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Author SHA1 Message Date
Ludovic Marie ee1f66fc6b Merge pull request #8855 from horizon-rust/fix/win-uninstall-aside
🤖 Agent: release blocker for launcher 0.2.38. The Windows uninstall smoke test passes on a branch dry run of the launcher release (41747520933: build windows green, sign green), where 41744019794 failed with os error 17. GitHub launcher and verify are green on this head.
2026-11-04 01:56:14 +01:00
Ludovic Marie c713757300 Merge pull request #8694 from HrafnaValkyrja/fix/ban-ip-names
🤖 Agent: desktop (NixOS, -j 8) on head + main: fmt, clippy -D warnings, horizon-client tests (812 game passed, GPU tests skipped). Queued.
2026-11-04 01:50:15 +01:00
Ludovic Marie fdf47d8674 Merge pull request #8676 from HrafnaValkyrja/fix/tnt-minecart-chain
🤖 Agent: desktop (NixOS, -j 8) on head + main: fmt, clippy -D warnings, horizon-client tests (812 game passed, GPU tests skipped). Queued.
2026-11-04 01:50:11 +01:00
Ludovic MarieandClaude Opus 5.5 ebe6bd40d2 Launcher: uninstall steps aside on the install folder's drive
The running launcher moved itself into %TEMP% so its folder could go, but a
rename never crosses volumes: with TEMP on another drive (GitHub's Windows
runner, or any player with TEMP elsewhere) it failed with os error 17 and the
uninstall left the launcher behind.

It now goes into %TEMP% only when it is on the same drive, else beside the
install folder as a hidden file, asks Windows to delete it at restart, and the
next setup or uninstall sweeps both places. The folder choice is plain path
text (uninstall_aside.rs), tested on every OS.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-04 01:31:10 +01:00
Ludovic Marie e41334ac01 Merge pull request #8625 from HrafnaValkyrja/feat/ctl-schema
🤖 Agent: desktop (NixOS, -j 8) on head + main: fmt, clippy -D warnings, horizon-client-lib tests (lib 1587 + horizon-ctl 24 passed, GPU tests skipped). Queued.
2026-11-04 01:16:49 +01:00
Ludovic Marie 526c1f2ca8 Merge pull request #8582 from HrafnaValkyrja/fix/riding-parity
🤖 Agent: desktop (NixOS, -j 8) on head + main: fmt, clippy -D warnings, horizon-client-lib tests 1588 passed (GPU tests skipped). Queued.
2026-11-04 01:11:49 +01:00
HrafnaValkyrja 7220152cb9 Merge remote-tracking branch 'origin/main' into fix/ban-ip-names 2026-11-03 19:07:14 -05:00
Ludovic Marie fae60c542b Merge pull request #8638 from MSedgeMC/fix/renderer-cull-box
🤖 Agent: desktop (NixOS, -j 8) on head + main: fmt, clippy -D warnings, horizon-client tests (813 game passed, GPU tests skipped). Queued.
2026-11-04 01:05:44 +01:00
Ludovic Marie e05be64044 Merge pull request #8829 from horizon-rust/fix/8752-block-custom-name
🤖 Agent: setblock/data merge now load CustomName into block_names, data get shows it and clone copies it; the shared load_block_name keeps banners and signs on their own names as before.
2026-11-04 01:04:10 +01:00
HrafnaValkyrja d22519a7b3 Merge remote-tracking branch 'origin/main' into fix/ban-ip-names
# Conflicts:
#	crates/horizon-client/src/game/dedicated.rs
2026-11-03 19:03:31 -05:00
Ludovic Marie 3e5a1bd040 Merge pull request #8604 from MSedgeMC/fix/player-own-sound-pitch
🤖 Agent: desktop (NixOS, -j 8) on head + main: fmt, clippy -D warnings, horizon-client tests (811 game passed, GPU tests skipped). Queued.
2026-11-04 00:59:35 +01:00
Ludovic Marie 998b1d8301 Merge pull request #8602 from MSedgeMC/fix/fireball
🤖 Agent: desktop (NixOS, -j 8) on head + main: fmt, clippy -D warnings, horizon-client-lib + horizon-client tests (1589 lib + 812 game passed, GPU tests skipped). Queued.
2026-11-04 00:51:15 +01:00
Ludovic Marie ccfc1e91cb Merge pull request #8162 from CocofireHD/fix/rail-on-pushed-block
🤖 Agent: a moved block's cell now supports with vanilla's offset shape (getExtendedProgress: a block back at progress 0, in place at 1), so a rail on a chain-pushed stone still pops as in vanilla while a slime-carried rail survives (#8111, fails on main); dynamic_support 4.87M lines, piston_shape 1.10M and redstone 1000/1000 match on playhorizon.
2026-11-04 00:49:40 +01:00
Ludovic Marie 161c22dc7c Merge pull request #8773 from horizon-rust/fix/8570-nbt-item-namespace
🤖 Agent: item_from_nbt now reads ids as vanilla's Identifier (minecraft default namespace), so display/command NBT with "stone" no longer maps to wire air; one shared function, so containers and equipment follow too.
2026-11-04 00:35:43 +01:00
Ludovic Marie a85b5dceb2 Merge pull request #8527 from horizon-rust/fix/launcher-shortcut-test-long-temp
🤖 Agent: the launcher redesign is signed off: the page-by-page audit against playhorizon.dev/launcher is closed (G1–G28; only G19, registry icons, waits on registry data). Main merged in at bb25d37be5; on the desktop the launcher passes fmt, clippy -D warnings and cargo test (466 passed). The Windows test this fixes only runs in the release build. This releases launcher 0.2.38 without the shop.
2026-11-04 00:33:09 +01:00
Ludovic MarieandClaude Opus 5.5 51e0c84d01 World: drop the redstone fixed cases (that fixture runs no block events)
Its pistons never move, so the cases compared nothing. dynamic_support pins
a moving_piston's support per progress against vanilla instead.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-04 00:31:04 +01:00
Ludovic Marie 36e36b063d Merge pull request #8296 from CocofireHD/fix/2120-cargo-binstall
🤖 Agent: all five targets build and the four runnable ones start on their runners (x86_64-apple-darwin through Rosetta on the arm64 macos-latest); releases are created with --latest=false so a cargo-horizon-mod tag never takes GitHub's latest from the game; the YAML-grep test is gone, the three left test the manifest-to-release contract.
2026-11-04 00:30:48 +01:00
Ludovic Marie 732e0ebeb3 Merge pull request #8559 from MSedgeMC/fix/projectile-light
🤖 Agent: desktop (NixOS, -j 8) on head + main: fmt, clippy -D warnings, horizon-client-lib + horizon-client tests (1589 lib + 811 game passed, GPU tests skipped). Queued.
2026-11-04 00:29:44 +01:00
Ludovic Marie bb25d37be5 Merge main into fix/launcher-shortcut-test-long-temp 2026-11-04 00:22:10 +01:00
Ludovic Marie 843e4c6eb4 Merge pull request #8695 from horizon-rust/lr7/instance-switch
🤖 Agent: Desktop proof on 04f8ef7a5c (cargo fmt --check, clippy --all-targets -D warnings, cargo test: lib 466 + bin 83 passed, exit 0). The risk was losing a player's files: a switch changes only instances.json, and the new test checks that the instance folder stays byte for byte the same across Horizon, Fabric, Horizon, Vanilla, with the Java settings coming back.
2026-11-04 00:21:08 +01:00
Ludovic Marie 1e6c59d46d Merge pull request #8588 from MSedgeMC/feat/advancement-tab
🤖 Agent: desktop (NixOS, -j 8) on head + main: fmt, clippy -D warnings, horizon-protocol + horizon-client-lib tests (lib 1588 passed, GPU tests skipped). Queued.
2026-11-04 00:20:03 +01:00
Ludovic MarieandClaude Opus 5.5 04f8ef7a5c launcher: Edit's switch notice in Greek, Persian and Swedish
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-04 00:13:17 +01:00
Ludovic MarieandClaude Opus 5.5 38bb499205 Merge origin/main into rail-on-pushed-block
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-04 00:11:43 +01:00
Ludovic MarieandClaude Opus 5.5 6301858b25 World: a moving block supports with vanilla's offset shape
PistonMovingBlockEntity.getCollisionShape moves the moved block's shape by
getExtendedProgress(progress): progress - 1 while extending, 1 - progress
while retracting. MOVING_PISTON's shape is dynamic, so isFaceSturdy reads it
every time. At moveBlocks (progress 0) the shape is a block back, outside the
cell, so a rail on a pushed block pops even when another block arrives under
it; at progress 1 it fills the cell, so a rail carried by slime finishes on a
slime block that is still moving. sturdy, canSupportRigidBlock,
canSupportCenter and the wire's support now test that shape. The redstone
harness gains both scenarios as fixed cases.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-04 00:11:35 +01:00
Ludovic MarieandClaude Opus 5.5 f3edffb6ea Commands: keep a container's CustomName from setblock, data and clone
BaseContainerBlockEntity.loadAdditional reads CustomName from the tag a
command gives (setblock, data merge), saveAdditional writes it back for
data get, and clone copies it. Horizon keeps the name beside the block
entity in block_names, which these paths never read or wrote.

Fixes #8752.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-04 00:10:15 +01:00
Ludovic Marie f94eb72853 Merge pull request #8646 from MSedgeMC/fix/guest-slot-consent
🤖 Agent: desktop (NixOS, -j 8) on head + main: fmt, clippy -D warnings, horizon-client-lib tests 1589 passed (GPU tests skipped). Queued.
2026-11-04 00:08:58 +01:00
Ludovic MarieandClaude Opus 5.5 63f664e909 Item NBT: read the id as an Identifier, minecraft by default
ItemStack.CODEC reads `id` through Identifier, so `{id:"stone"}` is
minecraft:stone. item_from_nbt kept "stone" as it came, which the
server's registry lookup then sent as air: an item_display summoned
with `{item:{id:"stone"}}` showed nothing (#8570). An id that is no
valid identifier makes no stack, as the codec's error does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-04 00:08:22 +01:00
Ludovic MarieandClaude Opus 5.5 a37f193ccb cargo-horizon-mod binstall: drop the test that greps the workflow's text
The other three test the manifest-to-release contract itself.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-04 00:06:56 +01:00
Ludovic Marie 6181cceee5 Merge pull request #8245 from TiggerTakkyTTT/fix/server-admin-stopped-list-api
🤖 Agent: a stop that reaches the game (in game, RCON, cmd) now leaves the supervisor and API up for list edits, but a stop on the supervisor's own stdin still ends it (I added that: Pelican and 'run' wait for the process to exit), and while stopped that stdin takes start/stop; ROUTES bumped to 30 after main's new route, horizon-server tests 133/133.
2026-11-04 00:06:22 +01:00
Ludovic Marie 8f62b8aa88 Merge remote-tracking branch 'origin/main' into lr7/instance-switch 2026-11-04 00:04:25 +01:00
Ludovic Marie a1b62cb73a Merge pull request #8598 from MSedgeMC/fix/piglin-brute-home
🤖 Agent: desktop on main merged in: fmt, clippy -D warnings, horizon-client-lib tests 1590 passed (GPU tests skipped); 80-tick retry added (fff6d306).
2026-11-04 00:02:12 +01:00
Ludovic Marie e839dddb29 Merge pull request #8329 from dontstopgorkingit/fa-launcher
🤖 Agent: Persian launcher table, stacked on the ones before it (any merge order is safe); desktop on this exact head: cargo fmt --check, clippy -D warnings, cargo test all green (465 passed lib tests incl. every_language_has_every_string).
2026-11-04 00:02:08 +01:00
Ludovic Marie 7bc0cb2120 Merge pull request #8680 from horizon-rust/lr7/instance-nightlies
🤖 Agent: Desktop proof on ed007155f1 (cargo fmt --check, clippy --all-targets -D warnings, cargo test: lib 465 + bin 83 passed, exit 0). The risk was the launcher's selection: a Nightly installed for one instance becomes the launcher's version only when it has none, and a second install queues behind the running one instead of being refused.
2026-11-03 23:59:28 +01:00
Ludovic Marie e9cd2b4512 Merge pull request #8505 from MSedgeMC/test/animate-tick-world
🤖 Agent: desktop on main merged in: fmt, clippy -D warnings, horizon-client-lib tests 1587 passed (GPU tests skipped); precision fixes match the 26.3 bytecode.
2026-11-03 23:59:25 +01:00
Ludovic Marie 1d1a7aba35 Merge pull request #8562 from HrafnaValkyrja/fix/harness-free-ports
🤖 Agent: desktop: Python tests 630/631 (the one error needs a git checkout), port locks hold across processes; Windows fallback added (a099b2e1).
2026-11-03 23:56:16 +01:00
Ludovic Marie 87df3cf7d6 Merge pull request #8327 from dontstopgorkingit/el-launcher
🤖 Agent: Greek launcher table, stacked on the ones before it (any merge order is safe); desktop on this exact head: cargo fmt --check, clippy -D warnings, cargo test all green (465 passed lib tests incl. every_language_has_every_string).
2026-11-03 23:55:13 +01:00
Ludovic Marie 5866696152 Merge branch 'lr7/instance-nightlies' into lr7/instance-switch
# Conflicts:
#	launcher/lang/ar.json
#	launcher/lang/bg.json
#	launcher/lang/da.json
#	launcher/lang/de.json
#	launcher/lang/es.json
#	launcher/lang/fi.json
#	launcher/lang/fr.json
#	launcher/lang/he.json
#	launcher/lang/hi.json
#	launcher/lang/hr.json
#	launcher/lang/hu.json
#	launcher/lang/id.json
#	launcher/lang/ja.json
#	launcher/lang/ko.json
#	launcher/lang/lt.json
#	launcher/lang/no.json
#	launcher/lang/pl.json
#	launcher/lang/pt-br.json
#	launcher/lang/pt.json
#	launcher/lang/ro.json
#	launcher/lang/ru.json
#	launcher/lang/sk.json
#	launcher/lang/tr.json
#	launcher/lang/uk.json
#	launcher/lang/zh.json
2026-11-03 23:47:42 +01:00
Ludovic Marie 20829d6f0e Merge pull request #8325 from dontstopgorkingit/sv-launcher
🤖 Agent: Swedish launcher table, stacked on the ones before it (any merge order is safe); desktop on this exact head: cargo fmt --check, clippy -D warnings, cargo test all green (465 passed lib tests incl. every_language_has_every_string).
2026-11-03 23:47:15 +01:00
Ludovic Marie ed007155f1 Merge remote-tracking branch 'origin/main' into lr7/instance-nightlies
# Conflicts:
#	launcher/lang/bg.json
#	launcher/lang/da.json
#	launcher/lang/fi.json
#	launcher/lang/he.json
#	launcher/lang/hu.json
#	launcher/lang/lt.json
#	launcher/lang/no.json
#	launcher/lang/ro.json
#	launcher/lang/sk.json
2026-11-03 23:46:47 +01:00
Ludovic Marie 3bd9e46370 Merge pull request #8160 from TiggerTakkyTTT/fix/server-management-status-replies
🤖 Agent: enable_status moves from the fixed NetConfig into an AtomicBool on lan::Shared that both the legacy 0xFE query and the STATUS handshake read, so turning replies off drops the next ping without a restart (lan_bot covers the closed handshake); ids 210–219 are unique, and main is merged with #8144 and #8136 kept.
2026-11-03 23:44:58 +01:00
Ludovic Marie 8312f371fc Merge pull request #8323 from dontstopgorkingit/cs-launcher
🤖 Agent: Czech launcher table, stacked on the ones before it (any merge order is safe); desktop on this exact head: cargo fmt --check, clippy -D warnings, cargo test all green (465 passed lib tests incl. every_language_has_every_string).
2026-11-03 23:42:11 +01:00
Ludovic Marie 4cd5c1a413 Merge pull request #8397 from MSedgeMC/perf/chunk-task-release
🤖 Agent: desktop proof on main merged in: fmt, clippy -D warnings, horizon-client-render tests 1004+8 passed (GPU tests skipped). Remote-only queue release, safe as called.
2026-11-03 23:41:02 +01:00
Ludovic Marie 7b0cede6f8 Merge pull request #8125 from masa-masa-0314/fix/player-trident-fire
🤖 Agent: merged main after #8221: its powder-snow sweep and this PR's baseTick fire/water step both follow the trident's move, both kept, sweep first (no shared state or RNG); the arrow environment code now lives in ArrowScene::apply_block_effects for arrows and tridents alike, and I aligned the trident flames with the front-view yaw the other entities use.
2026-11-03 23:40:58 +01:00
Ludovic MarieandClaude Opus 5.5 7ec20ad606 test: drop the test of a constant
player_voice_pitch returns 1.0; asserting it twice pins nothing that can
regress (CLAUDE.md: skip tests of trivial constants).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:40:19 +01:00
Ludovic MarieandClaude Opus 5.5 a099b2e155 fix: free_port falls back to the plain bind on Windows
fcntl and os.getuid do not exist there, and lab.py runs on win32 too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:39:43 +01:00
Ludovic MarieandClaude Opus 5.5 fff6d3065e fix: the brute's walk home waits 80 ticks between tries
StrollToPoi sets nextOkStartTime 80 ticks after each try; without it a
brute 10-100 blocks from a home it cannot reach ran a path search on
every goal-selector pass.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:36:50 +01:00
Ludovic Marie 97e26548f3 Merge pull request #8317 from dontstopgorkingit/ur-launcher
🤖 Agent: Urdu launcher table, stacked on the ones before it (any merge order is safe); desktop on this exact head: cargo fmt --check, clippy -D warnings, cargo test all green (465 passed lib tests incl. every_language_has_every_string).
2026-11-03 23:36:02 +01:00
Ludovic MarieandClaude Opus 5.5 c430cf43f5 fix: an unknown advancement tab id leaves the kept tab as it is
ServerGamePacketListenerImpl.handleSeenAdvancements calls setSelectedTab
only when ServerAdvancementManager.get finds the id; the hub cleared the
tab for any id that was not a selectable root. Also puts visibility's
doc comment back on visibility.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:35:58 +01:00
HrafnaValkyrja 7800a1ccd8 Merge remote-tracking branch 'origin/main' into fix/tnt-minecart-chain 2026-11-03 17:35:08 -05:00
Ludovic Marie 8417e54537 Merge pull request #8306 from dontstopgorkingit/th-launcher
🤖 Agent: Thai launcher table, stacked on the ones before it (any merge order is safe); desktop on this exact head: cargo fmt --check, clippy -D warnings, cargo test all green (465 passed lib tests incl. every_language_has_every_string).
2026-11-03 23:31:08 +01:00
Ludovic MarieandClaude Opus 5.5 0f5067c85a Merge origin/main into status replies
Keeps #8136's operator level beside status replies.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:27:05 +01:00
Ludovic Marie 54f2158db7 Merge pull request #8304 from dontstopgorkingit/vi-launcher
🤖 Agent: Vietnamese launcher table, stacked on the ones before it (any merge order is safe); desktop on this exact head: cargo fmt --check, clippy -D warnings, cargo test all green (465 passed lib tests incl. every_language_has_every_string).
2026-11-03 23:26:14 +01:00
Ludovic Marie aa48266663 Merge pull request #8571 from horizon-rust/lr6/focus-ring
🤖 Agent: the focused field gets the mockup's 2 px accent-soft ring as an overlay child, so layout doesn't shift; the invalid red and the command/players fields keep their own borders.
2026-11-03 23:23:15 +01:00
Ludovic MarieandClaude Opus 5.5 d1f9655090 Server API: 30 routes after main's new one
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:23:01 +01:00
Ludovic Marie e08cb064fe Merge pull request #8302 from dontstopgorkingit/nl-launcher
🤖 Agent: Dutch launcher table, stacked on the ones before it (any merge order is safe); desktop on this exact head: cargo fmt --check, clippy -D warnings, cargo test all green (465 passed lib tests incl. every_language_has_every_string).
2026-11-03 23:22:12 +01:00
Ludovic Marie d3ca256213 Merge pull request #8286 from dontstopgorkingit/it-launcher
🤖 Agent: Italian launcher table, first of a 9-step stack (any merge order is safe); desktop on this exact head: cargo fmt --check, clippy -D warnings, cargo test all green (465 lib tests incl. every_language_has_every_string). The fallback test now uses eo, since it-IT is supported.
2026-11-03 23:17:12 +01:00
Ludovic MarieandClaude Opus 5.5 7d9a642b77 fa: the 14 strings of main's Servers page and log times
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:05:22 +01:00
Ludovic MarieandClaude Opus 5.5 3c6eed82f3 Merge main into #8329 (fa)
main's shader API reference is up to date again (367b20268d), which the
previous head's verify run failed on.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:05:22 +01:00
Ludovic MarieandClaude Opus 5.5 790ace00cf el: the 14 strings of main's Servers page and log times
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:05:21 +01:00
Ludovic MarieandClaude Opus 5.5 b8a99a0166 sv: the 14 strings of main's Servers page and log times
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:05:21 +01:00
Ludovic MarieandClaude Opus 5.5 45a01d7a12 Merge main into #8327 (el)
main's shader API reference is up to date again (367b20268d), which the
previous head's verify run failed on.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:05:21 +01:00
Ludovic MarieandClaude Opus 5.5 b4e145a738 Merge main into #8325 (sv)
main's shader API reference is up to date again (367b20268d), which the
previous head's verify run failed on.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:05:21 +01:00
Ludovic MarieandClaude Opus 5.5 263b9314c2 cs: the 14 strings of main's Servers page and log times
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:05:20 +01:00
Ludovic MarieandClaude Opus 5.5 c5848522ca ur: the 14 strings of main's Servers page and log times
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:05:20 +01:00
Ludovic MarieandClaude Opus 5.5 0d04275a39 Merge main into #8323 (cs)
main's shader API reference is up to date again (367b20268d), which the
previous head's verify run failed on.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:05:20 +01:00
Ludovic MarieandClaude Opus 5.5 4b35bb5b3a Merge main into #8317 (ur)
main's shader API reference is up to date again (367b20268d), which the
previous head's verify run failed on.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:05:20 +01:00
Ludovic MarieandClaude Opus 5.5 308f74002f th: the 14 strings of main's Servers page and log times
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:05:19 +01:00
Ludovic MarieandClaude Opus 5.5 0387cc4d18 vi: the 14 strings of main's Servers page and log times
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:05:19 +01:00
Ludovic MarieandClaude Opus 5.5 d8c581c3dc Merge main into #8306 (th)
main's shader API reference is up to date again (367b20268d), which the
previous head's verify run failed on.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:05:19 +01:00
Ludovic MarieandClaude Opus 5.5 6cd38eb809 Merge main into #8304 (vi)
main's shader API reference is up to date again (367b20268d), which the
previous head's verify run failed on.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:05:19 +01:00
Ludovic MarieandClaude Opus 5.5 3773c46e71 nl: the 14 strings of main's Servers page and log times
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:05:18 +01:00
Ludovic MarieandClaude Opus 5.5 3515b6963d it: the 14 strings of main's Servers page and log times
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:05:18 +01:00
Ludovic MarieandClaude Opus 5.5 d088a9b856 Merge main into #8302 (nl)
main's shader API reference is up to date again (367b20268d), which the
previous head's verify run failed on.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:05:18 +01:00
Ludovic MarieandClaude Opus 5.5 c113d01fc0 Merge main into #8286 (it)
main's shader API reference is up to date again (367b20268d), which the
previous head's verify run failed on.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 23:05:18 +01:00
Ludovic Marie 2a43173d1a Merge pull request #8549 from horizon-rust/feat/launcher-glass-offline-heads
🤖 Agent: offline faces come from the player's own prepared files (no Mojang asset bundled), read on a worker and keyed by vanilla's offline UUID, so a skin change is picked up by its file time. Proof (GitHub's queue is backed up): on the desktop at 4d20c0efc0, inside launcher/: cargo fmt --check, clippy --all-targets -D warnings, cargo test (465+82 lib+bin) all exit 0.
2026-11-03 23:03:49 +01:00
Ludovic Marie 1960a896ed Merge pull request #8523 from horizon-rust/feat/launcher-glass-played
🤖 Agent: the mockup's times are glass-only helpers; the light look keeps instances::play_time and worlds_page::ago, so its wording is unchanged (only the SMP count gets translated). Proof (GitHub's queue is backed up): on the desktop at 34d9859ff1, inside launcher/: cargo fmt --check, clippy --all-targets -D warnings, cargo test (465+82 lib+bin) all exit 0.
2026-11-03 22:58:04 +01:00
Ludovic Marie da6b3c353d Merge pull request #8515 from horizon-rust/feat/launcher-glass-overview
🤖 Agent: Overview's blur makes each screenshot's blurred copy once, off the UI thread and only while blur is on, so with blur off the tiles draw the same images as before. Proof (GitHub's queue is backed up): on the desktop at d2cf230cb6, inside launcher/: cargo fmt --check, clippy --all-targets -D warnings, cargo test (465 lib + 80 bin) all exit 0.
2026-11-03 22:50:07 +01:00
Ludovic Marie 4476320954 Merge pull request #8531 from horizon-rust/feat/launcher-glass-light
🤖 Agent: the light look; the layout follows a glass flag separate from dark, and the sky and tint still follow dark, so dark renders unchanged. Desktop on this head: fmt, build, clippy, 465 launcher tests pass.
2026-11-03 22:46:13 +01:00
Ludovic Marie 4d20c0efc0 Merge branch 'feat/launcher-glass-played' into feat/launcher-glass-offline-heads 2026-11-03 22:38:49 +01:00
Ludovic Marie 34d9859ff1 Merge branch 'feat/launcher-glass-overview' into feat/launcher-glass-played
# Conflicts:
#	launcher/lang/bg.json
#	launcher/lang/da.json
#	launcher/lang/fi.json
#	launcher/lang/he.json
#	launcher/lang/hu.json
#	launcher/lang/lt.json
#	launcher/lang/no.json
#	launcher/lang/ro.json
#	launcher/lang/sk.json
2026-11-03 22:38:46 +01:00
Ludovic Marie d2cf230cb6 Merge remote-tracking branch 'origin/main' into feat/launcher-glass-overview
# Conflicts:
#	launcher/lang/bg.json
#	launcher/lang/da.json
#	launcher/lang/fi.json
#	launcher/lang/he.json
#	launcher/lang/hu.json
#	launcher/lang/lt.json
#	launcher/lang/no.json
#	launcher/lang/ro.json
#	launcher/lang/sk.json
2026-11-03 22:38:35 +01:00
Ludovic MarieandClaude Opus 5.5 1e316634b9 Merge main into feat/launcher-glass-light (main's "My Horizon" rows win)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 22:35:38 +01:00
Ludovic Marie 9e7843c9d5 Merge pull request #8584 from horizon-rust/lr6/server-rows
🤖 Agent: stopped servers show their game mode as in the mockup, read from the server's own server.toml; fmt, clippy and 465 launcher tests pass on this head on the desktop.
2026-11-03 22:33:28 +01:00
Ludovic Marie 0b47e52206 Merge pull request #8563 from horizon-rust/lr6/multiplayer-status
🤖 Agent: Multiplayer rows get the mockup's status dot and player count; also adds the 'My Horizon' string main's 9 new language tables lack, which fixes main's launcher i18n test. fmt, clippy and 464 launcher tests pass on this head on the desktop.
2026-11-03 22:33:24 +01:00
Ludovic MarieandClaude Opus 5.5 6d9e15cfb5 launcher: "My Horizon" in the 9 tables that lacked it
Main's bg, da, fi, he, hu, lt, no, ro and sk tables miss it, which fails every_language_has_every_string_the_code_asks_for. Same lines as #8563, so the two merge cleanly.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 22:31:07 +01:00
Ludovic Marie 17507c50b4 Merge branch 'lr7/instance-nightlies' into lr7/instance-switch 2026-11-03 22:29:34 +01:00
Ludovic Marie 80116a34f8 Merge remote-tracking branch 'origin/main' into lr7/instance-nightlies 2026-11-03 22:29:15 +01:00
Ludovic Marie 0cc7ae127b Merge pull request #8214 from janibert1/whitelist-bypass
🤖 Agent: merged main and gave the temporary-ban test's Lists the new whitelist_bypass field (main added that initializer after this branch); cargo check of horizon-client lib + tests passes on the desktop. Off unless the owner adds whitelist-bypass.txt.
2026-11-03 22:27:09 +01:00
HrafnaValkyrjaandClaude Sonnet 5.5 6b306767a7 Name the affected players in /ban-ip feedback
BanIpCommands.banIp sends commands.banip.info with the count and
EntitySelector.joinNames of the affected players; the dedicated console
passed an empty string for the names. Build the line from the same list
used for the disconnects, and still send nothing when no one is affected.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 16:25:30 -05:00
Ludovic Marie cec81d44a0 Merge pull request #8692 from horizon-rust/fix/hud-animated-root-race
🤖 Agent: tests only: each hud test gets its own temp folder, so a strip one test adds can't leak into another's atlas; 8 repeat runs of the hud tests pass on the desktop.
2026-11-03 22:25:30 +01:00
Ludovic MarieandClaude Opus 5.5 ff024d09a3 hud tests: each animated_root gets its own folder
animated_block_sprites_register_and_pack_their_first_mcmeta_frame and
a_strip_frames_size_comes_from_its_mcmeta shared one per-process folder.
The second adds a two-frame strip of its own, so the first, running beside
it, sometimes found that strip (first frame 0) instead of its own (1).
That broke main's verify on #8531's run.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 22:24:24 +01:00
Ludovic MarieandClaude Opus 5.5 ccff0d4db7 Merge main into lr6/server-rows
The new key sits after "Stopped" in all 25 tables.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 22:23:17 +01:00
Ludovic MarieandClaude Opus 5.5 de505bbe3c Merge main into lr6/multiplayer-status
The new key sits after "Offline" in all 25 tables; "My Horizon" added to the 9 tables that lacked it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 22:23:09 +01:00
Ludovic MarieandClaude Opus 5.5 d2a173b6e1 test: give the temporary-ban test's Lists the new whitelist_bypass field
Main added a Lists initializer in this test after this branch was cut.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 22:21:46 +01:00
Ludovic MarieandClaude Opus 5.5 fd3e17c2bc Merge main into whitelist-bypass
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 22:21:46 +01:00
Ludovic MarieandClaude Opus 5.5 bfe9c360ed launcher: Edit can switch an instance's kind, Minecraft version and loader
As in the mockup, Edit shows the three kinds (Horizon, Vanilla, Modded)
and, for a Java instance, Mojang's versions and the loaders. Saving a
change calls instances::switch, which changes only the instance's entry
in instances.json: its folder, with its worlds, mods and options, is never
touched, and a Java instance's settings (memory, Java, arguments, window)
are kept aside while it plays Horizon. Before Save, a notice lists what
can't keep working: mods for another game or version, and worlds that a
different Minecraft version upgrades for good. The game's home and
modpacks play what they were made with.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 22:17:35 +01:00
Ludovic MarieandClaude Opus 5.5 424524cce4 Merge main into fix/player-trident-fire
#8221's powder-snow sweep and this branch's baseTick fire/water step both follow the
trident's move in trident.rs: both kept, the sweep first.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 22:16:35 +01:00
Ludovic Marie 8fed23e865 Merge pull request #8361 from senjinthedragon/shader-portals-beams
🤖 Agent: under a shaders/ pack, portal faces and beams no longer fall back to Horizon's entity shader at all, so a pack with no gbuffers_block (or no beaconbeam/textured/basic) shows no portal or beam; the portal texture is copied once per atlas rect change, not per frame.
2026-11-03 22:16:17 +01:00
Ludovic Marie 476e5cd79f Merge pull request #8237 from itarqos5/perf/startup-core-overlap
🤖 Agent: merged main, whose registry-v1.bin snapshot already takes facts.json off most starts, so the slice parse now only helps a snapshot miss; the model-library parse beside Assets::load is the part that still moves time off the critical path (skipped for a server).
2026-11-03 22:16:13 +01:00
Ludovic Marie 1978658b83 Merge pull request #8121 from janibert1/chat-hook
🤖 Agent: cancel drops the message for everybody before the broadcast, after secure chat and the filter, so a muted player's signed chain is never relayed; I added the test-stub field and registered chat.rs's free hook point in catalog_matches_hook_points.
2026-11-03 22:16:08 +01:00
Ludovic Marie 45d7ee31e3 Merge pull request #8221 from byMehd/fix/8217-powder-snow-entity-particles
🤖 Agent: merged main after the STOP: main now ticks orbs and primed TNT in join order (ordered_tick.rs, tick_one_tnt), so their snowflake calls moved there, still right after each move as PowderSnowBlock.entityInside runs inside it; verify green on this head.
2026-11-03 22:16:04 +01:00
Ludovic MarieandClaude Opus 5.5 05ab05c807 Merge main into feat/launcher-glass-light (#8681's reference fix)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 22:08:20 +01:00
Ludovic Marie 29c8931f45 Merge pull request #8681 from horizon-rust/fix/shaders-reference-doc
🤖 Agent: unblocks main's verify: #8186 hand-edited the generated shaders-reference.md; the Anti-aliasing section now comes from the generator, word for word, so the doc is unchanged and the_reference_is_up_to_date passes.
2026-11-03 22:05:25 +01:00
Ludovic MarieandClaude Opus 5.5 367b20268d shader API reference: the anti-aliasing section comes from the generator
#8186 wrote its Anti-aliasing section into docs/api/shaders-reference.md,
which horizon_shader_api::reference::markdown generates, so main's
the_reference_is_up_to_date failed. The section is now generated, and the
doc is unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 22:03:49 +01:00
Ludovic MarieandClaude Opus 5.5 08f504c6d6 launcher: the instance dialog lists every Nightly and installs the picked one
The Horizon version list showed only installed versions. Like the mockup,
it now lists every Nightly published for this platform (the launcher's
release list, with its GitHub cache), then the installed ones the list
lacks. Create or Save makes the instance at once and installs a picked
version that isn't installed through the existing install path (signed
checksums, progress), after the install running now if there is one;
Play shows Installing meanwhile. A version installed for an instance
becomes the launcher's only when it has none.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 22:02:28 +01:00
HrafnaValkyrjaandClaude Sonnet 5.5 1950f986e8 Fix TNT minecarts surviving weak blasts and fire
VehicleEntity.hurtServer destroys a cart when its damage passes 40 or
MinecartTNT.shouldSourceDestroy is true (fire, explosions). Horizon only
checked the damage, so a TNT cart hit by a weak blast was pushed but never
primed.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 15:55:21 -05:00
Ludovic Marie 298f165557 Merge pull request #8136 from TiggerTakkyTTT/fix/server-management-operator-level
🤖 Agent: the set path updates both state.op_level and the lists' op_level, so ops added after a change get the new default level as vanilla's settings.update does; harness ids moved to 220–229 (150s clashed with #8108), main merged with #8144's hide-online-players kept.
2026-11-03 21:54:13 +01:00
Ludovic MarieandClaude Opus 5.5 ee014866e7 Merge main into feat/launcher-glass-light (#8674's render test fixes)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:53:20 +01:00
Ludovic MarieandClaude Opus 5.5 126e6f6e44 Merge origin/main into stopped-list-api
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:53:03 +01:00
Ludovic Marie 175c9b99f4 Merge pull request #8674 from horizon-rust/fix/render-tests-visbuffer-spans
🤖 Agent: unblocks main's verify: the inter-stage audit now covers visbuffer.wgsl from #7054 (still within 15 variables), and the two spans tests share one lock instead of racing on the process-wide switch. Tests only; render crate's 1295 tests + clippy pass on the desktop.
2026-11-03 21:50:46 +01:00
Ludovic MarieandClaude Opus 5.5 f722c0c72c render tests: audit visbuffer.wgsl's assembly, keep the spans switch to one test at a time
- inter_stage_tests: visbuffer.wgsl (#7054) only compiles after terrain.wgsl,
  so the audit failed on main. It now checks the module the renderer builds
  (terrain.wgsl + visbuffer.wgsl), which stays within the 15 inter-stage
  variables.
- spans: laps_time_consecutive_steps turns spans on for every thread, so
  notes_keep_the_slowest_steps, running beside it, recorded the note it
  expects left out. Both take one lock now.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:48:40 +01:00
Kacper 50fe88ed1d Merge pull request #8592 from mattiaemolo/fix/spectator-container-openers
Containers no longer open in spectator mode
2026-11-03 21:43:18 +01:00
Kacper da19873333 Merge pull request #8420 from HrafnaValkyrja/fix/entity-save-matches-vanilla
Entity save data: Fire default, kept tags and the movement speed attribute as vanilla writes them
2026-11-03 21:41:45 +01:00
Kacper cc77dc5261 Merge pull request #8494 from MSedgeMC/fix/mob-effect-refusal
An effect a mob refuses is never added
2026-11-03 21:40:04 +01:00
Kacper 2a18eb5ecd Merge pull request #8576 from HrafnaValkyrja/fix/leads-parity
Only mobs and boats keep a leash tag
2026-11-03 21:39:54 +01:00
Ludovic Marie 3cfb8846e2 Merge pull request #8641 from kacpherek/far/no-floating-cells-pr
🤖 Agent: far cells now keep any column's blocks (trunks stay under crowns) instead of the majority rule; the cost is that a thin feature in a wide cell draws cell-wide, which the before/after shows reads better than floating slabs. Same stored format, so caches aren't rebuilt.
2026-11-03 21:33:07 +01:00
Ludovic MarieandClaude Opus 5.5 875ed64de4 Merge main into feat/launcher-glass-light (main's pack_post test fix, #8664)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:31:49 +01:00
Ludovic Marie c332740d31 Merge pull request #8088 from Joansitoh/fix/8051-reduced-debug-info
🤖 Agent: matches vanilla's REDUCED_DEBUG_INFO callback (entity event 22/23 to each player on change, Login.reducedDebugInfo at join). Main merged in twice: limited_crafting landed in the same hub/lan/remote spots, both kept. Verify passed on the previous head with the same diff; fmt and clippy passed on this one. One gap left: a guest whose Login was built but who isn't placed yet misses a flip.
2026-11-03 21:30:31 +01:00
Ludovic Marie 1564656e02 Merge pull request #8548 from horizon-rust/fix/ramlimit-windows-no-paging
🤖 Agent: queued, verify and launcher green on 3f941752. CI never builds Windows, so the Windows-only code was checked separately: clippy -D warnings for x86_64-pc-windows-gnu is clean on horizon-threads (all targets) and horizon-client (with and without default features), with the C build scripts (mimalloc, ring) stubbed.
2026-11-03 21:28:52 +01:00
Ludovic Marie a026fd085d Merge pull request #7054 from elythepreciouscat/perf/async-occlusion-culling
🤖 Agent: re-merged main after the merger's conflict stop (main's new shift-click cycling test kept beside the particle culling one); Off, the default, still calls the plain render path, so players who don't opt in pay nothing per frame.
2026-11-03 21:27:12 +01:00
Ludovic Marie 6e02bdb4b3 Merge pull request #8664 from horizon-rust/fix/pack-post-rgb
🤖 Agent: unbreaks main's horizon-client-render test build (#8131 added Resources::rgb, #8065's new test initializer lacked it); clippy --all-targets -D warnings passes on the desktop.
2026-11-03 21:27:08 +01:00
Ludovic MarieandClaude Opus 5.5 b877faf1d7 launcher: "My Horizon" in the bg, da, fi, he, hu, lt, no, ro and sk tables
main's i18n test failed: the new instance's default name reached main
after those nine tables were filled.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:26:52 +01:00
Ludovic MarieandClaude Opus 5.5 467deab05f Merge main into feat/launcher-glass-light
The palette's card now uses main's ui::dialog_plate (#8514). The light
look's lighter scrim moves into the shared helpers (ui::scrim and
dialog_plate), so the Edit dialog, the server dialog, the owner notice
and the palette all dim a light launcher the same way.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:26:52 +01:00
Kacper dbd56824f4 Merge pull request #8481 from dontstopgorkingit/docs/user-server
docs: improve server/user documentation links and structure
2026-11-03 21:25:12 +01:00
Kacper b88fafd2d7 Merge pull request #8207 from Akirabane/feat/8206-config-set-live-motd-max-players
Server: `config set server.motd` and `server.max_players` apply live
2026-11-03 21:24:25 +01:00
Kacper 93a326e142 Merge pull request #8546 from MSedgeMC/fix/squid-movement-sounds
A squid and a bat step without a sound
2026-11-03 21:22:45 +01:00
Kacper 7c8ccece9d Merge pull request #8561 from MSedgeMC/fix/baby-parrot-voice
A baby parrot keeps the plain voice pitch
2026-11-03 21:22:30 +01:00
Ludovic MarieandClaude Opus 5.5 4a9d204be7 pack_post: give the composite test's Resources its rgb field
#8131 added Resources::rgb and #8065 added a test initializer without it;
both merged, so main's horizon-client-render tests no longer compile.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:22:15 +01:00
Ludovic Marie 770ce88060 Merge branch 'feat/launcher-glass-played' into feat/launcher-glass-offline-heads 2026-11-03 21:22:02 +01:00
Ludovic MarieandClaude Opus 5.5 f4b4f4d10a launcher: the played line's times in main's nine new languages
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:22:00 +01:00
Ludovic Marie 851086d248 Merge branch 'feat/launcher-glass-overview' into feat/launcher-glass-played 2026-11-03 21:21:50 +01:00
Ludovic MarieandClaude Opus 5.5 4acedeaad1 launcher: "My Horizon" in the bg, da, fi, he, hu, lt, no, ro and sk tables
#8509's default name crossed with main's nine new languages, so main's
every_language_has_every_string_the_code_asks_for lacks it there.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:21:39 +01:00
Ludovic Marie 64ec25e9c9 Merge remote-tracking branch 'origin/main' into feat/launcher-glass-overview
# Conflicts:
#	launcher/lang/ar.json
#	launcher/lang/de.json
#	launcher/lang/es.json
#	launcher/lang/fr.json
#	launcher/lang/hi.json
#	launcher/lang/hr.json
#	launcher/lang/id.json
#	launcher/lang/ja.json
#	launcher/lang/ko.json
#	launcher/lang/pl.json
#	launcher/lang/pt-br.json
#	launcher/lang/pt.json
#	launcher/lang/ru.json
#	launcher/lang/tr.json
#	launcher/lang/uk.json
#	launcher/lang/zh.json
2026-11-03 21:20:43 +01:00
Kacper 9aa4be30f8 Merge pull request #8197 from Akirabane/fix/8195-breaking-cracks-varyings
Renderer: keep every pipeline within 15 inter-stage variables, and test it
2026-11-03 21:16:55 +01:00
Kacper acea78948d Merge pull request #8065 from arslanarm/shaderpacks/pack-fog-uniforms
Shader packs: fog and per-draw uniforms as Iris gives them per program kind
2026-11-03 21:16:09 +01:00
Kacper 0b98fd3ec6 Merge pull request #8044 from arslanarm/shaderpacks/composite-blend
Shader packs: blend.<program> blends composite-style programs
2026-11-03 21:16:00 +01:00
Ludovic Marie dd66b5105b Merge pull request #8499 from horizon-rust/feat/launcher-glass-memory
🤖 Agent: Maximum memory in the Edit dialog; it edits the instance being edited, not the selected one, which was the risk here. Head includes lr6-memory's #8509 (instance dialog defaults), whose fmt/clippy/tests passed.
2026-11-03 21:14:48 +01:00
Ludovic Marie 88d201d7d0 Merge pull request #8577 from horizon-rust/ci/self-hosted-max
🤖 Agent: reviewed the .github changes: bots on pull_request_target/issue_comment check out ref: main only and take comment/branch text through env; checks jobs on the desktop hold no secrets or write tokens (tests/test_ci_runners.py pins it). Launcher failure was main's, fixed by #8640; merged main in.
2026-11-03 21:12:35 +01:00
Ludovic Marie afd319aeee Merge pull request #8328 from dontstopgorkingit/el-game
🤖 Agent: el_gr game table, stacked with the other nine (any merge order is safe); "Horizon" kept as the name where the table had the word horizon, English copies dropped and the six controller options named as options, as #8385 did.
2026-11-03 21:12:31 +01:00
Ludovic Marie 566614fd72 Merge pull request #8326 from dontstopgorkingit/sv-game
🤖 Agent: sv_se game table, stacked with the other nine (any merge order is safe); "Horizon" kept as the name where the table had the word horizon, English copies dropped and the six controller options named as options, as #8385 did.
2026-11-03 21:12:27 +01:00
Ludovic MarieandClaude Opus 5.5 dcde458f09 Merge main into ci/self-hosted-max (picks up #8640's launcher fix)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:10:46 +01:00
Ludovic Marie 466402216a Merge pull request #8324 from dontstopgorkingit/cs-game
🤖 Agent: cs_cz game table, stacked with the other nine (any merge order is safe); "Horizon" kept as the name where the table had the word horizon, English copies dropped and the six controller options named as options, as #8385 did.
2026-11-03 21:10:18 +01:00
Ludovic Marie abea3bd4b3 Merge pull request #8318 from dontstopgorkingit/pt_br-game
🤖 Agent: pt_br game table, stacked with the other nine (any merge order is safe); "Horizon" kept as the name where the table had the word horizon, English copies dropped and the six controller options named as options, as #8385 did.
2026-11-03 21:10:14 +01:00
Ludovic Marie 0981da3950 Merge pull request #8315 from dontstopgorkingit/ar_sa-game
🤖 Agent: ar_sa game table, stacked with the other nine (any merge order is safe); "Horizon" kept as the name where the table had the word horizon, English copies dropped and the six controller options named as options, as #8385 did.
2026-11-03 21:10:09 +01:00
Ludovic Marie e919ca8862 Merge pull request #8314 from dontstopgorkingit/ja_jp-game
🤖 Agent: ja_jp game table, stacked with the other nine (any merge order is safe); "Horizon" kept as the name where the table had the word horizon, English copies dropped and the six controller options named as options, as #8385 did.
2026-11-03 21:10:05 +01:00
Ludovic Marie 804d44b2b9 Merge pull request #8307 from dontstopgorkingit/th-game
🤖 Agent: th_th game table, stacked with the other nine (any merge order is safe); "Horizon" kept as the name where the table had the word horizon, English copies dropped and the six controller options named as options, as #8385 did.
2026-11-03 21:10:01 +01:00
Ludovic Marie f28e56abdf Merge pull request #8305 from dontstopgorkingit/vi-game
🤖 Agent: vi_vn game table, stacked with the other nine (any merge order is safe); "Horizon" kept as the name where the table had the word horizon, English copies dropped and the six controller options named as options, as #8385 did.
2026-11-03 21:09:57 +01:00
Ludovic Marie cf04e87525 Merge pull request #8303 from dontstopgorkingit/nl-game
🤖 Agent: nl_nl game table, stacked with the other nine (any merge order is safe); "Horizon" kept as the name where the table had the word horizon, English copies dropped and the six controller options named as options, as #8385 did.
2026-11-03 21:09:52 +01:00
Ludovic Marie 7f4b71542b Merge pull request #8287 from dontstopgorkingit/it-game
🤖 Agent: it_it game table, stacked with the other nine (any merge order is safe); "Horizon" kept as the name where the table had the word horizon, English copies dropped and the six controller options named as options, as #8385 did.
2026-11-03 21:09:47 +01:00
Ludovic MarieandClaude Opus 5.5 160f206c16 fa: the 30 strings of main's Mods page, palette and toasts
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:07:59 +01:00
Ludovic MarieandClaude Opus 5.5 65bb30cbe7 el: the 30 strings of main's Mods page, palette and toasts
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:07:59 +01:00
Ludovic MarieandClaude Opus 5.5 8ddf1e96ed Merge main into #8329 (fa)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:07:59 +01:00
Ludovic MarieandClaude Opus 5.5 4cdce63a27 Merge main into #8327 (el)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:07:59 +01:00
Ludovic MarieandClaude Opus 5.5 c3fde80ea9 sv: the 30 strings of main's Mods page, palette and toasts
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:07:58 +01:00
Ludovic MarieandClaude Opus 5.5 6805e4b57a cs: the 30 strings of main's Mods page, palette and toasts
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:07:58 +01:00
Ludovic MarieandClaude Opus 5.5 5b912b5178 ur: the 30 strings of main's Mods page, palette and toasts
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:07:58 +01:00
Ludovic MarieandClaude Opus 5.5 c97fc9bfba Merge main into #8325 (sv)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:07:58 +01:00
Ludovic MarieandClaude Opus 5.5 6a23f7bf4f Merge main into #8323 (cs)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:07:58 +01:00
Ludovic MarieandClaude Opus 5.5 d1e43f4554 th: the 30 strings of main's Mods page, palette and toasts
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:07:57 +01:00
Ludovic MarieandClaude Opus 5.5 7cfcbde368 vi: the 30 strings of main's Mods page, palette and toasts
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:07:57 +01:00
Ludovic MarieandClaude Opus 5.5 e4aca3a739 Merge main into #8317 (ur)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:07:57 +01:00
Ludovic MarieandClaude Opus 5.5 42fe8f1aff Merge main into #8306 (th)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:07:57 +01:00
Ludovic MarieandClaude Opus 5.5 cb3fac7b8f Merge main into #8304 (vi)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:07:57 +01:00
Ludovic MarieandClaude Opus 5.5 bc523faa36 nl: the 30 strings of main's Mods page, palette and toasts
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:07:56 +01:00
Ludovic MarieandClaude Opus 5.5 f20336ac00 it: the 30 strings of main's Mods page, palette and toasts
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:07:56 +01:00
Ludovic MarieandClaude Opus 5.5 9932cfea44 Merge main into #8302 (nl)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:07:56 +01:00
Ludovic MarieandClaude Opus 5.5 e42fb452ef Merge main into #8286 (it)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 21:07:56 +01:00
Kacper f24a23f68d Merge pull request #8029 from horizon-rust/perf/slow-tick-culprit
Dedicated server: a slow tick's line names whose packets or event took it
2026-11-03 21:06:44 +01:00
Kacper 06834efd1f Merge pull request #8516 from horizon-rust/lr6/sign-in-glass
launcher: the sign-in gate in the glass look
2026-11-03 21:06:15 +01:00
Kacper d1bccfe524 Merge pull request #8514 from horizon-rust/lr6/dialog-backdrop
launcher: dialogs over the dimmed, blurred launcher, as the mockup's
2026-11-03 21:06:08 +01:00
Kacper 622c75eefb Merge pull request #8181 from Akirabane/fix/8174-flat-qualifier
Shader packs: a flat varying with centroid or sample is flat, and tests for the interpolation qualifiers
2026-11-03 21:05:00 +01:00
Kacper e48c04fafb Merge pull request #8043 from arismoko/v2/ses_01M6FN1T2FS6T4M8P7GFXJ6WTR-tp-pitch-clamp
Wrap teleport rotation like vanilla /tp
2026-11-03 21:04:01 +01:00
Kacper 7aa3911897 Merge pull request #8404 from MSedgeMC/fix/shulker-boarding-face
A shulker that boards a vehicle sits lid up
2026-11-03 21:03:53 +01:00
Kacper 568334b23a Merge pull request #8411 from MSedgeMC/fix/silent-mob-voice
A silent mob keeps its voice quiet
2026-11-03 21:03:45 +01:00
Kacper 94c76ed2ca Merge pull request #8489 from Akirabane/fix/vanilla-keys-mute-tempban
Server: /mute, /tempmute and /tempban answer with vanilla's messages where vanilla has them
2026-11-03 21:02:58 +01:00
Kacper f6a16f5584 Merge pull request #8226 from Akirabane/fix/8222-fishy-advance
Fonts: draw a glyph whose advance is fishy, as vanilla does
2026-11-03 21:02:49 +01:00
Kacper 8781b60ee0 Merge pull request #8196 from Akirabane/fix/8177-1d-images
Shader packs: 1D images and their samplers (image.* with one size)
2026-11-03 21:02:41 +01:00
Kacper 3940341834 Merge pull request #7969 from gigamans442/fix/glsl-array-declarators-20261102
Shader packs: keep comma-separated GLSL declarator types independent
2026-11-03 21:02:33 +01:00
Ludovic Marie c763fa21b0 Merge pull request #8076 from glitchsnake/fix/8054-dragons-breath-bottle
🤖 Agent: queued, verify and launcher green on 0657af35. Two fixes pushed: the client's glass bottle PASSes on a breath cloud again (the cloud's owner isn't synced, so BottleItem.use finds none client-side; the packet still goes), and the bottle now treats the cloud as gone exactly when vanilla does (age - 20 >= duration, tested at the last tick), after main's #8244 added Breath.victims.
2026-11-03 21:00:17 +01:00
Kacper da6d099fdc Merge pull request #8476 from razzo715/fix/end-exit-world-spawn
Leave the End near the world spawn when the player has no point of its own
2026-11-03 21:00:02 +01:00
Kacper af4f345dc6 Merge pull request #8407 from razzo715/fix/death-drop-offhand-first
A player's death drops the off hand before the armour
2026-11-03 20:59:51 +01:00
Kacper 698e368da9 Merge pull request #8457 from itarqos5/fix/double-name-tag-on-custom-named-players
fix(names): one name tag for a player a server has given a custom name
2026-11-03 20:57:45 +01:00
Kacper 5968865a17 Merge pull request #8199 from Akirabane/fix/parity-source-hashes-junction
Parity harnesses: name sources under a linked .local within the repository
2026-11-03 20:57:31 +01:00
Kacper 07961b4a5a Merge pull request #8179 from Akirabane/fix/8164-zombie-shield-case
server_knockback: put the half-shield case's zombie where Bob's shield always faces it
2026-11-03 20:56:47 +01:00
Kacper 65a0447f04 Merge pull request #8403 from k3yh/fix/warn-undecodable-pool
Warn when a template pool can't be read
2026-11-03 20:56:38 +01:00
Kacper 814d18d513 Merge pull request #8186 from Akirabane/docs/8173-aa-under-a-pack
Docs: a shader pack's post chain owns anti-aliasing
2026-11-03 20:55:39 +01:00
Kacper fdff9f3f03 Merge pull request #8470 from dontstopgorkingit/docs/improve-docs
docs: remove stale known issue about removed shader packs
2026-11-03 20:55:24 +01:00
Kacper 8d63b0b7ee Merge pull request #8480 from dontstopgorkingit/docs/worldgen
docs: improve world-generation documentation navigation
2026-11-03 20:55:11 +01:00
Kacper 47ab8fd5ae Merge pull request #8485 from dontstopgorkingit/docs/parity-perf
docs: polish parity, port-ledger, and benchmark docs
2026-11-03 20:55:03 +01:00
Kacper 7d3b25b68f Merge pull request #8482 from dontstopgorkingit/docs/mods-shaders
docs: refresh mods, modpacks and shaders docs
2026-11-03 20:54:52 +01:00
MSedgeMC ddbda5917f port_map: Slot.mayPickup is the guest menu's gate for swap and throw too
The row named the pickup and quick-move paths; the number key, the off
hand's F and the drop click now go through the same `View::may_pickup`.
2026-11-03 19:51:50 +00:00
MSedgeMC 2666bd9170 test: the guest's swap and throw over a slot that refuses
A chest slot whose rules forbid the pickup, and binding-cursed armour in
the guest's own chest slot (survival against creative), reached through
`menu::click` - the path a `ServerboundContainerClickPacket` takes. Both
fail without the fix: the number key moved the stack into the hotbar and
the drop click threw it out.
2026-11-03 19:51:50 +00:00
MSedgeMC a2233c609e fix: a guest's number-key swap and drop click ask the slot first
`doClick`'s SWAP arm reads the slot's stack itself and puts it in the
hotbar (or, through `Inventory.getItem(40)`, the off hand), and its THROW
arm takes the stack through `Slot.safeTake`. Both therefore go through
`Slot.mayPickup`: a slot that withholds its stack - `ArmorSlot.mayPickup`
with a binding curse in survival, or a menu whose rules refuse - neither
hands it to a number key nor lets a drop click throw it out.

`lan::menu::swap` only checked `Slot.mayPlace` on each side, and the THROW
arm read the slot directly. The host applies both of those, so this was
the host's own authority rather than a client prediction.
2026-11-03 19:51:50 +00:00
Ludovic Marie 4274948b50 Merge pull request #8640 from horizon-rust/fix/launcher-main-palette
🤖 Agent: fixes main's launcher build (palette now passes the wardrobe flag like the top bar) and the 30 strings 9 languages lacked; fmt, clippy -D warnings and 464+ launcher tests pass on the desktop.
2026-11-03 20:48:04 +01:00
Ludovic MarieandClaude Opus 5.5 9ff63e6e9f launcher: fix main's build after the palette and Wardrobe merges crossed
glass_palette.rs called Page::in_top_bar() without the wardrobe flag #8569
added, so the palette now passes self.wardrobe_shown() like the top bar.
The bg, da, fi, he, hu, lt, no, ro and sk tables lacked the 30 strings the
mods page, palette and toasts added while those languages were landing.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 20:42:34 +01:00
MSedgeMC 28497f72ae port_map: the culling-box rows say what each renderer grows
Two of them were filed as skips ("culling box only") and the illusioner's and
sniffer's were absent, so the ledger claimed Horizon needed nothing here.
2026-11-03 19:39:42 +00:00
MSedgeMC 132179414d test: pin the four culling-box growths and the box they build
An illusioner's box reaches 3.3 blocks either side of its position and a
happy ghast's drops to 2 below its feet, where the plain box reached 0.3 and
its own floor.
2026-11-03 19:39:42 +00:00
MSedgeMC 63c35fd546 fix: the culling box follows the renderer, four living kinds grow it
EntityRenderer.shouldRender culls with getBoundingBoxForCulling and its own
half-block inflate. Four renderers override it and Horizon culled every mob
with one plain box: IllusionerRenderer inflate(3, 0, 3) for the mirror images
it draws outside its own box, SnifferRenderer inflate(0.6),
HappyGhastRenderer setMinY(minY - getBbHeight() / 2) for the riders hanging
below it, and LivingEntityRenderer inflate(0.5) while a dragon head is worn.
The box is also taken at the frame's partial tick now, as
getInterpolatedBoundingBox does.
2026-11-03 19:39:42 +00:00
Ludovic MarieandClaude Opus 5.5 6e2d33a267 CI: verify on our runners sees no GPU, as on GitHub's
The desktop's checks runners have Mesa's software Vulkan (for parity), so verify ran GPU tests there that return
early on GitHub's runners, and one of them flakes on lavapipe (#8627): two of three runs on ludodesktop-checks-2
failed. WGPU_BACKEND=dx12 (no such backend on Linux) gives the tests no adapter there too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 20:32:38 +01:00
Ludovic Marie 9697aaf14d Merge pull request #8347 from Teiwazik/shader/displacement-shadow
🤖 Agent: queued, verify and launcher green on 47c26bc0 (own change is the last commit; #8203/#8258 already merged). One gap: the new test builds the grid shadow shader only for a pack without a vertex stage, so the DISPLACE_PACK branch (the material module's `vertex` called from the shadow grid) is checked only by reading compose, not by a naga validation.
2026-11-03 20:29:40 +01:00
Ludovic MarieandClaude Opus 5.5 b8a348f56d CI: playhorizon's job hook keeps a checkout's .git under 2 GB and a day of runner logs
12 light runners' checkouts grew 2.8 GB of packs and 1.3 GB of diagnostic logs each in an hour: 46 GB of the disk.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 20:28:44 +01:00
Kacpherek a7274ef833 Keep far terrain joined to the ground at every cell width
Far cells hung in the air: crowns over air, slabs of snow, sheets that
the fog turned pale. Three sources, all now joined to the ground:

- Reduced columns drew a height only where most of the footprint held a
  block, so trunks (one column of 16 or 256) vanished under the crowns
  they hold up. A height is now drawn where any column holds a block,
  in the material most of them hold: what touches the ground in the
  chunk touches it at every width.
- Seed-estimated trees in wide cells drew a crown with no trunk, one
  block or more over the ground. A cell's own tree now stands on a
  trunk and a crown from a neighbouring trunk reaches the ground.
- Wide seed cells are one point of the terrain: an overhang's lip or a
  cave roof stood for the whole cell, and the aquifer-less sample put
  water in caves under sea level. Under the top solid span such a
  column is now ground.

On "New World (1)", 47 tiles a level around the player: floating
components per level 1..6 went from 24, 326, 325, 43, 150, 213 to
0, 0, 1, 0, 0, 0 (the one left floats in the saved chunk itself).
2026-11-03 20:28:39 +01:00
Kacpherek fd7962f451 Count floating far-terrain cells per level on a real save
An ignored census test samples the tiles each far level draws around a
camera, from saved chunks and the seed as the far sampler gives them,
and counts components of drawn cells that touch neither the world's
bottom nor the tile's halo.
2026-11-03 20:28:39 +01:00
Ludovic Marie d84eb46214 Merge pull request #8509 from horizon-rust/feat/launcher-glass-instance-defaults
🤖 Agent: a new instance now opens named "My Horizon" (the mockup's defaultName) and numbers a taken default name, so Create no longer fails with "An instance needs a name."; stacked on #8499, land after it.
2026-11-03 20:26:08 +01:00
Ludovic MarieandClaude Opus 5.5 c961f3c5cb Merge main into fix/8217-powder-snow-entity-particles
main ticks orbs and primed TNT in join order (ordered_tick.rs, tick_one_tnt): the
powder-snow snowflake calls move there, after each one's move as before.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 20:22:55 +01:00
Ludovic Marie 801c0e3947 Merge pull request #8569 from horizon-rust/feat/launcher-shop-gate
🤖 Agent: with the cosmetics switch off by default, the Wardrobe entry used to hide even when the service opened the claim window; it now follows GET /v1/shop (and the account's kept preview answer), and with no window set it stays hidden as before. Also fills main's 9 missing strings in 9 languages, which made the launcher's i18n test fail on main.
2026-11-03 20:17:06 +01:00
Ludovic Marie d913536418 Merge pull request #8487 from horizon-rust/feat/launcher-glass-toasts
🤖 Agent: toasts as the mockup's say; a single line that any handler can set, drawn by the 80 ms drain, so there is no new per-frame work.
2026-11-03 20:12:52 +01:00
Ludovic MarieandClaude Opus 5.5 0ecf7783f6 CI: the desktop takes the pull requests ending in 0 or 1; main's pushes stay on GitHub
Three runners give ~180 runner-minutes an hour against ~100 checks runs an hour (21 of them main's pushes, which also
save the Rust cache GitHub's pull request runs read): a fifth of the pull requests fills them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 20:07:55 +01:00
Ludovic Marie 8dbbde4350 Merge pull request #8359 from kacpherek/perf/render-bundle
🤖 Agent: queued whole, verify and launcher green on 94cc6490. One gap left for later: nothing checks that the WGSL packed_corner decodes a record to the same vertex as Rust's packed_vertex; the new mesher/packed.rs tests only cover the Rust side.
2026-11-03 20:03:31 +01:00
Ludovic Marie 49c3220312 Merge pull request #8466 from horizon-rust/feat/launcher-glass-palette
🤖 Agent: the ⌘K palette; Play only runs when the instance's Play button would, otherwise it opens the instance's page, so it never starts an unprepared game.
2026-11-03 19:57:38 +01:00
Ludovic Marie 5b492e718d Merge pull request #8215 from janibert1/player-entity-id
🤖 Agent: entity_id now comes from native_acting_entity (falls back to the guest list when lan_acting_entity is unset, as the mount hooks do), and a helper fragment gives the field an API number so a mod can require it instead of reading 0 on an older host.
2026-11-03 19:57:33 +01:00
Ludovic MarieandClaude Opus 5.5 ecdc236ba7 CI: 12 light runners on playhorizon
overlap note fetches up to 40 other pull requests' heads and takes 1-8 minutes there; the bursts of pushes left 350
bot jobs waiting for 8 runners.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:55:07 +01:00
MSedgeMC 621cb56d98 port_map: Player.getVoicePitch names player_voice_pitch 2026-11-03 18:54:40 +00:00
MSedgeMC abd5f98688 test: the player's own voice pitch is one
The rule is what a new call site gets wrong, so it is pinned: the helper answers
1.0, and two calls answer the same, which is what says it cannot be wearing a
draw of the level random behind a constant name.

The two call sites are not covered: they sit inside Game's packet handlers and
this crate has no seam that builds a Game.
2026-11-03 18:54:40 +00:00
MSedgeMC e4a521e27e fix: a player's own hurt and death sounds are not pitched
LivingEntity.getVoicePitch jitters every voice by +-0.2 and raises a baby by
1.5; Player overrides it with a flat one:

  public float getVoicePitch();
     0: fconst_1
     1: freturn

So both sounds this client plays for its own player - the hurt sound from
handleDamageEvent and the death sound from handleEntityEvent 3 - belong at pitch
1.0. They were played at 1.0 + (random.nextFloat() - random.nextFloat()) * 0.2,
which is a mob's pitch: the sound came out up to a fifth off for the one player
who cannot hear the server's copy (the server's packet reaches everyone else at
1.0), and each event also drew two floats from the client's level random that
vanilla never draws, shifting every random thing the client does afterwards.

player_voice_pitch() now holds the rule, with the bytecode in its doc comment,
and the stale comment that claimed the +-0.2 walk is corrected.
2026-11-03 18:54:40 +00:00
Ludovic Marie 588c6355e0 Merge pull request #8235 from itarqos5/perf/lod-sampler-threads
🤖 Agent: 8 cores now give 5 samplers and 2 meshers (was 4/3); samplers stay behind_server so ticks and frames keep priority, but steady-state far remeshing on 8-12 thread machines has fewer threads, measured on one 12-thread machine only.
2026-11-03 19:54:38 +01:00
HrafnaValkyrja 1f9dbebe66 Merge remote-tracking branch 'origin/main' into feat/ctl-schema 2026-11-03 13:54:00 -05:00
Ludovic Marie dc3a18c5f9 Merge pull request #8358 from HrafnaValkyrja/feat/admin-mods-list
🤖 Agent: the fields read match what launcher/src/native_mods.rs writes to native-mods.json (base, horizon, hooks, target, mods[id, version, sha256]); no local path is returned. Merged main after #8248 (both edited the API reference).
2026-11-03 19:53:40 +01:00
Ludovic Marie 94d01a9c67 Merge pull request #8288 from HrafnaValkyrja/fix/tick-order-orbs-tnt-falling
🤖 Agent: I replaced the per-entity rescan of the orb/TNT/falling lists (quadratic per tick in an XP farm or a TNT cannon) with one sort per run plus a binary search by join number; same order. Parity's mob_ai bee_hive_rain miss is in the client-lib probe, which holds no game/ code, so not this PR: rerun once.
2026-11-03 19:53:35 +01:00
Ludovic Marie 979f799e9f Merge pull request #8276 from Joansitoh/fix/8265-remote-arrow-particles
🤖 Agent: checked in the 26.3 jar: AbstractArrow.tick adds the bubbles after applyInertia (motion x0.6) at pos - motion*0.25, and the crit trail from the start-of-tick motion; Projectile::arrow_trail already did both, it just had no caller on a client.
2026-11-03 19:53:31 +01:00
Ludovic Marie 9d6a5ad056 Merge pull request #8219 from TiggerTakkyTTT/fix/shutdown-after-extended-session
🤖 Agent: abort_generation now also runs on the server-thread and remote close paths; it leaves Save jobs queued, and leave_server builds a new Streaming afterwards, so the aborted flag can't leak into the next world.
2026-11-03 19:53:26 +01:00
Ludovic Marie 9a08507259 Merge pull request #8134 from arslanarm/shaderpacks/higher-shadowcolor
🤖 Agent: shadowcolor2–7 only exist when the pack names HIGHER_SHADOWCOLOR (the 0b11 mask stays otherwise), so packs without it get the same two buffers; clear_rest now opens one render pass per cleared buffer, which is one or two extra empty passes a frame for ordinary packs, a cost worth merging back into one pass when the formats fit the bytes-per-sample limit.
2026-11-03 19:53:22 +01:00
Ludovic Marie dba9f2d336 Merge pull request #8252 from HrafnaValkyrja/feat/pterodactyl-egg
🤖 Agent: roadmap item server-panels. I fixed the online-mode setting's text: it said Horizon's client joins offline servers only, out of date since Microsoft sign-in. The egg is not tested on a live panel.
2026-11-03 19:53:18 +01:00
Ludovic Marie 0d3e6a2ce1 Merge pull request #8281 from HrafnaValkyrja/feat/install-verify-signature
🤖 Agent: checked the key against release-keys.txt, the Ed25519 SPKI DER prefix, and the message (horizon release <tag>, nightly channel for nightly-*). I replaced the test's GNU sed -i, which fails on macOS with Homebrew OpenSSL.
2026-11-03 19:53:13 +01:00
Ludovic Marie 04fc448cf0 Merge pull request #8282 from HrafnaValkyrja/feat/server-import-resources
🤖 Agent: I made the destination follow the server's lookup order ([engine] resources, then an existing resources/, then the installer's game-files), else an import could land where the next start never looks; version from VERSION_ID.
2026-11-03 19:53:09 +01:00
Ludovic Marie 7357ba25ac Merge pull request #8284 from HrafnaValkyrja/fix/launcher-version-constant
🤖 Agent: GAME now is horizon_core::version::VERSION_ID, which port_regen updates; I dropped the regex-over-browser.rs Python test, which tested the source's words.
2026-11-03 19:53:05 +01:00
Ludovic Marie 57d42f49b6 Merge pull request #8294 from HrafnaValkyrja/feat/ctl-api-version
🤖 Agent: nothing found; --api checks hello once per connection and refuses before the caller's command reaches the game (exit 5).
2026-11-03 19:53:01 +01:00
Ludovic Marie 5dc441f966 Merge pull request #8316 from HrafnaValkyrja/fix/explosion-push-always-sent
🤖 Agent: ServerExplosion puts every hurt non-spectator player in hitPlayers with the knockback regardless of hurtMarked; the explode packet is sent before the tracker's motion packet, so the client ends on the server velocity.
2026-11-03 19:52:57 +01:00
Ludovic Marie 13fa32fbea Merge pull request #8308 from HrafnaValkyrja/fix/mob-held-weapon-damage
🤖 Agent: Mob.doHurtTarget reads getAttributeValue(ATTACK_DAMAGE), which includes the held item's modifiers; no other path added them before, so no double count (vindicator + iron axe = 13 on Normal, as the wiki says).
2026-11-03 19:52:53 +01:00
Ludovic Marie 64c23f7253 Merge pull request #8363 from Joansitoh/fix/8277-item-slot-gate
🤖 Agent: matches LivingEntity.createEquipmentSlotAccess (filter on every slot but head/mainhand/offhand) and ItemStack.toString ("count item"). Body and saddle slots on mobs are still ungated: the rest of #8277.
2026-11-03 19:52:49 +01:00
Ludovic MarieandClaude Opus 5.5 6291efd685 Merge main; the hook catalog test knows chat.rs's free hook point
native_player_chat is a free function in horizon_client_lib::lan::hub::chat, like the
menu, breathing and motion hooks: catalog_matches_hook_points now reads that file too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:52:47 +01:00
Ludovic Marie 82a92ee8c5 Merge pull request #8350 from Joansitoh/fix/8279-mob-air-frozen-meta
🤖 Agent: vanilla sends DATA_TICKS_FROZEN whenever it differs from 0 (negative via TicksFrozen NBT), and the axolotl's air default is its 6000 max. The unit test returns early without .local, so CI's verify does not exercise it.
2026-11-03 19:52:44 +01:00
Ludovic Marie 5344a91630 Merge pull request #8275 from Joansitoh/fix/8260-disc-fragment-tooltip
🤖 Agent: checked in the 26.3 jar: DiscFragmentItem.appendHoverText adds descriptionId + ".desc" in GRAY, not gated on TooltipDisplay, before the component lines, which is where detail_lines puts it.
2026-11-03 19:52:40 +01:00
Ludovic MarieandClaude Opus 5.5 6e9da7a0aa Merge origin/main into status replies
Keeps both live settings beside each other: hide-online-players (#8144) and
status replies.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:52:34 +01:00
MSedgeMC b78f970e81 port_map: Fireball.setItem and readAdditionalSaveData are ported
Fireball.setItem is projectile.rs::Projectile::set_item, and
Fireball.readAdditionalSaveData is entity_nbt.rs::fireball_from_nbt, which now
reads `Item`. ThrownItemRenderer's two rows say a fireball's stack is drawn as
the item model instead of a sprite. Fireball.getSlot stays missing: nothing in
Horizon reads an entity's SlotAccess yet, so `/loot insert` has no path to a
fireball's slot even though the item itself is there.
2026-11-03 18:52:12 +00:00
MSedgeMC ae76563090 fix: a fireball draws as the item it carries, on the host and for a guest
ThrownItemRenderer draws ItemSupplier.getItem as the item model in the GROUND
context at 3.0 for a large fireball and 0.75 for a small one, full bright; the
item is DATA_ITEM_STACK, which rides ClientboundSetEntityData at index 8 (the
add-entity packet carries only an int `data`, an owner id for a projectile).
Horizon drew every fireball from the hardcoded `item/fire_charge` sprite and
never told a guest the item at all.

The stack the fireball holds now goes through resolve_item and submit_item_world
at the renderer's scale, and the host sends a non-default item as
DATA_ITEM_STACK, which the guest applies through set_item.
2026-11-03 18:52:12 +00:00
MSedgeMC 32fe06b0b3 fix: a fireball keeps the item it is drawn as
Fireball.setItem stores the stack in DATA_ITEM_STACK: an empty one goes back
to the default fire charge, anything else is kept as a single item
(copyWithCount(1)). Fireball.readAdditionalSaveData reads `Item` through that
setter, and addAdditionalSaveData writes what getItem returns.

Horizon had no such field. fireball_from_nbt read no `Item` key at all, and
fireball_to_nbt wrote back whatever `Item` the compound it was handed carried,
so a fireball summoned or loaded only ever showed, saved and reported the item
in that raw compound, and `/data get` said what the compound said rather than
what the entity holds.

Projectile now carries `item`, set_item ports the setter, fireball_from_nbt
reads `Item` into it and fireball_to_nbt writes it, so the entity is the one
source of that item and a stale `Item` in the compound no longer shadows it.
2026-11-03 18:52:12 +00:00
Ludovic Marie 7768bf3f8c Merge remote-tracking branch 'origin/main' into HEAD 2026-11-03 19:52:08 +01:00
Ludovic MarieandClaude Opus 5.5 35a315344e Registry snapshot test: std::fs::File, the parent no longer imports it
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:51:45 +01:00
Ludovic MarieandClaude Opus 5.5 be5c477960 Merge origin/main into operator permission level
Keeps both live settings: hide-online-players (#8144) and the operator level.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:51:31 +01:00
Ludovic MarieandClaude Opus 5.5 03e1f2a6ec Merge main into feat/admin-mods-list
Docs: main's players row (with position) and its done single-dimension
restore, plus this branch's /api/v1/mods row.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:50:58 +01:00
Ludovic MarieandClaude Opus 5.5 81c837f979 Merge origin/main into stopped-list-api
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:50:49 +01:00
MSedgeMC 5dea1cebb2 The ledger rows for a brute's home are ports
PiglinBruteAi.initMemories was listed missing: the memory is set in
Ctx::finalize and the brute now acts on it. The createIdleMovementBehaviors
note names the walk back and keeps the two behaviours still absent.
2026-11-03 18:48:52 +00:00
MSedgeMC 4795422517 Test the brute's walk home and the home a hit leaves alone
register_brute's goals ticked as ai_step ticks them, on a stone floor, with
the brute twenty-four blocks from its home: BruteStrollHome runs and its path
ends at the home block. Five blocks away, past the memory's hundred, and with
no home at all, nothing starts and no path is made. A hit from a mob that is
not in the world leaves a brute's home in place and still takes a piglin's
celebration spot.
2026-11-03 18:48:52 +00:00
MSedgeMC 5e7e5542b1 A piglin brute walks back to where it spawned
PiglinBruteAi.initMemories stores the brute's block position as the HOME
memory, and createIdleMovementBehaviors spends it on two behaviours:
StrollToPoi(HOME, 0.6F, 2, 100) and StrollAroundPoi(HOME, 0.6F, 5). The memory
was already set when a brute is finalized (extra.home and the brain mirror),
but nothing read it, so a brute that was led or knocked away from its post
stayed away.

register_brute now gives it BruteStrollHome ahead of the plain stroll: within
a hundred blocks of home and outside the ten blocks the stroll can reach, the
brute paths back to within two blocks of the memory. Inside that reach the
stroll keeps the brute wandering around it, which is what StrollAroundPoi does
around the same memory in vanilla.

A hit also no longer clears it. piglin_hurt erased extra.home unconditionally,
which is PiglinAi.wasHurtBy erasing CELEBRATE_LOCATION -- the field a piglin
uses for the spot it celebrates at. PiglinBruteAi.wasHurtBy erases nothing, so
the erase is now a piglin's alone.
2026-11-03 18:48:52 +00:00
MSedgeMC 2792705984 port_map: the seen-advancements packet and its server handler are ported
Three rows said the tab a player opens goes nowhere: the packet had no codec, the host kept no tab,
and the handler was absent. They name the codec and the hub arm that do it now.
2026-11-03 18:43:48 +00:00
MSedgeMC 19a222e33e test: pin the advancement tab a guest opens and the answer it gets
The protocol test reads a vanilla-shaped OPENED_TAB payload and a CLOSED_SCREEN one, checks that
neither decodes as `Unknown` now, that a packet too short for its tab is malformed, and that the
clientbound tab round-trips with its absence flag.

The hub test builds a two-advancement data folder (a root with a display, and a task hanging off
it), sends the packets through `Hub::drain_packets`, and reads what the guest is sent: the root a
client opens is the tab the server keeps and is sent back to it, opening it again sends nothing, a
tab that is not a root clears the selection and is answered with none, an unknown id changes
nothing, and a closed screen keeps the tab.

Without the handler the guest is sent no tab at all and the host keeps none.
2026-11-03 18:43:48 +00:00
MSedgeMC 785f305cd2 feat: keep and answer the advancement tab a player opens
ServerboundSeenAdvancementsPacket is a typed packet now (action, then the tab only for
OPENED_TAB; a closed screen is the action alone), and ClientboundSelectAdvancementsTabPacket
exists on the clientbound side.

ServerGamePacketListenerImpl.handleSeenAdvancements: an OPENED_TAB names an advancement the host
looks up in its own tree; PlayerAdvancements.setSelectedTab keeps it only when it is a root with a
display, and clears the tab for anything else. Whenever the tab changed, the player is sent the tab
the server keeps, null when it keeps none - which is what closes the client's screen on a tab a
player may not have.

Horizon host-side had nothing: the opcode arrived as `Unknown` with no handler, so a player's tab
was dropped and its screen never corrected. `Guest::selected_tab` keeps it and
`ServerAdvancements::selectable` answers the root-with-display question from the same tree the
advancements packets are built from.
2026-11-03 18:43:48 +00:00
Ludovic Marie a74a9ff2ba Merge pull request #8443 from horizon-rust/feat/launcher-glass-mods
🤖 Agent: the Mods page in the mockup's layout; the kinds stay as tabs (Modrinth and shader packs would vanish otherwise), the placeholder only counts a fully listed registry.
2026-11-03 19:42:46 +01:00
Ludovic MarieandClaude Opus 5.5 767de40a17 launcher: stopped servers say their mode in the Servers list, as the mockup's
A stopped server's row read "Stopped"; the mockup reads "Creative · stopped". The mode
comes from the open server's loaded settings, else from each folder's server.toml
([world] game_mode), read once per list load.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:40:51 +01:00
mattiaemoloandDeepSeek V4.1 Flash Free ae6600f7a5 fix(lan): a spectator no longer opens a container's lid
ChestBlockEntity.startOpen returns early for a spectator, and so does stopOpen (BarrelBlockEntity and ShulkerBoxBlockEntity the same), so a spectator never joins ContainerOpenersCounter. The guest open path counted one anyway: the lid opened, the open sound played for everyone around, and the close path then skipped the spectator, leaving the lid stuck open. Count an opener only for a player who is not a spectator.

tools/lan_e2e.py gains a spectator-container check: the menu opens, the lid stays shut and neither the open nor the close sound is heard, on both sides.

Fixes #8517

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 19:39:32 +01:00
Ludovic MarieandClaude Opus 5.5 64c8c8b399 CI: a default Rust toolchain for verify's Python tests on our runners
The desktop's checks runners have their own rustup homes with no default toolchain, and some Python tests run a
bare rustc before the Rust step installs one (25 tests failed on ludodesktop-checks-3).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:38:52 +01:00
Ludovic MarieandClaude Opus 5.5 bfe0be195c CI: run every job that can on our runners
The bots move to a shared horizon-light label (8 light runners on playhorizon, from 2), and triage command, mojang
republish and nightly build's answer join them. checks' verify and launcher, mod-registry, telemetry-server and the
pack bench run on the desktop's isolated horizon-checks runners, forks included: main's pushes and the pull requests
whose number ends in 0-2 by default (GitHub's pool keeps the others, so both work at once), every one with
SELF_HOSTED_CI=all, none with light (desktop paused) or off (everything back to GitHub).

Jobs with a secret or a token that can push, publish or start workflows stay on GitHub: tests/test_ci_runners.py
pins it. playhorizon's job hook now also drops a checkout's .git past 4 GB: each light runner's held 6822 packs, 50 GB.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:34:17 +01:00
HrafnaValkyrjaandClaude Sonnet 5.5 9c94f59e24 Seat heights of riders and vehicles follow the entity type table
Passenger attachments were known for a handful of mobs; zombies, endermen,
ghasts, cows, silverfish and others fell back to the box top, and values were
doubles where vanilla builds them from floats. Port the passengerAttachments
and ridingOffset values of EntityTypes (ghast and phantom offsets, wither
skeleton 0.875) and widen them from float as vanilla does.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 13:29:53 -05:00
Ludovic MarieandClaude Opus 5.5 56ec4302d1 launcher: focused glass fields wear the mockup's focus ring
The mockup rings whatever has the keyboard (`.hzl :focus-visible`: 2 px of the accent's soft
shade), so a dialog opens with its name field ringed. The launcher only made a focused field a
little lighter. Every glass text field of its own (servers_page::field in the dark look, and the
wide Proxy and Game arguments fields) now draws the ring while focused. It sits inside the field's
edge with its corners, because GPUI has no outline and a field clips what lies outside it. Fields
inside a chip or the console line keep their container's look.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:28:54 +01:00
Ludovic Marie a4a52d4f63 Merge origin/main into fix/8051-reduced-debug-info
Co-Authored-By: Claude Opus 5.5 <[email protected]>

# Conflicts:
#	crates/horizon-client/src/game/lan.rs
#	crates/horizon-client/src/game/remote.rs
#	crates/horizon-client/src/lan/hub.rs
2026-11-03 19:25:52 +01:00
Ludovic MarieandClaude Opus 5.5 8835bf7537 Launcher: the 9 strings main's bg, da, fi, he, hu, lt, no, ro and sk tables lacked
The i18n test failed on main: those nine languages had none of the settings
and native-mods strings the others have.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:23:25 +01:00
Ludovic MarieandClaude Opus 5.5 a2ba9c1f4b launcher: the Multiplayer tab says who is online, as the mockup's
The mockup's Multiplayer rows start with a dot (green when the server answers) and say
"address · 3 of 10", or "address · Offline" with Join off. The launcher's rows said only the
address. Each saved server is now asked once for its players by the server-list status ping
the game's own Multiplayer list sends (telemetry::server_players, which the official server's
"N playing now" already used, through SRV, 3-second timeout), on the background executor.
One new string, "{online} of {max}", in the 16 languages.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:20:58 +01:00
HrafnaValkyrjaandClaude Sonnet 5.5 0c8be8e9f9 Only mobs and boats keep a leash tag
Vanilla only makes Mob and AbstractBoat Leashable; other kinds summoned with a leash
tag kept and saved it. Drop it on load. Part of #8024.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 13:20:15 -05:00
Ludovic Marie 33b996f7da Merge pull request #8236 from Joansitoh/fix/8223-riptide-spin-hit
🤖 Agent: pushed c7c48fe7: a ServerPlayer is client authoritative, so in the 26.3 jar aiStep does not travel on the server and checkAutoSpinAttack tests the current box only. The tick-long sweep would have hit mobs that vanilla's server passes through. Mobs only for now (no players, no armor stands).
2026-11-03 19:19:47 +01:00
Ludovic Marie 6ae9441043 Merge pull request #8231 from HrafnaValkyrja/fix/shader-constructor-argument-types
🤖 Agent: T(x) of an x already a T is the identity, so correct shaders are unchanged; only array and struct constructors of scalar or vector types are touched, and lines are kept for error spans. Pushed bbc4e8f6 adding the missing bvec4 to ELEMENTS.
2026-11-03 19:19:43 +01:00
Ludovic Marie 29f55881c4 Merge pull request #8126 from HrafnaValkyrja/fix/dimension-type-rules
🤖 Agent: checked in the 26.3 jar: Level.canHaveWeather is hasSkyLight && !hasCeiling && dimension != END, which the helper now answers for every weather rule. Pushed c93829b1 to put camera_rotation's doc comment back on camera_rotation.
2026-11-03 19:19:39 +01:00
Ludovic Marie c31d269d32 Merge pull request #8098 from Joansitoh/fix/8050-minecart-display
🤖 Agent: save/load matches AbstractMinecart in the 26.3 jar (DisplayState via BlockState.CODEC, DisplayOffset written only off getDefaultDisplayOffset). Pushed 60a1ee31 so the cart loop looks the display state up once per cart instead of twice (cull and draw). Remote carts still draw the kind's block until the entity-data half of #8050 lands.
2026-11-03 19:19:35 +01:00
Senjin cc345f396f End portal faces bind end_portal.png as a texture of their own 2026-11-03 19:19:33 +01:00
MSedgeMC bac2dbb5ad port_map: Parrot.getVoicePitch names voice_pitch 2026-11-03 18:19:29 +00:00
MSedgeMC 214535c9e7 test: a baby parrot's voice stays in the plain pitch range
The parrot is built from the test mob kind, so the test needs no extracted data
and runs everywhere: 64 draws of a baby parrot's voice pitch stay inside
0.8..=1.2 and average 1.0, where a baby chicken keeps LivingEntity's 1.5.
2026-11-03 18:19:29 +00:00
MSedgeMC a05ca96bc3 fix: a baby parrot keeps the plain voice pitch
Parrot.getVoicePitch is its own getPitch(random), the plain 1.0 +- 0.2 range,
whatever the parrot's age:

  public float getVoicePitch();
     0: aload_0
     1: getfield      #390  // Field random:Lnet/minecraft/util/RandomSource;
     4: invokestatic  #349  // Method getPitch:(Lnet/minecraft/util/RandomSource;)F
     7: freturn

  public static float getPitch(RandomSource);
     0: aload_0  1: nextFloat  6: aload_0  7: nextFloat  12: fsub
    13: ldc 0.2f  16: fmul  17: fconst_1  18: fadd  19: freturn

LivingEntity.getVoicePitch, which Mob::voice_pitch ports, returns 1.5 +- 0.2 for
any baby, so a baby parrot's ambient, hurt and death sounds were played a fifth
higher than vanilla's. The two draws are the same, so nothing else moves.
2026-11-03 18:19:29 +00:00
MSedgeMC c0fa34e564 port_map: ShulkerBulletRenderer.getBlockLightLevel is the projectile pass
The row was missing while the pass lit a bullet by the room it flew through;
the note also names the two base-class rules the same code now carries.
2026-11-03 18:19:05 +00:00
Ludovic MarieandClaude Opus 5.5 eb1a4f91a4 fixup: the Wardrobe preview's claim says whether it is open
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:19:05 +01:00
MSedgeMC e2498f2bf3 test: pin the projectile light overrides and the eye probe
A shulker bullet and a fireball override the block light, a plain arrow does
not, and an ignited snowball does; an arrow in the top eighth of a block is
lit from the block above it while a wind charge keeps its feet (its entity
type declares no eye height).
2026-11-03 18:19:05 +00:00
MSedgeMC 4e1a240672 fix: a shulker bullet and a burning projectile draw full bright
EntityRenderer.getBlockLightLevel returns 15 for the shulker bullet's
renderer and for anything whose isOnFire is true, and getPackedLightCoords
samples the block the entity's light probe - its eye - is in, not the cell
under its feet. The projectile pass read the level's light at the feet for
every kind but the three fireballs, which it forced to 15 in both nibbles.
2026-11-03 18:19:04 +00:00
Ludovic MarieandClaude Opus 5.5 eda66d2df4 Launcher: the Wardrobe entry follows the cosmetics service's Shop, not the cosmetics switch
The founder set's Shop lives in the Wardrobe page, which the top bar only showed with the
cosmetics switch on (off by default). Opening the claim window would have shown players nothing.

The launcher now asks the cosmetics service GET /v1/shop at start and every 30 minutes (no
session, nothing about the player) and shows the Wardrobe entry when the set can be claimed now,
when the public window has dates, or when the selected account's own answer from its last visit
(kept on disk) shows it: a claim, or a preview the service grants that account. With no window
set, nothing changes. The switch still shows the page on its own.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:17:47 +01:00
Ludovic MarieandClaude Opus 5.5 0e77c0266c Merge main into #7054 again: keep main's shift-click cycling test beside the particle culling one
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:17:46 +01:00
Ludovic Marie 8279128508 Merge branch 'feat/launcher-glass-played' into feat/launcher-glass-offline-heads 2026-11-03 19:16:53 +01:00
Ludovic MarieandClaude Opus 5.5 816fb20331 launcher: translate the "on the official SMP" count
It was the one raw English string in Home's played line (dark and light).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:16:51 +01:00
Ludovic Marie dd6c0c122d Merge pull request #6399 from martipops/split/fresh-servers
🤖 Agent: narrowed to Ludovic's 2026-11-03 rule: an offline splitscreen guest follows P1 only to a server whose resolved addresses (after the SRV redirect) are all loopback/private/link-local; public servers and friends' invites refuse it on the profile page, pinned by a unit test.
2026-11-03 19:16:39 +01:00
Ludovic Marie ad0b2de014 Merge pull request #8148 from kacpherek/far/1-threads
🤖 Agent: Review by Ludovic's AI agent (Claude), not by Ludovic himself. Utility QoS for the whole session put macOS far terrain on the efficiency cores for good (Kacper's own finding on #5916). I added his step-back from 6f45ae4278: far threads stay behind only while Lod::set_near_loading says the near terrain loads. Linux is unchanged, since an unprivileged thread can't raise itself again.
2026-11-03 19:16:34 +01:00
Ludovic MarieandClaude Opus 5.5 0334e50120 launcher: offline names wear a face in the profile chip and menu (dark)
As the mockup's chip and profile menu (Player46008, pixelmoth): an offline name shows the face
of its own skin (skins/<name>.png), else of vanilla's default skin for its offline UUID
(OfflinePlayer:<name>), read from the prepared game files as a signed-in account's default
already is. It was a person icon. The head is read again when the name's skin file changes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:14:49 +01:00
Ludovic Marie 5524e13d9c Merge pull request #8541 from horizon-rust/docs/macos-notary-not-dispo
🤖 Agent: docs only. The README no longer names the DISPO notary key, and it points out that keychain.sh's MACOS_NOTARY_ITEM default is still that key (script left to the signing owner).
2026-11-03 19:14:34 +01:00
Ludovic MarieandClaude Opus 5.5 3f9417521f RAM limit: step down before the limit on Windows too, never page the game out
On Windows a RAM limit was a hard working set limit (SetProcessWorkingSetSizeEx
with QUOTA_LIMITS_HARDWS_MAX_ENABLE): Windows kept the game under it by moving
what it used least to the page file, and the game only stepped down once it
was already slow and faulting hard. Players saw a low limit make the game slow
instead of making it hold less (#6651, #6652).

Windows now does what Linux and macOS do: once a second the game compares its
working set with the limit and, past nine tenths of it, turns far terrain off
and lowers the render distance in use until it fits. The system cap, the page
fault pressure, the frozen-game check and the frame clock that fed it are
gone. The limit stays opt-in (no launcher value, no limit), and
HORIZON_MEMORY_HARD_MB is unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:14:29 +01:00
MSedgeMC 2d66c0cccc port_map: the movement emission names its port
getMovementEmission had no row, so a lane reading the ledger saw the whole
rule as unported; it is movement_sounds on Entity and on the two mobs that
carry the override.
2026-11-03 18:13:52 +00:00
MSedgeMC 93bfa12f6f Test the squid, glow squid and bat that step silently
Mob::movement_emission on real types standing on stone: one step's walk from a
squid, a glow squid and a bat sends the minecraft:step game event with no
sound, a silverfish sends the event and no sound for the entity.silverfish.step
its own playStepSound names, a sheep walking the same block is heard at
entity.sheep.step volume 0.15 and pitch 1.0, and a shulker, whose emission is
NONE, sends nothing at all.

The test walks through movement_emission, the path Entity.move calls, and
fails without the three types in movement_sounds: the squid plays
block.stone.step at 0.15.
2026-11-03 18:13:52 +00:00
MSedgeMC 394871bcee A squid and a bat step without a sound
Entity.getMovementEmission decides which movement sounds a type makes, and
both callers of it were short a few types. Silverfish, endermites, guardians,
elder guardians and breezes were already answered with EVENTS, so their
footfalls and swim strokes stayed quiet; a squid, a glow squid and a bat also
answer EVENTS in the jar and were heard here, and a squid's beached flop
walked the stone under it at 0.15 of the block's step volume.

The list now holds all eight, and the walking path asks it too: movement
emission played the footstep regardless, so only step_sound's own silent arm
kept the five quiet, and a squid, which has no playStepSound override and so
takes the block's, was never in it. The step game event still follows for an
EVENTS type, as Entity.vibrationAndSoundEffectsFromBlock sends it.

Silverfish and endermite now name the step sound their own playStepSound asks
for (entity.silverfish.step, entity.endermite.step at 0.15) and are silenced by
the emission, which is where the jar silences them; the silent arm keeps the
types whose override is an empty body: the fish, the nautilus pair, allays,
bees, happy ghasts.
2026-11-03 18:13:52 +00:00
Ludovic MarieandClaude Opus 5.5 a8f5765c4c docs(macos): the notary profile uses team YYJU63HSD4's key, never DISPO's
packaging/macos/README.md named "App Store Connect API - GitHub CI
(DISPO)" as the key behind the horizon-notary profile. That key belongs
to another Apple team and must never be used for Horizon. The README now
says the profile comes from an App Store Connect API key of team
YYJU63HSD4 (the Developer ID's team), and that keychain.sh notary needs
MACOS_NOTARY_ITEM because its default item is still the other team's.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:13:18 +01:00
Ludovic MarieandClaude Opus 5.5 0657af35cd Bottle dragon's breath until the cloud's wait-shifted end
#8244 made a breath cloud last until tickCount - waitTime >= duration
(dragon::breath_expired); BottleItem.use takes any living cloud, so the
bottle reads that rule too instead of age >= duration, which refused the
cloud's last 20 ticks. The tests' clouds get #8244's victims field.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:07:42 +01:00
Ludovic MarieandClaude Opus 5.5 e87fd89b80 launcher: shortcut test starts from the long temp path
GitHub's Windows runners give TEMP as an 8.3 short path
(C:\Users\RUNNER~1\...), and the shell hands a shortcut's target back
expanded (C:\Users\runneradmin\...), so
installer::tests::the_shell_reads_the_target_of_the_shortcut_it_gets
failed on every launcher build since #7091 and no launcher release
went out after [email protected]. The test now builds its folder from the
canonical long path, as a real install folder is.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:07:15 +01:00
Ludovic Marie 5d425e3f5d Merge origin/main into #8076 (Breath gained victims in #8244) 2026-11-03 19:07:10 +01:00
MSedgeMC 51dd497dce test: the ambient sampling a tick case also runs reads the default biome 2026-11-03 18:05:40 +00:00
Ludovic MarieandClaude Opus 5.5 1c4f710ee5 launcher: the light look in the redesign's layout
The glass layout now serves both appearances: light keeps the mockup's
pages, palette and toasts, with ink text on light plates over the dawn
sky, light status colours, and a lighter scrim behind the palette.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:05:07 +01:00
Ludovic MarieandClaude Opus 5.5 3a602c8ec3 launcher: "You've played for 41 hours! Last played 2 hours ago." (dark)
Home's played line and the Worlds tab's rows say times as the mockup does: whole hours
("41 hours", "1 hour", "25 min"), and when within a day "just now", "25 min ago",
"2 hours ago", then "yesterday", then the day ("Oct 31") instead of the ISO date. The light
look keeps its own wording.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:05:04 +01:00
Ludovic MarieandClaude Opus 5.5 28c5525946 fa: the 9 strings of main's new look settings
The accent, glass and reset settings and the native mods card came to main
after this table; the i18n test needs every language to have them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:04:52 +01:00
Ludovic MarieandClaude Opus 5.5 11dc2f6c1a Merge main (with #8385's translations) into #8329 (fa)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:04:52 +01:00
Ludovic MarieandClaude Opus 5.5 cb10f23a6b el: the 9 strings of main's new look settings
The accent, glass and reset settings and the native mods card came to main
after this table; the i18n test needs every language to have them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:04:51 +01:00
Ludovic MarieandClaude Opus 5.5 e958049eba Merge main (with #8385's translations) into #8327 (el)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:04:51 +01:00
Ludovic MarieandClaude Opus 5.5 b8d123941e sv: the 9 strings of main's new look settings
The accent, glass and reset settings and the native mods card came to main
after this table; the i18n test needs every language to have them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:04:49 +01:00
Ludovic MarieandClaude Opus 5.5 fa158d1eb2 Merge main (with #8385's translations) into #8325 (sv)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:04:49 +01:00
Ludovic MarieandClaude Opus 5.5 b1b585dae3 cs: the 9 strings of main's new look settings
The accent, glass and reset settings and the native mods card came to main
after this table; the i18n test needs every language to have them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:04:48 +01:00
Ludovic MarieandClaude Opus 5.5 55434edc35 Merge main (with #8385's translations) into #8323 (cs)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:04:48 +01:00
Ludovic MarieandClaude Opus 5.5 e9331ca4f3 ur: the 9 strings of main's new look settings
The accent, glass and reset settings and the native mods card came to main
after this table; the i18n test needs every language to have them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:04:47 +01:00
Ludovic MarieandClaude Opus 5.5 bb53dfd0b1 Merge main (with #8385's translations) into #8317 (ur)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:04:47 +01:00
Ludovic MarieandClaude Opus 5.5 1b98beaf98 th: the 9 strings of main's new look settings
The accent, glass and reset settings and the native mods card came to main
after this table; the i18n test needs every language to have them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:04:46 +01:00
Ludovic MarieandClaude Opus 5.5 777f76e4f0 Merge main (with #8385's translations) into #8306 (th)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:04:46 +01:00
Ludovic MarieandClaude Opus 5.5 956213f1bd vi: the 9 strings of main's new look settings
The accent, glass and reset settings and the native mods card came to main
after this table; the i18n test needs every language to have them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:04:45 +01:00
Ludovic MarieandClaude Opus 5.5 c9d3a1e27f Merge main (with #8385's translations) into #8304 (vi)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:04:45 +01:00
Ludovic MarieandClaude Opus 5.5 2a45192720 nl: the 9 strings of main's new look settings
The accent, glass and reset settings and the native mods card came to main
after this table; the i18n test needs every language to have them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:04:44 +01:00
Ludovic MarieandClaude Opus 5.5 2f4d62edea Merge main (with #8385's translations) into #8302 (nl)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:04:43 +01:00
Ludovic MarieandClaude Opus 5.5 bf43508ea6 it: the 9 strings of main's new look settings
The accent, glass and reset settings and the native mods card came to main
after this table; the i18n test needs every language to have them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:04:42 +01:00
Ludovic MarieandClaude Opus 5.5 4b1af15559 Merge main (with #8385's translations) into #8286 (it)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:04:42 +01:00
Ludovic MarieandClaude Opus 5.5 8d7c8e6b02 el_gr: drop English copies, name the controller options
As #8385 did for its tables: entries equal to en_us are dropped (the game
falls back to en_us per key), and the six controller options, which the
table had as verbs (look at the deadzone, invert appearance), are option
names now.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:03:19 +01:00
Ludovic MarieandClaude Opus 5.5 3bbd1bced4 Merge main (with #8385's translations) into #8328 (el_gr)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:03:19 +01:00
Ludovic MarieandClaude Opus 5.5 64fda24b03 sv_se: drop English copies, name the controller options
As #8385 did for its tables: entries equal to en_us are dropped (the game
falls back to en_us per key), and the six controller options, which the
table had as verbs (look at the deadzone, invert appearance), are option
names now.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:03:18 +01:00
Ludovic MarieandClaude Opus 5.5 405cccee34 cs_cz: drop English copies, name the controller options
As #8385 did for its tables: entries equal to en_us are dropped (the game
falls back to en_us per key), and the six controller options, which the
table had as verbs (look at the deadzone, invert appearance), are option
names now.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:03:18 +01:00
Ludovic MarieandClaude Opus 5.5 dd632f4794 Merge main (with #8385's translations) into #8326 (sv_se)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:03:18 +01:00
Ludovic MarieandClaude Opus 5.5 7bf51053cb Merge main (with #8385's translations) into #8324 (cs_cz)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:03:18 +01:00
Ludovic MarieandClaude Opus 5.5 ccc94b6bbe pt_br: drop English copies, name the controller options
As #8385 did for its tables: entries equal to en_us are dropped (the game
falls back to en_us per key), and the six controller options, which the
table had as verbs (look at the deadzone, invert appearance), are option
names now.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:03:17 +01:00
Ludovic MarieandClaude Opus 5.5 9949f2c975 ar_sa: drop English copies, name the controller options
As #8385 did for its tables: entries equal to en_us are dropped (the game
falls back to en_us per key), and the six controller options, which the
table had as verbs (look at the deadzone, invert appearance), are option
names now.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:03:17 +01:00
Ludovic MarieandClaude Opus 5.5 d3fd6e7e1c Merge main (with #8385's translations) into #8318 (pt_br)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:03:17 +01:00
Ludovic MarieandClaude Opus 5.5 c8943bdf07 Merge main (with #8385's translations) into #8315 (ar_sa)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:03:17 +01:00
Ludovic MarieandClaude Opus 5.5 eca4c2d566 ja_jp: drop English copies, name the controller options
As #8385 did for its tables: entries equal to en_us are dropped (the game
falls back to en_us per key), and the six controller options, which the
table had as verbs (look at the deadzone, invert appearance), are option
names now.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:03:16 +01:00
Ludovic MarieandClaude Opus 5.5 fd5b299140 Merge main (with #8385's translations) into #8314 (ja_jp)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:03:16 +01:00
Ludovic MarieandClaude Opus 5.5 4ae086ce49 th_th: drop English copies, name the controller options
As #8385 did for its tables: entries equal to en_us are dropped (the game
falls back to en_us per key), and the six controller options, which the
table had as verbs (look at the deadzone, invert appearance), are option
names now.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:03:15 +01:00
Ludovic MarieandClaude Opus 5.5 92f74d3be4 vi_vn: drop English copies, name the controller options
As #8385 did for its tables: entries equal to en_us are dropped (the game
falls back to en_us per key), and the six controller options, which the
table had as verbs (look at the deadzone, invert appearance), are option
names now.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:03:15 +01:00
Ludovic MarieandClaude Opus 5.5 7dc688bd3e Merge main (with #8385's translations) into #8307 (th_th)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:03:15 +01:00
Ludovic MarieandClaude Opus 5.5 70047c7d3d Merge main (with #8385's translations) into #8305 (vi_vn)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:03:15 +01:00
Ludovic MarieandClaude Opus 5.5 1fd627c94c nl_nl: drop English copies, name the controller options
As #8385 did for its tables: entries equal to en_us are dropped (the game
falls back to en_us per key), and the six controller options, which the
table had as verbs (look at the deadzone, invert appearance), are option
names now.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:03:14 +01:00
Ludovic MarieandClaude Opus 5.5 4a6dc38a26 it_it: drop English copies, name the controller options
As #8385 did for its tables: entries equal to en_us are dropped (the game
falls back to en_us per key), and the six controller options, which the
table had as verbs (look at the deadzone, invert appearance), are option
names now.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:03:14 +01:00
Ludovic MarieandClaude Opus 5.5 882d342431 Merge main (with #8385's translations) into #8303 (nl_nl)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:03:14 +01:00
Ludovic MarieandClaude Opus 5.5 ac974a2bcd Merge main (with #8385's translations) into #8287 (it_it)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:03:13 +01:00
Ludovic MarieandClaude Opus 5.5 21215383fb launcher: the sign-in gate in the glass look
"Sign in to play" (Play without an account that owns the game) still had the old look:
pixel-cut corners, a solid violet panel and pixel buttons. In the dark glass look it is now a
dialog like the mockup's modals: a plate round at 28 over the dimmed, blurred launcher, the
Account card's white "Sign in with Microsoft" button, the code in the card's inner panel, and
the accent "Open link" with a text "Not now". Same strings, same behaviour; the light look keeps
the old sheet until its own PR.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 19:01:44 +01:00
Ludovic MarieandClaude Opus 5.5 6f6972f7b6 launcher: Overview's blur toggle, the played Nightly's patch log, the game log (dark)
As the mockup's Overview:
- the eye button beside See all (and in the Screenshots tab) blurs the screenshots, as
  blur-2xl does: a small blurred copy of each, made in the background, drawn stretched;
- the patch log shows the changes of the Nightly the instance plays (the newest Nightly's when
  that one lists none), "Nightly 2026-11-01 · c9d474d · Nov 1"; a Java instance keeps the
  launcher's notes, dated the same way;
- while the instance prepares, starts or runs, a Game log card over the screenshots shows its
  newest lines and how many there are;
- one screenshot takes half the width (grid-cols-2), not all of it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 18:59:40 +01:00
Ludovic MarieandClaude Opus 5.5 178fae5509 launcher: dialogs over the dimmed, blurred launcher, as the mockup's
The instance and Create server dialogs drew their plate from the bare scene, so the sun showed
through them at full strength, and the page around them stayed sharp under the scrim. The
mockup's modals are hzl-glass over bg-[#07050f]/50 backdrop-blur-xl: the page blurred away and
the plate dimmed with it. Both now do what the palette already did: the scene's blurred copy
covers the page under the scrim, and the plate wears the scrim's dimming under its white.
The palette uses the same two helpers (glass_ui::scrim_backdrop, dialog_plate).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 18:58:39 +01:00
Ludovic MarieandClaude Opus 5.5 367c94e36d launcher: the instance dialog's default name, dates and import, as the mockup's
A new instance starts named as the mockup's defaultName says: "My Horizon"
for a Horizon one (Java ones already had "Vanilla 26.3" / "Fabric 26.3"),
following its kind until the player types a name. A default name already
taken gets a number ("My Horizon 2"), so Create no longer fails on it.

The glass dialog's Nightlies read "Nov 1" (formatDay), not 2026-11-01, and
Edit offers Import a modpack… as the mockup's Edit does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 18:53:48 +01:00
MSedgeMC 704a88ac8f fix: four animated particle coordinates were rounded in single precision
The zoo's new cases caught particle coordinates that differ from vanilla's in
the last bits, where Horizon did the arithmetic in the other precision from
vanilla's expression.

Vanilla's `random.nextFloat() * 0.04` is a float times a double literal, so the
product stays double: the sculk sensor's and the respawn anchor's y velocity
were formed in single precision here (0.00036899326369166374 against vanilla's
0.00036899328231811525). The brewing stand's three sums are double products the
same way (6.519509056210518 against 6.519509053230286), and the ender chest's
`pos.getY() + random.nextFloat()` is the other way round - an int plus a float
rounds the sum to single precision before it widens (58.59754526615143 against
58.5975456237793).
2026-11-03 17:52:34 +00:00
MSedgeMC a4f096ec50 test: the rest of the animateTick block zoo
tools/test_marker_particles_parity.py ran the whole ClientLevel.animateTick
loop, but the block it ticked was always a campfire. Every other block the
loop animates - the torches, the lit furnaces, the portals, the end rod, the
candles, the leaves, the redstone wire, the sculk sensor - had no case in any
harness, so their particle positions, their sounds and their draws from the
level random were unpinned.

Run the same loop over a world that is all of one state, for 79 states: the
three torches and their wall forms in all four facings both lit and unlit, the
furnace, blast furnace and smoker lit and unlit in every facing, both nether
portal axes, the end portal, the end rod in all six facings, the ender chest,
the spore blossom, the mycelium, one to four candles and the candle cake, the
brewing stand, six leaf blocks, three redstone wire states, two repeaters, two
levers, fire at two ages, soul fire, a blinking sculk sensor and a charged
respawn anchor, each at two seeds and forty of them at a random one. The
oracle's stand-in level answers isRainingAt with false, as the probe's
stand-in world does, so a leaf block's dripping-water gate can run instead of
reaching a dimension type the stand-in level does not have.
2026-11-03 17:52:34 +00:00
HrafnaValkyrjaandClaude Sonnet 5.5 1053072a2c tools: claim each harness port with a lock so parallel harnesses cannot share one
lab.free_port() closes the probe socket before the server binds, so two
harnesses running at once (other worktrees, a job queue) could be handed
the same port and one server failed to start. Each port is now also locked
in the temp dir until the process exits; a port another harness holds is
skipped.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 12:52:20 -05:00
Ludovic Marie b33bc70c4f Merge pull request #8421 from horizon-rust/feat/launcher-glass-about
🤖 Agent: Native mods in Settings > Game is a profile picker (Performance/Dev/Release build), not the mockup's switch, because native mods are always on; it's the same setting as the Mods page's picker.
2026-11-03 18:48:58 +01:00
Ludovic Marie c36dbe39ff Merge pull request #8409 from horizon-rust/feat/launcher-glass-sliders
🤖 Agent: Glass (0-16 %) and Blur (0-48 px) re-tint and re-blur the plates live and save on release; out-of-range or non-number values in settings.json fall back without losing other settings (test glass_and_blur_default_to_the_mockups_and_stay_in_range).
2026-11-03 18:48:38 +01:00
Ludovic Marie 51e6523a81 Merge pull request #8133 from arslanarm/shaderpacks/snorm-buffers
🤖 Agent: the SNORM format is used only where get_texture_format_features allows RENDER_ATTACHMENT; one remaining risk is a pack that sets blend.<program> on a SNORM buffer on an adapter that renders the format but cannot blend it, which a BLENDABLE check would cover.
2026-11-03 18:48:34 +01:00
Ludovic Marie 4f6f5a54e5 Merge pull request #8131 from arslanarm/shaderpacks/rgb-buffer-alpha
🤖 Agent: the (0, 0, 0, 1) start clear runs once per buffer rebuild (rgb_unset), and the per-frame cost is only a COLOR write mask and a Clear(BLACK) load in place of the overwrite on colortex0, so nothing is added per draw.
2026-11-03 18:45:37 +01:00
Ludovic Marie e6359e9d57 Merge pull request #8130 from arslanarm/shaderpacks/composite-default-drawbuffers
🤖 Agent: load_geometry keeps the 0..8 default, which is right because geometry stages load only for the shadow pass, so the colortex0-only default reaches every non-shadow program and nothing else.
2026-11-03 18:45:33 +01:00
Ludovic Marie 5f7f23e2e7 Merge pull request #8129 from arslanarm/blocks/sign-pick-copy
🤖 Agent: checked against the 26.3 jar: sign_text_front/back are data components 118/119, and SignText.STREAM_CODEC is four NBT messages (fixedSizeCollection, no count), an optional filtered four, DyeColor's varint and a bool, which is what sign_text_tag reads and sign_text_bytes writes.
2026-11-03 18:45:28 +01:00
Ludovic Marie 6dad81747f Merge pull request #8091 from CocofireHD/feature/3d-skin-layers
🤖 Agent: off by default and skin_3d_model returns before any work while it is off; the measured cost when on is +0.19 ms CPU per skinned player in view (pose + submit of the extruded slabs), so a crowd is where a distance fallback to the flat layer would pay off next.
2026-11-03 18:45:23 +01:00
Ludovic MarieandClaude Opus 5.5 659cce3aba launcher: Maximum memory in the Edit dialog, Overview's leftover rows (dark)
The glass look keeps an instance's Maximum memory in its Edit dialog: a
SettingRow under the icon, with the mockup's Slider (as Settings' Glass
and Blur), the box in MB and the saved line. It sets the instance being
edited, not the selected one. Home's Overview no longer shows it there.

Overview drops the Microsoft account and Playing offline rows in the
glass look: its top bar has Sign in with Microsoft and says Offline.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 18:43:08 +01:00
MSedgeMC b499414bfa port_map: the effect refusal names its arm
canBeAffected was in no verdict file, so the ledger ranked it unported; it is
Mob::can_be_affected now, one row on LivingEntity and one on each class that
overrides it.
2026-11-03 17:39:23 +00:00
MSedgeMC 3f89e00503 Test the effects a mob's type refuses
Mob::add_effect on real types from the extracted data: a zombie, a skeleton, a
phantom, a zombie horse and a wither never list poison or regeneration (the
ignores_poison_and_regen tag is #minecraft:undead) while strength lands on
each of them; a silverfish refuses infested and a slime oozing, a magma cube
takes oozing; a spider, a cave spider and a nautilus refuse poison where a cow
takes it; a wither and a wither skeleton refuse the wither effect a zombie
takes; a parched refuses weakness and takes slowness.

The test goes through the list add_effect builds, which is what the client
draws and what the effect tick reads, and fails without the canBeAffected
gate: the refused effect is listed instead of absent.
2026-11-03 17:39:23 +00:00
MSedgeMC e5ce84bc95 An effect a mob refuses is never added
LivingEntity.addEffect asks canBeAffected before it stores the instance, and
that rule had no port: Horizon stored whatever it was handed, so a spider and
a nautilus took poison, a wither and a wither skeleton took the wither effect,
a parched took weakness, and every undead mob listed poison and regeneration
it can never be ticked by.

can_be_affected now answers it the way the jar does. Five classes narrow it
first: Spider.canBeAffected (CaveSpider with it) and AbstractNautilus refuse
poison, WitherBoss and WitherSkeleton refuse the wither effect, Parched refuses
weakness. The three entity type tags answer for the rest: immune_to_infested
keeps infested off a silverfish, immune_to_oozing keeps oozing off a slime,
and ignores_poison_and_regen, which is #minecraft:undead, keeps poison and
regeneration off the undead. add_effect checks it before the absorption
modifier, as vanilla does before the map lookup.

WitherRoseBlock.entityInside no longer spells the wither mobs' refusal out
itself; the effect it asks for is refused inside addEffect, which is where
vanilla refuses it.
2026-11-03 17:39:23 +00:00
Ludovic Marie 9a035fc9d5 Merge pull request #8385 from dontstopgorkingit/lt_lt-game
🤖 Agent: Lands the whole stack (#8330 to #8385, 10 game + 9 launcher tables). Product names translated as words (Discord as "Nesantaika", Fabric mods as textile mods, Horizon as "Хоризонт") were dropped or set back to English, and so were game entries that only copied en_us. The six controller options, which every table had as verbs ("look at the deadzone"), were rewritten. The 8 launcher strings main gained since were filled, and nb/nn now picks Norwegian.
2026-11-03 18:38:29 +01:00
Ludovic Marie 8475a6c69a Merge pull request #8393 from horizon-rust/feat/launcher-glass-sky-tint
🤖 Agent: the scene's stars, runs, fireflies and meteor take the accent the way CSS mix-blend-mode: color does (hue from the accent, luminance kept); test the_accent_tint_keeps_luminance_and_takes_the_hue_like_css.
2026-11-03 18:35:22 +01:00
Ludovic MarieandClaude Opus 5.5 44bc013845 Merge main (main's rustfmt fix for client_lib.rs, #8040)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 18:34:47 +01:00
Ludovic Marie 0877efffb4 Merge pull request #8429 from horizon-rust/docs/desktop-parity-runner
🤖 Agent: docs only. release-flow.md now describes the desktop runner as it is since 11-03 (gha user, no Linux label, stops within a minute when the maintainer is at the screen). parity-workflow.md says the 10-26 parity-host entry is retired.
2026-11-03 18:34:12 +01:00
AkirabaneandClaude Sonnet 5.5 072990fd30 Server: /mute, /tempmute and /tempban answer with vanilla's messages where vanilla has them
A name no player has was answered "No player was found named X", and a
player banned already "X is already banned". Vanilla's `/ban`, `/kick` and the
other player commands answer `argument.entity.notfound.player` and
`commands.ban.failed`, translated into each client's language.

The replies of these commands are now a `Reply`: Horizon's own line, or a
vanilla translation key. A guest is sent the key as a translatable component,
the console prints its text. The other lines (usage, durations, "Muted ...",
"Banned ... until ...") have no vanilla message and stay as they were.

Follow-up to #8157, asked for in its review.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 18:31:30 +01:00
gorkandClaude Code 07a226cbf4 docs: polish parity, port-ledger, and benchmark docs
Verify internal links across the edited docs and tidy wording for clarity.

Co-Authored-By: Claude Code <[email protected]>
2026-11-03 18:30:44 +01:00
gorkandClaude Code 1b29b9bcff docs: verify and update native hook doc links and counts
Co-Authored-By: Claude Code <[email protected]>
2026-11-03 18:30:10 +01:00
gorkandClaude Code fdb1cf4688 docs: add contents to server-levels
Co-Authored-By: Claude Code <[email protected]>
2026-11-03 18:29:22 +01:00
gorkandClaude Code c85c4baf4a docs: tidy formatting in native-client
Co-Authored-By: Claude Code <[email protected]>
2026-11-03 18:29:07 +01:00
gorkandClaude Code 8a6441c63d docs: improve user-server docs readability and references
Co-Authored-By: Claude Code <[email protected]>
2026-11-03 18:28:46 +01:00
gorkandClaude Code 0d817ffd87 docs: improve world generation docs and verify links
Co-Authored-By: Claude Code <[email protected]>
2026-11-03 18:28:45 +01:00
Ludovic MarieandClaude Opus 5.5 94cc6490cb Test the compact quad layout
Whole cube faces take one record whichever corner they start at and
whichever way they go round; quads off the block grid, the UV steps or
the light steps keep their vertices; and a quad without a record points
at its own four vertices after the padded records.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 18:25:14 +01:00
Ludovic Marie 68586a41aa Merge pull request #8392 from MSedgeMC/fix/dolphin-attack-sound
🤖 Agent: checked in the 26.3 jar: Dolphin.playAttackSound is playSound(DOLPHIN_ATTACK, 1.0, 1.0) and Entity.playSound returns for a silent entity, so the new !m.silent on the axolotl arm fixes a second mismatch too; the test skips in CI without the extracted mob types.
2026-11-03 18:25:10 +01:00
Ludovic Marie d6bdf70cf1 Merge pull request #8389 from MSedgeMC/fix/sniffer-hop-nudge
🤖 Agent: checked in the 26.3 jar: Sniffer.jumpFromGround is super, then moveRelative(0.1F, (0, 0, 1)) when getSpeedModifier() > 0 and horizontalDistanceSqr < 0.01, which the arm mirrors after the jump power is set; I merged main in (both sides added tests at the end of living.rs's test module, both kept).
2026-11-03 18:25:05 +01:00
Ludovic MarieandClaude Opus 5.5 ea3498284b Merge main into pack fog uniforms
pack_uniforms.rs: main's smoothed-uniform half-life test and this
branch's fog and per-program tests sit in the same place; both kept.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 18:24:33 +01:00
razzo715andClaude Opus 5.5 beea32e326 Leave the End near the world spawn when the player has no point of its own
The End exit fell back to the server's own `level.spawn`, which does not
follow `setworldspawn` and is not the travelling player's, so a player
without a respawn point landed at a stale spot or (0, 64, 0) instead of on
a free column around the world spawn. It now takes the player's own
Overworld point, else the world spawn, as a missing bed already should.

Fixes #8333

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 18:22:52 +01:00
gorkandClaude Code 279a04a8eb docs: remove stale 'shader packs removed' known issue
Shader packs were reinstated as a clean-room rewrite, so the known issue no longer applies.

Co-Authored-By: Claude Code <[email protected]>
2026-11-03 18:22:00 +01:00
itarqos5andClaude Opus 5 e63d485d89 fix(names): one name tag for a player a server has given a custom name
A server that names its players -- a rank prefix, a nickname -- sets a
custom name on the player entity. Both passes of `name_tags` then claimed
it: the player-list pass, which names every player a server sends, and
the custom-name pass, which names every mob holding a custom name. Two
tags were built for one player and drawn at the same point, so they sat
on top of each other.

The set of players the list already names, which the custom-name pass
skips, was built only when native mods were loaded (a8cdcce9d). Without
them it was `None` and the pass skipped nobody. It is built unconditionally
again, now through `named_by_player_list`, whose doc comment records why it
cannot be conditional. The same commit's other fast path -- leaving an
unnamed, non-mannequin mob out of the pass entirely, which no longer needs
`hooks` to be correct -- is kept.

This matches vanilla, where one entity draws one tag and a player is named
from its profile: `Player.getName` overrides `Entity.getName` and ignores
`customName`. Servers that decorate names through a team prefix and suffix
were never affected; those go through the player-list pass and its
`getDisplayName` handling.

The duplicate also appeared without the custom name being flagged visible,
whenever the crosshair was on the player: the custom-name pass names the
mob under the crosshair whether or not its name is flagged.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-03 17:18:35 +00:00
Ludovic Marie 49a6e02ee3 Merge pull request #8391 from horizon-rust/feat/launcher-glass-accent
🤖 Agent: the accent now takes any #rrggbb as well as the named swatches, and a typed colour survives settings.json (test a_typed_colour_is_worn_as_is_and_survives_settings_json).
2026-11-03 18:06:22 +01:00
Kacpherek ca61868478 Merge remote-tracking branch 'origin/main' into opt/compact-quads
# Conflicts:
#	crates/horizon-client-render/src/gfx.rs
#	crates/horizon-client-render/src/gfx/gpu_culling.rs
#	crates/horizon-client/src/game/render_control.rs
2026-11-03 18:05:59 +01:00
Ludovic Marie f5fe44b835 Merge pull request #8117 from Slavik-85/feat/8020-pack-outline-shader
🤖 Agent: only runs when a pack replaces core/rendertype_lines (no cost otherwise); a pack shader the backend rejects or with bigger blocks falls back to the built-in outline inside one error scope, so a bad pack can't fail the draw. Not yet seen in game with the RGB Block Outline pack.
2026-11-03 18:04:54 +01:00
Ludovic Marie 5dbeb8b604 Merge pull request #8210 from horizon-rust/net/io-pool
🤖 Agent: Review by Ludovic's AI agent (Claude), not by Ludovic himself. Slot reuse is safe (a closed outbox refuses pushes, the pipe's on_ready is cleared before its slot is freed), and stalls and read timeouts are on the 100 ms sweep. Risk: Conn::read loops until WouldBlock with no per-pass budget, so one client flooding packets holds its thread and delays the other players on it until the rate limit kicks it; it was tested on Linux only, so macOS kqueue and Windows AFD get their first run from players.
2026-11-03 18:04:49 +01:00
Ludovic Marie 60f1ec3d66 Merge pull request #8084 from glitchsnake/fix/8052-limited-crafting
🤖 Agent: Review by Ludovic's AI agent (Claude), not by Ludovic himself. Matches RecipeCraftingHolder.setRecipeUsed (special or known recipes only) and the Login/GameEvent 12 sync. Simpler way: KnownRecipes has seven impls where production uses only the recipe book Settings; and recipes.recipe(id) scans every crafting recipe per grid change while the rule is on.
2026-11-03 18:04:45 +01:00
Ludovic Marie e6980583f4 Merge pull request #8152 from glitchsnake/fix/7730-spawner-distance-overflow
🤖 Agent: Review by Ludovic's AI agent (Claude), not by Ludovic himself. abs_diff and filtering spawners first fix the overflow on the menu's (i32::MIN, 0, 0) placeholder; the 64-block box is only Horizon's pre-filter, the player range test stays in client_tick_spawners. finalpantasy's draft #7818 covers the same issue.
2026-11-03 18:04:41 +01:00
Ludovic Marie 66017a34c5 Merge pull request #8137 from glitchsnake/fix/8123-cycle-backwards
🤖 Agent: Review by Ludovic's AI agent (Claude), not by Ludovic himself. Matches CycleButton.onPress (shift steps back, positiveModulo wraps): the old code passed right, which is always false by then. The Act::Extra part of the test sits in an if let Some, so it passes silently if that button moves.
2026-11-03 18:04:37 +01:00
Ludovic Marie a189637cfd Merge pull request #8032 from Teiwazik/older-servers/v1-21-10
🤖 Agent: Review by Ludovic's AI agent (Claude), not by Ludovic himself. Requeued after its STOP: the new head only merges main (now that #8008 landed); its own change is the 1.21.10 step alone (v1_21_10 tables, the bee/wolf anger INT to LONG and avatar main arm BYTE to HUMANOID_ARM), still behind HORIZON_OLDER_SERVERS=1, and it merges clean.
2026-11-03 18:04:32 +01:00
Ludovic Marie 4bd73c9ae1 Merge pull request #8185 from Teiwazik/shader/post-pass-limit
🤖 Agent: Review by Ludovic's AI agent (Claude), not by Ludovic himself. Only manifest.rs reads MAX_POST_PASSES; the renderer sizes its pass chain from the manifest, so 12 needs no other change, and budget.gpu_ms (max 16) still bounds what the extra passes cost.
2026-11-03 18:04:28 +01:00
Ludovic Marie 3b8dfa69b2 Merge pull request #8373 from horizon-rust/fix/launcher-world-lock-unlock
🤖 Agent: unlocking before close matters because flock belongs to the open file a forked child shares until exec; #7448 touches lock_world too, a small rebase for whichever lands second.
2026-11-03 18:04:24 +01:00
Ludovic Marie 57bb626689 Merge pull request #8201 from oxi-does-dev/fix/button-scrolling-label
🤖 Agent: matches WidgetTooltipHolder.refreshTooltipForNextRenderPass (hovered || focused && last input was the keyboard): a click's focus no longer pins the tooltip; the hover highlight still follows the focus as before.
2026-11-03 18:04:20 +01:00
Ludovic Marie df151f2f33 Merge pull request #8099 from TheMrZZ/perf/borrow-jigsaw-connector-strings
🤖 Agent: nothing found: Cow borrows from the cached StructureTemplate only change ownership; shuffle draws, palette pick and priority sort are untouched, so CI's worldgen harnesses are the check.
2026-11-03 18:04:15 +01:00
Ludovic Marie 481cbc13ed Merge pull request #8095 from Slavik-85/fix/raid-hero-guest-killer
🤖 Agent: raider_died now resolves the killer's connection with player_uuid_of, the same lookup villager_murdered uses on the next line, so a guest's kill makes that guest the hero (Raider.die → raid.addHeroOfTheVillage(player)).
2026-11-03 18:04:11 +01:00
Ludovic Marie ea66f0b2d1 Merge pull request #8090 from masa-masa-0314/fix/pacing-dimension-flight
🤖 Agent: nothing found: tooling only (pacing_bench); the liveness/flight checks run outside the recorded windows, so the measured transition costs are unchanged.
2026-11-03 17:59:59 +01:00
Ludovic Marie 507ede9d05 Merge pull request #8089 from Slavik-85/fix/8047-acting-player-uuid
🤖 Agent: the horse tame now runs in the rider's as_guest turn, so the owner is set before tame_animal fires for that rider, as AbstractHorse.tameWithName orders it; the host no longer gets a guest's advancement.
2026-11-03 17:59:55 +01:00
Ludovic Marie 447e043650 Merge pull request #8083 from OlaHulleberg/content/shapes-occludes
🤖 Agent: one point checked: occludes:false drops a solid render's dampening to 1 (0 with skylight_down) as getLightDampening does for non-solid full blocks; only content-mod blocks that set the key change, vanilla rows are untouched.
2026-11-03 17:59:50 +01:00
Ludovic Marie faa9a0f090 Merge pull request #8081 from OlaHulleberg/fix/food-effect-flags
🤖 Agent: nothing found: the ambient/show_particles defaults (false, true) are MobEffectInstance.CODEC's, and the single ApplyEffects consumer now carries them.
2026-11-03 17:59:45 +01:00
Ludovic Marie 11e6cedd9b Merge pull request #8078 from ClickingMaster/fix/baby-zombie-armor
🤖 Agent: checked on the 26.3 jar: HumanoidArmorLayer.renderArmorPiece reads HumanoidRenderState.isBaby and picks LayerType.HUMANOID_BABY for every slot, and the humanoid_baby textures exist for all eight materials, so this is the vanilla choice.
2026-11-03 17:59:41 +01:00
Ludovic Marie 562b4662a1 Merge pull request #8366 from MSedgeMC/port_map/client-003-display-light
🤖 Agent: checked on main: text_displays.rs display_light answers the packed brightness override or the world light at the display's block, and both geometry passes call it.
2026-11-03 17:59:36 +01:00
Ludovic Marie 084bdbbd25 Merge pull request #8364 from MSedgeMC/port_map/client-005-layer-color
🤖 Agent: checked on main: armor_stands.rs layer_color reads the stack's dyed_color for a dyeable layer and returns white otherwise, so the gap note about undyed leather was stale.
2026-11-03 17:59:32 +01:00
Ludovic Marie 576fb83f6e Merge pull request #8362 from MSedgeMC/port_map/game-004-display-save
🤖 Agent: checked on main: native_entities.rs NativeDisplay::write stores the transformation, both durations and the flipped start_interpolation, and nothing writes billboard, brightness or shadow, which the new note says.
2026-11-03 17:59:27 +01:00
Ludovic Marie 6915962807 Merge pull request #8345 from MSedgeMC/fix/guest-nautilus-jump
🤖 Agent: on_player_jump matches the 26.3 bytecode (isSaddled and dashCooldown <= 0, then getPlayerJumpPendingScale); in vanilla the rider's client runs it, so the host running it from START_RIDING_JUMP's data is the right side for a guest, and the 40-tick clock keeps the host's re-derived bar from dashing twice.
2026-11-03 17:59:22 +01:00
Ludovic Marie 4c7fc96aec Merge pull request #8357 from MSedgeMC/port_map/game-010-bat-flap
🤖 Agent: checked on main: sculk.rs flaps is the bat arm (awake, every tenth tick) and the movement pass posts minecraft:flap over air, so a bat's beat does reach a sculk sensor.
2026-11-03 17:59:18 +01:00
Ludovic Marie 2e6a4800e3 Merge pull request #8355 from MSedgeMC/port_map/classes-01-brute-push
🤖 Agent: checked on main: piglin.rs ai_step's brute branch calls update_activity then maybe_play_brute_sound, and minecarts.rs push_along is the 1.0E-4 and 0.001 projection, so the three rows name their own fns.
2026-11-03 17:59:13 +01:00
Ludovic Marie 1f066e533a Merge pull request #8354 from MSedgeMC/port_map/client-002-tracker-ack
🤖 Agent: checked on main: remote_chat.rs send_chat_acknowledgement is the take_offset and ChatAck-above-zero body, and level_loading.rs holds start_client_load and is_level_ready with the close delay, so the three rows now name the functions that do the work.
2026-11-03 17:59:08 +01:00
Ludovic Marie f7d0fb6957 Merge pull request #8353 from MSedgeMC/port_map/game2-002-names-ammo
🤖 Agent: checked on main: commands.rs target_name's Target::Item arm reads the saved CustomName, then item_name, then the display name, and crossbow.rs mob_vanilla_ammo searches the off hand then the main hand for the weapon's supported stack, else an arrow, so neither row is missing.
2026-11-03 17:59:03 +01:00
Ludovic Marie 5ec8cb805b Merge pull request #8293 from MSedgeMC/test/campfire-animate-tick
🤖 Agent: the lava loop's bound is now drawn on every pass as in vanilla's for (i < random.nextInt(1) + 1), which only the new all-campfire tick cases could see; the harness grows from 25,578 to 58,268 lines, all tick cases on one input.
2026-11-03 17:58:57 +01:00
Ludovic Marie b7680c8178 Merge pull request #8292 from MSedgeMC/fix/vibration-provider
🤖 Agent: remote vibration packets now reach the provider arm with the sprite draw vanilla's Provider makes; the destination is resolved once at arrival, so a signal flying to a moving warden or allay lands where it was (noted in the PR as the gap left).
2026-11-03 17:58:53 +01:00
Ludovic MarieandClaude Opus 5.5 2b4185859a docs: the desktop's parity runner is back, as a NixOS service
Since 2026-11-03 ludodesktop-horizon takes pull requests' parity jobs again
(labels horizon-game, ludodesktop; no Linux): user gha walled off from the
maintainer's files, low-priority slice, only while he isn't at the screen.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:54:16 +01:00
Ludovic Marie 8dffb823a4 Merge pull request #8376 from razzo715/fix/player-frozen-ticks
🤖 Agent: index 7 now goes out in vanilla's dirty order (1, 7, 17) and only on change, as ServerEntity.sendDirtyEntityData does; Horizon's own client still ignores it for its own player (it counts the ticks itself), so only vanilla clients and other viewers see a change.
2026-11-03 17:52:38 +01:00
Ludovic Marie bd66b6313f Merge pull request #8187 from rdbtCVS/t3/relocate-bench-script
🤖 Agent: Review by Ludovic's AI agent (Claude), not by Ludovic himself. The move also puts the bench's server runs on lab.game_env, so they now get HORIZON_NO_DISCORD and scratch XDG and launcher homes, which the old hand-built env left out. Nothing else found.
2026-11-03 17:52:34 +01:00
Ludovic Marie b6ee30c12d Merge pull request #8161 from CocofireHD/fix/set-time-clock-holder
🤖 Agent: test-only; the bytes are a real 26.3 SetTime, and the (0, 66678)/(1, 13071) keys only decode as plain registry ids, which pins WorldClock.STREAM_CODEC = holderRegistry against a later off-by-one 'fix'.
2026-11-03 17:52:29 +01:00
Ludovic Marie 91658b2dff Merge pull request #8332 from razzo715/fix/pick-potted-plant
🤖 Agent: matches FlowerPotBlock.getCloneItemStack (new ItemStack(potted) before the caller's isEmpty check); the potted lookup now runs before the air check that used to return None for every potted_* block.
2026-11-03 17:52:25 +01:00
Ludovic Marie 19f61008b8 Merge pull request #8371 from MSedgeMC/port_map/rest-003-started-cleanly
🤖 Agent: checked on main: run_loading writes startedCleanly false after unclean_start_recovery reads the last start's value, and Loading::finish sets it true and saves, so the protocol is whole.
2026-11-03 17:52:21 +01:00
Ludovic Marie 953a24e35d Merge pull request #8147 from kacpherek/perf/tick-off-thread
🤖 Agent: Review by Ludovic's AI agent (Claude), not by Ludovic himself. Checked hooks.rs Sim::entity_inside: only pressure plates, detector rails, buttons and tripwire act, which is exactly senses_entities, and after a block change every later position still goes in sorted order, so the calls and their order match. Nothing else found.
2026-11-03 17:50:09 +01:00
Ludovic Marie 2a08f74d46 Merge pull request #8257 from CocofireHD/fix/7832-launcher-renderer-env
🤖 Agent: env_remove on the game's Command only drops the four Mesa/WebKit workarounds, so the launcher keeps them for its own window while a radeon player's game gets the GPU; a player who wants the game on llvmpipe on purpose now has to start horizon-client directly.
2026-11-03 17:50:05 +01:00
Ludovic Marie c1372e3b14 Merge pull request #8228 from TiggerTakkyTTT/fix/server-admin-player-positions
🤖 Agent: position comes from the guest's own field, so it's that player's last known position even while another guest is swapped into Game; the API is token-gated on 127.0.0.1, so exposing coordinates stays admin-only. #8245 edits the same 'Not there yet' line in docs/api/server.md and will need main merged after this.
2026-11-03 17:50:01 +01:00
Ludovic Marie 7bcb77ae03 Merge pull request #8258 from Teiwazik/shader/displacement-grid
🤖 Agent: Review by Ludovic's AI agent (Claude), not by Ludovic himself. Per-frame cost only when a pack declares [displacement], its option is on and the resource packs have LabPBR heights (native_pack.rs gates it); the shadow map and the water mirror still draw flat faces, as the PR says.
2026-11-03 17:49:57 +01:00
Ludovic Marie 8a8af5f0d9 Merge pull request #8203 from Teiwazik/shader/displacement-api
🤖 Agent: Review by Ludovic's AI agent (Claude), not by Ludovic himself. API side only: [displacement] needs [material], ranges and option kinds are checked, and MaterialInput.displaced is 0 until #8258 draws the grid. Nothing else found.
2026-11-03 17:49:53 +01:00
Ludovic Marie 7c5fb85f28 Merge pull request #8189 from rdbtCVS/perf/random-tick-next-mask
🤖 Agent: Review by Ludovic's AI agent (Claude), not by Ludovic himself. The reuse rule (same revision, from in [f, y]) is sound: the lowest ticking section at or above any Y in that range is still y. The tick_parity test now drives next_masked directly, so the game's own cached answer has no test of its own.
2026-11-03 17:49:49 +01:00
Ludovic Marie b7304857dd Merge pull request #8172 from rdbtCVS/perf/spawn-candidate-incremental
🤖 Agent: Review by Ludovic's AI agent (Claude), not by Ludovic himself. Per-player segments with a per-level SpawnScratch in levels.rs; the 3,000-step random walk against the uncached union is the right proof for the order the shuffle sees. Nothing else found.
2026-11-03 17:49:45 +01:00
Ludovic Marie fcee2057b8 Merge pull request #8073 from glitchsnake/fix/7461-arrow-impact-server-parity
🤖 Agent: Review by Ludovic's AI agent (Claude), not by Ludovic himself. Vanilla pairs the arrow at addEntity and its first sendChanges runs before the arrow ticks, so IN_GROUND reaches the client a tick later, as this does. Risk: the joined arrow's metadata is built a second time in lan_entities.rs, so it can drift from the tracker's own arrow_meta path.
2026-11-03 17:49:40 +01:00
Ludovic Marie 49c99f9fa5 Merge pull request #8004 from NerfPhaselock/perf/gpu-culling-ii
🤖 Agent: one point checked: gpu_culling::supported still needs MULTI_DRAW_INDIRECT_COUNT and 8 storage buffers, so Metal and GL keep the CPU walk and only Vulkan/DX12 frames change, the two backends the device tests cover; a camera past the i32 plane terms falls back to a CPU frame, so far teleports can't drop sections.
2026-11-03 17:49:36 +01:00
Ludovic Marie 3b3094e2f2 Merge pull request #8149 from kacpherek/far/2-coarse-first
🤖 Agent: Review by Ludovic's AI agent (Claude), not by Ludovic himself. Each mesh dispatch now clones plan.nodes and plan.split into the snapshot (thousands of keys, beside the samples map it already clones); an Arc on the plan's sets, rebuilt only on replan, would make that free. Behaviour and tests look right.
2026-11-03 17:49:32 +01:00
Ludovic Marie 8d1e059489 Merge pull request #8151 from kacpherek/far/4-sea-floor
🤖 Agent: Review by Ludovic's AI agent (Claude), not by Ludovic himself. Checked: vanillagen/lod.rs shade_sky has dimmed water a level per block since ee7d443c (10-30), so lighting visited water as open sky (96877dc, b4629e0) was what drew the bright patchwork. The heightmap change (bed found under shaded water spans) has no test of its own.
2026-11-03 17:49:27 +01:00
Ludovic Marie 4600012a2e Merge pull request #8150 from kacpherek/far/3-hold-split
🤖 Agent: Review by Ludovic's AI agent (Claude), not by Ludovic himself. The 5% hold applies only to tiles split last plan, so the 8-to-10 band is unchanged and the new test pins both sides of the margin (670 vs 700 blocks). Nothing else found.
2026-11-03 17:49:22 +01:00
Ludovic Marie 313f351428 Merge pull request #7968 from ErikKalikas/mod-config
🤖 Agent: checked against main: nothing there covers ModConfigEvent yet (only native_config_dir, API 26), and no hook changes landed since this head's base, so the fragment still stamps cleanly; the reload poll is one stat per loaded file per second and nothing at all with no configs registered.
2026-11-03 17:49:17 +01:00
Ludovic Marie 28fb2bf226 Merge pull request #8208 from Joansitoh/fix/8205-scoreboard-air
🤖 Agent: matches ServerPlayer.doTick's lastRecordedAirLevel check: the air score moves only when getAirSupply changes, negative values included while drowning. The red note check was a GitHub 504 in overlap_note.py, rerun.
2026-11-03 17:49:13 +01:00
Ludovic Marie e98bb1c714 Merge pull request #8248 from HrafnaValkyrja/feat/admin-dimension-restore
🤖 Agent: dimension_folder refuses '..', empty segments and anything outside resource-id characters before any path is joined, and the zip entries go through enclosed_name plus a component-wise prefix match, so a crafted backup cannot write outside the dimension folder. Overlaps #8245 in api.rs/cli.rs; whichever lands second carries a small conflict.
2026-11-03 17:49:08 +01:00
Ludovic MarieandClaude Opus 5.5 2dbe322dd1 Shader packs: cite the shaders.properties reference, not Iris, in the new comments
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:48:53 +01:00
Ludovic MarieandClaude Opus 5.5 2afd3b99f8 Merge main into #7054: the particle culling row joins the Performance page's Culling group
Main moved the graphics settings to pages (General, Quality, Performance,
Advanced): Particle Culling now sits beside Entity Culling in the Culling
group, its test drives the row with main's helpers, and the docs list it
with the other culling modes. Lang tables and particles.rs keep both sides.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:48:00 +01:00
Ludovic MarieandClaude Opus 5.5 c1d887afd0 cargo-horizon-mod: its releases never become the repo's latest
The launcher and nightly releases pass --latest=false too; without it every
cargo-horizon-mod tag would take GitHub's "latest" from the game.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:47:52 +01:00
Ludovic MarieandClaude Opus 5.5 a832968513 Powder snow: a resting entity skips the sweep
PowderSnowBlock.entityInside draws nothing without horizontal known movement, so the
per-tick sweep (and its HashSet) is skipped for entities that do not move sideways.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:47:51 +01:00
0f7f9db8cf Far terrain threads step back only while the near terrain loads
From 6f45ae4278 on #5916 (kacpherek's own fix): kept at utility QoS for
the whole session, macOS ran the far terrain on the efficiency cores long
after the near chunks were in, and it took minutes to settle. Each far
thread now steps behind (far_terrain_behind) while Lod::set_near_loading
says the near terrain loads, and back to the default once it is in. On
Linux and Android nothing changes: an unprivileged thread can't raise its
priority again, so they stay behind_server as before.

Co-Authored-By: kacpherek <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:47:17 +01:00
Ludovic Marie 0a79df7554 Merge origin/main into fix/8051-reduced-debug-info
# Conflicts:
#	crates/horizon-client/src/lan/hub.rs
2026-11-03 17:47:15 +01:00
Ludovic MarieandClaude Opus 5.5 b266bf1144 Trident flames: the front view's turned yaw, as the other entities' flames
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:46:34 +01:00
Ludovic MarieandClaude Opus 5.5 faa8038177 Keep the client's glass bottle PASS without water
BottleItem.use on the client never finds a dragon's breath cloud (an
AreaEffectCloud's owner is not synced), so with no water in reach it
PASSes and startUseItem gives the off hand its turn. The UseItem packet
is sent before this check either way, so the server still fills the
bottle from the cloud.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:46:30 +01:00
Ludovic MarieandClaude Opus 5.5 e88dc500cb Server: a stop on the supervisor's stdin still ends it
Hosting panels and `horizon-server run` send `stop` on stdin and wait for
the process to exit; with the stopped phase they would wait forever. While
the game is stopped, the supervisor's stdin now takes `start` and `stop`.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:45:58 +01:00
Ludovic MarieandClaude Opus 5.5 0eab6d3656 Pterodactyl egg: online mode's description matches today
Horizon's client signs in with Microsoft and joins online servers, so the
note that it can join offline servers only was out of date.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:45:39 +01:00
Ludovic Marie e18186e29e Merge pull request #8291 from senjinthedragon/shader-pass-timing
🤖 Agent: the mip timer brackets only each chain's first level (the largest, most of the cost), so read 'mipmaps colortexN' as a lower bound; the label's format! runs every frame even with timing off, a few ns.
2026-11-03 17:45:25 +01:00
Ludovic Marie a1063aadbd Merge pull request #8244 from HrafnaValkyrja/fix/dragon-breath-cloud-timing
🤖 Agent: checked in the 26.3 jar: AreaEffectCloud.serverTick discards at tickCount - waitTime >= duration, returns while waiting before radiusPerTick, and runs the victims map every 5 ticks; neither DragonFireball nor DragonSittingFlamingPhase calls setWaitTime, so the default 20 holds for both clouds.
2026-11-03 17:45:21 +01:00
Ludovic Marie daa33dcb62 Merge pull request #8243 from Joansitoh/fix/8225-pvp-fire-aspect
🤖 Agent: Fire Aspect on a PvP hit only when the hit hurt, as vanilla's doPostAttackEffects. Simpler way for later: Enchantments::ignite_seconds duplicates the ignite half of enchant_effects.rs post_attack's loop, which could call it too.
2026-11-03 17:45:16 +01:00
Ludovic Marie a0018408fe Merge pull request #8239 from HrafnaValkyrja/fix/attribute-command-mob-modifiers
🤖 Agent: modifier add/remove/value get now go through finalize's store, so the cached fields (speed, attack_damage, follow_range...) follow, and an attribute the type lacks answers commands.attribute.failed.entity as vanilla's null getAttribute does. Modifier.id as a Cow stays a borrow for the built-in ids, so no new allocation on the refresh path.
2026-11-03 17:45:11 +01:00
Ludovic MarieandClaude Opus 5.5 8e7b5fa7e9 Merge main into perf/startup-core-overlap
main now restores the block registry from registry-v1.bin (load_registry_with_flags); keep that,
and parse facts.json from a slice on a snapshot miss.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:45:07 +01:00
Ludovic Marie f8350550da Merge pull request #8132 from HrafnaValkyrja/fix/projectile-vehicle-hits
🤖 Agent: checked in the 26.3 jar: LlamaSpit.onHitEntity hurts only for a LivingEntity owner and never discards (only onHitBlock does), so the spit flying on through an entity is right. Moving vehicle_targets into projectile_targets also gives fireworks' and potions' callers boats and carts, which matches VehicleEntity.isPickable for every projectile.
2026-11-03 17:45:07 +01:00
Ludovic Marie b5a8a4271c Merge pull request #8113 from Joansitoh/fix/8100-scrolling-labels
🤖 Agent: ui::scrolling_text is the existing AbstractWidget.extractScrollingStringOverContents port, so the three Horizon widgets now behave like vanilla buttons. The cycler's clip box is w - 18, inside its 9 px arrow gutters, so the sliding text never runs under the arrows. Nothing else found.
2026-11-03 17:45:02 +01:00
Ludovic MarieandClaude Opus 5.5 9835a47fdc install.sh signature test: edit files without GNU sed -i
BSD sed (macOS) reads the expression after -i as a backup suffix, so the
test failed on a Mac with OpenSSL 3 or later on PATH (Homebrew's), where
it does not skip. Edit through a copy instead.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:45:00 +01:00
Ludovic Marie cf463d354f Merge pull request #8365 from MSedgeMC/test/scene-entity-boxes
🤖 Agent: checked: the oracle's getEntityCollisions keeps CollisionGetter's getSize() < 1e-7 shortcut and the bounds.inflate(1e-7) query, and the wall fixtures sit on the player's leading face plus or minus the inflation, so the probe's entities slice is pinned at the boundary that decides it; it carries #8278's two commits, queued before it.
2026-11-03 17:44:58 +01:00
Ludovic Marie 9ac513c02d Merge pull request #8096 from HrafnaValkyrja/fix/entity-move-block-speed
🤖 Agent: no mob path scaled by the block speed factor before, so no double scaling. LivingEntity.getBlockSpeedFactor also lerps by movement_efficiency, which is 0 for every mob type by default, so leaving it out changes nothing today; it matters once armor with Soul Speed is on a mob.
2026-11-03 17:44:53 +01:00
Ludovic Marie 4054a9e9fc Merge pull request #8086 from Joansitoh/fix/8046-peaceful-targets
🤖 Agent: checked in the 26.3 jar: LivingEntity.canAttack returns false for a Player target in PEACEFUL before canBeSeenAsEnemy, and spares_players feeds can_target_player, can_keep_target_player, HurtByTarget and the golem's DefendVillage, so every targeting path gets it. The w.player.is_some() half is redundant (every caller already has a player) but harmless.
2026-11-03 17:44:49 +01:00
Ludovic Marie f3220f820c Merge pull request #8387 from MSedgeMC/fix/support-blocks
🤖 Agent: checked in the 26.3 jar: handlePlayerPositionChange reads verticalCollisionBelow of the previous move before player.move, as this does; one small difference: the check runs after the anticheat drops a false ground claim, so with [anticheat] on a corrected claim skips the resend vanilla would do, which is harmless.
2026-11-03 17:44:44 +01:00
Ludovic Marie 10a06ec47a Merge pull request #8155 from arslanarm/shaderpacks/pack-clear-both-sides
🤖 Agent: clearing the other texture too is right whenever a buffer flips more than once a frame (both 2 and 3 writes leave the first target stale); it costs one more full-screen clear per cleared buffer each frame, so a later perf pass could skip buffers that flip exactly once, whose alt side still holds that frame's clear.
2026-11-03 17:44:40 +01:00
Ludovic Marie 6cff270d12 Merge pull request #8379 from MSedgeMC/fix/dragon-arena-ticket
🤖 Agent: checked in the 26.3 jar: EnderDragonFight.tick adds TicketType.DRAGON at (0, 0) with radius 9 while the boss bar has a player and removes it otherwise, so ARENA_LEVEL = 33 - 9 = 24 is right, and the source follows fight.players, the same 20-tick validPlayer scan the bar uses.
2026-11-03 17:44:36 +01:00
Ludovic Marie 82d02678d9 Merge pull request #8144 from TiggerTakkyTTT/fix/server-management-hide-online-players
🤖 Agent: hide-online-players now lives in an AtomicBool on lan::Shared that status_json reads per ping, so a management change applies to the next server-list ping without a restart; harness ids 190–199 are unique across the open management PRs.
2026-11-03 17:44:31 +01:00
Ludovic MarieandClaude Opus 5.5 c7c48fe7a8 Riptide: the server tests the player's current box only
A ServerPlayer is client authoritative, so LivingEntity.aiStep does not travel on the server and checkAutoSpinAttack gets the current box twice (26.3 bytecode). Sweeping from where the tick's first move started hit mobs vanilla's server passes through.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:44:22 +01:00
Ludovic MarieandClaude Opus 5.5 60a1ee3176 Minecarts: look the display state up once per cart
The cull now needs the display state (a custom air state stretches nothing), and the draw needed it again: compute it once past the distance cut instead of two registry lookups per cart each frame.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:44:20 +01:00
Ludovic MarieandClaude Opus 5.5 bbc4e8f6c7 Shader constructors: bvec4 arrays and members too
ELEMENTS listed bvec2 and bvec3 but not bvec4, so a bvec4[] constructor or a struct with a bvec4 member was left unconverted.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:44:17 +01:00
Ludovic MarieandClaude Opus 5.5 c93829b157 Keep camera_rotation's doc comment on camera_rotation
level_can_have_weather sat between the comment and its function, so rustdoc gave the camera's comment to the weather helper.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:44:12 +01:00
Ludovic MarieandClaude Opus 5.5 f50c9f25fe import-resources: copy to the folder the server reads first
The destination ignored [engine] resources and an existing resources/
folder, both of which the server reads before the installer's copy, so an
import could land where the next start never looks. Follow the lookup
order, and take the version from horizon_core's pinned VERSION_ID.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:44:11 +01:00
Ludovic MarieandClaude Opus 5.5 4518465581 LOD thread test: < cores, not <= cores - 1 (clippy int_plus_one)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:43:53 +01:00
arismoko 14e5230c9e Wrap relative teleport angle deltas before resolving them 2026-11-03 16:43:32 +00:00
Ludovic MarieandClaude Opus 5.5 3f73256b01 Translations: keep only real ones, fill the launcher's new strings
Over the 19 tables merged above (fa, he, hu, ro, da, fi, no, bg, sk, lt):

- Game tables: entries equal to en_us dropped (the game falls back to
  en_us per key), as main did for hi_in, id_id, pt_pt and ur_pk.
- Entries that translated a product name as a word (Discord as
  "Nesantaika", Fabric mods as textile mods, Horizon as "Хоризонт",
  Tailscale as "tail scale") dropped in the game, English in the launcher.
- The six controller options (Look Sensitivity, Invert Look X/Y, Sneak
  Button, Move/Look Deadzone) were verbs in every table ("look at the
  deadzone", "invert appearance X"): rewritten as option names.
- Launcher tables: the 8 strings main added since (offline names,
  Microsoft sign-in), so every_language_has_every_string passes.
- Language::parse: nb and nn (what macOS and Windows report for
  Norwegian) pick the Norwegian table.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:43:28 +01:00
Kacpherek 512d5cf856 Measure scene_replay's memory with the game's allocator
The replay ran on the system heap, which after --world freed its
remeshed meshes kept 0.8 to 4.9 GB of them dirty ("Malloc Small"),
depending on how the meshes were laid out, so --memory's footprint did
not say what the game holds. It now uses the game's own allocator, as
horizon-client does: the heap's dirty memory is 26 MB after the run.

Also takes clippy's then_some in SectionGpu::vertex_ranges.
2026-11-03 17:43:11 +01:00
Kacpherek f2c8e2ab18 Store whole cube faces of near sections as one 24-byte record
Most solid quads of a section are whole faces of a block's cube on the
block grid: their corners, UVs, light and colour follow from the block,
the face and a few bytes. The mesher now lays such a quad out as one
24-byte record (block and face, UV rectangle, layer, tint, alpha, each
corner's grey level and light) instead of four 24-byte vertices, and the
rest stay as vertices that their record points to. The quads keep their
order, so the side buckets, draws, occlusion culling and GPU culling
count quads as before. A record is kept only when expanding it gives
back the quad's four vertices bit for bit.

The solid pipelines now read the arena page themselves through the flat
draws' page groups, flat and per-section draws alike: a vertex index
below 2^28 names a vertex, above it a corner of the record at that slot.
They expand records to the same vertex words, so the shading after is
unchanged; the colour is converted as the M1's vertex fetch converts
Unorm8x4 (times 1/255), which keeps the old layout's picture exact
through them. The visibility buffer reads records in its resolve; its
IDs now hold a record bit and 6 bits of page, and frames with more than
64 pages draw without it. Translucent quads and far tiles keep their
vertices. With a shader pack (or one of Horizon's own) the sections are
meshed again as vertices, since its programs read the arena as such.
HORIZON_PACKED_QUADS=0 turns the layout off.

On the RD 48 capture, meshed again from its save, 30.4M of 34.4M solid
quads get a record: near-section vertex data falls from 3,362 MB to
1,367 MB and the process's graphics memory from 5.4 GB to 3.4 GB, with
the same GPU frame time. Per-section draws give the same image as
before. Flat draws differ by 1/255 in 15 to 25 pixels of 3.7M: moving
unchanged meshes to other places in the arena does the same (22 pixels),
since the draws then group by page differently.
2026-11-03 17:43:11 +01:00
Ludovic MarieandClaude Opus 5.5 164eb13b65 Drop the source-text test for the launcher's GAME constant
GAME is now horizon_core::version::VERSION_ID itself, so it cannot drift;
a regex over browser.rs tests the words in the source, not behaviour.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:42:51 +01:00
Ludovic MarieandClaude Opus 5.5 28718ed4ee Ordered ticks: sort the run's entities once instead of rescanning per entity
run_ordered_ticks scanned the orb, TNT and falling-block lists once per
entity it ticked (and again to find it), quadratic in their count per
tick. Collect the run's entities once, sort by join number and look each
up with a binary search (linear fallback for a list out of join order).
Same order and same skipped entities as before.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:42:36 +01:00
Ludovic MarieandClaude Opus 5.5 876ffc8e4d fa: add the Account page's 8 strings, keep the name Horizon
main's Account page added 8 strings after this table was written; the
launcher's i18n test needs every language to have them. Strings that
translated the name Horizon as the word horizon now keep the name.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:42:10 +01:00
Ludovic MarieandClaude Opus 5.5 3e8acdf30d el: add the Account page's 8 strings, keep the name Horizon
main's Account page added 8 strings after this table was written; the
launcher's i18n test needs every language to have them. Strings that
translated the name Horizon as the word horizon now keep the name.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:42:10 +01:00
Ludovic MarieandClaude Opus 5.5 a7b22dde01 Merge main and the translations before it into #8329 (fa)
Each PR of this series adds its language to the same lines of i18n.rs; this
step holds the ones before it, so the series lands in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:42:10 +01:00
Ludovic MarieandClaude Opus 5.5 5943ae630a Merge main and the translations before it into #8327 (el)
Each PR of this series adds its language to the same lines of i18n.rs; this
step holds the ones before it, so the series lands in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:42:10 +01:00
Ludovic MarieandClaude Opus 5.5 50022747fe sv: add the Account page's 8 strings, keep the name Horizon
main's Account page added 8 strings after this table was written; the
launcher's i18n test needs every language to have them. Strings that
translated the name Horizon as the word horizon now keep the name.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:42:09 +01:00
Ludovic MarieandClaude Opus 5.5 10f32b5c05 Merge main and the translations before it into #8325 (sv)
Each PR of this series adds its language to the same lines of i18n.rs; this
step holds the ones before it, so the series lands in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:42:09 +01:00
Ludovic MarieandClaude Opus 5.5 23bda81bb2 cs: add the Account page's 8 strings, keep the name Horizon
main's Account page added 8 strings after this table was written; the
launcher's i18n test needs every language to have them. Strings that
translated the name Horizon as the word horizon now keep the name.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:42:08 +01:00
Ludovic MarieandClaude Opus 5.5 e2c852bdd9 Merge main and the translations before it into #8323 (cs)
Each PR of this series adds its language to the same lines of i18n.rs; this
step holds the ones before it, so the series lands in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:42:08 +01:00
Ludovic MarieandClaude Opus 5.5 4aaec2e26b ur: add the Account page's 8 strings, keep the name Horizon
main's Account page added 8 strings after this table was written; the
launcher's i18n test needs every language to have them. Strings that
translated the name Horizon as the word horizon now keep the name.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:42:07 +01:00
Ludovic MarieandClaude Opus 5.5 f6721e5930 Merge main and the translations before it into #8317 (ur)
Each PR of this series adds its language to the same lines of i18n.rs; this
step holds the ones before it, so the series lands in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:42:07 +01:00
Ludovic MarieandClaude Opus 5.5 702764374a th: add the Account page's 8 strings, keep the name Horizon
main's Account page added 8 strings after this table was written; the
launcher's i18n test needs every language to have them. Strings that
translated the name Horizon as the word horizon now keep the name.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:42:06 +01:00
Ludovic MarieandClaude Opus 5.5 85e59adf3d Merge main and the translations before it into #8306 (th)
Each PR of this series adds its language to the same lines of i18n.rs; this
step holds the ones before it, so the series lands in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:42:06 +01:00
Ludovic MarieandClaude Opus 5.5 2aa71b0c72 vi: add the Account page's 8 strings, keep the name Horizon
main's Account page added 8 strings after this table was written; the
launcher's i18n test needs every language to have them. Strings that
translated the name Horizon as the word horizon now keep the name.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:42:05 +01:00
Ludovic MarieandClaude Opus 5.5 2149056a27 Merge main and the translations before it into #8304 (vi)
Each PR of this series adds its language to the same lines of i18n.rs; this
step holds the ones before it, so the series lands in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:42:05 +01:00
Ludovic MarieandClaude Opus 5.5 98b45cff64 nl: add the Account page's 8 strings, keep the name Horizon
main's Account page added 8 strings after this table was written; the
launcher's i18n test needs every language to have them. Strings that
translated the name Horizon as the word horizon now keep the name.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:42:04 +01:00
Ludovic MarieandClaude Opus 5.5 3f5e2f0c7b Merge main and the translations before it into #8302 (nl)
Each PR of this series adds its language to the same lines of i18n.rs; this
step holds the ones before it, so the series lands in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:42:04 +01:00
Ludovic MarieandClaude Opus 5.5 d36f6e7e2e it: add the Account page's 8 strings, keep the name Horizon
main's Account page added 8 strings after this table was written; the
launcher's i18n test needs every language to have them. Strings that
translated the name Horizon as the word horizon now keep the name.

The fallback assertions used it-IT as the language the launcher lacks;
Italian is here now, so they use Esperanto (eo) instead.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:42:03 +01:00
Ludovic MarieandClaude Opus 5.5 d71adf169c Merge main and the translations before it into #8286 (it)
Each PR of this series adds its language to the same lines of i18n.rs; this
step holds the ones before it, so the series lands in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:42:03 +01:00
Ludovic MarieandClaude Opus 5.5 69132ee3d3 Merge main and the translation PRs #8330 to #8382 into #8385
One union of the 19 translations, which all add lines at the same places
(lang.rs Bundled arms, the launcher Language enum and Language::ALL):
each merges clean with main alone but not with the others. Every file
equals its PR's; lang.rs and i18n.rs carry all of them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:41:28 +01:00
Ludovic MarieandClaude Opus 5.5 7fe3549887 el_gr: keep the name Horizon untranslated
The table translated the name Horizon as the word horizon (or dropped stray
zero-width spaces into it).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:40 +01:00
Ludovic MarieandClaude Opus 5.5 92e7dfbeb1 Merge main and the translations before it into #8328 (el_gr)
Each PR of this series adds its table to the same lines of lang.rs; this step
holds the ones before it, so the series lands in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:40 +01:00
Ludovic MarieandClaude Opus 5.5 3fec1f53e7 sv_se: keep the name Horizon untranslated
The table translated the name Horizon as the word horizon (or dropped stray
zero-width spaces into it).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:38 +01:00
Ludovic MarieandClaude Opus 5.5 f0a0c0519d Merge main and the translations before it into #8326 (sv_se)
Each PR of this series adds its table to the same lines of lang.rs; this step
holds the ones before it, so the series lands in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:38 +01:00
Ludovic MarieandClaude Opus 5.5 2f5141eb46 cs_cz: keep the name Horizon untranslated
The table translated the name Horizon as the word horizon (or dropped stray
zero-width spaces into it).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:37 +01:00
Ludovic MarieandClaude Opus 5.5 0b939ab69d Merge main and the translations before it into #8324 (cs_cz)
Each PR of this series adds its table to the same lines of lang.rs; this step
holds the ones before it, so the series lands in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:37 +01:00
Ludovic MarieandClaude Opus 5.5 e5310a4bf0 pt_br: keep the name Horizon untranslated
The table translated the name Horizon as the word horizon (or dropped stray
zero-width spaces into it).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:36 +01:00
Ludovic MarieandClaude Opus 5.5 3881c85f75 Merge main and the translations before it into #8318 (pt_br)
Each PR of this series adds its table to the same lines of lang.rs; this step
holds the ones before it, so the series lands in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:36 +01:00
Ludovic MarieandClaude Opus 5.5 b2cd4ad7d6 ar_sa: keep the name Horizon untranslated
The table translated the name Horizon as the word horizon (or dropped stray
zero-width spaces into it).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:35 +01:00
Ludovic MarieandClaude Opus 5.5 4b72588a80 Merge main and the translations before it into #8315 (ar_sa)
Each PR of this series adds its table to the same lines of lang.rs; this step
holds the ones before it, so the series lands in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:35 +01:00
Ludovic MarieandClaude Opus 5.5 f2ab85d7da ja_jp: keep the name Horizon untranslated
The table translated the name Horizon as the word horizon (or dropped stray
zero-width spaces into it).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:34 +01:00
Ludovic MarieandClaude Opus 5.5 4f7ac75bef Merge main and the translations before it into #8314 (ja_jp)
Each PR of this series adds its table to the same lines of lang.rs; this step
holds the ones before it, so the series lands in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:34 +01:00
Ludovic MarieandClaude Opus 5.5 76654ac3b6 th_th: keep the name Horizon untranslated
The table translated the name Horizon as the word horizon (or dropped stray
zero-width spaces into it).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:33 +01:00
Ludovic MarieandClaude Opus 5.5 b56cb1e293 vi_vn: keep the name Horizon untranslated
The table translated the name Horizon as the word horizon (or dropped stray
zero-width spaces into it).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:32 +01:00
Ludovic MarieandClaude Opus 5.5 67f9e4fa3e Merge main and the translations before it into #8307 (th_th)
Each PR of this series adds its table to the same lines of lang.rs; this step
holds the ones before it, so the series lands in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:32 +01:00
Ludovic MarieandClaude Opus 5.5 a9e0496cc5 nl_nl: keep the name Horizon untranslated
The table translated the name Horizon as the word horizon (or dropped stray
zero-width spaces into it).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:31 +01:00
Ludovic MarieandClaude Opus 5.5 02af8ae24e Merge main and the translations before it into #8305 (vi_vn)
Each PR of this series adds its table to the same lines of lang.rs; this step
holds the ones before it, so the series lands in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:31 +01:00
Ludovic MarieandClaude Opus 5.5 d47f36726f Merge main and the translations before it into #8303 (nl_nl)
Each PR of this series adds its table to the same lines of lang.rs; this step
holds the ones before it, so the series lands in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:30 +01:00
Ludovic MarieandClaude Opus 5.5 3a93bcc3b6 it_it: keep the name Horizon untranslated
The table translated the name Horizon as the word horizon (or dropped stray
zero-width spaces into it).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:29 +01:00
Ludovic MarieandClaude Opus 5.5 ea756a2cc1 Merge main and the translations before it into #8287 (it_it)
Each PR of this series adds its table to the same lines of lang.rs; this step
holds the ones before it, so the series lands in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:29 +01:00
Ludovic Marie 14bbe8bf98 Merge pull request #8278 from MSedgeMC/fix/armor-instances
🤖 Agent: reading the hit record from cached_value keeps the armour instances dirty for a bypasses_armor source, as getDamageAfterArmorAbsorb returns before getArmorValue; the record's two fields only feed hurt_log, so no gameplay changes, and native_scene_motion should get past its first fall hit.
2026-11-03 17:40:26 +01:00
Ludovic Marie 1470ef7f60 Merge pull request #8270 from MSedgeMC/fix/loot-table-containers
🤖 Agent: the 25 names match the 26.3 RandomizableContainer implementors (RandomizableContainerBlockEntity subclasses plus DecoratedPotBlockEntity); both callers place a chest today, so worldgen output does not change.
2026-11-03 17:40:21 +01:00
Ludovic Marie 989f8084c5 Merge pull request #8266 from MSedgeMC/fix/dispenser-loot-table
🤖 Agent: create_dispenser already returns early outside the chunk box or on an existing dispenser, so only a frame's keep list can decline now; the jungle temple and desert pyramid frames keep nothing, so worldgen output does not change and the guard is defensive.
2026-11-03 17:40:16 +01:00
Ludovic MarieandClaude Opus 5.5 622f370fc2 NativeServerPlayer.entity_id: an API number, and the acting guest's id when the hub is out
native_acting_player now takes the id from native_acting_entity, which falls back to the
guest list when lan_acting_entity is unset, as the mount hooks do; a helper fragment gives
the field an API number so mods can require it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:15 +01:00
Ludovic MarieandClaude Opus 5.5 245107d65c Shader packs: keep the flip keys' doc comment on flips
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:15 +01:00
Ludovic Marie d5d7051098 Merge pull request #8254 from MSedgeMC/fix/ocean-ruin-sea-level
🤖 Agent: the drowned arm compares getY() with ServerLevelAccessor.getSeaLevel(), and PieceWorld::sea_level is the same answer blocks() and mineshaft already use; nothing else found.
2026-11-03 17:40:12 +01:00
Ludovic MarieandClaude Opus 5.5 cf5671a3de Merge main into fix/sniffer-hop-nudge
Both sides added tests at the end of mobs/living.rs's test module; both kept.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:40:08 +01:00
Ludovic Marie fc69982ff8 Merge pull request #8289 from MSedgeMC/fix/sulfur-cube-body-tests
🤖 Agent: sulfur_cube::has_body reads extra.body, so the two tests set a field nothing read and only passed where entity-types.json is absent; nothing else found.
2026-11-03 17:40:08 +01:00
Ludovic Marie a661df2680 Merge pull request #8349 from MSedgeMC/port_map/rest-016-transfer
🤖 Agent: checked on main: execute_command dispatches transfer to cmd_transfer and lan/commands.rs lists it in DEDICATED_ONLY; Hub::transfer sends the packet.
2026-11-03 17:40:04 +01:00
Ludovic Marie 34379152c3 Merge pull request #8348 from MSedgeMC/port_map/rest-015-idletimeout
🤖 Agent: checked on main: execute_command dispatches setidletimeout to cmd_setidle_timeout and lan/commands.rs lists it in DEDICATED_ONLY, so both rows are ports.
2026-11-03 17:39:59 +01:00
Ludovic Marie 7af93bf769 Merge pull request #8271 from MSedgeMC/port_map/client-chunk-cache-rows
🤖 Agent: Streaming::forget no longer exists and forget_columns is the column drop; the per-debris draw lives inside tick_explosions_with, so inline is the right verdict.
2026-11-03 17:39:55 +01:00
Ludovic Marie 4c11af734c Merge pull request #8262 from MSedgeMC/fix/cart-blast-ledger
🤖 Agent: checked on main: explosion.rs exploded_positions spares rails under combat.rail_proof_blast, set from fuse >= 0 in minecarts.rs and saved across nested blasts in native_explosions.rs.
2026-11-03 17:39:51 +01:00
Ludovic Marie 7cacb9417c Merge pull request #8259 from MSedgeMC/fix/enough-food-ledger
🤖 Agent: checked in the 26.3 jar: LocalPlayer is the only class besides Player that references hasEnoughFoodToDoExhaustiveManoeuvres, and sprint.rs Conditions::possible is exactly enough_food || may_fly.
2026-11-03 17:39:46 +01:00
Ludovic Marie da586c1ca2 Merge pull request #8250 from MSedgeMC/port_map/client2-017-accessibility-rows
🤖 Agent: checked on main: options_ui.rs layout puts options.accessibility.link beside Done (Act::AccessibilityHelp) and greys Rotate with Minecarts on in_world && minecart_improvements, so the two rows are ports; init keeps missing for the High Contrast half.
2026-11-03 17:39:41 +01:00
Ludovic Marie 78f292e3a0 Merge pull request #8139 from masa-masa-0314/fix/falling-end-portal
🤖 Agent: matches EndPlatformFeature.createEndPlatform(…, true): each mismatching block goes through destroyBlock(pos, true) (drops + 2001 particles) before the obsidian/air is set; still no regression test, the platform rebuild has none.
2026-11-03 17:39:36 +01:00
Ludovic MarieandClaude Opus 5.5 08fe7a8ca0 Test hooks: the player_chat stub NativeClientHooks now needs
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:38:04 +01:00
Ludovic MarieandClaude Opus 5.5 b3017ca6d4 Splitscreen: offline guests join only servers on this computer or its local network
Everyone who plays on another server owns the game (the project's rule,
decided 2026-11-03): P1's offline-profile guests may follow it only to a
server whose resolved addresses (after the SRV redirect) are all loopback,
private or link-local. Public servers, even in offline mode, and friends'
invites refuse them on the profile page with a clear message.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:37:20 +01:00
Ludovic MarieandClaude Opus 5.5 ada0c3374f Management harness: move operator level ids to 220-229
They clashed with #8108 (spawn-protection radius), which uses 150-159.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:36:50 +01:00
Ludovic Marie bb1a8aeffb Merge pull request #8360 from NikitaMGrimm/prepare-accept-26.3-republish-6
🤖 Agent: checked against Mojang's live manifest: 26.3 now points at 80608ff6 with the same client jar (e877b6a0) and asset index 331e5c80, so only translations moved; without this, prepare rejects every fresh launcher install.
2026-11-03 17:35:50 +01:00
Ludovic Marie 27e290b18a Merge pull request #8370 from horizon-rust/feat/launcher-glass-account
🤖 Agent: Account card in the glass look; account_rows is split into microsoft_rows and sign_in_parts, so the light look draws the same rows as before.
2026-11-03 17:32:46 +01:00
MSedgeMC 95cba00465 port_map: Entity.playSound names the mobs' voice path 2026-11-03 16:32:24 +00:00
MSedgeMC ce5e42e3dc test: a silent cow makes no ambient sound
The cow's ambient sound goes through the same path a spawned mob's does, so the
test asks one cow with Silent:1b and one without for their ambient sound: the
silent one raises nothing, the loud one entity.cow.ambient at Cow.getSoundVolume
(0.4) and a pitch in the voice range, and both leave the same random state.
2026-11-03 16:32:23 +00:00
MSedgeMC 884536458a fix: a silent mob keeps its voice quiet
Mob.playAmbientSound, and every other sound a mob plays through playSound, ends
in Entity.playSound, which returns early for a silent entity:

  public void playSound(SoundEvent, float, float);
     0: aload_0
     1: invokevirtual #736  // Method isSilent:()Z
     4: ifne          34

Mob::voice pushed its sound event unconditionally, so a mob summoned with
Silent:1b went on humming: an ambient sound, a creaking's death, an armadillo's
roll, a horse's whinny, all of them.

The pitch is still drawn before the check, because Java evaluates the arguments
of playSound(event, getSoundVolume(), getVoicePitch()) before the call; gating
first would leave the random state two draws behind vanilla.
2026-11-03 16:32:23 +00:00
HrafnaValkyrjaandClaude Sonnet 5.5 110726c5f2 Entity saves: Fire starts at 0, summoned flags survive, every living entity saves its speed instance
Entity.remainingFireTicks starts at 0, so the shared base no longer writes -1.
Orbs and projectiles kept only Tags and Item from a summon; Silent, Glowing,
Invulnerable, CustomName and CustomNameVisible are kept too. AttributeMap.pack
saves the movement_speed instance every living entity makes on its first tick
(LivingEntity.removeFrost), not only zombies and piglins.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 11:30:45 -05:00
razzo715andClaude Opus 5.5 cc5107e8e9 A player's death drops the off hand before the armour (#8367)
Inventory.dropAll drops the main inventory, then EntityEquipment.dropAll,
which walks its EnumMap in EquipmentSlot order: the off hand, then feet,
legs, chest and head. drop_inventory threw the armour first. death_drops
now collects the stacks in that order, with the vanishing-curse filter as
before, so each stack takes the same random throw as in vanilla.

