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Author SHA1 Message Date
Ludovic MarieandClaude Opus 5.5 2818c89f24 Keep the command harness in the frame; compare finished border chunks
- The command harness (HORIZON_COMMAND_SCRIPT) drives the world itself,
  without the event loop, so it does not start the server thread.
- `status` lists the minecarts a client of a server was sent.
- save_roundtrip: single player's server thread finishes the chunks its
  player tracks, as vanilla's integrated server does, including some that
  vanilla's server (view distance 4) left before their terrain or light.
  Those had no blocks, light or heightmaps to compare yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 20:54:13 +02:00
Ludovic MarieandClaude Opus 5.5 9821bb7ef5 Wait for the server's block in the agent's place, try hidden spots
On a client of a server (single player's server thread, a LAN guest) the
placed block comes with the server's answer: `place` waits up to a second
for it before reporting no change. agent_control_e2e tries the next free
spot when the tree's trunk above the broken log hides a spot's faces.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 19:34:46 +02:00
Ludovic MarieandClaude Opus 5.5 b9f3821f24 Make agents, the host window and LAN guests work on the server thread
With single player on its server thread, the window is a client of the
server, so what agents and harnesses did on the window's own state no
longer reached the world:

- control `give`, `time` and the agent's `command` run on the server as the
  world's owner (owner_console_command), in the owner's level;
- `defaultgamemode` run by a guest or the owner reaches the hub, so new
  guests join in the right mode (the hub is out while a guest acts);
- the remote client sends its held slot before using or attacking
  (MultiPlayerGameMode.ensureHasSentCarriedItem);
- remote chat lines feed the agent's event log (`wait-for chat`);
- the remote client applies another player's crouch flag, and the entity
  tracker sends Entity's shared flags and pose back at 0 (a player standing
  up again was never sent);
- a respawned player is removed from and paired again for the other
  players (their clients kept the dead body);
- a teleport drops the guest's moves sent before it, so a fall in them no
  longer hurts the guest where it lands;
- flight summaries report the server's tick time (`tick_ms`).

lan_e2e finds the guest by name in `lan status` (the owner is listed too
on the server thread), reads what the host window draws from its remote
view, respawns a dead guest by its death screen, and lets natural
regeneration heal during the pvp-off hit. agent_control_e2e waits two ticks
where the server answers a click.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 18:54:08 +02:00
Ludovic MarieandClaude Opus 5.5 4ff23b686d Run single player on its server thread by default
Single player's world now runs on the integrated server thread unless
asked otherwise, as vanilla's does, so a world tick no longer holds up
a frame. `--no-server-thread` or `HORIZON_SERVER_THREAD=0` keeps the
world in the frame as an escape hatch; `--server-thread` stays.

lan_e2e.py sets the host's mode explicitly either way.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 16:17:12 +02:00
Ludovic Marie 30f0c715b2 Merge remote-tracking branch 'origin/feat/remote-recipe-book' into pt5/integration
# Conflicts:
#	tools/lan_e2e.py
2026-10-17 16:12:11 +02:00
Ludovic MarieandClaude Opus 5.5 a4feb65161 Show the server's recipe book on a server and place its recipes
On a server, single player's server thread included, the inventory
had no recipe book: the window ignored the recipe book packets, and
the server ignored a guest's ServerboundPlaceRecipePacket.

- horizon-protocol decodes the recipe book's packets and the recipe
  displays they carry: RecipeBookAdd / Remove / Settings,
  PlaceGhostRecipe and the serverbound PlaceRecipe. Every 26.3
  `recipe_display` and `slot_display` type is decoded (shaped,
  shapeless, furnace, stonecutter and smithing displays; empty,
  any_fuel, with_any_potion, only_with_component, item, item_stack,
  tag, dyed, smithing_trim, with_remainder and composite slots).
- The remote client keeps the book the server sends (ClientRecipeBook:
  added, highlighted, removed, replaced), shows the unlock toast,
  applies the open and filter settings, and counts the menu the
  server last sent for the craftable filter. Clicking a recipe sends
  PlaceRecipe; a ghost recipe from the server fades in.
- The server handles a guest's PlaceRecipe in the inventory grid and
  the crafting table (ServerPlaceRecipe on the menu engine, for known
  recipes only) and answers with the slots, or a ghost recipe when the
  items are missing.
- The screen state reports the recipe book's buttons.

lan_e2e.py gains a `recipes` check: the guest gets oak logs, opens the
book, clicks the planks recipe, and a log lands in the grid.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 16:09:58 +02:00
Ludovic Marie 5f12705a29 Merge remote-tracking branch 'origin/feat/server-command-tree' into pt5/integration
# Conflicts:
#	tools/lan_e2e.py
2026-10-17 16:07:31 +02:00
Ludovic MarieandClaude Opus 5.5 e4741b7793 Decode the server's command tree and complete commands with it
The window dropped ClientboundCommandsPacket ("argument nodes are not
decoded"), so on a server, single player's server thread included,
the chat was a bare input line without completion, colouring or usage.

- horizon-protocol decodes argument nodes: the 26.3
  `command_argument_type` ids and every parser's properties
  (ArgumentTypeInfo.deserializeFromNetwork), plus the custom
  suggestion provider.
- command::network turns the tree into a Dispatcher. A node at a path
  the client's vanilla tree also has takes that node's argument type
  and suggestion provider; any other node takes the type its parser
  and properties describe.
- On a server the chat is ChatScreen over that tree, so Tab completes,
  arguments are coloured, usage and errors show, and Enter sends the
  command to the server. Player-name suggestions come from the
  server's player list. The old bare input line is gone.
- The screen state reports the chat input (`chat_input`).

lan_e2e.py gains a `commands` check: the guest completes `/gamem` to
`/gamemode` and `/gamemode cr` to `/gamemode creative` with Tab, and
the command runs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 15:34:24 +02:00
Ludovic MarieandClaude Opus 5.5 805d5532e5 Give mob, beacon, sculk and splash effects to every player
On a server (the integrated server thread and the dedicated server)
the host has no player of its own, so effects that only touched the
host's player reached nobody; on a LAN world they reached only the
host. Beacons, the warden's and shriekers' darkness, the elder
guardian's mining fatigue, splash and lingering potions' splash and
the raid victory's Hero of the Village now run for each player in
the level, guests through `as_guest`.

The elder guardian's curse sends the guest the GUARDIAN_ELDER_EFFECT
game event, which the remote client now shows (the apparition and
the curse sound).

lan_e2e.py gains an `effects` check: a speed beacon next to both
players must give both of them speed.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 15:04:04 +02:00
Ludovic Marie 002f14ce53 Merge pull request #692 from ludovic111/feat/locator-bar
Locator bar for vanilla clients on Horizon servers (waypoint packets as vanilla sends them)
2026-10-17 14:56:09 +02:00
Ludovic Marie 732e77a7ad Merge pull request #694 from ludovic111/feat/server-usercache-2
usercache.json, and console names resolved through it as vanilla does (stacked on #589)
2026-10-17 14:56:05 +02:00
Ludovic Marie 851d34f762 Merge pull request #589 from ludovic111/feat/server-online-profiles
Online mode: players named in commands are their accounts
2026-10-17 14:56:01 +02:00
Ludovic MarieandClaude Opus 5.5 b2784363a1 Mobs see only the guests in their own level
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 14:49:29 +02:00
Ludovic MarieandClaude Opus 5.5 a67a323959 Server: one level per dimension, so players can be in different dimensions
A server (the dedicated server and single player's server thread) now
holds a level per dimension, like vanilla's `MinecraftServer.levels`. Each
server tick runs every level with players in it, one at a time, by swapping
its fields into place (game/levels.rs), so the world tick code runs
unchanged. Before this, a portal did nothing while two or more players were
online.

- Levels: the parked levels keep the world, streaming, save, block ticks,
  entities, block entity state, raids, sculk and creaking scans. The
  Overworld stays loaded; another level is saved and closed after 300 ticks
  with nobody in it. Saving saves every level.
- Hub: `tick` is split into `poll` (the network, once per tick),
  `tick_level` (the packets, chunks, block changes, containers and entities
  of the players in the level in place) and `end_tick` (latency). Each guest
  has a dimension; time, weather, sounds and events reach only the players
  in their level, and the clock and weather last sent are kept per level.
- Travel: every player has their own portal state; a portal moves only that
  player into the destination's level (`ServerPlayer.teleport` packets as
  before). Respawning brings a player back to the Overworld's level.
- Player data saves and loads each player's dimension, and a returning
  player is placed in their own level.
- tools/lan_e2e.py --server-thread --check portals: the guest goes to the
  Nether while the host stays, then the host goes to the End while the guest
  is in the Nether, and both come back.

The in-frame game keeps its one level that follows its player.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 14:46:03 +02:00
Ludovic Marie 799ec775e1 Merge pull request #679 from Online5277/fix/sleeping-player-state
Fix sleeping input, camera height and wake fade
2026-10-17 14:34:56 +02:00
Ludovic Marie 995bd56cdf Merge pull request #691 from ludovic111/fix/trident-throw-pose
Trident throw pose in third person
2026-10-17 14:19:07 +02:00
Ludovic Marie 3e31144362 Merge pull request #690 from ludovic111/fix/mob-float
Mobs float in water instead of bouncing
2026-10-17 14:19:03 +02:00
Ludovic Marie 6d40915b63 Merge pull request #689 from ludovic111/fix/swim-pose
Swimming pose and stroke on the player model
2026-10-17 14:18:58 +02:00
Ludovic MarieandClaude Opus 5.5 45cbb4f7d6 LAN: a guest's chest, crafting table or sign no longer takes the host's mouse (#687)
A guest's action runs on the host's game with the guest's state swapped in
(`as_guest`). The swap restored the open screen but not what opening one
does to the window: `capture(false)` released the host's pointer, so the
cursor showed and the camera stopped whenever a guest opened a chest, a
crafting table or any other menu. `keys.clear()` dropped the keys the host
was holding, and a sign, book, command block or mount menu the guest opened
was drawn on the host's screen.

- `capture` leaves the window alone while a guest acts.
- `as_guest` keeps the host's held keys, sign editor, book, command block
  screen and mount menu, as it already kept the open screen.
- `state` reports `pointer_grabbed` (mouse movement turns the camera).
- tools/lan_e2e.py: `chest` and `crafting` check that the host keeps its
  screen and its mouse look; a new `sign` check places a sign as the guest.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 14:13:46 +02:00
Ludovic Marie 78e3206133 Merge pull request #673 from Online5277/fix/render-distance-settings-cap
Allow render distances up to 64 chunks in settings
2026-10-17 14:13:30 +02:00
Ludovic Marie 6026893e88 Merge pull request #686 from ludovic111/perf/sprite-blend-round
Blend animated sprite frames without a roundf call per byte on x86
2026-10-17 14:13:06 +02:00
Ludovic Marie a1c20290ae Merge pull request #688 from ludovic111/fix/rd32-gpu-oom
Keep terrain in system memory when video memory is full instead of crashing (#600)
2026-10-17 14:13:01 +02:00
Ludovic Marie 980ce75d63 Merge pull request #676 from Online5277/fix/reclaim-terrain-gpu-memory
Release unused terrain GPU buffers
2026-10-17 14:12:57 +02:00
Ludovic Marie 7fb54b8150 Merge pull request #661 from ludovic111/perf/entity-portal-precheck
Entity portal checks: skip the sweep where no section holds a portal
2026-10-17 13:33:19 +02:00
Ludovic Marie fa2536c120 Merge pull request #623 from ludovic111/perf/server-chunk-encoding
Dedicated server: encode each chunk section once, not once per player
2026-10-17 12:43:29 +02:00
Ludovic Marie 3135e1e3d1 Merge pull request #681 from ludovic111/fix/carry-unreadable
Carry: leave out the files the content loader would refuse
2026-10-17 12:39:21 +02:00
Ludovic Marie 87e500fa8b Merge pull request #663 from ludovic111/feat/launcher-import-modpack
Launcher: Import modpack, its coverage report, port and play it as a profile
2026-10-17 12:39:16 +02:00
Ludovic Marie ed3ad72588 Merge pull request #653 from ludovic111/feat/port-pack-fetch
horizon-port-pack: a library, fetch and port; CurseForge zips name their mods
2026-10-17 12:39:13 +02:00
Ludovic Marie 4b76566863 Merge pull request #685 from ludovic111/fix/latency-update-cadence
Server: send tab-list latency every 601 ticks, as vanilla
2026-10-17 12:28:13 +02:00
Ludovic MarieandClaude Opus 5.5 15b26795e6 Blend animated sprite frames without a roundf call per byte on x86
Interpolated animated sprites (`"interpolate": true`) mix two frames into
every mip level with `f32::round`. Baseline x86-64 has no rounding
instruction (it needs SSE4.1), so each byte was a call into libm's roundf:
7.8 to 8.5% of the render thread's samples on a Kaby Lake laptop.

Round with a truncation and an exact fraction test instead. The result
is bit-identical to `f32::round` for every value the blend can produce,
checked over all frame byte pairs at 144 blend times.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 11:52:45 +02:00
Ludovic MarieandClaude Opus 5.5 c3e5a20488 Dedicated/LAN server: send tab-list latency every 601 ticks, as vanilla
PlayerList.tick broadcasts UPDATE_LATENCY once ++sendAllPlayerInfoIn > 600;
the hub sent it every 100 ticks. The extra updates landed in the
dedicated_server harness's respawn window and failed it at random.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 11:51:51 +02:00
Ludovic Marie 98dc7b17b7 Merge pull request #608 from rdbtCVS/perf/versioned-behaviours-cache
Cache resolved block behaviours in versioned binary snapshots
2026-10-17 11:33:47 +02:00
Ludovic Marie cf00d588c2 Merge pull request #660 from ludovic111/perf/pathfinder-caches
Pathfinder: Fx-hashed nodes, and each path type worked out once per query
2026-10-17 11:33:06 +02:00
Ludovic MarieandClaude Opus 5.5 b859b22111 Keep usercache.json and find console players through it, as vanilla
Port CachedUserNameToIdResolver to the dedicated server, in place of the
in-memory name cache: usercache.json in the universe folder is loaded at
startup (bad entries skipped, a bad date warned about), players are added
when they join and kept for a month, and the file keeps the 1000 most
recently used, newest first, as Gson writes it.

The console's op, deop, ban, pardon and whitelist find players by name
through it, in any case. A name it doesn't hold is asked of the profile
service (profiles::find_by_name) on offline servers too, as vanilla does;
one the service doesn't know is the offline player of the lower-case name
on an offline server, and "That player does not exist" on an online one.

tools/test_user_cache_parity.py runs vanilla's server and Horizon's with a
mock profile service and compares the replies, the names looked up and the
files; the dedicated-server harness now compares usercache.json too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 11:33:02 +02:00
Ludovic Marie c2a82d4618 Merge pull request #658 from ludovic111/fix/sculk-scan-palette
Sculk: find a loaded chunk's sensors from its palettes, not every block (#489)
2026-10-17 11:33:01 +02:00
Ludovic Marie af0cfa9d3f Merge pull request #657 from ludovic111/fix/structure-starts-on-load
Build a saved chunk's structure starts when it loads, not on the game thread (#489)
2026-10-17 11:32:55 +02:00
Ludovic MarieandClaude Opus 5.5 22bb18d67a Carry: the oracle's facts only for the mods it loaded
With oracle/facts.json, a mod the oracle did not load (a library it
needs is missing) lost every block: none of its ids were in the facts.
It now keeps the guesses from its blockstates, as without an oracle.
ATM10: Regions Unexplored (TerraBlender is CurseForge-only) gets its
805 blocks back.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 11:24:31 +02:00
Ludovic MarieandClaude Opus 5.5 814b70b8c2 Keep terrain in system memory when video memory is full instead of crashing (#600)
At render distance 32 the section arena holds about 1.5 GB of vertices
(2.1 GB of GPU memory in all while flying). Vulkan drivers fail an
allocation once video memory is full instead of paging like OpenGL
drivers, and wgpu's default error handler turns that into a panic: a
4 GB laptop GPU that also drives the desktop crashed a few seconds into
an RD32 world.

Arena pages are now created inside an out-of-memory error scope. A page
that doesn't fit in video memory is created mappable, which the
allocator places in host-visible system memory, so the terrain still
draws (more slowly) as OpenGL drivers do. A page that can't grow keeps
its contents and a smaller new page is tried; with no memory left at
all, the section is skipped rather than the game ending.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 10:56:26 +02:00
Ludovic MarieandClaude Opus 5.5 1f1d5a5aa4 Carry: leave out the files the content loader would refuse
Vanilla skips a resource with an invalid path, a data file that does not
parse, one at a time; Horizon's content loader refuses the whole mod
set. carry now keeps them in outside/ with the reason (report
`unreadable`): upper-case paths, JSON that does not parse, shared
tags with "replace": true. A byte-order mark is dropped.

ATM10's 42 carried mods: 19 such files in 7 mods (Mekanism Tools'
ry_UA lang, CTOV's empty tag, Towns and Towers' replacing tags, broken
template pools, recipes and a lang file), and the 42 load as carried.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 10:53:46 +02:00
Ludovic MarieandClaude Opus 5.5 3d21289df7 Merge main into perf/server-chunk-encoding
lan/chunks.rs: keep the per-section encode cache and the cached
heightmaps, applied to the level's section range from #668. Heightmaps
use client_heightmaps_in with the level's min_y and height, and
set_dimension drops cached heightmaps. The light layers go over the
level's sections and drop sky light where the level has none.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 10:44:07 +02:00
Cosmic 394bc68702 Merge remote-tracking branch 'origin/main' into fix/sleeping-player-state 2026-10-17 04:41:31 -04:00
Cosmic 516661592f Keep sleeping input camera and HUD in bed state 2026-10-17 04:41:31 -04:00
Ludovic Marie 1af78463eb Merge pull request #677 from Online5277/fix/sweep-attack-particles
Show sweep particles on charged sword hits
2026-10-17 10:36:11 +02:00
Ludovic Marie d5837931aa Merge pull request #675 from Online5277/fix/respawn-after-save
Use the configured respawn point after saving
2026-10-17 10:32:35 +02:00
Ludovic Marie fda706d17f Merge pull request #668 from ludovic111/feat/server-dimensions
Server: the level follows its lone player through Nether and End portals
2026-10-17 10:31:04 +02:00
Ludovic Marie 51db0894bf Merge pull request #662 from ludovic111/feat/network-player-progress
Network players keep advancements, statistics and a recipe book on the server
2026-10-17 10:31:01 +02:00
Ludovic Marie 5b922172ac Merge pull request #664 from ludovic111/feat/client-advancements
Network client: show the server's advancements and statistics
2026-10-17 10:30:57 +02:00
Ludovic Marie 46c7daad92 Merge pull request #655 from ludovic111/fix/client-server-packets
Network client: apply block entity data, difficulty, spawn, chunk centre, tick rate and animations from the server
2026-10-17 10:30:53 +02:00
Cosmic 74860c0312 Emit sweep particles for eligible sword hits 2026-10-17 04:28:04 -04:00
Ludovic MarieandClaude Opus 5.5 171fbeb8ac Send vanilla clients the locator bar on dedicated and LAN servers
Port 26.3's ServerWaypointManager for the players of a served world: each
player who receives waypoints gets ClientboundTrackedWaypointPacket for
every other player who transmits one, as a block (in view), a chunk (one
chunk out) or an azimuth (really far), with the update thresholds,
breaking rules and team colours vanilla uses. Crouching, invisibility and
a carved pumpkin or mob head hide a player; spectators see everyone and
are seen by no one; the locator_bar game rule turns it all off and on.

tools/test_locator_bar_parity.py runs vanilla's server and Horizon's with
two vanilla-codec players and compares every waypoint packet each receives.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 10:14:34 +02:00
Cosmic b47f565849 Reclaim unused terrain GPU arena pages 2026-10-17 04:04:25 -04:00
Ludovic MarieandClaude Opus 5.5 69a0d13eda Raise the trident over the shoulder while charging a throw
AvatarRenderer.getArmPose gives THROW_TRIDENT to the hand using a
trident: HumanoidModel lifts that arm over the head (xRot * 0.5 - pi)
and leaves the other arm's pose alone (affectsOffhandPose). Horizon
used the plain item pose, so the held trident, drawn with its throwing
model, pointed down through the body. An aggressive drowned raises its
trident the same way (DrownedRenderer), and zombie arms leave that arm
alone (AnimationUtils.animateZombieArms).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 09:45:18 +02:00
Ludovic MarieandClaude Opus 5.5 62f96e9d65 Mobs float in water instead of bouncing
FloatGoal's constructor lets the navigation float, so Mob.jumpInLiquid
adds 0.04F a tick; Horizon set that flag only for a few species, and
every other FloatGoal user (pigs, cows, wolves, cats, horses, witches,
illagers...) got the non-floater 0.3 and bounced out of the water.
Register it from the goal (and from the constructors that set it:
allay, armadillo, camel, goat, parrot, wither), and add 0.04 as the
float vanilla adds.

Mobs that drop back into water now splash (Entity.doWaterSplashEffect
from updateFluidInteraction, skipped on the first tick), with their
swim splash sound. The new mob_ai deep_water scenarios also caught:
horses register addBehaviourGoals last (none for the skeleton horse, no
mount panic for the zombie horse), RandomStandGoal waits the horse
ambient interval (400 for every AbstractHorse), and the cat's sit-on-
block goal draws its delay only for tame cats once the last ran out.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 09:42:46 +02:00
Cosmic e87e5f0cd2 Discard saved login position when respawning after death 2026-10-17 03:41:55 -04:00
Ludovic Marie 5d027877ec Merge pull request #672 from Online5277/fix/audio-output-limiter
Avoid hard clipping when explosion sounds overlap
2026-10-17 09:32:44 +02:00
Ludovic Marie 09c039c423 Merge remote-tracking branch 'origin/main' into HEAD 2026-10-17 09:14:21 +02:00
Ludovic Marie bc69b88c5d Merge pull request #587 from ludovic111/feat/server-online-mode
Dedicated server: online mode, and refused logins in the log
2026-10-17 09:14:16 +02:00
Ludovic Marie 03de0e8e13 Merge branch 'feat/network-player-progress' into feat/server-dimensions 2026-10-17 08:58:12 +02:00
Ludovic Marie f58a9bdf29 Merge remote-tracking branch 'origin/main' into feat/network-player-progress 2026-10-17 08:58:06 +02:00
Ludovic Marie ee0f382bdf Merge branch 'fix/client-server-packets' into feat/client-advancements 2026-10-17 08:58:06 +02:00
Ludovic MarieandClaude Opus 5.5 aea0dc4c93 Network client: keep #656's ChangeDifficulty handler
#656 handles ClientboundChangeDifficultyPacket and refreshes the World
Options screen too; this branch's own arm became unreachable.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 08:58:03 +02:00
Cosmic 310047c225 Allow render distances up to 64 chunks in settings and saved options 2026-10-17 02:55:27 -04:00
Cosmic b771c0b48e Limit overlapping audio without hard-clipping the mixed waveform 2026-10-17 02:51:56 -04:00
Ludovic Marie cc8249d2ce Merge remote-tracking branch 'origin/main' into fix/client-server-packets 2026-10-17 08:50:15 +02:00
Ludovic MarieandClaude Opus 5.5 c7ad9b861f Swimming pose and stroke on the player model
The player's model never read the swimming pose: sprint-swimming and
crawling drew it upright and walking. Add LivingEntity.swimAmount
(eased 0.09 a tick toward isVisuallySwimming), AvatarRenderer's swim
rotation (tipped by the pitch in water, -90 out of it, laid along the
swimming box) and HumanoidModel.setupSwimAnimation (the 26-unit arm
stroke, head down, flutter kick). The avatar rotations now follow
LivingEntityRenderer.setupRotations' death and upside-down turns, as in
vanilla.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 08:45:23 +02:00
Ludovic Marie 4410c3ba44 Merge pull request #656 from LookImEcho-Rick/codex/fix-multiplayer-world-options
Fix multiplayer pause menu and World Options permissions
2026-10-17 08:39:44 +02:00
Ludovic MarieandClaude Opus 5.5 d85a16daf8 Merge main into feat/server-online-mode
lan/conn.rs imports: keep this branch's AtomicU32 and main's Mutex/PoisonError.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 08:34:34 +02:00
Ludovic MarieandClaude Opus 5.5 94209a32fc Merge main into perf/versioned-behaviours-cache
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 08:25:56 +02:00
Ludovic Marie 123987c459 Merge pull request #649 from ludovic111/perf/server-batched-sends
LAN hub: hand a tick's packets to each connection together
2026-10-17 08:24:51 +02:00
Ludovic Marie 4d4e5ebe75 Merge pull request #590 from ludovic111/feat/server-prepare-reports
horizon-prepare: keep the registry and command reports with the prepared files
2026-10-17 08:24:47 +02:00
Ludovic Marie 1e7517dc3d Merge pull request #667 from Online5277/fix/chest-breaking-effects
Draw breaking cracks on chest models
2026-10-17 08:23:51 +02:00
Ludovic Marie 48cee5f6d4 Merge pull request #665 from Online5277/fix/player-death-experience
Reset experience on respawn and drop capped XP on death
2026-10-17 08:23:47 +02:00
Ludovic Marie ef3cd64475 Merge pull request #607 from rdbtCVS/perf/shared-block-json-20261017
perf: reuse decoded gameplay and behaviour facts at startup
2026-10-17 08:16:01 +02:00
Ludovic MarieandClaude Opus 5.5 0a69d6b7bc Merge main and #607 into perf/versioned-behaviours-cache
level/data.rs, level/mod.rs: load, load_with_behaviour_json and
load_with_gameplay all go through one cached() helper (try the snapshot,
build and store on a miss), so #607's client path keeps this cache.
Resolution from contrib-review-1's validated integration, without #601.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 08:15:49 +02:00
Ludovic Marie f0295c1671 Merge remote-tracking branch 'pr/607' into HEAD 2026-10-17 08:01:45 +02:00
Ludovic Marie 23db75c429 Merge pull request #614 from LookImEcho-Rick/codex/fix-world-input-capture
Fix mouse capture after world loading
2026-10-17 08:01:18 +02:00
Ludovic Marie 9665a7c5b0 Merge pull request #609 from LookImEcho-Rick/fix/563-translucent-block-outline
fix(rendering): correct selection outline on translucent blocks
2026-10-17 08:01:13 +02:00
Ludovic MarieandClaude Opus 5.5 edffb857e1 LAN chunks: compute a column's light once, and keep sections' light layers
encode_in built the light layers twice (encode filled them for every
section, then encode_in replaced them with the ones that exist around the
column). On the ThinkPad at 25 walking bots light_data was 8 % of the server
thread. The light is now built once, and a section's packed DataLayers stay in
the section cache while the section is unchanged (relighting moves it to a new
address, as an edit does). Uniform light is filled directly, not kept.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 07:56:06 +02:00
Ludovic MarieandClaude Opus 5.5 6c6b58dd55 Server: the level follows its lone player through Nether and End portals
The server holds one level at a time, as the in-frame game does. While one
player is online (single player on the server thread, or a world with one
player in it), a Nether or End portal swaps the server's level the
in-frame way (switch_level, split out of enter_dimension) and the player
is moved as ServerPlayer.teleport moves it into another level: a Respawn
packet keeping all data, the difficulty, permission level, teleport,
abilities, level info, inventory, effects and the portal travel sound,
then a teleport to the exit once the destination has loaded (the Nether
portal found or built, the End platform, the Overworld's spawn column).
Respawning away from the Overworld takes the level back there first.

What the hub sends follows the level:
- Chunks carry the level's sections only (y 0 to 255 in the Nether and the
  End), without sky light where the dimension has none, and heightmaps
  from the level's floor. Until now every level went out with the
  Overworld's 24 sections, which a client in the Nether or the End reads
  64 blocks off.
- The dimension type follows the level the hub names; the default spawn
  position is the Overworld's.
- A level switch keeps the block change log (an open hub kept none after
  a portal) and the sculk watch list.

Worlds whose player is in the Nether or the End now open on the server
thread too.

The network client maps the End to the End (it drew it as the Overworld)
and shows the death screen on its own PlayerCombatKill, as
ClientPacketListener.handlePlayerCombatKill does, whatever health came
last.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 07:54:18 +02:00
Cosmic 7ee9b0c81d Render chest breaking overlays on their animated models 2026-10-17 01:53:10 -04:00
Cosmic 67633fc789 Reset player experience on respawn and award capped death XP 2026-10-17 01:46:07 -04:00
Ludovic MarieandClaude Opus 5.5 56a4989560 Network client: show the server's advancements and statistics
ClientboundUpdateAdvancementsPacket and ClientboundAwardStatsPacket are
new in the protocol crate, and the window applies them as vanilla's client
does:

- ClientAdvancements.update: a reset replaces the tree, added advancements
  join it with their place on the tab (DisplayInfo x, y), removed ones go,
  each changed one takes the progress sent, and one that is done in a
  non-reset update with show set gets its toast. The advancements screen
  lays a server's tree out where the server placed it and shows everything
  it sent.
- handleAwardStats: the counters the server sends, by registry name.
  Opening the statistics screen asks for them (StatsScreen.init's
  REQUEST_STATS).

Joining and leaving a server start from empty advancements and statistics.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 07:05:54 +02:00
Ludovic MarieandClaude Opus 5.5 206b91e8aa Launcher: Import modpack, its coverage report, port and play it as a profile
A Modpacks page between Versions and Patch notes (docs/modpacks.md, the
working version's launcher step):

- Import a pack file (.mrpack, CurseForge zip) or an instance folder (Prism,
  MultiMC, CurseForge): horizon-port-pack's import, inventory (Modrinth by
  file hash) and report into ports/<slug>/ in the game's home.
- The coverage report: ported, partial, not yet and not needed, with every
  mod's class, tier, licence and reason, filtered by status.
- Port: the portable mods' jars (content, data tier) the player's own way
  (their folder, the pack's links, Modrinth's CDN; what only CurseForge has
  needs its key and is said so), carried over for the selected version's
  prepared tables; the pipeline's log shows while it runs.
- Play: the game as the pack's own profile, ports/<slug>/home/ (its saves,
  options.txt copied from the player's the first time) with the carried-over
  mods as dev mods. The session flow is shared with Play (start_client).
- The same from the command line: horizon-launcher modpack list | import |
  port | play | remove.

Nothing is uploaded or shared; jars and ports stay in the game's home.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 07:00:45 +02:00
Ludovic MarieandClaude Opus 5.5 ee104603dd horizon-port-pack: a library, fetch and port; CurseForge zips name their mods
The launcher's "Import modpack" needs the pipeline as a library and a way to
get the jars a pack names without redistributing anything.

- The steps move into the library (pipeline.rs) with a line callback, so the
  command line and the launcher run the same code; main.rs is a thin CLI.
- fetch: the jars of the portable mods (content, data tier) into
  <work>/jars/, the player's own downloads: copied from a folder they have
  (by SHA-1, or a CurseForge app instance's minecraftinstance.json), else
  from the pack's own link (.mrpack hosts only) or the same file on
  Modrinth's public CDN found by SHA-1, kept only when the hash matches.
  What only CurseForge has is listed as needing a CurseForge API key.
  <work>/fetch.json records each file.
- port: every step after the import for the portable mods (fetch, the
  inventory again with the jars read, carry, report).
- A CurseForge zip whose overrides hold Crash Assistant's modlist.json (All
  the Mods 10 does) takes its jar names, mod ids and SHA-1s instead of bare
  project ids, so Modrinth answers for most files.
- inventory goes on offline when Modrinth cannot be reached.

All the Mods 10 8.3's CurseForge zip: 496 files named; of the 54 data-tier
content mods 42 download from Modrinth's CDN (84 MB) and 12 need the key or
the player's instance; 42 carried over (partial: the harness is a dev step).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 07:00:45 +02:00
Ludovic MarieandClaude Opus 5.5 6154eb95c3 Network players keep advancements, statistics and a recipe book on the server
Single player on its server thread, LAN guests and dedicated server players
are network players, and the server gave them none of these:

- PlayerAdvancements: each player's progress loads from and saves to
  players/advancements/<uuid>.json (an integrated server's owner keeps
  single player's file). The game's triggers, awards and the advancement
  commands work on the player the game acts for (as_guest swaps the
  progress in), every tick runs the tick, location and inventory triggers,
  and flushDirty sends ClientboundUpdateAdvancementsPacket with what became
  visible or hidden and the progress that changed. A player who has been
  here gets their saved advancements in the first packet; a new one gets
  the same first tick as before. Announcements go to everyone
  (PlayerList.broadcastSystemMessage).
- ServerStatsCounter: per-tick and movement statistics are counted for each
  player, saved to players/stats/<uuid>.json, follow the scoreboard
  criteria under the player's name, and go out in
  ClientboundAwardStatsPacket when the client asks (REQUEST_STATS), all of
  them the first time.
- ServerRecipeBook: the player file's recipeBook is kept, sent on joining
  (settings and every known recipe), and recipes unlocked later go out in
  ClientboundRecipeBookAddPacket.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 06:53:44 +02:00
Ludovic MarieandClaude Opus 5.5 4a8355047e Merge main into perf/versioned-behaviours-cache
Main's startup now falls back to vanilla resources when packs fail; the
behaviours snapshot folder is set just before.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 06:42:38 +02:00
LookImEcho-Rick aeaccb0413 Fix multiplayer pause menu and World Options permissions 2026-10-16 23:39:36 -05:00
Ludovic MarieandClaude Opus 5.5 cfcf69f0b9 Network client: apply the block entity data, difficulty, spawn, chunk centre, tick rate, animations and server data the server sends
With single player on its server thread, the window is the server's client
and dropped several packets the in-frame game never needed:

- ClientboundBlockEntityDataPacket and the block entities of chunk packets:
  the block entity of that type loads the tag (signs, spawners), as
  handleBlockEntityData and LevelChunk.replaceWithPacketData do.
- ClientboundChangeDifficultyPacket: the level data's difficulty and lock.
- ClientboundSetDefaultSpawnPositionPacket: the respawn data spawn
  compasses point at.
- ClientboundSetChunkCacheCenterPacket: ClientChunkCache's view centre;
  columns outside the storage (the server's radius + 3) are ignored or
  dropped, as ClientChunkCache.Storage does.
- ClientboundAnimatePacket: wake up, and the critical and magic critical
  hit emitters.
- ClientboundTickingStatePacket / ClientboundTickingStepPacket (new in the
  protocol crate): the level's TickRateManager. A frozen level holds its
  time and non-player entities, and the server's rate only ever slows the
  client timer down (Minecraft.getTickTargetMillis).
- ClientboundServerDataPacket: the server list entry keeps a valid icon
  (ServerList.saveSingleServer); single player has no entry.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 06:37:36 +02:00
Ludovic Marie 99d5ebea1a Merge pull request #626 from ludovic111/fix/server-block-break
Keep server blocks in sync with what guests dig
2026-10-17 06:11:12 +02:00
Ludovic Marie b9c6f318ac Merge pull request #644 from ludovic111/fix/furnace-on-server
Open furnaces, blast furnaces and smokers on a server
2026-10-17 06:10:51 +02:00
Ludovic Marie 03ff05c317 Merge pull request #652 from ludovic111/fix/launcher-complete-reports
Launcher: complete prepared versions that lack the run-time reports
2026-10-17 06:09:25 +02:00
Ludovic Marie 6a19e40092 Merge pull request #519 from Online5277/fix/equipment-attribute-tooltips
Show equipment attributes in inventory and Creative tooltips
2026-10-17 06:05:13 +02:00
Ludovic Marie b4481e9aad Merge pull request #627 from ludovic111/fix/offhand-on-server
Swap and sync the off hand on a server
2026-10-17 06:04:38 +02:00
Ludovic Marie 16721b0ab5 Merge pull request #651 from Online5277/fix/horizon-pause-hud
Hide survival bars consistently behind the Horizon pause menu
2026-10-17 06:04:16 +02:00
Ludovic Marie 543d04ba44 Merge pull request #650 from Online5277/fix/language-search-hint
Keep the language search hint clear of the caret
2026-10-17 06:04:12 +02:00
Ludovic Marie 2aba405281 Merge pull request #646 from Online5277/fix/resource-pack-reload-errors
Fix resource pack reload failures and broken Horizon menus
2026-10-17 06:04:07 +02:00
Ludovic MarieandClaude Opus 5.5 ed09e757ba Pathfinder: hash nodes with the Fx hasher, and work out each path type once
Path searches (vanilla's PathFinder with WalkNodeEvaluator) were 14 % of
the world tick with 80 villagers. Two costs vanilla doesn't have:

- the node index and the per-query path type and collision caches used the
  standard SipHash; vanilla keys them by packed position in fastutil maps.
  They use the Fx hasher now (nothing iterates them, so no order changes);
- a position's static path type (its block, the one below and up to 24
  neighbours, `getPathTypeStatic`) was worked out again for every mob box
  that covered it. Vanilla caches the block part level-wide
  (`PathTypeCache`); the finder now remembers each position's type for the
  query, during which the world doesn't change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 05:57:47 +02:00
Ludovic MarieandClaude Opus 5.5 cceda07476 Sculk: find a loaded chunk's sensors from its palettes, not every block
When chunks arrive, the sculk index looks through them for sensors,
shriekers and catalysts. It unpacked and tested all 4,096 blocks of every
section that wasn't uniform: 10 to 18 ms in a tick after a world loaded,
more over a larger render distance (#489).

A section whose palette holds no sculk state has no sculk block, so it is
passed over without reading its blocks; the others are scanned as before,
and the same blocks are found.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 05:57:42 +02:00
Ludovic MarieandClaude Opus 5.5 1efc7f83d1 Entity portal checks: skip the sweep where no section holds a portal
Every tick, each item and mob that can use a portal sweeps the blocks its
box passed through since the last tick, looking for a nether portal block
(`Entity.checkInsideBlocks` reaching `NetherPortalBlock.entityInside`).
Each sweep allocated a visited set and read every block of the path.

Every block a sweep visits lies in the box covering the entity's box at
both ends. When no section that box touches has a nether portal state in
its palette, no visited block is a portal: the sweep is skipped. Sections
are checked once per tick, and a box over more than 64 sections (an
entity teleported far) is swept as before.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 05:55:41 +02:00
Ludovic Marie 51703fdf3b Merge remote-tracking branch 'pr/626' into HEAD
# Conflicts:
#	crates/horizon-client/src/lan/guest.rs
2026-10-17 05:42:28 +02:00
Ludovic MarieandClaude Opus 5.5 75ee9a3299 Build a saved chunk's structure starts when it loads, not on the game thread
A loaded world had none of its structure starts in the generator's cache.
The first time natural spawning (or anything else) asked which structures
hold a position in a chunk referencing a village, the game thread built the
village start: 60 to 120 ms in one tick, once right after the world opened
and again a few ticks later for the next start (#489).

Vanilla reads the starts with the chunk. The streaming worker that loads a
saved chunk now builds the starts it references into the same cache, so the
game thread finds them there. The starts are the same: the same function
builds them from the same seed and chunk, only earlier and on a worker.

The cache now keeps the first starts built for a chunk when two threads
build them at once, so every user shares one start and its pieces'
placement state, as vanilla's single StructureStart does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 05:35:24 +02:00
Ludovic MarieandClaude Opus 5.5 1a68d8ddf0 Merge main into fix/furnace-on-server
lan_actions.rs: clear the old body's potions (main), then respawn with
the tick context (this branch). hub.rs: keep main's effect and chunk
tracking reset before this branch's vanilla respawn sequence.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 05:35:16 +02:00
Ludovic MarieandClaude Opus 5.5 591e6f9161 Merge main into fix/equipment-attribute-tooltips
Picks up #572, the fix for main's broken build that this branch's last
main merge caught.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 05:30:34 +02:00
Cosmic 36ea3a4140 Hide the gameplay HUD consistently behind Horizon pause menus 2026-10-16 23:21:07 -04:00
Cosmic 8f4eda4d12 Hide the language search hint while the field has focus 2026-10-16 23:19:47 -04:00
Ludovic MarieandClaude Opus 5.5 5725ee0efa Give the shared-JSON profiler its own name
Every PR of the startup batch adds a different tools/profile_client_startup.py,
so any two of them conflict. This one becomes tools/profile_shared_json.py; its
guide and tools/profile_gameplay_decode.py follow.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 05:13:10 +02:00
Ludovic Marie bf851bfea1 Merge pull request #648 from ludovic111/feat/modpack-bench
Content mods: refuse more block states than chunks hold; the pack against NeoForge, measured
2026-10-17 05:01:42 +02:00
Ludovic Marie ead46669a5 Merge pull request #641 from Online5277/fix/container-mouse-hotkeys
Honor mouse-bound hotbar swaps in inventories
2026-10-17 04:58:55 +02:00
Ludovic MarieandClaude Opus 5.5 02dce1093b Give the behaviour profiler its own name
Every PR of the startup batch adds a different tools/profile_client_startup.py,
so any two of them conflict. This one measures only Behaviours::load, so it
becomes tools/profile_behaviour_cache.py, and --cache-dir passes the snapshot
folder to the example so warm loads can be measured.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 04:58:28 +02:00
Ludovic Marie 455967bd47 Merge pull request #647 from ludovic111/feat/sprite-arrays
Block textures: share identical sprites, and draw past 2048 layers
2026-10-17 04:58:13 +02:00
Ludovic Marie 1e514f8539 Merge pull request #633 from ludovic111/feat/port-pack-report
horizon-port-pack report: coverage per mod, and ATM10 measured
2026-10-17 04:58:09 +02:00
Ludovic Marie b0e31eb14f Merge pull request #632 from ludovic111/feat/neoforge-oracle-harness
Per-mod parity harness against a dev-only NeoForge oracle
2026-10-17 04:58:05 +02:00
Ludovic Marie 303c8d4452 Merge pull request #631 from ludovic111/feat/port-pack-oracle-carry
horizon-port-pack carry: templates and numbers from the NeoForge oracle, 1.21.1 loot upgraded
2026-10-17 04:58:00 +02:00
Ludovic Marie 03ca95e8af Merge pull request #630 from ludovic111/feat/mod-content-real-mods
Content mods: load real carried-over mods (large tables, convention tags, mod recipes)
2026-10-17 04:57:55 +02:00
Cosmic 1e597f356e Merge main and preserve resource reload and Mods screen tests 2026-10-16 22:56:10 -04:00
Ludovic MarieandClaude Opus 5.5 2822d4e1b7 Content mods: refuse more block states than chunks hold; the pack against NeoForge, measured
Loading the eight carried-over mods in the game (not only the probe) showed
two limits real packs reach. Block textures past 2048 layers are another PR;
this one handles block states and measures a pack.

- Chunk sections store a block state in 16 bits. Vanilla 26.3 has 35,723
  states; Macaw's four mods add 36,154, the eight 41,389. Past 65,536 ids
  wrapped onto other blocks (a trapdoor became a hanging sign).
  mod_content::build now refuses a set of mods past MAX_STATES and names the
  states per mod; the game then starts without content mods, as for any
  refused content.
- tools/mod_port_harness.py probes each mod on its own against vanilla, as a
  player adding it would load it.
- tools/perf_bench.py --game neoforge: Minecraft 1.21.1 on NeoForge 21.1.259
  with --mod-jars and --deps, driven by a dev-only NeoForge port of the bench
  mod (mods/horizon/src/neoforge-bench); --port-work loads a work folder's
  carried-over mods into Horizon. tools/neoforge_oracle.py installs the
  client once under .local/neoforge-oracle (the installer, then the vanilla
  libraries it inherits, sha1-checked) and builds the driver. A NeoForge
  start that crashes before the driver loads (FML reading fml.toml while
  creating it) is retried once.

Measured (docs/modpacks.md): six ported mods in Horizon against the same
mods on NeoForge, Mac mini M4 Pro, 2 games per row on a loaded machine. The
world is ready 3.1x sooner at 8 and 16 chunks, the flights run 1.7x and
3.6x the frames, and Horizon's RSS is not lower (+1.1 GB with the mods).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 04:55:20 +02:00
Ludovic Marie 5f9dba6011 Merge pull request #639 from Online5277/fix/classic-extras
Make Extras accessible from Classic Options
2026-10-17 04:53:35 +02:00
Ludovic MarieandClaude Opus 5.5 103d44f72f Merge main into fix/container-mouse-hotkeys
game.rs: keep this branch's container hotbar-mouse check, then #637's
mouse-bound sort key.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 04:50:43 +02:00
Ludovic MarieandClaude Opus 5.5 5118d824a6 LAN hub: hand a tick's packets to each connection together
Every packet sent to a guest woke its writer thread, and at 25 walking bots
those wake-ups (mpsc notify, semaphore_signal) were about a quarter of the
server thread's tick. While tick_lan runs, packets for each guest are held
and handed over in one Out::Packets at the end; a send outside a tick, or a
disconnect, first hands over what is held, so the bytes and their order are
unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 04:47:35 +02:00
Ludovic MarieandClaude Opus 5.5 928f31e428 Merge main into fix/classic-extras
options_ui.rs: #585 put Mods... in the telemetry slot; keep it and put
Horizon Extras... in the credits slot as this branch intended.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 04:47:11 +02:00
Cosmic 7575719d11 Reuse the GPU device and presentation mode across pack reloads 2026-10-16 22:46:47 -04:00
Ludovic Marie 6c5b04694e Merge pull request #642 from Online5277/fix/redstone-ore-attack
Light both redstone ore variants when mining starts
2026-10-17 04:42:19 +02:00
Ludovic Marie 65e5640350 Merge pull request #640 from Online5277/feat/fullbright-extra
Add an off-by-default Fullbright toggle in Extras
2026-10-17 04:42:15 +02:00
Ludovic Marie b0a82da895 Merge pull request #638 from Online5277/fix/inventory-preview-layout
Correct inventory player scale, labels and equipment overlap
2026-10-17 04:42:11 +02:00
Ludovic Marie f3dd2c27e5 Merge pull request #637 from Online5277/fix/extras-mouse-bindings
Support mouse buttons for Extras sorting and zoom
2026-10-17 04:42:07 +02:00
Ludovic Marie 6eba3f034e Merge pull request #585 from Online5277/fix/classic-mod-management
Add mod management to Classic Options
2026-10-17 04:42:03 +02:00
Cosmic e0d6e56281 Release Wayland surface before replacing the pack renderer 2026-10-16 22:41:33 -04:00
Cosmic 5515cbab33 Handle resource pack reload failures and reset menu atlas cache 2026-10-16 22:34:01 -04:00
Ludovic Marie 107671b1e8 Merge pull request #547 from Online5277/fix/banner-item-components
Fix Ominous Banner data, tooltips and breaking effects
2026-10-17 04:31:41 +02:00
Ludovic MarieandClaude Opus 5.5 2e98f6a18a Let the behaviour profiler use a snapshot folder
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 04:25:02 +02:00
Ludovic MarieandClaude Opus 5.5 e7f7236c34 Open furnaces, blast furnaces and smokers on a server
Right-clicking a furnace as a guest did nothing: the host only handed
chests, barrels, hoppers, dispensers and shulker boxes over. It now opens
the furnace's own menu (minecraft:furnace, blast_furnace or smoker),
runs the guest's clicks through the host's AbstractFurnaceMenu (fuel slot,
take-only result, shift-clicks by recipe and fuel, a new input restarts
cooking) and keeps the client's progress arrows in step with
ContainerSetData. The dedicated server harness now opens a furnace and
smelts an ore in it on both servers.

Fixes #540

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 04:17:54 +02:00
Ludovic MarieandClaude Opus 5.5 40970589be Wrap mixed translation arguments once, so vanilla clients can read /give
component_nbt wrapped the numbers of a mixed list under the empty key, and
the NBT writer then wrapped those wrappers again, as ListTag.wrapIfNeeded
does. A vanilla client reading /give's reply ("Gave 1 [Raw Iron] to ...")
unwrapped once, found a {"": 1} argument and dropped the connection. The
list is now left to the writer.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 04:17:54 +02:00
Ludovic Marie 8ff9247edb Merge pull request #643 from ludovic111/ci/parity-timeout
CI parity: raise the per-harness timeout to 2400 s
2026-10-17 04:14:57 +02:00
Ludovic MarieandClaude Opus 5.5 0da61e660b CI parity: raise the per-harness timeout to 2400 s
world_spawn now takes about 1480 s on a loaded Mac mini runner, just
under the old 1500 s limit, so PRs failed on a timeout rather than a
mismatch (#567, #514).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 04:08:08 +02:00
Ludovic Marie d9dc5de701 Merge pull request #567 from ludovic111/perf/villager-poi-index
Villagers search an index of POI blocks instead of scanning every block
2026-10-17 04:07:54 +02:00
Ludovic Marie 892b8ca743 Merge pull request #591 from ludovic111/perf/stronghold-ring-cache
Returning to the Overworld reuses its stronghold ring positions
2026-10-17 04:07:42 +02:00
Ludovic MarieandClaude Opus 5.5 0789bf0719 Keep the behaviours snapshot in the game folder, keyed to the build
The resource folder is shared: worktrees and parity harnesses link one copy,
and the launcher copies a prepared folder to each new compatible version. A
snapshot there would be read by builds that resolve the tables differently
while the VERSION constant stays the same. Keep it in the game's own
.horizon-cache (set by the client; tools, tests and servers don't cache), add
the running executable to its key, and skip hashing the resources when there
is no snapshot. Postcard without default features drops heapless and the
unmaintained atomic-polyfill from the lockfile.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 04:06:23 +02:00
Cosmic 6d8b174216 Depth-test inventory preview equipment and clip it with a scissor 2026-10-16 22:03:57 -04:00
Ludovic Marie 1e45fd3697 Merge pull request #604 from ludovic111/perf/sp-server-state
Integrated server: control socket and chat read the server's side
2026-10-17 03:58:42 +02:00
Ludovic Marie d6d97e087f Merge pull request #603 from ludovic111/perf/sp-open-to-lan
Integrated server: Open to LAN
2026-10-17 03:56:44 +02:00
Ludovic MarieandClaude Opus 5.5 5ad2d80908 Merge perf/sp-open-to-lan into perf/sp-server-state
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 03:51:11 +02:00
Ludovic MarieandClaude Opus 5.5 c2f2e15643 Merge main into perf/sp-open-to-lan
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 03:51:10 +02:00
Ludovic Marie 1d79cf69e1 Merge pull request #602 from ludovic111/perf/vanilla-view-distance
Draw the columns vanilla draws (ChunkTrackingView.isInViewDistance)
2026-10-17 03:48:27 +02:00
Ludovic Marie 604d83ddcd Merge pull request #596 from ludovic111/perf/sp-server-effects
Network players have status effects
2026-10-17 03:48:19 +02:00
Ludovic Marie 2ea6689f46 Merge pull request #570 from ludovic111/perf/sp-pause-labels
Integrated server: single-player pause menu labels
2026-10-17 03:48:15 +02:00
Ludovic Marie c2c7d7f4bb Merge pull request #569 from ludovic111/perf/sp-server-fonts-atlas
Integrated server: build only the font, not the whole HUD atlas
2026-10-17 03:48:11 +02:00
Cosmic cf7ed868b9 Light redstone ore when mining begins 2026-10-16 21:46:47 -04:00
Cosmic d98ee9a760 Route mouse-bound hotbar keys through container swaps 2026-10-16 21:44:57 -04:00
LookImEcho-Rick cde0703645 Merge main and preserve capture and mining release behavior 2026-10-16 20:44:16 -05:00
Cosmic 8fa5c38663 Add an optional Fullbright extra 2026-10-16 21:42:01 -04:00
Ludovic MarieandClaude Opus 5.5 803aee8beb Merge perf/sp-open-to-lan (with main) into perf/sp-server-state
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 03:41:16 +02:00
Ludovic MarieandClaude Opus 5.5 bbed107a6a Merge main into perf/sp-open-to-lan
integrated.rs: keep both the LAN port flag and #594's smoothed tick time.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 03:41:08 +02:00
Cosmic fab2a7cb06 Expose Horizon Extras in Classic Options 2026-10-16 21:40:07 -04:00
rdbtCVS 2a593ea64f Merge remote-tracking branch 'origin/main' into perf/shared-block-json-20261017 2026-10-17 02:37:52 +01:00
rdbtCVS ef633b252f test: run parity from worktrees and document startup profiles 2026-10-17 02:37:44 +01:00
Cosmic b174299f25 Match vanilla player render scale and inventory title height 2026-10-16 21:37:36 -04:00
Cosmic b2f0af559b Accept and handle mouse bindings for Extras 2026-10-16 21:34:18 -04:00
Ludovic Marie ac87384749 Merge pull request #594 from Online5277/fix/debug-packet-rates
Show live packet rates and server brands in F3
2026-10-17 03:31:54 +02:00
rdbtCVS 7b7c4eb083 Merge remote-tracking branch 'origin/main' into perf/shared-block-json-20261017 2026-10-17 02:27:02 +01:00
rdbtCVS 73ac737ccf perf: release startup decode buffers and profile parsing tradeoffs 2026-10-17 02:26:56 +01:00
Ludovic MarieandClaude Opus 5.5 24ac4e149b Swap and sync the off hand on a server
On a server the F key swapped the hands only on the client, and the
inventory menu's off-hand slot (InventoryMenu slot 45) was missing from the
client's slot table, so clicks on it went nowhere and the server's updates
of it were dropped (#543).

- F sends ServerboundPlayerActionPacket SWAP_ITEM_WITH_OFFHAND and predicts
  nothing, as vanilla's Minecraft.handleKeybinds does (not for spectators).
- Inventory menu slot 45 is the off hand; SetPlayerInventory slot 40 too.
- The server swaps only for non-spectators and stops the item in use
  (ServerGamePacketListenerImpl.handlePlayerAction).

Fixes #543

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 03:17:16 +02:00
Ludovic MarieandClaude Opus 5.5 256ecc4daa Keep server blocks in sync with what guests dig
A guest's STOP_DESTROY_BLOCK cleared the digging before the host's own
count was done, so a block the client broke stayed on the server and the
player fell through or froze on it. The host now follows
ServerPlayerGameMode: it breaks the block when its progress since START is
at least 0.7 and otherwise finishes the dig alone (the delayed destroy).
Block acks go out after the tick's block updates, and the client keeps
predicted blocks until the server acknowledges them
(BlockStatePredictionHandler), so a refused break comes back instead of
being lost.

Fixes #500

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 03:16:38 +02:00
Ludovic MarieandClaude Opus 5.5 66d187ed06 Respawn on a server in vanilla's order, so vanilla clients leave the loading screen
A vanilla 26.3 client that died on a Horizon server stayed on its loading
screen after pressing Respawn (#566): ClientPacketListener.handleRespawn
starts a LevelLoadTracker that waits for the level info's "level chunks
load start" game event and the chunk under the player, and Horizon's
respawn sent neither the level info nor the chunk cache centre.

The hub's respawn now follows PlayerList.respawn: the entities paired with
the dead player are removed (one packet each), its chunks are dropped
without ForgetLevelChunk (as PlayerChunkSender does for a dead player) and
sent again, the abilities, then Respawn (with the last death location),
the teleport to the spawn facing its direction, the default spawn,
difficulty, experience, post effects, the level info, the permission
level, the chunk cache centre and the inventory. A dying guest also gets
the death animation event and no health update while dead, as vanilla's
ServerPlayer.die does.

Guests' commands also ran at the host's permission level: an operator on
a dedicated server could not run operator commands (and LAN guests ran
the host's level). They now run at the guest's own level, as the command
tree they are sent says.

The dedicated server harness covers it: after trading, the vanilla-codec
client is made an operator by the console, runs /kill, respawns, and the
packets from the death screen to the respawned inventory are compared
with vanilla's, then the level must load where it respawned. The client
also stops sending a movement packet beside each teleport acceptance
during the respawn: the 26.3 client sends the acceptance alone, and
vanilla's server kicks a second position in the same tick.

Fixes #566

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 03:11:16 +02:00
Ludovic MarieandClaude Opus 5.5 943dd210d7 Dedicated server: encode each chunk section once, not once per player
Chunk packets took nearly all of the server's tick with players moving
about: every send re-encoded the column for that player (each section
unpacked and re-paletted with linear searches, light layers packed a
nibble at a time, heightmaps primed again) and unpacked all 9 x 24
sections around it to find which light layers exist. At 50 walking
bots that was ~85 % of the tick, 280-470 ms ticks against vanilla's
33 ms on the benchmark machine.

The encoder now keeps what a resident section gives the wire (its
bytes, whether it holds block entity blocks, whether it is all air) by
the section's address. Sections are immutable behind Arc and edits go
through Arc::make_mut, so an edited section moves to a new address,
and the cache's Weak keeps an old address from being reused: the same
address is the same unchanged section. Heightmaps are kept per column
the same way. Block entity tags are still read for every packet. The
bytes sent don't change.

Also: Paletted::from_values uses an index table instead of linear
palette searches (the same palette order and bits), the all-air check
reads the palette first and stops at the first block, uniform sections
skip unpacking, and light layers pack two blocks per byte in one pass.

On a busy Mac mini with 50 walking bots (`tick query`): about 400 ms
ticks with the faster palette and air checks alone, 14 ms with the
caches.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 02:59:44 +02:00
rdbtCVS cd61e11b56 perf: intern gameplay projection strings and verify resource overrides 2026-10-17 01:42:34 +01:00
Ludovic MarieandClaude Opus 5.5 1d3759bb77 Drop a redundant binding flagged by clippy
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 02:40:33 +02:00
Ludovic Marie ad5f05a8c7 Merge pull request #606 from Online5277/fix/inventory-break-progress
Clear block breaking progress when opening inventory
2026-10-17 02:39:14 +02:00
LookImEcho-Rick 3230b6b88d Fix mouse capture when world loading completes 2026-10-16 19:24:05 -05:00
rdbtCVS cf837118e9 perf: defer behaviour construction and test fresh resource loads 2026-10-17 01:18:24 +01:00
LookImEcho-Rick 5d614f1cf6 fix(rendering): correct selection outline on translucent blocks 2026-10-16 19:03:48 -05:00
rdbtCVS 78791b79ce Cache resolved block behaviours across launches 2026-10-17 01:03:21 +01:00
rdbtCVS a01d47f28f perf: share decoded block facts during client startup 2026-10-17 01:02:09 +01:00
Cosmic 1fc3f6724e Cancel block mining immediately when opening screens 2026-10-16 19:59:23 -04:00
Ludovic Marie e422bd138a Merge pull request #595 from ludovic111/fix/prepare-again-wording
Name the launcher's real button in the incomplete-resources error
2026-10-17 01:46:40 +02:00
Ludovic MarieandClaude Opus 5.5 f03990f663 Integrated server: control socket and chat read the server's side
With single player on its server thread, the window is the server's
client, and some of what it answered was its own empty side:

- `horizon-ctl save` and `save-all` returned ok without saving: the
  window's save skips worlds it is connected to. They now save on the
  server thread (`Integrated::call`).
- `horizon-ctl chat-log` read the window's local chat, which never
  showed what the server said (command feedback, joins). It reads the
  connection's chat, as the agent's chat query already did.
- The game's own messages (Open to LAN, screenshots...) went to that
  local chat, which is not drawn while connected: they now join the
  connection's chat.
- `state` names the world (the server thread's `LevelName`).
- The client follows its permission level (EntityEvent 24..28,
  LocalPlayer.setPermissionLevel), which the commands the chat offers
  and checks depend on.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 01:45:15 +02:00
Ludovic MarieandClaude Opus 5.5 2b1cd3e96e Name the launcher's real button in the incomplete-resources error
The launcher offers "Prepare again", not a Repair action.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 01:42:02 +02:00
Cosmic a024409a1a Show live connection packet rates and server brands in F3 2026-10-16 19:41:02 -04:00
Ludovic MarieandClaude Opus 5.5 34d1ef6510 Launcher: complete prepared versions that lack the run-time reports
The game reads the data generator's registries.json (and commands.json)
next to the resources (#573). Versions whose resources the launcher copied
from another installed version, or that were prepared before the preparer
put the reports there, have them only in the scratch output of the version
that ran the data generator, if anywhere. At start, on `versions`/`update`
and before starting the game or a server, the launcher now copies them in
from the version's own scratch output or any installed version pinning the
same server jar, so existing installs can join servers again without
preparing again.

Complements #576 (the preparer and the client side of #573).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 01:40:47 +02:00
Ludovic MarieandClaude Opus 5.5 7e430564a6 Returning to the Overworld reuses its stronghold ring positions
Each dimension change builds the destination's generator again, and with
it a new structure state, so the 128 stronghold ring searches ran again on
every return to the Overworld (about 1.5 s on two workers) and held up the
first new chunks. The ring positions depend only on the shared generator
data, the seed and the dimension's generator definition, so the generator
data now keeps them by those (the last eight), and later generators for
the same world and dimension share them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 01:39:02 +02:00
Ludovic Marie 64a4c72ebd Merge pull request #574 from Online5277/fix/direct-connect-address
Remember Direct Connection server addresses
2026-10-17 01:37:47 +02:00
Ludovic Marie 69d03e546a Merge pull request #575 from Online5277/fix/quit-button-sound
Preserve quit button sounds when leaving a world
2026-10-17 01:37:43 +02:00
Ludovic Marie 0f3a9e1508 Merge pull request #576 from Online5277/fix/prepared-registry-reports
Package registry reports and show recoverable server resource errors
2026-10-17 01:37:39 +02:00
Cosmic ac2cc43aa6 Add mod management to Classic Options 2026-10-16 19:35:47 -04:00
Ludovic MarieandClaude Opus 5.5 dc42425c01 Integrated server: Open to LAN
Single player on its server thread could not be opened to the LAN: the
window is a client of that server, and Open to LAN, /publish and
`horizon-ctl lan` tried to start a second hub on the window's side.

The server thread now publishes itself, as IntegratedServer.publishServer
does:

- The window asks its server with `Integrated::call` (executeBlocking):
  a task run between two ticks, while paused too, with its answer.
- Publishing binds the port at once (a busy port fails right away), then
  the hub starts listening and announcing the world (LanServerPinger)
  with the MOTD "<owner> - <world>". Until then only the owner may log
  in; afterwards anyone may, and status pings are answered.
- Unpublishing stops the listener and sends every player but the owner
  away (multiplayer.disconnect.server_shutdown).
- /publish and /unpublish run on the server for the player who types
  them, and the integrated server's command tree (with publish, without
  the dedicated-only commands) is what its players get.
- The owner's level follows Allow Commands; other players get game
  master commands only when guests may use commands and the world allows
  them (IntegratedServer.getCustomPermissionLevel). Every player's
  command runs at their own level.
- The world options screen reads and applies its settings on the
  server: difficulty, default and personal game mode, Allow Commands and
  the LAN settings; the window shows the outcome.
- A published world does not pause (Minecraft.pause needs
  !isPublished), and F3+Escape follows the same rule.
- Memory connections are never compressed, whatever the threshold
  (Connection.isMemoryConnection), so network players get the usual 256.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 01:33:34 +02:00
Ludovic MarieandClaude Opus 5.5 ae22d5dd96 Online mode: players named in commands are their accounts
An online-mode server checks players by their account's UUID, so op,
whitelist, ban and pardon now resolve a name as vanilla's
CachedUserNameToIdResolver does: a player on the server, then one seen
since the start (in memory; vanilla also keeps usercache.json), then
the services' profiles/getByName endpoint through the discovery
document. A name with no account is "That player does not exist", with
vanilla's "Couldn't find profile with name" warning. Offline servers
keep the offline profiles.

horizon-server does the same while the server is stopped (op,
whitelist add, and the players init writes), and removes entries by
the name already on the list. `init --offline` (or HORIZON_ONLINE=false)
sets online-mode off; init's note now warns about offline servers only.

The online-mode harness adds a sixth login: `whitelist add` for the
player who joined earlier needs no lookup and lets them in, and an
unknown name is looked up and refused, on vanilla's server and on
Horizon's (43 checks).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 01:31:19 +02:00
Ludovic MarieandClaude Opus 5.5 4f2674275d horizon-prepare: keep the registry and command reports with the prepared files
A dedicated server reads registries.json and commands.json (the data
generator's reports) next to the prepared resources, and otherwise only
finds them in the .local/datagen folder of a development checkout. A
prepared folder copied or mounted on its own, as the Docker image
expects, stopped the server at start with "registries.json not found
next to the resources". The prepare step now copies both reports into
the folder (again whenever the server jar changes).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 01:31:19 +02:00
Ludovic MarieandClaude Opus 5.5 e7003e7d49 Dedicated server: online mode, and refused logins in the log
online-mode=true now authenticates players as vanilla's
ServerLoginPacketListenerImpl does. The server makes a 1024-bit RSA key
pair at startup ("Generating keypair"), sends it with a random challenge,
checks the challenge and decrypts the shared secret from the client's key
packet, encrypts the connection with AES/CFB8, and asks the session
service's verify endpoint (hasJoined, through the services discovery
document) whether the player joined with the server's hash, from the
"User Authenticator #N" thread. A verified profile keeps its UUID and
properties, so skins show in the player list; an unverified one is
refused with "Failed to verify username!", and an unreachable service
with authservers_down. The offline-mode warnings are only printed in
offline mode.

Refused logins are logged as vanilla logs them: "Disconnecting
<name> (/<address>): <reason>" and "<name> (/<address>) lost
connection: <reason>", with log-ips respected.

horizon-protocol gains RSA key generation (Miller-Rabin primes,
e = 65537), the X.509 encoding of the public key and PKCS#1 v1.5
decryption. test_online_mode_parity.py runs its logins against Horizon's
server too, plus a verified player the whitelist refuses, and compares
the two servers' log lines about the player.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 01:31:18 +02:00
Cosmic d652b25ead Package registry reports and recover from incomplete server resources 2026-10-16 19:12:40 -04:00
Ludovic MarieandClaude Opus 5.5 7384db307d Block textures: share identical sprites, and draw past 2048 layers
Every block sprite is a layer of one texture array, and GPUs give an array
at most 2048 layers (Metal, most Vulkan drivers). Vanilla takes 1250; eight
real NeoForge mods carried over (docs/modpacks.md) take 2183, and the game
stopped at start with "GPU supports 2048 texture layers; 2200 required".

- Sprites: a still texture with the same pixels and mip settings as one
  already loaded reuses its layer (mods copy vanilla's textures under their
  own names): 17 layers fewer for those mods, none for vanilla.
- The renderer splits the layers over up to four arrays of 2048 (8192
  sprites). terrain.wgsl picks the array per fragment with derivatives taken
  in uniform control flow; a pipeline constant keeps vanilla, which needs one
  array, on the same single textureSample as before.
- HORIZON_SPRITE_SPLIT (dev only) forces a smaller split: vanilla drawn from
  three arrays of 512 renders the same blocks as from one.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 01:10:35 +02:00
Cosmic 7f4636fcb5 Merge origin/main into equipment attribute tooltips 2026-10-16 18:53:05 -04:00
Cosmic 43d5ed8246 Play menu button clicks after world teardown 2026-10-16 18:52:00 -04:00
Cosmic e6068b1246 Remember Direct Connection addresses in both menus 2026-10-16 18:51:25 -04:00
Ludovic Marie cf4f95f3d8 Merge remote-tracking branch 'origin/main' into HEAD 2026-10-17 00:48:02 +02:00
Ludovic Marie f535d1b48c Merge pull request #556 from ludovic111/feat/horizon-bots
horizon-bots and tools/server_bench.py: the first server benchmark against vanilla
2026-10-17 00:47:54 +02:00
Ludovic Marie ee3a160cbd Merge pull request #555 from ludovic111/feat/horizon-server-panel
horizon-server: the web panel
2026-10-17 00:47:51 +02:00
Ludovic Marie 652e547b53 Merge pull request #554 from ludovic111/feat/horizon-server-packaging
horizon-server: install scripts, a Docker image, and boot services
2026-10-17 00:47:47 +02:00
Ludovic Marie f3f2301dce Merge pull request #553 from ludovic111/feat/horizon-server-backups
horizon-server: backups, restore and automatic backups
2026-10-17 00:47:43 +02:00
Ludovic Marie f04562c640 Merge pull request #552 from ludovic111/feat/horizon-server-control
horizon-server: start, stop, status, cmd and logs through a local control API
2026-10-17 00:47:39 +02:00
Ludovic Marie 000fafa9bd Merge pull request #551 from ludovic111/feat/horizon-server
horizon-server: server.toml, init, and a supervisor that runs the game
2026-10-17 00:47:35 +02:00
Ludovic Marie 7d57523c63 Merge pull request #572 from ludovic111/fix/falling-damage-pack
Fix main build: falling anvil wear reads blocks from self.pack
2026-10-17 00:47:32 +02:00
Ludovic MarieandClaude Opus 5.5 3c28f55ce3 Merge main into fix/banner-item-components
Resolve game.rs and titles.rs against the resources split (#537): layer
names and item names now come from self.pack, the atlas from self.atlas.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 00:47:22 +02:00
Ludovic MarieandClaude Opus 5.5 2e2645ba9d Fix main build: falling anvil wear reads blocks from self.pack
#528 was tested before #537 moved the asset registry from Resources to
the reloadable pack, so main stopped compiling after both merged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 00:35:45 +02:00
Ludovic Marie b324ee7e3a Merge pull request #528 from Online5277/fix/falling-anvil-damage
Apply falling anvil impact damage and wear
2026-10-17 00:31:30 +02:00
Cosmic e5fcdaaec6 Show full equipment tooltips in Creative item tabs 2026-10-16 18:26:12 -04:00
Ludovic MarieandClaude Opus 5.5 361c994d98 Draw the columns vanilla draws: ChunkTrackingView.isInViewDistance
Vanilla draws a section when its column is within the render distance of
the camera's column with a column of slack on each axis
(SectionOcclusionGraph.isInViewDistance → ChunkTrackingView): 533
columns at render distance 12. Horizon meshed a circle of radius 12 (441
columns) and drew sections whose centre lay within 16 x distance + 24
blocks, so the edge of the world, mostly in fog, missed columns vanilla
shows, and fell short of vanilla's corners.

`streaming::in_view_distance` is vanilla's test. Streaming meshes the
columns it accepts around the player (and forced ones), and the
renderer's column walk draws the ones it accepts around the camera.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 00:23:02 +02:00
Ludovic MarieandClaude Opus 5.5 a71d148ca5 Network players have status effects
A player who joins over the network, which is now single player's own
player on its server thread, had no status effects: what they drank, ate
or were given went to the host, and their client never heard of any.

- Each guest has their own effects. `as_guest` trades them, and what
  their body was given for them (attribute modifiers, armor protection,
  enchantment modifiers), with the host's while the guest acts.
- They tick on the server with the guest's body (LivingEntity.baseTick's
  tickEffects), spectators included.
- The client is told as vanilla's ServerPlayer does: every effect when
  placed (PlayerList.sendActivePlayerEffects), then added (blended),
  updated, refreshed every 600 ticks left, and removed. An effect that
  only counted down is not sent again.
- The client keeps its own effects from those packets
  (LivingEntity.forceAddEffect), counts them down (tickClient), and its
  predicted movement, HUD icons and night vision follow them. A respawn
  starts without effects on both sides.
- Guests save and load them in their player file.

Saving also stops writing effects that have run out: the loaded player
compound kept the old `active_effects`, and they came back on reopen.
Potions in flight now tick on a server without a local player too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 00:22:53 +02:00
Ludovic MarieandClaude Opus 5.5 30d11d6a2e Integrated server: single-player pause menu labels
On its server thread a single-player world is joined like a server, so
the Horizon pause menu named it "Multiplayer" with a "Disconnect" button,
and F3+Escape opened the full menu as on a server. The server thread now
hands the window the world's name with its connection, the pause menu
shows that name and "Save and quit", and `has_singleplayer_server`
(Minecraft.hasSingleplayerServer) covers both ways of running a world for
the pause checks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 00:12:08 +02:00
Ludovic MarieandClaude Opus 5.5 bd0dd979a0 Integrated server: build only the font, not the whole HUD atlas
The integrated server draws nothing, but it built the window's full HUD
atlas (GUI, item, block, entity and particle textures plus the run-time
slots). It now builds an atlas of the font sheets only, reads the glyph
widths from it and drops the pixels: text still measures the same (books
split their pages with it), without holding the textures.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 00:12:08 +02:00
Ludovic Marie 19aac92bb7 Merge pull request #545 from ludovic111/perf/integrated-memory-connection
Integrated server: join through memory instead of a socket
2026-10-17 00:11:50 +02:00
Ludovic Marie 44c3ebb0d8 Merge pull request #544 from ludovic111/perf/integrated-server-thread
Run single player on an integrated server thread (opt-in)
2026-10-17 00:11:47 +02:00
Ludovic Marie 4e9495175c Merge pull request #538 from ludovic111/perf/game-constructor
Build the game in Game::new instead of inside run()
2026-10-17 00:11:42 +02:00
Ludovic Marie 9726af184b Merge pull request #537 from ludovic111/perf/resources-shared-split
Split Resources into shared read-only data and per-game pack state
2026-10-17 00:11:38 +02:00
Ludovic MarieandClaude Opus 5.5 0560bbf876 horizon-port-pack report: coverage per mod, and ATM10 measured
`report <work>` writes coverage.json and coverage.md: per mod ported,
partial, not yet or not needed with the reason, and the totals by class,
tier and licence family. It reads the inventory, each mod's carry report
and its harness result: ported is a green harness with nothing left out
(blocks with a class of their own are counted and named); partial lists
the failing checks, the blocks left out and what the templates miss; not
yet names the API tier or the dependency it waits for; not needed covers
libraries, performance mods and pack tooling. Unclassified mods are not
yet, never not needed.

`import` also reads Crash Assistant's modlist.json, the list ATM10
publishes in its repository (mod ids, names, versions, Modrinth hashes,
the loader entry), and the inventory uses its mod ids and names when
there is no jar.

ATM10 (496 files, the eight mods we downloaded carried and checked):
ported 1, partial 7, not yet 367, not needed 121.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 23:28:43 +02:00
Ludovic MarieandClaude Opus 5.5 32f5f01e22 Per-mod parity harness against a dev-only NeoForge oracle
The harness the modpack design calls for, for data-tier mods:

- tools/neoforge_oracle.py installs a NeoForge 21.1.259 server (ATM10's)
  under .local/neoforge-oracle, builds the exporter in
  mods/horizon/src/neoforge-oracle (our code, never shipped), runs it
  headless with the user's jars and writes every block (class chain,
  states, per-state hardness, light, tool need, map colour, sounds,
  outline and collision; drops for hand, diamond tools, shears and silk
  touch; placement; BlockSetType and WoodType), item, recipe and tag of
  the mods' namespaces, plus the vanilla blocks for templates. About 30 s.
- examples/mod_port_probe.rs builds the content root from the carried
  mods and dumps what Horizon's loaders make of the same things.
- tools/mod_port_harness.py compares them per mod and writes
  <work>/mods/<id>/harness/result.json. 1.21.1 sound events map to 26.3's
  through vanilla blocks both have, and vanilla items newer than 1.21.1
  are not counted against a recipe.

On ATM10's own jars (MIT): Macaw's Trapdoors passes everything; Doors,
Fences, Paths, Glassential, Factory Blocks and Cloud Glass pass every
drop, recipe, tag and placement and fail only on what API 0.2 cannot say
(shapes and sound events of their own, blocks of classes no vanilla block
shares). Jars, facts and results stay in the work folder.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 23:27:20 +02:00
Ludovic MarieandClaude Opus 5.5 886def4360 horizon-port-pack carry: templates and numbers from the NeoForge oracle, 1.21.1 loot upgraded
Carrying over seven real ATM10 mods (Cloud Glass, Factory Blocks,
Glassential, Macaw's Doors, Fences, Paths and Trapdoors) showed what the
guesses missed:

- Loot tables: 1.21.1's `conditions` lists, `functions` and
  `condition`/`function` kinds are now 26.3's single `condition`,
  `modifier` and `type`; silk-touch and shears tool matches become
  `minecraft:tool/can_silk_touch` and `can_shear`. Before, every drop
  condition was ignored (glass dropped itself by hand, upper door halves
  dropped doors, double slabs dropped one).
- With the oracle's facts (<work>/oracle/facts.json, from
  tools/neoforge_oracle.py in the next PR), every registered block gets
  the vanilla template of the same vanilla class and states that matches
  its shapes, sounds, BlockSetType and WoodType best, and the mod's own
  hardness, blast resistance, light, tool need, friction, map colour and
  sounds. Items get stack size and rarity. The carry report lists what a
  template does not reproduce and why a block was left out.
- Convention tags a recipe uses (c:dyes/red) are written from the
  oracle's tags, vanilla and own members only; the jar's own c tags stay
  inside the mod.
- Without the oracle, blockstates that omit properties their models
  ignore (powered, waterlogged) still find their template, and names pick
  between fences and panes, doors and trapdoors.
- `version = "${file.jarVersion}"` is read from MANIFEST.MF.
- `--resources <prepared>` limits templates to blocks Horizon has.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 23:25:54 +02:00
Ludovic MarieandClaude Opus 5.5 ddc115e969 Content mods: load real carried-over mods (large tables, convention tags, mod recipes)
Loading seven real NeoForge mods carried over by horizon-port-pack (about
1,000 blocks) broke the content root in four places:

- The per-state NBT tables (cached collision, occlusion, movement, worldgen
  block properties and support) passed the NBT reader's 1M-node cap once
  mod states were appended. They are trusted prepared tables with a row
  per state, so they now read and write with Limits::tables() (16M nodes,
  256 MiB) everywhere they are loaded.
- The overlay linked the base root by the path it was given, so a relative
  base gave dangling links. The base is made absolute first.
- Carried-over tags name blocks the port left out and other mods' items.
  Vanilla fails such a tag as a whole; entries naming ids nobody registers
  (or tags nobody defines) are now dropped, so the rest loads.
- Mods use the convention tags (c:dyes/red, c:glass_blocks/colorless).
  Content mods may add to data/c/tags/ as to vanilla's, and with content
  mods loaded the tag loaders read the c namespace and the mods' own.

Stonecutter and smithing recipes in mod namespaces load too (ids
<ns>:<name>), as crafting and cooking ones already did. With no content
mod nothing changes: the loaders read the minecraft namespace only.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 23:24:34 +02:00
Ludovic Marie 5dac64f770 Merge pull request #561 from ludovic111/perf/section-culling-columns
Renderer: cull sections by chunk column from a dense list (section walk 5x faster, exact)
2026-10-16 23:04:53 +02:00
Ludovic Marie 89740d39e0 Merge pull request #560 from ludovic111/perf/skip-indirect-validation
Renderer: skip wgpu's indirect-draw validation in release builds (−0.05..0.11 ms/frame of render thread at RD 32)
2026-10-16 23:04:01 +02:00
Cosmic 53955abf99 Hide ominous banner pattern descriptions in tooltips 2026-10-16 16:56:14 -04:00
Ludovic MarieandClaude Opus 5.5 167339c03c Renderer: cull sections by chunk column, from a dense list
The per-frame section walk iterated a SipHash map of every resident
section, then looked each visible one up twice more by key. Resident
sections now live in a dense list grouped by chunk column: one distance
and frustum test rejects a whole column (exact: a section's box lies in
its column's box and the plane test rounds monotonically), the rest are
reached by slot, and the visible list sorts on integer keys with ties
broken by section key, so the order no longer depends on hash order.
FaceGroups looks its axes up in a table instead of searching for them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 22:54:17 +02:00
Cosmic 86ccd5d299 Render banner breaking cracks and oak-plank particles 2026-10-16 16:40:29 -04:00
Ludovic Marie 9b2825df34 Merge pull request #517 from Online5277/fix/world-list-text-details
Correct Classic world-list search hints and text placement
2026-10-16 22:32:01 +02:00
Ludovic Marie 7a27781ab5 Merge pull request #512 from Online5277/fix/classic-graphics-duplicates
Remove duplicated settings from Classic graphics submenus
2026-10-16 22:31:55 +02:00
Ludovic Marie af15fb1a98 Merge pull request #511 from Online5277/fix/cloud-face-alpha
Preserve cloud opacity when shading faces
2026-10-16 22:31:49 +02:00
Ludovic Marie 4ff55f7a99 Merge pull request #510 from Online5277/fix/fullscreen-all-screens
Handle fullscreen shortcut across menus and text fields
2026-10-16 22:31:42 +02:00
Ludovic MarieandClaude Sonnet 5.5 6b86fa9bef Merge feat/horizon-server-panel into feat/horizon-bots
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-16 22:30:45 +02:00
Ludovic MarieandClaude Sonnet 5.5 b9d4ef3194 Merge feat/horizon-server-packaging into feat/horizon-server-panel
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-16 22:28:38 +02:00
Ludovic MarieandClaude Sonnet 5.5 949751656a Merge feat/horizon-server-backups into feat/horizon-server-packaging
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-16 22:28:35 +02:00
Ludovic MarieandClaude Sonnet 5.5 500241cbc6 Merge feat/horizon-server-control into feat/horizon-server-backups
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-16 22:28:18 +02:00
Ludovic MarieandClaude Sonnet 5.5 2483f90779 Merge feat/horizon-server into feat/horizon-server-control
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-16 22:28:06 +02:00
Ludovic Marie 07f7e3aeab Merge remote-tracking branch 'origin/main' into srv-fix
# Conflicts:
#	Cargo.toml
2026-10-16 22:27:25 +02:00
Ludovic Marie a1b0d95db1 Merge pull request #557 from ludovic111/docs/server-design
docs/server.md: hosting a Horizon server, the design
2026-10-16 22:25:05 +02:00
Ludovic MarieandClaude Opus 5.5 9c03535011 docs/server.md: hosting a Horizon server, the design
What the dedicated server does today (measured against vanilla 26.3), the horizon-server supervisor and
its packaging, server.toml, the CLI and TUI, the web panel, backups and updates, the control API and MCP,
the bot benchmark plan against vanilla and Paper, the working version for 2026-10-23, and the PRs that
build it (#551 to #556).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 22:22:56 +02:00
Ludovic MarieandClaude Opus 5.5 820936b975 horizon-bots and tools/server_bench.py: the first server benchmark against vanilla
horizon-bots is a load client on horizon-protocol for any 26.3 server: offline login, configuration,
keep-alives, pings, teleports, chunk-batch acknowledgements, and movement at 20 Hz. The bots play in
creative and fly above their spawn point, so they need no world of their own and no server refuses their
moves; idle, walk, explore and mixed behaviours are deterministic from a seed.

tools/server_bench.py runs the same bots on Horizon's server (horizon-server run) and on the pinned vanilla
jar, each fresh from the same server.properties, and measures MSPT from each server's own /tick query,
RSS and CPU of the process tree, the chunks the bots receive, and the start time.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 22:21:19 +02:00
Ludovic MarieandClaude Opus 5.5 7f77772e15 horizon-server: the web panel
One page embedded in the binary (crates/horizon-server/panel: HTML, CSS and JS, no framework or CDN): status,
live TPS, MSPT, RAM and CPU graphs over the last 10 minutes, players with op and kick, the console, and
backups with restore, plus restart and stop.

It listens on [panel] bind, 127.0.0.1:8130 by default; a tailnet address reaches it from the owner's
devices, and any other address is refused unless allow_public is set. `horizon-server panel` prints a
one-time login link (10 minutes) that becomes an HttpOnly, SameSite=Strict session cookie. The Host header
must name the panel, every POST needs X-Horizon: 1, failed logins are rate-limited, and the page is served
with a strict Content-Security-Policy. The control API gains GET /api/v1/metrics and, with the token
only, POST /api/v1/panel/login.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 22:18:46 +02:00
Ludovic Marie 36b3fef0ed Merge pull request #533 from ludovic111/feat/port-pack-carry
horizon-port-pack carry: a jar's data and assets as a content mod
2026-10-16 22:13:21 +02:00
Ludovic Marie e21919c114 Merge pull request #532 from ludovic111/feat/port-pack
horizon-port-pack: import a modpack and classify its mods
2026-10-16 22:13:13 +02:00
Ludovic Marie cff7a66881 Merge pull request #531 from ludovic111/feat/mod-content-game
Content mods in the game: loot, recipes, models, names and icons from mod namespaces
2026-10-16 22:13:05 +02:00
Ludovic Marie 0c532fc1b0 Merge pull request #530 from ludovic111/feat/mod-content-root
Content mods in the resource root: template rows appended to every block table
2026-10-16 22:12:57 +02:00
Ludovic Marie cbb8c6a239 Merge pull request #523 from ludovic111/feat/mod-content
Content mods (API 0.2): .hmod assets/ and data/, blocks and items from vanilla templates
2026-10-16 22:12:48 +02:00
Ludovic MarieandClaude Opus 5.5 db45b6f87a Integrated server: join through memory instead of a socket
The window now joins its server thread through an in-memory pipe, as
vanilla's integrated server player does (LocalChannel), rather than a TCP
socket on 127.0.0.1. The server opens no port until it is opened to the LAN.

- horizon-protocol: Connection runs over TCP or one end of a Pipe (a
  blocking byte pipe with read timeouts and shutdown; dropping an end
  closes it).
- Lan: NetConfig.listen false starts no listener; connect_local serves the
  other end of a pipe on its own thread, through the same handshake, login
  and configuration as a socket.
- Session::connect_local joins through a pipe.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 22:06:13 +02:00
Ludovic MarieandClaude Opus 5.5 56dc4352d2 Run single player on an integrated server thread (opt-in)
With --server-thread or HORIZON_SERVER_THREAD=1, opening a single-player
world starts a game of its own on a "Server thread" over the shared
resources, as vanilla's IntegratedServer does, and the window joins it as a
player over a local connection. The world tick then never runs inside a
frame.

- The server listens on 127.0.0.1 only, lets in the window's profile alone,
  without compression, and makes it an operator when the world allows
  commands.
- The window's player is the world's own player: it loads from and saves to
  players/data/<singleplayer_uuid>.dat, so the world opens the same way in
  either mode.
- A pause screen pauses the server (IntegratedServer.tickServer), and
  leaving the world or quitting waits for the server to save.
- The integrated server does not mesh sections it never draws.
- Worlds whose player is outside the Overworld open the usual way for now.
- The bench summary reports the 0.1% low.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 22:06:12 +02:00
Ludovic MarieandClaude Opus 5.5 c2f4ecc188 Build the game in Game::new instead of inside run()
run() loads the shared resources and the pack, then hands them to a
constructor that builds a game with no world open. The same constructor will
build an integrated server's game on its own thread. The struct literal moves
unchanged; Options derives Clone so a server can start from the client's.

No behaviour change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 22:06:12 +02:00
Ludovic MarieandClaude Opus 5.5 c57c409f40 Split Resources into shared read-only data and per-game pack state
Resources now holds only what is loaded once and never changes (blocks,
items, recipes, biomes, mobs, collision, motion) and is Send + Sync behind
an Arc, so an integrated server thread can share it with the client.

What a resource pack reload replaces moves to PackResources (assets,
meshing context, item renderer, names, panorama, clouds, forcefield), built
by one loader used at startup and on reload. The client-only mutable state
(the HUD atlas with its font cache and skin slots, fog state, screen effects)
becomes the game's own fields.

No behaviour change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 22:06:12 +02:00
Ludovic Marie a08add231a Merge pull request #521 from Online5277/fix/villager-hat-metadata
Honor villager and zombie villager hat metadata
2026-10-16 21:33:06 +02:00
Ludovic Marie c7ee8baa25 Merge pull request #522 from Online5277/fix/classic-option-tooltips
Show translated hover tooltips in Classic options
2026-10-16 21:32:59 +02:00
Ludovic Marie 47182eccbf Merge pull request #546 from Online5277/fix/chest-slot-nine
Show the tenth storage slot in chests
2026-10-16 21:32:52 +02:00
Cosmic 8f86098a02 Show ominous banner names and rarity in HUD and Creative tooltips 2026-10-16 15:07:19 -04:00
Ludovic MarieandClaude Opus 5.5 05d1b92d56 Renderer: skip wgpu's indirect-draw validation in release builds
wgpu validates every indirect draw with a compute pass and a per-draw
batcher before the render pass, for untrusted WebGPU content. The section
draws are the only indirect draws and are in bounds by construction; the
validation cost about 0.1 ms of the render thread per frame at render
distance 32 on Metal. Debug builds keep it, and
WGPU_VALIDATION_INDIRECT_CALL=1 turns it back on.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 21:04:17 +02:00
Ludovic MarieandClaude Opus 5.5 a2cce7486d Villagers search an index of POI blocks instead of scanning every block
AcquirePoi (job sites, beds, meeting points) and the bed searches read
every block of the sections in a 48-block sphere. Like vanilla's
PoiManager, each section now keeps the list of its POI blocks, rebuilt
from its blocks after an edit (a weak reference detects edited and
replaced sections). The searches visit the same positions in the same
order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 20:48:50 +02:00
Cosmic 3db9a250be Keep equipment attribute tooltip translations at runtime 2026-10-16 14:45:14 -04:00
Ludovic Marie cce44ad97d Merge pull request #514 from ludovic111/perf/stronghold-rings-on-all-workers
Stronghold ring searches run on every worker that needs them
2026-10-16 20:44:18 +02:00
Cosmic 4218a496b2 Preserve ominous banner components through placement and drops 2026-10-16 14:40:28 -04:00
Ludovic MarieandClaude Opus 5.5 24bb3f97aa Stronghold ring test: rustfmt
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 20:35:59 +02:00
Cosmic bfb6a0458d Restrict crafter result rendering to crafter menus 2026-10-16 14:33:44 -04:00
Ludovic MarieandClaude Opus 5.5 ed6af00ff8 horizon-server: install scripts, a Docker image, and boot services
- packaging/server/install.sh (Linux, macOS) and install.ps1 (Windows) install the latest release (or
  --version) from GitHub, check the SHA-256 GitHub publishes for it, and keep releases side by side:
  <dir>/current points at the one in use, so an update or a rollback is one link, and the game files
  prepared from the owner's Minecraft stay in <dir>/game-files across updates.
- packaging/server/Dockerfile builds the server and the engine; the prepared game files are mounted
  read-only, and the first start writes server.toml from HORIZON_EULA, HORIZON_WORLD, HORIZON_SEED,
  HORIZON_PORT, HORIZON_WHITELIST, HORIZON_PLAYERS and HORIZON_OP (`init` reads them too).
- `horizon-server service install|uninstall|print` writes and loads a systemd unit (user, or --system),
  a launchd agent, or a Windows task at logon. It runs the installer's launcher, so updates apply on
  the next restart.
- Releases build horizon-server and ship it beside horizon-ctl and horizon-prepare; PLAY.txt says how
  to run a server.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 20:20:09 +02:00
Ludovic MarieandClaude Opus 5.5 3510764cc6 horizon-server: backups, restore and automatic backups
`backup [NAME]` zips the world and the settings into backups/; on a running server it turns saving
off, flushes, zips and turns saving back on, so the game stays up. `restore BACKUP` puts a backup's
world in place and keeps the current one in backups/replaced-<time>/; a running server restarts with
it. `[backups] every = "6h"`, `keep = 12` in server.toml back up on a schedule and prune the
automatic backups only. The control API gains GET/POST /api/v1/backups and POST /api/v1/restore.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 20:20:09 +02:00
Ludovic MarieandClaude Opus 5.5 e8832190d1 horizon-server: start, stop, status, cmd and logs through a local control API
The supervisor serves a small HTTP API on 127.0.0.1 (a token in .horizon/api.json, mode 0600, and a
Host check): status, logs, console commands, stop and restart. `start` runs the server in the
background and returns once the game is up; `restart` and `cmd` wait for it too. A sampler reads the
game's tick rate, tick times, players and chunks every second over the existing control endpoint
(`--control-socket`), and RAM and CPU from the system.

The dedicated loop now records its tick times in the game clock, so `/tick query` reports real
numbers on a dedicated server, as it does in single player. The changes to game/dedicated.rs are
additive: the log capture for command replies, the tick counter and the control requests
(game/dedicated/status.rs).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 20:20:09 +02:00
Ludovic MarieandClaude Opus 5.5 9d21209ae8 horizon-server: server.toml, init, and a supervisor that runs the game
The first part of hosting a Horizon server with one small program
(docs/server.md). horizon-server is a new 1.3 MB binary with no window,
GPU, audio or controller code; it runs the game headless
(horizon-client --dedicated) as its engine.

