🤖 Agent: merging. Every knock_back caller outside the legacy rules passes legacy = false, so the 26.3 path is unchanged. 1.8's air lift and the unhalved sprint push only run under the hosted-world switch.
🤖 Agent: merging. [combat] is only written when legacy is on, and unknown keys are rejected. The game reads it in dedicated.rs, and a bad section logs and keeps 26.3's rules. The test now looks for the section line, not the template's '# [combat]' comment, which made verify fail on the first head.
🤖 Agent: merging. legacy_rules() is remote.is_none() && combatRules, so a window on any server keeps 26.3's cooldown and damage. Measured over LAN: 1.8 rules 7 and 7 (diamond axe, charged then right after a swap), 26.3 9 and 3.6.
🤖 Agent: merging. The 1.9 hit sounds and particles are filtered on receipt (remote.rs, lan_particles.rs), so nothing sent changes. Hurt sounds and crit particles stay, and 1.8 hit sounds are off by default.
🤖 Agent: merging. Legacy only moves the hand's matrices, and only for items with vanilla's flat display (pack-moved and post-1.8 items keep 26.3's). It's off by default, and the renderer is the only reader of the equip state it changes. On scripted fights against a vanilla server, #10117's Modern-vs-Legacy packet comparison matched on every scenario that is stable between two identical clients.
The launcher traced a compile error to a mod only inside the helper function itself. horizon-mixins
wraps each helper in a block that calls it, `{ fn helper(…) { … } helper(…) }`. When Horizon
changes a type the helper's signature mentions (flair 1.0.0: `extra` became five-element tuples),
the error lands on that generated call, so no mod was named and the whole build failed instead of
leaving that mod out. A block holding only the helper and its call now counts as the helper's.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: merging the mod hot-load design note, docs only. The point to check is the native measurement it rests on: a one-line gameplay change rebuilds in 570 s against 812 s cold, and mold doesn't help, which is why the run-time switch came before background builds.
🤖 Agent: merging live switching of content mods. The point to check is the server's world tables: with no data pack they used to stay on the startup resources, so a switched mod's data never applied. After a live switch they are now built from the new root (data_switched), checked in game by a mod function that loads, unloads and loads again.
🤖 Agent: the request log reads the player's name before the request runs, so a release or drop that removes the guest still logs who it was. The e2e this PR adds ran on this exact stack against current main: 31/31 over real control sockets with horizon-bots.
🤖 Agent: pushed 4020e2537 for martipops' review. It refuses a rotation that overflows f32 (1e39 became inf/NaN after the cast), refuses a named position when the record still has a RootVehicle to restore (the vehicle would undo it), keeps recentered on retries, and documents that velocity is the server's body only. Tests added for each; union-tested on the desktop.
🤖 Agent: the commit point holds. place_arrival writes the .dat with write_dat_durable plus the advancements and stats with write_durable, each a Result, before ok, and the player stays held on any error. Retries after the commit answer through placed_arrival. martipops' two reviews are answered point by point in the comment above. server_transfer_e2e passed on the final stack (31/31).
🤖 Agent: with [transfer] off, no login is expected, so held stays false and watches() equals here(): every here→watches swap in hub.rs and the loading_chunks refactor are no-ops for ordinary servers. With it on, a held player is a viewer but not tracked, and gets list changes through broadcast_watching. Union-tested with main and the stack on the desktop, plus server_transfer_e2e (31/31).
Native rebuild times measured on the desktop, live switch times in game
on the ThinkPad and the content root on the desktop. Option A as built:
trait mods switch at run time, RenderHooks and the launcher's build-all
come next. The browser's buttons and index fetch as implemented.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
blocks_and_items_declared_in_code_get_ids expected a changed declaration
to rewrite the same root's stamp; each set now has its own root, so it
checks the new root and that the old one is left as it was. Found by
running the content-root tests on real prepared resources.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: unknown states now read as air at the three places they enter (chunk palettes, block updates, BlockFacts::get), and the palette scan is skipped when nothing is unknown, so a vanilla-width chunk costs one maybe_has over its palette. Vanilla would disconnect on such an id (MissingPaletteEntryException) instead; air matches what Horizon already did for a wider host, so I took it. Union-tested on the desktop (clippy, wide_states, horizon-items).
🤖 Agent: removing JAVA_TOOL_OPTIONS, _JAVA_OPTIONS and JDK_JAVA_OPTIONS in java::command reaches every exporter JVM and javac but not the game's own launch, so a player's global -XX:+UseZGC still applies in play and only stops clashing with BATCH_OPTIONS' SerialGC during preparation. Built and tested in a union on the desktop (clippy, horizon-prepare tests).
Answers martipops' review of #8735:
- A rotation finite as f64 but past f32::MAX became an infinity (and a NaN pitch) after the
cast; it is refused now, like any rotation that is not a number.
- A record with a vehicle still to restore (RootVehicle) seats the player back on it at the
vehicle's own place, which undid a position the request named; the two are refused together.
- A retried import of the same hand-over, or a retry after the commit, answers the same
`recentered` as the first reply (kept on the guest until it is placed).
- docs/server.md says the velocity is the server's only: the arrival's teleport carries no
motion, as a vanilla login's does not.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: merging. The default --clients vanilla,horizon run is unchanged, and so is main's one-client capture (now 'one or two of'). horizon-legacy only adds a horizon-extras.txt in its own scratch home. On the desktop, Modern vs Legacy matched on 14 of 16 scenarios; eat and dig_teleport also differed between two identical Modern clients there.
🤖 Agent: merging. Pictures are now sized to the window × scale and capped by the atlas limit (the wgpu adapters' min on Linux, 16384 on Metal/DX), instead of a fixed 3840. RSS stays flat at 173 MiB for 5 min on a real GPU. One thing to watch: the Linux probe opens its own Vulkan/GL instance at startup on a background thread, and until it answers pictures cap at 8192.
#10236 capped screenshots and the background at a fixed 3840 px, so an
8K screen lost detail. Pictures are now made at what the screen shows:
- viewer and background: the window's longer side x its scale factor
(7680 px on an 8K screen), tiles 360 points x the scale factor, in
256 px steps so a resize doesn't remake them every frame;
- never above the biggest texture GPUI's atlas holds: on Linux the
smallest max_texture_dimension_2d over wgpu's Vulkan/GL adapters
(asked once in the background, 8192 until known), elsewhere the fixed
16384 of the Metal and DirectX atlases. A larger picture would make
the atlas add a max-size texture on every frame (zed#66595).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
With the legacy rules on, a player's knockback follows 1.8.9's
EntityLivingBase.knockBack: the motion halves and the 0.4 push lifts in the
air too (26.3 lifts only from the ground), and knockback resistance is a
chance to take none instead of a cut. The sprint and Knockback push is added
on top as attackTargetEntityWithCurrentItem's addVelocity (0.1 up) instead
of going through knockback, for players and mobs alike.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
horizon-server accepts and keeps a [combat] section (off by default, left out
of the file while off); the dedicated game reads it itself, like
[anticheat], and turns on the legacy rules a hosted world's PvP page switch
gives. A wrong section is logged and fights keep 26.3's rules.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Under Combat feel Legacy the client draws no sweep_attack or
damage_indicator particles a server sends (1.8.9 had neither), and with
'1.8 hit sounds' plays none of the entity.player.attack.* sounds 1.9
added. Hurt sounds, crits and enchanted hits stay. Only what this client
shows changes; nothing is sent.
1.8.9 drew no red tint over armour (LayerArmorBase.shouldCombineTextures
is false, so setBrightness skips it) and the body's flash is red at 0.3,
as 26.3's: both already match.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Combat feel: Modern (default) or Legacy (1.8.9). Legacy changes only the
picture: a flat item in first person takes 1.8.9's ItemRenderer pose
(swing, eating and drinking, bow pull) through 26.3's own display
transform, a sword is held up while use is held (1.8.9's block pose,
swinging as 1.7.10 did), the main hand no longer dips after each hit,
and the attack indicator hides unless the player keeps it. The clicks
and every packet stay 26.3's. Poses 1.8.9 lacked (crossbow, trident,
spear, brush) and resource packs' own displays stay modern.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A PvP page switch, off by default: single player and LAN worlds resolve
melee hits by 1.8.9's rules (EntityPlayer.attackTargetEntityWithCurrentItem):
no attack cooldown and no sweep, 1.8.9 weapon damage (ItemSword 4 / ItemAxe 3 /
ItemPickaxe 2 / ItemSpade 1 plus ToolMaterial), Strength x(1 + 1.3 per level)
and Weakness -0.5 per level, Sharpness 1.25 per level, and critical hits that
allow sprinting and need no charge. Only a game that is the server uses them;
a window playing on a server never does, so what it sends stays the same.
The window passes the switch to its server thread each frame, like the
distances. lan_e2e's legacy-pvp check measures two diamond axe hits 12 ticks
apart: 7 and 7 under the rules, 9 then a cooldown-cut hit without.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: merging. These are #10079's commits merged with main and nothing else; #10079 had landed in the already-merged pvp/hud-layout. The editor opens only from a world and is the only screen that writes the layout.
🤖 Agent: verified on the desktop: horizon-mods 36 tests, launcher 589 tests, clippy -D warnings clean. broken_on is read only from the registry index (the publish job adds it from horizon-mods' daily native-compat run). The warning shows only when the entry's Horizon is the commit the mod would build on, so a mod pinned elsewhere doesn't warn.
🤖 Agent: the harness itself: 16 scenarios, real vanilla 26.3 client vs Horizon, per tick and field; on main 11/16 match, with the series + #9918 16/16. Named-only and solo in parity_hosts (needs a virtual screen, ~15 min). Merge of main resolved a game.rs mod-list conflict (tick_profile + tick_script).
🤖 Agent: wire stream harness (#10082) on main: number keys' SetCarriedItem left a tick early (hotbar_swap, 15 ticks; dig_teleport) and a key tapped with a swing at the sky sent the slot before the Punch; with this change every tick matches vanilla. Head = cc7200cd7a's +35 −43 plus merges of #10083, #10085 and main (conflicts in remote.rs resolved to the tree the harness after-run built and passed).
🤖 Agent: verified end to end on the desktop: with 30 registry mods on Nightly 2026-11-05, main's launcher fails the whole build (eatinganimation E_TARGET_NOT_FOUND), and this one builds 22 and leaves out 8 with their reasons. MIXINS_REV moves to 5a64af9 (horizon-mixins#27, #28). The risk to watch: a compile failure costs one full recompile per round, capped at 3.
🤖 Agent: inventory in the wire stream harness: a shift-click's changed slots went out 10, 37 where vanilla's Int2ObjectOpenHashMap iterates 37, 10; now byte-identical, unit test pinned to the captured order.
🤖 Agent: bridge in the wire stream harness: 19 of 19 UseItemOn cursors differed from vanilla by ~6e-5 on main (double trig in the pick ray), all bit-identical with Mth's float table. Hot path cost: one table lookup per frame instead of libm sin/cos.
🤖 Agent: read against LocalPlayer.sendChanges and AbstractBoat.tick (rider look, vehicle, then sprint; paddles first). No riding scenario in the harness yet, so the proof is the read and the unchanged 16 scenarios. Land before #10084, which merges this branch.
🤖 Agent: verified with the wire stream harness (#10082): on main, dig_teleport answered a teleport mid-dig with a new START (sequence 34) instead of vanilla's ABORT; with the series every tick matches. pr_ready clean except the desktop nix-shell's uname-less install.sh test.
The held slot leaves remote_send_state (this PR); the boat's paddles go first and a
passenger sends its look, vehicle, then sprint (#10085).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A loaded desktop's vanilla client failed to log in; rerunning Horizon alone and
comparing with the earlier vanilla capture crashed on the missing client.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: the keyboard path is a mechanical move from keys.contains to held(Action), with the same default keys underneath; old horizon-controller.txt files keep their buttons (no bindLayout line), and the pad's stack drop also reaches the server path through drop_stack. Union pr_ready green.
🤖 Agent: the check is SocketAddr::from_pathname, and the test compares it with a real bind at every length 1-150, so it follows the OS limit (104 on macOS, 108 on Linux) without a hardcoded number.
🤖 Agent: SOCKS goes through ureq's own socks-proxy feature (socks 0.3.4, MIT/Apache), and the loopback SOCKS5 test proves the request reaches an .invalid host only through the proxy. Nothing changes for players without a proxy set.
🤖 Agent: matches 26.3: OptionsList inherits AbstractScrollArea.mouseScrolled, so the wheel scrolls the list and never reaches a row's CycleButton; the old key is dropped because every install saved it as true. Main merged in, union pr_ready green.
Aligning every tick after the teleport on its acceptance moved the script's own
packets (the button release, the 20-tick position) by the server's lag: on the
desktop vanilla got the answer at tick 26, Horizon at 29, and both clients'
packets were otherwise identical tick for tick.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: harness and examples-only probe, nothing players run. New head: CI's parallel shards raced on one schematic .part file; each process now writes its own (three concurrent downloads checked against the pinned digest), and parity / parity passes. Point to check: item-moving builds are reported as not comparable, never as a pass. Result: 111/111 verified contraptions match vanilla.
The second end-to-end build of 30 registry mods on 6475f62 stopped on
errors inside carryblock's, distant_horizons', smartf3's and treefall's
support modules (made before the crate split), which named no mod: only
injected helpers were traced. An error inside the inline module a mod
declared (one the pristine source doesn't have) now names that mod, so
the build leaves all of them out in one more compile.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
CI runs the three shards at once on an empty .local/lra-catalog: two of them
downloaded the same schematic into one `.part` name and one rename found it
gone. The part file now carries the process id.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: test-only oracle (mods/horizon/src/test). Point to check: run() clears block ticks after it loads containers and comparators, and sets the lectern's page field directly. Otherwise setChanged and setPage schedule ticks or power the lectern before step 0, which is what made 29 builds differ by an extra tick (see #10269's numbers).
🤖 Agent: data and reader only, nothing players run. The catalogue is WTFPL from maybeachromium (LICENSE beside it). Point to check: tools/lra_schem.py is the one parser of untrusted downloaded schematics. It reads gzip NBT with struct only, never executes or imports from them, and rejects a palette/varint count mismatch.
A server with mods or states the client does not have can send block states outside our registry. Instead of panicking with an out of bounds slice access when indexing BlockFacts or unpacking palettes, map unknown states to air.
🤖 Agent: Wardrobe layer, retargeted to main after #10144. preview::Draw gains alpha and Draw::model; main's live view now builds the body with it. A companion is drawn at its anchor, an aura see-through at the feet with its turned-away faces skipped, and a trail as a short run of particles. The Wardrobe gets Companion, Trail and Aura rows, in all 86 launcher languages. Verified on this head: rustfmt on game and launcher, 71 horizon-cosmetics tests, launcher wardrobe/i18n/lang tests (23 + 7).
🤖 Agent: render layer, retargeted to main after #10143. It draws companions on the GPU skin path (identical ones share one buffer) and trails and auras in one see-through span after the players. Nothing is drawn beyond 48 blocks or outside the view. Measured in-game with HORIZON_COSMETICS_LOCAL: +0.6 ms prepare at 16 wearers and +1.1 to 2.4 ms at 64, mostly the auras built on the CPU; the follow-up is #10251. Verified on this head: horizon-client clippy -D warnings.
🤖 Agent: settings layer, retargeted to main after #10142. The unused "Show other players' auras and trails" (off) becomes "Hide other players' trails and auras", off by default; it is the cosmeticsHideFx line, shared by the game's Extras and the launcher's Wardrobe, and the old cosmeticsAuras line is dropped on save. Translated into the game's 75 languages and the launcher's 86. Verified on this head: clippy -D warnings on game and launcher.
🤖 Agent: merging the native on/off switch. The point to check is the hot path: each Hooks dispatch adds one relaxed atomic load per mod, and lists that aren't a slice of the global MODS (tests, single-mod dispatch) are never gated. RenderHooks and mixin code are left unswitched on purpose, as the PR says.
🤖 Agent: horizon-report format 2 (mob costs, level spans, tick_lan/sculk sub-spans, workers, network, overhead, stop/status). verify green on eb55d13; live on the SMP since 21:08Z as prof2 at 0.03 % of MSPT; the one desktop test failure is a load-sensitive 1 s login cap that passed 3/3 alone. Only spans and counters added, no gameplay change.
🤖 Agent: runtime layer, retargeted to main after #10140. follow.rs (frame-rate independent lag, snap after a teleport, kept out of the crosshair cone and clear of the head) and trail.rs (spawns by distance walked, 24 particles per player and 512 in all) are pure horizon-cosmetics code, plus the fx_bench example. Nothing in the game calls them yet. Verified on this head: clippy -D warnings and 68 horizon-cosmetics tests.
🤖 Agent: any GUI sprite with an animation section now packs its first frame and animates, so the 16x64 music_notes strip no longer squashes into one slot; load-time only.
🤖 Agent: sulfur cube blast is TNT-interaction only with mobGriefing (NONE without), ENTITY_INTERACT sourced by the cube, tnt.disabled overlay and used stat.
🤖 Agent: rider body follows the vehicle kind as in vanilla (boat yaw, solveBodyRot's 85° clamp for living vehicles, on-foot turn in minecarts); portal E guard only while inside the portal this tick.
🤖 Agent: format layer of the companions/trails/auras stack, rebased onto the emotes: Slot gets Companion, Trail and Aura next to Emote, and Item::parse checks both kinds of block. Item::animate also builds its animated-part table once at parse instead of searching by name every frame, which saves about 0.3 ms a frame at 64 wearers (profiled). Verified on this head: clippy -D warnings on game and launcher, 60 horizon-cosmetics tests; nothing draws the new slots yet.
The end-to-end build of 30 registry mods on 6475f62 stopped on
eatinganimation's `held-frame` helper (E0063, ItemRenderState's new fields)
without naming it: the staged item_render.rs carries the helper with a
trailing comma rustfmt added, so its tokens no longer equal the plan's
helper_source. A helper is now also the function of its name in the staged
file, when the pristine source has no function of that name; two mods'
helpers of one name still name neither.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The switch and remove buttons run on the window's thread: while an
automatic update holds the game folder they now say "Wait for the current
operation to finish." instead of freezing the launcher until its downloads
end. auto::run takes the lock after the registry index arrives.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
redstone_catalog_fixture builds the same contraptions in a map-backed
horizon-world level, clicks the same levers and buttons
(Behaviours::use_without_item) and runs tick_scheduled, run_block_events
and tick_block_entities, printing what VanillaRedstoneCatalogOracle prints.
tools/test_redstone_catalog_parity.py reads the catalogue, downloads the
archive's schematics into .local/lra-catalog/ (pinned to da4dd51, one
sha256 over all 188), turns each entry into a case (switches off except
those the catalogue held on, a neighbour update on every block, then input
steps: every vector up to 8 bits, random ones beyond, random changes for
stateful builds) and compares both sides step by step. verified entries
must match; partial and unverified ones are reported. Entries whose inputs
are analog levels, lecterns or bare wire are listed as unsupported for
now. Three shards; --full runs larger sweeps and every vector up to 16
bits.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
VanillaRedstoneCatalogOracle builds each contraption (block states and
block entities the harness reads from its schematic) in the overworld of a
real flat-world server, one contraption per server tick. Comparators keep
their saved output, containers and lecterns get real items (set silently:
no comparator ticks, no lectern pulse), and the comparator level of every
block entity is printed for the Horizon probe. The game clock keeps
running between contraptions (LevelTicks orders chunks by trigger time);
the probe starts from the time printed.
Levers and buttons are driven with useWithoutItem, and each tick runs what
ServerLevel.tick runs for blocks: scheduled block and fluid ticks, block
events and block entities, so pistons move. After each tick it prints the
outputs that changed, and at the end of each step the tick it ended on,
whether the level went quiet and a hash of the contraption's box. A tick
budget per contraption (the probe counts the same) bounds machines that
never settle; containers at or next to hoppers, droppers, dispensers and
crafters are watched every tick, and a changed level marks the run as not
comparable (the probe does not move items). HORIZON_CATALOG_TRACE=1 adds
every block tick and every block at a step's end.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
tools/lra-catalog/entries.jsonl is maybeachromium's catalogue of the Logical
Redstone Archive (#10103): input and output positions, encodings and checks
for every entry, one entry per line. They shared it under the WTFPL
(LICENSE). The archive's schematics have no licence and stay out of the
repository.
tools/lra_schem.py reads Sponge schematics (versions 1 to 3), written from
the format's specification.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
SulfurCube.tickFuse explodes with ExplosionInteraction.TNT only when
mobGriefing is on (NONE otherwise), and equipItem's gameEvent has the
cube, not the player, as its source. Drop tests that checked constants.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Vanilla's Camel.canAddPassenger accepts a rider while two or fewer ride,
with no baby check. Drop two tests that only checked their own inputs.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A boat sets its passenger's body to its yaw (AbstractBoat.clampRotation);
a living vehicle's rider is drawn from the vehicle's body with the head at
most 85 degrees off and a fifth of the offset past 50
(LivingEntityRenderer.solveBodyRot). Minecarts and cushions keep the
on-foot turn, as vanilla's LivingEntity.tick does. The inventory key is
held back only while the last tick found the player in the portal, not
during the effect's fade-out.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: merging the in-game mod browser. The point to check is that install never trusts the download: each file goes through horizon_mods::index::check_file (size, SHA-256, signature, manifest against the index) before it reaches horizon-mods/, and revoked files are refused. Tests pin both cases with a real .hmod.
The Wardrobe's picture (horizon_cosmetics::preview, its live view
included) draws a companion at its anchor, an aura see-through at the
feet and a trail as a short run of particles behind; the Wardrobe gets a
row for each slot.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A companion is posed on no bone: it follows its anchor with its lag,
keeps clear of the head and, for the player's own in first person, out of
the middle of the view. Trails spawn by distance walked and are drawn as
camera-facing particles; auras blend at the feet with their back faces
dropped. Trails and auras of every player go in one see-through span after
the players. Others' follow "Other players' cosmetics" and "Hide other
players' trails and auras". Nothing is an entity or reaches a server.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The setting that was "Show other players' auras and trails" (off, for
items that didn't exist) becomes a hide switch, off by default: others'
trails and auras show like their other cosmetics unless the player hides
them. In the game's Horizon settings and the launcher's Wardrobe, the same
cosmeticsHideFx line of horizon-extras.txt; the old cosmeticsAuras line is
dropped on save.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
follow.rs: a frame-rate independent lag toward the anchor, a snap after a
teleport, and the two rules that keep a companion out of the way (out of
a cone round a first-person crosshair, clear of the head). trail.rs:
particles spawned by distance walked only, placed from their age alone,
24 per player and 512 in all. fx_bench measures their CPU cost for 1, 16
and 64 wearers.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Three new slots that ride no bone: a companion floats beside the player,
a trail leaves particles where they walk, an aura glows faintly at their
feet or round the body. Their blocks, limits and checks live in fx.rs;
item.rs reads them, refuses a bone on them and measures their extent.
Nothing draws them yet.
Item::animate no longer looks its parts up by name every frame (a tree
search and string compares per animation, for every wearer): the animated
parts are found once, when the item is read. At 64 wearers in view that
was 0.3 ms a frame on an i7-7500U.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Held mappings are named by an Action rather than read by key, per device, and more actions can be bound: hotbar
slots, fullscreen, toolbars, social and quick actions. Held drop repeats and throws the stack. Readers of the
movement keys see the left stick, and a bumper steps the hotbar through the wheel's gates. Prompts over gameplay
are pad-driven and keep what's behind them, the keyboard opens on every field, and focus follows its widget.
Buttons and the crosshair draw from Horizon's own art, one file per pad family, instead of text labels.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: merging. The screenshot tiles, viewer and background no longer go through GPUI's never-evicted img(path) cache. Two 32k×16k screenshots on Home went from an 8.7 GiB peak to 277 MiB on the desktop. One risk to watch: the 2 s grace lets the budget overflow while more than 256 MiB of tiles is on screen at once (about 280 tiles with Show all), which is bounded by the list itself.
Screenshot tiles (Overview's three newest, the Screenshots tab), the
viewer and Home's background went through gpui::img(path): GPUI decodes
the whole picture and keeps it, and its sprite-atlas copy, until the
launcher quits. One 32768x16384 screenshot is 2 GiB decoded; with two
of them Home alone reached 8.7 GiB (24 GiB reported on Linux).
- pictures (lib): PNGs are read a row at a time and box-filtered down to
the drawn size, never held whole; other formats decode whole only
under 256 MiB. Lru keeps made pictures under a byte budget, sparing
those drawn in the last 2 s.
- picture_cache: makes them off the UI thread (3 at once), 640 px for
tiles, 3840 px for the viewer and background, 256 MiB budget; evicted
images are dropped from the window's sprite atlas.
- glass_shot_blur's blurred copies go through it too, from a shrunk read
instead of image::open.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On a smoke server (2 ms ticks) the overhead line charged the chunk pump's spans of the
wait between ticks (1,788 a tick) to MSPT. Only the spans the tick records count now,
and a dedicated server records spans anyway for its slow-tick line (HORIZON_SPIKES,
on by default), so they are listed apart and left out of the report's own cost.
The 'other' worker jobs ran at 278k/s for 0.0 ms each: two thread-CPU clock reads
each cost more than the job; they are counted only. A sum of no players' rates no
longer reads -0.0.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: the Wardrobe button opens the launcher's Shop tab now, so its label drops "on playhorizon.dev"; the key is renamed in place in all 86 tables (no stale key left), and the i18n test passes.
The registry's daily check (horizon-mods native-compat.yml) marks the
versions horizon-mixins refuses on the newest Nightly with `broken_on`
({horizon, code}) in index.json. The browser's fit line now says
"Doesn't build on the Horizon you play (CODE): a build leaves it out until
its author updates it" when that Horizon is the one the mod would build on.
- horizon-mods index: `Version.broken_on` (empty and absent by default).
- native_fit: `Fit::Broken { code }` for a hook mod, or a mod pinned to the
played commit, when an entry names that commit.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A collector chosen in JAVA_TOOL_OPTIONS or _JAVA_OPTIONS stopped every JVM
horizon-prepare starts, as they pass -XX:+UseSerialGC: "Multiple garbage
collectors selected", so the version was never prepared. java::command, which
they all go through, now removes those variables and JDK_JAVA_OPTIONS.
Fixes#10067
Background automatic registry updates and manual mod operations (install,
remove, enable, disable) could mutate the same game home folder concurrently.
Because auto-update loads `mod-browser.json` before downloading and saves upon
completion, a manual install or removal occurring during the download would
be overwritten by the stale snapshot upon completion, losing manually added
mods or reviving removed mods. In addition, temporary save files could collide.
Introduce a per-game-home re-entrant mutex (`browser::lock::lock_home`)
covering mod mutation critical sections across background auto-updates and
manual operations. Use unique atomic temporary file paths during save to
prevent collision.
Co-Authored-By: Antigravity <[email protected]>
A loaded server catching up ran a 20-tick bite's remaining ticks in a burst and finished the apple.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
It opens the launcher's Shop tab now, not the website, so the old label
"Get more cosmetics on playhorizon.dev" was wrong. The key is renamed in all 86
tables, in place.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Pay checks that the checkout's uuid matches the recipient and only opens playhorizon.dev/shop/pay with a validated txn_ id; no card entry in the launcher.
🤖 Agent: the Shop is a plain top-bar tab with no badge; it never opens by itself and isn't the start page; a catalogue failure shows one quiet line and Play is untouched; try-on uses #10153's Viewer (no second renderer).
One mod that horizon-mixins refuses or that doesn't compile used to fail the
whole native build (#horizon-support 2026-11-05: eatinganimation's moved
target, hitbox_plus's support module, worldedit's moved chat.rs). The build
now leaves that mod out, with the mods that need it, and builds again:
- isolate.rs names the mod a horizon-mixins diagnostic is about (mod_id, its
manifest, its support module's name or destination), or the mods the
compiler's errors were traced to, and adds their dependents.
- A refusal costs one horizon-mixins run; a compile failure one compile, at
most 3 times. A server engine export still fails as before.
- native-mods.json records `left_out`, so the same mods turned on read as up
to date, and the Mods page says "X was left out: made for another Horizon
version / clashes with Y / it needs Z, which was left out" (86 languages).
- MIXINS_REV → 5a64af9: horizon-mixins#27 resolves `horizon_client::…`
targets that moved into horizon-client-lib, #28 follows workspace globs for
a module's name and puts the mod id on module errors.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: shop price rules (sets partly owned, items inside a set in the basket, Supporter once) match the site's pricing.ts and are tested against hand-worked values; nothing player-visible yet. Requeued after merging main (#10153's lang tails).
🤖 Agent: Requeued on the same head: the parity run died in 1 s on the runner's missing .horizon-prepare.lock (environment, no harness ran), so it's rerunning (42040505129). The interact packet now carries the ray's hit point from the mob's feet. Union on main dd675b574 green.
🤖 Agent: With a scaled resolution, final now draws at the picture's size into its own target, and one linear copy stretches it to the window. Same-size output and packs without a final keep their old paths, so only resolution-scaled pack users take the extra pass. Union on main dd675b574 green (fmt, clippy, 4426 client tests including the render crate).
🤖 Agent: Matches LivingEntity.calculateEntityAnimation: a passenger calls walkAnimation.stop(), which zeroes speed, old speed and position, so the seat moving with the boat no longer swings the legs. Union on main dd675b574 green (fmt, clippy, 4426 client tests).
🤖 Agent: WebGPU allows binding a depth view as unfilterable-float, and textureLoad(...).r is the same texel, so Vulkan, DX12 and Metal read the same depth. The translation test now fails on any GL-run entry point that doesn't translate, except the one known glint case. Union on main dd675b574 green (fmt, clippy, 4426 client tests).
🤖 Agent: Merged main (9906 landed with the INF-seeded outline_center fold, kept from main) and ran marker_particles on this head: PASS, 2,187 cases and 462,718 lines matching the pinned client. The hive's loop now draws nextInt(1) again on the check that ends it, as BeehiveBlock.animateTick's for-condition does.
Commands typed in the window parse tags against the window's own tags,
which no server packet updates; that gap predates live switching and
needs its own change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The Settings hint now reads (http://host:port, socks5://host:port). Each language keeps its translation, without the word HTTP and with the socks5 form added; i18n's tests want every string in every table.
Turn on ureq's socks-proxy feature and stop refusing SOCKS addresses, in port-pack's parse and the launcher's settings. socks5h, curl's name for SOCKS5 with remote DNS, is read as socks5, which already works that way in ureq. A test runs a request through a stand-in SOCKS5 proxy.
Fixes#8143
MultiPlayerGameMode.handleContainerInput puts the changed slots into a new fastutil
Int2ObjectOpenHashMap and ServerboundContainerClickPacket writes them as it iterates: the key 0
first, then the table from its last position down. Horizon listed them in slot order. The wire
stream harness's inventory scenario caught it: a shift-click from slot 37 into slot 10 went out
37, 10 from vanilla and 10, 37 from Horizon, a byte-level difference any server can see.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: emotes, part 3 (#10069): others see your emote through the cosmetics service, now based on main. CI verify is green. Polling is bounded: at most once a second, only while Horizon players are in view, and only with Other players' cosmetics on Shown. Sending is signed and only while Show me as Horizon is on. Without horizon-cosmetics#14 deployed, the service answers 404 and the game backs off.
