Agents had to open issues one by one to see if they were taken, and the rule
did not mention Discord claims (Kira's `in progress` label). Give them the
ready-made search and name both claim signals.
Fixes#11367
Co-Authored-By: Claude Opus 5.5 <[email protected]>
LivingEntity.getDamageAfterMagicAbsorb applies Resistance, returns 0 when
nothing is left, returns the damage as is for #bypasses_enchantments (the
warden's sonic_boom), and only then the enchantment protection. Horizon's
Mob::hurt_server ran the protection first and never read the tag, so a
zombie in a Protection IV chestplate kept 1.6 of a 10-point sonic boom.
DamageKind::bypasses_enchantments (SonicBoom, or a NamedDamage with the
new BYPASSES_ENCHANTMENTS tag) gates the protection, which now follows
Resistance as vanilla orders them.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
`ServerExplosion.hurtEntities` damages every entity in reach, and
`ItemEntity.hurtServer` writes the result back:
this.health = (int)((float)this.health - amount);
if (this.health <= 0) { this.getItem().onDestroyed(this); this.discard(); }
Horizon's item branch only asked whether the damage reached 5 and destroyed the
item, so an item that lived through a blast kept all 5 points of health: a
power-5 bed blast that leaves vanilla's item at 1 left Horizon's at 5.
The damage is now subtracted in f32 and truncated after the subtraction, as the
cast does, and the item is destroyed at zero health as before. The nether star
stays immune through `ItemStack.canBeHurtBy`'s explosion exception, and a blast
whose source is an entity with `mobGriefing` off never reaches the branch
(`items_ignore`).
A dropped item starts with 5 health and `ItemEntity.hurtServer` takes the
blast's damage off it, so a survivor's `Health` says how much of the blast it
took. The pinned compound the ring already reads carries it, so the compared
line grows one fact:
data push -0.03 -0.00 -0.05 health 1 keep 0.9800
Red on main: Horizon reports `health 5` where vanilla reports `1`.
BoneMealItem.addGrowthParticles places a NEIGHBOR_SPREADER's happy
villager sparks at BonemealableBlock.getParticlePos, which is the block
above for grass, nylium, netherrack and moss; a GROWER keeps the block
itself, rooted dirt and mangrove leaves the one below. Horizon used the
bone-mealed block for spreaders too, a block lower than vanilla.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
Player.actuallyHurt awards DAMAGE_TAKEN as Math.round(dmg * 10.0F) only
while dmg < 3.4028235E37F. Horizon awarded every hurt with Rust's round,
so /damage @s 3.4e38 added a saturated i32::MAX where vanilla adds
nothing. A damage_taken_award helper applies the threshold and
jmath::round_f32 (Math.round(float): ties up, saturating).
Co-Authored-By: Claude Fable 5.1 <[email protected]>
A modded 1.21.11 server's own entity type (Sit's sit:entity_sit is 157) kept its number, which in 26.3 is
the zombie villager: every sitting player showed one under them. Chunks already dropped such block entities;
their updates now go too.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Creeper.readAdditionalSaveData reads ExplosionRadius as a byte (default
3), addAdditionalSaveData writes it back, and explodeCreeper blows with
it, twice it when powered. Horizon used a fixed 3 or 6 and never read the
key, so a summoned creeper with ExplosionRadius:12b blew with 3.
Extra.explosion_radius holds it (3 from Mob::new), entity_nbt reads any
numeric tag narrowed to a byte and writes the byte, and creeper_tick
scales it by the powered multiplier.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
The survivor the harness gained at the edge of the blast is read through the
item's own tick counter. A push on an item decays every tick
(`Entity.getAirDrag`, 0.98), and the two servers do not advance the same number
of game ticks between the same commands: at three script points of one case the
vanilla survivor was 31, 33 and 48 ticks old and Horizon's 38, 41 and 75, so a
`Motion` read there measures the pacing rather than the blast.
The edge item's `Age` is now read before the blast, and its whole NBT (`Age`,
`Pos` and `Motion` from one snapshot) at two pinned ages after it. The case
compares the push carried back over the ticks since the blast, to two decimals
because a tick of slack between the blast and the read is worth 2%, and the
decay the two snapshots show per tick, to four, which is `getAirDrag`'s 0.98.
Both agree with vanilla's in all twelve cases.
SnbtGrammar accepts one trailing comma before the closing brace or
bracket; a comma alone and two in a row stay errors. Both readers take it:
horizon-world's parse_snbt (NBT arguments, item components) and the text
component reader (tellraw and other component arguments).
Fixes#11285
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Record the actual block entity or its existing pure save projection in a local Pending, then attach existing component copies to the unchanged block drops. Keep source blocks and loot replacement policy unchanged.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
A mooshroom's mushrooms, an iron golem's poppy, a snow golem's pumpkin and a
copper golem's antenna block are submitted through BlockModelRenderState.submit,
whose block-item sheets (ITEM_CUTOUT, ITEM_TRANSLUCENT) cull back faces. Only the
enderman's carried block culled, so the coplanar faces of the other layers' cross
models z-fought as the mob moved (#5301).
The cull now goes by each quad's winding, as the GPU's does, rather than the baked
facing, which is the nearest axis and 45 degrees off for a cross model's planes.
Fixes#5301
Root cause: #9335 follow-ups from #8733 left passenger rotation after /tp covered only by parity corpora (tools/passenger_teleport_corpus.py), which cannot run without vanilla data. The Game-level rider test exercised offset carry (sub-item 1) but not the rider keeping its angle to the vehicle through absolute and relative turns (sub-item 2).
What changed: extend teleport_rider_tests::a_vehicle_carries_its_riders_and_a_rider_leaves_its_vehicle with a second horse/villager pair: absolute turn 0->40 leaves rider at 70 (30-degree offset kept), relative turn to 50 shifts rider 70->80, and facing (turn_riders=false) leaves rider at 80. No runtime change; the teleport/passenger writers already implement Entity.teleportSameDimension/calculatePassengerTransition via vehicle_teleport::passenger_rotation.
Vanilla reference: 26.3 Entity.calculatePassengerTransition, PositionMoveRotation.calculateAbsolute, Entity.setXRot (pitch clamp).
Refs #9335
tools/test_enchanting_parity.py always built a fresh ItemStack for its offer
corpus, so EnchantmentMenu.slotsChanged's ItemStack.isEnchantable gate (the
enchantable component and an empty minecraft:enchantments) was never
exercised, and the oracle skipped the gate entirely. Fixture lines now carry
damage and a pre-existing enchantments entry; the oracle applies the gate and
the probe builds the same stack. The default corpus is unchanged and
--no-components reproduces it.
68992/68992 enchanting cases match.
A crystal's spin and bob start from a random draw. Which crystal gets which
draw, and a server's entity ids that seed a client's copies, follow the order
chunks load in, so crystals stood at different angles in each launch of a
frozen scene. Under HORIZON_STILL the start now comes from the position; the
draw is still made, and normal play is unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The hand's quads from a translucent sheet (stained glass, ice...) go after the opaque ones in
its buffer and draw after deferred with gbuffers_hand_water (or its fallbacks: gbuffers_hand,
textured_lit, textured, basic), blended, as translucent terrain does; through gbuffers_hand
they came out solid.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Gui.setScreen runs KeyMapping.releaseAll for every screen and
Minecraft.tick skips handleKeybinds while one is up, books, the sign
editor, dialogs and prompts included. Horizon keeps Screen::Playing under
those, and its release-all (track_toggle_screens) and the client input
gate (remote_handle_input) only knew the server dialog, while the book's
and sign's mouse arms eat both edges of a click: a dig held into a book
went on after the book closed, until the next click.
gameplay_has_keyboard now takes "a screen is over the world"
(screen_over_playing) in place of the dialog alone, and remote_handle_input
is not ready while one is up.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
LocalPlayer.getRopeHoldPosition eases the lead's hand end from the view
to yRotO/xRotO by half the partial tick. Entity.turn moves yRotO and xRotO
by the mouse's delta too, and AbstractBoat.clampRotation moves yRotO with
the clamp, so only what the tick turned (a boat's deltaRotation) eases in.
Horizon's rope_rot_old was a once-a-tick snapshot the turn never moved:
while the mouse moved, the hand end lagged by half the turn since the
tick began and snapped back at the next tick, 20 times a second.
turn_player now moves rope_rot_old through the same Rotation::turn as the
view, and both boat clamps (the turn's and the tick's) move it with the
view. A test pins that a mouse turn leaves no gap, a boat turn eases, and
xRotO clamps at 90.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
`HappyGhast.addAdditionalSaveData` writes `still_timeout`, the timer
`still_tick` keeps in `counter`; `readAdditionalSaveData` reads it back and
a save without it is 0.
0, 7 and 10 through `mob_to_nbt` and `mob_from_nbt`: the Int vanilla writes,
the timer back on the mob, and `on_still_timeout` following it. Without the
writer the saved tag has no `still_timeout` (the test fails on `left: None,
right: Some(0)`).
`HappyGhast.addAdditionalSaveData` writes `still_timeout`, the
`serverStillTimeout` behind `staysStill`/`isOnStillTimeout`, and
`readAdditionalSaveData` reads it back:
protected void addAdditionalSaveData(ValueOutput out) {
super.addAdditionalSaveData(out);
out.putInt("still_timeout", this.serverStillTimeout);
}
Horizon keeps that timer in `Mob.extra.counter` (`happy_ghast::still_tick`
counts it down after the first 60 ticks, `player_above` refreshes it to 10)
but neither `mob_to_nbt` nor `mob_from_nbt` touched it, so a ghast saved
while it was held still came back with 0. For the ticks vanilla restores, a
dropped item resting on its back had no box to rest on
(`EntityGetter.getEntityCollisions` takes a happy ghast only while
`isOnStillTimeout`), and a rider had no control (`getControllingPassenger`
asks `isOnStillTimeout`).
ByteBufCodecs.holder in vanilla 26.3 reads a VarInt and, when it isn't 0,
looks the entry up with `byIdOrThrow(id - 1)`, which no negative id passes.
skip.rs's `holder` accepted any nonzero id, so a slot whose kinetic_weapon
sound holder was negative was kept as a raw component, and hashing it for an
inventory click computed `id - 1` on i32::MIN: a panic with overflow checks
on, a wrapped id otherwise.
ByteBufCodecs.holderSet reads the size plus one and builds
`new ArrayList(size)`, which refuses a negative size. `holder_set` computed
`n - 1` before checking the sign, the same overflow for i32::MIN.
Both readers now refuse a negative value with a protocol error, so every
component that reads a holder or a holder set gets the same boundary.
Valid direct and registry holders read as before (their vanilla hashes in
hash/raw.rs's tests are unchanged).
Fixes#11222
Co-Authored-By: Claude Opus 5.5 <[email protected]>
LivingEntityRenderer.isShaking is isFullyFrozen (DATA_TICKS_FROZEN at or
over 140), and setupRotations wobbles the body while it is. Mobs and
other players already shiver, but the window's own model, rebuilt each
tick by tick_player_model, never got the player's frozen ticks, and the
window ignored the DATA_TICKS_FROZEN its server sends it, so a player in
powder snow stood still in third person.
The own model takes ticks_frozen from the player's body, and own entity
data index 7 sets it on the window's player as LocalPlayer reads it.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
Guard against negative scale values producing excessive shift
distances in CheckerboardBiomeSource::noise_biome by clamping
scale to a non-negative lower bound before adding the +2 offset.
This keeps the shift distance within a sane range and avoids
surprising behavior for out-of-range runtime scale inputs.
ServerGamePacketListenerImpl handles a client's packets in order: the
RELEASE_USE_ITEM a client sends from handleKeybinds comes before the move
LocalPlayer.tick sends in the same client tick, so the server shoots from
the position of the move it handled the tick before, one tick of strafe
behind the camera. Hub::process_inbox applies moves at once and hands a
PlayerAction to the game for after the pass; it held a queued move behind
a dig, UseItem, UseItemOn and Interact, not behind the release, the drops
or the stab. The move ran first, and the arrow left a tick ahead of the
camera: strafing left, it seemed to come from the left instead of the
right.
Every PlayerAction now holds the queued move for the next tick. A test
drains a release followed by a move and checks the game gets the release
alone with the guest's position and known movement unchanged.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
Entity.removePassenger sets the leaving passenger's boardingCooldown to
60, but Player.removeVehicle overrides Entity.removeVehicle and zeroes it
right after super.removeVehicle(), so a player never waits to board again;
only mobs do. #8733 (from #8586, which missed that override) gave the host
and every guest the 60 ticks, checked by may_board before boarding a boat,
cart, cushion, ghast, llama, mount or nautilus: the delay the issue
reports.
The player's cooldown goes: the boarding_cooldown and riding_at_tick
fields of Game and Guest, their swap for a guest's turn, the per-tick
count-down and may_board at its eight call sites. Each interaction still
refuses a sneaking player, the other half of Entity.canRide. Mobs keep
extra.boarding_cooldown.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
A 60 fps clock steps 16.666667 ms a frame, which a whole number of
milliseconds can't give. FrameTiming::nth takes the step as f64.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
PackInputs::frame_timing gives the frame number, the seconds since frame 1
and the seconds since the frame before. Iris-format packs take it for
frameCounter, frameTimeCounter and frameTime and smooth wetness,
eyeBrightnessSmooth and centerDepthSmooth by its delta; custom uniforms
start over on its frame 1 and carry their state after. Horizon packs take
it for time, frame_index and delta_time, ease by it, and do not treat a
slow frame as a gap. Nothing sets it yet.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
LivingEntity.addAdditionalSaveData writes FallFlying as isFallFlying(), and
readAdditionalSaveData sets shared flag 7 from it, so a player who saves
mid-glide resumes the glide on the next load. Horizon wrote a fixed
FallFlying of 0 and never read it back: the player came back standing in
mid-air.
Level now keeps fall_flying, read from any numeric FallFlying tag (as
getBooleanOr does) and written from the guest's glide; playerdata's store
and apply carry it between the Guest and the file. The server's next
sync_player_state sends the 0x80 shared flag to the client, and
updateFallFlying's port ends the glide if it can't go on.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
Entity.shouldBeSaved is true for every projectile in 26.3, and
WitherSkull adds `dangerous` on top of the hurting projectile's
fields. Horizon listed WitherSkull as not saved, so a skull still in
the air when its chunk unloaded was gone when the chunk came back,
and a blue skull came back as nothing.
Write and read the skull the same way as the fireballs: `dangerous`
as a byte (absent means a black skull), and no `Fire` since
WitherSkull.shouldBurn is false. The fire rule now keys on the
fireballs proper (is_item_fireball) instead of "not blast-immune",
which would have lit a saved skull.
Co-Authored-By: Grok <grok-4.7> <[email protected]>
Post the existing damage event for accepted health-changing mob command hits so a same-tick teleport cannot move its origin. Preserve the existing duplicate marker and reinforcement handling; pin the real command/listener route against Java.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
tools/test_block_removal_parity.py only ever mined as a survival player:
every mine case ran ServerPlayerGameMode.destroyBlock in SURVIVAL, so the
creative branch (Player.preventsBlockDrops, no mined statistic, no tool
wear) was never compared even though game.rs::break_block_as_player splits
on it. Half the mine cases now run in creative, with a tool that can destroy
blocks in creative (a sword and a mace cannot, which the creative-mining
predicate corpus already owns).
VanillaDispenserOracle's Miner gains a creative flag (isCreative and
hasInfiniteMaterials) and the real CREATIVE game mode; the game's dispense
fixture sets the same mode for the case. --survival-only reproduces the
corpus as it was before this change.
4000/4000 cases match on the new corpus.
gbuffers_skybasic drew every part of the sky with the translucent blend.
Vanilla 26.3 draws the sky disc and the dark disc with RenderPipelines.SKY
(ColorTargetState.DEFAULT, no blending), the sunset fan translucent and
the stars with RenderPipelines.STARS (BlendFunction.OVERLAY: colour
SRC_ALPHA ONE, alpha ONE ZERO). Iris 1.11.7 drew them so with probe packs
of ours: the sky disc kept exactly what the program wrote, (0.3, 0.6,
0.9, 0.25) in buffers of four formats, and the stars added 0.25 x 0.5 to
the disc's 1.0 and left their own alpha 0.5. Without a
blend.gbuffers_skybasic of the pack's own, the disc and the void, and
the stars, now draw with pipelines of the same program that blend so,
keeping a blend.gbuffers_skybasic.<buffer> the pack sets (Iris blended
the disc into that buffer only).
Part of #10490
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A program writing a float vec4 into an integer colortex (RGBA32UI...) was
refused: wgpu has no float output into an integer target, so the whole
program, and every buffer it writes, was lost. Iris 1.11.7 drew such a
program with a probe pack of ours: its other buffers kept what it wrote,
and the integer buffer read the floats' bits back (GL leaves that value
undefined; these are NVIDIA 615.78.08's). The output now writes the
float's bits as the buffer's integer type.
Part of #10490
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Horizon always made its default noise texture 256 wide. Iris 1.11.7
made it the size a pack's `const int noiseTextureResolution` gives, when
declared in a fragment shader (composite, deferred, gbuffers, final, or
shadow.fsh with no shadow pass), and ignored it in a vertex shader, in
probe packs of ours. The setting is now read like a colortex format.
Part of #10490
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`.length()` of a runtime-sized array in a named buffer block made naga's
validator refuse the program: its GLSL frontend loads the array and takes
the length of the loaded value. After parsing, the length is now taken of
the array's pointer. Iris 1.11.7 ran such a program in a probe pack of
ours and read the buffer's length (bufferObject size / stride).
Part of #10490
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Horizon decided whether to run the shadow pass from the samplers of the
programs' vertex and fragment stages only. A pack whose only reader of
shadowtex0 or shadowcolor0 was a compute stage (prepare.csh alone, or a
composite.csh beside a composite.fsh that reads none) got an empty map
(1.0), while Iris 1.11.7 drew it for probe packs of ours (0.3956 depth,
0.251 shadowcolor0 at our noon scene). Compute stages now count as the
other stages do.
Part of #10490
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Horizon made an R11F_G11F_B10F custom image as RGBA16F, then refused
every program that declared it layout(r11f_g11f_b10f), since the shader's
storage format no longer matched the texture. Iris 1.11.7 stored into such
an image and read it back, with a probe pack of ours: (0.25, 1.5, 3.0)
read back as written, alpha 1, also filtered between texels. The image is
now Rg11b10Ufloat where the device stores into that format; elsewhere it
stays the RGBA16F stand-in, and the shader's image declares that format.
Part of #10490
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The default blend of gbuffers_skytextured added the sun's alpha over the
sky's (One, OneMinusSrcAlpha). Vanilla 26.3 draws the sun and moon with
RenderPipelines.CELESTIAL, BlendFunction.OVERLAY: colour (SRC_ALPHA, ONE),
alpha (ONE, ZERO). Iris 1.11.7 left the sun's own alpha (2.0) in an
RGBA32F buffer the sky had written 1.0 to, with a probe pack of ours;
Horizon left 1.0.
Part of #10490
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Thank you for adding Thai to the launcher in #8306. We were really
happy to see it. When we used it, though, many lines were hard to
understand for us as Thai players. The translation looks
machine-made, and many words have their everyday meaning instead of
their computer meaning. We rewrote it so that Thai players can use the
launcher comfortably. 731 of the 1225 strings changed. The others
were already good, so we kept them as they were.
Below is each word we changed, what it is now, and how a Thai reader
understands the old word. We hope this makes our reasons clear, even
if you don't read Thai:
- build: อาคาร / โครงสร้าง -> บิลด์
อาคาร means a building (a house, an office). โครงสร้าง means the
structure of something. "Native build" read as "the original
building". Thai developers and players say บิลด์, written as it
sounds.
- instance: ตัวอย่าง -> อินสแตนซ์
ตัวอย่าง means "example" or "sample", so "Instance" looked like a
demo copy of the game, not a separate game setup. อินสแตนซ์ is the
English word written in Thai, as Thai players say it.
- native (mod, build): ดั้งเดิม -> เนทีฟ
ดั้งเดิม means traditional or original. "Native mod" read as "the
original mod", which says nothing about compiled code. เนทีฟ is the
usual Thai programming word.
- launcher: ตัวเรียกใช้งาน / ตัวเปิด / (left in English) -> ลันเชอร์
The same thing had three names, so a player could not tell they
were one program. ลันเชอร์ is what Thai players call it.
- jar: ขวด / โหล -> ไฟล์ jar
ขวด is a bottle and โหล a glass jar for food. "Port gets the jars"
read as "Port gets the bottles". It is a file type, so ไฟล์ jar.
- Loader: รถตักดิน -> ตัวโหลด
รถตักดิน is a wheel loader, the construction vehicle.
- Client: ลูกค้า -> ไคลเอนต์
ลูกค้า is a shop customer. Here it means the game client.
- Running / run: วิ่ง -> กำลังทำงาน / รัน
วิ่ง is running on foot. "Running" read as "jogging". A program
that runs is ทำงาน (working) or รัน.
- Proxy: หนังสือมอบฉันทะ -> พร็อกซี
หนังสือมอบฉันทะ is a legal power-of-attorney letter.
- port: ท่าเรือ -> พอร์ต
ท่าเรือ is a harbour for ships. A network port is พอร์ต.
- cape: แหลม -> ผ้าคลุม
แหลม is a headland on a coast (or "sharp"). A Minecraft cape is a
cloak, ผ้าคลุม.
- cosmetics: เครื่องสำอาง -> คอสเมติก
เครื่องสำอาง is make-up (lipstick, powder). Thai gamers call
in-game items to wear คอสเมติก.
- seed: เมล็ดพันธุ์ -> seed
เมล็ดพันธุ์ is a plant seed for farming. Thai Minecraft players use
the English word for a world seed.
- Home (page): บ้าน -> หน้าแรก
บ้าน is a house. The Home page is the first page, หน้าแรก.
- Ban: บ้าน -> แบน
Ban was also translated as บ้าน ("house"), so the ban button said
"house". Thai players say แบน.
- founder (set): ผู้ก่อตั้ง -> ผู้เล่นรุ่นแรก
ผู้ก่อตั้ง is the person who founded a company, so "Free for
founders" read as "free for the people who started Horizon". The
shop page says the set is for "the players who were here first", so
it is ผู้เล่นรุ่นแรก, "early players". It is not "sponsors" either:
the set is free.
- player counts: คน -> ผู้เล่น
"{online} of {max} players" used คน (person). In a server list Thai
players expect ผู้เล่น (player), as the game itself says.
- Java Edition: รุ่นจาวา -> Java Edition
A product name, like Minecraft and Microsoft, which stay in
English. รุ่นจาวา ("the Java version") reads as a Java release.
- 78 strings still in English -> translated
They showed English in the middle of a Thai screen.
- Polite particle ครับ removed
ครับ is the spoken "sir" that ends a sentence when a man talks. In
UI text it sounds like a person talking, not a program.
We kept every {placeholder} and every middle dot of the English, and
we used one Thai word for each English term across the whole file.
The two of us, both native Thai speakers, read every changed line
(SamsVT and NotNiceKun). If anything still reads wrong,
please tell us and we will gladly fix it. Thank you for Horizon!
Narrate incompatible server list entries matching vanilla narration order: select -> incompatible -> version -> motd. Also remove the note about incompatible server status from docs/narrator.md known differences.
Closes#10317
Co-Authored-By: Antigravity <[email protected]>
macOS and Windows are supported platforms with dedicated documentation under docs/platform/. Replace the stale 'macOS and Windows are out of scope' sentence with a reference to docs/platform/.
Fixes#11145.
Co-Authored-By: Antigravity <[email protected]>
On Linux, Horizon asks ALSA for a 1024-frame fixed buffer to keep sound effects low-latency. When PipeWire is configured with min-quantum >= 1024 (common for Bluetooth audio or in VMs), the 1024-frame buffer repeatedly underruns with POLLERR and produces no sound.
Allow setting HORIZON_AUDIO_BUFFER=default or HORIZON_AUDIO_BUFFER=<frames> (e.g. 2048) to override the fixed buffer request and use a larger or system-default buffer. Document the environment variable in native-client.md.
Fixes#11082.
Co-Authored-By: Antigravity <[email protected]>
DEFAULT is a Path object that formats with backslashes on Windows, while harness_args.py appends str(default). Pinning against str(DEFAULT) instead of the hardcoded POSIX string lets the test pass across all platforms.
Co-Authored-By: Antigravity <[email protected]>
Keep removed mob entries out of command enumeration and UUID/ID lookup before
the normal sweep, and prevent a discarded passenger from saving inside its
vehicle. Preserve existing death-time and health rules.
Validate frozen Game commands/API37/save assembly against real26.3 discard
and entity-manager behavior with both client and server JARs.
Co-Authored-By: Codex <[email protected]>
Horizon split a dying cube at the moment of death. Vanilla
AbstractCubeMob.remove runs the split when the entity is removed, which
LivingEntity.tickDeath does after the death animation (deathTime 20),
so the smaller variants appear about one second later.
The oracle's stand-in player overrode LivingEntity.startUsingItem and only recorded the item, so
the real vanilla vibration never ran: ItemStack.causeUseVibration posts ITEM_INTERACT_START when
the stack's use effects ask for interaction vibrations, which every item's UseEffects.DEFAULT
does (DataComponents.COMMON_ITEM_COMPONENTS). Since #10272 Horizon posts it, so the harness
reported 284 false mismatches (4916/5200). It now calls causeUseVibration under the same guard
as vanilla: 5200/5200.
A first draft by DeepSeek V4.1 Flash, via pi, reviewed by Claude.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Keep entity actions and API 29 ahead of item fallback, reuse normal packet and crosshair selection, and let the first response consume with or without an acting-hand swing. Cover bounded native Mob entries with a pending fragment, generated dispatch and actual Game priority/filter tests; leave other living interaction tables explicit.
Co-Authored-By: Codex <[email protected]>
Keep ordinary wear, Unbreaking, durability criteria, stack removal and break handling in one path. Existing damage_held callers retain MainHand behavior; callers that model an offhand use may select OffHand without editing stack damage directly.
Validation: native prepared-resource Game test verifies offhand wear, break event48, unchanged main-hand stack, legacy event47 and creative immunity. Strict gameplay clippy, formatting and public-tree checks pass.
Co-Authored-By: Codex <[email protected]>
🤖 Agent: foudretbr's rebase onto main (a1ff75a4a) drops the stray `);` that broke `tests/mod_api_hooks.rs`, and the file-wide import reorder. The hook change is the same 9 files: with no mod loaded, every translucent screen background is still the vanilla gradient. The 10 hook tests and tests.test_stamp_native_hooks pass.
🤖 Agent: merged main so this builds again (its old base still called `mob_to_nbt` without the UUID lookup that #10544 fixed). Burst notes are unchanged: one group per packet kind, each naming the player who spent the most time; the 7 burst and event-timing tests pass on the merged head.
Cache conservative envelopes of every baked model alternative, invalidating
on mutable model access. Reject rear-origin falling blocks only when their
complete padded model is outside the posed camera's depth clip planes.
Depth-only clipping preserves TAA jitter and screen-edge geometry; shader
packs keep their original path.
Include geometry/cache regression tests and separate ordinary/TAA FPS and
image comparisons, with front/empty controls and an oversized model fixture.
Co-Authored-By: Codex GPT-6 <[email protected]>
🤖 Agent: README/docs-media only; keeps the Project status block and '### Java parity' table the site and tests read, so playhorizon.dev's parity number is unaffected.
The README's pictures were from mid-October (launcher 0.2.30, the old
menus), so this retakes them and tidies the page around them.
- Pictures: Nightly 2026-11-05 (66f3981) windowed on the Mac mini's M4
Pro (Metal) with seed 8675309: a river valley with a village and a long
view, a cherry-grove sunset, a crimson forest with a piglin, survival
with the HUD, and two players over LAN; the launcher 0.2.47's Home (with
those screenshots in its instance) and Mods pages. WebP, 712 KB in all,
under docs/media/readme/. The five README-only images they replace are
removed; village/nether/underwater.webp stay (the launcher embeds them).
- Text: a short pitch, what works in the current release, a download
table with each platform's file and requirements (Windows x64 and Arm,
macOS Apple Silicon and Intel from 12, Linux glibc), the Microsoft
sign-in requirement, mods and shader packs (Java mods don't run;
modpacks import), hosting, agent control, build from source,
contributing, and Mojang's "NOT AN OFFICIAL MINECRAFT PRODUCT" line.
- Fixed claims: macOS Intel and Windows on Arm are out (not "from the next
Nightly"); the known-issues line points to docs/known-issues.md.
- Two badges instead of seven: the parity and gap badges the tests and
tools/parity_gaps.py keep in sync. "Project status", its gap block and
the "### Java parity: N%" table are unchanged, so the website still
reads its number and #build-from-source/#project-status still resolve.
Builds on #11040 by Web-mc1, who first noticed the launcher pictures were
outdated and retook them.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
MobEffectInstance.Details.MAP_CODEC uses optionalFieldOf("ambient", false)
and ("show_particles", true), so like amplifier 0 those defaults are not
written (the mob writer already does this). The harness gets a default
work dir, so tools/parity.py can run it with no arguments; the run-log
doc is dropped.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
tools/parity.py runs each harness with no arguments, and this one exited
asking for --work-dir; it now uses a fresh folder under .local.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Mob::voice already plays at the feet (Entity.playSound), stays quiet for a
Silent entity, uses getSoundVolume and HappyGhast's pitch 1.0, so the
special arm is not needed and a Silent happy ghast no longer sounds. The
test checks the Silent case too. The 238-line capture harness ran a Java
server, a native server and a client for 1200 ticks on every ai.rs
change; the resource test covers the position.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: merged #10312 (with main) in. The cache compares the whole Scoreboard twice per frame (displayed_ids and layout) and clones it on every change, so a server ticking a sidebar score every tick rebuilds and clones each frame; still cheaper than the old double sort, and tab_list parity passes on a union holding this head.
🤖 Agent: merged main in: #10328 (merged meanwhile) now caches the layouts of the tags your collect_name_tags keeps, and #10098's new hide_gui argument is passed in your early tab_list::visible check too, so F1 still hides the list on the skip path. Skipping a tag whose entity box (inflated 0.5) is off the frustum matches vanilla, where shouldRender gates the name tag with the entity. 194 selected harnesses run on a union holding this head: tab_list and hud pass, the 8 failures are identical without it.
Minecarts and primed TNT now seat their riders from the riders map;
the branch's seated box is kept on that path.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: shelf mushroom stands in as brown_mushroom_block (solid, not the walk-through brown mushroom), explorer maps as filled_map; 26.2 refusal from #10477 still in place
The x64 macOS launcher (#1161) installed and ran the game, but native mod builds
stopped with "the launcher has none for macos x86_64": its managed toolchain
had no x86_64-apple-darwin host. Add Rust 1.99.1's official rustc, cargo and
rust-std for it, pinned by the SHA-256 static.rust-lang.org publishes; the
linker is the system's, as on Apple Silicon.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Prevent vertical letter-by-letter text stacking and control clipping
when running in narrow tiling or compact displays:
- Top bar switches to compact tab padding and hides long subtitle
- Home actions and subtabs adaptively scroll and wrap without overflowing
- Mods and Versions headers stack title and filters vertically
- Settings navigates via top scrollable pill bar on narrow displays
- About tiles and Account cards stack cleanly
- Setting rows wrap controls instead of shrinking labels to 0 width
Upstream's UUID bridge (#10304) now writes a mob anger target's UUID
through mob_to_nbt's uuid_of. The branch keeps its two additions on top:
a target read from the save that is not in the world keeps the loaded
UUID, and the loaded angry_at goes once the anger is over.
A mob only gets its UUID when it is first saved, so an anger target
not saved yet came out with no angry_at (wolves too). mob_tree_nbt now
gives a target that is still in the world its UUID first; the new
anger_at_a_mob_not_saved_yet_names_it test failed without that.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- Mesa's hasvk Vulkan driver for Intel Haswell (Gen 7.5, vendor 0x8086) reports conformance version 0.0.0.0 and suffers from severe vertex buffer corruption and polygon tearing across 3D terrain (#9912).
- Check is_broken_haswell_vulkan in open_with_retry to skip non-conformant hasvk on Haswell and fall back cleanly to Mesa crocus OpenGL 4.6 Core Profile.
- Preserve Ivy Bridge (IVB) on Vulkan (#4059).
Horizon's update status (Up to date, Install) and the launcher's version with
Check now / Update sat under About, while the Updates section held only the
two auto-update switches. They now open Updates, in both looks: the Glass
tiles above the switches, the classic rows at the top of its Updates group.
About keeps the data folder (now a row like Logs), logs and the applications
menu.
Fixes#11035
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The integrated server matched the used item by id (minecraft:totem_of_undying)
and used it up before the client looked for it, so any other item with
death_protection showed a plain totem in the activation animation.
Vanilla LivingEntity.checkTotemDeathProtection takes the first hand whose
stack has DataComponents.DEATH_PROTECTION, keeps a copy before shrink(1), and
uses that copy for the stat, the used_totem trigger and the animation.
Part of #10587
ThrowableProjectile.tick runs on the client too: handleFirstTickBubbleColumn
before gravity, then applyEffectsFromBlocks' BubbleColumnBlock.entityInside
after the move, with Projectile's unclamped pushes (+0.06 inside, +0.1 at the
surface, -0.03 dragging down). The client's remote_projectile_tick had none of
it, so a pearl held in a stasis chamber on a server sank between the tracker's
updates and snapped back on each one.
Projectile::tick_remote adds both for ThrowableProjectiles, through a new
ProjectileWorld::bubble_column hook (bubble_column_at for the game's world).
The integrated and dedicated servers keep pushing their pearls in the
creature tick, so their projectiles are not pushed twice.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Their target goals call setUnseenMemoryTicks(300): the evoker's player
and villager goals, the illusioner's player, villager and iron golem
goals. Pillagers and vindicators keep the default 60.
Co-Authored-By: Codex (gpt-6.1-terra) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The shelf mushroom is a solid shelf players stand and bounce on (ShelfMushroomBlock's shape); the brown
mushroom it stood in as has no collision, so a 26.2 client would fall through what the server stands on and
be pulled back. Its block now shows as brown_mushroom_block, whose collision holds the shelf's; the item stays
brown_mushroom. The new explorer maps are filled maps (MapItem), so they show as filled_map, which draws their
map_id, not as an empty map. v26_2_ids.rs regenerated with --substitutes. TooltipDisplay's writer no longer
allocates a list on every write.
Review follow-up for #10557 (Detimes).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: tooling only. When more than 20 harnesses newly fail at once, the audit now opens one issue instead of 421, and the open-issue lookup no longer stops at 200.
🤖 Agent: tooling only. ensure_work_dir now returns the folder argparse picks, so the --work-dir=PATH spelling no longer crashes four harnesses on sys.argv.index.