Fixes #8367

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:30:32 +01:00
Ludovic Marie 72cb603f16 Merge pull request #8157 from Akirabane/feat/tempban-mods170
🤖 Agent: /tempban is a banned-players.json entry with expires, so pardon, banlist and the login check already handle it; parity 140/140 across two runs on this head (proven.txt). Translation follow-up filed separately.
2026-11-03 17:29:36 +01:00
Ludovic Marie a057ca1140 Merge pull request #8159 from Akirabane/fix/8153-boat-yaw-lerp
🤖 Agent: The remote boat's yaw eases over the Lerp's 3 steps like LinearInterpolationHandler; parity 140/140 across two runs on this head, the failures were flakes or main's (proven.txt).
2026-11-03 17:29:32 +01:00
Ludovic Marie 67dad0d1a5 Merge pull request #8168 from Akirabane/fix/8140-mob-climbable
🤖 Agent: Mob climbing matches LivingEntity.onClimbable/handleOnClimbable (26.3 bytecode); parity 140/140 across two runs on this head, the failures were flakes or main's (proven.txt).
2026-11-03 17:29:27 +01:00
MSedgeMC 40ca330b73 The ledger knows the shulker's boarding reset is ported
Shulker.startRiding is no longer missing: it is mobs/shulker.rs::on_start_riding,
called from both rider entry points.
2026-11-03 16:29:16 +00:00
MSedgeMC eb7e87b0ee Test the shulker's attach face on boarding
riders::start_riding on a shulker attached to the block to its east (face 5)
and a pig: the shulker boards and its face is DOWN. A vehicle that already
carries someone refuses the board and the face has still gone back from 3 to
DOWN, with no mount link made. A cow rider keeps the face data it had.
2026-11-03 16:29:16 +00:00
MSedgeMC 311c2f82f3 A shulker that boards a vehicle sits lid up
Shulker.startRiding sets its attach face to Direction.DOWN and only then hands
over to Entity.startRiding, which decides whether the ride happens at all. A
shulker stuck to a wall, a ceiling or the side of a block therefore rides a
boat or a minecart lid up, and one whose board is refused is left lid up too.

mobs/riders.rs had no such reset: extra.variant3 came from Attachable and the
save, so a shulker that boarded kept the face it had and rode on its side. The
reset now runs first in start_riding (before every refusal, matching the
vanilla ordering) and again in link, which the game loop's own mount path
uses.
2026-11-03 16:29:16 +00:00
MSedgeMC 5efca3696e test: releasing a column keeps no queued job, and no other
Two jobs queued for (0, 0), one for its neighbour, one far off and a save:
releasing nothing or a column that is not queued leaves all five (the count
vanilla's release answers with is zero too), releasing (0, 0) reports two and
leaves the neighbour's job and the save in their order, and releasing every
column leaves only the save. Without the release the first count comes back 0
instead of 2.
2026-11-03 16:25:39 +00:00
MSedgeMC 42fa57f516 port_map: the two chunk task queue release rows are ported
ChunkTaskPriorityQueue.release and ChunkTaskDispatcher.release were both
missing with a note about queued jobs not being cancelled; both now name
release_columns, which Streaming::forget_columns calls for the columns a view
drop or a server unload removes.
2026-11-03 16:25:39 +00:00
MSedgeMC b28622695d fix: a column that unloads releases the jobs queued for it
Vanilla's ChunkTaskPriorityQueue.release(chunkPos, clearQueue) empties what a
column still has queued when it unloads, and ChunkTaskDispatcher.release calls
it that way from the unload. Horizon's heap had no per-column release: a
teleport, a smaller render distance or a server's forget of a thousand columns
left every generation, decoration, light and mesh job queued for the world the
view had left, and each ran only to have its result dropped on arrival by the
Done::Proto range check.

release_columns drops the heap's jobs whose column is gone, keeping the jobs
without a column (saves, meshes to free) and the order of the rest, and
Streaming::forget_columns - where a remote view's drop and the server's unload
both land - calls it before the columns' other state goes.
2026-11-03 16:25:39 +00:00
k3yhandClaude Opus 5.5 05aa0711e6 Warn when a template pool can't be read
A pool element that fails to decode (a mod's processor list naming a block
state in the pre-26.3 {"Name": ...} form, for one) left the pool out with
no message unless HORIZON_JIGSAW_DEBUG was set: every structure using it
silently stopped generating. Warn once per pool instead.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 11:25:10 -05:00
MSedgeMC f7ac67e929 port_map: the dolphin and axolotl attack sounds name their arm
Dolphin.playAttackSound and Axolotl.playAttackSound had no row, so the two
overrides were only visible by reading do_hurt_target.
2026-11-03 16:22:10 +00:00
Ludovic Marie 0af10f3266 Merge pull request #8351 from horizon-rust/feat/launcher-glass-settings
🤖 Agent: Settings' frame in the glass look; index_row and section_title draw SettingRows only inside glass_ui::flat_rows, so other pages keep their rows.
2026-11-03 17:21:30 +01:00
MSedgeMC 185abc7c52 test: the dolphin, axolotl and panda bite sounds
Pretends nothing without the extracted entity data: the three mobs are built
from the mob types and their blow goes through do_hurt_target, then the sound
events they raised are compared. Without the dolphin arm the list is empty,
and an axolotl with Silent:1b still clicks; the panda is the control that
already honoured both.
2026-11-03 16:18:31 +00:00
MSedgeMC cb7b4d7707 fix: a silent axolotl keeps its attack sound quiet
Axolotl.playAttackSound calls playSound, and Entity.playSound returns early for
a silent entity. The panda arm next to it already checked, the axolotl's did
not, so an axolotl summoned with Silent:1b clicked on every hit.
2026-11-03 16:18:31 +00:00
MSedgeMC cdbad640b6 fix: a dolphin plays its attack sound when its blow lands
Mob.doHurtTarget ends with playAttackSound, which the dolphin overrides with
playSound(DOLPHIN_ATTACK, 1.0, 1.0). Horizon had arms for the panda's bite, the
axolotl's click and the killer bunny's snarl, but none for the dolphin, so a
dolphin that bit a player or a squid was silent. Its goal list does have a
MeleeAttackGoal at 1.2, so the arm is reached in play.
2026-11-03 16:18:31 +00:00
dontstopgorkingitandDeepSeek V4.1 Flash Free 74dc4dc215 Add Lietuvių (lt) launcher translation support
Registers Lietuvių as a launcher language with a full table translated
from the English strings.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:17:38 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free af70571d9c Add Slovenčina (sk) launcher translation support
Registers Slovenčina as a launcher language with a full table translated
from the English strings.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:17:20 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free f77e1df87c Add Български (bg) launcher translation support
Registers Български as a launcher language with a full table translated
from the English strings.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:17:03 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free ef10feee0c Add Norsk (no) launcher translation support
Registers Norsk as a launcher language with a full table translated
from the English strings.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:16:46 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free d2133cb5e2 Add Suomi (fi) launcher translation support
Registers Suomi as a launcher language with a full table translated
from the English strings.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:16:30 +01:00
Ludovic Marie 93cc95b510 Merge pull request #8331 from horizon-rust/feat/launcher-glass-notes
🤖 Agent: Patch notes in the glass look; markdown keeps its old look in light, the glass branch only changes spacing, bullets and code corners.
2026-11-03 17:16:15 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free 55b1173b07 Add اردو (ur) launcher translation support
Registers اردو as a launcher language with a full table translated
from the English strings.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:16:13 +01:00
arismoko de02700c81 Initialize command registries and permissions in the pitch fixture 2026-11-03 16:16:07 +00:00
dontstopgorkingitandDeepSeek V4.1 Flash Free 2b36c5d080 Add Dansk (da) launcher translation support
Registers Dansk as a launcher language with a full table translated
from the English strings.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:15:56 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free 523e9b3a3d Add Română (ro) launcher translation support
Registers Română as a launcher language with a full table translated
from the English strings.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:15:39 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free 9d76381f66 Add Magyar (hu) launcher translation support
Registers Magyar as a launcher language with a full table translated
from the English strings.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:15:22 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free 6c1b80b2a5 Add עברית (he) launcher translation support
Registers עברית as a launcher language with a full table translated
from the English strings.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:15:05 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free d5a61f8f56 Add فارسی (fa) launcher translation support
Registers فارسی as a launcher language with a full table translated
from the English strings.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:14:48 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free 87f1e12831 Add Ελληνικά (el) launcher translation support
Registers Ελληνικά as a launcher language with a full table translated
from the English strings.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:14:32 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free 5d8c7522b7 Add Svenska (sv) launcher translation support
Registers Svenska as a launcher language with a full table translated
from the English strings.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:14:15 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free d81d843209 Add Čeština (cs) launcher translation support
Registers Čeština as a launcher language with a full table translated
from the English strings.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:13:58 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free b1cf9f9fa7 Add ไทย (th) launcher translation support
Registers ไทย as a launcher language with a full table translated
from the English strings.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:13:40 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free 954f2753bb Add Tiếng Việt (vi) launcher translation support
Registers Tiếng Việt as a launcher language with a full table translated
from the English strings.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:13:23 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free e95a5a1066 Add Nederlands (nl) launcher translation support
Registers Nederlands as a launcher language with a full table translated
from the English strings.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:13:06 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free 5a40f62a94 Add Italiano (it) launcher translation support
Registers Italiano as a launcher language with a full table translated
from the English strings.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:12:48 +01:00
arismoko 5d17cd57d3 Keep command angle wrapping out of the shared teleport writer 2026-11-03 16:12:02 +00:00
MSedgeMC 17f9e72104 port_map: forceSendPlayerSupportBlocks is ported
The row said the blocks under a player standing on air are never sent again. They are now, from
Hub::position_change, so the verdict is `port` with the function that does it.
2026-11-03 16:10:55 +00:00
MSedgeMC f005a6dcd2 test: pin the blocks a guest standing on nothing is sent
The hub test drives the move packets a vanilla client sends: the first 200 ticks of the connection
send nothing, the four corners of the box each get their block with the server's state, a tick
later a second claim sends nothing (one send per 200 ticks), a move the server resolved onto
something is not helped, a client that does not claim the ground is not helped, and a box that sits
across one block gets it once.

Without the send the guest receives no block update at all.
2026-11-03 16:10:55 +00:00
MSedgeMC fa06bc3d72 fix: send a guest standing on nothing the blocks under it
ServerGamePacketListenerImpl.handlePlayerPositionChange: a move packet that claims the ground
while the last move the server resolved came down onto nothing is followed by
forceSendPlayerSupportBlocks, which sends the four blocks under the player's box again
(ClientboundBlockUpdatePacket, plus the block entity's update tag where the block has one), at
most once every 200 ticks of the connection.

The hub only kept the ground claim in `on_ground`, which the accepted move overwrites, so a
guest whose block below went missing without its client noticing stood on air for good: nothing
ever told it what the server has there. It now keeps Entity.move's verticalCollisionBelow of the
last accepted move (`rests_on_ground`) and sends the blocks below on a claim that contradicts it.
2026-11-03 16:10:55 +00:00
dontstopgorkingitandDeepSeek V4.1 Flash Free 195a3a17ce Add Lietuvių (lt_lt) game translation
Bundles Horizon's own Lietuvių strings so lt_lt players see translated
menus and options instead of the English fallback.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:08:58 +01:00
Kacpherek 41cf95bc1e Report where GPU memory goes in scene_replay
--memory on adds the renderer's largest GPU resources to the report: the
terrain arena pages and what near sections and far tiles use of them,
the translucent arena and sorted indices, the quad indices, the block
sprites with their mips, the LabPBR maps, flat draws' buffers and the
visibility buffer's. On macOS it also runs footprint on the process, so
the arena numbers can be checked against the graphics memory the system
actually charges.
2026-11-03 17:08:44 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free b7cc798bcb Add Slovenčina (sk_sk) game translation
Bundles Horizon's own Slovenčina strings so sk_sk players see translated
menus and options instead of the English fallback.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:06:29 +01:00
MSedgeMC 5d49a985b0 port_map: the ticket rows name the arena ticket and the PORTAL timeout
removeTicketWithRadius is no longer missing: the levels are rebuilt from the
sources, so the fight's arena ticket is the source Game::update_chunk_tickets
sets while EnderDragonFight.tick reports a watcher. addTicketWithRadius now
describes both radius adds (PORTAL 3, DRAGON 9), purgeStaleTickets points at
tick_portal (the PORTAL timeout it already ran), and the two getLowestTicket /
getTicketLevelAt gap notes no longer claim only players and forced chunks.
2026-11-03 16:05:43 +00:00
MSedgeMC 867066a5bb test: the arena ticks out to 7 chunks from its watcher, not the watcher's range
A watcher 12 chunks from (0, 0) whose simulation distance is 2 leaves nothing
around the island ticking without the ticket (checked first), then the fight's
ticket gives entity ticking to 7 chunks in every direction, block ticking to 8,
random ticks where both reach 31, and the watcher's own chunks are unchanged;
dropping the arena stops it again. The random-tick bounds case now holds an
arena with no player near it, and both grid-against-map fuzzes draw one, so the
grid and tile maps have to carry it too.
2026-11-03 16:05:43 +00:00
MSedgeMC 6e6dfa06f2 fix: the end arena ticks while a player watches the dragon fight
EnderDragonFight.tick holds a TicketType.DRAGON ticket on the arena while its
boss bar has a player and removes it when none has:
addTicketWithRadius(DRAGON, new ChunkPos(0, 0), 9) is level FULL - 9 (24) of
both kinds, so the island's chunks are entity ticking out to 7 chunks and block
ticking out to 8, whatever the watcher's simulation distance. ticket_levels
knew players, forced chunks and PORTAL tickets, so a fight watched from the
edge of the arena only ticked the chunks inside the viewer's own simulation
distance: the island's mobs, crystals and scheduled ticks stopped a few chunks
from (0, 0).

Sources gains the arena (Some((0, 0)) while watched, None once nobody is, which
is the removeTicketWithRadius side: the levels are rebuilt from the sources),
the level map lowers it like the PORTAL ticket's ring, and the random-tick
bounding box covers it so the arena still random ticks with no player near it.
2026-11-03 16:05:43 +00:00
dontstopgorkingitandDeepSeek V4.1 Flash Free 04daff56b8 Add Български (bg_bg) game translation
Bundles Horizon's own Български strings so bg_bg players see translated
menus and options instead of the English fallback.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:04:18 +01:00
MSedgeMC bd143d0b43 test: the scene motion corpus resolves the player against entity boxes
`MotionWorld.entities` was already real — `EntityCollisions` inflates the
entity query by 1e-7 and turns each box into a collision shape — but nothing
ever reached it: `VanillaSceneMotionOracle.Level.getEntityCollisions` returned
`List.of()` and the probe passed `entities: &[]`, so no fixture resolved the
player against another body's box.

`entity_box_corpus` adds 29 fixtures of boxes: a wall whose near face sits on
the player's leading face plus or minus the amounts the 1e-7 inflation decides
between (0, 5e-8, 1e-7, 2e-7, 1e-4, signed zero, half a block), a box low
enough to step onto and ones too tall, a box the player starts inside, a gap
narrower than the player, diagonal and sprinting approaches, and boxes met
while jumping and overhead. The oracle answers
`getEntityCollisions` from them the way `ColliderGetter` does: the
`getSize() < 1e-7` shortcut, `bounds.inflate(1e-7)`, then one
`Shapes.create(box)` per intersecting body.

Dropping the slice again fails at output line 4263: vanilla stops at the wall
with `horizontalCollision` true and z held at 4039800000000000, the probe
walks through with z 40398504816ec226. With the slice the suite matches at
2,853,483 states per side.

The corpus claims collisions only. `LivingEntity.pushEntities` gives the
bodies a velocity change and can cram the player, and the snapshot carries
player state alone, so `getPushableEntities` stays empty and nothing here
claims the pushing half.
2026-11-03 16:03:10 +00:00
MSedgeMC 3157ef700f The ledger knows the sniffer's hop is ported
Sniffer.jumpFromGround is no longer missing: it is
mobs/living.rs::jump_from_ground, which now has the sniffer arm.
2026-11-03 16:03:03 +00:00
MSedgeMC b1070002de Test the sniffer hop that carries it forward
Mob::jump_from_ground on a sniffer whose move control wants to move, from a
standstill: the hop ends with 0.1 on z (yaw 0 faces south) and keeps its
ascent. A sniffer already moving 0.2 keeps that, one the move control did not
ask to move goes straight up, and a cow never takes the push.

The test runs through the jump the AI calls, with a real mob world from the
extracted data, and fails without the sniffer arm: the z velocity is 0.
2026-11-03 16:03:03 +00:00
razzo715andClaude Opus 5.5 8e06e16d37 A player's frozen ticks go out as entity data (#8280)
Entity.DATA_TICKS_FROZEN (index 7) never left the server for a player:
sync_player_state now sends it to the player when the body's ticks_frozen
changes, beside the air and absorption, and frozen_meta puts it in the
player's tracked state for the others, with 0 among its defaults. A
vanilla client on a Horizon server reads its frost overlay from it, and
every client shakes a fully frozen player.

Fixes #8280

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:02:23 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free d9688f3096 Add Norsk (no_no) game translation
Bundles Horizon's own Norsk strings so no_no players see translated
menus and options instead of the English fallback.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 17:02:04 +01:00
MSedgeMC 2eb87de143 A sniffer's hop from a standstill carries it forward
Sniffer.jumpFromGround hands its super's hop one more push: when the move
control wanted to move this tick (MoveControl.getSpeedModifier above zero)
and the sniffer is moving slower than 0.1 a tick across the ground, it calls
moveRelative(0.1F, (0, 0, 1)), a tenth of a block along its yaw. Mob
jump_from_ground had no sniffer arm, so a sniffer that hopped off the spot it
was sniffing at went straight up and came down where it left.

The sniffer arm sits with the rabbit's and the cubes' own jumps, before the
native hook, so a content mod sees the velocity the hop leaves behind.
2026-11-03 16:01:54 +00:00
Ludovic MarieandClaude Opus 5.5 ccc3ad7c69 launcher: unlock a world's lock explicitly before closing it
A file lock taken with flock belongs to the open file, which a process
started meanwhile shares until it execs: closing our copy alone left the
world locked for that long, so worlds::tests failed now and then while
another test started a process. The launcher's world lock now unlocks
when dropped, and the test unlocks as the game does when it closes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 17:00:05 +01:00
MSedgeMC 2ab429f046 port map: the startedCleanly protocol is in run_loading and Loading::finish
One row said there was no unclean-start recovery and the other that
startedCleanly is never written after load. It is written false at start,
read by unclean_start_recovery, and written true with the options saved at
the handoff.
2026-11-03 15:59:46 +00:00
dontstopgorkingitandDeepSeek V4.1 Flash Free 8ed846b3e3 Add Suomi (fi_fi) game translation
Bundles Horizon's own Suomi strings so fi_fi players see translated
menus and options instead of the English fallback.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 16:59:33 +01:00
Ludovic Marie 44a0b9a559 Merge pull request #8313 from horizon-rust/feat/launcher-glass-versions
🤖 Agent: Versions page in the glass look; release dates now read published_at's time, so the backend test constructors gained an empty time.
2026-11-03 16:56:25 +01:00
MSedgeMC e3315e0717 port map: a display's light level is display_light, not the geometry pass
The row pointed at Game::text_display_geometry, which only calls it.
display_light answers the brightness override packed as light coords, and the
world's light at the position when there is no override.
2026-11-03 15:56:08 +00:00
MSedgeMC bc60d450bf port map: getColorForLayer is layer_color, and it reads the dyed colour
The row pointed at Game::armor_layers and said a dyed leather piece keeps
the undyed brown. layer_color takes the stack's dyed colour when it has one
and answers -1 for a layer that is not dyeable.
2026-11-03 15:54:35 +00:00
MSedgeMC 73e1d5b828 port map: a display Horizon holds does save its transformation
Display.addAdditionalSaveData was marked missing as "no local display entity
to save". NativeDisplay::write stores the transformation, both durations and
the start delay into the entity's saved compound; the rest of the synched
data is not written.
2026-11-03 15:54:03 +00:00
MSedgeMC 4c5335c529 port map: a bat's wing beat is flaps, and the flap vibration goes out
The row said a bat's every-tenth-tick flap sends no minecraft:flap. flaps
has the Bat arm and the sculk movement pass posts the event when the mob
flaps over air.
2026-11-03 15:52:52 +00:00
HrafnaValkyrjaandClaude Sonnet 5.5 be63126164 Add GET /api/v1/mods: the native mods a dedicated server's game program was built with
Part of #5147.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 10:52:32 -05:00
MSedgeMC 123323b0e5 port map: a brute's AI step and the furnace cart's push name their fns
Both brute rows pointed at register_brute, which only sets goals: the step is
ai_step's brute branch and the activity switch is update_activity. The
furnace cart's push is push_along, not the slowdown it is called from.
2026-11-03 15:51:45 +00:00
SenjinandClaude Opus 5.5 9efa76d039 Shader packs: End portals, gateways and beams draw with the pack's programs
End portal and gateway faces (position-only quads Horizon's entity
shader fills with its screen-projected starfield) and beacon and End
gateway beams (whose texture that shader wraps per pixel) were left to
Horizon's own entity shader under a pack, drawn into the pack's buffers
as if they were Horizon's frame: under a pack that renders at reduced
resolution they came out black and in the wrong place.

They now go to the pack, by the programs of the pack format: portal
faces to gbuffers_block (block entities) with end_portal.png over each
face, white and at full light, the pack telling them by blockEntityId;
beams to gbuffers_beaconbeam and its fallbacks gbuffers_textured and
gbuffers_basic, after deferred and blended, each face cut where its
texture repeats (at most 64 pieces) so every piece holds one copy of
the sprite in plain atlas coordinates. A block entity's run, and the
beacon beams' own run at stage NONE, is split by part (plain, portal
faces, beams), and under a pack neither portal faces nor beams fall
back to Horizon's entity shader.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 16:50:42 +01:00
Nikita Maximilian GrimmandClaude Opus 5.5 a32fe1db93 Prepare: accept Mojang's sixth 26.3 republish (80608ff6, index 331e5c80)
Only assetIndex differs from the last accepted version JSON. The new index
changes 142 minecraft/lang files and adds or removes nothing.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 16:49:52 +01:00
Ludovic Marie 6feb425580 Merge pull request #8298 from horizon-rust/feat/launcher-glass-server-tabs
🤖 Agent: Rule lines are dropped only in the glass look (a local transparent rule); the light tabs keep their borders and rows unchanged.
2026-11-03 16:49:44 +01:00
MSedgeMC f068c11d5c port map: the level-load tracker rows name the tracker
Three rows of client-002 pointed at Game::tick_remote_level or
mark_message_processed. The real homes are LevelLoadTracker's own
start_client_load and is_level_ready, and Game::send_chat_acknowledgement.
2026-11-03 15:49:20 +00:00
MSedgeMC 2d31cdbd6d port map: a dropped item's name and a mob's held ammo are both read
ItemEntity.getName is the Target::Item arm of Game::target_name, and
Monster.getProjectile is Game::mob_vanilla_ammo: off hand then main hand,
the weapon's supported stack, else an arrow.
2026-11-03 15:48:38 +00:00
HrafnaValkyrjaandClaude Sonnet 5.5 ad261e3ae4 horizon-ctl: describe the replies of hello and status (#8242)
The command table gains a reply field list per command. hello and status
carry theirs; the generated reference gets a Replies section and the MCP
tool list declares outputSchema (with structuredContent in the call result).
A test requires every command in the group to name its reply fields.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 10:48:01 -05:00
MSedgeMC 49d2a37c52 port map: /transfer is in the tree, both rows said it was not
The register row claimed no /transfer node and the transfer row that no
command sends a ClientboundTransferPacket. The node comes from the commands
report, Game::cmd_transfer drives it, and Hub::transfer sends the packet.
2026-11-03 15:47:36 +00:00
JoansitohandClaude Sonnet 5.5 71d661a522 Name the stack (count and item) in the known-item no-change failure (#8277)
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 16:47:10 +01:00
JoansitohandClaude Sonnet 5.5 ec4a536a87 Treat empty stacks as empty in the equipment slot gate (#8277)
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 16:47:10 +01:00
JoansitohandClaude Sonnet 5.5 19512add34 Gate /item replace armour slots on the item's equippable slot (#8277)
LivingEntity.createEquipmentSlotAccess refuses a non-empty stack in
chest/legs/feet unless getEquipmentSlotForItem matches.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 16:47:10 +01:00
MSedgeMC 3f499241d7 port map: two /setidletimeout rows the command now answers
The register row said there was no literal and the setIdleTimeout row said
the timeout could not be changed in game. Both are in the tree: the node
comes from the data generator's commands.json and the command branch is
Game::cmd_setidle_timeout, which stores the minutes and names them.
2026-11-03 15:46:51 +00:00
TeiwazikandClaude Opus 5.5 47c26bc0c7 Shader packs: [displacement]'s relief casts into the shadow map
With [shadow], the pick also lists the quads with relief near the camera
on every side, and the shadow pass draws their grid where the flat quads
leave those texels, from the material's module (it holds displacement
and the vertex stage). The pass's frame group gains the height maps.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01NbhTr6rUbVKx6iB2X73DNG
2026-11-03 16:46:35 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free d7e29f589f Add Dansk (da_dk) game translation
Bundles Horizon's own Dansk strings so da_dk players see translated
menus and options instead of the English fallback.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 16:45:59 +01:00
MSedgeMC 404bb22d32 port_map: the nautilus jump rows name the arm the packet reaches
`AbstractNautilus.onPlayerJump` is `nautilus::on_player_jump` now rather than
an inline note on `charge_mount_jump`, and the `handleStartJump` row says
where the packet's scale lands and that DASH and the dash sound belong to the
dash itself.
2026-11-03 15:45:54 +00:00
MSedgeMC c11630ff47 test: the released jump bar's scale reaches a guest's nautilus
The test goes through `mounts::start_riding_jump`, the arm
`handlePlayerCommand` START_RIDING_JUMP calls: a three-quarter bar leaves
0.733 on the rider, a full bar 1.0, an unsaddled nautilus takes nothing, and a
dash still in its 40-tick cooldown keeps the scale it had. The last part
follows the scale into the mount's travel (`equine::ridden_step`): the rider
stays on with an empty pending jump, the dash clock starts, DASH is raised,
the dash sound is queued for the next tick and the velocity turns along the
rider's look.

The nautilus is built from the trip's own `MobType`
(`sensor_scan_tests::kind`), so the test runs without the prepared resources.
2026-11-03 15:45:54 +00:00
MSedgeMC 914cf3267d fix: a guest's released jump bar arms the nautilus it rides
`AbstractNautilus.onPlayerJump` keeps the released bar's scale on the rider
(`playerJumpPendingScale`), and `tickRidden` dashes with it. A guest's ride is
simulated by the host, so the only thing that reaches the mount is its
START_RIDING_JUMP packet — and `mounts::start_riding_jump` answered every
nautilus with None. The host was left re-deriving the bar from the guest's
`PlayerInput` bits, which it samples once per tick: a press and release that
arrive together are collapsed to the last flags, and that release never
dashes.

The packet's own scale now goes to the nautilus through
`nautilus::on_player_jump`, behind vanilla's gate (saddled, dash cooldown at
zero), and the mount's next travel spends it. The scale out of 100 is
`PlayerRideableJumping.getPlayerJumpPendingScale`, now one function
(`equine::jump_pending_scale`) shared with the host's own bar charge.

Nothing sets DASH here: Horizon's `flag2` gates the dash, so raising it before
the momentum lands would cancel the dash instead of starting it.
2026-11-03 15:45:54 +00:00
dontstopgorkingitandDeepSeek V4.1 Flash Free e7b8d6a0a1 Add Română (ro_ro) game translation
Bundles Horizon's own Română strings so ro_ro players see translated
menus and options instead of the English fallback.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 16:45:29 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free 89598c575a Add Magyar (hu_hu) game translation
Bundles Horizon's own Magyar strings so hu_hu players see translated
menus and options instead of the English fallback.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 16:45:02 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free be7cf6611c Add עברית (he_il) game translation
Bundles Horizon's own עברית strings so he_il players see translated
menus and options instead of the English fallback.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 16:44:35 +01:00
Ludovic Marie 73ab09ef53 Merge pull request #8285 from horizon-rust/feat/launcher-glass-server-dialog
🤖 Agent: The dialog's friend chips feed the whitelist; a name failing Minecraft's 3–16 rule stays in the field instead of being added.
2026-11-03 16:40:13 +01:00
razzo715andClaude Opus 5.5 34088bafca Pick Block on a potted plant gives the plant (#8272)
picked_stack returned nothing when the block's own item was air, before
the flower pot lookup ran, and a potted plant's block has no item of its
own. picked_item now looks the potted plant up first, as
FlowerPotBlock.getCloneItemStack does (new ItemStack(potted)), and only an
item that is still air picks nothing.

Fixes #8272

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 16:38:30 +01:00
JoansitohandClaude Sonnet 5.5 c87d15a28d Sync negative frozen ticks and axolotl air supply in mob entity data
Part of #8279

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 16:37:55 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free 360a7a50b7 Add فارسی (fa_ir) game translation
Bundles Horizon's own فارسی strings so fa_ir players see translated
menus and options instead of the English fallback.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 16:36:21 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free 8236aa329f Add Ελληνικά (el_gr) game translation
Bundles Horizon's own Ελληνικά strings so el_gr players see translated
menus and options instead of the English fallback.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 16:35:53 +01:00
Kacper 352aef0008 Merge pull request #8198 from Akirabane/fix/8192-title-entity-draws
Draw no world entity over the title's panorama
2026-11-03 16:35:41 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free d4052f7c5c Add Svenska (sv_se) game translation
Bundles Horizon's own Svenska strings so sv_se players see translated
menus and options instead of the English fallback.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 16:35:24 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free 4698f8f423 Add Čeština (cs_cz) game translation
Bundles Horizon's own Čeština strings so cs_cz players see translated
menus and options instead of the English fallback.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 16:34:52 +01:00
Kacpherek 796a87f53d Let scene_replay mesh the captured sections again from a save
A capture holds finished meshes, so a mesher change could not be
measured on it. --world SAVE meshes every captured section again from
that save's region files (blocks, biomes and saved light, with ao,
biomeBlendRadius and cutoutLeaves from ./options.txt) on every core,
with the mode --leaf-culling names. A section whose 3x3 columns are not
all saved keeps its captured mesh. The report now also counts solid and
leaf quads.
2026-11-03 16:32:09 +01:00
Kacpherek 3778026966 Add a Hidden Faces leaf culling mode
With fancy leaves every face between two leaf blocks is drawn, so tree
crowns are full of faces that are almost never seen, and they dominate
the cutout quads of a forest. The new mode drops a face between two
leaves when the leaf it faces has another leaf or a full opaque cube
behind it: such a face only shows through two cutout layers, while the
faces just behind a crown's outer layer stay. The faced leaf must be in
the section, so the block behind it is at most a border cell of the
next section, whose edits already remesh this one; a missing chunk or
a Y outside the column never counts as covered.

On the RD 48 forest capture it cuts leaf quads from 7.6M to 4.6M and the
GPU frame by about 1 ms. Off by default; Off meshes exactly as before.
2026-11-03 16:32:09 +01:00
Kacpherek 940d1f9df6 Report the fastest and 10th percentile frame times in scene_replay
Another process on the same GPU, or the GPU's clock state, moves the
median frame time of a whole run by several milliseconds, which hid
changes of a few tenths. The summaries now also give the minimum and
the 10th percentile, which stay put across such runs.
2026-11-03 16:32:09 +01:00
Kacpherek ce9e113d9a Occlusion test far terrain tiles like near sections
Far terrain tiles were culled only by the frustum: every tile in view
was drawn in phase 1, also those behind nearer hills and mountains. At
render distance 32 that was about 1,000 tiles and a third of the solid
pass's time.

Tiles now go through the same two-phase occlusion test as sections. A
test carries its box's corners around the origin (a section's stays its
cell grown by a block); a tile's box is its mesh's bounds grown by a
block, and it has a culling slot of its own, kept while meshes of the
same tile replace one another. Tiles that are fading or have a stand-in
mesh stay in phase 1 untested, as their depth or mesh is not the box's.

The image is the same: the test only leaves out a tile whose every
fragment would fail the depth test, and tiles are drawn a little
farther back than their box. scene_replay reports the culling result.
On the captured RD-32 scene at 1440p with the visibility buffer, the
frame's GPU p50 goes from 8.31 to 7.95 ms looking ahead and from 8.73,
8.76 and 7.99 to 7.64, 7.85 and 6.94 ms turned 90, 180 and 270 degrees;
the screenshots are byte-identical with the visibility buffer, without
it, and with indirect section draws.
2026-11-03 16:32:09 +01:00
Kacpherek d61c1d6b6c Resolve corner by corner, and HDR's inputs only with HDR output
The resolve ran terrain_vertex on its triangle's three corners and
then interpolated every output, the face's local position and light
levels included, and worked out the face's normal for every pixel.
Only HDR output reads those, and fs_opaque computes the normal only
with it on. The corners now go into the sums one at a time, and the
light levels, position and normal are worked out only with HDR output
on.

The sums are the same, taken in the same order: the screenshot is
bit-identical to the previous commit's. The resolve goes from 1.72 to
1.69 ms in the RD-32 capture at 1440p.
2026-11-03 16:32:09 +01:00
Kacpherek e7440c5703 Pick the resolved pixel's triangle by its side of the quad's diagonal
The resolve worked out the barycentrics of both of a quad's triangles
and kept the one whose smallest weight was larger, then built the
chosen triangle's rows again for the gradients. The triangles share
the diagonal 0 2, so the side of it the pixel lies on decides: corner
1's unnormalised weight against the sign of triangle 0 1 2's
determinant. That is one cross product instead of six and one set of
barycentrics instead of two.

Inside a triangle both rules pick the same one, and on the diagonal
both triangles give the same values, so the image is the same up to
float rounding (a few hundred texel-edge pixels of 3.7 million, as many
nearer the normal path as farther). The resolve goes from 1.75 to
1.715 ms in the RD-32 capture at 1440p.
2026-11-03 16:32:09 +01:00
Kacpherek b4c85ed027 Read a resolved quad's words in one switch over its page
The visibility resolve read a quad's six 16-byte words through six
separate switches over the 16 bound pages. Where a GPU thread group's
pixels show quads of different pages, each switch ran once per page
among them, six times over. One switch now loads all six words, so the
group walks its pages once.

The loaded words are the same, so the shading is too; the image differs
from before only by float rounding in a few hundred texel-edge pixels
of 3.7 million, as many nearer the normal path's as farther. The
resolve goes from 2.15 to 1.76 ms in the RD-32 capture at 1440p.
2026-11-03 16:32:09 +01:00
Kacpherek 59ca5112f1 Resolve the visibility buffer in one draw for up to 16 pages
The resolve drew a full-screen triangle per arena page. Pages' sections
lie all over the screen, so every GPU thread group ran the shading once
for each page among its pixels with most lanes idle: 36 ms at 1440p
with nine pages. It now binds up to 16 pages at once and reads a quad
as six vec4 loads; the origin comes through one copy of the drawn
pages' block tables, so the IDs stay 32-bit. The resolve takes 2.1 ms.

Both passes sample only the side of RGSS's blend with the nearest
texel that the blend keeps, one tap where texels are large, which
gives the same value; the cutout alpha test in the ID pass gets cheaper.

scene_replay gets --screenshot PNG, which saves the first view's last
frame, to compare the visibility buffer's image with the normal one.
2026-11-03 16:32:09 +01:00
Kacpherek de2a7fa0cf Visibility buffer: phase 2's opaque and cutout ranges 2026-11-03 16:32:08 +01:00
Kacpherek 453ca8ffdb Add an opt-in visibility buffer for solid terrain
HORIZON_VISBUFFER=1 draws the solid flat draws (near sections and far
tiles, both occlusion culling phases) into a depth and 32-bit quad ID
pass first, then shades each pixel once in a full-screen resolve per
arena page. The resolve reads the quad back from the arena, runs the
terrain vertex code on the triangle the pixel falls in, interpolates
with perspective-correct barycentrics and works out the UV gradients
analytically, so texels, mip levels, light and fog match the normal
path. Cutout and fading quads keep their alpha test in the ID pass.

Only frames drawn flat use it; shader pack terrain, material stages,
shadow passes and surface targets keep the normal solid passes.
2026-11-03 16:32:08 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free cb4573aeb9 Add Brazilian Portuguese (pt_br) game translation
Bundles Horizon's own Brazilian Portuguese strings so pt_br players see translated
menus and options instead of the English fallback.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 16:28:22 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free 2c12bd8e05 Add Arabic (ar_sa) game translation
Bundles Horizon's own Arabic strings so ar_sa players see translated
menus and options instead of the English fallback.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 16:27:14 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free b9558afaa6 Add Japanese (ja_jp) game translation
Bundles Horizon's own Japanese strings so ja_jp players see translated
menus and options instead of the English fallback.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 16:27:04 +01:00
Kacpherek a4f89dde97 RGSS takes one tap where the sprite is a single texel
Past a few hundred blocks, and on every distant tile, RGSS asks for mip
levels at or beyond the sprite's last one, where a 16 pixel sprite is a
single texel (with the default Mipmap Levels of 4) and the sampler clamps
any higher level to it. All eight taps, four at each of the two levels,
then read that same texel, whatever their position under the clamped
sampler, and their mean is that texel.

The globals now carry that level (filtering.z): the views' last mip level
when a sprite is one texel there, else 0, which turns the shortcut off (a
lower Mipmap Levels setting, or anything that leaves the field unset). At
or past it RGSS takes one tap; one level below it, the upper level's four
taps become one. The mirror and crosshair groups keep the full chain the
main group then also has, since the level is only set when the two agree.
The result differs from the eight-tap mean only in how float rounding
falls when summing four equal values, a last-bit difference far below
one step of the frame's colour.
2026-11-03 16:26:58 +01:00
Kacpherek d693267be8 RGSS samples only the side of its blend that has weight
sampleRGSS mixes sample_nearest's one tap with the rotated grid's eight by
how far the texels have shrunk below a screen pixel, and every terrain
pixel paid for both. That weight is 0 wherever a texel covers a screen
pixel or more (all the nearby terrain) and 1 wherever it covers half a
pixel or less (everything from a few dozen blocks out, the distant tiles
included), so most pixels sampled nine times to keep one or eight of them.

Now a weight of 0 returns sample_nearest alone and a weight of 1 the
rotated grid alone; only the band in between still mixes the two.
mix(a, b, 0) is a exactly, so nearby terrain is bit for bit the same. At
a weight of 1 the mix's a + (b - a) can differ from b in the last bit of
a float, far below one step of the frame's colour. The taps that remain
use explicit levels or gradients, so they are fine inside the branch.
2026-11-03 16:26:58 +01:00
Kacpherek b0fa89401d Capture a frame's scene and replay it offscreen for renderer timing
horizon-ctl render-capture on keeps CPU copies of the section and far tile
meshes the renderer receives (HORIZON_RENDER_CAPTURE=1 from the start);
render-capture DIR writes them with the next frame's camera, sky, fog and
lightmap inputs and the settings that change GPU work. The scene_replay
example loads a capture into the real Renderer offscreen and prints GPU,
render-call and per-pass times as JSON, with overrides for A/B toggles.
2026-11-03 16:26:58 +01:00
Kacpherek 1a004befca Look NBT compound keys up without allocating them
Tag::get and get_mut turned the &str key into a new JavaString (a
Vec<u16>) on every call. Far terrain reads saved chunks' palettes and
sections through them, and in a flight over visited ground the key
allocations and their UTF-16 encoding were the biggest part of that
work. The key is now encoded into a buffer kept per thread; the
compound is searched the same way, with the same result.
2026-11-03 16:26:50 +01:00
Kacpherek 5631f912fb Metal: occlusion culling's phase 2 splits its draws by pass too
Phase 1 already gives each solid pass only its own quads, but the sections
occlusion culling leaves to phase 2 still listed every quad once, and both
the opaque and the cutout pipeline drew that whole list, each clipping the
other's quads in the vertex shader. With culling on (render distance 32 on
Metal), every phase 2 vertex ran the vertex shader twice.

Phase 2 now builds its list as phase 1 does: every section's opaque runs,
then its cutout runs (a fading section's quads all in the cutout part),
grouped so the opaque ones come first. A section keeps one occlusion test,
which now names a range of draws in each pass and turns both on when it
sees the box. The indirect path and the flat path (a call break where
phase 2's cutout pass begins) draw only each pass's own range.

The vertex shader still leaves out the other pass's quads: meshes that were
not sorted by side give both passes all of their quads.
2026-11-03 16:26:50 +01:00
Kacpherek e979fbc2ad Skip the solid terrain's HDR lighting without HDR output
Every opaque terrain pixel worked out a face normal from derivatives, the
scene's HDR light and the fog a second time, only to write it to the
frame's alpha, which nothing but HDR output reads. hdr_light.z now says
whether HDR output is on, and without it the shader leaves the alpha at
1 and skips that work. The colour is unchanged.
2026-11-03 16:26:41 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free d8e6f2b354 Add ไทย (th_th) game translation
Bundles Horizon's own ไทย strings so th_th players see translated
menus and options instead of the English fallback.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 16:22:51 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free a463de44f4 Add Tiếng Việt (vi_vn) game translation
Bundles Horizon's own Tiếng Việt strings so vi_vn players see translated
menus and options instead of the English fallback.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 16:22:22 +01:00
dontstopgorkingitandDeepSeek V4.1 Flash Free 3ef168d9af Add Dutch (nl_nl) game translation
Bundles Horizon's own Dutch strings so nl_nl players see translated
menus and options instead of the English fallback.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 16:21:36 +01:00
HrafnaValkyrjaandClaude Sonnet 5.5 c6e3709517 List the bed explosion parity harness in the game-home test's exemptions
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 10:16:21 -05:00
CocofireHDandDeepSeek V4.1 Flash ab49fe48b7 cargo-horizon-mod: prebuilt binaries for cargo-binstall
`cargo install --git ...` compiles the tool and its workspace, which for a
mod developer on a slow machine is a long wait to write one block (#2120).
`cargo binstall` skips the build when the release holds a binary for the
platform.

- crates/cargo-horizon-mod/Cargo.toml gains [package.metadata.binstall]:
  one `cargo-horizon-mod-v<version>` release, one tar.gz per Rust target,
  the binary at the archive's root; a `.sha256` beside each.
- .github/workflows/cargo-horizon-mod.yml builds those targets (Linux
  x86_64 and aarch64, Windows x86_64, macOS x86_64 and arm64), starts
  each binary it can run, and publishes them on the tag. A pull request
  builds them without publishing.
- tools/horizon_mod_binstall.py is the one list of targets: the workflow's
  matrix comes from it, and it checks the built archives and the tag
  against the manifest before anything is published.
- docs/mods.md shows the binstall command first, the source build after.

Co-Authored-By: DeepSeek V4.1 Flash <[email protected]>
2026-11-03 16:16:07 +01:00
HrafnaValkyrjaandClaude Sonnet 5.5 f960294f84 Add the held weapon's attack damage to a mob's melee hit
Mob.doHurtTarget reads the attack_damage attribute, which in vanilla
includes the main-hand item's attack_damage modifier. do_hurt_target used
only the mob's own value, so a vindicator with an iron axe hit for 5
instead of 13 on Normal, and every mob that attacks with a held weapon
(zombie with a sword, wither skeleton, piglin brute, drowned with a
trident) was short by the item's modifier before the difficulty scaling.

Adds gear::attack_damage and a table-driven test over nine mob and
weapon pairs, plus a test of the Hard/Normal/Easy scaling of a mob hit.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 10:15:38 -05:00
MSedgeMC e4504910c0 fix: a campfire's lava loop asks the random for its bound again
Vanilla's `for (int i = 0; i < random.nextInt(1) + 1; i++)` draws the
bound on the check that fails too; Horizon drew it once before the loop,
so every lava event left the level random a draw ahead.
2026-11-03 15:13:51 +00:00
MSedgeMC 33ac800df5 test: the campfire block's crackle and its lava particles
The animateTick loop the suite drives ran over barriers only, so
CampfireBlock.animateTick - the crackle sound, its volume and pitch, and
the lava particle a lit campfire spawns - had no case. Run the whole loop
over a world that is all campfire, with the case's seed driving both the
sampled positions and the block's draws, and compare every sound and
particle as exact bits, then the random's next draw.
2026-11-03 15:13:51 +00:00
MSedgeMC 55e2ab1c3d port_map: the vibration rows point at the provider arm
`VibrationSignalParticle.Provider.createParticle` is `ParticleEngine::make`
now that the arm builds the signal from the option's destination, and
`ParticleEngine.makeParticle` no longer has to admit that vibration options
return nothing.
2026-11-03 15:11:18 +00:00
MSedgeMC ae1168091f test: a vibration option makes the signal its provider draws
`a_vibration_option_makes_the_signal_its_provider_draws` goes through
`ParticleEngine::add_with`, the entry the client's packet handler reaches,
with the destination and arrival time a `VibrationParticleOption` carries.
On the previous commit `make` returns nothing for the type, so the engine
records no vibration particle at all (`left: None, right: Some(1)`); here
the particle has lifetime 20, size 0.3 and no physics, its behaviour holds
the listener, and its initial yaw and pitch are the ones the vanilla
constructor computes. A bare `ParticleOptions::simple(Vibration)` still
makes nothing: only the option names a listener.
2026-11-03 15:11:18 +00:00
MSedgeMC 4e4542f23f fix: the provider path makes the vibration signal a packet carries
`ParticleEngine::make` answered `T::Vibration => return None`, so the only
vibration Horizon ever drew were the ones its own vibration system spawned
in-process through `ParticleEngine::vibration`. A remote server's
`ClientboundLevelParticlesPacket` with a `VibrationParticleOption` was
dropped twice: `Game::received_particle` fell into `Some(_) => return None`,
and the provider had no arm to build it from.

`ParticleOptions` now carries the option's `vibration` destination and
arrival ticks, built by `ParticleOptions::vibration(dest, ticks)`. `make`
builds the particle from it through `vibration_particle`, the body
`vibration` used, and takes the sprite set's own draw from the engine's
random, which is the `sprite.get(random)` the vanilla provider makes.

`received_particle` resolves the option's `PositionSource` in
`vibration_destination`: a block's centre, or the entity's feet raised by
the option's offset. An entity this client has no position for is no
destination and makes no particle, as vanilla's first tick removes the one
it made.

The destination is resolved once, where vanilla's `VibrationSignalParticle`
asks its position source again every tick, so a signal does not yet chase a
moving warden or allay: the particle engine has no entity lookup to give it.
2026-11-03 15:11:18 +00:00
MSedgeMC 0250ed09b6 Set the sulfur cube's body, not its head, in the two tests that hold a block
sulfur_cube::has_body reads extra.body, so a test that sets extra.head only
passes while the prepared resources are absent and the test skips. Both now
set the field the code reads.
2026-11-03 15:08:47 +00:00
dontstopgorkingitandDeepSeek V4.1 Flash Free ce75f3f3fd Add Italian (it_it) game translation
Bundles Horizon's own Italian strings so it_it players see translated
menus and options instead of the English fallback.

Co-Authored-By: DeepSeek V4.1 Flash Free <[email protected]>
2026-11-03 16:08:44 +01:00
Ludovic Marie 2f0c80826c Merge pull request #8267 from horizon-rust/feat/launcher-glass-servers
🤖 Agent: Servers page in the mockup's grid; the lower tabs still draw their old rows inside a glass plate until the next PR restyles them.
2026-11-03 16:02:54 +01:00
HrafnaValkyrjaandClaude Sonnet 5.5 45899355d6 Bed explosion parity harness: fire resistance and no regeneration, so health is exact
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 10:00:31 -05:00
HrafnaValkyrjaandClaude Sonnet 5.5 a700c4d819 horizon-ctl --api: refuse a game on another control protocol line (#8242)
`horizon-ctl --api 0.1` asks the game `hello` before its first command and
refuses one whose protocol is on another line, or one with no hello at all
(exit status 5, kind "api"). `0.1` takes 0.1.x. Docs: the "version that is
checked" gap leaves "Not there yet", changelog and stability table updated.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 09:59:28 -05:00
MSedgeMC 47c09e613f test: a bypassing hit leaves the armor instances dirty
`health::tests::a_bypassing_hit_leaves_the_armor_instances_dirty`: with base 7
armour and toughness, a `minecraft:fall` hit must leave both instances dirty
with creation's zero cache and report 0 in the hurt record, while a
`minecraft:mob_attack` hit (not in `#minecraft:bypasses_armor`) must recompute
both to 7 and report that.

On upstream/main the fall hit leaves `(base 7, dirty false, cached 7)`, which
the test prints as `left: [(7.0, false, 7.0), (7.0, false, 7.0)]`.
2026-11-03 14:55:40 +00:00
MSedgeMC 94a62a9d93 fix: a bypassing hit leaves the armor attribute instances dirty
`PlayerMotion::hurt_caused_by` read `minecraft:armor` and
`minecraft:armor_toughness` before the hit, ahead of the damage path's own
`#minecraft:bypasses_armor` gate. Native `AttributeInstance.getValue` is what
recomputes a dirty instance and clears its flag, so a bypassing source (fall,
stalagmite, magic, drown) cleared flags vanilla keeps, and the scene snapshot
compares both the cache and the dirty bit.

`LivingEntity.getDamageAfterArmorAbsorb` is the only reader of these two
instances on a damage path; it returns before `getArmorValue` and
`getAttributeValue(ARMOR_TOUGHNESS)` for a source in the tag, and a hit that
does meet the armour has already recomputed both in `after_armor`. The hurt
record now takes the caches the hit left, through `LiveAttributes::cached_value`
which never recomputes, so the record stays the value vanilla's damage path
read (after `hurtArmor`) and a bypassing hit leaves both instances as their
creation left them.

Found by `tools/test_native_scene_motion.py` on upstream/main: it failed at
output line 2245308, vanilla `minecraft:armor:...:true:...` against Horizon's
`...:false:...`.
2026-11-03 14:55:40 +00:00
Ludovic Marie e4aaced974 Merge pull request #8261 from horizon-rust/fix/launcher-mixins-rev-e8cd0aa
🤖 Agent: MIXINS_REV ddd9700 → e8cd0aa (horizon-mixins#25, the only commit between them): native mods build again with horizon-client's #![recursion_limit]; launcher fmt/clippy/538 tests pass.
2026-11-03 15:51:15 +01:00
MSedgeMC a7539e34d8 port_map: the client chunk cache and explosion rows name live fns
`Streaming::forget` is `Streaming::forget_columns` (the unload packet path takes
the whole set of columns at once), and `ClientExplosionTracker.addParticle` is
not a fn of its own: it is the body of `tick_explosions`'s per-debris loop, so
the row is `inline` at `ParticleEngine::tick_explosions_with`.
2026-11-03 14:49:51 +00:00
MSedgeMC 98f1c5cd5a test: pin the blocks that take a worldgen loot table
`loot_table_nbt` against a registry of the blocks in question: a chest, a
dispenser, a hopper, a shulker box, a coloured shulker box, a crafter and a
decorated pot each get the table and the first long of the random, and a
furnace, an ender chest and air get nothing and leave the random untouched.
2026-11-03 14:49:07 +00:00
MSedgeMC 2fa16379af fix: any randomizable container takes a worldgen loot table
`RandomizableContainer.setBlockEntityLootTable` asks for the block entity at the
position and hands the table to it when it is a `RandomizableContainer`: every
`RandomizableContainerBlockEntity` -- chest, trapped chest, barrel, dispenser,
dropper, hopper, shulker box and the crafter -- and the decorated pot, whose
block entity implements the interface on a plain `BlockEntity`.

`set_block_entity_loot_table` knew only the three blocks its callers place
today. Both of them (the dungeon chest in `cave.rs` and the bonus chest in
`bonus_chest.rs`) place a chest, so this changes nothing a player can reach: the
wider set is defensive, matching the vanilla interface rather than the two calls
that reach it. The NBT the container takes moves into `loot_table_nbt`, next to
the set, so the decision and the seed draw it guards can be read in one place.
2026-11-03 14:49:07 +00:00
Ludovic Marie a217a255d1 Merge pull request #8256 from horizon-rust/feat/launcher-glass-controls
🤖 Agent: dark-only restyle of the shared controls; the light screenshot is pixel-identical to main, so the risk is limited to the dark look of pages not yet rebuilt.
2026-11-03 15:47:56 +01:00
SenjinandClaude Opus 5.5 36e330d36c Shader packs: time compute passes and mip chains
The pass timer (F3, HORIZON_SHADER_PACK_TIMING) left out a pack's
compute dispatches and the mip chains rebuilt before the programs that
ask for them, so their cost never showed. Compute passes now take
timestamps as render passes do, and each mip chain is timed by its first
level, labelled with its buffer.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 15:45:51 +01:00
JoansitohandClaude Sonnet 5.5 abc4edbf15 Remote arrows emit water bubbles and crit trails (#8265)
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 15:45:30 +01:00
MSedgeMC 83080f6bc6 test: pin a dispenser's loot table to the placement
`PieceFrame::create_dispenser` gets two cases with a piece-world double that
records the blocks and block entities written: over air it must write the
dispenser and one block entity carrying the table and a seed, and over a block
the piece keeps it must write neither while still reporting the placement.
2026-11-03 14:43:42 +00:00
MSedgeMC 44c09adb15 fix: a declined dispenser placement writes no loot table
`StructurePiece.createDispenser` places the dispenser and then reads the block
entity back: `level.getBlockEntity(pos) instanceof DispenserBlockEntity` before
`setLootTable(table, random.nextLong())`. `create_dispenser` wrote the tag
unconditionally, so a placement the piece declines -- a block it keeps, or a
position outside its box -- still left a loot-table compound behind and still
drew the seed, which every later draw the piece makes then sees.

`PieceFrame::place` now has the `StructurePiece.placeBlock` half that answers
whether the block was written (`place_block`; `place` keeps its signature for
the 137 callers that do not care), and `create_dispenser` sets the table only
when the dispenser is there.
2026-11-03 14:43:42 +00:00
JoansitohandClaude Sonnet 5.5 1622c53e2c Drop unused lore setup from disc fragment test
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 15:42:46 +01:00
JoansitohandClaude Sonnet 5.5 3c9a5524cc Show the Music Disc - 5 line on disc fragments
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 15:40:00 +01:00
MSedgeMC 991c33e49f port_map: a primed cart's blast rows point at the rail sparing
`MinecartTNT.getBlockExplosionResistance` and `MinecartTNT.shouldBlockExplode` both still
said `missing`. Both are in the tree: while a TNT cart is primed, its blast leaves a rail —
and a block with a rail above it — with no blast resistance and out of the destroyed set, in
`crates/horizon-client/src/game/explosion.rs::Game::exploded_positions`. The flag behind it
is `combat.rail_proof_blast`, set from the cart's fuse in `minecarts.rs` and carried through
a nested blast, and the case is covered by the command corpus group `tnt minecart rails`.

Nothing to fix, so no code: the rows now name the function that decides them.
2026-11-03 14:37:52 +00:00
Ludovic MarieandClaude Opus 5.5 b1cd4d04a7 Launcher: build native mods with horizon-mixins e8cd0aa
horizon-mixins#25 accepts the compiler's crate-level attributes (`#![recursion_limit]`
and the like) and the known tool attributes on a module. Since horizon-client's lib.rs
gained `#![recursion_limit = "256"]`, every native mod failed at ddd9700 with
E_UNSUPPORTED_MACRO (#8169). e8cd0aa is that merge and the only commit since ddd9700.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 15:37:11 +01:00
MSedgeMC 5fe6c42ef8 port_map: the food-or-flying gate is the sprint condition, not a gap
`Player.hasEnoughFoodToDoExhaustiveManoeuvres` is
`foodData.hasEnoughFood() || abilities.mayfly`, and the one place vanilla asks
it is `LocalPlayer.canStartSprinting`. Horizon has that exact test as the
sprint gate's `enough_food || may_fly`, with `enough_food` filled from
`FoodData::has_enough_food` (a food level above 6) in `motion.rs`, and
`player_food::enough_food_for_manoeuvres` is the same predicate as a free
function the food probe already compares against the jar.

The row said `missing`; it now points at the gate that decides it.
2026-11-03 14:36:50 +00:00
TeiwazikandClaude Opus 5.5 c7fbdc6008 Shader packs: [displacement] draws relief as geometry near the camera
Each frame the solid quads of the sections within [displacement]
distance are copied out of the arena, a compute pass picks the ones with
LabPBR relief that face the eye and are in view into an indirect draw,
and the material's displaced pipeline draws each as a grid of cells
moved along the face's normal by the pack's displacement, from the
texture's mean height so that face edges meet. The flat quads leave
those pixels to the grid. The height maps are visible to vertex shaders
now. The shadow map still takes the flat faces.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01NbhTr6rUbVKx6iB2X73DNG
2026-11-03 15:36:15 +01:00
CocofireHDandDeepSeek V4.1 Flash e67541686c launcher: keep the launcher's renderer workarounds out of the game
A player who starts the launcher with LIBGL_ALWAYS_SOFTWARE=1 to get a
visible window (transparent window on the radeon driver) had the game
inherit the same variables: horizon-client then rendered on the CPU at
2-3 FPS. The game picks its own backend, so strip those four variables
from the child environment and leave the rest alone.

Fixes #7832

Co-Authored-By: DeepSeek V4.1 Flash <[email protected]>
2026-11-03 15:35:01 +01:00
MSedgeMC 5324b1bf4a test: pin an ocean ruin's drowned marker to the piece world's sea level
`ocean_ruin::post_process` now has a test with a piece-world double: a solid
seabed at 77, a sea level the test chooses, and a log of every `set`. The same
piece is post-processed with the sea level at 90, at the marker's own height
and one below it, so the water/air decision has to follow the world and not a
constant.
2026-11-03 14:33:00 +00:00
MSedgeMC abb96b6834 fix: an ocean ruin's drowned marker floods at the world's sea level
`OceanRuinPieces.OceanRuinPiece.postProcess` picks the block a `drowned`
marker leaves by comparing its height with `level.getSeaLevel()`, and
`post_process` compared it with a hardcoded 63. In a world whose sea level is
not 63 -- a datapack dimension, a superflat with its own sea level -- every
marker above 63 is left dry and every marker below it is flooded, whichever
side of the real sea level it is on.

`PieceContext` already carries the world's answer (`PieceWorld::sea_level`,
which `blocks()` and `mineshaft::generate` use), so the piece asks it.
2026-11-03 14:33:00 +00:00
HrafnaValkyrjaandClaude Sonnet 5.5 b59777f00b Hosting: a Pterodactyl egg for horizon-server
Adds packaging/server/pterodactyl-egg.json and panel-start.sh, a docs/hosting.md section,
and tests/test_server_panels.py. Part of #8238.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 09:23:32 -05:00
HrafnaValkyrjaandClaude Sonnet 5.5 4c0697a727 Derive the launcher's mod-browser game version from the pinned version
browser::GAME was a literal "26.3" that no generator touched, so a version port
left the mod browser filtering for the old release. It now reads
horizon_core::version::VERSION_ID, which tools/gen_version_consts.py regenerates.
A test checks the two agree.

Part of #4758

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 09:21:12 -05:00
MSedgeMC 8b08a67b75 port_map: AccessibilityOptionsScreen.init keeps only the High Contrast gap
Rotate with Minecarts is greyed out now, so the row names the one half
that is still missing: High Contrast stays clickable when the
high_contrast pack is unavailable and gets no error tooltip.
2026-11-03 14:20:34 +00:00
MSedgeMC d1de8739df port_map: the accessibility footer link and the minecart grey-out are ported
`AccessibilityOptionsScreen.addFooter` builds the Accessibility Help link
button beside Done, and `Act::AccessibilityHelp` confirms
`CommonLinks.ACCESSIBILITY_HELP` over the options screen, the
`ConfirmLinkScreen.confirmLink` button vanilla adds there.

`AccessibilityOptionsScreen.isMinecartOptionEnabled` greys Rotate with
Minecarts out unless a world is open whose feature flags carry
minecart_improvements, read from the level or the remote server.
2026-11-03 14:20:34 +00:00
HrafnaValkyrjaandClaude Sonnet 5.5 22769e76c9 Format and lint fixes for the join-order tick
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 09:14:45 -05:00
HrafnaValkyrjaandClaude Sonnet 5.5 08a168094a horizon-server: restore a single dimension from a backup
`restore NAME --dimension minecraft:the_nether` (API: `dimension` in the POST /api/v1/restore body; MCP: `dimension`) brings back only that dimension's folder and leaves the other dimensions, level.dat and the players alone. The folder it replaces goes to backups/replaced-<time>/.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 09:08:56 -05:00
HrafnaValkyrjaandClaude Sonnet 5.5 732265ffad horizon-server: import-resources DIR copies prepared game files into place (#8240)
Checks the folder (version stamp, derived files and checksums, asset folders), copies it through a temp folder and an atomic rename, keeps the old copy on any failure, and prints the next step.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 09:07:58 -05:00
HrafnaValkyrjaandClaude Sonnet 5.5 80643ef336 install.sh: verify the release signature when OpenSSL 3 is installed
Checks SHA256SUMS.sig against the release key, then the archive against
SHA256SUMS; older OpenSSL, LibreSSL or none says so and keeps the GitHub
SHA-256 check. Closes #8241.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 09:02:35 -05:00
Med.cssandCodex a668f9fb30 Declare prepared resources required by the mount regression test
Co-Authored-By: Codex (GPT-6.1 Sol) <[email protected]>
2026-11-03 14:59:09 +01:00
TiggerTakkyTTTandCodex 60000e7e9c Server admin: edit player lists while game is stopped
Keep the supervisor and control API alive after a game-issued stop, add an API start endpoint, and route file-backed operator and whitelist edits through the existing vanilla list handling. Cover the stopped lifecycle in unit and end-to-end tests.

Fixes #8232

Co-Authored-By: Codex (GPT-6.1) <[email protected]>
2026-11-03 20:57:08 +07:00
HrafnaValkyrjaandClaude Sonnet 5.5 19db9ef223 Dragon breath cloud: vanilla lifetime, wait-time radius growth, per-entity hit cadence
Part of #6771.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 08:47:26 -05:00
HrafnaValkyrjaandClaude Sonnet 5.5 6483aa3498 Send the explosion push to a hurt player too, as ServerExplosion.hitPlayers does (untested)
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 08:47:24 -05:00
HrafnaValkyrjaandClaude Sonnet 5.5 79ea3cec34 Route every mob attribute command to the store the mob reads (#7877)
/attribute on a mob now handles base, modifier add, remove and value get for
every attribute the mob's gameplay reads from finalize, not only max health,
movement speed and attack damage. Modifier ids typed at run time are kept.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 08:46:44 -05:00
oxi-does-dev 7a6c1518fb the tooltip test counts the clicked frame against its own pointer state
Whole-frame equality kept meeting offsets that were no tooltip: the
click cycles the extra (one glyph of a value label), the key-bound rows
swap in their capture markers, and the focus sprite is drawn for hover
anyway. Instead the same drawn UI counts the frame with the pointer on
the clicked widget — description at the cursor — against the one after
it moved off: with the fix fewer vertices; while the old draw kept the
description, the anchored tooltip made the two counts equal.
2026-11-03 16:43:59 +03:00
itarqos5andClaude Opus 5 7402b17949 perf(startup): parse the model library beside the registry, facts from a slice
Two changes to the head of the core bundle, which every other table waits
on.

The model library reads every file under `assets/` and needs no block
registry, but it sat inside `Assets::reload`, behind both the registry read
and the block facts. It now runs beside `Assets::load` instead, so its
reading overlaps the registry's rather than following it. A server draws
nothing and parses no models, so it skips this and is unaffected.

`facts.json` is about 10 MB and is parsed before anything else in the
bundle can begin. `serde_json` cannot borrow out of a reader, so
`from_reader` copies every string it parses; over one slice it borrows.
`BlockRegistry::from_facts_json_bytes` reads the file whole and parses from
that, and `from_facts_json_with_flags` keeps its reader for callers that
have one.

Steps are added inside the model and sprite work (`core.models_parse`,
`core.models_bake`, `core.bake_states`, `core.bake_standalone`,
`core.item_library`, `core.fusion`), which is what the above was found
with: before them the whole 2.5 s of a cold `core.block_models_sprites` was
one opaque span.

Measured on 12 threads, five warm runs each, the cold first run excluded:

    core, median    448 ms before    404 ms after    -10%

Of that, `core.assets` falls from 106 ms to 73 ms and the model parse
(65 ms) moves off the critical path entirely.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-03 13:43:18 +00:00
itarqos5andClaude Opus 5 893fc9ae96 perf(lod): give the far-terrain sampler two thirds of the cores
Sampling is the cold-load bottleneck and already had half the cores rather
than a quarter. On a 12-thread machine that is six samplers beside five
meshers, and the mesher has little to do until tiles are sampled, so its
threads sit idle through the part of a cold build that waits on sampling.

Measured on 12 threads, building 4336 tiles at LOD distance 256, from the
game answering the control socket until every target tile is sampled, four
runs a configuration:

    samplers/meshers   sampling   whole build
    6/5 (before)         15.0 s        23.9 s
    8/3                  11.8 s        18.6 s
    9/2                  10.6 s        19.1 s

Two thirds, so eight here. Nine finishes sampling sooner still but leaves
the mesher two threads and the whole build ends later. The frame and the
ticks keep their core at every size, which the test now checks directly
rather than only through the expected numbers.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-03 13:40:32 +00:00
Med.cssandCodex 649d0c580a Share powder snow particles across block-affected entities
Co-Authored-By: Codex (GPT-6.1 Sol) <[email protected]>
2026-11-03 14:37:52 +01:00
HrafnaValkyrjaandClaude Sonnet 5.5 4efd21aef2 Shader packs: convert struct constructor arguments to the member types
Same missing conversion as array constructors: S(1u, 2) with an int and a
float member composed unconverted and failed naga validation.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 08:34:59 -05:00
HrafnaValkyrjaandClaude Sonnet 5.5 b6a8a45460 Format array_constructors
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 08:33:49 -05:00
JoansitohandClaude Sonnet 5.5 167ebfc2af Fire Aspect ignites the player it hits in PvP (#8225)
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 14:32:12 +01:00
JoansitohandClaude Sonnet 5.5 01b9a33298 Fix clippy useless_vec in spin target test
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 14:30:04 +01:00
TiggerTakkyTTT 87c075391b Expose online player positions in the admin API
Include each dedicated player's current coordinates in server-status so the server-admin HTTP API and MCP players tool can report them. Update the generated API reference and server documentation, with focused serialization coverage.\n\nFixes #8224\n\nCo-Authored-By: Codex (GPT-6.1) <[email protected]>
2026-11-03 20:29:11 +07:00
JoansitohandClaude Sonnet 5.5 b549f9555a Riptide spin hits, bounces off and ends on the first mob it touches (#8223)
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 14:28:35 +01:00
HrafnaValkyrjaandClaude Sonnet 5.5 9d7d671e0b Shader packs: convert array constructor arguments to the element type
Drivers accept int[2](1u, 2); naga composed the arguments unconverted and its
validator refused the program (Composing 0's component type is not expected).

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 08:27:20 -05:00
AkirabaneandClaude Sonnet 5.5 b26ee56a70 Fonts: draw a glyph whose advance is fishy, as vanilla does
#7550 skipped a provider glyph whose advance leaves 0..32 in Font::resolve
(drawing) and provider_advance (the by-width table), so every glyph of a
server pack's `space` provider (kerning, -512 to 512) or of a tall bitmap
(Nexo's, wider than 31 px) stopped drawing.

Vanilla's FontSet.computeGlyphInfo draws the first provider's glyph
(SelectedGlyphs.any) whatever its advance, and only the glyph obfuscated
text draws (SelectedGlyphs.nonFishy, from getRandomGlyph) moves on to the
first provider with a good advance, else the missing glyph. FontSet.reload
files each character in glyphsByWidth by its first glyph's advance, fishy
or not.

Font::resolve now skips a fishy glyph only for nonFishy
(Font::glyph_non_fishy, cached apart), provider_advance takes the first
glyph's advance, and the table is keyed by i32 so a negative advance does
not land in the 0 bucket. #7550's test claimed font.glyph('a').advance is 3
for a first glyph of 65, contrary to vanilla; it now covers what vanilla
does, and the fall-through #7550 wanted stays for obfuscated text.

Fixes #8222

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 14:25:44 +01:00
oxi-does-dev 8c67fd63dd the tooltip test's comparison UI keeps the click's extra value
The fresh comparison UI drew the same already-cycled settings; cycling
again gave it the next value and the label widths drifted for text, not
tooltips (verify: 34896 vs 34926).
2026-11-03 16:16:19 +03:00
CocofireHDandHermes 3764b7d9d6 Protocol: pin the SetTime clock key to the registry id
A packet captured from a vanilla 26.3 server at join carries two clocks:
`Long 13071`, `VarInt 2`, then `(0, 66678, 0.0, 1.0)` and
`(1, 13071, 0.0, 1.0)`. The key is therefore a plain registry id —
`WorldClock.STREAM_CODEC` is `ByteBufCodecs.holderRegistry`, not `holder`,
so there is no inline form and no +1. Reading it as a holder id shifts the
first key to "inline" and the whole packet stops decoding.

Co-Authored-By: Hermes <[email protected]>
2026-11-03 14:16:13 +01:00
TiggerTakkyTTT 0932e968bd Fix integrated world shutdown worker cleanup
Abort the client-side streaming workers when a world close or native application termination starts. The integrated server already stops its own workers, but the window-side registration otherwise waits during drop after extended sessions.\n\nFixes #8178\n\nCo-Authored-By: Codex (GPT-6.1) <[email protected]>
2026-11-03 20:10:55 +07:00
HrafnaValkyrjaandClaude Sonnet 5.5 9e9b277609 Ticks of fresh TNT and falling blocks wait for their spawn packets
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 08:09:38 -05:00
Med.cssandCodex 6bd36e517e Add powder snow particles for minecarts and mobs
Match vanilla's movement gate, random order, and snowflake velocity for minecarts, living mobs, and controlled mounts. Relay the same particle parameters to LAN clients.

Co-Authored-By: Codex (GPT-6 Luna) <[email protected]>
2026-11-03 14:07:52 +01:00
oxi-does-dev 3a19fe597a the tooltip test compares the same extra value
Clicking an extras button cycles the extra, so the clicked frame's labels
differed from the fresh one and the vertex counts drifted for text, not
tooltips (verify: 34884 vs 34878). The comparison UI now cycles the same
extra directly, leaving the click's focus the only difference; a tooltip
would still add its vertices.

The clicked widget is also picked among the non-key extras, whose click
selects a key instead of cycling.
2026-11-03 15:58:27 +03:00
HrafnaValkyrjaandClaude Sonnet 5.5 78499843d3 WIP: tick orbs, TNT and falling blocks in join order; wind push waits by join number
Not ready: anvil_turtle_egg and server_entities parity regress (see notes). Not pushed.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 07:57:41 -05:00
rdbtCVSandClaude Opus 5.5 4f2d0fce4a Comments and docs: the network threads, not a writer thread per player
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 12:57:14 +00:00
rdbtCVSandClaude Opus 5.5 2a1cfe65bc A fixed pool of network threads instead of two per player
Every play connection had a reader and a writer thread (plus a post thread
waking the writers): 100 bots meant 200 threads fighting over the cores.
They now live on a fixed pool, one thread per two cores, each polling its
players' sockets through mio (epoll, kqueue, AFD). The game thread only
queues bodies in the player's outbox, bounded by MAX_PENDING bytes; framing,
compression, encryption, socket writes, reading, keep-alives and timeouts
run on the pool. The integrated server's own player goes through the same
threads: its in-memory pipe tells the thread when bytes arrive.

horizon-protocol: Connection::detach gives the stream up, ConnReader reads
from any source without blocking (read_from, buffered), ConnWriter frames
into a buffer (frame_into), and Pipe gains non-blocking reads and on_ready.

SharedFrames hashes a body once (XXH3-128 keyed by a random secret) where it
hashed it twice with SipHash, and a body being compressed is marked: a
second sender waits for that frame instead of compressing it again.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 12:57:14 +00:00
AkirabaneandClaude Sonnet 5.5 7bac913ec3 Server: config set server.motd and server.max_players apply live
On a running server, `horizon-server config set` and PATCH /api/v1/config sent
only console commands, so the message of the day and the player limit were
always reported as "restart required", although the game takes both live
through the management settings (`serversettings/motd/set` and
`serversettings/max_players/set`).

`live_line` now returns the control line to send: the same management
request for these two settings, `console ...` for the ones vanilla changes
through its console, and nothing for the supervisor's own settings. The
CLI talks to the game's control endpoint the way the API already did, and
a reply with an error leaves the setting for the next start.

Fixes #8206

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 13:51:06 +01:00
JoansitohandClaude Sonnet 5.5 5639aee01e Scoreboard air criterion follows the player's real air supply
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 13:50:28 +01:00
HrafnaValkyrjaandClaude Sonnet 5.5 7cd36228aa Add a bed explosion parity harness (untested): four facings, three positions each, against vanilla
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 07:41:42 -05:00
oxi-does-dev d5c46f91bb a tooltip a mouse click left behind stays while the pointer is gone
A click leaves the clicked widget focused (focus_from_keyboard false),
and the draw loop drew the tooltip for hover OR focused. So after
clicking a button, walking the pointer away (or off the screen) left its
description up indefinitely: blocking the button — the report's
"description doesn't disappear", over the label that does scroll.

Vanilla draws the tooltip while the widget is hovered, or against the
widget while the focus came from the keyboard or a controller
(MenuTooltipPositioner's focus tooltip); a mouse-only focus does not.

Draw it for the pointer, or for keyboard focus only: the description
follows the pointer back out.
2026-11-03 15:35:48 +03:00
CocofireHDandHermes 3e13c1a8cb Player skins: evict the least recently used 3D skin model
The cache cleared all 512 entries when it filled, so a server with more
distinct skins than the cap would rebuild every model on screen in a single
frame. `game/skin_models.rs` keeps a use counter per entry and an insert
evicts exactly one least recently used model; the cap and the
(512 entries) behaviour are otherwise unchanged.

Co-Authored-By: Hermes <[email protected]>
2026-11-03 13:35:20 +01:00
TiggerTakkyTTTandCodex fa310f522d Use free status replies parity ids
Co-Authored-By: Codex (GPT-6.1) <[email protected]>
2026-11-03 19:34:46 +07:00
AkirabaneandClaude Opus 5.5 ba3cd22c7c Draw no world entity over the title's panorama
The GPU path for entities (skin_frame, since #7801) starts each frame's draws
in begin_skinning, which only entity_geometry runs. render skips
entity_geometry when the frame shows the panorama (the title screen, a
server's loading screen), so the draws stayed those of the last world frame,
and the renderer drew them again every frame: after Save and Quit to Title,
the mobs that were in view stood over the panorama. The panorama's frames now
clear those draws; the models the renderer stores stay, so the next world
draws its entities as before.

Fixes #8192

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 13:29:51 +01:00
AkirabaneandClaude Sonnet 5.5 fa22f0e6ea Renderer: keep every pipeline within 15 inter-stage variables, and test it
The entity shader's vertex output had 15 user-defined locations, and the
fragment stage's front_facing counts as one more: 16 against the 15 an
OpenGL 3.3 GPU (a GeForce 9100M G) allows, so 'Breaking cracks' (and every
entity-shader pipeline) failed to build at start-up.

The spherical and cylindrical fog distances now share one vec2 location
(fog_distance); each component is the same expression, interpolated on its
own, so the output is unchanged. A naga test audits the vertex outputs and
fragment inputs of every assembled shader and every standalone .wgsl file
against that limit, front_facing / sample_index / sample_mask /
primitive_index included, and fails for a .wgsl file it cannot place.

Fixes #8195

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 13:29:26 +01:00
AkirabaneandClaude Opus 5.5 4cbd817683 Parity harnesses: name sources under a linked .local within the repository
source_hashes named each tested file by resolving it, then taking it relative
to the repository. In a worktree whose `.local` is a link to another
checkout's (a junction on Windows, as the contributor docs suggest for the
prepared resources), resolving leaves the repository, and every harness that
hashes its inputs under `.local` stopped with "is not in the subpath of".

repo_path tries the path's absolute spelling first, which stays under the
link, and the resolved one after, so a repository reached through a link
(macOS's /var) is still found. The test makes a `.local` link (a symlink, or a
junction where symlinks need a privilege) and fails without the change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 13:29:12 +01:00
TiggerTakkyTTTandCodex a4f76cc3c2 Move status replies parity ids
Co-Authored-By: Codex (GPT-6.1) <[email protected]>
2026-11-03 19:26:44 +07:00
TeiwazikandClaude Opus 5.5 eb58c6bb30 Shader API: [displacement], relief as geometry near the camera
The manifest's [displacement] (distance 4..32 blocks, cells 4..64 a
side, and the options that turn it on, pick the cell count and make
cells steps), the material stage's
fn displacement(input: DisplacementInput) -> f32, checked with its
signature and composed with an entry point that calls it, and
MaterialInput.displaced. The renderer passes 0 for now; the grid that
draws the relief comes next.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01NbhTr6rUbVKx6iB2X73DNG
2026-11-03 13:24:44 +01:00
AkirabaneandClaude Opus 5.5 33dd3825e1 Shader packs: 1D images are made and bound as 1D textures
A pack's 1D image is now a D1 texture with a D1 view, sized against the
device's 1D limit; `image1D`/`uimage1D` bindings and their stand-ins are D1,
and its `sampler1D`/`usampler1D` reads it through the image's own dimension.

Fixes #8177

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 13:21:43 +01:00
AkirabaneandClaude Opus 5.5 80f0a25624 Shader packs: an image.* with one size is a 1D image
An Iris-format `image.<name>` gives its size in pixels after `relative`: two
for a 2D image, three for a 3D one, and one for a 1D image (a table read by
index, such as a per-block lookup a setup program fills). CustomImage::parse
refused the one-size form, so the image was "not an image" and its sampler and
`image1D` reads got nothing.

ImageSize::Line holds that width; `extent` is [width, 1, 1] and `is_1d` tells
the renderer. An `image1D` declaration without a format gets the image's, as
2D and 3D ones do.

Refs #8177

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 13:21:43 +01:00
rdbtCVSandCodex gpt-6.1-sol 78ef64dbb7 Use shared scratch environment for relocated benchmark
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
2026-11-03 12:13:41 +00:00
rdbtCVSandCodex gpt-6.1-sol f41d7a6f43 Move standalone benchmark script into tools
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
2026-11-03 12:12:26 +00:00
AkirabaneandClaude Sonnet 5.5 7aa91682b6 docs: say that a pack's post chain owns anti-aliasing
While a pack's post chain draws the frame, `taa`, `fxaa` and `upscaling` have no
effect and the projection is not jittered (gfx.rs turns TAA off under a pack
post or a native post, and the resolve that does TAA, FXAA and the upscale is
the step the pack's last pass replaces). `resolutionScale` still applies. The
reference said nothing, so pack authors assumed the settings still worked, and
a temporal pass of their own, which has no jitter to work with, did nothing.
Say it, and what a pack can do instead.

Refs #8173

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 13:12:04 +01:00
AkirabaneandClaude Opus 5.5 6e26955fd5 A gliding mob is not held by vines
LivingEntity.onClimbable answers false for an entity that isFallFlying in a
#minecraft:can_glide_through block (vines, twisting and weeping vines, cave
vines) before it looks at #minecraft:climbable or a trapdoor over a ladder.
Mob::on_climbable skipped that test. A ladder is not in the tag, so a glider
still holds on to it. Spider.onClimbable overrides the whole method and is
unchanged.

Refs #8140

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 13:05:23 +01:00
AkirabaneandClaude Opus 5.5 67b1d9fc4a server_knockback: put the half-shield case's zombie where Bob's shield always faces it
zombie-shield-partial gave vanilla itself two results from one script
(#8164): blocked in the 2026-11-03 audit (Bob -0.08191 0.31362), not blocked
in a local run (-0.21840 0.27516, as Horizon). The zombie stood one block east
of Bob, behind him while his position packets face him west, and at exactly 90
degrees once KnockbackClient's use packet turns him south
(ServerGamePacketListenerImpl.handleUseItem snaps the player to the packet's
rotation, 0 0). Which rotation counts at the tick of the hit is timing.

The zombie now stands south-west of Bob, facing him: 45 degrees from his view
either way, so the half-blocking shield blocks every run. No other case
changes.

Fixes #8164

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 13:00:56 +01:00
AkirabaneandClaude Sonnet 5.5 359d60f55f fix(shaders): a flat varying with centroid or sample is flat
GLSL (4.60, 4.5) lets `centroid` and `sample` stand beside `flat` and means
nothing by them, since a flat varying is not interpolated. naga validates the
pair and refuses it ("Cannot combine Flat interpolation with the Centroid
sample type"), so a pack that writes `flat centroid out vec2 uv;` or a block
member `flat sample vec2 uv;` lost the whole program. The declaration scanner
now keeps `flat` alone when it is there, in either order and on either side of
the storage qualifier.

Tests translate the varyings and the interface block members of #8174 through
the whole pipeline: 3 profiles, 7 qualifier combinations, both qualifier
orders, and 11 block member shapes. The block cases are the ones whose
"Expected Void, Struct or a type, found Interpolation(Flat)" #6875 fixed; they
had no test above the function that flattens a block. Before #6875 they fail
with exactly the message of the issue.

Refs #8174

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 12:59:03 +01:00
TeiwazikandClaude Opus 5.5 0829fdd82a Shader API: a pack may chain 12 post passes
Eight leave no room for ambient occlusion (a pass and its apply) and
TAA: reimagined_horizon chains 11, bloom (4), ambient occlusion (2),
screen-space reflections, light shafts (march and apply), TAA and the
final pass.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01NbhTr6rUbVKx6iB2X73DNG
2026-11-03 12:51:08 +01:00
rdbtCVSandClaude Opus 5.5 34e8edaa45 Random ticks: ask for the next section's mask, not a list of all of them
A chunk's random ticks asked the section cache for every ticking section
and cloned each mask into a list, again after every block change, building
masks for sections the pass had already left. The cache now answers with
the next ticking section from a Y up, building and sharing only that mask;
an answer stands while no block changes and the asked Y stays below it.
Draws, positions and the ticks they reach are unchanged.

Fixes #7886

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 11:51:06 +00:00
janibert1andClaude Sonnet 5.5 13e3636ff2 horizon-server: whitelist-bypass.txt lets UUID prefixes (Floodgate) pass the whitelist
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 12:36:55 +01:00
janibert1andClaude Sonnet 5.5 00d32ff93a Native mods: NativeServerPlayer carries the player's entity id
Hooks that only know entity ids (living_incoming_damage, living_knockback) can now be
matched to players.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 12:36:35 +01:00
TiggerTakkyTTTandCodex 921d5c7a18 Move hide online players parity ids
Co-Authored-By: Codex (GPT-6.1) <[email protected]>
2026-11-03 18:33:38 +07:00
CocofireHDandHermes e2d38b13d5 World: a moving piston cell supports like the block arriving in it
`PistonBaseBlock.moveBlocks` writes `moving_piston` into the destination cells
and then updates the neighbours of every source cell. A cell that is both a
source and a destination of a chain push still holds `moving_piston` when that
update runs, so a rail on top of it was asked whether it could survive against
the bare `moving_piston`, found no rigid support and dropped as an item
(#8111).

`support_state` already stood in for a retracting piston base's block-entity
collision shape (#4728); any other moving cell now reads as `moved_state`,
which is what `PistonMovingBlockEntity.getCollisionShape` returns.

Co-Authored-By: Hermes <[email protected]>
2026-11-03 12:12:52 +01:00
CocofireHDandHermes 6938bc45ef Protocol: read the SetTime clock key as a Holder<WorldClock>
`ClientboundSetTimePacket` keys its clocks with `WorldClock.STREAM_CODEC`,
which is `ByteBufCodecs.holderRegistry`: the wire form is `varint(registry id
+ 1)`, with 0 reserved for an inline definition. Read as a bare VarInt, a
vanilla server's overworld clock (1 on the wire) landed on the End's entry, so
the name lookup in the `C::SetTime` handler never matched
`minecraft:overworld` and `day_time` stayed where it was — `/time set day`
updated the game time but the client's sky and time never moved (#7542).

Horizon's own writers already pass 0-based registry ids (the LAN hub and the
1.21 adapter), so they now emit the holder form vanilla expects instead of a
bare 0, which vanilla would decode as an inline holder.

Co-Authored-By: Hermes <[email protected]>
2026-11-03 12:12:06 +01:00
AkirabaneandClaude Opus 5.5 4b3c4f853a Test that a mob in vines slides down at 0.15 a tick
A cow let go at rest drops 0, 0.0784, then 0.155232 in open air; in a column
of vines every drop from the third tick on is 0.15F and its fall distance
never grows past one move.

Refs #8140

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 12:10:40 +01:00
AkirabaneandClaude Opus 5.5 c63db5f701 Slow every mob down in vines and on ladders, not only spiders
LivingEntity.handleRelativeFrictionAndCalculateMovement calls
handleOnClimbable for every living entity: when onClimbable() (the block it
stands in is #minecraft:climbable, or an open trapdoor over a ladder facing
the same way), the fall distance is reset and the motion is clamped to 0.15F
across and to -0.15F down before the move; after the move, a mob pressed
against a wall or jumping while still on a climbable goes up at 0.2. Only
Spider overrides onClimbable (isClimbing).

Mob::travel_in_air did this for spiders only, so a cow or a villager let go
in vines fell freely and took fall damage (a cow from 10 to 3 health over 10
blocks). The spider keeps its own test, and now clamps to the float 0.15F as
vanilla does instead of the double 0.15. The pusher's onClimbable in ai.rs
uses the same test.

Refs #8140

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 12:10:09 +01:00
TiggerTakkyTTTandCodex 37d0888489 Add live status replies management
Co-Authored-By: Codex (GPT-6.1) <[email protected]>
2026-11-03 18:08:41 +07:00
AkirabaneandClaude Sonnet 5.5 add4366765 Boats: fix the rot_lerp test's 180-degree case
A 180-degree gap is ambiguous (Mth.wrapDegrees maps it to -180), so the test
now uses -90 to 80, whose short arc is unambiguous.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 12:08:20 +01:00
AkirabaneandClaude Sonnet 5.5 36eddf9710 docs: describe /tempban for server operators
Refs horizon-rust/horizon-mods#170

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 12:03:29 +01:00
AkirabaneandClaude Sonnet 5.5 8c10244e45 feat(server): /tempban, a ban that ends by itself
Vanilla only has /ban, which is permanent, so an operator who wants to
send a player away for an hour or a week has to remember to pardon them.
`/tempban <player> <duration> [reason]` (durations as /tempmute: 30m, 12h,
7d, 2w) writes a banned-players.json entry with `expires` set, as the chat
filter's automatic temporary ban already does, so the login check,
/banlist and /pardon treat it like any ban and it survives a restart.

Operators of level 3 (/ban's level) run it in game on dedicated servers;
the console takes the same words. A player who is online is kicked with
the reason and the time the ban ends, the message they read again when they
try to join (now one function, `ban_message`, shared with the login check).
A player whose ban is still in force is left as they are, as /ban does;
a ban that has ended no longer counts. It is logged as `[tempban]` and goes
to the event stream as a `ban` with `reason`, `by` and `until`. Like the
mute commands it is handled as raw words rather than in the vanilla tree,
so it has no completions.

Refs horizon-rust/horizon-mods#170

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 12:03:29 +01:00
AkirabaneandClaude Sonnet 5.5 b59836d46f Boats: ease a remote boat's yaw over three ticks, as AbstractBoat's LinearInterpolationHandler
A client that plays on a server (the window of a single-player world is
one) put a boat's yaw at once when a move packet came, every third tick,
while its position was eased over the three ticks. A boat pulled on a lead
turns every tick, so it turned in steps. AbstractBoat creates
LinearInterpolationHandler.create(this, 3): position and rotation both move
a 1/steps share of the way each tick (Mth.rotLerp, the short arc).

The yaw of the boat now follows the lerp's rotation target with the same
steps as its position. A driven boat and minecarts are unchanged.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 12:03:03 +01:00
Arslan ArmanulyandClaude Opus 5.5 82e8967c10 Shader packs: clear both textures of a cleared buffer every frame
A cleared colortex buffer had only its "main" texture cleared at the start
of the frame. The main/alt mapping carries over frames, so with an odd
number of flips a frame the texture a program writes first was "main" the
frame before, and still held what a later program wrote after that frame's
clear: pixels the first write discards, or a blended first write (with
#8044), read the previous frame's data. Iris 1.11.7 reads the clear value
there (probed with our own packs: a discarding first write reads 0 where
Horizon read the previous frame's 0.25; a compute imageStore then a blended
write (with #8044) blends onto 0 where Horizon blended onto 0.25).

The frame-start clear now also clears the other texture of every cleared
buffer, grouped like the existing clears. Buffers with Clear=false keep
both textures.

Part of #6812

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 15:58:13 +05:00
arismoko 387d2d5855 Test non-finite teleport rotations 2026-11-03 10:57:15 +00:00
LokiandAntigravity 14f4b9d332 game/spawner: overflow-safe remote spawner distance scanning (fixes #7730)
In vanilla Java Edition 26.3 (SpawnerBlockEntity.clientTick and BaseSpawner.clientTick),
client ticking is only performed for authentic spawners, trial spawners and vaults.
Non-spawner block entities (including dummy container menus at i32::MIN) never reach
spawner distance calculation or client ticking.

In Horizon, Game::tick_remote_spawners previously iterated through all block entities
and performed signed coordinate subtraction (pos.0 - center[0]).abs(). When a dummy
container menu at (i32::MIN, 0, 0) was present, this panicked on signed integer
overflow in debug mode (i32::MIN - 1024 underflow or i32::MIN.abs() overflow).

Filter upfront for Spawner, TrialSpawner and Vault block entities in nearby_remote_spawner_keys
and compute Chebyshev distance using unsigned integer absolute difference (abs_diff)
to avoid any possibility of signed integer overflow at coordinate boundaries.

Co-Authored-By: Antigravity <[email protected]>
2026-11-03 19:55:45 +09:00
TiggerTakkyTTTandCodex 0fe2117572 Add hide online players management
Co-Authored-By: Codex (GPT-6.1) <[email protected]>
2026-11-03 17:54:58 +07:00
arismoko 233e61d62f Guard non-finite teleport rotations 2026-11-03 10:38:20 +00:00
masa-masa-0314andCodex 8b758ff22e World: preserve drops when rebuilding the End platform
Destroy replaced platform blocks with drops before setting obsidian or air, matching EndPlatformFeature. This preserves sand and container contents on portal arrival. Fixes #8127.

Co-Authored-By: Codex <[email protected]>
2026-11-03 18:31:58 +08:00
TiggerTakkyTTTandCodex bb991d6f15 Merge upstream/main into operator permission level
Co-Authored-By: Codex (GPT-6.1) <[email protected]>
2026-11-03 17:29:46 +07:00
Loki a9f4573d1b Merge remote-tracking branch 'origin/main' into fix/8123-cycle-backwards 2026-11-03 19:23:02 +09:00
LokiandAntigravity 4f9fdf8bc7 render: cycle backwards through button options with shift (fixes #8123)
In vanilla Java Edition 26.3, CycleButton.onPress checks input.hasShiftDown()
and calls cycleValue(-1) when Shift is held down, cycling options backwards
with positive modulo wrapping.

In Horizon, OptionsUi.click previously ignored self.shift and passed right
(which was always false due to earlier early return), preventing cycling backwards
on Act::Cycle, Act::Extra, and in GraphicsUi::click.

Pass self.shift into cycle_option, item.cycle, and graphics.click, allowing
Shift-clicking to cycle options backwards with wrap-around across all options pages.

Co-Authored-By: Antigravity <[email protected]>
2026-11-03 19:22:19 +09:00
TiggerTakkyTTTandCodex 09496d8f2a Add operator permission level management
Co-Authored-By: Codex (GPT-6.1) <[email protected]>
2026-11-03 17:21:41 +07:00
HrafnaValkyrjaandClaude Sonnet 5.5 3b7fe12fe2 WIP: tick orbs, primed TNT and falling blocks in join order between the other kinds
Not ready: the wind burst cells got worse (see the proof runs). Not pushed.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 05:21:17 -05:00
rdbtCVSandClaude Opus 5.5 d4365151d0 Spawning candidates: rebuild only the squares a chunk crossing changes
The candidate union is kept as one segment per player (the chunks of its
square that no earlier player's square holds). A border crossing rebuilds
the mover's segment and the later overlapping ones, with no hash set, so
clustered and mixed groups no longer rebuild every player's square. Each
level keeps its own cache, so players in several dimensions stop
invalidating it every tick. Order, count and live proximity are unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 09:54:19 +00:00
HrafnaValkyrjaandClaude Sonnet 5.5 626cf0542d rustfmt
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 04:54:06 -05:00
masa-masa-0314andCodex 3eda0605cf Projectiles: restore fire on player-thrown tridents
Share arrow environment fire effects with player tridents, retain grounded and return timing, persist Fire, and synchronize and render the burning flag. Fixes #7500.

Co-Authored-By: Codex <[email protected]>
2026-11-03 17:53:15 +08:00
JanandClaude Sonnet 5.5 23c7618560 Native mods: a player's chat message, cancellable (player_chat, #8120)
Adds the hook point player_chat(player, name, message, replies, cancel): heard once for each chat message a player sends on a server, after the secure-chat chain and the chat filter and before anyone sees it. cancel drops it for everybody; lines in replies go to the sender. The text is read-only (a rewritten signed message would not verify).

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 10:46:11 +01:00
Arslan ArmanulyandClaude Opus 5.5 e00ffd6092 Shader packs: SNORM colortex buffers clamp and quantise
A colortexNFormat of RGBA8_SNORM, RG16_SNORM and the other SNORM formats was
stored in a half float, so a buffer read back -1.5 or 1000 unclamped and
0.0999756 for 0.1. Iris 1.11.7 reads them clamped to [-1, 1] and quantised
to 8 or 16 bits, as probe packs of our own show. Where the adapter can
render to the SNORM wgpu format, the buffer now uses it; elsewhere the half
float stays.

Part of #8106

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 14:46:05 +05:00
Arslan ArmanulyandClaude Opus 5.5 7b9b688fa4 Shader packs: three-channel colortex buffers read alpha 1
A colortex buffer of a three-channel format (RGB8, RGB16, RGB16F, RGB32F,
RGB32UI, RGB565, R3_G3_B2, R11F_G11F_B10F, RGB8_SNORM, ...) is stored in a
four-channel wgpu format, so it read back whatever alpha was written or
cleared. In Iris 1.11.7 it reads alpha 1 in every case, as probe packs of
our own show. Passes of colortex programs now leave such a buffer's alpha
alone, its clears and first contents set it to 1, and the world blit loads
a three-channel colortex0 with alpha 1.

Part of #8106

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 14:46:05 +05:00
Arslan ArmanulyandClaude Opus 5.5 8247cdbcb7 Shader packs: shadowcolor2 to shadowcolor7 with HIGHER_SHADOWCOLOR
A pack that names the HIGHER_SHADOWCOLOR feature (iris.features.required or
.optional) gets six more shadow buffers, shadowcolor2 to shadowcolor7, as
Iris's documentation describes them: identical to the first two. Shadow and
shadowcomp programs write them through RENDERTARGETS or DRAWBUFFERS, every
program samples them, and each has its own format, clear switch and clear
colour (white by default). Without a directive a shadow program still writes
shadowcolor0 and 1 only, as Iris 1.11.7 does with the feature in probe packs
of our own. The feature is defined as IRIS_FEATURE_HIGHER_SHADOWCOLOR for an
optional request and no longer noted as missing when required.

Not included: the shadowcolorimg2 to 7 images, which need image access to the
shadow buffers in the first place (#7945).

Part of #7951

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 14:46:05 +05:00
Arslan ArmanulyandClaude Opus 5.5 5073caa885 Copied signs keep their text when placed
A sign picked with Ctrl + Pick Block carries its text as the item's
sign_text_front/sign_text_back components (SignBlockEntity
.collectImplicitComponents). Vanilla's client places the copy itself
(BlockItem.place inside MultiPlayerGameMode.useItemOn), and
updateBlockEntityComponents gives the predicted sign that text, so the
editor the server opens (SignBlock.setPlacedBy) shows the copied lines and
Done sends them back unchanged.

Horizon lost the text on the way: the server never wrote the two
components on the wire, the client read past them, and the client's
predicted sign never took the stack's components. The editor opened on an
empty sign, and Done wrote the empty lines back.

- item stacks write and read SignText.STREAM_CODEC for both components;
- the client applies the stack's components (not block_entity_data, which
  updateCustomBlockEntityTag leaves to the server) to the block it predicts;
- lan_e2e gains a sign_copy check, for the host and a guest.

Fixes #8102

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 14:45:32 +05:00
HrafnaValkyrjaandClaude Sonnet 5.5 4cac42c4ef Weather follows the dimension type, not the Overworld id
Rain, thunder and lightning rules ask one canHaveWeather helper (sky light,
no ceiling, not the End) instead of comparing the dimension id. Adds a unit
test for the rule.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 04:42:07 -05:00
Slavik-85andClaude Opus 5.5 3dbe994f44 resource packs: a pack's core/rendertype_lines draws the block outline
A pack that replaces core/rendertype_lines (an RGB outline animated from
GameTime, say) left the selection outline black: only core/text was run.
Its shaders now go through the same naga translation (pack_text's loader,
generalised to load_core) and draw both strokes of the outline, as
vanilla's LINES and secondaryBlockOutline both use rendertype_lines.

The glue feeds vanilla's lines vertex format from the outline's edge
instances: Position (the start for vertices 0 and 1, the end for 2 and
3), Color, Normal (the direction) and LineWidth, the side from
gl_VertexIndex % 2, as vs_line draws them. The blocks are vanilla's:
Globals (GameTime, ScreenSize), Projection (the lens with the bob and
TAA jitter, 0 to 1 depth like 26.3's), DynamicTransforms (the rotation
with the PERSPECTIVE layering scale) and Fog, so ProjMat * ModelViewMat
is vs_line's view_proj. A pack shader the backend rejects, or whose
blocks outgrow vanilla's, falls back to the built-in outline. Shader
packs that draw the outline still take it.

Fixes #8020.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 11:26:22 +02:00
HrafnaValkyrjaandClaude Sonnet 5.5 6d214c14c2 Merge origin/main into dimension-type weather branch
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 04:25:56 -05:00
Teiwazik 0ec7c93ad0 Merge remote-tracking branch 'fork/older-servers/v1-21-10' into older-servers/v1-21-10 2026-11-03 10:21:25 +01:00
Teiwazik 84b959af89 Merge remote-tracking branch 'origin/main' into older-servers/v1-21-10 2026-11-03 10:21:12 +01:00
HrafnaValkyrjaandClaude Sonnet 5.5 8d0c2bbd55 Merge remote-tracking branch 'origin/main' into fix/projectile-vehicle-hits
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 04:19:25 -05:00
HrafnaValkyrjaandClaude Sonnet 5.5 44c9719f41 Eggs and ender pearls strike boats and minecarts; vehicles are targets for every projectile kind
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 04:19:19 -05:00
Arslan ArmanulyandClaude Opus 5.5 9c74bbeace Shader packs: a program without RENDERTARGETS writes colortex0 only
Without a RENDERTARGETS or DRAWBUFFERS directive Horizon bound buffers 0 to 7
to a program's outputs, so gl_FragData[n] or layout(location = n) wrote
colortex n. Iris 1.11.7 writes only colortex0 for gbuffers, begin, prepare,
deferred and composite programs, and shadowcolor0 and 1 for shadow and
shadowcomp programs, as probe packs of our own show. Non-shadow programs
now default to buffer 0; shadow programs keep their two buffers.

Fixes #8107

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 14:07:27 +05:00
JoansitohandClaude Sonnet 5.5 1a14bdfcde Slide overlong Horizon-styled button, slider and cycler labels
Part of #8100

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 10:03:31 +01:00
JoansitohandClaude Sonnet 5.5 bc4fffc20e Minecarts: air display shows nothing, unreadable DisplayState is dropped
Part of #8050.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 09:44:17 +01:00
Florian ERNSTandClaude Opus 5.5 3238d09f66 Borrow jigsaw connector strings from their template
Template jigsaws cloned each connector's name, pool and target, plus
the block state's orientation property, every time a piece's
connectors were shuffled. Borrow them from the cached template and
registry instead. Palette selection, rotation, shuffle draws and the
priority sort are unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 09:41:31 +01:00
HrafnaValkyrjaandClaude Opus 5.5 19a7803283 Skip the block speed test when the vanilla data is missing
CI has no extracted vanilla data; the test now skips like its neighbours.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 03:33:48 -05:00
JoansitohandClaude Sonnet 5.5 4ee1b9859f Minecarts: fall back to the kind's block, cull with the shown block
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 09:29:59 +01:00
JoansitohandClaude Sonnet 5.5 eabb9ba84e Minecarts: read and save DisplayState and DisplayOffset
Part of #8050. AbstractMinecart.read/addAdditionalSaveData: a saved custom
display block and offset now draw and survive a save; the offset is omitted
when it is the kind's default.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 09:27:34 +01:00
Slavik-85andClaude Opus 5.5 c557d53446 Credit a guest's raider kill to the guest's raid hero, not the host
Raider.die made the world owner the hero of the village for any player's
kill, so on LAN the host got Hero of the Village for a guest's kills and
the guest never did, and on a dedicated server nobody did. The killer's
connection now resolves to its own UUID, as villager_murdered already does.

Same mix-up in two commands: /fetchprofile entity @s in a guest's command
reported the host's profile, and /execute on owner missed guest owners.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 10:15:16 +02:00
masa-masa-0314andCodex b3259b8b37 Tools: keep dimension pacing scenarios alive in flight
Synchronize creative flight through normal movement before End and Nether measurements, validate each dimension hop, and reject dead portal fixtures instead of reporting a false portal failure. Refs #7702.

Co-Authored-By: Codex <[email protected]>
2026-11-03 16:06:34 +08:00
HrafnaValkyrja c91fbfd777 Merge remote-tracking branch 'origin/main' into fix/entity-move-block-speed 2026-11-03 03:06:15 -05:00
Slavik-85andClaude Opus 5.5 9897e6bc6c game: a guest's tames, smashes and sweeps go by its own UUID
A nautilus a guest tamed, a horse a guest tamed by riding it, and the
allies a guest's mace smash and sword sweep spare all went by the world
owner's UUID (level.player_uuid, or a placeholder on a dedicated server)
instead of the acting player's.

The nautilus, the smash and the sweep run in the guest's turn, so they
take the acting player's UUID, as wolves and cats already do. A horse is
tamed in the mob tick, so its tame now runs in its rider's turn, found
the way Buck finds it: the rider owns it, then gets the tame_animal
trigger (AbstractHorse.tameWithName(player)), not the host.

Fixes #8047.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 10:02:36 +02:00
CocofireHDandHermes 92d02a0e84 Player skins: 3D skin layers
The outer skin layer is drawn as one box inflated by 0.25 px, so a hat,
jacket or sleeve reads as a flat skin over the body. With
threeDSkinLayers (Options -> Skin Customization, off by default) every
texel the skin paints becomes a slab one texel deep, with its sides filled
in where the next texel is transparent: the layer gets a silhouette of its
own and the gaps between painted texels stay open.

The geometry is built once per skin (and slim/wide) from the 64x64 image
the game already decodes and cached with it; the model tree and UVs are
the ones the renderer already poses, so the CPU and GPU skin paths draw it
unchanged.

Co-Authored-By: Hermes <[email protected]>
2026-11-03 08:43:44 +01:00
LokiandAntigravity e9fd2edf5d menu: enforce limited_crafting game rule for unknown recipes (fixes #8052)
According to vanilla Java Edition 26.3 (RecipeCraftingHolder.setRecipeUsed,
CraftingMenu.slotChangedCraftingGrid, and MinecraftServer.onGameRuleChanged):
- When the limited_crafting game rule is active, crafting recipes that are
  not special and not contained in the player's recipe book are refused,
  leaving the crafting result empty (None). Special recipes (Recipe::Special)
  bypass the recipe book check.
- When limited_crafting changes, MinecraftServer sends ClientboundGameEventPacket
  type 12 (LIMITED_CRAFTING) to all players, and ClientboundLoginPacket carries
  the rule on join.

Co-Authored-By: Antigravity <[email protected]>
2026-11-03 16:35:09 +09:00
JoansitohandClaude Sonnet 5.5 46fb47af41 Collapse the reduced_debug_info event arm (clippy)
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 08:33:29 +01:00
JoansitohandClaude Sonnet 5.5 fc16743cf3 Mobs never target players in Peaceful
LivingEntity.canAttack and TargetingConditions.test refuse a player target
when the difficulty is PEACEFUL; spares_players now does too.

Fixes #8046

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 08:33:29 +01:00
OlaHullebergandClaude Opus 5.5 da8eb9e43b Content blocks may occlude nothing (properties.occludes)
A content block occluded as its template does, so a thin panel or a block
drawn by its block entity on a full-cube template hid the faces of the
blocks beside it, leaving a hole in the floor under it.
`properties.occludes: false` is vanilla's `noOcclusion()`: the block's
gameplay state can't occlude and isn't a solid render, and its render
definition can't occlude (the faces beside it are drawn). A solid render's
full light dampening becomes a non-solid block's, as vanilla's data has it
for leaves and spawners: 1, or 0 when skylight passes down.

Item 2 of #5550.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01ChJKHFsqiw1XFe27mMdroL
2026-11-03 07:28:03 +00:00
JoansitohandClaude Sonnet 5.5 11c50fd0d9 Send the reduced_debug_info rule to players (Login and entity events 22/23)
Fixes #8051

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 08:20:28 +01:00
OlaHullebergandClaude Opus 5.5 dd26d27880 Food effects keep their ambient and show_particles flags
A consumable's `apply_effects` read only each effect's id, duration and
amplifier, so a data pack's or content mod's food that asked for a quiet
effect (`"ambient": true`, `"show_particles": false`) gave a normal one.
Each `MobEffectInstance` now keeps both, with vanilla's codec defaults
(false and true), and the effect the player gets carries them.

Fixes #8080

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01ChJKHFsqiw1XFe27mMdroL
2026-11-03 06:48:06 +00:00
rdbtCVSandCodex gpt-6.1-sol 0d969ae57c Merge parrot flight-speed parity prerequisite (#8077)
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
2026-11-03 06:44:46 +00:00
ClickingMaster e644192a1c Merge origin/main 2026-11-02 22:20:55 -08:00
LokiandAntigravity 0d29ccecac potions: collect dragon's breath from ender dragon clouds (fixes #8054)
In vanilla Java Edition 26.3 (BottleItem.use), using a glass bottle
within reach of an active Ender Dragon breath cloud shrinks the cloud
radius by 0.5, plays item.bottle.fill_dragonbreath, emits FLUID_PICKUP,
and turns the bottle into dragon_breath. In MultiPlayerGameMode.useItem,
the client forwards the use item packet without requiring a local target.

Co-Authored-By: Antigravity <[email protected]>
2026-11-03 15:14:29 +09:00
Ludovic MarieandClaude Opus 5.5 c2bf88085a Merge origin/main into #7968 after #8011: the mod API is generated at build time
generated.rs is no longer tracked, and xtask's generator moved to
horizon-mod-api-gen, so the dispatch tests' stand-in types get NativeConfig
and NativeConfigFile there.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 06:48:28 +01:00
ClickingMasterandClaude Sonnet 5.5 e1197bfb6e Format the baby armour test
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-02 21:39:41 -08:00
ClickingMaster 80fcd18c2e Merge origin/main 2026-11-02 21:37:30 -08:00
HrafnaValkyrjaandClaude Sonnet 5.5 813143c35b Slow boats, derailed minecarts and mobs by the block speed factor
Entity.move ends by multiplying the horizontal velocity by
getBlockSpeedFactor. Only the player did it; zombies, husks, boats and
derailed minecarts skipped soul sand and honey. The step is now one
function, entity_move::scale_by_block_speed, called by the player's move
and by the mob, boat and derailed-cart moves; the block lookup for kinds
without a motion world is motion::block_speed_factor_at.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-03 00:32:18 -05:00
LokiandAntigravity 244eb0c347 game/lan: defer point-blank fresh arrow in_ground update (fixes #7461)
Co-Authored-By: Antigravity <[email protected]>
2026-11-03 14:31:53 +09:00
Ludovic MarieandClaude Opus 5.5 24f8b0cfc5 Merge origin/main into #8032 (after #8008 landed)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 06:30:47 +01:00
Ludovic MarieandClaude Opus 5.5 873782c24d Merge origin/main into #8065; keep both uniform tests
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 06:28:58 +01:00
rdbtCVSandCodex gpt-6.1-sol 33cd293811 Merge current main before validating spawning cache
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
2026-11-03 05:27:10 +00:00
Arslan ArmanulyandClaude Opus 5.5 fc93a1d48d Shader packs: fog and per-draw uniforms as Iris gives them per program kind
Read back exactly with a probe pack in Iris 1.11.7 and Horizon, same scenes:
- fogStart/fogEnd are vanilla's environmental fog (0 to 1024 on a clear day,
  -160 to 768 in rain, -8 to 96 under water, 10 to 96 in the Nether), not the
  render distance's (172.8 to 192); fogDensity is 0.
- Composite and final programs read fogMode 0, fogShape -1, alphaTestRef 0.1,
  blockEntityId -1; gbuffers programs read fogMode 9729 (GL_LINEAR), fogShape
  1 (cylinder) and centerDepthSmooth 0.

Fixes #8060

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 10:06:30 +05:00
Ludovic Marie a45326c556 Merge remote-tracking branch 'origin/main' into perf/slow-tick-culprit 2026-11-03 05:56:42 +01:00
Ludovic MarieandClaude Opus 5.5 60accdc5d5 Merge origin/main (main's CI fixed in #8040)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 05:55:22 +01:00
NerfPhaselock 3e48866617 Merge remote-tracking branch 'upstream/main' into perf/gpu-culling-ii 2026-11-02 23:51:56 -05:00
arismoko 868bc02e8e Merge remote-tracking branch 'upstream/main' into v2/ses_01M6FN1T2FS6T4M8P7GFXJ6WTR-tp-pitch-clamp 2026-11-03 04:51:06 +00:00
ClickingMaster 5900585aac Merge origin/main 2026-11-02 20:43:16 -08:00
ClickingMasterandClaude Sonnet 5.5 a696e54055 Baby zombie armour: use the humanoid_baby equipment textures
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-02 20:43:16 -08:00
HrafnaValkyrjaandClaude Sonnet 5.5 4dc208a416 Rules read the dimension type, not the dimension id
A level's weather, natural spawning, map colouring, shader hasCeiling and
spawn search now read the type's has_ceiling, ambient_light and sky light
(Level.canHaveWeather, NaturalSpawner, MapItem.update, PlayerSpawnFinder),
carried in LevelShape from data packs, remote servers and LAN guests.
overworld_caves gets its ceiling. Fixes #7864.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-02 23:34:41 -05:00
Arslan ArmanulyandClaude Opus 5.5 0582226502 Shader packs: blend.<program> blends composite-style programs
`blend.<program>` was read for gbuffers programs only, so a begin,
prepare, deferred or composite program with one wrote its source over the
buffer. Iris 1.11.7 blends them (probed with our own pack: 0.25 over 0.75
with SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO reads 0.625) and ignores
`blend.<program>.<buffer>` for deferred and composite programs (probed;
begin, prepare, setup and final are assumed to match). These passes
already load the buffers they write, so what the buffer holds is the
destination.

Part of #6812

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 09:31:02 +05:00
arismoko 18ae21bcca Wrap teleport rotations like vanilla 2026-11-03 04:19:06 +00:00
arismoko 4ac46cd511 Wrap teleport pitch before clamping 2026-11-03 04:02:19 +00:00
NerfPhaselockandClaude Opus 5.5 85b95500f2 Renderer: GPU culling applies cave culling on the GPU
GPU frames now leave out the near solid sections that cave culling's graph
does not reach, as CPU frames do: cull also asks reached, which answers as
Occlusion::contains from a copy of the graph the frame's walk reads, the
clamped box and its sky band included. Since the previous commit they drew
every near solid section in view: the same pixels, but the GPU also shaded
every section the graph hides.

The graph keeps a bit per reached cell beside its cells (set_reached writes
both), and the occlusion store a process-wide generation that moves
whenever an answer of contains may change: a search lands, a partial update
reaches more, or the graph goes (clear, a teleport's remove_columns, a lost
camera). The pass keeps a copy of the bits and sends it again through the
staging belt only when the generation moves.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-02 22:53:48 -05:00
rdbtCVSandCodex gpt-6.1-sol bb80d6cce7 Cite the spawning candidate cache reference
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
2026-11-03 03:45:33 +00:00
Ludovic MarieandClaude Opus 5.5 457da5d383 Dedicated server: a slow tick's line names whose packets or event took it
The slow-tick log said a 39.5 s freeze of the official server (2026-11-03)
was all tick_lan_packets, but not whose packets. Time each guest's packets
in the hub and each hub event in the game while spans are on (always on a
dedicated server), keep the three slowest of at least 10 ms, and end the
slow-tick line with them ("; slowest: Alex's 40 packets 39000.0").
tick_lan_packets also gets spans for its poll, drain, events and the
mods' commands, grants and menus.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 04:43:15 +01:00
rdbtCVSandCodex gpt-6.1-sol 9836b0f0f2 Cache ordered spawning candidates across player chunk movements
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
2026-11-03 03:40:04 +00:00
TeiwazikandClaude Opus 5.5 9027ef0a54 Older servers: join 1.21.9 and 1.21.10 servers
1.21.9 and 1.21.10 (protocol 773) get their packet and registry tables;
generate_packet_id_adapter.py learns --rename for horse_screen_open,
which 1.21.11 renamed mount_screen_open. Its packets are otherwise
1.21.11's; entity data takes 1.21.11's types for the bee's and the
wolf's anger end (a LONG, an INT before) and an avatar's main arm (a
HUMANOID_ARM, a BYTE before), and the serializers lack 1.21.11's zombie
nautilus variant.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01NbhTr6rUbVKx6iB2X73DNG
2026-11-03 04:25:11 +01:00
NerfPhaselockandClaude Opus 5.5 9952a8539f Renderer: GPU culling culls the near solid sections itself
The pass now decides which near solid sections it draws instead of drawing
the ones the walk chose: cull keeps a record whose column is within the
render distance (streaming's in_view_distance) and whose box passes an
integer frustum test. The box is the section's bounds rounded out to whole
blocks; the test adds integer terms the CPU makes each frame from the
camera's planes, each rounded up, with a margin for the walk's own f32
rounding, so it keeps every box the walk keeps. A camera so far above or
below the level that the terms could overflow makes the frame a CPU frame.

The walk lists only what it still draws within the render distance: the
sections with translucent quads or without a record (Resident's marks, kept
through every insert, removal and remove_columns), and past it everything as
before. Freed records are written to the GPU again, as the pass now reads
every record.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-02 21:49:45 -05:00
ErikKalikasandClaude Opus 5.5 ceadedaa0f Native mods: mod config files, loaded and reloaded (ModConfigEvent)
native_register_configs lists a mod's configs: a kind (Client, Common,
Server), a file in config/ (<mod id>-<kind>.toml unless named) and the
text written there when it is missing. Client configs load on the
window when the game starts, Common once per process, Server before
native_server_about_to_start for each world, from the world's
serverconfig/ copy when there is one. native_config_loading hands over
the text, which the mod parses. The files' modification times are read
once a second; changed text fires native_config_reloading. A server's
configs fire native_config_unloading when it stops. Fixes #7950.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 03:05:59 +02:00
gigamans442andCodex GPT-6.1 Sol 0f983e34d1 fix(shaders): reset GLSL type for each declarator
Keep one array declarator from changing the base type of following
comma-separated variables.

Co-Authored-By: Codex GPT-6.1 Sol <[email protected]>
2026-11-02 19:17:48 -05:00
Kacpherek fa2de56df1 Sort only the entity-sensing blocks entities touch
Every tick tick_blocks gathered the blocks inside every mob's, item's
and other entity's box, sorted the whole list by position and called
entityInside at each one. With hundreds of mobs that is thousands of
positions sorted per tick, and the list cannot be kept ordered between
ticks: it is each entity's own sorted run, in entity order, and the
entities move.

entityInside only acts on pressure plates, detector rails, buttons and
tripwires; at any other block it just reads the state. The positions
are now split by what is there first, and only the sensing ones are
sorted and visited. A non-sensing position is skipped only while the
world's block revision (and chunk membership) is unchanged since it was
looked at, so it still holds the same block and the call would have
done nothing. If a call changes any block, every later position goes
in sorted order as before, so the calls and their order are the same
as sorting the whole list.
2026-11-02 21:23:43 +01:00
Kacpherek c27d6a22a9 Make players' block effects sweep cheaper
Entity.applyEffectsFromBlocks runs for every player every tick, and on
a server it was the biggest part of a guest's tick. Most of its cost
was bookkeeping around the blocks, not the blocks: both visited sets
(the sweep's and checkInsideBlocks') hashed positions with SipHash and
grew from empty on every sweep, and every block the path crossed, air
included, was kept in a list and read from the world a second time.

The sets now use the fast hash (they are only asked whether they hold
a position, never iterated) and the sweep's starts sized for a short
move. Each block is read once as the sweep visits it and air is passed
over there; nothing in the loop changes a block, so the states read
are the same, and the blocks reach the effects in the same order with
the same steps and iteration count as before.
2026-11-02 21:20:51 +01:00
Kacpherek b66c44849b Keep the far sea floor as dark as near water leaves it
Visited chunks lit their sea floor and water as open sky
(light_open_water), to match the seed's sea when it was fully lit. The
seed now shades water a level per block (shade_sky), so every place the
player had passed showed a bright, shallow-looking floor through the far
water, in a patchwork against the dark seed sea. The chunk's own light is
kept now, for saved chunks (decode_lod_surfaces) as for loaded ones.

Heightmap tiles (level 6 and up) took the span under the top one as the
ground; with shaded water that is another water span, so the far sea had
no bed and showed fog through it. The ground is the top solid span.
2026-11-02 21:18:03 +01:00
Kacpherek f14b413dde Write chunk bodies' light on the warm-up threads
Columns were already encoded once per tick however many players take
them, and their new sections went to the warm-up threads, but each
column's body (scanning every section's light layers and copying them
and the section bytes into the packet) was still written one by one on
the tick thread, about a third of the hub's time with walking players.

A body is now split in two: what reads the level and the caches (the
section bytes, heightmaps, block entities and which light sections
exist) stays on the tick thread, column by column as before; the light
layers and the write, which read only the column's own immutable
sections, are shared out to the warm-up threads, the tick thread taking
bodies too. The bodies come back in the columns' order and the sending
loop is unchanged, so every connection gets the same bytes in the same
order. A batch of fewer than four columns is written inline.
2026-11-02 21:15:55 +01:00
Kacpherek e0bded6fa7 Hold split tiles 5% past the detail ring and the world threshold
A tile split by the last plan stays split until its distance is 5% past
the ring of full detail around the camera, or past the world-wide
threshold (3 tile widths). Those two had no hysteresis, unlike the 8 to
10 width rule, so a tile on the line changed level each time the camera
crossed it by a block.
2026-11-02 21:15:52 +01:00
Kacpherek a9e638a4db Far terrain: an unknown neighbour is not empty
A tile meshed next to a planned tile that was not drawn yet treated it
as empty air and drew its full side, so tall walls stood at the edge of
the filled area and vanished once the neighbour arrived.

mesh_input now marks an edge unknown when nothing is drawn across it but
the finest planned tile there is a leaf (Snapshot::planned_leaf), and the
mesher draws no side against an unknown edge. Past the planned range, or
past a split tile's out-of-range child, the edge is still empty. The
neighbour's arrival already remeshes the tile through the selection
change; a planned tile that leaves the range before it was drawn now
remeshes its neighbours in replan.
2026-11-02 21:15:04 +01:00
Kacpherek 9cfac94b06 Lower far terrain threads on macOS and Windows too
behind_server lowers helper threads only on Linux and Android; on macOS and Windows the far terrain threads (sampling, the far terrain thread and meshing) ran at normal priority and competed with the threads that mesh and light the chunks around the player, most visibly while a world opens. far_terrain_current keeps behind_server on Linux and lowers the thread one step elsewhere: utility quality of service on macOS (background would throttle it on battery) and below-normal priority on Windows. The far decoration threads already go to idle.
2026-11-02 21:13:10 +01:00
martipopsandClaude Opus 5.5 45d56f3d8a Merge upstream main into servers
Lang conflict: main moved "Culling"; this branch's two online-mode strings kept.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-02 13:45:54 -05:00
ElyTheCatandOpenAI Codex ae1a4ec23c Merge origin/main into particle culling branch
Co-Authored-By: OpenAI Codex <[email protected]>
2026-11-02 20:10:55 +03:30
ElyTheCatandOpenAI Codex 740b215a99 Fix particle culling Clippy findings
Co-Authored-By: OpenAI Codex <[email protected]>
2026-11-02 19:47:53 +03:30
ElyTheCat 32c30eb98f Merge remote-tracking branch 'origin/main' into review/particle-only 2026-11-02 18:49:44 +03:30
ElyTheCatandOpenAI Codex 5d5dd03eb8 Add ordinary-scene particle culling measurements
Co-Authored-By: OpenAI Codex <[email protected]>
2026-11-02 18:37:35 +03:30
ElyTheCatandOpenAI Codex 7fc42e8269 Add standalone particle culling worker
Co-Authored-By: OpenAI Codex <[email protected]>
2026-11-02 18:25:52 +03:30
martipopsandClaude Opus 5.5 c784009d45 Merge upstream main (controller setup merged) into servers
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-02 05:46:25 -05:00
martipops 493a315a44 Merge branch 'split/fresh-controller-setup' into split/fresh-servers 2026-11-01 22:14:41 -05:00
martipopsandClaude Opus 5.5 fa76a40d45 Merge controller setup (main merged) into servers
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-01 22:10:28 -05:00
martipopsandClaude Opus 5.5 1a5c943591 Merge split/fresh-controller-setup (main merged) into split/fresh-servers
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-01 21:12:07 -05:00
martipopsandClaude Opus 5.5 26af67b082 Merge controller setup (main merged) into servers
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-01 20:54:14 -05:00
martipops 4e4ae63d40 Merge branch 'split/fresh-controller-setup' into split/fresh-servers 2026-11-01 19:32:48 -05:00
martipops 77c58d477d Merge branch 'split/fresh-controller-setup' into split/fresh-servers 2026-11-01 19:19:06 -05:00
martipopsandClaude Opus 5.5 b11536f39a Merge controller Setup (main merged) into servers
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-01 17:58:45 -05:00
martipops 018f9005c3 Merge branch 'split/fresh-controller-setup' into split/fresh-servers 2026-11-01 16:20:20 -05:00
martipops 2cce47fc9d Merge branch 'split/fresh-controller-setup' into split/fresh-servers 2026-11-01 16:14:47 -05:00
martipopsandClaude Opus 5.5 b41cedea4b Localize the online-mode messages for splitscreen players on P1's server
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-01 15:50:34 -05:00
martipops 262ed43366 Merge branch 'split/fresh-controller-setup' into split/fresh-servers 2026-11-01 15:49:24 -05:00
martipopsandOpenAI Codex 78ca40d8a5 Merge current main through server and LAN joins
Co-Authored-By: OpenAI Codex <[email protected]>
2026-11-01 15:36:26 -05:00
martipopsandOpenAI Codex 73f9ba613c Cover native input before reclick and foreground-window selection
Co-Authored-By: OpenAI Codex <[email protected]>
2026-11-01 15:00:02 -05:00
martipopsandOpenAI Codex 81ad72d464 Keep native window handoff test aware of per-player menus
Co-Authored-By: OpenAI Codex <[email protected]>
2026-11-01 14:58:30 -05:00
martipopsandOpenAI Codex a74c13032b Use position stability in native input regression checks
Co-Authored-By: OpenAI Codex <[email protected]>
2026-11-01 14:57:24 -05:00
martipopsandOpenAI Codex 7441ce96da Merge portable native mouse fixture updates
Co-Authored-By: OpenAI Codex <[email protected]>
2026-11-01 14:56:47 -05:00
martipopsandOpenAI Codex c00651d4d0 Keep native desktop tests opt-in with cleanup on setup failure
Co-Authored-By: OpenAI Codex <[email protected]>
2026-11-01 14:56:24 -05:00
martipopsandOpenAI Codex 77cce1d217 Extend native input coverage to both players cameras
Co-Authored-By: OpenAI Codex <[email protected]>
2026-11-01 14:55:14 -05:00
martipops ddacea4d6f Merge native mouse ownership fixes and native input regressions
Co-Authored-By: OpenAI Codex <[email protected]>

# Conflicts:
#	tools/splitscreen_e2e.py
2026-11-01 14:54:11 -05:00
martipops 1e3317a9e2 Merge branch 'split/fresh-controller-setup' into split/fresh-servers 2026-11-01 14:35:44 -05:00
martipops 3a539aa588 Merge branch 'split/fresh-controller-setup' into split/fresh-servers 2026-11-01 14:33:37 -05:00
martipopsandOpenAI Codex 77b7eae96d Validate every splitscreen admission before opening a connection
Apply duplicate-name and online-mode checks to automatic test joins as well as picker selections.

Co-Authored-By: OpenAI Codex <[email protected]>
2026-11-01 14:31:28 -05:00
martipops f7920f30f7 Merge branch 'split/fresh-controller-setup' into split/fresh-servers 2026-11-01 14:31:23 -05:00
martipopsandClaude Opus 5.5 bd7849a6cb Splitscreen: the others join the server P1 is on
From the full feature (#3541): on a server P1 joined over the network (dedicated, LAN,
invite) the other players connect to the same address as their own profiles. Names in the
server's player list can't be picked; an online-mode server refuses offline profiles before
they try; a player turned away while coming in picks again, told why (an online-mode refusal
says each player needs its own account); P1 leaving the server takes everyone with it; the
server's resource packs are asked once, of P1, and the others follow its answer.
Live scenarios: server, packs, dedicated_profiles, integrated_profiles.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-01 14:28:21 -05:00
499 changed files with 61269 additions and 3624 deletions

