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Author SHA1 Message Date
Ludovic Marie 84a7405bb5 Merge branch 'parity-base' into parity/input 2026-10-10 22:21:42 +02:00
Ludovic MarieandClaude Opus 5.5 17ac24f4db Drive toggle sprint/sneak as vanilla's key handlers do and compare
ToggleKeys holds the sneak, sprint, attack and use ToggleKeyMappings with
the dispatch of KeyboardHandler.keyPress (releases always reach them;
presses and SDL key repeats only without a screen), MouseHandler.onButton,
Gui.setScreen (releaseAll / restoreToggleStatesOnScreenClosed) and
LocalPlayer.respawn (resetToggleKeys, which Horizon lacked). Presses behind
a screen no longer flip a toggled key. tools/test_toggle_keys_parity.py
drives the real Options mappings through the real static KeyMapping
functions (8,000 sequences).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:12:23 +02:00
Ludovic MarieandClaude Opus 5.5 538347007a Add auto-jump and compare it with LocalPlayer.updateAutoJump
Horizon had the Auto-Jump option but never jumped. MotionWorld::move_self
now runs LocalPlayer.updateAutoJump after the player's own move (behind
canAutoJump: option, autoJumpTime, ground, shift, input, block jump
factor), the next aiStep presses jump for one tick (input.makeJump) without
toggling creative flight, and the game feeds the option each tick.
tools/test_auto_jump_parity.py runs the real updateAutoJump on a LocalPlayer
shell in an independently built copy of the resident test scene with real
block states (10,568 cases, 1,200 jumps).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:04:04 +02:00
Ludovic Marie 8ef3195457 Merge remote-tracking branch 'desktop/parity-rendering' into t3/achieve-full-parity 2026-10-10 22:03:24 +02:00
Ludovic MarieandClaude Opus 5.5 d088140c0d Compare beacon beams with BeaconRenderer
Move the beam geometry into block_entity_render::beacon_beam so the
block entity render harness can replay it against vanilla submit calls
(positions, UVs and colours of the solid beam and glow per section).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 22:02:40 +02:00
Ludovic MarieandClaude Opus 5.5 268babc257 Lay out the HUD decorations exactly as vanilla Hud does
Add horizon_client::hud_layout (crosshair and attack indicator, hotbar
with selection, off hand by main arm, item slots with the pop squeeze,
armour, hearts including frozen and absorbing kinds, food, air bubbles,
mount hearts capped at 30, experience bar and level) and the
test_hud_parity harness whose oracle runs vanilla Hud methods on a
stand-in client. The game now draws these through hud_layout; the
experience level is centred with integer division like vanilla,
spectators get no crosshair and mount hearts show in creative too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:56:23 +02:00
Ludovic MarieandClaude Opus 5.5 ebb66e451f Pace frames with vanilla's FramerateLimiter and compare it
The game now ends each frame with FramerateLimiter.limitDisplayFPS below
260 fps (sleep, overshoot averaging, spin-wait) instead of waking the event
loop at a computed deadline, and the limiter honours Thread.interrupted.
tools/test_frame_limiter_parity.py runs the real limiter bytecode with its
clock calls rewritten to a scripted virtual clock (5,288 cases).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:51:04 +02:00
Ludovic MarieandClaude Opus 5.5 f85411f2fb Port the camera, field of view and view/hurt bobbing exactly
Camera.tick, tickFov, alignWithEntity with getMaxZoom over visual-shape
clipping, setRotation and move with JOML quaternion arithmetic,
calculateFov/calculateHudFov, getFieldOfViewModifier (now including
flight), ClientAvatarState walk/bob history (the backwards-extrapolated
walk distance and velocity-based bob) and GameRenderer.bobHurt/bobView as
the JOML pose matrix with property flags. The game renders through them,
adding hurt tilt, the camera distance and scale attributes, the mirrored
front camera and the sleeping camera. tools/test_camera_parity.py compares
18,502 cases against the real classes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:45:35 +02:00
Ludovic MarieandClaude Opus 5.5 3429de0020 Compare block entity rendering with vanilla renderers
Add a differential harness (test_block_entity_render_parity) whose Java
oracle runs each vanilla BlockEntityRenderer on a real block entity and
captures the submitted model vertices, textures, light and text calls.
