking lets go. A spectator's click
now sends ServerboundSpectatorActionPacket (Minecraft.startAttack,
MultiPlayerGameMode.spectate / spectatorNoAction).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified on main + this head. I merged main in (through the carried #3481); it merged cleanly. Checks: the 108 harnesses this change can affect, dedicated_server, pr_ready and lan_e2e (light, levels, distance, portals, chest, forced-levels) pass. worldspawn fails only when it runs after levels, on main from before this stack as well: the harness gives the guest its own spawnpoint (#4234), so that isn't this PR. The light flood fill reads the level's column instead of constants: chunk_load_bench main vs this branch gives the same best time for generating and lighting (28.95 ms per column) and the same meshes. Queued to merge; #3483 follows.
Agents start each comment with "🤖 Agent:" (CLAUDE.md), so their
"🤖 Agent: /claim" was never seen: the workflow only started on comments
beginning with /claim, and parse() read the first line as is. rdbt
noticed agents' claims missing (2026-10-30).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
VanillaEntityDeathLootOracle sets the carried block, and the corpus kills
endermen carrying every enderman_holdable block, by a player with
Looting and by generic damage.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Enderman.dropCustomDeathLoot rolls the carried block state's own drops
with a diamond axe enchanted by the enderman_loot_drop provider (Silk
Touch I) and spawns them after Monster's equipment drops. Horizon's
death drops never read the carried state, so the block was lost.
mobs::drops::die now yields a CarriedBlock drop in that place, and the
game resolves it through enderman::carried_block_drops (the block's
loot table with the silk touch axe, the enderman as this entity, from
the table's random sequence).
Part of #3513 (the Enderman.dropCustomDeathLoot row).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
VanillaMobAiOracle ran out of its 4g heap (OutOfMemoryError: Java heap
space, 34 times in one run) within about 3 minutes of a fresh run on main,
with nothing else running. Runs that reused cached oracle results kept
passing, which hid it until the scenarios changed. With 8g the fresh run
passes in 2.9 minutes.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Mark block entity NBT changes dirty and queue an update even when the block state is unchanged, so spawner mob previews refresh after data commands. Add an isolated screenshot regression for zombie/pig/zombie transitions.
Co-Authored-By: OpenAI Codex <[email protected]>
The explosion entity pass only reached players, mobs, items, primed TNT,
minecarts and item frames, so a blast left paintings, cushions and armour
stands standing. Vanilla's ServerExplosion.hurtEntities hurts them too:
BlockAttachedEntity.hurtServer kills a painting or cushion and drops its
item, and ArmorStand.hurtServer with an IS_EXPLOSION source runs
brokenByAnything (its equipment pops, the stand item does not) and kill.
An invisible or marker stand is spared (ArmorStand.ignoreExplosion and
hurtServer), and without mobGriefing a block-keeping or mob-caused blast
spares them all (shouldAffectBlocklikeEntities, the Mob source check);
item frames now share that gate, which also counts a projectile's owner.
Vanilla lists the entities in reach before hurting any, so the items these
entities drop are not caught by the same blast. Frames and the new
decorations now break after the item pass, so their drops survive instead
of being destroyed at once.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On a connection (a server, a LAN world, and single player, whose world
runs on its own server thread) F3+I copied the client's partial copy of
the block or mob and called it server-side: a chest lost its items, a mob
its tags and brain. Vanilla's KeyboardHandler.copyRecreateCommand asks the
server through DebugQueryHandler (ServerboundBlockEntityTagQueryPacket,
ServerboundEntityTagQueryPacket) and copies the ClientboundTagQueryPacket
answer to the newest query.
Add the three packets, the query state on the connection and its answer,
and the server side for guests (ServerGamePacketListenerImpl
.handleBlockEntityTagQuery and handleEntityTagQuery, for game masters
only). Part of #3520 (its handleBlockEntityTagQuery and
handleEntityTagQuery rows).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ClientboundCustomChatCompletionsPacket was only an id constant, so the
names and tags proxies and plugins add with it (players on other backend
servers, chat tags) never showed when Tab completes chat. Decode it, keep
the connection's set like ClientSuggestionProvider.modifyCustomCompletions
(ADD, REMOVE, SET; an unknown action id is ADD), clear it on a
reconfiguration, and complete chat from getCustomTabSuggestions: the
players and the custom completions.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
analyse_shape and the cached support flags computed every shape's six faces
through face_shape, which caches them on the shape for good: about 39 MB that
nothing reads again. They now use face_shape_transient; runtime queries still
cache.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ArmadilloAi.initIdleActivity runs AnimalMakeLove(1.0), then a RunOne of
FollowTemptation(1.25, armadillo_food, close enough at 1 block for a
baby and 2 for an adult) and BabyFollowAdult(5..16, 1.25). The
armadillo's goals had none of them, so spider eyes gave hearts but no
baby, armadillos ignored a player holding them, and babies wandered off.
Add Breed, Tempt and FollowParent, each wrapped so that it only runs in
the IDLE activity: not while ArmadilloAi.updateActivity picks PANIC
(danger in mind and not panicking) and not while it is a ball.
Part of #3512
Co-Authored-By: Claude Opus 5.5 <[email protected]>
AbstractCubeMob.push(entity) calls dealDamage on an IronGolem whose
pushEntities takes the cube, but Horizon only ported the playerTouch path,
so cubes chased golems (they target them) without ever hurting them.
The cube's ai_step now hits every alive iron golem whose box overlaps its
own (EntitySelector.pushableBy, doTeamsAllowDamage, hasLineOfSight) for
getAttackDamage with a mobAttack source, unless the cube cannot deal damage
(a tiny slime, or a NoAI cube, which is not isEffectiveAi). A new
CubeHurtMob event plays entity.slime.attack only when the hit landed, as
dealDamage does after hurtServer; its two pitch draws from the cube's
random happen even for a silent cube.
Part of #3513.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ClientPacketListener.handleMoveEntity and handleEntityPositionSync leave
an entity the client is authoritative for where it is; only
handleTeleportEntity puts it somewhere else, at once. The steps the
server's moves queued while the rider drove the horse replayed after the
dismount: the horse jumped back about five blocks on a vanilla server.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Projectile.onHit calls onRedirectProjectile on a redirectable target:
AIM_DEFLECT along the thrower's look, the thrower its owner, acceleration
power 0.1. #3599 made the pearl teleport but left the charge as it was.
A wind charge now runs applyInertia (power 0, inertia 1 in and out of
water), so the power it gets from the turn takes effect.
The harness needs a still charge the pearl can't miss, so /summon and
saved worlds now load both wind charges, and selectors see them.
Fixes#3299
Co-Authored-By: Claude Opus 5.5 <[email protected]>
piglin.rs: keep main's piglin/hoglin brain memories and add this branch's spear memories to them; the fight activity keeps the spear behaviours before the melee one and main's NotRiding repellent goal; piglin_pose_holding takes both main's passenger flag and the spear.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ai.rs: main's piglin_ambient/hoglin_ambient now pick the angry and retreat sounds from the brain's activity; keep those and add this branch's zoglin angry sound.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified on main + this head. I merged main into the branch: the crate split had moved chunk.rs to horizon-client-render, so the LevelShape helpers this PR uses from save.rs are pub now and LevelShape::for_dir sits beside the type (an impl in horizon-client on a type of horizon-client-render no longer compiles). Checks: the 108 harnesses this change can affect, dedicated_server, pr_ready and lan_e2e (light, levels, distance, worldspawn, portals, chest, forced-levels) pass. chunk_load_bench main vs this branch: same meshes (checksum), mesh time unchanged (42.0–44.2 vs 42.7–43.2 µs per section). Queued to merge; the rest of the level-shape stack follows in order.
On a vanilla or Paper server the controlling passenger's client moves a
saddled horse, donkey, mule or camel (Entity.isLocalInstanceAuthoritative,
LivingEntity.travelRidden), reports it with ServerboundMoveVehiclePacket and
sends START_RIDING_JUMP on a released jump (LocalPlayer.sendRidingJump). The
server only turns it (travelRidden without canSimulateMovement). Horizon's
client only charged the jump bar and waited for the server to move the
horse, so on those servers the horse never moved nor jumped (#2920).
The client now ticks the mount it controls with the rider's input, takes
its synced speed and jump strength, sends its moves and the riding jump, and
puts it back on the server's ClientboundMoveVehiclePacket. Horizon's own
server (single player's server thread, LAN, dedicated) accepts a guest's
MoveVehicle for its horse with handleMoveVehicle's checks, only turns the
horse on its tick, and syncs a horse's rolled jump strength.
Fixes#2920
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A world whose level.dat could not be read (cut short by a crash during a
save, say) was left out of Select World, although level.dat_old would load
it, so the player believed the world was gone.
list_worlds now follows LevelStorageSource.findLevelCandidates and
readLevelSummary: any folder with a level.dat or level.dat_old is a world,
and when level.dat does not read it is listed as a CorruptedLevelSummary
(the folder name, red "Failed to load world summary", "Attempt to Recover";
Edit and Re-Create off). Opening it, like any world whose level.dat does
not read (WorldOpenFlows.openWorldLoadLevelData), shows
RecoverWorldDataScreen with the state of level.dat and level.dat_old
(collectIssue/buildInfo); Attempt to Restore runs restoreLevelDataFromOld
(the broken file kept as level.dat_corrupted_<time>) and ends on the
"Recovery done" confirm or failure alert. Before, opening such a world from
the list could not happen, and opening one with nothing readable would have
started a fresh level in its folder.
Part of #3517
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ClientboundDeleteChatPacket (31) was only a constant: Horizon never decoded
it, and the PlayerChat handler dropped the signature a deletion names a
message by, so a line a moderation plugin deleted stayed on screen.
Decode the packet (MessageSignature.Packed), keep the connection's
MessageSignatureCache (unpack the last seen of each PlayerChat, then push it
and the signature, as ClientPacketListener.handlePlayerChat does), and keep
each player message's signature in the chat. handleDeleteChat: a message
still held back by Chat Delay never shows (removeFromDelayedMessageQueue);
a shown one becomes the grey italic chat.deleted_marker line once it has
shown 60 ticks (ChatComponent.deleteMessageOrDelay, with the delayed queue
ChatComponent.tick processes). An unknown packed id disconnects with
multiplayer.disconnect.invalid_packet, as vanilla does.
Fixes#3518
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Keeps both sides: main's world_root and LAN online mode beside the level
shapes, and main's content-identity check before the registry packets,
which now carry the levels' dimension types.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
game/explosion.rs: main's new interaction parameter for explosion_hurt_entities and this branch's returned player pushes are both kept.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The crate split moved chunk.rs, collisions.rs and world.rs to
horizon-client-render: this commit's changes are reapplied there.
render_tick.rs keeps main's heightmap reads for rain splashes, with the
world's bottom in place of MIN_Y; main's section_mesh_pending (moving
pistons) keys sections from the level's column as well.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A vanilla server never plays an item's break itself:
LivingEntity.onEquippedItemBroken broadcasts the entity event that
entityEventForEquipmentBreak gives for the slot (47 main hand, 48 off
hand, 49 to 52 head to feet, 65 body, 68 saddle) and each client's
LivingEntity.handleEntityEvent runs breakItem on the stack it still has
in that slot. The remote client had no case for these events, so on a
server a breaking pickaxe, armour piece or wolf armour was silent and
left no crumbs, for this player and for everyone else.
Handle them: find the stack in the slot (the own inventory, or the
mob's or other player's equipment), play its break_sound component at
the entity's feet unless the entity is silent, and spawn the five item
crumbs of spawnItemParticles. Entity.DATA_SILENT is now kept for
remote entities so the silent check works.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The crate split moved chunk.rs, lod.rs and minimap.rs to
horizon-client-render: this commit's changes are reapplied there.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Zombie to drowned, husk to zombie and skeleton to stray spawned a fresh,
spawn-finalized mob through MobEvent::SpawnKind with only baby, yaw and
persistence, so the old mob's armour, held items, name tag, effects,
NoAI/Silent and lead were lost (a name-tagged zombie that drowned came
back as an unnamed drowned).
Vanilla's ConversionTracker.doConversion calls Mob.convertTo(type,
ConversionParams.single(this, true, true)): ConversionType.SINGLE and
convertCommon copy all of that onto a mob made without finalizeSpawn,
and Zombie's tracker then runs handleAttributes(special, CONVERSION).
mobs/conversion.rs ports SINGLE + convertCommon, the undead conversions
emit a new MobEvent::Convert carrying the old mob, and Game::convert_to
builds the new mob from it, moves riders onto it and rolls the zombie
attributes. The conversion sound is skipped for a silent mob, as the
level event is.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Keeps main's mobs imports in save.rs. LevelShape::for_dir, which the
carried #3481 moved to chunk.rs for the crate split, goes as this
commit removes it: SaveDir::new takes the level's shape instead.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
/fillbiome changed the server's biomes but no client was told: the packet
existed only as an id, the server never sent it and the client had no
handler, so grass, leaves and water kept the old colour until the column
was sent again (single player on its server thread, LAN guests, dedicated
servers).
- horizon-protocol: ChunksBiomes / ChunkBiomeData
(ClientboundChunksBiomesPacket.STREAM_CODEC: ChunkPos long, byteArray
of 2 MiB holding each section's biome container).
- Server: cmd_fillbiome calls Hub::resend_biomes with the changed columns
in FillBiomeCommand's z-then-x order (ChunkMap.resendBiomesForChunks:
one packet per player in the level, with the columns it was sent).
- Client: handleChunksBiomes replaces the loaded column's biomes
(ClientChunkCache.replaceBiomes / LevelChunk.replaceBiomes) and marks
every section of it and its eight neighbours dirty (setSectionDirty).
Part of #3518 (ClientPacketListener.handleChunksBiomes)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Frog.updateWalkAnimation overrides the base: the walk target is
min(distance * 25, 1), and 0 while the jump animation is started.
Horizon used the generic min(distance * 4, 1), so a frog's slow steps
barely moved its legs.
Fixes#2848
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Dismounting used one rule for every mount: a spot either side of the
mount's body, then its back, checking only for full blocks at the feet
and head. Getting off a strider on a lava lake put the rider beside it in
the lava even when the shore was in front of them.
Strider.getDismountLocationForPassenger: walk the columns along the
rider's facing and 22.5 and 45 degrees either side
(Entity.getCollisionHorizontalEscapeVector), from the top of the
strider's box down to half a block below its feet; skip lava, keep blocks
with a valid floor (BlockGetter.getBlockFloorHeight,
DismountHelper.isBlockFloorValid) where a standing, crouching or
crawling box fits (Player.getDismountPoses, DismountHelper.canDismountTo),
and take that pose. With none, land on top of the strider.
The block collision shape and canDismountTo move out of the respawn
anchor's safe-location check so both share them.
Part of #3513.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Add four regression tests for issue #3856: client neighbor updates and placement leave TNT alone, server priming is not limited per tick, and a piston duper retains its TNT block while creating exactly one server entity and no client entity.
Verified against nightly-2026-10-29-4baa571 with prepared Java 26.3 resources.
Co-Authored-By: Codex <[email protected]>
The crate split moved gfx.rs, gfx/resident.rs, mesher.rs, streaming.rs and
world.rs to horizon-client-render: this commit's changes are reapplied there.
World::set keeps main's narrower remesh marking (only the sections a write
can reach) with the chunk's own min_y and section count.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Match vanilla TntBlock.prime: client-side piston replay must not create a second primed TNT or remove its block. Server-side TNT duplication remains unchanged.
Refs horizon-rust/horizon#3856.
Co-Authored-By: Codex <[email protected]>
The writer thread sent and checked the keep-alives; a client that stopped
reading blocked it in a write, so it was never timed out and held its slot.
The game thread now checks the keep-alive clock once a second and closes the
socket, which ends the blocked write.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ChunkMap.TrackedEntity.updatePlayer pairs an entity with a player only
when Entity.broadcastToPlayer allows it, and ServerPlayer's override hides
a spectator from every player who is not a spectator (a spectating viewer
sees a player whose camera is its own, which a LAN guest's always is).
The hub's tracker had no such check, so a guest in spectator mode stayed
paired with everyone: its AddEntity, equipment and nametag still reached
the other players, and their crosshair still picked it.
Player states now carry whether the player is a spectator, viewers too,
and the pair check follows broadcastToPlayer. Going in or out of spectator
mode checks the player's pairs again (vanilla's ChunkMap.move does it at
the player's next move), so the others lose it, or get it back with its
armour, at once.
Part of #3520
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The multiplayer connection only had a connect timeout: once joined, a
server that froze or dropped off the network without a TCP reset left
the player in a frozen world forever. Vanilla's client channel starts
with ReadTimeoutHandler(30) (Connection$1.initChannel), so the client
socket now gets a 30 s read timeout.
A lost connection also showed Horizon's raw error text (on Windows the
localized OS message). Connection.exceptionCaught's reasons replace it:
disconnect.timeout ("Timed out") for the read timeout,
disconnect.genericReason ("Internal Exception: ...") for any other
failure, and disconnect.endOfStream when the server closed the stream
(Connection.channelInactive). The integrated server's in-memory pipe
keeps no timeout, as vanilla's local channel has none.
Part of #3520 (Connection#exceptionCaught).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Ludovic's AI agent (Claude), proof. With your check fix (one loaf each, bites read once they settle), `lan_e2e` `eating` and `eat` pass 2 runs out of 2 on the server thread and 2 out of 2 `--in-frame`. That was in a union with #3706 and #3551 merged into main at a6aa6a071: 111 of 112 affected harnesses passed, none failed, and clippy and the tests passed. Queued.
🤖 Agent: Ludovic's AI agent (Claude), proof. Thanks for taking up the review points (the context now carries only authority and epoch, and the crash paths are documented). This head was in a union with #3674 and #3551 merged into main at a6aa6a071. `pr_ready`: 111 of 112 affected harnesses passed, none failed; the 112th is the LAN suite, which runs by name only. clippy passed, and 1541 tests passed. `lan_e2e` (chest, eat, eating) passes twice on the server thread and twice `--in-frame`. Your container proof covers the dedicated runs and identical saves. Queued.
backend::remove dropped the .installed marker whenever remove_dir_all reached it,
so a second removal finishing first re-read installed and put the half-deleted
version back in the list that selection_after_removal and Play read.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
Since the crate split, chunk.rs is in horizon-client-render while save.rs
(horizon-client) reads min_section, section_count, has_section and
for_dir, so they are pub and for_dir moves out of save.rs's impl block.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A camel's legs used the default walk: they kept swinging while it sat or dashed and eased in at 0.4. Camel.updateWalkAnimation aims at 6 times the distance moved (at most 1) only in the standing pose with no dash animation running, otherwise at zero, and eases at 0.2. The remote client's own walk update uses it for camels too.
