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Author SHA1 Message Date
rdbt 13be1a9e4f Merge pull request #10529 from atsauban/fix/launcher-narrow-layout-6362
fix(launcher): support responsive wrapping on narrow windows
2026-11-06 21:26:42 +00:00
rdbt 6a978d3bef Merge pull request #11051 from Delete228/native-dropped-item-contact
Native mods: expose dropped-item block contact
2026-11-06 21:26:37 +00:00
rdbt a8055893a2 Merge pull request #11033 from DUzzL/fix/10587-death-protection-item
Death protection: use the death_protection item and its effects, for players and mobs
2026-11-06 21:26:31 +00:00
rdbt ef78519011 Merge pull request #9952 from Ragbie/fix/iron-golem-toss
Iron golems toss by knockback resistance and keep their anger like vanilla
2026-11-06 21:26:25 +00:00
rdbt c30775263f Merge pull request #10197 from IanWorley/native-api/client-world-snapshots
Native mods: client world snapshots a mod reads on its worker threads
2026-11-06 21:26:18 +00:00
rdbt 04176c2939 Merge pull request #10133 from Ragbie/fix/mounted-attack-box
A mounted mob reaches from its vehicle's width, and a rider is hit from its seat up
2026-11-06 21:26:10 +00:00
rdbt 96505f501d Merge pull request #11113 from Detimes/hooks-bots
Native mods: helpers for server-side player bots (one movement tick, block collision boxes)
2026-11-06 21:26:04 +00:00
rdbt c932d4bec1 Merge pull request #10166 from hildlabs/remote-servers-ssh
Launcher: a server on another computer, run over SSH
2026-11-06 21:25:59 +00:00
rdbt c87e44bf63 Merge pull request #11062 from voidsipp/fix/round4-7-10178
Add local particle spawning for native client mods
2026-11-06 21:25:53 +00:00
rdbt d8d0d5e832 Merge pull request #10554 from ilguerro/perf/9996-startup
Parse entity-models.json once at startup
2026-11-06 21:25:47 +00:00
rdbt 79d2b975f5 Merge pull request #11264 from senjinthedragon/hand-translucent
Shader packs: gbuffers_hand_water for translucent held items
2026-11-06 21:25:41 +00:00
rdbt 0b9487e6e9 Merge pull request #11090 from Delete228/native-fluid-provider-upstream
Native mods: let existing block fluid helpers reach native-owned tanks
2026-11-06 21:25:36 +00:00
rdbt e32b03ea27 Merge pull request #11064 from horizon-rust/roadmap/proposal-issues
Roadmap: attach 22 proposal issues to their items, two new Later items
2026-11-06 21:25:29 +00:00
rdbt c4d8c79e2b Merge pull request #11076 from voidsipp/fix/round4-5-10444
Add native client sound parameter interception
2026-11-06 21:21:31 +00:00
rdbt 8cc05f114c Merge pull request #11196 from arslanarm/shaderpacks/sky-part-blends
Shader packs: the sky's parts blend as vanilla draws them
2026-11-06 21:21:25 +00:00
rdbt b80e816a76 Merge pull request #10532 from PzmuV1517/shaders/perf-background
Shader packs: a pack builds on a thread of its own while the game draws
2026-11-06 21:21:20 +00:00
rdbt 9b8b755e4c Merge pull request #11183 from rison1337/perf/dynamic-light-selection
Stream dynamic-light sources and bound nearest-light selection
2026-11-06 21:21:14 +00:00
rdbt 5692713279 Merge pull request #10556 from ilguerro/perf/9996-light
Light a section from its palette's light info, not its state ids
2026-11-06 21:21:08 +00:00
rdbt ff31439c92 Merge pull request #9993 from MSedgeMC/fix/prediction-snap
A refused block change that comes back inside the player snaps it out
2026-11-06 21:20:30 +00:00
rdbt 02641599e8 Merge pull request #11221 from AlfaRojo/fix/player-boarding-cooldown
A player boards a vehicle again right after leaving it
2026-11-06 21:20:24 +00:00
rdbt 12030689f8 Merge pull request #11237 from NikitaMGrimm/pack-sequence-clock
Shader packs: a set frame clock for repeatable captures (screenshot-sequence 1/3)
2026-11-06 21:20:19 +00:00
rdbt ce68709f1f Merge pull request #11281 from ilguerro/perf/mesh-row-masks
Reduce repeated work in section meshing
2026-11-06 21:20:13 +00:00
rdbt 3e5b2ef194 Merge pull request #11268 from DUzzL/fix/11242-hanging-entity-data
Apply item custom data and entity data to placed frames, paintings and armor stands
2026-11-06 21:20:07 +00:00
rdbt 14bb1416d1 Merge pull request #11016 from DUzzL/fix/10549-per-level-border
Keep one world border per level
2026-11-06 21:20:02 +00:00
rdbt 1f666cfec4 Merge pull request #11044 from Scholiboi/fix/remote-pearl-bubble-column
Pearls on a server's client hover in bubble columns as vanilla's do
2026-11-06 21:19:56 +00:00
rdbt 8b578746ea Merge pull request #11205 from arslanarm/shaderpacks/float-into-integer-buffers
Shader packs: a float output into an integer buffer no longer refuses its program
2026-11-06 21:19:50 +00:00
rdbt af55aad580 Merge pull request #11204 from arslanarm/shaderpacks/r11f-images
Shader packs: an R11F_G11F_B10F image is stored into and read back
2026-11-06 21:19:44 +00:00
rdbt b11e8a54b6 Merge pull request #10571 from Skr1zzzz/text-display-cull
Text displays: keep their glyphs, and skip the ones whose text is off screen
2026-11-06 21:19:38 +00:00
rdbt 0ef93c96b9 Merge pull request #11092 from rison1337/perf/cull-behind-camera-falling-blocks
Skip falling-block mesh preparation behind the camera
2026-11-06 21:19:33 +00:00
rdbt 5fca014076 Merge pull request #11227 from daMpoff/fix/launcher-instance-menu-width
Fix overflow in translated launcher instance menus
2026-11-06 21:19:27 +00:00
rdbt c1c985ce5b Merge pull request #10606 from Hiuoy/feat/entity-interact-specific
Native hooks: PlayerInteractEvent.EntityInteractSpecific, the point a player right-clicks on an entity
2026-11-06 21:19:22 +00:00
rdbt af24ac05bb Merge pull request #10564 from Alysia42/ghast-fireball-pickable
Arrows and ender pearls now redirect ghast fireballs instead of passing through them
2026-11-06 21:19:16 +00:00
rdbt 1a92fe7767 Merge pull request #11042 from Vaspyyy/launcher-updates-in-updates
Launcher: update status and Check now move from About to Updates
2026-11-06 21:19:10 +00:00
rdbt 079ed1a010 Merge pull request #11276 from apeirs/fix/mob-block-layers-cull
Mob block layers cull back faces like BlockModelRenderState
2026-11-06 21:19:05 +00:00
rdbt e55180e7dd Merge pull request #10018 from ilguerro/fix/player-death-stats
A player's death makes a vibration and counts toward Killed By
2026-11-06 21:18:59 +00:00
rdbt da4fb17df7 Merge pull request #11099 from Delete228/native-living-item-use-upstream
Native mods: item use after a mob passes interaction
2026-11-06 21:18:53 +00:00
rdbt 114e9920ac Merge pull request #11275 from TheMrZZ/fix/command-enchantment-map-validation
Validate command enchantment map entries before execution
2026-11-06 21:18:47 +00:00
rdbt ad2c0d2ecd Merge pull request #11355 from TheMrZZ/fix/vehicle-damage-command
Route generic damage commands to boats and minecarts
2026-11-06 21:18:41 +00:00
rdbt 976afe97e2 Merge pull request #11065 from voidsipp/fix/11038-server-property-numbers
Match Java numeric server properties
2026-11-06 21:18:34 +00:00
rdbt 7c58203441 Merge pull request #9668 from GabrielNichols/codex/recipes-hmod-server-fill
Keep .hmod Recipes searchable and placeable on the server
2026-11-06 21:18:28 +00:00
rdbt cb201c59e4 Merge pull request #10527 from Akirabane/feat/transfer-status
dedicated: transfer-status, the counts a proxy reads before it sends players
2026-11-06 21:18:22 +00:00
rdbt d22ecb0b52 Merge pull request #11299 from pehe1/fix/3109-airborne-knockback
Apply a guest jump before knockback at takeoff
2026-11-06 21:18:16 +00:00
rdbt 62075a5b32 Merge pull request #11070 from Delete228/native-block-clone-stack-upstream
Native mods: select the stack returned by Pick Block
2026-11-06 21:18:10 +00:00
rdbt aea2bdadb1 Merge pull request #11114 from Delete228/content-item-block-alias-upstream
Native content: place a block through an item alias
2026-11-06 21:18:04 +00:00
rdbt f59035948c Merge pull request #10177 from anthra123x/fix/ultrawide-fullscreen-taskbar
fix(client): prevent taskbar overlap and window shift in borderless fullscreen
2026-11-06 21:17:58 +00:00
rdbt d05f889fe1 Merge pull request #10129 from xFedeT/xfedet-launcher-transparent-topbar
Make launcher titlebar match Glass UI
2026-11-06 21:17:19 +00:00
rdbt c96af77eb6 Merge pull request #11144 from xxaxio/fix/11082-linux-audio-buffer
audio: support HORIZON_AUDIO_BUFFER override for Linux buffer underruns
2026-11-06 21:17:13 +00:00
rdbt d4df5dbf59 Merge pull request #10572 from GIGABAIT93/feat/launch-api-content
Content API: --launch-api says what content a build loads, and docs/api/content.md (#10562)
2026-11-06 21:16:35 +00:00
rdbt 66e6b23fb8 Merge pull request #11243 from AlfaRojo/fix/lead-hold-old-rotation
The lead held in first person turns with the mouse, without jitter
2026-11-06 21:16:29 +00:00
rdbt 918a4c8434 Merge pull request #11247 from Joansitoh/fix/11178-wither-skull-save
Keep wither skulls in flight through a chunk save
2026-11-06 21:16:23 +00:00
rdbt a3c540e8c0 Merge pull request #11255 from AlfaRojo/fix/screen-over-playing-releases-keys
A book, sign editor or prompt over the world releases the held buttons
2026-11-06 21:16:17 +00:00
rdbt e243cbac06 Merge pull request #11046 from voidsipp/fix/round4-2-10408
Honor remapped function keys from XKB
2026-11-06 21:16:11 +00:00
rdbt 4c5f37de8d Merge pull request #11199 from arslanarm/shaderpacks/noise-texture-resolution
Shader packs: noiseTextureResolution sizes the default noisetex
2026-11-06 21:16:05 +00:00
rdbt ba7cdd4d8c Merge pull request #11188 from TheMrZZ/fix/entity-scores-predicate
Evaluate named entity_scores predicates for bound holders
2026-11-06 21:15:58 +00:00
rdbt b61394f396 Merge pull request #11206 from arslanarm/shaderpacks/runtime-array-length
Shader packs: the length of a buffer block's runtime array reads back
2026-11-06 21:15:53 +00:00
rdbt a13866fff3 Merge pull request #10537 from arslanarm/shaderpacks/end-boss-fog-sky
The dragon fight's world fog leaves out the sky, as vanilla does
2026-11-06 21:15:46 +00:00
rdbt f9302c0736 Merge pull request #11023 from ilguerro/fix/9776-item-vibrations
Casting and reeling a fishing rod and throwing an eye of ender make the vibrations vanilla's do
2026-11-06 21:15:40 +00:00
rdbt 44e4124142 Merge pull request #10005 from UMCEKO/fix/projectile-owner-any-entity
Projectiles owned by any non-player entity need mob_griefing
2026-11-06 21:15:34 +00:00
rdbt dc040a9dd7 Merge pull request #11127 from Delete228/discarded-mob-lookup-upstream
Hide discarded mobs from immediate lookup and passenger saves
2026-11-06 21:15:29 +00:00
rdbt d54d736546 Merge pull request #11030 from ilguerro/fix/illager-target-memory
Merge remote-tracking branch 'origin/main' into fix/illager-target-memory
2026-11-06 21:15:23 +00:00
rdbt e4928503ac Merge pull request #11224 from TheMrZZ/fix/text-floating-zero
Canonicalize floating zero when parsing text tags
2026-11-06 21:15:17 +00:00
rdbt 2a83a524fc Merge pull request #11343 from TheMrZZ/fix/tnt-live-data-adoption
Adopt live TNT command data without replacing its identity
2026-11-06 21:15:11 +00:00
rdbt cfd68c41cf Merge pull request #11155 from TheMrZZ/fix/h125-mob-name-predicates
Fix live mob custom-name component predicates
2026-11-06 21:15:04 +00:00
rdbt 2c149ab9e6 Merge pull request #10096 from yahya-nusseibeh/fix/rcon-one-guess
RCON: one password guess per connection
2026-11-06 21:14:59 +00:00
rdbt aebabfb5c6 Merge pull request #11139 from TheMrZZ/fix/pillager-trader-saved-inventory
Preserve Pillager and WanderingTrader saved inventories
2026-11-06 21:14:53 +00:00
rdbt 90a09f5b25 Merge pull request #11346 from AlfaRojo/fix/creeper-explosion-radius
A creeper blows with its ExplosionRadius
2026-11-06 21:14:48 +00:00
rdbt ea2986d57b Merge pull request #11223 from AlfaRojo/fix/release-use-before-move
An arrow leaves from where the player was when the bow was released
2026-11-06 21:14:42 +00:00
rdbt 7093191256 Merge pull request #11043 from voidsipp/fix/11034-protocol-identifiers
Validate resource identifiers when reading packets
2026-11-06 21:14:36 +00:00
rdbt d774839f1f Merge pull request #11202 from arslanarm/shaderpacks/compute-shadow-reads
Shader packs: a compute stage reading a shadow buffer turns the shadow pass on
2026-11-06 21:14:30 +00:00
rdbt 6cfb046532 Merge pull request #11203 from arslanarm/shaderpacks/celestial-alpha-blend
Shader packs: the sun and moon leave their own alpha, as vanilla's celestial blend
2026-11-06 21:14:24 +00:00
rdbt fb0866ef3f Merge pull request #11278 from TheMrZZ/fix/h035-loot-mine-pot-components
Preserve pot decorations in loot mine results
2026-11-06 21:14:18 +00:00
rdbt eec2eb3b32 Merge pull request #11067 from voidsipp/fix/11039-nbt-path-reader
Match NBT path quoted escapes and index tokens
2026-11-06 21:14:12 +00:00
rdbt 4e8ed32e62 Merge pull request #10173 from MSedgeMC/fix/10071-auto-update-enabled
launcher: an automatic update keeps a disabled mod off
2026-11-06 21:14:06 +00:00
rdbt 8f55a6c245 Merge pull request #10542 from TheMrZZ/fix/player-default-effect-amplifier
Omit the default amplifier from saved player effects
2026-11-06 21:14:01 +00:00
rdbt 13664f3799 Merge pull request #11157 from TheMrZZ/fix/terminal-execute-fork-errors
Honor fork state for terminal execute condition errors
2026-11-06 21:13:55 +00:00
rdbt 1fb80a5d79 Merge pull request #11354 from MSedgeMC/fix/explosion-item-damage
fix: a blast takes its damage off a dropped item's health
2026-11-06 21:13:49 +00:00
rdbt 3d8521b429 Merge pull request #11209 from TheMrZZ/fix/inline-slot-range-admission
Reject unknown inline slot-range names before execution
2026-11-06 21:13:42 +00:00
rdbt 6181c89ed6 Merge pull request #11246 from TheMrZZ/fix/item-reference-uuid-codec
Decode Item Owner and Thrower with numeric UUID streams
2026-11-06 21:13:37 +00:00
rdbt 2018af984c Merge pull request #11284 from TheMrZZ/fix/mob-command-equipment-slots
Respect mob body-slot admission and saddle commands
2026-11-06 21:13:31 +00:00
rdbt f31d16a2c6 Merge pull request #11201 from TheMrZZ/fix/h154-unless-function-fallthrough
Fix unless-function continuation after fallthrough
2026-11-06 21:13:25 +00:00
rdbt c7d5881fdc Merge pull request #10996 from ilguerro/fix/sleeping-mob-push
A sleeping villager, fox or player isn't pushed by the mobs that walk into it
2026-11-06 21:13:19 +00:00
rdbt c815a0f81c Merge pull request #11162 from TheMrZZ/fix/modern-sign-literal-quotes
Preserve literal quotation characters in modern sign messages
2026-11-06 21:13:13 +00:00
rdbt 08c3b12345 Merge pull request #11032 from ilguerro/fix/piglin-admired-drop
Merge remote-tracking branch 'origin/main' into fix/piglin-admired-drop
2026-11-06 21:13:07 +00:00
rdbt 0925060e6f Merge pull request #11079 from horizon-rust/platforms/intel-mac-native-mods
Native mods on Intel Macs: the launcher brings Rust for x86_64 macOS
2026-11-06 21:13:01 +00:00
rdbt 08f1c4f6c6 Merge pull request #11244 from Gabbotampo/fix/11222-negative-holder-ids
Item components: refuse negative holder ids and holder set sizes
2026-11-06 21:12:56 +00:00
rdbt 838375d4c2 Merge pull request #11363 from Skr1zzzz/older-servers-unknown-types
Older servers: an entity or block entity type the pinned version lacks is dropped, not renumbered
2026-11-06 21:12:50 +00:00
rdbt 8bb2525e31 Merge pull request #11009 from ilguerro/fix/trade-display-drop-chance
A villager's held-up trade item never drops when it dies
2026-11-06 21:12:44 +00:00
rdbt ef6be13a1c Merge pull request #11056 from TheMrZZ/fix/interaction-saved-defaults
Save default Interaction dimensions and response
2026-11-06 21:12:39 +00:00
rdbt 014ad04d1c Merge pull request #11179 from TheMrZZ/fix/h113-command-damage-vibration
Emit mob command damage vibrations before returning
2026-11-06 21:12:33 +00:00
rdbt f2ec4e9c01 Merge pull request #11171 from TheMrZZ/fix/arrow-owner-command-nbt
Expose loaded arrow Owner references in command NBT
2026-11-06 21:12:27 +00:00
rdbt 0d840d54e3 Merge pull request #10219 from TheMrZZ/fix/selector-unknown-criterion
Reject missing advancement selector criteria
2026-11-06 21:12:21 +00:00
rdbt 43528d198c Merge pull request #10476 from TheMrZZ/fix/h220-macro-source-type
fix: report actual macro argument NBT type
2026-11-06 21:12:15 +00:00
rdbt 3d92e52a83 Merge pull request #10565 from TheMrZZ/fix/entity-nbt-boolean-byte
Match entity NBT boolean loads to numeric byte conversion
2026-11-06 21:12:09 +00:00
rdbt 0ef3df34d6 Merge pull request #10373 from xxaxio/fix/10317-narrate-incompatible-server
multiplayer: narrate incompatible server in server list
2026-11-06 21:12:02 +00:00
rdbt e4872aeba7 Merge pull request #11071 from TheMrZZ/fix/tnt-saved-default-power
Omit stale default power from saved TNT
2026-11-06 21:11:56 +00:00
rdbt d08f9ce9d5 Merge pull request #11108 from TheMrZZ/fix/animal-stale-love-cause
Remove stale Animal LoveCause when no reference is modeled
2026-11-06 21:11:51 +00:00
rdbt 162dd10147 Merge pull request #11305 from ilguerro/test/widen-harness-inputs
Widen four parity harnesses' inputs
2026-11-06 21:11:45 +00:00
rdbt 5919e28e0a Merge pull request #11341 from MSedgeMC/test/explosion-edge-ring
test: pin the bed explosion harness's blast edge to the item's own age
2026-11-06 21:11:08 +00:00
rdbt 8985543344 Merge pull request #10042 from NikitaMGrimm/hdr-note-serve-0-1-until-step-5
HDR design note: serve shader API 0.1 until 0.2 is on by default
2026-11-06 21:11:02 +00:00
rdbt 29f5c3504f Merge pull request #10540 from M0-kii/fix/changed-file-paths
Keep exact changed paths and rename sources in tooling checks
2026-11-06 21:10:57 +00:00
rdbt 06c3ba2173 Merge pull request #10019 from IsT3RiK/traduction-fr
Launcher French: translate the strings left in English, vous throughout
2026-11-06 21:10:51 +00:00
rdbt 57dcec2e2d Merge pull request #11173 from SamsVT/thai-translation
Launcher: rewrite the Thai translation (th.json)
2026-11-06 21:10:46 +00:00
rdbt a3b0891fc2 Merge pull request #11254 from MSedgeMC/fix/ghast-still-timeout
A happy ghast keeps its still timeout across a save
2026-11-06 21:10:40 +00:00
rdbt 68d5e2ec6c Merge pull request #11057 from DUzzL/fix/11018-marker-common-nbt
Save common Entity fields for registered Markers
2026-11-06 21:10:33 +00:00
rdbt 909a8123d0 Merge pull request #10546 from TheMrZZ/fix/h074-happy-ghast-ambient-position
Fix HappyGhast ambient sound position
2026-11-06 21:10:27 +00:00
rdbt da3a5aff7e Merge pull request #11265 from NikitaMGrimm/still-crystal-phase
HORIZON_STILL: end crystals start their spin from their position
2026-11-06 21:10:21 +00:00
rdbt e1d2186ee1 Merge pull request #11142 from voidsipp/fix/ci-shared-parity-invocation
Let dolphin and spell parity harnesses use runner defaults
2026-11-06 21:10:16 +00:00
rdbt e500989785 Merge pull request #11262 from MSedgeMC/test/enchant-gate
enchanting: the stack's damage and existing enchantments at the table
2026-11-06 21:10:10 +00:00
rdbt 57ad8718c3 Merge pull request #11198 from MSedgeMC/test/creative-removal
test: a creative player's break leaves the block, but no drops or statistic
2026-11-06 21:10:03 +00:00
rdbt c12fe63d33 Merge pull request #11109 from Detimes/native-refresh-commands
Native mods: native_refresh_commands rebuilds the players' command trees at run time
2026-11-06 21:09:57 +00:00
rdbt 71e18e8c0a Merge pull request #11054 from TaquitoSuabe/fix/haswell-vulkan-fallback
gfx: skip broken Haswell Vulkan driver (hasvk) and fall back to OpenGL
2026-11-06 21:09:51 +00:00
rdbt 880b690d6c Merge pull request #10086 from horizon-rust/pvp-safe/sneak-input
Multiplayer: sneaking for a use is the input of the last tick, as vanilla's isShiftKeyDown
2026-11-06 21:09:45 +00:00
rdbt d55b7f8594 Merge pull request #10551 from ilguerro/fix/9759-golem-peaceful
Peaceful drops a mob's player target and a golem's anger
2026-11-06 21:09:39 +00:00
rdbt b849bc3dab Merge pull request #11007 from ilguerro/fix/use-swing-attack-reset
A use that swings the hand resets the attack charge
2026-11-06 21:09:33 +00:00
rdbt 85d5ce37f0 Merge pull request #10908 from DUzzL/fix/10550-trident-hurts-players
A thrown trident hurts other players on a served world
2026-11-06 21:09:26 +00:00
rdbt 5395de1ab4 Merge pull request #10967 from ilguerro/fix/mob-block-fall-sound
A mob's damaging fall plays the fall sound of the block it lands on
2026-11-06 21:09:19 +00:00
rdbt 24459551e6 Merge pull request #11100 from Delete228/native-held-break-slot-upstream
Native mods: choose the break slot for held-item durability
2026-11-06 21:09:12 +00:00
rdbt 848ffed94d Merge pull request #11136 from DUzzL/fix/11088-slime-split-delay
Split slimes, magma cubes and sulfur cubes when the body is removed
2026-11-06 21:09:06 +00:00
rdbt 66ee01b737 Merge pull request #11143 from Delete228/frozen-sprint-tick-boundary-upstream
Restore the frozen tick decision before ending a sprint
2026-11-06 21:09:01 +00:00
rdbt 7227485ca2 Merge pull request #11211 from AlfaRojo/fix/elytra-glide-saved
A player saved while gliding comes back gliding
2026-11-06 21:08:55 +00:00
rdbt d914334acc Merge pull request #11226 from Horizon-is-vibe-coded/main
fix(checkerboard): clamp negative scale before shift to avoid pathological shift distance
2026-11-06 21:08:49 +00:00
rdbt 07b8f97138 Merge pull request #11229 from AlfaRojo/fix/own-model-freeze-shiver
The player's own third-person model shivers when fully frozen
2026-11-06 21:08:44 +00:00
rdbt 5e8d557b17 Merge pull request #11292 from Ragbie/fix/snbt-trailing-comma
SNBT: a compound, list or array may end with a comma, as vanilla's grammar allows
2026-11-06 21:08:38 +00:00
rdbt 07a162cb30 Merge pull request #11272 from echo-ilovech3ss/fix/tp-passenger-followups
game: cover passenger rotation through /tp in rider test
2026-11-06 21:08:32 +00:00
rdbt 8146a586da Merge pull request #11279 from DUzzL/fix/11271-smithing-trim
Draw trims on the smithing preview armour
2026-11-06 21:08:27 +00:00
rdbt dc8aba8bee Merge pull request #11259 from DUzzL/fix/11252-autosprint-sign
Keep a latched sprint toggle out of the text-field Ctrl shortcuts
2026-11-06 21:08:21 +00:00
rdbt f1f352044f Merge pull request #11348 from d3xc0/native-default-state
Native mods: a block default state by name (native_default_state)
2026-11-06 21:08:15 +00:00
rdbt 83feefe860 Merge pull request #11368 from Vaspyyy/docs/claimable-issues-query
AGENTS.md: one query for the issues free to claim
2026-11-06 21:08:09 +00:00
rdbt 2132e6126f Merge pull request #11313 from DUzzL/fix/11290-beacon-beam-view
Cull back faces of beacon beams
2026-11-06 21:08:03 +00:00
rdbt 97b36f8e1b Merge pull request #11362 from AlfaRojo/fix/mob-protection-order
A mob's Protection runs after Resistance and not against a sonic boom
2026-11-06 21:07:58 +00:00
rdbt 521c26d6ca Merge pull request #11357 from AlfaRojo/fix/bone-meal-spreader-particles
Bone meal on a spreading block sparks over the block above it
2026-11-06 21:07:52 +00:00
rdbt 218624479d Merge pull request #11352 from AlfaRojo/fix/damage-taken-stat-threshold
Damage Taken is not awarded for a huge hit
2026-11-06 21:07:46 +00:00
rdbt 4dc1282f65 Merge pull request #9953 from Hiuoy/feat/9921-port-pack-events
Port pack: `events`, a mod's NeoForge listeners against the hooks
2026-11-06 21:04:33 +00:00
rdbt b351455eae Merge pull request #10245 from Hiuoy/feat/anvil-update
Native hooks: AnvilUpdateEvent, a mod's say in an anvil's result
2026-11-06 21:04:28 +00:00
rdbt 217e87e8f3 Merge pull request #10240 from MSedgeMC/fix/item-cull-frame
Dropped items: cull at the box the frame draws, not the tick's
2026-11-06 21:04:22 +00:00
rdbt e3356386d0 Merge pull request #11153 from DUzzL/fix/11055-cushion-sit-remote
Seat other players on a cushion they sit on
2026-11-06 21:04:15 +00:00
rdbt bf17581664 Merge pull request #11152 from DUzzL/fix/11074-dismount-hint
Show the dismount hint when the player starts riding
2026-11-06 21:04:09 +00:00
rdbt 02e62fbedf Merge pull request #11182 from DUzzL/fix/11137-golem-target-mounts
Keep golems off zombie horses, camel husks and zombie nautilus
2026-11-06 21:04:03 +00:00
rdbt e0f9934254 Merge pull request #11240 from DUzzL/fix/10287-shulker-piston-align
Snap piston-pushed shulkers to the block centre
2026-11-06 21:03:57 +00:00
rdbt 76bda62793 Merge pull request #11169 from DUzzL/fix/11130-mod-worldgen-feature-dir
Read mod features from worldgen/feature/, 26.3's folder
2026-11-06 21:03:51 +00:00
rdbt b12c89bf04 Merge pull request #11129 from Delete228/native-container-provisioning-upstream
Avoid inventory notifications when provisioning empty native slots
2026-11-06 21:03:45 +00:00
rdbt 345e6efdc9 Merge pull request #11151 from voidsipp/fix/gateway-passenger-player-ticks
Run the mounted player tick in the gateway parity scene
2026-11-06 21:03:38 +00:00
rdbt 77ec563892 Merge pull request #11112 from ilguerro/tooling/use-item-on-interact-start
use_item_on's oracle posts item_interact_start when a use starts
2026-11-06 21:03:32 +00:00
rdbt 5bd038ed99 Merge pull request #11156 from xxaxio/docs/11154-index-design-notes
docs/README.md: index live mod reloading design note
2026-11-06 21:03:26 +00:00
rdbt 06e2041d43 Merge pull request #11149 from xxaxio/docs/11145-platform-scope
docs/native-client: update stale platform scope note
2026-11-06 21:03:19 +00:00
rdbt 2643b0e246 Merge pull request #11134 from xxaxio/docs/stale-notes-cleanup
docs/server-levels: remove stale End credits for server players note
2026-11-06 21:03:13 +00:00
rdbt f235e95518 Merge pull request #11131 from xxaxio/fix/11120-test-harness-args-windows
tests/test_harness_args: match system path separator for default work dir
2026-11-06 21:03:07 +00:00
rdbt 1e68c9db3d Merge pull request #11010 from Hiuoy/docs/neoforge-labels-tooltip
Native hook catalog: tooltip_render_pre is RenderTooltipEvent.Pre; the Next hooks have all landed
2026-11-06 21:03:00 +00:00
VaspyyyandClaude Opus 5.5 ee88e8c870 AGENTS.md: one query for the issues free to claim
Agents had to open issues one by one to see if they were taken, and the rule
did not mention Discord claims (Kira's `in progress` label). Give them the
ready-made search and name both claim signals.

Fixes #11367

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 21:48:25 +01:00
rdbtCVSandClaude Opus 5.5 18eb428ffb Drop the agent marker from a code comment
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 20:35:38 +00:00
rdbtCVSandClaude Opus 5.5 cd99e67d1c Native client doc: macOS is a target too
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 20:35:11 +00:00
Kevin RamirezandClaude Fable 5.1 71622aabb3 A mob's Protection runs after Resistance and not against a sonic boom (#11308)
LivingEntity.getDamageAfterMagicAbsorb applies Resistance, returns 0 when
nothing is left, returns the damage as is for #bypasses_enchantments (the
warden's sonic_boom), and only then the enchantment protection. Horizon's
Mob::hurt_server ran the protection first and never read the tag, so a
zombie in a Protection IV chestplate kept 1.6 of a 10-point sonic boom.

DamageKind::bypasses_enchantments (SonicBoom, or a NamedDamage with the
new BYPASSES_ENCHANTMENTS tag) gates the protection, which now follows
Resistance as vanilla orders them.

Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-11-06 14:33:17 -06:00
rdbtCVSandClaude Opus 5.5 9884fc3af1 Keep #[cfg(test)] on the test module the merge of main took it from
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 20:30:45 +00:00
rdbtCVSandClaude Opus 5.5 1e137ff7f3 Launcher: DRAWN is only read off Linux now
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 20:19:06 +00:00
MSedgeMC bae2b17a0d fix: a blast takes its damage off a dropped item's health
`ServerExplosion.hurtEntities` damages every entity in reach, and
`ItemEntity.hurtServer` writes the result back:

    this.health = (int)((float)this.health - amount);
    if (this.health <= 0) { this.getItem().onDestroyed(this); this.discard(); }

Horizon's item branch only asked whether the damage reached 5 and destroyed the
item, so an item that lived through a blast kept all 5 points of health: a
power-5 bed blast that leaves vanilla's item at 1 left Horizon's at 5.

The damage is now subtracted in f32 and truncated after the subtraction, as the
cast does, and the item is destroyed at zero health as before. The nether star
stays immune through `ItemStack.canBeHurtBy`'s explosion exception, and a blast
whose source is an entity with `mobGriefing` off never reaches the branch
(`items_ignore`).
2026-11-06 20:15:40 +00:00
MSedgeMC 6f5be3bbf8 test: the blast edge ring reads the survivor's health too
A dropped item starts with 5 health and `ItemEntity.hurtServer` takes the
blast's damage off it, so a survivor's `Health` says how much of the blast it
took. The pinned compound the ring already reads carries it, so the compared
line grows one fact:

  data push -0.03 -0.00 -0.05 health 1 keep 0.9800

Red on main: Horizon reports `health 5` where vanilla reports `1`.
2026-11-06 20:15:40 +00:00
Florian ERNSTandCodex 627617ee6b Route damage commands to actual boat and minecart damage
Co-Authored-By: Codex <[email protected]>
2026-11-06 21:15:20 +01:00
Kevin RamirezandClaude Fable 5.1 9343b3c357 Bone meal on a spreading block sparks over the block above it (#11310)
BoneMealItem.addGrowthParticles places a NEIGHBOR_SPREADER's happy
villager sparks at BonemealableBlock.getParticlePos, which is the block
above for grass, nylium, netherrack and moss; a GROWER keeps the block
itself, rooted dirt and mangrove leaves the one below. Horizon used the
bone-mealed block for spreaders too, a block lower than vanilla.

Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-11-06 14:13:58 -06:00
rdbtCVSandClaude Opus 5.5 b85a07d423 Merge origin/main into PR #10129
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 20:11:11 +00:00
rdbtCVSandClaude Opus 5.5 9b788418c3 Merge origin/main into PR #10219
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 20:11:08 +00:00
rdbtCVSandClaude Opus 5.5 19eff5eb79 Merge origin/main into PR #10532
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 20:11:07 +00:00
rdbtCVSandClaude Opus 5.5 af5731d305 Merge origin/main into PR #9993
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 20:10:13 +00:00
Kevin RamirezandClaude Fable 5.1 53c13c0cd9 combat: no JDK method named in the damage_taken docs (the ledger reads them as citations)
Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-11-06 14:09:37 -06:00
rdbtCVSandClaude Opus 5.5 33cd3992bf Merge origin/main into PR #10019
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 20:06:12 +00:00
Kevin RamirezandClaude Fable 5.1 a419cc37c7 Damage Taken is not awarded for a huge hit (#11339)
Player.actuallyHurt awards DAMAGE_TAKEN as Math.round(dmg * 10.0F) only
while dmg < 3.4028235E37F. Horizon awarded every hurt with Rust's round,
so /damage @s 3.4e38 added a saturated i32::MAX where vanilla adds
nothing. A damage_taken_award helper applies the threshold and
jmath::round_f32 (Math.round(float): ties up, saturating).

Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-11-06 14:06:03 -06:00
Skr1zzzzandClaude Opus 5.5 ec534edc6c Older servers: an entity or block entity type the pinned version lacks is dropped, not renumbered
A modded 1.21.11 server's own entity type (Sit's sit:entity_sit is 157) kept its number, which in 26.3 is
the zombie villager: every sitting player showed one under them. Chunks already dropped such block entities;
their updates now go too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 23:05:51 +03:00
rdbtCVS 8c5025d3d9 Merge origin/main into PR #10476
Co-Authored-By: Claude Opus 5.5 <[email protected]>

# Conflicts:
#	tools/command_exec_corpus.py
#	tools/test_command_exec_parity.py
2026-11-06 20:00:41 +00:00
rdbtCVS d6113ce7e5 Merge origin/main into PR #10018
Co-Authored-By: Claude Opus 5.5 <[email protected]>

# Conflicts:
#	tools/lan_e2e.py
2026-11-06 19:59:36 +00:00
rdbtCVS 1c389c3758 Merge origin/main into PR #10606
Co-Authored-By: Claude Opus 5.5 <[email protected]>

# Conflicts:
#	crates/horizon-client/tests/mod_api_hooks.rs
2026-11-06 19:59:35 +00:00
rdbtCVS 8d5e529b46 Merge origin/main into PR #10005
Co-Authored-By: Claude Opus 5.5 <[email protected]>

# Conflicts:
#	crates/horizon-client/src/game/creatures.rs
2026-11-06 19:59:01 +00:00
rdbtCVS 6f82bf74b1 Merge origin/main into PR #10173
Co-Authored-By: Claude Opus 5.5 <[email protected]>

# Conflicts:
#	launcher/src/browser/horizon/auto/tests.rs
2026-11-06 19:59:00 +00:00
Kevin RamirezandClaude Fable 5.1 e7c082ee6f A creeper blows with its ExplosionRadius (#11332)
Creeper.readAdditionalSaveData reads ExplosionRadius as a byte (default
3), addAdditionalSaveData writes it back, and explodeCreeper blows with
it, twice it when powered. Horizon used a fixed 3 or 6 and never read the
key, so a summoned creeper with ExplosionRadius:12b blew with 3.

Extra.explosion_radius holds it (3 from Mob::new), entity_nbt reads any
numeric tag narrowed to a byte and writes the byte, and creeper_tick
scales it by the powered multiplier.

Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-11-06 13:56:10 -06:00
Florian ERNSTandCodex 5efccc59f0 Adopt live TNT command data without replacing its identity
Co-Authored-By: Codex <[email protected]>
2026-11-06 20:53:04 +01:00
MSedgeMC cdf61801bb test: pin the bed explosion harness's blast edge to the item's own age
The survivor the harness gained at the edge of the blast is read through the
item's own tick counter. A push on an item decays every tick
(`Entity.getAirDrag`, 0.98), and the two servers do not advance the same number
of game ticks between the same commands: at three script points of one case the
vanilla survivor was 31, 33 and 48 ticks old and Horizon's 38, 41 and 75, so a
`Motion` read there measures the pacing rather than the blast.

The edge item's `Age` is now read before the blast, and its whole NBT (`Age`,
`Pos` and `Motion` from one snapshot) at two pinned ages after it. The case
compares the push carried back over the ticks since the blast, to two decimals
because a tick of slack between the blast and the read is worth 2%, and the
decay the two snapshots show per tick, to four, which is `getAirDrag`'s 0.98.
Both agree with vanilla's in all twelve cases.
2026-11-06 19:50:58 +00:00
f7190cff67 Widen four parity harnesses' inputs
Cover all block states, registered enchantments, lore styles and
representative Lunge tiers using the existing vanilla oracles.

Co-Authored-By: pi coding agent (DeepSeek-V4.1-Flash) <[email protected]>
Co-Authored-By: Codex (gpt-6.1-sol) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>

Claude-Session: https://claude.ai/code/session_01WZzq8KX3vDMZy53y1vXqeT
2026-11-06 20:32:02 +01:00
DUzzL 02896862e8 Cull back faces of beacon beams 2026-11-06 20:29:32 +01:00
Pedro CavalcanteandCodex 87761cd5b0 Apply a guest jump before subsequent combat packets
Co-Authored-By: Codex <[email protected]>
2026-11-06 16:14:13 -03:00
Arthur Black ff80bb806c Native mods: a block default state by name (native_default_state) 2026-11-06 11:08:00 -08:00
Evrim CicekandClaude Opus 5.5 d41641f85d SNBT: a compound, list or array may end with a comma
SnbtGrammar accepts one trailing comma before the closing brace or
bracket; a comma alone and two in a row stay errors. Both readers take it:
horizon-world's parse_snbt (NBT arguments, item components) and the text
component reader (tellraw and other component arguments).

Fixes #11285

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 22:06:09 +03:00
Florian ERNSTandCodex 9bc728f303 Respect mob body-slot admission and saddle commands
Co-Authored-By: Codex <[email protected]>
2026-11-06 19:46:24 +01:00
TheMrZZandCodex gpt-6.1-sol 58fc786742 Preserve pot decorations in loot mine results
Record the actual block entity or its existing pure save projection in a local Pending, then attach existing component copies to the unchanged block drops. Keep source blocks and loot replacement policy unchanged.

Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
2026-11-06 19:22:40 +01:00
Florian ERNSTandCodex 3d2be9b1bd Validate command enchantment map entries against active definitions
Co-Authored-By: Codex <[email protected]>
2026-11-06 19:12:28 +01:00
DUzzL 258dee9c8d Generate the trim texture of the smithing preview's result 2026-11-06 19:12:15 +01:00
apeirs 24036af2fb Mob block layers cull back faces like BlockModelRenderState
A mooshroom's mushrooms, an iron golem's poppy, a snow golem's pumpkin and a
copper golem's antenna block are submitted through BlockModelRenderState.submit,
whose block-item sheets (ITEM_CUTOUT, ITEM_TRANSLUCENT) cull back faces. Only the
enderman's carried block culled, so the coplanar faces of the other layers' cross
models z-fought as the mob moved (#5301).

The cull now goes by each quad's winding, as the GPU's does, rather than the baked
facing, which is the nearest axis and 45 degrees off for a cross model's planes.

Fixes #5301
2026-11-06 19:02:50 +01:00
65ee18174a Reduce repeated work in section meshing
Precompute row and direction masks, speed adjacent palette reads, and bypass
random model selection for a single unweighted variant.

Co-Authored-By: Codex (gpt-6.1-terra) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01WZzq8KX3vDMZy53y1vXqeT
2026-11-06 18:53:25 +01:00
DUzzL 10e24b4f32 Apply an item's custom data and entity data to a placed frame, painting or armor stand 2026-11-06 18:43:23 +01:00
echo-ilovech3ss 5303bf09af game: cover passenger rotation through /tp in rider test
Root cause: #9335 follow-ups from #8733 left passenger rotation after /tp covered only by parity corpora (tools/passenger_teleport_corpus.py), which cannot run without vanilla data. The Game-level rider test exercised offset carry (sub-item 1) but not the rider keeping its angle to the vehicle through absolute and relative turns (sub-item 2).

What changed: extend teleport_rider_tests::a_vehicle_carries_its_riders_and_a_rider_leaves_its_vehicle with a second horse/villager pair: absolute turn 0->40 leaves rider at 70 (30-degree offset kept), relative turn to 50 shifts rider 70->80, and facing (turn_riders=false) leaves rider at 80. No runtime change; the teleport/passenger writers already implement Entity.teleportSameDimension/calculatePassengerTransition via vehicle_teleport::passenger_rotation.

Vanilla reference: 26.3 Entity.calculatePassengerTransition, PositionMoveRotation.calculateAbsolute, Entity.setXRot (pitch clamp).

Refs #9335
2026-11-06 23:08:34 +05:30
MSedgeMC e524b6a114 test: an enchanted or damaged stack at the enchanting table
tools/test_enchanting_parity.py always built a fresh ItemStack for its offer
corpus, so EnchantmentMenu.slotsChanged's ItemStack.isEnchantable gate (the
enchantable component and an empty minecraft:enchantments) was never
exercised, and the oracle skipped the gate entirely. Fixture lines now carry
damage and a pre-existing enchantments entry; the oracle applies the gate and
the probe builds the same stack. The default corpus is unchanged and
--no-components reproduces it.

68992/68992 enchanting cases match.
2026-11-06 17:22:55 +00:00
DUzzL 533dd084ae Keep a latched sprint or sneak toggle out of the edit shortcuts' modifiers 2026-11-06 18:11:35 +01:00
Nikita Maximilian GrimmandClaude Opus 5.5 f1fac7cc6f HORIZON_STILL: end crystals start their spin from their position
A crystal's spin and bob start from a random draw. Which crystal gets which
draw, and a server's entity ids that seed a client's copies, follow the order
chunks load in, so crystals stood at different angles in each launch of a
frozen scene. Under HORIZON_STILL the start now comes from the position; the
draw is still made, and normal play is unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 18:05:51 +01:00
SenjinandClaude Opus 5.5 7b3be8d0b9 Shader packs: gbuffers_hand_water for translucent held items
The hand's quads from a translucent sheet (stained glass, ice...) go after the opaque ones in
its buffer and draw after deferred with gbuffers_hand_water (or its fallbacks: gbuffers_hand,
textured_lit, textured, basic), blended, as translucent terrain does; through gbuffers_hand
they came out solid.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 18:04:31 +01:00
Kevin RamirezandClaude Fable 5.1 408f38d62a tests: the key-release fixture stubs screen_over_playing, which mapped_key_event asks now
Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-11-06 10:52:52 -06:00
Kevin RamirezandClaude Fable 5.1 e68a0653a0 A book, sign editor or prompt over the world releases the held buttons (#9729)
Gui.setScreen runs KeyMapping.releaseAll for every screen and
Minecraft.tick skips handleKeybinds while one is up, books, the sign
editor, dialogs and prompts included. Horizon keeps Screen::Playing under
those, and its release-all (track_toggle_screens) and the client input
gate (remote_handle_input) only knew the server dialog, while the book's
and sign's mouse arms eat both edges of a click: a dig held into a book
went on after the book closed, until the next click.

gameplay_has_keyboard now takes "a screen is over the world"
(screen_over_playing) in place of the dialog alone, and remote_handle_input
is not ready while one is up.

Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-11-06 10:46:37 -06:00
Florian ERNSTandCodex a8201731a1 Decode Item Owner and Thrower through numeric UUID streams
Co-Authored-By: Codex <[email protected]>
2026-11-06 17:27:10 +01:00
Kevin RamirezandClaude Fable 5.1 ff4fad66c9 The lead held in first person turns with the mouse, no jitter (#10276)
LocalPlayer.getRopeHoldPosition eases the lead's hand end from the view
to yRotO/xRotO by half the partial tick. Entity.turn moves yRotO and xRotO
by the mouse's delta too, and AbstractBoat.clampRotation moves yRotO with
the clamp, so only what the tick turned (a boat's deltaRotation) eases in.
Horizon's rope_rot_old was a once-a-tick snapshot the turn never moved:
while the mouse moved, the hand end lagged by half the turn since the
tick began and snapped back at the next tick, 20 times a second.

turn_player now moves rope_rot_old through the same Rotation::turn as the
view, and both boat clamps (the turn's and the tick's) move it with the
view. A test pins that a mouse turn leaves no gap, a boat turn eases, and
xRotO clamps at 90.

Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-11-06 10:22:24 -06:00
MSedgeMC a13fa8c13c port_map: HappyGhast's two save methods
`HappyGhast.addAdditionalSaveData` writes `still_timeout`, the timer
`still_tick` keeps in `counter`; `readAdditionalSaveData` reads it back and
a save without it is 0.
2026-11-06 16:17:03 +00:00
MSedgeMC 5c86d98a9b test: a happy ghast's still timeout survives the save
0, 7 and 10 through `mob_to_nbt` and `mob_from_nbt`: the Int vanilla writes,
the timer back on the mob, and `on_still_timeout` following it. Without the
writer the saved tag has no `still_timeout` (the test fails on `left: None,
right: Some(0)`).
2026-11-06 16:17:03 +00:00
MSedgeMC 9004c6c8d6 fix: a happy ghast keeps its still timeout in the world save
`HappyGhast.addAdditionalSaveData` writes `still_timeout`, the
`serverStillTimeout` behind `staysStill`/`isOnStillTimeout`, and
`readAdditionalSaveData` reads it back:

    protected void addAdditionalSaveData(ValueOutput out) {
        super.addAdditionalSaveData(out);
        out.putInt("still_timeout", this.serverStillTimeout);
    }

Horizon keeps that timer in `Mob.extra.counter` (`happy_ghast::still_tick`
counts it down after the first 60 ticks, `player_above` refreshes it to 10)
but neither `mob_to_nbt` nor `mob_from_nbt` touched it, so a ghast saved
while it was held still came back with 0. For the ticks vanilla restores, a
dropped item resting on its back had no box to rest on
(`EntityGetter.getEntityCollisions` takes a happy ghast only while
`isOnStillTimeout`), and a rider had no control (`getControllingPassenger`
asks `isOnStillTimeout`).
2026-11-06 16:17:03 +00:00
GabbotampoandClaude Opus 5.5 5fe1090401 Item components: refuse negative holder ids and holder set sizes
ByteBufCodecs.holder in vanilla 26.3 reads a VarInt and, when it isn't 0,
looks the entry up with `byIdOrThrow(id - 1)`, which no negative id passes.
skip.rs's `holder` accepted any nonzero id, so a slot whose kinetic_weapon
sound holder was negative was kept as a raw component, and hashing it for an
inventory click computed `id - 1` on i32::MIN: a panic with overflow checks
on, a wrapped id otherwise.

ByteBufCodecs.holderSet reads the size plus one and builds
`new ArrayList(size)`, which refuses a negative size. `holder_set` computed
`n - 1` before checking the sign, the same overflow for i32::MIN.

Both readers now refuse a negative value with a protocol error, so every
component that reads a holder or a holder set gets the same boundary.
Valid direct and registry holders read as before (their vanilla hashes in
hash/raw.rs's tests are unchanged).

Fixes #11222

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 17:07:33 +01:00
daMpoffandOpenAI Codex 0ab59f64d4 Fix overflow in translated launcher instance menus
Co-Authored-By: OpenAI Codex <[email protected]>
2026-11-06 19:02:25 +03:00
Kevin RamirezandClaude Fable 5.1 b0d94ed2c0 The player's own third-person model shivers when fully frozen (#11217)
LivingEntityRenderer.isShaking is isFullyFrozen (DATA_TICKS_FROZEN at or
over 140), and setupRotations wobbles the body while it is. Mobs and
other players already shiver, but the window's own model, rebuilt each
tick by tick_player_model, never got the player's frozen ticks, and the
window ignored the DATA_TICKS_FROZEN its server sends it, so a player in
powder snow stood still in third person.

The own model takes ticks_frozen from the player's body, and own entity
data index 7 sets it on the window's player as LocalPlayer reads it.

Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-11-06 10:01:55 -06:00
Horizon-is-vibe-coded a4c8dc296d fix(checkerboard): clamp negative scale before shift
Guard against negative scale values producing excessive shift
distances in CheckerboardBiomeSource::noise_biome by clamping
scale to a non-negative lower bound before adding the +2 offset.

This keeps the shift distance within a sane range and avoids
surprising behavior for out-of-range runtime scale inputs.
2026-11-06 17:00:42 +01:00
Florian ERNSTandCodex 1d800a7655 Canonicalize floating zero when parsing text tags
Co-Authored-By: Codex <[email protected]>
2026-11-06 16:57:32 +01:00
DUzzL 776bb4f4d5 Snap pistons-pushed shulkers to the block centre (Shulker.setPos) 2026-11-06 16:53:06 +01:00
Kevin RamirezandClaude Fable 5.1 9fb818013c An arrow leaves from where the player was when the bow was released (#8423)
ServerGamePacketListenerImpl handles a client's packets in order: the
RELEASE_USE_ITEM a client sends from handleKeybinds comes before the move
LocalPlayer.tick sends in the same client tick, so the server shoots from
the position of the move it handled the tick before, one tick of strafe
behind the camera. Hub::process_inbox applies moves at once and hands a
PlayerAction to the game for after the pass; it held a queued move behind
a dig, UseItem, UseItemOn and Interact, not behind the release, the drops
or the stab. The move ran first, and the arrow left a tick ahead of the
camera: strafing left, it seemed to come from the left instead of the
right.

Every PlayerAction now holds the queued move for the next tick. A test
drains a release followed by a move and checks the game gets the release
alone with the guest's position and known movement unchanged.

Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-11-06 09:53:03 -06:00
Kevin RamirezandClaude Fable 5.1 efc682f297 A player boards a vehicle again right after leaving it (#11158)
Entity.removePassenger sets the leaving passenger's boardingCooldown to
60, but Player.removeVehicle overrides Entity.removeVehicle and zeroes it
right after super.removeVehicle(), so a player never waits to board again;
only mobs do. #8733 (from #8586, which missed that override) gave the host
and every guest the 60 ticks, checked by may_board before boarding a boat,
cart, cushion, ghast, llama, mount or nautilus: the delay the issue
reports.

The player's cooldown goes: the boarding_cooldown and riding_at_tick
fields of Game and Guest, their swap for a guest's turn, the per-tick
count-down and may_board at its eight call sites. Each interaction still
refuses a sneaking player, the other half of Entity.canRide. Mobs keep
extra.boarding_cooldown.

Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-11-06 09:44:13 -06:00
Nikita Maximilian GrimmandClaude Opus 5.5 0bd8f4c89c Shader packs: the scripted clock's step in decimal milliseconds
A 60 fps clock steps 16.666667 ms a frame, which a whole number of
milliseconds can't give. FrameTiming::nth takes the step as f64.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 16:28:13 +01:00
Nikita Maximilian GrimmandClaude Opus 5.5 e173055d5d Shader packs: a scripted clock that comes before STILL's ticks
PackInputs::frame_timing gives the frame number, the seconds since frame 1
and the seconds since the frame before. Iris-format packs take it for
frameCounter, frameTimeCounter and frameTime and smooth wetness,
eyeBrightnessSmooth and centerDepthSmooth by its delta; custom uniforms
start over on its frame 1 and carry their state after. Horizon packs take
it for time, frame_index and delta_time, ease by it, and do not treat a
slow frame as a gap. Nothing sets it yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 16:28:13 +01:00
Florian ERNSTandCodex 5b44880bfb Reject unknown inline slot-range names before execution
Co-Authored-By: Codex <[email protected]>
2026-11-06 16:26:05 +01:00
Kevin RamirezandClaude Fable 5.1 b2a6c25a6e A player saved while gliding comes back gliding (#11193)
LivingEntity.addAdditionalSaveData writes FallFlying as isFallFlying(), and
readAdditionalSaveData sets shared flag 7 from it, so a player who saves
mid-glide resumes the glide on the next load. Horizon wrote a fixed
FallFlying of 0 and never read it back: the player came back standing in
mid-air.

Level now keeps fall_flying, read from any numeric FallFlying tag (as
getBooleanOr does) and written from the guest's glide; playerdata's store
and apply carry it between the Guest and the file. The server's next
sync_player_state sends the 0x80 shared flag to the client, and
updateFallFlying's port ends the glide if it can't go on.

Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-11-06 09:24:52 -06:00
TheMrZZandCodex gpt-6.1-sol 942e212ca7 Fix unless-function continuation after fallthrough
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
2026-11-06 16:20:21 +01:00
JoansitohandGrok <grok-4.7> e380e88edb Keep wither skulls in flight through a chunk save
Entity.shouldBeSaved is true for every projectile in 26.3, and
WitherSkull adds `dangerous` on top of the hurting projectile's
fields. Horizon listed WitherSkull as not saved, so a skull still in
the air when its chunk unloaded was gone when the chunk came back,
and a blue skull came back as nothing.

Write and read the skull the same way as the fireballs: `dangerous`
as a byte (absent means a black skull), and no `Fire` since
WitherSkull.shouldBurn is false. The fire rule now keys on the
fireballs proper (is_item_fireball) instead of "not blast-immune",
which would have lit a saved skull.

Co-Authored-By: Grok <grok-4.7> <[email protected]>
2026-11-06 16:18:52 +01:00
Florian ERNSTandCodex 5201202a30 Evaluate named entity_scores predicates for bound holders
Co-Authored-By: Codex <[email protected]>
2026-11-06 15:59:55 +01:00
rison1337andCodex GPT-6 f5c1c04245 Stream dynamic light sources and bound nearest-light selection
Avoid owning held-item names and intermediate lists on every frame.
Keep stable nearest-16 lighting output and document FPS and image checks.

Co-Authored-By: Codex GPT-6 <[email protected]>
2026-11-06 19:48:30 +05:00
TheMrZZandCodex gpt-6.1-sol fcb378d2dd Emit mob command damage vibrations before returning
Post the existing damage event for accepted health-changing mob command hits so a same-tick teleport cannot move its origin. Preserve the existing duplicate marker and reinforcement handling; pin the real command/listener route against Java.

Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
2026-11-06 15:42:35 +01:00
MSedgeMC 4062a09766 test: mine a block in creative too, where nothing drops
tools/test_block_removal_parity.py only ever mined as a survival player:
every mine case ran ServerPlayerGameMode.destroyBlock in SURVIVAL, so the
creative branch (Player.preventsBlockDrops, no mined statistic, no tool
wear) was never compared even though game.rs::break_block_as_player splits
on it. Half the mine cases now run in creative, with a tool that can destroy
blocks in creative (a sword and a mace cannot, which the creative-mining
predicate corpus already owns).

VanillaDispenserOracle's Miner gains a creative flag (isCreative and
hasInfiniteMaterials) and the real CREATIVE game mode; the game's dispense
fixture sets the same mode for the case. --survival-only reproduces the
corpus as it was before this change.

4000/4000 cases match on the new corpus.
2026-11-06 14:29:14 +00:00
Florian ERNSTandCodex 48791d642e Expose loaded arrow Owner references in command NBT
Co-Authored-By: Codex <[email protected]>
2026-11-06 15:26:21 +01:00
DUzzL 7f87be741b Keep golems off zombie horses, camel husks and zombie nautilus 2026-11-06 15:22:15 +01:00
Arslan ArmanulyandClaude Opus 5.5 5a44d6dd7f Shader packs: the sky's parts blend as vanilla draws them
gbuffers_skybasic drew every part of the sky with the translucent blend.
Vanilla 26.3 draws the sky disc and the dark disc with RenderPipelines.SKY
(ColorTargetState.DEFAULT, no blending), the sunset fan translucent and
the stars with RenderPipelines.STARS (BlendFunction.OVERLAY: colour
SRC_ALPHA ONE, alpha ONE ZERO). Iris 1.11.7 drew them so with probe packs
of ours: the sky disc kept exactly what the program wrote, (0.3, 0.6,
0.9, 0.25) in buffers of four formats, and the stars added 0.25 x 0.5 to
the disc's 1.0 and left their own alpha 0.5. Without a
blend.gbuffers_skybasic of the pack's own, the disc and the void, and
the stars, now draw with pipelines of the same program that blend so,
keeping a blend.gbuffers_skybasic.<buffer> the pack sets (Iris blended
the disc into that buffer only).

Part of #10490

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 19:20:28 +05:00
Arslan ArmanulyandClaude Opus 5.5 54c4a07e61 Shader packs: a float output into an integer buffer no longer refuses its program
A program writing a float vec4 into an integer colortex (RGBA32UI...) was
refused: wgpu has no float output into an integer target, so the whole
program, and every buffer it writes, was lost. Iris 1.11.7 drew such a
program with a probe pack of ours: its other buffers kept what it wrote,
and the integer buffer read the floats' bits back (GL leaves that value
undefined; these are NVIDIA 615.78.08's). The output now writes the
float's bits as the buffer's integer type.

Part of #10490

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 19:19:41 +05:00
Arslan ArmanulyandClaude Opus 5.5 1fd49b9082 Shader packs: noiseTextureResolution sizes the default noisetex
Horizon always made its default noise texture 256 wide. Iris 1.11.7
made it the size a pack's `const int noiseTextureResolution` gives, when
declared in a fragment shader (composite, deferred, gbuffers, final, or
shadow.fsh with no shadow pass), and ignored it in a vertex shader, in
probe packs of ours. The setting is now read like a colortex format.

Part of #10490

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 19:19:10 +05:00
Arslan ArmanulyandClaude Opus 5.5 892f24b15d Shader packs: the length of a buffer block's runtime array reads back
`.length()` of a runtime-sized array in a named buffer block made naga's
validator refuse the program: its GLSL frontend loads the array and takes
the length of the loaded value. After parsing, the length is now taken of
the array's pointer. Iris 1.11.7 ran such a program in a probe pack of
ours and read the buffer's length (bufferObject size / stride).

Part of #10490

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 19:19:00 +05:00
Arslan ArmanulyandClaude Opus 5.5 dde8c502ca Shader packs: a compute stage reading a shadow buffer turns the shadow pass on
Horizon decided whether to run the shadow pass from the samplers of the
programs' vertex and fragment stages only. A pack whose only reader of
shadowtex0 or shadowcolor0 was a compute stage (prepare.csh alone, or a
composite.csh beside a composite.fsh that reads none) got an empty map
(1.0), while Iris 1.11.7 drew it for probe packs of ours (0.3956 depth,
0.251 shadowcolor0 at our noon scene). Compute stages now count as the
other stages do.

Part of #10490

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 19:18:41 +05:00
Arslan ArmanulyandClaude Opus 5.5 b31e63adc8 Shader packs: an R11F_G11F_B10F image is stored into and read back
Horizon made an R11F_G11F_B10F custom image as RGBA16F, then refused
every program that declared it layout(r11f_g11f_b10f), since the shader's
storage format no longer matched the texture. Iris 1.11.7 stored into such
an image and read it back, with a probe pack of ours: (0.25, 1.5, 3.0)
read back as written, alpha 1, also filtered between texels. The image is
now Rg11b10Ufloat where the device stores into that format; elsewhere it
stays the RGBA16F stand-in, and the shader's image declares that format.

Part of #10490

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 19:18:33 +05:00
Arslan ArmanulyandClaude Opus 5.5 e4bb7bf7ae Shader packs: the sun and moon leave their own alpha, as vanilla's celestial blend
The default blend of gbuffers_skytextured added the sun's alpha over the
sky's (One, OneMinusSrcAlpha). Vanilla 26.3 draws the sun and moon with
RenderPipelines.CELESTIAL, BlendFunction.OVERLAY: colour (SRC_ALPHA, ONE),
alpha (ONE, ZERO). Iris 1.11.7 left the sun's own alpha (2.0) in an
RGBA32F buffer the sky had written 1.0 to, with a probe pack of ours;
Horizon left 1.0.

Part of #10490

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 19:18:12 +05:00
DUzzL f7b204a231 Read mod features from worldgen/feature/, 26.3's folder 2026-11-06 15:17:45 +01:00
SamSu 6635e7a46a Launcher: rewrite the Thai translation (th.json)
Thank you for adding Thai to the launcher in #8306. We were really
happy to see it. When we used it, though, many lines were hard to
understand for us as Thai players. The translation looks
machine-made, and many words have their everyday meaning instead of
their computer meaning. We rewrote it so that Thai players can use the
launcher comfortably. 731 of the 1225 strings changed. The others
were already good, so we kept them as they were.