🤖 Agent: emotes, part 2 (#10069): the wheel and playback, retargeted to main after #10091. CI verify is green. Two clients played every emote in game; captures are in the PR. Visual only, nothing sent to game servers. #10093 follows.
🤖 Agent: emote format, the bottom of the emotes stack (#10069). pr_ready on the whole stack is green except the NixOS-only uname test. pose_body copies the target at full weight: 0.26–1.1 µs per emoting player and frame, measured. #10092 follows once this lands.
The items, orbs, projectiles, minecarts and boats were counted for the level in place
only (the End, on the SMP, when the report ends), so tick_boats' 3 ms had no count
beside it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
--clients horizon,horizon-legacy plays every scenario with two Horizon clients, the
second with the Legacy feel and every combat extra on, the 1.8 rules included, and
compares their serverbound streams as the vanilla comparison does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The command registries took item and block tags from the resources the
game started with and were built once per world, so /execute and
/give refused a tag a switched mod added (seen in game: Unknown item tag
'c:gems/glint'). They now read the world's tags and are built again
after a live switch's data reload.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On the official SMP, 12.6 of tick_lan's 14.7 ms a tick and all of tick_sculk_entities'
6.4 ms had no span below them. Name the steps: guest ticks, entity states, the hub's
level pass (world sync, chunks, block changes, containers, entity tracking, player
state), the end of the tick and the host events; sculk's prepare, wardens, step-on and
entity game events. Spans cost nothing while off.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The client sends /tp at a fixed tick, but a loaded server answers 2-6 ticks later from one run to the
next (seen with two identical Horizon clients). The ticks before the teleport compare one to one; from
the client's AcceptTeleportation on they align on it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
#10153 replaced the Wardrobe's still picture with viewer::Viewer. The Shop now
uses its own Viewer (drag to turn, scroll to zoom, Reset view) instead of the
still picture and its Turn button, so there is one renderer.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The official SMP is mob-bound (5,400 mobs, 73 ms a tick at 60 players) but the report
only said tick_creature_entities took the time, not which mobs. Format 2 adds, without
a restart and at a measured cost:
- mob_costs: one tick in four times every mob's tick and sums it by dimension and type
(ms a tick, mobs ticked, us a mob);
- level_* spans: each dimension's share of the server tick;
- chunk_workers: streaming::job_stats while recording (load/generate/decorate/light...);
- network: wire bytes in/out per player and in all (connection counters, no new
per-packet cost);
- overhead: spans and mob samples a tick at their price measured on the machine;
- horizon-report stop / status.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A run's state ids count every change its server made since the login, so a click numbered 53 in one
run and 55 in the other were both up to date. hotbar_swap now also taps a number key with a swing at
nothing, where vanilla sends the slot only on the next tick.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
GameRenderer.pick aims along Entity.calculateViewVector: float radians through Mth.sin and Mth.cos,
the 65536-entry table. Horizon aimed with exact double trigonometry, which moved the hit point a
placement sends (ServerboundUseItemOnPacket's cursor) and an interaction's point by up to ~1e-4 of a
block. The wire stream harness's bridge scenario showed it: same position and look, cursor z
0.7173712 from vanilla, 0.7173119 from Horizon. Anticheats that recompute the cursor from the ray
compare it to vanilla's arithmetic. The other view_vector callers (projectiles, dragon, boats...)
are left for their own checks.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified on the desktop at this tree: horizon-cosmetics fmt/clippy/tests (40) and the launcher's fmt/clippy/tests (695) green; pr_ready skipped because the desktop disk was under 45 GB. Point to watch: preview::render now takes a Camera (launcher is its only caller), and lib.rs will conflict by one line with the emote format PR #10091.
🤖 Agent: Fixed to the 26.3 jar's DTOs: the region preference travels as its id (0/1/2) and the region as its nameId, so a Realm that has a preference parses again (it used to fail the whole RealmServer parse). preferredRegions reads regionDataList/regionName, and the configuration POST puts the slot under options with update_slot's RealmsSlotUpdateDto. New tests pin the POST body and the parsing; CI verify is green on this head.
🤖 Agent: wear() still fires the durability trigger after Unbreaking, and the broken stat now comes before the rod. The parity failure at ~17:00 was the playhorizon runner's dead .horizon-prepare.lock link, not this change: rerun on this head.
🤖 Agent: The height probe and the draw share bundle_tooltip, so a hidden grid can't leave an empty box taller than its lines. The parity failure at ~17:00 was the playhorizon runner's dead .horizon-prepare.lock link, not this change: rerun on this head.
🤖 Agent: The tag is copied before name_mob uses it up, like handleInteract's itemStackBefore. Follow-up gap, not this PR: vanilla also fires the trigger with an empty stack on non-item successes. The parity failure at ~17:00 was the playhorizon runner's dead .horizon-prepare.lock link, not this change: rerun on this head.
🤖 Agent: Same two calls finish_consuming makes, before the stack shrinks, as Consumable.onConsume orders them. drink_ominous_bottle awarded neither, so nothing counts twice. The parity failure at ~17:00 was the playhorizon runner's dead .horizon-prepare.lock link, not this change: rerun on this head.
🤖 Agent: The pack-less structure tags are a OnceLock keyed on the first resource root, as StructureSpawns::shared is. location_structure_tags_hold_their_structures passes with prepared resources. The parity failure at ~17:00 was the playhorizon runner's dead .horizon-prepare.lock link, not this change: rerun on this head.
🤖 Agent: On playhorizon (vscreen, lavapipe) every_screen_has_targets, pause_icon, erase_checkbox, controller_settings_pad and settings pass. The empty-label target can add a second target on a rect that already called target_as: drawn_targets dedups only against labelled widgets, not between targets. Nothing on main seems to do that today. Union run on playhorizon (main a1e0c0db0 + this gate's 11 PRs): fmt, clippy, all touched crates' tests pass.
The Wardrobe's still picture becomes a live view of the player's own skin
(both layers, slim or wide arms) wearing their items, drawn by the same CPU
renderer (horizon_cosmetics::preview) only when something changed:
- drag to turn (followed past the view's edges while held), scroll to zoom
up to 3x on the head, Reset view; hovering an owned item's card tries it
on (Nothing takes the slot's off) until the pointer leaves;
- items animate (swing, bob, spin) on the game's 20-tick clock with
Item::animate, as the game does, only while the window is in front and
not under reduced motion (HORIZON_LAUNCHER_MOTION=always keeps them going);
- horizon_cosmetics::viewer::Stage decides each frame: nothing changed, no
picture and no timer; at most 20 pictures a second while animating (one a
tick), 60 while dragging. Pictures are drawn at the view's size in points
(240x330, about 2 ms) and baked up to device pixels;
- preview::Camera holds the turn, tilt and zoom (with headroom above the
head for tall hats and back items), Draw::item_posed keeps items on posed
bones, and viewer::BodyMotion is the hook an emote plays through
(Viewer::play), for the emote format in flight (#10091).
The view is a GPUI view of its own, so a new picture rebuilds it alone;
the pointer is handled by the page's element around it, since GPUI Fast
hit-tests the page's own elements. "Turn" gives way to "Reset view" and a
hint, in every language.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Deferring the attempt to the event phase lets update_from_neighbour_shapes see the real level and ticks, as EndermanLeaveBlockGoal.tick does. leave_block_goal_uses_real_neighbor_shapes_and_keeps_air_placement passes with prepared resources. Still missing: canSurvive and the BLOCK_PLACE game event. Union run on playhorizon (main a1e0c0db0 + this gate's 11 PRs): fmt, clippy, all touched crates' tests pass.
🤖 Agent: native_fluid_at now allocates the block id String on every call, drains and tank queries included. That's fine for mod helpers, but worth an &'static str if a tick path ever calls it. The fragment stamps (tests.test_stamp_native_hooks passed in the union run). I ran the native_fluids tests on this head on playhorizon, 12 passed, the new dispatch test included.
- click-slot without a renderer clicks the menu itself (the vanilla driver's handleContainerInput); horizon-ctl's
clicks where the slot is drawn, which --headless never does.
- The reset's last teleport is the player onto itself: from the console `~` is the world spawn, which put the
player inside bridge's stone.
- BlockPos.asLong decodes with each part signed.
- eat cuts its two bites short: when a full one ends is the server's entity event, late on a busy server.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
MultiPlayerGameMode.ensureHasSentCarriedItem runs in attack, interact, useItem, useItemOn,
releaseUsingItem, dropItem, piercingAttack and continueDestroyBlock only. A swing at nothing,
the start of a dig or an offhand swap sends no slot: a number key pressed in that tick goes out
at the start of the next one (MultiPlayerGameMode.tick). Horizon sent the slot whenever the tick
had a click. The wire stream harness's hotbar_swap scenario caught it: a tap of 2 with a swing at
the air sent SetCarriedItem before the Punch, a tick before vanilla.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: merging. The layout lines only add keys to horizon-extras.txt; files without them load as before (every widget at its default place and style). Verify is green; stacked on #10077.
🤖 Agent: merging. Every widget reads local state only (no packets, no server queries); with every widget off, draw_pvp_hud returns after Hud::any(), so a player who never turns one on pays nothing. Verify is green; pr_ready --quick on playhorizon fails only the render crash:: tests that SIGSEGV under llvmpipe there, and crash.rs is untouched.
🤖 Agent: open_menu already counts the guest as an opener (container_opener_event), so the raise in lan_open_container counted them twice and stopOpen never reached 0, for chests as well as shulker boxes. The author's lan_e2e shulker_menu check pins the lid open, then shut, on both host and guest. Union on main dd675b574 green.
🤖 Agent: The server now sends one minecraft:vibration LevelParticles (count 1, no spread) with the listener's PositionSource and arrival ticks, and only draws locally when the window is the client, so a server-thread world doesn't draw it twice. Tested at a729b3cfe in a union on main dd675b574 (fmt, clippy, 4426 client tests green); this head only adds the author's main merge (test helper conflict) on top.
🤖 Agent: The launcher code is identical to what I tested in a union on main dd675b574 (launcher fmt, clippy -D warnings, 699 tests green). With no check before the build, a machine whose build programs ran before Smart App Control was turned on still builds (Mayonesu0's case 1), and only an os error 4551 leads the error with the explanation.
🤖 Agent: Merged main into this branch (the conflict was in command_exec_corpus.py: the transmute group now sits beside main's mob-effect and frame-map groups, and its recipe pack stays in ISOLATED_RECIPES). The result patch is now applied after the input patch, so a '!minecraft:damage' removal wins over inherited damage, as ItemStackTemplate.apply does. Union on main dd675b574: fmt, clippy, 4426 client tests green; CI parity runs command_exec.
🤖 Agent: tests now check all four hosts' cargo commands on every runner (main's launcher red since #9479); launcher dry run 42072143059 green on windows-arm64 and macos-x64.
🤖 Agent: The stars come from the registry index, so the launcher makes no new GitHub API call, and both strings go through button()'s tr() and trf(). Until horizon-mods#285 lands, every page shows "0 stars on GitHub". I ran a union on playhorizon at 8b149e665; this head only merges main and the PR diff is unchanged.
🤖 Agent: Matches CommandSourceStack.sendSuccess(…, false) for every query. I ran the ignored a_silent_source_drops_query_results_but_still_stores_them with prepared resources and it passes. Union run on playhorizon (main a1e0c0db0 + this gate's 11 PRs): fmt, clippy, all touched crates' tests pass.
🤖 Agent: I pushed d4e13b4c0, which drops the "🤖 Agent:" markers from code comments and from the 0.2 prelude's COLOR_HELPERS text, since that text is composed into every 0.2 stage. Only 0.1's prelude digests are pinned, so they don't move. Added frame-identity now that #9900 is in. Union run on playhorizon (main a1e0c0db0 + this gate's 11 PRs): fmt, clippy, all touched crates' tests pass.
tools/ first on sys.path made unittest discovery import tools/test_world_spawn_parity.py for
tests/test_world_spawn_parity.py.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A focused test drives the public block_entity_accepts_fluid dispatch, as the game does: a water tank that refuses a mod's fluid leaves both insert passes empty and offers native_move_fluids no room, while water and a tank with no hook still fill.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
It drives a vanilla client on a virtual screen for ~15 minutes: no automatic selection on every client change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- Mine: while an emote plays, the game tells the cosmetics service, signed in as for "Show me
as Horizon" and only while that is on: `POST /v1/emote`, with a session kept an hour
(`account::Kept`). A loop is said again every 30 s.
- Theirs: `horizon_cosmetics::Feed`, a thread, asks `POST /v1/emotes` which Horizon players in
view play one, at most once a second and only while some are in view, then fetches the item
files once. On failure it waits 15 s, doubling up to 10 min. Their models play the emote from
where it is; a player who moves ends theirs at once.
- Follows "Other players' cosmetics": with anything but Shown, nothing is asked and nothing is
drawn.
- The wheel: the account's emotes (`GET /v1/me`'s `emotes`), read when it opens, at most every
10 minutes.
Nothing reaches game servers; vanilla clients see nothing.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A busy server ran hit_target's reset teleport on the scenario's first tick: the vanilla client's first move
said off the ground and every later move differed. The reset now ends with a teleport, and the scenario waits
until the client has accepted it and ticked 40 more times.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- The wheel: Emote Wheel (`key.emote`, B by default, unbound on a controller; rebindable in
Controls) shows up to 8 emotes around the middle of the screen. To play one: hold the key and
release on an emote, click one, or press its number.
- The emote cancels (and fades out) on movement, an attack, mining, using an item, being hurt,
riding, sleeping, gliding or sneaking. Only a standing player starts one.
- From first person, the camera turns to the front view and eases out from close for the emote,
then comes back.
- Bones: `anim::setup` lays the emote over vanilla's animation, keyed bones only.
- Props: drawn with the cosmetics, growing in and out with the blend.
- `horizon-ctl emote [ID|stop]`.
- HORIZON_COSMETICS_LOCAL: the wheel offers the folder's emotes, and mannequins play its first
one (the art and the bench).
Visual only: nothing reaches the game server.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
#9479 made the native-mod and toolchain tests build their Toolchain from
`rust_toolchain::host().unwrap()`. On the macOS x64 runner there is no
managed host (None: 7 panics); on the Windows ARM64 runner it is the ARM64
host, whose cargo gets its target's rustflags as `--config` before the
subcommand, which the tests' argument layout didn't expect.
The code is right on both: the rustflags are scoped to
target.aarch64-pc-windows-gnullvm and only the ARM64 host adds them. The
tests now run each check for every host the launcher ships a toolchain
for, expect the host's own arguments first, and pin that only the ARM64
host adds any.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The server built its world tables from the content root only when the
world had data packs; without one it kept the tables loaded at startup,
so a switched mod's recipes and tags never applied (seen in game:
/recipe give still said Unknown recipe). After a live switch the tables
are built from the new root. An install that waits for a restart says so
on the project page.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Brings the branch up to date; the parity job's last run failed in the
runner's preparer (.local/.horizon-prepare.lock missing), as it did for
every PR between 14:17 and 14:41 UTC.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
An item of the new `emote` slot carries an `emote` block: per-part tracks of keys (rotation,
offset, a prop's scale) eased smooth (Catmull-Rom), linear, in_out or step, one-shot or looping,
faded in and out over `blend` ticks. `Item::parse` checks its limits (200 ticks, 16 tracks,
32 keys a track and 192 in all, 360° turns and 8 px moves, the root 720° and 16 px, props'
reach through every key). `Emote::pose_body` poses the six bones (keys replace a bone's
rotation, keyed bones only), `pose_props` the props, and `Playing` gives an emote's time and
weight, its cancel included. Visual only, nothing random.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
focus_on looked a widget up before stepping, so a row scrolled out of view
ended the case: it now steps until the row is drawn. optimize_world's job
finished before the case could look on a fast machine: 60000 linked regions
take long enough and cost almost nothing. A tiling compositor sizes the hidden
window too, which fails every case that scrolls, so the harness warns.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
RegionSelectionPreference travels as its id (0, 1, 2) and the region as its nameId, so a
Realm with a preference no longer fails to parse as a String. PreferredRegionsDto reads
regionDataList / regionName / serviceQuality, RealmsConfigurationDto posts the slot under
options with update_slot's RealmsSlotUpdateDto (worldTemplateId, worldTemplateImage), a Realm
without a preference is automatic by owner (RegionSelectionPreferenceDto.DEFAULT), and the
labels use the realms.configuration.region* keys vanilla's settings tab shows.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
tools/test_wire_stream_parity.py: a Horizon client and a real vanilla 26.3
client join a vanilla server through tools/net_capture.py and play the same
tick-indexed scenarios (walk, sprint-jump, strafe, w-tap, sneak, hits,
sprint combos, block-hit, rod, bow, eat, bridging, inventory, hotbar swaps,
a teleport during a dig). tools/wire_stream.py cuts each serverbound stream
into client ticks (ClientTickEnd ends one) and decodes the packets; every
tick must hold the same packets with the same fields.
Horizon plays a scenario from HORIZON_TICK_SCRIPT (game/tick_script.rs),
before each client tick; vanilla from VanillaTickScript.java, which hooks a
fixed point of Minecraft.tick (Tutorial.onLookAt) and presses the keys
through KeyMapping.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
LocalPlayer.sendChanges sends a passenger's look, then the vehicle it
controls, and only then its sprint (sendIsSprintingIfNeeded); riding a
vehicle it doesn't control, it sends no sprint at all. AbstractBoat.tick
sends the paddles from the boat's own tick, before its passenger's
sendChanges. Horizon sent the sprint first and for any vehicle, and the
paddles last.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
MultiPlayerGameMode.tick, first in Minecraft.tick and run with a screen
open too, sends the slot chosen since the last tick
(ensureHasSentCarriedItem); LocalPlayer.sendChanges sends no slot. Horizon
also sent it at the end of the tick that changed it, before the input and
the move: a number key pressed in a tick went out one tick early, on the
other side of the movement packet a translating proxy (ViaVersion to an
older server) turns into that tick's flying packet. An action in the same
tick still sends the slot first, as ensureHasSentCarriedItem does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ClientPacketListener.handleMovePlayer accepts the teleport, then runs
MultiPlayerGameMode.stopDestroyBlock: a dig the teleport interrupts (an
anticheat's setback while mining or bridging, a /tp) sends
ABORT_DESTROY_BLOCK and starts the attack strength again. Horizon dropped
the dig without a word, so the server kept counting it.
BlockStatePredictionHandler lives in the ClientLevel: handleLogin (a proxy's
server switch) and handleRespawn into another dimension make a new one, so
the use and dig sequence numbers count from 0 again. Horizon counted on for
the whole connection.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A mapping bug report needs to know whether gilrs found an SDL row for a pad
and which id such a row would need. pad status now lists mapping_source
(sdl, driver or none) and uuid (32 hex digits, the id an SDL row starts with).
With splitscreen on, PadRouter holds the gilrs reader, so pad status said
backend:false and listed no controllers, unless the reader was lent to P1.
The router now leaves what it sees for the status of each game that has a
control socket; that list is only built when one is open.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Add to basket on the chosen card, the basket's lines and total with the
service's rules (owned items and items inside a set in the basket cost
nothing), a gift to a friend looked up by name, the Supporter badge's
amount within the catalogue's range, and "Ask whoever pays before you
buy. Refunds within 14 days for any reason." by Pay, which starts
Paddle's checkout on the service and opens playhorizon.dev/shop/pay.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The catalogue's items, sets, collections and the Supporter badge as cards
with their prices, the chosen card tried on the account's own skin, and
the founder set's claim (one click where Paddle doesn't sell, else
Paddle's free checkout in the browser). No badge on the tab, it never
opens by itself, and a catalogue that doesn't load says so in one line.
The Wardrobe's one shop button now opens this tab.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The Mods page froze every content mod's toggle while a world was open.
Those with only assets and data now reload live, so their toggles stay
active in a world this game serves; the others keep the lock. Each mod
is classified once when the mods are listed, and a native mod's toggle
no longer triggers a resource reload.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Extras and PvP & HUD measure each label in the screen's font, with its first values; one wider than a half-width button takes the whole row, so 'Keep channels for UI sounds' and 'Scroll wheel changes settings' no longer slide, in any language. verify green at this head; no caption, key or default changes.
PR-comment markers do not belong in source, and the 0.2 prelude text is
part of every composed 0.2 stage.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: one-word fix (closure gets move) for the Windows build error E0373 that #10003 left on main; verified with cargo check --target x86_64-pc-windows-gnu --bins --tests (mingw) on the desktop at this exact head.
A --control-socket path over the system's limit was only found when the
game tried to listen, after loading resources: it logged the raw SUN_LEN
error, wrote a crash report and exited 1, leaving startedCleanly:false so
the next start reset fullscreen. It is a bad command line: exit 2 with a
plain message, before the game folder, options.txt or resources are
touched. horizon-ctl launch refuses it as usage too, without starting a
game or creating a log beside the socket. A .json endpoint is TCP and has
no such limit.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The catalogue's shop fields (currencies, prices, sets, collections, the
Supporter badge), the player lookup and the web checkout in the wardrobe
client, and the basket's price rules in shop.rs, as the website applies
them. Nothing shows them yet: the Shop tab comes next.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: registry tags come from known_index(), so tags fetched before the first search finishes stay empty for that kind until the launcher restarts; searches always load the index first, so in practice the row is filled.
🤖 Agent: "from Horizon" now follows browser::horizon::official (authors ["Horizon"] + horizon-rust source, the site's isOfficial), read from the already-loaded index; the instance mod list's install-source label is left as is.
🤖 Agent: launcher-only (plus docs), green launcher rustfmt/clippy/669 tests on the desktop at this head, i18n coverage test included. The one thing it keeps on purpose: Claim for free where Paddle doesn't sell, since the site sends those players to the Wardrobe.
🤖 Agent: verified on the desktop (pr_ready --quick at this head: clippy, 1026 tests incl. the new lift test) and on the ThinkPad's GPU (before/after shots). Point to watch: the lift is only ever added when an item is drawn on the body, so tags without tall cosmetics keep vanilla's exact 2.3 (tested); the extra per-tag cost is one max over ≤5 floats inside the existing cosmetics lookup.
🤖 Agent: fixes the red launcher i18n tests that #10003 left on main (reuses already translated strings); fmt, clippy and the 579 launcher lib tests were green on the desktop for this change.
Every language file must hold every string the code asks for; the new wording needs
translations from the language owners, so this keeps the existing text.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A registry result, its page and its Installed row said "from Horizon" for
every project in the registry, so a contributor's mod read as if Horizon
made it. Now only Horizon's own projects say it (author Horizon, source
under github.com/horizon-rust: the site's "Official", the rule
browser::horizon::official already used for the trust line); a
contributor's reads "by <author>" alone. Modrinth and CurseForge keep
"from <source>".
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Checked against SpawnEggItem.useOn/spawnMob, EntityType.spawn/create and SpawnEggItemBehavior. I pushed d7e7b9273: the spawn yaw is wrapped, Mob.finalizeSpawn's triangle and nextFloat come from the level random, and the dragon seeds its own random. The author's dispenser height (16x8 box) and growl are kept. Known gap: Horizon keeps one dragon per level, so a second egg does nothing.
🤖 Agent: Checked against HangingEntityItem.useOn, ArmorStandItem.useOn, EndCrystalItem.useOn, MinecartItem.useOn and EnderChestBlockEntity.startOpen. The armor stand now falls up to two blocks (getYOffset with movedUp). I pushed ada2c6b81: drop_offset keeps its three arguments and drop_offset_from takes movedUp, so #9859's new caller compiles whichever lands first. Main is merged in, and use_item_on keeps the wake, used-stat and placement cases.
On Horizon's registry, Filters already listed the kind's categories. Now:
- A Tags row lists the tags the kind's projects carry (the 30 most used,
from the index the search read): a result has every tag picked, as for
categories, and the search words narrow them further.
- Categories read as playhorizon.dev names them ("Game mechanics", "World
generation", "GUI"), in the registry's order, translated where the
launcher's tables have the words.
- While the Filters panel is closed, every picked category, tag, loader,
version or side stays in view as a chip with a cross that removes it,
then Clear filters (which keeps the sort).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Edit HUD on the PvP & HUD page (in a world) or the HUD editor key
(unbound at first) opens a screen over the game: each widget in a frame,
dragged anywhere with snapping to the screen's edges and middle and to
the other widgets, the wheel resizing it, a right click sending it back
to its corner; buttons for text colour, shadow, boxes and opacity, Reset
and Done. Widgets with nothing to show yet stand in by their name. The
layout is saved to horizon-extras.txt as it changes.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Each HUD widget can leave its corner for a place kept as fractions of the
screen's free room (so it stays on screen at any size) and a size from 50
to 200%, saved as hudPlace lines in horizon-extras.txt only once moved.
The page gains the boxes' opacity, the text colour and the text shadow.
Snapping (screen edges, middle, other boxes) is here for the editor.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Six more widgets on the PvP & HUD page, off by default, each from the
client's own state: the frame counter, presses of the last second, the
movement and mouse keys while held, the local time, the distance of the
last hit the crosshair's ray measured, and horizontal speed sampled from
the player's position. Each caches its lines and rebuilds them only when
the shown value changes.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Resolved the one conflict, in game/lan_particles.rs: test_hub keeps the
shared helper the vibration test needs, and its guests now carry main's
Joined.expected field and bind through NetConfig::loopback. The
sculk_vibration LAN check survives main's rewrite of tools/lan_e2e.py.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
🤖 Agent: launcher-only fix (Control Panel Uninstall opened nothing: the CLI parser refused 'uninstall'); fmt, clippy and tests green on the desktop at this exact head; the Windows build runs in CI.
🤖 Agent: Video Settings... opens the graphics screen (as Sodium's), which gains vanilla's Video Settings rows it lacked and the picture extras; FOV and View Bobbing stay where vanilla has them; Horizon Settings and Extras drop their duplicate ways in. A test walks every menu and pins one place per setting and one way in per page. verify green at this head; saved keys and defaults unchanged.
🤖 Agent: Shader packs (both kinds) move to a new Shaders page of the graphics screen; Horizon Settings loses its second way into the pack list. Shadow Cache moves from Performance to Shaders. verify green at this head; no saved key or default changes. Bottom of the settings-unify stack (#9979, #9980 follow).
The shulker_menu check now keeps host and guest screenshots of the lid before and after the guest closes the menu, so a stuck lid is visible as well as asserted.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
When the end portal frame ring is completed by placing the last eye of ender, vanilla destroys blocks in the 3x3 portal opening so that their drops and break effects occur instead of silently deleting them. Also awards minecraft:used for minecraft:ender_eye upon insertion into a frame.
Co-Authored-By: Antigravity <[email protected]>
Tested on Windows 11 with Smart App Control on (VerifiedAndReputablePolicyState
1): a build whose programs already ran before it was turned on still
succeeds, so refusing every build when the registry value is 1 stopped
builds that work. The check before the download is gone; a build that hits
os error 4551 still leads its error with what to do.
The message is translatable now, and says Windows also blocks some of the
toolchain's own programs (dlltool.exe was refused in a player's build), not
only the ones compiled on the computer.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Y255SLkXwxkdNVZnS8dNbf
main() ran the CLI parser before looking for the setup window, so
`horizon-launcher.exe uninstall` was refused as an unknown subcommand, with the
error going to a console Control Panel's start doesn't have: no window, nothing removed.
The setup modes are now decided first (setup_args::classify, pure and tested on every OS).
The uninstaller also asks a launcher that is still open to quit before removing its files.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Options > Mods' switch now reaches the trait mods' dispatch: the game skips
a turned-off mod's Hooks from the next call, on the server thread and in
the window, and turning it on again resumes it with no rebuild while it is
in the build. Registration at start is untouched, so its content stays
registered; RenderHooks keep drawing until a restart; mixin code still
checks native_on.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A content root is built per set of mods (.horizon-cache/mod-content/<stamp>),
so a running game keeps reading the root it was given while a switch
builds another; roots unused for a day are removed. Turning a mod on or
off in Options > Mods, or installing one from Browse Mods, applies at once
when the mod has only assets and data: the client reloads its resources,
then the server reloads its data packs as /reload does and resyncs its
players. A mod that adds blocks, items, mob effects, entity or menu types
or changes world generation keeps loading at start, and the Mods page
says to restart.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Options > Mods > Browse Mods lists the registry's content mods for this
game (the index the launcher reads), searchable by name, tag and category,
with a page per project: authors, licence, categories, description and
changelog, Install or Update, its switch once installed, and its page on
the website. An install is checked as the launcher's (size, SHA-256,
signature, manifest against the index) and recorded in mod-browser.json,
so the launcher lists, updates and removes it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
What content mods can switch live (assets and data), what needs a world
reload (registries, worldgen), the in-game mod browser, and the native
fast path: every installed native mod built in and switched at run time,
with the dylib and wasm paths left to arismoko's fork.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
In vanilla (\LivingEntity.tick\), a passenger's body yaw matches its vehicle's rotation
(or living body yaw), clamped to keep head yaw within [-85°, 85°], and does not update
limb swing / walk distance from vehicle motion.
Furthermore, \Minecraft.handleKeybinds\ blocks opening the inventory (\keyInventory\)
while in a portal transition (\handlePortalTransitionEffect\), preventing repeatedly
reopening the inventory screen while standing in nether portals.
- Compute ridden vehicle yaw for boats, minecarts, mobs, and cushions in \perspective.rs\.
- Align rider body yaw to vehicle rotation, clamped to [-85°, 85°] of head yaw.
- Disable walk distance accumulation when riding so the player model does not swing limbs.
- Guard \KeyCode::KeyE\ in \game.rs\ and \
emote.rs\ when in portal transition.
Co-Authored-By: Antigravity <[email protected]>
🤖 Agent: The host now forwards the mob game events vanilla's mobs post (prime_fuse, eat, container_open and close, entity_place, and entity_action beyond the armadillo's), and the sculk harness gets creeper and sheep scenarios that main fails. They run last so the catalyst scenarios' entity ids don't shift.
🤖 Agent: PadRouter now adopts P1's gilrs reader and hands it back, so routing no longer opens one reader while another closes, which upset KWin's holder count. The router's reader also gets EXTRA_SDL_MAPPINGS (8BitDo Ultimate 2). It merges cleanly with #8233's triggers.rs.
🤖 Agent: The new junction is made as current.switching before the old one goes, and the old one is restored if the rename fails, so a failed mklink no longer leaves the server with no current release. Paths are quoted through raw_arg, and % or a quote is refused. The author's Windows CI run built and tested it.
🤖 Agent: the catch now rolls from the table's random sequence (minecraft:gameplay/fishing, else the level random), as vanilla's LootTable.getRandomItems(LootParams) does, and test_fishing_rng_parity checks the hook's draws against a 26.3 server. I removed four tests that compared LegacyRandom with itself.