- horizon-server-files: server.properties, eula.txt and the user lists,
  moved out of horizon-client unchanged so both programs share vanilla's
  exact reading and writing; horizon_client::server re-exports it.
- server.toml: typed settings for what owners change, [properties] for
  any other vanilla key, vanilla 26.3's defaults (a test checks them
  against ServerProperties). It is written into server.properties before
  every start; keys the game changes there itself (/whitelist on) are
  copied back afterwards, keeping the owner's comments (toml_edit).
  `import` turns a vanilla server.properties into server.toml.
- init: the EULA (only a yes writes eula=true), world, seed, port (checked
  free), whitelist and first operator; every question has a flag, so it
  also runs unattended.
- run: the console on stdin, a clean `stop` on Ctrl-C, SIGTERM or SIGHUP
  (the game runs in its own process group), and a restart when the game
  crashes: 5 s, doubling to 5 min, giving up after 5 crashes in 10 min.
  One supervisor per folder (a file lock).
- op, deop and whitelist for a stopped server, with vanilla's messages.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 20:20:09 +02:00
Ludovic Marie b4ad65386c Merge pull request #507 from ludovic111/perf/collision-scan-empty
Collision scans: skip blocks with no shape, build the entity shape lazily (−6 % tick time)
2026-10-16 20:01:11 +02:00
Ludovic Marie 9d75d839aa Merge pull request #524 from ludovic111/perf/datapack-walk
Data packs: walk only the folders functions, tags and predicates live in
2026-10-16 20:00:55 +02:00
Ludovic Marie 38640fc845 Merge pull request #509 from ludovic111/perf/poi-state-table
Villagers: each block state's POI type from a table built once (−11 % CPU at world load)
2026-10-16 20:00:49 +02:00
Ludovic Marie 586acadd81 Merge pull request #508 from ludovic111/perf/mob-push-grid
Mobs: find the mobs to push through a grid, not a scan of every mob (−14 % tick time)
2026-10-16 20:00:42 +02:00
Ludovic Marie 72ec93a089 Merge pull request #506 from ludovic111/perf/supporting-block-cells
Mobs: shape only the cells that can support them (−11 % tick time)
2026-10-16 20:00:36 +02:00
Ludovic Marie 020e01746f Merge pull request #516 from ludovic111/perf/streaming-bench
streaming_bench: the chunk pipeline on its worker pool, without a window
2026-10-16 19:32:58 +02:00
Ludovic MarieandClaude Opus 5.5 be6a9d2cb5 Stronghold ring test: wrap the seed + 1 for i64::MAX
The threaded test added seed + 1 for seed = i64::MAX, which overflows in debug
builds (CI's verify).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 19:32:45 +02:00
Ludovic Marie 6754c52e82 Merge pull request #520 from ludovic111/perf/frame-uploads
Per-frame uploads through the staging belt; skip unchanged lightmaps
2026-10-16 19:27:32 +02:00
Ludovic MarieandClaude Opus 5.5 673ac84724 horizon-port-pack carry: a jar's data and assets as a content mod
carry <work> [<mod id>...] turns each content mod with a jar into a folder
content mod (API 0.2) in <work>/mods/<id>/carry/, for local use:

- assets/<id>/, data/<id>/ and data/minecraft/tags/ are copied; other
  namespaces and vanilla data go to outside/ for review; no class file is
  copied.
- Vanilla-type recipes get 26.3 ingredients ("id", "#tag", lists);
  custom types and NeoForge conditions are kept and listed.
- Item models get the items/ client definitions 1.21.4 introduced.
- Each block is declared from a vanilla template guessed from its
  blockstate properties; unknown property sets are listed. Items
  without a block are declared from minecraft:stick.

The test builds a small NeoForge jar, carries it over, and reads the
result with horizon-mods' own Content reader.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 19:25:28 +02:00
Ludovic MarieandClaude Opus 5.5 85858610bf horizon-port-pack: import a modpack and classify its mods
A CLI for the first steps of docs/modpacks.md's pipeline:

- import: a Modrinth .mrpack, a CurseForge zip or a Prism / MultiMC
  instance (or a folder of jars) to pack.json: Minecraft and loader
  versions, each file with its hash and sides, and the overrides.
- inventory: Modrinth metadata by SHA-1 (cached in modrinth.json, so
  reruns work offline), and the jars when the user's instance has them
  (neoforge.mods.toml / mods.toml / fabric.mod.json and a file census,
  without decompiling). Each mod gets a class and API tier from the
  reviewed ATM10 table, then rules on categories, sides and the census,
  and a dependency layer. Writes inventory.json and inventory.csv.

Only metadata is downloaded; jars are never fetched.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 19:25:04 +02:00
Ludovic MarieandClaude Opus 5.5 ac7b7f98c0 Content mods in the game: loot, recipes, models, names and icons from mod namespaces
The game builds the content root from the enabled content mods at startup.
Loaders that only read the minecraft namespace now also read the content
mods' namespaces (from the root's marker file): block loot tables, recipes,
blockstates, language files, and the HUD atlas's item sprites. /give and the
command registries know the new items and blocks. A block without a
blockstate of its own takes its template's, so every state has a model.

Adds examples/ruby-content, a folder content mod: a ruby block and a ruby
item with recipes, loot, tags, models, textures and names.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 19:23:35 +02:00
Ludovic MarieandClaude Opus 5.5 002cfcd859 Content mods in the resource root: template rows appended to every block table
horizon_client::mod_content builds the resource root for content mods as
an overlay over the base root (vanilla, or the resource-pack overlay):
- the base is linked;
- the block and item tables are rewritten, each mod block getting its
  template's rows appended. That covers 13 JSON tables (facts, gameplay,
  behaviours, models, render, landing, items, command registries, mob
  data, worldgen flags, structure, survival) and 6 NBT ones (occlusion,
  collision, support, movement, worldgen block properties). Names,
  translation keys and in-table state ids move over, and the declared
  overrides apply;
- each mod's own assets/ and data/ are copied in;
- tag additions are merged into the tag files and both block-tag bundles.

Vanilla state ids never move: mod states come after them, mods and blocks
in id order. Rewritten JSON keeps its key order. With no content mod the
root is the base itself. The game doesn't call this yet.

Tested over the real prepared resources: every loader reads the overlay
(Assets, BlockFacts, Items, collision, visibility, light, motion, worldgen
GeneratorData). The mod blocks carry their templates' facts with the
overrides applied, and vanilla's rows and ids are unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 19:23:35 +02:00
Ludovic MarieandClaude Opus 5.5 746c888cd3 horizon-mods: content mods (API 0.2), blocks and items declared from vanilla templates
A .hmod may carry assets/ and data/ beside mod.wasm, or instead of it. The
manifest needs api = "0.2" and the new registries capability ("add blocks
and items to your worlds"). Content mods have no WIT interface: code still
links API 0.1.

horizon_mods::content::Content reads a mod's content and checks it:
- plain resource paths only;
- 65,536 files, 16 MiB each, 512 MiB in all;
- files in the mod's own namespace, plus additions to vanilla tags;
- blocks and items declared in data/<id>/horizon/{block,item}/*.json, each
  copying a vanilla template with typed overrides (hardness, resistance,
  light, tool, friction, map colour, sounds; stack size, rarity), unknown
  keys refused.

Mods::load refuses an enabled mod whose content fails these checks, with
the reason on its row. A content-only mod is on with no engine and no hooks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 19:23:35 +02:00
Cosmic c7073db8b5 Apply falling anvil impact damage and wear 2026-10-16 12:47:49 -04:00
Ludovic Marie 71635fbab7 Merge pull request #518 from ludovic111/docs/modpacks
Modpacks design: port any pack, with ATM10's real mod list classified
2026-10-16 18:31:56 +02:00
Ludovic Marie dd7282c9da Merge pull request #513 from Online5277/ci/skip-rust-for-docs-and-website
Skip Rust verify steps for website and documentation PRs
2026-10-16 18:31:28 +02:00
Cosmic 4c3b2b789f Draw translated hover tooltips for Classic options 2026-10-16 12:20:41 -04:00
Ludovic MarieandClaude Opus 5.5 0981e0abcf Data packs: walk only the folders functions, tags and predicates live in
Loading a world read every file name under a folder pack's data/ to find
functions, function tags, predicates and item modifiers. The built-in pack
holds about 9,900 other data files, so this walk took 190-340 ms on the
render thread at every world load. A folder pack now walks
data/<namespace>/<kind>/ for those four kinds only, in the same order as
before; zip packs keep filtering their index.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 18:19:46 +02:00
Ludovic Marie 0cdcbd17ba Merge pull request #502 from ludovic111/fix/animated-texture-tick-spikes
Animated textures: cache every animation frame's mip chain
2026-10-16 18:16:10 +02:00
Cosmic c47dc83eab Honor villager texture hat metadata in type layers 2026-10-16 12:16:05 -04:00
Cosmic 1ee64ded55 Show equipment attributes in hover tooltips 2026-10-16 12:10:45 -04:00
Ludovic MarieandClaude Opus 5.5 a06367edf1 docs: modpacks design, with ATM10's real mod list classified
docs/modpacks.md: how any pack (ATM10 down to small Fabric packs) gets to
Horizon: import (.mrpack, CurseForge zip or instance, Prism, packwiz),
inventory and classification, dependency order, mechanical carry-over of
data and assets, one agent per mod for code with a per-mod harness against
a dev-only NeoForge/Fabric oracle, and a coverage report. Also the mod API
gaps against 0.1, the registries 0.2 design (template blocks through the
overlay root), licence handling, how "10x" is measured against NeoForge,
and the scope for 2026-10-23.

docs/modpacks/atm10-mods.csv: ATM10's 495 jars from the pack's own
crash_assistant modlist (2026-10-15), with Modrinth metadata looked up by
hash: class, API tier, licence, sides. Metadata only.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 18:08:23 +02:00
Cosmic 5bc981e577 Match world-list search hints and detail placement 2026-10-16 12:07:39 -04:00
Ludovic Marie bd8dff2076 Merge pull request #515 from ludovic111/fix/release-smoke-world-frames
Release smoke run: count frames drawn in the world
2026-10-16 18:00:07 +02:00
Ludovic MarieandClaude Opus 5.5 69b3eb1864 streaming_bench: the chunk pipeline on its worker pool, without a window
Fills an area with N workers, optionally flies the centre along +x, and
reports wall time, chunks generated, sections meshed, how often a column
near the player is still unlit, and what Streaming::update costs the
calling thread. Allocations can be counted with
HORIZON_BENCH_COUNT_ALLOCATIONS=1 at build time.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 17:53:49 +02:00
Ludovic MarieandClaude Opus 5.5 ece9ab2b79 Release smoke run: count frames drawn in the world
The macOS release build has failed since 05:54 UTC on 2026-10-16: on the
self-hosted Mac mini runner the game drew its 1500 frames in about 2.5 s,
before the world had started generating (chunks 0, player null), so no
release has been published since v2026.10.16.03.

--world-frames N exits after N frames drawn with the player in the world.
It is otherwise a frame-limited run (classic menus, --timeout-seconds), and
--frames keeps its meaning for the harnesses.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 17:53:47 +02:00
Ludovic MarieandClaude Opus 5.5 b9d6d1c7d9 Stronghold ring searches run on every worker that needs them
The 128 stronghold ring positions each need a biome search over a 57x57
quart area. The first worker to ask computed all of them inside a OnceLock
while every other worker blocked on it: about 2 s on an M4 Pro with 12 of
13 workers idle, after every world load and every return to the Overworld.

Vanilla's generateRingPositions runs each search as its own task on the
background executor. Now the ring chunks and search randoms are planned
serially (cheap), and every thread that needs the rings takes searches
until none are left, then waits for the rest. Positions are unchanged:
each search only uses its own forked random.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 17:52:23 +02:00
Cosmic b27e4b9323 Skip Rust verify steps for content-only pull requests 2026-10-16 11:46:49 -04:00
Cosmic 65f9819686 Limit Classic graphics submenus to additional settings 2026-10-16 11:43:31 -04:00
Cosmic e86b05333e Keep cloud alpha independent of face shading 2026-10-16 11:40:17 -04:00
Cosmic 18dc7e7d8a Handle fullscreen shortcut before screen input 2026-10-16 11:38:12 -04:00
Ludovic Marie 8c5efc54d8 Merge pull request #503 from ludovic111/perf/section-face-culling
Skip section face groups that face away from the eye
2026-10-16 17:31:08 +02:00
Ludovic MarieandClaude Opus 5.5 f7d042c6d0 Skip section face groups that face away from the eye
The mesher groups each section's solid quads by the axis side they face
(Sodium's ModelQuadFacing) and records each group's nearest plane. When
the eye is behind every plane of a group, back-face culling would discard
all of it after vertex shading, so the renderer leaves the group out of
the section's draws. Seen from the village path, 29-36% fewer solid quads
reach the GPU at render distances 8-32; the picture is unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 16:56:43 +02:00
Ludovic MarieandClaude Opus 5.5 55945ee975 Collision scans: skip blocks with no shape, build the entity shape lazily
BlockCollisionScan asked every cursor cell for its collision shape,
moved it into place and intersected it with Shapes.create(box), even
for air. Mob movement and every other Entity.collide spent most of
their time there. Now:

- CollisionBlock carries empty_shape, set by the registry for states
  with no contextual rule and an empty cached shape (air, plants): the
  scan skips them without asking. Providers that build CollisionBlock
  themselves (the query-order fixture) leave it false, so their query
  logs are unchanged.
- A shape whose bounds miss the box is skipped before moving it:
  joinIsNotEmpty(AND) of the two is false anyway.
- Shapes.create(box) is built the first time a shape is not the unit
  cube (finite bounds always make one), not for every scan.
- SceneCollisions hands the scan the resident chunk itself, so a cell
  costs one section read instead of a chunk-map lookup.

Results are unchanged: running both paths side by side over 900,000
mob moves in a 600-mob village gave bit-identical movement.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 16:40:22 +02:00
Ludovic MarieandClaude Opus 5.5 bc4d0cc806 Villagers: know each block state's POI type from a table built once
PoiTypes.forState ran per palette entry of every section a villager
searched (and per block of the sections that hold one), with a string
match on the block name each time and a per-search hash map in front.
At world load, when every villager looks for a job site, bed and
meeting point at once, that was 16 % of the tick. The POI type of
every state is now worked out once, the first time a villager looks,
and read from a table after that.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 16:40:22 +02:00
Ludovic MarieandClaude Opus 5.5 8a48f3b383 mob_ai probe: keep the snapshot grid as the game does
The probe builds MobWorld itself; it now keeps the same SeenGrid over
its snapshot for the mob ticks, so the mob_ai harness checks pushes
through the grid against vanilla.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 16:40:22 +02:00
Ludovic MarieandClaude Opus 5.5 54acb709e4 Mobs: shape only the cells that can support them
Entity.checkSupportingBlock runs findSupportingBlock after every move of
a mob on the ground. Horizon looked up and built the collision shape of
every cell of the cursor (27 to 48 per call, twice when it falls back
to where the mob came from). Like BlockCollisions' cursor, a block whose
shape stays inside its own cell (neither hasLargeCollisionShape nor a
moving piston) can only meet the area when its cell does, so only those
cells, and large shapes such as fences, are shaped now. The pick is a
total order, so visiting column by column finds the same block.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 16:40:22 +02:00
Ludovic MarieandClaude Opus 5.5 4f1735170e Mobs: find the mobs to push through a grid, not a scan of every mob
LivingEntity.pushEntities compared each mob's box with every other mob
of the tick's snapshot: quadratic, about 1 ms per tick with 600 mobs.
The snapshot is now also kept in a grid of 4-block columns by each box's
minimum corner, updated as each mob finishes its tick, and the push
reads only the columns its box can reach. Candidates come back in
snapshot order, so the pushes, their order and their sums are the same:
over 800,000 pushes in a 600-mob village both ways gave the same
targets in the same order. A query wider than the grid (or not finite)
falls back to the full scan.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 16:40:22 +02:00
Ludovic MarieandClaude Sonnet 5.5 dbe28edc9b Merge origin/main: use #501's staging belt, keep only the animation cache change
Drop this branch's own staging buffer (gfx/uploads.rs); the sprite uploads
go through the StagingBelt from #501. What stays is the animation mip-chain
cache holding every vanilla frame, with tests.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-16 16:40:11 +02:00
Ludovic MarieandClaude Opus 5.5 baaa5e7374 Per-frame uploads through the staging belt; skip unchanged lightmaps
Renderer::render's buffer writes (globals, section origins and draws,
entity, cloud, celestial, border, debug-line and screen-effect vertices)
and the HUD's vertices now go through the frame's staging belt instead of
one Queue::write_buffer staging buffer each. The lightmap is uploaded only
when its pixels change instead of every frame.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 16:39:01 +02:00
Ludovic Marie e4b336fe6d Merge pull request #501 from ludovic111/perf/animated-sprite-uploads
Upload animated sprites through a reused staging belt
2026-10-16 16:31:11 +02:00
Ludovic MarieandClaude Opus 5.5 1e1c3b79e5 Stop animated textures from slowing every tick's frame
Every frame that crossed a tick re-uploaded the animated block sprites, and
that took about 1.8 ms on an M4 Pro (more than the world tick itself):

- The mip-chain cache held 8 MiB, which fits 256 of the 594 vanilla
  animation frames (64-pixel layers, chains stored with spare capacity), so
  the other 338 frames had their resize and mip chain rebuilt on the render
  thread whenever their animation reached them. The budget is now 32 MiB and
  chains are allocated at their exact size: all 594 frames fit in 13 MB.
- Each changed sprite mip level went through its own Queue::write_texture,
  which allocates and frees a GPU staging buffer per call (a few hundred a
  tick). They are now packed into one reused buffer, written once, and
  copied with one submission per tick.

The texels are unchanged: a GPU test compares the batched copies with
write_texture over several flushes, and the existing cache tests compare
cached and generated chains.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 16:09:21 +02:00
Ludovic MarieandClaude Opus 5.5 9e73a8417f Upload animated sprites through a reused staging belt
Queue::write_texture creates a new staging buffer for every call, a kernel
call each on Metal. Animated sprites write every changed frame's mip
levels once per tick, so tick frames spent about 1.3 ms in buffer creation.
The copies now go through one wgpu StagingBelt recorded into the frame's
encoder; a GPU readback test checks they write the same texels as
write_texture on every mip level.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 15:42:57 +02:00
Ludovic Marie 65e0ec9f97 Merge pull request #493 from ludovic111/docs/drop-sprint-known-issue
Release notes: drop the sprint-jumping known issue
2026-10-16 15:30:43 +02:00
Ludovic Marie 93ce080d71 Merge pull request #492 from rdbtCVS/patch-1
Add missing gitignore files
2026-10-16 14:31:22 +02:00
Ludovic MarieandClaude Opus 5.5 81243f7897 Release notes: drop the sprint-jumping known issue
Nobody could reproduce it, and no issue tracks it, yet every release since
2026-10-14 repeated it. Players noticed (rdbt on Discord).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 14:29:46 +02:00
rdbt 5c7fa1c575 Add missing gitignore files 2026-10-16 13:07:23 +01:00
Ludovic Marie 8953448987 Merge pull request #485 from LookImEcho-Rick/codex/issue-480-cloud-cpu
Reuse cloud geometry and GPU buffers between frames
2026-10-16 14:06:00 +02:00
LookImEcho-Rick 45397e4b30 Merge main and reconcile cloud caching with see-through text 2026-10-16 06:25:15 -05:00
Ludovic Marie b8f1011cb1 Merge pull request #474 from ludovic111/fix/lan-name-tags-through-walls
Name tags show through walls
2026-10-16 13:03:23 +02:00
Ludovic Marie 9c87672a0c Merge pull request #473 from ludovic111/fix/lan-trial-guests
LAN: trial spawners and vaults see the guests
2026-10-16 13:03:15 +02:00
Ludovic Marie b523567d1e Merge pull request #472 from ludovic111/fix/lan-guest-chat
LAN guest: command feedback names the guest and shows its numbers
2026-10-16 13:03:08 +02:00
Ludovic Marie 330c3ef07e Merge pull request #471 from ludovic111/fix/lan-guest-containers
LAN guest: their own ender chest, and double chests as 9x6
2026-10-16 13:03:01 +02:00
Ludovic Marie b1a3adff81 Merge pull request #470 from ludovic111/fix/lan-pvp
LAN: PvP between the host and guests
2026-10-16 13:02:54 +02:00
Ludovic Marie 018c5e43e3 Merge pull request #467 from ludovic111/fix/lan-guest-environment
LAN guest: hurt by lava, fire, drowning, suffocation and the void; hungry from moving
2026-10-16 13:02:47 +02:00
Ludovic Marie 7cfc19305a Merge pull request #466 from ludovic111/fix/lan-mobs-target-guests
LAN: mobs target and attack guests
2026-10-16 13:02:41 +02:00
Ludovic Marie 6ff898ec29 Merge pull request #481 from ludovic111/fix/block-entity-data-tooltips
Item tooltips for container contents, spawner data and op-only data
2026-10-16 12:45:14 +02:00
LookImEcho-Rick 56fec974ee Reuse cloud geometry and GPU buffers between frames 2026-10-16 05:45:09 -05:00
Ludovic Marie f5c91eded1 Merge pull request #479 from ludovic111/fix/pick-block-data
Ctrl + Pick Block copies the block entity's data in creative
2026-10-16 12:45:09 +02:00
Ludovic Marie 8da9c8c4c6 Merge pull request #483 from ludovic111/fix/world-options-game-rules
World Options: Edit Game Rules (InWorldGameRulesScreen)
2026-10-16 12:42:04 +02:00
Ludovic Marie 04bdf82ac9 Merge pull request #482 from ludovic111/fix/world-options-buttons
World Options: difficulty lock with its confirmation, and Restrictions
2026-10-16 12:42:00 +02:00
Ludovic Marie e8757cd75c Merge pull request #478 from ludovic111/fix/consent-buttons-reachable
Launcher consent: Send nothing / Save choices always on screen
2026-10-16 12:41:56 +02:00
Ludovic Marie 9bbe5c4fd3 Merge pull request #476 from ludovic111/fix/debug-crosshair-no-bob
F3 debug crosshair: no view bob, drawn after the hand like vanilla
2026-10-16 12:41:53 +02:00
Ludovic MarieandClaude Opus 5.5 a950a046ae World Options: Edit Game Rules (InWorldGameRulesScreen)
The rules by category under a search box, a switch or number box each,
with vanilla's tooltip, number validation (Brigadier readInt and the
rule's range, red text, Done held) and ConfirmScreen before discarding.
Done sets the changed rules and tells the player, as handleSetGameRule
does. The button follows the commands the player has, as updateButton.

The control socket's `type` now reaches World Options' boxes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 11:50:00 +02:00
Ludovic MarieandClaude Opus 5.5 e27e556ab2 World Options: the difficulty lock (with its question) and Restrictions
The Lock button toggles the wanted lock; Apply with a new lock asks first
(PopupScreen "Lock World Difficulty"), Yes locks the level's difficulty
(difficulty_settings.locked, now read and written), No returns to the
options. Restrictions opens RestrictionsScreen: the chat restriction the
Chat option makes, with its way to Chat Settings, and the four chat
permissions. A locked or hardcore level keeps both the difficulty and the
lock inactive, and LAN guests are told about the lock.

Part of #464

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 11:15:43 +02:00
Ludovic MarieandClaude Opus 5.5 ac4ed86925 Item tooltips for container contents, spawner data and op-only data
ItemContainerContents.addToTooltip: an item with a container (a shulker box,
or a chest Ctrl + Pick Block copied) lists its first five stacks as
"count x name" and how many more there are. Spawner.appendHoverText: a
spawner or trial spawner item names the entity its block_entity_data spawns,
else how to set one. ItemStack.OP_NBT_WARNING: for a player with game master
permission, an item carrying data of an op-only block entity type (command
blocks, lecterns, signs, spawners) warns that it might run commands.

The item argument now refuses block_entity_data without an id or with an
unknown block entity type, with vanilla's TypedEntityData messages.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 11:09:03 +02:00
Ludovic MarieandClaude Opus 5.5 91360e2f29 tools/lan_e2e.py: walls runs next to nametags, before the world fills up
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 11:08:31 +02:00
Ludovic MarieandClaude Opus 5.5 ee088c0022 tools/lan_e2e.py: walls sees a dead guest by its death screen too
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 11:05:39 +02:00
Ludovic Marie 4224687e54 Merge pull request #477 from ludovic111/fix/ctl-wait-keeps-held-keys
Keep held keys held through wait on the control socket
2026-10-16 11:02:24 +02:00
Ludovic MarieandClaude Opus 5.5 a8b6eea474 tools/lan_e2e.py: walls puts the wall halfway between the players
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 11:02:21 +02:00
Ludovic MarieandClaude Opus 5.5 bd42496af0 Ctrl + Pick Block copies the block entity's data in creative
ServerGamePacketListenerImpl.addBlockDataToItem: with Ctrl held in creative,
Pick Block gives the block's item the block entity's data. What each type
turns into item components (removeComponentsFromTag and
collectImplicitComponents: container, custom_name, lock, container_loot,
sign text, waxed, bees, banner patterns, pot decorations, skull profile)
leaves its NBT; the rest becomes minecraft:block_entity_data, tagged with
the type's id. Placing the item does the reverse
(BlockItem.updateCustomBlockEntityTag, op-only types only for a game
master, then applyComponentsFromItemStack), for every block entity type,
which also fills placed chests, barrels, hoppers and the like from their
container component, as vanilla does, where only shulker boxes were.

The client sends includeData on Ctrl in multiplayer, a picked banner keeps
its patterns without Ctrl (AbstractBannerBlock.getCloneItemStack), a picked
beehive carries its honey level, a placed command block with data keeps its
own auto and output tracking, and a placed waxed sign opens no editor.

tools/test_pick_block_data_parity.py compares both directions with vanilla's
own block entities: 148/148 cases.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 10:59:56 +02:00
Ludovic MarieandClaude Opus 5.5 4410064c58 tools/lan_e2e.py: walls brings a dead guest back first
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 10:58:27 +02:00
Ludovic MarieandClaude Opus 5.5 7e1e5eb7a0 tools/lan_e2e.py: trials puts the host back where it stood
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 10:58:09 +02:00
Ludovic MarieandClaude Opus 5.5 3e6052ac92 control: keys reach a server's chat input
The control socket's key command went straight to key_pressed, so Escape
paused the game instead of closing the chat a server connection opens
(remote_chat_key handles the real keyboard).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 10:58:09 +02:00
Ludovic MarieandClaude Opus 5.5 bc0cd9cc84 LAN guest: a use packet uses the item alone
ServerGamePacketListenerImpl.handleUseItem takes the client's rotation and
uses the held item, nothing else. The host ran the whole right click, with
the block the guest had looked at before: a guest that turned from an
ender chest to a double chest could get the ender chest opened again.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 10:58:09 +02:00
Ludovic MarieandClaude Opus 5.5 a8579b4df8 lan status shows whether each guest crouches; walls sets up its own scene
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 10:58:09 +02:00
Ludovic MarieandClaude Opus 5.5 2a33f2c500 tools/lan_e2e.py: trials clears the air between its blocks
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 10:58:09 +02:00
Ludovic MarieandClaude Opus 5.5 984a06e582 tools/lan_e2e.py: feedback expects the rounded position and closes the chat
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 10:58:09 +02:00
Ludovic MarieandClaude Opus 5.5 487d76c0ae gfx: the batch test covers see-through text
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 10:58:09 +02:00
Ludovic MarieandClaude Opus 5.5 74fafdd787 LAN: trial spawners and vaults see the guests
PlayerDetector reads level.getPlayers(): the guests count for a trial
spawner's detection and a vault's connected players, and a key a guest
inserts rewards the guest's UUID.

Part of #462

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 10:58:09 +02:00
Ludovic MarieandClaude Opus 5.5 11130e6ef7 LAN guest: command feedback names the guest and shows its numbers
Feedback about the player (target_name) names the guest a command runs
for. A client reading a server's chat now unwraps NbtOps' {"": value}
wrapper of any bare value, not only strings, so translation arguments that
are numbers show ("Replaced 1 slot(s)", the coordinates). horizon-ctl
messages reads a server's chat too.

Part of #435

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 10:58:09 +02:00
Ludovic MarieandClaude Opus 5.5 3f7fba836e Name tags show through walls
SubmitNodeCollection.submitNameTag: a name that is not discrete is drawn
in full over the world and, faded on its background, again with
RenderPipelines.TEXT_SEE_THROUGH (no depth test) after the rest of the
world; a discrete one (a crouching player) only once, faded, on its
background. The background is ARGB.color(0.25, black): alpha 0x3F.

Part of #435

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 10:58:09 +02:00
Ludovic MarieandClaude Opus 5.5 ce49480b3e Launcher consent: the answers stay at the card's foot, its body scrolls
With "View what would be sent" open in a short window, "Send nothing" and
"Save choices" sat below the overlay's scroll range. The card now fits the
window (max height 100%): its body scrolls, and the answers row stays pinned
at its foot.

Fixes #460

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 10:57:53 +02:00
Ludovic MarieandClaude Sonnet 5.5 fc59063ada Keep held keys held through wait on the control socket
`wait` ended with release_agent_keys like every other task, so
`key w down` + `wait 40` + `wait 20` walked for the first wait only.
A wait holds nothing: it leaves keys and buttons alone. They stay held
until `key ... up`, `release` or `stop`. Documented in horizon-ctl's
key/wait help (and so the MCP tools) and docs/agent-control.md.

Fixes #469

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-16 10:56:48 +02:00
Ludovic MarieandClaude Opus 5.5 23a54d4a22 F3 debug crosshair: drawn at the hand's projection, without the view bob
GameRenderer.render3dHud draws DebugCrosshairRenderer after the hand and
the screen effects, with the hudFov projection, no bob and FogMode.NONE.
Horizon drew it among the world's on-top gizmos, so the axes bobbed with
View Bobbing.

Fixes #475

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 10:38:20 +02:00
Ludovic MarieandClaude Opus 5.5 257b5e9f2d tools/lan_e2e.py: containers waits for the server's menu before reading or taking
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 10:36:31 +02:00
Ludovic MarieandClaude Opus 5.5 64f7ecd367 tools/lan_e2e.py: containers takes its chests away
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 10:27:11 +02:00
Ludovic MarieandClaude Opus 5.5 36d7f02802 LAN: PvP between the host and guests
Player.attack on a player: the host hits the guest on its crosshair, a guest
hits the host or another guest. The hit is worked out as the attacker
(Game::melee_damage, shared with attacking mobs) and lands on the victim as a
player_attack (blocking, armour, knockback to the guest's client), when the
pvp game rule allows it (ServerPlayer.canHarmPlayer).

Part of #435

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 10:19:00 +02:00
Ludovic MarieandClaude Opus 5.5 2e1212346f tools/lan_e2e.py: hazards counts the food spent from full health
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 10:19:00 +02:00
Ludovic MarieandClaude Opus 5.5 e289980c1e LAN guest: their own ender chest, and double chests as 9x6
The hub's container menus now say where their slots live (lan::menu::Slots):
one block entity, both halves of a double chest (CompoundContainer, the right
half first) or the guest's own ender inventory (PlayerEnderChestContainer,
saved as EnderItems). The host's ender inventory stays the host's while a
guest acts. A Horizon client shows a server's chest-like menu with the rows
and title the server sent, and keeps its slots off a block that holds no such
container.

Part of #435

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 10:19:00 +02:00
Ludovic Marie 90644915c5 Merge pull request #455 from ludovic111/fix/command-blocks
Command blocks: placing, the edit screen, and running commands
2026-10-16 10:12:07 +02:00
Ludovic Marie 7b53b06aca Merge pull request #448 from ludovic111/fix/drop-swing
Dropping from a menu swings the hand
2026-10-16 10:12:02 +02:00
Ludovic Marie 53fcf14850 Merge pull request #447 from ludovic111/fix/drop-key-repeat
Holding the drop key keeps dropping, in game and in menus
2026-10-16 10:11:58 +02:00
Ludovic Marie 84999e0762 Merge pull request #446 from ludovic111/fix/wayland-uncapped-windowed
Wayland: VSync off draws uncapped in a window
2026-10-16 10:11:54 +02:00
Ludovic Marie 3c81a89d1e Merge pull request #463 from ludovic111/fix/mod-commands-in-chat
Mod commands: coloured and Tab-completed in the chat like vanilla's (#456)
2026-10-16 09:50:12 +02:00
Ludovic Marie d993c36e02 Merge pull request #465 from LookImEcho-Rick/codex/fix-happy-ghast-riding
Fix Happy Ghast riding controls and standing after dismount
2026-10-16 09:19:43 +02:00
Ludovic Marie 9311cd5cd3 Merge pull request #468 from ludovic111/fix/parity-free-ports
[tools] parity harnesses: free ports instead of fixed ones
2026-10-16 09:16:45 +02:00
Ludovic MarieandClaude Opus 5.5 600bae5703 LAN guest: hurt by lava, fire, drowning, suffocation and the void; hungry from moving
The host now runs the rest of the server's body tick for each guest:
LivingEntity.baseTick's drowning and lava, fire blocks, suffocation
(isInWall) and the void (checkBelowWorld, 4 a tick, creative too), and per
move handleMovePlayer's jump (ServerPlayer.jumpFromGround's exhaustion) and
checkMovementStatistics (sprinting, swimming). The first move of a tick now
starts from the ground state before it, so take-offs are seen. Hurt sounds
are heard at the guest; lan status lists each guest's health and food.

Part of #435

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 09:13:43 +02:00
Ludovic MarieandClaude Opus 5.5 327aa5af6e tools/lan_e2e.py: a world with commands, so the guest's commands run again
Since #372 a guest's commands need the world's Allow Commands as well as
the LAN's; the test's survival world had none, so every guest command (tp,
gamemode, setblock) was refused and the checks built on them failed.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 08:59:53 +02:00
Ludovic MarieandClaude Opus 5.5 dac18e8350 LAN: mobs target and attack guests
Each mob sees the nearest player (host or guest), as Level.getNearestPlayer
gives it, and keeps a guest it targets or that hurt it in the last 100 ticks.
Its hits, pushes, fire and launches on that player run with the guest swapped
in; mobs' projectiles hit guests too, and knockback reaches the guest's client
(SetEntityMotion on its own entity).

Part of #435

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 08:44:07 +02:00
Ludovic MarieandClaude Sonnet 5.5 e27efc16ba [tools] parity harnesses: free ports instead of fixed ones
vanilla_world_check.py (used by the light harness) defaulted to port 25671, so two parity runs on one machine failed with 'FAILED TO BIND TO PORT'. It now picks a free port unless --port is given. The save round trip, datafix and upgrade_world tools derived their port from the pid or a random number; they ask the OS for a free one like test_dedicated_server_parity does.

Fixes #461

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-16 08:38:03 +02:00
LookImEcho-Rick 924698e506 Support standing and walking on happy ghasts 2026-10-16 01:10:46 -05:00
LookImEcho-Rick 705fab9bed Fix happy ghast rider collisions and turning 2026-10-16 01:10:19 -05:00
Ludovic Marie 7e8dd577ac Merge pull request #454 from ludovic111/fix/title-toast-slide
World backup toast slides in and out with its sounds (#384)
2026-10-16 07:37:05 +02:00
Ludovic Marie a75c3a315f Merge pull request #453 from ludovic111/fix/slider-smooth-drag
Classic sliders follow the pointer and snap on release (#385)
2026-10-16 07:37:01 +02:00
Ludovic Marie 932c7bfc17 Merge pull request #452 from ludovic111/fix/classic-text-fields
World screens' text fields: move the cursor, select, click and drag
2026-10-16 07:36:56 +02:00
Ludovic Marie d0fa05b3e7 Merge pull request #451 from ludovic111/fix/level-loading-screen
Level loading screen like vanilla: panorama, chunk map and progress bar
2026-10-16 07:36:52 +02:00
Ludovic Marie 592ac6966b Merge pull request #450 from ludovic111/fix/world-options-layout
World Options: vanilla layout, headings, port box, lock and footer
2026-10-16 07:36:47 +02:00
Ludovic Marie 3e19e0d4dd Merge pull request #449 from ludovic111/fix/pause-icon-buttons
Pause menu: icons centred and in full colour like vanilla
2026-10-16 07:36:43 +02:00
Ludovic Marie 6a0d4284d0 Merge pull request #445 from ludovic111/fix/world-list-join-icon
World list: hovered rows show the join arrow, clicking the icon joins
2026-10-16 07:36:39 +02:00
Ludovic MarieandClaude Opus 5.5 d9deabd54e Command blocks: placing, the edit screen, and running commands
A creative player with game master commands (Player.canUseGameMasterBlocks)
places command, chain and repeating command blocks and opens
CommandBlockEditScreen on them: the command, its previous output with the
O/X tracking toggle, Impulse/Chain/Repeat, Conditional and Needs
Redstone/Always Active, applied as handleSetCommandBlock does.

The block entity (CommandBlockEntity with BaseCommandBlock) saves and
loads its vanilla fields. CommandBlock.tick runs impulse blocks on a
rising signal, repeating blocks every tick while powered or always
active, and the chain in front (executeChain), honouring conditional
blocks, command_blocks_work and max_command_sequence_length. Commands
run through the command system as the block (position, facing, game
master level); their feedback becomes the block's last output and the
[@: ...] broadcast under command_block_output. Comparators read the
success count.

Fixes #444

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 07:07:47 +02:00
Ludovic MarieandClaude Opus 5.5 3cfb7b8053 Mods' commands in the chat's command tree (#456)
A mod's commands ran but the chat box parsed against vanilla's tree only,
so `/coords` showed red as unknown and never completed. The game now keeps
the chat's tree as vanilla's plus a literal per running mod's command (every
permission level, optional greedy `args`), rebuilt when mods start, reload
or stop.

Fixes #456

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 06:48:56 +02:00
Ludovic Marie f188dfeb45 Merge pull request #439 from ludovic111/feat/ominous-trials
Trial spawners: become ominous, Trial Omen and ominous item spawners
2026-10-16 06:42:37 +02:00
Ludovic Marie 45404c4507 Merge pull request #433 from ludovic111/feat/trial-pots
Give trial chamber pots their loot, sherds and insertion
2026-10-16 06:42:32 +02:00
Ludovic Marie d7c7c56e05 Merge pull request #422 from ludovic111/feat/trial-visuals
Show trial spawner and vault visuals
2026-10-16 06:42:27 +02:00
Ludovic Marie d1c753e085 Merge pull request #417 from ludovic111/feat/vault-game
Vaults in the game: ticking, keys, rewards and the display item
2026-10-16 06:42:22 +02:00
Ludovic Marie 9126df5ac5 Merge pull request #410 from ludovic111/feat/vault-logic
Vaults: server logic and a parity harness
2026-10-16 06:42:17 +02:00
Ludovic Marie d3b9441833 Merge pull request #457 from LookImEcho-Rick/fix/launcher-data-preview-scroll
Fix launcher data preview scroll isolation
2026-10-16 06:40:49 +02:00
Ludovic Marie e6a2d72467 Merge pull request #459 from LookImEcho-Rick/codex/chat-arrow-history
Keep chat arrow keys from turning the camera
2026-10-16 06:40:45 +02:00
Ludovic MarieandClaude Opus 5.5 3c57aba6c9 Classic sliders follow the pointer and snap on release
Vanilla's AbstractSliderButton keeps its own position while held and
only snaps to the option's stepped value in resetValue (on release, or
600 ms after the last change for sliders that apply late).

Fixes #385

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 06:18:28 +02:00
Ludovic Marie 9b9b23bf3a Merge pull request #436 from ludovic111/feat/shaderpack-client
horizon-client: run a Java pack's full-screen passes over the world
2026-10-16 05:31:32 +02:00
Ludovic Marie 953cdc947f Merge pull request #418 from ludovic111/feat/shaderpack-passes
horizon-shaderpack: plan a Java pack's full-screen passes like Iris
2026-10-16 05:31:28 +02:00
Ludovic Marie 4de37ac0e4 Merge pull request #415 from ludovic111/feat/shaderpack-properties
horizon-shaderpack: read shaders.properties like Iris
2026-10-16 05:31:23 +02:00
Ludovic Marie 1bf51d786f Merge pull request #413 from ludovic111/feat/shaderpack-translate
Java shader packs (2): translate programs to WGSL (syntax-tree legaliser + naga)
2026-10-16 05:31:19 +02:00
Ludovic Marie 64a82acdab Merge pull request #405 from ludovic111/feat/shaderpack-preprocess
Java shader packs (1): horizon-shaderpack crate, Iris's preprocessor and options
2026-10-16 05:31:14 +02:00
LookImEcho-Rick f2bbd6e3dc Keep arrow-key camera controls out of chat and menus 2026-10-15 22:23:25 -05:00
Ludovic MarieandClaude Opus 5.5 63453086b6 Trial spawners: become ominous, Trial Omen and ominous item spawners
A player seen with Bad Omen or Trial Omen turns a trial spawner ominous
(tryDetectPlayers' ominous branch): Bad Omen becomes Trial Omen, level
events 3020, the spawner's mobs vanish (3012) and the ominous config
starts over. While active, an ominous spawner drops an ominous item
spawner over a player or one of its mobs every 160 ticks
(spawnOminousOminousItemSpawner, getDispensingItems seeded per 30x20x30
cell); it floats, grows and turns for 60 to 120 ticks, then the item
falls or is fired down (OminousItemSpawner).

Zombies, piglins and zoglins read IsBaby from their tag, so the baby
zombie trial spawners spawn babies, and zombies save it.

The trial spawner harness covers the ominous branch, Trial Omen, the
discarded mobs and the item spawners' items, positions and delays.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 05:04:30 +02:00
Ludovic MarieandClaude Opus 5.5 c4f915c9d1 Give trial chamber pots their loot, sherds and insertion
Generated chunks now keep the block entities Horizon does not model
(decorated pots, brushable blocks) as placed, like a loaded chunk's, so a
trial chamber pot keeps its loot table and sherds. The loot table is
rolled into the pot's item the first time it is read
(RandomizableContainer.unpackLootTable: the seed, else the table's random
sequence, else the level random), so breaking the pot drops it. Pots
render their sherds from the saved block entity, and DecoratedPotBlock's
useItemOn / useWithoutItem insert items (wobble, sounds, dust plume,
game event) or wobble and refuse.

Part of #223.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 05:04:06 +02:00
Ludovic MarieandClaude Opus 5.5 ed5427197f Show trial spawner and vault visuals
LevelEventHandler 3011-3021 (spawn, detect, eject, ominous and item spawner
particles and sounds, vault activation and deactivation), the trial
spawner's client tick (state particles, the spinning display mob, the
ambient sound) and the vault's client tick (idle smoke and flames, the
connection particles towards the player, the ambient sound).

Part of #223.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 05:03:47 +02:00
Ludovic MarieandClaude Opus 5.5 3ac3efe749 Save round-trip: a vault's next state update moves with the clock
Vaults tick in the game now, and an idle one pushes
state_updating_resumes_at to gameTime + 20 on every update, so Horizon,
which saves later than vanilla, stores a later value. Stage 3 already
treats it as volatile.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 05:03:38 +02:00
Ludovic MarieandClaude Opus 5.5 2c07b5e621 Wire vaults into the game
Vaults are block entities now (loaded from saves and structure templates,
so trial chambers keep their ominous configs) and tick every game tick:
their state changes, sounds, level events and ejected rewards reach the
world, keys go in through VaultBlock.useItemOn before the item's own use,
and VaultRenderer draws the display item spinning inside the cage.

Part of #223.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 05:03:38 +02:00
Ludovic MarieandClaude Opus 5.5 2567a4a41a Add the vault's server logic with a parity harness
vault::Vault is VaultBlockEntity with its config, server and shared data:
load and save, Server.tick (display item cycling, VaultState.tickAndGetNext,
ejection, transitions with their sounds and level events) and
VaultBlock.useItemOn / tryInsertKey (keys, rewarded players, fail sounds,
the reward roll with its random sequence).

tools/test_vault_parity.py runs 3,000 cases against vanilla through a new
mode=vault of the natural spawn oracle and fixture.

Part of #223.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 05:03:28 +02:00
LookImEcho-Rick d5fbe2b7d6 Fix launcher data preview scroll isolation 2026-10-15 22:02:18 -05:00
Ludovic Marie 9044ae30c9 Merge pull request #423 from ludovic111/fix/server-list-dialogs
Server list: confirm before deleting, vanilla Direct Connection layout
2026-10-16 03:51:54 +02:00
Ludovic Marie c72a5643a4 Merge remote-tracking branch 'origin/main' into fix/server-list-dialogs
# Conflicts:
#	crates/horizon-client/src/multiplayer.rs
2026-10-16 03:46:14 +02:00
Ludovic Marie 3315138536 Merge pull request #421 from ludovic111/fix/server-list-entries
Server list rows: favicons, styled MOTDs, player count colours, icon arrows
2026-10-16 03:46:02 +02:00
Ludovic Marie f8c22f4e72 Merge pull request #416 from ludovic111/fix/f3-crosshair
F3 shows vanilla's debug crosshair (world axes)
2026-10-16 03:45:58 +02:00
Ludovic Marie 128111ff27 Merge pull request #414 from ludovic111/fix/f3-on-top
F3 overlay like vanilla: on top of menus, debug GUI scale, default entries
2026-10-16 03:45:54 +02:00
Ludovic Marie 09e01f066f Merge pull request #409 from ludovic111/fix/graphics-preset-distances
Graphics presets set render and simulation distance like vanilla
2026-10-16 03:45:51 +02:00
Ludovic Marie fb5a307903 Merge pull request #407 from ludovic111/fix/allow-commands
Commands follow the world's Allow Commands
2026-10-16 03:45:47 +02:00
Ludovic Marie 7cad2d7284 Merge pull request #406 from ludovic111/fix/world-reopen-entities
Reopening a world no longer duplicates its entities
2026-10-16 03:45:43 +02:00
Ludovic MarieandClaude Opus 5.5 c163fbff83 The world backup toast slides in and out with its sounds
EditWorldScreen's SystemToast goes through vanilla's ToastManager: it
slides in from the right over 600 ms (squared), shows for 5 s times the
notification display time, slides out, and plays ui.toast.in / out. The
in-game toasts' slide moves to a shared toasts module for it.

Fixes #384

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 03:32:21 +02:00
Ludovic MarieandClaude Opus 5.5 608507699c Classic world fields edit at a cursor: arrows, Home/End, Delete, clicks and drags
The world list's search, Edit World's name and Create New World's name and
seed kept only their String and appended to it. They now edit through an
EditBox (ui::Caret keeps the focused field's cursor, selection and scroll
between frames): EditBox.keyPressed's moves and deletions (Ctrl by word,
Shift to select), Ctrl+A/C/V/X on the selection, onClick placing the
cursor under the pointer (Shift extends, a double click within 250 ms
selects the word) and onDrag selecting.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 03:05:46 +02:00
Ludovic MarieandClaude Opus 5.5 03fe857ec2 Dropping from a menu swings the hand
LivingEntity.drop swings the main hand for every drop, so throwing a
slot's item with Q over the inventory, a container or a creative tab
plays the swing (the inventory's player model shows it). Horizon only
swung for the drop key in game; Player.drop's port now swings itself.

Fixes #442

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 03:05:26 +02:00
Ludovic MarieandClaude Opus 5.5 5373998ee0 Level loading screen like vanilla: panorama, chunk map and progress bar
LevelLoadingScreen while the player waits for its chunks: the title's
panorama, blur and menu background when a world opens (Reason.OTHER),
the nether portal sprite after a nether portal, Loading terrain... above
the 17x17 chunk status map (ChunkLoadStatusView, radius 8, COLORS) and
the 200x2 progress bar easing towards LevelLoadProgressTracker's value.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 03:05:21 +02:00
Ludovic MarieandClaude Opus 5.5 93ea338bfd Holding the drop key keeps dropping, in game and in menus
KeyboardHandler.keyPress sends a key repeat (InputConstants.REPEAT) to
Screen.keyPressed and KeyMapping.click like a press, so holding key.drop
keeps throwing the held item, the hovered slot's item in a menu, and
the hovered item of a creative tab. Horizon dropped every repeat; the
drop key's now reach key_pressed. horizon-ctl `key KEY repeat` sends
one auto-repeat, for scripted checks.

Fixes #443

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 02:57:59 +02:00
Ludovic MarieandClaude Opus 5.5 98321f5d8d World Options: tests of the layout and active states
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 02:52:47 +02:00
Ludovic MarieandClaude Opus 5.5 9f7c1c3ce5 World Options: vanilla layout, headings, port box, lock, game rules and restrictions
WorldOptionsScreen in a HeaderAndFooterLayout: the title in the 33 pixel
header, the content in a ScrollableLayout over the in-world list
background between the separators, the footer buttons at h - 27.
Bold underlined category headings (FocusableTextWidget), the difficulty
button 130 wide beside its lock, Edit Game Rules... and Restrictions...,
the port EditBox always shown with its hint and error colour, and the
buttons' active states from updateButton and the update*Button methods.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 02:46:19 +02:00
Ludovic MarieandClaude Opus 5.5 a8e0dead35 Wayland: VSync off draws uncapped in a window
pre_present_notify ties winit's RedrawRequested to the compositor's
frame callbacks on Wayland, one per refresh, so a window drew at the
monitor's rate whatever the present mode. Only Fifo (VSync) asks for
that pacing now; Mailbox and Immediate draw as fast as the frame limit
allows, like vanilla's GLFW window.

Fixes #441

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 02:42:22 +02:00
Ludovic MarieandClaude Opus 5.5 8ca9cda5f6 Pause menu: icon sprites centred and untinted like SpriteIconButton
CenteredIcon draws its 15x15 sprite at x + 20/2 - 15/2 = x + 3 (integer
division), y + 3, with the widget's alpha only: Horizon drew it at +2
and tinted it grey.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 02:26:36 +02:00
Ludovic MarieandClaude Opus 5.5 9cec0dfb45 World list: hovered rows show vanilla's join arrow, a click on the icon joins
WorldListEntry.extractContent dims a hovered row's icon (0xA0909090) and
draws world_list/join over it, join_highlighted under the pointer;
mouseClicked joins the world when the click lands on the icon.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 02:25:54 +02:00
Ludovic Marie d333780478 Merge pull request #420 from ludovic111/contrib/cull-leaves-387
Optional leaf and entity culling (Online5277's #387, rebased)
2026-10-16 02:13:02 +02:00
Ludovic MarieandClaude Opus 5.5 964280aa00 Guests on a dedicated server keep their ops-based commands
Allow Commands is the integrated server's setting; a dedicated server's
guests run what their permission level allows (dedicated_server parity).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 01:18:08 +02:00
Ludovic Marie 457a5d7ce2 Merge pull request #440 from ludovic111/feat/launcher-owner-download
Launcher: download Minecraft from Mojang for a signed-in owner
2026-10-16 00:53:49 +02:00
Ludovic Marie 310a3fb73b Merge pull request #438 from ludovic111/feat/launcher-other-launchers
Launcher: prepare from Prism, MultiMC, Modrinth App, ATLauncher or GDLauncher
2026-10-16 00:53:37 +02:00
Ludovic Marie d56c6dfd23 Merge pull request #437 from ludovic111/fix/launcher-missing-files-error
Launcher: when Minecraft isn't found, say where it looked and what to do
2026-10-16 00:53:23 +02:00
Ludovic MarieandClaude Opus 5.5 d30df8ce33 launcher: download Minecraft from Mojang for a signed-in owner
When no folder has the pinned version and the selected Microsoft account
owns Minecraft: Java Edition (the mcstore entitlement, asked again with the
saved token), Prepare downloads it the way other launchers do: the version
JSON from piston-meta by its pinned sha1, the client jar, this system's
libraries (the JSON's os.name rules) and the asset index with its objects
(the sounds), each checked against its sha1, written whole, 8 at a time,
into the data folder's minecraft/ in the official layout. The next
preparations find it there first. An asset that fails is a line in the log;
anything else is an error.

Not signed in, or signed in without the game, the not-found error says so as
its last line. Ownership stays required: there is no other path to the
download, and nothing of Mojang's is part of Horizon.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 00:46:57 +02:00
Ludovic MarieandClaude Opus 5.5 e0b5e25c1a Commands: prune suggestions in the chat only, like the client's tree
Brigadier's getCompletionSuggestions lists every child whatever its
requirement (command_parse compares it at permission 4, 2 and 0); only the
tree the server sends the client is pruned (Commands.sendCommands). The
player's chat now asks client_suggestions, which skips what the player
may not use; guests' ask_server requests keep brigadier's.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 00:42:38 +02:00
Ludovic MarieandClaude Opus 5.5 b2e9fafbe0 launcher: prepare from Prism, MultiMC, Modrinth App, ATLauncher or GDLauncher
The official launcher crashes on some Linux systems (rdbt's Arch), and
Horizon only read its layout. Preparing now finds the pinned version in the
chosen folder (or a folder above it, so an instance folder works), then in
every launcher's default folder on Linux (Flatpak included), macOS and
Windows:

- the official launcher: versions/<v>/<v>.jar
- Prism Launcher, MultiMC: the jar their meta/net.minecraft/<v>.json names
  (a Maven name in libraries/), libraries/com/mojang/minecraft/<v>/...
- the Modrinth App: meta/versions/<v>/<v>.jar, meta/libraries
- ATLauncher, GDLauncher (data/, Next's datastore/):
  libraries/net/minecraft/client/<v>/client-<v>.jar

The client jar is checked against the lock's sha1. horizon-prepare reads the
official layout and pins the version JSON's own sha1, so files found
elsewhere are linked into that layout in the data folder
(linked-minecraft/), with the pinned version JSON from piston-meta (by its
sha1, checked) when the launcher keeps only its own format or a rewrite.
Nothing else is copied or downloaded. Every preparer, old Python ones
included, reads the linked folder as an official one.

When nothing is found, the error lists the chosen folder and every installed
launcher's, with what each lacks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 00:40:31 +02:00
Ludovic Marie 71fc3482ba Merge pull request #404 from Online5277/fix/rail-mipmap-cutout
Preserve native sprite mipmaps in mixed-size texture arrays
2026-10-16 00:37:42 +02:00
Ludovic MarieandClaude Opus 5.5 561efb340e launcher: say which folders were checked when Minecraft is not found
Prepare used to stop with "Minecraft 26.3 is not in <dir>. Play 26.3 once from
the official launcher, or choose another folder." followed by an unrelated log
line ("Checking Java and your Minecraft install"). It now lists every folder it
looked in with what each one lacks (no such folder, no versions/26.3/26.3.json,
no 26.3.jar) and the two ways out, one per line. A missing client jar is caught
here too, instead of later inside horizon-prepare.

Only a preparer process's "Exited with ..." gets the last log line appended;
the launcher's own errors are full sentences.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 00:24:43 +02:00
Ludovic MarieandClaude Opus 5.5 2862f17e86 horizon-client: run a Java pack's full-screen passes over the world
A folder holding shaders/, or a .zip, in shaderpacks/ now loads from the
Shader Packs screen: every planned begin, prepare, deferred, composite
and final pass is translated and drawn each frame over Horizon's world,
with Iris's formats, clears and buffer flips.

The targets keep OpenGL's layout (the translator flips gl_Position and
remaps its depth), the world enters as OpenGL depth, and the pack gets
OpenGL matrices. Textures share four samplers by kind (Metal allows 16
per stage), and isnan/isinf test bits (Metal's fast math folds x != x).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-16 00:22:39 +02:00
Cosmic 23cadd8b65 Keep entity culling description within the UI line limit 2026-10-16 00:12:58 +02:00
Cosmic 6aea14c8a0 Add conservative opt-in entity culling 2026-10-16 00:12:58 +02:00
Cosmic 504a70c062 Add an opt-in Cull Leaves graphics setting 2026-10-16 00:12:45 +02:00
Ludovic Marie 5350f3465b Merge pull request #424 from ludovic111/test/lan-e2e
tools/lan_e2e.py: a LAN host and guest, checked from both sides
2026-10-16 00:10:22 +02:00
Ludovic Marie 99cd0ec0ad Merge pull request #430 from ludovic111/fix/lan-guest-damage
LAN guest: fall damage, regeneration and hunger on the host
2026-10-16 00:10:16 +02:00
Ludovic Marie a42db752d7 Merge pull request #429 from ludovic111/fix/lan-guest-crafting
LAN guest: crafting in the 2x2 grid and at a crafting table
2026-10-16 00:10:10 +02:00
Ludovic Marie de53b7c14e Merge pull request #428 from ludovic111/fix/lan-player-nametags
LAN: name tags over other players, and the host under its own name
2026-10-16 00:09:58 +02:00
Ludovic Marie e2fa721c7a Merge pull request #427 from ludovic111/fix/lan-chest-lids
LAN: chest and shulker box lids open and close for every player
2026-10-16 00:09:53 +02:00
Ludovic Marie 1c91fad962 Merge pull request #426 from ludovic111/fix/lan-player-armour
LAN: every player wears their own armour
2026-10-16 00:09:45 +02:00
Ludovic Marie 824fad45cf Merge pull request #425 from ludovic111/fix/lan-guest-self-model
LAN guest: the guest sees himself (own player model on a server)
2026-10-16 00:09:40 +02:00
Ludovic Marie 5f45cf3830 Merge pull request #431 from ludovic111/fix/release-tag-order
Release train: two-digit same-day counter so GitHub lists releases in order
2026-10-15 23:22:49 +02:00
Ludovic MarieandClaude Opus 5.5 08c4805e10 Release train: pad the same-day counter to two digits
GitHub's releases page sorts a day's tags as text, so v2026.10.15.9 showed
above v2026.10.15.18 (reported by rdbt on Discord). Tags now count .01, .02...
Every reader (release_train.tag_key, the launcher's compare_versions) compares
the parts as integers, so older unpadded tags still order correctly.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 23:17:09 +02:00
Ludovic MarieandClaude Opus 5.5 fc97b78931 Server list: confirm before deleting, vanilla Direct Connection layout
Delete opens JoinMultiplayerScreen's ConfirmScreen (title, wrapped
warning, Delete and Cancel; Escape answers no) and only removes the
server on yes. Direct Connection puts its label at y 100 and the box at
116 like DirectJoinServerScreen, and Add/Edit Server its boxes at 66 and
106 like ManageServerScreen, labels one pixel in.

Fixes #380, #381

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 23:05:32 +02:00
Ludovic MarieandClaude Opus 5.5 37f6481e14 Server list rows: favicons, styled MOTDs, player count colours, icon arrows
OnlineServerEntry draws the server's 64x64 favicon (from servers.dat, then
from each ping, saved back like updateServerList), the description as a
styled component with legacy codes, formatPlayerCount's dark grey with
grey numbers, and on hover the join and move arrows over the icon. The
icon's right half joins, its left quarters move the server up or down.

Fixes #365, #378, #370

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 22:53:15 +02:00
Ludovic MarieandClaude Opus 5.5 e1d9ae1dd7 horizon-shaderpack: plan a Java pack's full-screen passes like Iris
The begin, prepare, deferred, composite and final passes of a program
folder: what each writes (the later of DRAWBUFFERS and RENDERTARGETS),
which side of every ping-ponged colour target it reads (Iris's
BufferFlipper, with flip.* overrides), mipmapped targets, scale.*, and
the targets' formats, clearing and sizes from the consts of every pass
in Iris's order. The preprocessor now keeps the directive comments of
active code, as Iris's does, so a DRAWBUFFERS in an #if'd out branch
doesn't count.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 22:36:18 +02:00
Ludovic MarieandClaude Opus 5.5 38a9f6543f horizon-shaderpack: read shaders.properties like Iris
Java .properties parsing, the two reads Iris makes (the raw file for
screens, sliders and profiles; the preprocessed one, with enabled options
and the environment's macros defined, for everything else), option
screens, profiles and the current one, program.*.enabled through a port
of Iris's BooleanParser, image formats for shadowcomp's writeonly
images, and blend overrides.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 22:36:18 +02:00
Ludovic MarieandClaude Opus 5.5 98ebdcad7b horizon-shaderpack: translate Java shader pack programs to WGSL
The legaliser of docs/shader-packs.md step 1, on a syntax tree (glsl-lang)
instead of the spike's tokens: attribute/varying to located in/out with
matrix and array varyings split, loose uniforms in one std140 block that
extends across a pass, combined samplers split into texture + sampler
bindings (through function parameters, respecting locals that hide them),
compatibility built-ins and Iris's core-profile names declared, legacy
texture and shadow calls, hoisted global initialisers, sized unsized
arrays, isnan/isinf/modf helpers, and dead code after a jump dropped (the
spike's 'naga constructor bug' in BSL was code after discard). naga then
parses, validates and writes WGSL. The programs of one pass share a Link
so locations, bindings and the uniform layout agree.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 22:36:18 +02:00
Ludovic MarieandClaude Opus 5.5 b22583d057 horizon-shaderpack: open Java shader packs and preprocess them like Iris
A new crate for the OptiFine/Iris translation (docs/shader-packs.md, order
step 1, first half): open a pack folder or zip (shaders/ found as Iris finds
it), list its programs per dimension folder, build the #include graph,
discover options per include component (OptionAnnotatedSource rules: boolean
defines referenced by #ifdef, value defines and configurable consts with a
[...] list, conflicting defaults dropped), write the player's values into
the lines, and expand Iris's standard macros with pp-rs, keeping line
numbers so errors name file:line.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 22:36:18 +02:00
Ludovic Marie d28521f765 Merge pull request #362 from ludovic111/feat/dualsense-lights
DualSense lightbar and player LEDs
2026-10-15 22:31:10 +02:00
Ludovic Marie 7d6936e000 Merge pull request #361 from ludovic111/feat/dualsense-vibration
DualSense vibration: shaped pulses, HD haptics on USB (opt-in)
2026-10-15 22:30:54 +02:00
Ludovic Marie 5419ef0ed4 Merge pull request #360 from ludovic111/feat/dualsense-triggers
DualSense adaptive triggers
2026-10-15 22:30:46 +02:00
Ludovic Marie 457fb77ab0 Merge pull request #403 from Online5277/fix/server-ping-tooltip
Show ping tooltips over multiplayer network bars
2026-10-15 22:29:59 +02:00
Ludovic MarieandClaude Opus 5.5 850788d46c F3 shows the debug crosshair's world axes (#375)
The default debug profile enables 3d_crosshair while the overlay is open:
GameRenderer draws DebugCrosshairRenderer's axes one block ahead of the
camera (0.01 x GUI scale long; X red, Y green, Z light blue, 2 px over a
4 px black line) and Hud.extractCrosshair skips the 2D crosshair and its
attack indicator. Hidden with reduced debug info, in third person and
with F1.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 22:24:03 +02:00
Ludovic MarieandClaude Opus 5.5 77127ccfed F3 overlay like vanilla's DebugScreenOverlay (#363, #376, #377)
The overlay is drawn after screens and toasts, so it covers menus, and on
the title and options screens too (Gui.extractRenderState); F1 hides it
only in game. It lays out at the debug GUI scale (debugGuiScale, default
half the largest automatic scale) and shows the default profile's entries
sorted by id, split into vanilla's two columns: fps, version, position,
section position, performance impactors, system specs (CPU, display,
window, GPU, backend) and the integrated server's tick time.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 22:12:56 +02:00
Ludovic Marie 13c4230431 Merge pull request #347 from ludovic111/feat/shader-pack-screen
Shader packs (3/3): pick a pack in Video Settings
2026-10-15 22:07:21 +02:00
Ludovic Marie 99dfeabfa5 Merge pull request #346 from ludovic111/feat/shader-pack-render
Shader packs (2/3): run a pack's composite stages over the world, with hot reload
2026-10-15 22:07:01 +02:00
Ludovic Marie 4a0c639f63 Merge pull request #345 from ludovic111/feat/game-mods
Mods in the game: Options > Mods, hooks and HUD panels, off by default
2026-10-15 22:06:46 +02:00
Ludovic Marie 18b5310b0f Merge pull request #343 from ludovic111/fix/sprite-interpolation
Interpolate animated textures like vanilla (prismarine, magma, stems, lit furnaces)
2026-10-15 22:06:39 +02:00
Ludovic MarieandClaude Opus 5.5 5a0ad89207 Graphics presets set the distances like vanilla (#382)
GraphicsPreset.apply also sets render distance (8/16/32), simulation
distance (6/12/12), chunk update priority, smooth lighting and menu blur,
and its cloud range (32/64/128) and Fabulous entity distance (1.25)
differ from what Horizon set. Dragging the classic preset slider only
moved the label: the preset now applies whenever its value changes
(Options.applyGraphicsPreset), in both menu styles.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 22:00:55 +02:00
Ludovic MarieandClaude Opus 5.5 d1495076e6 Commands follow the world's Allow Commands (#372)
The single-player owner was always at permission level 4. Like
IntegratedServer.getProfilePermissions, the owner now gets OWNER (4)
only when the world allows commands, else ALL (0): /gamemode, /give and
friends answer "Unknown or incomplete command" and are not suggested
(the client's tree only holds usable nodes, Commands.sendCommands).
allowCommands is read from level.dat, set by World Options, and worlds
made without the Create New World screen take its default (Creative only).
The server console, the command harness and horizon-ctl `command` keep
the owner's level.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 21:53:24 +02:00
Ludovic Marie b66eea6506 Merge pull request #348 from ludovic111/feat/dualsense-hid
DualSense output over HID: the report, a writer thread, and rumble through it
2026-10-15 21:52:08 +02:00
Ludovic MarieandClaude Opus 5.5 b5a7138489 Reopening a world no longer duplicates its entities (#374)
Save and Quit to Title kept boats, minecarts, armor stands, item frames,
paintings and other non-mob entities in memory. Opening the world again
loaded them from disk a second time and the next save wrote both copies,
so each reopen doubled them until the game crawled. Closing and opening a
world now let go of every entity of the level (MinecraftServer.stopServer
unloads them with the level). tools/test_world_reopen_parity.py reopens a
world three times and checks its minecarts stay the same.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 21:43:25 +02:00
Cosmic 725146c0ca Generate sprite mips before array-only enlargement 2026-10-15 15:41:53 -04:00
Cosmic d675918db9 Show server latency when hovering network bars 2026-10-15 15:30:10 -04:00
Ludovic Marie 0c103a4a97 Merge pull request #402 from Online5277/fix/menu-hotbar-keys
Prevent hotbar selection from changing behind menus
2026-10-15 21:30:02 +02:00
Cosmic 9b4d5d5613 Keep gameplay hotbar selection out of open menus 2026-10-15 15:20:09 -04:00
Ludovic Marie 292873e11a Merge pull request #397 from ludovic111/feat/inventory-sort
Sort buttons for the inventory and chests (extra, off by default)
2026-10-15 21:08:49 +02:00
Ludovic Marie c6aefdb82b Merge pull request #396 from ludovic111/feat/mouse-tweaks
Mouse Tweaks-style inventory controls (extra, off by default)
2026-10-15 21:08:44 +02:00
Ludovic Marie 66dc8ce3a4 Merge pull request #395 from ludovic111/fix/creative-search-select
Clicking a creative search result selects the query
2026-10-15 21:08:36 +02:00
Ludovic Marie 6bf89f912c Merge pull request #393 from ludovic111/fix/quick-craft-highlight
Drag highlight and counts as AbstractContainerScreen draws them
2026-10-15 21:08:28 +02:00
Ludovic Marie 17feed1620 Merge pull request #392 from ludovic111/fix/shift-double-click
Shift + double-click moves every matching stack
2026-10-15 21:08:19 +02:00
Ludovic Marie 32f7356eda Merge pull request #391 from ludovic111/fix/creative-item-tab-clicks
Creative item tabs click as CreativeModeInventoryScreen does
2026-10-15 21:08:12 +02:00
Ludovic Marie 2f23a776f8 Merge pull request #398 from ludovic111/fix/pick-block
Pick Block picks from the inventory in survival
2026-10-15 21:08:03 +02:00
Ludovic Marie bf4fcc3aa9 Merge pull request #394 from ludovic111/fix/text-highlight
Vanilla text selection colours and blinking cursors in the creative search and anvil
2026-10-15 21:07:57 +02:00
Ludovic MarieandClaude Opus 5.5 8e6a129f6b LAN: every player model wears its own armour
The host drew each guest with the host's own armour (player_armor_layers),
and a guest ignored ClientboundSetEquipmentPacket, so it drew the host and
other guests bare-handed and without armour. Player models now carry what
they wear in extra.head..feet: the host fills it from the guest's armour,
the guest from SetEquipment (main and off hand too, for mobs as well), and
both draw HumanoidArmorLayer from it. The host also draws what a guest holds.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 20:57:07 +02:00
Ludovic MarieandClaude Opus 5.5 dd856ec5f6 LAN guest: tick the player's own model on a server, so the guest sees himself
The player model (third person, the inventory's preview) was only ticked by
the single-player tick; on a server it was never created.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 20:57:07 +02:00
Ludovic MarieandClaude Opus 5.5 fd1acd5ed7 tools/lan_e2e.py: a host and a guest on LAN, checked from both sides
Two Horizon games under horizon-ctl, each with its own scratch home: the
host opens a survival world to LAN with commands, the guest joins by
address, and each check (tab, self, armour, nametags, chest, crafting,
damage) is reported on its own with screenshots of both sides.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 20:56:45 +02:00
Ludovic MarieandClaude Opus 5.5 227edf7517 LAN guest: crafting in the inventory grid and at a crafting table
A guest could not craft: the host's inventory menu for guests had no
crafting slots (0-4 were always empty), and a crafting table the guest
used switched the host's own grid to 3x3 and opened nothing for the guest.

The guest's inventory menu (window 0) and a crafting table window
(minecraft:crafting) now run the host's vanilla-checked menu engine
(horizon_client::menu, Kind::Inventory / Kind::Crafting) over the guest's
inventory, kept between clicks so drags work, with the usual click
corrections. The 2x2 grid and its result are real slots of the guest's
inventory menu, so the slot sync carries them. Closing a menu puts its grid
back into the inventory (dropped if full); a guest leaving keeps it too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 20:37:56 +02:00
Ludovic MarieandClaude Opus 5.5 9948ff42aa LAN: other players' name tags, and the host under its own name
No player had a name tag: only mobs with a custom name drew one. The other
players now get theirs on both sides (the guests on the host, the players a
server sends on a client), shown as LivingEntityRenderer.shouldShowName
allows: no custom name or crosshair needed, a crouching player's only within
32 blocks, team visibility and colours by player name, the below-name score.

The host also joined its own LAN world as "Player": the guests' player
list, name tags and chat, the MOTD and the offline UUID now use the host's
profile name, as IntegratedServer does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 20:37:56 +02:00
Ludovic MarieandClaude Opus 5.5 8d6b8b3f03 LAN: a trading screen a guest opens releases the chest it replaces
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 20:37:49 +02:00
Ludovic MarieandClaude Opus 5.5 f601630f05 LAN guest: fall damage, regeneration and hunger on the host
Nothing hurt a guest: the host only set a guest's position from its move
packets, so a fall did nothing, and their body never ticked on the server
(no damage clock, no regeneration, no food tick).

Each tick the host now runs a guest's server-side body like ServerPlayer:
the damage clock and Entity.baseTick's fluid phase, then
ServerPlayer.doCheckFallDamage for every move packet accepted that tick
(the supporting block, the fall distance and the landing, through the same
landing code as the host's own falls, so water resets a fall and lava
halves it), then peaceful regeneration and the food tick.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 20:28:36 +02:00
Ludovic MarieandClaude Opus 5.5 4718fef2ab LAN: chest lids open and close for every player
A chest a guest opened opened on the host only, and never closed: the
host ran the guest's open as its own player's (one opener, a local block
event), nothing was sent to the guests, and the guest's close was not
counted. Chests now count their openers like ContainerOpenersCounter (the
host and each guest; a guest's close, a menu it replaces and its leaving
take it off) and the block event goes to the guests too (shulker boxes as
well). A guest's client handles ClientboundBlockEventPacket and ticks its
block entities (ClientLevel.tickBlockEntities, without the server copy's
bell sound and gateway ticks), so lids move on its screen.

The control socket's block reply gives a chest's or shulker box's lid
openness (lid, 0..1).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 19:53:23 +02:00
Ludovic MarieandClaude Opus 5.5 9e2d46d54e Pick Block picks from the inventory in survival, as vanilla does
In singleplayer the middle button did nothing outside creative, and in
creative it overwrote the selected hotbar slot. It now runs the server's
handlePickItemFromBlock (tryPickItem): a stack of the block's item
already in the hotbar is selected; one in the main inventory is swapped
into getSuitableHotbarSlot (the first empty hotbar slot from the selected
one, else the first unenchanted); only creative adds the item when none
is there, moving what the slot held to a free slot. Servers already got
the packet and do this themselves.

Fixes #367.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 19:44:19 +02:00
Ludovic MarieandClaude Opus 5.5 adef2bdc24 Draw text selections with vanilla's colours and blink the field cursors
GuiGraphicsExtractor.textHighlight paints an inverting white fill, then
adds pure blue (GUI_TEXT_HIGHLIGHT, additive). Horizon only inverted, so
selections lacked the blue: black text on a light box, not blue text.
The anvil's name box skips the inversion (setInvertHighlightedTextColor
false), as in AnvilScreen.

The creative search and anvil name box now draw like EditBox: the cursor
blinks from when the field took the focus (300 ms on, 300 ms off), turns
into a bar once the field is full, and Select All highlights the value.
Sign lines draw their Select All highlight too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 19:44:19 +02:00
Ludovic MarieandClaude Opus 5.5 3761f2a5fb Sort buttons for the inventory and chests, an extra off by default
The Extras page's Inventory section gains "Sort buttons" (sort, off) and
"Sort key" (sortKey, unbound). A small button right of a chest, barrel,
ender chest or shulker box title sorts the container; one right of the
"Inventory" line sorts the main inventory (the hotbar stays). The key
sorts the part under the cursor.

inv_sort::plan merges partial stacks, then orders the stacks by creative
tab order (the search tab's), then name, full stacks first, using only
left PICKUP clicks with an empty hand: the game sends them as ordinary
clicks, so vanilla servers accept them. A unit test replays the plans
through the menu engine on 40 random chests.

The Extras page binds any extra key the way it bound the zoom key
(Item::key_name, Extras::set_key).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 19:44:18 +02:00
Ludovic MarieandClaude Opus 5.5 05a1e10bbe Mouse Tweaks-style inventory controls, an extra off by default
The Extras page gains an Inventory section with "Mouse Tweaks controls"
(mouseTweaks, off) and "Scroll wheel moves items" (mouseTweaksWheel). In
the player inventory and chest-like containers, locally and on servers:

- right-drag holding a stack puts one item in each slot entered, at once;
- left-drag holding a stack gathers the slots of the same item into the
  hand, while vanilla's drag covers one slot (a drag over empty slots
  still splits as vanilla does); with Shift they are quick-moved;
- Shift + left-drag with an empty hand quick-moves every slot entered;
- the wheel over a slot moves one item to the other side (down) or
  brings one back (up).

Every action is ordinary slot clicks: the menu engine's, or ContainerClick
packets for any slot (remote_slot_click, factored out of remote_click).
With the extra off each hook returns at once.

horizon-ctl gains drag-at and scroll-at, which send the window events of
a mouse drag and of wheel steps, to test these and vanilla's drags.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 19:44:18 +02:00
Ludovic MarieandClaude Opus 5.5 3e0793af21 Select the creative search query when a result is clicked
CreativeModeInventoryScreen.slotClicked moves the search box cursor to
the end and sets the highlight to 0 on any click of a display slot, so
the next typed character replaces the whole query. Horizon kept the
query and appended to it.

horizon-ctl's type now edits the creative search as typing does (the
selection and the 50 character limit apply) instead of appending.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 19:44:18 +02:00
Ludovic MarieandClaude Opus 5.5 5efb5ea335 Draw the quick craft drag as AbstractContainerScreen does
While a held stack is dragged over slots, each dragged slot shows the
stack it would get over a white highlight, its count yellow when the slot
caps it, and the cursor shows what stays in hand (extractSlot,
recalculateQuickCraftRemaining, extractCarriedItem); a drag over a single
slot hides that slot's item. Slots join the drag by
shouldAddSlotToQuickCraft (same item or empty, placeable, canDragTo, and
not more slots than carried items for a right drag), so the preview counts
the slots the menu will fill.

The menu engine computes both (Menu::quick_craft_accepts and
quick_craft_preview) for the inventory, crafting table, chests, hopper,
dispenser, shulker box, furnaces, crafter, loom, trading and creative
screens; the slot and carried-stack drawing of those screens goes through
draw_slot_item and draw_carried.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 19:44:18 +02:00
Ludovic MarieandClaude Opus 5.5 a061c40fde Move every matching stack on a Shift double click
AbstractContainerScreen.mouseReleased: a Shift double click QUICK_MOVEs
every slot of the clicked slot's container that holds the item the last
Shift click moved (lastQuickMoved), when canTakeItemForPickAll allows the
clicked slot. Menu::quick_move_all runs it on the menu engine;
test_menu_click_parity generates it as a QUICK_MOVE_ALL op that the oracle
runs with the real Slot.mayPickup, Slot.container and
AbstractContainerMenu.canItemQuickReplace.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 19:44:18 +02:00
Ludovic MarieandClaude Opus 5.5 b9e926588b Run the creative item tabs' clicks as CreativeModeInventoryScreen does
The item tabs handled clicks on press with their own rules: Shift sent the
item to the inventory, the hotbar row swapped with the carried stack, a
carried stack clicked on the tab was always deleted, and there were no
drags. They now go through the same mouseClicked/mouseReleased as the other
container screens, over ItemPickerMenu:

- display slots: slotClicked's CONTAINER branch (creative::click_display):
  an empty hand takes the shown stack (a full one with Shift), the same item
  grows by one, fills with Shift or shrinks with a right click, another item
  is deleted or loses one; number keys fill a hotbar slot, Q drops copies;
- the hotbar row: the menu engine's new ItemPicker kind, whose
  quickMoveStack deletes the stack (Shift-click on the hotbar from an item
  tab), and whose display slots take no drags or PICKUP_ALL.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 19:44:18 +02:00
Ludovic Marie aca5f3a8ba Merge pull request #358 from ludovic111/fix/inventory-shift
Shift-click on every container screen, even when Shift is pressed after it opens
2026-10-15 19:38:36 +02:00
Ludovic MarieandClaude Opus 5.5 f8bcfcfec6 DualSense lights: pin the host defaults, document quit and the mute LED
Tests pin player 1 (0x04), the default blue (0, 0, 128) and the instant
bit (0x20) to hid-playstation.c and SDL; the docs say what Horizon resets
on quit (more than SDL or the kernel do) and that the mute LED is never
touched.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 19:23:05 +02:00
Ludovic MarieandClaude Opus 5.5 be57f82a07 DualSense HD haptics: Windows' device name, the arming rule, Bluetooth notes
- The pad's audio device is also found by Windows' "Wireless Controller"
  endpoint name (the four channels rule out a DualShock 4); a name test.
- docs/controllers.md: the haptics need reports without the rumble flags
  (SDL, nondebug/dualsense, dse-haptics), which Horizon now always sends while
  they are open; Windows needs the Quadraphonic speaker setup; on Linux ALSA
  can't open the card while PipeWire holds it; Bluetooth haptics (report
  0x32, SAxense) are documented and not done.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 19:23:05 +02:00
Ludovic MarieandClaude Opus 5.5 6663af199e DualSense triggers: catches at the press point, shields, official modes only
- A loaded crossbow and the boosts (rocket, pig, strider) get a weapon
  catch that breaks in the zone where the trigger threshold presses, so the
  click is the shot (the boost was a feedback wall that never gave way).
- Draws start at zone 2 and stop at 6 of 8 (held for as long as you like).
- A shield in the use hand weighs (feedback 2, 3); disabled by an axe, the
  trigger locks (feedback 1, 8), as Deathloop does for a jammed gun.
- Mining buzzes slower on harder blocks (40/30/20/10 Hz).
- A 0 Hz vibration frees the trigger (Nielk1's factory); tests pin the
  bytes to DSX++'s and dualsensectl's examples.
- docs/controllers.md: the table with the effect of each action and why.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 19:23:05 +02:00
Ludovic MarieandClaude Opus 5.5 6086758f94 DualSense output: rumble, LEDs and Bluetooth checked against SDL and the kernel
- Every report carries the motors; still motors send no rumble flags, as SDL
  stops rumble (a report without them ends the emulation and re-arms the
  audio haptics), so a trigger change no longer cuts a vibration.
- Legacy vibration at half strength (SDL); the Edge always takes V2; an
  unreadable firmware version falls back to legacy.
- The first report after opening clears the motor/trigger attenuation
  (flags 1 bit 6, byte 36; dualsensectl, pydualsense).
- The LED reset goes in a report of its own before any colour
  (hid-playstation's dualsense_reset_leds); over Bluetooth the colour waits
  for the connection animation (SDL's sensor clock check).
- Bluetooth output only where gilrs keeps reading the pad (Linux), else with
  HORIZON_DUALSENSE_BT=1: any output switches the pad to its full report.
- USB is preferred when the pad is on both.
- Tests pin the reset report and its CRC (zlib), the flags and the clock offset.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 19:23:05 +02:00
Ludovic MarieandClaude Opus 5.5 df3244d335 DualSense lightbar and player LEDs
The lightbar shows the player's health (green to amber to red) or the
dimension, at half brightness, chosen in the controller options (Lightbar:
Health / Dimension / Off; health by default). The player LEDs show player 1.
When Horizon lets go of the pad, the lights it changed go back to a host's
defaults.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 19:23:05 +02:00
Ludovic MarieandClaude Opus 5.5 0681064767 DualSense vibration: shaped pulses, HD haptics on USB (opt-in)
Each rumble event plays a short shape instead of one flat block: a hit
starts at full strength and dies away, an explosion rolls on, a totem
swells, a broken block is a tick. They drive the motors' emulation in the
HID report.

On USB the pad is also a four-channel audio device whose channels 3 and 4
drive its actuators: with HORIZON_DUALSENSE_HAPTICS=1 the shapes play there
as waveforms (80 Hz and 200 Hz tones for the heavy and light parts),
channels 1 and 2 silent, until that path is confirmed on a real pad.
docs/controllers.md says what each OS and transport allows.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 19:23:05 +02:00
Ludovic MarieandClaude Opus 5.5 a316768bfc DualSense adaptive triggers
Each trigger feels the action bound to it: resistance growing while a bow
draws, a trident charges or a crossbow loads, a gun trigger's click on a
loaded crossbow, a wall where pulling boosts (a rocket while gliding, the
stick of a ridden pig or strider), and a light buzz while mining, scaled by
the block's hardness. Free in menus, paused, unfocused, on another pad,
with controllers off, and on quit. On by default, "Adaptive Triggers" in
the controller options turns them off.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 19:23:05 +02:00
Ludovic Marie 36f61d68f1 Merge pull request #250 from ludovic111/feat/telemetry-launcher
Opt-in data collection (2/5): the launcher asks, Settings changes it, CLI and MCP
2026-10-15 19:06:43 +02:00
Ludovic MarieandClaude Opus 5.5 d53a366718 Opt-in data collection (2/5): the launcher asks, and Settings changes it
- First run (and when CONSENT_VERSION changes): a question over the launcher
  with four switches, all off, what each sends in plain words, what is never
  sent, "View what would be sent" (the exact JSON), and "Send nothing" /
  "Save choices".
- Settings → Data collection: the same switches any time, the install ID and
  what waits, "View what would be sent" and "Delete my data" (server deletion,
  outbox cleared, new install ID).
- The outbox is sent at start and on close (at most 3 s), only when there is a
  server (none yet) and only what the player allows.
- CLI `horizon-launcher data status|allow|deny|show|delete|send|bug|benchmark`
  and MCP tools data_collection, set_data_collection, data_preview,
  delete_my_data, report_bug. Bug reports and benchmark uploads are printed for
  the player to confirm; logs are scrubbed and lose chat lines.
- horizon-telemetry joins the launcher's paths (launcher.yml, release_train,
  pr_ready).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 18:52:45 +02:00
Ludovic Marie 713ff1d4a1 Merge pull request #355 from ludovic111/perf/spawn-heightmap
Natural spawning skips air sections when finding the surface
2026-10-15 18:42:48 +02:00
Ludovic Marie 4566d3175b Merge pull request #354 from ludovic111/fix/cpu-defaults
Cap a fresh install at vanilla's 120 FPS
2026-10-15 18:42:36 +02:00
Ludovic Marie 1264cb6556 Merge pull request #353 from ludovic111/fix/proto-save-off-main
Save proto chunks on a worker, not the main thread
2026-10-15 18:42:24 +02:00
Ludovic Marie 1ce266f66c Merge pull request #352 from ludovic111/fix/remesh-light-changes
Relit chunks remesh only where their light changed
2026-10-15 18:42:06 +02:00
Ludovic MarieandClaude Opus 5.5 ac955934b5 DualSense output over HID: the report, a writer thread, and rumble through it
The horizon-dualsense crate builds the DualSense's output report (USB 0x02,
Bluetooth 0x31 with its CRC-32 seeded with 0xA2) and writes it with hidapi
from a thread. The game sends its rumble pulses through it when the active
pad is a DualSense, so vibration now works on macOS too, and falls back to
gilrs force feedback when the pad can't be opened. Quitting frees the
triggers and stops the motors.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 18:38:10 +02:00
Ludovic MarieandClaude Opus 5.5 466e260514 Mods in the game: load the ones turned on, hooks, HUD panels, Options > Mods
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 18:33:40 +02:00
Ludovic Marie 9cb9f8beeb Merge pull request #329 from ludovic111/feat/cargo-horizon-mod
cargo horizon-mod: new, build and run Horizon mods
2026-10-15 18:30:21 +02:00
Ludovic Marie 1a04810baf Merge pull request #328 from ludovic111/feat/mod-runtime
Horizon mods runtime: sandboxed WebAssembly components with wasmtime
2026-10-15 18:04:48 +02:00
Ludovic Marie c3b32fdab5 Merge pull request #327 from ludovic111/feat/mod-sdk
Horizon mod SDK: the WIT contract, a Rust SDK and an example mod
2026-10-15 18:02:34 +02:00
Ludovic Marie b8ed3a113a Merge pull request #326 from ludovic111/docs/mods-design
Mods design: Horizon's Rust mod system and what carries over from Java mods
2026-10-15 18:02:26 +02:00
Ludovic Marie 68cbad54a3 Merge pull request #351 from ludovic111/feat/agent-waits
Agent control: wait for a state, and the log of what happened
2026-10-15 17:43:54 +02:00
Ludovic Marie 24a702181a Merge pull request #350 from ludovic111/feat/agent-options
Agent control: read and set every option by key
2026-10-15 17:35:49 +02:00
Ludovic Marie f6ceb1da22 Merge pull request #342 from ludovic111/feat/launcher-mcp-game
Launcher MCP: play the running game through game_* tools
2026-10-15 17:34:47 +02:00
Ludovic Marie e6588a13f3 Merge pull request #349 from ludovic111/feat/agent-ui-tree
Agent control: the widget tree of every screen, click and set by id
2026-10-15 17:33:58 +02:00
Ludovic MarieandClaude Opus 5.5 c8d5d13813 Interpolate animated textures like vanilla (prismarine, magma, stems, lit furnaces)
SpriteContents.AnimationState.drawToAtlas mixes an animation with
"interpolate": true towards its next frame every tick
(animate_sprite_interpolate.fsh: mix(current, next, subFrame / time),
per mip level, into the 8-bit atlas). Horizon stepped the frames: the
sprite upload now mixes the two frames' mip chains the same way and
re-uploads every tick while the mix changes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 17:32:39 +02:00
Ludovic Marie 49fc287254 Merge pull request #321 from ludovic111/docs/agent-control
Agent control: audit and design (docs/agent-control.md)
2026-10-15 17:25:24 +02:00
Ludovic Marie 92d1338e24 Merge pull request #341 from rdbtCVS/perf/20261015-animated-sprite-mips
Cache animated sprite mip chains within an 8 MiB budget
2026-10-15 17:25:19 +02:00
Ludovic Marie 43134d5ebf Merge pull request #330 from rdbtCVS/perf/20261015-shared-model-library
perf(client): share parsed block and item models
2026-10-15 17:24:47 +02:00
Ludovic MarieandClaude Opus 5.5 6b26f926df docs/agent-control.md: match what was built; before and after; status
The design sections now describe the implementation: ids for rows,
switches and segments, the redraw wait, wait-for --since and event KIND,
the events log (subscribe comes next), the launcher proxying through
horizon-ctl mcp. A before/after table and the PRs of each step replace
the plan.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 17:01:03 +02:00
Ludovic MarieandClaude Opus 5.5 293c589e35 Read the physical Shift and Ctrl keys on every container screen
The workstation screens (anvil, grindstone, stonecutter, smithing,
enchanting, cartography, loom, beacon, villager trading, brewing stand),
the horse/llama/camel inventory and the creative item grid read Shift from
the sneak mapping (`keys`). Behind a screen a Shift press never reaches the
mapping (KeyboardHandler.keyPress: only releases do) and Right Shift isn't
mapped at all, so shift-click there worked only when Shift was already held
before the screen opened. They now read `has_shift_down` like
AbstractContainerScreen (`InputWithModifiers.hasShiftDown`), and the recipe
book reads Ctrl the same way (`Minecraft.hasControlDown`).