Horizon now animates shulker lids, bell shakes, active conduits (cage,
wind and the camera-facing eye), skull jaws and ears, pot wobble and
sherd sides; signs wrap lines like StringSplitter and measure spaces
with the font; books use the Mth sine table and player heads the slim
default skin.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:35:45 +02:00
Ludovic MarieandClaude Opus 5.5 f2232c3ed7 Rescore the Java parity table at 84%
World generation and interaction now have every covering harness passing and
score 1. The other rows keep 0.75, with their gaps rewritten to name what is
still missing now that the block, command, entity model and item model
harnesses pass; the next steps follow the open gaps.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:22:38 +02:00
Ludovic MarieandClaude Opus 5.5 fc468a021d Resolve item models exactly as the vanilla client does
The item model harness ran out of memory, so it now streams both outputs and
looks Horizon's rows up by offset. With the vanilla side no longer crashing on
swap-animation lookups (properties now come from the baked set), on armour
(trim sprites are generated by the items atlas's paletted_permutations source
once SpriteSources is bootstrapped) or on compasses (item tags are bound from
the data pack), 197,000 more stacks were compared and 121,841 differed.

Horizon now composes transformations as JOML 1.10.9 does: rotationXYZ and
axis-angle quaternions with cosFromSin, and Matrix4f operations that take the
identity, translation, affine or generic path by matrix properties, with
unfused a * b + c. Float RGB tint constants are scaled by 255, the shulker box
renderer always encodes its texture, and a new palette module ports
PalettedPermutations and PaletteMapping so trim sprites exist on the Horizon
side too.

196,290 resolved stacks match; 2,582 cases are still rejected by vanilla's
stand-in client and not compared.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:21:50 +02:00
Ludovic MarieandClaude Opus 5.5 1d70ca47a8 Generate whole chunks block for block as vanilla does
The chunk generation harness found 70 differing chunks across three seeds in
the overworld, Nether and End. Proto chunks, biomes and decoration now span
the dimension type's build range rather than the noise height, so features
above y=128 in the Nether and End city upper floors survive; the decoration
level reports no sky light, as unlit vanilla chunks do, so mushrooms and crops
pass or fail their light checks the same way; beehive decorators store their
bees; iceberg ellipses skip NaN distances; double slabs never waterlog;
mineshaft spawners save an empty SpawnPotentials list; and the dump example
forgets structure starts between rectangles, as the oracle starts each with
fresh chunks.

The oracle prints absent block entity keys as vanilla loads them from an empty
tag, and the harness treats vanilla's save-format equivalences (plain sign
text, absent empty banner patterns, unfiltered sign messages) as equal. All 2,352
chunks over 225 structure sites match with zero block, biome or block entity
differences.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 21:20:51 +02:00
Ludovic MarieandClaude Opus 5.5 1e03d531eb Parse every command exactly as vanilla's Brigadier tree does
Ports vanilla's packrat parser with SNBT and component-predicate grammars, the
entity selector, block state and item parsers, resource-or-inline codec
arguments, and the remaining argument types, suggestion providers and error
cursors. The tree gains compute, data modify compute, place, locate poi,
datapack create, item modifiers and the parse-only commands (dialog, kick,
posteffect, fetchprofile, spectate, publish, waypoint, debug, jfr), with
release-dispatcher permissions. /particle takes the 26.3 option syntax.

The oracle's stand-in server now holds a fresh world's real state (data pack
managers, pack repository, empty storages, clocks, templates, an overworld),
so vanilla answers every input instead of crashing on about 1,100 per level.
The command parse harness matches on 39,685 of 39,685 commands at permission
levels 4, 2 and 0.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 20:56:06 +02:00
Ludovic MarieandClaude Opus 5.5 6897e4155b Add the nautilus, zombie nautilus, sulfur cube and camel husk
Ports AbstractNautilus, Nautilus, ZombieNautilus and their brains (taming
with pufferfish, saddles and nautilus armour, riding with a dash, breeding,
spawning below sea level, drowned riders), SulfurCube on the slime code
(swallowed blocks and their archetypes, shears, TNT cubes, splitting) and
CamelHusk on the camel (its own saddle and sounds, husk jockeys). Camels now
save their saddle and stay tame after loading, and horse armour layers load.