🤖 Agent: The fit line is worked out on the search thread, not the UI's. hooks_at reads raw.githubusercontent (no API quota) and is cached per commit. The four new strings go through tr/trf. One limit: it compares only the NATIVE_HOOKS_API number, so for a revision older than the hook catalog, a mod naming hook points can read 'Builds on the Horizon you play' and still be refused at build time. horizon-mods and launcher tests pass on the desktop with this head merged into main.
🤖 Agent: horizon-server's one-shot chunk prune ([prune_chunks]); one point to know: a delete run rewrites region files, so it only runs before the game starts and deletes nothing if a keep_files file can't be parsed. Checked with vanilla 26.3's RegionFile on 3,743 real chunks from the official server: kept chunks equal as NBT, nothing with InhabitedTime >= 1200 pruned.
🤖 Agent: Player.playSound passes the player as except, so the server's broadcast skips the glider and its own client must play big_fall or small_fall. The client's travel now plays it and still never hurts. The unit test checks both.
🤖 Agent: fallFlyTicks is counted after the movement as LivingEntity.tick does, so updateFallFlying's +1 wears the elytra on the 20th glide tick, not the 19th, for the local player and LAN guests. Main merged in (both new motion tests kept).
🤖 Agent: The shared vehicle stand-in at CART_KEY_Y is now removed only when no other guest's menu (or the host's container) still shows it. The items are still stored back on every close. The proof comment's container.viewers mechanism isn't in this diff; I reviewed the diff itself.
The configuration screen's Settings tab (RealmsSettingsTab): the world's name and
description fields (the click moves the caret between them), the region preference line
and its Region Preference button, and the open/close toggle moved here from the footer
(vanilla keeps it on this tab). Leaving the tab — switching tabs or Back/Escape — saves
the changed name, description and preference through RealmsClient.updateConfiguration
(POST worlds/{id}/configuration with RealmsConfigurationDto's JSON: the active slot, its
settings, the preference and the description).
RealmsPreferredRegionSelectionScreen: the automatic choices and every manual region, a
click selects, Done writes the choice back to the tab and Cancel drops it.
RealmsClient gains getPreferredRegionSelections (GET regions/preferredRegions) and
updateConfiguration; RealmServer reads regionSelectionPreference; RegionSelectionPreferenceDto,
RegionDataDto and RealmSetting serialization join the DTOs.
The tier's render/simulation distance options and the region quality icons are the next
PRs (the icons need sprites the GUI atlas does not carry yet); the region rows say their
name for now.
Co-Authored-By: ZCode <[email protected]>
🤖 Agent: Box selectors test the target's bounding box with strict AABB.intersects (EntitySelector.getPredicate), while distance and sorting stay on the origin. Dragon, fangs, spawner, cloud and other kinds keep the point test until their boxes are modelled.
🤖 Agent: Predicate views now get the mob's live effects as (id, amplifier, duration), which MobEffectsPredicate reads. Main merged in (corpus groups kept side by side); game tests pass on the desktop in a union with main.
🤖 Agent: Checked against Entity.applyMovementEmissionAndPlaySound and checkFallDamage in 26.3: STEP carries the getOnPos state and HIT_GROUND the mainSupportingBlockPos state, so a carpet dampens. A mob's support is looked up only when a step is due, not every tick. Climbing still reads the block at the feet.
"Keep channels for UI sounds: Off", "Scroll wheel changes settings: Off"
and "Other players' cosmetics: Hidden" ran past their half-width
buttons and slid back and forth. Extras and PvP & HUD now measure each
item's label, with its first values, in the screen's font when the page
is drawn; one wider than a half-width button holds gets the whole row.
It works in every language, with no caption shortened.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Options > Video Settings... now opens Horizon's graphics screen, as
Sodium's replaces vanilla's video screen. It gains the vanilla rows only
vanilla's screen had (Graphics Preset, Exclusive Fullscreen and its mode,
Menu Background Blur, Texture Filtering, Max Anisotropy) and the extras
that change the picture (Fullbright, Dynamic lights, Hide block-break
particles, still saved in horizon-extras.txt). It drops FOV and View
Bobbing, which stay where vanilla has them (Options, Accessibility).
Horizon Settings drops its second ways into the graphics screen, the
controller screen (Controls has it) and Mods (the Options screen has
it); Extras drops its PvP & HUD link and the PvP preset, which PvP & HUD
opens with. Vanilla's own Video Settings layout stays for
horizon-ctl options video-vanilla and its tests; no menu opens it.
A test walks every menu from Options and checks that each setting and
each page has one way in, and that every row of vanilla's Video
Settings is on the graphics screen.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Axis triggers are read only for an unmapped six-axis pad with the Xbox face layout (C and Z absent), so a generic pad's centred right stick on LeftZ/RightZ never reads as a half-pulled trigger. Main merged in beside #9830's face_buttons; game tests pass on the desktop in a union with main.
🤖 Agent: the slots now parse as the service sends them (a list, each slot's options a JSON string, missing world slots empty, worldTemplateId/Image), so the detail answer and the Players tab no longer fail; official Realms API only.
🤖 Agent: under 1380 px the tab strip only shrinks when the buttons need the room, so nothing scrolls in English where it already fit; the placeholders still go through tr() inside line_edit::content.
🤖 Agent: a direct port of TeamPredicate (exact, case-sensitive name match, no team fails), filled from the real scoreboard for the player, mobs (a tamed pet answers with its owner's team) and LAN guests.
🤖 Agent: one more mat4 x vec4 per vertex (16 FMAs), only in pack gbuffers and shadow vertex shaders: negligible next to fragment work. The GPU test tells the two rounding orders apart with exact expected bits.
🤖 Agent: the marker_particles harness gains 27 wither rose cases that fail without the fix (x and z off by 0.5); I made outline_center bound only the shape's own boxes instead of starting from 0.5.
🤖 Agent: removes the R32Float depth copy made every frame (512 MiB and about 10 ms at 8192², measured); each plain-sampler depth tap becomes one gather plus a bilinear blend, behind a uniform branch. The gather order (w,z / x,y) matches the blend.
🤖 Agent: hot path: at most 4 texel loads per mip texel (9 where both sides are odd), only for buffers that set MipmapEnabled: about 1.2M loads for a 1280x720 chain, well under 0.1 ms. Odd levels no longer skip texels.
🤖 Agent: per-frame cost goes down: cloudHeight now just reads the dimension's visual/cloud_height (vanilla's EnvironmentAttributes default is 192.33), with no alpha branch; Nether and End packs stop seeing NaN.
🤖 Agent: the layout matches DisconnectedScreen.init in the bytecode: cell padding 10 for the title and reason, 2 for the button, the reason wrapped to width - 50, the block centred. I moved wrap's doc comment back onto wrap.
🤖 Agent: grant and revoke now run as each selected player's own turn (for_player), and the feedback follows CommandResponseTracker: changed players on success, every selected player on failure.
🤖 Agent: matches MapRenderer.render's name label in the bytecode: scale clamp(25/width, 0, 6/9), and z -0.025 then scale -1 and +0.1, so -0.125 in map space. I dropped a test that only checked its own closure.
🤖 Agent: mesh-time only: one rotate_left per fluid top while a shaders/ pack is loaded, and a remesh when that changes; nothing per frame. The split rule is fitted to probe readings of Iris that was only run, not read.
🤖 Agent: I pushed b0f885600: this branch now merges #9772 and gives the new test's `ShadowCull` `reach: None`. Without that, whichever of the two landed second would break main's build. The union with #9772 passes every `shadow_caster_tests`. Parity's first run failed only on tab_list (its harness's missing vanilla.log) and the known lunge_motion flake, neither reached by shadow culling: rerun.
🤖 Agent: Off by default, and the client completion tree only gets `/pregen` when the dispatcher has it, so vanilla's command tree is unchanged until a player turns it on. Note for later: `pregen::command_tree()` duplicates the shape of `horizon_commands` in horizon-command; a change to one must follow in the other. I merged main (7899c12c4): the pregen line sits beside main's new `horizonMarks`/`cosmeticsSolo` extras, and 773e3526d queues every toggle on the server thread (no blocking `call`), with a test that a quick on-off reaches the server in order.
test_fishing_rng_parity now checks the hook's draws against vanilla; the
four scenario tests seeded two LegacyRandoms alike and compared them, so
they could not fail.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Ludovic (2026-11-05): the shop is on the site only; the launcher has the
Wardrobe and a link to the site. The Wardrobe already had no prices,
product lists or checkout; its "Open the shop" button becomes one plain
secondary button, "Get more cosmetics on playhorizon.dev", opening
https://playhorizon.dev/shop, by the title or, for an account that owns
nothing yet, in the empty state. Translated in all 86 languages.
Kept: what you own, equip and unequip, the preview, the purchase history
and the founder set's "Claim for free" where Paddle doesn't sell (the
site sends those players to the Wardrobe: only the launcher can prove
the account with Mojang).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The graphics screen gets a Shaders page between Performance and Advanced:
Shader Packs... opens the pack list (Horizon's .hshader packs and shaders/
folder ones, with the picked pack's options), and Shadow Cache moves there
from Performance. Horizon Settings loses its Shader Packs button, so the
list has one way in, beside the other graphics settings, as Iris hangs
off Sodium's video screen.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A crown's star on the head slot or an orrery on the back slot crossed the
wearer's name tag, which vanilla draws at a fixed height. Each item now
knows its top (Item:🔝 pixels above the model's neck with the bones at
rest, animations included), found in Item::parse with the reach check.
When the tallest item drawn on a player passes the tag's lowest pixel,
the whole tag (Horizon's mark and the badge row included) goes up to one
text pixel over it.
Players with no tall item, and anyone whose items aren't drawn (others'
cosmetics on Name tags only or Hidden, My cosmetics hidden, a helmet over
a hat), keep vanilla's height exactly: the lift is never added then.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Only the glass look changes: the actions move under the profile and wrap inside the 400 px card, and Night keeps its row through the same `slot_row`. Launcher fmt, clippy and 674 tests pass on the desktop with this head merged into main.
🤖 Agent: Launch… reuses the existing translated string and the glass sliders-horizontal icon, and clearing `launch` before `toggle_launch` stops a panel left open for another instance from turning the click into Close. Launcher fmt, clippy and 674 tests pass on the desktop with this head merged into main.
Use the loot table random sequence (or level fallback), preserve level draw order, and create the experience orb directly. Add vanilla server comparisons for casting, bobbing, catch timers, and retrieval.
Co-Authored-By: Codex (GPT-6) <[email protected]>
🤖 Agent: The reach test prunes with the same grown box as the caster test. Packs without `shadowDistanceRenderMul` take `reach: None` and walk exactly as before. #9838 is stacked on this branch: it now contains these commits.
🤖 Agent: The positions now come from JOML's quaternion turns, ported under the MIT notice that `camera.rs` and THIRD_PARTY_NOTICES already carry. It's a few float ops per frame, and the test pins five Iris readings bit for bit.
🤖 Agent: Every repaint is now one `BitBlt` from a memory DC, and every GDI object (DC, bitmap, old selection) is released on both the success and failure paths. PR CI doesn't build Windows; your Windows clippy run covers that.
#9859 adds a drop_offset caller (the dispensed dragon); keeping the
existing signature lets both land in either order.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
EntityType.create draws the wrapped spawn yaw and Mob.finalizeSpawn the
follow-range triangle and the left-handed roll from the level random;
the dragon seeds its own random (Entity.random), not from the level one.
test_spawn_egg_fluid_parity gains the dragon egg used on a block.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A vanilla list keeps the wheel: AbstractContainerWidget inherits
AbstractScrollArea.mouseScrolled, which scrolls and never reaches the rows, so
CycleButton.mouseScrolled only runs for a button outside a list. Horizon stepped
the row under the cursor, so scrolling a long page changed options.
"Scroll wheel changes settings" keeps that behaviour as an opt-in extra, off by
default. Its saved key is new because the old one was written as true by every
install, and its tooltip has a new key because other languages said "as in
vanilla"; they fall back to English until translated.
Fixes#9633
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: f4c4ab173 keeps `lastLevelUpTime` and `tickCount` per player entity (`LevelUpSound`, reset on respawn), as `Player.giveExperienceLevels` reads them, and `/xp points` now sounds per level crossed like `giveExperiencePoints`; the lan_e2e `levelup-sounds` check pins both players apart. Wither head particles are drawn on a following client only: the server's `particles.add` draws nothing. The guest tick loop is one add per player per tick.
🤖 Agent: I pushed c17d14c73. `GameLevel` now borrows `guest_boxes` outside a guest turn instead of cloning them on every level build. `for_turn` searches only the few borrowed ancestors (hub conns are unique), so each guest's turn is O(players), not O(players²), every tick. Your tests are unchanged and pass. Then I merged main (c4b85eaed): only the `lan_actions.rs` imports conflicted.
🤖 Agent: The swap applies only on Linux, for a driver mapping with exactly the four face buttons and a non-Sony/Nintendo vendor. Pads with an SDL row aren't touched. It costs six `button_code` lookups per pad per poll.
🤖 Agent: Matches `ThrownTrident.tick`'s `isAcceptibleReturnOwner` (checked in the decompiled source): a dead or spectating owner drops the trident (unless creative-only) and discards it, and an owner not in this level still keeps the old any-player pickup.
🤖 Agent: I pushed 8cff8f837: with the vanilla data present, the new test failed because the llamas weren't tame (`AbstractHorse.canParent`), so they never bred. Without the data it returned early, which is why it passed for you. Both llamas are now tamed, and it passes on real data.
🤖 Agent: `--only` keeps first-parent order and leaves the other 18 fragments and their markers byte-identical. The pending signatures in #9431 and #9649 belong to other fragments, so stamping 410/411 doesn't settle them early. If another stamp lands first, regenerate.
🤖 Agent: With no listener, `toast_allowed` is one dispatch over an empty list, and it's asked only when a toast is created, not per frame (a cancelled hint is remembered). Updates to a shown toast are not re-asked, as with vanilla's addOrUpdate. I pushed 6fa2c9933: main added `Hint::SocialInteractions` (#9796), so `Hint::name` needed the arm to build, and that toast now also goes through `toast_allowed` (listed in the docs as `socialInteractions`).
🤖 Agent: I pushed cfa94ac87: vanilla's `AABB.intersects` is strict (`minX < maxX && maxX > minX`), so a player box that only touches a face of the 17-block box is out. The test is now `<`/`>`.
🤖 Agent: `dunce` is already in Cargo.lock (MIT/Apache/CC0) and is Windows-only. The Help link now goes through `open_uri`, so a URL is no longer canonicalized as a folder path.
🤖 Agent: Only the block atlas gets the new sampler, and only when filtering is on: normals, specular and Horizon's own packs keep `NearestRepeat`. The GPU test pins the 0.5/0.25 level blends. I merged main (latest b859bcf31): the conflicts were only the test-module list in `pack_post.rs`.
A one-shot step before the game starts, switched on in server.toml: chunks
with InhabitedTime under min_inhabited_ticks (1200) are deleted from region/,
entities/ and poi/, files rewritten compacted and emptied ones deleted.
Chunks near the spawn, named by keep_files (SMP claims and homes), that can't
be read, and a ring around every kept chunk stay. mode = "dry-run" only
writes the report while the game runs; either mode turns itself off.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: This matches `ItemFrame.readAdditionalSaveData`: the old map is detached only when the old stack is non-empty and `ItemStack.matches` fails (count, item, components), and a glow frame keeps its type. I merged main (latest 5d54563cc), following your keep-both note: both isolation sets, the `expect_map` guard, and `frame_map_state`, `mob_anger` and #9848's `menu_state` all in the record accounting.
🤖 Agent: Only a bare `type` is qualified, through the existing Identifier parser, at both the decode and the encode boundary, which matches `MapDecorationType.CODEC`'s holder-by-name read. #9814 (already merged) handles the empty default separately. I merged main (latest b9df50777), keeping your `canonical_other_component` beside #9814's empty-default filter in `encode_components`, and your fixture flags beside #9848's piglin ones.
🤖 Agent: The villager now uses the same `findStandUpPosition` search as the player, with its own 0.6 x 1.95 box and vanilla's fallback (0.1 above the block over the bed). The player path is a move with no change, and the `1.0E-5F` border inset is now the float vanilla uses. I merged main (8bbedb4d4): the use_item_on harness keeps your wake cases and #9775's used-stat cases as two separate seeded streams, so neither changes the other's cases.
🤖 Agent: `pauses_game` now reads the same `split_players` list `set_paused` already uses, so the window can no longer stop ticking while the server thread runs on for P2. Solo, LAN and guest windows take the old path.
🤖 Agent: The release names its hand-over, so a stale or repeated `player-release` cannot remove a player who is playing again, and `remove_guest` only skips the leave line when `quiet_leave` is set: ordinary leaves are unchanged. Your rebase (ebfab7fc8) is the same patch; checked in a 21-PR union on main: fmt, clippy -D warnings, workspace tests.
VibrationSystem.Ticker.trySelectAndScheduleVibration sends one vibration particle to every player within 32 blocks; the check asserts both the host's window and a LAN guest make it (#8615).
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
`transmuteCopyIgnoreEmpty`: at 18 + 7 of 25 the carrot on a stick becomes
a fishing rod that kept its custom name and starts whole, where the old
path wrote a fresh plain rod. Wear that Unbreaking took away (0) breaks
nothing, and a stack with no durability never breaks.
`FoodOnAStickItem.use` wears the stick with
`ItemStack.hurtAndConvertOnBreak`, which runs `hurtAndBreak` - and
`hurtAndBreak` asks `processDurabilityChange` first, so Unbreaking has its
say before any damage lands.
`use_steering_stick` added the whole 7 (carrot on a stick) or 1 (warped
fungus on a stick) straight onto `stack.damage`, so an Unbreaking stick
lasted exactly as long as a plain one, and it never reached the mods'
item-damaged hook.
A mod tank can now refuse a fluid through native_block_entity_accepts_fluid (NeoForge's IFluidHandler.isFluidValid). The server asks it before filling a tank in both insert passes and before native_move_fluids counts a tank's room; every tank accepts every fluid unless a mod cancels. A water tank can take no create:chocolate, and a removed mod leaves no fluid id it cannot use behind.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
🤖 Agent: docs only. telemetry.md now lists Show me as Horizon (on by default) as the second exception to 'nothing without consent', which settles socksprox's point on #9440.
The row pointed at the geometry and carried the missing rule as a gap;
the grid now goes through `item_tooltip::bundle_tooltip`, which asks
`TooltipDisplay::shows("minecraft:bundle_contents")` before the layout.
A registry project's page said "0 followers": followers are Modrinth's,
and the registry has none. Its creators collect stars on their GitHub
repository instead, so the index gets `projects[].stars` (the source
repository's stars, which horizon-mods' publish job reads every hour, as
it adds `downloads`; absent when 0, the schema unchanged) and the page
shows "{count} stars on GitHub" there, with a "Star on GitHub" button
beside "Sign in with GitHub to rate" that opens the repository, where
the player stars it. No sign-in or permission is added.
`browser::horizon::github_repo` reads the repository from `source` (a
folder of it, `.git`, a query or an anchor are the same repository;
another host or a name GitHub doesn't allow gets no button). A project's
details now go to the page as the `Arc` it keeps them in, so the larger
`Details` doesn't make `Loaded` a large enum. Both strings are in every
language's table.
Fixes#9929
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`BundleItem.getTooltipImage` returns nothing when the stack's
`minecraft:tooltip_display` hides `minecraft:bundle_contents`, so a
bundle given with `hide_tooltip` or with that component hidden drew no
grid. Horizon drew the grid for every bundle, and the tooltip box grew to
hold it.
`item_tooltip::bundle_tooltip` asks the display first and then defers to
`bundle::tooltip_layout`; the tooltip draw uses it for the height probe
and for the draw alike.
A Resolution Scale leaves the pack's picture smaller than the window. Its final pass drew at the window's size, so a shader using gl_FragCoord as texel coordinates (Photon's final) only filled a quarter of the screen. Draw final at the picture's size into an offscreen texture and copy it once to the window with a screen-row fullscreen pass; the no-pack path and same-size output are unchanged.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
Run neighbor-shape updates on the authoritative level before the existing eligibility checks, and clear the verified carrier after the handled placement.
Co-Authored-By: Codex <[email protected]>
🤖 Agent: fixes the OpenGL startup crash on old AMD drivers (#9892), a regression from #9584 in Nightly f319701. The new test fails on main and passes here.
A guest's use raised its opener count twice: open_menu counted the block entity's startOpen, then lan_open_container counted it again once the menu was sent. Closing lowered it once, to one, so stopOpen never ran and the lid stayed open with its raised collision (#9500).
The guest open path now relies on the count open_menu already made; the harness keeps the lid open and closed checks for both host and guest.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
The tick cases' stand-in world stopped at y 32..96 and x/z -32..31, one block
short of every sample the loop takes and of the neighbours those samples read,
so a block at the edge compared air against the oracle's unending world: that
is where the beehive, the redstone ore and the pointed dripstone differences
came from. Fill the whole box plus a block either way, let a case name the
floor below y = 64, hand the loop the state's own fluid (a waterlogged block
has a water source, which it ticks and drips) and bind the client jar's block
tags in the oracle the way a datapack load does, which a bare bootstrap leaves
empty. Then add the families that read a neighbour, a shape or their own fluid:
dried ghast over soul sand, soul soil, stone and air; hives and a nest embedded
and hanging; a lit redstone ore and a deepslate one embedded and over air; and
stalactite tips over stone and water. 2,097 cases and 456,747 output lines
become 2,187 and 462,718.
BeehiveBlock.animateTick is a `for (i = 0; i < random.nextInt(1) + 1; i++)`
loop, so the bound is drawn again on the check that ends it: a hive always
spends two nextInt(1) draws around its single trySpawnDripParticles attempt.
Horizon hoisted the bound out of the loop and spent one, which left the level
random a draw ahead of vanilla from the first hive the ambient loop touched:
every particle after it moved, and the honey drip of a hive hanging over air
came out at the wrong column.
The corpus had no wither rose case at all. Add a world that is all wither rose,
run the whole ClientLevel.animateTick loop over it and compare every smoke puff
by exact position bits in call order: twenty-seven cases, three seeds and
twenty-four at random ones. The probe now supplies the flower's per-column model
offset the way the client's mesh tables do (a case without it would compare a
shape the game never shows). 2,070 cases and 402,440 output lines become 2,097
and 456,747.
WitherRoseBlock.animateTick reads its centre off getShape(state, level, pos,
CollisionContext.empty()), a flower's own box whose bounds centre is 0.5/0.5
before the block's per-column model offset. AnimateContext::shape_y answers with
the collision shape, which is empty for every flower, so the centre came out as
0 and the whole smoke column sat half a block towards the block's north-west
corner. Take the centre from the pick shape's boxes (BlockFacts::outline) and
keep the model offset on top of it.
Surface.color's "0..1" stays in the 0.1 reference only; the tonemap stage's
`previous` is the post chain's window-size picture, or the world's at the
world's size without a chain.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The detail answer's slots are a list (RealmsServer.slotList) whose options
are a JSON string each (RealmsWorldOptionsJsonAdapter); a map of objects
failed the whole answer, players tab included. Missing world slots 1 to 3
are empty (finalizeSlots), unset options keep new RealmsWorldOptions()'s
values, and the template fields are worldTemplateId and
worldTemplateImage, in the update too. Cycle labels join through
options.generic_value.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The fold started from 0.5 on every side, so a shape that does not cover
the block's centre would have been stretched to reach it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Step 2 of docs/design/hdr-linear-light.md in horizon-shader-api. The line is a
value (`Api`), and `check` and `horizon-shader` serve 0.1 and 0.2. Under 0.2
the preludes and entries decode colours at the stage boundary (a 2.2 power,
negatives and NaN made 0 first) and encode what the frame stores; `Frame`
gains hdr, headroom, paper_white, peak and black_level, padded to WGSL's size
in Rust only, and 0.1's prelude still declares only its 49 fields. A
`[tonemap]` stage and `[frame] blend` are 0.2-only manifest keys.
0.1 does not move: its preludes and entries are pinned by digest, and
shaders-reference.md is unchanged; 0.2 has shaders-reference-0.2.md. The game
refuses 0.2 packs and `blend = "linear"`, and the registry refuses 0.2, each
with a message saying why.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
An icon-only button recorded nothing, so the pad could not reach the pause
menu's Report Bugs, Feedback and Player Reporting icons, or Realms' icons. An
active button with an empty label is now a focus target. So are the
Multiplayer warning's "Do not show again" box and Optimize World's Erase
Cached Data box, which A now ticks.
tools/pad_menu_e2e.py gains every_screen_has_targets, which walks the title's
submenus and every options page and fails on a focus screen with no targets.
Replay Studio is allowlisted because it registers nothing yet. New pause_icon
and erase_checkbox cases press the new targets. The pause menu now has
unlabelled widgets, so splitscreen_e2e's setup scenario reads labels with get.
controller_settings_pad's check for a Navigation page now matches exactly: it
tripped on the General page's Navigation Repeat rows.
docs/controllers.md no longer says every rectangle registers itself or that
both modes reach every screen.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The world's depth was bound as a depth texture and read with textureLoad, which naga's GLSL backend cannot emit, so TAA, the depth blit and the shader depth test failed to build on OpenGL. Bind those views as unfilterable float textures instead: wgpu accepts a depth view there, and textureLoad returns the same depth texel on every backend (Vulkan, DX12, Metal, GL).
The shader translation test now fails on any shader the GL backend runs that cannot translate, and pins fs_taa and fs_blit; the HUD's glint, which fails for an unrelated two-samplers-per-image naga limit, is the one allowed exception.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
#9584 replaced FXC-rejected dynamic component stores with a select between uvec3s on a
bvec3. naga writes that as GLSL's mix(uvec3, uvec3, bvec3), which needs GLSL 4.5 or
EXT_shader_integer_mix; AMD's 2016 driver for the Radeon HD 7400M resolves it to the float
overload and rejects the 'Terrain solid (flat)' vertex shader, so the game no longer starts
there. One scalar select per component compiles to ?: on every backend.
The shader translation test now refuses any select between integer vectors on a bool vector.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Keeps the map decoration namespace flags beside #9848's piglin anger
memory flags in the command_exec harness.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: launcher-only fix, green on the desktop at d984823 (cargo fmt --check, clippy --all-targets -D warnings, cargo test: 559 + 102 passed). One point to watch: the catalog is fetched from raw.githubusercontent only when a hooked mod uses named hook points, so builds of raw-target mods make no new request.
MultiPlayerGameMode.interact sends EntityHitResult.getLocation() minus
entity.position() in every ServerboundInteractPacket. Horizon sent a
fixed [0.0, 1.0, 0.0] for mobs, a point in their middle: armour stands,
saddles, leashes and anything else that reads the click carried
interactAt to the wrong place, unlike vanilla, and a server's reach or
ghost-hand checks saw clicks that vanilla never makes.
mob_hit and the spear's attack_range pick now return the point along
the view ray where the mob's box was met, measured from its feet, and
every caller destructures the third element. A regression test checks
the packet's point against the ray.
ServerGamePacketListenerImpl.handleInteract fires the trigger with the
held stack as it was before the interaction whenever an item interaction
succeeds. NameTagItem.interactLivingEntity and DyeItem.interactLivingEntity
both succeed, but interact_mob returned after name_mob and after the sheep
dye before reaching the shared trigger call.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
🤖 Agent: with levzzz5154's commits an entry's icon must be exactly icons/<id>.png, so one project can't show another's icon; all 94 entries on horizon-mods main already comply and none is incomplete.
🤖 Agent: The new pages go through the same English-as-key lang::get scheme as graphics_ui, and the detected glyph style now follows the named device's vendor before that pad has been used. fmt, clippy and the controller and settings tests pass merged with main.
The configuration screen's Worlds tab: the four slots as vanilla lays them out (the
active one 80 square, the others 50, 16 apart), each with RealmsWorldOptions.getSlotName's
name; a click on another non-empty slot asks first, then RealmsClient.switchSlot
(PUT worlds/{id}/slot/{slotId}).
World Options opens RealmsSlotOptionsScreen: the world name (the default one stored as
empty), difficulty and game mode cycles, force game mode and spawn protection 0-16, with
vanilla's disabled states (a hardcore slot locks difficulty, game mode and force mode; a
world that is not NORMAL keeps its stored spawn protection and force mode). Done saves
through RealmsClient.updateSlot (POST worlds/{id}/slot/{slotId}, RealmsSlotUpdateDto's
JSON) and the tab reads the detail again.
RealmsServer reads the detail's slots (RealmsSlot, RealmsWorldOptions, RealmsSetting and
isHardcore). Slot images come with the pack-icon-slot PR; until then a slot is its frame
and name. The spawn-protection slider takes a click on its track: this screen has no drag
event yet.
Co-Authored-By: ZCode <[email protected]>
🤖 Agent: The new calls go only to the official Realms service through the existing RealmsClient, and the UUID path segment must be 32 hex digits. Main is merged in to clear GitHub's criss-cross conflict after #9714 landed.
A mod naming hook points (blockscope 0.3.1: hooks 2, all five by name) beside
one pinning 5e391eb (shulker_peek 0.1.0) built on the pin: 5e391eb already had
hook points v2, but native-hooks.json only came in d3e0774, still v2. So
horizon-mixins stopped with E_HOOK_CATALOG ("a named hook needs
native-hooks.json at the workspace root"), on every platform.
A revision now fits such a mod only when its native-hooks.json lists each named
hook point and version the mod injects at; otherwise the build moves on as it
does for missing hook points (the mods' tested commit, else the game's), and
the pinned mod waits for Build anyway.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Read back with probe packs of ours, Iris 1.11.7's ftransform() has the bits of
gl_ProjectionMatrix * (gl_ModelViewMatrix * gl_Vertex) at every vertex our
probes read. Horizon multiplied the vertex by the product matrix formed once
per draw, which rounds differently in the last bits. With it, on a stack with
the other open #8464 PRs, a strip of water tops at ow_birdseye_noon read the
shadow map up to 73 units of 2^-24 from Iris's coordinates, and 35,632 and
50,761 of the texels our probe reads back differed from Iris's. How last bits
move a whole strip is not established.
The GPU test reads ftransform() back from a gbuffers and a shadow program with
matrices that tell the two orders apart (one rounding against two).
Part of #8464
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A location predicate whose `structures` named a tag
(`#minecraft:shipwreck`, or a data pack's own `#pack:village`) never
matched: the predicates' tag lookup had no `worldgen/structure` case and
the world's pack tags didn't hold that registry. The world's tables now
load the structure tags with the packs' over the game's own, like the
entity type, biome and damage type tags, and a world without packs
reads the game's own structure tags (loaded once).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
Consumable.onConsume awards the item's used statistic and fires the
consume_item trigger for a server player before the consumable's listeners
run and the stack shrinks. A potion and an ominous bottle finish through
finish_drinking, which did neither; food, honey bottles and milk go
through finish_consuming, which already does both.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
🤖 Agent: The angry_at memory is written only while this live guarded-block event owns it, and removed once the anger ends, so a stale raw Brain value cannot come back. Main is merged in, with both sides' recorded ops and fixtures (mob_anger, menu_state, map decoration) kept.