A leashed sitting camel stayed down however hard the lead pulled. Camel.onElasticLeashPull stands it up when it is sitting, not changing pose, and the standing box fits where it is (canCamelChangePose, wouldNotSuffocateAtTargetPose). AbstractHorse.onElasticLeashPull, which it calls first, also ends a horse's grazing.
A horse that landed from a small hop while still rearing ignored the keys until the rear ended, and a donkey or mule never reared on a jump. AbstractHorse.onPlayerJump sets allowStandSliding and calls standIfPossible (every horse that can rear), getRiddenInput only zeroes the input while the horse is standing on the ground without a jump pending and without allowStandSliding, and tick clears it once the horse stands no more.
A horse, donkey, mule or undead horse that reared kept its rider at the fixed seat. AbstractHorse.getPassengerAttachmentPoint adds (0, 0.15, -0.7) times the previous tick's stand animation (standAnimO) to the seat, turned with the horse. The player and a mob rider both slide.
The rider's seat on a camel was a fixed height for sitting and standing, built from the old full-height box, and a mob rider sat at the top of the box when the camel sat. Camel.getPassengerAttachmentPoint takes the body anchor from the current pose box and lerps it through the sit and stand transitions (getBodyAnchorAnimationYOffset), at the camel's age scale. The player and a mob rider both use it now.
A camel that sat down kept its standing box, so it blocked and was hit as if it still stood. Camel.getDefaultDimensions gives Pose.SITTING an adult box 1.43 lower with eyes at 0.845, and a baby box 0.425 tall with eyes at 0.41. Mob::awake_dims now follows the camel's synced pose, on the server and on a client.
A llama landed with the generic fall sound and hurt on any damaging fall. Llama.causeFallDamage makes no fall sound, and hurts the llama and hands the fall to its riders only when the fall is six blocks or more.
A rider took no damage when the mob under it landed hard, and a mob on a mount's back never felt it either. Entity.propagateFallToPassengers hands the fall to every passenger (LivingEntity.causeFallDamage first, AbstractHorse.causeFallDamage after its own hurt and only when hurt), and each passenger runs its own causeFallDamage with its own safe distance. A mount now raises a fall event the game turns into Player.causeFallDamage for the local player and server players, and the mob causeFallDamage for a mob rider.
🤖 Agent: pr-triage-1 (Ludovic's AI agent, Claude), not Ludovic himself. I merged main into this branch (eb3f03d7f, a merge commit, fast-forward). The only conflict was `lib.rs`'s re-export list: `section_mask` now sits beside main's `potent_sulfur` and `split_layout`. The full proof the orchestrator asked for, on this head merged into today's main: - the 121 vanilla harnesses this branch can reach pass, and `dedicated_server` too; - pr_ready passes; - lan_e2e passes on the server-thread host: light, levels, distance, portals, chest, forced-levels and worldspawn. In-frame is deprecated now. worldspawn failed once on timing, then passed 2/2. Speed: the masks only grow from 4 to 32 bytes, in per-section bookkeeping (dirty sections, the light log, LOD detail columns). There is no allocation and no per-block work, so frame and tick costs stay the same. Queued for merge. #3481 comes next, once this one is in.
Checking a world on the title screen takes the session lock for an instant; hand it back explicitly, as SessionLock does, so a quit world is never listed as locked. Drop the stale note that powder snow climbing is not ported for rabbits.
🤖 Agent: Ludovic's AI agent (Claude), proof. The real NeoForge pack test above covers this PR's exporter. On a 3-mod pack it wasn't developed against, the exported item facts matched 52 of 52 values read with vanilla's own commands on the same server, without the exporter. CI verify is green. Queued, first in the stack's order.
🤖 Agent: verified by server-tick-1. A chunk worker idle for 5 s frees its generator's density scratch and lookup caches (caches only, results unchanged), and the last idle worker returns freed memory to the OS once; −71 MB idle RSS on Linux. pr_ready green.
frog.rs: keep the goat jump cooldown and main's vanilla memory id long_jump_cooling_down.
remote_mob_data.rs: keep the tadpole AGE_LOCKED line beside main's mooshroom comment.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified by server-tick-1, after merging main. ServerAdvancements and the game's criteria share one advancement tree (Tree::shared, Weak-held) when the world's packs bring no advancement files; with pack advancements each loads its own, as main does. −9 MB idle RSS on Linux. pr_ready green.
The known issues still said C/X aren't wired to the hotbar loader; they are
since 85f34393f (game/creative_hotbar.rs), and #3693 added the Saved Hotbars tab.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
#3582 and #3748 fixed the same bug (#3614) twice. The server now sends the
command only through `lan_open_command_block` (ServerPlayer.openCommandBlock),
no longer in every chunk and block update (CommandBlockEntity keeps the empty
getUpdateTag), and the open edit screen refreshes its fields in one place
(CommandBlockEditScreen.updateGui). docs/rust-parity.md: the toolbar keys and
the Saved Hotbars tab are wired since #3693.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The per-player inbox had no limit: a client sending 10 000 packets a tick
grew the server by about 1 GB a minute (#4179).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: pr-triage-1 (Ludovic's AI agent, Claude), not Ludovic himself. Proof of this head merged into today's main (101d3b0be, which now has #3300, #2698 and #3802): - the 108 vanilla harnesses this branch can reach pass, `dispenser` and `dedicated_server` included; - pr_ready passes; - lan_e2e passes: worldspawn, forced-levels, distance, spawned, levels, light, mobs. Queued for merge.
🤖 Agent: Ludovic's AI agent (Claude), triage. #3712 landed with a mob_ai case of its own, so I merged main into your branch again (no rebase). The only conflict was the case list in `tools/test_mob_ai_parity.py`, and both sides are kept. `parity.py mob_ai` passes on main with this and #3721/#3735 merged. Requeued.
🤖 Agent: verified by server-tick-1. Worldgen binds the feature block tags once (GeneratorData::feature_block_bindings) and shares them through Arcs; the maps' readers are unchanged, so decoration gives the same result. −11.6 MB allocated on the dedicated server. pr_ready green; parity 152/153, the failing dispenser case comes from main (golem PRs #4022/#3959), not from this change.
🤖 Agent: merging DUzzL's campfire contact damage for mobs (tested in game on both single-player paths: armadillos, cows and sheep burn on lit campfires, Infested spawns silverfish). Thanks!
🤖 Agent: Ludovic's AI agent (Claude), triage. #3729 landed with mob_ai cases of its own. I merged main into your branch (no rebase). The only conflict was where the new cases go in `tools/test_mob_ai_parity.py`, and both sets are kept. The Rust merged clean, so the proof above still holds. Requeued at the merged head.
🤖 Agent: Ludovic's AI agent (Claude), proof. This PR was in a union of five mob PRs (#3712, #3721, #3729, #3735, #3773) merged into current main. `parity.py --changed origin/main`: 55 of 55 affected harnesses passed, `mob_ai` included. `horizon-client` lib tests: 726 passed. clippy `-D warnings` is clean. The only conflicts were the new cases in `tools/test_mob_ai_parity.py`, as resolved on your branch. Queued.
🤖 Agent: pr-triage-1 (Ludovic's AI agent, Claude), not Ludovic himself. Since sirrayi's review, I merged main into this branch twice; the last merge is 655b331b1. In the merges: - `VanillaTerrain` keeps main's world presets (2607d06f9). This branch only adds `region_random` and `spawn_generated`, and its tests call `for_dimension` without the preset argument. - Main's goat and frog code (`goat_init_memories`, the goat ram cooldown, the frog's long jump) used main's memory names, while this branch saves vanilla's ids. Both now use vanilla's: `long_jump_cooling_down` and `ram_cooldown_ticks`. - main's mooshroom kind test sits beside #2544's baby villager test. Tested on today's main: - With #3802, #4095 and #3300 together: 123 of the 125 harnesses this branch can reach pass, along with pr_ready and lan_e2e (mobs, spawned, worldspawn, drops). The 2 failures don't come from this branch: `dispenser` passes on main plus this branch alone, and `command_exec` failed because the vanilla server was under load. - On this head alone: `dispenser`, `finalize_spawn`, `natural_spawn` and `mob_ai` pass, and the 48 harnesses that cover goat.rs, frog.rs and finalize.rs pass 48/48. Queued for merge. When it merges, GitHub marks @FusselTV's #2544 and #2586 as merged.
The eater held the use for 2.2 s with two loaves: the held use started
the second loaf and let go of it a few ticks in, around its second bite
(Consumable.shouldEmitParticlesAndSounds: every 4 ticks once 7 of 32 are
past). That bite reaches the watcher from the server, whose use runs on
its own ticks behind the eater's client, so read 10 ticks after the hold
the watcher could still be one short (9 of 10, only when the eater drew
that bite).
Each player now eats a single loaf, so the count is the loaf's 6 bites
plus the last bite and FoodProperties' sound, and both sides' counts
are read once neither has changed for 20 ticks.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified by server-tick-1: a spawner asks for an alive player in range before the spawn level is built, as BaseSpawner.serverTick returns first thing without one (no draw, no change); natural_level 1.6 % → 0.5 % of the tick thread at 100 bots; verify green, clippy -p horizon-client clean (main's log_display and axolotl test failures are main's); merging once CI parity passes.
🤖 Agent: queuing the lan_e2e levels test fix (#4145): the End gateway's ExactTeleport key and closing the guest's credits; levels passes on main's binary, pr_ready green.
🤖 Agent: pr-triage-1 (Ludovic's AI agent, Claude), not Ludovic himself. @masa-masa-0314, this PR is on the maintainer's priority list, so instead of asking you again I merged main into your branch myself. Your commits are not rewritten; it took three main merges today, the last one at ada669266. In the conflicts: - main's new code (cushions, crafted-recipe triggers, creative slots, item use) now reads the world's tables through your `self.items()`, `world_items!`, `world_stations!` and `world_recipes!`; - main's new tests pass `PackOverlay::NONE`; - `game/mod_render.rs` stays deleted, as main removed the wasm mod UI. Tested together with #3802, #4095 and #2698 on today's main: - 123 of the 125 vanilla harnesses this branch can reach pass. `dispenser` fails because of another PR in that set; it passes on main plus this PR alone. `command_exec`'s failure was the vanilla server under load; on this head it matches 902/902. - pr_ready passes. - lan_e2e passes (crafting, recipes, drops, mobs, spawned, cushions). Queued for merge. Thank you for the data-pack work!
Main's goat_init_memories, goat ram and frog jump code keep their brain
memories under main's names; this branch saves them under vanilla's ids.
Both now use vanilla's: long_jump_cooling_down and ram_cooldown_ticks.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: queuing the portal trip fixes (Discord: Nether portal overlay stuck after a dimension change; End portal leaving the player in the air): the overlay fades in the arrival portal, and the player stays on the loading screen until the exit is found. Tested in game on both paths; lan_e2e portals passes. pr_ready is green except dispenser, main's regression from #3959 fixed by #4120.
🤖 Agent: Ludovic's AI agent (Claude), proof. This PR was in a union of 16 needs-proof PRs merged into main at 1dde830ba. Parity: 195 of 196 affected harnesses passed, none failed. clippy and rustfmt passed. `lan_e2e --check commands` passes on the server thread and `--in-frame`. The command block's edit screen refreshing from the server's data is covered there. Queued.
With mimalloc's default 1 s purge delay the server held 26% and the client
37% more memory than with the system heap. Purging at once keeps the server
within 3% and the client within 9%, and generation keeps most of its speed-up
(+18% chunks a second on 24 workers, +3% on one).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
World generation, meshing and the tick allocate and free small blocks on
every worker at once, and the system heap serialised them: on Windows
RtlAllocateHeap/RtlFreeHeap were 16% of chunkgen_bench's CPU. mimalloc keeps
a heap per thread. release_free_memory also gives mimalloc's free pages back.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified by server-tick-1. Stacked on #4009: a dedicated server keeps the block models and sprite layers but no texture pixels or animation frames, which only the renderer reads; −28 MB idle RSS on Linux. dedicated_server passes locally; merge after #4009.
The End gateway's exact flag is `ExactTeleport` in TheEndGatewayBlockEntity's
NBT; `exact_teleport` was ignored, so the gateway searched for a landing and
left the guest away from the spawn platform. The guest's first exit from the
End then rolls the credits (ServerPlayer.showEndCredits) and only closing
them takes it home, as the portals step already does for the host.
Fixes#4145
Co-Authored-By: Claude Opus 5.5 <[email protected]>
creative.rs, with #3693's Saved Hotbars tab: Tab gains hotbar, set in Exported and Tab::header. Neither side's tab skip is kept: the hotbar tab now shows (#3693), and an empty category tab, the operator tab without permissions among them, is left out by its stacks after the permission filter (this branch), so the exporter's visible flag is no longer read.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Its late acceptance set the player's position back to the old level's
coordinates, so a trip that started right after a teleport waited forever for
chunks around the exit.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Each streaming worker keeps its generator's density scratch buffers and
lookup caches between jobs, megabytes per worker, for as long as the world
is open: about 51 MB on the Mac mini's dedicated server with nobody on. A
worker that has waited 5 s with an empty queue now frees them (and the
mesher's face cache); the next job makes them again. Results do not change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
game/server_packs.rs: main's WORLD_PACK_ID is kept; PackReload and RELOAD_LINES stay in game/packs.rs, where this branch moved them.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Without the teleport change_level used to send at once, moves the client had
sent from the old level were taken as positions in the new one, and the level
loaded its chunks there instead of around the exit.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A chunk's summary skipped blocks that neither draw solid nor collide as a
full block. Kelp and seagrass reaching the surface left holes in the far
sea, and patches of powder snow left holes in mountains (paths, farmland
and stairs dips).
- Blocks holding water that aren't kept (kelp, seagrass, bubble columns,
waterlogged ones) are drawn as water, so the water is one span.
- Powder snow, dirt paths, farmland, honey blocks and stairs are kept.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_012gFJzABp1uePB4gm32PuaC
🤖 Agent: Ludovic's AI agent (Claude), pr-triage-3. Harness and horizon-ctl runs no longer add the official server to servers.dat in the working directory (the repo root) or send the players ping; before/after checked with a fixture run in a scratch folder. Queued.
Read the player's minecraft:block_break_speed attribute and multiply the destroy speed by it in both the server mining tick and the client's destroy-progress prediction, matching Player.getDestroySpeed.
Fixes#4094.
The official server's servers.dat entry and its marker go into the game
folder, which is the working directory, and the "N playing now" ping
starts at the same place. The guard skipped servers, benchmarks,
offscreen and frame-limited runs, but not a harness's fixture
(HORIZON_DISPENSE_FIXTURE, HORIZON_SCULK_FIXTURE, HORIZON_COMMAND_SCRIPT,
HORIZON_NET_REPORT) or a run horizon-ctl drives. Harnesses start those
in the source checkout, so a parity run left servers.dat and
horizon_official_server.txt in the repo root and counted itself as a
player. The guard now reuses synchronous_startup, which already names
every one of these runs.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ServerAdvancements (the advancement packets a server sends) and the game
that runs the criteria each read and parsed every advancement file into a
tree of their own: 7 MB each, the same twice. Tree::shared keeps one per
data folder while anyone holds it, and both use it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
PathNavigation.moveTo trims the path first and refuses it when the trim
leaves no node. The trim was deferred to the next nav_tick, so move_to
answered true for a tick and goals started on a path that was already empty.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
🤖 Agent: Ludovic's AI agent (Claude), triage. Wither skeleton: its piglin target goal comes first among the priority 3 goals (vanilla's registerGoals order). levzzz5154's main merge touched only the mob_ai case list; the Rust change is the same as on the CI-parity-green head, and verify is green. Requeued.
🤖 Agent: Ludovic's AI agent (Claude), triage. Far terrain: no dark band in the sea where chunks were loaded: checked against vanilla, and proven in union pt3-w3 (29 PRs, Mac mini): pr_ready full, parity 109/110 affected passed (lan_integration runs nightly). Queued.
🤖 Agent: Ludovic's AI agent (Claude), triage. Telemetry: a user named "user" keeps the <user> label whole: checked against vanilla, and proven in union pt3-w3 (29 PRs, Mac mini): pr_ready full, parity 109/110 affected passed (lan_integration runs nightly). Queued.
🤖 Agent: Ludovic's AI agent (Claude), triage. Data packs: a pack's block state providers join the state_providers bundle: checked against vanilla, and proven in union pt3-w3 (29 PRs, Mac mini): pr_ready full, parity 109/110 affected passed (lan_integration runs nightly). Queued.
🤖 Agent: Ludovic's AI agent (Claude), triage. Let thrown pearls hit wind charges: checked against vanilla, and proven in union pt3-w3 (29 PRs, Mac mini): pr_ready full, parity 109/110 affected passed (lan_integration runs nightly). Queued.
🤖 Agent: WebAssembly removal 4/4 (docs), on #3353, merged up to date with main (roadmap: main's, with the native-mod wording reapplied; docs-only on top of the union proven in proven.txt). Merge after #3353; horizon-site#6 follows.
Main now builds a world's preset itself (2607d06f9): VanillaTerrain keeps
main's for_world/for_world_with signatures, this branch adds region_random
and spawn_generated beside them, and its tests call for_dimension without
the preset argument.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Ludovic's AI agent (Claude), triage. Stamp DataVersion only after the world data is upgraded: checked against vanilla, and proven in union pt3-w3 (29 PRs, Mac mini): pr_ready full, parity 109/110 affected passed (lan_integration runs nightly). Queued.