The entity model harness compares 150 layers, all matching, including the new
mobs and previously unmapped armour, harness, fish and villager layers; mob
attributes pass with the new types.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 20:55:17 +02:00
Ludovic MarieandClaude Opus 5.5 f58413cbbf Random-tick only sections holding randomly ticking states
The client random-ticked every section with a non-air block, drawing
getBlockRandomPos positions vanilla never draws. It now ticks a section only
when its palette holds a randomly ticking state, as
LevelChunkSection.isRandomlyTicking does (lava counts through LiquidBlock).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 20:02:40 +02:00
Ludovic MarieandClaude Opus 5.5 58fe23d330 Match vanilla entity model poses on every compared layer
The warden's walk, idle wobble and pulsating spots now use Mth's sine table
as WardenModel and WardenRenderer do, and baby sniffers no longer apply
SnifferAnimation.BABY_TRANSFORM: SnifferRenderer wraps the baby geometry in a
plain SnifferModel, so that animation never runs in 26.3. The harness now
drives the illusioner through explicit arm poses like the other illagers, and
the oracle shows its hat as IllusionerRenderer does. All 132 compared layers
match over 3,876 cases.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 19:58:56 +02:00
Ludovic MarieandClaude Opus 5.5 ee8e74b0d2 Chain neighbour updates as far as a server level does in the oracle
The block oracle cut chained neighbour updates at 512, but a server level
uses max-chained-neighbor-updates (1,000,000 by default), as Horizon does, so
long redstone wire cascades stopped early on the vanilla side only. Redstone
now matches on 4,000 of 4,000 cases; block updates and random ticks still
match on every compared case.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 19:39:51 +02:00
Ludovic MarieandClaude Opus 5.5 2876752a36 Read an empty lectern's comparator signal in the block fixture
The oracle now gives comparators and lecterns real block entities, so a
lectern whose state has a book reads page progress 1 of an empty book and
signals 14. The fixture's stand-in block entities now do the same, and the
redstone harness matches on 8,000 of 8,000 cases with a second seed.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 19:32:30 +02:00
Ludovic MarieandClaude Opus 5.5 11b8a98ff5 Match vanilla random ticks on every comparable case
The random tick oracle now stands on a real overworld: the data pack's
dimension type (for fire's infiniburn tag), its attributes and day timeline
on a clock at the fixture's day time, level data for difficulty, and block
scans that walk positions in BlockScanUtils' section order, since 26.3 reads
chunk sections the map-backed level does not have.

Horizon now rolls the nether portal's zombified piglin spawn with the level
random (the client spawns it near a player), rechecks chest and ender chest
openers through a new block entity hook and broadcasts the lid event, gives
melting ice and placed sniffer eggs their game events, and reads the weather
age of copper golem statues, which name the field weatheringState. The
fixture prints empty dispensers, crafters, ghastling spawns and fresh
shriekers as vanilla resolves them.

Random ticks match on 39,998 of 39,998 compared cases (two propagules cannot
grow trees in the oracle), block updates on 40,000 of 40,000 and redstone on
3,999 of 4,000.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 18:51:18 +02:00
Ludovic MarieandClaude Opus 5.5 1344df60f0 Give the menu oracle's player an advancement tracker
Taking a brewed potion fires BrewedPotionTrigger, which crashed the
stand-in player without PlayerAdvancements. With an empty tracker the menu
click harness matches on 6,000 of 6,000 cases.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 18:34:26 +02:00
Ludovic MarieandClaude Opus 5.5 cf570c9fba Match vanilla block updates on every harness case
The block update oracle crashed on 625 cases because its constructor-less
level had no sound seed generator, attribute system or chunk source; it now
supplies them, keeps cave and void air apart from air, and creates block
entities on demand as a real level does. With those cases compared, Horizon
now primes TNT with the level random, sound and prime_fuse event at the
moment of priming, links powered wooden shelves into side chains, breaks
nether portals whose frame is no longer complete, reacts to power at command
blocks through a new block entity hook, rings bells with their block event,
uses the straw bed's own destroy particles and gives big dripleaf tilt changes
their vibration. Empty dispensers also emit block_activate in the client.