🤖 Agent: read_as is only checked for built-ins while a shaders/ pack binds its programs, so nothing changes without a pack. Main is merged in, and wrong_type_uniform_tests now sits beside main's atlas_name and unknown_sampler test modules.
🤖 Agent: native mods update only in the start's run; Play then runs the existing build_native(false) (stays on the instance's Horizon, mismatch notice as usual) and plays only if it succeeds; Nightly-pinned instances are left alone.
The registry's index now lists a native mod's hook points version
(`hooks`), and the browser and `mods search` compare it, or the mod's
pinned commit, with the Horizon the instance plays: builds there, needs
newer hook points, moves the game to its commit, or clashes with the
pins of mods turned on (Build anyway). Closes#9860.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The corpus had no wither rose case at all. Add a world that is all wither rose,
run the whole ClientLevel.animateTick loop over it and compare every smoke puff
by exact position bits in call order: twenty-seven cases, three seeds and
twenty-four at random ones. The probe now supplies the flower's per-column model
offset the way the client's mesh tables do (a case without it would compare a
shape the game never shows). 2,070 cases and 402,440 output lines become 2,097
and 456,747.
WitherRoseBlock.animateTick reads its centre off getShape(state, level, pos,
CollisionContext.empty()), a flower's own box whose bounds centre is 0.5/0.5
before the block's per-column model offset. AnimateContext::shape_y answers with
the collision shape, which is empty for every flower, so the centre came out as
0 and the whole smoke column sat half a block towards the block's north-west
corner. Take the centre from the pick shape's boxes (BlockFacts::outline) and
keep the model offset on top of it.
Windows 11's Smart App Control lets only signed programs run, and a native
build runs programs it has just compiled (build scripts, horizon-mixins, the
game), so every build failed with os error 4551 and an opaque cargo error.
The launcher now checks Smart App Control before downloading anything
(VerifiedAndReputablePolicyState 1) and says how to turn it off; a build
that hits os error 4551 anyway leads its error with the same explanation.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Y255SPgcPcs89pQpqu1eES
🤖 Agent: the content-id guard runs after index::check_file and before the rename, so a held update leaves the installed .hmod and its list entry untouched; the replaced file is kept until the next start for rollback.
A command run by a data pack function printed its query result in the
chat: `time query`, `seed`, `gamerule <rule>`, `difficulty`,
`experience query`, `list` and `help` wrote a system message directly,
past the silent source a function runs with. They now take
`feedback_unbroadcast` (`CommandSourceStack.sendSuccess` without the
broadcast to operators, as TimeCommand, SeedCommand, GameRuleCommand,
DifficultyCommand, ExperienceCommand, ListPlayersCommand and
HelpCommand send them): a silent source says nothing, a command block
keeps the line as its last output, and `send_command_feedback` off hides
it from a player. The returned value still reaches `execute store`.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
A pack reading shadowtex0/1 through a plain filtering sampler got an
R32Float copy of the shadow depth every frame, made through a buffer
(#8999: wgpu filters a depth format only in a comparison). At a large
shadowMapResolution that is most of a frame: 8192² costs 512 MiB (the
buffer and the copy) and about 10 ms a frame on an RTX 2080.
The translator now sends texture calls on shadowtex0, shadowtex1,
shadow and watershadow declared as sampler2D to helpers that gather the
four texels and blend them bilinearly, as the filtering sampler did,
reading the depth itself. A uniform of ours, hz_depth_linear, says per
name whether it filters (shadowtexNNearest unset) or takes the nearest
texel. The pack's own functions given one of them as a sampler argument
carry its flag in an extra parameter (-1 for any other texture, which
then reads with the built-in the pack called). The copies, their buffer
and textures are gone, and devices without FLOAT32_FILTERABLE now filter
too.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Each colour run is its own text call, and plain lines are still one call each. Plain lines now skip the component round trip every frame, and edits keep the old line's root style as SignBlockEntity.setMessages does.
Registry v2, step 4 (docs/design/registry-v2.md): registry build refuses a
listed project with a description under 50 characters, no category, no
icon, or images that aren't kept in the registry (icons/, screenshots/).
The site and the launcher then load images only from the registry's host.
Lands once every entry on horizon-mods main is backfilled.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
horizon-mod-api-gen generates Rust from tools/native-hook-fragments/, so
a change there builds the base instead of reusing the change's binaries.
Golden Hour with HDR on is checked against hdr_toggle's first shots (the
same settings without the pack), sidecars included, so a pack that only
fails under HDR doesn't pass as identical.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
With automatic updates on, the start's run also updates native mods
(.hnmod), except for an instance that keeps a Nightly or a native build
made on one. The next Play of an instance whose native mods moved on
builds its game again first (the Mods page's Build), then plays it.
Play's own run never updates native mods: no build would follow.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A setting, on by default (Settings > Game > Update registry mods
automatically): at start (every Horizon instance) and before Play (the
instance it starts), what the browser installed from Horizon's registry
moves to Index::installable, checked as an install is.
Never updated automatically: a modpack's profile (its .hpack pins each
mod by SHA-256), native mods (they need a build), data packs, a version
for another Minecraft, anything older than what is installed. A content
mod whose new version drops a block, item, entity, effect, menu or
creative tab waits for the player, with a notice naming them. The file
an update replaces is kept in mod-browser/replaced/ until the next
start, which puts it back if the update was cut short.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: screenshots go through gallery_of, which drops any URL images::refuse rejects, so the image host allowlist stays as it was; the Gallery tab hides when a project has none.
A registry project's `screenshots` (mirrored into the registry, served
from its Pages beside the icons; other hosts are left out) fill its
page's Gallery. The Gallery tab shows one image large, a click on it
shows the next, arrows and a strip of thumbnails pick another; a project
without images has no Gallery tab.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A buffer's mip level was one bilinear sample of the level above at the
centre of each destination texel. Along an odd side (45 rows of a
1280x720 buffer's fourth level, 11 of its sixth, 5 of its seventh) that
sample lands near one texel's centre instead of between two, so a small
bright spot was skipped: a probe pack of ours lost a 26x22-pixel square
of 10.0 entirely from level 7 down, where Iris 1.11.7 kept it down to
its 1x1 level, the buffer's mean.
Each level is now a box filter of the level above (OpenGL 4.6, 8.14.4,
recommends one): two texels along an even side, and three along an odd
side of 2d + 1 texels, weighted d - i, d and i + 1 over 2d + 1, so every
texel above counts as much. Our probes' Iris values fit this within
0.1 % at levels 6 and 7 and 1.5 % at level 10, in all 16 colortex
buffers, in 10 formats. Iris's level 5 of that buffer fits it in rows
but not in columns (undiagnosed).
Fixes#9891
Part of #9307
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Keeps the pregen extra next to main's Horizon marks entries in the
extras file and the menu-only item list.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: registry data packs reuse install_datapack but go through index::check_file first (signature and pack.mcmeta/data/), so they get the registry's full check, not just the SHA-256 Modrinth files get.
🤖 Agent: the ownership point to watch is Edit project: page edits are allowed only to an owner matched by numeric GitHub ID (Ownership::ById), never by login alone, and an image upload always makes an update a reviewed one rather than an owner update.
🤖 Agent: With the switch off, single player now asks the service nothing for the player's own model. Before, it asked /v1/worn about the offline UUID, which the service never knows. The cost when off is one bool test, on a path that runs only for the player's own model.
A shader pack's `cloudHeight` read NaN in a dimension whose cloud colour
has no alpha (the Nether, the End), as ShaderDoc describes it. Probe
packs of ours read 192.33 there in Iris 1.11.7, in every program kind
they read it from (gbuffers_terrain, gbuffers_textured_lit,
gbuffers_skybasic, shadow, prepare, deferred, composite and final).
`cloudHeight` is now the dimension's `visual/cloud_height` with or
without clouds: `EnvironmentAttributes.CLOUD_HEIGHT`'s default, 192.33,
where the dimension doesn't set it.
Fixes#9890
Part of #9307
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Keeps the villager wake cases and #9775's used-stat cases as two
separate streams in the use_item_on harness.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: The Horizon mark and the badge share one lock look per name tag (Frame::horizon beside Frame::worn), so the name tag cost did not move on playhorizon (eg_name_tags median 0.027-0.029 ms with the mark on and off). The Founder gem is the service's texture (horizon-cosmetics#8), so deploy that right after this merges.
Merging main brought Hint::SocialInteractions (#9796); Hint::name was no
longer exhaustive. The first-server hint is now asked like the others, and
is still spent when cancelled, as vanilla sets joinedFirstServer either way.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
It fails any change that moves the picture on purpose, so no automatic
selection may pick it (parity-main would bisect every visual fix to it).
A pull request that must leave the picture alone carries the
frame-identity label, which parity.yml reads as an input and then runs
the harness by name after the selected ones.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Each player-* request writes one log line with what became of it: INFO
and what it did, or WARN and the reason it was refused. The line names
the player and, for the export, the import, the confirm, the release and
a named drop, the hand-over id, so the lines of one hand-over can be
found on both servers. The record and the request's body are never
written.
docs/server.md gives a hand-over in order, with the ids, the commit
point and what undoes itself, and the log lines.
tools/server_transfer_e2e.py runs a whole hand-over between two
dedicated servers over their real control sockets: two engines with
[transfer] on and Velocity forwarding, a small relay per engine that
answers the forwarding request as a proxy does, and horizon-bots
clients. It follows the documented order step by step, checks the
target's player file is on disk when the confirm answers and that the
source writes nothing for a player moved away, then aborts a hand-over
back and checks the player plays on.
Refs #7484
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The request may name where the player arrives, over the record's
compound: `position`, `rotation`, `on_ground` and, now that #8693 keeps
a guest's motion, `velocity`. They belong to the `position` part. The
pitch is taken as Entity.setXRot takes it (modulo a turn, then cut to
+-90) and the yaw as it is; a velocity component over 10 blocks a tick
is taken as 0, as Entity.load takes a saved Motion. A position must be
within the same bounds as the record's own (Entity.load's clamp:
30,000,512 on x and z, 20,000,000 on y), and a rotation or velocity must
be finite numbers.
When the import moves the player to another chunk than the one its view
was built around, the view moves at once: the chunk centre is sent
before the position to confirm, and the chunks out of reach are
forgotten. The reply says so with "recentered".
Refs #7484
Co-Authored-By: Claude Opus 5.5 <[email protected]>
#9829 made the join and leave lines name a player as Player.getDisplayName
does (its team's format and its nickname). place_arrival, which announces
a player placed by player-import or player-confirm, still used the plain
name; it now uses player_display_name too, so an arrival is announced as
a login is.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
tools/test_frame_identity_parity.py builds the base (BASE_SHA, else the merge-base
with origin/main) in a worktree and target folder of its own under
.local/frame-identity/, draws fixed scenes offscreen with it and with the change
under HORIZON_STILL=1, and requires identical decoded pixels, writing a diff image
where they differ: HDR off (day over water, night with light sources, stained
glass, the Nether), Golden Hour (API 0.1) in SDR and with offscreen HDR output,
and HDR turned off in a running game. Each session checks it drew what it is for,
so a pack that fails to load, or HDR that stays off, in both builds can't pass.
Lavapipe where it is installed, else the same adapter for both builds. A change
that touches no file a game binary is built from reuses the change's binaries.
The differential screenshot test of docs/design/hdr-linear-light.md (Tests 1, 2),
first of the shader API 0.2 series (#9861).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
martipops's second review of #8730.
The commit point now covers the three files and a power loss: the
player file, advancements and statistics are each written to a new
file, synced, then renamed into place, and the folder is synced on Unix
(save::write_durable, write_dat_durable). Each write returns its error,
and the player stays held and imported when one fails. Ordinary saves
are unchanged.
A retry of `player-import` or `player-confirm` after the commit, whose
reply was lost, names the hand-over of a player already placed from it:
it is answered ok, placed, with `"retried": true`, and nothing is done
again. Another hand-over's id is still refused.
The record's health is refused over 1024 and its absorption over 2048
(max_health and max_absorption), its food exhaustion over 40
(FoodData.addExhaustion) and an effect amplifier outside 0 to 255, as
26.3's bytecode bounds them. A stack's count needs no check:
item_from_nbt already takes one outside ItemStack's 1 to 99 as 1.
docs/server.md says what a proxy does when `moved` is refused after the
commit (the freeze ran out, or an operator's /kill), and that it
confirms only while the export's `freeze_ticks_left` leaves it time.
Refs #7484
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`player-import <uuid> <json>` applies a hand-over's record (from
`player-export <uuid> freeze`) to the held player on the target, whole or
in parts, and tells its client what changed. Unless the request says
`"place": false`, it then places the player as `player-confirm <uuid>
<hand-over>` does.
Placing is the hand-over's commit point: the player file, advancements
and statistics are written to disk synchronously, then the player is
placed, and only then does the reply say ok. A proxy releases the
source after that reply, so a crash of the target no longer leaves the
only current copy in memory. If the file cannot be written the player
stays held and imported.
The record's hand-over id is bound to the held player at the import: a
record without one (an export without freeze) is refused, a retry of the
same record is taken and another hand-over's is not. `player-confirm`
names it, and `player-drop <uuid> [hand-over]` may: a named drop must
name the imported record's. A held player that is leaving (dropped or
kicked, its connection not closed yet) can be neither imported nor
confirmed.
The import reads the whole compound as a file load does: the keys
Horizon does not model, the mods' attachments (given to the game's own
map) and the body's values. The body follows the parts: fall and motion
with `position` (with the saved vehicle), air, fire, freezing and food
exhaustion and timer with `health`. Values no player can have are
refused before anything changes: a position, rotation, motion, health,
absorption, saturation, experience progress or fall that is not a
number, a position past vanilla's clamp, a health of zero or less.
The client is sent the effects the import removed and the recipe book
it brought. Every player gets the arrival's list entry, since every
player is shown its entity; `announce` is the join line only. At
confirm the client is sent its position and inventory again, since what
it did since the import was not acted on.
The control endpoint refuses a request line longer than 16 MiB, which
the game would otherwise read and parse between two ticks.
Refs #7484
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The config reply pinned by api-v1-config.json lists [transfer] with its
defaults; this PR adds max_hold_seconds (60 by default), so the golden
lists it too.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A login that used up a proxy's expectation (player-expect, taken as the
login starts) is held on the target server: it gets the whole join
sequence and the level around it, and its acknowledgements are handled,
but it is not placed. No join message, no list entry for the others, not
among the entities they are shown, not simulated, and nothing else it
sends is acted on. The world is loaded around a held player as around a
placed one. The log says "<name> is held: it arrives from another
server".
A held player nobody takes over is dropped after [transfer]'s
max_hold_seconds (60 by default, 1200 ticks), with one warning: a player
already kicked or dropped, whose connection is slow to close, is not
kicked again on every tick. horizon-server passes the setting with the
others.
A held player keeps a true picture of the others while it waits: a
player who joins meanwhile is added to its list, and one who leaves is
removed from it with its entity, or its client would drop the entity of
a player it has no entry for.
`player-drop <uuid>` forgets the player's expectation and disconnects
the held player without a save or a word to anyone. player-export
refuses a held player. Placing it is the import's work, next.
Refs #7484
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`player-release <uuid> <hand-over> moved [announce]` takes a player that
`player-export <uuid> freeze` froze out of the world, because another
server has it now: the others see its entity and its list entry go, no
player file or record is written, the log and the leave event record the
departure ("moved to another server"), and the connection is closed. The
"left the game" line is neither sent nor logged unless `announce` is
added. `player-release <uuid> <hand-over> abort` lifts the freeze.
Both name the hand-over id the export returned, and are refused for a
player who is not in a hand-over, for another hand-over than its current
one, and for a player who died while frozen. Once the freeze has run out
the hand-over is over and a late `moved` is refused: the player has
played on since, and the target's record is older. So a stale or
repeated release cannot remove someone who is playing again.
A frozen player takes no damage (Abilities.invulnerable, which the void
and /kill still pass) and picks up no items, arrows or experience orbs,
so its record stays true until the release. A player who dies while
frozen all the same ends the hand-over with a warning.
Refs #7484
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: queued. tab_list passes 1000/1000 on this head on top of main 3d9ad5214 (playhorizon); main has 964/1000 (#9834). The change brings back vanilla's SkinManager.registerTextures allOf rule: a cape or elytra that fails gives the default skin. The retry and the decode-before-cache from #9420 are kept.
"Cosmetics in single player: On" was cut off on the Extras button; the
Cosmetics header already names it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: queued. `python3 tools/parity.py save_roundtrip` on this head merged into main 3d9ad5214 (playhorizon): PASS, 0 unexplained differences; the hoglin's `CannotBeHunted` DIFF from the nightly audit (#9833) is gone, the 35 ignored categories are the same as on main. Matches `Hoglin.addAdditionalSaveData`, which writes the boolean unconditionally. Also closes#9833.
Registry v2 (docs/design/registry-v2.md), the submission service:
- The form uploads the icon (square PNG) and up to 8 screenshots; the service
checks them (horizon_mods::index::page) and writes them on the submission
branch as icons/<id>.png and screenshots/<id>/<n>.<ext>, so the site and the
launcher load them only from the registry. An icon address is refused.
- Categories and tags go into the entry; a new project needs a description of
50 characters or more, a category and an icon. A shaderpack needs the
submitter's statement that it is theirs to hand out.
- "Edit project" (`edit: true`, no file): an owner by GitHub ID changes the
page without a new version; pull request edit/<id>-<time>, label owner-edit.
- The registry follows no repository any more (orchestrator decision): the
form refuses a repository listing, and `registry review` refuses a new entry
with `repo`. Every version is a submitted, pinned file.
- A retry takes up its own branch when every commit on it is the form's.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: travelInAir's client branch now sees the real client side and the dimension's min Y, so a client over an unloaded chunk falls at 0.1 * 0.98. The new unit test runs with prepared resources on playhorizon.
🤖 Agent: Join and leave messages now use player_display_name, team prefix and nickname included, as PlayerList.placeNewPlayer's getDisplayName does. Chat already went through it.
🤖 Agent: Each award sits in the branch vanilla counts in (FoodOnAStickItem's PASS, a cast but not a reel-in, trident and armor only on the server). The use_item_on harness's 400 new cases pin them.
🤖 Agent: shadow_ortho reproduces the measured bits with JOML's setOrtho and invertAffine (MIT, credited in THIRD_PARTY_NOTICES). Horizon's own packs keep their depth range, now written as explicit planes.
🤖 Agent: The second texture is decided once at load (doubled), and a single-sided buffer's B is a clone of A's view. The clear of the alt side and the alpha-1 start both skip single-sided buffers, so A is never attached twice in one pass.
🤖 Agent: RandomSource.triangle is mean + spread * (nextDouble() - nextDouble()) in 26.3, and the local copy drew two floats. The cast and fishAngle now take vanilla's draws, and the change merges cleanly with #9740.
🤖 Agent: A rider's sprint now goes through LocalPlayer.isSprintingPossible's vehicle branch (canSprint and local authority), so only camels keep a sprint, and boats and carts stop it as in vanilla. The released-key case is covered by drive_mount reading player.sprinting.
🤖 Agent: FishingHook.<init> draws the throw's three triangle values from the hook's own Entity.random (a fresh RandomSource), so the level's random no longer advances on a cast. #9755 sits on the adjacent lines and merges cleanly on top.
Creeper.tick's PRIME_FUSE, Mob.ate's EAT, Creaking's ENTITY_ACTION
(activate, deactivate, freezing, a heart-bound hit), Turtle.aiStep's and
Wolf.tick's ENTITY_ACTION, Shulker.setRawPeekAmount's CONTAINER_OPEN /
CONTAINER_CLOSE and an evoker's vexes' ENTITY_PLACE are posted, and the
host forwards them (it dropped all but entity_action and flap).
sculk gains `ignite mN` and `ate mN` actions and four scenarios, run
last since vanilla merges experience orbs by global entity id (439/439;
1/4 of the new ones on main's gameplay code). Unit tests cover the
creaking, wolf and shulker.
Part of #9776
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01WZzq8LUjYucp4kaN6UfSg7
🤖 Agent: An unsupported initializer such as double(2.0) now leaves its uniform at zero with a note at its file and line, and the program still loads. Supported defaults and conflict errors behave as before.
🤖 Agent: The lead snap now uses the entity-bound packet on NEUTRAL and excludes nobody, as FireworkRocketItem.use's playSound(null, player, ...). The ignored game test passes with prepared resources on playhorizon.
🤖 Agent: The box is drawn only for a shaders/ pack's skybasic program at the far plane, so terrain stays in front and Horizon's own sky is untouched. The design comes from the public shaders.properties docs, nothing copied.
🤖 Agent: With tnt_explodes off, the overlay now reaches the acting player and the item gets PASS, as in TntBlock.useItemOn. Redstone, fire and a finished fuse are gated by the same rule as TntBlock.prime and PrimedTnt.explode.
🤖 Agent: The hint follows Minecraft.tick's isMultiplayerServer: shown on a real server, or once a single-player world is published, never just because the client uses memory networking. joinedFirstServer is saved so it shows only once.
🤖 Agent: Spectators now open neither a block container nor a chest boat with a pending loot table (BaseContainerBlockEntity.canOpen, AbstractChestBoat.createMenu). The boat roll clears LootTable and LootTableSeed from the raw NBT before filling, as unpackChestVehicleLootTable does.
🤖 Agent: The 65536ths rounding is applied only to section origins while a shaders/ pack draws terrain or shadow. Culling, sorting and Horizon's own rendering keep the exact camera.
🤖 Agent: I moved the award into hurt_by_player, which melee, sweep and spear hits all go through. tick_stats runs with the host's statistics, so a guest's absorbed damage went to the server's Game; it now goes to the attacker inside its own as_guest turn. Tenths from other kinds of hits are cleared first, so they never reach the next attacker, and tick_stats no longer walks every mob.
🤖 Agent: The floor to 32768ths runs only in the pack's terrain vertex stage (hz_Vertex), so Horizon's own drawing and at_midBlock stay exact. Whole blocks and sixteenths are already on that grid.
🤖 Agent: The sky now writes gl_FragDepth = 1.0, so the depth test still keeps it behind the world, and gl_FragCoord.z stays the geometry's own. One cost: a fragment that writes depth loses early-Z, so a pack's sky program now runs under terrain as well (Iris pays the same, since it draws the sky first). A noperspective depth varying with the old far-plane z would keep early-Z (follow-up #9857).
🤖 Agent: The slide check reads block cells with the 1e-5 deflated box and the 0.4375 + half-width overlap, as HoneyBlock.isSlidingDown does, and markers and NoGravity stands keep skipping it. The cost is a few cell reads per falling stand per tick.
🤖 Agent: The sweep now ignites each swept player only after mob_hits_player lands, after the knockback, the same order doPostAttackEffects runs in Player.doSweepAttack. It uses the same ignite lookup as the direct hit.
🤖 Agent: A live /data write now restarts the wolf's anger counter from anger_end_time at the level clock, the same conversion load_mob uses, so a future end no longer saves as -1. The resource-backed game test passes on playhorizon.
Entering a world opened the split's gilrs and closed P1's. gilrs opens a pad twice
at once, which inotify can merge into one event, and closes it twice apart. KWin
counts those events to pause its emulation, so its count could reach zero while
Horizon still held the pad, and the left stick also moved the mouse.
The router now takes P1's reader and gives it back. Its reader also gets the extra
SDL rows, which it was missing.
Refs #9730
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Horizon's registry now serves the Data packs tab (beside Modrinth): a
`datapack` project is checked against the index like every registry file,
then goes into the world picked under the search, through the same
install_datapack flow Modrinth's use. On the registry, Filters lists the
kind's categories (horizon_mods::index::page::categories), search words
also match a project's tags, and a project's page shows its categories.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: The empty map_decorations is dropped only for minecraft:filled_map, after components_tag returns, so the stone and empty-map controls and the explicit !map_decorations removals still save as before.
🤖 Agent: skin_slots.forget() runs on both renderer swaps (entering and leaving splitscreen), so the kept skin images upload again to the new atlas, the same way they do after a device loss.
🤖 Agent: An infinite effect (duration -1) now shows effect.duration.infinite, as MobEffectUtil.formatDuration does after addPotionTooltip's endsWithin(20) check. A named cushion keeps CustomName in its NBT and on the dropped item.
🤖 Agent: Only HostEvent::Left takes the Disconnected removal: cursor and grid inputs are dropped before the guest is saved, and the untaken result is not. A live close still puts items back in the inventory.
🤖 Agent: The coverage report keeps its English text through Row::plain_text, and the launcher translates the fixed sentences plus the separate waiting count. An older report without the waiting field still shows its own text.
🤖 Agent: shadowAngle keeps its bits, and the matrix now turns by (shadowAngle - 0.25) * 360 in f32 (+360 when negative). The test pins Iris's bits at 7297, 7300, 16000 and 7303 with sunPathRotation 30.
🤖 Agent: Nothing outside the template lists changes: the content root and MobTypes::load already accept any template's species. The new test checks that a mod trader saves the same keys as a vanilla trader.
🤖 Agent: I moved the EntityAttachment.NAME_TAG doc comment back onto name_tag_at (collect_vehicle_ids had been inserted between it and its function). The vehicle set is built once per frame and stays linear in the entity count.
🤖 Agent: The wait now ends when the held job leaves the queue, so drop(reg) always has a running job to wait for. The 10 s bound fails with a message instead of hanging.
🤖 Agent: moving_slowly now follows LivingEntity.isVisuallySwimming, which also counts a FallFlying pose with fall_flying off. The 0.0196 against 0.00588 acceleration in the body is exactly that 0.3 factor.
🤖 Agent: The palette pick matches StructureTemplate.getRandomPalette with settings.getRandom(pos) (a LegacyRandomSource seeded with Mth.getSeed), and ids with a . or .. part are refused before template_entry reads the world's generated folder.
With the vanilla data present the untamed pair never bred, so the
test failed; without it the test returned early and passed vacuously.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: The loopback default only applies through lab.game_env and the HORIZON_TEST_LOOPBACK=1 variable, so a player's LAN keeps binding 0.0.0.0. On Windows the launcher now copies the version folder (minus .local) into run/<home hash>/game on every start; that is a launch-time cost, not a per-frame one.
🤖 Agent: The two new Realms calls go through the existing RealmsClient (GET worlds/{id}/subscription, DELETE worlds/{id}), and Delete is only offered on an expired Realm, behind its question, as RealmsSubscriptionTab does.
LivingEntity.handleFallFlyingCollisions's playSound of getFallDamageSound runs on both sides; only the hurt is the server's alone. Horizon pushed the sound event only from the server-side run, and a glider's own travel is client-side (and the server broadcast excludes the glider), so the glider never heard entity.player.big_fall / small_fall.
Co-Authored-By: OpenCode <[email protected]>
point() removed the `current` junction before making the new one, so a
failed mklink left the server with no current release, and std quotes an
argument only when it holds a space, so a folder like D:\mc&co\ reached cmd
unquoted and & split the command.
- The new junction is made first as current.switching; the old one is
removed and the new one renamed into place; if that rename fails the
old junction is put back.
- mklink runs as `cmd /D /S /C "mklink /J "link" "target""` with
raw_arg, both paths quoted; paths holding % or " (which keep a meaning
inside quotes) are refused with a message.
- Test (Windows only): real junctions in a folder named with `&`:
current moves v1 -> v2 and reads each release's file, the old release
is untouched, no current.switching is left, and a release whose path
holds % is refused with current unchanged.
Compiled, linted (clippy -D warnings) and tested on GitHub's
windows-latest runner: all 146 horizon-server tests, the two junction
tests among them. The Unix build and tests pass too.
Split from #9129.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stK8iXVDXqoi7midcqd
🤖 Agent: the compatibility point is the extension check: released launchers refuse the whole index when a version's extension mismatches its kind, which is why .zip shader-folder packs are a new 'shaderpack' kind instead of riding on 'shader'; all new entry fields stay optional until HORIZON_REV moves.
SkinManager.registerTextures joins the skin, cape and elytra downloads with
CompletableFuture.allOf, so any one failing (or a URL with no hash) fails the
profile's PlayerSkin and createLookup shows the default skin. #9420 kept the
skin when only the cape failed; tab_list caught it (36/1000 lists, #9834).
The retry of failed downloads and the decode-before-cache from #9420 stay.
Fixes#9834
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Vanilla's FluidRenderer puts a fluid top's corners NW, SW, SE, NE and the
quad indices join corner 0 to 2, so every top is split north-west to
south-east. Our probe packs' readings of Iris 1.11.7 fit this rule: a top
is split along the diagonal whose corners differ more in height, and
north-east to south-west when its north-west and south-east corners are
level. It is a fit, not Iris's code. Block faces keep vanilla's split in
Iris too.
Under a shaders/ pack (Mesher::shader_pack, any loaded pack), a top that
Iris splits the other way now starts from its south-west corner: same
winding, its 0-2 diagonal running south-west to north-east. Horizon's own
drawing keeps vanilla's order.
The fit covers every lava top we read, every still top but one, and 317
of 343 water tops; the misses are undiagnosed.
Part of #8464
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Package installs (/usr, /nix/store, /app, not /usr/local) lose Download again and get package-manager advice, and other stuck copies are told to move to Downloads. The path check now runs once per launch instead of on every sidebar draw.
🤖 Agent: The window backdrop is baked once per generation/viewport at main's 4 px texel density with a one-texel border, so scrolling no longer rebuilds a piece per plate. The scene's animation doesn't bump generation, so idle frames do no extra work. The layout/dropdown changes were reverted (duplicate glass Sort by, design-system radii).
TntBlock.useItemOn sends block.minecraft.tnt.disabled to the player who
clicked (ServerPlayer.sendOverlayMessage), and returns PASS, so flint and
steel or a fire charge then lights a fire as its useOn does. The overlay
went to the server thread's own HUD, which no player sees. The overlay
helper moves from debug_stick.rs to titles.rs for both.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Project live effect IDs, amplifiers and durations into the existing view.
Cover named if/unless predicates and actual Game view construction.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
🤖 Agent: zip 2.6.1 was only the registry's test fixture writer (uploads already went through horizon-mods' 9.1.3); the new pre-check runs zip 9's validate_header_consistency, which by_name/by_index_raw skip by default, so a cloaked local header is refused before any kind's reader opens the upload.
zip 2.6.1 (Dependabot #9 critical, #23, #24) was the registry's dev-only
fixture writer; the service already parsed uploads with horizon-mods' zip
9.1.3. Move zip to a normal dependency at 9.1.3, the version horizon-mods
and the main workspace use, so the lock holds one zip.
Before any kind's reader opens an upload, src/archive.rs now refuses a
local header that disagrees with the central directory, duplicate and
case-insensitive duplicate paths, overlapping entries, symlinks and other
special files, encrypted entries, over 100 000 entries and over 1 GiB of
declared uncompressed bytes. Tests craft each case.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Route Ender Dragon spawn eggs through the dedicated dragon entity implementation for hand and dispenser spawns.