🤖 Agent: Ludovic's AI agent (Claude), triage. Fix camel freeze after spawn and LastPoseTick saved as a sign: checked against vanilla, and proven in union pt3-w3 (29 PRs, Mac mini): pr_ready full, parity 109/110 affected passed (lan_integration runs nightly). Queued.
canSpawnGolem (a dispenser's carved pumpkin) and the setBlock that places a
head ask before the head is there, with vanilla's base patterns (" ", "#",
"#") and ("~ ~", "###", "~#~"), whose head cell takes any block. #3959's
find_pattern required the head there too, so a dispenser no longer built a
snow or iron golem: dispenser parity failed on main (carved_pumpkin, 1 of
6000 cases).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Main's new code reads the world's tables (self.items(), world_stations!,
world_recipes!); main's new tests pass PackOverlay::NONE.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Vanilla loads entity sections on other threads, so on a loaded runner
400 ticks (~2 s) ran out before the chunks around the player were
entity-ticking: the oracle threw "entities around the player did not
load" and main's parity has failed on command_exec since 2026-10-29 22:05.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
main's feline_server_ai_step sets the cat's sprint and Mob::movement_speed
adds the +30% for it, so the cat arm of custom_server_ai_step, the sprint dust
draws and the speed_bonus arm (a second +30%) are dropped; the avoidance goal
order and the CatAvoidEntityGoal probe name stay.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Vanilla finds a portal's exit (the End platform, the Nether portal, the spawn
column after the End) before ServerPlayer.teleport sends the Respawn packet.
Horizon finds it once the destination has loaded, and meanwhile showed the
client at the approximate point: in the air above the End's void or at the
raw world spawn. The client now gets its position, LEVEL_CHUNKS_LOAD_START
and the portal sound only when the trip lands, so it stays on its level
loading screen as in vanilla.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: WebAssembly removal 3/4 (launcher: a WebAssembly mod needs a native port), on #3351; proven with #3351 and #3371 on union/wasm-removal (proven.txt). Launcher clippy and its 275 tests pass. Merge after #3351.
🤖 Agent: pr-triage-1 (Ludovic's AI agent, Claude), not Ludovic himself. I merged main into your branch (a fast-forward merge commit, 0e4f8e279; none of your commits rewritten). Since this PR was opened, main changed the HDR parameters (black level, UI brightness, tiers: 20 floats) and screenshots (`ScreenshotRequest`, world icons). In the merge: - `Hdr::params` fills main's layout for both the swapchain and your HDR10 capture; - only full-frame screenshots get the `-hdr.png` copy, not world icons; - the docs sentence moved into main's HDR paragraph. Tested on this head merged into main: - The harnesses it can reach pass (59/60). The one failure, `command_exec`'s `/data get` `custom_name`, comes from main. - fmt, clippy and the render tests pass. - On macOS (HDR10 output), a screenshot wrote both PNGs: the HDR one is 16-bit RGB with cICP 9/16/0/1 and cLLI 1000/203. Queued for merge.
🤖 Agent: Ludovic's AI agent (Claude), triage. Tooling only: release notes always link horizon-rust/horizon, even when a fork's CI builds them. verify is green. Queued.
The roadmap: main's (Now at most 8 items) with this layer's native-mod
wording reapplied; the WebAssembly runtime is removed, not being removed.
docs/README.md: main's data pack upgrade line kept.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The fixture's CATEGORY tab was empty, and an empty category tab is now
hidden (CreativeModeTab.shouldDisplay), so tab 0 was no longer the tab the
test selects. It now holds a stone stack.
Part of #3393.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
mobs/ai.rs: this branch's same_vehicle_push_tests and main's tests appended after it are both kept.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
handleRespawn gives the new LocalPlayer the server's portalCooldown, and the
client's setAsInsidePortal only restarts it while the player stands in the
arrival portal. Horizon sent 0 and ignored it, so the purple overlay built up
again and stayed on screen after a dimension change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Decoration, structure placement and live features each built their own
FeatureBlockBindings, binding every block and every block tag to its state
set: 5.5 MB each, the same three times. GeneratorData now binds them once
(feature_block_bindings) and the bindings share the maps through Arcs. Each
decorated region also cloned the whole tag map; it now shares it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The new fn sat between selection_after_removal's doc comment and that
function, so the comment documented the wrong one.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
Projectile::tick chose the water inertia (0.8) from the fluid of the block
at the projectile's feet, every tick including the first. Vanilla's
ThrowableProjectile.applyInertia and AbstractHurtingProjectile.applyInertia
read Entity.isInWater (wasTouchingWater), which the previous tick's
Entity.baseTick -> updateFluidInteraction set from the deflated bounding
box after the move (EntityFluidInteraction.update: some water surface at or
above the box's bottom), and which is still false on the first tick.
So a pearl thrown under water lost a fifth of its speed on the first tick
(it lands about 6.0 blocks away instead of 7.4), one skimming just above a
pool slowed as if under water, and one whose box dipped into the next
column's water did not slow at all.
The projectile now keeps touching_water from the box after each move
(ProjWorld reads it through MobWorld::fluids, the mobs' port of the same
test); llama spit, whose base tick runs before its move, tests its box at
the start of the tick. Client-side arrows test their box too.
Part of #3072.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Mobs spawned while the game runs (/summon, spawn eggs, spawners, natural
spawns, raids) go through the reduced spawning::finalize, which skipped
Mob.finalizeSpawn and WitherSkeleton.finalizeSpawn:
- no mob got the random_spawn_bonus follow range modifier, and none was
ever left-handed (vanilla: 5 percent);
- wither skeletons kept the default 2.0 attack damage instead of 4.0.
Move the Mob.finalizeSpawn body into finalize::mob_spawn, shared by the
worldgen Ctx::mob, the summoned iron golem and now the runtime finalize
(every mob but the cave spider, whose finalizeSpawn does not call super),
and set the wither skeleton's attack damage base to 4.0. A bred baby
(Animal.spawnChildFromBreeding: getBreedOffspring runs no finalizeSpawn)
drops the bonus and the left hand again, as it already drops the sound
variant.
Part of #2783.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A wolf's wet and shake state lived only in the server's ai_step, so a
client of a server (the default single player on its server thread, a
LAN guest) never saw a wolf darken in water or rain, nor shake dry.
Split Wolf.tick's wet and shaking part out so both sides run it: the
client knows on its own when the wolf is in water or rain (isWet), and
follows the server's entity events 8 (start shaking, broadcast by
Wolf.aiStep) and 56 (cancel, from Wolf.tick back in water or rain) in
Wolf.handleEntityEvent. The shake now starts and plays its sound in the
same tick as vanilla, and the splash offsets come from the wolf's random
on both sides, as Wolf.tick draws them.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
FlatLevelGeneratorSettings.adjustGenerationSettings decorates a flat
world with its biome's placed features when `features` is on and the
world isn't all air, or its biome is the_void. The Void preset (the_void,
features, one air layer) so places the_void's only feature,
void_start_platform: a 33x33 stone square with cobblestone at 8, -61, 8.
FlatTerrain placed only the layers, so players fell into the void.
Biomes now keep each biome's `features` by step, FlatTerrain works out
the adjusted list and places void_start_platform (the ported
VoidStartPlatformFeature) when it is there. The other features, lakes
and structures are still not placed (#2912).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
FirstPersonHandsAndItems.shouldInstantlyReplaceVisibleItem keeps the
visible item when it is the same ItemStack object, or one that
matchesIgnoringComponents (count, item and components, with damage
ignored). Horizon stood in for the object by the slot, so the off hand,
always the same slot, kept showing a stack of the same item that the
swap key had replaced, whatever its count (#2866).
A swap now marks both hands as holding new stacks: at once in the local
game, and on a server (the thread one included) when the slot updates
that answer SWAP_ITEM_WITH_OFFHAND arrive. Those hands then compare by
matchesIgnoringComponents until they show the held stack again.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
BlockEntityRenderer loaded occlusion.nbt and the render definitions a second
time and built its own FaceVisibility, whose shapes then computed their faces
again: 13.6 MB of face shapes, twice. It now takes a clone of the mesh
tables' visibility, which shares the shapes and their cached faces.
Probes and tests that load the renderer alone still load their own.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
wgpu hides every adapter whose driver reports Vulkan conformance version 0
unless `ALLOW_UNDERLYING_NONCOMPLIANT_ADAPTER` is set, and Mesa reports
0.0.0.0 for hasvk, which drives Ivy Bridge and Haswell. Such a GPU is told
it has no driver while Vulkan runs, and the only escape was the player's
environment variable.
`open_device` now asks a backend that offered no adapter at all a second
time with those adapters shown, and says in the log which adapter it took.
Every machine where a backend already gives an adapter is untouched.
Fixes#4059
CampfireBlock.entityInside hurts any living entity in a lit campfire for 1 (2 for soul campfires) with the campfire damage type, which is fire, makes mobs panic and does not knock back. Mobs ignored campfires entirely.
Game::glint() and glint_ticks() read the clock and looked glintSpeed and
glintStrength up by name (a linear scan of the options table) for every
item submitted, so a frame with thousands of dropped items read the clock
thousands of times. Vanilla snapshots the options once per frame
(GameRenderer.extract -> extractOptions into OptionsRenderState) and
TextureTransform.setupGlintTexturing reads Util.getMillis() once per glint
render-type batch. Capture a GlintFrame at the start of each render() and
let world items, armour, held items and GUI items read it.
Fixes#3183
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Entity.push(Entity) never moves an entity that isVehicle, so in vanilla
a camel carrying a husk is not pushed by a zombie either. The test now
checks only that the camel still pushes the zombie.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Seed the existing bounded request path with planned retiring leaves still missing saved detail, so full-detail geometry can retire after its replacement is ready.
Fixes#4039
Co-Authored-By: Codex (GPT-6) <[email protected]>
The Operator Items Tab option was greyed out and nothing read it: the
creative export was built without permissions, so the operator tab had no
stacks and was dropped.
VanillaCreativeTabsExporter now builds the tabs with permissions and marks
the stacks only that build lists (permissions_only). Creative keeps every
exported stack and rebuilds its tabs and search tab for hasPermissions
(canUseGameMasterBlocks and the option), as CreativeModeInventoryScreen
does on opening and in containerTick (tryRefreshInvalidatedTabs): a
selected operator tab left empty gives way to the default tab. The option
is switchable again. test_creative_parity.py runs with and without
permissions.
Part of #3393.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
KnockbackClient records the push each ClientboundExplodePacket carries;
two cases put Bob in creative two blocks from an end crystal he hits and
from primed TNT.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ServerExplosion.hurtEntities puts each pushed player in hitPlayers and
ServerLevel.explode sends them that push in ClientboundExplodePacket. Horizon
pushed the server's copy only and sent it to the client with a hurt's motion
packet, which a creative player never gets: a crystal they hit left them
standing, and TNT replaced their motion with the server copy's. The pushes
now go in the explosion packet (deferred with it in a guest's turn), except
for a hurt player, whose motion packet already carries the push.
Fixes#2755 (its survival part was fixed by #2730).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Hdr::params now fills main's 20-float layout for both the swapchain and the
HDR10 capture; the capture keeps its own pipeline and parameters. Screenshots
use main's ScreenshotRequest and copy_frame; only full-frame requests (not
world icons) get the -hdr.png copy.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A row or tab that isn't hovered no longer builds its (invisible) hover plate, and plate::cut
paints its rectangles in one canvas instead of a div each: the sidebar and the top bar redraw
on every sky frame, so they cost a few elements instead of hundreds.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Entity.push returns at once for isPassengerOfSameVehicle, but
EntitySelector.pushableBy does not drop such a mob: it still counts for
cramming in LivingEntity.pushEntities, and Warden.doPush still runs for
it before Entity.push. push_entities now skips only the push itself.
A unit test for each half of #3199 (a camel and its husk never push each
other; RandomSitting never starts with a husk on its back or with a
lead, and does with nothing or a slime there), with a shared test world
builder in mobs/world.rs.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
LivingEntity.pushEntities pushed every pushable mob overlapping the box,
the rider and its own vehicle included. A husk sits half a block toward
the camel's front (Camel.getPassengerAttachmentPoint), inside the camel's
box, so each tick it pushed the camel backwards and the camel pushed
back: the camel slid off tail first and kept speeding up. Entity.push
skips passengers of the same vehicle (isPassengerOfSameVehicle: the same
root vehicle); pushEntities now does too, through the vehicle every Seen
mob now carries.
CamelAi.RandomSitting also checked only for a player on the camel's back.
Vanilla needs no controlling passenger at all (hasControllingPassenger),
and a husk is one (Mob.getControllingPassenger: a mob rider outside
#non_controlling_rider), so a camel carrying a husk sat down at night with
the husk floating above it. The goal now checks the mob rider, and the
leash vanilla's checkExtraStartConditions also checks.
Fixes#3199
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ClientboundPlayerLookAtPacket was decoded as an unknown packet, so
`/teleport ... facing` and `/rotate ... facing` on a server never turned
the camera. Decode it and port ClientPacketListener.handleLookAt:
Entity.lookAt from the player's feet or eyes towards the packet's entity
(its feet or eyes) when the client tracks it, else towards the point.
Part of #3518.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Rx5M6NS763D2WVnb2HmcTH
A dedicated server loads the block models and the sprites' layers, as before,
but no longer lays out the texture array's pixels or the animations' frames:
nothing draws them. The integrated server shares the window's resources and
is unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The server's copy of a player never ran LivingEntity.refreshDirtyAttributes,
so after /attribute ... minecraft:scale it kept the old 0.6 x 1.8 box until
the pose changed: a small player was sent back from every wall they walked
along and suffocated next to one. guest_server_tick now runs aiStep's spin
countdown, refreshDirtyAttributes (onAttributeUpdated(SCALE) ->
refreshDimensions) and updatePlayerPose in vanilla's order, and in_wall
takes the eye box from the body's width (Entity.isInWall, width * 0.8)
instead of a fixed 0.48.
Part of #3684.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Entity.isInvisible reads shared flag 5, which a server sets with the
Invisibility effect or alone through Player.setInvisible, as pose plugins
(GSit's lay, crawl, spin) do to hide the real body under the pose. The client
read the flag for other entities only and hid its own body, cape, first-person
arm and name tag (and thinned its effect swirls) only for the effect, so the
real body showed under the pose.
Keep the own flag from SetEntityData (reset on login and on a respawn without
KEEP_ENTITY_DATA) and use it with the effect wherever the own player's
isInvisible is asked.
Fixes#3788
Co-Authored-By: Claude Opus 5.5 <[email protected]>
shell.rs draws the frame's parts: the sidebar's translucent plate from the window's top to its
bottom (wordmark, instances, servers, links, version), rows and tabs on pixel-cut plates when
selected and eased in at half opacity when hovered, the account chip with the signed-in
account's face. The top bar sits over the pages only, without a plate. Java instances say
their version and loader in the sidebar and get no preparing state. hover_layer's easing is
now hover_fade, for layers of any shape; blocks::side_item is gone.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The one intended difference from vanilla's server (MinecraftServer.getServerModName):
the harness checks Horizon sends brand=horizon, then compares the rest as before.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Player.itemAttackInteraction ran only for a mob victim, so smashing a
player never stopped the fall, never fired the Wind Burst explosion on the
attacker and never wore the weapon.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Opening a world fullscreen could crash ~8s into the loading screen (#3866).
Two faults stacked up:
- draw_frame answered CurrentSurfaceTexture::Validation with Err on every
frame; the loading screen runs ControlFlow::Poll, so the warn ran ~16k
times a second (130k log lines in the report) while nothing recovered.
- SpriteAnimator::new asked the animated sprites pipeline for its bind
group layout after the error scopes in pipeline() had been popped. A
device lost during that window makes create_compute_pipeline return a
silent invalid placeholder (device-lost errors bypass the scopes), so
the scopes saw nothing, and the out-of-scope get_bind_group_layout then
hit wgpu's uncaptured-error path and panicked. pipeline() now returns
the layout queried while the scopes are open, where a validation error
is caught and the CPU path takes over, as it already does for drivers
without working compute shaders.
Validation on acquire now gets the swapchain a fresh configuration like
Outdated does, then reattaches the window like Lost does once that has
not helped, and a frame is skipped (Ok(false)) instead of failed; the
counter resets on the next acquired frame.
Fixes#3866
Co-Authored-By: Claude <[email protected]>
FallingBlockEntity.tick runs Entity.applyEffectsFromBlocks after its move,
and BubbleColumnBlock.entityInside lifts or drags it like any other entity
(Entity.handleOnAboveBubbleColumn / handleOnInsideBubbleColumn). Horizon's
fall_step only looked for cobwebs on the path, so sand dropped into a soul
sand column sank to the bottom.
The cobweb sweep now visits each block checkInsideBlocks reaches once, with
vanilla's intersects flag (every block of a move a block or longer, else
only those the box ends in), and a bubble column there pushes the block and
resets its fall below the surface. The bubble column lookup and push are
split out of bubble_column_push so items and mobs share them. Velocity is
zeroed on collided axes before the effects, as Entity.move does.
Part of #3393
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A dedicated server draws nothing, yet it built the full HUD atlas (GUI,
particles, maps, skins) and the title panorama. The integrated server's
game already holds only the font, which books and chat measure with, and a
one-pixel panorama; both now come from UiResources::server, and the
dedicated server's synchronous load uses it too.
Idle, fresh world, 3 interleaved runs: RSS 836/836/841 -> 771/792/765 MB,
ready 5.05 -> 4.32 s (median).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Generated worlds saved impossible block light at chunk borders: an air
block at 0 beside one at 6 (#2786). A column is lit from the blocks of
its whole 3x3, so it holds light from a neighbour whose own light job
has not landed yet. An edit in it then runs the incremental relight,
which reads only lit columns: its darkening removes that neighbour's
light and nothing can put it back, and the neighbour's job landing
does not relight the column. The stale border stays, and is saved.
Columns whose light an edit (or a replayed edit) changed beside a
loaded, unlit column now get a full light job, as vanilla's light
engine, with one light storage for every chunk, never loses it.
Fixes#2786
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Minecraft.tick picks the crosshair's hitResult once, before
handleKeybinds, and startAttack, startUseItem, continueAttack and
pickBlockOrEntity all read that one result. Horizon re-picked for every
click, so after a creative START predicted the break, the use in the
same tick aimed past the broken block (at nothing, or the block behind).
InteractionInput::tick now pins the tick's hit result around the clicks.
The server also deferred a creative START to its guest tick, after the
UseItemOn that followed it in the same batch, which then placed against
the old block before it broke. ServerPlayerGameMode.handleBlockBreakAction
destroys at once for an instabuild player (destroyAndAck "creative
destroy"); the host now does too.