Four harnesses looked the directory up with sys.argv.index('--work-dir'), which raises
ValueError for the --work-dir=PATH spelling this PR keeps. ensure_work_dir now returns the
directory argparse will pick (the last one given) and they use that.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The 2026-11-06 audit tested a main commit that did not compile (mob_to_nbt arity in raids.rs) and opened
421 "Parity regression" issues, one per harness. Above 20 new failures the audit now opens one issue with
the list and the first compiler error, and keeps those harnesses' previous results so the next audit
compares them again. The open-issue lookup no longer stops at 200.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
One tick of a server player's own movement from a bot's input, played on a
copy of the body with the movement prediction's replay code, and the block
collision boxes in a box (Level.getBlockCollisions). Read-only; nothing runs
unless a mod calls them. Helper fragment player_bots, docs, unit tests.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A Game helper (Host::refresh_commands for trait mods): at the start of the
next server tick every mod's native_register_commands is asked again,
LanHost::native_commands and the hub's mod tree are rebuilt, and every
placed player is sent their tree again after native_player_commands_sent,
as PlayerList.sendPlayerPermissionLevel / Commands.sendCommands after
/reload. Hub::store_mod_commands keeps the new tree without sending it, so
each player gets one filtered tree. Servers whose mods never call it are
unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`tooltip_render_pre` (#10302) is labelled `RenderTooltipEvent.Pre`, so
`horizon-port-pack events` counts the 10 ATM10 mods that listen to it.
The "Next hooks" table in docs/native-hooks-neoforge.md listed
`player_tick_pre` and the client tick pair, which have now landed: the
section lists them with the rest.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Five command-oracle harnesses looked for a bare `--work-dir` and appended
their default anyway when the caller wrote `--work-dir=PATH`. argparse takes
the last value, so the caller's directory was silently replaced and the run
wrote its scratch output somewhere they did not ask for. They now share the
guard test_boat_leasher_parity.py already used, and tests/test_harness_args.py
pins both spellings.
🤖 Generated with Codebuff
Co-Authored-By: Codebuff <[email protected]>
ServerPlayer.swingAndResetAttackStrength: the guest's block, item, leash
knot and entity uses reset the attack ticker when their swing starts.
Co-Authored-By: Codex (gpt-6.1-terra) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- FishingRodItem.use posts cast and retrieval vibrations using the stack's use effects.
- EnderEyeItem.use posts a projectile-shoot vibration.
Part of #9776.
Co-Authored-By: Codex (gpt-6.1-terra) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ShowTradesToPlayer sets the main hand's drop chance to 0 when it shows
an offer (displayAsHeldItem) and back to 0.085 when it clears the hand
(clearHeldItem).
Co-Authored-By: Codex (gpt-6.1-terra) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Add the native hook `entity_interact_specific` (NeoForge's `PlayerInteractEvent.EntityInteractSpecific`): a right-click on an entity hears the point clicked, measured from the entity's position, before `native_interact_entity`; a claim swings the hand and ends the click. Server-side.
Co-Authored-By: DeepSeek Pro via OpenRouter <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The install side of the Launch API, experimental: what a build loads (the
new `content`), the folder and the on/off file of each kind under
--game-dir, when a change applies, native mods needing a rebuild, what to do
with a .hpack, and the checks before installing as mod-index.md specifies
them (where it comes from, size and SHA-256, the minisign key, revoked[] and
installed copies, the manifest). Listed in docs/api/README.md. Part of #10562.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Piglin.holdInOffHand equips the item with setItemSlotAndDropWhenKilled,
a guaranteed drop even without a player's kill, and makes the piglin
persistent unless the item is a gold ingot.
Co-Authored-By: Codex (gpt-6.1-terra) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
LivingEntity.push(Entity) does nothing while the entity sleeps, and
doPush reaches the other entity through it. The mob snapshot carries
sleeping (a villager in bed, Fox.isSleeping) and push_entities skips the
push. The sleeper's own tick still pushes the others.
Co-Authored-By: Codex (gpt-6.1-terra) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`content` in horizon-client's reply, from the constants the build checks
content against: content mods' manifest api lines (APIS without the removed
WebAssembly 0.1), native mods' hooks level and that they need a rebuild, the
shader schema and the line it draws, the resource and data pack formats, the
modpack format and the index schema. A launcher offers only what works. The
generated reference shows the hooks level as a placeholder, since it rises
with every hook. Part of #10562.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: the pre-tick hook swapped each guest's whole state into Game every tick even with no mod loaded; I pushed a guard so `as_guest` runs only when `mod_api::mods()` isn't empty. The fragment passes tests.test_stamp_native_hooks.
🤖 Agent: verify failed because bake_bricolage.py imports fontTools before it reads its arguments, and CI has no fontTools. I pushed a change that checks the arguments first, so the new usage test passes without fontTools installed.
🤖 Agent: #10398 asked that a local build in a folder with a space still builds, so I pushed a fallback for GNU windres when the volume has no 8.3 names: outside CI it warns and builds without the icon instead of failing. With the taskbar-icon commit, `cargo check --target x86_64-pc-windows-gnu` passes on the desktop for horizon-client and horizon-client-input.
🤖 Agent: a failed region already restores its originals, so blocking the server start on any prune error took a server down for one corrupt chunk record. I pushed a change that starts it when no journal is left, with a supervisor test for it. Note that delete mode now writes regions one at a time with fsync, so a large prune takes longer than the old parallel rewrite. 169 horizon-server tests pass on Linux.
🤖 Agent: raids.rs now passes the same `persist.uuid_of` lookup persist.rs gives `mob_to_nbt`, and the four entity_nbt.rs test calls get `|_| None`, so main builds again after #10304 (verify green on this head).
🤖 Agent: translations only; %s placeholders kept and every file parses. The languages you flagged as uncertain (ba_ru, cv_cu, sah_sah...) stay worth a native speaker's look.
🤖 Agent: removes the old pack pages, their two slider kinds and four lang keys in all 87 files; nothing else read option_label_within, checked with clippy -D warnings on the stack over current main.
🤖 Agent: The non-constant texel offset becomes offset / textureSize(level 0) added to the coordinate: right for the base level, but at a sampled lower mip the shift is in base-level texels, not that level's (GL moves by texels of the level read). Fine for Arc's FXAA at level 0; worth a note if a pack hits it with textureLodOffset.
🤖 Agent: CAT_* macros come from biomes::CATEGORIES, so they pick up #10499's CAT_MOUNTAIN 17 and CAT_UNDERGROUND 18 with no second table to keep in sync; your test comparing every macro with constants() covers that.
🤖 Agent: The constant evaluator now refuses a non-finite F32 fold with Overflow, and only GLSL function bodies turn that into a run-time expression, so WGSL input still rejects 1.0/0.0 at compile time. Vendored naga's own 133 lib tests pass with the chain.
🤖 Agent: The integer-sampler helpers texelFetch the texel under the point with the coordinate clamped to the edge, which is what GL's nearest read of an integer texture gives; a bias argument is accepted and ignored, as GL does for these. Stack 3/6, checked with the rest of the chain on current main (clippy -D warnings, horizon-shaders and render tests).
LivingEntity.playBlockFallSound: the block 0.2 below the feet, at half
its volume and three quarters of its pitch, not for a silent mob or air.
Most mobs play it after their own fall sound, horses and llamas after
the damage, and a llama's damaging fall under six blocks plays it alone.
Co-Authored-By: Codex (gpt-6.1-terra) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
as_guest swaps a player's whole state into Game: running it for every
player every tick with no mod to call cost the server for nothing.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Every frame each text display built a batch, emitted its styled glyphs and
transformed every vertex, and a display of width or height 0 (what plugins
summon for holograms) is noCulling, kept to the distance rule because its
transformation can put the text anywhere: 200 of them cost ~0.3 ms a frame
with none on screen (#4664).
Each display's local-space text quads are now kept, rebuilt when the text,
its style, opacity, background, shadow, see-through, the font epoch or the
GUI atlas revision change (obfuscated text every frame), and only
transformed per frame. A noCulling display is skipped when the box of its
quads, through this frame's full matrix, misses the frustum: it can't draw a
pixel. Displays with a size keep vanilla's box test; the view range stays.
#10398 asked that a local build in a folder with a space still builds: a
volume without 8.3 names gives windres no usable path, so outside CI
such a build warns and goes on without the icon, as before. CI and
every other case still fail without it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On Peaceful, vanilla never lets a player be a mob's target
(`LivingEntity.canAttack` refuses a player there), so a mob that already
held one gives it up. A neutral mob also stops being angry and forgets
who hurt it (`NeutralMob.stopBeingAngry` calls `setLastHurtByMob(null)`).
Horizon dropped a player target only for creative and spectator players,
so an iron golem that had been angered kept attacking after the
difficulty was set to Peaceful.
Fixes#9759.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Fekd3xkgubE8VfXrALh2td
Co-Authored-By: Codex gpt-6.1-terra <[email protected]>
CI has no fontTools: the import failed before main() could print the
usage, so the new test saw a traceback (verify failed).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Use the entity position for the special ambient caller and cover adult and baby natural events through the real Mob tick and recording route.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
parity-main: natural_spawn first fails at f6a9444de (#10416), of 182 merges
since 66f3981f5. The spawn start heights it produces differ from vanilla 26.3
by up to tens of blocks (chunk/10 monster: vanilla y 99, Horizon 62), so
players would see mobs spawn at the wrong heights. Reverted until the change
passes the natural_spawn harness.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
#10304 gave mob_to_nbt a fifth argument after the raid observation's call to it
was written, and the two merged without a conflict.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
names.rs: #10328 landed on main; its NameTagLayouts frame now wraps this
PR's frustum-culled collect_name_tags, both test sets kept.
scoreboard.rs: #10098 added the hide_gui argument to tab_list::visible;
the early visibility check here passes !self.ui.hide_gui too.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The Team review (kacpherek) on #10382: groups filled in arrival order
under a 32 cap hid a late UseItemOn burst behind other players' moves;
count > 1 dropped 69 players sending one 6-9 ms use each; and one slow
event hid the rest of its group. Groups are now one per packet kind (a
bounded set) with the time of their short events only (the slow ones
are noted on their own), and each names the player who spent the most
of it: "213 x UseItemOn under 10 ms each; most from Steve: 140 of
them, 700.0 ms".
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Read Git's NUL-delimited UTF-8 output without newline conversion, and
include deleted source paths when files move between check scopes.
Keep pr_ready's line accounting consistent with parity selection.
Fixes#10535
Co-Authored-By: Codex (GPT-6) <[email protected]>
The crossbow hit, trident hit and trident hit_ground sounds come from the same
Entity.playSound as the arrow hit (AbstractArrow.onHitBlock / onHitEntity,
ThrownTrident.onHitEntity), so they take getSoundSource(), NEUTRAL, too; the
name-based guess put them on PLAYERS.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A failed region restores its originals before the error comes back, so
the world is whole: blocking the start then took a server down for a
corrupt chunk record. Only a recovery that cannot finish stops it now.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
DragonSittingScanningPhase.doServerTick computes Math.acos(dot) * 180.0F / (float) Math.PI
and Mth.atan2(..) * 180.0F / (float) Math.PI in double, not a multiply by the float
RAD_TO_DEG constant. Also moves the Silent test doc comment back onto its test.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Loading a shaders/ pack made its pipelines on the main thread, and the driver
compiles each program there: the game froze for 5 to 50 s on a big pack
(Complementary Reimagined, Photon), with no frame drawn.
The renderer now builds the pack on a "Shader pack" thread (load_shader_pack)
with its own handles to the device and the inputs, and the game keeps drawing
without a pack meanwhile; each frame poll_shader_pack checks the thread and
runs the pack once it is built, logging its programs and notes as before. A
pack the thread refuses or panics on is turned off as before. Picking another
pack, or none, drops one that is still building.
A boat's or minecart's box query (boat_contacts, boat_obstacles,
cart_entity_collisions) asked every mob of the level for its box, and
Mob::bounds reads the mob's whole size (dims: sleeping, baby, species, scale)
across several cache lines. While boats and carts tick, the widest half width
and tallest height of the mobs (BoxReach) are worked out once, and a mob whose
position is farther than that from the query is skipped without its box. The
reach is worked out again when a mob joins or leaves, and nothing a vehicle
does resizes a mob, so the same mobs are found.
What a Horizon server sends a 26.2 client (accept_older_clients) now carries 26.2's
registry ids: tags, block states, entity, block entity, block, attribute, sound and
particle ids, and items and components through the existing Way::Down writers, which
now leave out components the client lacks. A creative slot or container click from the
client is read with its ids up.
generate_registry_id_adapter.py --substitutes writes, from both versions' data
reports, a stand-in for each 26.3 entry 26.2 lacks (poplar as birch, wool and concrete
slabs and stairs as stone ones of the same shape, ...); what has none (the cushion
entity) isn't sent. v26_2_ids.rs is regenerated with it.
Part of #10404.
🤖 Agent: a 26.2 client is now refused in configuration before any untranslated registry data, tags or play packets (bebf670); 26.3 path byte-for-byte unchanged with the option off
A proxy that balances players between servers has to know, before it sends
one, how many players a server has and whether a login would be refused as
full. transfer-status answers with counts only: the players placed, held and
expected, the hand-overs under way, the places the player limit counts, the
limit, and whether the server is full. It names no player, changes nothing
and writes nothing to the log, since a proxy asks it often. Like the player-*
requests, it is refused while [transfer] is off.
Refs #7484
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Both tools above used to crash, or write into a flag-named path, instead of
asking for what they need. These tests run them in an empty folder and check
that they exit non-zero with a usage line and write nothing.
🤖 Generated with Codebuff
Co-Authored-By: Codebuff <[email protected]>
Both arguments were read unguarded, so running it with none, or with one, was an
IndexError rather than the command its docstring shows. Print the usage line.
🤖 Generated with Codebuff
Co-Authored-By: Codebuff <[email protected]>
The script read sys.argv[1] straight away, so a missing argument ended in an
IndexError traceback, and a mistyped flag created a directory named --help and
filled it with 66 MB of fixtures. Print the usage instead: a flag is not a path.
🤖 Generated with Codebuff
Co-Authored-By: Codebuff <[email protected]>
GameRenderer.renderLevel gives LevelRenderer.render shouldRenderSky false
while a boss bar makes world fog (the Ender Dragon's), so the frame is only
cleared to the fog colour. Horizon drew the End's sky box behind the island
during the fight. fog::sky_pass_skipped now holds vanilla's conditions:
LevelRenderer.addSkyPass's (lava, powder snow, blindness or darkness) and
the boss fog.
Part of #10491
Co-Authored-By: Claude Opus 5.5 <[email protected]>
position_riders finds every vehicle's riders in one pass over the mobs instead
of one per boat, minecart and primed TNT. A boat tests a mob's box before
anything else, and works out the scoreboard teams only when something touches
it, instead of once per boat a tick.
HORIZON_TRACE=FILE, horizon-ctl trace FILE [SECONDS] and horizon-trace on a
dedicated server's console write each span of every thread as a Chrome trace
event, so what ran beside what, and what a thread waited for, can be read off
in ui.perfetto.dev. A thread that records spans but is never taken from (a far
terrain or lighting worker while spans are on) now drops them past 16k instead
of growing for as long as spans stay on.
Load and save Evoker and Illusioner SpellTicks using the counter already consumed by casting goals and server AI. Cover the real codec and actual Game tick path.
Co-Authored-By: Codex <[email protected]>
🤖 Agent: is_prepared now answers from a 5 s per-version cache (21.4 µs to 0.21 µs per call); need_prepared and the CLI still run the full per-file check, so an empty JSON is caught before launch.
Only packet ids are translated for an older client so far (#10404): the
registry data, tags (registry ids) and play packets (chunks, light, login,
player_action numbering...) would reach a real 26.2 client in 26.3 ids and
layouts. With accept_older_clients on, such a client now logs in and is
told so in configuration, right after the known packs and before any of
them. NetConfig::older_clients_play (tests only, not in server.toml) keeps
the play path reachable for the id renumbering test until the later parts
translate the contents.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
#10389 made is_prepared parse research-lock.json and the manifest, list the
prepared folder and stat every table on each call. Pages call it while drawing
(instance rows, the Play menu, can_start), so every frame did file I/O.
is_prepared now keeps its answer per version folder for 5 s and drops it when
the launcher installs, removes, reuses resources or a job exits.
check_prepared runs the full check and refreshes the answer; starting the game
or a server (need_prepared), the CLI and the post-prepare auto-play use it, so
an empty JSON is still caught before a launch.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
🤖 Agent: Entity.checkFallDamage subtracts (float)ya into the double, which the f64::from(.. as f32) step reproduces, and Entity.load reads fall_distance back. Main merged in again after #10422 landed (GitHub read the criss-cross bases as a conflict); the diff to main is this PR's own 6 files.
🤖 Agent: `camera_list` is now collected into a Vec on every frame, even with no pack, where the old iterator was lazy; it's one small allocation per frame. The shadow-only set and the spawner's `shadow_pass_drew` scan (linear in shadow_visible per spawner) run only under a pack whose shadow draws entities.
`biome_category` read 0 (CAT_NONE) in lush caves and the other cave biomes,
where Iris 1.11.7 reads 5 (CAT_PLAINS), and differed in 12 more vanilla
biomes. A probe pack of ours read Iris's value in each of vanilla 26.3's 67
biomes (`fillbiome` around the camera): they fit vanilla's `is_*` biome tags
(BiomeTags; `is_savanna` unused), then desert, swamps, mushroom fields and
snowy plains by name, NONE for the void, and PLAINS for the rest. Mountain
biomes read 17, which Iris names CAT_MOUNTAIN; CAT_UNDERGROUND is 18.
Biomes vanilla doesn't have keep the old guess from words of their name.
Fixes#10453
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A pack (or the dimension folder it uses) with no gbuffers program for terrain
had the game draw terrain itself, into colortex0 and depth. Iris 1.11.7 draws
none: with probe packs of ours having no gbuffers programs, at the root or in
world-1 below a root that has them, colortex0 held only the sky (or fog
colour), entities and particles, depthtex0 had no terrain, and colortex1 to 7
none either; water and lava were missing too.
When no program of gbuffers_terrain's chain (nor _solid or _cutout) is in the
folder, the pack takes solid and cutout terrain from the game and draws
nothing; the same for translucent terrain and gbuffers_water's chain. A
program that is there but fails to load still leaves terrain to the game.
Fixes#10455
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Use the existing species maximum after shared Mob tick work, preserving the normal underwater countdown. Cover the real full-tick path and actual Game commands against fresh Java.
Co-Authored-By: Codex <[email protected]>
🤖 Agent: Mob.addAdditionalSaveData always writes canPickUpLoot(), so moving it out of the put-if-absent defaults is the fix (Allay and sulfur cube overrides now win over a loaded byte). Main merged in after #10393 landed; clippy and the entity_nbt tests pass on the merge.
🤖 Agent: piglin_replace follows Piglin.canReplaceCurrentItem in order (PREVENT_ARMOR_CHANGE first, then wanted/unwanted, then Mob.canReplaceCurrentItem), with getPreferredWeaponType null for babies.
🤖 Agent: `is_prepared` now reads the manifest and stats every top-level JSON on each call, and the launcher calls it from render paths (glass_home, glass_palette, can_start): a few hundred µs per frame at most, but a cache keyed on the folder would remove it. I dropped the unused `is_json_file`; launcher clippy and backend tests pass.
🤖 Agent: checked on Linux with mingw: the build script now compiles `main_res.o` for x86_64-pc-windows-gnu and passes it to the link, which the host-gated `#[cfg(windows)]` skipped. I kept the warn-only fallback outside CI for windres paths with a space (#10398).
🤖 Agent: causeExtraKnockback's non-living branch is Entity.push (no knockback resistance, no halving), as strike_boat does; the guest path still checks the attack range before skipping look_at_entity. We merged #10434 into this branch: both extend the boat fixture and harness.
🤖 Agent: for one-digit mantissas {:.1e} picks the closest two-digit decimal, which is what Java's Float/Double.toString does (Float.MIN_VALUE prints 1.4E-45). We switched the harness to the shared release world_probe: debug at CARGO_BUILD_JOBS=1 would have compiled horizon-world again in CI.
🤖 Agent: RealmsPdpScreen shows the trial description (and a Try for free button) only when trialAvailable; Horizon does not ask for it, so we dropped the description and kept the title with Buy, vanilla's no-trial layout. Titles are drawn plain where vanilla underlines/bolds them: small follow-up.
🤖 Agent: start() matches NeutralMob.stopBeingAngry plus IronGolem.startPersistentAngerTimer (nextInt(381) + 400 = rangeOfSeconds(20, 39)) at target priority 4. We moved the creeper test's doc comment back onto its own test: the new test had been inserted between them.
🤖 Agent: the tier fetch and both PUTs hit the same paths as RealmsClient.getRealmTierConfiguration/updateRenderDistance/updateSimulationDistance, and a reply missing either range is an error as in vanilla; nothing beyond what the vanilla settings tab offers.
🤖 Agent: only Tags move to the new id, as ConversionType.convertCommon copies them; the old raw compound (UUID, species data) is left behind, which the save/reload test checks.
🤖 Agent: hook_block_hit now runs on the client before moving, as FishingHook.checkCollision does on both sides, and gravity is f64::from(0.03f32) (getDefaultGravity is a float).
🤖 Agent: matches Pig/Strider.getControllingPassenger (saddled, first passenger a player holding the right stick in either hand); the server side reads the same rule through moved_by_client, so it no longer simulates the mount twice.
🤖 Agent: component_bool matches NbtOps.getBooleanValue (doubleValue != 0, so 0.5f and NaN are true, Short 256 too), not NumericTag.asBoolean's byteValue; that is the Hypixel glint_override report.
🤖 Agent: LivingEntity.aiStep resets fall distance for slow_falling or levitation before travel, NoAI included; dropping the later travelInAir-style reset is right, it erased the current tick's descent.
🤖 Agent: packet_utf8 differs from from_utf8_lossy only on ED A0..BF (encoded surrogates), which Java consumes as one replacement; the length limits still use the encoded bytes first and UTF-16 units after, as Utf8String.read does.
🤖 Agent: reading the bytes once and parsing them removes the exists()-then-load race too; only NotFound starts an empty list, so a directory or a locked ops.json now stops the stopped-server command instead of being overwritten.
🤖 Agent: fangs_allied follows Entity.isAlliedTo both ways (AbstractIllager tag only when both are teamless, Evoker's vex root-owner rule); guests on the evoker's team are still bitten, as before, which is a follow-up rather than a regression.
🤖 Agent: follows LivingEntity.onEquipItem (same item+components or firstTick: nothing; EQUIPPABLE on the new stack picks equip over unequip) and data merge keeps first_tick. We removed the docs/parity run-log file.
🤖 Agent: all nine families are Monster subclasses (entity.hostile.* is Monster's shared hurt/death/fall set), so HOSTILE is right; the list scan is 34 short strings per sound, negligible. We removed the docs/parity run-log file.
🤖 Agent: DataComponents.DAMAGE goes through Codec.INT (Number.intValue: truncation, Long keeps its low 32 bits), and dynamic::as_int already does that. We removed the docs/parity run-log file.
🤖 Agent: LootCommand.dropFishingLoot's no-tool endpoint passes ItemStack.EMPTY, and the code only reads tool_stack when a tool, mainhand or offhand was given, so an omitted tool stays empty. We removed the docs/parity run-log file.
🤖 Agent: Pig BABY_DIMENSIONS has PASSENGER (0, 0.5, 0), so the one match arm is right. We removed docs/parity/baby-pig-passenger-attachment.md: run logs and hashes belong in the PR description, not in docs/.
head_skin decoded the textures property (base64, JSON, URL checks) and hashed
the skin location (SHA-1) for every head on every frame, before asking the
atlas whether the skin was resident; an armor stand's worn head also turned
its profile NBT into JSON each frame. With 60 stands wearing textured heads
and 36 heads in the inventory that was ~9 us a head a frame (#4664: a server
full of menu heads, CPU-bound with the inventory open).
The pure part (profile -> textures -> skin location, failures included) is
now kept in a bounded cache beside the resolver; worn heads reuse the JSON of
an unchanged profile. The download state, atlas residency, drawn tracking and
eviction re-uploads still run per draw.
`Game::shoot_crossbow` set the arrow's weapon and Piercing count but never
ran the weapon's `projectile_spawned` ignite, which only the bow path
applied. In vanilla, `AbstractArrow`'s constructor runs
`EnchantmentHelper.onProjectileSpawned` for every arrow built with a
weapon, bow or crossbow, so a Flame crossbow shoots burning arrows that
prime TNT and set entities on fire.
The bow's `bow_projectile_ignite` becomes `ignite_spawned_arrow(weapon,
arrow)`, shared by both weapons; the crossbow ignites each arrow of its
volley after Piercing, as the constructor does. The port map rows follow
the rename, and a resource-backed regression checks no Flame, Flame and
Flame with Multishot.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
🤖 Agent: confirmed in Blocks.<clinit>: water, lava and bubble_column are the only three blocks with .liquid(), so the name list is complete for Block.isPossibleToRespawnInThis.
🤖 Agent: `tick_blocks` starts a fresh `laps` after the scheduled ticks, so the stretch between `tb_entity_inside` and `tb_broadcast` shows only through `random_ticks`, `tb_scheduled` and `tb_fluids`. The counters and laps cost one relaxed load each when spans are off.
🤖 Agent: HappyGhast.getHurtSound/getDeathSound pick GHASTLING_* by isBaby, and happy_ghast::sounds already does exactly that, so the new voice_sounds arm is the whole fix.
🤖 Agent: checked against 26.3: `ChunkAccess.getHeight` returns `getFirstAvailable - 1` and `getRandomPosWithin` adds the 1 back, so topEmptyY is Horizon's `world_surface` itself. The old +1 made the bound 130 for a column solid to y 63. run-parity's natural_spawn harness checks the draws end to end.
🤖 Agent: rowing_time now gates on paddle_controller like AbstractBoat.getPaddleState (flag AND a controlling passenger) and clamps a as Mth.clampedLerp does; #10386 carries this branch merged, queued after it.
🤖 Agent: the `[false; 256]` table relies on a local palette never holding more than 256 entries (global palettes keep the per-block path). The test covers 1, 2, 256 and 300 states, a stale palette entry, and the LCG draws against an independent oracle.
🤖 Agent: matches Entity.saveWithoutId: the orb's command NBT now reads its registered uuid_for(id) instead of a fresh random UUID per read; queued first of the 10393/10422/10458 stack (the other two carry this branch merged).
🤖 Agent: `native_bake_layer` re-reads entity-models.json on every call for a vanilla layer no mob has (the doc says so), so a mod that bakes per frame would hitch; caching that document is the natural next step. The humanoid-against-zombie#main bake test is the right oracle, and the fragment stamps cleanly (tests.test_stamp_native_hooks).
🤖 Agent: the early return for an unchanged size stays ahead of the new `device.poll(wait)`, so the GPU sync happens once per real size change. A drag-resize pays it per new size, a fair price for not holding both sets of buffers.
🤖 Agent: `world_seen` never resets inside a `Custom`, so the restart on entering the Nether relies on the pack being rebuilt for each dimension. If `PackPost` is ever kept across dimensions, it will need resetting there.
🤖 Agent: only `Source::Color` gets the linear-mip sampler; shadowcolor, custom textures and the lightmap keep `Linear` (nearest level), which matches what was measured. Buffers without mipmaps read the same as before.
🤖 Agent: the 256ths weights are a fit to one NVIDIA GPU but now apply on every GPU, so an AMD or Intel reading of Iris may move them later. The cost is two floors and a multiply per filtered shadow read.
🤖 Agent: the spectator rule keys on `pack_ids.is_some()`, so a native pack's shadow keeps the first-person model, as the test pins. The other game modes stay as before, since only spectator was measured.
🤖 Agent: the +1/32 bias moves only places within one float step under a 32768th line, so #9839's water tops (29094.34) and 13/15 offsets (28398.93) still floor as before, and the new test case pins the 1, 0.5 and 9.5 edges.
🤖 Agent: with the near and far planes dropped, the shadow pass now draws every section inside the box's sides out to its reach, so a pack with tight planes draws more shadow terrain than before. Worth watching in the cave perf numbers. #10471 conflicts with this in gfx.rs; I'll merge main into it once this lands.
Both extend the boat authority fixture and harness: keep the paddle and
attack cases, both Case fields and both docstring paragraphs. The harness
keeps main's fast-profile build with #10434's --resources option.
Queued after #10434, so either landing first leaves the other mergeable.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
All three add a command_exec fixture group at the same lines and a test
module at the end of entity_nbt.rs; keep every group, flag, dispatch block
and module. Queued in order so whichever lands first leaves the others
mergeable.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Both add a command_exec fixture group at the same lines; keep both groups,
their isolation sets, flags and dispatch blocks. Queued in order so either
landing first leaves the other mergeable.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A debug world_probe at one job compiles horizon-world from scratch beside
the release probe every other horizon-world harness uses.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Horizon does not ask trialAvailabilityTask. Vanilla shows the trial
description (and offers the trial in the footer) only when one is
available; otherwise the header is the title alone and the footer offers
Buy, which is what this screen shows.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The PR description already holds the vanilla reference and the measured
results; docs/ keeps player and contributor documentation only.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The PR description already holds the vanilla reference and the measured
results; docs/ keeps player and contributor documentation only.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The PR description already holds the vanilla reference and the measured
results; docs/ keeps player and contributor documentation only.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The PR description already holds the vanilla reference and the measured
results; docs/ keeps player and contributor documentation only.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The PR description already holds the vanilla reference and the measured
results; docs/ keeps player and contributor documentation only.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The GNU windres the launcher's native mod builds use can't take a path with a
space, so a local build there must go on without the icon (#10398 asked to keep
it); CI still fails without it. One Windows block for the stack and the icon.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
native_player_tick_pre() runs once a tick for every living player in the
world, at the top of their ServerPlayer.tick, before their digging, item
use and cooldowns. native_player_tick (API 31) already ends the same tick.
It fires in tick_guests after the checks that skip a dead player and one on
a server trip, so the pair brackets the same players. Single player's own
player is a guest of its internal server.
The fragment player_tick_pre.json labels it PlayerTickEvent.Pre (side
server, not cancellable) for horizon-port-pack events. 23 of ATM10's mods
listen to it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
SDL rows match a firmware version exactly, and gilrs' copy has no row for
045e:0b13 at 0x0520. The pad then falls back to gilrs' default mapping: its
right stick is on ABS_Z/ABS_RZ, which nothing read, its triggers on
ABS_GAS/ABS_BRAKE, which that mapping doesn't name, and X and Y stay crossed
because it lists C and Z.
Recognise that layout from what the pad reports, so a new firmware works
without a row.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Terrain's `mc_Entity.y` was -1 on every block but water and lava, and -1 on
those too when the pack has no block.properties. Iris 1.11.7, with probe packs
of ours, reads 1 on water and lava and 0 on every other block, whether
block.properties maps it, leaves it out, or the pack has no such file.
The sprite layers' table now starts each layer at (-1, 0), with y 1 on the
fluid sprites, before block.properties is read.
Fixes#10452
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A shader pack's terrain gl_Vertex floors each vertex's place in its
section to a 32768th. Plants whose random offset is 9/15 of a block came
out a 32768th under a half block, where our probe packs read Iris
1.11.7's exactly on it: we guess, untested, that our float sums put them
a hair under the line. A place up to 1/32 of a 32768th under a grid line
is now on it.
Part of #8464
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A pack's texture() on shadowtex0/1 through a plain sampler blended the
four texels with the exact fraction. Iris 1.11.7's filtered reads on our
NVIDIA GPU fit weights in whole 256ths: the fraction rounded half up on
each axis, the far corner's weight their product over 256 rounded half
up, the others the rest of each axis. #8464's lit probe then differs
from Iris's at no pixel of ow_ground_noon.
Part of #8464
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A shader pack's shadow pass drew the block entities the camera's view
had built: a chest beside the view, in a section whose terrain the
shadow pass draws, was left out, and a spawner's mob out of the view
and out of those sections went in. Our probe packs' Iris 1.11.7 shadow
maps hold a chest wherever the shadow pass draws its section's terrain
and nothing of the one spawner in our scenes, which lies outside them.
The block entities of the sections the shadow pass drew last frame are
now added hidden from the camera, and a spawner's mob that is out of
the view and out of those sections is left out.
Part of #8464
Co-Authored-By: Claude Opus 5.5 <[email protected]>
In first person, a shader pack's shadow pass drew the spectator's own
model (its head) at the camera. Our probe packs' readings of Iris
1.11.7's shadow map in spectator mode hold the terrain below the camera
there.
Part of #8464
Co-Authored-By: Claude Opus 5.5 <[email protected]>
37 of ATM10's mods listen to the parent ModConfigEvent, which hears the
three events NeoForge's config page documents under it: Loading, Reloading
and Unloading. config_loading, config_reloading and config_unloading answer
them, so the parent now counts as hooked rather than as another phase's:
93 of 326 names, up from 92.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A server.toml option, [server] accept_older_clients (horizon-accept-older-clients), off
by default. On, a login handshake stating 776 opens an adapter::ClientSession on the
connection instead of being refused, and a 26.2 status ping is told its own protocol.
The session follows the connection's states as Session does, mirrored, and renumbers
packet ids both ways with the inverse of the generated 26.2 tables, in the blocking
login path and in the io_pool play path. Off, nothing changes.
Part of #10404.
Adopt and project the existing fall counter, including Java's per-movement float narrowing before double accumulation. Preserve travel and landing-call order, and cover the real tick/save route plus decoded saves without raw data.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
🤖 Agent: staged files now get the current time, so a Nightly's source unpacked with its commit's older mtimes can no longer pass for already-compiled crates (Windows/macOS fs::copy kept them); one-time stage rewrite for old stages.
A custom uniform's smooth() restarted on every frame whose camera biome was
unknown, so after each teleport it started again, and it started from the
unknown frame's values (biome -1, biome_category 0, temperature 0): the
frame that restarted it also stored them, and the first frame that knew the
biome went on from there.
Now smooth() restarts only until the first frame that knows the camera's
biome, that frame included, and then keeps going for as long as the pack
runs. With a probe pack of ours, Iris 1.11.7 kept smoothing across
teleports within a dimension and started again when the player entered
the Nether.
Fixes#10450
Part of #9307
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A shader pack's colortex read between two mipmap levels (textureLod at a
fractional level) took the nearest level: the buffers' sampler had the
default, nearest, mipmap filter. In Iris 1.11.7 our probe packs read every
colortex, in composite and in final, as the two nearest levels mixed. The
buffers now get a sampler of their own that blends them; shadowcolor and
the other textures keep theirs (not measured).
Fixes#10451
Part of #9307
Co-Authored-By: Claude Opus 5.5 <[email protected]>
NeoForge's documentation describes one event under two names. 1.21.1's
"Registering Additional Models" (ModelEvent.RegisterAdditional, one
ModelResourceLocation per model) is "Registering Standalone Models"
(ModelEvent.RegisterStandalone, a key and a baker per model) from 1.21.5 on.