Below is each word we changed, what it is now, and how a Thai reader
understands the old word. We hope this makes our reasons clear, even
if you don't read Thai:

- build: อาคาร / โครงสร้าง -> บิลด์
  อาคาร means a building (a house, an office). โครงสร้าง means the
  structure of something. "Native build" read as "the original
  building". Thai developers and players say บิลด์, written as it
  sounds.
- instance: ตัวอย่าง -> อินสแตนซ์
  ตัวอย่าง means "example" or "sample", so "Instance" looked like a
  demo copy of the game, not a separate game setup. อินสแตนซ์ is the
  English word written in Thai, as Thai players say it.
- native (mod, build): ดั้งเดิม -> เนทีฟ
  ดั้งเดิม means traditional or original. "Native mod" read as "the
  original mod", which says nothing about compiled code. เนทีฟ is the
  usual Thai programming word.
- launcher: ตัวเรียกใช้งาน / ตัวเปิด / (left in English) -> ลันเชอร์
  The same thing had three names, so a player could not tell they
  were one program. ลันเชอร์ is what Thai players call it.
- jar: ขวด / โหล -> ไฟล์ jar
  ขวด is a bottle and โหล a glass jar for food. "Port gets the jars"
  read as "Port gets the bottles". It is a file type, so ไฟล์ jar.
- Loader: รถตักดิน -> ตัวโหลด
  รถตักดิน is a wheel loader, the construction vehicle.
- Client: ลูกค้า -> ไคลเอนต์
  ลูกค้า is a shop customer. Here it means the game client.
- Running / run: วิ่ง -> กำลังทำงาน / รัน
  วิ่ง is running on foot. "Running" read as "jogging". A program
  that runs is ทำงาน (working) or รัน.
- Proxy: หนังสือมอบฉันทะ -> พร็อกซี
  หนังสือมอบฉันทะ is a legal power-of-attorney letter.
- port: ท่าเรือ -> พอร์ต
  ท่าเรือ is a harbour for ships. A network port is พอร์ต.
- cape: แหลม -> ผ้าคลุม
  แหลม is a headland on a coast (or "sharp"). A Minecraft cape is a
  cloak, ผ้าคลุม.
- cosmetics: เครื่องสำอาง -> คอสเมติก
  เครื่องสำอาง is make-up (lipstick, powder). Thai gamers call
  in-game items to wear คอสเมติก.
- seed: เมล็ดพันธุ์ -> seed
  เมล็ดพันธุ์ is a plant seed for farming. Thai Minecraft players use
  the English word for a world seed.
- Home (page): บ้าน -> หน้าแรก
  บ้าน is a house. The Home page is the first page, หน้าแรก.
- Ban: บ้าน -> แบน
  Ban was also translated as บ้าน ("house"), so the ban button said
  "house". Thai players say แบน.
- founder (set): ผู้ก่อตั้ง -> ผู้เล่นรุ่นแรก
  ผู้ก่อตั้ง is the person who founded a company, so "Free for
  founders" read as "free for the people who started Horizon". The
  shop page says the set is for "the players who were here first", so
  it is ผู้เล่นรุ่นแรก, "early players". It is not "sponsors" either:
  the set is free.
- player counts: คน -> ผู้เล่น
  "{online} of {max} players" used คน (person). In a server list Thai
  players expect ผู้เล่น (player), as the game itself says.
- Java Edition: รุ่นจาวา -> Java Edition
  A product name, like Minecraft and Microsoft, which stay in
  English. รุ่นจาวา ("the Java version") reads as a Java release.
- 78 strings still in English -> translated
  They showed English in the middle of a Thai screen.
- Polite particle ครับ removed
  ครับ is the spoken "sir" that ends a sentence when a man talks. In
  UI text it sounds like a person talking, not a program.

We kept every {placeholder} and every middle dot of the English, and
we used one Thai word for each English term across the whole file.

The two of us, both native Thai speakers, read every changed line
(SamsVT and NotNiceKun). If anything still reads wrong,
please tell us and we will gladly fix it. Thank you for Horizon!
2026-11-06 21:11:40 +07:00
Florian ERNSTandCodex b127089760 Preserve literal modern sign string messages
Co-Authored-By: Codex <[email protected]>
2026-11-06 15:04:48 +01:00
Delete228andCodex e575a22cb2 Use the isolated game environment for mob discard parity
Co-authored-by: Codex <[email protected]>
2026-11-06 16:58:15 +03:00
AxxioandAntigravity 4e6b887535 multiplayer: narrate incompatible server version and motd
Narrate incompatible server list entries matching vanilla narration order: select -> incompatible -> version -> motd. Also remove the note about incompatible server status from docs/narrator.md known differences.

Closes #10317

Co-Authored-By: Antigravity <[email protected]>
2026-11-06 14:49:21 +01:00
Florian ERNSTandCodex 4d3f9944eb Honor fork state for terminal execute condition errors
Co-Authored-By: Codex <[email protected]>
2026-11-06 14:44:04 +01:00
AxxioandAntigravity 4e36ae1e4e docs/README.md: index live mod reloading design note
Link docs/design/mod-hotload.md under the Design notes section.

Fixes #11154.

Co-Authored-By: Antigravity <[email protected]>
2026-11-06 14:39:41 +01:00
TheMrZZandCodex gpt-6.1-sol 253a694871 Fix live mob custom-name component predicates
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
2026-11-06 14:37:37 +01:00
AxxioandAntigravity bfdff7afb6 docs/native-client: update stale platform scope note
macOS and Windows are supported platforms with dedicated documentation under docs/platform/. Replace the stale 'macOS and Windows are out of scope' sentence with a reference to docs/platform/.

Fixes #11145.

Co-Authored-By: Antigravity <[email protected]>
2026-11-06 14:36:19 +01:00
voidsip ff416a1889 Tick the gateway passenger player in the command oracle scene 2026-11-06 07:33:50 -06:00
AxxioandAntigravity 89dc5664de audio: support HORIZON_AUDIO_BUFFER override for Linux buffer underruns
On Linux, Horizon asks ALSA for a 1024-frame fixed buffer to keep sound effects low-latency. When PipeWire is configured with min-quantum >= 1024 (common for Bluetooth audio or in VMs), the 1024-frame buffer repeatedly underruns with POLLERR and produces no sound.

Allow setting HORIZON_AUDIO_BUFFER=default or HORIZON_AUDIO_BUFFER=<frames> (e.g. 2048) to override the fixed buffer request and use a larger or system-default buffer. Document the environment variable in native-client.md.

Fixes #11082.

Co-Authored-By: Antigravity <[email protected]>
2026-11-06 14:21:51 +01:00
voidsip a98ba02730 Allow parity runner defaults in dolphin and spell harnesses 2026-11-06 07:19:21 -06:00
Delete228andCodex 36232d8820 Restore the frozen tick decision before ending a sprint
Co-authored-by: Codex <[email protected]>
2026-11-06 16:17:27 +03:00
Florian ERNSTandCodex 85b299df9d Preserve Pillager and WanderingTrader saved inventories
Co-Authored-By: Codex <[email protected]>
2026-11-06 14:13:19 +01:00
Delete228andCodex c968fb0d7d Keep native compatibility checks runnable in the upstream test harness
Co-authored-by: Codex <[email protected]>
2026-11-06 16:11:31 +03:00
Delete228andCodex 1bb6912a4b Keep native compatibility checks runnable in the upstream test harness
Co-authored-by: Codex <[email protected]>
2026-11-06 16:11:31 +03:00
DUzzL 7a46ba1f27 Show the dismount hint when the player starts riding 2026-11-06 14:09:41 +01:00
DUzzL f3d842d846 Seat other players on a cushion they sit on 2026-11-06 14:08:47 +01:00
Delete228andCodex 8f73091827 Format the native compatibility changes
Co-authored-by: Codex <[email protected]>
2026-11-06 16:05:48 +03:00
AxxioandAntigravity 03d9b39fc4 tests/test_harness_args: match system path separator for default work dir
DEFAULT is a Path object that formats with backslashes on Windows, while harness_args.py appends str(default). Pinning against str(DEFAULT) instead of the hardcoded POSIX string lets the test pass across all platforms.

Co-Authored-By: Antigravity <[email protected]>
2026-11-06 13:52:31 +01:00
Delete228 a5fa6f0d09 Keep empty native container provisioning out of inventory notifications 2026-11-06 15:51:42 +03:00
Delete228andCodex 04448803c8 Hide discarded mobs from immediate lookup and passenger saves
Keep removed mob entries out of command enumeration and UUID/ID lookup before
the normal sweep, and prevent a discarded passenger from saving inside its
vehicle. Preserve existing death-time and health rules.

Validate frozen Game commands/API37/save assembly against real26.3 discard
and entity-manager behavior with both client and server JARs.

Co-Authored-By: Codex <[email protected]>
2026-11-06 15:51:39 +03:00
AxxioandAntigravity 8f39c8afd2 docs: remove stale server End credits note
Co-Authored-By: Antigravity <[email protected]>
2026-11-06 13:48:49 +01:00
DUzzL 0f992292b7 Split slimes, magma cubes and sulfur cubes when the body is removed
Horizon split a dying cube at the moment of death. Vanilla
AbstractCubeMob.remove runs the split when the entity is removed, which
LivingEntity.tickDeath does after the death animation (deathTime 20),
so the smaller variants appear about one second later.
2026-11-06 13:37:46 +01:00
Delete228andCodex 21d66471d4 Bind content item aliases to ordinary block placement
Compile place_block declarations into the existing BlockItem binding table and load secondary item-to-block mappings for client prediction and server placement. Preserve alias item identity, component defaults and existing primary block-item mappings.

Validation: 49 compiler, 38 declaration and 63 item tests pass. Explicit prepared-resource tests verify original placement context IDs, real survival consumption, adventure refusal and dry client prediction. Strict clippy, formatting and public-tree checks pass.

Co-Authored-By: Codex <[email protected]>
2026-11-06 15:35:03 +03:00
Florian ERNSTandCodex 6e302fab48 Remove stale Animal LoveCause when no reference is modeled
Co-Authored-By: Codex <[email protected]>
2026-11-06 13:34:29 +01:00
Delete228andCodex b55e8616c1 Keep native entity data through creative Pick Block
Co-Authored-By: Codex <[email protected]>
2026-11-06 15:32:57 +03:00
Riccardo GuerrieroandClaude Opus 5.5 f7af3f420f use_item_on's oracle posts item_interact_start when a use starts
The oracle's stand-in player overrode LivingEntity.startUsingItem and only recorded the item, so
the real vanilla vibration never ran: ItemStack.causeUseVibration posts ITEM_INTERACT_START when
the stack's use effects ask for interaction vibrations, which every item's UseEffects.DEFAULT
does (DataComponents.COMMON_ITEM_COMPONENTS). Since #10272 Horizon posts it, so the harness
reported 284 false mismatches (4916/5200). It now calls causeUseVibration under the same guard
as vanilla: 5200/5200.

A first draft by DeepSeek V4.1 Flash, via pi, reviewed by Claude.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 13:29:30 +01:00
Delete228andCodex ec74bd066b Add item fallback after native mob interactions pass
Keep entity actions and API 29 ahead of item fallback, reuse normal packet and crosshair selection, and let the first response consume with or without an acting-hand swing. Cover bounded native Mob entries with a pending fragment, generated dispatch and actual Game priority/filter tests; leave other living interaction tables explicit.

Co-Authored-By: Codex <[email protected]>
2026-11-06 15:21:46 +03:00
Delete228andCodex 3de12c0c7c Allow held-item break effects to name an explicit equipment slot
Keep ordinary wear, Unbreaking, durability criteria, stack removal and break handling in one path. Existing damage_held callers retain MainHand behavior; callers that model an offhand use may select OffHand without editing stack damage directly.

Validation: native prepared-resource Game test verifies offhand wear, break event48, unchanged main-hand stack, legacy event47 and creative immunity. Strict gameplay clippy, formatting and public-tree checks pass.

Co-Authored-By: Codex <[email protected]>
2026-11-06 15:21:44 +03:00
Riccardo Guerriero 01954d87c5 Merge remote-tracking branch 'origin/main' into fix/illager-target-memory 2026-11-06 13:19:46 +01:00
Ludovic Marie 41f822b659 Merge pull request #10301 from foudretbr/feat/screen-transparent-background-hook
🤖 Agent: foudretbr's rebase onto main (a1ff75a4a) drops the stray `);` that broke `tests/mod_api_hooks.rs`, and the file-wide import reorder. The hook change is the same 9 files: with no mod loaded, every translucent screen background is still the vanilla gradient. The 10 hook tests and tests.test_stamp_native_hooks pass.
2026-11-06 13:19:07 +01:00
Ludovic Marie d6fd737e31 Merge pull request #10382 from voidsipp/fix/10255-slow-event-note
🤖 Agent: merged main so this builds again (its old base still called `mob_to_nbt` without the UUID lookup that #10544 fixed). Burst notes are unchanged: one group per packet kind, each naming the player who spent the most time; the 7 burst and event-timing tests pass on the merged head.
2026-11-06 13:19:03 +01:00
rison1337andCodex GPT-6 52766de1c4 Skip falling-block mesh preparation behind the camera
Cache conservative envelopes of every baked model alternative, invalidating
on mutable model access. Reject rear-origin falling blocks only when their
complete padded model is outside the posed camera's depth clip planes.
Depth-only clipping preserves TAA jitter and screen-edge geometry; shader
packs keep their original path.

Include geometry/cache regression tests and separate ordinary/TAA FPS and
image comparisons, with front/empty controls and an oversized model fixture.

Co-Authored-By: Codex GPT-6 <[email protected]>
2026-11-06 17:19:01 +05:00
Ludovic Marie ce25432200 Merge pull request #11086 from horizon-rust/docs/readme-refresh
🤖 Agent: README/docs-media only; keeps the Project status block and '### Java parity' table the site and tests read, so playhorizon.dev's parity number is unaffected.
2026-11-06 13:18:59 +01:00
Delete228andCodex 15405e4ccf Route standard block fluid helpers through native-owned storage
Co-Authored-By: Codex <[email protected]>
2026-11-06 15:16:38 +03:00
Horizon agentandClaude Opus 5.5 bf4657da26 README: a cleaner page with fresh screenshots of today's game and launcher
The README's pictures were from mid-October (launcher 0.2.30, the old
menus), so this retakes them and tidies the page around them.

- Pictures: Nightly 2026-11-05 (66f3981) windowed on the Mac mini's M4
  Pro (Metal) with seed 8675309: a river valley with a village and a long
  view, a cherry-grove sunset, a crimson forest with a piglin, survival
  with the HUD, and two players over LAN; the launcher 0.2.47's Home (with
  those screenshots in its instance) and Mods pages. WebP, 712 KB in all,
  under docs/media/readme/. The five README-only images they replace are
  removed; village/nether/underwater.webp stay (the launcher embeds them).
- Text: a short pitch, what works in the current release, a download
  table with each platform's file and requirements (Windows x64 and Arm,
  macOS Apple Silicon and Intel from 12, Linux glibc), the Microsoft
  sign-in requirement, mods and shader packs (Java mods don't run;
  modpacks import), hosting, agent control, build from source,
  contributing, and Mojang's "NOT AN OFFICIAL MINECRAFT PRODUCT" line.
- Fixed claims: macOS Intel and Windows on Arm are out (not "from the next
  Nightly"); the known-issues line points to docs/known-issues.md.
- Two badges instead of seven: the parity and gap badges the tests and
  tools/parity_gaps.py keep in sync. "Project status", its gap block and
  the "### Java parity: N%" table are unchanged, so the website still
  reads its number and #build-from-source/#project-status still resolve.

Builds on #11040 by Web-mc1, who first noticed the launcher pictures were
outdated and retook them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 13:14:09 +01:00
Horizon agentandClaude Opus 5.5 3c6c890993 Drop the selector criterion run-log doc
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 13:11:20 +01:00
Horizon agentandClaude Opus 5.5 0efe1c2c13 Player effects also leave out ambient false and show_particles true
MobEffectInstance.Details.MAP_CODEC uses optionalFieldOf("ambient", false)
and ("show_particles", true), so like amplifier 0 those defaults are not
written (the mob writer already does this). The harness gets a default
work dir, so tools/parity.py can run it with no arguments; the run-log
doc is dropped.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 13:11:18 +01:00
Horizon agentandClaude Opus 5.5 a2090d0b0f Entity boolean harness: default work dir; drop the run-log doc
tools/parity.py runs each harness with no arguments, and this one exited
asking for --work-dir; it now uses a fresh folder under .local.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 13:11:18 +01:00
Horizon agentandClaude Opus 5.5 5b12729b5f Happy ghast ambient goes through Mob::voice; drop the capture harness
Mob::voice already plays at the feet (Entity.playSound), stays quiet for a
Silent entity, uses getSoundVolume and HappyGhast's pitch 1.0, so the
special arm is not needed and a Silent happy ghast no longer sounds. The
test checks the Silent case too. The 238-line capture harness ran a Java
server, a native server and a client for 1200 ticks on every ai.rs
change; the resource test covers the position.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 13:11:14 +01:00
Horizon agentandClaude Opus 5.5 cf20ccc4f9 rustfmt the new toolchain test
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 13:07:27 +01:00
voidsip 58a5690ec6 Add native client sound parameter interception 2026-11-06 06:05:23 -06:00
Florian ERNSTandCodex d2b61ade91 Omit stale default power from saved TNT
Co-Authored-By: Codex <[email protected]>
2026-11-06 13:01:50 +01:00
DetimesandClaude Opus 5.5 cdd4ffe95d Format native_bots.rs
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 12:00:29 +00:00
Horizon agent f217a34593 Merge main into #10240
# Conflicts:
#	tools/port_map/client-004.tsv
2026-11-06 13:00:17 +01:00
Horizon agent f15541c0fe Merge remote-tracking branch 'origin/main' into pvp-2/sneak-input
# Conflicts:
#	crates/horizon-client/src/game/remote.rs
2026-11-06 12:59:58 +01:00
Horizon agent 965c9d9aed Merge main into #10219
# Conflicts:
#	crates/horizon-client/src/game/scoreboard.rs
2026-11-06 12:59:46 +01:00
Horizon agent 97f85f4530 Merge main into #10540 2026-11-06 12:57:33 +01:00
Horizon agent 4ce74ca81c Merge main into #10565 2026-11-06 12:56:03 +01:00
Horizon agent 2dcb671e13 Merge main into #10546 2026-11-06 12:55:54 +01:00
Horizon agent 964d919d96 Merge main into #10542 2026-11-06 12:55:19 +01:00
Delete228andCodex fd61fa626e Expose block clone stacks to native mods
Co-Authored-By: Codex <[email protected]>
2026-11-06 14:53:55 +03:00
voidsip db25d1d092 Match NBT path quoted escapes and index tokens 2026-11-06 05:53:36 -06:00
Ludovic Marie 398da21689 Merge pull request #10372 from Skr1zzzz/tab-shown-10108
🤖 Agent: merged #10312 (with main) in. The cache compares the whole Scoreboard twice per frame (displayed_ids and layout) and clones it on every change, so a server ticking a sidebar score every tick rebuilds and clones each frame; still cheaper than the old double sort, and tab_list parity passes on a union holding this head.
2026-11-06 12:50:14 +01:00
Ludovic Marie 297a718908 Merge pull request #10312 from Skr1zzzz/mp-fps-4664
🤖 Agent: merged main in: #10328 (merged meanwhile) now caches the layouts of the tags your collect_name_tags keeps, and #10098's new hide_gui argument is passed in your early tab_list::visible check too, so F1 still hides the list on the skip path. Skipping a tag whose entity box (inflated 0.5) is off the frustum matches vanilla, where shouldRender gates the name tag with the entity. 194 selected harnesses run on a union holding this head: tab_list and hud pass, the 8 failures are identical without it.
2026-11-06 12:50:08 +01:00
DUzzL 8a78ad3315 Apply death_protection death_effects for players and mobs, read mob hands by component 2026-11-06 12:48:18 +01:00
voidsip 82dc682cbc Parse server properties numbers like Java 2026-11-06 05:48:05 -06:00
Evrim CicekandClaude Opus 5.5 09160dc1e2 Merge upstream/main into fix/mounted-attack-box
Minecarts and primed TNT now seat their riders from the riders map;
the branch's seated box is kept on that path.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 14:46:14 +03:00
voidsip f1ef5cb53a Expose local particle spawning to native client mods 2026-11-06 05:43:33 -06:00
Ludovic Marie 28a389b7a3 Merge pull request #10557 from Detimes/feat-10404-older-clients-1b
🤖 Agent: shelf mushroom stands in as brown_mushroom_block (solid, not the walk-through brown mushroom), explorer maps as filled_map; 26.2 refusal from #10477 still in place
2026-11-06 12:42:26 +01:00
Horizon agentandClaude Opus 5.5 8ead30efe3 Native mods on Intel Macs: the launcher brings Rust for x86_64 macOS
The x64 macOS launcher (#1161) installed and ran the game, but native mod builds
stopped with "the launcher has none for macos x86_64": its managed toolchain
had no x86_64-apple-darwin host. Add Rust 1.99.1's official rustc, cargo and
rust-std for it, pinned by the SHA-256 static.rust-lang.org publishes; the
linker is the system's, as on Apple Silicon.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 12:41:15 +01:00
atsauban 052d9ebf20 fix(launcher): support responsive wrapping on narrow windows
Prevent vertical letter-by-letter text stacking and control clipping
when running in narrow tiling or compact displays:
- Top bar switches to compact tab padding and hides long subtitle
- Home actions and subtabs adaptively scroll and wrap without overflowing
- Mods and Versions headers stack title and filters vertically
- Settings navigates via top scrollable pill bar on narrow displays
- About tiles and Account cards stack cleanly
- Setting rows wrap controls instead of shrinking labels to 0 width
2026-11-06 18:40:50 +07:00
Evrim CicekandClaude Opus 5.5 d1ce5ddfd9 Merge upstream/main into fix/iron-golem-toss
Upstream's UUID bridge (#10304) now writes a mob anger target's UUID
through mob_to_nbt's uuid_of. The branch keeps its two additions on top:
a target read from the save that is not in the world keeps the loaded
UUID, and the loaded angry_at goes once the anger is over.

A mob only gets its UUID when it is first saved, so an anger target
not saved yet came out with no angry_at (wolves too). mob_tree_nbt now
gives a target that is still in the world its UUID first; the new
anger_at_a_mob_not_saved_yet_names_it test failed without that.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 14:37:40 +03:00
Horizon agentandClaude Opus 5.5 25ce3945c8 Roadmap: link 22 proposal issues to their items; launcher accessibility and local builds as Later items
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 12:37:18 +01:00
Florian ERNSTandCodex 40b1fc9100 Save default Interaction dimensions and response
Co-Authored-By: Codex <[email protected]>
2026-11-06 12:35:47 +01:00
Detimes a61d6fa54f Merge remote-tracking branch 'upstream/main' into hooks-bots 2026-11-06 11:34:12 +00:00
TaquitoSuabe 38d23bc13c gfx: skip broken Haswell Vulkan driver (hasvk) and fall back to OpenGL
- Mesa's hasvk Vulkan driver for Intel Haswell (Gen 7.5, vendor 0x8086) reports conformance version 0.0.0.0 and suffers from severe vertex buffer corruption and polygon tearing across 3D terrain (#9912).
- Check is_broken_haswell_vulkan in open_with_retry to skip non-conformant hasvk on Haswell and fall back cleanly to Mesa crocus OpenGL 4.6 Core Profile.
- Preserve Ivy Bridge (IVB) on Vulkan (#4059).
2026-11-06 04:31:50 -07:00
Delete228andCodex c4c0e6fc6b Expose dropped-item block contact to native mods
Co-Authored-By: Codex <[email protected]>
2026-11-06 14:25:58 +03:00
voidsip d2d046b1be Honor mapped function keys in keyboard input 2026-11-06 05:18:42 -06:00
foudretbr ae2e74af51 Native mod API: transparent screen background hook and menu blur
Fixes #10131

# Conflicts:
#	crates/horizon-client/tests/mod_api_hooks.rs
2026-11-06 12:17:57 +01:00
DUzzL 62028656e0 Save common Entity fields for registered Markers 2026-11-06 12:15:42 +01:00
VaspyyyandClaude Opus 5.5 6f2b33ff95 Launcher Settings: update status and Check now move to Updates
Horizon's update status (Up to date, Install) and the launcher's version with
Check now / Update sat under About, while the Updates section held only the
two auto-update switches. They now open Updates, in both looks: the Glass
tiles above the switches, the classic rows at the top of its Updates group.
About keeps the data folder (now a row like Logs), logs and the applications
menu.

Fixes #11035

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 12:14:33 +01:00
voidsip 5fd9d40d4c Validate packet resource identifiers when decoding 2026-11-06 05:14:09 -06:00
Detimes d0a80d6eb8 Merge remote-tracking branch 'upstream/main' into native-refresh-commands 2026-11-06 11:06:23 +00:00
DUzzL 3a0d345f06 Use the death-protection item, not the totem id, for the totem animation
The integrated server matched the used item by id (minecraft:totem_of_undying)
and used it up before the client looked for it, so any other item with
death_protection showed a plain totem in the activation animation.

Vanilla LivingEntity.checkTotemDeathProtection takes the first hand whose
stack has DataComponents.DEATH_PROTECTION, keeps a copy before shrink(1), and
uses that copy for the stat, the used_totem trigger and the animation.

Part of #10587
2026-11-06 12:01:57 +01:00
ScholiboiandClaude Opus 5.5 09ac779466 Pearls on a server's client hover in bubble columns as vanilla's do
ThrowableProjectile.tick runs on the client too: handleFirstTickBubbleColumn
before gravity, then applyEffectsFromBlocks' BubbleColumnBlock.entityInside
after the move, with Projectile's unclamped pushes (+0.06 inside, +0.1 at the
surface, -0.03 dragging down). The client's remote_projectile_tick had none of
it, so a pearl held in a stasis chamber on a server sank between the tracker's
updates and snapped back on each one.

Projectile::tick_remote adds both for ThrowableProjectiles, through a new
ProjectileWorld::bubble_column hook (bubble_column_at for the game's world).
The integrated and dedicated servers keep pushing their pearls in the
creature tick, so their projectiles are not pushed twice.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 16:28:27 +05:30
Riccardo Guerriero cd7ce3024a Merge remote-tracking branch 'origin/main' into fix/piglin-admired-drop 2026-11-06 11:58:16 +01:00
Riccardo Guerriero 8eb1e7cf4f Merge remote-tracking branch 'origin/main' into fix/illager-target-memory 2026-11-06 11:55:42 +01:00
4e94325ba5 Evokers and illusioners keep an unseen target for 15 seconds
Their target goals call setUnseenMemoryTicks(300): the evoker's player
and villager goals, the illusioner's player, villager and iron golem
goals. Pillagers and vindicators keep the default 60.

Co-Authored-By: Codex (gpt-6.1-terra) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 11:55:42 +01:00
Riccardo Guerriero 225bcde8b9 Merge remote-tracking branch 'origin/main' into fix/trade-display-drop-chance 2026-11-06 11:52:39 +01:00
1dd1969640 Tests skip when the vanilla data is missing, as CI has none
Co-Authored-By: Codex (gpt-6.1-terra) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 11:52:39 +01:00
Horizon agentandClaude Opus 5.5 7e13949bcf 26.2 stand-ins: a solid block for the shelf mushroom, filled_map for explorer maps
The shelf mushroom is a solid shelf players stand and bounce on (ShelfMushroomBlock's shape); the brown
mushroom it stood in as has no collision, so a 26.2 client would fall through what the server stands on and
be pulled back. Its block now shows as brown_mushroom_block, whose collision holds the shelf's; the item stays
brown_mushroom. The new explorer maps are filled maps (MapItem), so they show as filled_map, which draws their
map_id, not as an empty map. v26_2_ids.rs regenerated with --substitutes. TooltipDisplay's writer no longer
allocates a list on every write.

Review follow-up for #10557 (Detimes).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 11:51:51 +01:00
Ludovic Marie a1ff75a4a5 Merge pull request #11021 from horizon-rust/fix/audit-issue-flood
🤖 Agent: tooling only. When more than 20 harnesses newly fail at once, the audit now opens one issue instead of 421, and the open-issue lookup no longer stops at 200.
2026-11-06 11:51:49 +01:00
Ludovic Marie bedc6fbeda Merge pull request #11012 from Web-mc1/main
🤖 Agent: tooling only. ensure_work_dir now returns the folder argparse picks, so the --work-dir=PATH spelling no longer crashes four harnesses on sys.argv.index.
2026-11-06 11:51:46 +01:00
Riccardo Guerriero ad6e268383 Merge remote-tracking branch 'origin/main' into fix/sleeping-mob-push 2026-11-06 11:49:31 +01:00
445ba1168e Tests skip when the vanilla data is missing, as CI has none
Co-Authored-By: Codex (gpt-6.1-terra) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 11:49:31 +01:00
Horizon agentandClaude Opus 5.5 31310a69f6 harness_args: return the work dir the run uses
Four harnesses looked the directory up with sys.argv.index('--work-dir'), which raises
ValueError for the --work-dir=PATH spelling this PR keeps. ensure_work_dir now returns the
directory argparse will pick (the last one given) and they use that.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 11:48:41 +01:00
Horizon agentandClaude Opus 5.5 e517343add Nightly audit: one issue when many harnesses newly fail at once
The 2026-11-06 audit tested a main commit that did not compile (mob_to_nbt arity in raids.rs) and opened
421 "Parity regression" issues, one per harness. Above 20 new failures the audit now opens one issue with
the list and the first compiler error, and keeps those harnesses' previous results so the next audit
compares them again. The open-issue lookup no longer stops at 200.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 11:46:50 +01:00
Riccardo Guerriero d49f1a0444 Merge remote-tracking branch 'origin/main' into fix/mob-block-fall-sound 2026-11-06 11:46:33 +01:00
d2fbe234ba Tests skip when the vanilla data is missing, as CI has none
Co-Authored-By: Codex (gpt-6.1-terra) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 11:46:33 +01:00
DetimesandClaude Opus 5.5 ba4d3d471f Document the player bot helpers in native-mods.md
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 10:44:19 +00:00
DetimesandClaude Opus 5.5 a6a93455e8 Add native_simulate_player_move and native_collision_boxes for server-side player bots
One tick of a server player's own movement from a bot's input, played on a
copy of the body with the movement prediction's replay code, and the block
collision boxes in a box (Level.getBlockCollisions). Read-only; nothing runs
unless a mod calls them. Helper fragment player_bots, docs, unit tests.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 10:44:05 +00:00
DUzzL c545bd4cb1 Keep one world border per level 2026-11-06 11:34:26 +01:00
DetimesandClaude Opus 5.5 a0bb275b62 Native mods: native_refresh_commands rebuilds the players' command trees at run time (#10812)
A Game helper (Host::refresh_commands for trait mods): at the start of the
next server tick every mod's native_register_commands is asked again,
LanHost::native_commands and the hub's mod tree are rebuilt, and every
placed player is sent their tree again after native_player_commands_sent,
as PlayerList.sendPlayerPermissionLevel / Commands.sendCommands after
/reload. Hub::store_mod_commands keeps the new tree without sending it, so
each player gets one filtered tree. Servers whose mods never call it are
unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 10:28:45 +00:00
HiuoyandClaude Opus 5.5 3eda4b1b14 Native hook catalog: tooltip_render_pre is RenderTooltipEvent.Pre; Next hooks have all landed
`tooltip_render_pre` (#10302) is labelled `RenderTooltipEvent.Pre`, so
`horizon-port-pack events` counts the 10 ATM10 mods that listen to it.
The "Next hooks" table in docs/native-hooks-neoforge.md listed
`player_tick_pre` and the client tick pair, which have now landed: the
section lists them with the rest.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 14:16:33 +04:00
Web-mc1 8ccf1404e7 harnesses: keep the --work-dir a caller gives
Five command-oracle harnesses looked for a bare `--work-dir` and appended
their default anyway when the caller wrote `--work-dir=PATH`. argparse takes
the last value, so the caller's directory was silently replaced and the run
wrote its scratch output somewhere they did not ask for. They now share the
guard test_boat_leasher_parity.py already used, and tests/test_harness_args.py
pins both spellings.

🤖 Generated with Codebuff
Co-Authored-By: Codebuff <[email protected]>
2026-11-06 10:13:20 +00:00
1de40d7cd3 A use that swings the hand resets the attack charge
ServerPlayer.swingAndResetAttackStrength: the guest's block, item, leash
knot and entity uses reset the attack ticker when their swing starts.

Co-Authored-By: Codex (gpt-6.1-terra) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 11:12:32 +01:00
e3ca63226c Casting and reeling a fishing rod and throwing an eye of ender make the vibrations vanilla's do
- FishingRodItem.use posts cast and retrieval vibrations using the stack's use effects.
- EnderEyeItem.use posts a projectile-shoot vibration.

Part of #9776.

Co-Authored-By: Codex (gpt-6.1-terra) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 11:07:40 +01:00
77f00c606d A villager's held-up trade item never drops when it dies
ShowTradesToPlayer sets the main hand's drop chance to 0 when it shows
an offer (displayAsHeldItem) and back to 0.085 when it clears the hand
(clearHeldItem).

Co-Authored-By: Codex (gpt-6.1-terra) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 11:07:25 +01:00
5751bbd65f Native hooks: PlayerInteractEvent.EntityInteractSpecific, the point a player right-clicks on an entity
Add the native hook `entity_interact_specific` (NeoForge's `PlayerInteractEvent.EntityInteractSpecific`): a right-click on an entity hears the point clicked, measured from the entity's position, before `native_interact_entity`; a claim swings the hand and ends the click. Server-side.

Co-Authored-By: DeepSeek Pro via OpenRouter <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 13:58:31 +04:00
Horizon agentandClaude Opus 5.5 1c0fabcd7e Merge main into this branch
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 10:56:05 +01:00
GIGABAIT93andClaude Opus 5.5 10ec872cc1 docs/api/content.md: where a launcher puts content and what it checks
The install side of the Launch API, experimental: what a build loads (the
new `content`), the folder and the on/off file of each kind under
--game-dir, when a change applies, native mods needing a rebuild, what to do
with a .hpack, and the checks before installing as mod-index.md specifies
them (where it comes from, size and SHA-256, the minisign key, revoked[] and
installed copies, the manifest). Listed in docs/api/README.md. Part of #10562.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 11:49:14 +02:00
a2b395d91a A piglin always drops the item it admires, and one that isn't an ingot stops it despawning
Piglin.holdInOffHand equips the item with setItemSlotAndDropWhenKilled,
a guaranteed drop even without a player's kill, and makes the piglin
persistent unless the item is a gold ingot.

Co-Authored-By: Codex (gpt-6.1-terra) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 10:46:42 +01:00
ae31791c33 A sleeping villager, fox or player isn't pushed by the mobs that walk into it
LivingEntity.push(Entity) does nothing while the entity sleeps, and
doPush reaches the other entity through it. The mob snapshot carries
sleeping (a villager in bed, Fox.isSleeping) and push_entities skips the
push. The sleeper's own tick still pushes the others.

Co-Authored-By: Codex (gpt-6.1-terra) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 10:46:41 +01:00
Horizon agent 1fa86c919f Merge remote-tracking branch 'origin/main' into review-10557 2026-11-06 10:46:37 +01:00
GIGABAIT93andClaude Opus 5.5 2710305be4 --launch-api says what content this build loads
`content` in horizon-client's reply, from the constants the build checks
content against: content mods' manifest api lines (APIS without the removed
WebAssembly 0.1), native mods' hooks level and that they need a rebuild, the
shader schema and the line it draws, the resource and data pack formats, the
modpack format and the index schema. A launcher offers only what works. The
generated reference shows the hooks level as a placeholder, since it rises
with every hook. Part of #10562.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 11:44:04 +02:00
Ludovic Marie f4dcf8a2fb Merge pull request #10545 from horizon-rust/fix/revert-10416
🤖 Agent: main merged in (the old base had the mob_to_nbt test breakage, since fixed on main); still only the revert of #10416.
2026-11-06 10:42:19 +01:00
Florian ERNSTandCodex c87e5a6893 Omit the default amplifier from saved player effects
Co-Authored-By: Codex <[email protected]>
2026-11-06 10:39:48 +01:00
Ludovic Marie 0b2f2fda73 Merge pull request #10475 from Hiuoy/feat/player-tick-pre
🤖 Agent: the pre-tick hook swapped each guest's whole state into Game every tick even with no mod loaded; I pushed a guard so `as_guest` runs only when `mod_api::mods()` isn't empty. The fragment passes tests.test_stamp_native_hooks.
2026-11-06 10:39:30 +01:00
Horizon agent ef64ea9d3e Merge remote-tracking branch 'origin/main' into fix/revert-10416 2026-11-06 10:38:23 +01:00
Florian ERNSTandCodex 54cdfe00fe Load entity boolean flags through NBT byte conversion
Co-Authored-By: Codex <[email protected]>
2026-11-06 10:37:37 +01:00
Detimes 03ded99473 Merge remote-tracking branch 'upstream/main' into feat-10404-older-clients-1b 2026-11-06 09:31:26 +00:00
Ludovic Marie 0873f24d20 Merge pull request #10525 from Web-mc1/main
🤖 Agent: verify failed because bake_bricolage.py imports fontTools before it reads its arguments, and CI has no fontTools. I pushed a change that checks the arguments first, so the new usage test passes without fontTools installed.
2026-11-06 10:30:01 +01:00
Ludovic Marie 823cf263ff Merge pull request #10510 from megabytesme/fix/windows-icon-required
🤖 Agent: #10398 asked that a local build in a folder with a space still builds, so I pushed a fallback for GNU windres when the volume has no 8.3 names: outside CI it warns and builds without the icon instead of failing. With the taskbar-icon commit, `cargo check --target x86_64-pc-windows-gnu` passes on the desktop for horizon-client and horizon-client-input.
2026-11-06 10:29:57 +01:00
Hiuoy e5d96bad14 Merge remote-tracking branch 'origin/main' into feat/player-tick-pre 2026-11-06 13:29:54 +04:00
Ludovic Marie 296ac7fbf6 Merge pull request #10379 from voidsipp/fix/10102-prune-region-transactions
🤖 Agent: a failed region already restores its originals, so blocking the server start on any prune error took a server down for one corrupt chunk record. I pushed a change that starts it when no journal is left, with a supervisor test for it. Note that delete mode now writes regions one at a time with fsync, so a large prune takes longer than the old parallel rewrite. 169 horizon-server tests pass on Linux.
2026-11-06 10:29:53 +01:00
Hiuoy a6661aab7e Merge remote-tracking branch 'origin/main' into feat/9921-port-pack-events 2026-11-06 13:29:26 +04:00
Hiuoy 2c92825807 Merge remote-tracking branch 'origin/main' into feat/anvil-update 2026-11-06 13:29:23 +04:00
Riccardo Guerriero ed739050ae Merge remote-tracking branch 'origin/main' into fix/9759-golem-peaceful 2026-11-06 10:27:42 +01:00
Riccardo Guerriero 1caa6c8931 Merge remote-tracking branch 'origin/main' into perf/9996-startup 2026-11-06 10:27:23 +01:00
Riccardo Guerriero ddb365e6b4 Merge remote-tracking branch 'origin/main' into perf/9996-light 2026-11-06 10:27:23 +01:00
Ludovic Marie 64f691f9f7 Merge pull request #10544 from martipops/fix/raids-mob-to-nbt
🤖 Agent: raids.rs now passes the same `persist.uuid_of` lookup persist.rs gives `mob_to_nbt`, and the four entity_nbt.rs test calls get `|_| None`, so main builds again after #10304 (verify green on this head).
2026-11-06 10:26:17 +01:00
Ludovic Marie 0167f90c29 Merge pull request #10347 from PzmuV1517/shaders/menu-3-translations
🤖 Agent: translations only; %s placeholders kept and every file parses. The languages you flagged as uncertain (ba_ru, cv_cu, sah_sah...) stay worth a native speaker's look.
2026-11-06 10:26:13 +01:00
Ludovic Marie 28d84f2078 Merge pull request #10346 from PzmuV1517/shaders/menu-2-drop-old-pages
🤖 Agent: removes the old pack pages, their two slider kinds and four lang keys in all 87 files; nothing else read option_label_within, checked with clippy -D warnings on the stack over current main.
2026-11-06 10:26:09 +01:00
Ludovic Marie 5b16680739 Merge pull request #10337 from PzmuV1517/shaders/compat-6-paste-flat-matrix-offset
🤖 Agent: The non-constant texel offset becomes offset / textureSize(level 0) added to the coordinate: right for the base level, but at a sampled lower mip the shift is in base-level texels, not that level's (GL moves by texels of the level read). Fine for Arc's FXAA at level 0; worth a note if a pack hits it with textureLodOffset.
2026-11-06 10:26:05 +01:00
Ludovic Marie 086633c199 Merge pull request #10336 from PzmuV1517/shaders/compat-5-iris-macros
🤖 Agent: CAT_* macros come from biomes::CATEGORIES, so they pick up #10499's CAT_MOUNTAIN 17 and CAT_UNDERGROUND 18 with no second table to keep in sync; your test comparing every macro with constants() covers that.
2026-11-06 10:26:00 +01:00
Ludovic Marie fb75cde631 Merge pull request #10335 from PzmuV1517/shaders/compat-4-glsl-leniency
🤖 Agent: The constant evaluator now refuses a non-finite F32 fold with Overflow, and only GLSL function bodies turn that into a run-time expression, so WGSL input still rejects 1.0/0.0 at compile time. Vendored naga's own 133 lib tests pass with the chain.
2026-11-06 10:25:56 +01:00
Ludovic Marie 869d1aa812 Merge pull request #10334 from PzmuV1517/shaders/compat-3-integer-samplers
🤖 Agent: The integer-sampler helpers texelFetch the texel under the point with the coordinate clamped to the edge, which is what GL's nearest read of an integer texture gives; a bias argument is accepted and ignored, as GL does for these. Stack 3/6, checked with the rest of the chain on current main (clippy -D warnings, horizon-shaders and render tests).
2026-11-06 10:25:52 +01:00
2af85dcc84 A mob's damaging fall plays the fall sound of the block it lands on
LivingEntity.playBlockFallSound: the block 0.2 below the feet, at half
its volume and three quarters of its pitch, not for a silent mob or air.
Most mobs play it after their own fall sound, horses and llamas after
the damage, and a llama's damaging fall under six blocks plays it alone.

Co-Authored-By: Codex (gpt-6.1-terra) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 10:24:38 +01:00
DUzzL 6285cca37c A thrown trident hurts other players on a served world (ThrownTrident.onHitEntity) 2026-11-06 10:19:18 +01:00
Horizon agentandClaude Opus 5.5 44a12076d5 Swap a guest in for player_tick_pre only when a native mod is loaded
as_guest swaps a player's whole state into Game: running it for every
player every tick with no mod to call cost the server for nothing.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 10:17:18 +01:00
Skr1zzzz 079d82f968 Text displays: keep their glyphs, and skip the ones whose text is off screen
Every frame each text display built a batch, emitted its styled glyphs and
transformed every vertex, and a display of width or height 0 (what plugins
summon for holograms) is noCulling, kept to the distance rule because its
transformation can put the text anywhere: 200 of them cost ~0.3 ms a frame
with none on screen (#4664).

Each display's local-space text quads are now kept, rebuilt when the text,
its style, opacity, background, shadow, see-through, the font epoch or the
GUI atlas revision change (obfuscated text every frame), and only
transformed per frame. A noCulling display is skipped when the box of its
quads, through this frame's full matrix, misses the frustum: it can't draw a
pixel. Displays with a size keep vanilla's box test; the view range stays.
2026-11-06 12:13:04 +03:00
PzmuV1517 f4146eea7c Shader packs: rustfmt the pack loading call 2026-11-06 11:10:17 +02:00
Hiuoy 503727b594 Merge remote-tracking branch 'origin/main' into feat/anvil-update
# Conflicts:
#	crates/horizon-client/tests/mod_api_hooks.rs
2026-11-06 13:08:39 +04:00
Hiuoy 9f4b5e0a80 Merge remote-tracking branch 'origin/main' into feat/9921-port-pack-events
# Conflicts:
#	crates/horizon-port-pack/src/lib.rs
2026-11-06 13:08:29 +04:00
Hiuoy 41eec6978b Merge remote-tracking branch 'origin/main' into feat/player-tick-pre
# Conflicts:
#	crates/horizon-client/src/game/native_hooks.rs
2026-11-06 13:07:52 +04:00
martipopsandClaude Opus 5.5 88cddcec82 Tests: pass mob_to_nbt its UUID lookup in entity_nbt's tests too
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 03:55:48 -05:00
Alysia Zappavigna bc6b668820 Format the pickable projectile tests 2026-11-06 19:54:27 +11:00
Horizon agentandClaude Opus 5.5 aad7542283 Keep the local no-alias fallback for GNU windres
#10398 asked that a local build in a folder with a space still builds: a
volume without 8.3 names gives windres no usable path, so outside CI
such a build warns and goes on without the icon, as before. CI and
every other case still fail without it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 09:50:46 +01:00
2a931e3e63 Peaceful drops a mob's player target and a golem's anger
On Peaceful, vanilla never lets a player be a mob's target
(`LivingEntity.canAttack` refuses a player there), so a mob that already
held one gives it up. A neutral mob also stops being angry and forgets
who hurt it (`NeutralMob.stopBeingAngry` calls `setLastHurtByMob(null)`).
Horizon dropped a player target only for creative and spectator players,
so an iron golem that had been angered kept attacking after the
difficulty was set to Peaceful.

Fixes #9759.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Fekd3xkgubE8VfXrALh2td
Co-Authored-By: Codex gpt-6.1-terra <[email protected]>
2026-11-06 09:50:35 +01:00
Alysia Zappavigna be4ce23d67 Let projectiles strike ghast fireballs, as Projectile.isPickable does (fixes #10547) 2026-11-06 19:48:44 +11:00
MegaBytesMe cfdca1dd6e fix: set Windows taskbar icon 2026-11-06 08:45:12 +00:00
Horizon agentandClaude Opus 5.5 e096a156a1 Check bake_bricolage's arguments before importing fontTools
CI has no fontTools: the import failed before main() could print the
usage, so the new test saw a traceback (verify failed).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 09:41:09 +01:00
TheMrZZandCodex gpt-6.1-sol 4a20680924 Fix HappyGhast ambient sound position
Use the entity position for the special ambient caller and cover adult and baby natural events through the real Mob tick and recording route.

Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
2026-11-06 09:40:23 +01:00
Horizon agentandClaude Opus 5.5 85a5195411 Revert "Natural spawning: a start's height ends at the column's first empty block" (#10416)
parity-main: natural_spawn first fails at f6a9444de (#10416), of 182 merges
since 66f3981f5. The spawn start heights it produces differ from vanilla 26.3
by up to tens of blocks (chunk/10 monster: vanilla y 99, Horizon 62), so
players would see mobs spawn at the wrong heights. Reverted until the change
passes the natural_spawn harness.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 09:38:57 +01:00
martipopsandClaude Opus 5.5 3aaa70563e Raids: pass mob_to_nbt its UUID lookup, so main compiles
#10304 gave mob_to_nbt a fifth argument after the raid observation's call to it
was written, and the two merged without a conflict.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 03:35:09 -05:00
Horizon agentandClaude Opus 5.5 361766f621 Merge #10312 (with main) into #10372
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 09:29:35 +01:00
Horizon agentandClaude Opus 5.5 835f062e8e Merge main into #10312 (names.rs, scoreboard.rs)
names.rs: #10328 landed on main; its NameTagLayouts frame now wraps this
PR's frustum-culled collect_name_tags, both test sets kept.
scoreboard.rs: #10098 added the hide_gui argument to tab_list::visible;
the early visibility check here passes !self.ui.hide_gui too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 09:28:22 +01:00
Horizon agentandClaude Opus 5.5 1f00e33453 Group slow-tick bursts by packet kind and name the top player
The Team review (kacpherek) on #10382: groups filled in arrival order
under a 32 cap hid a late UseItemOn burst behind other players' moves;
count > 1 dropped 69 players sending one 6-9 ms use each; and one slow
event hid the rest of its group. Groups are now one per packet kind (a
bounded set) with the time of their short events only (the slow ones
are noted on their own), and each names the player who spent the most
of it: "213 x UseItemOn under 10 ms each; most from Steve: 140 of
them, 700.0 ms".

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 09:26:36 +01:00
Kacper d3f799f5d5 Merge pull request #10368 from TheMrZZ/fix/h331-arrow-hit-category
Play ordinary arrow hits in the neutral sound category
2026-11-06 09:23:40 +01:00
Kacper 918767ac08 Merge pull request #10286 from Ragbie/fix/dragon-damage-command
/damage hurts the Ender Dragon and End crystals as vanilla does
2026-11-06 09:21:37 +01:00
M0-kiiandCodex bd0c8cb4fd Preserve changed filenames and rename sources in tooling checks
Read Git's NUL-delimited UTF-8 output without newline conversion, and
include deleted source paths when files move between check scopes.
Keep pr_ready's line accounting consistent with parity selection.

Fixes #10535

Co-Authored-By: Codex (GPT-6) <[email protected]>
2026-11-06 11:41:32 +03:30
Horizon agentandClaude Opus 5.5 3728c4b7d1 Play every arrow and trident tick sound on NEUTRAL
The crossbow hit, trident hit and trident hit_ground sounds come from the same
Entity.playSound as the arrow hit (AbstractArrow.onHitBlock / onHitEntity,
ThrownTrident.onHitEntity), so they take getSoundSource(), NEUTRAL, too; the
name-based guess put them on PLAYERS.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 09:03:29 +01:00
Horizon agent 899d87e22a Merge remote-tracking branch 'origin/main' into w10368 2026-11-06 09:03:00 +01:00
Horizon agent 1fd348869c Merge branch 'w10339' into w10286
# Conflicts:
#	crates/horizon-client/src/game/dragon.rs
2026-11-06 09:02:54 +01:00
Horizon agentandClaude Opus 5.5 ec6b1817a5 Start the server after a prune that rolled itself back
A failed region restores its originals before the error comes back, so
the world is whole: blocking the start then took a server down for a
corrupt chunk record. Only a recovery that cannot finish stops it now.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 09:02:36 +01:00
Horizon agentandClaude Opus 5.5 07c3ef02d0 Dragon scanning turn: vanilla degree conversion in double
DragonSittingScanningPhase.doServerTick computes Math.acos(dot) * 180.0F / (float) Math.PI
and Mth.atan2(..) * 180.0F / (float) Math.PI in double, not a multiply by the float
RAD_TO_DEG constant. Also moves the Silent test doc comment back onto its test.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 09:01:37 +01:00
PzmuV1517 aff26bf9f9 Shader packs: a pack builds on a thread of its own while the game draws
Loading a shaders/ pack made its pipelines on the main thread, and the driver
compiles each program there: the game froze for 5 to 50 s on a big pack
(Complementary Reimagined, Photon), with no frame drawn.

The renderer now builds the pack on a "Shader pack" thread (load_shader_pack)
with its own handles to the device and the inputs, and the game keeps drawing
without a pack meanwhile; each frame poll_shader_pack checks the thread and
runs the pack once it is built, logging its programs and notes as before. A
pack the thread refuses or panics on is turned off as before. Picking another
pack, or none, drops one that is still building.
2026-11-06 09:58:20 +02:00
Horizon agent 0c47273286 Merge remote-tracking branch 'origin/main' into w10339 2026-11-06 08:56:14 +01:00
MegaBytesMe 017caac28c fix: track Windows resource tool changes 2026-11-06 07:46:17 +00:00
GabrielNichols ce90330576 Sync Recipes content scenario with official main 2026-11-06 04:32:30 -03:00
Detimes 7c411b3a58 Renumber registry ids for a 26.2 client, with stand-ins for what 26.2 lacks
What a Horizon server sends a 26.2 client (accept_older_clients) now carries 26.2's
registry ids: tags, block states, entity, block entity, block, attribute, sound and
particle ids, and items and components through the existing Way::Down writers, which
now leave out components the client lacks. A creative slot or container click from the
client is read with its ids up.

generate_registry_id_adapter.py --substitutes writes, from both versions' data
reports, a stand-in for each 26.3 entry 26.2 lacks (poplar as birch, wool and concrete
slabs and stairs as stone ones of the same shape, ...); what has none (the cushion
entity) isn't sent. v26_2_ids.rs is regenerated with it.

Part of #10404.
2026-11-06 07:29:28 +00:00
AkirabaneandClaude Opus 5.5 db1cde61a8 dedicated: transfer-status, the counts a proxy reads before it sends players
A proxy that balances players between servers has to know, before it sends
one, how many players a server has and whether a login would be refused as
full. transfer-status answers with counts only: the players placed, held and
expected, the hand-overs under way, the places the player limit counts, the
limit, and whether the server is full. It names no player, changes nothing
and writes nothing to the log, since a proxy asks it often. Like the player-*
requests, it is refused while [transfer] is off.

Refs #7484

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 08:23:45 +01:00
Web-mc1 89bac30424 tests: pin how the dev tools take their arguments
Both tools above used to crash, or write into a flag-named path, instead of
asking for what they need. These tests run them in an empty folder and check
that they exit non-zero with a usage line and write nothing.

🤖 Generated with Codebuff
Co-Authored-By: Codebuff <[email protected]>
2026-11-06 07:20:12 +00:00
Web-mc1 cd5b93a54a bake_bricolage: ask for its two fonts
Both arguments were read unguarded, so running it with none, or with one, was an
IndexError rather than the command its docstring shows. Print the usage line.

🤖 Generated with Codebuff
Co-Authored-By: Codebuff <[email protected]>
2026-11-06 07:20:12 +00:00
Web-mc1 35bb6ede00 json_load_fixtures: ask for an output directory
The script read sys.argv[1] straight away, so a missing argument ended in an
IndexError traceback, and a mistyped flag created a directory named --help and
filled it with 66 MB of fixtures. Print the usage instead: a flag is not a path.

🤖 Generated with Codebuff
Co-Authored-By: Codebuff <[email protected]>
2026-11-06 07:20:12 +00:00
Arslan ArmanulyandClaude Opus 5.5 da06786848 The dragon fight's world fog leaves out the sky, as vanilla does
GameRenderer.renderLevel gives LevelRenderer.render shouldRenderSky false
while a boss bar makes world fog (the Ender Dragon's), so the frame is only
cleared to the fog colour. Horizon drew the End's sky box behind the island
during the fight. fog::sky_pass_skipped now holds vanilla's conditions:
LevelRenderer.addSkyPass's (lava, powder snow, blindness or darkness) and
the boss fog.

Part of #10491

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 12:19:07 +05:00
MegaBytesMe 376be8985d fix: handle spaces in Windows resource paths 2026-11-06 06:51:09 +00:00
TheMrZZandCodex gpt-6.1-sol 81cf3ef358 fix: name actual macro argument NBT type
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
2026-11-06 06:41:16 +01:00
HiuoyandClaude Opus 5.5 5c1d4d53f6 Native hooks: PlayerTickEvent.Pre, the start of a player's server tick (#10464)
native_player_tick_pre() runs once a tick for every living player in the
world, at the top of their ServerPlayer.tick, before their digging, item
use and cooldowns. native_player_tick (API 31) already ends the same tick.
It fires in tick_guests after the checks that skip a dead player and one on
a server trip, so the pair brackets the same players. Single player's own
player is a guest of its internal server.

The fragment player_tick_pre.json labels it PlayerTickEvent.Pre (side
server, not cancellable) for horizon-port-pack events. 23 of ATM10's mods
listen to it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 09:36:24 +04:00
HiuoyandClaude Opus 5.5 3e4828d791 port-pack events: ModConfigEvent counts as hooked when its three events are
37 of ATM10's mods listen to the parent ModConfigEvent, which hears the
three events NeoForge's config page documents under it: Loading, Reloading
and Unloading. config_loading, config_reloading and config_unloading answer
them, so the parent now counts as hooked rather than as another phase's:
93 of 326 names, up from 92.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 09:24:40 +04:00
HiuoyandClaude Opus 5.5 e925e25781 port-pack events: ModelEvent.RegisterAdditional is looked up as RegisterStandalone
NeoForge's documentation describes one event under two names. 1.21.1's
"Registering Additional Models" (ModelEvent.RegisterAdditional, one
ModelResourceLocation per model) is "Registering Standalone Models"
(ModelEvent.RegisterStandalone, a key and a baker per model) from 1.21.5 on.
Both versions use the same sentence, and the example method is still
registerAdditional. standalone_models (API 151) answers it, so the 47 ATM10
mods that listen to it now count as hooked: 92 of 326 names, up from 91.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 08:46:39 +04:00
08393ef6f7 Parse entity-models.json once at startup
Part of #9998.

Startup parsed entity-models.json (2.4 MB) into a serde_json::Value six
times: for the handoff's GameCpuResources, MobTypes, the player type, both
player arm models and the spin-attack model. The rest worker did five of
those one after another. Nothing in the document changes during a loader
generation, and a pack change starts a new one.

load_resources now parses it once on its own step beside load_core and
shares it as an Arc<EntityModelDocument> with every model loader. A
missing or malformed document leaves each caller on its old path, so
errors and fallbacks are unchanged; a dedicated server draws no models and
skips the parse.

Callgrind, the whole resource load in the game (to "resources loaded"):
21.576 G -> 20.631 G instructions (-4.38%); the entity-model path alone
1.594 G -> 0.349 G (-78.1%). A new test builds MobTypes from a shared
document and from its own parse and compares every type, model and layer.

A first draft by DeepSeek V4.1 Flash (pi coding agent), reviewed by Claude.

Co-Authored-By: pi coding agent (DeepSeek-V4.1-Flash) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Fekd3xkgubE8VfXrALh2td
2026-11-06 03:04:20 +01:00
ebe3818eb7 Light a section from its palette's light info, not its state ids
light_chunk filled its 48x48xheight region from every non-air section by
unpacking 4,096 state ids into a scratch array, then reading each one
back, looking up LightTables::info and storing 2 of its bytes. That round
trip was 35% of a light job, and the flood fill only ever reads those 2
bytes.

PalettedContainer::unpack_ids_mapped decodes the packed storage through a
lookup table in one pass (out[i] = map[id of entry i]), with a fast path
for 4 bits per entry, a linear palette's usual width. light.rs's new
states_of maps a section's palette to the packed light info once (at most
256 entries), then copies the region's 16-wide rows from the staged
values. A section whose palette emits light stages full infos and seeds
block light and the queue per cell, in the same order as before. Air now
writes info[0], which is 0, the value the region already holds (asserted
in debug builds).

Callgrind, gen_light_bench --seed 1234 --radius 4 --threads 1 (81 lit
columns): the light job 1.991 G -> 1.260 G instructions (-36.7%), the
whole run -1.15%. The light job is 5-7% of the workers' CPU, so this is
about 2% of the chunk pipeline.

Exact: gen_light_bench's block and light checksum is identical for three
seeds and centres at 1 and 4 threads, light_chunk_matches_old_algorithm
(an independent light implementation over random 3x3 regions) passes
unchanged, and the new section_states_match_the_unpacked_ids compares
states_of with a walk over unpacked state ids for one value, 4 to 8 bits
and the global palette, with and without light sources.

A first draft by DeepSeek V4.1 Flash (pi coding agent), reviewed by Claude.

Co-Authored-By: pi coding agent (DeepSeek-V4.1-Flash) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Fekd3xkgubE8VfXrALh2td
2026-11-06 03:04:19 +01:00
voidsip 11dda135a8 Attribute bursts of short LAN events in slow tick notes 2026-11-05 19:52:54 -06:00
voidsip 8a65d28c0d fix(server): recover interrupted region pruning before startup 2026-11-05 19:47:51 -06:00
Skr1zzzz 643d699d51 Player list: keep the shown list's layout between frames
While Tab is held every frame sorted every entry twice (once for the faces,
once for the rows), allocated team keys inside the comparator, rebuilt and
measured every row's text, split the header and footer, and pruned the
health states with a scan per row (#10108). TabList now keeps the sorted
order and the laid-out rows, rebuilt only when their inputs differ (players,
scoreboard, header/footer, width, font and language); the faces reuse the
order; sort keys are borrowed; the health states go by a uuid set. Hearts
still animate every frame.
2026-11-06 04:24:37 +03:00
TheMrZZandCodex gpt-6.1-sol 7d5d34ae32 Play ordinary arrow hits in the neutral sound category
Override only ArrowSound::HitGround through Audio::play_on. Add an actual Game/Java block-hit capture using the existing headless client, Studio recorder and official sound codec.

Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
2026-11-06 02:16:39 +01:00
Skr1zzzz f0de57ae23 Merge remote-tracking branch 'origin/main' into mp-fps-4664
# Conflicts:
#	crates/horizon-client/src/game/scoreboard.rs
2026-11-06 03:52:21 +03:00
Skr1zzzz 2f075689f5 Multiplayer: skip name tags whose entity is off screen before laying out their text
Every frame built, styled and measured the name tag of every player within
64 blocks, drawn or not: with 150 players and the camera facing the sky that
was ~0.74 ms a frame (#4664). A tag is now built only for an entity vanilla
would render, its culling box grown by 0.5 in the frame's frustum
(EntityRenderer.shouldRender), checked before any text work; armor stands
likewise. Status and native snapshot queries still see every tag.

other_players finds each player's entity through one id->index map instead
of scanning every entity per player (the first match, as iter().find).
2026-11-06 03:47:29 +03:00
PzmuV1517 7b2ce7a1bc Shaders: the shader screen's words in every language
The shader screen's 17 new captions and descriptions, in the 86 languages besides English.
2026-11-06 02:30:40 +02:00
PzmuV1517 9e90050c60 Shaders: the old shader pack pages go
The shader screen (shader_ui) draws the pack list and every pack's settings,
so the options screen's own rows for them go: the Shader Packs and Shader
Options button lists, a Horizon pack's option pages, their actions and the two
pack slider kinds, with the label fitter only they used and the four lang keys
only they read.
2026-11-06 02:30:40 +02:00
PzmuV1517 131d5d73e2 Shaders: the shader screen reads the picked pack's settings however it opens
A button that pushes the Shader Packs page (as one on the Options screen would) listed the packs but left the picked pack's settings unread until a pack was picked again. Every way into the screen now reads them with the list.
2026-11-06 02:30:40 +02:00
PzmuV1517 f488baa0ab Shaders: the shader pack list and each pack's settings in the settings frame
Shader Packs... opens a screen in the frame of the graphics and controller
settings (settings_shell) instead of two vanilla button lists. Its first page
lists the installed packs (a tick box on the one in use; picking it again
turns shaders off), the pack folder, and Horizon's own Shadow Cache under
"Built-in settings". Under the picked pack's name, the page list holds the
pack's own screens (a shaders/ pack's screen.NAMEs, a Horizon pack's
[[pages]]), as "Pack settings": switches, sliders, choices, profiles and links
to deeper screens, with the pack's own descriptions in the strip. The search
finds an option on any of the pack's screens. A shaders/ pack's changes apply
with Apply or when the screen closes; picking another pack keeps the last
one's changes first.
2026-11-06 02:24:17 +02:00
Evrim Cicek dcfa4b07f7 Merge upstream/main 2026-11-06 03:05:16 +03:00
Evrim CicekandClaude Opus 5.5 00b9953741 Dragon: hover's fly speed, Mth.wrapDegrees, Mth trig on the server step, scanning's 10 degrees
From review, each measured against vanilla:
- DragonHoverPhase.getFlySpeed is 1, not the default 0.6: a hovering dragon thrown upwards
  climbs back at vanilla's rate (new harness case, 12 commands off before).
- wrap / wrap64 are Mth.wrapDegrees: Java's % then one step of 360. rem_euclid lost the low
  bits of a negative angle (-10.123456 became -10.123444) every tick (unit test).
- The parts' placement, the strafe aim and the flap timing use Mth.sin / Mth.cos and vanilla's
  float casts.
- DragonSittingScanningPhase turns only while the player is more than 10 degrees off the
  heading, with Mth.atan2 and vanilla's degree constant; dist is clamped in both divisions.
- A dragon's parts start at the origin, as vanilla's part entities do until the first aiStep,
  so its first scanning turn aims from there.