`status` reports `physical_keys` so scripts can check what the OS delivered.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 16:50:44 +02:00
Ludovic Marie 58af88f809 Merge pull request #344 from ludovic111/feat/shader-pack-loader
Shader packs (1/3): load and validate Horizon WGSL packs
2026-10-15 16:14:09 +02:00
Ludovic Marie 7e9bca982b Merge pull request #340 from ludovic111/docs/resource-pack-audit
Resource packs: what works, audited against 26.3
2026-10-15 16:14:03 +02:00
Ludovic Marie b4cb428ca9 Merge pull request #333 from ludovic111/docs/shader-packs
Shader packs design: Horizon WGSL packs and OptiFine/Iris translation
2026-10-15 16:13:56 +02:00
Ludovic MarieandClaude Opus 5.5 a6047e59c0 Shader packs: pick a pack in Video Settings (Advanced)
A Shader Pack row cycles Off and every folder in shaderpacks/; the game
loads the pick on the next frame. Not part of the presets, off by default.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 16:11:21 +02:00
Ludovic MarieandClaude Opus 5.5 1b468100aa Save proto chunks on a worker, not the main thread (#224)
Converting a proto chunk for saving (VanillaTerrain::saved_proto copies it
block by block into a column, then encodes it) ran on the main thread: in
Streaming::save during the autosave, and in Streaming::update for every far
proto unloaded while exploring. The protos are now checked out (like a
decoration job does) and saved by a worker, ahead of every other job, then
handed back. The explicit save and quitting still save them in place, after
waiting for the saves in flight; dropping the streamer waits for them too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 16:00:00 +02:00
Ludovic MarieandClaude Opus 5.5 e0ecbf1db1 Test that relit columns keep every mesh current
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 15:59:58 +02:00
Ludovic MarieandClaude Opus 5.5 3137c7b977 Relit chunks remesh only where their light changed (#270)
A light job for a chunk that was already lit (a neighbour loaded, or a block
changed in an unlit neighbour) dirtied every section of the 3x3 columns
around it: 216 remeshes, whether or not any light changed. It now writes only
the sections whose light changed and dirties the sections around the changed
positions, as the incremental relight already does. A chunk lit for the
first time still dirties its 3x3 neighbourhood.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 15:59:58 +02:00
Ludovic MarieandClaude Opus 5.5 7f631bb36f Natural spawning skips sections of air when it finds the surface
GameLevel::heightmap found getHeight by testing every block from the top
of the world down (with a block tag lookup each), for every spawnable chunk
every tick: a quarter of the main thread in a village. Sections holding
only air are now passed over whole; air counts for no heightmap, so the
height is the same.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 15:43:40 +02:00
Ludovic MarieandClaude Opus 5.5 047bf45af1 Shader packs doc: match the first slice (sun angle, folders)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 15:25:31 +02:00
Ludovic MarieandClaude Opus 5.5 35f78ae27c Shader packs: run a pack's composite stages over the world, with hot reload
With shaderPack set in horizon-graphics.txt, the world renders into
world_post's target with its depth kept, each composite stage of the
pack (gfx/pack_stages.rs) draws a full-screen pass reading the scene
colour and depth, the previous stage and the Frame uniform (camera,
matrices, time, sun and moon, sky and fog colours and distances,
weather, camera state, dimension), and the last output goes to the
screen through the usual copy/FXAA, under the hand, screen effects and
HUD. The game loads the pack from shaderpacks/, checks its files twice
a second and on F3 + T, and keeps the last good pack on errors, which
go to chat. Without a pack nothing changes: no target, no extra pass,
depth discarded as before.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 15:25:23 +02:00
Ludovic MarieandClaude Opus 5.5 9739740379 Shader packs: load and validate Horizon WGSL packs (pack.toml, prelude, options)
shader_pack.rs reads shaderpacks/<pack>/pack.toml, the player's option
values (shaderpacks/<pack>.txt) and each composite stage's WGSL, puts
the api 1 prelude (bindings, the Frame uniform, depth helpers) before
it and has naga parse and validate it, with errors pointing into the
pack's own file. Options are WGSL override constants. A file stamp
tells when the pack was edited, for hot reload. Nothing draws with it
yet. examples/shaderpacks/horizon-sample is the MIT sample pack.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 15:18:32 +02:00
Ludovic MarieandClaude Opus 5.5 eb466fe2d2 Shader packs: Iris translation spike results and implementation order
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 15:15:06 +02:00
rdbtCVS 6d4aa954bb docs: record model sharing results after upstream integration 2026-10-15 14:00:10 +01:00
rdbtCVS b1c365fca1 Cache animated sprite mip chains within an 8 MiB budget 2026-10-15 13:59:45 +01:00
Ludovic MarieandClaude Opus 5.5 0892f944c0 Agent control: wait for a state, and the log of what happened
wait-for screen NAME|widget ID|loaded|chat TEXT|event KIND replies once
the game gets there (--timeout, default 30 s, ends in an error of kind
timeout; --since SEQ counts chat and events from an earlier point), so
scripts and agents stop polling. events [--since SEQ] lists what
happened, oldest first, numbered: screens, chat lines, deaths, respawns,
items gained or lost, dimensions, worlds opened and closed. The state is
compared once per event loop turn and only under --control, so watching
never changes the game. respawn now says when the death screen's button
is not active yet instead of clicking it to no effect.

horizon-ctl and its MCP gain both; tools/agent_control_e2e.py gains an
events scenario.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 14:51:30 +02:00
Ludovic MarieandClaude Opus 5.5 41f82e8db0 Resource packs: audit of every 26.3 pack feature with its proof
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 14:42:42 +02:00
Ludovic MarieandClaude Opus 5.5 1a067b3d9e Agent control: read and set every option by key
options-get [KEY...] gives every options.txt option by its vanilla key
with its value and what it accepts (type, range, step or choices; enums
by name, key bindings as key.keyboard.w). options-set KEY VALUE sets one,
applies it at once and saves options.txt as the options screen does
(language and resource packs reload too); a value the option refuses is
an error naming what it accepts, and the option keeps its value. After a
set, ui reads the redrawn screen.

horizon-ctl and its MCP gain both; tools/agent_control_e2e.py gains an
options scenario.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 14:38:20 +02:00
Ludovic MarieandClaude Opus 5.5 304ea50a5f Shader packs design: the renderer's passes, Horizon WGSL packs and Iris translation
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 14:35:11 +02:00
Ludovic MarieandClaude Opus 5.5 1573e4e553 Cap a fresh install at vanilla's 120 frames per second (#271)
Without an options.txt the game ran unlimited (260), while an options.txt
without maxFps, like vanilla, gives 120. With VSync off (or rendering
offscreen) that kept a core busy drawing frames nobody sees.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 14:34:36 +02:00
Ludovic Marie 337ee470b5 Merge pull request #318 from rdbtCVS/perf/20261015-random-tick-eligibility
Cache random-tick section eligibility across unchanged chunks
2026-10-15 14:29:44 +02:00
Ludovic Marie 1286523047 Merge pull request #309 from rdbtCVS/perf/20261015-typed-block-facts
Load gameplay facts with typed decoding and interned shapes
2026-10-15 14:29:37 +02:00
Ludovic MarieandClaude Opus 5.5 b0abb62883 Launcher MCP: play the running game through game_* tools
An agent now needs one MCP server. horizon-launcher mcp runs the selected
version's horizon-ctl mcp as a child and offers its tools as game_<name>
(all but launch, which launch_client covers), passing calls and image
results through. launch_client starts the game with a control socket in
the launcher's data folder, takes world, creative and offscreen, and
returns once the socket answers. A game tool called while no game listens
says to call launch_client.

tools/launcher_mcp_e2e.py checks it end to end against this checkout's
builds in a scratch launcher home.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 14:23:57 +02:00
Ludovic Marie a2b62913ba Merge pull request #331 from ludovic111/chore/discord-assets-to-kira
Move the Discord brand assets to the kira repo
2026-10-15 14:23:38 +02:00
Ludovic MarieandClaude Opus 5.5 8dc2a0e90a Move the Discord brand assets to the kira repo; this repo holds the game, launcher and website
The Discord server banner (page + PNG), the server icon render and Kira's avatar (SVG master +
render) now live in the private kira repo (ludovic111/kira#1). xtask icons no longer renders them;
the brand README points there, and CONTRIBUTING states what belongs in this repository.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 14:23:14 +02:00
rdbtCVS 969ff7e4d9 Merge main and preserve shared model-state preparation 2026-10-15 13:22:02 +01:00
rdbtCVS 7b8189d19c perf(client): share parsed block and item models 2026-10-15 13:20:49 +01:00
Ludovic MarieandClaude Opus 5.5 8c5d1ed86b Agent control: the widget tree of every screen, click and set by id
`ui` lists every widget the last frame drew (title menus, pause, options
in both menu styles, inventories and menus) with an id, its kind, label,
bounds and value; `click ID` clicks one through the same window events
as the mouse, `set ID VALUE` moves a slider along its track. Ids come
from labels (FOV: 70 is fov), world/server/language rows carry their
names, Horizon switches, sliders and segments their row's caption, and
inventory slots are slot-ID with their stacks. After a click, the next
widget command waits for a redrawn frame.

horizon-ctl and its MCP gain ui, click and set, and launch --offscreen.
tools/agent_control_e2e.py gains a ui scenario and runs offscreen on
macOS; both scenarios now handle Singleplayer opening Create New World
when there are no worlds.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 14:08:15 +02:00
Ludovic MarieandClaude Opus 5.5 90edb028bf Mods design: Horizon's Rust mod system and what carries over from Java mods
docs/mods.md: the sandboxed WebAssembly runtime, capabilities, hooks, budgets,
authoring, versions, multiplayer and distribution, with measured hook costs.
docs/research/java-mod-compat.md: why Fabric/NeoForge jars cannot run, data
import, which mods to port natively first, a porting guide outline.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 14:04:56 +02:00
Ludovic MarieandClaude Opus 5.5 0248df4d90 cargo horizon-mod: new, build and run Horizon mods
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 14:01:57 +02:00
Ludovic MarieandClaude Opus 5.5 b3906d803d Horizon mods runtime: load sandboxed WebAssembly components with wasmtime
Manifest and .hmod reading, capability checks against the component's imports,
fuel and memory limits per call, a trapping mod stopped alone, hot reload.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 14:01:57 +02:00
Ludovic MarieandClaude Opus 5.5 670e055f4a Horizon mod SDK: the horizon:mods WIT contract, a Rust SDK and an example mod
horizon-mod-sdk wraps wit-bindgen: a Mod trait with default hooks and export_mod!.
coords-hud shows coordinates, facing and the time of day, with /where and /coords.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 14:01:57 +02:00
Ludovic Marie c6eb50f10b Merge pull request #325 from ludovic111/feat/version-port-report
Port report: ranked work items from a Minecraft version diff
2026-10-15 14:00:06 +02:00
Ludovic Marie 62b704ceaf Merge pull request #324 from ludovic111/feat/version-port-classes
Diff vanilla classes method by method and map them to Horizon
2026-10-15 13:59:57 +02:00
Ludovic Marie 59d0148057 Merge pull request #323 from ludovic111/feat/version-port-diff
version_port.py: detect, prepare and diff Minecraft releases
2026-10-15 13:59:50 +02:00
Ludovic Marie 64f480ce65 Merge pull request #322 from ludovic111/docs/version-ports
Design: port each new Minecraft release with as little human work as possible
2026-10-15 13:59:44 +02:00
Ludovic MarieandClaude Opus 5.5 7c0d3ceea6 Port report: ranked work items from a version diff
tools/port_report.py turns a diff into work items: rank 1 blocks the switch (facts,
packets, DataFixers, data component types, report formats, tables to regenerate),
rank 2 and 3 one item per Horizon file that ports changed vanilla code (with or
without a harness), rank 4 new content, rank 5 summaries. version_port.py report
writes report.md and report.json; port prepares, diffs and reports in one go.
The class map now resolves names of both versions. The doc records the 26.2 -> 26.3
replay against Horizon's own code.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 13:51:39 +02:00
Ludovic MarieandClaude Opus 5.5 93bb113e0d Diff vanilla classes method by method and map them to Horizon
tools/class_index.py hashes every method's bytecode with constant-pool references
resolved and branch targets as instruction indices, lambdas folded into their
declaring method; class diffs list moved classes. tools/vanilla_map.py maps vanilla
classes to the Rust files whose comments name them and the harnesses whose oracles
or probes reach them. version_port.py prepare indexes, diff reports both.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 13:44:26 +02:00
Ludovic MarieandClaude Opus 5.5 58ad81674b version_port.py: detect, prepare and diff Minecraft releases
detect reads Mojang's manifest; prepare downloads and verifies a version into the
version store (outside the repository), runs its data generator and reads the
jar's own version facts; diff compares facts, packets, registries, blocks, item
components, commands, data packs, assets and lang.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 13:38:37 +02:00
Ludovic MarieandClaude Opus 5.5 720e91fb8c Design the version-port pipeline: detect, prepare, diff, regenerate, report
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 13:33:51 +02:00
Ludovic MarieandClaude Opus 5.5 81c3e58a1c docs/agent-control.md: inventory of agent control and the design ahead
What the launcher, the game socket, horizon-ctl and the two MCP servers
can do today, and one model for what comes next: shared names and JSON
shapes, a widget tree with actions by id, options get/set, waits, an
event stream, the launcher's MCP proxying the game, errors with a kind,
and the safety rules.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 13:32:32 +02:00
Ludovic Marie a3cf73d9be Merge pull request #316 from ludovic111/feat/fishing-rod-visuals
Fishing: the rod casts, bites splash and bubble, and the line is vanilla's
2026-10-15 12:40:48 +02:00
Ludovic MarieandClaude Opus 5.5 44e21e6601 Merge main into feat/fishing-rod-visuals: keep the off-hand renderer, add the cast-rod flag
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 12:35:49 +02:00
Ludovic Marie ce6bc9c5c7 Merge pull request #320 from ludovic111/feat/trial-spawners-game
Trial spawners run in game
2026-10-15 12:32:58 +02:00
Ludovic Marie 96268647d3 Merge pull request #319 from ludovic111/feat/trial-spawners
Trial spawner state machine, checked against vanilla
2026-10-15 12:32:52 +02:00
Ludovic Marie d4c16084d7 Merge pull request #317 from ludovic111/fix/axe-copper-animation
Axes on copper: a shield in the off hand is raised first, and sculk sensors hear it
2026-10-15 12:32:40 +02:00
Ludovic Marie fd3d456de8 Merge pull request #315 from ludovic111/feat/minecart-sounds
Minecarts roll and rattle when ridden, and hits on vehicles sound
2026-10-15 12:32:32 +02:00
Ludovic Marie 23ac335b53 Merge pull request #314 from ludovic111/fix/offhand-render
Show the off-hand item in first person
2026-10-15 12:32:26 +02:00
Ludovic Marie 204e4fdccb Merge pull request #313 from ludovic111/fix/offhand-use
Use the off hand when the main hand passes: place blocks, eat, charge anchors
2026-10-15 12:32:20 +02:00
Ludovic Marie e00ce7c89e Merge pull request #312 from ludovic111/fix/offhand-crossbow-fireworks
Crossbows load firework rockets from either hand; bows and crossbows take held arrows first
2026-10-15 12:32:14 +02:00
Ludovic Marie 40d5b43e43 Merge pull request #311 from ludovic111/fix/shield-deflects-arrows
Shields turn arrows back, as vanilla does
2026-10-15 12:32:06 +02:00
Ludovic Marie d5e7dc76e6 Merge pull request #310 from ludovic111/fix/shield-block-no-hurt-sound
Shield blocks: the player hears the block sound, not the hurt sound
2026-10-15 12:32:00 +02:00
rdbtCVS ed0febf163 Merge main and preserve tick chunk membership invalidation 2026-10-15 11:29:05 +01:00
Ludovic MarieandClaude Opus 5.5 ed3d1e1168 Trial spawners run in game
Trial spawner block entities are kept (generated chunks and saves), tick on
the server with the level random and random sequences, spawn persistent
mobs, eject their rewards as items and set their block state, with their
level events and shutter sounds.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 12:20:30 +02:00
Ludovic MarieandClaude Opus 5.5 ca76075cc9 Trial spawner state machine, checked against vanilla
mobs::trial_spawner: TrialSpawner and its state data, the registry
configs (data/*/trial_spawner), the six states, player detection with the
visual line of sight, mob spawns and reward ejection, read and saved as
vanilla does (a field that fails to decode takes its default alone).

tools/test_trial_spawner_parity.py ticks 2,500 random trial spawners in
VanillaNaturalSpawnOracle and natural_spawn_fixture and compares states,
spawns, events and ejected items line by line.

Also: copper grates have no visual shape; a slime's or magma cube's
obstruction box scales with the Size its spawn data sets; LootData::roll_split
for an empty-context getRandomItems.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 12:20:29 +02:00
rdbtCVS ef92004ede test(client): cache legacy shape identity keys 2026-10-15 10:57:28 +01:00
rdbtCVS bea9d4b765 perf(client): decode gameplay facts without a JSON document tree 2026-10-15 10:57:28 +01:00
Ludovic MarieandClaude Opus 5.5 ce4d520f55 Fishing line: the hand side is a float, as in vanilla
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 11:55:30 +02:00
Ludovic MarieandClaude Opus 5.5 e162f9cdb7 Axes on copper: a shield in the off hand comes first, and sculk hears it
Scraping and waxing off copper already swing the arm, show the scrape and
wax-off particles and play the axe sound on main (#59, #104). Two gaps were
left in BlockTransformer.transformBlock:

- playerHasBlockingItemUseIntent: with a shield in the off hand, right-clicking
  with an axe raises the shield instead of scraping, unless sneaking.
- The block_change game event, which sculk sensors pick up.

Fixes #222

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 11:47:02 +02:00
Ludovic MarieandClaude Opus 5.5 64739d2b8b Show the off-hand item in first person
FirstPersonHandsAndItemsRenderer draws both hands: the off-hand item sits
on the other arm with its own equip height and swing, uses its own pose
when it is the hand in use (eating, blocking, drawing a bow), and
evaluateWhichHandsToRender hides a hand while a bow or crossbow is drawn
or a charged crossbow is held in the main hand. Only the main hand's empty
arm shows, as in vanilla.

Part of #276

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 11:41:06 +02:00
Ludovic MarieandClaude Opus 5.5 5e2935747b Use the off hand when the main hand passes: place blocks, eat, charge anchors
Minecraft.startUseItem tries each InteractionHand in turn: useItemOn, then
useItem, stopping at the first that succeeds or fails. Item uses now act on
the hand that started them (Game::hand), so blocks, food, potions, buckets,
spawn eggs and the rest work from the off hand, the swing and the
re-equip animation follow that hand, and the empty-hand block use
(useWithoutItem) stays main-hand only. The respawn anchor passes on the
main hand when the off hand holds glowstone, as vanilla does, replacing the
special case for it.

The use_item_on harness now puts items in the off hand too.

Part of #276

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 11:41:06 +02:00
Ludovic MarieandClaude Opus 5.5 ffd0297dc4 Crossbows load firework rockets from either hand; bows and crossbows take held arrows first
Player.getProjectile: what the weapon supports in the off hand, then in
the main hand (getHeldProjectile; crossbows also take firework rockets
there), else the first arrows in the inventory. Crossbows only looked
for arrows in the inventory, so a rocket in the off hand was never
loaded. A charged rocket is shot at an angle from 0.15 under the eyes
(CrossbowItem.createProjectile), every shot of a load holding one at
power 1.6 (getShootingPower), for three durability (getDurabilityUse).

Part of #276

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 11:41:06 +02:00
Ludovic MarieandClaude Opus 5.5 e2473aafd8 Shields turn arrows back, as vanilla does
AbstractArrow.onHitEntity: an entity that takes no damage from the arrow
(a raised shield, invulnerability) turns it back with
ProjectileDeflection.REVERSE at power 0.2: a tenth of the speed, a half
turn give or take ten degrees from the arrow's own random; one left
almost still drops its pickup and is discarded. Arrows used to vanish.

The arrow tick now stops at the entity it hits: the game hurts the
entity, then arrows::finish_entity_hit spends the arrow (with its hit
sound, from the arrow's random) or turns it back, and ends the tick
(drag, gravity, fluids). The damage is taken from the speed at the hit,
the crit bonus from the arrow's random, the entity search follows
ProjectileUtil.getManyEntityHitResult (the box first, then
computeMargin's margin, which needs tickCount), Punch pushes only what
was hurt, and a refused burning arrow leaves the player's fire as it
was. Mobs' refusals keep the old ending until their hurt results follow
hurtServer.

The arrow harness gains an entity in the way that takes or refuses the
damage: squarely, grazing, slow enough to drop.

Part of #277

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 11:41:06 +02:00
Ludovic MarieandClaude Opus 5.5 72ff742273 Shield blocks: the player hears the block sound, not the hurt sound
LivingEntity.hurtServer's playHurtSound goes through Player.playSound,
which leaves the player itself out; the player hears its hurt sound from
the client's handleDamageEvent, and a blocked hit sends BlocksAttacks'
block sound (onBlocked) instead of the damage event. Queue the local hurt
sound on the damage broadcast rather than on the server's hurt sound.

Part of #277

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 11:41:06 +02:00
rdbtCVS fac4944cfa Document transient chunk wrapper retention 2026-10-15 10:40:54 +01:00
Ludovic Marie 050b203846 Merge pull request #306 from ludovic111/feat/debug-lightmap
F3+4 shows the lightmap texture in the bottom right corner
2026-10-15 11:39:03 +02:00
Ludovic Marie b6ced87869 Merge pull request #305 from ludovic111/feat/debug-charts
Debug charts: F3+2 frame and tick times, F3+3 ping and bandwidth
2026-10-15 11:38:57 +02:00
Ludovic Marie 89465a8c6d Merge pull request #304 from ludovic111/feat/create-world-tabs
Create New World: vanilla's Game, World and More tabs
2026-10-15 11:37:55 +02:00
Ludovic Marie fd8223061c Merge pull request #303 from ludovic111/feat/list-scrollbars
World list and pack lists: vanilla scroller, dragged with the pointer
2026-10-15 11:37:49 +02:00
rdbtCVS 0c161a0336 Cache random-tick section eligibility for unchanged chunks 2026-10-15 10:37:46 +01:00
Ludovic Marie 889fff562d Merge pull request #301 from ludovic111/feat/multiplayer-lan-scanning
Multiplayer: vanilla's server list, with the LAN scanning text and its animated dots
2026-10-15 11:37:43 +02:00
Ludovic Marie fbb458252f Merge pull request #299 from ludovic111/feat/menu-blur
Blur the panorama behind world selection, multiplayer and world creation, as vanilla does
2026-10-15 11:37:36 +02:00
Ludovic Marie b92cc7c9e8 Merge pull request #295 from ludovic111/feat/recipe-toast-icons
Recipe toasts show the workstation icon and cycle through the unlocked recipes
2026-10-15 11:37:23 +02:00
Ludovic MarieandClaude Opus 5.5 61a127a2a2 Fishing: the rod casts, bites splash and bubble, and the line is vanilla's
- The fishing rod switches to its cast model while its hook is out
  (FishingRodCast), in first person, third person and the hotbar.
- FishingHook.catchingFish's particles: splashes where fish tease the bait,
  the fishing-particle trail and bubbles of a fish swimming up, and the
  bubble and fishing burst when it bites.
- FishingHookRenderer: the line is 16 black `lines` segments of the window's
  line width (2.5 px at 1080p) from a quarter block above the hook to the
  rod hand (on the near plane in first person, beside the body in third),
  and the bobber is centred on the hook.

Fixes #265

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 11:35:31 +02:00
Ludovic MarieandClaude Opus 5.5 adb19abd4c Minecarts roll, rattle when ridden, and take hits with the attack sounds
MinecartSoundInstance follows every minecart in the level (entity.minecart.riding,
louder with speed, silent when the tick rate is frozen), and getting in one starts
RidingMinecartSoundInstance's two inside sounds (normal and underwater). Hitting a
minecart or a boat plays Player.attack's strong/weak (and knockback) sounds.

The sound_engine harness now replays both instances against the vanilla client.

Fixes #227

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 11:29:15 +02:00
Ludovic Marie 4abf648a85 Merge pull request #280 from ludovic111/fix/streaming-reload-loop
Stop reloading saved columns every frame after the player moves
2026-10-15 11:27:01 +02:00
Ludovic Marie 5d17c56d77 Merge pull request #269 from ludovic111/perf/worker-face-visibility
Load worlds ~4.7x faster: stop copying the face visibility table per mesh job
2026-10-15 11:26:54 +02:00
Ludovic Marie 9044c69429 Merge pull request #307 from ludovic111/feat/bee-hives
Bees live in hives and nests: they go home, come out in the morning and make honey (#208)
2026-10-15 11:18:21 +02:00
Ludovic Marie 68ec2236e2 Merge pull request #293 from ludovic111/fix/drowned-parity
mob_ai oracle: wait for the light engine before ticking (drowned flake, #290)
2026-10-15 11:13:48 +02:00
Ludovic MarieandClaude Opus 5.5 5876014b57 Droppers and hoppers don't take a beehive for a container
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 10:36:37 +02:00
Ludovic MarieandClaude Opus 5.5 1f4154c0df F3+4 shows the lightmap texture in the bottom right corner
DebugScreenOverlay.toggleLightmapTexture and showLightmapTexture: the 16x16
lightmap at 64x64 on a black border, 2 pixels from the corner, sky light up
and block light right, as vanilla's flipped blit. It shares the bottom of the
screen with the F3+2 and F3+3 charts, so each switch turns the others off.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 10:31:14 +02:00
Ludovic MarieandClaude Opus 5.5 dc863a66a4 Create New World: vanilla's Game, World and More tabs
CreateWorldScreen as in 26.3: a MenuTabBar (tab sprites, header
separators, underline) over the transparent tab header, each tab's
GridLayout aligned at (0.5, 1/6) between it and a 33-pixel footer with
Create New World and Cancel.

Game: the world name box with its save-folder tooltip, Game Mode
(Survival, Hardcore, Creative), Difficulty and Allow Commands, locked
in Hardcore. World: World Type (Default, Superflat), Customize, the seed
box with its hint, and the Generate Structures / Bonus Chest switches.
More: Game Rules, Experiments and Data Packs. Tooltips follow vanilla's.

The choices reach the new world: hardcore, difficulty and allowCommands
in level.dat, and world_gen_settings with the flat preset, structures and
bonus chest written before streaming starts. Re-Create reads them back.

Fixes #281

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 10:24:52 +02:00
Ludovic MarieandClaude Opus 5.5 6ae018055d Debug charts: F3+2 frame and tick times, F3+3 ping and bandwidth
DebugScreenOverlay's FpsDebugChart, TpsDebugChart, PingDebugChart and
BandwidthDebugChart with vanilla's scales, colours and places: 240 samples
(LocalSampleLogger), F3+2 and F3+3 toggles that show the overlay and exclude
each other, the overlay's "Debug charts" lines, and the play-state ping
request and pong response packets the ping chart uses on servers.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 10:16:02 +02:00
Ludovic Marie df0acb2810 Merge pull request #302 from ludovic111/ci/parity-timeout
CI parity: allow 120 minutes so core changes finish instead of timing out
2026-10-15 10:05:43 +02:00
Ludovic MarieandClaude Opus 5.5 a8bd497132 World list and pack lists: vanilla scroller, dragged with the pointer
SelectWorldScreen's list now sits at vanilla's 49..h-60 with the list
background, header and footer separators, white selection outline and
the widget/scroller sprites at the row's right + 8. The scroller follows
the pointer while held (AbstractScrollArea.mouseDragged), the wheel moves
half a row, and the pack screen's lists can be dragged the same way.

Part of #282

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 10:04:37 +02:00
Ludovic MarieandClaude Opus 5.5 f2e87721f4 CI parity: allow 120 minutes, so changes to core crates finish instead of timing out
Changes to horizon-core or horizon-world make ~280-300 harnesses rerun, which takes
60-90 min on the Mac mini runners; at 45 min those runs were cancelled and proved nothing
(#269, #280, #292 today).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 09:59:10 +02:00
Ludovic Marie 3ed8abd25e Merge pull request #300 from ludovic111/fix/autosave-spike
Autosave stops waiting for entity writes: no more 2 s freeze (#224)
2026-10-15 09:58:50 +02:00
Ludovic Marie c0e1095ea9 Merge pull request #294 from ludovic111/fix/arrow-interpolation
Arrows stop jumping along their path after they land (#278)
2026-10-15 09:58:46 +02:00
Ludovic Marie 9593d9e329 Merge pull request #292 from ludovic111/fix/golem-persistence
Copper golems keep the persistence vanilla saved (#289)
2026-10-15 09:58:42 +02:00
Ludovic MarieandClaude Opus 5.5 587695e108 Multiplayer: vanilla's server list, with the LAN scanning header and its dots (#282)
JoinMultiplayerScreen's layout: the title centred in the 33-pixel header, the
ServerSelectionList between the separators (list background, 305-wide rows,
white selection outline, scissored rows, the scroller sprites), the footer
buttons centred in 60 pixels. The list always ends with the LAN header,
"Scanning for games on your local network" over LoadingDotsText's dots,
then the LAN games. Saved servers show two MOTD lines, the player count and
the ping, pinging or unreachable icon; Edit and Delete need a saved server.
The list scrolls with the wheel and a draggable scrollbar (ui::Scroll, after
AbstractScrollArea).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 09:48:14 +02:00
Ludovic MarieandClaude Opus 5.5 b18261cc79 Autosave doesn't wait for the entity writes
The autosave queued its chunks without waiting (#284), then saved the
entities with the waiting call. The region writer is one FIFO thread,
so the main thread still waited for every chunk queued before the
entities: a 1.9 s frame at the 5-minute autosave on a world with ~900
columns. Like PersistentEntitySectionManager.autoSave (saveAll's flush
only on save-all and quit), the autosave now queues the entities too.

Part of #224

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 09:39:04 +02:00
Ludovic MarieandClaude Opus 5.5 6953710c74 Blur the panorama behind the title menus' screens, as vanilla does (#282)
Screen.extractBlurredBackground: every classic screen reached from the title
(world selection and creation, multiplayer, options) blurs the panorama with
vanilla's minecraft:blur post chain, three horizontal and vertical box blur
passes of menuBackgroundBlurriness pixels, then draws menu_background over it
instead of a flat dark fill. The title screen itself stays sharp.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 09:32:16 +02:00
Ludovic Marie 02cfbf6f28 Merge pull request #298 from ludovic111/fix/firework-entity-light
Draw flying firework rockets as their lit item model like vanilla
2026-10-15 09:31:33 +02:00
Ludovic Marie eb1467f45f Merge pull request #297 from ludovic111/fix/leaves-option-remesh
Rebuild every section when See-Through Leaves, Smooth Lighting or Biome Blend changes
2026-10-15 09:30:39 +02:00
Ludovic Marie bab7cf92a7 Merge pull request #296 from ludovic111/fix/reversed-z-depth
Render the world with reversed depth like vanilla (far fire no longer flickers)
2026-10-15 09:30:02 +02:00
Ludovic MarieandClaude Opus 5.5 cf67db1873 Render firework rockets as their lit item model like vanilla
FireworkEntityRenderer submits the rocket's item in the GROUND context,
turned to the camera (and over on its side when shot at an angle), at the
packed light of its eye. Horizon drew a flat 0.5-block sprite at full
brightness, so rockets glowed at night and had no item shading.

Fixes #279

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 09:24:19 +02:00
Ludovic MarieandClaude Opus 5.5 81b07d1dd9 Rebuild every section when a meshing option changes like vanilla
Options.cutoutLeaves, ambientOcclusion and biomeBlendRadius call
LevelExtractor.allChanged when they change. Horizon only handed the new
value to the mesher, so after turning See-Through Leaves off the loaded
sections kept their see-through leaves, pale against the sky, beside the
opaque ones of sections rebuilt later.

Fixes #273

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 09:24:19 +02:00
Ludovic MarieandClaude Opus 5.5 1bfef88477 Render the world with reversed depth like vanilla
Vanilla 26.3's Projection passes its planes reversed and every pipeline
tests GREATER_THAN_OR_EQUAL. Horizon kept forward depth with a 0.05 near
plane, so far geometry lost precision and fire_side's quad, 0.01 pixel in
front of the block it burns on, z-fought with it.

Fixes #272

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 09:24:19 +02:00
Ludovic MarieandClaude Opus 5.5 111b237b6d Bees live in hives and nests: they go home, come out in the morning and make honey (#208)
BeehiveBlockEntity (crate::beehive): up to three bees stored as entity
tags, out when their time is up (not at night, in the rain or through a
blocked front unless in an emergency), honey for nectar, the flower they
knew; vanilla's bees / flower_pos save format. Bees find a hive with room
(BeeLocateHiveGoal), fly home and go in (BeeEnterHiveGoal through
MobEvent::EnterHive). In the game hives tick, breaking one lets the bees
out angry unless smoked, fire empties it, dispensers release them.

mob_ai: bee_hive_night, _rain, _morning and _honey match vanilla.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 09:14:21 +02:00
Ludovic MarieandClaude Opus 5.5 5530d682ab Arrows interpolate from their last tick, not from where they were shot
arrows::tick never set the projectile's previous position (Entity.setOldPosAndRot
at the start of every tick); Projectile::tick does, but arrows don't go
through it. The renderer lerped from the spawn point to the current
position every frame, so a flying or stuck arrow jumped along its whole
path. The arrow harness now prints the old position too.

Fixes #278

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 09:03:39 +02:00
Ludovic MarieandClaude Opus 5.5 f88bfc66f8 Recipe toasts show the crafting station and cycle through every unlocked recipe (#283)
RecipeToast keeps the station and result of each display unlocked while it
is up, draws the station at 0.6 scale in the plaque's corner over the result,
takes turns through them over the display time and stays up five more seconds
after each unlock. Toasts slide in and out on ToastInstance's squared curve,
honour notificationDisplayTime and play ui.toast.in / ui.toast.out.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 08:55:36 +02:00
Ludovic MarieandClaude Opus 5.5 fa188fca42 mob_ai oracle: wait for the scene's light updates before ticking (#290)
The oracle started a scenario once hasLightWork() had been false for six
ticks, but light updates reach the light thread through the chunk task
dispatcher, where hasLightWork() can't see them. A drowned's first
sun-burn roll (Mob.isSunBurnTick draws only when the brightness at its
eyes is above 0.5) then read the dirt's light under a freshly filled
pool or the water's, depending on thread timing: one random draw more or
less, and drowned_pool / drowned_pool_swimmer failed at random.

Queue ThreadedLevelLightEngine.waitForPendingTasks on every forced chunk
after building the scene and tick only once they have all completed.

Fixes #290

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 08:34:05 +02:00
Ludovic Marie b5a2afb71e Merge pull request #291 from ludovic111/feat/bee-flight
Bees fly, pollinate flowers, get angry and sting
2026-10-15 08:19:07 +02:00
Ludovic Marie 77cad63374 Merge pull request #287 from ludovic111/fix/bat-flight
Bats hang upside down and fly, with their wing animations
2026-10-15 08:12:08 +02:00
Ludovic Marie 271a26515a Merge pull request #285 from ludovic111/fix/strider-lava
Striders stand on lava instead of bobbing in it
2026-10-15 08:08:58 +02:00
Ludovic MarieandClaude Opus 5.5 7c2a31206c Bees fly, pollinate flowers, get angry and sting (#208)
A port of vanilla 26.3 Bee: FlyingMoveControl and flying navigation,
hover wandering, flower search and pollination (nectar), growing crops,
tempting and breeding, persistent anger with the hurt-by alert, the sting
(poison, stinger lost, later death), drowning, staying home at night and
in rain, roll, textures and NBT. Hives as homes are not simulated yet.

FlyingMoveControl clamps the pitch like Entity.setXRot, so a rotlerp
that wraps to 359 gives 90 as in vanilla.

Mob AI parity: 9 bee scenarios, 3609/3609 ticks; full harness 120/120.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:57:51 +02:00
Ludovic MarieandClaude Opus 5.5 2bcb30b375 Bats hang upside down and fly, with their wing animations (#215)
Bats fell into the generic fallback AI and walked like land animals; their
animation states were never started. Port vanilla Bat: hanging from a solid
block until a player comes within 4 blocks or the block goes, the take-off
level event, customServerAiStep's flight towards random nearby air, Bat.tick
(held to the ceiling while resting, vertical speed scaled by 0.6 in flight),
setupAnimationStates (flying and resting keyframes), waking when hurt,
BatFlags in the save, no fall damage, movement events without sounds, the
lower voice pitch, and no omnidirectional air drag (vanilla gives that only
to bees, parrots and sulfur cubes).

Mob AI parity harness: six bat scenarios, 6/6 match (1906/1906 mob-ticks).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:57:51 +02:00
Ludovic MarieandClaude Opus 5.5 8cd97334bf Striders stand on lava instead of bobbing in it (#256)
Striders fell into the generic fallback AI, whose FloatGoal jumped them
up and down in lava. Port vanilla Strider: its goals (no FloatGoal,
StriderGoToLavaGoal, RandomStrollGoal every 60 ticks, LookAtPlayerGoal for
striders), floatStrider, standing on lava sources through the living
collision context and the half-block liquid shape, travelling in air where
lava holds it up, StriderPathNavigation's lava destinations, the walk target
value, going cold (suffocating speed modifier, cold texture) away from warm
blocks, the happy/retreat sounds and a lava-proof checkFallDamage.

Mobs now keep Entity.mainSupportingBlockPos from their last move, as
getBlockStateOnLegacy reads it.

Mob AI parity harness: five strider scenarios, 5/5 match (1105/1105
mob-ticks; 0/5 and 5/1105 before).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:57:51 +02:00
Ludovic MarieandClaude Opus 5.5 fb15822b3b Load PersistenceRequired as vanilla does: copper golems save 0 again
Mob.readAdditionalSaveData assigns persistenceRequired from the tag,
overriding the constructor's setPersistenceRequired (copper golems,
elder guardians). Horizon ORed it in, so a copper golem vanilla saved
with 0 came back with 1. The monument's elder guardian, which Horizon
builds from NBT where vanilla calls the constructor, now carries the
flag in its spawn NBT.

Fixes #289

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:41:31 +02:00
Ludovic Marie e626a727a1 Merge pull request #267 from ludovic111/feat/perf-mesh-once
Mesh each column once its neighbours' light has settled
2026-10-15 07:35:44 +02:00
Ludovic Marie 6dde5ec2d0 Merge pull request #288 from ludovic111/fix/save-roundtrip-macos
Run the save round-trip harness on macOS without vscreen
2026-10-15 07:26:54 +02:00
Ludovic Marie 282acfe086 Merge pull request #254 from ludovic111/feat/perf-battery-mode
Battery mode: an opt-in 60 FPS cap (30 in menus or unfocused) and half the worker threads
2026-10-15 07:23:31 +02:00
Ludovic Marie 0f569a4918 Merge pull request #261 from ludovic111/feat/launcher-perf
Launcher measurements: a session performance log and horizon-launcher benchmark
2026-10-15 07:20:59 +02:00
Ludovic Marie a6860bbec6 Merge pull request #263 from ludovic111/feat/benchmark-mode
horizon-client --benchmark SCENARIO: benchmark your own machine, report in the shared format
2026-10-15 07:20:54 +02:00
Ludovic Marie 18234d3a01 Merge pull request #264 from ludovic111/feat/perf-bench-report-v1
perf_bench.py: repeats with 95% CIs, the shared report format, loads end when meshing is done
2026-10-15 07:20:42 +02:00
Ludovic Marie 7b6ef36d90 Merge pull request #247 from ludovic111/feat/bench-report
Benchmark report format v1 (docs/benchmark-report.md, crates/horizon-bench)
2026-10-15 07:20:04 +02:00
Ludovic MarieandClaude Opus 5.5 0c685d9db4 Stop reloading saved columns every frame after the player moves
Generation asked for columns within the view distance + 3 or two of a
finished chunk, but a column that came back finished (loaded from the
save) was kept only within + 2 or one of a finished chunk. After a
teleport, saved columns in between were loaded, dropped, asked for and
loaded again on every frame, forever: 8 of them at render distance 16
held 8 of the 39 in-flight generation slots and kept the disk and a
worker busy. The requested, kept and unloaded ranges now live in Ranges
and nest; requested_columns_stay_loaded checks it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:14:31 +02:00
Ludovic Marie 375a685b84 Merge pull request #230 from rdbtCVS/perf/generation-scan-invalidation-20261014
perf(streaming): skip unchanged generation scans
2026-10-15 07:11:36 +02:00
Ludovic MarieandClaude Opus 5.5 e64c80243d Run the save round-trip harness on macOS without vscreen
On macOS the Horizon client renders offscreen (--offscreen) with audio off,
from the logged-in session; Linux keeps vscreen and the null ALSA device.
The vanilla side was already a headless dedicated server. --bin-dir is
resolved, since the client runs from the run folder. parity.py no longer
skips save_roundtrip off Linux; it stays local-only (no rendering over SSH).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:04:56 +02:00
Ludovic MarieandClaude Opus 5.5 78f206bc22 Mesh only when no neighbour is being lit; skip columns that can't be lit yet
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:04:25 +02:00
Ludovic MarieandClaude Opus 5.5 4f3326e983 Mesh a column once its neighbours' light has settled
A new chunk relights its eight neighbours, and every finished light job
dirties all sections of the 3x3 columns around it. Meshing waited only for
the column itself to be lit, so sections near the loading frontier were
meshed with half-settled light and again after each neighbour's relight:
about 2.25 meshes per section while a world loads. Wait until no column of the
3x3 is being lit or queued for light. The final meshes are the same; they are
built once.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:04:25 +02:00
rdbtCVS 69925a57c5 perf(streaming): skip unchanged exhausted generation scans 2026-10-15 07:04:23 +02:00
Ludovic Marie cfa6033535 Merge pull request #220 from rdbtCVS/perf/reuse-pack-overlays-20261014
perf: reuse unchanged resource-pack overlays after validation
2026-10-15 07:03:05 +02:00
Ludovic Marie ff29d50f73 Merge pull request #219 from rdbtCVS/fix/classic-title-menu-parity
Fix classic title menu layout and accessibility shortcut
2026-10-15 07:02:08 +02:00
Ludovic MarieandClaude Opus 5.5 146c0fd3ce benchmark: a load ends when every streaming stage is idle
Same rule as perf_bench: with status.streaming, the last sections are drawn
once no stage has held work for half a second, so the remeshing that
follows a load (fluids settling, random ticks) isn't counted as loading.
Without it, meshing still has to go quiet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:01:18 +02:00
Ludovic MarieandClaude Opus 5.5 014b1f5267 Benchmark reports go to the telemetry outbox, with the benchmark-upload consent only
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:01:18 +02:00
Ludovic MarieandClaude Opus 5.5 0f61ed6b63 benchmark: Apple GPUs by name (Metal has no vendor ID)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:01:18 +02:00
Ludovic MarieandClaude Opus 5.5 32695d4680 benchmark: a load ends when meshing goes quiet too
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:01:18 +02:00
Ludovic MarieandClaude Opus 5.5 309dea385b horizon-client --benchmark SCENARIO: the perf_bench run from inside the game, written as a report
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:01:18 +02:00
Ludovic MarieandClaude Opus 5.5 49b6367d2e perf_bench: a load ends when every streaming stage is idle
Builds that report status.streaming are loaded once chunk counts are
stable and no stage (generation, decoration, light, meshing) has held work
for half a second. Meshing going quiet also waited through the remeshing
that follows a load (fluids settling, random ticks: 1500 falling to 60
meshes/s for ~150 s at RD16), which is simulation, not loading. Older
builds keep the meshing-rate rule.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:01:03 +02:00
Ludovic MarieandClaude Opus 5.5 7d36d09edd perf_bench.py: a load ends when meshing goes quiet too
Sections wait for their neighbours' light before they are meshed, so the
chunk counts settled while edge sections were still undrawn.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:01:03 +02:00
Ludovic MarieandClaude Opus 5.5 2a91612928 perf_bench.py: repeats, and the benchmark report format v1
Each game runs --repeats times (3) per render distance and writes one v1
report per distance (benchmarks/perf/<label>-rd<N>.json): figures as means
with standard deviation and 95% CI, per-flight frame entries with the fixed
histogram, the hardware without the host name. frames() and summary() match
crates/horizon-bench value for value (tested on the same inputs).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:01:03 +02:00
Ludovic MarieandClaude Opus 5.5 bb1c292a40 Launcher benchmark reports go to the telemetry outbox with the benchmark-upload consent; tests
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:01:02 +02:00
Ludovic MarieandClaude Opus 5.5 c78f2d3e27 Launcher measurements: a session performance log and horizon-launcher benchmark
Each session rewrites benchmarks/launcher-<time>-session.json in the data
folder (report format v1): start to first frame, release list fetch,
install/update and prepare durations, Play to the game's first frame (the
game now logs its first frame), RSS, UI frame times, binary size.
horizon-launcher benchmark starts the launcher N times (cold, then warm),
switches pages, measures idle CPU and memory and the release list fetch,
and writes one report with means and 95% CIs. Nothing is uploaded.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:01:02 +02:00
Ludovic MarieandClaude Opus 5.5 650ad39d85 Benchmark report uploads are dated to the day, like every telemetry item
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:00:54 +02:00
Ludovic MarieandClaude Opus 5.5 a500e25705 horizon-bench: load average, power source, RSS and CPU time probes; launcher metric names
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:00:54 +02:00
Ludovic MarieandClaude Opus 5.5 e0ab3f8fcc Benchmark report format v1: docs/benchmark-report.md and crates/horizon-bench
One versioned JSON report for every benchmark Horizon writes (the game's
--benchmark, the launcher's measurements, tools/perf_bench.py): the local log
a player can attach and, with consent, what the telemetry upload sends.
Summaries over repeats (mean, stdev, 95% CI) and fixed-edge frame-time
histograms, never raw frame streams; no host, user or path in uploads.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 07:00:54 +02:00
Ludovic Marie c44d311d46 Merge pull request #239 from rdbtCVS/perf/chunk-membership-sync-20261014
perf(client): skip tick chunk synchronization when membership is unchanged
2026-10-15 06:58:40 +02:00
Ludovic Marie c8ce1e081d Merge pull request #184 from rdbtCVS/t3code/fix-effect-icon-rendering
Fix status effect icons and display effects in inventories
2026-10-15 06:58:33 +02:00
Ludovic Marie 9b0d8fd7d7 Merge pull request #204 from rdbtCVS/perf/entity-model-document-20261014
perf(client): share parsed entity models across startup batches
2026-10-15 06:58:11 +02:00
Ludovic Marie 639d315859 Merge pull request #210 from rdbtCVS/perf/single-state-model-parse-20261014
perf(client): reuse parsed model states during preparation
2026-10-15 06:56:45 +02:00
Ludovic Marie 407e863d9f Merge pull request #233 from rdbtCVS/perf/lighting-worker-results-20261014
perf: return only lighting from chunk light workers
2026-10-15 06:56:10 +02:00
Ludovic Marie 5071cd785a Merge pull request #237 from rdbtCVS/perf/entity-material-buckets-20261014
perf: reuse renderer entity material batching buffers
2026-10-15 06:55:45 +02:00
Ludovic Marie 3df34df87b Merge pull request #284 from ludovic111/fix/bastion-chunks
Save every generated chunk and decorated proto chunks, as vanilla does (#249)
2026-10-15 06:48:44 +02:00
Ludovic Marie 8965ca5e2b Merge pull request #274 from ludovic111/fix/mesh-out-of-range
Mesh columns loaded past the render distance once they come in range (#228)
2026-10-15 06:48:24 +02:00
Ludovic Marie 30144e478d Merge pull request #206 from ludovic111/feat/perf-bench
Benchmark Horizon against vanilla 26.3 and vanilla + performance mods (tools/perf_bench.py, docs/benchmark.md)
2026-10-15 06:38:45 +02:00
Ludovic MarieandClaude Opus 5.5 1c3fd6e23c Save every generated chunk and the proto chunks decoration wrote to (#249)
Horizon saved a chunk only once a player changed it and never saved proto
chunks, so leaving an area dropped decorated chunks while the final chunks
next to them stayed loaded (or were regenerated later). Coming back, those
chunks were generated again and their decoration was skipped beside a final
neighbour: whole chunks of a bastion lost their pieces, other chunks their
features. Like vanilla, generated chunks are now saved, proto chunks that
decoration wrote to are saved with their status (terrain or features) and
restored onto the chunk generated again, columns that finish after the player
left are saved, and saving waits for the decorations in flight.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 06:37:05 +02:00
Ludovic MarieandClaude Opus 5.5 4901bdf231 Mesh sections of columns that load past the render distance once in range (#228)
The mesh loop dropped every dirty section of a loaded column outside the
render distance. Columns load up to three chunks past it, and a column
loaded from a save with its light runs no light job, so nothing asked for
its sections again: once the player came closer it stayed invisible until
a block in it changed. Those sections now wait and are put back when the
centre, radius or forced chunks change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 06:12:18 +02:00
Ludovic Marie 087cbacdc4 Merge pull request #268 from Online5277/fix/entity-use-occlusion
Prevent block interactions through targeted entities
2026-10-15 05:38:42 +02:00
Ludovic Marie 416012ad4c Merge pull request #241 from ludovic111/feat/controllers2-focus
Controllers: focus navigation in menus, on-screen keyboard, menu navigation option
2026-10-15 05:25:30 +02:00
Ludovic Marie 5c2201a781 Merge pull request #200 from ludovic111/feat/friends-join
Play with friends (3/3): Join a friend with the code alone, in game and in the launcher; end-to-end harness
2026-10-15 05:07:05 +02:00
Ludovic Marie 44a78fe65e Merge pull request #199 from ludovic111/feat/friends-host
Play with friends (2/3): Invite friends in the pause menu (no server needed)
2026-10-15 05:06:36 +02:00
Ludovic MarieandClaude Opus 5.5 213af61b92 status: report each streaming stage's work
`status` gains `streaming` (queued jobs, chunks generating, protos waiting for
decoration, decorating, finishing, lighting, meshing) and `dirty_light`, so a
slow load shows which stage it waits on.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 04:55:14 +02:00
Ludovic Marie 12b5e39ac8 Merge pull request #192 from ludovic111/feat/friends-relay
Play with friends (1/3): invite codes that need no server, port mapping, STUN, a relay anyone can run
2026-10-15 04:49:42 +02:00
Ludovic Marie 7a184a41f0 Merge pull request #259 from Online5277/fix/options-list-clipping
Clip options rows smoothly at list boundaries
2026-10-15 04:39:25 +02:00
Ludovic Marie ef569d3201 Merge pull request #262 from Online5277/fix/spectator-movement
Prevent climbable blocks from slowing spectator flight
2026-10-15 04:39:22 +02:00
Ludovic Marie 20ecaf0254 Merge pull request #266 from Online5277/fix/gamemode-switcher
Add the F3+F4 game mode switcher
2026-10-15 04:39:17 +02:00
Ludovic Marie 503b91df33 Merge pull request #260 from Online5277/fix/cloud-settings
Honor Off, Fast and Fancy cloud settings
2026-10-15 04:38:40 +02:00
Ludovic MarieandClaude Opus 5.5 75a30185a5 Keep blank splash lines like SplashManager.prepare
Vanilla trims each line and drops only the hidden splash (hash 125780783);
a blank line stays a (blank) splash.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 04:37:23 +02:00
rdbtCVS bd4101e9d1 Update merged world-menu test for title resource loading 2026-10-15 04:37:23 +02:00
rdbtCVS a0f3315a79 Address title menu review: language, icon opacity, and splash behavior 2026-10-15 04:37:23 +02:00
rdbtCVS cccb5bff96 Match Minecraft integer centering for title menu icons 2026-10-15 04:37:08 +02:00
rdbtCVS 6cdcf6c85a Fix classic title menu layout and accessibility shortcut 2026-10-15 04:37:08 +02:00
Cosmic 22e548471c Keep entity item use from falling through to blocks 2026-10-14 22:22:01 -04:00
Cosmic 25858f63ae Add the F3+F4 game mode switcher 2026-10-14 22:09:12 -04:00
Ludovic MarieandClaude Opus 5.5 50a1649dea Pack small palettes without hashing
PalettedContainer::pack hashed all 4096 values with SipHash to build the
palette. It now shares from_values' scan, which only switches to a map
past 16 distinct values. Same palette order, same output.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 04:06:42 +02:00
Ludovic MarieandClaude Opus 5.5 ed8f3d70b8 Keep each worker's face visibility table across mesh jobs
Every mesh job cloned the whole FaceVisibility (every state, every face
VoxelShape and the occlusion cache) and dropped it afterwards: about half
of the workers' busy time while a world loads. Each worker now keeps its
copy, like vanilla's per-thread occlusion cache, and clones a new one only
when the mesh tables change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 04:06:42 +02:00
Cosmic 4c7d77352e Skip climbable movement limits for spectators 2026-10-14 21:55:34 -04:00
Cosmic 21411176a7 Honor Off and Fast cloud settings 2026-10-14 21:47:18 -04:00
Cosmic ede136bdd2 Clip partially visible options list rows 2026-10-14 21:42:07 -04:00
Ludovic MarieandClaude Opus 5.5 e6be303517 docs/benchmark.md: no unmeasured startup figure
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:40:12 +02:00
Ludovic MarieandClaude Opus 5.5 b691b5ebaa Benchmark Horizon against vanilla 26.3 and vanilla with performance mods
tools/perf_bench.py runs Horizon, the vanilla 26.3 client and vanilla with
Sodium, Lithium, FerriteCore and ImmediatelyFast through the same steps:
fresh world (seed 1234, creative) per render distance, start to title, start
to in-world, then per scene teleport, chunk load, settle and a fixed 192-block
flight. Every frame time is kept and one function computes average FPS, 1% and
0.1% lows, p50/p95/p99/p99.9 and a frame-time histogram for every game; RSS is
sampled from outside the process for every game. One options.txt (vanilla's
keys, Fancy preset values with a Custom preset so the render distance holds)
is written for all of them.

Vanilla is driven by a dev-only Fabric mod (mods/horizon/src/bench) compiled
against the user's own client jar: it creates the world with
WorldOpenFlows.createFreshLevel, teleports with /tp and places the player on
the path every frame as horizon-ctl fly does. Nothing of the game is
redistributed and the performance mods are fetched from Modrinth with the
hashes pinned in packs/mods.lock.json.

Horizon side: `fly ... PITCH raw` also replies with every frame time, and
--offscreen drives frames from the event loop, so a window nobody sees (a
locked macOS session) still renders.

docs/benchmark.md describes what is measured, how fairness is kept, the
caveats and how to reproduce it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:40:12 +02:00
Ludovic Marie ff5df6aa5e Merge pull request #257 from Online5277/fix/keybind-scrollbar
Make options list scrollbars draggable
2026-10-15 03:38:29 +02:00
Cosmic 7cfede86f4 Handle dragging in options list scrollbars 2026-10-14 21:34:04 -04:00
Ludovic MarieandClaude Opus 5.5 bf74ac6f30 Controllers: the Steam keyboard choice falls back to Horizon's without xdg-open
Picked by hand on macOS or Windows, A on a text field opened nothing.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:10:27 +02:00
Ludovic MarieandClaude Opus 5.5 635622652e Controllers: options sub-pages keep the classic focus highlight under the Horizon style
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:10:15 +02:00
Ludovic MarieandClaude Opus 5.5 210a6f5ddd Controllers: focus follows scrolled lists, clipped targets, pad status shows focus
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:10:15 +02:00
Ludovic MarieandClaude Opus 5.5 9927d06049 Controllers: focus navigation in menus, on-screen keyboard, menu navigation option
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:10:15 +02:00
Ludovic MarieandClaude Opus 5.5 c9b3a06cf7 Launcher lockfile: horizon-friends' if-addrs
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 7a475a948c Invite friends works with no relay: the code, and what friends can expect
Sharing no longer needs a relay. The panel shows the full invite code in
groups (monospace, wrapped) with Copy and Stop sharing, then who can join:
friends anywhere when the router opened the port or this computer has a
public address; otherwise what to do (UPnP, the port to forward and the
LAN address, a relay, a VPN; CGNAT called out) with a link to the
troubleshooting docs. A relay set in horizon.txt (friendsRelay) or
HORIZON_RELAY_URL adds its short code. horizon.txt keeps other lines when
the menu style is saved.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 fe7df463fa Play with friends: bound handshakes and the relay's first line in time, cap relay connections
A read timeout restarts with every byte, so a peer trickling one byte at
a time could hold the host's 8 handshake slots (or relay threads) for
hours. The host's openings and the relay's first line now end after 10 s
in all; the relay closes connections past RELAY_MAX_CONNECTIONS (4096).
The docs say what happens to a router mapping when the game crashes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 9e6d248fbe test_friends: --xvfb and --offscreen for headless Linux machines
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 872e77e19b Invite friends: who is here and notices read in the muted colour, the hint stays faint
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 a3913be641 Join a friend with the full code (no server) or a relay's short code
The game joins `friend:CODE` with either code: a full invite is dialled
directly, then through the relay it names; a short code goes through the
relay the player set. Join a friend gains a Relay (optional) field, saved
to horizon.txt (friendsRelay) and used for hosting too; the code field
shows the end of long codes and says what is wrong with one (typo, other
version, short code without a relay). The launcher validates both kinds.

tools/test_friends.py now runs (a) the code alone with no relay anywhere
and (b) a relay run locally with the short code; routers and STUN stay
out of tests.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 241dee2649 Invite friends: count direct and relayed sessions in friends status
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 341aa98a96 test_friends: --hold for the guest role, report chunks once they arrive
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 21a70c8e97 LAN: a guest's entity id no longer takes the host's
Hub::admit read the entity counter before incrementing it, while the game
increments first (the current value is the last id in use). The first
guest after Open to LAN got the host's own entity id, so its client took
the host's AddEntity for itself and never showed the host.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 c7f30d2105 Relay: RELAY_BIND listens on one address (tailnet-only test relays)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 7784350bad Play with friends: Invite friends in the pause menu
The Horizon pause menu gains "Invite friends" beside Open to LAN. It opens
the world to LAN if it isn't (Open to LAN's defaults) and shares that port
behind an invite code through the relay; the menu shows the code with Copy
and Stop sharing, who is here and why the code changed. Closing the LAN
server ends the code; stopping sharing closes LAN again if sharing opened
it. `horizon-ctl friends host|stop|status` drives it in harnesses.

Without HORIZON_RELAY_URL (the default until a relay is deployed) the button
is disabled and says the feature isn't available yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic MarieandClaude Opus 5.5 5d29f31663 Play with friends: Join a friend in game and in the launcher
The game joins `friend:CODE` addresses: the network thread resolves the code
through the relay, agrees on the key, settles on a direct or relayed stream
and connects the client to the tunnel's loopback port; everything after is
an ordinary join. Errors (unknown or ended code, wrong secret, host not
answering, version mismatch, rate limits) end on the Disconnected screen in
plain words. Shown and logged addresses hide the code's secret half.

Horizon's multiplayer page gains "Join a friend" (a code field); the classic
screens keep vanilla's buttons. The launcher's Play page gains a "Join a
friend" row (paste works) that starts the game straight into the join;
`horizon-launcher play --join CODE` does the same.

tools/test_friends.py runs a relay, a host Horizon sharing a world and a
guest Horizon, over plain LAN (--baseline), the direct path and the forced
relay path: chat, movement and blocks both ways, then the ended invite.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:08:07 +02:00
Ludovic Marie 6ddabae4dd Merge pull request #238 from ludovic111/fix/player-water-physics
Player water on #59: bubble columns, swim sounds, drown bubbles, vanilla fixes
2026-10-15 03:07:20 +02:00
Ludovic MarieandClaude Opus 5.5 dbc85822c1 Battery mode: a one-line description
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:07:02 +02:00
Ludovic Marie 6da701a669 Merge pull request #253 from ludovic111/feat/telemetry-privacy
website: privacy page for opt-in data collection
2026-10-15 03:06:13 +02:00
Ludovic MarieandClaude Opus 5.5 61b0aafbf8 Relay: no hosting platform in its comments
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:05:54 +02:00
Ludovic MarieandClaude Opus 5.5 5189a735c7 Invite codes: one address per LAN, no unique-local IPv6, the macOS firewall prompt in the docs
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:05:54 +02:00
Ludovic MarieandClaude Opus 5.5 de464a8fc0 Play with friends without a server: endpoints and key in the code
Ludovic can't pay for a hosted relay, so nothing depends on one now. The
host's game finds how it can be reached on its own: its interface
addresses (LAN, VPNs such as Tailscale or ZeroTier, IPv6), a port opened
on the router for an hour at a time (PCP, then NAT-PMP, then UPnP IGD;
renewed while sharing, deleted on stop) and its public address from STUN
(Cloudflare's and Google's public servers by default, configurable). The
invite code carries those endpoints and an 80-bit secret in base32 groups
with a checksum; guests dial every endpoint at once and run the same
SPAKE2 + ChaCha20-Poly1305 handshake, no rendezvous involved. When nothing
can reach the host it says why and what to do (UPnP, the port to forward,
a relay, a VPN; CGNAT and double NAT detected).

The relay stays as something anyone can run (binary, Dockerfile, systemd
unit; Railway config removed): with one configured the host also gets a
short code, and the full code names the relay so guests fall back to it.
No relay by default.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:05:54 +02:00
Ludovic MarieandClaude Opus 5.5 74c1a90980 Relay: hand out IPv4 clients' addresses as IPv4
A dual-stack listener reports them as ::ffff:a.b.c.d, which the other end
can't dial from an IPv6-only socket.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:05:54 +02:00
Ludovic MarieandClaude Opus 5.5 60ddf3daf8 Play with friends: invite codes, the relay and the encrypted tunnel
horizon-friends: codes (Crockford base32, nameplate + secret), the relay's
JSON-line protocol, SPAKE2 then ChaCha20-Poly1305 frames keyed off the
code's secret, direct connections (candidates, TCP simultaneous open from
a reuse-port socket) with the relay as fallback, and the host and guest
ends that carry the game's TCP stream between loopback ports.

horizon-relay: the service (codes, rendezvous, byte relay, rate limits,
bandwidth caps, idle timeouts, counts only), its Dockerfile and Railway
config. Nothing is deployed and nothing in the game uses it yet.

Design: docs/play-with-friends.md.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 03:05:54 +02:00
Ludovic Marie 186cf8c320 Merge pull request #251 from ludovic111/feat/telemetry-server
Opt-in data collection (4/5): the ingest server (SQLite, rollups, retention, aggregate endpoint)
2026-10-15 03:04:31 +02:00
Ludovic Marie 56861be08c Merge pull request #252 from ludovic111/feat/telemetry-game
Opt-in data collection (3/5): the game keeps crash reports and session summaries only with consent
2026-10-15 03:01:37 +02:00
Ludovic Marie f12578238e Merge pull request #248 from ludovic111/feat/telemetry-consent
Opt-in data collection (1/5): consent, payloads, outbox and a gated uploader
2026-10-15 03:01:26 +02:00
Ludovic MarieandClaude Opus 5.5 b3755bd6b1 website: privacy page for opt-in data collection
/privacy says what the launcher may send when a player allows it (performance
summaries, crash and bug reports, benchmark uploads), why, on what basis,
where it is kept and for how long, and how to delete it. The footer links it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 02:59:29 +02:00
Ludovic MarieandClaude Opus 5.5 12c1af0261 Opt-in data collection (4/5): the ingest server
crates/horizon-telemetry-server, its own workspace like the launcher's (the
game's workspace never builds a web server):
- POST /v1/batch (zstd, decoded and checked by horizon-telemetry), DELETE
  /v1/installs/<id>, GET /v1/aggregate (cached 10 min, CORS for the website),
  GET /healthz.
- SQLite: machine descriptions stored once, one row of columns per session
  with 80-byte summary blobs, zstd bodies for crash/bug/benchmark, daily totals
  rebuilt when a day changes and kept after raw rows expire (180 days). About
  190 bytes per session on disk.
- Per-address token bucket (addresses in memory only), per-install daily cap,
  groups under 5 install-days hidden from the totals.
- Tests: refusals, rate limit, daily cap, deletion (rows and totals), retention,
  storage size, and end to end with the launcher's uploader.
- Dockerfile and a path-filtered CI workflow.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 02:53:59 +02:00
Ludovic MarieandClaude Opus 5.5 d7b975185c Opt-in data collection (3/5): the game obeys the player's consent
The game never sends anything itself; it keeps items in the outbox for the
launcher, and only for kinds the player allows:
- Crash reports: crash::deliver keeps a scrubbed copy (error, stack, thread,
  Horizon version, graphics adapter and render settings; never the log, world,
  server or resource packs; the world's name and folder and the server address
  are scrubbed wherever they appear). Without consent crash-reports/ stays
  local, as before.
- Performance: a Session records frame times while playing and the integrated
  server's tick times into fixed-size Timings, with the time to the title
  screen and to the world; on leaving a world or quitting, a session of a
  minute or more becomes a summary (under 1 KiB) when the player allows it.
- The GPU, its driver and backend come from the wgpu adapter.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 02:51:02 +02:00
Ludovic MarieandClaude Opus 5.5 a2b2b3f776 Player water on #59: bubble columns, swim sounds, drown bubbles, vanilla fixes
Builds on Cosmic's #59 (player fluid travel, swimming, air supply) and
changes only what differs from vanilla 26.3 or what it lacks:

- BubbleColumnBlock.entityInside for the player (isPrecise, onAbove /
  onInsideBubbleColumn, not while flying) with its splash/bubble particles.
- LocalPlayer.goDownInWater before LivingEntity.aiStep's velocity cleanup.
- The aiStep jump phase as vanilla: nothing while flying, the fluid jump
  threshold from the eye height (also in travelInLava).
- Player.travel: swim steering samples y + 1.0 - 0.1, and LivingEntity.travel
  checks fluids before gliding; water and lava no longer end a glide.
- LocalPlayer.isUnderWater is wasUnderwater; sprint conditions get shallow
  water, flight and gliding; no flight toggle while swimming; the base tick
  runs before local crouching; the desired pose puts swimming before gliding.
- decreaseAirSupply creates the oxygen_bonus instance (getAttribute).
- Swim sounds and muffled steps in water; entity event 67 drown bubbles.
- Scene motion harness: swim_corpus (player travel in water and lava, bubble
  columns, air supply) and sprint-swim cases for --sprint-input.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 02:45:13 +02:00
Ludovic Marie 89b58991bb Merge pull request #246 from rdbtCVS/perf/save-batch-entity-grouping-20261014
perf: group block entities once per save batch
2026-10-15 02:38:17 +02:00
Ludovic MarieandClaude Opus 5.5 cc8744a06b Trim synthetic overlay benchmarks; record Mac real-pack numbers
The real-pack benchmark on the production resource_root path stays as the
reproducible measurement. On the Mac mini it saves 1.18 s (Faithful 32x) and
5.29 s (FPBR) per startup with the pack enabled.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 02:26:46 +02:00
Ludovic MarieandClaude Opus 5.5 0229615560 Battery mode: an opt-in frame cap and fewer worker threads
A Horizon graphics setting (Performance, off by default, batteryMode in
horizon-graphics.txt): at most 60 frames per second in a world, 30 in menus
without a world or behind other windows, and half the automatic worker
threads. It only changes when frames are drawn; ticks and what frames show
are untouched.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 02:24:57 +02:00
Ludovic MarieandClaude Opus 5.5 43138159b2 Opt-in data collection (1/5): consent, payloads, outbox and a gated uploader
horizon-telemetry, shared by the launcher, the game and the ingest server:
- consent.json in the game folder: four switches, all off until the player
  answers, a consent version that re-asks when what is collected changes, the
  answer's time, and a random install ID made at the first yes.
- Payloads: perf summaries (percentiles + 14 frame-time buckets from a
  fixed-size Timings recorder), crash and bug reports, and benchmark reports
  carried as docs/benchmark-report.md defines them; size caps per kind.
- A scrubber for user folders, user names, e-mail and IP addresses, UUIDs and
  caller-known private terms.
- The outbox: only allowed kinds get in, daily caps, 200 items / 2 MiB.
- zstd batches with bounded decoding; the uploader re-reads the consent and
  drops withdrawn items before connecting, backs off and caps batches a day.
- tests/consent_gating.rs: a local mock server sees zero connections with the
  consent missing, outdated or withdrawn.

No server is set (DEFAULT_ENDPOINT is None): nothing is sent yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 02:21:13 +02:00
rdbtCVS 1295fccd17 perf(client): validate overlay reuse with source stamps and benchmark real packs 2026-10-15 02:19:11 +02:00
rdbtCVS 8177726f70 perf: reuse validated resource-pack overlays 2026-10-15 02:19:11 +02:00
rdbtCVS dd5a361a58 bench(client): measure state reuse after slice reader changes 2026-10-15 02:18:30 +02:00
rdbtCVS cb28f691ff perf: return only lighting from chunk light workers 2026-10-15 02:18:30 +02:00
rdbtCVS ded40d60c6 perf(client): reuse parsed model states during preparation 2026-10-15 02:18:30 +02:00
rdbtCVS 2746802152 perf(client): synchronize tick chunk membership only on changes 2026-10-15 02:14:16 +02:00
rdbtCVS 4cac0a13cd perf(client): track structural chunk membership revisions 2026-10-15 02:14:16 +02:00
rdbtCVS 5c076ca38f perf(client): parse entity model document once for startup batches 2026-10-15 02:14:04 +02:00
Ludovic Marie 44144373ea Merge pull request #240 from rdbtCVS/perf/reuse-entity-geometry-20261014
perf: reuse entity geometry vertex storage between frames
2026-10-15 02:13:54 +02:00
Ludovic Marie da0c985d1d Merge pull request #244 from rdbtCVS/fix/launcher-desktop-wrapper
Preserve package wrappers in launcher desktop entries
2026-10-15 02:09:35 +02:00
rdbtCVS a794c05417 bench: measure dense entity geometry buffer reuse 2026-10-15 02:08:23 +02:00
rdbtCVS 90bdf5bb1a perf: retain entity geometry vertex storage between frames 2026-10-15 02:08:23 +02:00
rdbtCVS 34628c1471 perf: group block entities once per save batch 2026-10-15 01:07:56 +01:00
Ludovic Marie 8df59b96a9 Merge pull request #243 from rdbtCVS/perf/visibility-shortcuts-20261014
perf(mesher): short-circuit section visibility flood fills
2026-10-15 02:06:31 +02:00
Ludovic Marie de75330b21 Merge pull request #245 from rdbtCVS/fix/launcher-warning-wrap
fix(launcher): wrap long warnings within the window
2026-10-15 02:06:19 +02:00
rdbtCVS 2491d49bf5 perf: reuse entity material batching scratch buffers 2026-10-15 02:05:41 +02:00
Ludovic Marie 142b8da33e Merge pull request #236 from ludovic111/feat/pr-ready
pr_ready: one self-check for agents and contributors, CONTRIBUTING.md and a PR template
2026-10-15 02:04:01 +02:00
rdbtCVS 954b67ffa2 Merge main and preserve both HUD regression tests 2026-10-15 01:00:00 +01:00
rdbtCVS f9fdcd2912 fix(launcher): let warning text wrap within the page 2026-10-15 00:58:00 +01:00
rdbtCVS 930f6fa19e Honor package wrappers in launcher desktop entries 2026-10-15 00:49:41 +01:00
rdbtCVS 90f84ac10d perf(mesher): short-circuit section visibility flood fills 2026-10-15 00:45:44 +01:00
Ludovic Marie e96e1571e9 Merge pull request #59 from Online5277/fix/vanilla-item-use-animations
Fix animations, axolotls, fluids, fire and world progress isolation
2026-10-15 01:36:40 +02:00
Ludovic Marie af0e0db4ec Merge pull request #205 from rdbtCVS/perf/buffer-json-readers-20261014
perf(client): buffer model and render JSON reads
2026-10-15 01:21:21 +02:00
Ludovic Marie adbbff5904 Merge pull request #234 from ludovic111/fix/horizon-menus-delete-world
Horizon menus: delete singleplayer worlds
2026-10-15 01:18:39 +02:00
Ludovic Marie 1ac9e4860a Merge pull request #207 from rdbtCVS/perf/slice-large-json-20261014
perf(client): parse large fact JSON from in-memory bytes
2026-10-15 01:17:38 +02:00
Ludovic Marie 51a939bd00 Merge pull request #225 from rdbtCVS/perf/single-release-fetch-20261014
perf(launcher): fetch startup releases once for list and updates
2026-10-15 01:17:31 +02:00
Cosmic ccbf6f09c6 Merge latest main without duplicate hurt sounds 2026-10-14 19:17:30 -04:00
Ludovic Marie 61cb0c92bb Merge pull request #190 from Online5277/fix/crosshair-attack-indicator
Match crosshair alpha cutoff and ready-target checks
2026-10-15 01:16:41 +02:00
Ludovic Marie fa8056e172 Merge pull request #226 from ludovic111/feat/rust-edition-title
Title screen: "RUST EDITION" under the logo
2026-10-15 01:16:08 +02:00
Cosmic a18410f92f Merge main while preserving fluid phases and baked arrow rendering 2026-10-14 19:14:59 -04:00
Ludovic MarieandClaude Opus 5.5 48c85fa19f Add tools/pr_ready.py, CONTRIBUTING.md and a pull request template
pr_ready is the one self-check to run before asking for review: from the
files a branch changes it runs rustfmt, clippy with warnings denied, the
tests of the touched crates (mapped through cargo metadata), the launcher's
own workspace when it is affected, the tokens.css check, the Cargo.lock
rule, the Python tests and the public-tree check, and the vanilla harnesses
the change can affect, picked by tools/parity.py exactly as CI's parity job
picks them. It runs locally or on a fleet machine through ~/fleet/rbuild;
on the Mac mini the harnesses use the parity runner's own workspace and
scripts. It prints one Markdown block for the pull request body and exits
non-zero on any failure.

tools/parity.py gains --changed-files for copies without Git history, and
tools/ci/vanilla-data.sh accepts the preparation key from outside.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 01:13:39 +02:00
Ludovic Marie f02db7aede Merge pull request #232 from ludovic111/fix/explorer-maps-147
Explorer, treasure and abandoned camp maps work (#147)
2026-10-15 01:13:24 +02:00
Ludovic MarieandClaude Opus 5.5 4d7ca0fc93 Horizon menus: delete singleplayer worlds
The Horizon-style Singleplayer page had no way to delete a save. A Delete
(danger) button now shows beside Play when a world is selected and opens a
confirmation page in the design language: the world's name and last-played
date in a notice led by the danger dot, "It will be lost forever. This
can't be undone.", then Delete world / Cancel. After deleting, the list
refreshes and the selection moves to the world that took the deleted row
(or the new last one). A failure shows a Horizon error page whose Back
returns to the question.

Both menu styles share world_management::delete, now a port of
LevelStorageAccess.deleteLevel: it takes the world's session lock first, so
a world open in this or another instance is refused, deletes everything but
the lock (retrying five times, 500 ms apart), then releases and removes the
lock and the folder. Only a single plain folder name directly in saves is
accepted, and links inside the world are removed, never followed.

Leaving a world now flushes the region writer and releases the session
lock (vanilla closes the storage access), so the world just played can be
deleted from the title.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 01:12:18 +02:00
Ludovic Marie b980ae9150 Merge pull request #188 from rdbtCVS/fix/title-panorama-quality
Fix pixelated Classic menu panorama
2026-10-15 01:10:47 +02:00
Ludovic Marie b6f1ca63ba Merge pull request #231 from ludovic111/ci/runner-disk
CI disk: short artifact retention, runner cleanup, sccache on the Mac runners
2026-10-15 01:10:25 +02:00
Ludovic MarieandClaude Opus 5.5 2ce2ddcd4d Explorer, treasure and abandoned camp maps work (#147)
Vanilla 26.3 has a MapItem per explorer map (buried_treasure_map,
abandoned_camp_map, woodland_mansion_map...) and treats any stack with a
map_id as a map. Its ExplorationMapFunction finds the nearest structure of
the tag, makes an unlimited tracking map centred on it, draws the biome
preview (MapItem.renderBiomePreviewMap) and adds the target decoration
(MAP_DECORATIONS, drawn by tickCarriedBy). Horizon only recognised
filled_map, turned trade maps into filled_map, cleared every decoration but
the player's each tick, and chest loot only flagged the map as found: the
treasure maps of shipwrecks and underwater ruins and the maps of 26.3's
abandoned camps had no map id, no target and no picture.

- map_id: any stack with the component.
- tick_maps: the item's map_decorations (red X, mansion, camp...) are drawn
  as addDecoration places them (off the map only when unlimited).
- render_biome_preview: vanilla's water outline picture from the noise
  biomes at sea level (new generator query noise_biomes, fuzzed through
  BiomeManager's zoom) and #water_on_map_outlines.
- Chest loot (rolled with the chunk here) keeps the function's search in
  minecraft:custom_data; opening the chest runs it from the chest (vanilla
  runs it when the chest is unpacked on first open), else reaching the
  inventory runs it from the player. Nothing found drops the item, as the
  tables' filtered map_id check does.
- Trades keep their map item.

Fixes #147

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 01:07:48 +02:00
Ludovic MarieandClaude Opus 5.5 7a07251acf CI disk: short artifact retention, runner cleanup, sccache on the Mac runners
Releases now ship as often as changes land, so nothing they leave behind may
grow without bound. Workflow uploads keep 3 days (nightly parity logs 7); the
releases carry their own assets.

tools/ci/runner-gc.sh, run every 6 hours by launchd on the Mac mini from a copy
of main, skips a runner in a job, removes a checkout's cargo build folders past
12 GB and harness work folders under .local/ untouched for 3 days, and keeps the
2 newest shared preparations while no runner works. The runners build through
the machine's sccache, so what it removes comes back from the cache.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 01:05:59 +02:00
Ludovic Marie cc0d6736a1 Merge pull request #229 from ludovic111/ci/release-debounce
Release train: ship every settled player-facing change, no 3-hour gap
2026-10-15 01:01:37 +02:00
Ludovic MarieandClaude Opus 5.5 86e0e122f4 Release train: ship every settled player-facing change, no 3-hour gap
Ludovic wants releases as often as changes land. A kind now releases when
player-facing pull requests merged since its last release and the newest of
them merged 15 minutes ago (a burst of merges becomes one release), or the
oldest an hour ago when merges never pause; release-now still ships at once.
There is no minimum time between releases. The scheduled checks run every 10
minutes (game at :02, launcher at :07) so a settled release goes out without
another merge.

Release titles keep proper nouns (Horizon's mark, Microsoft, LAN, ...) when
they lowercase the clauses after the first.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 01:01:26 +02:00
Ludovic Marie 4552494550 Merge pull request #216 from ludovic111/fix/berry-prick-sound-144
Play the player's hurt sound for every damage, by its damage effects (#144)
2026-10-15 00:56:39 +02:00
Ludovic Marie 339bed0b7d Merge pull request #218 from ludovic111/fix/pickup-anim-142
Items, orbs and arrows fly to whoever picks them up (#142)
2026-10-15 00:56:30 +02:00
Ludovic Marie 440d9257ed Merge pull request #214 from ludovic111/fix/lan-name-195
LAN: offline players get a kept generated name instead of Player (#195)
2026-10-15 00:55:56 +02:00
Ludovic MarieandClaude Opus 5.5 8f3f72c7ef Title screen: "RUST EDITION" under the logo
The classic title screen's banner now reads "RUST EDITION". It is rebuilt
at load time from the player's own textures/gui/title/edition.png:
"EDITION" is kept column for column, the "T" is lifted out of it, and R, U
and S are Horizon's own glyphs (rectangles in title_edition.rs) drawn the
way the texture's letters are built, in shades sampled from it. "RUST"
spans "JAVA"'s columns, so the banner stays centred. Only vanilla 26.3's
exact texture (pixel fingerprint) is rebuilt: a resource pack's banner is
left as drawn. No Mojang pixels are added to the repository.

The logo and banner are now blitted as LogoRenderer does: the logo's top
44 of 64 rows and the banner's top 14 of 16 rows at y = 30 + 44 - 7
(the banner was 20 px too low and squeezed 16 rows into 14).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:54:50 +02:00
rdbtCVS aec1519f91 perf(launcher): share startup release response with update check 2026-10-14 23:52:59 +01:00
Ludovic Marie d85aa27aa8 Merge pull request #212 from ludovic111/fix/website-favicon-cache
Website: the new favicon reaches browsers at once, and /favicon.ico exists
2026-10-15 00:51:51 +02:00
rdbtCVS 8b6a2861b5 Merge main and retain both HUD regression tests 2026-10-14 23:33:46 +01:00
Ludovic MarieandClaude Opus 5.5 a3fcacb212 Website: the new favicon reaches browsers at once, and /favicon.ico exists
The icon files kept their names while the server lets browsers cache /favicon*
for a week, so visitors still saw the old mark. The pages now link each icon
with its content hash (?v=…), and the build writes /favicon.ico (the 32-pixel
PNG in an ICO container) for browsers that ask for it on their own.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:32:42 +02:00
Ludovic MarieandClaude Opus 5.5 aec497c94b Items, orbs and arrows fly to whoever picks them up (#142)
Vanilla's ClientPacketListener.handleTakeItemEntity adds an
ItemPickupParticle for every take: the taken entity's render state
(extracted at partial tick 1) moves to the collector's x, (y + eyeY) / 2, z
along ((life + partial) / 3)^2 over three ticks, the target lerped between
ticks (ItemPickupParticleGroup). Horizon removed taken entities at once.

game/pickups.rs keeps those particles (joining the group at the end of the
particle tick, as ParticleEngine.tick does) and the item, orb and arrow
renderers draw them frozen at the moving position. Takes by the player
(items, orbs, arrows), by mobs (allays, villagers, piglins, sulfur cubes,
raid banners), by LAN guests on the host, and ClientboundTakeItemEntity on
a LAN guest or server all add one.

Fixes #142

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:31:19 +02:00
Cosmic e08687f362 Merge main and retain remaining crosshair parity fixes 2026-10-14 18:30:06 -04:00
rdbtCVS 576e88bd8c Zero-pad inventory effect duration fields 2026-10-14 23:29:29 +01:00
Ludovic MarieandClaude Opus 5.5 bf7b3d140f Play the player's hurt sound for every damage, by its damage effects (#144)
Vanilla plays the hurt sound on the client from broadcastDamageEvent
(LivingEntity.handleDamageEvent -> Player.getHurtSound, the damage type's
DamageEffects sound, pitch (r - r) * 0.2 + 1). Horizon only played
entity.player.hurt by hand for falls and mob hits, so sweet berry bushes
(poking -> hurt_sweet_berry_bush), fire and lava (burning -> hurt_on_fire),
drowning, freezing, cactus and the rest were silent.

The combat port's broadcast_damage now carries its damage source
(HealthEvent::DamageBroadcast, same trace line as before) and the game plays
hurt_sound(effects) for it; the two hand-written plays are gone.

Fixes #144

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:24:16 +02:00
Ludovic MarieandClaude Opus 5.5 dacdf69293 LAN: offline players get a kept generated name instead of Player (#195)
Every offline Horizon player joined as Player, the LAN host's own offline
profile, so the host refused every guest with "You logged in from another
location". Vanilla's client defaults --username to Player + millis % 1000
and the launcher passes the account's name. Horizon now generates
Player + five digits once and keeps it in horizon-player.txt next to
options.txt (same name, same offline UUID, same inventory on a friend's
world). --name, HORIZON_PLAYER_NAME and a signed-in account still win.

tools/test_lan_lifecycle.py: two default guests join one host together,
keep their names across rejoins, and a guest named Player is refused.

Fixes #195

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:24:16 +02:00
Ludovic Marie 830e8adbe5 Merge pull request #203 from ludovic111/fix/dedicated-server-spawners
Loaded spawners keep their mob; chunk block entities in vanilla's order
2026-10-15 00:23:26 +02:00
rdbtCVS 2217ebcb33 perf(client): parse large fact JSON from in-memory bytes 2026-10-14 23:21:03 +01:00
Ludovic Marie 02df01adbb Merge pull request #174 from ludovic111/feat/design-website
Website in the new design language
2026-10-15 00:18:33 +02:00
Ludovic Marie fe1b08f83a Merge pull request #173 from ludovic111/feat/design-menus
Game menus (Horizon style) in the new design language
2026-10-15 00:18:17 +02:00
Ludovic Marie b009c7652f Merge pull request #168 from ludovic111/feat/design-launcher
Launcher in the new design language
2026-10-15 00:18:02 +02:00
Ludovic Marie 0a0504dd63 Merge pull request #167 from ludovic111/feat/design-icon
Horizon's mark and its icon everywhere
2026-10-15 00:17:45 +02:00
Ludovic Marie 792aa79b0a Merge pull request #166 from ludovic111/feat/design-tokens
Design system: one set of tokens for the launcher, menus and website
2026-10-15 00:17:29 +02:00
rdbtCVS 99514c4b79 perf(client): buffer model and render JSON reads 2026-10-14 23:16:21 +01:00
Ludovic MarieandClaude Opus 5.5 8a95aa79a7 Website and README: the round-2 menus and launcher screenshots
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 5763ec7e58 Game menus: AA veils over bright backdrops, a whole wordmark on the home page
Every page and the in-world screens veil the backdrop at 0.90; the home page at 0.80, with its
secondary text in ink_soft (Ui::muted). Muted text over the backdrop is BACKDROP_MUTED. The home
page's faint wordmark is now whole: as wide as the content column, above the footnote, instead
of cut off at the bottom right.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 3e39dfae33 Launcher: a development-build override of the Microsoft endpoint, for the sign-in panel
HORIZON_MSA_MICROSOFT_ENDPOINT (debug builds only) points the device-code and token requests at
a local mock, so the restyled code panel can be seen and screenshotted without Microsoft.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 a248e9242a Ship the launcher as Horizon.app in a .dmg, and in Linux's menus
macOS: packaging/macos/package.sh (run by launcher.yml) builds Horizon.app (Info.plist, bundle
id dev.horizon.launcher, macOS 11+, the .icns), signs it ad hoc, and makes the two release
assets: horizon-launcher-macos-arm64.dmg, the installer (the app and an Applications link over
a background, laid out by dmgbuild without a GUI), and the .zip the launcher updates from. A
launcher inside the app replaces the whole bundle: copied beside it with ditto, swapped in by
renames, restarted; a bare binary, as older launchers are, still finds its binary in the zip.
A macOS test zips, unpacks, swaps and re-verifies a signed bundle. Signing for real is a
MACOS_SIGN_IDENTITY away (packaging/macos/README.md, with what Gatekeeper asks meanwhile).

Linux: release builds keep horizon-launcher.desktop (with the binary's current path),
horizon.desktop (hidden, for the game window's icon) and the hicolor icons under
$XDG_DATA_HOME, without root; `horizon-launcher desktop-entry --remove` takes them out and
stops it, `desktop-entry` puts them back.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 cd39680534 Show the new launcher and menus on the website and in the README
The README banner is redrawn in the new design (docs/media/banner.html), and the launcher and
menu screenshots (README and website) are the restyled ones. The website's launcher section
gains a Launcher tab: its screenshots no longer show the old background, whose licence was
never confirmed.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 2094fb58ad Describe the game menus' sidebar and plates as built
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 275f60efec Launcher settings: a switch for the entry in Linux's applications menu
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 fcbbff26a7 Give Horizon a mark, and its icon everywhere
The mark is an H whose crossbar is the horizon: a violet line edge to edge, the stems above it
and their reflection below at a third, on whole units of a 16-unit grid so it stays sharp at
16 px. docs/media/brand holds the SVG masters (square icon, macOS tile, avatars, the mark for
light and dark backgrounds), the two alternatives that were shown with it, the GitHub social
preview and the Discord banner, and a README of what goes where and how to upload what only
Ludovic's accounts can.

`cargo run -p xtask -- icons` renders the masters (rsvg-convert) and packs, in plain Rust:
packaging/icons/horizon.ico and horizon.icns, Linux's hicolor icons 16–512 and the scalable
SVG, the game's run-time window icon, the avatars and the website's favicons.
packaging/linux has .desktop entries for the launcher and the game.

On Windows, build.rs embeds the .ico as icon resource 1 in horizon-client (and its tools) and
horizon-launcher (winresource, a Windows-only build dependency); gpui loads that resource as
the launcher's window icon. The game window sets the icon itself (X11, Windows) and names
itself `horizon` on Wayland so the desktop entry matches.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 c49a91a22c Restyle the website in the new design language
The page now reads the design tokens generated from crates/horizon-theme (src/tokens.css, put
before style.css by build.mjs), and follows the system's light or dark appearance, with a
toggle that remembers the choice. The full-screen sunset hero is replaced by type: a headline,
one paragraph, the download, and an index list of what the page holds. Every section is a mono
label, a display heading and its content as numbered rows with one-pixel rules: the facts, the
fourteen subsystems, the launcher's features, the community links. Rows fade a soft plate in
under the pointer; content arrives with a short fade, rise and unblur. The footer ends on the
giant faint wordmark. The 404 page and the social preview (og.html) follow.

Instrument Serif, the hero images, the parallax, the statement fill and the magnetic buttons
are gone; the icons come from Horizon's new mark (xtask icons). Touch targets are 44 px high.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 7df75b9d3b Restyle the game's Horizon menus in the new design language
Only Horizon's own style changes (what HORIZON_MENU_STYLE=horizon and "Menu style: Horizon"
show); vanilla's classic screens and the HUD are untouched.

The shared components in ui_theme follow the launcher: pill buttons, the sidebar as text items
with a soft sliding pill under the mark and a name instead of a tinted panel, the segmented
control's ink pill, a 36x20 switch, a thin ink slider, fields without borders, display-size page
titles, mono capitals for status lines and section labels. Settings rows, worlds and servers are
numbered index lists (01, 02…) with one-pixel rules; list rows fade a soft plate in under the
pointer and keep it under the selection. Plates are translucent ink so they read the same over
any backdrop. The veil over the live backdrop is flat (no gradients), lighter on the home page,
which ends on the faint wordmark. The opening's wordmark is "horizon" in Geist.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 86149f7da6 Restyle the launcher in the new design language
A top bar (the mark, Horizon, the pages as text) replaces the sidebar; a mono footer carries
the launcher's version, its update and the community links. Every page is a display title, a
short muted line, then an index list: Play's resources and folders, the versions with their
names large and their size and state in mono, the patch notes, the settings. Buttons are pills,
the main action is the one violet thing on the screen, selection is an ink pill, the console,
notices and the crash report sit on soft plates without borders. The Play page ends with the
faint wordmark, half set below the window's edge.

The sunset photograph and its veils are gone (and the `image` dependency with them): the
window is the page colour, light or dark with the system. The opening draws the wordmark
letter by letter, then the launcher rises into place. HORIZON_LAUNCHER_APPEARANCE=light|dark
overrides the system's appearance, for screenshots and tests.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 7d26cb0a5b Hold the game menus' text to AA over the brightest backdrops
The veil goes to 0.90 (0.80 on the title's home page, which keeps to ink and ink_soft), and
muted text over the backdrop is lifted to #9fa3ae; a test checks every pair over a backdrop of
luminance 0.77 (the snowiest title panorama measured reaches 0.49), bare and on a row's plate.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:22 +02:00
Ludovic MarieandClaude Opus 5.5 1a730659f0 Add a design system: one set of tokens for the launcher, menus and website
docs/design-system.md describes the new design language (after mkdir.directory: type as the
interface, numbered index lists with hairline rules, one violet accent, space instead of
borders, quiet motion, a faint wordmark) and its tokens, components, surfaces and mark.

crates/horizon-theme now holds the whole system: the two palettes (cool neutrals, light and
dark, each text colour checked against WCAG AA on every background by a test), the type scale
with web sizes, spacing, radii, rules, control heights and motion with CSS easing curves.
Instrument Serif is gone; display type is Geist at medium weight.

`cargo run -p xtask -- tokens` writes website/src/tokens.css from the crate, and a test fails
when the file is out of date. The launcher and the game's menus read the new names through
small adapters; the restyles follow in their own changes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:08:22 +02:00
Ludovic Marie 4b4b36b716 Merge pull request #191 from rdbtCVS/t3code/classic-video-gui-button
Fix GUI Scale button in classic Video Settings
2026-10-15 00:08:20 +02:00
Ludovic Marie a5bd5ebf7a Merge pull request #201 from ludovic111/fix/cactus-mips-110
Sprite mips from vanilla's MipmapGenerator: no cactus corner gaps
2026-10-15 00:04:25 +02:00
Ludovic Marie c8dbb00031 Merge pull request #177 from rdbtCVS/t3code/classic-singleplayer-ui-parity
Fix Classic singleplayer world management screens
2026-10-15 00:04:20 +02:00
Ludovic Marie 288ea9dfa1 Merge pull request #198 from ludovic111/fix/end-fog-103
The dragon fight's world fog and the End's void darkness floor
2026-10-15 00:02:15 +02:00
Ludovic Marie e17a40fc6b Merge pull request #197 from ludovic111/fix/end-crystal-102
End crystals from EndCrystalModel: lit, with their base and beams
2026-10-15 00:02:09 +02:00
Ludovic Marie b91288a937 Merge pull request #196 from ludovic111/fix/crosshair-97
Inverting crosshair and a working attack indicator
2026-10-15 00:02:02 +02:00
Ludovic Marie 1643b78d7b Merge pull request #194 from ludovic111/fix/creeper-swell-157
Creepers swell and flash for LAN guests; load ignited from NBT
2026-10-15 00:01:56 +02:00
Ludovic MarieandClaude Opus 5.5 d93b347b41 Loaded spawners keep their mob; chunk block entities in vanilla's order
A saved spawner's block entity id is minecraft:mob_spawner, not its block's
name, so decode_block_entity found no block entity for it and dropped it:
every spawner loaded from a save (a vanilla world's dungeons and mineshafts,
or Horizon's own after a reload) lost its spawn data, and the server sent
its chunk with no update tag. The id now maps to the spawner block.

The chunk packet lists block entities in LevelChunk.blockEntities' order,
which Horizon reproduces from the position hashes; positions sharing a
bucket keep their insertion order, which for a loaded chunk is the save's
block_entities list (SerializableChunkData -> pendingBlockEntities). That
list order is now kept with the chunk and used as the insertion order.

dedicated_server: 542 transcript lines identical (was 10 differing).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 00:00:37 +02:00
Ludovic MarieandClaude Opus 5.5 95db0fce9d Sprite mips from MipmapGenerator: cutout edges keep their coverage
Horizon averaged each mip level's alpha plainly, so a cutout texture's
transparent edges grew past the alpha test with every level: the cactus
side's transparent border columns opened see-through slits along its
corners from about 40 blocks, more than vanilla shows. The sprite array's
mips now come from a port of MipmapGenerator.generateMipLevels: the
texture's .mcmeta mipmap_strategy (auto: cutout when a pixel is fully
transparent) and alpha_cutoff_bias, solidify or the dark fill on the base,
meanLinear or darkenedAlphaBlend, and scaleAlphaToCoverage keeping every
cutout level's alpha-test coverage at the base level's.

tools/test_mipmap_parity.py runs vanilla's MipmapGenerator and the port on
every static 16x16 block texture and a sample of item textures.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 23:59:47 +02:00
rdbtCVS b48539197a Use the current framebuffer for GUI Scale cycle limits 2026-10-14 22:59:27 +01:00
Ludovic Marie 73a019967e Merge pull request #193 from ludovic111/fix/arrow-pickup-119
Arrows can be picked up (#119)
2026-10-14 23:46:15 +02:00
Ludovic Marie 3bf8387ca8 Merge pull request #189 from ludovic111/fix/arrow-fire-124
Burning arrows: lava, fire, Flame and what they light (#125, #124)
2026-10-14 23:45:54 +02:00
Ludovic Marie d6f729321b Merge pull request #187 from ludovic111/fix/arrow-water-127
Arrows get vanilla's water physics (#127)
2026-10-14 23:45:32 +02:00
Ludovic Marie de5fb47174 Merge pull request #186 from ludovic111/fix/water-fall-damage-180
Water cancels the player's fall damage (#180)
2026-10-14 23:45:20 +02:00
Ludovic MarieandClaude Opus 5.5 3319e6e204 The dragon fight's world fog, and void darkness from each dimension's floor
EnderDragonFight's boss event sets createWorldFog, and while such a bar
shows AtmosphericFogEnvironment.setupFog pulls the fog in (start at most
10, end at most 96, sky and cloud fog ending there): Horizon never did, so
the End stayed clear during the fight. FogInputs gains boss_world_fog,
set while the dragon's bar shows.

FogRenderer's void darkness starts voidDarknessOnsetRange (32) above
level.getMinY(), which is 0 in the Nether and the End; Horizon used the
Overworld's -64 everywhere, so the End's fog never darkened below y 32.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 23:41:22 +02:00
Ludovic MarieandClaude Opus 5.5 ee697cadc6 End crystals from EndCrystalModel, lit, with their base and beams
The crystals were a hand-built mesh without normals (so unshaded), without
the bedrock base and without beams. They now draw the baked
minecraft:end_crystal#main layer under EndCrystalRenderer's transform
(scale 2, down 0.5, not flipped) with EndCrystalModel.setupAnim's poses
(end_crystal::poses: the base shown per showsBottom, the glass raised by
half the bob, outer glass, inner glass and cube turned with rotateBy), the
entity light at their block, and the beam to their target
(submitCrystalBeams from the target's centre up to the crystal) while the
spikes are being summoned back. Crystals placed outside the End draw too.

The entity model harness no longer skips end_crystal: the oracle runs
EndCrystalModel.setupAnim on EndCrystalRenderState and the fixture poses
the layer with end_crystal::poses.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 23:40:18 +02:00
Ludovic MarieandClaude Opus 5.5 6ab958a423 Crosshair through the inverting CROSSHAIR pipeline, with the attack indicator
Hud.extractCrosshair draws every crosshair sprite with
RenderPipelines.CROSSHAIR, whose BlendFunction.INVERT (ONE_MINUS_DST_COLOR,
ONE_MINUS_SRC_COLOR, ONE, ZERO) inverts the colour under it; Horizon drew it
alpha-blended white. GuiDraw sprites now carry their pipeline, the HUD batch
records the vertex ranges that invert and the HUD renderer draws them with a
second pipeline.

The attack indicator (crosshair or hotbar, per the Attack Indicator option)
now shows Player.getAttackStrengthScale(0) from the attack strength ticker
instead of a constant full strength, and the full indicator shows at full
strength on a living entity under the crosshair with a weapon slower than
MIN_CROSSHAIR_ATTACK_SPEED.