Both versions use the same sentence, and the example method is still
registerAdditional. standalone_models (API 151) answers it, so the 47 ATM10
mods that listen to it now count as hooked: 92 of 326 names, up from 91.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A Nightly's source keeps its commit's mtimes when unpacked, and fs::copy
keeps them on Windows and macOS, so a changed engine file reached
native/stage/ older than the previous build and Cargo reused the old
horizon-core. sync now sets each written file's mtime to now; a stage
written before this is rebuilt once.
Fixes#10421
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The screen behind Add Realm is 26.3's `RealmsPdpScreen`: the header's
logo, the trial header, then the friends, minigames and private-server
entries with their 80x45 pictures and 182-wide text, scrolling between
the header and the footer, whose buttons are the PDP's own title (the
buy link) and Back.
Its old strings were dead: `mco.title` never existed, and 26.3's
deprecated.json removes `mco.selectServer.popup` and
`mco.selectServer.buy`, so the screen drew raw keys.
Co-Authored-By: ZCode <[email protected]>
🤖 Agent: options.txt is vanilla's key list again; the emote key is saved as emoteKey in horizon-extras.txt and an old key_key.emote line is migrated, options parity passed on the desktop.
Our probe pack's Iris 1.11.7 shadow maps hold the terrain at every depth we
put it along the light (from 535 blocks beyond the shadow camera to about 120
before it), whatever shadowNearPlane and shadowFarPlane the pack sets, or
none. Horizon dropped the sections outside the shadow projection's near and
far planes; since #9768 those are the pack's own planes with no offset, so
in our probe's cave scene with the planes at 0.05 and 256 the surface toward
the light was missing from the shadow map. A shaders/ pack's shadow pass now
culls by the box's sides only; Horizon's own packs keep their planes.
Fixes#10403
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A NeoForge mod builds its entity models in code (createBodyLayer: a
MeshDefinition of CubeListBuilder boxes at PartPoses, a LayerDefinition),
registers them in EntityRenderersEvent.RegisterLayerDefinitions, bakes them
with EntityModelSet.bakeLayer and draws the ModelPart tree it posed in
setupAnim with ModelPart.render. Native mods get the same:
- the builders and ModelPart, ported from vanilla (mobs/model_layers.rs):
box UV from texOffs, mirror, deformation, texture scale and visible faces
as ModelPart.Cube bakes them; poses, reset_pose, get_child;
- native_layer_definitions, a collect hook asked once at start, keyed by
ModelLayerLocation ids in the mod's own namespace;
- native_bake_layer: a registered layer, or vanilla's by its
entity-models.json name (minecraft:zombie#main);
- native_draw_model_part: ModelPart.render under a mob's or block entity's
frame, textured from an atlas sprite.
The humanoid mesh built with these builders bakes to exactly vanilla's
minecraft:zombie#main (an ignored test against the prepared resources).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: the kept buffer is cleared at the end of every tick, so no villager Arc<villager::Seen> outlives the tick, and #[inline] on Mob::seen only changes where each Seen is written (in its slot instead of a stack copy): same values, same order. creature_prepare 1.2 → 0.8 ms in both A/B rounds.
Options parity regression from #10092: key.emote was in the vanilla key list, so options.txt
gained a key_key.emote line and every key after it shifted. It is now a Horizon-only mapping
(HORIZON_MAPPINGS): bound in Controls and translated like the others, saved as emoteKey in
horizon-extras.txt. A key_key.emote line written by the broken build is read once and dropped.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Brings the branch up to date and re-runs CI: verify failed once in
horizon-relay's slow_first_lines_and_too_many_connections_are_closed (a
timing test, 5.6 s against its 3 s on a loaded runner), which this
change doesn't touch.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stK8iXVDXqoi7midcqd
🤖 Agent: a mob that did not tick still gets its last position refreshed (no step), so one moved by a command while out of range doesn't count a walk or a landing once it ticks again; damage and mount events stay for every mob since vanilla raises them from hurt/startRiding. Proven on vanilla 26.3 with ore_probe2.py (settled pig/item stop lighting redstone ore once the player is 6 chunks away).
Rebuilding a changed or new section's random-tick candidate mask asked
whether the block state ticks randomly for each of its 4,096 blocks. A local
palette holds a handful of states: each entry is now classified once and the
mask built from the decoded palette indices. Single-value and global
palettes keep the previous path. Same mask, same draws.
Write CanPickUpLoot on every save through the existing virtual getter, preserving the Allay and sulfur-cube overrides instead of retaining stale raw bytes. Cover decoded and mutated models plus frozen actual command reads.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
NaturalSpawner.getRandomPosWithin draws Y in [minY, getHeight(WORLD_SURFACE)
+ 1], and ChunkAccess.getHeight is getFirstAvailable - 1: the top is the
first empty block. Horizon's world_surface already returns that block and
the spawner still added one, so every start could land one block higher
than vanilla's, in the air above the surface, where vanilla's draw never
goes; nextInt's bound was one larger too, so the draws differed from
vanilla's from there on.
🤖 Agent: idle entities (outside the simulation-level entity-ticking range) no longer run sendChanges, as in vanilla's ChunkMap.tick, so their 60-tick MoveEntityPos stops; a bare state (no data) is never paired, and the idle check follows the tracker's viewers (placed or held). tick_lan −1.66 ms (−24 %) in 3 A/B pairs.
🤖 Agent: queued. Every tracked entity now records what it rides, so any passenger (item/block display included) hides the player's tag as vanilla's isVehicle does; one risk checked: a removed vehicle leaves a stale id in passengers' vehicle, harmless since tags look up live entities.
🤖 Agent: the gate is the set of mobs the loop actually ticked (Creatures::ticked), not a second ticking-area test, so a mob that walks out of range during its own tick still finishes its pickups as in vanilla; proven against a vanilla 26.3 server (pickup_probe.py: only the ticking villager and zombie take their item).
Vanilla's LivingEntityRenderer.shouldShowName hides a name tag for any
entity with a passenger (`!entity.isVehicle()`). The client only counted
mobs, text displays, armor stands and interactions as passengers, so a
server that hangs its own name over a player with an item display, a
block display or any other entity still got the player's tag drawn
under it: two names (#5666).
Every tracked entity now records the vehicle SetPassengers puts it on,
and the name tags read that, whatever the passenger's type. The typed
lists stay for placing the riders.
The rest of #5666 was fixed already on main: the sword drawn in the
off hand by #5111 (each remote hand renders its own stack), the double
tag of custom-named players by #8457, and text display and armor stand
riders by #9754.
Fixes#5666
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A pack with large buffers (SEUS PTGI at 3440x1440) held both sets at once while resizing and ran
out of video memory going back to fullscreen.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A slow tick named spawn_natural, tick_blocks and tick_creature_entities but
nothing inside them. With 100 bots they take ~11, ~21 and ~10 ms a tick, and
an index for spawn_selection's nearest-player shortlist saved nothing: the
time was elsewhere. Their steps now have laps (sn_*, tb_*, tc_*), and the
natural-spawn pass counts its attempts and spawns (sa_attempts/sa_spawns,
one note a tick). They show the attempt loop itself: ~18,850 attempts a tick
for ~3 spawns (#3910). Only when HORIZON_SPIKES is set.
Steps, landings, splashes, flaps and stepping on redstone ore come from
an entity's own tick in vanilla (Entity.move, applyEffectsFromBlocks
from LivingEntity.aiStep and ItemEntity.tick), and ServerLevel.tick
ticks only the entities in entity-ticking chunks. Here every loaded mob
and dropped item on the ground stepped on the block under it each tick:
a pig or an item that had settled on redstone ore kept lighting it after
the player went six chunks away.
Those events are now for the mobs tick_creature_entities ticked (and
those standing in the ticking area, as the sculk fixture posts before
the mobs tick) and the items in the ticking area. A mob that did not
tick keeps where it is as its last position, without a step. Damage and
mounting are raised by hurt and startRiding, so they stay for every mob.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Reuse the existing identity getter rather than generating a UUID per read. Cover repeated saved reads, absent raw input and stale raw UUIDs through the actual Game getter and command fixture.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
RealmsSettingsTab's two distance sliders, fed by
getRealmTierConfiguration (asked until it answers, as
tierConfigurationFetched does) and saved with updateRenderDistance /
updateSimulationDistance only when a value changed, alongside
saveSettings' existing name, description and region update.
Co-Authored-By: ZCode <[email protected]>
tick_creature_entities snapshots every loaded mob (`Seen`, ~400 bytes)
before the loop and again after each mob's tick. Mob::seen lives in the
client lib and was not inlined into the game crate, so each one was
built on the stack and copied into its slot, and the snapshot's
megabytes were allocated and freed every tick.
Mob::seen is #[inline] now, and the emptied buffer stays in Creatures
for the next tick. The snapshot holds the same values.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Part of #9998.
Startup parsed entity-models.json (2.4 MB) into a serde_json::Value six
times: for the handoff's GameCpuResources, MobTypes, the player type, both
player arm models and the spin-attack model. The rest worker did five of
those one after another. Nothing in the document changes during a loader
generation, and a pack change starts a new one.
load_resources now parses it once on its own step beside load_core and
shares it as an Arc<EntityModelDocument> with every model loader. A
missing or malformed document leaves each caller on its old path, so
errors and fallbacks are unchanged; a dedicated server draws no models and
skips the parse.
Callgrind, the whole resource load in the game (to "resources loaded"):
21.576 G -> 20.631 G instructions (-4.38%); the entity-model path alone
1.594 G -> 0.349 G (-78.1%). A new test builds MobTypes from a shared
document and from its own parse and compares every type, model and layer.
A first draft by DeepSeek V4.1 Flash (pi coding agent), reviewed by Claude.
Co-Authored-By: pi coding agent (DeepSeek-V4.1-Flash) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Fekd3xkgubE8VfXrALh2td
light_chunk filled its 48x48xheight region from every non-air section by
unpacking 4,096 state ids into a scratch array, then reading each one
back, looking up LightTables::info and storing 2 of its bytes. That round
trip was 35% of a light job, and the flood fill only ever reads those 2
bytes.
PalettedContainer::unpack_ids_mapped decodes the packed storage through a
lookup table in one pass (out[i] = map[id of entry i]), with a fast path
for 4 bits per entry, a linear palette's usual width. light.rs's new
states_of maps a section's palette to the packed light info once (at most
256 entries), then copies the region's 16-wide rows from the staged
values. A section whose palette emits light stages full infos and seeds
block light and the queue per cell, in the same order as before. Air now
writes info[0], which is 0, the value the region already holds (asserted
in debug builds).
Callgrind, gen_light_bench --seed 1234 --radius 4 --threads 1 (81 lit
columns): the light job 1.991 G -> 1.260 G instructions (-36.7%), the
whole run -1.15%. The light job is 5-7% of the workers' CPU, so this is
about 2% of the chunk pipeline.
Exact: gen_light_bench's block and light checksum is identical for three
seeds and centres at 1 and 4 threads, light_chunk_matches_old_algorithm
(an independent light implementation over random 3x3 regions) passes
unchanged, and the new section_states_match_the_unpacked_ids compares
states_of with a walk over unpacked state ids for one value, 4 to 8 bits
and the global palette, with and without light sources.
A first draft by DeepSeek V4.1 Flash (pi coding agent), reviewed by Claude.
Co-Authored-By: pi coding agent (DeepSeek-V4.1-Flash) <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Fekd3xkgubE8VfXrALh2td
A killed exporter left an empty gameplay-facts.json (or another table) behind.
The preparer only checked that the path exists, so "prepare again" kept the
empty file, and the launcher called the folder prepared and started the game
on it. Trust an earlier export only when it still parses, and treat a folder
with an empty top-level JSON table as not prepared so Play prepares it again.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
The not-installed Zoom row pushed Page::Mods from Extras, which
every_setting_and_page_is_reached_from_one_place refuses: Options > Mods
already has the one way in. It is now a note that says where to install
Zoom; once the mod is built in the row is still its switch and Settings
button.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
🤖 Agent: Checked on the desktop against main 9f8f6842d (merges cleanly, lock passes --locked). All 19 new lock packages are permissive (MIT/Apache/BSD-3/ISC-style webpki/Zlib/BSL option on ryu); the only build scripts (mysql, mysql_common) just pass target env vars, no downloads; TLS is rustls+ring only, flate2 uses miniz_oxide, no openssl/native-tls/-sys/cmake. cargo tree for horizon-client (default, --no-default-features, --target all) is identical to main, so players' game and native-mod compile are unchanged; the launcher's cold cargo fetch gains 21 crates / +2.5 MB once (noise in wall time). Note for later: webpki 0.22 and rustls-pemfile are unmaintained upstream; worth moving to mysql 28 when it no longer rewrites the lock.
serde's "expected value at line 1 column 1" says nothing about which of the
prepared folder's tables is damaged, so a player with a killed export only saw
a crash report. Read the core tables through horizon_world::json_file, which
prefixes the path, and have the startup check name a top-level table left
empty before the window opens.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
While Tab is held every frame sorted every entry twice (once for the faces,
once for the rows), allocated team keys inside the comparator, rebuilt and
measured every row's text, split the header and footer, and pruned the
health states with a scan per row (#10108). TabList now keeps the sorted
order and the laid-out rows, rebuilt only when their inputs differ (players,
scoreboard, header/footer, width, font and language); the faces reuse the
order; sort keys are borrowed; the health states go by a uuid set. Hearts
still animate every frame.
Mob.aiStep's looting, the villagers' item sensor and the fox, dolphin,
panda, piglin, allay and sulfur cube item passes run after the mob loop
over every loaded mob. In vanilla they are part of the mob's own tick,
and ServerLevel.tick ticks only the entities in inEntityTickingRange: a
villager six chunks from the nearest player, loaded but outside the
simulation distance, took the bread at its feet here and not there.
The loop records the mobs whose tick ran (Creatures::ticked), and those
passes leave the others alone.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
In adventure mode, vanilla allows ItemStack.useOn if the item's can_place_on component matches the clicked block. Previously, use_map_on_banner checked only !self.may_build() and returned early without checking can_place_on.
This honours can_place_on_in_adventure on the banner's block position, allowing adventure mode players with matching maps to toggle banner markers.
Co-Authored-By: Antigravity <[email protected]>
🤖 Agent: each mob footstep scanned every mob three times (two id lookups and the warden/allay listener loop); now an event with no sculk block in reach and no warden or allay within 24 blocks skips the context and the listeners. Listeners give up past 16 blocks before any side effect, so vibrations are unchanged.
Override only ArrowSound::HitGround through Audio::play_on. Add an actual Game/Java block-hit capture using the existing headless client, Studio recorder and official sound codec.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
🤖 Agent: launcher-only fix. Maps the service's 403 use_checkout / not_offered_here to their own messages (86 tables), and drops one_click after use_checkout so the Shop opens the free checkout. Risk: none on the hot path; only the claim's error branch changes. Launcher tests 719 passed on the desktop.
🤖 Agent: villager_pickups tested every loaded villager against every dropped item, looking up tags before the reach: that was 12.8 of 23 ms of the mob phase in the load test (22.7 → 8.1 ms after this). The new ItemScan keeps the full scan's order and falls back to it if the item list changes under it.
🤖 Agent: merging. Every knock_back caller outside the legacy rules passes legacy = false, so the 26.3 path is unchanged. 1.8's air lift and the unhalved sprint push only run under the hosted-world switch.
The cosmetics service answers POST /v1/claim with 403 use_checkout where
Paddle sells (the set goes through its free checkout there) and 403
not_offered_here where the claim is left out. The launcher mapped neither,
so a player saw "Horizon's cosmetics service had a problem" (Discord bug
thread, 2026-11-05).
- Both codes are the Shop's own refusals now, each with its own words, in
all 86 lang tables.
- After use_checkout the saved answer drops one_click, so the Wardrobe stops
offering "Claim for free" and the Shop's button opens the free checkout on
playhorizon.dev.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: merging. [combat] is only written when legacy is on, and unknown keys are rejected. The game reads it in dedicated.rs, and a bad section logs and keeps 26.3's rules. The test now looks for the section line, not the template's '# [combat]' comment, which made verify fail on the first head.
🤖 Agent: merging. legacy_rules() is remote.is_none() && combatRules, so a window on any server keeps 26.3's cooldown and damage. Measured over LAN: 1.8 rules 7 and 7 (diamond axe, charged then right after a swap), 26.3 9 and 3.6.
Every frame built, styled and measured the name tag of every player within
64 blocks, drawn or not: with 150 players and the camera facing the sky that
was ~0.74 ms a frame (#4664). A tag is now built only for an entity vanilla
would render, its culling box grown by 0.5 in the frame's frustum
(EntityRenderer.shouldRender), checked before any text work; armor stands
likewise. Status and native snapshot queries still see every tag.
other_players finds each player's entity through one id->index map instead
of scanning every entity per player (the first match, as iter().find).
🤖 Agent: merging. The 1.9 hit sounds and particles are filtered on receipt (remote.rs, lan_particles.rs), so nothing sent changes. Hurt sounds and crit particles stay, and 1.8 hit sounds are off by default.
Remove the blanket trait-mod presence bypass while preserving shader-pack guards. Verify the projected shadow in a game with an active native camera hook.
Co-Authored-By: Codex GPT-6 <[email protected]>
🤖 Agent: merging. Legacy only moves the hand's matrices, and only for items with vanilla's flat display (pack-moved and post-1.8 items keep 26.3's). It's off by default, and the renderer is the only reader of the equip state it changes. On scripted fights against a vanilla server, #10117's Modern-vs-Legacy packet comparison matched on every scenario that is stable between two identical clients.
Zoom moved from the built-in extras to Horizon's official native mod
(#2030), so the Extras page lost its Zoom setting. Players looking for it
there, including the macOS report in #8713, found nothing.
The Extras page now keeps a Zoom row: with the mod built in it is the mod's
own on/off switch plus a Settings button that opens its page; without the
mod it opens the Mods page where it is installed. The cause is not
macOS-specific: every platform lost the row when Zoom moved.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
The shader screen (shader_ui) draws the pack list and every pack's settings,
so the options screen's own rows for them go: the Shader Packs and Shader
Options button lists, a Horizon pack's option pages, their actions and the two
pack slider kinds, with the label fitter only they used and the four lang keys
only they read.
A button that pushes the Shader Packs page (as one on the Options screen would) listed the packs but left the picked pack's settings unread until a pack was picked again. Every way into the screen now reads them with the list.
A mob near some dropped item tested every item on the level (2,000 in
the load test: 1.5 ms a tick). ItemAreas now keeps the items of each
cell, and ItemScan walks the list in its order from one item in a met
cell to the next, testing what the scan tested; it keeps up with the
items the walk removes, and tests every item from there on if the list
changes any other way. The villagers' pickups walk the same way.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Shader Packs... opens a screen in the frame of the graphics and controller
settings (settings_shell) instead of two vanilla button lists. Its first page
lists the installed packs (a tick box on the one in use; picking it again
turns shaders off), the pack folder, and Horizon's own Shadow Cache under
"Built-in settings". Under the picked pack's name, the page list holds the
pack's own screens (a shaders/ pack's screen.NAMEs, a Horizon pack's
[[pages]]), as "Pack settings": switches, sliders, choices, profiles and links
to deeper screens, with the pack's own descriptions in the strip. The search
finds an option on any of the pack's screens. A shaders/ pack's changes apply
with Apply or when the screen closes; picking another pack keeps the last
one's changes first.
MinecartHopper.tick has no transfer cooldown in 26.3: it calls tryConsumeItems every tick, and consumedItemThisFrame caps a tick at one item even when makeStepAlongTrack tries too. The reported pre-#2250 whole-stack pickup is gone; add the regression test that catches it coming back, and cite the per-frame cap next to hopper_cart_suck.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
The launcher traced a compile error to a mod only inside the helper function itself. horizon-mixins
wraps each helper in a block that calls it, `{ fn helper(…) { … } helper(…) }`. When Horizon
changes a type the helper's signature mentions (flair 1.0.0: `extra` became five-element tuples),
the error lands on that generated call, so no mod was named and the whole build failed instead of
leaving that mod out. A block holding only the helper and its call now counts as the helper's.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Cull conservative bounds of flame billboards before light lookup and vertex expansion. Keep shader/mod/TAA paths and unsupported dimensions, with emitted-geometry and edge-image coverage plus paired FPS samples.
Co-Authored-By: Codex GPT-6 <[email protected]>
HORIZON_SPIKES named almost nothing inside bench's prepare phase: with 150
players on a server and the camera facing the sky, prepare took ~0.43 ms a
frame and its spans accounted for ~0.005 ms. Each step between the fixed
ticks and the renderer now has a lap (pr_hud, pr_entities, pr_lights,
pr_frame, ...), dynamic lights two finer ones. They showed the cost: name
tags (eg_name_tags) built every frame for every player, drawn or not (#4664).
A resident column the server sends again was always relit here, for a
Horizon server's bulk edits whose packet carries the light from before
its relight. A proxy's next server resends its whole world at the same
coordinates, so every column queued light jobs for itself and its eight
neighbours, which a small CPU could not work through.
Relight a resent column only when the server announced Horizon's quiet
commands, the same feature flag Horizon servers send in configuration;
any other server's packet light is final, as vanilla applies it. A
reconfiguration resets the announcement until the new server sends its
own.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
From review, each measured against vanilla:
- DragonHoverPhase.getFlySpeed is 1, not the default 0.6: a hovering dragon thrown upwards
climbs back at vanilla's rate (new harness case, 12 commands off before).
- wrap / wrap64 are Mth.wrapDegrees: Java's % then one step of 360. rem_euclid lost the low
bits of a negative angle (-10.123456 became -10.123444) every tick (unit test).
- The parts' placement, the strafe aim and the flap timing use Mth.sin / Mth.cos and vanilla's
float casts.
- DragonSittingScanningPhase turns only while the player is more than 10 degrees off the
heading, with Mth.atan2 and vanilla's degree constant; dist is clamped in both divisions.
- A dragon's parts start at the origin, as vanilla's part entities do until the first aiStep,
so its first scanning turn aims from there.
The command execution harness gets "dragon scanning turn" (a dragon facing a survival player and
one turned away): 6/12 before, 12/12 now. All dragon and End harnesses match; the whole command
execution harness: 15832/15832.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: merging the mod hot-load design note, docs only. The point to check is the native measurement it rests on: a one-line gameplay change rebuilds in 570 s against 812 s cold, and mold doesn't help, which is why the run-time switch came before background builds.
🤖 Agent: merging live switching of content mods. The point to check is the server's world tables: with no data pack they used to stay on the startup resources, so a switched mod's data never applied. After a live switch they are now built from the new root (data_switched), checked in game by a mod function that loads, unloads and loads again.
GLSL asks a texel offset to be a constant expression; GL drivers also take one a
function receives as a `const in ivec2` parameter (Arc's FXAA samples its neighbours
that way, so its final pass was skipped in every dimension). Such an offset now moves
the coordinate by that many texels of the base level; a constant one stays an offset.
The biome categories and precipitations custom uniforms compare with are defined for the
GLSL as well, with the same values: Sildur's Enhanced Default reads
`biome_category == CAT_THE_END` in gbuffers_skytextured, which failed on the unknown
name. BIOME_* still needs the world's registry and stays in custom uniforms.
Three things GL drivers take that naga's GLSL front end refused:
- an empty declaration (`;`) at global scope in any version, as a macro that writes a
function leaves after it (DrDestens: 56 programs skipped);
- a precision qualifier on a function parameter (`float rand(highp vec2 p)`,
TrailerShaders: final and composite);
- a constant expression in a function whose value is infinite or NaN
(`1.0 / toeX` with toeX 0, Epoch's tonemap at its defaults): it is computed at run
time, as GL does, instead of folded into a literal that can't hold it. WGSL keeps
refusing it.
GLSL lets a pack sample a usampler2D or isampler2D with texture(); GL drivers read an
integer texture with nearest filtering, so it is the texel the point falls in. naga
rejects sampling an integer image, and Mello, Voyager, Exposa and Reverie lost the
programs that read their integer colortex buffers that way (Mello 20, Voyager 42, Exposa
48). Those calls now go to helpers that texelFetch the texel under the point, clamped to
the edge, at level 0 (textureLod: the level it names).
`const vec4 s = vec4(scale[0].x, ...)` over a constant array read the index and the
array from the function's arena while folding in the module's: naga panicked (index out
of bounds) and Ebin Resurrected failed to load. Both now come from the global arena.
A panic in one pack no longer stops the run: it is caught, and each pack ends with a
SUMMARY line of the programs skipped in each dimension. A pack without shaders.properties
keys is read as one (every key at its default), not a failure.
`mat2(v)` with a vec4 `v` is the matrix with columns v.xy and v.zw in GLSL, as when the
components come as several arguments. naga's GLSL front end made each column the whole
vector, which failed validation ("Composing 0's component type is not expected"):
Bloop's water normals (prepare1) were skipped.
Packs compare block ids with Distant Horizons' block materials outside any
DISTANT_HORIZONS guard (Exposa: `blockID == DH_BLOCK_LEAVES`), so Iris defines them in
its standard macros whether the mod is there or not. Exposa's composite and composite1
failed on the unknown names; DH_BLOCK_UNKNOWN to DH_BLOCK_ILLUMINATED are now 0 to 15,
the mod's EDhApiBlockMaterial numbers.
GLSL asks a fragment input of integer type to be `flat`, but since 4.30 only the
fragment stage's interpolation qualifier counts: a vertex stage may write
`out uint frag_worldTN;` and GL drivers link it to `flat in uint`. naga left such an
output without interpolation and refused it (Alpha Piscium: 111 programs). An integer
vertex output or fragment input with no qualifier is now flat.
`colors2_colorspaces_ ## a ## _to_ ## b ##(x)` (Alpha Piscium) pastes the name's last
part to its `(`. The preprocessor made one token of `..._6_to_8(`, which named no macro,
so the call to the function-like macro `colors2_colorspaces_6_to_8` was left for the
compiler as an unknown function. As GL drivers' preprocessors do, the paste now stays the
tokens it is made of, and the name is rescanned with its `(`.
Retain bounded local text quads while updating camera transforms, lighting and cosmetic marks every frame. Invalidate on text/font/atlas/bidi changes and bypass animated or inline content.
Co-Authored-By: Codex GPT-6 <[email protected]>
🤖 Agent: the request log reads the player's name before the request runs, so a release or drop that removes the guest still logs who it was. The e2e this PR adds ran on this exact stack against current main: 31/31 over real control sockets with horizon-bots.
🤖 Agent: pushed 4020e2537 for martipops' review. It refuses a rotation that overflows f32 (1e39 became inf/NaN after the cast), refuses a named position when the record still has a RootVehicle to restore (the vehicle would undo it), keeps recentered on retries, and documents that velocity is the server's body only. Tests added for each; union-tested on the desktop.
🤖 Agent: the commit point holds. place_arrival writes the .dat with write_dat_durable plus the advancements and stats with write_durable, each a Result, before ok, and the player stays held on any error. Retries after the commit answer through placed_arrival. martipops' two reviews are answered point by point in the comment above. server_transfer_e2e passed on the final stack (31/31).
🤖 Agent: with [transfer] off, no login is expected, so held stays false and watches() equals here(): every here→watches swap in hub.rs and the loading_chunks refactor are no-ops for ordinary servers. With it on, a held player is a viewer but not tracked, and gets list changes through broadcast_watching. Union-tested with main and the stack on the desktop, plus server_transfer_e2e (31/31).
tick_mob_sculk_events posts every loaded mob's footsteps, landings and
splashes. Each event looked its mob up by a scan of every mob (for the
context and the supporting block) and asked every mob whether it was a
warden or an allay, so a server with thousands of mobs paid three scans
of them for each footstep near no listener.
Now, as GameEventDispatcher only visits the listeners around the event:
while the mobs' events are posted, mobs are found by id through a slot
map, the wardens and allays are listed once with their positions, and
an event with no sculk block in reach and no warden or allay within 24
blocks skips the context and the listeners. A mob that stands as it
stood with no step due (every mob outside the simulation distance)
leaves at once, and a mob riding nothing, as before, skips the mount
bookkeeping. Mods still get every event (native_game_event).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Native rebuild times measured on the desktop, live switch times in game
on the ThinkPad and the content root on the desktop. Option A as built:
trait mods switch at run time, RenderHooks and the launcher's build-all
come next. The browser's buttons and index fetch as implemented.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
blocks_and_items_declared_in_code_get_ids expected a changed declaration
to rewrite the same root's stamp; each set now has its own root, so it
checks the new root and that the old one is left as it was. Found by
running the content-root tests on real prepared resources.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
villager_pickups tested every loaded villager against every dropped item,
looking the item up in the villager food table and tags before the reach:
on a server with hundreds of villagers and thousands of items that was
most of the mob phase. The reach comes first now, and a villager with no
item in its cells skips the scan (ItemAreas, as the looting passes do).
Mobs outside the simulation distance only check despawning, which reads
the nearest player and the difficulty: they no longer copy the player
view they see. A ticking mob borrows its guest's view for its tick (the
tick reads it through &MobWorld) instead of cloning it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: unknown states now read as air at the three places they enter (chunk palettes, block updates, BlockFacts::get), and the palette scan is skipped when nothing is unknown, so a vanilla-width chunk costs one maybe_has over its palette. Vanilla would disconnect on such an id (MissingPaletteEntryException) instead; air matches what Horizon already did for a wider host, so I took it. Union-tested on the desktop (clippy, wide_states, horizon-items).
🤖 Agent: removing JAVA_TOOL_OPTIONS, _JAVA_OPTIONS and JDK_JAVA_OPTIONS in java::command reaches every exporter JVM and javac but not the game's own launch, so a player's global -XX:+UseZGC still applies in play and only stops clashing with BATCH_OPTIONS' SerialGC during preparation. Built and tested in a union on the desktop (clippy, horizon-prepare tests).
Answers martipops' review of #8735:
- A rotation finite as f64 but past f32::MAX became an infinity (and a NaN pitch) after the
cast; it is refused now, like any rotation that is not a number.
- A record with a vehicle still to restore (RootVehicle) seats the player back on it at the
vehicle's own place, which undid a position the request named; the two are refused together.
- A retried import of the same hand-over, or a retry after the commit, answers the same
`recentered` as the first reply (kept on the guest until it is placed).
- docs/server.md says the velocity is the server's only: the arrival's teleport carries no
motion, as a vanilla login's does not.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ChunkMap.tick runs ServerEntity.sendChanges only for an entity that changed
section, needs sync, or is in DistanceManager.inEntityTickingRange. Horizon
ran it for every tracked entity, so an idle one sent its position every 60
ticks and advanced its update clock. EntityState::idle now carries the
range (the simulation level, Levels::in_entity_ticking_range), and the
tracker skips sendChanges for an idle entity that stayed in its section and
needs no sync; a lead change still goes out at once (Leashable).
The game then stops describing such entities in full every tick: an idle
mob or item that was in the tracker's last pass at the same place, carries
no passengers, and is already tracked by every client within its tracking
range is described bare (where it is, none of its data). The tracker never
reads its data and never pairs a bare state, so every pairing still sends
the entity as it is (game/lan_idle.rs).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
draw_tab_list ran every frame and, through remote_tab_players, cloned every
listed player and formatted two object-skin keys for each before it knew
whether the list was shown; update_remote_skins then searched every entity
once per level player and cloned the whole skin map. With 150 players and
none drawn a frame still cost ~0.4 ms more than with none (#4664).
- The list's visibility comes from the listed count; the players are built
only while it is shown or when it opens/closes (narration).
- The id:/name: object skins publish only when a player, its skin or the
atlas's object skins changed (a fingerprint and an atlas revision), so
inline faces keep the server's skin as before.
- update_remote_skins finds players and mannequins through one id->index map
and moves the resolved skins in instead of cloning them.
🤖 Agent: merging. The default --clients vanilla,horizon run is unchanged, and so is main's one-client capture (now 'one or two of'). horizon-legacy only adds a horizon-extras.txt in its own scratch home. On the desktop, Modern vs Legacy matched on 14 of 16 scenarios; eat and dig_teleport also differed between two identical Modern clients there.
🤖 Agent: merging. Pictures are now sized to the window × scale and capped by the atlas limit (the wgpu adapters' min on Linux, 16384 on Metal/DX), instead of a fixed 3840. RSS stays flat at 173 MiB for 5 min on a real GPU. One thing to watch: the Linux probe opens its own Vulkan/GL instance at startup on a background thread, and until it answers pictures cap at 8192.
With a stitched colour atlas (sprites at their own sizes), the normal and
specular atlases were still packed as a grid by PackAtlas::material, so a
block's material texels sat under another sprite's colour (#9570). The
companion atlases now reuse the colour atlas's size, rectangles and padding;
each map is nearest-sampled from its single level into its sprite's
rectangle (an fs_material entry point), and animated sprites copy into the
same rectangles. The grid path is unchanged.
EnderDragon's constructor sets EnderDragonPhase.HOVERING; only EnderDragonFight.createNewDragon
sets the holding pattern. Dragon::new started every dragon holding its pattern, so a dragon from
/summon, a spawn egg or a save without DragonPhase flew off. It now starts hovering, and
create_new_dragon sets the holding pattern.
Hovering had never run on the server, and the flight step diverged there: the target is a hair
away, where Vec3.normalize returns zero under 1.0E-5 and vanilla's Mth.sin/cos table and
Mth.atan2 turn the dragon differently from the exact functions. The step now uses them, the
doubles of moveRelative's input vector and vanilla's 0.91F and 0.8F as doubles.
The command execution harness gets "summoned dragon hovers" (phase and position every 20 ticks
over 120): 0/13 before, 25/25 now. The dragon harnesses (server dragon, contacts, NoAI, not the
fight's, death outside the End, death roar, forced End, spawn eggs in fluids, dispensers) match.
Fixes#10285
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Use conservative projected-shadow bounds, retaining shadows whose casters are outside the view. Keep shader packs and native mods on the original path. Add resource-backed bounds coverage and measured FPS results.
Co-Authored-By: Codex GPT-6 <[email protected]>
In the glass theme account settings (skin_panel), long translated option
labels such as French 'Bras classiques' protruded outside the segmented
control pill due to an inherited ml(40px) margin and cross-axis stretching.
Additionally, the multi-sentence caption wrapped into a 10-line block inside
the narrow column, clipping off the bottom on 1080p displays.
- Remove the ml(40px) margin in glass theme mode.
- Set items_start() on the control column so segments size to natural width.
- Adjust segments option padding to 12px with flex_none and justify_center.
- Reorganize skin_panel so the caption spans full width across the bottom.
- Adjust Microsoft card width to 360px and reduce vertical padding in glass_who_plays.