Block updates match on 40,000 of 40,000 cases and redstone on 3,999 of 4,000.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 18:27:39 +02:00
Ludovic MarieandClaude Opus 5.5 76030a65cf Re-audit the Java parity table
The overnight work landed LAN hosting, the remaining mobs, client paletted
storage and 18 new differential harnesses, so the table was scored again from a
full run of all 232 harnesses: 223 pass, 8 fail and the item model harness runs
out of memory. Chunk storage, section meshing and lighting now match vanilla in
their harnesses and score 1, and multiplayer rises to 0.75 now that worlds open
to LAN. The other subsystems stay at 0.75 because a harness covering them still
fails or part of them is not yet compared with vanilla; their gaps and the next
steps now name what is left.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-10 13:03:53 +02:00
Ludovic Marie 60cf7b5252 Merge branch 'main' into night-entities 2026-10-10 10:26:59 +02:00
Ludovic MarieandClaude Sonnet 5.5 f419c33533 Add mob attribute and dimension parity harness
Adds a differential harness that instantiates every vanilla entity type on a detached server level and compares default attributes, standing dimensions and baby dimensions with Horizon's mob table. Baby donkeys and mules now use the vanilla half-size hitbox instead of 0.7 scale.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 10:26:59 +02:00
Ludovic Marie d5ce2b5201 Merge worktree-agent-abc3c79c07e209fba 2026-10-10 10:08:36 +02:00
Ludovic Marie e53da6f281 Merge worktree-agent-a45c92d353e101334 2026-10-10 10:08:35 +02:00
Ludovic Marie 0548179661 Merge worktree-agent-a3f604d3c8055fe6e 2026-10-10 10:08:35 +02:00
Ludovic MarieandClaude Sonnet 5.5 aabc88d433 Merge main into agent branch
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 09:57:55 +02:00
Ludovic Marie 88980141c2 Merge branch 'main' into worktree-agent-a45c92d353e101334 2026-10-10 09:57:38 +02:00
Ludovic MarieandClaude Sonnet 5.5 a08f6c7c7a Fix clippy lint in item modifier sequence
The sequence loot function folds over an Option accumulator, which clippy flags as a manual try_fold. The fold is intentional, so allow the lint there.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 09:57:38 +02:00
Ludovic Marie 8e4e31e823 Merge worktree-agent-afae8fa7e3c2bed72 2026-10-10 09:55:55 +02:00
Ludovic MarieandClaude Sonnet 5.5 742a3dbfca Merge main into the X work
Merges local main into this branch. The only conflict was in the illager
animation: this branch's anim_pose (with the passenger sitting pose) is kept,
and main's change that leaves the illusioner's hat visible is applied to it.