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+2 -2
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@@ -9,9 +9,9 @@ permissions:
actions: write
jobs:
cancel:
# One of playhorizon's small runners, out of GitHub's shared pool: no checkout, no code of the pull request
# One of our small runners (horizon-light), out of GitHub's pool: no checkout, no code of the pull request
# (docs/ci-runners.md). SELF_HOSTED_CI=off: GitHub's runners.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "playhorizon-light"]') || 'ubuntu-latest' }}
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
steps:
- name: Cancel the pull request's unfinished runs
env:
+107
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@@ -0,0 +1,107 @@
name: cargo-horizon-mod
# `cargo binstall --git https://github.com/horizon-rust/horizon cargo-horizon-mod` (#2120): binstall reads
# [package.metadata.binstall] from crates/cargo-horizon-mod/Cargo.toml and downloads the archive this workflow
# attaches to the tag `cargo-horizon-mod-v<version>`, whose version must be the manifest's. The targets come from
# tools/horizon_mod_binstall.py, the same file the manifest's template is checked against, so a platform added there
# is built here and one nobody publishes is caught before it ships. A pull request builds the archives and publishes
# nothing.
on:
push:
tags: ['cargo-horizon-mod-v*']
pull_request:
paths:
- 'crates/cargo-horizon-mod/**'
- 'tools/horizon_mod_binstall.py'
- '.github/workflows/cargo-horizon-mod.yml'
permissions:
contents: read
jobs:
plan:
runs-on: ubuntu-latest
timeout-minutes: 5
outputs:
platforms: ${{ steps.platforms.outputs.platforms }}
steps:
- uses: actions/checkout@v4
- id: platforms
run: echo "platforms=$(python3 -c 'import json, tools.horizon_mod_binstall as m; print(json.dumps(m.PLATFORMS))')" >> "$GITHUB_OUTPUT"
build:
needs: plan
name: build ${{ matrix.target }}
strategy:
fail-fast: false
matrix:
include: ${{ fromJSON(needs.plan.outputs.platforms) }}
runs-on: ${{ matrix.os }}
timeout-minutes: 30
steps:
- uses: actions/checkout@v4
- uses: dtolnay/rust-toolchain@stable
with:
targets: ${{ matrix.target }}
- name: The aarch64 Linux linker
if: matrix.target == 'aarch64-unknown-linux-gnu'
run: |
sudo apt-get update
sudo apt-get install -y gcc-aarch64-linux-gnu
echo "CARGO_TARGET_AARCH64_UNKNOWN_LINUX_GNU_LINKER=aarch64-linux-gnu-gcc" >> "$GITHUB_ENV"
- name: Build
run: cargo build --release --locked -p cargo-horizon-mod --target ${{ matrix.target }}
- name: It starts
if: matrix.run
shell: bash
run: |
set -euo pipefail
binary="target/${{ matrix.target }}/release/cargo-horizon-mod"
[ -f "$binary.exe" ] && binary="$binary.exe"
out=$("$binary" 2>&1 || true)
case "$out" in
*"usage: cargo horizon-mod"*) ;;
*) echo "$out"; echo "::error::$binary does not start"; exit 1 ;;
esac
- name: Package
shell: bash
run: |
set -euo pipefail
binary="target/${{ matrix.target }}/release/cargo-horizon-mod"
[ -f "$binary.exe" ] && binary="$binary.exe"
mkdir -p dist
tar -czf "dist/$(basename "$binary" | sed 's/\.exe$//')-${{ matrix.target }}.tar.gz" -C "$(dirname "$binary")" "$(basename "$binary")"
- uses: actions/upload-artifact@v4
with:
name: cargo-horizon-mod-${{ matrix.target }}
path: dist/*.tar.gz
if-no-files-found: error
retention-days: 3
publish:
needs: build
if: startsWith(github.ref, 'refs/tags/')
runs-on: ubuntu-latest
timeout-minutes: 10
permissions:
contents: write
steps:
- uses: actions/checkout@v4
- uses: actions/download-artifact@v4
with:
pattern: cargo-horizon-mod-*
path: dist
merge-multiple: true
- name: The tag and the manifest name the same release and archives
run: python3 tools/horizon_mod_binstall.py dist "$GITHUB_REF_NAME"
- name: Checksums
run: |
set -euo pipefail
cd dist
for file in *.tar.gz; do sha256sum "$file" | cut -d' ' -f1 > "$file.sha256"; done
- name: Publish
env:
GH_TOKEN: ${{ github.token }}
run: |
set -euo pipefail
notes="\`cargo binstall --git https://github.com/horizon-rust/horizon cargo-horizon-mod\`"
if gh release view "$GITHUB_REF_NAME" >/dev/null 2>&1; then
gh release upload "$GITHUB_REF_NAME" dist/* --clobber
else
gh release create "$GITHUB_REF_NAME" dist/* --latest=false --title "cargo-horizon-mod ${GITHUB_REF_NAME#cargo-horizon-mod-v}" --notes "$notes"
fi
+28 -9
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@@ -27,13 +27,18 @@ jobs:
# One job, not one per check: each job takes a runner from the organisation's shared pool, and with every pull request
# and every merge to main starting this workflow, three jobs a run left the pool's queue tens of minutes deep.
#
# Where: GitHub's runners. With the repository variable SELF_HOSTED_CI=all (for when that pool is full: their 4 CPUs
# are about one GitHub runner, docs/ci-runners.md), main's pushes and this repository's own pull requests run on
# playhorizon's checks runners (label playhorizon-ci); a fork's pull request never does (and the runners refuse it
# themselves). There the build folder persists (CARGO_TARGET_DIR, outside the checkout), so the apt packages,
# Python and the Rust cache steps are GitHub's only.
# Where (docs/ci-runners.md): our checks runners (label horizon-checks: the desktop's, an isolated user, so a fork's
# pull request runs there too) take the pull requests whose number ends in 0 or 1, about what their three runners
# can do; GitHub's runners take the others and main's pushes (which also save the Rust cache GitHub's pull request
# runs read), so both pools work at once. The repository variable SELF_HOSTED_CI moves them: `all` every job to
# ours, `light` (the desktop paused) or `off` every job to GitHub's. On ours the build folder persists
# (CARGO_TARGET_DIR, outside the checkout), so the apt packages, Python and the Rust cache steps are GitHub's only.
verify:
runs-on: ${{ vars.SELF_HOSTED_CI == 'all' && (github.event_name != 'pull_request' || github.event.pull_request.head.repo.full_name == github.repository) && fromJSON('["self-hosted", "linux", "playhorizon-ci"]') || 'ubuntu-latest' }}
runs-on: >-
${{ vars.SELF_HOSTED_CI != 'off' && vars.SELF_HOSTED_CI != 'light' && (vars.SELF_HOSTED_CI == 'all' ||
github.event_name == 'pull_request' && (endsWith(format('{0}', github.event.pull_request.number), '0') ||
endsWith(format('{0}', github.event.pull_request.number), '1'))) &&
fromJSON('["self-hosted", "linux", "horizon-checks"]') || 'ubuntu-latest' }}
timeout-minutes: 45
steps:
- uses: actions/checkout@v4
@@ -63,6 +68,16 @@ jobs:
else
python tools/check_public_tree.py --history
fi
# Our runners as GitHub's: some Python tests compile Rust with a bare `rustc` (GitHub's image has a default
# toolchain, our runners' own rustup homes may not), and the GPU tests find no adapter there, so they return
# early. Ours have Mesa's software Vulkan for parity; a backend Linux lacks keeps the tests from it, so a pull
# request's verify doesn't depend on which pool took it (#8627: a GPU test that flakes on lavapipe).
- name: Our runners as GitHub's (a default Rust toolchain, no GPU)
if: runner.environment != 'github-hosted'
run: |
rustup toolchain install stable --profile minimal --component rustfmt --component clippy
rustup default stable
echo "WGPU_BACKEND=dx12" >> "$GITHUB_ENV"
- name: Test offline research tooling
run: python -m unittest discover -s tests -v
- name: Install Rust toolchain and the ALSA and udev headers the client links against
@@ -104,7 +119,11 @@ jobs:
# changes it or a crate it builds is checked here, and so is every push to main: two pull requests can each pass
# alone and break it together (#2059 and the registry ratings did, 2026-10-26).
launcher:
runs-on: ${{ vars.SELF_HOSTED_CI == 'all' && (github.event_name != 'pull_request' || github.event.pull_request.head.repo.full_name == github.repository) && fromJSON('["self-hosted", "linux", "playhorizon-ci"]') || 'ubuntu-latest' }}
runs-on: >-
${{ vars.SELF_HOSTED_CI != 'off' && vars.SELF_HOSTED_CI != 'light' && (vars.SELF_HOSTED_CI == 'all' ||
github.event_name == 'pull_request' && (endsWith(format('{0}', github.event.pull_request.number), '0') ||
endsWith(format('{0}', github.event.pull_request.number), '1'))) &&
fromJSON('["self-hosted", "linux", "horizon-checks"]') || 'ubuntu-latest' }}
timeout-minutes: 45
steps:
- uses: actions/checkout@v4
@@ -145,8 +164,8 @@ jobs:
# a harness, an oracle, a probe or the runner, or carries the run-parity label (run-parity.yml, when it is added).
parity-scope:
if: github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository
# A git diff of this repository's own branch: one of playhorizon's small runners (docs/ci-runners.md).
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "playhorizon-light"]') || 'ubuntu-latest' }}
# A git diff of this repository's own branch: one of our small runners (horizon-light, docs/ci-runners.md).
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
outputs:
run: ${{ steps.scope.outputs.run }}
steps:
+4 -4
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@@ -29,8 +29,8 @@ jobs:
# the skipped runs of ordinary comments must not cancel a waiting one.
concurrency:
group: claim-${{ github.event.issue.number }}
# One of playhorizon's small runners, out of GitHub's shared pool: main's script only (docs/ci-runners.md).
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "playhorizon-light"]') || 'ubuntu-latest' }}
# One of our small runners (horizon-light), out of GitHub's pool: main's script only (docs/ci-runners.md).
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
timeout-minutes: 5
permissions:
contents: read
@@ -56,8 +56,8 @@ jobs:
run: python3 tools/ci/claim_command.py command
release:
if: github.event_name != 'issue_comment' && github.repository == 'horizon-rust/horizon'
# One of playhorizon's small runners, out of GitHub's shared pool: main's script only (docs/ci-runners.md).
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "playhorizon-light"]') || 'ubuntu-latest' }}
# One of our small runners (horizon-light), out of GitHub's pool: main's script only (docs/ci-runners.md).
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
timeout-minutes: 10
permissions:
contents: read
+4 -1
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@@ -17,7 +17,8 @@ permissions:
contents: read
jobs:
check:
runs-on: ubuntu-latest
# Our checks runners (label horizon-checks, docs/ci-runners.md); SELF_HOSTED_CI=light or off: GitHub's.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && vars.SELF_HOSTED_CI != 'light' && fromJSON('["self-hosted", "linux", "horizon-checks"]') || 'ubuntu-latest' }}
timeout-minutes: 20
defaults:
run:
@@ -25,7 +26,9 @@ jobs:
steps:
- uses: actions/checkout@v4
- run: rustup toolchain install stable --profile minimal --component rustfmt --component clippy
# Ours keep their build folder between jobs.
- uses: Swatinem/rust-cache@v2
if: runner.environment == 'github-hosted'
with:
workspaces: crates/horizon-mod-registry
save-if: ${{ github.ref == 'refs/heads/main' }}
+2 -1
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@@ -21,7 +21,8 @@ concurrency:
jobs:
check:
runs-on: ubuntu-latest
# One of our small runners (label horizon-light, docs/ci-runners.md): main's script, Mojang's public manifest.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
timeout-minutes: 10
steps:
- uses: actions/checkout@v4
+2 -1
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@@ -253,7 +253,8 @@ jobs:
# Tells the thread that asked for this build how it ended. A conflict `pick` already explained there.
needs: [pick, build, sign, publish]
if: always() && inputs.issue != '' && needs.pick.result == 'success'
runs-on: ubuntu-latest
# One comment, no checkout and no secret: one of our small runners (label horizon-light, docs/ci-runners.md).
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
timeout-minutes: 5
permissions:
issues: write
+2 -2
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@@ -19,9 +19,9 @@ jobs:
concurrency:
group: overlap-note-${{ github.event.pull_request.number }}
cancel-in-progress: true
# One of playhorizon's small runners, out of GitHub's shared pool: it runs main's script only (above), so a fork's
# One of our small runners (horizon-light), out of GitHub's pool: it runs main's script only (above), so a fork's
# pull request runs none of its code there (docs/ci-runners.md). SELF_HOSTED_CI=off: GitHub's runners.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "playhorizon-light"]') || 'ubuntu-latest' }}
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
timeout-minutes: 10
permissions:
contents: read
+14 -3
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@@ -22,17 +22,24 @@ env:
jobs:
bench:
runs-on: ubuntu-latest
# Our checks runners (label horizon-checks, docs/ci-runners.md): the branch and the base on the same machine, as
# the comparison needs. SELF_HOSTED_CI=light or off: GitHub's.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && vars.SELF_HOSTED_CI != 'light' && fromJSON('["self-hosted", "linux", "horizon-checks"]') || 'ubuntu-latest' }}
timeout-minutes: 90
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Install Rust and the ALSA and udev headers
env:
HOSTED: ${{ runner.environment == 'github-hosted' }}
run: |
sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
if [ "$HOSTED" = true ]; then
sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
fi
rustup toolchain install stable --profile minimal
- uses: Swatinem/rust-cache@v2
if: runner.environment == 'github-hosted'
with:
shared-key: pack-bench
- name: Bench the branch
@@ -46,11 +53,15 @@ jobs:
SCALE: ${{ inputs.scale || '1' }}
run: |
git fetch https://github.com/horizon-rust/horizon.git "$BASE"
# Our runners keep the folder beside the checkout between jobs.
git worktree remove --force ../base 2> /dev/null || rm -rf ../base
git worktree prune
git worktree add ../base FETCH_HEAD
cp crates/horizon-client-render/examples/pack_load_bench.rs ../base/crates/horizon-client-render/examples/
# A bench row that times a function the base lacks keeps it from building there: then
# the branch's own rows compare the two ways.
(cd ../base && CARGO_TARGET_DIR="$GITHUB_WORKSPACE/target" cargo run --profile fast -p horizon-client-render \
target=${CARGO_TARGET_DIR:-$GITHUB_WORKSPACE/target}
(cd ../base && CARGO_TARGET_DIR="$target" cargo run --profile fast -p horizon-client-render \
--example pack_load_bench -- --scale "$SCALE") > base.md \
|| echo "The bench does not build on the base." > base.md
- name: Summary
+2 -2
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@@ -16,9 +16,9 @@ jobs:
label:
# Title-only edits change nothing: skip them before a runner starts.
if: github.event.action != 'edited' || github.event.changes.body != null
# One of playhorizon's small runners, out of GitHub's shared pool: it runs main's script only (above), so a fork's
# One of our small runners (horizon-light), out of GitHub's pool: it runs main's script only (above), so a fork's
# pull request runs none of its code there (docs/ci-runners.md). SELF_HOSTED_CI=off: GitHub's runners.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "playhorizon-light"]') || 'ubuntu-latest' }}
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
timeout-minutes: 5
permissions:
contents: read
+4 -1
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@@ -17,7 +17,8 @@ permissions:
contents: read
jobs:
check:
runs-on: ubuntu-latest
# Our checks runners (label horizon-checks, docs/ci-runners.md); SELF_HOSTED_CI=light or off: GitHub's.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && vars.SELF_HOSTED_CI != 'light' && fromJSON('["self-hosted", "linux", "horizon-checks"]') || 'ubuntu-latest' }}
timeout-minutes: 20
defaults:
run:
@@ -25,7 +26,9 @@ jobs:
steps:
- uses: actions/checkout@v4
- run: rustup toolchain install stable --profile minimal --component rustfmt --component clippy
# Ours keep their build folder between jobs.
- uses: Swatinem/rust-cache@v2
if: runner.environment == 'github-hosted'
with:
workspaces: crates/horizon-telemetry-server
save-if: ${{ github.ref == 'refs/heads/main' }}
+2 -1
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@@ -21,7 +21,8 @@ jobs:
startsWith(github.event.comment.body, '/reopen') ||
startsWith(github.event.comment.body, '/label') ||
startsWith(github.event.comment.body, '/unlabel'))
runs-on: ubuntu-latest
# One of our small runners (label horizon-light, docs/ci-runners.md): main's script only, as above.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
timeout-minutes: 5
permissions:
contents: read
Generated
+14
View File
@@ -1429,6 +1429,7 @@ dependencies = [
"horizon-world",
"log",
"miniz_oxide 0.8.9",
"mio",
"naga",
"objc2 0.6.5",
"objc2-app-kit 0.3.2",
@@ -1445,6 +1446,7 @@ dependencies = [
"ureq",
"wgpu",
"winit",
"xxhash-rust",
"zip",
]
@@ -2315,6 +2317,18 @@ dependencies = [
"simd-adler32",
]
[[package]]
name = "mio"
version = "1.2.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1788edb87fdc09c7e26304471e2f5be8cdefb1b6930d6e3985fc02ff53bf86ee"
dependencies = [
"libc",
"log",
"wasi",
"windows-sys 0.61.2",
]
[[package]]
name = "multiversion_no_op"
version = "1.0.0"
+3
View File
@@ -14,6 +14,9 @@ Apache-2.0; both licenses are in that folder (`LICENSE.MIT`, `LICENSE.APACHE`).
fixes to its GLSL frontend that shader packs need, each applied in the commit that needed it. It is licensed under MIT or Apache-2.0; both licenses
are in that folder (`LICENSE.MIT`, `LICENSE.APACHE`).
The GLSL frontend also resets the common type for each comma-separated declarator so one
variable's array specifier does not change later variables.
## libmimalloc-sys and mimalloc
`third_party/libmimalloc-sys` is [libmimalloc-sys](https://github.com/purpleprotocol/mimalloc_rust)
@@ -0,0 +1,27 @@
# Particle culling review measurements — 2026-11-02
Ordinary-scene captures and measurements for PR #7054. The scene contains 24 mobs, about 9,400–10,100 rain particles, and about 50–100 campfire smoke particles. Two opposite-order passes were run with 2 s warmup and 8 s measurement per condition. Host: Intel Core i7-3770S, Intel HD Graphics 4000, Vulkan/Mesa, 675×727, render distance 4, VSync off, 260 FPS cap.
These are means of the two samples. CPU is the harness's average CPU time per frame; p99 is frame time. The normal scene is not expected to show large gains because most particles are visible.
| Condition | FPS | CPU ms/frame | Frame p99 ms |
| --- | ---: | ---: | ---: |
| Main, culling Off | 88.39 | 1.930 | 23.85 |
| Particle branch, culling Off | 88.55 | 1.828 | 24.88 |
| Main, Entity Culling Synchronous | 89.12 | 1.887 | 23.07 |
| Particle branch, Entity Culling Synchronous, Particle Culling Off | 89.06 | 1.897 | 25.18 |
| Particle Culling Synchronous | 88.87 | 1.774 | 24.94 |
| Particle Culling Asynchronous* | 89.00 | 1.754 | 24.90 |
*The asynchronous samples predate the final switch to a dedicated particle worker. They are retained only as historical context and are not a measurement of the final worker implementation. No FPS improvement is claimed from these ordinary-scene runs. The Off path delegates directly to `render`; `disabled_culled_render_matches_the_regular_particle_path` checks that it produces the same vertices.
The FPS and CPU differences are within run-to-run variability for this GPU-limited scene. The first four conditions are the reviewer's requested Main-versus-branch default and existing synchronous-mode comparisons. Particle Sync/Async rows are branch-internal mode comparisons.
## Captures
The screenshots show the same ordinary test world and FPS overlay:
- `main-off.png`
- `particle-off.png`
- `particle-sync.png`
- `particle-async.png`
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@@ -6,6 +6,14 @@ license.workspace = true
rust-version = "1.86"
description = "cargo horizon-mod new/build/run/check: make Horizon content mods (docs/mods.md)"
# `cargo binstall --git https://github.com/horizon-rust/horizon cargo-horizon-mod` (#2120) reads this: the archive
# `cargo-horizon-mod`'s workflow attaches to the `cargo-horizon-mod-v<version>` release for the runner's target,
# holding the binary at its root. tools/horizon_mod_binstall.py expands it for the workflow's targets.
[package.metadata.binstall]
pkg-url = "https://github.com/horizon-rust/horizon/releases/download/cargo-horizon-mod-v{ version }/{ name }-{ target }.tar.gz"
bin-dir = "{ bin }{ binary-ext }"
pkg-fmt = "tgz"
[dependencies]
horizon-mods = { path = "../horizon-mods", default-features = false, features = ["index"] }
serde_json = "1.0.151"
+60
View File
@@ -100,6 +100,66 @@ impl ResourceSource for Bundled {
"assets/horizon/lang/ur_pk.json" => {
include_str!("../../horizon-client/assets/horizon/lang/ur_pk.json")
}
"assets/horizon/lang/fa_ir.json" => {
include_str!("../../horizon-client/assets/horizon/lang/fa_ir.json")
}
"assets/horizon/lang/he_il.json" => {
include_str!("../../horizon-client/assets/horizon/lang/he_il.json")
}
"assets/horizon/lang/hu_hu.json" => {
include_str!("../../horizon-client/assets/horizon/lang/hu_hu.json")
}
"assets/horizon/lang/ro_ro.json" => {
include_str!("../../horizon-client/assets/horizon/lang/ro_ro.json")
}
"assets/horizon/lang/da_dk.json" => {
include_str!("../../horizon-client/assets/horizon/lang/da_dk.json")
}
"assets/horizon/lang/fi_fi.json" => {
include_str!("../../horizon-client/assets/horizon/lang/fi_fi.json")
}
"assets/horizon/lang/no_no.json" => {
include_str!("../../horizon-client/assets/horizon/lang/no_no.json")
}
"assets/horizon/lang/bg_bg.json" => {
include_str!("../../horizon-client/assets/horizon/lang/bg_bg.json")
}
"assets/horizon/lang/sk_sk.json" => {
include_str!("../../horizon-client/assets/horizon/lang/sk_sk.json")
}
"assets/horizon/lang/lt_lt.json" => {
include_str!("../../horizon-client/assets/horizon/lang/lt_lt.json")
}
"assets/horizon/lang/it_it.json" => {
include_str!("../../horizon-client/assets/horizon/lang/it_it.json")
}
"assets/horizon/lang/nl_nl.json" => {
include_str!("../../horizon-client/assets/horizon/lang/nl_nl.json")
}
"assets/horizon/lang/vi_vn.json" => {
include_str!("../../horizon-client/assets/horizon/lang/vi_vn.json")
}
"assets/horizon/lang/th_th.json" => {
include_str!("../../horizon-client/assets/horizon/lang/th_th.json")
}
"assets/horizon/lang/ja_jp.json" => {
include_str!("../../horizon-client/assets/horizon/lang/ja_jp.json")
}
"assets/horizon/lang/ar_sa.json" => {
include_str!("../../horizon-client/assets/horizon/lang/ar_sa.json")
}
"assets/horizon/lang/pt_br.json" => {
include_str!("../../horizon-client/assets/horizon/lang/pt_br.json")
}
"assets/horizon/lang/cs_cz.json" => {
include_str!("../../horizon-client/assets/horizon/lang/cs_cz.json")
}
"assets/horizon/lang/sv_se.json" => {
include_str!("../../horizon-client/assets/horizon/lang/sv_se.json")
}
"assets/horizon/lang/el_gr.json" => {
include_str!("../../horizon-client/assets/horizon/lang/el_gr.json")
}
"assets/horizon/lang/de_de.json" | "assets/horizon/lang/de_at.json" => {
include_str!("../../horizon-client/assets/horizon/lang/de_de.json")
}
+4
View File
@@ -63,6 +63,10 @@ ab_glyph = "0.2.32"
log = "0.4"
chrono = { version = "0.4.42", default-features = false, features = ["clock", "std"] }
flate2 = { version = "1.1.10", default-features = false, features = ["zlib-rs", "runtime_detection"] }
# The network threads of a server's players: epoll, kqueue or Windows' AFD (lan/io_pool.rs).
mio = { version = "1.2.4", features = ["os-poll", "net"] }
# Shared chunk frames are found by one keyed 128-bit hash of their body (lan/conn.rs SharedFrames).
xxhash-rust = { version = "0.8.19", features = ["xxh3"] }
horizon-theme = { path = "../horizon-theme" }
# Opt-in data collection: the game keeps, the launcher sends (docs/telemetry.md); `live` is
# the anonymous "I'm playing" ping the game sends itself (`heartbeat.rs`).
@@ -0,0 +1,826 @@
//! Draws a scene `horizon-ctl render-capture DIR` wrote, offscreen, from its camera, with the
//! real `Renderer`, and prints GPU and CPU milliseconds per frame and Horizon's own passes'
//! GPU times as JSON (docs/graphics.md, "Render capture and replay").
//! `cargo run --release -p horizon-client-render --example scene_replay -- DIR [--frames 300]
//! [--warmup 60] [--yaw-offsets 0,90,180,270] [--texture-filtering 0|1|2] [--anisotropy-bit N]
//! [--mipmaps N] [--lod-distance CHUNKS] [--render-distance CHUNKS] [--size WxH]
//! [--section-draws flat|indirect] [--section-cull on|off] [--section-sides on|off]
//! [--gpu-culling on|off] [--root RESOURCES] [--screenshot PNG]
//! [--world SAVE --leaf-culling MODE] [--memory on]`
//! `--screenshot` saves the first view's last frame, after the timed frames.
//! `--world` meshes the captured sections again from that save's region files
//! (blocks, biomes and saved light; `ao`, `biomeBlendRadius` and `cutoutLeaves`
//! from `./options.txt`) with `--leaf-culling` (default `off`), so a mesher
//! change can be measured on the captured view. A section whose 3x3 columns are
//! not all saved keeps its captured mesh.
//! `--memory on` adds the renderer's largest GPU resources and, on macOS, the process's
//! physical footprint by category (`footprint`), taken after the timed frames.
use horizon_client_render::{
assets::{Assets, RenderAssets},
biome::Biomes,
blocks::BlockFacts,
chunk::{BIOME_STRATEGY, Chunk, ColumnLayout, Light, block_strategy},
fast_hash::{FxHashMap, FxHashSet},
gfx::{
PreparedTextures, Renderer, ScreenshotRequest,
capture::{self, AtlasCheck, Scene},
panorama::Faces,
},
graphics::LeafCullingMode,
hud::HudBatch,
lod::TileKey,
mesher::{MeshScratch, MeshTables, Mesher, SectionMesh, packed},
models,
};
use horizon_core::{
biome::{BiomeZoom, obfuscate_seed},
paletted::PalettedContainer,
};
use horizon_world::{
chunk::BlockState,
nbt::{Limits, NamedTag, Tag},
region::RegionFile,
registry::BlockRegistry,
};
use serde_json::{Value, json};
use std::{
path::{Path, PathBuf},
sync::{
Arc,
atomic::{AtomicUsize, Ordering},
},
time::{Duration, Instant},
};
use winit::{
application::ApplicationHandler,
event::WindowEvent,
event_loop::{ActiveEventLoop, EventLoop},
window::{Window, WindowId},
};
// The game's allocator, so that `--memory`'s footprint is the game's: the system heap kept
// gigabytes of the meshes `--world` frees dirty.
#[global_allocator]
static ALLOCATOR: horizon_threads::Allocator = horizon_threads::ALLOCATOR;
#[derive(Default)]
struct Options {
dir: PathBuf,
frames: usize,
warmup: usize,
yaw_offsets: Vec<f32>,
root: Option<PathBuf>,
texture_filtering: Option<i32>,
anisotropy_bit: Option<i32>,
mipmaps: Option<u32>,
lod_distance: Option<u32>,
render_distance: Option<i32>,
size: Option<[u32; 2]>,
flat: Option<bool>,
cull: Option<bool>,
sides: Option<bool>,
gpu_culling: Option<bool>,
screenshot: Option<PathBuf>,
world: Option<PathBuf>,
leaf_culling: LeafCullingMode,
memory: bool,
}
fn on_off(value: &str) -> Result<bool, String> {
match value {
"on" | "flat" => Ok(true),
"off" | "indirect" => Ok(false),
other => Err(format!("expected on or off, got {other}")),
}
}
fn options() -> Result<Options, String> {
let mut o = Options {
frames: 300,
warmup: 60,
yaw_offsets: vec![0.0],
..Default::default()
};
let mut args = std::env::args().skip(1);
let mut dir = None;
while let Some(arg) = args.next() {
if !arg.starts_with("--") {
dir = Some(PathBuf::from(arg));
continue;
}
let value = args.next().ok_or(format!("{arg} needs a value"))?;
let number = |v: &str| v.parse::<i64>().map_err(|e| format!("{arg}: {e}"));
match arg.as_str() {
"--frames" => o.frames = number(&value)?.max(1) as usize,
"--warmup" => o.warmup = number(&value)?.max(0) as usize,
"--yaw-offsets" => {
o.yaw_offsets = value
.split(',')
.map(|v| v.trim().parse::<f32>().map_err(|e| format!("{arg}: {e}")))
.collect::<Result<_, _>>()?
}
"--root" => o.root = Some(value.into()),
"--texture-filtering" => o.texture_filtering = Some(number(&value)? as i32),
"--anisotropy-bit" => o.anisotropy_bit = Some(number(&value)? as i32),
"--mipmaps" => o.mipmaps = Some(number(&value)?.max(0) as u32),
"--lod-distance" => o.lod_distance = Some(number(&value)?.max(0) as u32),
"--render-distance" => o.render_distance = Some(number(&value)?.max(0) as i32),
"--size" => {
let (w, h) = value.split_once('x').ok_or("--size takes WxH")?;
o.size = Some([number(w)? as u32, number(h)? as u32]);
}
"--section-draws" => o.flat = Some(on_off(&value)?),
"--section-cull" => o.cull = Some(on_off(&value)?),
"--section-sides" => o.sides = Some(on_off(&value)?),
"--gpu-culling" => o.gpu_culling = Some(on_off(&value)?),
"--screenshot" => o.screenshot = Some(value.into()),
"--world" => o.world = Some(value.into()),
"--memory" => o.memory = on_off(&value)?,
"--leaf-culling" => {
o.leaf_culling = LeafCullingMode::ALL
.into_iter()
.find(|mode| mode.name() == value)
.ok_or(format!("no leaf culling mode {value}"))?;
}
other => return Err(format!("unknown option {other}")),
}
}
o.dir = dir.ok_or("the capture directory is required")?;
Ok(o)
}
/// Milliseconds: average, median, 95th percentile and slowest, over `samples`.
fn summary(samples: &[f32]) -> Value {
if samples.is_empty() {
return Value::Null;
}
let mut sorted = samples.to_vec();
sorted.sort_by(f32::total_cmp);
let at = |q: f32| sorted[((sorted.len() - 1) as f32 * q).round() as usize];
json!({
"avg": samples.iter().sum::<f32>() / samples.len() as f32,
"min": sorted[0],
"p10": at(0.1),
"p50": at(0.5),
"p95": at(0.95),
"max": sorted[sorted.len() - 1],
"samples": samples.len(),
})
}
fn ms(d: Duration) -> f32 {
d.as_secs_f32() * 1000.0
}
fn replay(window: Arc<Window>) -> Result<(), Box<dyn std::error::Error>> {
let o = options()?;
let scene = Scene::read(&o.dir)?;
let settings = &scene.settings;
let root = o.root.clone().unwrap_or_else(|| settings.resources.clone());
let loading = Instant::now();
let assets = Assets::load(&root)?;
let render = assets.reload(&root)?;
if AtlasCheck::of(&render) != settings.atlas {
return Err(format!(
"the block sprites at {} are not the ones the capture was made with (resource packs \
or mods?): pass --root with the game's resource root",
root.display()
)
.into());
}
let one = [255u8; 4];
let zero = [0u8; 4];
let prepared = PreparedTextures::new(
&render.pixels,
render.sprite_size,
render.texture_layers,
&render.sprite_mips,
(&zero[..], 1),
)
.with_pbr(
&render.pbr_normals,
&render.pbr_specular,
render.pbr_size,
render.texture_layers,
);
let mut renderer = pollster::block_on(Renderer::new(
window,
true,
&render.pixels,
render.sprite_size,
render.sprite_minimum_size,
render.texture_layers,
&render.sprite_mips,
&render.animations,
(&one[..], 1, 1),
(&zero[..], 1, 1),
(&zero[..], 1, 1),
(&zero[..], 1),
Arc::new(Faces::colour([0, 0, 0, 255])),
Some(prepared),
None,
settings.graphics_api(),
settings.translucent_batching,
false,
))?;
let state = &scene.renderer;
let [width, height] = o.size.unwrap_or(state.size);
renderer.resize(width, height);
renderer.gamma = state.gamma;
renderer.fullbright = state.fullbright;
renderer.improved_transparency = state.improved_transparency;
renderer.animated_textures = state.animated_textures;
let filtering = o.texture_filtering.unwrap_or(settings.texture_filtering);
let anisotropy = o.anisotropy_bit.unwrap_or(settings.anisotropy_bit);
renderer.set_texture_filtering(filtering, anisotropy);
renderer.set_mipmap_levels(o.mipmaps.unwrap_or(settings.mipmap_levels));
renderer.set_world_post(
settings.resolution_scale,
settings.fxaa,
settings.taa,
settings.upscale,
);
let mut notes = Vec::new();
let mut note = |what: &str, result: horizon_client_render::Result<()>| {
if let Err(e) = result {
notes.push(format!("{what}: {e}"));
}
};
note(
"section-draws",
renderer.set_flat_draws(o.flat.unwrap_or(state.flat_draws)),
);
note(
"section-cull",
renderer.set_section_cull(o.cull.unwrap_or(state.section_cull)),
);
note(
"gpu-culling",
renderer.set_gpu_culling(o.gpu_culling.unwrap_or(state.gpu_culling)),
);
renderer.set_section_sides(o.sides.unwrap_or(state.section_sides));
renderer.set_pass_timing(true);
let layout = ColumnLayout::of_level(state.min_y, state.sections as i32 * 16);
if layout != ColumnLayout::VANILLA {
renderer.clear_sections(layout);
}
// Near sections first: with no far tile resident yet, none fades in.
let camera = scene.frame.camera;
let column = |x: f64| (x.floor() as i32) >> 4;
let (cx, cz) = (column(camera[0]), column(camera[2]));
let near = |x: i32, z: i32| {
o.render_distance
.is_none_or(|r| (x - cx).pow(2) + (z - cz).pow(2) <= r * r)
};
let (mut remeshed, mut world_report) = (FxHashMap::default(), Value::Null);
if let Some(world) = &o.world {
let keys: Vec<[i32; 3]> = section_keys(&o.dir)?
.into_iter()
.filter(|&[x, _, z]| near(x, z))
.collect();
let started = Instant::now();
remeshed = remesh(world, &root, &assets, &render, o.leaf_culling, &keys)?;
world_report = json!({
"save": world.display().to_string(),
"leaf_culling": o.leaf_culling.name(),
"remeshed": remeshed.len(),
"kept": keys.len() - remeshed.len(),
"remesh_ms": ms(started.elapsed()),
});
}
let leaf_layers = leaf_layers(&render);
let (mut sections, mut quads, mut leaf_quads) = (0, 0usize, 0usize);
let mut packed_quads = 0usize;
capture::read_meshes(&o.dir, "sections", |[x, y, z], captured| {
if near(x, z) {
let mesh = remeshed.remove(&[x, y, z]).unwrap_or(captured);
quads += mesh.solid.len() / 4;
packed_quads += packed::packed_quads(&mesh.packed, mesh.solid.len() / 4);
leaf_quads += mesh
.solid
.iter()
.filter(|v| leaf_layers.contains(&v.layer))
.count()
/ 4;
renderer.upload((x, y, z), &mesh);
sections += 1;
}
})?;
let mut tiles: Vec<(TileKey, SectionMesh)> = Vec::new();
capture::read_meshes(&o.dir, "tiles", |[x, z, level], mesh| {
let key = TileKey {
x,
z,
level: level as u8,
};
let [ox, _, oz] = key.origin();
let half = f64::from(key.size()) / 2.0;
let (dx, dz) = (
f64::from(ox) + half - camera[0],
f64::from(oz) + half - camera[2],
);
let near = o
.lod_distance
.is_none_or(|d| (dx * dx + dz * dz).sqrt() <= f64::from(d) * 16.0);
if near {
tiles.push((key, mesh));
}
})?;
let tile_count = tiles.len();
if !tiles.is_empty() {
let cutout: FxHashSet<(i32, i32)> = scene.lod_cutout.iter().copied().collect();
renderer.queue_lods(tiles, Vec::new(), Some(cutout));
renderer.upload_lods(Duration::from_secs(3600));
}
let loaded_ms = ms(loading.elapsed());
let hud = HudBatch::new([width, height]);
let mut views = Vec::new();
for &offset in &o.yaw_offsets {
let mut frame = scene.frame(&hud);
frame.yaw += offset;
frame.eye_rotation[0] += offset;
if let Some(r) = o.render_distance {
frame.distance = (r * 16) as f32;
frame.detail_distance = frame.distance;
}
let draw = |renderer: &mut Renderer| -> horizon_client_render::Result<Duration> {
if frame.cave_culling {
renderer.start_occlusion(frame.camera, frame.distance);
}
let started = Instant::now();
renderer.render(&frame)?;
Ok(started.elapsed())
};
for _ in 0..o.warmup {
draw(&mut renderer)?;
}
renderer.gpu_times.clear();
let (mut call, mut encode, mut gpu) = (Vec::new(), Vec::new(), Vec::new());
for _ in 0..o.frames {
call.push(ms(draw(&mut renderer)?));
encode.push(ms(renderer.last_encode));
gpu.append(&mut renderer.gpu_times);
}
// Timestamps arrive a few frames late: a few more of the same frame bring them in.
for _ in 0..16 {
if gpu.len() >= o.frames {
break;
}
draw(&mut renderer)?;
gpu.append(&mut renderer.gpu_times);
}
gpu.truncate(o.frames);
if let Some(path) = o.screenshot.as_ref().filter(|_| views.is_empty()) {
renderer.screenshot_result = None;
renderer.screenshot = Some(ScreenshotRequest {
path: path.clone(),
size: None,
scaled: false,
});
for _ in 0..32 {
draw(&mut renderer)?;
if renderer.screenshot_result.is_some() {
break;
}
}
match renderer.screenshot_result.take() {
Some(Ok(_)) => {}
Some(Err(e)) => notes.push(format!("screenshot: {e}")),
None => notes.push("screenshot: not saved".into()),
}
}
views.push(json!({
"yaw_offset": offset,
"gpu_ms": summary(&gpu),
"render_call_ms": summary(&call),
"cpu_encode_ms": summary(&encode),
"gpu_passes_median_ms": renderer
.own_pass_times()
.into_iter()
.map(|(name, ms)| (name, json!(ms)))
.collect::<serde_json::Map<_, _>>(),
"drawn_sections": renderer.drawn_sections,
"section_draws": renderer.section_draws,
"section_draw_calls": renderer.section_draw_calls,
// Occlusion culling's last result: boxes hidden, boxes tested, share of solid
// indices hidden.
"culled": renderer.culled_sections(),
}));
}
let section_draws = if renderer.flat_draws() {
"flat"
} else {
"indirect"
};
let memory = o.memory.then(|| memory_report(&renderer));
let report = json!({
"capture": o.dir.display().to_string(),
"adapter": renderer.info.name,
"captured_on": state.adapter,
"size": [width, height],
"sections": sections,
"solid_quads": quads,
"leaf_quads": leaf_quads,
// Solid quads uploaded as one record each (`mesher::packed`).
"packed_quads": packed_quads,
"world": world_report,
"tiles": tile_count,
"load_ms": loaded_ms,
"frames": o.frames,
"warmup": o.warmup,
"settings": {
"texture_filtering": filtering,
"anisotropy_bit": anisotropy,
"mipmaps": o.mipmaps.unwrap_or(settings.mipmap_levels),
"lod_distance": o.lod_distance,
"render_distance": o.render_distance,
"section_draws": section_draws,
"section_cull": renderer.section_cull(),
"section_sides": renderer.section_sides(),
"gpu_culling": renderer.gpu_culling(),
"shader_pack_left_out": state.shader_pack,
},
"notes": notes,
"views": views,
"memory": memory,
});
println!("{}", serde_json::to_string_pretty(&report)?);
Ok(())
}
fn mb(bytes: u64) -> f64 {
(bytes as f64 / 1048576.0 * 10.0).round() / 10.0
}
/// `--memory`: the renderer's census in MiB and, on macOS, `footprint`'s summary of this
/// process (GPU buffers and textures count as IOAccelerator memory there).
fn memory_report(renderer: &Renderer) -> Value {
let gpu: serde_json::Map<String, Value> = renderer
.gpu_census()
.into_iter()
.map(|(name, bytes)| (format!("{name}_mb"), json!(mb(bytes))))
.collect();
let footprint = std::process::Command::new("/usr/bin/footprint")
.args(["-f", "bytes", "-p", &std::process::id().to_string()])
.output()
.ok()
.map(|out| String::from_utf8_lossy(&out.stdout).into_owned());
let footprint = footprint.map(|text| {
let mut total = None;
let mut categories = Vec::new();
for line in text.lines() {
if let Some(at) = line.find("Footprint: ") {
total = line[at + 11..]
.split_whitespace()
.next()
.and_then(|v| v.parse::<u64>().ok());
}
// " <dirty> B <clean> B <reclaimable> B <regions> <category>"
let words: Vec<&str> = line.split_whitespace().collect();
if words.len() >= 8
&& words[1] == "B"
&& let Ok(dirty) = words[0].parse::<u64>()
&& dirty >= 1 << 20
{
categories.push(json!([words[7..].join(" "), mb(dirty)]));
}
}
json!({ "total_mb": total.map(mb), "dirty_by_category_mb": categories })
});
json!({ "gpu": gpu, "footprint": footprint })
}
struct App;
impl ApplicationHandler for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
let window = Arc::new(
event_loop
.create_window(Window::default_attributes().with_visible(false))
.unwrap(),
);
if let Err(error) = replay(window) {
eprintln!("scene_replay: {error}");
std::process::exit(1);
}
event_loop.exit();
}
fn window_event(&mut self, _: &ActiveEventLoop, _: WindowId, _: WindowEvent) {}
}
fn main() {
EventLoop::new().unwrap().run_app(&mut App).unwrap();
}
/// The captured sections' keys, from the index alone.
fn section_keys(dir: &Path) -> Result<Vec<[i32; 3]>, Box<dyn std::error::Error>> {
#[derive(serde::Deserialize)]
struct Key {
key: [i32; 3],
}
let records: Vec<Key> = serde_json::from_reader(std::io::BufReader::new(std::fs::File::open(
dir.join("sections.json"),
)?))?;
Ok(records.into_iter().map(|r| r.key).collect())
}
/// Sprite layers of every leaves block, as terrain vertices carry them (with or
/// without `OPAQUE_LAYER`).
fn leaf_layers(render: &RenderAssets) -> FxHashSet<u16> {
render
.sprite_layers
.iter()
.filter(|(name, _)| name.ends_with("_leaves"))
.flat_map(|(_, &layer)| {
[
layer as u16,
layer as u16 | horizon_client_render::mesher::OPAQUE_LAYER,
]
})
.collect()
}
/// `--world`: the sections `keys` meshed again from `save`'s overworld region
/// files, on every core, as the game's workers mesh them.
fn remesh(
save: &Path,
root: &Path,
assets: &Assets,
render: &RenderAssets,
leaf_culling: LeafCullingMode,
keys: &[[i32; 3]],
) -> Result<FxHashMap<[i32; 3], SectionMesh>, Box<dyn std::error::Error>> {
let facts = BlockFacts::load(root, assets.registry)?;
let visibility = models::load_visibility(root, assets.registry)?;
let tables = MeshTables::new(assets, render, &facts, visibility)?;
let biomes = Biomes::load(root)?;
let seed = world_seed(save).unwrap_or_else(|| {
eprintln!(
"scene_replay: no seed in {}, biome blending uses 0",
save.display()
);
0
});
let options = std::fs::read_to_string("options.txt").unwrap_or_default();
let option = |key: &str| {
options
.lines()
.find_map(|l| l.strip_prefix(key)?.strip_prefix(':').map(str::to_owned))
};
let smooth_lighting = option("ao").is_none_or(|v| v == "true");
let cutout_leaves = option("cutoutLeaves").is_none_or(|v| v == "true");
let blend_radius = option("biomeBlendRadius")
.and_then(|v| v.parse().ok())
.unwrap_or(2);
let mut columns: Vec<(i32, i32)> = keys
.iter()
.flat_map(|&[x, _, z]| {
(-1..=1).flat_map(move |dz| (-1..=1).map(move |dx| (x + dx, z + dz)))
})
.collect();
columns.sort_unstable();
columns.dedup();
let threads = std::thread::available_parallelism().map_or(4, |n| n.get());
let region_dir = save.join("dimensions/minecraft/overworld/region");
let next = AtomicUsize::new(0);
let chunks: FxHashMap<(i32, i32), Chunk> = std::thread::scope(|scope| {
let workers: Vec<_> = (0..threads)
.map(|_| {
scope.spawn(|| {
let mut files: FxHashMap<(i32, i32), Option<RegionFile>> = FxHashMap::default();
let mut out = Vec::new();
loop {
let i = next.fetch_add(1, Ordering::Relaxed);
let Some(&(x, z)) = columns.get(i) else {
break;
};
let file = files.entry((x >> 5, z >> 5)).or_insert_with(|| {
RegionFile::open(region_dir.join(format!(
"r.{}.{}.mca",
x >> 5,
z >> 5
)))
.ok()
});
let root = file
.as_mut()
.and_then(|f| {
f.read(horizon_core::position::ChunkPos::new(x, z))
.ok()
.flatten()
})
.and_then(|record| record.nbt(Limits::default()).ok());
if let Some(chunk) =
root.and_then(|root| decode(&root, assets.registry, &biomes))
{
out.push(((x, z), chunk));
}
}
out
})
})
.collect();
workers
.into_iter()
.flat_map(|w| w.join().unwrap())
.collect()
});
let meshable: Vec<[i32; 3]> = keys
.iter()
.copied()
.filter(|&[x, _, z]| {
(-1..=1).all(|dz| (-1..=1).all(|dx| chunks.contains_key(&(x + dx, z + dz))))
})
.collect();
let next = AtomicUsize::new(0);
let meshes = std::thread::scope(|scope| {
let workers: Vec<_> = (0..threads)
.map(|_| {
scope.spawn(|| {
let mut mesher = Mesher {
nether_shading: false,
shader_pack_lighting: false,
separate_ao: false,
assets,
render,
tables: &tables,
biomes: &biomes,
visibility: tables.visibility.clone(),
zoom: BiomeZoom::new(obfuscate_seed(seed)),
blend_radius,
smooth_lighting,
cutout_leaves,
translucent_layers: &[],
leaf_culling,
};
let mut scratch = MeshScratch::default();
let mut out = Vec::new();
loop {
let i = next.fetch_add(1, Ordering::Relaxed);
let Some(&[x, y, z]) = meshable.get(i) else {
break;
};
let region: [[Option<&Chunk>; 3]; 3] = std::array::from_fn(|dz| {
std::array::from_fn(|dx| {
chunks.get(&(x + dx as i32 - 1, z + dz as i32 - 1))
})
});
let mut mesh =
mesher.mesh_reusing(&region, y, SectionMesh::default(), &mut scratch);
mesh.sort_solid();
out.push(([x, y, z], mesh));
}
out
})
})
.collect();
workers
.into_iter()
.flat_map(|w| w.join().unwrap())
.collect::<FxHashMap<_, _>>()
});
Ok(meshes)
}
/// The world seed: `data/minecraft/world_gen_settings.dat`, or level.dat's
/// `Data.WorldGenSettings` in older saves.
fn world_seed(save: &Path) -> Option<i64> {
let read = |path: PathBuf| {
horizon_world::datafix::files::read_dat(&path)
.ok()
.flatten()
};
let seed = |tag: Option<&Tag>| match tag?.get("seed")? {
Tag::Long(seed) => Some(*seed),
_ => None,
};
seed(
read(save.join("data/minecraft/world_gen_settings.dat"))
.as_ref()
.and_then(|t| t.get("data")),
)
.or_else(|| {
seed(
read(save.join("level.dat"))?
.get("Data")?
.get("WorldGenSettings"),
)
})
}
/// A saved full chunk's blocks, biomes and light, as the client's own save
/// loader reads them (`save::decode_lit`, in horizon-client).
fn decode(root: &NamedTag, registry: &BlockRegistry, biomes: &Biomes) -> Option<Chunk> {
let tag = &root.tag;
let text = |t: Option<&Tag>| match t {
Some(Tag::String(s)) => Some(s.to_string_lossy().to_string()),
_ => None,
};
if text(tag.get("Status")).is_some_and(|s| s != "minecraft:full" && s != "full") {
return None;
}
if tag.get("isLightOn") != Some(&Tag::Byte(1)) {
return None;
}
let (Some(Tag::Int(x)), Some(Tag::Int(z))) = (tag.get("xPos"), tag.get("zPos")) else {
return None;
};
let mut chunk = Chunk::with_layout(*x, *z, ColumnLayout::VANILLA);
let air = registry.default_state("minecraft:air")?.0;
let Some(Tag::List(sections)) = tag.get("sections") else {
return Some(chunk);
};
let longs = |t: Option<&Tag>| match t {
Some(Tag::LongArray(data)) => Some(data.iter().map(|&w| w as u64).collect::<Vec<_>>()),
_ => None,
};
let mut layers = vec![(None, None); chunk.sections.len()];
for section in sections {
let Some(Tag::Byte(y)) = section.get("Y") else {
continue;
};
let Some(si) = chunk.section_index(i32::from(*y) * 16) else {
continue;
};
let target = Arc::make_mut(&mut chunk.sections[si]);
if let Some(states) = section.get("block_states")
&& let Some(Tag::List(palette)) = states.get("palette")
{
let palette: Vec<u32> = palette
.iter()
.map(|p| {
BlockState::from_nbt(p)
.ok()
.and_then(|s| {
registry.id(&s).or_else(|| {
let default = registry.default_state(&s.name)?;
let mut full = registry.state(default)?.clone();
for (k, v) in &s.properties {
if full.properties.contains_key(k) {
full.properties.insert(k.clone(), v.clone());
}
}
registry.id(&full).or(Some(default))
})
})
.map_or(air, |id| id.0)
})
.collect();
let data = longs(states.get("data"));
if let Ok(blocks) =
PalettedContainer::from_packed(block_strategy(), palette, data.as_deref())
{
target.blocks = blocks;
}
}
if let Some(b) = section.get("biomes")
&& let Some(Tag::List(palette)) = b.get("palette")
{
let palette: Vec<u32> = palette
.iter()
.map(|p| match p {
Tag::String(s) => u32::from(biomes.id(&s.to_string_lossy())),
_ => 0,
})
.collect();
let data = longs(b.get("data"));
if let Ok(container) =
PalettedContainer::from_packed(BIOME_STRATEGY, palette, data.as_deref())
{
target.biomes = container;
}
}
let layer = |name: &str| match section.get(name) {
Some(Tag::ByteArray(a)) if a.len() == 2048 => Some(a.clone()),
_ => None,
};
layers[si] = (layer("SkyLight"), layer("BlockLight"));
}
// `save::load_light`: a section without saved sky light takes the light
// of the blocks above it, from the top of the column down.
let mut above = [15u8; 256];
for (si, (sky, block)) in layers.into_iter().enumerate().rev() {
let mut data = Box::new([0u8; 4096]);
for (i, v) in data.iter_mut().enumerate() {
let nibble =
|layer: &Option<Vec<u8>>| layer.as_ref().map(|l| l[i >> 1] >> ((i & 1) << 2) & 15);
let s = nibble(&sky).unwrap_or(above[i & 255]);
let b = nibble(&block).unwrap_or(0);
*v = s << 4 | b;
}
if sky.is_some() {
for (i, a) in above.iter_mut().enumerate() {
*a = data[i] >> 4;
}
}
let section = Arc::make_mut(&mut chunk.sections[si]);
section.light = Light::Full(data);
section.compact();
}
chunk.lit = true;
chunk.light_loaded = true;
Some(chunk)
}
+37 -5
View File
@@ -207,6 +207,20 @@ impl Assets {
pub fn reload(&self, root: &Path) -> Result<RenderAssets> {
RenderAssets::load(root, self)
}
/// [`Assets::reload`] with the model library already parsed.
///
/// Parsing it reads every model file under `assets/`, which needs no
/// block registry, so a caller that has the files to spare can start
/// it before `Assets::load` finishes and hand the result in here. On
/// a cold cache that is most of a second of reading moved off the
/// critical path.
pub fn reload_with_models(
&self,
root: &Path,
parsed: crate::model_library::ParsedModels,
) -> Result<RenderAssets> {
RenderAssets::load_with_parsed(root, self, true, Some(parsed))
}
/// [`Assets::reload`] for a server, which draws nothing: the sprites'
/// layers, without the block or item models or the textures' pixels.
pub fn reload_for_server(&self, root: &Path) -> Result<RenderAssets> {
@@ -218,6 +232,16 @@ impl RenderAssets {
Self::load_with(root, assets, true)
}
fn load_with(root: &Path, assets: &Assets, draws: bool) -> Result<Self> {
Self::load_with_parsed(root, assets, draws, None)
}
/// `parsed`: the model library when a caller parsed it ahead of this
/// (see [`Assets::reload_with_models`]); otherwise it is parsed here.
fn load_with_parsed(
root: &Path,
assets: &Assets,
draws: bool,
parsed: Option<crate::model_library::ParsedModels>,
) -> Result<Self> {
let registry = assets.registry;
let mut sprites = crate::sprites::Sprites::with_disk_cache(root);
for name in MATERIALS {
@@ -225,17 +249,24 @@ impl RenderAssets {
}
// A server draws no block and no item: its block models (about 24 MB
// baked) and item model library (7 MB) stay empty.
let parsed = if draws {
crate::model_library::ParsedModels::load(root)
} else {
crate::model_library::ParsedModels::default()
let parsed = match parsed {
Some(parsed) => parsed,
None if draws => {
let _step = crate::spans::startup::step("core.models_parse");
crate::model_library::ParsedModels::load(root)
}
None => crate::model_library::ParsedModels::default(),
};
let mut models = if draws {
let _step = crate::spans::startup::step("core.models_bake");
crate::models::prepare_with_models(root, registry, &mut sprites, &parsed)?
} else {
crate::models::PreparedModels::default()
};
let model_library = parsed.into_item_library();
let model_library = {
let _step = crate::spans::startup::step("core.item_library");
parsed.into_item_library()
};
// Fluids are drawn by the fluid renderer, not block models; breaking
// progress uses the destroy-stage overlays.
for name in [
@@ -251,6 +282,7 @@ impl RenderAssets {
sprites.insert(root, &format!("minecraft:block/destroy_stage_{stage}"))?;
}
let fusion = if draws {
let _step = crate::spans::startup::step("core.fusion");
crate::fusion::FusionTextures::load(root, registry, &mut sprites, &mut models.catalog)
} else {
Default::default()
+20 -19
View File
@@ -50,8 +50,9 @@ struct Out {
@builtin(position) clip: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) color: vec4<f32>,
@location(2) spherical: f32,
@location(3) cylindrical: f32,
// The distances fog reads: .x spherical, .y cylindrical. One vec2 rather than two floats, so that
// the fragment stage stays within 14 user-defined inputs plus front_facing (GL's limit of 15, #8195).
@location(2) fog_distance: vec2<f32>,
// entity.vsh's overlayColor: the OverlayTexture texel (see overlay_texel).
@location(5) overlay_color: vec4<f32>,
@location(4) @interpolate(flat) overlay: u32,
@@ -157,11 +158,11 @@ fn entity_vertex(position: vec3<f32>, uv: vec2<f32>,
out.back_color = back;
out.overlay_color = overlay_texel(overlay);
// Sky geometry (clouds, celestial bodies) is exempt from render-distance fog.
out.spherical = select(length(position), 0.0, overlay >= 2u && overlay <= 4u);
out.cylindrical = select(max(length(position.xz), abs(position.y)), 0.0, overlay >= 2u && overlay <= 4u);
out.fog_distance.x = select(length(position), 0.0, overlay >= 2u && overlay <= 4u);
out.fog_distance.y = select(max(length(position.xz), abs(position.y)), 0.0, overlay >= 2u && overlay <= 4u);
out.overlay = overlay;
out.glint_uv = vec2(0.0);
if overlay == 4u { out.spherical = length(position); }
if overlay == 4u { out.fog_distance.x = length(position); }
return out;
}
@vertex fn vs_entity(@location(0) position: vec3<f32>, @location(1) uv: vec2<f32>,
@@ -293,7 +294,7 @@ fn entity_color(in: Out, front: bool) -> vec4<f32> {
color = vec4(c, 1.0);
} else if in.overlay == 4u {
// clouds.fsh: alpha fades out towards the cloud fog end.
return vec4(color.rgb, color.a * (1.0 - linear_fog(in.spherical, 0.0, globals.fog_ends.y)));
return vec4(color.rgb, color.a * (1.0 - linear_fog(in.fog_distance.x, 0.0, globals.fog_ends.y)));
}
if color.a < 0.1 || (in.cull != 0u && !front) { discard; }
// entity.fsh calculateFinalColor: the overlay (hurt red, TNT white) over the
@@ -312,8 +313,8 @@ fn entity_color(in: Out, front: bool) -> vec4<f32> {
textureSample(glint_armor_tex, glint_sampler, armor_glint_uv(in.glint_uv)),
);
}
let f = max(linear_fog(in.spherical, globals.fog.x, globals.fog.y),
linear_fog(in.cylindrical, globals.fog.z, globals.fog.w));
let f = max(linear_fog(in.fog_distance.x, globals.fog.x, globals.fog.y),
linear_fog(in.fog_distance.y, globals.fog.z, globals.fog.w));
return vec4(mix(color.rgb, globals.fog_color.rgb, f * globals.fog_color.a), color.a);
}
@@ -327,8 +328,8 @@ fn entity_color(in: Out, front: bool) -> vec4<f32> {
fn shadow_color(in: Out) -> vec4<f32> {
var color = textureSample(atlas, atlas_sampler, in.uv) * in.color;
color *= in.light_color;
let f = max(linear_fog(in.spherical, globals.fog.x, globals.fog.y),
linear_fog(in.cylindrical, globals.fog.z, globals.fog.w));
let f = max(linear_fog(in.fog_distance.x, globals.fog.x, globals.fog.y),
linear_fog(in.fog_distance.y, globals.fog.z, globals.fog.w));
return vec4(mix(color.rgb, globals.fog_color.rgb, f * globals.fog_color.a), color.a);
}
@@ -347,8 +348,8 @@ fn shadow_color(in: Out) -> vec4<f32> {
let texel = textureSample(atlas, atlas_sampler, uv);
if texel.a < 0.1 { discard; }
// Fog hides a light source and the light on a surface as it hides everything else.
let fogged = max(linear_fog(in.spherical, globals.fog.x, globals.fog.y),
linear_fog(in.cylindrical, globals.fog.z, globals.fog.w)) * globals.fog_color.a;
let fogged = max(linear_fog(in.fog_distance.x, globals.fog.x, globals.fog.y),
linear_fog(in.fog_distance.y, globals.fog.z, globals.fog.w)) * globals.fog_color.a;
if in.tier == 0u {
return vec4(0.0, 0.0, 0.0, hdr_scene_alpha(mix(in.scene, globals.hdr_light.y, fogged)));
}
@@ -379,7 +380,7 @@ fn hdr_mark(tier: u32, y: f32) -> f32 {
// HDR lighting on clouds, drawn again after them with only alpha written: they're lit by the
// sky, so they take its value, which their blending would otherwise cover.
@fragment fn fs_hdr_cloud_mark(in: Out) -> @location(0) vec4<f32> {
let a = in.color.a * (1.0 - linear_fog(in.spherical, 0.0, globals.fog_ends.y));
let a = in.color.a * (1.0 - linear_fog(in.fog_distance.x, 0.0, globals.fog_ends.y));
if a < 0.1 { discard; }
return vec4(0.0, 0.0, 0.0, hdr_scene_alpha(globals.hdr_light.y));
}
@@ -388,8 +389,8 @@ fn celestial_color(in: Out) -> vec4<f32> {
// RenderPipelines.DRAGON_RAYS / rendertype_lightning.fsh: untextured
// vertex colour, with fog fading both RGB and alpha before additive blending.
if in.overlay == 37u {
let fog = max(linear_fog(in.spherical, globals.fog.x, globals.fog.y),
linear_fog(in.cylindrical, globals.fog.z, globals.fog.w));
let fog = max(linear_fog(in.fog_distance.x, globals.fog.x, globals.fog.y),
linear_fog(in.fog_distance.y, globals.fog.z, globals.fog.w));
return in.color * (1.0 - fog);
}
return textureSample(atlas, atlas_sampler, in.uv) * in.color * in.light_color;
@@ -428,8 +429,8 @@ fn energy_swirl_base(in: Out) -> vec4<f32> {
return vec4(color.rgb * (128.0 / 255.0), color.a);
}
fn energy_swirl_fog(in: Out) -> f32 {
let f = max(linear_fog(in.spherical, globals.fog.x, globals.fog.y),
linear_fog(in.cylindrical, globals.fog.z, globals.fog.w));
let f = max(linear_fog(in.fog_distance.x, globals.fog.x, globals.fog.y),
linear_fog(in.fog_distance.y, globals.fog.z, globals.fog.w));
return f * globals.fog_color.a;
}
@fragment fn fs_energy_swirl(in: Out) -> @location(0) vec4<f32> {
@@ -572,7 +573,7 @@ fn weather_color(in: Out) -> vec4<f32> {
var color = textureLoad(atlas, texel, 0) * in.color;
if color.a < 0.1 { discard; }
color *= in.light_color;
let f = max(linear_fog(in.spherical, globals.fog.x, globals.fog.y),
linear_fog(in.cylindrical, globals.fog.z, globals.fog.w));
let f = max(linear_fog(in.fog_distance.x, globals.fog.x, globals.fog.y),
linear_fog(in.fog_distance.y, globals.fog.z, globals.fog.w));
return vec4(mix(color.rgb, globals.fog_color.rgb, f * globals.fog_color.a), color.a);
}
@@ -120,7 +120,7 @@ pub struct Environment {
tracks: HashMap<String, Track>,
base: HashMap<String, [f32; 4]>,
}
#[derive(Clone, Copy, Debug, Default)]
#[derive(Clone, Copy, Debug, Default, serde::Serialize, serde::Deserialize)]
pub struct Sky {
pub sky_color: [f32; 3],
pub fog_color: [f32; 3],
+1 -1
View File
@@ -21,7 +21,7 @@ pub enum FogType {
}
/// The fog uniform (`FogData`).
#[derive(Clone, Copy, Debug, PartialEq)]
#[derive(Clone, Copy, Debug, PartialEq, serde::Serialize, serde::Deserialize)]
pub struct FogData {
pub color: [f32; 4],
pub environmental_start: f32,
+146 -41
View File
@@ -104,8 +104,11 @@ struct FontSet {
providers: Vec<Provider>,
/// Every char drawn looks up here, so the hasher is Fx, not SipHash.
glyphs: crate::fast_hash::FxHashMap<char, Glyph>,
/// `glyphsByWidth` for obfuscated text (built on first use).
by_width: Option<HashMap<u32, Vec<char>>>,
/// `SelectedGlyphs.nonFishy` of the characters whose first glyph has a fishy advance (the
/// others use `glyphs`): what obfuscated text draws.
non_fishy: crate::fast_hash::FxHashMap<char, Glyph>,
/// `glyphsByWidth` for obfuscated text (built on first use), by `ceil(advance)`.
by_width: Option<HashMap<i32, Vec<char>>>,
}
/// The atlas region glyphs are rasterized into, filled in rows.
struct Region {
@@ -258,10 +261,11 @@ fn used_width(pixels: &[u8], stride: u32, (cx, cy, cw, ch): (u32, u32, u32, u32)
})
.map_or(0, |x| x + 1)
}
/// `FontSet.hasFishyAdvance`: a provider glyph whose advance is under 0 or
/// over 32 is not used. `FontSet.computeGlyphInfo` moves on to the next
/// provider that has the character, so a pack's absurd advance cannot widen
/// a line; Horizon keeps one advance per glyph and tests it here.
/// `FontSet.hasFishyAdvance`: an advance under 0 or over 32. Such a glyph is still the one drawn
/// (`SelectedGlyphs.any` is the first provider's); only `SelectedGlyphs.nonFishy`, what obfuscated
/// text draws, moves on to the next provider that has the character. Packs rely on it: a `space`
/// provider's kerning runs from -512 to 512, and a tall bitmap's glyphs pass 32. Horizon keeps one
/// advance per glyph and tests it here.
fn fishy_advance(advance: f32) -> bool {
!(0.0..=32.0).contains(&advance)
}
@@ -674,6 +678,7 @@ impl Font {
FontSet {
providers,
glyphs: Default::default(),
non_fishy: Default::default(),
by_width: None,
}
}
@@ -682,6 +687,7 @@ impl Font {
let mut cache = self.cache.borrow_mut();
for (_, set) in &mut cache.sets {
set.glyphs.clear();
set.non_fishy.clear();
set.by_width = None;
}
cache.region.cursor = (0, 0);
@@ -735,7 +741,7 @@ impl Font {
return *g;
}
let was_full = std::mem::replace(&mut region.full, false);
let found = self.resolve(set, region, c);
let found = self.resolve(set, region, c, false);
// No room: the missing glyph for now, not remembered, so the
// character is tried again once `begin_frame` cleared the region.
let overflowed = std::mem::replace(&mut region.full, was_full);
@@ -747,13 +753,46 @@ impl Font {
set.glyphs.insert(c, glyph);
glyph
}
fn resolve(&self, set: &mut FontSet, region: &mut Region, c: char) -> Option<Glyph> {
/// `FontSet.getRandomGlyph`'s `SelectedGlyphs.nonFishy`: the glyph of the first provider whose
/// advance is not fishy, else the missing glyph. A character whose first glyph is fine has
/// the same one for both.
fn glyph_non_fishy(&self, id: &str, c: char) -> Glyph {
let any = self.glyph_of(id, c);
if !fishy_advance(any.advance) {
return any;
}
let mut cache = self.cache.borrow_mut();
let Cache { sets, region, .. } = &mut *cache;
let Some((_, set)) = sets.iter_mut().find(|(k, _)| k == id) else {
return self.missing;
};
if let Some(g) = set.non_fishy.get(&c) {
return *g;
}
let was_full = std::mem::replace(&mut region.full, false);
let found = self.resolve(set, region, c, true);
let overflowed = std::mem::replace(&mut region.full, was_full);
region.full |= overflowed;
if overflowed {
return self.missing;
}
let glyph = found.unwrap_or(self.missing);
set.non_fishy.insert(c, glyph);
glyph
}
fn resolve(
&self,
set: &mut FontSet,
region: &mut Region,
c: char,
non_fishy: bool,
) -> Option<Glyph> {
let (uniform, japanese) = (self.uniform, self.japanese);
for provider in &mut set.providers {
match provider {
Provider::Space(advances) => {
if let Some(a) = advances.get(&c)
&& !fishy_advance(*a)
&& !(non_fishy && fishy_advance(*a))
{
return Some(Glyph {
rect: None,
@@ -768,10 +807,12 @@ impl Font {
}
Provider::Bitmap(filter, glyphs) if filter.passes(uniform, japanese) => {
match glyphs.get(&c) {
Some(BitmapGlyph::Atlas(g)) if !fishy_advance(g.advance) => {
Some(BitmapGlyph::Atlas(g)) if !(non_fishy && fishy_advance(g.advance)) => {
return Some(*g);
}
Some(BitmapGlyph::Sheet(cell)) if !fishy_advance(cell.glyph.advance) => {
Some(BitmapGlyph::Sheet(cell))
if !(non_fishy && fishy_advance(cell.glyph.advance)) =>
{
let (stride, pixels) = (&cell.sheet.0, &cell.sheet.1);
let mut rgba = Vec::with_capacity((cell.w * cell.h * 4) as usize);
for y in cell.y..cell.y + cell.h {
@@ -791,14 +832,14 @@ impl Font {
Provider::Unihex(filter, def, glyphs) if filter.passes(uniform, japanese) => {
let glyphs = glyphs.get_or_insert_with(|| load_hex(&self.root, def));
if let Some(h) = glyphs.get(&u32::from(c)).copied()
&& !fishy_advance(hex_advance(&h))
&& !(non_fishy && fishy_advance(hex_advance(&h)))
{
return self.rasterize_hex(region, h);
}
}
Provider::TrueType(filter, ttf) if filter.passes(uniform, japanese) => {
if let Some(id) = ttf.ids.get(&c)
&& !fishy_advance(ttf.advance(*id))
&& !(non_fishy && fishy_advance(ttf.advance(*id)))
{
let (glyph, bitmap) = ttf.glyph(*id);
return match bitmap {
@@ -851,7 +892,7 @@ impl Font {
pub fn random_glyph(&self, style: &Style, advance: f32) -> Glyph {
use horizon_core::random::RandomSource;
let id = style.font.as_deref().unwrap_or(DEFAULT);
let width = advance.ceil() as u32;
let width = advance.ceil() as i32;
let pick = {
let mut cache = self.cache.borrow_mut();
let Cache { sets, random, .. } = &mut *cache;
@@ -869,9 +910,9 @@ impl Font {
chars.get(i as usize).copied()
})
};
pick.map_or(self.missing, |c| self.glyph_of(id, c))
pick.map_or(self.missing, |c| self.glyph_non_fishy(id, c))
}
fn glyphs_by_width(&self, set: &mut FontSet) -> HashMap<u32, Vec<char>> {
fn glyphs_by_width(&self, set: &mut FontSet) -> HashMap<i32, Vec<char>> {
let (uniform, japanese) = (self.uniform, self.japanese);
let mut chars = std::collections::BTreeSet::new();
let mut in_atlas = false;
@@ -893,33 +934,31 @@ impl Font {
// Nothing in the atlas: the glyphs below U+0250, rasterized as used.
chars.extend((0..0x250u32).filter_map(char::from_u32));
}
let mut out: HashMap<u32, Vec<char>> = HashMap::new();
let mut out: HashMap<i32, Vec<char>> = HashMap::new();
for c in chars {
if let Some(advance) = self.provider_advance(set, c) {
out.entry(advance.ceil() as u32).or_default().push(c);
out.entry(advance.ceil() as i32).or_default().push(c);
}
}
out
}
/// A character's advance in `set` (its first provider that has it),
/// without rasterizing it.
/// A character's advance in `set` (its first provider that has it, fishy or not, as the
/// by-width table of `FontSet.reload` takes it), without rasterizing it.
fn provider_advance(&self, set: &mut FontSet, c: char) -> Option<f32> {
let (uniform, japanese) = (self.uniform, self.japanese);
for provider in &mut set.providers {
match provider {
Provider::Space(advances) => {
if let Some(a) = advances.get(&c)
&& !fishy_advance(*a)
{
if let Some(a) = advances.get(&c) {
return Some(*a);
}
}
Provider::Bitmap(filter, glyphs) if filter.passes(uniform, japanese) => {
match glyphs.get(&c) {
Some(BitmapGlyph::Atlas(g)) if !fishy_advance(g.advance) => {
Some(BitmapGlyph::Atlas(g)) => {
return Some(g.advance);
}
Some(BitmapGlyph::Sheet(cell)) if !fishy_advance(cell.glyph.advance) => {
Some(BitmapGlyph::Sheet(cell)) => {
return Some(cell.glyph.advance);
}
_ => {}
@@ -927,16 +966,12 @@ impl Font {
}
Provider::Unihex(filter, def, glyphs) if filter.passes(uniform, japanese) => {
let glyphs = glyphs.get_or_insert_with(|| load_hex(&self.root, def));
if let Some(h) = glyphs.get(&u32::from(c))
&& !fishy_advance(hex_advance(h))
{
if let Some(h) = glyphs.get(&u32::from(c)) {
return Some(hex_advance(h));
}
}
Provider::TrueType(filter, ttf) if filter.passes(uniform, japanese) => {
if let Some(id) = ttf.ids.get(&c)
&& !fishy_advance(ttf.advance(*id))
{
if let Some(id) = ttf.ids.get(&c) {
return Some(ttf.advance(*id));
}
}
@@ -1406,12 +1441,13 @@ mod tests {
assert!(!font.take_patches().is_empty());
}
/// `FontSet.computeGlyphInfo`: a provider glyph with an advance outside
/// 0..32 is skipped, so the next provider that has the character is used.
/// `FontSet.computeGlyphInfo`: `SelectedGlyphs.any` is the first provider's glyph, fishy
/// advance or not, and is what is drawn and measured; `nonFishy`, what obfuscated text draws,
/// is the first provider whose advance is within 0..32, else the missing glyph.
#[test]
fn a_fishy_advance_falls_through_to_the_next_provider() {
// 64 opaque columns: the first provider's 'a' would advance 65, past
// the 32 vanilla allows, so the narrow provider's 'a' is the one used.
fn a_fishy_glyph_is_drawn_and_only_obfuscated_text_falls_through() {
// 64 opaque columns: the first provider's 'a' advances 65, past the 32 vanilla
// calls fishy, and the narrow provider's 'a' advances 3.
let wide = png(64, 8, |_, _| true);
let narrow = png(16, 8, |x, _| x < 2);
let def = br#"{"providers":[{"type":"bitmap","file":"minecraft:font/wide.png","ascent":7,"chars":["a"]},{"type":"bitmap","file":"minecraft:font/narrow.png","ascent":7,"chars":["a"]}]}"#;
@@ -1425,11 +1461,80 @@ mod tests {
);
let font = load(&root);
let _ = std::fs::remove_dir_all(&root);
assert_eq!(font.glyph('a').advance, 3.0, "the narrow provider wins");
assert_eq!(font.advance('a', &Style::default()), 3.0);
// Obfuscated text picks a glyph by its own advance: nothing is 65 wide.
let obfuscated = font.random_glyph(&Style::default(), 65.0);
assert_eq!(obfuscated.advance, 6.0, "the missing glyph");
let drawn = font.glyph('a');
assert_eq!(drawn.advance, 65.0, "the first provider's glyph is drawn");
assert!(drawn.rect.is_some());
assert_eq!(font.advance('a', &Style::default()), 65.0);
// The by-width table files 'a' under its first glyph's 65; the glyph it then draws is
// the narrow provider's (`nonFishy`).
assert_eq!(font.random_glyph(&Style::default(), 65.0).advance, 3.0);
// Nothing else is 3 wide in the table, and the missing glyph is 6.
assert_eq!(font.random_glyph(&Style::default(), 3.0).advance, 6.0);
}
/// A `space` provider's shift glyphs (kerning in server packs: -512 to 512) are drawn and
/// measured as they are, and `nonFishy` has nothing else to draw for them.
#[test]
fn space_glyphs_with_any_advance_are_kept() {
let shifts: Vec<i32> = (0..10)
.map(|i| -(1 << i))
.chain((0..10).map(|i| 1 << i))
.collect();
let advances: Vec<String> = shifts
.iter()
.enumerate()
.map(|(i, a)| format!("\"\\ue{:03x}\": {a}", i))
.collect();
let def = format!(
r#"{{"providers":[{{"type":"space","advances":{{{}}}}}]}}"#,
advances.join(",")
);
let root = root(
"space-shifts",
&[("assets/minecraft/font/default.json", def.as_bytes())],
);
let font = load(&root);
let _ = std::fs::remove_dir_all(&root);
for (i, a) in shifts.iter().enumerate() {
let c = char::from_u32(0xe000 + i as u32).unwrap();
assert_eq!(font.glyph(c).advance, *a as f32, "{c:?}");
assert_eq!(font.advance(c, &Style::default()), *a as f32);
}
// Obfuscated text asks for a glyph of a given width: a fishy space has none to give.
let c = char::from_u32(0xe000 + 19).unwrap();
assert_eq!(font.glyph(c).advance, 512.0);
assert_eq!(
font.glyph_non_fishy(DEFAULT, c).advance,
6.0,
"the missing glyph"
);
assert_eq!(font.random_glyph(&Style::default(), 512.0).advance, 6.0);
}
/// Nexo's GUI glyphs: a bitmap `height` of 287 with no advance, so every glyph wider than 31
/// pixels has a fishy advance, and is still drawn.
#[test]
fn a_wide_bitmap_glyph_is_drawn() {
let sheet = png(40, 287, |_, _| true);
let def = br#"{"providers":[{"type":"bitmap","file":"minecraft:font/gui.png","height":287,"ascent":65,"chars":["a"]}]}"#;
let root = root(
"wide-bitmap",
&[
("assets/minecraft/font/default.json", def),
("assets/minecraft/textures/font/gui.png", &sheet),
],
);
let font = load(&root);
let _ = std::fs::remove_dir_all(&root);
let g = font.glyph('a');
assert_eq!(g.advance, 41.0, "the glyph's 40 columns and one");
assert!(g.rect.is_some(), "drawn, not the missing glyph");
assert!(fishy_advance(g.advance));
assert_eq!(
font.glyph_non_fishy(DEFAULT, 'a').advance,
6.0,
"excluded from what obfuscated text draws"
);
}
/// StringDecomposer.iterateFormatted: a `§` that ends a part stops that
File diff suppressed because it is too large. Load diff
+12 -6
View File
@@ -877,6 +877,8 @@ mod tests {
start,
translucent_at,
solid,
solid_slots: u64::from(solid) * 4,
packed: false,
sides: crate::mesher::Sides::unsorted(solid),
translucent,
sort: super::super::translucency::SortState::new(Vec::new()),
@@ -930,11 +932,12 @@ mod tests {
.iter()
.map(|s| (s.page, s.start, s.translucent_at))
.collect();
// The sections with solid quads have records, on page 0.
// The sections with solid quads have records, on page 0, each with
// its cell's box.
let mut records = gpu_culling::Records::default();
for (i, s) in sections.iter_mut().enumerate() {
if s.solid > 0 {
s.gpu_id = Some(records.insert((i as i32, 0, 0), s.page, s.start, s.solid));
s.gpu_id = Some(records.insert(s.record((i as i32, 0, 0), None)));
}
}
let recorded = records.live() as u32;
@@ -957,9 +960,8 @@ mod tests {
let word =
|(page, at): (u32, u64)| read(&device, &queue, arena.buffer(page), at * stride);
for (i, s) in sections.iter().enumerate() {
// Its record names its solid quads where they are now.
let record = (s.solid > 0)
.then(|| gpu_culling::Record::new((i as i32, 0, 0), s.page, s.start, s.solid));
// Its record names its solid quads where they are now, its box kept.
let record = (s.solid > 0).then(|| s.record((i as i32, 0, 0), None));
let held = s.gpu_id.and_then(|id| records.at(id));
assert_eq!(held, record.as_ref(), "split {split}, section {i}");
let Some((page, start, len)) = s.vertex_ranges(split).0 else {
@@ -1014,7 +1016,7 @@ mod tests {
label: None,
entries: &[],
});
let pipeline = |layout: &wgpu::PipelineLayout, label: &str, _: &str, _: &str, _, _| {
let pipeline = |layout: &wgpu::PipelineLayout, label: &str, _: &str, _: &str, _, _, _| {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(label),
layout: Some(layout),
@@ -1071,6 +1073,8 @@ mod tests {
start: 0,
translucent_at: (0, at),
solid: 64,
solid_slots: 64 * 4,
packed: false,
sides: crate::mesher::Sides::unsorted(64),
translucent: 128,
sort: super::super::translucency::SortState::new(Vec::new()),
@@ -1295,6 +1299,8 @@ mod tests {
start: 0,
translucent_at: if indices { (7, 7) } else { at },
solid,
solid_slots: u64::from(solid) * 4,
packed: false,
sides: crate::mesher::Sides::unsorted(solid),
translucent,
sort: super::super::translucency::SortState::new(Vec::new()),
@@ -0,0 +1,574 @@
//! `horizon-ctl render-capture`: what the renderer needs to draw the current frame again
//! without the game, for `examples/scene_replay.rs` (docs/graphics.md, "Render capture and
//! replay").
//!
//! The renderer keeps no CPU copy of the meshes it uploads, so while capturing is on
//! (`Renderer::keep_capture_copies`) it keeps one of every section and far tile mesh as it is
//! handed over, at the mesher-to-renderer seam. A capture writes those of the sections and
//! tiles it holds, the frame's camera and inputs, and the settings that change GPU work. Only
//! the build that wrote a capture reads it.
//!
//! Files: `scene.json` (`Scene`), `sections.json` and `tiles.json` (one `MeshRecord` per mesh,
//! in order), `sections.bin` and `tiles.bin` (each mesh's solid then translucent
//! `TerrainVertex`es), `celestial.bin` (the sun and moon `Vertex`es).
use super::{Frame, Renderer, SectionKey};
use crate::{
Result,
environment::Sky,
fast_hash::{FxHashMap, FxHashSet},
fog::FogData,
graphics::GraphicsApi,
hud::HudBatch,
lod::TileKey,
mesher::{SectionMesh, Sides, TerrainVertex, Vertex},
};
use glam::{DVec3, Mat4, Vec3};
use serde::{Deserialize, Serialize};
use std::{
fs::{self, File},
io::{BufReader, BufWriter, Read, Write},
path::{Path, PathBuf},
};
/// CPU copies of the meshes uploaded since capturing was turned on.
#[derive(Default)]
pub(super) struct Copies {
sections: FxHashMap<SectionKey, SectionMesh>,
tiles: FxHashMap<TileKey, SectionMesh>,
}
impl Copies {
pub(super) fn section(&mut self, key: SectionKey, mesh: &SectionMesh) {
self.sections.insert(key, copy(mesh));
}
/// Columns unloaded (`Renderer::remove_columns`).
pub(super) fn remove_columns(&mut self, columns: &[(i32, i32)]) {
if columns.is_empty() {
return;
}
let gone: FxHashSet<(i32, i32)> = columns.iter().copied().collect();
self.sections
.retain(|&(x, _, z), _| !gone.contains(&(x, z)));
}
pub(super) fn tile(&mut self, key: TileKey, mesh: &SectionMesh) {
self.tiles.insert(key, copy(mesh));
}
pub(super) fn forget_tile(&mut self, key: TileKey) {
self.tiles.remove(&key);
}
pub(super) fn clear_tiles(&mut self) {
self.tiles.clear();
}
}
fn copy(mesh: &SectionMesh) -> SectionMesh {
SectionMesh {
solid: mesh.solid.clone(),
sides: mesh.sides,
translucent: mesh.translucent.clone(),
packed: mesh.packed.clone(),
solid_tints: Vec::new(),
visibility: mesh.visibility,
block_entities: mesh.block_entities.clone(),
lights: mesh.lights.clone(),
sprite_layers: mesh.sprite_layers.clone(),
bounds: mesh.bounds,
keep: mesh.keep,
}
}
/// A capture asked for: where to write it, and the game's settings the renderer does not hold.
pub struct Request {
pub dir: PathBuf,
pub settings: Settings,
}
/// The game's settings that change GPU work, as the game applied them to the renderer.
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct Settings {
/// `GraphicsApi`'s variant name.
pub graphics_api: String,
pub translucent_batching: bool,
/// `textureFiltering` and `maxAnisotropyBit` (`Renderer::set_texture_filtering`).
pub texture_filtering: i32,
pub anisotropy_bit: i32,
pub mipmap_levels: u32,
/// `Renderer::set_world_post`'s arguments.
pub resolution_scale: f32,
pub fxaa: bool,
pub taa: bool,
pub upscale: f32,
/// Chunks.
pub render_distance: i32,
pub lod_distance: u32,
/// The game's prepared resources, where the replay loads the block sprites from.
pub resources: PathBuf,
/// The block sprites the meshes were made against.
pub atlas: AtlasCheck,
}
impl Settings {
pub fn graphics_api(&self) -> GraphicsApi {
GraphicsApi::ALL
.into_iter()
.find(|api| format!("{api:?}") == self.graphics_api)
.unwrap_or_default()
}
}
/// Which block sprite layers the meshes' vertices name: the replay's must be the same.
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct AtlasCheck {
pub sprite_size: u32,
pub texture_layers: u32,
/// FNV-1a of every sprite's name and layer.
pub layers: u64,
}
impl AtlasCheck {
pub fn of(render: &crate::assets::RenderAssets) -> Self {
let mut hash = 0xcbf2_9ce4_8422_2325u64;
for (name, layer) in &render.sprite_layers {
for byte in name.bytes().chain(layer.to_le_bytes()) {
hash = (hash ^ u64::from(byte)).wrapping_mul(0x0000_0100_0000_01b3);
}
}
Self {
sprite_size: render.sprite_size,
texture_layers: render.texture_layers,
layers: hash,
}
}
}
/// The renderer's own state that changes GPU work.
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct RendererState {
pub adapter: String,
pub backend: String,
/// The frame's size in pixels.
pub size: [u32; 2],
/// The column layout: lowest block y and sections.
pub min_y: i32,
pub sections: usize,
pub flat_draws: bool,
pub section_cull: bool,
pub section_sides: bool,
pub gpu_culling: bool,
pub gamma: f32,
pub fullbright: bool,
pub improved_transparency: bool,
pub animated_textures: bool,
/// A shader pack was running; the replay draws without it.
pub shader_pack: bool,
}
/// The cloud inputs of the frame (`clouds::Input`), with the clouds texture.
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct Clouds {
pub texture: (u32, u32, Vec<bool>),
pub uv: [f32; 2],
pub camera: [f64; 3],
pub time: i64,
pub partial_tick: f64,
pub range: i32,
pub fast: bool,
pub color: [f32; 4],
}
/// The frame's camera and the inputs of its globals, sky, fog and lightmap.
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct FrameInputs {
pub camera: [f64; 3],
pub yaw: f32,
pub pitch: f32,
pub fov_degrees: f32,
pub eye: [f64; 3],
pub eye_rotation: [f32; 2],
pub first_person: bool,
pub bob: [f32; 16],
pub spin: [f32; 16],
pub sky: Sky,
pub distance: f32,
pub detail_distance: f32,
pub depth_far: f32,
pub underwater: bool,
pub water_plane: Option<f32>,
pub cave_culling: bool,
pub sky_blocked: bool,
pub skybox: bool,
pub end_sky: bool,
pub end_sky_sprite: Option<[f32; 4]>,
pub environment_fog: Option<(f32, f32)>,
pub water_fog: [f32; 3],
pub fog: Option<FogData>,
pub dark_disc: bool,
pub nether_lighting: bool,
pub glint_alpha: f32,
pub glint_ticks: f32,
pub hand_fov_degrees: f32,
pub stars: Option<([f32; 16], f32)>,
pub clouds: Option<Clouds>,
pub game_time: f32,
pub shader_game_time: f32,
pub end_portal_sprites: [[f32; 4]; 2],
pub crumbling_sprite: [f32; 4],
pub ticks: u64,
pub darkness: (f32, f32),
pub night_vision: f32,
pub block_flicker: f32,
pub boss_darken: f32,
}
/// `scene.json`.
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct Scene {
pub settings: Settings,
pub renderer: RendererState,
pub frame: FrameInputs,
pub sections: usize,
pub tiles: usize,
/// The chunk columns far tiles leave out for full-detail sections.
pub lod_cutout: Vec<(i32, i32)>,
/// `celestial.bin`.
#[serde(skip)]
pub celestial: Vec<Vertex>,
}
/// One mesh of `sections.json` or `tiles.json`; its vertices follow the previous mesh's in
/// the `.bin` file. `key` is (x, section y, z) for a section, (x, z, level) for a tile.
#[derive(Serialize, Deserialize)]
struct MeshRecord {
key: [i32; 3],
solid: usize,
translucent: usize,
sides: Sides,
visibility: u64,
block_entities: Vec<([i32; 3], u32)>,
lights: Vec<([i32; 3], u32)>,
sprite_layers: Vec<u16>,
bounds: Option<[[f32; 3]; 2]>,
keep: bool,
}
/// Writes `name.json` and `name.bin`: (meshes, vertex bytes).
fn write_meshes<'m>(
dir: &Path,
name: &str,
meshes: impl Iterator<Item = ([i32; 3], &'m SectionMesh)>,
) -> Result<(usize, u64)> {
let mut blob = BufWriter::new(File::create(dir.join(format!("{name}.bin")))?);
let mut records = Vec::new();
let mut bytes = 0u64;
for (key, mesh) in meshes {
for part in [&mesh.solid, &mesh.translucent] {
let raw: &[u8] = bytemuck::cast_slice(part.as_slice());
blob.write_all(raw)?;
bytes += raw.len() as u64;
}
records.push(MeshRecord {
key,
solid: mesh.solid.len(),
translucent: mesh.translucent.len(),
sides: mesh.sides,
visibility: mesh.visibility,
block_entities: mesh.block_entities.clone(),
lights: mesh.lights.clone(),
sprite_layers: mesh.sprite_layers.clone(),
bounds: mesh
.bounds
.map(|[min, max]| [min.to_array(), max.to_array()]),
keep: mesh.keep,
});
}
blob.flush()?;
let mut list = BufWriter::new(File::create(dir.join(format!("{name}.json")))?);
serde_json::to_writer(&mut list, &records)?;
list.flush()?;
Ok((records.len(), bytes))
}
/// Reads `name.json` and `name.bin`, handing each mesh to `each` as it is read.
pub fn read_meshes(
dir: &Path,
name: &str,
mut each: impl FnMut([i32; 3], SectionMesh),
) -> Result<()> {
let records: Vec<MeshRecord> = serde_json::from_reader(BufReader::new(File::open(
dir.join(format!("{name}.json")),
)?))?;
let mut blob = BufReader::new(File::open(dir.join(format!("{name}.bin")))?);
for record in records {
let mut solid = vec![<TerrainVertex as bytemuck::Zeroable>::zeroed(); record.solid];
blob.read_exact(bytemuck::cast_slice_mut::<TerrainVertex, u8>(
solid.as_mut_slice(),
))?;
let mut translucent =
vec![<TerrainVertex as bytemuck::Zeroable>::zeroed(); record.translucent];
blob.read_exact(bytemuck::cast_slice_mut::<TerrainVertex, u8>(
translucent.as_mut_slice(),
))?;
each(
record.key,
SectionMesh {
solid,
sides: record.sides,
translucent,
visibility: record.visibility,
block_entities: record.block_entities,
lights: record.lights,
sprite_layers: record.sprite_layers,
bounds: record
.bounds
.map(|[min, max]| [Vec3::from_array(min), Vec3::from_array(max)]),
keep: record.keep,
..Default::default()
},
);
}
Ok(())
}
impl Renderer {
/// Keeps CPU copies of the meshes uploaded from now on, for `render-capture`, or drops
/// them. They start empty: the caller meshes everything again for a complete capture.
pub fn keep_capture_copies(&mut self, on: bool) {
if on != self.capture_copies.is_some() {
self.capture_copies = on.then(Copies::default);
}
}
pub fn keeps_capture_copies(&self) -> bool {
self.capture_copies.is_some()
}
/// Writes the scene `frame` draws to `request.dir` (`render` calls it for `capture`).
pub(super) fn write_capture(
&self,
request: &Request,
frame: &Frame,
) -> Result<serde_json::Value> {
let copies = self
.capture_copies
.as_ref()
.ok_or("no mesh copies kept: render-capture on first")?;
let dir = &request.dir;
fs::create_dir_all(dir)?;
let (sections, section_bytes) = write_meshes(
dir,
"sections",
copies
.sections
.iter()
.map(|(&(x, y, z), mesh)| ([x, y, z], mesh)),
)?;
let standing = self.standing_lods();
let (tiles, tile_bytes) = write_meshes(
dir,
"tiles",
copies
.tiles
.iter()
.filter(|(key, _)| standing.contains(*key))
.map(|(key, mesh)| ([key.x, key.z, i32::from(key.level)], mesh)),
)?;
fs::write(
dir.join("celestial.bin"),
bytemuck::cast_slice::<Vertex, u8>(frame.celestial),
)?;
let scene = Scene {
settings: request.settings.clone(),
renderer: RendererState {
adapter: self.info.name.clone(),
backend: format!("{:?}", self.info.backend),
size: [self.config.width, self.config.height],
min_y: self.layout.min_y(),
sections: self.layout.sections(),
flat_draws: self.flat_draws(),
section_cull: self.section_cull(),
section_sides: self.section_sides(),
gpu_culling: self.gpu_culling(),
gamma: self.gamma,
fullbright: self.fullbright,
improved_transparency: self.improved_transparency,
animated_textures: self.animated_textures,
shader_pack: self.pack_post.is_some() || self.native.is_some(),
},
frame: FrameInputs {
camera: frame.camera.to_array(),
yaw: frame.yaw,
pitch: frame.pitch,
fov_degrees: frame.fov_degrees,
eye: frame.eye.to_array(),
eye_rotation: frame.eye_rotation,
first_person: frame.first_person,
bob: frame.bob.to_cols_array(),
spin: frame.spin.to_cols_array(),
sky: frame.sky,
distance: frame.distance,
detail_distance: frame.detail_distance,
depth_far: frame.depth_far,
underwater: frame.underwater,
water_plane: frame.water_plane,
cave_culling: frame.cave_culling,
sky_blocked: frame.sky_blocked,
skybox: frame.skybox,
end_sky: frame.end_sky,
end_sky_sprite: frame.end_sky_sprite,
environment_fog: frame.environment_fog,
water_fog: frame.water_fog,
fog: frame.fog,
dark_disc: frame.dark_disc,
nether_lighting: frame.nether_lighting,
glint_alpha: frame.glint_alpha,
glint_ticks: frame.glint_ticks,
hand_fov_degrees: frame.hand_fov_degrees,
stars: frame
.stars
.map(|(rotation, brightness)| (rotation.to_cols_array(), brightness)),
clouds: frame.clouds.as_ref().map(|c| Clouds {
texture: c.texture.clone(),
uv: c.uv,
camera: c.camera.to_array(),
time: c.time,
partial_tick: c.partial_tick,
range: c.range,
fast: c.fast,
color: c.color,
}),
game_time: frame.game_time,
shader_game_time: frame.shader_game_time,
end_portal_sprites: frame.end_portal_sprites,
crumbling_sprite: frame.crumbling_sprite,
ticks: frame.ticks,
darkness: frame.darkness,
night_vision: frame.night_vision,
block_flicker: frame.block_flicker,
boss_darken: frame.boss_darken,
},
sections,
tiles,
lod_cutout: self.lod_cutout.iter().copied().collect(),
celestial: Vec::new(),
};
let mut out = BufWriter::new(File::create(dir.join("scene.json"))?);
serde_json::to_writer_pretty(&mut out, &scene)?;
out.flush()?;
Ok(serde_json::json!({
"ok": true,
"dir": dir.display().to_string(),
"sections": sections,
"tiles": tiles,
"vertex_bytes": section_bytes + tile_bytes,
"shader_pack_left_out": scene.renderer.shader_pack,
}))
}
}
impl Scene {
/// Reads `scene.json` and `celestial.bin` (the meshes: `read_meshes`).
pub fn read(dir: &Path) -> Result<Self> {
let mut scene: Scene =
serde_json::from_reader(BufReader::new(File::open(dir.join("scene.json"))?))?;
let bytes = fs::read(dir.join("celestial.bin"))?;
let size = std::mem::size_of::<Vertex>();
let mut celestial = vec![<Vertex as bytemuck::Zeroable>::zeroed(); bytes.len() / size];
let len = celestial.len() * size;
bytemuck::cast_slice_mut::<Vertex, u8>(celestial.as_mut_slice())
.copy_from_slice(&bytes[..len]);
scene.celestial = celestial;
Ok(scene)
}
/// The captured frame: its camera, sky, fog, clouds, sun, moon and stars, without
/// entities, particles, weather, the hand, the outline or the HUD.
pub fn frame<'a>(&'a self, hud: &'a HudBatch) -> Frame<'a> {
let f = &self.frame;
Frame {
weather: &[],
weather_time: crate::weather::Time::new(0, 0.0),
camera: DVec3::from_array(f.camera),
yaw: f.yaw,
pitch: f.pitch,
fov_degrees: f.fov_degrees,
eye: DVec3::from_array(f.eye),
eye_rotation: f.eye_rotation,
first_person: f.first_person,
bob: Mat4::from_cols_array(&f.bob),
spin: Mat4::from_cols_array(&f.spin),
sky: f.sky,
shadow_scene_revision: (0, 0),
shadow_cache: false,
distance: f.distance,
detail_distance: f.detail_distance,
depth_far: f.depth_far,
underwater: f.underwater,
water_plane: f.water_plane,
cave_culling: f.cave_culling,
title: false,
sky_blocked: f.sky_blocked,
skybox: f.skybox,
end_sky: f.end_sky,
end_sky_sprite: f.end_sky_sprite,
environment_fog: f.environment_fog,
water_fog: f.water_fog,
fog: f.fog,
dark_disc: f.dark_disc,
outline: Vec::new(),
outline_after_terrain: false,
outline_high_contrast: false,
debug_lines: &[],
debug_lines_on_top: &[],
debug_crosshair: &[],
hud,
glint_alpha: f.glint_alpha,
glint_ticks: f.glint_ticks,
nether_lighting: f.nether_lighting,
entities: &[],
static_block_entities: &[],
visible_static_block_entity_sections: &[],
static_block_entity_stats: Default::default(),
entity_motion: &[],
entity_spans: &[],
skin: None,
glowing: &[],
dynamic_lights: &[],
colored_lights: &[],
emissive_layers: &[],
clouds: f.clouds.as_ref().map(|c| crate::clouds::Input {
texture: &c.texture,
uv: c.uv,
camera: DVec3::from_array(c.camera),
time: c.time,
partial_tick: c.partial_tick,
range: c.range,
fast: c.fast,
color: c.color,
}),
lightning: Default::default(),
additive: &[],
see_through: &[],
shadow_only: &[],
celestial: &self.celestial,
stars: f
.stars
.map(|(rotation, brightness)| (Mat4::from_cols_array(&rotation), brightness)),
hand: &[],
hand_fov_degrees: f.hand_fov_degrees,
screen: &[],
pack: Default::default(),
border: None,
game_time: f.game_time,
shader_game_time: f.shader_game_time,
end_portal_sprites: f.end_portal_sprites,
crumbling_sprite: f.crumbling_sprite,
ticks: f.ticks,
darkness: f.darkness,
night_vision: f.night_vision,
block_flicker: f.block_flicker,
boss_darken: f.boss_darken,
chunk_fade: 0.0,
post_effects: crate::post_chain::Request::none(),
menu_blur: None,
}
}
}
@@ -0,0 +1,486 @@
//! A resource pack's `core/rendertype_lines` shader on the block outline (`RenderTypes.LINES`,
//! and `secondaryBlockOutline` under a high contrast one): an outline its fragment shader colours
//! or animates. Without one the outline draws natively (`vs_line` in terrain.wgsl).
use glam::Mat4;
use horizon_shaders::{CoreProgram, Glue};
/// The outline's edges (`pack_lines::layout`: start, end, ARGB colour and width per instance) as
/// vanilla's lines: four vertices an edge, the start twice and the end twice, the side
/// `gl_VertexIndex % 2`, as `vs_line` draws them.
pub(crate) const GLUE: Glue = Glue {
inputs: &[
("Position", "vec3"),
("Color", "vec4"),
("Normal", "vec3"),
("LineWidth", "float"),
],
prelude: "layout(location = 0) in vec3 hz_start;\n\
layout(location = 1) in vec3 hz_end;\n\
layout(location = 2) in vec4 hz_argb;\n\
layout(location = 3) in float hz_width;",
// ARGB in a little-endian u32 reads as B, G, R, A. ShapeRenderer's normal: the direction.
setup: "Position = hz_start; if (int(gl_VertexIndex) >= 2) Position = hz_end; \
Color = hz_argb.zyxw; Normal = normalize(hz_end - hz_start); LineWidth = hz_width;",
// 26.3's ProjMat already has wgpu's reversed 0 to 1 depth (Projection: zZeroToOne).
finish: "",
vertex_id: "int(gl_VertexIndex)",
};
/// Each uniform block's offset in the one buffer (`core_shader::BLOCKS` order).
const BLOCK_OFFSETS: [u64; 4] = [0, 256, 512, 768];
const BLOCK_SIZES: [u64; 4] = [48, 64, 160, 48];
pub(super) struct CoreLines {
lines: wgpu::RenderPipeline,
secondary: wgpu::RenderPipeline,
group: wgpu::BindGroup,
uniform: wgpu::Buffer,
}
impl CoreLines {
pub(super) fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
program: &CoreProgram,
) -> Option<Self> {
// A pack's shader is untrusted: the backend failing to compile it is an internal error.
let validation = device.push_error_scope(wgpu::ErrorFilter::Validation);
let internal = device.push_error_scope(wgpu::ErrorFilter::Internal);
let module = |label, module: &naga::Module| {
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some(label),
source: wgpu::ShaderSource::Naga(std::borrow::Cow::Owned(module.clone())),
})
};
let vertex = module("Resource pack lines (vertex)", &program.vertex);
let fragment = module("Resource pack lines (fragment)", &program.fragment);
// Vanilla's LINES pipeline has no samplers: a pack that reads one is not used. The
// blocks' sizes are checked here too, not at the draw: a pack's own larger block fails
// in this scope.
let entries: Vec<wgpu::BindGroupLayoutEntry> = (0..4)
.map(|binding| wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new(BLOCK_SIZES[binding as usize]),
},
count: None,
})
.collect();
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Resource pack lines"),
entries: &entries,
});
let uniform = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Resource pack lines uniforms"),
size: 1024,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let resources: Vec<wgpu::BindGroupEntry> = (0..4)
.map(|i| wgpu::BindGroupEntry {
binding: i as u32,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &uniform,
offset: BLOCK_OFFSETS[i],
size: wgpu::BufferSize::new(BLOCK_SIZES[i]),
}),
})
.collect();
let group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Resource pack lines"),
layout: &layout,
entries: &resources,
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Resource pack lines"),
bind_group_layouts: &[Some(&layout)],
..Default::default()
});
// The built-in outline's state: a strip per edge, reversed-Z depth test, translucent.
let pipeline = |label, depth_write| {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(label),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &vertex,
entry_point: Some("main"),
compilation_options: Default::default(),
buffers: &[Some(super::pack_lines::layout())],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: Some(depth_write),
depth_compare: Some(wgpu::CompareFunction::GreaterEqual),
stencil: Default::default(),
bias: Default::default(),
}),
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &fragment,
entry_point: Some("main"),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview_mask: None,
cache: None,
})
};
let lines = pipeline("Resource pack block outline", true);
let secondary = pipeline("Resource pack block outline secondary", false);
let internal = pollster::block_on(internal.pop());
if let Some(e) = internal.or(pollster::block_on(validation.pop())) {
log::warn!("the resource pack's rendertype_lines shader is not used: {e}");
return None;
}
Some(Self {
lines,
secondary,
group,
uniform,
})
}
pub(super) fn uniform(&self) -> &wgpu::Buffer {
&self.uniform
}
/// Draw `edges` (instances of the outline buffer bound at slot 0) with the pack's shader:
/// the secondary stroke without depth writes. The caller sets its own group 0 again after.
pub(super) fn draw(
&self,
pass: &mut wgpu::RenderPass<'_>,
secondary: bool,
edges: std::ops::Range<u32>,
) {
pass.set_pipeline(if secondary {
&self.secondary
} else {
&self.lines
});
pass.set_bind_group(0, &self.group, &[]);
pass.draw(0..4, edges);
}
}
/// The std140 blocks: `Globals` (`post_chain::Globals::bytes`), `Projection` (`jitter`, the lens
/// and the view bob `pose`, as vanilla's projection matrix carries it), `DynamicTransforms` (the
/// camera's rotation with the PERSPECTIVE `layering` scale, colour modulator white) and `Fog`
/// (`fog`: environmental start and end, render distance start and end, sky end, clouds end).
/// `ProjMat · ModelViewMat` is `vs_line`'s `view_proj` with its layering scale.
pub(super) fn uniforms(
globals: [u8; 48],
view: &super::View,
pose: Mat4,
jitter: Mat4,
layering: f32,
fog_color: [f32; 4],
fog: [f32; 6],
) -> Vec<u8> {
let projection = jitter * view.projection * pose;
let model_view = view.view * Mat4::from_scale(glam::Vec3::splat(layering));
let mut data = vec![0f32; 256];
data[64..80].copy_from_slice(&projection.to_cols_array());
let transforms = 128;
data[transforms..transforms + 16].copy_from_slice(&model_view.to_cols_array());
data[transforms + 16..transforms + 32].copy_from_slice(&Mat4::IDENTITY.to_cols_array());
data[transforms + 32..transforms + 36].fill(1.0);
data[192..196].copy_from_slice(&fog_color);
data[196..202].copy_from_slice(&fog);
let mut bytes: Vec<u8> = bytemuck::cast_slice(&data).to_vec();
bytes[..48].copy_from_slice(&globals);
bytes
}
#[cfg(test)]
mod tests {
use super::*;
use glam::{Vec3, Vec4};
const INCLUDES: [(&str, &str); 3] = [
(
"minecraft:shaders/include/globals.glsl",
"layout(std140) uniform Globals {\n ivec3 CameraBlockPos;\n float GlintAlpha;\n vec3 CameraOffset;\n float GameTime;\n vec2 ScreenSize;\n int MenuBlurRadius;\n int UseRgss;\n};\n",
),
(
"minecraft:shaders/include/dynamictransforms.glsl",
"layout(std140) uniform DynamicTransforms {\n mat4 ModelViewMat;\n mat4 TextureMat;\n vec4 ColorModulator;\n vec3 ModelOffset;\n};\n",
),
(
"minecraft:shaders/include/projection.glsl",
"layout(std140) uniform Projection {\n mat4 ProjMat;\n};\n",
),
];
fn include(id: &str) -> Option<String> {
INCLUDES
.iter()
.find(|(path, _)| *path == id)
.map(|(_, text)| (*text).to_owned())
}
/// 26.3's `rendertype_lines.vsh` in shape: a stroke `LineWidth` pixels wide across the
/// screen-space direction of `Normal`, its side from `gl_VertexIndex % 2`.
const LINES_VSH: &str = "#version 330\n#extension GL_ARB_separate_shader_objects : require\n\
#include <minecraft:globals.glsl>\n#include <minecraft:dynamictransforms.glsl>\n#include <minecraft:projection.glsl>\n\
layout(location = 0) in vec3 Position;\nlayout(location = 1) in vec4 Color;\n\
layout(location = 2) in vec3 Normal;\nlayout(location = 3) in float LineWidth;\n\
layout(location = 2) out vec4 vertexColor;\n\
const mat4 SHRINK = mat4(0.99, 0.0, 0.0, 0.0, 0.0, 0.99, 0.0, 0.0, 0.0, 0.0, 0.99, 0.0, 0.0, 0.0, 0.0, 1.0);\n\
void main() {\n vec4 from = ProjMat * SHRINK * ModelViewMat * vec4(Position, 1.0);\n\
vec4 to = ProjMat * SHRINK * ModelViewMat * vec4(Position + Normal, 1.0);\n\
vec2 along = normalize((to.xy / to.w - from.xy / from.w) * ScreenSize);\n\
vec2 side = vec2(-along.y, along.x) * LineWidth / ScreenSize;\n\
if (gl_VertexIndex % 2 == 0) {\n side = -side;\n }\n\
gl_Position = vec4(from.xy / from.w + side, from.z / from.w, 1.0) * from.w;\n\
vertexColor = Color;\n}\n";
/// An RGB outline pack's fragment shader in shape: the colour from `GameTime`.
const RGB_FSH: &str = "#version 330\n#extension GL_ARB_separate_shader_objects : require\n\
#include <minecraft:globals.glsl>\n\
layout(location = 2) in vec4 vertexColor;\nlayout(location = 0) out vec4 fragColor;\n\
void main() {\n fragColor = vec4(GameTime, 1.0 - GameTime, vertexColor.b, 1.0);\n}\n";
/// ProjMat · ModelViewMat (with the vertex shader's shrink between them) is `vs_line`'s
/// view_proj on the layered, shrunk position: the pack's outline sits where the built-in one
/// does, view bob and TAA jitter included.
#[test]
fn the_pack_matrices_put_the_outline_where_vs_line_does() {
let view = super::super::View::screen(37.0, -21.0, 70.0, 16.0 / 9.0, 256.0);
let pose =
Mat4::from_rotation_z(0.02) * Mat4::from_translation(Vec3::new(0.01, -0.03, 0.0));
let jitter = Mat4::from_translation(Vec3::new(0.0004, -0.0002, 0.0));
let layering = 1.0 - 1.0 / 4096.0;
let bytes = uniforms([0; 48], &view, pose, jitter, layering, [0.0; 4], [0.0; 6]);
let data: Vec<f32> = bytes
.as_chunks()
.0
.iter()
.map(|b| f32::from_le_bytes(*b))
.collect();
let projection = Mat4::from_cols_slice(&data[64..80]);
let model_view = Mat4::from_cols_slice(&data[128..144]);
assert_eq!(&data[160..164], &[1.0; 4], "ColorModulator");
let shrink = 1.0 - 1.0 / 256.0;
for p in [Vec3::new(1.5, -0.2, 3.0), Vec3::new(-4.0, 2.0, -0.5)] {
let pack =
projection * Mat4::from_scale(Vec3::splat(shrink)) * model_view * p.extend(1.0);
let native = jitter * view.view_proj(pose) * (p * layering * shrink).extend(1.0);
let error: Vec4 = (pack - native).abs();
assert!(
error.max_element() < 1e-5 * native.w.abs(),
"{pack} {native}"
);
}
}
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()?;
pollster::block_on(adapter.request_device(&Default::default())).ok()
}
/// One edge across the middle of a 64 by 64 target, 4 pixels wide, blue (ARGB `ff0000ff`),
/// at `GameTime` 0.25, drawn with `program`: the RGBA rows read back.
fn draw_edge(device: &wgpu::Device, queue: &wgpu::Queue, program: &CoreProgram) -> Vec<u8> {
const SIZE: u32 = 64;
let lines = CoreLines::new(device, wgpu::TextureFormat::Rgba8Unorm, program)
.expect("the pack's pipelines");
let target = |format, usage| {
device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: SIZE,
height: SIZE,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | usage,
view_formats: &[],
})
};
let color = target(
wgpu::TextureFormat::Rgba8Unorm,
wgpu::TextureUsages::COPY_SRC,
);
let depth = target(
wgpu::TextureFormat::Depth32Float,
wgpu::TextureUsages::empty(),
);
let view = super::super::View {
view: Mat4::IDENTITY,
projection: super::super::world_projection(70.0, 1.0, 64.0),
aspect: 1.0,
tan_half_fov: 35f32.to_radians().tan(),
};
let globals = crate::post_chain::Globals {
game_time: 0.25,
..Default::default()
};
let data = uniforms(
globals.bytes([SIZE, SIZE], 0),
&view,
Mat4::IDENTITY,
Mat4::IDENTITY,
1.0,
[0.0; 4],
[0.0; 6],
);
queue.write_buffer(lines.uniform(), 0, &data);
let mut edge = [-1.0, 0.0, -2.0, 1.0, 0.0, -2.0, 0.0, 4.0f32];
edge[6] = f32::from_bits(0xff00_00ff);
let edges = wgpu::util::DeviceExt::create_buffer_init(
device,
&wgpu::util::BufferInitDescriptor {
label: None,
contents: bytemuck::cast_slice(&edge),
usage: wgpu::BufferUsages::VERTEX,
},
);
let read = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: u64::from(SIZE * SIZE * 4),
usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let mut encoder = device.create_command_encoder(&Default::default());
{
let color_view = color.create_view(&Default::default());
let depth_view = depth.create_view(&Default::default());
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &color_view,
depth_slice: None,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &depth_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0.0),
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
..Default::default()
});
pass.set_vertex_buffer(0, edges.slice(..));
lines.draw(&mut pass, false, 0..1);
}
encoder.copy_texture_to_buffer(
color.as_image_copy(),
wgpu::TexelCopyBufferInfo {
buffer: &read,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(SIZE * 4),
rows_per_image: Some(SIZE),
},
},
color.size(),
);
queue.submit([encoder.finish()]);
read.slice(..)
.map_async(wgpu::MapMode::Read, |r| r.unwrap());
device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
read.slice(..).get_mapped_range().unwrap().to_vec()
}
/// The stroke's middle takes the pack's colour (`GameTime` red, its inverse green, the
/// vertex colour's blue); a pixel far from it stays clear.
fn assert_pack_coloured(pixels: &[u8]) {
let at = |x: usize, y: usize| &pixels[(y * 64 + x) * 4..(y * 64 + x) * 4 + 4];
for y in [31, 32] {
let pixel = at(32, y);
let want = [64, 191, 255, 255];
assert!(
pixel.iter().zip(want).all(|(&p, w)| p.abs_diff(w) <= 1),
"row {y}: {pixel:?}"
);
}
assert_eq!(at(32, 4), [0, 0, 0, 0]);
}
#[test]
fn a_pack_fragment_shader_colours_the_outline() {
let Some((device, queue)) = device() else {
eprintln!("no GPU: skipping");
return;
};
let program = horizon_shaders::translate_core(LINES_VSH, RGB_FSH, &[], &include, &GLUE)
.expect("the shaders translate");
assert_pack_coloured(&draw_edge(&device, &queue, &program));
}
/// A pack's own include with a bigger block than vanilla's (an older `DynamicTransforms`)
/// is not used, and the outline draws natively, rather than failing at the draw.
#[test]
fn a_pack_block_bigger_than_vanillas_falls_back() {
let Some((device, _)) = device() else {
return;
};
let bigger = |id: &str| {
include(id)
.map(|text| text.replace("vec3 ModelOffset;", "vec3 ModelOffset;\n vec4 More;"))
};
let program = horizon_shaders::translate_core(LINES_VSH, RGB_FSH, &[], &bigger, &GLUE)
.expect("the shaders translate");
assert!(CoreLines::new(&device, wgpu::TextureFormat::Rgba8Unorm, &program).is_none());
}
/// Vanilla's own `rendertype_lines.vsh` (from the prepared resources) under a pack's
/// fragment shader.
#[test]
fn vanillas_lines_vertex_shader_takes_a_packs_fragment_shader() {
let root = std::env::var_os("HORIZON_RESOURCES")
.map(std::path::PathBuf::from)
.unwrap_or_else(|| {
std::path::PathBuf::from(env!("CARGO_MANIFEST_DIR"))
.join("../../.local/horizon-client")
.join(horizon_core::VANILLA_VERSION)
});
let Ok(vertex) = std::fs::read_to_string(
root.join("assets/minecraft/shaders/core/rendertype_lines.vsh"),
) else {
eprintln!(
"skipping resource-backed lines shader check: {}",
root.display()
);
return;
};
let include = |id: &str| {
let (namespace, path) = id.split_once(':')?;
std::fs::read_to_string(root.join(format!("assets/{namespace}/{path}"))).ok()
};
let program = horizon_shaders::translate_core(&vertex, RGB_FSH, &[], &include, &GLUE)
.expect("vanilla's vertex shader translates");
// A pack that replaces only the vertex shader runs vanilla's fragment shader.
let fragment = include("minecraft:shaders/core/rendertype_lines.fsh").unwrap();
let vanilla = horizon_shaders::translate_core(&vertex, &fragment, &[], &include, &GLUE)
.expect("vanilla's fragment shader translates");
let Some((device, queue)) = device() else {
eprintln!("no GPU: skipping the draw");
return;
};
assert_pack_coloured(&draw_edge(&device, &queue, &program));
assert!(CoreLines::new(&device, wgpu::TextureFormat::Rgba8Unorm, &vanilla).is_some());
}
}
+80 -20
View File
@@ -19,6 +19,10 @@
//! the results only sorts sections between the phases: a stale result draws
//! a hidden section in phase 1, or tests a section that is in sight.
//!
//! Far terrain tiles are tested the same way, with their meshes' own
//! bounds for a box (grown by a block too, which keeps their faces off the
//! box's), and resident slots of their own (`TILE`).
//!
//! Every solid draw is an entry of one of the two lists, so the CPU records
//! as many draws as without culling: drivers that unroll an indirect
//! multi-draw on the CPU (Mesa's on Intel Gen9) pay per entry. Phase 2's
@@ -39,6 +43,11 @@ use std::sync::{
};
const WORDS: u64 = 5 * 4;
/// A tested section's box, around its origin: its cell grown by a block.
pub const SECTION_BOX: [[f32; 3]; 2] = [[-1.0; 3], [17.0; 3]];
/// The bit that marks a far tile's slot (`Renderer::tile_cull_slot`): tiles
/// count their slots apart from the sections' resident ones.
pub const TILE: u32 = 1 << 31;
/// Phase 1's sections are each tested every `RETEST` frames.
const RETEST: u32 = 8;
/// Culling runs while the last result read back hid at least this share of
@@ -63,6 +72,17 @@ const FREE: u8 = 0;
const PENDING: u8 = 1;
const MAPPED: u8 = 2;
/// One test, as `cull.wgsl` reads it: visible index and phase 2 draws
/// (`place`), then its box's corners around the origin.
#[repr(C)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
struct Test {
data: [u32; 4],
low: [f32; 4],
high: [f32; 4],
}
const TEST_BYTES: u64 = std::mem::size_of::<Test>() as u64;
#[repr(C)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
struct Params {
@@ -131,8 +151,10 @@ pub struct Cull {
phase2_capacity: u64,
tests: wgpu::Buffer,
tests_capacity: u64,
/// This frame's tests: visible index, first phase 2 draw, phase 2 draws.
test_data: Vec<[u32; 4]>,
/// This frame's tests: visible index, then its phase 2 draws in each
/// solid pass (`place`): the first of the first pass's, both counts (the
/// second's in the high half), the first of the second pass's; and its box.
test_data: Vec<Test>,
test_slots: Vec<u32>,
test_indices: Vec<u32>,
total: u64,
@@ -142,8 +164,10 @@ pub struct Cull {
readbacks: Vec<Readback>,
next: usize,
current: Option<usize>,
/// Per resident slot: whether the last result read back saw it.
/// Per resident slot: whether the last result read back saw it; and per
/// far tile's slot (`TILE`).
seen: Vec<bool>,
seen_tiles: Vec<bool>,
stamp: u32,
/// Of the boxes the last test read back drew, how many it did not see
/// and how many it drew, and the share of solid indices hidden.
@@ -325,7 +349,7 @@ impl Cull {
),
phase2: buffer(device, "Section draws, phase 2", WORDS, PHASE2_USAGE),
phase2_capacity: 1,
tests: buffer(device, "Section tests", 16, TESTS_USAGE),
tests: buffer(device, "Section tests", TEST_BYTES, TESTS_USAGE),
tests_capacity: 1,
test_data: Vec::new(),
test_slots: Vec::new(),
@@ -347,6 +371,7 @@ impl Cull {
next: 0,
current: None,
seen: Vec::new(),
seen_tiles: Vec::new(),
stamp: 0,
hidden: ([0; 2], 1.0),
always: false,
@@ -378,11 +403,15 @@ impl Cull {
let share = indices as f32 / r.total.max(1) as f32;
self.hidden = ([hidden, results.len()], share);
for (&slot, &result) in r.slots.iter().zip(&results) {
let slot = slot as usize;
if slot >= self.seen.len() {
self.seen.resize(slot + 1, false);
let (seen, slot) = if slot & TILE != 0 {
(&mut self.seen_tiles, (slot & !TILE) as usize)
} else {
(&mut self.seen, slot as usize)
};
if slot >= seen.len() {
seen.resize(slot + 1, false);
}
self.seen[slot] = result == r.stamp;
seen[slot] = result == r.stamp;
}
}
r.buffer.unmap();
@@ -397,30 +426,61 @@ impl Cull {
!self.probe || self.stamp.is_multiple_of(PROBE)
}
/// Whether phase 1 draws the section in resident `slot`.
/// Whether phase 1 draws the section in resident `slot` (or the far tile
/// in its `TILE` slot).
pub fn first(&self, slot: u32) -> bool {
if slot & TILE != 0 {
return self
.seen_tiles
.get((slot & !TILE) as usize)
.copied()
.unwrap_or(false);
}
self.seen.get(slot as usize).copied().unwrap_or(false)
}
/// A section phase 1 draws, `index` in the visible list, with `indices`
/// solid indices: tested in turn.
pub fn drawn(&mut self, index: usize, slot: u32, indices: u32) {
/// solid indices and the box `bounds` around its origin: tested in turn.
pub fn drawn(&mut self, index: usize, slot: u32, indices: u32, bounds: [[f32; 3]; 2]) {
self.total += u64::from(indices);
if indices > 0 && (self.probe || slot.wrapping_add(self.stamp).is_multiple_of(RETEST)) {
self.push([index as u32, 0, 0, 0], slot, indices);
self.push(index, bounds, slot, indices);
}
}
/// A section left to phase 2: its `draws` from phase 2's `first`.
pub fn deferred(&mut self, index: usize, slot: u32, first: usize, draws: usize, indices: u32) {
/// A section left to phase 2, with `draws` draws there: its test, whose
/// draws `place` gives once phase 2's list is in its final order.
pub fn deferred(
&mut self,
index: usize,
slot: u32,
draws: usize,
indices: u32,
bounds: [[f32; 3]; 2],
) -> Option<u32> {
self.total += u64::from(indices);
if draws > 0 {
self.push([index as u32, first as u32, draws as u32, 0], slot, indices);
}
(draws > 0).then(|| {
self.push(index, bounds, slot, indices);
self.test_data.len() as u32 - 1
})
}
fn push(&mut self, test: [u32; 4], slot: u32, indices: u32) {
self.test_data.push(test);
/// `test`'s draws in solid pass `pass` (0 or 1): `draws` from phase 2's
/// `first`. Each pass draws its own part of the section's quads.
pub fn place(&mut self, test: u32, pass: u32, first: u32, draws: u32) {
debug_assert!(pass < 2 && draws < 1 << 16);
let t = &mut self.test_data[test as usize].data;
t[1 + 2 * pass as usize] = first;
t[2] |= draws << (16 * pass);
}
fn push(&mut self, index: usize, bounds: [[f32; 3]; 2], slot: u32, indices: u32) {
let [low, high] = bounds.map(|[x, y, z]| [x, y, z, 0.0]);
self.test_data.push(Test {
data: [index as u32, 0, 0, 0],
low,
high,
});
self.test_slots.push(slot);
self.test_indices.push(indices);
}
@@ -454,7 +514,7 @@ impl Cull {
self.tests = buffer(
device,
"Section tests",
self.tests_capacity * 16,
self.tests_capacity * TEST_BYTES,
TESTS_USAGE,
);
self.results = buffer(
+36 -20
View File
@@ -11,10 +11,19 @@ struct Globals {
view_proj: mat4x4<f32>,
}
// One test per section: its visible index (which names its origin), its
// first draw in `phase2` and how many draws it has there (0: phase 1 drew
// it, and the test only tells whether it is still in sight).
@group(0) @binding(0) var<storage, read> tests: array<vec4<u32>>;
// One test per section or far tile: its visible index (which names its
// origin), then its draws in `phase2` for each solid pass (gfx/cull.rs's
// `place`): the first pass's first draw, both passes' draw counts (the
// second's in the high 16 bits), the second pass's first draw. No draws:
// phase 1 drew it, and the test only tells whether it is still in sight.
// Then its box's lowest and highest corner around the origin (a section's:
// -1 and 17, `SECTION_BOX`).
struct Test {
data: vec4<u32>,
low: vec4<f32>,
high: vec4<f32>,
}
@group(0) @binding(0) var<storage, read> tests: array<Test>;
// Per test: the stamp of the frame whose test saw the box.
@group(0) @binding(1) var<storage, read_write> results: array<u32>;
// Phase 2's draws, 5 words each, with instance counts of 0 until seen.
@@ -36,23 +45,27 @@ struct Box {
@location(0) @interpolate(flat) test: u32,
}
fn corner(origin: vec3<f32>, c: u32) -> vec3<f32> {
fn corner(origin: vec3<f32>, low: vec3<f32>, high: vec3<f32>, c: u32) -> vec3<f32> {
return origin + vec3(
select(-1.0, 17.0, (c & 1u) != 0u),
select(-1.0, 17.0, (c & 2u) != 0u),
select(-1.0, 17.0, (c & 4u) != 0u),
select(low.x, high.x, (c & 1u) != 0u),
select(low.y, high.y, (c & 2u) != 0u),
select(low.z, high.z, (c & 4u) != 0u),
);
}
// Each tested section's box, grown by a block (block models reach one block
// out of their cell), drawn after phase 1 against its depth with back faces
// culled: a front face fragment that passes the depth test is the box's
// nearest point on that pixel in front of phase 1's depth, so the section
// may show there. A box failing everywhere would have every fragment of its
// section fail the depth test against the final depth, which is only nearer.
// Each tested section's or far tile's box, grown by a block (block models
// reach one block out of their cell), drawn after phase 1 against its depth
// with back faces culled: a front face fragment that passes the depth test
// is the box's nearest point on that pixel in front of phase 1's depth, so
// the section may show there. A box failing everywhere would have every
// fragment of its section fail the depth test against the final depth,
// which is only nearer.
@vertex
fn vs_box(@builtin(vertex_index) v: u32, @builtin(instance_index) t: u32) -> Box {
let origin = origins[tests[t].x].xyz;
let test = tests[t];
let origin = origins[test.data.x].xyz;
let low = test.low.xyz;
let high = test.high.xyz;
var out: Box;
out.test = t;
// The box's screen rectangle, from the corners in front of the camera.
@@ -60,7 +73,7 @@ fn vs_box(@builtin(vertex_index) v: u32, @builtin(instance_index) t: u32) -> Box
var hi = vec2(-1e30);
var behind = false;
for (var c = 0u; c < 8u; c++) {
let p = globals.view_proj * vec4(corner(origin, c), 1.0);
let p = globals.view_proj * vec4(corner(origin, low, high, c), 1.0);
behind = behind || p.w <= 0.0;
let q = p.xy / max(p.w, 1e-6);
lo = min(lo, q);
@@ -71,7 +84,7 @@ fn vs_box(@builtin(vertex_index) v: u32, @builtin(instance_index) t: u32) -> Box
// clips its front faces away, and a box over a large part of the screen
// is nearly always in sight and costly to test: both count as seen,
// through a small triangle in the top left corner at the nearest depth.
let near = all(origin < vec3(2.0)) && all(origin > vec3(-18.0));
let near = all(origin < vec3(1.0) - low) && all(origin > vec3(-1.0) - high);
if near || (!behind && size.x * size.y > params.big * 4.0) {
var p = vec2(-1.0, 1.0);
if v == 1u {
@@ -82,7 +95,7 @@ fn vs_box(@builtin(vertex_index) v: u32, @builtin(instance_index) t: u32) -> Box
out.position = select(vec4(0.0, 0.0, 0.0, 1.0), vec4(p, 1.0, 1.0), v < 3u);
return out;
}
out.position = globals.view_proj * vec4(corner(origin, CORNERS[v]), 1.0);
out.position = globals.view_proj * vec4(corner(origin, low, high, CORNERS[v]), 1.0);
return out;
}
@@ -91,10 +104,13 @@ fn vs_box(@builtin(vertex_index) v: u32, @builtin(instance_index) t: u32) -> Box
fn see(t: u32) {
if results[t] != params.stamp {
results[t] = params.stamp;
let test = tests[t];
for (var k = 0u; k < test.z; k++) {
let test = tests[t].data;
for (var k = 0u; k < (test.z & 0xffffu); k++) {
phase2[(test.y + k) * 5u + 1u] = 1u;
}
for (var k = 0u; k < (test.z >> 16u); k++) {
phase2[(test.w + k) * 5u + 1u] = 1u;
}
}
}
@@ -0,0 +1,707 @@
//! `[displacement]` of Horizon's own shader packs (docs/api/shaders.md): near the camera the
//! solid faces whose textures have LabPBR heights are drawn again as a grid of cells, each
//! corner moved along the face's normal by the pack's `displacement`, while the flat quads
//! leave those pixels to them (`native_material.rs`'s `horizon_displaced_layer`).
//!
//! Each frame the solid quads of the sections around the camera are copied out of the arena
//! into one buffer, a compute pass picks the ones the grid draws (opaque, with relief, within
//! the distance, facing the eye and in view) into an indirect draw, and the material's
//! displaced pipeline draws one instance a quad.
use crate::mesher::TerrainVertex;
/// The solid quads the grid can draw a frame, and the sections they come from.
const MAX_QUADS: u64 = 1 << 16;
const MAX_SECTIONS: usize = 64;
/// Bytes of one quad's corners.
const QUAD_BYTES: u64 = 4 * std::mem::size_of::<TerrainVertex>() as u64;
/// How far past the flat face the relief may reach, in blocks, for the view test.
const RELIEF_MARGIN: f32 = 0.5;
/// Which quads the grid takes over, for the flat terrain's pipelines (the material's and the
/// shadow's) and the grid's: `horizon_displace_distance` and the LabPBR normal maps
/// `horizon_pbr_normals` (group 3, binding 12), declared by the module.
pub const RELIEF: &str = "
// `[displacement] distance` (0 without): the flat quads leave the pixels within it on faces
// with relief to the grid.
override horizon_displace_distance: f32 = 0.0;
// The mean LabPBR height of a sprite: its normal map's last mip level (1 without one).
fn horizon_relief_mean(layer: u32) -> f32 {
if textureDimensions(horizon_pbr_normals).x <= 1u
|| layer >= textureNumLayers(horizon_pbr_normals) {
return 1.0;
}
let top = i32(textureNumLevels(horizon_pbr_normals)) - 1;
return textureLoad(horizon_pbr_normals, vec2(0i), i32(layer), top).a;
}
// The quads the grid redraws near the camera (`PICK`): opaque, on a texture whose height
// varies.
fn horizon_displaced_layer(layer: u32) -> bool {
return horizon_displace_distance > 0.0 && (layer & 0x8000u) != 0u
&& horizon_relief_mean(layer & 0x7fffu) < 0.998;
}
";
/// The grid's points (`horizon_displace_point`): one instance a quad the pick chose, its
/// corners read from the copy of the arena, each of its `horizon_displace_cells` squared
/// cells two triangles moved along the face's normal by the pack's `displacement`, measured
/// from the texture's mean height so that the face's edges, pinned there, meet their
/// neighbours whatever their relief. Needs `RELIEF`, the pack's `displacement` and
/// `horizon_material_displace` (its vertex stage).
pub const GRID: &str = "
struct HorizonDisplaceSection {
origin: vec4<f32>,
first: u32,
quads: u32,
pad0: u32,
pad1: u32,
}
@group(1) @binding(8) var<storage, read> horizon_displace_vertices: array<u32>;
@group(1) @binding(9) var<storage, read> horizon_displace_picked: array<vec2<u32>>;
@group(1) @binding(10) var<storage, read> horizon_displace_sections: array<HorizonDisplaceSection>;
// The grid's cells along a face's side.
override horizon_displace_cells: u32 = 16u;
// Each cell a flat step with walls to its neighbours (`grid_vertices`), not a smooth surface.
override horizon_displace_steps: bool = false;
struct HorizonDisplaceCorner {
position: vec3<f32>,
uv: vec2<f32>,
layer: u32,
light: vec2<f32>,
color: vec4<f32>,
}
// A corner of a quad as `TerrainVertex` holds it (24 bytes); light: sky, block.
fn horizon_displace_corner(quad: u32, i: u32, step: f32) -> HorizonDisplaceCorner {
let b = (quad * 4u + i) * 6u;
var c: HorizonDisplaceCorner;
c.position = vec3(bitcast<f32>(horizon_displace_vertices[b]),
bitcast<f32>(horizon_displace_vertices[b + 1u]),
bitcast<f32>(horizon_displace_vertices[b + 2u]));
let uv = horizon_displace_vertices[b + 3u];
c.uv = vec2<f32>(vec2(uv & 0xffffu, uv >> 16u)) * step;
let w = horizon_displace_vertices[b + 4u];
c.layer = w & 0xffffu;
c.light = vec2(f32((w >> 16u) & 0xffu), f32(w >> 24u));
c.color = unpack4x8unorm(horizon_displace_vertices[b + 5u]);
return c;
}
// The height map at `uv`, filtered between the texels of mip level `lod`.
fn horizon_displace_height(uv: vec2<f32>, layer: u32, lod: i32) -> f32 {
let size = vec2<i32>(textureDimensions(horizon_pbr_normals, lod));
let p = clamp(uv, vec2(0.0), vec2(1.0)) * vec2<f32>(size) - 0.5;
let i = vec2<i32>(floor(p));
let f = p - floor(p);
let m = size - 1;
let l = i32(layer);
let a = textureLoad(horizon_pbr_normals, clamp(i, vec2(0), m), l, lod).a;
let b = textureLoad(horizon_pbr_normals, clamp(i + vec2(1, 0), vec2(0), m), l, lod).a;
let c = textureLoad(horizon_pbr_normals, clamp(i + vec2(0, 1), vec2(0), m), l, lod).a;
let d = textureLoad(horizon_pbr_normals, clamp(i + vec2(1, 1), vec2(0), m), l, lod).a;
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
// The height map's texel at `uv` of mip level `lod`.
fn horizon_displace_texel(uv: vec2<f32>, layer: u32, lod: i32) -> f32 {
let size = vec2<i32>(textureDimensions(horizon_pbr_normals, lod));
let i = clamp(vec2<i32>(uv * vec2<f32>(size)), vec2(0), size - 1);
return textureLoad(horizon_pbr_normals, i, i32(layer), lod).a;
}
struct HorizonDisplacePoint {
// Where it is drawn, and where it lies on the flat face (both camera-relative).
position: vec3<f32>,
base: vec3<f32>,
uv: vec2<f32>,
layer: u32,
light: vec2<f32>,
color: vec4<f32>,
// The face's normal, and how much of the relief the point has by its distance.
normal: vec3<f32>,
near: f32,
}
// A quad's corners, for the steps.
struct HorizonDisplaceQuad {
c0: HorizonDisplaceCorner,
c1: HorizonDisplaceCorner,
c2: HorizonDisplaceCorner,
c3: HorizonDisplaceCorner,
origin: vec3<f32>,
normal: vec3<f32>,
}
fn horizon_displace_at(q: HorizonDisplaceQuad, s: f32, t: f32) -> vec3<f32> {
return mix(mix(q.c0.position, q.c1.position, s), mix(q.c3.position, q.c2.position, s), t)
+ q.origin;
}
fn horizon_displace_uv(q: HorizonDisplaceQuad, s: f32, t: f32) -> vec2<f32> {
return mix(mix(q.c0.uv, q.c1.uv, s), mix(q.c3.uv, q.c2.uv, s), t);
}
// How far cell (`i`, `j`) sinks: nothing outside the face, whose edges keep the mean height so
// that they meet their neighbours.
fn horizon_displace_cell_depth(q: HorizonDisplaceQuad, i: i32, j: i32) -> f32 {
let g = i32(horizon_displace_cells);
if i < 0 || j < 0 || i >= g || j >= g {
return 0.0;
}
let s = (f32(i) + 0.5) / f32(g);
let t = (f32(j) + 0.5) / f32(g);
let base = horizon_displace_at(q, s, t);
let uv = horizon_displace_uv(q, s, t);
let layer = q.c0.layer & 0x7fffu;
let lods = i32(textureNumLevels(horizon_pbr_normals)) - 1;
let size = f32(textureDimensions(horizon_pbr_normals).x);
let lod = clamp(i32(floor(log2(size / f32(g)))), 0, lods);
let material_id = horizon_sprite_material(layer);
let height = horizon_displace_texel(uv, layer, lod);
let mean = horizon_relief_mean(layer);
let depth = displacement(DisplacementInput(base, q.normal, uv, material_id, height))
- displacement(DisplacementInput(base, q.normal, uv, material_id, mean));
let r = horizon_displace_distance;
return depth * (1.0 - smoothstep(0.75 * r, r - 0.1, length(base)));
}
// Vertex `v` of a stepped grid: per cell, from -1 so that the first walls have a cell before
// them, its flat top and its walls to the next cell along each side. A wall faces the way
// out of the higher cell and takes that cell's texture.
fn horizon_displace_step(v: u32, q: HorizonDisplaceQuad) -> HorizonDisplacePoint {
let g = horizon_displace_cells;
let cell = v / 18u;
let part = (v / 6u) % 3u;
let i = i32(cell % (g + 1u)) - 1;
let j = i32(cell / (g + 1u)) - 1;
let cells = f32(g);
var k = v % 6u;
var s = 0.0;
var t = 0.0;
var uv_s = 0.0;
var uv_t = 0.0;
var depth = 0.0;
if part == 0u {
if i >= 0 && j >= 0 {
s = (f32(i) + f32((0x16u >> k) & 1u)) / cells;
t = (f32(j) + f32((0x34u >> k) & 1u)) / cells;
depth = horizon_displace_cell_depth(q, i, j);
}
uv_s = s;
uv_t = t;
} else if part == 1u {
if j >= 0 {
let here = horizon_displace_cell_depth(q, i, j);
let next = horizon_displace_cell_depth(q, i + 1, j);
if next < here {
k = (0x453120u >> (k * 4u)) & 15u;
}
s = f32(i + 1) / cells;
t = (f32(j) + f32((0x16u >> k) & 1u)) / cells;
depth = select(max(here, next), min(here, next), ((0x34u >> k) & 1u) == 1u);
uv_s = s + select(0.25, -0.25, here <= next) / cells;
uv_t = t;
}
} else {
if i >= 0 {
let here = horizon_displace_cell_depth(q, i, j);
let next = horizon_displace_cell_depth(q, i, j + 1);
if here < next {
k = (0x453120u >> (k * 4u)) & 15u;
}
s = (f32(i) + f32((0x16u >> k) & 1u)) / cells;
t = f32(j + 1) / cells;
depth = select(max(here, next), min(here, next), ((0x34u >> k) & 1u) == 1u);
uv_s = s;
uv_t = t + select(0.25, -0.25, here <= next) / cells;
}
}
var p: HorizonDisplacePoint;
let position = horizon_displace_at(q, s, t);
let c = clamp(vec2(uv_s, uv_t), vec2(0.0), vec2(1.0));
p.uv = horizon_displace_uv(q, c.x, c.y);
p.light = mix(mix(q.c0.light, q.c1.light, s), mix(q.c3.light, q.c2.light, s), t);
p.color = mix(mix(q.c0.color, q.c1.color, s), mix(q.c3.color, q.c2.color, s), t);
p.layer = q.c0.layer;
p.normal = q.normal;
p.base = horizon_material_displace(position, p.uv, q.c0.layer, p.color,
vec2<u32>(p.light + 0.5));
p.near = 1.0 - smoothstep(0.75 * horizon_displace_distance, horizon_displace_distance - 0.1,
length(p.base));
p.position = p.base - p.normal * depth;
return p;
}
// Vertex `v` of instance `instance`'s grid.
fn horizon_displace_point(v: u32, instance: u32) -> HorizonDisplacePoint {
let pick = horizon_displace_picked[instance];
let section = horizon_displace_sections[pick.y];
let c0 = horizon_displace_corner(pick.x, 0u, section.origin.w);
let c1 = horizon_displace_corner(pick.x, 1u, section.origin.w);
let c2 = horizon_displace_corner(pick.x, 2u, section.origin.w);
let c3 = horizon_displace_corner(pick.x, 3u, section.origin.w);
if horizon_displace_steps {
return horizon_displace_step(v, HorizonDisplaceQuad(c0, c1, c2, c3, section.origin.xyz,
normalize(cross(c1.position - c0.position, c2.position - c0.position))));
}
// The cell's two triangles wind as the quad's (0, 1, 2) and (0, 2, 3).
let g = horizon_displace_cells;
let cell = v / 6u;
let k = v % 6u;
let s = f32(cell % g + ((0x16u >> k) & 1u)) / f32(g);
let t = f32(cell / g + ((0x34u >> k) & 1u)) / f32(g);
var p: HorizonDisplacePoint;
let position = mix(mix(c0.position, c1.position, s), mix(c3.position, c2.position, s), t);
p.uv = mix(mix(c0.uv, c1.uv, s), mix(c3.uv, c2.uv, s), t);
p.light = mix(mix(c0.light, c1.light, s), mix(c3.light, c2.light, s), t);
p.color = mix(mix(c0.color, c1.color, s), mix(c3.color, c2.color, s), t);
p.layer = c0.layer;
p.normal = normalize(cross(c1.position - c0.position, c2.position - c0.position));
p.base = horizon_material_displace(position + section.origin.xyz, p.uv, c0.layer, p.color,
vec2<u32>(p.light + 0.5));
let layer = c0.layer & 0x7fffu;
// The heights at about a texel a cell.
let lods = i32(textureNumLevels(horizon_pbr_normals)) - 1;
let size = f32(textureDimensions(horizon_pbr_normals).x);
let lod = clamp(i32(floor(log2(size / f32(g)))), 0, lods);
let material_id = horizon_sprite_material(layer);
let height = horizon_displace_height(p.uv, layer, lod);
let mean = horizon_relief_mean(layer);
let depth = displacement(DisplacementInput(p.base, p.normal, p.uv, material_id, height))
- displacement(DisplacementInput(p.base, p.normal, p.uv, material_id, mean));
// Pinned at the face's edges, easing out toward the distance.
let edge = min(min(s, 1.0 - s), min(t, 1.0 - t)) * f32(g);
let r = horizon_displace_distance;
p.near = 1.0 - smoothstep(0.75 * r, r - 0.1, length(p.base));
p.position = p.base - p.normal * depth * clamp(edge, 0.0, 1.0) * p.near;
return p;
}
";
const PICK: &str = "
struct Params {
view_proj: mat4x4<f32>,
distance: f32,
sections: u32,
margin: f32,
capacity: u32,
// 1 for the shadow map's list: every side, wherever the eye looks.
shadow: u32,
pad0: u32,
pad1: u32,
pad2: u32,
}
struct Section {
origin: vec4<f32>,
first: u32,
quads: u32,
pad0: u32,
pad1: u32,
}
@group(0) @binding(0) var<uniform> params: Params;
@group(0) @binding(1) var<storage, read> sections: array<Section>;
@group(0) @binding(2) var<storage, read> vertices: array<u32>;
@group(0) @binding(3) var<storage, read_write> picked: array<vec2<u32>>;
@group(0) @binding(4) var<storage, read_write> draw: array<atomic<u32>, 4>;
@group(0) @binding(5) var normals: texture_2d_array<f32>;
fn corner(quad: u32, i: u32, origin: vec3<f32>) -> vec3<f32> {
let b = (quad * 4u + i) * 6u;
return vec3(bitcast<f32>(vertices[b]), bitcast<f32>(vertices[b + 1u]),
bitcast<f32>(vertices[b + 2u])) + origin;
}
// Every corner of the box beyond one side of the view.
fn outside(lo: vec3<f32>, hi: vec3<f32>) -> bool {
var out = vec4(true);
var behind = true;
for (var i = 0u; i < 8u; i++) {
let p = select(lo, hi, vec3((i & 1u) != 0u, (i & 2u) != 0u, (i & 4u) != 0u));
let c = params.view_proj * vec4(p, 1.0);
out = out & vec4((c.x < -c.w), (c.x > c.w), (c.y < -c.w), (c.y > c.w));
behind = behind && c.w <= 0.0;
}
return any(out) || behind;
}
@compute @workgroup_size(64) fn pick(@builtin(global_invocation_id) id: vec3<u32>) {
if id.y >= params.sections {
return;
}
let section = sections[id.y];
if id.x >= section.quads {
return;
}
let quad = section.first + id.x;
// As `horizon_displaced_layer`: opaque, with a LabPBR height that varies.
let layer = vertices[quad * 24u + 4u] & 0xffffu;
let l = layer & 0x7fffu;
if (layer & 0x8000u) == 0u || textureDimensions(normals).x <= 1u
|| l >= textureNumLayers(normals) {
return;
}
let top = i32(textureNumLevels(normals)) - 1;
if textureLoad(normals, vec2(0i), i32(l), top).a >= 0.998 {
return;
}
let p0 = corner(quad, 0u, section.origin.xyz);
let p1 = corner(quad, 1u, section.origin.xyz);
let p2 = corner(quad, 2u, section.origin.xyz);
let p3 = corner(quad, 3u, section.origin.xyz);
let lo = min(min(p0, p1), min(p2, p3));
let hi = max(max(p0, p1), max(p2, p3));
if length(clamp(vec3(0.0), lo, hi)) >= params.distance {
return;
}
// Facing away from the eye (at the origin), where the flat quad is culled too, or out of
// its view; the shadow map takes them all, as the flat terrain draws both sides there.
if params.shadow == 0u && (dot(cross(p1 - p0, p2 - p0), p0) >= 0.0
|| outside(lo - params.margin, hi + params.margin)) {
return;
}
let i = atomicAdd(&draw[1], 1u);
if i >= params.capacity {
atomicSub(&draw[1], 1u);
return;
}
picked[i] = vec2(quad, id.y);
}
";
#[repr(C)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
struct Params {
view_proj: [[f32; 4]; 4],
distance: f32,
sections: u32,
margin: f32,
capacity: u32,
shadow: u32,
pad: [u32; 3],
}
#[repr(C)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
struct Section {
origin: [f32; 4],
first: u32,
quads: u32,
pad: [u32; 2],
}
/// A section the grid may draw from this frame: its arena range of solid quads and its
/// camera-relative origin.
pub struct Near<'a> {
pub buffer: &'a wgpu::Buffer,
pub start: u64,
pub quads: u32,
pub origin: [f32; 3],
}
/// One list of picked quads and its indirect draw.
pub struct Picks {
/// The grid's cells along a face's side.
pub cells: u32,
/// Each cell a flat step with walls.
pub steps: bool,
params: wgpu::Buffer,
/// The indirect draw: the grid's vertices, then the quads picked.
draw: wgpu::Buffer,
pick_group: wgpu::BindGroup,
/// Group 1 of the pipelines drawing it (bindings 8 to 10).
pub draw_group: wgpu::BindGroup,
}
pub struct Displacement {
/// `[displacement] distance`, in blocks.
pub distance: f32,
vertices: wgpu::Buffer,
sections: wgpu::Buffer,
pick: wgpu::ComputePipeline,
/// The quads the eye sees, and the ones the shadow map draws (when the pack has one).
pub view: Picks,
pub shadow: Option<Picks>,
/// Group 1's layout for the grid's pipelines.
pub draw_layout: wgpu::BindGroupLayout,
/// Sections the pick ran over this frame (0: nothing to draw).
pub drawn: usize,
}
fn storage(
binding: u32,
read_only: bool,
visibility: wgpu::ShaderStages,
) -> wgpu::BindGroupLayoutEntry {
wgpu::BindGroupLayoutEntry {
binding,
visibility,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}
}
/// The shadow map's grid is coarser: its texels near the camera are a 32nd of a block.
pub const SHADOW_CELLS: u32 = 16;
/// The vertices of one quad's grid: two triangles a cell, or in `steps` also two walls a cell,
/// with a row and a column more for the walls at the face's first edges.
fn grid_vertices(cells: u32, steps: bool) -> u32 {
if steps {
(cells + 1) * (cells + 1) * 18
} else {
cells * cells * 6
}
}
impl Displacement {
/// The grid's buffers and pick pass for `[displacement]` with `distance` and `cells`, in
/// `steps` or not, reading the LabPBR normal maps `normals`; with a list for the shadow map
/// when `shadow`.
pub fn new(
device: &wgpu::Device,
distance: f32,
cells: u32,
steps: bool,
normals: &wgpu::TextureView,
shadow: bool,
) -> Self {
let buffer = |label, size, usage| {
device.create_buffer(&wgpu::BufferDescriptor {
label: Some(label),
size,
usage,
mapped_at_creation: false,
})
};
use wgpu::BufferUsages as U;
let vertices = buffer(
"Displacement quads",
MAX_QUADS * QUAD_BYTES,
U::STORAGE | U::COPY_DST,
);
let sections = buffer(
"Displacement sections",
(MAX_SECTIONS * std::mem::size_of::<Section>()) as u64,
U::STORAGE | U::COPY_DST,
);
let compute = wgpu::ShaderStages::COMPUTE;
let pick_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Displacement pick"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: compute,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
storage(1, true, compute),
storage(2, true, compute),
storage(3, false, compute),
storage(4, false, compute),
wgpu::BindGroupLayoutEntry {
binding: 5,
visibility: compute,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2Array,
multisampled: false,
},
count: None,
},
],
});
let vertex = wgpu::ShaderStages::VERTEX;
let draw_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Displacement draw"),
entries: &[
storage(8, true, vertex),
storage(9, true, vertex),
storage(10, true, vertex),
],
});
fn entry(binding: u32, resource: wgpu::BindingResource<'_>) -> wgpu::BindGroupEntry<'_> {
wgpu::BindGroupEntry { binding, resource }
}
let picks = |cells: u32| {
let params = buffer(
"Displacement parameters",
std::mem::size_of::<Params>() as u64,
U::UNIFORM | U::COPY_DST,
);
let picked = buffer("Displacement picks", MAX_QUADS * 8, U::STORAGE);
let draw = buffer(
"Displacement draw",
16,
U::STORAGE | U::INDIRECT | U::COPY_DST,
);
let pick_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Displacement pick"),
layout: &pick_layout,
entries: &[
entry(0, params.as_entire_binding()),
entry(1, sections.as_entire_binding()),
entry(2, vertices.as_entire_binding()),
entry(3, picked.as_entire_binding()),
entry(4, draw.as_entire_binding()),
entry(5, wgpu::BindingResource::TextureView(normals)),
],
});
let draw_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Displacement draw"),
layout: &draw_layout,
entries: &[
entry(8, vertices.as_entire_binding()),
entry(9, picked.as_entire_binding()),
entry(10, sections.as_entire_binding()),
],
});
Picks {
cells,
steps,
params,
draw,
pick_group,
draw_group,
}
};
let view = picks(cells);
// A step's flat top has to lie where its shadow was cast from, or it shadows itself in
// grain; a smooth surface hides the difference and can take fewer cells.
let shadow = shadow.then(|| {
picks(if steps {
cells
} else {
cells.min(SHADOW_CELLS)
})
});
let module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Displacement pick"),
source: wgpu::ShaderSource::Wgsl(PICK.into()),
});
let pick = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("Displacement pick"),
layout: Some(
&device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Displacement pick"),
bind_group_layouts: &[Some(&pick_layout)],
..Default::default()
}),
),
module: &module,
entry_point: Some("pick"),
compilation_options: Default::default(),
cache: None,
});
Self {
distance,
vertices,
sections,
pick,
view,
shadow,
draw_layout,
drawn: 0,
}
}
/// Copies the solid quads of `near` (nearest first) and picks this frame's in `encoder`.
pub fn prepare(
&mut self,
queue: &wgpu::Queue,
encoder: &mut wgpu::CommandEncoder,
near: &[Near<'_>],
view_proj: glam::Mat4,
) {
let mut table = Vec::with_capacity(near.len().min(MAX_SECTIONS));
let mut first = 0u64;
let mut most = 0u32;
for n in near.iter().take(MAX_SECTIONS) {
let quads = u64::from(n.quads).min(MAX_QUADS - first);
if quads == 0 {
break;
}
let stride = std::mem::size_of::<TerrainVertex>() as u64;
encoder.copy_buffer_to_buffer(
n.buffer,
n.start * stride,
&self.vertices,
first * QUAD_BYTES,
quads * QUAD_BYTES,
);
table.push(Section {
origin: [
n.origin[0],
n.origin[1],
n.origin[2],
1.0 / crate::mesher::UV_STEPS,
],
first: first as u32,
quads: quads as u32,
pad: [0; 2],
});
first += quads;
most = most.max(quads as u32);
}
self.drawn = table.len();
if table.is_empty() {
return;
}
queue.write_buffer(&self.sections, 0, bytemuck::cast_slice(&table));
let lists = std::iter::once((&self.view, 0)).chain(self.shadow.iter().map(|s| (s, 1)));
let mut pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some("Displacement pick"),
timestamp_writes: None,
});
pass.set_pipeline(&self.pick);
for (picks, shadow) in lists {
let params = Params {
view_proj: view_proj.to_cols_array_2d(),
distance: self.distance,
sections: table.len() as u32,
margin: RELIEF_MARGIN,
capacity: MAX_QUADS as u32,
shadow,
pad: [0; 3],
};
queue.write_buffer(&picks.params, 0, bytemuck::bytes_of(&params));
let vertices = grid_vertices(picks.cells, picks.steps);
queue.write_buffer(&picks.draw, 0, bytemuck::cast_slice(&[vertices, 0, 0, 0]));
pass.set_bind_group(0, &picks.pick_group, &[]);
pass.dispatch_workgroups(most.div_ceil(64), table.len() as u32, 1);
}
}
/// Draws `picks`' grids with `pipeline`, its other groups bound.
pub fn draw(
&self,
pass: &mut wgpu::RenderPass<'_>,
picks: &Picks,
pipeline: &wgpu::RenderPipeline,
) {
if self.drawn == 0 {
return;
}
pass.set_pipeline(pipeline);
pass.set_bind_group(1, &picks.draw_group, &[]);
pass.draw_indirect(&picks.draw, 0);
}
}
#[cfg(test)]
mod tests {
#[test]
fn a_stepped_grid_has_a_top_and_two_walls_a_cell_and_the_first_edges() {
assert_eq!(super::grid_vertices(16, false), 16 * 16 * 6);
assert_eq!(super::grid_vertices(16, true), 17 * 17 * 18);
}
#[test]
fn the_pick_validates() {
let module = naga::front::wgsl::parse_str(super::PICK)
.unwrap_or_else(|e| panic!("{}", e.emit_to_string(super::PICK)));
naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
naga::valid::Capabilities::all(),
)
.validate(&module)
.unwrap_or_else(|e| panic!("{}", e.emit_to_string(super::PICK)));
}
}
+158 -53
View File
@@ -42,8 +42,9 @@ struct Plan {
solid_calls: usize,
/// Where the shadow camera's solid and translucent calls begin.
shadow_calls: [usize; 2],
/// Where Metal's opaque pass ends and its cutout pass begins in phase 1's calls.
pass_calls: [usize; 2],
/// Where Metal's opaque pass ends and its cutout pass begins in phase 1's calls,
/// and where its cutout pass begins in phase 2's.
pass_calls: [usize; 3],
total: u64,
}
const QUADS: u32 = u32::MAX;
@@ -53,10 +54,15 @@ const GROUP_LIMIT: u32 = 65535;
/// below it. A call names its key: its vertices come from that arena's page.
pub const TRANSLUCENT_KEYS: u32 = 1 << 10;
/// terrain.wgsl's `arena_page`: the page the solid draws read their vertices from.
pub const ARENA_BINDING: u32 = 19;
struct PageTable {
/// Section id of every block of the page.
blocks: wgpu::Buffer,
group: Option<wgpu::BindGroup>,
/// The section arena's page `group` binds at `ARENA_BINDING` (`bind_pages`).
arena: Option<wgpu::Buffer>,
}
/// Writes the fragment's alpha over the frame's and leaves its colour.
@@ -81,8 +87,9 @@ pub struct Flat {
/// The solid draws in one pass (`fs_solid`), where the GPU doesn't hide pixels
/// by tiles (`split_solid` in `Renderer::draw_frame`: elsewhere than Metal).
pub solid: wgpu::RenderPipeline,
/// The solid draws in two passes over the same draws (terrain.wgsl's `opaque_quad`):
/// the quads with no cutout first, through a shader that never discards, then the rest.
/// The solid draws in two passes, each over its own part of the draws (terrain.wgsl's
/// `opaque_quad`): the quads with no cutout first, through a shader that never discards,
/// then the rest.
pub solid_opaque: wgpu::RenderPipeline,
pub solid_cutout: wgpu::RenderPipeline,
/// The solid draws as the water mirror's camera draws them (`fs_solid_mirror`).
@@ -128,8 +135,9 @@ pub struct Flat {
pub phase1_calls: usize,
pub solid_calls: usize,
/// Metal's two solid passes over phase 1: the opaque one draws
/// `calls[..pass_calls[0]]`, the cutout one `calls[pass_calls[1]..phase1_calls]`.
pub pass_calls: [usize; 2],
/// `calls[..pass_calls[0]]`, the cutout one `calls[pass_calls[1]..phase1_calls]`;
/// over phase 2, `calls[phase1_calls..pass_calls[2]]` and the rest.
pub pass_calls: [usize; 3],
/// Where a shader pack's shadow camera's solid and translucent calls
/// begin (`calls.len()` without them): the camera's translucent calls
/// end at the first.
@@ -137,6 +145,10 @@ pub struct Flat {
/// Frames with fewer sections in view keep the per-section draws.
pub min_sections: usize,
range_align: u64,
/// Phase 2's calls draw their page key as their first instance, as `draw_paged` does:
/// the visibility buffer's ID pass (`visbuffer`) reads it. The other flat pipelines
/// have no instance-rate inputs.
pub page_instances: bool,
}
/// Sections in view (and distant tiles) from which a frame is drawn flat.
@@ -247,7 +259,8 @@ fn buffer(
/// instead of a destination: the call's room holds all of its draws. Draws
/// from `shadow[0]` (solid) and `shadow[1]` (translucent) on are a shader
/// pack's shadow camera's, with calls of their own. Phase 1's draws before
/// `passes[0]` and from `passes[1]` on, the two solid passes' on Metal, too.
/// `passes[0]` and from `passes[1]` on, the two solid passes' on Metal, too,
/// and phase 2's from `passes[2]` on (its cutout pass's).
#[allow(clippy::too_many_arguments)]
fn plan(
draws: &[[u32; 5]],
@@ -255,7 +268,7 @@ fn plan(
phase1_draws: usize,
solid_draws: usize,
shadow: [usize; 2],
passes: [usize; 2],
passes: [usize; 3],
align: u64,
key: impl Fn(u32, Option<u32>) -> u32,
calls: &mut Vec<Call>,
@@ -267,7 +280,7 @@ fn plan(
segments.clear();
let (mut phase1_calls, mut solid_calls) = (None, None);
let mut shadow_calls = [None; 2];
let mut pass_calls = [None; 2];
let mut pass_calls = [None; 3];
let mut total = 0u64;
let mut by_source: Vec<(Source, Vec<Range>)> = Vec::new();
for (i, (d, &(page, sorted))) in draws.iter().zip(pages).enumerate() {
@@ -329,14 +342,22 @@ fn plan(
phase1_calls,
solid_calls,
shadow_calls: shadow_calls.map(|c| c.unwrap_or(calls.len())),
pass_calls: pass_calls.map(|c| c.unwrap_or(calls.len()).min(phase1_calls)),
pass_calls: {
let [opaque, cutout, phase2] = pass_calls.map(|c| c.unwrap_or(calls.len()));
[
opaque.min(phase1_calls),
cutout.min(phase1_calls),
phase2.clamp(phase1_calls, solid_calls),
]
},
total,
}
}
impl Flat {
/// `pipeline(layout, label, vertex entry, fragment entry, blend, cull)` builds a
/// terrain pipeline as the per-section ones, without the origin buffer.
/// `pipeline(layout, label, vertex entry, fragment entry, blend, cull, pulled)` builds a
/// terrain pipeline as the per-section ones, without the origin buffer, and without
/// vertex buffers when `pulled` (its vertex shader reads the page, `ARENA_BINDING`).
pub fn new(
device: &wgpu::Device,
terrain_layout: &wgpu::BindGroupLayout,
@@ -349,13 +370,18 @@ impl Flat {
&str,
Option<wgpu::BlendState>,
Option<wgpu::Face>,
bool,
) -> wgpu::RenderPipeline,
) -> Self {
let vertex = wgpu::ShaderStages::VERTEX;
let compute = wgpu::ShaderStages::COMPUTE;
let draw_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Flat section draws"),
entries: &[storage(0, vertex, true), storage(1, vertex, true)],
entries: &[
storage(0, vertex, true),
storage(1, vertex, true),
storage(ARENA_BINDING, vertex, true),
],
});
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Flat terrain layout"),
@@ -404,38 +430,44 @@ impl Flat {
let storage_usage = wgpu::BufferUsages::STORAGE;
let back = Some(wgpu::Face::Back);
Self {
// The solid draws read either layout of the solid quads (`mesher::packed`) from
// the page; translucent ones keep their vertex buffer.
solid: pipeline(
&layout,
"Terrain solid (flat)",
"vs_terrain_flat",
"vs_section_flat",
"fs_solid",
None,
back,
true,
),
solid_opaque: pipeline(
&layout,
"Terrain solid opaque (flat)",
"vs_terrain_flat_opaque",
"vs_section_flat_opaque",
"fs_opaque",
None,
back,
true,
),
solid_cutout: pipeline(
&layout,
"Terrain solid cutout (flat)",
"vs_terrain_flat_cutout",
"vs_section_flat_cutout",
"fs_solid",
None,
back,
true,
),
// The mirror flips the winding: its solid terrain culls the front.
solid_mirror: pipeline(
&layout,
"Terrain solid mirrored (flat)",
"vs_terrain_flat",
"vs_section_flat",
"fs_solid_mirror",
None,
Some(wgpu::Face::Front),
true,
),
translucent: pipeline(
&layout,
@@ -444,6 +476,7 @@ impl Flat {
"fs_translucent",
Some(wgpu::BlendState::ALPHA_BLENDING),
back,
false,
),
translucent_mark: pipeline(
&layout,
@@ -452,6 +485,7 @@ impl Flat {
"fs_translucent_mark",
Some(ALPHA_ONLY),
back,
false,
),
flatten,
compute_layout,
@@ -490,11 +524,12 @@ impl Flat {
calls: Vec::new(),
phase1_calls: 0,
solid_calls: 0,
pass_calls: [0; 2],
pass_calls: [0; 3],
shadow_calls: [0; 2],
min_sections,
range_align: (u64::from(device.limits().min_storage_buffer_offset_alignment) / 16)
.max(1),
page_instances: false,
}
}
/// A section uploaded to `vertices` vertices from `start` of the page keyed `page`:
@@ -539,13 +574,15 @@ impl Flat {
self.pages.resize_with(page + 1, || None);
}
let table = self.pages[page].get_or_insert_with(|| PageTable {
// Copied whole into the visibility buffer's table of every page (`visbuffer`).
blocks: buffer(
device,
"Section ids by block",
blocks * 4,
wgpu::BufferUsages::STORAGE,
wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_SRC,
),
group: None,
arena: None,
});
let first = start / GRAIN;
let ids = vec![id; vertices.div_ceil(GRAIN) as usize];
@@ -606,7 +643,7 @@ impl Flat {
phase1_draws: usize,
solid_draws: usize,
shadow: [usize; 2],
passes: [usize; 2],
passes: [usize; 3],
phase2: Option<&wgpu::Buffer>,
translucent_arena: bool,
origins: impl Iterator<Item = (u32, [f32; 4])>,
@@ -680,7 +717,7 @@ impl Flat {
self.phase1_calls = 0;
self.solid_calls = 0;
self.shadow_calls = [0; 2];
self.pass_calls = [0; 2];
self.pass_calls = [0; 3];
return false;
}
if self.range_data.len() as u64 > self.range_capacity {
@@ -709,10 +746,11 @@ impl Flat {
);
// Phase 2's calls start empty, each at the start of its room.
self.phase2_call_data.clear();
let page_instances = self.page_instances;
self.phase2_call_data.extend(
self.calls[phase1_calls..solid_calls]
.iter()
.map(|c| [0, 1, c.first, 0, 0]),
.map(|c| [0, 1, c.first, 0, if page_instances { c.page } else { 0 }]),
);
let phase2_calls = self.phase2_call_data.len() as u64;
if phase2_calls > self.phase2_call_capacity {
@@ -807,29 +845,53 @@ impl Flat {
pass.dispatch_workgroups((*count).min(GROUP_LIMIT), count.div_ceil(GROUP_LIMIT), 1);
}
drop(pass);
for page in self.calls.iter().map(|c| c.page) {
let table = self.pages[page as usize]
.as_mut()
.expect("a drawn page has its block table");
if table.group.is_none() {
table.group = Some(device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Flat section draws"),
layout: &self.draw_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: table.blocks.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: self.origins.as_entire_binding(),
},
],
}));
}
}
true
}
/// Gives every page table its bind group (`bind_page`): its blocks, the origins and, for
/// a page of the section arena, that page (`arena`, by page) for the solid draws to read.
/// Before each frame's draws, flat or not: the per-section solid draws bind the groups too
/// (`page_group`), and a page that grew is another buffer.
pub fn bind_pages<'a>(
&mut self,
device: &wgpu::Device,
arena: impl Fn(u32) -> Option<&'a wgpu::Buffer>,
) {
for (key, slot) in self.pages.iter_mut().enumerate() {
let Some(table) = slot else {
continue;
};
let page = (key < TRANSLUCENT_KEYS as usize)
.then(|| arena(key as u32))
.flatten();
if table.group.is_some() && table.arena.as_ref() == page {
continue;
}
table.arena = page.cloned();
table.group = Some(device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Flat section draws"),
layout: &self.draw_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: table.blocks.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: self.origins.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: ARENA_BINDING,
resource: page.unwrap_or(&self.empty).as_entire_binding(),
},
],
}));
}
}
/// The bind group of the section arena's page `page` (`bind_pages`), which the solid
/// draws read their vertices through.
pub fn page_group(&self, page: u32) -> Option<&wgpu::BindGroup> {
self.pages.get(page as usize)?.as_ref()?.group.as_ref()
}
/// After occlusion culling's test: copies the phase 2 draws it saw.
pub fn flatten_phase2(
&self,
@@ -879,6 +941,46 @@ impl Flat {
pass.draw_indexed(call.first..call.first + call.count, 0, 0..1);
}
}
/// `draw`, each call as the instance its page key names: the visibility buffer's ID
/// pass (`visbuffer`) tells the pages apart by it.
pub(super) fn draw_paged<'a>(
&self,
pass: &mut wgpu::RenderPass<'_>,
calls: &[Call],
vertices: impl Fn(u32) -> wgpu::BufferSlice<'a>,
) {
pass.set_index_buffer(self.indices.slice(..), wgpu::IndexFormat::Uint32);
for call in calls {
self.bind_page(pass, call.page, &vertices);
pass.draw_indexed(
call.first..call.first + call.count,
0,
call.page..call.page + 1,
);
}
}
/// Bytes of its buffers: the index list, ranges, origins and block tables.
pub fn bytes(&self) -> u64 {
let tables: u64 = self.pages.iter().flatten().map(|t| t.blocks.size()).sum();
self.indices.size()
+ self.ranges.size()
+ self.origins.size()
+ self.phase2_calls.size()
+ tables
}
/// The origins by section id, which the visibility buffer's resolve (`visbuffer`) reads
/// in its fragment shader.
pub(super) fn origins(&self) -> &wgpu::Buffer {
&self.origins
}
/// The block table of the section arena's page `page` (`blocks_per_page` entries), which
/// the visibility buffer copies into its table of every page.
pub(super) fn block_table(&self, page: u32) -> Option<&wgpu::Buffer> {
Some(&self.pages.get(page as usize)?.as_ref()?.blocks)
}
pub(super) fn blocks_per_page(&self) -> u64 {
self.blocks_per_page
}
/// Draws `calls` without their index buffer, `instances` times: a shader pack's geometry
/// stage reads the indices itself (`hz_indices`) and stands for one emitted triangle per
/// instance.
@@ -896,19 +998,22 @@ impl Flat {
pass.draw(call.first..call.first + call.count, 0..instances);
}
}
/// Draws phase 2's calls, as `flatten_phase2` left them.
/// Draws phase 2's `calls` (`calls[phase1_calls..solid_calls]` counted from 0), as
/// `flatten_phase2` left them.
pub fn draw_phase2<'a>(
&self,
pass: &mut wgpu::RenderPass<'_>,
calls: std::ops::Range<usize>,
vertices: impl Fn(u32) -> wgpu::BufferSlice<'a>,
) {
pass.set_index_buffer(self.indices.slice(..), wgpu::IndexFormat::Uint32);
for (k, call) in self.calls[self.phase1_calls..self.solid_calls]
let first = self.phase1_calls + calls.start;
for (k, call) in self.calls[first..self.phase1_calls + calls.end]
.iter()
.enumerate()
{
self.bind_page(pass, call.page, &vertices);
pass.draw_indexed_indirect(&self.phase2_calls, k as u64 * 20);
pass.draw_indexed_indirect(&self.phase2_calls, (calls.start + k) as u64 * 20);
}
}
fn bind_page<'a>(
@@ -968,7 +1073,7 @@ mod tests {
solid,
solid,
[draws.len(); 2],
[draws.len(), 0],
[draws.len(), 0, solid],
4,
|page, _| page,
&mut calls,
@@ -1017,14 +1122,14 @@ mod tests {
solid,
solid,
[draws.len(); 2],
[3, 1],
[3, 1, solid],
4,
|page, _| page,
&mut calls,
&mut ranges,
&mut segments,
);
assert_eq!((plan.pass_calls, plan.solid_calls), ([3, 1], 4));
assert_eq!((plan.pass_calls, plan.solid_calls), ([3, 1, 4], 4));
let call = |page, first, count| Call { page, first, count };
assert_eq!(
calls,
@@ -1053,7 +1158,7 @@ mod tests {
solid,
solid,
[camera, camera + 2],
[camera, 0],
[camera, 0, solid],
4,
|page, _| page,
&mut calls,
@@ -1082,7 +1187,7 @@ mod tests {
2,
solid,
[draws.len(); 2],
[draws.len(), 0],
[draws.len(), 0, solid],
4,
|page, _| page,
&mut calls,
@@ -1095,7 +1200,7 @@ mod tests {
phase1_calls: 1,
solid_calls: 3,
shadow_calls: [4, 4],
pass_calls: [1, 0],
pass_calls: [1, 0, 3],
total: 6 * 13
}
);
@@ -1200,7 +1305,7 @@ mod tests {
phase1,
solid,
[draws.len(); 2],
[draws.len(), 0],
[draws.len(), 0, solid],
align,
|page, _| page,
&mut calls,
File diff suppressed because it is too large. Load diff
@@ -1,30 +1,42 @@
// GPU culling (gfx/gpu_culling.rs). `apply` writes the records that changed.
// `cull`: one invocation per section id keeps the sections the CPU's walk
// chose, writes each one's origin and counts it in its page, per block of 64
// ids. `scan`: one workgroup per page turns the blocks' counts into where
// each block's draws start, and the page's count. `scatter`: each block
// writes its sections' draws there, in id order, so a page's draws come in
// the same order every frame (atomics alone would order them as the GPU
// schedules, and where faces of two sections meet at the same depth the later
// draw keeps the pixel). Nothing here computes with floats: the origins are
// the CPU's bits, copied.
// `cull`: one invocation per section id keeps the sections whose column is
// within the render distance, that cave culling's graph reaches (occlusion.rs)
// and whose box is in the frustum, writes each one's origin and counts it in
// its page, per block of 64 ids. `scan`: one workgroup per page turns the
// blocks' counts into where each block's draws start, and the page's count.
// `scatter`: each block writes its sections' draws there, in id order, so a
// page's draws come in the same order every frame (atomics alone would order
// them as the GPU schedules, and where faces of two sections meet at the same
// depth the later draw keeps the pixel). Nothing here computes with floats: the
// origins are the CPU's bits, copied, and the frustum test adds integers the
// CPU computed.
struct Params {
// Ids to test, records `apply` writes, the arena pages the counts and
// regions cover, and where the regions and the chosen ids' bits start in
// `tables`.
// regions cover, and where the regions start in `tables`.
ids: u32,
updates: u32,
pages: u32,
regions: u32,
mask: u32,
pad0: u32,
pad1: u32,
pad2: u32,
// Bits 3j, 3j + 1 and 3j + 2: frustum plane j's x, y and z are at least 0.
signs: u32,
// The render distance in columns, and the camera's column.
near: i32,
cam_x: i32,
cam_z: i32,
// The tables' first column: x, 0, z, 0.
first: vec4<i32>,
// Their entries along x, y and z, and 0.
cells: vec4<u32>,
// Each frustum plane's w term, its margin in, then 0, 0.
w: array<vec4<i32>, 2>,
// Cave culling's graph (occlusion.rs `Reach`): from x, from z, radius, lowest
// section y; its height in sections and the level's; REACH and SKY; 0.
reach: vec4<i32>,
reach_height: i32,
reach_sections: i32,
flags: u32,
pad: u32,
}
// gpu_culling.rs `Record`.
@@ -32,8 +44,8 @@ struct Section {
// Section x, y (from the level's bottom), z, and its arena page (-1: a
// free id).
key: vec4<i32>,
// The first vertex of its solid quads, its solid quads, then two words
// unused here.
// The first vertex of its solid quads, its solid quads, its box
// (gpu_culling.rs `rounded_box`), then a word unused here.
a: vec4<u32>,
}
@@ -45,9 +57,10 @@ struct Update {
@group(0) @binding(0) var<uniform> params: Params;
@group(0) @binding(1) var<storage, read_write> sections: array<Section>;
// gpu_culling.rs `GpuCulling::prepare`: the origins' f32 bits along x, y and
// z, each page's region of `draws` (its first draw and its size), then a bit
// per id the CPU's walk chose.
// gpu_culling.rs `tables`: the origins' f32 bits along x, y and z (n of them);
// per frustum plane its terms for those origins, n each; per plane and axis its
// terms for the 32 box codes; then each page's region of `draws` (its first
// draw and its size).
@group(0) @binding(2) var<storage, read> tables: array<u32>;
@group(0) @binding(3) var<storage, read> updates: array<Update>;
// Sections kept, draws, each page's draws, then per block of ids and page its
@@ -59,6 +72,9 @@ struct Update {
@group(0) @binding(6) var<storage, read_write> origins: array<vec4<u32>>;
// Per id its page + 1 when it is drawn this frame, else 0.
@group(0) @binding(7) var<storage, read_write> runs: array<u32>;
// occlusion.rs `Reach::bits`: whether the search reached each cell of its box,
// a bit each (32 a word, lowest first).
@group(0) @binding(8) var<storage, read> reached_cells: array<u32>;
// gfx.rs `section_instance`'s w for a whole section: 1 / mesher::UV_STEPS.
const STEP_BITS: u32 = 0x38000000u;
@@ -68,6 +84,13 @@ const ROW: u32 = 65535u;
const BLOCK: u32 = 64u;
// Counts before the pages'.
const STATS: u32 = 2u;
// gpu_culling.rs `rounded_box` for a box past what its codes hold: no plane
// rejects it.
const UNBOUNDED: u32 = 0x80000000u;
// In `params.flags`: cave culling's graph is in `params.reach`, and its search
// reached the box's top layer (the sky band).
const REACH: u32 = 1u;
const SKY: u32 = 2u;
// The count of `block`'s draws in `page` (`cull`), then where they start (`scan`).
fn block_count(block: u32, page: u32) -> u32 {
@@ -80,9 +103,69 @@ fn region(page: u32) -> vec2<u32> {
return vec2<u32>(tables[at], tables[at + 1u]);
}
// The CPU's walk chose it (gpu_culling.rs `GpuCulling::choose`).
fn chosen(id: u32) -> bool {
return ((tables[params.mask + id / 32u] >> (id % 32u)) & 1u) != 0u;
// streaming.rs `in_view_distance` around the camera's column. A gap at or past
// the distance cannot pass, so testing it first keeps the squares in range.
fn near(x: i32, z: i32) -> bool {
let r = params.near;
let gx = max(abs(x - params.cam_x) - 1, 0);
let gz = max(abs(z - params.cam_z) - 1, 0);
if gx >= r || gz >= r {
return false;
}
return gx * gx + gz * gz < r * r;
}
// occlusion.rs `Occlusion::contains` (`Graph::contains`): with no graph, or with
// cave culling off, every section; in the searched box, whether the search
// reached it; above a clamped box, over its columns and within the level, the
// sky band (all of it or none); else none. `Reach::contains` on the CPU.
fn reached(key: vec3<i32>) -> bool {
if (params.flags & REACH) == 0u {
return true;
}
let r = params.reach.z;
let dx = key.x - params.reach.x;
let dz = key.z - params.reach.y;
let dy = key.y - params.reach.w;
if dx < -r || dx > r || dz < -r || dz > r || dy < 0 {
return false;
}
if dy >= params.reach_height {
return (params.flags & SKY) != 0u && key.y >= 0 && key.y <= params.reach_sections;
}
let i = u32(((dz + r) * (2 * r + 1) + dx + r) * params.reach_height + dy);
return ((reached_cells[i >> 5u] >> (i & 31u)) & 1u) != 0u;
}
fn term(at: u32) -> i32 {
return bitcast<i32>(tables[at]);
}
// gfx.rs `Frustum::intersects` for the box `b` of the section in cell `c` of the
// tables, in integers (gpu_culling.rs `tables`): it keeps every box the CPU keeps.
fn in_frustum(c: vec3<u32>, b: u32) -> bool {
if (b & UNBOUNDED) != 0u {
return true;
}
let nx = params.cells.x;
let ny = params.cells.y;
let n = nx + ny + params.cells.z;
for (var j = 0u; j < 6u; j++) {
// The box's codes at the corner the plane looks at.
let s = params.signs >> (3u * j);
let kx = (b >> select(0u, 15u, (s & 1u) != 0u)) & 31u;
let ky = (b >> select(5u, 20u, (s & 2u) != 0u)) & 31u;
let kz = (b >> select(10u, 25u, (s & 4u) != 0u)) & 31u;
let origin_terms = n + j * n;
let code_terms = 7u * n + 96u * j;
let sum = params.w[j / 4u][j % 4u] + term(origin_terms + c.x)
+ term(origin_terms + nx + c.y) + term(origin_terms + nx + ny + c.z)
+ term(code_terms + kx) + term(code_terms + 32u + ky) + term(code_terms + 64u + kz);
if sum < 0 {
return false;
}
}
return true;
}
// One invocation per changed record; the CPU lists each id once.
@@ -97,19 +180,20 @@ fn apply(@builtin(global_invocation_id) gid: vec3<u32>) {
@compute @workgroup_size(64)
fn cull(@builtin(global_invocation_id) gid: vec3<u32>) {
let id = gid.y * (ROW * BLOCK) + gid.x;
// Past the table's end the records are stale: the CPU never writes them free.
if id >= params.ids {
return;
}
runs[id] = 0u;
let s = sections[id];
if s.key.w < 0 || s.a.y == 0u || !chosen(id) {
if s.key.w < 0 || s.a.y == 0u || !near(s.key.x, s.key.z) || !reached(s.key.xyz) {
return;
}
let page = u32(s.key.w);
// The tables hold every column within the distance; a key before their
// first wraps past their end.
let c = vec3<u32>(s.key.xyz - params.first.xyz);
if page >= params.pages || any(c >= params.cells.xyz) {
if page >= params.pages || any(c >= params.cells.xyz) || !in_frustum(c, s.a.z) {
return;
}