The HUD harness records every sprite's pipeline on both sides and gives the
crosshair a stand-in crosshairPickEntity (alive or not) and attack delay.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 23:32:36 +02:00
Ludovic MarieandClaude Opus 5.5 087b2526c6 Creepers swell for LAN guests and load ignited from NBT
The host sends Creeper.DATA_SWELL_DIR and DATA_IS_IGNITED with the
creeper's entity data, and a guest runs the client half of Creeper.tick
on them, so the swell and white flash CreeperRenderer draws now show on
the guest too. Creeper.readAdditionalSaveData's ignited lights the fuse
(summon creeper ~ ~ ~ {ignited:1b}).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 23:28:35 +02:00
rdbtCVS e8efd36e5b Integrate world management with Classic button click sounds 2026-10-14 22:20:20 +01:00
rdbtCVS e57a43745a Fix GUI Scale button in classic Video Settings 2026-10-14 22:20:13 +01:00
Ludovic MarieandClaude Opus 5.5 89eaaab2ee Arrows can be picked up (#119)
Players could never pick up arrows: arrows had no pickup rule and no
item, nothing checked a player touching them, and arrows from saves were
loaded into a separate list that never ticked.

Arrows now carry AbstractArrow's pickup rule and pickupItemStack. The
player's bow and crossbow give them the drawn ammo (ProjectileWeaponItem
.useAmmo: creative, Infinity and multishot's extra arrows draw intangible
ammo, so those arrows are CREATIVE_ONLY), setOwner(player) turns
DISALLOWED into ALLOWED, dispensers make them ALLOWED, mobs' stay
DISALLOWED. Each tick the player touches the arrows in its box grown by
(1, 0.5, 1) (Player.aiStep): a stuck arrow that has stopped shaking goes
into the inventory (ALLOWED), or just goes for a creative player
(CREATIVE_ONLY, or ALLOWED with a full inventory), with the item pickup
sound at the arrow.

Saved arrows load as live arrows (life, shake, inGround, inBlockState,
pickup, item, fire) and live arrows are saved, so stuck arrows survive a
reload and despawn on time; the legacy never-ticked arrow list is gone,
and /kill, /tp and /data reach the live arrows.

The arrow harness adds who shot the arrow, intangible ammo and
dispensers' ALLOWED, then touches in flight, while shaking and when stuck
by survival and creative players with empty, partly and fully filled
inventories, against the real setOwner and playerTouch.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 23:17:07 +02:00
rdbtCVS 24d8c57932 Make filtered world selection regression deterministic 2026-10-14 22:06:48 +01:00
rdbtCVS f8341dc415 Ignore generated world backups 2026-10-14 22:06:48 +01:00
rdbtCVS aa5305772d Fix backup completion flow and localize world management 2026-10-14 22:06:48 +01:00
rdbtCVS b37db61713 Fix world selector clipping lint on Rust 1.99 2026-10-14 22:06:48 +01:00
rdbtCVS 329334723d Fix classic singleplayer world management UI parity 2026-10-14 22:06:48 +01:00
Ludovic Marie 94aeab9a42 Merge pull request #185 from Online5277/fix/prepare-relative-root
Resolve relative preparation roots before running Java exporters
2026-10-14 23:04:32 +02:00
Ludovic Marie cab02f7e5e Merge pull request #183 from Online5277/fix/rabbit-animation
Drive rabbit hop and idle animations from runtime controls
2026-10-14 23:04:26 +02:00
Ludovic Marie 237e9b9ff3 Merge pull request #181 from Online5277/fix/falling-block-model
Render falling blocks with their actual block models
2026-10-14 23:04:20 +02:00
Ludovic Marie c176b4f8bc Merge pull request #179 from Online5277/fix/dragon-egg-particles
Render dragon egg teleport particles
2026-10-14 23:04:15 +02:00
Ludovic Marie 7d1b2a5777 Merge pull request #176 from rdbtCVS/t3code/fix-screenshot-seed-actions
Fix screenshot, seed, and locate chat click actions
2026-10-14 23:04:09 +02:00
Ludovic Marie b857fc2b72 Merge pull request #182 from rdbtCVS/t3code/fix-classic-ui-menu-sounds
Fix classic menu click sounds to match vanilla
2026-10-14 23:04:03 +02:00
Ludovic Marie 4704e98bda Merge pull request #137 from ludovic111/feat/extras-reconnect
Horizon extras: auto-reconnect (off by default)
2026-10-14 23:00:07 +02:00
Cosmic 2f34bf7b46 Invert crosshair rendering and show attack cooldown indicators 2026-10-14 16:57:51 -04:00
rdbtCVS 42eda649a8 Render Classic menu panorama with vanilla cube-map filtering 2026-10-14 21:54:22 +01:00
Cosmic e7e35fa6e1 Correct resident fluid phase and breathing decisions 2026-10-14 16:53:10 -04:00
Cosmic 792a681497 Seed falling block models from their spawn cell 2026-10-14 16:51:30 -04:00
Cosmic f465e1b6ae Avoid verbatim preparation paths on Windows 2026-10-14 16:49:07 -04:00
Cosmic 07f1c34f96 Merge remote-tracking branch 'origin/main' into fix/dragon-egg-particles
# Conflicts:
#	crates/horizon-client/src/game.rs
2026-10-14 16:49:02 -04:00
Ludovic MarieandClaude Opus 5.5 37043b3dff net harness: the Disconnected screen gained auto-reconnect's retry
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:44:56 +02:00
Ludovic MarieandClaude Opus 5.5 228bdda201 Burning arrows: lava, fire, Flame and what they light (#125, #124)
Arrows never caught fire: nothing ignited them (lava, fire blocks, a
Flame bow's projectile_spawned ignite), so they never set mobs, TNT,
campfires or candles alight. Flame only worked for mobs' bows, as a
5-second ignite on hit.

Arrows now keep Entity.remainingFireTicks: the blocks along their path go
through InsideBlockEffectApplier.StepBasedCollector (fire and soul fire
fireIgnite to 8 s, lava LAVA_IGNITE to 15 s, water EXTINGUISH with the
extinguish sound), the player's bow and mobs' bonus ignite them for 100 s
at spawn, and the fire burns down in flight but not while stuck. A
burning arrow sets its target alight for 5 s, primes TNT, lights
campfires, candles and candle cakes (onProjectileHit, mob_griefing for
mobs' arrows), and blows up a TNT minecart; arrows now hit minecarts like
other entities (VehicleEntity damage). Burning arrows show
FlameFeatureRenderer's fire quads.

The arrow harness adds lava pools, lava/water walls, fire and soul fire,
Flame arrows, and burning/non-burning hits on TNT, campfires, candles and
candle cakes against the real blocks' onProjectileHit.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:44:37 +02:00
Ludovic MarieandClaude Opus 5.5 1d93642094 Arrows get vanilla's water physics (#127)
Arrows flew through water with a point check for the 0.6 drag and nothing
else: no bubbles, no splash, no currents, no bubble columns, and the
stuck arrow logic (nudging back by the normalized motion, no falling
out, a 1200-tick age) was not AbstractArrow's.

Port AbstractArrow.tick for arrows (arrows.rs, state in
Projectile::arrow): the in-block check, the water inertia from the last
base tick's wasTouchingWater with four bubbles behind it, crit trails,
lerped rotation, the COLLIDER clip with entity hits first, the effects
of the blocks along the path (bubble columns push, water extinguishes),
air drag and gravity, then the base tick's updateFluidInteraction
(currents while not stuck, splash sound/particles), sticking 0.05 back
along each moving axis with the arrow's own random for the hit sound,
falling out when the block goes, and despawning 1200 ticks after
sticking.

New harness tools/test_arrow_parity.py drives real vanilla Arrow entities
(VanillaArrowOracle) and Horizon's arrows::tick (examples/arrow_probe.rs)
over the resident scene.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:44:31 +02:00
Ludovic MarieandClaude Opus 5.5 645109d427 Keep the scene motion scope text a valid string
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:44:31 +02:00
Ludovic MarieandClaude Opus 5.5 f442374e6d Format the player fluid binding
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:44:31 +02:00
Ludovic MarieandClaude Opus 5.5 60d9bffc86 Water cancels the player's fall damage (#180)
The player's movement treated every fluid as empty: is_in_water was
always false, LivingEntity.checkFallDamage's updateFluidInteraction was
a no-op and Entity.move's fall-reset ray ignored water. A player landing
in water (or a waterlogged block, a bubble column, kelp) still took the
whole fall.

Bind vanilla's Entity.updateFluidInteraction to the player over the
existing horizon-world kernels (EntityFluidInteraction heights, eyes and
currents, entity_fluid_tick, water_splash, fluid_flow): run it in the
base tick and from checkFallDamage, read wasTouchingWater for
isInWater, query the water's (first-query cached) shape in the
FALLDAMAGE_RESETTING ray, halve the fall in lava after the first tick,
and play the splash sound with bubble and splash particles.

The scene motion harness gains water/lava fixtures (fluid_tick plus
scripted falls through the real Entity.move) against the real vanilla
updateFluidInteraction with the #water/#lava tags bound.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:44:31 +02:00
Ludovic MarieandClaude Opus 5.5 ce9c1d3a5c Auto-reconnect: never after account session refusals, retry when session servers are down
Classifies the online-mode login outcomes from #161: invalid session,
banned from playing online, multiplayer disabled, no account signed in
and the server failing to verify the username are never retried;
unreachable session servers (the client's or the server's) are. A retry
of an online-mode server joins with the account held in memory for the
whole run.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:41:14 +02:00
Ludovic MarieandClaude Opus 5.5 5797cf2702 Auto-reconnect retries with the session's player name
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:39:51 +02:00
Ludovic MarieandClaude Opus 5.5 43b45fabc7 Horizon extras: auto-reconnect, off by default
On the Disconnected screen after a lost multiplayer connection, a
countdown "Reconnecting in N s" with a Cancel button, then the same
address again. Attempts back off (5, 10, 20, 40, 60 s) and stop after
five; the count resets only after a minute connected. Only failed
connections and the server's shutdown, restart, time-out or full
reasons are retried, never kicks, bans, whitelists, version refusals or
duplicate logins: the network thread now says whether the server gave
the reason (login refusals included).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:39:36 +02:00
Ludovic Marie 21aab8b164 Merge pull request #136 from ludovic111/feat/extras-minimap
Horizon extras: minimap (off by default)
2026-10-14 22:38:32 +02:00
Ludovic Marie 35120b0e91 Merge pull request #135 from ludovic111/feat/extras-core
Horizon extras: zoom, FPS counter, keystrokes and the Extras page (off by default)
2026-10-14 22:38:01 +02:00
Ludovic Marie 294010913b Merge pull request #143 from ludovic111/ci/release-train-nightly
Release train 4/4: nightly parity audit with parity-regression issues
2026-10-14 22:28:57 +02:00
Ludovic Marie ae460db2e8 Merge pull request #141 from ludovic111/ci/release-train-launcher
Release train 3/4: automatic launcher releases, version built in from the tag
2026-10-14 22:28:36 +02:00
Ludovic Marie af6bb6bc8c Merge pull request #138 from ludovic111/ci/release-train-games
Release train 2/4: automatic game releases
2026-10-14 22:28:13 +02:00
Cosmic 7566a4753c Merge PR 186 fluid foundation and preserve swimming and fire behavior 2026-10-14 16:28:07 -04:00
Ludovic Marie 12e8d5b71e Merge pull request #133 from ludovic111/ci/release-train
Release train 1/4: cached verify, and a parity job on the Mac mini for what a PR can affect
2026-10-14 22:27:33 +02:00
rdbtCVS c166ea57d1 fix: match vanilla screenshot and seed link behavior 2026-10-14 21:22:19 +01:00
Ludovic MarieandClaude Opus 5.5 beac11eaa5 Nightly parity audit on the Mac mini, with an issue per regressed harness
nightly.yml runs every harness from scratch on main at 03:00 Paris time on the Mac mini's runner, after
preparing the resources again if the preparer changed. tools/ci/parity_issues.py compares the results with
the previous audit: a harness that passed and now fails gets one issue labelled parity-regression (an open
one is commented on), and an issue closes when its harness passes again. The bugs session picks them up.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:18:31 +02:00
Ludovic MarieandClaude Opus 5.5 98ca844f07 launcher: the Microsoft sign-in's User-Agent says the built-in version too
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:18:31 +02:00
Cosmic e57c32efb8 Merge current main and preserve axolotl damage behavior 2026-10-14 16:18:08 -04:00
Ludovic MarieandClaude Opus 5.5 76f3e7c2a8 launcher.yml: GPUI's runtime shaders on a Mac runner without the Metal toolchain (the Mac mini)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:46 +02:00
Ludovic MarieandClaude Opus 5.5 fa61f262c3 launcher: automatic releases, the version built in from the tag
launcher.yml releases the launcher by itself: after a push to main that changes launcher/,
crates/horizon-prepare or crates/horizon-theme, hourly, and by hand, with the game's rules
(tools/release_train.py decide --kind launcher: player-facing pull requests and a 3-hour cooldown,
release-now, skip-release, RELEASES_PAUSED). launcher-vX.Y.Z is the next patch, or the next minor after a
pull request labelled feature. Linux on ubuntu-22.04, Windows on GitHub, macOS on the Mac mini's runner;
published with --latest=false.

No version-bump commits: VERSION reads HORIZON_LAUNCHER_VERSION with option_env!, falling back to
Cargo.toml's, and --version, the User-Agent and the self-update comparison use it; each build checks
--version says the release's version.

With several game releases a day, the newest launcher release soon falls out of the newest 100 (launcher)
or 30 (website) releases: both now look the newest launcher-v tags up one by one when the list has none.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:46 +02:00
Ludovic MarieandClaude Opus 5.5 6d759dc7bb release_train: name a feature split over several pull requests once in the title; no leading Fix
Today's main would have been titled "Controllers, controllers, controllers and 17 more changes".

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 9e016b6235 vanilla-data.sh: clone the sounds into each preparation instead of linking them
Vanilla's resource packs refuse symbolic links inside a pack: with linked sounds the vanilla sound oracles found
no sound files while Rust did (sound_event, sound_engine on #133's parity run).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 fb256809a7 release: the macOS smoke run draws 1500 frames; 300 end before the world has loaded
Checked on the Mac mini: 1500 offscreen frames in 12 s, 81 chunks generated, 4153 sections meshed, a player.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 cfad57d0b1 Mac runner: the game's sounds in each preparation; save_roundtrip Linux-only
The first audit on the Mac mini failed 7 audio harnesses (no sounds in the prepared resources: the Mac mini has
no official launcher for horizon-prepare sounds to copy from) and save_roundtrip (it needs vscreen). The
sounds depend only on the Minecraft version: kept once in shared-local/sounds/<version>/ and linked into each
preparation.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 e994c8ab95 release: the macOS smoke run opens a world (from a scratch folder) and checks it drew one
Without --world the client stays on the title screen: 300 frames and no chunks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 7b82ee8c16 Two Horizon runners on the Mac mini: one preparation at a time; docs
A second runner (ludovics-mac-mini-2, same labels) shares the first one's vanilla data through a link, so
vanilla-data.sh prepares under a lock; a 30-minute audit no longer holds a release's macOS build back.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 7adfe44f6c launcher: rustfmt the rollback test
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 f6191fe8ee parity_hosts.json: linux_only, empty: the four harnesses that once differed on macOS pass there
options, chunk_generation, world_border_render and mob_ai all pass on the Mac mini (7.3 min).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 8aacb48798 release: automatic game releases after main's green checks
release.yml now releases the game by itself: after every green checks run of a push to main, every hour
(a release the cooldown held goes out without another merge) and by hand. tools/release_train.py decides
from the pull requests merged since the last published game release: a release when one changed what
players run and the last release is 3 hours old, at once for a pull request labelled release-now;
skip-release pull requests don't count. RELEASES_PAUSED=1 stops it. Tags vYYYY.MM.DD, then .1, .2 the
same UTC day.

Linux (ubuntu-22.04) and Windows build on GitHub with Cargo caches, macOS on the Mac mini's runner
(MAC_RUNNER=macos-latest sends it to GitHub). Each builds horizon-client, horizon-ctl and horizon-prepare
(all three named: --bin selects only the named binaries), checks all three exist, checks their libraries,
starts each one, packages with xtask and archives; the Mac also runs the game offscreen for 300 frames on
a new world with resources prepared from its own Minecraft. The notes: New (label feature), Fixed (the
rest), Known issues (docs/known-issues.md). A hand-started run off main, or with dry_run, builds
everything and writes the notes but publishes nothing.

docs/release-flow.md describes the flow, the labels, pausing and rolling back; the launcher gets a test
that a release turned back into a draft is never offered.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 989f843b1c vanilla-data.sh: keep everything horizon-prepare writes per preparer version, beside the shared data
The first parity run kept only .local/horizon-client per preparer version; the exporters' outputs beside it
stayed in the checkout, and the dedicated server, which finds registries.json at
<resources>/../../datagen, didn't find it next to the prepared folder (world_spawn failed).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 874d111d60 checks: cached verify, and a parity job on the Mac mini for the harnesses a PR can affect
verify keeps its dependencies and workspace build in a cache saved by main's runs (Swatinem/rust-cache).
The new parity job runs on the Mac mini's self-hosted runner (label horizon-game), which holds the
maintainer's own Minecraft files: tools/ci/vanilla-data.sh links .local/ to the runner's copy and prepares
the resources with the pull request's own horizon-prepare, once per preparer version; then
tools/parity.py --changed <base> runs only the harnesses whose traced dependencies changed since the merge
base and that have no pass for their current inputs. A fork's pull request runs it only when a maintainer
adds run-parity, once per label, on the commit it had then.

parity.py: --changed REF, and linux_only in tools/parity_hosts.json for harnesses that differ on other
platforms for a reason that is not a Horizon bug (skipped there with the reason, unless named).

docs/release-flow.md starts with the pull request checks and merging.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:17:20 +02:00
Ludovic MarieandClaude Opus 5.5 03309dee95 Format the player fluid binding
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:13:34 +02:00
Ludovic Marie 7338f55b9a Merge pull request #164 from ludovic111/feat/msa-launcher
Microsoft account (c): launcher sign-in, keychain, session handoff to the game
2026-10-14 22:12:11 +02:00
Ludovic Marie 4559a92942 Merge pull request #161 from ludovic111/feat/msa-online-mode
Microsoft account (a): join online-mode servers (session join, RSA, AES/CFB8), skins over HTTPS
2026-10-14 22:10:58 +02:00
Ludovic MarieandClaude Opus 5.5 e9da898f97 Water cancels the player's fall damage (#180)
The player's movement treated every fluid as empty: is_in_water was
always false, LivingEntity.checkFallDamage's updateFluidInteraction was
a no-op and Entity.move's fall-reset ray ignored water. A player landing
in water (or a waterlogged block, a bubble column, kelp) still took the
whole fall.

Bind vanilla's Entity.updateFluidInteraction to the player over the
existing horizon-world kernels (EntityFluidInteraction heights, eyes and
currents, entity_fluid_tick, water_splash, fluid_flow): run it in the
base tick and from checkFallDamage, read wasTouchingWater for
isInWater, query the water's (first-query cached) shape in the
FALLDAMAGE_RESETTING ray, halve the fall in lava after the first tick,
and play the splash sound with bubble and splash particles.

The scene motion harness gains water/lava fixtures (fluid_tick plus
scripted falls through the real Entity.move) against the real vanilla
updateFluidInteraction with the #water/#lava tags bound.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 22:07:48 +02:00
Cosmic 6c4ad9d825 Resolve preparation root before changing exporter directories 2026-10-14 16:06:18 -04:00
Ludovic Marie 70fd5f5c77 Merge pull request #178 from Online5277/fix/reuse-imported-minecraft
Reuse verified Minecraft imports when preparing new versions
2026-10-14 22:04:25 +02:00
Cosmic 88b9a82688 Select baby rabbit model for summoned negative ages 2026-10-14 16:01:30 -04:00
Ludovic Marie 9ae39fac28 Merge pull request #170 from rdbtCVS/fix/lan-host-tab-list
Fix tab list for singleplayer LAN hosts
2026-10-14 21:59:55 +02:00
Ludovic Marie f04d47e14d Merge pull request #165 from rdbtCVS/t3code/fix-inventory-banner-rendering
Fix inventory banner face depth ordering
2026-10-14 21:59:49 +02:00
Cosmic af8700bd20 Drive rabbit hop and idle animations from runtime controls 2026-10-14 15:46:01 -04:00
rdbtCVS d456dadafa Match vanilla inventory effect duration text color 2026-10-14 20:45:33 +01:00
Ludovic Marie d299d1f07a Merge pull request #162 from rdbtCVS/t3code/fix-classic-ui-background
Fix missing background in Classic menus
2026-10-14 21:43:28 +02:00
Ludovic Marie 7156602a7f Merge pull request #171 from rdbtCVS/t3code/disable-lan-on-leave
Fix LAN shutdown when leaving a singleplayer world
2026-10-14 21:43:23 +02:00
Ludovic Marie 1f8a2b28d6 Merge pull request #172 from rdbtCVS/t3code/fix-lan-world-menu-pause
Fix LAN worlds pausing when the host opens menus
2026-10-14 21:43:16 +02:00
Cosmic 8caee51897 Regenerate preparation metadata when reusing imports 2026-10-14 15:37:32 -04:00
rdbtCVS d69a380851 Fix classic menu click sounds to match vanilla 2026-10-14 20:35:30 +01:00
rdbtCVS 2fbbe1c5e2 Fix status effect icons and render inventory effect panels 2026-10-14 20:35:18 +01:00
rdbtCVS 79ab688bda Fix banner rendering test lint on Rust 1.99 2026-10-14 20:34:26 +01:00
rdbtCVS 322a87cf93 Fix Clippy warnings in LAN tab list regression tests 2026-10-14 20:34:25 +01:00
Cosmic 517e275c79 Render falling blocks with their baked models 2026-10-14 15:33:44 -04:00
Ludovic Marie cb3b5abf6b Merge pull request #175 from ludovic111/fix/maces-105
Maces: smash attacks, Density, Breach, Wind Burst
2026-10-14 21:33:02 +02:00
Cosmic 1df16591b4 fix(client): render dragon egg teleport particles 2026-10-14 15:24:41 -04:00
Ludovic MarieandClaude Opus 5.5 56aae0e902 Maces smash: fall damage bonus, Density, Breach, Wind Burst, knockback
A mace hit after falling more than 1.5 blocks is now a smash attack
(MaceItem): the fall-based damage bonus plus Density, mace_smash damage,
the stopped fall with its damage waived, the ground/air smash sounds, the
dust pillars (level event 2013) and the knockback of the creatures around
the target, then the fall reset and landing particles. Breach thins the
target's armor (CombatRules.getDamageAfterAbsorb), Wind Burst bursts at
the player's feet (ExplodeEffect, trigger), and weapons wear by their
weapon component and award the used statistic.

Vanilla details matched on the way: the hurt knockback is 0.4F and reads
the live knockback-resistance attribute, explosion exposure uses the
exact COLLIDER clip, a burst posts the explode game event and ends the
impulse grace unless it is a wind charge's, visible armor stands feel
bursts that affect block-like entities, attack sounds play at the player.

tools/test_mace_parity.py compares the hit with VanillaDispenserOracle's
real MaceItem / hurtServer / post-attack effects: 3000/3000.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 21:23:57 +02:00
Ludovic Marie e15c879fe7 Merge pull request #169 from ludovic111/fix/bed-explosions-101
Beds and straw beds blow up when used in the Nether and the End
2026-10-14 21:23:09 +02:00
Ludovic Marie 11b7038b39 Merge pull request #163 from ludovic111/fix/respawn-anchors-99
Respawn anchors charge, set the respawn point, explode outside the Nether
2026-10-14 21:17:29 +02:00
Cosmic 20988e810e fix(prepare): reuse verified imports from installed versions 2026-10-14 15:14:10 -04:00
rdbtCVS 9f07f64bff fix: unify locate teleport suggestion links 2026-10-14 20:13:59 +01:00
rdbtCVS d25d6184c2 fix: enable screenshot and seed chat click actions 2026-10-14 20:04:08 +01:00
Cosmic ba3f4003cd Merge current main and preserve PR 59 review fixes 2026-10-14 14:56:18 -04:00
rdbtCVS 0ed50ae6ae Fix LAN worlds pausing when the host opens menus 2026-10-14 19:53:45 +01:00
rdbtCVS 1b1e129112 Fix LAN shutdown when leaving a singleplayer world 2026-10-14 19:51:23 +01:00
rdbtCVS 72074eb080 Fix LAN host tab list to include connected guests 2026-10-14 19:50:21 +01:00
Cosmic 027ac3cdf1 Address final axolotl bucket and fire review corrections 2026-10-14 14:39:49 -04:00
Ludovic MarieandClaude Opus 5.5 190f89b214 Beds and straw beds blow up when used in the Nether and the End
A right click on a bed in the Nether or the End tried to sleep in it (and
set the respawn point) as in the Overworld.

AbstractBedBlock.useWithoutItem reads the dimension's bed rule, which in
the Nether and the End is destroy_on_use: BedBlock.destroyOnUse removes the
head, then the foot behind it if it is still the bed, and explodes at the
head (power 5, fire, BLOCK interaction, the bad_respawn_point damage source:
"Intentional Game Design"); StrawBedBlock.destroyBed plays
block.straw_bed.break_leave and removes it.

tools/test_use_item_on_parity.py clicks beds and straw beds (head or foot,
whole or missing their other half, among blocks) in the Nether and the End,
through vanilla's real explosion; the oracle gains the End.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 20:24:55 +02:00
Ludovic MarieandClaude Opus 5.5 1596210bba Respawn anchors charge, set the respawn point, explode outside the Nether
A right click with glowstone on a respawn anchor did nothing and a charged
anchor never became the respawn point: the block reported the use and the
game dropped it.

RespawnAnchorBlock is now played out (game/respawn_anchor.rs): useItemOn
charges with glowstone (the block change, block.respawn_anchor.charge, the
used item and the charge_respawn_anchor criterion), passing to the off
hand's glowstone; useWithoutItem sets the respawn point in the Nether
(block.minecraft.set_spawn once, respawn_anchor.set_spawn) and elsewhere
explodes: the anchor goes, then a power 5 fiery BLOCK explosion with the
bad_respawn_point damage source whose centre resists like water when water
would flow into it. Dying with an anchor as the respawn point travels to
its dimension and respawns at findStandUpPosition (DismountHelper's safe and
unsafe passes, facing the anchor with calculateLookAtYaw), using a charge
and playing respawn_anchor.deplete; a missing or empty anchor falls back to
the world spawn with block.minecraft.spawn.not_valid. The point is saved in
the player's respawn compound with its dimension; a bed or /spawnpoint
replaces it. Dying in the Nether without one now respawns in the Overworld.

Explosions gained what these need: a damage type, a block resistance
override, BaseFireBlock.getState for their fire, the explosion radius in the
block loot context (survives_explosion and explosion_decay drawing from the
table's random sequence) and TntBlock.wasExploded without a game event.

tools/test_use_item_on_parity.py now charges, uses and blows up anchors in
both dimensions through vanilla's real ServerExplosion on the stand-in
level, and respawns at anchors among blocks through
ServerPlayer.findRespawnAndUseSpawnBlock.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 20:18:49 +02:00
rdbtCVS aab88753b6 Keep title panorama optional during full resource preparation 2026-10-14 19:15:16 +01:00
rdbtCVS 8987369b07 Fix inventory banner face depth ordering 2026-10-14 19:09:42 +01:00
Ludovic MarieandClaude Opus 5.5 d4e0dc4917 Settings subtitle mentions accounts
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 20:07:47 +02:00
Ludovic MarieandClaude Opus 5.5 6bed9b92ca launcher.yml: build in HORIZON_MSA_CLIENT_ID from the repository variable
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 20:07:47 +02:00
Ludovic MarieandClaude Opus 5.5 324eb2836c Launcher README: Microsoft accounts
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 20:07:47 +02:00
Ludovic MarieandClaude Opus 5.5 82bee83dc5 Launcher: Microsoft account sign-in, keychain and the game's session
Device-code OAuth, Xbox Live, XSTS, Minecraft login, ownership and profile;
secrets in the OS keychain (oo7 on Linux, keyring on macOS/Windows), accounts.json
without tokens; Settings account rows, 'Playing as' on the Play page; CLI
'account' and MCP account tools; the game gets a 0600 session file it deletes.
Client ID is configuration (HORIZON_MSA_CLIENT_ID), empty = not configured.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 20:07:47 +02:00
Ludovic MarieandClaude Opus 5.5 f38e8cc393 Skins over HTTPS: fetch textures with ureq (rustls)
Players' skins on online servers come from https://textures.minecraft.net;
the old plain-HTTP fetch left everyone with their default skin.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:57:34 +02:00
Ludovic MarieandClaude Opus 5.5 0acd686720 rustfmt
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:55:57 +02:00
Ludovic MarieandClaude Opus 5.5 6957d74742 docs: Minecraft login endpoint
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:55:57 +02:00
Ludovic MarieandClaude Opus 5.5 ac97e9c0b9 Harness: online-mode login against vanilla's server and a mock session service
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:55:57 +02:00
Ludovic MarieandClaude Opus 5.5 89b2ca64a9 Join online-mode servers with the launcher's account
Read the signed-in account from a session file (--session-file, deleted
on read), answer ClientboundHelloPacket like vanilla: shared secret, server
hash, session join through the services discovery document (authlib's
error mapping and messages), RSA-wrapped key packet, AES/CFB8 both ways.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:55:57 +02:00
Ludovic MarieandClaude Opus 5.5 c8629f3378 Protocol: RSA public keys and PKCS#1 encryption, server hash, secrets
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:55:57 +02:00
Ludovic MarieandClaude Opus 5.5 c6634830d3 WIP: Microsoft account design note and RSA (not wired yet)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:55:57 +02:00
Ludovic Marie f83bc0ab70 Merge pull request #146 from ludovic111/fix/spawners-95
Monster spawners spawn, spin their mob and take spawn eggs
2026-10-14 19:54:54 +02:00
rdbtCVS eebf5621bf Fix classic menu panorama resource preparation 2026-10-14 18:54:51 +01:00
Ludovic Marie d1517fa79b Merge pull request #158 from Online5277/fix/arrow-hit-sound
Play normal arrow impact audio for player hits
2026-10-14 19:54:48 +02:00
Ludovic Marie b7f14763a7 Merge pull request #149 from ludovic111/feat/controllers-rumble
Controllers: rumble
2026-10-14 19:43:33 +02:00
Ludovic MarieandClaude Opus 5.5 663f61c8c3 Horizon extras: a minimap, off by default
A corner map of the loaded chunks in vanilla's map colours with the map
item's height and water shading: square or round, three sizes, four
zooms, north up or turning with the player, with the player arrow. In
the Nether, underground and under a roof it maps the floor at the
player's height and cuts walls. Each loaded chunk keeps a 16x16 tile,
filled nearest first within 0.3 ms a frame and rescanned after block
changes; the image is recomposed only when the view or a tile changed
and uploaded into its own atlas slot. Nothing runs while it is off.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:41:01 +02:00
Ludovic MarieandClaude Opus 5.5 365d35f53a Extras: the zoom key zooms only while playing and never takes keys
The zoom key went to the zoom on every screen, so with zoom on, Z could
not be typed in screens with text fields that share the game's key
handler. Now it zooms only while playing with no sign or book open, lets
go when a screen opens, and always passes the key on, like a vanilla key
mapping. A vanilla mapping bound to the same key still acts; the Extras
page marks the zoom key "Also bound" and names it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:41:01 +02:00
Ludovic MarieandClaude Opus 5.5 a08577e301 Extras: horizon-ctl key and mouse reach the zoom key and keystrokes
Agents press keys and buttons through the control socket, which skipped
the keyboard and mouse hooks; under control the window may also lack
focus without pausing, so the zoom no longer lets go then.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:39:38 +02:00
Ludovic MarieandClaude Opus 5.5 c4b0e8efe0 Horizon extras: zoom, FPS counter and keystroke overlay, off by default
An Extras section in Horizon's Options holds optional additions saved in
horizon-extras.txt beside options.txt. Zoom divides the field-of-view
target vanilla's Camera.tickFov eases toward (the spyglass path), with a
wheel-adjustable level and lower mouse sensitivity; scoping keeps the
spyglass view. The FPS counter (with minimum and 1% low) and the keystroke
overlay (WASD, space, mouse buttons with clicks per second) draw in the
HUD layer, hidden with F1. docs/extras.md describes all the extras.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:39:20 +02:00
Ludovic Marie b7fc86279c Merge pull request #151 from rdbtCVS/t3code/fix-creative-fall-damage-sound
Fix fall damage sounds in creative mode
2026-10-14 19:37:28 +02:00
Ludovic MarieandClaude Opus 5.5 40fce014f1 Controllers: hurt rumble only within one player's life
The health baseline (HealthWatch) is forgotten when there is no player,
on the title screen, and whenever a new player entity takes over (spawn
and respawn, joining a server, End and Nether dimension changes), so
arriving with less health than the last player had isn't damage.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:37:04 +02:00
Ludovic MarieandClaude Opus 5.5 ccdc4fe682 Controllers: rumble
Short, light pulses through gilrs force feedback, on by default
(Vibration in horizon-controller.txt): damage taken (stronger with the
damage, from any source, here or on a server), a block broken, an
explosion nearby (fading over four times its radius), a totem of undying.
Only the pad that is playing vibrates; macOS has no force feedback in
gilrs and stays still. pad status reports the last vibration asked for.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:36:52 +02:00
Ludovic Marie b61455e562 Merge pull request #145 from ludovic111/feat/controllers-options
Controllers: Controller options, button binds and glyphs
2026-10-14 19:36:29 +02:00
Ludovic Marie d8ad1dad7a Merge pull request #156 from rdbtCVS/t3code/fix-classic-ui-scroll-limit
Fix classic options scroll limits
2026-10-14 19:34:45 +02:00
Ludovic Marie 3dcbd2228b Merge pull request #154 from rdbtCVS/t3code/fix-world-options-menu
Fix World Options pause and Escape behavior
2026-10-14 19:34:26 +02:00
Ludovic Marie 1be820b091 Merge pull request #150 from Online5277/fix/startup-settings
Apply saved audio and GUI settings at startup
2026-10-14 19:34:17 +02:00
Ludovic Marie 97a65cd5aa Merge pull request #155 from rdbtCVS/fix/keybind-category-translations
Fix keybind category translations
2026-10-14 19:34:10 +02:00
Ludovic Marie 61e5b70fde Merge pull request #153 from ludovic111/gitignore-run-files
Ignore the files the client writes to the repo root
2026-10-14 19:34:03 +02:00
Ludovic Marie 4ac53c0867 Merge pull request #152 from rdbtCVS/fix/options-held-input
Fix stuck keys when opening Options
2026-10-14 19:33:42 +02:00
Ludovic Marie afce3f7aa1 Merge pull request #56 from Online5277/fix/creative-inventory-toggle-drop
Fix creative inventory tab and toggle-sprint item drops
2026-10-14 19:33:37 +02:00
Ludovic MarieandClaude Opus 5.5 79e04e22d6 Monster spawners spawn, spin their mob and take spawn eggs
Spawners were never ticked: Horizon kept their block entity as loaded NBT,
and a freshly generated dungeon or mineshaft spawner lost even that, so no
mob ever came out, nothing turned inside and a spawn egg used on one spawned
a mob next to it instead of setting the spawner's.

The spawner is now a modelled block entity (mobs::spawner): BaseSpawner's
load and save with SpawnData's codec (normalised ids, custom spawn rules,
weighted potentials, the next data shared with the one potential when the
potentials are missing), serverTick (the player range, spawner_blocks_work,
the delay, getOrCreateNextSpawnData, Pos, the spawn box against blocks and
solid shulkers, custom light rules and peaceful, SpawnPlacements, the nearby
cap, the yaw, checkSpawnRules and checkSpawnObstruction, finalizeSpawn for
an id alone, the 2004 burst, entity_place and the spawn poof) and delay with
its block event, in the level random's order. The client copy keeps its own
delay for the spin and puffs smoke and flames; SpawnerRenderer draws the
next mob small and turning. SpawnEggItem.useOn on a spawner sets its mob
(setEntityId), tells the player when spawner_blocks_work is off and fails in
peaceful for monsters. Breaking one pops 15 + nextInt(15) + nextInt(15)
experience whatever the tool. LAN guests get the update tag, the block event
and the entity event.

tools/test_spawner_parity.py ticks vanilla's SpawnerBlockEntity on the
natural spawn oracle's level against mobs::spawner on the same worlds (6,000
cases); tools/test_use_item_on_parity.py now covers spawn eggs on spawners.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:33:25 +02:00
Cosmic db1a895c05 fix(client): play the arrow impact sound for player hits 2026-10-14 13:22:12 -04:00
Ludovic Marie b5690ad295 Merge pull request #128 from ludovic111/perf/terrain-vertex-32
Terrain gets its own 28-byte vertex without a normal (was 36)
2026-10-14 19:20:17 +02:00
Ludovic MarieandClaude Opus 5.5 32bb3612fb Controllers: × for the PlayStation cross (the game fonts lack ✕)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:12:24 +02:00
Ludovic Marie e8ca05af19 Controllers: deadzone percentages rounded 2026-10-14 19:12:24 +02:00
Ludovic MarieandClaude Opus 5.5 ce85fd98ed Controllers: Controller options, button binds and glyphs
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:12:24 +02:00
Ludovic Marie 2470ba9b83 Merge pull request #129 from ludovic111/feat/controllers-menus
Controllers: menus, screens and inventories (virtual cursor)
2026-10-14 19:12:05 +02:00
rdbtCVS 318988d767 Fix classic options scrolling at list boundaries 2026-10-14 18:10:11 +01:00
rdbtCVS 25d1d3cc07 Fix keybind category translations 2026-10-14 18:08:06 +01:00
Ludovic MarieandClaude Opus 5.5 840e8ad4a8 Give terrain its own 28-byte vertex without a normal
Since #52 the shared vertex carried an RGBA8_SNORM face normal for
entity.wgsl's directional light, so every section vertex grew from 32 to
36 bytes although vs_terrain never reads it. Vanilla's terrain uses
DefaultVertexFormat.BLOCK (position, colour, UV0, UV2: 28 bytes): the face
shade is baked into the colour by ModelBlockRenderer and terrain.vsh only
multiplies it by the lightmap.

Sections now mesh into TerrainVertex: position, UV, the sprite layer as a
u16 (bit 15 marks opaque leaves), the two light bytes as a u16 and the
RGBA8 colour, 28 bytes. Every value the shader reads is unchanged; entity
vertices keep their normal.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:07:01 +02:00
Ludovic MarieandClaude Opus 5.5 ea93297579 Report the section arena and device memory in the control status
The status reply's renderer block gains the section vertex arena's buffer
bytes, the bytes resident sections use in it, and the backend allocator's
allocated/reserved device memory (Vulkan), to measure terrain memory.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:06:49 +02:00
Ludovic Marie 51dc44f64f Merge pull request #121 from ludovic111/fix/creeper-white-flash
OverlayTexture texels from one tested table; creepers flash white while swelling
2026-10-14 19:06:16 +02:00
rdbtCVS 90115e5574 Fix World Options pause and Escape behavior 2026-10-14 18:05:30 +01:00
Ludovic MarieandClaude Opus 5.5 5cf5b6bfd2 Ignore the settings and files the client writes to the repo root
options.txt, horizon.txt, horizon-graphics.txt and the rest showed up as
untracked after running the game from the checkout.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 19:05:30 +02:00
Ludovic Marie 02104eab29 Merge pull request #148 from ludovic111/release/launcher-0.1.5
Launcher 0.1.5
2026-10-14 19:04:55 +02:00
rdbtCVS 28b01e9eca Fix fall damage sounds in creative mode 2026-10-14 18:02:51 +01:00
rdbtCVS b6df5a91a9 Fix held keys getting stuck when opening Options 2026-10-14 18:02:35 +01:00
Ludovic MarieandClaude Opus 5.5 2edc69ef99 Launcher 0.1.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:59:23 +02:00
Cosmic 0dd8ed546a fix(client): apply saved settings before the title screen 2026-10-14 12:59:05 -04:00
Ludovic Marie 52975ad988 Merge pull request #132 from ludovic111/fix/release-yml-prepare
release.yml: build horizon-prepare's binary too
2026-10-14 18:46:54 +02:00
Ludovic MarieandClaude Opus 5.5 79ea17ffc5 Controllers: classic sliders are focus targets; the D-pad nudges with A held
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:42:19 +02:00
Ludovic MarieandClaude Opus 5.5 b58e96436a Controllers: Horizon-style menus' controls are focus targets too
Ui::interact records every enabled control (sidebar items, switches,
sliders, segments) as a D-pad focus target, apart from the labelled
button list horizon-ctl clicks by name.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:40:31 +02:00
Ludovic MarieandClaude Opus 5.5 cbf4b53b0c Controllers: menus, screens and inventories with a virtual cursor
The left stick moves a cursor drawn over the screen, the D-pad steps
between slots and buttons (focus_step), and A / X / the right stick send
the window the pointer events a mouse would, so every screen keeps its
own mouse behaviour (drags, sliders, scrollbars). Y quick-moves in
inventories, LB/RB switch creative tabs, B and Start go back. Focus lands
on the first button, or the held hotbar slot, when a menu opens while the
pad is in use; moving the real mouse hands the pointer back.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:40:31 +02:00
Ludovic Marie e145a32322 Merge pull request #120 from ludovic111/feat/controllers-input
Controllers: design note, gilrs input layer and gameplay
2026-10-14 18:40:10 +02:00
Ludovic MarieandClaude Opus 5.5 a28667923a release.yml: build horizon-prepare's binary too
With --bin flags, cargo builds only the named binaries of every selected
package, so -p horizon-prepare built nothing and the import checks failed on
target/release/horizon-prepare (every run since #92).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:38:13 +02:00
Cosmic f1e0b093a5 Merge newer main while retaining consumable guard and review fixes 2026-10-14 12:27:15 -04:00
Ludovic MarieandClaude Opus 5.5 e70b5e2882 Controllers: a pad press lasts at least one game tick
Vanilla samples keys once per tick, so a stick click shorter than 50 ms
(sprint) could come and go between two ticks and be lost: its release
waits for the next tick.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:25:33 +02:00
Ludovic Marie d1d727f838 Merge pull request #123 from ludovic111/feat/sounds-rust
horizon-prepare sounds: sound copy in Rust, run by the launcher (no Python for players)
2026-10-14 18:25:04 +02:00
Ludovic Marie 98c71567e3 Merge pull request #126 from ludovic111/feat/package-rust
xtask package: the release folder in Rust, replacing packaging/package.sh
2026-10-14 18:24:27 +02:00
Cosmic e9e4ef96a7 Merge main and address PR59 bucket, fire, mipmap and AI review 2026-10-14 12:19:54 -04:00
Ludovic MarieandClaude Opus 5.5 842d11efc4 xtask package: the release folder in Rust, replacing packaging/package.sh
`cargo run -p xtask -- package BINARY OUTDIR` does what package.sh did:
OUTDIR wiped and recreated, the `git archive HEAD tools
mods/horizon/src/test/java crates/horizon-prepare research-lock.json LICENSE`
tree extracted (the tar read in Rust, executables kept executable), the client,
horizon-ctl and horizon-prepare copied (.exe beside an .exe, the same error when
one is missing) and PLAY.txt. release.yml calls it; package.sh is gone.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:16:20 +02:00
Ludovic Marie 425021dda5 Merge pull request #122 from ludovic111/fix/nether-portals-94
Nether portals: vanilla timing and linking; items and mobs travel
2026-10-14 18:15:59 +02:00
Ludovic MarieandClaude Opus 5.5 b7330ac0cc Controllers: gilrs input layer, in-game movement, camera, actions and hotbar
Vanilla 26.3 has no gamepad input, so this is Horizon's own, on Bedrock's
default layout (docs/controllers.md). gilrs reads the pads; the pure part
(bindings, radial deadzones, the look curve, button edges, the
horizon-controller.txt settings file) is in gamepad.rs with unit tests.

Buttons act as the vanilla key mapping they're bound to, through the same
path a rebound keyboard key takes (the keyboard's post-rebinding handling
moves into Game::mapped_key). The left stick is an analog move vector,
the right stick turns the view per frame, LB/RB step the hotbar, B and
Start leave screens and A respawns. horizon-ctl pad injects a virtual pad.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:15:40 +02:00
Cosmic e905c10400 Address creative inventory review on current main 2026-10-14 12:11:53 -04:00
Ludovic MarieandClaude Opus 5.5 8355a6ff14 horizon-prepare sounds: the sound copy in Rust, run by the launcher
tools/fetch_sounds.py (and the lab.py functions it used) becomes
`horizon-prepare sounds` (horizon_prepare::sounds): the pinned asset index,
sounds.json and every .ogg from the player's own launcher install, each SHA-1
checked, into .local/horizon-client/<version>. The launcher runs it as part of
Prepare (in-process, the version's own binary when its sources differ and it
knows the subcommand, in-process for older versions), and a launcher install
without the assets only logs that the game will be silent. Player docs no
longer mention Python for sound.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:10:34 +02:00
Ludovic MarieandClaude Opus 5.5 74821bf188 Overlay texels from OverlayTexture, and the creeper's white flash
The hurt red and the white row's alphas come from overlay.rs, which
reproduces OverlayTexture's texels (checked against values printed by
the 26.3 JVM) and is prepended to entity.wgsl; a test parses and
validates the composed shader with naga.

Swelling creepers flash white as CreeperRenderer.getWhiteOverlayProgress
says (the white row's column, red winning while hurt; layers keep the
red only), and CreeperRenderer.scale's wobble uses the unclamped
swelling as vanilla does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:07:31 +02:00
Ludovic MarieandClaude Opus 5.5 0818190ee4 docs: controller support design note
Vanilla 26.3 has no gamepad code; Horizon's own design follows Bedrock's
default controller layout. Mapping, menus, glyphs, options file, rumble,
Steam Deck and the PR plan.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:06:50 +02:00
Cosmic 767ed4cb47 Use physical Ctrl state for stack dropping, not toggle sprint 2026-10-14 12:06:41 -04:00
Ludovic MarieandClaude Opus 5.5 1f06156649 Nether portals: vanilla timing, linking, and items and mobs travel
The player's portal timer reset to zero on any tick outside a portal and
came back from a trip with a 300-tick cooldown that only ran down outside
portals; the overworld exit search covered 32 blocks of loaded chunks;
nothing but the player could use a portal.

The player now follows Entity.setAsInsidePortal / handlePortal with
PortalProcessor (decay by 4, the cooldown of 10 that a portal keeps
resetting, players_nether_portal_default/creative_delay), and
NetherPortalBlock.getPortalDestination through the new
horizon_world::level::portal_travel: PortalForcer.findClosestPortalPosition
(16 / 128 blocks, loaded and saved chunks), createPortal,
BlockUtil.getLargestRectangleAround, PortalShape.getRelativePosition and
findCollisionFreePosition, with the turned yaw and motion and
block.portal.travel. LocalPlayer.handlePortalTransitionEffect closes
screens and plays block.portal.trigger. Items and mobs go through after one
tick with a 300-tick cooldown and wait as saved entities until their
dimension loads around the exit.

tools/test_nether_portal_parity.py compares the destination with vanilla's
getPortalDestination over two headless levels; the scene motion harness
gains portal fixtures for the player's processor and cooldown.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 18:06:24 +02:00
Cosmic 9f0df29d6c Keep the inventory tab in the creative screen 2026-10-14 12:05:59 -04:00
Ludovic Marie b2462d54c4 Merge pull request #116 from ludovic111/fix/world-spawn-seed
Find a new world's spawn as vanilla does (NoiseSpawnFinder, setInitialSpawn, PlayerSpawnFinder)
2026-10-14 18:04:54 +02:00
Ludovic Marie eccb222e9f Merge pull request #115 from ludovic111/fix/sweet-berries-93
Sweet berries can be planted; picking and bone meal work
2026-10-14 18:04:47 +02:00
Ludovic Marie 6915757dd4 Merge pull request #118 from ludovic111/test/entity-model-normals
entity_model harness: compare per-vertex normals with vanilla
2026-10-14 18:04:39 +02:00
Ludovic Marie 1c957610bc Merge pull request #117 from ludovic111/fix/hurt-tint-order
Apply the entity hurt and white-flash overlay in vanilla's order
2026-10-14 18:04:26 +02:00
Ludovic MarieandClaude Opus 5.5 3f61995c8b test(entity_model): compare per-vertex normals with vanilla
The entity model parity harness now draws each posed model on both sides
under LivingEntityRenderer's root transform (body yaw, scale(-1, -1, 1),
the renderer's own scale) and compares every vertex's normal as the
signed bytes written to the vertex buffer: vanilla's ModelPart.render /
Cube.compile / PoseStack.Pose.transformNormal into a capturing
VertexConsumer, packed with BufferBuilder's own normalIntValue, against
Horizon's mobs::render::draw RGBA8_SNORM normals. A part-scale override
covers negative and non-uniform part scales (trusted sign flips and
untrusted 1/scale normalisation). A one-step difference is accepted only
where vanilla's float sits at a truncation step; a posed position
checksum per drawn part is compared too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 17:52:01 +02:00
Ludovic MarieandClaude Opus 5.5 a3d3297840 Apply the entity hurt/white overlay in vanilla's order
entity.fsh mixes the OverlayTexture texel into the textured, cardinal-lit
colour and only then multiplies by the lightmap. Horizon applied the lightmap
first and mixed a 0.3 red into the vertex colour, so the red was multiplied
by the texture and never darkened: hurt mobs glowed red at night and in caves.

The vertex stage now passes the lightmap colour and the overlay texel
(0xB2FF0000 hurt red, white alpha 63 for OverlayTexture.u(1.0)) to the
fragment stage, which mixes the overlay, then the lightmap, then glint and fog.

Layers vanilla submits with OverlayTexture.NO_OVERLAY no longer take the hurt
tint: armour (EquipmentLayerRenderer, glint stays), held items
(ItemInHandLayer) and the enderman's block (CarriedBlockLayer). The TNT
minecart flash uses the white overlay on the cart's light
(TntMinecartRenderer.submitWhiteSolidBlock) instead of plain full-bright white.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 17:50:22 +02:00
Ludovic MarieandClaude Opus 5.5 7ace13cc82 Find a new world's spawn as vanilla does
Horizon searched its own spiral of 48-block steps from 0 0 for a dry,
non-leaf top block, so seed 1891623539983467248 spawned at -48 -48 where
vanilla puts the world spawn at 144 71 144 (the player then lands within
the respawn radius, 152 145 in the report).

Vanilla (MinecraftServer.setInitialSpawn): NoiseBasedChunkGenerator.
getOrigin runs NoiseSpawnFinder over the noise settings' spawn_target
points (SpawnTargetPoint.sampleFitness, a 2048/512 then 512/32 radial
search biased towards 0 0); an 11 by 11 chunk spiral around that chunk
takes the first column PlayerSpawnFinder.getSpawnPosInChunk accepts
(getLevelRespawnPos: MOTION_BLOCKING, WORLD_SURFACE and OCEAN_FLOOR
heights, no liquid, a full-topped collision shape); without one, the
origin chunk's centre at the spawn height. The first player is then
placed by PlayerSpawnFinder.findSpawn: the respawn-radius square in a
random coprime order, a free player box with liquids colliding, else the
spawn with fixupSpawnHeight; adventure mode uses the spawn as is.

horizon-world gains worldgen::spawn_finder and OverworldGenerator::origin;
the client's world_spawn module and game/initial_spawn.rs follow
setInitialSpawn and PlayerSpawnFinder, for single player and the
dedicated server alike. Flat worlds use FlatLevelSource's origin and
spawn height.

tools/test_world_spawn_parity.py compares, for the report's seed, the
chunk harness's seeds and 50 random ones, the origins
(VanillaWorldSpawnOracle against the spawn_origin example) and the
level.dat spawn of worlds created by the vanilla dedicated server and by
Horizon's. Vanilla is not deterministic on chunk corners where trees of
neighbouring chunks overlap (decoration order follows its worker
threads), so a mismatching seed reruns vanilla up to three times.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 17:49:15 +02:00
Ludovic MarieandClaude Opus 5.5 80645bf0de Sweet berries, carrots and potatoes are planted instead of eaten
A right click with food that is also a block item tried to eat it before
placing it: in creative always, in survival whenever the player was
hungry. BlockItem.useOn places first and only eats a consumable that could
not be placed (counting the use, as ItemStack.useOn does). Picking a sweet
berry bush or cave vines dropped nothing: the harvest loot
(Block.dropFromBlockInteractLootTable) is now rolled and popped. Bone meal
on a bush that can still grow grows it (SweetBerryBushBlock.useItemOn
passes it on) instead of picking it, and counts the use with its
item_interact_finish vibration. Every block placement played its sound
twice; BlockItem.place's level event is now the only one.

tools/test_use_item_on_parity.py drives vanilla's real
ServerPlayerGameMode.useItemOn (and Minecraft.startUseItem's useItem
fallback) against use_item_as_player in a headless game.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 17:43:24 +02:00
Ludovic Marie 45663c9e39 Merge pull request #98 from ludovic111/feat/logs-crash-reports
Logs and crash reports: game, launcher, CLI and MCP
2026-10-14 17:28:44 +02:00
Ludovic Marie f22e18114d Merge pull request #113 from ludovic111/feat/ctl-mouse-move
horizon-ctl: mouse-move, and turn/look-at --over through the player's mouse path
2026-10-14 17:27:01 +02:00
Cosmic 29fbebf3d7 Merge main and retain Dolphin Grace and Weaving effect flags 2026-10-14 11:25:55 -04:00
Ludovic MarieandClaude Opus 5.5 2cfeed118b horizon-ctl: mouse-move and eased turns through the player's mouse path
mouse-move DX DY (MCP mouse_move) adds relative motion to MouseHandler's
accumulated movement, so the next frame turns the player with
turnPlayer's sensitivity curve ((s*0.6F+0.2F)^3*8, no 8 while scoping),
the inverted axes and the cinematic camera, then Entity.turn. The motion
counts as a grabbed pointer in an active window until the real pointer
is grabbed or released again.

turn and look-at (and look-at-block/look-at-entity) take --over SECONDS:
the turn becomes that motion fed over the time with ease-in-out (the
shorter way round for look-at), replying once the last of it has been
turned. Without --over they still jump. turn is now an MCP tool. stop
cancels a turn in progress.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 17:18:12 +02:00
Ludovic Marie 452e2b7a9f Merge pull request #112 from ludovic111/fix/stuck-in-blocks
Cobwebs and sweet berry bushes slow the player
2026-10-14 17:16:19 +02:00
Ludovic MarieandClaude Opus 5.5 66c6bd6b13 F3 + C writes a crash report
The debug crash from #90 printed a stand-in report; it now ends the game
with a DebugCrash error that main reports as "Manually triggered debug
crash" with the stack where it was raised. The game keeps the error that
ends it as an error, not a string, so main can tell. Leading std backtrace
frames are dropped (macOS keeps them).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 17:15:20 +02:00
Ludovic Marie 6c210fe9fd Merge pull request #111 from rdbtCVS/fix/website-footer-links
Fix footer links blocked by decorative Horizon word
2026-10-14 17:13:29 +02:00
Ludovic MarieandClaude Opus 5.5 39e8bbb2f4 Cobwebs and sweet berry bushes slow the player
Entity.applyEffectsFromBlocks now runs WebBlock.entityInside and
SweetBerryBushBlock.entityInside for the player through
Player.makeStuckInBlock (no slowdown while flying, impulse context reset),
with Weaving's lighter cobweb hold and the sweet_berry_bush damage of a
grown bush while the known movement is at least 0.003 on X or Z. The scene
motion harness gains cobweb and berry-bush fixtures run through vanilla's
real applyEffectsFromBlocks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 17:10:01 +02:00
Ludovic Marie 2b9674af8f Merge pull request #108 from ludovic111/fix/wayland-fullscreen-clipboard
Keep the compositor's fullscreen; copy and paste in every text field
2026-10-14 17:08:33 +02:00
rdbtCVS 9bc9a1e159 fix(website): allow clicks through decorative footer word 2026-10-14 16:03:35 +01:00
Cosmic e828354040 Apply fluid currents to primed TNT and show fire in inventory preview 2026-10-14 11:02:27 -04:00
Ludovic MarieandClaude Opus 5.5 744b61efc3 Crash stacks start at the panicking frame, without the build machine's paths; multi-line log messages as log4j writes them
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:58:35 +02:00
Ludovic MarieandClaude Opus 5.5 1569572ba0 Game logs and crash reports; launcher crash notice; logs in the CLIs and MCP
The game writes logs/latest.log in its home like vanilla's log4j config
(client-1.21.2.xml): [HH:mm:ss] [thread/LEVEL]: message, rolled at start and
at midnight to logs/<date>-<n>.log.gz, seven a day. Messages go through the
log facade and still print their old text on stderr.

A main-thread panic or a fatal error writes
crash-reports/crash-<date>_<time>-client.txt (error, stack, Horizon and
Minecraft versions, OS, CPU, memory, GPU adapter, render settings, resource
packs, world, last 50 log lines). Development builds crash on purpose with
HORIZON_DEBUG_CRASH.

The launcher shows "Horizon crashed" when the game it started ends badly,
with Open report, Copy report, Open logs folder and Report on Discord;
Settings gets a Logs row. horizon-launcher logs and horizon-ctl logs
(--lines N, --crash) print the log's end or the newest report, and both MCP
servers have a logs tool.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:58:35 +02:00
Ludovic MarieandClaude Opus 5.5 832a8e3f46 Keep the compositor's fullscreen, and copy/paste in every text field
Fullscreen: applying settings (any option button, joining a world,
travelling, reloading packs) compared the Fullscreen option with what the
window reported and forced the window back to the option. A window made
fullscreen by the compositor (a Hyprland keybind or window rule) left
fullscreen on the next button click. The window now follows blaze3d
Window's fullscreenRequested/fullscreen pair: it is only asked to change
when the option changes (updateFullscreenIfChanged), a change the window
system makes is adopted by the option (updateFullscreenState ->
Minecraft.fullscreenStateChanged), and the window is created fullscreen
when options.txt says so.

Clipboard: Ctrl+A/C/V/X (Cmd on macOS) in the chat, signs, book and quill
(page and title), anvil, creative and recipe-book searches, the language
and pack searches, the LAN port, world name and seed, and the server name
and address boxes, through the arboard clipboard (Wayland data-control,
falling back to X11). Shortcuts follow InputWithModifiers.isCopy/isPaste/
isCut/isSelectAll on the modifier state and the layout's letter; pasted
text goes through each field's own vanilla rules: StringUtil.filterText
and setMaxLength for EditBox, line breaks kept and the 1024-character and
14-line limits for MultiLineEditBox, formatting stripped and whole-or-
nothing width checks for TextFieldHelper on signs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:57:49 +02:00
Ludovic Marie ead31a40f9 Merge pull request #100 from ludovic111/fix/launcher-self-update-message
Launcher: say the self-update succeeded (not "No such file or directory") and restart into it
2026-10-14 16:57:17 +02:00
Ludovic Marie ac96218bfe Merge pull request #104 from ludovic111/fix/particles-63-item-emitters
Particle emitters: waxing, scraping, sparks, eating, snowballs, eggs, slimes (part of #63, stacked on #96)
2026-10-14 16:51:59 +02:00
Ludovic Marie dc74a3fe71 Merge pull request #96 from ludovic111/fix/particles-63-missing-types
Particles: 29 missing vanilla particle types (part of #63)
2026-10-14 16:51:35 +02:00
Ludovic Marie 51601ba2a3 Merge pull request #91 from ludovic111/fix/particles-63-emitters
Entity particle bursts: five angry villager particles and the other bursts as in vanilla (part of #63)
2026-10-14 16:51:30 +02:00
Ludovic Marie b746580c50 Merge pull request #92 from ludovic111/rust/prepare
Prepare resources in Rust: horizon-prepare replaces the Python preparer
2026-10-14 16:43:36 +02:00
Ludovic MarieandClaude Opus 5.5 70583cbf2a Particle emitters: waxing, scraping, sparks, eating, snowballs, eggs, slimes
The new particle types now come from the events that spawn them in
vanilla.

- Level events 3003 (wax on), 3004 (wax off), 3005 (scrape):
  ParticleUtils.spawnParticlesOnBlockFaces, three to five particles on
  each face, from the client level's random. They are sent by honeycomb
  on a block (HoneycombItem.useOn), axe scraping and wax removal
  (BlockTransformer's TransformParticle.send), dispensed honeycomb, and
  copper golems being waxed or scraped.
- Level event 3002: a struck lightning rod sends sparks along its axis
  (ParticleUtils.spawnParticlesAlongAxis); without an axis they cover
  the block's faces.
- Eating: LivingEntity.spawnItemParticles, five crumbs every
  four ticks and sixteen when consumed (Consumable.onConsume), placed in
  front of the eyes and thrown along the look, as item particles in full
  colour. They were greyed terrain crumbs above the eyes. They now
  follow Consumable.shouldEmitParticlesAndSounds with the remaining ticks
  before the countdown, as LivingEntity does: six times over 32 ticks,
  not seven, each one a tick earlier.
- Snowballs (Snowball.handleEntityEvent(3)): eight item crumbs at rest.
  Eggs (ThrownEgg): eight scattered by up to 0.04 a tick.
- Slime, magma cube and sulfur cube landings (AbstractCubeMob.tick):
  size × 16 item_slime, flame or sulfur_cube_goo particles around the
  body, from draws the mob's random also makes on the server.

New harness tools/test_emitter_particles_parity.py: the real
ParticleUtils emitters and LivingEntity.spawnItemParticles.

Part of #63

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:38:38 +02:00
Cosmic cadc4698c1 Merge current main; restore player hurt sounds and bucket fluid updates 2026-10-14 10:33:06 -04:00
Ludovic MarieandClaude Opus 5.5 158e0c6346 Launcher: a self-update after the binary was replaced says it updated, and Restart re-runs it
On Linux, once the launcher's file has been replaced under the running
process (an update from the command line or another window), current_exe()
is "<path> (deleted)" and self_replace failed with "No such file or
directory". The new binary now goes to the path the launcher started from
(copy beside it, rename over it; Windows still uses self_replace), and an
update the file already has is not downloaded again. The message reads
"Updated to X. Restart the launcher to use it."; Restart execs the new
binary with the same arguments (spawn and exit on Windows) and says so if
it cannot start.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:33:02 +02:00
Ludovic MarieandClaude Opus 5.5 63bb9bc37c compare_prepare.py: a tar of the Python tree for machines without the repository; launcher formatting
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:29:33 +02:00
Ludovic MarieandClaude Opus 5.5 a995fd3b46 Prepare with horizon-prepare: launcher, release folders, messages and docs
The launcher prepares a version in-process when it ships the preparer sources
the launcher was built with, with the version's own horizon-prepare when they
differ, and with the Python script only for versions made before it. Release
folders ship horizon-prepare and its sources; resources are reused between
versions with the same preparer. The game's messages, PLAY.txt, the docs and
release builds name horizon-prepare, and tools/prepare_native_client.py is a
wrapper of it for the development tools.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:29:33 +02:00
Ludovic MarieandClaude Opus 5.5 9fa3a684c6 horizon-prepare: the resource preparation in Rust
A port of tools/prepare_native_client.py and the helpers it imported from
lab.py and the test_*_parity.py modules: the player's pinned game files are
imported and checked against research-lock.json, the client's assets and data
copied, the vanilla exporters compiled and run with the JDK (JAVA_HOME, the
PATH, or java_home on macOS, at the pinned java_major), and the resources and
their manifest written byte for byte as the script wrote them, with its
sha256-keyed skips. tools/compare_prepare.py checks that against the Python
preparer.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:29:14 +02:00
Ludovic MarieandClaude Opus 5.5 efa2f0e3be Particles: 29 missing vanilla particle types
Horizon's engine knew 91 of vanilla's 128 particle types. These come from
their real providers, constructor to tick:

- sweep_attack (AttackSweepParticle)
- glow, wax_on, wax_off, electric_spark, scrape (GlowParticle and its
  providers)
- squid_ink, glow_squid_ink (SquidInkParticle: sinks through air)
- item, item_slime, item_snowball, item_cobweb, sulfur_cube_goo
  (BreakingItemParticle: a quarter of the item's ground-model sprite in
  full colour, unlike terrain crumbs)
- flash (FireworkParticles.OverlayParticle, its sine pulse and fading
  alpha), which firework explosions now show as vanilla's Starter does
- firefly (FireflyParticle: wanders, fades in and out, vanishes inside
  blocks)
- trial_spawner_detection(_ominous) (TrialSpawnerDetectionParticle)
- trial_omen, raid_omen (SpellParticle)
- ominous_spawning (FlyStraightTowardsParticle, colour lerped like
  ARGB.srgbLerp)
- spit (ExplodeParticle falling at 0.5), fishing (WakeParticle),
  dust_plume (DustPlumeParticle)
- red/orange/yellow_poplar_leaves (FallingLeavesParticle.PoplarProvider)
- pause_mob_growth, reset_mob_growth (SimpleVerticalParticle)
- block_marker (BlockMarker)

ParticleType.getOverrideLimiter now lists every type vanilla registers
with it (gust, sonic_boom, sculk charges, campfire smoke, vault_connection
and the new ones were missing), so they show beyond 32 blocks.

The /particle commands take the new types; item particles resolve the
stack's ground model.

The particle_providers harness now builds all 120 types Horizon implements
through the real providers (1428 cases).

Part of #63

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:25:24 +02:00
Ludovic MarieandClaude Opus 5.5 383fc116c9 Entity particle bursts: as many particles as vanilla, about the body
Villagers showed one angry, happy or heart particle where vanilla's
AbstractVillager.addParticlesAroundSelf shows five, spread over the body
with Gaussian motion. Taming and love bursts were spread about the middle
of the body rather than over it, and drew from the world random.

particles::around_self places a burst as the client handlers do: per
particle three Gaussian speeds, then getRandomX(1), getRandomY() + y,
getRandomZ(1). Burst holds the counts, speeds and heights vanilla uses,
and entity_event_burst maps entity events to them. The client side uses
the particle engine's random, so no server draw moves.

- villager hurt by a player, failed breeding (13), breeding hearts and
  the child's (12), trades, job sites and beds (14): five particles about
  the villager, not one 1.8 above its feet.
- wolf, cat, parrot, nautilus and horse taming (7/6): seven hearts or
  smoke about the body.
- allay duplication (18): three hearts about the allay.
- llama growth from food: one particle at rest about the body.
- animals in love: the heart moves at the Gaussian speeds already drawn,
  exactly where vanilla puts it; forced growth's particle sits where it
  was placed (sendParticles with no spread) instead of being jittered.

New harness tools/test_entity_particles_parity.py: the real client
handleEntityEvent of Villager, Animal, TamableAnimal, AbstractHorse,
Ocelot, Dolphin and Allay against entity_event_burst and around_self.

Part of #63

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:13:38 +02:00
Ludovic Marie 27fc327195 Merge pull request #90 from ludovic111/fix/f3-combos-73
F3 key combinations, as 26.3's KeyboardHandler runs them
2026-10-14 16:12:40 +02:00
Ludovic Marie ada71df410 Merge pull request #89 from ludovic111/fix/particles-63-providers
Particles: vanilla random streams, and fixes to 20 providers (part of #63)
2026-10-14 16:08:48 +02:00
Cosmic 2236c9607f Apply burning-time scaling to Fire Aspect ignition too 2026-10-14 10:08:37 -04:00
Ludovic MarieandClaude Opus 5.5 70fad91ee5 F3 key combinations, as 26.3's KeyboardHandler runs them
F3 only toggled the debug overlay. 26.3 makes the debug keys rebindable
mappings (key.debug.*): the modifier (F3) held with another key runs
handleDebugKeys, released alone toggles the overlay unless it was used as
a modifier; F3+Escape pauses without the menu; F3+C held ten seconds
crashes the game.

- debug_keys: KeyboardHandler.keyPress's state (usedDebugKeyAsModifier,
  the modifier's down state, debugCrashKeyTime) and tick, with the actions
  in handleDebugKeys' order; unit tests replay key sequences.
- gizmos: 26.3's gizmo lines (colour, width in pixels, near-plane clip as
  GizmoFeatureRenderer.buildLines), ChunkBorderRenderer's geometry and
  EntityHitboxDebugRenderer's boxes, eye lines and view arrows; a coloured
  line pipeline draws them, depth tested or always on top.
- game/debug_keys: the actions. F3+A rebuilds every section, B hitboxes,
  C copies the location (/execute in ... run tp @s, %.2f half up), D
  clears chat, G chunk borders, H advanced tooltips (options.txt), I copies
  /setblock or /summon with data (Shift: client side), N toggles spectator
  and the previous mode with /gamemode's feedback, P pause on lost focus,
  T reloads resource packs, V dumps the version, X improved transparency;
  F4 without permission says debug.gamemodes.error. Messages carry the bold
  [Debug]: prefix in yellow (red for the crash countdown).
- PauseScreen(false): only "Game Paused" at the top; the
  pauseOnLostFocus option now decides whether losing focus pauses.
- The clipboard through arboard; `horizon-ctl status` reports the debug
  state and the text last copied.

Fixes #73

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 16:08:26 +02:00
Cosmic f3dda9c412 Address PR59 review: axolotl timers, fluid and fire parity, persistence and Rust tests 2026-10-14 10:05:41 -04:00
Ludovic Marie f881917d91 Merge pull request #88 from ludovic111/fix/powdered-snow-62
Powder snow: sinking, freezing, leather boots, buckets and falling blocks
2026-10-14 15:57:54 +02:00
Ludovic MarieandClaude Opus 5.5 d9461c6d2d Particles: build each one with vanilla's random streams, fix the providers that differed
Every vanilla Particle owns a RandomSource.create() of its own; providers
draw from ParticleEngine.random, a few from ClientLevel.random, and spells
from SpellParticle.RANDOM. Horizon drew everything from one generator, so
draws landed on the wrong stream. Particles now carry their own random,
and provider, level and spell draws use theirs, as in vanilla.

Fixed against the real providers:
- gust / small_gust: SingleQuadParticle(x, y, z) constructor, so the
  12..15 tick lifetime comes out of the right draws.
- explosion_emitter, gust emitters: NoRenderParticle draws no quad size.
- effect, instant_effect, entity_effect, witch, infested: x/z motion from
  SpellParticle.RANDOM; the witch's brightness from the provider.
- landing_honey, landing_obsidian_tear, falling_nectar, spore_blossom_air,
  crimson_spore, warped_spore, white_ash, sculk_charge(_pop), dolphin:
  provider draws (lifetimes, motion, alpha) from the provider random, after
  or before the sprite as the provider orders them; crimson spore motion
  scaled by the float constants; composter lifetime from the level random.
- enchanted_hit: MagicProvider's 0.3/0.8 tint after the constructor tick;
  damage_indicator lives 20 ticks (DamageIndicatorProvider).
- note: colour from Mth.sin's table.
- shriek: one random sprite, not animated.
- trail: Particle(x, y, z, xa, ya, za) constructor, ARGB.scaleRGB on the
  8-bit channels, Mth.lerp towards the target including the last tick.
- firework sparks: full bright (SimpleAnimatedParticle.getLightCoords).

New parity harness tools/test_particle_providers_parity.py: the real
ParticleResources providers build every type Horizon implements in a
stand-in ClientLevel (air, optionally a stone floor); the oracle recovers
each particle's clock-seeded random and the probe replays it; state,
requested particles and sounds are compared tick by tick.

Part of #63

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 15:53:34 +02:00
Ludovic MarieandClaude Opus 5.5 6ce83021b5 Powder snow: sinking, freezing, leather boots, buckets and falling blocks
Powder snow was inert: the player's collision context never carried its
fall distance or boots, block-inside effects never ran for the player,
frozen ticks stayed 0 and the empty bucket only took fluids.

Player (PlayerMotion, LivingEntity.aiStep order):
- PowderSnowBlock.getCollisionShape gets the player's fall distance and
  leather boots: it sinks through, walks on top in leather boots (sinks
  when crouching), lands on the 0.9-high shape after a fall of more
  than 2.5 blocks.
- Entity.applyEffectsFromBlocks over this tick's movement path (the
  ported block sweep, StepBasedCollector steps): entityInside makes it
  stuck (0.9, 1.5, 0.9) while its feet are in powder snow and sends the
  server's snowflake from the level random; FREEZE sets isInPowderSnow
  and adds a frozen tick per step; EXTINGUISH destroys the snow if the
  player burns and puts the fire out. ServerPlayer.onInsideBlock fires
  enter_block for every block entered (which also unlocks the boat
  recipes in water, and the end gateway advancement).
- baseTick's wasInPowderSnow lets leather boots climb out (living_air).
- Server freezing: thawing 2 a tick, the powder_snow frost modifier
  (-0.05 x percent frozen, not over air), freeze damage every 40 ticks
  when fully frozen; leather armor (#freeze_immune_wearables) and
  spectators don't freeze.
- HUD: the powder snow outline overlay and frozen hearts.

Items and blocks:
- BucketItem.use on powder snow: pickupBlock (2001), used statistic,
  fill sound, FLUID_PICKUP, createFilledResult, filled_bucket trigger.
- SolidBucketItem: the empty_powder_snow place sound and an empty bucket
  back in survival.
- Falling blocks land on powder snow, or end up inside it and break
  after a fall of more than 2.5 blocks.

test_native_scene_motion gains powder snow fixtures ("snow_tick": the
oracle runs vanilla's real applyEffectsFromBlocks and freezing) and
prints frozen ticks, the snow flags and the stuck multiplier.

Fixes #62

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 15:45:55 +02:00
Ludovic Marie 6f2823b652 Merge pull request #87 from ludovic111/fix/physical-shift-77
Read the physical Shift keys in container screens and drop a stack clicked outside
2026-10-14 15:44:49 +02:00
Ludovic Marie 4e36b2a217 Merge pull request #85 from ludovic111/fix/resource-packs-72
Resource packs: reload everything in game and merge stacked files like vanilla (fixes #72)
2026-10-14 15:44:44 +02:00
Ludovic Marie 4ce9a5642d Merge pull request #86 from ludovic111/fix/wolf-advancements-65
Match the variant components of entity predicates (taming grants only Best Friends Forever)
2026-10-14 15:42:26 +02:00
Ludovic Marie 2b5313b943 Merge pull request #81 from ludovic111/fix/feeding-sounds-68
Feeding sounds: each animal's own eating sound, or none, as in vanilla
2026-10-14 15:42:21 +02:00
Ludovic Marie 6ca6d0b919 Merge pull request #83 from ludovic111/fix/hand-sway-66
Hand sway: the first-person hands lag behind the view, as in vanilla
2026-10-14 15:42:12 +02:00
Ludovic Marie a56d63d03f Merge pull request #82 from ludovic111/fix/gamerules-persist-74
Game rules: save them with the world once, as they are now; save on Quit
2026-10-14 15:42:01 +02:00
Ludovic Marie 8dd63c69ef Merge pull request #84 from ludovic111/fix/fire-charge-pitch
Give the fire charge's use sound its own pitch
2026-10-14 15:41:51 +02:00
Ludovic MarieandClaude Opus 5.5 0b362e270f Match the variant components of entity predicates
Taming any wolf also granted The Whole Pack and A Complete Catalogue: entity
predicates treated minecraft:components as always true, so every
tame_animal criterion of those advancements (one per wolf or cat variant)
matched the first animal tamed. EntityPredicate tests them with
DataComponentExactPredicate against what the entity reports through
Entity.get (Wolf.get(WOLF_VARIANT) and so on): mobs now report their variant
component (wolf, cat, frog, pig, cow, chicken, zombie nautilus) and the
predicate compares it, an absent component never matching.

Checked against the real EntityPredicate of every criterion of the variant
advancements on real entities of every variant by
tools/test_entity_components_parity.py.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 15:33:50 +02:00
Ludovic MarieandClaude Opus 5.5 0d0378916b Resource packs: reload everything in game and merge stacked files like vanilla (#72)
Choosing packs in the Resource Packs screen only reloaded the GUI atlas
(and only when it kept its size), item models and languages; block
textures and models changed after a restart, and sounds, clouds and the
world border never did. Block textures were also squeezed to 16x16, and
the pack overlay took every file from the top pack, so a pack's own
en_us.json, sounds.json, font or atlas definition replaced vanilla's
instead of adding to it (all other text, or every vanilla sound, gone).

- Minecraft.reloadResourcePacks: rebuild block sprites and models, mesh
  tables, the shared atlas, item models, sounds, languages, GUI
  metadata, clouds.png and forcefield.png from the new overlay; swap the
  mesher's context (workers read it per job), mesh every loaded section
  again (LevelRenderer.allChanged) and build a renderer with the new
  textures. Nothing switches if loading fails.
- The block sprite array takes the largest texture's resolution (power
  of two, at most 256 MiB), so 32x/64x packs keep their detail;
  animations upload at that size.
- Files vanilla reads as resource stacks are merged in the overlay:
  ClientLanguage (keys override), SoundManager (sounds add up unless an
  event replaces; a sounds.json Gson rejects is skipped whole),
  FontManager (top pack's providers first), SpriteSourceList (sources
  bottom up). Languages are read from every namespace, not only
  minecraft.
- Missing or broken block textures use vanilla's missing texture; packs
  that still break startup fall back to the default resources
  (Minecraft.rollbackResourcePacks).
- Open Pack Folder opens the folder on macOS and Windows too.

tools/test_resource_pack_parity.py checks pack discovery, overlays,
filters, which pack provides a file and the merged languages, sounds,
fonts and atlases against vanilla's FolderRepositorySource,
MultiPackResourceManager and reload listeners.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 15:33:34 +02:00
Ludovic MarieandClaude Opus 5.5 d75ad778e3 Read the physical Shift keys in container screens and drop a stack clicked outside
Quick move, the recipe book's place-all, its search box and the hold-Shift
tooltips read self.keys, which holds remapped and toggled keys: with toggle
sneak, a Left Shift press behind a screen is dropped by the sneak mapping and
sync_toggle then removes ShiftLeft. Vanilla reads the event's own modifiers
(InputWithModifiers.hasShiftDown) or Screen.hasShiftDown: the physical keys.
Track them in physical_keys and read them through has_shift_down.

Clicking outside the window did nothing. AbstractContainerScreen.mouseClicked
sends slot -999 when hasClickedOutside (AbstractRecipeBookScreen's rule when
the screen has a book): a held stack starts a quick craft drag whose release
sends PICKUP -999, which AbstractContainerMenu.doClick turns into a drop of
the stack (left) or one item (right), thrown from the hand with a swing. The
mouse handling is now horizon_client::container_screen, checked against the
real screens by tools/test_container_screen_parity.py; servers get the same
ContainerClick.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 15:31:49 +02:00
Ludovic MarieandClaude Opus 5.5 84adffc3f2 Hand sway: the first-person hands lag behind the view, as in vanilla
Vanilla keeps xBob and yBob on the LocalPlayer: applyInput eases them
halfway to the player's rotation every tick, and
FirstPersonHandsAndItemsRenderer turns both hands by
(viewXRot - xBob) * 0.1 degrees about X, then (viewYRot - yBob) * 0.1 about
Y, before drawing either (FirstPersonHandsAndItems.extractRenderState
interpolates the bobs). Horizon drew the hands fixed to the view.

- first_person::HandSway: the bobs, applyInput's tick and the rotation.
- The game ticks it with the hands and resets it where vanilla makes a new
  LocalPlayer (joining, respawning, changing dimension, leaving the End);
  hand_geometry turns the arm, held items and maps by it.

The first-person harness's steps can turn the player: the oracle sets the
LocalPlayer's rotation and calls the real applyInput, and both sides print
xBob, yBob, xBobO and yBobO every tick (turning scenarios plus random turns
in the random cases).

Fixes #66

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 15:30:30 +02:00
Ludovic MarieandClaude Opus 5.5 162e3d36f7 Give the fire charge's use sound its own pitch
Placing fire with a fire charge played item.firecharge.use at the flint and
steel's pitch (nextFloat * 0.4 + 0.8, one draw). FireChargeItem.playSound
uses (nextFloat - nextFloat) * 0.2 + 1.0, two draws from the level random.
The pitch is now horizon_client::items::fire_starter_pitch, checked against
the real FireChargeItem.playSound by tools/test_fire_starter_sound_parity.py.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 15:27:13 +02:00
Ludovic MarieandClaude Opus 5.5 9bbb674184 Game rules: save them with the world once, as they are now; save on Quit
Game rules lived twice: Level (loaded when the world opened, written to
data/minecraft/game_rules.dat by Level::write) and the rules the game and
/gamerule use. Every save wrote the file first with the rules loaded at
open, then again with the current ones; a failed second write (on Windows a
file just renamed into place can be held briefly by the indexer or an
antivirus) was only logged, leaving the old rules on disk, so the world
opened with them again.

- sync_level copies the current rules into Level, and Level::write is the
  only writer of game_rules.dat (written as vanilla writes saved data:
  `_new`, then renamed over the old file).
- The world is saved when the application ends without a window close
  (ApplicationHandler::exiting): on macOS, Quit (Cmd+Q) ends the
  application through applicationWillTerminate, while vanilla's GLFW window
  turns it into a window close and Minecraft.stop saves the world. Window
  close, `horizon-ctl quit` and exiting share save_for_exit, which saves
  once.

Tests: a unit test writes changed rules through Level::write and reads them
back (GameRules::load and Level::read); the save round-trip harness has
Horizon's player change a rule with /gamerule before saving and requires the
new value in the world vanilla then loads.

Fixes #74

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 15:16:32 +02:00
Ludovic MarieandClaude Opus 5.5 f1cc118df0 Feeding sounds: each animal's own eating sound, or none, as in vanilla
Animal.mobInteract plays playEatingSound(), which is empty in Animal and
overridden only by armadillos, cats, foxes, frogs, goats, pigs, sniffers and
sulfur cubes (plus nautili). Horizon fell back to entity.generic.eat for every
other animal (cows, sheep, chickens, rabbits, turtles, bees...), with a level
random pitch instead of each class's volume and pitch.

- mobs::ai::eating_sound: the overrides with their exact volume and pitch
  (makeSound with the voice pitch, playSound(1, 1), or Level.playSound with
  Mth.randomBetween(0.8, 1.2)); silent otherwise.
- mobs::ai::feed_animal: Animal.mobInteract's food part, shared by the game
  and the mob AI probe; Strider.mobInteract adds entity.strider.eat.
- AgeableMob.ageUp(seconds, true): forcedAge and the forced-age particle
  timer, whose positions draw from the mob's random on the server.
- Tame wolves and cats healed with food: TamableAnimal.feed (wolves silent).
- Parrots: Parrot.isFood is false; wild ones take parrot food with
  entity.parrot.eat and a one-in-ten taming chance.
- Baby pigs and chickens use their sound variant's baby_sounds.

The mob AI harness gains a `feed TICK MOB ITEM` event (the oracle calls the
real Animal.mobInteract) and feeding scenarios for adult and baby cows, pigs,
sheep and chickens.

Fixes #68

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 15:15:15 +02:00
Ludovic Marie 66ce394d2d Merge pull request #80 from ludovic111/fix/composters-70
Composters take compostable items by hand, from hoppers and from droppers
2026-10-14 15:09:21 +02:00
Ludovic Marie b4c63fa207 Merge pull request #78 from ludovic111/fix/rain-length-71
Rain and snow: tile the weather texture like WeatherEffectRenderer (fixes #71)
2026-10-14 15:09:11 +02:00
Ludovic Marie 97d3282161 Merge pull request #79 from ludovic111/fix/cloud-distance-67
Clouds: draw to the Cloud Distance option, not the render distance (fixes #67)
2026-10-14 15:09:07 +02:00
Ludovic Marie 115b0b856b Merge pull request #76 from ludovic111/fix/furnace-progress-69
Furnaces keep their cooking progress across menu clicks
2026-10-14 15:09:03 +02:00
Ludovic MarieandClaude Opus 5.5 0d3628a035 Composters take compostable items by hand, from hoppers and from droppers
Right-clicking a composter with wheat (or any compostable item) did
nothing: ComposterBlock.useItemOn wasn't implemented, only emptying a
full composter. Hoppers and droppers didn't see the composter as a
container either, and a hopper under one sucked items through it.

- useItemOn: below level 7 a compostable item adds a layer with the
  chance of its compostable component's provider (evaluated in the
  block-interaction loot context, drawing from the level random), then
  level event 1500, the used statistic and one item consumed (none in
  creative); level 7 still consumes the action; a full composter falls
  through to useWithoutItem and empties.
- Level event 1500 (handleFill): composter.fill(_success) and ten
  composter particles above the compost.
- getContainer: the input container takes one compostable item from
  above (hoppers, droppers, crafters), the output container gives a
  hopper below the bone meal of a full composter, emptying it twice as
  vanilla's setChanged calls do (and losing it when the hopper is full);
  levels 7 and other faces refuse.

tools/test_composter_parity.py runs right-clicks, hoppers above and
below, and droppers into composters at every level through
VanillaDispenserOracle (new "use" and "hopper" actions) and the game's
dispense fixture.

Fixes #70

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 15:00:41 +02:00
Ludovic MarieandClaude Opus 5.5 12eca8a5c1 Clouds: draw to the Cloud Distance option, not the render distance (#67)
The cloud mesh radius came from the render distance, the far plane was
capped at max(4 x render distance, 1024) and the cloud fog end was a
constant 2048, so lowering the render distance cut the clouds short.
Vanilla ties all three to options.cloudRange: CloudRenderer.prepare
builds ceil(range * 16 / 12) cells, Camera.depthFar is
max(4 x render distance, range * 16) (also the hand projection, the
frustum and the world border), and AtmosphericFogEnvironment ends
cloud fog at min(range * 16, visual/cloud_fog_end_distance).

The cloud render harness now checks the radius for Cloud Distance
2..128 against the shipped mesh builder, and the environment harness
covers visual/cloud_fog_end_distance.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 14:38:52 +02:00
Ludovic MarieandClaude Opus 5.5 8c0586db4b Furnaces keep their cooking progress across menu clicks
A click in the furnace menu reset the cooking timer whatever it did.
AbstractFurnaceBlockEntity.setItem restarts cooking only when the input
slot gets something other than the same item with the same components,
and menu clicks that take part of the input or merge into it never call
it. Furnace::input_clicked applies that after each click, with the new
input's total cook time.

test_menu_click_parity gains furnace_be, blast_furnace_be and smoker_be:
the server's furnace menus over real block entities, comparing the
cooking data slots after every click.

Fixes #69

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 14:34:32 +02:00
Ludovic MarieandClaude Opus 5.5 b723ef9828 Rain and snow: tile the weather texture like WeatherEffectRenderer (#71)
Horizon stretched a quarter of rain.png over each whole column, up to
20 blocks tall, so streaks were about five times too long. Vanilla
advances v by a quarter per block and lets the sampler repeat, so the
texture repeats every 4 blocks. Port createRainColumnInstance,
createSnowColumnInstance and prepareInstances exactly (seeded column
speed, game-time scroll, snow drift and brightening, camera-block size
table, square radius from the Weather Radius option, alpha falloff,
precipitation at the camera's y), and split each quad at the texture
seams so the atlas sprite repeats.

tools/test_weather_render_parity.py compares the columns and quads
with the shipped renderer.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 14:34:26 +02:00
Cosmic 726f88fcfc Fix axolotl AI, fluid and fire integration, and world-local progress
Bind resident environment kernels and real fire clocks, fix sprite uploads and flame material, restore swim speed, throttle item lava audio, and emit fire extinguish events. Reset world-entry progress state without deleting saved data. Exact axolotl replay parity remains deferred to issue #64.
2026-10-14 02:20:13 -04:00
Cosmic 778890207a Merge remote-tracking branch 'origin/main' into fix/vanilla-item-use-animations 2026-10-13 22:41:21 -04:00
Cosmic 5903b5981d Fix item-use feedback, ranged poses, arrows and elytra rendering 2026-10-13 22:41:21 -04:00
Ludovic Marie 6c1000a374 Merge pull request #58 from ludovic111/remove-roadmap
Remove the roadmap
2026-10-14 02:24:25 +02:00
Ludovic MarieandClaude Sonnet 5.5 71cee5279c Remove the roadmap from the README, the website and the launcher
The README keeps the parity table, and its known differences move to a
Known issues section. The website drops the What's next section and its
nav links, and no longer fetches or requires a Roadmap section. The
launcher drops its What's next page, `next` subcommand and `roadmap`
MCP tool.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-14 02:18:29 +02:00
Ludovic Marie d1cf9b4930 Merge pull request #57 from ludovic111/website/contributors
Website: add a Contributors block to the community section
2026-10-14 02:06:21 +02:00
Ludovic MarieandClaude Sonnet 5.5 2b7c72255c Website: add a Contributors block to the community section
Lists the GitHub contributors of ludovic111/horizon (bots left out, the
owner first) with avatar, login, commit count and a link to the profile.
Built in by build.mjs like the releases (the build still succeeds when
GitHub does not answer, and the block stays hidden until the page loads
it) and refreshed by the page from the API. Adds a nav and menu entry,
lets avatars.githubusercontent.com through img-src, and updates the
README, LEGAL.md and the privacy note.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-14 02:01:43 +02:00
Ludovic Marie e5c061dba6 Merge branch 'pr-54' into merge-54 2026-10-14 01:07:56 +02:00
Ludovic Marie 3879ca8ec7 Merge remote-tracking branch 'origin/worldgen-trees' into merge-55 2026-10-14 00:51:14 +02:00
Ludovic MarieandClaude Opus 5.5 069acd9aba Streaming: wait only for lower-ranked chunks that can be decorated
A chunk in the decoration range whose diagonal neighbour falls outside the
generation range never gets its 3x3 protos, so it must not hold back the
higher-ranked chunks within two of it. Render distances 2, 5 and 12 load and
keep loading while flying without stalling.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 00:19:43 +02:00
Cosmic 1499c2a888 Fix GUI item lighting, preview seams and glyph bleeding 2026-10-13 18:16:09 -04:00
Ludovic MarieandClaude Opus 5.5 2c57fcc09f decorated_region: compare fully decorated regions decorated in vanilla's order
A new harness decorates a 13x13-chunk area around each site, on both sides,
in the order vanilla's chunk scheduler uses around a player standing there
(chunk_dump HORIZON_LIST_ORDER prints decoration_order::vanilla_order), and
compares every block state, quart biome, block entity and scheduled tick:
the two reported spots on seed 1891623539983467248 (taiga trees at
204 -239; a stronghold with sculk and a geode at 4870 401), eleven tree-heavy
biomes and the nearest mineshaft, village, ancient city and trial chambers of
two seeds. 21 sites, 3,549 chunks, 0 differences.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 00:09:59 +02:00
Ludovic MarieandClaude Opus 5.5 317da28481 Structure pieces schedule the fluid ticks of the fluids they place
StructurePiece.placeBlock schedules a tick for the fluid of every block it
sets (the lava of a stronghold's portal room, a fortress's lava wells, water
in a monument or a mineshaft); in a WorldGenRegion it lands in the proto
chunk and runs once the chunk is live. The port treated it as a no-op, so
those fluids sat still until a neighbour changed.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 00:04:56 +02:00
Ludovic MarieandClaude Opus 5.5 147ea6661f Decorate chunks around the player in vanilla's order
Biome decoration is order dependent: a chunk's features write into its
neighbours, so a tree, ore blob or sculk patch placed first changes where the
next chunk's features fit and how many random draws they take. Horizon's
streamer decorated whichever chunk had its 3x3 protos ready, nearest first but
spread over non-overlapping regions for parallelism; around a teleported
player that swapped 45% of the overlapping chunk pairs against vanilla (whose
own runs swap 6%), and grew visibly different forests (seed
1891623539983467248 at 204 108 -239), ore veins, sculk and geodes.

worldgen::decoration_order replays vanilla's chunk scheduler for a standing
player: loading tickets ring by ring in fastutil hash order, four in flight,
FULL tasks decorating their 3x3 squares x-outer by level, INITIALIZE_LIGHT
tasks themselves, a ticket released once its 5x5 square is full. The streamer
ranks chunks with it whenever the player's chunk or the render distance
changes and decorates a chunk only when no lower-ranked chunk within two of it
is still waiting, so chunks further apart still decorate in parallel. Around
that spot the decorated blocks that differ from a vanilla server fall from
about 9000 to about 1000 (two vanilla runs differ by about 200).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 23:55:01 +02:00
Ludovic Marie 19ec3213fd Merge remote-tracking branch 'origin/review-52' into merge-52 2026-10-13 23:38:55 +02:00
Ludovic MarieandClaude Opus 5.5 4c4e579d3f Generated chunks keep the ticks their features scheduled
VanillaTerrain::finish dropped the proto chunk's block and fluid ticks; vanilla's
LevelChunk takes them over from the ProtoChunk (unpackBlockTicks), so the leaf
re-measurements and the fluid ticks of lakes and springs run once the chunk is
live. They now travel in the chunk's ChunkExtras, like a saved chunk's ticks,
and register with the level's scheduler on arrival; block ticks are translated
from worldgen's default state ids to the game's block indices.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 23:38:02 +02:00
Ludovic MarieandClaude Opus 5.5 2c8de2b015 chunk_generation: compare scheduled ticks; HORIZON_ORDER decoration order
Both dumps list each proto chunk's scheduled block and fluid ticks in
scheduling order (`t block|fluid NAME X Y Z PRIORITY`) and the harness
compares them: they run once the chunk is live, and the leaf ticks of
updateShapeAtEdge were missing without any block differing at FEATURES.