Co-Authored-By: Antigravity <[email protected]>
Join a Friend opens from the title screen's Friends button and from the
server list. Both exits always went to the server list, so the title's
entry landed the player on a list they never opened (#9190, item 10).
The page now remembers whether the title opened it.
#10236 capped screenshots and the background at a fixed 3840 px, so an
8K screen lost detail. Pictures are now made at what the screen shows:
- viewer and background: the window's longer side x its scale factor
(7680 px on an 8K screen), tiles 360 points x the scale factor, in
256 px steps so a resize doesn't remake them every frame;
- never above the biggest texture GPUI's atlas holds: on Linux the
smallest max_texture_dimension_2d over wgpu's Vulkan/GL adapters
(asked once in the background, 8192 until known), elsewhere the fixed
16384 of the Metal and DirectX atlases. A larger picture would make
the atlas add a max-size texture on every frame (zed#66595).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A save can now name an entity it only knows as a `Who`: `mob_to_nbt` takes a
`uuid_of` resolver, `who_uuid` writes a `Who` as a UUID and `who_by_uuid` turns a
stored UUID back into the `Who` of a loaded player or mob. `EntityMemory::uuid_of`
supplies the id -> UUID map the game layer keeps, and the game layer's `mob_by_uuid`
now resolves through the same seam.
The neutral mobs' `angry_at` is the first writer: anger at another mob now saves
that mob's UUID instead of nothing. The warden's suspect list and the shulker
bullet's target are the two follow-ups this bridge unblocks; neither is written
here.
Under Linux, executing a freshly copied test fixture can fail with ETXTBSY (os error 26) if another test thread forked while the file was being written. Copy the fixture via a temporary file before renaming it into place, and retry exec/spawn if ETXTBSY occurs.
Fixes#10271
With the legacy rules on, a player's knockback follows 1.8.9's
EntityLivingBase.knockBack: the motion halves and the 0.4 push lifts in the
air too (26.3 lifts only from the ground), and knockback resistance is a
chance to take none instead of a cut. The sprint and Knockback push is added
on top as attackTargetEntityWithCurrentItem's addVelocity (0.1 up) instead
of going through knockback, for players and mobs alike.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
horizon-server accepts and keeps a [combat] section (off by default, left out
of the file while off); the dedicated game reads it itself, like
[anticheat], and turns on the legacy rules a hosted world's PvP page switch
gives. A wrong section is logged and fights keep 26.3's rules.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Under Combat feel Legacy the client draws no sweep_attack or
damage_indicator particles a server sends (1.8.9 had neither), and with
'1.8 hit sounds' plays none of the entity.player.attack.* sounds 1.9
added. Hurt sounds, crits and enchanted hits stay. Only what this client
shows changes; nothing is sent.
1.8.9 drew no red tint over armour (LayerArmorBase.shouldCombineTextures
is false, so setBrightness skips it) and the body's flash is red at 0.3,
as 26.3's: both already match.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Combat feel: Modern (default) or Legacy (1.8.9). Legacy changes only the
picture: a flat item in first person takes 1.8.9's ItemRenderer pose
(swing, eating and drinking, bow pull) through 26.3's own display
transform, a sword is held up while use is held (1.8.9's block pose,
swinging as 1.7.10 did), the main hand no longer dips after each hit,
and the attack indicator hides unless the player keeps it. The clicks
and every packet stay 26.3's. Poses 1.8.9 lacked (crossbow, trident,
spear, brush) and resource packs' own displays stay modern.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A PvP page switch, off by default: single player and LAN worlds resolve
melee hits by 1.8.9's rules (EntityPlayer.attackTargetEntityWithCurrentItem):
no attack cooldown and no sweep, 1.8.9 weapon damage (ItemSword 4 / ItemAxe 3 /
ItemPickaxe 2 / ItemSpade 1 plus ToolMaterial), Strength x(1 + 1.3 per level)
and Weakness -0.5 per level, Sharpness 1.25 per level, and critical hits that
allow sprinting and need no charge. Only a game that is the server uses them;
a window playing on a server never does, so what it sends stays the same.
The window passes the switch to its server thread each frame, like the
distances. lan_e2e's legacy-pvp check measures two diamond axe hits 12 ticks
apart: 7 and 7 under the rules, 9 then a cooldown-cut hit without.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: merging. These are #10079's commits merged with main and nothing else; #10079 had landed in the already-merged pvp/hud-layout. The editor opens only from a world and is the only screen that writes the layout.
🤖 Agent: verified on the desktop: horizon-mods 36 tests, launcher 589 tests, clippy -D warnings clean. broken_on is read only from the registry index (the publish job adds it from horizon-mods' daily native-compat run). The warning shows only when the entry's Horizon is the commit the mod would build on, so a mod pinned elsewhere doesn't warn.
🤖 Agent: the harness itself: 16 scenarios, real vanilla 26.3 client vs Horizon, per tick and field; on main 11/16 match, with the series + #9918 16/16. Named-only and solo in parity_hosts (needs a virtual screen, ~15 min). Merge of main resolved a game.rs mod-list conflict (tick_profile + tick_script).
🤖 Agent: wire stream harness (#10082) on main: number keys' SetCarriedItem left a tick early (hotbar_swap, 15 ticks; dig_teleport) and a key tapped with a swing at the sky sent the slot before the Punch; with this change every tick matches vanilla. Head = cc7200cd7a's +35 −43 plus merges of #10083, #10085 and main (conflicts in remote.rs resolved to the tree the harness after-run built and passed).
🤖 Agent: verified end to end on the desktop: with 30 registry mods on Nightly 2026-11-05, main's launcher fails the whole build (eatinganimation E_TARGET_NOT_FOUND), and this one builds 22 and leaves out 8 with their reasons. MIXINS_REV moves to 5a64af9 (horizon-mixins#27, #28). The risk to watch: a compile failure costs one full recompile per round, capped at 3.
Stereo music and records were downmixed to mono and panned by the camera, so turning away hard-panned them and distance attenuation could silence them. OpenAL Soft plays a multi-channel buffer without spatialization or distance attenuation (AL_SOFT_source_spatialize auto), as vanilla's HRTF-off context does.
Keep the decoded channel count through the cache and mixer; mono buffers keep the existing panning and linear attenuation. Add a mixer test that stereo frames stay direct and unattenuated at any camera angle or distance.
Fixes#10037
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
Vanilla's Math.sin is HotSpot's intrinsic, which rounds one of the drop
test's throws a bit lower on AArch64 than on x86-64; a vanilla 26.3 run
on an M-series Mac gives the AArch64 value. The install.sh fixture only
holds the Linux x86-64 archive and ran the cases with /usr/bin's
OpenSSL, LibreSSL on macOS: a fake uname picks that archive, and the
cases get the OpenSSL 3 the script checked for.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: inventory in the wire stream harness: a shift-click's changed slots went out 10, 37 where vanilla's Int2ObjectOpenHashMap iterates 37, 10; now byte-identical, unit test pinned to the captured order.
🤖 Agent: bridge in the wire stream harness: 19 of 19 UseItemOn cursors differed from vanilla by ~6e-5 on main (double trig in the pick ray), all bit-identical with Mth's float table. Hot path cost: one table lookup per frame instead of libm sin/cos.
🤖 Agent: read against LocalPlayer.sendChanges and AbstractBoat.tick (rider look, vehicle, then sprint; paddles first). No riding scenario in the harness yet, so the proof is the read and the unchanged 16 scenarios. Land before #10084, which merges this branch.
🤖 Agent: verified with the wire stream harness (#10082): on main, dig_teleport answered a teleport mid-dig with a new START (sequence 34) instead of vanilla's ABORT; with the series every tick matches. pr_ready clean except the desktop nix-shell's uname-less install.sh test.
The held slot leaves remote_send_state (this PR); the boat's paddles go first and a
passenger sends its look, vehicle, then sprint (#10085).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A loaded desktop's vanilla client failed to log in; rerunning Horizon alone and
comparing with the earlier vanilla capture crashed on the missing client.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
From review:
- A perched dragon shrugs off a direct arrow, trident or wind charge given as `by`
(AbstractDragonSittingPhase.onHurt is 0, under 0.01): the command is refused.
- dealDefaultKnockback: a counted hit of a type not in #no_knockback pushes the dragon away from
the command's source position (`at`, else the direct entity), or in no direction without one.
- credit_dragon_kill switches to the credited guest whenever they are not the one acting, as the
mob kill credit does, so a guest's command that credits another guest awards that guest.
The harness scenario summons its dragons holding their pattern (DragonPhase 0): vanilla summons a
hovering dragon, which is sitting, and Horizon one holding its pattern; that gap is separate.
The intermediate build: 36/39; now 39/39.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: the keyboard path is a mechanical move from keys.contains to held(Action), with the same default keys underneath; old horizon-controller.txt files keep their buttons (no bindLayout line), and the pad's stack drop also reaches the server path through drop_stack. Union pr_ready green.
🤖 Agent: the check is SocketAddr::from_pathname, and the test compares it with a real bind at every length 1-150, so it follows the OS limit (104 on macOS, 108 on Linux) without a hardcoded number.
🤖 Agent: SOCKS goes through ureq's own socks-proxy feature (socks 0.3.4, MIT/Apache), and the loopback SOCKS5 test proves the request reaches an .invalid host only through the proxy. Nothing changes for players without a proxy set.
🤖 Agent: matches 26.3: OptionsList inherits AbstractScrollArea.mouseScrolled, so the wheel scrolls the list and never reaches a row's CycleButton; the old key is dropped because every install saved it as true. Main merged in, union pr_ready green.
Client mods that bake from the world in bulk (a minimap's tiles, a world
map export) had to clone `game.world.chunks` and read `world_biomes!`,
which pins them to one Horizon commit. Four stable helpers replace that:
- `native_client_chunks(from, to)` shares the client world's loaded
chunks of an area as `NativeClientChunks` (Send + Sync): block state,
biome id, loaded, each column's top non-empty section, build height.
- `native_client_chunks_changed(&snapshot)` names the chunks that differ
from the snapshot now. A held chunk is copied before any edit, so the
same allocation means the same chunk.
- `native_client_biomes()` gives the biome table the terrain is drawn
with (`NativeClientBiomes`): names and tints by `NativeBiomeId`.
- `native_client_biomes_changed(&biomes)` says when that table was
replaced (a mod's seasons, a resource reload, another world).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Aligning every tick after the teleport on its acceptance moved the script's own
packets (the button release, the 20-tick position) by the server's lag: on the
desktop vanilla got the answer at tick 26, Horizon at 29, and both clients'
packets were otherwise identical tick for tick.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: harness and examples-only probe, nothing players run. New head: CI's parallel shards raced on one schematic .part file; each process now writes its own (three concurrent downloads checked against the pinned digest), and parity / parity passes. Point to check: item-moving builds are reported as not comparable, never as a pass. Result: 111/111 verified contraptions match vanilla.
The second end-to-end build of 30 registry mods on 6475f62 stopped on
errors inside carryblock's, distant_horizons', smartf3's and treefall's
support modules (made before the crate split), which named no mod: only
injected helpers were traced. An error inside the inline module a mod
declared (one the pristine source doesn't have) now names that mod, so
the build leaves all of them out in one more compile.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A windowless game with a resident chunk, a jukebox at (0, 64, 0) and a disc put
in through use_jukebox: 41 ticks of the jukebox tick post the event at ticks 0,
20 and 40 and nothing else, and a jukebox that is never played posts none.
JukeboxSongPlayer.tick posts GameEvent.JUKEBOX_PLAY at the block every
PLAY_EVENT_INTERVAL_TICKS (20) ticks of a song, right before the music
particles:
37: invokevirtual #97 // Method shouldEmitJukeboxPlayingEvent:()Z
44: getstatic #101 // Field GameEvent.JUKEBOX_PLAY
56: invokeinterface // LevelAccessor.gameEvent:(Holder,BlockPos,Context)
66: invokestatic #104 // Method spawnMusicParticles:(LevelAccessor,BlockPos;)V
Horizon drew the note particle in the same twenty-tick branch and posted
nothing, so a sculk sensor beside a playing jukebox never clicked and an allay
never heard the song, although the stop half (JUKEBOX_STOP_PLAY with level
event 1011) was already posted when the jukebox went away.
cmd_damage had no arm for them, so both said "Target is invulnerable".
EnderDragon.hurtServer is hurt(body, ...): a quarter plus up to 1; reallyHurt runs only with a
player behind the source or an #is_explosion type and refuses fire, and hurt succeeds either
way unless the dragon is dying or the hit is under 0.01. EndCrystal.hurtServer refuses an
Invulnerable crystal (unless generic_kill, out_of_world or a creative player), fire and the
dragon's own damage; else it is removed, and blows up unless the damage is an explosion.
The command execution harness gets a "dragon command damage" group: 15/31 before, 31/31 after.
Fixes#10265
Co-Authored-By: Claude Opus 5.5 <[email protected]>
CI runs the three shards at once on an empty .local/lra-catalog: two of them
downloaded the same schematic into one `.part` name and one rename found it
gone. The part file now carries the process id.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: test-only oracle (mods/horizon/src/test). Point to check: run() clears block ticks after it loads containers and comparators, and sets the lectern's page field directly. Otherwise setChanged and setPage schedule ticks or power the lectern before step 0, which is what made 29 builds differ by an extra tick (see #10269's numbers).
canSeeSkyFromBelowWater stops when a block dampens light and is not liquid(). Kelp and seagrass hold water, so guardians under them were still rolling the 1-in-20 and spawned less often.
Co-Authored-By: Grok <grok-4.7> <[email protected]>
Co-authored-by: Cursor <[email protected]>
emptyContents destroys the block only when it is not liquid(). A bubble column is liquid and not a LiquidBlock, so breaking it first played destroy particles and a sculk vibration.
Co-Authored-By: Grok <grok-4.7> <[email protected]>
Co-authored-by: Cursor <[email protected]>
A windowless game from the prepared resources, a bow in hand: the two events the
use posts are read back from the game's own event recorder, at the player's feet
(10, 64, -4). A spear, whose use effects set interact_vibrations false, posts
neither.
LivingEntity.startUsingItem ends with
this.useItem.causeUseVibration(this, GameEvent.ITEM_INTERACT_START), and
ItemStack.causeUseVibration posts only when the stack's use effects ask for
interaction vibrations - the same gate and the same position stopUsingItem
already used for ITEM_INTERACT_FINISH. Horizon posted only the finish event, so
a sculk sensor beside a player drawing a bow never clicked and an allay never
heard the use start.
use_vibration takes the event now, and start_using_item calls it where vanilla
posts it: after the use is set up, before the kinetic weapon's map (which this
change leaves alone).
🤖 Agent: data and reader only, nothing players run. The catalogue is WTFPL from maybeachromium (LICENSE beside it). Point to check: tools/lra_schem.py is the one parser of untrusted downloaded schematics. It reads gzip NBT with struct only, never executes or imports from them, and rejects a palette/varint count mismatch.
stamp_native_hooks.py refuses a fragment that lists a guarded file
(native_hooks.rs is the generated source it stamps itself), so the fragment
declared an invalid comment path and the repo-wide stamp check failed.
A server with mods or states the client does not have can send block states outside our registry. Instead of panicking with an out of bounds slice access when indexing BlockFacts or unpacking palettes, map unknown states to air.
🤖 Agent: Wardrobe layer, retargeted to main after #10144. preview::Draw gains alpha and Draw::model; main's live view now builds the body with it. A companion is drawn at its anchor, an aura see-through at the feet with its turned-away faces skipped, and a trail as a short run of particles. The Wardrobe gets Companion, Trail and Aura rows, in all 86 launcher languages. Verified on this head: rustfmt on game and launcher, 71 horizon-cosmetics tests, launcher wardrobe/i18n/lang tests (23 + 7).
🤖 Agent: render layer, retargeted to main after #10143. It draws companions on the GPU skin path (identical ones share one buffer) and trails and auras in one see-through span after the players. Nothing is drawn beyond 48 blocks or outside the view. Measured in-game with HORIZON_COSMETICS_LOCAL: +0.6 ms prepare at 16 wearers and +1.1 to 2.4 ms at 64, mostly the auras built on the CPU; the follow-up is #10251. Verified on this head: horizon-client clippy -D warnings.
🤖 Agent: settings layer, retargeted to main after #10142. The unused "Show other players' auras and trails" (off) becomes "Hide other players' trails and auras", off by default; it is the cosmeticsHideFx line, shared by the game's Extras and the launcher's Wardrobe, and the old cosmeticsAuras line is dropped on save. Translated into the game's 75 languages and the launcher's 86. Verified on this head: clippy -D warnings on game and launcher.
🤖 Agent: merging the native on/off switch. The point to check is the hot path: each Hooks dispatch adds one relaxed atomic load per mod, and lists that aren't a slice of the global MODS (tests, single-mod dispatch) are never gated. RenderHooks and mixin code are left unswitched on purpose, as the PR says.
🤖 Agent: horizon-report format 2 (mob costs, level spans, tick_lan/sculk sub-spans, workers, network, overhead, stop/status). verify green on eb55d13; live on the SMP since 21:08Z as prof2 at 0.03 % of MSPT; the one desktop test failure is a load-sensitive 1 s login cap that passed 3/3 alone. Only spans and counters added, no gameplay change.
🤖 Agent: runtime layer, retargeted to main after #10140. follow.rs (frame-rate independent lag, snap after a teleport, kept out of the crosshair cone and clear of the head) and trail.rs (spawns by distance walked, 24 particles per player and 512 in all) are pure horizon-cosmetics code, plus the fx_bench example. Nothing in the game calls them yet. Verified on this head: clippy -D warnings and 68 horizon-cosmetics tests.
🤖 Agent: any GUI sprite with an animation section now packs its first frame and animates, so the 16x64 music_notes strip no longer squashes into one slot; load-time only.
check already refused a jar whose data folders are named as before 1.21; carry and report did
not, so a 1.20 pack's mods were carried and counted as partial while 26.3 read none of their
recipes, loot tables, tags or structures (Prominence II: 149 of 308 "come over", 28,948 recipes
and 8,784 loot tables in recipes/ and loot_tables/).
old_layout moves to carry and reads every folder 1.21 renamed (structures/, advancements/,
tags/blocks/, ...), by the larger share: a 1.20 jar may hold a misnamed singular tag folder and
a 1.21 jar a stale plural copy. carry writes old_layout to carry-report.json and carries
nothing; the report's row says why, is not one Port can carry over, and the launcher does not
count it as portable.
Fixes#10249
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: sulfur cube blast is TNT-interaction only with mobGriefing (NONE without), ENTITY_INTERACT sourced by the cube, tnt.disabled overlay and used stat.
🤖 Agent: rider body follows the vehicle kind as in vanilla (boat yaw, solveBodyRot's 85° clamp for living vehicles, on-foot turn in minecarts); portal E guard only while inside the portal this tick.
🤖 Agent: format layer of the companions/trails/auras stack, rebased onto the emotes: Slot gets Companion, Trail and Aura next to Emote, and Item::parse checks both kinds of block. Item::animate also builds its animated-part table once at parse instead of searching by name every frame, which saves about 0.3 ms a frame at 64 wearers (profiled). Verified on this head: clippy -D warnings on game and launcher, 60 horizon-cosmetics tests; nothing draws the new slots yet.
The end-to-end build of 30 registry mods on 6475f62 stopped on
eatinganimation's `held-frame` helper (E0063, ItemRenderState's new fields)
without naming it: the staged item_render.rs carries the helper with a
trailing comma rustfmt added, so its tokens no longer equal the plan's
helper_source. A helper is now also the function of its name in the staged
file, when the pristine source has no function of that name; two mods'
helpers of one name still name neither.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The switch and remove buttons run on the window's thread: while an
automatic update holds the game folder they now say "Wait for the current
operation to finish." instead of freezing the launcher until its downloads
end. auto::run takes the lock after the registry index arrives.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
redstone_catalog_fixture builds the same contraptions in a map-backed
horizon-world level, clicks the same levers and buttons
(Behaviours::use_without_item) and runs tick_scheduled, run_block_events
and tick_block_entities, printing what VanillaRedstoneCatalogOracle prints.
tools/test_redstone_catalog_parity.py reads the catalogue, downloads the
archive's schematics into .local/lra-catalog/ (pinned to da4dd51, one
sha256 over all 188), turns each entry into a case (switches off except
those the catalogue held on, a neighbour update on every block, then input
steps: every vector up to 8 bits, random ones beyond, random changes for
stateful builds) and compares both sides step by step. verified entries
must match; partial and unverified ones are reported. Entries whose inputs
are analog levels, lecterns or bare wire are listed as unsupported for
now. Three shards; --full runs larger sweeps and every vector up to 16
bits.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
VanillaRedstoneCatalogOracle builds each contraption (block states and
block entities the harness reads from its schematic) in the overworld of a
real flat-world server, one contraption per server tick. Comparators keep
their saved output, containers and lecterns get real items (set silently:
no comparator ticks, no lectern pulse), and the comparator level of every
block entity is printed for the Horizon probe. The game clock keeps
running between contraptions (LevelTicks orders chunks by trigger time);
the probe starts from the time printed.
Levers and buttons are driven with useWithoutItem, and each tick runs what
ServerLevel.tick runs for blocks: scheduled block and fluid ticks, block
events and block entities, so pistons move. After each tick it prints the
outputs that changed, and at the end of each step the tick it ended on,
whether the level went quiet and a hash of the contraption's box. A tick
budget per contraption (the probe counts the same) bounds machines that
never settle; containers at or next to hoppers, droppers, dispensers and
crafters are watched every tick, and a changed level marks the run as not
comparable (the probe does not move items). HORIZON_CATALOG_TRACE=1 adds
every block tick and every block at a step's end.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
tools/lra-catalog/entries.jsonl is maybeachromium's catalogue of the Logical
Redstone Archive (#10103): input and output positions, encodings and checks
for every entry, one entry per line. They shared it under the WTFPL
(LICENSE). The archive's schematics have no licence and stay out of the
repository.
tools/lra_schem.py reads Sponge schematics (versions 1 to 3), written from
the format's specification.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Cull::supported previously gated early-depth occlusion culling to Vulkan and Metal. Enable wgpu::Backend::Gl when the device supports SHADER_EARLY_DEPTH_TEST alongside indirect first instance and storage buffer writes.
SulfurCube.tickFuse explodes with ExplosionInteraction.TNT only when
mobGriefing is on (NONE otherwise), and equipItem's gameEvent has the
cube, not the player, as its source. Drop tests that checked constants.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The three vanilla dimensions, built from the shipped data, must answer what
their noise settings say: the overworld and the nether add creature packs at
generation, the End does not. This is the value `spawn_generation_creatures`
now returns on, read through `VanillaTerrain`, so it covers the whole path from
`end.json` to the gate instead of just the JSON read.
With the setting read as a hardcoded false (the pre-change behaviour, where only
`Dim::End` decided) it fails as
`assertion left == right failed: disable_mob_generation of minecraft:the_end —
left: false, right: true`.
`NoiseBasedChunkGenerator.spawnOriginalMobs` reads
`NoiseGeneratorSettings.disableMobGeneration` and places nothing when it is
set. The shipped presets are explicit about it: `end` sets it true, the other
six set it false. Horizon never read the field and instead skipped the pass for
`Dim::End` alone, so a datapack dimension that used the End's noise settings -
or any preset asking for no creature packs - still got them, and the reason the
End was empty lived in a dimension check rather than in the data.
The setting now reaches the client seam: `Generator`'s settings carry it, the
pipeline trait exposes it next to `sea_level`, `VanillaTerrain` answers it, and
`spawn_generation_creatures` returns before doing any work when it is set. The
existing `Dim::End` check stays as well, so a preset that fails to load cannot
start filling the End; for the shipped data the two agree, since `end.json` is
the only preset that sets the flag.
Vanilla's Camel.canAddPassenger accepts a rider while two or fewer ride,
with no baby check. Drop two tests that only checked their own inputs.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A boat sets its passenger's body to its yaw (AbstractBoat.clampRotation);
a living vehicle's rider is drawn from the vehicle's body with the head at
most 85 degrees off and a fifth of the offset past 50
(LivingEntityRenderer.solveBodyRot). Minecarts and cushions keep the
on-foot turn, as vanilla's LivingEntity.tick does. The inventory key is
held back only while the last tick found the player in the portal, not
during the effect's fade-out.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
anvil_update fires where AnvilMenu.createResult ends, once vanilla has
worked out the result, while the left slot holds an item: on the host for
each player's menu (single player's server thread, a LAN or dedicated
host), before prepare_anvil, and in the window's own menu. A mod is told
the inputs, the rename box's text and vanilla's result. It may change the
output, the level cost and the material cost, or cancel, which leaves no
result (NeoForge's CommonHooks.onAnvilUpdate).
The host asks again after a rename that leaves the result as it was, as
setItemName runs createResult. The window's click prediction starts from
the station's cost and material cost, so a result a mod made can be taken
there as on the server. The window names the player as the server knows
them.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Part of #9996.
NoiseBasedAquifer::compute_substance is 4.7% of the overworld's proto
phase by itself. A sixth of that went to rebuilding the 12 grid cells
around a block whenever its aquifer cell changed: every location was
unpacked again from its packed long, and the neighbourhood was copied
as a 288-byte Option. The fill walks each column from the top down, so
a rebuild usually follows the cell just above.
Each drawn location is now also kept as the coordinates BlockPos.getX,
getY and getZ read back from it, and the 12 cells are arrays of grid
index, coordinates and horizontal distance to the column. One cell
down, the 8 cells at the old anchor's y and the y below move up two
slots and only the 4 new ones are loaded, in vanilla's loop order. A
cached fluid status is read inline; computing a missing one is out of
line. Default air, water and lava are classified by their IDs before
any block name is read.
Every block, pending fluid update, error and cached cell is the same as
before: the same operations in the same order, the same positional
random draws for the same cells. A test runs the previous search
against the new one over whole columns, scrambled blocks and positions
outside the grid, and the snapshots match byte for byte.
A first draft by DeepSeek V4.1 Flash, via pi, was reviewed and
reworked.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01WZzq8LUjYucp4kaN6UfSg7
The ledger named the four renderer overrides but not the method they override;
it now says the box is the frame's, grown by 0.5, and points at the dropped
item's own copy of it.
An item sliding from x = 0 to 1 in camera space: the box is -0.625..0.625 at the
start of the frame, -0.125..1.125 halfway through and 0.375..1.625 at its end,
where the old code had the last on every frame. A falling item's box floor is
65.0 halfway down a 66 -> 65 drop instead of the tick's 64.5.
EntityRenderer.shouldRender tests the frustum against
getBoundingBoxForCulling(entity, partialTick), which EntityRenderer leaves as
Entity.getInterpolatedBoundingBox(partialTick) - ItemEntity overrides neither -
grown by 0.5 all round.
The dropped-item pass built that box from the tick's own position, so for the
frames of a tick in which an item crossed the frustum edge it was culled at the
cell it was about to reach: an item sliding from x = 0 to 1 had its box at
0.375..1.625 (camera space) on every frame, where at the start of the frame it
stands at -0.625..0.625.
dropped_item_cull_box(previous, position, alpha, camera) is that box now, the
interpolated position grown by the item's 0.125 half-width and 0.5, with the
0.25 height below and 0.75 above.
🤖 Agent: merging the in-game mod browser. The point to check is that install never trusts the download: each file goes through horizon_mods::index::check_file (size, SHA-256, signature, manifest against the index) before it reaches horizon-mods/, and revoked files are refused. Tests pin both cases with a real .hmod.
The Wardrobe's picture (horizon_cosmetics::preview, its live view
included) draws a companion at its anchor, an aura see-through at the
feet and a trail as a short run of particles behind; the Wardrobe gets a
row for each slot.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A companion is posed on no bone: it follows its anchor with its lag,
keeps clear of the head and, for the player's own in first person, out of
the middle of the view. Trails spawn by distance walked and are drawn as
camera-facing particles; auras blend at the feet with their back faces
dropped. Trails and auras of every player go in one see-through span after
the players. Others' follow "Other players' cosmetics" and "Hide other
players' trails and auras". Nothing is an entity or reaches a server.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The setting that was "Show other players' auras and trails" (off, for
items that didn't exist) becomes a hide switch, off by default: others'
trails and auras show like their other cosmetics unless the player hides
them. In the game's Horizon settings and the launcher's Wardrobe, the same
cosmeticsHideFx line of horizon-extras.txt; the old cosmeticsAuras line is
dropped on save.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
follow.rs: a frame-rate independent lag toward the anchor, a snap after a
teleport, and the two rules that keep a companion out of the way (out of
a cone round a first-person crosshair, clear of the head). trail.rs:
particles spawned by distance walked only, placed from their age alone,
24 per player and 512 in all. fx_bench measures their CPU cost for 1, 16
and 64 wearers.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Three new slots that ride no bone: a companion floats beside the player,
a trail leaves particles where they walk, an aura glows faintly at their
feet or round the body. Their blocks, limits and checks live in fx.rs;
item.rs reads them, refuses a bone on them and measures their extent.
Nothing draws them yet.
Item::animate no longer looks its parts up by name every frame (a tree
search and string compares per animation, for every wearer): the animated
parts are found once, when the item is read. At 64 wearers in view that
was 0.3 ms a frame on an i7-7500U.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A mob walking 0.9 -> 1.1 (eye 1.62) reads the cell at 0 at the start of the frame
and 1 from the boundary on, where the old probe read the tick's cell 1 on every
frame; a falling one reads 71.62 then 70.62. An arrow falling 64 -> 65 reads
64.13, 64.63 and 65.0, so the cell at 65 only at the end of the frame, where the
old probe read 65.0 throughout.
EntityRenderer.getPackedLightCoords takes BlockPos.containing of
Entity.getLightProbePosition(partialTick), and Entity leaves that method as
getEyePosition: getEyeHeight() over getPosition(partialTick), which is
Mth.lerp(partialTick, xo, x) on each axis.
The mob pass probed floor(position) with position.y + eye_height(), and the
projectile pass the same on its own position: the tick's own position, so a mob
walking from x = 0.9 to 1.1 was drawn lit by the cell at 1 for every frame of the
tick, and a falling one by the cell it was about to reach, instead of the cell it
was drawn in.
Mob::light_probe(partial) and Projectile::light_probe_y(partial) now give the
probe of the frame, through mobs::living::eye_probe_cell (Mth.lerp plus the eye
height, floored per axis).
Old/new for a mob walking 0.9 -> 1.1 (eye 1.62): cell x = 1 on every frame before,
x = 0 at alpha 0 and 1 from the boundary on. For an arrow falling 64 -> 65: 65.0
before, 64.13 at alpha 0 and 64.63 at alpha 0.5, the cell at 65 only at alpha 1.
Held mappings are named by an Action rather than read by key, per device, and more actions can be bound: hotbar
slots, fullscreen, toolbars, social and quick actions. Held drop repeats and throws the stack. Readers of the
movement keys see the left stick, and a bumper steps the hotbar through the wheel's gates. Prompts over gameplay
are pad-driven and keep what's behind them, the keyboard opens on every field, and focus follows its widget.
Buttons and the crosshair draw from Horizon's own art, one file per pad family, instead of text labels.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: merging. The screenshot tiles, viewer and background no longer go through GPUI's never-evicted img(path) cache. Two 32k×16k screenshots on Home went from an 8.7 GiB peak to 277 MiB on the desktop. One risk to watch: the 2 s grace lets the budget overflow while more than 256 MiB of tiles is on screen at once (about 280 tiles with Show all), which is bounded by the list itself.
Screenshot tiles (Overview's three newest, the Screenshots tab), the
viewer and Home's background went through gpui::img(path): GPUI decodes
the whole picture and keeps it, and its sprite-atlas copy, until the
launcher quits. One 32768x16384 screenshot is 2 GiB decoded; with two
of them Home alone reached 8.7 GiB (24 GiB reported on Linux).
- pictures (lib): PNGs are read a row at a time and box-filtered down to
the drawn size, never held whole; other formats decode whole only
under 256 MiB. Lru keeps made pictures under a byte budget, sparing
those drawn in the last 2 s.
- picture_cache: makes them off the UI thread (3 at once), 640 px for
tiles, 3840 px for the viewer and background, 256 MiB budget; evicted
images are dropped from the window's sprite atlas.
- glass_shot_blur's blurred copies go through it too, from a shrunk read
instead of image::open.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The row said the probe was drawing-only and skipped; it is what selects the block
an armour stand is drawn with, so it now points at the code that walks it.
Four cases over the jar's values: a full stand's eye at 65.7775 (cell 65, where
the old base + 0.5 read 64), a small stand at 64.2 (65.1875, cell 65, where the
old read 64), a marker's box scanned for a 15 at (0, 65, 0) and falling back to
the first cell walked (0, 64, 0), y walked before z, the cell above the box left
out, and the marker branch ignoring the partial tick; and a burning stand's block
light at 15 with the sky light left as the probe cell's.
EntityRenderer.getPackedLightCoords reads the block Entity.getLightProbePosition
is in, and ArmorStand overrides that method:
- a marker walks BlockPos.betweenClosed of getDimensionsMarker(false) - the box it
would have without the marker flag, 0.5 by 1.975, or 0.25 by 0.9875 when small -
from position() with no partial tick, and returns the first cell whose
max(block, sky) brightness is 15, else the brightest, ties going to the first
cell BlockPos walks (x fastest, then y, then z);
- every other stand is Entity.getLightProbePosition, the eye: eyeHeight 1.7775 for
a full stand and 0.9875 for a small one (BABY_DIMENSIONS), at the frame's
interpolated position.
Horizon read floor(base + 0.5) for every stand, so a stand standing on a lit floor
in a dark room was drawn with the floor's light: a full stand on y = 64 read the
cell at 64 where its eye at 65.7775 is in the cell at 65, and a hologram marker on
a dark ceiling was lit from its feet's block instead of the brightest cell of the
box it would have without its flag.
EntityRenderer.getBlockLightLevel also puts a stand that isOnFire at 15 block
light, which was not read at all.
On a smoke server (2 ms ticks) the overhead line charged the chunk pump's spans of the
wait between ticks (1,788 a tick) to MSPT. Only the spans the tick records count now,
and a dedicated server records spans anyway for its slow-tick line (HORIZON_SPIKES,
on by default), so they are listed apart and left out of the report's own cost.
The 'other' worker jobs ran at 278k/s for 0.0 ms each: two thread-CPU clock reads
each cost more than the job; they are counted only. A sum of no players' rates no
longer reads -0.0.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`CreativeModeInventoryScreen.selectTab` shows and focuses the search box only
on the search tab; any other tab hides it, lets it lose the focus and clears
its query. Horizon focused the box when the search tab was selected but never
took the focus away, so the box stayed focused behind every other tab.
`Creative::select` now sets the focus from the tab it shows, keeping the blink
reset the search tab always had.
🤖 Agent: the Wardrobe button opens the launcher's Shop tab now, so its label drops "on playhorizon.dev"; the key is renamed in place in all 86 tables (no stale key left), and the i18n test passes.