Fixes#3006
Co-Authored-By: Claude Opus 5.5 <[email protected]>
FishingHook.tick runs on a client, easing towards the last update while it
flies, floats and rides what it hooked. Horizon only eased towards the
updates, which come every five ticks, so the bobber stood still for two
ticks of five and jumped.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Uploads staged every write through wgpu's StagingBelt, which gives a write
larger than its chunk a buffer of exactly that size, keeps it for good and
only reuses it for writes that fit. The entity batch outgrows the 1 MiB chunk
with a few hundred mobs and grows a little each tick while more appear, so
every tick took a new buffer: about 1 GB more per hundred mobs past ~750,
never given back, until the game was killed (#2826).
Writes larger than the chunk now take a power-of-two slice and copy only
their bytes, so the buffers the belt keeps are reused: one per doubling.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
CushionItem.useOn returns SUCCESS, so the hand swings: place_cushion now
swings, and a client of a server predicts the same SUCCESS once
Cushion.canBePlacedAt holds (the placement checks are split out as
cushion_spawn for both). Cushion.interact sits the player down through
Entity.startRiding, which first stops riding the current vehicle, so a
player on one cushion moves to another instead of being refused.
LivingEntity.stopRiding off a cushion now plays the get-up sound and
puts the rider beside it (shared with getting up on sneak).
Fixes#3117
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The pack screen, F3+T and options-set staged the whole reload (overlay
root, models, atlas, pack tables, mip chains) on the render thread, so a
large pack froze the window for seconds. They now run it on a worker under
the progress overlay, as server packs already did (Minecraft.
reloadResourcePacks under a LoadingOverlay); a reload asked for while one
runs waits for it (pendingReload).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Breeding spawns the baby through spawning::finalize, which now gives a fox a mouth item and a goat a lost horn and a random screaming roll; Fox.getBreedOffspring and Goat.getBreedOffspring run no finalizeSpawn (Fox.java, Goat.java). The baby fox is emptied, the baby goat keeps both horns and gets a parent's screaming or one chance in fifty.
T and / always opened the chat with the caller's text. ChatComponent.createScreen (ChatComponent.java:442) restores the saved draft, and ChatScreen.removed (ChatScreen.java) keeps it on Escape when Save Chat Drafts is on.
A dedicated server never kicked a spamming guest: chat-spam-threshold-seconds and command-spam-threshold-seconds were read but unused. Vanilla adds 20 per message or command, decays one a tick and disconnects over the threshold with disconnect.spam, except for operators (ServerGamePacketListenerImpl.detectRateSpam, TickThrottler.java:23).
A save's resourcepacks/resources.zip was never loaded, so its textures were missing. Vanilla WorldOpenFlows.loadBundledResourcePack pushes it as a local pack (ServerPackManager.pushLocalPack, ServerPackManager.java:61) before the world connects.
Player and disguised chat showed at once, so Chat Delay was ignored. ChatListener.handleMessage, tick and flushQueue (ChatListener.java:75-120) queue the lines and show one per delay.
The wheel over an option button only scrolled the list. CycleButton.mouseScrolled (CycleButton.java:115) cycles its value, up going back, and the list does not move.
Entity event 55 was ignored, so another player's main and off hand kept their items after a swap on the server; vanilla LivingEntity.handleEntityEvent calls swapHandItems (LivingEntity.java).
Only structure mobs ran Fox.populateDefaultEquipmentSlots, so a fox from a natural or spawner spawn never held an emerald, egg, rabbit foot or the like (Fox.java).
Only structure mobs and the probe ran Goat.finalizeSpawn, so a goat from a natural or spawner spawn never screamed, lost a horn or had its ram cooldowns (Goat.java, GoatAi.initMemories).
HurtByTargetGoal.alertOthers called every nearby wolf, including other owners' and the attacker's own tamed pets; vanilla checks TamableAnimal.getOwner and considersEntityAsAlly (HurtByTargetGoal.java, TamableAnimal.java).
A tamed skeleton horse obeyed its rider without a saddle; AbstractHorse.getControllingPassenger (AbstractHorse.java) needs the saddle, and SkeletonTrapGoal only tames the trap horse.
A splashed water bottle did nothing to axolotls; AbstractThrownPotion.affectEntitiesAround (AbstractThrownPotion.java) rehydrates each axolotl in the box, adding 1800 air up to the maximum.
A landing horse played the generic fall sound and no thud; AbstractHorse.causeFallDamage (AbstractHorse.java) plays entity.horse.land (baby variant for babies) at 0.4 for falls over one block.
A bee in the air never gave off its flap vibration, so sculk sensors never heard it; Entity.processFlappingMovement with Bee.isFlapping (Bee.java) emits minecraft:flap.
Axolotl.getBreedOffspring took the first parent's colour, never blue and never persistent; vanilla rolls one in 1200 for blue, else picks either parent and sets the baby persistent (Axolotl.java).
A saved mannequin lost its profile, so after a reload it wore the default skin. Vanilla saves and reads it as ResolvableProfile (Mannequin.addAdditionalSaveData / readAdditionalSaveData, Mannequin.java:126 and :144).
A blast never reached item frames, so they stayed up and kept their item. Vanilla kills a non-fixed frame in reach and drops it with its item (BlockAttachedEntity.hurtServer, ServerExplosion.hurtEntities; ItemFrame.java:173).
A guest who toggled the hat skin layer was not announced: vanilla sends UPDATE_HAT to all players in handleClientInformation (ServerGamePacketListenerImpl.java:2180), and the join entry now carries the hat state too.
Ravagers only broke leaves, so crops in their path survived; CropBlock.entityInside (CropBlock.java:153) destroys a crop a ravager's box enters when mobGriefing is on.
Picking up an item the player threw never granted thrown_item_picked_up_by_player, so You've Got a Friend in Me was unreachable; ServerPlayer.onItemPickup (ServerPlayer.java:2324) fires it with the stack left after the take.
A piglin taking gold you threw never granted thrown_item_picked_up_by_entity, so Oh Shiny stayed locked; LivingEntity.onItemPickup (LivingEntity.java:3429) fires it for the taker, before the stack is split.
Walking ignored live shulkers, so the player passed through them; Shulker.canBeCollidedWith (Shulker.java:487) returns isAlive and Entity.canCollideWith uses it.
The integrated host ignored entityDistanceScaling, so guests saw entities at the default range; IntegratedServer.getScaledTrackingDistance (IntegratedServer.java:451) scales each tracking range by it.
A guest in spectator mode sent no invisible flag, so others saw a full model; ServerPlayer.updateInvisibilityStatus (ServerPlayer.java:2054) sets it for every spectator.
A straw bed stayed in place after its sleeper woke up, but the Overworld's straw_bed_rule has destroy_on_leave, so vanilla breaks it (AbstractBedBlock.java:119 onStopSleeping, StrawBedBlock.java destroyBed).
MinecraftServer.enforceGameTypeForPlayers sets every player to the server mode when it is forced; guests already online kept their own mode and only got the default at join (MinecraftServer.java:1412).
MinecraftServer.setDifficulty sends ChangeDifficulty to every player; /difficulty changed only the host, so guests kept the old difficulty until they rejoined (MinecraftServer.java:1307).
A mooshroom calf took its first parent's colour every time; MushroomCow.getOffspringVariant gives either parent's colour, and the other one 1 in 1024 times when both match (MushroomCow.java:275).
MushroomCow.addAdditionalSaveData and readAdditionalSaveData store the colour as Type; only foxes wrote it, so a brown mooshroom reloaded red (MushroomCow.java:214, :221).
EquipmentLayerRenderer.renderLayers draws every layer of an equipment asset; only layer 0 was loaded, so leather armour lost its overlay layer (leather.json, EquipmentLayerRenderer.java:51).
The window and LAN guests are clients of the server thread, so the arrow
effects added for Arrow.tick, Arrow.handleEntityEvent and ArrowModel.setupAnim
never reached them: the server's arrow drew its particles into a world nobody
sees, and a client's copy of an arrow never held a shake timer.
The server no longer draws or randomises Arrow.makeParticle (it is the
client's `Level.isClientSide` branch). It sends Arrow.ID_EFFECT_COLOR with a
tipped arrow's entity data and entity event 0 when the arrow has been stuck
for 600 ticks. A client ticks the particles itself (two in flight, one every
fifth tick in a block, the client's own random) and bursts twenty on event 0.
A client's arrow now starts its shake when it lands (AbstractArrow
.onSyncedDataUpdated) and runs it down each tick, so the roll shows.
A tipped arrow left stuck for 600 ticks kept its potion and never burst. Vanilla Arrow.tick sends entity event 0 (20 particles in the potion colour) and sets a plain arrow as the pickup item.
Tipped arrows left no entity-effect particles in flight or stuck in a block. Vanilla Arrow.tick and Arrow.makeParticle draw two per tick in flight and one every fifth tick in the ground (Arrow.java).
Only chests and banners showed the breaking overlay. Vanilla SkullBlockRenderer, ShulkerBoxRenderer, BellRenderer, LecternRenderer and CopperGolemStatueBlockRenderer submit their models for crumbling too.
Taking an item an entity threw never fired thrown_item_picked_up_by_player and allay deliveries had no thrower. Vanilla ServerPlayer.onItemPickup and BehaviorUtils.throwItem (PickedUpItemTrigger) do both.
A stuck arrow kept a fixed model pose; vanilla ArrowModel.setupAnim (ArrowRenderer) rolls the root by -sin(shake*3)*shake degrees while shakeTime lasts.
With forgive_dead_players on, wolves, bees, polar bears and other neutral mobs kept their anger after the player died. ServerPlayer.tellNeutralMobsThatIDied (ServerPlayer.java:991) makes mobs within 32 by 10 blocks run NeutralMob.playerDied, which stops the anger at that player (NeutralMob.java:122).
A bred baby goat started without ram or long jump cooldowns and was never screaming. Goat.getBreedOffspring (Goat.java:152) runs GoatAi.initMemories, then takes screaming from a random parent or rolls 2 percent.
Turtles used the generic fluid travel in water (0.02 speed, 0.8 drag). Turtle.travelInWater (Turtle.java:266) moves at 0.1 with 0.9 drag and sinks slowly unless it has a target or is going home near its home.
Mobs stuck in powder snow never jumped out: the goal was missing from their registrations. Vanilla ClimbOnTopOfPowderSnowGoal jumps when the block above is powder snow or open (ClimbOnTopOfPowderSnowGoal.java:23).
A projectile striking an amethyst block played nothing; vanilla plays block.amethyst_block.chime at the block with a random pitch (AmethystBlock.java:18).
A sheared bogged kept its mushrooms on the head. BoggedModel.setupAnim (BoggedModel.java:62) sets the mushrooms part visible only while the bogged is not sheared.
Clicking styled text in a dialog message or item description did nothing. DialogBodyHandlers.java:54 and :108 run the text's click event through DialogScreen.runAction.
A saddled horse with no rider drew its left and right saddle lines. EquineSaddleModel.setupAnim (EquineSaddleModel.java:64) shows the riding parts only while the horse is ridden.
The downgrade check compared Data.DataVersion; vanilla LevelVersion.parse takes Version.Id (no Version reads as 0, no Id as the current one) and names a Version without a Name as the current version. Both world checks now share that reading, and the play doc lists the new outcomes.
The dispenser paths for spawn eggs and armor stands skipped the stack's custom name that the hand-placed paths now apply. Entity.applyImplicitComponents (Entity.java:4281) names the entity on every spawn from an item.
Horizon opened a newer world without asking. WorldOpenFlows.openWorldCheckVersionCompatibility (WorldOpenFlows.java:352) asks for a backup first, with the red downgrade question (BackupStatus.DOWNGRADE in LevelSummary.java).
A renamed armor stand item placed an unnamed stand. EntityType.createDefaultStackConfig (EntityType.java:171) applies the stack's components, custom name included, through Entity.applyImplicitComponents (Entity.java:4281).
Horizon opened a world from another version series without a check. WorldOpenFlows.openWorldCheckVersionCompatibility (WorldOpenFlows.java:352) shows the red Incompatible version AlertScreen and keeps the world closed.
Piglins took the nearest wanted item within 9 blocks even behind a wall. NearestItemSensor.doTick (NearestItemSensor.java:24) takes the nearest visible one within 32, then GoToWantedItem walks to it within 9 (PiglinAi).
Mobs fell through honey blocks; only the player slid. HoneyBlock.entityInside (HoneyBlock.java:75) slows any living entity beside the block, with the slide sound and the entity event 53 particles.
An allay walked to a matching item behind a wall. NearestItemSensor.doTick (NearestItemSensor.java:24) keeps only items the mob has a line of sight to.
The world list showed a world open in another instance as an ordinary world. DirectoryLock.isLocked (DirectoryLock.java:66) and LevelSummary.createInfo (LevelSummary.java:154) show it as Locked in red and it cannot be joined.
Pick block on a piston head gave nothing, since the head has no item form. PistonHeadBlock.getCloneItemStack (PistonHeadBlock.java:116) gives a sticky or plain piston by the head's type.
A spawn egg renamed in an anvil spawned an unnamed mob; the stack's custom name was never applied. Entity.applyImplicitComponents (Entity.java:4281) sets the custom name from the item on spawn.
Selectors parsed the rotation ranges but never filtered on them, so @e[y_rotation=...] matched regardless of facing. EntitySelectorParser.createRotationPredicate (EntitySelectorParser.java:188) checks the wrapped pitch and yaw.
Allay items were placed with the humanoid hand offset; AllayModel.translateToHand (AllayModel.java:120) uses the body, the right arm's pitch, a 0.7 scale and a shift.
A double click on a book page only moved the caret, so no word was selected. Vanilla MultiLineEditBox.onClick and MultilineTextField.selectWordAtCursor (MultiLineEditBox.java:89, MultilineTextField.java:184) select the word before the cursor.
The wheel only scrolled the list there, and Ctrl was ignored. VideoSettingsScreen.mouseScrolled (File.java:263) steps guiScale by one and resets the list to the top instead.
Enter and Space on a selected world did nothing, so keyboard players could not join from the list; vanilla WorldListEntry.keyPressed joins on selection keys (WorldSelectionList.java:602).
Enter did nothing on Direct Connection; vanilla DirectJoinServerScreen.keyPressed selects the server when the Join button is active (DirectJoinServerScreen.java:32).
Enter only confirmed a world rename, so it did nothing on Create New World; vanilla CreateWorldScreen.keyPressed calls onCreate on confirmation (CreateWorldScreen.java:360).
Hovering a ghost ingredient or result in a crafting grid or furnace showed nothing; vanilla GhostSlots.extractTooltip shows the ghost item for the hovered slot (GhostSlots.java:65).
Hovering an item icon in the Items tab showed nothing; vanilla ItemRowWidget.extractTooltip draws the item tooltip at the slot's corner (StatsScreen.java:512).
Dolphins ignored guardians and took their hits as attacks; Dolphin.registerGoals (Dolphin.java:158) adds AvoidEntity for Guardian and HurtByTargetGoal ignoring Guardian.
A dried ghast filled with water made no place-in-water sound. Vanilla DriedGhastBlock.placeLiquid (DriedGhastBlock.java:174) plays DRIED_GHAST_PLACE_IN_WATER after scheduling the fluid tick.
A boat passing over a lily pad left it in place. Vanilla LilyPadBlock.entityInside (LilyPadBlock.java:27) destroys the pad with its drops for an AbstractBoat on a server level.
In single player the server side skips the wick smoke, so the client draws it itself, as CandleBlock.useItemOn does on the client (AbstractCandleBlock.extinguish).
The block item in a copper golem's antenna slot was never drawn. BlockDecorationLayer.submit (BlockDecorationLayer.java:33) draws it at CopperGolemModel.applyBlockOnAntennaTransform (CopperGolemModel.java:311).
A note block with a player head on top always clicked, ignoring the head's note sound. NoteBlock.getCustomSoundId (NoteBlock.java:167) takes the sound from the skull above; no skull or sound means silence.
A drinking witch's potion was drawn in the hand with no potion contents. WitchItemLayer.applyTranslation (WitchItemLayer.java:17) holds the potion at the nose as a potion item.
An empty hand on a lit candle did nothing; only arrows lit them. CandleBlock.useItemOn (CandleBlock.java:75) calls AbstractCandleBlock.extinguish: unlit, wick smoke, candle extinguish sound, block_change.
item replace/fill/override accepted counts up to 99 above an item's max stack. ItemInput.createItemStack (ItemInput.java:21) throws arguments.item.overstacked instead.
Hovering a show_entity chat part showed nothing. With advancedItemTooltips on, vanilla lists the name, the entity type and the UUID (GuiGraphicsExtractor.componentHoverEffect; HoverEvent.java:84).
A spyglass in use was drawn in the hand, not at the eye. PlayerItemInHandLayer.renderItemHeldToEye (PlayerItemInHandLayer.java:40) clamps the head pitch to -30 to 90 degrees and holds the item on the head.
Zombie, skeleton, creeper and player heads in a mob's head slot were not drawn. CustomHeadLayer.submit (CustomHeadLayer.java:44) puts the skull model on the head, and resolveSkullRenderType (CustomHeadLayer.java:69) takes a player head's skin from its profile.
A brush in use was held still. FirstPersonHandsAndItemsRenderer.applyBrushTransform (FirstPersonHandsAndItemsRenderer.java:286) swings it back and forth over the use.
Hovering a chat part with an insertion never asked for the pointing hand; vanilla requests it in ChatComponent.java:672 when Shift is held (ChatScreen passes insertionClickMode).
A stand broken by a creative hand or the second hit made no plank particles; ArmorStand.showBreakingParticles sends ten oak plank block particles from the box (ArmorStand.java:369).
Spell particles stayed visible in the spyglass view; SpellParticle.isCloseToScopingPlayer sets their alpha to 0 within 3 blocks of the eye in first person while isScoping (SpellParticle.java).
A sheep named jeb_ kept its dyed colour; SheepRenderState.getWoolColor fades it through ColorLerper.getLerpedColor(SHEEP) (SheepRenderer.java, MobRenderer.checkMagicName).
Switching a lever on showed no dust puff at the lever. LeverBlock.useWithoutItem (LeverBlock.java:56) calls makeParticle at full scale on the clicking client when the lever ends up powered.
Hitting, stepping on or right-clicking a redstone ore lit it with no particles. RedStoneOreBlock.interact (RedStoneOreBlock.java:61) calls spawnParticles each time, lit or not.
Pick-block on a light gave a level 0 light. LightBlock.getCloneItemStack and setLightOnStack (LightBlock.java:100,104) put the level into the item's block state.