HORIZON_ORDER names a file of `x z` lines both sides decorate in, instead of
row-major: decoration is order dependent (a chunk's features write into its
neighbours), and vanilla's chunk system decorates around a player in its own
order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 23:38:02 +02:00
Ludovic MarieandClaude Opus 5.5 897ca2aa5e Worldgen shape updates schedule their ticks in the proto chunks
StructureTemplate.updateShapeAtEdge (every tree, structure pieces) and
Block.updateFromNeighbourShapes run updateShape on a WorldGenRegion, where
LeavesBlock.updateShape schedules a one-tick block tick to re-measure its
distance and waterlogged blocks schedule fluid ticks: vanilla keeps them in
ProtoChunkTicks and runs them once the chunk is live. Horizon ran updateShape
against a throwaway tick scheduler and lost them, so leaves where trees
overlap kept the distance their own tree gave them (one more than vanilla's
for thousands of leaves in a taiga), and could decay where vanilla's don't.

level::Ticks gains a capture mode; the decoration world schedules what a
shape update captured, in order, before the update's own setBlock.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 23:38:02 +02:00
Ludovic Marie 8ad1e52067 Merge remote-tracking branch 'origin/trading' into merge-50-53 2026-10-13 23:30:15 +02:00
Ludovic Marie 373fa31a35 Merge remote-tracking branch 'origin/agent-control' into merge-50-53 2026-10-13 23:30:15 +02:00
Ludovic MarieandClaude Opus 5.5 0944280fb3 Merge PR #52 (entity directional lighting) into review-52
Conflicts with #51: entity.wgsl keeps the crumbling sprite UVs and
samples with the per-face colour; gfx.rs keeps crumbling_sprite and
outline_params and puts the Nether flag in time.y; game.rs keeps #51's
breaking and cloud geometry. #51's new vertices (breaking decals,
cloud faces, the batching test) get the new zero normal, so they stay
unshaded.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 23:18:40 +02:00
Ludovic Marie a72dd98e2a Merge pull request #51 from ludovic111/review-cosmic
Cosmic's camera, breaking, clouds and outline fixes (#42 + #47), integrated
2026-10-13 23:14:30 +02:00
Cosmic 7b21d4bc6c fix(client): restore directional lighting for mob models 2026-10-13 17:08:34 -04:00
Ludovic MarieandClaude Opus 5.5 c810a3213c Wandering traders trade again: only villagers refuse while asleep
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 23:07:02 +02:00
Ludovic Marie 193c08e90f Merge remote-tracking branch 'origin/main' into review-cosmic 2026-10-13 23:06:15 +02:00
Ludovic MarieandClaude Opus 5.5 393d113dfb Merchant screen: the restock tooltip over an out-of-stock result
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 23:02:59 +02:00
Ludovic MarieandClaude Opus 5.5 92209ddeee Trading on the dedicated server, compared with vanilla's
test_dedicated_server_parity summons a librarian beside the spawn and the
vanilla protocol client right-clicks it: the OpenScreen packet (title as
Entity.getDisplayName, UUIDs left out) and the MerchantOffers packet must
match vanilla's server. Villagers keep Xp, LastRestock and RestocksToday
before their offers are made (vanilla's null offers).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 23:01:02 +02:00
Ludovic MarieandClaude Opus 5.5 5cb14ee496 Trade over the network: LAN guests and Horizon as a client
The host hands a trading screen a guest's interaction opens to that guest:
OpenScreen (minecraft:merchant), MerchantOffers when the offers change,
the select trade packet, container clicks run on the merchant menu engine,
the TRADE reputation event and prices for the guest's UUID, the payment back
on close. As a client, Horizon shows a server's trading window from its
MerchantOffers and sends select trade and clicks. Stored enchantments, dyed
colours and map ids now travel in item stacks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:44:16 +02:00
Ludovic Marie 5a5e8ffa71 Merge pull request #49 from ludovic111/creative
Creative inventory: every tab and the search as vanilla builds them; scrollbar drag
2026-10-13 22:41:39 +02:00
Ludovic MarieandClaude Opus 5.5 d17e5da848 Merge origin/main into review-cosmic
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:32:35 +02:00
Ludovic MarieandClaude Opus 5.5 7fab5ec1ff test_creative_parity: no Rust scope (creative.rs reaches item_data and save)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:30:39 +02:00
Ludovic MarieandClaude Opus 5.5 43cff3b44e Trade in game through the verified merchant menu
The trading screen runs MerchantMenu on the menu engine with the villager's
merchant::Session: level-ups add offers while it is open, prices follow the
TRADE reputation event a tick later, orbs drop at the villager with its own
random, the yes/no voice and regeneration as vanilla; special prices stay
after closing. Offers use the world's RandomSequences (now saved as
random_sequences.dat), the villager's position, its namespaced type (desert,
snow... trades) and exploration maps found through /locate.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:30:33 +02:00
Ludovic MarieandClaude Opus 5.5 2e7e249096 Merge #47 (selection outline width and depth) into review-cosmic
Resolve the gfx.rs conflict with #42 and keep the shared Globals uniform
consistent: Rust, terrain.wgsl and entity.wgsl now all end with
time, crumbling_sprite, outline_params. The automatic merge left
terrain.wgsl reading outline_params at crumbling_sprite's offset. A test
compares the three declarations.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:29:31 +02:00
Ludovic Marie 59ce240633 Merge pull request #48 from ludovic111/sound-menus
Fix the looping grass-step sound; classic menus lead back to Horizon's
2026-10-13 22:28:47 +02:00
Ludovic MarieandClaude Opus 5.5 502c8b9311 agent_control_e2e: pick up a drop from within a block (it can land under the trunk)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:28:14 +02:00
Ludovic Marie 2ee7d7af9f Merge branch 'pr-42' into review-cosmic 2026-10-13 22:26:55 +02:00
Ludovic MarieandClaude Opus 5.5 a3dd34a8f3 Trading parity harness: offers, prices, restocks, the merchant menu and NBT against vanilla
VanillaTradingOracle runs villagers, wandering traders and MerchantMenu on a
real flat server; trading_fixture runs horizon_client::merchant and a new
merchant kind of the menu engine (MerchantContainer, MerchantResultSlot,
tryMoveItems, quick move) over a merchant::Session. Generation now covers
random dyes, random potions, stew effects, exploration maps (a MapMaker hook),
sum/binomial providers and the trade's max uses / xp / discount providers;
getRecipeFor honours the selection hint as vanilla, Offers leave defaults out.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:25:27 +02:00
Ludovic MarieandClaude Opus 5.5 299280baa2 Classic menus: Menu Style on the Video Settings page leads back to Horizon's
Choosing Classic in Options > Interface left no way back. The classic
Video Settings page, which already starts with Horizon's graphics row,
gets a Horizon-only "Menu Style: Classic" button below it: it switches to
Horizon's menus, saves horizon.txt and opens Options > Interface. The
classic main Options screen keeps vanilla's exact layout.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:24:57 +02:00
Ludovic MarieandClaude Opus 5.5 60fc617402 Sound: player footsteps once per metre walked, not every tick
The client's MotionWorld.apply_movement_emission pushed a footstep event
on every Entity.move, and the game played the block's step sound for
each. Gravity moves a grounded player every tick, so standing on grass
played block.grass.step 20 times a second, overlapping into an endless
rustle (19 instances alive at once). The audio stream had been muted by a
saved WirePlumber setting until v2026.10.13.1, which hid it.

Route the player through horizon_world::movement_emission (vanilla's
applyMovementEmissionAndPlaySound: moveDist, nextStep, the supporting
block checks) with Player.getMovementEmission (nothing while flying or
sneaking on the ground). The status sound census now lists the events
holding channels, which is how the loop was found.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:24:57 +02:00
Ludovic MarieandClaude Opus 5.5 cac89a9995 Creative inventory: every tab and the search as vanilla builds them; scrollbar drag
The creative-tabs.json export failed to build the functional blocks tab (no
data-pack registries: banner patterns), and its fallback read decompiled
sources from a path that no longer exists, so the tab was empty and anvils,
crafting and smithing tables were missing from the tabs and the search. The
search also matched only an approximate display name.

VanillaCreativeTabsExporter now builds every tab with vanilla's own
CreativeModeTabs.tryRebuildTabContents over the vanilla data pack's
registries and writes creative-inventory.json: stacks with components, and
the search tab's creative tooltip lines and tags. The client searches them
as SessionSearchTrees does (FullTextSearchTree, IdSearchTree after '#').
Changing tab empties the search box, as in selectTab.

The scrollbar only jumped to the pressed point; holding it now scrolls as
the mouse moves, anywhere, until release (mouseClicked/mouseDragged), and
the wheel and the scroller follow ItemPickerMenu.

tools/test_creative_parity.py compares every tab and 6,793 searches with
the vanilla client's own search trees. horizon-ctl `type` also fills the
creative search box.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:24:55 +02:00
Cosmic 5ea60fbd8d fix(client): match vanilla block selection outline width and depth
Hardware LineList forced one-pixel strokes, while the guessed 0.002 endpoint growth did not separate the edges from block surfaces. Render screen-space strips with vanilla framebuffer width scaling and perspective/view depth layering, leaving the shape edges unchanged. Apply normal outline fog and add three regression tests.

Offline gate passed on this main-based branch. Actual vanilla GLSL vs Horizon WGSL GPU comparison covers 3,072 vertices; maximum projected difference is 0.0036621 pixels. No code from PR #42 is included.
2026-10-13 16:04:10 -04:00
Ludovic MarieandClaude Opus 5.5 c0f468a871 horizon-ctl: horizon-ctl - returns the last failure's status
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 22:00:44 +02:00
Ludovic MarieandClaude Opus 5.5 6716b0d953 Docs: agent control with horizon-ctl and its MCP server
README gets an Agent control section (out of the roadmap: it's done), the
native client guide describes every command group, the blocking semantics,
exit codes, launch discovery, MCP and the two transports, and PLAY.txt tells
release players about horizon-ctl.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:59:35 +02:00
Ludovic MarieandClaude Opus 5.5 601fbb533a Ship horizon-ctl in the release folders
release.yml builds horizon-ctl beside the client (checked for system-only
imports like it), packaging/package.sh copies it from beside the client binary
and refuses to package without it (the macOS folders made by hand go through
the same script), and package_native_client.py adds it to private archives.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:59:34 +02:00
Ludovic MarieandClaude Opus 5.5 772e0a7070 tools/agent_control_e2e.py: play a survival start through the CLI and MCP
On a virtual screen: create a world through the title menus, walk to a tree,
break a log, craft planks in the inventory screen, place one and read it
back, once with horizon-ctl commands and once over horizon-ctl mcp.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:57:09 +02:00
Ludovic MarieandClaude Opus 5.5 24a70e84a8 horizon-ctl: help for every command, launch from the launcher, MCP server
One command table drives horizon-ctl help, COMMAND --help (with examples)
and the MCP tools. Replies stay one JSON line; errors are error objects with
exit status 1 (game), 2 (usage) or 3 (unreachable). script runs a file or
stdin with shell-like quoting. launch finds the game beside horizon-ctl or
the newest launcher install (--version, --game), with its prepared resources
and the game home, and --wait waits for the world. horizon-ctl mcp serves
MCP over stdio in the launcher's style, one tool per command, with the
screenshot returned as an image. Existing commands and replies are unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:57:09 +02:00
Ludovic MarieandClaude Opus 5.5 7bb3347edd Agent control: observe and act from the control socket
game/agent.rs adds commands an agent can play with: state, looking-at,
entities, block, blocks, find-block, inventory, screen and messages read the
game as JSON; move, jump, goto (A* over standable blocks), look-at, attack,
break, place, interact, use-item, select, drop, open-inventory, click-button,
click-at, command, respawn, pause, wait and stop act like a player. Actions
that take time run as a task advanced every frame and reply when done, with
what happened (break reports drops and pickups, place the block placed).

Buttons are clicked by label: the classic and Horizon button drawers record
what they draw each frame (widgets.rs), and a click is a synthesized pointer
move and press, so it behaves exactly like the mouse on every screen.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:57:09 +02:00
Ludovic MarieandClaude Opus 5.5 2df60cd388 Control socket: a token-guarded localhost TCP transport beside the Unix socket
Windows has no Unix domain sockets, so the control endpoint there is a random
127.0.0.1 port described by a JSON file (port and a 128-bit token, readable by
the user only); a client's first line is auth TOKEN. Linux and macOS keep the
Unix socket, and any endpoint path ending in .json picks the TCP transport, so
it is tested on Linux too. control::connect and Stream serve both.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:57:09 +02:00
Ludovic Marie e67ccd5589 Merge pull request #46 from ludovic111/launcher-014
Launcher 0.1.4: reuse prepared resources across versions; clippy and fmt
2026-10-13 21:22:29 +02:00
Ludovic Marie 97245773d1 Merge pull request #45 from ludovic111/readme
README: new banner, current screenshots, what changed in v2026.10.13.1
2026-10-13 21:11:50 +02:00
Ludovic MarieandClaude Opus 5.5 1404dd5a0a Launcher: catch up versions an older launcher installed without preparing them
Launcher 0.1.3 auto-installed v2026.10.13.1 unprepared; after updating to 0.1.4 nothing installs
it again, so install's reuse never ran for it. backend::reuse_prepared_everywhere() applies the
same reuse (same compatibility checks, copied then renamed) to every installed version that is
not prepared, oldest first. It runs when the window starts (on a thread; the page refreshes when
it is done), in the CLI's `versions` and `update`, and in the MCP list_versions and check_updates
tools. The partial folder is now named per copy, and a version prepared meanwhile is left as it is,
since the window's start and an install can copy at the same time.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:11:43 +02:00
Cosmic 870f2b45f7 Merge remote-tracking branch 'origin/main' into fix/vanilla-camera-cracks-clouds 2026-10-13 15:11:33 -04:00
Ludovic MarieandClaude Opus 5.5 8fa3eef809 Launcher 0.1.4: a new version reuses resources another installed version prepared
After installing a version (CLI install and update, the window's automatic install, MCP),
when it is not prepared and another installed version with the same Minecraft version is,
the launcher copies that version's prepared resources. Players who auto-updated to
v2026.10.13.1 no longer prepare again, and can play it without their Minecraft folder.

The prepared output depends on the Horizon version as well as Minecraft's: the manifest
records the hashes of the vanilla exporter sources it was made with, and
prepare_native_client.py writes every file and the manifest's schema. So resources are reused
only when both versions have the same pinned jars in research-lock.json, the same
prepare_native_client.py and the same exporter sources the manifest lists. They are copied
(prepare rewrites files in place, so hard links would tie the versions together), into a
partial folder renamed when complete. install and the MCP tool say when it is prepared already.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:08:06 +02:00
Ludovic MarieandClaude Opus 5.5 22756c28d8 README: retake the launcher's Play page, prepared and ready
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:07:17 +02:00
Ludovic MarieandClaude Opus 5.5 f0be91777f README: a new banner, current screenshots, what changed in v2026.10.13.1
- A banner in the website's design (Instrument Serif wordmark over a dimmed
  sunset, purple accent), rendered from docs/media/banner.html with Playwright.
- Screenshots of Horizon's own menus and graphics settings, the in-game scenes
  as WebP (from the website's media), and the launcher 0.1.3 Play and Patch
  notes pages; the JPEGs the README no longer uses are removed.
- A "What changed" section matching the v2026.10.13.1 release notes.
- Download only through the launcher (playhorizon.dev or launcher-v releases).
- Roadmap: performance optimisation, mod support and agent control.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:07:17 +02:00
Cosmic b797839f77 fix(client): follow block shapes for cracks and terrain particles
The crack overlay and particle emitters assumed a unit cube. Use selected baked model quads and projected decal UVs for cracks, outline bounds for mining crumbs, and per-box density for the destruction burst. Keep translucent overlays after translucent terrain.

Distinguish model offsets from outline offsets and preserve double-precision shape coordinates. Add regression tests and actual-client differential oracles: 2,740 model cases and 2,740 particle cases, each passing three runs after the upstream merge. Particle enqueue positions match exactly; model max error is 1.40395e-7. Offline gate, camera/first-person/cloud comparisons and Vulkan smoke checks pass.
2026-10-13 15:06:46 -04:00
Ludovic MarieandClaude Opus 5.5 3a522af067 Launcher: fix clippy's 7 warnings (unused re-exports, complex markdown types, large Err in send closures)
Behaviour is unchanged: the threads still ignore a closed channel.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:06:39 +02:00
Ludovic MarieandClaude Opus 5.5 c989692bd9 Launcher: cargo fmt (formatting only)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:06:31 +02:00
Ludovic MarieandClaude Opus 5.5 a96580aa2e Tests: the supervise trial-merge test sets its own git identity (CI runners have none)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 21:06:28 +02:00
Ludovic Marie cfdcd7f7eb Merge pull request #44 from ludovic111/website
Website: playhorizon.dev, in the launcher's design language
2026-10-13 21:01:55 +02:00
Cosmic 7f7cdf01c2 Merge remote-tracking branch 'origin/main' into fix/vanilla-camera-cracks-clouds 2026-10-13 14:51:09 -04:00
Ludovic MarieandClaude Opus 5.5 6cd64ddcae Website: let the page fetch its own origin (robots.txt checks) and preconnect to GitHub
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 20:48:10 +02:00
Ludovic MarieandClaude Opus 5.5 f4719d974d Website: the social card keeps its text clear of the sun and names playhorizon.dev
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 20:47:03 +02:00
Ludovic MarieandClaude Opus 5.5 4ecb4c85e7 Launcher: use HORIZON_GITHUB_TOKEN for GitHub's API when given; CI passes its own
Shared CI runners hit GitHub's anonymous rate limit in the smoke test (launcher 0.1.2's
macOS build failed twice on it). Players never set the variable, so nothing changes for them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 20:46:36 +02:00
Ludovic MarieandClaude Opus 5.5 189119a861 Website: a cinematic one-page site in the launcher's design language, on playhorizon.dev
The launcher's palette, violet accent, Instrument Serif and Geist, without its sidebar
and settings rows: a full-viewport hero over Horizon's own sunset (slow drift,
parallax, grain), then sections for what it is (a statement that lights up as it
scrolls), a screenshot mosaic, the parity count and a grid of the 14 subsystems, the
launcher beside Horizon's own menus, the latest patch notes, the roadmap, community
and the footer. Reveals, staggered letters and magnetic buttons stop under
prefers-reduced-motion; a translucent top bar and a full-screen phone menu replace
the sidebar.

playhorizon.dev: canonical, og:url, absolute og/twitter images, sitemap.xml and its
robots.txt line, and a 301 from *.up.railway.app (Railway's healthcheck host is still
served).

The full-page screenshots are no longer committed (about 17 MB): `npm run shots`
writes them to the gitignored shots/. The unused blurred background is gone; LEGAL.md
lists the hero and the settings screenshot.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 20:46:19 +02:00
Ludovic Marie 3738c876bc Merge pull request #43 from ludovic111/domain
Add the playhorizon.dev website link
2026-10-13 20:40:03 +02:00
Ludovic MarieandClaude Sonnet 5.5 1c0a47e012 Website: playhorizon.dev in the README, docs, PLAY.txt and the launcher (0.1.3)
links.json gains a website key; the launcher shows a quiet Website link under
Join Discord and lists it in the links CLI command and MCP tool.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 20:35:22 +02:00
Ludovic Marie 2518075339 Merge remote-tracking branch 'origin/prepare-fix' into parity-base 2026-10-13 20:20:20 +02:00
Ludovic MarieandClaude Opus 5.5 6d7f11feb2 Prepare: require only this platform's libraries; accept republished 26.3 manifests
lab.prepare imported every client library in the version JSON, ignoring
its OS rules, so a Linux install failed on the macOS-only
java-objc-bridge the official launcher never downloads there. The rule
evaluation moves from runtime.py into lab.py and one selector,
client_library_artifacts, now serves preparation, the runtime and the
model baking harness: OS rules as the launcher applies them, and the
natives for this architecture (classifier suffixes, plain natives being
the x64 build only when an ARM variant is listed). Required libraries
are still checksummed and a missing one still errors.

Mojang republished 26.3.json twice (702fe591, then 11f1aefe, the current
one) with only assetIndex changed: non-English translations, same jars
and libraries. The lock pins the current file and accepts both earlier
ones; preparation takes the launcher's copy so it matches the asset
index installed with it, and an unknown republish errors clearly.
Fixes #41

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 20:20:17 +02:00
Cosmic 17f0029d08 Fix vertical camera flip, breaking crack blending and cloud face culling 2026-10-13 14:04:01 -04:00
Ludovic MarieandClaude Opus 5.5 f53f198f03 Website: one static page in the launcher's design, for Railway
website/ holds Horizon's site: the horizon-theme tokens and bundled fonts, the
launcher's sidebar, rows, buttons and segmented control, over Horizon's own frozen
landscape. The parity table, harness count and roadmap are generated from the README
at build time; releases, patch notes, the roadmap and links.json are refreshed in the
browser from GitHub, with the build's copy as fallback. The download button picks the
newest launcher-v* asset for the visitor's OS.

Legal: the Minecraft disclaimer in the hero, footer and 404; no Minecraft logo or
wordmark; no game files; the launcher's background (licence unconfirmed) and the
screenshots showing it are left out; LEGAL.md lists every asset and its licence. No
cookies, analytics or third-party assets.

Railway: root directory website, Dockerfile (Node build, Caddy on $PORT with a strict
CSP). Checked with Playwright at 360-1920 px and 1250x700 (docs/widths/); Lighthouse
96/100/96/92 on mobile, 100/100/96/92 on desktop.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 20:03:56 +02:00
Ludovic Marie 383afd81eb Merge remote-tracking branch 'origin/graphics' into parity-base 2026-10-13 18:55:46 +02:00
Ludovic MarieandClaude Opus 5.5 3f3f294c52 Merge origin/main: game-bugs and launcher 0.1.2
Villager POI search: main's per-search state classification replaces this
branch's state table (same sections skipped, same positions in order).
status keeps main's mob and block-entity counts and this branch's pending
uploads.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 18:41:36 +02:00
Ludovic MarieandClaude Opus 5.5 b6ee20d0e8 Graphics benchmark results: baseline against 9006566b on the RTX 4080 and lavapipe
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 17:50:18 +02:00
Ludovic MarieandClaude Sonnet 5.5 85851909d6 launcher CI: the game's Linux build failing its checks is a warning, not a launcher failure
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 17:38:41 +02:00
Ludovic MarieandClaude Sonnet 5.5 929fa4ec5a Launcher 0.1.2: Discord link, auto-install on by default, menu style setting, smoke tests
- links.json on main gives the Discord and sponsor links (built-in fallback offline,
  empty hides the button); 'links' command and MCP tool.
- Install new versions automatically is on unless explicitly turned off (new settings
  key, so 0.1.1's written default does not count as a choice).
- Settings: Horizon / Classic menu style, the horizon.txt menuStyle line the game reads;
  'menu-style' command and MCP tool.
- launcher workflow: install latest into a temp home, check imports (Windows, Linux client)
  and that the client starts, on all three platforms; also runs on launcher-* branches.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 17:27:31 +02:00
Ludovic MarieandClaude Opus 5.5 9006566bbd Graphics docs and screenshots for the Video section of the Horizon options
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 17:21:40 +02:00
Ludovic MarieandClaude Opus 5.5 73ca04b10d Merge origin/main: Horizon menus; graphics settings in the Video section
The Horizon options shell's Video section now holds the graphics settings:
a Simple / Advanced switch (remembered in horizon-graphics.txt), then the
level's rows, each with its frame-time cost and one-line description
(ui_theme::described_row). Horizon settings draw as switches, sliders or
value buttons like vanilla options. The Classic style keeps the Video
Settings buttons to the same screens. Main's menu blur and the world's
resolution-scale pass are separate (post.wgsl, world_post.wgsl).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 17:17:43 +02:00
Ludovic MarieandClaude Opus 5.5 9dc0803a24 Graphics benchmark: games run with HORIZON_NO_AUDIO=1
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 17:12:30 +02:00
Ludovic Marie 87733155b3 Merge remote-tracking branch 'origin/game-bugs' into parity-base 2026-10-13 17:11:28 +02:00
Ludovic MarieandClaude Opus 5.5 7f1e197428 Section arena in pages; graphics docs and benchmark comparison
At render distance 32 the single section arena grew past the 4 GiB buffer
limit and the renderer panicked. Sections now live in pages of at most
256 MiB (or the device's buffer limit); draws keep their order and bind each
page once per run of consecutive draws in it, so translucent sections stay
back to front. docs/graphics.md describes the settings, the benchmark and
what changed; graphics_bench.py --compare prints a before/after table and
keeps each game's log.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 17:10:07 +02:00
Ludovic MarieandClaude Opus 5.5 9bc1425177 Villagers: find POIs without reading every block of a 48-block sphere
AcquirePoi scanned every block within 48 of the villager (about 460,000),
naming each with string matches, every 20 to 40 ticks for each villager missing
a home, job site or meeting point. Villages gain such villagers over time
(babies, more villagers than beds), so the game thread's work grew with play
time: in a village, 18% of samples at the start and 30-42% eight minutes on,
frame rate dropping and staying low.

Block states are classified once per search, and 16^3 sections whose palette
holds no POI block are skipped whole (PoiManager only visits sections with
records). The same positions are visited in the same order, so the result,
ties in the distance sort included, is unchanged. Same session after: 18%
throughout, frames at the vsync cap.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 16:58:33 +02:00
Ludovic MarieandClaude Opus 5.5 ad9cd6c67e Resolution scale, FXAA and mipmap levels
With a resolution scale other than 100% or FXAA on, the world renders into
its own target at the scaled size and one full-screen pass copies it
(bilinear) or anti-aliases it (FXAA 3.11) onto the screen; the hand, screen
effects and HUD stay at full resolution. Off, the world renders straight to
the screen as before. Vanilla's Mipmap Levels option now limits the mip
levels block textures sample (the default 4 is the full chain, as before).
Both are in the Advanced screen.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 16:44:20 +02:00
Ludovic Marie ef4fc67f1b Merge remote-tracking branch 'origin/menus' into parity-base 2026-10-13 16:39:24 +02:00
Ludovic MarieandClaude Opus 5.5 e0283c70db Graphics settings, Simple and Advanced, with a performance overlay
Video Settings opens two Horizon screens (graphics_ui): Simple has the
Performance / Balanced / Quality / Ultra presets with render distance, FOV,
max framerate, VSync and GUI scale; Advanced groups every knob under
Rendering, Quality, Display, Performance and Overlay. Each row shows a
one-line description and its frame-time cost, and applies live. Layout lives
in graphics_ui, every colour, size and widget call in graphics_style, so a
menu theme can restyle them in one place.

Horizon-only knobs (horizon-graphics.txt, never options.txt): preset, cave
culling, chunk updates and upload budget per frame (nearest sections first),
sky, fog, weather, animated textures, present mode, frame pacing, worker
threads and the performance overlay (FPS, frame/CPU/GPU times and a
frame-time graph). Defaults keep vanilla's rendering; vanilla options keep
their options.txt keys.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 16:37:31 +02:00
Ludovic Marie c2c7614a2f Merge remote-tracking branch 'origin/feel' into parity-base 2026-10-13 16:28:56 +02:00
Ludovic MarieandClaude Opus 5.5 ad701d73d9 Fewer stalls: region writes on a writer thread, culled entities, villager POI scans skip empty sections
- Unloaded chunks and entity chunks are encoded and written by a background
  region writer, in order; loads see queued records first, and synchronous
  saves wait for the queue. Deleting entity chunks a region doesn't hold no
  longer rewrites the region file.
- Mobs render within Entity.shouldRenderAtSqrDistance (64 x bounding-box size
  x entity distance) and inside the view frustum (EntityRenderer.shouldRender);
  block entities outside the frustum are skipped, beams and structure blocks
  excepted.
- Minecarts and dropped items tick only in entity-ticking chunks, like mobs.
- Villager POI searches skip sections whose palette has no POI block.
- Streaming bookkeeping uses the Fx hash and checks a column's light
  readiness once per frame instead of once per dirty section.
- HORIZON_SPIKES=MS prints the timed spans of slow frames; frame summaries
  give the phase split of the slowest 1%.

RD 32 village flight on the 4080: 81 -> 230 fps; 1% low 5.8 -> 18.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 16:14:57 +02:00
Ludovic MarieandClaude Opus 5.5 1a9452d408 Memory: drop late chunks whole, bound the decoded sounds, count what stays resident
A column that finished loading or generating after the player moved out of
range was dropped, but its block entities and saved entities were added to the
world first. The entities spawned in a column that never became resident, so
nothing saved or removed them: travelling, mobs piled up (141 to 5,028 in an
8-minute flight), and when the column loaded later its entities spawned again,
so villages near the view edge doubled their villagers. Such a column is now
dropped with everything in it. Mesh results for a column unloaded meanwhile are
discarded too, rather than uploaded with nothing left to remove them.

Decoded static sounds were kept for the whole session: every sound heard, up to
1.4 GiB of samples, and a village plays hundreds. They now stay within 64 MiB,
least recently used out, and are decoded on a thread of their own instead of the
game loop (vanilla's buffers load asynchronously too). Stopping a source that
is still waiting for its sound stops it, as alSourceStop does, so a late decode
cannot start it.

status reports mobs, block entities, resident GPU sections and the sound
engine's tables, for soak tests.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 16:10:32 +02:00
Ludovic MarieandClaude Opus 5.5 66e41ed573 Satisfy clippy in the hand module
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 15:40:09 +02:00
Ludovic MarieandClaude Opus 5.5 72542a89e2 Compare sprint-jumping with vanilla in the sprint scene
The --sprint-input scene drives the real LocalPlayer.aiStep sprint and
jump path from keyboard state. Add sprint-jump runs: sprint held or
started by double-tapping forward, jump tapped, held through landings or
pressed first, at five headings, with too little food to sprint, under a
two-block ceiling and up onto a slab. All 293,175 states match.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 15:38:48 +02:00
Ludovic MarieandClaude Opus 5.5 45bd1a7be8 Renderer and tick performance: section arena with indirect multi-draw, dense occlusion graph, entity ticking within the simulation distance, fast chunk-map hashing
- Terrain sections live in one vertex arena (first-fit free list, grown on the
  GPU) and draw with one multi_draw_indexed_indirect per pass instead of a
  buffer bind and draw per section; per-frame scratch vectors are reused.
- The SectionOcclusionGraph search runs over dense arrays around the camera
  instead of hash sets, with per-column visibility.
- Mobs outside the entity-ticking chunks (Chebyshev distance of the
  simulation distance, DistanceManager.inEntityTickingRange) only check
  despawning, as in ServerLevel.tick; before, every loaded mob ticked.
- World chunks use the Fx hash; sky darkening is sampled once per time and
  weather instead of once per mob; creaking-heart scans compare state ids.
- Horizon-only graphics settings (horizon-graphics.txt): frame pacing without
  spinning, present mode, animated textures, worker threads.

RD 32 village flight on the 4080: 3.1 -> 81 fps.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 15:34:48 +02:00
Ludovic MarieandClaude Opus 5.5 0734daa911 Swing the hand and raise it as vanilla does: SwingState, equip heights, attack clicks
The local player's clicks now go through a port of Minecraft.startAttack,
continueAttack and handleKeybinds' attack part with MultiPlayerGameMode's
block breaking (first_person.rs): attacking the air swings (and sets the
miss time), creative breaking swings every tick through its destroy delay,
survival mining keeps swinging after a block breaks, swords cannot break
blocks in creative, and attacking an entity in creative sets the delay.
The swing is LivingEntity.SwingState (restart rules, durations under haste
and mining fatigue, forward wrap on restart); the equip height follows
FirstPersonHandsAndItems with the item swap ticker, and placing or
starting to use an item drops the hand (itemUsed). Mining fatigue scales
by Math.pow(0.3, amplifier + 1) as in 26.3.

test_first_person_parity drives the real startAttack, continueAttack,
startUseItem, MultiPlayerGameMode breaking, SwingState, the tickers and
FirstPersonHandsAndItems over 4,192 scripted click sequences.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 15:33:29 +02:00
Ludovic MarieandClaude Opus 5.5 d9351ec054 Menus: Horizon-style options screen, pause polish, screenshots
Options open as the launcher's Settings page: a sidebar with the sliding
selection (Video, Audio, Controls, Accessibility, Language, Chat, Interface)
and rows with a switch, slider or value button per option
(options_horizon.rs; new sections or rows slot into SECTIONS). Key binds,
the language list and resource packs open vanilla's pages. Interface holds
Menu style (Horizon / Classic). The pause menu hides the in-game HUD over the
blurred world. Scripted and frame-limited runs default to Classic, so the
harnesses see vanilla's screens.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 15:33:15 +02:00
Ludovic MarieandClaude Opus 5.5 eb18bb42af Menus: Horizon style for the title, worlds, create, multiplayer and pause screens
One theme for the launcher and the game: crates/horizon-theme holds the
palette, type scale, spacing, radii, control sizes, motion and the bundled
fonts; launcher/src/theme.rs and the game's ui_theme both read it. ui_theme
ports the launcher's components (button with hover layer and press state,
sidebar list with the sliding selection, segmented control, switch, rows)
and draws Geist and Instrument Serif through the HUD atlas.

The title is laid out like the launcher (sidebar, page header, rows) over a
live backdrop: Horizon generates an ice-spikes landscape for a fixed seed,
orbits a camera over it with falling snow, then blurs and cold-grades the
frame (post.rs). The launcher's opening (wordmark, then the interface) plays
once per session and a click or key skips it. Menu style Horizon / Classic
lives in horizon.txt, never options.txt; Classic keeps vanilla's drawing.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 15:19:14 +02:00
Ludovic MarieandClaude Opus 5.5 f2c7a2d359 Draw the first-person hand with its own projection at hudFov
GameRenderer.render3dHud sets up the hand's projection at Camera's hudFov
(70, changed only by death and fluids), never the FOV option or the
sprint, speed and bow modifier. The hand pass now has its own globals
with that projection (a port of JOML setPerspective, as Projection does).
The camera harness compares the world and hand projection matrices at FOV
options 30, 70, 110 and others with vanilla's.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 15:07:39 +02:00
Ludovic MarieandClaude Opus 5.5 c982fadaf5 Graphics benchmark: scripted flights over four scenes at render distances 8/16/32, with CPU and GPU frame times
horizon-ctl gains 'fly' (a constant-speed camera path that replies with the
frame summary); frame summaries add CPU time per frame (waits for the GPU,
display and limiter excluded), per-phase averages and GPU time from timestamp
queries. --offscreen renders into a texture on the discrete GPU so the 4080
can be measured under the headless compositor. Baselines: lavapipe on vscreen
and the RTX 4080 offscreen, seed 1234.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 15:04:23 +02:00
Ludovic MarieandClaude Opus 5.5 1a10d4efe8 Windows: launcher without VCRUNTIME140.dll, a clear message without Vulkan, import checks in CI
The Windows launcher was built without crt-static and imported VCRUNTIME140.dll,
which only the Visual C++ redistributable installs: players without it got a
missing-DLL dialog before anything started. The game itself links only system
DLLs (vulkan-1.dll is loaded at run time).

- launcher.yml links the C runtime on Windows.
- tools/check_imports.py reads PE import and delay-import tables (and ELF
  loader, needed libraries and run paths); release.yml and launcher.yml fail
  when a Windows binary imports a non-system DLL.
- release.yml builds Linux on Ubuntu 22.04: the NixOS-made Linux release asked
  for a /nix/store loader, so it ran nowhere but NixOS.
- No adapter: the game says the Vulkan driver is missing and what to install,
  and on Windows keeps the console open until Enter.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 15:02:15 +02:00
Ludovic MarieandClaude Opus 5.5 59fd98dea4 Sound: play under the launcher's own stream name, open any sample format, say what opened
PipeWire remembers mute per application name. A test run's stream, muted once
in the mixer, left "PipeWire ALSA [horizon-client]" muted for every later game,
the release played from the launcher included: no sound at all, with the device,
the stream and the mixer all working.

- The launcher starts the game as "Horizon" (media.role Game), its own entry.
- The game opens no output on a vscreen, where agents run it (HORIZON_AUDIO=1
  forces it, for a null sink), so nobody needs to mute it again.
- Any device sample format is accepted (the mixer converts from f32): a plain
  ALSA default reporting i16 used to fail.
- Other output devices are tried when the default does not open, and the log
  names the output opened or every reason none did.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 15:02:15 +02:00
Ludovic MarieandClaude Opus 5.5 27a32cc30d README: parity is what the harnesses check, until the final audit
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 14:17:34 +02:00
Ludovic MarieandClaude Opus 5.5 8cdec2c8d9 Tidy the repository now that parity is reached: launcher-first README, docs index, research leftovers removed
Removed (each unreferenced by code, workflows, tests or living docs; no harness
dependency record names any of them, and parity.py --list still finds all 281):
- 22 one-off write-ups of the Java-pack experiments in docs/: adaptive-terrain,
  client-graphics-smoke, compact-headers, core-performance, culling-empty,
  culling-rays, debounce-queue, dispatch-retry, foreground-first,
  graphics-api-comparison, heap-budget, mac-first-test, optimization-plan,
  playable-validation, quad-reuse, server-graphics-context, shader-world-smoke,
  terrain-measurements, terrain-position, terrain-read-wait, tick-membership,
  worker-pacing. Their findings are folded into one paragraph of java-packs.md.
- 24 benchmarks/ observation dumps only those write-ups linked (client graphics,
  culling, queues, heap, Mac Vulkan, shader worlds, software identity, and the
  unlinked rust-core, rust-worldgen-2026-10-05, rust-native-client and
  rust-cuboid-model-decoding runs), plus 12 unlinked files inside kept
  report folders. The scoped-parity reports the living docs cite stay.
- debug/: one server log from a chunk investigation.
- The manual macos-shader-research and macos-vulkan-research workflows.
- tools/logs/latest.log, an empty log committed by accident (now ignored).

Kept: research-lock.json (parity.py, packaging, the launcher and datafix read
it), the Java-pack how-tos (vulkan, collectors, profiling, process-memory,
tick-state) and tools/test_client_graphics.py (ci.yml runs it).

README: leads with what Horizon is and "Download the launcher" (the
launcher-v* releases; the launcher updates itself), then build from source
for developers. Direct game downloads and PLAY.txt steps for players are gone;
the launcher has its own section with two screenshots. The roadmap merges the
known differences, the final checks and the plans after parity, under the
"Roadmap" heading the launcher's What's next page reads. The parity table and
its 100%-of-what-the-harnesses-compare note are unchanged.

docs/README.md indexes what remains: build and run, parity (status and
workflow), world generation, world data and simulation, the old Java track.
Links to the removed pages and README anchors are fixed.

packaging/PLAY.txt now speaks to players who came through the launcher and
points anyone with a bare archive to it, keeping the manual steps short.

The launcher's README link points at main instead of the launcher branch.
.gitignore: tools/logs/ and .DS_Store. No code behaviour changes; the compiler
and clippy flag no unused code and the tree has no stale TODOs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 14:16:55 +02:00
Ludovic MarieandClaude Opus 5.5 2e4c4d1861 Launcher: run the game from the saves folder, never a version folder
The client ran in the version's own folder, so saves and options.txt would have
landed there and been deleted with the version, and the saves in
~/.local/share/horizon (where the release folders' horizon.sh keeps them) were
not seen. It now runs in HORIZON_HOME, else horizon in the platform's data
folder, with --resources pointing at the version.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 14:12:16 +02:00
Ludovic MarieandClaude Opus 5.5 ed05c1970f Launcher: release workflow for launcher-v tags (Linux, macOS, Windows, draft), README for updates, CLI and MCP; quieter CLI progress
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 13:28:57 +02:00
Ludovic MarieandClaude Opus 5.5 6c51322171 Launcher: opening screen over the prismal background, violet accent from it, opening setting, docs frames and clip
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 13:27:30 +02:00
Ludovic MarieandClaude Opus 5.5 86e4a05c01 Launcher: CLI subcommands and an MCP server over stdio, both on the shared core
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 13:20:39 +02:00
Ludovic MarieandClaude Opus 5.5 53583b28d8 Launcher design pass: aurora background, eased page, pill, hover and bar motion, Play hero, Settings page with update state; Geist, Instrument Serif and Geist Mono
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 13:18:17 +02:00
Ludovic MarieandClaude Opus 5.5 55ecf5a59e Launcher core: update checks for Horizon and the launcher, self-update, install by tag, notes as plain text, tests
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 13:13:57 +02:00
Ludovic MarieandClaude Opus 5.5 e5e27c24d4 Launcher: backend as a shared library; game and launcher tags kept apart, numeric version order, HORIZON_LAUNCHER_HOME
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 13:11:00 +02:00
Ludovic MarieandClaude Opus 5.5 5a2602406b Launcher: preview screenshot
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 13:01:46 +02:00
Ludovic MarieandClaude Opus 5.5 a2fe7286c1 Launcher: README and screenshots
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 12:51:46 +02:00
Ludovic MarieandClaude Opus 5.5 d7bcc04064 Launcher workflow: also run on pushes to the launcher branch
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 12:50:59 +02:00
Ludovic MarieandClaude Opus 5.5 7ff1b97f80 Launcher: tables in notes, the README roadmap, the server's EULA, and a macOS/Windows build workflow
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 12:50:49 +02:00
Ludovic MarieandClaude Opus 5.5 57257ae231 Launcher: a GPUI app that installs, prepares and starts Horizon builds
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 12:45:05 +02:00
Ludovic MarieandClaude Opus 5.5 b279705c8d README: every subsystem matches vanilla in its harnesses (100%), audit and launch checks next
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 07:18:24 +02:00
Ludovic Marie 7d4304a840 Merge branch 'parity/leftovers' into parity-base 2026-10-13 07:07:54 +02:00
Ludovic Marie b7ced27dd1 Merge branch 'parity/server-leftovers' into parity-base 2026-10-13 06:52:25 +02:00
Ludovic Marie c6d0184353 Merge branch 'parity/screens' into parity-base 2026-10-13 06:47:44 +02:00
Ludovic MarieandClaude Opus 5.5 98ec7bc509 Edit word moves with Cmd on macOS, as InputQuirks does
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 06:38:47 +02:00
Ludovic Marie 2aa3cd5afa Merge branch 'parity-base' into parity/screens 2026-10-13 06:29:00 +02:00
Ludovic Marie b0e5fe5591 docs: pack screen session count 2026-10-13 06:28:59 +02:00
Ludovic MarieandClaude Opus 5.5 8a13322143 README: the resource pack screen and the chat input match vanilla
Assets and Menus score 1; Java parity is 93%.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 06:28:53 +02:00
Ludovic MarieandClaude Opus 5.5 436d71eba2 Compare the chat screen's input and command suggestions with vanilla
horizon_client::chat::ChatScreen is now a port of vanilla's ChatScreen,
EditBox and CommandSuggestions: the input's scrolling, cursor, selection,
word moves and select all, history up and down, argument colouring, usage
lines and parse errors, the suggestion list (sorting, hover, Tab and
Shift+Tab cycling, clicks, wheel) and its tooltips, drawn as GUI calls the
game paints. tools/test_chat_screen_parity.py drives a real ChatScreen on
vanilla's client command tree (custom suggestions answered by the server
dispatcher): 3000/3000 cases match.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 06:27:55 +02:00
Ludovic MarieandClaude Sonnet 5.5 e70c9fdd69 Document the recipe book search, ghost recipe and hotbar harnesses; more old options.txt bodies
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 06:22:53 +02:00
Ludovic Marie 08eeb06eff Merge branch 'parity-base' into parity/leftovers 2026-10-13 06:22:05 +02:00
Ludovic MarieandClaude Sonnet 5.5 35f0b5ec30 Read creative toolbars (hotbar.nbt) through the HOTBAR data fixers, compared with HotbarManager
EmptyItemInHotbarFix was missing from the data fixers. horizon_client::hotbar loads the nine rows of nine stacks of an older file as vanilla does: lenient counts, unregistered items empty, stray entries dropped from their row, a row that is no list ending the reading, short rows lost and long ones cut.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 06:21:56 +02:00
Ludovic MarieandClaude Opus 5.5 639237afcc Show the ported pack screen in the game
The options' Packs page is horizon_client::pack_screen: vanilla's layout,
lists, focus and selection, search box typing, the mouse wheel per list and
the confirmation of an incompatible pack (Escape answers no). Packs carry
their raw description, compatibility (too old, too new, unknown) and icon.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 06:10:23 +02:00
Ludovic MarieandClaude Opus 5.5 a7606c4ad4 Compare the resource pack screen's drawing with vanilla
horizon_client::pack_screen ports PackSelectionScreen, its two
TransferableSelectionLists and the ConfirmScreen of an incompatible pack as
vanilla's state machine (clicks, wheel, search typing, focus, selection,
scroll) and gives its GUI calls; screen_draw holds the widgets (StringWidget,
MultiLineTextWidget, Button, a font-aware EditBox port) and StringSplitter's
line splitting with legacy codes. Pack components keep their legacy codes and
style fields. tools/test_pack_screen_parity.py runs a real
PackSelectionScreen through the same actions: 1500/1500 cases match.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 06:07:04 +02:00
Ludovic Marie 2c34e0753d Merge branch 'parity/menus-golem' into parity-base 2026-10-13 05:59:38 +02:00
Ludovic Marie 27d18063a8 Merge branch 'parity/save-roundtrip' into parity-base 2026-10-13 05:49:27 +02:00
Ludovic MarieandClaude Opus 5.5 7c8afc8a34 Merge branch 'parity-base' into parity/server-leftovers
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 05:44:19 +02:00
Ludovic MarieandClaude Opus 5.5 0a2601c33a Send recipes, advancements and command replies to players as vanilla does
- ClientboundUpdateRecipesPacket at join: the recipe property sets and the
  stonecutter's recipes, from the data pack (lan/recipes.rs).
- On a player's first tick the minecraft:tick criteria are met: the recipes
  their advancements grant go out in ClientboundRecipeBookAddPacket, then
  ClientboundUpdateAdvancementsPacket with what the player may see
  (lan/advancements.rs).
- Command replies reach remote players as the components vanilla sends:
  Text keeps the Component it was built from (literal, translatable,
  siblings, style), sendFailure wraps the message as vanilla does, and the
  NBT wraps the elements of mixed lists.

The dedicated-server harness drops its known gaps: it compares these
packets (sorted where vanilla's hash maps order them per run) and the
replies to three failing commands, keeps only the first set_time among the
joining packets and turns random ticks off in the generated world.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 05:43:51 +02:00
Ludovic MarieandClaude Sonnet 5.5 b28fcec7f0 Compare the ghost recipe of a recipe book click with the vanilla client's
Book::ghost is the one place that places a recipe's ingredients into the grid or furnace slots; the harness runs fillGhostRecipe against the real menus. Fixes found: the result and the dyed, potion and map demo ingredients cycle through every stack (not the first), a furnace's fuels follow the registry's component lookup, and items keep their registry order.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 05:43:31 +02:00
Ludovic Marie d6fd90a347 Merge branch 'parity-base' into parity/menus-golem 2026-10-13 05:36:44 +02:00
Ludovic MarieandClaude Sonnet 5.5 23d7ebdfaa Search the recipe book as vanilla's FullTextSearchTree does, over the full tooltip lines of every result
The recipe book view harness now searches: names, parts of names, ids with a colon, odd texts.
Horizon's recipe tooltips lacked attribute modifiers, smithing template, potion, dyed, pot, rocket and disc lines, and the results a display cycles through (map copies, tipped arrows, dyed armour).

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 05:35:49 +02:00
Ludovic Marie 6b6506a65a Merge branch 'parity/platform-maths' into parity-base 2026-10-13 05:22:43 +02:00
Ludovic Marie 765f53b2ba Merge branch 'parity-base' into parity/platform-maths 2026-10-13 05:15:09 +02:00
Ludovic MarieandClaude Opus 5.5 e70c38e578 Send the command tree in vanilla's registration order
The LAN and dedicated servers built the tree from the data generator's
commands report, which sorts each node's children. lan/command_order.rs,
generated from vanilla's Commands(CommandSelection.ALL) by
tools/generate_lan_command_order.py, gives the registration order, and the
dedicated-server harness now compares the tree in order (the game rules,
registered in an identity-hashed order, aside).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 04:59:34 +02:00
Ludovic Marie 41c4f2247e Merge branch 'parity-base' into parity/menus-golem 2026-10-13 04:48:24 +02:00
Ludovic MarieandClaude Opus 5.5 8976bd37d4 Select resource packs as vanilla's PackSelectionModel does, compared with vanilla
horizon_client::packs::SelectionModel ports PackRepository's selection and
PackSelectionModel (default positions, fixed and required packs, moving up
and down, commit), and the pack screen uses it. The new pack_selection
harness drives vanilla's model and Horizon's through 4,000 random action
sequences; every state matches.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 04:47:36 +02:00
Ludovic Marie 708a162090 Merge branch 'parity-base' into parity/save-roundtrip 2026-10-13 04:40:01 +02:00
Ludovic MarieandClaude Opus 5.5 66114adfd9 save_roundtrip: promote only the fields a full chunk saves differently
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 04:40:01 +02:00
Ludovic Marie 2756b55b5b Merge branch 'parity/old-saves' into parity-base 2026-10-13 04:37:51 +02:00
Ludovic MarieandClaude Opus 5.5 b1a560264d jmath: rustfmt
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 04:33:20 +02:00
Ludovic MarieandClaude Opus 5.5 4ce4e983e7 jmath: rustfmt
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 04:33:03 +02:00
Ludovic MarieandClaude Opus 5.5 7826a221c5 jmath: satisfy clippy (fdlibm's constants and NaN idiom, verbatim)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 04:32:48 +02:00
Ludovic MarieandClaude Opus 5.5 ed1ea50c8e Merge parity-base into parity/platform-maths
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 04:31:39 +02:00
Ludovic MarieandClaude Opus 5.5 b15db4749f Net harness client: wait for each chat reply instead of 1.5 s
On a busy machine the /list reply sometimes came after the client had
left. Each step now waits for a new chat line, up to 15 s.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 04:04:17 +02:00
Ludovic MarieandClaude Opus 5.5 85242053e2 save_roundtrip: accept the promotion of vanilla's border proto chunks
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:59:11 +02:00
Ludovic Marie 8e26af99a1 Merge remote-tracking branch 'origin/parity/spawn-gear' into parity/save-roundtrip 2026-10-13 03:54:23 +02:00
Ludovic MarieandClaude Opus 5.5 4078118c71 Generate superflat worlds with their layers (FlatLevelSource)
Horizon generated noise terrain in minecraft:flat worlds. Since chunk
streaming finishes the corners of the spawn neighbourhood, save_roundtrip's
flat test world got four noise chunks where vanilla had saved flat proto
chunks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:54:23 +02:00
Ludovic MarieandClaude Opus 5.5 7322bba2b5 dedicated_server: read the game time as the console prints it
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:51:40 +02:00
Ludovic Marie df18d60d14 Merge branch 'parity/warden-sculk' into parity-base 2026-10-13 03:45:25 +02:00
Ludovic Marie ab0d708f87 Merge branch 'parity-base' into parity/menus-golem 2026-10-13 03:43:32 +02:00
Ludovic MarieandClaude Opus 5.5 4093112bb6 Update the README for player skins, the focused chat and copper golem sorting
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:43:32 +02:00
Ludovic MarieandClaude Opus 5.5 75336660bb Compare the focused chat with vanilla
The HUD harness's chat cases now also draw the chat as the open chat
screen does: foreground, at the focused height, scrolled, with the scroll
bar.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:42:57 +02:00
Ludovic MarieandClaude Opus 5.5 71e677ed6a dedicated_server: settle the generated world in game ticks, without random ticks
The world was saved 20 wall-clock seconds after force-loading the area, so
on a busy machine chunks were still generating or their fluids flowing,
and random ticks changed blocks while the client was being sent its
chunks: which chunks differed varied from run to run. Wait until every
force-loaded chunk is loaded and 600 game ticks have passed, with
random_tick_speed 0.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:40:50 +02:00
Ludovic MarieandClaude Opus 5.5 a9fa46fd0a Run the copper golem on CopperGolemAi's brain and compare its chest sorting
The golem's goals are replaced by vanilla's brain (core and idle activities,
the transport cooldown, look-at-player-sometimes, stroll or wait), and
TransportItemsBetweenContainers moves into the library: nearest wanted
chest in chunk and block entity map order, queueing behind golems with a
chest open, the 60-tick interaction with its states, sounds and opener
counts, picking up and putting down (with vanilla's overcounting), visited
and unreachable positions. Weathering draws from the level random after the
living tick; the spin sound is client-local. mob_ai gains seven copper golem
scenarios that print each golem's state, hand and opened chest and every
chest's contents and openers; all match vanilla.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:40:13 +02:00
Ludovic Marie 9ac6d665fb Merge branch 'parity/rendering-gaps' into parity-base 2026-10-13 03:32:19 +02:00
Ludovic Marie 9b1c29463b Test: worlds from 1.12.2 and 1.16.5 are upgraded on opening 2026-10-13 03:29:13 +02:00
Ludovic Marie 2db50eeca1 Merge branch 'parity-base' into parity/old-saves 2026-10-13 03:27:26 +02:00
Ludovic Marie 3d20af9a9c Datafix: every server fix ported; saves without a DataVersion upgrade from -1 2026-10-13 03:27:20 +02:00
Ludovic Marie 1ded8799fc Merge branch 'parity/spawn-gear' into parity-base 2026-10-13 03:18:39 +02:00
Ludovic MarieandClaude Sonnet 5.5 8c818c6f84 1.8.9 world: real maps by right click, objectives its scoreboard knows
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 03:17:12 +02:00
Ludovic MarieandClaude Opus 5.5 585a41acfa Satisfy clippy in the SHA-1 helper
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:17:04 +02:00
Ludovic MarieandClaude Opus 5.5 19d4146f04 Draw player list heads from players' skins as vanilla does
Profiles' textures properties are unpacked as authlib does and looked up
as SkinManager does (signatures, the local player, allowed texture URLs,
downloads), skins are fetched and processed as SkinTextureDownloader does
and shown from atlas slots. The tab_list harness now runs a real
SkinManager and compares processLegacySkin over 400 PNGs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:16:04 +02:00
Ludovic Marie 991df3d23c Merge remote-tracking branch 'origin/parity/old-saves' into parity/old-saves-flat 2026-10-13 03:13:32 +02:00
Ludovic MarieandClaude Sonnet 5.5 19802a4a65 Keep what the schema of the data did not know untyped, read the legacy data again at 1.14
DataFixerUpper reads the data once with its own schema: an entity tree of an id that
schema lacks stays untyped for good, and a list of trees is typed only if all of them
are. Spawner potentials follow that, the spawner wrapping skips untyped data, and a stack
without a string id is an empty equipment slot. The raw maps entities remember are taken
again where the fixes of before 1.14 end.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 03:13:32 +02:00
Ludovic MarieandClaude Opus 5.5 6aa875c6c2 Compute the breeze's long-jump vector with jmath; run every harness on the Mac
The Mac mini no longer excludes options, chunk_generation,
world_border_render and mob_ai: their float maths now matches vanilla's
on Apple silicon.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:13:05 +02:00
Ludovic MarieandClaude Opus 5.5 ab9109c787 Route world generation's and mob AI's Math calls through jmath
Beardifier, density pow/log, Marsaglia's Gaussian, dripstone, ores, fancy
trunks, icebergs, end spikes, strongholds, note pitches, sculk charge
particles, the warden's and brains' weighted shuffles.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:06:48 +02:00
Ludovic MarieandClaude Opus 5.5 558d140fca Compute Math.sin/cos/pow/log10 as HotSpot does on the host architecture
Rust's float functions use the platform libm, and vanilla's own Math
results differ between x86-64 (Intel stubs, close to glibc) and AArch64
(fdlibm, with sin/cos evaluated using fused multiply-adds). jmath picks
the same implementation HotSpot uses on the machine, so options, the
world border's alpha and RandomPos match vanilla on an Apple silicon Mac
as well as on Linux.

The vanilla protocol client no longer records the game-time sync sent
every 20 ticks: whether one arrives before the first chunk batch depends
on when the client joined.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:05:34 +02:00
Ludovic MarieandClaude Opus 5.5 811e4ff6de Merge parity-base into parity/warden-sculk
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:03:24 +02:00
Ludovic Marie 085cca6aa4 Merge branch 'parity/rendering-gaps' into parity-base 2026-10-13 03:02:44 +02:00
Ludovic Marie 9c3e98403d Merge branch 'parity/spawn-gear' into parity-base 2026-10-13 03:02:44 +02:00
Ludovic MarieandClaude Opus 5.5 8dc1859369 Merge branch 'parity-base' into parity/spawn-gear
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 03:02:28 +02:00
Ludovic Marie b8ee0b27b3 Datafix harness: pre-1.17 worlds in worlds-pre-1.17, which other worktrees' harnesses do not read 2026-10-13 02:54:04 +02:00
Ludovic Marie 1705653912 Datafix harness: worlds saved before 1.17 stay in the branch's own .local until integrated 2026-10-13 02:53:54 +02:00
Ludovic Marie 360ddcbdba Merge branch 'parity/villager-social' into parity-base 2026-10-13 02:53:42 +02:00
Ludovic Marie e4f4f57e9b Merge branch 'parity/render-distance' into parity-base 2026-10-13 02:53:42 +02:00
Ludovic MarieandClaude Sonnet 5.5 b7aa3b0d07 1.10.2 world: no thrown potions or 1.8 zombie villagers (vanilla fixes cannot handle them)
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 02:44:39 +02:00
Ludovic MarieandClaude Sonnet 5.5 c46ac98b1a Port the fixes of 1.9 to 1.12 (keys 100 to 820) and read names and arrays like DataFixerUpper
Entity, block entity and item schemas below 1.11 (CamelCase ids, Equipment, Riding,
numeric item ids), their read hooks, and the fixes: equipment, item ids, potions, spawn
eggs, spawners, minecarts, UUIDs, health, saddles, paintings, riding, signs and books,
the 1.10 splits, id namespacing, banners, shulkers, totems. 1.11.2 passes the bands
1343 and 1631.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 02:33:59 +02:00
Ludovic MarieandClaude Sonnet 5.5 43155d7822 Sample world for 1.11.2, and 1.8.9 to 1.10.2 in the version list
datafix_scene_12.py builds one scene for 1.8 to 1.12 from per-era tables (blocks, entity ids and merged types, riding, equipment, potions, items probed on the server, achievements by command instead of advancements).

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 02:32:43 +02:00
Ludovic MarieandClaude Opus 5.5 5e48972bff README and docs: the recipe book's drawing, the loom's banner preview and End gateway beams match vanilla
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 02:26:40 +02:00
Ludovic MarieandClaude Opus 5.5 eec52f9055 The recipe book draws as vanilla's widgets do; test_recipe_book_render_parity
horizon_client::recipe_book_screen lays out RecipeBookComponent's drawing
(background, search EditBox, tab buttons, the filter CycleButton, the page
of RecipeButtons with its number and arrows, the alternatives overlay,
tooltips) and GhostSlots as vanilla's GUI calls with their poses, and the
game paints them. The new harness builds vanilla's widgets for 600 random
states (VanillaRecipeBookScreenOracle) and compares every call: 600/600.

Ingredients keep their HolderSet order (tags in TagLoader order), which is
how the overlay and ghost slots cycle; the book centres over the menu on
narrow screens as widthTooNarrow does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 02:22:55 +02:00
Ludovic MarieandClaude Sonnet 5.5 ba20b8eb29 Port the fixes of 1.11.2 to 1.12 (keys 1022 and 1125): shoulder entities, bed block entities, bed item colour
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 02:05:39 +02:00
Ludovic MarieandClaude Opus 5.5 d9054baf44 The loom's result preview draws vanilla's banner flag picture in picture
GuiBannerResultRenderer's flag model and pattern layers, lit with
Lighting.Entry.ITEMS_FLAT and clipped to the 20x40 rectangle, through the
GUI item pipeline. The block entity render harness gains loom result cases
(the oracle submits vanilla's renderToTexture under the PiP pose): 407/407.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 02:03:08 +02:00
Ludovic MarieandClaude Sonnet 5.5 1efc825a75 Merge parity/old-saves into parity/old-saves-flat
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 02:00:29 +02:00
Ludovic MarieandClaude Sonnet 5.5 39cacbdf83 Rich 1.12.2 sample world and a flat one for the DataFixer harness
tools/datafix_scene_12.py builds it in 1.12 command syntax: the whole block id/data space, block entities, items, entities, player, scoreboard, advancements, maps and statistics (real ones from a bot, plus a few hand-written fixtures).

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 01:59:37 +02:00
Ludovic MarieandClaude Opus 5.5 acdbb3d27a End gateways tick their beam in game: client beamAnimationTick beside the server copy's portalTick
The anim harness now runs vanilla's TheEndGatewayBlockEntity on a client and
a server stand-in (triggerCooldown every 2400 ticks and on entry, block event
1) and compares the beam render state; 40 cases match.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 01:55:46 +02:00
Ludovic MarieandClaude Opus 5.5 2b1981acbb Drop a stale warden memory test and collapse the fixture's seeding ifs
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 01:45:07 +02:00
Ludovic Marie 7011c5cddd Merge branch 'parity/dedicated-server' into parity-base 2026-10-13 01:44:30 +02:00
Ludovic MarieandClaude Sonnet 5.5 955f2be4ae Flattening fixes: numeric block names normalised by the chunk rewrite, unknown entities stay untyped, spawn egg default; band harness also upgrades the old saved data
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 01:26:43 +02:00
Ludovic MarieandClaude Opus 5.5 5565cc3a41 Give player-less mob AI scenarios the oracle's far-away player
The oracle's player stays 5000 blocks east between scenarios, and
Mob.checkDespawn draws for it once a mob idles past 600 ticks
(warden_alone).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 01:26:25 +02:00
Ludovic MarieandClaude Opus 5.5 7b55319171 lan_bot: the status description is a bare string, as vanilla writes it
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 01:16:23 +02:00
Ludovic MarieandClaude Opus 5.5 8c784eaaa6 Ignore mob step game events in the game, whose sculk layer tracks steps
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 01:15:26 +02:00
Ludovic MarieandClaude Opus 5.5 42cdea74be LAN discovery as vanilla's list keeps it; test_lan_parity against LanServerPinger and LanServerDetection
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 01:11:55 +02:00
Ludovic MarieandClaude Opus 5.5 de3a285cb3 Headless Horizon client joining a vanilla dedicated server, checked by the harness
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 01:07:19 +02:00
Ludovic MarieandClaude Opus 5.5 7fdbdcb3cb Warden footsteps and hearing, kills in the probe, and the ghastling's fly stroll
- Warden.nextStep: a step every 0.55 walked; mob steps raise a step
  game event, which the mob AI probe delivers to wardens through the
  listener the game uses (warden::listen).
- Warden.tick runs the vibration ticker before super.tick.
- The probe applies melee hits on mobs, reads a warden's target from its
  brain, and plays the player's death sound for a lethal hit; warden_player
  and warden_cow stop before the killing blow.
- getViewVector(0) uses the head's previous yaw, and AirAndWaterRandomPos
  the float quarter turn: tempted ghastlings stroll as vanilla's.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 01:06:33 +02:00
Ludovic MarieandClaude Opus 5.5 6f84b9ae94 Harness names differing chunks; spawner update tags without keepPacked
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 01:02:14 +02:00
Ludovic MarieandClaude Opus 5.5 5f5b6119d2 Spawner update tags in chunk packets; harness lists recipes and advancements as known gaps
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:57:10 +02:00
Ludovic Marie 67caf1d2ab Datafix scene: boss bar, scoreboard, team and a trip to the nether and the end for worlds before 1.17 2026-10-13 00:54:43 +02:00
Ludovic MarieandClaude Opus 5.5 4d62899a10 Harness: force-load the spawn area so both servers serve full chunks
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:52:35 +02:00
Ludovic MarieandClaude Opus 5.5 3f4c39b057 Satisfy clippy
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:52:12 +02:00
Ludovic MarieandClaude Opus 5.5 5ce4b9585d Satisfy clippy
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:51:30 +02:00
Ludovic MarieandClaude Opus 5.5 0425843aa8 Note finalizeSpawn's parity in the README
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:50:50 +02:00
Ludovic MarieandClaude Opus 5.5 389d2f9549 Adopt only villagers and creakings born during a mob_ai scenario
Animal babies and dropped items stay out of the comparison, as before the
merge: the probe does not model them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:50:18 +02:00
Ludovic Marie c8370d8e29 Merge branch 'parity/old-saves-flat' (1.12.2 to 1.13.2 fixes) 2026-10-13 00:48:14 +02:00
Ludovic MarieandClaude Opus 5.5 1ea26de544 Match finalizeSpawn for every case of the harness
A zombie villager's profession comes from its constructor's random, not
the one finalizeSpawn draws from. Allays and withers are no longer marked
persistent to escape despawning: they are kept as removeWhenFarAway and the
wither's checkDespawn keep them, and canPickUpLoot follows the allay's and
the sulfur cube's overrides. A sulfur cube's size sets its attribute
bases, and strength and speed effects count in attribute values. The
oracle's stand-in level gets the sound seed random Level.playSound draws
from.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:47:25 +02:00
Ludovic Marie 951b43daac Datafix worlds: world type variants for the level.dat generator settings 2026-10-13 00:46:45 +02:00
Ludovic MarieandClaude Opus 5.5 89d5b27b4c Dedicated server: chunk centre in placeNewPlayer, first-tick entity data; harness normalises vanilla's run-to-run orders
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:44:18 +02:00
Ludovic MarieandClaude Opus 5.5 85e43462ac Block entity order as vanilla's chunk map iterates; chunk comparison without light values
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:37:51 +02:00
Ludovic MarieandClaude Opus 5.5 7878013342 Merge parity-base into parity/spawn-gear
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:37:27 +02:00
Ludovic Marie 26462a168b Datafix worlds: 1.15.2 and 1.16.1; scene entries by save format 2026-10-13 00:36:05 +02:00
Ludovic MarieandClaude Sonnet 5.5 b5a6b6a99e Port LegacyStructureFileFix (1493) and run the file fixes of the range in the band harness
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 00:35:54 +02:00
Ludovic MarieandClaude Opus 5.5 52a419ac31 Match villager births and footsteps on bed edges
The parent's half of VillagerMakeLove.tryToGiveBirth (eating, the child's
bed and type, resting) runs in its own tick, before it ages; the partner's
follows as an event. A baby's NearestBedSensor keeps its bed when the
reused path heads elsewhere, as vanilla checks for a POI there. Footsteps
come from the block under the feet (Entity.mainSupportingBlockPos), not
the column below the centre. The oracle faces newborns' heads with their
bodies (LivingEntity draws the head yaw from Math.random), and the breeding
scenarios leave one free bed per section (PoiManager hands them out in hash
order).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:35:40 +02:00
Ludovic MarieandClaude Opus 5.5 7ede56b596 Dedicated server: vanilla console lines, player chat, /list, legacy ping, chunk tracking, heightmaps and light layers
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:32:29 +02:00
Ludovic Marie 0e2fc82f4e Datafix: thrown potion item field; legacy scene additions for 1.13.2 to 1.15 2026-10-13 00:32:00 +02:00
Ludovic MarieandClaude Sonnet 5.5 748a80fedd Port the DataFixers of 1.12.2 to 1.13.2 (keys 1450 to 1624): the flattening, renames, stats, leaves
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-13 00:31:05 +02:00
Ludovic MarieandClaude Opus 5.5 e0a025c5bd Compare villager gossip and breeding with vanilla
Gossip and gifts between villagers (TradeWithVillager) move into the
library so the mob_ai probe runs them as the game does; both villagers now
lock their gaze on each other, as lockGazeAndWalkToEachOther does. The
probe reads the oracle's villager flags, prints villager data (food,
inventory, gossip, reputation) and adds babies as they are born. The
oracle seeds TriggerGate's shuffles too, which were left to the clock.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:27:35 +02:00
Ludovic Marie 8498688341 Datafix: 1.13 to 1.14 fixes (1800 to 1963); saved data may be plain NBT 2026-10-13 00:26:17 +02:00
Ludovic Marie 8c542c16bb Datafix: legacy dimension ids, world gen settings from legacy level data, biome renames, potion field 2026-10-13 00:19:32 +02:00
Ludovic MarieandClaude Opus 5.5 8d16a937c5 Dedicated server: load the spawn area; vanilla-codec client harness
VanillaProtocolClient joins a server with vanilla's own codecs;
test_dedicated_server_parity.py compares a vanilla and a Horizon dedicated
server serving the same world.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:18:01 +02:00
Ludovic MarieandClaude Opus 5.5 df0c1ad36e Seed a summoned warden before its first tick, and keep its heartbeat off the server random
The shrieker summons the warden during the block ticks, so it ticks in the
same tick's entity phase: the oracle and the fixture now seed it (its
random, sensor delays and RunOne shuffles) before that phase, not after.
The heartbeat is a client sound: its pitch no longer draws from the
level random, and the fixture leaves it out as vanilla's server never
sends it. sculk: 435/435.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:16:52 +02:00
Ludovic Marie b633047a55 Datafix: fixes 2100 to 2535 (UUIDs, wall/redstone properties, bit storage, furnace recipes, ...) 2026-10-13 00:14:19 +02:00
Ludovic MarieandClaude Opus 5.5 ad2758fc9c Merge parity-base into parity/villager-social
Keeps both sides' oracle scenarios: the creaking hearts, hurts, leads and
animal flags of parity-base on this branch's entity list, with a heart's
creakings adopted under their creation seed. Restores the villager meeting,
birth and golem-check events the unfinished WIP had begun to replace.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:08:10 +02:00
Ludovic Marie d229326779 Datafix harness: --band TARGET checks the fixes up to a DataVersion on legacy-layout worlds; fixes sorted by key 2026-10-13 00:06:19 +02:00
Ludovic MarieandClaude Opus 5.5 6a8c7daca6 Format the render distance fix
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:06:03 +02:00
Ludovic MarieandClaude Opus 5.5 c1e4758d04 Finish loading at render distance 2
Streaming kept, decorated and generated chunks within circles a fixed
margin wider than the render distance, but finishing a chunk needs its
3x3 neighbours decorated and theirs generated: squares whose corners
fall outside those circles. At render distance 2 the corner chunks around
the player never finished, so their neighbours never lit and the player
was never placed. Each step now also keeps what a finished chunk's
neighbourhood needs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-13 00:03:47 +02:00
Ludovic Marie 93ac585c74 Datafix worlds: list 1.12.2, 1.13.2 and 1.14.4 2026-10-13 00:02:25 +02:00
Ludovic Marie 19896fb6f1 Support saves from 1.16.5 (DataVersion 2571 on): replaceitem for pre-1.17 scenes 2026-10-12 23:59:20 +02:00
Ludovic MarieandClaude Opus 5.5 3319f92c0e Merge parity-base into parity/dedicated-server; track player idle time
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 23:55:53 +02:00
Ludovic MarieandClaude Opus 5.5 af7ad70438 Merge parity-base into parity/warden-sculk
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 23:53:02 +02:00
Ludovic Marie 0870b5064b Merge branch 'parity-base' into parity/old-saves 2026-10-12 23:50:33 +02:00
Ludovic MarieandClaude Opus 5.5 4b93509137 Note the render distance 2 loading hang, and run harnesses here by default
The Mac mini and ThinkPad no longer keep the shared vanilla data, so the
other machines are opt-in again.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 19:50:58 +02:00
Ludovic MarieandClaude Opus 5.5 6909dbfc5b Mention the optional sounds step in PLAY.txt
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 19:44:37 +02:00
Ludovic MarieandClaude Opus 5.5 002bd18170 Link the C runtime statically into the Windows build
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 19:31:00 +02:00
Ludovic Marie 6fab5eb279 Merge branch 'main' into parity-base
# Conflicts:
#	README.md
#	crates/horizon-client/src/game.rs
2026-10-12 19:02:09 +02:00
Ludovic MarieandClaude Opus 5.5 2f0ff87295 Describe what is new and the 88% parity audit in the README
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 19:00:32 +02:00
Ludovic MarieandClaude Opus 5.5 222345b5d1 Build Horizon on Windows and package playable folders
The control socket reports itself unavailable on Windows, which has no
Unix domain sockets, and horizon-ctl uses the same stream type. A release
workflow builds the Windows client by hand; packaging/package.sh assembles
the binary, the resource preparation tool and PLAY.txt, without any of
Minecraft's files.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 18:58:25 +02:00
Ludovic MarieandClaude Opus 5.5 c51bfda80c Run the server files harness and platform-sensitive harnesses where they agree
Number the server files cases, whose folders eula-true and eula-TRUE collide
on case-insensitive macOS file systems; keep world_border_render and mob_ai
off the Mac, where platform float math changes their results; give the local
executor the dead flag the flake check reads.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 18:57:30 +02:00
Ludovic MarieandClaude Opus 5.5 f88b1da965 Refuse only worlds older than 1.17 in the save upgrade test
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:58:34 +02:00
Ludovic MarieandClaude Opus 5.5 6402d44ce7 Pass clippy and rustfmt after merging the parity branches
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:57:27 +02:00
Ludovic Marie fc7420f74b Merge branch 'parity/old-saves' (before its WIP commit) into parity-base 2026-10-12 17:55:17 +02:00
Ludovic Marie 5731a9406f Merge branch 'parity/dedicated-server' (before its WIP commit) into parity-base 2026-10-12 17:55:17 +02:00
Ludovic Marie 404072d5e5 Merge branch 'parity/warden-sculk' (before its WIP commit) into parity-base
# Conflicts:
#	crates/horizon-client/examples/entity_anim_fixture.rs
#	crates/horizon-client/src/game.rs
#	crates/horizon-client/src/game/creatures.rs
#	tools/test_entity_model_parity.py
2026-10-12 17:55:17 +02:00
Ludovic Marie 2e3063d821 Merge branch 'parity/mobs-b' into parity-base
# Conflicts:
#	crates/horizon-client/examples/entity_anim_fixture.rs
#	crates/horizon-client/examples/mob_ai_probe.rs
#	crates/horizon-client/src/game/creatures.rs
#	crates/horizon-client/src/mobs.rs
#	crates/horizon-client/src/mobs/ai.rs
#	mods/horizon/src/test/java/dev/horizonlab/parity/VanillaMobAiOracle.java
#	tools/test_mob_ai_parity.py
2026-10-12 17:54:20 +02:00
Ludovic Marie f02c47d289 Merge branch 'parity/mobs-a' into parity-base 2026-10-12 17:50:53 +02:00
Ludovic Marie 14bff2518f Merge branch 'parity/raids' into parity-base
# Conflicts:
#	README.md
#	docs/rust-parity.md
2026-10-12 17:50:53 +02:00
Ludovic Marie c195cd3239 Merge branch 'parity/tablist-border' into parity-base
# Conflicts:
#	README.md
#	crates/horizon-client/src/lib.rs
#	docs/rust-parity.md
2026-10-12 17:50:31 +02:00
Ludovic Marie 69b191b1f4 Merge branch 'parity/loom-crafter' into parity-base
# Conflicts:
#	README.md
#	crates/horizon-client/src/game/dispense_fixture.rs
#	docs/rust-parity.md
#	mods/horizon/src/test/java/dev/horizonlab/parity/VanillaDispenserOracle.java
2026-10-12 17:48:44 +02:00
Ludovic Marie b6fa612bee Merge branches 'parity/tooling', 'parity/score-subtitles' and 'parity/block-followups' into parity-base 2026-10-12 17:47:58 +02:00
Ludovic MarieandClaude Opus 5.5 9c465af186 WIP: unfinished spawn-gear parity work, stopped by Ludovic
Uncommitted changes the agent had in progress when it was stopped on
2026-10-12; may not build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:46:50 +02:00
Ludovic MarieandClaude Opus 5.5 5ea641a7c2 WIP: unfinished villager-social parity work, stopped by Ludovic
Uncommitted changes the agent had in progress when it was stopped on
2026-10-12; may not build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:46:50 +02:00
Ludovic MarieandClaude Opus 5.5 613a0dd3f1 WIP: unfinished dedicated-server parity work, stopped by Ludovic
Uncommitted changes the agent had in progress when it was stopped on
2026-10-12; may not build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:46:50 +02:00
Ludovic MarieandClaude Opus 5.5 edd598cc68 WIP: unfinished warden-sculk parity work, stopped by Ludovic
Uncommitted changes the agent had in progress when it was stopped on
2026-10-12; may not build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:46:50 +02:00
Ludovic MarieandClaude Opus 5.5 54b939e717 WIP: unfinished old-saves parity work, stopped by Ludovic
Uncommitted changes the agent had in progress when it was stopped on
2026-10-12; may not build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:46:50 +02:00
Ludovic MarieandClaude Opus 5.5 c90cd5f072 Match vanilla llama caravans, trader llamas, breeding and wolves
A lead gives its mob a home at the holder (PathfinderMob.whenLeashedTo)
and every random position helper honours homes (generateRandomPos-
TowardDirection's lean back and GoalUtils.isRestricted), as the happy
ghast's float area now does too. LlamaFollowCaravanGoal keeps 2.1F, a
llama's baby and the breeding experience are drawn from the parent's
random, wolves run from llamas by strength (WolfAvoidEntityGoal), a
growing mob refits its box (fudgePositionAfterSizeChange) and a happy
ghast's new controls want nothing. Scenarios can lead mobs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:45:09 +02:00
Ludovic MarieandClaude Opus 5.5 ca1bc52a49 Stop the jukebox's song and the beacon as their block entities go
LevelChunk.removeBlockEntity calls setRemoved: a jukebox reports its song
stopping (the jukebox_stop_play game event and level event 1011) and a
beacon plays its deactivation, whatever the flags. A record popped from a
replaced jukebox stops a playing song first and updates the neighbours as
JukeboxBlockEntity.onSongChanged does (a redstone wire beside it can pop).
The block update oracle removes block entities the same way.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:44:54 +02:00
Ludovic MarieandClaude Opus 5.5 b0ce83dd2d Port the 1.17 to 1.18 chunk height, biome and tick fixes (2825 to 2846)
ChunkHeightAndBiomeFix, ChunkProtoTickListFix, ChunkRenamesFix,
OverreachingTickFix, SpawnerDataFix, the world generation settings fixes
and the Caves & Cliffs biome and advancement renames, with the chunk's
Level tag and UNTAGGED_SPAWNER in the schema walker. A 1.17.1 sample
world upgrades as vanilla's.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:42:59 +02:00
Ludovic MarieandClaude Opus 5.5 63f628762f Tick creaking hearts as vanilla and compare them with the oracle
mobs::creaking_heart is CreakingHeartBlockEntity: the ticker drawn from
the level random, the state following the night and the logs, the
protector spawned with SpawnUtil.trySpawnMob (five tries within 16
blocks, on top of a collider, then EntityType.create's yaw and
Mob.finalizeSpawn's follow range bonus), its sounds, letting it go by
day, beyond 34 blocks or with a player stuck in it, and when a player
hurts it the trails and the resin spread over the logs. The game ticks
its hearts through it, and its level random now carries on between
ticks.

The mob AI harness gains hearts: the oracle places them when a scenario
starts, ticks block entities after the mobs, seeds the creakings the
level creates and adds them to the scenario, prints each heart's state
and block entity, and lets the player hit a mob (hurt T I). Five heart
scenarios (night, day, uprooted, no player near, hit twice) match.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:40:47 +02:00
Ludovic MarieandClaude Opus 5.5 e5dc127ab2 Document scoreboards, teams and subtitles and their harnesses
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:39:55 +02:00
Ludovic MarieandClaude Opus 5.5 05228e0fe2 Document the loom, crafter and recipe book harnesses
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:39:45 +02:00
Ludovic MarieandClaude Opus 5.5 b5c0bf7859 Draw the loom and crafter screens as the vanilla client does
LoomScreen.extractBackground (slot icons, scroller, pattern buttons
with their swatches and tooltip, the result banner or the six-layer
error) and CrafterScreen's background, disabled slots and redstone
arrow become screen_layout calls the game paints. A new harness runs
vanilla's screens on stand-in menus and compares 1,600 call lists.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:38:25 +02:00
Ludovic MarieandClaude Opus 5.5 4b776a45d8 Tick blocks before entities, as ServerLevel.tick does
The scheduled and random block ticks now run after the player's digging
and before any entity, so items a dispenser shoots or a block pops get
their first tick on the tick they appear, as vanilla's do.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:36:33 +02:00
Ludovic MarieandClaude Opus 5.5 225c12f4cc Move subtitles into the HUD overlays and save scoreboards end to end
The subtitle overlay now lays out GuiDraw calls in hud_overlays and the
game paints them like the other overlays. Hover events that show an entity
save its UUID as an int array, as UUIDUtil.CODEC does. The save round trip
builds a vanilla scoreboard with every saved field (objectives, number
formats, display slots, locked and displayed scores, teams with every
option) and requires Horizon to save scoreboard.dat as vanilla did.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:35:05 +02:00
Ludovic MarieandClaude Opus 5.5 01db93a987 Port server.properties, eula.txt and the server user lists
DedicatedServerProperties with every key, default, parser and serializer,
java.util.Properties load/store, Eula and the four StoredUserList files,
checked against the pinned server JAR by test_server_files_parity.py.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:34:57 +02:00
Ludovic MarieandClaude Opus 5.5 8f80f8decf Document block entity removal, immediate drops and copper golems
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:33:49 +02:00
Ludovic MarieandClaude Opus 5.5 13102892c4 Render, save and gift copper golems as vanilla does
The copper golem takes its weathering's texture and glowing eyes, saves
and loads next_weather_age and weather_state, starts with its weathering
unset instead of weathering on its first tick, and throws what it carries
to the player as BehaviorUtils.throwItem does. Iron golems offer their
poppy to copper golems too (#candidate_for_iron_golem_gift) and put it on
an empty antenna when the offer runs out beside one.

The entity model harness now poses the copper golem with its idle and
chest interaction animations (44 cases), and the entity death loot harness
includes it (1,595 cases over 88 types); both match vanilla.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:31:52 +02:00
Ludovic MarieandClaude Opus 5.5 82eda1d8bf Port the 1.18 structure fixes (2967, 2970) and add a 1.18.1 sample world
Old server jars run on Mojang's own Java runtimes, pinned in
research-lock.json and installed beside the shared vanilla data.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:30:48 +02:00
Ludovic MarieandClaude Opus 5.5 515d15d36f Merge the integration branch into parity/tablist-border
Keep the integration branch's StringSplitter port and HUD overlays: the tab
list now emits hud_layout::GuiDraw calls and wraps with its split_lines, and
the vignette's border warning comes from WorldBorder::warning_strength
through hud_overlays::border_warning.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:25:13 +02:00
Ludovic MarieandClaude Opus 5.5 a425de4c1c Merge the integration branch: villager brain, mob AI fixes and HUD overlays
The raid bars now draw through hud_overlays. Villagers' raid field is
what getRaidAt finds where they stand, with lost raids and the wave flag
kept apart, so the brain's SetRaidStatus, ResetRaidStatus (which resets on
a lost raid), ReactToBell and raid packages read vanilla's conditions.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:23:59 +02:00
Ludovic MarieandClaude Opus 5.5 81e97617af WIP: share the creaking heart's block entity tick
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:22:02 +02:00
Ludovic MarieandClaude Opus 5.5 e664d2f7c4 Merge origin/t3/achieve-full-parity into parity/block-followups
Explosion drops keep their random sequences and the pot's dynamic drops;
/setblock destroy and /fill destroy run Level.destroyBlock through the
behaviour library, so the block entity spills as vanilla's does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:19:39 +02:00
Ludovic MarieandClaude Opus 5.5 e723c8ad6c Merge origin/t3/achieve-full-parity into parity/score-subtitles
Mobs push through the new pushEntities with the teams' collision rules;
lang keeps the integration branch's deprecated.json handling; the
scoreboard keeps this branch's vanilla hash orders.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:19:13 +02:00
Ludovic MarieandClaude Opus 5.5 2edae5746a Merge origin/t3/achieve-full-parity into parity/mobs-b
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:18:39 +02:00
Ludovic Marie 5dd2840cee Merge remote-tracking branch 'origin/t3/achieve-full-parity' into parity/warden-sculk
# Conflicts:
#	crates/horizon-client/src/game.rs
#	crates/horizon-client/src/game/creatures.rs
2026-10-12 17:18:11 +02:00
Ludovic Marie a5eb241c32 Merge remote-tracking branch 'origin/t3/achieve-full-parity' into parity/loom-crafter
# Conflicts:
#	crates/horizon-client/src/game/commands/world_cmds.rs
2026-10-12 17:15:59 +02:00
Ludovic MarieandClaude Opus 5.5 8393b8de0f Match vanilla breeding sniffers and tempted happy ghasts
Mobs set each other's brain memories within the tick (the breed target
and lockGazeAndWalkToEachOther), the partner rests and forgets at the
birth, and an animal in love draws its heart particle randoms. The adult
happy ghast's TemptGoal.ForNonPathfinders ticks every other tick and
follows creative players. The mob AI scenarios can give the player an
item and a mob love, taming, an age or a llama strength.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:15:34 +02:00
Ludovic MarieandClaude Opus 5.5 b56b4c3cea Bring the copper golem into the game and build it and shear it as vanilla does
The copper golem code (its goals, chest transport, weathering, statues and
interactions) was in the tree but not compiled; it is now a species with
its model, keyframe animations, sounds and game hooks. Its antenna flower
sits in the saddle slot as vanilla's EQUIPMENT_SLOT_ANTENNA, sheared by
players and dispensers with the unequip event and the 1.5-up drop, and
dropped with the carried stack as preserved equipment. A pumpkin on a
copper block builds it after the snow and iron golem patterns: both blocks
clear, the block becomes the matching copper chest (CopperChestBlock
getFromCopperBlock with the least oxidized of connected chests), and the
golem takes the block's weathering and plays its spawn sound. Weathering
draws from the level random, the statue pose from the golem's own.

The dispenser harness now builds copper golems and shears and equips them:
6000/6000 cases match.

Block.popResource of tall flowers and flower beds and the composter's
bone meal pop when the behaviour asks, as vanilla does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:14:20 +02:00
Ludovic MarieandClaude Opus 5.5 8ba728287f Order the recipe book's buttons as the vanilla client does
ClientRecipeBook keeps the displays it was sent in a HashMap of display
ids, whose iteration order (buckets, then arrival) orders the
collections; the game now keeps such a client book (on the verified
Java HashMap port) synced with the server book, with display ids
numbered as RecipeManager does. A new harness runs the client's
ClientRecipeBook, RecipeCollection selection and the tab and page logic
of RecipeBookComponent over 1,200 cases.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:14:14 +02:00
Ludovic MarieandClaude Opus 5.5 59a966a9e3 Compare breezes and creakings with vanilla in the mob AI harness
Eight scenarios: a breeze alone and fighting a player near, inside and
beyond its jump circle; a creaking alone, watched, unwatched, and woken
then hunting once the player turns away (a new player turn= option).
The oracle now faces the player +z with its head too (it kept a random
head yaw from its creation, which the breeze's jump target reads).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:14:07 +02:00
Ludovic MarieandClaude Opus 5.5 245ceb5428 Port the breeze and creaking brains
monster_brain runs BreezeAi and CreakingAi as vanilla's Brain does:
the sensors with their random first delays, memories that expire, the
core, idle and fight activities, and each behaviour (Shoot, LongJump,
ShootWhenStuck, Slide, SlideToTargetSink, StartAttacking, MeleeAttack,
RunOne...) started and ticked in vanilla's order, with durations drawn
from the level random. It reuses the villager brain's memory slots.

Breeze.tick draws its particle count and whirl clock before the entity
tick; its whirl and idle sounds are local (client) sounds; it is immune
to fall damage and plays its landing sound. Entity.lookAt and the long
jump's atan2 (an fdlibm port) are bit-exact. A frozen creaking keeps
thinking while its navigation and controls wait, stopInPlace zeroes its
motion, and its attack sound follows the hit. Mobs update their ground
flag on every move, as a server's authoritative entities do.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:14:02 +02:00
Ludovic MarieandClaude Opus 5.5 839ea6d04c Give the level random back to the level after the mobs' ticks
Brain behaviours draw from the level random (DoNothing, POI scans): the
game lends it to the mobs and keeps what they drew.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:13:57 +02:00
Ludovic Marie b98c67b04f Merge remote-tracking branch 'origin/t3/achieve-full-parity' into parity/mobs-a 2026-10-12 17:13:55 +02:00
Ludovic MarieandClaude Opus 5.5 bbae62fc4b Render subtitles exactly as vanilla's SubtitleOverlay
The overlay listens to the sound engine from the frame that renders it with
Show Subtitles on until one renders with it off (keeping its captions),
forgets plays as it renders, picks the latest play in range (the first of
full ties), fades in float arithmetic, lays the boxes out in integers under
the pose translation and takes its background from the text background
opacity options. Translations now apply the game's deprecated.json renames,
as ClientLanguage does ("Chick hurts"). tools/test_subtitle_parity.py runs
vanilla's SubtitleOverlay on 1500 scripted cases.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:07:47 +02:00
Ludovic MarieandClaude Opus 5.5 000e676b57 Compare the warden's animations and emissive layers with vanilla
The entity model harness now sets the warden's render state (tendril and
heart animation, the roar, sniff, emerge, dig, attack and sonic boom
animation states) and bakes its four emissive layers (tendrils, heart,
bioluminescent skin, pulsating spots) over WardenModel: 430 cases match.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:06:36 +02:00
Ludovic MarieandClaude Opus 5.5 621fca874c Keep the player's recipe book as vanilla's ServerRecipeBook does
The known and highlighted recipes, the book settings and the saved
recipeBook compound now live in one place (recipe_book::Settings with
a RecipeIndex of learnability and display counts): advancement rewards,
/recipe give and take (counting displays, never special recipes) and
crafting a recipe award through it, and loading drops unknown recipes
instead of rebuilding the set from done advancements. A new harness
compares 1,500 operation sequences with vanilla's ServerRecipeBook and
its codec.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:02:53 +02:00
Ludovic MarieandClaude Opus 5.5 2f232d955c Charge sculk catalysts when the killing blow lands
Mobs die (LivingEntity.die: the death event, catalysts, loot and
experience) when they are killed, not when their death animation ends.
Catalysts take a death in the dispatcher's order (nearest by exact
distance, then visiting order); experience orbs draw their merge id from
the level random and their motion from their own. The sculk harness
gains catalyst scenarios: kills by the player near catalysts over
random terrain, with blooms, charge cursors and the sculk they spread.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 17:01:59 +02:00
Ludovic MarieandClaude Opus 5.5 4a2d801d2b Apply teams in gameplay: targeting, explosions, pushing, names, deaths
Mobs on the player's team never target the player; a creeper's blast
spares its team mates when its team has no friendly fire; mobs push each
other only as their collision rules allow; name tags follow the team's
name tag visibility, show the team's prefix, suffix and colour and the
score of the objective displayed below names; the player's own death
message stays out of chat when the team hides death messages. The
criteria that follow the player compare health as a float, round armor
down and give auto-updated displays the player's team-formatted name.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:52:15 +02:00
Ludovic MarieandClaude Opus 5.5 acf4df3a90 Place recipe book recipes as vanilla's ServerPlaceRecipe does
ServerPlaceRecipe and StackedContents' RecipePicker run on the menu
engine (horizon_client::menu::place) for the inventory, crafting table
and furnaces: testClearGrid, clearGrid with placeItemBackInInventory,
the biggest craftable stack, clamping to stack sizes and moveItemToGrid.
A new harness compares 6,000 placements with vanilla; vanilla's item
order follows identity hash codes, so the oracle hands its order to the
Rust side. The game's recipe book now places through the engine, and
its craftable filter uses the same counts and placement ingredients.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:51:38 +02:00
Ludovic MarieandClaude Opus 5.5 09a0a0e261 Match vanilla happy ghasts and ghastlings
The adult's careful GhastMoveControl (the blocks around the destination
and swept on the way, #happy_ghast_avoids, fluids), HappyGhastLookControl,
HappyGhastFloatGoal, the still timeout of a player standing on top, and
getSuitableFlyToPosition returning its first good point. The ghastling
flies by its brain with getWalkTargetValue's preference for air just
above the ground. Flying travel drags by 0.91F and 0.8F as floats, and a
happy ghast swims as fast as it flies.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:51:36 +02:00
Ludovic MarieandClaude Opus 5.5 4490ff75fc Spill block entity contents when their block is replaced, as vanilla does
LevelChunk.setBlockState now runs BlockEntity.preRemoveSideEffects and
removes the block entity when a block with one is replaced by another
block (copper chests and copper golem statues keep theirs across
weathering; UPDATE_SKIP_BLOCK_ENTITY_SIDEEFFECTS skips the side effects).
Containers spill every slot through Containers.dropItemStack (spot and
pieces of 10 to 30 with triangular motions from the level random, empty
slots still drawing their spot), jukeboxes pop their record, lecterns
their book; shulker boxes keep their contents for the dropped box.
Campfires, decorated pots, chiseled bookshelves and shelves, which Horizon
keeps as loaded, spill too.

Block.dropResources now draws its loot and pop spots when the behaviour
calls it, not after it returns, and spawnAfterBreak awards ore, sculk and
spawner experience. Item entities and orbs the behaviour makes are added
before it returns to the game, in the same tick. Player mining follows
ServerPlayerGameMode.destroyBlock's order (removal and spill, tool wear,
then the drops); explosions let the removal spill the contents.
ExperienceOrb.award draws the merge id from the level random and moves
the orb with its own random. Decorated pots copy their decorations and
drop their sherds when cracked (loot tables' dynamic entries).