The registry's daily check (horizon-mods native-compat.yml) marks the
versions horizon-mixins refuses on the newest Nightly with `broken_on`
({horizon, code}) in index.json. The browser's fit line now says
"Doesn't build on the Horizon you play (CODE): a build leaves it out until
its author updates it" when that Horizon is the one the mod would build on.
- horizon-mods index: `Version.broken_on` (empty and absent by default).
- native_fit: `Fit::Broken { code }` for a hook mod, or a mod pinned to the
played commit, when an entry names that commit.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A collector chosen in JAVA_TOOL_OPTIONS or _JAVA_OPTIONS stopped every JVM
horizon-prepare starts, as they pass -XX:+UseSerialGC: "Multiple garbage
collectors selected", so the version was never prepared. java::command, which
they all go through, now removes those variables and JDK_JAVA_OPTIONS.
Fixes#10067
The ItemEntityRenderer row names where its light comes from now, and
EntityRenderer.getBlockLightLevel's note covers dropped items beside mobs and
projectiles.
The three cases quote the old values: the failing probe cell of a falling item
(64 against the eye's 65), the tick's own position against the frame's halfway
one (64.7125 rather than the destination 65.2125), and a burning item's block
light (15 over a dark cell's 0, sky untouched).
EntityType.ITEM declares eyeHeight(0.2125), and EntityRenderer.getPackedLightCoords
reads the block of Entity.getLightProbePosition, which Entity leaves as
getEyePosition: the item's position plus that eye height, at the position the frame
draws (getPosition(partialTick)), not this tick's own.
The dropped-item pass probed the cell of base + 0.1 at the tick's position, so a
falling item at y = 64.85 was lit by the cell at 64 (the floor's light) while its
eye at 65.0625 sits in the cell at 65, and the light jumped a frame early when an
item crossed a cell boundary.
EntityRenderer.getBlockLightLevel is isOnFire ? 15 : the level's block light, so a
burning item is now drawn at full block light with the level's sky light; the
item's fire ticks already clear for a fire-immune stack, which ItemEntity.fireImmune
makes never on fire.
A picked-up item's particle is not an entity and keeps the cell it is drawn in.
Background automatic registry updates and manual mod operations (install,
remove, enable, disable) could mutate the same game home folder concurrently.
Because auto-update loads `mod-browser.json` before downloading and saves upon
completion, a manual install or removal occurring during the download would
be overwritten by the stale snapshot upon completion, losing manually added
mods or reviving removed mods. In addition, temporary save files could collide.
Introduce a per-game-home re-entrant mutex (`browser::lock::lock_home`)
covering mod mutation critical sections across background auto-updates and
manual operations. Use unique atomic temporary file paths during save to
prevent collision.
Co-Authored-By: Antigravity <[email protected]>
A loaded server catching up ran a 20-tick bite's remaining ticks in a burst and finished the apple.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
It opens the launcher's Shop tab now, not the website, so the old label
"Get more cosmetics on playhorizon.dev" was wrong. The key is renamed in all 86
tables, in place.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Pay checks that the checkout's uuid matches the recipient and only opens playhorizon.dev/shop/pay with a validated txn_ id; no card entry in the launcher.
🤖 Agent: the Shop is a plain top-bar tab with no badge; it never opens by itself and isn't the start page; a catalogue failure shows one quiet line and Play is untouched; try-on uses #10153's Viewer (no second renderer).
One mod that horizon-mixins refuses or that doesn't compile used to fail the
whole native build (#horizon-support 2026-11-05: eatinganimation's moved
target, hitbox_plus's support module, worldedit's moved chat.rs). The build
now leaves that mod out, with the mods that need it, and builds again:
- isolate.rs names the mod a horizon-mixins diagnostic is about (mod_id, its
manifest, its support module's name or destination), or the mods the
compiler's errors were traced to, and adds their dependents.
- A refusal costs one horizon-mixins run; a compile failure one compile, at
most 3 times. A server engine export still fails as before.
- native-mods.json records `left_out`, so the same mods turned on read as up
to date, and the Mods page says "X was left out: made for another Horizon
version / clashes with Y / it needs Z, which was left out" (86 languages).
- MIXINS_REV → 5a64af9: horizon-mixins#27 resolves `horizon_client::…`
targets that moved into horizon-client-lib, #28 follows workspace globs for
a module's name and puts the mod id on module errors.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The fixture registry takes a pack version so the test can install
cozy 1.0.0, turn coords_hud off as the Mods page does, and install
cozy 1.1.0: the file is updated and the mod is still off. Turned back
on, 1.2.0 keeps it on. With the old unconditional set_enabled(m.on)
the update re-enables it and the test fails at 'the update kept it
off'.
install_version_in() applied java::set_enabled(home, id, m.on) for
every mod of the pack on every install, and installing a registry pack
again is how it updates. horizon-mods.txt is the same list the Mods
page toggles, so a mod the player turned on or off in a pack profile
was reset to the pack author's 'on' by the next pack update.
The install now reads the pack's previous record (pack.json's 'id
version' entries) and carries each listed mod's current on/off choice
through the install, which turns a mod on as an explicit install. A
mod the new pack version adds takes the pack's own 'on', and a fresh
install has no previous record so every mod does, as before. The Java
mod path already keeps '.disabled' through updates the same way.
🤖 Agent: shop price rules (sets partly owned, items inside a set in the basket, Supporter once) match the site's pricing.ts and are tested against hand-worked values; nothing player-visible yet. Requeued after merging main (#10153's lang tails).
🤖 Agent: Requeued on the same head: the parity run died in 1 s on the runner's missing .horizon-prepare.lock (environment, no harness ran), so it's rerunning (42040505129). The interact packet now carries the ray's hit point from the mob's feet. Union on main dd675b574 green.
🤖 Agent: With a scaled resolution, final now draws at the picture's size into its own target, and one linear copy stretches it to the window. Same-size output and packs without a final keep their old paths, so only resolution-scaled pack users take the extra pass. Union on main dd675b574 green (fmt, clippy, 4426 client tests including the render crate).
🤖 Agent: Matches LivingEntity.calculateEntityAnimation: a passenger calls walkAnimation.stop(), which zeroes speed, old speed and position, so the seat moving with the boat no longer swings the legs. Union on main dd675b574 green (fmt, clippy, 4426 client tests).
🤖 Agent: WebGPU allows binding a depth view as unfilterable-float, and textureLoad(...).r is the same texel, so Vulkan, DX12 and Metal read the same depth. The translation test now fails on any GL-run entry point that doesn't translate, except the one known glint case. Union on main dd675b574 green (fmt, clippy, 4426 client tests).
break_speed fires at the end of Player.getDestroySpeed, on the Game that
works out a dig: the window's own prediction, and the host's (single
player's server thread, a LAN or dedicated host) for each player. A mod is
told the block and vanilla's speed, and may change it;
BlockBehaviour.getDestroyProgress then divides it by the hardness.
tick_mining now takes its progress from destroy_progress, like the other
digs, so the speed is worked out in one place. The remote client asks it
for blocks of hardness 0 too, so a mod's speed of 0 stops those as well.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Merged main (9906 landed with the INF-seeded outline_center fold, kept from main) and ran marker_particles on this head: PASS, 2,187 cases and 462,718 lines matching the pinned client. The hive's loop now draws nextInt(1) again on the check that ends it, as BeehiveBlock.animateTick's for-condition does.
Part of #9997.
ClimateIndex::search, vanilla's Climate.RTree search, is about 5% of
overworld proto generation (callgrind, generate_proto, seed 12345) and 2%
of the nether's. About 21 boxes are measured per search: the root's two
children and the 19 below.
Three changes, none of which changes which leaf a search returns:
- The best leaf's distance goes down into each subtree and back up with
its result. Vanilla measures the best leaf again at the start of every
subtree and after it returns; the values are the same.
- The offset axis is always 0 in the target, so each box's squared
offset distance is stored once instead of measured every time.
- When every bound in the tree and every target value is within 2^29,
no term or sum of a distance can overflow, so a partial sum only grows.
A box's sum then stops once it reaches the best distance so far: the
search would only compare it with that distance and skip the box. The
axes are added depth first, as surface biomes are points in depth.
Otherwise the full wrapping sum is used as before.
The search still walks the same children in the same order from the
same previous leaf, and replaces the best only on a strictly smaller
distance, so ties go the same way. New tests compare it with a copy of
the old search over long target sequences that keep the previous
result, on the vanilla overworld and nether lists and on generated
lists full of ties, inverted spans, extremes and values at the bound.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01WZzq8LUjYucp4kaN6UfSg7
Commands typed in the window parse tags against the window's own tags,
which no server packet updates; that gap predates live switching and
needs its own change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The Settings hint now reads (http://host:port, socks5://host:port). Each language keeps its translation, without the word HTTP and with the socks5 form added; i18n's tests want every string in every table.
Turn on ureq's socks-proxy feature and stop refusing SOCKS addresses, in port-pack's parse and the launcher's settings. socks5h, curl's name for SOCKS5 with remote DNS, is read as socks5, which already works that way in ureq. A test runs a request through a stand-in SOCKS5 proxy.
Fixes#8143
A workspace member with no code whose dependencies are all optional: Cargo
locks them, so a native mod's crate may name them, and no build compiles them
(horizon-client's dependency tree, default and --no-default-features, is
unchanged). All four are pure Rust and use the rustls + ring already locked.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
When entering borderless fullscreen on Windows while the window is
maximized, winit's WM_NCCALCSIZE handler forces the client area to
match the desktop work area (rcWork), which excludes the taskbar.
Because the window is sized to monitor dimensions, this clamps the
bottom edge above the taskbar and shifts the top edge offscreen by the
taskbar height (~48px), leaving the taskbar visible on ultrawide and
standard displays (upstream MC-311683).
Ensure that any transition to fullscreen unmaximizes the window first,
and explicitly pass the active monitor handle to Borderless mode so
the window covers the entire display area without vertical offset.
Fixes#9984
Co-Authored-By: Antigravity 2.0 <[email protected]>
MultiPlayerGameMode.handleContainerInput puts the changed slots into a new fastutil
Int2ObjectOpenHashMap and ServerboundContainerClickPacket writes them as it iterates: the key 0
first, then the table from its last position down. Horizon listed them in slot order. The wire
stream harness's inventory scenario caught it: a shift-click from slot 37 into slot 10 went out
37, 10 from vanilla and 10, 37 from Horizon, a byte-level difference any server can see.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: emotes, part 3 (#10069): others see your emote through the cosmetics service, now based on main. CI verify is green. Polling is bounded: at most once a second, only while Horizon players are in view, and only with Other players' cosmetics on Shown. Sending is signed and only while Show me as Horizon is on. Without horizon-cosmetics#14 deployed, the service answers 404 and the game backs off.
🤖 Agent: emotes, part 2 (#10069): the wheel and playback, retargeted to main after #10091. CI verify is green. Two clients played every emote in game; captures are in the PR. Visual only, nothing sent to game servers. #10093 follows.
Install ruby 1.0.0, turn it off in the Mods page, run the automatic
update to 1.1.0: the file is replaced and the mod is still off. Turned
back on, the next update keeps it on, and an explicit install of a
disabled mod turns it on again. Without the fix the first update
re-enables it and the test fails at 'the update kept it off'.
install_version_guarded() turned every mod it installed on with
java::set_enabled(home, id, true), and the automatic registry update
(browser/horizon/auto.rs update) installs through the same function.
A content mod the player had turned off in the Mods page therefore came
back on after every automatic update: 'off' is the absence of the
'mod.<id>:true' line in horizon-mods.txt, which the update re-added.
The guarded install no longer touches the flag. The player's own
install (install_version, which the browser and modpack paths use)
turns the mod on after the guarded install, as before, while the
automatic update leaves the mod's current on/off choice alone. A new
install still starts on because it goes through install_version.
`Creative::search_tab` and `select` as `Game::key_pressed` uses them: the
search tab is found by its type, selecting it focuses the search box, and the
query the previous tab left is emptied.
`CreativeModeInventoryScreen.keyPressed` takes the chat key on a tab that is
not the search as "show the search tab": it selects
`CreativeModeTabs.searchTab()` and sets `ignoreTextInput` so the letter the key
carries never reaches the search box. Horizon had neither: T on a creative tab
did nothing, and the letter went nowhere.
`Creative::search_tab` finds the search tab by its type, so the key selects it
through the same path a tab click uses (`select_creative_tab`, which clears the
quick-craft clicks as `selectTab` does). `Game::key_pressed` takes the chat key
there, and the `ignoreTextInput` flag it sets makes `type_chars_into_screen`
(`charTyped`) drop that one letter and no other.
🤖 Agent: emote format, the bottom of the emotes stack (#10069). pr_ready on the whole stack is green except the NixOS-only uname test. pose_body copies the target at full weight: 0.26–1.1 µs per emoting player and frame, measured. #10092 follows once this lands.
The items, orbs, projectiles, minecarts and boats were counted for the level in place
only (the End, on the SMP, when the report ends), so tick_boats' 3 ms had no count
beside it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
--clients horizon,horizon-legacy plays every scenario with two Horizon clients, the
second with the Legacy feel and every combat extra on, the 1.8 rules included, and
compares their serverbound streams as the vanilla comparison does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The command registries took item and block tags from the resources the
game started with and were built once per world, so /execute and
/give refused a tag a switched mod added (seen in game: Unknown item tag
'c:gems/glint'). They now read the world's tags and are built again
after a live switch's data reload.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On the official SMP, 12.6 of tick_lan's 14.7 ms a tick and all of tick_sculk_entities'
6.4 ms had no span below them. Name the steps: guest ticks, entity states, the hub's
level pass (world sync, chunks, block changes, containers, entity tracking, player
state), the end of the tick and the host events; sculk's prepare, wardens, step-on and
entity game events. Spans cost nothing while off.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The client sends /tp at a fixed tick, but a loaded server answers 2-6 ticks later from one run to the
next (seen with two identical Horizon clients). The ticks before the teleport compare one to one; from
the client's AcceptTeleportation on they align on it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
#10153 replaced the Wardrobe's still picture with viewer::Viewer. The Shop now
uses its own Viewer (drag to turn, scroll to zoom, Reset view) instead of the
still picture and its Turn button, so there is one renderer.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
23f8bd4fe removed the only consumer of MotionEvent::EnterBlock, and the event was pushed only in the client pass. The server pass pushes it now and the guest server tick triggers it for the acting player.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
The official SMP is mob-bound (5,400 mobs, 73 ms a tick at 60 players) but the report
only said tick_creature_entities took the time, not which mobs. Format 2 adds, without
a restart and at a measured cost:
- mob_costs: one tick in four times every mob's tick and sums it by dimension and type
(ms a tick, mobs ticked, us a mob);
- level_* spans: each dimension's share of the server tick;
- chunk_workers: streaming::job_stats while recording (load/generate/decorate/light...);
- network: wire bytes in/out per player and in all (connection counters, no new
per-packet cost);
- overhead: spans and mob samples a tick at their price measured on the machine;
- horizon-report stop / status.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`ServerLevel.setChunkForced` calls `getChunk` when a chunk becomes forced, so a
command right after `/forceload add` finds it loaded. Horizon only queued it, so
`execute in minecraft:the_nether run function` with `forceload add`, `place
jigsaw` failed with "That position is not loaded" and a skyblock pack's nether
island never appeared.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A data pack's `data/<ns>/structure/*.nbt` were ignored. A jigsaw pool naming one
placed nothing, so `/place jigsaw` failed with "Failed to generate jigsaw" and
`/place template` said the template does not exist; that is how a skyblock pack
places its island. Packs also could not replace vanilla's templates.
The enabled packs' templates now join the worldgen overrides, highest pack first,
over the prepared ones, as `StructureTemplateManager` reads resources. `/place
template` and structure blocks look in the world's `generated` folder, the packs,
then the game's own.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`LevelAccess::load_block_entity` decoded a template's block entity, and that
drops `LootTable`, so a chest placed by `/place template`, `/place jigsaw` or a
structure block came out empty. A skyblock pack's starter chest has its items in
a loot table. Report the table as a level event and hand it to `take_loot_table`,
as `/setblock` and `/data` do (`RandomizableContainer.tryLoadLootTable`).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
26.3 reads a direct block state provider as a state object. A bare string names
a provider in the `worldgen/block_state_provider` registry, so an upgraded
feature with a default-state `simple_state_provider` failed with
`unknown state provider minecraft:air` and was skipped at world start. Vanilla's
own features write `{"id": "minecraft:clay"}`.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Void packs turn off vanilla's iceberg noises with
`{"firstOctave": -1000, "amplitudes": []}`. The upgrader left this as it was and
called it "more than 32 octaves or negative amplitudes"; 26.3 cannot read it, so
the world failed to start with `invalid world generation field: base_octave`.
With no octaves the noise is 0 everywhere, which 26.3 writes as one muted octave:
`{"base_octave": 0, "amplitude_modifiers": [0.0]}`.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`state()` in the generator read only `{"Name", "Properties"}`, or the id alone,
so noise settings with `{"id", "properties"}` failed the world start with
`invalid generator resources: block state`. That is the form 26.3 uses and the
one `horizon-port-pack upgrade-datapack` writes for any non-default state. Decode
these two fields with `BlockStateJsonCodec`, as the rest of worldgen does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A run's state ids count every change its server made since the login, so a click numbered 53 in one
run and 55 in the other were both up to date. hotbar_swap now also taps a number key with a swing at
nothing, where vanilla sends the slot only on the next tick.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
GameRenderer.pick aims along Entity.calculateViewVector: float radians through Mth.sin and Mth.cos,
the 65536-entry table. Horizon aimed with exact double trigonometry, which moved the hit point a
placement sends (ServerboundUseItemOnPacket's cursor) and an interaction's point by up to ~1e-4 of a
block. The wire stream harness's bridge scenario showed it: same position and look, cursor z
0.7173712 from vanilla, 0.7173119 from Horizon. Anticheats that recompute the cursor from the ray
compare it to vanilla's arithmetic. The other view_vector callers (projectiles, dragon, boats...)
are left for their own checks.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified on the desktop at this tree: horizon-cosmetics fmt/clippy/tests (40) and the launcher's fmt/clippy/tests (695) green; pr_ready skipped because the desktop disk was under 45 GB. Point to watch: preview::render now takes a Camera (launcher is its only caller), and lib.rs will conflict by one line with the emote format PR #10091.
Shift-clicking a stonecutter result queued ui.stonecutter.take_result for
every item taken, and the server side played every copy at once: cutting
60 granite played the sound 60 times stacked. Vanilla's lastSoundTime
lets it through once per tick. The menu now queues each take sound once
per click (stonecutter, loom, cartography table), and lan_station_sounds
plays one sound per tick.
Fixes#10148
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`Block.pushEntitiesUp` runs when these blocks gain the collision they add on
top. The farmland/path to-dirt path already emits the `push_entities_up` block
event; the three growth paths did not, so a body standing on them sank into the
new block.
🤖 Agent: Fixed to the 26.3 jar's DTOs: the region preference travels as its id (0/1/2) and the region as its nameId, so a Realm that has a preference parses again (it used to fail the whole RealmServer parse). preferredRegions reads regionDataList/regionName, and the configuration POST puts the slot under options with update_slot's RealmsSlotUpdateDto. New tests pin the POST body and the parsing; CI verify is green on this head.
Preserve the preceding scene color when a translucent shader draw reads
and writes the same buffer, rather than sampling a white fallback.
Reuse the existing snapshot mechanism to avoid attachment feedback.
Validated with Sildur’s Vibrant before-and-after captures and an
original asset-free GPU regression.
Co-Authored-By: Codex <[email protected]>
living_damage_pre and living_damage_post fire at the end of
LivingEntity.actuallyHurt, for players, mobs and the ender dragon. Pre is
told what is about to come off the health, once armour, enchantments,
effects and absorption have taken their part, and a mod may change it.
Post is told what came off, 0 when nothing did. The translated actuallyHurt
in horizon-world gets two hook points whose defaults do nothing.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
From review, against vanilla (getAttackBoundingBox and getHitbox read the
current getVehicle()):
- A mob vehicle's box comes from the mob snapshot, which holds it as it is
after its own tick this tick, not from the last positionRider.
- The seat positionRider records names its vehicle, and is used only while
the mob rides that one: a dismount or a new vehicle no longer reads an old
vehicle's box or attachment.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
1.21.1's client had every recipe and 27 of ATM10's mods listen to
RecipesUpdatedEvent to rebuild what they made of them. 26.1's client gets
only the recipe types a mod asks for, in RecipesReceivedEvent (NeoForge's
documentation, "Client-Side Recipes"), which recipes_received answers.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: wear() still fires the durability trigger after Unbreaking, and the broken stat now comes before the rod. The parity failure at ~17:00 was the playhorizon runner's dead .horizon-prepare.lock link, not this change: rerun on this head.
🤖 Agent: The height probe and the draw share bundle_tooltip, so a hidden grid can't leave an empty box taller than its lines. The parity failure at ~17:00 was the playhorizon runner's dead .horizon-prepare.lock link, not this change: rerun on this head.
🤖 Agent: The tag is copied before name_mob uses it up, like handleInteract's itemStackBefore. Follow-up gap, not this PR: vanilla also fires the trigger with an empty stack on non-item successes. The parity failure at ~17:00 was the playhorizon runner's dead .horizon-prepare.lock link, not this change: rerun on this head.
🤖 Agent: Same two calls finish_consuming makes, before the stack shrinks, as Consumable.onConsume orders them. drink_ominous_bottle awarded neither, so nothing counts twice. The parity failure at ~17:00 was the playhorizon runner's dead .horizon-prepare.lock link, not this change: rerun on this head.
🤖 Agent: The pack-less structure tags are a OnceLock keyed on the first resource root, as StructureSpawns::shared is. location_structure_tags_hold_their_structures passes with prepared resources. The parity failure at ~17:00 was the playhorizon runner's dead .horizon-prepare.lock link, not this change: rerun on this head.
🤖 Agent: On playhorizon (vscreen, lavapipe) every_screen_has_targets, pause_icon, erase_checkbox, controller_settings_pad and settings pass. The empty-label target can add a second target on a rect that already called target_as: drawn_targets dedups only against labelled widgets, not between targets. Nothing on main seems to do that today. Union run on playhorizon (main a1e0c0db0 + this gate's 11 PRs): fmt, clippy, all touched crates' tests pass.
The Wardrobe's still picture becomes a live view of the player's own skin
(both layers, slim or wide arms) wearing their items, drawn by the same CPU
renderer (horizon_cosmetics::preview) only when something changed:
- drag to turn (followed past the view's edges while held), scroll to zoom
up to 3x on the head, Reset view; hovering an owned item's card tries it
on (Nothing takes the slot's off) until the pointer leaves;
- items animate (swing, bob, spin) on the game's 20-tick clock with
Item::animate, as the game does, only while the window is in front and
not under reduced motion (HORIZON_LAUNCHER_MOTION=always keeps them going);
- horizon_cosmetics::viewer::Stage decides each frame: nothing changed, no
picture and no timer; at most 20 pictures a second while animating (one a
tick), 60 while dragging. Pictures are drawn at the view's size in points
(240x330, about 2 ms) and baked up to device pixels;
- preview::Camera holds the turn, tilt and zoom (with headroom above the
head for tall hats and back items), Draw::item_posed keeps items on posed
bones, and viewer::BodyMotion is the hook an emote plays through
(Viewer::play), for the emote format in flight (#10091).
The view is a GPUI view of its own, so a new picture rebuilds it alone;
the pointer is handled by the page's element around it, since GPUI Fast
hit-tests the page's own elements. "Turn" gives way to "Reset view" and a
hint, in every language.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Deferring the attempt to the event phase lets update_from_neighbour_shapes see the real level and ticks, as EndermanLeaveBlockGoal.tick does. leave_block_goal_uses_real_neighbor_shapes_and_keeps_air_placement passes with prepared resources. Still missing: canSurvive and the BLOCK_PLACE game event. Union run on playhorizon (main a1e0c0db0 + this gate's 11 PRs): fmt, clippy, all touched crates' tests pass.
frame, gui_render_post, tooltip_component, experience_orb_pickup and
item_dropped get the NeoForge event ATM10's mods listen to for the same
point: RenderFrameEvent.Pre, RenderGuiEvent.Post,
RenderTooltipEvent.GatherComponents, PlayerXpEvent.PickupXp and
ItemTossEvent. The bracketed notes say where a hook differs (#9921).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Vanilla's Gui.setScreen calls Screen.clearFocus on the screen it leaves, so
a screen that comes back starts with no widget focused. Horizon kept the
focus a mouse click gave a button (the title's focused_button, pause_focus,
death_focus, the options' focus), so going back to the main menu redrew that
button highlighted (AbstractWidget.isHoveredOrFocused) with the pointer
somewhere else.
The front screen is now tracked with key_screen() (which the keyboard's focus
already uses for its own screen changes); when it changes, every menu drops
its click focus. The startup menu does the same for its title behind the
options, before the loading hands that title to the game.
Fixes#9273
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
🤖 Agent: native_fluid_at now allocates the block id String on every call, drains and tank queries included. That's fine for mod helpers, but worth an &'static str if a tick path ever calls it. The fragment stamps (tests.test_stamp_native_hooks passed in the union run). I ran the native_fluids tests on this head on playhorizon, 12 passed, the new dispatch test included.
- click-slot without a renderer clicks the menu itself (the vanilla driver's handleContainerInput); horizon-ctl's
clicks where the slot is drawn, which --headless never does.
- The reset's last teleport is the player onto itself: from the console `~` is the world spawn, which put the
player inside bridge's stone.
- BlockPos.asLong decodes with each part signed.
- eat cuts its two bites short: when a full one ends is the server's entity event, late on a busy server.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
MultiPlayerGameMode.ensureHasSentCarriedItem runs in attack, interact, useItem, useItemOn,
releaseUsingItem, dropItem, piercingAttack and continueDestroyBlock only. A swing at nothing,
the start of a dig or an offhand swap sends no slot: a number key pressed in that tick goes out
at the start of the next one (MultiPlayerGameMode.tick). Horizon sent the slot whenever the tick
had a click. The wire stream harness's hotbar_swap scenario caught it: a tap of 2 with a swing at
the air sent SetCarriedItem before the Punch, a tick before vanilla.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ServerPlayer.openMenu, when createMenu returns null for a spectator, sends
container.spectatorCantOpen to the action bar (red). Horizon's refusal in
spectator_open_menu and the chest-boat guest handler was silent.
🤖 Agent: merging. The layout lines only add keys to horizon-extras.txt; files without them load as before (every widget at its default place and style). Verify is green; stacked on #10077.
🤖 Agent: merging. Every widget reads local state only (no packets, no server queries); with every widget off, draw_pvp_hud returns after Hud::any(), so a player who never turns one on pays nothing. Verify is green; pr_ready --quick on playhorizon fails only the render crash:: tests that SIGSEGV under llvmpipe there, and crash.rs is untouched.
🤖 Agent: open_menu already counts the guest as an opener (container_opener_event), so the raise in lan_open_container counted them twice and stopOpen never reached 0, for chests as well as shulker boxes. The author's lan_e2e shulker_menu check pins the lid open, then shut, on both host and guest. Union on main dd675b574 green.
🤖 Agent: The server now sends one minecraft:vibration LevelParticles (count 1, no spread) with the listener's PositionSource and arrival ticks, and only draws locally when the window is the client, so a server-thread world doesn't draw it twice. Tested at a729b3cfe in a union on main dd675b574 (fmt, clippy, 4426 client tests green); this head only adds the author's main merge (test helper conflict) on top.
🤖 Agent: The launcher code is identical to what I tested in a union on main dd675b574 (launcher fmt, clippy -D warnings, 699 tests green). With no check before the build, a machine whose build programs ran before Smart App Control was turned on still builds (Mayonesu0's case 1), and only an os error 4551 leads the error with the explanation.
🤖 Agent: Merged main into this branch (the conflict was in command_exec_corpus.py: the transmute group now sits beside main's mob-effect and frame-map groups, and its recipe pack stays in ISOLATED_RECIPES). The result patch is now applied after the input patch, so a '!minecraft:damage' removal wins over inherited damage, as ItemStackTemplate.apply does. Union on main dd675b574: fmt, clippy, 4426 client tests green; CI parity runs command_exec.
Mob.getAttackBoundingBox widens the attacker's box on x and z to its
vehicle's before the melee reach is added, so a zombie on a horse, a
chicken jockey or a mob in a boat reaches as far as the side of what it
rides. LivingEntity.getHitbox starts a rider's box at its seat
(vehicle.getPassengerRidingPosition(this).y), so its legs can't be hit; for
a riding player that is 0.6 above its feet (Avatar.DEFAULT_VEHICLE_ATTACHMENT).
positionRider now records each mob rider's own vehicle attachment and its
vehicle's box (mobs, boats, minecarts, primed TNT, displays), which the
melee check and the slime's touch read.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
An Entry on the Servers list can name a host: its folder is then on that
computer, and Entry::command runs the same horizon-server arguments there
as `ssh HOST horizon-server --dir DIR ...`, with the system's ssh and the
player's keys (BatchMode, so no password is asked for or kept). Each
argument goes to the remote shell in single quotes, and a host that ssh
could read as an option is refused. remote::check asks the server there
for its status and says in plain words what is missing: a key, the host,
horizon-server, or a server in that folder.
Lists written before keep reading as they were; nothing on the page uses
remote entries yet.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Jh5A2PzdusBChqE38VZ3zD
🤖 Agent: tests now check all four hosts' cargo commands on every runner (main's launcher red since #9479); launcher dry run 42072143059 green on windows-arm64 and macos-x64.
🤖 Agent: The stars come from the registry index, so the launcher makes no new GitHub API call, and both strings go through button()'s tr() and trf(). Until horizon-mods#285 lands, every page shows "0 stars on GitHub". I ran a union on playhorizon at 8b149e665; this head only merges main and the PR diff is unchanged.
🤖 Agent: Matches CommandSourceStack.sendSuccess(…, false) for every query. I ran the ignored a_silent_source_drops_query_results_but_still_stores_them with prepared resources and it passes. Union run on playhorizon (main a1e0c0db0 + this gate's 11 PRs): fmt, clippy, all touched crates' tests pass.
🤖 Agent: I pushed d4e13b4c0, which drops the "🤖 Agent:" markers from code comments and from the 0.2 prelude's COLOR_HELPERS text, since that text is composed into every 0.2 stage. Only 0.1's prelude digests are pinned, so they don't move. Added frame-identity now that #9900 is in. Union run on playhorizon (main a1e0c0db0 + this gate's 11 PRs): fmt, clippy, all touched crates' tests pass.
Vanilla reads network NBT with NbtAccounter's 2 MiB quota, which
charges each tag an estimate of its heap size: at least 8 bytes (EndTag,
the smallest; a byte tag in a list costs 13). Horizon counted only the
bytes read, plus up to 1,000,000 nodes, so a crafted server could send a
1 MB list of byte tags that vanilla refuses and have Horizon build ~1 M
32-byte Tags from it, about 16 times the memory.
- buf::Reader::nbt caps a network NBT value at NBT_QUOTA / 8 = 262,144
tags (NBT_MAX_TAGS). Every value vanilla accepts has at most that
many, so nothing vanilla accepts is refused, and one value's tags now
take at most ~8 MiB here.
- custom::validate checks component values with the same reader, so it
follows.
- Test: a list of 262,143 byte tags (with its root, 262,144) reads; one
more is refused although it is a few hundred KB.
A full port of NbtAccounter's per-type charges would be closer still;
this bound needs only its smallest charge, so it can't refuse what
vanilla takes.
Found in yahya-nusseibeh's review of Horizon (L2).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stK8iXVDXqoi7midcqd
tools/ first on sys.path made unittest discovery import tools/test_world_spawn_parity.py for
tests/test_world_spawn_parity.py.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
tab_list::visible with the HUD hidden answers false for a held key with two
listed players and for a local server with a list objective, and the
scoreboard's LAN test asserts the same through the game's call.
Hud.extractRenderState calls extractTabList inside `if (!isHidden)`, so with
the HUD hidden (F1) the player list does not draw at all, whatever the
player-list key or the list objective says.
Horizon's hud_layers only skipped the tab list under F1 when the chat screen
was open: with no screen, holding Tab drew the list over the hidden HUD. The
gate is now in tab_list::visible, next to the key and the local-server rules
it already applied, so every caller gets it.
After a refused login the connection stayed open, so within the 30 s
login window a client could send as many AUTH packets as it liked: with
the 16 connections allowed at once, thousands of guesses a second
against an RCON port on 0.0.0.0, each adding a supervisor log line.
Vanilla does the same, but this module already departs from vanilla for
safety (constant-time comparison, login deadline, client cap), and this
belongs with those.
- A refused login (wrong or empty password) answers as before, waits
REFUSED_PAUSE (1 s) and closes the connection. Its place stays taken
meanwhile, so the client cap also bounds how fast passwords can be
tried: at most 16 guesses a second instead of thousands.
- A command before the login is still refused without closing, and the
wire protocol is unchanged; standard RCON clients connect again after
a refusal.
- Tests: a wrong and an empty password each end their connection after
the pause; a failed login after a successful one does too. The pause
is a Limits field so tests use 200 ms.
Found in yahya-nusseibeh's review of Horizon (L3).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stK8iXVDXqoi7midcqd
A focused test drives the public block_entity_accepts_fluid dispatch, as the game does: a water tank that refuses a mod's fluid leaves both insert passes empty and offers native_move_fluids no room, while water and a tank with no hook still fill.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
The server runs two async workers and keeps SQLite on tokio's blocking
pool (lib.rs, `blocking`), but /hub/vote, /hub/votes and /hub/report and
the token-protected /v1/export/* still called app.store() on the
workers. While a blocking-pool task holds the store mutex (a large batch,
the daily upkeep), two votes or reports from different addresses park
both workers on it and every handler stops answering, /healthz
included; per-address limits don't help, it takes two requests.
/hub/votes also held votes_cache's lock while waiting for the store.
- hub::vote and hub::votes run their store calls through blocking();
votes reads the cache, releases its lock, counts on the blocking pool
and stores the result after.
- intake::receive checks the day's count and queues the report in one
blocking() call, under one store lock as before; report marks the
issue filed through blocking().
- export::benchmarks and export::hardware read through blocking().
- A failed blocking task answers 503 "try again later" through each
module's own refusal (the hub's keeps its CORS headers).
Behaviour is unchanged otherwise: the crate's 58 tests pass as they are.
Found in yahya-nusseibeh's review of Horizon (M1).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stK8iXVDXqoi7midcqd
Part of #9996.
The terrain noise (old_blended_noise) is a lerp between two 16-octave
smeared Perlin stacks. Lerp reads its first branch only where alpha is
not 1 and its second only where alpha is not 0, and in the overworld
about 37% of the coarse points have alpha 1 and 50% alpha 0. The lerp
now passes each branch a bit per Y of each column it reads, and a noise
volume skips the others (DensitySampler::sample_needed,
Noise::add_to_needed; samplers without it still sample everything).