Fixes#9799
Co-Authored-By: Codex (GPT-5.6) <[email protected]>
Step 1 of registry v2 (docs/design/registry-v2.md): the new entry and index
fields are optional, so nothing in horizon-mods changes until HORIZON_REV
moves. Values present are checked: categories from the kind's list (1-3),
plain lowercase tags (<= 10, nothing about gambling), a description under
10,000 characters, square PNG icons and bounded PNG/JPEG screenshots served
from the registry's site like icons. Data packs (pack.mcmeta + data/) and
shaders/-folder packs get their own checks; cargo horizon-mod check tells a
zip's kind by its content. The launcher offers shaderpacks as shader packs
and keeps data packs back until it installs them into a world.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
AbstractChestBoat.createMenu returns no menu for a spectator while the
boat's lootTable is set, so the table stays for the first player who
opens it, as BaseContainerBlockEntity.canOpen does for blocks.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
sign_text_calls runs for every visible sign every frame. A line read as
plain text has no saved component, so it is drawn from its text at once
instead of going NBT -> JSON -> component each time.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The version cards' radius and spacing and the mods sort dropdown are
back to main's:
- glass already draws its own Sort by beside the search
(glass_mods_sort), so showing mods_sort_dropdown in glass gave two
buttons sharing one sort_menu flag;
- the classic theme is square (theme::RADIUS = 0, "Blocks, not rounded
cards" in docs/design-system.md);
- versions are panels, and panels take radius::PANEL (20).
The two Glass/Float bake branches are folded into one.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
package_managed_launcher() canonicalized the update target on every
sidebar draw; the launcher doesn't move while it runs, so keep the
answer in a OnceLock. A launcher an admin copied to /usr/local/bin has
no package manager to update it, so it gets the move-it advice.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: docs only (docs/design/registry-v2.md); the one rollout risk it fixes is the order: optional entry fields and HORIZON_REV bump before any entry uses them, since the pinned cargo horizon-mod has deny_unknown_fields.
GameLevel borrows guest_boxes outside a guest turn instead of cloning them,
and for_turn only searches the few borrowed ancestors, so a turn costs
O(players) rather than O(players^2) for each guest every tick.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
tick_stats runs with the host's statistics in place, so draining the mobs
there credited every guest's absorbed damage (and on the server thread, the
single player's own) to the server's Game instead of the player who hit.
hurt_by_player, which melee, sweep and spear hits all go through, now takes
the hit's tenths right after the damage, inside the attacker's as_guest turn.
Tenths left by hits that came another way are cleared first so they are never
credited to the next attacker, and tick_stats no longer walks every mob.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
HangingEntityItem, ArmorStandItem, EndCrystalItem and MinecartItem post
ENTITY_PLACE where vanilla does; an ender chest's first opener posts
CONTAINER_OPEN (ContainerOpenersCounter.incrementOpeners).
On the same paths: each counts ItemStack.useOn's used statistic; a
painting or frame that can't hang there is CONSUME (counted) or FAIL as
in vanilla; paintings pick their variant and placed crystals their time
with their own random, not the level's; a placed armor stand falls onto
what is under it (EntityType.getYOffset with movedUp) after drawing
create's spawn yaw from the level random.
use_item_on gains placement cases (4800/4800; 4474/4800 without these
gameplay changes). The oracle's stand-in level gets hasEntities; the
fixture clears and prints crystals, paintings and frames.
Part of #9776
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01WZzq8LUjYucp4kaN6UfSg7
collect_vehicle_ids was inserted between name_tag_at's doc comment and the
functions below it, so rustdoc gave the name-tag height text to
collect_vehicle_ids. Move it back above name_tag_at.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Checked against main: HORIZON_HOME (logging::game_home) holds logs and crash reports but also telemetry/consent.json, perf reports, recordings/repro and the DX12 shader cache, while saves and options.txt follow the working directory or --game-dir (game.rs set_current_dir). I pushed 3eeb29cda to name those in the parenthesis so the rule doesn't read as "HORIZON_HOME barely matters".
🤖 Agent: the Linux fallback reuses vulkan_start_crashed unchanged and only rewrites graphicsApi when it is auto, so an OpenGL start that crashes again in Vulkan can't flip the setting back and forth.
game_home() also keeps telemetry consent, perf reports, recordings and
repro bundles, and the DX12 shader cache, so "logs and crash reports
only" undersold why the scratch HORIZON_HOME matters.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Clippy rejects `if count == 0` on that arm; the pattern `count: 0` is the same match.
Co-Authored-By: Grok <grok-4.7> <[email protected]>
Co-authored-by: Cursor <[email protected]>
In single player the window's own server names the player by their
offline profile, which the cosmetics service doesn't know, so the
player's own cosmetics, name tag style and Horizon mark never showed
there (and the game asked the service about the offline UUID for
nothing). Cosmetics in single player (Extras > Cosmetics, off by
default, en/fr/de) asks by the signed-in account's UUID instead. Off,
the own model asks and draws nothing in single player.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
/v1/worn takes no sign-in, so anyone can learn whether a listed player
played Horizon in the last 3 hours: the tooltip (en/de/fr) and
docs/cosmetics.md now say so.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A flat fang pitch, a powered wither's missing head particles, silent advancement loot and /xp levels, and hurting projectiles with no bubbles in water are all visible on the server-thread client.
Co-Authored-By: Grok <grok-4.7> <[email protected]>
Co-authored-by: Cursor <[email protected]>
Composite-style programs read a buffer's "main" side and draw into its
"alt" side; gbuffers, shadow and final programs write in place, compute
programs through images. A buffer no prepare, deferred, composite or
shadowcomp program draws into or flips never touches its B texture, so
B is now a second view of A for those buffers. The alt-side clear and
the three-channel start skip such buffers so A isn't attached twice in
one pass. At 3440x1440 this saves 35 to 224 MiB with BSL, Complementary,
Bliss and Super Duper Vanilla, most of it in shadowcolor buffers.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Each table gets the English text, as the other new strings do until
someone translates them. The gfx.rs comment stays as it was, so the
change touches the launcher alone.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
HIT_GROUND carried no affected state, so a jump or fall on wool reached sculk
sensors and shriekers. It now carries mainSupportingBlockPos's state, as
Entity.checkFallDamage does, for players, mobs, items and armor stands.
STEP read the block 0.2 below the feet, which is the block under a carpet. It
now reads the state at Entity.getOnPos, as applyMovementEmissionAndPlaySound
does.
tools/test_server_wool_vibration_parity.py compares both servers through a
vanilla-codec client.
Fixes#8036
Co-Authored-By: Claude Opus 5.5 <[email protected]>
0.5 × 255 is 127.5, which drivers can round either way: NVIDIA gives 127. The test
checks that the surface reads back exactly, so 0.75 (191) checks the same thing.
Fixes#9831
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On Windows a native crash in the Vulkan driver at the renderer's start
switches Auto to DirectX 12 (#746). Linux had no such rescue: since #4064,
Auto runs Mesa's hasvk on Ivy Bridge and Haswell, which Mesa calls
incomplete on Ivy Bridge (#4293), and a crash inside it would end every
start with no crash report and no fallback. The same switch now sets
OpenGL on Linux (crocus or iris through EGL, which presents to the window
since #2875). A player's own choice stays, so it never loops.
Refs #4293
Co-Authored-By: Claude Opus 5.5 <[email protected]>
mods() lists trait mods only, so returning early when it was empty kept
a bundle injected at the toast_add hook point from ever running.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
gbuffers_skybasic and gbuffers_skytextured put every vertex at the far
plane (gl_Position.z = gl_Position.w), so gl_FragCoord.z read 1.0 on every
sky fragment. Our probe packs read the sky disc's, the sunset fan's, the
stars' and (we take it) the sun quad's own perspective depth there in Iris 1.11.7.
The vertices now keep their depth, and the translator writes
gl_FragDepth = 1.0 before the pack's main (GbuffersInputs::far_depth), so
the depth test still sees the far plane: the sky shows only where the
world left nothing, and a pack's own gl_FragDepth still wins.
Part of #9307
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Over 76 scenes of our probe at fields of view 30 to 110, Iris 1.11.7's
shadow maps keep every section whose box needs a growth of up to 1.1224
blocks to meet the casters' shape, and drop every one that needs 1.1252 or
more, whatever the field of view. With #9707's 1.15, main's maps held 20
columns Iris drops, in 18 of those scenes; with 9/8 they hold exactly
Iris's columns in all 76 (a fit, not Iris's code).
Part of #8464
Co-Authored-By: Claude Opus 5.5 <[email protected]>
server-admin links #9767 and #9748 (merged), so sync ships it once a release has them. The panel's later
features and vanilla's management protocol become server-panel-management (Later). sync also ships
languages (v0.2.65), end-city-banners (v0.2.67) and end-city-loot (v0.2.73).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Vanilla awards Stats.ITEM_USED in each item's own use/releaseUsing/useOn
(or in ItemStack.useOn); Horizon's ports left it out. The bow, crossbow,
trident, fishing rod (cast), eye of ender, boats, carrot and warped
fungus on a stick (no boost), empty map, equippables swapped from the
hand, books, flint and steel / fire charge on TNT, firework boosts and
the spyglass now count it, in vanilla's branches.
On the same paths: fire starters lighting a fire count the use and post
BLOCK_PLACE / BLOCK_CHANGE; sneaking with one on TNT lights a fire
instead of priming it; a placed boat posts ENTITY_PLACE; the spyglass
sound plays at the feet.
use_item_on gains used-statistic cases (4400/4400; 4054/4400 on main's
gameplay code). The oracle's stand-in player gets what these items read.
Fixes#9775
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01WZzq8LUjYucp4kaN6UfSg7
The configuration screen's Players tab: the invited count, a row per player with
Op / Deop / Remove (the removal asks first), and Invite Player behind it.
RealmsInviteScreen: a name field whose blank or already-invited values are refused
before any request, the service's answer deciding otherwise.
RealmsClient gains getOwnRealm (GET worlds/{id}, the slots and players),
invite (POST worlds/{id}, OutboundPlayer's JSON), op (POST worlds/{id}/{uuid}),
deop and uninvite (DELETE worlds/{id}/{uuid} and worlds/{id}/invite/{uuid}), all
with the UUID as UndashedUuid's 32 hex digits. The tab reads again after an
operator change or an uninvite.
The Invite Codes button and its screens, and the player faces, follow in their
own PRs (the faces need the skin-face mechanism).
Co-Authored-By: ZCode <[email protected]>
Retain template patch presence so explicit removals and zero-valued
components override the input without losing inherited data. Preserve
transient map postprocessing through assembly and add powered-crafter
and resource-free regression coverage.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
A sign line kept only its plain text, so a server's {"text":"Online",
"color":"green"} drew in the sign's dark dye colour, as did `§` codes
(drawn as a raw `§`) and hex colours.
SignText now keeps each line's saved component beside the text it showed
when read, so the style survives loading, saving and the network. A line
edited since is a literal in the old line's root style, as
SignBlockEntity.setMessages makes it. List components and translate
components no longer lose their text.
sign_text_calls draws a line as one call per run of one colour: a glyph
takes its style's colour, else the sign's (Font.StringRenderOutput), with
`§` codes resolved as the font does. A line with no style is still the one
call it was. The outline of glowing text stays the dye's dark colour.
Bold, italic, underline, strikethrough and obfuscated text are kept but
not drawn yet.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Read back with a probe pack of ours, Iris 1.11.7's terrain gl_Vertex puts
each vertex's place in its section on the 32768th of a block below it:
water tops (8/9 - 0.001) at 29094/32768, plants offset by 13/15 and 0.1 at
28398/32768 and 3276/32768, on all three axes (a fit, not Iris's code).
Horizon passed the mesher's floats on, up to 1/32768 block from Iris's,
enough for a shadow-map coordinate on a texel boundary to fall the other
way. The pack's terrain vertex stage now takes the position down to that
grid; whole blocks and sixteenths are on it already.
Part of #8464
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Animal.finalizeSpawnChildFromBreeding draws the orb's 1-7 from the breeding parent's own random, and only when mob_drops is on. Horizon drew it first and from the level's random (llamas always, the other animals from world.random): with the rule off that consumes a draw vanilla does not make, and outside llamas, turtles and frogs the parent's and the level's later draws drift from vanilla.
Co-Authored-By: OpenCode <[email protected]>
The kernel defines BTN_X as BTN_NORTH and BTN_Y as BTN_WEST, and gilrs' default
mapping takes those names literally, so a pad with no SDL row had X and Y crossed.
Sony and Nintendo pads send the same codes by real position and stay as they are.
Closes#9813
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Generated with tools/stamp_native_hooks.py --only gui_render_post client_services. Leave the other 18 fragments pending while their contracts are reviewed.
Co-Authored-By: Codex GPT-6 <[email protected]>
Keep unselected contracts pending, preserve merge order within the selection, and reject unknown names before writing.
Co-Authored-By: Codex GPT-6 <[email protected]>
The upper sky disc leaves directions near and below the horizon uncovered.
Shader packs keep the buffer's clear colour there, producing a sharp sky
band and pale distant terrain during fog compositing.
Draw an enclosing sky background before the existing disc. Keep its depth
at the far plane and preserve the foreground's colour and depth. Add an
original GPU probe covering 20 camera orientations and foreground occlusion.
References and provenance:
- Iris public format reference for gbuffers_skybasic:
https://shaders.properties/current/reference/programs/gbuffers/
- Public rendering-uniform and depth-buffer references:
https://shaders.properties/current/reference/uniforms/rendering/https://shaders.properties/current/reference/buffers/depthtex/
- Complementary's public user guidance, changelog and option descriptions.
- Java 26.3 + Iris 1.11.7 and Complementary Reimagined r5.9.3 were run
as comparison inputs. The diagnostic shaders and Rust changes are original;
no Iris or Complementary implementation source was opened or copied.
- After implementation and testing, PR descriptions and closure comments
(including #8753) were consulted to check contribution provenance policy.
No patch from those PRs was opened or reused. This is not a fresh-context
or no-documentation implementation.
Validation: fast game build; 16 depth GPU tests including the new regression
on RX 9070 XT; renderer library Clippy with warnings denied; rustfmt.
Visual comparison used isolated game homes, the same world and camera,
32-chunk render distance, noon and clear weather.
Co-Authored-By: Codex <[email protected]>
Cushion.getCushionItemStackWithData copies the entity's CustomName onto
the dropped item, as the item frame beside it does; the cushion carried
no name at all. Add it, read and write it with the entity, and drop it.
PotionContents.addPotionTooltip appends MobEffectUtil.formatDuration,
which answers the infinite sign for an effect that never ends
(duration -1, from commands or datapacks); brewing's effect_lines only
appended a time past 20 ticks, so such an effect showed none.
🤖 Agent: Queued. Test-only: it pins the server MCP's tool list, input schemas and error replies as a golden, so a renamed tool or field that breaks agents' calls now fails a test. Pinning that is right here, because MCP clients rely on those names.
🤖 Agent: Queued. The new queue drain runs only on split screen's present path and before a new window's surface configures, so single-window play has no extra wait. martipops's two review points are answered in 9fe888b76.
lists.rs promises vanilla's console lines; the new ban/pardon/ban-ip/pardon-ip replies used other words.
Now commands.ban.failed, commands.pardon.failed, commands.banip.success/failed/invalid and
commands.pardonip.success/failed from 26.3's en_us.json; goldens updated to match.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
CrafterRecipeCraftedTrigger tests a ServerPlayer's bounding box against
AABB.ofSize(center, 17, 17, 17); Horizon tested the eye within 9.5 on
each axis. Use the player's box and 8.5 to each face, so the reach is
the width and height reaching into the box, not a point 9.5 away.
With the rule off, TntBlock.prime leaves the block alone: redstone, fire
and an unstable block breaking go through the level event, which now
refuses like a native mod does (the block comes back); flint and steel
says block.minecraft.tnt.disabled; and a fuse already lit goes out
without exploding, as PrimedTnt.tick does.
ContainerEntity.unpackChestVehicleLootTable rolls the table saved in the
boat's NBT when a player opens it. Horizon read the table nowhere, so a
boat made by a command or a mod stayed empty and kept it. Roll it into
the slots on the open (only when they are empty), clear it from the raw
NBT, and fire player_generates_container_loot for the opener.
Hoglin.addAdditionalSaveData writes putBoolean("CannotBeHunted", ...) every time, so a hoglin that can be hunted saves 0b instead of dropping the tag. save_roundtrip passes again.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
BaseContainerBlockEntity.canOpen refuses a spectator while the container
still has a loot table to unpack; spectator_open_menu skipped that, so a
spectator could open an unrolled chest. The pending roll lives in the
chunk's saved rolled_loot until the first open consumes it.
The Controller setting is P1's own. A guest copied it, so after joining
from a pad its own pad was dead - on the profile screen it joins into,
with no way to pick one. Enable the controller in the joining player's
settings when the join came from a pad.
OptiFine's shaders.txt puts gtexture on texture unit 0 in gbuffers programs and
colortex0 there in deferred, composite and final; its gbuffers table has no
colortex0 to colortex3. Our probe packs, run in Iris 1.11.7, read the block atlas
in gbuffers_terrain through a sampler name of their own and through each of
colortex0 to colortex3 and gnormal, and the scene in colortex0 in deferred,
composite and final through a name of their own and through gtexture, tex and
texture, also where the program declares no colortex0.
Horizon read its white stand-in for all of these, or, in gbuffers, the buffer.
With this, PotatoShaders' blocks keep their textures and its cave and Nether
come out as bright as in Iris.
Fixes#9763
Part of #9307
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Route CLI moderation through file-backed lists when no game is running, pin vanilla-style replies, and document the stopped-server behavior.
Fixes#9753
Co-Authored-By: Codex (GPT-5.6) <[email protected]>
Iris 1.11.7 disables a built-in uniform whose declared type is not the one it gives
("Wrong uniform type ... Disabling that uniform"), and the program reads 0. Our probe
packs saw this for floats declared int or vec2, ints declared float, ivec2s declared
vec2, int or ivec3, vec3s declared vec2 or vec4, a mat4 declared mat3, and uint; ints
and bools declared bool or int were kept. Horizon converted the value instead.
Fixes#9758
Part of #9307
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Our probe packs read gtexture in gbuffers_terrain, and the block atlas as a custom
texture in composite, at levels 0.5 and 1.25 in Iris 1.11.7: each read was the two
nearest levels mixed (nearest texels within a level). Horizon's sampler took the
nearest level only. The atlas now gets a sampler of its own with linear mipmap
filtering; normals and specular keep theirs.
Fixes#9760
Part of #9307
Co-Authored-By: Claude Opus 5.5 <[email protected]>
minecraft:wandering_trader joins the zombie and the villager as a living
template. It is the neutral one whose behaviour is all goals, so a native
mod's register_goals can replace every bit of it: a citizen, a guard or an
NPC, which a zombie (hostile, burns in daylight) and a villager (its brain
stays) can't be. Saving and entity data already follow the template's
class (class_id); the tests now cover a trader type too.
Part of #8622.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
fishing.rs kept its own triangle on two next_float() calls; vanilla's
RandomSource.triangle draws two doubles, which also advances the random
differently. Use the core method.
Clearing the window and drawing the text straight into its DC shows the blank
frame in between, so the boot screen flickered each time the console's lines
arrived. The paint now goes to a compatible memory bitmap and reaches the
window as one BitBlt, the same frame the text was drawn into.
Co-Authored-By: I114rk's AI agent (OpenCode) <[email protected]>
With shadowDistanceRenderMul set, the shadow pass drew only the chunks
within a circle of ceil(shadowDistance x mul / 16) chunks. Our probe pack's
Iris 1.11.7 shadow maps keep the sections whose box, grown by the same
1.15 blocks as for the casters, meets a cube of shadowDistance x mul around
the camera: out to the square's corners, a section 1 block past a side but
not 1.5, and nothing 70 blocks below a camera flying 50 blocks out. Over
12 scenes at shadowDistance 100 and mul 1, main dropped 33 columns Iris
keeps.
Part of #8464
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Relands the frames on their submit threads at the top of Split::present:
a reconfigure there (a present mode switch, a new compositor, an
Outdated texture) waits for the device and errors on a submission made
meanwhile, and the compositor then copies views already submitted.
Simpler than gating on will_reconfigure, per martipops's review.
Preserve the existing frame type during id-free live NBT adoption. Compare
count, item and components and remove the old map association before
replacement. Cover the Game command route and immutable-type adoption.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
LocalPlayer.aiStep runs its sprint decisions for a passenger too, but
the client only ran them on foot: `canSprint` and the local authority
stand in for food there. Run them for a vehicle with those conditions,
and give the ridden mount the controller's sprint state instead of the
raw key, so a double-tapped sprint starts and letting the key go keeps
it (Camel.getRiddenSpeed reads isSprinting()).
Read back with a probe pack of ours, Iris 1.11.7's terrain gl_Vertex is
each block's position minus the camera with its fraction rounded to the
nearest 1/65536 block (seven cameras, up to 40000 blocks out), while
cameraPosition and the matrices keep the exact camera. Horizon drew from
the exact camera. Off by up to 2^-17 blocks, fragments on a texel boundary
of the shadow map read the other texel, and depths at the shadow test's
bias fell the other way: with this, our lit probe's depth ties at noon
go from 541 to 1 and its neighbouring-texel reads in y from 154 to 8.
Part of #8464
Co-Authored-By: Claude Opus 5.5 <[email protected]>
dropping_a_registration_waits_for_its_running_job slept 100 ms and
assumed a worker had taken the held job by then; on a busy runner it
had not, so the drop had nothing to wait for and returned early. Wait
until the job leaves the queue, and fail loudly if no worker picks it up.
Graphics settings move their frame, list and key steps into settings_shell, with no change to how they behave,
and Controller Settings is its second user: General, Bindings and Device pages, search, per-row reset and Undo.
A controller notice is one slot per view rather than the split screen's own. A pad-focused options tooltip hangs
from the widget's bottom left, as the pad's hidden pointer sits mid-widget; mouse and keyboard keep vanilla's. A
focus whose widget goes away on the same screen moves beside it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Surface::configure waits for the device to come idle and errors when a
submission lands while it waits: with the submit thread on (Linux by
default), adding a player could crash the game in Split::present's
set_vsync, in a new compositor's first configure, or on an Outdated
texture. Compositors now say when a reconfigure is coming or owed, and
Split drains every player's queue at those points only, keeping the
overlap the submit thread is for the rest of the time.
LivingEntity.stopSleeping asks AbstractBedBlock.findStandUpPosition for
the entity's own type. The player's port of that search moves from
game/respawn_anchor.rs to stand_up.rs, generic over the entity type
(dimensions, player, fire immune), and villager::stop_sleeping uses it
with the villager's box and yaw, and vanilla's fallback. Villagers now
step onto shelves, slabs and carpets, pick vanilla's side of the bed,
and fall back to the top of the bed instead of staying lying on it.
WorldBorder.isWithinBounds(AABB) takes 1.0E-5F (a float) off the box.
use_item_on gains villager wake-up cases: 4400/4400 match.
Fixes#9502
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01WZzq8LUjYucp4kaN6UfSg7
LocalPlayer.isMovingSlowly is also true while the player is visually
crawling: LivingEntity.isVisuallySwimming counts the fall-flying pose a
glide that just ended still holds. Horizon only counted the swimming
pose, so on the first air tick after a glide its input took the full
0.98 x 0.02 forward acceleration where vanilla's takes 0.3 of it: GrimAC
flagged Simulation 23 times on every elytra landing with jump held, at
an offset of exactly the difference (0.01372). Vanilla's client is clean
on the same input.
Fixes#8295
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Part of #8622 (item 4, structure placement for builders). A new helper,
native_structure_template(id, at, rotation, mirror) (Host::structure_template),
finds a structure template as StructureTemplateManager.get does (the world's
saved structures, then the game's and the content mods' data) and answers
what /place template would place at `at`: the size after the rotation and
each block's position, mirrored then rotated state and block entity data,
in StructureTemplate.placeInWorld's order and from the palette it picks
there. Nothing is placed: a builder places the blocks a tick at a time with
native_set_block. Server only; ids with a . or .. part are refused.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Save an opt-in pregen switch, apply it to integrated servers immediately, and refresh command completion while preserving --pregen and permissions.
Co-Authored-By: Codex (GPT-6) <[email protected]>
Read back with a probe pack of ours in Iris 1.11.7, a shadowNearPlane or
shadowFarPlane the pack sets is the orthographic projection's plane as it
is, with no 100-block offset; an unset near plane is -100.05 and an unset
far plane 156, each on its own. Horizon offset both by 100 blocks, so a
pack that sets either got another depth range. The projection's bits
(13 settings) fit JOML's setOrtho with zZeroToOne, its depth terms taken to
-1..1, in floats; the inverse is JOML's invertAffine. Before, the default
matrix's [3][2] was 4 ulps off and its inverse's signed zeros differed.
Horizon's own packs keep their depth range, now given as planes.
Adapts JOML 1.10.9's Matrix4f.invertAffine and setOrtho (MIT;
THIRD_PARTY_NOTICES.md).
Part of #8464
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Read back with a probe pack of ours (25 ticks of day and night,
sunPathRotation 0 and 30, four view directions), Iris 1.11.7's sky
positions fit (0, 100, 0, 0) times gbufferModelView turned by JOML
quaternions in floats: rotationY(-90°), then for a body
rotationZ(sunPathRotation) and rotationX(its sky angle). Turned by
matrices, as Horizon did, the sun read 4e-6 where Iris has an exact 0
(e.g. at sunset), and the rest was 1 to 2 ulps off. All 50 readings of
all three now match, and shadowLightPosition with them.
Adapts JOML 1.10.9's Quaternionf.rotationX/Y/Z, Matrix4f.rotateAffine
and Vector4f.mulAffine (MIT; THIRD_PARTY_NOTICES.md).
Part of #8464
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Route the separately modeled stand through HoneyBlock movement after travel. Own current Game/fresh Java gate113/126->126/126, raw exact with unchanged scripts. Canonical travel regression old-fail/fixed-pass; honey suite11pass/1ignored. Broad readiness Rust/doc builds blocked by disk; formatting and Clippy pass.
Co-Authored-By: Codex <[email protected]>
Iris 1.11.7 turns shadowModelView by (shadowAngle - 0.25) * 360 degrees in
floats, plus 360 when negative, not by the light body's own sky angle. Read
back with a probe pack of ours at 25 ticks of day and night (7295 to 7305
one by one), with sunPathRotation 0 and 30, this fits all 50 readings to
the last bit; the sky angle misses 16 of them by 1 to 6 ulps, which moves
the shadow map's texel boundaries.
Part of #8464
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Keep same-machine test sockets on loopback and stage launcher-managed games
at a stable executable path per game home. Preserve runtime dependencies and
protect running installed/native versions from replacement and cleanup.
Refs #9685.
🤖 Agent: with no mods the new hook costs one HOOKS.get() and a walk of an empty mod list per mob created, not per tick, and it runs before the float check, so a mod's goals::Float floats the navigation as FloatGoal does. The fragment stamps cleanly against main (test_stamp_native_hooks passes in pr_ready's Python tests). Pushed 9861c8352: living_mod_types now uses a temp folder per call, since parallel tests were deleting each other's folder. Merged with main, pr_ready --quick passes on Linux (4331 tests, launcher included).
set_paused deliberately lets the world run while splitscreen players
play, but pauses_game did not know about them, so the host window's
client ticks stopped behind its own menu: a laggy world and a rush
forward on resume. pauses_game is now false while split players are
joined, mirroring the server; scenario_pause checks both players'
tick counters against a solo game.
🤖 Agent: the sting now lands inside the fish's own tick (Pufferfish.aiStep → touch), so a target that ticks later in the same level tick counts its poison down that tick: 120→119→118, as in vanilla. Pushed 82648da3f, which removes the end-of-tick arm that could no longer run. Merged with main, pr_ready --quick passes on Linux (2863 client tests). The pufferfish contact harness is left to CI's parity run.
🤖 Agent: the close paths (close_container, close_book) run while the fake inventory is still swapped in, so what a menu held goes back to the fake player and not to the server's own state. The ender chest's stand-in is put back afterwards, as a guest's turn does. Merged with main 27b9d342f (690 commits newer than its base), pr_ready --quick passes on Linux and the 4 ignored native_machines tests pass with prepared resources: trader, vehicle chests, shulker and ender lids, the restored state.
🤖 Agent: GPU culling stays off by default and DX12 frames still don't occlude, so only players who switch it on, on Vulkan, get the new passes. The new runs stamps survive a buffer regrowth (reserve_keeping copies the old buffer), so a grown table doesn't send every section back to phase 2 for a frame. On main 27b9d342f: fmt, clippy and 2419 client and render tests pass on Linux. The device tests of the box test itself aren't there, as the body says. Pushed dc3100917: a doc comment moved back onto its test.
Tests run in parallel in one process: with three callers now (lan.rs and
two in mods.rs), one could remove the shared folder while another was
reading it (NotFound in a_mods_register_goals_replaces_its_types_goals).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Convert the saved absolute end at the current level clock when adopting live
wolf data. Keep Bee state and the retained runtime fields unchanged. Cover
actual Game adoption and command writes with a separate NoAI drift diagnostic.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
🤖 Agent: the 1.15-block margin is applied only to the caster-shape test, and the light frustum still tests the plain box, so the shadow pass can only keep more sections at the wedge's edges, never cull ones the light reaches. It costs two Vec3 ops per section test, only with a shaders/ pack's shadow culling. On main 27b9d342f: fmt, clippy and 1442 render tests pass on Linux.
🤖 Agent: the only outside code is JOML 1.10.9 (MIT, the library vanilla ships), credited in both file headers and THIRD_PARTY_NOTICES.md; Iris was only run as a black box with our own probe packs, so nothing from an LGPL source. The cost is a few float matrix ops per pack frame, and gbufferModelView now takes vanilla's Camera.getViewRotationMatrix path to the bit. On main 27b9d342f: fmt, clippy and 1443 render tests pass on Linux, the two last-bit tests included.
A client mod hears each new toast just before it is queued and may
cancel it: native_toast_add(kind, id, cancel). Kinds are advancement
(the advancement id), recipe (the first recipe id), tutorial (the
hint), system (narrator_toggle, pack_load_failure, pack_download,
low_disk_space, chunk_load_failure, chunk_save_failure) and
now_playing (empty id). Updates to a toast already queued or shown
are not adds. A cancelled toast isn't queued, shown or sounded; a
cancelled tutorial hint is kept off the slots so it isn't asked again
every frame. The startup menu's narrator toast is not covered: it
shows before Game, the hook's host, exists.