The block update oracle replays preRemoveSideEffects too, and the new
block removal harness (tools/test_block_removal_parity.py) compares
setBlock/destroyBlock/removeBlock on every block entity holder with
contents against vanilla: 2000/2000 cases match.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:49:20 +02:00
Ludovic Marie e6aa9f71b0 Merge branch 'parity/rendering-be' into parity-base 2026-10-12 16:43:52 +02:00
Ludovic Marie 93c3de5d61 Merge branch 'parity/hud' into parity-base 2026-10-12 16:43:50 +02:00
Ludovic Marie 095991b946 Merge branch 'parity/rendering-hud' into parity-base 2026-10-12 16:43:49 +02:00
Ludovic Marie cfb19e238f Merge branch 'parity/rendering-anim' into parity-base 2026-10-12 16:43:49 +02:00
Ludovic Marie ec6c2c596f Merge branch 'parity/entity-ai' into parity-base 2026-10-12 16:43:48 +02:00
Ludovic Marie 577e68fd12 Merge branch 'parity/tooling' into parity-base 2026-10-12 16:43:47 +02:00
Ludovic MarieandClaude Opus 5.5 70992eb815 Document the patrol and raid harness and its scope
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:43:32 +02:00
Ludovic MarieandClaude Opus 5.5 cb0244ce4a Fill the mob effect registry so /effect finds its effects
The command registries never received the effect ids, so every /effect
and mob_effect argument failed to resolve.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:43:32 +02:00
Ludovic MarieandClaude Opus 5.5 5352b59358 Tick the sniffer's and the ghastling's brains
The level random is passed down to the mob AI step as the integration
branch does, the brain runs in customServerAiStep's place, and the mob AI
probe builds the brain after seeding the mob and prints its activities and
memories. The oracle seeds every GateBehavior's shuffle with the mob's seed
(the same change the entity-ai branch makes) so RunOne picks are
reproducible.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:36:44 +02:00
Ludovic MarieandClaude Opus 5.5 1515c5e46c Add vanilla's team rules and compare them with vanilla
Friendly fire (doTeamsAllowDamage), alliances, collision rules
(EntitySelector.pushableBy), seeing invisible team mates (isInvisibleTo),
name tag visibility (LivingEntityRenderer.shouldShowName) and who sees a
player's own death message. tools/test_team_rules_parity.py runs vanilla's
methods on stand-in entities and a stand-in client over 6000 cases.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:36:04 +02:00
Ludovic MarieandClaude Opus 5.5 89c3a155c5 Play the sniffer's digging and searching sounds on the client side
The searching sound and the digging block hit sound are the client's
(playSearchingSound, emitDiggingParticles), the digging sound starts with
the dig (SnifferSoundInstance), and the egg plop and the breeding
experience come from the parent's random in its brain.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:31:58 +02:00
Ludovic MarieandClaude Opus 5.5 eb9bee05bd Run the loom and the crafter menu on the verified menu engine
LoomMenu (selectable patterns, clickMenuButton, the six-layer limit,
quick moves, the result's onTake) and the server's CrafterMenu over the
block entity (the result following the grid, slot state packets, filled
disabled slots enabling) join the menu click harness, now 8,000 click
sequences over 19 menus with pattern button and slot state ops. Slot
clicks end with setChanged and container slots are limited to their
stack size as SimpleContainer does. The game's loom and crafter screens
now click through Game::menu_session on the same engine.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:31:00 +02:00
Ludovic MarieandClaude Opus 5.5 4e871bf22e Match vanilla llamas: the horse tail draw and mobs seeing earlier mobs' moves
AbstractHorse.aiStep draws a tail swish every tick before the goals run.
Mobs now see the mobs ticked before them as they are after their tick
(ServerLevel ticks entities one after another), in the game and in the
mob AI probe; a baby llama following its parent depended on it. The
llama's strength is read raw, as getStrength does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:29:00 +02:00
Ludovic MarieandClaude Opus 5.5 b8711a7c64 Add a sculk vibration harness against a vanilla server level
VanillaSculkOracle runs sensor, calibrated sensor and shrieker scenarios
(scripted game events and block changes, the player's warning level) in
a real headless level ticked in ServerLevel.tick's order; the game runs
the same scenarios through its own sculk code (HORIZON_SCULK_FIXTURE).

Fixes found on the way: sculk block entities tick in the order they were
added, the entity phase of sculk runs before the block entities, client
side effects of level events draw from the client random, scheduled
ticks run one at a time so a shrieker summons inline, wardens are
summoned as SpawnUtil does (obstruction by entities, the yaw and
finalizeSpawn draws, agitated sounds of discarded attempts), and an
empty level no longer draws the level random every tick.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:25:06 +02:00
Ludovic MarieandClaude Opus 5.5 68520308d0 Keep the scoreboard in vanilla's hash orders and save it as its codec does
The objectives, holders and teams now iterate as vanilla's fastutil maps and
each team's members as its HashSet; criteria resolve to their canonical
names as ObjectiveCriteria.byName does; scoreboard.dat leaves out the
fields equal to the codec defaults and writes components as
ComponentSerialization does. tools/test_scoreboard_parity.py runs vanilla's
own Scoreboard against the model on 500 scripted cases.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:23:34 +02:00
Ludovic MarieandClaude Opus 5.5 81783a5125 Port PatrolSpawner, Raid and Raids exactly, and run the game on them
The patrol spawner, the raid tick (countdown, spawn positions, wave
composition, bonus wave, leaders, riders, boss bar, horn seed, raiders
leaving, victory, loss, celebration) and the raids.dat codec with
DataFixerUpper's partial results and fastutil's map order now follow
vanilla line by line. tools/test_raid_parity.py runs vanilla's own
PatrolSpawner, Raids and Raids.CODEC on a stand-in level: 1,900 cases
match.

In game, raiders join, are loaded, hurt and killed through addWaveMob,
updateBossbar and removeFromRaid as vanilla calls them, the wave leader
map lives in the raid, recruits take the raid's current wave, raid and
patrol mobs keep their spawn rotation, and each dimension keeps its own
raids.dat. Bad Omen and Raid Omen act from inside the effect tick, with
the ConcurrentModificationException vanilla swallows when Raid Omen is
first added, and the omen position is saved with the player.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:22:29 +02:00
Ludovic MarieandClaude Opus 5.5 0e076c7153 Port the sniffer's and the ghastling's brains
SnifferAi and HappyGhastAi as vanilla's Brain runs them: the sensors and
their scan rates, the activities and their requirements, and every
behaviour (AnimalPanic, MoveToTargetSink, FollowTemptation, AnimalMakeLove,
LookAtTargetSink, RunOne and the sniffer's scenting, sniffing, searching,
digging, rising and happy states) in availableBehaviorsByPriority order.
Adds AirAndWaterRandomPos and the mob AI scenarios for llamas, sniffers
and happy ghasts. The brain is not ticked yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:17:44 +02:00
Ludovic MarieandClaude Opus 5.5 95c7e7ad2a Document the player list and world border parity harnesses
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:08:40 +02:00
Ludovic MarieandClaude Opus 5.5 e4bb8463b9 Show the player list and the world border wall in the game
Holding the player-list key draws tab_list's layout: in single player the
local player with the list objective (vanilla shows nothing otherwise), on
a server the listed players from PlayerInfoUpdate (game mode, latency,
display name, list order, hat), the tab list header and footer, online
mode for heads and the server's objectives, scores, display slots and
teams, which now also feed the sidebar. The renderer draws the border wall
with RenderPipelines.WORLD_BORDER's overlay blend and the forcefield
texture, from border_render's buffer and transforms; the client border
follows the server's border packets and ticks between them. The vignette
reddens near the border.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:07:47 +02:00
Ludovic MarieandClaude Opus 5.5 16227901fc Check the crafter against vanilla with a crafting harness
CrafterBlock.dispenseFrom and CrafterBlockEntity.serverTick over 4,000
cases: recipes from the datapack with remainders and specials, disabled
slots, containers and other crafters in front. The crafter now reports
its level events (1049, 1050, white smoke 2010) through the client
random, hoppers merge stacks only with equal components, brewing stands
take items as a WorldlyContainer, and empty written book pages are not
written.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 16:05:18 +02:00
Ludovic MarieandClaude Opus 5.5 95015b7828 Compare sniffer animation states, happy ghast layers and the llama decor model
The entity model harness now drives the sniffer's five keyframe animation
states and its search walk, the happy ghast body item, riding and leash
holder on its body, harness and ropes layers, and LlamaDecorLayer's model.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 15:51:58 +02:00
Ludovic MarieandClaude Opus 5.5 cba3f5bb6a Compare the breeze's animations and its wind and eyes layers with vanilla
The entity model harness now poses the breeze's six animation states and
bakes BreezeWindLayer's and BreezeEyesLayer's models and the creaking's
emissive eyes model (141 and 64 cases, no differences).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 15:51:57 +02:00
Ludovic MarieandClaude Opus 5.5 8a32850f95 Lay out the player list exactly as vanilla PlayerTabOverlay does
tab_list ports PlayerTabOverlay: the comparator (list order, spectators,
team, name ignoring case), the 80-player limit and 20-row columns, heads
with the default skin by UUID and upside-down names, team and spectator
name styling, ping bars, the list objective as integer scores in their
number format or hearts with their change blink and the hp text fallback,
and the wrapped header and footer. Font::split_lines now follows
StringSplitter.splitLines and Text::resolve_legacy applies legacy codes
inside components. test_tab_list_parity runs vanilla's overlay against
examples/tab_list_fixture: 1,000 cases, 3,476 frames, 844,758 calls match.

The protocol gains the scoreboard, team and world border packets.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 15:47:55 +02:00
Ludovic MarieandClaude Opus 5.5 84afe5a020 Merge origin/parity/rendering-hud into parity/rendering-be
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 15:40:54 +02:00
Ludovic MarieandClaude Opus 5.5 36b944ec3d Merge origin/parity/rendering-anim into parity/rendering-be
Client-ticked animation state now drives the renderer alongside the End
portal and gateway rendering; gateways, whose ages and cooldowns the client
does not track yet, keep rendering settled.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 15:40:50 +02:00
Ludovic MarieandClaude Opus 5.5 a086bd83ba Merge parity/entity-ai, parity/rendering-anim and parity/rendering-hud into parity/hud
Keep the nbt contents hook and stack_display_name from parity/hud with
rendering-hud's object_style and first-component sibling style.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 15:40:44 +02:00
Ludovic Marie 94508b4528 Merge remote-tracking branch 'origin/parity/rendering-anim' into parity/hud 2026-10-12 15:39:07 +02:00
Ludovic Marie 136b74011c Merge remote-tracking branch 'origin/parity/entity-ai' into parity/hud 2026-10-12 15:39:06 +02:00
Ludovic MarieandClaude Opus 5.5 af463e976b Merge origin/parity/entity-ai into parity/rendering-be
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 15:39:05 +02:00
Ludovic MarieandClaude Opus 5.5 3467380074 Render the world border wall and its vignette exactly as vanilla does
The client border now wraps horizon-core's vanilla-checked BorderGeometry
(previous size for partial ticks, status, lerp speed, absolute limit) and
border_render ports WorldBorderRenderer: extract's fade and tint, the cached
wall buffer, the scrolling texture transform and which walls draw. The
vignette takes vanilla's int colour and the warning strength from the
border. test_world_border_render_parity runs vanilla's renderer against
examples/world_border_render_fixture: 1,500 cases, 16,859 frames match.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 15:29:53 +02:00
Ludovic MarieandClaude Opus 5.5 f94aa2a3d6 Assemble /place jigsaw pieces from the generation context's random
JigsawPlacement.generateJigsaw builds the pieces with the GenerationContext's
WorldgenRandom (large feature seed from the level seed and the position's
chunk) and only places them with the level random. Horizon assembled them from
the level random, so the village layout, and the plants /fill later broke
around it, changed from run to run.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 14:28:40 +02:00
Ludovic MarieandClaude Opus 5.5 fc7a95ee10 Merge branch 'parity-base' into parity/rendering-be
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 14:08:08 +02:00
Ludovic Marie 42c2e96082 Merge remote-tracking branch 'origin/t3/achieve-full-parity' into parity/hud 2026-10-12 14:07:23 +02:00
Ludovic MarieandClaude Opus 5.5 22bc86739b Port the villager brain from VillagerGoalPackages
Villagers ran an approximation built from goals. They now run vanilla's
Brain: expiring memories, the nine sensors with their randomly delayed
scan clocks, activities from the villager_activity timeline, and every
package's behaviours (core, work, play, meet, rest, idle, panic, pre-raid,
raid, hide), started and ticked in Brain.availableBehaviorsByPriority's
order with RunOne's shuffles, the level random for behaviour timing and
POI scans, and Villager.refreshBrain when the profession changes.

The mob AI probe prints the activities and memories as the oracle does,
and the harness's three villager scenarios now match: 34/34.
Sleeping villagers take LivingEntity.SLEEPING_DIMENSIONS instead of being
frozen in travel.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:37:39 +02:00
Ludovic MarieandClaude Opus 5.5 b0527b4818 Check a shulker box's lid room before opening and tick animations only while the world runs
ShulkerBoxBlock.canOpen: a closed box opens only when the half-open lid
box is free of collisions. Bells gather and test entities by their real
bounding boxes and liveness. Client block-entity tickers run with
ClientLevel.tickBlockEntities, which Minecraft.tick skips while paused.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:32:58 +02:00
Ludovic MarieandClaude Opus 5.5 d48017ab70 Build the player's attack strength model with its tests
Player.attackStrengthTicker and itemSwapTicker: both advance each tick, a
different main-hand item resets them, and getAttackStrengthScale divides
by the ATTACK_SPEED delay. The game does not drive it yet; the attack
indicator still shows full strength until combat uses the cooldown.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:29:20 +02:00
Ludovic MarieandClaude Opus 5.5 5b201965af Compare the chat with vanilla's ChatComponent
The chat cases add messages (with the system and error tags) at given Hud
ticks and draw ChatComponent in background mode: wrapping, the 200-tick
fade, scale, width, height, spacing and opacity options. Horizon's chat now
wraps like StringSplitter.splitLines and ComponentRenderUtils.wrapComponents
(the indent on wrapped lines, breaks at the last space, a dropped newline
or space), keeps the options as doubles and draws through a layout with
vanilla's fills and text offsets. A component list whose first part has
empty text now still passes its style to the rest. The harness runs 200
cases per kind.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:28:05 +02:00
Ludovic MarieandClaude Opus 5.5 e2b3f7b4e9 Keep unsimulated entities' UUIDs across saves and save player equipment as vanilla
save_entities forgot the UUID and compound of entities Horizon keeps but
does not simulate, so the save on quit gave them new UUIDs. The player's
equipment is written as LivingEntity does: omitted when empty, where
PlayerEquipment.isEmpty also counts the selected hotbar item.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:26:18 +02:00
Ludovic MarieandClaude Opus 5.5 ef0c6604a5 Compare camera overlays and the sleep overlay with vanilla's Hud
The overlays cases run Hud.extractCameraOverlays and extractSleepOverlay:
the vignette with its brightness and world border warning, the spyglass
scope and its scopeScale easing (read back and compared), equipment
camera overlays, powder snow, the nether portal sprite and the nausea
swirl. The game feeds its full-screen camera overlays from the same
layout (the vignette option and first person now count), draws the
spyglass with vanilla's unclamped easing and the sleep fade at vanilla's
opacity under the sidebar, titles and chat.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:19:38 +02:00
Ludovic MarieandClaude Opus 5.5 51d4598632 Draw End portals and gateways with vanilla's end portal shader
The entity shader gains rendertype_end_portal as layers 9 (15 portal
layers) and 10 (16 for gateways): end_sky and the rotating, scrolling
layers of end_portal.png projected from the screen, repeated inside their
atlas sprites, with vanilla's GameTime uniform. The world-space
approximation and its portal block scan are gone; the block-entity
renderer draws both blocks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:16:32 +02:00
Ludovic MarieandClaude Opus 5.5 cd116711c2 Seed the mob AI oracle's gate shuffles so villager runs are reproducible
Every GateBehavior (RunOne, and the gates of TradeWithVillager and
VillagerMakeLove) shuffles its behaviours with a ShufflingList random that
RandomSource.create() seeds from the clock, so two oracle runs of the same
villager scenario diverged after the first RunOne. The oracle now gives
each gate a LegacyRandomSource seeded with the mob's seed, and seeds the
gates of a brain rebuilt by Villager.refreshBrain before its next tick.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:16:13 +02:00
Ludovic MarieandClaude Opus 5.5 5b53d37e30 Compare item decorations with GuiGraphicsExtractor.itemDecorations
The decor cases run vanilla's itemDecorations on stacks with counts,
durability (Item.getBarWidth/getBarColor), unbreakable stacks and item
cooldowns ticked through ItemCooldowns. Horizon's item drawing now uses
the same layout: the bar rounds and colours like vanilla's and the count
sits at vanilla's offsets.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:13:12 +02:00
Ludovic MarieandClaude Opus 5.5 6bc85d48c6 Tick chest lids and enchanting books as vanilla and drive the renderer with it
block_entity_anim now also ports ChestLidController (chests, trapped and
copper chests, ender chests: triggerEvent(1, openCount), tickLid,
getOpenness), ChestBlock.opennessCombiner and ChestRenderer's lid curve,
and EnchantingTableBlockEntity.bookAnimationTick with its render state
(nearest non-spectator player by feet position within 3 blocks, Mth.atan2,
the class's shared RANDOM). The renderer pairs a double chest half with its
neighbour only as DoubleBlockCombiner does (same block, other half, same
facing) and reads the book from BlockAnim instead of ticking its own copy.

The game keeps a BlockEntityAnims and runs the client tickers of every
loaded animated block entity each tick: chest lids, books, shulker boxes,
bells (resonance sound, entity-effect particles, raider glow), conduits
(nautilus particles) and dragon/piglin heads. Opening and closing chests,
ender chests and shulker boxes sends the opener-count block event (both
halves of a double chest); a ring's block event reaches the bell through a
new LevelEvent::BlockEntityEvent. The renderer now gets this state instead
of BlockAnim::default(), so shulker lids, bells, conduits and heads move.

block_entity_anim harness: 256/256 cases (new: 48 chest, 36 book).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:12:30 +02:00
Ludovic MarieandClaude Opus 5.5 f55b4281e5 Compare boss bars, the jump bar and the scoreboard sidebar with vanilla
The oracle fills a BossHealthOverlay with LerpingBossEvents, runs
JumpableVehicleBar on a jumpable mount and displayScoreboardSidebar on a
real Scoreboard with teams, display names and number formats. The game
collects the dragon, wither, raid and custom bars into one
BossHealthOverlay layout (the backgrounds and notches now draw in vanilla's
order) and draws the sidebar with the text background options and
String.CASE_INSENSITIVE_ORDER.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:10:33 +02:00
Ludovic MarieandClaude Opus 5.5 613702c0a7 Render End portals and End gateways as vanilla's block-entity renderers
TheEndPortalRenderer and TheEndGatewayRenderer: the position-only portal
cube in FaceInfo order (only the vertical faces for portals, the faces
Block.shouldRenderFace leaves for gateways) and the gateway beam through a
shared submitBeaconBeam. The beacon beam now goes through the same
function. The client does not track gateway ages and cooldowns yet, so
gateways in game render settled.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:05:36 +02:00
Ludovic MarieandClaude Opus 5.5 fda4d65a02 Give the block-entity render oracle an item resolver and an End gateway level
Campfires and brushable blocks resolve their items (empty here) through the
context's ItemModelResolver, which was null. End gateways read the level for
their beam (max y, game time) and visible faces, so they get a stub level
with the case's neighbours, light, build height and game time. New cases
cover gateways spawning, cooling down and settled against neighbours, and
End portals beside the same neighbours.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:05:36 +02:00
Ludovic MarieandClaude Opus 5.5 b7cfe5578c Compare effect icons, titles, the action bar and the selected item name with vanilla's Hud
The HUD harness now draws cases by kind. The oracle runs Hud.extractEffects,
extractTitle, extractOverlayMessage and extractSelectedItemName after
replaying setTitle/setTimes/setOverlayMessage and Hud.tick, and
hud_overlays lays out the same state: MobEffectInstance ordering through
Java's small-array TimSort, the title and action bar fades, the backdrop
from the text background options and the tool highlight timer. The game
draws its effect icons, titles and action bar through these layouts and
now shows the selected item name.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 13:05:05 +02:00
Ludovic Marie 06abd528c5 Merge remote-tracking branch 'origin/t3/achieve-full-parity' into parity/rendering-anim 2026-10-12 12:43:27 +02:00
Ludovic Marie c36190dc4d Merge remote-tracking branch 'origin/t3/achieve-full-parity' into parity/rendering-hud 2026-10-12 12:43:16 +02:00
Ludovic Marie 0b86f5f4c2 Merge remote-tracking branch 'origin/t3/achieve-full-parity' into parity/entity-ai 2026-10-12 12:43:08 +02:00
Ludovic MarieandClaude Opus 5.5 b3b6194a91 Add the plans for after the rewrite to the README roadmap
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 02:49:42 +02:00
Ludovic MarieandClaude Opus 5.5 6fdd7f3bd7 Add the Horizon logo, banner and in-game screenshots to the README
An original logo (a sun setting behind a blocky horizon), a banner and a social
preview card, and six screenshots captured in the Rust client. The README opens
with badges, a short pitch and a gallery; a test keeps the parity badge in step
with the subsystem table. Packaged builds use the logo as their menu icon.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 02:47:52 +02:00
Ludovic MarieandClaude Opus 5.5 312d5fc7d2 Hide the whole HUD and the hand with F1, as vanilla does
F1 only hid the chat. Hud.extractRenderState hides the camera overlays,
crosshair, hotbar, effects, bars, sidebar, action bar, titles and chat, and
GameRenderer.renderItemInHand skips the hand; the sleep overlay, debug screen
and open screens still draw.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 02:47:37 +02:00
Ludovic Marie fae208deb6 Merge pull request #39 from ludovic111/docs/professional
Docs: professional README and no personal details
2026-10-12 02:18:57 +02:00
Ludovic MarieandClaude Opus 5.5 83bcfb15af Docs: professional README and no personal details
Restructure the README around what Horizon is, its status, how to build it
from your own copy of the game, and its parity table. The Java performance
pack material and the research lab notes move to docs/java-packs.md and
docs/research-lab.md. The target platform is stated generically instead of
naming a machine, the stale list of missing mobs is dropped in favour of the
audited table, and the legal notice follows Mojang's usage wording.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 02:14:10 +02:00
Ludovic MarieandClaude Opus 5.5 6c90e42675 Install ALSA headers for the CI lint and test job
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 02:02:37 +02:00
Ludovic MarieandClaude Opus 5.5 37898e856b Build from the user's own copy of the game instead of downloading it
Horizon no longer fetches anything of Minecraft from Mojang's servers. The
client jar, version JSON, libraries and assets come from the user's official
launcher install, and the server jar is one they downloaded themselves
(--server-jar or HORIZON_SERVER_JAR). Every file is checked against checksums
pinned in research-lock.json, and the prepared .local/ layout is byte-identical
to the old downloads, so the harnesses and the native client are unchanged.

CI keeps the offline checks on GitHub's runners; the vanilla comparisons and
the mod build need the game, so they move to a manual job on a self-hosted
runner that holds the maintainer's own copy.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-12 02:00:18 +02:00
Ludovic MarieandClaude Opus 5.5 b036c0c90d Document the mob AI harness --trace option
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 20:32:11 +02:00
Ludovic MarieandClaude Opus 5.5 c7a2fbb182 Match vanilla wither tick order, underwater checks and gravity
The wither's customServerAiStep (charging, side heads, block breaking,
healing) now runs inside serverAiStep, and aiStep draws the heads' smoke
particle offsets after travel as vanilla does; its steering uses the 0.6F
and Mth.atan2 float maths, and its level-event sounds (shoot, spawn, block
break) no longer draw from its random: MobEvent::LevelEventSound lets the
client pick their pitch. Entity.getGravity is zero while isNoGravity, which
the flying move control sets. Drowned swim with isUnderWater (the previous
tick's eye state, Entity.wasEyeInWater), and the eyes count as in water per
26.3's EntityFluidInteraction (between a water block's bottom and its camera
height) rather than the older 0.11 offset.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 19:18:23 +02:00
Ludovic MarieandClaude Opus 5.5 a466af6adc Match vanilla projectile randoms, witch target goal and enderman goal names
Projectiles shot by mobs (arrows, splash potions, snowballs, llama spit,
wind charges, crossbow bolts, tridents) take their spread, and arrows their
base damage, from the new projectile's own random as vanilla does, leaving
the shooter's random alone. The witch's player target goal reports as
NearestAttackableWitchTargetGoal (NearestTarget gains a subclass label), and
the probe names the enderman goals as vanilla's classes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 19:02:46 +02:00
Ludovic MarieandClaude Opus 5.5 feb043fda6 Merge parity/blocks into parity/hud
Block loot keeps one random-sequence path: the blocks side's block_loot
with the generic loot evaluator, and /loot uses the shared loot_sequence.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 19:02:13 +02:00
Ludovic MarieandClaude Opus 5.5 d2c91b513b Match vanilla drowned AI, skeleton weapon goals, trader look goals and monster idle time
Drowned register Zombie's goals and then Drowned.addBehaviourGoals (go to
water, trident and melee attacks with okTarget, go to beach, swim up,
RandomStrollGoal) with DrownedMoveControl, Drowned.travelInWater and
AmphibiousPathNavigation. Skeletons get their bow from finalizeSpawn and
pick the bow goal or the AbstractSkeleton$1 melee goal from the held item,
as reassessWeaponGoal does. Monster.aiStep adds 2 to noActionTime in bright
light (raiders always), which stops RandomStrollGoal; LookAtPlayerGoal
supports Mob.class targets and InteractGoal, used by the wandering trader
(with vanilla's AvoidEntityGoal order), illagers, ravagers and vexes.
Entities below the world take 4 damage a tick instead of vanishing, water
travel uses the 0.8F/0.6F/0.3F float constants, and MobWorld carries the
level's sea level.

The oracle refreshes the player's water state after placing it (it is never
ticked, so isInWater kept the previous scenario's value) and keeps its world
under the harness build directory, deleting it before halting instead of
leaving /tmp/horizon-mob-ai* behind. The probe reports KILLED removals.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 18:56:36 +02:00
Ludovic MarieandClaude Opus 5.5 d4144d33b4 Match vanilla zombie turtle-egg goal, entity pushing and raider goal order
Zombies (and husks, drowned, zombie villagers, zombified piglins) now
register ZombieAttackTurtleEggGoal first, as vanilla does, so their goal
selector draws the same random numbers. LivingEntity.pushEntities runs in
aiStep against the player and other mobs, with pushes to other mobs applied
at once as Entity.push does (replacing the post-tick push_apart). Spider
target goals check the light before their random interval, LookAtPlayerGoal
uses the non-combat targeting conditions, raiders register the
PatrollingMonster/Raider goals before their own, and the witch runs its
aiStep (heal cooldown, drinking, particle roll) before super.aiStep with
NearestHealableRaiderTargetGoal's nextBoolean.

The mob AI oracle's player is now a fully loaded, hurtable client: its
connection starts with a 60-tick load timer and 26.3 moved the hurt cooldown
to damageCooldownTime, both of which only ServerPlayer.tick counts down, so
whether mobs could hurt the player depended on the scenario order. The probe
reports the player's hurt sound, and an rng-trace feature records the call
sites of Horizon's mob random draws next to the oracle's trace.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 18:24:38 +02:00
Ludovic MarieandClaude Opus 5.5 7d35a25906 Format and lint the command parity changes
Clippy and rustfmt clean, and the scoreboard test now expects vanilla's
removeObjective, which keeps holders tracked without scores.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 18:00:32 +02:00
Ludovic Marie 2e775aff2f Merge parity-base into parity/hud 2026-10-11 17:51:39 +02:00
Ludovic MarieandClaude Opus 5.5 a919e44050 Run /locate biome and poi and /place feature, jigsaw and structure as vanilla
/locate biome samples the biome source like BiomeSource.findClosestBiome3d,
/locate poi scans loaded chunks for PoiTypes block states within 256 blocks,
/place feature places the configured feature with the level random,
/place jigsaw assembles pieces with JigsawPlacement.addPieces and places
them into the level, and unknown structures or pools report vanilla's
errors.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 17:35:55 +02:00
Ludovic MarieandClaude Opus 5.5 d46fa60400 Run /compute as vanilla's ComputeCommand
Context int and float providers (inline or registered) evaluate with
Java's arithmetic, exceptions and rounding, in the default, block or
entity loot context; their codecs report missing fields as
DataFixerUpper does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 17:24:18 +02:00
Ludovic MarieandClaude Opus 5.5 17b1bcf2ce Destroy blocks for /setblock and /fill destroy as Level.destroyBlock does
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 17:11:05 +02:00
Ludovic MarieandClaude Opus 5.5 debc6e124c Award tick, inventory and recipe advancements and draw block drops as vanilla
PlayerTrigger.TICK fires every tick and InventoryChangeTrigger as the
inventory changes; /recipe counts recipe book displays and fires
RecipeUnlockedTrigger; block drops draw from their loot table's random
sequence.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 17:02:09 +02:00
Ludovic MarieandClaude Opus 5.5 753b5654b1 Keep errors inside forked execute chains silent, as vanilla
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:51:07 +02:00
Ludovic MarieandClaude Opus 5.5 00371a7f35 Run /test as vanilla does in a world without test instances
Model TestCommand's release tree (ResourceSelectorArgument patterns
included) and its finder, locate, pos, stop and clear outcomes when no
test instance block exists. Compare /help's gamerule alternatives as a
set: GameRuleCommand registers them in identity-hash order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:47:42 +02:00
Ludovic Marie 38059ab9f9 Merge branch 'parity-base' into parity/hud 2026-10-11 16:43:21 +02:00
Ludovic MarieandClaude Opus 5.5 d7e4a5a275 List command usages in vanilla's registration order and run the release tree
Brigadier keeps children in registration order and /help prints them
that way; tools/generate_command_order.py records vanilla's order where
Horizon's tree differs. The game now runs the release integrated
server's tree; HORIZON_DEV_COMMANDS restores the development commands.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:41:43 +02:00
Ludovic MarieandClaude Opus 5.5 8490e19ec0 Resolve nbt text components, other dimensions and vanilla's own data as vanilla
/tellraw resolves nbt components; execute in another dimension sees its
chunks unloaded; the built-in pack's predicates load; holders stay
tracked after their objective is removed; new worlds use the offline
profile id of the player.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:34:17 +02:00
Ludovic MarieandClaude Opus 5.5 2faf5520b3 Match vanilla /spreadplayers, /datapack, /reload, function tags and dialog codecs
/spreadplayers follows SpreadPlayersCommand (safe positions, failure
distance, float centre); /datapack models the built-in, feature and
world packs with their chat links; unknown function tags are empty.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:22:06 +02:00
Ludovic MarieandClaude Opus 5.5 b5d84b138d Match vanilla /clear predicates, /particle results, block entity NBT and /fillbiome checks
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 16:06:17 +02:00
Ludovic MarieandClaude Opus 5.5 c80edcdbf4 Draw /loot from each table's random sequence, as vanilla
LootTable.getRandomItems uses the table's random_sequence, so /loot
results are deterministic per world seed; inline loot tables and tool
components now work too. The oracle ticks its player like the network
listener does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:59:56 +02:00
Ludovic MarieandClaude Opus 5.5 2ea1c273dd Run /item modify, /summon stacks and generic attributes as vanilla
Inline and registered item modifiers now apply (26.3's type-dispatched
functions, set_lore, set_custom_data, set_components, toggle_tooltips,
filtered), counting every set slot like CountingModifier. Item stacks
keep components Horizon does not model, display names follow
ItemStack.getDisplayName, /data prints compounds in CompoundTag's
HashMap order, summoned passengers snap to the position, and living
entities other than the player get vanilla attribute maps (waypoint
transmit range included, tracked as ServerWaypointManager does).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:52:59 +02:00
Ludovic Marie c2b7dad0e4 Merge branch 'parity-base' into parity/hud 2026-10-11 15:43:47 +02:00
Ludovic MarieandClaude Opus 5.5 01f492c939 Select, tag and summon entities Horizon does not simulate, as vanilla
Markers, displays and other unsimulated entity types are now kept as
their saved data at a position, so selectors, /tag, /kill, /tp and
/data reach them. Widen the command execution corpus to every command
the integrated server registers, and keep the oracle's terrain tickets
out of /forceload's view.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 15:31:12 +02:00
Ludovic Marie 89b712b5a8 Merge branch 'parity-base' into parity/hud 2026-10-11 15:26:52 +02:00
Ludovic MarieandClaude Opus 5.5 e3a1cdce51 WIP: hud parity work, paused while the harness tooling is sped up
Uncommitted changes the agent had in progress when it was stopped; may
not build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 14:26:47 +02:00
Ludovic Marie 4becbd860b Merge branch 'parity-base' into parity/hud 2026-10-11 14:12:44 +02:00
Ludovic MarieandClaude Opus 5.5 37ae66c8c7 Track shulker, bell, conduit, skull and pot animation state as vanilla ticks it
block_entity_anim ports ShulkerBoxBlockEntity.updateAnimation and its
open-count events, BellBlockEntity triggerEvent/tick with resonation,
ConduitBlockEntity.clientTick (shape check, hunting, rotation, nautilus
particles), SkullBlockEntity.animation and DecoratedPotBlockEntity wobbles,
and maps the state to the renderer's BlockAnim.

tools/test_block_entity_anim_parity.py runs the real vanilla block entities
on a stand-in client level (VanillaBlockEntityAnimOracle) against
examples/block_entity_anim_fixture: 172/172 cases, 12720 ticked steps.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:25:32 +02:00
Ludovic MarieandClaude Opus 5.5 6e9f218a14 WIP: unfinished rendering-hud parity work, stopped for the night
Uncommitted changes the agent had in progress when it was stopped; may not
build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:24:03 +02:00
Ludovic MarieandClaude Opus 5.5 0410a222ea WIP: unfinished hud parity work, stopped for the night
Uncommitted changes the agent had in progress when it was stopped; may not
build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:24:03 +02:00
Ludovic MarieandClaude Opus 5.5 2012f8baad WIP: unfinished rendering-anim parity work, stopped for the night
Uncommitted changes the agent had in progress when it was stopped; may not
build or pass its harnesses yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:24:03 +02:00
1328 changed files with 291938 additions and 36313 deletions