When a column's Y cells change at every Y, as in the stacks'
high-frequency octaves, four Ys in four cells now go through the same
vectorized lane code as four Ys in one cell, each lane with its own
cell's corner terms. Gradient lookups are a loop rather than
array::map, which LLVM had left out of line.
Every value is computed by the same operations in the same order:
snapshots match byte for byte and the tests compare against the
unbatched, unmasked loops.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Fekd3xkgubE8VfXrALh2td
horizon-port-pack read jar entries with read_to_string/read_to_end and
no limit. zip stops an entry only at the size it declares, which can be
4 GiB (more with zip64), and the launcher runs check::check in its own
process on every Java mod a mod-browser search lists, without a click.
So one published mod with a highly compressible mods.toml could abort
the launcher of everyone whose search showed it. A 522 KB jar whose
mods.toml inflates to 512 MiB made `horizon-port-pack check` reach
594 MiB and abort; with this change it peaks at 9 MiB and refuses the
jar.
- crate::entry: read()/read_text() with a per-entry cap, and a Budget
for a running total over one pass of an archive, so many entries
under their cap can't add up either. Limits: 16 MiB per text entry
(JSON, TOML, the manifest), 64 MiB per file kept as it is, 1 GiB per
archive pass. Only bytes actually read count; an entry declaring more
than what is left is refused unread.
- Every zip read in the crate goes through it: jar::read's metadata
(a too-large file refuses the jar), carry's namespace scan and file
copy, worldgen's piece counts, structure-set and biome tags,
processors, upgrade::read_pack and import's JSON index. check.rs kept
its 16 MiB per-class cap and now also refuses a jar whose classes
together unpack to more than 1 GiB (a thousand entries just under the
per-class cap was the same attack).
- Tests: the cap and the running total (declared or not, refused
entries counting), UTF-8, and check() refusing a small jar whose
mods.toml unpacks past 16 MiB.
No parity change: real mod files are far under these limits.
Found in yahya-nusseibeh's review of Horizon (H1).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stK8iXVDXqoi7midcqd
It drives a vanilla client on a virtual screen for ~15 minutes: no automatic selection on every client change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- Mine: while an emote plays, the game tells the cosmetics service, signed in as for "Show me
as Horizon" and only while that is on: `POST /v1/emote`, with a session kept an hour
(`account::Kept`). A loop is said again every 30 s.
- Theirs: `horizon_cosmetics::Feed`, a thread, asks `POST /v1/emotes` which Horizon players in
view play one, at most once a second and only while some are in view, then fetches the item
files once. On failure it waits 15 s, doubling up to 10 min. Their models play the emote from
where it is; a player who moves ends theirs at once.
- Follows "Other players' cosmetics": with anything but Shown, nothing is asked and nothing is
drawn.
- The wheel: the account's emotes (`GET /v1/me`'s `emotes`), read when it opens, at most every
10 minutes.
Nothing reaches game servers; vanilla clients see nothing.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
launcher/Cargo.lock pinned rustls 0.23.45 (through ureq 2.12), which
cargo audit flags with RUSTSEC-2026-0346 (client session Debug impls
expose TLS secrets), -0347 (buffered data sent to the outer server after
an ECH rejection), -0348 (Brotli certificate decompression) and -0349
(post-quantum downgrade from an unauthenticated ServerHello), all fixed
in 0.23.46. The launcher carries Microsoft sign-in tokens over this
stack.
- `cargo update -p rustls --precise 0.23.46`: rustls alone moves.
- cargo audit on the new lockfile: no vulnerabilities (8 informational
warnings: unmaintained or yanked crates, unchanged).
Found in yahya-nusseibeh's review of Horizon (L4).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stK8iXVDXqoi7midcqd
From review, against vanilla:
- Sensor.isEntityTargetable is range(16) from feet to feet, a sphere; the
nearby scan alone was a cube.
- Panda's PandaPanicGoal and an adult PolarBear's panic use
#panic_environmental_causes as well; their own copies of it lacked freeze
and sulfur_cube_hot. They now share armadillo::environmental.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The mod page opened the project named by HORIZON_LAUNCHER_PROJECT (a
screenshot aid) and then called std::env::remove_var so it wouldn't open
again. By then the download, check and keyring threads are running, and
remove_var races getenv on any of them (glibc's DNS resolution
included): unsound, which is why edition 2024 makes it `unsafe`. The
launcher is on 2021, so it compiled silently.
- A static flag remembers that the page was opened this run; the
environment is no longer written. Same behaviour: the page opens once,
after the first search that finds it.
Found in yahya-nusseibeh's review of Horizon (L5).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SJ3stK8iXVDXqoi7midcqd
A busy server ran hit_target's reset teleport on the scenario's first tick: the vanilla client's first move
said off the ground and every later move differed. The reset now ends with a teleport, and the scenario waits
until the client has accepted it and ticked 40 more times.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- The wheel: Emote Wheel (`key.emote`, B by default, unbound on a controller; rebindable in
Controls) shows up to 8 emotes around the middle of the screen. To play one: hold the key and
release on an emote, click one, or press its number.
- The emote cancels (and fades out) on movement, an attack, mining, using an item, being hurt,
riding, sleeping, gliding or sneaking. Only a standing player starts one.
- From first person, the camera turns to the front view and eases out from close for the emote,
then comes back.
- Bones: `anim::setup` lays the emote over vanilla's animation, keyed bones only.
- Props: drawn with the cosmetics, growing in and out with the blend.
- `horizon-ctl emote [ID|stop]`.
- HORIZON_COSMETICS_LOCAL: the wheel offers the folder's emotes, and mannequins play its first
one (the art and the bench).
Visual only: nothing reaches the game server.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
#9479 made the native-mod and toolchain tests build their Toolchain from
`rust_toolchain::host().unwrap()`. On the macOS x64 runner there is no
managed host (None: 7 panics); on the Windows ARM64 runner it is the ARM64
host, whose cargo gets its target's rustflags as `--config` before the
subcommand, which the tests' argument layout didn't expect.
The code is right on both: the rustflags are scoped to
target.aarch64-pc-windows-gnullvm and only the ARM64 host adds them. The
tests now run each check for every host the launcher ships a toolchain
for, expect the host's own arguments first, and pin that only the ARM64
host adds any.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The server built its world tables from the content root only when the
world had data packs; without one it kept the tables loaded at startup,
so a switched mod's recipes and tags never applied (seen in game:
/recipe give still said Unknown recipe). After a live switch the tables
are built from the new root. An install that waits for a restart says so
on the project page.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Brings the branch up to date; the parity job's last run failed in the
runner's preparer (.local/.horizon-prepare.lock missing), as it did for
every PR between 14:17 and 14:41 UTC.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
An item of the new `emote` slot carries an `emote` block: per-part tracks of keys (rotation,
offset, a prop's scale) eased smooth (Catmull-Rom), linear, in_out or step, one-shot or looping,
faded in and out over `blend` ticks. `Item::parse` checks its limits (200 ticks, 16 tracks,
32 keys a track and 192 in all, 360° turns and 8 px moves, the root 720° and 16 px, props'
reach through every key). `Emote::pose_body` poses the six bones (keys replace a bone's
rotation, keyed bones only), `pose_props` the props, and `Playing` gives an emote's time and
weight, its cancel included. Visual only, nothing random.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`screen_draw::paint`: an inner scissor draws to the overlap of both, a scissor
with nothing around it is cut to the screen, and one that misses the outer
clip draws nothing while the outer clip takes over again when the inner closes.
`GuiGraphicsExtractor.ScissorStack` pushes each clip intersected with the one
around it (the screen while there is none, `ScreenRectangle.empty()` when they
miss) and pops it back when it closes. `screen_draw::paint` kept a single clip
that each `Draw::Scissor` replaced: a nested scissor stopped the outer clip
applying at all, and the outer one never came back after the inner closed.
`paint` now keeps the stack: `Draw::Scissor` pushes the intersection with the
enclosing clip (or the screen) and `Draw::NoScissor` clips what was drawn since
and pops back to the enclosing clip. `intersect` is `ScreenRectangle.intersection`.
`RegionFileVersion.configure` was the row that named this gap: read from
server.properties and never applied. `Compression::configure` now applies it
from the dedicated server's startup and `compress_records` asks
`Compression::selected()`, so the row says `port` with what each half does.
NautilusAi.findNearestValidAttackTarget picks the closest #nautilus_hostiles
in water from NEAREST_VISIBLE_LIVING_ENTITIES, the sensor's list of what the
nautilus can see; Horizon took any pufferfish within 16 blocks, through
walls. Its cooldown and 1 in 2 are drawn from the level's random
(level.getRandom()), not the nautilus's own.
Armadillo.actuallyHurt panics (rolls out) on #panic_environmental_causes,
which also holds freeze and sulfur_cube_hot; Horizon listed the other six.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Two cases, one per half of the port:
- `compression::tests::the_selected_region_version_follows_the_property` walks
the four names `RegionFileVersion` registers (`gzip`, `deflate`, `none`,
`lz4`) against `Compression::selected()`, checks the default before any is
set is `deflate`, and checks that `zstd` and the wrong case `LZ4` are refused
and leave the selection alone, as vanilla logs the value and keeps the one it
had.
- `save::tests::a_chunk_is_written_with_the_selected_region_version` runs the
function the save path calls, `compress_records`, once per name, and asserts
the record's codec is the selected one and that its bytes decode back to the
same chunk.
With `compress_records` back on `Compression::Zlib` the second test fails with
`left: Zlib, right: None` ("written with none") and would then fail on `lz4`
with `left: Zlib, right: Lz4`.
Also here: the helper-parity test next door now dates its expected records with
`Compression::selected()` rather than `Zlib`, so it keeps checking that the
helpers agree with one thread whatever version the process selected instead of
pinning the default.
Vanilla's `Main.main` hands `server.properties`' `region-file-compression` to
`RegionFileVersion.configure` right after the settings are saved, and every
`RegionFile` written afterwards uses the version it selected (`getSelected`):
`gzip`, `deflate` (the default), `none` or `lz4`. Horizon parsed the key into
`ServerProperties.region_file_compression` and nothing read it, so every chunk
region was written as `Compression::Zlib` whatever a server asked for.
`Compression::configure(name)` and `Compression::selected()` are the two halves
of `RegionFileVersion` over the same kind of process-wide selection, starting at
`VERSION_DEFLATE`, with `REGION_FILE_NAMES` in the registration order vanilla's
error message lists. A name is matched exactly, as `VERSIONS_BY_NAME` does; an
unknown one changes nothing and says so. The dedicated server's startup calls it
where vanilla does, before the EULA check, and logs vanilla's line for a value
the table does not know. `save.rs::compress_records` encodes each record with
the selection, so the chunks the save path writes carry it; the read side needs
no change, as `Compression` already decoded all four and the header's version
byte names each chunk's codec.
focus_on looked a widget up before stepping, so a row scrolled out of view
ended the case: it now steps until the row is drawn. optimize_world's job
finished before the case could look on a fast machine: 60000 linked regions
take long enough and cost almost nothing. A tiling compositor sizes the hidden
window too, which fails every case that scrolls, so the harness warns.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
RegionSelectionPreference travels as its id (0, 1, 2) and the region as its nameId, so a
Realm with a preference no longer fails to parse as a String. PreferredRegionsDto reads
regionDataList / regionName / serviceQuality, RealmsConfigurationDto posts the slot under
options with update_slot's RealmsSlotUpdateDto (worldTemplateId, worldTemplateImage), a Realm
without a preference is automatic by owner (RegionSelectionPreferenceDto.DEFAULT), and the
labels use the realms.configuration.region* keys vanilla's settings tab shows.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
tools/test_wire_stream_parity.py: a Horizon client and a real vanilla 26.3
client join a vanilla server through tools/net_capture.py and play the same
tick-indexed scenarios (walk, sprint-jump, strafe, w-tap, sneak, hits,
sprint combos, block-hit, rod, bow, eat, bridging, inventory, hotbar swaps,
a teleport during a dig). tools/wire_stream.py cuts each serverbound stream
into client ticks (ClientTickEnd ends one) and decodes the packets; every
tick must hold the same packets with the same fields.
Horizon plays a scenario from HORIZON_TICK_SCRIPT (game/tick_script.rs),
before each client tick; vanilla from VanillaTickScript.java, which hooks a
fixed point of Minecraft.tick (Tutorial.onLookAt) and presses the keys
through KeyMapping.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
LocalPlayer.isShiftKeyDown reads input.keyPresses, which LocalPlayer.aiStep
sets from the keys: what the last ServerboundPlayerInputPacket said.
Minecraft.handleKeybinds runs before it, so a sneak pressed in the frame of
a right-click counts from the next tick. Horizon read the live Shift key for
ServerboundInteractPacket's secondary flag and for every secondary-use
check (isSecondaryUseActive): a click in that frame sent a sneaking
interaction a server saw before the sneak itself.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
LocalPlayer.sendChanges sends a passenger's look, then the vehicle it
controls, and only then its sprint (sendIsSprintingIfNeeded); riding a
vehicle it doesn't control, it sends no sprint at all. AbstractBoat.tick
sends the paddles from the boat's own tick, before its passenger's
sendChanges. Horizon sent the sprint first and for any vehicle, and the
paddles last.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
MultiPlayerGameMode.tick, first in Minecraft.tick and run with a screen
open too, sends the slot chosen since the last tick
(ensureHasSentCarriedItem); LocalPlayer.sendChanges sends no slot. Horizon
also sent it at the end of the tick that changed it, before the input and
the move: a number key pressed in a tick went out one tick early, on the
other side of the movement packet a translating proxy (ViaVersion to an
older server) turns into that tick's flying packet. An action in the same
tick still sends the slot first, as ensureHasSentCarriedItem does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ClientPacketListener.handleMovePlayer accepts the teleport, then runs
MultiPlayerGameMode.stopDestroyBlock: a dig the teleport interrupts (an
anticheat's setback while mining or bridging, a /tp) sends
ABORT_DESTROY_BLOCK and starts the attack strength again. Horizon dropped
the dig without a word, so the server kept counting it.
BlockStatePredictionHandler lives in the ClientLevel: handleLogin (a proxy's
server switch) and handleRespawn into another dimension make a new one, so
the use and dig sequence numbers count from 0 again. Horizon counted on for
the whole connection.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A mapping bug report needs to know whether gilrs found an SDL row for a pad
and which id such a row would need. pad status now lists mapping_source
(sdl, driver or none) and uuid (32 hex digits, the id an SDL row starts with).
With splitscreen on, PadRouter holds the gilrs reader, so pad status said
backend:false and listed no controllers, unless the reader was lent to P1.
The router now leaves what it sees for the status of each game that has a
control socket; that list is only built when one is open.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Add to basket on the chosen card, the basket's lines and total with the
service's rules (owned items and items inside a set in the basket cost
nothing), a gift to a friend looked up by name, the Supporter badge's
amount within the catalogue's range, and "Ask whoever pays before you
buy. Refunds within 14 days for any reason." by Pay, which starts
Paddle's checkout on the service and opens playhorizon.dev/shop/pay.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The catalogue's items, sets, collections and the Supporter badge as cards
with their prices, the chosen card tried on the account's own skin, and
the founder set's claim (one click where Paddle doesn't sell, else
Paddle's free checkout in the browser). No badge on the tab, it never
opens by itself, and a catalogue that doesn't load says so in one line.
The Wardrobe's one shop button now opens this tab.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
81 of ATM10's mods listen to RenderLevelStageEvent to draw in the
world at a stage of the frame. Main has three hooks for that, none
labelled:
- world_submit (fragment world_canvas): quads and text right after
the particles, before the hand;
- world_primitives (fragment): lines, boxes, beams and text at the end
of the world pass, before the hand;
- world_drawn (API 58): the drawn world's colour, depth and matrices,
once the whole level is drawn.
Each gets "neoforge": "RenderLevelStageEvent (...)", with where it
draws in words, so horizon-port-pack events maps the 81 mods to them.
world_drawn also gets side client and cancellable false; the fragments
had theirs. NeoForge's user documentation doesn't cover this event,
so the labels use only its name.
Fixes#10036
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The Mods page froze every content mod's toggle while a world was open.
Those with only assets and data now reload live, so their toggles stay
active in a world this game serves; the others keep the lock. Each mod
is classified once when the mods are listed, and a native mod's toggle
no longer triggers a resource reload.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Extras and PvP & HUD measure each label in the screen's font, with its first values; one wider than a half-width button takes the whole row, so 'Keep channels for UI sounds' and 'Scroll wheel changes settings' no longer slide, in any language. verify green at this head; no caption, key or default changes.
PR-comment markers do not belong in source, and the 0.2 prelude text is
part of every composed 0.2 stage.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: one-word fix (closure gets move) for the Windows build error E0373 that #10003 left on main; verified with cargo check --target x86_64-pc-windows-gnu --bins --tests (mingw) on the desktop at this exact head.
The note kept 0.1 at least until 0.2 leaves experimental, which would keep
today's HDR path (marks, the 16-bit unorm frame, Smooth Gradients) alive for
0.1 packs alone. The shader API is experimental, which stability.md lets
change in any release without notice. So step 5, which turns 0.2 on by
default, also stops serving 0.1: 0.1 packs are refused with stability.md's
message, the registry lists 0.2 packs, and Golden Hour's 0.2 port becomes the
example. Later experimental lines follow the same rule. The shader API page
tells pack authors.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A --control-socket path over the system's limit was only found when the
game tried to listen, after loading resources: it logged the raw SUN_LEN
error, wrote a crash report and exited 1, leaving startedCleanly:false so
the next start reset fullscreen. It is a bad command line: exit 2 with a
plain message, before the game folder, options.txt or resources are
touched. horizon-ctl launch refuses it as usage too, without starting a
game or creating a log beside the socket. A .json endpoint is TCP and has
no such limit.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
NeoForge documents ServerStartingEvent as fired after
ServerAboutToStartEvent and before ServerStartedEvent. Horizon has
server_about_to_start at the start of loadLevel, and world_lifecycle's
WorldOpenReady once the open has finished, before the tick loop.
Nothing of Horizon's runs between the two NeoForge events, so
WorldOpenReady answers both (30 ATM10 mods listen to Starting).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
1.21.11 sends instrument, provides_trim_material, damage_type,
chicken/variant and zombie_nautilus/variant as EitherHolders (a flag,
then the entry's holder or its ResourceKey), as it does jukebox_playable;
26.1 made them plain holders. Horizon read the flag as the holder, so a
goat horn's slot came one byte long and the entity data around it one
byte short ("could not translate 1.21.11 packet 20/101").
The flag is read for all six now: a holder reads on as the pinned one,
a key (no pinned numbering for it) drops the component.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
From review, against vanilla:
- getActiveItem().get(ATTACK_RANGE) includes the stack's patch: an added
minecraft:attack_range (the codec's defaults: max_reach 3, min_reach 0,
mob_factor 1) sets the reach, and !minecraft:attack_range takes a spear's
away.
- AbstractCubeMob.dealDamage calls isWithinMeleeAttackRange, for the player
it touches and for iron golems; it repeated the default formula.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The catalogue's shop fields (currencies, prices, sets, collections, the
Supporter badge), the player lookup and the web checkout in the wardrobe
client, and the basket's price rules in shop.rs, as the website applies
them. Nothing shows them yet: the Shop tab comes next.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: registry tags come from known_index(), so tags fetched before the first search finishes stay empty for that kind until the launcher restarts; searches always load the index first, so in practice the row is filled.
🤖 Agent: "from Horizon" now follows browser::horizon::official (authors ["Horizon"] + horizon-rust source, the site's isOfficial), read from the already-loaded index; the instance mod list's install-source label is left as is.
🤖 Agent: launcher-only (plus docs), green launcher rustfmt/clippy/669 tests on the desktop at this head, i18n coverage test included. The one thing it keeps on purpose: Claim for free where Paddle doesn't sell, since the site sends those players to the Wardrobe.
🤖 Agent: verified on the desktop (pr_ready --quick at this head: clippy, 1026 tests incl. the new lift test) and on the ThinkPad's GPU (before/after shots). Point to watch: the lift is only ever added when an item is drawn on the body, so tags without tall cosmetics keep vanilla's exact 2.3 (tested); the extra per-tag cost is one max over ≤5 floats inside the existing cosmetics lookup.
Mob.isWithinMeleeAttackRange takes the active item's attack_range when it
has one: the box is inflated by effectiveMaxRange (max_reach * mob_factor,
2.25 for every spear) instead of the default sqrt(2.04) - 0.6, and a target
within effectiveMinRange (min_reach * mob_factor, 1.0) is out of range.
Horizon always used the default, so a mob given a spear without a
SpearUseGoal (a vindicator, say) hit what stood right beside it and missed
what the spear reached.
New mob AI scenarios: a vindicator with a spear against a player out at the
spear's reach and right beside it, and zombies with a spear (their
SpearUseGoal; the probe now names it as vanilla does).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: fixes the red launcher i18n tests that #10003 left on main (reuses already translated strings); fmt, clippy and the 579 launcher lib tests were green on the desktop for this change.
Every language file must hold every string the code asks for; the new wording needs
translations from the language owners, so this keeps the existing text.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A registry result, its page and its Installed row said "from Horizon" for
every project in the registry, so a contributor's mod read as if Horizon
made it. Now only Horizon's own projects say it (author Horizon, source
under github.com/horizon-rust: the site's "Official", the rule
browser::horizon::official already used for the trust line); a
contributor's reads "by <author>" alone. Modrinth and CurseForge keep
"from <source>".
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Seven more hooks whose doc comments already name their NeoForge event:
screen_render_post (ScreenEvent.Render.Post), the five screen input
hooks (ScreenEvent.MouseButtonPressed.Pre, .MouseButtonReleased.Pre,
.MouseScrolled.Pre, .KeyPressed.Pre, .CharacterTyped.Pre), all client,
and item_picked_up (ItemEntityPickupEvent.Pre, server), whose cancel
stands for setCanPickup(TriState.FALSE), with no forced pickup.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Checked against SpawnEggItem.useOn/spawnMob, EntityType.spawn/create and SpawnEggItemBehavior. I pushed d7e7b9273: the spawn yaw is wrapped, Mob.finalizeSpawn's triangle and nextFloat come from the level random, and the dragon seeds its own random. The author's dispenser height (16x8 box) and growl are kept. Known gap: Horizon keeps one dragon per level, so a second egg does nothing.
🤖 Agent: Checked against HangingEntityItem.useOn, ArmorStandItem.useOn, EndCrystalItem.useOn, MinecartItem.useOn and EnderChestBlockEntity.startOpen. The armor stand now falls up to two blocks (getYOffset with movedUp). I pushed ada2c6b81: drop_offset keeps its three arguments and drop_offset_from takes movedUp, so #9859's new caller compiles whichever lands first. Main is merged in, and use_item_on keeps the wake, used-stat and placement cases.
The host's open unpacks the loot table it still holds; the guest's
(lan_open_container) read the slots without it, so a LAN or splitscreen
player met an empty container that kept its table, and
player_generates_container_loot never fired for them. unpack_opened_loot
now runs for the acting guest too.
ChestBlock.getMenuProvider unpacks both halves of a double chest; only
the clicked half was unpacked. After its own roll is consumed, the
partner's is unpacked too (the consumed own roll ends the recursion).
Every documented key: particle, fog and sky colours, potions, spawn eggs,
map, sheep, collar and dye colours (with their old names), text and its
colour codes, the loading screen, clouds, xporb.time, palette.format and
palette.block.* assignments.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A client mod hears the window's player log in to a server, single
player's own included: native_client_player_network_logging_in(), at
the end of the Login arm (ClientPacketListener.handleLogin), after the
new client level. Respawns and dimension changes don't log in again.
Horizon makes the player with the server's first position, so
native_player() is None there; native_send_packet reaches the server.
client_disconnecting, which main fires before a connection is
discarded (Minecraft.disconnect), gets the catalog label
ClientPlayerNetworkEvent.LoggingOut, so horizon-port-pack events finds
it. The docs describe the pair.
Checked in game with horizon-ctl and a local probe mod: one login on
opening a world and one on reopening it, none on a trip to the Nether
or a respawn, and a logout on Save and Quit and on quitting the game.
Fixes#10008
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On Horizon's registry, Filters already listed the kind's categories. Now:
- A Tags row lists the tags the kind's projects carry (the 30 most used,
from the index the search read): a result has every tag picked, as for
categories, and the search words narrow them further.
- Categories read as playhorizon.dev names them ("Game mechanics", "World
generation", "GUI"), in the registry's order, translated where the
launcher's tables have the words.
- While the Filters panel is closed, every picked category, tag, loader,
version or side stays in view as a chip with a cross that removes it,
then Clear filters (which keeps the sort).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Resolved the one conflict, in game/lan_particles.rs: test_hub keeps the
shared helper the vibration test needs, and its guests now carry main's
Joined.expected field and bind through NetConfig::loopback. The
sculk_vibration LAN check survives main's rewrite of tools/lan_e2e.py.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
Projectile.mayInteract asks mob_griefing for every owner that isn't a
player, and canBreakBlockInAdventureMode lets no non-player owner break
a block without can_break. An owner UUID that names a loaded armor
stand, boat or other non-mob entity was treated as no owner, so a
burning arrow lit TNT and campfires with mob_griefing off. The arrow now
asks the level for the UUID, as getOwner does.
Fixes#9999
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The shulker_menu check now keeps host and guest screenshots of the lid before and after the guest closes the menu, so a stuck lid is visible as well as asserted.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
Keep stale home memories while checking the current HOME POI before
counting a loaded bed claim as a village center. Preserve unavailable
claims and existing job/meeting paths.
Co-Authored-By: Codex <[email protected]>
From review of the previous commit, against vanilla:
- Enderman.canRandomlyTeleportTo refuses ground that holds water (a
waterlogged slab, leaves or roots).
- containsAnyLiquid and findBlocksIn scan the same closed range of cells.
- Both teleport sounds play at the feet (Entity.playSound).
- The game's sculk layer now hears GameEvent.TELEPORT from a mob.
- Enderman.hurtServer teleports inside every hurt, not only the rain's: the
fire, lava and block hurts of baseTick and a fall's, and a NoAI
enderman's, which never teleported. A lingering cloud's indirect_magic
draws the chance too; only a thrown potion skips it.
New mob AI scenarios: enderman_rain_waterlogged (red on the previous commit,
it landed on the slabs at tick 2) and enderman_rain_noai.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ServerPlayer.die posts entity_die at the player, and with a kill credit
awards killed_by for the killer's type. A creeper, sulfur cube or wither
whose own blast kills the player is still credited, as vanilla's player
dies inside the explosion: ExplosionSource carries the mob's type.
New lan_e2e check death-credit.
Fixes#9955
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01WZzq8LUjYucp4kaN6UfSg7
When the end portal frame ring is completed by placing the last eye of ender, vanilla destroys blocks in the 3x3 portal opening so that their drops and break effects occur instead of silently deleting them. Also awards minecraft:used for minecraft:ender_eye upon insertion into a frame.
Co-Authored-By: Antigravity <[email protected]>
Tested on Windows 11 with Smart App Control on (VerifiedAndReputablePolicyState
1): a build whose programs already ran before it was turned on still
succeeds, so refusing every build when the registry value is 1 stopped
builds that work. The check before the download is gone; a build that hits
os error 4551 still leads its error with what to do.
The message is translatable now, and says Windows also blocks some of the
toolchain's own programs (dlltool.exe was refused in a player's build), not
only the ones compiled on the computer.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Y255SLkXwxkdNVZnS8dNbf
Options > Mods' switch now reaches the trait mods' dispatch: the game skips
a turned-off mod's Hooks from the next call, on the server thread and in
the window, and turning it on again resumes it with no rebuild while it is
in the build. Registration at start is untouched, so its content stays
registered; RenderHooks keep drawing until a restart; mixin code still
checks native_on.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A content root is built per set of mods (.horizon-cache/mod-content/<stamp>),
so a running game keeps reading the root it was given while a switch
builds another; roots unused for a day are removed. Turning a mod on or
off in Options > Mods, or installing one from Browse Mods, applies at once
when the mod has only assets and data: the client reloads its resources,
then the server reloads its data packs as /reload does and resyncs its
players. A mod that adds blocks, items, mob effects, entity or menu types
or changes world generation keeps loading at start, and the Mods page
says to restart.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Options > Mods > Browse Mods lists the registry's content mods for this
game (the index the launcher reads), searchable by name, tag and category,
with a page per project: authors, licence, categories, description and
changelog, Install or Update, its switch once installed, and its page on
the website. An install is checked as the launcher's (size, SHA-256,
signature, manifest against the index) and recorded in mod-browser.json,
so the launcher lists, updates and removes it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
What content mods can switch live (assets and data), what needs a world
reload (registries, worldgen), the in-game mod browser, and the native
fast path: every installed native mod built in and switched at run time,
with the dylib and wasm paths left to arismoko's fork.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
In vanilla (\LivingEntity.tick\), a passenger's body yaw matches its vehicle's rotation
(or living body yaw), clamped to keep head yaw within [-85°, 85°], and does not update
limb swing / walk distance from vehicle motion.
Furthermore, \Minecraft.handleKeybinds\ blocks opening the inventory (\keyInventory\)
while in a portal transition (\handlePortalTransitionEffect\), preventing repeatedly
reopening the inventory screen while standing in nether portals.
- Compute ridden vehicle yaw for boats, minecarts, mobs, and cushions in \perspective.rs\.
- Align rider body yaw to vehicle rotation, clamped to [-85°, 85°] of head yaw.
- Disable walk distance accumulation when riding so the player model does not swing limbs.
- Guard \KeyCode::KeyE\ in \game.rs\ and \
emote.rs\ when in portal transition.
Co-Authored-By: Antigravity <[email protected]>
Enderman.teleport is LivingEntity.randomTeleport(x, y, z, true,
#enderman_does_not_teleport_to). Horizon took the first full-collision
block as the ground and landed on top of it, checked water only at the
eyes and lava only at the feet, and never looked at the tag, so endermen
teleported onto magma, into fire, sweet berry bushes and wither roses.
Now, as vanilla: the ground is the first #entities_can_teleport_to block
below the spot, and the enderman lands at the spot's height less the blocks
it went down. The ground and every block in the new box must not be in
#enderman_does_not_teleport_to, and the box must hold no liquid. The
motion is kept (Entity.teleportTo -> snapTo), both teleport sounds play at
the new spot, and GameEvent.TELEPORT goes out from the old one.
The new rain scenarios also showed when the water's hurt comes. It is the
end of LivingEntity.aiStep, after pushEntities, with or without AI, not
baseTick. Enderman.hurtServer draws its 1 in 10 teleport chance after
super.hurtServer (its hurt sound's pitch first), also when the hurt
cooldown refused the damage, and teleports at once. Horizon instead forced
a teleport in rain without the draw, one tick late.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The configuration screen's Settings tab (RealmsSettingsTab): the world's name and
description fields (the click moves the caret between them), the region preference line
and its Region Preference button, and the open/close toggle moved here from the footer
(vanilla keeps it on this tab). Leaving the tab — switching tabs or Back/Escape — saves
the changed name, description and preference through RealmsClient.updateConfiguration
(POST worlds/{id}/configuration with RealmsConfigurationDto's JSON: the active slot, its
settings, the preference and the description).
RealmsPreferredRegionSelectionScreen: the automatic choices and every manual region, a
click selects, Done writes the choice back to the tab and Cancel drops it.
RealmsClient gains getPreferredRegionSelections (GET regions/preferredRegions) and
updateConfiguration; RealmServer reads regionSelectionPreference; RegionSelectionPreferenceDto,
RegionDataDto and RealmSetting serialization join the DTOs.
The tier's render/simulation distance options and the region quality icons are the next
PRs (the icons need sprites the GUI atlas does not carry yet); the region rows say their
name for now.
Co-Authored-By: ZCode <[email protected]>
"Keep channels for UI sounds: Off", "Scroll wheel changes settings: Off"
and "Other players' cosmetics: Hidden" ran past their half-width
buttons and slid back and forth. Extras and PvP & HUD now measure each
item's label, with its first values, in the screen's font when the page
is drawn; one wider than a half-width button holds gets the whole row.
It works in every language, with no caption shortened.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Ludovic (2026-11-05): the shop is on the site only; the launcher has the
Wardrobe and a link to the site. The Wardrobe already had no prices,
product lists or checkout; its "Open the shop" button becomes one plain
secondary button, "Get more cosmetics on playhorizon.dev", opening
https://playhorizon.dev/shop, by the title or, for an account that owns
nothing yet, in the empty state. Translated in all 86 languages.
Kept: what you own, equip and unequip, the preview, the purchase history
and the founder set's "Claim for free" where Paddle doesn't sell (the
site sends those players to the Wardrobe: only the launcher can prove
the account with Mojang).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A crown's star on the head slot or an orrery on the back slot crossed the
wearer's name tag, which vanilla draws at a fixed height. Each item now
knows its top (Item:🔝 pixels above the model's neck with the bones at
rest, animations included), found in Item::parse with the reach check.
When the tallest item drawn on a player passes the tag's lowest pixel,
the whole tag (Horizon's mark and the badge row included) goes up to one
text pixel over it.
Players with no tall item, and anyone whose items aren't drawn (others'
cosmetics on Name tags only or Hidden, My cosmetics hidden, a helmet over
a hat), keep vanilla's height exactly: the lift is never added then.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A client mod hears each client tick of the window, at the top and the
end of vanilla's Minecraft.tick: native_client_tick_pre() before any of
the tick's work, native_client_tick_post() once the world's tick, the
chat queue, music and sounds are done. They fire 20 times a second on
the title screen, while paused and in a world alike, as vanilla's tick
runs, and never on a server (single player's ticks on its own thread).
The fragment labels them ClientTickEvent.Pre / .Post, client, not
cancellable.
Checked in game with horizon-ctl and a local probe mod: about 20 calls
a second of each, always paired, on the title screen, in a creative
world and under the pause menu.
Fixes#9971
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The landing's raw write is applied before the game finishes it: the game
now asks the hook there, and a cancel puts the previous block back and
skips the neighbour updates and the level events. The crop above trampled
farmland stays, because breaking it is the neighbour update and not a
write of its own.
`FallEvent::Write` carries the block it replaced, so the game has
something to put back. A guest's landing is asked with that guest's UUID.
A player's landing tramples farmland into dirt and breaks turtle eggs with
no hook a server mod can cancel, so a land-claims mod cannot stop a guest
from trampling inside a claim (#9036, #9873 item 3).
`native_entity_change_block_v2` is asked with the player whose landing it
was, the position and both block names, and can cancel the change. It is
additive: `native_entity_change_block` keeps its signature and firing point.