let nx = params.cells.x;
@@ -0,0 +1,223 @@
//! Every render pipeline's stage interface against the weakest GPUs' limit (#8195).
//!
//! OpenGL 3.3 drivers (a GeForce 9100M G) allow `max_inter_stage_shader_variables` = 15, and wgpu
//! counts the fragment stage's built-in inputs (`front_facing`, `sample_index`, ...) against it.
//! A pipeline over that limit panics at start-up on such a GPU, with no way to run the game, so
//! this checks the shaders with naga, without a GPU.
use std::path::{Path, PathBuf};
/// `Limits::downlevel_defaults().max_inter_stage_shader_variables`, the least a GPU offers.
const LIMIT: u32 = 15;
/// One entry point's variables: the user-defined `@location`s and the built-ins wgpu counts.
#[derive(Debug, PartialEq, Eq)]
struct Interface {
entry: String,
/// Vertex outputs or fragment inputs, user-defined.
user: u32,
/// The fragment stage's `front_facing`, `sample_index`, `sample_mask` and `primitive_index`
/// inputs, which wgpu counts as one variable each; 0 for a vertex stage.
built_ins: u32,
}
impl Interface {
fn total(&self) -> u32 {
self.user + self.built_ins
}
}
/// The bindings an argument or a result carries, a struct's members flattened.
fn bindings(
module: &naga::Module,
binding: &Option<naga::Binding>,
ty: naga::Handle<naga::Type>,
) -> Vec<naga::Binding> {
if let Some(binding) = binding {
return vec![binding.clone()];
}
match &module.types[ty].inner {
naga::TypeInner::Struct { members, .. } => {
members.iter().filter_map(|m| m.binding.clone()).collect()
}
_ => Vec::new(),
}
}
fn is_location(binding: &naga::Binding) -> bool {
matches!(binding, naga::Binding::Location { .. })
}
/// The stage interface of every vertex and fragment entry point of `source`.
fn interfaces(source: &str) -> Vec<Interface> {
let module = naga::front::wgsl::parse_str(source).unwrap();
let mut out = Vec::new();
for entry in &module.entry_points {
let function = &entry.function;
let (user, built_ins) = match entry.stage {
naga::ShaderStage::Vertex => {
let outputs: Vec<_> = function
.result
.iter()
.flat_map(|r| bindings(&module, &r.binding, r.ty))
.collect();
(outputs.iter().filter(|b| is_location(b)).count(), 0)
}
naga::ShaderStage::Fragment => {
let inputs: Vec<_> = function
.arguments
.iter()
.flat_map(|a| bindings(&module, &a.binding, a.ty))
.collect();
let built_ins = inputs
.iter()
.filter(|b| {
matches!(
b,
naga::Binding::BuiltIn(
naga::BuiltIn::FrontFacing
| naga::BuiltIn::SampleIndex
| naga::BuiltIn::SampleMask
| naga::BuiltIn::PrimitiveIndex
)
)
})
.count();
(inputs.iter().filter(|b| is_location(b)).count(), built_ins)
}
_ => continue,
};
out.push(Interface {
entry: entry.name.clone(),
user: user as u32,
built_ins: built_ins as u32,
});
}
out
}
/// The shaders as the renderer assembles them, by the `.wgsl` files each is made of.
fn composed() -> Vec<(&'static str, Vec<&'static str>, String)> {
let entity = crate::overlay::wgsl_constants() + include_str!("../entity.wgsl");
vec![
("entity", vec!["entity.wgsl"], entity.clone()),
(
"static entity",
vec!["entity.wgsl", "static_entity.wgsl"],
entity.clone() + include_str!("../static_entity.wgsl"),
),
(
"improved transparency clouds",
vec!["entity.wgsl", "oit.wgsl", "oit_clouds.wgsl"],
entity.clone() + include_str!("../oit.wgsl") + include_str!("../oit_clouds.wgsl"),
),
(
"improved transparency features",
vec!["entity.wgsl", "oit.wgsl", "oit_features.wgsl"],
entity + include_str!("../oit.wgsl") + include_str!("../oit_features.wgsl"),
),
(
"improved transparency world",
vec!["terrain.wgsl", "oit.wgsl", "oit_world.wgsl"],
include_str!("../terrain.wgsl").to_owned()
+ include_str!("../oit.wgsl")
+ include_str!("../oit_world.wgsl"),
),
(
"visibility buffer",
vec!["terrain.wgsl", "visbuffer.wgsl"],
include_str!("../terrain.wgsl").to_owned() + include_str!("../visbuffer.wgsl"),
),
(
"improved transparency world border",
vec!["border.wgsl", "oit.wgsl", "oit_border.wgsl"],
include_str!("../border.wgsl").to_owned()
+ include_str!("../oit.wgsl")
+ include_str!("../oit_border.wgsl"),
),
]
}
fn wgsl_files(dir: &Path, out: &mut Vec<PathBuf>) {
for entry in std::fs::read_dir(dir).unwrap().flatten() {
let path = entry.path();
if path.is_dir() {
wgsl_files(&path, out);
} else if path.extension().is_some_and(|e| e == "wgsl") {
out.push(path);
}
}
}
/// Every shader: the assembled ones, and each `.wgsl` file that stands alone. A file that does
/// not (it needs another's declarations) must be part of an assembled one, so that a new shader
/// cannot slip past the audit.
fn audited() -> Vec<(String, Vec<Interface>)> {
let composed = composed();
let mut files = Vec::new();
wgsl_files(
&Path::new(env!("CARGO_MANIFEST_DIR")).join("src"),
&mut files,
);
files.sort();
let mut out: Vec<(String, Vec<Interface>)> = composed
.iter()
.map(|(name, _, source)| ((*name).to_owned(), interfaces(source)))
.collect();
for file in files {
let name = file.file_name().unwrap().to_string_lossy().into_owned();
let source = std::fs::read_to_string(&file).unwrap();
let alone = naga::front::wgsl::parse_str(&source).is_ok();
let part = composed.iter().any(|(_, parts, _)| parts.contains(&&*name));
assert!(
alone || part,
"{name} needs other files' declarations: add its assembly to `composed`"
);
if alone {
out.push((name, interfaces(&source)));
}
}
out
}
#[test]
fn no_pipeline_exceeds_the_weakest_gpus_inter_stage_limit() {
let mut over = Vec::new();
for (shader, entries) in audited() {
for e in entries {
if e.total() > LIMIT {
over.push(format!(
"{shader}::{}: {} user-defined + {} built-in = {} > {LIMIT}",
e.entry,
e.user,
e.built_ins,
e.total()
));
}
}
}
assert!(over.is_empty(), "over the limit:\n{}", over.join("\n"));
}
/// The audit counts what wgpu counts (the failure of #8195: 15 user-defined + `FrontFacing`).
#[test]
fn a_front_facing_input_counts_against_the_limit() {
let source = "struct Io { @builtin(position) p: vec4<f32>, @location(0) a: vec4<f32>, @location(1) b: f32 }
@vertex fn vs() -> Io { return Io(vec4<f32>(0.0), vec4<f32>(0.0), 0.0); }
@fragment fn fs(in: Io, @builtin(front_facing) f: bool) -> @location(0) vec4<f32> { return in.a; }";
assert_eq!(
interfaces(source),
vec![
Interface {
entry: "vs".into(),
user: 2,
built_ins: 0
},
Interface {
entry: "fs".into(),
user: 2,
built_ins: 1
},
]
);
}
@@ -63,6 +63,9 @@ pub(super) struct Tile {
/// place until they have faded in (from the job's end, the instant), so
/// no hole shows through them.
previous: Option<(SectionGpu, Option<Instant>)>,
/// Its slot in occlusion culling's results (`cull::TILE`), kept while
/// meshes of the same tile replace one another.
pub cull_slot: u32,
}
/// How long a tile takes to fade in over the ones it replaces.
@@ -160,6 +163,18 @@ impl Tile {
None => &mut self.mesh,
}
}
/// The box occlusion culling tests (`cull::Cull`), around its origin: its
/// mesh's bounds grown by a block, while that mesh is the one drawn
/// whole (no stand-in, no fade). A fading tile's dither moves its depth
/// toward the camera (terrain.wgsl's `fade_depth`), out of the box.
pub fn cull_bounds(&self, fade: u32) -> Option<[[f32; 3]; 2]> {
(fade == 0 && self.previous.is_none()).then(|| {
[
(self.bounds.min - 1.0).to_array(),
(self.bounds.max + 1.0).to_array(),
]
})
}
/// Both meshes it holds in the arena: its own and the stand-in, if any.
pub fn meshes_mut(&mut self) -> impl Iterator<Item = &mut SectionGpu> {
std::iter::once(&mut self.mesh).chain(self.previous.as_mut().map(|(mesh, _)| mesh))
@@ -192,6 +207,10 @@ impl Renderer {
/// its old mesh stands in while they fade in. A new one waits for the rest of its job
/// (`upload_lods`), then fades in.
pub fn upload_lod(&mut self, key: TileKey, mesh: &SectionMesh, keep: bool) {
if let Some(copies) = &mut self.capture_copies {
copies.tile(key, mesh);
}
let old_slot = self.lods.get(&key).map(|tile| tile.cull_slot);
let (shown, previous) = match self.lods.remove(&key) {
Some(old) if old.dying.is_none() => match old.previous {
Some(previous) => {
@@ -212,6 +231,12 @@ impl Renderer {
};
match Bounds::mesh(mesh).zip(self.upload_mesh(mesh)) {
Some((bounds, mesh)) => {
let cull_slot = old_slot.unwrap_or_else(|| {
self.lod_cull_free.pop().unwrap_or_else(|| {
self.lod_cull_next += 1;
self.lod_cull_next - 1
})
});
self.lods.insert(
key,
Tile {
@@ -221,6 +246,7 @@ impl Renderer {
dying: None,
alone: false,
previous,
cull_slot,
},
);
}
@@ -228,6 +254,7 @@ impl Renderer {
if let Some((previous, _)) = previous {
self.release_mesh(previous);
}
self.lod_cull_free.extend(old_slot);
}
}
}
@@ -240,12 +267,19 @@ impl Renderer {
}
pub fn remove_lod(&mut self, key: TileKey) {
if let Some(copies) = &mut self.capture_copies {
copies.forget_tile(key);
}
if let Some(tile) = self.lods.remove(&key) {
self.lod_cull_free.push(tile.cull_slot);
self.release_tile(tile);
}
}
pub fn clear_lods(&mut self) {
if let Some(copies) = &mut self.capture_copies {
copies.clear_tiles();
}
self.lod_pending = None;
// No far terrain left to fade out over.
for (key, since) in std::mem::take(&mut self.lod_leaving) {
@@ -260,6 +294,8 @@ impl Renderer {
for (_, tile) in std::mem::take(&mut self.lods) {
self.release_tile(tile);
}
self.lod_cull_free.clear();
self.lod_cull_next = 0;
self.set_lod_cutout(Default::default());
}
@@ -437,6 +473,15 @@ impl Renderer {
}
}
/// The tiles drawn for good, not fading out (`render-capture`).
pub(super) fn standing_lods(&self) -> FxHashSet<TileKey> {
self.lods
.iter()
.filter(|(_, tile)| tile.dying.is_none())
.map(|(&key, _)| key)
.collect()
}
/// The chunk columns the resident tiles now leave out (`Lod::take_cutout`).
/// Removed sections they no longer leave out are released.
pub fn set_lod_cutout(&mut self, cutout: crate::fast_hash::FxHashSet<(i32, i32)>) {
@@ -41,17 +41,28 @@ struct HorizonMaterialOut {
@location(10) @interpolate(flat) emission: f32,
// terrain.wgsl's `emission`, for HDR output's mark.
@location(11) @interpolate(flat) hdr_code: u32,
// The point on the flat face (`position` without `[displacement]`'s relief), how much of
// that relief it has (`MaterialInput.displaced`) and the face's normal (0 when the
// fragment finds it).
@location(12) base: vec3<f32>,
@location(13) displaced: f32,
@location(14) @interpolate(flat) normal: vec3<f32>,
}
fn horizon_material_vertex(position: vec3<f32>, uv: vec2<f32>, layer: u32, color: vec4<f32>,
light: vec2<u32>, origin: vec3<f32>) -> HorizonMaterialOut {
let pos = horizon_material_displace(position + origin, uv, layer, color, light);
return horizon_material_out(pos, uv, layer, color, vec2<f32>(light));
}
// `light`: sky, block, 16 per level.
fn horizon_material_out(pos: vec3<f32>, uv: vec2<f32>, layer: u32, color: vec4<f32>,
light: vec2<f32>) -> HorizonMaterialOut {
var out: HorizonMaterialOut;
out.clip = horizon_terrain_globals.view_proj * vec4(pos, 1.0);
out.uv = uv;
out.layer = layer;
out.tint = vec4(color.rgb, 1.0);
let block = max(f32(light.y), horizon_terrain_dynamic_block_light(pos));
let sky = f32(light.x);
let block = max(light.y, horizon_terrain_dynamic_block_light(pos));
let sky = light.x;
// 16 per level, 15 levels.
out.light = min(vec2(block, sky) / 240.0, vec2(1.0));
out.lightmap = horizon_terrain_sample_lightmap(sky / 16.0, block / 16.0).rgb;
@@ -73,6 +84,9 @@ fn horizon_material_vertex(position: vec3<f32>, uv: vec2<f32>, layer: u32, color
// Codes above 4 are the same tiers, shining all over rather than in their bright parts.
let tier = select(out.hdr_code, out.hdr_code - 4u, out.hdr_code > 4u);
out.emission = select(min(f32(tier) * 7.0 / 15.0, 1.0), 0.0, tier == 0u);
out.base = pos;
out.displaced = 0.0;
out.normal = vec3(0.0);
return out;
}
@vertex fn horizon_material_vs(
@@ -142,15 +156,17 @@ fn horizon_material_color(in: HorizonMaterialOut, translucent: bool) -> vec4<f32
horizon_block_lod = max(0.5 * log2(max(footprint, 1e-8)), 0.0);
// Water draws translucent and lava solid, so the pass resolves the fluid kind.
let fluid = select(0u, select(2u, 1u, translucent), in.fluid_quad != 0u);
let normal = horizon_material_normal(in.position);
// `[displacement]`'s grid hands down its face's normal: its relief is the pack's to shade.
let normal = select(horizon_material_normal(in.position), in.normal,
dot(in.normal, in.normal) > 0.5);
horizon_material_face_normal = normal;
horizon_surface = vec4<f32>(0.0);
let tangent = horizon_material_tangent(in.position, in.uv, normal);
let tangent = horizon_material_tangent(in.base, in.uv, normal);
return material(MaterialInput(albedo, in.tint, in.light, in.lightmap, in.position, in.uv,
translucent, horizon_sprite_tags(in.layer & 0x7fffu),
horizon_sprite_material(in.layer & 0x7fffu), in.clip.xy / frame.resolution,
in.face, fluid, in.emission, normal, tangent,
horizon_terrain_native_colored_light(in.position))).color;
horizon_terrain_native_colored_light(in.position), in.displaced)).color;
}
var<private> horizon_material_face_normal: vec3<f32>;
struct HorizonMaterialSolid {
@@ -176,6 +192,13 @@ fn horizon_material_mark(in: HorizonMaterialOut, texel: vec4<f32>) -> f32 {
return 1.0;
}
@fragment fn horizon_material_fs_solid(in: HorizonMaterialOut) -> HorizonMaterialSolid {
// `[displacement]`'s grid draws these pixels.
if length(in.base) < horizon_displace_distance - 0.05 && horizon_displaced_layer(in.layer) {
discard;
}
return horizon_material_solid(in);
}
fn horizon_material_solid(in: HorizonMaterialOut) -> HorizonMaterialSolid {
let color = horizon_material_color(in, false);
let texel = horizon_terrain_sprite(in.uv, in.layer & 0x7fffu);
// Bit 15 of the layer marks opaque leaves (forceOpaque): no alpha cutout.
@@ -196,6 +219,37 @@ fn horizon_material_mark(in: HorizonMaterialOut, texel: vec4<f32>) -> f32 {
}
";
/// `[displacement]`'s grid (gfx/displace.rs): one instance a quad the pick chose, its corners
/// read from the copy of the arena, each of its cells two triangles moved along the face's
/// normal by the pack's `displacement`, measured from the texture's mean height so that the
/// face's edges, pinned there, meet their neighbours whatever their relief.
const DISPLACED_ENTRIES: &str = "
@vertex fn horizon_material_vs_displaced(@builtin(vertex_index) v: u32,
@builtin(instance_index) instance: u32) -> HorizonMaterialOut {
let p = horizon_displace_point(v, instance);
var out = horizon_material_out(p.position, p.uv, p.layer, p.color, p.light);
out.base = p.base;
out.displaced = p.near;
out.normal = p.normal;
return out;
}
@fragment fn horizon_material_fs_displaced(in: HorizonMaterialOut) -> HorizonMaterialSolid {
if length(in.base) >= horizon_displace_distance + 0.05 {
discard;
}
return horizon_material_solid(in);
}
";
/// What the material's displaced pipeline is built against: `[displacement]`'s values and
/// its group 1.
pub struct DisplacedShape<'a> {
pub distance: f32,
pub cells: u32,
pub steps: bool,
pub layout: &'a wgpu::BindGroupLayout,
}
/// What terrain pipelines are built against: the renderer's layouts and constants.
pub struct TerrainShape<'a> {
/// The terrain's group 0.
@@ -227,6 +281,8 @@ pub struct NativeMaterial {
pub solid: wgpu::RenderPipeline,
pub translucent: wgpu::RenderPipeline,
pub flat: Option<(wgpu::RenderPipeline, wgpu::RenderPipeline)>,
/// `[displacement]`'s grid of the solid terrain near the camera (gfx/displace.rs).
pub displaced: Option<wgpu::RenderPipeline>,
/// The stage calls `set_surface`: its solid pipelines also write the surface target.
pub writes_surface: bool,
}
@@ -290,9 +346,10 @@ fn shader_source(
tags: &[(u32, u32)],
materials: &[(u32, u32)],
vertex: bool,
displaced: bool,
) -> String {
format!(
"{source}\n// Horizon's terrain (terrain.wgsl)\n{}{}{}{}{ENTRIES}",
"{source}\n// Horizon's terrain (terrain.wgsl)\n{}{}{}{}{ENTRIES}{}{}",
vanilla_terrain(),
if vertex {
DISPLACE_PACK
@@ -300,7 +357,13 @@ fn shader_source(
DISPLACE_VANILLA
},
layer_table("horizon_sprite_tags", tags),
layer_table("horizon_sprite_material", materials)
layer_table("horizon_sprite_material", materials),
super::displace::RELIEF,
if displaced {
super::displace::GRID.to_owned() + DISPLACED_ENTRIES
} else {
String::new()
}
)
}
@@ -310,8 +373,9 @@ fn module(
tags: &[(u32, u32)],
materials: &[(u32, u32)],
vertex: bool,
displaced: bool,
) -> Result<naga::Module, String> {
let text = shader_source(&stage.source, tags, materials, vertex);
let text = shader_source(&stage.source, tags, materials, vertex, displaced);
naga::front::wgsl::parse_str(&text)
.map_err(|e| format!("{}: {}", stage.file, e.emit_to_string(&text)))
}
@@ -326,9 +390,16 @@ impl NativeMaterial {
constants: &[(String, f64)],
fog: bool,
vertex: bool,
displaced: Option<&DisplacedShape<'_>>,
) -> Result<Self, String> {
let writes_surface = horizon_shader_api::stages::calls_set_surface(&stage.source);
let module = module(stage, shape.sprite_tags, shape.sprite_materials, vertex)?;
let module = module(
stage,
shape.sprite_tags,
shape.sprite_materials,
vertex,
displaced.is_some(),
)?;
let mut constants = present_constants(&module, constants);
let sprite_names = [
"horizon_terrain_SPRITE_ARRAYS",
@@ -336,6 +407,14 @@ impl NativeMaterial {
];
constants.extend(sprite_names.into_iter().zip(shape.sprites));
constants.push(("horizon_material_fog", f64::from(u8::from(fog))));
constants.push((
"horizon_displace_distance",
displaced.map_or(0.0, |d| f64::from(d.distance)),
));
if let Some(d) = displaced {
constants.push(("horizon_displace_cells", f64::from(d.cells)));
constants.push(("horizon_displace_steps", f64::from(u8::from(d.steps))));
}
let scope = device.push_error_scope(wgpu::ErrorFilter::Validation);
let module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some(&stage.label),
@@ -411,7 +490,7 @@ impl NativeMaterial {
module: &module,
entry_point: Some(fragment),
compilation_options: options,
targets: if fragment == "horizon_material_fs_solid" && writes_surface {
targets: if fragment != "horizon_material_fs_translucent" && writes_surface {
&solid_targets
} else {
&solid_targets[..1]
@@ -453,6 +532,16 @@ impl NativeMaterial {
),
)
});
// The grid's corners come from its group 1, not from vertex buffers.
let displaced = displaced.map(|d| {
pipeline(
&layout(Some(d.layout)),
"horizon_material_vs_displaced",
&[],
"horizon_material_fs_displaced",
None,
)
});
if let Some(e) = pollster::block_on(scope.pop()) {
return Err(format!("{}: {e}", stage.file));
}
@@ -460,6 +549,7 @@ impl NativeMaterial {
solid,
translucent,
flat,
displaced,
writes_surface,
})
}
@@ -515,7 +605,7 @@ mod tests {
let tags = [(7, 1), (3, 1), (9, 2)];
let materials = [(5, 1000)];
assert!(layer_table("t", &tags).contains("case 3u, 7u: { return 1u; }"));
let module = module(&stage, &tags, &materials, false).unwrap();
let module = module(&stage, &tags, &materials, false, false).unwrap();
let info = naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
naga::valid::Capabilities::all(),
@@ -524,7 +614,13 @@ mod tests {
.unwrap_or_else(|e| {
panic!(
"{}",
e.emit_to_string(&shader_source(&stage.source, &tags, &materials, false))
e.emit_to_string(&shader_source(
&stage.source,
&tags,
&materials,
false,
false
))
)
});
let entries: Vec<&str> = module
@@ -546,4 +642,39 @@ mod tests {
[("gain", 1.5)]
);
}
#[test]
fn the_displaced_grid_validates_with_a_pack() {
let manifest = "schema = 1\nid = \"t\"\nname = \"T\"\nversion = \"1\"\napi = \"0.1\"\n\
[material]\nfile = \"material.wgsl\"\n[displacement]\n";
let material = "fn material(input: MaterialInput) -> Surface {\n \
return Surface(input.albedo * (1.0 - 0.5 * input.displaced));\n}\n\
fn displacement(input: DisplacementInput) -> f32 {\n \
return (1.0 - input.height) * 0.125 * f32(input.material + 1u);\n}\n";
let files = [(MANIFEST, manifest), ("material.wgsl", material)]
.map(|(n, t)| (n.to_owned(), t.as_bytes().to_vec()))
.into();
let mut report = check(&Pack::from_files(files).unwrap()).unwrap();
let stage = report.stages.remove(0);
let materials = [(5, 1000)];
let module = module(&stage, &[], &materials, false, true).unwrap();
naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
naga::valid::Capabilities::all(),
)
.validate(&module)
.unwrap_or_else(|e| {
let text = shader_source(&stage.source, &[], &materials, false, true);
panic!("{}", e.emit_to_string(&text))
});
for entry in [
"horizon_material_vs_displaced",
"horizon_material_fs_displaced",
] {
assert!(
module.entry_points.iter().any(|e| e.name == entry),
"{entry}"
);
}
}
}
@@ -3,9 +3,10 @@
use horizon_shader_api::{Report, StageKind};
use super::native_material::{NativeMaterial, TerrainShape};
use super::displace::Displacement;
use super::native_material::{DisplacedShape, NativeMaterial, TerrainShape};
use super::native_post::{NativeFrame, NativePost};
use super::native_shadow::NativeShadow;
use super::native_shadow::{NativeShadow, ShadowGrid};
use super::native_sky::NativeSky;
use super::pack_timing::PassTiming;
@@ -21,6 +22,8 @@ pub struct NativePack {
pub weather: Option<wgpu::RenderPipeline>,
/// The draw of the shadow map the stages read, if the pack asks for one.
pub shadow: Option<NativeShadow>,
/// `[displacement]`'s grid, while it is on and the resource packs have height maps.
pub displacement: Option<Displacement>,
/// `[[particle_lights]]`.
pub particle_lights: Vec<horizon_shader_api::manifest::ParticleLight>,
/// `[[lights]]`, for the colour of held and dropped items' light.
@@ -29,6 +32,33 @@ pub struct NativePack {
pub timing: Option<PassTiming>,
}
/// Whether the option `id` (a bool, or a number above 0) is on, or there is none to ask.
fn option_on(constants: &[(String, f64)], id: Option<&String>) -> bool {
id.is_none_or(|id| {
constants
.iter()
.find(|(k, _)| k == id)
.is_none_or(|(_, v)| *v != 0.0)
})
}
/// `[displacement]`'s cells: the value of its `cells_option`, if any.
fn chosen_cells(
d: &horizon_shader_api::manifest::Displacement,
options: &[horizon_shader_api::manifest::PackOption],
constants: &[(String, f64)],
) -> u32 {
let chosen = d.cells_option.as_ref().and_then(|id| {
let option = options.iter().find(|o| o.id == *id)?;
let horizon_shader_api::manifest::OptionKind::Choice { values, .. } = &option.kind else {
return None;
};
let (_, index) = constants.iter().find(|(k, _)| k == id)?;
values.get(*index as usize)?.parse().ok()
});
chosen.unwrap_or(d.cells)
}
impl NativePack {
/// The pack of the checked stages `report` with the option values `constants`, drawing
/// onto the world's targets as `terrain` describes; the sky reads the terrain's group 0.
@@ -49,11 +79,48 @@ impl NativePack {
.as_ref()
.map(|settings| super::native_shadow::fitted(device, settings));
let mut frame = NativeFrame::new(device, settings.as_ref(), textures, lights, terrain.pbr);
// `[displacement]`, unless its option is off; nothing to displace without heights.
let displacement = report
.manifest
.displacement
.as_ref()
.filter(|d| option_on(constants, d.option.as_ref()))
.filter(|_| terrain.pbr.is_some())
.map(|d| {
// No more cells than the height maps have texels.
let texels = terrain.pbr.map_or(16, |p| p[0].width());
let cells = chosen_cells(d, &report.manifest.options, constants)
.min(texels)
.max(1);
let steps =
d.steps_option.is_some() && option_on(constants, d.steps_option.as_ref());
Displacement::new(
device,
d.distance,
cells,
steps,
&frame.pbr[0],
report.shadow.is_some(),
)
});
let shadow = report
.shadow
.as_ref()
.map(|s| {
let vertex = report.stages.iter().find(|s| s.kind == StageKind::Vertex);
// `[displacement]`'s grid casts too, from the material's module.
let material = report.stages.iter().find(|s| s.kind == StageKind::Material);
let grid = displacement.as_ref().and_then(|d| {
let picks = d.shadow.as_ref()?;
Some(ShadowGrid {
distance: d.distance,
cells: picks.cells,
steps: picks.steps,
material: material?,
layout: &d.draw_layout,
normals: &frame.pbr[0],
})
});
NativeShadow::new(
device,
terrain,
@@ -61,6 +128,7 @@ impl NativePack {
&s.solid_materials,
vertex,
constants,
grid,
)
})
.transpose()?;
@@ -71,12 +139,7 @@ impl NativePack {
.iter()
.find(|s| s.kind == StageKind::Material)
.is_some_and(|s| s.reads("reflection"))
&& option.is_none_or(|id| {
constants
.iter()
.find(|(k, _)| k == id)
.is_none_or(|(_, v)| *v != 0.0)
});
&& option_on(constants, option);
let fog = report.material_fog;
let keeps = |key: fn(&horizon_shader_api::Stage) -> Option<bool>| {
report.sky.as_ref().and_then(key).unwrap_or(true)
@@ -119,7 +182,22 @@ impl NativePack {
.iter()
.find(|s| s.kind == StageKind::Material)
.map(|stage| {
NativeMaterial::new(device, terrain, &frame, stage, constants, fog, has_vertex)
let displaced = displacement.as_ref().map(|d| DisplacedShape {
distance: d.distance,
cells: d.view.cells,
steps: d.view.steps,
layout: &d.draw_layout,
});
NativeMaterial::new(
device,
terrain,
&frame,
stage,
constants,
fog,
has_vertex,
displaced.as_ref(),
)
})
.transpose()?;
let post = (!post.is_empty())
@@ -148,6 +226,7 @@ impl NativePack {
vanilla_stars,
weather,
shadow,
displacement,
timing: None,
};
Ok((pack, labels))
@@ -122,7 +122,7 @@ pub struct NativeFrame {
pub opaque_color: wgpu::Texture,
/// The resource packs' LabPBR maps (bindings 12 and 13: normals, specular), a blank 1x1
/// without them.
pbr: [wgpu::TextureView; 2],
pub(super) pbr: [wgpu::TextureView; 2],
/// The material stage's `reflection` (binding 1): this frame's water mirror, else
/// `blank`; and its sampler (binding 2).
reflection: wgpu::TextureView,
@@ -623,7 +623,8 @@ fn texture_entry(binding: u32, sample_type: wgpu::TextureSampleType) -> wgpu::Bi
fn pbr_entry(binding: u32) -> wgpu::BindGroupLayoutEntry {
wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::FRAGMENT,
// `[displacement]`'s grid moves its corners by the heights (gfx/displace.rs).
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2Array,
@@ -23,6 +23,9 @@ struct HorizonShadowOut {
@location(1) @interpolate(flat) layer: u32,
@location(2) tint: vec3<f32>,
@location(3) @interpolate(flat) fluid: u32,
// The point on the flat face, camera-relative (`[displacement]`'s grid takes it over near
// the camera).
@location(4) base: vec3<f32>,
}
// `color` is the vertex colour: the tint, and the fluid flag in its alpha's high nibble
// (mesher.rs's `fluid_face`).
@@ -37,6 +40,7 @@ fn horizon_shadow_vertex(pos: vec3<f32>, uv: vec2<f32>, layer: u32, color: vec4<
out.tint = color.rgb;
let high = u32(round(color.a * 255.0)) >> 4u;
out.fluid = u32(high >= 8u && (high & 7u) < 6u);
out.base = pos;
return out;
}
@vertex fn horizon_shadow_vs(
@@ -58,6 +62,10 @@ fn horizon_shadow_vertex(pos: vec3<f32>, uv: vec2<f32>, layer: u32, color: vec4<
return horizon_shadow_vertex(pos, atlas, layer, color);
}
@fragment fn horizon_shadow_fs(in: HorizonShadowOut) {
if horizon_shadow_taken(in.base, in.layer) { discard; }
horizon_shadow_cutout(in);
}
fn horizon_shadow_cutout(in: HorizonShadowOut) {
// Bit 15 of the layer marks opaque leaves (forceOpaque): no alpha cutout.
let alpha = horizon_terrain_sprite(in.uv, in.layer & 0x7fffu).a;
if alpha < 0.5 && (in.layer & 0x8000u) == 0u && !horizon_shadow_solid(in.layer & 0x7fffu) { discard; }
@@ -105,6 +113,45 @@ struct HorizonEntityShadowOut {
}
";
/// No `[displacement]` grid: the flat terrain casts everywhere.
const UNTAKEN: &str = "
fn horizon_shadow_taken(base: vec3<f32>, layer: u32) -> bool {
return false;
}
";
/// `[displacement]`'s grid in the shadow map (gfx/displace.rs), cast in the flat quads' place.
/// The height maps join the pass's frame group.
const GRID_ENTRIES: &str = "
@group(3) @binding(12) var horizon_pbr_normals: texture_2d_array<f32>;
fn horizon_shadow_taken(base: vec3<f32>, layer: u32) -> bool {
return length(base) < horizon_displace_distance - 0.05 && horizon_displaced_layer(layer);
}
@vertex fn horizon_shadow_vs_displaced(@builtin(vertex_index) v: u32,
@builtin(instance_index) instance: u32) -> HorizonShadowOut {
let p = horizon_displace_point(v, instance);
var out = horizon_shadow_vertex(p.position, p.uv, p.layer, p.color);
out.base = p.base;
return out;
}
@fragment fn horizon_shadow_fs_displaced(in: HorizonShadowOut) {
if length(in.base) >= horizon_displace_distance + 0.05 { discard; }
horizon_shadow_cutout(in);
}
";
/// What the shadow pass's grid is built from: `[displacement]`'s values, the material stage
/// (whose module holds `displacement` and the vertex stage), group 1's layout and the height
/// maps.
pub struct ShadowGrid<'a> {
pub distance: f32,
pub cells: u32,
pub steps: bool,
pub material: &'a horizon_shader_api::check::CheckedStage,
pub layout: &'a wgpu::BindGroupLayout,
pub normals: &'a wgpu::TextureView,
}
/// `shadow_color`'s format.
const SHADOW_COLOR: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
@@ -326,6 +373,8 @@ pub struct NativeShadow {
/// The entities' draw, with the entities' group 0 (`ENTITY_ENTRIES`).
pub entity: wgpu::RenderPipeline,
pub group: wgpu::BindGroup,
/// `[displacement]`'s grid (gfx/displace.rs's shadow list).
pub displaced: Option<wgpu::RenderPipeline>,
}
/// The entity draw's shader.
@@ -418,17 +467,36 @@ fn shadow_solid(materials: &[(u32, u32)], solid: &[u32]) -> String {
}
/// The shadow pass's shader: the frame, Horizon's terrain, and the entries, with the layers
/// `solid` of `shadow_solid`.
fn shader_source(solid: &str, vertex: Option<&str>, materials: &[(u32, u32)]) -> String {
let (head, displace) = match vertex {
Some(stage) => (
stage.to_owned()
+ &super::native_material::layer_table("horizon_sprite_material", materials),
/// `solid` of `shadow_solid`. Under `[displacement]` (`grid`: the material stage's source, which
/// holds the vertex stage and `displacement`), its grid too.
fn shader_source(
solid: &str,
vertex: Option<&str>,
materials: &[(u32, u32)],
grid: Option<&str>,
) -> String {
let table = super::native_material::layer_table("horizon_sprite_material", materials);
let (head, displace) = match (grid, vertex) {
(Some(material), _) => (
format!(
"{material}{}{table}{}{}{GRID_ENTRIES}",
horizon_shader_api::stages::PBR_STUB,
super::displace::RELIEF,
super::displace::GRID,
),
if vertex.is_some() {
super::native_material::DISPLACE_PACK
} else {
super::native_material::DISPLACE_VANILLA
},
),
(None, Some(stage)) => (
format!("{stage}{table}{UNTAKEN}"),
super::native_material::DISPLACE_PACK,
),
None => (
(None, None) => (
format!(
"{}@group({GROUP}) @binding(0) var<uniform> frame: Frame;\n{}",
"{}@group({GROUP}) @binding(0) var<uniform> frame: Frame;\n{}{UNTAKEN}",
FrameInputs::WGSL.wgsl(),
horizon_shader_api::stages::SHADOW_HELPERS,
),
@@ -452,11 +520,13 @@ impl NativeShadow {
solid_materials: &[u32],
vertex: Option<&horizon_shader_api::check::CheckedStage>,
constants: &[(String, f64)],
grid: Option<ShadowGrid<'_>>,
) -> Result<Self, String> {
let text = shader_source(
&shadow_solid(shape.sprite_materials, solid_materials),
vertex.map(|s| s.source.as_str()),
shape.sprite_materials,
grid.as_ref().map(|g| g.material.source.as_str()),
);
let module = naga::front::wgsl::parse_str(&text)
.map_err(|e| format!("shadow pass: {}", e.emit_to_string(&text)))?;
@@ -465,31 +535,59 @@ impl NativeShadow {
("horizon_terrain_SPRITE_ARRAYS", shape.sprites[0]),
("horizon_terrain_SPRITE_SPLIT", shape.sprites[1]),
]);
if let Some(g) = &grid {
constants.extend([
("horizon_displace_distance", f64::from(g.distance)),
("horizon_displace_cells", f64::from(g.cells)),
("horizon_displace_steps", f64::from(u8::from(g.steps))),
]);
}
let scope = device.push_error_scope(wgpu::ErrorFilter::Validation);
let module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Native shader pack shadow"),
source: wgpu::ShaderSource::Naga(std::borrow::Cow::Owned(module)),
});
// The frame alone, and under `[displacement]` the height maps its grid moves by.
let frame_entry = wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new(size_of::<FrameInputs>() as u64),
},
count: None,
};
let normals_entry = wgpu::BindGroupLayoutEntry {
binding: 12,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2Array,
multisampled: false,
},
count: None,
};
let layout_entries: Vec<_> = std::iter::once(frame_entry)
.chain(grid.is_some().then_some(normals_entry))
.collect();
let frame_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Native shader pack shadow frame"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new(size_of::<FrameInputs>() as u64),
},
count: None,
}],
entries: &layout_entries,
});
let group_entries: Vec<_> = std::iter::once(wgpu::BindGroupEntry {
binding: 0,
resource: frame.buffer.as_entire_binding(),
})
.chain(grid.as_ref().map(|g| wgpu::BindGroupEntry {
binding: 12,
resource: wgpu::BindingResource::TextureView(g.normals),
}))
.collect();
let group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Native shader pack shadow frame"),
layout: &frame_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: frame.buffer.as_entire_binding(),
}],
entries: &group_entries,
});
let layout = |flat: Option<&wgpu::BindGroupLayout>| {
let mut groups: [Option<&wgpu::BindGroupLayout>; GROUP as usize + 1] =
@@ -519,10 +617,11 @@ impl NativeShadow {
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})];
let pipeline = |layout: &wgpu::PipelineLayout,
vertex: &str,
buffers: &[Option<wgpu::VertexBufferLayout<'_>>],
translucent: bool| {
let pipeline_with = |layout: &wgpu::PipelineLayout,
vertex: &str,
buffers: &[Option<wgpu::VertexBufferLayout<'_>>],
fragment: &str| {
let translucent = fragment == "horizon_shadow_fs_translucent";
let options = wgpu::PipelineCompilationOptions {
constants: &constants,
..Default::default()
@@ -556,11 +655,7 @@ impl NativeShadow {
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &module,
entry_point: Some(if translucent {
"horizon_shadow_fs_translucent"
} else {
"horizon_shadow_fs"
}),
entry_point: Some(fragment),
compilation_options: options,
targets: if translucent { &color_target } else { &[] },
}),
@@ -568,6 +663,17 @@ impl NativeShadow {
cache: None,
})
};
let pipeline = |layout: &wgpu::PipelineLayout,
vertex: &str,
buffers: &[Option<wgpu::VertexBufferLayout<'_>>],
translucent: bool| {
let fragment = if translucent {
"horizon_shadow_fs_translucent"
} else {
"horizon_shadow_fs"
};
pipeline_with(layout, vertex, buffers, fragment)
};
let instanced = layout(None);
let solid = pipeline(
&instanced,
@@ -595,6 +701,15 @@ impl NativeShadow {
let flat = flat_pipeline(false);
let flat_translucent = flat_pipeline(true);
let entity = entity_pipeline(device, shape.entities, &frame_layout);
// The grid's corners come from its group 1, not from vertex buffers.
let displaced = grid.as_ref().map(|g| {
pipeline_with(
&layout(Some(g.layout)),
"horizon_shadow_vs_displaced",
&[],
"horizon_shadow_fs_displaced",
)
});
if let Some(e) = pollster::block_on(scope.pop()) {
return Err(format!("shadow pass: {e}"));
}
@@ -605,6 +720,7 @@ impl NativeShadow {
flat_translucent,
entity,
group,
displaced,
})
}
}
@@ -616,7 +732,7 @@ mod tests {
#[test]
fn the_shadow_shader_validates() {
for materials in [&[][..], &[(3, 7), (4, 8), (9, 7)][..]] {
let text = shader_source(&shadow_solid(materials, &[7]), None, materials);
let text = shader_source(&shadow_solid(materials, &[7]), None, materials, None);
let module = naga::front::wgsl::parse_str(&text).unwrap();
naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
@@ -627,6 +743,47 @@ mod tests {
}
}
#[test]
fn the_shadow_shader_with_the_displaced_grid_validates() {
use horizon_shader_api::{MANIFEST, Pack, StageKind, check};
let manifest = "schema = 1\nid = \"t\"\nname = \"T\"\nversion = \"1\"\napi = \"0.1\"\n\
[material]\nfile = \"material.wgsl\"\n[shadow]\n[displacement]\n";
let material = "fn material(input: MaterialInput) -> Surface {\n \
return Surface(input.albedo);\n}\n\
fn displacement(input: DisplacementInput) -> f32 {\n \
return (1.0 - input.height) * 0.125;\n}\n";
let files = [(MANIFEST, manifest), ("material.wgsl", material)]
.map(|(n, t)| (n.to_owned(), t.as_bytes().to_vec()))
.into();
let report = check(&Pack::from_files(files).unwrap()).unwrap();
let stage = report
.stages
.iter()
.find(|s| s.kind == StageKind::Material)
.unwrap();
let materials = [(3, 7)];
let text = shader_source(
&shadow_solid(&materials, &[7]),
None,
&materials,
Some(&stage.source),
);
let module = naga::front::wgsl::parse_str(&text)
.unwrap_or_else(|e| panic!("{}", e.emit_to_string(&text)));
naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
naga::valid::Capabilities::all(),
)
.validate(&module)
.unwrap_or_else(|e| panic!("{}", e.emit_to_string(&text)));
for entry in ["horizon_shadow_vs_displaced", "horizon_shadow_fs_displaced"] {
assert!(
module.entry_points.iter().any(|e| e.name == entry),
"{entry}"
);
}
}
#[test]
fn only_the_layers_of_solid_ids_lose_their_cutouts() {
let materials = [(3, 7), (4, 8), (9, 7)];
@@ -12,6 +12,10 @@
//! for the next one. A section meshed in between propagates into the graph the
//! frame has (vanilla's partial update), so what it opens shows at once; what
//! it closes goes at the next full search.
//!
//! GPU culling (gfx/gpu_culling.rs) answers as `contains` does from a copy of
//! the graph (`Reach`): the cells it reached, kept as bits too, sent again
//! whenever the generation moves, which it does whenever an answer may change.
use super::SectionKey;
use crate::fast_hash::FxHashSet;
use crate::mesher::ALL_VISIBLE;
@@ -129,6 +133,10 @@ struct Graph {
/// (`Node.sourceDirections`, as the faces rather than the steps); none for
/// the camera's.
entered: Vec<u8>,
/// `REACHED` of each cell again, a bit each at `index` (32 a word, lowest
/// bit first): the GPU's copy (`Occlusion::reach`), written with it
/// (`set_reached`).
bits: Vec<u32>,
/// Whether any section in the searched top layer was reached. Sections
/// above a clamped box use this conservative sky-band answer.
sky_reached: bool,
@@ -177,6 +185,13 @@ impl Graph {
false
}
}
/// Cell `i` is reached, having travelled `directions` (`REACHED` among
/// them): the one writer of `REACHED`, so `bits` say what `directions` do.
fn set_reached(&mut self, i: usize, directions: u8) {
debug_assert!(directions & REACHED != 0);
self.directions[i] = directions;
self.bits[i / 32] |= 1 << (i % 32);
}
/// The full search from the camera (vanilla's `scheduleFullUpdate`).
fn search(
&mut self,
@@ -220,6 +235,8 @@ impl Graph {
let size = side * side * self.height as usize;
self.directions.clear();
self.directions.resize(size, 0);
self.bits.clear();
self.bits.resize(size.div_ceil(32), 0);
self.entered.clear();
self.entered.resize(size, 0);
self.sky_reached = false;
@@ -243,7 +260,7 @@ impl Graph {
queue.clear();
if (0..columns.sections).contains(&from.1) {
let start = self.index(from).expect("camera inside the searched box");
self.directions[start] = REACHED;
self.set_reached(start, REACHED);
queue.push_back(start as u32);
} else {
self.seed_outside(camera, queue);
@@ -294,7 +311,7 @@ impl Graph {
let i = self
.index((self.from.0 + dx, y, self.from.2 + dz))
.expect("seed inside the searched box");
self.directions[i] = directions;
self.set_reached(i, directions);
// Entered through the face opposite the travel (`sourceDirection`).
self.entered[i] = 1 << (travel ^ 1);
queue.push_back(i as u32);
@@ -304,14 +321,15 @@ impl Graph {
/// every face their entry faces connect to, away from the camera. A step
/// into a section already reached adds the face it enters through.
/// `full`: the search from `camera` (`rays` holds its lines), not a
/// partial update.
/// partial update. Whether it reached a cell it had not.
fn propagate(
&mut self,
queue: &mut VecDeque<u32>,
camera: DVec3,
full: bool,
vis: impl Fn(usize, SectionKey) -> u64,
) {
) -> bool {
let mut grew = false;
let eye = (
(camera.x.floor() as i32) >> 4,
(camera.y.floor() as i32 - self.min_y) >> 4,
@@ -365,14 +383,16 @@ impl Graph {
}
}
if self.directions[n] & REACHED == 0 {
self.directions[n] = directions | 1 << d;
self.set_reached(n, directions | 1 << d);
self.entered[n] = 1 << (d ^ 1);
queue.push_back(n as u32);
grew = true;
} else {
self.entered[n] |= 1 << (d ^ 1);
}
}
}
grew
}
/// Vanilla's distant step test: from the corner of `key` that the step `d`
/// picks, walk towards the camera in section diagonals while farther than
@@ -472,6 +492,42 @@ impl Graph {
}
}
/// The graph `Occlusion::contains` reads, for GPU culling's copy
/// (gfx/gpu_culling.rs): its searched box (`Graph::index`), the level's height
/// in sections, whether the search reached the box's top layer (the sky band
/// above a clamped box), and its cells' `REACHED` as bits.
#[derive(Clone, Copy)]
pub struct Reach<'a> {
/// `Occlusion::generation` when it was taken.
pub generation: u64,
pub from_x: i32,
pub from_z: i32,
pub radius: i32,
pub y0: i32,
pub height: i32,
pub sections: i32,
pub sky_reached: bool,
pub bits: &'a [u32],
}
#[cfg(test)]
impl Reach<'_> {
/// gpu_culling.wgsl's `reached`, statement for statement: what
/// `Graph::contains` answers.
pub fn contains(&self, key: SectionKey) -> bool {
let r = self.radius;
let (dx, dz, dy) = (key.0 - self.from_x, key.2 - self.from_z, key.1 - self.y0);
if dx < -r || dx > r || dz < -r || dz > r || dy < 0 {
return false;
}
if dy >= self.height {
return self.sky_reached && (0..=self.sections).contains(&key.1);
}
let i = (((dz + r) * (2 * r + 1) + dx + r) * self.height + dy) as usize;
(self.bits[i / 32] >> (i % 32)) & 1 != 0
}
}
/// `Mth.floor` for coordinates inside the world, without a libm call (the
/// x86-64 baseline has no rounding instruction).
fn floor(x: f64) -> i32 {
@@ -518,6 +574,14 @@ impl Worker {
}
}
/// A new value for `Occlusion::generation`, unique in the process: a copy made
/// from an older `Occlusion` (another level's) never matches. As gfx.rs
/// `next_block_entity_revision`.
fn next_generation() -> u64 {
static NEXT: std::sync::atomic::AtomicU64 = std::sync::atomic::AtomicU64::new(1);
NEXT.fetch_add(1, std::sync::atomic::Ordering::Relaxed)
}
pub struct Occlusion {
/// The render thread's copy, for partial updates (and searches when the
/// worker is gone).
@@ -545,6 +609,8 @@ pub struct Occlusion {
changed_late: Vec<SectionKey>,
vis: Vec<u64>,
queue: VecDeque<u32>,
/// Changes whenever `contains` may answer differently (`generation`).
generation: u64,
}
impl Occlusion {
@@ -564,6 +630,7 @@ impl Occlusion {
changed_late: Vec::new(),
vis: Vec::new(),
queue: VecDeque::new(),
generation: next_generation(),
}
}
pub fn set(&mut self, key: SectionKey, vis: u64) {
@@ -608,9 +675,11 @@ impl Occlusion {
self.edits.clear();
self.edits.push(Edit::Clear);
self.dirty = true;
// Another world: the old graph says nothing about it.
// Another world: the old graph says nothing about it. Without one, every
// section was visible already, and stays so.
if let Some(graph) = self.graph.take() {
self.spare = graph;
self.generation = next_generation();
}
self.searched = None;
self.discard = self.running.is_some();
@@ -623,6 +692,38 @@ impl Occlusion {
pub fn contains(&self, key: SectionKey) -> bool {
self.graph.as_ref().is_none_or(|g| g.contains(key))
}
/// Changes whenever `contains` may answer differently: a search landed, a
/// partial update reached more sections, or the graph went.
#[cfg(any(test, debug_assertions))]
pub fn generation(&self) -> u64 {
self.generation
}
/// The graph `contains` reads; `None` while every section counts as
/// visible.
pub fn reach(&self) -> Option<Reach<'_>> {
self.graph.as_ref().map(|g| Reach {
generation: self.generation,
from_x: g.from.0,
from_z: g.from.2,
radius: g.radius,
y0: g.y0,
height: g.height,
sections: g.sections,
sky_reached: g.sky_reached,
bits: &g.bits,
})
}
/// The bits `reach` exports are the cells' `REACHED`, cell for cell.
#[cfg(any(test, debug_assertions))]
pub fn reach_is_exact(&self) -> bool {
self.graph.as_ref().is_none_or(|g| {
g.bits.len() == g.directions.len().div_ceil(32)
&& g.directions
.iter()
.enumerate()
.all(|(i, &d)| (d & REACHED != 0) == ((g.bits[i / 32] >> (i % 32)) & 1 != 0))
})
}
/// Take a finished search, propagate changed sections into the graph,
/// and start a search when sections changed or the camera moved to
/// another section. Never waits for the worker.
@@ -642,6 +743,7 @@ impl Occlusion {
&& let Some(graph) = self.graph.take()
{
self.spare = graph;
self.generation = next_generation();
}
}
fn start(&mut self, camera: DVec3, radius: i32) {
@@ -713,6 +815,7 @@ impl Occlusion {
if let Some(old) = self.graph.replace(graph) {
self.spare = old;
}
self.generation = next_generation();
}
/// Vanilla's `runPartialUpdate`: what changed sections now connect to.
fn propagate_changes(&mut self, camera: DVec3) {
@@ -729,7 +832,9 @@ impl Occlusion {
}
}
let columns = &self.columns;
graph.propagate(&mut self.queue, camera, false, |_, key| columns.get(key));
if graph.propagate(&mut self.queue, camera, false, |_, key| columns.get(key)) {
self.generation = next_generation();
}
}
/// Wait for the running search: tests, and A/B timing of the old
/// blocking search.
@@ -1405,4 +1510,197 @@ mod tests {
"enclosed cave does not see the sky"
);
}
/// `contains` over the columns `radius` + 3 around `from`, from two
/// sections below the level to two above it, checked against the graph
/// `reach` exports: `None` exactly without a graph, the same answer for
/// every key, nothing past its box, its bits its cells' `REACHED`, and its
/// sky band reached exactly when a bit of its top layer is.
fn answers(o: &Occlusion, from: SectionKey, radius: i32) -> Vec<bool> {
let reach = o.reach();
assert_eq!(reach.is_some(), o.graph.is_some(), "a graph exported");
assert!(o.reach_is_exact(), "the bits are the cells'");
if let Some(g) = &o.graph {
let height = g.height as usize;
let mut top = (height - 1..g.directions.len()).step_by(height);
let sky = top.any(|i| (g.bits[i / 32] >> (i % 32)) & 1 != 0);
assert_eq!(g.sky_reached, sky, "the sky band");
}
let past = |key: SectionKey| {
o.graph.as_ref().is_some_and(|g| {
(key.0 - g.from.0).abs() > g.radius
|| (key.2 - g.from.2).abs() > g.radius
|| !(g.y0..=g.sections).contains(&key.1)
})
};
let mut answers = Vec::new();
for x in from.0 - radius - 3..=from.0 + radius + 3 {
for z in from.2 - radius - 3..=from.2 + radius + 3 {
for y in -2..=o.columns.sections + 1 {
let key = (x, y, z);
let contains = o.contains(key);
assert_eq!(reach.is_none_or(|r| r.contains(key)), contains, "{key:?}");
assert!(!(contains && past(key)), "{key:?} past the box");
answers.push(contains);
}
}
}
answers
}
/// The graph `reach` exports answers as `contains` (`answers`): walled in,
/// opened by a partial update, cleared; over clamped boxes, the sky band
/// above them reached or not (a closed cave); from above the world. The
/// search, the partial update and `clear` each change the generation, and
/// another level's graph never repeats one.
#[test]
fn the_exported_graph_answers_as_contains() {
let mut o = Occlusion::new(0, 4);
let first = o.generation();
answers(&o, (0, 1, 0), 3);
for (dx, dy, dz) in STEPS {
o.set((dx, 1 + dy, dz), 0);
}
o.settle(at((0, 1, 0)), 3);
assert_ne!(o.generation(), first, "a search landed");
let walled = answers(&o, (0, 1, 0), 3);
let searched = o.generation();
o.set((0, 1, 1), ALL_VISIBLE);
o.update(at((0, 1, 0)), 3);
assert_ne!(o.generation(), searched, "a partial update reached more");
assert_ne!(answers(&o, (0, 1, 0), 3), walled);
let opened = o.generation();
o.clear();
assert_ne!(o.generation(), opened, "the graph went");
answers(&o, (0, 1, 0), 3);
// Another level's graph never takes one of this one's generations, or
// the pass would keep its copy of this one.
let mut other = Occlusion::new(0, 4);
other.settle(at((0, 1, 0)), 3);
assert_ne!(other.generation(), searched, "another level's graph");
let (mut clamped, mut band) = (0, [0; 2]);
let mut check = |mut o: Occlusion, camera: DVec3, radius: i32| {
o.settle(camera, radius);
answers(&o, o.columns.section_of(camera), radius);
let g = o.graph.as_ref().expect("searched");
if g.height < o.columns.sections + 2 {
clamped += 1;
// The first section above the box, over the camera's column.
band[usize::from(o.contains((g.from.0, g.y0 + g.height, g.from.2)))] += 1;
}
};
for seed in [0x9e37_79b9, 7, 0xdead_beef, 0x2545_f491] {
for (spread, count, radius) in [(6, 900, 6), (12, 2600, 12)] {
let mut o = Occlusion::new(0, 24);
random_world(&mut o, seed, count, spread);
check(o, at((0, 2, 0)) + DVec3::new(3.3, -5.7, 1.9), radius);
}
}
let mut cave = Occlusion::new(0, 24);
for (dx, dy, dz) in STEPS {
cave.set((dx, 1 + dy, dz), 0);
}
check(cave, at((0, 1, 0)), 4);
let mut above = Occlusion::new(0, 24);
random_world(&mut above, 7, 900, 6);
check(above, DVec3::new(3.3, 400.0, -5.6), 6);
assert!(
clamped > 0 && band[0] > 0 && band[1] > 0,
"{clamped} clamped, the band above hidden and seen {band:?}"
);
}
/// Whenever an answer of `contains` changes, so does the generation: over
/// 300 random steps, each a section set (open, closed or anything between),
/// a column removed, the camera moved to another section (now and then
/// above or below the world), or now and then another world, after a
/// `clear` or a teleport that drops every column (`remove_columns`), each
/// followed by a frame's `update` or a settled search; then an update from
/// a section the graph never reached. The exported graph answers as
/// `contains` after every step.
#[test]
fn every_change_of_the_answers_changes_the_generation() {
let mut seed = 0x0bad_5eed_u64;
let mut next = || {
seed ^= seed << 13;
seed ^= seed >> 7;
seed ^= seed << 17;
seed
};
let (spread, radius, around) = (5, 3, (0, 0, 0));
let offset = DVec3::new(3.3, -5.7, 1.9);
let mut o = Occlusion::new(0, 24);
random_world(&mut o, 0x2545_f491, 400, spread);
let mut camera = at((0, 2, 0)) + offset;
o.settle(camera, radius);
let mut last = (o.generation(), answers(&o, around, spread + radius));
let mut changed = 0;
for step in 0..300 {
let r = next();
let key = (
(r % 11) as i32 - spread,
((r >> 8) % 7) as i32,
((r >> 16) % 11) as i32 - spread,
);
match r >> 24 & 15 {
0..=7 => {
let vis = match r >> 28 & 3 {
0 => ALL_VISIBLE,
1 => 0,
_ => next() & ALL_VISIBLE,
};
o.set(key, vis);
}
8 | 9 => o.remove_column(key.0, key.2),
10..=13 => {
let y = match r >> 32 & 7 {
0 => 30,
1 => -3,
_ => key.1,
};
camera = at((key.0, y, key.2)) + offset;
}
_ if r >> 36 & 7 == 0 => {
o.clear();
random_world(&mut o, next(), 400, spread);
}
_ if r >> 36 & 7 == 1 => {
// A teleport: every column goes at once.
let all: FxHashSet<_> = o.columns.map.keys().copied().collect();
o.remove_columns(&all);
random_world(&mut o, next(), 400, spread);
}
_ => {}
}
if r >> 40 & 1 == 0 {
o.update(camera, radius);
} else {
o.settle(camera, radius);
}
let now = (o.generation(), answers(&o, around, spread + radius));
if now.1 != last.1 {
assert_ne!(
now.0, last.0,
"step {step}: answers changed, the generation not"
);
changed += 1;
}
last = now;
}
assert!(changed >= 50, "{changed} steps changed answers");
// Walled in, then past the wall: the graph never reached the camera's
// section, and goes until the next search lands. (The first settle may
// land a search that started before the wall.)
for (dx, dy, dz) in STEPS {
o.set((dx, 1 + dy, dz), 0);
}
o.settle(at((0, 1, 0)), radius);
o.settle(at((0, 1, 0)), radius);
let walled = (o.generation(), answers(&o, around, spread + radius));
assert!(!o.contains((3, 1, 0)), "past the wall");
o.update(at((3, 1, 0)), radius);
assert_ne!(answers(&o, around, spread + radius), walled.1);
assert_ne!(o.generation(), walled.0, "the graph went");
}
}
@@ -194,6 +194,8 @@ pub(super) struct Draw {
/// The pack's shadow program draws it into the shadow map too.
pub shadow: bool,
pub slot: u32,
/// End portal or gateway faces: drawn with `end_portal.png` bound as the atlas.
pub portal: bool,
}
/// Which entity runs a pack's shadow pass draws (2.4, 3.2).
@@ -375,38 +377,87 @@ impl PackEntities {
pack,
casts,
overlay,
false,
);
}
}
let first = spans.first().map_or(entities.len(), |s| s.start as usize);
rest.extend_from_slice(&entities[..first.min(entities.len())]);
extend_without_portals(rest, &entities[..first.min(entities.len())]);
let (mut other, mut portal_faces, mut beam_faces) = (Vec::new(), Vec::new(), Vec::new());
for (span, range) in runs(entities.len(), spans) {
let run = &entities[range];
let program = program_of(&span).filter(|&p| {
plain(run) || (p == DESTROY && run.iter().all(|v| matches!(v.layer, 11 | 12)))
});
let pack = program.is_some_and(|p| drawn[p]) && !span.hidden;
let casts = program.is_some_and(|p| shadow.cast(&span, p));
if !pack && !span.hidden {
rest.extend_from_slice(run);
}
let Some(program) = program.filter(|_| (pack || casts) && !run.is_empty()) else {
continue;
let whole = &entities[range];
// A block entity's run can hold End portal faces and beams beside plain parts (an End
// gateway: its cube and its beam): each goes to its own program.
// Beacon beams come in a run of their own, at stage NONE (game.rs: no stage of 5.4
// is theirs), for gbuffers_beaconbeam.
let split = (program_of(&span) == Some(BLOCK) || span.stage == render_stage("NONE"))
&& whole
.chunks(4)
.any(|q| matches!(q[0].layer & 0xffff, 6 | 9 | 10));
let parts: [(&[Vertex], Part); 3] = if split {
other.clear();
portal_faces.clear();
beam_faces.clear();
for quad in whole.chunks(4) {
match quad[0].layer & 0xffff {
9 | 10 => portal_faces.extend_from_slice(quad),
6 => beam_faces.extend_from_slice(quad),
_ => other.extend_from_slice(quad),
}
}
[
(&other, Part::Plain),
(&portal_faces, Part::Portal),
(&beam_faces, Part::Beam),
]
} else {
[(whole, Part::Plain), (&[], Part::Plain), (&[], Part::Plain)]
};
let start = self.scratch.len() as u32;
self.scratch.extend_from_slice(run);
if program == DESTROY {
project_cracks(&mut self.scratch[start as usize..], crack.0, crack.1);
for (run, part) in parts {
if run.is_empty() {
continue;
}
let program = match part {
Part::Portal => Some(BLOCK),
Part::Beam => Some(BEAM),
Part::Plain => program_of(&span).filter(|&p| {
plain(run)
|| (p == DESTROY && run.iter().all(|v| matches!(v.layer, 11 | 12)))
}),
};
let pack = program.is_some_and(|p| drawn[p]) && !span.hidden;
let casts = part == Part::Plain && program.is_some_and(|p| shadow.cast(&span, p));
if !pack && !span.hidden {
extend_without_portals(rest, run);
}
let Some(program) = program.filter(|_| pack || casts) else {
continue;
};
let start = self.scratch.len() as u32;
match part {
Part::Beam => beam_segments(run, &mut self.scratch),
_ => self.scratch.extend_from_slice(run),
}
if program == DESTROY {
project_cracks(&mut self.scratch[start as usize..], crack.0, crack.1);
}
if part == Part::Portal {
as_portal_texture(&mut self.scratch[start as usize..]);
}
let vertices = self.scratch.len() as u32 - start;
let overlay = self.scratch[start as usize].layer & 0xffff;
let portal = part == Part::Portal;
self.push_draw(
span,
posed + start,
vertices,
program,
pack,
casts,
overlay,
portal,
);
}
self.push_draw(
span,
posed + start,
run.len() as u32,
program,
pack,
casts,
run[0].layer & 0xffff,
);
}
if self.draws.is_empty() && posed == 0 {
return;
@@ -453,6 +504,7 @@ impl PackEntities {
pack: bool,
casts: bool,
overlay: u32,
portal: bool,
) {
let (entity_id, block_id) = match program {
BLOCK => (0, span.id),
@@ -476,6 +528,7 @@ impl PackEntities {
pack,
shadow: casts,
slot: self.draws.len() as u32,
portal,
});
}
}
@@ -504,13 +557,104 @@ fn plain(run: &[Vertex]) -> bool {
.all(|v| !matches!(v.layer & 0xffff, 2 | 4 | 6 | 9 | 10 | 11 | 12 | 34))
}
/// What part of a block entity's run goes to which program (`prepare`).
#[derive(Clone, Copy, PartialEq, Eq)]
enum Part {
Plain,
Portal,
Beam,
}
/// Beam faces (`block_entity_render::beam`: layer 6, v counting the sprite's repeats up the
/// beam, the sprite's v range in the light bytes) for a pack: each face cut where its texture
/// repeats, so every piece holds one copy of the sprite in plain atlas coordinates (at most 64
/// pieces a face; a taller beam stretches its copies), white light and its colour kept.
fn beam_segments(run: &[Vertex], out: &mut Vec<Vertex>) {
for quad in run.as_chunks::<4>().0 {
let wrap = quad[0].light;
let (v0, size) = (
(wrap & 65535) as f32 / 65535.0,
(wrap >> 16) as f32 / 65535.0,
);
// Corners 0 and 3 at the beam's end (v1), 1 and 2 at its start (v2); 0 and 1 on one
// side, 2 and 3 on the other.
let (v1, v2) = (quad[0].uv[1], quad[1].uv[1]);
if (v1 - v2).abs() < 1e-6 {
continue;
}
let (lo, hi) = (v1.min(v2), v1.max(v2));
let first = lo.floor();
let repeats = (hi.ceil() - first).max(1.0);
let step = (repeats / 64.0).ceil().max(1.0);
let pieces = (repeats / step).ceil() as u32;
let at = |side: usize, v: f32| {
let (a, b) = if side == 0 {
(quad[1], quad[0])
} else {
(quad[2], quad[3])
};
let t = (v - v2) / (v1 - v2);
glam::Vec3::from(a.pos)
.lerp(glam::Vec3::from(b.pos), t)
.to_array()
};
for k in 0..pieces {
let base = first + k as f32 * step;
let (a, b) = (base.max(lo), (base + step).min(hi));
if b <= a {
continue;
}
// The end-side corners take the piece's bound nearer v1.
let (end_v, start_v) = if v1 > v2 { (b, a) } else { (a, b) };
for (i, corner) in quad.iter().enumerate() {
let side = usize::from(i >= 2);
let v = if i == 0 || i == 3 { end_v } else { start_v };
let mut out_v = *corner;
out_v.pos = at(side, v);
out_v.uv = [corner.uv[0], v0 + (v - base) / step * size];
out_v.layer = 0;
out_v.light = 0x0000_f0f0;
out.push(out_v);
}
}
}
}
/// `run` added to Horizon's own draw without End portal faces: under a shader pack Horizon's
/// entity shader would put its screen-projected starfield into the pack's buffers as if they
/// were its own frame (misplaced where the pack renders at another size), so a portal the pack
/// does not draw (its programs not there, or not yet) is better left out.
fn extend_without_portals(rest: &mut Vec<Vertex>, run: &[Vertex]) {
for quad in run.chunks(4) {
if !quad.iter().all(|v| matches!(v.layer & 0xffff, 6 | 9 | 10)) {
rest.extend_from_slice(quad);
}
}
}
/// End portal faces for a pack's `gbuffers_block` (block entities): each face textured with the
/// whole of `end_portal.png`, which the draw binds as the atlas (a texture of its own, so a
/// pack's own portal effect can wrap it), white, at full light; the pack tells the portal by its
/// `blockEntityId`.
fn as_portal_texture(run: &mut [Vertex]) {
const CORNERS: [[f32; 2]; 4] = [[0.0, 0.0], [0.0, 1.0], [1.0, 1.0], [1.0, 0.0]];
for (i, v) in run.iter_mut().enumerate() {
v.uv = CORNERS[i % 4];
v.layer = 0;
v.color = 0xFFFF_FFFF;
v.light = 0x0000_f0f0;
}
}
/// The programs of entity runs, in the order they draw.
pub const ENTITY: usize = 0;
pub const BLOCK: usize = 1;
pub const TRANSLUCENT: usize = 2;
pub const PARTICLE: usize = 3;
pub const DESTROY: usize = 4;
pub const PROGRAMS: usize = 5;
/// Beacon and End gateway beams (`gbuffers_beaconbeam`).
pub const BEAM: usize = 5;
pub const PROGRAMS: usize = 6;
/// Which program draws `span`'s run, given which of them (or their fallbacks) the pack has;
/// `None`: Horizon draws it.
@@ -587,11 +731,11 @@ mod tests {
assert_eq!(drawn_by_pack(&spans[0], all), Some(ENTITY));
assert_eq!(drawn_by_pack(&spans[1], all), Some(PARTICLE));
assert_eq!(
drawn_by_pack(&spans[1], [true, true, true, false, true]),
drawn_by_pack(&spans[1], [true, true, true, false, true, true]),
None
);
assert_eq!(
drawn_by_pack(&spans[2], [true, false, true, true, true]),
drawn_by_pack(&spans[2], [true, false, true, true, true, true]),
None
);
assert_eq!(drawn_by_pack(&spans[2], all), Some(BLOCK));
@@ -654,6 +798,103 @@ fn project_cracks(vertices: &mut [Vertex], sprite: [f32; 4], atlas: [u32; 2]) {
}
}
#[cfg(test)]
mod portal_beam_tests {
use super::*;
fn quad(layer: u32, light: u32, corners: [([f32; 3], [f32; 2]); 4]) -> [Vertex; 4] {
corners.map(|(pos, uv)| Vertex {
pos,
uv,
layer,
color: 0xFF20_40FF,
light,
..bytemuck::Zeroable::zeroed()
})
}
#[test]
fn a_beam_face_becomes_one_sprite_copy_per_repeat() {
// `block_entity_render::beam`'s corner order: 0 and 3 at the end (v1), 1 and 2 at the
// start (v2); the sprite's v range (0.25, height 0.5) in the light bytes.
let wrap = (0.25f32 * 65535.0).round() as u32 | ((0.5f32 * 65535.0).round() as u32) << 16;
let face = quad(
6,
wrap,
[
([0.0, 3.0, 0.0], [0.9, 3.0]),
([0.0, 0.0, 0.0], [0.9, 0.0]),
([1.0, 0.0, 0.0], [0.1, 0.0]),
([1.0, 3.0, 0.0], [0.1, 3.0]),
],
);
let mut out = Vec::new();
beam_segments(&face, &mut out);
assert_eq!(out.len(), 12, "three repeats, three pieces");
for (k, piece) in out.chunks(4).enumerate() {
let (bottom, top) = (k as f32, k as f32 + 1.0);
assert_eq!([piece[0].pos[1], piece[1].pos[1]], [top, bottom]);
assert_eq!([piece[2].pos[1], piece[3].pos[1]], [bottom, top]);
for v in piece {
assert!((0.25 - 1e-4..=0.75 + 1e-4).contains(&v.uv[1]), "{:?}", v.uv);
assert_eq!(v.layer, 0);
assert_eq!(v.light, 0x0000_f0f0);
assert_eq!(v.color, 0xFF20_40FF);
}
assert!((piece[0].uv[1] - 0.75).abs() < 1e-4 && (piece[1].uv[1] - 0.25).abs() < 1e-4);
assert_eq!([piece[0].uv[0], piece[2].uv[0]], [0.9, 0.1]);
}
}
#[test]
fn a_very_tall_beam_is_cut_into_at_most_64_pieces() {
let face = quad(
6,
0xFFFF_0000,
[
([0.0, 2000.0, 0.0], [1.0, 2000.0]),
([0.0, 0.0, 0.0], [1.0, 0.0]),
([1.0, 0.0, 0.0], [0.0, 0.0]),
([1.0, 2000.0, 0.0], [0.0, 2000.0]),
],
);
let mut out = Vec::new();
beam_segments(&face, &mut out);
assert!(out.len() / 4 <= 64, "{} pieces", out.len() / 4);
let top = out.iter().map(|v| v.pos[1]).fold(f32::MIN, f32::max);
let bottom = out.iter().map(|v| v.pos[1]).fold(f32::MAX, f32::min);
assert_eq!(
(bottom, top),
(0.0, 2000.0),
"the pieces still span the whole beam"
);
}
#[test]
fn portal_faces_take_the_whole_portal_texture_at_full_light() {
let mut face = quad(9, 0, [([0.0; 3], [0.0; 2]); 4]).to_vec();
as_portal_texture(&mut face);
let uvs: Vec<[f32; 2]> = face.iter().map(|v| v.uv).collect();
assert_eq!(uvs, [[0.0, 0.0], [0.0, 1.0], [1.0, 1.0], [1.0, 0.0]]);
assert!(
face.iter()
.all(|v| v.layer == 0 && v.color == 0xFFFF_FFFF && v.light == 0x0000_f0f0)
);
}
#[test]
fn horizon_keeps_no_portal_or_beam_face_under_a_pack() {
let mut run = Vec::new();
for layer in [0, 6, 9, 10, 2] {
run.extend(quad(layer, 0, [([0.0; 3], [0.0; 2]); 4]));
}
let mut rest = Vec::new();
extend_without_portals(&mut rest, &run);
let kept: Vec<u32> = rest.chunks(4).map(|q| q[0].layer).collect();
assert_eq!(kept, [0, 2]);
}
}
#[cfg(test)]
mod crack_projection_tests {
use super::*;
@@ -35,7 +35,9 @@ pub(super) fn images(defs: Vec<CustomImage>) -> Vec<PackImage> {
defs.into_iter()
.map(|def| PackImage {
format: format(def.format),
dimension: if def.is_3d() {
dimension: if def.is_1d() {
wgpu::TextureViewDimension::D1
} else if def.is_3d() {
wgpu::TextureViewDimension::D3
} else {
wgpu::TextureViewDimension::D2
@@ -51,6 +53,15 @@ pub(super) fn images(defs: Vec<CustomImage>) -> Vec<PackImage> {
.collect()
}
/// The texture dimension a view of `view` needs.
fn texture_dimension(view: wgpu::TextureViewDimension) -> wgpu::TextureDimension {
match view {
wgpu::TextureViewDimension::D1 => wgpu::TextureDimension::D1,
wgpu::TextureViewDimension::D3 => wgpu::TextureDimension::D3,
_ => wgpu::TextureDimension::D2,
}
}
/// The wgpu format of an image's internal format: a storage format of the same channels.
pub(super) fn format(f: Format) -> wgpu::TextureFormat {
use wgpu::TextureFormat as T;
@@ -85,7 +96,9 @@ pub(super) fn makeable(device: &wgpu::Device, def: &CustomImage) -> Result<(), S
));
}
let limits = device.limits();
let largest = if def.is_3d() {
let largest = if def.is_1d() {
limits.max_texture_dimension_1d
} else if def.is_3d() {
limits.max_texture_dimension_3d
} else {
limits.max_texture_dimension_2d
@@ -128,11 +141,7 @@ pub(super) fn resize_images(
},
mip_level_count: 1,
sample_count: 1,
dimension: if image.dimension == wgpu::TextureViewDimension::D3 {
wgpu::TextureDimension::D3
} else {
wgpu::TextureDimension::D2
},
dimension: texture_dimension(image.dimension),
format: image.format,
usage: wgpu::TextureUsages::TEXTURE_BINDING | usage,
view_formats: &[],
@@ -321,11 +330,7 @@ pub(super) fn stand_ins(
},
mip_level_count: 1,
sample_count: 1,
dimension: if dimension == wgpu::TextureViewDimension::D3 {
wgpu::TextureDimension::D3
} else {
wgpu::TextureDimension::D2
},
dimension: texture_dimension(dimension),
format,
usage: wgpu::TextureUsages::STORAGE_BINDING
| wgpu::TextureUsages::COPY_DST
+377 -33
View File
@@ -7,14 +7,17 @@
//! Every colortex buffer a program reads or writes has two textures, A and B. Programs read
//! "main" and write "alt", and each buffer a program wrote flips afterwards (6.1.6). The
//! mapping carries over to the next frame, so a buffer that is not cleared reads back what was
//! written last (OQ-8). Buffers are cleared at the start of the frame, "main" only.
//! written last (OQ-8). A cleared buffer has both textures cleared at the start of the frame:
//! with an odd number of flips a frame, the texture a program writes was "main" the frame before
//! and may still hold what was stored into it after that frame's clear (Iris 1.11.7 blends onto
//! the clear value there, probed with a pack of our own).
//! Pack buffers store rows as GL does (row 0 at the bottom: the translator negates clip y), so
//! the world is copied in upside down, and its reverse-Z depth becomes GL window depth.
use std::collections::HashMap;
use glam::{DMat4, DVec3};
use horizon_shaders::{Format, Group, Kind, Post, Val};
use horizon_shaders::{Format, Group, Kind, Post, SHADOW_COLORS, Val};
use super::pack_draw::DrawUniforms;
use super::pack_entities::{PROGRAMS, PackEntities};
@@ -28,6 +31,9 @@ const BUFFERS: usize = horizon_shaders::BUFFERS;
#[cfg(test)]
mod world_target_tests;
#[cfg(test)]
mod higher_shadowcolor_tests;
/// The texture behind a pack sampler name.
#[derive(Clone, Copy, PartialEq)]
enum Source {
@@ -365,6 +371,8 @@ struct Pass {
/// Bind groups by the sides read (bits 0–15), the buffers whose mip chain is current (bits
/// 16–31) and the shadowcolor sides read (bits 32–33).
groups: HashMap<u64, wgpu::BindGroup>,
/// The same for End portal draws, with `end_portal.png` bound as the atlas.
portal_groups: HashMap<u64, wgpu::BindGroup>,
/// (binding, target) of each image: for a buffer, the side its sampler reads.
images: Vec<(u32, Image)>,
/// Binds the pack's storage buffers in set 4.
@@ -539,6 +547,10 @@ pub struct PackPost {
shadow_targets: Option<super::pack_shadow::ShadowTargets>,
/// What draws terrain from the light (`shadow`), and translucent terrain (`shadow_water`).
shadow_terrain: Option<Pass>,
/// `end_portal.png`'s atlas rect this frame, and a texture of its own copied from it that
/// End portal draws bind as their atlas.
portal_rect: [f32; 4],
portal_texture: Option<([f32; 4], wgpu::TextureView)>,
shadow_water: Option<Pass>,
shadow_comp: Vec<Pass>,
/// Buffers with mipmaps (filterable ones a program asks them for).
@@ -566,6 +578,10 @@ pub struct PackPost {
composite_pre: u16,
formats: [wgpu::TextureFormat; BUFFERS],
clears: [Option<[f32; 4]>; BUFFERS],
/// Buffers of a three-channel format, and whether their textures are new: then they get
/// alpha 1 before the next frame.
rgb: u16,
rgb_unset: bool,
used: u16,
/// `size.buffer.*`.
sizes: [Option<horizon_shaders::BufferSize>; BUFFERS],
@@ -650,6 +666,33 @@ fn texture_format(f: Format, features: wgpu::Features) -> wgpu::TextureFormat {
}
}
/// The SNORM wgpu format of SNORM pack format `f`, where this adapter can render to it. Iris
/// stores such a buffer clamped to [-1, 1] and quantised to its bits; elsewhere the half floats of
/// [`texture_format`] stand in.
fn snorm_format(
f: Format,
features: wgpu::Features,
adapter: &wgpu::Adapter,
) -> Option<wgpu::TextureFormat> {
use wgpu::TextureFormat as T;
let format = match (f.kind, f.bits, f.channels) {
(Kind::Snorm, 8, 1) => T::R8Snorm,
(Kind::Snorm, 8, 2) => T::Rg8Snorm,
(Kind::Snorm, 8, _) => T::Rgba8Snorm,
(Kind::Snorm, 16, 1) => T::R16Snorm,
(Kind::Snorm, 16, 2) => T::Rg16Snorm,
(Kind::Snorm, 16, _) => T::Rgba16Snorm,
_ => return None,
};
let mut needs = wgpu::Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES;
if f.bits == 16 {
needs |= wgpu::Features::TEXTURE_FORMAT_16BIT_NORM;
}
let renders = (adapter.get_texture_format_features(format).allowed_usages)
.contains(wgpu::TextureUsages::RENDER_ATTACHMENT);
(features.contains(needs) && renders).then_some(format)
}
/// The texture behind sampler `name` in a program of the shadow buffers (`shadow_space`: buffer
/// n is shadowcolor n) or of the others, when the shadow pass runs (`shadow_pass`). `shadow` is
/// `shadowtex1` when the program also declares `watershadow` (6.3).
@@ -666,11 +709,7 @@ fn fits(ty: &str, sample_type: wgpu::TextureSampleType) -> bool {
}
fn source(name: &str, shadow_space: bool, shadow_pass: bool, watershadow: bool) -> Source {
let shadow_color = match name {
"shadowcolor" | "shadowcolor0" => Some(0),
"shadowcolor1" => Some(1),
_ => None,
};
let shadow_color = horizon_shaders::shadow_color(name);
let shadow_depth = match name {
"shadowtex0" | "watershadow" | "shadowtex0HW" => Some(0),
"shadowtex1" | "shadowtex1HW" => Some(1),
@@ -1039,6 +1078,8 @@ struct Resources<'a> {
gpu: Gpu,
/// The buffers whose format can be bound as an image.
storable: u16,
/// The buffers of a three-channel format (`rgb`): they have no alpha to write, and read 1.
rgb: u16,
/// The stage (`texture.<stage>`) of the programs built so far, and the buffers one of them
/// flipped: a `texture.<stage>.colortexN` no longer stands in for buffer N in the stage's
/// later programs, which read what was written, as in Iris. `final` continues
@@ -1061,7 +1102,7 @@ fn bindings(
buffers: &[u32],
geometry: Option<&Geometry<'_>>,
formats: &[wgpu::TextureFormat; BUFFERS],
shadow: Option<&[wgpu::TextureFormat; 2]>,
shadow: Option<&[wgpu::TextureFormat; SHADOW_COLORS]>,
notes: &mut Vec<String>,
pack: &Resources<'_>,
) -> Option<(
@@ -1253,7 +1294,9 @@ fn bindings(
notes.push(format!("{name}: `{}` has format {}", i.name, i.format));
return None;
};
let dimension = if i.ty.ends_with("3D") {
let dimension = if i.ty.ends_with("1D") {
wgpu::TextureViewDimension::D1
} else if i.ty.ends_with("3D") {
wgpu::TextureViewDimension::D3
} else {
wgpu::TextureViewDimension::D2
@@ -1381,7 +1424,7 @@ fn build_pass(
device: &wgpu::Device,
p: horizon_shaders::PostProgram,
formats: &[wgpu::TextureFormat; BUFFERS],
shadow: Option<&[wgpu::TextureFormat; 2]>,
shadow: Option<&[wgpu::TextureFormat; SHADOW_COLORS]>,
screen: wgpu::TextureFormat,
notes: &mut Vec<String>,
geometry: Option<&Geometry<'_>>,
@@ -1392,7 +1435,7 @@ fn build_pass(
let features = device.features();
// The frame's uniforms, then the pack's custom ones.
let index = |name: &str| {
pack_uniforms::index(name).or_else(|| {
pack_uniforms::index_in(name, geometry.is_some()).or_else(|| {
let k = custom.iter().position(|c| c == name)?;
Some(pack_uniforms::NAMES.len() + k)
})
@@ -1441,6 +1484,12 @@ fn build_pass(
} else if let Some(&buffer) = p.buffers.get(l) {
let format = formats[buffer as usize];
let mut state = target(format);
if !p.group.shadow()
&& pack.rgb & 1 << buffer != 0
&& let Some(t) = &mut state
{
t.write_mask = wgpu::ColorWrites::COLOR;
}
if let (Some(t), Some(b)) = (
&mut state,
p.buffer_blends
@@ -1605,6 +1654,7 @@ fn build_pass(
atlas: geometry.and_then(|g| g.atlas.clone()),
ids: geometry.is_some_and(|g| g.ids.is_some()),
groups: HashMap::new(),
portal_groups: HashMap::new(),
copies: image_buffers(&images) & reads,
reads: reads | image_buffers(&images),
buffers: !interface.buffers.is_empty(),
@@ -1638,7 +1688,7 @@ fn build_compute(
group: Group,
c: horizon_shaders::ComputeProgram,
formats: &[wgpu::TextureFormat; BUFFERS],
shadow: Option<&[wgpu::TextureFormat; 2]>,
shadow: Option<&[wgpu::TextureFormat; SHADOW_COLORS]>,
notes: &mut Vec<String>,
custom: &[String],
pack: &Resources<'_>,
@@ -1739,6 +1789,7 @@ fn build_compute(
atlas: None,
ids: false,
groups: HashMap::new(),
portal_groups: HashMap::new(),
buffers: !interface.buffers.is_empty(),
images,
compute: Vec::new(),
@@ -1763,16 +1814,26 @@ impl PackPost {
// What the pack's shaders need of its storage buffers, before its parts move out.
let minimums = post.buffer_minimums();
let features = device.features();
let formats: [wgpu::TextureFormat; BUFFERS] =
std::array::from_fn(|i| texture_format(post.config.buffers[i].format, features));
let formats: [wgpu::TextureFormat; BUFFERS] = std::array::from_fn(|i| {
let f = post.config.buffers[i].format;
snorm_format(f, features, adapter).unwrap_or_else(|| texture_format(f, features))
});
let sky_clear = Some(&post.config.buffers[0])
.filter(|b| b.clear)
.and_then(|b| b.clear_color);
// A three-channel buffer reads alpha 1 whatever is written or cleared, as in Iris: its
// passes leave alpha alone, and its clears and first contents set it to 1.
let rgb = (0..BUFFERS)
.filter(|&i| post.config.buffers[i].format.channels == 3)
.fold(0u16, |m, i| m | 1 << i);
let clears = std::array::from_fn(|i| {
let b = &post.config.buffers[i];
b.clear.then(|| {
b.clear_color
.unwrap_or(if i == 1 { [1.0; 4] } else { [0.0; 4] })
let mut c = (b.clear_color).unwrap_or(if i == 1 { [1.0; 4] } else { [0.0; 4] });
if rgb & 1 << i != 0 {
c[3] = 1.0;
}
c
})
});
let mut notes = post.notes;
@@ -1784,6 +1845,8 @@ impl PackPost {
}
let textures = pack_textures::upload(device, queue, post.textures, &mut notes);
let shadow_config = post.config.shadow.clone();
// shadowcolor2 to 7 only for a pack that names `HIGHER_SHADOWCOLOR`.
let shadow_colors = (1u16 << post.shadow_colors) - 1;
let mut custom = post.custom;
let custom_names: Vec<String> = custom.uniforms().map(|u| u.0.to_owned()).collect();
// A first run finds the names neither the frame nor the pack defines.
@@ -1799,13 +1862,14 @@ impl PackPost {
let mut used = 1u16;
let draws = DrawUniforms::new(device);
// The shadow buffers' formats when the shadow pass runs; their programs see them as
// buffers 0 and 1.
let shadow_formats: Option<[wgpu::TextureFormat; 2]> = post.shadow_pass.then(|| {
std::array::from_fn(|n| texture_format(shadow_config.colors[n].format, features))
});
// buffers 0 to 7.
let shadow_formats: Option<[wgpu::TextureFormat; SHADOW_COLORS]> =
post.shadow_pass.then(|| {
std::array::from_fn(|n| texture_format(shadow_config.colors[n].format, features))
});
let shadow_space: [wgpu::TextureFormat; BUFFERS] = std::array::from_fn(|i| {
shadow_formats
.filter(|_| i < 2)
.filter(|_| i < SHADOW_COLORS)
.map_or(formats[i], |f| f[i])
});
let (mut storage, mut copied, mut image_copied, mut snapshotted) = (0u16, 0u16, 0u64, 0u64);
@@ -1873,6 +1937,7 @@ impl PackPost {
indices: indices.as_ref(),
gpu,
storable,
rgb,
released: std::cell::Cell::new(("", 0)),
stand_ins: &stand_ins,
};
@@ -2020,6 +2085,7 @@ impl PackPost {
post.entities_translucent,
post.particles,
post.damaged_block,
post.beacon_beam,
];
let late = [
false,
@@ -2027,6 +2093,7 @@ impl PackPost {
post.translucent_late,
post.particles_late,
false,
true,
];
let shadow_only = (post.shadow_only_player, post.shadow_only_lit_blocks);
let shadow_programs = [post.shadow_entities, post.shadow_block];
@@ -2242,7 +2309,7 @@ impl PackPost {
0
};
m | own | p.shadow_reads
});
}) & shadow_colors;
let depth1 = every_pass()
.flat_map(|p| &p.samplers)
.any(|s| matches!(s.source, Source::ShadowDepth(1, _)));
@@ -2318,7 +2385,13 @@ impl PackPost {
}
});
let float = wgpu::TextureSampleType::Float { filterable: true };
let blit_targets = std::iter::once(target(formats[0]));
let mut world_target = target(formats[0]);
if rgb & 1 != 0
&& let Some(t) = &mut world_target
{
t.write_mask = wgpu::ColorWrites::COLOR;
}
let blit_targets = std::iter::once(world_target);
// Cleared by the pass's load operation; the shader writes nothing there.
let blit_targets: Vec<_> = blit_targets
.chain(cleared.iter().map(|&b| {
@@ -2425,6 +2498,8 @@ impl PackPost {
depth2,
shadow_targets,
shadow_terrain,
portal_rect: [0.0; 4],
portal_texture: None,
shadow_water,
shadow_comp,
mipped,
@@ -2443,6 +2518,8 @@ impl PackPost {
composite_pre: mask(&post.composite_pre),
formats,
clears,
rgb,
rgb_unset: true,
used,
storage,
copied,
@@ -2810,7 +2887,10 @@ impl PackPost {
let group = self.bind(device, queue, encoder, pass, size);
let mut cp = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some(&pass.name),
timestamp_writes: None,
timestamp_writes: self
.timing
.as_mut()
.and_then(|t| t.compute_writes(&pass.name)),
});
cp.set_pipeline(&pipeline);
cp.set_bind_group(0, &group, &[]);
@@ -2839,7 +2919,7 @@ impl PackPost {
// one clearing them.
let (depth_ops, shadow_ops) = match &mut self.shadow_targets {
Some(s) if pass.group.shadow() => s.clear_ops(pass.writes.iter().map(|w| w.1)),
_ => (super::pack_shadow::load(), [load; 2]),
_ => (super::pack_shadow::load(), [load; SHADOW_COLORS]),
};
let shadow = self.shadow_targets.as_ref().filter(|_| pass.group.shadow());
let mut attachments: Vec<Option<wgpu::RenderPassColorAttachment>> = Vec::new();
@@ -3024,6 +3104,42 @@ impl PackPost {
continue;
}
let group = self.bind(device, queue, encoder, pass, size);
// End portal faces bind `end_portal.png` as the atlas, a texture of its own, so packs
// that wrap it with their own coordinates sample the portal sprite only.
let portal_group = if geometry
.draws
.iter()
.any(|d| d.pack && d.program == program && d.portal)
&& let Some(atlas) = pass.atlas.clone().or_else(|| self.atlas.clone())
&& self.portal_rect[2] > 0.0
{
if self
.portal_texture
.as_ref()
.is_none_or(|(rect, _)| *rect != self.portal_rect)
{
pass.portal_groups.clear();
let view = super::pack_weather::copy_sprite(
device,
encoder,
atlas.texture(),
self.portal_rect,
);
self.portal_texture = Some((self.portal_rect, view));
}
let view = self.portal_texture.as_ref().map(|p| p.1.clone());
// `bind` caches groups by a key without the atlas: the portal groups are kept
// in a cache of their own, swapped in with the texture.
let saved = std::mem::replace(&mut pass.atlas, view);
let groups =
std::mem::replace(&mut pass.groups, std::mem::take(&mut pass.portal_groups));
let g = self.bind(device, queue, encoder, pass, size);
pass.portal_groups = std::mem::replace(&mut pass.groups, groups);
pass.atlas = saved;
Some(g)
} else {
None
};
{
let mut rp = self.begin(encoder, pass);
rp.set_pipeline(pass.render());
@@ -3036,7 +3152,14 @@ impl PackPost {
rp.set_bind_group(1, &geometry.table_group, &[]);
rp.set_vertex_buffer(0, geometry.vertices());
rp.set_index_buffer(geometry.indices.slice(..), wgpu::IndexFormat::Uint32);
let mut on_portal = false;
for d in draws {
if let Some(portal) = &portal_group
&& d.portal != on_portal
{
rp.set_bind_group(0, if d.portal { portal } else { &group }, &[]);
on_portal = d.portal;
}
if pass.draw {
rp.set_bind_group(2, &geometry.group, &[geometry.offset(d.slot)]);
}
@@ -3110,9 +3233,11 @@ impl PackPost {
entities: &[super::Vertex],
spans: &[super::pack_draw::EntitySpan],
crumbling: [f32; 4],
portal: [f32; 4],
rest: &mut Vec<super::Vertex>,
skin: Option<&super::entity_skin::SkinFrame>,
) {
self.portal_rect = portal;
let shadow = self.shadow_casters();
let Some(e) = &mut self.entities else {
rest.clear();
@@ -3436,16 +3561,25 @@ impl PackPost {
}
/// Regenerates the mip chain of buffer `b`'s side that programs read.
fn mipmap(&self, encoder: &mut wgpu::CommandEncoder, b: usize) {
fn mipmap(&mut self, encoder: &mut wgpu::CommandEncoder, b: usize) {
let (Some(targets), Some((pipeline, _))) = (&self.targets, self.down.get(&self.formats[b]))
else {
return;
};
let Some(mips) = &targets.mips[b] else { return };
let side = &mips[usize::from(self.main & 1 << b != 0)];
// Timed as one pass per buffer (its first level), so the pass timer shows the chains.
let label = format!("mipmaps colortex{b}");
let mut first = true;
for (attachment, group) in &side.levels {
let timestamp_writes = if std::mem::take(&mut first) {
self.timing.as_mut().and_then(|t| t.writes(&label))
} else {
None
};
let mut rp = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Shader pack mipmap"),
timestamp_writes,
color_attachments: &[attach(
attachment,
wgpu::Operations {
@@ -3559,6 +3693,7 @@ impl PackPost {
return;
}
self.setup_pending = true;
self.rgb_unset = true;
let sizes: [[u32; 2]; BUFFERS] =
std::array::from_fn(|i| self.sizes[i].map_or(size, |s| s.resolve(size)));
let full_chain = |size: [u32; 2]| 32 - size[0].max(size[1]).max(1).leading_zeros();
@@ -4015,6 +4150,26 @@ impl PackPost {
..Default::default()
});
}
// Three-channel buffers start out with alpha 1 on both sides: a pass writes the side the
// frame's clear didn't touch.
if self.rgb_unset {
self.rgb_unset = false;
let start = wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
};
for b in (0..BUFFERS).filter(|&b| self.rgb & 1 << b != 0) {
for alt in [false, true] {
if let Some(v) = view(self.main, b, alt) {
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Shader pack three-channel start"),
color_attachments: &[attach(v, start)],
..Default::default()
});
}
}
}
}
let clear_op = |b: usize| {
let c = self.clears[b].unwrap_or_default();
wgpu::Operations {
@@ -4035,26 +4190,35 @@ impl PackPost {
// Attachments share a size and stay within the device's count and byte limits.
let limits = device.limits();
let max_attachments = (limits.max_color_attachments as usize).min(8);
let mut by_size: Vec<([u32; 2], Vec<usize>)> = Vec::new();
for &b in &self.other_clears {
// The buffers the blit doesn't clear, and the other texture of every cleared buffer.
let alt_clears = (0..BUFFERS)
.filter(|&b| self.clears[b].is_some() && view(self.main, b, true).is_some())
.map(|b| (b, true));
let mut by_size: Vec<([u32; 2], Vec<(usize, bool)>)> = Vec::new();
for (b, alt) in self
.other_clears
.iter()
.map(|&b| (b, false))
.chain(alt_clears)
{
let at = targets.sizes[b];
match by_size.iter_mut().find(|(s, buffers)| {
let bytes = buffers
.iter()
.fold(0, |bytes, &b| attachment_bytes(bytes, self.formats[b]));
.fold(0, |bytes, &(b, _)| attachment_bytes(bytes, self.formats[b]));
*s == at
&& buffers.len() < max_attachments
&& attachment_bytes(bytes, self.formats[b])
<= limits.max_color_attachment_bytes_per_sample
}) {
Some((_, l)) => l.push(b),
None => by_size.push((at, vec![b])),
Some((_, l)) => l.push((b, alt)),
None => by_size.push((at, vec![(b, alt)])),
}
}
for (_, chunk) in &by_size {
let attachments: Vec<_> = chunk
.iter()
.map(|&b| attach(view(self.main, b, false).expect("used buffer"), clear_op(b)))
.map(|&(b, alt)| attach(view(self.main, b, alt).expect("used buffer"), clear_op(b)))
.collect();
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Shader pack clear"),
@@ -4087,9 +4251,18 @@ impl PackPost {
self.blit_group = Some(([world.clone(), world_depth.clone()], group));
}
{
// The blit leaves a three-channel colortex0's alpha at the 1 it starts with.
let world_ops = if self.rgb & 1 != 0 {
wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
}
} else {
overwrite
};
let mut attachments = vec![attach(
view(self.main, 0, false).expect("colortex0"),
overwrite,
world_ops,
)];
for &b in &self.blit_clears {
attachments.push(attach(
@@ -4291,6 +4464,9 @@ impl PackPost {
}
}
#[cfg(test)]
mod snorm_tests;
#[cfg(test)]
#[path = "pack_post/depth_test.rs"]
mod depth_test;
@@ -4437,6 +4613,7 @@ mod tests {
indices: None,
gpu: Gpu::of(&adapter, device.features()),
storable: 0,
rgb: 0,
released: std::cell::Cell::new(("", 0)),
stand_ins: &stand_ins,
};
@@ -4514,6 +4691,7 @@ mod tests {
indices: None,
gpu: Gpu::of(&adapter, device.features()),
storable: 0,
rgb: 0,
released: std::cell::Cell::new(("", 0)),
stand_ins: &stand_ins,
};
@@ -4594,6 +4772,169 @@ mod tests {
);
}
/// `blend.<program>` of a composite program blends its output onto what the buffer's side
/// holds (Iris 1.11.7, probed: 0.25 over 0.75 with SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO and
/// a source alpha of 0.25 reads 0.625).
#[test]
fn a_composite_program_blends_onto_its_buffer() {
let instance = crate::gfx::test_gpu::instance();
let Ok(adapter) = pollster::block_on(instance.request_adapter(&Default::default())) else {
return;
};
// A pass's pipeline layout has six bind group slots.
let desc = wgpu::DeviceDescriptor {
required_limits: adapter.limits(),
..Default::default()
};
let Ok((device, queue)) = pollster::block_on(adapter.request_device(&desc)) else {
return;
};
let dir = std::env::temp_dir().join(format!("hz-composite-blend-{}", std::process::id()));
let shaders = dir.join("shaders");
std::fs::create_dir_all(&shaders).unwrap();
let file = |name: &str, text: &str| std::fs::write(shaders.join(name), text).unwrap();
file(
"composite.vsh",
"#version 120\nvoid main() { gl_Position = ftransform(); }\n",
);
file(
"composite.fsh",
"#version 120\n/* DRAWBUFFERS:3 */\n\
void main() { gl_FragData[0] = vec4(0.25, 0.25, 1.0, 0.25); }\n",
);
let pack = horizon_shaders::Pack::open(&dir).unwrap();
let properties = horizon_shaders::Properties::parse(
"blend.composite = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO\n",
&horizon_shaders::Macros::default(),
);
let mut post = horizon_shaders::load_post(
&pack,
"",
&properties,
&horizon_shaders::Macros::standard(),
&Default::default(),
);
std::fs::remove_dir_all(&dir).unwrap();
let program = post.programs.remove(0);
let buffers = pack_images::Buffers::new(
&device,
Default::default(),
Default::default(),
wgpu::ShaderStages::FRAGMENT,
);
let stand_ins = std::cell::RefCell::new(Vec::new());
let pack = Resources {
textures: &[],
images: &[],
left_out: &[],
buffers: &buffers,
indices: None,
gpu: Gpu::of(&adapter, device.features()),
storable: 0,
rgb: 0,
released: std::cell::Cell::new(("", 0)),
stand_ins: &stand_ins,
};
let draws = DrawUniforms::new(&device);
let mut notes = Vec::new();
let pass = build_pass(
&device,
program,
&[T::Rgba8Unorm; BUFFERS],
None,
T::Rgba8Unorm,
&mut notes,
None,
&[],
&draws.layout,
&pack,
)
.unwrap_or_else(|| panic!("the pass builds: {notes:?}"));
// colortex3 holds (0.75, 0.5, 0.25, 0.5) before the pass.
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: 64,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: T::Rgba8Unorm,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let view = texture.create_view(&Default::default());
let head = [64.0f32, 1.0, 1.0 / 64.0, 1.0];
queue.write_buffer(&pass.ubo, 0, bytemuck::cast_slice(&head));
let group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &pass.layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: pass.ubo.as_entire_binding(),
}],
});
let mut encoder = device.create_command_encoder(&Default::default());
let before = wgpu::Color {
r: 0.75,
g: 0.5,
b: 0.25,
a: 0.5,
};
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[attach(
&view,
wgpu::Operations {
load: wgpu::LoadOp::Clear(before),
store: wgpu::StoreOp::Store,
},
)],
..Default::default()
});
{
// Loaded, as `PackPost::render` attaches a buffer a composite pass writes.
let load = wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
};
let mut rp = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[attach(&view, load)],
..Default::default()
});
rp.set_pipeline(pass.render());
rp.set_bind_group(0, &group, &[]);
rp.draw(0..6, 0..1);
}
let read = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: 256,
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
encoder.copy_texture_to_buffer(
texture.as_image_copy(),
wgpu::TexelCopyBufferInfo {
buffer: &read,
layout: wgpu::TexelCopyBufferLayout::default(),
},
texture.size(),
);
queue.submit([encoder.finish()]);
read.slice(..).map_async(wgpu::MapMode::Read, |_| {});
device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
let texel: Vec<u8> = read.slice(..).get_mapped_range().unwrap()[..4].to_vec();
// rgb = 0.25 × src + 0.75 × dst, alpha = the source's.
let expected = [0.625, 0.4375, 0.4375, 0.25].map(|v: f32| v * 255.0);
for (got, want) in texel.iter().zip(expected) {
assert!(
(f32::from(*got) - want).abs() <= 1.0,
"{texel:?} vs {expected:?}"
);
}
}
#[test]
fn pack_formats_map_to_renderable_ones() {
let f = |name| texture_format(Format::parse(name).unwrap(), wgpu::Features::empty());
@@ -4654,3 +4995,6 @@ mod tests {
#[cfg(test)]
mod destination_tests;
#[cfg(test)]
mod rgb_alpha_tests;
@@ -151,14 +151,14 @@ fn pack(
post
}
struct Fixture {
adapter: wgpu::Adapter,
device: wgpu::Device,
queue: wgpu::Queue,
pub(super) struct Fixture {
pub(super) adapter: wgpu::Adapter,
pub(super) device: wgpu::Device,
pub(super) queue: wgpu::Queue,
}
impl Fixture {
fn new() -> Option<Self> {
pub(super) fn new() -> Option<Self> {
let instance = crate::gfx::test_gpu::instance();
let Ok(adapter) = pollster::block_on(instance.request_adapter(&Default::default())) else {
eprintln!("Post destination test skipped: no GPU adapter");
@@ -198,7 +198,7 @@ impl Fixture {
.create_view(&Default::default())
}
fn build(&self, post: Post) -> PackPost {
pub(super) fn build(&self, post: Post) -> PackPost {
let lightmap = self.texture([1, 1], T::Rgba8Unorm);
let post = PackPost::new(
&self.device,
@@ -226,7 +226,7 @@ impl Fixture {
post
}
fn render(&self, post: &mut PackPost, size: [u32; 2]) -> Vec<[u8; 4]> {
pub(super) fn render(&self, post: &mut PackPost, size: [u32; 2]) -> Vec<[u8; 4]> {
let world = self.texture(size, T::Rgba8Unorm);
let depth = self.texture(size, T::Depth32Float);
let screen = self.texture(size, T::Rgba8Unorm);
@@ -454,3 +454,70 @@ fn fixture_frame(hud: &HudBatch) -> Frame<'_> {
#[path = "clear_budget_tests.rs"]
mod clear_budget_tests;
/// A cleared buffer written three times a frame flips an odd number of times, so its first write
/// goes to the texture that was "main" the frame before, which a later program wrote after that
/// frame's clear. Where that first write discards, Iris 1.11.7 reads the clear value (a probe
/// pack of our own with these three programs reads 0 there, not the previous frame's 0.25).
#[test]
fn a_cleared_buffer_starts_every_frame_cleared_on_both_textures() {
let Some(gpu) = Fixture::new() else { return };
let mut zip = zip::ZipWriter::new(Cursor::new(Vec::new()));
let mut add = |name: &str, source: &str| {
zip.start_file(
format!("shaders/{name}"),
zip::write::SimpleFileOptions::default(),
)
.unwrap();
zip.write_all(source.as_bytes()).unwrap();
};
for (program, fragment) in [
(
"composite",
"#version 120\nvarying vec2 uv;\n/* RENDERTARGETS:4 */\n\
void main() { if(uv.x>0.5) discard; gl_FragData[0]=vec4(0.5,0.5,0.5,1); }\n",
),
(
"composite1",
"#version 120\nuniform sampler2D colortex4;\nvarying vec2 uv;\n/* RENDERTARGETS:4,5 */\n\
void main() { gl_FragData[0]=vec4(0.25,0.25,0.25,1); gl_FragData[1]=texture2D(colortex4,uv); }\n",
),
(
"composite2",
"#version 120\n/* RENDERTARGETS:4 */\nvoid main() { gl_FragData[0]=vec4(0.125,0.125,0.125,1); }\n",
),
(
"final",
"#version 120\nuniform sampler2D colortex5;\nvarying vec2 uv;\n\
void main() { gl_FragColor=vec4(texture2D(colortex5,uv).rgb,1); }\n",
),
] {
add(&format!("{program}.vsh"), VERTEX);
add(&format!("{program}.fsh"), fragment);
}
let pack = horizon_shaders::Pack::from_zip_bytes(
"both-textures-cleared",
zip.finish().unwrap().into_inner(),
)
.unwrap();
let mut macros = horizon_shaders::Macros::standard();
let (properties, _) = horizon_shaders::read_properties(&pack, &mut macros);
let post = horizon_shaders::load_post(&pack, "", &properties, &macros, &Default::default());
let mut post = gpu.build(post);
for frame in 0..3 {
let actual = gpu.render(&mut post, [16, 16]);
let wrong: Vec<_> = (actual.iter().enumerate())
.filter(|(n, p)| {
let expected = if n % 16 < 8 {
[128, 128, 128, 255]
} else {
[0, 0, 0, 255]
};
p.iter().zip(expected).any(|(a, b)| a.abs_diff(b) > 1)
})
.map(|(n, p)| (n, *p))
.take(4)
.collect();
assert!(wrong.is_empty(), "frame {frame}: {wrong:?}");
}
}
@@ -0,0 +1,82 @@
//! `HIGHER_SHADOWCOLOR`: shadowcolor2 to 7 are written by shadow programs' directives, read by
//! them and by the other programs, and cleared to their own colours, as in Iris 1.11.7 (probe
//! packs p7951a to c; the PR has the readings). The programs here are original and cut down.
use super::destination_tests::Fixture;
use super::*;
use std::io::{Cursor, Write};
const VERTEX: &str = "#version 120\nvarying vec2 uv;\nvoid main() { uv=gl_MultiTexCoord0.xy; gl_Position=ftransform(); }\n";
fn pack() -> Post {
let mut zip = zip::ZipWriter::new(Cursor::new(Vec::new()));
let mut add = |name: &str, source: &str| {
zip.start_file(
format!("shaders/{name}"),
zip::write::SimpleFileOptions::default(),
)
.unwrap();
zip.write_all(source.as_bytes()).unwrap();
};
add("shadowcomp.vsh", VERTEX);
add(
"shadowcomp.fsh",
"#version 120\n/* RENDERTARGETS: 2,7 */\n\
void main() { gl_FragData[0]=vec4(0.25,0,0,1); gl_FragData[1]=vec4(0,0.5,0,1); }\n",
);
// A shadow program reads a higher buffer it didn't write.
add("shadowcomp1.vsh", VERTEX);
add(
"shadowcomp1.fsh",
"#version 120\n/* RENDERTARGETS: 3 */\nuniform sampler2D shadowcolor7;\nvarying vec2 uv;\n\
void main() { gl_FragData[0]=texture2D(shadowcolor7,uv); }\n",
);
add("final.vsh", VERTEX);
// Pixel column x shows shadowcolor 2, 3, 5 and 6 in turn.
add(
"final.fsh",
"#version 330 compatibility\nconst int shadowMapResolution=16;\n\
const vec4 shadowcolor5ClearColor=vec4(0,0,0.75,1);\n\
uniform sampler2D shadowcolor2;\nuniform sampler2D shadowcolor3;\n\
uniform sampler2D shadowcolor5;\nuniform sampler2D shadowcolor6;\nin vec2 uv;\n\
void main() {\n vec4 c[4] = vec4[4](texture(shadowcolor2,uv), texture(shadowcolor3,uv),\n\
texture(shadowcolor5,uv), texture(shadowcolor6,uv));\n\
gl_FragColor = c[int(gl_FragCoord.x) % 4];\n}\n",
);
add(
"shaders.properties",
"shadow.enabled=true\niris.features.required = HIGHER_SHADOWCOLOR\n",
);
let pack = horizon_shaders::Pack::from_zip_bytes(
"original-higher-shadowcolor",
zip.finish().unwrap().into_inner(),
)
.unwrap();
let mut macros = horizon_shaders::Macros::standard();
let (properties, _) = horizon_shaders::read_properties(&pack, &mut macros);
horizon_shaders::load_post(&pack, "", &properties, &macros, &Default::default())
}
#[test]
fn higher_shadowcolor_buffers_are_written_read_and_cleared() {
let Some(gpu) = Fixture::new() else { return };
let mut post = gpu.build(pack());
// Two frames: the second starts from the first one's buffers.
for frame in 0..2 {
let pixels = gpu.render(&mut post, [8, 8]);
// shadowcolor2 written red, 3 a copy of 7 (green), 5 its clear colour, 6 white.
let expected = [
[64, 0, 0, 255],
[0, 128, 0, 255],
[0, 0, 191, 255],
[255; 4],
];
for (x, want) in expected.iter().enumerate() {
let got = pixels[x];
assert!(
got.iter().zip(want).all(|(g, w)| g.abs_diff(*w) <= 1),
"frame {frame}, column {x}: {got:?}, expected {want:?}; row {:?}",
&pixels[..4]
);
}
}
}
@@ -0,0 +1,100 @@
//! Three-channel buffers read alpha 1, as in Iris 1.11.7: written with alpha 0, cleared with
//! alpha 0, or never written. The values come from probe pack p8106 run in Iris (the PR has
//! them); the programs here are the probe's, cut down.
use super::destination_tests::Fixture;
use super::*;
use std::io::{Cursor, Write};
const VERTEX: &str = "#version 120\nvarying vec2 uv;\nvoid main() { uv=gl_MultiTexCoord0.xy; gl_Position=ftransform(); }\n";
fn pack() -> Post {
let mut zip = zip::ZipWriter::new(Cursor::new(Vec::new()));
let mut add = |name: &str, source: &str| {
zip.start_file(
format!("shaders/{name}"),
zip::write::SimpleFileOptions::default(),
)
.unwrap();
zip.write_all(source.as_bytes()).unwrap();
};
add("composite.vsh", VERTEX);
add(
"composite.fsh",
"#version 120\n/* RENDERTARGETS: 1,5,7 */\n\
/*\nconst int colortex0Format = RGB16F;\nconst int colortex1Format = RGB16F;\n\
const int colortex2Format = RGB8;\nconst int colortex3Format = RGB32F;\n\
const int colortex4Format = RGB32UI;\nconst int colortex5Format = RGBA16F;\n\
const int colortex7Format = RGB16;\n*/\n\
const vec4 colortex2ClearColor = vec4(0.25, 0.5, 0.75, 0.0);\n\
const bool colortex3Clear = false;\n\
void main() {\n gl_FragData[0] = vec4(0.25, 0.5, 0.75, 0.0);\n\
gl_FragData[1] = vec4(0.25, 0.5, 0.75, 0.0);\n gl_FragData[2] = vec4(0.25, 0.5, 0.75, 0.0);\n}\n",
);
add("composite1.vsh", VERTEX);
add(
"composite1.fsh",
"#version 330 compatibility\n/* RENDERTARGETS: 4 */\nlayout(location = 0) out uvec4 o;\n\
void main() { o = uvec4(5u, 6u, 7u, 0u); }\n",
);
add("final.vsh", VERTEX);
// Pixel column x shows buffer x % 8: its alpha in red, its green in green.
add(
"final.fsh",
"#version 330 compatibility\nuniform sampler2D colortex0;\nuniform sampler2D colortex1;\n\
uniform sampler2D colortex2;\nuniform sampler2D colortex3;\nuniform usampler2D colortex4;\n\
uniform sampler2D colortex5;\nuniform sampler2D colortex7;\n\
void main() {\n ivec2 p = ivec2(gl_FragCoord.xy);\n vec4 c = vec4(0.0);\n\
switch (p.x % 8) {\n\
case 0: c = texelFetch(colortex0, p, 0); break;\n\
case 1: c = texelFetch(colortex1, p, 0); break;\n\
case 2: c = texelFetch(colortex2, p, 0); break;\n\
case 3: c = texelFetch(colortex3, p, 0); break;\n\
case 4: c = vec4(texelFetch(colortex4, p, 0)) / 12.0; c.a *= 12.0; break;\n\
case 5: c = texelFetch(colortex5, p, 0); break;\n\
case 7: c = texelFetch(colortex7, p, 0); break;\n\
}\n gl_FragColor = vec4(c.a, c.g, 0.0, 1.0);\n}\n",
);
let pack = horizon_shaders::Pack::from_zip_bytes(
"original-rgb-alpha",
zip.finish().unwrap().into_inner(),
)
.unwrap();
let mut macros = horizon_shaders::Macros::standard();
let (properties, _) = horizon_shaders::read_properties(&pack, &mut macros);
let post = horizon_shaders::load_post(&pack, "", &properties, &macros, &Default::default());
assert_eq!(post.programs.len(), 3, "{:?}", post.notes);
post
}
#[test]
fn three_channel_buffers_read_alpha_1() {
let Some(gpu) = Fixture::new() else { return };
let mut post = gpu.build(pack());
// Twice: the second frame reads buffers that a first frame already used.
for frame in 0..2 {
let pixels = gpu.render(&mut post, [8, 8]);
// (alpha, green) per buffer: 0 is the world (black) through the blit; 1, 5 and 7 are
// written with alpha 0, 2 is cleared with alpha 0, 3 is never cleared nor written, 4 is
// RGB32UI written (5, 6, 7, 0). Only 5 (RGBA16F) keeps the alpha 0 it was given.
let expected = [
[255, 0],
[255, 128],
[255, 128],
[255, 0],
[255, 128],
[0, 128],
[0, 0],
[255, 128],
];
let row: Vec<[u8; 2]> = pixels[..8].iter().map(|p| [p[0], p[1]]).collect();
for (b, (got, want)) in row.iter().zip(expected).enumerate() {
if b == 6 {
continue;
}
assert!(
got.iter().zip(want).all(|(g, w)| g.abs_diff(w) <= 1),
"frame {frame}, colortex{b}: (alpha, green) {got:?}, expected {want:?}; row {row:?}"
);
}
}
}
@@ -0,0 +1,121 @@
//! SNORM colortex buffers clamp to [-1, 1] and quantise, as in Iris 1.11.7, where the adapter
//! renders to SNORM formats. Expected values are those probe pack p8106 read back in Iris (the
//! PR has them); the programs here are the probe's, cut down. Values that land halfway between
//! two steps (-0.5 × 127) are left out: GPUs may round them either way.
use super::destination_tests::Fixture;
use super::*;
use std::io::{Cursor, Write};
const VERTEX: &str = "#version 120\nvarying vec2 uv;\nvoid main() { uv=gl_MultiTexCoord0.xy; gl_Position=ftransform(); }\n";
fn pack() -> Post {
let mut zip = zip::ZipWriter::new(Cursor::new(Vec::new()));
let mut add = |name: &str, source: &str| {
zip.start_file(
format!("shaders/{name}"),
zip::write::SimpleFileOptions::default(),
)
.unwrap();
zip.write_all(source.as_bytes()).unwrap();
};
add("composite.vsh", VERTEX);
add(
"composite.fsh",
"#version 120\n/* RENDERTARGETS: 1,2,3 */\n\
/*\nconst int colortex1Format = RGBA8_SNORM;\nconst int colortex2Format = RGBA16_SNORM;\n\
const int colortex3Format = R16_SNORM;\nconst int colortex4Format = RGBA8_SNORM;\n*/\n\
const vec4 colortex4ClearColor = vec4(-1.5, 0.1, 0.3337, 0.0);\n\
void main() {\n gl_FragData[0] = vec4(-1.5, 0.1, 0.3337, 1000.0);\n\
gl_FragData[1] = vec4(-1.5, 0.1, 0.3337, 1000.0);\n gl_FragData[2] = vec4(0.1);\n}\n",
);
add("final.vsh", VERTEX);
// Pixel column x shows component x % 4 of buffer 1 + x / 4, as the bytes of its bits.
add(
"final.fsh",
"#version 330 compatibility\nuniform sampler2D colortex1;\nuniform sampler2D colortex2;\n\
uniform sampler2D colortex3;\nuniform sampler2D colortex4;\n\
void main() {\n ivec2 p = ivec2(gl_FragCoord.xy);\n vec4 c = vec4(0.0);\n\
switch (p.x / 4) {\n\
case 0: c = texelFetch(colortex1, p, 0); break;\n\
case 1: c = texelFetch(colortex2, p, 0); break;\n\
case 2: c = texelFetch(colortex3, p, 0); break;\n\
case 3: c = texelFetch(colortex4, p, 0); break;\n\
}\n uint u = floatBitsToUint(c[p.x % 4]);\n\
gl_FragColor = vec4(uvec4(u >> 24u, u >> 16u, u >> 8u, u) & 255u) / 255.0;\n}\n",
);
let pack =
horizon_shaders::Pack::from_zip_bytes("original-snorm", zip.finish().unwrap().into_inner())
.unwrap();
let mut macros = horizon_shaders::Macros::standard();
let (properties, _) = horizon_shaders::read_properties(&pack, &mut macros);
let post = horizon_shaders::load_post(&pack, "", &properties, &macros, &Default::default());
assert_eq!(post.programs.len(), 2, "{:?}", post.notes);
post
}
#[test]
fn snorm_buffers_clamp_and_quantise() {
let Some(gpu) = Fixture::new() else { return };
// The fixture's device asks for no features; SNORM targets need these.
let wanted = wgpu::Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES
| wgpu::Features::TEXTURE_FORMAT_16BIT_NORM;
let renders = [
wgpu::TextureFormat::Rgba8Snorm,
wgpu::TextureFormat::Rgba16Snorm,
]
.iter()
.all(|&f| {
(gpu.adapter.get_texture_format_features(f).allowed_usages)
.contains(wgpu::TextureUsages::RENDER_ATTACHMENT)
});
if !gpu.adapter.features().contains(wanted) || !renders {
eprintln!("SNORM test skipped: this adapter doesn't render to SNORM formats");
return;
}
let (device, queue) = pollster::block_on(gpu.adapter.request_device(&wgpu::DeviceDescriptor {
required_features: wanted,
required_limits: gpu.adapter.limits(),
..Default::default()
}))
.expect("GPU device with SNORM formats");
let gpu = Fixture {
adapter: gpu.adapter,
device,
queue,
};
let mut post = gpu.build(pack());
let pixels = gpu.render(&mut post, [16, 1]);
let read: Vec<f32> = pixels
.iter()
.map(|p| f32::from_bits(u32::from_be_bytes(*p)))
.collect();
// Iris 1.11.7: RGBA8_SNORM written (-1.5, 0.1, 0.3337, 1000); RGBA16_SNORM the same;
// R16_SNORM written 0.1 (G and B read 0, alpha 1); RGBA8_SNORM cleared to
// (-1.5, 0.1, 0.3337, 0).
let expected = [
-1.0,
0.102_362_2,
0.330_708_7,
1.0, //
-1.0,
0.100_009_2,
0.333_689_4,
1.0, //
0.100_009_2,
0.0,
0.0,
1.0, //
-1.0,
0.102_362_2,
0.330_708_7,
0.0,
];
for (n, (got, want)) in read.iter().zip(expected).enumerate() {
assert!(
(got - want).abs() <= 1e-6,
"buffer {} component {}: {got}, expected {want}; all {read:?}",
1 + n / 4,
n % 4
);
}
}
@@ -1,8 +1,10 @@
//! A shader pack's shadow buffers (spec 6.3): the shadow map's depth (`shadowtex0`, and
//! `shadowtex1` without translucent geometry), and the colour buffers `shadowcolor0/1`, each
//! `shadowtex1` without translucent geometry), and the colour buffers `shadowcolor0` to `7`, each
//! with two sides that `shadowcomp` programs flip as composite programs flip colortex (6.1.6).
//! Square, `shadowMapResolution` pixels.
use horizon_shaders::SHADOW_COLORS;
type Ops<T> = wgpu::Operations<T>;
type Color = wgpu::Color;
@@ -34,9 +36,9 @@ pub(super) struct ShadowTargets {
/// `shadowtex1`: a copy of `shadowtex0` taken before translucent terrain, when read.
pub depth1: Option<(wgpu::Texture, wgpu::TextureView)>,
/// Both sides of each shadowcolor buffer used.
pub color: [Option<[wgpu::TextureView; 2]>; 2],
pub color: [Option<[wgpu::TextureView; 2]>; SHADOW_COLORS],
/// The clear colour of each buffer cleared every frame.
pub clears: [Option<[f32; 4]>; 2],
pub clears: [Option<[f32; 4]>; SHADOW_COLORS],
/// Bit n set: B is shadowcolor n's "main".
pub main: u16,
/// Nothing cleared yet this frame: the first pass into the shadow buffers clears them as it
@@ -79,7 +81,7 @@ impl ShadowTargets {
pub fn new(
device: &wgpu::Device,
shadow: &horizon_shaders::Shadow,
formats: [wgpu::TextureFormat; 2],
formats: [wgpu::TextureFormat; SHADOW_COLORS],
colors: u16,
depth1: bool,
) -> Self {
@@ -143,12 +145,12 @@ impl ShadowTargets {
pub fn clear_ops(
&mut self,
writes: impl Iterator<Item = usize>,
) -> (Ops<f32>, [Ops<Color>; 2]) {
) -> (Ops<f32>, [Ops<Color>; SHADOW_COLORS]) {
if !std::mem::take(&mut self.fresh) {
return (load(), [load(); 2]);
return (load(), [load(); SHADOW_COLORS]);
}
let mut colors = [load(); 2];
for n in writes.filter(|&n| n < 2) {
let mut colors = [load(); SHADOW_COLORS];
for n in writes.filter(|&n| n < SHADOW_COLORS) {
if let Some(c) = self.clears[n] {
colors[n] = clear(c);
self.cleared |= 1 << n;
@@ -162,11 +164,12 @@ impl ShadowTargets {
}
/// Clears what no pass has cleared this frame: all of it when no shadow program drew, the
/// cleared shadowcolor buffers the first one did not write.
/// cleared shadowcolor buffers the first one did not write. One buffer a pass: eight wide
/// formats together would pass the device's bytes-per-sample limit.
pub fn clear_rest(&mut self, encoder: &mut wgpu::CommandEncoder) {
let depth = std::mem::take(&mut self.fresh);
let cleared = std::mem::replace(&mut self.cleared, 0b11);
let attachments: Vec<_> = (0..2)
let mut depth = std::mem::take(&mut self.fresh);
let cleared = std::mem::replace(&mut self.cleared, u8::MAX);
let attachments = (0..SHADOW_COLORS)
.filter(|n| cleared & 1 << n == 0)
.filter_map(|n| {
Some(Some(wgpu::RenderPassColorAttachment {
@@ -175,24 +178,30 @@ impl ShadowTargets {
resolve_target: None,
ops: clear(self.clears[n]?),
}))
})
.collect();
if !depth && attachments.is_empty() {
return;
});
let passes: Vec<Vec<_>> = attachments.map(|a| vec![a]).collect();
let passes = if passes.is_empty() && depth {
vec![Vec::new()]
} else {
passes
};
for attachments in &passes {
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Shader pack shadow clear"),
color_attachments: attachments,
depth_stencil_attachment: std::mem::take(&mut depth).then_some(
wgpu::RenderPassDepthStencilAttachment {
view: &self.depth.1,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
},
),
..Default::default()
});
}
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Shader pack shadow clear"),
color_attachments: &attachments,
depth_stencil_attachment: depth.then_some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth.1,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
..Default::default()
});
}
/// `shadowtex1`: the shadow map as it is now (before translucent geometry).
@@ -265,6 +265,13 @@ pub const NAMES: &[&str] = &[
"playerMood",
"constantMood",
"centerDepthSmooth",
"alphaTestRef",
"entityId",
"blockEntityId",
"entityColor",
GBUFFERS_FOG_MODE,
GBUFFERS_FOG_SHAPE,
GBUFFERS_CENTER_DEPTH,
"isRightHanded",
"is_on_ground",
"bedrockLevel",
@@ -277,6 +284,13 @@ pub const NAMES: &[&str] = &[
"cloudHeight",
];
/// What programs that draw the game's geometry (gbuffers, shadow) read as `fogMode`,
/// `fogShape` and `centerDepthSmooth`: no GLSL name can hold a dot, so no pack reads these
/// directly.
const GBUFFERS_FOG_MODE: &str = "gbuffers.fogMode";
const GBUFFERS_FOG_SHAPE: &str = "gbuffers.fogShape";
const GBUFFERS_CENTER_DEPTH: &str = "gbuffers.centerDepthSmooth";
/// Values carried from frame to frame.
pub struct FrameUniforms {
pub values: Vec<Value>,
@@ -472,18 +486,16 @@ impl FrameUniforms {
});
}
let center_depth = self.center_depth.unwrap_or(1.0);
// Vanilla fades by the stronger of two linear fogs; a pack gets one: the pair (start
// and end together) of the one that is complete nearer (OQ-36). Mixing the nearer start
// of one with the nearer end of the other made fog begin at the camera on clear days.
// Vanilla fades by the stronger of two linear fogs; a pack gets the environmental one
// (`FogData::environmental_start`/`environmental_end`), as Iris 1.11.7 gives it in every
// program kind: 0 to 1024 on a clear day, -160 to 768 in rain, -8 to 96 under water, 10
// to 96 in the Nether (measured with a probe pack).
let (fog_color, fog_start, fog_end) = match &frame.fog {
Some(f) => {
let (start, end) = if f.environmental_end < f.render_distance_end {
(f.environmental_start, f.environmental_end)
} else {
(f.render_distance_start, f.render_distance_end)
};
([f.color[0], f.color[1], f.color[2]], start, end)
}
Some(f) => (
[f.color[0], f.color[1], f.color[2]],
f.environmental_start,
f.environmental_end,
),
None => (frame.sky.fog_color, frame.distance * 0.9, frame.distance),
};
let light = shadow_light(frame, &self.shadow);
@@ -545,12 +557,22 @@ impl FrameUniforms {
"thunderStrength" => Value::f(&[inputs.thunder]),
"fogColor" => Value::f(&fog_color),
"skyColor" => Value::f(&frame.sky.sky_color),
// GL_LINEAR: vanilla's fog is linear.
"fogMode" => Value::i(&[9729]),
// Iris 1.11.7, measured: programs that draw no geometry read no fog mode (0) and
// shape (-1); those that do read GL_LINEAR and a cylinder (1). The density is 0.
"fogMode" => Value::i(&[0]),
GBUFFERS_FOG_MODE => Value::i(&[9729]),
"fogStart" => Value::f(&[fog_start]),
"fogEnd" => Value::f(&[fog_end]),
"fogDensity" => Value::f(&[1.0]),
"fogShape" => Value::i(&[0]),
"fogDensity" => Value::f(&[0.0]),
"fogShape" => Value::i(&[-1]),
GBUFFERS_FOG_SHAPE => Value::i(&[1]),
// Iris 1.11.7 gives gbuffers programs 0 (measured in 16 scenes).
GBUFFERS_CENTER_DEPTH => Value::f(&[0.0]),
// Outside a draw (gbuffers programs get these per draw), as Iris 1.11.7 gives
// them to composite and final programs (measured).
"alphaTestRef" => Value::f(&[0.1]),
"blockEntityId" => Value::i(&[-1]),
"entityColor" => Value::f(&[0.0; 4]),
"isEyeInWater" => Value::i(&[inputs.eye_in]),
"blindness" => Value::f(&[inputs.blindness]),
"nightVision" => Value::f(&[frame.night_vision]),
@@ -690,6 +712,7 @@ fn components(name: &str) -> usize {
| "skyColor"
| "endFlashPosition" => 3,
"eyeBrightness" | "eyeBrightnessSmooth" | "atlasSize" => 2,
"entityColor" => 4,
n if n.starts_with("gbuffer") || n.starts_with("shadow") && n != "shadowAngle" => 16,
_ => 1,
}
@@ -700,6 +723,18 @@ pub fn index(name: &str) -> Option<usize> {
NAMES.iter().position(|n| *n == name)
}
/// The position in [`NAMES`] of the value a program reads as `name`; `geometry`: the program
/// draws the game's geometry (gbuffers, shadow), which reads its own fog mode and shape and no
/// centre depth.
pub fn index_in(name: &str, geometry: bool) -> Option<usize> {
match name {
"fogMode" if geometry => index(GBUFFERS_FOG_MODE),
"fogShape" if geometry => index(GBUFFERS_FOG_SHAPE),
"centerDepthSmooth" if geometry => index(GBUFFERS_CENTER_DEPTH),
_ => index(name),
}
}
#[cfg(test)]
mod tests {
use super::*;
@@ -1178,6 +1213,64 @@ mod initial_history_tests {
}
}
fn int(u: &FrameUniforms, at: usize) -> i32 {
match u.values[at] {
Value::I(v) => v[0],
_ => panic!("integer uniform expected"),
}
}
/// Iris 1.11.7, read back exactly with a probe pack on a clear day (render distance 12,
/// cloud range 64): fogStart 0 and fogEnd 1024 (the environmental fog, not the render
/// distance's 172.8 to 192), fogDensity 0; composite and final programs read alphaTestRef
/// 0.1, blockEntityId -1, fogMode 0 and fogShape -1.
#[test]
fn fog_and_draw_uniforms_outside_a_draw_follow_iris() {
let hud = HudBatch::new([800, 450]);
let mut f = frame(&hud);
f.fog = Some(crate::fog::FogData {
color: [0.7, 0.8, 1.0, 1.0],
environmental_start: 0.0,
environmental_end: 1024.0,
render_distance_start: 172.8,
render_distance_end: 192.0,
sky_end: 192.0,
cloud_end: 1024.0,
});
let mut u = FrameUniforms::default();
u.update(&f, &PackInputs::default(), [800, 450]);
assert_eq!(float(&u, "fogStart")[0], 0.0);
assert_eq!(float(&u, "fogEnd")[0], 1024.0);
assert_eq!(float(&u, "fogDensity")[0], 0.0);
assert_eq!(float(&u, "alphaTestRef")[0], 0.1);
assert_eq!(int(&u, index("blockEntityId").unwrap()), -1);
assert_eq!(int(&u, index("entityId").unwrap()), 0);
assert_eq!(int(&u, index("fogMode").unwrap()), 0);
assert_eq!(int(&u, index("fogShape").unwrap()), -1);
}
/// Iris 1.11.7 (probe pack): gbuffers programs read fogMode GL_LINEAR (9729) and fogShape 1
/// (cylinder) where composite and final programs read 0 and -1.
#[test]
fn programs_that_draw_geometry_read_their_own_fog_and_centre_depth() {
let hud = HudBatch::new([800, 450]);
let mut u = FrameUniforms::default();
u.update(&frame(&hud), &PackInputs::default(), [800, 450]);
let at = |name, geometry| index_in(name, geometry).unwrap();
assert_eq!(int(&u, at("fogMode", true)), 9729);
assert_eq!(int(&u, at("fogShape", true)), 1);
assert_eq!(int(&u, at("fogMode", false)), 0);
assert_eq!(int(&u, at("fogShape", false)), -1);
assert_eq!(at("fogStart", true), at("fogStart", false));
// Iris 1.11.7 (probe pack): `centerDepthSmooth` reads 0 in gbuffers programs.
let depth = |geometry| match u.values[at("centerDepthSmooth", geometry)] {
Value::F(v) => v[0],
_ => panic!("float uniform expected"),
};
assert_eq!(depth(true), 0.0);
assert_eq!(depth(false), 1.0);
}
/// Iris 1.11.7, read frame by frame with a probe pack: eyeBrightnessSmooth falls by half
/// in 1 s and is rounded down; wetness takes 60 s to rise halfway and 20 s to fall; the
/// centre depth 0.1 s.
@@ -162,7 +162,7 @@ impl PackWeather {
/// A texture holding the atlas's texels under `rect` (normalised x, y, width, height), as
/// Horizon's weather shader reads them (`weather_texel`).
fn copy_sprite(
pub(super) fn copy_sprite(
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
atlas: &wgpu::Texture,
+226 -32
View File
@@ -17,6 +17,9 @@ struct Column {
z: i32,
/// Section y (from the world's bottom) and slot, in no particular order.
sections: Vec<(i32, u32)>,
/// Those of `sections` that are marked (`Resident::insert_marked`), in no
/// particular order.
marked: Vec<(i32, u32)>,
/// The lowest and highest section y of `sections`.
low: i32,
high: i32,
@@ -36,6 +39,9 @@ pub struct Resident<T> {
min_y: i32,
items: Vec<(SectionKey, T)>,
bounds: Vec<Option<[Vec3; 2]>>,
/// Per slot, whether the section is marked: within the render distance,
/// `walk` lists only those when `marked_only_near`.
marked: Vec<bool>,
slots: FxHashMap<SectionKey, u32>,
columns: Vec<Column>,
column_index: FxHashMap<(i32, i32), u32>,
@@ -47,6 +53,7 @@ impl<T> Default for Resident<T> {
min_y: crate::chunk::MIN_Y,
items: Vec::new(),
bounds: Vec::new(),
marked: Vec::new(),
slots: FxHashMap::default(),
columns: Vec::new(),
column_index: FxHashMap::default(),
@@ -65,12 +72,13 @@ impl<T> Resident<T> {
use std::mem::size_of;
self.items.capacity() * size_of::<(SectionKey, T)>()
+ self.bounds.capacity() * size_of::<Option<[Vec3; 2]>>()
+ self.marked.capacity() * size_of::<bool>()
+ self.slots.capacity() * (size_of::<(SectionKey, u32)>() + 1)
+ self.columns.capacity() * size_of::<Column>()
+ self
.columns
.iter()
.map(|c| c.sections.capacity() * size_of::<(i32, u32)>())
.map(|c| (c.sections.capacity() + c.marked.capacity()) * size_of::<(i32, u32)>())
.sum::<usize>()
+ self.column_index.capacity() * (size_of::<((i32, i32), u32)>() + 1)
}
@@ -83,14 +91,23 @@ impl<T> Resident<T> {
pub fn values_mut(&mut self) -> impl Iterator<Item = &mut T> {
self.items.iter_mut().map(|(_, v)| v)
}
/// Every section's key and value.
/// Every section's key, value and bounds.
#[cfg(debug_assertions)]
pub fn iter(&self) -> impl Iterator<Item = (SectionKey, &T)> {
self.items.iter().map(|(key, value)| (*key, value))
pub fn iter(&self) -> impl Iterator<Item = (SectionKey, &T, Option<[Vec3; 2]>)> {
let items = self.items.iter().zip(&self.bounds);
items.map(|((key, value), bounds)| (*key, value, *bounds))
}
/// Every section's key and value.
pub fn iter_mut(&mut self) -> impl Iterator<Item = (SectionKey, &mut T)> {
self.items.iter_mut().map(|(key, value)| (*key, value))
/// Every section's key, value and bounds.
pub fn iter_mut(&mut self) -> impl Iterator<Item = (SectionKey, &mut T, Option<[Vec3; 2]>)> {
let items = self.items.iter_mut().zip(&self.bounds);
items.map(|((key, value), bounds)| (*key, value, *bounds))
}
/// Whether the section at `key` is marked (`insert_marked`).
#[cfg(any(test, debug_assertions))]
pub fn is_marked(&self, key: SectionKey) -> bool {
self.slots
.get(&key)
.is_some_and(|&slot| self.marked[slot as usize])
}
/// `key`'s value, when it is resident.
pub fn find(&self, key: SectionKey) -> Option<&T> {
@@ -118,6 +135,7 @@ impl<T> Resident<T> {
pub fn clear(&mut self) {
self.items.clear();
self.bounds.clear();
self.marked.clear();
self.slots.clear();
self.columns.clear();
self.column_index.clear();
@@ -127,16 +145,31 @@ impl<T> Resident<T> {
pub fn insert(&mut self, key: SectionKey, value: T) {
self.insert_with_bounds(key, value, None);
}
/// Adds or replaces `key`'s value with optional tight geometry bounds.
/// Adds or replaces `key`'s value with optional tight geometry bounds, unmarked.
#[cfg(test)]
pub fn insert_with_bounds(&mut self, key: SectionKey, value: T, bounds: Option<[Vec3; 2]>) {
self.insert_marked(key, value, bounds, false);
}
/// Adds or replaces `key`'s value with optional tight geometry bounds, and
/// whether it is marked: `walk` with `marked_only_near` lists the sections
/// within the render distance that are.
pub fn insert_marked(
&mut self,
key: SectionKey,
value: T,
bounds: Option<[Vec3; 2]>,
marked: bool,
) {
if let Some(&slot) = self.slots.get(&key) {
self.items[slot as usize].1 = value;
self.bounds[slot as usize] = bounds;
self.mark_slot(slot, marked);
return;
}
let slot = self.items.len() as u32;
self.items.push((key, value));
self.bounds.push(bounds);
self.marked.push(marked);
self.slots.insert(key, slot);
let column = match self.column_index.get(&(key.0, key.2)) {
Some(&c) => &mut self.columns[c as usize],
@@ -147,6 +180,7 @@ impl<T> Resident<T> {
x: key.0,
z: key.2,
sections: Vec::new(),
marked: Vec::new(),
low: key.1,
high: key.1,
});
@@ -154,15 +188,39 @@ impl<T> Resident<T> {
}
};
column.sections.push((key.1, slot));
if marked {
column.marked.push((key.1, slot));
}
column.low = column.low.min(key.1);
column.high = column.high.max(key.1);
}
/// Removes every section of the `gone` columns, the others keeping their order: one
/// pass over the store, where `remove` moves a slot and looks its column up for each.
/// Marks or unmarks the section in `slot`, in its column's list too.
fn mark_slot(&mut self, slot: u32, marked: bool) {
let was = std::mem::replace(&mut self.marked[slot as usize], marked);
if was == marked {
return;
}
let (x, y, z) = self.items[slot as usize].0;
let column = &mut self.columns[self.column_index[&(x, z)] as usize];
if marked {
column.marked.push((y, slot));
} else {
let at = column
.marked
.iter()
.position(|s| s.1 == slot)
.expect("marked section in its column's list");
column.marked.swap_remove(at);
}
}
/// Removes every section of the `gone` columns, the others keeping their order and
/// marks: one pass over the store, where `remove` moves a slot and looks its column
/// up for each.
pub fn remove_columns(&mut self, gone: &FxHashSet<(i32, i32)>) -> Vec<T> {
// Every column (a far teleport): emptied, without a lookup per section.
if self.columns.iter().all(|c| gone.contains(&(c.x, c.z))) {
self.bounds.clear();
self.marked.clear();
self.slots.clear();
self.columns.clear();
self.column_index.clear();
@@ -173,21 +231,23 @@ impl<T> Resident<T> {
}
let items = std::mem::take(&mut self.items);
let bounds = std::mem::take(&mut self.bounds);
let marked = std::mem::take(&mut self.marked);
self.slots.clear();
self.columns.clear();
self.column_index.clear();
let mut removed = Vec::new();
for ((key, value), bounds) in items.into_iter().zip(bounds) {
for (((key, value), bounds), marked) in items.into_iter().zip(bounds).zip(marked) {
if gone.contains(&(key.0, key.2)) {
removed.push(value);
} else {
self.insert_with_bounds(key, value, bounds);
self.insert_marked(key, value, bounds, marked);
}
}
removed
}
pub fn remove(&mut self, key: SectionKey) -> Option<T> {
let slot = self.slots.remove(&key)?;
self.mark_slot(slot, false);
let c = self.column_index[&(key.0, key.2)] as usize;
let column = &mut self.columns[c];
let at = column
@@ -206,8 +266,10 @@ impl<T> Resident<T> {
column.bounds();
}
let _ = self.bounds.swap_remove(slot as usize);
let _ = self.marked.swap_remove(slot as usize);
let (_, value) = self.items.swap_remove(slot as usize);
// The last item now sits in `slot`: point its key and column at it.
// The last item now sits in `slot`: point its key and column, and its
// column's marked list if it is marked, at it.
if let Some(&(moved, _)) = self.items.get(slot as usize) {
let last = self.items.len() as u32;
self.slots.insert(moved, slot);
@@ -218,6 +280,14 @@ impl<T> Resident<T> {
.find(|s| s.1 == last)
.expect("moved section in its column");
entry.1 = slot;
if self.marked[slot as usize] {
let entry = column
.marked
.iter_mut()
.find(|s| s.1 == last)
.expect("moved marked section in its column's list");
entry.1 = slot;
}
}
Some(value)
}
@@ -328,6 +398,22 @@ impl<T> Resident<T> {
reachable: impl Fn(SectionKey) -> bool,
beyond: impl Fn(i32, i32) -> bool,
out: &mut Vec<Visible>,
) {
self.walk(camera, radius, frustum, reachable, beyond, false, out);
}
/// `visible`, less the sections within the render distance that are not
/// marked (`insert_marked`) when `marked_only_near`, in the same order: GPU
/// culling's frames, where the GPU draws those. A column's box spans all of
/// its sections either way, so both decide alike on those they share.
pub fn walk(
&self,
camera: DVec3,
radius: i32,
frustum: &impl Cull,
reachable: impl Fn(SectionKey) -> bool,
beyond: impl Fn(i32, i32) -> bool,
marked_only_near: bool,
out: &mut Vec<Visible>,
) {
let from = camera_column(camera);
for column in &self.columns {
@@ -335,6 +421,14 @@ impl<T> Resident<T> {
if !near && !beyond(column.x, column.z) {
continue;
}
let list = if marked_only_near && near {
&column.marked
} else {
&column.sections
};
if list.is_empty() {
continue;
}
let min = origin((column.x, column.low, column.z), self.min_y, camera).as_vec3();
let top = origin((column.x, column.high, column.z), self.min_y, camera).as_vec3();
let max = top + Vec3::splat(16.0);
@@ -351,7 +445,7 @@ impl<T> Resident<T> {
let xz_sq = dx8 * dx8 + dz8 * dz8;
if inside {
for &(y, slot) in &column.sections {
for &(y, slot) in list {
let key = (column.x, y, column.z);
if near && !reachable(key) {
continue;
@@ -368,7 +462,7 @@ impl<T> Resident<T> {
});
}
} else {
for &(y, slot) in &column.sections {
for &(y, slot) in list {
let key = (column.x, y, column.z);
if near && !reachable(key) {
continue;
@@ -519,9 +613,10 @@ mod tests {
assert_eq!(fast, slow);
}
/// Every key reaches its value through its slot and column, and every
/// column's bounds and sections match the keys.
fn check(r: &Resident<u32>, model: &HashMap<SectionKey, u32>) {
/// Every key reaches its value and mark through its slot and column, every
/// column's bounds and sections match the keys, and its marked list holds
/// its marked sections.
fn check(r: &Resident<u32>, model: &HashMap<SectionKey, (u32, bool)>) {
assert_eq!(r.len(), model.len());
let mut seen = 0;
for column in &r.columns {
@@ -532,13 +627,24 @@ mod tests {
for &(y, slot) in &column.sections {
let (key, value) = &r.items[slot as usize];
assert_eq!(*key, (column.x, y, column.z));
assert_eq!(model[key], *value);
assert_eq!(model[key], (*value, r.marked[slot as usize]));
seen += 1;
}
let mut marked: Vec<(i32, u32)> = column
.sections
.iter()
.copied()
.filter(|&(_, slot)| r.marked[slot as usize])
.collect();
let mut listed = column.marked.clone();
marked.sort_unstable();
listed.sort_unstable();
assert_eq!(listed, marked, "column ({}, {})", column.x, column.z);
}
assert_eq!(seen, model.len());
for key in model.keys() {
for (key, &(_, marked)) in model {
assert!(r.contains(*key));
assert_eq!(r.is_marked(*key), marked, "{key:?}");
}
}
@@ -546,7 +652,12 @@ mod tests {
fn slots_and_columns_follow_inserts_and_removals() {
let mut r = Resident::default();
let mut model = HashMap::new();
// A deterministic mix of inserts, replacements and removals.
// Bounds that tell values apart.
let bounds = |value: u32| {
(!value.is_multiple_of(3)).then(|| [Vec3::splat((value % 5) as f32), Vec3::splat(16.0)])
};
// A deterministic mix of inserts, replacements and removals, marked at
// random: a replacement can mark or unmark its section.
let mut seed = 0x2545_f491_u32;
for step in 0..4000u32 {
seed ^= seed << 13;
@@ -563,47 +674,130 @@ mod tests {
.flat_map(|x| (-2..=2).map(move |z| (x, z)))
.collect();
let mut removed = r.remove_columns(&gone);
let mut expected: Vec<u32> = model.drain().map(|(_, v)| v).collect();
let mut expected: Vec<u32> = model.drain().map(|(_, (value, _))| value).collect();
removed.sort_unstable();
expected.sort_unstable();
assert_eq!(removed, expected);
assert!(r.columns.is_empty() && r.column_index.is_empty());
} else if (seed >> 12).is_multiple_of(97) {
// Whole columns at once: the column of `key` and the next one along x.
// The others keep their values, bounds and marks (`check`).
let gone: FxHashSet<(i32, i32)> =
[(key.0, key.2), (key.0 + 1, key.2)].into_iter().collect();
let mut removed = r.remove_columns(&gone);
let mut expected: Vec<u32> = model
.extract_if(|k: &SectionKey, _| gone.contains(&(k.0, k.2)))
.map(|(_, v)| v)
.map(|(_, (value, _))| value)
.collect();
removed.sort_unstable();
expected.sort_unstable();
assert_eq!(removed, expected);
} else if (seed >> 12).is_multiple_of(3) {
assert_eq!(r.remove(key), model.remove(&key));
assert_eq!(r.remove(key), model.remove(&key).map(|(value, _)| value));
} else {
r.insert(key, step);
model.insert(key, step);
let marked = (seed >> 20).is_multiple_of(2);
r.insert_marked(key, step, bounds(step), marked);
model.insert(key, (step, marked));
}
check(&r, &model);
// `iter_mut` yields every key once, with its value.
// `iter_mut` yields every key once, with its value and bounds.
let mut seen = HashSet::new();
for (key, value) in r.iter_mut() {
assert_eq!(*value, model[&key], "{key:?}");
for (key, value, b) in r.iter_mut() {
assert_eq!(*value, model[&key].0, "{key:?}");
assert_eq!(b, bounds(*value), "{key:?}");
assert!(seen.insert(key), "{key:?} twice");
}
assert_eq!(seen.len(), model.len());
}
for (_, value) in r.iter_mut() {
for (_, value, _) in r.iter_mut() {
*value += 1;
}
for (key, value) in &model {
for (key, (value, _)) in &model {
assert_eq!(r.find(*key), Some(&(value + 1)));
}
r.clear();
assert_eq!(r.len(), 0);
assert!(r.columns.is_empty());
assert!(r.columns.is_empty() && r.marked.is_empty());
}
/// GPU frames' walk (`walk` with `marked_only_near`) is `visible` less the
/// sections within the render distance that are not marked, in the same
/// order: with marks at random, bounds reaching out of their cells, short
/// columns entirely inside the frustum, cave reach, and columns past the
/// distance kept for far terrain (GPU frames have no water mirror,
/// `gpu_frame`).
#[test]
fn the_marked_walk_is_the_walk_less_unmarked_sections_within_the_distance() {
let mut r = Resident::default();
let mut seed = 0x9e37_79b9_u32;
let mut next = || {
seed ^= seed << 13;
seed ^= seed >> 17;
seed ^= seed << 5;
seed
};
for x in -14i32..=14 {
for z in -14i32..=14 {
// Short columns ahead of the first camera: most lie entirely inside.
let rows = if z > 0 && x.abs() <= 12 { 3..6 } else { 0..24 };
for y in rows {
let bits = next();
if bits.is_multiple_of(5) {
continue;
}
let bounds = match (bits >> 4) % 4 {
0 => None,
1 => Some([Vec3::splat(-1.5), Vec3::splat(17.5)]),
2 => Some([Vec3::new(0.0, 18.0, 0.0), Vec3::new(16.0, 20.0, 16.0)]),
_ => Some([Vec3::new(2.0, 0.0, 3.0), Vec3::new(14.0, 5.5, 16.0)]),
};
r.insert_marked((x, y, z), (), bounds, (bits >> 8).is_multiple_of(3));
}
}
}
let reachable = |k: SectionKey| (3 * k.0 + k.1 + 5 * k.2).rem_euclid(7) != 0;
let beyond = |x: i32, z: i32| (x - z).rem_euclid(3) == 0;
let projection = super::super::world_projection(70.0, 16.0 / 9.0, 512.0);
let (mut kept, mut dropped, mut inside) = (0, 0, 0);
for (camera, yaw, pitch) in [
(DVec3::new(0.5, -8.0, 0.5), 0.0, 5.0),
(DVec3::new(-37.25, 130.5, 21.75), 135.0, 35.0),
(DVec3::new(100.0, -60.0, -3.0), 270.0, -80.0),
(DVec3::new(8.0, 64.0, 8.0), 45.0, 89.0),
] {
let view = Frustum {
planes: super::super::frustum(projection * crate::camera::view_matrix(yaw, pitch)),
};
inside += r
.columns
.iter()
.filter(|c| {
let min = origin((c.x, c.low, c.z), r.min_y, camera).as_vec3();
let top = origin((c.x, c.high, c.z), r.min_y, camera).as_vec3();
view.contains(min, top + Vec3::splat(16.0))
})
.count();
for radius in [3, 7, 12] {
let (mut all, mut marked) = (Vec::new(), Vec::new());
r.visible(camera, radius, &view, reachable, beyond, &mut all);
r.walk(camera, radius, &view, reachable, beyond, true, &mut marked);
let from = camera_column(camera);
let near = |v: &Visible| in_view_distance(from, radius, v.key.0, v.key.2);
let expected: Vec<Visible> = all
.iter()
.copied()
.filter(|v| r.is_marked(v.key) || !near(v))
.collect();
assert_eq!(marked, expected, "{camera} {yaw} {pitch} {radius}");
kept += marked.len();
dropped += all.len() - marked.len();
}
}
assert!(
kept > 100 && dropped > 100,
"{kept} kept, {dropped} dropped"
);
assert!(inside > 50, "{inside} columns entirely inside");
}
/// The old walk (every key of a hash map, sorted by distance, then two
@@ -0,0 +1,417 @@
//! A visibility buffer for solid terrain, opt-in with `HORIZON_VISBUFFER=1` (read once, at
//! startup): pass 1 rasterises the solid flat draws (near sections and far tiles, phase 1 and,
//! with occlusion culling, phase 2) writing only depth and the ID of the quad each pixel shows
//! (`visbuffer.wgsl`'s `vis_id`: arena page and quad); cutout and fading
//! quads keep their alpha test and dither there, the rest never discard. Pass 2 is one
//! full-screen draw with up to `PAGE_SLOTS` arena pages bound at once (more pages, more draws)
//! that reads the quad back from its page and its section's origin (through a copy of every
//! drawn page's block table in one buffer), and runs terrain.wgsl's
//! vertex work and solid shading once per pixel with analytic screen gradients. Every solid
//! pixel is shaded once, however many quads were drawn over it and however small they are.
//! A draw per page instead made each GPU thread group run the shading once for every page
//! among its pixels, with most lanes idle: the pages' sections lie all over the screen.
//!
//! It runs only in frames drawn flat (`flat`: Metal past `flat::MIN_SECTIONS`, or
//! `HORIZON_FLAT_DRAWS=1`) and falls back to the normal solid passes in frames with a shader
//! pack drawing terrain, one of Horizon's own packs with a material stage or a shadow pass, a
//! pack's surface target, and on the title screen. The water mirror's own pass stays as it is.
use super::arena::Arena;
use super::flat::Flat;
use super::pack_timing::PassTiming;
/// Arena pages one resolve draw reads (`visbuffer.wgsl`'s `vis_page_0`...).
pub const PAGE_SLOTS: u32 = 16;
/// Arena pages an ID names (`visbuffer.wgsl`'s `vis_id`): frames with more draw without it.
pub const MAX_PAGES: u32 = 64;
/// The resolve binds that many pages, the block tables and the origins by section id.
const STORAGE_BUFFERS: u32 = PAGE_SLOTS + 2;
const IDS: wgpu::TextureFormat = wgpu::TextureFormat::R32Uint;
/// Whether the visibility buffer is asked for, and the device binds storage buffers enough.
pub fn wanted(device: &wgpu::Device) -> bool {
std::env::var("HORIZON_VISBUFFER").as_deref() == Ok("1")
&& device.limits().max_storage_buffers_per_shader_stage >= STORAGE_BUFFERS
}
pub struct Visbuffer {
/// Pass 1 over the quads `fs_opaque` draws (no discard) and the rest.
opaque: wgpu::RenderPipeline,
cutout: wgpu::RenderPipeline,
resolve: wgpu::RenderPipeline,
/// Pass 2's group 1: the block tables (binding 0), the origins by section id (1),
/// `PAGE_SLOTS` pages' vertices (from 2), the IDs (after them).
page_layout: wgpu::BindGroupLayout,
/// Every page's block table, page after page (`Flat::blocks_per_page` entries each),
/// copied each frame from the drawn pages' own, and its size in pages.
blocks: Option<(wgpu::Buffer, u32)>,
blocks_per_page: u64,
/// The IDs, the size of the world's depth.
ids: Option<(wgpu::TextureView, [u32; 2])>,
}
impl Visbuffer {
/// `terrain_layout`: terrain.wgsl's group 0; `flat_layout`: the flat draws' group 1;
/// `color`: the world pass's colour format; `constants`: the sprite arrays' pipeline
/// constants.
pub fn new(
device: &wgpu::Device,
terrain_layout: &wgpu::BindGroupLayout,
flat: &Flat,
color: wgpu::TextureFormat,
constants: &[(&str, f64)],
) -> Self {
let flat_layout = &flat.draw_layout;
let blocks_per_page = flat.blocks_per_page();
let resolve_constants: Vec<(&str, f64)> = constants
.iter()
.copied()
.chain([("VIS_BLOCKS_PER_PAGE", blocks_per_page as f64)])
.collect();
let module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Horizon visibility buffer"),
source: wgpu::ShaderSource::Wgsl(
(include_str!("../terrain.wgsl").to_owned() + include_str!("../visbuffer.wgsl"))
.into(),
),
});
let fragment = wgpu::ShaderStages::FRAGMENT;
let storage = |binding| wgpu::BindGroupLayoutEntry {
binding,
visibility: fragment,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
};
let entries: Vec<_> = (0..2 + PAGE_SLOTS)
.map(storage)
.chain([wgpu::BindGroupLayoutEntry {
binding: 2 + PAGE_SLOTS,
visibility: fragment,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Uint,
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
}])
.collect();
let page_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Visibility buffer pages"),
entries: &entries,
});
let id_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Visibility buffer IDs"),
bind_group_layouts: &[Some(terrain_layout), Some(flat_layout)],
..Default::default()
});
let resolve_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Visibility buffer resolve"),
bind_group_layouts: &[Some(terrain_layout), Some(&page_layout)],
..Default::default()
});
let ids = |label: &'static str, vertex: &'static str, fragment: &'static str| {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(label),
layout: Some(&id_layout),
vertex: wgpu::VertexState {
module: &module,
entry_point: Some(vertex),
compilation_options: Default::default(),
// `section_corner` reads the arena page (`flat::ARENA_BINDING`).
buffers: &[],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
cull_mode: Some(wgpu::Face::Back),
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: Some(true),
depth_compare: Some(wgpu::CompareFunction::GreaterEqual),
stencil: Default::default(),
bias: Default::default(),
}),
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &module,
entry_point: Some(fragment),
compilation_options: wgpu::PipelineCompilationOptions {
constants,
..Default::default()
},
targets: &[Some(wgpu::ColorTargetState {
format: IDS,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview_mask: None,
cache: None,
})
};
let opaque = ids("Visibility buffer opaque", "vs_vis_opaque", "fs_vis_id");
let cutout = ids("Visibility buffer cutout", "vs_vis_cutout", "fs_vis_cutout");
let resolve = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Visibility buffer resolve"),
layout: Some(&resolve_layout),
vertex: wgpu::VertexState {
module: &module,
entry_point: Some("vs_vis_resolve"),
compilation_options: Default::default(),
buffers: &[],
},
primitive: Default::default(),
depth_stencil: None,
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &module,
entry_point: Some("fs_vis_resolve"),
compilation_options: wgpu::PipelineCompilationOptions {
constants: &resolve_constants,
..Default::default()
},
targets: &[Some(wgpu::ColorTargetState {
format: color,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview_mask: None,
cache: None,
});
Self {
opaque,
cutout,
resolve,
page_layout,
blocks: None,
blocks_per_page,
ids: None,
}
}
/// Makes the IDs the world depth's `size`, and the block tables hold the pages `flat`
/// draws this frame.
pub fn fit(&mut self, device: &wgpu::Device, size: [u32; 2], flat: &Flat) {
let pages = flat.calls[..flat.solid_calls]
.iter()
.map(|c| c.page + 1)
.max()
.unwrap_or(1);
if self.blocks.as_ref().is_none_or(|(_, n)| *n < pages) {
let pages = pages.next_power_of_two();
let buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Visibility buffer block tables"),
size: u64::from(pages) * self.blocks_per_page * 4,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
self.blocks = Some((buffer, pages));
}
if self.ids.as_ref().is_some_and(|(_, s)| *s == size) {
return;
}
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Visibility buffer IDs"),
size: wgpu::Extent3d {
width: size[0].max(1),
height: size[1].max(1),
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: IDS,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
self.ids = Some((texture.create_view(&Default::default()), size));
}
/// Pass 1's render pass over the world's `depth`: the IDs cleared (`clear`, phase 1) or
/// kept (phase 2 of occlusion culling).
pub fn id_pass<'e>(
&self,
encoder: &'e mut wgpu::CommandEncoder,
depth: &wgpu::TextureView,
clear: bool,
timing: Option<&mut PassTiming>,
) -> wgpu::RenderPass<'e> {
let (ids, _) = self.ids.as_ref().expect("fitted before the world pass");
let name = if clear {
"Visibility IDs"
} else {
"Visibility IDs after culling"
};
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Horizon visibility buffer"),
timestamp_writes: timing.and_then(|t| t.writes(name)),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: ids,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: if clear {
wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT)
} else {
wgpu::LoadOp::Load
},
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: depth,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
..Default::default()
})
}
/// Phase 1's solid calls into the IDs, as the normal passes draw them: the opaque
/// pipeline over `calls[..pass_calls[0]]`, the cutout one over
/// `calls[pass_calls[1]..phase1_calls]` (each leaves out the other's quads).
pub fn draw_ids<'a>(
&self,
pass: &mut wgpu::RenderPass<'_>,
flat: &Flat,
vertices: impl Fn(u32) -> wgpu::BufferSlice<'a> + Copy,
) {
let [opaque, cutout, _] = flat.pass_calls;
pass.set_pipeline(&self.opaque);
flat.draw_paged(pass, &flat.calls[..opaque], vertices);
pass.set_pipeline(&self.cutout);
flat.draw_paged(pass, &flat.calls[cutout..flat.phase1_calls], vertices);
}
/// Phase 2's calls as `Flat::flatten_phase2` left them (their first instance is their
/// page: `Flat::page_instances`), through both pipelines.
pub fn draw_ids_phase2<'a>(
&self,
pass: &mut wgpu::RenderPass<'_>,
flat: &Flat,
vertices: impl Fn(u32) -> wgpu::BufferSlice<'a> + Copy,
) {
// Phase 2 lists each section's opaque runs first, its cutout runs after.
let split = flat.pass_calls[2] - flat.phase1_calls;
let total = flat.solid_calls - flat.phase1_calls;
pass.set_pipeline(&self.opaque);
flat.draw_phase2(pass, 0..split, vertices);
pass.set_pipeline(&self.cutout);
flat.draw_phase2(pass, split..total, vertices);
}
/// Bytes of its block tables and IDs.
pub fn bytes(&self) -> u64 {
let blocks = self.blocks.as_ref().map_or(0, |(b, _)| b.size());
let ids = self
.ids
.as_ref()
.map_or(0, |(_, [w, h])| u64::from(*w) * u64::from(*h) * 4);
blocks + ids
}
/// Pass 2: shades the solid terrain the IDs show into `target`, the world's colour,
/// over the sky drawn before. `terrain`: terrain.wgsl's group 0.
#[allow(clippy::too_many_arguments)]
pub fn resolve(
&self,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
terrain: &wgpu::BindGroup,
flat: &Flat,
arena: &Arena,
timing: Option<&mut PassTiming>,
) {
let (Some((ids, _)), Some((blocks, _))) = (&self.ids, &self.blocks) else {
return;
};
let mut pages: Vec<u32> = flat.calls[..flat.solid_calls]
.iter()
.map(|c| c.page)
.collect();
pages.sort_unstable();
pages.dedup();
let Some(&any) = pages.first() else {
return;
};
let table = self.blocks_per_page * 4;
for &page in &pages {
if let Some(from) = flat.block_table(page) {
encoder.copy_buffer_to_buffer(from, 0, blocks, u64::from(page) * table, table);
}
}
// Pages in groups of `PAGE_SLOTS` by number: a page's slot is its number's remainder.
// Slots no drawn page fills take one that is, which no pixel's ID names.
let mut chunks: Vec<u32> = pages.iter().map(|p| p / PAGE_SLOTS).collect();
chunks.dedup();
let groups: Vec<(u32, wgpu::BindGroup)> = chunks
.into_iter()
.map(|chunk| {
let mut entries = vec![
wgpu::BindGroupEntry {
binding: 0,
resource: blocks.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: flat.origins().as_entire_binding(),
},
];
entries.extend((0..PAGE_SLOTS).map(|slot| {
let page = chunk * PAGE_SLOTS + slot;
let page = if pages.binary_search(&page).is_ok() {
page
} else {
any
};
wgpu::BindGroupEntry {
binding: 2 + slot,
resource: arena.buffer(page).as_entire_binding(),
}
}));
entries.push(wgpu::BindGroupEntry {
binding: 2 + PAGE_SLOTS,
resource: wgpu::BindingResource::TextureView(ids),
});
let group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Visibility buffer pages"),
layout: &self.page_layout,
entries: &entries,
});
(chunk, group)
})
.collect();
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Horizon visibility buffer resolve"),
timestamp_writes: timing.and_then(|t| t.writes("Visibility resolve")),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: target,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
..Default::default()
});
pass.set_pipeline(&self.resolve);
pass.set_bind_group(0, terrain, &[]);
// The group of pages goes as the instance: each draw shades the pixels whose quad is
// in one of its pages (one draw, up to `PAGE_SLOTS` pages).
for (chunk, group) in &groups {
pass.set_bind_group(1, group, &[]);
pass.draw(0..3, *chunk..*chunk + 1);
}
}
}
+66 -2
View File
@@ -128,6 +128,44 @@ impl EntityCullingMode {
}
}
/// Particle visibility strategy, independent of Entity Culling.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub enum ParticleCullingMode {
#[default]
Off,
Synchronous,
Asynchronous,
}
impl ParticleCullingMode {
pub const ALL: [ParticleCullingMode; 3] = [
ParticleCullingMode::Off,
ParticleCullingMode::Synchronous,
ParticleCullingMode::Asynchronous,
];
pub fn name(self) -> &'static str {
match self {
Self::Off => "off",
Self::Synchronous => "sync",
Self::Asynchronous => "async",
}
}
pub fn label(self) -> &'static str {
match self {
Self::Off => "Off",
Self::Synchronous => "Synchronous",
Self::Asynchronous => "Asynchronous",
}
}
fn parse(s: &str) -> Self {
match s {
"synchronous" | "sync" => Self::Synchronous,
"asynchronous" | "async" => Self::Asynchronous,
"off" => Self::Off,
_ => Self::default(),
}
}
}
/// How the swapchain presents frames.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub enum PresentMode {
@@ -333,6 +371,13 @@ pub enum LeafCullingMode {
/// Every leaf face, as vanilla's fancy leaves draw them.
#[default]
Off,
/// Drops a face between two leaves when the leaf it faces has a leaf or
/// a full opaque cube behind it too: that face only shows through two
/// cutout layers. The faces behind the outer layer stay, so a crown
/// looks the same from outside. The faced leaf must be in the section
/// (as `Hollow`), so the block behind it is at most a border cell of the
/// next section, whose edits remesh this one.
Hidden,
/// Leaves surrounded on all six sides by leaves or full opaque cubes draw
/// in the opaque layer, so their cutouts no longer show the layers behind.
Solid,
@@ -344,8 +389,9 @@ pub enum LeafCullingMode {
Hollow,
}
impl LeafCullingMode {
pub const ALL: [LeafCullingMode; 4] = [
pub const ALL: [LeafCullingMode; 5] = [
LeafCullingMode::Off,
LeafCullingMode::Hidden,
LeafCullingMode::Solid,
LeafCullingMode::SolidAggressive,
LeafCullingMode::Hollow,
@@ -353,6 +399,7 @@ impl LeafCullingMode {
pub fn name(self) -> &'static str {
match self {
LeafCullingMode::Off => "off",
LeafCullingMode::Hidden => "hidden",
LeafCullingMode::Solid => "solid",
LeafCullingMode::SolidAggressive => "solid_aggressive",
LeafCullingMode::Hollow => "hollow",
@@ -361,6 +408,7 @@ impl LeafCullingMode {
pub fn label(self) -> &'static str {
match self {
LeafCullingMode::Off => "Off",
LeafCullingMode::Hidden => "Hidden Faces",
LeafCullingMode::Solid => "Solid",
LeafCullingMode::SolidAggressive => "Solid Aggressive",
LeafCullingMode::Hollow => "Hollow",
@@ -551,6 +599,8 @@ pub struct Graphics {
pub cave_culling: bool,
/// Skip drawing entities hidden behind opaque terrain, synchronously or asynchronously.
pub entity_culling: EntityCullingMode,
/// Skip particles outside the view or hidden behind opaque terrain.
pub particle_culling: ParticleCullingMode,
/// Terrain leaf faces inside a canopy (see [`LeafCullingMode`]); `Off` draws
/// vanilla's fancy leaves. Ignored with a resource pack that may replace
/// the vanilla leaf models ([`Graphics::leaf_culling_effective`]).
@@ -648,6 +698,7 @@ impl Default for Graphics {
blue_map: crate::bluemap::Settings::default(),
cave_culling: true,
entity_culling: EntityCullingMode::Off,
particle_culling: ParticleCullingMode::Off,
leaf_culling: LeafCullingMode::Off,
cache_shulker_boxes: false,
// Sign text has used its renderer cache independently of the new model caches.
@@ -741,6 +792,7 @@ impl Graphics {
"blueMapAutoDetect" => g.blue_map.auto_detect = flag(g.blue_map.auto_detect),
"caveCulling" => g.cave_culling = flag(g.cave_culling),
"entityCulling" => g.entity_culling = EntityCullingMode::parse(value),
"particleCulling" => g.particle_culling = ParticleCullingMode::parse(value),
"leafCulling" => g.leaf_culling = LeafCullingMode::parse(value),
"blockEntityCache" => {
let enabled = flag(false);
@@ -831,12 +883,13 @@ impl Graphics {
}
pub fn serialize(&self) -> String {
let mut text = format!(
"preset:{}\nlodDistance:{}\nfarDetail:{}\ncaveCulling:{}\nentityCulling:{}\nleafCulling:{}\nblockEntityCacheShulkerBoxes:{}\nblockEntityCacheSigns:{}\nblockEntityCacheDecoratedPots:{}\nblockEntityCacheBells:{}\nblockEntityCacheChests:{}\nblockEntityCacheBanners:{}\nblockEntityCacheCopperGolemStatues:{}\nchunkUpdates:{}\nuploadBudgetKiB:{}\ntextureBudgetMiB:{}\nsky:{}\nfog:{}\nweather:{}\nanimatedTextures:{}\nditherCutoutMips:{}\npresentMode:{}\nframePacing:{}\nworkers:{}\noverlay:{}\nresolutionScale:{}\nfxaa:{}\ntaa:{}\nupscaling:{}\nscreenshotQuality:{}\nframeGeneration:{}\nhdr:{}\nhdrPaperWhite:{}\nhdrPeak:{}\nhdrBlackLevel:{}\nhdrUiBrightness:{}\nhdrKey:{}\nbatteryMode:{}\nshadowCache:{}\ngraphicsApi:{}\npickedShaderPack:{}\nbatchTranslucent:{}\n",
"preset:{}\nlodDistance:{}\nfarDetail:{}\ncaveCulling:{}\nentityCulling:{}\nparticleCulling:{}\nleafCulling:{}\nblockEntityCacheShulkerBoxes:{}\nblockEntityCacheSigns:{}\nblockEntityCacheDecoratedPots:{}\nblockEntityCacheBells:{}\nblockEntityCacheChests:{}\nblockEntityCacheBanners:{}\nblockEntityCacheCopperGolemStatues:{}\nchunkUpdates:{}\nuploadBudgetKiB:{}\ntextureBudgetMiB:{}\nsky:{}\nfog:{}\nweather:{}\nanimatedTextures:{}\nditherCutoutMips:{}\npresentMode:{}\nframePacing:{}\nworkers:{}\noverlay:{}\nresolutionScale:{}\nfxaa:{}\ntaa:{}\nupscaling:{}\nscreenshotQuality:{}\nframeGeneration:{}\nhdr:{}\nhdrPaperWhite:{}\nhdrPeak:{}\nhdrBlackLevel:{}\nhdrUiBrightness:{}\nhdrKey:{}\nbatteryMode:{}\nshadowCache:{}\ngraphicsApi:{}\npickedShaderPack:{}\nbatchTranslucent:{}\n",
self.preset.name(),
self.lod_distance,
self.far_detail.name(),
bool_text(self.cave_culling),
self.entity_culling.name(),
self.particle_culling.name(),
self.leaf_culling.name(),
bool_text(self.cache_shulker_boxes),
bool_text(self.cache_signs),
@@ -1015,6 +1068,7 @@ mod tests {
},
cave_culling: false,
entity_culling: EntityCullingMode::Synchronous,
particle_culling: ParticleCullingMode::Asynchronous,
leaf_culling: LeafCullingMode::SolidAggressive,
cache_shulker_boxes: true,
cache_signs: true,
@@ -1061,6 +1115,16 @@ mod tests {
};
assert_eq!(Graphics::parse(&graphics.serialize()), graphics);
}
for mode in ParticleCullingMode::ALL {
let graphics = Graphics {
particle_culling: mode,
..Graphics::default()
};
assert_eq!(
Graphics::parse(&graphics.serialize()).particle_culling,
mode
);
}
assert_eq!(
Graphics::parse("entityCulling:true\n").entity_culling,
EntityCullingMode::Synchronous
@@ -209,7 +209,29 @@ pub fn button(
}
let color = if live { WHITE } else { MUTED };
let ty = y + ((h - 8.0) / 2.0).floor();
ui::centered_text(batch, atlas, label, x + 2.0, ty, w - 4.0, color);
scrolling_label(batch, atlas, label, [x + 2.0, ty, w - 4.0], (y, h), color);
}
/// A widget label of `[left, y, width]` inside the widget's `(top, height)`: centred when it fits,
/// else slid (vanilla `AbstractWidget.extractScrollingStringOverContents`) and clipped to the box.
fn scrolling_label(
batch: &mut HudBatch,
atlas: &HudAtlas,
text: &Text,
[left, y, width]: [f32; 3],
(top, height): (f32, f32),
color: u32,
) {
ui::scrolling_text(
batch,
atlas,
text,
left,
left + width,
top,
top + height,
y,
color,
);
}
/// A slider: its value over a thin track filled in the accent up to the handle at `position`.
pub fn slider(
@@ -222,7 +244,14 @@ pub fn slider(
) {
let [x, y, w, h] = rect;
let color = if live { WHITE } else { MUTED };
ui::centered_text(batch, atlas, value, x + 2.0, y + 1.0, w - 4.0, color);
scrolling_label(
batch,
atlas,
value,
[x + 2.0, y + 1.0, w - 4.0],
(y, h),
color,
);
let line = y + h - 3.0;
let at = x + (position.clamp(0.0, 1.0) * (w - 4.0)).round();
fill(batch, atlas, [x, line, w, 2.0], TRACK);
@@ -260,7 +289,7 @@ pub fn cycler(
(true, true) => WHITE,
(true, false) => SOFT,
};
batch.text_styled(atlas, value, x + 9.0, ty, color, true);
scrolling_label(batch, atlas, value, [x + 9.0, ty, w - 18.0], (y, h), color);
}
/// A screen's title, centred at the top (split-screen profiles).
pub fn title(batch: &mut HudBatch, atlas: &HudAtlas, text: &Text) {
@@ -271,3 +300,76 @@ pub fn title(batch: &mut HudBatch, atlas: &HudAtlas, text: &Text) {
pub fn cost_color(cost: Cost) -> u32 {
hex(cost.rgb(), 255)
}
#[cfg(test)]
mod tests {
use super::*;
fn atlas() -> HudAtlas {
HudAtlas::build(std::path::Path::new("/nonexistent/horizon-test-assets")).unwrap()
}
fn x_span(batch: &HudBatch, plain: &HudBatch) -> (f32, f32) {
let label = |v: &&crate::hud::HudVertex| !plain.vertices.iter().any(|p| p.pos == v.pos);
batch
.vertices
.iter()
.filter(label)
.map(|v| v.pos[0])
.fold((f32::INFINITY, f32::NEG_INFINITY), |(lo, hi), x| {
(lo.min(x), hi.max(x))
})
}
/// A label wider than its widget slides inside the widget's box instead of being cut by
/// characters; a short one stays centred.
#[test]
fn long_labels_stay_in_the_widget_and_short_ones_centred() {
let atlas = atlas();
let rect = [10.0, 20.0, 100.0, 20.0];
let long = Text::literal("Graphics API: Prefer Vulkan (Experimental)");
assert!(atlas.font.width_text(&long.resolved()) > rect[2]);
let short = Text::literal("Done");
let short_w = atlas.font.width_text(&short.resolved());
let draws: [(&str, fn(&mut HudBatch, &HudAtlas, [f32; 4], &Text)); 3] = [
("button", |b, a, r, t| {
button(b, a, r, t, (false, true, false))
}),
("slider", |b, a, r, t| {
slider(b, a, r, t, 0.5, (false, true))
}),
("cycler", |b, a, r, t| cycler(b, a, r, t, (false, true))),
];
for (name, draw) in draws {
let mut plain = HudBatch::new([640, 480]);
draw(&mut plain, &atlas, rect, &Text::empty());
let base = plain.vertices.len();
let mut batch = HudBatch::new([640, 480]);
draw(&mut batch, &atlas, rect, &long);
assert!(batch.vertices.len() > base, "{name}: long label drawn");
// The widget's own fill, track and handle also draw: only the label's vertices count.
let label = batch
.vertices
.iter()
.filter(|v| !plain.vertices.iter().any(|p| p.pos == v.pos));
for v in label {
assert!(
(rect[0]..=rect[0] + rect[2]).contains(&v.pos[0])
&& (rect[1]..=rect[1] + rect[3]).contains(&v.pos[1]),
"{name}: {:?} outside the widget",
v.pos
);
}
// The label's own glyphs (past the widget's fill) start centred.
let mut batch = HudBatch::new([640, 480]);
draw(&mut batch, &atlas, rect, &short);
let (lo, hi) = x_span(&batch, &plain);
let middle = (lo + hi) / 2.0;
let want = rect[0] + rect[2] / 2.0;
assert!(
(middle - want).abs() <= short_w / 2.0 + 2.0 && (middle - want).abs() < 3.0,
"{name}: centre {middle}, want {want}"
);
}
}
}
+162 -13
View File
@@ -7,7 +7,7 @@
use crate::{
graphics::{
EntityCullingMode, FarDetail, FrameGeneration, GraphicsApi, LeafCullingMode, Overlay,
Pacing, PresentMode, Preset, Upscaling,
Pacing, ParticleCullingMode, PresentMode, Preset, Upscaling,
},
graphics_style::{self as style, Cost},
hud::{HudAtlas, HudBatch},
@@ -66,6 +66,7 @@ pub enum H {
BlueMapRadius,
CaveCulling,
EntityCulling,
ParticleCulling,
LeafCulling,
CacheShulkerBoxes,
CacheSigns,
@@ -379,6 +380,11 @@ pub fn rows() -> Vec<(Page, Vec<(&'static str, Vec<Setting>)>)> {
None,
"Hides entities behind opaque blocks.",
),
h(
H::ParticleCulling,
None,
"Skips offscreen, subpixel and terrain-hidden particles.",
),
h(
H::LeafCulling,
Saves,
@@ -620,6 +626,9 @@ fn description(item: Item, s: &Settings, text: &'static str) -> &'static str {
},
(Item::Horizon(H::LeafCulling), _) => match s.horizon.leaf_culling {
LeafCullingMode::Off => "Every leaf face. Vanilla's fancy leaves.",
LeafCullingMode::Hidden => {
"Drops leaf faces behind two leaf layers: faster, same crowns."
}
LeafCullingMode::Solid => {
"Leaves fully inside a canopy draw solid: fewer see-through layers."
}
@@ -628,6 +637,15 @@ fn description(item: Item, s: &Settings, text: &'static str) -> &'static str {
}
LeafCullingMode::Hollow => "Drops faces between leaves: faster, but gaps look through.",
},
(Item::Horizon(H::ParticleCulling), _) => match s.horizon.particle_culling {
ParticleCullingMode::Off => "Draws every particle.",
ParticleCullingMode::Synchronous => {
"Skips offscreen, subpixel and terrain-hidden particles."
}
ParticleCullingMode::Asynchronous => {
"Skips offscreen, subpixel and terrain-hidden particles with less render-thread work."
}
},
_ => text,
}
}
@@ -719,6 +737,7 @@ impl H {
),
H::CaveCulling => labelled("Cave Culling", on_off(g.cave_culling)),
H::EntityCulling => labelled("Entity Culling", g.entity_culling.label()),
H::ParticleCulling => labelled("Particle Culling", g.particle_culling.label()),
H::LeafCulling => labelled("Leaf Culling", g.leaf_culling.label()),
H::CacheShulkerBoxes => labelled("Shulker Boxes", on_off(g.cache_shulker_boxes)),
H::CacheSigns => labelled("Signs", on_off(g.cache_signs)),
@@ -871,6 +890,9 @@ impl H {
H::EntityCulling => {
g.entity_culling = step(&EntityCullingMode::ALL, g.entity_culling, back)
}
H::ParticleCulling => {
g.particle_culling = step(&ParticleCullingMode::ALL, g.particle_culling, back)
}
H::LeafCulling => {
g.leaf_culling = step(&LeafCullingMode::ALL, g.leaf_culling, back);
}
@@ -1902,6 +1924,7 @@ impl GraphicsUi {
framebuffer: [i32; 2],
drag: bool,
right: bool,
shift: bool,
) -> Vec<Action> {
self.keep(s);
let (cols, lines, content) = self.layout(s, w, h);
@@ -1979,7 +2002,7 @@ impl GraphicsUi {
return Vec::new();
}
self.focus = Some(Target::Item(item));
let actions = self.activate(s, item, false, framebuffer, Some((x, &cols)));
let actions = self.activate(s, item, shift, framebuffer, Some((x, &cols)));
self.mark(&actions);
actions
}
@@ -2358,7 +2381,15 @@ mod tests {
[cols.list_x, ui.row_y(&cols, &line), cols.list_w, style::ROW]
}
fn press(ui: &mut GraphicsUi, s: &mut Settings, (x, y): (f32, f32)) -> Vec<Action> {
ui.click(s, (x, y), SIZE, FB, false, false)
ui.click(s, (x, y), SIZE, FB, false, false, false)
}
fn press_shift(
ui: &mut GraphicsUi,
s: &mut Settings,
(x, y): (f32, f32),
shift: bool,
) -> Vec<Action> {
ui.click(s, (x, y), SIZE, FB, false, false, shift)
}
#[test]
@@ -2449,7 +2480,15 @@ mod tests {
assert!(y >= 0.0 && x + w <= size.0);
// Undo, over Done, stays clear of the page list.
assert!(cols.button(1)[1] >= y + h);
ui.click(&mut s, (x + w / 2.0, y + h / 2.0), size, FB, false, false);
ui.click(
&mut s,
(x + w / 2.0, y + h / 2.0),
size,
FB,
false,
false,
false,
);
let (_, lines, _) = ui.layout(&s, size.0, size.1);
assert_eq!(ui.current(&lines), Some(Page::Hdr));
}
@@ -2566,7 +2605,7 @@ mod tests {
);
assert_eq!(H::ChunkUpdates.slider(&s), Some(1.0));
assert_eq!(
ui.click(&mut s, (-100.0, -100.0), SIZE, FB, true, false),
ui.click(&mut s, (-100.0, -100.0), SIZE, FB, true, false, false),
[Action::SliderDrag]
);
assert_eq!(H::ChunkUpdates.slider(&s), Some(0.0));
@@ -2638,7 +2677,7 @@ mod tests {
let (cols, _, content) = ui.layout(&s, SIZE.0, SIZE.1);
let x = cols.bar_x() + 2.0;
let drag = |ui: &mut GraphicsUi, s: &mut Settings, y, drag| {
ui.click(s, (x, y), SIZE, FB, drag, false)
ui.click(s, (x, y), SIZE, FB, drag, false, false)
};
assert!(drag(&mut ui, &mut s, cols.top + 5.0, false).is_empty());
drag(&mut ui, &mut s, cols.top + 15.0, true);
@@ -2658,13 +2697,13 @@ mod tests {
let mut ui = GraphicsUi::default();
let (cols, ..) = ui.layout(&s, SIZE.0, SIZE.1);
let x = cols.bar_x() + 2.0;
ui.click(&mut s, (x, cols.top + 5.0), SIZE, FB, false, false);
ui.click(&mut s, (x, cols.top + 5.0), SIZE, FB, false, false, false);
assert!(ui.scroll.held());
// A 130-high GUI leaves the list under the 40 px the scroller's thumb needs.
let short = (SIZE.0, 130.0);
assert!(!Columns::of(short.0, short.1).scrolls());
assert!(
ui.click(&mut s, (x, 80.0), short, FB, true, false)
ui.click(&mut s, (x, 80.0), short, FB, true, false, false)
.is_empty()
);
assert!(!ui.scroll.held());
@@ -2974,6 +3013,92 @@ mod tests {
assert_eq!(item.label(&s).plain(), "Entity Culling: Asynchronous");
}
#[test]
fn particle_culling_modes_are_opt_in_and_cycle_from_its_row() {
let mut s = Settings::default();
let item = Item::Horizon(H::ParticleCulling);
assert_eq!(s.horizon.particle_culling, ParticleCullingMode::Off);
assert_eq!(item.label(&s).plain(), "Particle Culling: Off");
for mode in ParticleCullingMode::ALL {
s.horizon.particle_culling = mode;
for preset in Preset::ALL {
crate::graphics::apply_preset(preset, &mut s);
assert_eq!(s.horizon.particle_culling, mode);
}
assert_eq!(
crate::graphics::Graphics::parse(&s.horizon.serialize()).particle_culling,
mode
);
}
s.horizon.particle_culling = ParticleCullingMode::Off;
let mut ui = GraphicsUi::default();
let r = row(&mut ui, &s, item);
for (mode, label) in [
(ParticleCullingMode::Synchronous, "Synchronous"),
(ParticleCullingMode::Asynchronous, "Asynchronous"),
(ParticleCullingMode::Off, "Off"),
] {
s.horizon.preset = Preset::Balanced;
assert_eq!(
press(&mut ui, &mut s, (r[0] + 4.0, r[1] + 4.0)),
[Action::ButtonClick, Action::Changed]
);
assert_eq!(s.horizon.particle_culling, mode);
assert_eq!(s.horizon.preset, Preset::Custom);
assert_eq!(item.label(&s).plain(), format!("Particle Culling: {label}"));
}
}
#[test]
fn graphics_cycle_button_cycles_forward_and_shift_click_cycles_backward_with_wrapping() {
let mut s = Settings::default();
let item = Item::Horizon(H::EntityCulling);
let mut ui = GraphicsUi::default();
let r = row(&mut ui, &s, item);
let at = (r[0] + 4.0, r[1] + 4.0);
// 1. Feature without shift (normal click): cycles forward (+1)
assert_eq!(s.horizon.entity_culling, EntityCullingMode::Off);
assert_eq!(
press_shift(&mut ui, &mut s, at, false),
[Action::ButtonClick, Action::Changed]
);
assert_eq!(s.horizon.entity_culling, EntityCullingMode::Synchronous);
assert_eq!(
press_shift(&mut ui, &mut s, at, false),
[Action::ButtonClick, Action::Changed]
);
assert_eq!(s.horizon.entity_culling, EntityCullingMode::Asynchronous);