Fixes#9710
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01BYf41fgTMRfUEXn3afqyTG
🤖 Agent: a menu frame without a controller does no new work: pad_menu_frame returns before the new resize/scroll-follow code unless the pad (or the keyboard focus) is in use, and the only always-on addition is one widgets::scroll_area push per drawn scrollbar. The superflat preset change matches vanilla (focus selects via AbstractSelectionList.setFocused, only Entry.select fills the share box). pr_ready --quick on main+PR on Linux: fmt, clippy, 4396 tests pass (the one Python failure is install.sh needing uname, absent from NixOS's PATH). tools/pad_menu_e2e.py not run: --offscreen still opens a winit window and needs a display.
the_shaders_validate was inserted between that test and its doc comment,
which then documented the new test instead.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Every PufferfishSting comes from a mob's tick (sting_touching_mobs), and
apply_brain_events consumes it right after that tick, so handle_mob_events'
mob_hits_mob arm could no longer run. It joins StartFollowing and SchoolSize.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The Configure button's screen was a placeholder (title, MOTD, open/close). It is now
RealmsConfigureWorldScreen: the four-tab bar (Worlds, Players, Subscription,
Settings, Settings off on an expired Realm), the footer's Play and Back, and
the Subscription tab: start date, time left, Extend, and Delete once expired
with its question.
Built on #7725's realms module and realms/client.rs, per the split on #7677.
RealmsClient.subscriptionFor (GET worlds/{id}/subscription) and deleteRealm
(DELETE worlds/{id}) join the client. The Worlds, Players and Settings tabs
follow in their own PRs (slot options, backups, invites, preferred region);
until then they show vanilla's loading line, and the open/close toggle stays
on the footer (vanilla keeps it on the settings tab).
The start date is a fixed local %Y-%m-%d where vanilla asks for the locale's
medium date (the process has no date locale), and the snapshot Realm's
subscription info line is not special-cased.
Co-Authored-By: ZCode <[email protected]>
🤖 Agent: at 2.5 blocks every triangle() throw enters the stand from outside on tick 2; at 3.0 a slower throw started tick 3 inside the margin box, where AABB.clip never hits.
Our probe pack's Iris 1.11.7 shadow maps held 1 to 3 chunk columns at
the edges of the view's wedge that the shadow pass dropped (15 columns
over 8 noon scenes). Growing each section's box by a margin before the
caster test keeps them: the 31 edge columns of 8 noon scenes allow only
a growth of 1.12 to 1.19 blocks (a fit, not Iris's code); with 1.15, 19
of our 20 scenes hold exactly Iris's columns.
Part of #8464
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Our probe pack read Iris 1.11.7's matrix uniforms back exactly. Horizon's
differed in their last bits (1.0 for 0.99999994, 6e-17 for 0), and a
fragment on a texel boundary of the shadow map then read the texel on
the other side: with nearest filtering, 13,066 pixels of ow_ground_noon
were lit in one game and shadowed in the other.
- gbufferModelView and its inverse: vanilla's Camera.getViewRotationMatrix
(JOML Matrix4f.rotation of the conjugated rotationYXZ quaternion) and
JOML's invertOrthonormal, in floats.
- gbufferProjection and its inverse, shadowModelView and its inverse,
sunAngle and shadowAngle: fits of our probes' readings (JOML's float
operations in a given order, or JOML's formula worked in doubles).
Part of #8464
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: The guard skips only a step whose value equals the held state, which leaves a finite value unchanged anyway, while NaN still steps because NaN != NaN, so only the inf - inf case changes. It's stacked on #9701 and lands after it; the shaders tests and clippy -D warnings pass on main merged with both.
🤖 Agent: The two parts were already the game's (terrain_parts) and drawn this way for packs with the split programs, so a pack with only gbuffers_terrain now takes the same path. That's one more pipeline switch per terrain pass, not more geometry, and only with a shaders/ pack. 0.5 matches vanilla's ALPHA_CUTOUT for cutout terrain, so foliage gaps now match both Iris and vanilla. horizon-shaders' 298 tests and the ten terrain_parts tests pass on main merged with this head.
GPU frames ran no occlusion culling. On Vulkan, where cull.rs's test runs
with the depth test forced early, they now run the same two-phase test, each
section's part decided on the GPU: `cull` keeps per id the frames its box was
last seen and last tested at, puts in phase 1 the sections whose last test saw
them (retested every 8 frames) and lists the other boxes. The world pass draws
phase 1, then the listed boxes against its depth, each passing fragment
stamping its id (gpu_occlusion.wgsl); count2, scan2 and scatter2 write phase
2's draws, which a second pass draws before the CPU's own. Frames occlude
under cull.rs's gate (`cull::gate`), over the hidden share that comes back
with the statistics, now 12 words copied after the last pass.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: custom_index refuses only pairs where both sides are float/int/vecN and differ, so bool on either side keeps the old conversion, and so do types outside the list (ivecN, mat). A disabled uniform simply gets no slot, so it reads 0 and shows up in the program's "defaults or zero" notes. pack_post's tests, including custom_type_tests, and clippy -D warnings pass on main merged with this head.
🤖 Agent: Applying the upper bound first and the lower one last only changes the result when min > max, so every in-range clamp a pack uses reads the same as before (the test's two in-range rows pin that). Fitting the order to your probe readings, not to Iris's code, keeps it clean-room. horizon-shaders' 222 tests and clippy -D warnings pass on main merged with this head.
smooth() stepped as val + (state - val) * k, which turns an infinite value it
already holds into NaN (inf - inf). Iris 1.11.7 keeps it: our probe packs read
smooth(1.0 / 0.0, 5, 5) as +inf and smooth(-1.0 / 0.0, 5, 5) as -inf after 3 s
to 30 s in a scene (smooth(0.0 / 0.0, 5, 5) reads NaN in both games). A value
equal to the one held now stays as it is.
Part of #9307
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: a group that leaves an objective, forced chunk or gamerule behind now fails tests/test_command_fixture_state.py instead of parity-main's first Java guard.
🤖 Agent: The cap counts bytes as they inflate, not the sizes the zip claims, and it lives in fill(), which import_into and import_mrpack_into both go through, so neither path can skip it. 8 GiB is well above any real .mrpack or shared instance. The launcher's fmt, clippy -D warnings --locked and all its tests (548 + 102, both bomb tests included) pass on main merged with this head.
- Pre-bake full-window blurred background texture on resize to eliminate per-frame CPU bilinear resampling and allocation during list scrolling
- Adjust version card radius from PANEL to ROW (12px) with refined vertical padding and margins to resolve overlapping border stacking
- Add radius::CONTROL and overflow clipping to mods sort dropdown containers
🤖 Agent: Only relays started with RELAY_PROXY_PROTOCOL=1 change, and neither the Dockerfile nor horizon-relay.service sets it, so a default deploy behaves exactly as before. One that has it on now refuses to start until RELAY_PROXY_FROM is set, rather than dropping every connection. fmt, clippy -D warnings and the relay's tests, including proxy_from.rs, pass on main merged with this head.
🤖 Agent: Deploying this changes nothing for Railway's address counting: the Dockerfile names x-real-ip, the header the server already read first. The website fetches /v1/aggregate?days=30 and /v1/benchmarks/summary from the visitor's browser (benchmarks-page.js), so the new 600/h read bucket counts each visitor, not one site address. pr_ready skips this workspace, so I ran it on its own: fmt, clippy -D warnings --locked and every test pass on main merged with this head.
🤖 Agent: This follows Allay.hurtServer, which refuses only a player whose getUUID equals the LIKED_PLAYER memory. owner_damage_uuid passes a UUID only when the acting player is the server owner, so single player on its server thread gets the exact comparison, while LAN guests and dedicated-server players keep today's refuse-any-player filter: narrower than vanilla, but not a regression. The Game-level test runs against prepared resources and passes, and parity checks the corpus.
It left its stone floor at y 199, a crafter, a chest and the player in
survival: the next group's `/setblock 10 199 10 stone` guard found stone
already there and stopped the run.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
With RELAY_PROXY_PROTOCOL=1 a PROXY line was accepted from any TCP peer,
so a client reaching the port directly could choose the address its
per-address limits count.
- RELAY_PROXY_FROM: addresses or CIDR ranges (IPv4, IPv6, IPv4-mapped
peers handled). A connection from anywhere else is closed unanswered.
- The relay refuses to start (a clear error, exit 1) when the protocol
is on and the list is empty, or when an entry doesn't parse, instead of
silently dropping every connection. Config::from_env returns a Result;
Config::check says why.
- docs/play-with-friends.md lists the setting.
Split from #9129.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stK8iXVDXqoi7midcqd
With HORIZON_TELEMETRY_TRUST_PROXY=1 and no
HORIZON_TELEMETRY_CLIENT_IP_HEADER, every request would count as the
proxy's address: one shared bucket for /v1/batch, deletions, the live
count and reads, so intake would stop and players' deletion requests
would be refused, with only a line on stderr to say so (martipops's
review of #9129).
- The Dockerfile sets HORIZON_TELEMETRY_CLIENT_IP_HEADER=x-real-ip, the
header the server read first before the setting existed, so the
address the limits count on Railway stays the same.
- TRUST_PROXY=1 without the header now refuses to start (exit 1), as the
relay does without RELAY_PROXY_FROM: a deployment missing it fails its
/healthz check instead of going live with one bucket.
- README: both settings, and the refusal.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stK8iXVDXqoi7midcqd
FishingHook(Player, ...) snaps the hook's position (its feet) to the owner's
eye; Horizon put it 0.125 lower. The harness cast at a stand 3 blocks away,
which vanilla's randomised throw reaches only on ~80% of casts: Horizon's own
run missed with the same odds and was never retried. At 2.5 blocks every
throw hooks the stand and the boat on its second tick, so the harness leaves
the known-flaky list.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
crafter map extension forced chunk (0,0) and left it, which moved the next
`/forceload add` guard that covers it. The groups the full run leaves out
(reinforcements, recipe overlays) are now named once in the corpus, so the
harness and the fixture-state test skip the same ones.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A trait mod's register_goals hook is asked for every new mob, after its
species added its goals and before its saved data is read. It may clear
the goal and target selectors and add Goal types of its own, which steer
the mob with its navigation (nav_move_to, create_path_to) and controls.
A mod's living type from #9667 thus gets its own AI. The hook runs before
the float check, so a mod's Float goal floats the navigation as
FloatGoal's constructor does.
The hook is a free function in the client library, so it goes through
NativeClientHooks as living_breathe does. mod_api re-exports Mob,
MobWorld, Goal, GoalSelector and Cx; the generator's dispatch tests get
a Mob stub and the catalog test knows mobs/ai.rs.
Part of #8622.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: This matches Minecraft.runTick and tick: the texture clock advances only inside isLevelRunningNormally, while GameRenderer.tick (the lightmap flicker) runs on every unpaused tick, and Horizon only calls tick() when !self.pause, so a paused game still freezes both. The flicker draws from FogState's own random, so moving the call doesn't shift any other draw.
mob partial block suffocation set mob_griefing false and random_tick_speed 0
and left them, so every later group ran without mob griefing: no piglin in
piglin pickups picked anything up on either side, and the gold's fate became
a race. A unit test now checks every group leaves the world rules it found.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A pack without gbuffers_terrain_solid/_cutout drew all terrain in one pass
with an alpha test of 0.1, and alphaTestRef read 0.1. Iris 1.11.7, with probe
packs of ours writing one alpha per screen strip, drew solid terrain with no
alpha test (alpha 0.0 kept) and alphaTestRef 0, and cutout terrain keeping
alpha above 0.5 only (0.5 and 0.49 discarded, 0.51 kept) with alphaTestRef
0.5, through gbuffers_terrain alone and through the split programs alike.
Vanilla 26.3 cuts cutout terrain at 0.5 too (RenderPipelines.CUTOUT_TERRAIN).
Every pack now draws solid and cutout terrain apart, as packs with the split
programs already did: without them, both parts draw with gbuffers_terrain's
chain. The cutout part's default test is alpha > 0.5.
Part of #9307
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ServerLevel.EntityCallbacks.onDestroyed calls Scoreboard.entityRemoved for
every entity kind. Only dying mobs did here, so an item, an area effect
cloud or a projectile that had a score kept it after it was gone, and
/scoreboard players list kept listing its UUID (command_exec's scores and
social groups after carpet farms and loaded potion clouds). Once a tick,
the UUIDs that hold a score or a team are checked against the live
entities; unloaded and travelling ones leave persist.uuids first, so they
keep theirs, as in vanilla. Nothing runs while no entity holds one.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- entities, piglin pickups: their falling-block and item selectors spanned
the whole world. The Rust side block-ticks a ring of terrain (--radius 4)
that the oracle never loads, and at chunk (-5, -2) generated kelp breaks
and gravel falls into a flooded cave there, as vanilla's own does once
that chunk ticks (checked with both forced loaded). Those drops are no
fixture's: the checks now look near the fixture.
- execute: `execute in the_end if block 0 64 0` expected an unloaded chunk.
The oracle's settle keeps its tickets for the rest of the run, so since
gateway passengers settles in the End, 0 64 0 stays loaded on the Java side
only. The check keeps its point (another dimension, an unloaded position)
at 1000 64 1000.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: As in Entity.lavaHurt, the orb draws its pitch from its own random only after a hurt that lands (the early health <= 0 return covers isInvulnerableToBase's isRemoved), so the random order matches vanilla. The sound goes through the same audio.play path as the boats' lava_hurt_sound. Orbs don't track Silent yet, so a /summon'd Silent:1b orb still sizzles; that's a small gap left for later.
🤖 Agent: This follows KeyboardHandler.handleDebugKeys: an open DebugOptionsScreen closes, otherwise canInterruptScreen (shouldCloseOnEsc by default) decides, and the interrupted screen runs its own close first, so a container gives its items back before the debug screen opens. The credits keep their screen, a deliberate gap from vanilla because their close can fail; the doc comment says so.
🤖 Agent: The flag is set only when the last frame before the loss was GPU-culled (old.gpu_frame()), so a device lost in an ordinary CPU-culled frame still gets GPU culling offered after recovery, and the saved setting is never written. It's a Relaxed AtomicBool read once per renderer build, so it costs nothing per frame.
🤖 Agent: In 26.3 recipes are a registry, and RecipeManager.finalizeRecipeLoading builds the stonecutter list and unpackRecipeInfo numbers the displays by walking recipes.values(), so sorting by registration_key in every table (and in the LAN copy the guest's stonecutter picks from) gives the order vanilla shows. The three reads moved to the world's table were the only places still showing the base table's result while handing over the pack's.
🤖 Agent: gl_Fog.density now reads the fogDensity value Horizon already sends, which is 0 everywhere, so a pack's exp-fog maths sees what Iris gives it in the scenes your probe measured. Nothing else in the struct changes, and packs without shaders/ never read it.
A custom uniform of shaders.properties was converted to whatever type the
program's GLSL declared it with. Iris 1.11.7 disables it instead ("Wrong
uniform type for X: Iris is providing FLOAT but the program expects INT.
Disabling that uniform.") and our probe packs read 0: a float declared int,
an int declared float, a vec3 declared vec2 and a vec2 declared vec3. A float,
int, vecN custom uniform now binds only to a GLSL uniform of its own type
among those; pairs involving bool keep the conversion (a float of 2.5
declared bool read true in both games).
Part of #9307
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The bumpers switch every tabbed screen, and turn the recipe book's pages; its triggers change category.
The right stick only scrolls: the focus stays on its row, no value changes, and nothing scrolls under the
on-screen keyboard. The D-pad walks a list's hidden rows, stops at a list's edge without changing a value, and
a held direction stops at the edge of the slots it's on. The crosshair stays on its target as the screen changes,
A held with the D-pad spreads a stack, and a list's scrollbar says how far its rows moved.
The arrow keys share the focus step, so they walk hidden rows too, and the superflat and single-biome rows
become focus targets for them. Focus on a preset selects it and leaves the share box to a press, as vanilla does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Every Nightly was signed for the constant "horizon release nightly", and
the version a launcher installed it as came from the unsigned GitHub
title, so anyone able to edit the release could serve an older signed
Nightly as tonight's.
- nightly-build.yml signs SHA256SUMS twice with the same key(s):
SHA256SUMS.sig for the channel, as before, for installed launchers;
SHA256SUMS.v2.sig for nightly-<date>-<commit>, the version the title
names (sign_release.sh ALSO_FOR). Both are verified before publishing.
- horizon-release-sign: nightly_title_version() parses the title
strictly (no fallback to published_at); nightly_digest() takes that
version and checks SHA256SUMS.v2.sig for exactly it; is_nightly_build();
SIGNATURE_V2. `verify --signature <file>` checks the v2 file.
- Every installer that checks a Nightly moves in the same step: the
launcher, horizon-server update and packaging/server/install.sh refuse
a Nightly whose title doesn't parse and install it only with a v2
signature for that version. install.ps1 checks no signature (only
GitHub's SHA-256), so it has nothing to move.
- An older Nightly still installs on request as a rollback with a
warning; the launcher's update never moves the selection back to it,
and horizon-server prints a rollback notice for --version.
- Nightlies from before this change have no v2 signature: the refusal
now says so and names `horizon-server rollback`, and docs/security.md
"Nightly signatures" describes the changeover (martipops's review of
#9129). The launcher's new messages go through trf(), in every
language table in English until translated.
- tests/install_sh_signature.sh: a v2 Nightly installs as its version; a
Nightly with only the channel signature, an older Nightly retitled as
a newer one, and an unreadable title are refused (all three installed
before this change).
Split from #9129, as martipops's review suggested.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stK8iXVDXqoi7midcqd
Keep the reinforcement request collection and post-hit drain around the
verified-owner damage adapter, and preserve all upstream corpus groups.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
Pass verified owner identity through the existing command and normal attack
adapters while preserving the legacy filter for unresolved damage callers.
Cover live command feedback/state and both adapter and compatibility APIs.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
A custom uniform's clamp(x, min, max) applied min first and max last, so with
min > max it gave max. Iris 1.11.7 gives min: our probe packs read
clamp(5.0, 3.0, 1.0), clamp(0.0, 3.0, 1.0) and clamp(2.0, 3.0, 1.0) as 3, and
clamp(vec2(5.0, 0.5), vec2(3.0, 0.0), vec2(1.0, 1.0)) as (3, 0.5), in three
scenes. Apply max first and min last.
Part of #9307
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: This matches Allay.aiStep: the heal sits after super.aiStep with no NoAI gate (only isClientSide and tickCount % 10). The unit test pins both paths: NoAI heals and keeps its hold timers, and normal AI still heals only once.
Since #9482, /execute if loaded reads the ticket levels, which only a tick
recomputed. The harness's settle loads terrain without ticking, so a group
that moved the player and forced chunks (large fireball fire) still saw the
previous group's tickets: chunk column x=5 was resident and lit but not
entity-ticking. The oracle's settle takes its tickets at once (getChunk runs
the DistanceManager updates), so the probe's settle now refreshes them too.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ItemCommands.getContainer rejects any block entity that is not a Container
("Source position … is not a container"). The source check only asked
whether a block entity existed, so a sign, lectern, campfire or beacon got
"The source does not have slot …" instead. Use the same container test as
the target side.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Recording is opt-in (/studio or the control socket), filters before writing and fails closed on unknown packets. With no recording running, the network thread now pays one uncontended lock per packet instead of a copy of every payload.
import.rs inflated every entry of a dropped .mrpack or game-folder zip
with no byte limit, so a few kilobytes of zip bomb could fill the disk
before the half-made instance was removed.
- fill() counts the bytes actually inflated across all entries (a zip's
sizes are its own claim) and stops past MAX_IMPORT (8 GiB); the error
removes the instance as before.
- The cap sits in fill(), which import_any() calls for both
import_into() and main's newer import_mrpack_into() (a Java instance
takes every path a pack carries), as martipops's review of #9129
asked when rebasing.
- The message goes through trf(), in every language table in English
until translated.
- Tests with a 16 KiB limit: a compressed bomb is refused and leaves
nothing, for a shared instance and for a .mrpack; the limit is for all
files together.
Split from #9129.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stK8iXVDXqoi7midcqd
Once an entry has owner_ids, only an ID in them makes an owner, so adding
a co-owner to `owners` alone, the obvious edit, would silently lock them
out, and the refusal would list their own login among the owners
(martipops's review of #9129).
- Entry::check_fields refuses an entry whose owner_ids is non-empty and
not as long as owners, with how to find the missing ID, so the registry
CI catches it when the change is made.
- docs/api/owner-update-v2.md: the registry repository has no
owner-update workflow yet, so nothing merges on its own today; and the
backfill script runs only once a maintainer has read it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stK8iXVDXqoi7midcqd
Owners were GitHub logins, and a login can be claimed by someone else once
its owner renames or deletes the account. For a project without a key, a
reclaimed login could publish an owner update that merges on its own.
- Entry gains `owner_ids` (#[serde(default)], omitted when empty). The
form records the lister's ID for new projects (file and repository
listings). The registry review notes any change to it.
- ownership(): when an entry has owner_ids, only an ID in them is an
owner, so a matching login on another account is refused. Without
owner_ids (older entries) the login matches, but the update always waits
for a reviewer and the pull request says so.
- The automatic owner update requires an ID match.
- update_trailer is v2: `owner-update-v2` message with the submitter's
numeric ID, and `format: v2` / `submitter_id:` lines in the trailer.
- tools/registry_backfill_owner_ids.py: one-off, dry run by default,
resolves owners' logins to IDs, cross-checks them against the IDs the
form recorded in the entry's commits, and leaves alone (and prints)
any entry it can't resolve completely.
- docs/api/owner-update-v2.md: what the registry repository's
owner-update workflow must check, and the deployment order.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stH5q6PgMAVUSmJqKDe
(cherry picked from commit 526bfcbbe1)
🤖 Agent: Entity occlusion culling stays Off by default. prepare_occlusion_culling only builds a culler when the mode isn't Off, so the default frame skips both the voxel paths and the new section-graph rejection. A budget that runs out still fails open (visible). One push from me: main's new ItemFrame.custom_name field added to the PR's bounds test, which was what broke verify. Desktop: clippy -D warnings is clean (client, client-lib, client-render) and 2835 client tests pass. Benchmarks: the author's stationary and moving runs above.
With TRUST_PROXY=1 the rate limits were keyed on X-Real-IP, else the last
X-Forwarded-For entry, whatever the platform guarantees. Railway's edge
has let clients set X-Real-IP in the past, and puts the CDN's address
there when Fastly is in the path.
- HORIZON_TELEMETRY_CLIENT_IP_HEADER names the one header the proxy
overwrites (x-real-ip on Railway); its last comma-separated entry is
the client. No other header is read.
- TRUST_PROXY=1 without it counts the TCP peer, and the server prints a
warning at start saying every client then shares one bucket; a header
set without TRUST_PROXY is reported as ignored.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stH5q6PgMAVUSmJqKDe
(cherry picked from commit bd420535e0)
The server runs two async workers and did every SQLite call on them, and
GET /v1/aggregate had no rate limit and cached per `days` (366 keys),
while DELETE /v1/installs/<any id> emptied every cache: a cheap way to
stall every handler.
- blocking(): batch storage (zstd inflate included), install deletion,
the totals, the benchmarks summary, the live history, the upkeep and
the live count's minute sample run on tokio's blocking pool.
- /v1/aggregate and /v1/benchmarks/summary take a per-address read
bucket (READS_PER_HOUR, 600); uncached totals builds have a global
budget (AGGREGATE_BUILDS_PER_HOUR, 600) and answer 503 past it.
- AGGREGATE_DAYS (e.g. 7,30,90,366) restricts the windows answered; unset
keeps every value from 1 to 366. It is left unset by default because
the website's own requests (private horizon-site) couldn't be checked.
- A deletion invalidates the cached totals only when it deleted rows.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stH5q6PgMAVUSmJqKDe
(cherry picked from commit a29c16a169)
Main added ItemFrame.custom_name (a named frame drops with its name); the test initializer predates it and stopped verify from compiling.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The privacy filter ran on every packet before the recorder was looked at, so
with no recording it still copied each payload (chunk data too) and
re-encoded every AddEntity with a fresh random UUID. It now runs only while a
recording is active, and keeps the packets it allows without copying them.
The recordings browser's title, empty state, buttons and server labels go
through the language table (gui.done, menu.singleplayer and
menu.multiplayer are vanilla's). The row's "Edit" hint is removed: this
PR has no editor to open.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: The NoAI branch now calls only sting_touching_mobs, after super.aiStep's work, as Pufferfish.aiStep does without a NoAI gate, and the unit test checks that ordinary AI still stings exactly once. The 119 vs 118 poison duration your diagnostic keeps is #9672.
🤖 Agent: The name tags now use posed_rotation, which camera_orientation already trusts and which is already turned round for the front view. The only change is that a spectated entity's rotation is kept even when it equals the vanilla view, so the mouse no longer turns the tags.
🤖 Agent: class_id() is the type's own id for every vanilla type, so mob_to_nbt and mob_meta change nothing without content mods. The loot-table fix (ruby:entities/ghoul) matches EntityType.getDefaultLootTable. The 25 slow content-root tests pass with prepared resources.
🤖 Agent: The caster test can only add planes to the light's box, and a plane that doesn't fit the array is dropped, which keeps more, so the shadow pass never loses terrain the old box drew for a view it can shade. It applies only to Iris-format packs with shadow.culling unset. Fitting Iris's maps from screenshots, not its code, keeps this clean-room.
🤖 Agent: The crafter now matches map-extension recipes against the level's live saved maps (MapExtendingRecipe.matches reads the map's scale). An unknown or max-scale map no longer extends, and the lookup goes through the world's recipe table. The author's refresh has the same Rust as my tested merge, where clippy -D warnings is clean and the crafter, menu and command_harness tests pass. Its corpus builds 117 groups with no duplicates.
groups() in command_exec_corpus.py: main added the zombie reinforcement
groups where this branch adds the allay one; keep all of them.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The game rebuilds the renderer after a device loss, and the new one offered
GPU culling again: a fault in its frames could lose the device after every
recovery, until a second loss within a minute ended the session. A loss while
the last frame was GPU-culled now makes every renderer after it report
GpuCullingOffer::DeviceLost, until Horizon restarts; the switch greys out and
says why.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
/nightly, the triage commands and /claim decided who may act by the
comment author's login. GitHub hands a renamed or deleted account's login
to whoever claims it next, so a reclaimed reviewer login could pick
unreviewed pull requests into the signed Nightly.
- trusted-reviewers.txt lines become `<id> <login>`; one shared parser
(nightly_set.read_reviewers) for all three commands. Any other line,
bare logins included, grants nothing and is reported on stderr.
`paused` keeps its meaning.
- All three workflows pass AUTHOR_ID (github.event.comment.user.id);
without it the scripts refuse. Ludovic is OWNER_ID, and his threads are
recognised by user.id in triage.
- tools/ci/resolve_reviewer_ids.py fills in the IDs (and OWNER_ID);
--check reports renames and deleted accounts.
No review requirement is added: a Nightly still takes any open pull
request to main, as decided on 2026-10-30 (NoReviewNeededTests).
Split from #9129, as martipops's review suggested.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stK8iXVDXqoi7midcqd
Vanilla 26.3 (KeyboardHandler.handleDebugKeys, the keyDebugDebugOptions branch)
closes an open DebugOptionsScreen, else when Minecraft.canInterruptScreen()
passes closes the current screen (Screen.onClose; canInterruptWithAnotherScreen
defaults to shouldCloseOnEsc) and opens the debug options over it. Horizon only
opened over the game and the bare pause menu (Fixes#9664).
- debug_options_interrupts: the canInterruptScreen classification, one arm per
Screen; the death screen, the level teardown, the text-box screens, the
credits (fallible close) and a playing overlay keep theirs.
- toggle_debug_options closes the interrupted screen the way its Escape does
(a container hands its state back, creative clears pad focus and the carried
stack, a mod's screen hears the close) before opening.
- The F3+F4 switcher passes F3+F6 on to the debug options screen.
- A unit test pins the classification.
Co-Authored-By: ZCode <[email protected]>
- The crafting grid's result, breeding's dye mixing and the campfire's
cooked item read the world's table, as menu_click and the campfire's
placement already did.
- Recipes::from_sources sorts every table (crafting, cooking, mods' own
types) in registration order, the key #9406 sorted crafting by, now
crafting::registration_key; StationRecipes sorts stonecutting and
smithing by it.
- RecipeIndex numbers recipe-book displays in registration order.
- The LAN copy sends the stonecutter list and numbers groups in that
order, so a guest's stonecutter button indexes the host's list.
Fixes#9671.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
command() still passed read_reviewers(reviewers).logins to apply() after
c527d60b7 dropped that parameter, so every /nightly comment that got past
authorize(), status included, ended in TypeError and was never answered.
- Drop the leftover argument.
- Test: command() run as nightly-command.yml runs it, with GitHub and the
state branch stubbed, answers /nightly status. It fails on main with the
TypeError.
Split from #9129, as martipops's review suggested.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stK8iXVDXqoi7midcqd
The compatibility gl_Fog gave packs a density of 1. Iris 1.11.7 gives 0
there, in gbuffers_terrain and in deferred, in a cave and in the Nether,
where fogDensity also reads 0 in both games (read back with a probe pack
of our own).
Fixes#9674
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Four standalone fixes from #9129, with authorship kept. The control token now comes from getrandom. Token files are written owner-only (write_private). Ban-list dates are checked instead of taken as they are. A relay bridge frees its slot when it ends. None of them is on a hot path. The server-files, relay, server and control tests pass on playhorizon.
🤖 Agent: A zombie hit by /damage now sends its reinforcements before the command returns, as vanilla's hurtServer does inside the command, so a following command sees the reinforcements. The isolated reinforcement groups run only with --only, so the generic corpus is unchanged. The author's refresh onto main keeps both fixture isolations. Clippy -D warnings is clean and the reinforcement tests pass.
Keep H295 active world recipe selection with H298 saved-map matching and system post-process. Preserve all shared corpus groups, datapack fixtures, map copy controls and player observations. Formatting, all-target Clippy, Python and Java compile checks pass; original runtime qualifications remain unchanged.
Co-Authored-By: Codex <[email protected]>
Java's fixture guards read counts: `/scoreboard objectives add` returns how
many objectives exist after the add, and `/forceload add` how many chunks it
newly forces. Four groups left state behind for the next ones:
- mob baby attribute reads kept h227 and allay invalid Brain retention kept
h226, so rewrite_hit, hitstate and audit got 3 instead of 1;
- both advancement loot groups kept chunk (0, 0) forced, so item
stack-size override merges forced 7 chunks instead of 8.
parity-main stopped on "Java fixture control failed" for each of them once
#9514 fixed the /fill floor guard (#9587). Each group now removes what it
added. A unit test replays every group's objectives and forced chunks and
checks each count guard against what earlier groups leave.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Keep reinforcement and advancement-loot corpus groups, all diagnostic options, and light/player observations. The reinforcement fixture function is byte-identical. Formatting, all-target Clippy, Python compilation/options/registration and Java oracle compilation pass. Original runtime proof remains qualified to its captured base.