PrimedTnt.addAdditionalSaveData stores the igniter as an `owner` UUID
(EntityReference.store) and getOwner resolves it against the level when
asked. tnt_to_nbt now writes the live owner's UUID (a guest, the host
player or a mob), and a loaded TNT looks its saved owner up when it
explodes, so the blast is credited to the player or mob that lit it after
a reload, a portal trip or a chunk unload. An owner that is not online
keeps its UUID through the raw compound.
Fixes#9951
Co-Authored-By: Claude Opus 5.5 <[email protected]>
38 entries still held their English text (the modpack coverage reasons, Performance mode, the
Vulkan fallback notice and a few command-line hints). 15 entries said tu while the other ~110
said vous, sometimes side by side on one page; they now say vous, as the game's own French
table does. Names that read the same in French (Mods, Console, Nightly, Snapshots...) stay.
`horizon-port-pack events <jar or folder>` reads class files for the
NeoForge events a mod listens to (an @SubscribeEvent method's parameter,
a method reference or lambda that takes one event) and the Capabilities
fields it reads, and looks each name up in native-hooks.json's `neoforge`
labels: a hook, another phase's hook, a hook whose label says why it
isn't quite one, or none. Over a folder of jars it ranks the names by
how many mods use them. Names NeoForge changed after 1.21.1 are looked
up under their new ones. It reads names, never code.
On ATM10's 498 jars it takes 8 s: 416 of 497 mods use 326 names, 6,616
uses in all. Main's catalog has a hook for 23% of them, and 43% with
#9924's labels. The top gameplay gaps are ClientTickEvent (95 and 46
mods), RenderLevelStageEvent (81) and ClientPlayerNetworkEvent (53, 35).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
#9859 adds a drop_offset caller (the dispensed dragon); keeping the
existing signature lets both land in either order.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
EntityType.create draws the wrapped spawn yaw and Mob.finalizeSpawn the
follow-range triangle and the left-handed roll from the level random;
the dragon seeds its own random (Entity.random), not from the level one.
test_spawn_egg_fluid_parity gains the dragon egg used on a block.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A vanilla list keeps the wheel: AbstractContainerWidget inherits
AbstractScrollArea.mouseScrolled, which scrolls and never reaches the rows, so
CycleButton.mouseScrolled only runs for a button outside a list. Horizon stepped
the row under the cursor, so scrolling a long page changed options.
"Scroll wheel changes settings" keeps that behaviour as an opt-in extra, off by
default. Its saved key is new because the old one was written as true by every
install, and its tooltip has a new key because other languages said "as in
vanilla"; they fall back to English until translated.
Fixes#9633
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A scan of ATM10's 491 mods for their NeoForge event listeners (#9921)
showed nine unlabelled hooks behind events many of them use:
RegisterCommandsEvent (95 mods), ItemTooltipEvent (74), the item and
fluid block capabilities (129, 88), RenderHighlightEvent.Block (41),
ServerStartedEvent / ServerStoppedEvent (48, 41), LivingDropsEvent (36),
LivingKnockBackEvent and ExplosionEvent.Detonate. Each label comes from
the hook's own doc comment and firing point; `cancellable` matches its
mod_api contract, and block_highlight keeps the side and cancellable it
already had.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
VibrationSystem.Ticker.trySelectAndScheduleVibration sends one vibration particle to every player within 32 blocks; the check asserts both the host's window and a LAN guest make it (#8615).
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
Now that the golem keeps its anger target through updatePersistentAnger:
NeutralMob.playerDied ends anger at the dying player even once the golem
lost sight of them; the save writes the anger target, not the current
target; and anger at a mob is written with that mob's UUID and read back
as anger at a mob, so a reloaded golem that was fighting a monster is not
isAngryAtAllPlayers under universal_anger. A calm mob no longer keeps a
loaded angry_at in its save.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`transmuteCopyIgnoreEmpty`: at 18 + 7 of 25 the carrot on a stick becomes
a fishing rod that kept its custom name and starts whole, where the old
path wrote a fresh plain rod. Wear that Unbreaking took away (0) breaks
nothing, and a stack with no durability never breaks.
`FoodOnAStickItem.use` wears the stick with
`ItemStack.hurtAndConvertOnBreak`, which runs `hurtAndBreak` - and
`hurtAndBreak` asks `processDurabilityChange` first, so Unbreaking has its
say before any damage lands.
`use_steering_stick` added the whole 7 (carrot on a stick) or 1 (warped
fungus on a stick) straight onto `stack.damage`, so an Unbreaking stick
lasted exactly as long as a plain one, and it never reached the mods'
item-damaged hook.
A mod tank can now refuse a fluid through native_block_entity_accepts_fluid (NeoForge's IFluidHandler.isFluidValid). The server asks it before filling a tank in both insert passes and before native_move_fluids counts a tank's room; every tank accepts every fluid unless a mod cancels. A water tank can take no create:chocolate, and a removed mod leaves no fluid id it cannot use behind.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
The row pointed at the geometry and carried the missing rule as a gap;
the grid now goes through `item_tooltip::bundle_tooltip`, which asks
`TooltipDisplay::shows("minecraft:bundle_contents")` before the layout.
A registry project's page said "0 followers": followers are Modrinth's,
and the registry has none. Its creators collect stars on their GitHub
repository instead, so the index gets `projects[].stars` (the source
repository's stars, which horizon-mods' publish job reads every hour, as
it adds `downloads`; absent when 0, the schema unchanged) and the page
shows "{count} stars on GitHub" there, with a "Star on GitHub" button
beside "Sign in with GitHub to rate" that opens the repository, where
the player stars it. No sign-in or permission is added.
`browser::horizon::github_repo` reads the repository from `source` (a
folder of it, `.git`, a query or an anchor are the same repository;
another host or a name GitHub doesn't allow gets no button). A project's
details now go to the page as the `Arc` it keeps them in, so the larger
`Details` doesn't make `Loaded` a large enum. Both strings are in every
language's table.
Fixes#9929
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`BundleItem.getTooltipImage` returns nothing when the stack's
`minecraft:tooltip_display` hides `minecraft:bundle_contents`, so a
bundle given with `hide_tooltip` or with that component hidden drew no
grid. Horizon drew the grid for every bundle, and the tooltip box grew to
hold it.
`item_tooltip::bundle_tooltip` asks the display first and then defers to
`bundle::tooltip_layout`; the tooltip draw uses it for the height probe
and for the draw alike.
A Resolution Scale leaves the pack's picture smaller than the window. Its final pass drew at the window's size, so a shader using gl_FragCoord as texel coordinates (Photon's final) only filled a quarter of the screen. Draw final at the picture's size into an offscreen texture and copy it once to the window with a screen-row fullscreen pass; the no-pack path and same-size output are unchanged.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
IronGolem.doHurtTarget throws the target up only when the hit lands, by
0.4f * max(0, 1 - knockback resistance); Horizon threw everything it swung
at by 0.4. The hit and the toss are one event now, like the warden's
sonic boom.
IronGolem.aiStep ends in NeutralMob.updatePersistentAnger(level, true), the
same as a wolf's: every tick it holds a target, a monster too, the anger
timer restarts with a draw of the golem's random. Horizon only angered it at
a player who hit it, so a golem going after a monster drifted from vanilla's
random within a few ticks. The golem now uses the wolf's port, and its
player target goal asks isAngryAt.
LivingEntity.aiStep still drops motion below 0.003 and runs pushEntities
without AI; Horizon's NoAI branch skipped both, which the new mob AI
scenarios (a golem fighting a NoAI zombie, ravager and warden) showed.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Run neighbor-shape updates on the authoritative level before the existing eligibility checks, and clear the verified carrier after the handled placement.
Co-Authored-By: Codex <[email protected]>
A guest's use raised its opener count twice: open_menu counted the block entity's startOpen, then lan_open_container counted it again once the menu was sent. Closing lowered it once, to one, so stopOpen never ran and the lid stayed open with its raised collision (#9500).
The guest open path now relies on the count open_menu already made; the harness keeps the lid open and closed checks for both host and guest.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
The tick cases' stand-in world stopped at y 32..96 and x/z -32..31, one block
short of every sample the loop takes and of the neighbours those samples read,
so a block at the edge compared air against the oracle's unending world: that
is where the beehive, the redstone ore and the pointed dripstone differences
came from. Fill the whole box plus a block either way, let a case name the
floor below y = 64, hand the loop the state's own fluid (a waterlogged block
has a water source, which it ticks and drips) and bind the client jar's block
tags in the oracle the way a datapack load does, which a bare bootstrap leaves
empty. Then add the families that read a neighbour, a shape or their own fluid:
dried ghast over soul sand, soul soil, stone and air; hives and a nest embedded
and hanging; a lit redstone ore and a deepslate one embedded and over air; and
stalactite tips over stone and water. 2,097 cases and 456,747 output lines
become 2,187 and 462,718.
BeehiveBlock.animateTick is a `for (i = 0; i < random.nextInt(1) + 1; i++)`
loop, so the bound is drawn again on the check that ends it: a hive always
spends two nextInt(1) draws around its single trySpawnDripParticles attempt.
Horizon hoisted the bound out of the loop and spent one, which left the level
random a draw ahead of vanilla from the first hive the ambient loop touched:
every particle after it moved, and the honey drip of a hive hanging over air
came out at the wrong column.
The corpus had no wither rose case at all. Add a world that is all wither rose,
run the whole ClientLevel.animateTick loop over it and compare every smoke puff
by exact position bits in call order: twenty-seven cases, three seeds and
twenty-four at random ones. The probe now supplies the flower's per-column model
offset the way the client's mesh tables do (a case without it would compare a
shape the game never shows). 2,070 cases and 402,440 output lines become 2,097
and 456,747.
WitherRoseBlock.animateTick reads its centre off getShape(state, level, pos,
CollisionContext.empty()), a flower's own box whose bounds centre is 0.5/0.5
before the block's per-column model offset. AnimateContext::shape_y answers with
the collision shape, which is empty for every flower, so the centre came out as
0 and the whole smoke column sat half a block towards the block's north-west
corner. Take the centre from the pick shape's boxes (BlockFacts::outline) and
keep the model offset on top of it.
The hooks that came before docs/native-hooks-neoforge.md had no
`neoforge`, `side` or `cancellable` keys, though NeoForge mods listen to
their events most: server and level ticks, block and item clicks,
attacks, joins, chunk loads, logins. Each value comes from the hook's
own doc comment or the vanilla method the proposal's table names, and
`cancellable` matches the hook's mod_api contract. Metadata only: no
name, signature or call site changes.
The proposal's status, its next-hooks table (most of it has landed)
and its capabilities and rollout notes now match main.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Surface.color's "0..1" stays in the 0.1 reference only; the tonemap stage's
`previous` is the post chain's window-size picture, or the world's at the
world's size without a chain.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Step 2 of docs/design/hdr-linear-light.md in horizon-shader-api. The line is a
value (`Api`), and `check` and `horizon-shader` serve 0.1 and 0.2. Under 0.2
the preludes and entries decode colours at the stage boundary (a 2.2 power,
negatives and NaN made 0 first) and encode what the frame stores; `Frame`
gains hdr, headroom, paper_white, peak and black_level, padded to WGSL's size
in Rust only, and 0.1's prelude still declares only its 49 fields. A
`[tonemap]` stage and `[frame] blend` are 0.2-only manifest keys.
0.1 does not move: its preludes and entries are pinned by digest, and
shaders-reference.md is unchanged; 0.2 has shaders-reference-0.2.md. The game
refuses 0.2 packs and `blend = "linear"`, and the registry refuses 0.2, each
with a message saying why.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
An icon-only button recorded nothing, so the pad could not reach the pause
menu's Report Bugs, Feedback and Player Reporting icons, or Realms' icons. An
active button with an empty label is now a focus target. So are the
Multiplayer warning's "Do not show again" box and Optimize World's Erase
Cached Data box, which A now ticks.
tools/pad_menu_e2e.py gains every_screen_has_targets, which walks the title's
submenus and every options page and fails on a focus screen with no targets.
Replay Studio is allowlisted because it registers nothing yet. New pause_icon
and erase_checkbox cases press the new targets. The pause menu now has
unlabelled widgets, so splitscreen_e2e's setup scenario reads labels with get.
controller_settings_pad's check for a Navigation page now matches exactly: it
tripped on the General page's Navigation Repeat rows.
docs/controllers.md no longer says every rectangle registers itself or that
both modes reach every screen.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The world's depth was bound as a depth texture and read with textureLoad, which naga's GLSL backend cannot emit, so TAA, the depth blit and the shader depth test failed to build on OpenGL. Bind those views as unfilterable float textures instead: wgpu accepts a depth view there, and textureLoad returns the same depth texel on every backend (Vulkan, DX12, Metal, GL).
The shader translation test now fails on any shader the GL backend runs that cannot translate, and pins fs_taa and fs_blit; the HUD's glint, which fails for an unrelated two-samplers-per-image naga limit, is the one allowed exception.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
MultiPlayerGameMode.interact sends EntityHitResult.getLocation() minus
entity.position() in every ServerboundInteractPacket. Horizon sent a
fixed [0.0, 1.0, 0.0] for mobs, a point in their middle: armour stands,
saddles, leashes and anything else that reads the click carried
interactAt to the wrong place, unlike vanilla, and a server's reach or
ghost-hand checks saw clicks that vanilla never makes.
mob_hit and the spear's attack_range pick now return the point along
the view ray where the mob's box was met, measured from its feet, and
every caller destructures the third element. A regression test checks
the packet's point against the ray.
ServerGamePacketListenerImpl.handleInteract fires the trigger with the
held stack as it was before the interaction whenever an item interaction
succeeds. NameTagItem.interactLivingEntity and DyeItem.interactLivingEntity
both succeed, but interact_mob returned after name_mob and after the sheep
dye before reaching the shared trigger call.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
A location predicate whose `structures` named a tag
(`#minecraft:shipwreck`, or a data pack's own `#pack:village`) never
matched: the predicates' tag lookup had no `worldgen/structure` case and
the world's pack tags didn't hold that registry. The world's tables now
load the structure tags with the packs' over the game's own, like the
entity type, biome and damage type tags, and a world without packs
reads the game's own structure tags (loaded once).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
Consumable.onConsume awards the item's used statistic and fires the
consume_item trigger for a server player before the consumable's listeners
run and the stack shrinks. A potion and an ominous bottle finish through
finish_drinking, which did neither; food, honey bottles and milk go
through finish_consuming, which already does both.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
Windows 11's Smart App Control lets only signed programs run, and a native
build runs programs it has just compiled (build scripts, horizon-mixins, the
game), so every build failed with os error 4551 and an opaque cargo error.
The launcher now checks Smart App Control before downloading anything
(VerifiedAndReputablePolicyState 1) and says how to turn it off; a build
that hits os error 4551 anyway leads its error with the same explanation.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Y255SPgcPcs89pQpqu1eES
A command run by a data pack function printed its query result in the
chat: `time query`, `seed`, `gamerule <rule>`, `difficulty`,
`experience query`, `list` and `help` wrote a system message directly,
past the silent source a function runs with. They now take
`feedback_unbroadcast` (`CommandSourceStack.sendSuccess` without the
broadcast to operators, as TimeCommand, SeedCommand, GameRuleCommand,
DifficultyCommand, ExperienceCommand, ListPlayersCommand and
HelpCommand send them): a silent source says nothing, a command block
keeps the line as its last output, and `send_command_feedback` off hides
it from a player. The returned value still reaches `execute store`.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UE3PMKbnTcxfBSeT5uQWCK
Each player-* request writes one log line with what became of it: INFO
and what it did, or WARN and the reason it was refused. The line names
the player and, for the export, the import, the confirm, the release and
a named drop, the hand-over id, so the lines of one hand-over can be
found on both servers. The record and the request's body are never
written.
docs/server.md gives a hand-over in order, with the ids, the commit
point and what undoes itself, and the log lines.
tools/server_transfer_e2e.py runs a whole hand-over between two
dedicated servers over their real control sockets: two engines with
[transfer] on and Velocity forwarding, a small relay per engine that
answers the forwarding request as a proxy does, and horizon-bots
clients. It follows the documented order step by step, checks the
target's player file is on disk when the confirm answers and that the
source writes nothing for a player moved away, then aborts a hand-over
back and checks the player plays on.
Refs #7484
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The request may name where the player arrives, over the record's
compound: `position`, `rotation`, `on_ground` and, now that #8693 keeps
a guest's motion, `velocity`. They belong to the `position` part. The
pitch is taken as Entity.setXRot takes it (modulo a turn, then cut to
+-90) and the yaw as it is; a velocity component over 10 blocks a tick
is taken as 0, as Entity.load takes a saved Motion. A position must be
within the same bounds as the record's own (Entity.load's clamp:
30,000,512 on x and z, 20,000,000 on y), and a rotation or velocity must
be finite numbers.
When the import moves the player to another chunk than the one its view
was built around, the view moves at once: the chunk centre is sent
before the position to confirm, and the chunks out of reach are
forgotten. The reply says so with "recentered".
Refs #7484
Co-Authored-By: Claude Opus 5.5 <[email protected]>
#9829 made the join and leave lines name a player as Player.getDisplayName
does (its team's format and its nickname). place_arrival, which announces
a player placed by player-import or player-confirm, still used the plain
name; it now uses player_display_name too, so an arrival is announced as
a login is.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
martipops's second review of #8730.
The commit point now covers the three files and a power loss: the
player file, advancements and statistics are each written to a new
file, synced, then renamed into place, and the folder is synced on Unix
(save::write_durable, write_dat_durable). Each write returns its error,
and the player stays held and imported when one fails. Ordinary saves
are unchanged.
A retry of `player-import` or `player-confirm` after the commit, whose
reply was lost, names the hand-over of a player already placed from it:
it is answered ok, placed, with `"retried": true`, and nothing is done
again. Another hand-over's id is still refused.
The record's health is refused over 1024 and its absorption over 2048
(max_health and max_absorption), its food exhaustion over 40
(FoodData.addExhaustion) and an effect amplifier outside 0 to 255, as
26.3's bytecode bounds them. A stack's count needs no check:
item_from_nbt already takes one outside ItemStack's 1 to 99 as 1.
docs/server.md says what a proxy does when `moved` is refused after the
commit (the freeze ran out, or an operator's /kill), and that it
confirms only while the export's `freeze_ticks_left` leaves it time.
Refs #7484
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`player-import <uuid> <json>` applies a hand-over's record (from
`player-export <uuid> freeze`) to the held player on the target, whole or
in parts, and tells its client what changed. Unless the request says
`"place": false`, it then places the player as `player-confirm <uuid>
<hand-over>` does.
Placing is the hand-over's commit point: the player file, advancements
and statistics are written to disk synchronously, then the player is
placed, and only then does the reply say ok. A proxy releases the
source after that reply, so a crash of the target no longer leaves the
only current copy in memory. If the file cannot be written the player
stays held and imported.
The record's hand-over id is bound to the held player at the import: a
record without one (an export without freeze) is refused, a retry of the
same record is taken and another hand-over's is not. `player-confirm`
names it, and `player-drop <uuid> [hand-over]` may: a named drop must
name the imported record's. A held player that is leaving (dropped or
kicked, its connection not closed yet) can be neither imported nor
confirmed.
The import reads the whole compound as a file load does: the keys
Horizon does not model, the mods' attachments (given to the game's own
map) and the body's values. The body follows the parts: fall and motion
with `position` (with the saved vehicle), air, fire, freezing and food
exhaustion and timer with `health`. Values no player can have are
refused before anything changes: a position, rotation, motion, health,
absorption, saturation, experience progress or fall that is not a
number, a position past vanilla's clamp, a health of zero or less.
The client is sent the effects the import removed and the recipe book
it brought. Every player gets the arrival's list entry, since every
player is shown its entity; `announce` is the join line only. At
confirm the client is sent its position and inventory again, since what
it did since the import was not acted on.
The control endpoint refuses a request line longer than 16 MiB, which
the game would otherwise read and parse between two ticks.
Refs #7484
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The config reply pinned by api-v1-config.json lists [transfer] with its
defaults; this PR adds max_hold_seconds (60 by default), so the golden
lists it too.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A login that used up a proxy's expectation (player-expect, taken as the
login starts) is held on the target server: it gets the whole join
sequence and the level around it, and its acknowledgements are handled,
but it is not placed. No join message, no list entry for the others, not
among the entities they are shown, not simulated, and nothing else it
sends is acted on. The world is loaded around a held player as around a
placed one. The log says "<name> is held: it arrives from another
server".
A held player nobody takes over is dropped after [transfer]'s
max_hold_seconds (60 by default, 1200 ticks), with one warning: a player
already kicked or dropped, whose connection is slow to close, is not
kicked again on every tick. horizon-server passes the setting with the
others.
A held player keeps a true picture of the others while it waits: a
player who joins meanwhile is added to its list, and one who leaves is
removed from it with its entity, or its client would drop the entity of
a player it has no entry for.
`player-drop <uuid>` forgets the player's expectation and disconnects
the held player without a save or a word to anyone. player-export
refuses a held player. Placing it is the import's work, next.
Refs #7484
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Route Ender Dragon spawn eggs through the dedicated dragon entity implementation for hand and dispenser spawns.
Fixes#9799
Co-Authored-By: Codex (GPT-5.6) <[email protected]>
HangingEntityItem, ArmorStandItem, EndCrystalItem and MinecartItem post
ENTITY_PLACE where vanilla does; an ender chest's first opener posts
CONTAINER_OPEN (ContainerOpenersCounter.incrementOpeners).
On the same paths: each counts ItemStack.useOn's used statistic; a
painting or frame that can't hang there is CONSUME (counted) or FAIL as
in vanilla; paintings pick their variant and placed crystals their time
with their own random, not the level's; a placed armor stand falls onto
what is under it (EntityType.getYOffset with movedUp) after drawing
create's spawn yaw from the level random.
use_item_on gains placement cases (4800/4800; 4474/4800 without these
gameplay changes). The oracle's stand-in level gets hasEntities; the
fixture clears and prints crystals, paintings and frames.
Part of #9776
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01WZzq8LUjYucp4kaN6UfSg7
Retain template patch presence so explicit removals and zero-valued
components override the input without losing inherited data. Preserve
transient map postprocessing through assembly and add powered-crafter
and resource-free regression coverage.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
The row described it as missing because the prediction only restored the block.
It is game/remote.rs::Game::block_meets_player now, and end_predictions acts on
the answer.
Entity.isColliding on a full block at the player's feet meets a 0.6 x 1.8 box
standing in it, and a block above its head, the one beside it or an empty shape
does not. The snap takes the remembered position while the teleport guard allows
it, and nothing when the block came back clear of the player or the player was
teleported at the same sequence.
ClientLevel.syncBlockState is what BlockStatePredictionHandler.endPredictionsUpTo
calls once the server acknowledges a sequence: when the block takes a state it
did not have, the level restores it, and then, if the prediction remembered a
player position and the player was not teleported since
(lastTeleportSequence < sequence), it asks Entity.isColliding(pos, state) -- the
state's own collision shape at the player's pose against the player's box -- and
calls Player.absSnapTo with the remembered point when they meet.
Horizon's end_predictions restored the block and stopped there, so a break the
server refused under the player, or a placement it pulled back, left the player
standing inside it until its own physics pushed it out.
A prediction now remembers what vanilla's ServerVerifiedState does -- the
sequence, the state the server last gave the block, and the player's position
when the change was first predicted -- and keeps all three through a
retainKnownServerState that only bumps the sequence. end_predictions restores the
block, tests the shape against the player and snaps to the remembered point when
the guard allows it. remote_teleport takes BlockStatePredictionHandler.onTeleport,
so a prediction made before a teleport keeps its block but not its snap.
2026-11-04 16:07:37 +00:00
1101 changed files with 89946 additions and 8768 deletions
@@ -34,7 +34,10 @@ Feature → files → harness for the most-changed areas: [docs/architecture.md]
- Contributors first: `gh pr list --state open --search <area>` before you start; never duplicate theirs.
- **No hardcoded user-facing strings.** Keep UI translation-ready from the start. In the launcher (`launcher/`), wrap visible text with `tr("...")` or `trf("... {arg} ...", &[("arg", &val)])` from `crate::i18n` instead of raw string literals or `format!`. In the game, use translation keys (`Text::tr`, `lang::get`), never hardcoded English strings.
- **Claim before you start**: comment `/claim` on the issue (no issue yet: open one, then claim it). An assigned
issue is taken: pick another. `/unclaim` when you stop; a claim with no open PR linking it is released after 5 days.
issue is taken, and so is one labelled `in progress` (claimed on Discord): pick another. `/unclaim` when you stop;
a claim with no open PR linking it is released after 5 days. The issues free to claim, without reading threads:
- **Controllers reach what registers.** Draw controls with a registering helper (`ui::button`, `settings_shell::foot_button`); `graphics_style::button` and `screen_draw::button` only paint, and registering one part of a screen ends its crosshair, so register all of it.
Minecraft: Java Edition 26.3, rewritten in Rust. Same worlds, same rules, same terrain, checked against the Java game by more than 300 differential harnesses. Free, open source and unofficial.
**Minecraft: Java Edition 26.3, rewritten in Rust.** Your worlds, the same rules and the same terrain as the Java game, checked against it by hundreds of differential tests, in one native program with no Java. Free, open source (MIT) and unofficial: you play it with your own copy of Java Edition.
> Not an official Minecraft product, nor approved by or associated with Mojang or Microsoft. Horizon contains no Minecraft code, assets or data: you need your own copy of Java Edition 26.3.
## Download
Get **the Horizon launcher** from [playhorizon.dev](https://playhorizon.dev) or [the launcher releases](https://github.com/horizon-rust/horizon/releases?q=launcher&expanded=true) (Linux x86-64, macOS on Apple Silicon, macOS on Intel from the next Nightly, Windows x64). It installs and updates the game, prepares its files from your copy of Minecraft, and updates itself.
**You need** a Microsoft account that owns Java Edition ([why](docs/microsoft-account.md)) and a GPU with Vulkan or OpenGL 3.3 (Linux), Vulkan or DirectX 12 (Windows), or a Mac (Apple Silicon, or Intel from the next Nightly). An existing Minecraft install (official launcher, Prism, MultiMC...) is reused; without one, Play downloads 26.3 from Mojang for your account. Step by step: [Install and first launch](https://playhorizon.dev/docs/install).
<table>
<tr>
<td width="50%"><img src="docs/media/launcher-play.webp" alt="The launcher's Home page: the selected instance ready to play, the version picker, Join a friend and the instance's tabs"></td>
<td width="50%"><img src="docs/media/launcher-settings.webp" alt="The launcher's Settings page: Microsoft account, offline name, updates, appearance and accent colour"></td>
</tr>
</table>
<p align="center">
<img src="docs/media/readme/valley.webp" alt="A river valley with a plains village, savanna hills and a cherry grove, seen from above with a long view distance" width="100%">
</p>
## What works today
- **The game:** vanilla world generation, mobs, villagers, raids, redstone, every command, the HUD and the recipe book, on vanilla saves. Worlds from 1.8 to 26.2 are upgraded. [Status](#project-status).
- **Extras:** new menus, graphics presets, distant terrain up to 1024 chunks, controllers, zoom, minimap and more, off by default where they change the vanilla look. [Settings](https://playhorizon.dev/docs/settings).
- **Packs:** resource packs, and data packs with functions, predicates, item modifiers and world generation.
- **Multiplayer:** invite friends with a code, Open to LAN, join servers (online mode included). [Multiplayer](https://playhorizon.dev/docs/multiplayer).
- **Mods:** content mods (blocks, items, data) and native Rust mods, built by the launcher with nothing to install. Java mod jars do not run. [Mods](https://playhorizon.dev/docs/mods).
Everything below is in the current release.
In the Rust client, with vanilla assets and no mods or shaders:
- **The game.** Survival, creative, hardcore and spectator; vanilla world generation in all three dimensions, mobs, villagers, raids, redstone, every command, the HUD and the recipe book. Vanilla saves open as they are, and worlds from 1.8 to 26.2 are upgraded.
- **Multiplayer.** Join vanilla and Horizon servers (online mode included), open a world to LAN, or invite friends with a code from the launcher's Home page.
- **Graphics.** Distant terrain up to 1,024 chunks, graphics presets, HDR and controllers, all off by default where they would change the vanilla look ([settings](https://playhorizon.dev/docs/settings)).
- **Packs.** Resource packs, data packs and shader packs ([below](#mods-and-shader-packs)).
- **Mods.** Content mods and native Rust mods, installed from the launcher ([below](#mods-and-shader-packs)).
- **Servers.** Host one from the launcher, or run `horizon-server` on a VPS ([below](#host-a-server)).
- **The launcher.** It installs and updates the game, prepares its files from your copy of Minecraft, and updates itself.
<table>
<tr>
<td colspan="2"><img src="docs/media/sunset.webp" alt="Sunset over a savanna river valley and a plains village"></td>
<td width="50%"><img src="docs/media/readme/sunset.webp" alt="Sunset behind a cherry grove on a hill, with a river below"></td>
<td width="50%"><img src="docs/media/readme/nether.webp" alt="A crimson forest in the Nether, with a piglin among the fungi"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/survival.webp" alt="Survival at dusk: a zombie walks up, with the hotbar, health, hunger and experience"></td>
<td width="50%"><img src="docs/media/settings.webp" alt="Vanilla's Video Settings screen with Horizon's own buttons at the top: Horizon Graphics and Advanced Graphics"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/village.webp" alt="A plains village among savanna hills, with farms, villagers and an iron golem"></td>
<td width="50%"><img src="docs/media/nether.webp" alt="A crimson forest in the Nether with a zombified piglin"></td>
<td width="50%"><img src="docs/media/readme/survival.webp" alt="Survival in a village square: two villagers, flowers, the hotbar, health and hunger"></td>
<td width="50%"><img src="docs/media/readme/multiplayer.webp" alt="Two players in a LAN world: the other player's name tag and the player list"></td>
</tr>
</table>
<sub>Nightly 2026-11-05 on a Mac mini (Apple M4 Pro, Metal): vanilla's textures, no mods or shader packs, render distance 32 with distant terrain on.</sub>
## Download
Get **the Horizon launcher** from [playhorizon.dev](https://playhorizon.dev), or from [the launcher releases](https://github.com/horizon-rust/horizon/releases?q=launcher&expanded=true):
| Platform | File | Needs |
| --- | --- | --- |
| Windows x64 | `horizon-launcher-setup.exe` | Windows 10 or 11, a GPU with Vulkan or DirectX 12 |
| Windows on Arm | `horizon-launcher-setup-arm64.exe` | Windows 11 on Arm |
| macOS, Apple Silicon | `horizon-launcher-macos-arm64.dmg` | macOS 12 or later |
| macOS, Intel | `horizon-launcher-macos-x64.dmg` | macOS 12 or later |
| Linux x86-64 | `horizon-launcher-linux-x86_64.AppImage` or `.tar.gz` | a glibc distribution, X11 or Wayland, a GPU with Vulkan or OpenGL 3.3 |
**You also need a Microsoft account that owns Minecraft: Java Edition.** You sign in with it in the launcher, which plays only with an account that owns the game ([why](docs/microsoft-account.md)). Horizon contains no Minecraft code or assets: an existing install (official launcher, Prism, MultiMC...) is reused, and without one the launcher downloads 26.3 from Mojang for your account. Step by step: [Install and first launch](https://playhorizon.dev/docs/install).
<table>
<tr>
<td width="50%"><img src="docs/media/readme/launcher-home.webp" alt="The launcher's Home page: the Horizon instance, Play, the version picker, the friend invite field, screenshots and the patch log"></td>
<td width="50%"><img src="docs/media/readme/launcher-mods.webp" alt="The launcher's Mods page: Horizon's mod registry with Zoom selected, and tabs for modpacks, resource packs, shader packs and data packs"></td>
</tr>
</table>
## Mods and shader packs
- **Content mods** (`.hmod`): blocks, items, recipes, loot, models and textures, with no code.
- **Native mods** (`.hnmod`): Rust that the launcher compiles into the game for you, with nothing to install.
- **Java mods** (Fabric, NeoForge, Forge) don't run: Horizon has no Java. The launcher carries over the data and assets inside their jars, and imports modpacks (`.mrpack`, CurseForge zips, Prism instances) the same way ([modpacks](https://playhorizon.dev/docs/modpacks)).
- **Shader packs**: Iris/OptiFine-format packs (`shaders/` folders) and Horizon's own WGSL packs, under Video Settings → Shader Packs ([pack format](docs/shaders.md)).
Mods are off by default: a fresh install plays exactly like vanilla 26.3. The launcher's Mods page browses Horizon's registry and Modrinth. [Mods](https://playhorizon.dev/docs/mods) · [make a mod](docs/mods.md).
## Host a server
The launcher's **Servers** page creates, starts, backs up and updates a server, and invites friends over Tailscale. On a VPS, `horizon-server` installs with one command and needs no Java. [Host a server](https://playhorizon.dev/docs/hosting) ([reference](docs/hosting.md)).
## Modpacks
The launcher imports Modrinth and CurseForge packs and plays the mods Horizon can carry over: today, content mods made of data and assets, not Java code. [Modpacks](https://playhorizon.dev/docs/modpacks).
The launcher's **Servers** page creates, starts, backs up and updates a server, and invites friends. On a VPS, `horizon-server` installs with one command, needs no Java, and takes vanilla 26.3 and Horizon players alike. [Host a server](https://playhorizon.dev/docs/hosting) ([reference](docs/hosting.md)).
## Agent control
@@ -80,13 +90,11 @@ AI agents and scripts can play Horizon. `horizon-ctl`, shipped with the game, re
```sh
horizon-ctl launch --world Survival --seed 5 --wait # finds the version the launcher installed
horizon-ctl state # position, health, food, target, screen...
horizon-ctl find-block birch_log # the nearest logs
horizon-ctl goto -0.5 65 -2.5 --near 2.5 # walks there along a path
horizon-ctl break -1 65 -3 # mines it; replies with the drops
horizon-ctl open-inventory && horizon-ctl click-slot 0# menus: slots, buttons by label, text fields
```
Commands block until done and reply with the result; `horizon-ctl help` lists them all. [Agent control](docs/native-client.md#agent-control-horizon-ctl-and-mcp).
`horizon-ctl help` lists every command. [Agent control](docs/native-client.md#agent-control-horizon-ctl-and-mcp).
## Build from source
@@ -105,13 +113,9 @@ cargo run --release -p horizon-client
Prepared files land in the gitignored `.local/`: never commit or share them. Options, controls and architecture: [the native client guide](docs/native-client.md); all developer docs: [docs/README.md](docs/README.md).
## Roadmap
What is in progress, what comes next and where to help: [ROADMAP.md](ROADMAP.md), or [playhorizon.dev/hub](https://playhorizon.dev/hub) with the work board and what shipped.