// 3. Wrap-around forward (at max value, normal click wraps to min / 0)
assert_eq!(
press_shift(&mut ui, &mut s, at, false),
[Action::ButtonClick, Action::Changed]
);
assert_eq!(s.horizon.entity_culling, EntityCullingMode::Off);
// 4. Wrap-around backward (at min / 0, shift-click wraps to max)
assert_eq!(
press_shift(&mut ui, &mut s, at, true),
[Action::ButtonClick, Action::Changed]
);
assert_eq!(s.horizon.entity_culling, EntityCullingMode::Asynchronous);
// 2. Feature with shift: cycles backward (-1)
assert_eq!(
press_shift(&mut ui, &mut s, at, true),
[Action::ButtonClick, Action::Changed]
);
assert_eq!(s.horizon.entity_culling, EntityCullingMode::Synchronous);
assert_eq!(
press_shift(&mut ui, &mut s, at, true),
[Action::ButtonClick, Action::Changed]
);
assert_eq!(s.horizon.entity_culling, EntityCullingMode::Off);
}
/// Translucent Batching: a switch on the Advanced page, on by default, no part of a
/// preset, and greyed out, reading Off, where the device can't batch.
#[test]
@@ -3031,7 +3156,7 @@ mod tests {
let item = Item::Horizon(H::LeafCulling);
assert_eq!(item.switch(&s), None);
assert_eq!(item.label(&s).plain(), "Leaf Culling: Off");
for label in ["Solid", "Solid Aggressive", "Hollow", "Off"] {
for label in ["Hidden Faces", "Solid", "Solid Aggressive", "Hollow", "Off"] {
item.cycle(&mut s, false, FB);
assert_eq!(item.label(&s).plain(), format!("Leaf Culling: {label}"));
assert_eq!(
@@ -3050,7 +3175,12 @@ mod tests {
.unwrap();
assert_eq!(culling.0, Page::Performance);
let block: Vec<Item> = culling.1.iter().map(|r| r.item).collect();
for h in [H::CaveCulling, H::EntityCulling, H::LeafCulling] {
for h in [
H::CaveCulling,
H::EntityCulling,
H::ParticleCulling,
H::LeafCulling,
] {
assert!(block.contains(&Item::Horizon(h)), "{h:?}");
}
// The block-entity caches are the group after it, in this order.
@@ -3101,7 +3231,7 @@ mod tests {
press(&mut ui, &mut s, (r[0] + 4.0, r[1] + 4.0)),
[Action::ButtonClick, Action::Changed]
);
assert_eq!(s.horizon.leaf_culling, LeafCullingMode::Solid);
assert_eq!(s.horizon.leaf_culling, LeafCullingMode::Hidden);
assert_eq!(s.horizon.preset, Preset::Custom);
}
@@ -3266,36 +3396,47 @@ mod tests {
let mut s = Settings::default();
s.horizon.leaf_culling = LeafCullingMode::Hollow;
s.horizon.entity_culling = EntityCullingMode::Asynchronous;
for (code, leaf, entity, leaf_text) in [
s.horizon.particle_culling = ParticleCullingMode::Asynchronous;
for (code, leaf, entity, leaf_text, particle, particle_text) in [
(
"de_de",
"Laub-Culling: Hohl",
"Objekt-Culling: Asynchron",
"Lässt Flächen zwischen Blättern weg: schneller, aber Lücken sind durchsichtig.",
"Partikel-Culling: Asynchron",
"Überspringt Partikel außerhalb des Bildes, unterhalb eines Pixels oder hinter Terrain und entlastet den Render-Thread.",
),
(
"pl_pl",
"Pomijanie liści: Puste",
"Pomijanie bytów: Asynchroniczne",
"Pomija ściany między liśćmi: szybciej, ale luki są przezroczyste.",
"Pomijanie cząsteczek: Asynchroniczne",
"Pomija cząsteczki poza ekranem, mniejsze niż piksel i zasłonięte przez teren, odciążając wątek renderowania.",
),
(
"uk_ua",
"Відсікання листя: Порожнє",
"Відсік. сутностей: Асинхронно",
"Прибирає грані між листям: швидше, але прогалини прозорі.",
"Відсікання частинок: Асинхронно",
"Пропускає частинки поза екраном, менші за піксель і закриті місцевістю, зменшуючи роботу потоку рендерингу.",
),
(
"zh_cn",
"树叶剔除: 镂空",
"实体剔除: 异步",
"省略树叶之间的面:更快,但缝隙会透视。",
"粒子剔除: 异步",
"跳过屏幕外、小于一个像素和被地形遮挡的粒子,减少渲染线程的工作量。",
),
(
"fr_fr",
"Occlusion feuillage: Creux",
"Occlusion des entités: Asynchrone",
"Supprime les faces entre feuilles : plus rapide, mais on voit à travers les trous.",
"Occlusion des particules: Asynchrone",
"Ignore les particules hors écran, trop petites ou masquées par le terrain avec moins de travail sur le thread de rendu.",
),
] {
let (shown, _) = lang::scoped(lang::Language::load(&[], code), || {
@@ -3304,11 +3445,19 @@ mod tests {
item(H::LeafCulling).label(&s).plain(),
item(H::EntityCulling).label(&s).plain(),
lang::get(description(item(H::LeafCulling), &s, "")),
item(H::ParticleCulling).label(&s).plain(),
lang::get(description(item(H::ParticleCulling), &s, "")),
)
});
assert_eq!(
shown,
(leaf.into(), entity.into(), leaf_text.into()),
(
leaf.into(),
entity.into(),
leaf_text.into(),
particle.into(),
particle_text.into(),
),
"{code}"
);
}
+19 -1
View File
@@ -96,6 +96,9 @@ pub struct HudAtlas {
/// A resource pack's own `core/text` shader for the GUI's text, translated;
/// none draws the text natively.
pub text_shader: Option<std::sync::Arc<horizon_shaders::CoreProgram>>,
/// A resource pack's own `core/rendertype_lines` shader for the block outline, translated;
/// none draws the outline natively.
pub lines_shader: Option<std::sync::Arc<horizon_shaders::CoreProgram>>,
/// The packs' OptiFine random entity textures, whose variants this atlas packs.
pub random_textures: horizon_optifine::random_textures::RandomTextures,
/// Their emissive overlays (`_e`), packed here too.
@@ -813,6 +816,13 @@ impl HudAtlas {
pub fn build_over_with_image(root: &Path, defaults: &Path, mod_image: bool) -> Result<Self> {
let mut atlas = Self::pack(root, defaults, WALKED_TEXTURE_FOLDERS, true, mod_image)?;
atlas.text_shader = pack_text::load(root, defaults);
atlas.lines_shader = pack_text::load_core(
root,
defaults,
"rendertype_lines",
&[],
&crate::gfx::core_lines::GLUE,
);
Ok(atlas)
}
/// Empty slots written at run time: map textures (game/maps.rs), the
@@ -941,6 +951,7 @@ impl HudAtlas {
glint_armor: (vec![0; 4], 1, 1),
white,
text_shader: None,
lines_shader: None,
random_textures: Default::default(),
emissive: Default::default(),
blinks: Default::default(),
@@ -1384,6 +1395,7 @@ impl HudAtlas {
glint,
glint_armor,
text_shader: None,
lines_shader: None,
random_textures,
emissive,
blinks,
@@ -2996,8 +3008,14 @@ mod tests {
}
/// A resource root holding one animated block texture: a strip of two
/// 16x16 frames, red then blue, whose mcmeta starts on the blue one.
/// Each call gets its own folder: tests run side by side, and one adds
/// a strip of its own that another would otherwise find.
fn animated_root() -> PathBuf {
let root = std::env::temp_dir().join(format!("horizon-atlas-anim-{}", std::process::id()));
static NEXT: std::sync::atomic::AtomicU32 = std::sync::atomic::AtomicU32::new(0);
let n = NEXT.fetch_add(1, std::sync::atomic::Ordering::Relaxed);
let root =
std::env::temp_dir().join(format!("horizon-atlas-anim-{}-{n}", std::process::id()));
let _ = fs::remove_dir_all(&root);
let block = root.join("assets/minecraft/textures/block");
fs::create_dir_all(&block).unwrap();
write_strip(
@@ -29,36 +29,47 @@ const GLUE: Glue = Glue {
vertex_id: "hz_vertex_id()",
};
const VERTEX: &str = "assets/minecraft/shaders/core/text.vsh";
const FRAGMENT: &str = "assets/minecraft/shaders/core/text.fsh";
/// The packs' text shader over `defaults` (the game's own resources, which have vanilla's and
/// its includes), when a pack replaces either stage.
/// The packs' text shader, when a pack replaces either stage.
pub(super) fn load(root: &Path, defaults: &Path) -> Option<Arc<CoreProgram>> {
load_core(root, defaults, "text", &["IS_GUI"], &GLUE)
}
/// The packs' core shader `name` (`shaders/core/<name>.vsh` and `.fsh`) over `defaults` (the
/// game's own resources, which have vanilla's and its includes), when a pack replaces either
/// stage.
pub(super) fn load_core(
root: &Path,
defaults: &Path,
name: &str,
defines: &[&str],
glue: &Glue,
) -> Option<Arc<CoreProgram>> {
if root == defaults {
return None;
}
let read = |base: &Path, path: &str| std::fs::read_to_string(base.join(path)).ok();
let own =
|path: &str| read(root, path).filter(|text| read(defaults, path).as_ref() != Some(text));
let (own_vertex, own_fragment) = (own(VERTEX), own(FRAGMENT));
let vertex_path = format!("assets/minecraft/shaders/core/{name}.vsh");
let fragment_path = format!("assets/minecraft/shaders/core/{name}.fsh");
let (own_vertex, own_fragment) = (own(&vertex_path), own(&fragment_path));
if own_vertex.is_none() && own_fragment.is_none() {
return None;
}
let vertex = own_vertex.or_else(|| read(defaults, VERTEX))?;
let fragment = own_fragment.or_else(|| read(defaults, FRAGMENT))?;
let vertex = own_vertex.or_else(|| read(defaults, &vertex_path))?;
let fragment = own_fragment.or_else(|| read(defaults, &fragment_path))?;
let include = |id: &str| {
let (namespace, path) = id.split_once(':')?;
let path = format!("assets/{namespace}/{path}");
read(root, &path).or_else(|| read(defaults, &path))
};
match horizon_shaders::translate_core(&vertex, &fragment, &["IS_GUI"], &include, &GLUE) {
match horizon_shaders::translate_core(&vertex, &fragment, defines, &include, glue) {
Ok(program) => {
log::info!("the resource pack's text shader draws the GUI's text");
log::info!("the resource pack's {name} shader is used");
Some(Arc::new(program))
}
Err(e) => {
log::warn!("the resource pack's text shader is not used: {e}");
log::warn!("the resource pack's {name} shader is not used: {e}");
None
}
}
+252 -105
View File
@@ -38,10 +38,27 @@ const QUEUED_PER_SAMPLER: usize = 32;
const MAX_REFRESHED: usize = 64;
/// Threads that sample far tiles beside the mesher. Sampling is the cold-load
/// bottleneck (each task evaluates a shared density lattice for 256 columns),
/// so medium machines use half their cores, not a quarter.
/// so medium machines use two thirds of their cores, not half.
///
/// The mesher has little to do until tiles are sampled, so its threads sit
/// idle through the part of a cold build that waits on sampling. Measured on
/// a 12-thread machine building 4336 tiles at LOD distance 256, from the game
/// answering the control socket until every target tile is sampled, four runs
/// a configuration:
///
/// | samplers / meshers | sampling | whole build |
/// |---|---|---|
/// | 6 / 5 (before) | 15.0 s | 23.9 s |
/// | 8 / 3 | 11.8 s | 18.6 s |
/// | 9 / 2 | 10.6 s | 19.1 s |
///
/// Nine samplers finish sampling sooner still, but leave the mesher two
/// threads and the whole build ends later. The cap keeps a large machine
/// from starving its mesher, and `meshing_threads` keeps the frame and the
/// ticks a core either way.
fn sampling_threads(cores: usize) -> usize {
if cores >= 8 {
(cores / 2).min(8)
(cores * 2 / 3).min(8)
} else {
(cores / 4).clamp(1, 3)
}
@@ -69,6 +86,9 @@ const WORLD_START: i32 = 1024 * 16;
/// How many tile widths away from the camera a tile of the world-wide terrain
/// splits (`Plan::visit`: cells then span about 1/48 of the distance).
const WORLD_SPLIT: i32 = 3;
/// A split tile stays split until its distance passes the threshold by this
/// ratio (`Plan::visit`): 1 / 0.95.
const RETURN: (i64, i64) = (20, 19);
/// The farthest `Plan` reaches, in chunks.
pub const MAX_CHUNKS: u32 = 1 << 22;
/// The coarsest tile level whose chunks are generated in full (trees,
@@ -176,7 +196,11 @@ pub struct Column {
}
impl Column {
/// Reduce an entire horizontal footprint, rather than inflating its corner
/// column (a single leaf used to become a whole distant tree-sized slab).
/// column. A height is drawn where any column of the footprint holds a
/// block there, in the material most of them hold: anything joined to
/// the ground stays joined at every width. Drawing only heights most of
/// the footprint held dropped trunks (one column of 16 or 256) under the
/// crowns they hold up, and the crowns hung in the air as slabs.
pub fn reduced(columns: &[Column; 256], x: usize, z: usize, width: usize) -> Self {
if width == 1 {
return columns[z * 16 + x].clone();
@@ -200,7 +224,7 @@ impl Column {
let mut bottom = MIN_Y as i16;
for (y, material, change) in events {
if bottom < y {
if occupied * 2 >= (width * width) as i32
if occupied > 0
&& let Some(&((state, biome), _)) =
votes.iter().max_by_key(|&(material, count)| {
(*count, std::cmp::Reverse((material.0.0, material.1)))
@@ -272,39 +296,6 @@ impl Column {
self.spans.push(span);
}
}
/// Open water and its floor lit as open sky, as the seed's far columns
/// are: a chunk's own light fades a level per block of water, so the
/// chunks a player passed drew a darker band through the seed's sea.
/// The water is one span again.
fn light_open_water(&mut self, kinds: &[u8]) {
// Water; lava glows.
self.light_open_water_where(|state| {
let kind = kinds.get(state.0 as usize).copied().unwrap_or(0);
kind & FLUID != 0 && kind >> 4 == 0
});
}
/// [`Column::light_open_water`] for a caller that knows which states are
/// water without `BlockFacts`: the save decoder, whose palette already
/// names water apart from lava. Saved columns skipping this lit their
/// water a level darker per block, which drew a band through the sea
/// where they met the generator's columns.
pub fn light_open_water_where(&mut self, is_water: impl Fn(BlockStateId) -> bool) {
let water = |span: &Span| is_water(span.state);
if !self.spans.last().is_some_and(water) {
return;
}
let floor = self
.spans
.iter()
.rposition(|span| !water(span))
.unwrap_or(0);
for (i, mut span) in std::mem::take(&mut self.spans).into_iter().enumerate() {
if i >= floor {
span.light |= 0xf0;
}
self.push(span);
}
}
/// `kinds`: `state_kinds`, per block state; `water`: `water_source(kinds)`,
/// what blocks holding water (kelp, seagrass, waterlogged ones) are drawn as.
fn from_chunk(
@@ -369,7 +360,6 @@ impl Column {
});
}
}
column.light_open_water(kinds);
let mut water = None;
for span in column.spans.iter().rev() {
if kind(span.state) & FLUID != 0 {
@@ -670,20 +660,36 @@ impl Plan {
}
// Keep distant cells small on screen; finest tiles retain individual
// blocks. Reduced keeps them twice as large (a quarter of the cells).
let split = if previous.split.contains(&key) { 10 } else { 8 };
let held = previous.split.contains(&key);
let split = if held { 10 } else { 8 };
// Beyond the old 1024-chunk limit the cells are as large as `reduced`'s:
// the whole world is 22 levels, not all of them worth full cells.
let threshold = key.size()
* if key.distance(camera) >= WORLD_START {
let world = key.distance(camera) >= WORLD_START;
let threshold = i64::from(key.size())
* i64::from(if world {
WORLD_SPLIT
} else if reduced {
split / 2
} else {
split
};
});
// The 8 to 10 band above is wide already. The ring of full detail
// around the camera and the world-wide threshold have none: a tile
// split last plan stays split until it is 5% past them, or it
// flickered between two levels as the camera moved a block to and
// fro across the line.
let hold = |bound: i64| {
if held {
bound * RETURN.0 / RETURN.1
} else {
bound
}
};
let distance = i64::from(key.distance(camera));
if key.level > 0
&& (key.distance(camera) < detail * 16 + 16
|| key.distance(camera).max(self.elevation) < threshold)
&& (distance < hold(i64::from(detail) * 16 + 16)
|| distance.max(i64::from(self.elevation))
< if world { hold(threshold) } else { threshold })
{
self.split.insert(key);
for child in key.children() {
@@ -823,6 +829,10 @@ struct Snapshot {
samples: FxHashMap<TileKey, Arc<Vec<Column>>>,
saved: Saved,
reduced: Reduced,
/// The plan's tiles, to tell terrain not drawn yet from terrain out of
/// range (`Snapshot::planned_leaf`).
nodes: FxHashSet<TileKey>,
split: FxHashSet<TileKey>,
}
/// One column of a mesh input, by reference into the snapshot. Mesh jobs used
/// to clone all 256 columns of a tile (each with its own span allocation);
@@ -853,6 +863,8 @@ struct EdgeSource {
start: i32,
end: i32,
column: ColumnSource,
/// Planned but not drawn yet (`mesh::EdgeColumn::unknown`).
unknown: bool,
}
struct MeshInput {
/// The tile's samples, with `overrides` replacing some of them.
@@ -885,6 +897,7 @@ impl MeshInput {
start: edge.start,
end: edge.end,
column: edge.column.get(),
unknown: edge.unknown,
})
.collect()
})
@@ -1011,6 +1024,18 @@ struct Shared {
approximate: AtomicBool,
/// On small machines, hold queued far meshing while near terrain loads.
mesh_held: AtomicBool,
/// The near terrain is loading: the far threads step behind it
/// (`horizon_threads::far_terrain_behind`) and come back once it is in.
near_loading: AtomicBool,
}
/// Puts the calling far terrain thread behind the near terrain while it
/// loads, and back once it is in. `behind`: where the thread is now.
fn step_behind(shared: &Shared, behind: &mut bool) {
let loading = shared.near_loading.load(Ordering::Relaxed);
if loading != *behind {
horizon_threads::far_terrain_behind(loading);
*behind = loading;
}
}
/// A background worker, sampling and meshing threads, and a bounded queue of
/// sample jobs (`sample_jobs`). Only the current view's quadtree and a
@@ -1139,6 +1164,7 @@ impl Lod {
stop: AtomicBool::new(false),
approximate: AtomicBool::new(false),
mesh_held: AtomicBool::new(false),
near_loading: AtomicBool::new(false),
});
let worker = shared.clone();
let (tx, results) = mpsc::channel();
@@ -1158,7 +1184,8 @@ impl Lod {
thread::Builder::new()
.name("Far meshing".into())
.spawn(move || {
horizon_threads::behind_server();
horizon_threads::far_terrain_current();
let mut behind = true;
let mut mesher = mesh::Mesher::default();
loop {
let job = {
@@ -1189,6 +1216,7 @@ impl Lod {
}
continue;
}
step_behind(&shared, &mut behind);
let keep_finer = !job.finer.is_empty();
let input = job.snapshot.mesh_input(job.key, job.finer);
let columns = input.columns();
@@ -1244,7 +1272,8 @@ impl Lod {
.name("Far terrain".into())
.spawn(move || {
// Ticks and frames come first (horizon_threads).
horizon_threads::behind_server();
horizon_threads::far_terrain_current();
let mut behind = true;
let mut sampler = source.sampler();
let count = sampling_threads(cores);
let mut sampling = Vec::new();
@@ -1258,7 +1287,8 @@ impl Lod {
thread::Builder::new()
.name("Far sampling".into())
.spawn(move || {
horizon_threads::behind_server();
horizon_threads::far_terrain_current();
let mut behind = true;
loop {
let key = {
let mut jobs = shared.jobs.lock().unwrap();
@@ -1281,6 +1311,7 @@ impl Lod {
jobs = shared.wake.wait(jobs).unwrap();
}
};
step_behind(&shared, &mut behind);
let [x, _, z] = key.origin();
sample.set_approximate(
shared.approximate.load(Ordering::Relaxed),
@@ -1346,6 +1377,7 @@ impl Lod {
}
};
let Some(job) = job else { continue };
step_behind(&worker, &mut behind);
let done = match job {
Job::Observe(key) => {
let chunk = worker.observed.lock().unwrap().remove(&key);
@@ -2091,6 +2123,7 @@ impl Lod {
self.held_sample_at = std::time::Instant::now();
}
self.near_loading = loading;
self.shared.near_loading.store(loading, Ordering::Relaxed);
let held = self.held();
if self.shared.mesh_held.swap(held, Ordering::Release) && !held {
self.shared.mesh_wake.notify_all();
@@ -2223,7 +2256,7 @@ impl Lod {
/// Rebuilds the quadtree and the selection it implies. Only runs when the
/// planned area changes (a chunk boundary), never per finished sample.
fn replan(&mut self, camera: [i32; 2], detail: i32, distance: u32, elevation: i32) {
self.plan = Plan::with_previous(
let plan = Plan::with_previous(
camera,
detail,
distance,
@@ -2231,6 +2264,17 @@ impl Lod {
elevation,
self.reduced_detail,
);
// A tile that leaves the range before it was drawn stops being
// unknown to its neighbours (`Snapshot::planned_leaf`): they remesh
// with walls against it, as against any terrain out of range.
let gone: Vec<_> = self
.plan
.nodes
.iter()
.filter(|key| !plan.nodes.contains(key) && !self.ready.contains_key(key))
.copied()
.collect();
self.plan = plan;
self.ready.retain(|key, _| self.plan.nodes.contains(key));
// Queued tiles the view left are not sampled (a running one is
// dropped when it finishes, `finish_sample`).
@@ -2254,6 +2298,9 @@ impl Lod {
for key in standins {
self.refresh_path(key);
}
for key in gone {
self.mark_side_neighbors_of(key);
}
}
/// Recomputes every active tile after a plan change, then marks only the
/// tiles whose selection changed (plus their neighbours).
@@ -2559,6 +2606,8 @@ impl Lod {
.collect(),
saved: self.saved.clone(),
reduced: self.reduced.clone(),
nodes: self.plan.nodes.clone(),
split: self.plan.split.clone(),
});
let covered = Arc::new(self.covered.clone());
let mut queued = self.shared.mesh_jobs.lock().unwrap();
@@ -2706,6 +2755,8 @@ impl Lod {
.collect(),
saved: self.saved.clone(),
reduced: self.reduced.clone(),
nodes: self.plan.nodes.clone(),
split: self.plan.split.clone(),
}
}
#[cfg(test)]
@@ -2777,6 +2828,23 @@ impl Snapshot {
}
None
}
/// Whether block column (wx, wz) lies in a planned tile that is not
/// split, whatever drew it (nothing, here): the finest planned tile
/// there. Past a split tile's out-of-range children, or past the plan,
/// there is no terrain to wait for.
fn planned_leaf(&self, wx: i32, wz: i32) -> bool {
(0..=MAX_LEVEL)
.map(|level| {
let size = 16 << level;
TileKey {
x: wx.div_euclid(size),
z: wz.div_euclid(size),
level,
}
})
.find(|key| self.nodes.contains(key))
.is_some_and(|key| !self.split.contains(&key))
}
fn mesh_input(&self, key: TileKey, finer: Vec<TileKey>) -> MeshInput {
let stride = key.size() / CELLS as i32;
let [ox, _, oz] = key.origin();
@@ -2800,9 +2868,12 @@ impl Snapshot {
2 => (ox + offset, oz - 1),
_ => (ox + offset, oz + key.size()),
};
let (column, neighbor_stride) = self
.neighbor_source(wx, wz)
.unwrap_or((ColumnSource::Empty, stride));
// Nothing drawn across the edge: still to come when planned,
// so no wall is drawn against it; empty past the plan.
let (column, neighbor_stride, unknown) = match self.neighbor_source(wx, wz) {
Some((column, stride)) => (column, stride, false),
None => (ColumnSource::Empty, stride, self.planned_leaf(wx, wz)),
};
let coordinate = if direction < 2 { wz } else { wx };
let width = (neighbor_stride - coordinate.rem_euclid(neighbor_stride))
.min(key.size() - offset);
@@ -2810,6 +2881,7 @@ impl Snapshot {
start: offset,
end: offset + width,
column,
unknown,
});
offset += width;
}
@@ -3148,6 +3220,27 @@ mod tests {
assert!(after.nodes.len() < 16000);
}
#[test]
fn a_split_tile_stays_split_a_little_past_the_detail_ring() {
// Detail 40 puts the ring of full detail at 656 blocks, past where
// level 2 tiles split by their width (8 * 64 = 512): the ring alone
// splits this one, 640 blocks away.
let tile = TileKey {
x: 10,
z: 0,
level: 2,
};
let before = Plan::new([0, 0], 40, 256);
assert!(before.split.contains(&tile));
// 670 blocks: past the ring, inside 5% of it.
let held = Plan::with_previous([-30, 0], 40, 256, &before, 0, false);
assert!(held.split.contains(&tile));
// Not held without having been split: it was never in the ring.
assert!(!Plan::new([-30, 0], 40, 256).split.contains(&tile));
// 700 blocks: past the margin.
let gone = Plan::with_previous([-60, 0], 40, 256, &before, 0, false);
assert!(!gone.split.contains(&tile));
}
#[test]
fn reduced_material_votes_ignore_light_and_retain_exposure() {
let mut columns: [Column; 256] = std::array::from_fn(|_| Column::default());
for i in 0..16 {
@@ -3185,49 +3278,6 @@ mod tests {
);
}
#[test]
fn open_water_and_its_floor_are_lit_as_the_seed_lights_them() {
let span = |min, max, state, light| Span {
min,
max,
state: BlockStateId(state),
biome: 0,
light,
};
// 0 air, 1 stone, 2 water, 3 lava.
let kinds = [AIR, KEPT, KEPT | FLUID, KEPT | FLUID | 15 << 4];
// A chunk's own light: a cave, the floor, water fading a level a block.
let mut sea = Column {
surface: None,
spans: vec![
span(30, 40, 1, 0),
span(40, 48, 1, 0x10 | 2 << 12),
span(48, 61, 2, 0x20),
span(61, 62, 2, 0xe0),
span(62, 63, 2, 0xf0),
]
.into(),
};
sea.light_open_water(&kinds);
assert_eq!(
sea.spans,
[
span(30, 40, 1, 0),
span(40, 48, 1, 0xf0 | 2 << 12),
span(48, 63, 2, 0xf0)
]
);
// Land, and lava, keep their light.
for top in [1, 3] {
let mut column = Column {
surface: None,
spans: vec![span(40, 50, 2, 0x20), span(50, 63, top, 0x80)].into(),
};
let before = column.spans.clone();
column.light_open_water(&kinds);
assert_eq!(column.spans, before);
}
}
#[test]
fn nearly_full_blocks_are_kept() {
assert!(nearly_full("minecraft:powder_snow"));
assert!(nearly_full("minecraft:dirt_path"));
@@ -3262,7 +3312,7 @@ mod tests {
assert_eq!(kelp.surface.unwrap().height, 40);
}
#[test]
fn coarse_voxels_reduce_the_area_instead_of_inflating_one_leaf() {
fn coarse_voxels_keep_what_any_column_holds_so_crowns_stay_on_trunks() {
let span = |min, max, state| Span {
min,
max,
@@ -3274,8 +3324,8 @@ mod tests {
surface: None,
spans: vec![span(0, 4, 1)].into(),
});
columns[0].spans.push(span(8, 10, 2));
assert_eq!(Column::reduced(&columns, 0, 0, 4).spans, [span(0, 4, 1)]);
// One trunk column under a crown over the whole footprint.
columns[0].spans.push(span(4, 12, 2));
for z in 0..4 {
for x in 0..4 {
columns[z * 16 + x].spans.push(span(12, 14, 3));
@@ -3283,17 +3333,20 @@ mod tests {
}
assert_eq!(
Column::reduced(&columns, 0, 0, 4).spans,
[span(0, 4, 1), span(12, 14, 3)]
[span(0, 4, 1), span(4, 12, 2), span(12, 14, 3)]
);
assert_eq!(Column::reduced(&columns, 0, 0, 1), columns[0]);
let reduced = ReducedColumns::new(Arc::new(columns));
assert_eq!(
reduced.get(0, 0, 1).spans,
[span(0, 4, 1), span(8, 10, 2), span(12, 14, 3)]
reduced.get(0, 0, 4).spans,
[span(0, 4, 1), span(4, 12, 2), span(12, 14, 3)]
);
assert_eq!(reduced.get(0, 0, 4).spans, [span(0, 4, 1), span(12, 14, 3)]);
assert_eq!(reduced.get(4, 8, 4).spans, [span(0, 4, 1)]);
assert_eq!(reduced.get(0, 0, 16).spans, [span(0, 4, 1)]);
assert_eq!(
reduced.get(0, 0, 16).spans,
[span(0, 4, 1), span(4, 12, 2), span(12, 14, 3)],
"a crown over one corner of a wide cell still sits on its trunk"
);
}
/// Detail read before a refresh over its chunk is dropped (asked
/// again); elsewhere, or read after, it is kept.
@@ -3999,9 +4052,22 @@ mod tests {
}
#[test]
fn extra_sampling_threads_only_on_large_machines() {
assert_eq!([1, 2, 4, 8, 11].map(sampling_threads), [1, 1, 1, 4, 5]);
assert_eq!([12, 16, 64].map(sampling_threads), [6, 8, 8]);
assert_eq!([2, 8, 12, 16].map(meshing_threads), [1, 3, 5, 7]);
// Small machines are unchanged: a quarter of their cores, never more
// than three, so the near chunks and the frame keep theirs.
assert_eq!([1, 2, 4].map(sampling_threads), [1, 1, 1]);
// From eight, two thirds rather than half, still capped at eight.
assert_eq!([8, 11, 12].map(sampling_threads), [5, 7, 8]);
assert_eq!([16, 64].map(sampling_threads), [8, 8]);
assert_eq!([2, 8, 12, 16].map(meshing_threads), [1, 2, 3, 7]);
// From four cores up the two pools together leave one for the frame
// and the ticks. Below that both clamp to one and there is nothing
// to spare, which is the existing behaviour.
for cores in [4usize, 8, 11, 12, 16, 64] {
assert!(
sampling_threads(cores) + meshing_threads(cores) < cores,
"{cores} cores leaves nothing for the frame"
);
}
}
/// Review point 3 on #4747: a result from a batch that is no longer the
@@ -4060,6 +4126,87 @@ mod tests {
assert_eq!(meshes.len(), 2, "a tile that left the view is dropped");
}
/// A neighbour inside the plan that is not drawn yet is unknown, not
/// empty, and its arrival remeshes the tile that faced it. One past the
/// planned range is still empty.
#[test]
fn a_planned_neighbor_that_is_not_ready_is_unknown_not_empty() {
let mut lod = Lod::scheduler_for_test();
let a = TileKey {
x: 0,
z: 0,
level: 0,
};
let b = TileKey {
x: 1,
z: 0,
level: 0,
};
lod.plan = Plan::default();
lod.plan.roots = vec![a, b];
lod.plan.nodes.extend([a, b]);
lod.finish_sample(a, vec![Column::default(); CELLS * CELLS]);
assert!(lod.active.contains(&a));
let sides = |lod: &Lod| {
let input = lod.snapshot().mesh_input(a, Vec::new());
[0, 1].map(|side| {
input.neighbors[side]
.iter()
.map(|edge| (edge.unknown, matches!(edge.column, ColumnSource::Tile(..))))
.collect::<Vec<_>>()
})
};
let [west, east] = sides(&lod);
assert!(west.iter().all(|&edge| edge == (false, false)), "range end");
assert!(east.iter().all(|&edge| edge == (true, false)), "planned");
// Its arrival draws the neighbour and remeshes the tile facing it.
lod.dirty.clear();
lod.finish_sample(b, vec![Column::default(); CELLS * CELLS]);
assert!(lod.dirty.contains_key(&a), "the tile facing it is remeshed");
let [_, east] = sides(&lod);
assert!(east.iter().all(|&edge| edge == (false, true)), "drawn");
// Past a split tile's out-of-range child there is nothing to wait for.
let parent = TileKey {
x: 4,
z: 4,
level: 1,
};
lod.plan.nodes.insert(parent);
lod.plan.split.insert(parent);
lod.plan.nodes.extend(parent.children().into_iter().take(3));
let snapshot = lod.snapshot();
let [x, _, z] = parent.origin();
assert!(snapshot.planned_leaf(x + 1, z + 1), "a planned leaf");
assert!(!snapshot.planned_leaf(x + 17, z + 17), "no child planned");
assert!(!snapshot.planned_leaf(x - 40, z), "outside the plan");
}
#[test]
fn a_planned_neighbor_leaving_the_range_unready_remeshes_the_tile_that_waited() {
let mut lod = Lod::scheduler_for_test();
let a = TileKey {
x: 0,
z: 0,
level: 0,
};
let b = TileKey {
x: 1,
z: 0,
level: 0,
};
lod.plan = Plan::default();
lod.plan.roots = vec![a, b];
lod.plan.nodes.extend([a, b]);
lod.finish_sample(a, vec![Column::default(); CELLS * CELLS]);
lod.dirty.clear();
// A range of one chunk around (-10, 0) keeps `a` and drops `b`.
lod.replan([-10, 0], 0, 1, 0);
assert!(lod.plan.nodes.contains(&a) && !lod.plan.nodes.contains(&b));
assert!(lod.dirty.contains_key(&a), "its east wall is drawn now");
}
#[test]
fn far_meshing_holds_while_small_machine_near_terrain_loads() {
let mut lod = Lod::scheduler_for_test();
+88 -7
View File
@@ -16,6 +16,9 @@ pub(super) struct EdgeColumn<'a> {
pub start: i32,
pub end: i32,
pub column: &'a Column,
/// The neighbour is planned but not drawn yet: its terrain is not known
/// to be empty, so the sides facing it are left out, not drawn as walls.
pub unknown: bool,
}
#[derive(Clone, Copy)]
@@ -319,6 +322,7 @@ fn mesh_columns_with_neighbors(
start: row as i32 * stride,
end: (row as i32 + 1) * stride,
column,
unknown: false,
})
.collect()
});
@@ -347,13 +351,17 @@ fn heightmap(column: &Column, mut fluid: impl FnMut(&Span) -> bool) -> Column {
..*span
};
let mut spans = Spans::with_capacity(2);
match below.last() {
Some(under) if fluid(top) => {
spans.push(ground(under));
spans.push(*top);
}
_ if fluid(top) => spans.push(*top),
_ => spans.push(ground(top)),
if !fluid(top) {
spans.push(ground(top));
} else if let Some(under) = below.iter().rev().find(|&span| !fluid(span)) {
// Shaded water is a span per light level; the bed is under all of it.
spans.push(ground(under));
spans.push(Span {
min: under.max,
..*top
});
} else {
spans.push(*top);
}
Column {
surface: column.surface,
@@ -396,6 +404,7 @@ fn mesh_columns_with_edges(
start: edge.start,
end: edge.end,
column,
unknown: edge.unknown,
})
.collect()
});
@@ -660,6 +669,9 @@ fn mesh_columns_with_edges(
// A coarse face can meet several finer columns.
// Clip each interval independently to avoid missing walls.
for (i, edge) in neighbors[edge_side].iter().enumerate() {
if edge.unknown {
continue;
}
let start = u0.max(edge.start as f32);
let end = u1.min(edge.end as f32);
if start < end {
@@ -785,6 +797,70 @@ mod refinement_tests {
}
assert_eq!(area, (parent.size() * parent.size() - 256) as f32);
}
/// A neighbour that is still to come draws no wall against it; an empty
/// one (out of range) does.
#[test]
fn unknown_neighbor_leaves_its_side_out() {
let key = TileKey {
x: 0,
z: 0,
level: 0,
};
let columns = vec![
Column {
surface: None,
spans: vec![Span {
min: 0,
max: 8,
state: BlockStateId(1),
biome: 0,
light: 240,
}]
.into()
};
256
];
let columns: Vec<&Column> = columns.iter().collect();
let empty = Column::default();
let east_quads = |unknown: bool| {
let edge = |column| EdgeColumn {
start: 0,
end: 16,
column,
unknown,
};
let neighbors = [Vec::new(), vec![edge(&empty)], Vec::new(), Vec::new()];
let mesh = mesh_columns_with_edges(
key,
&columns,
&FxHashSet::default(),
None,
&neighbors,
&[],
|_, _, _| Material {
faces: [
Some(Paint {
layer: 1,
light: 240,
color: u32::MAX,
translucent: false,
}),
None,
],
fluid: 0,
opaque: true,
},
);
mesh.solid
.as_chunks::<4>()
.0
.iter()
.filter(|quad| quad.iter().all(|v| v.pos[0] == 16.0))
.count()
};
assert!(east_quads(false) > 0, "a wall faces the empty neighbour");
assert_eq!(east_quads(true), 0, "none faces the unknown one");
}
}
/// The tile's columns with the gaps no open air reaches filled with the
@@ -1442,6 +1518,7 @@ mod tests {
start: 0,
end: CELLS as i32,
column: &hill_column,
unknown: false,
};
let neighbors = [vec![hill()], vec![hill()], vec![hill()], vec![hill()]];
let fill = |columns: &[Column]| -> Vec<Vec<Span>> {
@@ -1583,6 +1660,7 @@ mod tests {
start: 0,
end: 32,
column: &columns[0],
unknown: false,
}]
});
// One fine column is lower than both the coarse cell and its sibling.
@@ -1596,16 +1674,19 @@ mod tests {
start: 0,
end: 1,
column: &columns[0],
unknown: false,
},
EdgeColumn {
start: 1,
end: 2,
column: &low,
unknown: false,
},
EdgeColumn {
start: 2,
end: 32,
column: &columns[0],
unknown: false,
},
];
let columns: Vec<&Column> = columns.iter().collect();
+57 -12
View File
@@ -6,6 +6,7 @@
mod fluid;
mod leaf_culling;
mod lighting;
pub mod packed;
mod sides;
use crate::connected::{Pick, TileLayer};
use crate::{
@@ -265,6 +266,12 @@ pub struct SectionMesh {
/// model order before.
pub sides: Sides,
pub translucent: Vec<TerrainVertex>,
/// `solid` in the compact layout (`packed`), when the renderer reads it and it is
/// smaller; empty otherwise. Made by `sort_solid`.
pub packed: Vec<[u32; 6]>,
/// The tint of each solid quad as the mesher multiplied it (`packed::UNKNOWN_TINT` where
/// it does not say), for `packed`; dropped once that is made.
pub(crate) solid_tints: Vec<u32>,
/// VisGraph: bit `a * 6 + b` is set when faces `a` and `b` (Direction
/// order) are connected through non-opaque blocks.
pub visibility: u64,
@@ -290,6 +297,8 @@ impl Default for SectionMesh {
solid: Vec::new(),
sides: Sides::default(),
translucent: Vec::new(),
packed: Vec::new(),
solid_tints: Vec::new(),
visibility: ALL_VISIBLE,
block_entities: Vec::new(),
lights: Vec::new(),
@@ -322,6 +331,8 @@ impl SectionMesh {
pub fn clear(&mut self) {
self.solid.clear();
self.translucent.clear();
self.packed.clear();
self.solid_tints.clear();
self.block_entities.clear();
self.lights.clear();
self.sprite_layers.clear();
@@ -333,15 +344,27 @@ impl SectionMesh {
pub(crate) fn capacity_bytes(&self) -> usize {
self.solid.capacity() * std::mem::size_of::<TerrainVertex>()
+ self.translucent.capacity() * std::mem::size_of::<TerrainVertex>()
+ self.packed.capacity() * std::mem::size_of::<[u32; 6]>()
+ self.solid_tints.capacity() * std::mem::size_of::<u32>()
+ self.block_entities.capacity() * std::mem::size_of::<([i32; 3], u32)>()
+ self.lights.capacity() * std::mem::size_of::<([i32; 3], u32)>()
+ self.sprite_layers.capacity() * std::mem::size_of::<u16>()
}
/// Sorts the solid quads by the side they face, for the renderer to
/// leave out those facing away from the eye (`sides`).
/// Then lays them out compactly (`packed`) while the renderer reads that.
pub fn sort_solid(&mut self) {
self.sides = sides::sort(&mut self.solid);
let quads = self.solid.len() / 4;
if !self.solid_tints.is_empty() {
self.solid_tints.resize(quads, packed::UNKNOWN_TINT);
}
self.sides = sides::sort_tinted(&mut self.solid, &mut self.solid_tints);
self.bounds = self.compute_bounds();
self.packed.clear();
if packed::packing() && quads > 0 && self.solid_tints.len() == quads {
self.packed = packed::layout(&self.solid, &self.solid_tints);
}
self.solid_tints.clear();
}
/// Computes the tight axis-aligned bounding box [min, max] of actual terrain geometry vertices.
@@ -1519,12 +1542,24 @@ impl Mesher<'_> {
let other = &info[neighbor as usize];
// LeavesBlock.skipRendering with opaque leaves.
let opaque_leaves = !self.cutout_leaves && state.leaves && other.leaves;
let hollow_leaf = self.leaf_culling == LeafCullingMode::Hollow
&& state.leaves
&& other.leaves
&& leaf_culling::in_section(x + dx, y + dy, z + dz);
let culled_leaf = match self.leaf_culling {
LeafCullingMode::Hollow | LeafCullingMode::Hidden => {
state.leaves
&& other.leaves
&& leaf_culling::in_section(x + dx, y + dy, z + dz)
&& (self.leaf_culling == LeafCullingMode::Hollow
|| leaf_culling::backed(
pad,
info,
region,
base_y,
[x + 2 * dx, y + 2 * dy, z + 2 * dz],
))
}
_ => false,
};
visible[d as usize] = !opaque_leaves
&& !hollow_leaf
&& !culled_leaf
&& self
.visibility
.should_render_face(
@@ -1770,8 +1805,8 @@ impl Mesher<'_> {
TileLayer::Skip | TileLayer::Default => own,
};
match pick {
Pick::Keep => self.quad(out, solid_leaves, own, corners.map(|c| c.0)),
Pick::Tile(t) => self.quad(out, solid_leaves, tile(t), corners.map(|c| c.0)),
Pick::Keep => self.quad(out, solid_leaves, own, corners.map(|c| c.0), tint),
Pick::Tile(t) => self.quad(out, solid_leaves, tile(t), corners.map(|c| c.0), tint),
Pick::Quarters(tiles) => {
let cuts = cuts(&corners);
for s in cuts.windows(2) {
@@ -1779,7 +1814,8 @@ impl Mesher<'_> {
let piece = [(s[0], t[0]), (s[1], t[0]), (s[1], t[1]), (s[0], t[1])]
.map(|(s, t)| bilinear(&corners, s, t));
let quarter = quarter_of(&piece);
self.quad(out, solid_leaves, tile(tiles[quarter]), piece.map(|c| c.0));
let piece = piece.map(|c| c.0);
self.quad(out, solid_leaves, tile(tiles[quarter]), piece, tint);
}
}
}
@@ -1823,7 +1859,7 @@ impl Mesher<'_> {
for t in cuts.windows(2) {
let piece = [(s[0], t[0]), (s[1], t[0]), (s[1], t[1]), (s[0], t[1])]
.map(|(s, t)| bilinear(&whole, s, t).0);
self.quad_as(out, false, tile, piece, false);
self.quad_as(out, false, tile, piece, false, tint);
}
}
}
@@ -1836,8 +1872,9 @@ impl Mesher<'_> {
solid_leaves: bool,
tile: TileLayer,
v: [TerrainVertex; 4],
tint: Option<u32>,
) {
self.quad_as(out, solid_leaves, tile, v, true);
self.quad_as(out, solid_leaves, tile, v, true, tint);
}
/// Whether [`Mesher::quad`] draws `tile` in the translucent pass.
fn translucent(&self, tile: TileLayer) -> bool {
@@ -1856,7 +1893,8 @@ impl Mesher<'_> {
}
}
/// [`Mesher::quad`], with the sprite's own translucency (`translucent_layers`) counted only
/// when `by_sprite`: an overlay's pass is its rule's.
/// when `by_sprite`: an overlay's pass is its rule's. `tint`: what its grey levels were
/// multiplied by, for the compact layout (`packed`).
fn quad_as(
&self,
out: &mut SectionMesh,
@@ -1864,6 +1902,7 @@ impl Mesher<'_> {
tile: TileLayer,
mut v: [TerrainVertex; 4],
by_sprite: bool,
tint: Option<u32>,
) {
let TileLayer::Layer {
layer,
@@ -1897,6 +1936,12 @@ impl Mesher<'_> {
vertex.layer = layer;
}
target.extend(v);
if !translucent {
// Quads other code put in `solid` (lava) have no tint known.
let quad = out.solid.len() / 4 - 1;
out.solid_tints.resize(quad, packed::UNKNOWN_TINT);
out.solid_tints.push(tint.unwrap_or(packed::WHITE));
}
}
}
/// The cuts of a `ctm_compact` face, in quad parameters, without allocating: the first `.1`
@@ -12,7 +12,9 @@
//! Aggressive` runs a multi-source breadth-first search from leaves touching
//! openings, solidifying leaves with a single open face to thin the canopy shell
//! by one layer. `Hollow` directly drops faces shared between two leaves within
//! the section, preserving boundaries and cavity faces.
//! the section, preserving boundaries and cavity faces. `Hidden` drops only
//! those whose faced leaf has another leaf or an opaque cube behind it
//! ([`backed`]), so the layer seen through the canopy's outer holes stays.
use super::{B, Info, P, Padded, pi};
use crate::{blocks::RenderShape, chunk::Chunk, graphics::LeafCullingMode};
@@ -229,6 +231,21 @@ pub(super) fn in_section(x: i32, y: i32, z: i32) -> bool {
(0..16).contains(&x) && (0..16).contains(&y) && (0..16).contains(&z)
}
/// `Hidden`: whether the padded cell `[x, y, z]`, the one behind a faced leaf,
/// is a leaf or a full opaque cube. A cell without real data never is.
#[inline]
pub(super) fn backed(
pad: &Padded,
info: &[Info],
region: &[[Option<&Chunk>; 3]; 3],
base_y: i32,
[x, y, z]: [i32; 3],
) -> bool {
info.get(pad.blocks[pi(x, y, z)] as usize)
.is_some_and(|state| state.leaves || state.opaque_cube)
&& known(region, base_y, x, y, z)
}
/// Whether the padded cell `(x, y, z)` has real block data. A missing chunk
/// does not count: `Padded::fill` copies the centre's edge column into it, which
/// would make a canopy look enclosed. A Y outside the column counts as unknown
@@ -0,0 +1,343 @@
//! The compact layout of a section's solid quads in the arena: most of them are whole faces
//! of a block's cube on the block grid, and those take one 24-byte record each instead of
//! four 24-byte vertices. terrain.wgsl's `section_corner` expands a record into the very
//! vertex words `TerrainVertex` would hold (`packed_vertex` here is the same on the CPU, and
//! a record is kept only when it gives back the quad's four vertices bit for bit), so every
//! pass draws the same picture from either layout.
//!
//! A mesh's solid range is then one record per quad in mesh order (so `Sides` and the draws
//! count quads as before), padding to a multiple of 4 slots, and the quads no record fits as
//! their four vertices: their record holds the distance to those (`FULL`). A record:
//!
//! - word 0: the tint (0xRRGGBB as the mesher multiplies it) and the colour's alpha byte;
//! - word 1: each corner's grey level before the tint;
//! - word 2: the UV rectangle in 1/32 of the sprite (u0, u1, v0, v1, 6 bits each) and, per
//! corner, which edge of it its u and v take;
//! - word 3: the layer, and corner 0's light (sky and block light over 4, 6 bits each);
//! - word 4: corners 1 and 2's light;
//! - word 5: corner 3's light, the face (block x, y, z, the axis it faces along, which side
//! of the block, and where and which way its corners go round), and `FULL` clear.
use super::TerrainVertex;
use std::sync::atomic::{AtomicBool, Ordering};
/// A solid quad's tint the mesher does not know (fluids): only untinted colours pack.
pub const UNKNOWN_TINT: u32 = u32::MAX;
/// The tint of an untinted quad, whose colour is its grey level.
pub const WHITE: u32 = 0xFF_FFFF;
/// Word 5's bit of a quad kept as four vertices; word 0 is then the slots from the record
/// to its first vertex.
pub const FULL: u32 = 1 << 31;
/// The draws' base vertex of a compact mesh: `PACKED_BASE + 4 * slot + corner` is a corner of
/// the quad whose record is at `slot`; below it, vertex indices name vertices.
pub const PACKED_BASE: u32 = 1 << 28;
/// Whether meshes sorted from now on get the compact layout: set by the renderer while its
/// passes read it (no shader pack).
static PACK: AtomicBool = AtomicBool::new(false);
pub fn pack_quads(on: bool) {
PACK.store(on, Ordering::Relaxed);
}
pub fn packing() -> bool {
PACK.load(Ordering::Relaxed)
}
/// The order corners go round a face: (du, dw) of each step.
const ROUND: [[u32; 2]; 4] = [[0, 0], [1, 0], [1, 1], [0, 1]];
/// `quad`'s record, if one gives back its four vertices exactly. `tint`: what the mesher
/// multiplied its grey levels by (`UNKNOWN_TINT` when it does not say).
pub fn pack_quad(quad: &[TerrainVertex; 4], tint: u32) -> Option<[u32; 6]> {
// Corners on the block grid of the section.
let mut p = [[0u32; 3]; 4];
for (to, v) in p.iter_mut().zip(quad) {
for (c, &x) in to.iter_mut().zip(&v.pos) {
if !(0.0..=16.0).contains(&x) || x.fract() != 0.0 {
return None;
}
*c = x as u32;
}
}
let axis = (0..3).find(|&a| p.iter().all(|c| c[a] == p[0][a]))?;
let (u, w) = ((axis + 1) % 3, (axis + 2) % 3);
let lo = [u, w].map(|k| p.iter().map(|c| c[k]).min().unwrap_or(0));
if lo.iter().any(|&l| l > 15) {
return None;
}
let mut steps = [0u32; 4];
for (step, c) in steps.iter_mut().zip(&p) {
let d = [c[u] - lo[0], c[w] - lo[1]];
*step = ROUND.iter().position(|r| *r == d)? as u32;
}
let (start, dir) = (0..8u32).map(|n| (n & 3, n >> 2)).find(|&(start, dir)| {
(0..4u32).all(|i| {
let step = if dir == 1 { 4 - i } else { i };
steps[i as usize] == (start + step) & 3
})
})?;
let plane = p[0][axis];
let mut block = [0u32; 3];
block[axis] = plane.min(15);
block[u] = lo[0];
block[w] = lo[1];
let side = plane - block[axis];
let orient = block[0]
| block[1] << 4
| block[2] << 8
| (axis as u32) << 12
| side << 14
| start << 15
| dir << 17;
// UVs in 1/32 of the sprite, at most two values each way.
let mut ranges = [[u32::MAX, 0u32]; 2];
let mut uvs = [[0u32; 2]; 4];
for (uv, v) in uvs.iter_mut().zip(quad) {
for k in 0..2 {
let raw = u32::from(v.uv[k]);
if raw & 1023 != 0 {
return None;
}
uv[k] = raw >> 10;
ranges[k] = [ranges[k][0].min(uv[k]), ranges[k][1].max(uv[k])];
}
}
let mut select = 0u32;
for (i, uv) in uvs.iter().enumerate() {
for k in 0..2 {
if uv[k] == ranges[k][1] && uv[k] != ranges[k][0] {
select |= 1 << (2 * i + k);
} else if uv[k] != ranges[k][0] {
return None;
}
}
}
let rect = ranges[0][0] | ranges[0][1] << 6 | ranges[1][0] << 12 | ranges[1][1] << 18;
// Light in steps of 4 (smooth light averages four levels of 16).
let mut light = [0u32; 4];
for (l, v) in light.iter_mut().zip(quad) {
let (sky, block) = (u32::from(v.light & 0xFF), u32::from(v.light >> 8));
if sky & 3 != 0 || block & 3 != 0 {
return None;
}
*l = sky >> 2 | (block >> 2) << 6;
}
// The colour: each channel the grey level times the tint's, over 255.
let tint = if tint == UNKNOWN_TINT {
WHITE
} else {
tint & WHITE
};
let alpha = quad[0].color & 0xFF00_0000;
let mut grays = 0u32;
for (i, v) in quad.iter().enumerate() {
grays |= gray_of(v.color, tint)? << (8 * i);
}
let words = [
tint | alpha,
grays,
rect | select << 24,
u32::from(quad[0].layer) | light[0] << 16,
light[1] | light[2] << 12,
light[3] | orient << 12,
];
let exact = (0..4).all(|c| {
let (a, b) = (packed_vertex(&words, c), quad[c]);
bytemuck::bytes_of(&a) == bytemuck::bytes_of(&b)
});
exact.then_some(words)
}
/// The tint's channels, as the mesher takes them for red, green and blue.
fn channels(tint: u32) -> [u32; 3] {
[tint >> 16 & 255, tint >> 8 & 255, tint & 255]
}
/// A grey level that `tint` turns into `color`'s red, green and blue.
fn gray_of(color: u32, tint: u32) -> Option<u32> {
let want = [color & 255, color >> 8 & 255, color >> 16 & 255];
let t = channels(tint);
let gives = |g: u32| (0..3).all(|k| g * t[k] / 255 == want[k]);
let k = (0..3).max_by_key(|&k| t[k]).unwrap_or(0);
if t[k] == 0 {
return gives(0).then_some(0);
}
let lo = (want[k] * 255).div_ceil(t[k]);
let hi = ((want[k] * 255 + 254) / t[k]).min(255);
(lo..=hi).find(|&g| gives(g))
}
/// Corner `corner` of the quad `words` holds, as terrain.wgsl's `packed_corner` expands it.
pub fn packed_vertex(words: &[u32; 6], corner: usize) -> TerrainVertex {
let [w0, w1, w2, w3, w4, w5] = *words;
let orient = w5 >> 12 & 0x3_FFFF;
let block = [orient & 15, orient >> 4 & 15, orient >> 8 & 15];
let axis = (orient >> 12 & 3) as usize;
let side = orient >> 14 & 1;
let (start, dir) = (orient >> 15 & 3, orient >> 17 & 1);
let i = corner as u32;
let step = (start + if dir == 1 { 4 - i } else { i }) & 3;
let [du, dw] = ROUND[step as usize];
let mut pos = block;
pos[axis] += side;
pos[(axis + 1) % 3] += du;
pos[(axis + 2) % 3] += dw;
let select = w2 >> 24;
let us = select >> (2 * i) & 1;
let vs = select >> (2 * i + 1) & 1;
let uv = [w2 >> (6 * us) & 63, w2 >> (12 + 6 * vs) & 63].map(|k| (k << 10) as u16);
let light = [w3 >> 16, w4, w4 >> 12, w5][corner] & 0xFFF;
let light = ((light & 63) << 2 | (light >> 6 & 63) << 10) as u16;
let g = w1 >> (8 * i) & 255;
let [r, gr, b] = channels(w0).map(|t| g * t / 255);
TerrainVertex {
pos: pos.map(|c| c as f32),
uv,
layer: (w3 & 0xFFFF) as u16,
light,
color: r | gr << 8 | b << 16 | (w0 & 0xFF00_0000),
}
}
/// The compact layout of sorted solid quads with their tints (`SectionMesh::packed`), or
/// nothing when it would be no smaller than their vertices.
pub fn layout(solid: &[TerrainVertex], tints: &[u32]) -> Vec<[u32; 6]> {
let quads = solid.as_chunks::<4>().0;
let records: Vec<Option<[u32; 6]>> = quads
.iter()
.zip(tints)
.map(|(q, &t)| pack_quad(q, t))
.collect();
let n = quads.len();
let packed = records.iter().filter(|r| r.is_some()).count();
let full = n - packed;
let pad = if full > 0 {
n.next_multiple_of(4) - n
} else {
0
};
if n + pad + 4 * full >= 4 * n {
return Vec::new();
}
let mut out = Vec::with_capacity(n + pad + 4 * full);
let mut next = n + pad;
for (i, record) in records.iter().enumerate() {
out.push(record.unwrap_or_else(|| {
let at = next;
next += 4;
[(at - i) as u32, 0, 0, 0, 0, FULL]
}));
}
out.resize(n + pad, [0; 6]);
for (q, record) in quads.iter().zip(&records) {
if record.is_none() {
out.extend(
q.iter()
.map(|v| bytemuck::cast::<TerrainVertex, [u32; 6]>(*v)),
);
}
}
out
}
/// Quads `layout` gave a record of their own.
pub fn packed_quads(layout: &[[u32; 6]], quads: usize) -> usize {
layout
.iter()
.take(quads)
.filter(|w| w[5] & FULL == 0)
.count()
}
#[cfg(test)]
mod tests {
use super::*;
const TINT: u32 = 0x7F_B238;
/// An opaque colour the mesher makes of grey level `g` times `tint`.
fn tinted(g: u32, tint: u32) -> u32 {
let [r, gr, b] = channels(tint).map(|t| g * t / 255);
r | gr << 8 | b << 16 | 0xFF00_0000
}
/// The top face of block (3, 15, 5), corners in `order`: tinted, smooth lit, with
/// ambient occlusion darkening its corners differently.
fn top(order: [usize; 4]) -> [TerrainVertex; 4] {
let pos = [
[3.0, 16.0, 5.0],
[3.0, 16.0, 6.0],
[4.0, 16.0, 6.0],
[4.0, 16.0, 5.0],
];
let uv = [[0, 0], [16 << 10, 0], [16 << 10, 16 << 10], [0, 16 << 10]];
let grays = [200, 180, 160, 200];
order.map(|i| TerrainVertex {
pos: pos[i],
uv: uv[i],
layer: 7,
light: 0xF0 | 0x40 << 8,
color: tinted(grays[i], TINT),
})
}
fn same(a: &TerrainVertex, b: &TerrainVertex) -> bool {
bytemuck::bytes_of(a) == bytemuck::bytes_of(b)
}
#[test]
fn a_whole_cube_face_takes_one_record_either_way_round() {
for order in [[0, 1, 2, 3], [2, 3, 0, 1], [0, 3, 2, 1]] {
let quad = top(order);
let words = pack_quad(&quad, TINT).expect("a whole face on the block grid packs");
for (corner, v) in quad.iter().enumerate() {
assert!(
same(&packed_vertex(&words, corner), v),
"{order:?} corner {corner}"
);
}
}
}
#[test]
fn quads_off_the_grid_or_the_steps_keep_their_vertices() {
// Half a block up: a slab's top.
let mut slab = top([0, 1, 2, 3]);
for v in &mut slab {
v.pos[1] = 8.5;
}
assert!(pack_quad(&slab, TINT).is_none());
// A UV between the 1/32 steps.
let mut uv = top([0, 1, 2, 3]);
uv[2].uv[0] += 1;
assert!(pack_quad(&uv, TINT).is_none());
// Light between the steps of 4.
let mut light = top([0, 1, 2, 3]);
light[1].light += 1;
assert!(pack_quad(&light, TINT).is_none());
}
#[test]
fn a_quad_without_a_record_points_at_its_own_vertices() {
let mut odd = top([0, 1, 2, 3]);
for v in &mut odd {
v.pos[1] = 8.5;
}
let mut solid: Vec<TerrainVertex> = Vec::new();
for _ in 0..4 {
solid.extend(top([0, 1, 2, 3]));
}
solid.extend(odd);
let out = layout(&solid, &[TINT; 5]);
// Five records, padded to eight slots, then the odd quad's four vertices.
assert_eq!(out.len(), 12);
assert_eq!(packed_quads(&out, 5), 4);
assert_eq!(out[4][5], FULL);
let at = 4 + out[4][0] as usize;
for (slot, v) in out[at..at + 4].iter().zip(&odd) {
assert!(same(&bytemuck::cast::<[u32; 6], TerrainVertex>(*slot), v));
}
// Nothing smaller to gain: no layout at all.
assert!(layout(&odd, &[TINT]).is_empty());
}
}
@@ -74,7 +74,7 @@ fn slot(grouped: bool, n: usize) -> (usize, bool) {
/// Where each part of each bucket of a mesh's solid quads ends, and the
/// planes that tell whether a bucket can face the eye.
#[derive(Clone, Copy, Debug, Default, PartialEq)]
#[derive(Clone, Copy, Debug, Default, PartialEq, serde::Serialize, serde::Deserialize)]
pub struct Sides {
/// The solid quads up to the end of each part of each bucket, in mesh
/// order (`slot`).
@@ -205,13 +205,21 @@ fn bucket(quad: &[TerrainVertex; 4]) -> usize {
/// cutout quads are also ordered front to back within each axis-facing
/// bucket; quads that tie keep the mesher's order (the quad's index ends its
/// sort key), so coplanar overlays still draw over their base.
pub fn sort(solid: &mut Vec<TerrainVertex>) -> Sides {
sort_parts(solid, GROUPED.load(Ordering::Relaxed))
#[cfg(test)]
fn sort(solid: &mut Vec<TerrainVertex>) -> Sides {
sort_tinted(solid, &mut Vec::new())
}
/// `sort`, moving each quad's tint in `tints` (one per quad, or none) with it.
pub fn sort_tinted(solid: &mut Vec<TerrainVertex>, tints: &mut Vec<u32>) -> Sides {
let grouped = GROUPED.load(Ordering::Relaxed);
SORT_SCRATCH.with_borrow_mut(|scratch| sort_with(solid, tints, grouped, scratch))
}
/// `sort`, with all the opaque parts first when `grouped`.
#[cfg(test)]
fn sort_parts(solid: &mut Vec<TerrainVertex>, grouped: bool) -> Sides {
SORT_SCRATCH.with_borrow_mut(|scratch| sort_with(solid, grouped, scratch))
SORT_SCRATCH.with_borrow_mut(|scratch| sort_with(solid, &mut Vec::new(), grouped, scratch))
}
/// `sort`'s buffers, kept by each meshing thread so sorting a mesh allocates
@@ -222,6 +230,7 @@ struct SortScratch {
slots: Vec<u8>,
keys: Vec<u64>,
sorted: Vec<[TerrainVertex; 4]>,
tints: Vec<u32>,
}
thread_local! {
static SORT_SCRATCH: std::cell::RefCell<SortScratch> = Default::default();
@@ -233,9 +242,15 @@ fn total_order_key(v: f32) -> u32 {
(bits ^ (((bits >> 31) as u32) >> 1) as i32) as u32 ^ 0x8000_0000
}
fn sort_with(solid: &mut Vec<TerrainVertex>, grouped: bool, scratch: &mut SortScratch) -> Sides {
fn sort_with(
solid: &mut Vec<TerrainVertex>,
tints: &mut Vec<u32>,
grouped: bool,
scratch: &mut SortScratch,
) -> Sides {
let (quads, rest) = solid.as_chunks::<4>();
debug_assert!(rest.is_empty(), "solid vertices come in quads");
let quads_len = quads.len();
let cutout = |q: &[TerrainVertex; 4]| q[0].layer & OPAQUE_LAYER == 0;
// Each quad's part, by its place in mesh order (`slot`).
let position = |b: usize, cutout: bool| match grouped {
@@ -297,6 +312,12 @@ fn sort_with(solid: &mut Vec<TerrainVertex>, grouped: bool, scratch: &mut SortSc
sorted.extend(keys.iter().map(|&k| quads[(k & 0xFF_FFFF) as usize]));
solid.clear();
solid.extend_from_slice(sorted.as_flattened());
if tints.len() == quads_len {
let sorted_tints = &mut scratch.tints;
sorted_tints.clear();
sorted_tints.extend(keys.iter().map(|&k| tints[(k & 0xFF_FFFF) as usize]));
std::mem::swap(tints, sorted_tints);
}
}
Sides {
ends: slot_ends,
+8 -3
View File
@@ -99,9 +99,14 @@ pub(crate) fn prepare_with_models(
.filter(|name| registry.default_state(name).is_some())
.map(|name| name.strip_prefix("minecraft:").unwrap_or(name))
.collect();
let mut catalog =
StateModels::from_facts_with_models(root, registry, &blocks, sprites, &facts, models)?;
catalog.bake_standalone(root, sprites, models, standalone())?;
let mut catalog = {
let _step = crate::spans::startup::step("core.bake_states");
StateModels::from_facts_with_models(root, registry, &blocks, sprites, &facts, models)?
};
{
let _step = crate::spans::startup::step("core.bake_standalone");
catalog.bake_standalone(root, sprites, models, standalone())?;
}
let mut placements = Vec::new();
let mut states = Vec::new();
for (index, (name, properties)) in GALLERY.iter().enumerate() {
@@ -6,7 +6,7 @@
// the depth bounds stage, which sees the unfaded alpha.
fn oit_cloud_color(in: Out, front: bool, fade: bool) -> vec4<f32> {
let color = textureSample(atlas, atlas_sampler, in.uv) * select(in.back_color, in.color, front);
let faded = 1.0 - linear_fog(in.spherical, 0.0, globals.fog_ends.y);
let faded = 1.0 - linear_fog(in.fog_distance.x, 0.0, globals.fog_ends.y);
return vec4(color.rgb, color.a * select(1.0, faded, fade));
}
@fragment fn fs_oit_cloud_bounds(in: Out, @builtin(front_facing) front: bool) -> @location(0) vec4<f32> {
@@ -263,6 +263,9 @@ static TABLE: LazyLock<Vec<Def>> = LazyLock::new(|| {
for part in MODEL_PARTS {
t.push(pb(&format!("modelPart_{part}"), true));
}
// Horizon's own: the outer skin layer drawn as slabs (Options → Skin
// Customization), read by the renderer when a skin is resolved.
t.push(pb("threeDSkinLayers", false));
t
});
+223 -7
View File
@@ -289,6 +289,7 @@ impl Opt {
"options.modelPart.right_pants_leg",
"options.modelPart.hat",
][i],
Opt::SkinLayers3d => "horizon.options.three_d_skin_layers",
Opt::MainHand => "options.mainHand",
Opt::AllowServerListing => "options.allowServerListing",
Opt::RealmsNotifications => "options.realmsNotifications.button",
@@ -729,6 +730,11 @@ impl Opt {
} else {
"options.key.hold"
}),
Opt::SkinLayers3d => tr(if s.three_d_skin_layers {
"options.on"
} else {
"options.off"
}),
Opt::ToggleAttack => tr(if s.toggle_attack {
"options.key.toggle"
} else {
@@ -1013,6 +1019,7 @@ impl Opt {
Opt::ChunkBuilder => s.prioritize_chunk_updates = next(s.prioritize_chunk_updates, 3),
Opt::ToggleCrouch => s.toggle_crouch = !s.toggle_crouch,
Opt::ToggleSprint => s.toggle_sprint = !s.toggle_sprint,
Opt::SkinLayers3d => s.three_d_skin_layers = !s.three_d_skin_layers,
Opt::ToggleAttack => s.toggle_attack = !s.toggle_attack,
Opt::ToggleUse => s.toggle_use = !s.toggle_use,
Opt::AutoJump => s.auto_jump = !s.auto_jump,
@@ -2612,6 +2619,8 @@ impl OptionsUi {
Page::Skin => {
// SkinCustomizationScreen: the seven layers, then Main Hand.
let mut opts: Vec<Opt> = (0..MODEL_PART_KEYS.len()).map(Opt::ModelPart).collect();
// Horizon's own: the outer layer as real pixels, not one box.
opts.push(Opt::SkinLayers3d);
opts.push(Opt::MainHand);
pairs(&opts)
}
@@ -3595,6 +3604,12 @@ impl OptionsUi {
let pointer_over = ui::hovered(cursor, wd.x, wd.y, wd.w, wd.h)
&& (!wd.list || cursor.1 >= top && cursor.1 < bottom);
let hover = pointer_over || is_focused;
// The tooltip is the pointer's (`setTooltip`, drawn while hovered);
// a keyboard-focused widget keeps it against the widget
// (`MenuTooltipPositioner`). Focus a mouse click leaves behind
// does not: the description goes when the mouse leaves, like
// vanilla's.
let tip_hover = pointer_over || (is_focused && self.focus_from_keyboard);
// A pack's option: its label within the widget (the name shortened), and on hover
// the whole label when it was, then what the pack says of it.
let shader = s.shader_options.as_ref();
@@ -3609,7 +3624,7 @@ impl OptionsUi {
let fitted = shader.zip(option).map(|(o, name)| {
o.option_label_within(name, wd.w - 8.0, |t| atlas.font.width_text(t))
});
if hover && let Some(o) = shader {
if tip_hover && let Some(o) = shader {
let comment = match (&wd.kind, option) {
(_, Some(name)) => o.comment(&format!("option.{name}")),
(
@@ -3641,7 +3656,7 @@ impl OptionsUi {
tooltip_rect = (!pointer_over).then_some([wd.x, wd.y, wd.w, wd.h]);
}
}
if hover && let Some(tip) = tooltip_text(s, wd) {
if tip_hover && let Some(tip) = tooltip_text(s, wd) {
tooltip = Some(match &wd.kind {
// The duplicate keybinds tooltip keeps its own lines.
WKind::Button {
@@ -3907,9 +3922,9 @@ impl OptionsUi {
};
return self.bind_mouse(s, button);
}
let actions = self
.graphics
.click(s, (x, y), size, framebuffer, drag, right);
let actions =
self.graphics
.click(s, (x, y), size, framebuffer, drag, right, self.shift);
return self.graphics_events(s, actions);
}
if self.page() == Page::Packs {
@@ -4102,13 +4117,13 @@ impl OptionsUi {
}
Act::Done => events.extend(self.back(s)),
Act::Cycle(opt) => {
events.extend(self.cycle_option(s, opt, right, framebuffer));
events.extend(self.cycle_option(s, opt, self.shift, framebuffer));
}
Act::Extra(item) => {
if let Some(name) = item.key_name() {
self.selected_key = Some(name);
} else {
item.cycle(&mut s.extras, right);
item.cycle(&mut s.extras, self.shift);
events.push(Event::Changed);
}
}
@@ -6010,6 +6025,65 @@ mod tests {
assert_eq!(s.file.fullscreen_resolution, None);
}
#[test]
fn a_clicked_extras_tooltip_leaves_with_the_pointer() {
let atlas = atlas();
let mut s = Settings::default();
let mut ui = OptionsUi::default();
ui.show(Page::Extras);
let (widgets, _, _, _) = ui.layout(&s, 480.0, 480.0);
let extra = widgets
.iter()
.find(|w| {
matches!(
&w.kind,
WKind::Button {
act: Act::Extra(item),
..
} if !matches!(item, crate::extras::Item::SortKey)
)
})
.unwrap();
ui.click(
&mut s,
&atlas,
extra.x + 1.0,
extra.y + 1.0,
(480.0, 480.0),
[960, 540],
false,
false,
);
// The pointer is still on the clicked widget: it carries the
// description (`setTooltip`, drawn while hovered).
let mut on = HudBatch::new([480, 480]);
ui.draw(
&s,
&mut on,
&atlas,
(extra.x + extra.w / 2.0, extra.y + extra.h / 2.0),
);
// The pointer moved off: the description goes with it. A mouse
// focus a click left behind (the look-up keeps the click's widget,
// `focus_from_keyboard` false) does not keep the tooltip against
// the widget, like vanilla's `MenuTooltipPositioner` does for a
// keyboard focus.
let mut off = HudBatch::new([480, 480]);
ui.draw(
&s,
&mut off,
&atlas,
(extra.x + extra.w + 40.0, extra.y + extra.h + 40.0),
);
assert!(
off.vertices.len() < on.vertices.len(),
"a click left {} tooltip vertices behind when the pointer left ({} vs {})",
on.vertices.len() - off.vertices.len(),
on.vertices.len(),
off.vertices.len(),
);
}
#[test]
fn exclusive_fullscreen_and_its_tooltips_follow_the_option() {
let mut s = Settings::default();
@@ -7853,4 +7927,146 @@ mod tests {
assert!(events.contains(&Event::Changed));
assert!(s.extras.music_off.is_empty());
}
#[test]
fn options_cycle_button_cycles_forward_and_shift_click_cycles_backward_with_wrapping() {
let atlas = atlas();
let mut s = Settings::default();
let mut ui = OptionsUi::default();
ui.show(Page::Chat);
let size = (480.0, 480.0);
let (widgets, _, _, _) = ui.layout(&s, size.0, size.1);
let button = widgets
.iter()
.find(|wd| {
matches!(
wd.kind,
WKind::Button {
active: true,
act: Act::Cycle(Opt::ChatVisibility),
..
}
)
})
.expect("ChatVisibility must be a cycle button");
let (x, y) = (button.x + 1.0, button.y + 1.0);
// Initial chat_visibility is 0
assert_eq!(s.chat_visibility, 0);
// 1. Feature without shift (normal click): cycles forward (+1)
assert_eq!(
ui.click(&mut s, &atlas, x, y, size, [854, 480], false, false),
vec![Event::ButtonClick, Event::Changed]
);
assert_eq!(s.chat_visibility, 1);
assert_eq!(
ui.click(&mut s, &atlas, x, y, size, [854, 480], false, false),
vec![Event::ButtonClick, Event::Changed]
);
assert_eq!(s.chat_visibility, 2);
// 3. Wrap-around forward (at max value, normal click wraps to min / 0)
assert_eq!(
ui.click(&mut s, &atlas, x, y, size, [854, 480], false, false),
vec![Event::ButtonClick, Event::Changed]
);
assert_eq!(s.chat_visibility, 0);
// 4. Wrap-around backward (at min / 0, shift-click wraps to max)
ui.shift = true;
assert_eq!(
ui.click(&mut s, &atlas, x, y, size, [854, 480], false, false),
vec![Event::ButtonClick, Event::Changed]
);
assert_eq!(s.chat_visibility, 2);
// 2. Feature with shift: cycles backward (-1)
assert_eq!(
ui.click(&mut s, &atlas, x, y, size, [854, 480], false, false),
vec![Event::ButtonClick, Event::Changed]
);
assert_eq!(s.chat_visibility, 1);
assert_eq!(
ui.click(&mut s, &atlas, x, y, size, [854, 480], false, false),
vec![Event::ButtonClick, Event::Changed]
);
assert_eq!(s.chat_visibility, 0);
ui.shift = false;
// Also test Opt::Particles on Page::Video
ui.show(Page::Video);
let (widgets, _, _, _) = ui.layout(&s, size.0, size.1);
let button = widgets
.iter()
.find(|wd| {
matches!(
wd.kind,
WKind::Button {
active: true,
act: Act::Cycle(Opt::Particles),
..
}
)
})
.expect("Particles must be a cycle button");
let (px, py) = (button.x + 1.0, button.y + 1.0);
// Initial particles is 0
assert_eq!(s.particles, 0);
// Forward
ui.click(&mut s, &atlas, px, py, size, [854, 480], false, false);
assert_eq!(s.particles, 1);
ui.click(&mut s, &atlas, px, py, size, [854, 480], false, false);
assert_eq!(s.particles, 2);
// Wrap forward
ui.click(&mut s, &atlas, px, py, size, [854, 480], false, false);
assert_eq!(s.particles, 0);
// Wrap backward with shift
ui.shift = true;
ui.click(&mut s, &atlas, px, py, size, [854, 480], false, false);
assert_eq!(s.particles, 2);
// Backward with shift
ui.click(&mut s, &atlas, px, py, size, [854, 480], false, false);
assert_eq!(s.particles, 1);
ui.click(&mut s, &atlas, px, py, size, [854, 480], false, false);
assert_eq!(s.particles, 0);
ui.shift = false;
// Also verify Act::Extra on Page::Extras
ui.show(Page::Extras);
let (widgets, _, _, _) = ui.layout(&s, size.0, size.1);
if let Some(extra_btn) = widgets.iter().find(|wd| {
matches!(
wd.kind,
WKind::Button {
active: true,
act: Act::Extra(crate::extras::Item::CosmeticsOthers),
..
}
)
}) {
let (ex, ey) = (extra_btn.x + 1.0, extra_btn.y + 1.0);
use horizon_cosmetics::prefs::Others;
assert_eq!(s.extras.cosmetics_others, Others::Shown);
// Forward
ui.click(&mut s, &atlas, ex, ey, size, [854, 480], false, false);
assert_eq!(s.extras.cosmetics_others, Others::NameTags);
// Backward with shift
ui.shift = true;
ui.click(&mut s, &atlas, ex, ey, size, [854, 480], false, false);
assert_eq!(s.extras.cosmetics_others, Others::Shown);
// Wrap-around backward with shift
ui.click(&mut s, &atlas, ex, ey, size, [854, 480], false, false);
assert_eq!(s.extras.cosmetics_others, Others::Hidden);
ui.shift = false;
}
}
}
+368 -29
View File
@@ -19,6 +19,7 @@ use horizon_core::{
};
use horizon_world::block_collision::BlockCollisionRegistry;
use std::{
array,
collections::{HashMap, HashSet},
path::Path,
};
@@ -47,6 +48,9 @@ pub struct ParticleOptions {
/// `GeyserParticleOptions.waterBlocks` and `GeyserBaseParticleOptions`'
/// `waterBlocks` and `burstImpulseBase` (0 where the type has none).
pub geyser: Option<(i32, f32)>,
/// `VibrationParticleOption`: the listener the signal flies to and its
/// arrival time in ticks (`ParticleEngine::vibration` is the same particle).
pub vibration: Option<([f64; 3], i32)>,
/// A native mod's own particle type, by its namespaced name (`mymod:spark`):
/// `SimpleParticleType` plus the provider `particles/<name>.json` names.
pub mod_particle: Option<String>,
@@ -62,6 +66,7 @@ impl ParticleOptions {
trail: None,
item: None,
geyser: None,
vibration: None,
mod_particle: None,
}
}
@@ -87,6 +92,13 @@ impl ParticleOptions {
..Self::simple(ty)
}
}
/// `VibrationParticleOption(destination, arrivalInTicks)`.
pub fn vibration(dest: [f64; 3], ticks: i32) -> Self {
Self {
vibration: Some((dest, ticks)),
..Self::simple(ParticleType::Vibration)
}
}
/// `ItemParticleOption`: the stack's layer particle sprites (`BreakingItemParticle`).
pub fn item(layers: Vec<String>) -> Self {
Self {
@@ -516,7 +528,7 @@ pub fn breaking_position(
}
}
// Vanilla consumes all three doubles before replacing the hit-face coordinate.
let mut p = std::array::from_fn(|i| {
let mut p = array::from_fn(|i| {
f64::from(pos[i])
+ random.next_double() * (bounds[i + 3] - bounds[i] - f64::from(0.2f32))
+ f64::from(0.1f32)
@@ -648,18 +660,16 @@ pub fn destroy_positions(
mut emit: impl FnMut([f64; 3], [f64; 3]),
) {
for b in boxes {
let widths: [f64; 3] = std::array::from_fn(|i| (b[i + 3] - b[i]).min(1.0));
let widths: [f64; 3] = array::from_fn(|i| (b[i + 3] - b[i]).min(1.0));
let counts: [usize; 3] = widths.map(|w| ((w / 0.25).ceil() as usize).max(2));
for x in 0..counts[0] {
for y in 0..counts[1] {
for z in 0..counts[2] {
let cells = [x, y, z];
let relative: [f64; 3] =
std::array::from_fn(|i| (cells[i] as f64 + 0.5) / counts[i] as f64);
array::from_fn(|i| (cells[i] as f64 + 0.5) / counts[i] as f64);
emit(
std::array::from_fn(|i| {
f64::from(pos[i]) + (relative[i] * widths[i] + b[i])
}),
array::from_fn(|i| f64::from(pos[i]) + (relative[i] * widths[i] + b[i])),
relative.map(|v| v - 0.5),
);
}
@@ -740,7 +750,7 @@ pub fn on_block_faces_between(
let count = random.next_int_bound(max - min + 1).unwrap_or(0) + min;
for _ in 0..count {
// getRandomSpeedRanges, then spawnParticleOnFace with step factor 0.55.
let speed: [f64; 3] = std::array::from_fn(|_| next_double_between(random, -0.5, 0.5));
let speed: [f64; 3] = array::from_fn(|_| next_double_between(random, -0.5, 0.5));
let mut p = [0.0; 3];
let mut v = [0.0; 3];
for i in 0..3 {
@@ -769,12 +779,12 @@ pub fn along_axis(
) {
let count = random.next_int_bound(max - min + 1).unwrap_or(0) + min;
for _ in 0..count {
let p: [f64; 3] = std::array::from_fn(|i| {
let p: [f64; 3] = array::from_fn(|i| {
f64::from(pos[i])
+ 0.5
+ next_double_between(random, -1.0, 1.0) * if i == axis { 0.5 } else { 0.125 }
});
let v: [f64; 3] = std::array::from_fn(|i| {
let v: [f64; 3] = array::from_fn(|i| {
if i == axis {
next_double_between(random, -1.0, 1.0)
} else {
@@ -1257,6 +1267,113 @@ impl ParticleLightCache {
}
}
const PARTICLE_SECTION_CACHE_SIZE: usize = 128;
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
enum SectionFrustumResult {
Outside,
Intersects,
Inside,
}
#[derive(Clone, Copy)]
struct CachedSectionFrustum {
section: [i32; 3],
radius_quarters: i32,
result: SectionFrustumResult,
}
struct ParticleSectionFrustumCache {
entries: [Option<CachedSectionFrustum>; PARTICLE_SECTION_CACHE_SIZE],
}
impl Default for ParticleSectionFrustumCache {
fn default() -> Self {
Self {
entries: [None; PARTICLE_SECTION_CACHE_SIZE],
}
}
}
impl ParticleSectionFrustumCache {
fn result(
&mut self,
world: [f64; 3],
camera: DVec3,
radius: f64,
frustum: &crate::gfx::Frustum,
) -> SectionFrustumResult {
let Some(section) = world_section(world) else {
return SectionFrustumResult::Intersects;
};
if !radius.is_finite() || radius < 0.0 || radius * 4.0 > f64::from(i32::MAX) {
return SectionFrustumResult::Intersects;
}
let radius_quarters = (radius * 4.0).ceil() as i32;
let hash = (section[0] as u32).wrapping_mul(73_856_093)
^ (section[1] as u32).wrapping_mul(19_349_663)
^ (section[2] as u32).wrapping_mul(83_492_791)
^ (radius_quarters as u32).wrapping_mul(2_654_435_761);
let slot = hash as usize & (PARTICLE_SECTION_CACHE_SIZE - 1);
if let Some(entry) = self.entries[slot]
&& entry.section == section
&& entry.radius_quarters == radius_quarters
{
return entry.result;
}
let pad = f64::from(radius_quarters) * 0.25;
let camera = camera.to_array();
let min = array::from_fn(|axis| f64::from(section[axis]) * 16.0 - pad - camera[axis]);
let max = array::from_fn(|axis| min[axis] + 16.0 + 2.0 * pad);
let result = if min.into_iter().chain(max).any(|v| !v.is_finite()) {
SectionFrustumResult::Intersects
} else {
let min = FVec3::from_array(min.map(|v| v as f32));
let max = FVec3::from_array(max.map(|v| v as f32));
if !min.is_finite() || !max.is_finite() {
SectionFrustumResult::Intersects
} else if frustum.contains(min, max) {
SectionFrustumResult::Inside
} else if frustum.intersects(min, max) {
SectionFrustumResult::Intersects
} else {
SectionFrustumResult::Outside
}
};
self.entries[slot] = Some(CachedSectionFrustum {
section,
radius_quarters,
result,
});
result
}
}
fn world_section(position: [f64; 3]) -> Option<[i32; 3]> {
let mut block = [0; 3];
for axis in 0..3 {
let value = position[axis].floor();
if !value.is_finite() || value < f64::from(i32::MIN) || value > f64::from(i32::MAX) {
return None;
}
block[axis] = value as i32;
}
Some([block[0] >> 4, block[1] >> 4, block[2] >> 4])
}
fn below_half_pixel(radius: f64, distance_squared: f64, pixel_focal_length: f32) -> bool {
let projected_limit = 4.0 * radius * f64::from(pixel_focal_length);
radius.is_finite()
&& radius >= 0.0
&& distance_squared.is_finite()
&& distance_squared > 0.0
&& pixel_focal_length.is_finite()
&& pixel_focal_length > 0.0
&& projected_limit.is_finite()
&& projected_limit * projected_limit < distance_squared
}
/// `ClientExplosionTracker.ExplosionInfo`.
#[derive(Clone, Copy, Debug)]
struct TrackedExplosion {
@@ -1435,15 +1552,14 @@ impl ParticleEngine {
self.particles.clear();
self.pending.clear();
}
/// A vibration signal flying from `from` to `to` in `ticks`
/// (`VibrationParticleOption`).
pub fn vibration(&mut self, from: [f64; 3], to: [f64; 3], ticks: i32) {
/// `VibrationSignalParticle`'s body: the signal leaves `from` aimed at the
/// listener at `to` and lands there in `ticks`.
fn vibration_particle(from: [f64; 3], to: [f64; 3], ticks: i32) -> Particle {
let mut q = Particle::blank(ParticleType::Vibration, from);
q.size = 0.3;
q.lifetime = ticks;
q.has_physics = false;
q.light = Light::Block15;
q.set = self.set_of(ParticleType::Vibration);
let d = [from[0] - to[0], from[1] - to[1], from[2] - to[2]];
let rot = d[0].atan2(d[2]) as f32;
let pitch = d[1].atan2((d[0] * d[0] + d[2] * d[2]).sqrt()) as f32;
@@ -1454,6 +1570,14 @@ impl ParticleEngine {
pitch,
pitch_o: pitch,
};
q
}
/// A vibration signal flying from `from` to `to` in `ticks`
/// (`VibrationParticleOption`), as the client's own vibration system
/// (`VibrationSystem.Ticker`) spawns one.
pub fn vibration(&mut self, from: [f64; 3], to: [f64; 3], ticks: i32) {
let mut q = Self::vibration_particle(from, to, ticks);
q.set = self.set_of(ParticleType::Vibration);
self.pending.push(q);
}
/// `ParticleEngine.add` (via `particlesToAdd`, applied on the next tick).
@@ -1533,7 +1657,7 @@ impl ParticleEngine {
for _ in 0..128 {
let r = &mut self.level_random;
let t = r.next_double();
let velocity = std::array::from_fn(|_| f64::from((r.next_float() - 0.5) * 0.2));
let velocity = array::from_fn(|_| f64::from((r.next_float() - 0.5) * 0.2));
let position = [
to[0] + t * (from[0] - to[0]) + (r.next_double() - 0.5) + 0.5,
to[1] + t * (from[1] - to[1]) + r.next_double() - 0.5,
@@ -1561,7 +1685,7 @@ impl ParticleEngine {
for _ in 0..128 {
let r = &mut self.level_random;
let t = r.next_double();
let velocity = std::array::from_fn(|_| f64::from((r.next_float() - 0.5) * 0.2));
let velocity = array::from_fn(|_| f64::from((r.next_float() - 0.5) * 0.2));
// Mth.lerp(t, to, from).
let position = [
to[0] + t * (from[0] - to[0]) + (r.next_double() - 0.5) * WIDTH * 2.0,
@@ -2758,8 +2882,16 @@ impl ParticleEngine {
}
q
}
// Vibration signals are created by `vibration`, aimed at a listener.
T::Vibration => return None,
// VibrationSignalParticle.Provider: `VibrationParticleOption` carries
// the listener the signal flies to and its arrival time; the sprite
// is the set's own draw from the engine's random.
T::Vibration => {
let (dest, ticks) = o.vibration?;
let mut q = Self::vibration_particle(p, dest, ticks);
q.set = set;
q.sprite = self.sprite_from_set(ty);
q
}
// ShriekParticle.
T::Shriek => {
let mut q = Particle::moving(r, ty, p, [0.0; 3]);
@@ -4365,8 +4497,7 @@ impl ParticleEngine {
.filter(|p| p.rgba[3] > 0.0)
.filter_map(|p| {
let (_, rgb, reach) = shining.iter().find(|(ty, ..)| *ty == p.ty)?;
let at =
std::array::from_fn(|i| p.previous[i] + (p.position[i] - p.previous[i]) * f);
let at = array::from_fn(|i| p.previous[i] + (p.position[i] - p.previous[i]) * f);
Some((at, *rgb, *reach, p.rgba[3].clamp(0.0, 1.0)))
})
.collect()
@@ -4381,11 +4512,70 @@ impl ParticleEngine {
partial: f32,
light_at: &dyn Fn([i32; 3]) -> u8,
out: &mut Vec<Vertex>,
) {
self.render_inner::<false>(
camera,
yaw,
pitch,
partial,
0.0,
None,
&mut |_, _| false,
light_at,
out,
);
}
/// Render particles after rejecting view-frustum misses and any particles
/// the caller proves hidden behind opaque terrain.
pub fn render_culled(
&self,
camera: DVec3,
yaw: f32,
pitch: f32,
partial: f32,
pixel_focal_length: f32,
culling_enabled: bool,
frustum: Option<&crate::gfx::Frustum>,
mut occluded: impl FnMut([f64; 3], [f64; 3]) -> bool,
light_at: &dyn Fn([i32; 3]) -> u8,
out: &mut Vec<Vertex>,
) {
if !culling_enabled {
self.render(camera, yaw, pitch, partial, light_at, out);
return;
}
self.render_inner::<true>(
camera,
yaw,
pitch,
partial,
pixel_focal_length,
frustum,
&mut occluded,
light_at,
out,
);
}
fn render_inner<const CULL: bool>(
&self,
camera: DVec3,
yaw: f32,
pitch: f32,
partial: f32,
pixel_focal_length: f32,
frustum: Option<&crate::gfx::Frustum>,
occluded: &mut dyn FnMut([f64; 3], [f64; 3]) -> bool,
light_at: &dyn Fn([i32; 3]) -> u8,
out: &mut Vec<Vertex>,
) {
// Camera.setRotation: rotationYXZ(PI - yRot, -xRot, 0).
let base = Quat::from_rotation_y(std::f32::consts::PI - yaw.to_radians())
* Quat::from_rotation_x(-pitch.to_radians());
let mut light_cache = ParticleLightCache::default();
let mut section_cache =
(CULL && frustum.is_some()).then(ParticleSectionFrustumCache::default);
for p in &self.particles {
if p.no_render {
continue;
@@ -4397,6 +4587,39 @@ impl ParticleEngine {
{
continue;
}
if CULL && matches!(p.behaviour, Behaviour::Shriek { delay } if delay > 0) {
continue;
}
let culled_geometry = if CULL {
let a = f64::from(partial);
let world = array::from_fn(|i| p.previous[i] + (p.position[i] - p.previous[i]) * a);
let center = (DVec3::from_array(world) - camera).as_vec3();
let size = p.quad_size(partial);
// Every generated quad vertex is sqrt(2) * size from its center,
// including the rotated two-quad particle types.
let radius = f64::from(size.abs()) * std::f64::consts::SQRT_2 + 0.05;
if let (Some(frustum), Some(section_cache)) = (frustum, section_cache.as_mut()) {
match section_cache.result(world, camera, radius, frustum) {
SectionFrustumResult::Outside => continue,
SectionFrustumResult::Intersects
if !frustum.intersects_sphere(center, radius as f32) =>
{
continue;
}
SectionFrustumResult::Inside | SectionFrustumResult::Intersects => {}
}
}
let distance_squared = f64::from(center.length_squared());
if below_half_pixel(radius, distance_squared, pixel_focal_length) {
continue;
}
if occluded(world.map(|v| v - radius), world.map(|v| v + radius)) {
continue;
}
Some((center, size))
} else {
None
};
// `SubmitNodeCollection.submitQuadParticleGroup`: the translucent
// layer draws after translucent terrain, so a crumb of stained
// glass cannot hide the glass behind it (`getLayer`).
@@ -4412,19 +4635,20 @@ impl ParticleEngine {
},
};
let Some(r) = rect else { continue };
let a = f64::from(partial);
let pos = DVec3::new(
p.previous[0] + (p.position[0] - p.previous[0]) * a,
p.previous[1] + (p.position[1] - p.previous[1]) * a,
p.previous[2] + (p.position[2] - p.previous[2]) * a,
) - camera;
let center = pos.as_vec3();
let (center, size) = culled_geometry.unwrap_or_else(|| {
let a = f64::from(partial);
let pos = DVec3::new(
p.previous[0] + (p.position[0] - p.previous[0]) * a,
p.previous[1] + (p.position[1] - p.previous[1]) * a,
p.previous[2] + (p.position[2] - p.previous[2]) * a,
) - camera;
(pos.as_vec3(), p.quad_size(partial))
});
let rotation = if p.roll != 0.0 {
base * Quat::from_rotation_z(p.o_roll + (p.roll - p.o_roll) * partial)
} else {
base
};
let size = p.quad_size(partial);
let mut alpha = p.rgba[3];
// OverlayParticle.extract: the flash fades as it pulses.
if p.ty == ParticleType::Flash {
@@ -4438,7 +4662,7 @@ impl ParticleEngine {
match p.behaviour {
// ShriekParticle.extract: two tilted quads, fading out.
Behaviour::Shriek { delay } => {
if delay > 0 {
if !CULL && delay > 0 {
continue;
}
alpha = 1.0 - ((p.age as f32 + partial) / p.lifetime as f32).clamp(0.0, 1.0);
@@ -4481,7 +4705,7 @@ impl ParticleEngine {
// DustColorTransitionParticle.lerpColors.
Behaviour::Transition { from, to } => {
let t = (p.age as f32 + partial) / (p.lifetime as f32 + 1.0);
rgb = std::array::from_fn(|i| from[i] + (to[i] - from[i]) * t);
rgb = array::from_fn(|i| from[i] + (to[i] - from[i]) * t);
}
_ => {}
}
@@ -4616,6 +4840,86 @@ mod tests {
assert_eq!(reads.get(), 3);
}
#[test]
fn subpixel_culling_uses_the_frame_projection_and_fails_open() {
assert!(below_half_pixel(0.01, 41.0_f64.powi(2), 1_000.0));
assert!(!below_half_pixel(0.01, 40.0_f64.powi(2), 1_000.0));
assert!(!below_half_pixel(0.01, 41.0_f64.powi(2), 0.0));
assert!(!below_half_pixel(0.01, f64::NAN, 1_000.0));
assert!(!below_half_pixel(f64::NAN, 41.0_f64.powi(2), 1_000.0));
for distance in [0.25_f32, 1.0, 8.0, 40.0, 128.0] {
for radius in [0.01, 0.05, 0.2] {
let center = FVec3::new(distance, distance * 0.3, -distance * 0.8);
let old = 2.0 * radius * 900.0 / f64::from(center.length()) < 0.5;
assert_eq!(
below_half_pixel(radius, f64::from(center.length_squared()), 900.0),
old
);
}
}
}
#[test]
fn disabled_culled_render_matches_the_regular_particle_path() {
let mut engine = ParticleEngine::new(Path::new(""), &HashMap::new(), &HashSet::new());
let sprite = "test:smoke".to_owned();
engine.atlas.insert(
sprite.clone(),
(
Rect {
u0: 0.0,
v0: 0.0,
u1: 1.0,
v1: 1.0,
w: 16,
h: 16,
},
false,
),
);
let mut random = LegacyRandom::new(7);
let mut particle =
Particle::moving(&mut random, ParticleType::Smoke, [0.0, 0.0, -3.0], [0.0; 3]);
particle.sprite = Sprite::Named(sprite);
engine.particles.push(particle);
let light_at = |_: [i32; 3]| 0xf0;
let mut regular = Vec::new();
engine.render(DVec3::ZERO, 0.0, 0.0, 0.5, &light_at, &mut regular);
let mut disabled = Vec::new();
engine.render_culled(
DVec3::ZERO,
0.0,
0.0,
0.5,
900.0,
false,
None,
|_, _| panic!("disabled culling must not query particle visibility"),
&light_at,
&mut disabled,
);
let attributes = |vertices: &[Vertex]| {
vertices
.iter()
.map(|vertex| {
(
vertex.pos,
vertex.uv,
vertex.layer,
vertex.color,
vertex.light,
vertex.normal,
vertex.glint_uv,
)
})
.collect::<Vec<_>>()
};
assert_eq!(attributes(&disabled), attributes(&regular));
}
#[test]
fn a_mod_particles_json_becomes_its_sprite_set() {
let dir =
@@ -5176,6 +5480,41 @@ mod tests {
}
assert_eq!(engine.pending.len(), 1010);
}
/// `VibrationSignalParticle.Provider.createParticle`: the provider path
/// the client's packet handler reaches (`add_with`) makes the signal from
/// the option's destination and arrival time, where it used to refuse it.
#[test]
fn a_vibration_option_makes_the_signal_its_provider_draws() {
let mut engine = ParticleEngine::new(Path::new(""), &HashMap::new(), &HashSet::new());
let options = ParticleOptions::vibration([10.5, 70.5, -3.5], 20);
// Within the camera's 32 blocks, so only the provider decides.
engine.add_with(&options, [0.5, 1.5, 0.5], [0.0; 3], false, false);
assert_eq!(engine.made().get("vibration"), Some(&1));
let q = engine.pending.first().expect("the signal is made");
assert_eq!(q.ty, ParticleType::Vibration);
assert_eq!(q.lifetime, 20);
assert!((q.size - 0.3).abs() < 1e-6);
assert!(!q.has_physics);
match &q.behaviour {
Behaviour::Vibration {
dest, rot, pitch, ..
} => {
assert_eq!(*dest, [10.5, 70.5, -3.5]);
// The constructor aims it from where it starts at the listener.
let d: [f64; 3] = [0.5 - 10.5, 1.5 - 70.5, 0.5 + 3.5];
assert!((*rot - d[0].atan2(d[2]) as f32).abs() < 1e-6);
let flat = (d[0] * d[0] + d[2] * d[2]).sqrt();
assert!((*pitch - d[1].atan2(flat) as f32).abs() < 1e-6);
}
_ => panic!("a vibration signal"),
}
// Only `VibrationParticleOption` carries a listener; a bare type has none.
let bare = ParticleOptions::simple(ParticleType::Vibration);
assert!(
engine.make(&bare, [0.0; 3], [0.0; 3], 1).is_none(),
"no destination, no signal"
);
}
#[test]
fn particle_names_round_trip() {
for &ty in ParticleType::ALL {
@@ -490,7 +490,7 @@ pub struct Globals {
impl Globals {
/// The std140 block: `ivec3, float, vec3, float, vec2, int, int`.
fn bytes(&self, size: [u32; 2], menu_blur_radius: i32) -> [u8; 48] {
pub(crate) fn bytes(&self, size: [u32; 2], menu_blur_radius: i32) -> [u8; 48] {
let mut out = Vec::with_capacity(48);
for v in self.camera_block_pos {
out.extend_from_slice(&v.to_le_bytes());
@@ -144,6 +144,9 @@ pub struct Settings {
pub discrete_scroll: bool,
pub toggle_crouch: bool,
pub toggle_sprint: bool,
/// 3D skin layers (`threeDSkinLayers`): each painted texel of a player's
/// outer layer drawn as a slab (`crate::...`, Options → Skin).
pub three_d_skin_layers: bool,
pub auto_jump: bool,
pub language: String,
pub force_unicode: bool,
@@ -248,6 +251,7 @@ impl Default for Settings {
allow_cursor_changes: true,
toggle_crouch: false,
toggle_sprint: false,
three_d_skin_layers: false,
auto_jump: false,
language: "en_us".into(),
force_unicode: false,
@@ -459,6 +463,7 @@ impl Settings {
allow_cursor_changes: f.bool("allowCursorChanges"),
toggle_crouch: f.bool("toggleCrouch"),
toggle_sprint: f.bool("toggleSprint"),
three_d_skin_layers: f.bool("threeDSkinLayers"),
toggle_attack: f.bool("toggleAttack"),
toggle_use: f.bool("toggleUse"),
sprint_window: f.int("sprintWindow"),
@@ -570,6 +575,7 @@ impl Settings {
put_b(&mut f, "allowCursorChanges", self.allow_cursor_changes);
put_b(&mut f, "toggleCrouch", self.toggle_crouch);
put_b(&mut f, "toggleSprint", self.toggle_sprint);
put_b(&mut f, "threeDSkinLayers", self.three_d_skin_layers);
put_b(&mut f, "toggleAttack", self.toggle_attack);
put_b(&mut f, "toggleUse", self.toggle_use);
put_i(&mut f, "sprintWindow", self.sprint_window);
@@ -808,6 +814,8 @@ pub enum Opt {
PadKeyboard,
/// `options.modelPart.*`: one skin layer (index into `options_file::MODEL_PARTS`).
ModelPart(usize),
/// 3D skin layers: the player's outer layer as extruded slabs.
SkinLayers3d,
MainHand,
AllowServerListing,
RealmsNotifications,
+11
View File
@@ -814,6 +814,17 @@ pub struct Downloader {
/// without end; the disk cache holds everything it drops.
const MAX_SKIN_IMAGES: usize = 1024;
impl Downloader {
/// The decoded 64×64 RGBA image an atlas location holds, when it is
/// still in memory (3D skin layers builds its geometry from it, and the
/// disk cache backs whatever was dropped).
pub fn image(&self, location: &str) -> Option<&[u8]> {
self.images.get(location).map(Vec::as_slice)
}
/// Keeps a decoded image under `location` for the images read back later
/// (a launcher's offline skin, which skips `queue`).
pub fn remember_image(&mut self, location: &str, rgba: &[u8]) {
self.remember(location.to_owned(), rgba.to_vec());
}
pub fn new(root: std::path::PathBuf) -> Self {
let (send, done) = std::sync::mpsc::channel();
Self {
+73
View File
@@ -18,8 +18,15 @@ thread_local! {
static HERE: Cell<bool> = const { Cell::new(false) };
/// How many timed spans the thread is inside: the next span's [`Span::depth`].
static DEPTH: Cell<u8> = const { Cell::new(0) };
/// What this thread's slowest steps were busy with since it last took them ([`note`]).
static NOTES: RefCell<Vec<(f32, String)>> = const { RefCell::new(Vec::new()) };
}
/// The shortest step a [`note`] keeps, in milliseconds.
pub const NOTE_MS: f32 = 10.0;
/// The notes a thread keeps between two [`take_notes`]: its slowest steps.
const NOTES_KEPT: usize = 3;
/// A named timing: wall milliseconds and the thread's CPU milliseconds in it.
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Span {
@@ -83,6 +90,36 @@ pub fn time<T>(name: &'static str, f: impl FnOnce() -> T) -> T {
});
out
}
/// Notes that one step inside a span took `ms` milliseconds doing `what` (one player's
/// packets, say), when this thread records spans and the step took at least [`NOTE_MS`]: a
/// span says where a slow tick went, its notes whose doing it was. Only the slowest few are
/// kept, and `what` is built only for a step that is.
pub fn note(ms: f32, what: impl FnOnce() -> String) {
if ms < NOTE_MS || !recording_here() {
return;
}
NOTES.with(|n| {
let mut n = n.borrow_mut();
if n.len() >= NOTES_KEPT {
let Some((i, _)) = n
.iter()
.enumerate()
.filter(|(_, (kept, _))| *kept < ms)
.min_by(|a, b| a.1.0.total_cmp(&b.1.0))
else {
return;
};
n.swap_remove(i);
}
n.push((ms, what()));
});
}
/// This thread's notes ([`note`]), slowest first; clears them.
pub fn take_notes() -> Vec<(f32, String)> {
let mut notes = NOTES.with(|n| std::mem::take(&mut *n.borrow_mut()));
notes.sort_by(|a, b| b.0.total_cmp(&a.0));
notes
}
/// Consecutive steps of one function timed as spans: each [`Laps::lap`] records the time since
/// the previous one (or since [`laps`]) under its name. Nothing is read while spans are off.
pub struct Laps(Option<(Instant, Option<Duration>)>);
@@ -404,6 +441,41 @@ pub mod startup {
#[cfg(test)]
mod tests {
use super::Span;
use std::sync::{Mutex, MutexGuard};
/// Spans on for every thread ([`super::enable`]) is process-wide: a test that turns them on
/// would make another, run beside it, record what it expects left out. Those tests take
/// this lock.
fn spans_switch() -> MutexGuard<'static, ()> {
static SWITCH: Mutex<()> = Mutex::new(());
SWITCH.lock().unwrap_or_else(|e| e.into_inner())
}
/// A slow tick's notes are its slowest steps, slowest first; short steps and steps on a
/// thread that records no spans leave none.
#[test]
fn notes_keep_the_slowest_steps() {
let _switch = spans_switch();
super::record_here(false);
super::note(500.0, || "unrecorded".into());
assert!(super::take_notes().is_empty());
super::record_here(true);
for (ms, what) in [
(12.0, "a"),
(900.0, "b"),
(3.0, "short"),
(40.0, "c"),
(11.0, "d"),
(60.0, "e"),
] {
super::note(ms, || what.into());
}
let notes: Vec<(f32, String)> = super::take_notes();
super::record_here(false);
let names: Vec<&str> = notes.iter().map(|(_, w)| w.as_str()).collect();
assert_eq!(names, ["b", "e", "c"]);
assert!(super::take_notes().is_empty(), "taking them clears them");
}
/// Spans of one name add up; a span the thread spent mostly waiting
/// shows its CPU time after the wall time, short ones are left out.
@@ -515,6 +587,7 @@ mod tests {
/// Laps record the steps between them while spans are on, and nothing while off.
#[test]
fn laps_time_consecutive_steps() {
let _switch = spans_switch();
let _ = super::take();
let mut off = super::laps();
off.lap("unseen");
@@ -1224,6 +1224,14 @@ impl Streaming {
world.layout().sections() as i32,
);
}
// `ChunkTaskPriorityQueue.release` for each of them (`ChunkTaskDispatcher`'s
// `release(col, true)` from the chunk's unload): the jobs still queued for a
// column go with it instead of running for a level they no longer belong to.
if !gone.is_empty()
&& let Ok(mut queue) = self.shared.queue.lock()
{
release_columns(&mut queue, gone);
}
let mut chunks = Vec::with_capacity(gone.len());
for &(x, z) in gone {
self.lit.remove(&(x, z));
@@ -2879,6 +2887,25 @@ fn rank_again(queue: &mut BinaryHeap<Queued>, distance: impl Fn(i32, i32) -> i64
}
*queue = BinaryHeap::from(jobs);
}
/// `ChunkTaskPriorityQueue.release(pos, clearQueue=true)`: the jobs queued for the
/// `gone` columns are dropped, so a view that moved or shrank does not wait behind the
/// generation of the chunks it left. A job without a column (a save, meshes to free)
/// stays, as vanilla keeps the tasks of a chunk that is still loaded. Returns how many
/// jobs went.
fn release_columns(queue: &mut BinaryHeap<Queued>, gone: &FxHashSet<(i32, i32)>) -> usize {
if queue.is_empty() || gone.is_empty() {
return 0;
}
let queued = std::mem::take(queue).into_vec();
let before = queued.len();
let kept: Vec<Queued> = queued
.into_iter()
.filter(|job| !job.at.is_some_and(|at| gone.contains(&at)))
.collect();
let released = before - kept.len();
*queue = BinaryHeap::from(kept);
released
}
/// Whether the 3x3 a light job for (x, z) reads is all there: every
/// neighbour a finished column, or a decorated proto chunk past the area
/// (the last FULL ring lights against neighbours at FEATURES, as
@@ -3310,6 +3337,59 @@ mod tests {
assert_eq!(queue.pop().and_then(|q| q.at), Some((20, 0)));
}
/// `ChunkTaskPriorityQueue.release`: a column that unloaded keeps no queued job, so
/// a teleport or a smaller render distance does not spend its workers on the world
/// it left; the other columns' jobs and the jobs without a column (saves, meshes to
/// free) stay, in the same order.
#[test]
fn a_released_column_keeps_no_queued_job() {
let generate = |x, z, priority, order| Queued {
priority,
at: Some((x, z)),
bias: 0,
order,
job: Job::Generate(x, z),
};
let save = |order| Queued {
priority: i64::MIN,
at: None,
bias: 0,
order,
job: Job::Save(Vec::new()),
};
let queued = || {
BinaryHeap::from(vec![
generate(0, 0, 0, 1),
generate(0, 0, 4, 2),
generate(1, 0, 8, 3),
generate(9, 9, 12, 4),
save(5),
])
};
let pops = |mut queue: BinaryHeap<Queued>| {
std::iter::from_fn(move || queue.pop())
.map(|q| q.at)
.collect::<Vec<_>>()
};
// Nothing goes for a column that is still loaded, or for nothing at all.
let mut queue = queued();
assert_eq!(release_columns(&mut queue, &FxHashSet::default()), 0);
assert_eq!(
release_columns(&mut queue, &[(20, 20)].into_iter().collect()),
0
);
assert_eq!(queue.len(), 5);
// Both of (0, 0)'s jobs go, its neighbour's and the save stay.
let gone: FxHashSet<(i32, i32)> = [(0, 0)].into_iter().collect();
assert_eq!(release_columns(&mut queue, &gone), 2);
assert_eq!(pops(queue), [None, Some((1, 0)), Some((9, 9))]);
// Every column leaving at once: only the jobs without one are left.
let mut queue = queued();
let all: FxHashSet<(i32, i32)> = [(0, 0), (1, 0), (9, 9)].into_iter().collect();
assert_eq!(release_columns(&mut queue, &all), 4);
assert_eq!(pops(queue), [None]);
}
/// The light and mesh stages submit bounded work, the nearest first:
/// what exceeds the room stays dirty, to be chosen again — from the
/// current centre — as capacity frees. Submitted whole, the queue once
+202 -29
View File
@@ -32,13 +32,14 @@ struct Globals {
// triangle's volume with the camera; then each rim vertex's normal against the apex.
sunrise_fan: array<vec4<f32>, 32>,
// x: Options.textureFiltering (0 none, 1 RGSS, 2 anisotropic), y: the sprite arrays' width
// in texels (vanilla's TextureSize).
// in texels (vanilla's TextureSize), z: the mip level at which a sprite is one texel when
// the views reach it, else 0 (`rotated_grid`).
filtering: vec4<f32>,
// HDR output's tier windows (hdr.rs `Hdr::windows`): x..w low to very bright,
// [0] where the lift starts, [1] where it is full.
hdr_windows: array<vec4<f32>, 2>,
// HDR lighting: x how strongly the sky lights the world now (`Sky::sky_light_factor`),
// y what the sky and fog get: the same, but none under water.
// y what the sky and fog get: the same, but none under water; z 1 with HDR output on.
hdr_light: vec4<f32>,
}
@group(0) @binding(0) var<uniform> globals: Globals;
@@ -124,12 +125,34 @@ fn sample_rgss(uv: vec2<f32>, layer: u32, pixel: vec2<f32>, du: vec2<f32>, dv: v
let max_texel = max(texel_screen.x, texel_screen.y);
let min_pixel = min(pixel.x, pixel.y);
let blend = smoothstep(min_pixel, min_pixel * 2.0, max_texel);
// Only the side of the mix that has weight is sampled: near texels (blend 0) take
// sample_nearest's one tap alone, far ones (blend 1) the rotated grid alone.
if blend <= 0.0 {
return sample_nearest(uv, layer, pixel, du, dv, texel_screen, tiled);
}
let rgss = rotated_grid(uv, layer, pixel, du, dv);
if blend >= 1.0 {
return rgss;
}
return mix(sample_nearest(uv, layer, pixel, du, dv, texel_screen, tiled), rgss, blend);
}
fn rotated_grid(uv: vec2<f32>, layer: u32, pixel: vec2<f32>, du: vec2<f32>,
dv: vec2<f32>) -> vec4<f32> {
let min_pixel = min(pixel.x, pixel.y);
let du_len = length(du);
let dv_len = length(dv);
let effective = sqrt(min(du_len, dv_len) * max(du_len, dv_len));
let exact = max(0.0, log2(effective / min_pixel));
let low = floor(exact);
let mip_blend = fract(exact);
// From this level on the sprite is a single texel (0: the views stop before one is), and
// the sampler clamps any level past it to it: there every tap reads the same value, so
// one tap gives the four's mean. Distant tiles sit there.
let single = globals.filtering.z;
if single > 0.0 && low >= single {
return sprite_level(uv, layer, low);
}
let high_single = single > 0.0 && low + 1.0 >= single;
var offsets = array<vec2<f32>, 4>(
vec2(0.125, 0.375), vec2(-0.125, -0.375), vec2(0.375, -0.125), vec2(-0.375, 0.125));
var sum_low = vec4(0.0);
@@ -137,10 +160,14 @@ fn sample_rgss(uv: vec2<f32>, layer: u32, pixel: vec2<f32>, du: vec2<f32>, dv: v
for (var i = 0; i < 4; i++) {
let p = uv + offsets[i] * pixel;
sum_low += sprite_level(p, layer, low);
sum_high += sprite_level(p, layer, low + 1.0);
if !high_single {
sum_high += sprite_level(p, layer, low + 1.0);
}
}
let rgss = mix(sum_low * 0.25, sum_high * 0.25, mip_blend);
return mix(sample_nearest(uv, layer, pixel, du, dv, texel_screen, tiled), rgss, blend);
if high_single {
sum_high = 4.0 * sprite_level(uv, layer, low + 1.0);
}
return mix(sum_low * 0.25, sum_high * 0.25, mip_blend);
}
// Distant terrain tiles (lod/mesh.rs) count their UVs in blocks past 1: each block takes the
// sprite again, as separate faces would under the clamped sampler. Sprite UVs in [0, 1] stay.
@@ -148,10 +175,13 @@ fn tile_uv(uv: vec2<f32>) -> vec2<f32> {
return uv - max(ceil(uv) - 1.0, vec2(0.0));
}
fn sprite(tiled: vec2<f32>, layer: u32) -> vec4<f32> {
// terrain.fsh's two sampling paths: sampleRGSS for RGSS, sampleNearest otherwise.
// The gradients come from the unwrapped UV, so the mip level holds across block seams.
let du = dpdx(tiled);
let dv = dpdy(tiled);
return sprite_at(tiled, layer, dpdx(tiled), dpdy(tiled));
}
// `sprite` with the unwrapped UV's screen gradients given: the visibility buffer's resolve
// (visbuffer.wgsl) works them out from the quad, as its neighbours may be other quads.
fn sprite_at(tiled: vec2<f32>, layer: u32, du: vec2<f32>, dv: vec2<f32>) -> vec4<f32> {
// terrain.fsh's two sampling paths: sampleRGSS for RGSS, sampleNearest otherwise.
let uv = tile_uv(tiled);
// The wrap shifts a face's UVs by whole blocks, so half of one tells a tile's face from a
// block's (whose UVs stay inside its sprite).
@@ -320,8 +350,10 @@ fn fade_code(w: f32) -> u32 {
// (`mesher::Part`): first the quads with no cutout that are not fading, through
// `fs_opaque`, which never discards, so a tiled GPU (Apple's) keeps hiding the pixels
// behind them; then the rest through `fs_solid`. One discard anywhere in a pipeline's shader turned that hiding off for
// all the terrain it drew. A quad the pass leaves out is decided before any of the
// vertex's work and lies outside the clip volume: it makes no pixel.
// all the terrain it drew. The draw lists give each pass only its own part; a mesh that
// was not sorted (`Sides::unsorted`) gives both passes all of its quads, so each pass
// still leaves out the other's: decided before any of the vertex's work, outside the
// clip volume, it makes no pixel.
fn opaque_quad(layer: u32, w: f32) -> bool {
return (layer & 0x8000u) != 0u && fade_code(w) == 0u;
}
@@ -366,6 +398,134 @@ fn left_out() -> TerrainOut {
return terrain_vertex(position, terrain_uv(uv, origin.w), layer, color, light, origin.xyz,
origin.w);
}
// Solid section draws that read their vertices from the arena page (gfx.rs's `pulled`
// pipelines; `mesher/packed.rs`): a draw's vertex indices below PACKED_BASE name vertices
// (`TerrainVertex`, six words, as `TERRAIN_ATTRIBUTES` reads them), from PACKED_BASE on a
// corner of the quad whose record is at that slot (`PACKED_BASE + 4 * slot + corner`).
// Either way they come out as the six words of the vertex, so the work after is the same.
// Binding 19: visbuffer.wgsl, in the same module, takes 2 to 18 of its own group 1.
@group(1) @binding(19) var<storage, read> arena_page: array<vec2<u32>>;
const PACKED_BASE: u32 = 0x10000000u;
// A vertex's words: position bits, then UV, layer with light, colour.
struct ArenaCorner {
p: vec3<u32>,
r: vec3<u32>,
}
fn arena_vertex(v: u32) -> ArenaCorner {
let a = arena_page[v * 3u];
let b = arena_page[v * 3u + 1u];
let c = arena_page[v * 3u + 2u];
return ArenaCorner(vec3(a.x, a.y, b.x), vec3(b.y, c.x, c.y));
}
// `packed::packed_vertex`: corner `corner` of the record whose words are lo (0 to 2) and
// hi (3 to 5).
fn packed_corner(lo: vec3<u32>, hi: vec3<u32>, corner: u32) -> ArenaCorner {
let orient = (hi.z >> 12u) & 0x3ffffu;
let block = vec3(orient & 15u, (orient >> 4u) & 15u, (orient >> 8u) & 15u);
let axis = (orient >> 12u) & 3u;
let side = (orient >> 14u) & 1u;
let start = (orient >> 15u) & 3u;
let dir = (orient >> 17u) & 1u;
let step = (start + select(corner, 4u - corner, dir == 1u)) & 3u;
let du = select(0u, 1u, step == 1u || step == 2u);
let dw = select(0u, 1u, step >= 2u);
var pos = block;
pos[axis] = block[axis] + side;
pos[(axis + 1u) % 3u] = block[(axis + 1u) % 3u] + du;
pos[(axis + 2u) % 3u] = block[(axis + 2u) % 3u] + dw;
let sel = lo.z >> 24u;
let us = (sel >> (2u * corner)) & 1u;
let vs = (sel >> (2u * corner + 1u)) & 1u;
let u = (lo.z >> (6u * us)) & 63u;
let v = (lo.z >> (12u + 6u * vs)) & 63u;
var light = hi.z;
if corner == 0u {
light = hi.x >> 16u;
} else if corner == 1u {
light = hi.y;
} else if corner == 2u {
light = hi.y >> 12u;
}
light &= 0xfffu;
let packed_light = ((light & 63u) << 2u) | (((light >> 6u) & 63u) << 10u);
let g = (lo.y >> (8u * corner)) & 255u;
let t = lo.x;
let color = (g * ((t >> 16u) & 255u) / 255u) | ((g * ((t >> 8u) & 255u) / 255u) << 8u)
| ((g * (t & 255u) / 255u) << 16u) | (t & 0xff000000u);
return ArenaCorner(bitcast<vec3<u32>>(vec3<f32>(pos)),
vec3((u << 10u) | (v << 26u), (hi.x & 0xffffu) | (packed_light << 16u), color));
}
// A solid draw's vertex `vertex`, and the slot its block is found by (`block_slots`, 256
// slots a block): the vertex's own, or its quad's record's. `packed`: it has a record.
struct SectionCorner {
c: ArenaCorner,
slot: u32,
packed: bool,
}
fn section_corner(vertex: u32) -> SectionCorner {
if vertex < PACKED_BASE {
return SectionCorner(arena_vertex(vertex), vertex, false);
}
let slot = (vertex - PACKED_BASE) >> 2u;
let corner = vertex & 3u;
let a = arena_page[slot * 3u];
let b = arena_page[slot * 3u + 1u];
let c = arena_page[slot * 3u + 2u];
// `packed::FULL`: the quad's four vertices, word 0 slots on.
if (c.y & 0x80000000u) != 0u {
return SectionCorner(arena_vertex(slot + a.x + corner), slot, true);
}
return SectionCorner(packed_corner(vec3(a.x, a.y, b.x), vec3(b.y, c.x, c.y), corner), slot,
true);
}
// The colour as the vertex fetch converts a Unorm8x4 attribute, bit for bit (Apple's M1:
// times 1/255; `unpack4x8unorm` and the correctly rounded c / 255 each differ from it for
// some bytes, and moved a few pixels' colour or alpha cutout).
fn unorm8x4(c: u32) -> vec4<f32> {
return vec4<f32>(vec4(c & 255u, (c >> 8u) & 255u, (c >> 16u) & 255u, c >> 24u))
* (1.0 / 255.0);
}
fn corner_layer(c: ArenaCorner) -> u32 {
return c.r.y & 0xffffu;
}
fn corner_vertex(c: ArenaCorner, origin: vec4<f32>) -> TerrainOut {
let uv = vec2(c.r.x & 0xffffu, c.r.x >> 16u);
let light = vec2((c.r.y >> 16u) & 0xffu, c.r.y >> 24u);
return terrain_vertex(bitcast<vec3<f32>>(c.p), terrain_uv(uv, origin.w), corner_layer(c),
unorm8x4(c.r.z), light, origin.xyz, origin.w);
}
@vertex fn vs_section(@builtin(vertex_index) vertex: u32,
@location(5) origin: vec4<f32>) -> TerrainOut {
return corner_vertex(section_corner(vertex).c, origin);
}
@vertex fn vs_section_opaque(@builtin(vertex_index) vertex: u32,
@location(5) origin: vec4<f32>) -> TerrainOut {
let s = section_corner(vertex);
if !opaque_quad(corner_layer(s.c), origin.w) { return left_out(); }
return corner_vertex(s.c, origin);
}
@vertex fn vs_section_cutout(@builtin(vertex_index) vertex: u32,
@location(5) origin: vec4<f32>) -> TerrainOut {
let s = section_corner(vertex);
if opaque_quad(corner_layer(s.c), origin.w) { return left_out(); }
return corner_vertex(s.c, origin);
}
@vertex fn vs_section_flat(@builtin(vertex_index) vertex: u32) -> TerrainOut {
let s = section_corner(vertex);
return corner_vertex(s.c, slot_origins[block_slots[s.slot >> 8u]]);
}
@vertex fn vs_section_flat_opaque(@builtin(vertex_index) vertex: u32) -> TerrainOut {
let s = section_corner(vertex);
let origin = slot_origins[block_slots[s.slot >> 8u]];
if !opaque_quad(corner_layer(s.c), origin.w) { return left_out(); }
return corner_vertex(s.c, origin);
}
@vertex fn vs_section_flat_cutout(@builtin(vertex_index) vertex: u32) -> TerrainOut {
let s = section_corner(vertex);
let origin = slot_origins[block_slots[s.slot >> 8u]];
if opaque_quad(corner_layer(s.c), origin.w) { return left_out(); }
return corner_vertex(s.c, origin);
}
// HDR lighting: how far a surface's light carries it above paper white, 0 to 1. Only the
// strongest light does, so dark stays as dark as in SDR; sky light by how the face meets the sun.
fn hdr_scene(block: f32, sky: f32, facing: f32) -> f32 {
@@ -448,7 +608,9 @@ fn hdr_mark(tier: u32, y: f32) -> f32 {
}
// `fs_solid` for the opaque pass (`opaque_quad`): no fade, no cutout, no discard.
@fragment fn fs_opaque(in: TerrainOut) -> @location(0) vec4<f32> {
hdr_normal = normalize(cross(dpdy(in.local), dpdx(in.local)));
if globals.hdr_light.z != 0.0 {
hdr_normal = normalize(cross(dpdy(in.local), dpdx(in.local)));
}
let texel = sprite(in.uv, in.layer & 0x7fffu);
var color = texel * in.color;
color = mix(globals.fog_color * vec4(1.0, 1.0, 1.0, color.a), color, in.visibility);
@@ -463,7 +625,9 @@ fn hdr_mark(tier: u32, y: f32) -> f32 {
fn solid_color(in: TerrainOut) -> vec4<f32> {
let dx = dpdx(in.local);
let dy = dpdy(in.local);
hdr_normal = normalize(cross(dy, dx));
if globals.hdr_light.z != 0.0 {
hdr_normal = normalize(cross(dy, dx));
}
if faded(in.fade, in.local, dx, dy) { discard; }
// Bit 15 of the layer marks opaque leaves (forceOpaque): no alpha cutout.
let texel = sprite(in.uv, in.layer & 0x7fffu);
@@ -475,6 +639,11 @@ fn solid_color(in: TerrainOut) -> vec4<f32> {
}
// The rest of a solid pixel's colour once it is kept: emission and fog.
fn solid_finish(in: TerrainOut, texel: vec4<f32>, color: vec4<f32>) -> vec4<f32> {
return solid_finish_at(in, texel, color, dpdx(in.uv), dpdy(in.uv));
}
// `solid_finish` with the UV's screen gradients given (`sprite_at`).
fn solid_finish_at(in: TerrainOut, texel: vec4<f32>, color: vec4<f32>, du: vec2<f32>,
dv: vec2<f32>) -> vec4<f32> {
// Below 0.75, alpha tells HDR output (hdr.wgsl) a light source's pixel
// shines, at which tier (mesher::hdr_tier) and how much (hdr_mark), by the
// texel's own brightness, so its light level and face shading don't change
@@ -482,27 +651,31 @@ fn solid_finish(in: TerrainOut, texel: vec4<f32>, color: vec4<f32>) -> vec4<f32>
// parts, or all of it. Nothing else reads the frame's alpha.
// Fog turns a far surface into the fog's colour: it takes the fog's light with it, or a
// fully fogged mountain would stand out from the fog behind it.
let fogged = max(linear_fog(in.spherical, globals.fog.x, globals.fog.y),
linear_fog(in.cylindrical, globals.fog.z, globals.fog.w)) * globals.fog_color.a;
var emissive = hdr_scene_alpha(mix(hdr_scene(in.scene.x, in.scene.y, hdr_facing()),
globals.hdr_light.y, fogged));
if in.emission > 0u {
// A light source's own face shines as one or stays as drawn, without the lighting.
emissive = 1.0;
let whole = in.emission > 4u;
let tier = select(in.emission, in.emission - 4u, whole);
let l = in.layer & 0x7fffu;
let t = textureLoad(emission_thresholds, vec2(i32(l % SPRITE_SPLIT), i32(l / SPRITE_SPLIT)), 0);
let y = brightness(texel.rgb);
// All over means all over: the sprite's range is one frame's, and an animated sprite's
// other frames dip below it. Fog hides a light source as it hides everything else.
if whole || y >= t.r {
emissive = hdr_mark(tier, y * (1.0 - fogged));
// Without HDR output nothing reads the alpha, so its lighting is not worked out.
var emissive = 1.0;
if globals.hdr_light.z != 0.0 {
let fogged = max(linear_fog(in.spherical, globals.fog.x, globals.fog.y),
linear_fog(in.cylindrical, globals.fog.z, globals.fog.w)) * globals.fog_color.a;
emissive = hdr_scene_alpha(mix(hdr_scene(in.scene.x, in.scene.y, hdr_facing()),
globals.hdr_light.y, fogged));
if in.emission > 0u {
// A light source's own face shines as one or stays as drawn, without the lighting.
emissive = 1.0;
let whole = in.emission > 4u;
let tier = select(in.emission, in.emission - 4u, whole);
let l = in.layer & 0x7fffu;
let t = textureLoad(emission_thresholds, vec2(i32(l % SPRITE_SPLIT), i32(l / SPRITE_SPLIT)), 0);
let y = brightness(texel.rgb);
// All over means all over: the sprite's range is one frame's, and an animated sprite's
// other frames dip below it. Fog hides a light source as it hides everything else.
if whole || y >= t.r {
emissive = hdr_mark(tier, y * (1.0 - fogged));
}
}
}
if in.emissive_layer != 0xffffffffu {
// The high bit: an OptiFine overlay, drawn cutout (opaque where alpha >= 0.1).
var mask = sprite(in.uv, in.emissive_layer & 0x7fffffffu);
var mask = sprite_at(in.uv, in.emissive_layer & 0x7fffffffu, du, dv);
if (in.emissive_layer & 0x80000000u) != 0u {
mask.a = select(0.0, 1.0, mask.a >= 0.1);
}
@@ -0,0 +1,427 @@
// The visibility buffer for solid terrain (gfx/visbuffer.rs, `HORIZON_VISBUFFER=1`), after
// terrain.wgsl in one module. Pass 1 rasterises the flat solid draws writing depth and, per
// pixel, the quad it shows: its arena page and its quad in that page (`vis_id`). Pass 2, one draw for up to 16 pages, runs the shading of `fs_opaque`/`solid_color`
// once per pixel from that ID: it reads the quad's corners from its page as the vertex shaders
// do, runs `terrain_vertex` on the
// triangle the pixel falls in, interpolates its outputs with perspective-correct barycentrics
// and works out the screen gradients `dpdx`/`dpdy` would give, so the texel, mip level, light
// and fog come out as in the normal path.
// Bit 31: terrain is here; bit 30: the quad has a record (`mesher/packed.rs`); bits 24 to 29:
// the arena page (`visbuffer::MAX_PAGES`); bits 0 to 23: the quad's record's slot in the page,
// else its first vertex over 4 (a page holds at most `arena::PAGE_BYTES` / 24 bytes =
// 11 184 810 slots, under 2^24).
fn vis_id(page: u32, s: SectionCorner) -> u32 {
let at = 0x80000000u | ((page & 0x3fu) << 24u);
if s.packed {
return at | 0x40000000u | s.slot;
}
return at | (s.slot >> 2u);
}
// `sprite_at` (terrain.wgsl's `sample_rgss` over `sample_nearest`), sampling only what its
// blends keep: where RGSS has not faded in (the texels span two pixels or more) the nearest
// texel alone, where it has fully, RGSS alone, and its upper mip level only where it blends one
// in. A blend of 0 or 1 gives exactly the one side, so the result is `sprite_at`'s; near
// faces take one tap instead of nine.
fn vis_sprite(tiled: vec2<f32>, layer: u32, du: vec2<f32>, dv: vec2<f32>) -> vec4<f32> {
let uv = tile_uv(tiled);
let tiled_face = any(tiled - uv >= vec2(0.5));
let pixel = vec2(1.0 / globals.filtering.y);
let texel_screen = sqrt(du * du + dv * dv);
if u32(globals.filtering.x) != 1u {
return sample_nearest(uv, layer, pixel, du, dv, texel_screen, tiled_face);
}
let max_texel = max(texel_screen.x, texel_screen.y);
let min_pixel = min(pixel.x, pixel.y);
let blend = smoothstep(min_pixel, min_pixel * 2.0, max_texel);
var nearest = vec4(0.0);
if blend < 1.0 {
nearest = sample_nearest(uv, layer, pixel, du, dv, texel_screen, tiled_face);
}
if blend <= 0.0 {
return nearest;
}
let du_len = length(du);
let dv_len = length(dv);
let effective = sqrt(min(du_len, dv_len) * max(du_len, dv_len));
let exact = max(0.0, log2(effective / min_pixel));
let low = floor(exact);
let mip_blend = fract(exact);
var offsets = array<vec2<f32>, 4>(
vec2(0.125, 0.375), vec2(-0.125, -0.375), vec2(0.375, -0.125), vec2(-0.375, 0.125));
var sum_low = vec4(0.0);
for (var i = 0; i < 4; i++) {
sum_low += sprite_level(uv + offsets[i] * pixel, layer, low);
}
var rgss = sum_low * 0.25;
if mip_blend > 0.0 {
var sum_high = vec4(0.0);
for (var i = 0; i < 4; i++) {
sum_high += sprite_level(uv + offsets[i] * pixel, layer, low + 1.0);
}
rgss = mix(rgss, sum_high * 0.25, mip_blend);
}
return mix(nearest, rgss, blend);
}
struct VisIdOut {
@builtin(position) clip: vec4<f32>,
@location(0) @interpolate(flat) id: u32,
}
// The quads with no cutout that are not fading (`opaque_quad`): no discard, so a tiled GPU
// keeps hiding what lies behind them. `page`: the draw's instance, its arena page
// (`Flat::draw_paged`).
@vertex fn vs_vis_opaque(
@builtin(vertex_index) vertex: u32, @builtin(instance_index) page: u32
) -> VisIdOut {
var out: VisIdOut;
let s = section_corner(vertex);
let origin = slot_origins[block_slots[s.slot >> 8u]];
if !opaque_quad(corner_layer(s.c), origin.w) {
out.clip = vec4(2.0, 2.0, 2.0, 1.0);
return out;
}
let position = bitcast<vec3<f32>>(s.c.p);
out.clip = fade_depth(globals.view_proj * vec4(position + origin.xyz, 1.0), origin.w);
out.id = vis_id(page, s);
return out;
}
@fragment fn fs_vis_id(in: VisIdOut) -> @location(0) u32 {
return in.id;
}
struct VisCutoutOut {
@builtin(position) clip: vec4<f32>,
@location(0) @interpolate(flat) id: u32,
@location(1) uv: vec2<f32>,
@location(2) @interpolate(flat) layer: u32,
// The vertex colour's alpha (`terrain_vertex`'s `color.a`: the lightmap's).
@location(3) alpha: f32,
@location(4) @interpolate(flat) fade: u32,
@location(5) local: vec3<f32>,
}
// The other quads: `solid_color`'s fade dither and alpha cutout, with no shading.
@vertex fn vs_vis_cutout(
@builtin(vertex_index) vertex: u32, @builtin(instance_index) page: u32
) -> VisCutoutOut {
var out: VisCutoutOut;
let s = section_corner(vertex);
let origin = slot_origins[block_slots[s.slot >> 8u]];
let layer = corner_layer(s.c);
if opaque_quad(layer, origin.w) {
out.clip = vec4(2.0, 2.0, 2.0, 1.0);
return out;
}
let position = bitcast<vec3<f32>>(s.c.p);
let uv = vec2(s.c.r.x & 0xffffu, s.c.r.x >> 16u);
let light = vec2((s.c.r.y >> 16u) & 0xffu, s.c.r.y >> 24u);
let pos = position + origin.xyz;
out.clip = fade_depth(globals.view_proj * vec4(pos, 1.0), origin.w);
out.id = vis_id(page, s);
out.uv = terrain_uv(uv, origin.w);
out.layer = layer;
let block = max(f32(light.y), dynamic_block_light(pos));
out.alpha = sample_lightmap(f32(light.x) / 16.0, block / 16.0).a;
out.fade = fade_code(origin.w);
out.local = position;
return out;
}
@fragment fn fs_vis_cutout(in: VisCutoutOut) -> @location(0) u32 {
let dx = dpdx(in.local);
let dy = dpdy(in.local);
if faded(in.fade, in.local, dx, dy) { discard; }
let alpha = vis_sprite(in.uv, in.layer & 0x7fffu, dpdx(in.uv), dpdy(in.uv)).a * in.alpha;
if alpha < 0.5 && (in.layer & 0x8000u) == 0u { discard; }
return in.id;
}
// Pass 2. Up to 16 arena pages (mesher.rs's TerrainVertex, 24 bytes: position, UV as two u16,
// layer and light as u16 each, RGBA8 colour), a quad's 96 bytes as six vec4s; at bindings 0 and
// 1 the block tables of all pages, page after page, `VIS_BLOCKS_PER_PAGE` entries each
// (`Visbuffer::resolve` copies them from the flat draws' own), and the origins by section id
// (terrain.wgsl's flat draws); pass 1's IDs.
override VIS_BLOCKS_PER_PAGE: u32 = 1u;
@group(1) @binding(2) var<storage, read> vis_page_0: array<vec4<u32>>;
@group(1) @binding(3) var<storage, read> vis_page_1: array<vec4<u32>>;
@group(1) @binding(4) var<storage, read> vis_page_2: array<vec4<u32>>;
@group(1) @binding(5) var<storage, read> vis_page_3: array<vec4<u32>>;
@group(1) @binding(6) var<storage, read> vis_page_4: array<vec4<u32>>;
@group(1) @binding(7) var<storage, read> vis_page_5: array<vec4<u32>>;
@group(1) @binding(8) var<storage, read> vis_page_6: array<vec4<u32>>;
@group(1) @binding(9) var<storage, read> vis_page_7: array<vec4<u32>>;
@group(1) @binding(10) var<storage, read> vis_page_8: array<vec4<u32>>;
@group(1) @binding(11) var<storage, read> vis_page_9: array<vec4<u32>>;
@group(1) @binding(12) var<storage, read> vis_page_10: array<vec4<u32>>;
@group(1) @binding(13) var<storage, read> vis_page_11: array<vec4<u32>>;
@group(1) @binding(14) var<storage, read> vis_page_12: array<vec4<u32>>;
@group(1) @binding(15) var<storage, read> vis_page_13: array<vec4<u32>>;
@group(1) @binding(16) var<storage, read> vis_page_14: array<vec4<u32>>;
@group(1) @binding(17) var<storage, read> vis_page_15: array<vec4<u32>>;
@group(1) @binding(18) var vis_ids: texture_2d<u32>;
// A quad's 96 bytes, six 16-byte words from `i` on, of the page in `slot`: one switch for
// all of them, so a thread group whose pixels show several pages walks its cases once.
struct VisQuad {
q: array<vec4<u32>, 6>,
}
fn vis_quad(slot: u32, i: u32) -> VisQuad {
switch slot {
case 0u: {
return VisQuad(array(vis_page_0[i], vis_page_0[i + 1u], vis_page_0[i + 2u],
vis_page_0[i + 3u], vis_page_0[i + 4u], vis_page_0[i + 5u]));
}
case 1u: {
return VisQuad(array(vis_page_1[i], vis_page_1[i + 1u], vis_page_1[i + 2u],
vis_page_1[i + 3u], vis_page_1[i + 4u], vis_page_1[i + 5u]));
}
case 2u: {
return VisQuad(array(vis_page_2[i], vis_page_2[i + 1u], vis_page_2[i + 2u],
vis_page_2[i + 3u], vis_page_2[i + 4u], vis_page_2[i + 5u]));
}
case 3u: {
return VisQuad(array(vis_page_3[i], vis_page_3[i + 1u], vis_page_3[i + 2u],
vis_page_3[i + 3u], vis_page_3[i + 4u], vis_page_3[i + 5u]));
}
case 4u: {
return VisQuad(array(vis_page_4[i], vis_page_4[i + 1u], vis_page_4[i + 2u],
vis_page_4[i + 3u], vis_page_4[i + 4u], vis_page_4[i + 5u]));
}
case 5u: {
return VisQuad(array(vis_page_5[i], vis_page_5[i + 1u], vis_page_5[i + 2u],
vis_page_5[i + 3u], vis_page_5[i + 4u], vis_page_5[i + 5u]));
}
case 6u: {
return VisQuad(array(vis_page_6[i], vis_page_6[i + 1u], vis_page_6[i + 2u],
vis_page_6[i + 3u], vis_page_6[i + 4u], vis_page_6[i + 5u]));
}
case 7u: {
return VisQuad(array(vis_page_7[i], vis_page_7[i + 1u], vis_page_7[i + 2u],
vis_page_7[i + 3u], vis_page_7[i + 4u], vis_page_7[i + 5u]));
}
case 8u: {
return VisQuad(array(vis_page_8[i], vis_page_8[i + 1u], vis_page_8[i + 2u],
vis_page_8[i + 3u], vis_page_8[i + 4u], vis_page_8[i + 5u]));
}
case 9u: {
return VisQuad(array(vis_page_9[i], vis_page_9[i + 1u], vis_page_9[i + 2u],
vis_page_9[i + 3u], vis_page_9[i + 4u], vis_page_9[i + 5u]));
}
case 10u: {
return VisQuad(array(vis_page_10[i], vis_page_10[i + 1u], vis_page_10[i + 2u],
vis_page_10[i + 3u], vis_page_10[i + 4u], vis_page_10[i + 5u]));
}
case 11u: {
return VisQuad(array(vis_page_11[i], vis_page_11[i + 1u], vis_page_11[i + 2u],
vis_page_11[i + 3u], vis_page_11[i + 4u], vis_page_11[i + 5u]));
}
case 12u: {
return VisQuad(array(vis_page_12[i], vis_page_12[i + 1u], vis_page_12[i + 2u],
vis_page_12[i + 3u], vis_page_12[i + 4u], vis_page_12[i + 5u]));
}
case 13u: {
return VisQuad(array(vis_page_13[i], vis_page_13[i + 1u], vis_page_13[i + 2u],
vis_page_13[i + 3u], vis_page_13[i + 4u], vis_page_13[i + 5u]));
}
case 14u: {
return VisQuad(array(vis_page_14[i], vis_page_14[i + 1u], vis_page_14[i + 2u],
vis_page_14[i + 3u], vis_page_14[i + 4u], vis_page_14[i + 5u]));
}
default: {
return VisQuad(array(vis_page_15[i], vis_page_15[i + 1u], vis_page_15[i + 2u],
vis_page_15[i + 3u], vis_page_15[i + 4u], vis_page_15[i + 5u]));
}
}
}
struct VisResolveOut {
@builtin(position) clip: vec4<f32>,
// The group of 16 pages this draw resolves: its instance (`Visbuffer::resolve`).
@location(0) @interpolate(flat) chunk: u32,
}
@vertex fn vs_vis_resolve(@builtin(vertex_index) i: u32,
@builtin(instance_index) chunk: u32) -> VisResolveOut {
let p = vec2(f32(i32(i & 1u) * 4 - 1), f32(i32(i >> 1u) * 4 - 1));
var out: VisResolveOut;
out.clip = vec4(p, 0.0, 1.0);
out.chunk = chunk;
return out;
}
// A framebuffer position's NDC (the world pass draws to the whole target).
fn vis_ndc(at: vec2<f32>, size: vec2<f32>) -> vec2<f32> {
return vec2(at.x / size.x * 2.0 - 1.0, 1.0 - at.y / size.y * 2.0);
}
// Perspective-correct barycentrics of the point at NDC `p` on the triangle with clip-space
// corners a, b, c (x, y, w): homogeneous 2D rasterisation (Olano and Greer). With M the matrix
// of the corners as columns, the weights are M^-1 (p, 1) normalised, and the rows of M^-1 are
// the corners' cross products over the determinant, which the normalisation cancels. Corners
// behind the camera need no clipping. The rows are given (`vis_rows`), as three points share
// them.
fn vis_bary(rows: mat3x3<f32>, p: vec2<f32>) -> vec3<f32> {
let l = vec3(p, 1.0) * rows;
let sum = l.x + l.y + l.z;
if abs(sum) < 1e-30 {
return vec3(-1.0);
}
return l / sum;
}
fn vis_rows(a: vec3<f32>, b: vec3<f32>, c: vec3<f32>) -> mat3x3<f32> {
return mat3x3(cross(b, c), cross(c, a), cross(a, b));
}
// A corner's `terrain_vertex` from its six words: position, UV, layer and light, colour (the
// vertex attributes `TERRAIN_ATTRIBUTES` in gfx.rs give: Float32x3, Uint16x2, Uint16, Uint8x2
// with sky in the low byte, Unorm8x4).
fn vis_corner(position: vec3<u32>, rest: vec3<u32>, origin: vec4<f32>) -> TerrainOut {
let uv = vec2(rest.x & 0xffffu, rest.x >> 16u);
let light = vec2((rest.y >> 16u) & 0xffu, rest.y >> 24u);
return terrain_vertex(bitcast<vec3<f32>>(position), terrain_uv(uv, origin.w),
rest.y & 0xffffu, unpack4x8unorm(rest.z), light, origin.xyz, origin.w);
}
@fragment fn fs_vis_resolve(in: VisResolveOut) -> @location(0) vec4<f32> {
let pixel = vec2<i32>(floor(in.clip.xy));
let id = textureLoad(vis_ids, pixel, 0).x;
let page = (id >> 24u) & 0x3fu;
if (id & 0x80000000u) == 0u || page / 16u != in.chunk {
discard;
}
let slot = page % 16u;
let index = id & 0xffffffu;
// The quad's first vertex (four of them from a multiple of 4) or its record.
var first = 4u * index;
var record = false;
var lo = vec3(0u);
var hi = vec3(0u);
if (id & 0x40000000u) != 0u {
first = index;
// The record's six words from word 6 * index: two 16-byte words from the one it
// starts in, at its start or its middle.
let w = vis_quad(slot, (6u * index) >> 2u).q;
let middle = ((6u * index) & 3u) != 0u;
lo = select(w[0].xyz, vec3(w[0].zw, w[1].x), middle);
hi = select(vec3(w[0].w, w[1].xy), w[1].yzw, middle);
record = (hi.z & 0x80000000u) == 0u;
if !record {
// `packed::FULL`: its four vertices, word 0 slots on.
first = index + lo.x;
}
}
// The quad's block (256 slots: 64 quads of vertices, 256 records) names its section, as
// for `vs_section_flat`.
let block = select(index >> 6u, index >> 8u, (id & 0x40000000u) != 0u);
let origin = slot_origins[block_slots[page * VIS_BLOCKS_PER_PAGE + block]];
var p0: vec3<u32>;
var r0: vec3<u32>;
var p1: vec3<u32>;
var r1: vec3<u32>;
var p2: vec3<u32>;
var r2: vec3<u32>;
var p3: vec3<u32>;
var r3: vec3<u32>;
if record {
let c0 = packed_corner(lo, hi, 0u);
let c1 = packed_corner(lo, hi, 1u);
let c2 = packed_corner(lo, hi, 2u);
let c3 = packed_corner(lo, hi, 3u);
p0 = c0.p;
r0 = c0.r;
p1 = c1.p;
r1 = c1.r;
p2 = c2.p;
r2 = c2.r;
p3 = c3.p;
r3 = c3.r;
} else {
// Corner k is words 6k to 6k + 5 of the quad's 24.
let words = vis_quad(slot, 6u * (first >> 2u)).q;
let q0 = words[0];
let q1 = words[1];
let q2 = words[2];
let q3 = words[3];
let q4 = words[4];
let q5 = words[5];
p0 = q0.xyz;
r0 = vec3(q0.w, q1.x, q1.y);
p1 = vec3(q1.z, q1.w, q2.x);
r1 = q2.yzw;
p2 = q3.xyz;
r2 = vec3(q3.w, q4.x, q4.y);
p3 = vec3(q4.z, q4.w, q5.x);
r3 = q5.yzw;
}
let c0 = (globals.view_proj * vec4(bitcast<vec3<f32>>(p0) + origin.xyz, 1.0)).xyw;
let c1 = (globals.view_proj * vec4(bitcast<vec3<f32>>(p1) + origin.xyz, 1.0)).xyw;
let c2 = (globals.view_proj * vec4(bitcast<vec3<f32>>(p2) + origin.xyz, 1.0)).xyw;
let c3 = (globals.view_proj * vec4(bitcast<vec3<f32>>(p3) + origin.xyz, 1.0)).xyw;
// The quad's triangles are 0 1 2 and 0 2 3 (`Renderer::quad_indices`, flatten.wgsl),
// either side of the diagonal 0 2. Corner 1's weight in 0 1 2 is `vis_bary`'s row
// cross(c2, c0) over the sum of the rows, whose sign is that of the triangle's determinant
// (the sum is one over the point's w), dot(c1, cross(c2, c0)): the pixel lies in 0 1 2 when
// the two agree. A degenerate 0 1 2 (no area, no pixels) leaves it to 0 2 3.
let size = vec2<f32>(textureDimensions(vis_ids));
let centre = in.clip.xy;
let p = vis_ndc(centre, size);
let diagonal = cross(c2, c0);
let det = dot(c1, diagonal);
let second = dot(vec3(p, 1.0), diagonal) * det < 0.0 || det == 0.0;
let rows = vis_rows(c0, select(c1, c2, second), select(c2, c3, second));
let b = vis_bary(rows, p);
// dpdxFine and dpdyFine: the difference to the other pixel of this one's 2x2 quad in its
// row and column, odd minus even, over the same triangle's plane.
let odd = vec2<f32>(pixel & vec2(1));
let toward = vec2(1.0) - 2.0 * odd;
let bx = vis_bary(rows, vis_ndc(centre + vec2(toward.x, 0.0), size));
let by = vis_bary(rows, vis_ndc(centre + vec2(0.0, toward.y), size));
// `terrain_vertex` on the triangle's corners, one at a time into the sums, so that only
// one corner's outputs are held at once; the first is the provoking one, whose flat
// outputs (layer, emission, fade, emissive layer) the rasteriser keeps.
var t = vis_corner(p0, r0, origin);
let uv0 = t.uv;
t.uv = b.x * uv0;
var uv_x = bx.x * uv0;
var uv_y = by.x * uv0;
t.color = b.x * t.color;
t.spherical = b.x * t.spherical;
t.cylindrical = b.x * t.cylindrical;
t.visibility = b.x * t.visibility;
let t1 = vis_corner(select(p1, p2, second), select(r1, r2, second), origin);
t.uv += b.y * t1.uv;
uv_x += bx.y * t1.uv;
uv_y += by.y * t1.uv;
t.color += b.y * t1.color;
t.spherical += b.y * t1.spherical;
t.cylindrical += b.y * t1.cylindrical;
t.visibility += b.y * t1.visibility;
let t2 = vis_corner(select(p2, p3, second), select(r2, r3, second), origin);
t.uv += b.z * t2.uv;
uv_x += bx.z * t2.uv;
uv_y += by.z * t2.uv;
t.color += b.z * t2.color;
t.spherical += b.z * t2.spherical;
t.cylindrical += b.z * t2.cylindrical;
t.visibility += b.z * t2.visibility;
let du = (uv_x - t.uv) * toward.x;
let dv = (uv_y - t.uv) * toward.y;
// HDR output alone reads the light levels and the face's normal (as in `fs_opaque`):
// `terrain_vertex` gives them as the block light over 16 and the sky light over 16, and the
// section-relative position.
if globals.hdr_light.z != 0.0 {
let local = array(bitcast<vec3<f32>>(p0), bitcast<vec3<f32>>(select(p1, p2, second)),
bitcast<vec3<f32>>(select(p2, p3, second)));
// `t.scene` is still the first corner's.
t.scene = b.x * t.scene + b.y * t1.scene + b.z * t2.scene;
t.local = b.x * local[0] + b.y * local[1] + b.z * local[2];
let dlx = (bx.x * local[0] + bx.y * local[1] + bx.z * local[2] - t.local) * toward.x;
let dly = (by.x * local[0] + by.y * local[1] + by.z * local[2] - t.local) * toward.y;
hdr_normal = normalize(cross(dly, dlx));
}
// `fs_opaque` and `solid_color` past their discards, which pass 1 already made.
let texel = vis_sprite(t.uv, t.layer & 0x7fffu, du, dv);
var color = texel * t.color;
color = mix(globals.fog_color * vec4(1.0, 1.0, 1.0, color.a), color, t.visibility);
return solid_finish_at(t, texel, color, du, dv);
}
@@ -0,0 +1,501 @@
{
"horizon.options.controller": "المراقب المالي",
"horizon.options.vibration": "الاهتزاز",
"horizon.options.adaptive_triggers": "المشغلات التكيفية",
"horizon.options.lightbar": "الشريط الضوئي",
"horizon.options.look_sensitivity": "حساسية النظر",
"horizon.options.invert_x": "عكس محور النظر X",
"horizon.options.invert_y": "عكس محور النظر Y",
"horizon.options.sneak_button": "زر التسلل",
"horizon.options.move_deadzone": "المنطقة الميتة للحركة",
"horizon.options.look_deadzone": "المنطقة الميتة للنظر",
"horizon.options.button_glyphs": "الحروف الرسومية للأزرار",
"horizon.options.menu_navigation": "التنقل في القائمة",
"horizon.options.on_screen_keyboard": "لوحة المفاتيح على الشاشة",
"horizon.options.chat_delay": "تأخير الدردشة",
"horizon.options.lightbar.health": "الصحة",
"horizon.options.lightbar.dimension": "البعد",
"horizon.options.glyphs.auto": "تلقائي",
"horizon.options.glyphs.xbox": "اكس بوكس",
"horizon.options.glyphs.playstation": "بلاي ستيشن",
"horizon.options.glyphs.nintendo": "نينتندو",
"horizon.options.menu_focus": "التركيز",
"horizon.options.menu_pointer": "المؤشر",
"horizon.options.keyboard.auto": "تلقائي",
"horizon.options.keyboard.steam": "البخار",
"horizon.options.unavailable": "هذه الميزة غير متوفرة بعد في Horizon.",
"horizon.options.search": "إعدادات البحث...",
"horizon.pages.mods": "تعديل",
"horizon.pages.shader_packs": "حزم شادر",
"horizon.pages.shader_options": "خيارات التظليل",
"horizon.pages.controller": "إعدادات وحدة التحكم",
"horizon.pages.controller_binds": "ربط وحدة التحكم",
"horizon.pages.extras": "إضافات Horizon",
"horizon.pages.settings": "إعدادات Horizon",
"horizon.pages.agent": "وكيل منظمة العفو الدولية",
"horizon.split.leave": "غادر",
"horizon.pages.split_settings": "إعدادات تقسيم الشاشة",
"horizon.pages.split_profiles": "من يلعب؟",
"horizon.pages.split_setup": "إعداد تقسيم الشاشة",
"horizon.pages.music": "موسيقى",
"horizon.pages.music.menu": "القائمة",
"horizon.pages.music.overworld": "العالم الخارجي",
"horizon.pages.music.creative": "إبداعي",
"horizon.pages.music.underwater": "تحت الماء",
"horizon.pages.music.end": "النهاية",
"horizon.pages.music.boss": "رئيس",
"horizon.pages.music.credits": "الاعتمادات",
"horizon.pages.music.overworld_biomes": "المناطق الأحيائية في العالم الخارجي",
"horizon.pages.music.nether_biomes": "المناطق الأحيائية السفلى",
"horizon.pages.music.end_biomes": "نهاية المناطق الأحيائية",
"horizon.pages.music.other": "موسيقى أخرى",
"horizon.pages.music.empty": "لا توجد مقطوعات موسيقية: لا يتم تحميل أصوات اللعبة.",
"horizon.pages.music.tooltip": "المسارات المضمنة، حسب الموقف: العب واحدة الآن، أو قم بإيقاف تشغيل أي منها حتى تتوقف اللعبة عن اختيارها.",
"horizon.pages.settings.tooltip": "إعدادات Horizon الخاصة: الرسومات ووحدات التحكم والإضافات والتعديلات.",
"horizon.pages.graphics.tooltip": "الرسومات ببساطة: كل إعداد يوضح تكلفته.",
"horizon.pages.graphics_advanced.tooltip": "كل إعدادات الرسومات، بما في ذلك Horizon، وتكلفة كل منها.",
"horizon.pages.controller.tooltip": "وحدات التحكم: الأزرار والعصي والاهتزاز والتنقل في القائمة.",
"horizon.pages.extras.tooltip": "الإضافات الاختيارية، كلها متوقفة بشكل افتراضي: تظل اللعبة عادية حتى تقوم بتشغيلها.",
"horizon.pages.agent.tooltip": "اسمح لوكيل الذكاء الاصطناعي الخاص بك باللعب: عملاء Horizon-ctl وMCP على هذا الكمبيوتر.",
"horizon.pages.split_profiles.tooltip": "من يلعب: ملف تعريف محفوظ في مجلد اللعبة هذا.",
"horizon.pages.split_setup.tooltip": "النوافذ والشاشات ومن يلعب أين.",
"horizon.pages.shader_packs.tooltip": "حزم Shader من مجلد Shaderpacks: الخاصة بشركة Horizon وتلك الموجودة في تنسيق التظليل/. واحد يعمل في وقت واحد.",
"horizon.pages.mods.tooltip": "التعديلات المعدة لـ Horizon، من مجلد Horizon-mods. يعمل كل منها في وضع الحماية ويظل مغلقًا حتى تقوم بتشغيله.",
"horizon.pages.open.graphics": "الرسومات...",
"horizon.pages.open.graphics_advanced": "رسومات متقدمة...",
"horizon.pages.open.shader_packs": "حزم التظليل...",
"horizon.pages.open.controller": "إعدادات وحدة التحكم...",
"horizon.pages.open.split_setup": "شاشة مقسمة...",
"horizon.pages.open.extras": "إضافات...",
"horizon.pages.open.mods": "تعديل...",
"horizon.pages.open.agent": "وكيل الذكاء الاصطناعي...",
"horizon.pages.open.horizon_graphics": "رسومات Horizon...",
"horizon.pages.open.controller_binds": "ربط وحدة التحكم...",
"horizon.pages.open.horizon_settings": "إعدادات Horizon...",
"horizon.pages.open.music": "موسيقى...",
"horizon.mods.empty": "لا توجد تعديلات: ضع ملفات .hmod في مجلد Horizon-mods",
"horizon.mods.stopped": " (متوقف)",
"horizon.mods.not_built": " (لم يتم بناؤه)",
"horizon.mods.dev": " (ديف)",
"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",
"horizon.multiplayer.join_friend": "انضم إلى صديق",
"horizon.multiplayer.invite_code": "رمز الدعوة",
"horizon.multiplayer.relay": "التتابع (اختياري)",
"Preset": "محددة مسبقا",
"LOD Distance": "مسافة اللد",
"Far Detail": "تفاصيل بعيدة",
"Cave Culling": "إعدام الكهف",
"Entity Culling": "إعدام الكيان",
"Chunk Updates": "تحديثات القطعة",
"Upload Budget": "تحميل الميزانية",
"Sky": "السماء",
"Fog": "ضباب",
"Weather": "الطقس",
"Animated Textures": "القوام المتحركة",
"Present Mode": "الوضع الحالي",
"Frame Pacing": "سرعة الإطار",
"Worker Threads": "خيوط العمال",
"Resolution Scale": "مقياس القرار",
"Anti-aliasing": "مكافحة التعرج",
"Upscaling": "الارتقاء",
"Paper White": "ورقة بيضاء",
"Peak Brightness": "ذروة السطوع",
"Black Level": "المستوى الأسود",
"UI Brightness": "سطوع واجهة المستخدم",
"Battery Mode": "وضع البطارية",
"Graphics API": "واجهة برمجة تطبيقات الرسومات",
"Translucent Batching": "الخلط الشفاف",
"Performance Overlay": "تراكب الأداء",
"Full Detail Distance": "مسافة التفاصيل الكاملة",
"On": "على",
"Off": "إيقاف",
"Unlimited": "غير محدود",
"Auto": "تلقائي",
"Custom": "مخصص",
"Performance": "الأداء",
"Balanced": "متوازن",
"Quality": "الجودة",
"Ultra": "الترا",
"Ultra Performance": "أداء فائق",
"Native": "أصلي",
"Full": "كامل",
"Reduced": "مخفض",
"Efficient": "كفاءة",
"Precise": "دقيق",
"Auto (VSync)": "تلقائي (VSync)",
"FIFO": "يصرف أولاً",
"Mailbox": "صندوق البريد",
"Immediate": "فوري",
"Vulkan": "فولكان",
"DirectX 12": "دايركت اكس 12",
"OpenGL": "برنامج OpenGL",
"FPS and Graph": "FPS والرسم البياني",
"FPS": "إطارا في الثانية",
"TAA": "تأ",
"FXAA": "فكسا",
"No cost": "لا تكلفة",
"Low cost": "تكلفة منخفضة",
"Medium cost": "تكلفة متوسطة",
"High cost": "تكلفة عالية",
"Saves time": "يوفر الوقت",
"HDR": "تقرير التنمية البشرية",
"Graphics": "الرسومات",
"Done": "تم",
"This feature is not yet available in Horizon.": "هذه الميزة غير متوفرة بعد في Horizon.",
"Your display or system doesn't offer HDR output.": "لا توفر شاشتك أو نظامك مخرجات HDR.",
"Turn HDR on to use it.": "قم بتشغيل HDR لاستخدامه.",
"Your GPU or graphics API doesn't support it.": "وحدة معالجة الرسومات (GPU) أو واجهة برمجة تطبيقات الرسومات الخاصة بك لا تدعمها.",
"%s chunks": "%s قطع",
"%s per frame": "%s لكل إطار",
"%s MiB/frame": "%s MiB/الإطار",
"%s KiB/frame": "%s كيلو بايت/الإطار",
"Auto (%s)": "تلقائي (%s)",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "نطاق التضاريس كامل التفاصيل. يمكن لمسافة LOD أن تمتد إلى عوالم محلية أبعد.",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "التضاريس البعيدة الخشنة في العوالم المحلية. تتوقف وحدات معالجة الرسومات المدمجة عند 128 قطعة.",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "تم تقليل الرسم على التضاريس البعيدة: بشكل أسرع على وحدة معالجة الرسومات المدمجة هذه.",
"Reduced draws far terrain coarser, for GPUs it slows down.": "يتم تقليل الرسوم على التضاريس البعيدة بشكل أكثر خشونة، أما بالنسبة لوحدات معالجة الرسومات فإنها تبطئ.",
"Field of view. Wider shows more terrain at once.": "مجال الرؤية. يُظهر العرض الأوسع المزيد من التضاريس في وقت واحد.",
"Caps frames per second; a cap saves power and heat.": "قبعات الإطارات في الثانية الواحدة؛ غطاء يوفر الطاقة والحرارة.",
"Waits for the display's refresh: no tearing, a little latency.": "في انتظار تحديث الشاشة: بدون تمزق، وقليل من زمن الوصول.",
"Size of menus and the HUD.": "حجم القوائم وHUD.",
"Sets the options below together. Changing one makes it Custom.": "يضبط الخيارات أدناه معًا. تغيير واحد يجعله مخصصًا.",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "الحمم البركانية والنار وأشعة الشمس تتألق أكثر من اللون الأبيض. يحتاج إلى شاشة HDR.",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "اللون الأسود الداكن لشاشتك. 0 لـ OLED؛ تتوهج شاشات LCD قليلاً.",
"How bright highlights get. Auto: the peak your system reports.": "كيف تحصل على النقاط البارزة الساطعة. تلقائي: ذروة تقارير النظام الخاص بك.",
"How bright white paper and menus look. Auto: your desktop's white.": "كيف تبدو الورق والقوائم البيضاء الزاهية. تلقائي: سطح المكتب الخاص بك باللون الأبيض.",
"How bright the HUD and menus are, against paper white.": "مدى سطوع شاشة HUD والقوائم مقابل الورق الأبيض.",
"How far mobs, crops and machines keep working. CPU time.": "إلى أي مدى يستمر الغوغاء والمحاصيل والآلات في العمل. وقت وحدة المعالجة المركزية.",
"How far away mobs and items are drawn, as a share of normal.": "إلى أي مدى يتم رسم الغوغاء والعناصر، كنسبة من المعدل الطبيعي.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "يتخطى التضاريس المخفية خلف الأقسام المغلقة. قبالة تكاليف الكثير.",
"Hides entities behind opaque blocks.": "يخفي الكيانات خلف الكتل غير الشفافة.",
"No entity occlusion culling.": "لا يوجد إعدام انسداد الكيان.",
"CPU occlusion test runs this frame.": "يقوم اختبار انسداد وحدة المعالجة المركزية بتشغيل هذا الإطار.",
"Occlusion checks run on a worker thread.": "يتم تشغيل عمليات فحص الانسداد على مؤشر ترابط عامل.",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "تم تحميل المقاطع المتشابكة لكل إطار. الجزء السفلي أكثر سلاسة أثناء التحميل.",
"Soft shadows in corners. Costs chunk building time only.": "ظلال ناعمة في الزوايا. تكاليف بناء قطعة قطعة فقط.",
"Smaller copies of block textures for distant terrain: less shimmer.": "نسخ أصغر من أنسجة الكتل للتضاريس البعيدة: أقل وميضًا.",
"Blends grass and water colours across biomes when building chunks.": "يمزج ألوان العشب والماء عبر المناطق الأحيائية عند بناء القطع.",
"Cloud layer: off, flat (fast) or 3D (fancy).": "طبقة السحابة: معطلة، مسطحة (سريعة) أو ثلاثية الأبعاد (فاخرة).",
"How far clouds reach, in chunks.": "إلى أي مدى تصل السحب، في قطع.",
"Draws the sky, sun, moon and stars.": "يرسم السماء والشمس والقمر والنجوم.",
"Distance fog. Off shows the edge of the loaded world.": "ضباب المسافة. يظهر Off حافة العالم المحمل.",
"Draws rain and snow.": "يرسم المطر والثلج.",
"How far rain and snow fall around you.": "إلى أي مدى تسقط الأمطار والثلوج من حولك.",
"How many particles effects spawn.": "كم عدد الجسيمات التي تفرخ الآثار.",
"Round shadows under mobs and items.": "ظلال مستديرة تحت الغوغاء والعناصر.",
"Leaves with see-through gaps. Off draws them solid.": "الأوراق بها فجوات شفافة. قبالة يرسمهم الصلبة.",
"Sorts water and glass more exactly behind each other.": "يقوم بفرز الماء والزجاج بشكل أكثر دقة خلف بعضهما البعض.",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "أي قطعة سيتم إعادة بنائها تنتظر الإطار: لا شيء، قريب أو خاص بك.",
"Animates water, lava, fire and other moving textures.": "ينعش الماء والحمم والنار وغيرها من القوام المتحرك.",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "بكسل العالم لكل بكسل الشاشة. أقل من 100% أسرع على وحدة معالجة الرسومات.",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "ينعم الحواف الخشنة. FXAA: أكثر ليونة. TAA: قد تتبع الأشياء الأكثر سلاسة وتحريكًا.",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "يجعل العالم أصغر حجمًا ويعيد بنائه باستخدام TAA. أسرع وأكثر ليونة.",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "إخراج HDR على شاشة HDR: تتألق الحمم البركانية والنار وأشعة الشمس بشكل أكثر سطوعًا.",
"How frames reach the screen while VSync is off.": "كيفية وصول الإطارات إلى الشاشة أثناء إيقاف تشغيل VSync.",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "ينام بكفاءة حتى الإطار التالي؛ يدور بدقة، مثل الفانيليا.",
"Fills the screen (borderless).": "يملأ الشاشة (بلا حدود).",
"Brightens dark places.": "يضيء الأماكن الداكنة.",
"Lowers the frame rate when minimised, or idle too.": "يخفض معدل الإطارات عند تصغيره أو في وضع الخمول أيضًا.",
"Sways the view while walking.": "يتأرجح المنظر أثناء المشي.",
"Fades newly loaded chunks in.": "يتلاشى القطع المحملة حديثًا.",
"Darkens the screen's edges.": "لتغميق حواف الشاشة.",
"Shows when the world saves.": "يظهر عندما ينقذ العالم.",
"Shows attack cooldown.": "يظهر تباطؤ الهجوم.",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "60 إطارًا في الثانية (30 في القوائم أو غير مركزة)، نصف العمال: طاقة أقل.",
"Threads that generate, light and mesh chunks. Next start.": "الخيوط التي تولد القطع الخفيفة والشبكية. البداية التالية.",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Vulkan، ثم DirectX 12 (Windows) أو OpenGL (Linux) حيث يفشل. البداية التالية.",
"Water and glass in one buffer: fewer draw calls, a bit more VRAM. Next start.": "الماء والزجاج في مخزن مؤقت واحد: عدد أقل من مكالمات السحب، والمزيد من VRAM. البداية التالية.",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "يتم إرسال بيانات الشبكة إلى وحدة معالجة الرسومات لكل إطار. الجزء السفلي أكثر سلاسة أثناء التحميل.",
"Frame rate and frame times over the game, with a graph.": "معدل الإطارات وأوقات الإطار خلال اللعبة، مع رسم بياني.",
"horizon.multiplayer.finding_friend": "البحث عن عالم صديقك...",
"horizon.multiplayer.not_signed_in": "هذا الخادم في وضع الاتصال بالإنترنت. قم بتسجيل الدخول باستخدام حساب Microsoft الخاص بك في Horizon Launcher للانضمام إليه.",
"horizon.multiplayer.invalid_address": "عنوان الخادم غير صالح: %s",
"horizon.multiplayer.connected_friend_direct": "تواصل مباشرة مع صديقك..",
"horizon.multiplayer.connected_friend_relay": "متصل بصديقك من خلال التتابع...",
"General": "عام",
"Advanced": "متقدم",
"Undo": "تراجع",
"Search options": "خيارات البحث",
"Shortcut": "الاختصار",
"Distance": "المسافة",
"Display": "عرض",
"Interface": "واجهة",
"Sky and weather": "السماء والطقس",
"Lighting and entities": "الإضاءة والكيانات",
"Textures": "القوام",
"Image": "صورة",
"Chunk loading": "تحميل قطعة",
"Culling": "إعدام",
"Power": "القوة",
"Frames": "إطارات",
"Overlay": "تراكب",
"Output": "الإخراج",
"Brightness": "السطوع",
"How far you see, the window and the HUD.": "إلى أي مدى ترى النافذة وشاشة HUD.",
"The sky and weather, lighting, textures and the image.": "السماء والطقس والإضاءة والقوام والصورة.",
"Chunk loading, culling and power use.": "تحميل القطع وإعدامها واستخدام الطاقة.",
"How frames reach the screen, and the performance overlay.": "كيفية وصول الإطارات إلى الشاشة وتراكب الأداء.",
"Brighter-than-white output on an HDR display.": "إخراج أكثر سطوعًا من اللون الأبيض على شاشة HDR.",
"Results for \"%s\"": "نتائج ل \"%s\"",
"No settings match.": "لا توجد إعدادات متطابقة.",
"horizon.title.not_affiliated": "لا ينتمي إلى Mojang أو Microsoft",
"horizon.extras.header.lighting": "الإضاءة",
"horizon.extras.header.third_person": "شخص ثالث",
"horizon.extras.header.particles": "الجسيمات",
"horizon.extras.header.inventory": "المخزون",
"horizon.extras.header.chat": "الدردشة",
"horizon.extras.header.multiplayer": "متعددة اللاعبين",
"horizon.extras.header.sound": "الصوت",
"horizon.extras.header.menus": "القوائم",
"horizon.extras.fullbright": "فولبرايت",
"horizon.extras.dynamic_lights": "أضواء ديناميكية",
"horizon.extras.own_name_tag": "علامة الاسم الخاصة",
"horizon.extras.hide_block_particles": "إخفاء جزيئات كسر الكتلة",
"horizon.extras.auto_reconnect": "إعادة الاتصال التلقائي",
"horizon.extras.ui_sound_reserve": "احتفظ بقنوات لأصوات واجهة المستخدم",
"horizon.extras.music_page": "صفحة الموسيقى",
"horizon.extras.mouse_tweaks": "الضوابط بتعديل الماوس",
"horizon.extras.mouse_tweaks_wheel": "عجلة التمرير تنقل العناصر",
"horizon.extras.sort": "أزرار الفرز",
"horizon.extras.sort_key": "مفتاح الفرز",
"horizon.extras.no_ai": "لا يوجد ذكاء اصطناعي",
"horizon.extras.agent_control": "مراقبة الوكيل",
"horizon.extras.discord_presence": "وجود الخلاف الغني",
"horizon.extras.splitscreen": "تقسيم الشاشة",
"horizon.extras.chat_animation": "دردشة سلسة",
"horizon.extras.chat_indicator": "مؤشر الرسالة",
"horizon.extras.wheel_cycles_settings": "عجلة التمرير تغير الإعدادات",
"horizon.extras.pack_browser": "متصفح حزمة الموارد",
"horizon.extras.fullbright.tooltip": "إظهار الكتل والكيانات في الضوء الكامل، حتى في المناطق المظلمة.",
"horizon.extras.dynamic_lights.tooltip": "تم حمل المشاعل ومصادر الضوء الأخرى أو إسقاطها أو إشعال النار فيها على الكتل المحيطة بها.",
"horizon.extras.own_name_tag.tooltip": "يظهر اسمك فوق رأسك بصيغة الغائب، كما يراه اللاعبون الآخرون. يكون مخفيًا عندما يخفي الخادم أسماء فريقك أو عندما تكون غير مرئي.",
"horizon.extras.hide_block_particles.tooltip": "يخفي جزيئات الحطام التي تنفجر من كتلة مكسورة وتتفتت من تلك التي قمت بتعدينها. وتبقى الجزيئات الأخرى.",
"horizon.extras.auto_reconnect.tooltip": "إعادة الانضمام إلى الخادم بعد انقطاع الاتصال أو إعادة التشغيل، وليس بعد ركلة أو حظر أبدًا.",
"horizon.extras.ui_sound_reserve.tooltip": "تترك الأصوات في العالم 16 قناة صوتية من أصل 247 قناة مجانية، لذا فإن طوفانًا منها (انفجار كبير) لا يمكنه إسكات نقرات القائمة.",
"horizon.extras.music_page.tooltip": "تحصل الموسيقى والأصوات على صفحة موسيقى...: قم بتشغيل أي مسار مضمن الآن، أو قم بإيقاف تشغيله حتى تتوقف اللعبة عن اختياره. لا شيء يتغير حتى تقوم بإيقاف تشغيل المسار.",
"horizon.extras.mouse_tweaks.tooltip": "يؤدي السحب الأيمن إلى وضع عنصر واحد في كل فتحة، بينما يقوم السحب الأيسر بتجميع العنصر المحفوظ، بينما يقوم Shift + السحب الأيسر بنقل كل فتحة.",
"horizon.extras.mouse_tweaks_wheel.tooltip": "يرسل الجزء السفلي عنصرًا واحدًا من الفتحة إلى الجانب الآخر، بينما يقوم الجزء العلوي بإحضار عنصر واحد مرة أخرى.",
"horizon.extras.sort.tooltip": "يقوم بفرز المخزون والصناديق والبراميل وصناديق النهاية وصناديق الشولكر بترتيب علامات تبويب إبداعية، ودمج الأكوام.",
"horizon.extras.sort_key.tooltip": "فرز الجزء الموجود تحت المؤشر. انقر، ثم اضغط على مفتاح؛ الهروب يفككه.",
"horizon.extras.no_ai.tooltip": "يخفي ويوقف تشغيل كل ميزات الذكاء الاصطناعي: التحكم بالوكيل، Horizon-ctl وخوادم MCP. مفتاح المشغل أيضًا.",
"horizon.extras.agent_control.tooltip": "يمكن لوكيل الذكاء الاصطناعي الخاص بك لعب هذه اللعبة من خلال Horizon-ctl أو عميل MCP، على هذا الكمبيوتر فقط.",
"horizon.extras.discord_presence.tooltip": "يعرض Playing Horizon على ملف تعريف Discord الخاص بك أثناء تشغيل Discord: القوائم، أو اللاعب الفردي أو المتعدد، والبعد ووقت اللعب. لا يوجد أبدًا اسم عالمي أو عنوان خادم.",
"Calibrate...": "معايرة...",
"Calibrate Anyway...": "معايرة على أية حال...",
"Use Automatic Setup": "استخدم الإعداد التلقائي",
"Shortcut: %s": "الاختصار: %s",
"Next": "التالي",
"HDR Calibration %s/%s: %s": "معايرة HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "لتعيين الصور الثلاثة أدناه بملء الشاشة، صورة اختبارية واحدة في كل مرة.",
"A key that opens this screen from the game. Not bound at first.": "المفتاح الذي يفتح هذه الشاشة من اللعبة. غير ملزمة في البداية.",
"Your display didn't say how bright it gets: calibrate to set it up.": "لم توضح شاشتك مدى سطوعها: قم بالمعايرة لإعدادها.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "تم إعداده بالفعل للعرض الخاص بك. قم بالمعايرة فقط إذا كان تقرير HDR يبدو خاطئًا.",
"Puts Peak Brightness and Paper White back to your display's setup.": "يعيد ذروة السطوع والورق الأبيض إلى إعداد شاشتك.",
"Set up for your display. Leave on Auto unless it looks wrong.": "قم بإعداد العرض الخاص بك. اتركه على الوضع التلقائي ما لم يبدو خاطئًا.",
"Lower it until the logo just disappears into the black.": "قم بخفضه حتى يختفي الشعار باللون الأسود.",
"Raise it until the logo just disappears into the bright square.": "ارفعه حتى يختفي الشعار في المربع المشرق.",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "اجعل البطاقة بيضاء اللون بحيث تكون مريحة عند النظر إليها لفترة طويلة، في الضوء الذي تلعب فيه.",
"horizon.splitscreen.profiles.forget": "ننسى",
"horizon.splitscreen.profiles.create": "إنشاء",
"horizon.splitscreen.profiles.you": " - أنت",
"horizon.splitscreen.profiles.forget_named": "ننسى %s",
"horizon.splitscreen.profiles.previous": "السابق",
"horizon.splitscreen.profiles.next": "التالي",
"horizon.splitscreen.profiles.new_button": "ملف تعريف جديد...",
"horizon.splitscreen.profiles.forget_title": "هل نسيت الملف الشخصي؟",
"horizon.splitscreen.profiles.forget_leaves": "فإنه يترك قائمة هذا المثيل.",
"horizon.splitscreen.profiles.forget_kept": "يتم الاحتفاظ بالتقدم العالمي والإعدادات.",
"horizon.splitscreen.profiles.new_title": "ملف تعريف جديد",
"horizon.splitscreen.profiles.name_hint": "الاسم (من 3 إلى 16 حرفًا ورقمًا _)",
"horizon.splitscreen.profiles.switch_title": "تبديل الملف الشخصي",
"horizon.splitscreen.profiles.offline_note": "تنتمي الملفات الشخصية غير المتصلة بالإنترنت إلى هذه الحالة",
"horizon.splitscreen.profiles.move": "تحرك حيث تلعب",
"horizon.splitscreen.profiles.move_place": "تحرك حيث تلعب: %s",
"horizon.friends.title": "العب مع الأصدقاء",
"horizon.friends.hint": "يقوم الأصدقاء بلصق الرمز بعد زر الأصدقاء على شاشة العنوان، أو في الاتصال المباشر، أو على صفحة التشغيل الخاصة بالمشغل.",
"horizon.friends.copied": "منقول",
"horizon.friends.copy_code": "نسخ الرمز",
"horizon.friends.stop_sharing": "توقف عن المشاركة",
"horizon.friends.none_yet": "لا يوجد أصدقاء هنا بعد.",
"horizon.friends.here_now": "هنا الآن: %s",
"horizon.friends.share_intro": "شارك هذا العالم خلف رمز الدعوة: فهو يفتح على شبكة LAN، وينضم الأصدقاء على الإنترنت باستخدام الرمز. لا يوجد خادم خاص بنا متورط.",
"horizon.friends.start_sharing": "ابدأ المشاركة",
"horizon.friends.troubleshooting": "استكشاف الأخطاء وإصلاحها...",
"horizon.friends.stopped": "تم إيقاف مشاركة رمز الدعوة.",
"horizon.friends.short_code_changed": "استمر شخص ما في تجربة رمز قصير خاطئ، لذلك تغير.",
"horizon.friends.wrong_code": "حاول شخص ما رمزا خاطئا.",
"horizon.friends.code_ready": "رمز الدعوة الخاص بك جاهز: قائمة الألعاب، العب مع الأصدقاء. انسخها وأرسلها إلى أصدقائك.",
"horizon.friends.share_failed": "لا يمكن مشاركة العالم: %s",
"horizon.friends.finding_route": "التعرف على كيفية وصول الأصدقاء إليك...",
"horizon.osk.shift": "التحول",
"horizon.osk.space": "الفضاء",
"horizon.osk.delete": "حذف",
"horizon.osk.type": "اكتب",
"horizon.osk.symbols": "الرموز",
"horizon.osk.close": "إغلاق",
"horizon.extras.chat_animation.tooltip": "ينزلق خط الدردشة الجديد من اليسار بينما يتلاشى للداخل، بدلاً من أن يظهر كاملاً.",
"horizon.extras.chat_indicator.tooltip": "الشريط الملون الموجود على يسار خط الدردشة.",
"horizon.extras.wheel_cycles_settings.tooltip": "عجلة التمرير فوق زر في الإعدادات تغير قيمته، كما هو الحال في الفانيليا. مع إيقاف التشغيل، تقوم العجلة بتمرير القائمة فقط.",
"horizon.extras.pack_browser.tooltip": "تحديد حزم الموارد يحصل على زر \"إضافة\" الذي يبحث في Modrinth ويقوم بتثبيت حزمة في مجلد الحزم الخاص بك. مع إيقاف التشغيل، لن تتصل اللعبة أبدًا بـ Modrinth.",
"horizon.extras.splitscreen.tooltip": "في عالم ما، يمكن لوحدة تحكم أخرى الانضمام كلاعب جديد: اضغط على A عندما يُطلب منك ذلك، ثم اختر ملفًا شخصيًا ومكان اللعب.",
"horizon.splitscreen.setup.monitor": "مراقب %s",
"horizon.splitscreen.setup.monitor_unknown": "شاشة",
"horizon.splitscreen.setup.window": "نافذة %s",
"horizon.splitscreen.setup.new_window": "نافذة جديدة",
"horizon.splitscreen.setup.fill_monitor": "املأ %s",
"horizon.splitscreen.setup.done": "تم",
"horizon.splitscreen.setup.on": "على",
"horizon.splitscreen.setup.off": "إيقاف",
"horizon.splitscreen.setup.player": "اللاعب %s",
"horizon.splitscreen.setup.revert": "العودة",
"horizon.splitscreen.setup.apply": "تطبيق",
"horizon.splitscreen.setup.warning.empty_main": "لا أحد يلعب في النافذة 1: إنه يخفي",
"horizon.splitscreen.setup.warning.empty_close": "لا أحد يلعب في النافذة %s: يتم إغلاقها عند تطبيق",
"horizon.splitscreen.setup.warning.empty_new": "لا أحد يلعب في النافذة %s: لن يتم فتحها",
"horizon.splitscreen.setup.warning.on_main": "النافذة %s تملأ شاشة النافذة 1: يلعب لاعبوها في النافذة 1",
"horizon.splitscreen.setup.warning.unplugged": "شاشة النافذة %s غير متصلة: يتم تشغيل مشغلاتها في النافذة 1",
"horizon.splitscreen.setup.status.off": "تقسيم الشاشة معطل.",
"horizon.splitscreen.setup.status.enable_hint": "قم بتشغيله، ثم اضغط على زر على وحدة تحكم أخرى في العالم.",
"horizon.splitscreen.setup.status.join_hint": "اضغط على A للانضمام واختيار ملف التعريف.",
"horizon.splitscreen.setup.status.idle": "تقسيم الشاشة خاملاً",
"horizon.splitscreen.setup.status.alone": "لا يوجد لاعبين محليين آخرين.",
"horizon.splitscreen.setup.status.solo_controls": "لم تتغير عناصر التحكم الفردية وملاحظات وحدة التحكم.",
"horizon.splitscreen.setup.window_empty": "النافذة %s: فارغة",
"horizon.splitscreen.setup.note.select": "انقر فوق أحد اللاعبين، أو اسحبه إلى نافذة أو شاشة.",
"horizon.splitscreen.setup.note.apply": "تقدم للعب بهذه الطريقة، ثم ارجع للتراجع.",
"horizon.splitscreen.setup.note.place": "أين يجب أن يلعب %s؟",
"horizon.splitscreen.setup.this_player": "هذا اللاعب",
"horizon.splitscreen.setup.switch_disabled": "يتم إيقاف تشغيل الشاشة المنقسمة بمجرد مغادرة الآخرين (قائمة الإيقاف المؤقت الخاصة بهم).",
"horizon.splitscreen.setup.window_place": "النافذة %s (%s من %s)",
"horizon.splitscreen.setup.names": "الأسماء",
"horizon.splitscreen.setup.identify": "تحديد",
"horizon.splitscreen.setup.layout.two": "2 المشاركة: %s",
"horizon.splitscreen.setup.layout.three": "3 المشاركة: %s",
"horizon.splitscreen.setup.layout.two.0": "تلقائي",
"horizon.splitscreen.setup.layout.two.1": "جنبا إلى جنب",
"horizon.splitscreen.setup.layout.two.2": "أعلى وأسفل",
"horizon.splitscreen.setup.layout.three.0": "واحدة واسعة في الأعلى",
"horizon.splitscreen.setup.layout.three.1": "واحد طويل القامة على اليسار",
"horizon.splitscreen.setup.layout.three.2": "جنبا إلى جنب",
"horizon.splitscreen.setup.help.player": "انقر أو اسحب %s لتحريكها.",
"horizon.splitscreen.setup.help.layout_auto": "%s (جنبًا إلى جنب عندما تكون النافذة واسعة). اضغط للتغيير.",
"horizon.splitscreen.setup.help.layout": "%s. اضغط للتغيير.",
"horizon.splitscreen.setup.help.switch": "تقسيم الشاشة لهذا الكمبيوتر، أو إيقاف تشغيله.",
"horizon.splitscreen.setup.help.identify": "تُظهر طريقة عرض كل لاعب النافذة التي يوجد بها.",
"horizon.splitscreen.setup.help.names": "اسم كل لاعب في زاوية رؤيته.",
"horizon.splitscreen.setup.help.revert": "التراجع عن التغييرات التي لم يتم تطبيقها بعد.",
"horizon.splitscreen.setup.help.apply": "العب بالطريقة التي تظهر بها الخريطة.",
"horizon.splitscreen.setup.help.unchanged": "لم يتغير شيء بعد.",
"horizon.splitscreen.setup.give_up_pad": "التخلي عن الوسادة",
"horizon.splitscreen.prompt.controller_connected": "وحدة التحكم متصلة",
"horizon.splitscreen.prompt.controller_disconnected": "وحدة التحكم مفصولة",
"horizon.splitscreen.prompt.controller_disconnected.hint": "أعد توصيله، أو اضغط على زر على آخر",
"horizon.splitscreen.prompt.join.one": "%s يريد الانضمام",
"horizon.splitscreen.prompt.join.many": "%s وحدات التحكم تريد الانضمام",
"horizon.splitscreen.prompt.join.yes": "انضم",
"horizon.splitscreen.prompt.join.as_p1": "العب بشخصية P1",
"horizon.splitscreen.prompt.join.no": "لا",
"horizon.splitscreen.prompt.lost": "%s: تم فصل وحدة التحكم",
"horizon.splitscreen.prompt.lost.use_another": "استخدم آخر",
"horizon.splitscreen.prompt.lost.leave": "غادر",
"horizon.splitscreen.setup.help.give_up_pad": "تتوقف وحدة التحكم الخاصة بك عن قيادتك ويُعرض عليك الانضمام (أ).",
"horizon.splitscreen.setup.note.held_at": "%s إلى %s: يسقطها A هنا، ويعيدها B.",
"horizon.splitscreen.setup.note.held": "%s تم الالتقاط: يسار/يمين يختار المكان، يسقط A، ويعيده B.",
"Hides models behind opaque blocks. Async checks off-thread; entities tick.": "يخفي النماذج خلف الكتل المعتمة. غير متزامن يتحقق من خارج الموضوع؛ علامة الكيانات.",
"Block Entities": "حظر الكيانات",
"Shulker Boxes": "صناديق شوكر",
"Reuses settled boxes; lid movement stays animated.": "إعادة استخدام الصناديق المستقرة؛ تبقى حركة الغطاء متحركة.",
"Signs": "علامات",
"Reuses sign text until text, light, or font changes.": "يعيد استخدام نص التوقيع حتى يتغير النص أو الضوء أو الخط.",
"Decorated Pots": "الأواني المزخرفة",
"Reuses still pots; break wobble and sherd changes redraw.": "إعادة استخدام الأواني الثابتة؛ كسر تمايل وتغييرات الكسر إعادة رسم.",
"Bells": "أجراس",
"Reuses still bells; ringing stays animated.": "إعادة استخدام الأجراس الثابتة؛ يبقى الرنين متحركًا.",
"Chests": "الصناديق",
"Reuses closed chests; moving lids stay animated.": "إعادة استخدام الصناديق المغلقة؛ الأغطية المتحركة تبقى متحركة.",
"Banners": "لافتات",
"Reuses poles; flags and pattern layers still update.": "إعادة استخدام الأعمدة؛ لا يزال يتم تحديث الأعلام وطبقات الأنماط.",
"Copper Golem Statues": "تماثيل النحاس جوليم",
"Reuses statue geometry until its block state changes.": "يعيد استخدام هندسة التمثال حتى تتغير حالة الكتلة الخاصة به.",
"Leaf Culling": "إعدام الأوراق",
"Every leaf face. Vanilla's fancy leaves.": "وجه كل ورقة. أوراق الفانيليا الفاخرة.",
"Distant Plant Dither": "ثبات النبات البعيد",
"Keeps fine plants in high-res packs from fading far away.": "يحافظ على النباتات الجميلة في عبوات عالية الدقة من البهتان بعيدًا.",
"Screenshot Quality": "جودة لقطة الشاشة",
"F2 screenshots at this many times the game's resolution. Higher takes longer.": "لقطات شاشة F2 بهذا دقة اللعبة عدة مرات. أعلى يستغرق وقتا أطول.",
"Frame Generation": "جيل الإطار",
"Shows a made-up frame between each two real ones: smoother, a little more lag.": "يُظهر إطارًا مكوّنًا بين كل إطارين حقيقيين: أكثر سلاسة وتأخرًا قليلًا.",
"Shadow Cache": "ذاكرة التخزين المؤقت الظل",
"Reuses the pack shadow map when sun, view and world match. Off by default.": "يعيد استخدام خريطة ظل الحزمة عندما تتطابق الشمس والعرض والعالم. إيقاف بشكل افتراضي.",
"Find BlueMap": "ابحث عن بلو ماب",
"On servers, finds their BlueMap web map for far terrain. Next join.": "على الخوادم، يتم العثور على خريطة الويب BlueMap الخاصة بهم للتضاريس البعيدة. الانضمام التالي.",
"BlueMap Radius": "نصف قطر الخريطة الزرقاء",
"How far around you BlueMap tiles are downloaded. Next join.": "إلى أي مدى يتم تنزيل بلاط BlueMap من حولك. الانضمام التالي.",
"Synchronous": "متزامن",
"Asynchronous": "غير متزامن",
"Solid": "صلب",
"Solid Aggressive": "العدوانية الصلبة",
"Hollow": "جوفاء",
"Leaves fully inside a canopy draw solid: fewer see-through layers.": "يتم رسم الأوراق بالكامل داخل المظلة بشكل صلب: طبقات شفافة أقل.",
"Leaves with one open side draw solid too: faster, chunkier edges.": "الأوراق ذات جانب واحد مفتوح ترسم بشكل صلب أيضًا: حواف أسرع وأكثر كثافة.",
"Drops faces between leaves: faster, but gaps look through.": "يسقط الوجوه بين الأوراق: بشكل أسرع، لكن الفجوات تبدو من خلالها.",
"Hotbar: Previous Slot": "Hotbar: الفتحة السابقة",
"Hotbar: Next Slot": "Hotbar: الفتحة التالية",
"horizon.agent.connected.one": "متصل: اتصال وكيل واحد",
"horizon.agent.connected.many": "متصل: %s اتصالات الوكيل",
"horizon.agent.connected.one_ago": "متصل: اتصال وكيل واحد، آخر أمر %s مضت",
"horizon.agent.connected.many_ago": "متصل: %s اتصالات الوكيل، آخر أمر %s مضت",
"horizon.agent.waiting": "في انتظار وكيل.",
"horizon.agent.off": "إيقاف: لا يمكن للعملاء الوصول إلى هذه اللعبة.",
"horizon.agent.session_opened": "تم فتحه لهذه الجلسة بواسطة البرنامج الذي بدأ اللعبة.",
"horizon.agent.socket": "المقبس: %s (انسخ التفاصيل لمساره الكامل)",
"horizon.agent.local_only": "محلي فقط: الوكلاء على هذا الكمبيوتر، وليس الشبكة أبدًا.",
"%s nits": "%s القمل",
"Auto (%s nits)": "تلقائي (%s شمعة في المتر المربع)",
"%.2f nits": "%.2f القمل",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "يخفي النماذج خلف الكتل المعتمة. تحديث الكيانات مع حزم مخصصة.",
"horizon.extras.repro_keys": "تسجيل الاختصارات",
"horizon.extras.repro_keys.tooltip": "يقوم F3+R ببدء التسجيل النسخي أو إيقافه ويقوم F3+E بكتابة الحزمة الخاصة به. متوقف بشكل افتراضي: تسجيل ينسخ العالم.",
"horizon.agent.record_session": "ابدأ جلسة التسجيل",
"horizon.agent.record_stop": "إيقاف جلسة التسجيل",
"horizon.agent.export_repro": "تصدير حزمة النسخ المتماثل",
"horizon.repro.started": "بدأ التسجيل؛ F3+R يوقفه ويكتب الحزمة.",
"horizon.repro.stopped": "توقف التسجيل: %s",
"horizon.repro.bundle": "حزمة النسخ: %s",
"horizon.repro.error": "استنساخ: %s",
"horizon.repro.no_recording": "لا يوجد تسجيل للتصدير حتى الآن.",
"horizon.repro.replay_started": "بدأت إعادة التشغيل: %s",
"horizon.pack.addInfo": "إضافة حزمة موارد من Modrinth",
"horizon.pack.addWorking": "يسأل مودرنث...",
"horizon.pack.addNone": "لم يتم العثور على حزم الموارد",
"horizon.pack.addTitle": "أضف حزمة الموارد",
"horizon.pack.install": "تثبيت",
"horizon.pack.installing": "التثبيت",
"horizon.pack.installed": "تم التثبيت",
"horizon.pack.search": "بحث",
"horizon.pack.searchHint": "بحث مودرينث...",
"horizon.pack.filters": "المرشحات",
"horizon.pack.filter.realistic": "واقعية",
"horizon.pack.filter.simplistic": "تبسيط",
"horizon.pack.filter.vanillaLike": "تشبه الفانيليا",
"horizon.pack.addFailed": "لا يمكن إضافة الحزمة: %s",
"horizon.extras.header.cosmetics": "مستحضرات التجميل",
"horizon.extras.cosmetics_mine": "مستحضرات التجميل الخاصة بي",
"horizon.extras.cosmetics_mine.tooltip": "مخفي: يراك كل لاعب في Horizon بدون مستحضرات التجميل الخاصة بك، بما في ذلك أنت. نفس مفتاح خزانة المشغل.",
"horizon.extras.cosmetics_others": "مستحضرات التجميل للاعبين الآخرين",
"horizon.extras.cosmetics_others.tooltip": "ما يرتديه لاعبو Horizon الآخرون: كل شيء، فقط أنماط بطاقة الاسم الخاصة بهم، أو لا شيء. مخفيًا، اللعبة لا تسأل أبدًا عما يرتدونه.",
"horizon.extras.cosmetics_auras": "هالات ومسارات الآخرين",
"horizon.extras.cosmetics_auras.tooltip": "الهالات والمسارات التي يرتديها اللاعبون الآخرون. إيقاف بشكل افتراضي.",
"horizon.extras.cosmetics.shown": "معروض",
"horizon.extras.cosmetics.hidden": "مخفي",
"horizon.extras.cosmetics.name_tags": "علامات الاسم فقط"
}
@@ -0,0 +1,481 @@
{
"horizon.options.controller": "Контролер",
"horizon.options.vibration": "Вибрация",
"horizon.options.adaptive_triggers": "Адаптивни тригери",
"horizon.options.lightbar": "Светлинна лента",
"horizon.options.look_sensitivity": "Чувствителност на погледа",
"horizon.options.invert_x": "Обръщане на оста X на погледа",