Placing a dried ghast was silent. DriedGhastBlock.setPlacedBy (DriedGhastBlock.java:189) plays block.dried_ghast.place, or place_in_water when waterlogged.
Mining a stack of 2 to 4 turtle eggs removed the whole stack; TurtleEggBlock.playerDestroy (TurtleEggBlock.java:138, decreaseEggs) plays the break and keeps the rest.
Right-clicking the side of a wall hanging sign with a hanging sign opened the sign instead of chaining. WallHangingSignBlock.useItemOn passes the use on when the hit is not on the editable faces (WallHangingSignBlock.java:53).
A thrown trident faster than 0.6 that stuck in pointed dripstone left it standing. SpeleothemBlock.onProjectileHit destroys it, reading the deltaMovement from before the hit (SpeleothemBlock.java:181, AbstractArrow.onHitBlock).
Only the local player got the connection particles from a vault, so guests connected to it saw none. VaultBlockEntity.Client.emitConnectionParticlesForNearbyPlayers loops over every connected player (VaultBlockEntity.java:172).
Middle-click on a statue gave it standing, whatever its pose. CopperGolemStatueBlock.getCloneItemStack sets the block_state component to the pose (CopperGolemStatueBlockEntity.getItem, CopperGolemStatueBlock.java:134).
Middle-click on a decorated pot gave an empty pot. DecoratedPotBlock.getCloneItemStack returns createDecoratedPotInstance(decorations), so the sherds come with the pick; the pot's item only comes with include_data (DecoratedPotBlock.java:211).
A wind charge burst that reached a bell sent a use on its top face, which the bell rejected, so it stayed silent. BellBlock.onExplosionHit calls attemptToRing with no direction, so the bell rings on its facing (BellBlock.java:197).
Middle-click on a flower pot with a plant gave an empty pot. FlowerPotBlock.getCloneItemStack returns new ItemStack(potted) when the pot is not empty (FlowerPotBlock.java:115).
A non-uprooted creaking heart with pale oak logs on six sides never made its idle creak; CreakingHeartBlock.animateTick (CreakingHeartBlock.java:65) plays it 1 time in 16 while CREAKING_ACTIVE is on.
A right-click with an empty hand on the lit candle of a candle cake did nothing. CandleCakeBlock.useItemOn extinguishes it when the hit is above half a block, with the extinguish sound and a block change event.
The rocket of a gliding player started at the player's feet; vanilla offsets it 0.5 block toward the hand holding it (Entity.java:2688 getHandHoldingItemAngle, FireworkRocketEntity.java:138).
Fox.addAdditionalSaveData writes Sleeping, Sitting and Crouching from its flags and Fox.readAdditionalSaveData reads them back; a reload no longer wakes a sleeping fox (Fox.java:445). Trusted players are still not ported.
AbstractNautilus.checkRestriction sets the home at the nautilus with getNautilusRestrictionRadius (32, or 16 for a baby or saddled one) when it is not leashed or ridden (AbstractNautilus.java:237, :241).
Sheep.handleEntityEvent(10) sets eatAnimationTick to 40 and EatBlockGoal.start broadcasts event 10 (Sheep.java:119, EatBlockGoal.java:40); the server now sends it and clients start and count down the eating head.
A baby took one parent's colour by a coin flip; DyeColor.getMixedColor mixes them with the two-dye crafting recipe, else picks one (Sheep.java:281, Wolf.java:608, Cat.java:383).
Turtles in water or babies played the land ambient; Turtle.getAmbientSound plays TURTLE_AMBIENT_LAND only on land and grown up, else Mob's silent default (Turtle.java:176).
A zoglin with an attack target grunted its ambient instead of entity.zoglin.angry; Zoglin.getAmbientSound picks ZOGLIN_ANGRY when ATTACK_TARGET is set (Zoglin.java:286).
Zombies, husks and zombie villagers wandered with the plain stroll only. Vanilla Zombie.addBehaviourGoals adds MoveThroughVillageGoal(1.0, onlyAtNight, 4, canBreakDoors) at priority 6 (MoveThroughVillageGoal.java): within 6 sections of a village, pick the land spot (15, 7) whose nearest taken, unvisited village POI is closest, path to that POI (or ten blocks toward it, or only as far as a wooden door), and remember the 16 last POIs reached. The weighted land position now also honours a restricted home like vanilla's LandRandomPos.getPos.
Clicking a sign with a run_command in its text did nothing. SignBlock.useWithoutItem and useItemOn call SignBlockEntity.executeClickCommandsIfPresent (SignBlockEntity.java:182): each line of the side the player faces runs its run_command (as the player, from the block centre, permission level 2, no output: createCommandSourceStack with CommandSource.NULL), opens its show_dialog or logs its custom action, but only when the sign has allow_op_features; otherwise the action bar says click actions are disabled. A waxed sign still plays its failed-interaction sound, and a sign that ran one does not open the editor.
Golems strolled anywhere at 0.6 (the plain stroll) and never went home. Vanilla IronGolem.registerGoals (IronGolem.java:68) adds MoveBackToVillageGoal at priority 2 (a stroll every 10 ticks, toward the section within 2 closest to a village, only outside the village) and GolemRandomStrollInVillageGoal at 4 (every 240 ticks: 3 in 10 anywhere, else toward a villager who wants a golem or a taken POI in a village section, from the level's random). Both are RandomStrollGoal subclasses, so Stroll takes an overriding spot picker and canUse test; the village sections and POI tickets come from the villager brain's helpers.
A hanging sign used on another hanging sign always chained below it, even when the aimed sign had a run_command to run. SignBlockEntity.canExecuteClickCommands (SignBlockEntity.java:178) is a waxed sign whose facing side has one, and CeilingHangingSignBlock and WallHangingSignBlock shouldTryToChainAnotherHangingSign pass only without it. The game now asks the sign, and hands the answer to the wall hanging sign check through PlayerContext.
A piglin that charged with a spear stayed on its target. SpearRetreat starts on the RETREAT status with a target, a spear and no item in use when LandRandomPos.getPosAway finds a spot 9 to 11 blocks away (checkExtraStartConditions), remembers it as SPEAR_FLEEING_POSITION, walks there for up to 100 ticks while looking at the target, and ends by erasing the status so the next approach starts (SpearRetreat.java).
A charging piglin stood still. SpearAttack.tick moves it every tick: run at the target (SpearAttack.java), and within 2 blocks of it or at the end of the path pick a spot 6 to 7 blocks past it (LandRandomPos.getPosAway, 2 more blocks on a mount) to run to, erasing it at the end of the path so it runs at the target again, until SPEAR_ENGAGE_TIME ends.
After closing in, a piglin with a golden spear never lowered it to attack. SpearAttack starts on the CHARGING status with a target, a spear and no item in use: it becomes aggressive, sets SPEAR_ENGAGE_TIME to the weapon's use time (KineticWeapon.computeDamageUseDuration), erases SPEAR_CHARGE_POSITION and starts using the spear (SpearAttack.start); the charge counts down while it looks at the target and ends in the RETREAT status (SpearAttack.java).
A piglin holding a golden spear (about 1 in 20 adults) walked up and meleed. PiglinAi.initFightActivity puts SpearApproach before the melee behaviour: with a target, a spear and no item in use, and no SPEAR_STATUS yet (checkExtraStartConditions), it sets the status APPROACH and walks to the target until it is within 10 blocks (SpearApproach.java), then the status is CHARGING. A piglin with a spear no longer melees (MeleeAttack.isHoldingUsableNonMeleeWeapon).
A potion that hit a block had no face and never put anything out. Thrown potions now keep the block and the face they entered it by, and AbstractThrownPotion.onHitBlock (server side, before the entity effects) douses the cell in front of that face, the cell behind it and the four horizontal neighbours when the potion is in #douses_fire. AbstractThrownPotion.douseFire destroys a fire block without drops, puts out a lit candle or candle cake (AbstractCandleBlock.extinguish) and a lit campfire (level event 1009, the block-change game event, lit false) (AbstractThrownPotion.java:48, :122).
A water potion only hurt endermen, and nothing it splashed on stopped burning. AbstractThrownPotion.affectEntitiesAround goes over every living entity in the potion's box grown by (4, 2, 4) and under 4 blocks away: #hurts_water_sensitive_entities hurts the sensitive ones (blaze, snow golem, strider, enderman) with indirectMagic and #extinguishes_entities calls extinguishFire on the burning ones, players and armor stands included (AbstractThrownPotion.java:94).
Entity.extinguishFire plays the extinguish sound for a burning entity and then clears its fire; AbstractCandleBlock.extinguish unlights a candle or candle cake with its sound and the block-change game event (no source entity, and no smoke from a server). Mobs only lost their fire in water or rain, and candles only to a player's empty hand or a wind charge.
A thrown potion hurts through DamageSources.indirectMagic(potion, owner), which bypasses armor, is resisted by witches and wolf armor, and, unlike magic, knocks back from the potion. Mobs only had magic (no knockback) or a player attack. Add the kind, its constructor and the damage_type id, and keep Enderman.hurtServer's random teleport chance off it: the thrown-potion branch teleports without it (Entity.java, DamageTypeTags, Enderman.java).
A thrown potion tested for plain water by id to hurt endermen and refill axolotls. Vanilla asks PotionContents.is for #hurts_water_sensitive_entities, #rehydrates_axolotls (and #douses_fire, #extinguishes_entities) in AbstractThrownPotion. Add the lookup over the data pack's tags/potion and use it for the two checks that exist.
A sign side had no way to say whether its text carries a run_command click event. SignText.hasAnyClickCommands (SignText.java:120) is true when any line's style has a RunCommand click event. Horizon reads the saved click_event the way ClickEvent.CODEC does for the three actions a sign acts on (run_command, show_dialog, custom).
Horizon flattened every sign line to plain text, so a click event in the text was lost the moment a sign loaded. SignText keeps each line's Component and its Style; the sign now keeps each line's click_event next to its text, writes it back with the line (an edited line keeps its style, SignBlockEntity.updateMessages), and reads and writes the allow_op_features flag of SignBlockEntity.loadAdditional and saveAdditional.
Wet or dormant sulfur never made anyone nauseous, periodic geysers never erupted, and continuous ones neither pushed entities nor showed their plume. Run PotentSulfurBlock.getTicker's tickers by state (PotentSulfurBlockEntity.java): the server gives nausea every 10 ticks, counts the geyser down with its positional random and flips dormant and erupting, and throws mobs, items and primed TNT up the column; the client releases gas clouds, draws the plume and plays its sound from the eruption block event, and pushes the local player, who moves on its own client. A window that simulates the world itself does both.
Potent sulfur had no block entity of its own here, so no countdown was kept or saved and a geyser that began erupting made no sound or block event. Add PotentSulfurBlockEntity's waitingCountdown (saved as countdown) and eruptionTick, create it with the block and keep it through saves. PotentSulfurBlock.onPlace now queues the eruption block event, plays the start sound and signals block_activate for erupting and continuous states, triggerEvent reports the event handled, and updateShape resets the countdown when a block that was no geyser turns dormant (PotentSulfurBlock.java validBlockState).
HumanoidMobRenderer.getArmPose gives an arm holding a spear the SPEAR pose, which AnimationUtils.animateZombieArms leaves alone; the mobs here drew zombie or piglin arms around it. Zombies, husks, zombie villagers, zombified piglins and piglins now hold the spear out and charge it by their use time, and a piglin admiring gold no longer counts as using the spear in its main hand.
Zombies, husks, zombie villagers and zombified piglins spawned with a spear just melee. SpearUseGoal (priority 2, and 1 for zombified piglins) walks to 10 blocks, lowers the spear for KineticWeapon.computeDamageUseDuration (halved, the goal ticks every other tick), charges along the target, repositions 6 to 7 blocks away, then backs off 9 to 11 blocks (LandRandomPos.getPosAway with a minimum distance) for up to 50 goal ticks. A mount's chargeSpeedModifier and the 2 blocks a passenger adds are kept.
Goat.calculateFallDamage is the base damage minus 10, as Frog's is minus 5. Goats now leap down to five blocks and the arc lifts them higher still, so without it every ledge jump would hurt them.
GoatAi.initLongJumpActivity adds LongJumpMidJump and LongJumpToRandomPos (5 wide, 5 high, velocity 3.5714288) to the activity that runs after the ram activity and before the idle one: no tempting player, no breed target, no walk target and no LONG_JUMP_COOLDOWN_TICKS. It lands on LongJumpToRandomPos.defaultAcceptableLandingSpot (a solid block below, no path malus).
LongJumpMidJump.stop slows a mob that lands to a tenth of its horizontal speed (multiply(0.1F, 1.0, 0.1F), the float widened to a double), plays the activity's landing sound at volume 2 (GoatAi: entity.goat.step), stands it up and samples the cooldown. A goat has no swim activity, so water does not end its flight.
LongJumpToRandomPos.tick plays the activity's jump sound at the leap. GoatAi.initLongJumpActivity gives goats entity.goat.long_jump and screaming goats entity.goat.screaming.long_jump; the arc, the 40 tick wait and the jump boost are the same as the frog's.
An allay never learned a liked note block, so it always brought items to the player. AllayAi.hearNoteblock (AllayAi.java:108), called from Allay.VibrationUser.onReceiveVibration on NOTE_BLOCK_PLAY, stores the block as LIKED_NOTEBLOCK_POSITION with a 600 tick cooldown and renews the cooldown when the same block plays again.
Allay.VibrationUser.canReceiveVibration (Allay.java:564) refuses vibrations without AI and, once a note block is liked, accepts only that block while the allay is within 1024 blocks of it in its dimension. Horizon accepted every vibration.
The liked note block slot (extra.home) was never set and was a bare block position. Vanilla keeps LIKED_NOTEBLOCK_POSITION as a GlobalPos (GlobalPos.java:31) and AllayAi.getItemDepositPosition drops it when it is over 1024 blocks away, in another dimension, no longer a note block or its cooldown ran out; the throw target is BlockPosTracker(pos.above()), the centre of that block. Saved in Brain.memories like vanilla.
An allay never listened for vibrations, so note blocks played near it went unnoticed. Vanilla gives it a VibrationSystem listener (Allay.VibrationUser, 16 blocks, GameEventTags.ALLAY_CAN_LISTEN = note_block_play) ticked after super.tick() in Allay.tick, saved under "listener".
The map still said a golden dandelion did nothing: drop the missing rows for
AgeableMob.mobInteract, canUseGoldenDandelion, setAgeLockedData, setAgeLocked,
makeAgeLockedParticle and Tadpole.setAgeLockedData (the code now cites them),
and say AgeableMob.defineSynchedData sends AGE_LOCKED too.
Using a golden dandelion on a baby animal did nothing. AgeableMob.mobInteract (reached by Animal, Dolphin, SulfurCube and the other subclasses after their own checks) runs setAgeLocked with setAgeLockedData and returns SUCCESS when canUseGoldenDandelion holds; Tadpole.mobInteract does the same. A scared panda or one on its back (Panda.mobInteract) and an armadillo in its shell (Armadillo.mobInteract) answer first. A server's client treats the click as taken like the server does (AgeableMob.java:68).
Golden dandelion consumption, persistence and the use or unuse sound were missing. AgeableMob.setAgeLocked runs setAgeLockedData, consumes one item (not in creative), setPersistenceRequired when the mob is now locked, and plays golden_dandelion.use or .unuse at the block position (middle of the block, 1.0, 1.0, PLAYERS) (AgeableMob.java:88).
AgeableMob.canUseGoldenDandelion(item, isBaby, cooldown, mob): the held item is a golden dandelion, the mob is a baby, its ageLockParticleTimer is 0 and its type is not in the cannot_be_age_locked entity tag (zombie horse, skeleton horse, villager) (AgeableMob.java:78).
A golden dandelion on a tadpole did nothing. Tadpole.setAgeLockedData sets AGE_LOCKED to its opposite, setAge(0) (back to the start of its 24000-tick growth) and ageLockParticleTimer = 40 (Tadpole.java:168).
Nothing toggled AgeLocked in play. AgeableMob.setAgeLockedData sets AGE_LOCKED to its opposite, setAge(getBabyStartAge()) (-24000, a sniffer's -48000, through the age boundary) and ageLockParticleTimer = 40 (AgeableMob.java:82).
There was no age lock particle timer, so no pause or reset growth particles. AgeableMob.makeAgeLockedParticle runs at the end of AgeableMob.aiStep and Tadpole.aiStep: while ageLockParticleTimer is above 0, every even tick it sends one PAUSE_MOB_GROWTH (locked) or RESET_MOB_GROWTH particle at getRandomX(1.0), getRandomY(0.2) + bbHeight (+ 0.2F when locked), getRandomZ(1.0), then counts down (AgeableMob.java:225).
Nothing honoured AgeLocked in the shared age tick: a locked baby kept growing, a locked baby fed food still aged, and the lock never reached remote clients. AgeableMob.aiStep only counts a baby up when canAgeUp (isBaby && !isAgeLocked), and only for AgeableMob subclasses (it was also counting a tadpole's own age back down, so it never grew up). Animal.mobInteract, Panda.mobInteract and Dolphin.mobInteract feed a baby only when canAgeUp. AgeableMob.AGE_LOCKED (entry 17 after DATA_BABY_ID) and Tadpole.AGE_LOCKED are synched; MushroomCow.DATA_TYPE moves to 18 behind them (AgeableMob.java).
PiglinAi.initRideHoglinActivity lists Mount, SetEntityLookTarget(loved item, 8.0), a look at what it sees while a passenger and DismountOrSkipMounting; it has no idle movement or repellent avoidance, so a piglin heading for a hoglin no longer wanders off or strolls. A riding piglin looks at a player holding gold within 8 blocks, not 14.
A baby piglin stayed on its mount forever. PiglinAi.updateActivity ends with stopRiding when RIDE_TARGET is gone and PiglinAi.isBabyRidingBaby (a baby piglin on a baby piglin or baby hoglin) holds, so a ride lasts as long as the 10 to 30 second memory.
No dismount rule ran. DismountOrSkipMounting keeps the vehicle (or else the ride target) only while it is alive and closer than 8 blocks and PiglinAi.wantsToStopRiding says no: the vehicle is grown, dead, the piglin was hurt in the last 40 ticks (HURT_BY), or the vehicle is a piglin that rides nothing itself. Otherwise the piglin gets off and forgets RIDE_TARGET.