## Contributing
Issues and pull requests are welcome: read [CONTRIBUTING.md](CONTRIBUTING.md) (vanilla first, small pull requests). Questions: [Discord](https://discord.gg/playhorizon). Before a pull request, run the self-check and paste its output:
Issues and pull requests are welcome: read [CONTRIBUTING.md](CONTRIBUTING.md) (vanilla first, small pull requests), and see [ROADMAP.md](ROADMAP.md) or [playhorizon.dev/hub](https://playhorizon.dev/hub) for what's next. Questions: [Discord](https://discord.gg/playhorizon). Before a pull request, run the self-check and paste its output:
```sh
git config core.hooksPath .githooks
@@ -124,7 +128,7 @@ It runs rustfmt, clippy, the touched crates' tests, the Python tests, the public
**Player-visible gaps: 0 open** of the 833 the [port ledger](tools/port_ledger.py) found, reading every vanilla 26.3 method against Horizon's code: vanilla behaviour a player would notice that Horizon doesn't have yet. By area: Animals [0](https://github.com/horizon-rust/horizon/issues/3512); Monsters and bosses [0](https://github.com/horizon-rust/horizon/issues/3513); Entities, projectiles, vehicles and decorations [0](https://github.com/horizon-rust/horizon/issues/3514); Items, enchantments and inventories [0](https://github.com/horizon-rust/horizon/issues/3515); Blocks, redstone and fluids [0](https://github.com/horizon-rust/horizon/issues/3516); World, world generation and saves [0](https://github.com/horizon-rust/horizon/issues/3517); Screens, HUD and client packets [0](https://github.com/horizon-rust/horizon/issues/3518); Entity and block rendering, models [0](https://github.com/horizon-rust/horizon/issues/3519); Server and players on the server [0](https://github.com/horizon-rust/horizon/issues/3520); Mob AI, villagers and raids [0](https://github.com/horizon-rust/horizon/issues/3521). This number goes down as gaps close (`tools/parity_gaps.py`); the harness results below say that what is tested matches.
The table is the project's own audit: every subsystem matches vanilla in every harness that compares it. 100% means 100% of what the harnesses compare, not that nothing else differs.
The table is the project's own audit: every subsystem matches vanilla in every harness that compares it. 100% means 100% of what the harnesses compare, not that nothing else differs. What players still run into: [known issues](docs/known-issues.md).
### Java parity: 100%
@@ -147,14 +151,8 @@ Scores: 0 (absent), 0.25 (started), 0.5 (playable, major features missing), 0.75
| Audio | 1 | None: the sound engine, sound events, music, situational music, ambience and subtitles match vanilla |
| Block behaviours and ticking | 1 | None: block updates, random ticks, redstone, dispensers (6,000 cases), crafters (4,000), container spills (4,000), copper golems and the sculk family (435 scenarios) match |
### Known issues
Skins served over https show the default skin unless already cached; pack icons show the unknown-pack texture in game; item tooltips lack attribute lines.
## Licence
[MIT](LICENSE), for the project's original work; dependencies keep their own licences ([notices](THIRD_PARTY_NOTICES.md)). Minecraft is a trademark of Mojang Synergies AB; its code and assets belong to Mojang and Microsoft under the [Minecraft EULA](https://www.minecraft.net/en-us/eula).
[MIT](LICENSE), for the project's original work; dependencies keep their own licences ([notices](THIRD_PARTY_NOTICES.md)). Horizon is made by [Ludovic Marie](https://lu4ovic.com) ([@ludovic111](https://github.com/ludovic111)) and [its contributors](https://github.com/horizon-rust/horizon/graphs/contributors); support it on [GitHub Sponsors](https://github.com/sponsors/ludovic111).
## Author
Made by [Ludovic Marie](https://lu4ovic.com) ([@ludovic111](https://github.com/ludovic111)).
NOT AN OFFICIAL MINECRAFT PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOJANG OR MICROSOFT. Minecraft is a trademark of Mojang Synergies AB; its code and assets belong to Mojang and Microsoft under the [Minecraft EULA](https://www.minecraft.net/en-us/eula).
@@ -266,7 +266,7 @@ Shader packs were removed and are being rebuilt from scratch. They come back, of
A clean-room rewrite in `horizon-shaderpack`, from the packs' public format documentation only: reading packs, the preprocessor and `.properties` files are merged ([#1584](https://github.com/horizon-rust/horizon/issues/1584), [#1585](https://github.com/horizon-rust/horizon/issues/1585), [#1586](https://github.com/horizon-rust/horizon/issues/1586)); translating programs to WGSL through naga, buffers, uniforms and the terrain, entity, sky, weather and hand stages are in review ([#1698](https://github.com/horizon-rust/horizon/issues/1698) to [#1801](https://github.com/horizon-rust/horizon/issues/1801)).
@@ -298,6 +298,8 @@ Far terrain drawn from the world you really built and explored, caves and builds
Keep a 3D mip store on disk built from real chunks, drawn by the GPU beside the seed preview for areas nobody has visited. Written from scratch and measured before it is kept. Builds on Far Detail and the far-terrain levels of detail already shipped; the open work on them is [#718](https://github.com/horizon-rust/horizon/issues/718).
@@ -308,7 +310,7 @@ Several smaller speed-ups, each measured: idle block entities that sleep, cheape
Block entities and hoppers that skip work when idle (the hopper item scan is already skipped when no item is near); a particle frustum test first (also a parity gap), then particle quads built on the GPU; jigsaw shortcuts that skip blocked connectors and pool elements known not to fit, with layouts unchanged (trial chambers and ancient cities first); batched raw mouse input on Windows for 8000 Hz mice; a better atlas packer for huge resource packs (a 64x pack builds a 704 MiB atlas for 452 MiB of textures); sign-heavy scenes ([#1461](https://github.com/horizon-rust/horizon/issues/1461)). Profile first, keep what pays, show before and after numbers.
@@ -322,6 +324,8 @@ Recognise mods built for versions before 26.1 in the mod browser, so they can be
A mapping table from intermediary and SRG names so pre-26.1 jars can be classified, and a rename for mod ids with dashes (`fabric-api`); the port step then treats them like newer jars ([docs/mod-browser.md](docs/mod-browser.md)).
@@ -558,6 +564,8 @@ Every past and future Minecraft version prepared for Horizon automatically. When
The port pipeline ([docs/version-ports.md](docs/version-ports.md), `tools/version_port.py`) detects a release, prepares it, diffs its classes against the pinned 26.3, regenerates the data-driven tables, runs every parity harness on it and writes a port report that becomes issues. The goal is as little human work as possible for any version, past or future. Detection and the first slices are merged; the scheduled agent that runs it every day isn't installed yet. Two versions in one build are out of scope.
#### Controllers: tested on real pads, and in the launcher
@@ -568,6 +576,8 @@ Make controller support solid: tested with real PlayStation and Xbox pads and a
The game side is merged ([docs/controllers.md](docs/controllers.md)): pads read with gilrs, menus, rumble, glyphs, remapping and DualSense adaptive triggers, lightbar and haptics, but not yet confirmed on real pads or a Steam Deck (DualSense haptics stay behind a switch until then). Left: a test pass on real hardware, and the same focus navigation in the GPUI launcher.
@@ -668,6 +678,16 @@ A shared resource store keyed by the preparer's digest, no prepare intermediates
</details>
#### A launcher screen readers can read
Screen readers read the launcher's buttons, lists and settings, and every part of it works from the keyboard.
<details><summary>Technical</summary>
Issue [#4537](https://github.com/horizon-rust/horizon/issues/4537): the launcher is GPUI (not Electron), so it exposes nothing to UI Automation, NSAccessibility or AT-SPI yet. Needs an accessibility tree from GPUI (an AccessKit bridge) and a role and label on each widget.
</details>
#### A visible beta label
A clear 'beta' label in the launcher and the game, so nobody is surprised that Horizon is still being built.
On a system Horizon has no download for, such as FreeBSD, the launcher offers to build the game on your computer, as it already does for native mods.
<details><summary>Technical</summary>
Issue [#4354](https://github.com/horizon-rust/horizon/issues/4354): when no release asset matches the platform, the launcher fetches the tagged source and runs the same pinned-toolchain `cargo build --locked` its native-mod builds use, with a warning about the time it takes. The build is unsigned, so the launcher marks the version as built locally.
More: [docs/native-mods.md](docs/native-mods.md)
</details>
#### Horizon on Windows ARM64
A native Horizon for Windows on ARM computers, such as Snapdragon laptops.
@@ -710,6 +742,8 @@ Versions of Horizon for Android, iOS and web browsers. Nothing official yet; con
No official build. Android was first closed as not planned, with touch controls, a mobile interface, packaging and loading the player's own assets all missing; the roadmap now includes it, iOS and a build for the browser as long-term goals. First pieces from contributors: `horizon-dualsense` compiling on iOS ([#1813](https://github.com/horizon-rust/horizon/issues/1813)) and helper-thread limits on Android ([#1751](https://github.com/horizon-rust/horizon/issues/1751)). Preparing without Java ([#1750](https://github.com/horizon-rust/horizon/issues/1750)) matters here too. Horizon ships none of Mojang's files on any platform.
@@ -752,6 +786,8 @@ Record, replay and edit videos without leaving the game: record in a keypress, r
Three stages. Recording: capture gameplay in a keypress with an encoder thread and little frame-time cost. Replay: a replay mode for recorded sessions. Editing: cuts, camera paths, titles and export. None of it exists yet; the agent-control socket ([docs/agent-control.md](docs/agent-control.md)) already lets tools drive the game for scripted shots.
@@ -842,6 +878,8 @@ Every download Horizon makes is checked against the project's signature, includi
Releases carry signed checksums, and the launcher and `horizon-server update` refuse anything unsigned ([#1011](https://github.com/horizon-rust/horizon/issues/1011), [#1014](https://github.com/horizon-rust/horizon/issues/1014)). Left: the first install through `install.sh` and `install.ps1` still trusts only the checksum GitHub publishes, because verifying Ed25519 signatures needs OpenSSL 3, which macOS doesn't ship ([docs/security.md](docs/security.md)).
# `keys.contains(&KeyCode::ShiftLeft)` reads a mapping by its default key: ask by `Action`, so the
# mapping is named and every device that can hold it counts.
disallowed-methods=[
{path="horizon_client_input::held::HeldKeys::contains",reason="use `held(Action::..)`, or `raw` for a key that is no mapping's default",allow-invalid=true},
"What other Horizon players wear: everything, only their name tag styles, or nothing. Hidden unless you own cosmetics, until you choose. Hidden, the game never asks what they wear."
}
Item::CosmeticsAuras=>"Auras and trails other players wear. Off by default.",
Item::CosmeticsHideFx=>{
"Other players' trails and auras stay hidden; their other cosmetics still show. Off by default."
}
Item::CosmeticsSolo=>{
"Show your cosmetics and your name tag's badge in your single-player worlds too (your name tag with Own name tag). Off: only on servers."
"Clicking a message in the open chat copies its text, unless the click does something else.";
ChatSearch,"chat_search","Chat search",
"Ctrl+F in the open chat: what you type shows only the messages holding it. Enter or Ctrl+F again stops.";
CombatFeel,"combat_feel","Combat feel",
"Legacy draws fights as 1.8.9 did: the item in your hand, its swing, eating, the bow and a sword held up while you hold use, without the dip after each hit or the attack indicator. Only the look: what you send a server stays the same.";
CombatIndicator,"combat_indicator","Attack indicator in Legacy",
"Keeps the attack indicator under Legacy, which 1.8.9 didn't have.";
CombatSounds,"combat_sounds","1.8 hit sounds",
"Under Legacy, leaves out the attack sounds 1.9 added (strong, weak, sweep, critical...). Hurt sounds stay.";
CombatRules,"combat_rules","1.8 combat in worlds you host",
"Single player and the worlds you open to LAN fight by 1.8.9's rules: no attack cooldown or sweep, 1.8 weapon damage, Strength, Sharpness and critical hits. Servers you join keep their own rules.";
}
/// The PvP & HUD page: headers (language keys) and options.
"horizon.extras.chat_animation.tooltip":"'n Nuwe kletslyn gly van links af terwyl dit vervaag, in plaas daarvan om heel te lyk.",
"horizon.extras.chat_indicator.tooltip":"Die gekleurde balk aan die linkerkant van 'n kletslyn.",
"horizon.extras.wheel_cycles_settings.tooltip":"Die rolwiel oor 'n knoppie in die instellings verander die waarde daarvan, soos in vanielje. Af, die wiel blaai net deur die lys.",
"horizon.extras.pack_browser.tooltip":"Select Resource Packs kry 'n Voeg by-knoppie wat Modrinth deursoek en 'n pakket in jou pakke-lêergids installeer. Af, die speletjie kontak nooit Modrinth nie.",
"horizon.extras.splitscreen.tooltip":"In 'n wêreld kan 'n ander beheerder as 'n nuwe speler aansluit: druk A wanneer dit vra, kies dan 'n profiel en waar om te speel.",
"horizon.extras.cosmetics_mine.tooltip":"Versteek: elke Horizon-speler sien jou sonder jou skoonheidsmiddels, jy ingesluit. Dieselfde skakelaar as die lanseerder se klerekas.",
"horizon.extras.cosmetics_others":"Ander spelers se skoonheidsmiddels",
"horizon.extras.cosmetics_others.tooltip":"Wat ander Horizon-spelers dra: alles, net hul naamplaatjiestyle, of niks. Versteek, die speletjie vra nooit wat hulle dra nie.",
"horizon.extras.cosmetics_auras":"Ander se aura's en roetes",
"horizon.extras.cosmetics_auras.tooltip":"Auras en roetes wat ander spelers dra. Af by verstek.",
"horizon.extras.cosmetics_hide_fx":"Versteek ander spelers se spore en auras",
"horizon.extras.cosmetics_hide_fx.tooltip":"Ander spelers se spore en auras bly versteek; hul ander kosmetiese items wys steeds. By verstek af.",
"horizon.multiplayer.cancel_reconnecting":"إلغاء إعادة الاتصال",
@@ -341,7 +338,6 @@
"horizon.osk.close":"إغلاق",
"horizon.extras.chat_animation.tooltip":"ينزلق خط الدردشة الجديد من اليسار بينما يتلاشى للداخل، بدلاً من أن يظهر كاملاً.",
"horizon.extras.chat_indicator.tooltip":"الشريط الملون الموجود على يسار خط الدردشة.",
"horizon.extras.wheel_cycles_settings.tooltip":"عجلة التمرير فوق زر في الإعدادات تغير قيمته، كما هو الحال في الفانيليا. مع إيقاف التشغيل، تقوم العجلة بتمرير القائمة فقط.",
"horizon.extras.pack_browser.tooltip":"تحديد حزم الموارد يحصل على زر \"إضافة\" الذي يبحث في Modrinth ويقوم بتثبيت حزمة في مجلد الحزم الخاص بك. مع إيقاف التشغيل، لن تتصل اللعبة أبدًا بـ Modrinth.",
"horizon.extras.splitscreen.tooltip":"في عالم ما، يمكن لوحدة تحكم أخرى الانضمام كلاعب جديد: اضغط على A عندما يُطلب منك ذلك، ثم اختر ملفًا شخصيًا ومكان اللعب.",
"horizon.splitscreen.setup.monitor":"مراقب %s",
@@ -491,9 +487,26 @@
"horizon.extras.cosmetics_mine.tooltip":"مخفي: يراك كل لاعب في Horizon بدون مستحضرات التجميل الخاصة بك، بما في ذلك أنت. نفس مفتاح خزانة المشغل.",
"horizon.extras.cosmetics_others.tooltip":"ما يرتديه لاعبو Horizon الآخرون: كل شيء، فقط أنماط بطاقة الاسم الخاصة بهم، أو لا شيء. مخفيًا، اللعبة لا تسأل أبدًا عما يرتدونه.",
"horizon.multiplayer.cancel_reconnecting":"Yenidən qoşulmanı ləğv edin",
@@ -317,7 +314,6 @@
"horizon.osk.close":"Bağlayın",
"horizon.extras.chat_animation.tooltip":"Yeni söhbət xətti bütöv görünmək əvəzinə soldan içəri sürüşür.",
"horizon.extras.chat_indicator.tooltip":"Söhbət xəttinin solunda olan rəngli bar.",
"horizon.extras.wheel_cycles_settings.tooltip":"Parametrlərdəki düymənin üzərindəki sürüşdürmə çarxı vanildə olduğu kimi dəyərini dəyişir. Söndürülmüş, təkər yalnız siyahını sürüşdürür.",
"horizon.extras.pack_browser.tooltip":"Resurs Paketlərini seçin Modrinth-də axtarış aparan və paketlər qovluğuna paket quraşdıran Əlavə et düyməsini alır. Off, oyun Modrinthlə heç vaxt əlaqə saxlamır.",
"horizon.extras.splitscreen.tooltip":"Dünyada başqa bir nəzarətçi yeni oyunçu kimi qoşula bilər: soruşduqda A düyməsini basın, sonra profil və harada oynayacağınızı seçin.",
"horizon.extras.cosmetics_others.tooltip":"Digər Horizon oyunçular nə geyinirlər: hər şey, yalnız ad etiketi üslubları və ya heç nə. Gizli, oyun heç vaxt nə geyindiklərini soruşmur.",
"horizon.extras.cosmetics_auras":"Başqalarının auraları və izləri",
"horizon.extras.cosmetics_auras.tooltip":"Digər oyunçuların geydiyi auralar və izlər. Defolt olaraq söndürülür.",
"horizon.extras.cosmetics_hide_fx":"Digər oyunçuların izlərini və auralarını gizlət",
"horizon.extras.cosmetics_hide_fx.tooltip":"Digər oyunçuların izləri və auraları gizli qalır; digər kosmetikaları görünməyə davam edir. Defolt olaraq söndürülüb.",
"horizon.extras.cosmetics.shown":"Göstərildi",
"horizon.extras.cosmetics.hidden":"Gizli",
"horizon.extras.cosmetics.name_tags":"Yalnız ad etiketləri"
"horizon.extras.cosmetics.name_tags":"Yalnız ad etiketləri",
"Installed":"Quraşdırılmış",
"Apply":"Tətbiq et",
"Reset all options":"Bütün seçimləri sıfırla",
"A Horizon shader pack.":"Horizon şeyder paketi.",
"An OptiFine or Iris shader pack.":"OptiFine və ya Iris şeyder paketi.",
"In use: press to turn shaders off.":"İstifadədədir: şeyderləri söndürmək üçün basın.",
"Press to use it.":"İstifadə etmək üçün basın.",
"Put shader pack .zip files or folders in it.":"Şeyder paketlərinin .zip fayllarını və ya qovluqlarını bura qoyun.",
"Puts every option of this pack back to its default.":"Bu paketin bütün seçimlərini ilkin dəyərinə qaytarır.",
"Sets many options at once, as the pack groups them.":"Paketin qruplaşdırdığı kimi, bir çox seçimi birdən təyin edir.",
"No shader packs yet: open the pack folder and put some in it.":"Hələ şeyder paketi yoxdur: paket qovluğunu açıb bir neçəsini qoyun.",
"Pick a shader pack. Picking the one in use turns shaders off.":"Şeyder paketi seçin. İstifadədə olanı seçmək şeyderləri söndürür.",
"Changed options apply with Apply, or when you leave.":"Dəyişdirilmiş seçimlər Tətbiq et ilə və ya çıxdıqda tətbiq olunur.",
"Pack settings":"Paket seçimləri",
"Built-in settings":"Daxili seçimlər",
"%s settings":"%s seçimləri",
"Settings made by the pack's author: they change only this pack.":"Paketin müəllifinin yaratdığı seçimlər: yalnız bu paketə təsir edir."
"horizon.extras.chat_animation.tooltip":"Новы радок чата слізгае злева, пакуль ён знікае, замест таго, каб выглядаць цалкам.",
"horizon.extras.chat_indicator.tooltip":"Каляровая паласа злева ад радка чата.",
"horizon.extras.wheel_cycles_settings.tooltip":"Кола пракруткі над кнопкай у наладах змяняе яе значэнне, як у vanilla. Выключана, кола толькі пракручвае спіс.",
"horizon.extras.pack_browser.tooltip":"Select Resource Packs атрымлівае кнопку «Дадаць», якая выконвае пошук у Modrinth і ўсталёўвае пакет у вашу тэчку пакетаў. Выключана, гульня ніколі не звязваецца з Modrinth.",
"horizon.extras.splitscreen.tooltip":"У свеце іншы кантролер можа далучыцца як новы гулец: націсніце A, калі ён запытае, затым выберыце профіль і дзе гуляць.",
"horizon.splitscreen.setup.monitor":"Манітор %s",
@@ -475,9 +471,26 @@
"horizon.extras.cosmetics_mine.tooltip":"Схаваны: кожны гулец Horizon бачыць вас без вашай касметыкі, у тым ліку і вас. The same switch as the launcher's Wardrobe.",
"horizon.extras.cosmetics_others":"Касметыка іншых гульцоў",
"horizon.extras.cosmetics_others.tooltip":"Што носяць іншыя гульцы Horizon: усё, толькі стылі тэгаў з імёнамі або нічога. Hidden, the game never asks what they wear.",
"horizon.extras.cosmetics_auras":"Чужыя аўры і шлейфы",
"horizon.extras.cosmetics_auras.tooltip":"Auras and trails other players wear. Выключана па змаўчанні.",
"horizon.extras.cosmetics_hide_fx":"Схаваць сляды і аўры іншых гульцоў",
"horizon.extras.cosmetics_hide_fx.tooltip":"Сляды і аўры іншых гульцоў схаваныя; іх астатняя касметыка бачная. Па змаўчанні выкл.",
"horizon.extras.cosmetics.shown":"Паказана",
"horizon.extras.cosmetics.hidden":"Схаваны",
"horizon.extras.cosmetics.name_tags":"Толькі біркі з імёнамі"
"horizon.extras.cosmetics.name_tags":"Толькі біркі з імёнамі",
"Installed":"Усталяваныя",
"Apply":"Ужыць",
"Reset all options":"Скінуць усе налады",
"A Horizon shader pack.":"Пакет шэйдараў Horizon.",
"An OptiFine or Iris shader pack.":"Пакет шэйдараў OptiFine або Iris.",
"In use: press to turn shaders off.":"Выкарыстоўваецца: націсніце, каб выключыць шэйдары.",
"Press to use it.":"Націсніце, каб выкарыстаць.",
"Put shader pack .zip files or folders in it.":"Пакладзіце ў яе .zip-файлы або папкі пакетаў шэйдараў.",
"Puts every option of this pack back to its default.":"Вяртае ўсе налады гэтага пакета да прадвызначаных.",
"Sets many options at once, as the pack groups them.":"Задае адразу многія налады так, як іх групуе пакет.",
"No shader packs yet: open the pack folder and put some in it.":"Пакетаў шэйдараў пакуль няма: адкрыйце папку пакетаў і пакладзіце туды некалькі.",
"Pick a shader pack. Picking the one in use turns shaders off.":"Выберыце пакет шэйдараў. Выбар пакета, які выкарыстоўваецца, выключае шэйдары.",
"Changed options apply with Apply, or when you leave.":"Змененыя налады ўжываюцца кнопкай «Ужыць» або пры выхадзе.",
"Pack settings":"Налады пакета",
"Built-in settings":"Убудаваныя налады",
"%s settings":"Налады %s",
"Settings made by the pack's author: they change only this pack.":"Налады, зробленыя аўтарам пакета: яны змяняюць толькі гэты пакет."
"horizon.mods.in_world":" (оставете света да се промени)",
"horizon.mods.open_folder":"Отворете папката на Mod",
"horizon.shader_packs.empty":"Без шейдър пакети: поставете ги в папката shaderpacks",
"horizon.shader_options.open":"Опции за шейдър...",
"horizon.shader_options.profile":"Профил",
"horizon.shader_options.loading":"Четене на опциите на шейдър пакета...",
"horizon.agent.copy_details":"Копиране на подробности за връзката",
"horizon.multiplayer.join":"Присъединете се",
"horizon.multiplayer.cancel_reconnecting":"Отказ Повторно свързване",
@@ -324,7 +321,6 @@
"horizon.osk.close":"затвори",
"horizon.extras.chat_animation.tooltip":"Нова линия за чат се плъзга отляво, докато избледнява, вместо да се показва цяла.",
"horizon.extras.chat_indicator.tooltip":"Цветната лента отляво на линия за чат.",
"horizon.extras.wheel_cycles_settings.tooltip":"Колелцето за превъртане над бутон в настройките променя стойността му, както при vanilla. Изключено, колелото само превърта списъка.",
"horizon.extras.pack_browser.tooltip":"Select Resource Packs получава бутон за добавяне, който търси в Modrinth и инсталира пакет във вашата папка с пакети. Off, играта никога не се свързва с Modrinth.",
"horizon.extras.splitscreen.tooltip":"В един свят друг контролер може да се присъедини като нов играч: натиснете A, когато поиска, след това изберете профил и къде да играете.",
"horizon.splitscreen.setup.monitor":"Монитор %s",
@@ -470,10 +466,27 @@
"horizon.extras.cosmetics_mine.tooltip":"Скрит: всеки играч на Horizon ви вижда без вашата козметика, включително и вие. Същият превключвател като гардероба на стартера.",
"horizon.extras.cosmetics_others":"Козметика за други играчи",
"horizon.extras.cosmetics_others.tooltip":"Какво носят другите играчи на Horizon: всичко, само техните стилове на имената или нищо. Скрито, играта никога не пита какво носят.",
"horizon.extras.cosmetics_auras":"Аури и следи на други",
"horizon.extras.cosmetics_auras.tooltip":"Аури и пътеки, които другите играчи носят. Изключено по подразбиране.",
"horizon.extras.cosmetics_hide_fx":"Скриване на следите и аурите на другите играчи",
"horizon.extras.cosmetics_hide_fx.tooltip":"Следите и аурите на другите играчи остават скрити; другите им козметики се виждат. Изключено по подразбиране.",
"horizon.extras.cosmetics.shown":"Показано",
"horizon.extras.cosmetics.hidden":"Скрити",
"horizon.extras.cosmetics.name_tags":"Само етикети с имена",
"Shader Packs...":"Шейдър пакети..."
"Shader Packs...":"Шейдър пакети...",
"Installed":"Инсталирани",
"Apply":"Приложи",
"Reset all options":"Нулирай всички опции",
"A Horizon shader pack.":"Пакет шейдъри на Horizon.",
"An OptiFine or Iris shader pack.":"Пакет шейдъри на OptiFine или Iris.",
"In use: press to turn shaders off.":"В употреба: натиснете, за да изключите шейдърите.",
"Press to use it.":"Натиснете, за да го използвате.",
"Put shader pack .zip files or folders in it.":"Сложете в нея .zip файлове или папки с пакети шейдъри.",
"Puts every option of this pack back to its default.":"Връща всяка опция на този пакет към стойността по подразбиране.",
"Sets many options at once, as the pack groups them.":"Задава много опции наведнъж, както ги групира пакетът.",
"No shader packs yet: open the pack folder and put some in it.":"Още няма пакети шейдъри: отворете папката с пакети и сложете няколко.",
"Pick a shader pack. Picking the one in use turns shaders off.":"Изберете пакет шейдъри. Изборът на използвания го изключва.",
"Changed options apply with Apply, or when you leave.":"Променените опции се прилагат с Приложи или при излизане.",
"Pack settings":"Настройки на пакета",
"Built-in settings":"Вградени настройки",
"%s settings":"Настройки на %s",
"Settings made by the pack's author: they change only this pack.":"Настройки, направени от автора на пакета: променят само този пакет."
"horizon.extras.wheel_cycles_settings.tooltip":"Ar rod riklañ war ur bouton en arventennoù a gemm e dalvoudegezh, evel e vanilha. Diweredekaet, ne ra ar rod nemet riklañ ar roll.",
"horizon.extras.pack_browser.tooltip":"Dibab pakadoù arc'hwelioù a resev ur bouton Ouzhpennañ a glask Modrinth hag a staliañ ur pakad en ho teuliad pakadoù. Diweredekaet, ne vez ket darempredet ar c'hoari gant Modrinth.",
"horizon.extras.splitscreen.tooltip":"En ur bed e c'hall ur c'hontroller all mont e-barzh evel c'hoarier nevez : pouezit war A pa c'houlenn, ha dibabit ur profil ha pelec'h c'hoari.",
"horizon.splitscreen.setup.monitor":"Heuliañ %s",
@@ -474,9 +470,26 @@
"horizon.extras.cosmetics_mine.tooltip":"Kuzhet : pep c'hoarier Horizon a wel ac'hanoc'h hep ho kosmetikoù, c'hwi en o zouez. Ar memes treuzfurmadur hag armel al lañser.",
"horizon.extras.cosmetics_others":"Kosmetikoù ar c'hoarierien all",
"horizon.extras.cosmetics_others.tooltip":"Ar pezh a vez gwisket gant ar c'hoarierien Horizon all : pep tra, o doareoù tikedenn anv hepken, pe netra. Kuzhet, ar c'hoari ne c'houlenn ket biskoazh petra a wiskont.",
"horizon.extras.cosmetics_auras":"Auraoù ha roudoù tud all",
"horizon.extras.cosmetics_auras.tooltip":"Auraoù ha roudoù a vez gwisket gant c'hoarierien all. Diweredekaet dre ziouer.",
"horizon.extras.cosmetics_hide_fx":"Kuzhat roudoù hag aouraoù ar c'hoarierien all",
"horizon.extras.cosmetics_hide_fx.tooltip":"Kuzhet e chom roudoù hag aouraoù ar c'hoarierien all; diskouezet e vez o c'hinkladurioù all. Diweredekaet dre ziouer.",
"Reset all options":"Adderaouekaat an holl zibarzhioù",
"A Horizon shader pack.":"Ur pakad skeudennerioù Horizon.",
"An OptiFine or Iris shader pack.":"Ur pakad skeudennerioù OptiFine pe Iris.",
"In use: press to turn shaders off.":"Implijet: pouezit evit lazhañ ar skeudennerioù.",
"Press to use it.":"Pouezit evit e implijout.",
"Put shader pack .zip files or folders in it.":"Lakait e-barzh restroù .zip pe teuliadoù pakadoù skeudennerioù.",
"Puts every option of this pack back to its default.":"Adlakaat a ra pep dibarzh eus ar pakad-mañ d'e dalvoudegezh dre ziouer.",
"Sets many options at once, as the pack groups them.":"Lakaat a ra kalz dibarzhioù war un dro, evel ma vez strollet gant ar pakad.",
"No shader packs yet: open the pack folder and put some in it.":"Pakad skeudennerioù ebet c'hoazh: digorit teuliad ar pakadoù ha lakait un nebeut e-barzh.",
"Pick a shader pack. Picking the one in use turns shaders off.":"Dibabit ur pakad skeudennerioù. Dibab an hini implijet a laz ar skeudennerioù.",
"Changed options apply with Apply, or when you leave.":"An dibarzhioù cheñchet a vez arloet gant Arloañ, pe pa guitait.",
"Pack settings":"Arventennoù ar pakad",
"Built-in settings":"Arventennoù enframmet",
"%s settings":"Arventennoù %s",
"Settings made by the pack's author: they change only this pack.":"Arventennoù graet gant oberer ar pakad: cheñch a reont nemet ar pakad-mañ."
"horizon.multiplayer.cancel_reconnecting":"Otkaži ponovno povezivanje",
@@ -281,7 +278,6 @@
"horizon.osk.close":"Zatvori",
"horizon.extras.chat_animation.tooltip":"Nova linija ćaskanja klizi s lijeve strane dok se gasi, umjesto da izgleda kao cijela.",
"horizon.extras.chat_indicator.tooltip":"Traka u boji lijevo od linije za ćaskanje.",
"horizon.extras.wheel_cycles_settings.tooltip":"Točkić za pomeranje preko dugmeta u podešavanjima menja svoju vrednost, kao u vaniliji. Isključeno, kotačić samo pomiče listu.",
"horizon.extras.pack_browser.tooltip":"Select Resource Packs dobija dugme Dodaj koje pretražuje Modrinth i instalira paket u fasciklu sa paketima. Isključeno, igra nikada ne kontaktira Modrinth.",
"horizon.extras.splitscreen.tooltip":"U svijetu se drugi kontrolor može pridružiti kao novi igrač: pritisnite A kada to zatraži, a zatim odaberite profil i gdje ćete igrati.",
"horizon.extras.cosmetics_mine.tooltip":"Skriveno: svaki Horizon igrač vas vidi bez vaše kozmetike, uključujući i vas. Isti prekidač kao Ormar lansera.",
"horizon.extras.cosmetics_others":"Kozmetika drugih igrača",
"horizon.extras.cosmetics_others.tooltip":"Šta drugi Horizon igrači nose: sve, samo stilove oznaka sa imenom ili ništa. Skriveno, igra nikad ne pita šta nose.",
"horizon.extras.cosmetics_auras":"Aure i tragovi drugih",
"horizon.extras.cosmetics_auras.tooltip":"Aure i staze koje drugi igrači nose. Podrazumevano isključeno.",
"horizon.extras.cosmetics_hide_fx":"Sakrij tragove i aure drugih igrača",
"horizon.extras.cosmetics_hide_fx.tooltip":"Tragovi i aure drugih igrača ostaju skriveni; njihova ostala kozmetika se i dalje vidi. Isključeno po zadanom.",
"horizon.extras.cosmetics.shown":"Prikazano",
"horizon.extras.cosmetics.hidden":"Skriveno",
"horizon.extras.cosmetics.name_tags":"Samo oznake sa imenom",
"Shader Packs...":"Shader paketi..."
"Shader Packs...":"Shader paketi...",
"Installed":"Instalirani",
"Apply":"Primijeni",
"Reset all options":"Resetuj sve opcije",
"A Horizon shader pack.":"Horizon paket šejdera.",
"An OptiFine or Iris shader pack.":"OptiFine ili Iris paket šejdera.",
"In use: press to turn shaders off.":"U upotrebi: pritisni da isključiš šejdere.",
"Press to use it.":"Pritisni da ga koristiš.",
"Put shader pack .zip files or folders in it.":"Stavi u njega .zip datoteke ili mape paketa šejdera.",
"Puts every option of this pack back to its default.":"Vraća svaku opciju ovog paketa na zadanu vrijednost.",
"Sets many options at once, as the pack groups them.":"Postavlja mnogo opcija odjednom, kako ih paket grupiše.",
"No shader packs yet: open the pack folder and put some in it.":"Još nema paketa šejdera: otvori mapu paketa i stavi nekoliko u nju.",
"Pick a shader pack. Picking the one in use turns shaders off.":"Odaberi paket šejdera. Odabir paketa koji se koristi isključuje šejdere.",
"Changed options apply with Apply, or when you leave.":"Promijenjene opcije se primjenjuju pomoću Primijeni ili kada izađeš.",
"Pack settings":"Postavke paketa",
"Built-in settings":"Ugrađene postavke",
"%s settings":"Postavke za %s",
"Settings made by the pack's author: they change only this pack.":"Postavke koje je napravio autor paketa: mijenjaju samo ovaj paket."
}
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