The command execution harness gets "dragon scanning turn" (a dragon facing a survival player and
one turned away): 6/12 before, 12/12 now. All dragon and End harnesses match; the whole command
execution harness: 15832/15832.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 03:05:04 +03:00
PzmuV1517 623aa1d3ea Shader packs: a texel offset given as a parameter moves the coordinate
GLSL asks a texel offset to be a constant expression; GL drivers also take one a
function receives as a `const in ivec2` parameter (Arc's FXAA samples its neighbours
that way, so its final pass was skipped in every dimension). Such an offset now moves
the coordinate by that many texels of the base level; a constant one stays an offset.
2026-11-06 01:52:10 +02:00
PzmuV1517 82e2c96a20 Shader packs: CAT_* and PPT_* are macros of the stage files too
The biome categories and precipitations custom uniforms compare with are defined for the
GLSL as well, with the same values: Sildur's Enhanced Default reads
`biome_category == CAT_THE_END` in gbuffers_skytextured, which failed on the unknown
name. BIOME_* still needs the world's registry and stays in custom uniforms.
2026-11-06 01:52:10 +02:00
PzmuV1517 ee50f8ae1a Shader packs: empty declarations, precision on parameters, infinities in functions
Three things GL drivers take that naga's GLSL front end refused:
- an empty declaration (`;`) at global scope in any version, as a macro that writes a
  function leaves after it (DrDestens: 56 programs skipped);
- a precision qualifier on a function parameter (`float rand(highp vec2 p)`,
  TrailerShaders: final and composite);
- a constant expression in a function whose value is infinite or NaN
  (`1.0 / toeX` with toeX 0, Epoch's tonemap at its defaults): it is computed at run
  time, as GL does, instead of folded into a literal that can't hold it. WGSL keeps
  refusing it.
2026-11-06 01:52:10 +02:00
PzmuV1517 bfc40195eb Shader packs: texture() and textureLod() read integer samplers
GLSL lets a pack sample a usampler2D or isampler2D with texture(); GL drivers read an
integer texture with nearest filtering, so it is the texel the point falls in. naga
rejects sampling an integer image, and Mello, Voyager, Exposa and Reverie lost the
programs that read their integer colortex buffers that way (Mello 20, Voyager 42, Exposa
48). Those calls now go to helpers that texelFetch the texel under the point, clamped to
the edge, at level 0 (textureLod: the level it names).
2026-11-06 01:52:10 +02:00
PzmuV1517 1da773a501 Shader packs: a matrix built from one vector takes its components column by column
`mat2(v)` with a vec4 `v` is the matrix with columns v.xy and v.zw in GLSL, as when the
components come as several arguments. naga's GLSL front end made each column the whole
vector, which failed validation ("Composing 0's component type is not expected"):
Bloop's water normals (prepare1) were skipped.
2026-11-06 01:52:10 +02:00
PzmuV1517 a02c7fcd4b Shader packs: DH_BLOCK_* are defined, with or without Distant Horizons
Packs compare block ids with Distant Horizons' block materials outside any
DISTANT_HORIZONS guard (Exposa: `blockID == DH_BLOCK_LEAVES`), so Iris defines them in
its standard macros whether the mod is there or not. Exposa's composite and composite1
failed on the unknown names; DH_BLOCK_UNKNOWN to DH_BLOCK_ILLUMINATED are now 0 to 15,
the mod's EDhApiBlockMaterial numbers.
2026-11-06 01:52:10 +02:00
PzmuV1517 19f87e8059 Shader packs: an integer vertex output travels flat without saying so
GLSL asks a fragment input of integer type to be `flat`, but since 4.30 only the
fragment stage's interpolation qualifier counts: a vertex stage may write
`out uint frag_worldTN;` and GL drivers link it to `flat in uint`. naga left such an
output without interpolation and refused it (Alpha Piscium: 111 programs). An integer
vertex output or fragment input with no qualifier is now flat.
2026-11-06 01:52:10 +02:00
PzmuV1517 83e2920c5e Shader packs: a paste that makes no single token stays its tokens
`colors2_colorspaces_ ## a ## _to_ ## b ##(x)` (Alpha Piscium) pastes the name's last
part to its `(`. The preprocessor made one token of `..._6_to_8(`, which named no macro,
so the call to the function-like macro `colors2_colorspaces_6_to_8` was left for the
compiler as an unknown function. As GL drivers' preprocessors do, the paste now stays the
tokens it is made of, and the name is rescanned with its `(`.
2026-11-06 01:52:10 +02:00
Skr1zzzz d5479156d7 Multiplayer: the hidden player list and its skins stop costing per player
draw_tab_list ran every frame and, through remote_tab_players, cloned every
listed player and formatted two object-skin keys for each before it knew
whether the list was shown; update_remote_skins then searched every entity
once per level player and cloned the whole skin map. With 150 players and
none drawn a frame still cost ~0.4 ms more than with none (#4664).

- The list's visibility comes from the listed count; the players are built
  only while it is shown or when it opens/closes (narration).
- The id:/name: object skins publish only when a player, its skin or the
  atlas's object skins changed (a fingerprint and an atlas revision), so
  inline faces keep the server's skin as before.
- update_remote_skins finds players and mannequins through one id->index map
  and moves the resolved skins in instead of cloning them.
2026-11-06 02:18:39 +03:00
Evrim CicekandClaude Opus 5.5 b7841886cf A summoned Ender Dragon hovers where it was put, as vanilla's does
EnderDragon's constructor sets EnderDragonPhase.HOVERING; only EnderDragonFight.createNewDragon
sets the holding pattern. Dragon::new started every dragon holding its pattern, so a dragon from
/summon, a spawn egg or a save without DragonPhase flew off. It now starts hovering, and
create_new_dragon sets the holding pattern.

Hovering had never run on the server, and the flight step diverged there: the target is a hair
away, where Vec3.normalize returns zero under 1.0E-5 and vanilla's Mth.sin/cos table and
Mth.atan2 turn the dragon differently from the exact functions. The step now uses them, the
doubles of moveRelative's input vector and vanilla's 0.91F and 0.8F as doubles.

The command execution harness gets "summoned dragon hovers" (phase and position every 20 ticks
over 120): 0/13 before, 25/25 now. The dragon harnesses (server dragon, contacts, NoAI, not the
fight's, death outside the End, death roar, forced End, spawn eggs in fluids, dispensers) match.

Fixes #10285

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 02:11:40 +03:00
Evrim CicekandClaude Opus 5.5 d95d0be4e4 /damage on the dragon: a perched dragon refuses a direct arrow, the hit pushes it, the right guest gets the kill
From review:
- A perched dragon shrugs off a direct arrow, trident or wind charge given as `by`
  (AbstractDragonSittingPhase.onHurt is 0, under 0.01): the command is refused.
- dealDefaultKnockback: a counted hit of a type not in #no_knockback pushes the dragon away from
  the command's source position (`at`, else the direct entity), or in no direction without one.
- credit_dragon_kill switches to the credited guest whenever they are not the one acting, as the
  mob kill credit does, so a guest's command that credits another guest awards that guest.

The harness scenario summons its dragons holding their pattern (DragonPhase 0): vanilla summons a
hovering dragon, which is sitting, and Horizon one holding its pattern; that gap is separate.
The intermediate build: 36/39; now 39/39.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 01:22:38 +03:00
Ian WorleyandClaude Opus 5.5 8f4888a2ef docs(native-mods): document client world snapshots
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-05 16:14:46 -06:00
Ian WorleyandClaude Opus 5.5 d1eef82997 feat(native-api): client world snapshots for mods' worker threads
Client mods that bake from the world in bulk (a minimap's tiles, a world
map export) had to clone `game.world.chunks` and read `world_biomes!`,
which pins them to one Horizon commit. Four stable helpers replace that:

- `native_client_chunks(from, to)` shares the client world's loaded
  chunks of an area as `NativeClientChunks` (Send + Sync): block state,
  biome id, loaded, each column's top non-empty section, build height.
- `native_client_chunks_changed(&snapshot)` names the chunks that differ
  from the snapshot now. A held chunk is copied before any edit, so the
  same allocation means the same chunk.
- `native_client_biomes()` gives the biome table the terrain is drawn
  with (`NativeClientBiomes`): names and tints by `NativeBiomeId`.
- `native_client_biomes_changed(&biomes)` says when that table was
  replaced (a mod's seasons, a resource reload, another world).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-05 16:14:46 -06:00
Evrim CicekandClaude Opus 5.5 25bec21906 /damage hurts the Ender Dragon and End crystals as vanilla does
cmd_damage had no arm for them, so both said "Target is invulnerable".

EnderDragon.hurtServer is hurt(body, ...): a quarter plus up to 1; reallyHurt runs only with a
player behind the source or an #is_explosion type and refuses fire, and hurt succeeds either
way unless the dragon is dying or the hit is under 0.01. EndCrystal.hurtServer refuses an
Invulnerable crystal (unless generic_kill, out_of_world or a creative player), fire and the
dragon's own damage; else it is removed, and blows up unless the damage is an explosion.

The command execution harness gets a "dragon command damage" group: 15/31 before, 31/31 after.

Fixes #10265

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 00:59:38 +03:00
HiuoyandClaude Opus 5.5 b5f50bc41d Native hooks: AnvilUpdateEvent, a mod's say in an anvil's result (#10230)
anvil_update fires where AnvilMenu.createResult ends, once vanilla has
worked out the result, while the left slot holds an item: on the host for
each player's menu (single player's server thread, a LAN or dedicated
host), before prepare_anvil, and in the window's own menu. A mod is told
the inputs, the rename box's text and vanilla's result. It may change the
output, the level cost and the material cost, or cancel, which leaves no
result (NeoForge's CommonHooks.onAnvilUpdate).

The host asks again after a rename that leaves the result as it was, as
setItemName runs createResult. The window's click prediction starts from
the station's cost and material cost, so a result a mod made can be taken
there as on the server. The window names the player as the server knows
them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-06 00:52:39 +04:00
MSedgeMC cf6a402c41 port_map: EntityRenderer.getBoundingBoxForCulling, the interpolated box
The ledger named the four renderer overrides but not the method they override;
it now says the box is the frame's, grown by 0.5, and points at the dropped
item's own copy of it.
2026-11-05 20:49:37 +00:00
MSedgeMC 4ebdcbf7b2 test: the dropped item's cull box over the frame
An item sliding from x = 0 to 1 in camera space: the box is -0.625..0.625 at the
start of the frame, -0.125..1.125 halfway through and 0.375..1.625 at its end,
where the old code had the last on every frame. A falling item's box floor is
65.0 halfway down a 66 -> 65 drop instead of the tick's 64.5.
2026-11-05 20:49:37 +00:00
MSedgeMC 0fdc892ef9 fix: cull a dropped item at the box the frame draws
EntityRenderer.shouldRender tests the frustum against
getBoundingBoxForCulling(entity, partialTick), which EntityRenderer leaves as
Entity.getInterpolatedBoundingBox(partialTick) - ItemEntity overrides neither -
grown by 0.5 all round.

The dropped-item pass built that box from the tick's own position, so for the
frames of a tick in which an item crossed the frustum edge it was culled at the
cell it was about to reach: an item sliding from x = 0 to 1 had its box at
0.375..1.625 (camera space) on every frame, where at the start of the frame it
stands at -0.625..0.625.

dropped_item_cull_box(previous, position, alpha, camera) is that box now, the
interpolated position grown by the item's 0.125 half-width and 0.5, with the
0.25 height below and 0.75 above.
2026-11-05 20:49:37 +00:00
Florian ERNSTandCodex 8089757807 Reject missing advancement selector criteria
Co-Authored-By: Codex <[email protected]>
2026-11-05 21:05:15 +01:00
andrescamilomartinezandAntigravity 2.0 313f65e049 fix(client): prevent taskbar overlap and window shift in borderless fullscreen
When entering borderless fullscreen on Windows while the window is
maximized, winit's WM_NCCALCSIZE handler forces the client area to
match the desktop work area (rcWork), which excludes the taskbar.
Because the window is sized to monitor dimensions, this clamps the
bottom edge above the taskbar and shifts the top edge offscreen by the
taskbar height (~48px), leaving the taskbar visible on ultrawide and
standard displays (upstream MC-311683).

Ensure that any transition to fullscreen unmaximizes the window first,
and explicitly pass the active monitor handle to Borderless mode so
the window covers the entire display area without vertical offset.

Fixes #9984

Co-Authored-By: Antigravity 2.0 <[email protected]>
2026-11-05 14:08:33 -05:00
MSedgeMC 4b8abba21c test: an automatic update keeps a disabled mod off
Install ruby 1.0.0, turn it off in the Mods page, run the automatic
update to 1.1.0: the file is replaced and the mod is still off. Turned
back on, the next update keeps it on, and an explicit install of a
disabled mod turns it on again. Without the fix the first update
re-enables it and the test fails at 'the update kept it off'.
2026-11-05 19:04:13 +00:00
MSedgeMC e932cade0c fix: an automatic update keeps a disabled mod off
install_version_guarded() turned every mod it installed on with
java::set_enabled(home, id, true), and the automatic registry update
(browser/horizon/auto.rs update) installs through the same function.
A content mod the player had turned off in the Mods page therefore came
back on after every automatic update: 'off' is the absence of the
'mod.<id>:true' line in horizon-mods.txt, which the update re-added.

The guarded install no longer touches the flag. The player's own
install (install_version, which the browser and modpack paths use)
turns the mod on after the guarded install, as before, while the
automatic update leaves the mod's current on/off choice alone. A new
install still starts on because it goes through install_version.
2026-11-05 19:04:13 +00:00
Evrim CicekandClaude Opus 5.5 1bf04aa84f The vehicle's box is read now, and only for the vehicle ridden
From review, against vanilla (getAttackBoundingBox and getHitbox read the
current getVehicle()):
- A mob vehicle's box comes from the mob snapshot, which holds it as it is
  after its own tick this tick, not from the last positionRider.
- The seat positionRider records names its vehicle, and is used only while
  the mob rides that one: a dismount or a new vehicle no longer reads an old
  vehicle's box or attachment.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-05 21:13:30 +03:00
Federico TaglianiandCopilot App 8a2619be29 Make launcher titlebar match glass UI
Co-authored-by: Copilot App <[email protected]>
2026-11-05 19:11:13 +01:00
HiuoyandClaude Opus 5.5 8ec7d24add port-pack events: RecipesUpdatedEvent is looked up as RecipesReceivedEvent
1.21.1's client had every recipe and 27 of ATM10's mods listen to
RecipesUpdatedEvent to rebuild what they made of them. 26.1's client gets
only the recipe types a mod asks for, in RecipesReceivedEvent (NeoForge's
documentation, "Client-Side Recipes"), which recipes_received answers.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-05 22:10:13 +04:00
Nikita Maximilian Grimm 02ba821bcf Merge remote-tracking branch 'origin/main' into hdr-note-serve-0-1-until-step-5
Co-Authored-By: GPT 6.1 Sol <[email protected]>

# Conflicts:
#	docs/api/shaders.md
2026-11-05 19:04:22 +01:00
Evrim CicekandClaude Opus 5.5 934c4aaabf A mounted mob reaches from its vehicle's width, and a rider is hit from its seat up
Mob.getAttackBoundingBox widens the attacker's box on x and z to its
vehicle's before the melee reach is added, so a zombie on a horse, a
chicken jockey or a mob in a boat reaches as far as the side of what it
rides. LivingEntity.getHitbox starts a rider's box at its seat
(vehicle.getPassengerRidingPosition(this).y), so its legs can't be hit; for
a riding player that is 0.6 above its feet (Avatar.DEFAULT_VEHICLE_ATTACHMENT).

positionRider now records each mob rider's own vehicle attachment and its
vehicle's box (mobs, boats, minecarts, primed TNT, displays), which the
melee check and the slime's touch read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-05 20:50:13 +03:00
Claude cc474268e7 Launcher: a server on another computer, run over SSH
An Entry on the Servers list can name a host: its folder is then on that
computer, and Entry::command runs the same horizon-server arguments there
as `ssh HOST horizon-server --dir DIR ...`, with the system's ssh and the
player's keys (BatchMode, so no password is asked for or kept). Each
argument goes to the remote shell in single quotes, and a host that ssh
could read as an option is refused. remote::check asks the server there
for its status and says in plain words what is missing: a key, the host,
horizon-server, or a server in that folder.

Lists written before keep reading as they were; nothing on the page uses
remote entries yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Jh5A2PzdusBChqE38VZ3zD
2026-11-05 17:48:14 +00:00
yahya-nusseibehandClaude Opus 5.5 3b71256fcd RCON: one password guess per connection
After a refused login the connection stayed open, so within the 30 s
login window a client could send as many AUTH packets as it liked: with
the 16 connections allowed at once, thousands of guesses a second
against an RCON port on 0.0.0.0, each adding a supervisor log line.
Vanilla does the same, but this module already departs from vanilla for
safety (constant-time comparison, login deadline, client cap), and this
belongs with those.

- A refused login (wrong or empty password) answers as before, waits
  REFUSED_PAUSE (1 s) and closes the connection. Its place stays taken
  meanwhile, so the client cap also bounds how fast passwords can be
  tried: at most 16 guesses a second instead of thousands.
- A command before the login is still refused without closing, and the
  wire protocol is unchanged; standard RCON clients connect again after
  a refusal.
- Tests: a wrong and an empty password each end their connection after
  the pause; a failed login after a successful one does too. The pause
  is a Limits field so tests use 200 ms.

Found in yahya-nusseibeh's review of Horizon (L3).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stK8iXVDXqoi7midcqd
2026-11-05 19:37:23 +02:00
Horizon agentandClaude Opus 5.5 96d60b9daf Multiplayer: sneaking for a use is the input of the last tick, as vanilla's isShiftKeyDown
LocalPlayer.isShiftKeyDown reads input.keyPresses, which LocalPlayer.aiStep
sets from the keys: what the last ServerboundPlayerInputPacket said.
Minecraft.handleKeybinds runs before it, so a sneak pressed in the frame of
a right-click counts from the next tick. Horizon read the live Shift key for
ServerboundInteractPacket's secondary flag and for every secondary-use
check (isSecondaryUseActive): a click in that frame sent a sneaking
interaction a server saw before the sneak itself.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-05 17:56:54 +01:00
Nikita Maximilian GrimmandClaude Opus 5.5 785a399740 docs: HDR design note: only the 0.1 shim goes with 0.1
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-05 17:53:11 +01:00
Nikita Maximilian GrimmandClaude Opus 5.5 02b2f7b9c0 docs: HDR design note: serve shader API 0.1 until 0.2 is on by default
The note kept 0.1 at least until 0.2 leaves experimental, which would keep
today's HDR path (marks, the 16-bit unorm frame, Smooth Gradients) alive for
0.1 packs alone. The shader API is experimental, which stability.md lets
change in any release without notice. So step 5, which turns 0.2 on by
default, also stops serving 0.1: 0.1 packs are refused with stability.md's
message, the registry lists 0.2 packs, and Golden Hour's 0.2 port becomes the
example. Later experimental lines follow the same rule. The shader API page
tells pack authors.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-05 17:46:24 +01:00
IsT3RiK f719bbef1c Merge remote-tracking branch 'upstream/main' into traduction-fr
# Conflicts:
#	launcher/lang/fr.json
2026-11-05 17:43:05 +01:00
umcekoandClaude Opus 5.5 0e80c10042 Projectiles owned by any non-player entity need mob_griefing
Projectile.mayInteract asks mob_griefing for every owner that isn't a
player, and canBreakBlockInAdventureMode lets no non-player owner break
a block without can_break. An owner UUID that names a loaded armor
stand, boat or other non-mob entity was treated as no owner, so a
burning arrow lit TNT and campfires with mob_griefing off. The arrow now
asks the level for the UUID, as getOwner does.

Fixes #9999

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-05 19:06:37 +03:00
Riccardo GuerrieroandClaude Opus 5.5 7a7cf79d4b A player's death makes a vibration and counts toward Killed By
ServerPlayer.die posts entity_die at the player, and with a kill credit
awards killed_by for the killer's type. A creeper, sulfur cube or wither
whose own blast kills the player is still credited, as vanilla's player
dies inside the explosion: ExplosionSource carries the mob's type.
New lan_e2e check death-credit.

Fixes #9955

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01WZzq8LUjYucp4kaN6UfSg7
2026-11-05 16:48:54 +01:00
MSedgeMC 955558305a Merge remote-tracking branch 'upstream/main' into fix/prediction-snap
# Conflicts:
#	crates/horizon-client/src/game/remote.rs
2026-11-05 15:42:26 +00:00
IsT3RiK 3a298db1c0 Launcher French: translate the 38 strings left in English, address the player as vous throughout
38 entries still held their English text (the modpack coverage reasons, Performance mode, the
Vulkan fallback notice and a few command-line hints). 15 entries said tu while the other ~110
said vous, sometimes side by side on one page; they now say vous, as the game's own French
table does. Names that read the same in French (Mods, Console, Nightly, Snapshots...) stay.
2026-11-05 15:45:27 +01:00
HiuoyandClaude Opus 5.5 6d59c2da8d Port pack events: tests and the listener class fixture in tests/events.rs
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-05 18:44:02 +04:00
HiuoyandClaude Opus 5.5 8a3eafbd61 Port pack: events, a mod's NeoForge listeners against the hooks (#9921)
`horizon-port-pack events <jar or folder>` reads class files for the
NeoForge events a mod listens to (an @SubscribeEvent method's parameter,
a method reference or lambda that takes one event) and the Capabilities
fields it reads, and looks each name up in native-hooks.json's `neoforge`
labels: a hook, another phase's hook, a hook whose label says why it
isn't quite one, or none. Over a folder of jars it ranks the names by
how many mods use them. Names NeoForge changed after 1.21.1 are looked
up under their new ones. It reads names, never code.

On ATM10's 498 jars it takes 8 s: 416 of 497 mods use 326 names, 6,616
uses in all. Main's catalog has a hook for 23% of them, and 43% with
#9924's labels. The top gameplay gaps are ClientTickEvent (95 and 46
mods), RenderLevelStageEvent (81) and ClientPlayerNetworkEvent (53, 35).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-05 18:42:14 +04:00
Evrim Cicek f732441c84 rustfmt 2026-11-05 17:38:11 +03:00
Evrim CicekandClaude Opus 5.5 068b87cc25 An iron golem's anger target is kept, saved and forgiven like a wolf's
Now that the golem keeps its anger target through updatePersistentAnger:
NeutralMob.playerDied ends anger at the dying player even once the golem
lost sight of them; the save writes the anger target, not the current
target; and anger at a mob is written with that mob's UUID and read back
as anger at a mob, so a reloaded golem that was fighting a monster is not
isAngryAtAllPlayers under universal_anger. A calm mob no longer keeps a
loaded angry_at in its save.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-05 17:24:18 +03:00
Evrim CicekandClaude Opus 5.5 a5416ca075 Iron golems toss by knockback resistance and keep their anger like vanilla
IronGolem.doHurtTarget throws the target up only when the hit lands, by
0.4f * max(0, 1 - knockback resistance); Horizon threw everything it swung
at by 0.4. The hit and the toss are one event now, like the warden's
sonic boom.

IronGolem.aiStep ends in NeutralMob.updatePersistentAnger(level, true), the
same as a wolf's: every tick it holds a target, a monster too, the anger
timer restarts with a draw of the golem's random. Horizon only angered it at
a player who hit it, so a golem going after a monster drifted from vanilla's
random within a few ticks. The golem now uses the wolf's port, and its
player target goal asks isAngryAt.

LivingEntity.aiStep still drops motion below 0.003 and runs pushEntities
without AI; Horizon's NoAI branch skipped both, which the new mob AI
scenarios (a golem fighting a NoAI zombie, ravager and warden) showed.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-05 17:09:34 +03:00
GabrielNichols 37ff7be994 Format the vanilla recipe source call 2026-11-05 03:30:41 -03:00
GabrielNichols 476c083e82 Send owned content recipes in the server book 2026-11-05 03:14:27 -03:00
GabrielNichols 055c47c98d Merge official main into Recipes content scenario 2026-11-05 02:45:32 -03:00
GabrielNichols 31756ebfe2 Index owned content recipes for book placement 2026-11-05 02:30:21 -03:00
GabrielNichols 0e6e28109f Keep the pilot fixture focused on an original content recipe 2026-11-05 01:56:50 -03:00
GabrielNichols e76cb1f87a Use edit-box input when replacing Recipes search 2026-11-05 01:45:55 -03:00
GabrielNichols e770447686 Keep Recipes search editable after an empty result 2026-11-05 01:11:59 -03:00
MSedgeMC 6510fd2039 The ledger knows Entity.isColliding is ported
The row described it as missing because the prediction only restored the block.
It is game/remote.rs::Game::block_meets_player now, and end_predictions acts on
the answer.
2026-11-04 16:07:38 +00:00
MSedgeMC 817722009c Test the collision and the snap a restored block makes
Entity.isColliding on a full block at the player's feet meets a 0.6 x 1.8 box
standing in it, and a block above its head, the one beside it or an empty shape
does not. The snap takes the remembered position while the teleport guard allows
it, and nothing when the block came back clear of the player or the player was
teleported at the same sequence.
2026-11-04 16:07:38 +00:00
MSedgeMC ea80bba0f7 A refused block change that comes back inside the player snaps it out
ClientLevel.syncBlockState is what BlockStatePredictionHandler.endPredictionsUpTo
calls once the server acknowledges a sequence: when the block takes a state it
did not have, the level restores it, and then, if the prediction remembered a
player position and the player was not teleported since
(lastTeleportSequence < sequence), it asks Entity.isColliding(pos, state) -- the
state's own collision shape at the player's pose against the player's box -- and
calls Player.absSnapTo with the remembered point when they meet.

Horizon's end_predictions restored the block and stopped there, so a break the
server refused under the player, or a placement it pulled back, left the player
standing inside it until its own physics pushed it out.

A prediction now remembers what vanilla's ServerVerifiedState does -- the
sequence, the state the server last gave the block, and the player's position
when the change was first predicted -- and keeps all three through a
retainKnownServerState that only bumps the sequence. end_predictions restores the
block, tests the shape against the player and snaps to the remembered point when
the guard allows it. remote_teleport takes BlockStatePredictionHandler.onTeleport,
so a prediction made before a teleport keeps its block but not its snap.
2026-11-04 16:07:37 +00:00
505 changed files with 30113 additions and 4196 deletions