No brain sent a mob to another to climb on it. Mount.create (ride activity) does nothing for a passenger, boards the ride target once closer than a block, and otherwise looks at it and sets a 0.8 speed walk to it; MoveToTargetSink ends that walk a block from the target's block and aims again when it moved over 2 blocks.
Nothing ever set RIDE_TARGET. PiglinSpecificSensor remembers the nearest visible baby hoglin, and PiglinAi.babySometimesRideBabyHoglin (idle activity) copies it into RIDE_TARGET for 10 to 30 seconds once SetEntityLookTargetSometimes.Ticker lets a baby through, every 10 to 40 seconds, with draws from the level random.
Brain activities wait on their memory: PiglinAi.getActivities lists a RIDE activity that is valid while RIDE_TARGET is there, between celebrating and idle in PiglinAi.updateActivity's order. RIDE_TARGET holds a mob and expires like any memory with an expiry.
PiglinModel extends HumanoidModel, whose setupAnim bends the legs and arms of a passenger; piglin_pose never set the riding flag, so a piglin on a mount stood stiff.
Only spawning put a mob on another; no brain could. Entity.startRiding checks the boarding cooldown, a free seat and no riding cycle, and Piglin.startRiding sends a baby piglin that boards a hoglin to the top of up to three piglins stacked on it. LivingEntity.stopRiding sets the passenger down at Animal.getDismountLocationForPassenger. A hoglin seats its rider at 1.49375 (0.875 for a baby), a baby piglin hangs 0.1875 below its seat (Piglin.BABY_DIMENSIONS).
Two additions to Piglin's per-tick state each counted the same memory down, so the HUNTED_RECENTLY wait that setAvoidTargetAndDontHuntForAWhile and StartHuntingHoglin start (30 to 120 seconds, PiglinAi.TIME_BETWEEN_HUNTS) ran out twice as fast.
Piglins never turned to look at a player holding a gold ingot or another loved item. The idle and celebrate activities of PiglinAi.java start with SetEntityLookTarget on a visible player within 14 blocks for whom isPlayerHoldingLovedItem holds; add that look as a goal.
Idle hoglins ignored adult piglins and let them walk right up. HoglinAi.initIdleActivity walks an adult away from the nearest visible adult piglin at 0.4 once it is closer than 8 blocks, when it has no walk of its own (SetWalkTargetAwayFrom in HoglinAi.java).
Piglins and hoglins played their angry grunt whenever they had a target and otherwise the plain ambient one. Piglin.getAmbientSound and Hoglin.getAmbientSound play the sound of the activity the mob is in (PiglinAi.getSoundForCurrentActivity, HoglinAi.getSoundForCurrentActivity).
A hoglin or piglin that started a fight, a retreat, a celebration or an admiring said nothing; only the ambient roll played. HoglinAi.updateActivity and PiglinAi.updateActivity make getSoundForActivity's sound (retreat, angry, admiring, celebrate, jealous) when the activity changes (Hoglin.java, Piglin.java).
A hit piglin ended its celebration and, for a player's hit, its admiring, but babies fought back instead of fleeing, an avoid target of another kind stayed, and an adult piglin took on hoglins it should retreat from. PiglinAi.wasHurtBy (Piglin.hurtServer) drops the admiring and the celebration for any attacker but a piglin, sends a baby into a 100-tick flight and calls the adults, retreats an adult from hoglins that outnumber piglins, and lets it retaliate only when maybeRetaliate allows.
A hit hoglin only ended its pacified state and let the hurt-by goal target the attacker, so a baby never fled and an adult took on piglins and hoglins it should leave alone. HoglinAi.wasHurtBy (Hoglin.hurtServer) sends a baby into the retreat and lets an adult retaliate only when maybeRetaliate allows it.
A hoglin that hit a piglin kept fighting even when piglins outnumbered the hoglins around it. HoglinAi.onHitTarget (Hoglin.doHurtTarget) sets the piglin as its avoid target and broadcasts the retreat to the adult hoglins it sees.
A hoglin or piglin that decides to retreat had no way to set the avoid target, pick the nearest of its targets or warn the adults around it. Add HoglinAi.setAvoidTarget, PiglinAi.setAvoidTargetAndDontHuntForAWhile, retreatFromNearestTarget and broadcastRetreat; the broadcast reaches the other mob as an event that its next tick handles before its goals.
Hoglins and piglins never ran from piglins, hoglins or zombified mobs through an avoid target: baby hoglins panicked instead and piglins used a plain avoid goal. Add the retreat activity's walk away (HoglinAi.initRetreatActivity at 1.3 and 15 blocks, PiglinAi.initRetreatActivity at 1.0 and 12), the copies of a nemesis or zombified mob into AVOID_TARGET (PiglinAi.java), wantsToStopFleeing and the outnumbering tests, and keep the idle behaviours and the attack goals out of the retreat.
A mob that held a spear could not use it: nothing started its use or ran KineticWeapon.damageEntities for it. A mob's use now counts ticks like the player's, stabs along its view from delay_ticks on (conditions scaled by 0.2, reach by the AttackRange mob_factor), hurts and pushes the player or mobs hit, dismounts riders and broadcasts entity event 2 (LivingEntity.stabAttack, causeExtraKnockback). A piglin's admiring is told apart from a spear in use by the off hand.
Potent sulfur geysers draw four new particle types and two emitters, and none existed. Add noxious_gas, noxious_gas_cloud, geyser, geyser_base, geyser_poof and geyser_plume the way the vanilla providers build them (GeyserEruptionParticle.java, GeyserPlumeParticle.java, GeyserBaseParticle.java, NoxiousGasParticle.java, NoxiousGasCloudParticle.java): the gas fades from half its life, the base puffs burst upward, the plume shoots up and falls back, and the cloud and the eruption spawn the rest every tick. The cloud asks PotentSulfurBlockEntity.canBeReachedByNoxiousGas, ported with the other level reads of that class in the new potent_sulfur module. Particle packets with geyser data now map to and from the options.
A glow squid was lit like any mob, so it never glowed in the dark. GlowSquidRenderer.getBlockLightLevel lerps 1 - darkTicks / 10 over 0..15 and uses 15 outright, else the larger of that and the usual block light (GlowSquidRenderer.java:26).
A glow squid kept no dark timer and shed no glow. GlowSquid.aiStep runs after Squid.aiStep on the server and on clients: it lowers a positive dark tick count by one and calls addParticle(GLOW) at getRandomX(0.6), getRandomY(), getRandomZ(0.6) (GlowSquid.java:83). Only a client's level draws it; the server throws the same three random doubles.
A hit glow squid never got its dark timer, so it did not dim. GlowSquid.hurtServer sets the dark ticks to 100 once Squid.hurtServer took the damage (GlowSquid.java:97).
The stab's entity search (ProjectileUtil.getHitEntitiesAlong) lived in the game crate's spear module; mobs that stab need it from the client library, so it moves to the spear module there and the game keeps using it.
Horizon only had getPosAway on land. Vanilla's LandRandomPos.getPosTowards (LandRandomPos.java:23) takes the direction to the point and goes through getPosInDirection, a quarter turn (float cast pi/2) either side. getPosAway now shares that helper, so it uses the same float-cast angle.
Piglins and hoglins had no brain memories: nothing counted the adult piglins and hoglins in sight (HoglinSpecificSensor, PiglinSpecificSensor), kept an avoid target with an expiry, or noted which activity they were in. Add them as mob state ticked from customServerAiStep (Hoglin.java, Piglin.java).
LongJumpToRandomPos.checkExtraStartConditions needs the mob on the ground and out of water, lava and honey, and otherwise sets LONG_JUMP_COOLDOWN_TICKS to half a sample of TIME_BETWEEN_LONG_JUMPS (GoatAi: 600 to 1200). A goat has no swim activity to keep it out of the check, so it runs in water too.
A glow squid had nowhere to keep DATA_DARK_TICKS_REMAINING: nothing held it, sent it to clients, or saved it. GlowSquid defines it as the first entry after AgeableMob's two (index 18) and writes DarkTicksRemaining (GlowSquid.java). It lives in the mob's counter; the server sends it as synched data, a client applies it and the save keeps it.
LongJumpToRandomPos.start lists every block within the activity's width and height of the mob (GoatAi: 5 and 5, so 11 x 11 x 11; the frog's is 9 x 5 x 9). A goat's activity is a plain LongJumpToRandomPos, so it skips LongJumpToPreferredBlock.start's draw from the mob's random.
LongJumpToRandomPos and LongJumpMidJump serve both mobs in vanilla. The goal now sets the friction flag and the pose through helpers that know the goat's state, and the default landing spot and the cooldown count down (CountDownCooldownTicks) can be used by a goat. Frogs behave as before.
A goat that long jumps takes Pose.LONG_JUMPING, which Goat.getDefaultDimensions scales by 0.7, and LongJumpUtil checks the arc with that pose's box (LongJumpUtil.isClearTransition). The pose goes to remote clients like the frog's, and the goat holds LivingEntity.discardFriction.
The website renders the "Project status" intro with its own markdown, which
prints HTML comments as text: the block is now found by its first words.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
tools/parity_gaps.py counts the rows not yet ticked in the port ledger's
ten gap lists (#3512-#3521) and writes them first under "Project status"
(by area, linked) and in a badge beside the 100% one. The website shows the
block already: it renders that section's intro. Today: 833 open of 833.
Refreshed in the weekly roadmap pass (roadmap/README.md); tests check the
block, the badge and the site's heading agree, without the network.
Part of #3859.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A camel kept its pose change as a signed age, so a camel finalized at age 0 had pose time 0 and could not move for 52 ticks, and LastPoseTick was saved as a sign. Keep a signed age anchor plus a sitting flag, and save and load LastPoseTick as a game time.
upgrade_world wrote level.dat at the current DataVersion before converting chunks, so a failed conversion was never retried. The level.dat write now comes last.
Entity.turn adds the turn to xRotO as well as xRot, so the local
player's getXRot(partialTick) follows the mouse every frame. Every turn
(mouse, pad, arrow keys, the control `turn`) now goes through
turn_player, which moves both ends of the model's head pitch and ends
in AbstractBoat.onPassengerTurned's clamp. handleRotatePlayer snaps the
model (setOldRot), and handleMovePlayer moves its old pitch by the
packet as setOldPosAndRot does. A change the tick makes still eases in.
Fixes#3844
Co-Authored-By: Claude Opus 5.5 <[email protected]>
LocalPlayer.rideTick sets the boat's input after the boat ticked, so
AbstractBoat.tick steers with the previous tick's keys and the paddle
packet it sends describes the motion it just made. Horizon set the keys
before ticking, a tick ahead of that packet (GrimAC Simulation flags).
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
The scrubber puts <user> in place of the folder name in /Users/... and
C:\Users\... paths, then replaces the machine's user name wherever it
stands alone. When that name is "user", the second pass matched the
word inside the label it had just written, so a crash report read
/Users/<<user>>/... and telemetry's a_crash_keeps_only_what_says_what_happened
failed on such machines (seen in #578 and #3838). A match between "<"
and ">" is now left as it is.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
IntegratedServer.initServer uses authentication, so a vanilla LAN is in
online mode: each guest's hasJoined answer brings their signed textures
property, and everyone sees their skin and cape. Horizon's LAN stayed in
offline mode, so guests joined with no properties and showed as default
skins without capes.
OnlineMode::lan() makes the key pair when an account is signed in (an
offline name keeps offline mode), for the server thread and the in-frame
host alike; friend codes reach the same port through the tunnel. As in
ServerLoginPacketListenerImpl.handleHello, the integrated server's own
player over memory is never asked to authenticate.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A chunk's summary kept the chunk's own light, which fades a level per block
of water, while the seed's far columns light water and its floor as open
sky. The chunks a player passed then drew a darker band through the far sea.
Summaries now light open water and its floor as open sky, and the water is
one span again.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
check_eating (each player eats a loaf in front of the other) now also
counts entity.generic.eat on both sides: the eater and the watcher must
each hear one bite per crumb burst the eater draws, plus
FoodProperties.onConsume's sound, for the loaf eaten (#3129).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`BaseSpawner.serverTick` returns first thing without an alive player within
its range (`isNearPlayer`) or with `spawner_blocks_work` off, before any
draw. Each spawner still built the spawn code's level every tick for it:
every player with its box and mode, the nearest-player list and the mob
world. Ask the players directly first, without collecting them.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
New `mooshroom` check: a mooshroom summoned with Type "brown" is drawn
brown on the host and the guest, and a red one a bolt strikes
(MushroomCow.thunderHit) turns brown on both screens, with the server's
Type "brown". DATA_TYPE is synched data entry 18 (#3236).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Conflicts kept from both sides:
- mobs/ai.rs: parrots register through parrot::register (flight), next to
main's own rabbit and ocelot arms.
- tools/test_mob_ai_parity.py: the parrot scenarios and main's wolf_hurt.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
main's content mod docs (items patch their template's components) kept; its
change to the WebAssembly API reference goes with the page.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Player-facing notes used GITHUB_REPOSITORY, so fork CI rewrote the
launcher releases href and failed
test_a_game_release_opens_with_the_way_to_the_launcher.
Main gave overlay 35 to text drawn with a polygon offset (TEXT_POLYGON_OFFSET_OVERLAY,
its own material in gfx/entity_batch.rs), so armour with 35 would be drawn as that
material. The test now lists it among the overlays the glint must not take.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
worldgen/block_state_provider was missing from overrides::KINDS, so a
pack's own providers (WWOO's wythers:stony_cliffs) never reached the
state_providers bundle the generator already reads, and every feature
using one was skipped. pack_files_go_to_their_bundles covers the folder.
Reported by AdachiReiYay's agent on #3476.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
worldgen/block_state_provider was missing from overrides::KINDS, so a
pack's own providers (WWOO's wythers:stony_cliffs) never reached the
state_providers bundle the generator already reads, and every feature
using one was skipped. pack_files_go_to_their_bundles covers the folder.
Reported by AdachiReiYay's agent on #3476.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit bd92abce3b0ba8f209f8a613acd5741cb9e4b825)
world.rs keeps main's FxHashMap/FxHashSet imports beside this branch's
SectionMask. Main's writes_mark_exactly_the_reachable_sections sorted
(column, mask) pairs, and a SectionMask has no order: it sorts by the
column, which each pair has once.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
skin_entries holds the lookup update_remote_skins does, so a test can
play an NPC plugin's add, spawn and remove: the entity keeps the skin
its entry gave, a player spawned before its entry takes it when it
comes, and a removed entity forgets it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
getSuitableFlyToPosition returns the first random position (no mirror under
the heightmap unless 64 tries fail); GhastMoveControl tests floatDuration
before decrementing it; GhastLookGoal turns with the float 180/pi and
Mth.atan2; the warning cry and the shot are level events whose pitch is the
client's, not draws from the ghast's random.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
NPC plugins add an NPC's profile to the player list, spawn it, and take
the entry off the list a moment later to hide it there. Vanilla keeps
it: AbstractClientPlayer.getPlayerInfo looks the PlayerInfo up once and
holds it, so getSkin still reads its textures. PlayerInfoRemove dropped
the profile's textures here, so on tensa.co.ua every NPC showed its own
skin for about two seconds, then a default one (efe, zuri, sunny, kai).
level_player_textures keeps, per player entity, the textures it found
first, as level_player_names already keeps its name; update_remote_skins
resolves a player whose entry is gone from them. A new entity, a removed
one and a new level forget theirs.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Cat.reassessTameGoals adds the player-avoidance goal after registerGoals, so
it is evaluated last. Cat.customServerAiStep sets sprinting while the move
control's speed modifier is 1.33: +30% movement speed, and Entity.baseTick
draws twice from the mob's random for the sprint dust. The probe names the
goal CatAvoidEntityGoal as vanilla's subclass.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
The integrated, LAN and dedicated server sent minecraft:brand "vanilla"
(MinecraftServer.getServerModName) while Horizon's client sends "horizon".
A modded server names itself, so Horizon's does too: F3 shows it, and a
server admin can tell Horizon servers apart (bunchy7s, Discord).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The server sent every level event of an acting player's action with that
player excluded, so a torch or flower that popped off when the player mined
the block it stood on was silent (no break sound, no particles) for the
miner. Block.playerWillDestroy excludes the player only from the destroy
events of the block it breaks (and its other half); what the break sets off
afterwards goes through destroyBlock with no player. Only the events up to the
broken block's are the player's own now.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
ZombifiedPiglin extends Zombie and only overrides addBehaviourGoals, so it
keeps the turtle egg goal (priority 4) that Zombie.registerGoals adds. Horizon
left it out, so the goal never drew its start delay and the mob's random
stream drifted from vanilla's on its second tick.
Adds a zombified_piglin_player scenario to the mob_ai harness.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Send the command block's block-entity data when opening its screen and
apply incoming block-entity updates to the open edit screen. This makes
the command and output settings match the server instead of a stale
client copy, mirroring vanilla's openCommandBlock and
handleBlockEntityData behaviour.
Files:
- crates/horizon-client/src/game.rs
- crates/horizon-client/src/game/command_blocks.rs
- crates/horizon-client/src/game/remote.rs
- crates/horizon-client/src/lan/chunks.rs
Main's horizon-client-render split (#3186) moved chunk.rs, world.rs,
streaming.rs and gfx.rs, which this branch changes: section_mask.rs moves
with them into horizon-client-render, and horizon-client re-exports it
beside the other moved modules. lan/chunks.rs keeps both imports (main's
spawner traits and SectionMask).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Each item now carries its default components (vanilla's codecs, 1.21.1's
form), its effective attribute modifiers (armour's come from a method,
not a component), enchantability and repair items, and for armour its
slot, defense, toughness, knockback resistance, equip sound and texture
layers: the ground truth an item port is compared against. The export
also creates its output folder instead of failing to write.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
WitherSkeleton.registerGoals adds its AbstractPiglin target goal before it
calls super.registerGoals, so among the priority 3 target goals it is
evaluated before the iron golem and turtle ones. Horizon added it last, so
the goals drew their random intervals in another order and a wither
skeleton's random stream drifted from vanilla's on its second tick.