fmt, clippy with -D warnings and the full workspace tests pass.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 09:54:41 +02:00
Ludovic MarieandClaude Sonnet 5.5 03e7c7fd64 Merge main into the save roundtrip work
Brings main's sync_level()/save_game() split and the world ticks inside
`if running {}` into the typed block entity NBT, save roundtrip harness and
session.lock work. The only textual conflict was in recipe_book.rs, where
the player file writer keeps main's toBeDisplayed list alongside the
recipes list. fmt, clippy -D warnings and the whole workspace test suite
pass.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 09:52:51 +02:00
Ludovic Marie 2758614c49 Merge worktree-agent-aadb889c2eebe6c5b 2026-10-10 09:31:28 +02:00
Ludovic MarieandClaude Sonnet 5.5 d511cffa11 Satisfy clippy in the long set size check
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 09:31:13 +02:00
Ludovic MarieandClaude Sonnet 5.5 26a369b76d Document the whole-chunk differential harness and its results
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 09:18:54 +02:00
Ludovic MarieandClaude Sonnet 5.5 5dbf3b62a8 Fix integration of the overnight branches
After merging the overnight feature branches, the only remaining problem was a clippy lint in the illusioner mob code, where a manual modulo check had to become is_multiple_of. With that change, formatting, clippy with warnings denied and the full workspace test suite all pass.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 09:15:53 +02:00
Ludovic MarieandClaude Sonnet 5.5 bd9b873fcd Add random tick and redstone harnesses, wire detector rails and plates
Adds differential harnesses for random/scheduled ticks and redstone circuits on top of the block update oracle, and makes the oracle report pending block events as the deduplicated set vanilla keeps. The harness found that detector rails never sensed anything, so they now check for minecarts on place, tick and entity contact, and the client reports the player and minecarts to pressure plates, tripwires and detector rails each tick.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 09:12:17 +02:00
Ludovic MarieandClaude Sonnet 5.5 c8567f4049 Merge main into the item model and mob work
Finishes the in-progress merge of main into this worktree's branch, keeping both sides: main's sync_level()/save_game() split and the world ticks inside the running block alongside this branch's item model baking, new mob brains and command parsing work. cargo fmt, clippy with warnings denied and the full workspace tests all pass.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 09:08:45 +02:00
Ludovic Marie eba56af3d6 Merge worktree-agent-ad30db2169aa3bd5b 2026-10-10 09:05:49 +02:00
Ludovic MarieandClaude Sonnet 5.5 f0d33d3cf8 WIP: command and datapack tweaks
Work in progress on commands, functions and scoreboard handling carried over from the interrupted run.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 08:59:08 +02:00
Ludovic MarieandClaude Sonnet 5.5 528cb26f33 Add illusioners
The illusioner is an illager spellcaster with a bow. It casts a mirror spell that makes it invisible for a minute while four mirror images wobble around it and reshuffle when it is hurt, and, on Hard-ish local difficulty, a blindness spell on a new target. It shoots arrows like a skeleton, flees from creakings, joins raids and illager target rules, scares villagers and traders, and shows its hat and bow arm pose as in vanilla. Other illagers no longer draw the hidden hat layer.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 08:51:41 +02:00
Ludovic Marie d32c0bf209 Merge worktree-agent-aa7e89ef91d408a4e 2026-10-10 08:46:27 +02:00
Ludovic Marie f5a4a4931e Merge worktree-agent-a12e061d400abc3f6 2026-10-10 08:46:23 +02:00
Ludovic Marie adb7db1893 Merge worktree-agent-a3d290373639c1580 2026-10-10 08:46:19 +02:00
Ludovic Marie 9489ce1cd8 Merge worktree-agent-aa7f8206a004fc51a 2026-10-10 08:46:17 +02:00
Ludovic Marie f9cf32650b Merge branch 'main' into worktree-agent-aadb889c2eebe6c5b 2026-10-10 08:46:16 +02:00
Ludovic MarieandClaude Sonnet 5.5 34117b70ee Make the chunk oracle report no light during features, like an unlit generation chunk
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 08:21:28 +02:00
Ludovic Marie 4dbab3ba99 Merge branch 'main' into worktree-agent-a3f604d3c8055fe6e 2026-10-10 08:15:00 +02:00
Ludovic MarieandClaude Sonnet 5.5 935e2712be Merge main into the game loop and input work
Merge local main into the options, timer and mouse branch. The only conflict was the module list in horizon-client's lib.rs, where this branch adds keymapping and main adds lan; both modules are kept. main's sync_level()/save_game() split and the world ticks inside `if running {}` merged cleanly. cargo fmt, clippy with -D warnings and the whole workspace test suite pass.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 08:12:32 +02:00