"horizon.options.invert_y": "Обръщане на оста Y на погледа",
"horizon.options.sneak_button": "Бутон за промъкване",
"horizon.options.move_deadzone": "Мъртва зона на движението",
"horizon.options.look_deadzone": "Мъртва зона на погледа",
"horizon.options.button_glyphs": "Глифове на бутони",
"horizon.options.menu_navigation": "Навигация в менюто",
"horizon.options.on_screen_keyboard": "Екранна клавиатура",
"horizon.options.chat_delay": "Забавяне на чата",
"horizon.options.lightbar.health": "здраве",
"horizon.options.lightbar.dimension": "Измерение",
"horizon.options.glyphs.auto": "Авто",
"horizon.options.menu_focus": "Фокус",
"horizon.options.menu_pointer": "показалец",
"horizon.options.keyboard.auto": "Авто",
"horizon.options.keyboard.steam": "Пара",
"horizon.options.unavailable": "Тази функция все още не е налична в Horizon.",
"horizon.options.search": "Настройки за търсене...",
"horizon.pages.mods": "Модификации",
"horizon.pages.shader_packs": "Шейдърни пакети",
"horizon.pages.shader_options": "Опции на шейдъра",
"horizon.pages.controller": "Настройки на контролера",
"horizon.pages.controller_binds": "Контролерът се свързва",
"horizon.pages.agent": "AI агент",
"horizon.split.leave": "тръгвай",
"horizon.pages.split_settings": "Настройки за разделен екран",
"horizon.pages.split_profiles": "Кой играе?",
"horizon.pages.split_setup": "Настройка на разделен екран",
"horizon.pages.music": "Музика",
"horizon.pages.music.menu": "Меню",
"horizon.pages.music.overworld": "Надземният свят",
"horizon.pages.music.creative": "Творчески",
"horizon.pages.music.underwater": "Под вода",
"horizon.pages.music.end": "Краят",
"horizon.pages.music.boss": "Шефе",
"horizon.pages.music.credits": "Кредити",
"horizon.pages.music.overworld_biomes": "Биоми от надземния свят",
"horizon.pages.music.nether_biomes": "Долни биоми",
"horizon.pages.music.end_biomes": "Крайни биоми",
"horizon.pages.music.other": "Друга музика",
"horizon.pages.music.empty": "Няма музикални записи: звуците на играта не се зареждат.",
"horizon.pages.music.tooltip": "Вградените песни според ситуацията: пуснете една сега или изключете някоя, така че играта да спре да я избира.",
"horizon.pages.settings.tooltip": "Собствени настройки на Horizon: графики, контролери, екстри и модове.",
"horizon.pages.graphics.tooltip": "Графика просто: всяка настройка казва колко струва.",
"horizon.pages.graphics_advanced.tooltip": "Всяка графична настройка, включително Horizon, с цената на всяка.",
"horizon.pages.controller.tooltip": "Контролери: техните бутони, стикове, вибрация и навигация в менюто.",
"horizon.pages.extras.tooltip": "Незадължителни добавки, всички изключени по подразбиране: играта остава ванилия, докато не включите някоя.",
"horizon.pages.agent.tooltip": "Нека вашият собствен AI агент играе: horizon-ctl и MCP клиенти на този компютър.",
"horizon.pages.split_profiles.tooltip": "Кой играе: профил, съхраняван в тази папка на играта.",
"horizon.pages.split_setup.tooltip": "Прозорците и мониторите и кой къде играе.",
"horizon.pages.shader_packs.tooltip": "Шейдърни пакети от папката shaderpacks: собствените на Horizon и тези във формата shaders/. Един тича наведнъж.",
"horizon.pages.mods.tooltip": "Модификации, направени за Horizon, от папката horizon-mods. Всеки работи в пясъчна кутия и остава изключен, докато не го включите.",
"horizon.pages.open.graphics": "Графика...",
"horizon.pages.open.graphics_advanced": "Разширена графика...",
"horizon.pages.open.shader_packs": "Шейдър пакети...",
"horizon.pages.open.controller": "Настройки на контролера...",
"horizon.pages.open.split_setup": "Разделен екран...",
"horizon.pages.open.extras": "Екстри...",
"horizon.pages.open.mods": "Модове...",
"horizon.pages.open.agent": "AI агент...",
"horizon.pages.open.controller_binds": "Контролерът се свързва...",
"horizon.pages.open.horizon_settings": "Настройки на Horizon...",
"horizon.pages.open.music": "музика...",
"horizon.mods.empty": "Без модификации: поставете .hmod файлове в папката horizon-mods",
"horizon.mods.stopped": " (спряно)",
"horizon.mods.not_built": " (Не е построен)",
"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",
"horizon.multiplayer.join_friend": "Присъединете се към приятел",
"horizon.multiplayer.invite_code": "Код за покана",
"horizon.multiplayer.relay": "Реле (по избор)",
"Preset": "Предварителна настройка",
"LOD Distance": "LOD разстояние",
"Far Detail": "Далечен детайл",
"Cave Culling": "Пещерно избиване",
"Entity Culling": "Отстраняване на субекти",
"Chunk Updates": "Актуализации на парчета",
"Upload Budget": "Бюджет за качване",
"Sky": "небе",
"Fog": "мъгла",
"Weather": "Времето",
"Animated Textures": "Анимирани текстури",
"Present Mode": "Настоящ режим",
"Frame Pacing": "Темпо на рамката",
"Worker Threads": "Работни нишки",
"Resolution Scale": "Скала на резолюцията",
"Upscaling": "Премащабиране",
"Paper White": "Бяла хартия",
"Peak Brightness": "Пикова яркост",
"Black Level": "Черно ниво",
"UI Brightness": "Яркост на потребителския интерфейс",
"Battery Mode": "Режим на батерия",
"Graphics API": "Графичен API",
"Translucent Batching": "Полупрозрачно пакетиране",
"Performance Overlay": "Наслагване на ефективността",
"Full Detail Distance": "Пълно подробно разстояние",
"On": "включено",
"Off": "Изкл",
"Unlimited": "Неограничен",
"Auto": "Авто",
"Custom": "По поръчка",
"Performance": "Изпълнение",
"Balanced": "Балансиран",
"Quality": "качество",
"Ultra": "Ултра",
"Ultra Performance": "Ултра производителност",
"Native": "Роден",
"Full": "Пълна",
"Reduced": "Намалена",
"Efficient": "Ефективно",
"Precise": "Прецизен",
"Auto (VSync)": "Автоматично (VSync)",
"Mailbox": "Пощенска кутия",
"Immediate": "Незабавно",
"FPS and Graph": "FPS и графика",
"No cost": "Без разходи",
"Low cost": "Ниска цена",
"Medium cost": "Средна цена",
"High cost": "Висока цена",
"Saves time": "Спестява време",
"Graphics": "Графика",
"Done": "Готово",
"This feature is not yet available in Horizon.": "Тази функция все още не е налична в Horizon.",
"Your display or system doesn't offer HDR output.": "Вашият дисплей или система не предлага HDR изход.",
"Turn HDR on to use it.": "Включете HDR, за да го използвате.",
"Your GPU or graphics API doesn't support it.": "Вашият GPU или графичен API не го поддържат.",
"%s chunks": "%s парчета",
"%s per frame": "%s на кадър",
"%s MiB/frame": "%s MiB/кадър",
"%s KiB/frame": "%s KiB/кадър",
"Auto (%s)": "Авто (%s)",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "Пълен детайлен обхват на терена. LOD Разстоянието може да разшири локалните светове по-далеч.",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "Груб далечен терен в местните светове. Интегрираните графични процесори спират на 128 парчета.",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "Намалено чертане на по-груб терен: по-бързо с този интегриран GPU.",
"Reduced draws far terrain coarser, for GPUs it slows down.": "Намалено рисува далеч по-груб терен, за GPU се забавя.",
"Field of view. Wider shows more terrain at once.": "Зрително поле. По-широко показва повече терен наведнъж.",
"Caps frames per second; a cap saves power and heat.": "Максимални кадри в секунда; капачката спестява енергия и топлина.",
"Waits for the display's refresh: no tearing, a little latency.": "Изчаква опресняване на дисплея: без разкъсване, малко забавяне.",
"Size of menus and the HUD.": "Размер на менютата и HUD.",
"Sets the options below together. Changing one makes it Custom.": "Задава заедно опциите по-долу. Промяната на един го прави персонализиран.",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "Лавата, огънят и слънчевата светлина блестят по-ярко от бялото. Има нужда от HDR дисплей.",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "Вашият дисплей е най-тъмно черен. 0 за OLED; LCD дисплеите светят малко.",
"How bright highlights get. Auto: the peak your system reports.": "Колко ярки стават акцентите. Автоматично: пикът, който вашата система отчита.",
"How bright white paper and menus look. Auto: your desktop's white.": "Колко ярки изглеждат бялата хартия и менютата. Автоматично: вашият работен плот е бял.",
"How bright the HUD and menus are, against paper white.": "Колко ярки са HUD и менютата на бяла хартия.",
"How far mobs, crops and machines keep working. CPU time.": "Докъде продължават да работят тълпите, културите и машините. процесорно време.",
"How far away mobs and items are drawn, as a share of normal.": "Колко далеч са изтеглени тълпите и предметите, като дял от нормалното.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Пропуска терен, скрит зад затворени участъци. Off струва много.",
"Hides entities behind opaque blocks.": "Скрива обекти зад непрозрачни блокове.",
"No entity occlusion culling.": "Без отстраняване на оклузия на обект.",
"CPU occlusion test runs this frame.": "Тестът за запушване на процесора изпълнява този кадър.",
"Occlusion checks run on a worker thread.": "Проверките за затваряне се изпълняват на работна нишка.",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "Мрежести секции, качени на кадър. Долната е по-плавна при зареждане.",
"Soft shadows in corners. Costs chunk building time only.": "Меки сенки в ъглите. Разходи само време за изграждане на парче.",
"Smaller copies of block textures for distant terrain: less shimmer.": "По-малки копия на блокови текстури за отдалечени терени: по-малко блясък.",
"Blends grass and water colours across biomes when building chunks.": "Смесва тревни и водни цветове в биоми при изграждане на парчета.",
"Cloud layer: off, flat (fast) or 3D (fancy).": "Облачен слой: изключен, плосък (бърз) или 3D (фантастичен).",
"How far clouds reach, in chunks.": "Докъде достигат облаците, на парчета.",
"Draws the sky, sun, moon and stars.": "Рисува небето, слънцето, луната и звездите.",
"Distance fog. Off shows the edge of the loaded world.": "Дистанционна мъгла. Изключено показва ръба на заредения свят.",
"Draws rain and snow.": "Рисува дъжд и сняг.",
"How far rain and snow fall around you.": "Докъде валят дъжд и сняг около вас.",
"How many particles effects spawn.": "Колко ефекти на частици хвърлят хайвера си.",
"Round shadows under mobs and items.": "Кръгли сенки под тълпи и предмети.",
"Leaves with see-through gaps. Off draws them solid.": "Листа с прозрачни празнини. Off ги рисува солидно.",
"Sorts water and glass more exactly behind each other.": "Сортира водата и стъклото по-точно едно зад друго.",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "Коя част се възстановява, чакайки рамката: нито една, наблизо или вашата.",
"Animates water, lava, fire and other moving textures.": "Анимира вода, лава, огън и други движещи се текстури.",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "Световни пиксели на пиксел на екрана. Под 100% е по-бързо на GPU.",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "Изглажда назъбените ръбове. FXAA: по-мек. TAA: най-плавните, движещи се неща могат да се проточат.",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "Прави света по-малък и го възстановява с TAA. По-бързо, по-меко.",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "HDR изход на HDR дисплей: лава, огън и слънчева светлина блестят по-ярко.",
"How frames reach the screen while VSync is off.": "Как кадрите достигат до екрана, докато VSync е изключен.",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "Ефективно заспиване до следващия кадър; Прецизни завъртания, като ванилия.",
"Fills the screen (borderless).": "Запълва екрана (без граници).",
"Brightens dark places.": "Осветява тъмните места.",
"Lowers the frame rate when minimised, or idle too.": "Намалява честотата на кадрите, когато е минимизирана или неактивна.",
"Sways the view while walking.": "Люлее гледката по време на ходене.",
"Fades newly loaded chunks in.": "Избледнява новозаредените парчета.",
"Darkens the screen's edges.": "Затъмнява ръбовете на екрана.",
"Shows when the world saves.": "Показва кога светът спасява.",
"Shows attack cooldown.": "Показва изчакване на атаката.",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "60 FPS капачка (30 в менюта или нефокусирани), половината работници: по-малко мощност.",
"Threads that generate, light and mesh chunks. Next start.": "Нишки, които генерират, леки и мрежести парчета. Следващ старт.",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Vulkan, след това DirectX 12 (Windows) или OpenGL (Linux), където не успее. Следващ старт.",
"Water and glass in one buffer: fewer draw calls, a bit more VRAM. Next start.": "Вода и стъкло в един буфер: по-малко извиквания за теглене, малко повече VRAM. Следващ старт.",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "Мрежови данни, изпратени до GPU на кадър. Долната е по-плавна при зареждане.",
"Frame rate and frame times over the game, with a graph.": "Скорост на кадрите и времена на кадрите в играта, с графика.",
"horizon.multiplayer.finding_friend": "Намиране на света на вашия приятел...",
"horizon.multiplayer.not_signed_in": "Този сървър е в онлайн режим. Влезте с вашия акаунт в Microsoft в стартовия панел на Horizon, за да се присъедините към него.",
"horizon.multiplayer.invalid_address": "Невалиден адрес на сървъра: %s",
"horizon.multiplayer.connected_friend_direct": "Свързан директно с вашия приятел...",
"horizon.multiplayer.connected_friend_relay": "Свързан с вашия приятел чрез релето...",
"General": "генерал",
"Advanced": "Разширено",
"Undo": "Отмяна",
"Search options": "Опции за търсене",
"Shortcut": "Пряк път",
"Distance": "Разстояние",
"Display": "Дисплей",
"Interface": "Интерфейс",
"Sky and weather": "Небе и време",
"Lighting and entities": "Осветление и обекти",
"Textures": "Текстури",
"Image": "Изображение",
"Chunk loading": "Зареждане на парчета",
"Culling": "Бране",
"Power": "Мощност",
"Frames": "Рамки",
"Overlay": "Наслагване",
"Output": "Изход",
"Brightness": "Яркост",
"How far you see, the window and the HUD.": "Колко далеч виждате, прозореца и HUD.",
"The sky and weather, lighting, textures and the image.": "Небето и времето, осветлението, текстурите и изображението.",
"Chunk loading, culling and power use.": "Зареждане на парчета, отстраняване и използване на енергия.",
"How frames reach the screen, and the performance overlay.": "Как рамките достигат до екрана и наслагването на ефективността.",
"Brighter-than-white output on an HDR display.": "По-ярък от бялото изход на HDR дисплей.",
"Results for \"%s\"": "Резултати за \"%s\"",
"No settings match.": "Няма съответстващи настройки.",
"horizon.title.not_affiliated": "Не е свързан с Mojang или Microsoft",
"horizon.extras.header.lighting": "Осветление",
"horizon.extras.header.third_person": "Трето лице",
"horizon.extras.header.particles": "частици",
"horizon.extras.header.inventory": "Инвентаризация",
"horizon.extras.header.chat": "Чат",
"horizon.extras.header.multiplayer": "Мултиплейър",
"horizon.extras.header.sound": "Звук",
"horizon.extras.header.menus": "Менюта",
"horizon.extras.fullbright": "Фулбрайт",
"horizon.extras.dynamic_lights": "Динамични светлини",
"horizon.extras.own_name_tag": "Собствен етикет с име",
"horizon.extras.hide_block_particles": "Скриване на частиците за разбиване на блокове",
"horizon.extras.auto_reconnect": "Автоматично повторно свързване",
"horizon.extras.ui_sound_reserve": "Запазете канали за звуци от потребителския интерфейс",
"horizon.extras.music_page": "Музикална страница",
"horizon.extras.mouse_tweaks": "Mouse Tweaks контроли",
"horizon.extras.mouse_tweaks_wheel": "Колелото за превъртане премества елементи",
"horizon.extras.sort": "Бутони за сортиране",
"horizon.extras.sort_key": "Ключ за сортиране",
"horizon.extras.no_ai": "Без AI",
"horizon.extras.agent_control": "Агентски контрол",
"horizon.extras.discord_presence": "Богато присъствие на Discord",
"horizon.extras.splitscreen": "Разделен екран",
"horizon.extras.chat_animation": "Плавен чат",
"horizon.extras.chat_indicator": "Индикатор за съобщение",
"horizon.extras.wheel_cycles_settings": "Колелото за превъртане променя настройките",
"horizon.extras.pack_browser": "Браузър за пакети с ресурси",
"horizon.extras.fullbright.tooltip": "Показвайте блокове и обекти при пълна светлина, дори в тъмни зони.",
"horizon.extras.dynamic_lights.tooltip": "Факли и други източници на светлина, държани, изпуснати или запалени, осветяват блоковете около тях.",
"horizon.extras.own_name_tag.tooltip": "Показва името ви над главата ви в трето лице, както го виждат другите играчи. Скрит, когато сървърът скрива имената на вашия отбор или сте невидими.",
"horizon.extras.hide_block_particles.tooltip": "Скрива частиците отломки, които избухват от счупен блок и се разпадат от този, който копаете. Други частици остават.",
"horizon.extras.auto_reconnect.tooltip": "Присъединява се отново към сървър след загубена връзка или рестартиране, никога след ритване или бан.",
"horizon.extras.ui_sound_reserve.tooltip": "Звуците в света оставят 16 от 247 звукови канала свободни, така че потоп от тях (голяма експлозия) не може да заглуши щракванията в менюто.",
"horizon.extras.music_page.tooltip": "Music & Sounds получава страница Music...: пуснете която и да е вградена песен сега или изключете някоя, така че играта да спре да я избира. Нищо не се променя, докато не изключите запис.",
"horizon.extras.mouse_tweaks.tooltip": "Плъзгане с десен бутон поставя по един на слот, плъзгане с ляво събира задържания елемент, Shift + плъзгане наляво премества всеки слот.",
"horizon.extras.mouse_tweaks_wheel.tooltip": "Надолу изпраща един елемент от слота от другата страна, нагоре връща един обратно.",
"horizon.extras.sort.tooltip": "Сортира инвентара, сандъците, бъчвите, сандъците за ендер и кутиите за шулкери в творчески ред на раздели, сливайки стекове.",
"horizon.extras.sort_key.tooltip": "Сортира частта под курсора. Щракнете, след това натиснете клавиш; Escape го развързва.",
"horizon.extras.no_ai.tooltip": "Скрива и изключва всяка функция на AI: контрол на агента, horizon-ctl и MCP сървърите. Превключвателят на стартера също.",
"horizon.extras.agent_control.tooltip": "Вашият собствен AI агент може да играе тази игра чрез horizon-ctl или MCP клиент само на този компютър.",
"horizon.extras.discord_presence.tooltip": "Показва Playing Horizon във вашия Discord профил, докато Discord работи: менюта, един играч или мултиплейър, измерението и времето на игра. Никога име на света или адрес на сървър.",
"Calibrate...": "Калибриране...",
"Calibrate Anyway...": "Калибриране все пак...",
"Use Automatic Setup": "Използвайте автоматична настройка",
"Shortcut: %s": "Пряк път: %s",
"Next": "Следваща",
"HDR Calibration %s/%s: %s": "HDR калибриране %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Задава трите под цял екран, една тестова картина наведнъж.",
"A key that opens this screen from the game. Not bound at first.": "Ключ, който отваря този екран от играта. В началото не е обвързан.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Вашият дисплей не каза колко ярък става: калибрирайте, за да го настроите.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Вече е настроен за вашия дисплей. Калибрирайте само ако HDR изглежда грешно.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Връща Peak Brightness и Paper White обратно към настройката на вашия дисплей.",
"Set up for your display. Leave on Auto unless it looks wrong.": "Настройте за вашия дисплей. Оставете на Auto, освен ако не изглежда грешно.",
"Lower it until the logo just disappears into the black.": "Спуснете го, докато логото изчезне в черното.",
"Raise it until the logo just disappears into the bright square.": "Повдигнете го, докато логото изчезне в яркия квадрат.",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "Направете картата бяла, удобна за гледане дълго време, на светлината, на която играете.",
"horizon.splitscreen.profiles.forget": "Забравете",
"horizon.splitscreen.profiles.create": "Създавайте",
"horizon.splitscreen.profiles.you": " - ти",
"horizon.splitscreen.profiles.forget_named": "Забравете %s",
"horizon.splitscreen.profiles.previous": "Предишен",
"horizon.splitscreen.profiles.next": "Следваща",
"horizon.splitscreen.profiles.new_button": "Нов профил...",
"horizon.splitscreen.profiles.forget_title": "Забравете профила?",
"horizon.splitscreen.profiles.forget_leaves": "Напуска списъка на този екземпляр.",
"horizon.splitscreen.profiles.forget_kept": "Световният напредък и настройки се запазват.",
"horizon.splitscreen.profiles.new_title": "Нов профил",
"horizon.splitscreen.profiles.name_hint": "Име (3 до 16 букви, цифри, _)",
"horizon.splitscreen.profiles.switch_title": "Превключване на профил",
"horizon.splitscreen.profiles.offline_note": "Офлайн профилите принадлежат към този екземпляр",
"horizon.splitscreen.profiles.move": "Движете се там, където играете",
"horizon.splitscreen.profiles.move_place": "Преместете се там, където играете: %s",
"horizon.friends.title": "Играйте с приятели",
"horizon.friends.hint": "Приятели поставете кода след бутона Приятели на заглавния екран, в Direct Connection или на страницата за възпроизвеждане на стартовия панел.",
"horizon.friends.copied": "Копирано",
"horizon.friends.copy_code": "Копиране на код",
"horizon.friends.stop_sharing": "Спиране на споделянето",
"horizon.friends.none_yet": "Тук все още няма приятели.",
"horizon.friends.here_now": "Тук сега: %s",
"horizon.friends.share_intro": "Споделете този свят зад код за покана: той се отваря към LAN и приятели в интернет се присъединяват с кода. Не е включен наш сървър.",
"horizon.friends.start_sharing": "Започнете споделяне",
"horizon.friends.troubleshooting": "Отстраняване на неизправности...",
"horizon.friends.stopped": "Спря споделянето на кода за покана.",
"horizon.friends.short_code_changed": "Някой продължаваше да опитва грешен кратък код, така че той се промени.",
"horizon.friends.wrong_code": "Някой е опитал грешен код.",
"horizon.friends.code_ready": "Вашият код за покана е готов: Меню за игри, Играйте с приятели. Копирайте го и го изпратете на приятелите си.",
"horizon.friends.share_failed": "Не можах да споделя света: %s",
"horizon.friends.finding_route": "Търся как приятелите могат да се свържат с вас...",
"horizon.osk.space": "пространство",
"horizon.osk.delete": "Изтриване",
"horizon.osk.type": "Тип",
"horizon.osk.symbols": "Символи",
"horizon.osk.close": "затвори",
"horizon.extras.chat_animation.tooltip": "Нова линия за чат се плъзга отляво, докато избледнява, вместо да се показва цяла.",
"horizon.extras.chat_indicator.tooltip": "Цветната лента отляво на линия за чат.",
"horizon.extras.wheel_cycles_settings.tooltip": "Колелцето за превъртане над бутон в настройките променя стойността му, както при vanilla. Изключено, колелото само превърта списъка.",
"horizon.extras.pack_browser.tooltip": "Select Resource Packs получава бутон за добавяне, който търси в Modrinth и инсталира пакет във вашата папка с пакети. Off, играта никога не се свързва с Modrinth.",
"horizon.extras.splitscreen.tooltip": "В един свят друг контролер може да се присъедини като нов играч: натиснете A, когато поиска, след това изберете профил и къде да играете.",
"horizon.splitscreen.setup.monitor": "Монитор %s",
"horizon.splitscreen.setup.monitor_unknown": "монитор",
"horizon.splitscreen.setup.window": "Прозорец %s",
"horizon.splitscreen.setup.new_window": "Нов прозорец",
"horizon.splitscreen.setup.fill_monitor": "Попълнете %s",
"horizon.splitscreen.setup.done": "Готово",
"horizon.splitscreen.setup.on": "включено",
"horizon.splitscreen.setup.off": "Изкл",
"horizon.splitscreen.setup.player": "Играч %s",
"horizon.splitscreen.setup.revert": "Връщане",
"horizon.splitscreen.setup.apply": "Кандидатствайте",
"horizon.splitscreen.setup.warning.empty_main": "Никой не играе в Window 1: той се скрива",
"horizon.splitscreen.setup.warning.empty_close": "Никой не играе в Window %s: затваря се при Apply",
"horizon.splitscreen.setup.warning.empty_new": "Никой не играе в Window %s: няма да се отвори",
"horizon.splitscreen.setup.warning.on_main": "Window %s изпълва монитора на Window 1: неговите играчи играят в Window 1",
"horizon.splitscreen.setup.warning.unplugged": "Мониторът на Window %s не е свързан: неговите играчи играят в Window 1",
"horizon.splitscreen.setup.status.off": "Разделеният екран е изключен.",
"horizon.splitscreen.setup.status.enable_hint": "Включете го, след това натиснете бутон на друг контролер в свят.",
"horizon.splitscreen.setup.status.join_hint": "Натиснете A, за да се присъедините и изберете профил.",
"horizon.splitscreen.setup.status.idle": "Разделен екран неактивен",
"horizon.splitscreen.setup.status.alone": "Няма други местни играчи.",
"horizon.splitscreen.setup.status.solo_controls": "Самостоятелните контроли и обратната връзка на контролера са непроменени.",
"horizon.splitscreen.setup.window_empty": "Прозорец %s: празен",
"horizon.splitscreen.setup.note.select": "Щракнете върху плейър или го плъзнете към прозорец или монитор.",
"horizon.splitscreen.setup.note.apply": "Приложете, за да играете по този начин, Върнете, за да отмените.",
"horizon.splitscreen.setup.note.place": "Къде трябва да играе %s?",
"horizon.splitscreen.setup.this_player": "този играч",
"horizon.splitscreen.setup.switch_disabled": "Splitscreen се изключва, след като другите напуснат (тяхното меню за пауза).",
"horizon.splitscreen.setup.window_place": "Прозорец %s (%s от %s)",
"horizon.splitscreen.setup.names": "имена",
"horizon.splitscreen.setup.identify": "Идентифицирайте",
"horizon.splitscreen.setup.layout.two": "2 споделяне: %s",
"horizon.splitscreen.setup.layout.three": "3 споделяне: %s",
"horizon.splitscreen.setup.layout.two.0": "Авто",
"horizon.splitscreen.setup.layout.two.1": "Един до друг",
"horizon.splitscreen.setup.layout.two.2": "Отгоре и отдолу",
"horizon.splitscreen.setup.layout.three.0": "Един широк отгоре",
"horizon.splitscreen.setup.layout.three.1": "Един висок отляво",
"horizon.splitscreen.setup.layout.three.2": "Един до друг",
"horizon.splitscreen.setup.help.player": "Кликнете или плъзнете %s, за да ги преместите.",
"horizon.splitscreen.setup.help.layout_auto": "%s (един до друг, когато прозорецът е широк). Натиснете за промяна.",
"horizon.splitscreen.setup.help.layout": "%s. Натиснете за промяна.",
"horizon.splitscreen.setup.help.switch": "Разделен екран за този компютър, включен или изключен.",
"horizon.splitscreen.setup.help.identify": "Изгледът на всеки играч показва в кой прозорец се намира.",
"horizon.splitscreen.setup.help.names": "Името на всеки играч в ъгъла на неговия изглед.",
"horizon.splitscreen.setup.help.revert": "Отменете промените, които все още не са приложени.",
"horizon.splitscreen.setup.help.apply": "Играйте по начина, по който картата показва.",
"horizon.splitscreen.setup.help.unchanged": "Все още нищо не се е променило.",
"horizon.splitscreen.setup.give_up_pad": "Подложка за отказване",
"horizon.splitscreen.prompt.controller_connected": "Контролерът е свързан",
"horizon.splitscreen.prompt.controller_disconnected": "Контролерът е изключен",
"horizon.splitscreen.prompt.controller_disconnected.hint": "Свържете го отново или натиснете бутон на друг",
"horizon.splitscreen.prompt.join.one": "%s иска да се присъедини",
"horizon.splitscreen.prompt.join.many": "%s контролери искат да се присъединят",
"horizon.splitscreen.prompt.join.yes": "Присъединете се",
"horizon.splitscreen.prompt.join.as_p1": "Играйте като P1",
"horizon.splitscreen.prompt.join.no": "не",
"horizon.splitscreen.prompt.lost": "%s: контролерът е изключен",
"horizon.splitscreen.prompt.lost.use_another": "Използвайте друг",
"horizon.splitscreen.prompt.lost.leave": "тръгвай",
"horizon.splitscreen.setup.help.give_up_pad": "Вашият контролер спира да ви кара и получава предложение да се присъедини (A).",
"horizon.splitscreen.setup.note.held_at": "%s до %s: A го пуска тук, B го връща обратно.",
"horizon.splitscreen.setup.note.held": "%s взето: ляв/десен избира къде, A пуска, B го връща обратно.",
"Hides models behind opaque blocks. Async checks off-thread; entities tick.": "Скрива модели зад непрозрачни блокове. Async проверява извън нишката; субекти отметка.",
"Block Entities": "Блокиране на обекти",
"Shulker Boxes": "Кутии Шулкер",
"Reuses settled boxes; lid movement stays animated.": "Повторно използване на утаени кутии; движението на капака остава анимирано.",
"Signs": "Знаци",
"Reuses sign text until text, light, or font changes.": "Използва повторно текста на знака, докато текстът, светлината или шрифтът се променят.",
"Decorated Pots": "Декорирани саксии",
"Reuses still pots; break wobble and sherd changes redraw.": "Повторно използване на саксии; прекъсване на колебанията и отделяне на промени, преначертаване.",
"Bells": "Камбани",
"Reuses still bells; ringing stays animated.": "Повторно използване на неподвижни камбани; звъненето остава анимирано.",
"Chests": "Сандъци",
"Reuses closed chests; moving lids stay animated.": "Повторно използване на затворени сандъци; подвижните клепачи остават анимирани.",
"Banners": "Банери",
"Reuses poles; flags and pattern layers still update.": "Повторно използване на стълбове; флаговете и слоевете с шаблони все още се актуализират.",
"Copper Golem Statues": "Медни статуи на голем",
"Reuses statue geometry until its block state changes.": "Използва повторно геометрията на статуята, докато блоковото й състояние се промени.",
"Leaf Culling": "Изрязване на листа",
"Every leaf face. Vanilla's fancy leaves.": "Всеки лист лице. Елегантните листа на ванилия.",
"Keeps fine plants in high-res packs from fading far away.": "Предпазва фините растения в пакети с висока разделителна способност от избледняване.",
"Screenshot Quality": "Качество на екранната снимка",
"F2 screenshots at this many times the game's resolution. Higher takes longer.": "Екранни снимки на F2 при толкова многократна разделителна способност на играта. По-високото отнема повече време.",
"Frame Generation": "Генериране на рамка",
"Shows a made-up frame between each two real ones: smoother, a little more lag.": "Показва измислен кадър между всеки два реални: по-гладък, с малко повече забавяне.",
"Reuses the pack shadow map when sun, view and world match. Off by default.": "Използва повторно картата на сенките на глутницата, когато слънцето, гледката и света съвпадат. Изключено по подразбиране.",
"Find BlueMap": "Намерете BlueMap",
"On servers, finds their BlueMap web map for far terrain. Next join.": "На сървъри намира тяхната уеб карта BlueMap за далечен терен. Следващо присъединяване.",
"BlueMap Radius": "Радиус на BlueMap",
"How far around you BlueMap tiles are downloaded. Next join.": "На какво разстояние около вас се изтеглят плочките BlueMap. Следващо присъединяване.",
"Synchronous": "Синхронен",
"Asynchronous": "Асинхронен",
"Solid": "Твърди",
"Solid Aggressive": "Твърди агресивни",
"Hollow": "Кух",
"Leaves fully inside a canopy draw solid: fewer see-through layers.": "Листата изцяло вътре в сенник рисуват плътно: по-малко прозрачни слоеве.",
"Leaves with one open side draw solid too: faster, chunkier edges.": "Листата с една отворена страна също рисуват плътно: по-бързи, по-едри ръбове.",
"Drops faces between leaves: faster, but gaps look through.": "Капки лица между листата: по-бързо, но празнини прозират.",
"Hotbar: Previous Slot": "Гореща лента: Предишен слот",
"Hotbar: Next Slot": "Гореща лента: Следващ слот",
"horizon.agent.connected.one": "Свързан: 1 връзка с агент",
"horizon.agent.connected.many": "Свързани: %s агентни връзки",
"horizon.agent.connected.one_ago": "Свързан: 1 връзка с агент, последна команда преди %s сек",
"horizon.agent.connected.many_ago": "Свързани: %s агентни връзки, последна команда преди %s сек",
"horizon.agent.waiting": "В очакване на агент.",
"horizon.agent.off": "Изключено: агентите не могат да достигнат до тази игра.",
"horizon.agent.session_opened": "Отворено за тази сесия от програмата, която стартира играта.",
"horizon.agent.socket": "Сокет: %s (копирайте подробностите за пълния му път)",
"horizon.agent.local_only": "Само локално: агенти на този компютър, никога в мрежата.",
"%s nits": "%s нита",
"Auto (%s nits)": "Автоматично (%s нита)",
"%.2f nits": "%.2f нита",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "Скрива модели зад непрозрачни блокове. Актуализация на обекти. Изключване с персонализирани пакети.",
"horizon.extras.repro_keys": "Преки пътища за запис",
"horizon.extras.repro_keys.tooltip": "F3+R стартира или спира възпроизвеждане на запис и F3+E записва неговия пакет. Изключено по подразбиране: записът копира света.",
"horizon.agent.record_session": "Започнете запис на сесия",
"horizon.agent.record_stop": "Спрете сесията за запис",
"horizon.agent.export_repro": "Експортиране на Repro Bundle",
"horizon.repro.started": "Записът започна; F3+R го спира и записва пакета.",
"horizon.repro.stopped": "Записът е спрян: %s",
"horizon.repro.bundle": "Repro пакет: %s",
"horizon.repro.error": "Репро: %s",
"horizon.repro.no_recording": "Все още няма запис за експортиране.",
"horizon.repro.replay_started": "Стартирало повторение: %s",
"horizon.pack.addInfo": "Добавете ресурсен пакет от Modrinth",
"horizon.pack.addNone": "Няма намерени пакети с ресурси",
"horizon.pack.addTitle": "Добавете пакет с ресурси",
"horizon.pack.install": "Инсталирайте",
"horizon.pack.installing": "Инсталиране",
"horizon.pack.installed": "Инсталиран",
"horizon.pack.search": "Търсене",
"horizon.pack.searchHint": "Търсете Modrinth...",
"horizon.pack.filters": "Филтри",
"horizon.pack.filter.realistic": "Реалистичен",
"horizon.pack.filter.simplistic": "Опростено",
"horizon.pack.filter.vanillaLike": "Подобно на ванилия",
"horizon.pack.addFailed": "Пакетът не можа да бъде добавен: %s",
"horizon.extras.header.cosmetics": "Козметика",
"horizon.extras.cosmetics_mine": "Моята козметика",
"horizon.extras.cosmetics_mine.tooltip": "Скрит: всеки играч на Horizon ви вижда без вашата козметика, включително и вие. Същият превключвател като гардероба на стартера.",
"horizon.extras.cosmetics_others": "Козметика за други играчи",
"horizon.extras.cosmetics_others.tooltip": "Какво носят другите играчи на Horizon: всичко, само техните стилове на имената или нищо. Скрито, играта никога не пита какво носят.",
"horizon.extras.cosmetics_auras": "Аури и следи на други",
"horizon.extras.cosmetics_auras.tooltip": "Аури и пътеки, които другите играчи носят. Изключено по подразбиране.",
"horizon.extras.cosmetics.shown": "Показано",
"horizon.extras.cosmetics.hidden": "Скрити",
"horizon.extras.cosmetics.name_tags": "Само етикети с имена"
}
@@ -0,0 +1,463 @@
{
"horizon.options.controller": "Ovladač",
"horizon.options.vibration": "Vibrace",
"horizon.options.adaptive_triggers": "Adaptivní spouštěče",
"horizon.options.lightbar": "Světelná lišta",
"horizon.options.look_sensitivity": "Citlivost pohledu",
"horizon.options.invert_x": "Invertovat pohled X",
"horizon.options.invert_y": "Invertovat pohled Y",
"horizon.options.sneak_button": "Tlačítko plížení",
"horizon.options.move_deadzone": "Mrtvá zóna pohybu",
"horizon.options.look_deadzone": "Mrtvá zóna pohledu",
"horizon.options.button_glyphs": "Glyfy tlačítek",
"horizon.options.menu_navigation": "Navigace v menu",
"horizon.options.on_screen_keyboard": "Klávesnice na obrazovce",
"horizon.options.chat_delay": "Zpoždění chatu",
"horizon.options.lightbar.health": "Zdraví",
"horizon.options.lightbar.dimension": "Dimenze",
"horizon.options.menu_focus": "Zaměřte se",
"horizon.options.menu_pointer": "Ukazatel",
"horizon.options.keyboard.horizon": "Horizont",
"horizon.options.keyboard.steam": "Pára",
"horizon.options.unavailable": "Tato funkce zatím není v Horizon k dispozici.",
"horizon.options.search": "Nastavení vyhledávání...",
"horizon.pages.shader_packs": "Shader Pack",
"horizon.pages.shader_options": "Možnosti stínování",
"horizon.pages.controller": "Nastavení ovladače",
"horizon.pages.settings": "Nastavení Horizonu",
"horizon.pages.agent": "Agent AI",
"horizon.split.leave": "Odejděte",
"horizon.pages.split_settings": "Nastavení rozdělené obrazovky",
"horizon.pages.split_profiles": "kdo hraje?",
"horizon.pages.split_setup": "Nastavení rozdělené obrazovky",
"horizon.pages.music": "Hudba",
"horizon.pages.music.creative": "Kreativní",
"horizon.pages.music.underwater": "Pod vodou",
"horizon.pages.music.end": "Konec",
"horizon.pages.music.boss": "šéfe",
"horizon.pages.music.credits": "Kredity",
"horizon.pages.music.overworld_biomes": "Nadsvětové biomy",
"horizon.pages.music.nether_biomes": "Nether biomy",
"horizon.pages.music.end_biomes": "Ukončete biomy",
"horizon.pages.music.other": "Jiná hudba",
"horizon.pages.music.empty": "Žádné hudební stopy: zvuky hry se nenačtou.",
"horizon.pages.music.tooltip": "Vestavěné stopy podle situace: zahrajte si jednu hned, nebo kteroukoli vypněte, aby ji hra přestala vybírat.",
"horizon.pages.settings.tooltip": "Vlastní nastavení Horizon: grafika, ovladače, doplňky a mody.",
"horizon.pages.graphics.tooltip": "Grafika, jednoduše: každé nastavení říká, kolik to stojí.",
"horizon.pages.graphics_advanced.tooltip": "Každé grafické nastavení, včetně Horizon, s tím, co každé stojí.",
"horizon.pages.controller.tooltip": "Ovladače: jejich tlačítka, páčky, vibrace a navigace v menu.",
"horizon.pages.extras.tooltip": "Volitelné doplňky, všechny ve výchozím nastavení vypnuté: hra zůstane vanilková, dokud jeden nezapnete.",
"horizon.pages.agent.tooltip": "Nechte hrát svého vlastního agenta AI: klienty horizon-ctl a MCP na tomto počítači.",
"horizon.pages.split_profiles.tooltip": "Kdo hraje: profil uložený v této složce hry.",
"horizon.pages.split_setup.tooltip": "Okna a monitory a kdo kde hraje.",
"horizon.pages.shader_packs.tooltip": "Shader packy ze složky shaderpacks: vlastní Horizon a ty ve formátu shaders/. Jeden běží najednou.",
"horizon.pages.mods.tooltip": "Mody vytvořené pro Horizon ze složky horizon-mods. Každá běží v pískovišti a zůstane vypnutá, dokud ji nezapnete.",
"horizon.pages.open.graphics": "grafika...",
"horizon.pages.open.graphics_advanced": "Pokročilá grafika...",
"horizon.pages.open.shader_packs": "Shader Pack...",
"horizon.pages.open.controller": "Nastavení ovladače...",
"horizon.pages.open.split_setup": "Rozdělená obrazovka...",
"horizon.pages.open.extras": "Extra...",
"horizon.pages.open.mods": "Modifikace...",
"horizon.pages.open.agent": "AI agent...",
"horizon.pages.open.controller_binds": "Ovladač se váže...",
"horizon.pages.open.horizon_settings": "Nastavení Horizonu...",
"horizon.pages.open.music": "hudba...",
"horizon.mods.empty": "Žádné mody: vložte soubory .hmod do složky horizon-mods",
"horizon.mods.stopped": " (Zastaveno)",
"horizon.mods.not_built": " (Nepostaveno)",
"horizon.mods.dev": " (vývoj)",
"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",
"horizon.multiplayer.join_friend": "Přidejte se k příteli",
"horizon.multiplayer.invite_code": "Kód pozvánky",
"horizon.multiplayer.relay": "relé (volitelné)",
"Preset": "Přednastaveno",
"LOD Distance": "LOD Vzdálenost",
"Far Detail": "Daleký detail",
"Entity Culling": "Vyřazení entit",
"Chunk Updates": "Aktualizace bloků",
"Upload Budget": "Nahrát rozpočet",
"Sky": "nebe",
"Fog": "mlha",
"Weather": "Počasí",
"Animated Textures": "Animované textury",
"Present Mode": "Současný režim",
"Worker Threads": "Pracovní vlákna",
"Resolution Scale": "Měřítko rozlišení",
"Paper White": "Bílý papír",
"Peak Brightness": "Špičkový jas",
"Black Level": "Úroveň černé",
"UI Brightness": "Jas uživatelského rozhraní",
"Battery Mode": "Režim baterie",
"Graphics API": "Grafické rozhraní API",
"Translucent Batching": "Průsvitné dávkování",
"Performance Overlay": "Překryvný výkon",
"Full Detail Distance": "Úplná podrobná vzdálenost",
"On": "Zapnuto",
"Off": "Vypnuto",
"Unlimited": "Neomezené",
"Custom": "Vlastní",
"Performance": "Výkon",
"Balanced": "Vyvážený",
"Quality": "Kvalita",
"Ultra Performance": "Ultra výkon",
"Native": "Nativní",
"Full": "Plný",
"Reduced": "Snížená",
"Efficient": "Efektivní",
"Precise": "Přesný",
"Mailbox": "Poštovní schránka",
"Immediate": "Okamžitě",
"FPS and Graph": "FPS a graf",
"No cost": "Žádné náklady",
"Low cost": "Nízká cena",
"Medium cost": "Střední náklady",
"High cost": "Vysoká cena",
"Saves time": "Šetří čas",
"Graphics": "Grafika",
"Done": "Hotovo",
"This feature is not yet available in Horizon.": "Tato funkce zatím není v Horizon k dispozici.",
"Your display or system doesn't offer HDR output.": "Váš displej nebo systém nenabízí výstup HDR.",
"Turn HDR on to use it.": "Chcete-li jej používat, zapněte HDR.",
"Your GPU or graphics API doesn't support it.": "Vaše GPU nebo grafické rozhraní API to nepodporuje.",
"%s chunks": "%s kousky",
"%s per frame": "%s na snímek",
"%s MiB/frame": "%s MiB/snímek",
"%s KiB/frame": "%s KiB/snímek",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "Úplný rozsah terénu. LOD Distance může rozšířit místní světy dále.",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "Hrubý vzdálený terén v místních světech. Integrované GPU se zastaví na 128 blocích.",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "Snížené vykreslování daleko hrubšího terénu: rychlejší na tomto integrovaném GPU.",
"Reduced draws far terrain coarser, for GPUs it slows down.": "Snížené vykresluje daleko hrubší terén, u GPU se zpomaluje.",
"Field of view. Wider shows more terrain at once.": "Zorné pole. Širší zobrazuje více terénu najednou.",
"Caps frames per second; a cap saves power and heat.": "Počet snímků za sekundu; čepice šetří energii a teplo.",
"Waits for the display's refresh: no tearing, a little latency.": "Čeká na obnovení displeje: žádné trhání, malá latence.",
"Size of menus and the HUD.": "Velikost menu a HUD.",
"Sets the options below together. Changing one makes it Custom.": "Nastaví společně níže uvedené možnosti. Změnou jednoho se stane vlastní.",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "Láva, oheň a sluneční světlo září jasněji než bílé. Vyžaduje HDR displej.",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "Váš displej je nejtmavší černý. 0 pro OLED; LCD trochu svítí.",
"How bright highlights get. Auto: the peak your system reports.": "Jak se získá jasný melír. Auto: vrchol, který váš systém hlásí.",
"How bright white paper and menus look. Auto: your desktop's white.": "Jak vypadají zářivě bílé papíry a nabídky. Auto: vaše plocha je bílá.",
"How bright the HUD and menus are, against paper white.": "Jak jasný je HUD a nabídky oproti bílé na papíře.",
"How far mobs, crops and machines keep working. CPU time.": "Jak dalece davy, plodiny a stroje fungují. CPU čas.",
"How far away mobs and items are drawn, as a share of normal.": "Jak daleko jsou mobové a předměty nakresleny jako podíl normálu.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Přeskočí terén skrytý za uzavřenými úseky. Vypnutí stojí hodně.",
"Hides entities behind opaque blocks.": "Skryje entity za neprůhlednými bloky.",
"No entity occlusion culling.": "Žádné vyřazení okluze entity.",
"CPU occlusion test runs this frame.": "Test okluze CPU spustí tento rámec.",
"Occlusion checks run on a worker thread.": "Kontroly okluze běží na pracovním vláknu.",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "Síťované sekce nahrané na snímek. Nižší je při načítání hladší.",
"Soft shadows in corners. Costs chunk building time only.": "Jemné stíny v rozích. Stojí jen kus času výstavby.",
"Smaller copies of block textures for distant terrain: less shimmer.": "Menší kopie textur bloků pro vzdálený terén: méně třpytu.",
"Blends grass and water colours across biomes when building chunks.": "Při stavbě kousků mísí barvy trávy a vody napříč biomy.",
"Cloud layer: off, flat (fast) or 3D (fancy).": "Cloudová vrstva: vypnutá, plochá (rychlá) nebo 3D (efektní).",
"How far clouds reach, in chunks.": "Jak daleko dosahují mraky, v kouscích.",
"Draws the sky, sun, moon and stars.": "Kreslí oblohu, slunce, měsíc a hvězdy.",
"Distance fog. Off shows the edge of the loaded world.": "Vzdálená mlha. Vypnuto ukazuje okraj načteného světa.",
"Draws rain and snow.": "Přitahuje déšť a sníh.",
"How far rain and snow fall around you.": "Jak daleko kolem vás padá déšť a sníh.",
"How many particles effects spawn.": "Kolik částic se vytvoří.",
"Round shadows under mobs and items.": "Kulaté stíny pod moby a předměty.",
"Leaves with see-through gaps. Off draws them solid.": "Listy s průhlednými mezerami. Off je vykreslí pevně.",
"Sorts water and glass more exactly behind each other.": "Třídí vodu a sklo přesněji za sebou.",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "Který kus přestavby čeká na rám: žádný, poblíž nebo váš.",
"Animates water, lava, fire and other moving textures.": "Animuje vodu, lávu, oheň a další pohyblivé textury.",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "Světové pixely na pixel obrazovky. Pod 100 % je rychlejší na GPU.",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "Vyhlazuje zubaté okraje. FXAA: měkčí. TAA: nejhladší, pohyblivé věci se mohou táhnout.",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "Zmenší svět a přestaví ho pomocí TAA. Rychlejší, měkčí.",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "Výstup HDR na displeji HDR: láva, oheň a sluneční světlo září jasněji.",
"How frames reach the screen while VSync is off.": "Jak se snímky dostanou na obrazovku, když je VSync vypnutá.",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "Efektivní režim spánku až do dalšího snímku; Přesná rotace, jako vanilka.",
"Fills the screen (borderless).": "Vyplní obrazovku (bez okrajů).",
"Brightens dark places.": "Rozjasňuje tmavá místa.",
"Lowers the frame rate when minimised, or idle too.": "Při minimalizaci nebo nečinnosti sníží snímkovou frekvenci.",
"Sways the view while walking.": "Při chůzi kývá výhled.",
"Fades newly loaded chunks in.": "Nově načtené kousky zmizí.",
"Darkens the screen's edges.": "Ztmaví okraje obrazovky.",
"Shows when the world saves.": "Ukazuje, kdy svět zachraňuje.",
"Shows attack cooldown.": "Ukazuje cooldown útoku.",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "60 snímků za sekundu (30 v nabídkách nebo nezaostřené), polovina pracovníků: méně energie.",
"Threads that generate, light and mesh chunks. Next start.": "Vlákna, která generují, osvětlují a propojují kousky. Další start.",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Vulkan, pak DirectX 12 (Windows) nebo OpenGL (Linux), kde selže. Další start.",
"Water and glass in one buffer: fewer draw calls, a bit more VRAM. Next start.": "Voda a sklo v jedné vyrovnávací paměti: méně remízových volání, o něco více VRAM. Další start.",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "Data sítě odesílaná do GPU na snímek. Nižší je při načítání hladší.",
"Frame rate and frame times over the game, with a graph.": "Frekvence snímků a časy snímků během hry s grafem.",
"horizon.multiplayer.finding_friend": "Hledání světa svého přítele...",
"horizon.multiplayer.not_signed_in": "Tento server je v online režimu. Přihlaste se pomocí svého účtu Microsoft ve spouštěči Horizon a připojte se k němu.",
"horizon.multiplayer.invalid_address": "Neplatná adresa serveru: %s",
"horizon.multiplayer.connected_friend_direct": "Přímé spojení s vaším přítelem...",
"horizon.multiplayer.connected_friend_relay": "Připojeno k vašemu příteli přes relé...",
"General": "Generál",
"Advanced": "Pokročilé",
"Undo": "Vrátit zpět",
"Search options": "Možnosti vyhledávání",
"Shortcut": "Zkratka",
"Distance": "Vzdálenost",
"Display": "Displej",
"Interface": "Rozhraní",
"Sky and weather": "Obloha a počasí",
"Lighting and entities": "Osvětlení a entity",
"Textures": "Textury",
"Image": "Obrázek",
"Chunk loading": "Načítání kusů",
"Culling": "Porážení",
"Power": "Moc",
"Frames": "Rámečky",
"Overlay": "Překryvná vrstva",
"Output": "Výstup",
"Brightness": "Jas",
"How far you see, the window and the HUD.": "Jak daleko vidíte, okno a HUD.",
"The sky and weather, lighting, textures and the image.": "Obloha a počasí, osvětlení, textury a obraz.",
"Chunk loading, culling and power use.": "Nakládání, utracení a spotřeba energie.",
"How frames reach the screen, and the performance overlay.": "Jak se snímky dostanou na obrazovku a překryvný výkon.",
"Brighter-than-white output on an HDR display.": "Výstup jasnější než bílý na displeji HDR.",
"Results for \"%s\"": "Výsledky pro „%s“",
"No settings match.": "Žádné nastavení neodpovídá.",
"horizon.title.not_affiliated": "Není spojen s Mojang nebo Microsoft",
"horizon.extras.header.lighting": "Osvětlení",
"horizon.extras.header.third_person": "Třetí osoba",
"horizon.extras.header.particles": "Částice",
"horizon.extras.header.inventory": "Inventář",
"horizon.extras.header.sound": "Zvuk",
"horizon.extras.header.menus": "Menu",
"horizon.extras.dynamic_lights": "Dynamická světla",
"horizon.extras.own_name_tag": "Vlastní jmenovka",
"horizon.extras.hide_block_particles": "Skryjte částice pro rozbití bloku",
"horizon.extras.auto_reconnect": "Automatické opětovné připojení",
"horizon.extras.ui_sound_reserve": "Ponechat kanály pro zvuky uživatelského rozhraní",
"horizon.extras.music_page": "Hudební stránka",
"horizon.extras.mouse_tweaks": "Ovládání myši Tweaks",
"horizon.extras.mouse_tweaks_wheel": "Rolovací kolečko posouvá položky",
"horizon.extras.sort": "Tlačítka řazení",
"horizon.extras.sort_key": "Klíč řazení",
"horizon.extras.no_ai": "Žádná umělá inteligence",
"horizon.extras.agent_control": "Kontrola agentů",
"horizon.extras.discord_presence": "Neshoda bohatá přítomnost",
"horizon.extras.chat_animation": "Hladký chat",
"horizon.extras.chat_indicator": "Indikátor zprávy",
"horizon.extras.wheel_cycles_settings": "Rolovací kolečko mění nastavení",
"horizon.extras.pack_browser": "Prohlížeč balíčku zdrojů",
"horizon.extras.fullbright.tooltip": "Ukažte bloky a entity při plném osvětlení, dokonce i v tmavých oblastech.",
"horizon.extras.dynamic_lights.tooltip": "Pochodně a jiné světelné zdroje držené, shozené nebo v plamenech osvětlují bloky kolem nich.",
"horizon.extras.own_name_tag.tooltip": "Zobrazuje vaše jméno nad vaší hlavou ve třetí osobě, jak to vidí ostatní hráči. Skryté, když server skryje jména vašeho týmu nebo jste neviditelní.",
"horizon.extras.hide_block_particles.tooltip": "Skryje částečky trosek, které prasknou z rozbitého bloku a rozpadnou se z toho, který vytěžíte. Ostatní částice zůstávají.",
"horizon.extras.auto_reconnect.tooltip": "Znovu se připojí k serveru po ztrátě připojení nebo restartu, nikdy po kopu nebo banu.",
"horizon.extras.ui_sound_reserve.tooltip": "Zvuky na světě nechávají 16 z 247 zvukových kanálů volných, takže jejich záplava (velká exploze) nemůže umlčet kliknutí na nabídku.",
"horizon.extras.music_page.tooltip": "Music & Sounds dostane stránku Hudba...: přehrajte libovolnou vestavěnou stopu hned, nebo jednu vypněte, aby ji hra přestala vybírat. Nic se nezmění, dokud stopu nevypnete.",
"horizon.extras.mouse_tweaks.tooltip": "Tažením doprava umístíte jednu na každý slot, tažením doleva shromažďujete zadržený předmět, Shift + tažením doleva posunete každý slot.",
"horizon.extras.mouse_tweaks_wheel.tooltip": "Dolů pošle jednu položku slotu na druhou stranu, nahoru jednu vrátí zpět.",
"horizon.extras.sort.tooltip": "Třídí inventář, truhly, sudy, ender truhly a shulker boxy v kreativním pořadí karet a slučuje hromádky.",
"horizon.extras.sort_key.tooltip": "Seřadí část pod kurzorem. Klikněte a poté stiskněte klávesu; Escape to rozváže.",
"horizon.extras.no_ai.tooltip": "Skryje a vypne všechny funkce AI: ovládání agenta, horizon-ctl a servery MCP. Vypínač spouštěče také.",
"horizon.extras.agent_control.tooltip": "Váš vlastní AI agent může hrát tuto hru prostřednictvím horizon-ctl nebo klienta MCP pouze na tomto počítači.",
"horizon.extras.discord_presence.tooltip": "Zobrazuje Playing Horizon na vašem Discord profilu, zatímco Discord běží: nabídky, single player nebo multiplayer, dimenze a hraný čas. Nikdy jméno světa nebo adresa serveru.",
"Calibrate...": "Kalibrovat...",
"Calibrate Anyway...": "Přesto kalibrovat...",
"Use Automatic Setup": "Použijte Automatické nastavení",
"Shortcut: %s": "Zkratka: %s",
"Next": "Další",
"HDR Calibration %s/%s: %s": "Kalibrace HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Nastaví tři pod celou obrazovkou, vždy jeden testovací obrázek.",
"A key that opens this screen from the game. Not bound at first.": "Klíč, který otevře tuto obrazovku ze hry. Zpočátku bez vazby.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Váš displej neříkal, jak jasný je: zkalibrujte jej, abyste jej nastavili.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Již nastaveno pro váš displej. Kalibrujte pouze v případě, že HDR vypadá špatně.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Vrátí maximální jas a papírovou bílou zpět do nastavení vašeho displeje.",
"Set up for your display. Leave on Auto unless it looks wrong.": "Nastavte pro svůj displej. Nechte na Auto, pokud to nevypadá špatně.",
"Lower it until the logo just disappears into the black.": "Snižte jej, dokud logo nezmizí v černé barvě.",
"Raise it until the logo just disappears into the bright square.": "Zvedněte jej, dokud logo nezmizí ve světlém čtverci.",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "Udělejte z karty bílou, na kterou se budete pohodlně dívat po dlouhou dobu ve světle, ve kterém hrajete.",
"horizon.splitscreen.profiles.forget": "Zapomeňte",
"horizon.splitscreen.profiles.create": "Vytvořit",
"horizon.splitscreen.profiles.you": " - vy",
"horizon.splitscreen.profiles.forget_named": "Zapomenout %s",
"horizon.splitscreen.profiles.previous": "Předchozí",
"horizon.splitscreen.profiles.next": "Další",
"horizon.splitscreen.profiles.new_button": "Nový profil...",
"horizon.splitscreen.profiles.forget_title": "Zapomenout profil?",
"horizon.splitscreen.profiles.forget_leaves": "Opustí seznam této instance.",
"horizon.splitscreen.profiles.forget_kept": "Světový pokrok a nastavení jsou zachovány.",
"horizon.splitscreen.profiles.new_title": "Nový profil",
"horizon.splitscreen.profiles.name_hint": "Jméno (3 až 16 písmen, číslic, _)",
"horizon.splitscreen.profiles.switch_title": "Přepnout profil",
"horizon.splitscreen.profiles.offline_note": "Offline profily patří k této instanci",
"horizon.splitscreen.profiles.move": "Pohybujte se tam, kde hrajete",
"horizon.splitscreen.profiles.move_place": "Přesuňte se, kde hrajete: %s",
"horizon.friends.title": "Hrajte s přáteli",
"horizon.friends.hint": "Přátelé vloží kód za tlačítko Přátelé na titulní obrazovce, do Přímého připojení nebo na stránku Play spouštěče.",
"horizon.friends.copied": "Zkopírováno",
"horizon.friends.copy_code": "Kopírovat kód",
"horizon.friends.stop_sharing": "Přestat sdílet",
"horizon.friends.none_yet": "Zatím tu nejsou žádní přátelé.",
"horizon.friends.here_now": "Tady teď: %s",
"horizon.friends.share_intro": "Sdílejte tento svět pomocí zvacího kódu: otevře se na LAN a přátelé na internetu se připojí pomocí kódu. Není zapojen žádný náš server.",
"horizon.friends.start_sharing": "Začněte sdílet",
"horizon.friends.troubleshooting": "Odstraňování problémů...",
"horizon.friends.stopped": "Sdílení kódu pozvánky bylo zastaveno.",
"horizon.friends.short_code_changed": "Někdo neustále zkoušel špatný krátký kód, takže se to změnilo.",
"horizon.friends.wrong_code": "Někdo zkusil špatný kód.",
"horizon.friends.code_ready": "Váš zvací kód je připraven: Herní menu, Hrajte s přáteli. Zkopírujte jej a pošlete svým přátelům.",
"horizon.friends.share_failed": "Nepodařilo se sdílet svět: %s",
"horizon.friends.finding_route": "Zjištění, jak vás mohou přátelé kontaktovat…",
"horizon.osk.space": "Prostor",
"horizon.osk.delete": "Smazat",
"horizon.osk.type": "Typ",
"horizon.osk.symbols": "Symboly",
"horizon.osk.close": "Zavřít",
"horizon.extras.chat_animation.tooltip": "Nová čára chatu se vsune zleva, zatímco se mizí, místo aby vypadala celá.",
"horizon.extras.chat_indicator.tooltip": "Barevný pruh nalevo od chatovací linky.",
"horizon.extras.wheel_cycles_settings.tooltip": "Rolovací kolečko nad tlačítkem v nastavení mění jeho hodnotu, jako u vanilky. Vypnuto, kolečko pouze posouvá seznam.",
"horizon.extras.pack_browser.tooltip": "Select Resource Packs dostane tlačítko Přidat, které prohledá Modrinth a nainstaluje balíček do vaší složky balíčků. Vypnuto, hra nikdy nekontaktuje Modrinth.",
"horizon.extras.splitscreen.tooltip": "Ve světě se může jako nový hráč připojit další ovladač: stiskněte A, když se zeptá, pak vyberte profil a kde hrát.",
"horizon.splitscreen.setup.monitor_unknown": "monitor",
"horizon.splitscreen.setup.window": "okno %s",
"horizon.splitscreen.setup.new_window": "Nové okno",
"horizon.splitscreen.setup.fill_monitor": "Vyplňte %s",
"horizon.splitscreen.setup.done": "Hotovo",
"horizon.splitscreen.setup.on": "Zapnuto",
"horizon.splitscreen.setup.off": "Vypnuto",
"horizon.splitscreen.setup.player": "Hráč %s",
"horizon.splitscreen.setup.revert": "Vrátit zpět",
"horizon.splitscreen.setup.apply": "Použít",
"horizon.splitscreen.setup.warning.empty_main": "V okně 1 nikdo nehraje: skrývá se",
"horizon.splitscreen.setup.warning.empty_close": "V okně %s nikdo nehraje: zavře se při Použít",
"horizon.splitscreen.setup.warning.empty_new": "V okně %s nikdo nehraje: neotevře se",
"horizon.splitscreen.setup.warning.on_main": "Okno %s vyplní monitor okna 1: jeho hráči hrají v okně 1",
"horizon.splitscreen.setup.warning.unplugged": "Monitor okna %s není připojen: jeho hráči hrají v okně 1",
"horizon.splitscreen.setup.status.off": "Splitscreen je vypnutý.",
"horizon.splitscreen.setup.status.enable_hint": "Zapněte jej a poté stiskněte tlačítko na jiném ovladači na světě.",
"horizon.splitscreen.setup.status.join_hint": "Stisknutím tlačítka A se připojíte a vyberete profil.",
"horizon.splitscreen.setup.status.idle": "Splitscreen nečinný",
"horizon.splitscreen.setup.status.alone": "Žádní další místní hráči.",
"horizon.splitscreen.setup.status.solo_controls": "Solo ovládací prvky a zpětná vazba regulátoru se nemění.",
"horizon.splitscreen.setup.window_empty": "Okno %s: prázdné",
"horizon.splitscreen.setup.note.select": "Klikněte na přehrávač nebo jej přetáhněte do okna nebo na monitor.",
"horizon.splitscreen.setup.note.apply": "Použít pro přehrávání tímto způsobem, Vrátit pro vrácení zpět.",
"horizon.splitscreen.setup.note.place": "Kde by měl %s hrát?",
"horizon.splitscreen.setup.this_player": "tohoto hráče",
"horizon.splitscreen.setup.switch_disabled": "Splitscreen se vypne, jakmile ostatní odejdou (jejich nabídka pozastavení).",
"horizon.splitscreen.setup.window_place": "Okno %s (%s z %s)",
"horizon.splitscreen.setup.names": "Jména",
"horizon.splitscreen.setup.identify": "Identifikovat",
"horizon.splitscreen.setup.layout.two": "2 sdílení: %s",
"horizon.splitscreen.setup.layout.three": "3 sdílení: %s",
"horizon.splitscreen.setup.layout.two.1": "Bok po boku",
"horizon.splitscreen.setup.layout.two.2": "Nahoře a dole",
"horizon.splitscreen.setup.layout.three.0": "Jeden široký nahoře",
"horizon.splitscreen.setup.layout.three.1": "Jeden vysoký vlevo",
"horizon.splitscreen.setup.layout.three.2": "Bok po boku",
"horizon.splitscreen.setup.help.player": "Kliknutím nebo přetažením %s je přesunete.",
"horizon.splitscreen.setup.help.layout_auto": "%s (vedle sebe, když je okno široké). Stiskněte pro změnu.",
"horizon.splitscreen.setup.help.layout": "%s. Stiskněte pro změnu.",
"horizon.splitscreen.setup.help.switch": "Rozdělená obrazovka pro tento počítač, zapnutá nebo vypnutá.",
"horizon.splitscreen.setup.help.identify": "Pohled každého hráče ukazuje, ve kterém okně se nachází.",
"horizon.splitscreen.setup.help.names": "Jméno každého hráče v rohu jeho pohledu.",
"horizon.splitscreen.setup.help.revert": "Vraťte zpět změny, které dosud nebyly použity.",
"horizon.splitscreen.setup.help.apply": "Hrajte tak, jak ukazuje mapa.",
"horizon.splitscreen.setup.help.unchanged": "Zatím se nic nezměnilo.",
"horizon.splitscreen.prompt.controller_connected": "Ovladač připojen",
"horizon.splitscreen.prompt.controller_disconnected": "Ovladač odpojen",
"horizon.splitscreen.prompt.controller_disconnected.hint": "Znovu jej připojte nebo stiskněte tlačítko na jiném",
"horizon.splitscreen.prompt.join.one": "%s se chce připojit",
"horizon.splitscreen.prompt.join.many": "%s kontroloři se chtějí připojit",
"horizon.splitscreen.prompt.join.yes": "Připojte se",
"horizon.splitscreen.prompt.join.as_p1": "Hrajte jako P1",
"horizon.splitscreen.prompt.join.no": "ne",
"horizon.splitscreen.prompt.lost": "%s: ovladač odpojen",
"horizon.splitscreen.prompt.lost.use_another": "Použijte jiný",
"horizon.splitscreen.prompt.lost.leave": "Odejděte",
"horizon.splitscreen.setup.help.give_up_pad": "Váš ovladač vás přestane řídit a je mu nabídnuto připojení (A).",
"horizon.splitscreen.setup.note.held_at": "%s až %s: A to sem hodí, B to vrátí.",
"horizon.splitscreen.setup.note.held": "%s zvedl: vlevo/vpravo vybírá tam, kde A spadne, B to vrátí zpět.",
"Hides models behind opaque blocks. Async checks off-thread; entities tick.": "Skryje modely za neprůhledné bloky. Async kontroluje off-thread; entity klíštěte.",
"Block Entities": "Blokovat entity",
"Shulker Boxes": "Krabice Shulker",
"Reuses settled boxes; lid movement stays animated.": "Znovu používá usazené krabice; pohyb víka zůstává animovaný.",
"Signs": "Známky",
"Reuses sign text until text, light, or font changes.": "Znovu používá podepsaný text, dokud se nezmění text, světlo nebo písmo.",
"Decorated Pots": "Zdobené hrnce",
"Reuses still pots; break wobble and sherd changes redraw.": "Znovu používá nehybné hrnce; break wobble and sherd changes redraw.",
"Bells": "Zvony",
"Reuses still bells; ringing stays animated.": "Znovu používá stále zvony; vyzvánění zůstává animované.",
"Chests": "Truhly",
"Reuses closed chests; moving lids stay animated.": "Znovu používá uzavřené truhly; pohyblivá víčka zůstávají animovaná.",
"Banners": "Bannery",
"Reuses poles; flags and pattern layers still update.": "Znovu používá tyče; příznaky a vrstvy vzorů se stále aktualizují.",
"Copper Golem Statues": "Sochy měděných golemů",
"Reuses statue geometry until its block state changes.": "Znovu používá geometrii sochy, dokud se její stav bloku nezmění.",
"Leaf Culling": "Vyřazování listů",
"Every leaf face. Vanilla's fancy leaves.": "Tvář každého listu. Vanilkovy efektní listy.",
"Keeps fine plants in high-res packs from fading far away.": "Chrání jemné rostliny v balíčcích s vysokým rozlišením před vyblednutím.",
"Screenshot Quality": "Kvalita snímku obrazovky",
"F2 screenshots at this many times the game's resolution. Higher takes longer.": "F2 screenshoty v tomto mnohonásobku rozlišení hry. Vyšší trvá déle.",
"Frame Generation": "Generování snímků",
"Shows a made-up frame between each two real ones: smoother, a little more lag.": "Zobrazuje vytvořený rám mezi každým dvěma skutečnými: hladší, trochu více zpoždění.",
"Shadow Cache": "Stínová mezipaměť",
"Reuses the pack shadow map when sun, view and world match. Off by default.": "Znovu použije mapu stínu balíčku, když se slunce, pohled a svět shodují. Ve výchozím nastavení vypnuto.",
"Find BlueMap": "Najděte BlueMap",
"On servers, finds their BlueMap web map for far terrain. Next join.": "Na serverech najde jejich webovou mapu BlueMap pro vzdálený terén. Další připojení.",
"How far around you BlueMap tiles are downloaded. Next join.": "Jak daleko ve vašem okolí jsou staženy dlaždice BlueMap. Další připojení.",
"Synchronous": "Synchronní",
"Asynchronous": "Asynchronní",
"Solid": "Pevné",
"Solid Aggressive": "Solidní agresivní",
"Hollow": "Dutý",
"Leaves fully inside a canopy draw solid: fewer see-through layers.": "Listy plně uvnitř baldachýnu kreslí pevně: méně průhledných vrstev.",
"Leaves with one open side draw solid too: faster, chunkier edges.": "Listy s jednou otevřenou stranou se také kreslí pevně: rychlejší, robustnější okraje.",
"Drops faces between leaves: faster, but gaps look through.": "Klesá obličeje mezi listy: rychlejší, ale prohlížejí mezery.",
"Hotbar: Previous Slot": "Hotbar: Předchozí slot",
"Hotbar: Next Slot": "Hotbar: Další slot",
"horizon.agent.connected.one": "Připojeno: 1 připojení agenta",
"horizon.agent.connected.many": "Připojeno: %s připojení agentů",
"horizon.agent.connected.one_ago": "Připojeno: 1 připojení agenta, poslední příkaz před %s s",
"horizon.agent.connected.many_ago": "Připojeno: %s připojení agentů, poslední příkaz před %s s",
"horizon.agent.waiting": "Čekání na agenta.",
"horizon.agent.off": "Vypnuto: agenti se k této hře nedostanou.",
"horizon.agent.session_opened": "Otevřeno pro tuto relaci programem, který spustil hru.",
"horizon.agent.socket": "Socket: %s (zkopírujte podrobnosti pro jeho úplnou cestu)",
"horizon.agent.local_only": "Pouze místní: agenti na tomto počítači, nikdy v síti.",
"%s nits": "%s hnid",
"%.2f nits": "%.2f hnid",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "Skryje modely za neprůhledné bloky. Aktualizace entit. Vypnuto s vlastními balíčky.",
"horizon.extras.repro_keys": "Zkratky nahrávání",
"horizon.extras.repro_keys.tooltip": "F3+R spustí nebo zastaví repro záznam a F3+E zapíše jeho svazek. Ve výchozím nastavení vypnuto: nahrávka zkopíruje svět.",
"horizon.agent.record_session": "Spusťte záznam relace",
"horizon.agent.record_stop": "Zastavit záznam relace",
"horizon.repro.started": "Nahrávání zahájeno; F3+R to zastaví a zapíše svazek.",
"horizon.repro.stopped": "Nahrávání zastaveno: %s",
"horizon.repro.bundle": "Repro balíček: %s",
"horizon.repro.no_recording": "Zatím není k dispozici žádná nahrávka k exportu.",
"horizon.repro.replay_started": "Přehrávání zahájeno: %s",
"horizon.pack.addInfo": "Přidejte zdrojový balíček z Modrinth",
"horizon.pack.addWorking": "Ptát se Modrintha...",
"horizon.pack.addNone": "Nebyly nalezeny žádné balíčky zdrojů",
"horizon.pack.addTitle": "Přidejte Resource Pack",
"horizon.pack.install": "Instalovat",
"horizon.pack.installing": "Instalace",
"horizon.pack.installed": "Instalováno",
"horizon.pack.search": "Hledat",
"horizon.pack.searchHint": "Hledat Modrinth...",
"horizon.pack.filters": "Filtry",
"horizon.pack.filter.realistic": "Realistické",
"horizon.pack.filter.simplistic": "Zjednodušené",
"horizon.pack.filter.vanillaLike": "Vanilkové",
"horizon.pack.addFailed": "Balíček nelze přidat: %s",
"horizon.extras.header.cosmetics": "Kosmetika",
"horizon.extras.cosmetics_mine": "Moje kosmetika",
"horizon.extras.cosmetics_mine.tooltip": "Skryté: každý hráč Horizon vás vidí bez vaší kosmetiky, včetně vás. Stejný vypínač jako skříň odpalovacího zařízení.",
"horizon.extras.cosmetics_others": "Kosmetika ostatních hráčů",
"horizon.extras.cosmetics_others.tooltip": "Co nosí ostatní hráči Horizon: všechno, jen styly jmenovek nebo nic. Skryto, hra se nikdy neptá, co nosí.",
"horizon.extras.cosmetics_auras": "Aury a stezky ostatních",
"horizon.extras.cosmetics_auras.tooltip": "Aury a stezky, které nosí ostatní hráči. Ve výchozím nastavení vypnuto.",
"horizon.extras.cosmetics.shown": "Zobrazeno",
"horizon.extras.cosmetics.hidden": "Skrytá",
"horizon.extras.cosmetics.name_tags": "Pouze jmenovky"
}
@@ -0,0 +1,450 @@
{
"horizon.options.adaptive_triggers": "Adaptive triggere",
"horizon.options.lightbar": "Lysbjælke",
"horizon.options.look_sensitivity": "Følsomhed for kig",
"horizon.options.invert_x": "Inverter X-aksen for kig",
"horizon.options.invert_y": "Inverter Y-aksen for kig",
"horizon.options.sneak_button": "Snigeknap",
"horizon.options.move_deadzone": "Dødzone for bevægelse",
"horizon.options.look_deadzone": "Dødzone for kig",
"horizon.options.button_glyphs": "Knap Glyfer",
"horizon.options.menu_navigation": "Menu navigation",
"horizon.options.on_screen_keyboard": "Skærmtastatur",
"horizon.options.chat_delay": "Chatforsinkelse",
"horizon.options.lightbar.health": "Sundhed",
"horizon.options.menu_focus": "Fokus",
"horizon.options.keyboard.steam": "Damp",
"horizon.options.unavailable": "Denne funktion er endnu ikke tilgængelig i Horizon.",
"horizon.options.search": "Søgeindstillinger...",
"horizon.pages.shader_packs": "Shader-pakker",
"horizon.pages.shader_options": "Shader indstillinger",
"horizon.pages.controller": "Controllerindstillinger",
"horizon.pages.controller_binds": "Controller binder",
"horizon.pages.agent": "AI-agent",
"horizon.split.leave": "Forlad",
"horizon.pages.split_settings": "Indstillinger for splitskærm",
"horizon.pages.split_profiles": "Hvem spiller?",
"horizon.pages.split_setup": "Opsætning af splitskærm",
"horizon.pages.music": "Musik",
"horizon.pages.music.overworld": "Oververden",
"horizon.pages.music.creative": "Kreativ",
"horizon.pages.music.underwater": "Under vandet",
"horizon.pages.music.end": "Slutningen",
"horizon.pages.music.credits": "Kreditter",
"horizon.pages.music.overworld_biomes": "Oververdens biomer",
"horizon.pages.music.nether_biomes": "Underlige biomer",
"horizon.pages.music.end_biomes": "Slut biomer",
"horizon.pages.music.other": "Anden musik",
"horizon.pages.music.empty": "Ingen musiknumre: Spillets lyde er ikke indlæst.",
"horizon.pages.music.tooltip": "De indbyggede numre, efter situation: Spil et nu, eller sluk et hvilket som helst, så spillet stopper med at vælge det.",
"horizon.pages.settings.tooltip": "Horizons egne indstillinger: grafik, controllere, ekstramateriale og mods.",
"horizon.pages.graphics.tooltip": "Grafik, ganske enkelt: hver indstilling siger, hvad den koster.",
"horizon.pages.graphics_advanced.tooltip": "Hver grafikindstilling, Horizon er inkluderet, med hvad hver enkelt koster.",
"horizon.pages.controller.tooltip": "Controllere: deres knapper, sticks, vibration og menunavigation.",
"horizon.pages.extras.tooltip": "Valgfrie tilføjelser, alle slået fra som standard: spillet forbliver vanilje, indtil du tænder en.",
"horizon.pages.agent.tooltip": "Lad din egen AI-agent spille: horizon-ctl og MCP-klienter på denne computer.",
"horizon.pages.split_profiles.tooltip": "Hvem spiller: en profil gemt i denne spilmappe.",
"horizon.pages.split_setup.tooltip": "Vinduerne og skærmene, og hvem spiller hvor.",
"horizon.pages.shader_packs.tooltip": "Shader-pakker fra shaderpacks-mappen: Horizons egne og dem i shaders/-formatet. Man løber ad gangen.",
"horizon.pages.mods.tooltip": "Mods lavet til Horizon, fra mappen horizon-mods. Hver kører i en sandkasse og forbliver slukket, indtil du tænder den.",
"horizon.pages.open.graphics": "Grafik...",
"horizon.pages.open.graphics_advanced": "Avanceret grafik...",
"horizon.pages.open.shader_packs": "Shader-pakker...",
"horizon.pages.open.controller": "Controllerindstillinger...",
"horizon.pages.open.extras": "Ekstra...",
"horizon.pages.open.agent": "AI-agent...",
"horizon.pages.open.controller_binds": "Controller binder...",
"horizon.pages.open.music": "Musik...",
"horizon.mods.empty": "Ingen mods: læg .hmod-filer i mappen horizon-mods",
"horizon.mods.stopped": " (stoppet)",
"horizon.mods.not_built": " (Ikke bygget)",
"horizon.mods.dev": " (udvikler)",
"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",
"horizon.multiplayer.join_friend": "Slut dig til en ven",
"horizon.multiplayer.invite_code": "Invitationskode",
"horizon.multiplayer.relay": "Relæ (valgfrit)",
"Preset": "Forudindstillet",
"LOD Distance": "LOD Afstand",
"Far Detail": "Fjern detalje",
"Cave Culling": "Nedskæring af huler",
"Entity Culling": "Entitetsnedskæring",
"Chunk Updates": "Chunk opdateringer",
"Upload Budget": "Upload budget",
"Sky": "Himmel",
"Fog": "Tåge",
"Weather": "Vejret",
"Animated Textures": "Animerede teksturer",
"Present Mode": "Nuværende tilstand",
"Worker Threads": "Arbejdstråde",
"Resolution Scale": "Opløsningsskala",
"Upscaling": "Opskalering",
"Paper White": "Papir hvid",
"Peak Brightness": "Højeste lysstyrke",
"Black Level": "Sort niveau",
"UI Brightness": "UI lysstyrke",
"Battery Mode": "Batteritilstand",
"Graphics API": "Grafik API",
"Translucent Batching": "Gennemskinnelig batching",
"Performance Overlay": "Ydeevne Overlay",
"Full Detail Distance": "Fuld detalje afstand",
"On": "På",
"Off": "Fra",
"Unlimited": "Ubegrænset",
"Custom": "Brugerdefineret",
"Performance": "Ydeevne",
"Balanced": "Balanceret",
"Quality": "Kvalitet",
"Ultra Performance": "Ultra ydeevne",
"Full": "Fuld",
"Reduced": "Reduceret",
"Efficient": "Effektiv",
"Precise": "Præcis",
"Mailbox": "Postkasse",
"Immediate": "Øjeblikkelig",
"FPS and Graph": "FPS og graf",
"No cost": "Ingen omkostninger",
"Low cost": "Lave omkostninger",
"Medium cost": "Mellem omkostning",
"High cost": "Høje omkostninger",
"Saves time": "Sparer tid",
"Graphics": "Grafik",
"Done": "Færdig",
"This feature is not yet available in Horizon.": "Denne funktion er endnu ikke tilgængelig i Horizon.",
"Your display or system doesn't offer HDR output.": "Din skærm eller dit system tilbyder ikke HDR-output.",
"Turn HDR on to use it.": "Slå HDR til for at bruge det.",
"Your GPU or graphics API doesn't support it.": "Din GPU eller grafik-API understøtter det ikke.",
"%s chunks": "%s bidder",
"%s per frame": "%s pr. ramme",
"%s MiB/frame": "%s MiB/ramme",
"%s KiB/frame": "%s KiB/ramme",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "Fuld detaljeret terrænområde. LOD Distance kan udvide lokale verdener længere.",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "Groft fjernt terræn i lokale verdener. Integrerede GPU'er stopper ved 128 bidder.",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "Reduceret trækker langt grovere terræn: hurtigere på denne integrerede GPU.",
"Reduced draws far terrain coarser, for GPUs it slows down.": "Reduceret trækker terrænet langt grovere, for GPU'er bliver det langsommere.",
"Field of view. Wider shows more terrain at once.": "Synsfelt. Bredere viser mere terræn på én gang.",
"Caps frames per second; a cap saves power and heat.": "Caps billeder per sekund; en hætte sparer strøm og varme.",
"Waits for the display's refresh: no tearing, a little latency.": "Venter på skærmens opdatering: ingen rivning, lidt forsinkelse.",
"Size of menus and the HUD.": "Størrelse på menuer og HUD.",
"Sets the options below together. Changing one makes it Custom.": "Indstiller nedenstående muligheder sammen. At ændre en gør det brugerdefineret.",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "Lava, ild og sollys skinner klarere end hvidt. Har brug for en HDR-skærm.",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "Din skærm er mørkest sort. 0 for OLED; LCD'er lyser lidt.",
"How bright highlights get. Auto: the peak your system reports.": "Hvor lyse højdepunkter bliver. Auto: det højeste, dit system rapporterer.",
"How bright white paper and menus look. Auto: your desktop's white.": "Hvor lyst hvidt papir og menuer ser ud. Auto: dit skrivebord er hvidt.",
"How bright the HUD and menus are, against paper white.": "Hvor lys HUD og menuer er i forhold til hvidt papir.",
"How far mobs, crops and machines keep working. CPU time.": "Hvor langt mobs, afgrøder og maskiner bliver ved med at arbejde. CPU tid.",
"How far away mobs and items are drawn, as a share of normal.": "Hvor langt væk mobs og genstande trækkes, som en andel af normalen.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Springer over terræn skjult bag lukkede sektioner. Off koster meget.",
"Hides entities behind opaque blocks.": "Skjuler enheder bag uigennemsigtige blokke.",
"No entity occlusion culling.": "Ingen enhedsokklusion aflivning.",
"CPU occlusion test runs this frame.": "CPU-okklusionstest kører denne ramme.",
"Occlusion checks run on a worker thread.": "Okklusionstjek kører på en arbejdstråd.",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "Meshed sektioner uploadet pr. frame. Lavere er glattere under læsning.",
"Soft shadows in corners. Costs chunk building time only.": "Bløde skygger i hjørner. Det koster kun en del byggetid.",
"Smaller copies of block textures for distant terrain: less shimmer.": "Mindre kopier af blokteksturer til fjernt terræn: mindre shimmer.",
"Blends grass and water colours across biomes when building chunks.": "Blander græs og vandfarver på tværs af biomer, når du bygger bidder.",
"Cloud layer: off, flat (fast) or 3D (fancy).": "Skylag: slukket, fladt (hurtigt) eller 3D (fancy).",
"How far clouds reach, in chunks.": "Hvor langt skyer når, i bidder.",
"Draws the sky, sun, moon and stars.": "Tegner himmel, sol, måne og stjerner.",
"Distance fog. Off shows the edge of the loaded world.": "Afstandståge. Off viser kanten af ​​den belastede verden.",
"Draws rain and snow.": "Tegner regn og sne.",
"How far rain and snow fall around you.": "Hvor langt regn og sne falder omkring dig.",
"How many particles effects spawn.": "Hvor mange partikler effekter gyder.",
"Round shadows under mobs and items.": "Runde skygger under mobs og genstande.",
"Leaves with see-through gaps. Off draws them solid.": "Blade med gennemsigtige mellemrum. Off tegner dem solidt.",
"Sorts water and glass more exactly behind each other.": "Sorterer vand og glas mere præcist efter hinanden.",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "Hvilken chunk-genopbygning venter på rammen: ingen, i nærheden eller din.",
"Animates water, lava, fire and other moving textures.": "Animerer vand, lava, ild og andre bevægelige teksturer.",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "Verdenspixel pr. skærmpixel. Under 100% er hurtigere på GPU'en.",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "Udglatter takkede kanter. FXAA: blødere. TAA: de glatteste ting i bevægelse kan spore.",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "Gør verden mindre og genopbygger den med TAA. Hurtigere, blødere.",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "HDR-output på en HDR-skærm: lava, ild og sollys skinner kraftigere.",
"How frames reach the screen while VSync is off.": "Hvordan rammer når skærmen, mens VSync er slukket.",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "Effektiv sover indtil næste billede; Præcise spins, som vanilje.",
"Fills the screen (borderless).": "Fylder skærmen (uden kant).",
"Brightens dark places.": "Lysner mørke steder.",
"Lowers the frame rate when minimised, or idle too.": "Sænker billedhastigheden, når den minimeres, eller også inaktiv.",
"Sways the view while walking.": "Svinger udsigten, mens du går.",
"Fades newly loaded chunks in.": "Fader nyindlæste bidder ind.",
"Darkens the screen's edges.": "Gør skærmens kanter mørkere.",
"Shows when the world saves.": "Viser, når verden redder.",
"Shows attack cooldown.": "Viser nedkøling af angrebet.",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "60 FPS cap (30 i menuer eller ufokuseret), halvdelen af arbejderne: mindre strøm.",
"Threads that generate, light and mesh chunks. Next start.": "Tråde, der genererer, lyser og mesh bidder. Næste start.",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Vulkan, derefter DirectX 12 (Windows) eller OpenGL (Linux), hvor det fejler. Næste start.",
"Water and glass in one buffer: fewer draw calls, a bit more VRAM. Next start.": "Vand og glas i én buffer: færre draw calls, lidt mere VRAM. Næste start.",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "Mesh-data sendt til GPU'en pr. frame. Lavere er glattere under læsning.",
"Frame rate and frame times over the game, with a graph.": "Billedhastighed og billedtider i løbet af spillet med en graf.",
"horizon.multiplayer.finding_friend": "At finde din vens verden...",
"horizon.multiplayer.not_signed_in": "Denne server er i onlinetilstand. Log ind med din Microsoft-konto i Horizon launcher for at deltage i den.",
"horizon.multiplayer.invalid_address": "Ugyldig serveradresse: %s",
"horizon.multiplayer.connected_friend_direct": "Forbundet direkte til din ven...",
"horizon.multiplayer.connected_friend_relay": "Forbundet til din ven gennem relæet...",
"General": "Generelt",
"Advanced": "Avanceret",
"Undo": "Fortryd",
"Search options": "Søgemuligheder",
"Shortcut": "Genvej",
"Distance": "Afstand",
"Sky and weather": "Himmel og vejr",
"Lighting and entities": "Belysning og enheder",
"Textures": "Teksturer",
"Image": "Billede",
"Culling": "Nedskæring",
"Power": "Strøm",
"Frames": "Rammer",
"Overlay": "Overlejring",
"Brightness": "Lysstyrke",
"How far you see, the window and the HUD.": "Hvor langt du ser, vinduet og HUD.",
"The sky and weather, lighting, textures and the image.": "Himlen og vejret, belysning, teksturer og billedet.",
"Chunk loading, culling and power use.": "Chunk loading, nedslagning og strømforbrug.",
"How frames reach the screen, and the performance overlay.": "Hvordan rammer når frem til skærmen, og ydeevneoverlejringen.",
"Brighter-than-white output on an HDR display.": "Lysere-end-hvidt output på en HDR-skærm.",
"Results for \"%s\"": "Resultater for \"%s\"",
"No settings match.": "Ingen indstillinger matcher.",
"horizon.title.not_affiliated": "Ikke tilknyttet Mojang eller Microsoft",
"horizon.extras.header.lighting": "Belysning",
"horizon.extras.header.third_person": "Tredje person",
"horizon.extras.header.particles": "Partikler",
"horizon.extras.header.inventory": "Inventar",
"horizon.extras.header.sound": "Lyd",
"horizon.extras.header.menus": "Menuer",
"horizon.extras.fullbright": "Fuldt lys",
"horizon.extras.dynamic_lights": "Dynamiske lys",
"horizon.extras.own_name_tag": "Eget navneskilt",
"horizon.extras.hide_block_particles": "Skjul blokbrudspartikler",
"horizon.extras.auto_reconnect": "Auto-genopret forbindelse",
"horizon.extras.ui_sound_reserve": "Behold kanaler til UI-lyde",
"horizon.extras.music_page": "Musik side",
"horizon.extras.mouse_tweaks": "Mouse Tweaks kontroller",
"horizon.extras.mouse_tweaks_wheel": "Rullehjul flytter elementer",
"horizon.extras.sort": "Sorter knapper",
"horizon.extras.sort_key": "Sorteringstast",
"horizon.extras.no_ai": "Ingen AI",
"horizon.extras.agent_control": "Agent kontrol",
"horizon.extras.discord_presence": "Discord rig tilstedeværelse",
"horizon.extras.chat_animation": "Glat chat",
"horizon.extras.chat_indicator": "Meddelelsesindikator",
"horizon.extras.wheel_cycles_settings": "Rullehjul ændrer indstillinger",
"horizon.extras.pack_browser": "Ressourcepakkebrowser",
"horizon.extras.fullbright.tooltip": "Vis blokke og enheder i fuldt lys, selv i mørke områder.",
"horizon.extras.dynamic_lights.tooltip": "Fakler og andre lyskilder, der holdes, tabes eller brænder, tænder blokkene omkring dem.",
"horizon.extras.own_name_tag.tooltip": "Viser dit navn over dit hoved i tredje person, som andre spillere ser det. Skjult, når serveren skjuler dit teams navne, eller du er usynlig.",
"horizon.extras.hide_block_particles.tooltip": "Skjuler affaldspartiklerne, der brister fra en knækket blok og smuldrer af den, du mine. Andre partikler bliver.",
"horizon.extras.auto_reconnect.tooltip": "Tilslutter sig en server igen efter en mistet forbindelse eller en genstart, aldrig efter et kick eller ban.",
"horizon.extras.ui_sound_reserve.tooltip": "Lyde i verden efterlader 16 af de 247 lydkanaler fri, så en strøm af dem (en stor eksplosion) kan ikke dæmpe menuklik.",
"horizon.extras.music_page.tooltip": "Musik og lyde får en Musik...-side: afspil et hvilket som helst indbygget nummer nu, eller sluk et, så spillet stopper med at vælge det. Intet ændrer sig, før du slår et spor fra.",
"horizon.extras.mouse_tweaks.tooltip": "Højre-træk placerer én pr. plads, venstre-træk samler det tilbageholdte element, Shift + venstre-træk flytter hver plads.",
"horizon.extras.mouse_tweaks_wheel.tooltip": "Ned sender en genstand i åbningen til den anden side, op bringer en tilbage.",
"horizon.extras.sort.tooltip": "Sorterer beholdningen, kister, tønder, ender-kister og shulker-kasser i kreativ fanerækkefølge, fletning af stakke.",
"horizon.extras.sort_key.tooltip": "Sorterer delen under markøren. Klik, og tryk derefter på en tast; Escape frigør det.",
"horizon.extras.no_ai.tooltip": "Skjuler og deaktiverer alle AI-funktioner: agentkontrol, horizon-ctl og MCP-serverne. Starterens kontakt også.",
"horizon.extras.agent_control.tooltip": "Din egen AI-agent kan kun spille dette spil gennem horizon-ctl eller en MCP-klient på denne computer.",
"horizon.extras.discord_presence.tooltip": "Viser Playing Horizon på din Discord-profil, mens Discord kører: menuer, single player eller multiplayer, dimensionen og spilletid. Aldrig en verdens navn eller en servers adresse.",
"Calibrate...": "Kalibrer...",
"Calibrate Anyway...": "Kalibrer alligevel...",
"Use Automatic Setup": "Brug automatisk opsætning",
"Shortcut: %s": "Genvej: %s",
"Next": "Næste",
"HDR Calibration %s/%s: %s": "HDR-kalibrering %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Indstiller de tre nedenfor i fuld skærm, et testbillede ad gangen.",
"A key that opens this screen from the game. Not bound at first.": "En tast, der åbner denne skærm fra spillet. Ikke bundet i starten.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Din skærm sagde ikke, hvor lys den bliver: Kalibrer for at konfigurere den.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Allerede konfigureret til din skærm. Kalibrer kun, hvis HDR ser forkert ud.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Sætter Peak Brightness og Paper White tilbage til din skærms opsætning.",
"Set up for your display. Leave on Auto unless it looks wrong.": "Konfigurer din skærm. Lad være på Auto, medmindre det ser forkert ud.",
"Lower it until the logo just disappears into the black.": "Sænk det, indtil logoet lige forsvinder ind i det sorte.",
"Raise it until the logo just disappears into the bright square.": "Hæv det, indtil logoet lige forsvinder ind i den lyse firkant.",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "Gør kortet hvidt, der er behageligt at se på i lang tid, i det lys du spiller i.",
"horizon.splitscreen.profiles.forget": "Glem",
"horizon.splitscreen.profiles.create": "Opret",
"horizon.splitscreen.profiles.you": " - dig",
"horizon.splitscreen.profiles.forget_named": "Glem %s",
"horizon.splitscreen.profiles.previous": "Forrige",
"horizon.splitscreen.profiles.next": "Næste",
"horizon.splitscreen.profiles.new_button": "Ny profil...",
"horizon.splitscreen.profiles.forget_title": "Glem profil?",
"horizon.splitscreen.profiles.forget_leaves": "Det forlader denne instans liste.",
"horizon.splitscreen.profiles.forget_kept": "Verdens fremskridt og indstillinger bevares.",
"horizon.splitscreen.profiles.new_title": "Ny profil",
"horizon.splitscreen.profiles.name_hint": "Navn (3 til 16 bogstaver, cifre, _)",
"horizon.splitscreen.profiles.switch_title": "Skift profil",
"horizon.splitscreen.profiles.offline_note": "Offlineprofiler hører til denne instans",
"horizon.splitscreen.profiles.move": "Flyt hvor du spiller",
"horizon.splitscreen.profiles.move_place": "Flyt hvor du spiller: %s",
"horizon.friends.title": "Spil med venner",
"horizon.friends.hint": "Venner indsætter koden efter titelskærmens Venner-knap, i Direct Connection eller på launcherens Play-side.",
"horizon.friends.copied": "Kopieret",
"horizon.friends.copy_code": "Kopiér kode",
"horizon.friends.stop_sharing": "Stop deling",
"horizon.friends.none_yet": "Ingen venner her endnu.",
"horizon.friends.here_now": "Her nu: %s",
"horizon.friends.share_intro": "Del denne verden bag en invitationskode: den åbner til LAN, og venner på internettet deltager med koden. Ingen af ​​vores servere er involveret.",
"horizon.friends.start_sharing": "Begynd at dele",
"horizon.friends.troubleshooting": "Fejlfinding...",
"horizon.friends.stopped": "Stoppet med at dele invitationskoden.",
"horizon.friends.short_code_changed": "Nogen blev ved med at prøve en forkert kort kode, så den ændrede sig.",
"horizon.friends.wrong_code": "Nogen prøvede en forkert kode.",
"horizon.friends.code_ready": "Din invitationskode er klar: Spilmenu, Spil med venner. Kopier det og send det til dine venner.",
"horizon.friends.share_failed": "Kunne ikke dele verden: %s",
"horizon.friends.finding_route": "Finder, hvordan venner kan nå dig...",
"horizon.osk.shift": "Skift",
"horizon.osk.space": "Plads",
"horizon.osk.delete": "Slet",
"horizon.osk.symbols": "Symboler",
"horizon.osk.close": "Luk",
"horizon.extras.chat_animation.tooltip": "En ny chatlinje glider ind fra venstre, mens den toner ind, i stedet for at virke hel.",
"horizon.extras.chat_indicator.tooltip": "Den farvede bjælke til venstre for en chatlinje.",
"horizon.extras.wheel_cycles_settings.tooltip": "Scrollhjulet over en knap i indstillingerne ændrer dens værdi, som i vanilje. Fra, hjulet ruller kun listen.",
"horizon.extras.pack_browser.tooltip": "Select Resource Packs får en Tilføj knap, der søger mod Modrinth og installerer en pakke i din pakkemappe. Off, spillet kontakter aldrig Modrinth.",
"horizon.extras.splitscreen.tooltip": "I en verden kan en anden controller deltage som en ny spiller: Tryk på A, når den spørger, vælg derefter en profil og hvor du vil spille.",
"horizon.splitscreen.setup.monitor": "Overvåg %s",
"horizon.splitscreen.setup.monitor_unknown": "en skærm",
"horizon.splitscreen.setup.window": "Vindue %s",
"horizon.splitscreen.setup.new_window": "Nyt vindue",
"horizon.splitscreen.setup.fill_monitor": "Udfyld %s",
"horizon.splitscreen.setup.done": "Færdig",
"horizon.splitscreen.setup.on": "På",
"horizon.splitscreen.setup.off": "Fra",
"horizon.splitscreen.setup.player": "Spiller %s",
"horizon.splitscreen.setup.revert": "Vend tilbage",
"horizon.splitscreen.setup.apply": "Ansøg",
"horizon.splitscreen.setup.warning.empty_main": "Ingen spiller i vindue 1: det gemmer sig",
"horizon.splitscreen.setup.warning.empty_close": "Ingen spiller i vinduet %s: det lukker ved Anvend",
"horizon.splitscreen.setup.warning.empty_new": "Ingen spiller i vinduet %s: det åbner ikke",
"horizon.splitscreen.setup.warning.on_main": "Vindue %s fylder vinduet 1's skærm: dets spillere spiller i vindue 1",
"horizon.splitscreen.setup.warning.unplugged": "Window %ss skærm er ikke tilsluttet: dens spillere spiller i Window 1",
"horizon.splitscreen.setup.status.off": "Splitscreen er slået fra.",
"horizon.splitscreen.setup.status.enable_hint": "Tænd den, og tryk derefter på en knap på en anden controller i en verden.",
"horizon.splitscreen.setup.status.join_hint": "Tryk på A for at deltage og vælge en profil.",
"horizon.splitscreen.setup.status.idle": "Splitscreen inaktiv",
"horizon.splitscreen.setup.status.alone": "Ingen andre lokale spillere.",
"horizon.splitscreen.setup.status.solo_controls": "Solostyringer og controllerfeedback er uændrede.",
"horizon.splitscreen.setup.window_empty": "Vindue %s: tomt",
"horizon.splitscreen.setup.note.select": "Klik på en afspiller, eller træk den til et vindue eller en skærm.",
"horizon.splitscreen.setup.note.apply": "Ansøg om at spille på denne måde, Gå tilbage for at fortryde.",
"horizon.splitscreen.setup.note.place": "Hvor skal %s spille?",
"horizon.splitscreen.setup.this_player": "denne spiller",
"horizon.splitscreen.setup.switch_disabled": "Splitscreen slukker, når de andre er gået (deres pausemenu).",
"horizon.splitscreen.setup.window_place": "Vindue %s (%s af %s)",
"horizon.splitscreen.setup.names": "Navne",
"horizon.splitscreen.setup.identify": "Identificer",
"horizon.splitscreen.setup.layout.two": "2 deler: %s",
"horizon.splitscreen.setup.layout.three": "3 deling: %s",
"horizon.splitscreen.setup.layout.two.1": "Side om side",
"horizon.splitscreen.setup.layout.two.2": "Top og bund",
"horizon.splitscreen.setup.layout.three.0": "En bred ovenpå",
"horizon.splitscreen.setup.layout.three.1": "En høj til venstre",
"horizon.splitscreen.setup.layout.three.2": "Side om side",
"horizon.splitscreen.setup.help.player": "Klik eller træk %s for at flytte dem.",
"horizon.splitscreen.setup.help.layout_auto": "%s (side om side, når vinduet er bredt). Tryk for at ændre.",
"horizon.splitscreen.setup.help.layout": "%s. Tryk for at ændre.",
"horizon.splitscreen.setup.help.switch": "Splitscreen til denne computer, til eller fra.",
"horizon.splitscreen.setup.help.identify": "Hver spillers visning viser, hvilket vindue den er i.",
"horizon.splitscreen.setup.help.names": "Hver spillers navn i hjørnet af deres visning.",
"horizon.splitscreen.setup.help.revert": "Fortryd de ændringer, der ikke er anvendt endnu.",
"horizon.splitscreen.setup.help.apply": "Spil som kortet viser.",
"horizon.splitscreen.setup.help.unchanged": "Intet ændret sig endnu.",
"horizon.splitscreen.setup.give_up_pad": "Giv op Pad",
"horizon.splitscreen.prompt.controller_connected": "Controller tilsluttet",
"horizon.splitscreen.prompt.controller_disconnected": "Controller frakoblet",
"horizon.splitscreen.prompt.controller_disconnected.hint": "Tilslut den igen, eller tryk på en knap på en anden",
"horizon.splitscreen.prompt.join.one": "%s ønsker at deltage",
"horizon.splitscreen.prompt.join.many": "%s controllere ønsker at deltage",
"horizon.splitscreen.prompt.join.yes": "Deltag",
"horizon.splitscreen.prompt.join.as_p1": "Spil som P1",
"horizon.splitscreen.prompt.join.no": "Nej",
"horizon.splitscreen.prompt.lost": "%s: controller frakoblet",
"horizon.splitscreen.prompt.lost.use_another": "Brug en anden",
"horizon.splitscreen.prompt.lost.leave": "Forlad",
"horizon.splitscreen.setup.help.give_up_pad": "Din controller holder op med at køre dig og bliver tilbudt at deltage (A).",
"horizon.splitscreen.setup.note.held_at": "%s til %s: A slipper den her, B lægger den tilbage.",
"horizon.splitscreen.setup.note.held": "%s plukket op: venstre/højre vælger hvor, A falder, B sætter den tilbage.",
"Hides models behind opaque blocks. Async checks off-thread; entities tick.": "Gemmer modeller bag uigennemsigtige blokke. Asynkron checker off-thread; enheder krydser af.",
"Block Entities": "Bloker enheder",
"Shulker Boxes": "Shulker kasser",
"Reuses settled boxes; lid movement stays animated.": "Genbruger aflejrede kasser; lågets bevægelse forbliver animeret.",
"Signs": "Tegn",
"Reuses sign text until text, light, or font changes.": "Genbruger tegntekst, indtil tekst, lys eller skrifttype ændres.",
"Decorated Pots": "Dekorerede gryder",
"Reuses still pots; break wobble and sherd changes redraw.": "Genbruger stadig potter; bryde slingre og skårændringer tegnes om.",
"Bells": "Klokker",
"Reuses still bells; ringing stays animated.": "Genbruger stadig klokker; ringetonen forbliver animeret.",
"Chests": "Kister",
"Reuses closed chests; moving lids stay animated.": "Genbruger lukkede kister; bevægelige låg forbliver animerede.",
"Banners": "Bannere",
"Reuses poles; flags and pattern layers still update.": "Genbruger stænger; flag og mønsterlag opdateres stadig.",
"Copper Golem Statues": "Kobber Golem statuer",
"Reuses statue geometry until its block state changes.": "Genbruger statuegeometri, indtil dens bloktilstand ændres.",
"Leaf Culling": "Nedskæring af blade",
"Every leaf face. Vanilla's fancy leaves.": "Hvert blad ansigt. Vaniljes flotte blade.",
"Distant Plant Dither": "Fjern Plante Dither",
"Keeps fine plants in high-res packs from fading far away.": "Holder fine planter i højopløsningspakker fra at falme langt væk.",
"Screenshot Quality": "Skærmbillede kvalitet",
"F2 screenshots at this many times the game's resolution. Higher takes longer.": "F2-skærmbilleder med så mange gange spillets opløsning. Højere tager længere tid.",
"Shows a made-up frame between each two real ones: smoother, a little more lag.": "Viser en sammensat ramme mellem hver to rigtige: glattere, lidt mere forsinkelse.",
"Reuses the pack shadow map when sun, view and world match. Off by default.": "Genbruger pakkeskyggekortet, når sol, udsigt og verden matcher. Fra som standard.",
"On servers, finds their BlueMap web map for far terrain. Next join.": "På servere finder deres BlueMap-webkort for fjernt terræn. Deltag næste gang.",
"How far around you BlueMap tiles are downloaded. Next join.": "Hvor langt omkring dig downloades BlueMap-fliser. Deltag næste gang.",
"Synchronous": "Synkron",
"Asynchronous": "Asynkron",
"Solid Aggressive": "Solid aggressiv",
"Hollow": "Hul",
"Leaves fully inside a canopy draw solid: fewer see-through layers.": "Blade helt inde i en baldakin trækker fast: færre gennemsigtige lag.",
"Leaves with one open side draw solid too: faster, chunkier edges.": "Blade med en åben side trækker også fast: hurtigere, tykkere kanter.",
"Drops faces between leaves: faster, but gaps look through.": "Dråber ansigter mellem blade: hurtigere, men huller ser igennem.",
"Hotbar: Previous Slot": "Hotbar: Tidligere spilleautomat",
"Hotbar: Next Slot": "Hotbar: Næste slot",
"horizon.agent.connected.one": "Tilsluttet: 1 agentforbindelse",
"horizon.agent.connected.many": "Forbundet: %s agentforbindelser",
"horizon.agent.connected.one_ago": "Forbundet: 1 agentforbindelse, sidste kommando for %s s siden",
"horizon.agent.connected.many_ago": "Forbundet: %s agentforbindelser, sidste kommando for %s s siden",
"horizon.agent.waiting": "Venter på en agent.",
"horizon.agent.off": "Fra: Agenter kan ikke nå dette spil.",
"horizon.agent.session_opened": "Åbnet til denne session af programmet, der startede spillet.",
"horizon.agent.socket": "Socket: %s (kopier detaljerne for dens fulde sti)",
"horizon.agent.local_only": "Kun lokalt: agenter på denne computer, aldrig netværket.",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "Gemmer modeller bag uigennemsigtige blokke. Enheder opdatering. Afsted med brugerdefinerede pakker.",
"horizon.extras.repro_keys": "Genveje til optagelse",
"horizon.extras.repro_keys.tooltip": "F3+R starter eller stopper en repro-optagelse, og F3+E skriver dens bundt. Fra som standard: en optagelse kopierer verden.",
"horizon.agent.record_session": "Start optagelsessession",
"horizon.agent.record_stop": "Stop optagelsessession",
"horizon.agent.export_repro": "Eksporter Repro-pakke",
"horizon.repro.started": "Optagelse startet; F3+R stopper det og skriver bundtet.",
"horizon.repro.stopped": "Optagelse stoppet: %s",
"horizon.repro.bundle": "Repro-pakke: %s",
"horizon.repro.no_recording": "Der er endnu ingen optagelse at eksportere.",
"horizon.repro.replay_started": "Genafspilning startet: %s",
"horizon.pack.addInfo": "Tilføj en ressourcepakke fra Modrinth",
"horizon.pack.addWorking": "Spørger Modrinth...",
"horizon.pack.addNone": "Ingen ressourcepakker fundet",
"horizon.pack.addTitle": "Tilføj en ressourcepakke",
"horizon.pack.install": "Installer",
"horizon.pack.installing": "Installerer",
"horizon.pack.installed": "Installeret",
"horizon.pack.search": "Søg",
"horizon.pack.searchHint": "Søg i Modrinth...",
"horizon.pack.filters": "Filtre",
"horizon.pack.filter.realistic": "Realistisk",
"horizon.pack.filter.simplistic": "Forsimplet",
"horizon.pack.filter.vanillaLike": "Vanilje-agtig",
"horizon.pack.addFailed": "Pakken kunne ikke tilføjes: %s",
"horizon.extras.header.cosmetics": "Kosmetik",
"horizon.extras.cosmetics_mine": "Min kosmetik",
"horizon.extras.cosmetics_mine.tooltip": "Skjult: alle Horizon-spillere ser dig uden din kosmetik, inklusive dig. Den samme kontakt som løfterakettens garderobe.",
"horizon.extras.cosmetics_others": "Andre spilleres kosmetik",
"horizon.extras.cosmetics_others.tooltip": "Hvad andre Horizon-spillere bærer: alt, kun deres navnemærke eller intet. Skjult spørger spillet aldrig, hvad de har på.",
"horizon.extras.cosmetics_auras": "Andres auraer og spor",
"horizon.extras.cosmetics_auras.tooltip": "Auraer og spor, som andre spillere bærer. Fra som standard.",
"horizon.extras.cosmetics.shown": "Vist",
"horizon.extras.cosmetics.hidden": "Skjult",
"horizon.extras.cosmetics.name_tags": "Kun navneskilte"
}
@@ -1,5 +1,6 @@
{
"horizon.options.controller": "Controller",
"horizon.options.three_d_skin_layers": "3D-Skin-Schichten",
"horizon.options.vibration": "Vibration",
"horizon.options.adaptive_triggers": "Adaptive Trigger",
"horizon.options.lightbar": "Lightbar",
@@ -332,6 +333,10 @@
"horizon.pages.split_settings": "Splitscreen-Einstellungen",
"horizon.pages.split_setup": "Splitscreen",
"horizon.pages.split_setup.tooltip": "Spieler an diesem Computer: Controller können deiner Welt beitreten.",
"Particle Culling": "Partikel-Culling",
"Draws every particle.": "Zeichnet alle Partikel.",
"Skips offscreen, subpixel and terrain-hidden particles.": "Überspringt Partikel außerhalb des Bildes, unterhalb eines Pixels oder hinter Terrain.",
"Skips offscreen, subpixel and terrain-hidden particles with less render-thread work.": "Überspringt Partikel außerhalb des Bildes, unterhalb eines Pixels oder hinter Terrain und entlastet den Render-Thread.",
"horizon.extras.header.cosmetics": "Kosmetik",
"horizon.extras.cosmetics_mine": "Meine Kosmetik",
"horizon.extras.cosmetics_mine.tooltip": "Ausgeblendet: Alle Horizon-Spieler sehen dich ohne deine Kosmetik, du selbst auch. Derselbe Schalter wie in der Garderobe des Launchers.",
@@ -0,0 +1,473 @@
{
"horizon.options.controller": "Ελεγκτής",
"horizon.options.vibration": "Δόνηση",
"horizon.options.adaptive_triggers": "Προσαρμοστικοί ενεργοποιητές",
"horizon.options.look_sensitivity": "Ευαισθησία κάμερας",
"horizon.options.invert_x": "Αντιστροφή κάμερας X",
"horizon.options.invert_y": "Αντιστροφή κάμερας Y",
"horizon.options.sneak_button": "Κουμπί σκυψίματος",
"horizon.options.move_deadzone": "Νεκρή ζώνη κίνησης",
"horizon.options.look_deadzone": "Νεκρή ζώνη κάμερας",
"horizon.options.button_glyphs": "Γλυφικά κουμπιών",
"horizon.options.menu_navigation": "Πλοήγηση μενού",
"horizon.options.on_screen_keyboard": "Πληκτρολόγιο οθόνης",
"horizon.options.chat_delay": "Καθυστέρηση συνομιλίας",
"horizon.options.lightbar.health": "Υγεία",
"horizon.options.lightbar.dimension": "Διάσταση",
"horizon.options.glyphs.auto": "Αυτόματο",
"horizon.options.menu_focus": "Εστίαση",
"horizon.options.menu_pointer": "Δείκτης",
"horizon.options.keyboard.auto": "Αυτόματο",
"horizon.options.unavailable": "Αυτή η δυνατότητα δεν είναι ακόμη διαθέσιμη στο Horizon.",
"horizon.options.search": "Ρυθμίσεις αναζήτησης...",
"horizon.pages.shader_packs": "Πακέτα Shader",
"horizon.pages.shader_options": "Επιλογές Shader",
"horizon.pages.controller": "Ρυθμίσεις ελεγκτή",
"horizon.pages.controller_binds": "Δεσμοί ελεγκτή",
"horizon.pages.settings": "Ρυθμίσεις Horizon",
"horizon.pages.agent": "Πράκτορας AI",
"horizon.split.leave": "Φύγε",
"horizon.pages.split_settings": "Ρυθμίσεις Splitscreen",
"horizon.pages.split_profiles": "Ποιος παίζει;",
"horizon.pages.split_setup": "Ρύθμιση Splitscreen",
"horizon.pages.music": "Μουσική",
"horizon.pages.music.menu": "Μενού",
"horizon.pages.music.overworld": "Υπερκόσμος",
"horizon.pages.music.creative": "Δημιουργικό",
"horizon.pages.music.underwater": "Υποβρύχια",
"horizon.pages.music.end": "Το Τέλος",
"horizon.pages.music.boss": "Αφεντικό",
"horizon.pages.music.credits": "Πιστώσεις",
"horizon.pages.music.overworld_biomes": "Υπερκόσμια βιώματα",
"horizon.pages.music.nether_biomes": "Ούτε βιώματα",
"horizon.pages.music.end_biomes": "Τελικοί βιομοί",
"horizon.pages.music.other": "Άλλη μουσική",
"horizon.pages.music.empty": "Χωρίς μουσικά κομμάτια: οι ήχοι του παιχνιδιού δεν φορτώνονται.",
"horizon.pages.music.tooltip": "Τα ενσωματωμένα κομμάτια, ανά περίπτωση: παίξτε ένα τώρα ή απενεργοποιήστε οποιοδήποτε, ώστε το παιχνίδι να σταματήσει να το επιλέγει.",
"horizon.pages.settings.tooltip": "Οι ρυθμίσεις του Horizon: γραφικά, χειριστήρια, πρόσθετα και mods.",
"horizon.pages.graphics.tooltip": "Γραφικά, απλά: κάθε ρύθμιση λέει τι κοστίζει.",
"horizon.pages.graphics_advanced.tooltip": "Κάθε ρύθμιση γραφικών, συμπεριλαμβανομένου του Horizon, με το κόστος του καθενός.",
"horizon.pages.controller.tooltip": "Χειριστήρια: τα κουμπιά, οι μοχλοί, οι κραδασμοί και η πλοήγηση στο μενού τους.",
"horizon.pages.extras.tooltip": "Προαιρετικές προσθήκες, όλες απενεργοποιημένες από προεπιλογή: το παιχνίδι παραμένει βανίλια μέχρι να το ενεργοποιήσετε.",
"horizon.pages.agent.tooltip": "Αφήστε τον δικό σας πράκτορα AI να παίξει: horizon-ctl και MCP πελάτες σε αυτόν τον υπολογιστή.",
"horizon.pages.split_profiles.tooltip": "Ποιος παίζει: ένα προφίλ που διατηρείται σε αυτόν τον φάκελο παιχνιδιού.",
"horizon.pages.split_setup.tooltip": "Τα παράθυρα και οι οθόνες και ποιος παίζει πού.",
"horizon.pages.shader_packs.tooltip": "Πακέτα Shader από το φάκελο shaderpacks: Τα δικά του Horizon και αυτά σε μορφή shaders/. Τρέχει ένας κάθε φορά.",
"horizon.pages.mods.tooltip": "Mods που δημιουργήθηκαν για το Horizon, από το φάκελο horizon-mods. Κάθε ένα τρέχει σε ένα sandbox και παραμένει απενεργοποιημένο μέχρι να το ενεργοποιήσετε.",
"horizon.pages.open.graphics": "Γραφικά...",
"horizon.pages.open.graphics_advanced": "Προηγμένα γραφικά...",
"horizon.pages.open.shader_packs": "Πακέτα Shader...",
"horizon.pages.open.controller": "Ρυθμίσεις ελεγκτή...",
"horizon.pages.open.split_setup": "Διαίρεση οθόνης...",
"horizon.pages.open.extras": "Έξτρα...",
"horizon.pages.open.agent": "Πράκτορας AI...",
"horizon.pages.open.controller_binds": "Ο ελεγκτής δεσμεύει...",
"horizon.pages.open.horizon_settings": "Ρυθμίσεις Horizon...",
"horizon.pages.open.music": "Μουσική...",
"horizon.mods.empty": "Χωρίς mods: τοποθετήστε τα αρχεία .hmod στο φάκελο horizon-mods",
"horizon.mods.stopped": " (Σταμάτησε)",
"horizon.mods.not_built": " (Δεν έχει κατασκευαστεί)",
"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",
"horizon.multiplayer.join_friend": "Γίνετε μέλος ενός φίλου",
"horizon.multiplayer.invite_code": "Κωδικός πρόσκλησης",
"horizon.multiplayer.relay": "Ρελέ (προαιρετικό)",
"Preset": "Προκαθορισμένη",
"LOD Distance": "Απόσταση LOD",
"Far Detail": "Μακρινή λεπτομέρεια",
"Entity Culling": "Σφαγή οντοτήτων",
"Chunk Updates": "Ενημερώσεις κομματιών",
"Upload Budget": "Μεταφόρτωση προϋπολογισμού",
"Sky": "Ουρανός",
"Fog": "Ομίχλη",
"Weather": "Καιρός",
"Animated Textures": "Κινούμενες υφές",
"Present Mode": "Παρούσα λειτουργία",
"Frame Pacing": "Βηματοδότηση καρέ",
"Worker Threads": "Εργατικά νήματα",
"Resolution Scale": "Κλίμακα Ανάλυσης",
"Upscaling": "Αναβάθμιση",
"Paper White": "Λευκό χαρτί",
"Peak Brightness": "Μέγιστη φωτεινότητα",
"Black Level": "Μαύρο Επίπεδο",
"UI Brightness": "Φωτεινότητα διεπαφής χρήστη",
"Battery Mode": "Λειτουργία μπαταρίας",
"Graphics API": "API γραφικών",
"Translucent Batching": "Ημιδιαφανές παρτίδες",
"Performance Overlay": "Επικάλυψη απόδοσης",
"Full Detail Distance": "Απόσταση πλήρους λεπτομέρειας",
"On": "Ενεργό",
"Off": "Απενεργοποίηση",
"Unlimited": "Απεριόριστο",
"Auto": "Αυτόματο",
"Custom": "Προσαρμοσμένο",
"Performance": "Απόδοση",
"Balanced": "Ισορροπημένο",
"Quality": "Ποιότητα",
"Native": "Εγγενής",
"Full": "Γεμάτη",
"Reduced": "Μειώθηκε",
"Efficient": "Αποτελεσματική",
"Precise": "Ακριβές",
"Auto (VSync)": "Αυτόματο (VSync)",
"Mailbox": "Γραμματοκιβώτιο",
"Immediate": "Άμεση",
"FPS and Graph": "FPS και Γράφημα",
"TAA": "ΤΑΑ",
"No cost": "Χωρίς κόστος",
"Low cost": "Χαμηλό κόστος",
"Medium cost": "Μεσαίου κόστους",
"High cost": "Υψηλό κόστος",
"Saves time": "Εξοικονομεί χρόνο",
"Graphics": "Γραφικά",
"Done": "Έγινε",
"This feature is not yet available in Horizon.": "Αυτή η δυνατότητα δεν είναι ακόμη διαθέσιμη στο Horizon.",
"Your display or system doesn't offer HDR output.": "Η οθόνη ή το σύστημά σας δεν προσφέρει έξοδο HDR.",
"Turn HDR on to use it.": "Ενεργοποιήστε το HDR για να το χρησιμοποιήσετε.",
"Your GPU or graphics API doesn't support it.": "Η GPU ή το API γραφικών σας δεν το υποστηρίζουν.",
"%s chunks": "%s κομμάτια",
"%s per frame": "%s ανά πλαίσιο",
"%s MiB/frame": "%s MiB/πλαίσιο",
"%s KiB/frame": "%s KiB/πλαίσιο",
"Auto (%s)": "Αυτόματο (%s)",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "Εύρος εδάφους με πλήρη λεπτομέρεια. Η απόσταση LOD μπορεί να επεκτείνει τους τοπικούς κόσμους μακρύτερα.",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "Χοντρό μακρινό έδαφος σε τοπικούς κόσμους. Οι ενσωματωμένες GPU σταματούν στα 128 κομμάτια.",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "Μειωμένες έλξεις πολύ πιο χοντρό έδαφος: πιο γρήγορα σε αυτήν την ενσωματωμένη GPU.",
"Reduced draws far terrain coarser, for GPUs it slows down.": "Οι μειωμένες έλξεις πολύ πιο τραχύ εδάφους, για τις GPU επιβραδύνουν.",
"Field of view. Wider shows more terrain at once.": "Οπτικό πεδίο. Το ευρύτερο δείχνει περισσότερο έδαφος ταυτόχρονα.",
"Caps frames per second; a cap saves power and heat.": "Καπάκια καρέ ανά δευτερόλεπτο. ένα καπάκι εξοικονομεί ενέργεια και θερμότητα.",
"Waits for the display's refresh: no tearing, a little latency.": "Περιμένει για την ανανέωση της οθόνης: χωρίς σκίσιμο, λίγο λανθάνουσα κατάσταση.",
"Size of menus and the HUD.": "Το μέγεθος των μενού και το HUD.",
"Sets the options below together. Changing one makes it Custom.": "Ρυθμίζει τις παρακάτω επιλογές μαζί. Η αλλαγή ενός το καθιστά Προσαρμοσμένο.",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "Η λάβα, η φωτιά και το φως του ήλιου λάμπουν πιο φωτεινά από το λευκό. Χρειάζεται οθόνη HDR.",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "Η οθόνη σας είναι το πιο σκούρο μαύρο. 0 για OLED? Οι LCD λάμπουν λίγο.",
"How bright highlights get. Auto: the peak your system reports.": "Πόσο φωτεινά σημεία αποκτούν. Auto: η κορύφωση που αναφέρει το σύστημά σας.",
"How bright white paper and menus look. Auto: your desktop's white.": "Πόσο φωτεινό φαίνεται το λευκό χαρτί και τα μενού. Αυτόματο: η επιφάνεια εργασίας σας είναι λευκή.",
"How bright the HUD and menus are, against paper white.": "Πόσο φωτεινά είναι τα HUD και τα μενού, σε σχέση με το λευκό χαρτί.",
"How far mobs, crops and machines keep working. CPU time.": "Πόσο μακριά συνεχίζουν να λειτουργούν όχλοι, καλλιέργειες και μηχανές. Χρόνος CPU.",
"How far away mobs and items are drawn, as a share of normal.": "Πόσο μακριά κληρώνονται όχλοι και αντικείμενα, ως ποσοστό του κανονικού.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Παρακάμπτει το έδαφος που κρύβεται πίσω από κλειστά τμήματα. Το off κοστίζει πολύ.",
"Hides entities behind opaque blocks.": "Κρύβει οντότητες πίσω από αδιαφανή μπλοκ.",
"No entity occlusion culling.": "Δεν υπάρχει σφαγή απόφραξης οντοτήτων.",
"CPU occlusion test runs this frame.": "Η δοκιμή απόφραξης CPU εκτελεί αυτό το πλαίσιο.",
"Occlusion checks run on a worker thread.": "Οι έλεγχοι απόφραξης εκτελούνται σε ένα νήμα εργασίας.",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "Διχτυωτές τομές μεταφορτώθηκαν ανά πλαίσιο. Το Lower είναι πιο ομαλό κατά τη φόρτωση.",
"Soft shadows in corners. Costs chunk building time only.": "Απαλές σκιές στις γωνίες. Κόστος μόνο τμηματικός χρόνος κατασκευής.",
"Smaller copies of block textures for distant terrain: less shimmer.": "Μικρότερα αντίγραφα υφής μπλοκ για μακρινό έδαφος: λιγότερη λάμψη.",
"Blends grass and water colours across biomes when building chunks.": "Αναμειγνύει γρασίδι και χρώματα νερού στα biomes κατά την κατασκευή κομματιών.",
"Cloud layer: off, flat (fast) or 3D (fancy).": "Στρώμα σύννεφου: απενεργοποιημένο, επίπεδο (γρήγορο) ή 3D (φανταχτερό).",
"How far clouds reach, in chunks.": "Πόσο μακριά φτάνουν τα σύννεφα, σε κομμάτια.",
"Draws the sky, sun, moon and stars.": "Ζωγραφίζει τον ουρανό, τον ήλιο, το φεγγάρι και τα αστέρια.",
"Distance fog. Off shows the edge of the loaded world.": "Ομίχλη από απόσταση. Το Off δείχνει την άκρη του φορτωμένου κόσμου.",
"Draws rain and snow.": "Ζωγραφίζει βροχή και χιόνι.",
"How far rain and snow fall around you.": "Πόσο μακριά βρέχει και χιόνι πέφτει γύρω σας.",
"How many particles effects spawn.": "Πόσα αποτελέσματα σωματιδίων γεννιούνται.",
"Round shadows under mobs and items.": "Στρογγυλές σκιές κάτω από όχλους και αντικείμενα.",
"Leaves with see-through gaps. Off draws them solid.": "Φύλλα με διαφανή κενά. Off τους τραβάει στερεά.",
"Sorts water and glass more exactly behind each other.": "Ταξινομεί το νερό και το ποτήρι με μεγαλύτερη ακρίβεια το ένα πίσω από το άλλο.",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "Ποιο κομμάτι ανακατασκευάζεται περιμένει το πλαίσιο: κανένα, κοντά ή δικό σας.",
"Animates water, lava, fire and other moving textures.": "Ζωντανεύει νερό, λάβα, φωτιά και άλλες κινούμενες υφές.",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "Παγκόσμια εικονοστοιχεία ανά εικονοστοιχείο οθόνης. Κάτω από το 100% είναι πιο γρήγορο στη GPU.",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "Λειαίνει τις οδοντωτές άκρες. FXAA: πιο μαλακό. ΤΑΑ: τα πιο ομαλά, κινούμενα πράγματα μπορεί να ακολουθούν.",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "Καθιστά τον κόσμο μικρότερο και τον ξαναχτίζει με ΤΑΑ. Πιο γρήγορα, πιο μαλακά.",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "Έξοδος HDR σε οθόνη HDR: η λάβα, η φωτιά και το φως του ήλιου λάμπουν πιο έντονα.",
"How frames reach the screen while VSync is off.": "Πώς τα καρέ φτάνουν στην οθόνη ενώ το VSync είναι απενεργοποιημένο.",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "Αποτελεσματικοί ύπνοι μέχρι το επόμενο καρέ. Ακριβές περιστροφές, όπως η βανίλια.",
"Fills the screen (borderless).": "Γεμίζει την οθόνη (χωρίς περιθώρια).",
"Brightens dark places.": "Φωτίζει τα σκοτεινά μέρη.",
"Lowers the frame rate when minimised, or idle too.": "Μειώνει τον ρυθμό καρέ όταν είναι ελαχιστοποιημένος ή και σε αδράνεια.",
"Sways the view while walking.": "Κουνάει τη θέα ενώ περπατάτε.",
"Fades newly loaded chunks in.": "Ξεθωριάζει τα πρόσφατα φορτωμένα κομμάτια.",
"Darkens the screen's edges.": "Σκουραίνει τα άκρα της οθόνης.",
"Shows when the world saves.": "Δείχνει όταν ο κόσμος σώζει.",
"Shows attack cooldown.": "Εμφανίζει ψύξη επίθεσης.",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "Καπάκι 60 FPS (30 σε μενού ή χωρίς εστίαση), οι μισοί εργαζόμενοι: λιγότερη ισχύς.",
"Threads that generate, light and mesh chunks. Next start.": "Κλωστές που δημιουργούν, φωτίζουν και πλένουν κομμάτια. Επόμενη αρχή.",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Vulkan και μετά DirectX 12 (Windows) ή OpenGL (Linux) όπου αποτυγχάνει. Επόμενη αρχή.",
"Water and glass in one buffer: fewer draw calls, a bit more VRAM. Next start.": "Νερό και ποτήρι σε ένα buffer: λιγότερες κλήσεις κλήσεων, λίγο περισσότερη VRAM. Επόμενη αρχή.",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "Τα δεδομένα πλέγματος αποστέλλονται στη GPU ανά πλαίσιο. Το Lower είναι πιο ομαλό κατά τη φόρτωση.",
"Frame rate and frame times over the game, with a graph.": "Ρυθμός καρέ και χρόνοι καρέ κατά τη διάρκεια του παιχνιδιού, με ένα γράφημα.",
"horizon.multiplayer.finding_friend": "Βρες τον κόσμο του φίλου σου...",
"horizon.multiplayer.not_signed_in": "Αυτός ο διακομιστής είναι σε λειτουργία online. Συνδεθείτε με τον λογαριασμό σας Microsoft στο πρόγραμμα εκκίνησης Horizon για να εγγραφείτε.",
"horizon.multiplayer.invalid_address": "Μη έγκυρη διεύθυνση διακομιστή: %s",
"horizon.multiplayer.connected_friend_direct": "Συνδέθηκε απευθείας με τον φίλο σας...",
"horizon.multiplayer.connected_friend_relay": "Συνδέθηκε με τον φίλο σας μέσω του ρελέ...",
"General": "Στρατηγός",
"Advanced": "Προχωρημένο",
"Undo": "Αναίρεση",
"Search options": "Επιλογές αναζήτησης",
"Shortcut": "Συντόμευση",
"Distance": "Απόσταση",
"Display": "Εμφάνιση",
"Interface": "Διασύνδεση",
"Sky and weather": "Ουρανός και καιρός",
"Lighting and entities": "Φωτισμός και οντότητες",
"Textures": "Υφές",
"Image": "Εικόνα",
"Chunk loading": "Φόρτωση κομματιού",
"Culling": "Σφαγή",
"Power": "Δύναμη",
"Frames": "Κορνίζες",
"Overlay": "Επικάλυψη",
"Output": "Έξοδος",
"Brightness": "Φωτεινότητα",
"How far you see, the window and the HUD.": "Πόσο μακριά βλέπετε, το παράθυρο και το HUD.",
"The sky and weather, lighting, textures and the image.": "Ο ουρανός και ο καιρός, ο φωτισμός, οι υφές και η εικόνα.",
"Chunk loading, culling and power use.": "Φόρτωση κομματιών, σφαγή και χρήση ενέργειας.",
"How frames reach the screen, and the performance overlay.": "Πώς φτάνουν τα καρέ στην οθόνη και η επικάλυψη απόδοσης.",
"Brighter-than-white output on an HDR display.": "Έξοδος φωτεινότερη από το λευκό σε οθόνη HDR.",
"Results for \"%s\"": "Αποτελέσματα για \"%s\"",
"No settings match.": "Δεν ταιριάζουν ρυθμίσεις.",
"horizon.title.not_affiliated": "Δεν συνδέεται με τη Mojang ή τη Microsoft",
"horizon.extras.header.lighting": "Φωτισμός",
"horizon.extras.header.third_person": "Τρίτο πρόσωπο",
"horizon.extras.header.particles": "Σωματίδια",
"horizon.extras.header.inventory": "Απογραφή",
"horizon.extras.header.chat": "Συνομιλία",
"horizon.extras.header.sound": "Ήχος",
"horizon.extras.header.menus": "Μενού",
"horizon.extras.dynamic_lights": "Δυναμικά φώτα",
"horizon.extras.own_name_tag": "Δική ετικέτα ονόματος",
"horizon.extras.hide_block_particles": "Απόκρυψη σωματιδίων θραύσης μπλοκ",
"horizon.extras.auto_reconnect": "Αυτόματη επανασύνδεση",
"horizon.extras.ui_sound_reserve": "Διατηρήστε τα κανάλια για ήχους διεπαφής χρήστη",
"horizon.extras.music_page": "Σελίδα μουσικής",
"horizon.extras.mouse_tweaks": "Στοιχεία ελέγχου Mouse Tweaks",
"horizon.extras.mouse_tweaks_wheel": "Ο τροχός κύλισης μετακινεί στοιχεία",
"horizon.extras.sort": "Κουμπιά ταξινόμησης",
"horizon.extras.sort_key": "Πλήκτρο ταξινόμησης",
"horizon.extras.no_ai": "Όχι AI",
"horizon.extras.agent_control": "Έλεγχος πράκτορα",
"horizon.extras.discord_presence": "Discord Πλούσια Παρουσία",
"horizon.extras.chat_animation": "Ομαλή συνομιλία",
"horizon.extras.chat_indicator": "Ένδειξη μηνύματος",
"horizon.extras.wheel_cycles_settings": "Ο τροχός κύλισης αλλάζει τις ρυθμίσεις",
"horizon.extras.pack_browser": "Πρόγραμμα περιήγησης πακέτου πόρων",
"horizon.extras.fullbright.tooltip": "Εμφάνιση μπλοκ και οντοτήτων σε πλήρη φωτισμό, ακόμη και σε σκοτεινές περιοχές.",
"horizon.extras.dynamic_lights.tooltip": "Πυρσοί και άλλες πηγές φωτός που συγκρατούνται, πέφτουν ή καίγονται ανάβουν τα μπλοκ γύρω τους.",
"horizon.extras.own_name_tag.tooltip": "Δείχνει το όνομά σας πάνω από το κεφάλι σας σε τρίτο πρόσωπο, όπως το βλέπουν άλλοι παίκτες. Κρύβεται όταν ο διακομιστής κρύβει τα ονόματα της ομάδας σας ή όταν είστε αόρατοι.",
"horizon.extras.hide_block_particles.tooltip": "Κρύβει τα σωματίδια των συντριμμιών που σκάνε από ένα σπασμένο μπλοκ και θρυμματίζονται από αυτό που εξορύσσετε. Άλλα σωματίδια παραμένουν.",
"horizon.extras.auto_reconnect.tooltip": "Επανέρχεται σε έναν διακομιστή μετά από απώλεια σύνδεσης ή επανεκκίνηση, ποτέ μετά από κλωτσιά ή αποκλεισμό.",
"horizon.extras.ui_sound_reserve.tooltip": "Οι ήχοι στον κόσμο αφήνουν ελεύθερα 16 από τα 247 κανάλια ήχου, έτσι μια πλημμύρα από αυτά (μια μεγάλη έκρηξη) δεν μπορεί να σιγήσει τα κλικ του μενού.",
"horizon.extras.music_page.tooltip": "Το Music & Sounds αποκτά μια σελίδα Μουσική...: παίξτε οποιοδήποτε ενσωματωμένο κομμάτι τώρα ή απενεργοποιήστε ένα, ώστε το παιχνίδι να σταματήσει να το επιλέγει. Τίποτα δεν αλλάζει μέχρι να απενεργοποιήσετε ένα κομμάτι.",
"horizon.extras.mouse_tweaks.tooltip": "Δεξιά σύρετε ένα ανά υποδοχή, σύρετε αριστερά συγκεντρώνετε το στοιχείο που κρατάτε, Shift + σύρετε αριστερά μετακινείτε κάθε υποδοχή.",
"horizon.extras.mouse_tweaks_wheel.tooltip": "Το Down στέλνει ένα στοιχείο της υποδοχής στην άλλη πλευρά, το επάνω φέρνει ένα πίσω.",
"horizon.extras.sort.tooltip": "Ταξινομεί το απόθεμα, τα κιβώτια, τα βαρέλια, τα κιβώτια τελικής επεξεργασίας και τα κουτιά shulker κατά σειρά δημιουργικών καρτελών, συγχωνεύοντας στοίβες.",
"horizon.extras.sort_key.tooltip": "Ταξινομεί το τμήμα κάτω από τον κέρσορα. Κάντε κλικ και μετά πατήστε ένα πλήκτρο. Η απόδραση το λύνει.",
"horizon.extras.no_ai.tooltip": "Αποκρύπτει και απενεργοποιεί κάθε δυνατότητα AI: έλεγχος πράκτορα, horizon-ctl και διακομιστές MCP. Ο διακόπτης του εκτοξευτή επίσης.",
"horizon.extras.agent_control.tooltip": "Ο δικός σας πράκτορας AI μπορεί να παίξει αυτό το παιχνίδι μέσω του horizon-ctl ή ενός προγράμματος-πελάτη MCP, μόνο σε αυτόν τον υπολογιστή.",
"horizon.extras.discord_presence.tooltip": "Εμφανίζει το Playing Horizon στο προφίλ σας Discord ενώ εκτελείται το Discord: μενού, για έναν παίκτη ή για πολλούς παίκτες, τη διάσταση και την ώρα αναπαραγωγής. Ποτέ το όνομα ενός κόσμου ή η διεύθυνση ενός διακομιστή.",
"Calibrate...": "Βαθμονόμηση...",
"Calibrate Anyway...": "Βαθμονόμηση πάντως...",
"Use Automatic Setup": "Χρησιμοποιήστε την Αυτόματη Ρύθμιση",
"Shortcut: %s": "Συντόμευση: %s",
"Next": "Επόμενο",
"HDR Calibration %s/%s: %s": "Βαθμονόμηση HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Ορίζει τις τρεις παρακάτω πλήρη οθόνη, μία δοκιμαστική εικόνα τη φορά.",
"A key that opens this screen from the game. Not bound at first.": "Ένα κλειδί που ανοίγει αυτήν την οθόνη από το παιχνίδι. Δεν δεσμεύεται στην αρχή.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Η οθόνη σας δεν έλεγε πόσο φωτεινή γίνεται: βαθμονομήστε για να τη ρυθμίσετε.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Έχει ήδη ρυθμιστεί για την οθόνη σας. Βαθμονόμηση μόνο εάν το HDR φαίνεται λάθος.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Επαναφέρει το Peak Brightness και το Paper White στη ρύθμιση της οθόνης σας.",
"Set up for your display. Leave on Auto unless it looks wrong.": "Ρύθμιση για την οθόνη σας. Αφήστε το \"Αυτόματο\" εκτός εάν φαίνεται λάθος.",
"Lower it until the logo just disappears into the black.": "Χαμηλώστε το μέχρι να εξαφανιστεί το λογότυπο στο μαύρο.",
"Raise it until the logo just disappears into the bright square.": "Σηκώστε το μέχρι να εξαφανιστεί το λογότυπο στο φωτεινό τετράγωνο.",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "Κάντε την κάρτα λευκή που είναι άνετη για να την κοιτάτε για πολλή ώρα, στο φως που παίζετε.",
"horizon.splitscreen.profiles.forget": "Ξεχάστε",
"horizon.splitscreen.profiles.create": "Δημιουργία",
"horizon.splitscreen.profiles.you": " - εσύ",
"horizon.splitscreen.profiles.forget_named": "Ξεχάστε %s",
"horizon.splitscreen.profiles.previous": "Προηγούμενο",
"horizon.splitscreen.profiles.next": "Επόμενο",
"horizon.splitscreen.profiles.new_button": "Νέο Προφίλ...",
"horizon.splitscreen.profiles.forget_title": "Ξεχάστε το προφίλ;",
"horizon.splitscreen.profiles.forget_leaves": "Φεύγει από τη λίστα αυτής της περίπτωσης.",
"horizon.splitscreen.profiles.forget_kept": "Η παγκόσμια πρόοδος και οι ρυθμίσεις διατηρούνται.",
"horizon.splitscreen.profiles.new_title": "Νέο Προφίλ",
"horizon.splitscreen.profiles.name_hint": "Όνομα (3 έως 16 γράμματα, ψηφία, _)",
"horizon.splitscreen.profiles.switch_title": "Αλλαγή προφίλ",
"horizon.splitscreen.profiles.offline_note": "Τα προφίλ εκτός σύνδεσης ανήκουν σε αυτήν την περίπτωση",
"horizon.splitscreen.profiles.move": "Μετακινηθείτε όπου παίζετε",
"horizon.splitscreen.profiles.move_place": "Μετακινηθείτε όπου παίζετε: %s",
"horizon.friends.title": "Παίξτε με φίλους",
"horizon.friends.hint": "Οι φίλοι επικολλούν τον κώδικα μετά το κουμπί Φίλοι της οθόνης τίτλου, στην Άμεση σύνδεση ή στη σελίδα Αναπαραγωγή του προγράμματος εκκίνησης.",
"horizon.friends.copied": "Αντιγράφηκε",
"horizon.friends.copy_code": "Αντιγραφή Κωδικού",
"horizon.friends.stop_sharing": "Διακοπή κοινής χρήσης",
"horizon.friends.none_yet": "Δεν υπάρχουν φίλοι εδώ ακόμα.",
"horizon.friends.here_now": "Εδώ τώρα: %s",
"horizon.friends.share_intro": "Μοιραστείτε αυτόν τον κόσμο πίσω από έναν κωδικό πρόσκλησης: ανοίγει σε LAN και οι φίλοι στο Διαδίκτυο συμμετέχουν με τον κωδικό. Κανένας διακομιστής μας δεν εμπλέκεται.",
"horizon.friends.start_sharing": "Ξεκινήστε την κοινή χρήση",
"horizon.friends.troubleshooting": "Αντιμετώπιση προβλημάτων...",
"horizon.friends.stopped": "Σταμάτησε η κοινή χρήση του κωδικού πρόσκλησης.",
"horizon.friends.short_code_changed": "Κάποιος συνέχισε να δοκιμάζει έναν λάθος σύντομο κωδικό, οπότε άλλαξε.",
"horizon.friends.wrong_code": "Κάποιος δοκίμασε λάθος κωδικό.",
"horizon.friends.code_ready": "Ο κωδικός πρόσκλησής σας είναι έτοιμος: Μενού παιχνιδιού, Παίξτε με φίλους. Αντιγράψτε το και στείλτε το στους φίλους σας.",
"horizon.friends.share_failed": "Δεν μπορούσα να μοιραστώ τον κόσμο: %s",
"horizon.friends.finding_route": "Βρείτε πώς μπορούν να σας φτάσουν οι φίλοι…",
"horizon.osk.shift": "Μετατόπιση",
"horizon.osk.space": "Διάστημα",
"horizon.osk.delete": "Διαγραφή",
"horizon.osk.type": "Τύπος",
"horizon.osk.symbols": "Σύμβολα",
"horizon.osk.close": "Κλείσιμο",
"horizon.extras.chat_animation.tooltip": "Μια νέα γραμμή συνομιλίας ολισθαίνει από τα αριστερά ενώ σβήνει, αντί να εμφανίζεται ολόκληρη.",
"horizon.extras.chat_indicator.tooltip": "Η έγχρωμη γραμμή στα αριστερά μιας γραμμής συνομιλίας.",
"horizon.extras.wheel_cycles_settings.tooltip": "Ο τροχός κύλισης πάνω από ένα κουμπί στις ρυθμίσεις αλλάζει την τιμή του, όπως στη βανίλια. Ανενεργό, ο τροχός κάνει κύλιση μόνο στη λίστα.",
"horizon.extras.pack_browser.tooltip": "Το Select Resource Packs παίρνει ένα κουμπί Προσθήκη που αναζητά το Modrinth και εγκαθιστά ένα πακέτο στο φάκελο των πακέτων σας. Εκτός, το παιχνίδι δεν έρχεται ποτέ σε επαφή με τη Modrinth.",
"horizon.extras.splitscreen.tooltip": "Σε έναν κόσμο, ένας άλλος ελεγκτής μπορεί να εγγραφεί ως νέος παίκτης: πατήστε A όταν σας ζητήσει, μετά επιλέξτε ένα προφίλ και πού θα παίξετε.",
"horizon.splitscreen.setup.monitor": "Οθόνη %s",
"horizon.splitscreen.setup.monitor_unknown": "μια οθόνη",
"horizon.splitscreen.setup.window": "Παράθυρο %s",
"horizon.splitscreen.setup.new_window": "Νέο παράθυρο",
"horizon.splitscreen.setup.fill_monitor": "Γέμισμα %s",
"horizon.splitscreen.setup.done": "Έγινε",
"horizon.splitscreen.setup.on": "Ενεργό",
"horizon.splitscreen.setup.off": "Απενεργοποίηση",
"horizon.splitscreen.setup.player": "Παίκτης %s",
"horizon.splitscreen.setup.revert": "Επαναφορά",
"horizon.splitscreen.setup.apply": "Εφαρμόστε",
"horizon.splitscreen.setup.warning.empty_main": "Κανείς δεν παίζει στο Παράθυρο 1: κρύβεται",
"horizon.splitscreen.setup.warning.empty_close": "Κανείς δεν παίζει στο Παράθυρο %s: κλείνει στην Εφαρμογή",
"horizon.splitscreen.setup.warning.empty_new": "Κανείς δεν παίζει στο Παράθυρο %s: δεν ανοίγει",
"horizon.splitscreen.setup.warning.on_main": "Το παράθυρο %s γεμίζει την οθόνη του παραθύρου 1: οι παίκτες του παίζουν στο Παράθυρο 1",
"horizon.splitscreen.setup.warning.unplugged": "Η οθόνη του παραθύρου %s δεν είναι συνδεδεμένη: οι παίκτες του παίζουν στο Παράθυρο 1",
"horizon.splitscreen.setup.status.off": "Η διαχωριστική οθόνη είναι απενεργοποιημένη.",
"horizon.splitscreen.setup.status.enable_hint": "Ενεργοποιήστε το και, στη συνέχεια, πατήστε ένα κουμπί σε άλλο χειριστήριο σε έναν κόσμο.",
"horizon.splitscreen.setup.status.join_hint": "Πατήστε A για να εγγραφείτε και να επιλέξετε ένα προφίλ.",
"horizon.splitscreen.setup.status.idle": "Splitscreen σε αδράνεια",
"horizon.splitscreen.setup.status.alone": "Δεν υπάρχουν άλλοι τοπικοί παίκτες.",
"horizon.splitscreen.setup.status.solo_controls": "Τα σόλο χειριστήρια και τα σχόλια του ελεγκτή παραμένουν αμετάβλητα.",
"horizon.splitscreen.setup.window_empty": "Παράθυρο %s: κενό",
"horizon.splitscreen.setup.note.select": "Κάντε κλικ σε ένα πρόγραμμα αναπαραγωγής ή σύρετέ το σε ένα παράθυρο ή μια οθόνη.",
"horizon.splitscreen.setup.note.apply": "Εφαρμογή για αναπαραγωγή με αυτόν τον τρόπο, Επαναφορά για αναίρεση.",
"horizon.splitscreen.setup.note.place": "Πού πρέπει να παίξει ο %s;",
"horizon.splitscreen.setup.this_player": "αυτός ο παίκτης",
"horizon.splitscreen.setup.switch_disabled": "Το Splitscreen απενεργοποιείται μόλις αποχωρήσουν οι υπόλοιποι (μενού παύσης).",
"horizon.splitscreen.setup.window_place": "Παράθυρο %s (%s από %s)",
"horizon.splitscreen.setup.names": "Ονόματα",
"horizon.splitscreen.setup.identify": "Προσδιορίστε",
"horizon.splitscreen.setup.layout.two": "2 κοινή χρήση: %s",
"horizon.splitscreen.setup.layout.three": "3 κοινή χρήση: %s",
"horizon.splitscreen.setup.layout.two.0": "Αυτόματο",
"horizon.splitscreen.setup.layout.two.1": "Δίπλα δίπλα",
"horizon.splitscreen.setup.layout.two.2": "Πάνω και κάτω",
"horizon.splitscreen.setup.layout.three.0": "Ένα φαρδύ από πάνω",
"horizon.splitscreen.setup.layout.three.1": "Ένας ψηλός στα αριστερά",
"horizon.splitscreen.setup.layout.three.2": "Δίπλα δίπλα",
"horizon.splitscreen.setup.help.player": "Κάντε κλικ ή σύρετε %s για να τα μετακινήσετε.",
"horizon.splitscreen.setup.help.layout_auto": "%s (δίπλα όταν το παράθυρο είναι φαρδύ). Πατήστε για αλλαγή.",
"horizon.splitscreen.setup.help.layout": "%s. Πατήστε για αλλαγή.",
"horizon.splitscreen.setup.help.switch": "Διαχωρισμένη οθόνη για αυτόν τον υπολογιστή, ενεργοποιημένη ή απενεργοποιημένη.",
"horizon.splitscreen.setup.help.identify": "Η προβολή κάθε παίκτη δείχνει σε ποιο παράθυρο βρίσκεται.",
"horizon.splitscreen.setup.help.names": "Το όνομα κάθε παίκτη στη γωνία της όψης του.",
"horizon.splitscreen.setup.help.revert": "Αναίρεση των αλλαγών που δεν έχουν εφαρμοστεί ακόμα.",
"horizon.splitscreen.setup.help.apply": "Παίξτε με τον τρόπο που δείχνει ο χάρτης.",
"horizon.splitscreen.setup.help.unchanged": "Τίποτα δεν έχει αλλάξει ακόμα.",
"horizon.splitscreen.prompt.controller_connected": "Ο ελεγκτής είναι συνδεδεμένος",
"horizon.splitscreen.prompt.controller_disconnected": "Ο ελεγκτής αποσυνδέθηκε",
"horizon.splitscreen.prompt.controller_disconnected.hint": "Συνδέστε το ξανά ή πατήστε ένα κουμπί σε άλλο",
"horizon.splitscreen.prompt.join.one": "Ο %s θέλει να συμμετάσχει",
"horizon.splitscreen.prompt.join.many": "Οι ελεγκτές %s θέλουν να συμμετάσχουν",
"horizon.splitscreen.prompt.join.yes": "Εγγραφείτε",
"horizon.splitscreen.prompt.join.as_p1": "Παίξτε ως P1",
"horizon.splitscreen.prompt.join.no": "Όχι",
"horizon.splitscreen.prompt.lost": "%s: ο ελεγκτής αποσυνδέθηκε",
"horizon.splitscreen.prompt.lost.use_another": "Χρησιμοποιήστε άλλο",
"horizon.splitscreen.prompt.lost.leave": "Φύγε",
"horizon.splitscreen.setup.help.give_up_pad": "Ο ελεγκτής σας σταματά να σας οδηγεί και του προσφέρεται να συμμετάσχει (A).",
"horizon.splitscreen.setup.note.held_at": "%s σε %s: Ο Α το ρίχνει εδώ, ο Β το βάζει πίσω.",
"horizon.splitscreen.setup.note.held": "%s σήκωσε: αριστερά/δεξιά διαλέγει πού, ο Α πέφτει, ο Β το βάζει πίσω.",
"Hides models behind opaque blocks. Async checks off-thread; entities tick.": "Κρύβει μοντέλα πίσω από αδιαφανή μπλοκ. Ασύγχρονοι έλεγχοι εκτός νήματος. οντότητες τικ.",
"Block Entities": "Αποκλεισμός οντοτήτων",
"Shulker Boxes": "Κουτιά Shulker",
"Reuses settled boxes; lid movement stays animated.": "Επαναχρησιμοποιεί τα καθιζημένα κουτιά. Η κίνηση του καπακιού παραμένει κινούμενη.",
"Signs": "Σημάδια",
"Reuses sign text until text, light, or font changes.": "Επαναχρησιμοποιεί το κείμενο της πινακίδας μέχρι να αλλάξει το κείμενο, το φως ή η γραμματοσειρά.",
"Decorated Pots": "Διακοσμημένες γλάστρες",
"Reuses still pots; break wobble and sherd changes redraw.": "Επαναχρησιμοποιεί γλάστρες. σπάσιμο ταλάντευση και όστρακα αλλαγές εκ νέου σχεδίαση.",
"Bells": "Καμπάνες",
"Reuses still bells; ringing stays animated.": "Επαναχρησιμοποιεί ακίνητα κουδούνια. Το κουδούνισμα παραμένει κινούμενο.",
"Chests": "Σεντούκια",
"Reuses closed chests; moving lids stay animated.": "Επαναχρησιμοποιεί τα κλειστά σεντούκια. Τα κινούμενα καπάκια παραμένουν κινούμενα.",
"Banners": "Πανό",
"Reuses poles; flags and pattern layers still update.": "Επαναχρησιμοποιεί τους πόλους. Οι σημαίες και τα επίπεδα μοτίβων εξακολουθούν να ενημερώνονται.",
"Copper Golem Statues": "Χάλκινα αγάλματα Golem",
"Reuses statue geometry until its block state changes.": "Επαναχρησιμοποιεί τη γεωμετρία του αγάλματος μέχρι να αλλάξει η κατάσταση μπλοκ.",
"Leaf Culling": "Αποκοπή φύλλων",
"Every leaf face. Vanilla's fancy leaves.": "Κάθε πρόσωπο φύλλου. Φανταχτά φύλλα βανίλιας.",
"Distant Plant Dither": "Μακρινό Φυτό Dither",
"Keeps fine plants in high-res packs from fading far away.": "Διατηρεί τα εκλεκτά φυτά σε συσκευασίες υψηλής ανάλυσης από το να ξεθωριάσουν μακριά.",
"Screenshot Quality": "Ποιότητα στιγμιότυπου οθόνης",
"F2 screenshots at this many times the game's resolution. Higher takes longer.": "Στιγμιότυπα οθόνης F2 σε αυτό πολλές φορές την ανάλυση του παιχνιδιού. Το υψηλότερο απαιτεί περισσότερο χρόνο.",
"Frame Generation": "Γενιά πλαισίων",
"Shows a made-up frame between each two real ones: smoother, a little more lag.": "Εμφανίζει ένα φτιαγμένο καρέ ανάμεσα σε καθένα από τα δύο πραγματικά: πιο ομαλό, λίγο μεγαλύτερη καθυστέρηση.",
"Reuses the pack shadow map when sun, view and world match. Off by default.": "Επαναχρησιμοποιεί τον χάρτη σκιάς πακέτου όταν ο ήλιος, η θέα και ο κόσμος ταιριάζουν. Απενεργοποίηση από προεπιλογή.",
"Find BlueMap": "Βρείτε το BlueMap",
"On servers, finds their BlueMap web map for far terrain. Next join.": "Στους διακομιστές, βρίσκει τον ιστό χάρτη τους BlueMap για μακρινό έδαφος. Επόμενη συμμετοχή.",
"How far around you BlueMap tiles are downloaded. Next join.": "Πόσο μακριά γίνεται λήψη των πλακιδίων BlueMap. Επόμενη συμμετοχή.",
"Synchronous": "Σύγχρονη",
"Asynchronous": "Ασύγχρονη",
"Solid": "Στερεά",
"Solid Aggressive": "Στερεά επιθετικά",
"Hollow": "Κούφιο",
"Leaves fully inside a canopy draw solid: fewer see-through layers.": "Τα φύλλα πλήρως μέσα σε ένα θόλο τραβούν στερεά: λιγότερα διαφανή στρώματα.",
"Leaves with one open side draw solid too: faster, chunkier edges.": "Τα φύλλα με μια ανοιχτή πλευρά τραβούν επίσης στερεά: πιο γρήγορες, πιο χοντρές άκρες.",
"Drops faces between leaves: faster, but gaps look through.": "Πέφτει όψεις ανάμεσα στα φύλλα: πιο γρήγορα, αλλά τα κενά φαίνονται μέσα.",
"Hotbar: Previous Slot": "Hotbar: Προηγούμενη υποδοχή",
"Hotbar: Next Slot": "Hotbar: Επόμενη κουλοχέρη",
"horizon.agent.connected.one": "Συνδεδεμένο: 1 σύνδεση πράκτορα",
"horizon.agent.connected.many": "Συνδεδεμένοι: %s συνδέσεις πρακτόρων",
"horizon.agent.connected.one_ago": "Συνδεδεμένο: 1 σύνδεση πράκτορα, τελευταία εντολή πριν από %s s",
"horizon.agent.connected.many_ago": "Συνδέθηκε: %s συνδέσεις πράκτορα, τελευταία εντολή %s πριν",
"horizon.agent.waiting": "Περιμένοντας έναν πράκτορα.",
"horizon.agent.off": "Off: οι πράκτορες δεν μπορούν να φτάσουν σε αυτό το παιχνίδι.",
"horizon.agent.session_opened": "Άνοιξε για αυτήν την περίοδο λειτουργίας από το πρόγραμμα που ξεκίνησε το παιχνίδι.",
"horizon.agent.socket": "Υποδοχή: %s (αντιγράψτε τα στοιχεία για την πλήρη διαδρομή του)",
"horizon.agent.local_only": "Μόνο τοπικά: πράκτορες σε αυτόν τον υπολογιστή, ποτέ στο δίκτυο.",
"%s nits": "%s κόνιδες",
"Auto (%s nits)": "Αυτόματο (%s nits)",
"%.2f nits": "%.2f κόνιδες",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "Κρύβει μοντέλα πίσω από αδιαφανή μπλοκ. Ενημέρωση οντοτήτων. Εκτός με προσαρμοσμένα πακέτα.",
"horizon.extras.repro_keys": "Συντομεύσεις εγγραφής",
"horizon.extras.repro_keys.tooltip": "Το F3+R ξεκινά ή σταματά μια επαναληπτική εγγραφή και το F3+E γράφει το πακέτο του. Απενεργοποίηση από προεπιλογή: μια εγγραφή αντιγράφει τον κόσμο.",
"horizon.agent.record_session": "Έναρξη εγγραφής συνεδρίας",
"horizon.agent.record_stop": "Διακοπή εγγραφής συνεδρίας",
"horizon.agent.export_repro": "Εξαγωγή Repro Bundle",
"horizon.repro.started": "Η εγγραφή ξεκίνησε. Το F3+R το σταματά και γράφει το bundle.",
"horizon.repro.stopped": "Η εγγραφή σταμάτησε: %s",
"horizon.repro.bundle": "Πακέτο Repro: %s",
"horizon.repro.no_recording": "Δεν υπάρχει ακόμα εγγραφή για εξαγωγή.",
"horizon.repro.replay_started": "Έναρξη επανάληψης: %s",
"horizon.pack.addInfo": "Προσθέστε ένα πακέτο πόρων από το Modrinth",
"horizon.pack.addWorking": "Ρωτώντας τον Modrinth...",
"horizon.pack.addNone": "Δεν βρέθηκαν πακέτα πόρων",
"horizon.pack.addTitle": "Προσθέστε ένα πακέτο πόρων",
"horizon.pack.install": "Εγκατάσταση",
"horizon.pack.installing": "Εγκατάσταση",
"horizon.pack.installed": "Εγκατεστημένο",
"horizon.pack.search": "Αναζήτηση",
"horizon.pack.searchHint": "Αναζήτηση στο Modrinth...",
"horizon.pack.filters": "Φίλτρα",
"horizon.pack.filter.realistic": "Ρεαλιστική",
"horizon.pack.filter.simplistic": "Απλουστευτική",
"horizon.pack.filter.vanillaLike": "Σαν βανίλια",
"horizon.pack.addFailed": "Δεν ήταν δυνατή η προσθήκη του πακέτου: %s",
"horizon.extras.header.cosmetics": "Καλλυντικά",
"horizon.extras.cosmetics_mine": "Τα καλλυντικά μου",
"horizon.extras.cosmetics_mine.tooltip": "Κρυφό: κάθε παίκτης του Horizon σας βλέπει χωρίς τα καλλυντικά σας, συμπεριλαμβανομένων εσείς. Ο ίδιος διακόπτης με την ντουλάπα του εκτοξευτή.",
"horizon.extras.cosmetics_others": "Καλλυντικά άλλων παικτών",
"horizon.extras.cosmetics_others.tooltip": "Τι φοράνε οι άλλοι παίκτες του Horizon: τα πάντα, μόνο τα στυλ των ετικετών τους ή τίποτα. Κρυφά, το παιχνίδι δεν ρωτά ποτέ τι φοράνε.",
"horizon.extras.cosmetics_auras": "Οι αύρες και τα μονοπάτια των άλλων",
"horizon.extras.cosmetics_auras.tooltip": "Αύρες και μονοπάτια φορούν άλλοι παίκτες. Απενεργοποίηση από προεπιλογή.",
"horizon.extras.cosmetics.shown": "Εμφανίζεται",
"horizon.extras.cosmetics.hidden": "Κρυφό",
"horizon.extras.cosmetics.name_tags": "Μόνο ετικέτες ονομάτων"
}
@@ -1,5 +1,6 @@
{
"horizon.options.controller": "Controller",
"horizon.options.three_d_skin_layers": "3D Skin Layers",
"horizon.options.vibration": "Vibration",
"horizon.options.adaptive_triggers": "Adaptive Triggers",
"horizon.options.lightbar": "Lightbar",
@@ -413,6 +414,9 @@
"horizon.splitscreen.setup.help.give_up_pad": "Your controller stops driving you and is offered to join (A).",
"horizon.splitscreen.setup.note.held_at": "%s to %s: A drops it here, B puts it back.",
"horizon.splitscreen.setup.note.held": "%s picked up: left/right picks where, A drops, B puts it back.",
"horizon.splitscreen.online_only": "This server is in online mode: offline profiles can't join it, each player needs its own Minecraft account.",
"horizon.splitscreen.own_account": "This server needs each player's own Minecraft account",
"horizon.splitscreen.local_only": "Other players can join this server only with their own Minecraft account: offline profiles play in your world, on LAN or on a server on your local network.",
"Hides models behind opaque blocks. Async checks off-thread; entities tick.": "Hides models behind opaque blocks. Async checks off-thread; entities tick.",
"Block Entities": "Block Entities",
"Shulker Boxes": "Shulker Boxes",
@@ -445,6 +449,8 @@
"How far around you BlueMap tiles are downloaded. Next join.": "How far around you BlueMap tiles are downloaded. Next join.",
"Synchronous": "Synchronous",
"Asynchronous": "Asynchronous",
"Hidden Faces": "Hidden Faces",
"Drops leaf faces behind two leaf layers: faster, same crowns.": "Drops leaf faces behind two leaf layers: faster, same crowns.",
"Solid": "Solid",
"Solid Aggressive": "Solid Aggressive",
"Hollow": "Hollow",
@@ -477,6 +483,10 @@
"horizon.repro.error": "Repro: %s",
"horizon.repro.no_recording": "There is no recording to export yet.",
"horizon.repro.replay_started": "Replay started: %s",
"Particle Culling": "Particle Culling",
"Draws every particle.": "Draws every particle.",
"Skips offscreen, subpixel and terrain-hidden particles.": "Skips offscreen, subpixel and terrain-hidden particles.",
"Skips offscreen, subpixel and terrain-hidden particles with less render-thread work.": "Skips offscreen, subpixel and terrain-hidden particles with less render-thread work.",
"horizon.pack.add": "+",
"horizon.pack.addInfo": "Add a resource pack from Modrinth",
"horizon.pack.addWorking": "Asking Modrinth...",
@@ -199,6 +199,10 @@
"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.",
"Skips offscreen, subpixel and terrain-hidden particles with less render-thread work.": "Skips offscreen, subpixel and terrain-hidden particles with less render-thread work.",
"General": "General",
"Advanced": "Avanzado",
"Undo": "Deshacer",
@@ -0,0 +1,484 @@
{
"horizon.options.controller": "کنترل کننده",
"horizon.options.vibration": "لرزش",
"horizon.options.adaptive_triggers": "محرک های تطبیقی",
"horizon.options.lightbar": "نوار نور",
"horizon.options.look_sensitivity": "حساسیت نگاه",
"horizon.options.invert_x": "معکوس کردن محور X نگاه",
"horizon.options.invert_y": "معکوس کردن محور Y نگاه",
"horizon.options.sneak_button": "دکمه دزدکی رفتن",
"horizon.options.move_deadzone": "ناحیه مرده حرکت",
"horizon.options.look_deadzone": "ناحیه مرده نگاه",
"horizon.options.button_glyphs": "گلیف دکمه",
"horizon.options.menu_navigation": "پیمایش منو",
"horizon.options.on_screen_keyboard": "صفحه کلید روی صفحه",
"horizon.options.chat_delay": "تاخیر چت",
"horizon.options.lightbar.health": "سلامتی",
"horizon.options.lightbar.dimension": "بعد",
"horizon.options.glyphs.auto": "خودکار",
"horizon.options.menu_focus": "تمرکز کنید",
"horizon.options.menu_pointer": "اشاره گر",
"horizon.options.keyboard.auto": "خودکار",
"horizon.options.keyboard.steam": "بخار",
"horizon.options.unavailable": "این ویژگی هنوز در Horizon موجود نیست.",
"horizon.options.search": "تنظیمات جستجو...",
"horizon.pages.mods": "مدها",
"horizon.pages.shader_packs": "بسته های سایه زن",
"horizon.pages.shader_options": "گزینه های سایه زن",
"horizon.pages.controller": "تنظیمات کنترلر",
"horizon.pages.controller_binds": "کنترلر متصل می شود",
"horizon.pages.agent": "عامل هوش مصنوعی",
"horizon.split.leave": "ترک کنید",
"horizon.pages.split_settings": "تنظیمات Splitscreen",
"horizon.pages.split_profiles": "کی بازی میکنه",
"horizon.pages.music": "موسیقی",
"horizon.pages.music.menu": "منو",
"horizon.pages.music.overworld": "فرا جهان",
"horizon.pages.music.creative": "خلاق",
"horizon.pages.music.underwater": "زیر آب",
"horizon.pages.music.end": "پایان",
"horizon.pages.music.boss": "رئیس",
"horizon.pages.music.credits": "اعتبارات",
"horizon.pages.music.overworld_biomes": "بیوم های فراجهانی",
"horizon.pages.music.nether_biomes": "بیوم های نه",
"horizon.pages.music.end_biomes": "پایان دادن به بیوم ها",
"horizon.pages.music.other": "موسیقی دیگر",
"horizon.pages.music.empty": "بدون آهنگ موسیقی: صداهای بازی بارگذاری نمی شوند.",
"horizon.pages.music.tooltip": "آهنگ‌های داخلی، بر اساس موقعیت: اکنون یکی را بازی کنید، یا هر کدام را خاموش کنید تا بازی انتخاب آن را متوقف کند.",
"horizon.pages.settings.tooltip": "تنظیمات خود Horizon: گرافیک، کنترلرها، موارد اضافی و مدها.",
"horizon.pages.graphics.tooltip": "گرافیک، به سادگی: هر تنظیم می گوید که چه هزینه ای دارد.",
"horizon.pages.graphics_advanced.tooltip": "هر تنظیمات گرافیکی، شامل Horizon، با هزینه هر کدام.",
"horizon.pages.controller.tooltip": "کنترل‌کننده‌ها: دکمه‌ها، چوب‌ها، لرزش و ناوبری منو.",
"horizon.pages.extras.tooltip": "افزودنی‌های اختیاری، همه به‌طور پیش‌فرض خاموش هستند: بازی تا زمانی که یکی را روشن نکنید، باقی می‌ماند.",
"horizon.pages.agent.tooltip": "اجازه دهید عامل هوش مصنوعی شما بازی کند: کلاینت های horizon-ctl و MCP در این رایانه.",
"horizon.pages.split_profiles.tooltip": "چه کسی بازی می کند: نمایه ای که در این پوشه بازی نگهداری می شود.",
"horizon.pages.split_setup.tooltip": "پنجره ها و مانیتورها و اینکه چه کسی کجا بازی می کند.",
"horizon.pages.shader_packs.tooltip": "بسته های سایه زن از پوشه shaderpacks: متعلق به Horizon و آنهایی که در قالب shaders/ هستند. یکی در یک زمان می دود.",
"horizon.pages.mods.tooltip": "مدهای ساخته شده برای Horizon، از پوشه horizon-mods. هر کدام در یک جعبه شنی اجرا می شود و تا زمانی که آن را روشن نکنید خاموش می ماند.",
"horizon.pages.open.graphics": "گرافیک ...",
"horizon.pages.open.graphics_advanced": "گرافیک پیشرفته ...",
"horizon.pages.open.shader_packs": "بسته های سایه زن...",
"horizon.pages.open.controller": "تنظیمات کنترلر...",
"horizon.pages.open.split_setup": "تقسیم صفحه...",
"horizon.pages.open.extras": "موارد اضافی...",
"horizon.pages.open.mods": "مدهای ...",
"horizon.pages.open.agent": "عامل هوش مصنوعی ...",
"horizon.pages.open.controller_binds": "کنترلر باند ...",
"horizon.pages.open.music": "موسیقی...",
"horizon.mods.empty": "بدون مد: فایل های hmod را در پوشه horizon-mods قرار دهید",
"horizon.mods.stopped": " (توقف شد)",
"horizon.mods.not_built": " (ساخته نشده)",
"horizon.mods.dev": " (توسعه دهنده)",
"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",
"horizon.multiplayer.join_friend": "به یک دوست بپیوندید",
"horizon.multiplayer.invite_code": "کد دعوت",
"horizon.multiplayer.relay": "رله (اختیاری)",
"Preset": "از پیش تعیین شده",
"LOD Distance": "فاصله LOD",
"Far Detail": "جزئیات دور",
"Cave Culling": "کندن غار",
"Entity Culling": "کالینگ موجودیت",
"Chunk Updates": "به روز رسانی های تکه ای",
"Upload Budget": "بارگذاری بودجه",
"Sky": "آسمان",
"Fog": "مه",
"Weather": "آب و هوا",
"Animated Textures": "بافت های متحرک",
"Present Mode": "حالت حاضر",
"Frame Pacing": "سرعت قاب",
"Worker Threads": "موضوعات کارگری",
"Resolution Scale": "مقیاس وضوح",
"Anti-aliasing": "ضد آلیاسینگ",
"Upscaling": "ارتقاء مقیاس",
"Paper White": "کاغذ سفید",
"Peak Brightness": "اوج روشنایی",
"Black Level": "سطح سیاه",
"UI Brightness": "روشنایی رابط کاربری",
"Battery Mode": "حالت باتری",
"Translucent Batching": "دسته بندی شفاف",
"Performance Overlay": "پوشش عملکرد",
"Full Detail Distance": "فاصله کامل جزئیات",
"On": "روشن",
"Off": "خاموش",
"Unlimited": "نامحدود",
"Auto": "خودکار",
"Custom": "سفارشی",
"Performance": "عملکرد",
"Balanced": "متعادل",
"Quality": "کیفیت",
"Ultra": "فوق العاده",
"Ultra Performance": "عملکرد فوق العاده",
"Native": "بومی",
"Full": "کامل",
"Reduced": "کاهش یافته است",
"Efficient": "کارآمد",
"Precise": "دقیق",
"Auto (VSync)": "خودکار (VSync)",
"Mailbox": "صندوق پستی",
"Immediate": "فوری",
"FPS and Graph": "FPS و نمودار",
"No cost": "بدون هزینه",
"Low cost": "هزینه کم",
"Medium cost": "هزینه متوسط",
"High cost": "هزینه بالا",
"Saves time": "باعث صرفه جویی در زمان می شود",
"Graphics": "گرافیک",
"Done": "انجام شد",
"This feature is not yet available in Horizon.": "این ویژگی هنوز در Horizon موجود نیست.",
"Your display or system doesn't offer HDR output.": "نمایشگر یا سیستم شما خروجی HDR را ارائه نمی دهد.",
"Turn HDR on to use it.": "برای استفاده از HDR را روشن کنید.",
"Your GPU or graphics API doesn't support it.": "GPU یا API گرافیکی شما از آن پشتیبانی نمی کند.",
"%s chunks": "%s تکه ها",
"%s per frame": "%s در هر فریم",
"%s MiB/frame": "%s مگابایت/فریم",
"%s KiB/frame": "%s کیلوبایت/قاب",
"Auto (%s)": "خودکار (%s)",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "محدوده زمین با جزئیات کامل فاصله LOD می تواند جهان های محلی را دورتر گسترش دهد.",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "زمین های درشت دور در جهان های محلی. پردازنده های گرافیکی مجتمع در 128 تکه متوقف می شوند.",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "کشش های کمتر در زمین های دور درشت تر: در این GPU یکپارچه سریع تر.",
"Reduced draws far terrain coarser, for GPUs it slows down.": "کشش های کمتر در زمین های دور درشت تر است، برای پردازنده های گرافیکی سرعت آن کاهش می یابد.",
"Field of view. Wider shows more terrain at once.": "میدان دید. عریض تر، زمین های بیشتری را به یکباره نشان می دهد.",
"Caps frames per second; a cap saves power and heat.": "فریم بر ثانیه یک کلاه باعث صرفه جویی در انرژی و گرما می شود.",
"Waits for the display's refresh: no tearing, a little latency.": "منتظر تازه شدن نمایشگر است: بدون پارگی، کمی تأخیر.",
"Size of menus and the HUD.": "اندازه منوها و HUD.",
"Sets the options below together. Changing one makes it Custom.": "گزینه های زیر را با هم تنظیم می کند. تغییر یکی آن را سفارشی می کند.",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "گدازه، آتش و نور خورشید درخشان تر از سفید است. به نمایشگر HDR نیاز دارد.",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "سیاه ترین رنگ صفحه نمایش شماست. 0 برای OLED؛ ال سی دی ها کمی می درخشند.",
"How bright highlights get. Auto: the peak your system reports.": "هایلایت ها چقدر روشن می شوند. خودکار: اوج گزارش سیستم شما.",
"How bright white paper and menus look. Auto: your desktop's white.": "کاغذ سفید و منوها چقدر روشن به نظر می رسند. خودکار: دسکتاپ شما سفید است.",
"How bright the HUD and menus are, against paper white.": "HUD و منوها در برابر سفید کاغذ چقدر روشن هستند.",
"How far mobs, crops and machines keep working. CPU time.": "اوباش، محصولات زراعی و ماشین‌آلات تا کجا به کار خود ادامه می‌دهند. زمان CPU",
"How far away mobs and items are drawn, as a share of normal.": "اوباش و اقلام چقدر دور کشیده شده اند، به عنوان یک سهم عادی.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "از زمین های پنهان شده در پشت بخش های بسته می گذرد. هزینه های خاموش بسیار زیاد است.",
"Hides entities behind opaque blocks.": "موجودیت ها را در پشت بلوک های مات پنهان می کند.",
"No entity occlusion culling.": "حذف انسداد موجودیت وجود ندارد.",
"CPU occlusion test runs this frame.": "تست انسداد CPU این فریم را اجرا می کند.",
"Occlusion checks run on a worker thread.": "بررسی های انسداد روی یک موضوع کارگر اجرا می شود.",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "بخش های مشبک آپلود شده در هر فریم. Lower در هنگام بارگیری نرم تر است.",
"Soft shadows in corners. Costs chunk building time only.": "سایه های نرم در گوشه ها. هزینه های تکه ای فقط زمان ساخت.",
"Smaller copies of block textures for distant terrain: less shimmer.": "کپی های کوچکتر از بافت های بلوک برای زمین های دور: درخشش کمتر.",
"Blends grass and water colours across biomes when building chunks.": "هنگام ساختن تکه‌ها، رنگ‌های چمن و آب را در بیوم‌ها ترکیب می‌کند.",
"Cloud layer: off, flat (fast) or 3D (fancy).": "لایه ابری: خاموش، مسطح (سریع) یا سه بعدی (فانتزی).",
"How far clouds reach, in chunks.": "ابرها به چه اندازه می رسند، تکه تکه.",
"Draws the sky, sun, moon and stars.": "آسمان، خورشید، ماه و ستاره ها را ترسیم می کند.",
"Distance fog. Off shows the edge of the loaded world.": "مه از راه دور. خاموش لبه دنیای بارگذاری شده را نشان می دهد.",
"Draws rain and snow.": "باران و برف را ترسیم می کند.",
"How far rain and snow fall around you.": "چقدر دورت باران و برف می بارد.",
"How many particles effects spawn.": "چند اثر ذرات تخم ریزی می کنند.",
"Round shadows under mobs and items.": "سایه های گرد زیر اوباش و اقلام.",
"Leaves with see-through gaps. Off draws them solid.": "برگ هایی با شکاف های دید. خاموش آنها را محکم می کشد.",
"Sorts water and glass more exactly behind each other.": "آب و لیوان را دقیقا پشت سر هم مرتب می کند.",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "کدام قطعه بازسازی شده منتظر فریم است: هیچ کدام، در نزدیکی یا شما.",
"Animates water, lava, fire and other moving textures.": "آب، گدازه، آتش و سایر بافت های متحرک را متحرک می کند.",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "پیکسل جهانی در هر پیکسل صفحه نمایش. زیر 100٪ در GPU سریعتر است.",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "لبه های دندانه دار را صاف می کند. FXAA: نرم تر. TAA: نرم ترین و متحرک ترین چیزها ممکن است دنبال شوند.",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "جهان را کوچکتر می کند و آن را با TAA بازسازی می کند. سریع تر، نرم تر.",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "خروجی HDR در صفحه نمایش HDR: گدازه، آتش و نور خورشید روشن تر می تابد.",
"How frames reach the screen while VSync is off.": "چگونه فریم‌ها در حالی که VSync خاموش است به صفحه نمایش می‌رسند.",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "خواب های کارآمد تا فریم بعدی. چرخش دقیق، مانند وانیل.",
"Fills the screen (borderless).": "صفحه را پر می کند (بدون حاشیه).",
"Brightens dark places.": "مکان های تاریک را روشن می کند.",
"Lowers the frame rate when minimised, or idle too.": "در صورت به حداقل رساندن یا بیکار بودن، نرخ فریم را کاهش می دهد.",
"Sways the view while walking.": "هنگام راه رفتن منظره را تغییر می دهد.",
"Fades newly loaded chunks in.": "تکه های تازه بارگذاری شده را محو می کند.",
"Darkens the screen's edges.": "لبه های صفحه نمایش را تیره می کند.",
"Shows when the world saves.": "زمانی نشان می دهد که جهان نجات می دهد.",
"Shows attack cooldown.": "خنک شدن حمله را نشان می دهد.",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "کلاهک 60 FPS (30 در منو یا بدون تمرکز)، نیمی از کارگران: توان کمتر.",
"Threads that generate, light and mesh chunks. Next start.": "رشته هایی که تکه هایی را ایجاد می کنند، نور و مشبک می کنند. شروع بعدی",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Vulkan، سپس DirectX 12 (ویندوز) یا OpenGL (لینوکس) در جایی که خراب می شود. شروع بعدی",
"Water and glass in one buffer: fewer draw calls, a bit more VRAM. Next start.": "آب و لیوان در یک بافر: تماس‌های کمتر، VRAM کمی بیشتر. شروع بعدی",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "داده های مش ارسال شده به GPU در هر فریم. Lower در هنگام بارگیری نرم تر است.",
"Frame rate and frame times over the game, with a graph.": "نرخ فریم و زمان فریم در بازی، با یک نمودار.",
"horizon.multiplayer.finding_friend": "پیدا کردن دنیای دوستت...",
"horizon.multiplayer.invalid_address": "آدرس سرور نامعتبر: %s",
"horizon.multiplayer.connected_friend_direct": "مستقیم به دوستت وصل شد...",
"horizon.multiplayer.connected_friend_relay": "از طریق رله به دوستت وصل شد...",
"General": "ژنرال",
"Advanced": "پیشرفته",
"Undo": "واگرد",
"Search options": "گزینه های جستجو",
"Shortcut": "میانبر",
"Distance": "فاصله",
"Display": "نمایش",
"Interface": "رابط",
"Sky and weather": "آسمان و آب و هوا",
"Lighting and entities": "روشنایی و موجودیت",
"Textures": "بافت ها",
"Image": "تصویر",
"Chunk loading": "بارگیری تکه",
"Culling": "قتل عام",
"Power": "قدرت",
"Frames": "قاب ها",
"Overlay": "پوشش",
"Output": "خروجی",
"Brightness": "روشنایی",
"How far you see, the window and the HUD.": "چقدر دور می بینید، پنجره و HUD.",
"The sky and weather, lighting, textures and the image.": "آسمان و آب و هوا، نور، بافت و تصویر.",
"Chunk loading, culling and power use.": "بارگیری قطعات، حذف و استفاده از برق.",
"How frames reach the screen, and the performance overlay.": "نحوه رسیدن فریم ها به صفحه و پوشش عملکرد.",
"Brighter-than-white output on an HDR display.": "خروجی روشن تر از سفید در صفحه نمایش HDR.",
"Results for \"%s\"": "نتایج برای \"%s\"",
"No settings match.": "هیچ تنظیماتی مطابقت ندارد.",
"horizon.title.not_affiliated": "به Mojang یا Microsoft وابسته نیست",
"horizon.extras.header.lighting": "نورپردازی",
"horizon.extras.header.third_person": "نفر سوم",
"horizon.extras.header.particles": "ذرات",
"horizon.extras.header.inventory": "موجودی",
"horizon.extras.header.chat": "چت کنید",
"horizon.extras.header.multiplayer": "چند نفره",
"horizon.extras.header.sound": "صدا",
"horizon.extras.header.menus": "منوها",
"horizon.extras.fullbright": "فول برایت",
"horizon.extras.dynamic_lights": "چراغ های دینامیک",
"horizon.extras.own_name_tag": "برچسب نام خود",
"horizon.extras.hide_block_particles": "ذرات بلوک شکستن را پنهان کنید",
"horizon.extras.auto_reconnect": "اتصال مجدد خودکار",
"horizon.extras.ui_sound_reserve": "کانال ها را برای صداهای رابط کاربری نگه دارید",
"horizon.extras.music_page": "صفحه موسیقی",
"horizon.extras.mouse_tweaks": "کنترل‌های ماوس توییک",
"horizon.extras.mouse_tweaks_wheel": "چرخ اسکرول آیتم ها را جابجا می کند",
"horizon.extras.sort": "دکمه های مرتب سازی",
"horizon.extras.sort_key": "کلید مرتب سازی",
"horizon.extras.no_ai": "بدون هوش مصنوعی",
"horizon.extras.agent_control": "کنترل عامل",
"horizon.extras.splitscreen": "تقسیم صفحه",
"horizon.extras.chat_animation": "چت روان",
"horizon.extras.chat_indicator": "نشانگر پیام",
"horizon.extras.wheel_cycles_settings": "چرخ اسکرول تنظیمات را تغییر می دهد",
"horizon.extras.pack_browser": "مرورگر بسته منابع",
"horizon.extras.fullbright.tooltip": "بلوک‌ها و موجودیت‌ها را در نور کامل، حتی در مناطق تاریک نشان دهید.",
"horizon.extras.dynamic_lights.tooltip": "مشعل ها و دیگر منابع نوری که نگه داشته، افتاده اند یا آتش می گیرند بلوک های اطراف خود را روشن می کنند.",
"horizon.extras.own_name_tag.tooltip": "همانطور که سایر بازیکنان آن را می بینند، نام شما را بالای سرتان به صورت سوم شخص نشان می دهد. هنگامی که سرور نام تیم شما را پنهان می کند یا شما نامرئی هستید، پنهان می شود.",
"horizon.extras.hide_block_particles.tooltip": "ذرات باقی مانده را که از یک بلوک شکسته ترکیده و از بلوک شما فرو می ریزند پنهان می کند. ذرات دیگر باقی می مانند.",
"horizon.extras.auto_reconnect.tooltip": "پس از قطع شدن اتصال یا راه اندازی مجدد، هرگز پس از ضربه زدن یا ممنوعیت، دوباره به سرور می پیوندد.",
"horizon.extras.ui_sound_reserve.tooltip": "صداهای موجود در جهان 16 کانال از 247 کانال صوتی را آزاد می‌گذارند، بنابراین سیل آنها (یک انفجار بزرگ) نمی‌تواند کلیک‌های منو را خاموش کند.",
"horizon.extras.music_page.tooltip": "Music & Sounds یک صفحه Music... دریافت می‌کند: اکنون هر آهنگ داخلی را پخش کنید، یا یکی را خاموش کنید تا بازی انتخاب آن را متوقف کند. تا زمانی که یک آهنگ را خاموش نکنید، هیچ چیز تغییر نمی کند.",
"horizon.extras.mouse_tweaks.tooltip": "با کشیدن سمت راست یک مورد در هر شکاف قرار می‌گیرد، با کشیدن چپ آیتم نگه‌داشته شده را جمع‌آوری می‌کند، Shift + کشیدن چپ هر شکاف را حرکت می‌دهد.",
"horizon.extras.mouse_tweaks_wheel.tooltip": "Down یک مورد از شکاف را به طرف دیگر می فرستد، بالا یکی را برمی گرداند.",
"horizon.extras.sort.tooltip": "موجودی، سینه‌ها، بشکه‌ها، صندوق‌های انتهایی و جعبه‌های شالکر را به ترتیب برگه خلاقانه مرتب می‌کند و پشته‌ها را ادغام می‌کند.",
"horizon.extras.sort_key.tooltip": "قسمت زیر مکان نما را مرتب می کند. کلیک کنید، سپس یک کلید را فشار دهید؛ فرار آن را باز می کند.",
"horizon.extras.no_ai.tooltip": "هر ویژگی هوش مصنوعی را پنهان و خاموش می کند: کنترل عامل، horizon-ctl و سرورهای MCP. سوئیچ پرتاب کننده نیز.",
"horizon.extras.agent_control.tooltip": "عامل هوش مصنوعی شما می تواند این بازی را از طریق horizon-ctl یا یک کلاینت MCP، فقط در این رایانه انجام دهد.",
"horizon.extras.discord_presence.tooltip": "در حالی که Discord اجرا می شود، Playing Horizon را در نمایه Discord شما نشان می دهد: منوها، تک نفره یا چند نفره، ابعاد و زمان بازی. هرگز نام یک جهان یا آدرس سرور.",
"Calibrate...": "کالیبره کردن...",
"Calibrate Anyway...": "به هر حال کالیبره کردن...",
"Use Automatic Setup": "از تنظیم خودکار استفاده کنید",
"Shortcut: %s": "میانبر: %s",
"Next": "بعدی",
"HDR Calibration %s/%s: %s": "کالیبراسیون HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "سه عکس زیر تمام صفحه را در یک زمان یک عکس آزمایشی تنظیم می کند.",
"A key that opens this screen from the game. Not bound at first.": "کلیدی که این صفحه را از بازی باز می کند. ابتدا مقید نیست.",
"Your display didn't say how bright it gets: calibrate to set it up.": "صفحه نمایش شما میزان روشنایی آن را بیان نکرده است: برای تنظیم آن کالیبره کنید.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "قبلاً برای نمایشگر شما تنظیم شده است. فقط در صورتی کالیبره کنید که HDR اشتباه به نظر برسد.",
"Puts Peak Brightness and Paper White back to your display's setup.": "حداکثر روشنایی و کاغذ سفید را به تنظیمات صفحه نمایش شما باز می گرداند.",
"Set up for your display. Leave on Auto unless it looks wrong.": "برای نمایشگر خود تنظیم کنید. روی خودکار بگذارید مگر اینکه اشتباه به نظر برسد.",
"Lower it until the logo just disappears into the black.": "آن را پایین بیاورید تا زمانی که لوگو در سیاهی محو شود.",
"Raise it until the logo just disappears into the bright square.": "آن را بلند کنید تا لوگو در مربع روشن ناپدید شود.",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "کارت را به رنگ سفیدی در آورید که در نوری که در آن بازی می کنید، برای مدت طولانی راحت به آن نگاه کنید.",
"horizon.splitscreen.profiles.forget": "فراموش کن",
"horizon.splitscreen.profiles.create": "ایجاد کنید",
"horizon.splitscreen.profiles.you": " - تو",
"horizon.splitscreen.profiles.forget_named": "فراموش کردن %s",
"horizon.splitscreen.profiles.previous": "قبلی",
"horizon.splitscreen.profiles.next": "بعدی",
"horizon.splitscreen.profiles.new_button": "نمایه جدید...",
"horizon.splitscreen.profiles.forget_title": "نمایه را فراموش کنید؟",
"horizon.splitscreen.profiles.forget_leaves": "از لیست این نمونه خارج می شود.",