No files matched your search

+3 -1
View File
@@ -34,7 +34,9 @@ Feature → files → harness for the most-changed areas: [docs/architecture.md]
- Contributors first: `gh pr list --state open --search <area>` before you start; never duplicate theirs.
- **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.
issue is taken, and so is one labelled `in progress` (claimed on Discord): pick another. `/unclaim` when you stop;
a claim with no open PR linking it is released after 5 days. The issues free to claim, without reading threads:
`gh issue list --search 'is:open no:assignee -label:"in progress" -label:tracker -label:proposal -label:"not claimable" -linked:pr'`
- **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.
## Crates
+62 -64
View File
@@ -1,77 +1,87 @@
<p align="center">
<img src="docs/media/banner.webp" alt="The Horizon website: the game you know, rebuilt in Rust" width="100%">
</p>
<p align="center">
<a href="https://github.com/horizon-rust/horizon/actions/workflows/ci.yml"><img src="https://github.com/horizon-rust/horizon/actions/workflows/ci.yml/badge.svg?branch=main" alt="CI"></a>
<img src="https://img.shields.io/badge/Minecraft-Java%2026.3-5D9C3F" alt="Minecraft Java 26.3">
<img src="https://img.shields.io/badge/Rust-stable-B7410E?logo=rust&logoColor=white" alt="Rust">
<img src="https://img.shields.io/badge/vanilla%20parity-100%25-F0795A" alt="Vanilla parity 100%">
<a href="#project-status"><img src="https://img.shields.io/badge/player--visible%20gaps-0%20open-F0795A" alt="Player-visible gaps open"></a>
<img src="https://img.shields.io/badge/platform-Linux%20%7C%20macOS%20%7C%20Windows-2A2470" alt="Linux, macOS and Windows">
<a href="LICENSE"><img src="https://img.shields.io/badge/license-MIT-3B2F7E" alt="MIT license"></a>
<img src="docs/media/banner.webp" alt="Horizon: the game you know, rebuilt in Rust" width="100%">
</p>
<p align="center">
<a href="https://playhorizon.dev"><b>Website</b></a> ·
<a href="#download"><b>Download</b></a> ·
<a href="https://playhorizon.dev/docs/"><b>Documentation</b></a> ·
<a href="https://github.com/horizon-rust/horizon/releases"><b>Release notes</b></a> ·
<a href="https://playhorizon.dev/docs/"><b>Docs</b></a> ·
<a href="https://discord.gg/playhorizon"><b>Discord</b></a> ·
<a href="ROADMAP.md"><b>Roadmap</b></a> ·
<a href="#project-status"><b>Project status</b></a> ·
<a href="#contributing"><b>Contributing</b></a>
</p>
<p align="center">
<img src="https://img.shields.io/badge/vanilla%20parity-100%25-F0795A" alt="Vanilla parity 100%">
<a href="#project-status"><img src="https://img.shields.io/badge/player--visible%20gaps-0%20open-F0795A" alt="Player-visible gaps open"></a>
</p>
# Horizon
Minecraft: Java Edition 26.3, rewritten in Rust. Same worlds, same rules, same terrain, checked against the Java game by more than 300 differential harnesses. Free, open source and unofficial.
**Minecraft: Java Edition 26.3, rewritten in Rust.** Your worlds, the same rules and the same terrain as the Java game, checked against it by hundreds of differential tests, in one native program with no Java. Free, open source (MIT) and unofficial: you play it with your own copy of Java Edition.
> Not an official Minecraft product, nor approved by or associated with Mojang or Microsoft. Horizon contains no Minecraft code, assets or data: you need your own copy of Java Edition 26.3.
## Download
Get **the Horizon launcher** from [playhorizon.dev](https://playhorizon.dev) or [the launcher releases](https://github.com/horizon-rust/horizon/releases?q=launcher&expanded=true) (Linux x86-64, macOS on Apple Silicon, macOS on Intel from the next Nightly, Windows x64). It installs and updates the game, prepares its files from your copy of Minecraft, and updates itself.
**You need** a Microsoft account that owns Java Edition ([why](docs/microsoft-account.md)) and a GPU with Vulkan or OpenGL 3.3 (Linux), Vulkan or DirectX 12 (Windows), or a Mac (Apple Silicon, or Intel from the next Nightly). An existing Minecraft install (official launcher, Prism, MultiMC...) is reused; without one, Play downloads 26.3 from Mojang for your account. Step by step: [Install and first launch](https://playhorizon.dev/docs/install).
<table>
<tr>
<td width="50%"><img src="docs/media/launcher-play.webp" alt="The launcher's Home page: the selected instance ready to play, the version picker, Join a friend and the instance's tabs"></td>
<td width="50%"><img src="docs/media/launcher-settings.webp" alt="The launcher's Settings page: Microsoft account, offline name, updates, appearance and accent colour"></td>
</tr>
</table>
<p align="center">
<img src="docs/media/readme/valley.webp" alt="A river valley with a plains village, savanna hills and a cherry grove, seen from above with a long view distance" width="100%">
</p>
## What works today
- **The game:** vanilla world generation, mobs, villagers, raids, redstone, every command, the HUD and the recipe book, on vanilla saves. Worlds from 1.8 to 26.2 are upgraded. [Status](#project-status).
- **Extras:** new menus, graphics presets, distant terrain up to 1024 chunks, controllers, zoom, minimap and more, off by default where they change the vanilla look. [Settings](https://playhorizon.dev/docs/settings).
- **Packs:** resource packs, and data packs with functions, predicates, item modifiers and world generation.
- **Multiplayer:** invite friends with a code, Open to LAN, join servers (online mode included). [Multiplayer](https://playhorizon.dev/docs/multiplayer).
- **Mods:** content mods (blocks, items, data) and native Rust mods, built by the launcher with nothing to install. Java mod jars do not run. [Mods](https://playhorizon.dev/docs/mods).
Everything below is in the current release.
In the Rust client, with vanilla assets and no mods or shaders:
- **The game.** Survival, creative, hardcore and spectator; vanilla world generation in all three dimensions, mobs, villagers, raids, redstone, every command, the HUD and the recipe book. Vanilla saves open as they are, and worlds from 1.8 to 26.2 are upgraded.
- **Multiplayer.** Join vanilla and Horizon servers (online mode included), open a world to LAN, or invite friends with a code from the launcher's Home page.
- **Graphics.** Distant terrain up to 1,024 chunks, graphics presets, HDR and controllers, all off by default where they would change the vanilla look ([settings](https://playhorizon.dev/docs/settings)).
- **Packs.** Resource packs, data packs and shader packs ([below](#mods-and-shader-packs)).
- **Mods.** Content mods and native Rust mods, installed from the launcher ([below](#mods-and-shader-packs)).
- **Servers.** Host one from the launcher, or run `horizon-server` on a VPS ([below](#host-a-server)).
- **The launcher.** It installs and updates the game, prepares its files from your copy of Minecraft, and updates itself.
<table>
<tr>
<td colspan="2"><img src="docs/media/sunset.webp" alt="Sunset over a savanna river valley and a plains village"></td>
<td width="50%"><img src="docs/media/readme/sunset.webp" alt="Sunset behind a cherry grove on a hill, with a river below"></td>
<td width="50%"><img src="docs/media/readme/nether.webp" alt="A crimson forest in the Nether, with a piglin among the fungi"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/survival.webp" alt="Survival at dusk: a zombie walks up, with the hotbar, health, hunger and experience"></td>
<td width="50%"><img src="docs/media/settings.webp" alt="Vanilla's Video Settings screen with Horizon's own buttons at the top: Horizon Graphics and Advanced Graphics"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/village.webp" alt="A plains village among savanna hills, with farms, villagers and an iron golem"></td>
<td width="50%"><img src="docs/media/nether.webp" alt="A crimson forest in the Nether with a zombified piglin"></td>
<td width="50%"><img src="docs/media/readme/survival.webp" alt="Survival in a village square: two villagers, flowers, the hotbar, health and hunger"></td>
<td width="50%"><img src="docs/media/readme/multiplayer.webp" alt="Two players in a LAN world: the other player's name tag and the player list"></td>
</tr>
</table>
<sub>Nightly 2026-11-05 on a Mac mini (Apple M4 Pro, Metal): vanilla's textures, no mods or shader packs, render distance 32 with distant terrain on.</sub>
## Download
Get **the Horizon launcher** from [playhorizon.dev](https://playhorizon.dev), or from [the launcher releases](https://github.com/horizon-rust/horizon/releases?q=launcher&expanded=true):
| Platform | File | Needs |
| --- | --- | --- |
| Windows x64 | `horizon-launcher-setup.exe` | Windows 10 or 11, a GPU with Vulkan or DirectX 12 |
| Windows on Arm | `horizon-launcher-setup-arm64.exe` | Windows 11 on Arm |
| macOS, Apple Silicon | `horizon-launcher-macos-arm64.dmg` | macOS 12 or later |
| macOS, Intel | `horizon-launcher-macos-x64.dmg` | macOS 12 or later |
| Linux x86-64 | `horizon-launcher-linux-x86_64.AppImage` or `.tar.gz` | a glibc distribution, X11 or Wayland, a GPU with Vulkan or OpenGL 3.3 |
**You also need a Microsoft account that owns Minecraft: Java Edition.** You sign in with it in the launcher, which plays only with an account that owns the game ([why](docs/microsoft-account.md)). Horizon contains no Minecraft code or assets: an existing install (official launcher, Prism, MultiMC...) is reused, and without one the launcher downloads 26.3 from Mojang for your account. Step by step: [Install and first launch](https://playhorizon.dev/docs/install).
<table>
<tr>
<td width="50%"><img src="docs/media/readme/launcher-home.webp" alt="The launcher's Home page: the Horizon instance, Play, the version picker, the friend invite field, screenshots and the patch log"></td>
<td width="50%"><img src="docs/media/readme/launcher-mods.webp" alt="The launcher's Mods page: Horizon's mod registry with Zoom selected, and tabs for modpacks, resource packs, shader packs and data packs"></td>
</tr>
</table>
## Mods and shader packs
- **Content mods** (`.hmod`): blocks, items, recipes, loot, models and textures, with no code.
- **Native mods** (`.hnmod`): Rust that the launcher compiles into the game for you, with nothing to install.
- **Java mods** (Fabric, NeoForge, Forge) don't run: Horizon has no Java. The launcher carries over the data and assets inside their jars, and imports modpacks (`.mrpack`, CurseForge zips, Prism instances) the same way ([modpacks](https://playhorizon.dev/docs/modpacks)).
- **Shader packs**: Iris/OptiFine-format packs (`shaders/` folders) and Horizon's own WGSL packs, under Video Settings → Shader Packs ([pack format](docs/shaders.md)).
Mods are off by default: a fresh install plays exactly like vanilla 26.3. The launcher's Mods page browses Horizon's registry and Modrinth. [Mods](https://playhorizon.dev/docs/mods) · [make a mod](docs/mods.md).
## Host a server
The launcher's **Servers** page creates, starts, backs up and updates a server, and invites friends over Tailscale. On a VPS, `horizon-server` installs with one command and needs no Java. [Host a server](https://playhorizon.dev/docs/hosting) ([reference](docs/hosting.md)).
## Modpacks
The launcher imports Modrinth and CurseForge packs and plays the mods Horizon can carry over: today, content mods made of data and assets, not Java code. [Modpacks](https://playhorizon.dev/docs/modpacks).
The launcher's **Servers** page creates, starts, backs up and updates a server, and invites friends. On a VPS, `horizon-server` installs with one command, needs no Java, and takes vanilla 26.3 and Horizon players alike. [Host a server](https://playhorizon.dev/docs/hosting) ([reference](docs/hosting.md)).
## Agent control
@@ -80,13 +90,11 @@ AI agents and scripts can play Horizon. `horizon-ctl`, shipped with the game, re
```sh
horizon-ctl launch --world Survival --seed 5 --wait # finds the version the launcher installed
horizon-ctl state # position, health, food, target, screen...
horizon-ctl find-block birch_log # the nearest logs
horizon-ctl goto -0.5 65 -2.5 --near 2.5 # walks there along a path
horizon-ctl break -1 65 -3 # mines it; replies with the drops
horizon-ctl open-inventory && horizon-ctl click-slot 0 # menus: slots, buttons by label, text fields
```
Commands block until done and reply with the result; `horizon-ctl help` lists them all. [Agent control](docs/native-client.md#agent-control-horizon-ctl-and-mcp).
`horizon-ctl help` lists every command. [Agent control](docs/native-client.md#agent-control-horizon-ctl-and-mcp).
## Build from source
@@ -105,13 +113,9 @@ cargo run --release -p horizon-client
Prepared files land in the gitignored `.local/`: never commit or share them. Options, controls and architecture: [the native client guide](docs/native-client.md); all developer docs: [docs/README.md](docs/README.md).
## Roadmap
What is in progress, what comes next and where to help: [ROADMAP.md](ROADMAP.md), or [playhorizon.dev/hub](https://playhorizon.dev/hub) with the work board and what shipped.
## Contributing
Issues and pull requests are welcome: read [CONTRIBUTING.md](CONTRIBUTING.md) (vanilla first, small pull requests). Questions: [Discord](https://discord.gg/playhorizon). Before a pull request, run the self-check and paste its output:
Issues and pull requests are welcome: read [CONTRIBUTING.md](CONTRIBUTING.md) (vanilla first, small pull requests), and see [ROADMAP.md](ROADMAP.md) or [playhorizon.dev/hub](https://playhorizon.dev/hub) for what's next. Questions: [Discord](https://discord.gg/playhorizon). Before a pull request, run the self-check and paste its output:
```sh
git config core.hooksPath .githooks
@@ -124,7 +128,7 @@ It runs rustfmt, clippy, the touched crates' tests, the Python tests, the public
**Player-visible gaps: 0 open** of the 833 the [port ledger](tools/port_ledger.py) found, reading every vanilla 26.3 method against Horizon's code: vanilla behaviour a player would notice that Horizon doesn't have yet. By area: Animals [0](https://github.com/horizon-rust/horizon/issues/3512); Monsters and bosses [0](https://github.com/horizon-rust/horizon/issues/3513); Entities, projectiles, vehicles and decorations [0](https://github.com/horizon-rust/horizon/issues/3514); Items, enchantments and inventories [0](https://github.com/horizon-rust/horizon/issues/3515); Blocks, redstone and fluids [0](https://github.com/horizon-rust/horizon/issues/3516); World, world generation and saves [0](https://github.com/horizon-rust/horizon/issues/3517); Screens, HUD and client packets [0](https://github.com/horizon-rust/horizon/issues/3518); Entity and block rendering, models [0](https://github.com/horizon-rust/horizon/issues/3519); Server and players on the server [0](https://github.com/horizon-rust/horizon/issues/3520); Mob AI, villagers and raids [0](https://github.com/horizon-rust/horizon/issues/3521). This number goes down as gaps close (`tools/parity_gaps.py`); the harness results below say that what is tested matches.
The table is the project's own audit: every subsystem matches vanilla in every harness that compares it. 100% means 100% of what the harnesses compare, not that nothing else differs.
The table is the project's own audit: every subsystem matches vanilla in every harness that compares it. 100% means 100% of what the harnesses compare, not that nothing else differs. What players still run into: [known issues](docs/known-issues.md).
### Java parity: 100%
@@ -147,14 +151,8 @@ Scores: 0 (absent), 0.25 (started), 0.5 (playable, major features missing), 0.75
| Audio | 1 | None: the sound engine, sound events, music, situational music, ambience and subtitles match vanilla |
| Block behaviours and ticking | 1 | None: block updates, random ticks, redstone, dispensers (6,000 cases), crafters (4,000), container spills (4,000), copper golems and the sculk family (435 scenarios) match |
### Known issues
Skins served over https show the default skin unless already cached; pack icons show the unknown-pack texture in game; item tooltips lack attribute lines.
## Licence
[MIT](LICENSE), for the project's original work; dependencies keep their own licences ([notices](THIRD_PARTY_NOTICES.md)). Minecraft is a trademark of Mojang Synergies AB; its code and assets belong to Mojang and Microsoft under the [Minecraft EULA](https://www.minecraft.net/en-us/eula).
[MIT](LICENSE), for the project's original work; dependencies keep their own licences ([notices](THIRD_PARTY_NOTICES.md)). Horizon is made by [Ludovic Marie](https://lu4ovic.com) ([@ludovic111](https://github.com/ludovic111)) and [its contributors](https://github.com/horizon-rust/horizon/graphs/contributors); support it on [GitHub Sponsors](https://github.com/sponsors/ludovic111).
## Author
Made by [Ludovic Marie](https://lu4ovic.com) ([@ludovic111](https://github.com/ludovic111)).
NOT AN OFFICIAL MINECRAFT PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOJANG OR MICROSOFT. Minecraft is a trademark of Mojang Synergies AB; its code and assets belong to Mojang and Microsoft under the [Minecraft EULA](https://www.minecraft.net/en-us/eula).
+40 -2
View File
@@ -266,7 +266,7 @@ Shader packs were removed and are being rebuilt from scratch. They come back, of
A clean-room rewrite in `horizon-shaderpack`, from the packs' public format documentation only: reading packs, the preprocessor and `.properties` files are merged ([#1584](https://github.com/horizon-rust/horizon/issues/1584), [#1585](https://github.com/horizon-rust/horizon/issues/1585), [#1586](https://github.com/horizon-rust/horizon/issues/1586)); translating programs to WGSL through naga, buffers, uniforms and the terrain, entity, sky, weather and hand stages are in review ([#1698](https://github.com/horizon-rust/horizon/issues/1698) to [#1801](https://github.com/horizon-rust/horizon/issues/1801)).
More: [#1561](https://github.com/horizon-rust/horizon/issues/1561) · [#1771](https://github.com/horizon-rust/horizon/issues/1771) · [#1786](https://github.com/horizon-rust/horizon/issues/1786)
More: [#1561](https://github.com/horizon-rust/horizon/issues/1561) · [#1771](https://github.com/horizon-rust/horizon/issues/1771) · [#1786](https://github.com/horizon-rust/horizon/issues/1786) · [#9045](https://github.com/horizon-rust/horizon/issues/9045) · [#6233](https://github.com/horizon-rust/horizon/issues/6233) · [#6485](https://github.com/horizon-rust/horizon/issues/6485) · [#3734](https://github.com/horizon-rust/horizon/issues/3734) · [#3125](https://github.com/horizon-rust/horizon/issues/3125)
</details>
@@ -298,6 +298,8 @@ Far terrain drawn from the world you really built and explored, caves and builds
Keep a 3D mip store on disk built from real chunks, drawn by the GPU beside the seed preview for areas nobody has visited. Written from scratch and measured before it is kept. Builds on Far Detail and the far-terrain levels of detail already shipped; the open work on them is [#718](https://github.com/horizon-rust/horizon/issues/718).
More: [#4678](https://github.com/horizon-rust/horizon/issues/4678)
</details>
#### A batch of targeted optimisations
@@ -308,7 +310,7 @@ Several smaller speed-ups, each measured: idle block entities that sleep, cheape
Block entities and hoppers that skip work when idle (the hopper item scan is already skipped when no item is near); a particle frustum test first (also a parity gap), then particle quads built on the GPU; jigsaw shortcuts that skip blocked connectors and pool elements known not to fit, with layouts unchanged (trial chambers and ancient cities first); batched raw mouse input on Windows for 8000 Hz mice; a better atlas packer for huge resource packs (a 64x pack builds a 704 MiB atlas for 452 MiB of textures); sign-heavy scenes ([#1461](https://github.com/horizon-rust/horizon/issues/1461)). Profile first, keep what pays, show before and after numbers.
More: [docs/profiling.md](docs/profiling.md)
More: [docs/profiling.md](docs/profiling.md) · [#7752](https://github.com/horizon-rust/horizon/issues/7752) · [#8251](https://github.com/horizon-rust/horizon/issues/8251) · [#10229](https://github.com/horizon-rust/horizon/issues/10229)
</details>
@@ -322,6 +324,8 @@ Recognise mods built for versions before 26.1 in the mod browser, so they can be
A mapping table from intermediary and SRG names so pre-26.1 jars can be classified, and a rename for mod ids with dashes (`fabric-api`); the port step then treats them like newer jars ([docs/mod-browser.md](docs/mod-browser.md)).
More: [#10262](https://github.com/horizon-rust/horizon/issues/10262)
</details>
#### A modpack's own resource and shader packs
@@ -536,6 +540,8 @@ Contraptions and physics like the Create and Aeronautics mods, as a mod for Hori
Issue [#805](https://github.com/horizon-rust/horizon/issues/805) (porting QOL mods) closed with this answer: it would come as a native Horizon mod.
More: [#6302](https://github.com/horizon-rust/horizon/issues/6302) · [#5313](https://github.com/horizon-rust/horizon/issues/5313) · [#5556](https://github.com/horizon-rust/horizon/issues/5556)
</details>
#### Proximity voice chat as a native mod
@@ -558,6 +564,8 @@ Every past and future Minecraft version prepared for Horizon automatically. When
The port pipeline ([docs/version-ports.md](docs/version-ports.md), `tools/version_port.py`) detects a release, prepares it, diffs its classes against the pinned 26.3, regenerates the data-driven tables, runs every parity harness on it and writes a port report that becomes issues. The goal is as little human work as possible for any version, past or future. Detection and the first slices are merged; the scheduled agent that runs it every day isn't installed yet. Two versions in one build are out of scope.
More: [#4758](https://github.com/horizon-rust/horizon/issues/4758)
</details>
#### Controllers: tested on real pads, and in the launcher
@@ -568,6 +576,8 @@ Make controller support solid: tested with real PlayStation and Xbox pads and a
The game side is merged ([docs/controllers.md](docs/controllers.md)): pads read with gilrs, menus, rumble, glyphs, remapping and DualSense adaptive triggers, lightbar and haptics, but not yet confirmed on real pads or a Steam Deck (DualSense haptics stay behind a switch until then). Left: a test pass on real hardware, and the same focus navigation in the GPUI launcher.
More: [#10298](https://github.com/horizon-rust/horizon/issues/10298) · [#8678](https://github.com/horizon-rust/horizon/issues/8678)
</details>
#### The full debug screen
@@ -668,6 +678,16 @@ A shared resource store keyed by the preparer's digest, no prepare intermediates
</details>
#### A launcher screen readers can read
Screen readers read the launcher's buttons, lists and settings, and every part of it works from the keyboard.
<details><summary>Technical</summary>
Issue [#4537](https://github.com/horizon-rust/horizon/issues/4537): the launcher is GPUI (not Electron), so it exposes nothing to UI Automation, NSAccessibility or AT-SPI yet. Needs an accessibility tree from GPUI (an AccessKit bridge) and a role and label on each widget.
</details>
#### A visible beta label
A clear 'beta' label in the launcher and the game, so nobody is surprised that Horizon is still being built.
@@ -690,6 +710,18 @@ Issue [#1709](https://github.com/horizon-rust/horizon/issues/1709): aarch64 buil
</details>
#### The launcher builds Horizon on other systems
On a system Horizon has no download for, such as FreeBSD, the launcher offers to build the game on your computer, as it already does for native mods.
<details><summary>Technical</summary>
Issue [#4354](https://github.com/horizon-rust/horizon/issues/4354): when no release asset matches the platform, the launcher fetches the tagged source and runs the same pinned-toolchain `cargo build --locked` its native-mod builds use, with a warning about the time it takes. The build is unsigned, so the launcher marks the version as built locally.
More: [docs/native-mods.md](docs/native-mods.md)
</details>
#### Horizon on Windows ARM64
A native Horizon for Windows on ARM computers, such as Snapdragon laptops.
@@ -710,6 +742,8 @@ Versions of Horizon for Android, iOS and web browsers. Nothing official yet; con
No official build. Android was first closed as not planned, with touch controls, a mobile interface, packaging and loading the player's own assets all missing; the roadmap now includes it, iOS and a build for the browser as long-term goals. First pieces from contributors: `horizon-dualsense` compiling on iOS ([#1813](https://github.com/horizon-rust/horizon/issues/1813)) and helper-thread limits on Android ([#1751](https://github.com/horizon-rust/horizon/issues/1751)). Preparing without Java ([#1750](https://github.com/horizon-rust/horizon/issues/1750)) matters here too. Horizon ships none of Mojang's files on any platform.
More: [#9134](https://github.com/horizon-rust/horizon/issues/9134) · [#8069](https://github.com/horizon-rust/horizon/issues/8069) · [#4153](https://github.com/horizon-rust/horizon/issues/4153)
</details>
#### Horizon on Intel Macs
@@ -752,6 +786,8 @@ Record, replay and edit videos without leaving the game: record in a keypress, r
Three stages. Recording: capture gameplay in a keypress with an encoder thread and little frame-time cost. Replay: a replay mode for recorded sessions. Editing: cuts, camera paths, titles and export. None of it exists yet; the agent-control socket ([docs/agent-control.md](docs/agent-control.md)) already lets tools drive the game for scripted shots.
More: [#10025](https://github.com/horizon-rust/horizon/issues/10025)
</details>
#### Game menus in the launcher's style
@@ -842,6 +878,8 @@ Every download Horizon makes is checked against the project's signature, includi
Releases carry signed checksums, and the launcher and `horizon-server update` refuse anything unsigned ([#1011](https://github.com/horizon-rust/horizon/issues/1011), [#1014](https://github.com/horizon-rust/horizon/issues/1014)). Left: the first install through `install.sh` and `install.ps1` still trusts only the checksum GitHub publishes, because verifying Ed25519 signatures needs OpenSSL 3, which macOS doesn't ship ([docs/security.md](docs/security.md)).
More: [#10354](https://github.com/horizon-rust/horizon/issues/10354)
</details>
## Help wanted
@@ -108,6 +108,16 @@ impl<T> CompiledChoices<T> {
multipart: self.multipart.iter().map(|c| c.map(&mut f)).collect(),
}
}
/// A variant that needs no random selection and produces exactly one model.
pub fn single_variant(&self, selected: &SelectedModels) -> Option<&T> {
let SelectedModels::Variant(index) = selected else {
return None;
};
match self.variants.get(*index)? {
Choice::Single(value) => Some(value),
Choice::Weighted { .. } => None,
}
}
/// The variant `particleMaterial` comes from: the first entry of a weighted
/// list (`WeightedVariants`) and, for a multipart root, of its first
/// selector whether or not that selector applies (`MultiPartModel`).
@@ -0,0 +1,22 @@
//! NBT path parser output and byte cursor for the pinned Java oracle.
use horizon_client_core::nbt_path::NbtPath;
use std::io::{BufRead, Write};
fn main() -> Result<(), Box<dyn std::error::Error>> {
let mut args = std::env::args().skip(1);
let input = std::io::BufReader::new(std::fs::File::open(args.next().unwrap())?);
let mut output = std::io::BufWriter::new(std::fs::File::create(args.next().unwrap())?);
for line in input.lines() {
let text: String = serde_json::from_str(&line?)?;
match NbtPath::parse_prefix(&text) {
Ok((path, cursor)) => {
write!(output, "OK {cursor} ")?;
for value in path.as_str().as_bytes() {
write!(output, "{value:02x}")?;
}
writeln!(output)?;
}
Err(error) => writeln!(output, "ERR {} {}", error.cursor, error.key)?,
}
}
Ok(())
}
+34 -2
View File
@@ -111,7 +111,15 @@ impl Parser<'_> {
map.insert(key, self.value()?);
self.ws();
match self.peek() {
Some(b',') => self.i += 1,
// SnbtGrammar: an entry may be followed by a comma before the brace.
Some(b',') => {
self.i += 1;
self.ws();
if self.peek() == Some(b'}') {
self.i += 1;
return Ok(Value::Object(map));
}
}
Some(b'}') => {
self.i += 1;
return Ok(Value::Object(map));
@@ -140,7 +148,15 @@ impl Parser<'_> {
list.push(self.value()?);
self.ws();
match self.peek() {
Some(b',') => self.i += 1,
// SnbtGrammar: a list or array may end with a comma.
Some(b',') => {
self.i += 1;
self.ws();
if self.peek() == Some(b']') {
self.i += 1;
return Ok(Value::Array(list));
}
}
Some(b']') => {
self.i += 1;
return Ok(Value::Array(list));
@@ -497,6 +513,22 @@ pub fn name_text(tag: &Tag) -> Text {
#[cfg(test)]
mod tests {
use super::*;
/// SnbtGrammar: a compound or list may end with one comma; two in a row
/// stay an error.
#[test]
fn a_component_takes_one_trailing_comma() {
let parse = |s: &str| parse_snbt(s).map(|(v, _)| v);
assert_eq!(
parse("{text:\"a\",color:\"red\",}"),
parse("{text:\"a\",color:\"red\"}")
);
assert_eq!(
parse("[\"a\", {text:\"b\",} ,]"),
parse("[\"a\",{text:\"b\"}]")
);
assert!(parse("{text:\"a\",,}").is_err());
assert!(parse("[\"a\",,]").is_err());
}
#[test]
fn hex_color_follows_text_color_parse_color() {
+49 -3
View File
@@ -726,11 +726,16 @@ fn parse_node(text: &str, i: usize, first: bool) -> Result<(Node, usize), PathEr
Some(b']') => Ok((Node::AllElements, j + 1)),
_ => {
let start = j;
if b.get(j) == Some(&b'-') {
// StringReader.readInt scans all allowed number characters
// before parsing, including malformed signs and decimal points.
while b
.get(j)
.is_some_and(|c| c.is_ascii_digit() || matches!(c, b'-' | b'.'))
{
j += 1;
}
while b.get(j).is_some_and(u8::is_ascii_digit) {
j += 1;
if start == j {
return Err(PathError::new("parsing.int.expected", vec![], start));
}
let n: i32 = text[start..j].parse().map_err(|_| {
PathError::new(
@@ -792,6 +797,13 @@ fn read_quoted(text: &str, i: usize) -> Result<(String, usize), PathError> {
let mut escaped = false;
for (o, c) in text[i + 1..].char_indices() {
if escaped {
if c != quote && c != '\\' {
return Err(PathError::new(
"parsing.quote.escape",
vec![c.to_string()],
i + 1 + o,
));
}
out.push(c);
escaped = false;
} else if c == '\\' {
@@ -840,6 +852,40 @@ fn parse_compound(text: &str, i: usize) -> Result<(Tag, usize), PathError> {
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn quoted_escapes_and_index_tokens_match_brigadier() {
let cases = [
(r#""a\q""#, "parsing.quote.escape", vec!["q"], 3),
(r#"'a\x'"#, "parsing.quote.escape", vec!["x"], 3),
("[1.0]", "parsing.int.invalid", vec!["1.0"], 1),
("[.]", "parsing.int.invalid", vec!["."], 1),
("[--1]", "parsing.int.invalid", vec!["--1"], 1),
("[2147483648]", "parsing.int.invalid", vec!["2147483648"], 1),
("[+1]", "parsing.int.expected", vec![], 1),
(r#""é\q""#, "parsing.quote.escape", vec!["q"], 4),
(r#""é"[1.0]"#, "parsing.int.invalid", vec!["1.0"], 5),
];
let mut failures = Vec::new();
for (text, key, args, cursor) in cases {
match NbtPath::parse_prefix(text) {
Err(error) if error.key == key && error.args == args && error.cursor == cursor => {}
other => failures.push(format!("{text:?}: {other:?}")),
}
}
assert!(failures.is_empty(), "{}", failures.join("\n"));
}
#[test]
fn valid_quoted_escapes_still_select_the_exact_field() {
let root = Tag::compound([("a\"b", Tag::Int(7)), ("a\\b", Tag::Int(8))]);
for (path, value) in [(r#""a\"b""#, 7), (r#""a\\b""#, 8)] {
assert_eq!(
NbtPath::parse(path).unwrap().get(&root).unwrap(),
vec![Tag::Int(value)]
);
}
}
#[test]
fn field_provenance_handles_quotes_and_filters_without_matching_lists() {
for text in [
+52 -17
View File
@@ -393,19 +393,38 @@ impl FullscreenState {
let reapply = self.set_exclusive(exclusive);
self.set_preferred_mode(preferred);
let mode_change = !in_video_screen && self.take_mode_change();
match request {
Some(false) => window.set_fullscreen(None),
Some(true) => window.set_fullscreen(Some(fullscreen_request(
if wanted && window.is_maximized() {
window.set_maximized(false);
window.set_fullscreen(Some(fullscreen_request(
window,
exclusive,
preferred.as_ref(),
))),
None if reapply || mode_change => window.set_fullscreen(Some(fullscreen_request(
window,
exclusive,
preferred.as_ref(),
))),
None => {}
)));
} else {
match request {
Some(false) => window.set_fullscreen(None),
Some(true) => {
if window.is_maximized() {
window.set_maximized(false);
}
window.set_fullscreen(Some(fullscreen_request(
window,
exclusive,
preferred.as_ref(),
)));
}
None if reapply || mode_change => {
if window.is_maximized() {
window.set_maximized(false);
}
window.set_fullscreen(Some(fullscreen_request(
window,
exclusive,
preferred.as_ref(),
)));
}
None => {}
}
}
}
@@ -592,13 +611,13 @@ pub fn fullscreen_request(
preferred: Option<&VideoMode>,
) -> winit::window::Fullscreen {
use winit::window::Fullscreen;
if !exclusive {
return Fullscreen::Borderless(None);
}
let Some(monitor) = window
let monitor = window
.current_monitor()
.or_else(|| window.primary_monitor())
else {
.or_else(|| window.primary_monitor());
if !exclusive {
return Fullscreen::Borderless(monitor);
}
let Some(monitor) = monitor else {
return Fullscreen::Borderless(None);
};
let wanted = preferred.and_then(|p| {
@@ -608,7 +627,7 @@ pub fn fullscreen_request(
});
match wanted.or_else(|| monitor_current_mode(&monitor)) {
Some(mode) => Fullscreen::Exclusive(mode),
None => Fullscreen::Borderless(None),
None => Fullscreen::Borderless(Some(monitor)),
}
}
@@ -628,6 +647,22 @@ pub fn icon() -> Option<winit::window::Icon> {
winit::window::Icon::from_rgba(bytes, info.width, info.height).ok()
}
/// Apply Horizon's icon to every window. Windows has a separate taskbar icon slot from the small
/// window icon; requiring the decoded icon there prevents a generic taskbar icon from appearing.
pub fn with_horizon_icon(
attributes: winit::window::WindowAttributes,
) -> winit::window::WindowAttributes {
let icon = icon();
#[cfg(target_os = "windows")]
let icon = Some(icon.expect("Horizon's icon must be available on Windows"));
let attributes = attributes.with_window_icon(icon.clone());
#[cfg(target_os = "windows")]
let attributes =
winit::platform::windows::WindowAttributesExtWindows::with_taskbar_icon(attributes, icon);
attributes
}
#[cfg(test)]
mod tests {
use super::*;
+73 -14
View File
@@ -856,27 +856,50 @@ fn cards_changed(seen: Option<&str>, cards: Option<&str>) -> bool {
}
}
/// The buffer size to request for `open_device`. On Linux the ALSA backend's
/// `BufferSize::Default` means a ~100 ms buffer, so sound effects come out
/// about 100 ms late: request a short fixed buffer (1024 frames) by default.
/// An environment override `HORIZON_AUDIO_BUFFER` can specify `default` or a
/// custom frame count (e.g. 2048) when the default short buffer underruns
/// (e.g. PipeWire min-quantum >= 1024).
#[cfg(feature = "audio")]
fn target_buffer_size(
range: (u32, u32),
var: impl Fn(&str) -> Option<std::ffi::OsString>,
) -> Option<cpal::BufferSize> {
if let Some(val) = var("HORIZON_AUDIO_BUFFER").and_then(|v| v.into_string().ok()) {
if val == "default" {
return Some(cpal::BufferSize::Default);
}
if let Ok(frames) = val.parse::<u32>() {
return Some(cpal::BufferSize::Fixed(frames.clamp(range.0, range.1)));
}
}
#[cfg(target_os = "linux")]
{
Some(cpal::BufferSize::Fixed(1024u32.clamp(range.0, range.1)))
}
#[cfg(not(target_os = "linux"))]
{
None
}
}
/// The cpal `StreamConfig` to open an output stream with. On Linux the ALSA
/// backend's `BufferSize::Default` means a ~100 ms buffer, so sound effects
/// come out about 100 ms late: request a short fixed buffer there. Other
/// platforms keep cpal's default behaviour.
#[cfg(feature = "audio")]
fn audio_stream_config(config: &cpal::SupportedStreamConfig) -> cpal::StreamConfig {
#[cfg(target_os = "linux")]
{
let range = match config.buffer_size() {
cpal::SupportedBufferSize::Range { min, max } => (*min, *max),
cpal::SupportedBufferSize::Unknown => (256, 4096),
};
let target = 1024u32.clamp(range.0, range.1);
let mut sc = config.config();
sc.buffer_size = cpal::BufferSize::Fixed(target);
sc
}
#[cfg(not(target_os = "linux"))]
{
config.config()
let mut sc = config.config();
let range = match config.buffer_size() {
cpal::SupportedBufferSize::Range { min, max } => (*min, *max),
cpal::SupportedBufferSize::Unknown => (256, 4096),
};
if let Some(bs) = target_buffer_size(range, |name| std::env::var_os(name)) {
sc.buffer_size = bs;
}
sc
}
#[cfg(feature = "audio")]
@@ -1805,6 +1828,42 @@ mod tests {
);
}
#[test]
#[cfg(feature = "audio")]
fn buffer_size_override_and_defaults() {
let env = |pairs: &'static [(&'static str, &'static str)]| {
move |name: &str| {
pairs
.iter()
.find(|(k, _)| *k == name)
.map(|(_, v)| std::ffi::OsString::from(*v))
}
};
let range = (256, 4096);
assert_eq!(
target_buffer_size(range, env(&[("HORIZON_AUDIO_BUFFER", "default")])),
Some(cpal::BufferSize::Default)
);
assert_eq!(
target_buffer_size(range, env(&[("HORIZON_AUDIO_BUFFER", "2048")])),
Some(cpal::BufferSize::Fixed(2048))
);
assert_eq!(
target_buffer_size(range, env(&[("HORIZON_AUDIO_BUFFER", "100")])),
Some(cpal::BufferSize::Fixed(256))
);
assert_eq!(
target_buffer_size(range, env(&[("HORIZON_AUDIO_BUFFER", "10000")])),
Some(cpal::BufferSize::Fixed(4096))
);
#[cfg(target_os = "linux")]
assert_eq!(
target_buffer_size(range, env(&[])),
Some(cpal::BufferSize::Fixed(1024))
);
#[cfg(not(target_os = "linux"))]
assert_eq!(target_buffer_size(range, env(&[])), None);
}
#[test]
fn linear_attenuation_reaches_zero_at_the_max_distance() {
assert_eq!(distance_gain(None, 100.0), 1.0);
assert_eq!(distance_gain(Some(16.0), 0.0), 1.0);
@@ -3407,7 +3407,9 @@ impl BeamPart {
(at(b, self.end), [s.u0, v1]),
] {
out.push(Vertex {
normal: [0; 4],
// The beacon beam render types keep the default back-face culling: seen
// from inside a beam, its walls must not show.
normal: CULL_BACK,
pos: p.to_array(),
uv,
layer: 6,
@@ -4277,6 +4279,23 @@ mod tests {
/// submits the unit cube's two Y faces. Both are wound outward, so of each
/// face only the side looking at the camera draws: the portal shows one
/// surface from above and one from below, never both at once.
/// `RenderPipelines.BEACON_BEAM_OPAQUE` / `_TRANSLUCENT` keep the default
/// back-face culling, so a camera inside a beam sees no wall of it.
#[test]
fn beacon_beam_faces_cull_their_backs() {
let rect = Rect {
u0: 0.0,
v0: 0.0,
u1: 1.0,
v1: 1.0,
w: 16,
h: 16,
};
let mut out = Vec::new();
beacon_beam(Vec3::ZERO, &[(0xFFFFFF, 4)], 0.0, 1.0, rect, &mut out);
assert_eq!(out.len(), 32, "solid and glow, four quads each");
assert!(out.iter().all(|v| v.normal == CULL_BACK));
}
#[test]
fn the_end_portal_cube_is_one_sided() {
let mut out = Vec::new();
@@ -572,7 +572,7 @@ impl ControllerUi {
&cols,
&lines,
self.scroll.amount,
Page::name,
|page| lang::get(page.name()),
|batch, setting: Setting, y| {
let item = setting.item;
let [rx, ry, rw, rh] = cols.row(y);
@@ -98,14 +98,42 @@ pub struct Source {
/// The [`MAX`] sources nearest `camera` within reach, as the shaders read them: camera-relative
/// position and level. Overwrites `out`.
pub fn select(sources: &[Source], camera: DVec3, out: &mut Vec<[f32; 4]>) {
select_iter(sources.iter().copied(), camera, out);
}
/// Streaming selection with the same stable distance order as [`select`]. Only the best
/// [`MAX`] sources are kept, and each source's distance is evaluated once.
pub fn select_iter(
sources: impl IntoIterator<Item = Source>,
camera: DVec3,
out: &mut Vec<[f32; 4]>,
) {
out.clear();
let key = |s: &Source| s.at.distance_squared(camera);
let mut near: Vec<&Source> = sources
.iter()
.filter(|s| s.level > 0 && key(s) <= REACH * REACH)
.collect();
near.sort_by(|a, b| key(a).total_cmp(&key(b)));
out.extend(near.into_iter().take(MAX).map(|s| {
let mut near = [(
0.0_f64,
Source {
at: DVec3::ZERO,
level: 0,
},
); MAX];
let mut len = 0;
for source in sources {
let distance = source.at.distance_squared(camera);
// The original <= test also rejects NaN and infinite distances.
if source.level == 0 || !(0.0..=REACH * REACH).contains(&distance) {
continue;
}
let at = near[..len].partition_point(|(d, _)| d.total_cmp(&distance).is_le());
if at == MAX {
continue;
}
// Insert after equal distances: the first MAX sources in input order win ties.
let end = len.min(MAX - 1);
near.copy_within(at..end, at + 1);
near[at] = (distance, source);
len = (len + 1).min(MAX);
}
out.extend(near[..len].iter().map(|(_, s)| {
let p = (s.at - camera).as_vec3();
[p.x, p.y, p.z, f32::from(s.level.min(15))]
}));
@@ -179,6 +207,104 @@ mod tests {
assert!(out.is_empty());
}
#[test]
fn streaming_selection_matches_stable_full_sort() {
let camera = DVec3::new(30_000_000.0, -64.0, -30_000_000.0);
let mut seed = 0x8469_d28b_314a_723fu64;
let mut sources = Vec::new();
for i in 0..2048 {
let offset = std::array::from_fn::<_, 3, _>(|_| {
seed ^= seed << 13;
seed ^= seed >> 7;
seed ^= seed << 17;
(seed % 241) as f64 - 120.0
});
sources.push(Source {
at: camera + DVec3::from(offset),
level: (i % 22) as u8,
});
}
sources.extend([
Source {
at: camera + DVec3::X * 96.0,
level: 14,
},
Source {
at: camera - DVec3::X * 96.0,
level: 15,
},
Source {
at: camera + DVec3::X * 96.0001,
level: 15,
},
Source {
at: DVec3::splat(f64::NAN),
level: 15,
},
Source {
at: DVec3::splat(f64::INFINITY),
level: 15,
},
]);
let reference = |input: &[Source], camera: DVec3| {
let mut selected: Vec<_> = input
.iter()
.filter(|s| s.level > 0 && s.at.distance_squared(camera) <= 96.0 * 96.0)
.collect();
selected.sort_by(|a, b| {
a.at.distance_squared(camera)
.total_cmp(&b.at.distance_squared(camera))
});
selected
.into_iter()
.take(16)
.map(|s| {
let p = (s.at - camera).as_vec3();
[p.x, p.y, p.z, f32::from(s.level.min(15))]
})
.collect::<Vec<_>>()
};
let mut out = vec![[999.0; 4]; 20];
for input in [sources.clone(), sources.into_iter().rev().collect()] {
for n in [0, 1, 15, 16, 17, 40, input.len()] {
select_iter(input[..n].iter().copied(), camera, &mut out);
assert_eq!(out, reference(&input[..n], camera));
}
select_iter(input.iter().copied(), DVec3::splat(f64::NAN), &mut out);
assert!(out.is_empty());
}
}
#[test]
fn equal_distances_keep_first_sources_and_reach_is_inclusive() {
// Every source ties: neither a different position nor a different light level
// may win the sixteenth slot just because it was inserted later.
let sources: Vec<_> = (0..40)
.map(|i| Source {
at: if i % 2 == 0 {
DVec3::X * 96.0
} else {
-DVec3::X * 96.0
},
level: (i % 15 + 1) as u8,
})
.collect();
let mut out = Vec::new();
select_iter(sources, DVec3::ZERO, &mut out);
assert_eq!(out.len(), 16);
for (i, light) in out.iter().enumerate() {
assert_eq!(
*light,
[
if i % 2 == 0 { 96.0 } else { -96.0 },
0.0,
0.0,
(i % 15 + 1) as f32
]
);
}
}
#[test]
fn light_falls_off_a_level_per_block() {
let torch = [[0.0, 0.0, 0.0, 14.0]];
+21
View File
@@ -413,6 +413,13 @@ pub fn clear_distance_fog(fog: &mut FogData, input: &FogInputs) {
(fog.environmental_start, fog.environmental_end) = (1e9, 2e9);
}
}
/// Whether the frame draws no sky, only the clear to the fog colour: `LevelRenderer.addSkyPass`
/// leaves the sky out in lava and powder snow and while blindness or darkness is on (`Camera`'s
/// `doesMobEffectBlockSky`), and `GameRenderer.renderLevel` gives `LevelRenderer.render`
/// `shouldRenderSky` false while a boss bar makes world fog (the Ender Dragon's).
pub fn sky_pass_skipped(fog_type: FogType, effect_blocks_sky: bool, boss_world_fog: bool) -> bool {
matches!(fog_type, FogType::Lava | FogType::PowderSnow) || effect_blocks_sky || boss_world_fog
}
/// `AtmosphericFogEnvironment.updateRainFogState`.
pub fn update_rain_fog(
state: &mut FogState,
@@ -480,6 +487,20 @@ mod tests {
assert_eq!(fog(surface - 0.01, -90.0), FogType::Atmospheric);
}
#[test]
fn the_dragon_fights_world_fog_leaves_out_the_sky() {
use FogType::*;
// GameRenderer.renderLevel: no sky pass under a createWorldFog boss bar, in clear air
// as in water.
assert!(sky_pass_skipped(Atmospheric, false, true));
assert!(sky_pass_skipped(Water, false, true));
// LevelRenderer.addSkyPass's own conditions.
assert!(sky_pass_skipped(Lava, false, false));
assert!(sky_pass_skipped(PowderSnow, false, false));
assert!(sky_pass_skipped(Atmospheric, true, false));
assert!(!sky_pass_skipped(Atmospheric, false, false));
assert!(!sky_pass_skipped(Water, false, false));
}
#[test]
fn boss_world_fog_closes_in() {
// AtmosphericFogEnvironment.setupFog under a createWorldFog boss bar.
let sky = Sky {
+272 -4
View File
@@ -874,7 +874,8 @@ pub struct Frame<'a> {
pub cave_culling: bool,
/// Title screen: only the dedicated panorama cube map and the HUD.
pub title: bool,
/// Lava, powder snow, blindness or darkness blocks the sky pass.
/// Lava, powder snow, blindness, darkness or a boss bar's world fog leaves out the sky pass
/// (`fog::sky_pass_skipped`).
pub sky_blocked: bool,
/// Dimensions without a skybox (the Nether) clear to the fog colour.
pub skybox: bool,
@@ -1385,6 +1386,8 @@ pub struct Renderer {
hdr_lighting_setting: bool,
/// The shader pack's post-processing, and the dimension (legacy id) it was loaded for.
pack_post: Option<(i32, Option<pack_post::PackPost>)>,
/// A `shaders/` pack whose pipelines build on a thread of their own (`load_shader_pack`).
pack_loading: Option<PackLoading>,
/// The post passes of one of Horizon's own shader packs; never beside `pack_post`'s.
native: Option<native_pack::NativePack>,
/// Time the shader pack's passes on the GPU (F3, or `HORIZON_SHADER_PACK_TIMING`).
@@ -2115,10 +2118,22 @@ async fn open_with_retry(
);
match open_backend(backends, window, offscreen, true, layers, allow_cpu).await {
Ok(opened) => {
let info = opened.adapter.get_info();
if is_broken_haswell_vulkan(&info) {
log::warn!(
"Horizon renderer: skipping {} on Vulkan because Mesa hasvk suffers from \
vertex corruption on Haswell; falling back to next backend",
info.name
);
return Err(format!(
"Mesa hasvk on Haswell ({}) has broken vertex buffers under Vulkan; falling back",
info.name
));
}
log::warn!(
"Horizon renderer: using {} although its driver reports no Vulkan \
conformance version",
opened.adapter.get_info().name
info.name
);
Ok(opened)
}
@@ -2129,6 +2144,19 @@ async fn open_with_retry(
Ok(opened) => Ok(opened),
}
}
/// Intel Haswell (Gen 7.5) Mesa Vulkan driver (`hasvk`) reports 0.0.0.0 and suffers
/// from severe vertex buffer corruption and polygon tearing (#9912), but its OpenGL driver
/// (`crocus`) is fully conformant and stable. Ivy Bridge (`IVB`) keeps Vulkan (#4059).
pub(crate) fn is_broken_haswell_vulkan(info: &wgpu::AdapterInfo) -> bool {
info.backend == wgpu::Backend::Vulkan
&& info.vendor == 0x8086
&& (matches!(
info.device,
0x0400..=0x042f // Haswell Desktop / Mobile
| 0x0a00..=0x0a2f // Haswell ULT (Ultrabook)
| 0x0d00..=0x0d2f // Haswell CRW (Crystal Well)
) || ["HSW", "Haswell"].iter().any(|tag| info.name.contains(tag)))
}
/// Opens a device on `backends` alone: its surface, adapter and device, or what
/// stopped it. `allow_nonconformant` is `open_with_retry`'s second try; a
/// software adapter is taken only when `allow_cpu`.
@@ -4711,6 +4739,7 @@ impl Renderer {
frame_format,
hdr_marker: None,
pack_post: None,
pack_loading: None,
native: None,
pass_timing: pack_timing::PassTiming::logging(),
own_timing: None,
@@ -6462,7 +6491,17 @@ impl Renderer {
world,
)
});
let post = match post.transpose() {
self.pack_loading = None;
self.install_shader_pack(dimension, post.transpose())
}
/// Runs the pack `set_shader_pack` or `load_shader_pack` built (`None`: no pack), or none when
/// it can't run, for the dimension `dimension`; the programs that run and their notes.
fn install_shader_pack(
&mut self,
dimension: i32,
post: std::result::Result<Option<pack_post::PackPost>, pack_post::Refused>,
) -> std::result::Result<Option<(Vec<String>, Vec<String>)>, pack_post::Refused> {
let post = match post {
Ok(post) => post,
Err(e) => {
self.pack_post = Some((dimension, None));
@@ -6481,8 +6520,138 @@ impl Renderer {
}
Ok(report)
}
/// As `set_shader_pack` with a pack, but its pipelines build on a thread of their own while
/// the game keeps drawing without one: the driver compiles a big pack's programs for seconds.
/// `poll_shader_pack` runs it once they are built. `label` and `started` come back with it.
pub fn load_shader_pack(
&mut self,
dimension: i32,
pack: horizon_shaders::Post,
block_ids: Vec<i32>,
label: String,
started: std::time::Instant,
) {
let device = self.device.clone();
let queue = self.queue.clone();
let adapter = self.adapter.clone();
let format = self.frame_format;
let atlas = self.pack_atlas.as_ref().map(|a| (a.view.clone(), a.size()));
let sprite_rects = self
.pack_atlas
.as_ref()
.map_or_else(Vec::new, |a| a.rects_table());
let material_maps = self
.pack_material_atlases
.as_ref()
.map(|a| [a[0].view.clone(), a[1].view.clone()]);
let lightmap = self.lightmap_view.clone();
let gui_size = self
.hud
.atlas_texture
.as_ref()
.map_or([1, 1], |t| [t.width(), t.height()]);
let celestial = self
.hud
.atlas_texture
.as_ref()
.map(|t| t.create_view(&Default::default()));
let flat = self.pack_terrain_flat;
let table = (self.flat.as_ref())
.filter(|_| flat)
.map(|f| f.draw_layout.clone());
let terrain = self.pack_atlas.is_some();
let clouds = self.cloud_bindings.clone();
let build = move || {
let instance = wgpu::vertex_attr_array![5=>Float32x4];
let vertex = wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<TerrainVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &TERRAIN_ATTRIBUTES,
};
let instances = wgpu::VertexBufferLayout {
array_stride: 16,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &instance,
};
let buffers = [Some(vertex), Some(instances)];
let world = pack_post::World {
atlas,
sprite_rects: &sprite_rects,
material_maps,
lightmap,
gui_size,
terrain: terrain.then(|| pack_post::Geometry {
buffers: if flat { &buffers[..1] } else { &buffers },
table: table.as_ref(),
depth_write: true,
atlas: None,
material_maps: true,
ids: None,
cull: true,
}),
block_ids: &block_ids,
celestial,
clouds: Some(&clouds),
weather: true,
hand: true,
};
pack_post::PackPost::new(&device, &queue, &adapter, pack, format, world)
};
// A pack is not the game's code: a panic building it turns the pack off (#3525).
let thread = std::thread::Builder::new()
.name("Shader pack".into())
.spawn(move || crate::crash::contain(build));
match thread {
Ok(thread) => {
// The last pack doesn't draw this dimension meanwhile.
self.pack_post = None;
self.pack_loading = Some(PackLoading {
dimension,
thread,
label,
started,
});
}
Err(e) => log::error!("shader pack {label}: no thread to build it on: {e}"),
}
}
/// The pack `load_shader_pack` builds, once its thread is done: it runs from now on, as
/// `set_shader_pack` would run it. Its dimension, label, start and what `set_shader_pack`
/// returns.
#[allow(clippy::type_complexity)]
pub fn poll_shader_pack(
&mut self,
) -> Option<(
i32,
String,
std::time::Instant,
std::result::Result<Option<(Vec<String>, Vec<String>)>, pack_post::Refused>,
)> {
if !self.pack_loading.as_ref()?.thread.is_finished() {
return None;
}
let loading = self.pack_loading.take()?;
let built = match loading.thread.join() {
Ok(Ok(built)) => built,
Ok(Err(panic)) => Err(pack_post::Refused {
reason: format!("building it panicked: {panic}"),
notes: Vec::new(),
}),
Err(_) => Err(pack_post::Refused {
reason: "its thread panicked".into(),
notes: Vec::new(),
}),
};
let report = self.install_shader_pack(loading.dimension, built.map(Some));
Some((loading.dimension, loading.label, loading.started, report))
}
/// Whether a `shaders/` pack is still building (`load_shader_pack`).
pub fn shader_pack_loading(&self) -> bool {
self.pack_loading.is_some()
}
/// Drops the running shader pack, of either kind.
pub fn drop_shader_packs(&mut self) {
self.pack_loading = None;
self.pack_post = None;
self.native = None;
self.pack_atlas = None;
@@ -6709,7 +6878,8 @@ impl Renderer {
/// The dimension the shader pack was last set for.
pub fn shader_pack_dimension(&self) -> Option<i32> {
self.pack_post.as_ref().map(|p| p.0)
let loading = self.pack_loading.as_ref().map(|l| l.dimension);
loading.or_else(|| self.pack_post.as_ref().map(|p| p.0))
}
/// The Texture Filtering and Max Anisotropy options (`filtering`: 0 none, 1 RGSS, 2
/// anisotropic; `bit`: `maxAnisotropyBit`). All take LevelRenderer's chunk layer sampler
@@ -11520,6 +11690,21 @@ impl Frustum {
.iter()
.any(|plane| plane.truncate().dot(center) + plane.w < -radius)
}
/// Depth clip planes alone: X/Y projection jitter cannot change this test.
/// Retaining side-of-screen geometry makes this safe before TAA selects a phase.
pub fn intersects_depth(&self, min: Vec3, max: Vec3) -> bool {
if !min.is_finite() || !max.is_finite() || !min.cmple(max).all() {
return true;
}
!self.planes[4..].iter().any(|p| {
let v = Vec3::new(
if p.x >= 0.0 { max.x } else { min.x },
if p.y >= 0.0 { max.y } else { min.y },
if p.z >= 0.0 { max.z } else { min.z },
);
p.truncate().dot(v) + p.w < 0.0
})
}
/// Whether the camera-relative box `min..max` is entirely inside. Then
/// `intersects` accepts every box within it: each plane's distance only
/// grows from this box's nearest corner to the inner box's farthest, and
@@ -11726,6 +11911,47 @@ fn frustum(m: Mat4) -> [Vec4; 6] {
#[cfg(test)]
mod tests {
#[test]
fn depth_culling_keeps_jittered_edges_and_depth_crossing_models() {
use super::*;
for (yaw, pitch) in [(0.0, 0.0), (73.0, -35.0), (-142.0, 79.0)] {
let pose = Mat4::from_translation(Vec3::new(0.03, -0.02, 0.01))
* crate::camera::view_matrix(yaw, pitch);
let matrix = world_projection(70.0, 16.0 / 9.0, 512.0) * pose;
let view = Frustum {
planes: frustum(matrix),
};
for size in [[1, 1], [320, 180], [1280, 720], [3840, 2160]] {
for (x, y) in [(-1.0, 1.0), (1.0, -1.0)] {
let jitter = Mat4::from_translation(Vec3::new(
x / size[0] as f32,
y / size[1] as f32,
0.0,
));
let inverse = (jitter * matrix).inverse();
for (x, y) in [(-1.0, -1.0), (1.0, 1.0), (-1.0, 1.0), (1.0, -1.0)] {
for z in [0.001, 0.5, 0.999] {
let p = inverse * Vec4::new(x, y, z, 1.0);
let p = p.truncate() / p.w;
assert!(view.intersects_depth(
p - Vec3::splat(1.0e-4),
p + Vec3::splat(1.0e-4)
));
}
}
}
}
let point = |p| pose.inverse().transform_point3(p);
for z in [10.0, -600.0] {
let p = point(Vec3::new(0.0, 0.0, z));
assert!(!view.intersects_depth(p - Vec3::splat(0.1), p + Vec3::splat(0.1)));
}
// An oversized model straddling the eye must stay, even with its origin behind.
let p = point(Vec3::ZERO);
assert!(view.intersects_depth(p - Vec3::splat(10.0), p + Vec3::splat(10.0)));
assert!(view.intersects_depth(Vec3::splat(f32::NAN), Vec3::ONE));
}
}
#[test]
fn opaque_gizmo_lines_upload_first_for_the_depth_writing_pipeline() {
let line = |argb: u32| [0.0, 0.0, 0.0, 1.0, 0.0, 0.0, f32::from_bits(argb), 2.5];
@@ -13219,6 +13445,36 @@ mod sprite_upload_tests {
assert_eq!(adapter_requested_split(&info, None), None);
}
#[test]
fn broken_haswell_vulkan_detects_haswell_and_leaves_ivy_bridge() {
let mut info = wgpu::AdapterInfo {
name: "Intel(R) HD Graphics 4400 (HSW GT2)".into(),
vendor: 0x8086,
device: 0x0a16,
device_type: wgpu::DeviceType::IntegratedGpu,
device_pci_bus_id: String::new(),
driver: "Mesa 26.2.5".into(),
driver_info: "Mesa 26.2.5".into(),
backend: wgpu::Backend::Vulkan,
subgroup_min_size: 0,
subgroup_max_size: 0,
transient_saves_memory: None,
limit_bucket: None,
};
assert!(is_broken_haswell_vulkan(&info));
// Ivy Bridge keeps Vulkan (#4059)
info.name = "Intel(R) HD Graphics 4000 (IVB GT2)".into();
info.device = 0x0166;
assert!(!is_broken_haswell_vulkan(&info));
// Haswell on OpenGL is stable (crocus)
info.name = "Intel(R) HD Graphics 4400 (HSW GT2)".into();
info.device = 0x0a16;
info.backend = wgpu::Backend::Gl;
assert!(!is_broken_haswell_vulkan(&info));
}
#[test]
fn mip_chain_allocates_exactly_its_size() {
for size in [16, 64] {
@@ -13733,3 +13989,15 @@ mod shadow_caster_tests {
assert!(!kept(50.0, 0.0, 0.0, [-2.0, 3.0, 0.0]));
}
}
/// A `shaders/` pack building on its own thread (`Renderer::load_shader_pack`): the dimension it
/// is for, the thread (a panic in it contained), and what the game named it with and when.
struct PackLoading {
dimension: i32,
#[allow(clippy::type_complexity)]
thread: std::thread::JoinHandle<
std::result::Result<std::result::Result<pack_post::PackPost, pack_post::Refused>, String>,
>,
label: String,
started: std::time::Instant,
}
@@ -512,26 +512,36 @@ impl NativeFrame {
/// Writes this frame's inputs, for a world of `size`.
pub fn write(&mut self, queue: &wgpu::Queue, frame: &Frame, size: [u32; 2]) {
let inputs = self.next_inputs(frame, size);
queue.write_buffer(&self.buffer, 0, bytemuck::bytes_of(&inputs));
}
/// This frame's inputs, moving the eased values and the frame count on.
fn next_inputs(&mut self, frame: &Frame, size: [u32; 2]) -> FrameInputs {
// Under `HORIZON_STILL` the world's ticks are the clock (`PackInputs::still_ticks`), and
// eased values sit at their targets.
let still = frame.pack.still_ticks;
let seconds = still.map_or_else(
|| self.start.elapsed().as_secs_f32() % 3600.0,
|ticks| (ticks as f32 / 20.0) % 3600.0,
);
// A scripted clock (`PackInputs::frame_timing`) comes first, and eased values
// move by its delta.
let now = std::time::Instant::now();
let since = match still {
Some(_) => f32::INFINITY,
None => self.wetness.1.map_or(0.0, |t| (now - t).as_secs_f32()),
let timing = frame.pack.frame_timing;
// Seconds, frame index, and the seconds eased values move by when not the
// measured ones.
let (seconds, index, step) = match (timing, frame.pack.still_ticks) {
(Some(t), _) => (t.elapsed, t.counter, Some(t.delta)),
(None, Some(ticks)) => (
(ticks as f32 / 20.0) % 3600.0,
ticks as u32,
Some(f32::INFINITY),
),
(None, None) => (
self.start.elapsed().as_secs_f32() % 3600.0,
self.frames,
None,
),
};
let since = step.unwrap_or_else(|| self.wetness.1.map_or(0.0, |t| (now - t).as_secs_f32()));
self.wetness = (wetness(self.wetness.0, frame.pack.rain, since), Some(now));
let mut inputs = frame_inputs(
frame,
size,
seconds,
still.map_or(self.frames, |ticks| ticks as u32),
self.shadow_camera.as_ref(),
);
let mut inputs = frame_inputs(frame, size, seconds, index, self.shadow_camera.as_ref());
inputs.wetness = self.wetness.0;
if !self.reflects {
inputs.has_reflection = 0;
@@ -542,8 +552,11 @@ impl NativeFrame {
inputs.previous_view_projection = view_proj;
// `write` skips title frames, so a gap means a pause or another world: the frame
// before says nothing about this one, and the eased values start over.
// A scripted clock's frames follow each other however long one takes to draw.
match self.last {
Some((previous, camera, time)) if (now - time).as_secs_f32() < MAX_FRAME_GAP => {
Some((previous, camera, time))
if timing.is_some() || (now - time).as_secs_f32() < MAX_FRAME_GAP =>
{
inputs.previous_view_projection = previous;
inputs.camera_motion = (frame.camera - camera).as_vec3().to_array();
inputs.delta_time = (now - time).as_secs_f32();
@@ -562,12 +575,11 @@ impl NativeFrame {
(f32::from(u8::from(inputs.eye_in == 1)), 0.25),
(f32::from(u8::from(inputs.eye_in == 2)), 0.25),
];
let dt = match still {
Some(_) => {
inputs.delta_time = 0.05;
f32::INFINITY
}
None => inputs.delta_time,
let dt = step.unwrap_or(inputs.delta_time);
inputs.delta_time = match (timing, step) {
(Some(t), _) => t.delta,
(None, Some(_)) => 0.05,
(None, None) => inputs.delta_time,
};
for (value, (target, half_life)) in self.eye.iter_mut().zip(targets) {
*value = eased(*value, target, half_life, dt);
@@ -577,7 +589,7 @@ impl NativeFrame {
inputs.in_water = water;
inputs.in_lava = lava;
self.frames = self.frames.wrapping_add(1);
queue.write_buffer(&self.buffer, 0, bytemuck::bytes_of(&inputs));
inputs
}
/// Takes the post stage's pending history reset. It stays pending if post rendering is
@@ -1320,6 +1332,48 @@ mod tests {
assert_eq!(wetness(0.25, 0.25, 5.0), 0.25);
}
/// A scripted clock comes before STILL's ticks, eased values and wetness move by its
/// delta, and a long wait between its frames is not a gap that starts them over.
#[test]
fn a_scripted_clock_drives_time_frame_index_and_eased_values() {
use crate::gfx::pack_uniforms::FrameTiming;
let Some((device, _)) = device() else {
return;
};
let hud = crate::hud::HudBatch::new([4, 4]);