Ludovic MarieandClaude Sonnet 5.5 9c20cc7bb2 Fill dungeon chests and spawners and keep block entities across same-block updates
A monster room's chest took its loot table and seed from the level random in vanilla, and its spawner got the chosen mob's spawn data, but the worldgen world ignored both, so the random sequence and the block entities diverged. A block entity also now survives a set of the same kind of block (a waterlogging chest in a ruined portal), as in a vanilla proto chunk. The chunk harness stops reporting default block entities and vault reward tables as differences.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 08:09:01 +02:00
Ludovic MarieandClaude Sonnet 5.5 1ec6f0f928 Match vanilla save omissions and refuse old DataVersions
The vanilla differential run showed Horizon writing fields vanilla leaves out: empty scoreboard parts, recipe book settings at their default, an empty warden anger list. These are now omitted, and mobs loaded without saved equipment no longer receive the default bow. Opening a world whose level.dat is older than 26.3 now fails with a message naming tools/upgrade_world.py, which runs vanilla's own forceUpgrade on a copy. The roundtrip harness lists the timing-dependent differences it tolerates, and horizon-ctl waits up to five minutes for the control socket on a loaded machine.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 08:05:35 +02:00
Ludovic MarieandClaude Sonnet 5.5 cedae6609d Route inventory clicks, drags, double clicks, hotkeys and drops through the menu engine
On the player inventory, crafting table, chest family, hopper, dispenser and furnace screens, holding a stack and dragging across slots now splits it (left even, right one each), a quick second click gathers matching stacks, number keys and F swap with the hotbar or off hand, and Q or Ctrl+Q throws one or the whole stack, all through the same engine the click harness checks against vanilla. Other screens keep their own click handling.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 08:02:24 +02:00
Ludovic Marie d4410c3500 Merge branch 'main' into worktree-agent-aa7e89ef91d408a4e 2026-10-10 07:33:35 +02:00
Ludovic MarieandClaude Sonnet 5.5 0e0e94111f Add LAN discovery listing
The multiplayer screen listens on the vanilla multicast group 224.0.2.60:4445 and lists LAN worlds announced with the [MOTD]/[AD] format, letting the player join them directly.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:33:35 +02:00
Ludovic MarieandClaude Sonnet 5.5 145d54c542 Use Section::unpack and per-section biomes in the LAN chunk encoder
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:33:13 +02:00
Ludovic MarieandClaude Sonnet 5.5 bf9161cb29 Give the chunk oracle full feature flags, a difficulty and an entity id source
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:33:13 +02:00
Ludovic MarieandClaude Sonnet 5.5 762ad298e6 Finish the pending menu and storage work
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:33:13 +02:00
Ludovic Marie 40802dd9af Merge worktree-agent-abc3c79c07e209fba 2026-10-10 07:33:10 +02:00
Ludovic Marie 2e96a8372e Merge worktree-agent-a45c92d353e101334 2026-10-10 07:33:10 +02:00
Ludovic Marie e71f091362 Merge worktree-agent-a1352eba6412466b8 2026-10-10 07:33:10 +02:00
Ludovic MarieandClaude Sonnet 5.5 b3b6e95835 Run inventory and crafting table shift-clicks through the menu engine
Shift-clicking an inventory, hotbar, armour or crafting grid slot now follows InventoryMenu and CraftingMenu quickMoveStack, including moving into the crafting grid, armour and off-hand slots and the repeat-until-unchanged loop.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:31:26 +02:00
Ludovic MarieandClaude Sonnet 5.5 0351c4d6c4 Run container shift-clicks through the verified menu engine
Shift-clicking in chests, barrels, shulker boxes, hoppers, droppers, dispensers and furnaces now builds the vanilla menu from the open container and the player inventory, applies quickMoveStack with the repeat-until-unchanged loop of doClick, and writes the slots back.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:30:49 +02:00
Ludovic MarieandClaude Sonnet 5.5 3318a04819 Add the crafter to the menu engine and click harness
The crafter menu follows CrafterMenu: slots refuse items while their disabled flag is set, and the result slot is non-interactive. Random disabled flags are part of the harness cases.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:30:07 +02:00
Ludovic MarieandClaude Sonnet 5.5 5041496f08 Add the brewing stand to the menu engine and click harness
The brewing stand menu follows BrewingStandMenu: single-item potion slots, the ingredient and fuel slots with their quick move rules, checked against vanilla with potion bottles, ingredients and fuels in the random contents.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:29:00 +02:00