"horizon.splitscreen.profiles.forget_kept": "پیشرفت جهانی و تنظیمات حفظ می شود.",
"horizon.splitscreen.profiles.new_title": "نمایه جدید",
"horizon.splitscreen.profiles.name_hint": "نام (3 تا 16 حرف، رقم، _)",
"horizon.splitscreen.profiles.switch_title": "تغییر نمایه",
"horizon.splitscreen.profiles.offline_note": "پروفایل های آفلاین متعلق به این نمونه است",
"horizon.splitscreen.profiles.move": "جایی که بازی می کنید حرکت کنید",
"horizon.splitscreen.profiles.move_place": "جایی را که بازی می کنید حرکت دهید: %s",
"horizon.friends.title": "با دوستان بازی کنید",
"horizon.friends.hint": "دوستان کد را بعد از دکمه Friends صفحه عنوان، در اتصال مستقیم یا در صفحه Play راه‌انداز قرار می‌دهند.",
"horizon.friends.copied": "کپی شده است",
"horizon.friends.copy_code": "کد را کپی کنید",
"horizon.friends.stop_sharing": "اشتراک گذاری را متوقف کنید",
"horizon.friends.none_yet": "هنوز دوستی اینجا نیست",
"horizon.friends.here_now": "اکنون اینجا: %s",
"horizon.friends.share_intro": "این دنیا را پشت یک کد دعوت به اشتراک بگذارید: به شبکه LAN باز می شود و دوستانی که در اینترنت هستند با این کد ملحق می شوند. هیچ سروری از ما درگیر نیست.",
"horizon.friends.start_sharing": "اشتراک گذاری را شروع کنید",
"horizon.friends.troubleshooting": "عیب یابی ...",
"horizon.friends.stopped": "اشتراک‌گذاری کد دعوت متوقف شد.",
"horizon.friends.short_code_changed": "کسی مدام یک کد کوتاه اشتباه را امتحان می‌کرد، بنابراین تغییر کرد.",
"horizon.friends.wrong_code": "شخصی کد اشتباهی را امتحان کرده است.",
"horizon.friends.code_ready": "کد دعوت شما آماده است: منوی بازی، بازی با دوستان. کپی کنید و برای دوستانتان ارسال کنید.",
"horizon.friends.share_failed": "نمی توان جهان را به اشتراک گذاشت: %s",
"horizon.friends.finding_route": "یافتن نحوه ارتباط دوستان با شما…",
"horizon.osk.shift": "شیفت",
"horizon.osk.space": "فضا",
"horizon.osk.delete": "حذف کنید",
"horizon.osk.type": "تایپ کنید",
"horizon.osk.symbols": "نمادها",
"horizon.osk.close": "بستن",
"horizon.extras.chat_animation.tooltip": "یک خط چت جدید به جای اینکه کامل نشان داده شود، از سمت چپ وارد می شود و در حالی که محو می شود.",
"horizon.extras.chat_indicator.tooltip": "نوار رنگی در سمت چپ یک خط چت.",
"horizon.extras.wheel_cycles_settings.tooltip": "چرخ اسکرول روی یک دکمه در تنظیمات مقدار آن را تغییر می دهد، مانند وانیل. خاموش، چرخ فقط فهرست را پیمایش می کند.",
"horizon.extras.pack_browser.tooltip": "Select Resource Packs یک دکمه Add دریافت می کند که Modrinth را جستجو می کند و یک بسته را در پوشه بسته های شما نصب می کند. خاموش، بازی هرگز با Modrinth تماس نمی گیرد.",
"horizon.extras.splitscreen.tooltip": "در یک دنیا، کنترل‌کننده دیگری می‌تواند به‌عنوان یک بازیکن جدید ملحق شود: وقتی A را درخواست کرد، A را فشار دهید، سپس یک نمایه و مکان بازی را انتخاب کنید.",
"horizon.splitscreen.setup.monitor": "مانیتور %s",
"horizon.splitscreen.setup.monitor_unknown": "یک مانیتور",
"horizon.splitscreen.setup.window": "پنجره %s",
"horizon.splitscreen.setup.new_window": "پنجره جدید",
"horizon.splitscreen.setup.fill_monitor": "پر کردن %s",
"horizon.splitscreen.setup.done": "انجام شد",
"horizon.splitscreen.setup.on": "روشن",
"horizon.splitscreen.setup.off": "خاموش",
"horizon.splitscreen.setup.player": "بازیکن %s",
"horizon.splitscreen.setup.revert": "برگردانید",
"horizon.splitscreen.setup.apply": "درخواست کنید",
"horizon.splitscreen.setup.warning.empty_main": "هیچ کس در پنجره 1 بازی نمی کند: پنهان می شود",
"horizon.splitscreen.setup.warning.empty_close": "هیچ کس در پنجره %s بازی نمی کند: در Apply بسته می شود",
"horizon.splitscreen.setup.warning.empty_new": "هیچ کس در پنجره %s بازی نمی کند: باز نمی شود",
"horizon.splitscreen.setup.warning.on_main": "پنجره %s مانیتور پنجره 1 را پر می کند: بازیکنان آن در پنجره 1 بازی می کنند",
"horizon.splitscreen.setup.warning.unplugged": "مانیتور Window %s متصل نیست: پخش کننده های آن در پنجره 1 بازی می کنند",
"horizon.splitscreen.setup.status.off": "Splitscreen خاموش است.",
"horizon.splitscreen.setup.status.enable_hint": "آن را روشن کنید، سپس دکمه ای را روی کنترلر دیگری در یک دنیا فشار دهید.",
"horizon.splitscreen.setup.status.join_hint": "برای پیوستن و انتخاب یک نمایه، A را فشار دهید.",
"horizon.splitscreen.setup.status.idle": "Splitscreen بیکار",
"horizon.splitscreen.setup.status.alone": "بازیکن محلی دیگری وجود ندارد.",
"horizon.splitscreen.setup.status.solo_controls": "کنترل‌های انفرادی و بازخورد کنترل‌کننده بدون تغییر هستند.",
"horizon.splitscreen.setup.window_empty": "پنجره %s: خالی است",
"horizon.splitscreen.setup.note.select": "روی یک پخش کننده کلیک کنید یا آن را به پنجره یا مانیتور بکشید.",
"horizon.splitscreen.setup.note.apply": "برای پخش از این طریق درخواست دهید، Revert to undo.",
"horizon.splitscreen.setup.note.place": "کجا باید %s بازی کند؟",
"horizon.splitscreen.setup.this_player": "این بازیکن",
"horizon.splitscreen.setup.switch_disabled": "Splitscreen پس از خروج دیگران خاموش می شود (منوی مکث آنها).",
"horizon.splitscreen.setup.window_place": "پنجره %s (%s از %s)",
"horizon.splitscreen.setup.names": "نام ها",
"horizon.splitscreen.setup.identify": "شناسایی کنید",
"horizon.splitscreen.setup.layout.two": "2 اشتراک گذاری: %s",
"horizon.splitscreen.setup.layout.three": "3 اشتراک گذاری: %s",
"horizon.splitscreen.setup.layout.two.0": "خودکار",
"horizon.splitscreen.setup.layout.two.1": "کنار هم",
"horizon.splitscreen.setup.layout.two.2": "بالا و پایین",
"horizon.splitscreen.setup.layout.three.0": "یکی پهن در بالا",
"horizon.splitscreen.setup.layout.three.1": "یکی قدش سمت چپ",
"horizon.splitscreen.setup.layout.three.2": "کنار هم",
"horizon.splitscreen.setup.help.player": "برای جابجایی آنها روی %s کلیک کنید یا بکشید.",
"horizon.splitscreen.setup.help.layout_auto": "%s (در کنار هم وقتی پنجره پهن است). برای تغییر فشار دهید.",
"horizon.splitscreen.setup.help.layout": "%s. برای تغییر فشار دهید.",
"horizon.splitscreen.setup.help.switch": "صفحه تقسیم برای این رایانه، روشن یا خاموش.",
"horizon.splitscreen.setup.help.identify": "نمای هر بازیکن نشان می دهد که در کدام پنجره قرار دارد.",
"horizon.splitscreen.setup.help.names": "نام هر بازیکن در گوشه ای از دید آنها.",
"horizon.splitscreen.setup.help.revert": "تغییراتی که هنوز اعمال نشده اند را لغو کنید.",
"horizon.splitscreen.setup.help.apply": "همانطور که نقشه نشان می دهد بازی کنید.",
"horizon.splitscreen.setup.help.unchanged": "هنوز چیزی تغییر نکرده است.",
"horizon.splitscreen.setup.give_up_pad": "پد تسلیم شدن",
"horizon.splitscreen.prompt.controller_connected": "کنترلر متصل است",
"horizon.splitscreen.prompt.controller_disconnected": "کنترلر قطع شد",
"horizon.splitscreen.prompt.controller_disconnected.hint": "آن را دوباره وصل کنید یا دکمه دیگری را فشار دهید",
"horizon.splitscreen.prompt.join.one": "%s می خواهد بپیوندد",
"horizon.splitscreen.prompt.join.many": "%s کنترلرها می خواهند ملحق شوند",
"horizon.splitscreen.prompt.join.yes": "بپیوندید",
"horizon.splitscreen.prompt.join.as_p1": "به عنوان P1 بازی کنید",
"horizon.splitscreen.prompt.join.no": "خیر",
"horizon.splitscreen.prompt.lost": "%s: کنترلر قطع شده است",
"horizon.splitscreen.prompt.lost.use_another": "از دیگری استفاده کنید",
"horizon.splitscreen.prompt.lost.leave": "ترک کنید",
"horizon.splitscreen.setup.help.give_up_pad": "کنترلر شما رانده نمی شود و به او پیشنهاد می شود (A) بپیوندد.",
"horizon.splitscreen.setup.note.held_at": "%s به %s: A آن را اینجا رها می کند، B آن را برمی گرداند.",
"horizon.splitscreen.setup.note.held": "%s برداشت: چپ/راست جایی را انتخاب می‌کند، A رها می‌کند، B آن را برمی‌گرداند.",
"Hides models behind opaque blocks. Async checks off-thread; entities tick.": "مدل ها را پشت بلوک های مات پنهان می کند. Async بررسی های خارج از موضوع. موجودیت ها تیک می زنند.",
"Block Entities": "مسدود کردن نهادها",
"Shulker Boxes": "جعبه های شولکر",
"Reuses settled boxes; lid movement stays animated.": "از جعبه های ته نشین شده مجدد استفاده می کند. حرکت درب متحرک باقی می ماند.",
"Signs": "نشانه ها",
"Reuses sign text until text, light, or font changes.": "از متن علامت تا زمانی که متن، نور یا فونت تغییر کند دوباره استفاده می‌کند.",
"Decorated Pots": "گلدان های تزئین شده",
"Reuses still pots; break wobble and sherd changes redraw.": "استفاده مجدد از گلدان های ثابت شکستن تلو تلو خوردن و تغییرات sherd دوباره ترسیم می شود.",
"Bells": "زنگ ها",
"Reuses still bells; ringing stays animated.": "از زنگ های ثابت استفاده مجدد می کند. زنگ متحرک می ماند.",
"Chests": "سینه ها",
"Reuses closed chests; moving lids stay animated.": "از سینه های بسته استفاده مجدد می کند. درب های متحرک متحرک می مانند.",
"Banners": "بنرها",
"Reuses poles; flags and pattern layers still update.": "استفاده مجدد از قطب. پرچم ها و لایه های الگو هنوز به روز می شوند.",
"Copper Golem Statues": "مجسمه های مسی گولم",
"Reuses statue geometry until its block state changes.": "هندسه مجسمه را دوباره استفاده می کند تا زمانی که حالت بلوک آن تغییر کند.",
"Leaf Culling": "کندن برگ",
"Every leaf face. Vanilla's fancy leaves.": "هر صورت برگی برگ های فانتزی وانیل.",
"Distant Plant Dither": "دیتر گیاهی دوردست",
"Keeps fine plants in high-res packs from fading far away.": "گیاهان خوب را در بسته های با وضوح بالا از محو شدن دور نگه می دارد.",
"Screenshot Quality": "کیفیت اسکرین شات",
"F2 screenshots at this many times the game's resolution. Higher takes longer.": "اسکرین شات های F2 در این چند برابر وضوح بازی. بالاتر زمان بیشتری می برد.",
"Frame Generation": "نسل فریم",
"Shows a made-up frame between each two real ones: smoother, a little more lag.": "یک قاب ساخته شده را بین هر دو قاب واقعی نشان می دهد: صاف تر، کمی تاخیر بیشتر.",
"Shadow Cache": "کش سایه",
"Reuses the pack shadow map when sun, view and world match. Off by default.": "هنگامی که خورشید، نما و جهان مطابقت دارند، از نقشه سایه بسته دوباره استفاده می کند. به طور پیش فرض خاموش است.",
"Find BlueMap": "BlueMap را پیدا کنید",
"On servers, finds their BlueMap web map for far terrain. Next join.": "در سرورها، نقشه وب BlueMap خود را برای مناطق دوردست پیدا می کند. عضویت بعدی",
"BlueMap Radius": "شعاع بلومپ",
"How far around you BlueMap tiles are downloaded. Next join.": "کاشی های BlueMap تا چه اندازه در اطراف شما دانلود شده اند. عضویت بعدی",
"Synchronous": "همزمان",
"Asynchronous": "ناهمزمان",
"Solid": "جامد",
"Solid Aggressive": "تهاجمی جامد",
"Hollow": "توخالی",
"Leaves fully inside a canopy draw solid: fewer see-through layers.": "برگها به طور کامل در داخل یک سایبان جامد می شوند: لایه های دید کمتر.",
"Leaves with one open side draw solid too: faster, chunkier edges.": "برگ‌هایی که یک سمت باز دارند نیز جامد می‌کشند: لبه‌های سریع‌تر و درشت‌تر.",
"Drops faces between leaves: faster, but gaps look through.": "صورت ها را بین برگ ها می ریزد: سریع تر، اما شکاف ها از بین می روند.",
"Hotbar: Previous Slot": "هاتبار: اسلات قبلی",
"Hotbar: Next Slot": "هاتبار: اسلات بعدی",
"horizon.agent.connected.one": "متصل: 1 اتصال عامل",
"horizon.agent.connected.many": "متصل: %s اتصالات عامل",
"horizon.agent.connected.one_ago": "متصل: 1 اتصال عامل، آخرین فرمان %s قبل",
"horizon.agent.connected.many_ago": "متصل: %s اتصالات عامل، آخرین فرمان %s قبل",
"horizon.agent.waiting": "در انتظار یک نماینده",
"horizon.agent.off": "خاموش: عوامل نمی توانند به این بازی برسند.",
"horizon.agent.session_opened": "برای این جلسه توسط برنامه شروع کننده بازی باز شد.",
"horizon.agent.socket": "سوکت: %s (جزئیات را برای مسیر کامل آن کپی کنید)",
"horizon.agent.local_only": "فقط محلی: عوامل روی این رایانه، هرگز شبکه.",
"%s nits": "%s نیت",
"Auto (%s nits)": "خودکار (%s نیت)",
"%.2f nits": "%.2f نیت",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "مدل ها را پشت بلوک های مات پنهان می کند. به روز رسانی نهادها خاموش با بسته های سفارشی.",
"horizon.extras.repro_keys": "میانبرهای ضبط",
"horizon.extras.repro_keys.tooltip": "F3+R یک ضبط مجدد را شروع یا متوقف می کند و F3+E بسته آن را می نویسد. خاموش به طور پیش‌فرض: ضبط از جهان کپی می‌کند.",
"horizon.agent.record_session": "شروع به ضبط جلسه",
"horizon.agent.record_stop": "توقف ضبط جلسه",
"horizon.agent.export_repro": "صادرات Repro باندل",
"horizon.repro.started": "ضبط شروع شد؛ F3+R آن را متوقف می کند و باندل را می نویسد.",
"horizon.repro.stopped": "ضبط متوقف شد: %s",
"horizon.repro.bundle": "بسته Repro: %s",
"horizon.repro.error": "تکرار: %s",
"horizon.repro.no_recording": "هنوز ضبطی برای صادرات وجود ندارد.",
"horizon.repro.replay_started": "شروع مجدد: %s",
"horizon.pack.addInfo": "یک بسته منبع از Modrinth اضافه کنید",
"horizon.pack.addNone": "هیچ بسته منبعی یافت نشد",
"horizon.pack.addTitle": "یک بسته منبع اضافه کنید",
"horizon.pack.install": "نصب کنید",
"horizon.pack.installing": "در حال نصب",
"horizon.pack.installed": "نصب شده است",
"horizon.pack.search": "جستجو کنید",
"horizon.pack.searchHint": "جستجوی Modrinth...",
"horizon.pack.filters": "فیلترها",
"horizon.pack.filter.realistic": "واقع بینانه",
"horizon.pack.filter.simplistic": "ساده انگارانه",
"horizon.pack.filter.vanillaLike": "شبیه وانیل",
"horizon.pack.filter.x16": "16 برابر",
"horizon.pack.filter.x32": "32 برابر",
"horizon.pack.filter.x64": "64 برابر",
"horizon.pack.addFailed": "بسته اضافه نشد: %s",
"horizon.extras.header.cosmetics": "لوازم آرایشی",
"horizon.extras.cosmetics_mine": "لوازم آرایش من",
"horizon.extras.cosmetics_mine.tooltip": "پنهان: هر بازیکن Horizon شما را بدون لوازم آرایشی شما، از جمله شما، می بیند. همان سوئیچ کمد لانچر.",
"horizon.extras.cosmetics_others": "لوازم آرایشی دیگر بازیکنان",
"horizon.extras.cosmetics_others.tooltip": "سایر بازیکنان Horizon چه می پوشند: همه چیز، فقط سبک برچسب نام آنها یا هیچ چیز. پنهان، بازی هرگز نمی پرسد آنها چه می پوشند.",
"horizon.extras.cosmetics_auras": "هاله ها و مسیرهای دیگران",
"horizon.extras.cosmetics_auras.tooltip": "هاله ها و دنباله های دیگر بازیکنان می پوشند. به طور پیش فرض خاموش است.",
"horizon.extras.cosmetics.shown": "نشان داده شده است",
"horizon.extras.cosmetics.hidden": "پنهان شده است",
"horizon.extras.cosmetics.name_tags": "فقط برچسب های نام"
}
@@ -0,0 +1,460 @@
{
"horizon.options.controller": "Ohjain",
"horizon.options.vibration": "Tärinä",
"horizon.options.adaptive_triggers": "Mukautuvat triggerit",
"horizon.options.look_sensitivity": "Katseen herkkyys",
"horizon.options.invert_x": "Käännä katseen X-akseli",
"horizon.options.invert_y": "Käännä katseen Y-akseli",
"horizon.options.sneak_button": "Hiipimispainike",
"horizon.options.move_deadzone": "Liikkeen kuollut alue",
"horizon.options.look_deadzone": "Katseen kuollut alue",
"horizon.options.button_glyphs": "Painikkeiden kuviot",
"horizon.options.menu_navigation": "Valikkonavigointi",
"horizon.options.on_screen_keyboard": "Näyttönäppäimistö",
"horizon.options.chat_delay": "Chatin viive",
"horizon.options.lightbar.health": "Terveys",
"horizon.options.lightbar.dimension": "Mitat",
"horizon.options.menu_focus": "Keskity",
"horizon.options.menu_pointer": "Osoitin",
"horizon.options.unavailable": "Tämä ominaisuus ei ole vielä saatavilla Horizonissa.",
"horizon.options.search": "Hakuasetukset...",
"horizon.pages.mods": "Modit",
"horizon.pages.shader_packs": "Shader-paketit",
"horizon.pages.shader_options": "Varjostimen asetukset",
"horizon.pages.controller": "Ohjaimen asetukset",
"horizon.pages.controller_binds": "Ohjain sitoo",
"horizon.pages.extras": "Horizon Extrat",
"horizon.pages.agent": "AI-agentti",
"horizon.split.leave": "Lähde",
"horizon.pages.split_settings": "Jaetun näytön asetukset",
"horizon.pages.split_profiles": "Kuka pelaa?",
"horizon.pages.split_setup": "Jaetun näytön asetukset",
"horizon.pages.music": "Musiikki",
"horizon.pages.music.menu": "Valikko",
"horizon.pages.music.overworld": "Ylimaailma",
"horizon.pages.music.creative": "Luova",
"horizon.pages.music.underwater": "Vedenalainen",
"horizon.pages.music.end": "Loppu",
"horizon.pages.music.boss": "Pomo",
"horizon.pages.music.credits": "Krediitit",
"horizon.pages.music.overworld_biomes": "Ylimaailman biomit",
"horizon.pages.music.nether_biomes": "Ei kumpikaan biomit",
"horizon.pages.music.end_biomes": "Lopeta biomit",
"horizon.pages.music.other": "Muu musiikki",
"horizon.pages.music.empty": "Ei musiikkikappaleita: pelin ääniä ei ladata.",
"horizon.pages.music.tooltip": "Sisäänrakennetut kappaleet tilanteen mukaan: pelaa yksi nyt tai sammuta mikä tahansa, jotta peli lopettaa sen valitsemisen.",
"horizon.pages.settings.tooltip": "Horizonin omat asetukset: grafiikka, ohjaimet, extrat ja modit.",
"horizon.pages.graphics.tooltip": "Grafiikka yksinkertaisesti: jokainen asetus kertoo, mitä se maksaa.",
"horizon.pages.graphics_advanced.tooltip": "Jokainen grafiikka-asetus, Horizon mukaan lukien, ja mitä kukin maksaa.",
"horizon.pages.controller.tooltip": "Ohjaimet: niiden painikkeet, sauvat, värinä ja valikkojen navigointi.",
"horizon.pages.extras.tooltip": "Valinnaiset lisäykset, kaikki oletuksena pois päältä: peli pysyy vaniljana, kunnes kytket sen päälle.",
"horizon.pages.agent.tooltip": "Anna oman AI-agenttisi pelata: horizon-ctl- ja MCP-asiakkaasi tällä tietokoneella.",
"horizon.pages.split_profiles.tooltip": "Kuka pelaa: tässä pelikansiossa säilytettävä profiili.",
"horizon.pages.split_setup.tooltip": "Ikkunat ja näytöt ja kuka pelaa missä.",
"horizon.pages.shader_packs.tooltip": "Shader-paketit shaderpacks-kansiosta: Horizonin omat ja Shader/-muodossa olevat. Yksi juoksee kerrallaan.",
"horizon.pages.mods.tooltip": "Horizonille tehdyt modit horizon-mods-kansiosta. Jokainen toimii hiekkalaatikossa ja pysyy pois päältä, kunnes kytket sen päälle.",
"horizon.pages.open.graphics": "Grafiikka...",
"horizon.pages.open.graphics_advanced": "Edistynyt grafiikka...",
"horizon.pages.open.shader_packs": "Shader Packit...",
"horizon.pages.open.controller": "Ohjaimen asetukset...",
"horizon.pages.open.split_setup": "Jaettu näyttö...",
"horizon.pages.open.extras": "Ekstrat...",
"horizon.pages.open.mods": "Modit...",
"horizon.pages.open.agent": "AI-agentti...",
"horizon.pages.open.controller_binds": "Ohjain sitoo...",
"horizon.pages.open.music": "Musiikki...",
"horizon.mods.empty": "Ei modeja: laita .hmod-tiedostot horizon-mods-kansioon",
"horizon.mods.stopped": " (Pysäytetty)",
"horizon.mods.not_built": " (Ei rakennettu)",
"horizon.mods.dev": " (Kehittäjä)",
"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",
"horizon.multiplayer.join_friend": "Liity ystäväksi",
"horizon.multiplayer.invite_code": "Kutsukoodi",
"horizon.multiplayer.relay": "Rele (valinnainen)",
"Preset": "Esiasetus",
"LOD Distance": "LOD Etäisyys",
"Far Detail": "Kaukainen yksityiskohta",
"Chunk Updates": "Kappaleen päivitykset",
"Upload Budget": "Lataa budjetti",
"Fog": "Sumua",
"Weather": "Sää",
"Animated Textures": "Animoidut tekstuurit",
"Present Mode": "Nykyinen tila",
"Frame Pacing": "Kehyksen tahdistus",
"Worker Threads": "Työntekijän langat",
"Resolution Scale": "Resoluutioasteikko",
"Upscaling": "Skaalaus",
"Paper White": "Paperi Valkoinen",
"Peak Brightness": "Huippukirkkaus",
"Black Level": "Musta taso",
"UI Brightness": "Käyttöliittymän kirkkaus",
"Battery Mode": "Akkutila",
"Graphics API": "Grafiikka API",
"Translucent Batching": "Läpinäkyvä erä",
"Performance Overlay": "Suorituskyvyn peittokuva",
"Full Detail Distance": "Täydellinen etäisyys",
"On": "Päällä",
"Off": "Pois päältä",
"Unlimited": "Rajoittamaton",
"Custom": "Mukautettu",
"Performance": "Suorituskyky",
"Balanced": "Tasapainoinen",
"Quality": "Laatu",
"Ultra Performance": "Ultra suorituskyky",
"Native": "Alkuperäinen",
"Full": "Täysi",
"Reduced": "Vähennetty",
"Efficient": "Tehokas",
"Precise": "Tarkkaa",
"Auto (VSync)": "Automaattinen (VSync)",
"Mailbox": "Postilaatikko",
"Immediate": "Välitön",
"FPS and Graph": "FPS ja Graph",
"No cost": "Ei kuluja",
"Low cost": "Alhaiset kustannukset",
"Medium cost": "Keskihintainen",
"High cost": "Korkea hinta",
"Saves time": "Säästää aikaa",
"Graphics": "Grafiikka",
"Done": "Valmis",
"This feature is not yet available in Horizon.": "Tämä ominaisuus ei ole vielä saatavilla Horizonissa.",
"Your display or system doesn't offer HDR output.": "Näyttösi tai järjestelmäsi ei tarjoa HDR-lähtöä.",
"Turn HDR on to use it.": "Ota HDR käyttöön käyttääksesi sitä.",
"Your GPU or graphics API doesn't support it.": "GPU- tai grafiikkasovellusliittymäsi ei tue sitä.",
"%s chunks": "%s paloja",
"%s per frame": "%s kehystä kohti",
"%s MiB/frame": "%s MiB/kehys",
"%s KiB/frame": "%s KiB/kehys",
"Auto (%s)": "Automaattinen (%s)",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "Täysi yksityiskohtainen maastovalikoima. LOD Distance voi laajentaa paikallisia maailmoja pidemmälle.",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "Karkea etäinen maasto paikallisissa maailmoissa. Integroidut GPU:t pysähtyvät 128 palaan.",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "Vähentynyt piirtää paljon karkeampaa maastoa: nopeampi tällä integroidulla grafiikkasuorittimella.",
"Reduced draws far terrain coarser, for GPUs it slows down.": "Reduced piirtää paljon maastoa karkeammin, GPU:illa se hidastaa.",
"Field of view. Wider shows more terrain at once.": "Näkökenttä. Leveämpi näyttää enemmän maastoa kerralla.",
"Caps frames per second; a cap saves power and heat.": "Caps ruutua sekunnissa; korkki säästää sähköä ja lämpöä.",
"Waits for the display's refresh: no tearing, a little latency.": "Odottaa näytön päivitystä: ei repeytymistä, pieni latenssi.",
"Size of menus and the HUD.": "Valikkojen koko ja HUD.",
"Sets the options below together. Changing one makes it Custom.": "Asettaa alla olevat vaihtoehdot yhdessä. Vaihtaminen tekee siitä mukautetun.",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "Laava, tuli ja auringonvalo loistavat kirkkaammin kuin valkoinen. Vaatii HDR-näytön.",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "Näyttösi on tummin musta. 0 OLEDille; LCD-näytöt hehkuvat hieman.",
"How bright highlights get. Auto: the peak your system reports.": "Kuinka kirkkaat kohokohdat saavat. Auto: huippu, jonka järjestelmäsi raportoi.",
"How bright white paper and menus look. Auto: your desktop's white.": "Miltä kirkkaan valkoinen paperi ja valikot näyttävät. Automaattinen: työpöytäsi on valkoinen.",
"How bright the HUD and menus are, against paper white.": "Kuinka kirkkaita HUD ja valikot ovat paperinvalkoisia vastaan.",
"How far mobs, crops and machines keep working. CPU time.": "Kuinka pitkälle väkijoukot, viljat ja koneet toimivat. CPU-aika.",
"How far away mobs and items are drawn, as a share of normal.": "Kuinka kauas väkijoukot ja esineet piirretään, osuus normaalista.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Ohittaa suljettujen osien taakse piilotetun maaston. Poisto maksaa paljon.",
"Hides entities behind opaque blocks.": "Piilottaa kokonaisuudet läpinäkymättömien lohkojen taakse.",
"No entity occlusion culling.": "Ei kokonaisuuden tukkeutumista.",
"CPU occlusion test runs this frame.": "CPU:n tukostesti suorittaa tämän kehyksen.",
"Occlusion checks run on a worker thread.": "Tukostarkistukset suoritetaan työntekijäsäikeessä.",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "Verkkokohtaiset osiot ladattu kehystä kohti. Alempi on tasaisempi lastauksen aikana.",
"Soft shadows in corners. Costs chunk building time only.": "Pehmeät varjot kulmissa. Maksaa vain osan rakennusajasta.",
"Smaller copies of block textures for distant terrain: less shimmer.": "Pienemmät kopiot lohkokuvioista kaukaiseen maastoon: vähemmän hohtoa.",
"Blends grass and water colours across biomes when building chunks.": "Yhdistää ruohon ja veden värejä biomeihin rakentaessaan paloja.",
"Cloud layer: off, flat (fast) or 3D (fancy).": "Pilvikerros: pois päältä, tasainen (nopea) tai 3D (fancy).",
"How far clouds reach, in chunks.": "Kuinka pitkälle pilvet ulottuvat paloina.",
"Draws the sky, sun, moon and stars.": "Piirtää taivaan, auringon, kuun ja tähdet.",
"Distance fog. Off shows the edge of the loaded world.": "Etäisyys sumua. Off näyttää ladatun maailman reunan.",
"Draws rain and snow.": "Piirtää sadetta ja lunta.",
"How far rain and snow fall around you.": "Kuinka pitkälle sataa ja sataa lunta ympärilläsi.",
"How many particles effects spawn.": "Kuinka monta hiukkasvaikutusta syntyy.",
"Round shadows under mobs and items.": "Pyöreät varjot väkijoukon ja esineiden alla.",
"Leaves with see-through gaps. Off draws them solid.": "Lehdet läpinäkyvillä rakoilla. Off vetää ne kiinteästi.",
"Sorts water and glass more exactly behind each other.": "Lajittelee veden ja lasin tarkemmin toistensa taakse.",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "Mitkä palaset odottavat kehystä: ei yhtään, lähellä vai sinun.",
"Animates water, lava, fire and other moving textures.": "Animoi vettä, laavaa, tulta ja muita liikkuvia tekstuureja.",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "Maailman pikseleitä näytön pikseliä kohti. Alle 100 % on nopeampi GPU:ssa.",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "Tasoittaa rosoiset reunat. FXAA: pehmeämpi. TAA: Tasaisimmat, liikkuvat asiat voivat seurata.",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "Pienentää maailmaa ja rakentaa sen uudelleen TAA:lla. Nopeampi, pehmeämpi.",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "HDR-lähtö HDR-näytöllä: laava, tuli ja auringonvalo loistavat kirkkaammin.",
"How frames reach the screen while VSync is off.": "Kuinka kehykset saavuttavat näytön, kun VSync on pois päältä.",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "Tehokkaat unet seuraavaan ruutuun asti; Tarkat pyöräytykset, kuten vanilja.",
"Fills the screen (borderless).": "Täyttää näytön (reunaton).",
"Brightens dark places.": "Kirkastaa pimeitä paikkoja.",
"Lowers the frame rate when minimised, or idle too.": "Alentaa kuvataajuutta minimoituna tai myös tyhjäkäynnillä.",
"Sways the view while walking.": "Heiluttaa näkymää kävellessä.",
"Fades newly loaded chunks in.": "Häivyttää juuri ladatut palat sisään.",
"Darkens the screen's edges.": "Tummentaa näytön reunoja.",
"Shows when the world saves.": "Näyttää, milloin maailma pelastaa.",
"Shows attack cooldown.": "Näyttää hyökkäyksen jäähtymisen.",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "60 FPS cap (30 valikoissa tai tarkentamattomina), puolet työntekijöistä: vähemmän tehoa.",
"Threads that generate, light and mesh chunks. Next start.": "Langat, jotka luovat, keventävät ja yhdistävät paloja. Seuraava aloitus.",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Vulkan, sitten DirectX 12 (Windows) tai OpenGL (Linux), jos se epäonnistuu. Seuraava aloitus.",
"Water and glass in one buffer: fewer draw calls, a bit more VRAM. Next start.": "Vesi ja lasi samassa puskurissa: vähemmän piirtokutsuja, hieman enemmän VRAM-muistia. Seuraava aloitus.",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "Grafiikkasuorittimelle lähetetty mesh-data kehystä kohden. Alempi on tasaisempi lastauksen aikana.",
"Frame rate and frame times over the game, with a graph.": "Kuvataajuus ja kuvaajat pelin aikana kaaviolla.",
"horizon.multiplayer.finding_friend": "Ystäväsi maailman löytäminen...",
"horizon.multiplayer.not_signed_in": "Tämä palvelin on online-tilassa. Kirjaudu sisään Microsoft-tililläsi Horizon-käynnistysohjelmassa liittyäksesi siihen.",
"horizon.multiplayer.invalid_address": "Virheellinen palvelimen osoite: %s",
"horizon.multiplayer.connected_friend_direct": "Yhdistetty suoraan ystäväsi...",
"horizon.multiplayer.connected_friend_relay": "Yhdistetty ystäväisi releen kautta...",
"General": "Kenraali",
"Advanced": "Edistynyt",
"Undo": "Kumoa",
"Search options": "Hakuvaihtoehdot",
"Shortcut": "Pikakuvake",
"Distance": "Etäisyys",
"Display": "Näyttö",
"Interface": "Käyttöliittymä",
"Textures": "Tekstuurit",
"Image": "Kuva",
"Power": "Tehoa",
"Frames": "Kehykset",
"Output": "Lähtö",
"Brightness": "Kirkkaus",
"How far you see, the window and the HUD.": "Kuinka kauas näet, ikkuna ja HUD.",
"The sky and weather, lighting, textures and the image.": "Taivas ja sää, valaistus, tekstuurit ja kuva.",
"Chunk loading, culling and power use.": "Palalataus, teurastus ja tehonkäyttö.",
"How frames reach the screen, and the performance overlay.": "Kuinka kehykset saavuttavat näytön ja suorituskyvyn peittokuva.",
"Brighter-than-white output on an HDR display.": "Valkoista kirkkaampi lähtö HDR-näytöllä.",
"horizon.title.not_affiliated": "Ei sidoksissa Mojangiin tai Microsoftiin",
"horizon.extras.header.third_person": "Kolmas henkilö",
"horizon.extras.header.particles": "Hiukkaset",
"horizon.extras.header.inventory": "Varasto",
"horizon.extras.header.multiplayer": "Moninpeli",
"horizon.extras.header.sound": "Ääni",
"horizon.extras.header.menus": "Valikot",
"horizon.extras.dynamic_lights": "Dynaamiset valot",
"horizon.extras.own_name_tag": "Oma nimilappu",
"horizon.extras.hide_block_particles": "Piilota lohkon rikkoutuvat hiukkaset",
"horizon.extras.auto_reconnect": "Yhdistä automaattisesti",
"horizon.extras.ui_sound_reserve": "Säilytä kanavat käyttöliittymäääniä varten",
"horizon.extras.music_page": "Musiikki sivu",
"horizon.extras.mouse_tweaks": "Mouse Tweaks -ohjaimet",
"horizon.extras.mouse_tweaks_wheel": "Vierityspyörä siirtää kohteita",
"horizon.extras.sort": "Lajittelupainikkeet",
"horizon.extras.sort_key": "Lajitteluavain",
"horizon.extras.no_ai": "Ei AI",
"horizon.extras.agent_control": "Agentin hallinta",
"horizon.extras.splitscreen": "Jaettu näyttö",
"horizon.extras.chat_animation": "Sujuva chat",
"horizon.extras.chat_indicator": "Viestin ilmaisin",
"horizon.extras.wheel_cycles_settings": "Vierityspyörä muuttaa asetuksia",
"horizon.extras.pack_browser": "Resurssipaketti selain",
"horizon.extras.fullbright.tooltip": "Näytä lohkot ja kokonaisuudet täydessä valaistuksessa, jopa tummilla alueilla.",
"horizon.extras.dynamic_lights.tooltip": "Taskulamput ja muut valonlähteet pitivät, putosivat tai syttyivät tuleen, sytyttivät ympärillään olevat lohkot.",
"horizon.extras.own_name_tag.tooltip": "Näyttää nimesi pään yläpuolella kolmannessa persoonassa, kuten muut pelaajat näkevät sen. Piilotettu, kun palvelin piilottaa tiimisi nimet tai olet näkymätön.",
"horizon.extras.hide_block_particles.tooltip": "Piilottaa roskapartikkelit, jotka räjähtävät rikkoutuneesta lohkosta ja murenevat irti siitä, jonka loit. Muut hiukkaset jäävät.",
"horizon.extras.auto_reconnect.tooltip": "Liittyy uudelleen palvelimeen yhteyden katkeamisen tai uudelleenkäynnistyksen jälkeen, ei koskaan potkaisun tai kiellon jälkeen.",
"horizon.extras.ui_sound_reserve.tooltip": "Äänet maailmassa jättävät 16 247 äänikanavasta vapaaksi, joten niiden tulva (iso räjähdys) ei voi hiljentää valikon napsautuksia.",
"horizon.extras.music_page.tooltip": "Music & Sounds saa Musiikki... -sivun: toista mitä tahansa sisäänrakennettua raitaa nyt tai sammuta se, jotta peli ei enää valitse sitä. Mikään ei muutu ennen kuin sammutat kappaleen.",
"horizon.extras.mouse_tweaks.tooltip": "Oikeanpuoleinen vetäminen asettaa yhden per paikka, vasen vetäminen kokoaa pidetyn kohteen, Vaihto + vasen vetäminen siirtää jokaista paikkaa.",
"horizon.extras.mouse_tweaks_wheel.tooltip": "Alas lähettää yhden esineen korttipaikasta toiselle puolelle, ylös tuo yhden takaisin.",
"horizon.extras.sort.tooltip": "Lajittelee varaston, arkut, tynnyrit, ender-arkut ja shulker-laatikot luovaan välilehtijärjestykseen yhdistäen pinot.",
"horizon.extras.sort_key.tooltip": "Lajittelee kohdistimen alla olevan osan. Napsauta ja paina sitten näppäintä; Pakeneminen vapauttaa sen.",
"horizon.extras.no_ai.tooltip": "Piilottaa ja sammuttaa kaikki tekoälyominaisuudet: agentin ohjauksen, horizon-ctl:n ja MCP-palvelimet. Myös kantoraketin kytkin.",
"horizon.extras.agent_control.tooltip": "Oma tekoälyagentti voi pelata tätä peliä horizon-ctl- tai MCP-asiakassovelluksen kautta vain tällä tietokoneella.",
"horizon.extras.discord_presence.tooltip": "Näyttää Playing Horizonin Discord-profiilissasi, kun Discord on käynnissä: valikot, yksin- tai moninpeli, ulottuvuus ja peliaika. Ei koskaan maailman nimeä tai palvelimen osoitetta.",
"Calibrate...": "Kalibroi...",
"Calibrate Anyway...": "Kalibroi joka tapauksessa...",
"Use Automatic Setup": "Käytä automaattista asetusta",
"Shortcut: %s": "Pikanäppäin: %s",
"Next": "Seuraavaksi",
"HDR Calibration %s/%s: %s": "HDR-kalibrointi %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Asettaa kolme koko näytön alapuolelle yhden testikuvan kerrallaan.",
"A key that opens this screen from the game. Not bound at first.": "Avain, joka avaa tämän näytön pelistä. Ei aluksi sidottu.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Näyttösi ei ilmoittanut, kuinka kirkkaaksi se tulee: kalibroi se määrittääksesi sen.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Näyttöäsi varten on jo määritetty. Kalibroi vain, jos HDR näyttää väärältä.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Palauttaa huippukirkkauden ja paperin valkoisen näytön asetuksiin.",
"Set up for your display. Leave on Auto unless it looks wrong.": "Määritä näyttöäsi varten. Jätä automaattitilaan, ellei se näytä väärältä.",
"Lower it until the logo just disappears into the black.": "Laske sitä, kunnes logo vain katoaa mustaksi.",
"Raise it until the logo just disappears into the bright square.": "Nosta sitä, kunnes logo vain katoaa kirkkaaseen neliöön.",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "Tee kortista valkoinen, jota on mukava katsella pitkään pelissä pelaamassasi valossa.",
"horizon.splitscreen.profiles.forget": "Unohda",
"horizon.splitscreen.profiles.create": "Luo",
"horizon.splitscreen.profiles.you": " - sinä",
"horizon.splitscreen.profiles.forget_named": "Unohda %s",
"horizon.splitscreen.profiles.previous": "Edellinen",
"horizon.splitscreen.profiles.next": "Seuraavaksi",
"horizon.splitscreen.profiles.new_button": "Uusi profiili...",
"horizon.splitscreen.profiles.forget_title": "Unohditko profiilin?",
"horizon.splitscreen.profiles.forget_leaves": "Se poistuu tämän esiintymän luettelosta.",
"horizon.splitscreen.profiles.forget_kept": "Maailman edistyminen ja asetukset säilyvät.",
"horizon.splitscreen.profiles.new_title": "Uusi profiili",
"horizon.splitscreen.profiles.name_hint": "Nimi (3-16 kirjainta, numeroa, _)",
"horizon.splitscreen.profiles.switch_title": "Vaihda profiilia",
"horizon.splitscreen.profiles.offline_note": "Offline-profiilit kuuluvat tähän esiintymään",
"horizon.splitscreen.profiles.move": "Muuta missä pelaat",
"horizon.splitscreen.profiles.move_place": "Siirry paikkaan, jossa pelaat: %s",
"horizon.friends.title": "Pelaa ystävien kanssa",
"horizon.friends.hint": "Ystävät liittävät koodin otsikkonäytön Ystävät-painikkeen perään, Suoraan yhteyteen tai käynnistysohjelman Play-sivulle.",
"horizon.friends.copied": "Kopioitu",
"horizon.friends.copy_code": "Kopioi koodi",
"horizon.friends.stop_sharing": "Lopeta jakaminen",
"horizon.friends.none_yet": "Täällä ei ole vielä ystäviä.",
"horizon.friends.here_now": "Täällä nyt: %s",
"horizon.friends.share_intro": "Jaa tämä maailma kutsukoodin takana: se avautuu lähiverkkoon, ja ystävät Internetissä liittyvät koodin avulla. Yksikään palvelin ei ole mukana.",
"horizon.friends.start_sharing": "Aloita jakaminen",
"horizon.friends.troubleshooting": "Vianmääritys...",
"horizon.friends.stopped": "Kutsukoodin jakaminen lopetettiin.",
"horizon.friends.short_code_changed": "Joku yritti jatkuvasti käyttää väärää lyhytkoodia, joten se muuttui.",
"horizon.friends.wrong_code": "Joku yritti väärää koodia.",
"horizon.friends.code_ready": "Kutsukoodisi on valmis: Pelivalikko, Pelaa ystävien kanssa. Kopioi se ja lähetä se ystävillesi.",
"horizon.friends.share_failed": "Ei voinut jakaa maailmaa: %s",
"horizon.friends.finding_route": "Selvitetään, kuinka ystävät voivat tavoittaa sinut…",
"horizon.osk.shift": "Vaihto",
"horizon.osk.space": "Avaruus",
"horizon.osk.delete": "Poista",
"horizon.osk.type": "Kirjoita",
"horizon.osk.symbols": "Symbolit",
"horizon.osk.close": "Sulje",
"horizon.extras.chat_animation.tooltip": "Uusi chat-linja liukuu sisään vasemmalta sen häipyessä sen sijaan, että se näyttäisi kokonaisena.",
"horizon.extras.chat_indicator.tooltip": "Värillinen palkki keskustelupalkin vasemmalla puolella.",
"horizon.extras.wheel_cycles_settings.tooltip": "Asetuksissa painikkeen päällä oleva vierityspyörä muuttaa sen arvoa, kuten vaniljassa. Pois päältä, pyörä vain vierittää luetteloa.",
"horizon.extras.pack_browser.tooltip": "Valitse Resurssipaketit saa Lisää-painikkeen, joka etsii Modrinthista ja asentaa paketin pakettikansioosi. Pois päältä, peli ei koskaan saa yhteyttä Modrinthiin.",
"horizon.extras.splitscreen.tooltip": "Maailmassa toinen ohjain voi liittyä uutena pelaajana: paina A, kun se pyytää, ja valitse sitten profiili ja pelipaikka.",
"horizon.splitscreen.setup.monitor": "Monitori %s",
"horizon.splitscreen.setup.monitor_unknown": "monitori",
"horizon.splitscreen.setup.window": "Ikkuna %s",
"horizon.splitscreen.setup.new_window": "Uusi ikkuna",
"horizon.splitscreen.setup.fill_monitor": "Täytä %s",
"horizon.splitscreen.setup.done": "Valmis",
"horizon.splitscreen.setup.on": "Päällä",
"horizon.splitscreen.setup.off": "Pois päältä",
"horizon.splitscreen.setup.player": "Pelaaja %s",
"horizon.splitscreen.setup.revert": "Palauta",
"horizon.splitscreen.setup.apply": "Käytä",
"horizon.splitscreen.setup.warning.empty_main": "Kukaan ei pelaa ikkunassa 1: se piiloutuu",
"horizon.splitscreen.setup.warning.empty_close": "Kukaan ei pelaa ikkunassa %s: se sulkeutuu Applyssa",
"horizon.splitscreen.setup.warning.empty_new": "Kukaan ei pelaa ikkunassa %s: se ei avaudu",
"horizon.splitscreen.setup.warning.on_main": "Ikkuna %s täyttää Window 1:n näytön: sen pelaajat pelaavat ikkunassa 1",
"horizon.splitscreen.setup.warning.unplugged": "Ikkunan %s näyttöä ei ole kytketty: sen pelaajat pelaavat ikkunassa 1",
"horizon.splitscreen.setup.status.off": "Jaettu näyttö on pois päältä.",
"horizon.splitscreen.setup.status.enable_hint": "Kytke se päälle ja paina sitten painiketta toisessa ohjaimessa maailmassa.",
"horizon.splitscreen.setup.status.join_hint": "Liity ja valitse profiili painamalla A.",
"horizon.splitscreen.setup.status.idle": "Jaettu näyttö tyhjäkäynnillä",
"horizon.splitscreen.setup.status.alone": "Ei muita paikallisia pelaajia.",
"horizon.splitscreen.setup.status.solo_controls": "Yksittäiset säätimet ja ohjaimen palaute ovat ennallaan.",
"horizon.splitscreen.setup.window_empty": "Ikkuna %s: tyhjä",
"horizon.splitscreen.setup.note.select": "Napsauta soitinta tai vedä se ikkunaan tai näyttöön.",
"horizon.splitscreen.setup.note.apply": "Käytä pelataksesi tällä tavalla, Palauta kumoaksesi.",
"horizon.splitscreen.setup.note.place": "Missä %s pitäisi pelata?",
"horizon.splitscreen.setup.this_player": "tämä pelaaja",
"horizon.splitscreen.setup.switch_disabled": "Jaettu näyttö sammuu, kun muut ovat lähteneet (heidän taukovalikkonsa).",
"horizon.splitscreen.setup.window_place": "Ikkuna %s (%s/%s)",
"horizon.splitscreen.setup.names": "Nimet",
"horizon.splitscreen.setup.identify": "Tunnista",
"horizon.splitscreen.setup.layout.two": "2 jakoa: %s",
"horizon.splitscreen.setup.layout.three": "3 jakoa: %s",
"horizon.splitscreen.setup.layout.two.1": "Vierekkäin",
"horizon.splitscreen.setup.layout.two.2": "Ylä ja ala",
"horizon.splitscreen.setup.layout.three.0": "Yksi leveä ylhäältä",
"horizon.splitscreen.setup.layout.three.1": "Yksi korkea vasemmalla",
"horizon.splitscreen.setup.layout.three.2": "Vierekkäin",
"horizon.splitscreen.setup.help.player": "Siirrä ne napsauttamalla tai vetämällä %s.",
"horizon.splitscreen.setup.help.layout_auto": "%s (vieressä, kun ikkuna on leveä). Paina muuttaaksesi.",
"horizon.splitscreen.setup.help.layout": "%s. Paina muuttaaksesi.",
"horizon.splitscreen.setup.help.switch": "Jaettu näyttö tälle tietokoneelle, päälle tai pois päältä.",
"horizon.splitscreen.setup.help.identify": "Jokaisen pelaajan näkymä näyttää, missä ikkunassa se on.",
"horizon.splitscreen.setup.help.names": "Jokaisen pelaajan nimi näkymän kulmassa.",
"horizon.splitscreen.setup.help.revert": "Kumoa muutokset, joita ei ole vielä otettu käyttöön.",
"horizon.splitscreen.setup.help.apply": "Pelaa niin kuin kartta näyttää.",
"horizon.splitscreen.setup.help.unchanged": "Mikään ei ole vielä muuttunut.",
"horizon.splitscreen.setup.give_up_pad": "Luovu Padista",
"horizon.splitscreen.prompt.controller_connected": "Ohjain kytketty",
"horizon.splitscreen.prompt.controller_disconnected": "Ohjain irrotettu",
"horizon.splitscreen.prompt.controller_disconnected.hint": "Liitä se uudelleen tai paina toisen painiketta",
"horizon.splitscreen.prompt.join.one": "%s haluaa liittyä",
"horizon.splitscreen.prompt.join.many": "%s ohjaajat haluavat liittyä",
"horizon.splitscreen.prompt.join.yes": "Liity",
"horizon.splitscreen.prompt.join.as_p1": "Pelaa nimellä P1",
"horizon.splitscreen.prompt.join.no": "Ei",
"horizon.splitscreen.prompt.lost": "%s: ohjain irrotettu",
"horizon.splitscreen.prompt.lost.use_another": "Käytä toista",
"horizon.splitscreen.prompt.lost.leave": "Lähde",
"horizon.splitscreen.setup.help.give_up_pad": "Ohjaimesi lopettaa ajamisen ja sinulle tarjotaan liittymistä (A).",
"horizon.splitscreen.setup.note.held_at": "%s - %s: A pudottaa sen tähän, B laittaa sen takaisin.",
"horizon.splitscreen.setup.note.held": "%s poimii: vasen/oikea valitsee minne, A pudottaa, B laittaa takaisin.",
"Hides models behind opaque blocks. Async checks off-thread; entities tick.": "Piilottaa mallit läpinäkymättömien lohkojen taakse. Async tarkistaa säiettä; entiteetit tikittää.",
"Block Entities": "Estä entiteetit",
"Shulker Boxes": "Shulker laatikot",
"Reuses settled boxes; lid movement stays animated.": "Käyttää uudelleen laskeutuneita laatikoita; kannen liike pysyy animoituna.",
"Signs": "Merkkejä",
"Reuses sign text until text, light, or font changes.": "Käyttää merkkitekstiä uudelleen, kunnes teksti, valo tai fontti muuttuvat.",
"Decorated Pots": "Koristetut ruukut",
"Reuses still pots; break wobble and sherd changes redraw.": "Uudelleen käyttää still-ruukkuja; katkaise huojunnan ja särmän muutokset piirtyvät uudelleen.",
"Bells": "Kellot",
"Reuses still bells; ringing stays animated.": "Käyttää uudelleen still-kelloja; soittoääni pysyy animoituna.",
"Chests": "Arkut",
"Reuses closed chests; moving lids stay animated.": "Käyttää uudelleen suljettuja arkkuja; liikkuvat kannet pysyvät animoituina.",
"Banners": "Bannerit",
"Reuses poles; flags and pattern layers still update.": "Käyttää uudelleen pylväitä; liput ja kuviotasot päivittyvät edelleen.",
"Copper Golem Statues": "Kupariset Golem-patsaat",
"Reuses statue geometry until its block state changes.": "Käyttää patsaan geometriaa uudelleen, kunnes sen lohkotila muuttuu.",
"Leaf Culling": "Lehtien teurastus",
"Every leaf face. Vanilla's fancy leaves.": "Jokaisen lehden kasvot. Vaniljan upeat lehdet.",
"Keeps fine plants in high-res packs from fading far away.": "Pitää hienot kasvit korkearesoluutioisissa pakkauksissa haalistumasta kauas.",
"Screenshot Quality": "Kuvakaappauksen laatu",
"F2 screenshots at this many times the game's resolution. Higher takes longer.": "F2-kuvakaappauksia tällä monta kertaa pelin resoluutiolla. Korkeampi kestää kauemmin.",
"Frame Generation": "Kehyksen sukupolvi",
"Shows a made-up frame between each two real ones: smoother, a little more lag.": "Näyttää sovitetun kehyksen kahden todellisen kehyksen välillä: tasaisempi, hieman enemmän viivettä.",
"Reuses the pack shadow map when sun, view and world match. Off by default.": "Käyttää uudelleen pakkausvarjokartan, kun aurinko, näkymä ja maailma kohtaavat. Oletuksena pois päältä.",
"Find BlueMap": "Etsi BlueMap",
"On servers, finds their BlueMap web map for far terrain. Next join.": "Palvelimilla löytää BlueMap-verkkokartan kaukaiselle maastolle. Liity seuraavaksi.",
"BlueMap Radius": "BlueMap-säde",
"How far around you BlueMap tiles are downloaded. Next join.": "Kuinka pitkälle ympärilläsi BlueMap-laattoja ladataan. Liity seuraavaksi.",
"Synchronous": "Synkroninen",
"Asynchronous": "Asynkroninen",
"Solid": "Kiinteä",
"Solid Aggressive": "Kiinteä Aggressiivinen",
"Hollow": "Ontto",
"Leaves fully inside a canopy draw solid: fewer see-through layers.": "Lehdet kokonaan katoksen sisällä vetävät kiinteästi: vähemmän läpinäkyviä kerroksia.",
"Leaves with one open side draw solid too: faster, chunkier edges.": "Lehdet, joissa on yksi avoin puoli, ovat myös kiinteät: nopeammat, paksummat reunat.",
"Drops faces between leaves: faster, but gaps look through.": "Pudottaa kasvot lehtien väliin: nopeammin, mutta aukot näyttävät läpi.",
"Hotbar: Previous Slot": "Hotbar: Edellinen paikka",
"Hotbar: Next Slot": "Hotbar: Seuraava paikka",
"horizon.agent.connected.one": "Yhdistetty: 1 agenttiyhteys",
"horizon.agent.connected.many": "Yhdistetty: %s agenttiyhteydet",
"horizon.agent.connected.one_ago": "Yhdistetty: 1 agenttiyhteys, viimeisin komento %s s sitten",
"horizon.agent.connected.many_ago": "Yhdistetty: %s agenttiyhteydet, viimeisin komento %s s sitten",
"horizon.agent.waiting": "Agenttia odotellessa.",
"horizon.agent.off": "Pois päältä: agentit eivät tavoita tätä peliä.",
"horizon.agent.session_opened": "Pelin aloittaneen ohjelman avaa tälle istunnolle.",
"horizon.agent.socket": "Socket: %s (kopioi sen koko polun tiedot)",
"horizon.agent.local_only": "Vain paikalliset: agentit tällä tietokoneella, ei koskaan verkko.",
"Auto (%s nits)": "Automaattinen (%s nits)",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "Piilottaa mallit läpinäkymättömien lohkojen taakse. Kokonaisuudet päivitys. Pois mukautetuilla pakkauksilla.",
"horizon.extras.repro_keys": "Tallennuksen pikakuvakkeet",
"horizon.extras.repro_keys.tooltip": "F3+R aloittaa tai lopettaa repronauhoituksen ja F3+E kirjoittaa sen nipun. Oletuksena pois päältä: tallenne kopioi maailmaa.",
"horizon.agent.record_session": "Aloita tallennusistunto",
"horizon.agent.record_stop": "Lopeta tallennusistunto",
"horizon.agent.export_repro": "Vie Repro Bundle",
"horizon.repro.started": "Tallennus aloitettu; F3+R pysäyttää sen ja kirjoittaa nipun.",
"horizon.repro.stopped": "Tallennus pysäytetty: %s",
"horizon.repro.bundle": "Repro-paketti: %s",
"horizon.repro.no_recording": "Vietävää tallennetta ei vielä ole.",
"horizon.repro.replay_started": "Toisto aloitettu: %s",
"horizon.pack.addInfo": "Lisää resurssipaketti Modrinthista",
"horizon.pack.addWorking": "Modrinthilta kysytään...",
"horizon.pack.addNone": "Resurssipaketteja ei löytynyt",
"horizon.pack.addTitle": "Lisää resurssipaketti",
"horizon.pack.install": "Asenna",
"horizon.pack.installing": "Asennus",
"horizon.pack.installed": "Asennettu",
"horizon.pack.search": "Etsi",
"horizon.pack.searchHint": "Etsi Modrinth...",
"horizon.pack.filters": "Suodattimet",
"horizon.pack.filter.realistic": "Realistinen",
"horizon.pack.filter.simplistic": "Yksinkertaista",
"horizon.pack.filter.vanillaLike": "Vaniljamainen",
"horizon.pack.addFailed": "Pakettia ei voitu lisätä: %s",
"horizon.extras.header.cosmetics": "Kosmetiikka",
"horizon.extras.cosmetics_mine": "Minun kosmetiikkani",
"horizon.extras.cosmetics_mine.tooltip": "Piilotettu: jokainen Horizon-pelaaja näkee sinut ilman kosmetiikkaasi, sinä mukaan lukien. Sama kytkin kuin kantoraketin vaatekaappi.",
"horizon.extras.cosmetics_others": "Muiden pelaajien kosmetiikkaa",
"horizon.extras.cosmetics_others.tooltip": "Mitä muut Horizon-pelaajat käyttävät: kaikki, vain heidän nimilaputyylinsä tai ei mitään. Piilotettu, peli ei koskaan kysy, mitä he käyttävät.",
"horizon.extras.cosmetics_auras": "Toisten aurat ja polut",
"horizon.extras.cosmetics_auras.tooltip": "Aurat ja jäljet, joita muut pelaajat käyttävät. Oletuksena pois päältä.",
"horizon.extras.cosmetics.shown": "Näytetään",
"horizon.extras.cosmetics.hidden": "Piilotettu",
"horizon.extras.cosmetics.name_tags": "Vain nimilaput"
}
@@ -321,6 +321,9 @@
"horizon.splitscreen.setup.help.give_up_pad": "Votre manette ne vous contrôle plus et peut rejoindre la partie (A).",
"horizon.splitscreen.setup.note.held_at": "%s vers %s : A le dépose ici, B le remet en place.",
"horizon.splitscreen.setup.note.held": "%s est pris : gauche/droite choisit où, A dépose, B remet en place.",
"horizon.splitscreen.online_only": "Ce serveur est en mode en ligne : les profils hors ligne ne peuvent pas le rejoindre, chaque joueur a besoin de son propre compte Minecraft.",
"horizon.splitscreen.own_account": "Ce serveur demande un compte Minecraft par joueur",
"horizon.splitscreen.local_only": "Les autres joueurs ne peuvent rejoindre ce serveur qu'avec leur propre compte Minecraft : les profils hors ligne jouent dans votre monde, en LAN ou sur un serveur de votre réseau local.",
"Culling": "Occlusion",
"Hides models behind opaque blocks. Async checks off-thread; entities tick.": "Masque les modèles derrière les blocs opaques. Vérification en arrière-plan ; les entités continuent.",
"Leaf Culling": "Occlusion feuillage",
@@ -367,6 +370,10 @@
"horizon.extras.splitscreen.tooltip": "Dans un monde, une autre manette peut rejoindre en tant que nouveau joueur : appuyez sur A quand c'est demandé, puis choisissez un profil et où jouer.",
"horizon.extras.ui_sound_reserve": "Canaux pour sons UI",
"horizon.extras.ui_sound_reserve.tooltip": "Les sons du monde laissent 16 des 247 canaux sonores libres, pour qu'un déluge de sons (une grosse explosion) ne couvre pas les clics de menu.",
"Particle Culling": "Occlusion des particules",
"Draws every particle.": "Dessine toutes les particules.",
"Skips offscreen, subpixel and terrain-hidden particles.": "Ignore les particules hors écran, trop petites ou masquées par le terrain.",
"Skips offscreen, subpixel and terrain-hidden particles with less render-thread work.": "Ignore les particules hors écran, trop petites ou masquées par le terrain avec moins de travail sur le thread de rendu.",
"horizon.extras.header.cosmetics": "Cosmétiques",
"horizon.extras.cosmetics_mine": "Mes cosmétiques",
"horizon.extras.cosmetics_mine.tooltip": "Masqués : tous les joueurs Horizon vous voient sans vos cosmétiques, vous compris. Le même réglage que la garde-robe du launcher.",
@@ -0,0 +1,476 @@
{
"horizon.options.controller": "בקר",
"horizon.options.vibration": "רטט",
"horizon.options.adaptive_triggers": "טריגרים אדפטיביים",
"horizon.options.lightbar": "סרגל תאורה",
"horizon.options.look_sensitivity": "רגישות המבט",
"horizon.options.invert_x": "היפוך ציר X של המבט",
"horizon.options.invert_y": "היפוך ציר Y של המבט",
"horizon.options.sneak_button": "כפתור התגנבות",
"horizon.options.move_deadzone": "אזור מת של התנועה",
"horizon.options.look_deadzone": "אזור מת של המבט",
"horizon.options.button_glyphs": "גליפים של כפתורים",
"horizon.options.menu_navigation": "ניווט בתפריט",
"horizon.options.on_screen_keyboard": "מקלדת על המסך",
"horizon.options.chat_delay": "עיכוב בצ'אט",
"horizon.options.lightbar.health": "בריאות",
"horizon.options.lightbar.dimension": "מימד",
"horizon.options.glyphs.auto": "אוטומטי",
"horizon.options.menu_focus": "פוקוס",
"horizon.options.menu_pointer": "מצביע",
"horizon.options.keyboard.auto": "אוטומטי",
"horizon.options.keyboard.steam": "קיטור",
"horizon.options.unavailable": "תכונה זו עדיין לא זמינה ב-Horizon.",
"horizon.options.search": "הגדרות חיפוש...",
"horizon.pages.mods": "מודים",
"horizon.pages.shader_packs": "חבילות Shader",
"horizon.pages.shader_options": "אפשרויות הצללה",
"horizon.pages.controller": "הגדרות הבקר",
"horizon.pages.controller_binds": "הבקר מחייב",
"horizon.pages.agent": "סוכן AI",
"horizon.split.leave": "עזוב",
"horizon.pages.split_settings": "הגדרות מסך מפוצל",
"horizon.pages.split_profiles": "מי משחק?",
"horizon.pages.split_setup": "הגדרת מסך מפוצל",
"horizon.pages.music": "מוזיקה",
"horizon.pages.music.menu": "תפריט",
"horizon.pages.music.overworld": "עולם על",
"horizon.pages.music.creative": "יצירתי",
"horizon.pages.music.underwater": "מתחת למים",
"horizon.pages.music.end": "הסוף",
"horizon.pages.music.boss": "בוס",
"horizon.pages.music.credits": "קרדיטים",
"horizon.pages.music.overworld_biomes": "ביומות בעולם העל",
"horizon.pages.music.nether_biomes": "ביומות תחתיות",
"horizon.pages.music.end_biomes": "קץ לביומות",
"horizon.pages.music.other": "מוזיקה אחרת",
"horizon.pages.music.empty": "אין רצועות מוזיקה: צלילי המשחק אינם נטענים.",
"horizon.pages.music.tooltip": "הרצועות המובנות, לפי סיטואציה: שחק אחת עכשיו, או כבה רצועה כלשהי כדי שהמשחק יפסיק לבחור בה.",
"horizon.pages.settings.tooltip": "ההגדרות של Horizon עצמו: גרפיקה, בקרים, תוספות ומודים.",
"horizon.pages.graphics.tooltip": "גרפיקה, פשוט: כל הגדרה אומרת מה היא עולה.",
"horizon.pages.controller.tooltip": "בקרים: הכפתורים, המקלות, הרטט וניווט התפריטים שלהם.",
"horizon.pages.extras.tooltip": "תוספות אופציונליות, כולן כבויות כברירת מחדל: המשחק נשאר וניל עד שתדליק אחד.",
"horizon.pages.agent.tooltip": "תן לסוכן AI שלך לשחק: לקוחות horizon-ctl ו-MCP במחשב הזה.",
"horizon.pages.split_profiles.tooltip": "מי משחק: פרופיל שמור בתיקיית המשחק הזו.",
"horizon.pages.split_setup.tooltip": "החלונות והמוניטורים, ומי משחק איפה.",
"horizon.pages.shader_packs.tooltip": "חבילות Shader מתיקיית shaderpacks: משל Horizon ואלה בפורמט Shaders/. אחד רץ בכל פעם.",
"horizon.pages.mods.tooltip": "מודים שנוצרו עבור Horizon, מתיקיית horizon-mods. כל אחד פועל בארגז חול ונשאר כבוי עד שאתה מפעיל אותו.",
"horizon.pages.open.graphics": "גרפיקה...",
"horizon.pages.open.graphics_advanced": "גרפיקה מתקדמת...",
"horizon.pages.open.shader_packs": "חבילות Shader...",
"horizon.pages.open.controller": "הגדרות בקר...",
"horizon.pages.open.split_setup": "מסך מפוצל...",
"horizon.pages.open.extras": "תוספות...",
"horizon.pages.open.mods": "מודים...",
"horizon.pages.open.agent": "סוכן AI...",
"horizon.pages.open.controller_binds": "הבקר מקשר...",
"horizon.pages.open.music": "מוזיקה...",
"horizon.mods.empty": "ללא אופנים: שים קבצי .hmod בתיקייה horizon-mods",
"horizon.mods.stopped": " (נעצר)",
"horizon.mods.not_built": " (לא בנוי)",
"horizon.mods.dev": " (מפתח)",
"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",
"horizon.multiplayer.join_friend": "הצטרף לחבר",
"horizon.multiplayer.invite_code": "קוד הזמנה",
"horizon.multiplayer.relay": "ממסר (אופציונלי)",
"Preset": "מוגדר מראש",
"LOD Distance": "מרחק LOD",
"Far Detail": "פרט רחוק",
"Cave Culling": "חיתוך מערות",
"Entity Culling": "חיתוך ישות",
"Chunk Updates": "עדכוני נתח",
"Upload Budget": "העלה תקציב",
"Sky": "שמיים",
"Fog": "ערפל",
"Weather": "מזג אוויר",
"Animated Textures": "טקסטורות מונפשות",
"Present Mode": "מצב הווה",
"Frame Pacing": "קצב מסגרת",
"Worker Threads": "חוטי עובדים",
"Resolution Scale": "סולם רזולוציה",
"Anti-aliasing": "אנטי-aliasing",
"Upscaling": "העלאת קנה מידה",
"Paper White": "נייר לבן",
"Peak Brightness": "בהירות שיא",
"Black Level": "רמה שחורה",
"UI Brightness": "בהירות ממשק משתמש",
"Battery Mode": "מצב סוללה",
"Graphics API": "גרפיקה API",
"Translucent Batching": "אצווה שקוף",
"Performance Overlay": "שכבת ביצועים",
"Full Detail Distance": "מרחק פירוט מלא",
"On": "פועל",
"Off": "כבוי",
"Unlimited": "ללא הגבלה",
"Auto": "אוטומטי",
"Custom": "מותאם אישית",
"Performance": "ביצועים",
"Balanced": "מאוזן",
"Quality": "איכות",
"Ultra": "אולטרה",
"Ultra Performance": "ביצועים אולטרה",
"Native": "יליד",
"Full": "מלא",
"Reduced": "מופחת",
"Efficient": "יעיל",
"Precise": "מדויק",
"Auto (VSync)": "אוטומטי (VSync)",
"Mailbox": "תיבת דואר",
"Immediate": "מיידי",
"FPS and Graph": "FPS וגרף",
"No cost": "ללא עלות",
"Low cost": "עלות נמוכה",
"Medium cost": "עלות בינונית",
"High cost": "עלות גבוהה",
"Saves time": "חוסך זמן",
"Graphics": "גרפיקה",
"Done": "בוצע",
"This feature is not yet available in Horizon.": "תכונה זו עדיין לא זמינה ב-Horizon.",
"Your display or system doesn't offer HDR output.": "הצג או המערכת שלך אינם מציעים פלט HDR.",
"Turn HDR on to use it.": "הפעל את HDR כדי להשתמש בו.",
"Your GPU or graphics API doesn't support it.": "ה-GPU או ה-API הגרפי שלך לא תומכים בזה.",
"%s chunks": "%s נתחים",
"%s per frame": "%s לכל מסגרת",
"%s MiB/frame": "%s MiB/פריים",
"%s KiB/frame": "%s KiB/מסגרת",
"Auto (%s)": "אוטומטי (%s)",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "טווח שטח מלא. מרחק LOD יכול להרחיב את העולמות המקומיים רחוק יותר.",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "שטח מרוחק גס בעולמות מקומיים. GPUs משולבים עוצרים ב-128 נתחים.",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "מצומצם שואב שטח גס יותר: מהיר יותר ב-GPU המשולב הזה.",
"Reduced draws far terrain coarser, for GPUs it slows down.": "מצומצם מושך פני שטח גס יותר, עבור GPUs הוא מאט.",
"Field of view. Wider shows more terrain at once.": "שדה ראיה. רחב יותר מציג יותר שטח בבת אחת.",
"Caps frames per second; a cap saves power and heat.": "מכסים פריימים לשנייה; מכסה חוסך חשמל וחום.",
"Waits for the display's refresh: no tearing, a little latency.": "ממתין לרענון התצוגה: ללא קריעה, מעט השהייה.",
"Size of menus and the HUD.": "גודל התפריטים וה-HUD.",
"Sets the options below together. Changing one makes it Custom.": "מגדיר את האפשרויות למטה ביחד. שינוי אחד הופך אותו למותאם אישית.",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "לבה, אש ואור שמש זוהרים יותר מלבן. צריך מסך HDR.",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "הצג שלך השחור הכי כהה. 0 עבור OLED; צגי LCD זוהרים מעט.",
"How bright highlights get. Auto: the peak your system reports.": "כמה מדגישים בהירים מקבלים. אוטומטי: השיא שהמערכת שלך מדווחת עליו.",
"How bright white paper and menus look. Auto: your desktop's white.": "כמה נייר לבן ותפריטים נראים בהירים. אוטומטי: שולחן העבודה שלך לבן.",
"How bright the HUD and menus are, against paper white.": "כמה בהירים ה-HUD והתפריטים, מול נייר לבן.",
"How far mobs, crops and machines keep working. CPU time.": "עד כמה המון, יבולים ומכונות ממשיכים לעבוד. זמן מעבד.",
"How far away mobs and items are drawn, as a share of normal.": "כמה רחוק נמשכים אספסוף ופריטים, כחלק מהרגיל.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "מדלג על שטח מוסתר מאחורי קטעים סגורים. חופש עולה הרבה.",
"Hides entities behind opaque blocks.": "מסתיר ישויות מאחורי בלוקים אטומים.",
"No entity occlusion culling.": "ללא חסימת ישות.",
"CPU occlusion test runs this frame.": "בדיקת חסימת מעבד מריץ את המסגרת הזו.",
"Occlusion checks run on a worker thread.": "בדיקות חסימה פועלות על שרשור עובד.",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "קטעי רשת שהועלו לכל מסגרת. התחתון חלק יותר בזמן הטעינה.",
"Soft shadows in corners. Costs chunk building time only.": "צללים רכים בפינות. עולה נתח זמן בנייה בלבד.",
"Smaller copies of block textures for distant terrain: less shimmer.": "עותקים קטנים יותר של מרקמי בלוקים לשטח רחוק: פחות שימר.",
"Blends grass and water colours across biomes when building chunks.": "משלב צבעי דשא ומים על פני ביומות בעת בניית נתחים.",
"Cloud layer: off, flat (fast) or 3D (fancy).": "שכבת ענן: כבויה, שטוחה (מהירה) או תלת מימדית (מהודרת).",
"How far clouds reach, in chunks.": "כמה רחוק מגיעים עננים, בחתיכות.",
"Draws the sky, sun, moon and stars.": "מצייר את השמים, השמש, הירח והכוכבים.",
"Distance fog. Off shows the edge of the loaded world.": "ערפל למרחקים. Off מציג את קצה העולם העמוס.",
"Draws rain and snow.": "מושך גשם ושלג.",
"How far rain and snow fall around you.": "עד כמה גשם ושלג יורדים סביבך.",
"How many particles effects spawn.": "כמה השפעות חלקיקים נוצרות.",
"Round shadows under mobs and items.": "צללים עגולים מתחת להמונים ופריטים.",
"Leaves with see-through gaps. Off draws them solid.": "עלים עם רווחים שקופים. כבוי מושך אותם מוצקים.",
"Sorts water and glass more exactly behind each other.": "ממיין מים וזכוכית בצורה מדויקת יותר אחד אחרי השני.",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "איזה נתח בונים מחדש מחכים לפריים: אף אחד, בקרבת מקום או שלך.",
"Animates water, lava, fire and other moving textures.": "מחייה מים, לבה, אש ומרקמים נעים אחרים.",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "פיקסלים בעולם לכל פיקסל מסך. מתחת ל-100% מהיר יותר ב-GPU.",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "מחליק קצוות משוננים. FXAA: רך יותר. TAA: הדברים הנעים והחלקים ביותר עשויים להיגרר.",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "הופך את העולם לקטן יותר ובונה אותו מחדש עם TAA. מהר יותר, רך יותר.",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "פלט HDR על צג HDR: לבה, אש ואור שמש זוהרים יותר.",
"How frames reach the screen while VSync is off.": "איך מסגרות מגיעות למסך בזמן ש-VSync כבוי.",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "שינה יעילה עד הפריים הבא; סיבובים מדויקים, כמו וניל.",
"Fills the screen (borderless).": "ממלא את המסך (ללא שוליים).",
"Brightens dark places.": "מאיר מקומות חשוכים.",
"Lowers the frame rate when minimised, or idle too.": "מוריד את קצב הפריימים כאשר הוא ממוזער, או גם במצב סרק.",
"Sways the view while walking.": "מטלטל את הנוף תוך כדי הליכה.",
"Fades newly loaded chunks in.": "דוהה פנימה נתחים שנטענו לאחרונה.",
"Darkens the screen's edges.": "מכהה את קצוות המסך.",
"Shows when the world saves.": "מראה מתי העולם מציל.",
"Shows attack cooldown.": "מראה התקררות התקפה.",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "מכסה של 60 FPS (30 בתפריטים או לא ממוקד), חצי מהעובדים: פחות כוח.",
"Threads that generate, light and mesh chunks. Next start.": "חוטים שיוצרים, קלילים ורשתים. ההתחלה הבאה.",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. ההתחלה הבאה.",
"Water and glass in one buffer: fewer draw calls, a bit more VRAM. Next start.": "מים וזכוכית במאגר אחד: פחות שיחות משיכה, קצת יותר VRAM. ההתחלה הבאה.",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "נתוני רשת שנשלחו ל-GPU לכל מסגרת. התחתון חלק יותר בזמן הטעינה.",
"Frame rate and frame times over the game, with a graph.": "קצב פריימים וזמני פריימים במהלך המשחק, עם גרף.",
"horizon.multiplayer.finding_friend": "למצוא את עולמו של חברך...",
"horizon.multiplayer.not_signed_in": "שרת זה נמצא במצב מקוון. היכנס עם חשבון Microsoft שלך במפעיל Horizon כדי להצטרף אליו.",
"horizon.multiplayer.invalid_address": "כתובת שרת לא חוקית: %s",
"horizon.multiplayer.connected_friend_direct": "מחובר ישר לחבר שלך...",
"horizon.multiplayer.connected_friend_relay": "מחובר לחבר שלך דרך הממסר...",
"General": "כללי",
"Advanced": "מתקדם",
"Undo": "בטל",
"Search options": "אפשרויות חיפוש",
"Shortcut": "קיצור דרך",
"Distance": "מרחק",
"Display": "תצוגה",
"Interface": "ממשק",
"Sky and weather": "שמיים ומזג אוויר",
"Lighting and entities": "תאורה וגופים",
"Textures": "טקסטורות",
"Image": "תמונה",
"Chunk loading": "טעינת נתחים",
"Culling": "גרירה",
"Power": "כוח",
"Frames": "מסגרות",
"Overlay": "שכבת-על",
"Output": "פלט",
"Brightness": "בהירות",
"How far you see, the window and the HUD.": "כמה רחוק אתה רואה, החלון וה-HUD.",
"The sky and weather, lighting, textures and the image.": "השמיים ומזג האוויר, התאורה, הטקסטורות והתמונה.",
"Chunk loading, culling and power use.": "טעינת נתחים, חילוץ ושימוש בכוח.",
"How frames reach the screen, and the performance overlay.": "איך מסגרות מגיעות למסך, ושכבת הביצועים.",
"Brighter-than-white output on an HDR display.": "פלט בהיר יותר מלבן בצג HDR.",
"Results for \"%s\"": "תוצאות עבור \"%s\"",
"No settings match.": "אין הגדרות תואמות.",
"horizon.title.not_affiliated": "לא מזוהה עם Mojang או Microsoft",
"horizon.extras.header.lighting": "תאורה",
"horizon.extras.header.third_person": "אדם שלישי",
"horizon.extras.header.particles": "חלקיקים",
"horizon.extras.header.inventory": "מלאי",
"horizon.extras.header.chat": "צ'אט",
"horizon.extras.header.multiplayer": "מרובה משתתפים",
"horizon.extras.header.sound": "צליל",
"horizon.extras.header.menus": "תפריטים",
"horizon.extras.dynamic_lights": "אורות דינמיים",
"horizon.extras.own_name_tag": "תג שם משלו",
"horizon.extras.hide_block_particles": "הסתר חלקיקי שבירת בלוק",
"horizon.extras.auto_reconnect": "חיבור אוטומטי",
"horizon.extras.ui_sound_reserve": "שמור ערוצים עבור צלילי ממשק משתמש",
"horizon.extras.music_page": "עמוד מוזיקה",
"horizon.extras.mouse_tweaks": "פקדים של Mouse Tweaks",
"horizon.extras.mouse_tweaks_wheel": "גלגל גלילה מזיז פריטים",
"horizon.extras.sort": "כפתורי מיון",
"horizon.extras.sort_key": "מפתח מיון",
"horizon.extras.no_ai": "אין AI",
"horizon.extras.agent_control": "בקרת סוכן",
"horizon.extras.splitscreen": "מסך מפוצל",
"horizon.extras.chat_animation": "צ'אט חלק",
"horizon.extras.chat_indicator": "מחוון הודעה",
"horizon.extras.wheel_cycles_settings": "גלגל הגלילה משנה הגדרות",
"horizon.extras.pack_browser": "דפדפן חבילת משאבים",
"horizon.extras.fullbright.tooltip": "הצג בלוקים וישויות באור מלא, אפילו באזורים חשוכים.",
"horizon.extras.dynamic_lights.tooltip": "לפידים ומקורות אור אחרים המוחזקים, נפלו או עולים באש מדליקים את הבלוקים סביבם.",
"horizon.extras.own_name_tag.tooltip": "מציג את שמך מעל ראשך בגוף שלישי, כפי ששחקנים אחרים רואים זאת. מוסתר כאשר השרת מסתיר את שמות הצוות שלך או שאתה בלתי נראה.",
"horizon.extras.hide_block_particles.tooltip": "מסתיר את חלקיקי הפסולת שמתפרצים מבלוק שבור ומתפוררים מזה שאתה מכרה. חלקיקים אחרים נשארים.",
"horizon.extras.auto_reconnect.tooltip": "מצטרף מחדש לשרת לאחר איבוד חיבור או הפעלה מחדש, לעולם לא לאחר בעיטה או איסור.",
"horizon.extras.ui_sound_reserve.tooltip": "צלילים בעולם משאירים 16 מתוך 247 ערוצי הסאונד חופשיים, כך שמבול שלהם (פיצוץ גדול) לא יכול להשתיק קליקים בתפריט.",
"horizon.extras.music_page.tooltip": "מוסיקה וצלילים מקבלים עמוד מוזיקה...: הפעל כעת כל רצועה מובנית, או כבה אחת כדי שהמשחק יפסיק לבחור בה. שום דבר לא משתנה עד שתכבה רצועה.",
"horizon.extras.mouse_tweaks.tooltip": "גרור ימני ממקם אחד בכל משבצת, גרירה שמאלה אוספת את הפריט המוחזק, Shift + גרירה שמאלה מזיזה כל משבצת.",
"horizon.extras.mouse_tweaks_wheel.tooltip": "למטה שולח פריט אחד מהחריץ לצד השני, למעלה מחזיר אחד.",
"horizon.extras.sort.tooltip": "ממיין את המלאי, השידות, החביות, שידות הקצה ותיבות השולקר לפי סדר כרטיסיות יצירתי, מיזוג ערימות.",
"horizon.extras.sort_key.tooltip": "ממיין את החלק מתחת לסמן. לחץ ולאחר מכן הקש על מקש; הבריחה משחררת את זה.",
"horizon.extras.no_ai.tooltip": "מסתיר ומכבה כל תכונת AI: בקרת סוכן, horizon-ctl ושרתי MCP. גם המתג של המשגר.",
"horizon.extras.agent_control.tooltip": "סוכן AI משלך יכול לשחק במשחק הזה דרך horizon-ctl או לקוח MCP, במחשב זה בלבד.",
"Calibrate...": "כיול...",
"Calibrate Anyway...": "כייל בכל מקרה...",
"Use Automatic Setup": "השתמש בהגדרה אוטומטית",
"Shortcut: %s": "קיצור דרך: %s",
"Next": "הבא",
"HDR Calibration %s/%s: %s": "כיול HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "מגדיר את שלושת המסך המלא מתחת, תמונת בדיקה אחת בכל פעם.",
"A key that opens this screen from the game. Not bound at first.": "מפתח שפותח את המסך הזה מהמשחק. לא קשור בהתחלה.",
"Your display didn't say how bright it gets: calibrate to set it up.": "הצג שלך לא אמר כמה הוא בהיר: כייל כדי להגדיר אותו.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "כבר מוגדר לתצוגה שלך. כייל רק אם HDR נראה שגוי.",
"Puts Peak Brightness and Paper White back to your display's setup.": "מחזיר את Peak Brightness ואת נייר לבן להגדרות התצוגה.",
"Set up for your display. Leave on Auto unless it looks wrong.": "הגדר עבור התצוגה שלך. השאר במצב אוטומטי אלא אם כן זה נראה שגוי.",
"Lower it until the logo just disappears into the black.": "הורד אותו עד שהלוגו פשוט ייעלם לתוך השחור.",
"Raise it until the logo just disappears into the bright square.": "הרם אותו עד שהלוגו פשוט ייעלם בריבוע הבהיר.",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "הפוך את הקלף לבן שנוח להסתכל עליו לאורך זמן, באור שאתה משחק בו.",
"horizon.splitscreen.profiles.forget": "תשכח",
"horizon.splitscreen.profiles.create": "צור",
"horizon.splitscreen.profiles.you": " - אתה",
"horizon.splitscreen.profiles.forget_named": "תשכח %s",
"horizon.splitscreen.profiles.previous": "הקודם",
"horizon.splitscreen.profiles.next": "הבא",
"horizon.splitscreen.profiles.new_button": "פרופיל חדש...",
"horizon.splitscreen.profiles.forget_title": "לשכוח פרופיל?",
"horizon.splitscreen.profiles.forget_leaves": "זה יוצא מהרשימה של מופע זה.",
"horizon.splitscreen.profiles.forget_kept": "ההתקדמות וההגדרות העולמיות נשמרות.",
"horizon.splitscreen.profiles.new_title": "פרופיל חדש",
"horizon.splitscreen.profiles.name_hint": "שם (3 עד 16 אותיות, ספרות, _)",
"horizon.splitscreen.profiles.switch_title": "החלף פרופיל",
"horizon.splitscreen.profiles.offline_note": "פרופילים לא מקוונים שייכים למופע הזה",
"horizon.splitscreen.profiles.move": "זז לאן שאתה משחק",
"horizon.splitscreen.profiles.move_place": "זז לאן שאתה משחק: %s",
"horizon.friends.title": "שחקו עם חברים",
"horizon.friends.hint": "חברים מדביקים את הקוד אחרי כפתור החברים של מסך הכותרת, בחיבור ישיר או בדף ההפעלה של המשגר.",
"horizon.friends.copied": "הועתק",
"horizon.friends.copy_code": "העתק קוד",
"horizon.friends.stop_sharing": "תפסיק לשתף",
"horizon.friends.none_yet": "אין כאן חברים עדיין.",
"horizon.friends.here_now": "כאן עכשיו: %s",
"horizon.friends.share_intro": "שתף את העולם הזה מאחורי קוד הזמנה: הוא נפתח ל-LAN, וחברים באינטרנט מצטרפים עם הקוד. אף שרת שלנו לא מעורב.",
"horizon.friends.start_sharing": "התחל לשתף",
"horizon.friends.troubleshooting": "פתרון בעיות...",
"horizon.friends.stopped": "הפסיק לשתף את קוד ההזמנה.",
"horizon.friends.short_code_changed": "מישהו כל הזמן ניסה קוד קצר שגוי, אז זה השתנה.",
"horizon.friends.wrong_code": "מישהו ניסה קוד שגוי.",
"horizon.friends.code_ready": "קוד ההזמנה שלך מוכן: תפריט משחק, שחק עם חברים. העתק אותו ושלח אותו לחברים שלך.",
"horizon.friends.share_failed": "לא יכולתי לשתף את העולם: %s",
"horizon.friends.finding_route": "מוצא כיצד חברים יכולים להגיע אליך...",
"horizon.osk.space": "חלל",
"horizon.osk.delete": "מחק",
"horizon.osk.type": "הקלד",
"horizon.osk.symbols": "סמלים",
"horizon.osk.close": "סגור",
"horizon.extras.chat_animation.tooltip": "קו צ'אט חדש גולש פנימה משמאל בזמן שהוא נמוג פנימה, במקום להיראות שלם.",
"horizon.extras.chat_indicator.tooltip": "הסרגל הצבעוני בצד שמאל של קו צ'אט.",
"horizon.extras.wheel_cycles_settings.tooltip": "גלגל הגלילה מעל כפתור בהגדרות משנה את ערכו, כמו בוניל. כבוי, הגלגל רק גולל את הרשימה.",
"horizon.extras.pack_browser.tooltip": "Select Resource Packs מקבל כפתור הוסף שמחפש את Modrinth ומתקין חבילה בתיקיית החבילות שלך. כבוי, המשחק אף פעם לא יוצר קשר עם Modrinth.",
"horizon.extras.splitscreen.tooltip": "בעולם, בקר אחר יכול להצטרף כשחקן חדש: הקש A כאשר הוא שואל, ואז בחר פרופיל ואיפה לשחק.",
"horizon.splitscreen.setup.monitor": "צג %s",
"horizon.splitscreen.setup.monitor_unknown": "מוניטור",
"horizon.splitscreen.setup.window": "חלון %s",
"horizon.splitscreen.setup.new_window": "חלון חדש",
"horizon.splitscreen.setup.fill_monitor": "מלא %s",
"horizon.splitscreen.setup.done": "בוצע",
"horizon.splitscreen.setup.on": "פועל",
"horizon.splitscreen.setup.off": "כבוי",
"horizon.splitscreen.setup.player": "שחקן %s",
"horizon.splitscreen.setup.revert": "חזור",
"horizon.splitscreen.setup.apply": "החל",
"horizon.splitscreen.setup.warning.empty_main": "אף אחד לא משחק בחלון 1: הוא מתחבא",
"horizon.splitscreen.setup.warning.empty_close": "אף אחד לא משחק בחלון %s: הוא נסגר ב-Apply",
"horizon.splitscreen.setup.warning.empty_new": "אף אחד לא משחק בחלון %s: הוא לא ייפתח",
"horizon.splitscreen.setup.warning.on_main": "חלון %s ממלא את הצג של חלון 1: השחקנים שלו משחקים בחלון 1",
"horizon.splitscreen.setup.warning.unplugged": "המסך של חלון %s אינו מחובר: השחקנים שלו משחקים בחלון 1",
"horizon.splitscreen.setup.status.off": "מסך מפוצל כבוי.",
"horizon.splitscreen.setup.status.enable_hint": "הפעל אותו, ולאחר מכן לחץ על כפתור בבקר אחר בעולם.",
"horizon.splitscreen.setup.status.join_hint": "לחץ על A כדי להצטרף ולבחור פרופיל.",
"horizon.splitscreen.setup.status.idle": "מסך מפוצל סרק",
"horizon.splitscreen.setup.status.alone": "אין שחקנים מקומיים אחרים.",
"horizon.splitscreen.setup.status.solo_controls": "בקרות סולו ומשוב של הבקר אינם משתנים.",
"horizon.splitscreen.setup.window_empty": "חלון %s: ריק",
"horizon.splitscreen.setup.note.select": "לחץ על נגן, או גרור אותו לחלון או לצג.",
"horizon.splitscreen.setup.note.apply": "החל לשחק בדרך זו, חזור לביטול.",
"horizon.splitscreen.setup.note.place": "איפה %s צריך לשחק?",
"horizon.splitscreen.setup.this_player": "השחקן הזה",
"horizon.splitscreen.setup.switch_disabled": "מסך מפוצל נכבה ברגע שהאחרים עזבו (תפריט ההשהיה שלהם).",
"horizon.splitscreen.setup.window_place": "חלון %s (%s מתוך %s)",
"horizon.splitscreen.setup.names": "שמות",
"horizon.splitscreen.setup.identify": "לזהות",
"horizon.splitscreen.setup.layout.two": "2 שיתוף: %s",
"horizon.splitscreen.setup.layout.three": "3 שיתוף: %s",
"horizon.splitscreen.setup.layout.two.0": "אוטומטי",
"horizon.splitscreen.setup.layout.two.1": "זה לצד זה",
"horizon.splitscreen.setup.layout.two.2": "למעלה ולמטה",
"horizon.splitscreen.setup.layout.three.0": "אחד רחב מלמעלה",
"horizon.splitscreen.setup.layout.three.1": "אחד גבוה משמאל",
"horizon.splitscreen.setup.layout.three.2": "זה לצד זה",
"horizon.splitscreen.setup.help.player": "לחץ או גרור %s כדי להזיז אותם.",
"horizon.splitscreen.setup.help.layout_auto": "%s (זה לצד זה כשהחלון רחב). לחץ כדי לשנות.",
"horizon.splitscreen.setup.help.layout": "%s. לחץ כדי לשנות.",
"horizon.splitscreen.setup.help.switch": "מסך מפוצל עבור מחשב זה, מופעל או כבוי.",
"horizon.splitscreen.setup.help.identify": "התצוגה של כל שחקן מראה באיזה חלון הוא נמצא.",
"horizon.splitscreen.setup.help.names": "שם כל שחקן בפינת התצוגה שלו.",
"horizon.splitscreen.setup.help.revert": "בטל את השינויים שעדיין לא הוחלו.",
"horizon.splitscreen.setup.help.apply": "שחק כמו שהמפה מציגה.",
"horizon.splitscreen.setup.help.unchanged": "שום דבר לא השתנה עדיין.",
"horizon.splitscreen.setup.give_up_pad": "לוותר על פד",
"horizon.splitscreen.prompt.controller_connected": "בקר מחובר",
"horizon.splitscreen.prompt.controller_disconnected": "הבקר מנותק",
"horizon.splitscreen.prompt.controller_disconnected.hint": "חבר אותו מחדש, או לחץ על כפתור באחר",
"horizon.splitscreen.prompt.join.one": "%s רוצה להצטרף",
"horizon.splitscreen.prompt.join.many": "%s בקרים רוצים להצטרף",
"horizon.splitscreen.prompt.join.yes": "הצטרף",
"horizon.splitscreen.prompt.join.as_p1": "שחק בתור P1",
"horizon.splitscreen.prompt.join.no": "לא",
"horizon.splitscreen.prompt.lost": "%s: הבקר מנותק",
"horizon.splitscreen.prompt.lost.use_another": "השתמש באחר",
"horizon.splitscreen.prompt.lost.leave": "עזוב",
"horizon.splitscreen.setup.help.give_up_pad": "הבקר שלך מפסיק להסיע אותך ומוצע להצטרף (א').",
"horizon.splitscreen.setup.note.held_at": "%s עד %s: A מפיל אותו כאן, B מחזיר אותו.",
"horizon.splitscreen.setup.note.held": "%s הרים: שמאל/ימין בוחר היכן, A נופל, B מחזיר אותו.",
"Hides models behind opaque blocks. Async checks off-thread; entities tick.": "מסתיר דגמים מאחורי בלוקים אטומים. א-סינכרון בודק מחוץ לשרשור; ישויות מתקתקות.",
"Block Entities": "חסום ישויות",
"Shulker Boxes": "שולקר קופסאות",
"Reuses settled boxes; lid movement stays animated.": "עושה שימוש חוזר בקופסאות מיושבות; תנועת המכסה נשארת מונפשת.",
"Signs": "סימנים",
"Reuses sign text until text, light, or font changes.": "עושה שימוש חוזר בטקסט של סימן עד לשינוי טקסט, אור או גופן.",
"Decorated Pots": "סירים מעוצבים",
"Reuses still pots; break wobble and sherd changes redraw.": "עושה שימוש חוזר בסירים דוממים; לשבור נדנוד ושינויים לגזור לצייר מחדש.",
"Bells": "פעמונים",
"Reuses still bells; ringing stays animated.": "עושה שימוש חוזר בפעמונים דוממים; הצלצול נשאר מונפש.",
"Chests": "שידות",
"Reuses closed chests; moving lids stay animated.": "שימוש חוזר בחזה סגור; מכסים נעים נשארים מונפשים.",
"Banners": "באנרים",
"Reuses poles; flags and pattern layers still update.": "שימוש חוזר במוטות; דגלים ושכבות דפוס עדיין מתעדכנים.",
"Copper Golem Statues": "נחושת פסלי גולם",
"Reuses statue geometry until its block state changes.": "עושה שימוש חוזר בגיאומטריית הפסל עד שמצב הבלוק שלו משתנה.",
"Leaf Culling": "חיתוך עלים",
"Every leaf face. Vanilla's fancy leaves.": "כל פרצוף עלה. העלים המהודרים של וניל.",
"Distant Plant Dither": "דיתר צמח רחוק",
"Keeps fine plants in high-res packs from fading far away.": "שומר על צמחים עדינים באריזות ברזולוציה גבוהה מלדעוך רחוק.",
"Screenshot Quality": "איכות צילום מסך",
"F2 screenshots at this many times the game's resolution. Higher takes longer.": "צילומי מסך F2 ברזולוציית המשחק הרבה פעמים. גבוה יותר לוקח יותר זמן.",
"Frame Generation": "יצירת מסגרת",
"Shows a made-up frame between each two real ones: smoother, a little more lag.": "מציג מסגרת מורכבת בין כל שני אמיתיים: חלק יותר, קצת יותר השהייה.",
"Reuses the pack shadow map when sun, view and world match. Off by default.": "עושה שימוש חוזר במפת הצללים של החבילה כאשר השמש, הנוף והעולם תואמים. כבוי כברירת מחדל.",
"Find BlueMap": "מצא את BlueMap",
"On servers, finds their BlueMap web map for far terrain. Next join.": "בשרתים, מוצא את מפת האינטרנט BlueMap שלהם לשטח רחוק. הבא להצטרף.",
"How far around you BlueMap tiles are downloaded. Next join.": "עד כמה מסביבך מורידים אריחי BlueMap. הבא להצטרף.",
"Synchronous": "סינכרוני",
"Asynchronous": "אסינכרוני",
"Solid": "מוצק",
"Solid Aggressive": "אגרסיבי מוצק",
"Hollow": "חלול",
"Leaves fully inside a canopy draw solid: fewer see-through layers.": "עלים במלואם בתוך חופה מושכים מוצקים: פחות שכבות שקופות.",
"Leaves with one open side draw solid too: faster, chunkier edges.": "עלים עם צד אחד פתוח מושכים גם הם מוצקים: קצוות מהירים יותר, שמנמנים יותר.",
"Drops faces between leaves: faster, but gaps look through.": "טיפות פרצופים בין עלים: מהר יותר, אבל הרווחים מביטים מבעד.",
"Hotbar: Previous Slot": "Hotbar: משבצת קודמת",
"Hotbar: Next Slot": "Hotbar: המשבצת הבאה",
"horizon.agent.connected.one": "מחובר: חיבור סוכן אחד",
"horizon.agent.connected.many": "מחוברים: %s חיבורי סוכן",
"horizon.agent.connected.one_ago": "מחובר: חיבור סוכן אחד, פקודה אחרונה לפני %s שניות",
"horizon.agent.connected.many_ago": "מחובר: %s חיבורי סוכן, פקודה אחרונה לפני %s שניות",
"horizon.agent.waiting": "מחכה לסוכן.",
"horizon.agent.off": "כבוי: סוכנים לא יכולים להגיע למשחק הזה.",
"horizon.agent.session_opened": "נפתח להפעלה זו על ידי התוכנית שהתחילה את המשחק.",
"horizon.agent.socket": "שקע: %s (העתק את הפרטים לנתיב המלא שלו)",
"horizon.agent.local_only": "מקומי בלבד: סוכנים במחשב זה, לעולם לא ברשת.",
"%s nits": "%s ניטים",
"Auto (%s nits)": "אוטומטי (%s ניטים)",
"%.2f nits": "%.2f ניטים",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "מסתיר דגמים מאחורי בלוקים אטומים. עדכון ישויות. כבוי עם חבילות מותאמות אישית.",
"horizon.extras.repro_keys": "הקלטת קיצורי דרך",
"horizon.extras.repro_keys.tooltip": "F3+R מתחיל או עוצר הקלטת רפרו ו-F3+E כותב את החבילה שלו. כבוי כברירת מחדל: הקלטה מעתיקה את העולם.",
"horizon.agent.record_session": "התחל מושב ההקלטה",
"horizon.agent.record_stop": "עצור הקלטת הפעלה",
"horizon.agent.export_repro": "ייצוא חבילת Repro",
"horizon.repro.started": "ההקלטה החלה; F3+R עוצר אותו וכותב את החבילה.",
"horizon.repro.stopped": "ההקלטה הופסקה: %s",
"horizon.repro.bundle": "חבילת רפרו: %s",
"horizon.repro.error": "רפרו: %s",
"horizon.repro.no_recording": "עדיין אין הקלטה לייצוא.",
"horizon.repro.replay_started": "השידור החוזר התחיל: %s",
"horizon.pack.addInfo": "הוסף חבילת משאבים מ- Modrinth",
"horizon.pack.addNone": "לא נמצאו חבילות משאבים",
"horizon.pack.addTitle": "הוסף חבילת משאבים",
"horizon.pack.install": "התקן",
"horizon.pack.installing": "מתקין",
"horizon.pack.installed": "מותקן",
"horizon.pack.search": "חפש",
"horizon.pack.filters": "מסננים",
"horizon.pack.filter.realistic": "מציאותי",
"horizon.pack.filter.simplistic": "פשטני",
"horizon.pack.filter.vanillaLike": "דמוי וניל",
"horizon.pack.addFailed": "לא ניתן להוסיף את החבילה: %s",
"horizon.extras.header.cosmetics": "קוסמטיקה",
"horizon.extras.cosmetics_mine": "הקוסמטיקה שלי",
"horizon.extras.cosmetics_others": "מוצרי קוסמטיקה של שחקנים אחרים",
"horizon.extras.cosmetics_others.tooltip": "מה שחקני Horizon אחרים לובשים: הכל, רק סגנונות תג השם שלהם, או כלום. נסתר, המשחק אף פעם לא שואל מה הם לובשים.",
"horizon.extras.cosmetics_auras": "ההילות והשבילים של אחרים",
"horizon.extras.cosmetics_auras.tooltip": "הילות ושבילים ששחקנים אחרים לובשים. כבוי כברירת מחדל.",
"horizon.extras.cosmetics.shown": "מוצג",
"horizon.extras.cosmetics.hidden": "מוסתר",
"horizon.extras.cosmetics.name_tags": "תגי שם בלבד"
}
@@ -0,0 +1,468 @@
{
"horizon.options.controller": "Vezérlő",
"horizon.options.vibration": "Rezgés",
"horizon.options.adaptive_triggers": "Adaptív triggerek",
"horizon.options.look_sensitivity": "Nézet érzékenysége",
"horizon.options.invert_x": "Nézet X tengelyének megfordítása",
"horizon.options.invert_y": "Nézet Y tengelyének megfordítása",
"horizon.options.sneak_button": "Lopakodás gomb",
"horizon.options.move_deadzone": "Mozgás holtzónája",
"horizon.options.look_deadzone": "Nézet holtzónája",
"horizon.options.button_glyphs": "Gomb jelek",
"horizon.options.menu_navigation": "Menü navigáció",
"horizon.options.on_screen_keyboard": "Képernyő-billentyűzet",
"horizon.options.chat_delay": "Chat késleltetés",
"horizon.options.lightbar.health": "Egészség",
"horizon.options.lightbar.dimension": "Méret",
"horizon.options.menu_focus": "Fókusz",
"horizon.options.menu_pointer": "Mutató",
"horizon.options.keyboard.horizon": "Horizont",
"horizon.options.unavailable": "Ez a funkció még nem érhető el a Horizonban.",
"horizon.options.search": "Keresési beállítások...",
"horizon.pages.controller": "Vezérlő beállításai",
"horizon.pages.extras": "Horizon Extrák",
"horizon.pages.settings": "Horizont beállítások",
"horizon.pages.agent": "AI ügynök",
"horizon.split.leave": "Hagyja",
"horizon.pages.split_settings": "Osztott képernyő beállításai",
"horizon.pages.split_profiles": "Ki játszik?",
"horizon.pages.split_setup": "Osztott képernyő beállítása",
"horizon.pages.music": "Zene",
"horizon.pages.music.menu": "Menü",
"horizon.pages.music.overworld": "Túlvilág",
"horizon.pages.music.creative": "Kreatív",
"horizon.pages.music.underwater": "Víz alatt",
"horizon.pages.music.end": "A Vég",
"horizon.pages.music.boss": "Főnök",
"horizon.pages.music.credits": "Kredit",
"horizon.pages.music.overworld_biomes": "Túlvilági életközösségek",
"horizon.pages.music.nether_biomes": "Nem biomák",
"horizon.pages.music.end_biomes": "Vége a biomoknak",
"horizon.pages.music.other": "Egyéb zene",
"horizon.pages.music.empty": "Nincsenek zeneszámok: a játék hangjai nem töltődnek be.",
"horizon.pages.music.tooltip": "A beépített számok helyzet szerint: játssz egyet most, vagy kapcsold ki bármelyiket, hogy a játék ne válassza ki.",
"horizon.pages.settings.tooltip": "A Horizon saját beállításai: grafika, vezérlők, extrák és modok.",
"horizon.pages.graphics.tooltip": "Grafika, egyszerűen: minden beállítás megadja, hogy mennyibe kerül.",
"horizon.pages.graphics_advanced.tooltip": "Minden grafikus beállítás, beleértve a Horizont is, minden költséggel együtt.",
"horizon.pages.controller.tooltip": "Vezérlők: gombjaik, botjaik, rezgés és menü navigáció.",
"horizon.pages.extras.tooltip": "Opcionális kiegészítések, alapértelmezés szerint mind ki: a játék addig marad, amíg be nem kapcsol egyet.",
"horizon.pages.agent.tooltip": "Engedje, hogy saját AI-ügynöke játsszon: horizon-ctl és MCP kliensek ezen a számítógépen.",
"horizon.pages.split_profiles.tooltip": "Ki játszik: ebben a játékmappában tárolt profil.",
"horizon.pages.split_setup.tooltip": "Az ablakok és a monitorok, és ki hol játszik.",
"horizon.pages.shader_packs.tooltip": "Shader csomagok a shaderpacks mappából: a Horizon saját és a shader/ formátumúak. Egyszerre egy fut.",
"horizon.pages.mods.tooltip": "A Horizonhoz készült modok a horizon-mods mappából. Mindegyik homokozóban fut, és kikapcsolva marad, amíg be nem kapcsolja.",
"horizon.pages.open.graphics": "Grafika...",
"horizon.pages.open.graphics_advanced": "Speciális grafika...",
"horizon.pages.open.shader_packs": "Shader csomagok...",
"horizon.pages.open.controller": "Vezérlő beállításai...",
"horizon.pages.open.split_setup": "Osztott képernyő...",
"horizon.pages.open.extras": "Extrák...",
"horizon.pages.open.mods": "Modok...",
"horizon.pages.open.agent": "AI ügynök...",
"horizon.pages.open.controller_binds": "A vezérlő köt...",
"horizon.pages.open.horizon_settings": "Horizont beállítások...",
"horizon.pages.open.music": "Zene...",
"horizon.mods.empty": "Nincs mod: tegye a .hmod fájlokat a horizon-mods mappába",
"horizon.mods.stopped": " (Leállítva)",
"horizon.mods.not_built": " (nem épült)",
"horizon.mods.dev": " (Fejlesztő)",
"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",
"horizon.multiplayer.join_friend": "Csatlakozz egy baráthoz",
"horizon.multiplayer.invite_code": "Meghívó kód",
"horizon.multiplayer.relay": "Relé (opcionális)",
"Preset": "Előre beállított",
"LOD Distance": "LOD távolság",
"Far Detail": "Távoli részlet",
"Entity Culling": "Entitás selejtezés",
"Chunk Updates": "Csonkos frissítések",
"Upload Budget": "Költségkeret feltöltése",
"Sky": "Égbolt",
"Fog": "Köd",
"Weather": "Időjárás",
"Animated Textures": "Animált textúrák",
"Present Mode": "Jelen mód",
"Worker Threads": "Munkásszálak",
"Resolution Scale": "Felbontási skála",
"Anti-aliasing": "Élsimítás",
"Upscaling": "Felskálázás",
"Paper White": "Fehér papír",
"Peak Brightness": "Csúcsfényerő",
"Black Level": "Fekete szint",
"UI Brightness": "UI fényerő",
"Battery Mode": "Akkumulátor üzemmód",
"Graphics API": "Grafikus API",
"Translucent Batching": "Átlátszó adagolás",
"Performance Overlay": "Teljesítményfedvény",
"Full Detail Distance": "Teljes részlet Távolság",
"On": "Be",
"Off": "Ki",
"Unlimited": "Korlátlan",
"Custom": "Egyedi",
"Performance": "Teljesítmény",
"Balanced": "Kiegyensúlyozott",
"Quality": "Minőség",
"Ultra Performance": "Ultra teljesítmény",
"Native": "Natív",
"Full": "Tele",
"Reduced": "Csökkentett",
"Efficient": "Hatékony",
"Precise": "Pontos",
"Mailbox": "Postafiók",
"Immediate": "Azonnali",
"FPS and Graph": "FPS és grafikon",
"No cost": "Nincs költség",
"Low cost": "Alacsony költség",
"Medium cost": "Közepes költség",
"High cost": "Magas költség",
"Saves time": "Időt takarít meg",
"Graphics": "Grafika",
"Done": "Kész",
"This feature is not yet available in Horizon.": "Ez a funkció még nem érhető el a Horizonban.",
"Your display or system doesn't offer HDR output.": "Kijelzője vagy rendszere nem kínál HDR-kimenetet.",
"Turn HDR on to use it.": "A használatához kapcsolja be a HDR-t.",
"Your GPU or graphics API doesn't support it.": "A GPU vagy a grafikus API nem támogatja.",
"%s chunks": "%s darab",
"%s per frame": "%s képkockánként",
"%s MiB/frame": "%s MiB/kocka",
"%s KiB/frame": "%s KiB/kocka",
"Auto (%s)": "Automatikus (%s)",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "Részletes tereptartomány. A LOD Distance messzebbre terjesztheti a helyi világokat.",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "Durva távoli terep a helyi világokban. Az integrált GPU-k 128 darabnál állnak meg.",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "A csökkentett rajz sokkal durvább: gyorsabb ezen az integrált GPU-n.",
"Reduced draws far terrain coarser, for GPUs it slows down.": "A redukált sokkal durvábban rajzolja meg a terepet, a GPU-knál lassul.",
"Field of view. Wider shows more terrain at once.": "Látómező. A szélesebb egyszerre több terepet mutat.",
"Caps frames per second; a cap saves power and heat.": "Képkocka sebessége másodpercenként; a sapka energiát és hőt takarít meg.",
"Waits for the display's refresh: no tearing, a little latency.": "Várja a kijelző frissítését: nincs szakadás, egy kis késleltetés.",
"Size of menus and the HUD.": "A menük mérete és a HUD.",
"Sets the options below together. Changing one makes it Custom.": "Az alábbi opciók együttes beállítása. Az egyik megváltoztatása egyedivé teszi.",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "A láva, a tűz és a napfény fényesebben ragyog, mint a fehér. HDR kijelző kell hozzá.",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "A kijelződ a legsötétebb fekete. 0 OLED esetén; Az LCD-k kicsit világítanak.",
"How bright highlights get. Auto: the peak your system reports.": "Milyen fényesek a csúcsfények. Automatikus: a rendszer által jelentett csúcs.",
"How bright white paper and menus look. Auto: your desktop's white.": "Milyen fényes fehér papír és menük néznek ki. Automatikus: az asztal fehér.",
"How bright the HUD and menus are, against paper white.": "Milyen fényesek a HUD és a menük papírfehérrel szemben.",
"How far mobs, crops and machines keep working. CPU time.": "Meddig dolgoznak a csőcselék, a termények és a gépek. CPU idő.",
"How far away mobs and items are drawn, as a share of normal.": "Milyen messzire húzódnak a mobok és tárgyak, a normál arányaként.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Kihagyja a zárt szakaszok mögé rejtett terepet. Az off sokba kerül.",
"Hides entities behind opaque blocks.": "Az entitásokat átlátszatlan blokkok mögé rejti.",
"No entity occlusion culling.": "Nincs entitáselzáródási selejtezés.",
"CPU occlusion test runs this frame.": "CPU elzáródási teszt futtatja ezt a keretet.",
"Occlusion checks run on a worker thread.": "Az elzáródás-ellenőrzések egy dolgozó szálon futnak.",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "Képkockánként feltöltött hálós szakaszok. Az alsó simább töltés közben.",
"Soft shadows in corners. Costs chunk building time only.": "Lágy árnyékok a sarkokban. Csak az építési idő töredékébe kerül.",
"Smaller copies of block textures for distant terrain: less shimmer.": "Blokktextúrák kisebb példányai távoli terepre: kevesebb csillogás.",
"Blends grass and water colours across biomes when building chunks.": "A darabok építése során összekeveri a füvet és a víz színét a biomokon.",
"Cloud layer: off, flat (fast) or 3D (fancy).": "Felhőréteg: kikapcsolt, lapos (gyors) vagy 3D (divatos).",
"How far clouds reach, in chunks.": "Milyen messzire érnek a felhők, darabokban.",
"Draws the sky, sun, moon and stars.": "Rajzolja az eget, a napot, a holdat és a csillagokat.",
"Distance fog. Off shows the edge of the loaded world.": "Távolság köd. Az Off a betöltött világ szélét mutatja.",
"Draws rain and snow.": "Esőt és havat rajzol.",
"How far rain and snow fall around you.": "Milyen messze esik körülötted az eső és a hó.",
"How many particles effects spawn.": "Hány részecske hatások spawn.",
"Round shadows under mobs and items.": "Kerek árnyékok a mobok és tárgyak alatt.",
"Leaves with see-through gaps. Off draws them solid.": "Levelek átlátszó hézagokkal. Az Off megerősíti őket.",
"Sorts water and glass more exactly behind each other.": "Pontosabban egymás mögé rendezi a vizet és az üveget.",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "Melyik darab újjáépítése várja a keretet: nincs, a közelben vagy a tiéd.",
"Animates water, lava, fire and other moving textures.": "Vizet, lávát, tüzet és más mozgó textúrákat animál.",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "Világképpontok képernyőpixelenként. 100% alatt gyorsabb a GPU.",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "Kisimítja a szaggatott széleket. FXAA: lágyabb. TAA: a legsimább, mozgó dolgok nyomába eredhetnek.",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "Kisebbé teszi a világot, és TAA-val újjáépíti. Gyorsabb, lágyabb.",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "HDR kimenet HDR kijelzőn: a láva, a tűz és a napfény erősebben ragyog.",
"How frames reach the screen while VSync is off.": "Hogyan érik el a keretek a képernyőt, amikor a VSync ki van kapcsolva.",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "Hatékony alvás a következő képkockáig; Pontos pörgetések, mint a vanília.",
"Fills the screen (borderless).": "Kitölti a képernyőt (szegély nélkül).",
"Brightens dark places.": "Világosítja a sötét helyeket.",
"Lowers the frame rate when minimised, or idle too.": "Csökkenti a képkockasebességet minimálisra csökkentve vagy üresjáratban is.",
"Sways the view while walking.": "Séta közben megingatja a kilátást.",
"Fades newly loaded chunks in.": "Elhalványítja az újonnan betöltött darabokat.",
"Darkens the screen's edges.": "Sötétíti a képernyő széleit.",
"Shows when the world saves.": "Megmutatja, mikor ment meg a világ.",
"Shows attack cooldown.": "A támadás lehűlését mutatja.",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "60 FPS sapka (30 a menükben vagy nem fókuszálva), a dolgozók fele: kevesebb energia.",
"Threads that generate, light and mesh chunks. Next start.": "Szálak, amelyek darabokat hoznak létre, könnyítenek és hálóznak össze. Következő kezdés.",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Vulkan, majd DirectX 12 (Windows) vagy OpenGL (Linux), ahol meghiúsul. Következő kezdés.",
"Water and glass in one buffer: fewer draw calls, a bit more VRAM. Next start.": "Víz és üveg egy pufferben: kevesebb hívás, kicsit több VRAM. Következő kezdés.",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "A GPU-nak küldött hálóadatok képkockánként. Az alsó simább töltés közben.",
"Frame rate and frame times over the game, with a graph.": "Képkockasebesség és képkockaidő a játék során, grafikonnal.",
"horizon.multiplayer.finding_friend": "Megtalálni a barátod világát...",
"horizon.multiplayer.not_signed_in": "Ez a szerver online módban van. A csatlakozáshoz jelentkezzen be Microsoft-fiókjával a Horizon Indítóban.",
"horizon.multiplayer.invalid_address": "Érvénytelen szervercím: %s",
"horizon.multiplayer.connected_friend_direct": "Egyenesen a barátoddal...",
"horizon.multiplayer.connected_friend_relay": "Kapcsolatban áll a barátjával a relén keresztül...",
"General": "tábornok",
"Advanced": "Haladó",
"Undo": "Visszavonás",
"Search options": "Keresési lehetőségek",
"Shortcut": "Parancsikon",
"Distance": "Távolság",
"Display": "Kijelző",
"Interface": "Interfész",
"Sky and weather": "Ég és időjárás",
"Lighting and entities": "Világítás és entitások",
"Textures": "Textúrák",
"Image": "Kép",
"Chunk loading": "Darab betöltés",
"Culling": "Selejtezés",
"Power": "Erő",
"Frames": "Keretek",
"Overlay": "Fedvény",
"Output": "Kimenet",
"Brightness": "Fényerő",
"How far you see, the window and the HUD.": "Milyen messzire látsz, az ablak és a HUD.",
"The sky and weather, lighting, textures and the image.": "Az ég és az időjárás, a világítás, a textúrák és a kép.",
"Chunk loading, culling and power use.": "Darabtöltés, selejtezés és energiafelhasználás.",
"How frames reach the screen, and the performance overlay.": "Hogyan érik el a képkockák a képernyőt, és a teljesítményfedvény.",
"Brighter-than-white output on an HDR display.": "A fehérnél világosabb kimenet HDR kijelzőn.",
"Results for \"%s\"": "Találatok a következőre: \"%s\"",
"No settings match.": "Egyetlen beállítás sem egyezik.",
"horizon.title.not_affiliated": "Nem áll kapcsolatban a Mojanggal vagy a Microsofttal",
"horizon.extras.header.lighting": "Világítás",
"horizon.extras.header.third_person": "Harmadik személy",
"horizon.extras.header.particles": "Részecskék",
"horizon.extras.header.inventory": "Leltár",
"horizon.extras.header.multiplayer": "Többjátékos",
"horizon.extras.header.sound": "Hang",
"horizon.extras.header.menus": "Menük",
"horizon.extras.dynamic_lights": "Dinamikus fények",
"horizon.extras.own_name_tag": "Saját névtábla",
"horizon.extras.hide_block_particles": "A blokktörés részecskéinek elrejtése",
"horizon.extras.auto_reconnect": "Automatikus újracsatlakozás",
"horizon.extras.ui_sound_reserve": "Tartsa meg a csatornákat a felhasználói felület hangjaihoz",
"horizon.extras.music_page": "Zenei oldal",
"horizon.extras.mouse_tweaks": "Mouse Tweaks vezérlők",
"horizon.extras.mouse_tweaks_wheel": "A görgő mozgatja az elemeket",
"horizon.extras.sort": "Rendező gombok",
"horizon.extras.sort_key": "Rendezési kulcs",
"horizon.extras.no_ai": "Nincs AI",
"horizon.extras.agent_control": "Ügynökvezérlés",
"horizon.extras.discord_presence": "Discord gazdag jelenlét",
"horizon.extras.splitscreen": "Osztott képernyő",
"horizon.extras.chat_animation": "Sima chat",
"horizon.extras.chat_indicator": "Üzenetjelző",
"horizon.extras.wheel_cycles_settings": "A görgetőkerék módosítja a beállításokat",
"horizon.extras.pack_browser": "Erőforráscsomag böngésző",
"horizon.extras.fullbright.tooltip": "A blokkok és entitások teljes megvilágításban jelennek meg, még sötét területeken is.",
"horizon.extras.dynamic_lights.tooltip": "A fáklyák és más fényforrások megtartották, leejtették vagy lángra lobbantották a körülöttük lévő blokkokat.",
"horizon.extras.own_name_tag.tooltip": "Megjeleníti a nevét a fejed felett harmadik személyben, ahogy a többi játékos látja. Elrejtve, ha a szerver elrejti a csapatod nevét, vagy ha láthatatlan vagy.",
"horizon.extras.hide_block_particles.tooltip": "Elrejti a törmelékrészecskéket, amelyek egy törött tömbből kitörtek, és lemorzsolódnak az általad bányászottról. A többi részecskék megmaradnak.",
"horizon.extras.auto_reconnect.tooltip": "Megszakadt kapcsolat vagy újraindítás után csatlakozik újra a szerverhez, soha nem rúgás vagy kitiltás után.",
"horizon.extras.ui_sound_reserve.tooltip": "A világ hangjai a 247 hangcsatorna közül 16-ot szabadon hagynak, így ezek özöne (nagy robbanás) nem tudja elhallgattatni a menükattintásokat.",
"horizon.extras.music_page.tooltip": "A Zene és hangok Zene... oldalt kap: játsszon le bármelyik beépített számot most, vagy kapcsolja ki az egyiket, hogy a játék ne válassza ki azt. Semmi sem változik, amíg ki nem kapcsol egy műsorszámot.",
"horizon.extras.mouse_tweaks.tooltip": "A jobb oldali húzás résenként egyet helyez el, a bal húzás a megtartott elemet gyűjti össze, a Shift + balra húzás pedig minden helyet mozgat.",
"horizon.extras.mouse_tweaks_wheel.tooltip": "Le a nyílás egyik elemét a másik oldalra küldi, a felfelé pedig egyet vissza.",
"horizon.extras.sort.tooltip": "Rendezi a leltárt, ládákat, hordókat, ender ládákat és shulker dobozokat kreatív lapok sorrendjében, egyesíti a halmokat.",
"horizon.extras.sort_key.tooltip": "A kurzor alatti részt rendezi. Kattintson, majd nyomjon meg egy billentyűt; A menekülés feloldja.",
"horizon.extras.no_ai.tooltip": "Elrejti és kikapcsolja az összes mesterséges intelligencia funkciót: az ügynökvezérlést, a horizon-ctl-t és az MCP-kiszolgálókat. Az indító kapcsolója is.",
"horizon.extras.agent_control.tooltip": "Saját AI-ügynöke csak ezen a számítógépen tudja játszani ezt a játékot a horizon-ctl-n vagy egy MCP-kliensen keresztül.",
"horizon.extras.discord_presence.tooltip": "Megjeleníti a Playing Horizont a Discord-profilon, miközben a Discord fut: menük, egyjátékos vagy többjátékos, a dimenzió és a lejátszási idő. Soha nem egy világnév vagy egy szerver címe.",
"Calibrate...": "Kalibrálás...",
"Calibrate Anyway...": "Mindenesetre kalibráld...",
"Use Automatic Setup": "Használja az Automatikus beállítást",
"Shortcut: %s": "Parancsikon: %s",
"Next": "Következő",
"HDR Calibration %s/%s: %s": "HDR kalibrálás %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "A három alatti teljes képernyőt állítja be, egyszerre egy tesztképet.",
"A key that opens this screen from the game. Not bound at first.": "Kulcs, amely megnyitja ezt a képernyőt a játékból. Először nem kötve.",
"Your display didn't say how bright it gets: calibrate to set it up.": "A kijelzője nem jelezte, hogy mennyire lesz fényes: kalibrálja a beállításhoz.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Már be van állítva a kijelzőjéhez. Csak akkor kalibráljon, ha a HDR rossznak tűnik.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Visszaállítja a csúcsfényerőt és a papírfehéret a kijelző beállításához.",
"Set up for your display. Leave on Auto unless it looks wrong.": "Beállítás a kijelzőhöz. Hagyja az Automatikus beállítást, hacsak nem tűnik rosszul.",
"Lower it until the logo just disappears into the black.": "Engedje le, amíg a logó el nem tűnik a feketében.",
"Raise it until the logo just disappears into the bright square.": "Emelje fel, amíg a logó el nem tűnik a világos négyzetben.",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "Tedd a kártyát olyan fehér színűvé, amelyre kényelmesen nézheted sokáig, a játék fényében.",
"horizon.splitscreen.profiles.forget": "Felejtsd el",
"horizon.splitscreen.profiles.create": "Létrehozása",
"horizon.splitscreen.profiles.you": " - te",
"horizon.splitscreen.profiles.forget_named": "Felejtsd el %s",
"horizon.splitscreen.profiles.previous": "Előző",
"horizon.splitscreen.profiles.next": "Következő",
"horizon.splitscreen.profiles.new_button": "Új profil...",
"horizon.splitscreen.profiles.forget_title": "Elfelejti a profilt?",
"horizon.splitscreen.profiles.forget_leaves": "Kihagyja ennek a példánynak a listáját.",
"horizon.splitscreen.profiles.forget_kept": "A világ fejlődése és beállításai megmaradnak.",
"horizon.splitscreen.profiles.new_title": "Új profil",
"horizon.splitscreen.profiles.name_hint": "Név (3-16 betű, számjegy, _)",
"horizon.splitscreen.profiles.switch_title": "Profil váltása",
"horizon.splitscreen.profiles.offline_note": "Az offline profilok ehhez a példányhoz tartoznak",
"horizon.splitscreen.profiles.move": "Menj oda, ahol játszol",
"horizon.splitscreen.profiles.move_place": "Menjen oda, ahol játszik: %s",
"horizon.friends.title": "Játssz a barátokkal",
"horizon.friends.hint": "Az ismerősök beillesztik a kódot a címképernyő Barátok gombja mögé, a Közvetlen kapcsolatba vagy az indító Play oldalára.",
"horizon.friends.copied": "Másolva",
"horizon.friends.copy_code": "Kód másolása",
"horizon.friends.stop_sharing": "Megosztás leállítása",
"horizon.friends.none_yet": "Még nincsenek itt barátok.",
"horizon.friends.here_now": "Itt most: %s",
"horizon.friends.share_intro": "Oszd meg ezt a világot egy meghívókód mögött: megnyílik a LAN-hoz, és az interneten lévő ismerősök is csatlakoznak a kódhoz. A mi szerverünk nem érintett.",
"horizon.friends.start_sharing": "Indítsa el a Megosztást",
"horizon.friends.troubleshooting": "Hibaelhárítás...",
"horizon.friends.stopped": "A meghívókód megosztása leállt.",
"horizon.friends.short_code_changed": "Valaki folyamatosan rossz rövid kóddal próbálkozott, ezért megváltozott.",
"horizon.friends.wrong_code": "Valaki rossz kóddal próbálkozott.",
"horizon.friends.code_ready": "A meghívókód készen áll: Játékmenü, Játssz a barátokkal. Másold ki és küldd el ismerőseidnek.",
"horizon.friends.share_failed": "Nem sikerült megosztani a világot: %s",
"horizon.friends.finding_route": "Megtudja, hogyan érhetnek el barátaid…",
"horizon.osk.shift": "Váltás",
"horizon.osk.space": "Tér",
"horizon.osk.delete": "Törölje",
"horizon.osk.type": "Írja be",
"horizon.osk.symbols": "Szimbólumok",
"horizon.osk.close": "Bezárás",
"horizon.extras.chat_animation.tooltip": "Egy új csevegősor balról csúszik be, miközben elhalványul, ahelyett, hogy egészben jelenne meg.",
"horizon.extras.chat_indicator.tooltip": "A színes sáv a csevegősor bal oldalán.",
"horizon.extras.wheel_cycles_settings.tooltip": "A beállításokban a gomb feletti görgő megváltoztatja annak értékét, mint a vanília esetében. Kikapcsolva a kerék csak a listát görgeti.",
"horizon.extras.pack_browser.tooltip": "Az Erőforrás-csomagok kiválasztásakor megjelenik egy Hozzáadás gomb, amely megkeresi a Modrinth-t, és telepít egy csomagot a csomagok mappájába. Ki, a játék soha nem lép kapcsolatba a Modrinth-szal.",
"horizon.extras.splitscreen.tooltip": "Egy világban egy másik kontroller is csatlakozhat új játékosként: nyomja meg az A gombot, amikor kéri, majd válasszon profilt és hol játszani.",
"horizon.splitscreen.setup.monitor_unknown": "egy monitort",
"horizon.splitscreen.setup.window": "Ablak %s",
"horizon.splitscreen.setup.new_window": "Új ablak",
"horizon.splitscreen.setup.fill_monitor": "Töltse ki %s",
"horizon.splitscreen.setup.done": "Kész",
"horizon.splitscreen.setup.on": "Be",
"horizon.splitscreen.setup.off": "Ki",
"horizon.splitscreen.setup.player": "Játékos %s",
"horizon.splitscreen.setup.revert": "Vissza",
"horizon.splitscreen.setup.apply": "Alkalmazni",
"horizon.splitscreen.setup.warning.empty_main": "Senki sem játszik az 1. ablakban: elbújik",
"horizon.splitscreen.setup.warning.empty_close": "Senki sem játszik a %s ablakban: bezárul az Alkalmaz gombra",
"horizon.splitscreen.setup.warning.empty_new": "Senki sem játszik a %s ablakban: nem nyílik meg",
"horizon.splitscreen.setup.warning.on_main": "A %s ablak kitölti a Window 1 monitorát: a játékosok az 1-es ablakban játszanak",
"horizon.splitscreen.setup.warning.unplugged": "A %s ablak monitora nincs csatlakoztatva: lejátszói az 1-es ablakban játszanak",
"horizon.splitscreen.setup.status.off": "Az osztott képernyő ki van kapcsolva.",
"horizon.splitscreen.setup.status.enable_hint": "Kapcsolja be, majd nyomja meg a gombot egy másik vezérlőn a világon.",
"horizon.splitscreen.setup.status.join_hint": "Nyomja meg az A gombot a csatlakozáshoz, és válasszon egy profilt.",
"horizon.splitscreen.setup.status.idle": "Osztott képernyő tétlen",
"horizon.splitscreen.setup.status.alone": "Nincs más helyi játékos.",
"horizon.splitscreen.setup.status.solo_controls": "Az egyéni vezérlések és a vezérlő visszajelzései változatlanok.",
"horizon.splitscreen.setup.window_empty": "Ablak %s: üres",
"horizon.splitscreen.setup.note.select": "Kattintson egy lejátszóra, vagy húzza át egy ablakra vagy egy monitorra.",
"horizon.splitscreen.setup.note.apply": "Alkalmazza ezt a játékot, a visszavonáshoz pedig vissza.",
"horizon.splitscreen.setup.note.place": "Hol játsszon %s?",
"horizon.splitscreen.setup.this_player": "ezt a játékost",
"horizon.splitscreen.setup.switch_disabled": "Az osztott képernyő kikapcsol, ha a többiek kilépnek (a szünet menüjük).",
"horizon.splitscreen.setup.window_place": "%s ablak (%s/%s)",
"horizon.splitscreen.setup.names": "Nevek",
"horizon.splitscreen.setup.identify": "Azonosítsd",
"horizon.splitscreen.setup.layout.two": "2 megosztás: %s",
"horizon.splitscreen.setup.layout.three": "3 megosztás: %s",
"horizon.splitscreen.setup.layout.two.1": "Egymás mellett",
"horizon.splitscreen.setup.layout.two.2": "Felső és alsó",
"horizon.splitscreen.setup.layout.three.0": "Egy széles a tetején",
"horizon.splitscreen.setup.layout.three.1": "Egy magas a bal oldalon",
"horizon.splitscreen.setup.layout.three.2": "Egymás mellett",
"horizon.splitscreen.setup.help.player": "Kattintson vagy húzza át őket a %s elemre.",
"horizon.splitscreen.setup.help.layout_auto": "%s (egymás mellett, ha az ablak széles). Nyomja meg a módosításhoz.",
"horizon.splitscreen.setup.help.layout": "%s. Nyomja meg a módosításhoz.",
"horizon.splitscreen.setup.help.switch": "Osztott képernyő ehhez a számítógéphez, be- vagy kikapcsolva.",
"horizon.splitscreen.setup.help.identify": "Minden játékos nézete mutatja, hogy melyik ablakban van.",
"horizon.splitscreen.setup.help.names": "Minden játékos neve a nézetük sarkában.",
"horizon.splitscreen.setup.help.revert": "A még nem alkalmazott módosítások visszavonása.",
"horizon.splitscreen.setup.help.apply": "Játssz úgy, ahogy a térkép mutatja.",
"horizon.splitscreen.setup.help.unchanged": "Még nem változott semmi.",
"horizon.splitscreen.prompt.controller_connected": "Vezérlő csatlakoztatva",
"horizon.splitscreen.prompt.controller_disconnected": "A vezérlő leválasztva",
"horizon.splitscreen.prompt.controller_disconnected.hint": "Csatlakoztassa újra, vagy nyomja meg a gombot egy másikon",
"horizon.splitscreen.prompt.join.one": "%s szeretne csatlakozni",
"horizon.splitscreen.prompt.join.many": "%s vezérlő szeretne csatlakozni",
"horizon.splitscreen.prompt.join.yes": "Csatlakozz",
"horizon.splitscreen.prompt.join.as_p1": "Játssz P1-ként",
"horizon.splitscreen.prompt.join.no": "Nem",
"horizon.splitscreen.prompt.lost": "%s: a vezérlő leválasztva",
"horizon.splitscreen.prompt.lost.use_another": "Használj másikat",
"horizon.splitscreen.prompt.lost.leave": "Hagyja",
"horizon.splitscreen.setup.help.give_up_pad": "A vezérlő abbahagyja a vezetést, és felajánlják, hogy csatlakozzon (A).",
"horizon.splitscreen.setup.note.held_at": "%s - %s: A idedobja, B visszateszi.",
"horizon.splitscreen.setup.note.held": "%s felvette: bal/jobb kiválasztja, hol, A leejti, B visszateszi.",
"Hides models behind opaque blocks. Async checks off-thread; entities tick.": "A modelleket átlátszatlan blokkok mögé rejti. Async ellenőrzi a szálon kívüli; entitások ketyegnek.",
"Block Entities": "Entitások blokkolása",
"Shulker Boxes": "Shulker dobozok",
"Reuses settled boxes; lid movement stays animated.": "Újrafelhasználja az ülepített dobozokat; a fedél mozgása animált marad.",
"Signs": "Jelek",
"Reuses sign text until text, light, or font changes.": "Újra használja a jelszöveget, amíg a szöveg, a fény vagy a betűtípus nem változik.",
"Decorated Pots": "Díszített edények",
"Reuses still pots; break wobble and sherd changes redraw.": "Újrafelhasználja a csendes edényeket; törje meg az ingadozást, és a sherd változások újrarajzolják.",
"Bells": "Harangok",
"Reuses still bells; ringing stays animated.": "Újrafelhasználja a állóharangokat; a csengetés animált marad.",
"Chests": "Ládák",
"Reuses closed chests; moving lids stay animated.": "A zárt ládákat újrafelhasználja; mozgó fedelek animáltak maradnak.",
"Banners": "Bannerek",
"Reuses poles; flags and pattern layers still update.": "Az oszlopok újrafelhasználása; zászlók és mintarétegek továbbra is frissülnek.",
"Copper Golem Statues": "Réz gólem szobrok",
"Reuses statue geometry until its block state changes.": "Újra felhasználja a szobor geometriáját, amíg a blokk állapota meg nem változik.",
"Every leaf face. Vanilla's fancy leaves.": "Minden levél arca. Vanília díszes levelei.",
"Distant Plant Dither": "Távoli Plant Dither",
"Keeps fine plants in high-res packs from fading far away.": "A nagy felbontású csomagokban lévő finom növényeket távol tartja a fakulástól.",
"Screenshot Quality": "Képernyőkép minősége",
"F2 screenshots at this many times the game's resolution. Higher takes longer.": "F2 képernyőképek a játék felbontásának sokszorosával. A magasabb tovább tart.",
"Frame Generation": "Keretgenerálás",
"Shows a made-up frame between each two real ones: smoother, a little more lag.": "Egy-egy kitalált keretet mutat a két valódi között: simább, kicsit több késés.",
"Shadow Cache": "Árnyék gyorsítótár",
"Reuses the pack shadow map when sun, view and world match. Off by default.": "Újra felhasználja a csomag árnyéktérképét, amikor a nap, a kilátás és a világ megegyezik. Alapértelmezés szerint ki.",
"Find BlueMap": "Keresse meg a BlueMap-et",
"On servers, finds their BlueMap web map for far terrain. Next join.": "A szervereken megkeresi a BlueMap webtérképüket a távoli terepre. Következő csatlakozás.",
"How far around you BlueMap tiles are downloaded. Next join.": "Milyen távolról töltik le a BlueMap csempéket. Következő csatlakozás.",
"Synchronous": "Szinkron",
"Asynchronous": "Aszinkron",
"Solid": "Szilárd",
"Solid Aggressive": "Szilárd agresszív",
"Hollow": "Üreges",
"Leaves fully inside a canopy draw solid: fewer see-through layers.": "A lombkorona belsejében lévő levelek szilárdan rajzolódnak ki: kevesebb átlátszó réteg.",
"Leaves with one open side draw solid too: faster, chunkier edges.": "Az egyik nyitott oldalu levelek is tömörek: gyorsabbak, vaskosabb élek.",
"Drops faces between leaves: faster, but gaps look through.": "Leejti az arcokat a levelek közé: gyorsabb, de a rések átlátszanak.",
"Hotbar: Previous Slot": "Hotbar: Előző nyerőgép",
"Hotbar: Next Slot": "Hotbar: Következő Slot",
"horizon.agent.connected.one": "Csatlakozva: 1 ügynöki kapcsolat",
"horizon.agent.connected.many": "Csatlakozva: %s ügynökkapcsolatok",
"horizon.agent.connected.one_ago": "Csatlakozva: 1 ügynökkapcsolat, az utolsó parancs %s másodperce",
"horizon.agent.connected.many_ago": "Csatlakozva: %s ügynökkapcsolat, utolsó parancs %s másodperce",
"horizon.agent.waiting": "Ügynökre vár.",
"horizon.agent.off": "Ki: az ügynökök nem érik el ezt a játékot.",
"horizon.agent.session_opened": "Erre a munkamenetre a játékot elindító program nyitotta meg.",
"horizon.agent.socket": "Socket: %s (másolja a részleteket a teljes elérési úthoz)",
"horizon.agent.local_only": "Csak helyi: ügynökök ezen a számítógépen, soha a hálózaton.",
"Auto (%s nits)": "Automatikus (%s nits)",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "A modelleket átlátszatlan blokkok mögé rejti. Az entitások frissítése. Egyedi csomagokkal.",
"horizon.extras.repro_keys": "Felvételi parancsikonok",
"horizon.extras.repro_keys.tooltip": "Az F3+R elindítja vagy leállítja a repro felvételt, és az F3+E írja a kötegét. Alapértelmezés szerint kikapcsolva: a felvétel a világot másolja.",
"horizon.agent.record_session": "Indítsa el a felvételi munkamenetet",
"horizon.agent.record_stop": "Állítsa le a rögzítési munkamenetet",
"horizon.agent.export_repro": "Repro csomag exportálása",
"horizon.repro.started": "A felvétel elkezdődött; Az F3+R leállítja és kiírja a köteget.",
"horizon.repro.stopped": "Felvétel leállítva: %s",
"horizon.repro.bundle": "Repro csomag: %s",
"horizon.repro.no_recording": "Még nincs exportálható felvétel.",
"horizon.repro.replay_started": "Újrajátszás elkezdődött: %s",
"horizon.pack.addInfo": "Adjon hozzá egy erőforráscsomagot a Modrinthtól",
"horizon.pack.addWorking": "Kérdezem Modrinthot...",
"horizon.pack.addNone": "Nem található erőforráscsomag",
"horizon.pack.addTitle": "Adjon hozzá egy erőforráscsomagot",
"horizon.pack.install": "Telepítés",
"horizon.pack.installing": "Telepítés",
"horizon.pack.installed": "Telepítve",
"horizon.pack.search": "Keresés",
"horizon.pack.searchHint": "Modrinth keresése...",
"horizon.pack.filters": "Szűrők",
"horizon.pack.filter.realistic": "Reális",
"horizon.pack.filter.simplistic": "Leegyszerűsítő",
"horizon.pack.filter.vanillaLike": "Vaníliaszerű",
"horizon.pack.addFailed": "A csomagot nem sikerült hozzáadni: %s",
"horizon.extras.header.cosmetics": "Kozmetikumok",
"horizon.extras.cosmetics_mine": "A kozmetikumom",
"horizon.extras.cosmetics_mine.tooltip": "Rejtett: minden Horizon játékos lát téged a kozmetikumai nélkül, beleértve Önt is. Ugyanaz a kapcsoló, mint az indító gardróbjában.",
"horizon.extras.cosmetics_others": "Más játékosok kozmetikumai",
"horizon.extras.cosmetics_others.tooltip": "Amit a többi Horizon játékos visel: mindent, csak a névcímkék stílusát, vagy semmit. Rejtett, a játék soha nem kérdezi, mit viselnek.",
"horizon.extras.cosmetics_auras": "Mások aurái és nyomai",
"horizon.extras.cosmetics_auras.tooltip": "Más játékosok által viselt aurák és nyomvonalak. Alapértelmezés szerint ki.",
"horizon.extras.cosmetics.shown": "Megjelenítve",
"horizon.extras.cosmetics.hidden": "Rejtett",
"horizon.extras.cosmetics.name_tags": "Csak névcímkék"
}
@@ -0,0 +1,490 @@
{
"horizon.options.controller": "Controllore",
"horizon.options.vibration": "Vibrazione",
"horizon.options.adaptive_triggers": "Trigger adattivi",
"horizon.options.lightbar": "Barra luminosa",
"horizon.options.look_sensitivity": "Sensibilità visuale",
"horizon.options.invert_x": "Inverti visuale X",
"horizon.options.invert_y": "Inverti visuale Y",
"horizon.options.sneak_button": "Pulsante per accovacciarsi",
"horizon.options.move_deadzone": "Zona morta del movimento",
"horizon.options.look_deadzone": "Zona morta della visuale",
"horizon.options.button_glyphs": "Glifi dei pulsanti",
"horizon.options.menu_navigation": "Navigazione nel menu",
"horizon.options.on_screen_keyboard": "Tastiera su schermo",
"horizon.options.chat_delay": "Ritardo nella chat",
"horizon.options.lightbar.health": "Salute",
"horizon.options.lightbar.dimension": "Dimensione",
"horizon.options.glyphs.auto": "Automatico",
"horizon.options.menu_focus": "Concentrarsi",
"horizon.options.menu_pointer": "Puntatore",
"horizon.options.keyboard.auto": "Automatico",
"horizon.options.keyboard.steam": "Vapore",
"horizon.options.unavailable": "Questa funzionalità non è ancora disponibile in Horizon.",
"horizon.options.search": "Cerca impostazioni...",
"horizon.pages.mods": "Mod",
"horizon.pages.shader_packs": "Pacchetti shader",
"horizon.pages.shader_options": "Opzioni dello shader",
"horizon.pages.controller": "Impostazioni del controller",
"horizon.pages.controller_binds": "Il controller si lega",
"horizon.pages.extras": "Extra di Horizon",
"horizon.pages.settings": "Impostazioni di Horizon",
"horizon.pages.agent": "Agente dell'IA",
"horizon.split.leave": "Lascia",
"horizon.pages.split_settings": "Impostazioni schermo diviso",
"horizon.pages.split_profiles": "Chi sta giocando?",
"horizon.pages.split_setup": "Configurazione dello schermo diviso",
"horizon.pages.music": "Musica",
"horizon.pages.music.menu": "Menù",
"horizon.pages.music.overworld": "Sopramondo",
"horizon.pages.music.creative": "Creativo",
"horizon.pages.music.underwater": "Sott'acqua",
"horizon.pages.music.end": "La fine",
"horizon.pages.music.boss": "Capo",
"horizon.pages.music.credits": "Crediti",
"horizon.pages.music.overworld_biomes": "Biomi del mondo esterno",
"horizon.pages.music.nether_biomes": "Biomi inferiori",
"horizon.pages.music.end_biomes": "Fine dei biomi",
"horizon.pages.music.other": "Altra musica",
"horizon.pages.music.empty": "Nessuna traccia musicale: i suoni del gioco non vengono caricati.",
"horizon.pages.music.tooltip": "Le tracce integrate, in base alla situazione: riproducine una adesso o disattivane qualcuna in modo che il gioco smetta di selezionarla.",
"horizon.pages.settings.tooltip": "Impostazioni proprie di Horizon: grafica, controller, extra e mod.",
"horizon.pages.graphics.tooltip": "Grafica, semplicemente: ogni impostazione dice quanto costa.",
"horizon.pages.graphics_advanced.tooltip": "Ogni impostazione grafica, inclusa quella di Horizon, con il relativo costo.",
"horizon.pages.controller.tooltip": "Controller: pulsanti, levette, vibrazione e navigazione nei menu.",
"horizon.pages.extras.tooltip": "Aggiunte opzionali, tutte disattivate per impostazione predefinita: il gioco rimane vanilla finché non ne accendi uno.",
"horizon.pages.agent.tooltip": "Lascia che il tuo agente AI giochi: client Horizon-ctl e MCP su questo computer.",
"horizon.pages.split_profiles.tooltip": "Chi gioca: un profilo conservato in questa cartella del gioco.",
"horizon.pages.split_setup.tooltip": "Le finestre, i monitor e chi gioca dove.",
"horizon.pages.shader_packs.tooltip": "Pacchetti shader dalla cartella shaderpacks: quelli di Horizon e quelli nel formato shaders/. Si corre uno alla volta.",
"horizon.pages.mods.tooltip": "Mod realizzati per Horizon, dalla cartella Horizon-Mods. Ciascuno viene eseguito in una sandbox e rimane spento finché non lo accendi.",
"horizon.pages.open.graphics": "Grafica...",
"horizon.pages.open.graphics_advanced": "Grafica avanzata...",
"horizon.pages.open.shader_packs": "Pacchetti Shader...",
"horizon.pages.open.controller": "Impostazioni del controller...",
"horizon.pages.open.split_setup": "Schermo diviso...",
"horizon.pages.open.extras": "Extra...",
"horizon.pages.open.mods": "Mod...",
"horizon.pages.open.agent": "Agente dell'IA...",
"horizon.pages.open.horizon_graphics": "Grafica di Horizon...",
"horizon.pages.open.controller_binds": "Il controller si lega...",
"horizon.pages.open.horizon_settings": "Impostazioni di Horizon...",
"horizon.pages.open.music": "Musica...",
"horizon.mods.empty": "Nessuna mod: inserisci i file .hmod nella cartella Horizon-Mods",
"horizon.mods.stopped": " (Fermato)",
"horizon.mods.not_built": " (Non costruito)",
"horizon.mods.dev": " (Sviluppo)",
"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",
"horizon.multiplayer.join_friend": "Unisciti a un amico",
"horizon.multiplayer.invite_code": "Codice invito",
"horizon.multiplayer.relay": "Relè (opzionale)",
"Preset": "Preimpostato",
"LOD Distance": "Distanza LOD",
"Far Detail": "Dettaglio lontano",
"Cave Culling": "Abbattimento delle caverne",
"Entity Culling": "Eccitazione di entità",
"Chunk Updates": "Aggiornamenti a blocchi",
"Upload Budget": "Carica budget",
"Sky": "Cielo",
"Fog": "Nebbia",
"Weather": "Meteo",
"Animated Textures": "Texture animate",
"Present Mode": "Modalità presente",
"Frame Pacing": "Ritmo dei fotogrammi",
"Worker Threads": "Discussioni sui lavoratori",
"Resolution Scale": "Scala di risoluzione",
"Anti-aliasing": "Anti-alias",
"Paper White": "Carta Bianca",
"Peak Brightness": "Luminosità massima",
"Black Level": "Livello nero",
"UI Brightness": "Luminosità dell'interfaccia utente",
"Battery Mode": "Modalità batteria",
"Graphics API": "API grafica",
"Translucent Batching": "Dosaggio traslucido",
"Performance Overlay": "Sovrapposizione delle prestazioni",
"Full Detail Distance": "Distanza dettagliata completa",
"On": "Su",
"Off": "Spento",
"Unlimited": "Illimitato",
"Auto": "Automatico",
"Custom": "Personalizzato",
"Performance": "Prestazioni",
"Balanced": "Equilibrato",
"Quality": "Qualità",
"Ultra Performance": "Prestazioni ultra",
"Native": "Nativo",
"Full": "Pieno",
"Reduced": "Ridotto",
"Efficient": "Efficiente",
"Precise": "Preciso",
"Auto (VSync)": "Automatico (sincronizzazione verticale)",
"Mailbox": "Cassetta postale",
"Immediate": "Immediato",
"Vulkan": "Vulcano",
"DirectX 12": "DirectX12",
"FPS and Graph": "FPS e grafico",
"TAA": "TAAA",
"No cost": "Nessun costo",
"Low cost": "Basso costo",
"Medium cost": "Costo medio",
"High cost": "Costo elevato",
"Saves time": "Risparmia tempo",
"Graphics": "Grafica",
"Done": "Fatto",
"This feature is not yet available in Horizon.": "Questa funzionalità non è ancora disponibile in Horizon.",
"Your display or system doesn't offer HDR output.": "Il tuo display o sistema non offre l'uscita HDR.",
"Turn HDR on to use it.": "Attiva l'HDR per usarlo.",
"Your GPU or graphics API doesn't support it.": "La tua GPU o API grafica non lo supporta.",
"%s chunks": "%s pezzi",
"%s per frame": "%s per fotogramma",
"%s MiB/frame": "%s MiB/fotogramma",
"%s KiB/frame": "%s KiB/telaio",
"Auto (%s)": "Automatico (%s)",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "Gamma di terreno dettagliata. LOD La distanza può estendere ulteriormente i mondi locali.",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "Terreni distanti e grossolani nei mondi locali. Le GPU integrate si fermano a 128 blocchi.",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "Ridotti disegna terreni lontani più ruvidi: più veloce su questa GPU integrata.",
"Reduced draws far terrain coarser, for GPUs it slows down.": "Il ridotto disegna terreni lontani più grossolani, per le GPU rallenta.",
"Field of view. Wider shows more terrain at once.": "Campo visivo. Più ampio mostra più terreno contemporaneamente.",
"Caps frames per second; a cap saves power and heat.": "Limita i fotogrammi al secondo; un cappuccio consente di risparmiare energia e calore.",
"Waits for the display's refresh: no tearing, a little latency.": "Attende il refresh del display: niente strappi, poca latenza.",
"Size of menus and the HUD.": "Dimensioni dei menu e dell'HUD.",
"Sets the options below together. Changing one makes it Custom.": "Imposta insieme le opzioni seguenti. Cambiarne uno lo rende personalizzato.",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "La lava, il fuoco e la luce del sole brillano più del bianco. Necessita di un display HDR.",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "Il tuo display è nero più scuro. 0 per OLED; Gli LCD si illuminano leggermente.",
"How bright highlights get. Auto: the peak your system reports.": "Come diventano brillanti le luci. Auto: il picco segnalato dal sistema.",
"How bright white paper and menus look. Auto: your desktop's white.": "Come appaiono la carta bianca e i menu. Auto: il tuo desktop è bianco.",
"How bright the HUD and menus are, against paper white.": "Quanto sono luminosi l'HUD e i menu, rispetto al bianco della carta.",
"How far mobs, crops and machines keep working. CPU time.": "Fino a che punto mob, raccolti e macchine continuano a funzionare. Tempo della CPU.",
"How far away mobs and items are drawn, as a share of normal.": "Quanto lontano vengono disegnati mob e oggetti, come percentuale del normale.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Salta il terreno nascosto dietro le sezioni chiuse. Spendere costa molto.",
"Hides entities behind opaque blocks.": "Nasconde le entità dietro blocchi opachi.",
"No entity occlusion culling.": "Nessuna selezione per l'occlusione delle entità.",
"CPU occlusion test runs this frame.": "Il test di occlusione della CPU esegue questo frame.",
"Occlusion checks run on a worker thread.": "I controlli di occlusione vengono eseguiti su un thread di lavoro.",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "Sezioni mesh caricate per fotogramma. La parte inferiore è più fluida durante il caricamento.",
"Soft shadows in corners. Costs chunk building time only.": "Ombre morbide negli angoli. Costa solo tempo per la costruzione del blocco.",
"Smaller copies of block textures for distant terrain: less shimmer.": "Copie più piccole di texture a blocchi per terreni distanti: meno luccichio.",
"Blends grass and water colours across biomes when building chunks.": "Unisce i colori dell'erba e dell'acqua nei biomi durante la costruzione dei blocchi.",
"Cloud layer: off, flat (fast) or 3D (fancy).": "Livello nuvola: disattivato, piatto (veloce) o 3D (fantasioso).",
"How far clouds reach, in chunks.": "Quanto lontano arrivano le nuvole, in blocchi.",
"Draws the sky, sun, moon and stars.": "Disegna il cielo, il sole, la luna e le stelle.",
"Distance fog. Off shows the edge of the loaded world.": "Nebbia a distanza. Off mostra il limite del mondo caricato.",
"Draws rain and snow.": "Attira pioggia e neve.",
"How far rain and snow fall around you.": "Quanta pioggia e neve cadono intorno a te.",
"How many particles effects spawn.": "Quanti effetti particellari vengono generati.",
"Round shadows under mobs and items.": "Ombre rotonde sotto mob e oggetti.",
"Leaves with see-through gaps. Off draws them solid.": "Foglie con spazi trasparenti. Off li attira solidi.",
"Sorts water and glass more exactly behind each other.": "Ordina l'acqua e il bicchiere in modo più preciso uno dietro l'altro.",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "Quale pezzo ricostruito attende il frame: nessuno, nelle vicinanze o il tuo.",
"Animates water, lava, fire and other moving textures.": "Anima acqua, lava, fuoco e altre texture in movimento.",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "Pixel mondiali per pixel dello schermo. Sotto il 100% la GPU è più veloce.",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "Leviga i bordi frastagliati. FXAA: più morbido. TAA: le cose più fluide e in movimento possono trascinarsi.",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "Rende il mondo più piccolo e lo ricostruisce con TAA. Più veloce, più morbido.",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "Uscita HDR su un display HDR: lava, fuoco e luce solare brillano più luminosi.",
"How frames reach the screen while VSync is off.": "In che modo i frame raggiungono lo schermo mentre VSync è disattivato.",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "Sonni efficienti fino al fotogramma successivo; Rotazioni precise, come la vaniglia.",
"Fills the screen (borderless).": "Riempie lo schermo (senza bordi).",
"Brightens dark places.": "Illumina i luoghi bui.",
"Lowers the frame rate when minimised, or idle too.": "Riduce il frame rate quando è ridotto al minimo o anche inattivo.",
"Sways the view while walking.": "Oscilla la vista mentre si cammina.",
"Fades newly loaded chunks in.": "Dissolve i blocchi appena caricati.",
"Darkens the screen's edges.": "Scurisce i bordi dello schermo.",
"Shows when the world saves.": "Mostra quando il mondo salva.",
"Shows attack cooldown.": "Mostra il tempo di recupero dell'attacco.",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "Limite di 60 FPS (30 nei menu o senza messa a fuoco), metà dei lavoratori: meno energia.",
"Threads that generate, light and mesh chunks. Next start.": "Fili che generano, accendono e intrecciano spezzoni. Prossimo inizio.",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Vulkan, quindi DirectX 12 (Windows) o OpenGL (Linux) dove fallisce. Prossimo inizio.",
"Water and glass in one buffer: fewer draw calls, a bit more VRAM. Next start.": "Acqua e vetro in un unico buffer: meno chiamate, un po' più di VRAM. Prossimo inizio.",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "Dati mesh inviati alla GPU per frame. La parte inferiore è più fluida durante il caricamento.",
"Frame rate and frame times over the game, with a graph.": "Frequenza fotogrammi e durata dei fotogrammi durante il gioco, con un grafico.",
"horizon.multiplayer.finding_friend": "Trovare il mondo del tuo amico...",
"horizon.multiplayer.not_signed_in": "Questo server è in modalità online. Accedi con il tuo account Microsoft nel launcher Horizon per iscriverti.",
"horizon.multiplayer.invalid_address": "Indirizzo del server non valido: %s",
"horizon.multiplayer.connected_friend_direct": "Collegato direttamente al tuo amico...",
"horizon.multiplayer.connected_friend_relay": "Connesso al tuo amico tramite il relè...",
"General": "Generale",
"Advanced": "Avanzato",
"Undo": "Annulla",
"Search options": "Opzioni di ricerca",
"Shortcut": "Scorciatoia",
"Distance": "Distanza",
"Display": "Visualizzazione",
"Interface": "Interfaccia",
"Sky and weather": "Cielo e tempo",
"Lighting and entities": "Illuminazione ed entità",
"Textures": "Trame",
"Image": "Immagine",
"Chunk loading": "Caricamento di blocchi",
"Culling": "Abbattimento",
"Power": "Potenza",
"Frames": "Cornici",
"Overlay": "Sovrapposizione",
"Output": "Uscita",
"Brightness": "Luminosità",
"How far you see, the window and the HUD.": "Quanto lontano vedi, la finestra e l'HUD.",
"The sky and weather, lighting, textures and the image.": "Il cielo e il tempo, l'illuminazione, le trame e l'immagine.",
"Chunk loading, culling and power use.": "Caricamento di blocchi, selezione e consumo di energia.",
"How frames reach the screen, and the performance overlay.": "Come i fotogrammi raggiungono lo schermo e la sovrapposizione delle prestazioni.",
"Brighter-than-white output on an HDR display.": "Uscita più luminosa del bianco su un display HDR.",
"Results for \"%s\"": "Risultati per \"%s\"",
"No settings match.": "Nessuna impostazione corrisponde.",
"horizon.title.not_affiliated": "Non affiliato con Mojang o Microsoft",
"horizon.extras.header.lighting": "Illuminazione",
"horizon.extras.header.third_person": "Terza persona",
"horizon.extras.header.particles": "Particelle",
"horizon.extras.header.inventory": "Inventario",
"horizon.extras.header.chat": "Chatta",
"horizon.extras.header.multiplayer": "Multigiocatore",
"horizon.extras.header.sound": "Suono",
"horizon.extras.header.menus": "Menù",
"horizon.extras.fullbright": "Piena luminosità",
"horizon.extras.dynamic_lights": "Luci dinamiche",
"horizon.extras.own_name_tag": "Proprio cartellino con il nome",
"horizon.extras.hide_block_particles": "Nascondi le particelle di rottura del blocco",
"horizon.extras.auto_reconnect": "Riconnessione automatica",
"horizon.extras.ui_sound_reserve": "Mantieni i canali per i suoni dell'interfaccia utente",
"horizon.extras.music_page": "Pagina Musica",
"horizon.extras.mouse_tweaks": "Controlli per le modifiche del mouse",
"horizon.extras.mouse_tweaks_wheel": "La rotella di scorrimento sposta gli elementi",
"horizon.extras.sort": "Ordina i pulsanti",
"horizon.extras.sort_key": "Chiave di ordinamento",
"horizon.extras.no_ai": "Nessuna intelligenza artificiale",
"horizon.extras.agent_control": "Controllo degli agenti",
"horizon.extras.discord_presence": "Presenza ricca di discordia",
"horizon.extras.splitscreen": "Schermo diviso",
"horizon.extras.chat_animation": "Chiacchierata fluida",
"horizon.extras.chat_indicator": "Indicatore di messaggio",
"horizon.extras.wheel_cycles_settings": "La rotella di scorrimento modifica le impostazioni",
"horizon.extras.pack_browser": "Browser del pacchetto di risorse",
"horizon.extras.fullbright.tooltip": "Mostra blocchi ed entità in piena luce, anche nelle aree buie.",
"horizon.extras.dynamic_lights.tooltip": "Torce e altre fonti di luce tenute, lasciate cadere o in fiamme illuminano i blocchi attorno a loro.",
"horizon.extras.own_name_tag.tooltip": "Mostra il tuo nome sopra la tua testa in terza persona, così come lo vedono gli altri giocatori. Nascosto quando il server nasconde i nomi della tua squadra o sei invisibile.",
"horizon.extras.hide_block_particles.tooltip": "Nasconde le particelle di detriti che escono da un blocco rotto e si sbriciolano da quello che hai estratto. Altre particelle rimangono.",
"horizon.extras.auto_reconnect.tooltip": "Rientra in un server dopo una perdita di connessione o un riavvio, mai dopo un kick o un ban.",
"horizon.extras.ui_sound_reserve.tooltip": "I suoni nel mondo lasciano liberi 16 dei 247 canali audio, quindi un'ondata di essi (una grande esplosione) non può silenziare i clic dei menu.",
"horizon.extras.music_page.tooltip": "Musica e suoni hanno una pagina Musica...: riproduci subito qualsiasi traccia integrata o disattivane una in modo che il gioco smetta di selezionarla. Non cambia nulla finché non disattivi una traccia.",
"horizon.extras.mouse_tweaks.tooltip": "Il trascinamento con il tasto destro ne posiziona uno per slot, il trascinamento con il tasto sinistro raccoglie l'oggetto trattenuto, Maiusc + il trascinamento con il tasto sinistro sposta ogni slot.",
"horizon.extras.mouse_tweaks_wheel.tooltip": "Giù manda un oggetto dello slot dall'altra parte, su ne riporta uno indietro.",
"horizon.extras.sort.tooltip": "Ordina l'inventario, i forzieri, i barili, i forzieri finali e le scatole degli shulker in un ordine di schede creativo, unendo le pile.",
"horizon.extras.sort_key.tooltip": "Ordina la parte sotto il cursore. Fare clic, quindi premere un tasto; La fuga lo scioglie.",
"horizon.extras.no_ai.tooltip": "Nasconde e disattiva ogni funzionalità AI: controllo agente, Horizon-ctl e server MCP. Anche l'interruttore del launcher.",
"horizon.extras.agent_control.tooltip": "Il tuo agente AI può giocare a questo gioco tramite Horizon-ctl o un client MCP, solo su questo computer.",
"horizon.extras.discord_presence.tooltip": "Mostra Playing Horizon sul tuo profilo Discord mentre Discord è in esecuzione: menu, giocatore singolo o multiplayer, la dimensione e il tempo giocato. Mai il nome di un mondo o l'indirizzo di un server.",
"Calibrate...": "Calibra...",
"Calibrate Anyway...": "Calibra comunque...",
"Use Automatic Setup": "Utilizza l'impostazione automatica",
"Shortcut: %s": "Scorciatoia: %s",
"Next": "Avanti",
"HDR Calibration %s/%s: %s": "Calibrazione HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Imposta le tre immagini sottostanti a schermo intero, un'immagine di prova alla volta.",
"A key that opens this screen from the game. Not bound at first.": "Una chiave che apre questa schermata del gioco. All'inizio non legato.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Il display non ha indicato la luminosità: calibralo per configurarlo.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Già predisposto per il tuo display. Calibrare solo se l'HDR sembra sbagliato.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Riporta la luminosità di picco e il bianco della carta alla configurazione del display.",
"Set up for your display. Leave on Auto unless it looks wrong.": "Configura per il tuo display. Lasciare su Auto a meno che non sembri sbagliato.",
"Lower it until the logo just disappears into the black.": "Abbassalo finché il logo non scompare nel nero.",
"Raise it until the logo just disappears into the bright square.": "Sollevalo finché il logo non scompare nel quadrato luminoso.",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "Rendi la carta bianca, comoda da guardare a lungo, nella luce in cui giochi.",
"horizon.splitscreen.profiles.forget": "Dimentica",
"horizon.splitscreen.profiles.create": "Crea",
"horizon.splitscreen.profiles.you": " - tu",
"horizon.splitscreen.profiles.forget_named": "Dimentica %s",
"horizon.splitscreen.profiles.previous": "Precedente",
"horizon.splitscreen.profiles.next": "Avanti",
"horizon.splitscreen.profiles.new_button": "Nuovo profilo...",
"horizon.splitscreen.profiles.forget_title": "Dimentica il profilo?",
"horizon.splitscreen.profiles.forget_leaves": "Esce dall'elenco di questa istanza.",
"horizon.splitscreen.profiles.forget_kept": "I progressi e le impostazioni del mondo vengono mantenuti.",
"horizon.splitscreen.profiles.new_title": "Nuovo profilo",
"horizon.splitscreen.profiles.name_hint": "Nome (da 3 a 16 lettere, cifre, _)",
"horizon.splitscreen.profiles.switch_title": "Cambia profilo",
"horizon.splitscreen.profiles.offline_note": "I profili offline appartengono a questa istanza",
"horizon.splitscreen.profiles.move": "Muoviti dove giochi",
"horizon.splitscreen.profiles.move_place": "Spostati dove giochi: %s",
"horizon.friends.title": "Gioca con gli amici",
"horizon.friends.hint": "Gli amici incollano il codice dopo il pulsante Amici della schermata del titolo, in Connessione diretta o nella pagina di riproduzione del launcher.",
"horizon.friends.copied": "Copiato",
"horizon.friends.copy_code": "Copia codice",
"horizon.friends.stop_sharing": "Interrompi la condivisione",
"horizon.friends.none_yet": "Nessun amico qui ancora.",
"horizon.friends.here_now": "Ecco adesso: %s",
"horizon.friends.share_intro": "Condividi questo mondo dietro un codice di invito: si apre alla LAN e gli amici su Internet si uniscono con il codice. Nessun nostro server è coinvolto.",
"horizon.friends.start_sharing": "Inizia a condividere",
"horizon.friends.troubleshooting": "Risoluzione dei problemi...",
"horizon.friends.stopped": "Interrotta la condivisione del codice di invito.",
"horizon.friends.short_code_changed": "Qualcuno continuava a provare un codice funzione sbagliato, quindi è cambiato.",
"horizon.friends.wrong_code": "Qualcuno ha provato un codice sbagliato.",
"horizon.friends.code_ready": "Il tuo codice di invito è pronto: Menu di gioco, Gioca con gli amici. Copialo e invialo ai tuoi amici.",
"horizon.friends.share_failed": "Impossibile condividere il mondo: %s",
"horizon.friends.finding_route": "Scoprire come gli amici possono contattarti...",
"horizon.osk.shift": "Cambio",
"horizon.osk.space": "Spazio",
"horizon.osk.delete": "Elimina",
"horizon.osk.type": "Digitare",
"horizon.osk.symbols": "Simboli",
"horizon.osk.close": "Chiudi",
"horizon.extras.chat_animation.tooltip": "Una nuova linea di chat scorre da sinistra mentre si dissolve, invece di apparire intera.",
"horizon.extras.chat_indicator.tooltip": "La barra colorata a sinistra di una chat line.",
"horizon.extras.wheel_cycles_settings.tooltip": "La rotella di scorrimento sopra un pulsante nelle impostazioni ne modifica il valore, come in Vanilla. Spento, la rotella scorre solo l'elenco.",
"horizon.extras.pack_browser.tooltip": "Seleziona pacchetti di risorse ottiene un pulsante Aggiungi che cerca Modrinth e installa un pacchetto nella cartella dei pacchetti. Spento, il gioco non contatta mai Modrinth.",
"horizon.extras.splitscreen.tooltip": "In un mondo, un altro controller può unirsi come nuovo giocatore: premi A quando richiesto, quindi scegli un profilo e dove giocare.",
"horizon.splitscreen.setup.monitor": "Monitorare %s",
"horizon.splitscreen.setup.monitor_unknown": "un monitor",
"horizon.splitscreen.setup.window": "Finestra %s",
"horizon.splitscreen.setup.new_window": "Nuova finestra",
"horizon.splitscreen.setup.fill_monitor": "Riempi %s",
"horizon.splitscreen.setup.done": "Fatto",
"horizon.splitscreen.setup.on": "Su",
"horizon.splitscreen.setup.off": "Spento",
"horizon.splitscreen.setup.player": "Giocatore %s",
"horizon.splitscreen.setup.revert": "Ripristina",
"horizon.splitscreen.setup.apply": "Applicare",
"horizon.splitscreen.setup.warning.empty_main": "Nessuno gioca nella Finestra 1: si nasconde",
"horizon.splitscreen.setup.warning.empty_close": "Nessuno gioca nella finestra %s: si chiude su Applica",
"horizon.splitscreen.setup.warning.empty_new": "Nessuno gioca nella Finestra %s: non si apre",
"horizon.splitscreen.setup.warning.on_main": "La finestra %s riempie il monitor della Finestra 1: i suoi giocatori giocano nella Finestra 1",
"horizon.splitscreen.setup.warning.unplugged": "Il monitor della Finestra %s non è collegato: i suoi giocatori giocano nella Finestra 1",
"horizon.splitscreen.setup.status.off": "Lo schermo diviso è disattivato.",
"horizon.splitscreen.setup.status.enable_hint": "Accendilo, quindi premi un pulsante su un altro controller in un mondo.",
"horizon.splitscreen.setup.status.join_hint": "Premi A per iscriverti e scegliere un profilo.",
"horizon.splitscreen.setup.status.idle": "Schermo diviso inattivo",
"horizon.splitscreen.setup.status.alone": "Nessun altro giocatore locale.",
"horizon.splitscreen.setup.status.solo_controls": "I controlli Solo e il feedback del controller rimangono invariati.",
"horizon.splitscreen.setup.window_empty": "Finestra %s: vuota",
"horizon.splitscreen.setup.note.select": "Fai clic su un giocatore o trascinalo su una finestra o su un monitor.",
"horizon.splitscreen.setup.note.apply": "Applica per giocare in questo modo, Ripristina per annullare.",
"horizon.splitscreen.setup.note.place": "Dove dovrebbe giocare %s?",
"horizon.splitscreen.setup.this_player": "questo giocatore",
"horizon.splitscreen.setup.switch_disabled": "Lo schermo diviso si spegne una volta che gli altri se ne sono andati (il loro menu di pausa).",
"horizon.splitscreen.setup.window_place": "Finestra %s (%s di %s)",
"horizon.splitscreen.setup.names": "Nomi",
"horizon.splitscreen.setup.identify": "Identificare",
"horizon.splitscreen.setup.layout.two": "2 condivisione: %s",
"horizon.splitscreen.setup.layout.three": "3 condivisione: %s",
"horizon.splitscreen.setup.layout.two.0": "Automatico",
"horizon.splitscreen.setup.layout.two.1": "Fianco a fianco",
"horizon.splitscreen.setup.layout.two.2": "Sopra e sotto",
"horizon.splitscreen.setup.layout.three.0": "Uno largo in alto",
"horizon.splitscreen.setup.layout.three.1": "Uno alto a sinistra",
"horizon.splitscreen.setup.layout.three.2": "Fianco a fianco",
"horizon.splitscreen.setup.help.player": "Fai clic o trascina %s per spostarli.",
"horizon.splitscreen.setup.help.layout_auto": "%s (affiancati quando la finestra è ampia). Premere per modificare.",
"horizon.splitscreen.setup.help.layout": "%s. Premere per modificare.",
"horizon.splitscreen.setup.help.switch": "Schermo diviso per questo computer, attivato o disattivato.",
"horizon.splitscreen.setup.help.identify": "La vista di ogni giocatore mostra in quale finestra si trova.",
"horizon.splitscreen.setup.help.names": "Il nome di ogni giocatore nell'angolo della vista.",
"horizon.splitscreen.setup.help.revert": "Annulla le modifiche non ancora applicate.",
"horizon.splitscreen.setup.help.apply": "Gioca come mostra la mappa.",
"horizon.splitscreen.setup.help.unchanged": "Non è cambiato ancora nulla.",
"horizon.splitscreen.setup.give_up_pad": "Rinunciare Pad",
"horizon.splitscreen.prompt.controller_connected": "Controller collegato",
"horizon.splitscreen.prompt.controller_disconnected": "Controller disconnesso",
"horizon.splitscreen.prompt.controller_disconnected.hint": "Ricollegalo o premi un pulsante su un altro",
"horizon.splitscreen.prompt.join.one": "%s vuole unirsi",
"horizon.splitscreen.prompt.join.many": "%s controllori vogliono unirsi",
"horizon.splitscreen.prompt.join.yes": "Partecipa",
"horizon.splitscreen.prompt.join.as_p1": "Gioca come P1",
"horizon.splitscreen.prompt.lost": "%s: controller disconnesso",
"horizon.splitscreen.prompt.lost.use_another": "Usane un altro",
"horizon.splitscreen.prompt.lost.leave": "Lascia",
"horizon.splitscreen.setup.help.give_up_pad": "Il tuo controller smette di guidarti e gli viene offerto di unirsi (A).",
"horizon.splitscreen.setup.note.held_at": "Da %s a %s: A la lascia qui, B la rimette a posto.",
"horizon.splitscreen.setup.note.held": "%s raccolto: sinistra/destra sceglie dove, A lascia cadere, B lo rimette a posto.",
"Hides models behind opaque blocks. Async checks off-thread; entities tick.": "Nasconde i modelli dietro blocchi opachi. Async controlla fuori thread; le entità spuntano.",
"Block Entities": "Blocca entità",
"Shulker Boxes": "Scatole Shulker",
"Reuses settled boxes; lid movement stays animated.": "Riutilizza le scatole depositate; il movimento del coperchio rimane animato.",
"Signs": "Segni",
"Reuses sign text until text, light, or font changes.": "Riutilizza il testo del segno finché il testo, la luce o il carattere non cambiano.",
"Decorated Pots": "Vasi decorati",
"Reuses still pots; break wobble and sherd changes redraw.": "Riutilizza i vasi fermi; rompi l'oscillazione e le modifiche del frammento vengono ridisegnate.",
"Bells": "Campane",
"Reuses still bells; ringing stays animated.": "Riutilizza ancora le campane; lo squillo rimane animato.",
"Chests": "Forzieri",
"Reuses closed chests; moving lids stay animated.": "Riutilizza i bauli chiusi; le palpebre mobili rimangono animate.",
"Banners": "Banner",
"Reuses poles; flags and pattern layers still update.": "Riutilizza i pali; le bandiere e i livelli di pattern continuano ad essere aggiornati.",
"Copper Golem Statues": "Statue Golem di rame",
"Reuses statue geometry until its block state changes.": "Riutilizza la geometria della statua finché il suo stato di blocco non cambia.",
"Leaf Culling": "Abbattimento delle foglie",
"Every leaf face. Vanilla's fancy leaves.": "Ogni faccia della foglia. Le foglie fantasia della vaniglia.",
"Distant Plant Dither": "Il tremore delle piante lontane",
"Keeps fine plants in high-res packs from fading far away.": "Impedisce alle piante pregiate in confezioni ad alta risoluzione di sbiadire in lontananza.",
"Screenshot Quality": "Qualità dello schermo",
"F2 screenshots at this many times the game's resolution. Higher takes longer.": "Screenshot F2 con una risoluzione pari a molte volte quella del gioco. Più alto richiede più tempo.",
"Frame Generation": "Generazione di fotogrammi",
"Shows a made-up frame between each two real ones: smoother, a little more lag.": "Mostra un fotogramma inventato tra ciascuno dei due fotogrammi reali: più fluido, con un po' più di ritardo.",
"Shadow Cache": "Cassa dell'Ombra",
"Reuses the pack shadow map when sun, view and world match. Off by default.": "Riutilizza la mappa delle ombre del pacchetto quando sole, vista e mondo corrispondono. Disattivato per impostazione predefinita.",
"Find BlueMap": "Trova BlueMap",
"On servers, finds their BlueMap web map for far terrain. Next join.": "Sui server, trova la mappa web BlueMap per terreni lontani. Prossima partecipazione.",
"BlueMap Radius": "Raggio BlueMap",
"How far around you BlueMap tiles are downloaded. Next join.": "La distanza intorno a te in cui vengono scaricate le tessere BlueMap. Prossima partecipazione.",
"Synchronous": "Sincrono",
"Asynchronous": "Asincrono",
"Solid": "Solido",
"Solid Aggressive": "Solido aggressivo",
"Hollow": "Vuoto",
"Leaves fully inside a canopy draw solid: fewer see-through layers.": "Le foglie completamente all'interno della chioma diventano solide: meno strati trasparenti.",
"Leaves with one open side draw solid too: faster, chunkier edges.": "Anche le foglie con un lato aperto disegnano solidi: bordi più veloci e più grossi.",
"Drops faces between leaves: faster, but gaps look through.": "Gocce facce tra le foglie: più veloci, ma gli spazi traspare.",
"Hotbar: Previous Slot": "Barra di accesso rapido: slot precedente",
"Hotbar: Next Slot": "Barra di accesso rapido: slot successivo",
"horizon.agent.connected.one": "Connesso: 1 connessione agente",
"horizon.agent.connected.many": "Connesso: %s connessioni agente",
"horizon.agent.connected.one_ago": "Connesso: 1 connessione agente, ultimo comando %s s fa",
"horizon.agent.connected.many_ago": "Connesso: %s connessioni agente, ultimo comando %s s fa",
"horizon.agent.waiting": "In attesa di un agente.",
"horizon.agent.off": "Disattivato: gli agenti non possono raggiungere questo gioco.",
"horizon.agent.session_opened": "Aperto per questa sessione dal programma che ha avviato il gioco.",
"horizon.agent.socket": "Socket: %s (copia i dettagli per il percorso completo)",
"horizon.agent.local_only": "Solo locale: agenti su questo computer, mai sulla rete.",
"%s nits": "%s lendini",
"Auto (%s nits)": "Auto (%s nit)",
"%.2f nits": "%.2f lendini",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "Nasconde i modelli dietro blocchi opachi. Aggiornamento delle entità. Via con i pacchetti personalizzati.",
"horizon.extras.repro_keys": "Scorciatoie di registrazione",
"horizon.extras.repro_keys.tooltip": "F3+R avvia o interrompe una registrazione di riproduzione e F3+E scrive il suo bundle. Disattivato per impostazione predefinita: una registrazione copia il mondo.",
"horizon.agent.record_session": "Avvia la sessione di registrazione",
"horizon.agent.record_stop": "Interrompi la sessione di registrazione",
"horizon.agent.export_repro": "Esporta pacchetto di riproduzione",
"horizon.repro.started": "La registrazione è iniziata; F3+R lo ferma e scrive il bundle.",
"horizon.repro.stopped": "Registrazione interrotta: %s",
"horizon.repro.bundle": "Pacchetto riproduzione: %s",
"horizon.repro.error": "Riproduzione: %s",
"horizon.repro.no_recording": "Non c'è ancora alcuna registrazione da esportare.",
"horizon.repro.replay_started": "Replay iniziato: %s",
"horizon.pack.addInfo": "Aggiungi un pacchetto di risorse da Modrinth",
"horizon.pack.addWorking": "Chiedendo a Modrinth...",
"horizon.pack.addNone": "Nessun pacchetto di risorse trovato",
"horizon.pack.addTitle": "Aggiungi un pacchetto di risorse",
"horizon.pack.install": "Installa",
"horizon.pack.installing": "Installazione",
"horizon.pack.installed": "Installato",
"horizon.pack.search": "Cerca",
"horizon.pack.searchHint": "Cerca Modrinth...",
"horizon.pack.filters": "Filtri",
"horizon.pack.filter.realistic": "Realistico",
"horizon.pack.filter.simplistic": "Semplicistico",
"horizon.pack.filter.vanillaLike": "Simile alla vaniglia",
"horizon.pack.addFailed": "Impossibile aggiungere il pacchetto: %s",
"horizon.extras.header.cosmetics": "Cosmetici",
"horizon.extras.cosmetics_mine": "I miei cosmetici",
"horizon.extras.cosmetics_mine.tooltip": "Nascosto: ogni giocatore di Horizon ti vede senza i tuoi cosmetici, incluso te. Lo stesso interruttore dell'armadio del lanciatore.",
"horizon.extras.cosmetics_others": "Cosmetici di altri giocatori",
"horizon.extras.cosmetics_others.tooltip": "Cosa indossano gli altri giocatori di Horizon: tutto, solo lo stile delle etichette con il nome o niente. Nascosto, il gioco non chiede mai cosa indossano.",
"horizon.extras.cosmetics_auras": "Aure e tracce degli altri",
"horizon.extras.cosmetics_auras.tooltip": "Aure e tracce indossate da altri giocatori. Disattivato per impostazione predefinita.",
"horizon.extras.cosmetics.shown": "Mostrato",
"horizon.extras.cosmetics.hidden": "Nascosto",
"horizon.extras.cosmetics.name_tags": "Solo targhette con nome"
}
@@ -0,0 +1,497 @@
{
"horizon.options.controller": "コントローラー",
"horizon.options.vibration": "振動",
"horizon.options.adaptive_triggers": "アダプティブトリガー",
"horizon.options.lightbar": "ライトバー",
"horizon.options.look_sensitivity": "視点感度",
"horizon.options.invert_x": "視点X反転",
"horizon.options.invert_y": "視点Y反転",
"horizon.options.sneak_button": "スニークボタン",
"horizon.options.move_deadzone": "移動のデッドゾーン",
"horizon.options.look_deadzone": "視点のデッドゾーン",
"horizon.options.button_glyphs": "ボタンのグリフ",
"horizon.options.menu_navigation": "メニューナビゲーション",
"horizon.options.on_screen_keyboard": "オンスクリーンキーボード",
"horizon.options.chat_delay": "チャットの遅延",
"horizon.options.lightbar.health": "健康",
"horizon.options.lightbar.dimension": "次元",
"horizon.options.glyphs.auto": "自動",
"horizon.options.glyphs.playstation": "プレイステーション",
"horizon.options.glyphs.nintendo": "任天堂",
"horizon.options.menu_focus": "フォーカス",
"horizon.options.menu_pointer": "ポインタ",
"horizon.options.keyboard.auto": "自動",
"horizon.options.keyboard.steam": "蒸気",
"horizon.options.unavailable": "この機能は Horizon ではまだ利用できません。",
"horizon.options.search": "検索設定...",
"horizon.pages.mods": "改造",
"horizon.pages.shader_packs": "シェーダーパック",
"horizon.pages.shader_options": "シェーダオプション",
"horizon.pages.controller": "コントローラーの設定",
"horizon.pages.controller_binds": "コントローラーのバインド",
"horizon.pages.extras": "Horizon エクストラ",
"horizon.pages.settings": "Horizon 設定",
"horizon.pages.agent": "AIエージェント",
"horizon.split.leave": "休暇を取る",
"horizon.pages.split_settings": "分割画面設定",
"horizon.pages.split_profiles": "誰が遊んでるの?",
"horizon.pages.split_setup": "分割画面のセットアップ",
"horizon.pages.music": "音楽",
"horizon.pages.music.menu": "メニュー",
"horizon.pages.music.overworld": "オーバーワールド",
"horizon.pages.music.creative": "クリエイティブ",
"horizon.pages.music.underwater": "水中",
"horizon.pages.music.end": "終わり",
"horizon.pages.music.boss": "ボス",
"horizon.pages.music.credits": "クレジット",
"horizon.pages.music.overworld_biomes": "オーバーワールドのバイオーム",
"horizon.pages.music.nether_biomes": "ネザーバイオーム",
"horizon.pages.music.end_biomes": "エンドバイオーム",
"horizon.pages.music.other": "その他の音楽",
"horizon.pages.music.empty": "音楽トラックがありません: ゲームのサウンドが読み込まれていません。",
"horizon.pages.music.tooltip": "状況別の内蔵トラック: 今すぐ 1 つを再生するか、ゲームが選択を停止するようにいずれかをオフにします。",
"horizon.pages.settings.tooltip": "Horizon 独自の設定: グラフィックス、コントローラー、エクストラ、MOD。",
"horizon.pages.graphics.tooltip": "グラフィックス、簡単に言うと、各設定にどれだけのコストがかかるかを示します。",
"horizon.pages.graphics_advanced.tooltip": "Horizon を含むすべてのグラフィック設定とそれぞれの費用。",
"horizon.pages.controller.tooltip": "コントローラー: ボタン、スティック、振動、メニュー ナビゲーション。",
"horizon.pages.extras.tooltip": "オプションの追加機能。デフォルトではすべてオフになっています。いずれかをオンにするまで、ゲームはバニラのままです。",
"horizon.pages.agent.tooltip": "独自の AI エージェントを実行します: このコンピューター上の Horizon-ctl クライアントと MCP クライアント。",
"horizon.pages.split_profiles.tooltip": "プレイする人: このゲーム フォルダーに保存されているプロフィール。",
"horizon.pages.split_setup.tooltip": "窓やモニター、そして誰がどこでプレイするか。",
"horizon.pages.shader_packs.tooltip": "shaderpacks フォルダーのシェーダー パック: Horizon 独自のものと、shaders/ 形式のもの。一度に 1 つずつ実行されます。",
"horizon.pages.mods.tooltip": "Horizon 用に作成された Mod (horizon-mods フォルダーから)。それぞれサンドボックス内で実行され、オンになるまでオフのままになります。",
"horizon.pages.open.graphics": "グラフィックス...",
"horizon.pages.open.graphics_advanced": "高度なグラフィックス...",
"horizon.pages.open.shader_packs": "シェーダーパック...",
"horizon.pages.open.controller": "コントローラー設定...",
"horizon.pages.open.split_setup": "画面分割...",
"horizon.pages.open.extras": "エクストラ...",
"horizon.pages.open.mods": "改造...",
"horizon.pages.open.agent": "AIエージェント...",
"horizon.pages.open.horizon_graphics": "Horizon グラフィックス...",
"horizon.pages.open.controller_binds": "コントローラーのバインド...",
"horizon.pages.open.horizon_settings": "Horizon 設定...",
"horizon.pages.open.music": "音楽...",
"horizon.mods.empty": "MODなし: .hmodファイルをhorizon-modsフォルダーに置きます",
"horizon.mods.stopped": " (停止中)",
"horizon.mods.not_built": " (構築されていません)",
"horizon.mods.dev": " (開発)",
"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",
"horizon.multiplayer.join_friend": "友達に加わる",
"horizon.multiplayer.invite_code": "招待コード",
"horizon.multiplayer.relay": "リレー(オプション)",
"Preset": "プリセット",
"LOD Distance": "LOD距離",
"Far Detail": "遠くの詳細",
"Cave Culling": "洞窟の淘汰",
"Entity Culling": "エンティティのカリング",
"Chunk Updates": "チャンクの更新",
"Upload Budget": "予算のアップロード",
"Sky": "空",
"Fog": "霧",
"Weather": "天気",
"Animated Textures": "アニメーションテクスチャ",
"Present Mode": "プレゼントモード",
"Frame Pacing": "フレームペーシング",
"Worker Threads": "ワーカースレッド",
"Resolution Scale": "解像度スケール",
"Anti-aliasing": "アンチエイリアシング",
"Upscaling": "アップスケーリング",
"Paper White": "ペーパーホワイト",
"Peak Brightness": "ピーク輝度",
"Black Level": "黒レベル",
"UI Brightness": "UIの明るさ",
"Battery Mode": "バッテリーモード",
"Graphics API": "グラフィックスAPI",
"Translucent Batching": "半透明のバッチ処理",
"Performance Overlay": "パフォーマンスオーバーレイ",
"Full Detail Distance": "全詳細距離",
"On": "オン",
"Off": "オフ",
"Unlimited": "無制限",
"Auto": "自動",
"Custom": "カスタム",
"Performance": "パフォーマンス",
"Balanced": "バランスの取れた",
"Quality": "品質",
"Ultra": "ウルトラ",
"Ultra Performance": "ウルトラパフォーマンス",
"Native": "ネイティブ",
"Full": "フル",
"Reduced": "減少",
"Efficient": "効率的",
"Precise": "正確な",
"Auto (VSync)": "自動 (垂直同期)",
"Mailbox": "メールボックス",
"Immediate": "即時",
"Vulkan": "バルカン",
"DirectX 12": "ダイレクトX12",
"FPS and Graph": "FPSとグラフ",
"No cost": "費用はかかりません",
"Low cost": "低コスト",
"Medium cost": "中コスト",
"High cost": "高コスト",
"Saves time": "時間を節約します",
"Graphics": "グラフィックス",
"Done": "完了",
"This feature is not yet available in Horizon.": "この機能は Horizon ではまだ利用できません。",
"Your display or system doesn't offer HDR output.": "お使いのディスプレイまたはシステムは HDR 出力を提供しません。",
"Turn HDR on to use it.": "HDR をオンにして使用します。",
"Your GPU or graphics API doesn't support it.": "GPU またはグラフィックス API はそれをサポートしていません。",
"%s chunks": "%s チャンク",
"%s per frame": "フレームあたり%s",
"%s MiB/frame": "%s MiB/フレーム",
"%s KiB/frame": "%s KiB/フレーム",
"Auto (%s)": "自動 (%s)",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "フルディテールの地形範囲。 LOD ディスタンスを使用すると、ローカル ワールドをさらに遠くに拡張できます。",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "ローカルワールドの粗い遠くの地形。統合 GPU は 128 チャンクで停止します。",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "遠くの地形の描画を減らすと、より粗く、この統合された GPU ではより速く描画されます。",
"Reduced draws far terrain coarser, for GPUs it slows down.": "縮小すると、遠くの地形の描画が粗くなり、GPU の場合は速度が低下します。",
"Field of view. Wider shows more terrain at once.": "視野。幅を広くすると、より多くの地形が一度に表示されます。",
"Caps frames per second; a cap saves power and heat.": "1 秒あたりのフレーム数を制限します。キャップは電力と熱を節約します。",
"Waits for the display's refresh: no tearing, a little latency.": "ディスプレイの更新を待ちます。ティアリングはありませんが、待ち時間は少しあります。",
"Size of menus and the HUD.": "メニューと HUD のサイズ。",
"Sets the options below together. Changing one makes it Custom.": "以下のオプションをまとめて設定します。どれかを変更するとカスタムになります。",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "溶岩、火、太陽光は白よりも明るく輝きます。 HDRディスプレイが必要です。",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "ディスプレイの中で最も暗い黒。 OLEDの場合は0。液晶が少し光ります。",
"How bright highlights get. Auto: the peak your system reports.": "ハイライトがどれだけ明るくなるか。自動: システムが報告するピーク。",
"How bright white paper and menus look. Auto: your desktop's white.": "白い紙とメニューがいかに明るく見えるか。自動: デスクトップが白になります。",
"How bright the HUD and menus are, against paper white.": "紙の白に対する HUD とメニューの明るさ。",
"How far mobs, crops and machines keep working. CPU time.": "暴徒、作物、機械がどこまで機能し続けるか。 CPU時間。",
"How far away mobs and items are drawn, as a share of normal.": "通常の割合として、Mob とアイテムが描画される距離。",
"Skips terrain hidden behind closed sections. Off costs a lot.": "閉じたセクションの後ろに隠れている地形をスキップします。オフには多額の費用がかかります。",
"Hides entities behind opaque blocks.": "エンティティを不透明なブロックの後ろに隠します。",
"No entity occlusion culling.": "エンティティ オクルージョン カリングはありません。",
"CPU occlusion test runs this frame.": "CPU オクルージョン テストはこのフレームを実行します。",
"Occlusion checks run on a worker thread.": "オクルージョン チェックはワーカー スレッドで実行されます。",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "メッシュ化されたセクションはフレームごとにアップロードされます。ローディング時は下のほうがスムーズです。",
"Soft shadows in corners. Costs chunk building time only.": "コーナーの柔らかい影。チャンクの構築時間のみがかかります。",
"Smaller copies of block textures for distant terrain: less shimmer.": "遠くの地形のブロック テクスチャの小さいコピー: きらめきが少なくなります。",
"Blends grass and water colours across biomes when building chunks.": "チャンクを構築するときに、バイオーム全体で草と水の色をブレンドします。",
"Cloud layer: off, flat (fast) or 3D (fancy).": "クラウドレイヤー: オフ、フラット (高速) または 3D (ファンシー)。",
"How far clouds reach, in chunks.": "雲が塊ごとにどこまで届くか。",
"Draws the sky, sun, moon and stars.": "空、太陽、月、星を描きます。",
"Distance fog. Off shows the edge of the loaded world.": "距離霧。オフは、読み込まれたワールドの端を示します。",
"Draws rain and snow.": "雨と雪を描きます。",