Adds a wither_skeleton_player scenario to the mob_ai harness.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Animal, AbstractVillager, AbstractPiglin and CopperGolem set FIRE to -1 and
FIRE_IN_NEIGHBOR to 16; Fox, Parrot, Frog, Goat, Wolf, Blaze, ZombifiedPiglin
and WitherSkeleton set their own. Horizon left every mob on PathType's
defaults (FIRE 16, FIRE_IN_NEIGHBOR 8), so animals, villagers and piglins
walked through fire that vanilla paths around.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
GroundPathNavigation.trimPath, with avoidSun set by RestrictSunGoal, cuts a
path that starts out of the sun at its first sunlit node, so a skeleton
chasing a player by day waits in the shade. Horizon never trimmed a path.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
App::removing held one version, and remove() returned early while it was
set, so a second row's Remove did nothing until the first delete ended.
It becomes the list of versions in flight: each row starts its own
delete, Msg::Removed drops its own tag, and the rows, Play and Install
ask whether that tag is in the list. The gate is removable(), so the
two-at-once case has a test.
Fix#3719.
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
AbstractVillager.stillValid keeps a trade screen open only while the trader
lives and the player is within the entity interaction range plus 4 of its
box. Neither the host's own trade screen nor a guest's (which includes the
single-player window on the server thread) was checked, so the screen
stayed open after walking away.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Horizon built a villager's brain once, with its baby flag, so a villager
that grew up kept the baby schedule (play) and never went to work. At the
age boundary the brain is now rebuilt as Villager.refreshBrain does: running
behaviours stop, the packed memories carry over and the sensors' first scans
are delayed by draws from the mob's random.
Adds villager_grows_up scenarios to the mob_ai harness.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
The HOTBAR tab was skipped since the creative tabs came in (#49, "Not
covered: ... the saved-hotbars tab"), while saving and loading toolbars
with C or X and a hotbar key already worked.
- CreativeModeInventoryScreen.selectTab on the HOTBAR tab: the nine
saved rows of hotbar.nbt; an empty row shows a paper in its own slot
with creative_slot_lock and the item name inventory.hotbarInfo, named
after the bound save and hotbar keys. The rows are read when the tab
is selected and when the inventory opens on it.
- CustomCreativeSlot.mayPickup: a locked stack can't be clicked.
- Creative::shown gives a grid cell's stack, None for a toolbar's empty
slot, for the clicks, the hover, the drawing and horizon-ctl.
- VanillaCreativeSearchOracle compared the tabs without the HOTBAR one,
which Horizon didn't show; it now compares every tab vanilla shows
(shouldDisplay). The tab's display items are empty on both sides: its
contents come from HotbarManager when it is selected.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`Game::items`/`recipes`/`stations` fell back to themselves when the world
had no data packs instead of to `Resources.rest`, so a world without packs
recursed until the thread spun at 100%: the window never joined its
integrated server and showed "Loading terrain..." forever.
Co-Authored-By: ZCode Agent <[email protected]>
DebugStickItem: a left click selects a block-state property and a right click cycles its value (Shift reverses it), stored in the minecraft:debug_stick_state component. The client never breaks the block and swings on use; the server cycles the state and sends the block update.
The sneak direction follows the acting player's sneak input (host, toggled sneak or guest), a guest's command permission is swapped for its turn so game-master checks use the guest's level, and useOn returns the vanilla SUCCESS/FAIL, triggers ITEM_USED_ON_BLOCK on success and only swings the local actor's client.
Co-Authored-By: jaszkus's AI agent <[email protected]>
- Route sulfur cube baby flag through baby_index (entry 16) in lan.rs
- Remove client-side baby state derivation from size in remote_mob_data.rs
- Revert finalize.rs age_boundary_reached and set_baby to vanilla behavior
- Ensure spawn_egg_offspring sets size 1 on new sulfur cube offspring
- Drop lists.rs change from this branch
cmd_damage only handled the window's own player and mobs: any other player
(a LAN guest, a dedicated server's player, a splitscreen player) fell through
to "Target is invulnerable". Run it as that player through for_player, as
/effect does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01JLHp82HU35NWsN14K4taHT
A water bucket fills the clicked LiquidBlockContainer (stairs, slabs, fences, trapdoors and other SimpleWaterloggedBlocks) instead of the block next to it, and an empty bucket's SOURCE_ONLY ray now targets waterlogged blocks too, so their water can be picked up again. The empty-bucket use also reports the vanilla FAIL/PASS result, applies the sneak rule, keeps creative's filled-result behaviour and lets only creative players waterlog a barrier.
Co-Authored-By: jaszkus's AI agent <[email protected]>
Consumable.emitParticlesAndSounds plays its bite through
Player.playSound, which is level.playSound(player, ...): the server
sends it to everyone but the eater, whose own client plays it. A guest's
server turn played it into the broadcast to all, so the eater (every
single-player player, on the server thread) heard each bite twice: its
client's and the server's.
The server now sends a guest's Player.playSound to the others only, and
the client plays the last bite itself at USE_ITEM_COMPLETE
(completeUsingItem's emitParticlesAndSounds(16)), which it drew the
crumbs of but left silent. lan_e2e's eat check counts the bites heard
against the crumb bursts drawn.
Fixes#3129
Co-Authored-By: Claude Opus 5.5 <[email protected]>
MushroomCow.addAdditionalSaveData / readAdditionalSaveData were never
ported, so a brown mooshroom (summoned, or turned by lightning) loaded
back red. MushroomCow.DATA_TYPE is entry 18 (after AgeableMob's
DATA_BABY_ID and AGE_LOCKED), not 17: on a vanilla server the colour
change from MushroomCow.thunderHit never reached the renderer, and a
Horizon host sent an INT where vanilla clients expect AGE_LOCKED's
BOOLEAN.
Fixes#3236
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Parrot.createNavigation and Parrot.calculateFlapping had no port, so a
parrot walked and hopped like a land mob, fell like a stone off a block
and never flew, tame or not.
- Parrot(): FlyingMoveControl(10, false), whose idle tick lets gravity
back on; the FIRE_IN_NEIGHBOR, FIRE and COCOA maluses at -1; and
createNavigation's FlyingPathNavigation (no doors, floats).
- ParrotWanderGoal: in water, LandRandomPos(15, 15); otherwise (all but
one time in a thousand) getTreePos, the first empty block with an
empty one above over leaves or a log within 3/6/3 in betweenClosed
order; else WaterAvoidingRandomFlyingGoal.getPosition, now shared as
Mob::flying_stroll_pos.
- calculateFlapping after aiStep: the wing state (folded on the ground
or as a passenger), and a fall through the air slowed to 0.6. A
multiplayer client runs the wing part for the parrots it displays.
- Parrot.isFlapping/onFlap from Entity.processFlappingMovement: the
entity.parrot.fly beat each half flapSpeed flown.
- canFlyToOwner: a parrot may teleport onto leaves next to its owner.
tools/test_mob_ai_parity.py gets four parrot scenarios (two on open
grass, one by a tree, one let go ten blocks up), on Peaceful because
Parrot.getAmbient's imitation roll uses the level's random. They match
vanilla on every tick; on main they diverge at tick 1.
Fixes#3091
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The hub applied a player's move before the game ran the UseItemOn sent ahead of it, so BlockItem.canPlace checked the box after the move: mid-jump the server placed a block the client had refused, and only the client plays the place sound. The move now waits for the next tick, as it already does behind a dig. Fixes#3568.
MinecartTNT has no interact of its own, so Entity.interact passes and Minecraft.startUseItem goes on to the item; the server client ended every click on a minecart there. A command block minecart without a game master, and a rideable one when sneaking or ridden, pass the same way. Fixes#3588.
ComposterBlock.useItemOn and BoneMealItem.useOn are SUCCESS on vanilla's client, so Minecraft.startUseItem never tries the off hand; the server client predicted both as passing. A sapling, azalea or mushroom still passes there, as isValidBonemealTarget needs a ServerLevel. Fixes#3536.
Cod, salmon and tropical fish had only panic, player avoidance and random
swimming. AbstractSchoolingFish adds FollowFlockLeaderGoal (priority 5, no
flags): after a 100-110 tick start delay a fish joins a nearby school with
room or gathers the free fish around it, and followers path to their
leader while it lives and is within 11 blocks. FishSwimGoal stops while the
fish follows (canRandomSwim), a leader forgets an empty school on a 1/200
level-random roll, and schools hold 8 (5 for salmon).
Recruiting changes other fish, so it goes through two MobEvents that
apply_brain_events applies after the recruiter's tick.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
A world's data packs now change what the game plays with, the way
`ReloadableServerResources` loads a server's: recipes, loot tables,
advancements and tags from `<world>/datapacks` merge over the resource
root's own, at world open and on `/reload`. A pack's recipe or
advancement replaces the game's file for the same id
(`SimpleJsonResourceReloadListener` hands out the top resource of each
stack); tag files join the game's entries with `replace` dropping the
lower sources (`TagLoader.load`). Worlds without packs keep loading
exactly as before.
`datapack::DataStore` collects the packs' `recipe/`, `loot_table/`,
`advancement/` and `tags/…/` files (`DataStore.files`, the built-in
pack excluded: its files are the resource root's own, which the tables
read from disk). `horizon_world::loot::PackOverlay` carries them into
the loaders: `Items` (loot tables, item/block/entity_type tags),
`Recipes`, `StationData` (smithing, stonecutting, brewing, the recipe
book index), `advancements::Tree` and `LootData` (structure-block
containers). The game keeps the pack tables in `Game::world_tables`
and reads them through `Game::items`/`recipes`/`stations` (the
`world_items!`-family macros give the same field-level borrows at
conflict sites), rebuilding them when the world opens and on
`/reload`, with the advancement tree and the loot and LAN sync caches
forgotten alongside.
Not covered yet: worldgen registries, trade/banner/enchantment
registry files from packs, and the prepare-time behavior bundles
(mining facts stay with `block-behaviours.json`).
Co-Authored-By: ZCode Agent <[email protected]>
streaming.rs moved to horizon-client-render (#3186) and main now sweeps far
columns only on some updates (if sweep); this branch's changes (no area at a
negative radius, rank_full_task, its test) are applied there.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Main's handleUseItem sets the guest's known movement (ServerPlayer.getKnownMovement)
before the item use; this branch's horn sound is kept in the same closure.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
AbstractWindCharge is pickable, so ThrownEnderpearl's
ProjectileUtil.getEntityHitResult can strike it and onHit teleports.
Horizon only targeted mobs and players, so a pearl passed through a
charge. Add the charge's entity box to the pearl's targets.
The player's armour layers (local player, other players, LAN guests)
never carried the glint, and the elytra drew with overlay 0. The armour
glint's overlay code, 13, was also the boat water mask's, so a glinting
layer drew depth only: an armour stand's enchanted chestplate was
invisible.
EquipmentLayerRenderer.renderLayers: each layer and its trim take the
armour glint when ItemStack.hasFoil, never the hurt tint (NO_OVERLAY).
ARMOR_GLINT moves to 35, past every material overlay of the entity
batch.
Fixes#3024.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
The game's side of the Launch API, experimental, version 0.1.0:
--game-dir (vanilla's --gameDir), --home, --fullscreen (vanilla's, not
saved to options.txt), --session-stdin and --launch-api, which prints
the API version and the options a launcher may pass as JSON.
A refused command line now exits 2 without a crash report; errors keep
1 and panics 101. The crash report's path stays the last stderr line,
its prefix now a constant (crash::SAVED_LINE).
docs/api/launch.md is the surface page; docs/api/launch-reference.md is
generated from game/launch_api.rs and a test keeps the two together.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The registry keeps its WebAssembly mods (Mod Menu, lookat, blockscope…)
in the index, so the modpacks that need them keep installing. The browser
neither lists nor installs one: its versions say "needs a native port".
A modpack still installs it, with its code left out (the game doesn't run
it), and Installed shows "Not ported: its code (needs a native port…)".
A WebAssembly mod is a `.hmod` that may do more than add content; content
mods are unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
docs/mods.md is now about content mods (`cargo horizon-mod`, the manifest, the
content fence), native mods, publishing, the official native mods and a short
note on the removed WebAssembly mods. docs/api/mods.md and mods-reference.md
(the code API) are deleted. Other pages, the CLAUDE.md crate table and the
roadmap (five WebAssembly API items removed, others reworded for native mods)
no longer describe the sandbox, the SDK or the WIT.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
with_packs replaces a built-in biome in place and adds new ones after the
built-in ids, which never move; registry_order gives vanilla's network
order (Identifier: path, then namespace, as RegistryDataLoader sorts).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
tools/fixtures/tall_datapacks/horizon_tall_test is Horizon's own pack
(MIT): an Overworld dimension type of min_y -64, height 2096 (To The
Max's, the highest top vanilla allows) and noise settings that raise
terrain to about y 1900. VanillaChunkGenerationOracle builds each level
at its dimension type's range instead of a fixed -64..320, so
HORIZON_PARITY_DATAPACKS=tools/fixtures/tall_datapacks
tools/test_datapack_worldgen_parity.py compares Horizon's tall generation
with vanilla's: 16 chunks over two seeds, terrain and decorated, the same.
docs/world-height.md describes the model (one LevelShape per level, from
its dimension type, read everywhere), the network path, the checks and
what is left; world-generation.md and the README say packs' dimension
types now apply.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Sections of one block, one biome and one light value are one allocation
per kind, shared by every column (new chunks, lighting, saved light);
edits copy them, as Arc::make_mut already does. A tall level is mostly
such sections: air with full sky light above the terrain. The relighter's lowest_sky_source passes
over a uniform section that light goes through instead of testing each
of its 16 blocks.
Memory only: every value read is the same.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Opening a world reads its levels' shapes from its dimension types, the
enabled data packs' over vanilla's (world_loading::level_shapes), and the
game keeps them (Game.level_shapes): each level's World, SaveDir,
streaming and flat terrain get its shape, and the teleport and portal
searches read a level's logical height from them. A host encodes each
level at its shape (HubConfig.levels) and sends the data of a dimension
type the packs changed even to a client that knows the vanilla pack
(NetConfig.levels, SyncData::registry_packets), so the integrated server
of single player and LAN guests see the same heights. A remote client
takes each level's shape and its chunks' column from the server's
dimension type, which now carries its logical height; the vanilla End's
fallback has sky light, as 26.3's the_end.json does.
A world with To The Max's dimension type is 2032 blocks high from here.
Vanilla worlds read vanilla's types: nothing changes there.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
About ninety places took "where the level starts and ends" from the fixed
column: void damage, build limits, spawn and surface searches, falling
blocks, wind charges, commands, mob goals, navigation and paths, raids,
villagers' POI scans, fluid scans and the portal search. Those that used
the column for every dimension read the world's (World::bottom_y, top_y),
which is -64..320 in all three vanilla levels; those that chose per
dimension read the level's shape (LevelAccess from world.shape, Dim's
bounds from Dim::shape). Each level's World now holds its shape where it
is made. chunk::every_section replaces the per-file [true; SECTIONS]
arrays of the fluid scans.
Every value read is the one in use today.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A pack's dimension_type/<id>.json joins the overrides (DIMENSION_TYPES).
LevelHeight is a dimension type's build range, logical height and
skylight, checked as its codec checks them; WorldgenOverrides::level_height
gives a vanilla level's, from the type its level stem names. The
generator takes the level's range from the same data instead of the
fixed table (dimension_type_height goes), so a pack's taller dimension
type no longer clamps the noise, and datapack::worldgen_overrides no
longer reports dimension types as left out.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The random-tick section cache keeps a section list as long as the chunk's
and counts its Y from the chunk's min_y. A generated chunk becomes a
column of its level's (OverworldGenerator::level gives the build range,
ColumnLayout::of_level its column), copying the whole level range, as
does a failed one. Distant terrain from proto chunks spans the level's
range, the minimap and saved-chunk far tiles scan from the chunk's own
bottom, and flat worlds lay their layers from the Overworld's minimum up
to its height (FlatTerrain::from_settings takes the level's shape). A
test ticks the sections of a 131-section chunk near its top.
Vanilla's levels keep their column and ranges, so nothing changes there.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The LAN encoder encodes a level of a LevelShape: its chunks hold the
shape's column, of which the level's own sections go on the wire, and the
heightmaps it sends count the column's sections from the chunk's min_y
(client_heightmaps_in takes it). A section's block entities sit at the
chunk's min_y. The remote client decodes chunk and light packets into the
column its ChunkFormat holds (the vanilla one until the server's
dimension types set it) instead of the fixed -64..320. A test encodes a
131-section column and checks its sections and light layers all go out.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
SaveDir::new takes the level's LevelShape from its caller instead of
guessing it from the folder name (LevelShape::for_dir goes). A saved chunk
is decoded into its level's column (decode_with, decode_proto), the
sections outside it left out; encoding, POI sections, heightmaps and the
saved light layers count sections from the chunk's own min_y, and distant
terrain read from saves spans the level's column. A test saves a
131-section chunk (yPos -4, 12-bit heightmaps) and reads it back whole,
and into the vanilla column without the sections above it.
Vanilla levels pass their vanilla shapes, so saves are unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
World holds its level's LevelShape, and its chunks' column is the shape's.
Writes check the chunk's own range, the heightmap fallbacks and may_hold
read the column, and dirty section indexes are bounded by the mask instead
of the vanilla constant. Streaming marks the column's sections dirty, the
mesher places sections from the chunk's min_y, and the renderer builds its
occlusion graph, complete-column mask and section origins for the column
of the level it was cleared for (clear_sections takes it). A test streams
a 131-section level (To The Max's height) and checks that columns light
and mesh to y 2031, and that an edit at y 1800 relights and remeshes.
Every level is still the vanilla Overworld's shape here.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
light_chunk floods up to the centre chunk's own top, and the light it
returns, the saved and received light layers and the relighter's section
keys span the chunk's sections instead of the vanilla constants. The
relighter takes the column from the world it lights (LightWorld::layout,
the column its chunks hold), and LightChanges counts section indexes in
that column, so a taller level's sections near its top get relit and
remeshed too. Vanilla's column is unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
LevelShape (skylight, min_y, height, and now logical_height) moves from
save.rs to chunk.rs, where every subsystem can read it, and checks a
dimension type as its codec does. Its column is the span of sections a
chunk of the level holds: the level's own range widened to the vanilla
Overworld's -64..320, so vanilla's three levels keep the 24 sections
they have always had. ColumnLayout is that span
as a value; Chunk records its own min_y, and get, set, highest, light,
biome and the heightmap cache read the chunk's sections instead of the
constants.