Co-Authored-By: Codex <[email protected]>
🤖 Agent: The recipe order now follows ResourceManagerRegistryLoadTask's sort by file id (path, then namespace). It runs once per load, and find_with is unchanged, so lookups cost nothing more. The prepared 26.3 recipe folder has no '-' or '.' names, so vanilla's own recipes keep their order. Main merged in, both fixture sets kept.
The final main checkpoint changes server API tests only; the checked pufferfish source and fixture are unchanged.
Co-Authored-By: Codex <[email protected]>
🤖 Agent: The one memo keeps vanilla's chunk requests (a missing chunk is asked again unless the world promises it stays missing), and may_reach_out, now asked once per non-empty section, is a pure query. An A/B on the desktop (dedicated server, 1500 pigs on the ground, 3 interleaved rounds, main f5565f1 against main plus this PR) gave a 5.30 ms median per tick on main and 5.33 ms with this PR: below the run-to-run noise (±0.3 ms), so your instruction counts are the finer measure. The far-move cost (+16%) is a fair trade for every mob's ground move.
🤖 Agent: With HORIZON_STILL off, every new branch reduces to the old expression and the variable is read once through a OnceLock, so there's no per-frame cost. The main merge keeps the border ticking only while the level runs, as main has it. Checks: clippy -D warnings, shader tests, clock tests.
🤖 Agent: Off by default and in no preset; with the setting off there is no readback buffer and no poll. The device-loss follow-up from the review (turn GPU culling off for the session after a loss in a GPU frame) is worth its own PR. Union build passed.
Upstream changes add frog travel, player equipment visibility and UI/server work; the NoAI pufferfish caller and sting handler are unchanged. Preserve all fixture options and qualify the captured runtime pairs to d158e4473.
Co-Authored-By: Codex <[email protected]>
🤖 Agent: main merged in. The new auth/command goldens test now sits beside main's observability and config golden tests in api.rs, and both sides are kept whole. It drives the real HTTP listener, so missing/wrong token, wrong Host and malformed commands are checked over the wire. horizon-server: 150 tests pass, clippy -D warnings is clean.
Preserve the unchanged canonical 218 and strict 220 scripts. Add an independently validated same-position pig/cod control rather than infer contact from the original cod placement. Keep landed H311 player contact and all current fixture options.
Co-Authored-By: Codex <[email protected]>
🤖 Agent: Carries #8918 unchanged, with main merged in. Only the mod_api export list conflicted, and both sides are kept. The depth-tested world text and atlas quads go through the existing native world-draw hook, so a game without mods costs nothing extra. It passed fmt, clippy and tests in union3.
🤖 Agent: Matches TridentItem.use: FAIL (about to break, or Riptide while dry) doesn't start using and lets the off hand try, as Minecraft.startUseItem does. game.rs's single-player use chain now also falls through on FAIL. Union build passed.
🤖 Agent: The boost now starts from the synced DATA_BOOST_TIME (index 18, after AgeableMob's two), as ItemBasedSteering.onSynced does, instead of the rider's client guessing it. Union build passed.
🤖 Agent: Matches ArmorStand.pushEntities: only RIDABLE_MINECARTS within distanceToSqr <= 0.2 are pushed, and the stand riding the cart is skipped as Entity.push skips a shared vehicle. Union build passed.
🤖 Agent: Matches ItemFrame.getFrameItemStackWithData: the dropped frame (glow frames too) takes CUSTOM_NAME from getCustomName, and the name now round-trips through the frame's NBT. Union build passed.
🤖 Agent: Matches Frog.travelInWater: moveRelative(getSpeed()), move, then scale 0.9, with no gravity or water drag. Minor: the test's `let _ = ran;` passes silently without vanilla data. Union build passed.
🤖 Agent: Matches LivingEntity.getVisibilityPercent: each worn stack's mob_visibility applies only when its equippable slot matches and the looker's type is listed, then Mth.clamp(0, 10). The chest/legs/feet fields cost three Arc clones per PlayerView. Union build passed.
🤖 Agent: The non-player victims carry NoGravity so the blast's push is the only motion compared, and Pos/Motion are compared at 9 decimals as server_knockback does. Union build passed.
🤖 Agent: HoneyBlock.fallOn plays the slide sound (the guest's own client plays it for the guest) and broadcasts event 54 to everyone, the lander included. Union build passed.
🤖 Agent: native_health_hud_state hands out &mut HealthHud, so a mod calling layout twice a frame double-advances the heart blink; the docs say once a frame, which is the right contract. Stamp test and union build pass.
🤖 Agent: Matches Mob.checkDespawn: peaceful discards a disallowed type on its own despawn check, even when persistent; Horizon's check_despawn already does that first, so the three instant purges were the only difference. Union build passed.
🤖 Agent: main merged in after #9062. The config golden now lists the new [transfer] section with its defaults (enabled false, expect 10 s, max 60 s, 64 players, freeze 30 s). horizon-server tests: 149 pass.
🤖 Agent: An explicit rain.depth=false now skips the weather depth write; omitted and malformed values keep main's behaviour. Spectrum and Luculent are MIT and disclosed. Union build passed.
🤖 Agent: Each part clips the other's quads in the vertex stage, so packs with gbuffers_terrain_solid/_cutout pay double terrain vertex work (noted in the earlier review); packs without them take the old single draw. Union build with 44 PRs passed, including horizon-shaders and render tests.
🤖 Agent: Mob sounds now return the mob-index state before level_entity runs, so the dragon's metadata Mob can't shadow its Dragon, and silence and removal still come from the Mob. The once-per-tick cache is keyed by id inside one call, and a removed sound never revives when its id is reused.
🤖 Agent: queued; the drop_tool key is the machine's own position, so a neighbour broken in the same call no longer rolls the machine's tool or its silk touch.
#9062 pinned the config reply before this PR added [transfer]; the GET reply now lists it with its defaults.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: entity_event_burst is now the only list, and no other branch of the EntityEvent handler draws for 38 or 42, so nothing draws twice. The cost is the existing mob search, now for every entity event instead of eight ids; entity events are rare enough that this doesn't show.
🤖 Agent: The old verdict is removed before carry mutates content, and an interrupted harness can no longer leave a stale green one. Union build passed.
🤖 Agent: Measured on the desktop: exact::sin + cos takes 110 ns a pair against libm's 10 ns (11x). The 27 jmath sin/cos call sites are per mob or per feature, never per vertex, so that is microseconds a tick, on Windows only. Union build passed.
🤖 Agent: A failed cape no longer drops the skin, a failed download retries after 60 s instead of never, and only bodies that decode reach the disk cache. Union build passed.
🤖 Agent: Matches ServerPlayerGameMode.destroyBlock: a GameMasterBlock stays without canUseGameMasterBlocks. Vanilla also sends a block update there; the guest's break acknowledgement covers that here. Union build passed.
🤖 Agent: The control socket's chat and command go through handle_chat_input and the client mod command path, the same as typed chat, so client mods see them. Union build passed.
🤖 Agent: Entity.load mutates the existing living entity and never reads its damage cooldown or last hurt amount, so a /data merge no longer resets them. The corpus case covers it against Java. Union build passed.
🤖 Agent: if() now evaluates conditions up to the first true one plus that branch only, so a smooth() in an untaken branch keeps its state. Iris was only run with your own probe packs, which our rules allow. Union build passed.
🤖 Agent: Matches EnderDragon.knockback: LivingEntity.knockback only when the phase isn't sitting, power 0.4F from dealDefaultKnockback, and the vertical stays (noPhysics never sets onGround). Arrow hits still don't push, as before. Union build passed.
A content mod's entity type could only copy minecraft:snowball, so a mod
had no way to add a mob. It may now copy minecraft:zombie or
minecraft:villager, as NeoForge's EntityType.Builder.of(Zombie::new, ...)
makes a type of a vanilla class, with its own default attribute values
(EntityAttributeCreationEvent) in an `attributes` map, for attributes the
template has. A thrown type still names its item; a living one has none.
The mod's row in entity-types.json is its template's with `template`
added and its attribute bases in place of the template's, every other
value kept as the template's text. MobTypes::load makes a row naming a
template into that species' MobType under the mod's id, so registry and
network ids, /summon and remote spawns, which already went through the
table and the registry, pick it up. What a class saves and syncs of its
own (a zombie's IsBaby, CanBreakDoors and conversion times, its entity
data, the villager's) follows MobType::class_id, the template's id for a
mod type; the saved and sent id stays the mod's.
A mob's default loot table, and /loot ... kill, now keep the type's
namespace (EntityType.getDefaultLootTable): ruby:ghoul rolled
minecraft:entities/ruby:ghoul, and rolls ruby:entities/ghoul. Nothing
changes without content mods: no row has a template, and class_id is the
type's own id.
First slice of #8622; goals, navigation and structure placement stay
open.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Keep main's world border rule from #9396 (it ticks only while the level
runs, which already covers HORIZON_STILL's hold) instead of the
branch's hold gate.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: The synced enchantment table is built once per registry sync, not per tooltip; a literal-text description of a data-pack entry now shows instead of the raw id. Union build passed.
🤖 Agent: Matches WitherBoss.hurtServer: a powered wither refuses a direct WindCharge, and a breeze's BreezeWindCharge (a sibling class) still hurts it; the test pins exactly half health. The only parity failure was #9511, fixed by #9514 (merged), so parity runs again.
🤖 Agent: Merged in a 45-PR union build (fmt, clippy, tests pass). Ticking::Native only changes who advances a sound instance; vanilla's SoundEngine.tickInGameSound order is unchanged for every non-native sound.
🤖 Agent: I merged main (wardrobe tests on both sides kept, 95124d4). The session is reused until the service answers 401, then signs in once more; Mojang's join is made once per service session instead of on every refresh. Union build passed.
🤖 Agent: I merged main and carried main's new OreVein positive_y through fold_biomes (3bbcda7); it depends on the rule, not the chunk. The measured win is in the carvers stage (−16 to −18 % ms/chunk), with snapshots identical to main. Union build passed.
🤖 Agent: Matches FireworkRocketItem.use: dropAllLeashConnections(null) while fall-flying, then LEAD_BREAK when something dropped. I fixed the ignored resource test, which no longer compiled after main made the audio capture a struct (86d09bf). Union build passed.
🤖 Agent: The tamable arm was the wrong way round: Wolf/Cat/Parrot.mobInteract answer SUCCESS for sitting down, and for food that heals a hurt tame wolf or cat or tames a cat, so those swing. AbstractHorse.fedFood and Panda answer SUCCESS_SERVER (no client swing). Fixed in a pure mob_swings with a test (0d8d49d), main merged. Union build passed.
🤖 Agent: I merged main. block_entity_nbt now reads a live moving piston first, as #9617 made /data do, so block predicates see the same NBT (de85911). Union build passed.
🤖 Agent: I merged main and changed one thing: a registry whose pack tags fail to load now keeps the game's tags. Before, it stored an empty table, so even vanilla's #tags matched nothing in advancement predicates (167f156). Union build passed.
🤖 Agent: Matches EnderDragon.kill and tickDeath: remove, then gameEvent(ENTITY_DIE). I merged main, which now asks is_fight_dragon before the dragon is taken (0b6621e). Union build passed.
🤖 Agent: I merged main (corpus groups from both sides kept, every def checked present). Mob command names now take the team's prefix, suffix and colour, as Entity.getDisplayName via PlayerTeam.formatNameForTeam. Union build passed.
🤖 Agent: Advancement loot rewards now read the world's data-pack tables, as ServerAdvancementManager's reward resolution does through the reloadable registries. Union build passed.
🤖 Agent: Item bob and end crystal phases come from the entity's own random, as the ItemEntity and EndCrystal constructors draw them, instead of a shared stream. Union build passed.
Our probes' Iris 1.11.7 shadow maps (shadow.culling unset) fit keeping
only the sections whose shadow can fall into the camera's view: under a
noon sun a wedge of chunks in front of the camera, with a low sun ahead
nothing behind it. Horizon's held every section in the light's box.
For Iris-format packs, the shadow pass now also culls sections with the
camera's frustum stretched without end toward the light (the faces turned
toward the light, plus a plane along the light through each silhouette
edge), and tests whole 16-block sections there, a guess that matched our
probe with the camera looking straight up. shadow.culling=false and the
voxel distance of shadow.culling=reversed keep everything, as before.
Horizon's own packs are unchanged.
Part of #8464
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Exclude packets that carry player identity or private text, randomize entity UUIDs in recorded AddEntity packets, and fail closed on unrecognized packets. Keep recording metadata free of server addresses and player names. Correct the recordings browser tooltip to match its current behavior.
Co-Authored-By: Codex <[email protected]>
Reuse the existing contact helper from the NoAI Mob.tick branch without changing ordinary-AI order or accepted-hit handling. Add actual Mob.tick and guarded Game/Java contact regressions; retain the independent poison-duration diagnostic.
Co-Authored-By: Codex <[email protected]>
🤖 Agent: Ten inactive ticks in a row is longer than any vibration in flight takes to arrive inside the 8-block range, so the walk starts from a quiet sensor. The movement and activation checks on both clients are unchanged, and the three trace tests cover the vibration still travelling, a second vibration and a setup that never settles.
#9598 made far moves cheap by passing empty sections and missing
chunks a row segment at a time, but every cell of a mob's box paid for
it: a second cache search on top of the reach cache, and more state in
the cell loop. On the ground a mob's move cost about 7.5% more
instructions than before #9598.
The scan now keeps one memo, the last cell's chunk with its section's
facts (empty, may reach out), so a cell in the same chunk and section
costs one comparison. Both facts live in one eight-section cache,
asked once per section. Where the world's chunks stay as they are for
the scan (missing_chunks_stay_missing), it also keeps the chunk before,
so a row across a chunk border goes back and forth without asking
again. Worlds without that promise ask as vanilla's BlockCollisions
does, including again after a missing chunk.
Fixes#9653
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: The headline is counted from the rows' own status, class and tier, so it can't disagree with the numbers under it, and the launcher's tr() lines are tested against Summary::lines. The per-row plain sentences are still English report data, like `reason`; translating them is #9644.
Dolphins ran WaterAnimal's air rule, which set their air to 300 every tick
in water: air never fell under 140, so they never surfaced for air nor
drowned, and #9271 now sent that 300 to every viewer. Dolphin's
handleAirSupply is empty and it isn't in #can_breathe_under_water, so it
now takes LivingEntity.baseTick's air from its 4800 (and stops taking
drowning damage on land on top of drying out). The breathing list follows
the tag: copper golems in, ghasts, blazes and snow golems out (no override
keeps their air; the iron golem's decreaseAirSupply does). A saved mob
without an Air tag loads with its species' maximum (Entity.load), not 300.
From martipops's review of #9271.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The idle tests restated the predicate. The furnace, brewing stand and
campfire tests now run the tick the block runs on each idle case and
check nothing changed, and that an awake one changes, so an idle() that
drifts from its tick fails. Unloading chunks used retain, which wakes
every sleeping block entity of the level, so with moving players most
idle machines ticked anyway: unload removes only the gone ones. From
martipops's review of #9239.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Also fixes the borrow in drop_resources_now from the machine-tool commit
(the target check is a bool now, so popping can borrow the level).
From martipops's review of #9222.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Reject an entity whose padded render bounds lie entirely in terrain sections the renderer's visibility graph cannot reach, before any per-entity occlusion query runs; the graph must know the camera's own section, and unknown cells fail open to the existing paths. Add tests for the graph's answer and the bounds-to-section span, and tidy the fully-qualified occlusion calls in the culling tests.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
The client forwarded an entity event to the particle code only if its id was
in a hand-written list in remote.rs. The table that says what each event draws
(entity_event_burst) already had rows for villager 42 (raid sweat) and dolphin
38, but the list did not, so neither showed. The list repeated the table and
had drifted from it. It is removed: entity_event_particles already looks the
event up in the table and draws nothing when there is no row.
Fixes#8589
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Mod quads, cubes, items and text come with their colour baked; the scene
shaded them a second time (an east face of a cube at 0.30 against the
block model's 0.6, glowing text dimmed). It now shades only what
entity.wgsl shades (|normal.w| >= 0.5) and culls only what it culls
(CULL_BACK, SHADED_CULL_W), so a flat quad or text seen from behind and a
mirrored part draw as in the world. A degenerate quad takes its vertex
normal. A state the registry doesn't know no longer panics in the face
culling. The docs list the scene's limits. From martipops's review of
#9229.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A ticket past /forceload's 30,000,000-block edge is refused (the ring's
arithmetic overflowed near i32::MAX). pump_chunks kept the workers fed
between ticks for /forceload only; a mod's held chunks get the same. The
docs say where tickets differ from NeoForge's and what they can't do yet
(lazy Nether/End, pausing servers, free owners, cost). From martipops's
review of #9226.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
drop_tool and drop_into applied to every dropResources inside the
machine's with_level, so blocks popping off with the break (grass on the
dirt) dropped with the machine's tool and went into its list. They now
drop as with no tool and pop, as Level.destroyBlock does for neighbours.
A silk touch tool no longer collects ore experience
(EnchantmentHelper.processBlockExperience, after the xpRange draw), which
made an unlimited experience farm. From martipops's review of #9223.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
held() is the acting hand: during the off-hand pass of a use it is the
off hand, so equipment(MainHand) answered the off-hand stack.
LivingEntity.getItemBySlot doesn't depend on the hand acting. From
martipops's review of #9222.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
max_bridges compared against bridges already running, so joins waiting
(up to attach_wait) for their host's attach all passed the check and a
burst could exceed RELAY_MAX_BRIDGES.
- BridgeSlot, taken under the lookup lock when a guest is matched with
its host, counts toward max_bridges from then on; dropping it gives it
back, so every way out of a join (no attach, a refused or forged
attach, an error inside bridge(), a panic) releases it.
- counts().bridges now includes matched joins awaiting attach.
- tests/bridge_slots.rs: a waiting join holds its slot (a second guest
gets Full); the count returns to 0 after a timeout, after a forged
attach, and after a bridge closes; refusals never take one.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stH5q6PgMAVUSmJqKDe
(cherry picked from commit 91d35fcae0)
parse_date multiplied and added the fields of banned-players.json and
banned-ips.json dates as plain i64, so a huge year, month, day or time
panicked in a debug build and wrapped in a release one, turning a ban's
expiry into an arbitrary date. Every step is now checked, years are bounded
before days_from_civil, and a date out of range is None, like one that
doesn't parse. Lenient month overflow (month 13) still works.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stH5q6PgMAVUSmJqKDe
(cherry picked from commit 184ea41194)
write_private (the control API's .horizon/api.json, the game's control
endpoint, the management protocol's generated key) opened the path with
create+truncate and mode 0600, which applies only when the file is new:
an existing, wider-readable file kept its permissions and got the new
token, and a link at the path was followed.
- horizon_server_files::private_file::write_private, shared by
horizon-server and horizon-client: writes a create_new 0600 temporary
file beside the path, syncs it and renames it over the path (a link
there is replaced, not followed); the temporary file goes on failure.
- Tests: an old 0644 file comes out 0600; a link's target is untouched.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stH5q6PgMAVUSmJqKDe
(cherry picked from commit 9cb9d76054)
The TCP control endpoint's token (it gates full control of the running
game) was two SipHash outputs of RandomState over the time and the process
ID. RandomState's keys are OS-seeded, but std doesn't promise it is a
cryptographic generator. It now comes from getrandom::fill, as
horizon-server's and the relay's tokens do (getrandom 0.3, already in the
lockfile, added to horizon-client-lib, which compiles control.rs).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stH5q6PgMAVUSmJqKDe
(cherry picked from commit aa89153fc0)
Keep passive healing on the ten-tick entity cadence for NoAI Allays. Reuse the existing heal operation and preserve normal-AI ordering and the independent duplication countdown.
Add guarded command-oracle coverage for both AI modes and health-cap boundaries, plus a reachable Mob tick regression.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
Main made the audio capture a struct; the ignored resource test still
compared tuples and no longer compiled.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Main gave CompiledRule::OreVein the y bounds of its positive density; the
fold copies them, as they depend on the rule and not on the chunk.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
#9617 made /data read a live moving piston's block entity before the ordinary
ones. The shared getter keeps that order, so block predicates see it too.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A load_tags error used to store an empty table for that registry, so every
#tag of it, vanilla's included, matched nothing in advancement predicates.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The coverage report read "0 ported, 52 partial, 264 not yet" with reasons such
as "needs mod API 0.4". A player could not tell what comes over.
coverage.md and the Modpacks page now open with a headline counted from the
report's own rows and tiers: how many of the mods that need porting come over,
how many more Port can carry over, how many need mod support Horizon does not
have yet, and how many are not sorted yet; plus what "partial" means. Each row
gets its reason in plain words (`plain` in coverage.json, a last column in
coverage.md, a line above the technical one on the page). Counts, statuses and
the technical `reason` are unchanged. An older coverage.json without `plain`
still reads.
The three headline lines go through tr() with English values in the language
tables; the per-row sentences are English, like the reasons they sit beside.
Fixes#9629
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Wolf.mobInteract and Cat.mobInteract answer SUCCESS for sitting down, for
food that heals a hurt tame one and for food that tames a cat, before
Animal.mobInteract is reached. AbstractHorse.fedFood and Panda answer
SUCCESS_SERVER, which swings on the server only.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Preserve the focused, full inline, named admission and valid-empty diagnostics alongside current shared command fixtures.
Co-Authored-By: Codex <[email protected]>
Retain map metadata and max-scale controls alongside current fixture groups and explicit boat-use packet actions.
Co-Authored-By: Codex <[email protected]>
Keep current shared oracle and corpus fixtures alongside the unchanged H300 room, light observations and immediate/once diagnostics.
Co-Authored-By: Codex <[email protected]>
Turn the open questions into three decisions, each with options, a
recommendation, the reason and the step it blocks. State what the HDR
pass does with a shaders/ pack's alpha today, and move the full-screen
peak and light-source info for post stages to the later additions.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Add FPS-overlay captures from the release OpenGL benchmark for PR #8941. The measured source revision is d87992b.
Co-Authored-By: OpenAI Codex <[email protected]>
Skip doomed async work while the camera moves, reduce synchronous voxel-plane lookups, and cull dynamic block entities before generating their geometry. Reuse chest state and remove dye-prefix sorting from the block-entity hot path.
Co-Authored-By: OpenAI Codex <[email protected]>
Preserve upstream reload-listener and native API exports beside the world canvas type. No rebase or force-push.
Co-authored-by: Codex <[email protected]>
jmath::sin and jmath::cos used the platform's libm on x86-64, which on
Linux (glibc) rounds like HotSpot's x86-64 intrinsics for all but about
0.2% of arguments. Microsoft's rounds differently for about 3%, so on
Windows item drops, mob goals and worldgen features came out a last bit
off vanilla's, and drops_match_vanillas_motion_bit_for_bit failed there.
On Windows they are now correctly rounded (jmath::exact, double-double
arithmetic with a fast path), which HotSpot's are for all but about 0.1%.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Review of #9176:
- A split part whose program exists but doesn't load, or whose pipeline
can't be built, no longer leaves the other part drawing alone: neither
draws, and the game draws all terrain, as when an unsplit pack's terrain
program fails. Iris 1.11.7 turns the whole pack off for our probe whose
gbuffers_terrain_cutout doesn't compile.
- A part with no program in its chain still draws nothing while the other
draws alone, now with a note: Iris 1.11.7 left the other part undrawn
with our probes having only gbuffers_terrain_solid, or only
gbuffers_terrain_cutout.
- Loader::has honours program.<name>.enabled, as load does: Iris drew all
terrain with gbuffers_terrain for our probe that turns its
gbuffers_terrain_solid off with program.gbuffers_terrain_solid.enabled=false.
- Post::every_program lists terrain_cutout, so buffer_minimums counts the
storage blocks the cutout program binds.
Part of #9137
Co-Authored-By: Claude Opus 5.5 <[email protected]>
From review: a native mod's chat line was stamped with the client's
ticks while chat follows the world's under the switch, so it could
vanish at once. The switch now logs a warning when it is on, the
docs say to wait a second after a step (the server's time arrives
once a second), and reseed's doc comment no longer sits between
random_glyph and its own.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Like Lunar Client's: Horizon's mark (two white bars over a violet line, horizon_cosmetics::mark)
before the names of other Horizon players, in the name tag (both views) and the player list. Who
plays Horizon comes from the cosmetics service in the same cached /v1/worn answers ("horizon": a
list of the batch's UUIDs beside "players", which released games ignore): no new request, nothing
on the wire to Minecraft servers.
- Extras > Cosmetics: "Horizon logos" and "Show me as Horizon", both on by default. On, the game
signs in (Mojang join, as for My cosmetics) and sends POST /v1/presence at start and every hour;
off, it sends listed=false and the service forgets the player at once.
- A name tag style's badge moves after the name (the mark goes before it); the launcher's Wardrobe
draws the name tag the same way.
- Name tag mark and style line in the HUD batch's RGBA: the style line drew #a98fff as pink.
- The player list keeps a mark column once anyone listed has it, so names stay aligned.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The world's surface rule holds the ore veins, whose densities belong to
each chunk's volume, so every chunk fell back to compiling the rule. The
shared rule now keeps the densities compile binds, in its order, and each
chunk's worker binds them to its own volume the same way: the indices,
and the samples, are compile's.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Every proto chunk compiled the world's surface rule twice (build_surface
and apply_carving_mask): a deep copy of the rule tree, every biome
condition's names normalised into a new set, its biome ids looked up. A
generator worker now compiles it once, without the chunk's possible
biomes, and keeps it with the noises it bound; each chunk's worker takes
it and folds the biome conditions its possible biomes decide, as compile
folds them, so the tree, its bands and every block are the same. Rules
that bind densities, workers that already hold rules, and possible biomes
the surface doesn't number compile as before.
Fixes#9218
Co-Authored-By: Claude Opus 5.5 <[email protected]>
An open smithing screen cycled its empty-slot icons on the client's
ticks while frozen. And the docs now say to wait a moment after a
/tick step before a capture, as after a turn.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A native pack's `[displacement]` grid takes its quads from the walk's
`visible`, which in a GPU frame lists only the sections the CPU still
draws, so near relief faces went missing: such frames now take the CPU's
path, and docs/graphics.md lists it with the other exceptions.
The GPU Culling switch reads Off wherever it isn't offered, as Translucent
Batching and Smooth Gradients do, so the box, the narrator and the widget
tree no longer report a saved On; the UI test checks the switch.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A machine's fake player restored its swapped fields but never ran the close
side of the use. A trader stayed in its session, a vehicle kept its menu's
stand-in, and a shulker box's opener count stayed up. It now runs the real
close paths while the fake inventory is in place, and swaps station,
craft_table, ender_open, hook, experience and the respawn point too.
Closing keeps the use as a player's: the click counts, and the same events
and sounds fire. Refusing to open would need a gate at every open site.
Fixes#9409
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01JLHp7yEJwPTJ2kw29LWdk1
`shade_sky` records a dampening run's skylight a span per light level, so
a sea 15 blocks deep or more becomes 16 spans to carry a gradient down
its own side. Over real seed-1234 terrain that is 64% to 78% of every
span a far column stores: 18.7, 12.3, 12.0 and 12.6 spans a column at
tile levels 0, 2, 4 and 6, where the runs themselves are 4.1 to 4.5.
A previewed column now spends one span on the run and drains the same
light out of the bottom of it, so every span under the run is lit exactly
as before -- which is what the per-level walk was for ("lit seabeds and
the ground under canopies"). It reaches no face that is drawn: the spans
inside a run have neither a top nor a bottom face (`hides` matches on
state, not light), and a run's side is exposed at its top, where its
light is brightest, with `add_side` raising anything above the
neighbour's top to the neighbour's own sky.
Chunk columns keep the per-level walk. They are what `Column::reduced`
merges, and a reduction takes the brightest light of each slice, so one
bright span for a whole sea would light its bed as brightly as its
surface. A previewed column already stands for a whole far cell and is
never reduced against its neighbours.
Measured on 4448 far tiles at lodDistance 256, Full far detail, two runs
each with the heap census: `Far sampling` 302.9 and 309.6 MiB against
264.5 and 268.2, and the resident set 1386 MiB against 1252 and 1242.
Four pinned views are identical across the change to within the
animation noise floor, while two runs of the same build differ by 7% of
their pixels -- far-tile resolution is not reproducible between
launches, so the controls are in the pull request.
`shade_runs` takes the block-state test as a predicate so the shading
can be tested without prepared resources.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_011paghWkrnyQRBhJRodZpG2
ClientLevel.tick fades the sky flash on every tick, and moves the world
border's size change only while the level runs normally. The client did
it the other way round: after a /tick freeze, a flash that had just
struck lit the sky for as long as the level stayed frozen, and a border
change went on shrinking or growing on this side while the server's
held.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A dev switch for before/after pixel diffs (#8750). The world starts frozen
before its first tick, and what the frame shows of time follows the
world's ticks: animated textures, the glint and world border scroll, the
darkness pulse, the dragon's crystal beam, the player model's idle swing,
the HUD (hearts, chat, titles, the locator bar, the tab list), a shader
pack's clock and randoms (smoothed uniforms at their targets, custom
uniforms' random, cave mood, obfuscated text, a spinning clock or compass)
and the camera's partial tick. While frozen, the client's own entity
effects and countdowns wait for the world too, as a frozen level's
entities don't tick. `/tick step N` moves the scene on by whole ticks.
Off by default; nothing changes without it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ItemEntity's bobOffs and EndCrystal's time come from the entity's own
random in vanilla. The client drew them from the level's random, shared
with splashes, eating and other client effects, so the same dropped item
could bob and spin from a different phase from run to run. Each now draws
from a random seeded from its id and position, as a client mob's is
(Mob::new, now mobs::entity_random).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Query the active world table from crafters and retain first-match path/namespace priority after recipe replacement and filtering.
Co-Authored-By: Codex <[email protected]>
Keep the internal damage cooldown and previous-hit amount when a data
command reconstructs a mob, matching an in-place vanilla entity load.
Continue loading explicitly edited Health and HurtTime values from NBT.
Add guarded command regression cases for equal hits, stronger hits,
unchanged writes, fresh actors and measured cooldown expiry.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
The control socket's chat line went straight to the server on a connected world, skipping the client mod commands, the Chat option's restrictions and the recent list that typed chat goes through. It now uses handle_chat_input like the chat screen, so /modcmd opens the mod's screen on a server and the rest of the line is sent only when no mod owns it.
The control socket's command line also tries a client mod's command before the server console: the console cannot see a mod that is compiled into the client, so hudplus or another client mod's command failed there.
AI agent: oxi-does-dev via OpenCode, GLM 5.3.
The game hits through hurt_part_from, so the no-attacker wrappers were dead code without cfg(test).
Co-authored-by: Cursor <[email protected]>
Co-Authored-By: Grok <grok-4.7> <[email protected]>
Custom uniforms evaluated every argument of if(), so a smooth() in a
branch not taken still moved toward its value each frame. Our probe pack
in Iris 1.11.7 (if(fmod(frameTimeCounter, 4) < 2, smooth(sq, 10), 0.5)
over a 16 s square wave) reads values that fit "frozen while the branch
isn't taken" within 0.008, and miss "updated every frame" by up to
0.14. if() now evaluates only the conditions up to the first true one
and that branch.