let mut frame = crate::gfx::pack_uniforms::initial_history_tests::frame(&hud);
let mut native = NativeFrame::new(&device, None, Vec::new(), Default::default(), None);
frame.pack.still_ticks = Some(47_811);
frame.pack.eye_light = [0, 15];
frame.pack.rain = 1.0;
frame.pack.frame_timing = Some(FrameTiming::nth(1, 2000.0));
let first = native.next_inputs(&frame, [4, 4]);
assert_eq!(
(first.time, first.frame_index, first.delta_time),
(0.0, 1, 0.0)
);
// Wetness starts dry, as on a fresh pack; frame 1's delta of 0 leaves it there.
assert_eq!((first.eye_light_smooth[1], first.wetness), (1.0, 0.0));
assert!(native.take_history_reset());
native.last.as_mut().unwrap().2 -= std::time::Duration::from_secs(5);
frame.pack.eye_light = [0, 0];
frame.pack.frame_timing = Some(FrameTiming::nth(2, 2000.0));
let second = native.next_inputs(&frame, [4, 4]);
assert_eq!(
(second.time, second.frame_index, second.delta_time),
(2.0, 2, 2.0)
);
// Two seconds: the eye light's 2 s half-life halves it, and wetness rises
// by 1 - 0.5^(2/30) (a 30 s half-life while it rains harder).
assert_eq!(second.eye_light_smooth[1], 0.5);
assert!(
(second.wetness - 0.045_158_4).abs() < 1e-6,
"{}",
second.wetness
);
assert!(!native.take_history_reset());
}
fn device() -> Option<(wgpu::Device, wgpu::Queue)> {
let instance = crate::gfx::test_gpu::instance();
let adapter = pollster::block_on(instance.request_adapter(&Default::default())).ok()?;
+112 -11
View File
@@ -54,8 +54,12 @@ pub struct PackHand {
slots: wgpu::Buffer,
pub slot_group: wgpu::BindGroup,
stride: u64,
/// This frame's runs: first quad, quads, and the dynamic offset of their slot.
/// This frame's runs: first quad, quads, and the dynamic offset of their slot. The opaque
/// quads come first in the buffer, then the translucent ones (`translucent_runs`), which a
/// pack's `gbuffers_hand_water` draws after deferred.
pub runs: Vec<(u32, u32, u32)>,
pub translucent_runs: Vec<(u32, u32, u32)>,
order: Vec<Vertex>,
}
impl PackHand {
@@ -120,6 +124,8 @@ impl PackHand {
slot_group,
stride,
runs: Vec::new(),
translucent_runs: Vec::new(),
order: Vec::new(),
}
}
@@ -166,17 +172,25 @@ impl PackHand {
) {
self.quads = (hand.len() / 4) as u32;
self.runs.clear();
self.translucent_runs.clear();
if self.quads == 0 {
return;
}
let split = split(hand, items);
self.order = split.order;
let mut contents = Vec::new();
for (start, quads, id) in runs(self.quads, items) {
let slot = (self.runs.len() as u64).min(SLOTS - 1);
if slot as usize == self.runs.len() {
contents.extend_from_slice(&draw_slot(id));
for (i, &(first, quads, id, translucent)) in split.runs.iter().enumerate() {
let slot = (i as u64).min(SLOTS - 1);
if slot == i as u64 {
contents.extend_from_slice(&draw_slot(id, translucent));
contents.resize(((slot + 1) * self.stride) as usize, 0);
}
self.runs.push((start, quads, (slot * self.stride) as u32));
let run = (first, quads, (slot * self.stride) as u32);
if translucent {
self.translucent_runs.push(run);
} else {
self.runs.push(run);
}
}
queue.write_buffer(&self.slots, 0, &contents);
if self.quads > self.capacity {
@@ -185,7 +199,7 @@ impl PackHand {
Self::vertex_buffer(device, &self.layout, &self.uniform, self.capacity);
self.indices = super::pack_entities::quad_indices(device, self.capacity);
}
queue.write_buffer(&self.vertices, 0, bytemuck::cast_slice(hand));
queue.write_buffer(&self.vertices, 0, bytemuck::cast_slice(&self.order));
let matrices = [projection, projection.inverse()].map(|m| m.to_cols_array());
queue.write_buffer(&self.uniform, 0, bytemuck::cast_slice(&matrices));
}
@@ -198,11 +212,62 @@ impl PackHand {
/// The hand's runs a frame keeps slots for.
const SLOTS: u64 = 8;
/// `HzDraw` of a hand run: `renderStage` the solid hand's, `blockEntityId` -1 as outside block
/// entities, and `currentRenderedItemId`.
fn draw_slot(id: i32) -> [u8; SLOT as usize] {
/// The hand's quads reordered, opaque first and translucent after (each in their order), and
/// their runs: first quad, quads, `currentRenderedItemId`, translucent.
struct Split {
order: Vec<Vertex>,
runs: Vec<(u32, u32, i32, bool)>,
}
fn split(hand: &[Vertex], items: &[(u32, i32)]) -> Split {
let quads = (hand.len() / 4) as u32;
let mut ids = vec![0; quads as usize];
for (start, n, id) in runs(quads, items) {
ids[start as usize..(start + n) as usize].fill(id);
}
let kind = |q: usize| translucent_quad(&hand[q * 4..q * 4 + 4]);
let opaque: Vec<usize> = (0..quads as usize).filter(|&q| !kind(q)).collect();
let clear: Vec<usize> = (0..quads as usize).filter(|&q| kind(q)).collect();
let mut out = Split {
order: Vec::with_capacity(hand.len()),
runs: Vec::new(),
};
for &q in opaque.iter().chain(&clear) {
out.order.extend_from_slice(&hand[q * 4..q * 4 + 4]);
}
for (translucent, list, base) in [(false, &opaque, 0), (true, &clear, opaque.len())] {
let mut i = 0;
while i < list.len() {
let id = ids[list[i]];
let mut n = 1;
while i + n < list.len() && ids[list[i + n]] == id {
n += 1;
}
out.runs
.push(((base + i) as u32, n as u32, id, translucent));
i += n;
}
}
out
}
/// A held item's quad drawn from a translucent sheet (`item_render`: its overlay layer).
fn translucent_quad(quad: &[Vertex]) -> bool {
matches!(
quad[0].layer & 0xffff,
super::TRANSLUCENT_ITEM_OVERLAY | super::TRANSLUCENT_GLINT_ITEM_OVERLAY
)
}
/// `HzDraw` of a hand run: `renderStage` the solid or translucent hand's, `blockEntityId` -1 as
/// outside block entities, and `currentRenderedItemId`.
fn draw_slot(id: i32, translucent: bool) -> [u8; SLOT as usize] {
let mut bytes = [0u8; SLOT as usize];
let stage = horizon_shaders::render_stage("HAND_SOLID") as i32;
let stage = horizon_shaders::render_stage(if translucent {
"HAND_TRANSLUCENT"
} else {
"HAND_SOLID"
}) as i32;
bytes[0..4].copy_from_slice(&stage.to_le_bytes());
bytes[8..12].copy_from_slice(&(-1i32).to_le_bytes());
bytes[12..16].copy_from_slice(&id.to_le_bytes());
@@ -233,6 +298,42 @@ fn runs(quads: u32, items: &[(u32, i32)]) -> Vec<(u32, u32, i32)> {
mod tests {
use super::*;
/// The arm, then an item whose middle quad is translucent, then a second item: the opaque
/// quads keep their order first, the translucent one comes after them, and each run keeps
/// its item's id.
#[test]
fn translucent_quads_go_after_the_opaque_ones() {
let quad = |layer: u32, tag: f32| {
[Vertex {
layer,
pos: [tag, 0.0, 0.0],
..bytemuck::Zeroable::zeroed()
}; 4]
};
let glass = super::super::TRANSLUCENT_ITEM_OVERLAY;
let hand: Vec<Vertex> = [
quad(0, 0.),
quad(0, 1.),
quad(glass, 2.),
quad(0, 3.),
quad(0, 4.),
]
.concat();
// The arm is quad 0; item 7 quads 1..4; item 9 quad 4.
let split = split(&hand, &[(4, 7), (16, 9)]);
let order: Vec<f32> = split.order.chunks(4).map(|q| q[0].pos[0]).collect();
assert_eq!(order, [0., 1., 3., 4., 2.]);
assert_eq!(
split.runs,
[
(0, 1, 0, false),
(1, 2, 7, false),
(3, 1, 9, false),
(4, 1, 7, true)
]
);
}
/// Each item's quads draw with its id; geometry before the first item is the arm's (0).
#[test]
fn runs_split_the_hand_by_item() {
@@ -30,11 +30,12 @@ impl PackImage {
}
}
/// The images `image.*` declares.
pub(super) fn images(defs: Vec<CustomImage>) -> Vec<PackImage> {
/// The images `image.*` declares; `packed_float`: this device stores into `Rg11b10Ufloat`
/// (`format`).
pub(super) fn images(defs: Vec<CustomImage>, packed_float: bool) -> Vec<PackImage> {
defs.into_iter()
.map(|def| PackImage {
format: format(def.format),
format: format(def.format, packed_float),
dimension: if def.is_1d() {
wgpu::TextureViewDimension::D1
} else if def.is_3d() {
@@ -63,7 +64,10 @@ fn texture_dimension(view: wgpu::TextureViewDimension) -> wgpu::TextureDimension
}
/// The wgpu format of an image's internal format: a storage format of the same channels.
pub(super) fn format(f: Format) -> wgpu::TextureFormat {
/// `R11F_G11F_B10F` is itself where the device stores into it (`packed_float`): no alpha, so it
/// reads 1 there, as Iris 1.11.7 read it with a probe pack of ours (#10490); elsewhere an
/// `Rgba16Float` stand-in, which keeps an alpha.
pub(super) fn format(f: Format, packed_float: bool) -> wgpu::TextureFormat {
use wgpu::TextureFormat as T;
let pick = |r, rg, rgba| match f.channels {
1 => r,
@@ -78,6 +82,7 @@ pub(super) fn format(f: Format) -> wgpu::TextureFormat {
(Kind::Uint, 16) => pick(T::R16Uint, T::Rg16Uint, T::Rgba16Uint),
(Kind::Uint, _) => pick(T::R32Uint, T::Rg32Uint, T::Rgba32Uint),
(Kind::Float, 32) => pick(T::R32Float, T::Rg32Float, T::Rgba32Float),
(Kind::Float, 11) if packed_float => T::Rg11b10Ufloat,
(Kind::Float, _) => pick(T::R16Float, T::Rg16Float, T::Rgba16Float),
(Kind::Snorm, _) => pick(T::R8Snorm, T::Rg8Snorm, T::Rgba8Snorm),
(Kind::Unorm, 16) => pick(T::R16Unorm, T::Rg16Unorm, T::Rgba16Unorm),
@@ -87,8 +92,12 @@ pub(super) fn format(f: Format) -> wgpu::TextureFormat {
/// Whether this device can make `def`: its format's features, and a size in pixels within the
/// device's limits.
pub(super) fn makeable(device: &wgpu::Device, def: &CustomImage) -> Result<(), String> {
let format = format(def.format);
pub(super) fn makeable(
device: &wgpu::Device,
def: &CustomImage,
packed_float: bool,
) -> Result<(), String> {
let format = format(def.format, packed_float);
let missing = format.required_features() - device.features();
if !missing.is_empty() {
return Err(format!(
+268 -64
View File
@@ -34,33 +34,51 @@ mod packed;
#[cfg(test)]
mod world_target_tests;
#[cfg(test)]
mod celestial_blend_tests;
#[cfg(test)]
mod higher_shadowcolor_tests;
#[cfg(test)]
mod single_side_tests;
#[cfg(test)]
mod sky_disc_blend_tests;
#[cfg(test)]
mod undrawn_terrain_tests;
#[cfg(test)]
mod shadow_faces_tests;
#[cfg(test)]
mod r11f_image_tests;
#[cfg(test)]
mod forced_flip_tests;
#[cfg(test)]
mod weather_depth_tests;
#[cfg(test)]
mod float_into_integer_tests;
#[cfg(test)]
mod custom_type_tests;
#[cfg(test)]
mod sky_depth_tests;
#[cfg(test)]
mod runtime_length_tests;
#[cfg(test)]
mod translucent_color_tests;
#[cfg(test)]
mod noise_resolution_tests;
/// The texture behind a pack sampler name.
#[derive(Clone, Copy, PartialEq)]
enum Source {
@@ -372,6 +390,9 @@ struct Pass {
name: String,
group: Group,
pipeline: Pipeline,
/// The same program as vanilla blends the sky's parts (`PostProgram::vanilla_sky_blends`):
/// without blending for the disc and the void, then with `STARS_BLEND` for the stars.
sky_parts: Option<[wgpu::RenderPipeline; 2]>,
layout: wgpu::BindGroupLayout,
ubo: wgpu::Buffer,
block: Vec<u8>,
@@ -593,6 +614,8 @@ pub struct PackPost {
/// What draws the first-person hand (`gbuffers_hand` or its fallback), after the opaque
/// world, and its vertices.
hand: Option<(Pass, super::pack_hand::PackHand)>,
/// `gbuffers_hand_water` (or its fallback): the hand's translucent quads, after deferred.
hand_water: Option<Pass>,
/// The pre-translucent copy: `depthtex1`, or `depthtex2` without a shader hand.
depth1: bool,
/// A program after the hand reads `depthtex2`: it is copied before the hand.
@@ -858,10 +881,11 @@ fn source(name: &str, shadow_space: bool, shadow_pass: bool, watershadow: bool)
}
}
/// 256×256 RGB white noise (6.4), from a fixed seed so every run looks the same.
fn noise(device: &wgpu::Device, queue: &wgpu::Queue) -> wgpu::TextureView {
/// `size`×`size` RGB white noise (6.4), from a fixed seed so every run looks the same.
fn noise(device: &wgpu::Device, queue: &wgpu::Queue, size: u32) -> wgpu::TextureView {
let size = size.min(device.limits().max_texture_dimension_2d);
let mut state = 0x2545_f491_4f6c_dd1du64;
let texels: Vec<u8> = (0..256 * 256 * 4)
let texels: Vec<u8> = (0..size as usize * size as usize * 4)
.map(|i| {
state ^= state << 13;
state ^= state >> 7;
@@ -869,7 +893,7 @@ fn noise(device: &wgpu::Device, queue: &wgpu::Queue) -> wgpu::TextureView {
if i % 4 == 3 { 255 } else { (state >> 56) as u8 }
})
.collect();
texture(device, queue, "Shader pack noisetex", 256, &texels)
texture(device, queue, "Shader pack noisetex", size, &texels)
}
fn texture(
@@ -1525,13 +1549,20 @@ fn bindings(
}
(None, None) => stand_in(&i.name, notes),
};
if actual != format {
// An `R11F_G11F_B10F` image or buffer this device makes `RGBA16F` (a float stand-in
// that neither clamps nor drops NaN) takes `layout(r11f_g11f_b10f)` as `rgba16f`
// (`storage_formats_of`): Iris 1.11.7 stored into and read back such an image with a
// probe pack of ours (#10490), where Horizon refused the program.
let stand_in = format == wgpu::TextureFormat::Rg11b10Ufloat
&& actual == wgpu::TextureFormat::Rgba16Float;
if actual != format && !stand_in {
notes.push(format!(
"{name}: `{}` is {} but its texture is {actual:?}",
i.name, i.format
));
return None;
}
let format = actual;
let access = match i.access.as_str() {
"writeonly" => wgpu::StorageTextureAccess::WriteOnly,
"readonly" => wgpu::StorageTextureAccess::ReadOnly,
@@ -1562,6 +1593,51 @@ fn bindings(
Some((entries, samplers, slots, reads, shadow_reads, images))
}
/// Makes each storage image of `module` in group 0 declare the format its layout entry binds:
/// a `layout(r11f_g11f_b10f)` image whose texture is the `RGBA16F` stand-in (`bindings`).
fn storage_formats_of(module: &mut naga::Module, entries: &[wgpu::BindGroupLayoutEntry]) {
let globals: Vec<_> = module.global_variables.iter().map(|(h, _)| h).collect();
for handle in globals {
let var = &module.global_variables[handle];
let Some(naga::ResourceBinding { group: 0, binding }) = var.binding else {
continue;
};
let naga::TypeInner::Image {
dim,
arrayed,
class: naga::ImageClass::Storage { format, access },
} = module.types[var.ty].inner
else {
continue;
};
let bound = entries.iter().find_map(|e| match e.ty {
wgpu::BindingType::StorageTexture { format, .. } if e.binding == binding => {
Some(format)
}
_ => None,
});
if format == naga::StorageFormat::Rg11b10Ufloat
&& bound == Some(wgpu::TextureFormat::Rgba16Float)
{
let ty = module.types.insert(
naga::Type {
name: module.types[var.ty].name.clone(),
inner: naga::TypeInner::Image {
dim,
arrayed,
class: naga::ImageClass::Storage {
format: naga::StorageFormat::Rgba16Float,
access,
},
},
},
naga::Span::UNDEFINED,
);
module.global_variables[handle].ty = ty;
}
}
}
/// The wgpu format of an image's format qualifier.
fn image_format(qualifier: &str) -> Option<wgpu::TextureFormat> {
use wgpu::TextureFormat as T;
@@ -1677,10 +1753,15 @@ fn build_pass(
features, interface, &p.name, p.group, &p.buffers, geometry, formats, shadow, notes, pack,
)?;
let final_pass = p.group == Group::Final;
// Outputs into an integer buffer, and its integer kind (`packed::bitcast_outputs`).
let mut int_outputs = Vec::new();
let mut targets = Vec::new();
let mut writes = Vec::new();
// Outputs into a buffer of a small packed format, and the bits it keeps.
let mut packed_outputs = Vec::new();
// Each output's own `blend.<program>.<buffer>`, and whether its buffer blends at all: what
// the sky's part pipelines keep (`PostProgram::vanilla_sky_blends`).
let mut own_blends: Vec<(Option<wgpu::BlendState>, bool)> = Vec::new();
for &location in &interface.outputs {
let l = location as usize;
if targets.len() <= l {
@@ -1692,6 +1773,15 @@ fn build_pass(
}
} else if let Some(&buffer) = p.buffers.get(l) {
let format = formats[buffer as usize];
match format.sample_type(None, Some(features)) {
Some(wgpu::TextureSampleType::Uint) => {
int_outputs.push((location, naga::ScalarKind::Uint));
}
Some(wgpu::TextureSampleType::Sint) => {
int_outputs.push((location, naga::ScalarKind::Sint));
}
_ => {}
}
let mut state = target(format);
if !p.group.shadow()
&& pack.rgb & 1 << buffer != 0
@@ -1699,19 +1789,21 @@ fn build_pass(
{
t.write_mask = wgpu::ColorWrites::COLOR;
}
if let (Some(t), Some(b)) = (
&mut state,
p.buffer_blends
.iter()
.find(|(n, _)| *n == buffer)
.map_or(p.blend, |(_, b)| *b),
) && format
let own = p.buffer_blends.iter().find(|(n, _)| *n == buffer);
let blendable = format
.guaranteed_format_features(features)
.flags
.contains(wgpu::TextureFormatFeatureFlags::BLENDABLE)
.contains(wgpu::TextureFormatFeatureFlags::BLENDABLE);
if let (Some(t), Some(b)) = (&mut state, own.map_or(p.blend, |(_, b)| *b))
&& blendable
{
t.blend = Some(blend_state(b));
}
if own_blends.len() <= l {
own_blends.resize(l + 1, (None, false));
}
let own = own.and_then(|(_, b)| *b).filter(|_| blendable);
own_blends[l] = (own.map(blend_state), blendable);
if !p.group.shadow()
&& let Some(bits) = pack.packed[buffer as usize]
{
@@ -1771,6 +1863,7 @@ fn build_pass(
});
let module = |mut m: naga::Module| {
share_samplers(&mut m, &slots);
storage_formats_of(&mut m, &entries);
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some(&p.name),
source: wgpu::ShaderSource::Naga(std::borrow::Cow::Owned(m)),
@@ -1778,55 +1871,76 @@ fn build_pass(
};
let mut fragment = program.fragment;
packed::quantise_outputs(&mut fragment, &packed_outputs);
packed::bitcast_outputs(&mut fragment, &int_outputs);
let (vs, fs) = (module(program.vertex), module(fragment));
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(&p.name),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &vs,
entry_point: Some("main"),
compilation_options: Default::default(),
// A geometry stage reads its vertices itself.
buffers: geometry
.filter(|_| p.geometry_triangles == 0)
.map_or(&[], |g| g.buffers),
},
// Rows flipped to GL's turn front faces clockwise.
primitive: wgpu::PrimitiveState {
front_face: wgpu::FrontFace::Cw,
cull_mode: geometry
.filter(|g| g.cull && p.geometry_triangles == 0)
.map(|_| wgpu::Face::Back),
..Default::default()
},
depth_stencil: geometry.map(|g| wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: Some(g.depth_write),
depth_compare: Some(wgpu::CompareFunction::LessEqual),
stencil: Default::default(),
bias: if p.name == "gbuffers_damagedblock" {
wgpu::DepthBiasState {
constant: -10,
slope_scale: -1.0,
clamp: 0.0,
}
} else {
Default::default()
let descriptor = |targets: &[Option<wgpu::ColorTargetState>]| {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(&p.name),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &vs,
entry_point: Some("main"),
compilation_options: Default::default(),
// A geometry stage reads its vertices itself.
buffers: geometry
.filter(|_| p.geometry_triangles == 0)
.map_or(&[], |g| g.buffers),
},
}),
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &fs,
entry_point: Some("main"),
compilation_options: Default::default(),
targets: &targets,
}),
multiview_mask: None,
cache: None,
// Rows flipped to GL's turn front faces clockwise.
primitive: wgpu::PrimitiveState {
front_face: wgpu::FrontFace::Cw,
cull_mode: geometry
.filter(|g| g.cull && p.geometry_triangles == 0)
.map(|_| wgpu::Face::Back),
..Default::default()
},
depth_stencil: geometry.map(|g| wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: Some(g.depth_write),
depth_compare: Some(wgpu::CompareFunction::LessEqual),
stencil: Default::default(),
bias: if p.name == "gbuffers_damagedblock" {
wgpu::DepthBiasState {
constant: -10,
slope_scale: -1.0,
clamp: 0.0,
}
} else {
Default::default()
},
}),
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &fs,
entry_point: Some("main"),
compilation_options: Default::default(),
targets,
}),
multiview_mask: None,
cache: None,
})
};
let pipeline = descriptor(&targets);
// The program's own blend replaced by vanilla's for the part; a buffer's own
// `blend.<program>.<buffer>` still applies (Iris 1.11.7 blended the sky disc into that
// buffer only, with a probe pack of ours).
let sky_parts = p.vanilla_sky_blends.then(|| {
[None, Some(blend_state(horizon_shaders::STARS_BLEND))].map(|part| {
let targets: Vec<_> = (targets.iter().enumerate())
.map(|(l, t)| {
let (own, blendable) = own_blends.get(l).copied().unwrap_or((None, false));
t.clone().map(|t| wgpu::ColorTargetState {
blend: own.or(part.filter(|_| blendable)),
..t
})
})
.collect();
descriptor(&targets)
})
});
(layout, pipeline)
(layout, pipeline, sky_parts)
});
let (layout, pipeline) = match created {
let (layout, pipeline, sky_parts) = match created {
Ok(created) => created,
Err(e) => {
notes.push(format!("{}: skipped: {e}", p.name));
@@ -1864,6 +1978,7 @@ fn build_pass(
name: p.name,
group: p.group,
pipeline: Pipeline::Render(pipeline),
sky_parts,
layout,
samplers,
writes,
@@ -1957,6 +2072,7 @@ fn build_compute(
});
let mut module = c.module;
share_samplers(&mut module, &slots);
storage_formats_of(&mut module, &entries);
let module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some(&name),
source: wgpu::ShaderSource::Naga(std::borrow::Cow::Owned(module)),
@@ -2002,6 +2118,7 @@ fn build_compute(
render: c.work_groups_render,
local,
},
sky_parts: None,
layout,
samplers,
writes: Vec::new(),
@@ -2086,6 +2203,7 @@ impl PackPost {
}
let textures = pack_textures::upload(device, queue, post.textures, &mut notes);
let shadow_config = post.config.shadow.clone();
let noise_size = post.config.noise_resolution.unwrap_or(256);
// shadowcolor2 to 7 only for a pack that names `HIGHER_SHADOWCOLOR`.
let shadow_colors = (1u16 << post.shadow_colors) - 1;
let mut custom = post.custom;
@@ -2128,9 +2246,14 @@ impl PackPost {
// An image this device can't make or store into: the programs using it are skipped.
let mut image_defs = std::mem::take(&mut post.images);
let mut left_out = Vec::new();
let packed_float = gpu.storable(adapter, wgpu::TextureFormat::Rg11b10Ufloat, features);
image_defs.retain(|def| {
let made = pack_images::makeable(device, def).and_then(|()| {
if gpu.storable(adapter, pack_images::format(def.format), features) {
let made = pack_images::makeable(device, def, packed_float).and_then(|()| {
if gpu.storable(
adapter,
pack_images::format(def.format, packed_float),
features,
) {
Ok(())
} else {
Err("this GPU can't store into its format".into())
@@ -2152,7 +2275,7 @@ impl PackPost {
));
left_out.push(def);
}
let images = pack_images::images(image_defs);
let images = pack_images::images(image_defs, packed_float);
let mut objects = std::mem::take(&mut post.buffer_objects);
if gpu.storage_stages().is_empty() {
objects.clear();
@@ -2465,6 +2588,20 @@ impl PackPost {
};
build(p, Some(&g)).map(|pass| (pass, geometry))
});
// Translucent held items, drawn from the hand's own buffer.
let hand_water = post.hand_water.and_then(|p| {
let (_, geometry) = hand.as_ref()?;
let g = Geometry {
buffers: &entity_buffers,
table: Some(&geometry.layout),
depth_write: true,
atlas: world.celestial.clone(),
material_maps: false,
ids: None,
cull: false,
};
build(p, Some(&g))
});
let weather = post
.weather
.zip(weather_geometry.as_ref())
@@ -2585,6 +2722,9 @@ impl PackPost {
if let Some((h, _)) = &hand {
notes.push(format!("the hand draws with {}", h.name));
}
if let Some(h) = &hand_water {
notes.push(format!("translucent held items draw with {}", h.name));
}
if let Some([w, _]) = &weather {
notes.push(format!("rain and snow draw with {}", w.name));
}
@@ -2638,6 +2778,7 @@ impl PackPost {
.chain(&lines)
.chain(weather.iter().flatten())
.chain(hand.iter().map(|h| &h.0))
.chain(&hand_water)
};
let shadow_targets = shadow_formats.map(|f| {
let colors = every_pass().fold(0u16, |m, p| {
@@ -2691,6 +2832,7 @@ impl PackPost {
.chain(&water)
.chain(weather.iter().take(1).flatten())
.chain(hand.iter().map(|h| &h.0))
.chain(&hand_water)
.find(touched)
.map(|_| true)
.or_else(|| passes.iter().find(touched).map(|_| true));
@@ -2870,6 +3012,7 @@ impl PackPost {
weather_draw: None,
weather_generation: 0,
hand,
hand_water,
depth1,
depth2,
shadow_targets,
@@ -2910,7 +3053,7 @@ impl PackPost {
targets: None,
noise: pack_textures::noise(&textures)
.cloned()
.unwrap_or_else(|| noise(device, queue)),
.unwrap_or_else(|| noise(device, queue, noise_size)),
dummy: texture(device, queue, "Shader pack stand-in", 1, &white),
dummy_black: texture(device, queue, "Shader pack black stand-in", 1, &black),
dummy_normal: texture(
@@ -3500,6 +3643,16 @@ impl PackPost {
open.as_mut().expect("open").1 = i;
}
let rp = &mut open.as_mut().expect("open").0;
// Each part with vanilla's blend for it: one program, three pipelines.
let part_pipeline =
pass.sky_parts
.as_ref()
.and_then(|[plain, stars]| match part.stage {
"SKY" | "VOID" => Some(plain),
"STARS" => Some(stars),
_ => None,
});
rp.set_pipeline(part_pipeline.unwrap_or(pass.render()));
if pass.draw {
self.draws.bind(rp, part.stage);
}
@@ -3838,8 +3991,14 @@ impl PackPost {
rp.set_bind_group(1, &geometry.group, &[]);
rp.set_vertex_buffer(0, geometry.vertices());
rp.set_index_buffer(geometry.indices.slice(..), wgpu::IndexFormat::Uint32);
// The arm and each held item: their own `currentRenderedItemId`.
for &(first, quads, offset) in &geometry.runs {
// The arm and each held item: their own `currentRenderedItemId`. Translucent
// quads wait for `gbuffers_hand_water` when the pack has one.
let late = self.hand_water.is_some();
let runs = geometry
.runs
.iter()
.chain(geometry.translucent_runs.iter().filter(|_| !late));
for &(first, quads, offset) in runs {
if pass.draw {
rp.set_bind_group(2, &geometry.slot_group, &[offset]);
}
@@ -3966,9 +4125,53 @@ impl PackPost {
terrain,
);
self.draw_entities(device, queue, encoder, size, true);
self.draw_hand_water(device, queue, encoder, size);
self.draw_weather(device, queue, encoder, size);
}
/// The hand's translucent quads (uploaded by `draw_hand` this frame), with
/// `gbuffers_hand_water`.
fn draw_hand_water(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
encoder: &mut wgpu::CommandEncoder,
size: [u32; 2],
) {
let Some(mut pass) = self.hand_water.take() else {
return;
};
let hand = self.hand.take();
if let Some((_, geometry)) = hand
.as_ref()
.filter(|(_, g)| g.quads > 0 && !g.translucent_runs.is_empty())
{
let group = self.bind(device, queue, encoder, &mut pass, size);
{
let mut rp = self.begin(encoder, &pass);
rp.set_pipeline(pass.render());
rp.set_bind_group(0, &group, &[]);
if pass.buffers
&& let Some(g) = &self.buffers.group
{
rp.set_bind_group(4, g, &[]);
}
rp.set_bind_group(1, &geometry.group, &[]);
rp.set_vertex_buffer(0, geometry.vertices());
rp.set_index_buffer(geometry.indices.slice(..), wgpu::IndexFormat::Uint32);
for &(first, quads, offset) in &geometry.translucent_runs {
if pass.draw {
rp.set_bind_group(2, &geometry.slot_group, &[offset]);
}
rp.draw_indexed(first * 6..(first + quads) * 6, 0, 0..1);
}
}
self.mips_valid &= !pass.written;
}
self.hand = hand;
self.hand_water = Some(pass);
}
/// The rain, then the snow, `set_weather` gave for this frame, with `gbuffers_weather`.
fn draw_weather(
&mut self,
@@ -4144,6 +4347,7 @@ impl PackPost {
.chain(&mut self.lines)
.chain(self.weather.iter_mut().flatten())
.chain(self.hand.iter_mut().map(|h| &mut h.0))
.chain(&mut self.hand_water)
.chain(&mut self.shadow_terrain)
.chain(&mut self.shadow_water)
.chain(&mut self.shadow_comp);
@@ -0,0 +1,99 @@
//! The sun and moon blend as vanilla's `RenderPipelines.CELESTIAL` (`BlendFunction.OVERLAY`):
//! their colour is added to the sky's, and their own alpha replaces the buffer's. Iris 1.11.7
//! left the sun's alpha in a buffer the sky had written first, with a probe pack of ours
//! (#10490). Original fixture, no pack files.
use super::depth_test::{Gpu, SIZE, VERTEX, fixture_frame};
use super::*;
use crate::hud::HudBatch;
use wgpu::TextureFormat as T;
/// The sky writes alpha 1 into colortex1, then the sun (default blend) writes alpha 0.5 there;
/// final shows colortex1's alpha in red.
fn files() -> Vec<(String, String)> {
let program = |alpha: &str| {
format!(
"#version 120\n/* DRAWBUFFERS:1 */\n\
void main() {{ gl_FragData[0] = vec4(0.0, 0.0, 0.0, {alpha}); }}\n"
)
};
let vertex = "#version 120\nvoid main() { gl_Position = ftransform(); }\n";
vec![
("gbuffers_skybasic.vsh".into(), vertex.into()),
("gbuffers_skybasic.fsh".into(), program("1.0")),
("gbuffers_skytextured.vsh".into(), vertex.into()),
("gbuffers_skytextured.fsh".into(), program("0.5")),
("final.vsh".into(), VERTEX.into()),
(
"final.fsh".into(),
"#version 120\nuniform sampler2D colortex1;\nvarying vec2 uv;\n\
void main() { gl_FragColor = vec4(texture2D(colortex1, uv).a, 0.0, 0.0, 1.0); }\n"
.into(),
),
]
}
/// A quad across the whole view, `z` blocks in front of the camera.
fn quad(z: f32) -> [crate::mesher::Vertex; 4] {
[
[-400.0, -400.0],
[400.0, -400.0],
[400.0, 400.0],
[-400.0, 400.0],
]
.map(|[x, y]| crate::mesher::Vertex {
pos: [x, y, z],
uv: [0.0; 2],
layer: 0,
color: u32::MAX,
light: 0,
normal: [0; 4],
glint_uv: [0.0; 2],
})
}
#[test]
fn the_sun_leaves_its_own_alpha_over_the_sky() {
let Some(gpu) = Gpu::new() else { return };
let color = gpu.texture(T::Rgba8Unorm);
let depth = gpu.texture(T::Depth32Float);
// The world drew nothing: the far plane (reverse-Z) everywhere.
gpu.clear(&color, &depth, 0.0);
let sun = gpu.texture(T::Rgba8Unorm);
let mut post = gpu.load(
files(),
World {
atlas: None,
material_maps: None,
lightmap: color.clone(),
terrain: None,
block_ids: &[],
sprite_rects: &[],
celestial: Some(sun),
gui_size: SIZE,
clouds: None,
weather: false,
hand: false,
},
horizon_shaders::GameInputs {
sky: Some(super::super::pack_sky::inputs()),
celestial: Some(super::super::pack_sky::celestial_inputs()),
..Default::default()
},
);
assert!(post.sky.is_some(), "{:?}", post.notes);
let hud = HudBatch::new(SIZE);
let mut frame = fixture_frame(&hud);
frame.title = false;
frame.skybox = true;
let sun = quad(100.0);
frame.celestial = &sun;
let pixels = gpu.render(&mut post, &color, &depth, &frame, &mut |_, _, _, _| {});
// The top four rows see the sky disc (sky_depth_tests); the sun covers the whole view.
for (i, p) in pixels[..4 * SIZE[0] as usize].iter().enumerate() {
assert!(
p[0].abs_diff(128) <= 1,
"pixel {i}: colortex1 alpha {} / 255, expected the sun's 0.5",
p[0]
);
}
}
@@ -0,0 +1,67 @@
//! A program writing a float `vec4` into an integer buffer draws: its other buffers get what it
//! wrote, and the integer buffer the floats' bits, as Iris 1.11.7 on NVIDIA 615.78.08 did with
//! a probe pack of ours (#10490). Original fixture, no pack files.
use super::depth_test::{Gpu, SIZE, VERTEX, fixture_frame};
use super::*;
use crate::hud::HudBatch;
use wgpu::TextureFormat as T;
#[test]
fn a_float_output_into_an_integer_buffer_writes_its_bits() {
let Some(gpu) = Gpu::new() else { return };
let files = vec![
("composite.vsh".into(), VERTEX.into()),
(
"composite.fsh".into(),
"#version 130\n/*\nconst int colortex3Format = RGBA32UI;\n*/\n/* DRAWBUFFERS:03 */\n\
void main() {\n\
\x20 gl_FragData[0] = vec4(0.25, 0.5, 0.75, 1.0);\n\
\x20 gl_FragData[1] = vec4(1.5, 2.0, 7.0, 0.25);\n}\n"
.into(),
),
("final.vsh".into(), VERTEX.into()),
(
"final.fsh".into(),
"#version 130\nuniform sampler2D colortex0;\nuniform usampler2D colortex3;\n\
varying vec2 uv;\n\
void main() {\n\
\x20 uvec4 q = texelFetch(colortex3, ivec2(gl_FragCoord.xy), 0);\n\
\x20 bvec4 bits = equal(q, uvec4(0x3FC00000u, 0x40000000u, 0x40E00000u, 0x3E800000u));\n\
\x20 gl_FragColor = uv.y > 0.5 ? texture2D(colortex0, uv)\n\
\x20 : vec4(float(bits.x && bits.y), float(bits.z), float(bits.w), 1.0);\n}\n"
.into(),
),
];
let color = gpu.texture(T::Rgba8Unorm);
let depth = gpu.texture(T::Depth32Float);
gpu.clear(&color, &depth, 0.0);
let mut post = gpu.load(
files,
World {
atlas: None,
material_maps: None,
lightmap: color.clone(),
terrain: None,
block_ids: &[],
sprite_rects: &[],
celestial: None,
gui_size: SIZE,
clouds: None,
weather: false,
hand: false,
},
horizon_shaders::GameInputs::default(),
);
let hud = HudBatch::new(SIZE);
let mut frame = fixture_frame(&hud);
frame.title = false;
let pixels = gpu.render(&mut post, &color, &depth, &frame, &mut |_, _, _, _| {});
let width = SIZE[0] as usize;
let (top, bottom) = (pixels[0], pixels[(SIZE[1] as usize - 1) * width]);
assert!(
top[0].abs_diff(64) <= 1 && top[1].abs_diff(128) <= 1 && top[2].abs_diff(191) <= 1,
"colortex0 {top:?}, notes {:?}",
post.notes
);
assert_eq!(bottom, [255, 255, 255, 255], "colortex3's bits");
}
@@ -0,0 +1,63 @@
//! `noiseTextureResolution` sizes the `noisetex` Horizon makes, as Iris 1.11.7 did with probe packs
//! of ours (#10490): a declaration in a fragment shader counts, one in a vertex shader doesn't.
//! Original fixture, no pack files.
use super::depth_test::{Gpu, SIZE, VERTEX, fixture_frame};
use super::*;
use crate::hud::HudBatch;
use wgpu::TextureFormat as T;
/// The width of `noisetex` that `final` sees, with these lines added to `final.vsh` and `final.fsh`.
fn noise_width(vertex_extra: &str, fragment_extra: &str) -> u8 {
let Some(gpu) = Gpu::new() else { return 0 };
let vertex = VERTEX.replacen('\n', &format!("\n{vertex_extra}"), 1);
let files = vec![
("final.vsh".into(), vertex),
(
"final.fsh".into(),
format!(
"#version 130\n{fragment_extra}uniform sampler2D noisetex;\nvarying vec2 uv;\n\
void main() {{ gl_FragColor = vec4(float(textureSize(noisetex, 0).x) / 255.0, 0.0, 0.0, 1.0); }}\n"
),
),
];
let color = gpu.texture(T::Rgba8Unorm);
let depth = gpu.texture(T::Depth32Float);
gpu.clear(&color, &depth, 0.0);
let mut post = gpu.load(
files,
World {
atlas: None,
material_maps: None,
lightmap: color.clone(),
terrain: None,
block_ids: &[],
sprite_rects: &[],
celestial: None,
gui_size: SIZE,
clouds: None,
weather: false,
hand: false,
},
horizon_shaders::GameInputs::default(),
);
let hud = HudBatch::new(SIZE);
let mut frame = fixture_frame(&hud);
frame.title = false;
let pixels = gpu.render(&mut post, &color, &depth, &frame, &mut |_, _, _, _| {});
assert!(post.notes.is_empty(), "{:?}", post.notes);
pixels[0][0]
}
#[test]
fn a_fragment_shader_sets_the_noise_resolution() {
if Gpu::new().is_none() {
return;
}
let declared = "#define NOISE 64\nconst int noiseTextureResolution = NOISE;\n";
assert_eq!(noise_width("", declared), 64);
// Not from a vertex shader: the default 256, read as 255 (1.0).
assert_eq!(
noise_width("const int noiseTextureResolution = 64;\n", ""),
255
);
}
@@ -180,6 +180,124 @@ pub(super) fn quantise_outputs(module: &mut naga::Module, outputs: &[(u32, [u8;
f.body = out;
}
/// A program's `vec4` float output into an integer buffer (`RGBA32UI`...) writes the float's
/// bits there, and the program draws its other buffers. Horizon refused such a program, since
/// wgpu has no float output into an integer target. Iris 1.11.7 drew it, with a probe pack of
/// ours (#10490): its other buffers kept every bit written, NaN payloads included, and the
/// integer buffer read the floats' bits back (1.5 as 0x3FC00000). GL leaves the integer
/// buffer's value undefined, so those bits are what this driver (NVIDIA 615.78.08) wrote.
pub(super) fn bitcast_outputs(module: &mut naga::Module, outputs: &[(u32, naga::ScalarKind)]) {
let Some(ep) =
(module.entry_points.iter_mut()).find(|e| e.stage == naga::ShaderStage::Fragment)
else {
return;
};
let Some(result) = &ep.function.result else {
return;
};
let naga::TypeInner::Struct { members, span } = module.types[result.ty].inner.clone() else {
return;
};
let mut new_members = members.clone();
// (member, integer kind) of each output that changes.
let mut changed = Vec::new();
for (i, m) in members.iter().enumerate() {
let Some(naga::Binding::Location { location, .. }) = m.binding else {
continue;
};
let Some(&(_, kind)) = outputs.iter().find(|o| o.0 == location) else {
continue;
};
if !matches!(
module.types[m.ty].inner,
naga::TypeInner::Vector {
size: VectorSize::Quad,
scalar: naga::Scalar::F32
}
) {
continue;
}
let ty = module.types.insert(
naga::Type {
name: None,
inner: naga::TypeInner::Vector {
size: VectorSize::Quad,
scalar: naga::Scalar { kind, width: 4 },
},
},
naga::Span::UNDEFINED,
);
new_members[i].ty = ty;
if let Some(naga::Binding::Location {
interpolation,
sampling,
..
}) = &mut new_members[i].binding
{
*interpolation = Some(naga::Interpolation::Flat);
*sampling = None;
}
changed.push((i, kind));
}
if changed.is_empty() {
return;
}
let old_name = module.types[result.ty].name.clone();
let struct_ty = module.types.insert(
naga::Type {
name: old_name.map(|n| n + "_bits"),
inner: naga::TypeInner::Struct {
members: new_members,
span,
},
},
naga::Span::UNDEFINED,
);
let f = &mut ep.function;
if let Some(r) = &mut f.result {
r.ty = struct_ty;
}
let body = std::mem::take(&mut f.body);
let mut out = naga::Block::with_capacity(body.len() + 1);
for (statement, sp) in body.span_into_iter() {
let Statement::Return { value: Some(value) } = statement else {
out.push(statement, sp);
continue;
};
let Expression::Compose { components, .. } = &f.expressions[value] else {
out.push(statement, sp);
continue;
};
let mut components = components.clone();
let mut first = None;
for &(member, kind) in &changed {
let e = f.expressions.append(
Expression::As {
expr: components[member],
kind,
convert: None,
},
sp,
);
first.get_or_insert(e);
components[member] = e;
}
let value = f.expressions.append(
Expression::Compose {
ty: struct_ty,
components,
},
sp,
);
out.push(
Statement::Emit(naga::Range::new_from_bounds(first.unwrap_or(value), value)),
sp,
);
out.push(Statement::Return { value: Some(value) }, sp);
}
f.body = out;
}
#[cfg(test)]
mod tests {
use super::*;
@@ -0,0 +1,63 @@
//! An `R11F_G11F_B10F` image that a compute program declares `layout(r11f_g11f_b10f)` is stored
//! into and read back, as Iris 1.11.7 did with a probe pack of ours (#10490): its program is no
//! longer refused when the image is the `RGBA16F` stand-in. Original fixture, no pack files.
use super::depth_test::{Gpu, SIZE, VERTEX, fixture_frame};
use super::*;
use crate::hud::HudBatch;
use wgpu::TextureFormat as T;
#[test]
fn an_r11f_image_is_stored_into_and_read_back() {
let Some(gpu) = Gpu::new() else { return };
let files = vec![
(
"shaders.properties".into(),
"image.imgA = texA RGBA R11F_G11F_B10F FLOAT false false 4 4\n".into(),
),
(
"composite.csh".into(),
"#version 430\nlayout(local_size_x = 1) in;\nconst ivec3 workGroups = ivec3(1, 1, 1);\n\
layout(r11f_g11f_b10f) writeonly uniform image2D imgA;\n\
void main() { imageStore(imgA, ivec2(1, 1), vec4(0.25, 1.5, 3.0, 1.0)); }\n"
.into(),
),
("final.vsh".into(), VERTEX.into()),
(
"final.fsh".into(),
"#version 130\nuniform sampler2D texA;\nvarying vec2 uv;\n\
void main() { gl_FragColor = vec4(texelFetch(texA, ivec2(1, 1), 0).rgb / 4.0, 1.0); }\n"
.into(),
),
];
let color = gpu.texture(T::Rgba8Unorm);
let depth = gpu.texture(T::Depth32Float);
gpu.clear(&color, &depth, 0.0);
let mut post = gpu.load(
files,
World {
atlas: None,
material_maps: None,
lightmap: color.clone(),
terrain: None,
block_ids: &[],
sprite_rects: &[],
celestial: None,
gui_size: SIZE,
clouds: None,
weather: false,
hand: false,
},
horizon_shaders::GameInputs::default(),
);
let hud = HudBatch::new(SIZE);
let mut frame = fixture_frame(&hud);
frame.title = false;
let pixels = gpu.render(&mut post, &color, &depth, &frame, &mut |_, _, _, _| {});
// (0.25, 1.5, 3.0) / 4 = (0.0625, 0.375, 0.75).
let p = pixels[0];
assert!(
p[0].abs_diff(16) <= 1 && p[1].abs_diff(96) <= 1 && p[2].abs_diff(191) <= 1,
"{p:?}, notes {:?}",
post.notes
);
}
@@ -0,0 +1,50 @@
//! `.length()` of a runtime-sized array in a named buffer block reads the buffer's own length, as
//! Iris 1.11.7 did with a probe pack of ours (#10490): `bufferObject.0 = 32` holds 8 floats. The
//! program was refused before. Original fixture, no pack files.
use super::depth_test::{Gpu, SIZE, VERTEX, fixture_frame};
use super::*;
use crate::hud::HudBatch;
use wgpu::TextureFormat as T;
#[test]
fn a_runtime_arrays_length_is_the_buffers() {
let Some(gpu) = Gpu::new() else { return };
let files = vec![
("shaders.properties".into(), "bufferObject.0 = 32\n".into()),
("final.vsh".into(), VERTEX.into()),
(
"final.fsh".into(),
"#version 430 compatibility\nin vec2 uv;\n\
layout(std430, binding = 0) buffer Values { float v[]; } values;\n\
void main() { gl_FragColor = vec4(float(values.v.length()) / 32.0, 0.0, 0.0, 1.0); }\n"
.into(),
),
];
let color = gpu.texture(T::Rgba8Unorm);
let depth = gpu.texture(T::Depth32Float);
gpu.clear(&color, &depth, 0.0);
let mut post = gpu.load(
files,
World {
atlas: None,
material_maps: None,
lightmap: color.clone(),
terrain: None,
block_ids: &[],
sprite_rects: &[],
celestial: None,
gui_size: SIZE,
clouds: None,
weather: false,
hand: false,
},
horizon_shaders::GameInputs::default(),
);
let hud = HudBatch::new(SIZE);
let mut frame = fixture_frame(&hud);
frame.title = false;
let pixels = gpu.render(&mut post, &color, &depth, &frame, &mut |_, _, _, _| {});
// 32 bytes of floats: 8 entries, 8 / 32 = 0.25.
let p = pixels[0];
assert!(p[0].abs_diff(64) <= 1, "{p:?}, notes {:?}", post.notes);
}
@@ -0,0 +1,99 @@
//! The sky disc draws unblended, as vanilla draws it (`RenderPipelines.SKY`): what
//! `gbuffers_skybasic` writes there stays, alpha included. Iris 1.11.7 left exactly that with
//! probe packs of ours (#10490). Original fixture, no pack files.
use super::depth_test::{Gpu, SIZE, VERTEX, fixture_frame};
use super::*;
use crate::hud::HudBatch;
use wgpu::TextureFormat as T;
/// `gbuffers_skybasic` writes (0.2, 0.4, 0.6, 0.25) into colortex1, with `blend` as the
/// properties line; final shows colortex1's colour on the top half and its alpha on the bottom
/// half, each seeing the top of the view.
fn files(blend: &str) -> Vec<(String, String)> {
vec![
("shaders.properties".into(), blend.into()),
(
"gbuffers_skybasic.vsh".into(),
"#version 120\nvoid main() { gl_Position = ftransform(); }\n".into(),
),
(
"gbuffers_skybasic.fsh".into(),
"#version 120\n/* DRAWBUFFERS:1 */\n\
void main() { gl_FragData[0] = vec4(0.2, 0.4, 0.6, 0.25); }\n"
.into(),
),
("final.vsh".into(), VERTEX.into()),
(
"final.fsh".into(),
"#version 120\nuniform sampler2D colortex1;\nvarying vec2 uv;\n\
void main() {\n\
\x20 vec4 c = texture2D(colortex1, vec2(uv.x, uv.y > 0.5 ? uv.y : uv.y + 0.5));\n\
\x20 gl_FragColor = uv.y > 0.5 ? vec4(c.rgb, 1.0) : vec4(c.a, c.a, c.a, 1.0);\n}\n"
.into(),
),
]
}
/// The pack's picture of a frame whose world drew nothing.
fn picture(gpu: &Gpu, blend: &str) -> Vec<[u8; 4]> {
let color = gpu.texture(T::Rgba8Unorm);
let depth = gpu.texture(T::Depth32Float);
// The far plane everywhere (reverse-Z).
gpu.clear(&color, &depth, 0.0);
let mut post = gpu.load(
files(blend),
World {
atlas: None,
material_maps: None,
lightmap: color.clone(),
terrain: None,
block_ids: &[],
sprite_rects: &[],
celestial: None,
gui_size: SIZE,
clouds: None,
weather: false,
hand: false,
},
horizon_shaders::GameInputs {
sky: Some(super::super::pack_sky::inputs()),
..Default::default()
},
);
assert!(post.sky.is_some(), "{:?}", post.notes);
let hud = HudBatch::new(SIZE);
let mut frame = fixture_frame(&hud);
frame.title = false;
frame.skybox = true;
gpu.render(&mut post, &color, &depth, &frame, &mut |_, _, _, _| {})
}
/// The top four rows see the sky disc (sky_depth_tests); final repeats them in rows 8 to 11.
#[test]
fn the_sky_disc_keeps_what_the_program_wrote() {
let Some(gpu) = Gpu::new() else { return };
let width = SIZE[0] as usize;
let pixels = picture(&gpu, "");
for (i, p) in pixels[..4 * width].iter().enumerate() {
let near = |got: u8, want: u8| got.abs_diff(want) <= 1;
assert!(
near(p[0], 51) && near(p[1], 102) && near(p[2], 153),
"pixel {i}: colour {p:?}, expected (0.2, 0.4, 0.6)"
);
}
for (i, p) in pixels[8 * width..12 * width].iter().enumerate() {
assert!(p[0].abs_diff(64) <= 1, "pixel {i}: alpha {} / 255", p[0]);
}
// A pack's own `blend.gbuffers_skybasic` still blends the disc: alpha over the cleared 1.
let blended = picture(
&gpu,
"blend.gbuffers_skybasic = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO\n",
);
assert!(blended[0][0].abs_diff(51) > 8, "{:?}", blended[0]);
// So does a `blend.gbuffers_skybasic.colortex1` of its own, into that buffer.
let own = picture(
&gpu,
"blend.gbuffers_skybasic.colortex1 = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO\n",
);
assert!(own[0][0].abs_diff(51) > 8, "{:?}", own[0]);
}
@@ -94,6 +94,31 @@ pub struct PackInputs {
/// `frameCounter`) instead of the wall clock and the frames drawn, and smoothed values
/// (`wetness`, `eyeBrightnessSmooth`, `centerDepthSmooth`) at their targets.
pub still_ticks: Option<u64>,
/// A scripted clock (`screenshot-sequence`): taken before `still_ticks` and the wall
/// clock, and smoothed values move by its `delta`.
pub frame_timing: Option<FrameTiming>,
}
/// One frame of a scripted pack clock: the frame's number from 1, the seconds since frame 1,
/// and the seconds since the frame before (0 on frame 1).
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct FrameTiming {
pub counter: u32,
pub elapsed: f32,
pub delta: f32,
}
impl FrameTiming {
/// Frame `n` (from 1) of frames `step_ms` milliseconds apart (`16.666667` for 60 fps). The
/// elapsed time is worked out in f64, so frame 10 000 is as exact as frame 2.
pub fn nth(n: u32, step_ms: f64) -> Self {
let step = step_ms / 1000.0;
Self {
counter: n,
elapsed: (f64::from(n.saturating_sub(1)) * step) as f32,
delta: if n <= 1 { 0.0 } else { step as f32 },
}
}
}
/// The `cloudHeight` uniform: the dimension's `visual/cloud_height`
@@ -349,8 +374,10 @@ pub struct FrameUniforms {
start: std::time::Instant,
last: Option<std::time::Instant>,
frame: u32,
/// The last frame's `PackInputs::still_ticks`, for `eval_custom`.
still_ticks: Option<u64>,
/// The tick `eval_custom` restarts the custom uniforms at: every frame's under STILL; on a
/// scripted clock's frame 1 only 0 (where a freshly parsed pack starts), so its later frames
/// carry their smoothing and randoms.
custom_restart: Option<u64>,
previous: Option<(glam::DVec3, Mat4, Mat4)>,
wetness: f32,
eye_smooth: [f32; 2],
@@ -369,7 +396,7 @@ impl Default for FrameUniforms {
start: std::time::Instant::now(),
last: None,
frame: 0,
still_ticks: None,
custom_restart: None,
previous: None,
wetness: 0.0,
eye_smooth: [0.0; 2],
@@ -687,9 +714,16 @@ impl FrameUniforms {
let now = std::time::Instant::now();
let measured = self.last.map_or(0.0, |l| (now - l).as_secs_f32());
self.last = Some(now);
self.still_ticks = inputs.still_ticks;
self.custom_restart = match inputs.frame_timing {
Some(timing) => (timing.counter <= 1).then_some(0),
None => inputs.still_ticks,
};
// Smoothing over an endless step lands on its target.
let dt = inputs.still_ticks.map_or(measured, |_| f32::INFINITY);
let dt = match (inputs.frame_timing, inputs.still_ticks) {
(Some(timing), _) => timing.delta,
(None, Some(_)) => f32::INFINITY,
(None, None) => measured,
};
let aspect = size[0] as f32 / size[1].max(1) as f32;
// Packs take gbufferProjection for a plain perspective (they invert only its perspective
// terms): the view bob and the nausea spin belong to the model-view, as GL drew them.
@@ -781,13 +815,14 @@ impl FrameUniforms {
let (shadow_view, shadow_view_inverse) = shadow_model_view(frame, &self.shadow);
let day_time = inputs.day_time.rem_euclid(24000) as i32;
let world_day = inputs.day_time.div_euclid(24000);
let (seconds, frame_time, frame_counter) = match inputs.still_ticks {
Some(ticks) => (
let (seconds, frame_time, frame_counter) = match (inputs.frame_timing, inputs.still_ticks) {
(Some(timing), _) => (timing.elapsed, timing.delta, timing.counter as i32),
(None, Some(ticks)) => (
(ticks as f32 / 20.0) % 3600.0,
0.05,
(ticks % 720_720) as i32,
),
None => (
(None, None) => (
(now - self.start).as_secs_f32() % 3600.0,
measured,
self.frame as i32,
@@ -929,7 +964,7 @@ impl FrameUniforms {
/// Evaluates the pack's custom uniforms with this frame's values and puts them after
/// `NAMES`' values, in `custom.uniforms()` order.
pub fn eval_custom(&mut self, custom: &mut horizon_shaders::Custom) {
if let Some(tick) = self.still_ticks {
if let Some(tick) = self.custom_restart {
custom.restart_at(tick);
}
self.values.truncate(NAMES.len());
@@ -1298,7 +1333,7 @@ mod tests {
}
#[cfg(test)]
mod initial_history_tests {
pub(super) mod initial_history_tests {
use super::*;
use crate::hud::HudBatch;
fn float(u: &FrameUniforms, name: &str) -> [f32; 16] {
@@ -2193,6 +2228,145 @@ mod initial_history_tests {
assert_eq!(float(&u, "centerDepthSmooth")[0], 0.0);
}
/// A scripted clock's values reach the pack as they are, before STILL's ticks.
#[test]
fn a_scripted_clock_comes_before_the_still_ticks() {
let hud = HudBatch::new([800, 450]);
let f = frame(&hud);
for still_ticks in [None, Some(47_811)] {
let mut u = FrameUniforms::default();
for (n, elapsed, delta) in [(1, 0.0, 0.0), (64, 3.15, 0.05)] {
let input = PackInputs {
day_time: 6_001,
still_ticks,
frame_timing: Some(FrameTiming {
counter: n,
elapsed,
delta,
}),
..Default::default()
};
u.update(&f, &input, [800, 450]);
match u.values[index("frameCounter").unwrap()] {
Value::I(v) => assert_eq!(v[0], n as i32),
_ => panic!("integer uniform expected"),
}
assert_eq!(float(&u, "frameTimeCounter")[0], elapsed);
assert_eq!(float(&u, "frameTime")[0], delta);
match u.values[index("worldTime").unwrap()] {
Value::I(v) => assert_eq!(v[0], 6_001),
_ => panic!("integer uniform expected"),
}
}
}
}
/// Smoothed values move by a scripted clock's delta, also under STILL, which would
/// otherwise put them at their targets.
#[test]
fn a_scripted_clock_moves_smoothed_values_by_its_delta() {
let hud = HudBatch::new([800, 450]);
let f = frame(&hud);
let mut u = FrameUniforms::default();
let mut input = PackInputs {
rain: 1.0,
eye_light: [0, 15],
still_ticks: Some(47_811),
frame_timing: Some(FrameTiming::nth(1, 1000.0)),
..Default::default()
};
u.center_depth_raw = Some(1.0);
u.update(&f, &input, [800, 450]);
input.rain = 0.0;
input.eye_light = [0, 0];
u.center_depth_raw = Some(0.0);
// A second each: eyeBrightnessSmooth halves (1 s half-life),
// centerDepthSmooth halves ten times (0.1 s), wetness falls by 0.5^(1/20) (20 s).
for (n, eye, depth, wetness) in [
(2, 120, 1.0 / 1_024.0, 0.965_936_3),
(3, 60, 1.0 / 1_048_576.0, 0.933_033),
] {
input.frame_timing = Some(FrameTiming::nth(n, 1000.0));
u.update(&f, &input, [800, 450]);
match u.values[index("eyeBrightnessSmooth").unwrap()] {
Value::I(v) => assert_eq!(v[1], eye),
_ => panic!("integer uniform expected"),
}
assert_eq!(float(&u, "centerDepthSmooth")[0], depth);
assert!((float(&u, "wetness")[0] - wetness).abs() < 1e-6);
}
}
/// Custom uniforms start over on a scripted clock's frame 1 and carry their smoothing
/// and randoms through the frames after it, so a sequence drawn again repeats.
#[test]
fn custom_uniforms_start_over_on_a_scripted_frame_1() {
let properties = horizon_shaders::Properties::parse(
"uniform.float.s = smooth(rainStrength, 10.0)
uniform.float.r = random()
",
&horizon_shaders::Macros::standard(),
);
let mut custom = horizon_shaders::Custom::parse(&properties);
let hud = HudBatch::new([800, 450]);
let f = frame(&hud);
let mut u = FrameUniforms::default();
let mut run = |u: &mut FrameUniforms| -> Vec<[u32; 2]> {
(1..=3)
.map(|n| {
let input = PackInputs {
rain: if n == 1 { 0.0 } else { 1.0 },
still_ticks: Some(47_811),
frame_timing: Some(FrameTiming::nth(n, 1000.0)),
..Default::default()
};
u.update(&f, &input, [800, 450]);
u.eval_custom(&mut custom);
std::array::from_fn(|i| match u.values[NAMES.len() + i] {
Value::F(v) => v[0].to_bits(),
_ => panic!("float uniform expected"),
})
})
.collect()
};
let first = run(&mut u);
// The smoothed rain moves toward 1 over frames 2 and 3; the randoms differ
// each frame.
let s: Vec<f32> = first.iter().map(|v| f32::from_bits(v[0])).collect();
assert!(
s[0] == 0.0 && s[0] < s[1] && s[1] < s[2] && s[2] < 1.0,
"{s:?}"
);
assert!(first[0][1] != first[1][1] && first[1][1] != first[2][1]);
assert_eq!(run(&mut u), first);
}
#[test]
fn the_nth_scripted_frame_counts_from_1() {
assert_eq!(
FrameTiming::nth(1, 50.0),
FrameTiming {
counter: 1,
elapsed: 0.0,
delta: 0.0
}
);
assert_eq!(
FrameTiming::nth(2, 50.0),
FrameTiming {
counter: 2,
elapsed: 0.05,
delta: 0.05
}
);
assert_eq!(FrameTiming::nth(64, 50.0).elapsed, 3.15);
assert_eq!(FrameTiming::nth(10_000, 50.0).elapsed, 499.95);
assert_eq!(FrameTiming::nth(3, 1.0).elapsed, 0.002);
// 60 fps: frame 61 is one second in, not 61 × 16 ms or 61 × 17 ms.
let sixty = FrameTiming::nth(61, 1000.0 / 60.0);
assert_eq!((sixty.elapsed, sixty.delta), (1.0, 1.0 / 60.0));
}
/// Iris 1.11.7 (probe pack): `ambientLight` is the dimension type's (0.1 in the Nether,
/// 0.25 in the End), and `playerMood` and `constantMood` both the cave mood.
#[test]
@@ -2210,7 +2384,7 @@ mod initial_history_tests {
assert_eq!(float(&u, "constantMood")[0], 0.0235);
}
fn frame(hud: &HudBatch) -> Frame<'_> {
pub(in crate::gfx) fn frame(hud: &HudBatch) -> Frame<'_> {
Frame {
eye: glam::DVec3::ZERO,
eye_rotation: [0.0; 2],
@@ -1576,7 +1576,7 @@ impl GraphicsUi {
&cols,
&lines,
self.scroll.amount,
Page::name,
|page| lang::get(page.name()),
|batch, setting: Setting, y| {
let item = setting.item;
let rect = cols.row(y);
+36 -2
View File
@@ -76,6 +76,7 @@ pub struct HudAtlas {
pub sprites: HashMap<String, Rect>,
/// Resolved player-profile names and UUIDs for inline head components.
pub object_skins: HashMap<String, String>,
pub object_skins_revision: u64,
/// Sprites with a 0 < alpha < 255 texel (`SpriteContents.transparency().hasTranslucent`),
/// which puts their particles on vanilla's translucent layer.
pub translucent: HashSet<String>,
@@ -786,21 +787,29 @@ impl HudAtlas {
.or_else(|| self.sprites.get(MISSING_SPRITE))
.copied()
}
pub fn clear_object_skins(&mut self) {
self.object_skins.clear();
self.object_skins_revision = Self::next_revision();
}
/// Keep a ready profile skin when another source only has its default.
pub fn set_object_skin(&mut self, key: String, skin: String) {
use std::collections::hash_map::Entry;
if self.object_skins.len() >= 1024 && !self.object_skins.contains_key(&key) {
self.object_skins.clear();
self.clear_object_skins();
}
match self.object_skins.entry(key) {
Entry::Occupied(entry)
if skin.starts_with("entity/player/") && self.sprites.contains_key(entry.get()) => {
}
Entry::Occupied(mut entry) => {
entry.insert(skin);
if entry.get() != &skin {
entry.insert(skin);
self.object_skins_revision = Self::next_revision();
}
}
Entry::Vacant(entry) => {
entry.insert(skin);
self.object_skins_revision = Self::next_revision();
}
}
}
@@ -920,6 +929,7 @@ impl HudAtlas {
height: 1,
sprites: HashMap::new(),
object_skins: HashMap::new(),
object_skins_revision: Self::next_revision(),
translucent: HashSet::new(),
flags: HashMap::new(),
sprite_animations: Vec::new(),
@@ -985,6 +995,7 @@ impl HudAtlas {
translucent: HashSet::new(),
flags: HashMap::new(),
object_skins: HashMap::new(),
object_skins_revision: Self::next_revision(),
sprite_animations: Vec::new(),
glint: (vec![0; 4], 1, 1),
glint_armor: (vec![0; 4], 1, 1),
@@ -1436,6 +1447,7 @@ impl HudAtlas {
height,
sprites,
object_skins: HashMap::new(),
object_skins_revision: Self::next_revision(),
translucent,
flags,
sprite_animations,
@@ -2890,6 +2902,28 @@ impl HudRenderer {
mod tests {
use super::*;
#[test]
fn object_skin_revision_tracks_changes_and_capacity_clear() {
let mut atlas = HudAtlas::boot();
atlas.set_object_skin("name:player".into(), "skins/server".into());
let revision = atlas.object_skins_revision;
atlas.set_object_skin("name:player".into(), "skins/server".into());
assert_eq!(atlas.object_skins_revision, revision);
atlas.set_object_skin("name:player".into(), "skins/inline".into());
assert_ne!(atlas.object_skins_revision, revision);
for i in 1..1024 {
atlas.set_object_skin(format!("name:{i}"), "skins/server".into());
}
let revision = atlas.object_skins_revision;
atlas.set_object_skin("name:overflow".into(), "skins/server".into());
assert_ne!(atlas.object_skins_revision, revision);
assert_eq!(atlas.object_skins.len(), 1);
let revision = atlas.object_skins_revision;
atlas.clear_object_skins();
assert_ne!(atlas.object_skins_revision, revision);
assert!(atlas.object_skins.is_empty());
}
/// The mod image slot is paid only by a game with a native mod loaded.
#[test]
fn the_mod_image_slot_exists_only_when_a_mod_is_loaded() {
+1
View File
@@ -97,6 +97,7 @@ pub mod settings;
pub mod settings_shell;
pub mod shader_options;
pub mod shader_pack_list;
pub mod shader_ui;
pub mod signs;
pub mod skins;
pub mod sound_engine;
+222 -28
View File
@@ -52,6 +52,8 @@ pub struct LightTables {
/// what `light_chunk` stores per cell, so a cell costs 2 bytes and the
/// flood fill never reads the (large) `cells` table.
info: Vec<u32>,
/// `info`'s low 16 bits.
packed: Vec<u16>,
/// `blocked(type_a, type_b, direction)` as a bit per direction.
block_masks: Vec<u8>,
}
@@ -73,6 +75,7 @@ impl LightTables {
faces: 2,
types: 1,
info: Vec::new(),
packed: Vec::new(),
block_masks: Vec::new(),
};
tables.rebuild_cache();
@@ -101,6 +104,9 @@ impl LightTables {
types <= 4096,
"light tables: {types} cell configurations exceed the 12-bit type field"
);
// The region `light_chunk` floods over is filled with 0, and every air
// cell of a section writes `info` of state 0 over it (`states_of`).
debug_assert_eq!(info[0], 0, "state 0 (air) must hold no light info");
let mut block_masks = vec![0u8; types * types];
for a in 0..types {
for b in 0..types {
@@ -121,6 +127,7 @@ impl LightTables {
}
}
self.types = types;
self.packed = info.iter().map(|&i| i as u16).collect();
self.info = info;
self.block_masks = block_masks;
}
@@ -212,6 +219,7 @@ impl LightTables {
faces,
types: 0,
info: Vec::new(),
packed: Vec::new(),
block_masks: Vec::new(),
};
tables.rebuild_cache();
@@ -276,7 +284,8 @@ struct LightScratch {
sky_queue: Vec<u32>,
present: Vec<bool>,
lowest: Vec<i32>,
ids: Box<[u32; 4096]>,
/// What `states_of` keeps between sections.
section: SectionScratch,
}
impl LightScratch {
@@ -289,7 +298,7 @@ impl LightScratch {
sky_queue: Vec::new(),
present: vec![false; W * W],
lowest: vec![0; W * W],
ids: Box::new([0u32; 4096]),
section: SectionScratch::new(),
}
}
@@ -307,10 +316,132 @@ impl LightScratch {
}
}
/// One section's values mapped to the packed light info, and the palette's
/// info (`states_of`, kept between sections).
struct SectionScratch {
stage: Box<[u16; 4096]>,
stage32: Box<[u32; 4096]>,
info: Vec<u32>,
packed: Vec<u16>,
}
impl SectionScratch {
fn new() -> Self {
Self {
stage: Box::new([0u16; 4096]),
stage32: Box::new([0u32; 4096]),
info: Vec::new(),
packed: Vec::new(),
}
}
}
thread_local! {
static SCRATCH: RefCell<LightScratch> = RefCell::new(LightScratch::new());
}
/// Where a section sits in the 48-wide region.
#[derive(Clone, Copy)]
struct At {
x: usize,
y: usize,
z: usize,
}
impl At {
/// The region index of the section's row `row` (`ly << 4 | lz`), the
/// start of a run of 16 cells along x.
#[inline]
fn row(self, row: usize) -> usize {
(self.y + (row >> 4)) * (W * W) + (self.z + (row & 15)) * W + self.x
}
}
/// Copy one section's block states into the region's `states` as the packed
/// light info `light_chunk` floods over, and seed `queue` (and `block`) with
/// the cells that emit light. The values are mapped to that info in one pass
/// over the section's packed storage into `stage` (index order), then copied a
/// row of 16 along x at a time: the region's rows are 48 apart, so the two
/// cannot be one.
fn states_of(
section: &Section,
tables: &LightTables,
at: At,
states: &mut [u16],
block: &mut [u8],
queue: &mut Vec<u32>,
scratch: &mut SectionScratch,
) {
if section.blocks.bits() == 0 {
// A section of one state (the caller has skipped the air ones): a row
// of the region is that state's info.
let info = tables.info[section.blocks.get(0) as usize];
for ly in 0..16 {
let mut p = at.row(ly << 4);
for _ in 0..16 {
states[p..p + 16].fill(info as u16);
if info > 0xFFFF {
for x in 0..16 {
block[p + x] = (info >> 16) as u8;
queue.push((p + x) as u32);
}
}
p += W;
}
}
return;
}
// The info of the ids the section stores: a list palette's ids are mapped
// once, a global palette's are state ids, which `tables.info` holds. Only
// a section whose palette emits light (an info's high bits) needs the
// emission of each cell.
let (info, packed, emits) = match section.blocks.palette() {
Some(list) => {
scratch.info.clear();
scratch
.info
.extend(list.iter().map(|&id| tables.info[id as usize]));
scratch.packed.clear();
scratch
.packed
.extend(scratch.info.iter().map(|&i| i as u16));
let emits = scratch.info.iter().any(|&i| i > 0xFFFF);
(&scratch.info[..], &scratch.packed[..], emits)
}
None => (&tables.info[..], &tables.packed[..], true),
};
if emits {
section
.blocks
.unpack_ids_mapped(&mut scratch.stage32[..], info);
for ly in 0..16 {
let mut p = at.row(ly << 4);
for lz in 0..16 {
let i = (ly << 8) | (lz << 4);