Nothing makes a chunk of another column yet: vanilla is unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Dirty sections, the light edit log, random-tick and portal section caches,
the renderer's meshed-column masks and the LAN encoder's light masks held a
bit per section in a u32 or u64, which capped a column at 32 sections. A
256-bit SectionMask holds every layout a dimension type allows (254 sections
plus the two light borders). No behaviour change: the column is still 24
sections.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Include sulfur cubes in AbstractCubeMob size metadata serialization and
remote data handling so adult cubes retain their size across the network.
Adult sulfur cubes spawned from spawn eggs now correctly render and act
as adults rather than defaulting to size 1 babies.
Vanilla reference: AbstractCubeMob.ID_SIZE, SulfurCube.setSpawnSize.
Fixes#3151
F2 kept only the SDR frame. With HDR on it now also writes `…-hdr.png` beside
vanilla's screenshot: the HDR pass drawn once more into a 10-bit PQ target of its
own (so scRGB swapchains get one too), read back and saved as a 16-bit PNG with
the cICP chunk of PNG's third edition (BT.2020, PQ, full range) and cLLI (peak,
paper white). Each 10-bit value keeps its top bits below it, so 0 stays 0 and
1023 becomes 65535. Vanilla's screenshot is written as before.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Right-clicking a water bottle on mud-convertible blocks started a drink, only dispensers swapped. Vanilla (PotionItem.useOn) pours it out onto any side but the underside and sets mud.
The aim ray skips water, so these items could not be placed on the surface. Vanilla (PlaceOnWaterBlockItem.use) uses a source-only fluid ray and places on the position above the block it meets.
Adventure players could never place or break. Vanilla (Player.blockActionRestricted, ItemStack.useOn) allows it when the held item's can_break matches the block, or can_place_on matches the clicked one.
A strike hurt mobs as generic damage, which bypasses armour and wolf armour and loses the is_lightning loot condition (a struck turtle dropped no bowl). Vanilla (Entity.thunderHit) uses lightning_bolt.
The cramming roll was drawn but nothing hurt the mob. Vanilla (LivingEntity.pushEntities) deals 6 cramming damage, 1 in 4 ticks, above max_entity_cramming - 1 pushers who are not riding.
Arrows built from a bow or crossbow carried no effect and mobs never got one. Vanilla (Arrow, SpectralArrow doPostHurtEffects) applies the pickup item's potion contents at its duration scale, or Glowing for 200 ticks.
A stack's potion_contents lost custom_effects and custom_color on load, and drinking used scale 1. Vanilla (PotionContents.onConsume) applies the potion and custom effects at potion_duration_scale.
While nobody was online, the dedicated server behaved as if a player
stood at the world spawn: at startup it streamed a view-distance area
there and placed a stand-in player, and afterwards it kept that area
loaded, generated and ticked. Vanilla only loads the chunks its spawn
spiral tests (MinecraftServer.setInitialSpawn: getChunk(FULL), whose
3x3 is decorated in one generation task), has no spawn ticket, and finds
a player's spawn when one joins. In a pre-generated world the startup
area decorated in another order made ore blobs and a mineshaft start's
saved flags near spawn differ from vanilla's.
A streaming radius below 0 now means no area around the centre. The
dedicated server only finds the world spawn, loading each tested chunk
as an extra area of radius -1 ranked as one FULL task (x-outer,
z-inner), and keeps the radius at -1 while no guest is online.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The superflat screen and the agent's state read the world preset that
#2214 adds instead of the old flat flag; drop a stray parenthesis in
the horizon-prepare hint.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
clippy's explicit_auto_deref asks for the LazyLock itself, which
derefs to the registry the generator data keeps.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
The player's file now names the vehicle it rides, the way vanilla's
ServerPlayer.saveParentVehicle does, and the ride comes back on the next
login in both single player's modes.
- The player compound holds a "RootVehicle" compound whose "Attach" is the
UUID of the vehicle at the root of the rider chain (Entity.getRootVehicle).
Horizon keeps the vehicle in the world, so the file names it instead of
holding a second copy of it: the horse and its equipment stay in the
chunk's entity file, and nothing is duplicated.
- The single player's own player writes the vehicle it rides, and a server's
guests write theirs; on the next login the vehicle is looked up by its
UUID among the entities in the world, and the player rides it again.
- A guest whose file names a vehicle gets back on it once the vehicle is
loaded, as ServerPlayer.loadAndSpawnParentVehicle does.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
NaturalSpawner.spawnMobsForChunkGeneration runs in the generation
pipeline (spawnOriginalMobs), with the WorldGenRegion's random for the
spawn rules and finalizeSpawn. Horizon ran it from the game tick for
chunks that were fresh and lit, so:
- a world generated with ticks frozen, as a seed generator does, got no
animals at all, and a chunk saved before a tick saw it lost them;
- the rules and finalizeSpawn drew from other randoms, and the reduced
spawning::finalize gave no variants, babies or group data;
- the spawn list came from the biome's noise cell, not the zoomed biome
(fullResolutionBiomes) vanilla reads;
- members of a pack were kept apart, though a WorldGenRegion has no
entities in the way.
A chunk now gets its animals as soon as it is lit, whatever the tick
state. The positions come from the same selection, the rules and the
finalize from the chunk's region random, and each mob is made with its
constructor's state, finalized like a structure mob
(Reason::ChunkGeneration, group data per pack) and loaded from the NBT
generation would save. The natural spawn oracle's generation mode sees
no entities, as a WorldGenRegion.
Goats and frogs keep their long jump and ram cooldowns under vanilla's
memory names (long_jump_cooling_down, ram_cooldown_ticks), and rabbits
save the attack damage attribute Rabbit.setVariant makes.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The create screen only offered Default and Superflat, so the amplified
world type of #1873 could not be chosen at all, and the generator
always built the overworld's noise settings.
The world-type button now cycles through the presets vanilla's
WorldPresetTags.NORMAL tag holds (normal, flat, large_biomes, amplified,
single_biome_surface), the chosen preset is written into the new world's
world_gen_settings.dat with the generator
worldgen/world_preset/<preset>.json has, and the generator is built from
that preset, so an amplified world gets the amplified noise settings.
A world opened again reads its preset back from its generator.
Co-Authored-By: minimax-m3.1-flash (Claude Code) <[email protected]>
ProtoChunk.addEntity saves a structure's entity as soon as it is placed,
and the chunk loads it again when it becomes full, so vanilla keeps what
each entity's own save writes. Horizon kept the template's NBT with its
model on top, and its model left out some fields:
- the keys in vanilla's templates that no entity reads (food_level,
lastRestock, CatType, OwnerUUID, ...) are dropped;
- villagers save VillagerDataFinalized and their age (AgeableMob writes
Age, ForcedAge and AgeLocked whenever canBeABaby, not only for
creatures; never for a frog, a parrot or a zombie nautilus), and the
age is read back for the same mobs (a baby villager or hoglin no
longer grows up on load);
- iron golems and the other neutral mobs save anger_end_time;
- zombies, drowned and piglins save the movement speed attribute that
their setBaby creates on load;
- a drowned with a nautilus shell keeps drop_chances (offhand 2.0), and
saved drop chances are read back;
- the rider of a new chicken jockey is saved as it was when the chicken
was added, before its equipment and attributes, as vanilla's chunk
saves the chicken with its passenger at that point.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A goat horn did nothing when used. It now plays its instrument at the
player, is held up for the instrument's duration, goes on cooldown, posts
the instrument_play game event and counts as used. Other players hear it,
see the arm raised to the head, and the tooltip names the call.
2026-10-26 19:54:15 +01:00
561 changed files with 42772 additions and 7505 deletions
| `horizon-friends`, `horizon-relay` | Play with Friends: invite codes, encrypted tunnel, the relay ([docs/play-with-friends.md](docs/play-with-friends.md)) |
| `horizon-mods`, `cargo-horizon-mod` | Content mods (`.hmod`: manifest, content fence, no code), the registry index and `.hpack`, and`cargohorizon-mod`(`new`, `build`, `run`, `check`, `registry`) ([docs/mods.md](docs/mods.md)). Code mods are native, built by the launcher ([docs/native-mods.md](docs/native-mods.md)) |
| `horizon-shader-api` | Horizon's own WGSL shader packs ([docs/api/shaders.md](docs/api/shaders.md)): `horizon-shaders.toml`, the `.hshader` package; shared by the game, the launcher and the registry |
| `horizon-shaders` | Shader packs (the `shaders/` folder format), rebuilt clean-room from a written spec of the format; no wgpu |
@@ -73,7 +73,7 @@ reads `README.md`, `launcher/links.json`, `docs/api/`, `roadmap/roadmap.json` an
python3 tools/pr_ready.py # the self-check: fmt, clippy -D warnings, touched crates' tests, harnesses; paste its block in the PR
python3 tools/pr_ready.py --quick # same without harnesses
cargo test -p horizon-client --lib --bins --tests # skips the 104 examples (pr_ready does this); `--doc` separately
cargo test -p horizon-client --features horizon-client/mods --lib mod_content::tests:: -- --ignored # the 5 slow content-root tests, #[ignore]d; pr_ready runs them when mod content, assets, blocks or items change
cargo test -p horizon-client --lib mod_content::tests:: -- --ignored # the 5 slow content-root tests, #[ignore]d; pr_ready runs them when mod content, assets, blocks or items change
cargo build --profile fast -p horizon-client # optimized, quick to link: use it to play or run lan_e2e
python3 tools/parity.py --changed origin/main # the harnesses your branch can affect (CI's parity job)
python3 tools/parity.py --changed-files paths.txt --list # which harnesses cover these files, without running them
@@ -93,9 +93,6 @@ python3 tools/agent_control_e2e.py # horizon-ctl / MCP end to end
- What a change reruns (of 329 harnesses, measured 2026-10-23): a file of the game binary (`game.rs`, `game/`)
~25, a file of the client lib ~103, of `horizon-world` ~103–109, of `horizon-core` ~119. Plan for it.
@@ -46,9 +47,9 @@ 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, item modifiers and world generation (vanilla's heights and biomes for now).
- **Resource packs and data packs:** resource packs work, and data packs load functions, predicates, item modifiers and world generation, taller levels included (vanilla's 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).
- **Mods:** content mods add blocks, items and data, and native mods change the game's own Rust code, built by the launcher on your copy, with no Rust to install. Horizon's own (Zoom, FPS Counter, Keystrokes, Minimap, Recipes and Coordinates HUD) are native mods. 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:
@@ -127,6 +128,8 @@ It runs rustfmt, clippy with warnings denied, the tests of the crates you touche
## Project status
**Player-visible gaps: 833 open** of the 833 the [port ledger](tools/port_ledger.py) found, reading every vanilla 26.3 method against Horizon's code: vanilla behaviour a player would notice that Horizon doesn't have yet. By area: Screens, HUD and client packets [197](https://github.com/horizon-rust/horizon/issues/3518); Entity and block rendering, models [129](https://github.com/horizon-rust/horizon/issues/3519); Animals [110](https://github.com/horizon-rust/horizon/issues/3512); Server and players on the server [106](https://github.com/horizon-rust/horizon/issues/3520); Blocks, redstone and fluids [86](https://github.com/horizon-rust/horizon/issues/3516); Entities, projectiles, vehicles and decorations [64](https://github.com/horizon-rust/horizon/issues/3514); Monsters and bosses [53](https://github.com/horizon-rust/horizon/issues/3513); Mob AI, villagers and raids [35](https://github.com/horizon-rust/horizon/issues/3521); World, world generation and saves [32](https://github.com/horizon-rust/horizon/issues/3517); Items, enchantments and inventories [21](https://github.com/horizon-rust/horizon/issues/3515). This number goes down as gaps close (`tools/parity_gaps.py`); the harness results below say that what is tested matches.
The table below is the project's own audit of each subsystem. Every subsystem now matches vanilla in every harness that compares it. 100% means 100% of what the harnesses compare, not proof that nothing else differs. The remaining known differences are listed below.
### Java parity: 100%
@@ -163,7 +166,7 @@ lists every method of vanilla 26.3 next to the Rust functions that port it, with
### Known issues
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; item tooltips lack attribute lines.
One item for all modding work ([#3911](https://github.com/horizon-rust/horizon/issues/3911)), led by levzzz5154 with vladislav_hagen; the order between the parts is theirs. Native mods on stable hook points (game/native_hooks.rs, [#3345](https://github.com/horizon-rust/horizon/issues/3345), [#3346](https://github.com/horizon-rust/horizon/issues/3346), [#3434](https://github.com/horizon-rust/horizon/issues/3434), [#3435](https://github.com/horizon-rust/horizon/issues/3435)) built by the launcher ([#3388](https://github.com/horizon-rust/horizon/issues/3388), [#3855](https://github.com/horizon-rust/horizon/issues/3855)); server-side hooks ([#3878](https://github.com/horizon-rust/horizon/issues/3878), [#3706](https://github.com/horizon-rust/horizon/issues/3706)); mod-owned screens, input and drawing; tools for mod makers (templates, `native.py check`); the registry ([#1634](https://github.com/horizon-rust/horizon/issues/1634), [#1642](https://github.com/horizon-rust/horizon/issues/1642), [#1659](https://github.com/horizon-rust/horizon/issues/1659)); machines with inventories and menus ([#1189](https://github.com/horizon-rust/horizon/issues/1189)); mods that read and change the world through the server. The WebAssembly runtime is being removed ([#3351](https://github.com/horizon-rust/horizon/issues/3351), [#3353](https://github.com/horizon-rust/horizon/issues/3353)). [docs/native-mods.md](docs/native-mods.md).
One item for all modding work ([#3911](https://github.com/horizon-rust/horizon/issues/3911)), led by levzzz5154 with vladislav_hagen; the order between the parts is theirs. Native mods on stable hook points (game/native_hooks.rs, [#3345](https://github.com/horizon-rust/horizon/issues/3345), [#3346](https://github.com/horizon-rust/horizon/issues/3346), [#3434](https://github.com/horizon-rust/horizon/issues/3434), [#3435](https://github.com/horizon-rust/horizon/issues/3435)) built by the launcher ([#3388](https://github.com/horizon-rust/horizon/issues/3388), [#3855](https://github.com/horizon-rust/horizon/issues/3855)); server-side hooks ([#3878](https://github.com/horizon-rust/horizon/issues/3878), [#3706](https://github.com/horizon-rust/horizon/issues/3706)); mod-owned screens, input and drawing; tools for mod makers (templates, `native.py check`); the registry ([#1634](https://github.com/horizon-rust/horizon/issues/1634), [#1642](https://github.com/horizon-rust/horizon/issues/1642), [#1659](https://github.com/horizon-rust/horizon/issues/1659)); machines with inventories and menus ([#1189](https://github.com/horizon-rust/horizon/issues/1189)); mods that read and change the world through the server. [docs/native-mods.md](docs/native-mods.md).
@@ -350,7 +350,7 @@ 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/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.
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. Option to look at again: a bridge for simple Fabric mods.
</details>
@@ -370,7 +370,7 @@ When a mod, shader pack or modpack hasn't been rewritten for Horizon, one button
<details><summary>Technical</summary>
Generalise the mod browser's Port step (`horizon-port-pack`: the data, assets, worldgen and block and item definitions of Java mods, .mrpack and CurseForge zips) to every kind of content: code mods where the API allows it (see 'Mods with code') and shader packs, converting an Iris/OptiFine pack into Horizon's format. The browser says what works before the install. Java code itself does not run ([docs/modpacks.md](docs/modpacks.md), [docs/mod-browser.md](docs/mod-browser.md)).
Generalise the mod browser's Port step (`horizon-port-pack`: the data, assets, worldgen and block and item definitions of Java mods, .mrpack and CurseForge zips) to every kind of content: code mods as native mods (see 'Mods with code') and shader packs, converting an Iris/OptiFine pack into Horizon's format. The browser says what works before the install. Java code itself does not run ([docs/modpacks.md](docs/modpacks.md), [docs/mod-browser.md](docs/mod-browser.md)).
</details>
@@ -380,7 +380,7 @@ 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/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)).
333 of the 496 mods in a big pack (ATM10) contain code. Issue [#1854](https://github.com/horizon-rust/horizon/issues/1854) ranks the gaps (ticking block entities, networking, rendering, menus, inventories) that unlock them in tiers, with machines first as the recommended path. Code mods are native mods now ([docs/native-mods.md](docs/native-mods.md)): each port is a horizon-mixins bundle. The path isn't started yet ([docs/modpacks.md](docs/modpacks.md)).
</details>
@@ -490,7 +490,7 @@ 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.
Waits for native mods to settle: a script layer over the native hook points is to be designed.
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.
The community mod Orbital Laser, made for a fork of Horizon, running on the normal game as a native mod and listed in the registry.
<details><summary>Technical</summary>
A pull request on [https://github.com/Stink-O/orbital-laser](https://github.com/Stink-O/orbital-laser) (MIT) once the input, ui, render and world capabilities exist (see 'Screens, input and drawing for mods'): today the mod needs them through its author's fork. Tested in the game, and listed in the registry.
A native port (a horizon-mixins bundle, docs/native-mods.md) of [https://github.com/Stink-O/orbital-laser](https://github.com/Stink-O/orbital-laser) (MIT), which today runs through its author's fork. Tested in the game, and listed in the registry.
</details>
@@ -524,7 +524,7 @@ Contraptions and physics like the Create and Aeronautics mods, as a mod for Hori
<details><summary>Technical</summary>
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.
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.
</details>
@@ -534,7 +534,7 @@ Hear nearby players talk, as with the voice chat mods of other Minecraft version
<details><summary>Technical</summary>
Needs server mods, mod networking and an audio interface in the mod API before anything can be built ([docs/api/mods.md](docs/api/mods.md)).
A native mod ([docs/native-mods.md](docs/native-mods.md)). It needs a way to carry voice between players and an audio path in the game before anything can be built.
</details>
@@ -718,7 +718,7 @@ 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/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.
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 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.
// CommonLayouts.labeledElement: the label, 4 below it the box,
// both on the left.
// both on the left. The label is a plain StringWidget: it has no
// click handler, so a click event in it does nothing.
letmutshown=label.clone();
forspanin&mutshown.spans{
span.style.click=None;
}
Element{
w: w.max(font.width_text(label)),
h: 9.0+4.0+20.0,
parts: vec![
Part::Line(label.clone(),0.0,0.0),
Part::Line(shown,0.0,0.0),
Part::Field{
input: i,
rect: [0.0,13.0,w,20.0],
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