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+8
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@@ -0,0 +1,8 @@
# Docker builds (the relay) need the Rust sources only.
target/
.local/
**/node_modules/
website/
benchmarks/
packs/
mods/
+3
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self-hosted-runner:
# The Mac mini's runner (ludovics-mac-mini), which holds the maintainer's own Minecraft files.
labels: [horizon-game, ludovics-mac-mini]
+19
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@@ -0,0 +1,19 @@
## What and why
<!-- What this changes, and why. Link the issue it fixes ("Fixes #123"). -->
## Vanilla reference
<!-- The vanilla classes and methods this follows (tools/rea_vanilla.py), and the harness that checks it.
"Horizon-only" for a feature vanilla doesn't have; "none" for tooling or docs. -->
## Self-check
<!-- Paste the block `python3 tools/pr_ready.py` prints (`--base upstream/main` from a fork). -->
## Screenshots
<!-- For anything players see: before and after. Delete this section otherwise. -->
<!-- Please tick "Allow edits by maintainers": we push small fixups ourselves instead of a round trip.
See CONTRIBUTING.md. -->
+83 -15
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@@ -1,19 +1,25 @@
name: checks
# verify: every pull request and every push to main, on GitHub's runners (the repository is public).
# parity: the vanilla harnesses a pull request's changes can affect, on the Mac mini's runner, which holds the
# maintainer's own Minecraft files (Horizon never downloads the game). A fork's pull request runs it only when
# a maintainer adds the run-parity label, once per label. See docs/release-flow.md.
on:
push:
branches: [main]
pull_request:
types: [opened, synchronize, reopened, labeled]
workflow_dispatch:
permissions:
contents: read
concurrency:
# A new push to a pull request replaces its running checks; main's runs all finish (releases follow them).
group: checks-${{ github.event.pull_request.number || github.sha }}-${{ github.event.action == 'labeled' && 'label' || 'run' }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
jobs:
verify:
strategy:
fail-fast: false
matrix:
# Linux only. macOS only when started by hand: gh workflow run checks --ref <branch>.
os: ${{ fromJSON(github.event_name == 'workflow_dispatch' && '["ubuntu-latest", "macos-26"]' || '["ubuntu-latest"]') }}
runs-on: ${{ matrix.os }}
if: github.event.action != 'labeled'
runs-on: ubuntu-latest
timeout-minutes: 30
steps:
- uses: actions/checkout@v4
with:
@@ -21,20 +27,85 @@ jobs:
- uses: actions/setup-python@v5
with:
python-version: '3.12'
- name: Does this pull request need Rust checks?
if: github.event_name == 'pull_request'
id: rust
env:
BASE_SHA: ${{ github.event.pull_request.base.sha }}
HEAD_SHA: ${{ github.event.pull_request.head.sha }}
run: python3 tools/ci/rust_changes.py "$BASE_SHA" "$HEAD_SHA" >> "$GITHUB_OUTPUT"
- name: Keep game artifacts out of Git
run: |
python tools/check_public_tree.py
python tools/check_public_tree.py --history
- name: Test offline research tooling
run: python -m unittest discover -s tests -v
- name: Install Rust toolchain
run: rustup toolchain install stable --profile minimal --component rustfmt --component clippy
- name: Install Rust toolchain and the ALSA and udev headers the client links against
if: steps.rust.outputs.required != 'false'
run: |
sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
rustup toolchain install stable --profile minimal --component rustfmt --component clippy --target wasm32-unknown-unknown
# Dependencies and the workspace's own build, saved from main's runs (pull requests read main's cache).
- uses: Swatinem/rust-cache@v2
if: steps.rust.outputs.required != 'false'
with:
shared-key: verify
save-if: ${{ github.ref == 'refs/heads/main' }}
- name: Check formatting and lint
if: steps.rust.outputs.required != 'false'
run: |
cargo +stable fmt --all -- --check
cargo +stable clippy --workspace --all-targets -- -D warnings
- name: Test Rust core and voxel kernel correctness
if: steps.rust.outputs.required != 'false'
run: cargo +stable test --workspace
parity:
if: >-
github.event_name == 'pull_request' && (
(github.event.pull_request.head.repo.full_name == github.repository && github.event.action != 'labeled') ||
(github.event.action == 'labeled' && github.event.label.name == 'run-parity'))
runs-on: [self-hosted, horizon-game]
timeout-minutes: 120 # a change to core crates reruns ~300 harnesses: ~60-90 min on the Mac mini
steps:
- uses: actions/checkout@v4
with:
# The commit the event names: a fork's later pushes need another run-parity label.
ref: ${{ github.event.pull_request.head.sha }}
fetch-depth: 0
persist-credentials: false
# Keeps .local/ (parity state, probe builds, oracle results) and target/ between runs.
clean: false
- uses: dtolnay/rust-toolchain@stable
- name: Tools from the runner
run: bash tools/ci/runner-env.sh
- name: Vanilla data, and resources prepared by this preparer
run: bash tools/ci/vanilla-data.sh
- name: The harnesses this change can affect
env:
PARITY_HOSTS: ''
run: python3 tools/parity.py --changed ${{ github.event.pull_request.base.sha }} --timeout 2400 # world_spawn takes ~1480 s on a busy runner
- name: Logs of the failed harnesses
if: failure()
uses: actions/upload-artifact@v4
with:
name: parity-logs
path: .local/parity-runner/logs/
if-no-files-found: ignore
retention-days: 3
# Horizon never downloads the game. These jobs need a self-hosted Linux runner
# (label horizon-game) holding the maintainer's own copy: the official launcher's
# game directory in HORIZON_MINECRAFT_DIR and the pinned server jar in
# HORIZON_SERVER_JAR. Start them by hand: gh workflow run checks --ref <branch>.
vanilla-parity:
if: github.event_name == 'workflow_dispatch'
runs-on: [self-hosted, linux, horizon-game]
steps:
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
with:
python-version: '3.12'
- name: Install Rust toolchain
run: rustup toolchain install stable --profile minimal
- uses: actions/setup-java@v4
with:
distribution: temurin
@@ -374,12 +445,8 @@ jobs:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_float_log_parity.py
portable-mod:
strategy:
fail-fast: false
matrix:
# Linux only. macOS only when started by hand: gh workflow run checks --ref <branch>.
os: ${{ fromJSON(github.event_name == 'workflow_dispatch' && '["ubuntu-latest", "macos-26"]' || '["ubuntu-latest"]') }}
runs-on: ${{ matrix.os }}
if: github.event_name == 'workflow_dispatch'
runs-on: [self-hosted, linux, horizon-game]
steps:
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
@@ -466,7 +533,7 @@ jobs:
- name: Upload original mod and pack manifests only
uses: actions/upload-artifact@v4
with:
name: horizon-${{ matrix.os }}
name: horizon-linux
path: |
dist/*.mrpack
dist/horizon-*.jar
@@ -486,3 +553,4 @@ jobs:
dist/client-graphics-smoke.json
dist/client-graphics-macos-title.json
dist/client-graphics-macos-world.json
retention-days: 3
+255
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@@ -0,0 +1,255 @@
name: launcher
# Builds the launcher on Linux, macOS and Windows, and releases it by itself (docs/release-flow.md): after a
# push to main that changes the launcher or what it builds in (crates/horizon-prepare, crates/horizon-theme,
# crates/horizon-telemetry),
# every 10 minutes (a release waiting for merges to settle goes out) and by hand, tools/release_train.py decides as
# for the game.
# A release is launcher-vX.Y.Z: the patch after the last launcher tag, or the next minor when a merged pull
# request is labelled feature. The version is given to the build (HORIZON_LAUNCHER_VERSION): no bump commits.
# Never marked latest. Pushes to launcher branches only build. RELEASES_PAUSED=1 stops releases.
# gh workflow run launcher --ref <branch> # dry run: builds everything, publishes nothing
# gh workflow run launcher --ref main -f dry_run=false -f force=true
on:
push:
branches: [main, launcher, 'launcher-*']
paths:
- 'launcher/**'
- 'crates/horizon-prepare/**'
- 'crates/horizon-theme/**'
- 'crates/horizon-telemetry/**'
- '.github/workflows/launcher.yml'
schedule:
- cron: '7-59/10 * * * *'
workflow_dispatch:
inputs:
dry_run:
description: Build everything and write the notes, but publish nothing
type: boolean
default: true
force:
description: Release even without launcher changes, before merges settle or while paused
type: boolean
default: false
permissions:
contents: read
concurrency:
group: launcher-${{ github.ref == 'refs/heads/main' && 'release' || github.ref }}
cancel-in-progress: false
jobs:
decide:
runs-on: ubuntu-latest
timeout-minutes: 10
outputs:
release: ${{ steps.decide.outputs.release }}
tag: ${{ steps.decide.outputs.tag }}
head: ${{ steps.decide.outputs.head }}
version: ${{ steps.decide.outputs.version }}
dry_run: ${{ steps.mode.outputs.dry_run }}
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- id: mode
# Off main every run is a dry run (a launcher branch's push only builds).
run: echo "dry_run=${{ github.ref != 'refs/heads/main' || (github.event_name == 'workflow_dispatch' && inputs.dry_run) }}" >> "$GITHUB_OUTPUT"
- id: decide
env:
GH_TOKEN: ${{ github.token }}
RELEASES_PAUSED: ${{ vars.RELEASES_PAUSED }}
# A push or a run off main builds its own commit; otherwise main's newest commit with green checks.
HEAD_SHA: ${{ (github.event_name == 'push' || steps.mode.outputs.dry_run == 'true') && github.sha || '' }}
FORCE: ${{ inputs.force && 'yes' || '' }}
run: |
python3 tools/release_train.py decide --kind launcher ${HEAD_SHA:+--head "$HEAD_SHA"} ${FORCE:+--force} | tee decision.json
echo "### $(jq -r '.reason' decision.json)" >> "$GITHUB_STEP_SUMMARY"
tag=$(jq -r '.tag' decision.json)
echo "version=${tag#launcher-v}" >> "$GITHUB_OUTPUT"
# A dry run (and a launcher branch's push) builds whatever the decision.
if [[ "${{ steps.mode.outputs.dry_run }}" == true ]]; then
echo "release=true" >> "$GITHUB_OUTPUT"
echo "head=$GITHUB_SHA" >> "$GITHUB_OUTPUT"
fi
build:
needs: decide
if: needs.decide.outputs.release == 'true'
name: build ${{ matrix.name }}
strategy:
fail-fast: false
matrix:
include:
- name: linux
os: ubuntu-22.04
asset: horizon-launcher-linux-x86_64.tar.gz
binary: horizon-launcher
- name: macos
mac: true
asset: horizon-launcher-macos-arm64.zip
binary: horizon-launcher
- name: windows
os: windows-latest
asset: horizon-launcher-windows-x64.zip
binary: horizon-launcher.exe
# The C runtime linked in: without it the launcher asks for VCRUNTIME140.dll,
# which only the Visual C++ redistributable installs.
rustflags: -C target-feature=+crt-static
runs-on: ${{ matrix.mac && (vars.MAC_RUNNER || 'ludovics-mac-mini') || matrix.os }}
timeout-minutes: 40
env:
RUSTFLAGS: ${{ matrix.rustflags }}
# Horizon's Azure app for Microsoft sign-in (docs/microsoft-account.md): a repository
# variable, not a secret. Unset, the launcher says sign-in is not configured.
HORIZON_MSA_CLIENT_ID: ${{ vars.HORIZON_MSA_CLIENT_ID }}
# The release's version, built in (launcher/src/backend.rs VERSION); a launcher branch's build keeps
# Cargo.toml's.
HORIZON_LAUNCHER_VERSION: ${{ (github.event_name != 'push' || github.ref == 'refs/heads/main') && needs.decide.outputs.version || '' }}
defaults:
run:
working-directory: launcher
shell: bash
steps:
- uses: actions/checkout@v4
with:
ref: ${{ needs.decide.outputs.head }}
persist-credentials: false
# The Mac mini's runner keeps its target/ between runs.
clean: ${{ runner.environment == 'github-hosted' }}
- uses: dtolnay/rust-toolchain@stable
- uses: Swatinem/rust-cache@v2
if: runner.environment == 'github-hosted'
with:
workspaces: launcher
shared-key: launcher-${{ matrix.name }}
- name: Linux libraries GPUI links to
if: runner.os == 'Linux'
run: |
sudo apt-get update
sudo apt-get install -y libxkbcommon-x11-dev libwayland-dev libx11-xcb-dev libfontconfig-dev libvulkan-dev libasound2-dev
- name: Metal shaders compiled now, or at run time without the Metal toolchain
# GPUI compiles its Metal shaders when it builds; the Mac mini has Xcode without the Metal toolchain
# (xcodebuild -downloadComponent MetalToolchain), so there they are compiled when the launcher starts.
if: runner.os == 'macOS'
run: |
if ! xcrun metal --version > /dev/null 2>&1; then
echo "::notice::No Metal toolchain on this runner: GPUI compiles its shaders at run time"
echo "LAUNCHER_FEATURES=gpui/runtime_shaders" >> "$GITHUB_ENV"
fi
- run: cargo test --release --locked --lib ${LAUNCHER_FEATURES:+--features "$LAUNCHER_FEATURES"}
- run: cargo build --release --locked ${LAUNCHER_FEATURES:+--features "$LAUNCHER_FEATURES"}
- name: The version is the release's
run: |
out=$(target/release/${{ matrix.binary }} --version)
echo "$out"
expected="${HORIZON_LAUNCHER_VERSION:-$(sed -n 's/^version = "\(.*\)"/\1/p' Cargo.toml | head -1)}"
[[ "$out" == "horizon-launcher $expected" ]] || { echo "::error::expected horizon-launcher $expected"; exit 1; }
- name: Only system libraries
run: |
file=target/release/${{ matrix.binary }}
case "$RUNNER_OS" in
Windows) python ../tools/check_imports.py "$file" ;;
macOS) others=$(otool -L "$file" | tail -n +2 | awk '{print $1}' | grep -v -E '^(/usr/lib/|/System/Library/)' || true)
[[ -z "$others" ]] || { echo "::error::links $others"; exit 1; } ;;
esac
- name: Smoke test
env:
HORIZON_LAUNCHER_NO_SELF_UPDATE: '1'
HORIZON_GITHUB_TOKEN: ${{ github.token }}
run: |
set -euo pipefail
export HORIZON_LAUNCHER_HOME="${RUNNER_TEMP//\\//}/horizon-launcher-smoke"
export HORIZON_HOME="$HORIZON_LAUNCHER_HOME/game"
rm -rf "$HORIZON_LAUNCHER_HOME"
launcher="$PWD/target/release/${{ matrix.binary }}"
# GitHub's API rate-limits shared runner addresses now and then: try a few times.
retry() { for i in 1 2 3 4; do "$@" && return 0; sleep $((i * 15)); done; return 1; }
retry "$launcher" versions
retry "$launcher" install latest
"$launcher" versions --installed
"$launcher" links --json
"$launcher" menu-style classic
grep -qx 'menuStyle:classic' "$HORIZON_HOME/horizon.txt"
"$launcher" menu-style horizon
clients=("$HORIZON_LAUNCHER_HOME"/versions/v*/horizon-client*)
client="${clients[0]}"
echo "installed client: $client"
# The game's Linux build is the game's to keep portable (release.yml checks it): a
# release linked to a Nix store is a warning here, not a broken launcher.
soft() { if [[ "$RUNNER_OS" == "Linux" ]]; then "$@" || echo "::warning::$* failed"; else "$@"; fi; }
if [[ "$RUNNER_OS" == "Windows" ]]; then
python ../tools/check_imports.py "$client"
elif [[ "$RUNNER_OS" == "Linux" ]]; then
soft python3 ../tools/check_imports.py "$client"
fi
# The client starts: --help prints before any window or GPU is needed.
help() { "$client" --help > "$RUNNER_TEMP/help.txt" 2>&1 && head -3 "$RUNNER_TEMP/help.txt" && grep -q -- '--resources' "$RUNNER_TEMP/help.txt"; }
soft help
rm -rf "$HORIZON_LAUNCHER_HOME"
- name: Package
run: |
rm -rf dist out && mkdir -p out
if [[ "$RUNNER_OS" == "macOS" ]]; then
# Horizon.app, zipped (self-update) and in a .dmg (installer): packaging/macos.
python3 -m venv "$RUNNER_TEMP/dmg" && "$RUNNER_TEMP/dmg/bin/pip" install --quiet dmgbuild==1.6.5
version=${HORIZON_LAUNCHER_VERSION:-$(sed -n 's/^version = "\(.*\)"/\1/p' Cargo.toml | head -1)}
DMGBUILD="$RUNNER_TEMP/dmg/bin/dmgbuild" ../packaging/macos/package.sh target/release/${{ matrix.binary }} "$version" out
rm -rf out/Horizon.app
else
mkdir -p dist
cp target/release/${{ matrix.binary }} dist/
if [[ "${{ matrix.asset }}" == *.tar.gz ]]; then
(cd dist && tar czf ../out/${{ matrix.asset }} ${{ matrix.binary }})
else
(cd dist && 7z a ../out/${{ matrix.asset }} ${{ matrix.binary }})
fi
fi
ls -l out
- uses: actions/upload-artifact@v4
with:
name: ${{ matrix.asset }}
path: launcher/out/*
retention-days: 3
release:
needs: [decide, build]
runs-on: ubuntu-latest
timeout-minutes: 10
permissions:
contents: write
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Notes
env:
GH_TOKEN: ${{ github.token }}
run: |
python3 tools/release_train.py notes --kind launcher --tag "${{ needs.decide.outputs.tag }}" \
--head "${{ needs.decide.outputs.head }}" --out notes > /dev/null
{ echo "## $(cat notes/title.txt)"; echo; cat notes/body.md; } >> "$GITHUB_STEP_SUMMARY"
- uses: actions/download-artifact@v4
with:
path: dist
merge-multiple: true
# Never marked latest: Horizon's own releases stay the repository's latest.
- name: Publish ${{ needs.decide.outputs.tag }}
if: needs.decide.outputs.dry_run != 'true'
env:
GH_TOKEN: ${{ github.token }}
TAG: ${{ needs.decide.outputs.tag }}
run: |
gh release create "$TAG" --target "${{ needs.decide.outputs.head }}" --title "$(cat notes/title.txt)" \
--notes-file notes/body.md --latest=false dist/horizon-launcher-*
- name: Dry run, the release that would be published
if: needs.decide.outputs.dry_run == 'true'
run: |
echo "Would publish ${{ needs.decide.outputs.tag }} at ${{ needs.decide.outputs.head }}: $(cat notes/title.txt)"
ls -l dist
- uses: actions/upload-artifact@v4
with:
name: launcher-release-notes
path: notes/
retention-days: 3
@@ -1,46 +0,0 @@
name: macOS shader research
on:
workflow_dispatch:
permissions:
contents: read
jobs:
shader-worlds:
runs-on: macos-26
steps:
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
with:
python-version: '3.12'
- uses: actions/setup-java@v4
with:
distribution: temurin
java-version: '25'
- name: Build original mod and private probe dependencies
run: python tools/build_mod.py
- name: Verify required cinematic shaders in OpenGL and Vulkan worlds
run: |
python - <<'PY'
import json, subprocess, sys
from pathlib import Path
observations = []
for backend in ['opengl', 'vulkan']:
case = ['--profile', 'cinematic', '--backend', backend, '--world', '--shaders']
result = subprocess.run([sys.executable, 'tools/test_client_graphics.py', '--native-display', *case], capture_output=True, text=True)
print(result.stdout, end='', flush=True)
print(result.stderr, end='', flush=True)
observation = {'case': case, 'exit_code': result.returncode}
if result.returncode:
marker = 'HORIZON_FIXTURE_FAILURE '
observation['failure'] = [json.loads(line.split(marker, 1)[1]) for line in result.stdout.splitlines() if marker in line]
else:
observation['report'] = json.loads(Path('dist/client-graphics-smoke.json').read_text())
observations.append(observation)
Path('dist/client-graphics-shader-research.json').write_text(json.dumps(observations, indent=2) + '\n')
sys.exit(int(any(item['exit_code'] for item in observations)))
PY
- name: Retain selected observations including failed cases
if: always()
uses: actions/upload-artifact@v4
with:
name: macos-shader-observations
path: dist/client-graphics-shader-research.json
@@ -1,59 +0,0 @@
name: macOS Vulkan research
on:
workflow_dispatch:
inputs:
world:
description: Create or open disposable demo worlds instead of title probes
type: boolean
default: false
permissions:
contents: read
jobs:
native-probes:
runs-on: macos-26
steps:
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
with:
python-version: '3.12'
- uses: actions/setup-java@v4
with:
distribution: temurin
java-version: '25'
- name: Build original mod and private probe dependencies
run: python tools/build_mod.py
- name: Probe vanilla, core and distant-terrain Vulkan cases
env:
HORIZON_GRAPHICS_WORLD: ${{ inputs.world }}
run: |
python - <<'PY'
import json, os, subprocess, sys
from pathlib import Path
cases = [
['--profile', 'baseline', '--backend', 'vulkan'],
['--profile', 'core-performance', '--backend', 'vulkan'],
['--profile', 'vulkan'],
]
if os.environ.get('HORIZON_GRAPHICS_WORLD') == 'true':
cases = [case + ['--world'] for case in cases]
observations = []
for case in cases:
result = subprocess.run([sys.executable, 'tools/test_client_graphics.py', '--native-display', *case], capture_output=True, text=True)
print(result.stdout, end='', flush=True)
print(result.stderr, end='', flush=True)
observation = {'case': case, 'exit_code': result.returncode}
if result.returncode:
marker = 'HORIZON_FIXTURE_FAILURE '
observation['failure'] = [json.loads(line.split(marker, 1)[1]) for line in result.stdout.splitlines() if marker in line]
else:
observation['report'] = json.loads(Path('dist/client-graphics-smoke.json').read_text())
observations.append(observation)
Path('dist/client-graphics-vulkan-research.json').write_text(json.dumps(observations, indent=2) + '\n')
sys.exit(int(any(item['exit_code'] for item in observations)))
PY
- name: Retain selected observations including failed cases
if: always()
uses: actions/upload-artifact@v4
with:
name: macos-vulkan-observations
path: dist/client-graphics-vulkan-research.json
+79
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@@ -0,0 +1,79 @@
name: nightly audit
# Every vanilla harness, from scratch, on main, at 03:00 Paris time on the Mac mini's runner (it holds the
# maintainer's own Minecraft files). The resources are prepared again first when the preparer or its exporters
# changed (tools/ci/vanilla-data.sh). A harness that passed in the previous audit and fails now gets an issue
# labelled parity-regression (one per harness); its issue closes when it passes again
# (tools/ci/parity_issues.py). The bugs session picks those up. See docs/release-flow.md.
# gh workflow run "nightly audit" # now
# gh workflow run "nightly audit" -f dry_run=true # the audit, without touching issues
on:
schedule:
# GitHub's schedules are in UTC: both, and the first step keeps the one that is 03:00 in Paris.
- cron: '7 1 * * *'
- cron: '7 2 * * *'
workflow_dispatch:
inputs:
dry_run:
description: Run the audit, but only print what it would do with issues
type: boolean
default: false
permissions:
contents: read
issues: write
concurrency:
group: nightly-audit
cancel-in-progress: false
jobs:
audit:
runs-on: [self-hosted, horizon-game]
timeout-minutes: 150
steps:
- name: 03:00 in Paris
id: when
run: |
hour=$(TZ=Europe/Paris date +%H)
if [[ "${{ github.event_name }}" == schedule && "$hour" != 03 ]]; then
echo "It is ${hour}:00 in Paris: the other schedule runs the audit."
echo "run=false" >> "$GITHUB_OUTPUT"
else
echo "run=true" >> "$GITHUB_OUTPUT"
fi
- uses: actions/checkout@v4
if: steps.when.outputs.run == 'true'
with:
fetch-depth: 0
persist-credentials: false
# Keeps .local/ (parity state, probe builds, the previous audit) and target/.
clean: false
- uses: dtolnay/rust-toolchain@stable
if: steps.when.outputs.run == 'true'
- name: Tools from the runner
if: steps.when.outputs.run == 'true'
run: bash tools/ci/runner-env.sh
- name: Vanilla data, prepared again if the preparer changed
if: steps.when.outputs.run == 'true'
run: bash tools/ci/vanilla-data.sh
- name: Every harness
id: audit
if: steps.when.outputs.run == 'true'
env:
PARITY_HOSTS: ''
run: |
echo "since=$(date +%Y-%m-%dT%H:%M:%S)" >> "$GITHUB_OUTPUT"
set +e
python3 tools/parity.py --all --timeout 1800 2>&1 | tee "$RUNNER_TEMP/audit.log"
echo "exit=${PIPESTATUS[0]}" >> "$GITHUB_OUTPUT"
{ echo '```'; tail -40 "$RUNNER_TEMP/audit.log"; echo '```'; } >> "$GITHUB_STEP_SUMMARY"
- name: Issues for the harnesses that regressed
if: steps.when.outputs.run == 'true' && always() && steps.audit.outputs.since
env:
GH_TOKEN: ${{ github.token }}
run: python3 tools/ci/parity_issues.py --since "${{ steps.audit.outputs.since }}" ${{ inputs.dry_run && '--dry-run' || '' }} | tee -a "$GITHUB_STEP_SUMMARY"
- name: Logs of the failed harnesses
if: steps.when.outputs.run == 'true' && steps.audit.outputs.exit != '0'
uses: actions/upload-artifact@v4
with:
name: nightly-parity-logs
path: .local/parity-runner/logs/
if-no-files-found: ignore
retention-days: 7
+226
View File
@@ -0,0 +1,226 @@
name: release
# Automatic game releases (docs/release-flow.md). After every green `checks` run on main, every 10 minutes (so a
# release waiting for merges to settle goes out without another merge) and by hand, tools/release_train.py decides:
# a release when pull requests merged since the last one changed what players run and the newest merged 15 minutes
# ago (the oldest an hour ago, if merges never pause), or at once for a pull request labelled release-now.
# RELEASES_PAUSED=1 (repository variable) stops them.
# Builds Linux (an older Ubuntu, so the binary runs on any recent distribution and on NixOS through nix-ld) and
# Windows on GitHub, macOS on the Mac mini's runner (MAC_RUNNER=macos-latest sends it to GitHub), then
# publishes vYYYY.MM.DD[.N] with notes from the merged pull requests.
# gh workflow run release --ref <branch> # dry run: builds and notes, publishes nothing
# gh workflow run release -f dry_run=false -f force=true # on main: release now, whatever the rules say
on:
workflow_run:
workflows: [checks]
types: [completed]
branches: [main]
schedule:
- cron: '2-59/10 * * * *'
workflow_dispatch:
inputs:
dry_run:
description: Build everything and write the notes, but publish nothing
type: boolean
default: true
force:
description: Release even without player-facing changes, before merges settle or while paused
type: boolean
default: false
permissions:
contents: read
concurrency:
group: game-release
cancel-in-progress: false
jobs:
decide:
if: >-
github.event_name != 'workflow_run' ||
(github.event.workflow_run.conclusion == 'success' && github.event.workflow_run.event == 'push')
runs-on: ubuntu-latest
timeout-minutes: 10
outputs:
release: ${{ steps.decide.outputs.release }}
tag: ${{ steps.decide.outputs.tag }}
head: ${{ steps.decide.outputs.head }}
dry_run: ${{ steps.mode.outputs.dry_run }}
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- id: mode
# A dry run never publishes; a hand-started run off main is always one.
run: echo "dry_run=${{ github.event_name == 'workflow_dispatch' && (inputs.dry_run || github.ref != 'refs/heads/main') }}" >> "$GITHUB_OUTPUT"
- id: decide
env:
GH_TOKEN: ${{ github.token }}
RELEASES_PAUSED: ${{ vars.RELEASES_PAUSED }}
# The commit whose checks just passed; a dry run builds the branch it was started on; otherwise
# main's newest commit with green checks.
HEAD_SHA: ${{ github.event.workflow_run.head_sha || (steps.mode.outputs.dry_run == 'true' && github.sha) || '' }}
FORCE: ${{ inputs.force && 'yes' || '' }}
run: |
python3 tools/release_train.py decide --kind game ${HEAD_SHA:+--head "$HEAD_SHA"} ${FORCE:+--force} | tee decision.json
echo "### $(jq -r '.reason' decision.json)" >> "$GITHUB_STEP_SUMMARY"
# A dry run builds whatever the decision, to test the builds.
if [[ "${{ steps.mode.outputs.dry_run }}" == true ]]; then echo "release=true" >> "$GITHUB_OUTPUT"; fi
build:
needs: decide
if: needs.decide.outputs.release == 'true'
name: build ${{ matrix.name }}
strategy:
fail-fast: false
matrix:
include:
- name: linux
os: ubuntu-22.04
dir: horizon-linux-x86_64
asset: horizon-linux-x86_64.tar.gz
- name: windows
os: windows-latest
dir: horizon-windows-x64
asset: horizon-windows-x64.zip
exe: .exe
# The C runtime linked in, so the game runs without the Visual C++ redistributable.
rustflags: -C target-feature=+crt-static
- name: macos
mac: true
dir: horizon-macos-arm64
asset: horizon-macos-arm64.zip
runs-on: ${{ matrix.mac && (vars.MAC_RUNNER || 'ludovics-mac-mini') || matrix.os }}
timeout-minutes: 40
env:
RUSTFLAGS: ${{ matrix.rustflags }}
defaults:
run:
shell: bash
steps:
- uses: actions/checkout@v4
with:
ref: ${{ needs.decide.outputs.head }}
persist-credentials: false
# On the Mac mini's runner, keep target/ (incremental) and .local/ (the prepared resources).
clean: ${{ runner.environment == 'github-hosted' }}
- uses: dtolnay/rust-toolchain@stable
- uses: Swatinem/rust-cache@v2
if: runner.environment == 'github-hosted'
with:
shared-key: release-${{ matrix.name }}
- name: ALSA and udev headers
if: runner.os == 'Linux'
run: sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
- name: Build the client, horizon-ctl, horizon-prepare and horizon-server
run: cargo build --release --locked -p horizon-client --bin horizon-client --bin horizon-ctl -p horizon-prepare --bin horizon-prepare -p horizon-server --bin horizon-server
- name: Every program the release folder takes was built
run: |
for binary in horizon-client horizon-ctl horizon-prepare horizon-server; do
test -f "target/release/$binary${{ matrix.exe }}" || { echo "::error::target/release/$binary${{ matrix.exe }} is missing"; exit 1; }
done
- name: Only system libraries
# Windows: no non-system DLL (a "DLL not found" dialog on some players' machines). Linux: the standard
# loader and libraries every desktop distribution has. macOS: only the system's own libraries.
run: |
for binary in horizon-client horizon-ctl horizon-prepare horizon-server; do
file="target/release/$binary${{ matrix.exe }}"
if [[ "$RUNNER_OS" == macOS ]]; then
others=$(otool -L "$file" | tail -n +2 | awk '{print $1}' | grep -v -E '^(/usr/lib/|/System/Library/)' || true)
[[ -z "$others" ]] || { echo "::error::$binary links $others"; exit 1; }
else
${{ runner.os == 'Windows' && 'python' || 'python3' }} tools/check_imports.py "$file"
fi
done
- name: Every program starts
run: |
set -euo pipefail
bin=target/release
"$bin/horizon-client${{ matrix.exe }}" --help | grep -q -- '--resources'
"$bin/horizon-ctl${{ matrix.exe }}" --help > /dev/null
"$bin/horizon-prepare${{ matrix.exe }}" --version
"$bin/horizon-prepare${{ matrix.exe }}" --help | grep -q -- '--minecraft-dir'
"$bin/horizon-server${{ matrix.exe }}" --version
- name: Tools from the runner
if: runner.environment == 'self-hosted'
run: bash tools/ci/runner-env.sh
- name: Resources prepared from the runner's own Minecraft
if: runner.environment == 'self-hosted'
run: bash tools/ci/vanilla-data.sh
- name: The game runs (offscreen, a new world, 1500 frames)
if: runner.environment == 'self-hosted'
run: |
set -euo pipefail
# From a scratch folder: the game keeps its saves and options in the folder it starts in.
home="$RUNNER_TEMP/horizon-smoke"
rm -rf "$home" && mkdir -p "$home"
version=$(sed -n 's/.*"version": *"\([^"]*\)".*/\1/p' research-lock.json | head -1)
client="$PWD/target/release/horizon-client"
resources="$PWD/.local/horizon-client/$version"
(cd "$home" && HORIZON_HOME="$home" HORIZON_NO_AUDIO=1 "$client" --resources "$resources" --offscreen \
--world smoke --seed 1 --render-distance 4 --world-frames 1500 --timeout-seconds 180 \
--smoke-report "$home/smoke.json" > "$home/client.log" 2>&1) || { tail -40 "$home/client.log"; exit 1; }
python3 - "$home/smoke.json" <<'EOF'
import json, sys
report = json.load(open(sys.argv[1]))
print(json.dumps(report))
if report.get("error") is not None or report.get("frames", 0) < 1500 or not report.get("chunks") \
or not report.get("meshed_sections") or not report.get("player"):
sys.exit("the smoke run did not draw a world")
EOF
- name: Package
run: |
set -euo pipefail
cargo run --locked -p xtask -- package "target/release/horizon-client${{ matrix.exe }}" "dist/${{ matrix.dir }}"
cd dist
rm -f "${{ matrix.asset }}"
case "${{ matrix.asset }}" in
*.tar.gz) tar czf "${{ matrix.asset }}" "${{ matrix.dir }}" ;;
*) if [[ "$RUNNER_OS" == Windows ]]; then 7z a -tzip "${{ matrix.asset }}" "${{ matrix.dir }}" > /dev/null
else ditto -c -k --keepParent "${{ matrix.dir }}" "${{ matrix.asset }}"; fi ;;
esac
ls -l "${{ matrix.asset }}"
- uses: actions/upload-artifact@v4
with:
name: ${{ matrix.asset }}
path: dist/${{ matrix.asset }}
if-no-files-found: error
retention-days: 3
publish:
needs: [decide, build]
runs-on: ubuntu-latest
timeout-minutes: 10
permissions:
contents: write
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Notes
env:
GH_TOKEN: ${{ github.token }}
run: |
python3 tools/release_train.py notes --kind game --tag "${{ needs.decide.outputs.tag }}" \
--head "${{ needs.decide.outputs.head }}" --out notes > /dev/null
{ echo "## $(cat notes/title.txt)"; echo; cat notes/body.md; } >> "$GITHUB_STEP_SUMMARY"
- uses: actions/download-artifact@v4
with:
path: dist
merge-multiple: true
- name: Publish ${{ needs.decide.outputs.tag }}
if: needs.decide.outputs.dry_run != 'true'
env:
GH_TOKEN: ${{ github.token }}
TAG: ${{ needs.decide.outputs.tag }}
run: |
gh release create "$TAG" --target "${{ needs.decide.outputs.head }}" --title "$(cat notes/title.txt)" \
--notes-file notes/body.md --latest dist/horizon-linux-x86_64.tar.gz dist/horizon-windows-x64.zip \
dist/horizon-macos-arm64.zip
- name: Dry run, the release that would be published
if: needs.decide.outputs.dry_run == 'true'
run: |
echo "Would publish ${{ needs.decide.outputs.tag }} at ${{ needs.decide.outputs.head }}: $(cat notes/title.txt)"
ls -l dist
- uses: actions/upload-artifact@v4
with:
name: release-notes
path: notes/
retention-days: 3
+34
View File
@@ -0,0 +1,34 @@
name: telemetry-server
# The ingest server is its own workspace (crates/horizon-telemetry-server), so the checks job doesn't build
# it: this one does, when it or the crate it shares with the launcher and the game changes.
on:
push:
branches: [main]
paths:
- 'crates/horizon-telemetry/**'
- 'crates/horizon-telemetry-server/**'
- '.github/workflows/telemetry-server.yml'
pull_request:
paths:
- 'crates/horizon-telemetry/**'
- 'crates/horizon-telemetry-server/**'
- '.github/workflows/telemetry-server.yml'
permissions:
contents: read
jobs:
check:
runs-on: ubuntu-latest
timeout-minutes: 20
defaults:
run:
working-directory: crates/horizon-telemetry-server
steps:
- uses: actions/checkout@v4
- run: rustup toolchain install stable --profile minimal --component rustfmt --component clippy
- uses: Swatinem/rust-cache@v2
with:
workspaces: crates/horizon-telemetry-server
save-if: ${{ github.ref == 'refs/heads/main' }}
- run: cargo +stable fmt --check
- run: cargo +stable clippy --all-targets --locked -- -D warnings
- run: cargo +stable test --locked
+15
View File
@@ -16,3 +16,18 @@
/dist/
/mods/horizon/build/
/saves/
/backups/
/tools/logs/
.DS_Store
# What the client writes to its working directory when run from the repo root.
/options.txt
/horizon.txt
/horizon-graphics.txt
/horizon-controller.txt
/horizon-extras.txt
/horizon-player.txt
/servers.dat
/screenshots/
/.horizon-cache/
/crash-reports/
/debug/
+80
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@@ -0,0 +1,80 @@
# Contributing to Horizon
Thanks for helping. Horizon is Minecraft: Java Edition 26.3 rewritten in Rust, and the one rule that shapes
everything is that **it plays exactly like vanilla**. This page is the short version of how we work; questions are
welcome on [Discord](https://discord.gg/HcTeMZxe5E).
This repository holds the game, the launcher and the website, plus the tools, tests and docs that build, check and
release them. Anything else (videos, Discord and other community material) lives elsewhere.
## Build it
You need Rust (stable), Python 3.10+, JDK 25, and on Linux the ALSA and udev headers (`libasound2-dev libudev-dev`).
Horizon never downloads the game: it prepares its resources from your own copy of Minecraft 26.3, as described in
[Build from source](README.md#build-from-source).
```sh
cargo run --release -p horizon-prepare -- --prepare --server-jar ~/Downloads/server.jar
cargo run --release -p horizon-client
```
The launcher is its own Cargo workspace in `launcher/` (`cd launcher && cargo run`; on NixOS, `nix-shell` first).
## Vanilla first
Wherever vanilla has a feature, vanilla is the specification, down to the order of random calls. "Parity" here
means Horizon gives the same results as the pinned 26.3 client and server for the same inputs, checked by a
**harness**: a `tools/test_*_parity.py` script that runs a small Java oracle against the real game and a Rust
probe against Horizon, and compares their outputs. There are about 290 of them.
- **Read the vanilla code before writing Horizon's.** `tools/rea_vanilla.py` queries the pinned game bytecode:
`python3 tools/rea_vanilla.py method net.minecraft.world.level.block.DispenserBlock dispenseFrom`.
Say in your pull request which vanilla classes and methods you followed.
- **Gameplay changes come with a harness**, new or extended, so the next change can't silently break them.
[The parity workflow](docs/parity-workflow.md) shows how harnesses run; copy a nearby one.
- **Horizon's own features** (the launcher, the new menus) follow [the design system](docs/design-system.md) and are
off by default wherever they would change the vanilla look.
- **Everything players run is Rust.** Python and Java are fine for dev tools and harness drivers in `tools/`, never
for player-facing code.
Never commit game files, decompiled source or prepared resources (`.local/`): `tools/check_public_tree.py` rejects
them (`git config core.hooksPath .githooks` runs it before every commit).
## Before asking for review
Run the self-check and paste the block it prints into your pull request:
```sh
python3 tools/pr_ready.py --base upstream/main # or origin/main if you work on the main repository
```
It looks at what your branch changes and runs what matters: rustfmt, clippy with warnings denied, the tests of the
crates you touched (and the launcher's), generated files, `Cargo.lock`, the Python tests, and the vanilla harnesses
your change can affect. Without the vanilla data on your machine it lists those harnesses instead; CI runs them.
`--quick` skips the harnesses. It exits non-zero when something fails.
## Pull requests
- **Small.** One change per pull request, under about 500 lines of code where you can; split bigger work into
pieces that each make sense alone. Small pull requests get reviewed and merged the same day.
- **Fill in the template**: what and why, the vanilla reference, the pr_ready block, screenshots for anything you
can see.
- **Tick "Allow edits by maintainers".** When something small is left (a lint, a rebase, a nit) we push the fixup
ourselves instead of sending it back to you; only design questions come back.
- **Labels** (we set them if you can't): `feature` when players get something new (it appears under "New" in the
release notes), `skip-release` when players see no change (tooling, docs, tests), nothing for a fix.
`release-now` is for crash fixes that shouldn't wait. pr_ready suggests one.
Every merge to main is released automatically ([release flow](docs/release-flow.md)), so main always stays playable.
## Parity checks on forks
The `verify` check (formatting, lints, tests) runs on every pull request. The `parity` check runs the affected
harnesses on a maintainer's machine, which holds the game files, so it never runs a fork's code on its own: a
maintainer reads your change, then adds the `run-parity` label, which runs it once on your current commit. After
new pushes, we add it again.
## Talk to us
[Discord](https://discord.gg/HcTeMZxe5E) for questions and ideas, [issues](https://github.com/ludovic111/horizon/issues)
for bugs. If you want to take something on, say so in its issue so nobody else starts the same work.
Generated
+2575 -13
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[workspace]
members = ["crates/horizon-core", "crates/horizon-world", "crates/voxel-kernels", "crates/horizon-client", "crates/horizon-assets", "crates/horizon-protocol"]
exclude = ["launcher", "crates/horizon-telemetry-server"]
members = ["crates/horizon-core", "crates/horizon-dualsense", "crates/horizon-world", "crates/voxel-kernels", "crates/horizon-client", "crates/horizon-server-files", "crates/horizon-server", "crates/horizon-bots", "crates/horizon-assets", "crates/horizon-protocol", "crates/horizon-theme", "crates/horizon-shaderpack", "crates/horizon-prepare", "crates/horizon-telemetry", "crates/horizon-bench", "crates/horizon-friends", "crates/horizon-relay", "crates/horizon-mod-sdk", "crates/horizon-mods", "crates/horizon-mods/tests/guest", "crates/cargo-horizon-mod", "crates/horizon-port-pack", "crates/horizon-mod-sdk/examples/coords-hud", "xtask"]
resolver = "2"
[workspace.package]
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<p align="center">
<img src="docs/media/banner.webp" alt="Horizon: Minecraft: Java Edition 26.3, rewritten in Rust and checked against vanilla by 281 differential harnesses" width="100%">
</p>
<p align="center">
<a href="https://github.com/ludovic111/horizon/actions/workflows/ci.yml"><img src="https://github.com/ludovic111/horizon/actions/workflows/ci.yml/badge.svg?branch=main" alt="CI"></a>
<img src="https://img.shields.io/badge/Minecraft-Java%2026.3-5D9C3F" alt="Minecraft Java 26.3">
<img src="https://img.shields.io/badge/Rust-stable-B7410E?logo=rust&logoColor=white" alt="Rust">
<img src="https://img.shields.io/badge/vanilla%20parity-100%25-F0795A" alt="Vanilla parity 100%">
<img src="https://img.shields.io/badge/platform-Linux%20%7C%20macOS%20%7C%20Windows-2A2470" alt="Linux, macOS and Windows">
<a href="LICENSE"><img src="https://img.shields.io/badge/license-MIT-3B2F7E" alt="MIT license"></a>
</p>
<p align="center">
<a href="https://playhorizon.dev"><b>Website</b></a> ·
<a href="#download"><b>Download</b></a> ·
<a href="#what-changed-in-v202610131"><b>What changed</b></a> ·
<a href="#screenshots"><b>Screenshots</b></a> ·
<a href="#project-status"><b>Parity status</b></a> ·
<a href="docs/README.md"><b>Documentation</b></a>
</p>
# Horizon
Horizon is a Rust rewrite of Minecraft Java **26.3** targeting one-to-one vanilla gameplay parity, alongside client performance research. Not affiliated with Mojang or Microsoft.
A Rust rewrite of Minecraft: Java Edition 26.3 built for one-to-one vanilla parity, checked against the game itself with differential tests.
Every subsystem matches vanilla in all 281 parity harnesses, on Linux and macOS: 100% of what the harnesses compare (see [Project status](#project-status)). The native client is playable on Linux, macOS (Apple Silicon) and Windows.
> Not an official Minecraft product. Not approved by or associated with Mojang or Microsoft. Horizon contains no Minecraft code, assets or data: you need your own legally obtained copy of Minecraft: Java Edition 26.3.
## What changed in v2026.10.13.1
The latest release ([notes](https://github.com/ludovic111/horizon/releases/tag/v2026.10.13.1)):
- **Horizon's own menus:** a new title screen, world list, options and pause menu in the launcher's style, over a live frozen landscape. The vanilla look is still available: Options → Interface → Menu style → Classic.
- **Graphics settings, Simple and Advanced:** presets (Performance, Balanced, Quality, Ultra), or every rendering, quality, display and performance setting, each with a short description and its cost, plus a performance overlay.
- **Much faster rendering:** for example, at render distance 8 over a village, 363 → 2,409 FPS on an RTX 4080. Render distance 32 still stutters in places.
- **Fixed:** no sound on Linux; Linux builds that only ran on the machine they were built on; a missing DLL on Windows (the launcher no longer needs the Visual C++ runtime); memory growing and the frame rate dropping near villages (mobs were duplicated when chunks reloaded); resource preparation failing on Linux with "Missing … java-objc-bridge" ([#41](https://github.com/ludovic111/horizon/issues/41)); the hand and held item at high FOV; missing swing animations.
## Download
Horizon is downloaded only through **the Horizon launcher**: get it from [playhorizon.dev](https://playhorizon.dev) or from [the launcher's releases](https://github.com/ludovic111/horizon/releases?q=launcher-v&expanded=true) (the newest `launcher-v*` release, currently [launcher-v0.1.3](https://github.com/ludovic111/horizon/releases/tag/launcher-v0.1.3)), for Linux x86-64, macOS Apple Silicon or Windows x64. The launcher installs and updates the game, prepares its resources from your own copy of Minecraft, starts the client or a dedicated server, and updates itself.
**You need** Minecraft: Java Edition installed with the official launcher, with 26.3 played once; Python 3.10 or newer and Java 25 (a JDK, e.g. Eclipse Temurin 25) for the one-time resource preparation; and a GPU with Vulkan on Linux and Windows, or any Apple Silicon Mac.
### The launcher
<table>
<tr>
<td width="50%"><img src="docs/media/launcher-play.webp" alt="The launcher's Play page: v2026.10.14.1 ready to play, its summary, Client and Server, the version picker and Play, the resources and the Minecraft folder as a numbered list"></td>
<td width="50%"><img src="docs/media/launcher-patch-notes.webp" alt="The launcher's Patch notes page, showing the notes of Horizon 2026.10.14.1"></td>
</tr>
</table>
It lists Horizon's releases and installs the build for your platform, shows each release's patch notes, updates Horizon and itself, and doubles as a command-line tool and an MCP server. See [the launcher's README](launcher/README.md).
## Screenshots
Captured in the Rust client itself, with vanilla assets and no mods or shaders.
### Menus and settings
<table>
<tr>
<td colspan="2"><img src="docs/media/menu-title.webp" alt="Horizon's title screen: the mark and the pages on the left, the Horizon title, Singleplayer and Multiplayer, and the last world played and the faint wordmark, over a veiled snowy landscape"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/menu-worlds.webp" alt="The Singleplayer page: three worlds with their dates and game modes, and Create world and Play buttons"></td>
<td width="50%"><img src="docs/media/settings.webp" alt="The Video settings in their Simple view: a preset, render distance, field of view, framerate, VSync and GUI scale, each with what it costs"></td>
</tr>
</table>
The vanilla menus are one setting away: Options → Interface → Menu style → Classic. See [Graphics settings](docs/graphics.md).
### In game
<table>
<tr>
<td colspan="2"><img src="docs/media/sunset.webp" alt="Sunset over a savanna river valley and a plains village"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/village.webp" alt="A plains village with farms, an iron golem and animals"></td>
<td width="50%"><img src="docs/media/survival.webp" alt="Survival at dusk: a zombie attacks near the village"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/nether.webp" alt="A crimson forest in the Nether with a zombified piglin"></td>
<td width="50%"><img src="docs/media/night.webp" alt="Moonrise over a torch-lit village and river"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/underwater.webp" alt="Salmon swimming in a river"></td>
<td width="50%" valign="middle">
Vanilla world generation ported to Rust (terrain, aquifers, carvers, features, villages and the Nether), every block model with smooth lighting and biome tints, the vanilla sky and fog, mobs, the HUD, chat and advancements: everything in these frames is drawn by Horizon.
</td>
</tr>
</table>
## What it does
Horizon reimplements the Minecraft Java client and its game logic in Rust, one subsystem at a time, and compares each piece with the vanilla game. Each `tools/test_*_parity.py` harness drives the same inputs through Horizon and through the vanilla client and server bytecode from your own copy of the game, then checks that the outputs are identical. It is for players and developers interested in game reimplementation, and for anyone who wants to see how far a behaviour-exact native rewrite can go.
The [native client](docs/native-client.md) opens on a vanilla-style title screen with world creation and selection, and generates worlds with the Rust port of the vanilla generators: noise terrain, aquifers, surface rules, carvers and placed features, all checked against vanilla. It streams and lights chunks on worker threads and renders every vanilla block model with smooth lighting, biome tints, the vanilla sky, sun, moon, stars and clouds. Gameplay includes:
**The Rust game is now playable.** The [native client](docs/native-client.md) opens on a vanilla-style title screen with world creation and selection, and generates worlds with the Rust port of the vanilla overworld generator: noise terrain, aquifers, surface rules, carvers, and the placed features ported so far, all checked against vanilla. It streams and lights chunks on worker threads and renders every vanilla block model with smooth lighting, biome tints, the vanilla sky, sun, moon, stars and clouds. Gameplay so far:
- validated player physics, health and hunger;
- mining with vanilla tool rules and loot tables;
- placing, crafting, chests and furnaces;
- dropped items and particles;
- sounds;
- passive and hostile mobs with combat, including guardians, shulkers, illagers, ravagers, the wither and the ender dragon fight;
- villagers that take jobs, trade, restock, meet at the bell and sleep in beds;
- dropped items, particles and sounds;
- passive and hostile mobs with combat and vanilla AI, including guardians, shulkers, illagers, ravagers, the wither, the ender dragon fight, the breeze, the creaking, the sniffer, the happy ghast, llamas and the copper golem;
- villagers that take jobs, trade, restock, meet at the bell and sleep in beds, on a port of vanilla's brain;
- raids and pillager patrols;
- dispensers, crafters, the loom and the recipe book;
- every command, scoreboards and teams, the player list, subtitles and the HUD overlays;
- boats, minecarts, item frames, paintings and armor stands;
- shields, maps, books, fireworks, beacons, advancements and statistics;
- Anvil saves.
- Anvil saves, joining vanilla servers, and opening a world to LAN.
Parity is **not** complete. Still missing: the warden and the sculk family, the breeze, sniffer, creaking, happy ghast, llamas and a few other mobs, raids and pillager patrols, villager breeding and gossip, the loom, crafter and recipe book, scoreboards, subtitles, and spawned mob gear enchantments. Multiplayer joins vanilla servers but Horizon cannot host one. See [Rust rewrite status](docs/rust-parity.md).
## Agent control
### Java parity: 84%
AI agents and scripts can play Horizon. `horizon-ctl`, shipped beside the game in every release folder, is a command line that reads the game as JSON and acts like a player; `horizon-ctl mcp` serves the same commands as an MCP server (one tool per command, screenshots returned as images).
```sh
horizon-ctl launch --world Survival --seed 5 --wait # finds the version the launcher installed
horizon-ctl state # position, health, food, target, screen...
horizon-ctl find-block birch_log # the nearest logs
horizon-ctl goto -0.5 65 -2.5 --near 2.5 # walks there along a path
horizon-ctl break -1 65 -3 # mines it; replies with the drops
horizon-ctl open-inventory && horizon-ctl click-slot 0 # menus: slots, buttons by label, text fields
```
Commands block until the action is done and reply with what happened; errors are JSON with distinct exit codes, `horizon-ctl help` lists every command and `horizon-ctl COMMAND --help` explains one with examples. It talks to the game over a Unix socket on Linux and macOS and over a token-protected localhost port on Windows. See [Agent control in the native client guide](docs/native-client.md#agent-control-horizon-ctl-and-mcp).
## Build from source
For developers. Requirements: Rust 1.90 or newer, Python 3.10 or newer, JDK 25, and on Linux the ALSA and udev development headers (`libasound2-dev libudev-dev` on Debian and Ubuntu). Development and the vanilla harnesses run on Linux.
Horizon contains no game files and never downloads them. It builds its resources from **your own copy** of Minecraft: Java Edition 26.3, verified against the checksums in `research-lock.json`:
1. **Client:** install Java Edition with the official launcher and play 26.3 once. Horizon reads `versions/26.3/`, `libraries/` and `assets/` from the launcher's game directory (`~/.minecraft` on Linux). If yours lives elsewhere, pass `--minecraft-dir` or set `HORIZON_MINECRAFT_DIR`.
2. **Server jar:** the 26.3 server jar, from the `downloads.server.url` in your launcher's `versions/26.3/26.3.json` (or [minecraft.net/download/server](https://www.minecraft.net/en-us/download/server) while 26.3 is the current release). Pass it with `--server-jar` or set `HORIZON_SERVER_JAR`. It is only needed the first time.
```sh
git clone https://github.com/ludovic111/horizon.git
cd horizon
cargo run --release -p horizon-prepare -- --prepare --server-jar ~/Downloads/server.jar # needs JDK 25
cargo run --release -p horizon-prepare -- sounds # optional: sounds from your launcher install
cargo run --release -p horizon-client
```
Everything prepared lands in the gitignored `.local/`. It is derived from the game: never commit it or share it.
The client starts on the title screen. Command-line options (`--world`, `--seed`, `--creative`, `--render-distance`, `--dedicated`), controls, playing and scripting through `horizon-ctl` and its MCP server, and the architecture are described in [the native client guide](docs/native-client.md). The rest of the documentation is indexed in [docs/README.md](docs/README.md), including [the parity workflow](docs/parity-workflow.md).
## Project status
The table below is the project's own audit of each subsystem. Every subsystem now matches vanilla in every harness that compares it. 100% means 100% of what the harnesses compare, not proof that nothing else differs. The remaining known differences are listed below.
### Java parity: 100%
Each subsystem scores 0 (absent), 0.25 (started, not playable), 0.5 (playable,
major vanilla features missing), 0.75 (playable, mostly complete) or 1 (complete
and verified against vanilla by differential tests). The percentage is the
average; `tests/test_parity.py` keeps it in sync with this table. Last audited
2026-10-10 against the code, not the docs. The harnesses that failed in the
previous audit (block updates, random ticks, redstone, command parsing, menu
clicks, whole chunks, entity models and item models) now pass; the save
round-trip harness has not been rerun.
2026-10-13 against the harness results: all 281 harnesses pass on Linux, each
rerun whenever one of its inputs changed, and the Mac mini now runs every one of
them too (Rust uses Java's own float maths on each platform).
| Subsystem | Score | Main gaps |
| --- | ---: | --- |
| Window, input and game loop | 0.75 | Game loop and options match vanilla; camera, auto-jump, toggle sprint/sneak and the frame limiter not compared |
| Assets and resources | 0.75 | Item models match vanilla over 196,290 stacks, but the client does not draw items through that pipeline yet; no pack screen |
| Network protocol and multiplayer | 0.75 | Opens worlds to LAN, but hosting is not tested against a vanilla client; no dedicated server mode |
| Window, input and game loop | 1 | None: the game loop, options, camera, auto-jump, toggle sprint/sneak, local input and the frame limiter match vanilla |
| Assets and resources | 1 | None: item models match vanilla over 196,290 stacks and the client draws every item through them; the resource pack screen matches vanilla's drawing over 3,000 sessions of clicks, scrolling and searching, its incompatibility confirmation included |
| Network protocol and multiplayer | 1 | None: joins vanilla servers; the dedicated server (`--dedicated`) matches vanilla's files, status ping, login, configuration, play, chunks, chat, recipes, advancements and command tree, a client built from vanilla's packet code joins it, Horizon joins a vanilla server, and LAN discovery matches over 462 cases (offline mode only) |
| Chunk storage and palettes | 1 | None: client and saves share paletted containers, identical to vanilla over 266 scenarios |
| Section meshing | 1 | None: 112 scenes and over a million quads identical to vanilla |
| Rendering | 0.75 | Entity models match over 150 layers; block entity renderers and HUD overlays not compared |
| Rendering | 1 | None: entity models, block entity renderers (407 cases, End portals, gateways and the loom's banner preview included) and their animations (296 cases, End gateway beams included), the HUD overlays (2,200 states), the recipe book (600 states), the player list, subtitles and the world border match vanilla |
| Lighting | 1 | None: saved and relit light matches vanilla, slabs and stairs included |
| World generation | 1 | None: 2,352 whole chunks over 225 structure sites, in all three dimensions, identical to vanilla |
| Region files and saves | 0.75 | Saves round-trip with vanilla, and worlds from 1.18.2 to 26.2 upgrade as vanilla's DataFixers do over 22 sample worlds; worlds older than 1.18.2 are not upgraded |
| Entities and physics | 0.75 | Attributes, dimensions, death loot, spawn rules and natural spawning (15,500 NaturalSpawner cases) match; AI not compared; drowned, villagers, traders and the wither unverified |
| Interaction and inventory | 1 | None: menu clicks match over 6,000 click sequences |
| Menus, HUD and chat | 0.75 | Commands parse as vanilla over 39,685 inputs, but /item modify, /spectate, /waypoint and /dialog do not run; no tab list or world border rendering |
| Audio | 0.75 | Sound engine, music and ambience not compared with vanilla |
| Block behaviours and ticking | 0.75 | Block updates, random ticks, redstone and dispensers match vanilla; a container replaced by another block keeps its contents instead of spilling them, and there are no copper golems |
| Region files and saves | 1 | None: saves round-trip with vanilla, and worlds from 1.8 to 26.2 upgrade as vanilla's DataFixers do, superflat worlds included; old options.txt and hotbar.nbt files are upgraded too |
| Entities and physics | 1 | None: attributes, dimensions, death loot, spawn rules, natural spawning (15,500 cases), raids and patrols (1,900 cases), spawned mobs' gear, enchantments and state (`finalizeSpawn`, 24,000 cases) and mob AI (92 scenarios: villager breeding and gossip, the warden, ghastlings and copper golems included) match vanilla |
| Interaction and inventory | 1 | None: menu clicks match over 8,000 click sequences, the loom and the crafter included; recipe book placement (6,000 cases), its buttons (1,200), the saved book (1,500) and the loom and crafter screens (1,600) match vanilla |
| Menus, HUD and chat | 1 | None: every command runs as vanilla (758 commands over 39,685 parsed inputs), scoreboards and teams match (81,000 operations), the player list matches over 872,000 draw calls with heads drawn from players' skins (authlib's textures, SkinManager's lookup, legacy skin conversion), and the chat matches focused and scrolled; the resource pack screen (selection over 4,000 cases, drawing and its incompatibility confirmation over 3,000 sessions) and the chat input with its command suggestions, usage lines, Tab completion and history (3,000 sessions on vanilla's client command tree) match vanilla |
| Audio | 1 | None: the sound engine, sound events, music, situational music, ambience and subtitles match vanilla |
| Block behaviours and ticking | 1 | None: block updates, random ticks, redstone, dispensers (6,000 cases), crafters (4,000 crafts), block entity removal (containers spill, 4,000 cases), copper golem chest sorting and the sculk family (435 scenarios: shrieker warnings and warden summoning included) match vanilla |
### Next steps
### Known issues
1. Upgrade saves older than 1.18.2 (the DataFixers before DataVersion 2970).
2. Draw every item through the item model pipeline, and add the resource pack screen.
3. An audio harness: sound engine attenuation, weighted sound events, music and ambience.
4. A mob AI harness, and an oracle for drowned, villagers, traders and the wither.
5. The missing commands, containers spilling when replaced, copper golems, the tab list and world border rendering.
6. Test LAN hosting with a vanilla client, and add a dedicated server mode.
Online-mode servers (Mojang's session servers) are not supported; skins served over https show the default skin unless already cached; pack icons show the unknown-pack texture in game; the creative hotbar keys (C/X) aren't wired to the hotbar loader; item tooltips lack attribute lines.
## Contributing
Issues and pull requests are welcome: see [CONTRIBUTING.md](CONTRIBUTING.md) for how we work (vanilla first, small pull requests, labels). Before opening a pull request, run the self-check and paste the block it prints:
```sh
python3 tools/prepare_native_client.py --prepare # needs JDK 25; extracts private vanilla resources
python3 tools/fetch_sounds.py # optional: vanilla sounds
cargo run --release -p horizon-client
```
**Target machine:** the Rust rewrite targets one machine, **ludodesktop**: Ubuntu 26.04, Intel i7-13700KF, NVIDIA RTX 4080, GNOME on Wayland. The final deliverable is a playable native Linux build validated there. macOS (including the M2 Pro Mac) and Windows are out of scope. Track implementation and acceptance criteria in [Rust rewrite status](docs/rust-parity.md).
**Java performance packs (no longer developed):** the earlier track of pinned Java performance packs, distant terrain, an original frame/tick recorder and client/server starter downloads. No release downloads are published; build the packs and starters locally with `python3 tools/build_release.py` (see [Build and run](#build-and-run)). They are no longer a development target.
## Java packs: Mac starter (out of scope)
Build **horizon-mac-starter-0.21.0.zip** with `python3 tools/build_release.py` (it lands in `dist/`), extract it and open `Mac-Start.command`. It verifies and installs official universal Prism Launcher in `~/Applications` if needed, then opens the balanced pack import. Sign into Microsoft **inside Prism yourself**. This project needs no credentials.
Use native **Java 25 ARM64**, maximum heap **6144 MiB**, minimum **512 MiB** on your 16 GB M2 Pro. Prism can download Java automatically. Start at 1280×800 or 1920×1200; full Retina resolution is a larger GPU workload. [START-HERE.txt](packs/START-HERE.txt) has details. The same `.mrpack` files import into Prism on Windows and Linux.
If Prism is already installed, follow the [Mac import and first comparison guide](docs/mac-first-test.md).
Core and balanced also pass [macOS title/demo-world rendering probes](docs/client-graphics-smoke.md)
on the hosted ARM64 software renderer, including readback, saves and clean exits.
Physical M2 GPU performance and macOS 27 remain to be tested.
| Profile | Full-detail chunks | Distant LOD radius | Suggested maximum heap |
| --- | ---: | ---: | ---: |
| baseline | 12 | none | 6144 MiB |
| core-performance | 12 | none | 6144 MiB |
| m2-balanced | 12 | 128 | 6144 MiB |
| adaptive (experiment) | 12 | 128 | 6144 MiB |
| worker-pacing (experiment) | 12 | 128 | 6144 MiB |
| adaptive-pacing (experiment) | 12 | 128 | 6144 MiB |
| queue-wait (experimental) | 12 | 128 | 6144 MiB |
| adaptive-queue (experimental) | 12 | 128 | 6144 MiB |
| dispatch-retry (experimental) | 12 | 128 | 6144 MiB |
| tick-dedup (experimental) | 12 | 128 | 6144 MiB |
| culling-empty (experimental) | 12 | 128 | 6144 MiB |
| quad-reuse (experimental) | 12 | 128 | 6144 MiB |
| terrain-position (experimental) | 12 | 128 | 6144 MiB |
| culling-rays (experimental) | 12 | 128 | 6144 MiB |
| foreground-first (combined experiment) | 12 | 128 | 6144 MiB |
| foreground-vulkan (combined experiment) | 12 | 128 | 6144 MiB |
| low-memory | 8 | none | 3072 MiB |
| far-distance | 12 | 256 | 8192 MiB, with sufficient physical RAM |
| cinematic | 12 | 128 | 6144 MiB |
| vulkan | 12 | 128 | 6144 MiB |
Balanced combines [Sodium](https://modrinth.com/mod/sodium), [Lithium](https://modrinth.com/mod/lithium), [FerriteCore](https://modrinth.com/mod/ferrite-core), [ImmediatelyFast](https://modrinth.com/mod/immediatelyfast), [EntityCulling](https://modrinth.com/mod/entityculling), and [Distant Horizons](https://modrinth.com/mod/distanthorizons). Cinematic adds [Iris](https://modrinth.com/mod/iris) and [Complementary Reimagined](https://modrinth.com/shader/complementary-reimagined), initially disabled. Vulkan independently experiments with the game's own backend and fallback, without Iris.
Distant LOD is simplified terrain. Nearby blocks retain full detail. Initial generation costs CPU/disk/memory and needs warm-up. DH adjusts clouds, chunk fade and transparency to blend its renderer; assess appearance as well as speed. Shaders cost GPU time and have [Mac-specific limits](https://shaders.properties/current/reference/miscellaneous/macos/). Universal CPU/GPU support and exact vanilla equivalence remain validation goals. Simulation distance stays 12 in every profile; normal 20 TPS rules are retained.
For the first comparison at the same view distance, use `baseline` versus
`core-performance`: both select 12 full-detail chunks and no distant LOD or shaders.
The latter adds only the pinned core performance mods and leaves every original
controller disabled. Then test balanced separately for its additional distant
terrain. Matching captured settings does not prove pixel-identical rendering.
[Core comparison protocol and selected observations](docs/core-performance.md)
include three repeated matched-view software-rendered pairs with 14–21% higher
FPS in this workload; M2 performance remains unmeasured.
[Heap budget experiment](docs/heap-budget.md): three pairs with 3 GiB versus
1.5 GiB maximum heap show variable RAM savings and GC/frame-time tradeoffs;
playable defaults remain unchanged.
[Matched graphics API comparison](docs/graphics-api-comparison.md): Vulkan adds
about 1.5% average FPS but about 12% CPU in three Linux software-rendered pairs;
backend defaults remain unchanged and physical Mac performance is unmeasured.
The optional `queue-wait` pack yields during pending distant-terrain debounce retries; `adaptive-queue` combines it with the existing controllers. [Queue experiment and measurement limits](docs/debounce-queue.md).
Version 0.16 adds a separate [terrain position arithmetic experiment](docs/terrain-position.md)
for the sampled full-data lookup. It retains the pinned library’s unusual
negative-coordinate rounding and invalid-level errors. Balanced keeps it off;
whole-game and Mac performance still require measurement.
Version 0.15 adds an isolated [culling ray scratch experiment](docs/culling-rays.md)
that reuses two numeric vectors within each culling instance while retaining
upstream arithmetic and decisions. Balanced keeps it off; hardware gains remain
unmeasured.
Version 0.14 adds an isolated [empty culling whitelist experiment](docs/culling-empty.md)
that avoids allocating iterators while there are no dynamic handlers. Live
registration and nonempty callbacks retain upstream behavior. Balanced keeps it
off; whole-game gains still need hardware comparisons. DH profiles also request
a scoped [interruptible blending-read wait](docs/terrain-read-wait.md) to let
background workers leave a pending metadata read during shutdown.
Version 0.13 adds an isolated [tick membership experiment](docs/tick-membership.md)
that reuses compact storage for DH's private per-tick membership checks. The
combined foreground profiles include it too; balanced keeps it off. The applied
holder test verifies action semantics and removes repeated entry allocations;
whole-game FPS and RAM gains still need hardware measurements.
Version 0.12 captures effective distant-terrain quality, radius, worker budgets,
Iris state and field of view. Start/end snapshots flag changed visual settings;
[measurement details](docs/terrain-measurements.md) explain their limits.
Version 0.11 adds combined foreground-first OpenGL/Vulkan profiles with a 120 FPS
adaptive goal, plus explicit collector experiments and GC measurement guidance.
See [combined controls](docs/foreground-first.md), [Vulkan on your Mac](docs/vulkan.md)
and [collector comparisons](docs/collectors.md). The frame goal is not a rendering cap.
Version 0.10 adds an isolated [rejected-dispatch retry experiment](docs/dispatch-retry.md).
It bounds retry passes when a DH worker rejects queued work, preserving original
requeue handling and allowing other executors to progress. Balanced keeps it off.
Version 0.9 also makes the queue's idle wait wakeable for incoming work, preserving
its debounce rules and bounded cache-maintenance cadence. It remains part of the
optional queue profiles, with separate wake-latency measurements.
Version 0.8 fixes a fresh-instance graphics preset that could override the selected
render distance. It also records actual GC/header settings and supports an optional
[compact object headers experiment](docs/compact-headers.md) for Java 25; packs
do not enable that JVM flag automatically.
## Measure on your hardware
The optional [adaptive terrain experiment](docs/adaptive-terrain.md) throttles distant
terrain background work when frames slow down or heap pressure rises, keeping the
balanced profile's view distances and simulation settings. It remains opt-in until
real hardware demonstrates a benefit.
The additional [precise worker pacing experiment](docs/worker-pacing.md) makes short
terrain tasks respect their duty-cycle budget and avoids boxed worker timestamps.
It changes generation speed and CPU use, so it stays separate from balanced.
Press **F8** during gameplay to start a 120-second recording, or again to stop early. Rebind in Controls if needed. This also works with restricted chat accounts. Alternatively: `/horizon bench <label> 120`, `/horizon stop`, `/horizon status`.
Use separate identical world copies and the same camera route, resolution, render/simulation distance, heap, VSync and FPS limit. Warm up, then alternate at least three baseline/optimized runs. Test fresh chunk exploration separately. For everyday play cap FPS or enable VSync to reduce power usage.
The instance's `horizon-benchmarks/` folder receives JSON/CSV frame and integrated-server tick timings: average FPS, slowest-1%-average FPS, p95/p99 durations, stalls, JVM heap/GC, sampled process RSS when available, GPU/backend/driver and render settings. Frames include presentation/limiting waits and exclude menus/pauses/unfocused time. Tick `meanRate` is execution capacity, **not TPS**; observed tick counts are separate. Version 0.20 [captures sampled tick-manager state](docs/tick-state.md), including restored freeze/step/sprint/rate changes; this does not measure completed world work. Resident process memory is sampled on a shared background thread only during recordings; it includes native resident pages, while heap measures JVM objects. Neither is a complete measurement of unified GPU memory. [Memory measurement details](docs/process-memory.md).
```sh
python3 tools/compare_benchmarks.py baseline-frames.json optimized-frames.json --strict
```
Open `Compare-Benchmarks.html` from the starter ZIP or [the source file](tools/Compare-Benchmarks.html) in your browser to compare without Python. Select each JSON and optionally its matching CSV. It exports summary JSON, flags settings and duration differences, and charts frames by recorded active time or ticks by sample number. It is self-contained and makes no network requests.
Version 0.18 adds an isolated [terrain quad reuse experiment](docs/quad-reuse.md).
It reuses a temporary quad discarded by successful premerge when the existing
pool would otherwise allocate. Generated geometry and thread ownership checks
pass; allocation results are not whole-game RAM or FPS evidence. It remains off
in combined profiles.
Version 0.17 also records loaded mod versions and the Java vendor, VM and runtime
build in client and server reports. Both comparison tools flag software changes
as explicit experiment variables; older reports remain usable with an unknown
software warning. The viewer can expand the complete loaded mod list.
[Live software identity check](benchmarks/software-identity-2026-10-04/live-observations.json)
records the metadata and file-count validation; its short capture is not a
performance comparison.
The comparison flags captured setting differences, but cannot verify route, world, shader state or cache warm-up. See [validation evidence](docs/playable-validation.md). Software-renderer test FPS is not evidence of a Mac/GPU speedup.
For CPU/allocation investigation, [capture and stream a private JFR summary](docs/profiling.md).
It distinguishes directly observed allocation counters from sampled hot methods;
profiling runs remain separate from normal timing comparisons.
## Build and run
Requires Python 3.10+ and JDK 25. No Gradle, Rust or native compilation is required for playable packs.
```sh
python3 tools/build_mod.py
python3 tools/build_release.py
```
Gitignored `dist/` contains twenty packs, our original instrumentation JAR, client/server starter ZIPs and SHA256SUMS. [mods.lock.json](packs/mods.lock.json) pins mod versions, exact dependency closure, SHA-1/SHA-512 and source/license; [fabric.lock.json](packs/fabric.lock.json) pins loader/library SHA-256. Packs use the [Modrinth format](https://support.modrinth.com/en/articles/8802351-modrinth-modpack-format-mrpack). They embed only original project code; third-party mods, game and assets download from their publishers.
The server starter uses Lithium/FerriteCore and `/horizonserver bench <label> <seconds>`. [Server instructions](docs/server-quickstart.txt) cover setup and a baseline. Files are prepared before you accept Minecraft's EULA locally. A 50-active-player workload remains to be measured.
Local smoke testing uses the game's built-in limited demo; normal play uses Prism's licensed account authentication:
```sh
python3 tools/build_pack.py --profile m2-balanced --instance .local/runtime/m2-balanced
vscreen run python3 tools/runtime.py demo --instance .local/runtime/m2-balanced
```
The standalone demo launcher applies the pinned official manifest's conditional
JVM flags, including macOS `-XstartOnFirstThread` and the Windows heap-dump-path
option. Prism applies its own official manifest. Server JVM policy is separate;
this launcher correction is not a measured graphics performance improvement.
## Local game inspection
Game JARs, decompiled Java, libraries, inventories, worlds and logs live **inside this checkout** under gitignored **`.local/`**. No game code is in Git history or release downloads. Fresh clones regenerate the inspection workspace from official downloads; Microsoft credentials are not needed for this step.
```sh
git clone https://github.com/ludovic111/horizon.git
cd horizon
git config core.hooksPath .githooks
python3 tools/lab.py prepare
python3 tools/lab.py decompile
python3 tools/lab.py status
python3 tools/pr_ready.py
```
`research-lock.json` pins the official manifest and Vineflower. The inner server JAR is extracted and checked; client/server libraries provide decompiler context. Output: `.local/minecraft/26.3/sources/{client,server}/` and coverage/inventory reports. Current inventories cover 11,383 client classes and 7,762 server classes, producing 7,301/5,037 Java files. See [decompilation status](docs/decompilation-status.md).
It runs rustfmt, clippy with warnings denied, the tests of the crates you touched, the Python tests, the public-tree check, and the vanilla harnesses your change can affect. CI runs the same checks on GitHub's Linux runners; the vanilla harnesses need the game, which Horizon never downloads, so they run on a self-hosted runner holding the maintainer's own copy. Never commit game files, decompiled source or prepared resources: `tools/check_public_tree.py` rejects them, and tracked Java is allowed only under the project's own `dev/horizonlab` namespace.
Class-file SourceFile metadata covers inner classes, which often share a source file. Coverage does not prove semantic equivalence or recompilability; original bytecode remains the reference. Completed source directories are not overwritten automatically. Older obfuscated releases require a separate remapping stage.
## Licence
## Original Rust research
[MIT](LICENSE), for the project's original work only. Dependencies keep their own licences. Minecraft is a trademark of Mojang Synergies AB; Minecraft code and assets belong to Mojang and Microsoft and are covered by the [Minecraft EULA](https://www.minecraft.net/en-us/eula). Decompiled game source and prepared resources stay on your machine and are never published.
The dependency-free `horizon-core` crate starts the Rust simulation foundation:
integer block/chunk/section positions, legacy and xoroshiro seeded random streams and positional factories,
padded palette-index storage, scheduled block/fluid tick queues, and double-precision
bounding-box and voxel-grid collision geometry. Noise samplers, octave stacks and
bulk density kernels provide the next world-generation foundation. Compiled
density samplers add gradients, shifted and blended terrain noise, distance
metrics and arithmetic evaluation.
Differential runners compare selected
operations with the checksum-pinned vanilla client and server bytecode.
[Implemented scope, validation, and remaining rewrite work](docs/rust-parity.md).
Third-party credits and licenses: [Third-party notices](THIRD_PARTY_NOTICES.md).
```sh
python3 tools/test_rust_parity.py --prepare
python3 tools/test_world_parity.py
python3 tools/test_tick_parity.py
python3 tools/test_geometry_parity.py
python3 tools/test_collision_parity.py
python3 tools/test_noise_parity.py
python3 tools/test_density_parity.py
```
## Author
The core corpus checks 1,634,520 output lines per reference JAR, including
signed boundaries, RNG rejection/state consumption and raw storage words.
Passing it does not establish full gameplay parity or an FPS improvement.
The separate [noise suite](docs/noise-generation.md) checks 26.3 Perlin/simplex,
derivatives, density-volume accumulation, stack composition, normal-noise
normalization and modern/legacy initialization against both reference JARs.
The [density suite](docs/density-functions.md) checks compiled scalar and bulk
evaluation, including nested samplers, their different arithmetic paths, and
selected interval operations used for graph range analysis.
`horizon-world` adds NBT, four region compression codecs, `.mca`/`.mcc`
reading and export, saved palettes, a version-checked block-state registry,
and packed resident block sections. The world-data suite checks Rust output
with the actual vanilla NBT, region and block-state decoders on both JARs.
It covers all 35,723 exported state IDs and a 100,000-edit section trace.
[World-data commands and validation limits](docs/world-data.md).
Scheduled ticks now support vanilla ordering, duplicate suppression, save/reload,
chunk eligibility and callback mutations. The tick suite compares 97,776 output
lines per reference JAR and checks saved block/fluid lists through vanilla codecs
and region files. [Scheduler behavior and remaining integration](docs/scheduled-ticks.md).
Voxel shapes preserve vanilla collision tolerances, greedy box ordering, ray faces,
inside hits, and cube-versus-array cell lookup. A cached collision registry connects
imported shapes to resident block sections while checking exact state identities.
Movement helpers resolve supplied colliders and step-up candidates, including
landing adjustment and the second collider query. Movement-path block visits
preserve vanilla ordering, step indices and packed-position deduplication.
Uncached states require block behavior; the entity-context overload also needs
separate implementation. [Geometry and collision scope](docs/collision-geometry.md).
```sh
cargo test --workspace
cargo run --release --bin voxel-bench -- 100 > .local/voxel-benchmark.csv
```
The dependency-free occupancy experiment compares scalar and bitset exposed-face counting for synthetic 16³ sections. It has no real mesh, material/AO/light work, neighboring-section context, JNI bridge or game integration. Speedups are kernel-only, not Minecraft FPS. [Research plan](docs/optimization-plan.md) describes profiling, improved Java baselines, native integration and behavior checks before expanding scope.
Public branding and new mod downloads use **Horizon**. The existing Fabric mod
ID and `dev.horizonlab` namespace remain stable for installed instances and
measurement compatibility. The installer backs up both old `horizon-lab-*.jar`
and new `horizon-*.jar` versions before installing an update.
## Validation and ownership
```sh
python3 -m unittest discover -s tests -v
python3 tools/build_mod.py --test-only
cargo fmt --all -- --check
cargo clippy --workspace --all-targets -- -D warnings
cargo test --workspace
python3 tools/check_public_tree.py
python3 tools/check_public_tree.py --history
```
CI checks offline tools/Rust and compiles the original mod/builds packs on Linux and Apple Silicon macOS. Game dependencies download to ephemeral `.local/`; CI uploads only our original JAR and packs. Compilation is not Mac GPU gameplay testing. Publication checks allow Java only under our original `dev/horizonlab` namespace; review diffs as well.
[MIT](LICENSE) covers only our original tracked work. Dependencies retain their licenses. Mojang [removed obfuscation](https://www.minecraft.net/en-us/article/removing-obfuscation-in-java-edition) without changing [Minecraft's EULA](https://www.minecraft.net/en-us/eula). Decompiled game source remains local; published code implements independent tooling and instrumentation.
Integrated-server reports record the shared graphics backend at recording start; see [the context and comparison limits](docs/server-graphics-context.md).
Made by [Ludovic Marie](https://lu4ovic.com) ([@ludovic111](https://github.com/ludovic111)).
+31
View File
@@ -0,0 +1,31 @@
# Third-party notices
## CullLeaves
The optional leaf and mangrove-root face-culling behavior is adapted from
[CullLeaves](https://github.com/TeamMidnightDust/CullLeaves) by MidnightDust.
Its MIT license is reproduced below.
```text
MIT License
Copyright (c) 2020 MidnightDust
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
```
@@ -1,401 +0,0 @@
{
"schema": 1,
"measurement": "Client scene startup, framebuffer readback and clean exit; not a performance benchmark",
"release_binary": "0.20.0",
"production_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
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"all_jobs_passed": true,
"reports": {
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{
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},
{
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"preferred_backend": "opengl",
"launcher_exit_code": 0,
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{
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"result": "success"
},
{
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"operation": "create_device",
"result": "success"
}
]
}
],
"limits": [
"Short scene startup and nonuniform framebuffer readback only.",
"World mode uses the ordinary limited demo; world files remain private.",
"No exhaustive gameplay, visual-correctness, FPS or M2 Pro performance claim.",
"Vulkan preference can fall back; inspect the observed backend.",
"PNG images, assets and full logs remain in the private runtime directory."
]
},
"world": {
"schema": 1,
"platform": "macOS-26.6.2-arm64-arm-64bit",
"architecture": "arm64",
"minecraft": "26.3",
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"results": [
{
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"ready_client_ticks": 40,
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"framebuffer_width": 1280,
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"distinct_sampled_rgb": 1537,
"gpu": "Apple Software Renderer",
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"profile": "core-performance",
"preferred_backend": "opengl",
"launcher_exit_code": 0,
"backend_attempts": [
{
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"result": "success"
},
{
"backend": "OpenGL",
"operation": "create_device",
"result": "success"
}
]
},
{
"observed_mode": "world",
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"world_loaded": true,
"ready_client_ticks": 40,
"window_active": true,
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 2074,
"gpu": "Apple Software Renderer",
"graphics_backend": "OpenGL",
"graphics_driver": "4.1 APPLE-23.1.1",
"private_png_sha256": "0929c865d723fe0eea8f37bcc45e9636c6f342d04fe507f9bd592dfd30d73f42",
"profile": "m2-balanced",
"preferred_backend": "opengl",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "OpenGL",
"operation": "load_library",
"result": "success"
},
{
"backend": "OpenGL",
"operation": "create_device",
"result": "success"
}
]
}
],
"limits": [
"Short scene startup and nonuniform framebuffer readback only.",
"World mode uses the ordinary limited demo; world files remain private.",
"No exhaustive gameplay, visual-correctness, FPS or M2 Pro performance claim.",
"Vulkan preference can fall back; inspect the observed backend.",
"PNG images, assets and full logs remain in the private runtime directory."
]
}
}
},
"earlier_vulkan_research": {
"run": 37191171799,
"source_commit": "3858ab38b51f434ebe892b564e013c7c8bcaba45",
"outcomes": [
{
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"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
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"preferred_backend": "vulkan",
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"expected_demo_authentication_errors_observed": true
},
{
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"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
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"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
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"expected_demo_authentication_errors_observed": true
},
{
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"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
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{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"expected_demo_authentication_errors_observed": true
}
],
"full_private_logs_uploaded": false,
"readback_request_stage_not_yet_captured": true
},
"selected_local_software_checks": {
"linux-opengl": {
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"title_client_ticks": 56,
"framebuffer_width": 1280,
"framebuffer_height": 800,
"sampled_pixels": 4288,
"distinct_sampled_rgb": 1762,
"gpu": "llvmpipe (LLVM 21.1.8, 256 bits)",
"graphics_backend": "OpenGL",
"graphics_driver": "4.5 (Core Profile) Mesa 26.0.8-1ubuntu0.3",
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"profile": "core-performance",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "OpenGL",
"operation": "load_library",
"result": "success"
},
{
"backend": "OpenGL",
"operation": "create_device",
"result": "success"
}
]
},
"linux-vulkan": {
"title_screen_observed": true,
"title_client_ticks": 56,
"framebuffer_width": 1280,
"framebuffer_height": 800,
"sampled_pixels": 4288,
"distinct_sampled_rgb": 1743,
"gpu": "llvmpipe (LLVM 21.1.8, 256 bits)",
"graphics_backend": "Vulkan",
"graphics_driver": "1.4.335 llvmpipe Mesa 26.0.8-1ubuntu0.3 (LLVM 21.1.8)",
"private_png_sha256": "edfc9b8431505c9c009da7bb8be0ed5676effb90757cd4ae4bda525e4db5da8c",
"profile": "vulkan",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
]
},
"linux-world-core": {
"observed_mode": "world",
"title_screen_observed": false,
"world_loaded": true,
"ready_client_ticks": 51,
"window_active": true,
"framebuffer_width": 1280,
"framebuffer_height": 800,
"sampled_pixels": 4288,
"distinct_sampled_rgb": 1297,
"gpu": "llvmpipe (LLVM 21.1.8, 256 bits)",
"graphics_backend": "OpenGL",
"graphics_driver": "4.5 (Core Profile) Mesa 26.0.8-1ubuntu0.3",
"private_png_sha256": "1a8ba681681f5e37986e1b411e5ebc80d47279c54368f43f935707092b70ffd0",
"profile": "core-performance",
"preferred_backend": "opengl",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "OpenGL",
"operation": "load_library",
"result": "success"
},
{
"backend": "OpenGL",
"operation": "create_device",
"result": "success"
}
]
},
"linux-world-balanced": {
"observed_mode": "world",
"title_screen_observed": false,
"world_loaded": true,
"ready_client_ticks": 40,
"window_active": true,
"framebuffer_width": 1280,
"framebuffer_height": 800,
"sampled_pixels": 4288,
"distinct_sampled_rgb": 1551,
"gpu": "llvmpipe (LLVM 21.1.8, 256 bits)",
"graphics_backend": "OpenGL",
"graphics_driver": "4.5 (Core Profile) Mesa 26.0.8-1ubuntu0.3",
"private_png_sha256": "82ced9bcf7178a35063e6a7fa9049fe7cfcf26dcb92aace59de6bb022609833a",
"profile": "m2-balanced",
"preferred_backend": "opengl",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "OpenGL",
"operation": "load_library",
"result": "success"
},
{
"backend": "OpenGL",
"operation": "create_device",
"result": "success"
}
]
}
},
"limits": [
"macOS OpenGL uses Apple Software Renderer; Vulkan exposes Apple Paravirtual device. No physical M2 GPU performance test.",
"World-mode checks ordinary limited-demo world startup and saved data, not exhaustive gameplay or completed LOD generation.",
"A nonuniform framebuffer does not prove pixel-correct rendering.",
"Three exploratory Vulkan cases fail with VK_ERROR_FEATURE_NOT_PRESENT after successful device creation; later stage remains to be isolated.",
"The probe uses 3 GiB; balanced can warn about low memory. The 16 GB Mac starter suggests 6 GiB.",
"No FPS, CPU/RAM reduction, statistical speedup or universal hardware-compatibility claim.",
"Raw PNGs, assets, world files and full logs remain private. Production JAR matches the published binary and excludes probe classes."
]
}
@@ -1,303 +0,0 @@
{
"schema": 1,
"measurement": "Single fixed-order stationary matched-view Linux software-rendered pair; descriptive observations, not statistical hardware speedup",
"minecraft": "26.3",
"java_vendor": "Ubuntu",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"graphics": "llvmpipe LLVM21.1.8 OpenGL,1280x800",
"captured_settings_match": true,
"settings": {
"full_detail_chunks": 12,
"simulation_chunks": 12,
"distant_terrain": "not installed",
"iris_shaders": "not installed",
"heap_max": "3G",
"collector": "G1",
"compact_headers": true,
"world_difficulty": "PEACEFUL",
"fov": 70,
"graphics_preset": "CUSTOM",
"frame_limit": "uncapped",
"all_original_controllers": false
},
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{
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"frame_samples": 651,
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"tick_elapsed_seconds": 120.028670836,
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],
"preceding_jfr_server_render_allocation_counters": [
{
"thread_id": 55,
"thread": "Server thread",
"counter_observations": 2,
"observed_seconds": 64.387372441,
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"observed_bytes_per_second": 10734222.158752
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"preceding_jfr_gc_pause_total_ms": 54.65954,
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}
],
"provenance": {
"production_mod_source_commit": "2a268fefbf0ab3d478ca7755e609f7146d6f5145",
"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37179596850",
"runtime_mod_matches_linux_ci": true,
"original_mod_sha256": "df0bab0a6d87a1c609a051c190939010506f8cdd81897e82aa48caad032ef4e0",
"initial_player_snapshot_sha256": "b4d11dbd6443625415a1e32aa242d0e2d09cd77ddb1becfde5d35cb6ab8d278a",
"saved_first_cameras_match": true,
"saved_camera": {
"position": [
-56.5,
69.0,
55.5
],
"rotation": [
141.5,
16.950002670288086
]
},
"private_world_timing_protocol": {
"world_copy": "private only",
"advance_time": false,
"advance_weather": false,
"overworld_clock_ticks": 6000,
"modified_file_sha256": {
"game_rules": "47abf5e1fe82d54057ad7b095df3b9e29a8e4e9db7484988e09f3caaeedc12eb",
"world_clocks": "575d4a7663b154077a5be4c596790f3af178a00ab5a1e9cd58f37c1afa2c03b5"
},
"level_and_player_files_unchanged": true,
"pack_default_rules_unchanged": true
},
"clock_and_rules_verified_after_both_saves": true,
"candidate_save_reload_second_save_exit_zero": true
},
"notes": [
"Separate private copies, baseline then core. JFR begins about 121 seconds after demo dismissal; a separate 120-second frame capture begins about 307 seconds after dismissal.",
"Both captures have zero menu/pause/focus exclusions and no drops. Actual CSV counts and means match; viewer charts, 390-pixel layout and explicit software-change warnings pass.",
"Core records about 20.7% higher average FPS and 22.2% lower sampled peak RSS in this pair; whole-process CPU is slightly higher while rendering more frames.",
"No mod is isolated by this group comparison. Rendering-work completion, entity activity, cache/JIT and thermal state remain variables. Matching captured configuration is not pixel equivalence or exhaustive vanilla gameplay proof.",
"Tick execution inverse meanRate is capacity, not actual TPS. Record counts/elapsed seconds are exposed separately and include any pauses. Both captures have about 20 tick samples per elapsed second.",
"Preceding JFR server/render allocation counters are lower with core, but total and longest measured GC pauses are higher. Those profiles precede the frame captures and are not simultaneous with them.",
"No hardware GPU or M2/Apple Silicon result; RSS is not complete unified/GPU memory. Repeat alternating trials on real hardware.",
"No private worlds, full game logs, JFR recordings, game binaries or fixture agents are included."
]
}
File diff suppressed because it is too large. Load diff
@@ -1,47 +0,0 @@
{
"schema": 1,
"platform": "Linux-6.17.0-1022-azure-x86_64-with-glibc2.39",
"architecture": "x86_64",
"minecraft": "26.3",
"entity_culling": "1.11.2",
"results": [
{
"enabled": false,
"empty_iterator_calls": 1,
"live_registration_checked": true,
"block_callback_order_checked": true,
"type_guard_checked": true,
"allocated_bytes": 128001272,
"cpu_ns": 29632156,
"wall_ns": 49712014,
"measured_calls": 4000000,
"result": false
},
{
"enabled": true,
"empty_iterator_calls": 0,
"live_registration_checked": true,
"block_callback_order_checked": true,
"type_guard_checked": true,
"allocated_bytes": 208,
"cpu_ns": 809881,
"wall_ns": 801517,
"measured_calls": 4000000,
"result": false
}
],
"notes": [
"Actual publisher whitelist methods inside Fabric; live registration and block-entity callbacks checked.",
"Nonempty iteration, callback order, short circuit, null/wrong-type inputs and clearing retain upstream behavior.",
"Empty-state iterator counts use a private instrumented set; allocation loop uses normal empty HashSets.",
"Entity callbacks with a valid game entity are not exercised by this menu-only fixture.",
"JIT escape analysis can remove allocations in an isolated loop; real culling-thread profiles are needed.",
"Not a game FPS, whole-game RAM, visual equivalence or Mac GPU benchmark.",
"Much of an empty warmed loop may be folded by the JIT; CPU timings are not per-check costs or game speed estimates."
],
"provenance": {
"source_commit": "35dd69e9a6279fa89d762a0d24e49b0dbdb11b51",
"ci_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37164002916",
"artifact": "horizon-ubuntu-latest"
}
}
@@ -1,57 +0,0 @@
{
"schema": 1,
"platform": "Linux-6.17.0-1022-azure-x86_64-with-glibc2.39",
"architecture": "x86_64",
"minecraft": "26.3",
"entity_culling": "1.11.2",
"original_mod_sha256": "7351b417fc83460def5947636444413874ee812e949342f091ef03674e0c0e58",
"results": [
{
"enabled": false,
"public_boxes": 12800,
"provider_reads": 105239,
"edge_rays": 2197,
"visibility_digest": "da7286327283ce854dca2ab798d97c3b1cde55ac67112bd231c48df6d9388e00",
"query_digest": "124074ad764ab680b93896d47fa347a15f0b17ef41d2f8af5bd8e75f75208e12",
"intersection_digest": "f311c0b608b44b9eab2bb1e6347c3e18b003d05c939a8fbea9ba81fb16c8e8ae",
"allocated_bytes": 1040,
"cpu_ns": 101807697,
"wall_ns": 162651689,
"measured_checks": 2000000,
"checksum": 0,
"input_unchanged": true,
"scratch_ownership_checked": true
},
{
"enabled": true,
"public_boxes": 12800,
"provider_reads": 105239,
"edge_rays": 2197,
"visibility_digest": "da7286327283ce854dca2ab798d97c3b1cde55ac67112bd231c48df6d9388e00",
"query_digest": "124074ad764ab680b93896d47fa347a15f0b17ef41d2f8af5bd8e75f75208e12",
"intersection_digest": "f311c0b608b44b9eab2bb1e6347c3e18b003d05c939a8fbea9ba81fb16c8e8ae",
"allocated_bytes": 920,
"cpu_ns": 118540489,
"wall_ns": 235470173,
"measured_checks": 2000000,
"checksum": 0,
"input_unchanged": true,
"scratch_ownership_checked": true
}
],
"notes": [
"Actual upstream culling methods inside Fabric; private fixture invokers do not enter production packs.",
"Two interleaved instances and several occluder patterns; matching boolean and query digests.",
"Signed zero, tiny/large values, infinities and NaN are exercised directly in ray intersection.",
"Unchanged input vectors, independent instance scratch and upstream arithmetic values are checked.",
"Allocation and CPU are single warmed caller-loop observations; JIT folding can vary.",
"Not a game FPS, visual-equivalence proof, whole-game RAM or Mac GPU benchmark."
],
"provenance": {
"source_commit": "7cbe37b60594fb1631bc308f126d7925c4264a18",
"command": "python tools/test_culling_rays.py",
"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37168352974",
"job": "portable-mod (ubuntu-latest)",
"artifact": "horizon-ubuntu-latest"
}
}
@@ -1,71 +0,0 @@
{
"schema": 1,
"minecraft": "26.3",
"entity_culling": "1.11.2",
"original_mod_sha256": "7351b417fc83460def5947636444413874ee812e949342f091ef03674e0c0e58",
"platform": "Linux x86_64",
"graphics": "llvmpipe software OpenGL",
"settings": {
"heap_bytes": 3221225472,
"gc": "G1",
"compact_headers": true,
"render_distance": 12,
"simulation_distance": 12,
"lod_radius_chunks": 128,
"lod_quality": "MEDIUM/MEDIUM/BLOCK",
"terrain_workers": 2,
"runtime_ratio": 0.5,
"world_difficulty": "PEACEFUL",
"empty_culling_whitelist": false
},
"results": [
{
"profile": "m2-balanced",
"ray_enabled": false,
"elapsed_seconds": 120.02619604,
"frame_samples": 599,
"tick_samples": 2400,
"excluded_frames": 0,
"dropped_samples": 0,
"visual_settings_changed": [],
"culling_allocation_counter": {
"thread_id": 49,
"thread": "CullThread",
"counter_observations": 2,
"observed_seconds": 64.509265987,
"observed_allocated_bytes": 1817768,
"observed_bytes_per_second": 28178.40153949851
}
},
{
"profile": "culling-rays",
"ray_enabled": true,
"elapsed_seconds": 120.099980458,
"frame_samples": 584,
"tick_samples": 2401,
"excluded_frames": 0,
"dropped_samples": 0,
"visual_settings_changed": [],
"culling_allocation_counter": {
"thread_id": 49,
"thread": "CullThread",
"counter_observations": 2,
"observed_seconds": 64.321034235,
"observed_allocated_bytes": 1798336,
"observed_bytes_per_second": 27958.754416629756
}
}
],
"notes": [
"Fixed-order single pair using separate copies of the same private saved world and stationary view, with approximately three-minute warm-up before clean frame recordings.",
"One earlier candidate frame capture contained pause exclusions and was discarded; its separate preceding allocation recording had already completed.",
"Allocation counters have their own roughly 64-second observation spans; recordings started approximately 36-42 seconds after joining. Profiling overhead and JIT/cache effects are not eliminated.",
"Both worlds saved and exited with no crash report or remaining game process. The outer foreground control launcher returned 143; it did not expose the game exit status.",
"No useful allocation reduction or whole-game speedup is established. Not a Mac, retained-memory or GPU performance benchmark."
],
"provenance": {
"source_commit": "349724b3b612351daa1616daa79beca8897839ab",
"runtime_mod_matches_linux_ci": true,
"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37168818519"
}
}
@@ -1,54 +0,0 @@
{
"schema": 1,
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"architecture": "x86_64",
"minecraft": "26.3",
"entity_culling": "1.11.2",
"original_mod_sha256": "7351b417fc83460def5947636444413874ee812e949342f091ef03674e0c0e58",
"results": [
{
"enabled": false,
"public_boxes": 12800,
"provider_reads": 105239,
"edge_rays": 2197,
"visibility_digest": "da7286327283ce854dca2ab798d97c3b1cde55ac67112bd231c48df6d9388e00",
"query_digest": "124074ad764ab680b93896d47fa347a15f0b17ef41d2f8af5bd8e75f75208e12",
"intersection_digest": "f311c0b608b44b9eab2bb1e6347c3e18b003d05c939a8fbea9ba81fb16c8e8ae",
"allocated_bytes": 24318096,
"cpu_ns": 166989515,
"wall_ns": 239648128,
"measured_checks": 2000000,
"checksum": 0,
"input_unchanged": true,
"scratch_ownership_checked": true
},
{
"enabled": true,
"public_boxes": 12800,
"provider_reads": 105239,
"edge_rays": 2197,
"visibility_digest": "da7286327283ce854dca2ab798d97c3b1cde55ac67112bd231c48df6d9388e00",
"query_digest": "124074ad764ab680b93896d47fa347a15f0b17ef41d2f8af5bd8e75f75208e12",
"intersection_digest": "f311c0b608b44b9eab2bb1e6347c3e18b003d05c939a8fbea9ba81fb16c8e8ae",
"allocated_bytes": 920,
"cpu_ns": 149367051,
"wall_ns": 165549458,
"measured_checks": 2000000,
"checksum": 0,
"input_unchanged": true,
"scratch_ownership_checked": true
}
],
"notes": [
"Actual upstream culling methods inside Fabric; private fixture invokers do not enter production packs.",
"Two interleaved instances and several occluder patterns; matching boolean and query digests.",
"Signed zero, tiny/large values, infinities and NaN are exercised directly in ray intersection.",
"Unchanged input vectors, independent instance scratch and upstream arithmetic values are checked.",
"Allocation and CPU are single warmed caller-loop observations; JIT folding can vary.",
"Not a game FPS, visual-equivalence proof, whole-game RAM or Mac GPU benchmark."
],
"provenance": {
"source_commit": "7cbe37b60594fb1631bc308f126d7925c4264a18",
"command": "python tools/test_culling_rays.py"
}
}
@@ -1,14 +0,0 @@
Java openjdk 25.0.4.1 2026-08-18 LTS
Platform Darwin 25.6.0 arm64; logical CPUs 3
mode=upstream size=1 polls=2050320 worker_cpu_ms=218.517 wall_ms=250.000 worker_allocated_bytes=65610240
mode=wait size=1 polls=24 worker_cpu_ms=1.116 wall_ms=250.103 worker_allocated_bytes=768
mode=upstream size=1 polls=2641880 worker_cpu_ms=247.157 wall_ms=250.000 worker_allocated_bytes=84540160
mode=wait size=1 polls=26 worker_cpu_ms=0.873 wall_ms=258.012 worker_allocated_bytes=832
mode=upstream size=1 polls=2502067 worker_cpu_ms=248.481 wall_ms=250.000 worker_allocated_bytes=80066144
mode=wait size=1 polls=22 worker_cpu_ms=0.693 wall_ms=252.426 worker_allocated_bytes=704
mode=upstream size=64 polls=1073260 worker_cpu_ms=249.930 wall_ms=250.000 worker_allocated_bytes=34344320
mode=wait size=64 polls=21 worker_cpu_ms=0.624 wall_ms=251.431 worker_allocated_bytes=672
mode=upstream size=64 polls=1117775 worker_cpu_ms=248.519 wall_ms=250.000 worker_allocated_bytes=35768800
mode=wait size=64 polls=66 worker_cpu_ms=1.172 wall_ms=252.401 worker_allocated_bytes=2112
mode=upstream size=64 polls=1017233 worker_cpu_ms=248.550 wall_ms=250.000 worker_allocated_bytes=32551456
mode=wait size=64 polls=74 worker_cpu_ms=1.154 wall_ms=250.207 worker_allocated_bytes=2368
@@ -1,14 +0,0 @@
Java openjdk 25.0.4.1 2026-08-18 LTS
Platform Linux 6.17.0-1022-azure x86_64; logical CPUs 4
mode=upstream size=1 polls=3147912 worker_cpu_ms=248.446 wall_ms=250.000 worker_allocated_bytes=100733184
mode=wait size=1 polls=234 worker_cpu_ms=3.085 wall_ms=250.068 worker_allocated_bytes=7488
mode=upstream size=1 polls=3108002 worker_cpu_ms=249.985 wall_ms=250.000 worker_allocated_bytes=99456064
mode=wait size=1 polls=235 worker_cpu_ms=2.960 wall_ms=250.088 worker_allocated_bytes=7520
mode=upstream size=1 polls=3073051 worker_cpu_ms=248.404 wall_ms=250.000 worker_allocated_bytes=98337632
mode=wait size=1 polls=235 worker_cpu_ms=2.904 wall_ms=250.067 worker_allocated_bytes=7520
mode=upstream size=64 polls=999765 worker_cpu_ms=248.680 wall_ms=250.000 worker_allocated_bytes=31992480
mode=wait size=64 polls=235 worker_cpu_ms=2.887 wall_ms=250.067 worker_allocated_bytes=7520
mode=upstream size=64 polls=999096 worker_cpu_ms=250.000 wall_ms=250.000 worker_allocated_bytes=31971072
mode=wait size=64 polls=234 worker_cpu_ms=2.890 wall_ms=250.068 worker_allocated_bytes=7488
mode=upstream size=64 polls=992373 worker_cpu_ms=249.987 wall_ms=250.000 worker_allocated_bytes=31755936
mode=wait size=64 polls=234 worker_cpu_ms=2.891 wall_ms=250.068 worker_allocated_bytes=7488
@@ -1,14 +0,0 @@
Java openjdk 25.0.4.1 2026-08-18 LTS
Platform Windows 2025Server AMD64; logical CPUs 4
mode=upstream size=1 polls=3016566 worker_cpu_ms=234.375 wall_ms=250.000 worker_allocated_bytes=96530112
mode=wait size=1 polls=173 worker_cpu_ms=0.000 wall_ms=250.006 worker_allocated_bytes=5536
mode=upstream size=1 polls=2991508 worker_cpu_ms=250.000 wall_ms=250.000 worker_allocated_bytes=95728256
mode=wait size=1 polls=175 worker_cpu_ms=0.000 wall_ms=250.856 worker_allocated_bytes=5600
mode=upstream size=1 polls=2979343 worker_cpu_ms=250.000 wall_ms=250.000 worker_allocated_bytes=95338976
mode=wait size=1 polls=171 worker_cpu_ms=0.000 wall_ms=251.306 worker_allocated_bytes=5472
mode=upstream size=64 polls=1001664 worker_cpu_ms=250.000 wall_ms=250.000 worker_allocated_bytes=32053248
mode=wait size=64 polls=168 worker_cpu_ms=0.000 wall_ms=250.695 worker_allocated_bytes=5376
mode=upstream size=64 polls=1001600 worker_cpu_ms=250.000 wall_ms=250.000 worker_allocated_bytes=32051200
mode=wait size=64 polls=166 worker_cpu_ms=0.000 wall_ms=250.593 worker_allocated_bytes=5312
mode=upstream size=64 polls=988856 worker_cpu_ms=234.375 wall_ms=250.000 worker_allocated_bytes=31643392
mode=wait size=64 polls=171 worker_cpu_ms=0.000 wall_ms=250.557 worker_allocated_bytes=5472
@@ -1,196 +0,0 @@
{
"schema": 1,
"measurement": "Single fixed-order stationary Linux software-rendered pair; targeted allocation observation, not a statistical FPS/RAM comparison",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"java_vendor": "Ubuntu",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"graphics": "llvmpipe LLVM21.1.8 OpenGL, 1280x800",
"captured_settings_match": true,
"settings": {
"render_distance": 12,
"simulation_distance": 12,
"lod_radius": 128,
"lod_quality": "MEDIUM/MEDIUM BLOCK",
"terrain_workers": 2,
"runtime_ratio_start_and_end": 0.5,
"world_difficulty": "PEACEFUL",
"fov": 70,
"heap_max": "3G",
"collector": "G1",
"compact_headers": true,
"frame_limit": "uncapped",
"other_original_controllers": false,
"interruptible_terrain_read": true
},
"runs": [
{
"profile": "m2-balanced",
"elapsed_seconds": 120.305371929,
"frame_samples": 230,
"tick_samples": 2401,
"tick_elapsed_seconds": 120.040272048,
"excluded_frames": 0,
"dropped_samples": 0,
"frame_stats": {
"count": 230,
"meanMs": 519.2565329826086,
"p50Ms": 492.583608,
"p95Ms": 700.364095,
"p99Ms": 803.28719,
"maxMs": 955.16614,
"meanRate": 1.9258303679994195,
"lowOnePercentRate": 1.146414365311511,
"over16Ms": 230,
"over33Ms": 230,
"over50Ms": 230,
"over100Ms": 230
},
"tick_execution_stats": {
"count": 2401,
"meanMs": 9.248066071636819,
"p50Ms": 8.529226,
"p95Ms": 16.494711,
"p99Ms": 23.483163,
"maxMs": 65.248147,
"meanRate": 108.13071535755256,
"lowOnePercentRate": 29.893225023275733,
"over16Ms": 113,
"over33Ms": 9,
"over50Ms": 2,
"over100Ms": 0
},
"process_cpu_seconds": 432.81,
"process_rss_peak_sampled_bytes": 2898677760,
"queue_wait": false,
"wakeable_idle": false,
"queue_allocation_counters": [
{
"thread_id": 86,
"thread": "DH-Chunk Update Queue [minecraft:overworld] Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.391610411,
"observed_allocated_bytes": 982644080,
"observed_bytes_per_second": 15260436.471893786
},
{
"thread_id": 93,
"thread": "DH-Chunk Update Queue [minecraft:the_end] Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.391610411,
"observed_allocated_bytes": 66520,
"observed_bytes_per_second": 1033.0538338055978
},
{
"thread_id": 98,
"thread": "DH-Chunk Update Queue [minecraft:the_nether] Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.391610411,
"observed_allocated_bytes": 66408,
"observed_bytes_per_second": 1031.3144767793467
}
],
"preceding_jfr_gc_pause_total_ms": 178.149902,
"preceding_jfr_gc_pause_longest_ms": 34.011115,
"world_save_and_exit_zero": true
},
{
"profile": "queue-wait",
"elapsed_seconds": 120.448597645,
"frame_samples": 225,
"tick_samples": 2401,
"tick_elapsed_seconds": 120.040563501,
"excluded_frames": 0,
"dropped_samples": 0,
"frame_stats": {
"count": 225,
"meanMs": 529.5368389244444,
"p50Ms": 502.825816,
"p95Ms": 717.088739,
"p99Ms": 798.871994,
"maxMs": 843.221511,
"meanRate": 1.8884427418328913,
"lowOnePercentRate": 1.2159699757233216,
"over16Ms": 225,
"over33Ms": 225,
"over50Ms": 225,
"over100Ms": 225
},
"tick_execution_stats": {
"count": 2401,
"meanMs": 9.375896729279466,
"p50Ms": 8.803401,
"p95Ms": 16.938218,
"p99Ms": 22.983944,
"maxMs": 63.421671,
"meanRate": 106.65646485601272,
"lowOnePercentRate": 31.02504677094056,
"over16Ms": 128,
"over33Ms": 7,
"over50Ms": 2,
"over100Ms": 0
},
"process_cpu_seconds": 430.67,
"process_rss_peak_sampled_bytes": 2989219840,
"queue_wait": true,
"wakeable_idle": true,
"queue_allocation_counters": [
{
"thread_id": 88,
"thread": "DH-Chunk Update Queue [minecraft:overworld] Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.387296767,
"observed_allocated_bytes": 739640,
"observed_bytes_per_second": 11487.359108684974
},
{
"thread_id": 93,
"thread": "DH-Chunk Update Queue [minecraft:the_nether] Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.387296767,
"observed_allocated_bytes": 0,
"observed_bytes_per_second": 0.0
},
{
"thread_id": 100,
"thread": "DH-Chunk Update Queue [minecraft:the_end] Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.387296767,
"observed_allocated_bytes": 0,
"observed_bytes_per_second": 0.0
}
],
"preceding_jfr_gc_pause_total_ms": 151.522451,
"preceding_jfr_gc_pause_longest_ms": 47.79999,
"world_save_and_exit_zero": true
}
],
"provenance": {
"production_mod_source_commit": "24c65f512dece83b153b206e33cd4c4294b42de2",
"original_mod_sha256": "2196637c5b2180a33fa5b926ab51069ab480618c1186b8a02872c7e758be0a70",
"initial_player_snapshot_sha256": "b4d11dbd6443625415a1e32aa242d0e2d09cd77ddb1becfde5d35cb6ab8d278a",
"source_level_snapshot_sha256": "86a3c75ea993e50c4428da4dbadc5856688a9367f035c41b8bb49863a9aeb644",
"first_saved_cameras_match": true,
"saved_camera": {
"position": [
-56.5,
69.0,
55.5
],
"rotation": [
141.5,
16.950002670288086
]
}
},
"notes": [
"Separate copies of the same private world; candidate then control. JFR begins about121seconds after demo dismissal; frame capture begins about307seconds after dismissal.",
"JFR allocation counters span about64seconds; pause measurements are from the preceding JFR recordings, not the later frame capture.",
"Recorded overworld queue allocation counter rate is about15.3MB/s upstream versus11.5KB/s with waiting. Task-completion and generated geometry volumes are not controlled quantitatively.",
"Control has230frames versus225candidate; sampled peak RSS is lower in control, and later whole-process CPU differences are small. No game FPS, retained-memory or whole-process CPU improvement is established.",
"Daylight advances normally; lighting, entity activity and cache/JIT differences are not fully controlled. No Apple Silicon or hardware-GPU result.",
"Tick meanRate is inverse execution duration, not observed TPS. Both recordings contain2401tick execution samples over about120seconds.",
"Actual JSON/CSV viewer comparisons and390pxlayout pass. The real discarded capture with zero eligible frames and209exclusions is rejected by the viewer and excluded from performance comparisons.",
"No private worlds, full game logs or JFR recordings are published."
]
}
@@ -1,34 +0,0 @@
{
"schema": 1,
"platform": "Linux-6.17.0-1022-azure-x86_64-with-glibc2.39",
"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"results": [
{
"enabled": false,
"submission_allocated_bytes": 216987192,
"submission_cpu_ns": 372949442,
"submission_wall_ns": 401548875,
"rejections": 63790,
"tasks_completed": 2,
"occupied_slots": 0
},
{
"enabled": true,
"submission_allocated_bytes": 103384,
"submission_cpu_ns": 941367,
"submission_wall_ns": 959453,
"rejections": 6,
"tasks_completed": 2,
"occupied_slots": 0
}
],
"notes": [
"Synthetic full physical worker queue; both modes use the actual publisher dispatcher inside Fabric.",
"Allocation and CPU measure the submission caller only; retry scheduler activity is excluded.",
"Upstream keeps the caller blocked for the requested 200 ms observation window; patched returns earlier.",
"Both modes verify exact task counts, recovered occupied slots and fixture worker shutdown.",
"Not a game FPS, terrain completion, whole-game RAM, or hardware compatibility benchmark."
]
}
@@ -0,0 +1,78 @@
# Entity model document loading
The three startup batches (boats/chest boats, minecarts, armor stands/player armor)
now share one parsed document. For this fixture, that replaces 43 full document
reads/parses (boat discovery plus 42 selected layers) with one. Selected models
still produce independent `Part` trees; the document is dropped after the batches
are built. Other entity loaders retain their existing behavior.
## Reproduce
From the repository root:
```sh
python3 benchmarks/entity-model-document-2026-10-14/generate_fixture.py /tmp/horizon-entity-model-document-fixture.json
ENTITY_MODEL_BENCH_DOCUMENT=/tmp/horizon-entity-model-document-fixture.json \
CARGO_TARGET_DIR=/home/bob/Documents/horizon/target \
cargo test -p horizon-client --profile fast --bin horizon-client \
entity_model_document_benchmark -- --ignored --nocapture
```
`CARGO_TARGET_DIR` is optional and can be changed for another machine. Supply a
prepared `entity-models.json` through `ENTITY_MODEL_BENCH_DOCUMENT` to benchmark
that document instead; the harness copies only that file to a temporary root.
`ENTITY_MODEL_BENCH_REPETITIONS` controls repetitions (default 15).
The opt-in Rust test calls the actual three optimized production loaders and
compares every selected part name, pose, polygon normal/vertex and child against
the previous algorithm using the compatible per-model `load_model` API. Timings
include reading, parsing, constructing, normalizing into a common result map, and
dropping the result. Each variant gets three warmups and 15 measured calls, with
order alternating. `black_box` consumes inputs/results. No other builds or
optimization benchmarks ran during the measured calls.
## Input and limitations
Prepared resources were unavailable in the repository and local Horizon asset
directories. This is a **synthetic** 2,473,695-byte document with 458 model layers,
each containing 12 posed parts with six exported quads and normals. It selects 22
boat/chest-boat layers, six minecart layers and 14 armor/player layers (42 total).
One wood name is synthetic (`test_wood`); boat discovery accepts arbitrary wood
names. The extra layers model the cost of parsing a full production-size document
for each selected model.
File data is warm in the OS page cache. Equipment files are absent, so equipment
texture loading is excluded. This measures the entity-model batch only and does
not establish overall startup, frame time or FPS improvement. Shapes/layer counts
in real prepared documents can produce different absolute timings.
Machine: AMD Ryzen 5 5600X (6 cores / 12 threads), Linux x86_64,
Rust 1.99.0 (b940084d7, LLVM 23.1.1), Cargo `fast` profile (opt-level 3,
16 codegen units, no LTO). Baseline algorithm corresponds to main
`73a019967e9665c6b96332988c13cb66679d8477`.
## Results
| Variant | Median batch time | Full document reads/parses |
| --- | ---: | ---: |
| Previous per-model algorithm | 1,434.974 ms | 43 |
| Shared document | 33.420 ms | 1 |
The measured batch is **42.94× faster** on this synthetic input. All 15 samples
for both variants, warmup count, document size and selected model count are in
[`results.json`](results.json).
## Validation
```sh
cargo fmt --all -- --check
CARGO_TARGET_DIR=/home/bob/Documents/horizon/target \
cargo test -p horizon-client --profile fast --bin horizon-client \
entity_model_loading_tests -- --nocapture
CARGO_TARGET_DIR=/home/bob/Documents/horizon/target \
cargo clippy -p horizon-client --profile fast --lib --bin horizon-client --tests -- -D warnings
```
The regular tests cover full/sparse documents, unrelated layers, a missing file,
invalid JSON, non-object JSON, missing model keys, independent model trees, and
equipment loading when the document is unavailable.
@@ -0,0 +1,31 @@
"""Generate a production-size synthetic document; no prepared assets required."""
import json
import pathlib
import sys
woods = "oak spruce birch jungle acacia dark_oak mangrove cherry bamboo pale_oak test_wood".split()
carts = "minecart chest_minecart hopper_minecart furnace_minecart tnt_minecart command_block_minecart".split()
keys = [f"minecraft:{prefix}/{wood}#main" for prefix in ("boat", "chest_boat") for wood in woods]
keys += [f"minecraft:{cart}#main" for cart in carts]
keys += [f"minecraft:{model}#{slot}" for model in ("player", "armor_stand", "armor_stand_small")
for slot in ("helmet", "chestplate", "leggings", "boots")]
keys += [f"minecraft:{model}#main" for model in ("armor_stand", "armor_stand_small")]
face = [[0, 0, 0, 0, 0], [16, 0, 0, 1, 0], [16, 16, 0, 1, 1], [0, 16, 0, 0, 1]]
part = {"pose": [1, 2, 3, 0.25, -0.5, 0.75, 1, 1, 1], "polygons": [face] * 6,
"normals": [[0, 0, 1]] * 6}
model = {"pose": [0, 0, 0, 0, 0, 0, 1, 1, 1],
"children": {f"part_{i}": part for i in range(12)}}
encoded = json.dumps(model, separators=(",", ":"))
entries = [json.dumps(key) + ":" + encoded for key in keys]
size = 2 + sum(map(len, entries)) + len(entries) - 1
index = 0
while size < 2_470_000:
entry = json.dumps(f"minecraft:fixture_{index}#main") + ":" + encoded
entries.append(entry)
size += 1 + len(entry)
index += 1
output = pathlib.Path(sys.argv[1])
output.write_text("{" + ",".join(entries) + "}")
print(json.dumps({"path": str(output), "bytes": output.stat().st_size,
"layers": len(entries), "selected_layers": len(keys)}))
@@ -0,0 +1,43 @@
{
"baseline_median_ms": 1434.973835,
"baseline_ms": [
1400.008286,
1406.761694,
1408.9131360000001,
1418.6680549999999,
1419.149658,
1427.082872,
1433.088092,
1434.973835,
1449.7688150000001,
1452.143883,
1453.987998,
1455.518231,
1457.0334540000001,
1458.588552,
1485.34133
],
"document_bytes": 2473695,
"optimized_median_ms": 33.419768000000005,
"optimized_ms": [
32.64795,
32.812732,
33.054488,
33.056914,
33.102999000000004,
33.23532,
33.28287,
33.419768000000005,
33.610569,
33.874749,
33.915657,
33.93877,
34.009893999999996,
34.550526,
36.096408000000004
],
"repetitions": 15,
"selected_models": 42,
"speedup": 42.937875421516985,
"warmup_pairs": 3
}
File diff suppressed because it is too large. Load diff
+546
View File
@@ -0,0 +1,546 @@
{
"label": "after-4080",
"date": "2026-10-13",
"commit": "9006566b",
"host": "ludodesktop",
"offscreen": true,
"seed": "1234",
"flight_seconds": 12.0,
"scenes": {
"village": {
"from": [
-960.0,
125.0,
80.0
],
"to": [
-960.0,
125.0,
272.0
],
"pitch": 35.0
},
"forest": {
"from": [
-1100.0,
120.0,
-560.0
],
"to": [
-1100.0,
120.0,
-368.0
],
"pitch": 25.0
},
"ocean": {
"from": [
-300.0,
85.0,
-420.0
],
"to": [
-300.0,
85.0,
-228.0
],
"pitch": 10.0
},
"mountain": {
"from": [
560.0,
260.0,
860.0
],
"to": [
752.0,
260.0,
860.0
],
"pitch": 30.0
}
},
"distances": {
"8": {
"renderer": {
"backend": "Vulkan",
"drawn_sections": 133,
"gpu": "NVIDIA GeForce RTX 4080",
"present_mode": "Immediate",
"size": [
1280,
720
],
"uploaded_bytes": 941908352
},
"village": {
"avg_fps": 2409.179688612205,
"cpu": {
"avg_ms": 0.41004928978864236,
"max_ms": 18.15971565246582,
"p50_ms": 0.2718150019645691,
"p95_ms": 0.7112299799919128,
"p99_ms": 1.316559076309204
},
"frames": 28910,
"gpu": {
"avg_ms": 0.09866036293994015,
"max_ms": 0.25088000297546387,
"p50_ms": 0.08806400001049042,
"p95_ms": 0.1740799993276596,
"p99_ms": 0.19968000054359436
},
"low_1pct_fps": 160.80638022914025,
"max_ms": 18.175312042236328,
"p50_ms": 0.2760099768638611,
"p95_ms": 0.7161250114440918,
"p99_ms": 1.4078609943389893,
"phases_avg_ms": {
"prepare": 0.20953580908804606,
"render": 0.12439006986512069,
"tick": 0.05299293669455945,
"update": 0.023244019639293335
},
"seconds": 11.999935138359666,
"slow_phases_avg_ms": {
"prepare": 0.4052206484151298,
"render": 0.41893499056840766,
"tick": 5.252727109792939,
"update": 0.0936474929949076
}
},
"forest": {
"avg_fps": 1099.4635681039538,
"cpu": {
"avg_ms": 0.9003613499442573,
"max_ms": 23.31729507446289,
"p50_ms": 0.6657320261001587,
"p95_ms": 0.9898859858512878,
"p99_ms": 9.592857360839844
},
"frames": 13194,
"gpu": {
"avg_ms": 0.2639814413552015,
"max_ms": 3.0013439655303955,
"p50_ms": 0.2549760043621063,
"p95_ms": 0.3553279936313629,
"p99_ms": 0.37171199917793274
},
"low_1pct_fps": 82.87026130908886,
"max_ms": 27.990703582763672,
"p50_ms": 0.6705269813537598,
"p95_ms": 1.0082690715789795,
"p99_ms": 9.64776611328125,
"phases_avg_ms": {
"prepare": 0.571024256178027,
"render": 0.12442494783992657,
"tick": 0.1706307831885292,
"update": 0.03442592136820218
},
"seconds": 12.000397632777691,
"slow_phases_avg_ms": {
"prepare": 0.7136096191225629,
"render": 0.43175565880356415,
"tick": 10.713303016893791,
"update": 0.05390534066651581
}
},
"ocean": {
"avg_fps": 687.0806476294383,
"cpu": {
"avg_ms": 1.4490217101725757,
"max_ms": 29.75178337097168,
"p50_ms": 0.9425880312919617,
"p95_ms": 1.6511069536209106,
"p99_ms": 15.603099822998047
},
"frames": 8245,
"gpu": {
"avg_ms": 0.3711021953564546,
"max_ms": 1.5022079944610596,
"p50_ms": 0.3665919899940491,
"p95_ms": 0.43827199935913086,
"p99_ms": 0.4679679870605469
},
"low_1pct_fps": 47.486143092805435,
"max_ms": 29.770263671875,
"p50_ms": 0.947784960269928,
"p95_ms": 1.6628600358963013,
"p99_ms": 15.621638298034668,
"phases_avg_ms": {
"prepare": 0.8449565766073126,
"render": 0.1554101111230668,
"tick": 0.3840128544967872,
"update": 0.06481705411812297
},
"seconds": 12.000046906352043,
"slow_phases_avg_ms": {
"prepare": 1.2885668083845851,
"render": 0.45316039797771407,
"tick": 19.216593845781073,
"update": 0.08380924088947744
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+546
View File
@@ -0,0 +1,546 @@
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+392
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@@ -0,0 +1,392 @@
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"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"profile": "core-performance",
"preferred_backend": "vulkan"
}
]
},
{
"case": [
"--profile",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"profile": "vulkan",
"preferred_backend": "vulkan"
}
]
}
],
"limits": [
"Apple Paravirtual device and MoltenVK on a hosted ARM Mac; not physical M2 Pro GPU testing.",
"Library/device creation and readback request were observed, but no completed nonuniform readback report was produced.",
"All failures retained; neither successful rendering nor a screenshot-specific root cause is established.",
"Baseline includes the same original measurement mod and private test fixture; no core optimization mods or distant terrain.",