for x in 0..16 {
let info = scratch.stage32[i + x];
states[p + x] = info as u16;
if info > 0xFFFF {
block[p + x] = (info >> 16) as u8;
queue.push((p + x) as u32);
}
}
p += W;
}
}
return;
}
section
.blocks
.unpack_ids_mapped(&mut scratch.stage[..], packed);
for ly in 0..16 {
let mut p = at.row(ly << 4);
let (rows, _) = scratch.stage[(ly << 8)..(ly << 8) + 256].as_chunks::<16>();
for row in rows {
states[p..p + 16].copy_from_slice(row);
p += W;
}
}
}
/// `region[dz][dx]` holds the chunks around the centre (index 1,1).
/// `sky` is false in dimensions without skylight (the Nether).
pub fn light_chunk(
@@ -356,7 +487,7 @@ fn light_chunk_with_scratch(
let block = &mut scratch.block[..total];
let queue = &mut scratch.queue;
let sky_queue = &mut scratch.sky_queue;
let ids = &mut scratch.ids;
let section_scratch = &mut scratch.section;
for (dz, row) in region.iter().enumerate() {
let z_base = dz * 16;
@@ -367,31 +498,12 @@ fn light_chunk_with_scratch(
if section.is_uniform(0) {
continue;
}
section.unpack(ids);
let y_base = si * 16;
for ly in 0..16 {
let y = y_base + ly;
let y_offset = y * (W * W);
for lz in 0..16 {
let z = z_base + lz;
let p_row = y_offset + z * W + x_base;
let i_row = (ly << 8) | (lz << 4);
for lx in 0..16 {
let id = ids[i_row + lx];
if id == 0 {
continue;
}
let p = p_row + lx;
let info = tables.info[id as usize];
states[p] = info as u16;
let emission = info >> 16;
if emission > 0 {
block[p] = emission as u8;
queue.push(p as u32);
}
}
}
}
let at = At {
x: x_base,
y: si * 16,
z: z_base,
};
states_of(section, tables, at, states, block, queue, section_scratch);
}
}
}
@@ -2195,6 +2307,88 @@ mod tests {
pack_lighting(sections, h, &sky, &block, sky_light)
}
/// 600 states of every dampening, the last 300 of them light sources (a
/// section's palette must hold emitting values too, which take
/// `states_of`'s other pass).
fn info_tables() -> LightTables {
let cells = (0..600u32)
.map(|id| Cell {
dampening: (id % 16) as u8,
emission: if id >= 300 { 14 } else { 0 },
shaped: false,
faces: [EMPTY; 6],
})
.collect();
LightTables::from_parts(cells, vec![false, true, true, true], 2)
}
/// `states_of` writes what walking the section's `unpack`ed state ids
/// writes, for every palette the collector can hold: one value, a list of
/// up to 256 (four to eight bits wide) and the global palette beyond it,
/// with and without a light source in the palette.
#[test]
fn section_states_match_the_unpacked_ids() {
let tables = info_tables();
let at = At { x: 0, y: 0, z: 0 };
let mut ids = Box::new([0u32; 4096]);
// (distinct values, the bits the collector stores them in)
let cases = [
(1, 0),
(3, 4),
(20, 5),
(40, 6),
(80, 7),
(200, 8),
(300, 16),
];
for (distinct, bits) in cases {
for emitting in [false, true] {
let base = if emitting { 300 } else { 0 };
let values: Vec<u32> = (0..4096)
// A pattern that repeats each value the section holds.
.map(|i| base + ((i * 7 + i / 16) % distinct) as u32)
.collect();
let section = Section {
blocks: Section::from_blocks(values.as_slice().try_into().unwrap()),
..Default::default()
};
assert_eq!(
section.blocks.bits(),
bits,
"{distinct} values should be stored in {bits} bits"
);
let mut states = vec![0u16; W * W * 16];
let mut block = vec![0u8; W * W * 16];
let mut queue = Vec::new();
states_of(
&section,
&tables,
at,
&mut states,
&mut block,
&mut queue,
&mut SectionScratch::new(),
);
section.unpack(&mut ids);
let mut want_queue = Vec::new();
for (i, &id) in ids.iter().enumerate() {
let info = tables.info[id as usize];
let p = at.row(i >> 4) + (i & 15);
assert_eq!(
states[p], info as u16,
"{distinct} values, emitting {emitting}: state at {i}"
);
if info > 0xFFFF {
assert_eq!(block[p], (info >> 16) as u8, "emission at {i}");
want_queue.push(p as u32);
}
}
assert_eq!(queue, want_queue, "{distinct} values, emitting {emitting}");
}
}
}
#[test]
fn light_chunk_matches_old_algorithm() {
let t = tables();
+76 -20
View File
@@ -401,6 +401,7 @@ fn visibility(pad: &Padded, info: &[Info]) -> u64 {
}
/// The section's cells that are not `isSolidRender`, by row (`y << 4 | z`, bit
/// x), from the padded rows of `MeshScratch::solid_rows`.
#[cfg(test)]
fn open_rows(solid: &[u32]) -> [u16; 256] {
std::array::from_fn(|r| {
let (y, z) = ((r >> 4) as i32, (r & 15) as i32);
@@ -977,10 +978,11 @@ impl Padded {
// The section itself is unpacked in one pass and copied row by row;
// the border cells of the neighbouring sections are read in runs, from
// sections found once per layer.
own.fill(0);
let center = region[1][1];
if let Some(c) = center {
c.sections[sy as usize].unpack(own);
} else {
own.fill(0);
}
for y in -B..16 + B {
let wy = base_y + y;
@@ -1065,6 +1067,18 @@ fn fill_run(
},
}
}
// Direction order is the same as Direction::ALL; all values are evaluated at compile time.
const DIRECTIONS: [(Direction, [i32; 3], u8); 6] = [
direction_info(Direction::Down),
direction_info(Direction::Up),
direction_info(Direction::North),
direction_info(Direction::South),
direction_info(Direction::West),
direction_info(Direction::East),
];
const fn direction_info(d: Direction) -> (Direction, [i32; 3], u8) {
(d, d.normal(), d.opposite() as u8)
}
/// Per-worker temporary arrays. They never hold resource-pack references or
/// geometry still owned by the renderer, and total about 150 KiB per worker
/// (the leaf mask adds 8,000 cells, depths and a queue).
@@ -1080,21 +1094,63 @@ pub struct MeshScratch {
/// Fills `rows` with the padded section's `isSolidRender` blocks, one bit each (`MeshScratch::solid_rows`).
fn solid_rows(pad: &Padded, solid: &[bool], rows: &mut Vec<u32>) {
rows.clear();
rows.extend(pad.blocks.as_chunks::<P>().0.iter().map(|row| {
row.iter().enumerate().fold(0u32, |bits, (x, &id)| {
bits | u32::from(solid[id as usize]) << x
})
}));
for row in pad.blocks.as_chunks::<P>().0 {
let mut bits = 0;
for (x, &id) in row.iter().enumerate() {
bits |= u32::from(solid[id as usize]) << x;
}
rows.push(bits);
}
}
/// Whether the block at `(x, y, z)` (section-local) and its six neighbours
/// are all `isSolidRender`: none of its faces can show.
#[inline]
fn hidden(rows: &[u32], x: i32, y: i32, z: i32) -> bool {
let row = |y: i32, z: i32| rows[((y + B) as usize) * P + (z + B) as usize];
let r = row(y, z);
let around =
r & r << 1 & r >> 1 & row(y - 1, z) & row(y + 1, z) & row(y, z - 1) & row(y, z + 1);
around >> (x + B) & 1 != 0
/// Open and fully surrounded cells in each inner row.
fn row_masks(rows: &[u32]) -> ([u16; 256], [u16; 256]) {
let mut open = [0; 256];
let mut hidden = [0; 256];
for y in 0..16 {
for z in 0..16 {
let i = (y + B as usize) * P + z + B as usize;
let r = rows[i];
let around =
r & r << 1 & r >> 1 & rows[i - P] & rows[i + P] & rows[i - 1] & rows[i + 1];
open[y * 16 + z] = !(r >> B) as u16;
hidden[y * 16 + z] = (around >> B) as u16;
}
}
(open, hidden)
}
#[cfg(test)]
#[test]
fn row_masks_match_cell_definition() {
let mut seed = 42u32;
for _ in 0..100 {
let rows: Vec<u32> = (0..P * P)
.map(|_| {
seed ^= seed << 13;
seed ^= seed >> 17;
seed ^= seed << 5;
seed & ((1 << P) - 1)
})
.collect();
let (open, hidden) = row_masks(&rows);
for y in 0..16 {
for z in 0..16 {
let cell = |x: usize, y: usize, z: usize| (rows[y * P + z] >> x) & 1 != 0;
for x in 0..16 {
let (x, py, pz) = (x + B as usize, y + B as usize, z + B as usize);
let occupied = cell(x, py, pz);
let enclosed = occupied
&& cell(x - 1, py, pz)
&& cell(x + 1, py, pz)
&& cell(x, py - 1, pz)
&& cell(x, py + 1, pz)
&& cell(x, py, pz - 1)
&& cell(x, py, pz + 1);
assert_eq!((open[y * 16 + z] >> (x - B as usize)) & 1 != 0, !occupied);
assert_eq!((hidden[y * 16 + z] >> (x - B as usize)) & 1 != 0, enclosed);
}
}
}
}
}
#[cfg(test)]
mod leaf_culling_tests;
@@ -1463,7 +1519,8 @@ impl Mesher<'_> {
let pad = &scratch.padded;
solid_rows(pad, &self.tables.solid, &mut scratch.solid_rows);
let opaque = &scratch.solid_rows;
out.visibility = visibility_rows(&open_rows(opaque));
let (open, hidden) = row_masks(opaque);
out.visibility = visibility_rows(&open);
let base_y = center.min_y() + sy * 16;
if self.leaf_culling.is_interior() {
scratch
@@ -1497,7 +1554,7 @@ impl Mesher<'_> {
out.lights
.push(([center.x * 16 + x, base_y + y, center.z * 16 + z], id));
}
if hidden(opaque, x, y, z) {
if hidden[(y * 16 + z) as usize] >> x & 1 != 0 {
continue;
}
if state.fluid.kind() != FluidKind::Empty {
@@ -1538,12 +1595,11 @@ impl Mesher<'_> {
let interior_leaf = state.leaves
&& self.leaf_culling.is_interior()
&& scratch.leaf.interior(self.leaf_culling, x, y, z);
for d in Direction::ALL {
let [dx, dy, dz] = d.normal();
for (d, [dx, dy, dz], opposite) in DIRECTIONS {
let neighbor = pad.blocks[pi(x + dx, y + dy, z + dz)];
// `should_render_face`'s first test, without its lookups: a
// full occlusion face toward this block hides the face.
if full_faces[neighbor as usize] >> d.opposite() as u8 & 1 != 0 {
if full_faces[neighbor as usize] >> opposite & 1 != 0 {
continue;
}
let other = &info[neighbor as usize];
@@ -229,7 +229,7 @@ pub(super) fn tesselate(
let kind = me.fluid.kind();
let same = |s: &Info| s.fluid.kind().same_family(kind);
let neighbor = |d: Direction| {
let [dx, dy, dz] = d.normal();
let [dx, dy, dz] = super::DIRECTIONS[d as usize].1;
at([x + dx, y + dy, z + dz])
};
let (down, up) = (neighbor(Direction::Down), neighbor(Direction::Up));
@@ -238,12 +238,11 @@ pub(super) fn tesselate(
let render_down =
should_render(Direction::Down) && !occluded_by(Direction::Down, MAX_HEIGHT, down);
let sides = [
Direction::North,
Direction::South,
Direction::West,
Direction::East,
]
.map(should_render);
should_render(Direction::North),
should_render(Direction::South),
should_render(Direction::West),
should_render(Direction::East),
];
if !render_up && !render_down && !sides.iter().any(|&s| s) {
return;
}
@@ -356,9 +355,9 @@ pub(super) fn tesselate(
fluid_face(color, face)
};
let vertex = |(pos, uv)| TerrainVertex::new(pos, uv, layer, color, light);
target.extend(v.map(vertex));
target.extend([vertex(v[0]), vertex(v[1]), vertex(v[2]), vertex(v[3])]);
if back {
target.extend([v[0], v[3], v[2], v[1]].map(vertex));
target.extend([vertex(v[0]), vertex(v[3]), vertex(v[2]), vertex(v[1])]);
}
};
let (fx, fy, fz) = (x as f32, y as f32, z as f32);
@@ -23,6 +23,7 @@ use std::{
collections::{BTreeMap, BTreeSet},
fs,
path::Path,
sync::OnceLock,
};
pub struct BakedFace {
@@ -51,8 +52,11 @@ type VariantKey = (String, [u8; 3], bool);
pub struct StateModels {
/// Each definition's choices, a variant standing as its index in `baked`.
choices: Vec<CompiledChoices<u32>>,
/// All baked alternatives per definition, invalidated before mutable model access.
bounds: OnceLock<Vec<Option<[[f32; 3]; 2]>>>,
/// By state id: its definition in `choices` and the models it selects.
states: Vec<Option<(usize, SelectedModels)>>,
single_models: Vec<Option<u32>>,
/// Every transformed model once, with the variant it was baked from.
baked: Vec<(Variant, BakedModel)>,
/// Standalone models by id: their index in `baked`.
@@ -354,10 +358,19 @@ impl StateModels {
baked.push((variant, model));
}
// Every variant of every definition was baked above.
let choices = choices.iter().map(|c| c.map(|v| index[&key(v)])).collect();
let choices: Vec<_> = choices.iter().map(|c| c.map(|v| index[&key(v)])).collect();
let single_models = states
.iter()
.map(|state| {
let (choice, selected) = state.as_ref()?;
choices[*choice].single_variant(selected).copied()
})
.collect();
Ok(Self {
choices,
bounds: OnceLock::new(),
states,
single_models,
baked,
standalone: BTreeMap::new(),
})
@@ -408,6 +421,7 @@ impl StateModels {
}
/// Every baked model with the variant it was baked from, to change its faces.
pub fn models_mut(&mut self) -> impl Iterator<Item = (&Variant, &mut BakedModel)> {
self.bounds.take();
self.baked
.iter_mut()
.map(|(variant, model)| (&*variant, model))
@@ -432,6 +446,37 @@ impl StateModels {
let model = self.choices[*choice].particle_variant(selected)?;
self.baked[*model as usize].1.particle
}
/// Envelope of every weighted/multipart alternative in the state's definition.
/// Includes transformed resource-pack faces outside the unit cube. Empty or
/// non-finite geometry has no usable envelope and keeps the original draw path.
pub fn render_bounds(&self, state: BlockStateId) -> Option<[[f32; 3]; 2]> {
let (definition, _) = self.state(state)?;
let bounds = self.bounds.get_or_init(|| {
self.choices
.iter()
.map(|choices| {
let mut lo = glam::Vec3::splat(f32::INFINITY);
let mut hi = glam::Vec3::splat(f32::NEG_INFINITY);
let mut valid = true;
// `map` visits every choice, without consuming the render RNG.
choices.map(|&index| {
for face in &self.baked[index as usize].1.faces {
for p in face.quad.positions {
let p = glam::Vec3::from_array(p);
valid &= p.is_finite();
lo = lo.min(p);
hi = hi.max(p);
}
}
});
(valid && lo.is_finite() && hi.is_finite())
.then_some([lo.to_array(), hi.to_array()])
})
.collect()
});
bounds.get(*definition).copied().flatten()
}
pub fn collect_seeded(
&self,
state: BlockStateId,
@@ -452,6 +497,10 @@ impl StateModels {
out: &mut Vec<&'a BakedModel>,
) -> Result<()> {
out.clear();
if let Some(Some(model)) = self.single_models.get(state.0 as usize) {
out.push(&self.baked[*model as usize].1);
return Ok(());
}
self.each_seeded(state, position_seed(position), |(_, model)| out.push(model))
}
fn each_seeded<'a>(
@@ -619,3 +668,7 @@ mod tests {
Ok(())
}
}
#[cfg(test)]
#[path = "catalog/bounds_tests.rs"]
mod bounds_tests;
@@ -0,0 +1,115 @@
use super::*;
fn catalog(definition: &str) -> StateModels {
let definition = BlockStateDefinition::from_json(definition).unwrap();
let choices = CompiledChoices::new(&definition)
.unwrap()
.map(|v| if v.model == "horizon:a" { 0 } else { 1 });
let baked = [
([-16, 0, 0], [16, 16, 16], [0, 0, 0]),
([0, -8, -16], [32, 32, 16], [0, 90, 0]),
]
.into_iter()
.enumerate()
.map(|(i, (from, to, turns))| {
let faces: serde_json::Map<String, Value> =
["up", "down", "north", "south", "east", "west"]
.into_iter()
.map(|name| {
(
name.to_owned(),
serde_json::json!({"texture":"#all"}),
)
})
.collect();
let json =
serde_json::json!({"textures":{"all":"horizon:block/test"},"elements":[{"from":from,"to":to,"faces":faces}]}).to_string();
let model = horizon_assets::model::CuboidModel::from_json(&json).unwrap();
let name = format!("horizon:{}", if i == 0 { "a" } else { "b" });
let library =
horizon_assets::resolve::ModelLibrary::new(BTreeMap::from([(name.clone(), model)]))
.unwrap();
let baked = bake_resolved(
Path::new("/nonexistent-horizon-bounds-fixture"),
&mut Sprites::default(),
&library.resolve(&name).unwrap(),
turns,
false,
)
.unwrap();
(
Variant {
model: name,
rotations: turns,
uv_lock: false,
},
baked,
)
})
.collect();
StateModels {
choices: vec![choices],
states: vec![Some((0, SelectedModels::Variant(0)))],
baked,
..StateModels::default()
}
}
#[test]
fn envelopes_cover_weighted_and_multipart_geometry_and_mutation_invalidates_them() {
for (definition, selected) in [
(
r#"{"variants":{"": [{"model":"horizon:a","weight":1},{"model":"horizon:b","weight":3}]}}"#,
SelectedModels::Variant(0),
),
(
r#"{"multipart":[{"apply":{"model":"horizon:a"}},{"apply":{"model":"horizon:b"}}]}"#,
SelectedModels::Multipart(vec![0, 1]),
),
] {
let mut models = catalog(definition);
models.states[0] = Some((0, selected));
let [lo, hi] = models.render_bounds(BlockStateId(0)).unwrap();
assert!(
lo[0] <= -1.0 && hi[1] >= 2.0,
"pack geometry exceeds a unit cube"
);
let mut variants = BTreeSet::new();
for i in 0..128 {
let seed = position_seed(BlockPos::new(i * 13, i % 31, -i * 23));
for (variant, model) in models.collect_seeded(BlockStateId(0), seed).unwrap() {
variants.insert(variant.model.clone());
for point in model.faces.iter().flat_map(|f| f.quad.positions) {
assert!((0..3).all(|axis| point[axis] >= lo[axis] && point[axis] <= hi[axis]));
}
}
}
assert_eq!(variants.len(), 2);
models.models_mut().next().unwrap().1.faces[0]
.quad
.positions[0] = [100.0, 2.0, -5.0];
let [lo, hi] = models.render_bounds(BlockStateId(0)).unwrap();
assert_eq!(hi[0], 100.0);
assert_eq!(lo[2], -5.0);
// A resource replacement owns a fresh catalog rather than the previous cache.
let replacement = catalog(r#"{"variants":{"":{"model":"horizon:a"}}}"#);
assert_eq!(
replacement.render_bounds(BlockStateId(0)),
Some([[-1.0, 0.0, 0.0], [1.0, 1.0, 1.0]])
);
models.models_mut().next().unwrap().1.faces[0]
.quad
.positions[0][0] = f32::NAN;
assert!(models.render_bounds(BlockStateId(0)).is_none());
}
assert!(
StateModels::default()
.render_bounds(BlockStateId(0))
.is_none()
);
let mut empty = catalog(r#"{"variants":{"":{"model":"horizon:a"}}}"#);
for (_, model) in empty.models_mut() {
model.faces.clear();
}
assert!(empty.render_bounds(BlockStateId(0)).is_none());
}
File diff suppressed because it is too large. Load diff
@@ -170,6 +170,11 @@ impl<P: Copy, S: Copy> Lines<P, S> {
}
self.y += style::GROUP_GAP;
}
/// A group of rows under its page's own name (`list`'s `page_name`), for pages named at run
/// time, such as a shader pack's screens.
pub(crate) fn titled(&mut self, page: P, rows: Vec<S>) {
self.group(page, "", rows);
}
/// The lines and the content's height.
pub(crate) fn finish(self) -> (Vec<Line<P, S>>, f32) {
(self.lines, (self.y - style::GROUP_GAP).max(0.0))
@@ -292,14 +297,15 @@ pub(crate) fn plate(batch: &mut HudBatch, atlas: &HudAtlas, cols: &Columns, head
}
/// The list, clipped to its view: each group's panel, then its names and rows on it. `row`
/// draws a setting at its `y`.
/// draws a setting at its `y`; `page_name` names a page, and a group without a name of its own
/// (`Lines::titled`), in the player's language.
pub(crate) fn list<P: Copy, S: Copy>(
batch: &mut HudBatch,
atlas: &HudAtlas,
cols: &Columns,
lines: &[Line<P, S>],
scroll: f32,
page_name: impl Fn(P) -> &'static str,
page_name: impl Fn(P) -> String,
mut row: impl FnMut(&mut HudBatch, S, f32),
) {
let start = batch.vertices.len();
@@ -325,10 +331,11 @@ pub(crate) fn list<P: Copy, S: Copy>(
}
let Some(setting) = line.setting else {
let (name, color, dy) = match line.group {
Some((name, _)) => (name, style::MUTED, 3.0),
Some(("", _)) => (page_name(line.page), style::MUTED, 3.0),
Some((name, _)) => (lang::get(name), style::MUTED, 3.0),
None => (page_name(line.page), style::ACCENT, 4.0),
};
let name = Text::literal(lang::get(name));
let name = Text::literal(name);
batch.text_styled(atlas, &name, cols.list_x + 2.0, y + dy, color, true);
continue;
};
@@ -191,49 +191,6 @@ impl ShaderOptions {
.map(|c| Text::legacy(&c.replace("\\n", "\n")))
}
/// `option_label` within `width` as `measure` sizes it: the name shortened (`Bloom Up...: 2`)
/// when the whole doesn't fit, and whether it was.
pub fn option_label_within(
&self,
name: &str,
width: f32,
measure: impl Fn(&Text) -> f32,
) -> (Text, bool) {
let full = self.option_label(name);
if measure(&full) <= width {
return (full, false);
}
// The pack's text, cut a character at a time with the `§` codes it holds kept.
let key = format!("option.{name}");
let caption = self.lang.get(&key).unwrap_or(name);
let value = self.value_text(name);
let mut chars: Vec<char> = caption.chars().collect();
loop {
while chars.len() >= 2 && chars[chars.len() - 2] == '§' {
chars.truncate(chars.len() - 2);
}
if chars.pop().is_none() {
return (full, true);
}
// Without the spaces and codes it ends with.
let mut end = chars.len();
loop {
if end >= 2 && chars[end - 2] == '§' {
end -= 2;
} else if end > 0 && chars[end - 1].is_whitespace() {
end -= 1;
} else {
break;
}
}
let cut: String = chars[..end].iter().collect();
let label = Text::option_name_value(Text::legacy(&format!("{cut}...")), value.clone());
if measure(&label) <= width {
return (label, true);
}
}
}
/// `Name: value`, in the pack's words, the value yellow when it is not the default.
pub fn option_label(&self, name: &str) -> Text {
Text::option_name_value(
@@ -242,8 +199,13 @@ impl ShaderOptions {
)
}
/// Option `name`'s caption in the pack's words.
pub fn option_name(&self, name: &str) -> Text {
self.named(&format!("option.{name}"), name)
}
/// The value of option `name` as the pack names it, yellow when it is not the default.
fn value_text(&self, name: &str) -> Text {
pub fn value_text(&self, name: &str) -> Text {
let Some(option) = self.options.get(name) else {
return Text::literal(String::new());
};
@@ -350,7 +312,7 @@ mod tests {
}
#[test]
fn single_resets_comments_and_fitted_labels() {
fn single_resets_and_comments() {
let mut o = options();
o.lang = Lang::parse(
"option.LEVEL=Level of detail\noption.LEVEL.comment=How much detail.\\nMore costs more.\n",
@@ -364,18 +326,6 @@ mod tests {
Some("How much detail.\nMore costs more.")
);
assert!(o.comment("option.AO").is_none());
// One unit a character.
let measure = |t: &Text| t.plain().chars().count() as f32;
assert!(!o.option_label_within("LEVEL", 40.0, measure).1);
let (fitted, cut) = o.option_label_within("LEVEL", 12.0, measure);
assert!(cut);
assert_eq!(fitted.plain(), "Level...: 2");
o.lang = Lang::parse("option.LEVEL=§aLevel §lof detail§r\n");
let (fitted, _) = o.option_label_within("LEVEL", 12.0, measure);
assert_eq!(fitted.plain(), "Level...: 2");
assert_eq!(fitted.spans[0].style, Text::legacy("§aL").spans[0].style);
let (fitted, _) = o.option_label_within("LEVEL", 14.0, measure);
assert_eq!(fitted.plain(), "Level of...: 2");
}
#[test]
File diff suppressed because it is too large. Load diff
+31 -11
View File
@@ -258,19 +258,10 @@ fn root_style(component: &Tag) -> Vec<(&'static str, Tag)> {
.filter_map(|key| Some((*key, root?.get(key)?.clone())))
.collect()
}
/// Plain text of a stored text component (string, `{text: ...}` or JSON string).
/// `ComponentSerialization.CODEC`: modern NBT strings are literal text, not JSON.
fn component_text(tag: &Tag) -> String {
match tag {
Tag::String(s) => {
let s = s.to_string_lossy();
match serde_json::from_str::<serde_json::Value>(&s) {
Ok(serde_json::Value::String(text)) => text,
Ok(v) if v.get("text").is_some() => {
v["text"].as_str().unwrap_or_default().to_owned()
}
_ => s,
}
}
Tag::String(s) => s.to_string_lossy(),
// Component.getString: translations and key binds resolved.
Tag::Compound(_) | Tag::List(_) => {
scoreboard::comp_text(&scoreboard::tag_to_json(tag)).plain()
@@ -323,6 +314,35 @@ mod tests {
decoded.decode(&tag);
assert_eq!(decoded, data);
}
#[test]
fn modern_string_messages_keep_literal_quotes_and_json_text() {
let lines = [
"plain text",
"\"quoted text\"",
r#"{"text":"literal object","bold":true}"#,
"",
];
let mut saved = styled_sign();
let messages = Tag::List(lines.map(|line| Tag::String(line.into())).to_vec());
if let Tag::Compound(front) = saved.get_mut("front_text").unwrap() {
front.insert("messages".into(), messages.clone());
}
let mut data = SignData::default();
data.decode(&saved);
assert_eq!(data.front.lines, lines.map(str::to_owned));
let encoded = Tag::compound(data.encode());
assert_eq!(
encoded.get("front_text").unwrap().get("messages"),
Some(&messages)
);
let mut copied = SignData::default();
copied.decode(&encoded);
assert_eq!(copied.front.lines, data.front.lines);
assert_eq!(
front_messages(&Tag::compound(copied.encode())),
front_messages(&encoded)
);
}
/// A sign as a server sends it: a green "Online" and a plain line, the
/// way `ComponentSerialization.CODEC` writes them to NBT.
fn styled_sign() -> Tag {
@@ -13,7 +13,7 @@ use crate::sound_events::{INTENTIONALLY_EMPTY, Sentinel, Sound, SoundRegistry};
use horizon_core::random::LegacyRandom;
use std::{
collections::HashMap,
sync::{Arc, RwLock},
sync::{Arc, OnceLock, RwLock},
};
/// `SoundSource` indices (vanilla order).
@@ -593,19 +593,25 @@ impl SoundInstance {
}
/// `AbstractSoundInstance.getVolume` (after `getOrResolve`).
pub fn get_volume(&mut self) -> f32 {
self.volume_with(self.volume)
}
fn volume_with(&mut self, volume: f32) -> f32 {
let sample = match &self.sound {
Some(s) => s.volume.sample(&mut self.random),
None => 1.0,
};
self.volume * sample
volume * sample
}
/// `AbstractSoundInstance.getPitch`.
pub fn get_pitch(&mut self) -> f32 {
self.pitch_with(self.pitch)
}
fn pitch_with(&mut self, pitch: f32) -> f32 {
let sample = match &self.sound {
Some(s) => s.pitch.sample(&mut self.random),
None => 1.0,
};
self.pitch * sample
pitch * sample
}
/// `AbstractTickableSoundInstance.stop`.
fn stop(&mut self) {
@@ -872,9 +878,36 @@ struct Handle {
channel: Option<ChannelId>,
streaming: bool,
stopped: bool,
/// Restore the unedited pitch when a later refresh no longer changes it.
pitch_edited: bool,
}
/// One operation about to apply a sound's parameters on the game thread.
/// `starting` is true for initial/delayed/loop-replay starts, false for live
/// tickable or category-volume updates. The identifier is the sound event,
/// not its selected file; source is the vanilla SoundSource index.
#[derive(Clone, Copy, Debug)]
#[non_exhaustive]
pub struct SoundPlayback<'a> {
/// Engine-local handle; not unique across split-screen engines.
pub instance: InstanceId,
pub identifier: &'a str,
pub source: usize,
pub position: [f64; 3],
pub relative: bool,
pub starting: bool,
}
pub type PlaybackHook = fn(&SoundPlayback<'_>, &mut f32, &mut f32, &mut bool);
static PLAYBACK_HOOK: OnceLock<PlaybackHook> = OnceLock::new();
/// Install native playback dispatch before constructing client audio engines.
/// No audio/device thread invokes this callback.
pub fn install_playback_hook(hook: PlaybackHook) -> Result<(), PlaybackHook> {
PLAYBACK_HOOK.set(hook)
}
pub struct SoundEngine {
pub registry: SoundRegistry,
playback_hook: Option<PlaybackHook>,
/// `loaded`: the library opened.
pub loaded: bool,
tick_count: i32,
@@ -912,6 +945,7 @@ impl SoundEngine {
pub fn new(registry: SoundRegistry) -> Self {
Self {
registry,
playback_hook: PLAYBACK_HOOK.get().copied(),
loaded: true,
tick_count: 0,
instances: HashMap::new(),
@@ -934,6 +968,42 @@ impl SoundEngine {
notifications: Vec::new(),
}
}
/// Isolate a fixture's dispatch from process-wide native installation.
#[cfg(any(test, feature = "test-support"))]
pub fn set_test_playback_hook(&mut self, hook: PlaybackHook) {
self.playback_hook = Some(hook);
}
fn playback_parameters(&self, id: InstanceId, starting: bool) -> Option<(f32, f32)> {
let instance = self.instances.get(&id)?;
let (mut volume, mut pitch) = (instance.volume, instance.pitch);
if let Some(hook) = self.playback_hook {
let sound = SoundPlayback {
instance: id,
identifier: &instance.identifier,
source: instance.source,
position: instance.position,
relative: instance.relative,
starting,
};
let mut cancel = false;
hook(&sound, &mut volume, &mut pitch, &mut cancel);
let volume_edited = volume.to_bits() != instance.volume.to_bits();
let pitch_edited = pitch.to_bits() != instance.pitch.to_bits();
if cancel
|| (volume_edited && (!volume.is_finite() || volume < 0.0))
|| (pitch_edited && (!pitch.is_finite() || pitch <= 0.0))
{
return None;
}
}
Some((volume, pitch))
}
fn cancel_playback(&mut self, id: InstanceId, backend: &mut impl Backend) {
if let Some(instance) = self.instances.get_mut(&id) {
instance.stop();
}
self.stop(id, backend);
}
/// Hand an instance to the engine. A retained instance stays until
/// `release`; others go once the engine no longer refers to them.
pub fn add(&mut self, instance: SoundInstance, retain: bool) -> InstanceId {
@@ -1027,10 +1097,27 @@ impl SoundEngine {
continue;
};
if source == instance.source || source == MASTER {
let (v, s) = (instance.get_volume(), instance.source);
let original_pitch = instance.pitch;
let Some((base_volume, base_pitch)) = self.playback_parameters(id, false) else {
self.cancel_playback(id, backend);
continue;
};
let instance = self.instances.get_mut(&id).expect("present");
let (v, s) = (instance.volume_with(base_volume), instance.source);
let pitch_edited = base_pitch.to_bits() != original_pitch.to_bits();
// Restore a prior edit, but an always-no-op hook samples exactly as before.
let restore_pitch = self.handles.get(&handle).is_some_and(|h| h.pitch_edited);
let pitch = (pitch_edited || restore_pitch)
.then(|| Self::calculate_pitch(instance.pitch_with(base_pitch)));
let volume = self.calculate_volume(v, s);
if let Some(h) = self.handles.get_mut(&handle) {
h.pitch_edited = pitch_edited;
}
if let Some(c) = self.handles.get(&handle).and_then(handle_channel) {
backend.set_volume(c, volume);
if let Some(pitch) = pitch {
backend.set_pitch(c, pitch);
}
}
}
}
@@ -1207,8 +1294,11 @@ impl SoundEngine {
if sound.sentinel != Sentinel::None {
return PlayResult::NotStarted;
}
let Some((base_volume, base_pitch)) = self.playback_parameters(id, true) else {
return PlayResult::NotStarted;
};
let instance = self.instances.get_mut(&id).expect("present");
let instance_volume = instance.get_volume();
let instance_volume = instance.volume_with(base_volume);
let attenuation_distance = sound.attenuation_distance(instance_volume);
if self.listening {
self.notify(id, subtitle, attenuation_distance);
@@ -1252,6 +1342,7 @@ impl SoundEngine {
channel: Some(channel),
streaming,
stopped: false,
pitch_edited: base_pitch.to_bits() != self.instances[&id].pitch.to_bits(),
},
);
self.delete_time.insert(id, self.tick_count + 20);
@@ -1264,7 +1355,7 @@ impl SoundEngine {
self.instance_by_source.push((source, id));
}
let instance = self.instances.get_mut(&id).expect("present");
let pitch = Self::calculate_pitch(instance.get_pitch());
let pitch = Self::calculate_pitch(instance.pitch_with(base_pitch));
let (attenuation, relative, tickable) =
(instance.attenuation, instance.relative, instance.tickable());
backend.set_pitch(channel, pitch);
@@ -1350,13 +1441,22 @@ impl SoundEngine {
self.stop(id, backend);
continue;
}
let (v, source) = (instance.get_volume(), instance.source);
let pitch = Self::calculate_pitch(instance.get_pitch());
let Some((base_volume, base_pitch)) = self.playback_parameters(id, false) else {
self.cancel_playback(id, backend);
continue;
};
let instance = self.instances.get_mut(&id).expect("present");
let pitch_edited = base_pitch.to_bits() != instance.pitch.to_bits();
let (v, source) = (instance.volume_with(base_volume), instance.source);
let pitch = Self::calculate_pitch(instance.pitch_with(base_pitch));
let position = instance.position;
let volume = self.calculate_volume(v, source);
let Some(handle) = self.channel_of(id) else {
continue;
};
if let Some(h) = self.handles.get_mut(&handle) {
h.pitch_edited = pitch_edited;
}
if let Some(c) = self.handles.get(&handle).and_then(handle_channel) {
backend.set_volume(c, volume);
backend.set_pitch(c, pitch);
@@ -1370,7 +1470,7 @@ impl SoundEngine {
&& let (Some(sound), Some(subtitle)) =
(instance.sound.clone(), instance.event.clone())
{
let distance = sound.attenuation_distance(instance.get_volume());
let distance = sound.attenuation_distance(instance.volume_with(base_volume));
self.notify(id, subtitle, distance);
}
}
@@ -1995,3 +2095,7 @@ mod entity_bound_tests {
assert_ne!(sound.position, replacement.state().position);
}
}
#[cfg(test)]
#[path = "sound_engine/playback_tests.rs"]
mod playback_tests;
@@ -0,0 +1,188 @@
use super::*;
use horizon_core::random::RandomSource;
fn setup() -> (SoundEngine, test_backend::Null) {
let mut registry = SoundRegistry::default();
registry.add_file(
"test",
br#"{"beep":{"subtitle":"test.beep","sounds":[{"name":"beep","volume":0.5,"pitch":0.5}]}}"#,
&|_, _| true,
);
let mut engine = SoundEngine::new(registry);
engine.playback_hook = None;
engine.listening = true;
(engine, test_backend::Null::default())
}
fn instance() -> SoundInstance {
SoundInstance::at(
"test:beep",
4,
0.8,
1.2,
LegacyRandom::new(1),
[2.0, 3.0, 4.0],
)
}
fn adjust(sound: &SoundPlayback<'_>, volume: &mut f32, pitch: &mut f32, _: &mut bool) {
assert_eq!(sound.identifier, "test:beep");
assert_eq!(sound.source, 4);
assert!(!sound.relative);
*volume *= 0.5;
*pitch = 2.0;
}
#[test]
fn played_parameters_reach_channels_without_changing_the_instance() {
let (mut engine, mut backend) = setup();
engine.set_test_playback_hook(adjust);
let (id, result) = engine.play_new(instance(), true, &mut backend);
assert_eq!(result, PlayResult::Started);
let channel = engine.channel(id).unwrap();
assert_eq!(backend.volume[&channel], 0.2);
assert_eq!(backend.pitch[&channel], 1.0);
assert_eq!(backend.position[&channel], [2.0, 3.0, 4.0]);
assert_eq!(engine.instances[&id].volume, 0.8);
assert_eq!(engine.instances[&id].pitch, 1.2);
assert_eq!(engine.notifications.len(), 1);
}
#[test]
fn delayed_and_manually_looped_plays_do_not_compound_edits() {
let (mut engine, mut backend) = setup();
engine.set_test_playback_hook(adjust);
let mut sound = instance();
sound.looping = true;
sound.delay = 2;
let id = engine.add(sound, true);
engine.play_delayed(id, 2);
engine.tick(false, &TickContext::default(), &mut backend);
assert!(backend.volume.is_empty() && engine.notifications.is_empty());
engine.tick(false, &TickContext::default(), &mut backend);
let first = engine.channel(id).unwrap();
assert_eq!(backend.volume[&first], 0.2);
backend.stopped.insert(first, true);
for _ in 0..22 {
engine.tick(false, &TickContext::default(), &mut backend);
}
let replay = engine.channel(id).unwrap();
assert_ne!(first, replay);
assert_eq!(backend.volume[&replay], 0.2);
assert_eq!(engine.instances[&id].volume, 0.8);
}
#[test]
fn tickable_and_category_updates_keep_transient_edits_and_can_cancel() {
let (mut engine, mut backend) = setup();
engine.set_test_playback_hook(adjust);
let mut sound = instance();
sound.ticking = Ticking::Native;
let (id, _) = engine.play_new(sound, true, &mut backend);
let channel = engine.channel(id).unwrap();
let sound = engine.instance_mut(id).unwrap();
sound.volume = 0.4;
sound.position = [8.0, 9.0, 10.0];
engine.tick(false, &TickContext::default(), &mut backend);
assert_eq!(backend.volume[&channel], 0.1);
assert_eq!(backend.position[&channel], [8.0, 9.0, 10.0]);
engine.set_test_playback_hook(|_, volume, _, _| *volume *= 0.5);
engine.update_category_volume(4, 0.5, &mut backend);
assert_eq!(backend.volume[&channel], 0.05);
assert_eq!(
backend.pitch[&channel], 0.6,
"a later no-pitch edit restores the base pitch"
);
engine.notifications.clear();
engine.set_test_playback_hook(|sound, _, _, cancel| {
assert!(!sound.starting);
*cancel = true;
});
engine.tick(false, &TickContext::default(), &mut backend);
assert!(backend.stopped(channel));
assert!(engine.notifications.is_empty());
}
#[test]
fn cancellation_and_invalid_edits_never_allocate_or_notify() {
let edits: [PlaybackHook; 6] = [
|_, _, _, cancel| *cancel = true,
|_, volume, _, _| *volume = f32::NAN,
|_, volume, _, _| *volume = f32::INFINITY,
|_, volume, _, _| *volume = -1.0,
|_, _, pitch, _| *pitch = 0.0,
|_, _, pitch, _| *pitch = f32::NEG_INFINITY,
];
for hook in edits {
let (mut engine, mut backend) = setup();
engine.set_test_playback_hook(hook);
let (_, result) = engine.play_new(instance(), false, &mut backend);
assert_eq!(result, PlayResult::NotStarted);
assert!(backend.stopped.is_empty() && engine.notifications.is_empty());
}
}
#[test]
fn no_op_dispatch_preserves_random_sampling_and_failed_pool_behavior() {
let (mut plain, mut plain_backend) = setup();
let (mut hooked, mut hooked_backend) = setup();
hooked.set_test_playback_hook(|_, _, _, _| {});
for (engine, backend) in [
(&mut plain, &mut plain_backend),
(&mut hooked, &mut hooked_backend),
] {
engine.limits = [0, 0];
let id = engine.add(instance(), true);
assert_eq!(engine.play(id, backend), PlayResult::NotStarted);
engine.limits = [247, 8];
assert_eq!(engine.play(id, backend), PlayResult::Started);
}
assert_eq!(plain_backend.volume, hooked_backend.volume);
assert_eq!(plain_backend.pitch, hooked_backend.pitch);
assert_eq!(plain.notifications, hooked.notifications);
assert_eq!(
plain.instances.get_mut(&1).unwrap().random.next_long(),
hooked.instances.get_mut(&1).unwrap().random.next_long()
);
}
#[test]
fn entity_bound_updates_are_intercepted_at_the_new_position() {
let (mut engine, mut backend) = setup();
let entity = SoundEntity::new(42, [2.0, 3.0, 4.0], false);
engine.set_test_playback_hook(|sound, volume, _, _| {
if !sound.starting {
assert_eq!(sound.position, [8.0, 9.0, 10.0]);
}
*volume *= 0.5;
});
let sound = SoundInstance::entity_bound(
"test:beep",
4,
0.8,
1.0,
LegacyRandom::new(1),
entity.clone(),
);
let (id, _) = engine.play_new(sound, true, &mut backend);
entity.update(SoundEntityState {
position: [8.0, 9.0, 10.0],
silent: false,
removed: false,
});
engine.tick(false, &TickContext::default(), &mut backend);
let channel = engine.channel(id).unwrap();
assert_eq!(backend.position[&channel], [8.0, 9.0, 10.0]);
assert_eq!(backend.volume[&channel], 0.2);
}
#[test]
fn a_volume_only_edit_preserves_legacy_zero_pitch_clamping() {
let (mut engine, mut backend) = setup();
engine.set_test_playback_hook(|_, volume, _, _| *volume *= 0.5);
let mut sound = instance();
sound.pitch = 0.0;
let (id, result) = engine.play_new(sound, true, &mut backend);
assert_eq!(result, PlayResult::Started);
let channel = engine.channel(id).unwrap();
assert_eq!(backend.volume[&channel], 0.2);
assert_eq!(backend.pitch[&channel], 0.5);
}
+179 -29
View File
@@ -12,7 +12,11 @@ use crate::{
scoreboard::{Comp, NumberFormat, Objective, RenderType, Scoreboard, comp_text},
text::Text,
};
use std::{borrow::Cow, cmp::Ordering, collections::HashMap};
use std::{
borrow::Cow,
cmp::Ordering,
collections::{HashMap, HashSet},
};
/// `GameType.SPECTATOR` id.
pub const SPECTATOR: i32 = 3;
@@ -154,12 +158,14 @@ fn compare_utf16(a: &str, b: &str) -> Ordering {
/// `String.compareToIgnoreCase` (per code point: upper then lower case).
fn compare_ignore_case(a: &str, b: &str) -> Ordering {
fn simple(c: char, upper: bool) -> char {
let mut it: Box<dyn Iterator<Item = char>> = if upper {
Box::new(c.to_uppercase())
let pair = if upper {
let mut it = c.to_uppercase();
(it.next(), it.next())
} else {
Box::new(c.to_lowercase())
let mut it = c.to_lowercase();
(it.next(), it.next())
};
match (it.next(), it.next()) {
match pair {
(Some(m), None) => m,
_ => c,
}
@@ -189,23 +195,25 @@ fn compare_ignore_case(a: &str, b: &str) -> Ordering {
/// list order first, spectators last, team name, profile name ignoring
/// case), at most 80 players.
pub fn sorted_players<'a>(players: &'a [TabPlayer], board: &Scoreboard) -> Vec<&'a TabPlayer> {
let team = |p: &TabPlayer| {
board
.players_team(&p.name)
.map_or("", |t| t.name.as_str())
.to_owned()
};
let mut out: Vec<&TabPlayer> = players.iter().collect();
out.sort_by(|a, b| {
let mut out: Vec<_> = players
.iter()
.map(|p| {
(
p,
board.players_team(&p.name).map_or("", |t| t.name.as_str()),
)
})
.collect();
out.sort_by(|(a, team_a), (b, team_b)| {
a.list_order
.wrapping_neg()
.cmp(&b.list_order.wrapping_neg())
.then_with(|| (a.game_mode == SPECTATOR).cmp(&(b.game_mode == SPECTATOR)))
.then_with(|| compare_utf16(&team(a), &team(b)))
.then_with(|| compare_utf16(team_a, team_b))
.then_with(|| compare_ignore_case(&a.name, &b.name))
});
out.truncate(80);
out
out.into_iter().map(|(p, _)| p).collect()
}
/// What `setVisible(true)` has the narrator say:
@@ -347,6 +355,26 @@ pub struct TabList {
pub footer: Option<Text>,
visible: bool,
health: HashMap<u128, HealthState>,
cache: Option<LayoutCache>,
order: Option<(Vec<TabPlayer>, Scoreboard, Vec<u128>)>,
}
#[derive(Clone)]
struct LayoutCache {
players: Vec<TabPlayer>,
board: Scoreboard,
objective: Option<Objective>,
header: Option<Text>,
footer: Option<Text>,
language: Option<std::sync::Arc<crate::lang::Language>>,
dimensions: (i32, bool, u32, u64),
flags: Vec<(bool, bool)>,
draws: Vec<GuiDraw>,
hearts: Vec<(usize, i32, i32, i32, u128, i32)>,
}
impl std::fmt::Debug for LayoutCache {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("LayoutCache").finish_non_exhaustive()
}
}
struct Entry {
name: Text,
@@ -371,10 +399,87 @@ impl TabList {
self.header = None;
self.footer = None;
}
/// `extractRenderState`.
/// Share the cached display order with skin residency selection.
pub fn displayed_ids(&mut self, players: &[TabPlayer], board: &Scoreboard) -> &[u128] {
if self.order.as_ref().is_none_or(|(old, previous, _)| {
old.len() != players.len()
|| old.iter().zip(players).any(|(a, b)| {
a.uuid != b.uuid
|| a.name != b.name
|| a.list_order != b.list_order
|| a.game_mode != b.game_mode
})
|| previous != board
}) {
let ids = sorted_players(players, board)
.iter()
.map(|p| p.uuid)
.collect();
self.order = Some((players.to_vec(), board.clone(), ids));
}
&self.order.as_ref().unwrap().2
}
/// `extractRenderState`: retain text, measurements and geometry, not animated hearts.
pub fn layout(&mut self, i: &TabInputs, font: &Font) -> Vec<GuiDraw> {
let language = crate::lang::current();
let dimensions = (i.screen_width, i.online_mode, i.background, font.epoch());
let flags: Vec<_> = i
.players
.iter()
.map(|p| ((i.upside_down)(p.uuid), (i.horizon)(p.uuid)))
.collect();
let valid = self.cache.as_ref().is_some_and(|c| {
c.players == i.players
&& c.board == *i.board
&& c.objective.as_ref() == i.objective
&& c.header == self.header
&& c.footer == self.footer
&& c.dimensions == dimensions
&& c.flags == flags
&& match (&c.language, &language) {
(Some(a), Some(b)) => std::sync::Arc::ptr_eq(a, b),
(None, None) => true,
_ => false,
}
});
if !valid {
let mut hearts = Vec::new();
let draws = self.build_layout(i, font, &mut hearts);
self.cache = Some(LayoutCache {
players: i.players.to_vec(),
board: i.board.clone(),
objective: i.objective.cloned(),
header: self.header.clone(),
footer: self.footer.clone(),
language,
dimensions,
flags,
draws,
hearts,
});
}
let cache = self.cache.take().unwrap();
let mut out = Vec::with_capacity(cache.draws.len());
let mut start = 0;
for &(at, y, left, right, id, score) in &cache.hearts {
out.extend_from_slice(&cache.draws[start..at]);
self.hearts(y, left, right, id, score, i.gui_ticks, font, &mut out);
start = at;
}
out.extend_from_slice(&cache.draws[start..]);
self.cache = Some(cache);
out
}
fn build_layout(
&mut self,
i: &TabInputs,
font: &Font,
hearts: &mut Vec<(usize, i32, i32, i32, u128, i32)>,
) -> Vec<GuiDraw> {
let width = |t: &Text| font.width_text(t) as i32;
let players = sorted_players(i.players, i.board);
let ids = self.displayed_ids(i.players, i.board);
let by_id: HashMap<_, _> = i.players.iter().map(|p| (p.uuid, p)).collect();
let players: Vec<_> = ids.iter().map(|id| by_id[id]).collect();
let spacer = font.width(" ") as i32;
let mut max_name = 0;
let mut max_score = 0;
@@ -417,8 +522,8 @@ impl TabList {
entries.push(entry);
}
if !self.health.is_empty() {
self.health
.retain(|id, _| players.iter().any(|p| p.uuid == *id));
let displayed: HashSet<_> = players.iter().map(|p| p.uuid).collect();
self.health.retain(|id, _| displayed.contains(id));
}
let slots = players.len() as i32;
let mut rows = slots;
@@ -532,16 +637,7 @@ impl TabList {
let right = left + width_for_score;
if right - left > 5 {
if objective.render_type == RenderType::Hearts {
self.hearts(
yo,
left,
right,
p.uuid,
entry.score,
i.gui_ticks,
font,
&mut out,
);
hearts.push((out.len(), yo, left, right, p.uuid, entry.score));
} else if let Some(text) = &entry.formatted {
out.push(GuiDraw::Text {
text: text.clone(),
@@ -691,6 +787,60 @@ mod tests {
assert!(list.set_visible(true));
}
#[test]
fn cached_tab_layout_matches_rebuilt_layout_and_animated_health() {
let font = Font::metrics(std::path::Path::new("missing-tab-test-resources"));
let mut board = Scoreboard::default();
board.add_objective(
"hp",
"dummy",
serde_json::json!("hp"),
RenderType::Hearts,
false,
None,
);
board.add_team("red");
board.add_to_team("Alice", "red");
board.score_mut("Alice", "hp").value = 20;
let mut players = vec![TabPlayer::new(1, "Alice"), TabPlayer::new(2, "Bob")];
let mut cached = TabList::default();
let mut fresh = TabList::default();
cached.header = Some(Text::literal("Header"));
fresh.header = cached.header.clone();
for frame in 0..40 {
match frame {
2 => {
players[0].display_name =
Some(serde_json::json!({"text": "Changed", "obfuscated": true}))
}
3 => board.team_mut("red").unwrap().prefix = serde_json::json!("prefix"),
4 => board.score_mut("Alice", "hp").value = 9,
5 => players.push(TabPlayer::new(3, "Charlie")),
6 => {
players.pop();
}
_ => {}
}
let inputs = TabInputs {
players: &players,
board: &board,
objective: board.objective("hp"),
screen_width: if frame < 7 { 400 } else { 300 },
online_mode: true,
gui_ticks: frame,
background: 0x20ffffff,
upside_down: &|_| false,
horizon: &|_| false,
};
fresh.cache = None;
assert_eq!(
cached.layout(&inputs, &font),
fresh.layout(&inputs, &font),
"frame {frame}"
);
}
}
#[test]
fn order_ping_and_skins() {
let board = Scoreboard::default();
@@ -72,10 +72,7 @@
"horizon.mods.settings": "Instellings",
"horizon.mods.in_world": " (los die wêreld om te verander)",
"horizon.mods.open_folder": "Maak Mod-lêergids oop",
"horizon.shader_packs.empty": "Geen shader packs: plaas dit in die shaderpacks-lêergids",
"horizon.shader_options.open": "Shader-opsies...",
"horizon.shader_options.profile": "Profiel",
"horizon.shader_options.loading": "Lees tans die shader-pakket se opsies...",
"horizon.agent.copy_details": "Kopieer verbindingbesonderhede",
"horizon.multiplayer.join": "Sluit aan",
"horizon.multiplayer.cancel_reconnecting": "Kanselleer Herkoppel",
@@ -475,5 +472,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Ander spelers se spore en auras bly versteek; hul ander kosmetiese items wys steeds. By verstek af.",
"horizon.extras.cosmetics.shown": "Getoon",
"horizon.extras.cosmetics.hidden": "Versteek",
"horizon.extras.cosmetics.name_tags": "Slegs naamplaatjies"
"horizon.extras.cosmetics.name_tags": "Slegs naamplaatjies",
"Installed": "Geïnstalleer",
"Apply": "Pas toe",
"Reset all options": "Stel alle opsies terug",
"A Horizon shader pack.": "'n Horizon-skadupakket.",
"An OptiFine or Iris shader pack.": "'n OptiFine- of Iris-skadupakket.",
"In use: press to turn shaders off.": "In gebruik: druk om skadus af te skakel.",
"Press to use it.": "Druk om dit te gebruik.",
"Put shader pack .zip files or folders in it.": "Sit skadupakket-.zip-lêers of -vouers daarin.",
"Puts every option of this pack back to its default.": "Stel elke opsie van hierdie pakket terug na sy verstek.",
"Sets many options at once, as the pack groups them.": "Stel baie opsies op een slag, soos die pakket hulle groepeer.",
"No shader packs yet: open the pack folder and put some in it.": "Nog geen skadupakkette nie: maak die pakketvouer oop en sit 'n paar daarin.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Kies 'n skadupakket. As jy die een in gebruik kies, word skadus afgeskakel.",
"Changed options apply with Apply, or when you leave.": "Gewysigde opsies word toegepas met Pas toe, of wanneer jy verlaat.",
"Pack settings": "Pakketopsies",
"Built-in settings": "Ingeboude opsies",
"%s settings": "%s-opsies",
"Settings made by the pack's author: they change only this pack.": "Opsies deur die pakket se skepper: hulle verander net hierdie pakket."
}
@@ -77,10 +77,7 @@
"horizon.mods.settings": "الإعدادات",
"horizon.mods.in_world": " (اترك العالم ليتغير)",
"horizon.mods.open_folder": "افتح مجلد التعديل",
"horizon.shader_packs.empty": "لا توجد حزم تظليل: ضعها في مجلدshaderpacks",
"horizon.shader_options.open": "خيارات التظليل...",
"horizon.shader_options.profile": "الملف الشخصي",
"horizon.shader_options.loading": "قراءة خيارات حزمة التظليل...",
"horizon.agent.copy_details": "نسخ تفاصيل الاتصال",
"horizon.multiplayer.join": "انضم",
"horizon.multiplayer.cancel_reconnecting": "إلغاء إعادة الاتصال",
@@ -494,5 +491,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "تبقى آثار وهالات اللاعبين الآخرين مخفية؛ وتظل مستحضراتهم الأخرى ظاهرة. معطّل افتراضيًا.",
"horizon.extras.cosmetics.shown": "معروض",
"horizon.extras.cosmetics.hidden": "مخفي",
"horizon.extras.cosmetics.name_tags": "علامات الاسم فقط"
"horizon.extras.cosmetics.name_tags": "علامات الاسم فقط",
"Installed": "المثبّتة",
"Apply": "تطبيق",
"Reset all options": "إعادة ضبط كل الخيارات",
"A Horizon shader pack.": "حزمة شيدر من Horizon.",
"An OptiFine or Iris shader pack.": "حزمة شيدر من OptiFine أو Iris.",
"In use: press to turn shaders off.": "قيد الاستخدام: اضغط لإيقاف الشيدرات.",
"Press to use it.": "اضغط لاستخدامها.",
"Put shader pack .zip files or folders in it.": "ضع ملفات .zip أو مجلدات حزم الشيدر فيه.",
"Puts every option of this pack back to its default.": "يعيد كل خيار في هذه الحزمة إلى قيمته الافتراضية.",
"Sets many options at once, as the pack groups them.": "يضبط عدة خيارات دفعة واحدة، كما تجمعها الحزمة.",
"No shader packs yet: open the pack folder and put some in it.": "لا توجد حزم شيدر بعد: افتح مجلد الحزم وضع بعضها فيه.",
"Pick a shader pack. Picking the one in use turns shaders off.": "اختر حزمة شيدر. اختيار الحزمة قيد الاستخدام يوقف الشيدرات.",
"Changed options apply with Apply, or when you leave.": "تُطبَّق الخيارات المعدّلة بزر تطبيق، أو عند المغادرة.",
"Pack settings": "إعدادات الحزمة",
"Built-in settings": "الإعدادات المدمجة",
"%s settings": "إعدادات %s",
"Settings made by the pack's author: they change only this pack.": "إعدادات وضعها مؤلف الحزمة: تؤثر على هذه الحزمة فقط."
}
@@ -71,10 +71,7 @@
"horizon.mods.settings": "Parametrlər",
"horizon.mods.in_world": " (Dəyişmək üçün dünyanı tərk et)",
"horizon.mods.open_folder": "Mod Qovluğunu açın",
"horizon.shader_packs.empty": "Şeyder paketləri yoxdur: onları shaderpacks qovluğuna qoyun",
"horizon.shader_options.open": "Shader Seçimləri...",
"horizon.shader_options.profile": "Profil",
"horizon.shader_options.loading": "Şeyder paketinin seçimləri oxunur...",
"horizon.agent.copy_details": "Bağlantı təfərrüatlarını kopyalayın",
"horizon.multiplayer.join": "Qoşulun",
"horizon.multiplayer.cancel_reconnecting": "Yenidən qoşulmanı ləğv edin",
@@ -466,5 +463,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Digər oyunçuların izləri və auraları gizli qalır; digər kosmetikaları görünməyə davam edir. Defolt olaraq söndürülüb.",
"horizon.extras.cosmetics.shown": "Göstərildi",
"horizon.extras.cosmetics.hidden": "Gizli",
"horizon.extras.cosmetics.name_tags": "Yalnız ad etiketləri"
"horizon.extras.cosmetics.name_tags": "Yalnız ad etiketləri",
"Installed": "Quraşdırılmış",
"Apply": "Tətbiq et",
"Reset all options": "Bütün seçimləri sıfırla",
"A Horizon shader pack.": "Horizon şeyder paketi.",
"An OptiFine or Iris shader pack.": "OptiFine və ya Iris şeyder paketi.",
"In use: press to turn shaders off.": "İstifadədədir: şeyderləri söndürmək üçün basın.",
"Press to use it.": "İstifadə etmək üçün basın.",
"Put shader pack .zip files or folders in it.": "Şeyder paketlərinin .zip fayllarını və ya qovluqlarını bura qoyun.",
"Puts every option of this pack back to its default.": "Bu paketin bütün seçimlərini ilkin dəyərinə qaytarır.",
"Sets many options at once, as the pack groups them.": "Paketin qruplaşdırdığı kimi, bir çox seçimi birdən təyin edir.",
"No shader packs yet: open the pack folder and put some in it.": "Hələ şeyder paketi yoxdur: paket qovluğunu açıb bir neçəsini qoyun.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Şeyder paketi seçin. İstifadədə olanı seçmək şeyderləri söndürür.",
"Changed options apply with Apply, or when you leave.": "Dəyişdirilmiş seçimlər Tətbiq et ilə və ya çıxdıqda tətbiq olunur.",
"Pack settings": "Paket seçimləri",
"Built-in settings": "Daxili seçimlər",
"%s settings": "%s seçimləri",
"Settings made by the pack's author: they change only this pack.": "Paketin müəllifinin yaratdığı seçimlər: yalnız bu paketə təsir edir."
}
@@ -74,10 +74,7 @@
"horizon.mods.settings": "Көйләүҙәр",
"horizon.mods.in_world": " (донъяны үҙгәртергә ҡалдырырға)",
"horizon.mods.open_folder": "Мод папкаһын асыу",
"horizon.shader_packs.empty": "Шейдер пакеттары юҡ: уларҙы шейдерпакеттар папкаһына һалығыҙ",
"horizon.shader_options.open": "Шейдер варианттары...",
"horizon.shader_options.profile": "Профиль",
"horizon.shader_options.loading": "Шейдер пакетының варианттарын уҡыу...",
"horizon.agent.copy_details": "Тоташыу тураһында мәғлүмәтте күсерергә",
"horizon.multiplayer.join": "Ҡушылыу",
"horizon.multiplayer.cancel_reconnecting": "Яңынан тоташтырыуҙы юҡҡа сығарыу",
@@ -492,5 +489,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Башҡа уйынсыларҙың эҙҙәре һәм ауралары йәшерен ҡала; уларҙың башҡа косметикаһы күренә. Ғәҙәттә һүндерелгән.",
"horizon.extras.cosmetics.shown": "Күрһәтелгән",
"horizon.extras.cosmetics.hidden": "Йәшерен",
"horizon.extras.cosmetics.name_tags": "Исем билдәләре генә"
"horizon.extras.cosmetics.name_tags": "Исем билдәләре генә",
"Installed": "Урынлаштырылған",
"Apply": "Ҡулланырға",
"Reset all options": "Бөтә көйләүҙәрҙе ташларға",
"A Horizon shader pack.": "Horizon шейдер пакеты.",
"An OptiFine or Iris shader pack.": "OptiFine йәки Iris шейдер пакеты.",
"In use: press to turn shaders off.": "Ҡулланыла: шейдерҙарҙы һүндереү өсөн баҫығыҙ.",
"Press to use it.": "Ҡулланыу өсөн баҫығыҙ.",
"Put shader pack .zip files or folders in it.": "Шейдер пакеттарының .zip файлдарын йәки папкаларын шунда һалығыҙ.",
"Puts every option of this pack back to its default.": "Был пакеттың һәр көйләүен ғәҙәти хәленә ҡайтара.",
"Sets many options at once, as the pack groups them.": "Пакет төркөмләгәнсә, күп көйләүҙе бер юлы урынлаштыра.",
"No shader packs yet: open the pack folder and put some in it.": "Шейдер пакеттары әлегә юҡ: пакеттар папкаһын асып, берәй нисәһен һалығыҙ.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Шейдер пакетын һайлағыҙ. Ҡулланылғанын һайлау шейдерҙарҙы һүндерә.",
"Changed options apply with Apply, or when you leave.": "Үҙгәртелгән көйләүҙәр «Ҡулланырға» менән йәки сыҡҡанда ҡулланыла.",
"Pack settings": "Пакет көйләүҙәре",
"Built-in settings": "Эске көйләүҙәр",
"%s settings": "%s көйләүҙәре",
"Settings made by the pack's author: they change only this pack.": "Пакет авторы төҙөгән көйләүҙәр: улар тик был пакетты үҙгәртә."
}
@@ -72,10 +72,7 @@
"horizon.mods.settings": "Налады",
"horizon.mods.in_world": " (пакінуць свет змяніцца)",
"horizon.mods.open_folder": "Адкрыць тэчку Mod",
"horizon.shader_packs.empty": "Пакетаў шэйдэраў няма: змесціце іх у тэчку шэйдэраў",
"horizon.shader_options.open": "Параметры шэйдара...",
"horizon.shader_options.profile": "Профіль",
"horizon.shader_options.loading": "Чытанне параметраў пакета шэйдараў...",
"horizon.agent.copy_details": "Скапіруйце звесткі аб падключэнні",
"horizon.multiplayer.join": "Далучайцеся",
"horizon.multiplayer.cancel_reconnecting": "Адмяніць паўторнае падключэнне",
@@ -478,5 +475,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Сляды і аўры іншых гульцоў схаваныя; іх астатняя касметыка бачная. Па змаўчанні выкл.",
"horizon.extras.cosmetics.shown": "Паказана",
"horizon.extras.cosmetics.hidden": "Схаваны",
"horizon.extras.cosmetics.name_tags": "Толькі біркі з імёнамі"
"horizon.extras.cosmetics.name_tags": "Толькі біркі з імёнамі",
"Installed": "Усталяваныя",
"Apply": "Ужыць",
"Reset all options": "Скінуць усе налады",
"A Horizon shader pack.": "Пакет шэйдараў Horizon.",
"An OptiFine or Iris shader pack.": "Пакет шэйдараў OptiFine або Iris.",
"In use: press to turn shaders off.": "Выкарыстоўваецца: націсніце, каб выключыць шэйдары.",
"Press to use it.": "Націсніце, каб выкарыстаць.",
"Put shader pack .zip files or folders in it.": "Пакладзіце ў яе .zip-файлы або папкі пакетаў шэйдараў.",
"Puts every option of this pack back to its default.": "Вяртае ўсе налады гэтага пакета да прадвызначаных.",
"Sets many options at once, as the pack groups them.": "Задае адразу многія налады так, як іх групуе пакет.",
"No shader packs yet: open the pack folder and put some in it.": "Пакетаў шэйдараў пакуль няма: адкрыйце папку пакетаў і пакладзіце туды некалькі.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Выберыце пакет шэйдараў. Выбар пакета, які выкарыстоўваецца, выключае шэйдары.",
"Changed options apply with Apply, or when you leave.": "Змененыя налады ўжываюцца кнопкай «Ужыць» або пры выхадзе.",
"Pack settings": "Налады пакета",
"Built-in settings": "Убудаваныя налады",
"%s settings": "Налады %s",
"Settings made by the pack's author: they change only this pack.": "Налады, зробленыя аўтарам пакета: яны змяняюць толькі гэты пакет."
}
@@ -70,10 +70,7 @@
"horizon.mods.settings": "Настройки",
"horizon.mods.in_world": " (оставете света да се промени)",
"horizon.mods.open_folder": "Отворете папката на Mod",
"horizon.shader_packs.empty": "Без шейдър пакети: поставете ги в папката shaderpacks",
"horizon.shader_options.open": "Опции за шейдър...",
"horizon.shader_options.profile": "Профил",
"horizon.shader_options.loading": "Четене на опциите на шейдър пакета...",
"horizon.agent.copy_details": "Копиране на подробности за връзката",
"horizon.multiplayer.join": "Присъединете се",
"horizon.multiplayer.cancel_reconnecting": "Отказ Повторно свързване",
@@ -474,5 +471,22 @@
"horizon.extras.cosmetics.shown": "Показано",
"horizon.extras.cosmetics.hidden": "Скрити",
"horizon.extras.cosmetics.name_tags": "Само етикети с имена",
"Shader Packs...": "Шейдър пакети..."
"Shader Packs...": "Шейдър пакети...",
"Installed": "Инсталирани",
"Apply": "Приложи",
"Reset all options": "Нулирай всички опции",
"A Horizon shader pack.": "Пакет шейдъри на Horizon.",
"An OptiFine or Iris shader pack.": "Пакет шейдъри на OptiFine или Iris.",
"In use: press to turn shaders off.": "В употреба: натиснете, за да изключите шейдърите.",
"Press to use it.": "Натиснете, за да го използвате.",
"Put shader pack .zip files or folders in it.": "Сложете в нея .zip файлове или папки с пакети шейдъри.",
"Puts every option of this pack back to its default.": "Връща всяка опция на този пакет към стойността по подразбиране.",
"Sets many options at once, as the pack groups them.": "Задава много опции наведнъж, както ги групира пакетът.",
"No shader packs yet: open the pack folder and put some in it.": "Още няма пакети шейдъри: отворете папката с пакети и сложете няколко.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Изберете пакет шейдъри. Изборът на използвания го изключва.",
"Changed options apply with Apply, or when you leave.": "Променените опции се прилагат с Приложи или при излизане.",
"Pack settings": "Настройки на пакета",
"Built-in settings": "Вградени настройки",
"%s settings": "Настройки на %s",
"Settings made by the pack's author: they change only this pack.": "Настройки, направени от автора на пакета: променят само този пакет."
}
@@ -72,10 +72,7 @@
"horizon.mods.settings": "Arventennoù",
"horizon.mods.in_world": " (lezel ar bed da cheñch)",
"horizon.mods.open_folder": "Digeriñ an teuliad mod",
"horizon.shader_packs.empty": "Pakad skeudennoù ebet : lakait anezho e teuliad ar pakadoù skeudennoù",
"horizon.shader_options.open": "Dibarzhioù skeudenniñ...",
"horizon.shader_options.profile": "Profil",
"horizon.shader_options.loading": "O lenn dibaboù ar pakad skeudennoù...",
"horizon.agent.copy_details": "Eilañ munudoù ar c'hennask",
"horizon.multiplayer.join": "Kemer perzh",
"horizon.multiplayer.cancel_reconnecting": "Nullañ an adkennaskañ",
@@ -477,5 +474,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Kuzhet e chom roudoù hag aouraoù ar c'hoarierien all; diskouezet e vez o c'hinkladurioù all. Diweredekaet dre ziouer.",
"horizon.extras.cosmetics.shown": "Diskouezet",
"horizon.extras.cosmetics.hidden": "Kuzhet",
"horizon.extras.cosmetics.name_tags": "Tikedennoù anvioù hepken"
"horizon.extras.cosmetics.name_tags": "Tikedennoù anvioù hepken",
"Installed": "Staliet",
"Apply": "Arloañ",
"Reset all options": "Adderaouekaat an holl zibarzhioù",
"A Horizon shader pack.": "Ur pakad skeudennerioù Horizon.",
"An OptiFine or Iris shader pack.": "Ur pakad skeudennerioù OptiFine pe Iris.",
"In use: press to turn shaders off.": "Implijet: pouezit evit lazhañ ar skeudennerioù.",
"Press to use it.": "Pouezit evit e implijout.",
"Put shader pack .zip files or folders in it.": "Lakait e-barzh restroù .zip pe teuliadoù pakadoù skeudennerioù.",
"Puts every option of this pack back to its default.": "Adlakaat a ra pep dibarzh eus ar pakad-mañ d'e dalvoudegezh dre ziouer.",
"Sets many options at once, as the pack groups them.": "Lakaat a ra kalz dibarzhioù war un dro, evel ma vez strollet gant ar pakad.",
"No shader packs yet: open the pack folder and put some in it.": "Pakad skeudennerioù ebet c'hoazh: digorit teuliad ar pakadoù ha lakait un nebeut e-barzh.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Dibabit ur pakad skeudennerioù. Dibab an hini implijet a laz ar skeudennerioù.",