"How far rain and snow fall around you.": "あなたの周囲に雨や雪がどれだけ降るのか。",
"How many particles effects spawn.": "パーティクル エフェクトのスポーン数。",
"Round shadows under mobs and items.": "Mob とアイテムの下の丸い影。",
"Leaves with see-through gaps. Off draws them solid.": "隙間が透けて見える葉。オフではしっかりと描画されます。",
"Sorts water and glass more exactly behind each other.": "水とガラスをより正確に前後に並べます。",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "どのチャンクの再構築がフレームを待機するか: なし、近くのチャンク、または自分のチャンク。",
"Animates water, lava, fire and other moving textures.": "水、溶岩、火、その他の動くテクスチャをアニメーション化します。",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "画面ピクセルごとのワールド ピクセル。 100% 未満の場合、GPU での速度が速くなります。",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "ギザギザのエッジを滑らかにします。 FXAA: 柔らかめ。 TAA: 最もスムーズですが、動いているものは尾を引く可能性があります。",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "世界を小さくレンダリングし、TAA で再構築します。より速く、よりソフトに。",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "HDR ディスプレイ上の HDR 出力: 溶岩、火、太陽光がより明るく輝きます。",
"How frames reach the screen while VSync is off.": "VSync がオフのときにフレームが画面に到達する方法。",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "次のフレームまで効率的にスリープします。バニラのような正確なスピン。",
"Fills the screen (borderless).": "画面いっぱい(フチなし)に表示します。",
"Brightens dark places.": "暗い場所を明るくします。",
"Lowers the frame rate when minimised, or idle too.": "最小化またはアイドル時にもフレーム レートを下げます。",
"Sways the view while walking.": "歩いていると景色が揺れます。",
"Fades newly loaded chunks in.": "新しくロードされたチャンクをフェードインします。",
"Darkens the screen's edges.": "画面の端を暗くします。",
"Shows when the world saves.": "世界が救われるときを示します。",
"Shows attack cooldown.": "攻撃のクールダウンを表示します。",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "60 FPS の上限 (メニューまたはフォーカスされていない場合は 30)、ワーカーの半分: 電力が減少します。",
"Threads that generate, light and mesh chunks. Next start.": "チャンクを生成、ライト、メッシュするスレッド。次のスタート。",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Vulkan、次に DirectX 12 (Windows) または OpenGL (Linux) で失敗します。次のスタート。",
"Water and glass in one buffer: fewer draw calls, a bit more VRAM. Next start.": "1 つのバッファーに水とガラス: ドローコールが減り、VRAM が少し増えます。次のスタート。",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "フレームごとに GPU に送信されるメッシュ データ。ローディング時は下のほうがスムーズです。",
"Frame rate and frame times over the game, with a graph.": "ゲーム全体のフレーム レートとフレーム時間をグラフで表示します。",
"horizon.multiplayer.finding_friend": "友達の世界を探しています...",
"horizon.multiplayer.not_signed_in": "このサーバーはオンライン モードです。 Horizon ランチャーに Microsoft アカウントを使用してサインインして、それに参加します。",
"horizon.multiplayer.invalid_address": "無効なサーバーアドレス: %s",
"horizon.multiplayer.connected_friend_direct": "友達と直接つながります...",
"horizon.multiplayer.connected_friend_relay": "リレーを通じて友達とつながっています...",
"General": "一般",
"Advanced": "上級者向け",
"Undo": "元に戻す",
"Search options": "検索オプション",
"Shortcut": "ショートカット",
"Distance": "距離",
"Display": "ディスプレイ",
"Interface": "インターフェース",
"Sky and weather": "空と天気",
"Lighting and entities": "照明とエンティティ",
"Textures": "テクスチャ",
"Image": "画像",
"Chunk loading": "チャンクロード",
"Culling": "淘汰",
"Power": "パワー",
"Frames": "フレーム",
"Overlay": "オーバーレイ",
"Output": "出力",
"Brightness": "明るさ",
"How far you see, the window and the HUD.": "窓とHUDがどこまで見えるか。",
"The sky and weather, lighting, textures and the image.": "空と天気、照明、テクスチャ、画像。",
"Chunk loading, culling and power use.": "チャンクのロード、カリング、および電力の使用。",
"How frames reach the screen, and the performance overlay.": "フレームが画面に到達する方法とパフォーマンス オーバーレイ。",
"Brighter-than-white output on an HDR display.": "HDR ディスプレイ上の白よりも明るい出力。",
"Results for \"%s\"": "「%s」の結果",
"No settings match.": "一致する設定がありません。",
"horizon.title.not_affiliated": "Mojang や Microsoft とは関係ありません",
"horizon.extras.header.lighting": "照明",
"horizon.extras.header.third_person": "第三者",
"horizon.extras.header.particles": "粒子",
"horizon.extras.header.inventory": "在庫",
"horizon.extras.header.chat": "チャット",
"horizon.extras.header.multiplayer": "マルチプレイヤー",
"horizon.extras.header.sound": "サウンド",
"horizon.extras.header.menus": "メニュー",
"horizon.extras.fullbright": "フルブライト",
"horizon.extras.dynamic_lights": "ダイナミックライト",
"horizon.extras.own_name_tag": "自分だけのネームタグ",
"horizon.extras.hide_block_particles": "ブロックブレイクパーティクルを非表示にする",
"horizon.extras.auto_reconnect": "自動再接続",
"horizon.extras.ui_sound_reserve": "UI サウンドのチャンネルを維持する",
"horizon.extras.music_page": "音楽ページ",
"horizon.extras.mouse_tweaks": "マウス調整コントロール",
"horizon.extras.mouse_tweaks_wheel": "スクロール ホイールで項目を移動します",
"horizon.extras.sort": "並べ替えボタン",
"horizon.extras.sort_key": "ソートキー",
"horizon.extras.no_ai": "AIなし",
"horizon.extras.agent_control": "エージェント制御",
"horizon.extras.discord_presence": "Discord のリッチなプレゼンス",
"horizon.extras.splitscreen": "分割画面",
"horizon.extras.chat_animation": "スムーズなチャット",
"horizon.extras.chat_indicator": "メッセージインジケーター",
"horizon.extras.wheel_cycles_settings": "スクロール ホイールで設定を変更します",
"horizon.extras.pack_browser": "リソースパックブラウザ",
"horizon.extras.fullbright.tooltip": "暗い場所でもブロックやエンティティを完全な光で表示します。",
"horizon.extras.dynamic_lights.tooltip": "トーチやその他の光源を持ったり、落としたり、火をつけたりすると、周囲のブロックが点灯します。",
"horizon.extras.own_name_tag.tooltip": "他のプレイヤーと同じように、三人称で自分の名前が頭上に表示されます。サーバーがチームの名前を隠している場合、またはあなたが表示されていない場合は、非表示になります。",
"horizon.extras.hide_block_particles.tooltip": "壊れたブロックから飛び出し、採掘したブロックから崩れ落ちる破片の粒子を隠します。他の粒子はそのまま残ります。",
"horizon.extras.auto_reconnect.tooltip": "キックや禁止の後ではなく、接続の喪失または再起動後にサーバーに再参加します。",
"horizon.extras.ui_sound_reserve.tooltip": "世界中のサウンドは 247 サウンド チャンネルのうち 16 チャンネルを解放しているため、それらの洪水 (大爆発) がメニュー クリックを沈黙させることはできません。",
"horizon.extras.music_page.tooltip": "Music & Sounds に Music... ページが表示されます。内蔵トラックを今すぐ再生するか、ゲームがトラックを選択しないように 1 つをオフにします。トラックをオフにするまでは何も変わりません。",
"horizon.extras.mouse_tweaks.tooltip": "右ドラッグでスロットごとに 1 つずつ配置し、左ドラッグで保持しているアイテムを収集し、Shift + 左ドラッグでスロットごとに移動します。",
"horizon.extras.mouse_tweaks_wheel.tooltip": "Down はスロットの 1 つの項目を反対側に送り、Up は 1 つの項目を戻します。",
"horizon.extras.sort.tooltip": "インベントリ、チェスト、バレル、エンダーチェスト、シュルカーボックスをクリエイティブなタブオーダーで並べ替え、スタックを結合します。",
"horizon.extras.sort_key.tooltip": "カーソル下の部分を並べ替えます。クリックしてキーを押します。エスケープするとバインドが解除されます。",
"horizon.extras.no_ai.tooltip": "すべての AI 機能 (エージェント コントロール、Horizon-ctl、MCP サーバー) を非表示にしてオフにします。ランチャーのスイッチも。",
"horizon.extras.agent_control.tooltip": "独自の AI エージェントは、このコンピューター上でのみ、horizon-ctl または MCP クライアントを通じてこのゲームをプレイできます。",
"horizon.extras.discord_presence.tooltip": "Discord の実行中に、Discord プロフィールに Playing Horizon が表示されます: メニュー、シングル プレーヤーまたはマルチプレーヤー、ディメンション、および再生時間が表示されます。決して世界の名前やサーバーのアドレスではありません。",
"Calibrate...": "校正...",
"Calibrate Anyway...": "とにかく校正してください...",
"Use Automatic Setup": "自動セットアップを使用する",
"Shortcut: %s": "ショートカット: %s",
"Next": "次へ",
"HDR Calibration %s/%s: %s": "HDR キャリブレーション %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "フルスクリーンの下の 3 つを、一度に 1 つのテスト画像を設定します。",
"A key that opens this screen from the game. Not bound at first.": "ゲームからこの画面を開くキー。最初は縛られてない。",
"Your display didn't say how bright it gets: calibrate to set it up.": "ディスプレイにはどのくらい明るくなるかは記載されていません。調整して設定してください。",
"Already set up for your display. Only calibrate if HDR looks wrong.": "ディスプレイ用にすでにセットアップされています。 HDR が間違っていると思われる場合にのみ調整してください。",
"Puts Peak Brightness and Paper White back to your display's setup.": "ピークの明るさとペーパー ホワイトをディスプレイの設定に戻します。",
"Set up for your display. Leave on Auto unless it looks wrong.": "ディスプレイに合わせて設定します。問題がなければ、[自動] のままにしておきます。",
"Lower it until the logo just disappears into the black.": "ロゴが真っ黒に消えるまで下げます。",
"Raise it until the logo just disappears into the bright square.": "ロゴが明るい四角形に消えるまで上げます。",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "プレイする光の下で、カードを長時間見ても快適な白にします。",
"horizon.splitscreen.profiles.forget": "忘れる",
"horizon.splitscreen.profiles.create": "作成",
"horizon.splitscreen.profiles.you": " - あなた",
"horizon.splitscreen.profiles.forget_named": "%sは忘れてください",
"horizon.splitscreen.profiles.previous": "前へ",
"horizon.splitscreen.profiles.next": "次へ",
"horizon.splitscreen.profiles.new_button": "新しいプロフィール...",
"horizon.splitscreen.profiles.forget_title": "プロフィールを忘れましたか?",
"horizon.splitscreen.profiles.forget_leaves": "このインスタンスのリストを残します。",
"horizon.splitscreen.profiles.forget_kept": "ワールドの進行状況と設定は保持されます。",
"horizon.splitscreen.profiles.new_title": "新しいプロフィール",
"horizon.splitscreen.profiles.name_hint": "お名前(3~16文字の英数字、_)",
"horizon.splitscreen.profiles.switch_title": "プロファイルの切り替え",
"horizon.splitscreen.profiles.offline_note": "オフライン プロファイルはこのインスタンスに属します",
"horizon.splitscreen.profiles.move": "遊ぶ場所を移動する",
"horizon.splitscreen.profiles.move_place": "プレイする場所を移動: %s",
"horizon.friends.title": "友達と遊ぶ",
"horizon.friends.hint": "フレンドは、タイトル画面のフレンドボタンの後、ダイレクト接続、またはランチャーのプレイページにコードを貼り付けます。",
"horizon.friends.copied": "コピーされました",
"horizon.friends.copy_code": "コードをコピーする",
"horizon.friends.stop_sharing": "共有を停止する",
"horizon.friends.none_yet": "ここにはまだ友達がいません。",
"horizon.friends.here_now": "今ここ: %s",
"horizon.friends.share_intro": "招待コードを使用してこの世界を共有します。コードは LAN に開かれ、インターネット上の友人はコードを使用して参加します。弊社のサーバーは関与しておりません。",
"horizon.friends.start_sharing": "共有を開始する",
"horizon.friends.troubleshooting": "トラブルシューティング中...",
"horizon.friends.stopped": "招待コードの共有を停止しました。",
"horizon.friends.short_code_changed": "誰かが間違ったショートコードを試し続けたため、コードが変更されました。",
"horizon.friends.wrong_code": "誰かが間違ったコードを試みました。",
"horizon.friends.code_ready": "招待コードの準備が整いました: ゲーム メニュー、友達とプレイ。コピーして友達に送信してください。",
"horizon.friends.share_failed": "世界を共有できませんでした: %s",
"horizon.friends.finding_route": "友達があなたに連絡する方法を調べています…",
"horizon.osk.shift": "シフト",
"horizon.osk.space": "宇宙",
"horizon.osk.delete": "削除",
"horizon.osk.type": "種類",
"horizon.osk.symbols": "記号",
"horizon.osk.close": "閉じる",
"horizon.extras.chat_animation.tooltip": "新しいチャット ラインは全体として表示されるのではなく、フェードインしながら左側からスライドして表示されます。",
"horizon.extras.chat_indicator.tooltip": "チャットラインの左側にある色付きのバー。",
"horizon.extras.wheel_cycles_settings.tooltip": "バニラと同様に、設定内のボタン上でホイールをスクロールすると、その値が変更されます。オフの場合、ホイールはリストのみをスクロールします。",
"horizon.extras.pack_browser.tooltip": "[リソース パック] を選択すると、Modrinth を検索してパック フォルダーにパックをインストールする [追加] ボタンが表示されます。オフ、ゲームは決してモドリンスに接触しません。",
"horizon.extras.splitscreen.tooltip": "ワールドでは、別のコントローラーが新しいプレーヤーとして参加できます。メッセージが表示されたら A を押し、プロフィールとプレイする場所を選択します。",
"horizon.splitscreen.setup.monitor": "モニター%s",
"horizon.splitscreen.setup.monitor_unknown": "モニター",
"horizon.splitscreen.setup.window": "ウィンドウ%s",
"horizon.splitscreen.setup.new_window": "新しいウィンドウ",
"horizon.splitscreen.setup.fill_monitor": "%s を入力してください",
"horizon.splitscreen.setup.done": "完了",
"horizon.splitscreen.setup.on": "オン",
"horizon.splitscreen.setup.off": "オフ",
"horizon.splitscreen.setup.player": "プレーヤー%s",
"horizon.splitscreen.setup.revert": "元に戻す",
"horizon.splitscreen.setup.apply": "申し込む",
"horizon.splitscreen.setup.warning.empty_main": "ウィンドウ 1 では誰もプレイしません。ウィンドウ 1 は非表示になります。",
"horizon.splitscreen.setup.warning.empty_close": "ウィンドウ %s では誰もプレイしません: 適用時に閉じます",
"horizon.splitscreen.setup.warning.empty_new": "Window %s では誰もプレイしていません: 開きません",
"horizon.splitscreen.setup.warning.on_main": "ウィンドウ %s がウィンドウ 1 のモニターに表示されます。プレイヤーはウィンドウ 1 でプレイします。",
"horizon.splitscreen.setup.warning.unplugged": "Window %s のモニターが接続されていません。そのプレイヤーは Window 1 でプレイします。",
"horizon.splitscreen.setup.status.off": "画面分割がオフになっています。",
"horizon.splitscreen.setup.status.enable_hint": "それをオンにして、ワールド内の別のコントローラーのボタンを押します。",
"horizon.splitscreen.setup.status.join_hint": "A を押して参加し、プロフィールを選択します。",
"horizon.splitscreen.setup.status.idle": "分割画面のアイドル状態",
"horizon.splitscreen.setup.status.alone": "他に地元選手はいない。",
"horizon.splitscreen.setup.status.solo_controls": "ソロコントロールとコントローラーフィードバックは変更されません。",
"horizon.splitscreen.setup.window_empty": "ウィンドウ %s: 空",
"horizon.splitscreen.setup.note.select": "プレーヤーをクリックするか、ウィンドウまたはモニターにドラッグします。",
"horizon.splitscreen.setup.note.apply": "この方法で再生するには適用し、元に戻すには戻るを選択します。",
"horizon.splitscreen.setup.note.place": "%s はどこでプレイすべきですか?",
"horizon.splitscreen.setup.this_player": "この選手",
"horizon.splitscreen.setup.switch_disabled": "他の人が退席すると (一時停止メニュー)、分割画面はオフになります。",
"horizon.splitscreen.setup.window_place": "ウィンドウ %s (%s の %s)",
"horizon.splitscreen.setup.names": "名前",
"horizon.splitscreen.setup.identify": "特定する",
"horizon.splitscreen.setup.layout.two": "2 共有: %s",
"horizon.splitscreen.setup.layout.three": "3 共有: %s",
"horizon.splitscreen.setup.layout.two.0": "自動",
"horizon.splitscreen.setup.layout.two.1": "並んで",
"horizon.splitscreen.setup.layout.two.2": "上と下",
"horizon.splitscreen.setup.layout.three.0": "上にワイドが1つ",
"horizon.splitscreen.setup.layout.three.1": "左側の背の高い人",
"horizon.splitscreen.setup.layout.three.2": "並んで",
"horizon.splitscreen.setup.help.player": "%s をクリックまたはドラッグして移動します。",
"horizon.splitscreen.setup.help.layout_auto": "%s (ウィンドウが広い場合は横に並べて表示)。を押して変更します。",
"horizon.splitscreen.setup.help.layout": "%s。を押して変更します。",
"horizon.splitscreen.setup.help.switch": "このコンピュータの画面分割 (オンまたはオフ)。",
"horizon.splitscreen.setup.help.identify": "各プレイヤーのビューには、どのウィンドウにいるかが表示されます。",
"horizon.splitscreen.setup.help.names": "各プレイヤーの名前が視界の隅に表示されます。",
"horizon.splitscreen.setup.help.revert": "まだ適用されていない変更を元に戻します。",
"horizon.splitscreen.setup.help.apply": "マップに表示されている方法でプレイしてください。",
"horizon.splitscreen.setup.help.unchanged": "まだ何も変わっていません。",
"horizon.splitscreen.setup.give_up_pad": "ギブアップパッド",
"horizon.splitscreen.prompt.controller_connected": "コントローラーが接続されています",
"horizon.splitscreen.prompt.controller_disconnected": "コントローラーが切断されました",
"horizon.splitscreen.prompt.controller_disconnected.hint": "再接続するか、別のボタンを押してください",
"horizon.splitscreen.prompt.join.one": "%s さんは参加を希望しています",
"horizon.splitscreen.prompt.join.many": "%s コントローラーが参加を希望しています",
"horizon.splitscreen.prompt.join.yes": "参加する",
"horizon.splitscreen.prompt.join.as_p1": "P1としてプレイする",
"horizon.splitscreen.prompt.join.no": "いいえ",
"horizon.splitscreen.prompt.lost": "%s: コントローラーが切断されました",
"horizon.splitscreen.prompt.lost.use_another": "別のものを使用する",
"horizon.splitscreen.prompt.lost.leave": "休暇を取る",
"horizon.splitscreen.setup.help.give_up_pad": "コントローラーは運転を停止し、(A) に参加するよう勧められます。",
"horizon.splitscreen.setup.note.held_at": "%s から %s: A がここにドロップし、B が元に戻します。",
"horizon.splitscreen.setup.note.held": "%s を拾った: 左/右がどこにピックし、A がドロップし、B が元に戻します。",
"Hides models behind opaque blocks. Async checks off-thread; entities tick.": "モデルを不透明なブロックの後ろに隠します。非同期チェックはオフスレッドで行われます。エンティティがティックします。",
"Block Entities": "ブロックエンティティ",
"Shulker Boxes": "シュルカーボックス",
"Reuses settled boxes; lid movement stays animated.": "固定されたボックスを再利用します。蓋の動きはアニメーションのままです。",
"Signs": "標識",
"Reuses sign text until text, light, or font changes.": "テキスト、ライト、またはフォントが変更されるまで、署名テキストを再利用します。",
"Decorated Pots": "装飾鉢",
"Reuses still pots; break wobble and sherd changes redraw.": "蒸留器を再利用します。ぐらつきを解消し、シャードの変更を再描画します。",
"Bells": "ベル",
"Reuses still bells; ringing stays animated.": "静止ベルを再利用します。呼び出し音はアニメーションのままになります。",
"Chests": "チェスト",
"Reuses closed chests; moving lids stay animated.": "閉じたチェストを再利用します。動くまぶたはアニメーションを維持します。",
"Banners": "バナー",
"Reuses poles; flags and pattern layers still update.": "ポールを再利用します。フラグとパターンレイヤーは引き続き更新されます。",
"Copper Golem Statues": "銅のゴーレム像",
"Reuses statue geometry until its block state changes.": "ブロックの状態が変わるまで、彫像ジオメトリを再利用します。",
"Leaf Culling": "葉の間引き",
"Every leaf face. Vanilla's fancy leaves.": "すべての葉の顔。バニラのファンシーな葉っぱ。",
"Distant Plant Dither": "遠くの植物のディザー",
"Keeps fine plants in high-res packs from fading far away.": "高解像度パック内の立派な植物を遠く離れた場所で色褪せるのを防ぎます。",
"Screenshot Quality": "スクリーンショットの品質",
"F2 screenshots at this many times the game's resolution. Higher takes longer.": "F2 キーを押すと、ゲームの解像度の何倍もの解像度でスクリーンショットが撮影されます。高いほど時間がかかります。",
"Frame Generation": "フレーム生成",
"Shows a made-up frame between each two real ones: smoother, a little more lag.": "2 つの実際のフレームの間に構成されたフレームを表示します。よりスムーズで、少し遅れが生じます。",
"Shadow Cache": "シャドウキャッシュ",
"Reuses the pack shadow map when sun, view and world match. Off by default.": "太陽、ビュー、ワールドが一致する場合、パック シャドウ マップを再利用します。デフォルトではオフです。",
"Find BlueMap": "ブルーマップを探す",
"On servers, finds their BlueMap web map for far terrain. Next join.": "サーバー上で、遠方の地形用の BlueMap Web マップを検索します。次に参加します。",
"BlueMap Radius": "ブルーマップの半径",
"How far around you BlueMap tiles are downloaded. Next join.": "BlueMap タイルがダウンロードされる周囲の距離。次に参加します。",
"Synchronous": "同期",
"Asynchronous": "非同期",
"Solid": "固体",
"Solid Aggressive": "ソリッドアグレッシブ",
"Hollow": "中空",
"Leaves fully inside a canopy draw solid: fewer see-through layers.": "樹冠の内側に葉が完全に描画されるため、透けて見えるレイヤーが少なくなります。",
"Leaves with one open side draw solid too: faster, chunkier edges.": "片側が開いた葉もしっかりと描画され、エッジがより速く、より分厚くなります。",
"Drops faces between leaves: faster, but gaps look through.": "葉の間に面をドロップします: 速度は速くなりますが、隙間が透けて見えます。",
"Hotbar: Previous Slot": "ホットバー: 前のスロット",
"Hotbar: Next Slot": "ホットバー: 次のスロット",
"horizon.agent.connected.one": "接続済み: 1 つのエージェント接続",
"horizon.agent.connected.many": "接続済み: %s エージェント接続",
"horizon.agent.connected.one_ago": "接続済み: 1 エージェント接続、最後のコマンドは %s 秒前",
"horizon.agent.connected.many_ago": "接続済み: %s エージェント接続、最後のコマンド %s 秒前",
"horizon.agent.waiting": "エージェントを待っています。",
"horizon.agent.off": "オフ: エージェントはこのゲームにアクセスできません。",
"horizon.agent.session_opened": "ゲームを開始したプログラムによってこのセッション用に開かれました。",
"horizon.agent.socket": "ソケット: %s (フルパスの詳細をコピーします)",
"horizon.agent.local_only": "ローカルのみ: このコンピュータ上にエージェントがあり、ネットワーク上には存在しません。",
"%s nits": "%sニット",
"Auto (%s nits)": "自動 (%s ニット)",
"%.2f nits": "%.2fニット",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "モデルを不透明なブロックの後ろに隠します。エンティティが更新されます。カスタムパックでオフ。",
"horizon.extras.repro_keys": "録音のショートカット",
"horizon.extras.repro_keys.tooltip": "F3+R は再現録画を開始または停止し、F3+E はそのバンドルを書き込みます。デフォルトではオフ: 録音は世界をコピーします。",
"horizon.agent.record_session": "録音セッションの開始",
"horizon.agent.record_stop": "セッションの記録を停止",
"horizon.agent.export_repro": "レプロバンドルのエクスポート",
"horizon.repro.started": "録音が開始されました。 F3+R で停止し、バンドルを書き込みます。",
"horizon.repro.stopped": "記録が停止されました: %s",
"horizon.repro.bundle": "再現バンドル: %s",
"horizon.repro.error": "再現: %s",
"horizon.repro.no_recording": "エクスポートする録音がまだありません。",
"horizon.repro.replay_started": "リプレイ開始: %s",
"horizon.pack.addInfo": "Modrinth からリソース パックを追加する",
"horizon.pack.addWorking": "モドリンスに聞いてみると…",
"horizon.pack.addNone": "リソース パックが見つかりません",
"horizon.pack.addTitle": "リソースパックを追加する",
"horizon.pack.install": "インストール",
"horizon.pack.installing": "インストール中",
"horizon.pack.installed": "インストール済み",
"horizon.pack.search": "検索",
"horizon.pack.searchHint": "モドリンスを検索...",
"horizon.pack.filters": "フィルター",
"horizon.pack.filter.realistic": "現実的な",
"horizon.pack.filter.simplistic": "単純化した",
"horizon.pack.filter.vanillaLike": "バニラっぽい",
"horizon.pack.filter.x16": "16倍",
"horizon.pack.filter.x32": "32倍",
"horizon.pack.filter.x64": "64倍",
"horizon.pack.addFailed": "パックを追加できませんでした: %s",
"horizon.extras.header.cosmetics": "化粧品",
"horizon.extras.cosmetics_mine": "私の化粧品",
"horizon.extras.cosmetics_mine.tooltip": "非表示: すべての Horizon プレイヤーは、あなたも含め、化粧品を着用していないあなたを見ます。ランチャーのワードローブと同じスイッチ。",
"horizon.extras.cosmetics_others": "他のプレイヤーの化粧品",
"horizon.extras.cosmetics_others.tooltip": "他の Horizon プレイヤーが着ているもの: すべて、名札のスタイルのみ、または何も着ていません。隠されていますが、ゲームでは彼らが何を着ているかは尋ねられません。",
"horizon.extras.cosmetics_auras": "他人のオーラと軌跡",
"horizon.extras.cosmetics_auras.tooltip": "他のプレイヤーが身に着けているオーラと軌跡。デフォルトではオフです。",
"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"
}
@@ -0,0 +1,478 @@
{
"horizon.options.controller": "Valdiklis",
"horizon.options.vibration": "Vibracija",
"horizon.options.adaptive_triggers": "Adaptyvūs trigeriai",
"horizon.options.lightbar": "Šviesos juosta",
"horizon.options.look_sensitivity": "Žvilgsnio jautrumas",
"horizon.options.invert_x": "Apversti žvilgsnio X ašį",
"horizon.options.invert_y": "Apversti žvilgsnio Y ašį",
"horizon.options.sneak_button": "Sėlinimo mygtukas",
"horizon.options.move_deadzone": "Judėjimo negyvoji zona",
"horizon.options.look_deadzone": "Žvilgsnio negyvoji zona",
"horizon.options.button_glyphs": "Mygtukų Glifai",
"horizon.options.menu_navigation": "Meniu naršymas",
"horizon.options.on_screen_keyboard": "Ekrano klaviatūra",
"horizon.options.chat_delay": "Pokalbio delsimas",
"horizon.options.lightbar.health": "Sveikata",
"horizon.options.lightbar.dimension": "Matmenys",
"horizon.options.menu_focus": "Fokusas",
"horizon.options.menu_pointer": "Rodyklė",
"horizon.options.keyboard.horizon": "Horizontas",
"horizon.options.keyboard.steam": "Garas",
"horizon.options.unavailable": "Ši funkcija Horizonte dar nepasiekiama.",
"horizon.options.search": "Paieškos nustatymai...",
"horizon.pages.mods": "Modifikacijos",
"horizon.pages.shader_packs": "Shader paketai",
"horizon.pages.shader_options": "Shader parinktys",
"horizon.pages.controller": "Valdiklio nustatymai",
"horizon.pages.controller_binds": "Valdiklis susieja",
"horizon.pages.extras": "„Horizon“ priedai",
"horizon.pages.settings": "Horizonto nustatymai",
"horizon.pages.agent": "AI agentas",
"horizon.split.leave": "Palikti",
"horizon.pages.split_settings": "Padalinto ekrano nustatymai",
"horizon.pages.split_profiles": "Kas žaidžia?",
"horizon.pages.split_setup": "Padalinto ekrano sąranka",
"horizon.pages.music": "Muzika",
"horizon.pages.music.menu": "Meniu",
"horizon.pages.music.overworld": "Viršutinis pasaulis",
"horizon.pages.music.creative": "Kūrybingas",
"horizon.pages.music.underwater": "Povandeninis",
"horizon.pages.music.end": "Pabaiga",
"horizon.pages.music.boss": "Bosas",
"horizon.pages.music.credits": "Kreditai",
"horizon.pages.music.overworld_biomes": "Viršutinio pasaulio biomai",
"horizon.pages.music.nether_biomes": "Nei biomai",
"horizon.pages.music.end_biomes": "Pabaikite biomus",
"horizon.pages.music.other": "Kita muzika",
"horizon.pages.music.empty": "Nėra muzikos takelių: žaidimo garsai neįkeliami.",
"horizon.pages.music.tooltip": "Įtaisytieji takeliai pagal situaciją: žaiskite vieną dabar arba išjunkite bet kurį, kad žaidimas nustotų jį pasirinkti.",
"horizon.pages.settings.tooltip": "Patys Horizon nustatymai: grafika, valdikliai, priedai ir modifikacijos.",
"horizon.pages.graphics.tooltip": "Grafika, paprasčiausiai: kiekvienas nustatymas nurodo, kiek jis kainuoja.",
"horizon.pages.graphics_advanced.tooltip": "Kiekvienas grafikos nustatymas, įtrauktas ir Horizontas, kiek kainuoja.",
"horizon.pages.controller.tooltip": "Valdikliai: jų mygtukai, lazdos, vibracija ir meniu navigacija.",
"horizon.pages.extras.tooltip": "Pasirenkami papildymai, visi pagal numatytuosius nustatymus: žaidimas išlieka vanilinis, kol jį įjungiate.",
"horizon.pages.agent.tooltip": "Leiskite savo AI agentui žaisti: horizon-ctl ir MCP klientus šiame kompiuteryje.",
"horizon.pages.split_profiles.tooltip": "Kas žaidžia: profilis, saugomas šiame žaidimo aplanke.",
"horizon.pages.split_setup.tooltip": "Langai ir monitoriai ir kas kur žaidžia.",
"horizon.pages.shader_packs.tooltip": "Shader paketai iš „shaderpacks“ aplanko: paties „Horizon“ ir „shader“ / formato. Vienu metu bėga vienas.",
"horizon.pages.mods.tooltip": "Modifikacijos, sukurtos „Horizon“, iš aplanko „horizon-mods“. Kiekvienas veikia smėlio dėžėje ir lieka išjungtas, kol jį įjungiate.",
"horizon.pages.open.graphics": "Grafika...",
"horizon.pages.open.graphics_advanced": "Išplėstinė grafika...",
"horizon.pages.open.controller": "Valdiklio nustatymai...",
"horizon.pages.open.split_setup": "Padalintas ekranas...",
"horizon.pages.open.extras": "Priedai...",
"horizon.pages.open.mods": "Modifikacijos...",
"horizon.pages.open.agent": "AI agentas...",
"horizon.pages.open.horizon_graphics": "Horizonto grafika...",
"horizon.pages.open.controller_binds": "Valdiklis susieja...",
"horizon.pages.open.horizon_settings": "Horizonto nustatymai...",
"horizon.pages.open.music": "Muzika...",
"horizon.mods.empty": "Jokių modifikacijų: įdėkite .hmod failus į aplanką „horizon-mods“.",
"horizon.mods.stopped": " (Sustabdytas)",
"horizon.mods.not_built": " (Nepastatytas)",
"horizon.mods.dev": " (Kūrėjas)",
"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",
"horizon.multiplayer.join_friend": "Prisijunk prie draugo",
"horizon.multiplayer.invite_code": "Kvietimo kodas",
"horizon.multiplayer.relay": "Relė (neprivaloma)",
"Preset": "Iš anksto nustatytas",
"LOD Distance": "LOD atstumas",
"Far Detail": "Tolima detalė",
"Entity Culling": "Esybės naikinimas",
"Chunk Updates": "Dalies atnaujinimai",
"Upload Budget": "Įkelti biudžetą",
"Sky": "Dangus",
"Fog": "Rūkas",
"Weather": "Orai",
"Animated Textures": "Animuotos tekstūros",
"Present Mode": "Dabartinis režimas",
"Frame Pacing": "Kadro tempas",
"Worker Threads": "Darbuotojų siūlai",
"Resolution Scale": "Rezoliucijos skalė",
"Upscaling": "Didinimas",
"Paper White": "Popierius Baltas",
"Peak Brightness": "Didžiausias ryškumas",
"Black Level": "Juodasis lygis",
"UI Brightness": "UI ryškumas",
"Battery Mode": "Baterijos režimas",
"Graphics API": "Grafikos API",
"Translucent Batching": "Permatomos partijos",
"Performance Overlay": "Našumo perdanga",
"Full Detail Distance": "Visas detalus atstumas",
"On": "Įjungta",
"Off": "Išjungta",
"Unlimited": "Neribota",
"Custom": "Pasirinktinis",
"Performance": "Spektaklis",
"Balanced": "Subalansuota",
"Quality": "Kokybė",
"Native": "Gimtoji",
"Full": "Pilnas",
"Reduced": "Sumažintas",
"Efficient": "Efektyvus",
"Precise": "Tikslus",
"Auto (VSync)": "Automatinis (VSync)",
"Mailbox": "Pašto dėžutė",
"Immediate": "Nedelsiant",
"Vulkan": "Vulkanas",
"DirectX 12": "„DirectX 12“.",
"FPS and Graph": "FPS ir grafikas",
"No cost": "Jokių išlaidų",
"Low cost": "Maža kaina",
"Medium cost": "Vidutinė kaina",
"High cost": "Didelė kaina",
"Saves time": "Taupo laiką",
"Graphics": "Grafika",
"Done": "Atlikta",
"This feature is not yet available in Horizon.": "Ši funkcija Horizonte dar nepasiekiama.",
"Your display or system doesn't offer HDR output.": "Jūsų ekranas arba sistema nesiūlo HDR išvesties.",
"Turn HDR on to use it.": "Norėdami jį naudoti, įjunkite HDR.",
"Your GPU or graphics API doesn't support it.": "Jūsų GPU arba grafikos API to nepalaiko.",
"%s chunks": "%s gabaliukai",
"%s per frame": "%s vienam kadrui",
"%s MiB/frame": "%s MiB/kadras",
"%s KiB/frame": "%s KiB/kadras",
"Auto (%s)": "Automatinis (%s)",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "Išsamus reljefo diapazonas. LOD atstumas gali išplėsti vietinius pasaulius toliau.",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "Grubus tolimas reljefas vietiniuose pasauliuose. Integruoti GPU sustoja ties 128 gabalėliais.",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "Sumažintas piešimas kur kas grubesnis: greičiau naudojant šį integruotą GPU.",
"Reduced draws far terrain coarser, for GPUs it slows down.": "Sumažintas reljefas traukia stambesnį, o GPU – lėtėja.",
"Field of view. Wider shows more terrain at once.": "Matymo laukas. Plačiau vienu metu rodo daugiau reljefo.",
"Caps frames per second; a cap saves power and heat.": "Caps kadrų per sekundę; dangtelis taupo energiją ir šilumą.",
"Waits for the display's refresh: no tearing, a little latency.": "Laukiama ekrano atnaujinimo: be plyšimų, šiek tiek delsos.",
"Size of menus and the HUD.": "Meniu dydis ir HUD.",
"Sets the options below together. Changing one makes it Custom.": "Kartu nustatomos toliau pateiktos parinktys. Pakeitus vieną, jis tampa individualus.",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "Lava, ugnis ir saulės šviesa šviečia ryškiau nei balta. Reikia HDR ekrano.",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "Jūsų ekranas tamsiausias juodas. 0 OLED; LCD ekranai šiek tiek šviečia.",
"How bright highlights get. Auto: the peak your system reports.": "Kaip ryškūs akcentai. Automatinis: didžiausias jūsų sistemos pranešimas.",
"How bright white paper and menus look. Auto: your desktop's white.": "Kaip atrodo ryškiai baltas popierius ir meniu. Automatinis: jūsų darbalaukis yra baltas.",
"How bright the HUD and menus are, against paper white.": "Koks ryškus yra HUD ir meniu, palyginti su popieriaus baltumu.",
"How far mobs, crops and machines keep working. CPU time.": "Kiek toliau dirba minios, javai ir mašinos. CPU laikas.",
"How far away mobs and items are drawn, as a share of normal.": "Kaip toli minios ir daiktai nupiešti, kaip įprasta dalis.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Praleidžia reljefą, paslėptą už uždarų atkarpų. Išjungti kainuoja daug.",
"Hides entities behind opaque blocks.": "Slepia esybes už nepermatomų blokų.",
"No entity occlusion culling.": "Jokio subjekto okliuzijos skerdimo.",
"CPU occlusion test runs this frame.": "CPU okliuzijos testas paleidžia šį kadrą.",
"Occlusion checks run on a worker thread.": "Užsikimšimo patikros vykdomos darbuotojo gijoje.",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "Viename kadre įkeltos tinklinės sekcijos. Apatinė yra sklandesnė kraunant.",
"Soft shadows in corners. Costs chunk building time only.": "Švelnūs šešėliai kampuose. Kainuoja tik statybos laiką.",
"Smaller copies of block textures for distant terrain: less shimmer.": "Mažesnės blokelių tekstūros kopijos tolimoje vietovėje: mažiau mirgėjimo.",
"Blends grass and water colours across biomes when building chunks.": "Sujungia žolės ir vandens spalvas per biomus, kai stato gabalus.",
"Cloud layer: off, flat (fast) or 3D (fancy).": "Debesų sluoksnis: išjungtas, plokščias (greitas) arba 3D (išgalvotas).",
"How far clouds reach, in chunks.": "Kiek debesys siekia, gabalais.",
"Draws the sky, sun, moon and stars.": "Piešia dangų, saulę, mėnulį ir žvaigždes.",
"Distance fog. Off shows the edge of the loaded world.": "Atstumas rūkas. Išjungta rodo įkrauto pasaulio kraštą.",
"Draws rain and snow.": "Piešia lietų ir sniegą.",
"How far rain and snow fall around you.": "Kaip toli aplink jus krinta lietus ir sniegas.",
"How many particles effects spawn.": "Kiek dalelių poveikio atsiranda.",
"Round shadows under mobs and items.": "Apvalūs šešėliai po miniomis ir daiktais.",
"Leaves with see-through gaps. Off draws them solid.": "Lapai su permatomais tarpais. Off atkreipia juos kietas.",
"Sorts water and glass more exactly behind each other.": "Tiksliau vienas už kitą rūšiuoja vandenį ir stiklą.",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "Kuris gabalas atstato laukia kadro: nėra, šalia ar jūsų.",
"Animates water, lava, fire and other moving textures.": "Animuoja vandenį, lavą, ugnį ir kitas judančias tekstūras.",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "Pasaulio pikselių vienam ekrano taškui. Žemiau 100 % yra greitesnis GPU.",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "Išlygina dantytus kraštus. FXAA: minkštesnis. TAA: sklandžiausi, judantys daiktai gali sekti.",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "Padaro pasaulį mažesnį ir atkuria jį su TAA. Greičiau, švelniau.",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "HDR išvestis HDR ekrane: lava, ugnis ir saulės šviesa šviečia ryškiau.",
"How frames reach the screen while VSync is off.": "Kaip kadrai pasiekia ekraną, kai VSync išjungtas.",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "Efektyvus miegas iki kito kadro; Tikslūs sukimai, kaip vanilė.",
"Fills the screen (borderless).": "Užpildo ekraną (be rėmelių).",
"Brightens dark places.": "Šviesina tamsias vietas.",
"Lowers the frame rate when minimised, or idle too.": "Sumažina kadrų dažnį, kai jis sumažinamas arba veikia tuščiąja eiga.",
"Sways the view while walking.": "Vaikštant vingiuoja vaizdas.",
"Fades newly loaded chunks in.": "Išblukina naujai įkeltus gabalus.",
"Darkens the screen's edges.": "Tamsina ekrano kraštus.",
"Shows when the world saves.": "Rodo, kada pasaulis gelbsti.",
"Shows attack cooldown.": "Rodo atakos atšalimą.",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "60 FPS dangtelis (30 meniu arba nefokusuotas), pusė darbuotojų: mažiau energijos.",
"Threads that generate, light and mesh chunks. Next start.": "Siūlai, kurie sukuria, apšviečia ir tinklelio gabaliukus. Kitas startas.",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "„Vulkan“, tada „DirectX 12“ („Windows“) arba „OpenGL“ („Linux“), kur nepavyksta. Kitas startas.",
"Water and glass in one buffer: fewer draw calls, a bit more VRAM. Next start.": "Vanduo ir stiklas viename buferyje: mažiau skambučių, šiek tiek daugiau VRAM. Kitas startas.",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "Vieno kadro tinklelio duomenys siunčiami į GPU. Apatinė yra sklandesnė kraunant.",
"Frame rate and frame times over the game, with a graph.": "Kadrų dažnis ir kadrų laikas žaidime su diagrama.",
"horizon.multiplayer.finding_friend": "Atrask savo draugo pasaulį...",
"horizon.multiplayer.not_signed_in": "Šis serveris veikia prisijungimo režimu. Prisijunkite naudodami „Microsoft“ paskyrą „Horizon“ paleidimo priemonėje, kad prisijungtumėte prie jos.",
"horizon.multiplayer.invalid_address": "Neteisingas serverio adresas: %s",
"horizon.multiplayer.connected_friend_direct": "Prisijungę tiesiai su draugu...",
"horizon.multiplayer.connected_friend_relay": "Prisijungta prie savo draugo per relę...",
"General": "Generolas",
"Advanced": "Išplėstinė",
"Undo": "Anuliuoti",
"Search options": "Paieškos parinktys",
"Shortcut": "Spartusis klavišas",
"Distance": "Atstumas",
"Display": "Ekranas",
"Interface": "Sąsaja",
"Sky and weather": "Dangus ir oras",
"Lighting and entities": "Apšvietimas ir objektai",
"Textures": "Tekstūros",
"Image": "Vaizdas",
"Chunk loading": "Gabalų pakrovimas",
"Culling": "Skerdimas",
"Power": "Galia",
"Frames": "Rėmeliai",
"Overlay": "Perdanga",
"Output": "Išvestis",
"Brightness": "Ryškumas",
"How far you see, the window and the HUD.": "Kaip toli matote, langas ir HUD.",
"The sky and weather, lighting, textures and the image.": "Dangus ir oras, apšvietimas, faktūros ir vaizdas.",
"Chunk loading, culling and power use.": "Gabalų pakrovimas, skerdimas ir energijos naudojimas.",
"How frames reach the screen, and the performance overlay.": "Kaip kadrai pasiekia ekraną ir našumo perdanga.",
"Brighter-than-white output on an HDR display.": "Ryškesnė nei balta išvestis HDR ekrane.",
"Results for \"%s\"": "Rezultatai pagal „%s“",
"No settings match.": "Jokie nustatymai neatitinka.",
"horizon.title.not_affiliated": "Nesusijęs su „Mojang“ ar „Microsoft“.",
"horizon.extras.header.lighting": "Apšvietimas",
"horizon.extras.header.third_person": "Trečiasis asmuo",
"horizon.extras.header.particles": "Dalelės",
"horizon.extras.header.inventory": "Inventorius",
"horizon.extras.header.chat": "Pokalbis",
"horizon.extras.header.multiplayer": "Kelių žaidėjų",
"horizon.extras.header.sound": "Garsas",
"horizon.extras.header.menus": "Meniu",
"horizon.extras.dynamic_lights": "Dinaminiai žibintai",
"horizon.extras.own_name_tag": "Nuosavo vardo žyma",
"horizon.extras.hide_block_particles": "Slėpti blokų lūžimo daleles",
"horizon.extras.auto_reconnect": "Automatinis pakartotinis prisijungimas",
"horizon.extras.ui_sound_reserve": "Išsaugokite vartotojo sąsajos garsų kanalus",
"horizon.extras.music_page": "Muzikos puslapis",
"horizon.extras.mouse_tweaks": "Mouse Tweaks valdikliai",
"horizon.extras.mouse_tweaks_wheel": "Slinkties ratukas perkelia elementus",
"horizon.extras.sort": "Rūšiavimo mygtukai",
"horizon.extras.sort_key": "Rūšiavimo raktas",
"horizon.extras.no_ai": "Nėra AI",
"horizon.extras.agent_control": "Agento kontrolė",
"horizon.extras.splitscreen": "Padalintas ekranas",
"horizon.extras.chat_animation": "Sklandus pokalbis",
"horizon.extras.chat_indicator": "Pranešimo indikatorius",
"horizon.extras.wheel_cycles_settings": "Slinkties ratukas keičia nustatymus",
"horizon.extras.pack_browser": "Išteklių paketo naršyklė",
"horizon.extras.fullbright.tooltip": "Rodyti blokus ir objektus esant visiškam apšvietimui, net tamsiose srityse.",
"horizon.extras.dynamic_lights.tooltip": "Fakelai ir kiti šviesos šaltiniai laikė, numetė ar degė, apšviečia aplink juos esančius blokus.",
"horizon.extras.own_name_tag.tooltip": "Rodo jūsų vardą virš galvos trečiuoju asmeniu, kaip mato kiti žaidėjai. Paslėpta, kai serveris slepia jūsų komandos pavadinimus arba esate nematomas.",
"horizon.extras.hide_block_particles.tooltip": "Slepia nuolaužų daleles, kurios sprogo iš sulaužyto bloko ir nutrupėjo nuo to, kurį užminate. Kitos dalelės lieka.",
"horizon.extras.auto_reconnect.tooltip": "Vėl prisijungia prie serverio nutrūkus ryšiui arba paleidus iš naujo, niekada po smūgio ar uždraudimo.",
"horizon.extras.ui_sound_reserve.tooltip": "Garsai pasaulyje palieka laisvus 16 iš 247 garso kanalų, todėl jų potvynis (didelis sprogimas) negali nutildyti meniu paspaudimų.",
"horizon.extras.music_page.tooltip": "Muzika ir garsai gauna puslapį Muzika...: dabar paleiskite bet kurį integruotą takelį arba išjunkite jį, kad žaidimas nustotų jį pasirinkti. Niekas nepasikeičia, kol neišjungiate takelio.",
"horizon.extras.mouse_tweaks.tooltip": "Dešiniuoju pelės mygtuku perkeliamas vienas į lizdą, kairėn – surenkamas sulaikytas elementas, o klavišas „Shift“ + vilkite kairėn – perkelia kiekvieną lizdą.",
"horizon.extras.mouse_tweaks_wheel.tooltip": "Žemyn vieną lizdo elementą siunčia į kitą pusę, o aukštyn – atgal.",
"horizon.extras.sort.tooltip": "Rūšiuoja inventorių, skrynias, statines, enderų skrynias ir šulerių dėžutes kūrybine skirtukų tvarka, sujungia krūvas.",
"horizon.extras.sort_key.tooltip": "Rūšiuoja dalį po žymekliu. Spustelėkite, tada paspauskite klavišą; Pabėgimas jį atriša.",
"horizon.extras.no_ai.tooltip": "Paslepia ir išjungia visas AI funkcijas: agento valdymą, horizon-ctl ir MCP serverius. Taip pat paleidimo jungiklis.",
"horizon.extras.agent_control.tooltip": "Jūsų dirbtinio intelekto agentas gali žaisti šį žaidimą per „horizon-ctl“ arba MCP klientą tik šiame kompiuteryje.",
"horizon.extras.discord_presence.tooltip": "Rodo „Playing Horizon“ jūsų „Discord“ profilyje, kol veikia „Discord“: meniu, vieno žaidėjo ar kelių žaidėjų režimas, matmenys ir žaidimo laikas. Niekada pasaulio pavadinimo ar serverio adreso.",
"Calibrate...": "Kalibruoti...",
"Calibrate Anyway...": "Vis tiek kalibruoti...",
"Use Automatic Setup": "Naudokite automatinę sąranką",
"Shortcut: %s": "Spartusis klavišas: %s",
"Next": "Kitas",
"HDR Calibration %s/%s: %s": "HDR kalibravimas %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Vienu metu nustatomi trys žemiau esantys viso ekrano vaizdai, po vieną bandomąją nuotrauką.",
"A key that opens this screen from the game. Not bound at first.": "Raktas, kuris atidaro šį žaidimo ekraną. Iš pradžių neįrištas.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Ekrane nebuvo nurodyta, koks jis ryškus: sukalibruokite, kad jį nustatytumėte.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Jau nustatyta jūsų ekranui. Kalibruokite tik tada, jei HDR atrodo neteisingai.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Sugrąžina didžiausią ryškumą ir popieriaus baltumą į ekrano sąranką.",
"Set up for your display. Leave on Auto unless it looks wrong.": "Nustatykite savo ekraną. Palikite įjungtą „Auto“, nebent tai atrodo neteisinga.",
"Lower it until the logo just disappears into the black.": "Nuleiskite jį, kol logotipas tiesiog išnyks juodai.",
"Raise it until the logo just disappears into the bright square.": "Pakelkite jį, kol logotipas tiesiog išnyks šviesioje aikštėje.",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "Padarykite kortelę baltą, į kurią būtų patogu žiūrėti ilgą laiką, žaidžiant šviesoje.",
"horizon.splitscreen.profiles.forget": "Pamiršk",
"horizon.splitscreen.profiles.create": "Sukurti",
"horizon.splitscreen.profiles.you": " - tu",
"horizon.splitscreen.profiles.forget_named": "Pamiršk %s",
"horizon.splitscreen.profiles.previous": "Ankstesnis",
"horizon.splitscreen.profiles.next": "Kitas",
"horizon.splitscreen.profiles.new_button": "Naujas profilis...",
"horizon.splitscreen.profiles.forget_title": "Pamiršai profilį?",
"horizon.splitscreen.profiles.forget_leaves": "Jis palieka šio atvejo sąrašą.",
"horizon.splitscreen.profiles.forget_kept": "Pasaulio progresas ir nustatymai išlaikomi.",
"horizon.splitscreen.profiles.new_title": "Naujas profilis",
"horizon.splitscreen.profiles.name_hint": "Vardas (nuo 3 iki 16 raidžių, skaitmenų, _)",
"horizon.splitscreen.profiles.switch_title": "Perjungti profilį",
"horizon.splitscreen.profiles.offline_note": "Šiam atvejui priklauso profiliai neprisijungus",
"horizon.splitscreen.profiles.move": "Perkelkite ten, kur žaidžiate",
"horizon.splitscreen.profiles.move_place": "Perkelkite ten, kur žaidžiate: %s",
"horizon.friends.title": "Žaisk su draugais",
"horizon.friends.hint": "Draugai įklijuoja kodą po pavadinimo ekrano mygtuko „Draugai“, tiesioginiame prisijungime arba paleidimo priemonės „Play“ puslapyje.",
"horizon.friends.copied": "Nukopijuota",
"horizon.friends.copy_code": "Kopijuoti kodą",
"horizon.friends.stop_sharing": "Sustabdyti bendrinimą",
"horizon.friends.none_yet": "Draugų čia dar nėra.",
"horizon.friends.here_now": "Čia dabar: %s",
"horizon.friends.share_intro": "Bendrinkite šį pasaulį naudodami kvietimo kodą: jis atidaromas LAN, o draugai internete prisijungia naudodami kodą. Joks mūsų serveris nedalyvauja.",
"horizon.friends.start_sharing": "Pradėti bendrinti",
"horizon.friends.troubleshooting": "Trikčių šalinimas...",
"horizon.friends.stopped": "Nustojo bendrinti kvietimo kodą.",
"horizon.friends.short_code_changed": "Kažkas vis bandė neteisingą trumpąjį kodą, todėl jis pasikeitė.",
"horizon.friends.wrong_code": "Kažkas bandė neteisingą kodą.",
"horizon.friends.code_ready": "Jūsų kvietimo kodas paruoštas: žaidimų meniu, žaiskite su draugais. Nukopijuokite ir nusiųskite draugams.",
"horizon.friends.share_failed": "Nepavyko pasidalinti pasauliu: %s",
"horizon.friends.finding_route": "Sužinokite, kaip draugai gali su jumis susisiekti…",
"horizon.osk.space": "Erdvė",
"horizon.osk.delete": "Ištrinti",
"horizon.osk.type": "Tipas",
"horizon.osk.symbols": "Simboliai",
"horizon.osk.close": "Uždaryti",
"horizon.extras.chat_animation.tooltip": "Nauja pokalbio linija slenka iš kairės, kol ji išnyksta, o ne atrodo visa.",
"horizon.extras.chat_indicator.tooltip": "Spalvota juosta pokalbio linijos kairėje.",
"horizon.extras.wheel_cycles_settings.tooltip": "Slinkties ratukas virš mygtuko nustatymuose keičia jo reikšmę, kaip ir vanilės atveju. Išjungtas, ratas tik slenka sąrašu.",
"horizon.extras.pack_browser.tooltip": "Pasirinkite Išteklių paketai gauna mygtuką Pridėti, kuris ieško Modrinth ir įdiegia paketą į jūsų paketų aplanką. Išjungtas, žaidimas niekada nesusisiekia su Modrinth.",
"horizon.extras.splitscreen.tooltip": "Pasaulyje kitas valdiklis gali prisijungti kaip naujas žaidėjas: paspauskite A, kai jis paprašys, tada pasirinkite profilį ir kur žaisti.",
"horizon.splitscreen.setup.monitor": "Monitorius %s",
"horizon.splitscreen.setup.monitor_unknown": "monitorius",
"horizon.splitscreen.setup.window": "Langas %s",
"horizon.splitscreen.setup.new_window": "Naujas langas",
"horizon.splitscreen.setup.fill_monitor": "Užpildykite %s",
"horizon.splitscreen.setup.done": "Atlikta",
"horizon.splitscreen.setup.on": "Įjungta",
"horizon.splitscreen.setup.off": "Išjungta",
"horizon.splitscreen.setup.player": "Žaidėjas %s",
"horizon.splitscreen.setup.revert": "Grįžti",
"horizon.splitscreen.setup.apply": "Taikyti",
"horizon.splitscreen.setup.warning.empty_main": "Niekas nežaidžia 1 lange: jis slepiasi",
"horizon.splitscreen.setup.warning.empty_close": "Lange %s niekas negroja: jis užsidaro, kai rodoma Taikyti",
"horizon.splitscreen.setup.warning.empty_new": "Lange %s niekas nežaidžia: jis neatsidarys",
"horizon.splitscreen.setup.warning.on_main": "Langas %s užpildo 1 lango monitorių: jo grotuvai žaidžia 1 lange",
"horizon.splitscreen.setup.warning.unplugged": "Lango %s monitorius neprijungtas: jo grotuvai žaidžia 1 lange",
"horizon.splitscreen.setup.status.off": "Splitscreen išjungtas.",
"horizon.splitscreen.setup.status.enable_hint": "Įjunkite jį, tada paspauskite kito valdiklio mygtuką visame pasaulyje.",
"horizon.splitscreen.setup.status.join_hint": "Paspauskite A, kad prisijungtumėte ir pasirinktumėte profilį.",
"horizon.splitscreen.setup.status.idle": "Padalintas ekranas neaktyvus",
"horizon.splitscreen.setup.status.alone": "Kitų vietinių žaidėjų nėra.",
"horizon.splitscreen.setup.status.solo_controls": "Vieni valdikliai ir valdiklio atsiliepimai nesikeičia.",
"horizon.splitscreen.setup.window_empty": "Langas %s: tuščias",
"horizon.splitscreen.setup.note.select": "Spustelėkite grotuvą arba vilkite jį į langą arba monitorių.",
"horizon.splitscreen.setup.note.apply": "Pateikite paraišką, jei norite žaisti tokiu būdu, grąžinkite, kad anuliuotumėte.",
"horizon.splitscreen.setup.note.place": "Kur %s turėtų žaisti?",
"horizon.splitscreen.setup.this_player": "šis žaidėjas",
"horizon.splitscreen.setup.switch_disabled": "Splitscreen išsijungia, kai kiti išeina (jų pristabdymo meniu).",
"horizon.splitscreen.setup.window_place": "Langas %s (%s iš %s)",
"horizon.splitscreen.setup.names": "Vardai",
"horizon.splitscreen.setup.identify": "Identifikuoti",
"horizon.splitscreen.setup.layout.two": "2 bendrinimas: %s",
"horizon.splitscreen.setup.layout.three": "3 bendrinimas: %s",
"horizon.splitscreen.setup.layout.two.1": "Šalia",
"horizon.splitscreen.setup.layout.two.2": "Viršuje ir apačioje",
"horizon.splitscreen.setup.layout.three.0": "Vienas platus viršuje",
"horizon.splitscreen.setup.layout.three.1": "Vienas aukštas kairėje",
"horizon.splitscreen.setup.layout.three.2": "Šalia",
"horizon.splitscreen.setup.help.player": "Spustelėkite arba vilkite %s, kad juos perkeltumėte.",
"horizon.splitscreen.setup.help.layout_auto": "%s (greta, kai langas platus). Paspauskite norėdami pakeisti.",
"horizon.splitscreen.setup.help.layout": "%s. Paspauskite norėdami pakeisti.",
"horizon.splitscreen.setup.help.switch": "Padalytas ekranas šiam kompiuteriui, įjungtas arba išjungtas.",
"horizon.splitscreen.setup.help.identify": "Kiekvieno žaidėjo vaizdas rodo, kuriame lange jis yra.",
"horizon.splitscreen.setup.help.names": "Kiekvieno žaidėjo vardas kampe.",
"horizon.splitscreen.setup.help.revert": "Anuliuoti dar nepritaikytus pakeitimus.",
"horizon.splitscreen.setup.help.apply": "Žaiskite taip, kaip rodo žemėlapis.",
"horizon.splitscreen.setup.help.unchanged": "Dar niekas nepasikeitė.",
"horizon.splitscreen.setup.give_up_pad": "Atsisakykite padėklo",
"horizon.splitscreen.prompt.controller_connected": "Valdiklis prijungtas",
"horizon.splitscreen.prompt.controller_disconnected": "Valdiklis atjungtas",
"horizon.splitscreen.prompt.controller_disconnected.hint": "Prijunkite jį iš naujo arba paspauskite kito mygtuką",
"horizon.splitscreen.prompt.join.one": "%s nori prisijungti",
"horizon.splitscreen.prompt.join.many": "%s valdikliai nori prisijungti",
"horizon.splitscreen.prompt.join.yes": "Prisijunk",
"horizon.splitscreen.prompt.join.as_p1": "Žaisti kaip P1",
"horizon.splitscreen.prompt.join.no": "Nr",
"horizon.splitscreen.prompt.lost": "%s: valdiklis atjungtas",
"horizon.splitscreen.prompt.lost.use_another": "Naudokite kitą",
"horizon.splitscreen.prompt.lost.leave": "Palikti",
"horizon.splitscreen.setup.help.give_up_pad": "Valdiklis nustoja jus vairuoti ir jam siūloma prisijungti prie (A).",
"horizon.splitscreen.setup.note.held_at": "%s į %s: A numeta jį čia, o B padeda atgal.",
"horizon.splitscreen.setup.note.held": "%s pakeliama: kairė/dešinė pasirenka kur, A numeta, B grąžina atgal.",
"Hides models behind opaque blocks. Async checks off-thread; entities tick.": "Slepia modelius už nepermatomų blokų. Async tikrina ne giją; subjektai pažymi.",
"Block Entities": "Blokuoti subjektus",
"Shulker Boxes": "Šulkerio dėžės",
"Reuses settled boxes; lid movement stays animated.": "Pakartotinai naudoja nusistovėjusias dėžes; dangtelio judėjimas išlieka animuotas.",
"Signs": "Ženklai",
"Reuses sign text until text, light, or font changes.": "Pakartotinai naudoja ženklo tekstą, kol pasikeičia tekstas, šviesa arba šriftas.",
"Decorated Pots": "Dekoruoti puodai",
"Reuses still pots; break wobble and sherd changes redraw.": "Pakartotinai naudojami nejudančių puodų; nutraukti klibėjimą ir šerdies pokyčius perbraižyti.",
"Bells": "Varpai",
"Reuses still bells; ringing stays animated.": "Pakartotinai naudoja nejudančius varpelius; skambėjimas išlieka animuotas.",
"Chests": "Skrynias",
"Reuses closed chests; moving lids stay animated.": "Pakartotinai naudoja uždaras skrynias; judantys dangteliai išlieka animuoti.",
"Banners": "Baneriai",
"Reuses poles; flags and pattern layers still update.": "Pakartotinai naudoja stulpus; vėliavėlės ir raštų sluoksniai vis dar atnaujinami.",
"Copper Golem Statues": "Varinės Golemo statulos",
"Reuses statue geometry until its block state changes.": "Pakartotinai naudoja statulos geometriją, kol nepasikeis jos bloko būsena.",
"Leaf Culling": "Lapų skerdimas",
"Every leaf face. Vanilla's fancy leaves.": "Kiekvieno lapo veidas. Įmantrūs vanilės lapai.",
"Keeps fine plants in high-res packs from fading far away.": "Išlaiko puikius augalus didelės raiškos pakuotėse nuo išblukimo toli.",
"Screenshot Quality": "Ekrano nuotraukos kokybė",
"F2 screenshots at this many times the game's resolution. Higher takes longer.": "F2 ekrano kopijos tokia daug kartų didesnė už žaidimo skiriamąją gebą. Aukštesnis užtrunka ilgiau.",
"Frame Generation": "Rėmelių generavimas",
"Shows a made-up frame between each two real ones: smoother, a little more lag.": "Rodo sugalvotą kadrą tarp dviejų tikrų: sklandžiau, šiek tiek daugiau atsilikimo.",
"Shadow Cache": "Šešėlių talpykla",
"Reuses the pack shadow map when sun, view and world match. Off by default.": "Pakartotinai naudoja pakuotės šešėlinį žemėlapį, kai sutampa saulė, vaizdas ir pasaulis. Išjungta pagal numatytuosius nustatymus.",
"Find BlueMap": "Raskite BlueMap",
"On servers, finds their BlueMap web map for far terrain. Next join.": "Serveriuose randa jų „BlueMap“ žiniatinklio žemėlapį, skirtą tolimam reljefui. Kitas prisijungti.",
"BlueMap Radius": "BlueMap spindulys",
"How far around you BlueMap tiles are downloaded. Next join.": "Kaip toli aplink jus atsisiunčiamos „BlueMap“ plytelės. Kitas prisijungti.",
"Synchronous": "Sinchroninis",
"Asynchronous": "Asinchroninis",
"Solid": "Tvirtas",
"Solid Aggressive": "Tvirtas Agresyvus",
"Hollow": "Tuščiaviduriai",
"Leaves fully inside a canopy draw solid: fewer see-through layers.": "Lapai, esantys visiškai viduje, traukiasi kietai: mažiau permatomų sluoksnių.",
"Leaves with one open side draw solid too: faster, chunkier edges.": "Lapai su viena atvira puse taip pat traukiasi: greitesni, stambesni kraštai.",
"Drops faces between leaves: faster, but gaps look through.": "Numeta veidus tarp lapų: greičiau, bet tarpai matosi kiaurai.",
"Hotbar: Previous Slot": "Hotbar: Ankstesnis lizdas",
"Hotbar: Next Slot": "Hotbar: Kitas lizdas",
"horizon.agent.connected.one": "Prisijungta: 1 agento ryšys",
"horizon.agent.connected.many": "Prisijungta: %s agento ryšiai",
"horizon.agent.connected.one_ago": "Prisijungta: 1 agento ryšys, paskutinė komanda prieš %s sek",
"horizon.agent.connected.many_ago": "Prisijungta: %s agento jungtys, paskutinė komanda prieš %s sek",
"horizon.agent.waiting": "Laukia agento.",
"horizon.agent.off": "Išjungta: agentai negali pasiekti šio žaidimo.",
"horizon.agent.session_opened": "Šiam seansui atidarė programą, kuri pradėjo žaidimą.",
"horizon.agent.socket": "Lizdas: %s (nukopijuokite išsamią informaciją apie visą jo kelią)",
"horizon.agent.local_only": "Tik vietinis: agentai šiame kompiuteryje, niekada tinkle.",
"Auto (%s nits)": "Automatinis (%s nitai)",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "Slepia modelius už nepermatomų blokų. Subjektai atnaujinami. Išjungti su pasirinktiniais paketais.",
"horizon.extras.repro_keys": "Įrašymo spartieji klavišai",
"horizon.extras.repro_keys.tooltip": "F3+R pradeda arba sustabdo repro įrašymą, o F3+E įrašo jo paketą. Išjungta pagal numatytuosius nustatymus: įrašas kopijuoja pasaulį.",
"horizon.agent.record_session": "Pradėkite įrašymo sesiją",
"horizon.agent.record_stop": "Sustabdykite įrašymo sesiją",
"horizon.agent.export_repro": "Eksportuokite Repro paketą",
"horizon.repro.started": "Pradėtas įrašymas; F3+R jį sustabdo ir įrašo paketą.",
"horizon.repro.stopped": "Įrašymas sustabdytas: %s",
"horizon.repro.bundle": "Repro rinkinys: %s",
"horizon.repro.no_recording": "Dar nėra įrašo, kurį būtų galima eksportuoti.",
"horizon.repro.replay_started": "Pakartojimas pradėtas: %s",
"horizon.pack.addInfo": "Pridėkite išteklių paketą iš Modrinth",
"horizon.pack.addWorking": "Klausia Modrinth...",
"horizon.pack.addNone": "Nerasta jokių išteklių paketų",
"horizon.pack.addTitle": "Pridėkite išteklių paketą",
"horizon.pack.install": "Įdiegti",
"horizon.pack.installing": "Diegimas",
"horizon.pack.installed": "Įdiegta",
"horizon.pack.search": "Ieškoti",
"horizon.pack.searchHint": "Ieškoti Modrinth...",
"horizon.pack.filters": "Filtrai",
"horizon.pack.filter.realistic": "Realistiškas",
"horizon.pack.filter.simplistic": "Supaprastinta",
"horizon.pack.filter.vanillaLike": "Vanilės tipo",
"horizon.pack.addFailed": "Nepavyko pridėti paketo: %s",
"horizon.extras.header.cosmetics": "Kosmetika",
"horizon.extras.cosmetics_mine": "Mano kosmetika",
"horizon.extras.cosmetics_mine.tooltip": "Paslėpta: kiekvienas „Horizon“ žaidėjas mato jus be jūsų kosmetikos, įskaitant jus. Tas pats jungiklis kaip ir paleidimo priemonės drabužių spinta.",
"horizon.extras.cosmetics_others": "Kitų žaidėjų kosmetika",
"horizon.extras.cosmetics_others.tooltip": "Ką dėvi kiti „Horizon“ žaidėjai: viskas, tik jų vardų etiketės arba nieko. Paslėptas, žaidimas niekada neklausia, ką jie dėvi.",
"horizon.extras.cosmetics_auras": "Kitų auros ir takai",
"horizon.extras.cosmetics_auras.tooltip": "Auros ir takai, kuriuos nešioja kiti žaidėjai. Išjungta pagal numatytuosius nustatymus.",
"horizon.extras.cosmetics.shown": "Parodyta",
"horizon.extras.cosmetics.hidden": "Paslėpta",
"horizon.extras.cosmetics.name_tags": "Tik vardų žymos"
}
@@ -0,0 +1,476 @@
{
"horizon.options.controller": "Controleur",
"horizon.options.vibration": "Trillingen",
"horizon.options.adaptive_triggers": "Adaptieve triggers",
"horizon.options.lightbar": "Lichtbalk",
"horizon.options.look_sensitivity": "Kijkgevoeligheid",
"horizon.options.invert_x": "Kijkrichting X omkeren",
"horizon.options.invert_y": "Kijkrichting Y omkeren",
"horizon.options.sneak_button": "Sluipknop",
"horizon.options.move_deadzone": "Dode zone voor bewegen",
"horizon.options.look_deadzone": "Dode zone voor kijken",
"horizon.options.button_glyphs": "Knop-glyphs",
"horizon.options.menu_navigation": "Menunavigatie",
"horizon.options.on_screen_keyboard": "Schermtoetsenbord",
"horizon.options.chat_delay": "Chatvertraging",
"horizon.options.lightbar.health": "Gezondheid",
"horizon.options.lightbar.dimension": "Afmeting",
"horizon.options.glyphs.auto": "Automatisch",
"horizon.options.menu_pointer": "Aanwijzer",
"horizon.options.keyboard.auto": "Automatisch",
"horizon.options.keyboard.steam": "Stoom",
"horizon.options.unavailable": "Deze functie is nog niet beschikbaar in Horizon.",
"horizon.options.search": "Zoekinstellingen...",
"horizon.pages.shader_packs": "Shader-pakketten",
"horizon.pages.shader_options": "Shader-opties",
"horizon.pages.controller": "Controllerinstellingen",
"horizon.pages.controller_binds": "Controller bindt",
"horizon.pages.extras": "Horizon-extra's",
"horizon.pages.settings": "Horizon-instellingen",
"horizon.pages.agent": "AI-agent",
"horizon.split.leave": "Vertrekken",
"horizon.pages.split_settings": "Instellingen voor gesplitst scherm",
"horizon.pages.split_profiles": "Wie speelt er?",
"horizon.pages.split_setup": "Gesplitst scherm instellen",
"horizon.pages.music": "Muziek",
"horizon.pages.music.menu": "Menukaart",
"horizon.pages.music.overworld": "Bovenwereld",
"horizon.pages.music.creative": "Creatief",
"horizon.pages.music.underwater": "Onder water",
"horizon.pages.music.end": "Het einde",
"horizon.pages.music.boss": "Baas",
"horizon.pages.music.credits": "Kredieten",
"horizon.pages.music.overworld_biomes": "Overwereldbiomen",
"horizon.pages.music.nether_biomes": "Nether biomen",
"horizon.pages.music.end_biomes": "Beëindig biomen",
"horizon.pages.music.other": "Andere muziek",
"horizon.pages.music.empty": "Geen muzieknummers: de geluiden van het spel worden niet geladen.",
"horizon.pages.music.tooltip": "De ingebouwde nummers, per situatie: speel er nu één, of schakel er een uit zodat het spel stopt met het kiezen ervan.",
"horizon.pages.settings.tooltip": "Horizon's eigen instellingen: graphics, controllers, extra's en mods.",
"horizon.pages.graphics.tooltip": "Grafisch eenvoudig: elke instelling zegt wat het kost.",
"horizon.pages.graphics_advanced.tooltip": "Elke grafische instelling, inclusief Horizon's, met wat elke kost.",
"horizon.pages.controller.tooltip": "Controllers: hun knoppen, sticks, trillingen en menunavigatie.",
"horizon.pages.extras.tooltip": "Optionele toevoegingen, standaard allemaal uitgeschakeld: het spel blijft vanille totdat je er een inschakelt.",
"horizon.pages.agent.tooltip": "Laat je eigen AI-agent spelen: horizon-ctl en MCP-clients op deze computer.",
"horizon.pages.split_profiles.tooltip": "Wie speelt: een profiel dat in deze gamemap wordt bewaard.",
"horizon.pages.split_setup.tooltip": "De ramen en monitoren, en wie waar speelt.",
"horizon.pages.shader_packs.tooltip": "Shader-pakketten uit de map shaderpacks: die van Horizon en die in het shaders/-formaat. Er loopt er één tegelijk.",
"horizon.pages.mods.tooltip": "Mods gemaakt voor Horizon, uit de map horizon-mods. Ze worden allemaal in een sandbox uitgevoerd en blijven uitgeschakeld totdat u ze inschakelt.",
"horizon.pages.open.graphics": "Grafisch...",
"horizon.pages.open.graphics_advanced": "Geavanceerde grafische afbeeldingen...",
"horizon.pages.open.shader_packs": "Shader-pakketten...",
"horizon.pages.open.controller": "Controllerinstellingen...",
"horizon.pages.open.split_setup": "Gesplitst scherm...",
"horizon.pages.open.extras": "Extra's...",
"horizon.pages.open.agent": "AI-agent...",
"horizon.pages.open.horizon_graphics": "Horizon-afbeeldingen...",
"horizon.pages.open.controller_binds": "Controller bindt...",
"horizon.pages.open.horizon_settings": "Horizon-instellingen...",
"horizon.pages.open.music": "Muziek...",
"horizon.mods.empty": "Geen mods: plaats .hmod-bestanden in de map horizon-mods",
"horizon.mods.stopped": " (gestopt)",
"horizon.mods.not_built": " (Niet gebouwd)",
"horizon.mods.dev": " (Ontwikkelaar)",
"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",
"horizon.multiplayer.join_friend": "Sluit je aan bij een vriend",
"horizon.multiplayer.invite_code": "Uitnodigingscode",
"horizon.multiplayer.relay": "relais (optioneel)",
"Preset": "Voorinstelling",
"LOD Distance": "LOD-afstand",
"Far Detail": "Verre details",
"Cave Culling": "Grot ruimen",
"Entity Culling": "Entiteit ruimen",
"Chunk Updates": "Chunk-updates",
"Upload Budget": "Budget uploaden",
"Sky": "Hemel",
"Fog": "Mist",
"Weather": "Weer",
"Animated Textures": "Geanimeerde texturen",
"Present Mode": "Huidige modus",
"Frame Pacing": "Frametempo",
"Worker Threads": "Werknemersdraden",
"Resolution Scale": "Resolutieschaal",
"Upscaling": "Opschaling",
"Paper White": "Papier Wit",
"Peak Brightness": "Piekhelderheid",
"Black Level": "Zwart niveau",
"UI Brightness": "UI-helderheid",
"Battery Mode": "Batterijmodus",
"Graphics API": "Grafische API",
"Translucent Batching": "Doorschijnend batchen",
"Performance Overlay": "Prestatie-overlay",
"Full Detail Distance": "Volledige detailafstand",
"On": "Aan",
"Off": "Uit",
"Unlimited": "Onbeperkt",
"Auto": "Automatisch",
"Custom": "Aangepast",
"Performance": "Prestaties",
"Balanced": "Evenwichtig",
"Quality": "Kwaliteit",
"Ultra Performance": "Ultra-prestaties",
"Native": "Inheems",
"Full": "Vol",
"Reduced": "Verlaagd",
"Efficient": "Efficiënt",
"Precise": "Nauwkeurig",
"Auto (VSync)": "Automatisch (VSync)",
"Mailbox": "Postbus",
"Immediate": "Onmiddellijk",
"Vulkan": "Vulkaan",
"FPS and Graph": "FPS en grafiek",
"No cost": "Geen kosten",
"Low cost": "Lage kosten",
"Medium cost": "Middelmatige kosten",
"High cost": "Hoge kosten",
"Saves time": "Bespaart tijd",
"Graphics": "Grafisch",
"Done": "Klaar",
"This feature is not yet available in Horizon.": "Deze functie is nog niet beschikbaar in Horizon.",
"Your display or system doesn't offer HDR output.": "Uw beeldscherm of systeem biedt geen HDR-uitvoer.",
"Turn HDR on to use it.": "Schakel HDR in om het te gebruiken.",
"Your GPU or graphics API doesn't support it.": "Uw GPU of grafische API ondersteunt dit niet.",
"%s chunks": "%s brokken",
"%s per frame": "%s per kader",
"Auto (%s)": "Automatisch (%s)",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "Volledig gedetailleerd terreinbereik. LOD Distance kan lokale werelden verder uitbreiden.",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "Grof afgelegen terrein in lokale werelden. Geïntegreerde GPU's stoppen bij 128 chunks.",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "Minder trekt veel terrein grover: sneller op deze geïntegreerde GPU.",
"Reduced draws far terrain coarser, for GPUs it slows down.": "Verminderd trekt veel terrein grover, voor GPU's vertraagt het.",
"Field of view. Wider shows more terrain at once.": "Gezichtsveld. Breder toont meer terrein tegelijk.",
"Caps frames per second; a cap saves power and heat.": "Maximaal frames per seconde; een dop bespaart stroom en warmte.",
"Waits for the display's refresh: no tearing, a little latency.": "Wacht op vernieuwing van het scherm: geen tearing, een beetje latentie.",
"Size of menus and the HUD.": "Grootte van menu's en de HUD.",
"Sets the options below together. Changing one makes it Custom.": "Stelt de onderstaande opties samen. Door er één te veranderen, wordt het aangepast.",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "Lava, vuur en zonlicht schijnen helderder dan wit. Heeft een HDR-scherm nodig.",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "Het donkerste zwart van je scherm. 0 voor OLED; LCD's gloeien een beetje.",
"How bright highlights get. Auto: the peak your system reports.": "Hoe heldere highlights worden. Auto: de piek die uw systeem rapporteert.",
"How bright white paper and menus look. Auto: your desktop's white.": "Hoe helder wit papier en menu's er uitzien. Automatisch: uw bureaublad is wit.",
"How bright the HUD and menus are, against paper white.": "Hoe helder de HUD en menu's zijn, tegen papierwit.",
"How far mobs, crops and machines keep working. CPU time.": "Hoe ver mobs, gewassen en machines blijven werken. CPU-tijd.",
"How far away mobs and items are drawn, as a share of normal.": "Hoe ver weg mobs en items worden getrokken, als percentage van normaal.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Slaat terrein over dat verborgen is achter gesloten secties. Uit kost veel.",
"Hides entities behind opaque blocks.": "Verbergt entiteiten achter ondoorzichtige blokken.",
"No entity occlusion culling.": "Geen occlusie van entiteiten.",
"CPU occlusion test runs this frame.": "De CPU-occlusietest voert dit frame uit.",
"Occlusion checks run on a worker thread.": "Occlusiecontroles worden uitgevoerd op een werkthread.",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "Meshed secties geüpload per frame. Lager is soepeler tijdens het laden.",
"Soft shadows in corners. Costs chunk building time only.": "Zachte schaduwen in hoeken. Kost alleen maar bouwtijd.",
"Smaller copies of block textures for distant terrain: less shimmer.": "Kleinere kopieën van bloktexturen voor afgelegen terrein: minder glans.",
"Blends grass and water colours across biomes when building chunks.": "Mengt gras- en aquarelkleuren over biomen bij het bouwen van brokken.",
"Cloud layer: off, flat (fast) or 3D (fancy).": "Wolkenlaag: uit, plat (snel) of 3D (fancy).",
"How far clouds reach, in chunks.": "Hoe ver wolken reiken, in stukjes.",
"Draws the sky, sun, moon and stars.": "Tekent de lucht, de zon, de maan en de sterren.",
"Distance fog. Off shows the edge of the loaded world.": "Afstand mist. Off toont de rand van de beladen wereld.",
"Draws rain and snow.": "Trekt regen en sneeuw.",
"How far rain and snow fall around you.": "Hoe ver regen en sneeuw om je heen valt.",
"How many particles effects spawn.": "Hoeveel deeltjeseffecten spawnen.",
"Round shadows under mobs and items.": "Ronde schaduwen onder mobs en items.",
"Leaves with see-through gaps. Off draws them solid.": "Bladeren met doorzichtige gaten. Off trekt ze solide.",
"Sorts water and glass more exactly behind each other.": "Sorteert water en glas preciezer achter elkaar.",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "Welk deel opnieuw wordt opgebouwd, wacht op het frame: geen, dichtbij of van jou.",
"Animates water, lava, fire and other moving textures.": "Animeert water, lava, vuur en andere bewegende texturen.",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "Wereldpixels per schermpixel. Onder de 100% is sneller op de GPU.",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "Maakt gekartelde randen glad. FXAA: zachter. TAA: de soepelste, bewegende dingen kunnen slepen.",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "Maakt de wereld kleiner en herbouwt deze met TAA. Sneller, zachter.",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "HDR-uitvoer op een HDR-scherm: lava, vuur en zonlicht schijnen helderder.",
"How frames reach the screen while VSync is off.": "Hoe frames het scherm bereiken terwijl VSync is uitgeschakeld.",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "Efficiënt slapen tot het volgende frame; Nauwkeurige spins, zoals vanille.",
"Fills the screen (borderless).": "Vult het scherm (randloos).",
"Brightens dark places.": "Verheldert donkere plekken.",
"Lowers the frame rate when minimised, or idle too.": "Verlaagt de framesnelheid wanneer deze is geminimaliseerd, of ook inactief.",
"Sways the view while walking.": "Verandert het zicht tijdens het lopen.",
"Fades newly loaded chunks in.": "Laat nieuw geladen chunks infaden.",
"Darkens the screen's edges.": "Maakt de randen van het scherm donkerder.",
"Shows when the world saves.": "Laat zien wanneer de wereld redt.",
"Shows attack cooldown.": "Toont de cooldown van de aanval.",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "60 FPS-limiet (30 in menu's of ongericht), de helft van de werknemers: minder kracht.",
"Threads that generate, light and mesh chunks. Next start.": "Draden die brokken genereren, verlichten en meshen. Volgende start.",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Vulkan en vervolgens DirectX 12 (Windows) of OpenGL (Linux) waar het mislukt. Volgende start.",
"Water and glass in one buffer: fewer draw calls, a bit more VRAM. Next start.": "Water en glas in één buffer: minder draw calls, wat meer VRAM. Volgende start.",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "Mesh-gegevens die per frame naar de GPU worden verzonden. Lager is soepeler tijdens het laden.",
"Frame rate and frame times over the game, with a graph.": "Framesnelheid en frametijden gedurende het spel, met een grafiek.",
"horizon.multiplayer.finding_friend": "Vind de wereld van je vriend...",
"horizon.multiplayer.not_signed_in": "Deze server bevindt zich in de onlinemodus. Meld u aan met uw Microsoft-account in het Horizon-opstartprogramma om hieraan deel te nemen.",
"horizon.multiplayer.invalid_address": "Ongeldig serveradres: %s",
"horizon.multiplayer.connected_friend_direct": "Rechtstreeks verbonden met je vriend...",
"horizon.multiplayer.connected_friend_relay": "Verbonden met je vriend via het relais...",
"General": "Algemeen",
"Advanced": "Geavanceerd",
"Undo": "Ongedaan maken",
"Search options": "Zoekopties",
"Shortcut": "Snelkoppeling",
"Distance": "Afstand",
"Display": "Weergave",
"Sky and weather": "Hemel en weer",
"Lighting and entities": "Verlichting en entiteiten",
"Textures": "Texturen",
"Image": "Afbeelding",
"Chunk loading": "Stukken laden",
"Culling": "Ruimen",
"Power": "Macht",
"Frames": "Lijsten",
"Output": "Uitvoer",
"Brightness": "Helderheid",
"How far you see, the window and the HUD.": "Hoe ver je kunt kijken, het raam en de HUD.",
"The sky and weather, lighting, textures and the image.": "De lucht en het weer, de verlichting, de texturen en het beeld.",
"Chunk loading, culling and power use.": "Het laden van brokken, het ruimen en het stroomverbruik.",
"How frames reach the screen, and the performance overlay.": "Hoe frames het scherm bereiken en de prestatie-overlay.",
"Brighter-than-white output on an HDR display.": "Helderder dan witte uitvoer op een HDR-scherm.",
"Results for \"%s\"": "Resultaten voor \"%s\"",
"No settings match.": "Er komen geen instellingen overeen.",
"horizon.title.not_affiliated": "Niet aangesloten bij Mojang of Microsoft",
"horizon.extras.header.lighting": "Verlichting",
"horizon.extras.header.third_person": "Derde persoon",
"horizon.extras.header.particles": "Deeltjes",
"horizon.extras.header.inventory": "Inventaris",
"horizon.extras.header.chat": "Chatten",
"horizon.extras.header.sound": "Geluid",
"horizon.extras.header.menus": "Menu's",
"horizon.extras.fullbright": "Volledig helder",
"horizon.extras.dynamic_lights": "Dynamische lichten",
"horizon.extras.own_name_tag": "Eigen naamplaatje",
"horizon.extras.hide_block_particles": "Verberg blokbrekende deeltjes",
"horizon.extras.auto_reconnect": "Automatisch opnieuw verbinden",
"horizon.extras.ui_sound_reserve": "Houd kanalen voor UI-geluiden",
"horizon.extras.music_page": "Muziek pagina",
"horizon.extras.mouse_tweaks": "Muisaanpassingen",
"horizon.extras.mouse_tweaks_wheel": "Scrollwiel verplaatst items",
"horizon.extras.sort": "Sorteerknoppen",
"horizon.extras.sort_key": "Sorteer sleutel",
"horizon.extras.no_ai": "Geen AI",
"horizon.extras.agent_control": "Agentcontrole",
"horizon.extras.discord_presence": "Onenigheid Rijke aanwezigheid",
"horizon.extras.splitscreen": "Gesplitst scherm",
"horizon.extras.chat_animation": "Vlotte babbel",
"horizon.extras.chat_indicator": "Berichtindicator",
"horizon.extras.wheel_cycles_settings": "Scrollwiel wijzigt instellingen",
"horizon.extras.pack_browser": "Bronpakketbrowser",
"horizon.extras.fullbright.tooltip": "Toon blokken en entiteiten bij vol licht, zelfs in donkere gebieden.",
"horizon.extras.dynamic_lights.tooltip": "Fakkels en andere lichtbronnen die je vasthoudt, laat vallen of in brand steken, verlichten de blokken eromheen.",
"horizon.extras.own_name_tag.tooltip": "Toont je naam boven je hoofd in de derde persoon, zoals andere spelers het zien. Verborgen wanneer de server de namen van uw team verbergt of u onzichtbaar bent.",
"horizon.extras.hide_block_particles.tooltip": "Verbergt de puindeeltjes die uit een gebroken blok barsten en afbrokkelen van het blok dat je ontgint. Andere deeltjes blijven.",
"horizon.extras.auto_reconnect.tooltip": "Sluit zich opnieuw aan bij een server na een verbroken verbinding of een herstart, nooit na een kick of ban.",
"horizon.extras.ui_sound_reserve.tooltip": "Geluiden in de wereld laten 16 van de 247 geluidskanalen vrij, dus een overstroming ervan (een grote explosie) kan menuklikken niet tot zwijgen brengen.",
"horizon.extras.music_page.tooltip": "Muziek en geluiden krijgt een Muziek...-pagina: speel nu een ingebouwd nummer, of schakel er een uit zodat het spel het niet meer kiest. Er verandert niets totdat je een nummer uitschakelt.",
"horizon.extras.mouse_tweaks.tooltip": "Met rechts slepen wordt er één per slot geplaatst, met links slepen wordt het vastgehouden item verzameld, Shift + links slepen verplaatst elk slot.",
"horizon.extras.mouse_tweaks_wheel.tooltip": "Omlaag stuurt een item van de gleuf naar de andere kant, omhoog brengt er één terug.",
"horizon.extras.sort.tooltip": "Sorteert de inventaris, kisten, vaten, enderkisten en shulkerdozen in creatieve tabvolgorde, waarbij stapels worden samengevoegd.",
"horizon.extras.sort_key.tooltip": "Sorteert het gedeelte onder de cursor. Klik en druk vervolgens op een toets; Ontsnappen maakt het los.",
"horizon.extras.no_ai.tooltip": "Verbergt en schakelt elke AI-functie uit: agentcontrole, horizon-ctl en de MCP-servers. De schakelaar van de draagraket ook.",
"horizon.extras.agent_control.tooltip": "Je eigen AI-agent kan dit spel alleen op deze computer spelen via horizon-ctl of een MCP-client.",
"horizon.extras.discord_presence.tooltip": "Toont 'Speelt Horizon' op je Discord-profiel terwijl Discord actief is: menu's, singleplayer of multiplayer, de dimensie en de gespeelde tijd. Nooit een wereldnaam of een serveradres.",
"Calibrate...": "Kalibreer...",
"Calibrate Anyway...": "Hoe dan ook kalibreren...",
"Use Automatic Setup": "Gebruik automatische configuratie",
"Shortcut: %s": "Sneltoets: %s",
"Next": "Volgende",
"HDR Calibration %s/%s: %s": "HDR-kalibratie %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Stelt de onderstaande drie in op volledig scherm, één testbeeld tegelijk.",
"A key that opens this screen from the game. Not bound at first.": "Een sleutel die dit scherm vanuit het spel opent. In eerste instantie niet gebonden.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Uw display heeft niet aangegeven hoe helder het wordt: kalibreer om het in te stellen.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Al ingesteld voor uw beeldscherm. Kalibreer alleen als HDR er verkeerd uitziet.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Zet piekhelderheid en papierwit terug in de instellingen van uw beeldscherm.",
"Set up for your display. Leave on Auto unless it looks wrong.": "Instellen voor uw beeldscherm. Laat Auto staan, tenzij het er verkeerd uitziet.",
"Lower it until the logo just disappears into the black.": "Laat hem zakken totdat het logo net in het zwart verdwijnt.",
"Raise it until the logo just disappears into the bright square.": "Breng hem omhoog totdat het logo net in het heldere vierkant verdwijnt.",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "Maak de kaart wit, zodat je er lang naar kunt kijken, in het licht waarin je speelt.",
"horizon.splitscreen.profiles.forget": "Vergeet",
"horizon.splitscreen.profiles.create": "Creëer",
"horizon.splitscreen.profiles.you": " - jij",
"horizon.splitscreen.profiles.forget_named": "Vergeet %s",
"horizon.splitscreen.profiles.previous": "Vorige",
"horizon.splitscreen.profiles.next": "Volgende",
"horizon.splitscreen.profiles.new_button": "Nieuw profiel...",
"horizon.splitscreen.profiles.forget_title": "Profiel vergeten?",
"horizon.splitscreen.profiles.forget_leaves": "Het verlaat de lijst van deze instantie.",
"horizon.splitscreen.profiles.forget_kept": "De voortgang en instellingen van de wereld blijven behouden.",
"horizon.splitscreen.profiles.new_title": "Nieuw profiel",
"horizon.splitscreen.profiles.name_hint": "Naam (3 tot 16 letters, cijfers, _)",
"horizon.splitscreen.profiles.switch_title": "Profiel wisselen",
"horizon.splitscreen.profiles.offline_note": "Offline profielen behoren tot deze instantie",
"horizon.splitscreen.profiles.move": "Verplaats waar je speelt",
"horizon.splitscreen.profiles.move_place": "Verplaatsen waar je speelt: %s",
"horizon.friends.title": "Speel met vrienden",
"horizon.friends.hint": "Vrienden plakken de code na de knop Vrienden in het titelscherm, in Directe verbinding of op de Play-pagina van het opstartprogramma.",
"horizon.friends.copied": "Gekopieerd",
"horizon.friends.copy_code": "Kopieer code",
"horizon.friends.stop_sharing": "Stop met delen",
"horizon.friends.none_yet": "Nog geen vrienden hier.",
"horizon.friends.here_now": "Hier nu: %s",
"horizon.friends.share_intro": "Deel deze wereld achter een uitnodigingscode: deze wordt geopend voor LAN en vrienden op internet doen mee met de code. Er is geen server van ons bij betrokken.",
"horizon.friends.start_sharing": "Begin met delen",
"horizon.friends.troubleshooting": "Problemen oplossen...",
"horizon.friends.stopped": "Het delen van de uitnodigingscode is gestopt.",
"horizon.friends.short_code_changed": "Iemand probeerde steeds een verkeerde shortcode, dus het veranderde.",
"horizon.friends.wrong_code": "Iemand heeft een verkeerde code geprobeerd.",
"horizon.friends.code_ready": "Je uitnodigingscode is klaar: Gamemenu, Spelen met vrienden. Kopieer het en stuur het naar je vrienden.",
"horizon.friends.share_failed": "Kon de wereld niet delen: %s",
"horizon.friends.finding_route": "Ontdek hoe vrienden u kunnen bereiken...",
"horizon.osk.shift": "Verschuiving",
"horizon.osk.space": "Ruimte",
"horizon.osk.delete": "Verwijderen",
"horizon.osk.type": "Typ",
"horizon.osk.symbols": "Symbolen",
"horizon.osk.close": "Sluiten",
"horizon.extras.chat_animation.tooltip": "Een nieuwe chatlijn schuift van links naar binnen terwijl deze invaagt, in plaats van geheel te lijken.",
"horizon.extras.chat_indicator.tooltip": "De gekleurde balk links van een chatlijn.",
"horizon.extras.wheel_cycles_settings.tooltip": "Het scrollwiel boven een knop in de instellingen verandert de waarde, zoals in vanille. Uit: het wiel scrollt alleen door de lijst.",
"horizon.extras.pack_browser.tooltip": "Select Resource Packs krijgt een knop Toevoegen die Modrinth doorzoekt en een pakket in uw packs-map installeert. Uit: het spel maakt nooit contact met Modrinth.",
"horizon.extras.splitscreen.tooltip": "In een wereld kan een andere controller meedoen als nieuwe speler: druk op A wanneer dit wordt gevraagd, kies vervolgens een profiel en waar je wilt spelen.",
"horizon.splitscreen.setup.monitor_unknown": "een monitor",
"horizon.splitscreen.setup.window": "Raam %s",
"horizon.splitscreen.setup.new_window": "Nieuw venster",
"horizon.splitscreen.setup.fill_monitor": "Vul %s",
"horizon.splitscreen.setup.done": "Klaar",
"horizon.splitscreen.setup.on": "Aan",
"horizon.splitscreen.setup.off": "Uit",
"horizon.splitscreen.setup.player": "Speler %s",
"horizon.splitscreen.setup.revert": "Terugkeren",
"horizon.splitscreen.setup.apply": "Toepassen",
"horizon.splitscreen.setup.warning.empty_main": "Niemand speelt in Venster 1: het verbergt zich",
"horizon.splitscreen.setup.warning.empty_close": "Niemand speelt in Venster %s: het wordt gesloten bij Toepassen",
"horizon.splitscreen.setup.warning.empty_new": "Niemand speelt in Venster %s: het gaat niet open",
"horizon.splitscreen.setup.warning.on_main": "Venster %s vult de monitor van Venster 1: de spelers spelen in Venster 1",
"horizon.splitscreen.setup.warning.unplugged": "De monitor van Venster %s is niet aangesloten: de spelers spelen in Venster 1",
"horizon.splitscreen.setup.status.off": "Splitscreen staat uit.",
"horizon.splitscreen.setup.status.enable_hint": "Schakel hem in en druk vervolgens op een knop op een andere controller in een wereld.",
"horizon.splitscreen.setup.status.join_hint": "Druk op A om lid te worden en een profiel te kiezen.",
"horizon.splitscreen.setup.status.idle": "Splitscreen inactief",
"horizon.splitscreen.setup.status.alone": "Geen andere lokale spelers.",
"horizon.splitscreen.setup.status.solo_controls": "Solobediening en controllerfeedback zijn ongewijzigd.",
"horizon.splitscreen.setup.window_empty": "Venster %s: leeg",
"horizon.splitscreen.setup.note.select": "Klik op een speler of sleep deze naar een venster of monitor.",
"horizon.splitscreen.setup.note.apply": "Toepassen om op deze manier te spelen, Terug naar ongedaan maken.",
"horizon.splitscreen.setup.note.place": "Waar moet %s spelen?",
"horizon.splitscreen.setup.this_player": "deze speler",
"horizon.splitscreen.setup.switch_disabled": "Splitscreen wordt uitgeschakeld zodra de anderen zijn vertrokken (hun pauzemenu).",
"horizon.splitscreen.setup.window_place": "Venster %s (%s van %s)",
"horizon.splitscreen.setup.names": "Namen",
"horizon.splitscreen.setup.identify": "Identificeer",
"horizon.splitscreen.setup.layout.two": "2 delen: %s",
"horizon.splitscreen.setup.layout.three": "3 delen: %s",
"horizon.splitscreen.setup.layout.two.0": "Automatisch",
"horizon.splitscreen.setup.layout.two.1": "Zij aan zij",
"horizon.splitscreen.setup.layout.two.2": "Boven- en onderkant",
"horizon.splitscreen.setup.layout.three.0": "Eén breed bovenaan",
"horizon.splitscreen.setup.layout.three.1": "Links een lange",
"horizon.splitscreen.setup.layout.three.2": "Zij aan zij",
"horizon.splitscreen.setup.help.player": "Klik of sleep %s om ze te verplaatsen.",
"horizon.splitscreen.setup.help.layout_auto": "%s (naast elkaar als het raam breed is). Druk op om te wijzigen.",
"horizon.splitscreen.setup.help.layout": "%s. Druk op om te wijzigen.",
"horizon.splitscreen.setup.help.switch": "Splitscreen voor deze computer, aan of uit.",
"horizon.splitscreen.setup.help.identify": "In het zicht van elke speler kun je zien in welk venster hij zich bevindt.",
"horizon.splitscreen.setup.help.names": "De naam van elke speler in de hoek van zijn weergave.",
"horizon.splitscreen.setup.help.revert": "Maak de nog niet toegepaste wijzigingen ongedaan.",
"horizon.splitscreen.setup.help.apply": "Speel zoals de kaart laat zien.",
"horizon.splitscreen.setup.help.unchanged": "Er is nog niets veranderd.",
"horizon.splitscreen.setup.give_up_pad": "Geef Pad op",
"horizon.splitscreen.prompt.controller_connected": "Regelaar aangesloten",
"horizon.splitscreen.prompt.controller_disconnected": "Regelaar losgekoppeld",
"horizon.splitscreen.prompt.controller_disconnected.hint": "Sluit hem opnieuw aan of druk op een knop op een andere",
"horizon.splitscreen.prompt.join.one": "%s wil lid worden",
"horizon.splitscreen.prompt.join.many": "%s-controllers willen meedoen",
"horizon.splitscreen.prompt.join.yes": "Doe mee",
"horizon.splitscreen.prompt.join.as_p1": "Speel als P1",
"horizon.splitscreen.prompt.join.no": "Nee",
"horizon.splitscreen.prompt.lost": "%s: regelaar losgekoppeld",
"horizon.splitscreen.prompt.lost.use_another": "Gebruik een andere",
"horizon.splitscreen.prompt.lost.leave": "Vertrekken",
"horizon.splitscreen.setup.help.give_up_pad": "Uw controller stopt met rijden en wordt aangeboden om mee te doen (A).",
"horizon.splitscreen.setup.note.held_at": "%s tot %s: A laat het hier vallen, B legt het terug.",
"horizon.splitscreen.setup.note.held": "%s opgepakt: links/rechts kiest waar, A laat vallen, B legt het terug.",
"Hides models behind opaque blocks. Async checks off-thread; entities tick.": "Verbergt modellen achter ondoorzichtige blokken. Asynchrone controles buiten de thread; entiteiten aanvinken.",
"Block Entities": "Blokkeer entiteiten",
"Shulker Boxes": "Shulker-dozen",
"Reuses settled boxes; lid movement stays animated.": "Hergebruikt bezette dozen; dekselbeweging blijft geanimeerd.",
"Signs": "Tekenen",
"Reuses sign text until text, light, or font changes.": "Hergebruikt ondertekende tekst totdat de tekst, het licht of het lettertype verandert.",
"Decorated Pots": "Versierde potten",
"Reuses still pots; break wobble and sherd changes redraw.": "Hergebruikt nog steeds potten; breken wiebelen en scherfveranderingen opnieuw tekenen.",
"Bells": "Klokken",
"Reuses still bells; ringing stays animated.": "Hergebruikt nog steeds bellen; beltoon blijft geanimeerd.",
"Chests": "Kisten",
"Reuses closed chests; moving lids stay animated.": "Hergebruik gesloten kisten; bewegende deksels blijven geanimeerd.",
"Reuses poles; flags and pattern layers still update.": "Hergebruik stokken; vlaggen en patroonlagen worden nog steeds bijgewerkt.",
"Copper Golem Statues": "Koperen Golem-beelden",
"Reuses statue geometry until its block state changes.": "Hergebruikt de geometrie van het standbeeld totdat de blokstatus verandert.",
"Leaf Culling": "Blad ruimen",
"Every leaf face. Vanilla's fancy leaves.": "Elk bladvlak. De mooie bladeren van vanille.",
"Distant Plant Dither": "Verre plantendithering",
"Keeps fine plants in high-res packs from fading far away.": "Zorgt ervoor dat mooie planten in pakketten met hoge resolutie niet ver weg vervagen.",
"Screenshot Quality": "Screenshotkwaliteit",
"F2 screenshots at this many times the game's resolution. Higher takes longer.": "F2-screenshots met deze resolutie die vele malen hoger is dan die van het spel. Hoger duurt langer.",
"Frame Generation": "Framegeneratie",
"Shows a made-up frame between each two real ones: smoother, a little more lag.": "Toont een verzonnen frame tussen elke twee echte: vloeiender, iets meer vertraging.",
"Shadow Cache": "Schaduwcache",
"Reuses the pack shadow map when sun, view and world match. Off by default.": "Hergebruikt de roedelschaduwkaart wanneer zon, zicht en wereld overeenkomen. Standaard uitgeschakeld.",
"Find BlueMap": "Zoek BlueMap",
"On servers, finds their BlueMap web map for far terrain. Next join.": "Vindt op servers hun BlueMap-webkaart voor ver terrein. Volgende meedoen.",
"BlueMap Radius": "BlueMap-radius",
"How far around you BlueMap tiles are downloaded. Next join.": "Hoe ver om je heen BlueMap-tegels worden gedownload. Volgende meedoen.",
"Synchronous": "Synchronisch",
"Asynchronous": "Asynchroon",
"Solid": "Solide",
"Solid Aggressive": "Solide agressief",
"Hollow": "Hol",
"Leaves fully inside a canopy draw solid: fewer see-through layers.": "Bladeren die zich volledig in een bladerdak bevinden, trekken stevig aan: minder doorzichtige lagen.",
"Leaves with one open side draw solid too: faster, chunkier edges.": "Bladeren met één open zijde zijn ook stevig: snellere, grovere randen.",
"Drops faces between leaves: faster, but gaps look through.": "Laat gezichten tussen bladeren vallen: sneller, maar gaten kijken er doorheen.",
"Hotbar: Previous Slot": "Hotbar: Vorig slot",
"Hotbar: Next Slot": "Hotbar: volgende slot",
"horizon.agent.connected.one": "Verbonden: 1 agentverbinding",
"horizon.agent.connected.many": "Verbonden: %s agentverbindingen",
"horizon.agent.connected.one_ago": "Verbonden: 1 agentverbinding, laatste opdracht %s s geleden",
"horizon.agent.connected.many_ago": "Verbonden: %s agentverbindingen, laatste opdracht %s s geleden",
"horizon.agent.waiting": "Wachten op een agent.",
"horizon.agent.off": "Uit: agenten kunnen dit spel niet bereiken.",
"horizon.agent.session_opened": "Voor deze sessie geopend door het programma waarmee het spel is gestart.",
"horizon.agent.socket": "Socket: %s (kopieer de details voor het volledige pad)",
"horizon.agent.local_only": "Alleen lokaal: agenten op deze computer, nooit op het netwerk.",
"Auto (%s nits)": "Automatisch (%s nits)",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "Verbergt modellen achter ondoorzichtige blokken. Entiteiten bijgewerkt. Weg met aangepaste pakketten.",
"horizon.extras.repro_keys": "Snelkoppelingen voor opnemen",
"horizon.extras.repro_keys.tooltip": "F3+R start of stopt een repro-opname en F3+E schrijft zijn bundel. Standaard uitgeschakeld: een opname kopieert de wereld.",
"horizon.agent.record_session": "Opnamesessie starten",
"horizon.agent.record_stop": "Stop de opnamesessie",
"horizon.agent.export_repro": "Reprobundel exporteren",
"horizon.repro.started": "Opname gestart; F3+R stopt het en schrijft de bundel.",
"horizon.repro.stopped": "Opname gestopt: %s",
"horizon.repro.bundle": "Reprobundel: %s",
"horizon.repro.error": "Reproductie: %s",
"horizon.repro.no_recording": "Er is nog geen opname om te exporteren.",
"horizon.repro.replay_started": "Herhaling gestart: %s",
"horizon.pack.addInfo": "Voeg een resourcepakket van Modrinth toe",
"horizon.pack.addWorking": "Modrinth gevraagd...",
"horizon.pack.addNone": "Geen bronpakketten gevonden",
"horizon.pack.addTitle": "Voeg een resourcepakket toe",
"horizon.pack.install": "Installeren",
"horizon.pack.installing": "Installeren",
"horizon.pack.installed": "Geïnstalleerd",
"horizon.pack.search": "Zoeken",
"horizon.pack.searchHint": "Zoek Modrinth...",
"horizon.pack.filter.realistic": "Realistisch",
"horizon.pack.filter.simplistic": "Simplistisch",
"horizon.pack.filter.vanillaLike": "Vanille-achtig",
"horizon.pack.addFailed": "Het pakket kon niet worden toegevoegd: %s",
"horizon.extras.header.cosmetics": "Cosmetica",
"horizon.extras.cosmetics_mine": "Mijn cosmetica",
"horizon.extras.cosmetics_mine.tooltip": "Verborgen: elke Horizon-speler ziet je zonder je cosmetica, inclusief jij. Dezelfde schakelaar als de kledingkast van de draagraket.",
"horizon.extras.cosmetics_others": "Cosmetica van andere spelers",
"horizon.extras.cosmetics_others.tooltip": "Wat andere Horizon-spelers dragen: alles, alleen hun naamplaatjestijlen, of niets. Verborgen vraagt het spel nooit wat ze dragen.",
"horizon.extras.cosmetics_auras": "De aura's en sporen van anderen",
"horizon.extras.cosmetics_auras.tooltip": "Aura's en sporen die andere spelers dragen. Standaard uitgeschakeld.",
"horizon.extras.cosmetics.shown": "Getoond",
"horizon.extras.cosmetics.hidden": "Verborgen",
"horizon.extras.cosmetics.name_tags": "Alleen naamplaatjes"
}
@@ -0,0 +1,460 @@
{
"horizon.options.controller": "Kontroller",
"horizon.options.vibration": "Vibrasjon",
"horizon.options.adaptive_triggers": "Adaptive triggere",
"horizon.options.look_sensitivity": "Blikkfølsomhet",
"horizon.options.invert_x": "Inverter blikkets X-akse",
"horizon.options.invert_y": "Inverter blikkets Y-akse",
"horizon.options.sneak_button": "Snikknapp",
"horizon.options.move_deadzone": "Dødsone for bevegelse",
"horizon.options.look_deadzone": "Dødsone for blikk",
"horizon.options.button_glyphs": "Knappetegn",
"horizon.options.menu_navigation": "Menynavigering",
"horizon.options.on_screen_keyboard": "Skjermtastatur",
"horizon.options.chat_delay": "Chat-forsinkelse",
"horizon.options.lightbar.health": "Helse",
"horizon.options.lightbar.dimension": "Dimensjon",
"horizon.options.menu_focus": "Fokus",
"horizon.options.menu_pointer": "Peker",
"horizon.options.unavailable": "Denne funksjonen er ennå ikke tilgjengelig i Horizon.",
"horizon.options.search": "Søkeinnstillinger...",
"horizon.pages.shader_packs": "Shader-pakker",
"horizon.pages.shader_options": "Shader-alternativer",
"horizon.pages.controller": "Kontrollerinnstillinger",
"horizon.pages.controller_binds": "Kontrolleren binder",
"horizon.pages.agent": "AI-agent",
"horizon.split.leave": "Gå",
"horizon.pages.split_settings": "Innstillinger for delt skjerm",
"horizon.pages.split_profiles": "Hvem spiller?",
"horizon.pages.split_setup": "Oppsett av delt skjerm",
"horizon.pages.music": "Musikk",
"horizon.pages.music.menu": "Meny",
"horizon.pages.music.overworld": "Oververden",
"horizon.pages.music.creative": "Kreativt",
"horizon.pages.music.underwater": "Under vann",
"horizon.pages.music.end": "Slutten",
"horizon.pages.music.boss": "Sjef",
"horizon.pages.music.credits": "Studiepoeng",
"horizon.pages.music.overworld_biomes": "Oververdens biomer",
"horizon.pages.music.nether_biomes": "Under biomer",
"horizon.pages.music.end_biomes": "Avslutt biomer",
"horizon.pages.music.other": "Annen musikk",
"horizon.pages.music.empty": "Ingen musikkspor: spillets lyder lastes ikke inn.",
"horizon.pages.music.tooltip": "De innebygde sporene, etter situasjon: spill et nå, eller slå av hvilket som helst slik at spillet slutter å velge det.",
"horizon.pages.settings.tooltip": "Horizons egne innstillinger: grafikk, kontrollere, ekstrautstyr og mods.",
"horizon.pages.graphics.tooltip": "Grafikk, ganske enkelt: hver innstilling sier hva den koster.",
"horizon.pages.graphics_advanced.tooltip": "Hver grafikkinnstilling, Horizon er inkludert, med det hver koster.",
"horizon.pages.controller.tooltip": "Kontrollere: deres knapper, pinner, vibrasjon og menynavigering.",
"horizon.pages.extras.tooltip": "Valgfrie tillegg, alle av som standard: spillet forblir vanilje til du slår på en.",
"horizon.pages.agent.tooltip": "La din egen AI-agent spille: horizon-ctl og MCP-klienter på denne datamaskinen.",
"horizon.pages.split_profiles.tooltip": "Hvem spiller: en profil lagret i denne spillmappen.",
"horizon.pages.split_setup.tooltip": "Vinduene og skjermene, og hvem som spiller hvor.",
"horizon.pages.shader_packs.tooltip": "Shader-pakker fra shaderpacks-mappen: Horizons egne og de i shaders/-formatet. En løper om gangen.",
"horizon.pages.mods.tooltip": "Mods laget for Horizon, fra horizon-mods-mappen. Hver kjører i en sandkasse og forblir av til du slår den på.",
"horizon.pages.open.graphics": "Grafikk...",
"horizon.pages.open.graphics_advanced": "Avansert grafikk...",
"horizon.pages.open.shader_packs": "Shader-pakker...",
"horizon.pages.open.controller": "Kontrollerinnstillinger...",
"horizon.pages.open.split_setup": "Delt skjerm...",
"horizon.pages.open.extras": "Ekstra...",
"horizon.pages.open.agent": "AI-agent...",
"horizon.pages.open.controller_binds": "Kontrolleren binder...",
"horizon.pages.open.music": "Musikk...",
"horizon.mods.empty": "Ingen mods: legg .hmod-filer i horizon-mods-mappen",
"horizon.mods.stopped": " (Stoppet)",
"horizon.mods.not_built": " (Ikke bygget)",
"horizon.mods.dev": " (Utvikler)",
"horizon.mods.settings": "Innstillinger",
"horizon.mods.in_world": " (la verden forandre seg)",
"horizon.mods.open_folder": "Åpne Mod-mappen",
"horizon.shader_packs.empty": "Ingen shader-pakker: legg dem i shaderpacks-mappen",
"horizon.shader_options.open": "Skyggeleggingsalternativer...",
"horizon.shader_options.profile": "Profil",
"horizon.shader_options.loading": "Leser alternativene til shader-pakken...",
"horizon.agent.copy_details": "Kopier tilkoblingsdetaljer",
"horizon.multiplayer.join": "Bli med",
"horizon.multiplayer.cancel_reconnecting": "Avbryt tilkobling på nytt",
"horizon.multiplayer.join_friend": "Bli med en venn",
"horizon.multiplayer.invite_code": "Invitasjonskode",
"horizon.multiplayer.relay": "Relé (valgfritt)",
"Preset": "Forhåndsinnstilt",
"LOD Distance": "LOD Avstand",
"Far Detail": "Langt detalj",
"Chunk Updates": "Deloppdateringer",
"Upload Budget": "Last opp budsjett",
"Sky": "Himmel",
"Fog": "Tåke",
"Weather": "Vær",
"Animated Textures": "Animerte teksturer",
"Present Mode": "Presentasjonsmodus",
"Worker Threads": "Arbeidstråder",
"Resolution Scale": "Oppløsningsskala",
"Upscaling": "Oppskalering",
"Paper White": "Papir Hvit",
"Peak Brightness": "Topp lysstyrke",
"Black Level": "Svart nivå",
"UI Brightness": "UI lysstyrke",
"Battery Mode": "Batterimodus",
"Graphics API": "Grafikk API",
"Translucent Batching": "Gjennomsiktig batching",
"Performance Overlay": "Ytelsesoverlegg",
"Full Detail Distance": "Full detalj avstand",
"On": "På",
"Off": "Av",
"Unlimited": "Ubegrenset",
"Custom": "Egendefinert",
"Performance": "Ytelse",
"Balanced": "Balansert",
"Quality": "Kvalitet",
"Ultra Performance": "Ultra ytelse",
"Native": "Innfødt",
"Reduced": "Redusert",
"Efficient": "Effektiv",
"Precise": "Nøyaktig",
"Mailbox": "Postkasse",
"Immediate": "Umiddelbar",
"FPS and Graph": "FPS og graf",
"No cost": "Ingen kostnad",
"Low cost": "Lav kostnad",
"Medium cost": "Middels kostnad",
"High cost": "Høy kostnad",
"Saves time": "Sparer tid",
"Graphics": "Grafikk",
"Done": "Ferdig",
"This feature is not yet available in Horizon.": "Denne funksjonen er ennå ikke tilgjengelig i Horizon.",
"Your display or system doesn't offer HDR output.": "Skjermen eller systemet ditt tilbyr ikke HDR-utgang.",
"Turn HDR on to use it.": "Slå på HDR for å bruke den.",
"Your GPU or graphics API doesn't support it.": "Din GPU eller grafikk-API støtter det ikke.",
"%s chunks": "%s biter",
"%s per frame": "%s per ramme",
"%s MiB/frame": "%s MiB/ramme",
"%s KiB/frame": "%s KiB/ramme",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "Full detalj terrengområde. LOD Avstand kan utvide lokale verdener lenger.",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "Grovt fjernt terreng i lokale verdener. Integrerte GPU-er stopper ved 128 biter.",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "Redusert trekker langt grovere terreng: raskere på denne integrerte GPUen.",
"Reduced draws far terrain coarser, for GPUs it slows down.": "Redusert trekker langt grovere terreng, for GPU-er bremser den ned.",
"Field of view. Wider shows more terrain at once.": "Synsfelt. Bredere viser mer terreng på en gang.",
"Caps frames per second; a cap saves power and heat.": "Caps bilder per sekund; en hette sparer strøm og varme.",
"Waits for the display's refresh: no tearing, a little latency.": "Venter på skjermens oppdatering: ingen riving, litt forsinkelse.",
"Size of menus and the HUD.": "Størrelse på menyer og HUD.",
"Sets the options below together. Changing one makes it Custom.": "Setter alternativene nedenfor sammen. Å endre en gjør den tilpasset.",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "Lava, ild og sollys skinner sterkere enn hvitt. Trenger en HDR-skjerm.",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "Skjermen er mørkest svart. 0 for OLED; LCD-skjermer lyser litt.",
"How bright highlights get. Auto: the peak your system reports.": "Hvor lyse høydepunkter blir. Auto: toppen systemet ditt rapporterer.",
"How bright white paper and menus look. Auto: your desktop's white.": "Hvor lyst hvitt papir og menyer ser ut. Auto: skrivebordet ditt er hvitt.",
"How bright the HUD and menus are, against paper white.": "Hvor lyse HUD og menyene er, mot papirhvitt.",
"How far mobs, crops and machines keep working. CPU time.": "Hvor langt mobber, avlinger og maskiner fortsetter å jobbe. CPU-tid.",
"How far away mobs and items are drawn, as a share of normal.": "Hvor langt unna mobber og gjenstander trekkes, som en andel av normalen.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Hopper over terreng skjult bak lukkede partier. Av koster mye.",
"Hides entities behind opaque blocks.": "Skjuler enheter bak ugjennomsiktige blokker.",
"No entity occlusion culling.": "Ingen enhet okklusjon utslakting.",
"CPU occlusion test runs this frame.": "CPU-okklusjonstest kjører denne rammen.",
"Occlusion checks run on a worker thread.": "Okklusjonssjekker kjøres på en arbeidertråd.",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "Meshed-seksjoner lastet opp per ramme. Nedre er jevnere under lasting.",
"Soft shadows in corners. Costs chunk building time only.": "Myke skygger i hjørnene. Koster kun stykke byggetid.",
"Smaller copies of block textures for distant terrain: less shimmer.": "Mindre kopier av blokkteksturer for fjernt terreng: mindre skimmer.",
"Blends grass and water colours across biomes when building chunks.": "Blander gress og vannfarger på tvers av biomer når du bygger biter.",
"Cloud layer: off, flat (fast) or 3D (fancy).": "Skylag: av, flatt (rask) eller 3D (fancy).",
"How far clouds reach, in chunks.": "Hvor langt skyene når, i biter.",
"Draws the sky, sun, moon and stars.": "Tegner himmel, sol, måne og stjerner.",
"Distance fog. Off shows the edge of the loaded world.": "Avstandståke. Off viser kanten av den lastede verdenen.",
"Draws rain and snow.": "Tegner regn og snø.",
"How far rain and snow fall around you.": "Hvor langt regn og snø faller rundt deg.",
"How many particles effects spawn.": "Hvor mange partikler effekter gyter.",
"Round shadows under mobs and items.": "Runde skygger under mobber og gjenstander.",
"Leaves with see-through gaps. Off draws them solid.": "Blader med gjennomsiktige mellomrom. Off trekker dem solid.",
"Sorts water and glass more exactly behind each other.": "Sorterer vann og glass mer nøyaktig bak hverandre.",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "Hvilken chunk-rebuild venter på rammen: ingen, i nærheten eller din.",
"Animates water, lava, fire and other moving textures.": "Animerer vann, lava, ild og andre bevegelige teksturer.",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "Verdenspiksler per skjermpiksel. Under 100% er raskere på GPU.",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "Glatter ut taggete kanter. FXAA: mykere. TAA: jevneste, bevegelige ting kan spore.",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "Gjør verden mindre og gjenoppbygger den med TAA. Raskere, mykere.",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "HDR-utgang på en HDR-skjerm: lava, ild og sollys skinner sterkere.",
"How frames reach the screen while VSync is off.": "Hvordan rammer når skjermen mens VSync er av.",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "Effektiv sover til neste bilde; Nøyaktige spinn, som vanilje.",
"Fills the screen (borderless).": "Fyller skjermen (utan kant).",
"Brightens dark places.": "Lyser opp mørke steder.",
"Lowers the frame rate when minimised, or idle too.": "Senker bildefrekvensen når den minimeres, eller inaktiv også.",
"Sways the view while walking.": "Svinger utsikten mens du går.",
"Fades newly loaded chunks in.": "Toker inn nylastede biter.",
"Darkens the screen's edges.": "Gjør skjermens kanter mørkere.",
"Shows when the world saves.": "Viser når verden redder.",
"Shows attack cooldown.": "Viser nedkjøling av angrepet.",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "60 FPS cap (30 i menyer eller ufokusert), halvparten av arbeiderne: mindre kraft.",
"Threads that generate, light and mesh chunks. Next start.": "Tråder som genererer, lyser og mesh biter. Neste start.",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Vulkan, deretter DirectX 12 (Windows) eller OpenGL (Linux) der det feiler. Neste start.",
"Water and glass in one buffer: fewer draw calls, a bit more VRAM. Next start.": "Vann og glass i én buffer: færre draw calls, litt mer VRAM. Neste start.",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "Mesh-data sendt til GPU-en per ramme. Nedre er jevnere under lasting.",
"Frame rate and frame times over the game, with a graph.": "Bildefrekvens og bildetider over spillet, med en graf.",
"horizon.multiplayer.finding_friend": "Finne din venns verden...",
"horizon.multiplayer.not_signed_in": "Denne serveren er i online-modus. Logg på med Microsoft-kontoen din i Horizon launcher for å bli med.",
"horizon.multiplayer.invalid_address": "Ugyldig serveradresse: %s",
"horizon.multiplayer.connected_friend_direct": "Koblet direkte til vennen din...",
"horizon.multiplayer.connected_friend_relay": "Koblet til vennen din via reléet...",
"General": "Generelt",
"Advanced": "Avansert",
"Undo": "Angre",
"Search options": "Søkealternativer",
"Shortcut": "Snarvei",
"Distance": "Avstand",
"Display": "Skjerm",
"Interface": "Grensesnitt",
"Sky and weather": "Himmel og vær",
"Lighting and entities": "Belysning og enheter",
"Textures": "Teksturer",
"Image": "Bilde",
"Chunk loading": "Chunk lasting",
"Culling": "Utslakting",
"Power": "Kraft",
"Frames": "Rammer",
"Overlay": "Overlegg",
"Output": "Utgang",
"Brightness": "Lysstyrke",
"How far you see, the window and the HUD.": "Hvor langt du ser, vinduet og HUD.",
"The sky and weather, lighting, textures and the image.": "Himmelen og været, lyssetting, teksturer og bildet.",
"Chunk loading, culling and power use.": "Chunk lasting, culling og kraftbruk.",
"How frames reach the screen, and the performance overlay.": "Hvordan rammer når skjermen, og ytelsesoverlegget.",
"Brighter-than-white output on an HDR display.": "Lysere enn hvit utgang på en HDR-skjerm.",
"Results for \"%s\"": "Resultater for \"%s\"",
"No settings match.": "Ingen innstillinger samsvarer.",
"horizon.title.not_affiliated": "Ikke tilknyttet Mojang eller Microsoft",
"horizon.extras.header.lighting": "Belysning",
"horizon.extras.header.third_person": "Tredje person",
"horizon.extras.header.particles": "Partikler",
"horizon.extras.header.inventory": "Inventar",
"horizon.extras.header.multiplayer": "Flerspiller",
"horizon.extras.header.sound": "Lyd",
"horizon.extras.header.menus": "Menyer",
"horizon.extras.fullbright": "Fullt lys",
"horizon.extras.dynamic_lights": "Dynamiske lys",
"horizon.extras.own_name_tag": "Egen navnelapp",
"horizon.extras.hide_block_particles": "Skjul blokkbruddspartikler",
"horizon.extras.auto_reconnect": "Koble til automatisk",
"horizon.extras.ui_sound_reserve": "Behold kanaler for brukergrensesnittlyder",
"horizon.extras.music_page": "Musikkside",
"horizon.extras.mouse_tweaks": "Mouse Tweaks kontroller",
"horizon.extras.mouse_tweaks_wheel": "Rullehjul flytter elementer",
"horizon.extras.sort": "Sorter knapper",
"horizon.extras.sort_key": "Sorteringsnøkkel",
"horizon.extras.no_ai": "Ingen AI",
"horizon.extras.agent_control": "Agentkontroll",
"horizon.extras.discord_presence": "Discord Rik tilstedeværelse",
"horizon.extras.splitscreen": "Delt skjerm",
"horizon.extras.chat_animation": "Jevn chat",
"horizon.extras.chat_indicator": "Meldingsindikator",
"horizon.extras.wheel_cycles_settings": "Rullehjul endrer innstillinger",
"horizon.extras.pack_browser": "Ressurspakkenettleser",
"horizon.extras.fullbright.tooltip": "Vis blokker og enheter i fullt lys, selv i mørke områder.",
"horizon.extras.dynamic_lights.tooltip": "Fakler og andre lyskilder som holdes, slippes eller brenner tenner blokkene rundt dem.",
"horizon.extras.own_name_tag.tooltip": "Viser navnet ditt over hodet i tredje person, slik andre spillere ser det. Skjult når serveren skjuler teamets navn eller du er usynlig.",
"horizon.extras.hide_block_particles.tooltip": "Skjuler ruskpartiklene som brister fra en ødelagt blokk og smuldrer av den du miner. Andre partikler blir værende.",
"horizon.extras.auto_reconnect.tooltip": "Blir med på en server igjen etter en tapt forbindelse eller en omstart, aldri etter et kick eller utestengelse.",
"horizon.extras.ui_sound_reserve.tooltip": "Lyder i verden lar 16 av de 247 lydkanalene være fri, så en flom av dem (en stor eksplosjon) kan ikke dempe menyklikk.",
"horizon.extras.music_page.tooltip": "Musikk og lyder får en Musikk...-side: spill et hvilket som helst innebygd spor nå, eller slå av et slik at spillet slutter å velge det. Ingenting endres før du slår av et spor.",
"horizon.extras.mouse_tweaks.tooltip": "Høyre-dra plasserer én per spor, venstre-dra samler det holdte elementet, Shift + venstre-dra flytter hvert spor.",
"horizon.extras.mouse_tweaks_wheel.tooltip": "Ned sender ett element i sporet til den andre siden, opp bringer ett tilbake.",
"horizon.extras.sort.tooltip": "Sorterer inventaret, kistene, tønnene, enderkistene og shulkerboksene i kreativ fanerekkefølge, slår sammen stabler.",
"horizon.extras.sort_key.tooltip": "Sorterer delen under markøren. Klikk og trykk deretter på en tast; Escape frigjør det.",
"horizon.extras.no_ai.tooltip": "Skjuler og slår av hver AI-funksjon: agentkontroll, horizon-ctl og MCP-servere. Starterens bryter også.",
"horizon.extras.agent_control.tooltip": "Din egen AI-agent kan spille dette spillet gjennom horizon-ctl eller en MCP-klient, kun på denne datamaskinen.",
"horizon.extras.discord_presence.tooltip": "Viser Playing Horizon på Discord-profilen din mens Discord kjører: menyer, enkeltspiller eller flerspiller, dimensjonen og spilletiden. Aldri et verdensnavn eller en serveradresse.",
"Calibrate...": "Kalibrer...",
"Calibrate Anyway...": "Kalibrer uansett...",
"Use Automatic Setup": "Bruk automatisk oppsett",
"Shortcut: %s": "Snarvei: %s",
"Next": "Neste",
"HDR Calibration %s/%s: %s": "HDR-kalibrering %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Stiller inn de tre under fullskjerm, ett testbilde om gangen.",
"A key that opens this screen from the game. Not bound at first.": "En tast som åpner denne skjermen fra spillet. Ikke bundet først.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Skjermen din sa ikke hvor lys den blir: kalibrer for å konfigurere den.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Allerede konfigurert for skjermen din. Kalibrer bare hvis HDR ser feil ut.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Setter Peak Brightness og Paper White tilbake til skjermens oppsett.",
"Set up for your display. Leave on Auto unless it looks wrong.": "Sett opp for skjermen din. La den stå på Auto med mindre det ser feil ut.",
"Lower it until the logo just disappears into the black.": "Senk den ned til logoen bare forsvinner inn i det svarte.",
"Raise it until the logo just disappears into the bright square.": "Hev den til logoen bare forsvinner inn i den lyse firkanten.",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "Gjør kortet hvitt som er behagelig å se på lenge, i lyset du spiller i.",
"horizon.splitscreen.profiles.forget": "Glem",
"horizon.splitscreen.profiles.create": "Opprett",
"horizon.splitscreen.profiles.you": " - deg",
"horizon.splitscreen.profiles.forget_named": "Glem %s",
"horizon.splitscreen.profiles.previous": "Forrige",
"horizon.splitscreen.profiles.next": "Neste",
"horizon.splitscreen.profiles.new_button": "Ny profil...",
"horizon.splitscreen.profiles.forget_title": "Glem profil?",
"horizon.splitscreen.profiles.forget_leaves": "Den forlater denne instansens liste.",
"horizon.splitscreen.profiles.forget_kept": "Verdens fremgang og innstillinger beholdes.",
"horizon.splitscreen.profiles.new_title": "Ny profil",
"horizon.splitscreen.profiles.name_hint": "Navn (3 til 16 bokstaver, sifre, _)",
"horizon.splitscreen.profiles.switch_title": "Bytt profil",
"horizon.splitscreen.profiles.offline_note": "Frakoblede profiler tilhører denne forekomsten",
"horizon.splitscreen.profiles.move": "Flytt dit du spiller",
"horizon.splitscreen.profiles.move_place": "Flytt dit du spiller: %s",
"horizon.friends.title": "Spill med venner",
"horizon.friends.hint": "Venner limer inn koden etter tittelskjermens Venner-knapp, i Direct Connection eller på startprogrammets Play-side.",
"horizon.friends.copied": "Kopiert",
"horizon.friends.copy_code": "Kopier kode",
"horizon.friends.stop_sharing": "Slutt å dele",
"horizon.friends.none_yet": "Ingen venner her ennå.",
"horizon.friends.here_now": "Her nå: %s",
"horizon.friends.share_intro": "Del denne verden bak en invitasjonskode: den åpnes til LAN, og venner på internett blir med med koden. Ingen server av oss er involvert.",
"horizon.friends.start_sharing": "Begynn å dele",
"horizon.friends.troubleshooting": "Feilsøking...",
"horizon.friends.stopped": "Sluttet å dele invitasjonskoden.",
"horizon.friends.short_code_changed": "Noen fortsatte å prøve en feil kort kode, så den endret seg.",
"horizon.friends.wrong_code": "Noen prøvde feil kode.",
"horizon.friends.code_ready": "Invitasjonskoden din er klar: Spillmeny, Spill med venner. Kopier den og send den til vennene dine.",
"horizon.friends.share_failed": "Kunne ikke dele verden: %s",
"horizon.friends.finding_route": "Finner hvordan venner kan nå deg …",
"horizon.osk.shift": "Skift",
"horizon.osk.space": "Plass",
"horizon.osk.delete": "Slett",
"horizon.osk.symbols": "Symboler",
"horizon.osk.close": "Lukk",
"horizon.extras.chat_animation.tooltip": "En ny chat-linje glir inn fra venstre mens den toner inn, i stedet for å virke hel.",
"horizon.extras.chat_indicator.tooltip": "Den fargede linjen til venstre for en chattelinje.",
"horizon.extras.wheel_cycles_settings.tooltip": "Rullehjulet over en knapp i innstillingene endrer verdien, som i vanilje. Av, hjulet ruller bare listen.",
"horizon.extras.pack_browser.tooltip": "Select Resource Packs får en Legg til-knapp som søker i Modrinth og installerer en pakke i pakkemappen din. Av, spillet kontakter aldri Modrinth.",
"horizon.extras.splitscreen.tooltip": "I en verden kan en annen kontroller bli med som en ny spiller: trykk A når den spør, velg deretter en profil og hvor du vil spille.",
"horizon.splitscreen.setup.monitor": "Overvåk %s",
"horizon.splitscreen.setup.monitor_unknown": "en monitor",
"horizon.splitscreen.setup.window": "Vindu %s",
"horizon.splitscreen.setup.new_window": "Nytt vindu",
"horizon.splitscreen.setup.fill_monitor": "Fyll %s",
"horizon.splitscreen.setup.done": "Ferdig",
"horizon.splitscreen.setup.on": "På",
"horizon.splitscreen.setup.off": "Av",
"horizon.splitscreen.setup.player": "Spiller %s",
"horizon.splitscreen.setup.revert": "Gå tilbake",
"horizon.splitscreen.setup.apply": "Søk",
"horizon.splitscreen.setup.warning.empty_main": "Ingen spiller i vindu 1: det gjemmer seg",
"horizon.splitscreen.setup.warning.empty_close": "Ingen spiller i vindu %s: det lukkes ved bruk",
"horizon.splitscreen.setup.warning.empty_new": "Ingen spiller i vindu %s: det åpnes ikke",
"horizon.splitscreen.setup.warning.on_main": "Vindu %s fyller vindu 1s skjerm: spillerne spiller i vindu 1",
"horizon.splitscreen.setup.warning.unplugged": "Skjermen til Window %s er ikke tilkoblet: spillerne spiller i Window 1",
"horizon.splitscreen.setup.status.off": "Delt skjerm er av.",
"horizon.splitscreen.setup.status.enable_hint": "Slå den på, og trykk deretter på en knapp på en annen kontroller i en verden.",
"horizon.splitscreen.setup.status.join_hint": "Trykk A for å bli med og velge en profil.",
"horizon.splitscreen.setup.status.idle": "Delt skjerm inaktiv",
"horizon.splitscreen.setup.status.alone": "Ingen andre lokale spillere.",
"horizon.splitscreen.setup.status.solo_controls": "Solokontroller og kontrollertilbakemeldinger er uendret.",
"horizon.splitscreen.setup.window_empty": "Vindu %s: tomt",
"horizon.splitscreen.setup.note.select": "Klikk på en spiller, eller dra den til et vindu eller en skjerm.",
"horizon.splitscreen.setup.note.apply": "Søk om å spille på denne måten, Gå tilbake for å angre.",
"horizon.splitscreen.setup.note.place": "Hvor skal %s spille?",
"horizon.splitscreen.setup.this_player": "denne spilleren",
"horizon.splitscreen.setup.switch_disabled": "Delt skjerm slås av når de andre har gått (pausemenyen deres).",
"horizon.splitscreen.setup.window_place": "Vindu %s (%s av %s)",
"horizon.splitscreen.setup.names": "Navn",
"horizon.splitscreen.setup.identify": "Identifiser",
"horizon.splitscreen.setup.layout.two": "2 deler: %s",
"horizon.splitscreen.setup.layout.three": "3 deler: %s",
"horizon.splitscreen.setup.layout.two.1": "Side ved side",
"horizon.splitscreen.setup.layout.two.2": "Topp og bunn",
"horizon.splitscreen.setup.layout.three.0": "En bred på toppen",
"horizon.splitscreen.setup.layout.three.1": "En høy til venstre",
"horizon.splitscreen.setup.layout.three.2": "Side ved side",
"horizon.splitscreen.setup.help.player": "Klikk eller dra %s for å flytte dem.",
"horizon.splitscreen.setup.help.layout_auto": "%s (side ved side når vinduet er bredt). Trykk for å endre.",
"horizon.splitscreen.setup.help.layout": "%s. Trykk for å endre.",
"horizon.splitscreen.setup.help.switch": "Delt skjerm for denne datamaskinen, på eller av.",
"horizon.splitscreen.setup.help.identify": "Hver spillers visning viser hvilket vindu den er i.",
"horizon.splitscreen.setup.help.names": "Hver spillers navn i hjørnet av visningen.",
"horizon.splitscreen.setup.help.revert": "Angre endringene som ikke er tatt i bruk ennå.",
"horizon.splitscreen.setup.help.apply": "Spill slik kartet viser.",
"horizon.splitscreen.setup.help.unchanged": "Ingenting er endret ennå.",
"horizon.splitscreen.setup.give_up_pad": "Gi opp Pad",
"horizon.splitscreen.prompt.controller_connected": "Kontroller tilkoblet",
"horizon.splitscreen.prompt.controller_disconnected": "Kontrolleren er frakoblet",
"horizon.splitscreen.prompt.controller_disconnected.hint": "Koble den til igjen, eller trykk på en knapp på en annen",
"horizon.splitscreen.prompt.join.one": "%s ønsker å bli med",
"horizon.splitscreen.prompt.join.many": "%s kontroller ønsker å bli med",
"horizon.splitscreen.prompt.join.yes": "Bli med",
"horizon.splitscreen.prompt.join.as_p1": "Spill som P1",
"horizon.splitscreen.prompt.join.no": "Nei",
"horizon.splitscreen.prompt.lost": "%s: kontrolleren frakoblet",
"horizon.splitscreen.prompt.lost.use_another": "Bruk en annen",
"horizon.splitscreen.prompt.lost.leave": "Gå",
"horizon.splitscreen.setup.help.give_up_pad": "Kontrolleren din slutter å kjøre deg og får tilbud om å bli med (A).",
"horizon.splitscreen.setup.note.held_at": "%s til %s: A slipper den her, B setter den tilbake.",
"horizon.splitscreen.setup.note.held": "%s plukket opp: venstre/høyre velger hvor, A slipper, B setter den tilbake.",
"Hides models behind opaque blocks. Async checks off-thread; entities tick.": "Skjuler modeller bak ugjennomsiktige blokker. Asynkron sjekker av tråden; enheter krysser av.",
"Block Entities": "Blokker enheter",
"Shulker Boxes": "Shulker bokser",
"Reuses settled boxes; lid movement stays animated.": "Gjenbruker utfelte bokser; lokkbevegelsen forblir animert.",
"Signs": "Tegn",
"Reuses sign text until text, light, or font changes.": "Gjenbruker skilttekst til tekst, lys eller skrift endres.",
"Decorated Pots": "Dekorerte gryter",
"Reuses still pots; break wobble and sherd changes redraw.": "Gjenbruker fortsatt potter; bryte vingling og skjærendring tegne om.",
"Bells": "Klokker",
"Reuses still bells; ringing stays animated.": "Gjenbruker fortsatt bjeller; ringing forblir animert.",
"Chests": "Kister",
"Reuses closed chests; moving lids stay animated.": "Gjenbruker lukkede kister; bevegelige lokk forblir animerte.",
"Banners": "Bannere",
"Reuses poles; flags and pattern layers still update.": "Gjenbruker stolper; flagg og mønsterlag oppdateres fortsatt.",
"Copper Golem Statues": "Kobber Golem statuer",
"Reuses statue geometry until its block state changes.": "Gjenbruker statuegeometri til blokktilstanden endres.",
"Leaf Culling": "Utskjæring av blader",
"Every leaf face. Vanilla's fancy leaves.": "Hvert blad ansikt. Vaniljes fancy blader.",
"Distant Plant Dither": "Fjern Plant Dither",
"Keeps fine plants in high-res packs from fading far away.": "Holder fine planter i høyoppløsningspakker fra å falme langt unna.",
"Screenshot Quality": "Skjermbildekvalitet",
"F2 screenshots at this many times the game's resolution. Higher takes longer.": "F2-skjermbilder med så mange ganger spillets oppløsning. Høyere tar lengre tid.",
"Shows a made-up frame between each two real ones: smoother, a little more lag.": "Viser en sammensatt ramme mellom hver to ekte: jevnere, litt mer etterslep.",
"Reuses the pack shadow map when sun, view and world match. Off by default.": "Gjenbruker pakkeskyggekartet når sol, utsikt og verden matcher. Av som standard.",
"Find BlueMap": "Finn BlueMap",
"On servers, finds their BlueMap web map for far terrain. Next join.": "På servere finner BlueMap-nettkartet deres for langt terreng. Bli med neste gang.",
"How far around you BlueMap tiles are downloaded. Next join.": "Hvor langt rundt deg er BlueMap-fliser lastet ned. Bli med neste gang.",
"Synchronous": "Synkron",
"Asynchronous": "Asynkron",
"Solid Aggressive": "Solid aggressiv",
"Hollow": "Hul",
"Leaves fully inside a canopy draw solid: fewer see-through layers.": "Blader helt inne i en baldakin trekker fast: færre gjennomsiktige lag.",
"Leaves with one open side draw solid too: faster, chunkier edges.": "Blader med en åpen side trekker også fast: raskere, tykkere kanter.",
"Drops faces between leaves: faster, but gaps look through.": "Slipper ansikter mellom bladene: raskere, men hull ser gjennom.",
"Hotbar: Previous Slot": "Hotbar: Forrige spilleautomat",
"Hotbar: Next Slot": "Hotbar: Neste spilleautomat",
"horizon.agent.connected.one": "Tilkoblet: 1 agenttilkobling",
"horizon.agent.connected.many": "Tilkoblet: %s agentforbindelser",
"horizon.agent.connected.one_ago": "Tilkoblet: 1 agenttilkobling, siste kommando for %s s siden",
"horizon.agent.connected.many_ago": "Tilkoblet: %s agentforbindelser, siste kommando for %s s siden",
"horizon.agent.waiting": "Venter på en agent.",
"horizon.agent.off": "Av: Agenter kan ikke nå dette spillet.",
"horizon.agent.session_opened": "Åpnet for denne økten av programmet som startet spillet.",
"horizon.agent.socket": "Socket: %s (kopier detaljene for hele banen)",
"horizon.agent.local_only": "Kun lokalt: agenter på denne datamaskinen, aldri nettverket.",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "Skjuler modeller bak ugjennomsiktige blokker. Entitetsoppdatering. Av med tilpassede pakker.",
"horizon.extras.repro_keys": "Opptakssnarveier",
"horizon.extras.repro_keys.tooltip": "F3+R starter eller stopper et repro-opptak og F3+E skriver bunten. Av som standard: et opptak kopierer verden.",
"horizon.agent.record_session": "Start opptaksøkten",
"horizon.agent.record_stop": "Stopp opptak av økt",
"horizon.agent.export_repro": "Eksporter Repro-pakke",
"horizon.repro.started": "Opptaket startet; F3+R stopper den og skriver bunten.",
"horizon.repro.stopped": "Opptaket stoppet: %s",
"horizon.repro.bundle": "Repro-pakke: %s",
"horizon.repro.no_recording": "Det er ingen opptak å eksportere ennå.",
"horizon.repro.replay_started": "Replay startet: %s",
"horizon.pack.addInfo": "Legg til en ressurspakke fra Modrinth",
"horizon.pack.addWorking": "Spør Modrinth...",
"horizon.pack.addNone": "Finner ingen ressurspakker",
"horizon.pack.addTitle": "Legg til en ressurspakke",
"horizon.pack.install": "Installer",
"horizon.pack.installing": "Installerer",
"horizon.pack.installed": "Installert",
"horizon.pack.search": "Søk",
"horizon.pack.searchHint": "Søk i Modrinth...",
"horizon.pack.filters": "Filtre",
"horizon.pack.filter.realistic": "Realistisk",
"horizon.pack.filter.simplistic": "Forenklet",
"horizon.pack.filter.vanillaLike": "Vaniljeaktig",
"horizon.pack.addFailed": "Pakken kunne ikke legges til: %s",
"horizon.extras.header.cosmetics": "Kosmetikk",
"horizon.extras.cosmetics_mine": "Kosmetikken min",
"horizon.extras.cosmetics_mine.tooltip": "Skjult: hver Horizon-spiller ser deg uten kosmetikken din, inkludert du. Samme bryter som bærerakettens garderobe.",
"horizon.extras.cosmetics_others": "Andre spilleres kosmetikk",
"horizon.extras.cosmetics_others.tooltip": "Hva andre Horizon-spillere har på seg: alt, bare navnelappene deres, eller ingenting. Skjult spør spillet aldri hva de har på seg.",
"horizon.extras.cosmetics_auras": "Andres auraer og stier",
"horizon.extras.cosmetics_auras.tooltip": "Auraer og stier andre spillere har på seg. Av som standard.",
"horizon.extras.cosmetics.shown": "Vist",
"horizon.extras.cosmetics.hidden": "Skjult",
"horizon.extras.cosmetics.name_tags": "Kun navnelapper"
}
@@ -321,6 +321,8 @@
"Reuses the pack shadow map when sun, view and world match. Off by default.": "Używa ponownie mapy cieni paczki, gdy słońce, widok i świat się zgadzają. Domyślnie wyłączone.",
"Synchronous": "Synchroniczne",
"Asynchronous": "Asynchroniczne",
"Hidden Faces": "Ukryte ściany",
"Drops leaf faces behind two leaf layers: faster, same crowns.": "Pomija ściany liści za dwiema warstwami liści: szybciej, korony bez zmian.",
"Solid": "Pełne",
"Solid Aggressive": "Pełne, agresywnie",
"Hollow": "Puste",
@@ -354,5 +356,9 @@
"horizon.pages.open.split_setup": "Podzielony ekran…",
"horizon.pages.split_settings": "Ustawienia podzielonego ekranu",
"horizon.pages.split_setup": "Podzielony ekran",
"horizon.pages.split_setup.tooltip": "Gracze na tym komputerze: kontrolery mogą dołączyć do twojego świata."
"horizon.pages.split_setup.tooltip": "Gracze na tym komputerze: kontrolery mogą dołączyć do twojego świata.",
"Particle Culling": "Pomijanie cząsteczek",
"Draws every particle.": "Rysuje wszystkie cząsteczki.",
"Skips offscreen, subpixel and terrain-hidden particles.": "Pomija cząsteczki poza ekranem, mniejsze niż piksel i zasłonięte przez teren.",
"Skips offscreen, subpixel and terrain-hidden particles with less render-thread work.": "Pomija cząsteczki poza ekranem, mniejsze niż piksel i zasłonięte przez teren, odciążając wątek renderowania."
}
@@ -0,0 +1,491 @@
{
"horizon.options.controller": "Controlador",
"horizon.options.vibration": "Vibração",
"horizon.options.adaptive_triggers": "Gatilhos adaptativos",
"horizon.options.lightbar": "Barra de luzes",
"horizon.options.look_sensitivity": "Sensibilidade da câmera",
"horizon.options.invert_x": "Inverter câmera X",
"horizon.options.invert_y": "Inverter câmera Y",
"horizon.options.sneak_button": "Botão de agachar",
"horizon.options.move_deadzone": "Zona morta do movimento",
"horizon.options.look_deadzone": "Zona morta da câmera",
"horizon.options.button_glyphs": "Glifos de botão",
"horizon.options.menu_navigation": "Navegação no menu",
"horizon.options.on_screen_keyboard": "Teclado na tela",
"horizon.options.chat_delay": "Atraso no bate-papo",
"horizon.options.lightbar.health": "Saúde",
"horizon.options.lightbar.dimension": "Dimensão",
"horizon.options.glyphs.auto": "Automático",
"horizon.options.glyphs.playstation": "Playstation",
"horizon.options.menu_focus": "Foco",
"horizon.options.menu_pointer": "Ponteiro",
"horizon.options.keyboard.auto": "Automático",
"horizon.options.keyboard.horizon": "Horizonte",
"horizon.options.keyboard.steam": "Vapor",
"horizon.options.unavailable": "Este recurso ainda não está disponível no Horizon.",
"horizon.options.search": "Configurações de pesquisa...",
"horizon.pages.mods": "Modificações",
"horizon.pages.shader_packs": "Pacotes de sombreadores",
"horizon.pages.shader_options": "Opções de sombreamento",
"horizon.pages.controller": "Configurações do controlador",
"horizon.pages.controller_binds": "Ligações de controlador",
"horizon.pages.extras": "Extras Horizonte",
"horizon.pages.settings": "Configurações do Horizon",
"horizon.pages.agent": "Agente de IA",
"horizon.split.leave": "Sair",
"horizon.pages.split_settings": "Configurações de tela dividida",
"horizon.pages.split_profiles": "Quem está jogando?",
"horizon.pages.split_setup": "Configuração de tela dividida",
"horizon.pages.music": "Música",
"horizon.pages.music.menu": "Cardápio",
"horizon.pages.music.overworld": "Mundo superior",
"horizon.pages.music.creative": "Criativo",
"horizon.pages.music.underwater": "Subaquático",
"horizon.pages.music.end": "O Fim",
"horizon.pages.music.boss": "Chefe",
"horizon.pages.music.credits": "Créditos",
"horizon.pages.music.overworld_biomes": "Biomas do mundo superior",
"horizon.pages.music.nether_biomes": "Biomas inferiores",
"horizon.pages.music.end_biomes": "Fim dos biomas",
"horizon.pages.music.other": "Outras músicas",
"horizon.pages.music.empty": "Sem faixas de música: os sons do jogo não são carregados.",
"horizon.pages.music.tooltip": "As faixas integradas, por situação: toque uma agora ou desligue alguma para que o jogo pare de selecioná-la.",
"horizon.pages.settings.tooltip": "Configurações próprias do Horizon: gráficos, controladores, extras e mods.",
"horizon.pages.graphics.tooltip": "Gráficos, simplesmente: cada configuração diz quanto custa.",
"horizon.pages.graphics_advanced.tooltip": "Todas as configurações gráficas, incluindo Horizon, com o custo de cada uma.",
"horizon.pages.controller.tooltip": "Controladores: seus botões, manípulos, vibração e navegação no menu.",
"horizon.pages.extras.tooltip": "Adições opcionais, todas desativadas por padrão: o jogo permanece básico até você ligar um.",
"horizon.pages.agent.tooltip": "Deixe seu próprio agente de IA jogar: clientes Horizon-ctl e MCP neste computador.",
"horizon.pages.split_profiles.tooltip": "Quem joga: um perfil mantido nesta pasta do jogo.",
"horizon.pages.split_setup.tooltip": "As janelas e monitores, e quem joga onde.",
"horizon.pages.shader_packs.tooltip": "Shader packs da pasta shaderpacks: próprios do Horizon e aqueles no formato shaders/. Um corre de cada vez.",
"horizon.pages.mods.tooltip": "Mods feitos para Horizon, da pasta Horizon-mods. Cada um é executado em uma sandbox e permanece desligado até você ligá-lo.",
"horizon.pages.open.graphics": "Gráficos...",
"horizon.pages.open.graphics_advanced": "Gráficos avançados...",
"horizon.pages.open.shader_packs": "Pacotes de sombreadores...",
"horizon.pages.open.controller": "Configurações do controlador...",
"horizon.pages.open.split_setup": "Tela dividida...",
"horizon.pages.open.mods": "Modos...",
"horizon.pages.open.agent": "Agente de IA...",
"horizon.pages.open.horizon_graphics": "Gráficos Horizonte...",
"horizon.pages.open.controller_binds": "Ligações do controlador...",
"horizon.pages.open.horizon_settings": "Configurações do Horizon...",
"horizon.pages.open.music": "Música...",
"horizon.mods.empty": "Sem mods: coloque os arquivos .hmod na pasta horizonte-mods",
"horizon.mods.stopped": " (Parado)",
"horizon.mods.not_built": " (Não construído)",
"horizon.mods.dev": " (Desenvolvedor)",
"horizon.mods.settings": "Configurações",
"horizon.mods.in_world": " (deixe o mundo mudar)",
"horizon.mods.open_folder": "Abra a pasta Mod",
"horizon.shader_packs.empty": "Sem pacotes de shader: coloque-os na pasta shaderpacks",
"horizon.shader_packs.kind_horizon": " (Horizonte)",
"horizon.shader_options.open": "Opções de sombreamento...",
"horizon.shader_options.profile": "Perfil",
"horizon.shader_options.loading": "Lendo as opções do pacote de shaders...",
"horizon.agent.copy_details": "Copiar detalhes da conexão",
"horizon.multiplayer.join": "Junte-se",
"horizon.multiplayer.cancel_reconnecting": "Cancelar reconexão",
"horizon.multiplayer.join_friend": "Junte-se a um amigo",
"horizon.multiplayer.invite_code": "Código de convite",
"horizon.multiplayer.relay": "Relé (opcional)",
"Preset": "Predefinido",
"LOD Distance": "Distância de LOD",
"Far Detail": "Detalhe distante",
"Cave Culling": "Abate em Caverna",
"Entity Culling": "Seleção de entidade",
"Chunk Updates": "Atualizações de blocos",
"Upload Budget": "Carregar orçamento",
"Sky": "Céu",
"Fog": "Nevoeiro",
"Weather": "Tempo",
"Animated Textures": "Texturas Animadas",
"Present Mode": "Modo Presente",
"Frame Pacing": "Ritmo de quadro",
"Worker Threads": "Threads de trabalho",
"Resolution Scale": "Escala de resolução",
"Upscaling": "Aumento de escala",
"Paper White": "Papel Branco",
"Peak Brightness": "Brilho máximo",
"Black Level": "Nível de preto",
"UI Brightness": "Brilho da IU",
"Battery Mode": "Modo Bateria",
"Graphics API": "API gráfica",
"Translucent Batching": "Lote Translúcido",
"Performance Overlay": "Sobreposição de desempenho",
"Full Detail Distance": "Distância detalhada completa",
"On": "Ligado",
"Off": "Desligado",
"Unlimited": "Ilimitado",
"Auto": "Automático",
"Custom": "Personalizado",
"Performance": "Desempenho",
"Balanced": "Equilibrado",
"Quality": "Qualidade",
"Ultra Performance": "Ultradesempenho",
"Native": "Nativo",
"Full": "Completo",
"Reduced": "Reduzido",
"Efficient": "Eficiente",
"Precise": "Preciso",
"Auto (VSync)": "Automático (VSync)",
"Mailbox": "Caixa de correio",
"Immediate": "Imediato",
"Vulkan": "Vulcano",
"DirectX 12": "DirectX12",
"FPS and Graph": "FPS e gráfico",
"No cost": "Sem custo",
"Low cost": "Baixo custo",
"Medium cost": "Custo médio",
"High cost": "Alto custo",
"Saves time": "Economiza tempo",
"Graphics": "Gráficos",
"Done": "Concluído",
"This feature is not yet available in Horizon.": "Este recurso ainda não está disponível no Horizon.",
"Your display or system doesn't offer HDR output.": "Seu monitor ou sistema não oferece saída HDR.",
"Turn HDR on to use it.": "Ative o HDR para usá-lo.",
"Your GPU or graphics API doesn't support it.": "Sua GPU ou API gráfica não oferece suporte.",
"%s chunks": "%s pedaços",
"%s per frame": "%s por quadro",
"%s MiB/frame": "%s MiB/quadro",
"%s KiB/frame": "%s KiB/quadro",
"Auto (%s)": "Automático (%s)",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "Gama de terreno com todos os detalhes. A distância LOD pode estender os mundos locais ainda mais.",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "Terreno áspero e distante em mundos locais. As GPUs integradas param em 128 pedaços.",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "Redução de desenhos em terrenos mais grosseiros: mais rápido nesta GPU integrada.",
"Reduced draws far terrain coarser, for GPUs it slows down.": "Reduzido atrai terrenos muito mais grosseiros, para GPUs ele fica mais lento.",
"Field of view. Wider shows more terrain at once.": "Campo de visão. Mais amplo mostra mais terreno ao mesmo tempo.",
"Caps frames per second; a cap saves power and heat.": "Limita quadros por segundo; uma tampa economiza energia e calor.",
"Waits for the display's refresh: no tearing, a little latency.": "Aguarda a atualização da tela: sem rasgos, um pouco de latência.",
"Size of menus and the HUD.": "Tamanho dos menus e do HUD.",
"Sets the options below together. Changing one makes it Custom.": "Define as opções abaixo juntas. Alterar um torna-o personalizado.",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "Lava, fogo e luz solar brilham mais que o branco. Precisa de uma tela HDR.",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "O preto mais escuro da sua tela. 0 para OLED; Os LCDs brilham um pouco.",
"How bright highlights get. Auto: the peak your system reports.": "Como os destaques ficam brilhantes. Automático: o pico relatado pelo seu sistema.",
"How bright white paper and menus look. Auto: your desktop's white.": "Como ficam os menus e o papel branco brilhante. Automático: sua área de trabalho fica branca.",
"How bright the HUD and menus are, against paper white.": "Quão brilhantes são o HUD e os menus, em contraste com o branco do papel.",
"How far mobs, crops and machines keep working. CPU time.": "Até onde mobs, colheitas e máquinas continuam trabalhando. Tempo de CPU.",
"How far away mobs and items are drawn, as a share of normal.": "A que distância os mobs e os itens são atraídos, em proporção ao normal.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Ignora terreno escondido atrás de seções fechadas. Fora custa muito.",
"Hides entities behind opaque blocks.": "Oculta entidades atrás de blocos opacos.",
"No entity occlusion culling.": "Nenhuma seleção de oclusão de entidade.",
"CPU occlusion test runs this frame.": "O teste de oclusão da CPU executa este quadro.",
"Occlusion checks run on a worker thread.": "As verificações de oclusão são executadas em um thread de trabalho.",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "Seções em malha carregadas por quadro. Lower é mais suave durante o carregamento.",
"Soft shadows in corners. Costs chunk building time only.": "Sombras suaves nos cantos. Custa apenas o tempo de construção.",
"Smaller copies of block textures for distant terrain: less shimmer.": "Cópias menores de texturas de bloco para terrenos distantes: menos brilho.",
"Blends grass and water colours across biomes when building chunks.": "Mistura cores de grama e água em biomas ao construir pedaços.",
"Cloud layer: off, flat (fast) or 3D (fancy).": "Camada de nuvem: desativada, plana (rápida) ou 3D (extravagante).",
"How far clouds reach, in chunks.": "Quão longe as nuvens chegam, em pedaços.",
"Draws the sky, sun, moon and stars.": "Desenha o céu, o sol, a lua e as estrelas.",
"Distance fog. Off shows the edge of the loaded world.": "Nevoeiro à distância. Off mostra o limite do mundo carregado.",
"Draws rain and snow.": "Desenha chuva e neve.",
"How far rain and snow fall around you.": "Quão longe a chuva e a neve caem ao seu redor.",
"How many particles effects spawn.": "Quantos efeitos de partículas aparecem.",
"Round shadows under mobs and items.": "Sombras redondas sob mobs e itens.",
"Leaves with see-through gaps. Off draws them solid.": "Folhas com lacunas transparentes. Off os desenha sólidos.",
"Sorts water and glass more exactly behind each other.": "Classifica a água e o copo de maneira mais exata, um atrás do outro.",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "Quais pedaços são reconstruídos aguardando o quadro: nenhum, próximo ou seu.",
"Animates water, lava, fire and other moving textures.": "Anima água, lava, fogo e outras texturas em movimento.",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "Pixels mundiais por pixel da tela. Abaixo de 100% é mais rápido na GPU.",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "Suaviza bordas irregulares. FXAA: mais suave. TAA: coisas mais suaves e em movimento podem deixar rastros.",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "Torna o mundo menor e o reconstrói com TAA. Mais rápido, mais suave.",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "Saída HDR em uma tela HDR: lava, fogo e luz solar brilham mais intensamente.",
"How frames reach the screen while VSync is off.": "Como os frames chegam à tela enquanto o VSync está desligado.",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "Eficiente dorme até o próximo quadro; Giros precisos, como baunilha.",
"Fills the screen (borderless).": "Preenche a tela (sem bordas).",
"Brightens dark places.": "Ilumina locais escuros.",
"Lowers the frame rate when minimised, or idle too.": "Reduz a taxa de quadros quando minimizado ou também inativo.",
"Sways the view while walking.": "Balança a visão enquanto caminha.",
"Fades newly loaded chunks in.": "Desaparece os pedaços recém-carregados.",
"Darkens the screen's edges.": "Escurece as bordas da tela.",
"Shows when the world saves.": "Mostra quando o mundo salva.",
"Shows attack cooldown.": "Mostra o tempo de espera do ataque.",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "Limite de 60 FPS (30 em menus ou sem foco), metade dos trabalhadores: menos energia.",
"Threads that generate, light and mesh chunks. Next start.": "Fios que geram pedaços leves e de malha. Próximo começo.",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Vulkan, depois DirectX 12 (Windows) ou OpenGL (Linux) onde falha. Próximo começo.",
"Water and glass in one buffer: fewer draw calls, a bit more VRAM. Next start.": "Água e vidro em um buffer: menos chamadas de desenho, um pouco mais de VRAM. Próximo começo.",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "Dados de malha enviados para a GPU por quadro. Lower é mais suave durante o carregamento.",
"Frame rate and frame times over the game, with a graph.": "Taxa de quadros e tempos de quadros ao longo do jogo, com gráfico.",
"horizon.multiplayer.finding_friend": "Encontrando o mundo do seu amigo...",
"horizon.multiplayer.not_signed_in": "Este servidor está em modo online. Faça login com sua conta da Microsoft no inicializador do Horizon para ingressar.",
"horizon.multiplayer.invalid_address": "Endereço de servidor inválido: %s",
"horizon.multiplayer.connected_friend_direct": "Conectado diretamente ao seu amigo...",
"horizon.multiplayer.connected_friend_relay": "Conectado ao seu amigo através do relé...",
"General": "Geral",
"Advanced": "Avançado",
"Undo": "Desfazer",
"Search options": "Opções de pesquisa",
"Shortcut": "Atalho",
"Distance": "Distância",
"Display": "Exibição",
"Sky and weather": "Céu e clima",
"Lighting and entities": "Iluminação e entidades",
"Textures": "Texturas",
"Image": "Imagem",
"Chunk loading": "Carregamento de pedaços",
"Culling": "Abate",
"Power": "Poder",
"Frames": "Molduras",
"Overlay": "Sobreposição",
"Output": "Saída",
"Brightness": "Brilho",
"How far you see, the window and the HUD.": "Quão longe você vê, a janela e o HUD.",
"The sky and weather, lighting, textures and the image.": "O céu e o clima, a iluminação, as texturas e a imagem.",
"Chunk loading, culling and power use.": "Carregamento de pedaços, seleção e uso de energia.",
"How frames reach the screen, and the performance overlay.": "Como os frames chegam à tela e a sobreposição de desempenho.",
"Brighter-than-white output on an HDR display.": "Saída mais brilhante que o branco em uma tela HDR.",
"Results for \"%s\"": "Resultados para \"%s\"",
"No settings match.": "Nenhuma configuração corresponde.",
"horizon.title.not_affiliated": "Não afiliado à Mojang ou Microsoft",
"horizon.extras.header.lighting": "Iluminação",
"horizon.extras.header.third_person": "Terceira pessoa",
"horizon.extras.header.particles": "Partículas",
"horizon.extras.header.inventory": "Inventário",
"horizon.extras.header.chat": "Bate-papo",
"horizon.extras.header.multiplayer": "Multijogador",
"horizon.extras.header.sound": "Som",
"horizon.extras.header.menus": "Cardápios",
"horizon.extras.fullbright": "Totalmente brilhante",
"horizon.extras.dynamic_lights": "Luzes dinâmicas",
"horizon.extras.own_name_tag": "Crachá próprio",
"horizon.extras.hide_block_particles": "Ocultar partículas de quebra de bloco",
"horizon.extras.auto_reconnect": "Reconectar automaticamente",
"horizon.extras.ui_sound_reserve": "Mantenha canais para sons da IU",
"horizon.extras.music_page": "Página de música",
"horizon.extras.mouse_tweaks": "Controles de ajustes do mouse",
"horizon.extras.mouse_tweaks_wheel": "A roda de rolagem move os itens",
"horizon.extras.sort": "Botões de classificação",
"horizon.extras.sort_key": "Chave de classificação",
"horizon.extras.no_ai": "Sem IA",
"horizon.extras.agent_control": "Controle de Agente",
"horizon.extras.discord_presence": "Presença rica em discórdia",
"horizon.extras.splitscreen": "Tela dividida",
"horizon.extras.chat_animation": "Bate-papo tranquilo",
"horizon.extras.chat_indicator": "Indicador de mensagem",
"horizon.extras.wheel_cycles_settings": "A roda de rolagem altera as configurações",
"horizon.extras.pack_browser": "Navegador de pacote de recursos",
"horizon.extras.fullbright.tooltip": "Mostre blocos e entidades em plena luz, mesmo em áreas escuras.",
"horizon.extras.dynamic_lights.tooltip": "Tochas e outras fontes de luz seguradas, deixadas cair ou em chamas iluminam os blocos ao seu redor.",
"horizon.extras.own_name_tag.tooltip": "Mostra seu nome acima de sua cabeça em terceira pessoa, como os outros jogadores o veem. Oculto quando o servidor oculta os nomes da sua equipe ou você fica invisível.",
"horizon.extras.hide_block_particles.tooltip": "Esconde as partículas de detritos que explodem de um bloco quebrado e se desintegram daquele que você extraiu. Outras partículas permanecem.",
"horizon.extras.auto_reconnect.tooltip": "Volta a um servidor após uma perda de conexão ou reinicialização, nunca após um kick ou ban.",
"horizon.extras.ui_sound_reserve.tooltip": "Os sons do mundo deixam 16 dos 247 canais de som livres, então uma enxurrada deles (uma grande explosão) não consegue silenciar os cliques no menu.",
"horizon.extras.music_page.tooltip": "Música e Sons recebe uma página Música...: reproduza qualquer faixa integrada agora ou desative uma para que o jogo pare de selecioná-la. Nada muda até que você desligue uma faixa.",
"horizon.extras.mouse_tweaks.tooltip": "Arrastar com o botão direito posiciona um por slot, arrastar com a esquerda reúne o item retido, Shift + arrastar com a esquerda move cada slot.",
"horizon.extras.mouse_tweaks_wheel.tooltip": "Para baixo envia um item do slot para o outro lado, para cima traz um de volta.",
"horizon.extras.sort.tooltip": "Classifica o inventário, baús, barris, baús finais e caixas shulker em ordem de tabulação criativa, mesclando pilhas.",
"horizon.extras.sort_key.tooltip": "Classifica a peça sob o cursor. Clique e pressione uma tecla; A fuga o desvincula.",
"horizon.extras.no_ai.tooltip": "Oculta e desativa todos os recursos de IA: controle de agente, horizonte-ctl e servidores MCP. O interruptor do lançador também.",
"horizon.extras.agent_control.tooltip": "Seu próprio agente de IA pode jogar este jogo por meio do horizonte-ctl ou de um cliente MCP, apenas neste computador.",
"horizon.extras.discord_presence.tooltip": "Mostra Jogando Horizon em seu perfil do Discord enquanto o Discord é executado: menus, single player ou multiplayer, a dimensão e o tempo de jogo. Nunca o nome de um mundo ou o endereço de um servidor.",
"Calibrate...": "Calibrar...",
"Calibrate Anyway...": "Calibrar de qualquer maneira...",
"Use Automatic Setup": "Usar configuração automática",
"Shortcut: %s": "Atalho: %s",
"Next": "Próximo",
"HDR Calibration %s/%s: %s": "Calibração HDR %s/%s: %s",
"Sets the three below full screen, one test picture at a time.": "Define as três imagens abaixo em tela cheia, uma imagem de teste por vez.",
"A key that opens this screen from the game. Not bound at first.": "Uma chave que abre esta tela do jogo. Não vinculado a princípio.",
"Your display didn't say how bright it gets: calibrate to set it up.": "Sua tela não informou o quão brilhante ela fica: calibre para configurá-la.",
"Already set up for your display. Only calibrate if HDR looks wrong.": "Já configurado para seu display. Calibre apenas se o HDR parecer errado.",
"Puts Peak Brightness and Paper White back to your display's setup.": "Coloca o brilho máximo e o branco do papel de volta na configuração do seu monitor.",
"Set up for your display. Leave on Auto unless it looks wrong.": "Configure para sua exibição. Deixe em Auto, a menos que pareça errado.",
"Lower it until the logo just disappears into the black.": "Abaixe-o até que o logotipo desapareça no preto.",
"Raise it until the logo just disappears into the bright square.": "Levante-o até que o logotipo desapareça no quadrado brilhante.",
"Make the card a white that's comfortable to look at for a long time, in the light you play in.": "Faça o cartão com um branco que seja confortável de olhar por muito tempo, na luz em que você joga.",
"horizon.splitscreen.profiles.forget": "Esqueça",
"horizon.splitscreen.profiles.create": "Criar",
"horizon.splitscreen.profiles.you": " - você",
"horizon.splitscreen.profiles.forget_named": "Esqueça %s",
"horizon.splitscreen.profiles.previous": "Anterior",
"horizon.splitscreen.profiles.next": "Próximo",
"horizon.splitscreen.profiles.new_button": "Novo perfil...",
"horizon.splitscreen.profiles.forget_title": "Esqueceu o perfil?",
"horizon.splitscreen.profiles.forget_leaves": "Ele sai da lista desta instância.",
"horizon.splitscreen.profiles.forget_kept": "O progresso e as configurações mundiais são mantidos.",
"horizon.splitscreen.profiles.new_title": "Novo perfil",
"horizon.splitscreen.profiles.name_hint": "Nome (3 a 16 letras, dígitos, _)",
"horizon.splitscreen.profiles.switch_title": "Mudar perfil",
"horizon.splitscreen.profiles.offline_note": "Perfis off-line pertencem a esta instância",
"horizon.splitscreen.profiles.move": "Mova-se para onde você joga",
"horizon.splitscreen.profiles.move_place": "Mova-se para onde você joga: %s",
"horizon.friends.title": "Jogue com amigos",
"horizon.friends.hint": "Amigos colam o código após o botão Amigos da tela de título, no Direct Connection ou na página Play do inicializador.",
"horizon.friends.copied": "Copiado",
"horizon.friends.copy_code": "Copiar código",
"horizon.friends.stop_sharing": "Pare de compartilhar",
"horizon.friends.none_yet": "Nenhum amigo aqui ainda.",
"horizon.friends.here_now": "Aqui agora: %s",
"horizon.friends.share_intro": "Compartilhe este mundo por meio de um código de convite: ele abre para LAN e amigos na internet entram com o código. Nenhum servidor nosso está envolvido.",
"horizon.friends.start_sharing": "Comece a compartilhar",
"horizon.friends.troubleshooting": "Solução de problemas...",
"horizon.friends.stopped": "Parou de compartilhar o código de convite.",
"horizon.friends.short_code_changed": "Alguém continuou tentando um código curto errado, então ele mudou.",
"horizon.friends.wrong_code": "Alguém tentou um código errado.",
"horizon.friends.code_ready": "Seu código de convite está pronto: Menu do Jogo, Jogue com Amigos. Copie e envie para seus amigos.",
"horizon.friends.share_failed": "Não foi possível compartilhar o mundo: %s",
"horizon.friends.finding_route": "Descobrir como os amigos podem entrar em contato com você…",
"horizon.osk.shift": "Mudança",
"horizon.osk.space": "Espaço",
"horizon.osk.delete": "Excluir",
"horizon.osk.type": "Tipo",
"horizon.osk.symbols": "Símbolos",
"horizon.osk.close": "Fechar",
"horizon.extras.chat_animation.tooltip": "Uma nova linha de bate-papo aparece da esquerda enquanto desaparece, em vez de aparecer inteira.",
"horizon.extras.chat_indicator.tooltip": "A barra colorida à esquerda de uma linha de bate-papo.",
"horizon.extras.wheel_cycles_settings.tooltip": "A roda de rolagem sobre um botão nas configurações altera seu valor, como no vanilla. Desligado, a roda apenas rola a lista.",
"horizon.extras.pack_browser.tooltip": "Select Resource Packs obtém um botão Adicionar que pesquisa Modrinth e instala um pacote em sua pasta de pacotes. Desligado, o jogo nunca entra em contato com Modrinth.",
"horizon.extras.splitscreen.tooltip": "Num mundo, outro controlador pode entrar como novo jogador: pressione A quando solicitado e escolha um perfil e onde jogar.",
"horizon.splitscreen.setup.monitor": "Monitorar %s",
"horizon.splitscreen.setup.monitor_unknown": "um monitor",
"horizon.splitscreen.setup.window": "Janela %s",
"horizon.splitscreen.setup.new_window": "Nova janela",
"horizon.splitscreen.setup.fill_monitor": "Preencha %s",
"horizon.splitscreen.setup.done": "Concluído",
"horizon.splitscreen.setup.on": "Ligado",
"horizon.splitscreen.setup.off": "Desligado",
"horizon.splitscreen.setup.player": "Jogador %s",
"horizon.splitscreen.setup.revert": "Reverter",
"horizon.splitscreen.setup.apply": "Aplicar",
"horizon.splitscreen.setup.warning.empty_main": "Ninguém brinca na Janela 1: ela se esconde",
"horizon.splitscreen.setup.warning.empty_close": "Ninguém joga na janela %s: ela fecha no Apply",
"horizon.splitscreen.setup.warning.empty_new": "Ninguém joga na janela %s: ela não abre",
"horizon.splitscreen.setup.warning.on_main": "A janela %s preenche o monitor da Janela 1: seus jogadores jogam na Janela 1",
"horizon.splitscreen.setup.warning.unplugged": "O monitor da janela %s não está conectado: seus jogadores jogam na janela 1",
"horizon.splitscreen.setup.status.off": "A tela dividida está desativada.",
"horizon.splitscreen.setup.status.enable_hint": "Ligue-o e pressione um botão em outro controlador em um mundo.",
"horizon.splitscreen.setup.status.join_hint": "Pressione A para entrar e escolher um perfil.",
"horizon.splitscreen.setup.status.idle": "Tela dividida inativa",
"horizon.splitscreen.setup.status.alone": "Nenhum outro jogador local.",
"horizon.splitscreen.setup.status.solo_controls": "Os controles Solo e o feedback do controlador permanecem inalterados.",
"horizon.splitscreen.setup.window_empty": "Janela %s: vazia",
"horizon.splitscreen.setup.note.select": "Clique em um player ou arraste-o para uma janela ou monitor.",
"horizon.splitscreen.setup.note.apply": "Inscreva-se para jogar desta forma, Reverta para desfazer.",
"horizon.splitscreen.setup.note.place": "Onde %s deveria jogar?",
"horizon.splitscreen.setup.this_player": "este jogador",
"horizon.splitscreen.setup.switch_disabled": "A tela dividida é desativada quando os outros saem (menu de pausa).",
"horizon.splitscreen.setup.window_place": "Janela %s (%s de %s)",
"horizon.splitscreen.setup.names": "Nomes",
"horizon.splitscreen.setup.identify": "Identificar",
"horizon.splitscreen.setup.layout.two": "2 compartilhamento: %s",
"horizon.splitscreen.setup.layout.three": "3 compartilhamento: %s",
"horizon.splitscreen.setup.layout.two.0": "Automático",
"horizon.splitscreen.setup.layout.two.1": "Lado a lado",
"horizon.splitscreen.setup.layout.two.2": "Superior e inferior",
"horizon.splitscreen.setup.layout.three.0": "Um largo no topo",
"horizon.splitscreen.setup.layout.three.1": "Um alto à esquerda",
"horizon.splitscreen.setup.layout.three.2": "Lado a lado",
"horizon.splitscreen.setup.help.player": "Clique ou arraste %s para movê-los.",
"horizon.splitscreen.setup.help.layout_auto": "%s (lado a lado quando a janela é larga). Pressione para alterar.",
"horizon.splitscreen.setup.help.layout": "%s. Pressione para alterar.",
"horizon.splitscreen.setup.help.switch": "Tela dividida para este computador, ligada ou desligada.",
"horizon.splitscreen.setup.help.identify": "A visualização de cada jogador mostra em qual janela ele está.",
"horizon.splitscreen.setup.help.names": "O nome de cada jogador no canto da visão.",
"horizon.splitscreen.setup.help.revert": "Desfaça as alterações ainda não aplicadas.",
"horizon.splitscreen.setup.help.apply": "Jogue da maneira que o mapa mostra.",
"horizon.splitscreen.setup.help.unchanged": "Nada mudou ainda.",
"horizon.splitscreen.setup.give_up_pad": "Almofada de desistência",
"horizon.splitscreen.prompt.controller_connected": "Controlador conectado",
"horizon.splitscreen.prompt.controller_disconnected": "Controlador desconectado",
"horizon.splitscreen.prompt.controller_disconnected.hint": "Reconecte-o ou pressione um botão em outro",
"horizon.splitscreen.prompt.join.one": "%s quer participar",
"horizon.splitscreen.prompt.join.many": "%s controladores desejam participar",
"horizon.splitscreen.prompt.join.yes": "Junte-se",
"horizon.splitscreen.prompt.join.as_p1": "Jogue como P1",
"horizon.splitscreen.prompt.join.no": "Não",
"horizon.splitscreen.prompt.lost": "%s: controlador desconectado",
"horizon.splitscreen.prompt.lost.use_another": "Use outro",
"horizon.splitscreen.prompt.lost.leave": "Sair",
"horizon.splitscreen.setup.help.give_up_pad": "Seu controlador para de dirigir você e é convidado a entrar (A).",
"horizon.splitscreen.setup.note.held_at": "%s a %s: A deixa cair aqui, B coloca de volta.",
"horizon.splitscreen.setup.note.held": "%s pegou: esquerda/direita escolhe onde, A deixa cair, B coloca de volta.",
"Hides models behind opaque blocks. Async checks off-thread; entities tick.": "Oculta modelos atrás de blocos opacos. Async verifica fora do thread; entidades marcam.",
"Block Entities": "Bloquear entidades",
"Shulker Boxes": "Caixas Shulker",
"Reuses settled boxes; lid movement stays animated.": "Reutiliza caixas assentadas; o movimento da tampa permanece animado.",
"Signs": "Sinais",
"Reuses sign text until text, light, or font changes.": "Reutiliza o texto do sinal até que o texto, a luz ou a fonte sejam alterados.",
"Decorated Pots": "Vasos Decorados",
"Reuses still pots; break wobble and sherd changes redraw.": "Reaproveita potes imóveis; quebrar oscilação e mudanças de fragmento redesenhar.",
"Bells": "Sinos",
"Reuses still bells; ringing stays animated.": "Reutiliza ainda sinos; o toque permanece animado.",
"Chests": "Baús",
"Reuses closed chests; moving lids stay animated.": "Reutiliza baús fechados; as tampas móveis permanecem animadas.",
"Banners": "Bandeiras",
"Reuses poles; flags and pattern layers still update.": "Reutiliza postes; sinalizadores e camadas de padrão ainda são atualizados.",
"Copper Golem Statues": "Estátuas de Golem de Cobre",
"Reuses statue geometry until its block state changes.": "Reutiliza a geometria da estátua até que o estado do bloco mude.",
"Leaf Culling": "Abate de folhas",
"Every leaf face. Vanilla's fancy leaves.": "Cada rosto de folha. Folhas elegantes de baunilha.",
"Distant Plant Dither": "Vibração de plantas distantes",
"Keeps fine plants in high-res packs from fading far away.": "Evita que plantas finas em embalagens de alta resolução desapareçam ao longe.",
"Screenshot Quality": "Qualidade da captura de tela",
"F2 screenshots at this many times the game's resolution. Higher takes longer.": "Capturas de tela F2 com muitas vezes a resolução do jogo. Maior leva mais tempo.",
"Frame Generation": "Geração de quadros",
"Shows a made-up frame between each two real ones: smoother, a little more lag.": "Mostra um quadro composto entre cada dois quadros reais: mais suave, um pouco mais de atraso.",
"Shadow Cache": "Cache de sombra",
"Reuses the pack shadow map when sun, view and world match. Off by default.": "Reutiliza o mapa de sombras do pacote quando o sol, a visão e o mundo correspondem. Desativado por padrão.",
"Find BlueMap": "Encontre o BlueMap",
"On servers, finds their BlueMap web map for far terrain. Next join.": "Nos servidores, encontra seu mapa da web BlueMap para terrenos distantes. Próxima adesão.",
"BlueMap Radius": "Raio BlueMap",
"How far around you BlueMap tiles are downloaded. Next join.": "A que distância ao seu redor os blocos do BlueMap são baixados. Próxima adesão.",
"Synchronous": "Síncrono",
"Asynchronous": "Assíncrono",
"Solid": "Sólido",
"Solid Aggressive": "Sólido Agressivo",
"Hollow": "Oco",
"Leaves fully inside a canopy draw solid: fewer see-through layers.": "As folhas totalmente dentro de um dossel ficam sólidas: menos camadas transparentes.",
"Leaves with one open side draw solid too: faster, chunkier edges.": "Folhas com um lado aberto também ficam sólidas: bordas mais rápidas e grossas.",
"Drops faces between leaves: faster, but gaps look through.": "Deixa cair as faces entre as folhas: mais rápido, mas as lacunas são visíveis.",
"Hotbar: Previous Slot": "Hotbar: slot anterior",
"Hotbar: Next Slot": "Hotbar: próximo slot",
"horizon.agent.connected.one": "Conectado: 1 conexão de agente",
"horizon.agent.connected.many": "Conectado: %s conexões de agente",
"horizon.agent.connected.one_ago": "Conectado: 1 conexão de agente, último comando há %s s",
"horizon.agent.connected.many_ago": "Conectado: %s conexões de agente, último comando há %s s",
"horizon.agent.waiting": "Esperando por um agente.",
"horizon.agent.off": "Desativado: os agentes não podem acessar este jogo.",
"horizon.agent.session_opened": "Aberto para esta sessão pelo programa que iniciou o jogo.",
"horizon.agent.socket": "Socket: %s (copie os detalhes do caminho completo)",
"horizon.agent.local_only": "Somente local: agentes neste computador, nunca na rede.",
"%s nits": "%s lêndeas",
"Auto (%s nits)": "Automático (%s lêndeas)",
"%.2f nits": "%.2f lêndeas",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "Oculta modelos atrás de blocos opacos. Atualização de entidades. Saia com pacotes personalizados.",
"horizon.extras.repro_keys": "Atalhos de gravação",
"horizon.extras.repro_keys.tooltip": "F3+R inicia ou interrompe uma gravação de reprodução e F3+E grava seu pacote. Desativado por padrão: uma gravação copia o mundo.",
"horizon.agent.record_session": "Iniciar sessão de gravação",
"horizon.agent.record_stop": "Parar a sessão de gravação",
"horizon.agent.export_repro": "Exportar pacote de reprodução",
"horizon.repro.started": "A gravação começou; F3+R interrompe e grava o pacote.",
"horizon.repro.stopped": "Gravação interrompida: %s",
"horizon.repro.bundle": "Pacote de reprodução: %s",
"horizon.repro.error": "Reprodução: %s",
"horizon.repro.no_recording": "Ainda não há gravação para exportar.",
"horizon.repro.replay_started": "Repetição iniciada: %s",
"horizon.pack.addInfo": "Adicione um pacote de recursos do Modrinth",
"horizon.pack.addWorking": "Perguntando a Modrinth...",
"horizon.pack.addNone": "Nenhum pacote de recursos encontrado",
"horizon.pack.addTitle": "Adicionar um pacote de recursos",
"horizon.pack.install": "Instalar",
"horizon.pack.installing": "Instalando",
"horizon.pack.installed": "Instalado",
"horizon.pack.search": "Pesquisar",
"horizon.pack.searchHint": "ProcurarModrinth...",
"horizon.pack.filters": "Filtros",
"horizon.pack.filter.realistic": "Realista",
"horizon.pack.filter.simplistic": "Simplista",
"horizon.pack.filter.vanillaLike": "Semelhante à baunilha",
"horizon.pack.addFailed": "O pacote não pôde ser adicionado: %s",
"horizon.extras.header.cosmetics": "Cosméticos",
"horizon.extras.cosmetics_mine": "Meus cosméticos",
"horizon.extras.cosmetics_mine.tooltip": "Oculto: todo jogador do Horizon vê você sem seus cosméticos, inclusive você. A mesma opção do guarda-roupa do lançador.",
"horizon.extras.cosmetics_others": "Cosméticos de outros jogadores",
"horizon.extras.cosmetics_others.tooltip": "O que os outros jogadores do Horizon usam: tudo, apenas os estilos dos crachás ou nada. Escondido, o jogo nunca pergunta o que eles vestem.",
"horizon.extras.cosmetics_auras": "Auras e trilhas de outros",
"horizon.extras.cosmetics_auras.tooltip": "Auras e trilhas que outros jogadores usam. Desativado por padrão.",
"horizon.extras.cosmetics.shown": "Mostrado",
"horizon.extras.cosmetics.hidden": "Oculto",
"horizon.extras.cosmetics.name_tags": "Somente tags de nome"
}
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