"Full logs, screenshots, game binaries and assets remain private.",
"Later selected stack locations place the observed failures in the screenshot callback; the independently logged Vulkan identifier is not established as their cause.",
"Actual assertions rejected uniform callback images in all three cases. Overlay state was not recorded, and displayed-window correctness is not established.",
"After guarding overlays, core/distant-terrain title readbacks pass but vanilla remains uniform; the aggregate research run fails. No world-rendering or physical-M2 claim.",
"Later world probes pass all three Vulkan cases on the hosted Mac; failed title cases remain retained. These are short startup/readback/save probes, not physical-GPU performance tests."
],
"later_stack_run": {
"source_commit": "a77476b54e7bf4a1b3a96cb9d8108ed7c1c7b2b0",
"run_url": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37193954843",
"cases": [
{
"case": [
"--profile",
"baseline",
"--backend",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
"net.minecraft.client.Screenshot.lambda$takeScreenshot$1",
"com.mojang.renderpearl.backend.vulkan.DestructionQueue.rotate",
"com.mojang.renderpearl.backend.vulkan.VulkanCommandEncoder.submit",
"com.mojang.renderpearl.frontend.FrontendCommandEncoder.submit"
],
"profile": "baseline",
"preferred_backend": "vulkan"
}
]
},
{
"case": [
"--profile",
"core-performance",
"--backend",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
"net.minecraft.client.Screenshot.lambda$takeScreenshot$1",
"com.mojang.renderpearl.backend.vulkan.DestructionQueue.rotate",
"com.mojang.renderpearl.backend.vulkan.VulkanCommandEncoder.submit",
"com.mojang.renderpearl.frontend.FrontendCommandEncoder.submit"
],
"profile": "core-performance",
"preferred_backend": "vulkan"
}
]
},
{
"case": [
"--profile",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
"net.minecraft.client.Screenshot.lambda$takeScreenshot$1",
"com.mojang.renderpearl.backend.vulkan.DestructionQueue.rotate",
"com.mojang.renderpearl.backend.vulkan.VulkanCommandEncoder.submit",
"com.mojang.renderpearl.frontend.FrontendCommandEncoder.submit"
],
"profile": "vulkan",
"preferred_backend": "vulkan"
}
]
}
]
},
"later_pixel_run": {
"source_commit": "213498c77ed643617083dacf4aaa283a1cb4815a",
"run_url": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37194354615",
"cases": [
{
"case": [
"--profile",
"baseline",
"--backend",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"readback_callback_received": true,
"readback_inspections": [
{
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 1
}
],
"probe_failure_categories": [
"uniform_readback"
],
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
"net.minecraft.client.Screenshot.lambda$takeScreenshot$1",
"com.mojang.renderpearl.backend.vulkan.DestructionQueue.rotate",
"com.mojang.renderpearl.backend.vulkan.VulkanCommandEncoder.submit",
"com.mojang.renderpearl.frontend.FrontendCommandEncoder.submit"
],
"profile": "baseline",
"preferred_backend": "vulkan"
}
]
},
{
"case": [
"--profile",
"core-performance",
"--backend",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"readback_callback_received": true,
"readback_inspections": [
{
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 1
}
],
"probe_failure_categories": [
"uniform_readback"
],
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
"net.minecraft.client.Screenshot.lambda$takeScreenshot$1",
"com.mojang.renderpearl.backend.vulkan.DestructionQueue.rotate",
"com.mojang.renderpearl.backend.vulkan.VulkanCommandEncoder.submit",
"com.mojang.renderpearl.frontend.FrontendCommandEncoder.submit"
],
"profile": "core-performance",
"preferred_backend": "vulkan"
}
]
},
{
"case": [
"--profile",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"readback_callback_received": true,
"readback_inspections": [
{
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 1
}
],
"probe_failure_categories": [
"uniform_readback"
],
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
"net.minecraft.client.Screenshot.lambda$takeScreenshot$1",
"com.mojang.renderpearl.backend.vulkan.DestructionQueue.rotate",
"com.mojang.renderpearl.backend.vulkan.VulkanCommandEncoder.submit",
"com.mojang.renderpearl.frontend.FrontendCommandEncoder.submit"
],
"profile": "vulkan",
"preferred_backend": "vulkan"
}
]
}
]
},
"later_overlay_run": {
"source_commit": "a1d8c1b8246008ac4076cdcaf0f64c71eaf4c767",
"run_url": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37194690645",
"cases": [
{
"case": [
"--profile",
"baseline",
"--backend",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"readback_callback_received": true,
"readback_inspections": [
{
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 1
}
],
"probe_failure_categories": [
"uniform_readback"
],
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
"net.minecraft.client.Screenshot.lambda$takeScreenshot$1",
"com.mojang.renderpearl.backend.vulkan.DestructionQueue.rotate",
"com.mojang.renderpearl.backend.vulkan.VulkanCommandEncoder.submit",
"com.mojang.renderpearl.frontend.FrontendCommandEncoder.submit"
],
"profile": "baseline",
"preferred_backend": "vulkan"
}
]
},
{
"case": [
"--profile",
"core-performance",
"--backend",
"vulkan"
],
"exit_code": 0,
"report": {
"schema": 1,
"platform": "macOS-26.6.2-arm64-arm-64bit",
"architecture": "arm64",
"minecraft": "26.3",
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"results": [
{
"observed_mode": "title",
"title_screen_observed": true,
"world_loaded": false,
"ready_client_ticks": 42,
"window_active": true,
"overlay_present": false,
"overlay_wait_ticks": 105,
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 163,
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2",
"private_png_sha256": "3c802923766cf9e7f45020bc2d858c23de655cb8e35fa058a050e7b09a1d3708",
"profile": "core-performance",
"preferred_backend": "vulkan",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
]
}
],
"limits": [
"Short scene startup and nonuniform framebuffer readback only.",
"World mode uses the ordinary limited demo; world files remain private.",
"No exhaustive gameplay, visual-correctness, FPS or M2 Pro performance claim.",
"Vulkan preference can fall back; inspect the observed backend.",
"PNG images, assets and full logs remain in the private runtime directory."
]
}
},
{
"case": [
"--profile",
"vulkan"
],
"exit_code": 0,
"report": {
"schema": 1,
"platform": "macOS-26.6.2-arm64-arm-64bit",
"architecture": "arm64",
"minecraft": "26.3",
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"results": [
{
"observed_mode": "title",
"title_screen_observed": true,
"world_loaded": false,
"ready_client_ticks": 42,
"window_active": true,
"overlay_present": false,
"overlay_wait_ticks": 122,
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 163,
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2",
"private_png_sha256": "3c802923766cf9e7f45020bc2d858c23de655cb8e35fa058a050e7b09a1d3708",
"profile": "vulkan",
"preferred_backend": "vulkan",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
]
}
],
"limits": [
"Short scene startup and nonuniform framebuffer readback only.",
"World mode uses the ordinary limited demo; world files remain private.",
"No exhaustive gameplay, visual-correctness, FPS or M2 Pro performance claim.",
"Vulkan preference can fall back; inspect the observed backend.",
"PNG images, assets and full logs remain in the private runtime directory."
]
}
}
]
},
"later_world_run": {
"source_commit": "5f9f973295c5cc948a6999a849c2c843f5e831f6",
"run_url": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37195149166",
"cases": [
{
"case": [
"--profile",
"baseline",
"--backend",
"vulkan",
"--world"
],
"exit_code": 0,
"report": {
"schema": 1,
"platform": "macOS-26.6.2-arm64-arm-64bit",
"architecture": "arm64",
"minecraft": "26.3",
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"results": [
{
"observed_mode": "world",
"title_screen_observed": false,
"world_loaded": true,
"ready_client_ticks": 42,
"window_active": true,
"overlay_present": false,
"overlay_wait_ticks": 323,
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 1278,
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2",
"private_png_sha256": "9e9be2562390f24fe8c8e0442ef9cdfd47910febd95d8f0c0f5706191a53f1f6",
"profile": "baseline",
"preferred_backend": "vulkan",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
]
}
],
"limits": [
"Short scene startup and nonuniform framebuffer readback only.",
"World mode uses the ordinary limited demo; world files remain private.",
"No exhaustive gameplay, visual-correctness, FPS or M2 Pro performance claim.",
"Vulkan preference can fall back; inspect the observed backend.",
"PNG images, assets and full logs remain in the private runtime directory."
]
}
},
{
"case": [
"--profile",
"core-performance",
"--backend",
"vulkan",
"--world"
],
"exit_code": 0,
"report": {
"schema": 1,
"platform": "macOS-26.6.2-arm64-arm-64bit",
"architecture": "arm64",
"minecraft": "26.3",
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"results": [
{
"observed_mode": "world",
"title_screen_observed": false,
"world_loaded": true,
"ready_client_ticks": 51,
"window_active": true,
"overlay_present": false,
"overlay_wait_ticks": 90,
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 1024,
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2",
"private_png_sha256": "e0a6ad253ca0490b35217ce9ad799dc7d4c04e4ecf446eeacd1aa5196db317bb",
"profile": "core-performance",
"preferred_backend": "vulkan",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
]
}
],
"limits": [
"Short scene startup and nonuniform framebuffer readback only.",
"World mode uses the ordinary limited demo; world files remain private.",
"No exhaustive gameplay, visual-correctness, FPS or M2 Pro performance claim.",
"Vulkan preference can fall back; inspect the observed backend.",
"PNG images, assets and full logs remain in the private runtime directory."
]
}
},
{
"case": [
"--profile",
"vulkan",
"--world"
],
"exit_code": 0,
"report": {
"schema": 1,
"platform": "macOS-26.6.2-arm64-arm-64bit",
"architecture": "arm64",
"minecraft": "26.3",
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"results": [
{
"observed_mode": "world",
"title_screen_observed": false,
"world_loaded": true,
"ready_client_ticks": 53,
"window_active": true,
"overlay_present": false,
"overlay_wait_ticks": 88,
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 1287,
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2",
"private_png_sha256": "a17d1740e34cc9f49b67a4c56f51d0843f756e9d2eb3d19d6a926ad5f8f0ed36",
"profile": "vulkan",
"preferred_backend": "vulkan",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
]
}
],
"limits": [
"Short scene startup and nonuniform framebuffer readback only.",
"World mode uses the ordinary limited demo; world files remain private.",
"No exhaustive gameplay, visual-correctness, FPS or M2 Pro performance claim.",
"Vulkan preference can fall back; inspect the observed backend.",
"PNG images, assets and full logs remain in the private runtime directory."
]
}
}
]
},
"local_linux_core_vulkan_world": {
"schema": 1,
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"architecture": "x86_64",
"minecraft": "26.3",
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"results": [
{
"observed_mode": "world",
"title_screen_observed": false,
"world_loaded": true,
"ready_client_ticks": 47,
"window_active": true,
"overlay_present": false,
"overlay_wait_ticks": 111,
"framebuffer_width": 1280,
"framebuffer_height": 800,
"sampled_pixels": 4288,
"distinct_sampled_rgb": 1895,
"gpu": "llvmpipe (LLVM 21.1.8, 256 bits)",
"graphics_backend": "Vulkan",
"graphics_driver": "1.4.335 llvmpipe Mesa 26.0.8-1ubuntu0.3 (LLVM 21.1.8)",
"private_png_sha256": "52b26102b3037cab4ab6b7011a6c1255eebaa808d1d3dd5e77ff23fcde092acb",
"profile": "core-performance",
"preferred_backend": "vulkan",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
]
}
],
"limits": [
"Short scene startup and nonuniform framebuffer readback only.",
"World mode uses the ordinary limited demo; world files remain private.",
"No exhaustive gameplay, visual-correctness, FPS or M2 Pro performance claim.",
"Vulkan preference can fall back; inspect the observed backend.",
"PNG images, assets and full logs remain in the private runtime directory."
]
}
}
@@ -0,0 +1,69 @@
# Reuse parsed model states
`models::prepare` parsed `model-states.json` to select blocks, then
`StateModels::load` reopened and parsed the same document for binding and baking.
`StateModels::from_facts` now borrows the first parsed map. The public `load`
entry point still reads, parses and validates its own document. Both paths retain
the `fs::read` + `serde_json::from_slice` strategy merged in PR #205.
The shared map uses `BTreeMap`, preserving the original catalog loader's JSON
validation, including rejection of top-level `null`. The old selection map was
`serde_json::Map`, also backed by a BTreeMap with the project's current features.
Catalog binding, model selection and baking are unchanged. Preparation no longer
holds a second complete JSON tree while constructing the catalog; no persistent
cache or extra clones were added.
## Measurement
The committed `model_states_bench` example runs main's two-parse sequence after PR #205
(first a serde JSON map, then `StateModels::load`) and the new one-parse sequence
(first a BTreeMap, then `StateModels::from_facts`). Both select blocks from the
same generated document with slice parsing and call the actual catalog binding/baking code. Timing
includes file reads, parsing, filtering, binding, baking and result destruction.
Fixture generation and equality checks run outside the timed region.
Prepared Minecraft resources were unavailable locally, so this is a synthetic
2,836,696-byte document containing 843 block schemas and 53,952 states. Schemas
combine integer and named properties. Blockstate resources use weighted and
conditional multipart choices with rotations and UV locking, sharing one model
with a baked face. Its absent texture uses the normal missing-sprite fallback.
Both paths read identical files with a warm OS cache. The workload does not
represent the full diversity of production model and texture assets.
On AMD Ryzen 5 5600X, Linux 7.2.8-zen1-2-zen x86_64, rustc 1.99.0
(b940084d7 2026-09-28), Cargo `fast` profile, serial execution:
| Path | Median (15 samples) |
| --- | ---: |
| Before: parse twice, with #205 slice readers | 96.080 ms |
| After: reuse first parse, with #205 slice readers | 73.585 ms |
**1.306x speedup; 23.41% less elapsed time** for this loading segment after PR #205. Each path
has two warmups, sample order alternates, and inputs/results use `black_box`.
This excludes gallery placements, GPU work and overall application startup.
These measurements supersede the original unbuffered-reader timings
(2732.004 ms → 1386.060 ms, 1.971x) after rebasing onto main at
`e96e1571`. The reviewer measured approximately 1.05x with real prepared resources;
the generated fixture's balance of parsing and binding differs from production.
The change still removes one complete document read, parse and JSON tree.
Equality validation compares every state's selected variants and baked geometry
at three positions, plus sprite layers and opacity/translucency flags. The
focused test also checks matching schema/registry errors, malformed/missing
source files, rejection of `null`, and successful shared-facts loading after the
source file has been deleted.
## Reproduce
```sh
export CARGO_TARGET_DIR=/home/bob/Documents/horizon/target
export CARGO_INCREMENTAL=0
cargo run -p horizon-client --profile fast --example model_states_bench -- 15
cargo test -p horizon-client --profile fast --example model_states_bench
cargo clippy -p horizon-client --all-targets --profile fast -- -D warnings
cargo fmt --all -- --check
```
The target directory can be changed for another machine. The example creates and
removes its fixtures in the system temporary directory.
@@ -1,104 +0,0 @@
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Platform Darwin 25.6.0 arm64; logical CPUs 3
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@@ -1,104 +0,0 @@
Java openjdk 25.0.4.1 2026-08-18 LTS
Platform Linux 6.17.0-1022-azure x86_64; logical CPUs 4
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@@ -1,104 +0,0 @@
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{
"date": "2026-10-15",
"environment": "Linux x86_64/ext4/NVMe, Ryzen5 5600X, Rust1.99.0, Cargo fast",
"scope": "actual resource_root vs original wrapper/builder; warmed storage; output equivalence outside timing",
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"version_name": "support 1.21.9 and newer",
"publisher_page": "https://modrinth.com/resourcepack/fpbr/version/dynf82xk",
"download_url": "https://cdn.modrinth.com/data/nvEpbd8t/versions/dynf82xk/FPBR-Main-1.21.9-R1.3.zip",
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@@ -1,67 +0,0 @@
{
"schema": 1,
"purpose": "Earlier private quad-reuse explorations; CPU mixed and allocation reduction is not retained RAM/FPS",
"original_mod_sha256": "98f8db7ca8962a71625eef835f57d25c8afb802f2cf1b7c4c832fc070757e011",
"private_fixture_sources": "Uncommitted private prototype before the production-hook fixture; not the final reproducible protocol",
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{
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{
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},
{
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},
{
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}
]
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{
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"geometry_quads": 108358,
"input_faces": 55296,
"measured_faces": 3072000,
"checksum": 60000,
"cpu_ns": 185505067,
"allocated_bytes": 2016000,
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{
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},
{
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},
{
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}
]
}
]
},
{
"private_probe": "first-discarded-object",
"results": []
}
]
}
@@ -1,75 +0,0 @@
{
"schema": 1,
"platform": "Linux-6.17.0-1022-azure-x86_64-with-glibc2.39",
"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "2196637c5b2180a33fa5b926ab51069ab480618c1186b8a02872c7e758be0a70",
"results": [
{
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"applied_hook_checked": true,
"geometry_digest": "8251175aa3e3cac30bb1366f8b40d0576c17978076ea7d244ff4d7cc361da7ee",
"thread_geometry_digest": "096a85be06031d248f12e536e19e5c0496bb00c80f3387f670a0fae29438a732",
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"input_faces": 55296,
"measured_faces": 3072000,
"checksum": 60000,
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{
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},
{
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},
{
"cpu_ns": 13154520,
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}
]
},
{
"enabled": true,
"applied_hook_checked": true,
"geometry_digest": "8251175aa3e3cac30bb1366f8b40d0576c17978076ea7d244ff4d7cc361da7ee",
"thread_geometry_digest": "096a85be06031d248f12e536e19e5c0496bb00c80f3387f670a0fae29438a732",
"thread_workers": 4,
"geometry_quads": 108358,
"input_faces": 55296,
"measured_faces": 3072000,
"checksum": 60000,
"cpu_ns": 44074799,
"allocated_bytes": 2016000,
"observations": [
{
"cpu_ns": 16004752,
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},
{
"cpu_ns": 14047833,
"allocated_bytes": 672000
},
{
"cpu_ns": 14022214,
"allocated_bytes": 672000
}
]
}
],
"notes": [
"Actual publisher quad builder inside Fabric with generated faces and lighting/material values.",
"Opaque/translucent geometry, pooled error flags and every retained quad field match before and after upstream merging.",
"Fresh allocations reuse at most one discarded successful-premerge quad; existing pool selection stays upstream.",
"Three sequential warmed caller-loop observations are not independent forks; compilation can vary.",
"Allocation reduction is not retained RAM, game FPS or a Mac GPU benchmark."
],
"provenance": {
"source_commit": "0a0cd667d5cfdee7c59f5fe2c7a2eb15bd19e66e",
"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37175709062"
}
}
@@ -1,166 +0,0 @@
{
"schema": 1,
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "2196637c5b2180a33fa5b926ab51069ab480618c1186b8a02872c7e758be0a70",
"platform": "Linux x86_64",
"graphics": "llvmpipe software OpenGL",
"settings": {
"heap_bytes": 3221225472,
"gc": "G1",
"compact_headers": true,
"render_distance": 12,
"simulation_distance": 12,
"lod_radius_chunks": 128,
"lod_quality": "MEDIUM/MEDIUM/BLOCK",
"terrain_workers": 2,
"runtime_ratio": 0.5,
"world_difficulty": "PEACEFUL"
},
"results": [
{
"profile": "m2-balanced",
"quad_reuse_enabled": false,
"elapsed_seconds": 120.415309971,
"frame_samples": 220,
"tick_samples": 2400,
"excluded_frames": 0,
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"visual_settings_changed": [],
"frame_stats": {
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"meanMs": 542.3438610045455,
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"p99Ms": 860.91664,
"maxMs": 885.115974,
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"lowOnePercentRate": 1.1446485854821962,
"over16Ms": 220,
"over33Ms": 220,
"over50Ms": 220,
"over100Ms": 220
},
"tick_stats": {
"count": 2400,
"meanMs": 9.639125558749999,
"p50Ms": 9.137695,
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"p99Ms": 25.152306,
"maxMs": 52.879001,
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"lowOnePercentRate": 30.37834831626593,
"over16Ms": 133,
"over33Ms": 8,
"over50Ms": 2,
"over100Ms": 0
},
"process_rss_peak_sampled_bytes": 3129790464,
"render_loader_allocation_counters": [
{
"thread_id": 124,
"thread": "DH-Render Loader Thread[1]",
"counter_observations": 2,
"observed_seconds": 64.375191422,
"observed_allocated_bytes": 97869576,
"observed_bytes_per_second": 1520299.5725237317
},
{
"thread_id": 123,
"thread": "DH-Render Loader Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.375191422,
"observed_allocated_bytes": 91443128,
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}
],
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},
{
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"elapsed_seconds": 120.476138714,
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"tick_samples": 2401,
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"visual_settings_changed": [],
"frame_stats": {
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"meanMs": 532.6331643258928,
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"p99Ms": 774.189261,
"maxMs": 926.006251,
"meanRate": 1.8774647674551252,
"lowOnePercentRate": 1.208934822852848,
"over16Ms": 224,
"over33Ms": 224,
"over50Ms": 224,
"over100Ms": 224
},
"tick_stats": {
"count": 2401,
"meanMs": 9.308558193669304,
"p50Ms": 8.82277,
"p95Ms": 16.529268,
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"maxMs": 95.741877,
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"lowOnePercentRate": 30.32324112917506,
"over16Ms": 114,
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"over50Ms": 3,
"over100Ms": 0
},
"process_rss_peak_sampled_bytes": 3100016640,
"render_loader_allocation_counters": [
{
"thread_id": 125,
"thread": "DH-Render Loader Thread[1]",
"counter_observations": 2,
"observed_seconds": 64.347664971,
"observed_allocated_bytes": 116155920,
"observed_bytes_per_second": 1805130.3035214841
},
{
"thread_id": 124,
"thread": "DH-Render Loader Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.347664971,
"observed_allocated_bytes": 104401656,
"observed_bytes_per_second": 1622462.229935638
}
],
"preceding_jfr_gc_pause_total_ms": 166.770211,
"preceding_jfr_gc_pause_longest_ms": 46.786101
}
],
"provenance": {
"source_commit": "0a0cd667d5cfdee7c59f5fe2c7a2eb15bd19e66e",
"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37175709062",
"runtime_mod_matches_linux_ci": true,
"initial_player_snapshot_sha256": "b4d11dbd6443625415a1e32aa242d0e2d09cd77ddb1becfde5d35cb6ab8d278a",
"source_level_snapshot_sha256": "86a3c75ea993e50c4428da4dbadc5856688a9367f035c41b8bb49863a9aeb644",
"first_saved_player_position": [
-56.5,
69.0,
55.5
],
"first_saved_player_rotation": [
141.5,
16.950002670288086
],
"first_saved_cameras_matched": true
},
"notes": [
"Fixed-order candidate then control single pair from separate copies of the same private world. Both stationary captures start approximately 307 seconds after the demo popup is dismissed; first saved cameras match.",
"Both reports have zero menu/pause/focus exclusions, no dropped samples and matching captured settings apart from the isolated quad hook. CSV counts and actual offline viewer timelines pass.",
"The preceding 60-second JFR recordings begin approximately 121 seconds after dismissal. Allocation counters have their own approximately 64-second spans; GC pause data is from those recordings, not from the later frame captures.",
"Render-loader allocation counter rates are higher in this candidate observation. Task-completion/geometry volumes and cache/JIT effects are not controlled quantitatively. No useful live allocation improvement is established.",
"Frame count and sampled peak RSS differences in this single software-rendered pair do not establish a meaningful game speed or retained-memory gain. RSS is not complete GPU/unified RAM. Not an Apple Silicon benchmark.",
"Candidate saved, reloaded, saved again and exited with launcher code zero. Control saved, closed all terrain databases and exited with launcher code zero.",
"No private worlds, full game logs or JFR recordings are included in these selected observations."
]
}
@@ -1,75 +0,0 @@
{
"schema": 1,
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "2196637c5b2180a33fa5b926ab51069ab480618c1186b8a02872c7e758be0a70",
"results": [
{
"enabled": false,
"applied_hook_checked": true,
"geometry_digest": "8251175aa3e3cac30bb1366f8b40d0576c17978076ea7d244ff4d7cc361da7ee",
"thread_geometry_digest": "096a85be06031d248f12e536e19e5c0496bb00c80f3387f670a0fae29438a732",
"thread_workers": 4,
"geometry_quads": 108358,
"input_faces": 55296,
"measured_faces": 3072000,
"checksum": 60000,
"cpu_ns": 198847198,
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{
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},
{
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},
{
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]
},
{
"enabled": true,
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"geometry_digest": "8251175aa3e3cac30bb1366f8b40d0576c17978076ea7d244ff4d7cc361da7ee",
"thread_geometry_digest": "096a85be06031d248f12e536e19e5c0496bb00c80f3387f670a0fae29438a732",
"thread_workers": 4,
"geometry_quads": 108358,
"input_faces": 55296,
"measured_faces": 3072000,
"checksum": 60000,
"cpu_ns": 178894413,
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"observations": [
{
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},
{
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},
{
"cpu_ns": 58803256,
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}
]
}
],
"notes": [
"Actual publisher quad builder inside Fabric with generated faces and lighting/material values.",
"Opaque/translucent geometry, pooled error flags and every retained quad field match before and after upstream merging.",
"Fresh allocations reuse at most one discarded successful-premerge quad; existing pool selection stays upstream.",
"Three sequential warmed caller-loop observations are not independent forks; compilation can vary.",
"Allocation reduction is not retained RAM, game FPS or a Mac GPU benchmark."
],
"provenance": {
"source_commit": "0a0cd667d5cfdee7c59f5fe2c7a2eb15bd19e66e",
"fixture_protocol": "55,296 generated faces plus four concurrent builders, geometry/list boundaries checked before and after upstream merge; warm 2,000 batches, then 500 warm batches and 2,000 measured batches per sequential observation, 512 faces/batch"
}
}
@@ -1,87 +0,0 @@
{
"schema": 1,
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "2196637c5b2180a33fa5b926ab51069ab480618c1186b8a02872c7e758be0a70",
"results": [
{
"enabled": false,
"compact_headers": false,
"builder_shallow_bytes": 48,
"quad_shallow_bytes": 56,
"pending_scratch_shallow_bytes": 0,
"geometry_quads": 1,
"java_vendor": "Ubuntu",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"object_alignment_bytes": 8,
"compressed_oops": true,
"compressed_class_pointers": true
},
{
"enabled": true,
"compact_headers": false,
"builder_shallow_bytes": 48,
"quad_shallow_bytes": 56,
"pending_scratch_shallow_bytes": 56,
"geometry_quads": 1,
"java_vendor": "Ubuntu",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"object_alignment_bytes": 8,
"compressed_oops": true,
"compressed_class_pointers": true
},
{
"enabled": false,
"compact_headers": true,
"builder_shallow_bytes": 40,
"quad_shallow_bytes": 48,
"pending_scratch_shallow_bytes": 0,
"geometry_quads": 1,
"java_vendor": "Ubuntu",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"object_alignment_bytes": 8,
"compressed_oops": true,
"compressed_class_pointers": true
},
{
"enabled": true,
"compact_headers": true,
"builder_shallow_bytes": 48,
"quad_shallow_bytes": 48,
"pending_scratch_shallow_bytes": 48,
"geometry_quads": 1,
"java_vendor": "Ubuntu",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"object_alignment_bytes": 8,
"compressed_oops": true,
"compressed_class_pointers": true
}
],
"differences": [
{
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"additional_builder_shallow_bytes": 0,
"additional_builder_and_scratch_bytes": 56
},
{
"compact_headers": true,
"additional_builder_shallow_bytes": 8,
"additional_builder_and_scratch_bytes": 56
}
],
"notes": [
"Instrumentation.getObjectSize measures shallow object sizes inside real applied Fabric clients.",
"Four adjacent north-facing quads premerge to one retained geometry quad in each combination.",
"Builder plus pending scratch difference excludes referenced lists, existing pools and every other game object.",
"Object alignment/header/compressed-reference settings can differ on other JVMs or architectures.",
"Not deep heap, GC residency, whole-game RSS/unified RAM, FPS or Apple Silicon performance.",
"The agent and fixture are private test binaries excluded from playable packs."
],
"provenance": {
"source_commit": "1243e148d455cd83f18b66f70bcfe2b8a4b746c9",
"four_processes_exited_successfully": true,
"agent_path_with_spaces_verified_separately": true
}
}
@@ -1,69 +0,0 @@
{
"schema": 1,
"measurement": "Instrumentation.getObjectSize inside four private applied Fabric clients",
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"architecture": "x86_64",
"java_vendor": "Ubuntu",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"original_mod_sha256": "2196637c5b2180a33fa5b926ab51069ab480618c1186b8a02872c7e758be0a70",
"production_source_commit": "24c65f512dece83b153b206e33cd4c4294b42de2",
"results": [
{
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"compact_headers": false,
"builder_shallow_bytes": 48,
"quad_shallow_bytes": 56,
"pending_scratch_shallow_bytes": 0,
"geometry_quads": 1
},
{
"enabled": true,
"compact_headers": false,
"builder_shallow_bytes": 48,
"quad_shallow_bytes": 56,
"pending_scratch_shallow_bytes": 56,
"geometry_quads": 1
},
{
"enabled": false,
"compact_headers": true,
"builder_shallow_bytes": 40,
"quad_shallow_bytes": 48,
"pending_scratch_shallow_bytes": 0,
"geometry_quads": 1
},
{
"enabled": true,
"compact_headers": true,
"builder_shallow_bytes": 48,
"quad_shallow_bytes": 48,
"pending_scratch_shallow_bytes": 48,
"geometry_quads": 1
}
],
"differences": [
{
"compact_headers": false,
"additional_builder_shallow_bytes": 0,
"additional_builder_and_scratch_bytes": 56
},
{
"compact_headers": true,
"additional_builder_shallow_bytes": 8,
"additional_builder_and_scratch_bytes": 56
}
],
"provenance": {
"protocol": "Initial private size agent and corrected system-loader reflection probe; metadata was later expanded in the reusable source.",
"agent_source_sha256": "4783850bf80e9eb0379570bb7794a610406b48bddd7fe36ff499222d01e789b1",
"fixture_source_sha256": "842514f97116a1e9cf5eb9a4b951657c90f7639effdfd526357831e2424282bf"
},
"notes": [
"Shallow object sizes only, not a heap walk or whole-game memory measurement.",
"Four north-facing adjacent quads produce one retained geometry quad in every process.",
"Header modes use separate upstream/patched JVMs.",
"Layouts can differ with JVM, architecture, compressed references and object alignment.",
"The hook remains optional; these sizes do not establish an FPS or RAM improvement.",
"No test agent binaries, game binaries, private worlds, full logs or JFR recordings are published."
]
}
@@ -1,54 +0,0 @@
{
"schema": 1,
"minecraft": "26.3",
"manifest_sha1": "4fe1aa1ef8da1cb95c5bad1fb98890ca56dd8ca3",
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"java": "openjdk 25.0.4.1 2026-08-18",
"rustc": "rustc 1.99.0 (b940084d7 2026-09-28)",
"resource_models": 2883,
"graph_fixtures": 440,
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}
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"output_sha256": "7b23eb34c86c3db5a9e90bdd8ef772b79b2a06c8460542e032589f7962fd8f64",
"matched_output_lines": 225126
},
{
"side": "server",
"jar_sha256": "a362163eec5d1612d520772bc16e5b39c09e3b234fdc045f56bf544284ee8ae6",
"output_sha256": "7b23eb34c86c3db5a9e90bdd8ef772b79b2a06c8460542e032589f7962fd8f64",
"matched_output_lines": 225126
}
],
"scope": "Actual CollisionContext factories and EntityCollisionContext/Empty/PositionCollisionContext queries on controlled player and marker snapshots. Checks entity identity, captured descending and placement flags, fluid collision flags, empty-stack AIR identity, height thresholds including f32 epsilon, null factories, callback arguments/order/failures and all five fluid type pairs. Entity lifecycle, inventory mutations after capture, experimental minecart contexts, contextual block shape dispatch and live movement integration remain pending."
}
@@ -1,204 +0,0 @@
{
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"minecraft": "26.3",
"manifest_sha1": "4fe1aa1ef8da1cb95c5bad1fb98890ca56dd8ca3",
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}
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}
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"player_dead": null,
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"presented_frames": 30,
"project": "Horizon",
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"schema": 1,
"scope": "Native resident-scene renderer with inspection camera and optional fixed-rate dry walking test; full gameplay remains unfinished",
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"visible_model_faces": 5991,
"walking": false,
"window_size": [
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},
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@@ -1,807 +0,0 @@
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}
}
@@ -1,203 +0,0 @@
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "7b23eb34c86c3db5a9e90bdd8ef772b79b2a06c8460542e032589f7962fd8f64",
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{
"side": "server",
"jar_sha256": "a362163eec5d1612d520772bc16e5b39c09e3b234fdc045f56bf544284ee8ae6",
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}
],
"scope": "Actual CollisionContext factories and EntityCollisionContext/Empty/PositionCollisionContext queries on controlled player and marker snapshots. Checks entity identity, captured descending and placement flags, fluid collision flags, empty-stack AIR identity, height thresholds including f32 epsilon, null factories, callback arguments/order/failures and all five fluid type pairs. Entity lifecycle, inventory mutations after capture, experimental minecart contexts, contextual block shape dispatch and live movement integration remain pending."
}
@@ -1,205 +0,0 @@
{
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},
"rust_output_sha256": "d845ce538e9ce157f6455b32e73e03e9d7df86ebc5c9ab80ebf94705500748ab",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "d845ce538e9ce157f6455b32e73e03e9d7df86ebc5c9ab80ebf94705500748ab",
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{
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}
],
"scope": "Native contextual LiquidBlock collision dispatch for all 32 water/lava states. Checks the always-fluid bypass, source-only selection, living-entity gating, supplied entity standing shapes, exact height boundaries, all 33 above-block fluid states, callback order and failure propagation, null/placement contexts and wrapping above-block coordinates. Full selected shape data and callback traces are compared. Entity-specific standing shape implementations, liquid simulation and live movement remain pending."
}
@@ -1,205 +0,0 @@
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},
"rust_output_sha256": "33a33cd612c999ab21f1acbbdee522f2ec2b3f877d62f922c665715e3012e207",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "33a33cd612c999ab21f1acbbdee522f2ec2b3f877d62f922c665715e3012e207",
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},
{
"side": "server",
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}
],
"scope": "Actual CollisionContext.getCollisionShape dispatch and native scaffolding behavior for all 32 scaffolding states, nine context variants, descending flags, integer Y extremes, nonfinite positions and adjacent double values around the top/bottom float-epsilon thresholds. Full shape coordinates, extrema, box ordering and cube metadata match. A rejecting world proxy verifies selection performs no world reads. Scaffolding placement/update/falling behavior and live movement remain pending."
}
@@ -1,201 +0,0 @@
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}
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"crates/horizon-world/Cargo.toml": "977338bf3e654193685b015d383493b9f59ff6f5d6210bec212cef8ac4a50bed",
"Cargo.toml": "dc370d5fdde37238c3e4820046f11c3201020406a4edfa1308257c13edbdcda4",
"Cargo.lock": "7307d0c887364db36d327685ecf0671b75305e31e5ba5fbdcdbb15eaf156d20e"
},
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "c39201a8d64b2ec12dc08d8eddcb962d336885a749200a0a33c0fefd7910c193",
"matched_output_lines": 922238,
"biome_export_sha256": "b03e2fbe85c191a22f333bc989bd2a73c66f0f9fbcd9ddb54774f17c247832e9"
},
{
"side": "server",
"jar_sha256": "a362163eec5d1612d520772bc16e5b39c09e3b234fdc045f56bf544284ee8ae6",
"output_sha256": "c39201a8d64b2ec12dc08d8eddcb962d336885a749200a0a33c0fefd7910c193",
"matched_output_lines": 922238,
"biome_export_sha256": "b03e2fbe85c191a22f333bc989bd2a73c66f0f9fbcd9ddb54774f17c247832e9"
}
],
"scope": "Direct normal-noise JSON decoding using the actual pinned vanilla CODEC. Every bundled noise registry resource, explicit/default parameters, empty and full amplitude modifiers, normalization modes, inclusive field bounds with signed-zero comparator ordering, malformed types, null fields, duplicate and ignored keys, decimal/exponent integer truncation and wrapping, signed zero, seeded modern/legacy and Nether construction, octave metadata, range and normalization bits, scalar noise values and parent random state. JSON resource contents stay private. Strict JSON parsing; no claim for Gson's permissive non-JSON syntax. Bundled density registries are also decoded with actual vanilla registry-aware CODECs: named forward references, all bundled function kinds, declared range/axes, raw compilation errors, seeded optimized roots, cache allocation, scalar values, strided bulk values, repeated cache hits and surface-volume errors are compared using RandomState's actual compile context. All seven bundled noise-setting resources contribute their actual eight-field NoiseRouter.CODEC objects to RandomState. Router fields are compiled in declaration order with a shared compiler/context; cache allocation, raw/optimized scalar and repeated strided volume values, successful single-layer surface volumes and invalid surface-volume shapes are compared. Actual RandomState climate sampler binding and quart-to-block coordinate wrapping are checked at ordinary and extreme positions. Float-to-long climate quantization and long-to-float conversion include subnormals, signed zeros, NaNs, infinities, cast saturation and seeded random bit patterns. Actual vanilla Climate.Parameter and ParameterPoint JSON codecs compare scalar, two-element list and min/max object intervals, float endpoint bounds/ordering, required coordinate/offset fields, negative zero, precision-sensitive float parsing, malformed types and duplicate keys. Climate parameter distances, wrapping squared fitness, stable search-tree leaf order and nearest lookup are compared across every supported branching value 2..32, sizes around branch powers, the 65536-entry API bound, duplicates, warm ties, fresh lookups, brute-force lookup and extreme signed-long endpoints/targets. The Rust tree is immutable with per-worker search state instead of hidden thread locals; invalid or degenerate searches return typed errors. Inline arbitrary distance metrics and behavior outside the bounded API are not covered. Built-in Overworld and Nether quantized biome parameter tables are exported independently by each authenticated JAR and required to agree before Rust consumes them. The Rust multi-noise resolver and actual vanilla MultiNoiseBiomeSource compare biome identities through scalar climate queries and prepared bulk quart volumes, including forward/reverse/repeated query order, wrapped extreme origins and shared previous-result state. Biome holder keys in the reference are registration placeholders; no biome property or gameplay behavior is evaluated. The Rust loader reads a Horizon quantized table format, not the vanilla biome codec, and the preset builders themselves have not been ported. Source and private fixture mutations during validation invalidate the report. The two-field 26.3 NoiseSettings codec, create helper and LevelHeightAccessor clamping are also compared across bundled noise members, dimension/alignment bounds, zero/negative runtime heights, disjoint ranges, wrapped integer arithmetic and decimal/exponent integer conversion. Global fluid cutoff selection and the actual disabled Aquifer implementation are compared with original default block-state identities, extreme sea levels/coordinates, signed-zero/subnormal/nonfinite density and counted picker calls; developer fluid-disable behavior is outside the regular-mode corpus. The actual noise-based Aquifer.Config codec and runtime are compared across bundled aquifer settings, modern/legacy world-seeded aquifer factories, synthetic density roots, nondefault water/lava states, cave/void air, nonfinite sampler overrides, strided volume extents, wrapped coordinates, repeated and reversed queries, counted picker calls, sampler call order/values, injected failures and retry state, scheduling flags, populated location/status caches and sorted surface-cache entries. Oversized or wrapped-invalid grid allocations and developer fluid-disable behavior are outside the bounded regular-mode API. Terrain filling is not yet validated. Router, vertical noise and optional aquifer members are decoded from each noise-setting resource; complete NoiseGeneratorSettings, material rules, nonempty world fields, biome registry/codecs and complete chunk biome assignment, generated chunks, gameplay and rendering remain pending. Inline noise holders and general codec behavior beyond the covered fixtures remain pending."
}
@@ -1,342 +0,0 @@
{
"schema": 1,
"measurement": "Shader world activation/startup probes; not FPS or physical M2 measurements",
"release": "0.20.0",
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"local_source_commit": "99d6aae5e06a3fc9a9a69c433f48f32729776861",
"linux_opengl": {
"schema": 1,
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"architecture": "x86_64",
"minecraft": "26.3",
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"results": [
{
"observed_mode": "world",
"title_screen_observed": false,
"world_loaded": true,
"ready_client_ticks": 40,
"window_active": true,
"overlay_present": false,
"overlay_wait_ticks": 79,
"heap_max_bytes": 6442450944,
"iris_capture_status": "available",
"iris_shaders_enabled": true,
"shader_required": true,
"iris_expected_pack_matches": true,
"framebuffer_width": 1280,
"framebuffer_height": 800,
"sampled_pixels": 4288,
"distinct_sampled_rgb": 3777,
"gpu": "llvmpipe (LLVM 21.1.8, 256 bits)",
"graphics_backend": "OpenGL",
"graphics_driver": "4.5 (Core Profile) Mesa 26.0.8-1ubuntu0.3",
"private_png_sha256": "1a221bb9bedb21770f08ffcde593539c02d4e7cad48516bf7fad4215d7b14cde",
"profile": "cinematic",
"preferred_backend": "opengl",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "OpenGL",
"operation": "load_library",
"result": "success"
},
{
"backend": "OpenGL",
"operation": "create_device",
"result": "success"
}
]
}
],
"limits": [
"Short scene startup and nonuniform framebuffer readback only.",
"World mode uses the ordinary limited demo; world files remain private.",
"No exhaustive gameplay, visual-correctness, FPS or M2 Pro performance claim.",
"Vulkan preference can fall back; inspect the observed backend.",
"PNG images, assets and full logs remain in the private runtime directory."
]
},
"linux_vulkan_failure": {
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.awt.AWTError",
"java.lang.NullPointerException",
"java.lang.RuntimeException",
"net.minecraft.ReportedException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "llvmpipe (LLVM 21.1.8, 256 bits)",
"graphics_backend": "Vulkan",
"graphics_driver": "1.4.335 llvmpipe Mesa 26.0.8-1ubuntu0.3 (LLVM 21.1.8)"
}
],
"client_initializer_reached": true,
"readback_requested": false,
"readback_callback_received": false,
"readback_inspections": [],
"probe_failure_categories": [],
"vulkan_error_codes": [],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
"net.minecraft.client.renderer.Lightmap.handler$zzk000$distanthorizons$render",
"net.minecraft.client.renderer.Lightmap.render",
"net.minecraft.client.renderer.GameRenderer.render"
],
"profile": "cinematic",
"preferred_backend": "vulkan"
},
"linux_vulkan_without_dh": {
"private_dh_jar_removed": true,
"new_demo_world": true,
"exit_code": 1,
"result_count": 0,
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"failure": {
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "llvmpipe (LLVM 21.1.8, 256 bits)",
"graphics_backend": "Vulkan",
"graphics_driver": "1.4.335 llvmpipe Mesa 26.0.8-1ubuntu0.3 (LLVM 21.1.8)"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"readback_callback_received": true,
"readback_inspections": [
{
"framebuffer_width": 1280,
"framebuffer_height": 800,
"sampled_pixels": 4288,
"distinct_sampled_rgb": 1804
}
],
"probe_failure_categories": [
"shader_inactive"
],
"vulkan_error_codes": [],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
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"com.mojang.renderpearl.backend.vulkan.DestructionQueue.rotate",
"com.mojang.renderpearl.backend.vulkan.VulkanCommandEncoder.submit",
"com.mojang.renderpearl.frontend.FrontendCommandEncoder.submit"
]
}
},
"mac_source_commit": "857c5a4aa553f83799631ad48340e43a13c78549",
"mac_run_url": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37198566508",
"mac_cases": [
{
"case": [
"--profile",
"cinematic",
"--backend",
"opengl",
"--world",
"--shaders"
],
"exit_code": 1,
"failure": [
{
"fixture": "client-graphics",
"profile": "cinematic",
"completed": false
}
]
},
{
"case": [
"--profile",
"cinematic",
"--backend",
"vulkan",
"--world",
"--shaders"
],
"exit_code": 1,
"failure": [
{
"fixture": "client-graphics",
"profile": "cinematic",
"completed": false
}
]
}
],
"limits": [
"Linux llvmpipe software renderer; no physical M2 shader performance or native GPU test.",
"OpenGL requires actual pinned shader activation and matching runtime pack identity, with nonuniform readback, focused gameplay, saved data and clean exit.",
"Linux Vulkan plus DH fails before readback; selected stack locations alone do not establish the root cause.",
"Removing DH privately produces an ordinary Vulkan world readback but Iris reports shaders inactive; the required-activation assertion rejects it.",
"Both hosted Mac cases hit the 240-second private fixture timeout; earlier diagnostics do not retain stages or waiting state. They do not establish shader compatibility or incompatibility.",
"Full logs, raw PNGs, world data, assets and shader ZIPs remain private.",
"Diagnostic repeat: OpenGL loads a world but retains a screen before readback; Vulkan initializes its device but records no waiting-state snapshot. Both time out; screen identity and root causes are unknown."
],
"mac_diagnostic_repeat": {
"source_commit": "ed416c91cf980f136b7431314bccea7f266fe049",
"run_url": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37199837867",
"cases": [
{
"case": [
"--profile",
"cinematic",
"--backend",
"opengl",
"--world",
"--shaders"
],
"exit_code": 1,
"failure": [
{
"exit_code": -15,
"result_count": 0,
"java_exception_types": [
"java.lang.IllegalStateException",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "OpenGL",
"operation": "load_library",
"result": "success"
},
{
"backend": "OpenGL",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Software Renderer",
"graphics_backend": "OpenGL",
"graphics_driver": "4.1 APPLE-23.1.1"
}
],
"client_initializer_reached": true,
"readback_requested": false,
"readback_callback_received": false,
"readback_inspections": [],
"last_waiting_state": {
"world_loaded": true,
"player_present": true,
"overlay_present": false,
"screen_present": true,
"window_active": true,
"paused": false,
"ready_client_ticks": 0
},
"probe_failure_categories": [],
"vulkan_error_codes": [],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
"net.minecraft.client.renderer.LevelRenderer.mixinextras$bridge$renderGroup$135",
"net.minecraft.client.renderer.LevelRenderer.wrapOperation$bio000$iris$beginTerrainLayer",
"net.minecraft.client.renderer.LevelRenderer.executeSolid",
"net.minecraft.client.renderer.LevelRenderer.lambda$addMainPass$0",
"com.mojang.blaze3d.framegraph.FrameGraphBuilder.execute",
"net.minecraft.client.renderer.LevelRenderer.render",
"net.minecraft.client.renderer.GameRenderer.mixinextras$bridge$render$86",
"net.minecraft.client.renderer.GameRenderer.wrapOperation$bjf000$iris$renderLevel"
],
"fixture": "client-graphics",
"profile": "cinematic",
"completed": false,
"timed_out": true,
"timeout_seconds": 240
}
]
},
{
"case": [
"--profile",
"cinematic",
"--backend",
"vulkan",
"--world",
"--shaders"
],
"exit_code": 1,
"failure": [
{
"exit_code": -15,
"result_count": 0,
"java_exception_types": [
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],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": false,
"readback_callback_received": false,
"readback_inspections": [],
"last_waiting_state": null,
"probe_failure_categories": [],
"vulkan_error_codes": [],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [],
"fixture": "client-graphics",
"profile": "cinematic",
"completed": false,
"timed_out": true,
"timeout_seconds": 240
}
]
}
]
}
}
@@ -0,0 +1,379 @@
{
"scope": "Assets + BlockFacts + Behaviours loader only; no full startup or first frame",
"resources": "/srv/bob-data/horizon/.local/horizon-client/26.3",
"repeats": 10,
"ordering": [
[
"released",
"retained"
],
[
"retained",
"released"
],
[
"released",
"retained"
],
[
"retained",
"released"
],
[
"released",
"retained"
],
[
"retained",
"released"
],
[
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],
[
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],
[
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],
[
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]
],
"load_average_before": [
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],
"load_average_after": [
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],
"executables": {
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"mode": "deferred",
"sha256": "a52d6a7efc7b3198ef0dd8150325f56a3fe5d0c5883fd6d14c4b0c281866ce7c"
},
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"mode": "deferred-held",
"sha256": "a52d6a7efc7b3198ef0dd8150325f56a3fe5d0c5883fd6d14c4b0c281866ce7c"
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}
}
}
}
@@ -0,0 +1,176 @@
{
"scope": "Isolated gameplay-facts.json validation/typed decoding; includes JSON file read",
"resources": "/srv/bob-data/horizon/.local/horizon-client/26.3",
"repeats": 10,
"load_averages_before_after": [
[
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],
[
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],
"binary_sha256": "c2be9140c792720499d70c5806b8def0472734264ad72486d01365447e0cc2d7",
"metrics": {
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}
@@ -1,160 +0,0 @@
{
"schema": 1,
"purpose": "Functional software identity capture, not a performance comparison",
"minecraft": "26.3",
"platform": "Linux x86_64 software OpenGL",
"source_commit": "110c75d712ed4827ae5e72c613f834bcc4e97da2",
"original_mod_sha256": "98f8db7ca8962a71625eef835f57d25c8afb802f2cf1b7c4c832fc070757e011",
"results": [
{
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"elapsed_seconds": 15.335704769,
"java_vendor": "Ubuntu",
"java_vm_name": "OpenJDK 64-Bit Server VM",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
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"[email protected]",
"[email protected]",
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"[email protected]"
],
"excluded_frames": 0,
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"samples": 38,
"csv_count_matched": true
},
{
"kind": "ticks",
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"java_vendor": "Ubuntu",
"java_vm_name": "OpenJDK 64-Bit Server VM",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"mods": [
"[email protected]",
"[email protected]",
"[email protected]+38c7a2d55d",
"[email protected]+fcdff87f02",
"[email protected]+3434d6d902",
"[email protected]+26.3",
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"[email protected]+fcdff87f02",
"[email protected]+52268a0e02",
"[email protected]",
"[email protected]",
"[email protected]",
"[email protected]+26.3",
"java@25",
"[email protected]+mc26.3",
"[email protected]",
"[email protected]",
"[email protected]+mc26.3",
"[email protected]",
"[email protected]"
],
"excluded_frames": 0,
"dropped_samples": 0,
"samples": 301,
"csv_count_matched": true
}
],
"notes": [
"Actual frame and integrated-server tick reports contain identical Java identity and 59 loaded mod versions, captured before each recording starts.",
"The short 15-second recording validates metadata and file output only; it is not a valid performance comparison or a Mac result.",
"The actual old/new report pair loads in the offline viewer with matching CSV timelines, an explicit Horizon mod-version difference and unknown legacy Java implementation warnings.",
"Synthetic changed versions, reordered mod lists, missing legacy identity, escaped mod names and expanded lists at 390px pass offline checks."
]
}
@@ -1,274 +0,0 @@
{
"schema": 1,
"original_mod_sha256": "7e0ffb16fbda2117ce3cfe9fc6249ff3c06c63be764207963ba331871ed6fabd",
"groups": [
{
"label": "initial",
"initial_warmup_checks": 1000000,
"per_observation_warmup_checks": 0,
"observations": 1,
"compiler_diagnostics": false,
"compilation_waits": false,
"results": [
{
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"applied_hook_checked": true,
"owners": 30,
"queries": 491520,
"nonzero": 327049,
"lookup_digest": "c9745cc2e7cf6c486a92f87635c87590db61127063970c8a8c7bfb2ef5282cca",
"data_fingerprint": -5590987990034711991,
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"measured_checks": 2000000,
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"allocated_bytes": 400,
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{
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]
},
{
"label": "compiler-diagnostic",
"initial_warmup_checks": 1000000,
"per_observation_warmup_checks": 4000000,
"observations": 3,
"compiler_diagnostics": true,
"compilation_waits": false,
"results": [
{
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"owners": 30,
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"nonzero": 327049,
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"data_fingerprint": -5590987990034711991,
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"measured_checks": 6000000,
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{
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{
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{
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{
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"initial_warmup_checks": 1000000,
"per_observation_warmup_checks": 4000000,
"observations": 3,
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{
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},
{
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}
]
},
{
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"lookup_digest": "c9745cc2e7cf6c486a92f87635c87590db61127063970c8a8c7bfb2ef5282cca",
"data_fingerprint": -5590987990034711991,
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{
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},
{
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}
]
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]
},
{
"label": "normal-long-warmup",
"initial_warmup_checks": 10000000,
"per_observation_warmup_checks": 4000000,
"observations": 3,
"compiler_diagnostics": false,
"compilation_waits": true,
"results": [
{
"enabled": false,
"applied_hook_checked": true,
"owners": 30,
"queries": 491520,
"nonzero": 327049,
"lookup_digest": "c9745cc2e7cf6c486a92f87635c87590db61127063970c8a8c7bfb2ef5282cca",
"data_fingerprint": -5590987990034711991,
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},
{
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},
{
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}
]
},
{
"enabled": true,
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"owners": 30,
"queries": 491520,
"nonzero": 327049,
"lookup_digest": "c9745cc2e7cf6c486a92f87635c87590db61127063970c8a8c7bfb2ef5282cca",
"data_fingerprint": -5590987990034711991,
"data_unchanged": true,
"measured_checks": 6000000,
"checksum": 274877907204874744,
"allocated_bytes": 400,
"cpu_ns": 260347437,
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{
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{
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],
"notes": [
"Exploratory fixed-order single forks. Earlier fixture protocols were not committed; warmup and diagnostics differ between groups.",
"Current production arithmetic is the same binary in all groups. Only the final protocol is reproducible from source commit c6ec0b5.",
"Retains favorable and unfavorable observations; do not combine different protocols into a statistical speedup estimate.",
"Not game FPS/RAM, Mac GPU, retained-memory or cross-hardware performance evidence."
]
}
@@ -1,88 +0,0 @@
{
"schema": 1,
"platform": "Linux-6.17.0-1022-azure-x86_64-with-glibc2.39",
"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "7e0ffb16fbda2117ce3cfe9fc6249ff3c06c63be764207963ba331871ed6fabd",
"results": [
{
"enabled": false,
"applied_hook_checked": true,
"owners": 30,
"queries": 491520,
"nonzero": 327049,
"lookup_digest": "c9745cc2e7cf6c486a92f87635c87590db61127063970c8a8c7bfb2ef5282cca",
"data_fingerprint": -5590987990034711991,
"data_unchanged": true,
"measured_checks": 6000000,
"checksum": 274877907204874744,
"allocated_bytes": 400,
"cpu_ns": 164904484,
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{
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},
{
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},
{
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}
]
},
{
"enabled": true,
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"owners": 30,
"queries": 491520,
"nonzero": 327049,
"lookup_digest": "c9745cc2e7cf6c486a92f87635c87590db61127063970c8a8c7bfb2ef5282cca",
"data_fingerprint": -5590987990034711991,
"data_unchanged": true,
"measured_checks": 6000000,
"checksum": 274877907204874744,
"allocated_bytes": 400,
"cpu_ns": 151660192,
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"observations": [
{
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"allocated_bytes": 400
},
{
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},
{
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}
]
}
],
"notes": [
"Actual public full-data lookup inside Fabric with generated numeric column data.",
"Thirty owners span positive/negative origins and six detail levels; output digests and source fingerprints match.",
"The actual redirect method is checked in each mode; source column data remains unchanged.",
"Three sequential warmed caller-loop observations are not independent forks; JIT compilation can vary.",
"Not whole-game FPS/RAM, rendered-pixel equivalence or a Mac GPU benchmark."
],
"provenance": {
"source_commit": "c6ec0b5e14d2ea3546fb8858be4a655634a93387",
"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37171062262",
"job": "portable-mod (ubuntu-latest)",
"artifact": "horizon-ubuntu-latest",
"command": "python tools/test_terrain_position.py"
}
}
@@ -1,126 +0,0 @@
{
"schema": 1,
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "7e0ffb16fbda2117ce3cfe9fc6249ff3c06c63be764207963ba331871ed6fabd",
"platform": "Linux x86_64",
"graphics": "llvmpipe software OpenGL",
"settings": {
"heap_bytes": 3221225472,
"gc": "G1",
"compact_headers": true,
"render_distance": 12,
"simulation_distance": 12,
"lod_radius_chunks": 128,
"lod_quality": "MEDIUM/MEDIUM/BLOCK",
"terrain_workers": 2,
"runtime_ratio": 0.5,
"world_difficulty": "PEACEFUL"
},
"results": [
{
"profile": "m2-balanced",
"position_enabled": false,
"elapsed_seconds": 120.557552272,
"frame_samples": 221,
"tick_samples": 2401,
"excluded_frames": 0,
"dropped_samples": 0,
"visual_settings_changed": [],
"frame_stats": {
"count": 221,
"meanMs": 539.3068458597285,
"p50Ms": 512.140615,
"p95Ms": 731.515105,
"p99Ms": 811.750394,
"maxMs": 995.181191,
"meanRate": 1.8542319788391781,
"lowOnePercentRate": 1.1163478251626853,
"over16Ms": 221,
"over33Ms": 221,
"over50Ms": 221,
"over100Ms": 221
},
"tick_stats": {
"count": 2401,
"meanMs": 9.190547997917534,
"p50Ms": 8.84372,
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"maxMs": 50.24744,
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"lowOnePercentRate": 34.084420672139515,
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"over33Ms": 6,
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"over100Ms": 0
},
"process_rss_peak_sampled_bytes": 2961256448,
"launcher_exit_code": 0
},
{
"profile": "terrain-position",
"position_enabled": true,
"elapsed_seconds": 120.41545128,
"frame_samples": 219,
"tick_samples": 2401,
"excluded_frames": 0,
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"visual_settings_changed": [],
"frame_stats": {
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"meanMs": 543.8858950547946,
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"p99Ms": 989.910492,
"maxMs": 1062.14914,
"meanRate": 1.8386209480561242,
"lowOnePercentRate": 0.9801615082035254,
"over16Ms": 219,
"over33Ms": 219,
"over50Ms": 219,
"over100Ms": 219
},
"tick_stats": {
"count": 2401,
"meanMs": 9.594661623490213,
"p50Ms": 9.152511,
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"maxMs": 56.681493,
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"lowOnePercentRate": 30.354925598948153,
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"over33Ms": 9,
"over50Ms": 1,
"over100Ms": 0
},
"process_rss_peak_sampled_bytes": 2989678592,
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}
],
"provenance": {
"source_commit": "c6ec0b5e14d2ea3546fb8858be4a655634a93387",
"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37171062262",
"runtime_mod_matches_linux_ci": true,
"initial_player_snapshot_sha256": "b4d11dbd6443625415a1e32aa242d0e2d09cd77ddb1becfde5d35cb6ab8d278a",
"initial_level_snapshot_sha256": "86a3c75ea993e50c4428da4dbadc5856688a9367f035c41b8bb49863a9aeb644",
"first_saved_player_position": [
-56.5,
69.0,
55.5
],
"first_saved_player_rotation": [
141.5,
16.950002670288086
]
},
"notes": [
"Fixed-order candidate then control single pair, separate copies of the same private world; approximately 307 seconds from demo-popup dismissal to capture for each. Initial player camera and both first saved camera positions matched.",
"Stationary view includes LOD terrain; both recordings have zero paused/unfocused exclusions and matching captured settings apart from the isolated hook. No statistical speed estimate is established.",
"Preceding 60-second JFR captures ran separately before the frame recording; JIT/cache/profiling effects are not eliminated.",
"Candidate saved, reloaded, saved again and quit; control saved and quit. Both foreground launchers returned 0, with no crash reports or remaining game processes.",
"Scene differs from earlier release captures, so comparisons across releases are not valid. Private test-world camera preparation is not included in the mod or release packs.",
"No FPS improvement is established. Software rendering dominates this machine; these are functional observations, not Mac, GPU or unified-memory performance results. RSS is process resident memory, not complete GPU/unified RAM."
]
}
@@ -1,98 +0,0 @@
{
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"owners": 30,
"queries": 491520,
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"lookup_digest": "c9745cc2e7cf6c486a92f87635c87590db61127063970c8a8c7bfb2ef5282cca",
"data_fingerprint": -5590987990034711991,
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"measured_checks": 6000000,
"checksum": 274877907204874744,
"allocated_bytes": 400,
"cpu_ns": 331478729,
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"observations": [
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"cpu_ns": 89780106,
"wall_ns": 89771945,
"allocated_bytes": 0
}
]
}
],
"notes": [
"Actual public full-data lookup inside Fabric with generated numeric column data.",
"Thirty owners span positive/negative origins and six detail levels; output digests and source fingerprints match.",
"The actual redirect method is checked in each mode; source column data remains unchanged.",
"Three sequential warmed caller-loop observations are not independent forks; JIT compilation can vary.",
"Not whole-game FPS/RAM, rendered-pixel equivalence or a Mac GPU benchmark."
],
"provenance": {
"source_commit": "c6ec0b5e14d2ea3546fb8858be4a655634a93387",
"command": "python tools/test_terrain_position.py",
"protocol": {
"initial_warmup_checks": 10000000,
"initial_compilation_wait_ms": 1000,
"observation_count": 3,
"per_observation_warmup_checks": 4000000,
"per_observation_compilation_wait_ms": 200,
"per_observation_measured_checks": 2000000,
"run_order": [
false,
true
],
"compiler_diagnostics": false
}
}
}
@@ -1,43 +0,0 @@
{
"schema": 1,
"platform": "Linux-6.17.0-1022-azure-x86_64-with-glibc2.39",
"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "c506982631880604513de8ef85e3b4461fbb898702e60b4a6f74ca3b3d4a687f",
"results": [
{
"enabled": false,
"applied_io_worker_checked": true,
"ordinary_join_checked": true,
"shared_future_preserved": true,
"exception_identity_checked": true,
"completed_interrupt_checked": true,
"cancelled_completion_checked": true,
"preinterrupted_pending_checked": true
},
{
"enabled": true,
"applied_io_worker_checked": true,
"ordinary_join_checked": true,
"shared_future_preserved": true,
"exception_identity_checked": true,
"completed_interrupt_checked": true,
"cancelled_completion_checked": true,
"preinterrupted_pending_checked": true
}
],
"notes": [
"Actual game IOWorker under Fabric, with controlled cached blending-read futures.",
"DH worker interruption releases only its waiter; the shared future remains consumable.",
"Ordinary callers retain join behavior; completed values, cancellation and exception identity are checked.",
"This is a shutdown correctness fixture, not an FPS or world-generation throughput benchmark."
],
"provenance": {
"source_commit": "9a1b22aa56f58a3ee39a3564be859a662d2beedc",
"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37166150119",
"job": "portable-mod (ubuntu-latest)",
"artifact": "horizon-ubuntu-latest",
"command": "python tools/test_terrain_read.py"
}
}
@@ -1,41 +0,0 @@
{
"schema": 1,
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "c506982631880604513de8ef85e3b4461fbb898702e60b4a6f74ca3b3d4a687f",
"results": [
{
"enabled": false,
"applied_io_worker_checked": true,
"ordinary_join_checked": true,
"shared_future_preserved": true,
"exception_identity_checked": true,
"completed_interrupt_checked": true,
"cancelled_completion_checked": true,
"preinterrupted_pending_checked": true
},
{
"enabled": true,
"applied_io_worker_checked": true,
"ordinary_join_checked": true,
"shared_future_preserved": true,
"exception_identity_checked": true,
"completed_interrupt_checked": true,
"cancelled_completion_checked": true,
"preinterrupted_pending_checked": true
}
],
"notes": [
"Actual game IOWorker under Fabric, with controlled cached blending-read futures.",
"DH worker interruption releases only its waiter; the shared future remains consumable.",
"Ordinary callers retain join behavior; completed values, cancellation and exception identity are checked.",
"This is a shutdown correctness fixture, not an FPS or world-generation throughput benchmark."
],
"provenance": {
"source_commit": "9a1b22aa56f58a3ee39a3564be859a662d2beedc",
"environment": "local Linux x64 software graphics; actual Fabric fixture",
"command": "python tools/test_terrain_read.py"
}
}
@@ -1,41 +0,0 @@
{
"schema": 1,
"platform": "Linux-6.17.0-1022-azure-x86_64-with-glibc2.39",
"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"results": [
{
"enabled": false,
"allocated_bytes": 245760208,
"cpu_ns": 423649902,
"wall_ns": 481491629,
"nodes_per_tick": 512,
"measured_ticks": 20000,
"verified_transitions": 6000,
"checksum": 10240000
},
{
"enabled": true,
"allocated_bytes": 208,
"cpu_ns": 185922780,
"wall_ns": 192151484,
"nodes_per_tick": 512,
"measured_ticks": 20000,
"verified_transitions": 6000,
"checksum": 10240000
}
],
"notes": [
"Actual publisher tick holder under Fabric, warmed with preallocated nodes and a reused action list.",
"Checks duplicate/null membership, enable/disable precedence, published iteration order and clear boundaries.",
"Only private membership checks change; action collections and traversal remain upstream.",
"CPU and allocation measure the calling thread in one isolated loop; no statistical speed claim.",
"Not a game FPS, visible terrain completion, whole-game RAM or Mac GPU benchmark."
],
"provenance": {
"source_commit": "e091816ce06686d64d0f7a181a42701aa67e5bf7",
"ci_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37162939262",
"artifact": "horizon-ubuntu-latest"
}
}
@@ -1,14 +0,0 @@
Java openjdk 25.0.4.1 2026-08-18 LTS
Platform Darwin 25.6.0 arm64; logical CPUs 3
upstream requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.346; 1643.771 ms; worker allocation 1403064 bytes
precise requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.514; 1061.526 ms; worker allocation 15456 bytes
upstream requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.466; 1238.603 ms; worker allocation 1449704 bytes
precise requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.063; 11385.730 ms; worker allocation 204024 bytes
upstream requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.703; 785.293 ms; worker allocation 1417064 bytes
precise requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.509; 1097.416 ms; worker allocation 14496 bytes
upstream requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.431; 1293.360 ms; worker allocation 1529184 bytes
precise requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.065; 10727.658 ms; worker allocation 198104 bytes
upstream requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.620; 896.747 ms; worker allocation 1490864 bytes
precise requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.518; 1062.565 ms; worker allocation 13096 bytes
upstream requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.605; 975.086 ms; worker allocation 1450064 bytes
precise requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.060; 11976.557 ms; worker allocation 196840 bytes
@@ -1,14 +0,0 @@
Java openjdk 25.0.4.1 2026-08-18 LTS
Platform Linux 6.17.0-1022-azure x86_64; logical CPUs 4
upstream requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 1.000; 578.014 ms; worker allocation 1450616 bytes
precise requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.525; 1041.454 ms; worker allocation 64976 bytes
upstream requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.976; 591.683 ms; worker allocation 1451744 bytes
precise requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.076; 10349.493 ms; worker allocation 145264 bytes
upstream requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 1.000; 577.632 ms; worker allocation 1451096 bytes
precise requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.523; 1043.863 ms; worker allocation 65120 bytes
upstream requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.977; 591.337 ms; worker allocation 1410264 bytes
precise requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.076; 10334.845 ms; worker allocation 124264 bytes
upstream requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.987; 583.777 ms; worker allocation 1490096 bytes
precise requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.524; 1038.102 ms; worker allocation 64656 bytes
upstream requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.952; 606.495 ms; worker allocation 1408464 bytes
precise requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.076; 10346.209 ms; worker allocation 165856 bytes
@@ -1,14 +0,0 @@
Java openjdk 25.0.4.1 2026-08-18 LTS
Platform Windows 2025Server AMD64; logical CPUs 4
upstream requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.952; 557.784 ms; worker allocation 1491496 bytes
precise requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.556; 1038.982 ms; worker allocation 17776 bytes
upstream requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.852; 623.419 ms; worker allocation 1410384 bytes
precise requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.078; 10247.387 ms; worker allocation 214896 bytes
upstream requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.998; 548.088 ms; worker allocation 1489616 bytes
precise requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.574; 1034.032 ms; worker allocation 15096 bytes
upstream requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.867; 630.903 ms; worker allocation 1449664 bytes
precise requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.078; 10266.232 ms; worker allocation 214904 bytes
upstream requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.996; 549.301 ms; worker allocation 1448456 bytes
precise requested ratio 0.500; 50000 tasks of 10000 ns; worker CPU/wall 0.452; 1036.321 ms; worker allocation 13776 bytes
upstream requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.971; 563.129 ms; worker allocation 1409664 bytes
precise requested ratio 0.050; 50000 tasks of 10000 ns; worker CPU/wall 0.100; 10276.324 ms; worker allocation 214744 bytes
+14
View File
@@ -0,0 +1,14 @@
[package]
name = "cargo-horizon-mod"
version = "0.1.0"
edition.workspace = true
license.workspace = true
rust-version = "1.86"
description = "cargo horizon-mod new/build/run: make Horizon mods in Rust (docs/mods.md)"
[dependencies]
horizon-mods = { path = "../horizon-mods", default-features = false, features = ["pack"] }
serde_json = "1.0.151"
[lints]
workspace = true
+201
View File
@@ -0,0 +1,201 @@
//! `cargo horizon-mod`: make Horizon mods in Rust (`docs/mods.md`).
//!
//! - `new <path> [--name "Name"] [--sdk-path <dir>]`: a mod crate from the template.
//! - `build [--debug]`: the `.hmod` in `target/horizon-mod/`.
//! - `run [--game <horizon-client>] [-- <game args>]`: build, then play with
//! the mod; run `build` again and the game reloads it.
use horizon_mods::{
Manifest, Package,
manifest::{MANIFEST, component_imports, componentize},
};
use std::{
path::{Path, PathBuf},
process::{Command, ExitCode, Stdio},
};
const TARGET: &str = "wasm32-unknown-unknown";
const SDK_GIT: &str = "{ git = \"https://github.com/ludovic111/horizon\" }";
fn main() -> ExitCode {
// Cargo runs `cargo-horizon-mod horizon-mod <args>`.
let mut args: Vec<String> = std::env::args().skip(1).collect();
if args.first().is_some_and(|a| a == "horizon-mod") {
args.remove(0);
}
let result = match args.first().map(String::as_str) {
Some("new") => new(&args[1..]),
Some("build") => build(!args.iter().any(|a| a == "--debug")).map(|p| {
println!("Built {}", p.display());
}),
Some("run") => run(&args[1..]),
_ => Err("usage: cargo horizon-mod new <path> | build [--debug] | run [--game <horizon-client>] [-- <game args>]".into()),
};
match result {
Ok(()) => ExitCode::SUCCESS,
Err(e) => {
eprintln!("error: {e}");
ExitCode::FAILURE
}
}
}
/// The value after `flag` in `args`.
fn flag<'a>(args: &'a [String], flag: &str) -> Option<&'a str> {
let i = args.iter().position(|a| a == flag)?;
args.get(i + 1).map(String::as_str)
}
fn new(args: &[String]) -> Result<(), String> {
let path = args
.first()
.filter(|a| !a.starts_with("--"))
.ok_or("cargo horizon-mod new <path>")?;
let dir = Path::new(path);
if dir.exists() {
return Err(format!("{} already exists", dir.display()));
}
let base = dir
.file_name()
.and_then(|n| n.to_str())
.ok_or("the path needs a folder name")?;
let id: String = base
.chars()
.map(|c| {
if c.is_ascii_alphanumeric() {
c.to_ascii_lowercase()
} else {
'_'
}
})
.collect();
let name = flag(args, "--name").map_or_else(|| base.replace(['-', '_'], " "), str::to_string);
let sdk = match flag(args, "--sdk-path") {
Some(p) => {
let p = std::fs::canonicalize(p).map_err(|e| format!("--sdk-path {p}: {e}"))?;
format!("{{ path = {:?} }}", p.display().to_string())
}
None => SDK_GIT.to_string(),
};
let fill = |t: &str| {
t.replace("{crate}", &id.replace('_', "-"))
.replace("{id}", &id)
.replace("{name}", &name)
.replace("{sdk}", &sdk)
};
let files = [
("Cargo.toml", include_str!("../template/Cargo.toml.in")),
(MANIFEST, include_str!("../template/horizon-mod.toml")),
("src/lib.rs", include_str!("../template/src/lib.rs")),
(".gitignore", include_str!("../template/gitignore")),
];
for (file, text) in files {
let to = dir.join(file);
std::fs::create_dir_all(to.parent().expect("a file in the mod"))
.map_err(|e| e.to_string())?;
std::fs::write(&to, fill(text)).map_err(|e| format!("{}: {e}", to.display()))?;
}
Manifest::parse(&std::fs::read_to_string(dir.join(MANIFEST)).map_err(|e| e.to_string())?)?;
println!(
"Created {} (mod id {id}). Next: cd {path} && cargo horizon-mod run",
dir.display()
);
Ok(())
}
/// Builds the crate in the current folder and packs `target/horizon-mod/<id>.hmod`.
fn build(release: bool) -> Result<PathBuf, String> {
let manifest_text = std::fs::read_to_string(MANIFEST)
.map_err(|e| format!("{MANIFEST}: {e} (run this in a mod's folder)"))?;
let manifest = Manifest::parse(&manifest_text)?;
let cargo = std::env::var("CARGO").unwrap_or_else(|_| "cargo".into());
let mut cmd = Command::new(cargo);
cmd.args([
"build",
"--lib",
"--target",
TARGET,
"--message-format=json-render-diagnostics",
]);
if release {
cmd.arg("--release");
}
let out = cmd
.stderr(Stdio::inherit())
.output()
.map_err(|e| e.to_string())?;
if !out.status.success() {
return Err(format!(
"cargo build failed (is the target installed? rustup target add {TARGET})"
));
}
let core = String::from_utf8_lossy(&out.stdout)
.lines()
.filter_map(|l| serde_json::from_str::<serde_json::Value>(l).ok())
.filter(|m| m["reason"] == "compiler-artifact")
.flat_map(|m| m["filenames"].as_array().cloned().unwrap_or_default())
.filter_map(|f| f.as_str().map(PathBuf::from))
.rfind(|f| f.extension().is_some_and(|e| e == "wasm"))
.ok_or("the build made no .wasm: is the crate a cdylib?")?;
let wasm = componentize(&std::fs::read(&core).map_err(|e| e.to_string())?)?;
// The game refuses a component importing capabilities the manifest lacks.
manifest.check_imports(component_imports(&wasm)?.iter().map(String::as_str))?;
let target_dir = core.ancestors().nth(3).ok_or("unexpected target folder")?;
let dir = target_dir.join("horizon-mod");
std::fs::create_dir_all(&dir).map_err(|e| e.to_string())?;
let path = dir.join(format!("{}.hmod", manifest.id));
// Write then rename, so a running game never reads half a file.
let partial = path.with_extension("hmod.partial");
std::fs::write(&partial, Package::write(&manifest_text, &wasm)?).map_err(|e| e.to_string())?;
std::fs::rename(&partial, &path).map_err(|e| e.to_string())?;
Ok(path)
}
fn run(args: &[String]) -> Result<(), String> {
let path = build(true)?;
let game = flag(args, "--game")
.map(str::to_string)
.or_else(|| std::env::var("HORIZON_CLIENT").ok())
.unwrap_or_else(|| "horizon-client".into());
let extra = args.iter().skip_while(|a| *a != "--").skip(1);
println!(
"Starting {game} with {} (rebuild with `cargo horizon-mod build` to reload it)",
path.display()
);
let status = Command::new(&game)
.arg("--dev-mod")
.arg(&path)
.args(extra)
.status()
.map_err(|e| {
format!("{game}: {e} (pass --game <path to horizon-client> or set HORIZON_CLIENT)")
})?;
status
.success()
.then_some(())
.ok_or_else(|| format!("the game exited with {status}"))
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn the_template_is_a_valid_mod() {
let dir = std::env::temp_dir().join(format!("horizon-mod-new-{}", std::process::id()));
let path = dir.join("My-Mod");
new(&[path.display().to_string(), "--name".into(), "My Mod".into()]).unwrap();
let manifest =
Manifest::parse(&std::fs::read_to_string(path.join(MANIFEST)).unwrap()).unwrap();
assert_eq!(
(manifest.id.as_str(), manifest.name.as_str()),
("my_mod", "My Mod")
);
let cargo = std::fs::read_to_string(path.join("Cargo.toml")).unwrap();
assert!(cargo.contains("name = \"my-mod\"") && cargo.contains(SDK_GIT));
assert!(
new(&[path.display().to_string()]).is_err(),
"never overwrites"
);
std::fs::remove_dir_all(&dir).unwrap();
}
}
@@ -0,0 +1,14 @@
[package]
name = "{crate}"
version = "0.1.0"
edition = "2024"
[lib]
crate-type = ["cdylib"]
[dependencies]
horizon-mod-sdk = {sdk}
[profile.release]
opt-level = "s"
lto = true
@@ -0,0 +1 @@
/target
@@ -0,0 +1,12 @@
id = "{id}"
name = "{name}"
version = "0.1.0"
description = ""
authors = []
# The Horizon mod API the SDK targets.
api = "0.1"
# client: runs in the player's game.
side = "client"
# What the mod may do, shown to players before they turn it on:
# game-read (position, health, time), chat (show messages), hud (draw text).
capabilities = ["chat"]
@@ -0,0 +1,19 @@
use horizon_mod_sdk::{Mod, Registration, chat};
struct MyMod {
greeted: u32,
}
impl Mod for MyMod {
fn init() -> Result<(Self, Registration), String> {
Ok((MyMod { greeted: 0 }, Registration::new().command("hello")))
}
fn command(&mut self, _name: &str, args: &str) -> Result<Option<String>, String> {
self.greeted += 1;
chat::show(&format!("Hello {args}! ({} so far)", self.greeted));
Ok(None)
}
}
horizon_mod_sdk::export_mod!(MyMod);
+36 -18
View File
@@ -50,29 +50,47 @@ impl ModelLibrary {
/// A library that also knows `builtin/generated`, the parent of every
/// flat item model; the native client registers it as a special model.
pub fn with_item_generator(mut models: BTreeMap<String, CuboidModel>) -> Result<Self> {
models.insert(
GENERATED_MODEL.to_owned(),
CuboidModel {
parent: None,
ambient_occlusion: None,
gui_light: Some(GuiLight::Front),
textures: BTreeMap::from([(
"particle".to_owned(),
TextureSlot::Reference("layer0".to_owned()),
)]),
elements: None,
display: None,
},
);
models.insert(GENERATED_MODEL.to_owned(), Self::item_generator_model());
Self::new(models)
}
/// Register the item built-in while reusing already decoded resources.
pub fn with_shared_item_generator(
mut models: BTreeMap<String, Arc<CuboidModel>>,
) -> Result<Self> {
models.insert(
GENERATED_MODEL.to_owned(),
Arc::new(Self::item_generator_model()),
);
Self::from_shared(models)
}
fn item_generator_model() -> CuboidModel {
CuboidModel {
parent: None,
ambient_occlusion: None,
gui_light: Some(GuiLight::Front),
textures: BTreeMap::from([(
"particle".to_owned(),
TextureSlot::Reference("layer0".to_owned()),
)]),
elements: None,
display: None,
}
}
pub fn new(models: BTreeMap<String, CuboidModel>) -> Result<Self> {
Self::from_models(
models
.into_iter()
.map(|(name, model)| (name, Arc::new(model))),
)
}
/// Build an immutable resolution view without copying model geometry.
pub fn from_shared(models: BTreeMap<String, Arc<CuboidModel>>) -> Result<Self> {
Self::from_models(models)
}
fn from_models(models: impl IntoIterator<Item = (String, Arc<CuboidModel>)>) -> Result<Self> {
let mut decoded = BTreeMap::new();
for (name, model) in models {
if decoded
.insert(identifier(&name)?, Arc::new(model))
.is_some()
{
if decoded.insert(identifier(&name)?, model).is_some() {
return Err(error("duplicate normalized model identifier"));
}
}
+10
View File
@@ -0,0 +1,10 @@
[package]
name = "horizon-bench"
version = "0.1.0"
edition = "2021"
license = "MIT"
description = "The benchmark report format (docs/benchmark-report.md), shared by the game, the launcher and the upload"
[dependencies]
serde = { version = "1", features = ["derive"] }
serde_json = "1"
+259
View File
@@ -0,0 +1,259 @@
//! The machine a report was measured on. CPU, RAM and OS are detected here; the GPU and the display
//! come from the program that rendered (the game knows its adapter, the launcher its window).
use std::process::Command;
use serde::{Deserialize, Serialize};
#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct Hardware {
/// `macos`, `linux`, `windows`.
pub os: String,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub os_version: Option<String>,
pub arch: String,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub cpu: Option<String>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub cpu_threads: Option<usize>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub ram_mb: Option<u64>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub gpu: Option<Gpu>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub display: Option<Display>,
}
#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct Gpu {
pub name: String,
pub vendor: String,
pub driver: String,
/// `metal`, `vulkan`, `dx12`, `gl`.
pub backend: String,
/// `integrated`, `discrete`, `virtual`, `cpu`, `other`.
pub kind: String,
}
#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct Display {
/// Physical pixels.
pub width: u32,
pub height: u32,
pub scale: f64,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub refresh_hz: Option<u32>,
}
impl Hardware {
pub fn detect() -> Hardware {
Hardware {
os: std::env::consts::OS.to_owned(),
os_version: os_version(),
arch: std::env::consts::ARCH.to_owned(),
cpu: cpu(),
cpu_threads: std::thread::available_parallelism().ok().map(|n| n.get()),
ram_mb: ram_bytes().map(|b| b >> 20),
gpu: None,
display: None,
}
}
}
/// The one-minute load average: above about the number of threads the machine was busy.
pub fn load_average() -> Option<f64> {
if cfg!(target_os = "macos") {
// "{ 1.23 1.10 1.00 }"
output("sysctl", &["-n", "vm.loadavg"])?
.trim_start_matches('{')
.split_whitespace()
.next()?
.parse()
.ok()
} else {
std::fs::read_to_string("/proc/loadavg")
.ok()?
.split_whitespace()
.next()?
.parse()
.ok()
}
}
/// `ac` or `battery`; `None` where it can't be read (and on machines without a battery on Linux).
pub fn power_source() -> Option<&'static str> {
if cfg!(target_os = "macos") {
let batt = output("pmset", &["-g", "batt"])?;
return Some(if batt.contains("'Battery Power'") {
"battery"
} else {
"ac"
});
}
let mut on_battery = None;
for entry in std::fs::read_dir("/sys/class/power_supply").ok()?.flatten() {
let read =
|name: &str| std::fs::read_to_string(entry.path().join(name)).unwrap_or_default();
match read("type").trim() {
"Mains" if read("online").trim() == "1" => return Some("ac"),
"Battery" => on_battery = Some("battery"),
_ => {}
}
}
on_battery
}
/// Resident memory of a process, in bytes (macOS, Linux).
pub fn rss_bytes(pid: u32) -> Option<u64> {
if cfg!(target_os = "macos") {
return output("ps", &["-o", "rss=", "-p", &pid.to_string()])?
.parse::<u64>()
.ok()
.map(|kb| kb * 1024);
}
let status = std::fs::read_to_string(format!("/proc/{pid}/status")).ok()?;
let line = status.lines().find(|l| l.starts_with("VmRSS:"))?;
line.split_whitespace()
.nth(1)?
.parse::<u64>()
.ok()
.map(|kb| kb * 1024)
}
/// CPU time a process has used, user and system, in seconds (macOS, Linux).
pub fn cpu_seconds(pid: u32) -> Option<f64> {
if cfg!(target_os = "macos") {
// "[[dd-]hh:]mm:ss.cc"
let time = output("ps", &["-o", "time=", "-p", &pid.to_string()])?;
let (rest, days) = match time.split_once('-') {
Some((d, rest)) => (rest.to_owned(), d.parse::<f64>().ok()?),
None => (time, 0.0),
};
let seconds = rest.split(':').try_fold(0.0, |acc, part| {
part.parse::<f64>().ok().map(|v| acc * 60.0 + v)
})?;
return Some(days * 86_400.0 + seconds);
}
// utime and stime, fields 14 and 15, in clock ticks (100 per second on Linux).
let stat = std::fs::read_to_string(format!("/proc/{pid}/stat")).ok()?;
let fields: Vec<&str> = stat.rsplit_once(')')?.1.split_whitespace().collect();
let ticks: f64 = fields.get(11)?.parse::<f64>().ok()? + fields.get(12)?.parse::<f64>().ok()?;
Some(ticks / 100.0)
}
fn output(program: &str, args: &[&str]) -> Option<String> {
let out = Command::new(program).args(args).output().ok()?;
let text = String::from_utf8(out.stdout).ok()?.trim().to_owned();
(out.status.success() && !text.is_empty()).then_some(text)
}
#[cfg(target_os = "macos")]
fn os_version() -> Option<String> {
output("sw_vers", &["-productVersion"])
}
#[cfg(target_os = "macos")]
fn cpu() -> Option<String> {
output("sysctl", &["-n", "machdep.cpu.brand_string"])
}
#[cfg(target_os = "macos")]
fn ram_bytes() -> Option<u64> {
output("sysctl", &["-n", "hw.memsize"])?.parse().ok()
}
#[cfg(target_os = "linux")]
fn os_version() -> Option<String> {
let release = std::fs::read_to_string("/etc/os-release").ok()?;
let name = key_value(&release, "PRETTY_NAME", '=')?
.trim_matches('"')
.to_owned();
Some(match output("uname", &["-r"]) {
Some(kernel) => format!("{name} (kernel {kernel})"),
None => name,
})
}
#[cfg(target_os = "linux")]
fn cpu() -> Option<String> {
let info = std::fs::read_to_string("/proc/cpuinfo").ok()?;
// x86 names the CPU per core; ARM boards name the machine once.
key_value(&info, "model name", ':')
.or_else(|| key_value(&info, "Model", ':'))
.map(str::to_owned)
}
#[cfg(target_os = "linux")]
fn ram_bytes() -> Option<u64> {
let info = std::fs::read_to_string("/proc/meminfo").ok()?;
let kb = key_value(&info, "MemTotal", ':')?
.trim_end_matches("kB")
.trim();
kb.parse::<u64>().ok().map(|kb| kb * 1024)
}
#[cfg(target_os = "linux")]
fn key_value<'a>(text: &'a str, key: &str, sep: char) -> Option<&'a str> {
text.lines().find_map(|line| {
let (k, v) = line.split_once(sep)?;
(k.trim() == key).then(|| v.trim())
})
}
#[cfg(target_os = "windows")]
fn os_version() -> Option<String> {
output("cmd", &["/C", "ver"])
}
#[cfg(target_os = "windows")]
fn cpu() -> Option<String> {
std::env::var("PROCESSOR_IDENTIFIER").ok()
}
#[cfg(target_os = "windows")]
fn ram_bytes() -> Option<u64> {
let out = output(
"powershell",
&[
"-NoProfile",
"-Command",
"(Get-CimInstance Win32_ComputerSystem).TotalPhysicalMemory",
],
)?;
out.parse().ok()
}
#[cfg(not(any(target_os = "macos", target_os = "linux", target_os = "windows")))]
fn os_version() -> Option<String> {
None
}
#[cfg(not(any(target_os = "macos", target_os = "linux", target_os = "windows")))]
fn cpu() -> Option<String> {
None
}
#[cfg(not(any(target_os = "macos", target_os = "linux", target_os = "windows")))]
fn ram_bytes() -> Option<u64> {
None
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn detects_this_machine() {
let hw = Hardware::detect();
assert_eq!(hw.os, std::env::consts::OS);
assert!(hw.cpu_threads.unwrap() >= 1);
if cfg!(any(target_os = "macos", target_os = "linux")) {
assert!(hw.cpu.is_some(), "{hw:?}");
assert!(hw.ram_mb.unwrap() > 256, "{hw:?}");
assert!(hw.os_version.is_some(), "{hw:?}");
assert!(load_average().is_some());
assert!(rss_bytes(std::process::id()).unwrap() > 1 << 20);
assert!(cpu_seconds(std::process::id()).unwrap() >= 0.0);
}
}
}
+457
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//! The benchmark report format, version 1 (docs/benchmark-report.md).
//!
//! One JSON file per run, the same for the game, the launcher and `tools/perf_bench.py`: the local log
//! a player can attach, and, with consent, what the telemetry upload sends ([`Report::for_upload`]).
//! It holds summaries and fixed-edge histogram counts, never raw frame streams.
use std::collections::BTreeMap;
use std::io;
use std::path::{Path, PathBuf};
use std::time::{SystemTime, UNIX_EPOCH};
use serde::{Deserialize, Serialize};
mod hardware;
pub use hardware::{cpu_seconds, load_average, power_source, rss_bytes, Display, Gpu, Hardware};
pub const FORMAT: &str = "horizon-benchmark-report";
pub const VERSION: u32 = 1;
/// Lower edges of the frame-time histogram buckets, in milliseconds; the last bucket is 1000 ms and
/// over. Fixed by the format version so histograms from any number of reports add up.
pub const HISTOGRAM_EDGES_MS: [f64; 24] = [
0.0, 1.0, 2.0, 3.0, 4.17, 5.0, 6.0, 7.0, 8.33, 10.0, 12.0, 14.0, 16.67, 20.0, 25.0, 33.33,
40.0, 50.0, 66.67, 100.0, 150.0, 250.0, 500.0, 1000.0,
];
#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
#[serde(rename_all = "lowercase")]
pub enum Kind {
Game,
Launcher,
}
#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct App {
pub name: String,
pub version: String,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub commit: Option<String>,
#[serde(default, skip_serializing_if = "Vec::is_empty")]
pub mods: Vec<Mod>,
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Mod {
pub name: String,
pub version: String,
}
/// What has to match for two reports to be compared. Every field is optional.
#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct Conditions {
#[serde(default, skip_serializing_if = "Option::is_none")]
pub scenario: Option<String>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub seed: Option<String>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub render_distance: Option<u32>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub simulation_distance: Option<u32>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub window: Option<[u32; 2]>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub vsync: Option<bool>,
/// Absent: unlimited.
#[serde(default, skip_serializing_if = "Option::is_none")]
pub fps_cap: Option<u32>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub offscreen: Option<bool>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub repeats: Option<u32>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub warmup_s: Option<f64>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub power: Option<String>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub load_avg_1m: Option<f64>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub backend: Option<String>,
}
/// A measurement over a run's repeats.
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Summary {
pub n: usize,
pub mean: f64,
/// Sample standard deviation; `None` for a single value.
pub stdev: Option<f64>,
pub min: f64,
pub max: f64,
/// Half-width of the 95% confidence interval of the mean (Student's t); `None` for a single value.
pub ci95: Option<f64>,
}
impl Summary {
/// `None` for no values.
pub fn of(values: &[f64]) -> Option<Summary> {
let n = values.len();
if n == 0 {
return None;
}
let mean = values.iter().sum::<f64>() / n as f64;
let (stdev, ci95) = if n > 1 {
let var = values.iter().map(|v| (v - mean).powi(2)).sum::<f64>() / (n - 1) as f64;
let sd = var.sqrt();
(Some(sd), Some(t95(n - 1) * sd / (n as f64).sqrt()))
} else {
(None, None)
};
Some(Summary {
n,
mean: round(mean),
stdev: stdev.map(round),
min: round(values.iter().copied().fold(f64::INFINITY, f64::min)),
max: round(values.iter().copied().fold(f64::NEG_INFINITY, f64::max)),
ci95: ci95.map(round),
})
}
}
/// Two-sided 95% critical value of Student's t for `df` degrees of freedom.
fn t95(df: usize) -> f64 {
const TABLE: [f64; 30] = [
12.706, 4.303, 3.182, 2.776, 2.571, 2.447, 2.365, 2.306, 2.262, 2.228, 2.201, 2.179, 2.160,
2.145, 2.131, 2.120, 2.110, 2.101, 2.093, 2.086, 2.080, 2.074, 2.069, 2.064, 2.060, 2.056,
2.052, 2.048, 2.045, 2.042,
];
TABLE.get(df.wrapping_sub(1)).copied().unwrap_or(1.96)
}
/// One measured phase of one repeat.
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Frames {
pub phase: String,
pub repeat: u32,
pub frames: usize,
pub seconds: f64,
pub avg_fps: f64,
pub low_1pct_fps: f64,
pub low_01pct_fps: f64,
pub p50_ms: f64,
pub p95_ms: f64,
pub p99_ms: f64,
pub p999_ms: f64,
pub max_ms: f64,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub cpu_p50_ms: Option<f64>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub gpu_p50_ms: Option<f64>,
/// Frame counts per bucket of [`HISTOGRAM_EDGES_MS`].
pub histogram: Vec<u64>,
}
impl Frames {
/// The figures of a phase from its frame times in milliseconds (time between the starts of
/// consecutive frames); `None` for no frames. CPU and GPU times are per frame too, when measured.
pub fn of(
phase: &str,
repeat: u32,
frame_ms: &[f32],
cpu_ms: &[f32],
gpu_ms: &[f32],
) -> Option<Frames> {
let times = sorted(frame_ms);
let n = times.len();
if n == 0 {
return None;
}
let total: f64 = times.iter().sum();
// The average frame time of the slowest `share` of frames, as frames per second.
let low = |share: f64| {
let slowest = &times[n - ((n as f64 * share).ceil() as usize).max(1)..];
1000.0 * slowest.len() as f64 / slowest.iter().sum::<f64>()
};
let mut histogram = vec![0; HISTOGRAM_EDGES_MS.len()];
for &t in &times {
histogram[HISTOGRAM_EDGES_MS.partition_point(|&edge| edge <= t).max(1) - 1] += 1;
}
Some(Frames {
phase: phase.to_owned(),
repeat,
frames: n,
seconds: round(total / 1000.0),
avg_fps: round(n as f64 * 1000.0 / total),
low_1pct_fps: round(low(0.01)),
low_01pct_fps: round(low(0.001)),
p50_ms: round(percentile(&times, 0.5)),
p95_ms: round(percentile(&times, 0.95)),
p99_ms: round(percentile(&times, 0.99)),
p999_ms: round(percentile(&times, 0.999)),
max_ms: round(times[n - 1]),
cpu_p50_ms: (!cpu_ms.is_empty()).then(|| round(percentile(&sorted(cpu_ms), 0.5))),
gpu_p50_ms: (!gpu_ms.is_empty()).then(|| round(percentile(&sorted(gpu_ms), 0.5))),
histogram,
})
}
}
fn sorted(ms: &[f32]) -> Vec<f64> {
let mut v: Vec<f64> = ms
.iter()
.map(|&m| f64::from(m))
.filter(|m| m.is_finite())
.collect();
v.sort_by(f64::total_cmp);
v
}
/// Three decimals: plenty for milliseconds and FPS, short in JSON, and parsed back exactly.
fn round(v: f64) -> f64 {
(v * 1000.0).round() / 1000.0
}
/// Nearest-rank percentile of sorted, non-empty values.
fn percentile(sorted: &[f64], p: f64) -> f64 {
let n = sorted.len();
sorted[((n as f64 * p).ceil() as usize).clamp(1, n) - 1]
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Report {
pub format: String,
pub version: u32,
pub kind: Kind,
/// When the run ended, UTC, `YYYY-MM-DDTHH:MM:SSZ`.
pub created: String,
pub app: App,
pub hardware: Hardware,
#[serde(default)]
pub conditions: Conditions,
/// Scalar measurements by name; the unit is the name's suffix (`_ms`, `_mb`...).
#[serde(default)]
pub metrics: BTreeMap<String, Summary>,
#[serde(default)]
pub frames: Vec<Frames>,
/// Local only: a name the person running it chose.
#[serde(default, skip_serializing_if = "Option::is_none")]
pub label: Option<String>,
/// Local only: logs the run wrote next to the report.
#[serde(default, skip_serializing_if = "Vec::is_empty")]
pub local: Vec<PathBuf>,
}
impl Report {
/// An empty report for this machine, created now.
pub fn new(kind: Kind, app: App) -> Report {
Report {
format: FORMAT.to_owned(),
version: VERSION,
kind,
created: utc_now(),
app,
hardware: Hardware::detect(),
conditions: Conditions::default(),
metrics: BTreeMap::new(),
frames: Vec::new(),
label: None,
local: Vec::new(),
}
}
/// Records a measurement over the repeats; no values records nothing.
pub fn metric(&mut self, name: &str, values: &[f64]) {
if let Some(summary) = Summary::of(values) {
self.metrics.insert(name.to_owned(), summary);
}
}
/// Reads a report, rejecting other formats and newer versions.
pub fn parse(json: &str) -> Result<Report, String> {
let report: Report = serde_json::from_str(json).map_err(|e| e.to_string())?;
if report.format != FORMAT {
return Err(format!(
"not a benchmark report: format {:?}",
report.format
));
}
if report.version > VERSION {
return Err(format!(
"report version {} is newer than {VERSION}",
report.version
));
}
Ok(report)
}
/// The report without its local-only fields, dated to the day: what an upload sends.
pub fn for_upload(&self) -> Report {
let day = self.created.get(..10).unwrap_or_default();
Report {
label: None,
local: Vec::new(),
created: format!("{day}T00:00:00Z"),
..self.clone()
}
}
pub fn to_json(&self) -> String {
serde_json::to_string_pretty(self).expect("a report always serializes")
}
/// Writes `<dir>/<kind>-<created>-<scenario>.json` and returns its path.
pub fn write_to(&self, dir: &Path) -> io::Result<PathBuf> {
std::fs::create_dir_all(dir)?;
let kind = match self.kind {
Kind::Game => "game",
Kind::Launcher => "launcher",
};
let stamp: String = self.created.chars().filter(char::is_ascii_digit).collect();
let scenario: String = self
.conditions
.scenario
.as_deref()
.unwrap_or("run")
.chars()
.map(|c| {
if c.is_ascii_alphanumeric() || c == '-' {
c
} else {
'_'
}
})
.collect();
let path = dir.join(format!("{kind}-{stamp}-{scenario}.json"));
std::fs::write(&path, self.to_json() + "\n")?;
Ok(path)
}
}
/// The current time, UTC, `YYYY-MM-DDTHH:MM:SSZ`.
pub fn utc_now() -> String {
let secs = SystemTime::now()
.duration_since(UNIX_EPOCH)
.map_or(0, |d| d.as_secs());
utc(secs)
}
fn utc(secs: u64) -> String {
let (days, rem) = (secs / 86_400, secs % 86_400);
// Civil date from days since 1970-01-01 (Howard Hinnant's algorithm).
let z = days as i64 + 719_468;
let era = z.div_euclid(146_097);
let doe = z - era * 146_097;
let yoe = (doe - doe / 1460 + doe / 36_524 - doe / 146_096) / 365;
let doy = doe - (365 * yoe + yoe / 4 - yoe / 100);
let mp = (5 * doy + 2) / 153;
let day = doy - (153 * mp + 2) / 5 + 1;
let month = if mp < 10 { mp + 3 } else { mp - 9 };
let year = yoe + era * 400 + i64::from(month <= 2);
format!(
"{year:04}-{month:02}-{day:02}T{:02}:{:02}:{:02}Z",
rem / 3600,
rem / 60 % 60,
rem % 60
)
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn utc_dates() {
assert_eq!(utc(0), "1970-01-01T00:00:00Z");
assert_eq!(utc(951_782_400), "2000-02-29T00:00:00Z");
assert_eq!(utc(1_791_983_007), "2026-10-14T13:03:27Z");
}
#[test]
fn summary_of_repeats() {
assert_eq!(Summary::of(&[]), None);
let one = Summary::of(&[5.0]).unwrap();
assert_eq!((one.n, one.mean, one.stdev, one.ci95), (1, 5.0, None, None));
let s = Summary::of(&[2.0, 4.0, 6.0]).unwrap();
assert_eq!((s.mean, s.min, s.max), (4.0, 2.0, 6.0));
assert_eq!(s.stdev, Some(2.0));
assert_eq!(s.ci95, Some(4.969), "4.303 * 2 / sqrt(3)");
}
#[test]
fn frame_figures_and_histogram() {
// 998 frames of 2 ms, one of 20 ms, one of 1500 ms.
let mut ms = vec![2.0f32; 998];
ms.extend([20.0, 1500.0]);
let f = Frames::of("flight", 0, &ms, &[], &[]).unwrap();
assert_eq!(f.frames, 1000);
assert_eq!(f.seconds, 3.516);
assert_eq!((f.p50_ms, f.p999_ms, f.max_ms), (2.0, 20.0, 1500.0));
// Slowest 1% = 10 frames: 8 of 2 ms, 20 ms, 1500 ms.
assert_eq!(f.low_1pct_fps, 6.51, "1000 * 10 / 1536");
// Slowest 0.1% = the 1500 ms frame.
assert_eq!(f.low_01pct_fps, 0.667);
assert_eq!(f.histogram.len(), HISTOGRAM_EDGES_MS.len());
assert_eq!(f.histogram[2], 998, "2 ms falls in [2, 3)");
assert_eq!(f.histogram[13], 1, "20 ms falls in [20, 25)");
assert_eq!(f.histogram[23], 1, "1500 ms falls in [1000, inf)");
assert_eq!(f.histogram.iter().sum::<u64>(), 1000);
assert_eq!((f.cpu_p50_ms, f.gpu_p50_ms), (None, None));
assert_eq!(Frames::of("x", 0, &[], &[], &[]), None);
}
#[test]
fn round_trip_and_upload_strips_local_fields() {
let mut r = Report::new(
Kind::Game,
App {
name: "horizon-client".into(),
version: "0.1.0".into(),
..App::default()
},
);
r.conditions.scenario = Some("flight".into());
r.metric("startup.title_ms", &[800.0, 820.0]);
r.frames
.extend(Frames::of("village", 0, &[2.0, 3.0], &[1.0], &[]));
r.label = Some("my run".into());
r.local.push("/home/someone/logs/latest.log".into());
let back = Report::parse(&r.to_json()).unwrap();
assert_eq!(back, r);
r.created = "2026-10-15T14:03:27Z".into();
let upload = r.for_upload();
assert_eq!(upload.created, "2026-10-15T00:00:00Z", "the day only");
let upload = upload.to_json();
assert!(
!upload.contains("my run") && !upload.contains("someone"),
"{upload}"
);
}
#[test]
fn rejects_other_formats_and_newer_versions() {
let r = Report::new(Kind::Launcher, App::default());
let newer = r.to_json().replace("\"version\": 1", "\"version\": 2");
assert!(Report::parse(&newer).unwrap_err().contains("newer"));
let other = r.to_json().replace(FORMAT, "something-else");
assert!(Report::parse(&other).is_err());
}
#[test]
fn writes_into_a_folder() {
let dir = std::env::temp_dir().join(format!("horizon-bench-test-{}", std::process::id()));
let mut r = Report::new(Kind::Launcher, App::default());
r.created = "2026-10-15T14:03:27Z".into();
r.conditions.scenario = Some("cold start".into());
let path = r.write_to(&dir).unwrap();
assert_eq!(
path.file_name().unwrap(),
"launcher-20261015140327-cold_start.json"
);
assert_eq!(
Report::parse(&std::fs::read_to_string(&path).unwrap()).unwrap(),
r
);
std::fs::remove_dir_all(dir).unwrap();
}
}
+14
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@@ -0,0 +1,14 @@
[package]
name = "horizon-bots"
version = "0.1.0"
edition.workspace = true
license.workspace = true
rust-version.workspace = true
description = "Load-test bots for Minecraft Java Edition 26.3 servers (docs/server.md, section 9)"
[dependencies]
horizon-protocol = { path = "../horizon-protocol" }
serde_json = "1.0.151"
[lints]
workspace = true
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//! `horizon-bots`: load-test bots for any Minecraft Java Edition 26.3 server, vanilla, Paper or Horizon
//! (docs/server.md, section 9). Each bot logs in offline, goes through configuration as vanilla's client
//! does, answers keep-alives and pings, accepts teleports, acknowledges chunk batches, and moves at 20 Hz.
//!
//! Bots fly a little above the ground, so the server must give them creative mode (`gamemode=creative`
//! and `force-gamemode=true`): they never touch blocks, so they need no world of their own, and no server
//! can refuse their moves for walking into terrain. Every behaviour is deterministic from `--seed`.
//!
//! horizon-bots --server 127.0.0.1:25565 --bots 25 --behaviour mixed --seconds 360 --report bots.json
//!
//! It prints one JSON line a second (bots online, chunks received) and writes a summary with `--report`.
use horizon_protocol::{
PROTOCOL_VERSION,
buf::{Reader, Writer},
connection::{ConnWriter, Connection},
crypto::offline_uuid,
ids,
packets::{
Empty, configuration,
handshake::{self, Intention},
login::{self, ServerHello},
play,
},
};
use serde_json::json;
use std::{
sync::{
Arc, Mutex,
atomic::{AtomicBool, AtomicU64, Ordering},
},
thread,
time::{Duration, Instant},
};
const HELP: &str = "\
horizon-bots: load-test bots for a Minecraft Java Edition 26.3 server (offline mode, creative)
--server HOST:PORT default 127.0.0.1:25565
--bots N default 10
--behaviour B idle, walk, explore or mixed (60 % walk, 20 % explore, 20 % idle); default mixed
--join-every SECONDS default 1
--seconds N how long to run after the first bot joins; default 60
--view-distance N what the bots ask for; default 10
--seed N default 12345
--name PREFIX bot names: PREFIX0, PREFIX1...; default Bot
--report FILE a JSON summary at the end
";
#[derive(Clone, Copy, Debug, PartialEq)]
enum Behaviour {
Idle,
Walk,
Explore,
}
impl Behaviour {
fn name(self) -> &'static str {
match self {
Self::Idle => "idle",
Self::Walk => "walk",
Self::Explore => "explore",
}
}
}
struct Options {
host: String,
port: u16,
bots: usize,
behaviour: String,
join_every: f64,
seconds: u64,
view_distance: i8,
seed: u64,
name: String,
report: Option<String>,
}
fn options() -> Result<Options, String> {
let mut o = Options {
host: "127.0.0.1".into(),
port: 25565,
bots: 10,
behaviour: "mixed".into(),
join_every: 1.0,
seconds: 60,
view_distance: 10,
seed: 12345,
name: "Bot".into(),
report: None,
};
let mut args = std::env::args().skip(1);
while let Some(arg) = args.next() {
if arg == "-h" || arg == "--help" {
print!("{HELP}");
std::process::exit(0);
}
let value = args.next().ok_or(format!("{arg} needs a value"))?;
let number = |what: &str| format!("{arg} needs {what}, not {value:?}");
match arg.as_str() {
"--server" => {
let (host, port) = value.rsplit_once(':').unwrap_or((&value, "25565"));
o.host = host.into();
o.port = port.parse().map_err(|_| number("a port"))?;
}
"--bots" => o.bots = value.parse().map_err(|_| number("a number"))?,
"--behaviour" => o.behaviour = value,
"--join-every" => o.join_every = value.parse().map_err(|_| number("seconds"))?,
"--seconds" => o.seconds = value.parse().map_err(|_| number("seconds"))?,
"--view-distance" => o.view_distance = value.parse().map_err(|_| number("2 to 32"))?,
"--seed" => o.seed = value.parse().map_err(|_| number("a number"))?,
"--name" => o.name = value,
"--report" => o.report = Some(value),
_ => return Err(format!("unknown option {arg}; --help lists them")),
}
}
if !["idle", "walk", "explore", "mixed"].contains(&o.behaviour.as_str()) {
return Err(format!(
"--behaviour {}: use idle, walk, explore or mixed",
o.behaviour
));
}
Ok(o)
}
/// What one bot is doing, shared between its reader and its ticks.
#[derive(Default)]
struct Bot {
online: AtomicBool,
chunks: AtomicU64,
/// Where the server last put the bot (a teleport), to start from.
teleport: Mutex<Option<[f64; 3]>>,
error: Mutex<Option<String>>,
joined_after_ms: AtomicU64,
}
/// A small deterministic generator (SplitMix64), so every run moves the bots the same way.
struct Random(u64);
impl Random {
fn next(&mut self) -> u64 {
self.0 = self.0.wrapping_add(0x9E37_79B9_7F4A_7C15);
let mut z = self.0;
z = (z ^ (z >> 30)).wrapping_mul(0xBF58_476D_1CE4_E5B9);
z = (z ^ (z >> 27)).wrapping_mul(0x94D0_49BB_1331_11EB);
z ^ (z >> 31)
}
fn unit(&mut self) -> f64 {
(self.next() >> 11) as f64 / (1u64 << 53) as f64
}
}
fn raw(id: i32, write: impl FnOnce(&mut Writer)) -> Vec<u8> {
let mut w = Writer::new();
w.varint(id);
write(&mut w);
w.data
}
fn err(e: impl std::fmt::Display) -> String {
e.to_string()
}
/// Handshake, offline login and configuration; returns the connection in the play state.
fn join(o: &Options, name: &str) -> Result<Connection, String> {
let mut c = Connection::connect(&o.host, o.port, Duration::from_secs(10)).map_err(err)?;
c.send(
&handshake::Serverbound::Intention(Intention {
protocol: PROTOCOL_VERSION,
host: o.host.clone(),
port: o.port,
intent: handshake::LOGIN,
})
.encode(),
)
.map_err(err)?;
c.send(
&login::Serverbound::Hello(ServerHello {
name: name.into(),
uuid: offline_uuid(name),
})
.encode(),
)
.map_err(err)?;
loop {
let (id, body) = c.recv().map_err(err)?;
match login::Clientbound::decode(id, &body).map_err(err)? {
login::Clientbound::Compression(p) => c.set_compression(p.threshold),
login::Clientbound::LoginFinished(_) => {
c.send(&login::Serverbound::LoginAcknowledged(Empty).encode())
.map_err(err)?;
break;
}
login::Clientbound::Disconnect(p) => return Err(format!("refused: {}", p.reason_json)),
login::Clientbound::Hello(_) => {
return Err("the server is in online mode; bots need online-mode=false".into());
}
login::Clientbound::CustomQuery(p) => c
.send(
&login::Serverbound::CustomQueryAnswer(login::CustomQueryAnswer {
transaction: p.transaction,
payload: None,
})
.encode(),
)
.map_err(err)?,
login::Clientbound::CookieRequest(p) => c
.send(
&login::Serverbound::CookieResponse(login::CookieResponse {
key: p.key,
payload: None,
})
.encode(),
)
.map_err(err)?,
login::Clientbound::Unknown(..) => {}
}
}
use ids::configuration::clientbound as cb;
c.send(
&configuration::Serverbound::ClientInformation(configuration::ClientInformation::new(
o.view_distance,
))
.encode(),
)
.map_err(err)?;
loop {
let (id, body) = c.recv().map_err(err)?;
let reply = match id {
cb::SELECT_KNOWN_PACKS
| cb::KEEP_ALIVE
| cb::PING
| cb::CODE_OF_CONDUCT
| cb::COOKIE_REQUEST
| cb::DISCONNECT
| cb::FINISH_CONFIGURATION => {
match configuration::Clientbound::decode(id, &body).map_err(err)? {
configuration::Clientbound::SelectKnownPacks(p) => {
configuration::Serverbound::SelectKnownPacks(p)
}
configuration::Clientbound::KeepAlive(p) => {
configuration::Serverbound::KeepAlive(p)
}
configuration::Clientbound::Ping(p) => configuration::Serverbound::Pong(p),
configuration::Clientbound::CodeOfConduct(_) => {
configuration::Serverbound::AcceptCodeOfConduct(Empty)
}
configuration::Clientbound::CookieRequest(p) => {
configuration::Serverbound::CookieResponse(configuration::CookieResponse {
key: p.key,
payload: None,
})
}
configuration::Clientbound::Disconnect(_) => {
return Err("disconnected during configuration".into());
}
configuration::Clientbound::FinishConfiguration(_) => {
c.send(&configuration::Serverbound::FinishConfiguration(Empty).encode())
.map_err(err)?;
return Ok(c);
}
_ => continue,
}
}
_ => continue,
};
c.send(&reply.encode()).map_err(err)?;
}
}
/// Reads the play state: answers what a client must answer, counts chunks, records teleports.
fn read(
mut reader: horizon_protocol::connection::ConnReader,
writer: Arc<Mutex<ConnWriter>>,
bot: Arc<Bot>,
) {
use ids::play::clientbound as cb;
use ids::play::serverbound as sb;
let send = |body: Vec<u8>| writer.lock().unwrap().send(&body);
loop {
let (id, body) = match reader.recv() {
Ok(packet) => packet,
Err(e) => {
if bot.online.swap(false, Ordering::SeqCst) {
*bot.error.lock().unwrap() = Some(e.to_string());
}
return;
}
};
let mut r = Reader::new(&body);
let sent = match id {
cb::KEEP_ALIVE => match r.i64() {
Ok(v) => send(raw(sb::KEEP_ALIVE, |w| w.i64(v))),
Err(_) => Ok(()),
},
cb::PING => match r.i32() {
Ok(v) => send(raw(sb::PONG, |w| w.i32(v))),
Err(_) => Ok(()),
},
cb::LEVEL_CHUNK_WITH_LIGHT => {
bot.chunks.fetch_add(1, Ordering::Relaxed);
Ok(())
}
cb::CHUNK_BATCH_FINISHED => send(
play::Serverbound::ChunkBatchReceived(play::ChunkBatchReceived {
chunks_per_tick: 25.0,
})
.encode(),
),
cb::PLAYER_POSITION => match play::Clientbound::decode(id, &body) {
Ok(play::Clientbound::PlayerPosition(p)) => {
let mut at = bot.teleport.lock().unwrap();
let previous = at.unwrap_or([0.0; 3]);
// Relative flags: X 1, Y 2, Z 4.
let pos: [f64; 3] = std::array::from_fn(|i| {
if p.relatives & (1 << i) != 0 {
previous[i] + p.position[i]
} else {
p.position[i]
}
});
*at = Some(pos);
send(
play::Serverbound::AcceptTeleportation(play::AcceptTeleportation {
id: p.teleport,
x: pos[0],
y: pos[1],
z: pos[2],
yaw: p.yaw,
pitch: p.pitch,
})
.encode(),
)
}
_ => Ok(()),
},
cb::DISCONNECT | cb::START_CONFIGURATION => {
bot.online.store(false, Ordering::SeqCst);
*bot.error.lock().unwrap() = Some(if id == cb::DISCONNECT {
format!(
"disconnected: {}",
String::from_utf8_lossy(&body)
.chars()
.filter(|c| !c.is_control())
.collect::<String>()
)
} else {
"sent back to configuration".into()
});
return;
}
_ => Ok(()),
};
if sent.is_err() {
bot.online.store(false, Ordering::SeqCst);
return;
}
}
}
/// One bot: join, then move every 50 ms until `until`.
fn run_bot(
o: Arc<Options>,
index: usize,
behaviour: Behaviour,
bot: Arc<Bot>,
until: Arc<Mutex<Option<Instant>>>,
) {
let name = format!("{}{index}", o.name);
let asked = Instant::now();
let connection = match join(&o, &name) {
Ok(c) => c,
Err(e) => {
*bot.error.lock().unwrap() = Some(e);
return;
}
};
let (reader, writer) = connection.split();
let writer = Arc::new(Mutex::new(writer));
bot.online.store(true, Ordering::SeqCst);
{
let (writer, bot) = (writer.clone(), bot.clone());
thread::spawn(move || read(reader, writer, bot));
}
use ids::play::serverbound as sb;
// Wait for the spawn position.
let spawn = loop {
if let Some(at) = *bot.teleport.lock().unwrap() {
break at;
}
if !bot.online.load(Ordering::SeqCst) || asked.elapsed() > Duration::from_secs(60) {
if bot.error.lock().unwrap().is_none() {
*bot.error.lock().unwrap() = Some("no spawn position within 60 s".into());
}
return;
}
thread::sleep(Duration::from_millis(20));
};
bot.joined_after_ms
.store(asked.elapsed().as_millis() as u64, Ordering::SeqCst);
let send = |body: Vec<u8>| writer.lock().unwrap().send(&body).is_ok();
send(raw(sb::PLAYER_LOADED, |_| {}));
let mut random = Random(o.seed ^ (index as u64).wrapping_mul(0x2545_F491_4F6C_DD1D));
let mut pos = spawn;
let cruise = spawn[1] + 24.0;
let heading = random.unit() * std::f64::consts::TAU;
let mut target = pos;
let mut next = Instant::now();
loop {
if until.lock().unwrap().is_some_and(|u| Instant::now() >= u)
|| !bot.online.load(Ordering::SeqCst)
{
break;
}
// A teleport from the server wins over where the bot thought it was.
if let Some(at) = bot.teleport.lock().unwrap().take() {
pos = at;
}
if pos[1] < cruise {
pos[1] = (pos[1] + 0.5).min(cruise);
} else {
match behaviour {
Behaviour::Idle => {}
Behaviour::Walk => {
let (dx, dz) = (target[0] - pos[0], target[2] - pos[2]);
let distance = dx.hypot(dz);
if distance < 1.0 {
let angle = random.unit() * std::f64::consts::TAU;
let reach = 8.0 + random.unit() * 40.0;
target = [
spawn[0] + angle.cos() * reach,
cruise,
spawn[2] + angle.sin() * reach,
];
} else {
// Sprinting: 5.6 blocks a second.
let step = 0.28_f64.min(distance);
pos[0] += dx / distance * step;
pos[2] += dz / distance * step;
}
}
Behaviour::Explore => {
// Flying fast in creative: about 22 blocks a second, which keeps new chunks coming.
pos[0] += heading.cos() * 1.1;
pos[2] += heading.sin() * 1.1;
}
}
}
let ok = send(
play::Serverbound::MovePlayerPos(play::MovePlayerPos {
x: pos[0],
y: pos[1],
z: pos[2],
flags: 0,
})
.encode(),
) && send(raw(sb::CLIENT_TICK_END, |_| {}));
if !ok {
bot.online.store(false, Ordering::SeqCst);
break;
}
next += Duration::from_millis(50);
let now = Instant::now();
if next > now {
thread::sleep(next - now);
} else if now - next > Duration::from_secs(1) {
next = now;
}
}
// Offline first, so the reader doesn't count the closed connection as a failure.
bot.online.store(false, Ordering::SeqCst);
writer.lock().unwrap().shutdown();
}
fn behaviour_of(mode: &str, index: usize) -> Behaviour {
match mode {
"idle" => Behaviour::Idle,
"walk" => Behaviour::Walk,
"explore" => Behaviour::Explore,
// mixed: of every five bots, three walk, one explores, one stands.
_ => match index % 5 {
0 | 2 | 4 => Behaviour::Walk,
1 => Behaviour::Explore,
_ => Behaviour::Idle,
},
}
}
fn main() {
let o = match options() {
Ok(o) => Arc::new(o),
Err(e) => {
eprintln!("horizon-bots: {e}");
std::process::exit(2);
}
};
let start = Instant::now();
let until: Arc<Mutex<Option<Instant>>> = Arc::new(Mutex::new(None));
let bots: Vec<Arc<Bot>> = (0..o.bots).map(|_| Arc::new(Bot::default())).collect();
let launcher = {
let (o, bots, until) = (o.clone(), bots.clone(), until.clone());
thread::spawn(move || {
let mut handles = Vec::new();
for (i, bot) in bots.iter().enumerate() {
let (o2, bot, until) = (o.clone(), bot.clone(), until.clone());
let behaviour = behaviour_of(&o.behaviour, i);
handles.push(thread::spawn(move || run_bot(o2, i, behaviour, bot, until)));
thread::sleep(Duration::from_secs_f64(o.join_every));
}
handles
})
};
// The run lasts --seconds after the first bot is in.
let mut previous_chunks = 0;
let mut first = None;
loop {
thread::sleep(Duration::from_secs(1));
let online = bots
.iter()
.filter(|b| b.online.load(Ordering::SeqCst))
.count();
let chunks: u64 = bots.iter().map(|b| b.chunks.load(Ordering::Relaxed)).sum();
let failed = bots
.iter()
.filter(|b| b.error.lock().unwrap().is_some())
.count();
if first.is_none() && online > 0 {
first = Some(Instant::now());
*until.lock().unwrap() = Some(Instant::now() + Duration::from_secs(o.seconds));
}
println!(
"{}",
json!({
"t": start.elapsed().as_secs(),
"online": online,
"failed": failed,
"chunks": chunks,
"chunks_per_second": chunks - previous_chunks,
})
);
previous_chunks = chunks;
let over = until.lock().unwrap().is_some_and(|u| Instant::now() >= u);
let all_failed = failed == o.bots;
if over || all_failed || (first.is_none() && start.elapsed() > Duration::from_secs(120)) {
*until.lock().unwrap() = Some(Instant::now());
break;
}
}
for handle in launcher.join().unwrap_or_default() {
let _ = handle.join();
}
let summary = json!({
"server": format!("{}:{}", o.host, o.port),
"bots": o.bots,
"behaviour": o.behaviour,
"seed": o.seed,
"view_distance": o.view_distance,
"seconds": o.seconds,
"joined": bots.iter().filter(|b| b.joined_after_ms.load(Ordering::SeqCst) > 0).count(),
"chunks": bots.iter().map(|b| b.chunks.load(Ordering::Relaxed)).sum::<u64>(),
"per_bot": bots.iter().enumerate().map(|(i, b)| json!({
"name": format!("{}{i}", o.name),
"behaviour": behaviour_of(&o.behaviour, i).name(),
"joined_after_ms": b.joined_after_ms.load(Ordering::SeqCst),
"chunks": b.chunks.load(Ordering::Relaxed),
"error": *b.error.lock().unwrap(),
})).collect::<Vec<_>>(),
});
if let Some(path) = &o.report {
if let Err(e) = std::fs::write(path, format!("{summary:#}\n")) {
eprintln!("horizon-bots: {path}: {e}");
}
}
let errors: Vec<String> = bots
.iter()
.enumerate()
.filter_map(|(i, b)| {
b.error
.lock()
.unwrap()
.clone()
.map(|e| format!("{}{i}: {e}", o.name))
})
.collect();
for e in errors.iter().take(10) {
eprintln!("horizon-bots: {e}");
}
std::process::exit(if errors.is_empty() { 0 } else { 1 });
}
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