"Changed options apply with Apply, or when you leave.": "An dibarzhioù cheñchet a vez arloet gant Arloañ, pe pa guitait.",
"Pack settings": "Arventennoù ar pakad",
"Built-in settings": "Arventennoù enframmet",
"%s settings": "Arventennoù %s",
"Settings made by the pack's author: they change only this pack.": "Arventennoù graet gant oberer ar pakad: cheñch a reont nemet ar pakad-mañ."
}
@@ -58,10 +58,7 @@
"horizon.mods.settings": "Postavke",
"horizon.mods.in_world": " (ostavi svijet da se promijeni)",
"horizon.mods.open_folder": "Otvorite Mod folder",
"horizon.shader_packs.empty": "Nema paketa shadera: stavite ih u mapu shaderpacks",
"horizon.shader_options.open": "Opcije shadera...",
"horizon.shader_options.profile": "Profil",
"horizon.shader_options.loading": "Čitanje opcija paketa shadera...",
"horizon.agent.copy_details": "Kopiraj detalje veze",
"horizon.multiplayer.join": "Pridružite se",
"horizon.multiplayer.cancel_reconnecting": "Otkaži ponovno povezivanje",
@@ -419,5 +416,22 @@
"horizon.extras.cosmetics.shown": "Prikazano",
"horizon.extras.cosmetics.hidden": "Skriveno",
"horizon.extras.cosmetics.name_tags": "Samo oznake sa imenom",
"Shader Packs...": "Shader paketi..."
"Shader Packs...": "Shader paketi...",
"Installed": "Instalirani",
"Apply": "Primijeni",
"Reset all options": "Resetuj sve opcije",
"A Horizon shader pack.": "Horizon paket šejdera.",
"An OptiFine or Iris shader pack.": "OptiFine ili Iris paket šejdera.",
"In use: press to turn shaders off.": "U upotrebi: pritisni da isključiš šejdere.",
"Press to use it.": "Pritisni da ga koristiš.",
"Put shader pack .zip files or folders in it.": "Stavi u njega .zip datoteke ili mape paketa šejdera.",
"Puts every option of this pack back to its default.": "Vraća svaku opciju ovog paketa na zadanu vrijednost.",
"Sets many options at once, as the pack groups them.": "Postavlja mnogo opcija odjednom, kako ih paket grupiše.",
"No shader packs yet: open the pack folder and put some in it.": "Još nema paketa šejdera: otvori mapu paketa i stavi nekoliko u nju.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Odaberi paket šejdera. Odabir paketa koji se koristi isključuje šejdere.",
"Changed options apply with Apply, or when you leave.": "Promijenjene opcije se primjenjuju pomoću Primijeni ili kada izađeš.",
"Pack settings": "Postavke paketa",
"Built-in settings": "Ugrađene postavke",
"%s settings": "Postavke za %s",
"Settings made by the pack's author: they change only this pack.": "Postavke koje je napravio autor paketa: mijenjaju samo ovaj paket."
}
@@ -69,10 +69,7 @@
"horizon.mods.settings": "Configuració",
"horizon.mods.in_world": " (deixar el món per canviar)",
"horizon.mods.open_folder": "Obriu la carpeta de modificacions",
"horizon.shader_packs.empty": "Sense paquets d'ombres: col·loqueu-los a la carpeta shaderpacks",
"horizon.shader_options.open": "Opcions d'ombrejat...",
"horizon.shader_options.profile": "Perfil",
"horizon.shader_options.loading": "Llegint les opcions del paquet shader...",
"horizon.agent.copy_details": "Copia els detalls de la connexió",
"horizon.multiplayer.join": "Uneix-te",
"horizon.multiplayer.cancel_reconnecting": "Cancel·la la tornada a connectar",
@@ -467,5 +464,22 @@
"horizon.extras.cosmetics.shown": "Es mostra",
"horizon.extras.cosmetics.hidden": "Ocult",
"horizon.extras.cosmetics.name_tags": "Només etiquetes de nom",
"Shader Packs...": "Paquets d'ombres..."
"Shader Packs...": "Paquets d'ombres...",
"Installed": "Instal·lats",
"Apply": "Aplica",
"Reset all options": "Restableix totes les opcions",
"A Horizon shader pack.": "Un paquet de shaders d'Horizon.",
"An OptiFine or Iris shader pack.": "Un paquet de shaders d'OptiFine o Iris.",
"In use: press to turn shaders off.": "En ús: prem per desactivar els shaders.",
"Press to use it.": "Prem per fer-lo servir.",
"Put shader pack .zip files or folders in it.": "Hi pots posar fitxers .zip o carpetes de paquets de shaders.",
"Puts every option of this pack back to its default.": "Torna totes les opcions d'aquest paquet al valor per defecte.",
"Sets many options at once, as the pack groups them.": "Defineix moltes opcions alhora, tal com les agrupa el paquet.",
"No shader packs yet: open the pack folder and put some in it.": "Encara no hi ha cap paquet de shaders: obre la carpeta de paquets i hi poses algun.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Tria un paquet de shaders. Triar el que està en ús desactiva els shaders.",
"Changed options apply with Apply, or when you leave.": "Les opcions canviades s'apliquen amb Aplica, o quan surts.",
"Pack settings": "Configuració del paquet",
"Built-in settings": "Configuració integrada",
"%s settings": "Configuració de %s",
"Settings made by the pack's author: they change only this pack.": "Configuració feta per l'autor del paquet: només canvia aquest paquet."
}
@@ -67,11 +67,7 @@
"horizon.mods.settings": "Nastavení",
"horizon.mods.in_world": " (nechat svět změnit)",
"horizon.mods.open_folder": "Otevřete složku Mod",
"horizon.shader_packs.empty": "Žádné balíčky shaderů: vložte je do složky shaderpacks",
"horizon.shader_packs.kind_horizon": " (Horizont)",
"horizon.shader_options.open": "Možnosti stínování...",
"horizon.shader_options.profile": "Profil",
"horizon.shader_options.loading": "Čtení možností sady shaderů...",
"horizon.agent.copy_details": "Kopírovat podrobnosti o připojení",
"horizon.multiplayer.join": "Připojte se",
"horizon.multiplayer.cancel_reconnecting": "Zrušit opětovné připojení",
@@ -456,5 +452,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Stopy a aury ostatních hráčů zůstanou skryté; jejich ostatní kosmetika je dál vidět. Ve výchozím stavu vypnuto.",
"horizon.extras.cosmetics.shown": "Zobrazeno",
"horizon.extras.cosmetics.hidden": "Skrytá",
"horizon.extras.cosmetics.name_tags": "Pouze jmenovky"
"horizon.extras.cosmetics.name_tags": "Pouze jmenovky",
"Installed": "Nainstalované",
"Apply": "Použít",
"Reset all options": "Obnovit všechny možnosti",
"A Horizon shader pack.": "Balíček shaderů Horizon.",
"An OptiFine or Iris shader pack.": "Balíček shaderů OptiFine nebo Iris.",
"In use: press to turn shaders off.": "Používá se: stisknutím vypnete shadery.",
"Press to use it.": "Stisknutím jej použijete.",
"Put shader pack .zip files or folders in it.": "Vložte do ní soubory .zip nebo složky balíčků shaderů.",
"Puts every option of this pack back to its default.": "Vrátí všechny možnosti tohoto balíčku na výchozí hodnoty.",
"Sets many options at once, as the pack groups them.": "Nastaví mnoho možností najednou, tak jak je balíček seskupuje.",
"No shader packs yet: open the pack folder and put some in it.": "Zatím žádné balíčky shaderů: otevřete složku balíčků a vložte do ní nějaké.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Vyberte balíček shaderů. Výběr používaného balíčku shadery vypne.",
"Changed options apply with Apply, or when you leave.": "Změněné možnosti se použijí tlačítkem Použít nebo při odchodu.",
"Pack settings": "Nastavení balíčku",
"Built-in settings": "Vestavěná nastavení",
"%s settings": "Nastavení %s",
"Settings made by the pack's author: they change only this pack.": "Nastavení vytvořená autorem balíčku: mění jen tento balíček."
}
@@ -73,10 +73,7 @@
"horizon.mods.settings": "Настройкӑсем",
"horizon.mods.in_world": " (тӗнчене улӑштарма хӑвар)",
"horizon.mods.open_folder": "Мод папкине уҫӑр",
"horizon.shader_packs.empty": "Шейдер пакетӗсем ҫук: вӗсене шейдер пакетӗсем папкӑна лартӑр",
"horizon.shader_options.open": "Шейдер опцийӗсем...",
"horizon.shader_options.profile": "Профиль",
"horizon.shader_options.loading": "Шейдер пакетӗн опцийӗсене вулатӑп...",
"horizon.agent.copy_details": "Ҫыхӑну даннӑйӗсене копилесе илӗр",
"horizon.multiplayer.join": "Пӗрлешӗр",
"horizon.multiplayer.cancel_reconnecting": "Ҫӗнӗрен ҫыхӑнассине пӑрахӑҫла",
@@ -488,5 +485,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Ытти вӑййисен йӗрӗсем тата аурисем пытарӑнса юлаҫҫӗ; вӗсен ытти косметики курӑнать. Йӑлана кура сӳнтернӗ.",
"horizon.extras.cosmetics.shown": "Кӑтартнӑ",
"horizon.extras.cosmetics.hidden": "Пытарнӑ",
"horizon.extras.cosmetics.name_tags": "Ят паллисем кӑна"
"horizon.extras.cosmetics.name_tags": "Ят паллисем кӑна",
"Installed": "Лартнă",
"Apply": "Усă курасси",
"Reset all options": "Пур ĕнерлевсене таçтан лартасси",
"A Horizon shader pack.": "Horizon шейдер пакечĕ.",
"An OptiFine or Iris shader pack.": "OptiFine е Iris шейдер пакечĕ.",
"In use: press to turn shaders off.": "Усă курăнать: шейдерсене сӳнтермелли пусăр.",
"Press to use it.": "Усă курма пусăр.",
"Put shader pack .zip files or folders in it.": "Шейдер пакечĕсен .zip файлĕсене е папкисене унта хурăр.",
"Puts every option of this pack back to its default.": "Ку пакетăн пур ĕнерлевне те пуçламăш хакне таврăнтарать.",
"Sets many options at once, as the pack groups them.": "Пакет ушкăнланă евĕр нумай ĕнерлеве пĕр харăсах лартать.",
"No shader packs yet: open the pack folder and put some in it.": "Шейдер пакечĕсем халлĕхе çук: пакетсен папкине уçса темиçе хурăр.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Шейдер пакечĕ суйлăр. Усă куракана суйласан шейдерсем сӳнеççĕ.",
"Changed options apply with Apply, or when you leave.": "Улшăннă ĕнерлевсем «Усă курасси» пусăмпа е тухнă чухне усă курăнаççĕ.",
"Pack settings": "Пакет ĕнерлевĕсем",
"Built-in settings": "Йĕркеленĕ ĕнерлевсем",
"%s settings": "%s ĕнерлевĕсем",
"Settings made by the pack's author: they change only this pack.": "Пакет авторĕ тунă ĕнерлевсем: вĕсем ҫак пакета çеç улăштараççĕ."
}
@@ -67,10 +67,7 @@
"horizon.mods.settings": "Gosodiadau",
"horizon.mods.in_world": " (gadewch y byd i newid)",
"horizon.mods.open_folder": "Agor Ffolder Mod",
"horizon.shader_packs.empty": "Dim pecynnau lliwiwr: rhowch nhw yn y ffolder shaderpacks",
"horizon.shader_options.open": "Opsiynau Shader...",
"horizon.shader_options.profile": "Proffil",
"horizon.shader_options.loading": "Darllen opsiynau'r pecyn lliwiwr...",
"horizon.agent.copy_details": "Copïo Manylion Cysylltiad",
"horizon.multiplayer.join": "Ymuno",
"horizon.multiplayer.cancel_reconnecting": "Canslo Ailgysylltu",
@@ -463,5 +460,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Mae llwybrau ac awrâu chwaraewyr eraill yn aros yn gudd; mae eu colur arall yn dal i ddangos. I ffwrdd yn ddiofyn.",
"horizon.extras.cosmetics.shown": "Dangosir",
"horizon.extras.cosmetics.hidden": "Cudd",
"horizon.extras.cosmetics.name_tags": "Tagiau enw yn unig"
"horizon.extras.cosmetics.name_tags": "Tagiau enw yn unig",
"Installed": "Wedi'u gosod",
"Apply": "Gweithredu",
"Reset all options": "Ailosod pob dewis",
"A Horizon shader pack.": "Pecyn shaders Horizon.",
"An OptiFine or Iris shader pack.": "Pecyn shaders OptiFine neu Iris.",
"In use: press to turn shaders off.": "Yn cael ei ddefnyddio: pwyswch i ddiffodd shaders.",
"Press to use it.": "Pwyswch i'w ddefnyddio.",
"Put shader pack .zip files or folders in it.": "Rhowch ffeiliau .zip neu ffolderi pecynnau shaders ynddo.",
"Puts every option of this pack back to its default.": "Yn rhoi pob dewis o'r pecyn hwn yn ôl i'w ragosodiad.",
"Sets many options at once, as the pack groups them.": "Yn gosod llawer o ddewisiadau ar unwaith, fel mae'r pecyn yn eu grwpio.",
"No shader packs yet: open the pack folder and put some in it.": "Dim pecynnau shaders eto: agorwch ffolder y pecynnau a rhowch rai ynddo.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Dewiswch becyn shaders. Mae dewis yr un sy'n cael ei ddefnyddio yn diffodd shaders.",
"Changed options apply with Apply, or when you leave.": "Mae dewisiadau a newidiwyd yn cael eu gweithredu gyda Gweithredu, neu pan fyddwch yn gadael.",
"Pack settings": "Gosodiadau'r pecyn",
"Built-in settings": "Gosodiadau adeiledig",
"%s settings": "Gosodiadau %s",
"Settings made by the pack's author: they change only this pack.": "Gosodiadau a wnaed gan awdur y pecyn: maent yn newid y pecyn hwn yn unig."
}
@@ -60,10 +60,7 @@
"horizon.mods.settings": "Indstillinger",
"horizon.mods.in_world": " (lad verden ændre sig)",
"horizon.mods.open_folder": "Åbn Mod-mappe",
"horizon.shader_packs.empty": "Ingen shader-pakker: læg dem i shaderpacks-mappen",
"horizon.shader_options.open": "Indstillinger for skygge...",
"horizon.shader_options.profile": "Profil",
"horizon.shader_options.loading": "Læser shader-pakkens muligheder...",
"horizon.agent.copy_details": "Kopier forbindelsesoplysninger",
"horizon.multiplayer.join": "Deltag",
"horizon.multiplayer.cancel_reconnecting": "Annuller Gentilslutning",
@@ -444,5 +441,22 @@
"horizon.extras.cosmetics.shown": "Vist",
"horizon.extras.cosmetics.hidden": "Skjult",
"horizon.extras.cosmetics.name_tags": "Kun navneskilte",
"Shader Packs...": "Shader-pakker..."
"Shader Packs...": "Shader-pakker...",
"Installed": "Installeret",
"Apply": "Anvend",
"Reset all options": "Nulstil alle indstillinger",
"A Horizon shader pack.": "En Horizon-shaderpakke.",
"An OptiFine or Iris shader pack.": "En OptiFine- eller Iris-shaderpakke.",
"In use: press to turn shaders off.": "I brug: tryk for at slå shaders fra.",
"Press to use it.": "Tryk for at bruge den.",
"Put shader pack .zip files or folders in it.": "Læg .zip-filer eller mapper med shaderpakker i den.",
"Puts every option of this pack back to its default.": "Sætter alle denne pakkes indstillinger tilbage til standard.",
"Sets many options at once, as the pack groups them.": "Sætter mange indstillinger på én gang, som pakken grupperer dem.",
"No shader packs yet: open the pack folder and put some in it.": "Ingen shaderpakker endnu: åbn pakkemappen og læg nogle i den.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Vælg en shaderpakke. Vælger du den, der er i brug, slås shaders fra.",
"Changed options apply with Apply, or when you leave.": "Ændrede indstillinger træder i kraft med Anvend, eller når du forlader skærmen.",
"Pack settings": "Pakkeindstillinger",
"Built-in settings": "Indbyggede indstillinger",
"%s settings": "Indstillinger for %s",
"Settings made by the pack's author: they change only this pack.": "Indstillinger lavet af pakkens forfatter: de ændrer kun denne pakke."
}
@@ -65,11 +65,7 @@
"horizon.mods.dev": " (Entwicklung)",
"horizon.mods.settings": "Einstellungen",
"horizon.mods.open_folder": "Modordner öffnen",
"horizon.shader_packs.empty": "Keine Shader-Pakete: Lege sie in den Ordner shaderpacks",
"horizon.shader_packs.kind_horizon": " (Horizon)",
"horizon.shader_options.open": "Shader-Optionen …",
"horizon.shader_options.profile": "Profil",
"horizon.shader_options.loading": "Optionen des Shader-Pakets werden gelesen …",
"horizon.agent.copy_details": "Verbindungsdaten kopieren",
"horizon.multiplayer.join": "Beitreten",
"horizon.multiplayer.cancel_reconnecting": "Neuverbindung abbrechen",
@@ -306,6 +302,23 @@
"Shaders": "Shader",
"Shader packs, Horizon's and shaders/ folder ones, and their options.": "Shader-Pakete, die von Horizon und die aus shaders/-Ordnern, und ihre Optionen.",
"Shader packs": "Shader-Pakete",
"Installed": "Installiert",
"Apply": "Anwenden",
"Reset all options": "Alle Optionen zurücksetzen",
"A Horizon shader pack.": "Ein Horizon-Shader-Paket.",
"An OptiFine or Iris shader pack.": "Ein OptiFine- oder Iris-Shader-Paket.",
"In use: press to turn shaders off.": "In Verwendung: Drücken, um Shader auszuschalten.",
"Press to use it.": "Drücken, um es zu verwenden.",
"Put shader pack .zip files or folders in it.": "Lege Shader-Paket-.zip-Dateien oder -Ordner hinein.",
"Puts every option of this pack back to its default.": "Setzt jede Option dieses Pakets auf den Standardwert zurück.",
"Sets many options at once, as the pack groups them.": "Stellt viele Optionen auf einmal ein, so wie das Paket sie gruppiert.",
"No shader packs yet: open the pack folder and put some in it.": "Noch keine Shader-Pakete: Öffne den Paketordner und lege welche hinein.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Wähle ein Shader-Paket. Das verwendete erneut zu wählen schaltet Shader aus.",
"Changed options apply with Apply, or when you leave.": "Geänderte Optionen gelten mit Anwenden oder beim Verlassen.",
"Pack settings": "Paketeinstellungen",
"Built-in settings": "Integrierte Einstellungen",
"%s settings": "Einstellungen für %s",
"Settings made by the pack's author: they change only this pack.": "Vom Autor des Pakets erstellte Einstellungen: Sie ändern nur dieses Paket.",
"Vanilla's own preset: sets only vanilla's options, as Minecraft does.": "Das Preset von Vanilla: setzt nur die Optionen von Vanilla, wie Minecraft.",
"Fullscreen takes the display over, at the mode below.": "Der Vollbildmodus übernimmt den Bildschirm, im Modus darunter.",
"The display mode exclusive fullscreen uses. Applies when you leave.": "Der Anzeigemodus des exklusiven Vollbilds. Gilt, wenn du das Menü verlässt.",
@@ -67,10 +67,7 @@
"horizon.mods.settings": "Ρυθμίσεις",
"horizon.mods.in_world": " (άσε τον κόσμο να αλλάξει)",
"horizon.mods.open_folder": "Ανοίξτε το φάκελο Mod",
"horizon.shader_packs.empty": "Χωρίς πακέτα shader: τοποθετήστε τα στο φάκελο shaderpacks",
"horizon.shader_options.open": "Επιλογές Shader...",
"horizon.shader_options.profile": "Προφίλ",
"horizon.shader_options.loading": "Διαβάζοντας τις επιλογές του πακέτου shader...",
"horizon.agent.copy_details": "Αντιγραφή στοιχείων σύνδεσης",
"horizon.multiplayer.join": "Εγγραφείτε",
"horizon.multiplayer.cancel_reconnecting": "Ακύρωση επανασύνδεσης",
@@ -466,5 +463,22 @@
"horizon.extras.cosmetics.shown": "Εμφανίζεται",
"horizon.extras.cosmetics.hidden": "Κρυφό",
"horizon.extras.cosmetics.name_tags": "Μόνο ετικέτες ονομάτων",
"Shader Packs...": "Πακέτα Shader..."
"Shader Packs...": "Πακέτα Shader...",
"Installed": "Εγκατεστημένα",
"Apply": "Εφαρμογή",
"Reset all options": "Επαναφορά όλων των επιλογών",
"A Horizon shader pack.": "Ένα πακέτο shader του Horizon.",
"An OptiFine or Iris shader pack.": "Ένα πακέτο shader του OptiFine ή του Iris.",
"In use: press to turn shaders off.": "Σε χρήση: πατήστε για απενεργοποίηση των shader.",
"Press to use it.": "Πατήστε για χρήση.",
"Put shader pack .zip files or folders in it.": "Βάλτε μέσα αρχεία .zip ή φακέλους πακέτων shader.",
"Puts every option of this pack back to its default.": "Επαναφέρει κάθε επιλογή αυτού του πακέτου στην προεπιλογή της.",
"Sets many options at once, as the pack groups them.": "Ορίζει πολλές επιλογές ταυτόχρονα, όπως τις ομαδοποιεί το πακέτο.",
"No shader packs yet: open the pack folder and put some in it.": "Δεν υπάρχουν ακόμη πακέτα shader: ανοίξτε το φάκελο πακέτων και βάλτε μερικά.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Επιλέξτε ένα πακέτο shader. Η επιλογή αυτού που χρησιμοποιείται απενεργοποιεί τα shader.",
"Changed options apply with Apply, or when you leave.": "Οι αλλαγμένες επιλογές εφαρμόζονται με το Εφαρμογή ή όταν φύγετε.",
"Pack settings": "Ρυθμίσεις πακέτου",
"Built-in settings": "Ενσωματωμένες ρυθμίσεις",
"%s settings": "Ρυθμίσεις %s",
"Settings made by the pack's author: they change only this pack.": "Ρυθμίσεις από τον δημιουργό του πακέτου: αλλάζουν μόνο αυτό το πακέτο."
}
@@ -120,11 +120,7 @@
"horizon.mods.switch.worldgen": "changes world generation",
"horizon.mods.switch.registries": "adds blocks, items or other registry entries",
"horizon.mods.switch.restart": "Restart the game to apply %s: they add blocks, items or world generation.",
"horizon.shader_packs.empty": "No shader packs: put them in the shaderpacks folder",
"horizon.shader_packs.kind_horizon": " (Horizon)",
"horizon.shader_options.open": "Shader Options...",
"horizon.shader_options.profile": "Profile",
"horizon.shader_options.loading": "Reading the shader pack's options...",
"horizon.agent.copy_details": "Copy Connection Details",
"horizon.multiplayer.join": "Join",
"horizon.multiplayer.cancel_reconnecting": "Cancel Reconnecting",
@@ -497,6 +493,23 @@
"Shaders": "Shaders",
"Shader packs, Horizon's and shaders/ folder ones, and their options.": "Shader packs, Horizon's and shaders/ folder ones, and their options.",
"Shader packs": "Shader packs",
"Installed": "Installed",
"Apply": "Apply",
"Reset all options": "Reset all options",
"A Horizon shader pack.": "A Horizon shader pack.",
"An OptiFine or Iris shader pack.": "An OptiFine or Iris shader pack.",
"In use: press to turn shaders off.": "In use: press to turn shaders off.",
"Press to use it.": "Press to use it.",
"Put shader pack .zip files or folders in it.": "Put shader pack .zip files or folders in it.",
"Puts every option of this pack back to its default.": "Puts every option of this pack back to its default.",
"Sets many options at once, as the pack groups them.": "Sets many options at once, as the pack groups them.",
"No shader packs yet: open the pack folder and put some in it.": "No shader packs yet: open the pack folder and put some in it.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Pick a shader pack. Picking the one in use turns shaders off.",
"Changed options apply with Apply, or when you leave.": "Changed options apply with Apply, or when you leave.",
"Pack settings": "Pack settings",
"Built-in settings": "Built-in settings",
"%s settings": "%s settings",
"Settings made by the pack's author: they change only this pack.": "Settings made by the pack's author: they change only this pack.",
"Vanilla's own preset: sets only vanilla's options, as Minecraft does.": "Vanilla's own preset: sets only vanilla's options, as Minecraft does.",
"Fullscreen takes the display over, at the mode below.": "Fullscreen takes the display over, at the mode below.",
"The display mode exclusive fullscreen uses. Applies when you leave.": "The display mode exclusive fullscreen uses. Applies when you leave.",
@@ -72,10 +72,7 @@
"horizon.mods.settings": "Agordoj",
"horizon.mods.in_world": " (lasu la mondon ŝanĝi)",
"horizon.mods.open_folder": "Malfermu Mod-dosierujon",
"horizon.shader_packs.empty": "Neniuj ombraj pakoj: metu ilin en la dosierujon de ombraj pakoj",
"horizon.shader_options.open": "Ombrilaj Opcioj...",
"horizon.shader_options.profile": "Profilo",
"horizon.shader_options.loading": "Legante la opciojn de la ombra pako...",
"horizon.agent.copy_details": "Kopiu Detalojn pri Konekto",
"horizon.multiplayer.join": "Aliĝu",
"horizon.multiplayer.cancel_reconnecting": "Nuligi Rekonekti",
@@ -471,5 +468,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Spuroj kaj aŭroj de aliaj ludantoj restas kaŝitaj; iliaj aliaj kosmetikaĵoj ankoraŭ montriĝas. Defaŭlte malŝaltita.",
"horizon.extras.cosmetics.shown": "Montrita",
"horizon.extras.cosmetics.hidden": "Kaŝita",
"horizon.extras.cosmetics.name_tags": "Nomaj etikedoj nur"
"horizon.extras.cosmetics.name_tags": "Nomaj etikedoj nur",
"Installed": "Instalitaj",
"Apply": "Apliki",
"Reset all options": "Restarigi ĉiujn agordojn",
"A Horizon shader pack.": "Ombrilo-pakaĵo de Horizon.",
"An OptiFine or Iris shader pack.": "Ombrilo-pakaĵo de OptiFine aŭ Iris.",
"In use: press to turn shaders off.": "Uzata: premu por malŝalti ombrilojn.",
"Press to use it.": "Premu por uzi ĝin.",
"Put shader pack .zip files or folders in it.": "Metu en ĝin .zip-dosierojn aŭ dosierujojn de ombrilo-pakaĵoj.",
"Puts every option of this pack back to its default.": "Restarigas ĉiun agordon de ĉi tiu pakaĵo al ĝia defaŭlto.",
"Sets many options at once, as the pack groups them.": "Agordas multajn agordojn samtempe, kiel la pakaĵo grupigas ilin.",
"No shader packs yet: open the pack folder and put some in it.": "Ankoraŭ neniu ombrilo-pakaĵo: malfermu la pakaĵujon kaj metu kelkajn en ĝin.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Elektu ombrilo-pakaĵon. Elekti la uzatan malŝaltas ombrilojn.",
"Changed options apply with Apply, or when you leave.": "Ŝanĝitaj agordoj efikas per Apliki, aŭ kiam vi foriras.",
"Pack settings": "Agordoj de la pakaĵo",
"Built-in settings": "Enkonstruitaj agordoj",
"%s settings": "Agordoj de %s",
"Settings made by the pack's author: they change only this pack.": "Agordoj faritaj de la aŭtoro de la pakaĵo: ili ŝanĝas nur ĉi tiun pakaĵon."
}
@@ -54,8 +54,6 @@
"horizon.mods.dev": " (Desarrollo)",
"horizon.mods.settings": "Ajustes",
"horizon.mods.open_folder": "Abrir carpeta de mods",
"horizon.shader_packs.empty": "No hay paquetes de shaders: ponlos en la carpeta shaderpacks",
"horizon.shader_packs.kind_horizon": " (Horizon)",
"horizon.agent.copy_details": "Copiar datos de conexión",
"horizon.multiplayer.join": "Unirse",
"horizon.multiplayer.cancel_reconnecting": "Cancelar reconexión",
@@ -194,9 +192,7 @@
"horizon.pages.shader_options": "Opciones de sombreadores",
"horizon.pages.split_profiles": "¿Quién juega?",
"horizon.pages.split_profiles.tooltip": "Quién juega: un perfil guardado en esta carpeta del juego.",
"horizon.shader_options.open": "Opciones de sombreadores…",
"horizon.shader_options.profile": "Perfil",
"horizon.shader_options.loading": "Leyendo las opciones del paquete de sombreadores…",
"Particle Culling": "Particle Culling",
"Draws every particle.": "Draws every particle.",
"Skips offscreen, subpixel and terrain-hidden particles.": "Skips offscreen, subpixel and terrain-hidden particles.",
@@ -256,5 +252,22 @@
"horizon.tempban.list.empty": "No hay baneos temporales",
"horizon.tempban.list.count": "Hay %s baneo(s) temporal(es):",
"horizon.tempban.list.entry": "%1$s fue baneado por %2$s %3$s (hasta %4$s)",
"Shader Packs...": "Paquetes de shaders..."
"Shader Packs...": "Paquetes de shaders...",
"Installed": "Instalados",
"Apply": "Aplicar",
"Reset all options": "Restablecer todas las opciones",
"A Horizon shader pack.": "Un paquete de shaders de Horizon.",
"An OptiFine or Iris shader pack.": "Un paquete de shaders de OptiFine o Iris.",
"In use: press to turn shaders off.": "En uso: pulsa para desactivar los shaders.",
"Press to use it.": "Pulsa para usarlo.",
"Put shader pack .zip files or folders in it.": "Pon en ella archivos .zip o carpetas de paquetes de shaders.",
"Puts every option of this pack back to its default.": "Devuelve todas las opciones de este paquete a sus valores por defecto.",
"Sets many options at once, as the pack groups them.": "Ajusta muchas opciones a la vez, tal como las agrupa el paquete.",
"No shader packs yet: open the pack folder and put some in it.": "Aún no hay paquetes de shaders: abre la carpeta de paquetes y pon algunos en ella.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Elige un paquete de shaders. Elegir el que está en uso desactiva los shaders.",
"Changed options apply with Apply, or when you leave.": "Las opciones cambiadas se aplican con Aplicar, o al salir.",
"Pack settings": "Ajustes del paquete",
"Built-in settings": "Ajustes integrados",
"%s settings": "Ajustes de %s",
"Settings made by the pack's author: they change only this pack.": "Ajustes creados por el autor del paquete: solo cambian este paquete."
}
@@ -70,10 +70,7 @@
"horizon.mods.settings": "Seaded",
"horizon.mods.in_world": " (jätke maailm muutuma)",
"horizon.mods.open_folder": "Avage kaust Mod",
"horizon.shader_packs.empty": "Varjupakkideta: pange need varjupakkide kausta",
"horizon.shader_options.open": "Varjundi valikud...",
"horizon.shader_options.profile": "Profiil",
"horizon.shader_options.loading": "Varjutuspaketi valikute lugemine...",
"horizon.agent.copy_details": "Kopeerige ühenduse üksikasjad",
"horizon.multiplayer.join": "Liitu",
"horizon.multiplayer.cancel_reconnecting": "Tühista uuesti ühendamine",
@@ -467,5 +464,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Teiste mängijate jäljed ja aurad jäävad peidetuks; nende muu kosmeetika on endiselt näha. Vaikimisi väljas.",
"horizon.extras.cosmetics.shown": "Näidatud",
"horizon.extras.cosmetics.hidden": "Peidetud",
"horizon.extras.cosmetics.name_tags": "Ainult nimesildid"
"horizon.extras.cosmetics.name_tags": "Ainult nimesildid",
"Installed": "Paigaldatud",
"Apply": "Rakenda",
"Reset all options": "Lähtesta kõik valikud",
"A Horizon shader pack.": "Horizoni varjutajapakett.",
"An OptiFine or Iris shader pack.": "OptiFine'i või Irise varjutajapakett.",
"In use: press to turn shaders off.": "Kasutusel: vajuta, et varjutajad välja lülitada.",
"Press to use it.": "Vajuta, et seda kasutada.",
"Put shader pack .zip files or folders in it.": "Pane sinna varjutajapakettide .zip-failid või kaustad.",
"Puts every option of this pack back to its default.": "Seab selle paketi kõik valikud tagasi vaikeväärtustele.",
"Sets many options at once, as the pack groups them.": "Seab paljud valikud korraga, nii nagu pakett neid rühmitab.",
"No shader packs yet: open the pack folder and put some in it.": "Varjutajapakette veel pole: ava paketikaust ja pane sinna mõned.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Vali varjutajapakett. Kasutusel oleva valimine lülitab varjutajad välja.",
"Changed options apply with Apply, or when you leave.": "Muudetud valikud rakenduvad nupuga Rakenda või väljumisel.",
"Pack settings": "Paketi sätted",
"Built-in settings": "Sisseehitatud sätted",
"%s settings": "%s sätted",
"Settings made by the pack's author: they change only this pack.": "Paketi autori tehtud sätted: need muudavad ainult seda paketti."
}
@@ -72,10 +72,7 @@
"horizon.mods.settings": "Ezarpenak",
"horizon.mods.in_world": " (utzi mundua aldatzen)",
"horizon.mods.open_folder": "Ireki Mod karpeta",
"horizon.shader_packs.empty": "Ez dago itzal-paketerik: jarri itzazu itzal-paketeen karpetan",
"horizon.shader_options.open": "Itzalaren aukerak...",
"horizon.shader_options.profile": "Profila",
"horizon.shader_options.loading": "Shader paketearen aukerak irakurtzen...",
"horizon.agent.copy_details": "Kopiatu konexioaren xehetasunak",
"horizon.multiplayer.join": "Sartu",
"horizon.multiplayer.cancel_reconnecting": "Utzi berriro konektatzea",
@@ -472,5 +469,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Beste jokalarien arrastoak eta aurak ezkutuan geratzen dira; haien beste kosmetikoak ikusten jarraitzen dute. Desaktibatuta lehenespenez.",
"horizon.extras.cosmetics.shown": "Erakutsita",
"horizon.extras.cosmetics.hidden": "Ezkutuan",
"horizon.extras.cosmetics.name_tags": "Izena etiketak soilik"
"horizon.extras.cosmetics.name_tags": "Izena etiketak soilik",
"Installed": "Instalatuta",
"Apply": "Aplikatu",
"Reset all options": "Berrezarri aukera guztiak",
"A Horizon shader pack.": "Horizon shader pakete bat.",
"An OptiFine or Iris shader pack.": "OptiFine edo Iris shader pakete bat.",
"In use: press to turn shaders off.": "Erabileran: sakatu shaderrak desaktibatzeko.",
"Press to use it.": "Sakatu erabiltzeko.",
"Put shader pack .zip files or folders in it.": "Jarri shader pakete-en .zip fitxategiak edo karpetak bertan.",
"Puts every option of this pack back to its default.": "Pakete honen aukera guztiak lehenetsira itzultzen ditu.",
"Sets many options at once, as the pack groups them.": "Aukera asko batera ezartzen ditu, paketeak taldekatzen dituen moduan.",
"No shader packs yet: open the pack folder and put some in it.": "Ez dago shader paketerik oraindik: ireki paketeen karpeta eta jarri batzuk bertan.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Aukeratu shader pakete bat. Erabileran dagoena aukeratzeak shaderrak desaktibatzen ditu.",
"Changed options apply with Apply, or when you leave.": "Aldatutako aukerak Aplikatu botoiarekin aplikatzen dira, edo irtetean.",
"Pack settings": "Paketearen ezarpenak",
"Built-in settings": "Ezarpen integratuak",
"%s settings": "%s(r)en ezarpenak",
"Settings made by the pack's author: they change only this pack.": "Paketearen egileak egindako ezarpenak: pakete hau soilik aldatzen dute."
}
@@ -69,10 +69,7 @@
"horizon.mods.settings": "تنظیمات",
"horizon.mods.in_world": " (دنیا را رها کن تا تغییر کند)",
"horizon.mods.open_folder": "پوشه Mod را باز کنید",
"horizon.shader_packs.empty": "بدون بسته های سایه زن: آنها را در پوشه shaderpacks قرار دهید",
"horizon.shader_options.open": "گزینه های سایه زن...",
"horizon.shader_options.profile": "نمایه",
"horizon.shader_options.loading": "خواندن گزینه های بسته سایه زن...",
"horizon.agent.copy_details": "کپی جزئیات اتصال",
"horizon.multiplayer.join": "بپیوندید",
"horizon.multiplayer.cancel_reconnecting": "لغو اتصال مجدد",
@@ -477,5 +474,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "ردها و هاله‌های بازیکنان دیگر پنهان می‌مانند؛ دیگر آرایه‌هایشان همچنان دیده می‌شوند. به‌طور پیش‌فرض خاموش.",
"horizon.extras.cosmetics.shown": "نشان داده شده است",
"horizon.extras.cosmetics.hidden": "پنهان شده است",
"horizon.extras.cosmetics.name_tags": "فقط برچسب های نام"
"horizon.extras.cosmetics.name_tags": "فقط برچسب های نام",
"Installed": "نصب‌شده",
"Apply": "اعمال",
"Reset all options": "بازنشانی همه گزینه‌ها",
"A Horizon shader pack.": "یک بسته شیدر Horizon.",
"An OptiFine or Iris shader pack.": "یک بسته شیدر OptiFine یا Iris.",
"In use: press to turn shaders off.": "در حال استفاده: برای خاموش کردن شیدرها فشار دهید.",
"Press to use it.": "برای استفاده فشار دهید.",
"Put shader pack .zip files or folders in it.": "فایل‌های .zip یا پوشه‌های بسته‌های شیدر را در آن بگذارید.",
"Puts every option of this pack back to its default.": "همه گزینه‌های این بسته را به پیش‌فرض برمی‌گرداند.",
"Sets many options at once, as the pack groups them.": "چندین گزینه را یکجا تنظیم می‌کند، همان‌طور که بسته آن‌ها را گروه‌بندی کرده است.",
"No shader packs yet: open the pack folder and put some in it.": "هنوز بسته شیدری نیست: پوشه بسته‌ها را باز کنید و چند تا در آن بگذارید.",
"Pick a shader pack. Picking the one in use turns shaders off.": "یک بسته شیدر انتخاب کنید. انتخاب بسته در حال استفاده شیدرها را خاموش می‌کند.",
"Changed options apply with Apply, or when you leave.": "گزینه‌های تغییرکرده با اعمال یا هنگام خروج اعمال می‌شوند.",
"Pack settings": "تنظیمات بسته",
"Built-in settings": "تنظیمات داخلی",
"%s settings": "تنظیمات %s",
"Settings made by the pack's author: they change only this pack.": "تنظیماتی که سازنده بسته ساخته است: فقط همین بسته را تغییر می‌دهند."
}
@@ -67,10 +67,7 @@
"horizon.mods.settings": "Asetukset",
"horizon.mods.in_world": " (jätä maailma muuttumaan)",
"horizon.mods.open_folder": "Avaa Mod-kansio",
"horizon.shader_packs.empty": "Ei Shader-paketteja: laita ne Shaderpacks-kansioon",
"horizon.shader_options.open": "Varjostimen asetukset...",
"horizon.shader_options.profile": "Profiili",
"horizon.shader_options.loading": "Shader-paketin vaihtoehtojen lukeminen...",
"horizon.agent.copy_details": "Kopioi yhteystiedot",
"horizon.multiplayer.join": "Liity",
"horizon.multiplayer.cancel_reconnecting": "Peruuta yhteyden muodostaminen",
@@ -453,5 +450,22 @@
"horizon.extras.cosmetics.shown": "Näytetään",
"horizon.extras.cosmetics.hidden": "Piilotettu",
"horizon.extras.cosmetics.name_tags": "Vain nimilaput",
"Shader Packs...": "Shader Packit..."
"Shader Packs...": "Shader Packit...",
"Installed": "Asennetut",
"Apply": "Käytä",
"Reset all options": "Nollaa kaikki asetukset",
"A Horizon shader pack.": "Horizon-varjostinpaketti.",
"An OptiFine or Iris shader pack.": "OptiFine- tai Iris-varjostinpaketti.",
"In use: press to turn shaders off.": "Käytössä: paina, niin varjostimet poistuvat käytöstä.",
"Press to use it.": "Paina käyttääksesi sitä.",
"Put shader pack .zip files or folders in it.": "Laita siihen varjostinpakettien .zip-tiedostoja tai kansioita.",
"Puts every option of this pack back to its default.": "Palauttaa kaikki tämän paketin asetukset oletusarvoihin.",
"Sets many options at once, as the pack groups them.": "Asettaa monta asetusta kerralla sillä tavalla kuin paketti ryhmittelee ne.",
"No shader packs yet: open the pack folder and put some in it.": "Varjostinpaketteja ei vielä ole: avaa pakettikansio ja laita siihen joitakin.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Valitse varjostinpaketti. Käytössä olevan valitseminen poistaa varjostimet käytöstä.",
"Changed options apply with Apply, or when you leave.": "Muutetut asetukset otetaan käyttöön Käytä-painikkeella tai poistuessasi.",
"Pack settings": "Paketin asetukset",
"Built-in settings": "Sisäänrakennetut asetukset",
"%s settings": "%s: asetukset",
"Settings made by the pack's author: they change only this pack.": "Paketin tekijän tekemät asetukset: ne muuttavat vain tätä pakettia."
}
@@ -62,9 +62,6 @@
"horizon.mods.settings": "Mga setting",
"horizon.mods.in_world": " (iwanan ang mundo upang magbago)",
"horizon.mods.open_folder": "Buksan ang Mod Folder",
"horizon.shader_packs.empty": "Walang shader pack: ilagay ang mga ito sa shaderpacks folder",
"horizon.shader_options.open": "Mga Pagpipilian sa Shader...",
"horizon.shader_options.loading": "Binabasa ang mga opsyon ng shader pack...",
"horizon.agent.copy_details": "Kopyahin ang Mga Detalye ng Koneksyon",
"horizon.multiplayer.join": "Sumali",
"horizon.multiplayer.cancel_reconnecting": "Kanselahin ang Muling Pagkonekta",
@@ -425,5 +422,22 @@
"horizon.extras.cosmetics.shown": "Ipinakita",
"horizon.extras.cosmetics.hidden": "Nakatago",
"horizon.extras.cosmetics.name_tags": "Mga name tag lang",
"Shader Packs...": "Mga Shader Pack..."
"Shader Packs...": "Mga Shader Pack...",
"Installed": "Naka-install",
"Apply": "Ilapat",
"Reset all options": "I-reset ang lahat ng opsyon",
"A Horizon shader pack.": "Isang Horizon shader pack.",
"An OptiFine or Iris shader pack.": "Isang OptiFine o Iris shader pack.",
"In use: press to turn shaders off.": "Ginagamit: pindutin para patayin ang mga shader.",
"Press to use it.": "Pindutin para gamitin ito.",
"Put shader pack .zip files or folders in it.": "Ilagay dito ang mga .zip file o folder ng shader pack.",
"Puts every option of this pack back to its default.": "Ibinabalik sa default ang bawat opsyon ng pack na ito.",
"Sets many options at once, as the pack groups them.": "Nagtatakda ng maraming opsyon nang sabay, ayon sa pagkakagrupo ng pack.",
"No shader packs yet: open the pack folder and put some in it.": "Wala pang shader pack: buksan ang pack folder at maglagay ng ilan.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Pumili ng shader pack. Ang pagpili sa ginagamit ay magpapatay ng mga shader.",
"Changed options apply with Apply, or when you leave.": "Ang mga binagong opsyon ay ilalapat sa Ilapat, o kapag umalis ka.",
"Pack settings": "Mga setting ng pack",
"Built-in settings": "Mga built-in na setting",
"%s settings": "Mga setting ng %s",
"Settings made by the pack's author: they change only this pack.": "Mga setting na ginawa ng may-akda ng pack: ang pack na ito lang ang binabago nila."
}
@@ -70,10 +70,7 @@
"horizon.mods.settings": "Innstillingar",
"horizon.mods.in_world": " (lat heimin broytast)",
"horizon.mods.open_folder": "Opna Mod mappuna",
"horizon.shader_packs.empty": "Ongar skuggapakkar: set teir í mappuna skuggapakkar",
"horizon.shader_options.open": "Skuggamøguleikar...",
"horizon.shader_options.profile": "Vangamynd",
"horizon.shader_options.loading": "Lesa møguleikarnar í skuggapakkanum...",
"horizon.agent.copy_details": "Avrita sambandsupplýsingar",
"horizon.multiplayer.join": "Ver við",
"horizon.multiplayer.cancel_reconnecting": "Avlýs aftursamband",
@@ -474,5 +471,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Spor og aurur hjá øðrum leikarum verða fjald; teirra aðrir prýðislutir síggjast framvegis. Sløkt sum standard.",
"horizon.extras.cosmetics.shown": "Víst",
"horizon.extras.cosmetics.hidden": "Dult",
"horizon.extras.cosmetics.name_tags": "Einans navnamerki"
"horizon.extras.cosmetics.name_tags": "Einans navnamerki",
"Installed": "Innstallað",
"Apply": "Nýt",
"Reset all options": "Nullstilla allar møguleikar",
"A Horizon shader pack.": "Ein Horizon-skuggapakki.",
"An OptiFine or Iris shader pack.": "Ein OptiFine- ella Iris-skuggapakki.",
"In use: press to turn shaders off.": "Í brúki: trýst fyri at sláa skuggar frá.",
"Press to use it.": "Trýst fyri at brúka hann.",
"Put shader pack .zip files or folders in it.": "Legg .zip-fílur ella mappur við skuggapakkum í hana.",
"Puts every option of this pack back to its default.": "Setur allar møguleikar hjá hesum pakka aftur til sjálvvirði.",
"Sets many options at once, as the pack groups them.": "Setur nógvar møguleikar í senn, soleiðis sum pakkin bólkar teir.",
"No shader packs yet: open the pack folder and put some in it.": "Eingir skuggapakkar enn: opna pakkamappuna og legg nakrar í hana.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Vel ein skuggapakka. Um tú velur tann, sum er í brúki, verða skuggar slignir frá.",
"Changed options apply with Apply, or when you leave.": "Broyttir møguleikar verða nýttir við Nýt, ella tá tú fer burtur.",
"Pack settings": "Pakkaskipanir",
"Built-in settings": "Innbygdar skipanir",
"%s settings": "Skipanir hjá %s",
"Settings made by the pack's author: they change only this pack.": "Skipanir gjørdar av høvundanum hjá pakkanum: teir broyta bert hendan pakkan."
}
@@ -68,10 +68,7 @@
"horizon.mods.switch.worldgen": "change la génération du monde",
"horizon.mods.switch.registries": "ajoute des blocs, des objets ou d'autres entrées de registre",
"horizon.mods.switch.restart": "Redémarre le jeu pour appliquer %s : ils ajoutent des blocs, des objets ou de la génération de monde.",
"horizon.shader_packs.empty": "Aucun pack de shaders : placez-les dans le dossier shaderpacks",
"horizon.shader_options.open": "Options des shaders...",
"horizon.shader_options.profile": "Profil",
"horizon.shader_options.loading": "Lecture des options du pack de shaders...",
"horizon.agent.copy_details": "Copier les détails de connexion",
"horizon.multiplayer.join": "Rejoindre",
"horizon.multiplayer.cancel_reconnecting": "Annuler la reconnexion",
@@ -359,6 +356,23 @@
"Shaders": "Shaders",
"Shader packs, Horizon's and shaders/ folder ones, and their options.": "Les packs de shaders, ceux de Horizon et ceux en dossier shaders/, et leurs options.",
"Shader packs": "Packs de shaders",
"Installed": "Installés",
"Apply": "Appliquer",
"Reset all options": "Réinitialiser toutes les options",
"A Horizon shader pack.": "Un pack de shaders Horizon.",
"An OptiFine or Iris shader pack.": "Un pack de shaders OptiFine ou Iris.",
"In use: press to turn shaders off.": "En cours d'utilisation : appuyez pour désactiver les shaders.",
"Press to use it.": "Appuyez pour l'utiliser.",
"Put shader pack .zip files or folders in it.": "Mettez-y des fichiers .zip ou des dossiers de packs de shaders.",
"Puts every option of this pack back to its default.": "Remet chaque option de ce pack à sa valeur par défaut.",
"Sets many options at once, as the pack groups them.": "Règle de nombreuses options à la fois, selon le regroupement du pack.",
"No shader packs yet: open the pack folder and put some in it.": "Aucun pack de shaders pour l'instant : ouvrez le dossier des packs et ajoutez-en.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Choisissez un pack de shaders. Choisir celui en cours d'utilisation désactive les shaders.",
"Changed options apply with Apply, or when you leave.": "Les options modifiées s'appliquent avec Appliquer, ou quand vous quittez.",
"Pack settings": "Réglages du pack",
"Built-in settings": "Réglages intégrés",
"%s settings": "Réglages de %s",
"Settings made by the pack's author: they change only this pack.": "Réglages créés par l'auteur du pack : ils ne modifient que ce pack.",
"Vanilla's own preset: sets only vanilla's options, as Minecraft does.": "Le préréglage de vanilla : il ne règle que les options de vanilla, comme Minecraft.",
"Fullscreen takes the display over, at the mode below.": "Le plein écran prend tout l'écran, au mode ci-dessous.",
"The display mode exclusive fullscreen uses. Applies when you leave.": "Le mode d'affichage du plein écran exclusif. S'applique en quittant.",
@@ -66,10 +66,7 @@
"horizon.mods.settings": "Impostazions",
"horizon.mods.in_world": " (lassâ il mont par cambiâ)",
"horizon.mods.open_folder": "Viert la cjarte Mod",
"horizon.shader_packs.empty": "Nissun grup di ombre: metiju inte cjarte dai grups di ombre",
"horizon.shader_options.open": "Opzions di ombrenadôr...",
"horizon.shader_options.profile": "Profil",
"horizon.shader_options.loading": "Leint lis opzions dal pachetin shader...",
"horizon.agent.copy_details": "Copiâ i detais de conession",
"horizon.multiplayer.join": "Iscrivitvi",
"horizon.multiplayer.cancel_reconnecting": "Annulâ la riconession",
@@ -470,5 +467,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Lis olmis e lis aureis dai altris zuiadôrs a restin platadis; i lôr altris cosmetics si viodin ancjemò. Distudât di predefinît.",
"horizon.extras.cosmetics.shown": "Mostrât",
"horizon.extras.cosmetics.hidden": "Scuindût",
"horizon.extras.cosmetics.name_tags": "Dome lis etichetis dai nons"
"horizon.extras.cosmetics.name_tags": "Dome lis etichetis dai nons",
"Installed": "Instalâts",
"Apply": "Apliche",
"Reset all options": "Ripristine ducj lis opzions",
"A Horizon shader pack.": "Un pachet di shader di Horizon.",
"An OptiFine or Iris shader pack.": "Un pachet di shader di OptiFine o Iris.",
"In use: press to turn shaders off.": "In ûs: frache par distudâ i shader.",
"Press to use it.": "Frache par doprâlu.",
"Put shader pack .zip files or folders in it.": "Met dentri file .zip o cartelis di pachets di shader.",
"Puts every option of this pack back to its default.": "Al torne ogni opzion di chest pachet al so valôr predefinît.",
"Sets many options at once, as the pack groups them.": "Al met tantis opzions in t'un colp, come che il pachet lis gruparès.",
"No shader packs yet: open the pack folder and put some in it.": "Ancjemò nissun pachet di shader: vierç la cartele dai pachets e met-ne cualchidun.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Sielç un pachet di shader. Sielzi chel in ûs al distude i shader.",
"Changed options apply with Apply, or when you leave.": "Lis opzions cambiadis a vegnin aplicadis cun Apliche, o cuant che tu jessis.",
"Pack settings": "Impostazions dal pachet",
"Built-in settings": "Impostazions integradis",
"%s settings": "Impostazions di %s",
"Settings made by the pack's author: they change only this pack.": "Impostazions fatis dal autôr dal pachet: a cambin dome chest pachet."
}
@@ -53,9 +53,6 @@
"horizon.mods.settings": "Ynstellings",
"horizon.mods.in_world": " (lit de wrâld te feroarjen)",
"horizon.mods.open_folder": "Iepenje Mod-map",
"horizon.shader_packs.empty": "Gjin shader-pakketten: set se yn 'e shaderpacks-map",
"horizon.shader_options.open": "Shader-opsjes ...",
"horizon.shader_options.loading": "De opsjes fan it shaderpakket lêze ...",
"horizon.agent.copy_details": "Kopiearje Ferbiningsdetails",
"horizon.multiplayer.cancel_reconnecting": "Ofbrekke opnij ferbinen",
"horizon.multiplayer.join_friend": "Doch mei oan in freon",
@@ -402,5 +399,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Spoaren en aura's fan oare spilers bliuwe ferburgen; harren oare kosmetika bliuwt sichtber. Standert út.",
"horizon.extras.cosmetics.shown": "Oanjûn",
"horizon.extras.cosmetics.hidden": "Ferburgen",
"horizon.extras.cosmetics.name_tags": "Allinnich nammelabels"
"horizon.extras.cosmetics.name_tags": "Allinnich nammelabels",
"Installed": "Ynstallearre",
"Apply": "Tapasse",
"Reset all options": "Alle opsjes weromsette",
"A Horizon shader pack.": "In Horizon-shaderpakket.",
"An OptiFine or Iris shader pack.": "In OptiFine- of Iris-shaderpakket.",
"In use: press to turn shaders off.": "Yn gebrûk: druk om shaders út te setten.",
"Press to use it.": "Druk om it te brûken.",
"Put shader pack .zip files or folders in it.": "Set .zip-bestannen of mappen mei shaderpakketten deryn.",
"Puts every option of this pack back to its default.": "Set alle opsjes fan dit pakket werom nei de standert.",
"Sets many options at once, as the pack groups them.": "Stelt in protte opsjes tagelyk yn, sa't it pakket se groepearret.",
"No shader packs yet: open the pack folder and put some in it.": "Noch gjin shaderpakketten: iepenje de pakketmap en set der guon yn.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Kies in shaderpakket. Dejinge yn gebrûk kieze set shaders út.",
"Changed options apply with Apply, or when you leave.": "Wizige opsjes wurde tapast mei Tapasse, of as jo fuortgeane.",
"Pack settings": "Pakketynstellingen",
"Built-in settings": "Ynboude ynstellingen",
"%s settings": "Ynstellingen fan %s",
"Settings made by the pack's author: they change only this pack.": "Ynstellingen makke troch de skriuwer fan it pakket: se feroarje allinnich dit pakket."
}
@@ -66,10 +66,7 @@
"horizon.mods.settings": "Socruithe",
"horizon.mods.in_world": " (fág an domhan a athrú)",
"horizon.mods.open_folder": "Oscail Fillteán Mod",
"horizon.shader_packs.empty": "Uimh pacáistí shader: iad a chur san fhillteán shaderpacks",
"horizon.shader_options.open": "Roghanna Shader...",
"horizon.shader_options.profile": "Próifíl",
"horizon.shader_options.loading": "Roghanna an phacáiste shader a léamh...",
"horizon.agent.copy_details": "Cóipeáil Sonraí Ceangail",
"horizon.multiplayer.join": "Bígí",
"horizon.multiplayer.cancel_reconnecting": "Cealaigh Athnascadh",
@@ -466,5 +463,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Fanann rianta agus aurataí imreoirí eile i bhfolach; feictear a gcuid maisithe eile fós. As de réir réamhshocraithe.",
"horizon.extras.cosmetics.shown": "Taispeántar",
"horizon.extras.cosmetics.hidden": "i bhfolach",
"horizon.extras.cosmetics.name_tags": "Clibeanna ainm amháin"
"horizon.extras.cosmetics.name_tags": "Clibeanna ainm amháin",
"Installed": "Suiteáilte",
"Apply": "Cuir i bhfeidhm",
"Reset all options": "Athshocraigh gach rogha",
"A Horizon shader pack.": "Pacáiste scáthaitheoirí Horizon.",
"An OptiFine or Iris shader pack.": "Pacáiste scáthaitheoirí OptiFine nó Iris.",
"In use: press to turn shaders off.": "In úsáid: brúigh chun scáthaitheoirí a mhúchadh.",
"Press to use it.": "Brúigh chun é a úsáid.",
"Put shader pack .zip files or folders in it.": "Cuir comhaid .zip nó fillteáin pacáistí scáthaitheoirí ann.",
"Puts every option of this pack back to its default.": "Cuireann sé gach rogha den phacáiste seo ar ais ar an réamhshocrú.",
"Sets many options at once, as the pack groups them.": "Socraíonn sé a lán roghanna ag an am céanna, mar a ghrúpálann an pacáiste iad.",
"No shader packs yet: open the pack folder and put some in it.": "Níl aon phacáiste scáthaitheoirí ann fós: oscail fillteán na bpacáistí agus cuir roinnt ann.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Roghnaigh pacáiste scáthaitheoirí. Má roghnaíonn tú an ceann atá in úsáid, múchtar na scáthaitheoirí.",
"Changed options apply with Apply, or when you leave.": "Cuirtear roghanna athraithe i bhfeidhm le Cuir i bhfeidhm, nó nuair a fhágann tú.",
"Pack settings": "Socruithe an phacáiste",
"Built-in settings": "Socruithe ionsuite",
"%s settings": "Socruithe %s",
"Settings made by the pack's author: they change only this pack.": "Socruithe a rinne údar an phacáiste: ní athraíonn siad ach an pacáiste seo."
}
@@ -70,10 +70,7 @@
"horizon.mods.settings": "Suidhichidhean",
"horizon.mods.in_world": " (Fàg an saoghal airson atharrachadh)",
"horizon.mods.open_folder": "Fosgail pasgan a’ Mhòid",
"horizon.shader_packs.empty": "Gun phasgan shader: cuir iad ann am pasgan shaderpacks",
"horizon.shader_options.open": "Roghainnean Shader...",
"horizon.shader_options.profile": "Pròifil",
"horizon.shader_options.loading": "A’ leughadh roghainnean pacaid shader...",
"horizon.agent.copy_details": "Dèan lethbhreac den fhiosrachadh ceangail",
"horizon.multiplayer.join": "Thig còmhla",
"horizon.multiplayer.cancel_reconnecting": "Sguir dhen ath-cheangal",
@@ -467,5 +464,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Fanaidh slighean is aurathan chluicheadairean eile falaichte; chithear an cuid maise eile fhathast. Dheth a ghnàth.",
"horizon.extras.cosmetics.shown": "Air a shealltainn",
"horizon.extras.cosmetics.hidden": "Falaichte",
"horizon.extras.cosmetics.name_tags": "Tagaichean ainmean a-mhàin"
"horizon.extras.cosmetics.name_tags": "Tagaichean ainmean a-mhàin",
"Installed": "Stàlaichte",
"Apply": "Cuir an sàs",
"Reset all options": "Ath-shuidhich a h-uile roghainn",
"A Horizon shader pack.": "Pacaid sgàileadairean Horizon.",
"An OptiFine or Iris shader pack.": "Pacaid sgàileadairean OptiFine no Iris.",
"In use: press to turn shaders off.": "’Ga chleachdadh: brùth gus na sgàileadairean a chur dheth.",
"Press to use it.": "Brùth gus a chleachdadh.",
"Put shader pack .zip files or folders in it.": "Cuir faidhlichean .zip no pasganan de phacaidean sgàileadairean ann.",
"Puts every option of this pack back to its default.": "Cuiridh e a h-uile roghainn dhen phacaid seo air ais dhan bhunait.",
"Sets many options at once, as the pack groups them.": "Suidhichidh e iomadh roghainn aig an aon àm, mar a bhios a’ phacaid gan cuimseachadh.",
"No shader packs yet: open the pack folder and put some in it.": "Chan eil pacaid sgàileadairean ann fhathast: fosgail pasgan nam pacaidean agus cuir cuid ann.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Tagh pacaid sgàileadairean. Ma thaghas tu an tè a tha ’ga cleachdadh, thèid na sgàileadairean a chur dheth.",
"Changed options apply with Apply, or when you leave.": "Thèid roghainnean atharraichte an sàs le Cuir an sàs, no nuair a dh’fhàgas tu.",
"Pack settings": "Roghainnean na pacaid",
"Built-in settings": "Roghainnean togte a-steach",
"%s settings": "Roghainnean %s",
"Settings made by the pack's author: they change only this pack.": "Roghainnean a rinn ùghdar na pacaid: chan atharraich iad ach a’ phacaid seo."
}
@@ -68,10 +68,7 @@
"horizon.mods.settings": "Configuración",
"horizon.mods.in_world": " (deixar o mundo para cambiar)",
"horizon.mods.open_folder": "Abre o cartafol de mod",
"horizon.shader_packs.empty": "Sen paquetes de sombreadores: colócaos no cartafol de paquetes de sombreadores",
"horizon.shader_options.open": "Opcións de sombreado...",
"horizon.shader_options.profile": "Perfil",
"horizon.shader_options.loading": "Lendo as opcións do paquete de sombreadores...",
"horizon.agent.copy_details": "Copiar os detalles da conexión",
"horizon.multiplayer.join": "Únete",
"horizon.multiplayer.cancel_reconnecting": "Cancelar a conexión",
@@ -466,5 +463,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "As estelas e auras doutros xogadores quedan agochadas; os seus outros cosméticos séguense vendo. Desactivado por defecto.",
"horizon.extras.cosmetics.shown": "Amosado",
"horizon.extras.cosmetics.hidden": "Oculto",
"horizon.extras.cosmetics.name_tags": "Só etiquetas de nome"
"horizon.extras.cosmetics.name_tags": "Só etiquetas de nome",
"Installed": "Instalados",
"Apply": "Aplicar",
"Reset all options": "Restablecer todas as opcións",
"A Horizon shader pack.": "Un paquete de shaders de Horizon.",
"An OptiFine or Iris shader pack.": "Un paquete de shaders de OptiFine ou Iris.",
"In use: press to turn shaders off.": "En uso: preme para desactivar os shaders.",
"Press to use it.": "Preme para usalo.",
"Put shader pack .zip files or folders in it.": "Pon nel ficheiros .zip ou cartafoles de paquetes de shaders.",
"Puts every option of this pack back to its default.": "Devolve todas as opcións deste paquete ao seu valor por defecto.",
"Sets many options at once, as the pack groups them.": "Axusta moitas opcións á vez, como as agrupa o paquete.",
"No shader packs yet: open the pack folder and put some in it.": "Aínda non hai paquetes de shaders: abre o cartafol de paquetes e pon algúns nel.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Escolle un paquete de shaders. Escoller o que está en uso desactiva os shaders.",
"Changed options apply with Apply, or when you leave.": "As opcións cambiadas aplícanse con Aplicar, ou ao saír.",
"Pack settings": "Axustes do paquete",
"Built-in settings": "Axustes integrados",
"%s settings": "Axustes de %s",
"Settings made by the pack's author: they change only this pack.": "Axustes feitos polo autor do paquete: só cambian este paquete."
}
@@ -68,10 +68,7 @@
"horizon.mods.settings": "Nā hoʻonohonoho",
"horizon.mods.in_world": " (haʻalele i ka honua e hoʻololi)",
"horizon.mods.open_folder": "E wehe i ka waihona mod",
"horizon.shader_packs.empty": "ʻAʻohe pūʻolo shader: hoʻokomo iā lākou i loko o ka waihona shaderpacks",
"horizon.shader_options.open": "Nā Koho Shader...",
"horizon.shader_options.profile": "Pilikino",
"horizon.shader_options.loading": "Heluhelu i nā koho o ka shader pack...",
"horizon.agent.copy_details": "E kope i nā kikoʻī pili",
"horizon.multiplayer.join": "Hui",
"horizon.multiplayer.cancel_reconnecting": "Hoʻopau i ka hoʻohui hou ʻana",
@@ -461,5 +458,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Hūnā ʻia nā meheu a me nā aura o nā mea pāʻani ʻē aʻe; ʻike ʻia nō kā lākou mau mea hoʻonani ʻē aʻe. Pio ma ke ʻano maʻamau.",
"horizon.extras.cosmetics.shown": "Hōʻike ʻia",
"horizon.extras.cosmetics.hidden": "Huna",
"horizon.extras.cosmetics.name_tags": "Nā inoa inoa wale nō"
"horizon.extras.cosmetics.name_tags": "Nā inoa inoa wale nō",
"Installed": "Kau ʻia",
"Apply": "Hoʻohana",
"Reset all options": "Hoʻomaka hou i nā koho a pau",
"A Horizon shader pack.": "He pūʻolo malu Horizon.",
"An OptiFine or Iris shader pack.": "He pūʻolo malu OptiFine a i ʻole Iris.",
"In use: press to turn shaders off.": "I ka hoʻohana ʻia: kaomi e pani i nā malu.",
"Press to use it.": "Kaomi e hoʻohana iā ia.",
"Put shader pack .zip files or folders in it.": "E waiho i nā faila .zip a i ʻole nā waihona pūʻolo malu i loko.",
"Puts every option of this pack back to its default.": "Hoʻihoʻi i kēlā me kēia koho o kēia pūʻolo i kāna paʻamau.",
"Sets many options at once, as the pack groups them.": "Hoʻonohonoho i nā koho he nui i ka manawa hoʻokahi, e like me ka hui ʻana o ka pūʻolo.",
"No shader packs yet: open the pack folder and put some in it.": "ʻAʻohe pūʻolo malu: e wehe i ka waihona pūʻolo a e waiho i kekahi i loko.",
"Pick a shader pack. Picking the one in use turns shaders off.": "E koho i kekahi pūʻolo malu. Ke koho ʻoe i ka mea e hoʻohana ʻia nei, pani ʻia nā malu.",
"Changed options apply with Apply, or when you leave.": "Hoʻohana ʻia nā koho i hoʻololi ʻia me Hoʻohana, a i ʻole ke haʻalele ʻoe.",
"Pack settings": "Nā hoʻonohonoho o ka pūʻolo",
"Built-in settings": "Nā hoʻonohonoho i kūkulu ʻia",
"%s settings": "Nā hoʻonohonoho o %s",
"Settings made by the pack's author: they change only this pack.": "Nā hoʻonohonoho a ka mea nāna i hana i ka pūʻolo: hoʻololi wale lākou i kēia pūʻolo."
}
@@ -69,10 +69,7 @@
"horizon.mods.settings": "הגדרות",
"horizon.mods.in_world": " (עזוב את העולם להשתנות)",
"horizon.mods.open_folder": "פתח את תיקיית Mod",
"horizon.shader_packs.empty": "ללא חבילות shader: הכניסו אותן לתיקיית shaderpacks",
"horizon.shader_options.open": "אפשרויות הצללה...",
"horizon.shader_options.profile": "פרופיל",
"horizon.shader_options.loading": "קורא את האפשרויות של חבילת הצללה...",
"horizon.agent.copy_details": "העתק את פרטי החיבור",
"horizon.multiplayer.join": "הצטרף",
"horizon.multiplayer.cancel_reconnecting": "בטל חיבור מחדש",
@@ -469,5 +466,22 @@
"horizon.extras.cosmetics.shown": "מוצג",
"horizon.extras.cosmetics.hidden": "מוסתר",
"horizon.extras.cosmetics.name_tags": "תגי שם בלבד",
"Shader Packs...": "חבילות Shader..."
"Shader Packs...": "חבילות Shader...",
"Installed": "מותקנות",
"Apply": "החל",
"Reset all options": "איפוס כל האפשרויות",
"A Horizon shader pack.": "חבילת שיידרים של Horizon.",
"An OptiFine or Iris shader pack.": "חבילת שיידרים של OptiFine או Iris.",
"In use: press to turn shaders off.": "בשימוש: לחצו כדי לכבות שיידרים.",
"Press to use it.": "לחצו כדי להשתמש בה.",
"Put shader pack .zip files or folders in it.": "הניחו בה קובצי .zip או תיקיות של חבילות שיידרים.",
"Puts every option of this pack back to its default.": "מחזיר כל אפשרות של חבילה זו לברירת המחדל.",
"Sets many options at once, as the pack groups them.": "קובע הרבה אפשרויות בבת אחת, כפי שהחבילה מקבצת אותן.",
"No shader packs yet: open the pack folder and put some in it.": "אין עדיין חבילות שיידרים: פתחו את תיקיית החבילות והניחו בה כמה.",
"Pick a shader pack. Picking the one in use turns shaders off.": "בחרו חבילת שיידרים. בחירה בחבילה שבשימוש מכבה את השיידרים.",