The same probes also time smooth() over a square wave from if(),
eyeBrightness, worldTime and rainStrength, fades 0.5 to 100 and the
default: their Iris values fit a half-life of 0.1 s per fade unit, as
custom.rs already has (a fit to our probes, not Iris's code). A test
pins worldTime steps and the default fade.
Fixes#9371
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The 0.2 gate is already checked by whether the cart is shoved.
Co-authored-by: Cursor <[email protected]>
Co-Authored-By: Grok <grok-4.7> <[email protected]>
Reuse map post-processing before dispensing and register the derived saved map. Cover actual map use, scheduled crafting, and backed/missing/max-scale controls.
Co-Authored-By: Codex <[email protected]>
EnderDragon.knockback skips that push while the dragon is sitting, including a hit that makes it take off.
Co-Authored-By: Grok <grok-4.7> <[email protected]>
Co-authored-by: Cursor <[email protected]>
The rider's client simulates the mount, and ItemBasedSteering.onSynced starts that timer from the synced int. Without it the boost factor stays 1.
Co-Authored-By: Grok <grok-4.7> <[email protected]>
Co-authored-by: Cursor <[email protected]>
A firework used while fall-flying has to drop every lead on the player and play the snap, or the mob stays tied and nobody hears it.
Co-authored-by: Cursor <[email protected]>
Co-Authored-By: Grok <grok-4.7> <[email protected]>
ArmorStand.pushEntities moves a plain minecart inside the stand when it is within 0.2, and the stand tick never did, so the cart stayed put.
Co-Authored-By: Grok <grok-4.7> <[email protected]>
Co-authored-by: Cursor <[email protected]>
ItemFrame.getFrameItemStackWithData copies the entity name onto the frame item before dropItem spawns it. Glow item frames use that same stack.
Co-Authored-By: Grok <grok-4.7> <[email protected]>
Co-authored-by: Cursor <[email protected]>
A frog in water was using LivingEntity.travelInFluid, so its speed and drag did not match vanilla.
Co-Authored-By: Grok <grok-4.7> <[email protected]>
Co-authored-by: Cursor <[email protected]>
A skeleton skull, zombie head, creeper head or piglin head should halve how far that mob notices the player. getVisibilityPercent multiplies by the item's component, and the targeting paths only scaled sneaking and invisibility.
Co-Authored-By: Grok <grok-4.7> <[email protected]>
Co-authored-by: Cursor <[email protected]>
Reuse the existing mob team lookup and team formatter when command feedback
names a mob. Preserve its custom name or translated type and the player paths.
Extend the real command corpus with guarded zero-tick join, custom-name,
prefix/suffix clearing, color-only and leave controls against Java 26.3.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
`tools/test_bed_explosion_parity.py` compared one victim: Alice's health after
the blast and the push her client is sent. What an explosion does to anything
else went unobserved, and `game/explosion.rs` is the one place in the game
where the entity side of `ServerExplosion` lives.
The scene now puts four things that are not the player in front of the bed
head, where no placement puts Alice or the obsidian wall, and gives each of
them `NoGravity` so the only motion any of them can get is the blast's own:
- `stand`: an armour stand two blocks from the head,
- `invisible`: an armour stand with `Invisible:1b` three blocks away
(`ArmorStand.ignoreExplosion` asks `isInvisible`),
- `item`: a stone item entity four blocks away,
- `boat`: an oak boat two blocks to the side.
After the blast each one is read back with `/execute if entity` (did it
survive), and with `Pos` and `Motion` where it did. `compared()` keeps those
answers and gives the lists nine decimals the way
`test_server_knockback_parity.py` reads its mob: a blast writes arbitrary bits
into `Pos` and `Motion`, and NBT prints the shortest form that round-trips.
What the first corpus says in vanilla 26.3, in all twelve cases: the visible
armour stand, the item and the boat are destroyed, and the invisible armour
stand survives untouched at its summon position with zero motion - the
`ArmorStand.ignoreExplosion` rule, seen from the outside.
HoneyBlock.fallOn plays the slide (and the block's fall sound when the landing hurts) and broadcasts entity event 54, ten honey crumbs. The guest turn dropped both, and clients only drew the five crumbs of a slide.
Co-authored-by: Cursor <[email protected]>
Co-Authored-By: Grok <grok-4.7> <[email protected]>
`BlockPredicate`'s `nbt` was skipped, so a predicate with it matched any
block of its `blocks` (and an `inverted` one never matched). As
`BlockPredicate.matchesBlockEntity` does, the pattern now has to be in
the block entity's `saveWithFullMetadata` (`NbtUtils.compareNbt`), and a
block without a block entity fails. The predicates' `World` asks for the
data `/data get block` builds, moved into `Game::block_entity_nbt`.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
A `#tag` in an advancement predicate never matched a tag a world's data
pack defines: `View::in_tag` read the game's own item, block, entity
type, biome and damage type tags. The world's tables now also keep the
entity type, biome and damage type tags with the packs' overlay
(`TagLoader.loadTagsForExistingRegistries` binds every registry's tags
from the pack stack), and `in_tag` reads them, and the item and block
tags through `Game::items()`.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
A mod answering native_health_hud can now reach Horizon's HealthHud
(native_health_hud_state): its left_height/right_height place the selected
item name and the action bar (vanilla Hud.leftHeight/rightHeight), and its
layout keeps Horizon's own rows. native_local_attribute(name) reads an
attribute of this client's player (LivingEntity.getAttributeValue), such
as minecraft:armor_toughness. Both through a helper-only API fragment, so
mods no longer read Game's private fields.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01BYf41fgTMRfUEXn3afqyTG
The split decided per vertex, and read lava from the high nibble of the
vertex colour's alpha. With separateAo=true that byte holds each vertex's
own ambient occlusion, so the corners of one leaf quad landed in different
parts: each part pushed its other corners off screen, and in our separateAo
probe the leaves drew as speckled slivers of both parts. Lava had no flag
there and went to the cutout part.
The test now reads only the vertex's sprite layer, which all four vertices
of a quad share: OPAQUE_LAYER, or one of lava's two sprite layers, which
the game hands the renderer. In Iris 1.11.7 our separateAo probe draws
leaves whole with gbuffers_terrain_cutout and lava with
gbuffers_terrain_solid; the branch now does the same.
Part of #9137
Co-Authored-By: Claude Opus 5.5 <[email protected]>
GPU culling becomes a setting players can switch: GPU Culling
(horizon-graphics.txt's gpuCulling, off by default and in no preset) sits in
the Performance page's Culling group right after Cave Culling, and applies at
once: every settings apply calls set_gpu_culling, which does nothing when
nothing changes. Where it isn't offered the switch is greyed out, reads Off
and says why: the device can't (no count draws the GPU wrote, compute shaders
or working first instances, or vanilla frames drawn flat), DX12 with flat
page groups, whose count draws lose each draw's base vertex (not offered there
since #9142: "try the Vulkan graphics API"), a software adapter (WARP,
lavapipe), whose pass would run on the CPU beside the frame, or its buffers
stopped fitting in video memory, until the next renderer. macOS
doesn't show it. The control word gpu-culling on|off now sets the setting in
memory, unsaved, as lod-distance does, so the switch, the word and rebuilt
renderers agree.
The statistics are exact again. Each GPU frame copies the pass's two counters
(the sections it kept, their draws) into one of three small readbacks, with
the CPU's part of the same frame: the sections the walk listed less those
whose solid quads the pass drew and counted, its draws, and every call. The
readback is mapped from the frame's after-submit hook, on the submit thread
too, and taken in a frame or a few later; nothing waits for it. So
drawn_sections, section_draws and section_draw_calls always describe one
real frame, the newest whose numbers are known: a CPU frame's at once, a GPU
frame's when its counts come back, never an older frame's over a newer one's.
The status says how old they are (stats_lag) and what is offered
(gpu_culling_offer). A readback whose mapping fails, or whose buffer the
device lost, goes FAILED and is never copied into or unmapped again, as the
GPU timer's readbacks since #6354.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Switching to peaceful removed every hostile mob in the same tick with
`mobs.retain(|m| !m.hostile())` in the difficulty command, the LAN/menu
difficulty change, and the dedicated-server start. Vanilla only sets the
difficulty there; each hostile mob is discarded by its own Mob.checkDespawn
on the next tick when the level is peaceful and the type is not allowed in
peaceful, so mobs in unloaded chunks persist until loaded and the wither and
ender dragon follow their own exceptions.
Drop the three retain calls: the per-tick check_despawn already discards the
same mobs (difficulty.effective == 0.0 && !allowed_in_peaceful), with vanilla's
timing and exceptions.
Closes#9283
The test sent a chat, then an ack of offset 0, which validates in either
order. It now sends an ack of 1 and then a chat acknowledging the message
the ack brought into the window, which fails validation (and kicks) when
the ack is applied after the chat.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
EnderDragon.tickDeath (at 200 death ticks) and EnderDragon.kill (/kill)
both end with gameEvent(ENTITY_DIE) at the dragon; Horizon posted none.
Sculk sensors now hear the death, a catalyst within reach blooms (no
charge: the dragon's xpReward is 0), and on /kill a warden can hear it
too (after the death flight Warden.canTargetEntity refuses a dragon with
no health left).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
martipops's second review of #8700.
The export closes the inventory's own 2x2 crafting grid too
(InventoryMenu.removed): guest_close_all empties it only on a real
ContainerClose(0), and a frozen client's is dropped, so its items were
in no record and lost with `player-release moved`.
A frozen player's chat acknowledgements are handled in the same pass as
the last-seen updates of its chat packets, in the order they came, so an
ack followed by a message in one tick still validates.
A login that used up an expectation and fails before it reaches play
(its connection drops in configuration, or the client refuses a
required pack) gives it back with its own deadline, so the proxy's next
attempt within that time is still expected.
The export's reply gives `freeze_ticks_left` beside the record while the
player is frozen, so a proxy does not commit on the target too late for
its release to come in time.
Refs #7484
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Tooltips read the enchantment table built from the game's own files, so an
enchantment a server's data pack adds fell back to its raw id
("enchex:drill II"). The server sends that entry's definition in the
registry sync; join the entries the game lacks to the table the tooltip and
the enchanting clue read (Enchantment.getFullname), as client_biomes does
for biomes.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
WitherBoss.hurtServer refuses a direct AbstractArrow or WindCharge once
isPowered. A wind charge hurts mobs as DamageKind::Thrown, which
wither::accepts let through, so every charge took a point off the armor.
The check is on the projectile, not the damage kind. A breeze's
BreezeWindCharge deals the same damage but is not a WindCharge (both only
extend AbstractWindCharge), so it still hurts, unlike what the issue asks.
/damage with the wind_charge type has no direct charge and goes through too.
tools/test_wither_wind_charge_parity.py compares the three cases against a
vanilla dedicated server.
Fixes#8779
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A pack with either program now draws terrain in two parts over the same
draws: the quads over opaque texels (and lava) through
gbuffers_terrain_solid, the cutout ones through gbuffers_terrain_cutout,
each falling back to gbuffers_terrain's chain. Solid terrain has no
default alpha test; cutout terrain keeps the 0.1 one. Packs with neither
program keep the single draw.
This is what Iris 1.11.7 drew with our probe packs (both programs, only
one of them, alpha 0.05 outputs, renderStage).
Fixes#9137
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The message had a run of 18 spaces in the middle of the string (a line
break that was not a string continuation); a backslash continuation keeps
the source wrapped and the message on one line.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Bind hidden proof reuse to the exact camera and use render-complete bounds for non-mob entities. Keep the async worker active independently of the mob precheck and preserve shader-pack shadow spans.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
Kacper's review of #8700 and martipops's on #8700 and #8730.
The module is off by default. `server.toml` gets a `[transfer]` section
(enabled = false, expect_seconds = 10, max_expect_seconds = 60,
max_expected = 64, max_freeze_seconds = 30) in place of the constants in
lan/arrivals.rs. horizon-server passes it to the game as `--transfers`,
beside `--control-socket`, not as a server.properties key. While it is off
every player-* request is answered "transfers are off on this server",
the hub has no table and a tick does nothing for transfers. With it on,
the game refuses to start without Velocity forwarding, so a player can
only come in through the proxy. The section is kept apart from vanilla's
accepts-transfers.
Record version 1 gets a `handover` id. An export with `freeze` starts a
hand-over: a random id, and the record kept with the player. A repeat
export while it lasts answers with the same id and the same bytes and
does not restart the freeze, so a proxy that lost the reply can ask
again. An export without `freeze` is a read, with a null id. The record
also carries the player's statistics (`stats`), as the stats file has
them.
The export now closes the player's menu in the player's own level, as
the close of every guest does on leaving, and refuses when that level
cannot be opened. It copies the live mod attachments into the player
first, so the compound is what a save would write. A player who is
leaving cannot be exported.
An expectation is used up when the login starts, on the network thread,
once the bans, the whitelist and the player limit let it in. A login
still in configuration when the time runs out keeps it.
A frozen player is not kicked for floating, and its chat and signed
commands are dropped after the messages they say the client has seen are
applied, so its chat still validates after the freeze; chat
acknowledgements are kept.
docs/server.md gives the section, who can ask (the endpoint's limits,
the token being all or nothing) and how a server reads a record: another
version or data version is refused, the NBT in `player` wins over the
plain fields, unknown fields are ignored.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The read side of a seamless transfer (#7484, step 2). A proxy moving a
player between two servers tells the target who is coming and reads the
player out of the source.
`player-expect <uuid> [seconds]` records that the player will log in
within that time (10 s by default, 60 at most, 64 players at once). It
refuses a bad id, a time that is not a whole number above zero, a player
already connected and a full table. The login uses the expectation up;
one no login used is reported when it runs out. The player still logs in
as anyone else: holding them is a later step.
`player-export <uuid> [freeze]` closes the player's menu as vanilla does
(AbstractContainerMenu.removed puts the carried stack back into a
connected player's inventory) and answers with record version 1: the
player compound as a save writes it (base64 NBT), the advancements JSON
and a few plain fields. It refuses a player who is not connected, has not
finished joining, is riding, asleep or dead. With `freeze`, the player's
own packets are dropped and its acknowledgements still handled, until the
freeze is let go after 600 ticks with a warning.
docs/server.md gives both requests and the record's shape.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Add JSON and Prometheus golden cases for status, logs, sampled metrics, cursor handling, and stopped or running health output.
Fixes#9083
Co-Authored-By: Codex (GPT-5.6) <[email protected]>
Add conservative AABB prechecks, a non-blocking two-stage async ray and plane pipeline, and reusable voxel/proof caches for dense scenes. Keep synchronous culling on the exact mesh path, expose an async-only threshold, and add focused tests plus release/OpenGL benchmark evidence for issue #7549.
Co-Authored-By: OpenAI Codex <[email protected]>
Add the world canvas fixture type to workspace dispatch tests and verify ordered mutation through the generated event.
Co-authored-by: Codex <[email protected]>
Apply owner-updated gain, pitch and position through ordinary sound-engine channels without attaching vanilla entity or music behavior. Verify paused updates, stop and release with the channel backend.
Co-authored-by: Codex <[email protected]>
Submit camera-relative world overlays independently of block entities, using normal depth-tested atlas and font rendering. Preserve RGBA quads and draw eight-offset outlined text with the existing polygon-offset front pass.
Co-Authored-By: Codex <[email protected]>
Keep the latest main particle culling and graphics settings alongside the shared synchronous and asynchronous entity occlusion path.\n\nCo-Authored-By: OpenAI Codex <[email protected]>
Key retained ray and plane traversal grids by the snapshot lifetime, not only world revisions, so refreshed chunk visibility cannot reuse stale opaque cells. Add a regression test for a wall becoming transparent.
Co-Authored-By: OpenAI Codex <[email protected]>
Keep DDA worker scratch and result vectors across jobs, reset voxel state on snapshot changes, and move culling tests into standard feature test files.
Co-Authored-By: OpenAI Codex <[email protected]>
Read conventional Linux trigger axes when no trigger button is mapped.
Preserve mapped button input and exclude the 8BitDo stick-axis layout.
Cover pull values, absent input and mapping precedence.
Co-Authored-By: Codex <[email protected]>
Isolate the entity occlusion cache and worker from particle visibility. Keep entity modes in the existing settings, submit inflated entity AABBs before model generation, and refine visible entities with their emitted bounds. Preserve fail-open handling and add async culling telemetry.
Co-Authored-By: OpenAI Codex <[email protected]>
Stub the new input trace types and no-op recorder so the focused device-event fixture continues to compile when it extracts Game::device_event.
Co-Authored-By: OpenAI Codex <[email protected]>
Record both mode orders on the merged head and make the single-scene and cache-counter comparison limits explicit.
Co-Authored-By: OpenAI Codex <[email protected]>
Replace the collision-prone four-way visibility cache with a bounded sorted cache and validate repeated occlusion proofs through frame-local ordered lookup. Keep entity visibility conservative and off block entities, and add batched particle culling modes sharing the occlusion worker.
Add a reproducible benchmark note and screenshots for Sync and Async modes.
Fixes#6684
Co-Authored-By: OpenAI Codex <[email protected]>
Keep block entity frustum checks and section cache rendering independent of the ordinary entity occlusion culler. Show mode-specific culling help in the graphics UI.
Co-Authored-By: OpenAI Codex <[email protected]>
2026-11-02 08:04:05 +03:30
955 changed files with 90968 additions and 8247 deletions
`tools/check_public_tree.py` rejects them; `git config core.hooksPath .githooks` runs it on commit.
- **Keep your runs away from real player data.** Any game or launcher you start gets fresh `mktemp -d`
folders in `HORIZON_HOME` (the game's data), `HORIZON_LAUNCHER_HOME`, `XDG_DATA_HOME` and
`XDG_CONFIG_HOME`, plus `HORIZON_LAUNCHER_NO_SELF_UPDATE=1` and `HORIZON_NO_AUDIO=1`, and, for the
folders in `HORIZON_HOME` (logs, crash reports, telemetry consent, recordings; not saves), `HORIZON_LAUNCHER_HOME`, `XDG_DATA_HOME` and
`XDG_CONFIG_HOME`, plus `HORIZON_LAUNCHER_NO_SELF_UPDATE=1` and `HORIZON_NO_AUDIO=1`. Saves, `options.txt` and
caches go in the game folder, by default the working directory: start the game from a scratch folder with
`--game-dir` pointing at it, or they land in the repo root, hidden by `.gitignore`. For the
launcher, `HORIZON_LAUNCHER_TRASH`, `HORIZON_LAUNCHER_CLIPBOARD` and `HORIZON_LAUNCHER_DESKTOP` pointing into the scratch home. Never write to
`~/.local/share/{applications,horizon,horizon-launcher}` or `~/.local/bin`.
- **Mark what an agent posts.** A PR body starts with a line naming the person whose agent opened it and
@@ -33,6 +35,7 @@ Feature → files → harness for the most-changed areas: [docs/architecture.md]
- **No hardcoded user-facing strings.** Keep UI translation-ready from the start. In the launcher (`launcher/`), wrap visible text with `tr("...")` or `trf("... {arg} ...", &[("arg", &val)])` from `crate::i18n` instead of raw string literals or `format!`. In the game, use translation keys (`Text::tr`, `lang::get`), never hardcoded English strings.
- **Claim before you start**: comment `/claim` on the issue (no issue yet: open one, then claim it). An assigned
issue is taken: pick another. `/unclaim` when you stop; a claim with no open PR linking it is released after 5 days.
- **Controllers reach what registers.** Draw controls with a registering helper (`ui::button`, `settings_shell::foot_button`); `graphics_style::button` and `screen_draw::button` only paint, and registering one part of a screen ends its crosshair, so register all of it.
@@ -206,7 +206,7 @@ Manage a server from a console, ban and pardon players, and drive it from other
<details><summary>Technical</summary>
`horizon-server console` (a text interface), `ban`, `pardon`, `ban-ip` and `mcp` over stdio. Admin API additions: the player list, kick, ban, op and whitelist, an SSE stream of logs and events, a text metrics endpoint, config GET and PATCH, backup delete and download. The panel's later features (bans, worlds, server.properties import, logs and crash reports, modpacks) and vanilla's management protocol (the JSON-RPC over WebSocket that the `management-server-*` keys configure), so vanilla's tools can manage a Horizon server. [docs/server.md](docs/server.md), [docs/api/server.md](docs/api/server.md).
`horizon-server console` (a text interface), `ban`, `pardon`, `ban-ip` and `mcp` over stdio. Admin API additions: the player list, kick, ban, op and whitelist, an SSE stream of logs and events, a text metrics endpoint, config GET and PATCH, backup delete and download. The last pieces merged: bans edited while the server is stopped ([#9767](https://github.com/horizon-rust/horizon/issues/9767)) and the MCP tools' contracts pinned by a test ([#9748](https://github.com/horizon-rust/horizon/issues/9748)). The panel's later features and vanilla's management protocol are their own item (server-panel-management). [docs/server.md](docs/server.md), [docs/api/server.md](docs/api/server.md).
</details>
@@ -396,6 +396,16 @@ A Datapacks tab beside Mods and Resource packs: install into a chosen world's da
### Servers and multiplayer
#### Server panel extras and vanilla's management protocol
More of a server managed from its web panel (bans, worlds, logs and crash reports, modpacks), and vanilla's own server-management tools working with a Horizon server.
<details><summary>Technical</summary>
The panel's later features (bans, worlds, server.properties import, logs and crash reports, modpacks) and vanilla's management protocol (the JSON-RPC over WebSocket that the `management-server-*` keys configure), so vanilla's tools can manage a Horizon server. Split from server-admin. [docs/server.md](docs/server.md), [docs/api/server.md](docs/api/server.md).
</details>
#### Ely.by and other sign-in providers
Sign in with other account providers, such as Ely.by or any Yggdrasil-compatible one, beside Microsoft.
@@ -600,16 +610,6 @@ An output device list in Music & Sounds, falling back to the system default. [#1
</details>
#### Play in your language
Item names, container titles and server messages follow the language you pick, as in vanilla. Today parts of the game stay in English.
<details><summary>Technical</summary>
Translatable components resolved through the selected language for items, containers and server text ([#1806](https://github.com/horizon-rust/horizon/issues/1806)), on top of the bundled languages the prepared resources carry ([#1594](https://github.com/horizon-rust/horizon/issues/1594)). Left: the client's own screens ([#1672](https://github.com/horizon-rust/horizon/issues/1672)) and the main menu with zh_cn.
Banners in End cities show as plain magenta instead of with their pattern.
<details><summary>Technical</summary>
Compare the banner block entities the End city templates place with vanilla's (`EndCityPieces`, the templates' block entity NBT, `BannerBlockEntity`'s patterns), in `crates/horizon-world/src/worldgen/structure/`. Issue [#1438](https://github.com/horizon-rust/horizon/issues/1438); possibly related: [#526](https://github.com/horizon-rust/horizon/issues/526). The templates' block entities now keep their patterns ([#1928](https://github.com/horizon-rust/horizon/issues/1928)).
</details>
#### Enchanted loot in End cities
Armour and tools in End city chests should come enchanted, as in vanilla.
<details><summary>Technical</summary>
`loot.rs` implements `enchant_with_levels`: find why the End city chest table's rolls come out bare, and compare them with vanilla's for a few seeds. Issues [#1437](https://github.com/horizon-rust/horizon/issues/1437), [#1660](https://github.com/horizon-rust/horizon/issues/1660). The loot's enchantment functions now reach every table that rolls ([#1911](https://github.com/horizon-rust/horizon/issues/1911), [#2037](https://github.com/horizon-rust/horizon/issues/2037)).
</details>
## Recently shipped
- **Enchanted loot in End cities** (v0.2.73): Armour and tools in End city chests should come enchanted, as in vanilla. [#1437](https://github.com/horizon-rust/horizon/issues/1437) · [#1660](https://github.com/horizon-rust/horizon/issues/1660) · [#1911](https://github.com/horizon-rust/horizon/issues/1911) · [#2037](https://github.com/horizon-rust/horizon/issues/2037)
- **End city banners keep their pattern** (v0.2.67): Banners in End cities show as plain magenta instead of with their pattern. [#1438](https://github.com/horizon-rust/horizon/issues/1438) · [#526](https://github.com/horizon-rust/horizon/issues/526) · [#1928](https://github.com/horizon-rust/horizon/issues/1928)
- **Play in your language** (v0.2.65): Item names, container titles and server messages follow the language you pick, as in vanilla. Today parts of the game stay in English. [#1806](https://github.com/horizon-rust/horizon/issues/1806) · [#1594](https://github.com/horizon-rust/horizon/issues/1594) · [#1672](https://github.com/horizon-rust/horizon/issues/1672)
- **Chickens flap while they fall** (v0.2.67): Chickens should flap their wings while they fall, not stand still in the air. [#1706](https://github.com/horizon-rust/horizon/issues/1706) · [#1892](https://github.com/horizon-rust/horizon/issues/1892)
- **Ctrl+Backspace and scroll bars in menus** (v0.2.67): Ctrl+Backspace should delete a whole word in the creative search, and every list's scroll bar should be draggable. [#1764](https://github.com/horizon-rust/horizon/issues/1764) · [#1782](https://github.com/horizon-rust/horizon/issues/1782) · [#1884](https://github.com/horizon-rust/horizon/issues/1884) · [#1931](https://github.com/horizon-rust/horizon/issues/1931)
- **A pointing hand over buttons** (v0.2.67): The mouse pointer should turn into a pointing hand over menu buttons, as in vanilla 26.3. [#1347](https://github.com/horizon-rust/horizon/issues/1347) · [#1897](https://github.com/horizon-rust/horizon/issues/1897)
These measurements came from the pre-split integration branch for PR #7054. That build contained the entity-occlusion rewrite and particle light lookup cache; Particle Culling was Off. They are useful comparison evidence, but they are not a benchmark of this isolated entity-only commit. The cache-only run in PR #7391 measured effectively the same CPU time on the ordinary scene, but the combined result still cannot isolate interactions.
Host: Intel Core i7-3770S, Intel HD Graphics 4000, Vulkan/Mesa, 675×727, render distance 4, VSync off, 260 FPS cap. Two opposite-order passes measured for 8 seconds after warmup. Values are means. CPU is harness average CPU ms per frame; p99 is frame time. The driver supplied no usable GPU timing.
## Ordinary scene
The scene had 24 mobs, roughly 9,400–10,100 rain particles and campfire smoke.
| Build and mode | FPS | CPU ms/frame | Frame p99 ms |
This normal-scene run does not show a large FPS change; its CPU differences are small relative to frame time and not attributable to the entity-only change by themselves.
## Opaque-wall scene
A 32×32 platform at Y=300, a 7-block wall with a one-block vertical opening, and 192 pigs spawned behind the wall (216 mobs in the captured scene). The player looked toward the opening from the near side. The same world and camera path were used for the main and integration builds.
| Build and mode | FPS | CPU ms/frame | Frame p99 ms |
The asynchronous mode reduced measured CPU time slightly in this wall scene but did not improve FPS beyond run-to-run spread. This is a synthetic occlusion-heavy scene, not a broad performance claim.
## Captures
The HUD performance overlay is visible in each capture. The integration-build screenshots were recorded with the same wall and camera position in Off, Synchronous, and Asynchronous modes.
# Entity occlusion pipeline — release/OpenGL run (2026-11-04)
This is the final local smoke benchmark for the entity-occlusion pipeline before opening the PR. It was run from the branch after the release build completed, with the OpenGL backend selected explicitly. The same process created each scene, switched the culling mode, flew the camera for two seconds, collected frame/CPU telemetry, and captured the screenshot after the scene settled.
The values below are branch-only measurements. They are useful for comparing the three modes under identical geometry and for checking that the worker is doing useful work. A fresh main binary was not built in this short pass, so these numbers do not claim a controlled main-to-branch delta.
| Scene | Off FPS / CPU p50 | Sync FPS / CPU p50 | Async FPS / CPU p50 | Async entities culled |
| --- | ---: | ---: | ---: | ---: |
| `entity_normal` (24 visible) | 240.5 / 0.586 ms | 233.5 / 0.762 ms | 239.3 / 0.686 ms | 0 |
Async telemetry confirmed that the render thread stayed non-blocking (`try_recv`/`try_send`, `worker_blocking_wait_ms: 0`). The latest wall/slit run completed 562 worker jobs, queued 3,982 queries, avoided about 4.0 million entity bytes, and had 379 ns recent p50 worker-job time. The solid 512-pig run culled 15,552 generated vertices; the slit run culled 120,290 generated vertices. The normal scene recorded no pre-model hides and kept the opt-in path close to Off.
## Captures
Every image includes the FPS performance overlay. The names are `<mode>-<scene>.png`:
From the repository root, with prepared 26.3 resources available:
```sh
python3 tools/entity_occlusion_bench.py
```
The script uses fresh temporary game data, the release binary in `target/release`, OpenGL, the FPS overlay, and writes JSON plus captures under `/tmp/horizon-entity-occlusion-release-quick/`.
# `keys.contains(&KeyCode::ShiftLeft)` reads a mapping by its default key: ask by `Action`, so the
# mapping is named and every device that can hold it counts.
disallowed-methods=[
{path="horizon_client_input::held::HeldKeys::contains",reason="use `held(Action::..)`, or `raw` for a key that is no mapping's default",allow-invalid=true},
/// The English description: the fallback of [`Item::description_text`].
pubfndescription(self)-> &'staticstr{
matchself{
Item::Pregen=>{
"Enables /pregen in your single-player and LAN worlds. With cheats enabled, use /pregen start to generate an area before exploring it. Does not enable the command on servers you join."
}
Item::Fullbright=>"Show blocks and entities at full light, even in dark areas.",
Item::DynamicLights=>{
"Torches and other light sources held, dropped or on fire light the blocks around them."
@@ -788,7 +839,18 @@ impl Item {
Item::CosmeticsOthers=>{
"What other Horizon players wear: everything, only their name tag styles, or nothing. Hidden unless you own cosmetics, until you choose. Hidden, the game never asks what they wear."
}
Item::CosmeticsAuras=>"Auras and trails other players wear. Off by default.",
Item::CosmeticsHideFx=>{
"Other players' trails and auras stay hidden; their other cosmetics still show. Off by default."
}
Item::CosmeticsSolo=>{
"Show your cosmetics and your name tag's badge in your single-player worlds too (your name tag with Own name tag). Off: only on servers."
}
Item::HorizonMarks=>{
"Show the Horizon logo next to Horizon players: a small logo before the names of other players who use Horizon, above their heads and in the player list. Only Horizon players see it: servers receive nothing."
}
Item::HorizonMe=>{
"Show me as a Horizon player: other Horizon players see the logo by your name. On, the service answers anyone who asks about you that you played Horizon in the last 3 hours; off, it never reports you."
}
Item::Pvp(o)=>o.description(),
Item::WheelCyclesSettings=>{
"The scroll wheel over a button in the settings changes its value, as in vanilla. Off, the wheel only scrolls the list."
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