"Changed options apply with Apply, or when you leave.": "אפשרויות ששונו יוחלו עם החל, או כשתצאו.",
"Pack settings": "הגדרות החבילה",
"Built-in settings": "הגדרות מובנות",
"%s settings": "הגדרות של %s",
"Settings made by the pack's author: they change only this pack.": "הגדרות שיצר מחבר החבילה: הן משנות רק את החבילה הזו."
}
@@ -62,11 +62,7 @@
"horizon.mods.dev": " (देव)",
"horizon.mods.settings": "सेटिंग्स",
"horizon.mods.open_folder": "मॉड फ़ोल्डर खोलें",
"horizon.shader_packs.empty": "कोई शेडर पैक नहीं: उन्हें shaderpacks फ़ोल्डर में रखें",
"horizon.shader_packs.kind_horizon": " (क्षितिज)",
"horizon.shader_options.open": "शेडर विकल्प...",
"horizon.shader_options.profile": "प्रोफ़ाइल",
"horizon.shader_options.loading": "शेडर पैक के विकल्प पढ़े जा रहे हैं...",
"horizon.agent.copy_details": "कनेक्शन विवरण कॉपी करें",
"horizon.multiplayer.join": "शामिल हों",
"horizon.multiplayer.cancel_reconnecting": "पुनः कनेक्ट करना रद्द करें",
@@ -440,5 +436,22 @@
"horizon.repro.bundle": "रीप्रो बंडल: %s",
"horizon.repro.error": "रीप्रो: %s",
"horizon.repro.no_recording": "निर्यात करने के लिए अभी तक कोई रिकॉर्डिंग नहीं है।",
"horizon.repro.replay_started": "रीप्ले शुरू हुआ: %s"
"horizon.repro.replay_started": "रीप्ले शुरू हुआ: %s",
"Installed": "इंस्टॉल किए गए",
"Apply": "लागू करें",
"Reset all options": "सभी विकल्प रीसेट करें",
"A Horizon shader pack.": "एक Horizon शेडर पैक।",
"An OptiFine or Iris shader pack.": "एक OptiFine या Iris शेडर पैक।",
"In use: press to turn shaders off.": "उपयोग में: शेडर बंद करने के लिए दबाएँ।",
"Press to use it.": "इसे उपयोग करने के लिए दबाएँ।",
"Put shader pack .zip files or folders in it.": "शेडर पैक की .zip फ़ाइलें या फ़ोल्डर इसमें रखें।",
"Puts every option of this pack back to its default.": "इस पैक के हर विकल्प को उसके डिफ़ॉल्ट पर लौटाता है।",
"Sets many options at once, as the pack groups them.": "पैक के समूहों के अनुसार कई विकल्प एक साथ सेट करता है।",
"No shader packs yet: open the pack folder and put some in it.": "अभी कोई शेडर पैक नहीं है: पैक फ़ोल्डर खोलें और उसमें कुछ रखें।",
"Pick a shader pack. Picking the one in use turns shaders off.": "एक शेडर पैक चुनें। उपयोग में चल रहे पैक को चुनने से शेडर बंद हो जाते हैं।",
"Changed options apply with Apply, or when you leave.": "बदले गए विकल्प लागू करें से, या बाहर निकलने पर लागू होते हैं।",
"Pack settings": "पैक की सेटिंग",
"Built-in settings": "अंतर्निहित सेटिंग",
"%s settings": "%s की सेटिंग",
"Settings made by the pack's author: they change only this pack.": "पैक के लेखक की बनाई सेटिंग: ये केवल इसी पैक को बदलती हैं।"
}
@@ -57,10 +57,7 @@
"horizon.mods.dev": " (Razvojno)",
"horizon.mods.settings": "Postavke",
"horizon.mods.open_folder": "Otvori mapu modova",
"horizon.shader_packs.empty": "Nema paketa shadera: stavite ih u mapu shaderpacks",
"horizon.shader_options.open": "Postavke shadera...",
"horizon.shader_options.profile": "Profil",
"horizon.shader_options.loading": "Čitanje postavki paketa shadera...",
"horizon.agent.copy_details": "Kopiraj pojedinosti veze",
"horizon.multiplayer.join": "Pridruži se",
"horizon.multiplayer.cancel_reconnecting": "Otkaži ponovno povezivanje",
@@ -433,5 +430,22 @@
"horizon.repro.bundle": "Paket reprodukcije: %s",
"horizon.repro.error": "Reprodukcija: %s",
"horizon.repro.no_recording": "Još nema snimke za izvoz.",
"horizon.repro.replay_started": "Reprodukcija započeta: %s"
"horizon.repro.replay_started": "Reprodukcija započeta: %s",
"Installed": "Instalirani",
"Apply": "Primijeni",
"Reset all options": "Vrati sve opcije na zadano",
"A Horizon shader pack.": "Horizon paket shadera.",
"An OptiFine or Iris shader pack.": "OptiFine ili Iris paket shadera.",
"In use: press to turn shaders off.": "U upotrebi: pritisni za isključivanje shadera.",
"Press to use it.": "Pritisni za korištenje.",
"Put shader pack .zip files or folders in it.": "Stavi u nju .zip datoteke ili mape paketa shadera.",
"Puts every option of this pack back to its default.": "Vraća svaku opciju ovog paketa na zadanu vrijednost.",
"Sets many options at once, as the pack groups them.": "Postavlja mnogo opcija odjednom, onako kako ih paket grupira.",
"No shader packs yet: open the pack folder and put some in it.": "Još nema paketa shadera: otvori mapu paketa i stavi nekoliko u nju.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Odaberi paket shadera. Odabir paketa koji je u upotrebi isključuje shadere.",
"Changed options apply with Apply, or when you leave.": "Promijenjene opcije primjenjuju se gumbom Primijeni ili kad izađeš.",
"Pack settings": "Postavke paketa",
"Built-in settings": "Ugrađene postavke",
"%s settings": "Postavke za %s",
"Settings made by the pack's author: they change only this pack.": "Postavke koje je napravio autor paketa: mijenjaju samo ovaj paket."
}
@@ -66,11 +66,7 @@
"horizon.mods.settings": "Beállítások elemre",
"horizon.mods.in_world": " (hagyd a világot, hogy megváltozzon)",
"horizon.mods.open_folder": "Nyissa meg a Mod mappát",
"horizon.shader_packs.empty": "Nincs árnyékoló csomag: helyezze őket a shaderpacks mappába",
"horizon.shader_packs.kind_horizon": " (Horizont)",
"horizon.shader_options.open": "Árnyékoló opciók...",
"horizon.shader_options.profile": "Profil",
"horizon.shader_options.loading": "A shader csomag opcióinak elolvasása...",
"horizon.agent.copy_details": "Másolja a kapcsolat részleteit",
"horizon.multiplayer.join": "Csatlakozz",
"horizon.multiplayer.cancel_reconnecting": "Az újracsatlakozás megszakítása",
@@ -461,5 +457,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Más játékosok nyomai és aurái rejtve maradnak; a többi kozmetikumuk továbbra is látszik. Alapértelmezetten ki.",
"horizon.extras.cosmetics.shown": "Megjelenítve",
"horizon.extras.cosmetics.hidden": "Rejtett",
"horizon.extras.cosmetics.name_tags": "Csak névcímkék"
"horizon.extras.cosmetics.name_tags": "Csak névcímkék",
"Installed": "Telepítettek",
"Apply": "Alkalmaz",
"Reset all options": "Összes beállítás visszaállítása",
"A Horizon shader pack.": "Egy Horizon shadercsomag.",
"An OptiFine or Iris shader pack.": "Egy OptiFine- vagy Iris-shadercsomag.",
"In use: press to turn shaders off.": "Használatban: nyomd meg a shaderek kikapcsolásához.",
"Press to use it.": "Nyomd meg a használatához.",
"Put shader pack .zip files or folders in it.": "Tegyél bele shadercsomag .zip fájlokat vagy mappákat.",
"Puts every option of this pack back to its default.": "A csomag minden beállítását visszaállítja az alapértelmezettre.",
"Sets many options at once, as the pack groups them.": "Sok beállítást állít be egyszerre, ahogy a csomag csoportosítja őket.",
"No shader packs yet: open the pack folder and put some in it.": "Még nincs shadercsomag: nyisd meg a csomagmappát, és tegyél bele párat.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Válassz egy shadercsomagot. A használatban lévő kiválasztása kikapcsolja a shadereket.",
"Changed options apply with Apply, or when you leave.": "A módosított beállítások az Alkalmaz gombbal vagy kilépéskor lépnek érvénybe.",
"Pack settings": "Csomagbeállítások",
"Built-in settings": "Beépített beállítások",
"%s settings": "%s beállításai",
"Settings made by the pack's author: they change only this pack.": "A csomag szerzője által készített beállítások: csak ezt a csomagot módosítják."
}
@@ -67,9 +67,7 @@
"horizon.mods.settings": "Կարգավորումներ",
"horizon.mods.in_world": " (թողեք աշխարհը փոխվի)",
"horizon.mods.open_folder": "Բացեք Mod թղթապանակը",
"horizon.shader_packs.empty": "Շեյդերների փաթեթներ չկան. դրեք դրանք shaderpacks թղթապանակում",
"horizon.shader_options.profile": "Անձնագիր",
"horizon.shader_options.loading": "Շեյդերների փաթեթի տարբերակների ընթերցում...",
"horizon.agent.copy_details": "Պատճենել կապի մանրամասները",
"horizon.multiplayer.join": "Միանալ",
"horizon.multiplayer.cancel_reconnecting": "Չեղարկել վերամիացումը",
@@ -467,5 +465,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Այլ խաղացողների հետքերն ու աուրաները մնում են թաքնված. նրանց մյուս կոսմետիկան դեռ երևում է։ Լռելյայն անջատված է։",
"horizon.extras.cosmetics.shown": "Ցուցադրված է",
"horizon.extras.cosmetics.hidden": "Թաքնված",
"horizon.extras.cosmetics.name_tags": "Միայն անունների պիտակներ"
"horizon.extras.cosmetics.name_tags": "Միայն անունների պիտակներ",
"Installed": "Տեղադրված",
"Apply": "Կիրառել",
"Reset all options": "Վերակայել բոլոր ընտրանքները",
"A Horizon shader pack.": "Horizon շեյդերների փաթեթ։",
"An OptiFine or Iris shader pack.": "OptiFine կամ Iris շեյդերների փաթեթ։",
"In use: press to turn shaders off.": "Օգտագործվում է․ սեղմեք՝ շեյդերն անջատելու համար։",
"Press to use it.": "Սեղմեք՝ օգտագործելու համար։",
"Put shader pack .zip files or folders in it.": "Դրեք դրա մեջ շեյդերների փաթեթների .zip ֆայլեր կամ պանակներ։",
"Puts every option of this pack back to its default.": "Այս փաթեթի յուրաքանչյուր ընտրանք վերադարձնում է լռելյայնին։",
"Sets many options at once, as the pack groups them.": "Միանգամից սահմանում է բազմաթիվ ընտրանքներ՝ ինչպես փաթեթն է խմբավորել։",
"No shader packs yet: open the pack folder and put some in it.": "Շեյդերների փաթեթներ դեռ չկան․ բացեք փաթեթների պանակը և դրեք մի քանիսը։",
"Pick a shader pack. Picking the one in use turns shaders off.": "Ընտրեք շեյդերների փաթեթ։ Օգտագործվողն ընտրելը անջատում է շեյդերները։",
"Changed options apply with Apply, or when you leave.": "Փոփոխված ընտրանքները կիրառվում են «Կիրառել» կոճակով կամ դուրս գալիս։",
"Pack settings": "Փաթեթի կարգավորումներ",
"Built-in settings": "Ներկառուցված կարգավորումներ",
"%s settings": "%s կարգավորումներ",
"Settings made by the pack's author: they change only this pack.": "Փաթեթի հեղինակի ստեղծած կարգավորումներ․ դրանք փոխում են միայն այս փաթեթը։"
}
@@ -57,10 +57,7 @@
"horizon.mods.dev": " (Pengembang)",
"horizon.mods.settings": "Pengaturan",
"horizon.mods.open_folder": "Buka Folder Mod",
"horizon.shader_packs.empty": "Tidak ada paket shader: masukkan ke dalam folder shaderpacks",
"horizon.shader_options.open": "Opsi Shader...",
"horizon.shader_options.profile": "Profil",
"horizon.shader_options.loading": "Membaca opsi paket shader...",
"horizon.agent.copy_details": "Salin Detail Koneksi",
"horizon.multiplayer.join": "Gabung",
"horizon.multiplayer.cancel_reconnecting": "Batalkan Menyambungkan Ulang",
@@ -426,5 +423,22 @@
"horizon.repro.bundle": "Bundel reproduksi: %s",
"horizon.repro.error": "Reproduksi: %s",
"horizon.repro.no_recording": "Belum ada rekaman untuk diekspor.",
"horizon.repro.replay_started": "Pemutaran ulang dimulai: %s"
"horizon.repro.replay_started": "Pemutaran ulang dimulai: %s",
"Installed": "Terpasang",
"Apply": "Terapkan",
"Reset all options": "Setel ulang semua opsi",
"A Horizon shader pack.": "Paket shader Horizon.",
"An OptiFine or Iris shader pack.": "Paket shader OptiFine atau Iris.",
"In use: press to turn shaders off.": "Sedang dipakai: tekan untuk mematikan shader.",
"Press to use it.": "Tekan untuk memakainya.",
"Put shader pack .zip files or folders in it.": "Taruh file .zip atau folder paket shader di dalamnya.",
"Puts every option of this pack back to its default.": "Mengembalikan setiap opsi paket ini ke nilai bawaannya.",
"Sets many options at once, as the pack groups them.": "Mengatur banyak opsi sekaligus, sesuai pengelompokan paket.",
"No shader packs yet: open the pack folder and put some in it.": "Belum ada paket shader: buka folder paket dan taruh beberapa di dalamnya.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Pilih paket shader. Memilih yang sedang dipakai akan mematikan shader.",
"Changed options apply with Apply, or when you leave.": "Opsi yang diubah diterapkan dengan Terapkan, atau saat Anda keluar.",
"Pack settings": "Pengaturan paket",
"Built-in settings": "Pengaturan bawaan",
"%s settings": "Pengaturan %s",
"Settings made by the pack's author: they change only this pack.": "Pengaturan buatan pembuat paket: hanya mengubah paket ini."
}
@@ -71,10 +71,7 @@
"horizon.mods.settings": "Ntọala",
"horizon.mods.in_world": " (hapụ ụwa ka ọ gbanwee)",
"horizon.mods.open_folder": "Mepee folda Mod",
"horizon.shader_packs.empty": "Enweghị ngwugwu shader: tinye ha na nchekwa shaderpacks",
"horizon.shader_options.open": "Nhọrọ Shader...",
"horizon.shader_options.profile": "Profaịlụ",
"horizon.shader_options.loading": "Ịgụ nhọrọ mkpọ shader...",
"horizon.agent.copy_details": "Detuo nkọwa njikọ",
"horizon.multiplayer.join": "Soro",
"horizon.multiplayer.cancel_reconnecting": "Kagbuo njikọ ọzọ",
@@ -463,5 +460,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Akara ụkwụ na aura ndị egwuregwu ndị ọzọ na-anọgide zoro ezo; ihe ịchọ mma ha ndị ọzọ ka na-egosi. Gbanyụrụ na ndabara.",
"horizon.extras.cosmetics.shown": "Egosiri",
"horizon.extras.cosmetics.hidden": "Zoro ezo",
"horizon.extras.cosmetics.name_tags": "Naanị mkpado aha"
"horizon.extras.cosmetics.name_tags": "Naanị mkpado aha",
"Installed": "E wụnyere",
"Apply": "Tinye ya",
"Reset all options": "Weghachi nhọrọ niile",
"A Horizon shader pack.": "Mpempe shader Horizon.",
"An OptiFine or Iris shader pack.": "Mpempe shader OptiFine ma ọ bụ Iris.",
"In use: press to turn shaders off.": "A na-eji ya: pịa ka i gbanyụọ shader.",
"Press to use it.": "Pịa ka i jiri ya.",
"Put shader pack .zip files or folders in it.": "Tinye faịlụ .zip ma ọ bụ folda mpempe shader n'ime ya.",
"Puts every option of this pack back to its default.": "Na-eweghachi nhọrọ ọ bụla nke mpempe a na ntọala mbụ.",
"Sets many options at once, as the pack groups them.": "Na-ahazi ọtụtụ nhọrọ n'otu oge, dị ka mpempe ahụ si achịkọta ha.",
"No shader packs yet: open the pack folder and put some in it.": "Enweghị mpempe shader ọ bụla ugbu a: mepee folda mpempe ma tinye ụfọdụ n'ime ya.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Họrọ mpempe shader. Ịhọrọ nke a na-eji na-agbanyụ shader.",
"Changed options apply with Apply, or when you leave.": "A na-etinye nhọrọ ndị agbanwere site na Tinye ya, ma ọ bụ mgbe i si apụ.",
"Pack settings": "Ntọala mpempe",
"Built-in settings": "Ntọala e wuru n'ime ya",
"%s settings": "Ntọala %s",
"Settings made by the pack's author: they change only this pack.": "Ntọala onye mere mpempe kere: ha na-agbanwe naanị mpempe a."
}
@@ -70,10 +70,7 @@
"horizon.mods.settings": "Stillingar",
"horizon.mods.in_world": " (láttu heiminn breytast)",
"horizon.mods.open_folder": "Opnaðu Mod Folder",
"horizon.shader_packs.empty": "Engar shader pakkar: settu þá í shaderpacks möppuna",
"horizon.shader_options.open": "Skuggavalkostir...",
"horizon.shader_options.profile": "Prófíll",
"horizon.shader_options.loading": "Er að lesa valkosti shader pakkans...",
"horizon.agent.copy_details": "Afritaðu tengingarupplýsingar",
"horizon.multiplayer.join": "Vertu með",
"horizon.multiplayer.cancel_reconnecting": "Hætta við að tengjast aftur",
@@ -469,5 +466,22 @@
"horizon.extras.cosmetics.shown": "Sýnd",
"horizon.extras.cosmetics.hidden": "Falinn",
"horizon.extras.cosmetics.name_tags": "Eingöngu nafnamerki",
"Shader Packs...": "Shader pakkar..."
"Shader Packs...": "Shader pakkar...",
"Installed": "Uppsett",
"Apply": "Virkja",
"Reset all options": "Endurstilla alla valkosti",
"A Horizon shader pack.": "Horizon-skuggapakki.",
"An OptiFine or Iris shader pack.": "OptiFine- eða Iris-skuggapakki.",
"In use: press to turn shaders off.": "Í notkun: ýttu til að slökkva á skuggum.",
"Press to use it.": "Ýttu til að nota hann.",
"Put shader pack .zip files or folders in it.": "Settu .zip-skrár eða möppur með skuggapökkum í hana.",
"Puts every option of this pack back to its default.": "Setur alla valkosti þessa pakka aftur á sjálfgefið gildi.",
"Sets many options at once, as the pack groups them.": "Stillir marga valkosti í einu, eins og pakkinn flokkar þá.",
"No shader packs yet: open the pack folder and put some in it.": "Engir skuggapakkar enn: opnaðu pakkamöppuna og settu nokkra í hana.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Veldu skuggapakka. Ef þú velur þann sem er í notkun slokknar á skuggum.",
"Changed options apply with Apply, or when you leave.": "Breyttir valkostir taka gildi með Virkja, eða þegar þú ferð út.",
"Pack settings": "Pakkastillingar",
"Built-in settings": "Innbyggðar stillingar",
"%s settings": "Stillingar %s",
"Settings made by the pack's author: they change only this pack.": "Stillingar sem höfundur pakkans bjó til: þær breyta aðeins þessum pakka."
}
@@ -74,10 +74,7 @@
"horizon.mods.settings": "Impostazioni",
"horizon.mods.in_world": " (lasciare che il mondo cambi)",
"horizon.mods.open_folder": "Apri la cartella Mod",
"horizon.shader_packs.empty": "Nessun pacchetto shader: inseriscili nella cartella shaderpacks",
"horizon.shader_options.open": "Opzioni shader...",
"horizon.shader_options.profile": "Profilo",
"horizon.shader_options.loading": "Leggendo le opzioni del pacchetto shader...",
"horizon.agent.copy_details": "Copia i dettagli della connessione",
"horizon.multiplayer.join": "Partecipa",
"horizon.multiplayer.cancel_reconnecting": "Annulla riconnessione",
@@ -483,5 +480,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Le scie e le aure degli altri giocatori restano nascoste; gli altri loro cosmetici restano visibili. Disattivato per impostazione predefinita.",
"horizon.extras.cosmetics.shown": "Mostrato",
"horizon.extras.cosmetics.hidden": "Nascosto",
"horizon.extras.cosmetics.name_tags": "Solo targhette con nome"
"horizon.extras.cosmetics.name_tags": "Solo targhette con nome",
"Installed": "Installati",
"Apply": "Applica",
"Reset all options": "Ripristina tutte le opzioni",
"A Horizon shader pack.": "Un pacchetto di shader Horizon.",
"An OptiFine or Iris shader pack.": "Un pacchetto di shader OptiFine o Iris.",
"In use: press to turn shaders off.": "In uso: premi per disattivare gli shader.",
"Press to use it.": "Premi per usarlo.",
"Put shader pack .zip files or folders in it.": "Mettici dentro file .zip o cartelle di pacchetti di shader.",
"Puts every option of this pack back to its default.": "Riporta ogni opzione di questo pacchetto al valore predefinito.",
"Sets many options at once, as the pack groups them.": "Imposta molte opzioni insieme, come le raggruppa il pacchetto.",
"No shader packs yet: open the pack folder and put some in it.": "Nessun pacchetto di shader per ora: apri la cartella dei pacchetti e mettine qualcuno.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Scegli un pacchetto di shader. Scegliere quello in uso disattiva gli shader.",
"Changed options apply with Apply, or when you leave.": "Le opzioni modificate si applicano con Applica, o quando esci.",
"Pack settings": "Impostazioni del pacchetto",
"Built-in settings": "Impostazioni integrate",
"%s settings": "Impostazioni di %s",
"Settings made by the pack's author: they change only this pack.": "Impostazioni create dall'autore del pacchetto: cambiano solo questo pacchetto."
}
@@ -76,10 +76,7 @@
"horizon.mods.settings": "設定",
"horizon.mods.in_world": " (世界の変化に任せて)",
"horizon.mods.open_folder": "Modフォルダーを開く",
"horizon.shader_packs.empty": "シェーダー パックはありません。シェーダー パック フォルダーに入れてください。",
"horizon.shader_options.open": "シェーダオプション...",
"horizon.shader_options.profile": "プロフィール",
"horizon.shader_options.loading": "シェーダー パックのオプションを読んでいます...",
"horizon.agent.copy_details": "接続詳細のコピー",
"horizon.multiplayer.join": "参加する",
"horizon.multiplayer.cancel_reconnecting": "再接続のキャンセル",
@@ -490,5 +487,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "他のプレイヤーの軌跡とオーラを非表示にします。それ以外のコスメティックは表示されたままです。デフォルトはオフ。",
"horizon.extras.cosmetics.shown": "示されている",
"horizon.extras.cosmetics.hidden": "隠された",
"horizon.extras.cosmetics.name_tags": "ネームタグのみ"
"horizon.extras.cosmetics.name_tags": "ネームタグのみ",
"Installed": "インストール済み",
"Apply": "適用",
"Reset all options": "すべてのオプションをリセット",
"A Horizon shader pack.": "Horizon のシェーダーパック。",
"An OptiFine or Iris shader pack.": "OptiFine または Iris のシェーダーパック。",
"In use: press to turn shaders off.": "使用中: 押すとシェーダーをオフにします。",
"Press to use it.": "押すと使用します。",
"Put shader pack .zip files or folders in it.": "シェーダーパックの .zip ファイルまたはフォルダーをここに入れてください。",
"Puts every option of this pack back to its default.": "このパックのすべてのオプションを初期値に戻します。",
"Sets many options at once, as the pack groups them.": "パックのグループ分けに従って、多数のオプションを一度に設定します。",
"No shader packs yet: open the pack folder and put some in it.": "シェーダーパックはまだありません: パックフォルダーを開いて入れてください。",
"Pick a shader pack. Picking the one in use turns shaders off.": "シェーダーパックを選んでください。使用中のものを選ぶとシェーダーがオフになります。",
"Changed options apply with Apply, or when you leave.": "変更したオプションは「適用」を押すか、画面を閉じると反映されます。",
"Pack settings": "パックの設定",
"Built-in settings": "内蔵設定",
"%s settings": "%s の設定",
"Settings made by the pack's author: they change only this pack.": "パックの作者が用意した設定: このパックだけが変わります。"
}
@@ -70,9 +70,7 @@
"horizon.mods.settings": "პარამეტრები",
"horizon.mods.in_world": " (დატოვე სამყარო, რომ შეიცვალოს)",
"horizon.mods.open_folder": "გახსენით Mod Folder",
"horizon.shader_packs.empty": "შადერის პაკეტების გარეშე: ჩადეთ ისინი shaderpacks საქაღალდეში",
"horizon.shader_options.profile": "პროფილი",
"horizon.shader_options.loading": "შადერის პაკეტის ვარიანტების წაკითხვა...",
"horizon.agent.copy_details": "დააკოპირეთ კავშირის დეტალები",
"horizon.multiplayer.join": "შეუერთდი",
"horizon.multiplayer.cancel_reconnecting": "ხელახლა დაკავშირების გაუქმება",
@@ -475,5 +473,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "სხვა მოთამაშეების კვალი და აურები დამალული რჩება; მათი სხვა კოსმეტიკა კვლავ ჩანს. ნაგულისხმევად გამორთულია.",
"horizon.extras.cosmetics.shown": "ნაჩვენებია",
"horizon.extras.cosmetics.hidden": "დამალული",
"horizon.extras.cosmetics.name_tags": "მხოლოდ სახელების ტეგები"
"horizon.extras.cosmetics.name_tags": "მხოლოდ სახელების ტეგები",
"Installed": "დაყენებული",
"Apply": "გამოყენება",
"Reset all options": "ყველა პარამეტრის გადატვირთვა",
"A Horizon shader pack.": "Horizon-ის შეიდერების პაკეტი.",
"An OptiFine or Iris shader pack.": "OptiFine-ის ან Iris-ის შეიდერების პაკეტი.",
"In use: press to turn shaders off.": "გამოიყენება: დააჭირეთ შეიდერების გამოსართავად.",
"Press to use it.": "დააჭირეთ გამოსაყენებლად.",
"Put shader pack .zip files or folders in it.": "ჩადეთ მასში შეიდერების პაკეტების .zip ფაილები ან საქაღალდეები.",
"Puts every option of this pack back to its default.": "ამ პაკეტის ყველა პარამეტრს სტანდარტულზე აბრუნებს.",
"Sets many options at once, as the pack groups them.": "ერთბაშად ადგენს ბევრ პარამეტრს, ისე, როგორც პაკეტი აჯგუფებს მათ.",
"No shader packs yet: open the pack folder and put some in it.": "შეიდერების პაკეტები ჯერ არ არის: გახსენით პაკეტების საქაღალდე და ჩადეთ რამდენიმე.",
"Pick a shader pack. Picking the one in use turns shaders off.": "აირჩიეთ შეიდერების პაკეტი. გამოყენებულის არჩევა შეიდერებს გამორთავს.",
"Changed options apply with Apply, or when you leave.": "შეცვლილი პარამეტრები გამოიყენება ღილაკით „გამოყენება“ ან გასვლისას.",
"Pack settings": "პაკეტის პარამეტრები",
"Built-in settings": "ჩაშენებული პარამეტრები",
"%s settings": "%s-ის პარამეტრები",
"Settings made by the pack's author: they change only this pack.": "პაკეტის ავტორის შექმნილი პარამეტრები: ისინი მხოლოდ ამ პაკეტს ცვლიან."
}
@@ -73,10 +73,7 @@
"horizon.mods.settings": "Параметрлер",
"horizon.mods.in_world": " (әлемді өзгерту үшін қалдырыңыз)",
"horizon.mods.open_folder": "Мод қалтасын ашыңыз",
"horizon.shader_packs.empty": "Шейдер бумалары жоқ: оларды shaderpacks қалтасына салыңыз",
"horizon.shader_options.open": "Шейдер опциялары...",
"horizon.shader_options.profile": "Профиль",
"horizon.shader_options.loading": "Шейдер бумасының опциялары оқылуда...",
"horizon.agent.copy_details": "Қосылым мәліметтерін көшіру",
"horizon.multiplayer.join": "Қосылыңыз",
"horizon.multiplayer.cancel_reconnecting": "Қайта қосылудан бас тарту",
@@ -477,5 +474,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Басқа ойыншылардың іздері мен ауралары жасырын қалады; олардың басқа косметикасы көрінеді. Әдепкі бойынша өшірулі.",
"horizon.extras.cosmetics.shown": "Көрсетілген",
"horizon.extras.cosmetics.hidden": "Жасырын",
"horizon.extras.cosmetics.name_tags": "Тек атау тегтері"
"horizon.extras.cosmetics.name_tags": "Тек атау тегтері",
"Installed": "Орнатылған",
"Apply": "Қолдану",
"Reset all options": "Барлық опцияларды ысыру",
"A Horizon shader pack.": "Horizon шейдер жинағы.",
"An OptiFine or Iris shader pack.": "OptiFine немесе Iris шейдер жинағы.",
"In use: press to turn shaders off.": "Қолданылуда: шейдерлерді өшіру үшін басыңыз.",
"Press to use it.": "Қолдану үшін басыңыз.",
"Put shader pack .zip files or folders in it.": "Оған шейдер жинақтарының .zip файлдарын немесе қалталарын салыңыз.",
"Puts every option of this pack back to its default.": "Осы жинақтың барлық опцияларын бастапқы мәніне қайтарады.",
"Sets many options at once, as the pack groups them.": "Жинақ топтағандай, көп опцияны бірден орнатады.",
"No shader packs yet: open the pack folder and put some in it.": "Шейдер жинақтары әлі жоқ: жинақ қалтасын ашып, бірнешеуін салыңыз.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Шейдер жинағын таңдаңыз. Қолданылып жатқанын таңдасаңыз, шейдерлер өшеді.",
"Changed options apply with Apply, or when you leave.": "Өзгертілген опциялар «Қолдану» батырмасымен немесе шыққанда қолданылады.",
"Pack settings": "Жинақ параметрлері",
"Built-in settings": "Кіріктірілген параметрлер",
"%s settings": "%s параметрлері",
"Settings made by the pack's author: they change only this pack.": "Жинақ авторы жасаған параметрлер: олар тек осы жинақты өзгертеді."
}
@@ -74,10 +74,7 @@
"horizon.mods.settings": "ಸೆಟ್ಟಿಂಗ್‌ಗಳು",
"horizon.mods.in_world": " (ಜಗತ್ತನ್ನು ಬದಲಾಯಿಸಲು ಬಿಡಿ)",
"horizon.mods.open_folder": "ಮಾಡ್ ಫೋಲ್ಡರ್ ತೆರೆಯಿರಿ",
"horizon.shader_packs.empty": "ಶೇಡರ್ ಪ್ಯಾಕ್‌ಗಳಿಲ್ಲ: ಅವುಗಳನ್ನು ಶೇಡರ್‌ಪ್ಯಾಕ್ಸ್ ಫೋಲ್ಡರ್‌ನಲ್ಲಿ ಇರಿಸಿ",
"horizon.shader_options.open": "ಶೇಡರ್ ಆಯ್ಕೆಗಳು...",
"horizon.shader_options.profile": "ಪ್ರೊಫೈಲ್",
"horizon.shader_options.loading": "ಶೇಡರ್ ಪ್ಯಾಕ್‌ನ ಆಯ್ಕೆಗಳನ್ನು ಓದಲಾಗುತ್ತಿದೆ...",
"horizon.agent.copy_details": "ಸಂಪರ್ಕ ವಿವರಗಳನ್ನು ನಕಲಿಸಿ",
"horizon.multiplayer.join": "ಸೇರಿಕೊಳ್ಳಿ",
"horizon.multiplayer.cancel_reconnecting": "ಮರುಸಂಪರ್ಕವನ್ನು ರದ್ದುಮಾಡಿ",
@@ -484,5 +481,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "ಇತರ ಆಟಗಾರರ ಹಾದಿಗಳು ಮತ್ತು ಪ್ರಭಾವಳಿಗಳು ಮರೆಯಾಗಿರುತ್ತವೆ; ಅವರ ಇತರ ಅಲಂಕಾರಗಳು ಕಾಣುತ್ತವೆ. ಪೂರ್ವನಿಯೋಜಿತವಾಗಿ ಆಫ್.",
"horizon.extras.cosmetics.shown": "ತೋರಿಸಲಾಗಿದೆ",
"horizon.extras.cosmetics.hidden": "ಮರೆಮಾಡಲಾಗಿದೆ",
"horizon.extras.cosmetics.name_tags": "ಹೆಸರು ಟ್ಯಾಗ್‌ಗಳು ಮಾತ್ರ"
"horizon.extras.cosmetics.name_tags": "ಹೆಸರು ಟ್ಯಾಗ್‌ಗಳು ಮಾತ್ರ",
"Installed": "ಸ್ಥಾಪಿತವಾದವು",
"Apply": "ಅನ್ವಯಿಸಿ",
"Reset all options": "ಎಲ್ಲಾ ಆಯ್ಕೆಗಳನ್ನು ಮರುಹೊಂದಿಸಿ",
"A Horizon shader pack.": "ಒಂದು Horizon ಶೇಡರ್ ಪ್ಯಾಕ್.",
"An OptiFine or Iris shader pack.": "ಒಂದು OptiFine ಅಥವಾ Iris ಶೇಡರ್ ಪ್ಯಾಕ್.",
"In use: press to turn shaders off.": "ಬಳಕೆಯಲ್ಲಿದೆ: ಶೇಡರ್‌ಗಳನ್ನು ಆಫ್ ಮಾಡಲು ಒತ್ತಿ.",
"Press to use it.": "ಬಳಸಲು ಒತ್ತಿ.",
"Put shader pack .zip files or folders in it.": "ಶೇಡರ್ ಪ್ಯಾಕ್ .zip ಫೈಲ್‌ಗಳು ಅಥವಾ ಫೋಲ್ಡರ್‌ಗಳನ್ನು ಅದರಲ್ಲಿ ಇರಿಸಿ.",
"Puts every option of this pack back to its default.": "ಈ ಪ್ಯಾಕ್‌ನ ಪ್ರತಿ ಆಯ್ಕೆಯನ್ನು ಅದರ ಡೀಫಾಲ್ಟ್‌ಗೆ ಮರಳಿಸುತ್ತದೆ.",
"Sets many options at once, as the pack groups them.": "ಪ್ಯಾಕ್ ಗುಂಪು ಮಾಡಿರುವಂತೆ, ಹಲವು ಆಯ್ಕೆಗಳನ್ನು ಒಮ್ಮೆಲೇ ಹೊಂದಿಸುತ್ತದೆ.",
"No shader packs yet: open the pack folder and put some in it.": "ಇನ್ನೂ ಶೇಡರ್ ಪ್ಯಾಕ್‌ಗಳಿಲ್ಲ: ಪ್ಯಾಕ್ ಫೋಲ್ಡರ್ ತೆರೆದು ಕೆಲವನ್ನು ಇರಿಸಿ.",
"Pick a shader pack. Picking the one in use turns shaders off.": "ಒಂದು ಶೇಡರ್ ಪ್ಯಾಕ್ ಆರಿಸಿ. ಬಳಕೆಯಲ್ಲಿರುವುದನ್ನು ಆರಿಸಿದರೆ ಶೇಡರ್‌ಗಳು ಆಫ್ ಆಗುತ್ತವೆ.",
"Changed options apply with Apply, or when you leave.": "ಬದಲಿಸಿದ ಆಯ್ಕೆಗಳು ಅನ್ವಯಿಸಿ ಮೂಲಕ, ಅಥವಾ ನೀವು ಹೊರಬಂದಾಗ ಅನ್ವಯವಾಗುತ್ತವೆ.",
"Pack settings": "ಪ್ಯಾಕ್ ಸೆಟ್ಟಿಂಗ್‌ಗಳು",
"Built-in settings": "ಅಂತರ್ನಿರ್ಮಿತ ಸೆಟ್ಟಿಂಗ್‌ಗಳು",
"%s settings": "%s ಸೆಟ್ಟಿಂಗ್‌ಗಳು",
"Settings made by the pack's author: they change only this pack.": "ಪ್ಯಾಕ್‌ನ ಲೇಖಕರು ರಚಿಸಿದ ಸೆಟ್ಟಿಂಗ್‌ಗಳು: ಅವು ಈ ಪ್ಯಾಕ್ ಅನ್ನು ಮಾತ್ರ ಬದಲಿಸುತ್ತವೆ."
}
@@ -57,10 +57,7 @@
"horizon.mods.dev": " (개발용)",
"horizon.mods.settings": "설정",
"horizon.mods.open_folder": "모드 폴더 열기",
"horizon.shader_packs.empty": "셰이더 팩 없음: shaderpacks 폴더에 넣으세요.",
"horizon.shader_options.open": "셰이더 옵션...",
"horizon.shader_options.profile": "프로필",
"horizon.shader_options.loading": "셰이더 팩 옵션을 읽는 중...",
"horizon.agent.copy_details": "연결 세부 정보 복사",
"horizon.multiplayer.join": "참가",
"horizon.multiplayer.cancel_reconnecting": "재연결 취소",
@@ -436,5 +433,22 @@
"horizon.repro.bundle": "재현 번들: %s",
"horizon.repro.error": "재현 오류: %s",
"horizon.repro.no_recording": "아직 내보낼 기록이 없습니다.",
"horizon.repro.replay_started": "재생이 시작되었습니다: %s"
"horizon.repro.replay_started": "재생이 시작되었습니다: %s",
"Installed": "설치됨",
"Apply": "적용",
"Reset all options": "모든 옵션 초기화",
"A Horizon shader pack.": "Horizon 셰이더 팩.",
"An OptiFine or Iris shader pack.": "OptiFine 또는 Iris 셰이더 팩.",
"In use: press to turn shaders off.": "사용 중: 누르면 셰이더를 끕니다.",
"Press to use it.": "눌러서 사용합니다.",
"Put shader pack .zip files or folders in it.": "셰이더 팩 .zip 파일이나 폴더를 여기에 넣으세요.",
"Puts every option of this pack back to its default.": "이 팩의 모든 옵션을 기본값으로 되돌립니다.",
"Sets many options at once, as the pack groups them.": "팩이 묶어 둔 대로 여러 옵션을 한 번에 설정합니다.",
"No shader packs yet: open the pack folder and put some in it.": "아직 셰이더 팩이 없습니다: 팩 폴더를 열어 몇 개 넣으세요.",
"Pick a shader pack. Picking the one in use turns shaders off.": "셰이더 팩을 선택하세요. 사용 중인 팩을 선택하면 셰이더가 꺼집니다.",
"Changed options apply with Apply, or when you leave.": "변경한 옵션은 적용을 누르거나 나갈 때 적용됩니다.",
"Pack settings": "팩 설정",
"Built-in settings": "내장 설정",
"%s settings": "%s 설정",
"Settings made by the pack's author: they change only this pack.": "팩 제작자가 만든 설정: 이 팩에만 적용됩니다."
}
@@ -66,10 +66,7 @@
"horizon.mods.settings": "Орнотуулар",
"horizon.mods.in_world": " (өзгөрүү үчүн дүйнөнү таштап)",
"horizon.mods.open_folder": "Mod папкасын ачыңыз",
"horizon.shader_packs.empty": "Шейдер топтомдору жок: аларды shaderpacks папкасына салыңыз",
"horizon.shader_options.open": "Шейдер параметрлери...",
"horizon.shader_options.profile": "Профиль",
"horizon.shader_options.loading": "Шейдер топтомунун параметрлери окулууда...",
"horizon.agent.copy_details": "Туташуу чоо-жайын көчүрүү",
"horizon.multiplayer.join": "Кошулуу",
"horizon.multiplayer.cancel_reconnecting": "Кайра туташууну жокко чыгаруу",
@@ -451,5 +448,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Башка оюнчулардын издери жана ауралары жашыруун калат; алардын башка косметикасы көрүнөт. Демейки боюнча өчүк.",
"horizon.extras.cosmetics.shown": "Көрсөтүлдү",
"horizon.extras.cosmetics.hidden": "Жашырылган",
"horizon.extras.cosmetics.name_tags": "Аталышы гана"
"horizon.extras.cosmetics.name_tags": "Аталышы гана",
"Installed": "Орнотулган",
"Apply": "Колдонуу",
"Reset all options": "Бардык параметрлерди баштапкыга келтирүү",
"A Horizon shader pack.": "Horizon шейдер топтомү.",
"An OptiFine or Iris shader pack.": "OptiFine же Iris шейдер топтомү.",
"In use: press to turn shaders off.": "Колдонулуп жатат: шейдерлерди өчүрүү үчүн басыңыз.",
"Press to use it.": "Колдонуу үчүн басыңыз.",
"Put shader pack .zip files or folders in it.": "Ага шейдер топтомдорунун .zip файлдарын же папкаларын салыңыз.",
"Puts every option of this pack back to its default.": "Бул топтомдун бардык параметрлерин демейкисине кайтарат.",
"Sets many options at once, as the pack groups them.": "Топтом топтогондой эле, көп параметрди бир убакта коёт.",
"No shader packs yet: open the pack folder and put some in it.": "Шейдер топтомдору азырынча жок: топтомдор папкасын ачып, бир нечесин салыңыз.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Шейдер топтомун тандаңыз. Колдонулуп жатканын тандасаңыз, шейдерлер өчөт.",
"Changed options apply with Apply, or when you leave.": "Өзгөртүлгөн параметрлер «Колдонуу» менен же чыкканда колдонулат.",
"Pack settings": "Топтом жөндөөлөрү",
"Built-in settings": "Орнотулган жөндөөлөр",
"%s settings": "%s жөндөөлөрү",
"Settings made by the pack's author: they change only this pack.": "Топтомдун автору жасаган жөндөөлөр: алар ушул топтомду гана өзгөртөт."
}
@@ -48,9 +48,6 @@
"horizon.mods.settings": "Occasus",
"horizon.mods.in_world": " (Mutationem relinquere mundum)",
"horizon.mods.open_folder": "Mod aperta Folder",
"horizon.shader_packs.empty": "Non shader sarcinas posuit in shaderpacks folder",
"horizon.shader_options.open": "Optiones Shader ...",
"horizon.shader_options.loading": "Legens opacum sarcina scriptor optiones...",
"horizon.agent.copy_details": "Exemplum Connection Details",
"horizon.multiplayer.join_friend": "Iungere amico",
"horizon.multiplayer.invite_code": "invitare Code",
@@ -402,5 +399,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Vestigia et aurae aliorum lusorum celata manent; cetera ornamenta eorum adhuc videntur. Ex defalta exstinctum.",
"horizon.extras.cosmetics.shown": "Ostensum",
"horizon.extras.cosmetics.hidden": "Occultus",
"horizon.extras.cosmetics.name_tags": "Nomen tags tantum"
"horizon.extras.cosmetics.name_tags": "Nomen tags tantum",
"Installed": "Instituta",
"Apply": "Applica",
"Reset all options": "Omnes optiones restitue",
"A Horizon shader pack.": "Fasciculus umbrarum Horizontis.",
"An OptiFine or Iris shader pack.": "Fasciculus umbrarum OptiFine vel Iris.",
"In use: press to turn shaders off.": "In usu: preme ut umbrae exstinguantur.",
"Press to use it.": "Preme ut eo utaris.",
"Put shader pack .zip files or folders in it.": "Pone in eo fasciculos .zip vel plicas fasciculorum umbrarum.",
"Puts every option of this pack back to its default.": "Omnes optiones huius fasciculi ad praefinita restituit.",
"Sets many options at once, as the pack groups them.": "Multas optiones simul ponit, ut fasciculus eas colligit.",
"No shader packs yet: open the pack folder and put some in it.": "Nondum fasciculi umbrarum sunt: aperi plicam fasciculorum et aliquos in eam pone.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Fasciculum umbrarum elige. Eum qui in usu est eligere umbras exstinguit.",
"Changed options apply with Apply, or when you leave.": "Optiones mutatae applicantur per Applica, vel cum discedis.",
"Pack settings": "Optiones fasciculi",
"Built-in settings": "Optiones insitae",
"%s settings": "Optiones %s",
"Settings made by the pack's author: they change only this pack.": "Optiones ab auctore fasciculi factae: hunc tantum fasciculum mutant."
}
@@ -57,10 +57,7 @@
"horizon.mods.settings": "Astellungen",
"horizon.mods.in_world": " (loosst d'Welt änneren)",
"horizon.mods.open_folder": "Open Mod Dossier",
"horizon.shader_packs.empty": "Keng Shader Packs: setzt se an den Shaderpacks Dossier",
"horizon.shader_options.open": "Shader Optiounen ...",
"horizon.shader_options.profile": "Profil",
"horizon.shader_options.loading": "Liest d'Optioune vum Shader Pack ...",
"horizon.agent.copy_details": "Kopie Verbindung Detailer",
"horizon.multiplayer.join": "Maacht mat",
"horizon.multiplayer.cancel_reconnecting": "Ofbriechen Reconnecting",
@@ -438,5 +435,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Spueren an Auraen vun anere Spiller bleiwe verstoppt; hir aner Kosmetik ass ëmmer nach ze gesinn. Standardméisseg aus.",
"horizon.extras.cosmetics.shown": "gewisen",
"horizon.extras.cosmetics.hidden": "Verstoppt",
"horizon.extras.cosmetics.name_tags": "Numm Tags nëmmen"
"horizon.extras.cosmetics.name_tags": "Numm Tags nëmmen",
"Installed": "Installéiert",
"Apply": "Uwenden",
"Reset all options": "All Optiounen zrécksetzen",
"A Horizon shader pack.": "E Horizon-Shader-Pak.",
"An OptiFine or Iris shader pack.": "E OptiFine- oder Iris-Shader-Pak.",
"In use: press to turn shaders off.": "Am Gebrauch: dréck fir d'Shader auszeschalten.",
"Press to use it.": "Dréck fir en ze benotzen.",
"Put shader pack .zip files or folders in it.": "Leet .zip-Dateien oder Dossieren vu Shader-Paken dran.",
"Puts every option of this pack back to its default.": "Setzt all Optioun vun dësem Pak op de Standard zréck.",
"Sets many options at once, as the pack groups them.": "Stellt vill Optiounen op eemol an, wéi de Pak se gruppéiert.",
"No shader packs yet: open the pack folder and put some in it.": "Nach keng Shader-Paken: maach den Pak-Dossier op a leet e puer dran.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Wiel e Shader-Pak. Dee vum Gebrauch ze wielen schalt d'Shader aus.",
"Changed options apply with Apply, or when you leave.": "Geännert Optioune gi mat Uwenden ugewannt, oder wann dir fortgitt.",
"Pack settings": "Pak-Astellungen",
"Built-in settings": "Agebaut Astellungen",
"%s settings": "Astellunge vu(n) %s",
"Settings made by the pack's author: they change only this pack.": "Astellungen, déi den Auteur vum Pak gemaach huet: si änneren nëmmen dëse Pak."
}
@@ -56,10 +56,7 @@
"horizon.mods.settings": "Instellinge",
"horizon.mods.in_world": " (laot de wereld um te verandere)",
"horizon.mods.open_folder": "Mod-map ope",
"horizon.shader_packs.empty": "Geen shaderpacks: zèt ze in de map shaderpacks",
"horizon.shader_options.open": "Shader-opties...",
"horizon.shader_options.profile": "Profiel",
"horizon.shader_options.loading": "De opties vaan ‘t shaderpakket leze...",
"horizon.agent.copy_details": "Kopieer verbindingsdetails",
"horizon.multiplayer.join": "Sluit aan",
"horizon.multiplayer.cancel_reconnecting": "Herverbinding annulere",
@@ -437,5 +434,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Spore en aura's van anger spelers blieve verborge; hun anger cosmetica blieve zichbaar. Standaard oet.",
"horizon.extras.cosmetics.shown": "Getoend",
"horizon.extras.cosmetics.hidden": "Verborge",
"horizon.extras.cosmetics.name_tags": "Allein naamtags"
"horizon.extras.cosmetics.name_tags": "Allein naamtags",
"Installed": "Geïnstalleerd",
"Apply": "Toepassen",
"Reset all options": "Alle opties herstelle",
"A Horizon shader pack.": "Un Horizon-shaderpakket.",
"An OptiFine or Iris shader pack.": "Un OptiFine- of Iris-shaderpakket.",
"In use: press to turn shaders off.": "In gebruuk: drök om shaders oet te zetten.",
"Press to use it.": "Drök om 't te gebroeke.",
"Put shader pack .zip files or folders in it.": "Zet .zip-besjtenj of mappe mit shaderpakkette drin.",
"Puts every option of this pack back to its default.": "Zet alle opties van dit pakket trök nao de standaard.",
"Sets many options at once, as the pack groups them.": "Steit väöl opties tegeliek in, wie 't pakket ze groepeert.",
"No shader packs yet: open the pack folder and put some in it.": "Nog gein shaderpakkette: opene de pakketmap en zet d'r paar in.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Kees un shaderpakket. 't Pakket in gebruuk kieze zet shaders oet.",
"Changed options apply with Apply, or when you leave.": "Gewijzigde opties waere toegepas mit Toepassen, of es se vertrèkke.",
"Pack settings": "Pakketinstellinge",
"Built-in settings": "Ingebouwde instellinge",
"%s settings": "Instellinge van %s",
"Settings made by the pack's author: they change only this pack.": "Instellinge gemaak door de maker van 't pakket: ze verangere allein dit pakket."
}
@@ -71,10 +71,7 @@
"horizon.mods.settings": "Impostaziun",
"horizon.mods.in_world": " (lassà el mund per cambiar)",
"horizon.mods.open_folder": "Apri la cartella Mod",
"horizon.shader_packs.empty": "Nissun pachett de ombre: mettel in de la cartella di pachett de ombre",
"horizon.shader_options.open": "Opziun del shader...",
"horizon.shader_options.profile": "Profil",
"horizon.shader_options.loading": "Legg i opziun del pachett shader...",
"horizon.agent.copy_details": "Copia i detai de la cunnesiun",
"horizon.multiplayer.join": "Partecipa",
"horizon.multiplayer.cancel_reconnecting": "Annulla la riconnession",
@@ -473,5 +470,22 @@
"horizon.extras.cosmetics_mine.tooltip": "Ascüs: tüt i giucadur Horizon te veden senza i tò cosmetich, anca tì. L’istess interruttur del guardaroba del lanciador.",
"horizon.extras.cosmetics_others": "Cosmetich di olter giucadur",
"horizon.extras.cosmetics_others.tooltip": "Che ròbb che purtan sü i olter giucadur Horizon: tüt, sultant i luur stil de etichett o nient. Ascüs, el giœugh dumanda mai cus’è che g’han sü.",
"horizon.extras.cosmetics_hide_fx.tooltip": "I strasc e i aur di olter giugadur resten scondu; i sò olter cosmetegh se veden anmò. Smorzaa de default."
"horizon.extras.cosmetics_hide_fx.tooltip": "I strasc e i aur di olter giugadur resten scondu; i sò olter cosmetegh se veden anmò. Smorzaa de default.",
"Installed": "Instalaa",
"Apply": "Aplica",
"Reset all options": "Tira indree tucc i opziun",
"A Horizon shader pack.": "Un pacchet de shader de Horizon.",
"An OptiFine or Iris shader pack.": "Un pacchet de shader de OptiFine o Iris.",
"In use: press to turn shaders off.": "In dovrada: schiscia per stüdà i shader.",
"Press to use it.": "Schiscia per doperall.",
"Put shader pack .zip files or folders in it.": "Met denter i file .zip o i cartèll di pacchet de shader.",
"Puts every option of this pack back to its default.": "Torna ogni opziun de sto pacchet al valur de partenza.",
"Sets many options at once, as the pack groups them.": "Impòsta tante opziun in una volta, come el pacchet el i group.",
"No shader packs yet: open the pack folder and put some in it.": "Gh'è nanca on pacchet de shader: derva el cartèll di pacchet e met denter quaivun.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Sèlta on pacchet de shader. Sceglier quel in dovrada el stüda i shader.",
"Changed options apply with Apply, or when you leave.": "Le opziun cambiaa se aplichen cun Aplica, o quand te vee via.",
"Pack settings": "Impostazion del pacchet",
"Built-in settings": "Impostazion integraa",
"%s settings": "Impostazion de %s",
"Settings made by the pack's author: they change only this pack.": "Impostazion fai de l'autor del pacchet: le cambia domà sto pacchet."
}
@@ -69,10 +69,7 @@
"horizon.mods.settings": "ການຕັ້ງຄ່າ",
"horizon.mods.in_world": " (ປ່ອຍໃຫ້ໂລກປ່ຽນແປງ)",
"horizon.mods.open_folder": "ເປີດ Mod Folder",
"horizon.shader_packs.empty": "ບໍ່ມີຊຸດ shader: ເອົາໃສ່ໃນໂຟນເດີ shaderpacks",
"horizon.shader_options.open": "ຕົວເລືອກ Shader...",
"horizon.shader_options.profile": "ໂປຣໄຟລ໌",
"horizon.shader_options.loading": "ກຳລັງອ່ານຕົວເລືອກຂອງຊຸດ shader...",
"horizon.agent.copy_details": "ສຳເນົາລາຍລະອຽດການເຊື່ອມຕໍ່",
"horizon.multiplayer.join": "ເຂົ້າຮ່ວມ",
"horizon.multiplayer.cancel_reconnecting": "ຍົກເລີກການເຊື່ອມຕໍ່ຄືນໃໝ່",
@@ -468,5 +465,22 @@
"horizon.extras.cosmetics.shown": "ສະແດງໃຫ້ເຫັນ",
"horizon.extras.cosmetics.hidden": "ເຊື່ອງໄວ້",
"horizon.extras.cosmetics.name_tags": "ປ້າຍຊື່ເທົ່ານັ້ນ",
"Shader Packs...": "ຊອງ Shader..."
"Shader Packs...": "ຊອງ Shader...",
"Installed": "ຕິດຕັ້ງແລ້ວ",
"Apply": "ນຳໃຊ້",
"Reset all options": "ຣີເຊັດຕົວເລືອກທັງໝົດ",
"A Horizon shader pack.": "ແພັກເຊດເດີ Horizon.",
"An OptiFine or Iris shader pack.": "ແພັກເຊດເດີ OptiFine ຫຼື Iris.",
"In use: press to turn shaders off.": "ກຳລັງໃຊ້: ກົດເພື່ອປິດເຊດເດີ.",
"Press to use it.": "ກົດເພື່ອໃຊ້ມັນ.",
"Put shader pack .zip files or folders in it.": "ເອົາໄຟລ໌ .zip ຫຼື ໂຟນເດີຂອງແພັກເຊດເດີໃສ່ໃນນັ້ນ.",
"Puts every option of this pack back to its default.": "ຄືນຄ່າທຸກຕົວເລືອກຂອງແພັກນີ້ເປັນຄ່າເລີ່ມຕົ້ນ.",
"Sets many options at once, as the pack groups them.": "ຕັ້ງຫຼາຍຕົວເລືອກພ້ອມກັນ ຕາມທີ່ແພັກຈັດກຸ່ມໄວ້.",
"No shader packs yet: open the pack folder and put some in it.": "ຍັງບໍ່ມີແພັກເຊດເດີ: ເປີດໂຟນເດີແພັກ ແລ້ວເອົາບາງອັນໃສ່.",
"Pick a shader pack. Picking the one in use turns shaders off.": "ເລືອກແພັກເຊດເດີ. ການເລືອກອັນທີ່ກຳລັງໃຊ້ຈະປິດເຊດເດີ.",
"Changed options apply with Apply, or when you leave.": "ຕົວເລືອກທີ່ປ່ຽນຈະນຳໃຊ້ດ້ວຍ ນຳໃຊ້ ຫຼື ເມື່ອທ່ານອອກ.",
"Pack settings": "ການຕັ້ງຄ່າແພັກ",
"Built-in settings": "ການຕັ້ງຄ່າໃນຕົວ",
"%s settings": "ການຕັ້ງຄ່າຂອງ %s",
"Settings made by the pack's author: they change only this pack.": "ການຕັ້ງຄ່າທີ່ຜູ້ສ້າງແພັກເຮັດໄວ້: ມັນປ່ຽນສະເພາະແພັກນີ້ເທົ່ານັ້ນ."
}
@@ -72,11 +72,7 @@
"horizon.mods.settings": "Nustatymai",
"horizon.mods.in_world": " (palik pasauliui pasikeisti)",
"horizon.mods.open_folder": "Atidarykite Mod aplanką",
"horizon.shader_packs.empty": "Nėra šešėlių paketų: įdėkite juos į šešėlių paketų aplanką",
"horizon.shader_packs.kind_horizon": " (Horizontas)",
"horizon.shader_options.open": "Shader parinktys...",
"horizon.shader_options.profile": "Profilis",
"horizon.shader_options.loading": "Skaitant šešėlių paketo parinktis...",
"horizon.agent.copy_details": "Nukopijuokite ryšio informaciją",
"horizon.multiplayer.join": "Prisijunk",
"horizon.multiplayer.cancel_reconnecting": "Atšaukti prisijungimą iš naujo",
@@ -470,5 +466,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Kitų žaidėjų pėdsakai ir auros lieka paslėpti; kita jų kosmetika vis dar matoma. Numatytai išjungta.",
"horizon.extras.cosmetics.shown": "Parodyta",
"horizon.extras.cosmetics.hidden": "Paslėpta",
"horizon.extras.cosmetics.name_tags": "Tik vardų žymos"
"horizon.extras.cosmetics.name_tags": "Tik vardų žymos",
"Installed": "Įdiegti",
"Apply": "Taikyti",
"Reset all options": "Atstatyti visas parinktis",
"A Horizon shader pack.": "„Horizon“ šešėliuoklių paketas.",
"An OptiFine or Iris shader pack.": "„OptiFine“ arba „Iris“ šešėliuoklių paketas.",
"In use: press to turn shaders off.": "Naudojamas: paspauskite, kad išjungtumėte šešėliuokles.",
"Press to use it.": "Paspauskite, kad naudotumėte.",
"Put shader pack .zip files or folders in it.": "Įdėkite į jį šešėliuoklių paketų .zip failus arba aplankus.",
"Puts every option of this pack back to its default.": "Grąžina visas šio paketo parinktis į numatytąsias.",
"Sets many options at once, as the pack groups them.": "Nustato daug parinkčių iš karto, kaip jas grupuoja paketas.",
"No shader packs yet: open the pack folder and put some in it.": "Šešėliuoklių paketų dar nėra: atidarykite paketų aplanką ir įdėkite kelis.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Pasirinkite šešėliuoklių paketą. Pasirinkus naudojamą, šešėliuoklės išjungiamos.",
"Changed options apply with Apply, or when you leave.": "Pakeistos parinktys pritaikomos mygtuku Taikyti arba išėjus.",
"Pack settings": "Paketo nustatymai",
"Built-in settings": "Integruoti nustatymai",
"%s settings": "%s nustatymai",
"Settings made by the pack's author: they change only this pack.": "Paketo autoriaus sukurti nustatymai: jie keičia tik šį paketą."
}
@@ -64,11 +64,7 @@
"horizon.mods.settings": "Iestatījumi",
"horizon.mods.in_world": " (atstāj pasauli mainīties)",
"horizon.mods.open_folder": "Atveriet mod mapi",
"horizon.shader_packs.empty": "Nav ēnotāju pakotņu: ievietojiet tos mapē Shaderpacks",
"horizon.shader_packs.kind_horizon": " (Horizonts)",
"horizon.shader_options.open": "Ēnotāja opcijas...",
"horizon.shader_options.profile": "Profils",
"horizon.shader_options.loading": "Notiek ēnotāju pakotnes opciju lasīšana...",
"horizon.agent.copy_details": "Kopējiet savienojuma informāciju",
"horizon.multiplayer.join": "Pievienojieties",
"horizon.multiplayer.cancel_reconnecting": "Atcelt savienojuma atjaunošanu",
@@ -459,5 +455,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Citu spēlētāju pēdas un auras paliek paslēptas; viņu pārējā kosmētika joprojām redzama. Pēc noklusējuma izslēgts.",
"horizon.extras.cosmetics.shown": "Parādīts",
"horizon.extras.cosmetics.hidden": "Slēpts",
"horizon.extras.cosmetics.name_tags": "Tikai vārdu birkas"
"horizon.extras.cosmetics.name_tags": "Tikai vārdu birkas",
"Installed": "Instalētie",
"Apply": "Lietot",
"Reset all options": "Atiestatīt visas opcijas",
"A Horizon shader pack.": "Horizon ēnotāju pakotne.",
"An OptiFine or Iris shader pack.": "OptiFine vai Iris ēnotāju pakotne.",
"In use: press to turn shaders off.": "Lietošanā: nospied, lai izslēgtu ēnotājus.",
"Press to use it.": "Nospied, lai to lietotu.",
"Put shader pack .zip files or folders in it.": "Ievieto tajā ēnotāju pakotņu .zip failus vai mapes.",
"Puts every option of this pack back to its default.": "Atiestata katru šīs pakotnes opciju uz noklusējuma vērtību.",
"Sets many options at once, as the pack groups them.": "Iestata daudz opciju uzreiz, kā pakotne tās grupē.",
"No shader packs yet: open the pack folder and put some in it.": "Ēnotāju pakotņu vēl nav: atver pakotņu mapi un ievieto dažas.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Izvēlies ēnotāju pakotni. Izvēloties lietoto, ēnotāji tiek izslēgti.",
"Changed options apply with Apply, or when you leave.": "Mainītās opcijas tiek pielietotas ar Lietot vai, kad izej.",
"Pack settings": "Pakotnes iestatījumi",
"Built-in settings": "Iebūvētie iestatījumi",
"%s settings": "%s iestatījumi",
"Settings made by the pack's author: they change only this pack.": "Pakotnes autora izveidoti iestatījumi: tie maina tikai šo pakotni."
}
@@ -72,10 +72,7 @@
"horizon.mods.settings": "Поставки",
"horizon.mods.in_world": " (Оставете го светот да се промени)",
"horizon.mods.open_folder": "Отворете ја папката Mod",
"horizon.shader_packs.empty": "Нема пакети за шејдер: ставете ги во папката shaderpacks",
"horizon.shader_options.open": "Опции за засенчување...",
"horizon.shader_options.profile": "Профил",
"horizon.shader_options.loading": "Читање на опциите на пакетот за шејдер...",
"horizon.agent.copy_details": "Копирај ги деталите за поврзување",
"horizon.multiplayer.join": "Приклучи се",
"horizon.multiplayer.cancel_reconnecting": "Откажи повторно поврзување",
@@ -483,5 +480,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Трагите и аурите на другите играчи остануваат скриени; нивната друга козметика и понатаму се гледа. Стандардно исклучено.",
"horizon.extras.cosmetics.shown": "Прикажани",
"horizon.extras.cosmetics.hidden": "Скриени",
"horizon.extras.cosmetics.name_tags": "Само ознаки со имиња"
"horizon.extras.cosmetics.name_tags": "Само ознаки со имиња",
"Installed": "Инсталирани",
"Apply": "Примени",
"Reset all options": "Ресетирај ги сите опции",
"A Horizon shader pack.": "Пакет шејдери на Horizon.",
"An OptiFine or Iris shader pack.": "Пакет шејдери на OptiFine или Iris.",
"In use: press to turn shaders off.": "Во употреба: притисни за да ги исклучиш шејдерите.",
"Press to use it.": "Притисни за да го користиш.",
"Put shader pack .zip files or folders in it.": "Стави во неа .zip датотеки или папки на пакети шејдери.",
"Puts every option of this pack back to its default.": "Ја враќа секоја опција на овој пакет на стандардна вредност.",
"Sets many options at once, as the pack groups them.": "Поставува многу опции одеднаш, како што ги групира пакетот.",
"No shader packs yet: open the pack folder and put some in it.": "Сè уште нема пакети шејдери: отвори ја папката со пакети и стави неколку.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Избери пакет шејдери. Изборот на оној што е во употреба ги исклучува шејдерите.",
"Changed options apply with Apply, or when you leave.": "Променетите опции се применуваат со Примени или кога ќе излезеш.",
"Pack settings": "Поставки на пакетот",
"Built-in settings": "Вградени поставки",
"%s settings": "Поставки на %s",
"Settings made by the pack's author: they change only this pack.": "Поставки направени од авторот на пакетот: го менуваат само овој пакет."
}
@@ -72,10 +72,7 @@
"horizon.mods.settings": "Тохиргоо",
"horizon.mods.in_world": " (дэлхийг өөрчлөхийн тулд орхи)",
"horizon.mods.open_folder": "Mod хавтас нээх",
"horizon.shader_packs.empty": "Шэйдер багц байхгүй: тэдгээрийг shaderpacks хавтсанд хийнэ үү",
"horizon.shader_options.open": "Шэйдерийн сонголтууд...",
"horizon.shader_options.profile": "Профайл",
"horizon.shader_options.loading": "Шэйдер багцын сонголтыг уншиж байна...",
"horizon.agent.copy_details": "Холболтын мэдээллийг хуулах",
"horizon.multiplayer.join": "Нэгдэх",
"horizon.multiplayer.cancel_reconnecting": "Дахин холбогдохыг цуцлах",
@@ -478,5 +475,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Бусад тоглогчийн мөр ба аур нуугдсан хэвээр байна; тэдний бусад гоёл харагдсаар байна. Анхдагчаар унтраалттай.",
"horizon.extras.cosmetics.shown": "Үзүүлсэн",
"horizon.extras.cosmetics.hidden": "Нуугдсан",
"horizon.extras.cosmetics.name_tags": "Зөвхөн нэрийн шошго"
"horizon.extras.cosmetics.name_tags": "Зөвхөн нэрийн шошго",
"Installed": "Суулгасан",
"Apply": "Хэрэглэх",
"Reset all options": "Бүх сонголтыг дахин тохируулах",
"A Horizon shader pack.": "Horizon шейдер багц.",
"An OptiFine or Iris shader pack.": "OptiFine эсвэл Iris шейдер багц.",
"In use: press to turn shaders off.": "Ашиглаж байна: шейдерийг унтраахын тулд дарна уу.",
"Press to use it.": "Ашиглахын тулд дарна уу.",
"Put shader pack .zip files or folders in it.": "Шейдер багцын .zip файл эсвэл хавтсыг түүнд хийнэ үү.",
"Puts every option of this pack back to its default.": "Энэ багцын бүх сонголтыг анхны утгад нь буцаана.",
"Sets many options at once, as the pack groups them.": "Багцын бүлэглэснээр олон сонголтыг нэг дор тохируулна.",
"No shader packs yet: open the pack folder and put some in it.": "Шейдер багц одоогоор алга: багцын хавтсыг нээж заримыг нь хийнэ үү.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Шейдер багц сонгоно уу. Ашиглаж буйг нь сонговол шейдер унтарна.",
"Changed options apply with Apply, or when you leave.": "Өөрчилсөн сонголтууд Хэрэглэх товчоор эсвэл гарахад хэрэгжинэ.",
"Pack settings": "Багцын тохиргоо",
"Built-in settings": "Суурилуулсан тохиргоо",
"%s settings": "%s тохиргоо",
"Settings made by the pack's author: they change only this pack.": "Багцын зохиогчийн хийсэн тохиргоо: зөвхөн энэ багцыг өөрчилнө."
}
@@ -67,10 +67,7 @@
"horizon.mods.settings": "tetapan",
"horizon.mods.in_world": " (tinggalkan dunia untuk berubah)",
"horizon.mods.open_folder": "Buka Folder Mod",
"horizon.shader_packs.empty": "Tiada pek shader: letakkannya dalam folder shaderpacks",
"horizon.shader_options.open": "Pilihan Shader...",
"horizon.shader_options.profile": "Profil",
"horizon.shader_options.loading": "Membaca pilihan pek shader...",
"horizon.agent.copy_details": "Salin Butiran Sambungan",
"horizon.multiplayer.join": "Sertai",
"horizon.multiplayer.cancel_reconnecting": "Batalkan Penyambungan Semula",
@@ -463,5 +460,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Jejak dan aura pemain lain kekal tersembunyi; kosmetik mereka yang lain masih kelihatan. Mati secara lalai.",
"horizon.extras.cosmetics.shown": "Ditunjukkan",
"horizon.extras.cosmetics.hidden": "Tersembunyi",
"horizon.extras.cosmetics.name_tags": "Tanda nama sahaja"
"horizon.extras.cosmetics.name_tags": "Tanda nama sahaja",
"Installed": "Dipasang",
"Apply": "Guna",
"Reset all options": "Set semula semua pilihan",
"A Horizon shader pack.": "Pek shader Horizon.",
"An OptiFine or Iris shader pack.": "Pek shader OptiFine atau Iris.",
"In use: press to turn shaders off.": "Sedang digunakan: tekan untuk mematikan shader.",
"Press to use it.": "Tekan untuk menggunakannya.",
"Put shader pack .zip files or folders in it.": "Letakkan fail .zip atau folder pek shader di dalamnya.",
"Puts every option of this pack back to its default.": "Mengembalikan setiap pilihan pek ini kepada nilai lalai.",
"Sets many options at once, as the pack groups them.": "Menetapkan banyak pilihan sekali gus, seperti yang dikumpulkan oleh pek.",
"No shader packs yet: open the pack folder and put some in it.": "Belum ada pek shader: buka folder pek dan letakkan beberapa di dalamnya.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Pilih pek shader. Memilih yang sedang digunakan akan mematikan shader.",
"Changed options apply with Apply, or when you leave.": "Pilihan yang diubah dikenakan dengan Guna, atau apabila anda keluar.",
"Pack settings": "Tetapan pek",
"Built-in settings": "Tetapan terbina dalam",
"%s settings": "Tetapan %s",
"Settings made by the pack's author: they change only this pack.": "Tetapan yang dibuat oleh pengarang pek: ia hanya mengubah pek ini."
}
@@ -57,10 +57,7 @@
"horizon.mods.not_built": " (Mhux mibnija)",
"horizon.mods.in_world": " (ħalli d-dinja tinbidel)",
"horizon.mods.open_folder": "Iftaħ Mod Folder",
"horizon.shader_packs.empty": "Ebda pakketti shader: poġġihom fil-folder shaderpacks",
"horizon.shader_options.open": "Għażliet ta' Shader...",
"horizon.shader_options.profile": "Profil",
"horizon.shader_options.loading": "Qari tal-għażliet tal-pakkett tax-shader...",
"horizon.agent.copy_details": "Ikkopja Dettalji tal-Konnessjoni",
"horizon.multiplayer.join": "Ingħaqad",
"horizon.multiplayer.cancel_reconnecting": "Ikkanċella l-Konnessjoni mill-ġdid",
@@ -436,5 +433,22 @@
"horizon.extras.cosmetics.shown": "murija",
"horizon.extras.cosmetics.hidden": "Moħbija",
"horizon.extras.cosmetics.name_tags": "Tikketti tal-isem biss",
"Shader Packs...": "Pakketti Shader..."
"Shader Packs...": "Pakketti Shader...",
"Installed": "Installati",
"Apply": "Applika",
"Reset all options": "Irrisettja l-għażliet kollha",
"A Horizon shader pack.": "Pakkett ta' shaders ta' Horizon.",
"An OptiFine or Iris shader pack.": "Pakkett ta' shaders ta' OptiFine jew Iris.",
"In use: press to turn shaders off.": "Qed jintuża: agħfas biex titfi s-shaders.",
"Press to use it.": "Agħfas biex tużah.",
"Put shader pack .zip files or folders in it.": "Poġġi fih fajls .zip jew folders ta' pakketti ta' shaders.",
"Puts every option of this pack back to its default.": "Iroddlu kull għażla ta' dan il-pakkett lura għall-valur awtomatiku.",
"Sets many options at once, as the pack groups them.": "Jistabbilixxi ħafna għażliet f'daqqa, kif jiġbru l-pakkett.",
"No shader packs yet: open the pack folder and put some in it.": "Għad m'hawnx pakketti ta' shaders: iftaħ il-folder tal-pakketti u poġġi xi wħud fih.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Agħżel pakkett ta' shaders. Jekk tagħżel dak li qed jintuża, is-shaders jintfew.",
"Changed options apply with Apply, or when you leave.": "L-għażliet mibdula jiġu applikati b'Applika, jew meta toħroġ.",
"Pack settings": "Issettjar tal-pakkett",
"Built-in settings": "Issettjar integrat",
"%s settings": "Issettjar ta' %s",
"Settings made by the pack's author: they change only this pack.": "Issettjar magħmula mill-awtur tal-pakkett: jibdlu dan il-pakkett biss."
}
@@ -72,10 +72,7 @@
"horizon.mods.settings": "Instellingen",
"horizon.mods.in_world": " (Laat de wereld veranderen)",
"horizon.mods.open_folder": "Open de Mod-map",
"horizon.shader_packs.empty": "Geen shader packs: plaats ze in de map shaderpacks",
"horizon.shader_options.open": "Shader-opties...",
"horizon.shader_options.profile": "Profiel",
"horizon.shader_options.loading": "De opties van het shader-pakket lezen...",
"horizon.agent.copy_details": "Kopieer verbindingsgegevens",
"horizon.multiplayer.join": "Doe mee",
"horizon.multiplayer.cancel_reconnecting": "Annuleren Opnieuw verbinden",
@@ -470,5 +467,22 @@
"horizon.extras.cosmetics_hide_fx.tooltip": "Sporen en aura's van andere spelers blijven verborgen; hun andere cosmetica blijven zichtbaar. Standaard uit.",
"horizon.extras.cosmetics.shown": "Getoond",
"horizon.extras.cosmetics.hidden": "Verborgen",
"horizon.extras.cosmetics.name_tags": "Alleen naamplaatjes"
"horizon.extras.cosmetics.name_tags": "Alleen naamplaatjes",
"Installed": "Geïnstalleerd",
"Apply": "Toepassen",
"Reset all options": "Alle opties resetten",
"A Horizon shader pack.": "Een Horizon-shaderpakket.",
"An OptiFine or Iris shader pack.": "Een OptiFine- of Iris-shaderpakket.",
"In use: press to turn shaders off.": "In gebruik: druk om shaders uit te zetten.",
"Press to use it.": "Druk om het te gebruiken.",
"Put shader pack .zip files or folders in it.": "Zet .zip-bestanden of mappen met shaderpakketten erin.",
"Puts every option of this pack back to its default.": "Zet elke optie van dit pakket terug naar de standaardwaarde.",
"Sets many options at once, as the pack groups them.": "Stelt veel opties tegelijk in, zoals het pakket ze groepeert.",
"No shader packs yet: open the pack folder and put some in it.": "Nog geen shaderpakketten: open de pakketmap en zet er een paar in.",
"Pick a shader pack. Picking the one in use turns shaders off.": "Kies een shaderpakket. Het pakket in gebruik kiezen zet shaders uit.",
"Changed options apply with Apply, or when you leave.": "Gewijzigde opties worden toegepast met Toepassen, of wanneer je weggaat.",
"Pack settings": "Pakketinstellingen",
"Built-in settings": "Ingebouwde instellingen",
"%s settings": "Instellingen van %s",
"Settings made by the pack's author: they change only this pack.": "Instellingen gemaakt door de maker van het pakket: ze wijzigen alleen dit pakket."
}
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