Ludovic MarieandClaude Sonnet 5.5 afb92f7c84 Fix the chunk oracle's enabled features so jigsaw final states parse
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:25:59 +02:00
Ludovic MarieandClaude Sonnet 5.5 14f2057ccb Merge main into the mobs work
Merged local main into the mobs branch. Conflicts were in the mob event
enum (kept both LeashBreak and CureZombieVillager), the LAN and leads
module lists (kept all), horse NBT (chests are written for llamas,
donkeys and mules, with llama data kept), and chunk saving, which now
goes through mob_tree_nbt (main's passenger trees) with write_leash
applied inside it so leashes are still saved.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:25:16 +02:00
Ludovic MarieandClaude Sonnet 5.5 4a0d9ea01d Fix clippy findings in the menu, transformer and wiring code
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:16:12 +02:00
Ludovic MarieandClaude Sonnet 5.5 7f23d4549b Merge main into interaction and inventory work
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:15:07 +02:00
Ludovic MarieandClaude Sonnet 5.5 f6e519097d Format the interaction work
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:14:42 +02:00
Ludovic MarieandClaude Sonnet 5.5 f49faf685c Use cauldron interactions in play
Right clicking a cauldron with a bucket, bottle, water potion, dyed armour, banner or dyed shulker box now applies the verified cauldron rules to the held stack, inventory and block.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:14:26 +02:00
Ludovic MarieandClaude Sonnet 5.5 7bd28cc6f1 Port the cauldron item interactions and test them against vanilla
Using a bucket, bottle, water potion, dyed armour, patterned banner or dyed shulker box on an empty, water, lava or powder snow cauldron follows CauldronInteractions, including the creative-mode stack rules of ItemUtils.createFilledResult and the underwater refusal for lava and powder snow. A harness runs every item against every cauldron state in vanilla's own useItemOn and compares the result, block writes, sounds, drops and inventory.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:13:50 +02:00
Ludovic Marie 988ebbf54c Merge branch 'main' into worktree-agent-afae8fa7e3c2bed72 2026-10-10 07:09:59 +02:00
Ludovic MarieandClaude Sonnet 5.5 f5fa9b5026 Add night vision and torch flicker to the lightmap and rebuild the health HUD
The lightmap now brightens with night vision and conduit water vision and flickers its block light like vanilla's extractor. The hearts, armour and food rows follow Hud.extractPlayerHealth: absorption rows, hardcore sprites, poison and wither tints, the regeneration hop, low-health shaking, the damage blink and hunger jitter, driven by vanilla's java.util.Random.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:09:59 +02:00
Ludovic MarieandClaude Sonnet 5.5 353d849126 Match vanilla weather colours and dimension sky defaults
The environment differential harness now passes for every dimension, biome, time and weather level. Weather colour multipliers are floored to 8-bit channels as vanilla does. A biome without its own fog or sky colour falls back to its dimension's, which fixes the End's dark purple fog, and the missing cloud colour is transparent.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:09:59 +02:00
Ludovic MarieandClaude Sonnet 5.5 5ec93bf9e7 Use the block transformers for axes, hoes, shovels and honeycomb in play
Stripping, scraping, wax removal, tilling and path making now come from the data pack's transformers instead of hard coded block lists, so every copper variant, rooted dirt loot and the face restrictions behave like vanilla, and honeycomb waxes copper blocks.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:09:48 +02:00
Ludovic MarieandClaude Sonnet 5.5 d900b2a8e6 Read the axe, hoe and shovel block transformers from the data pack
A new block transformer module evaluates the data pack's rule based state providers the way BlockTransformer.transformBlock does (matching blocks and tags, all-of, copy properties) and derives the waxed twin of a copper block from the wax-off transforms. A harness compares every transformer, block state, face and block above with vanilla's own providers and with HoneycombItem.getWaxed.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:08:27 +02:00
Ludovic MarieandClaude Sonnet 5.5 6405716829 Format block update fixture
Run cargo fmt over the block update fixture after merging main.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:02:16 +02:00
Ludovic MarieandClaude Sonnet 5.5 89630c80fe Port AbstractContainerMenu clicks and test them against vanilla menus
A pure menu engine now implements every click type (pickup, quick move, swap, clone, throw, the three quick craft drags, pickup all) for the player inventory, crafting table, chests, hopper, dispenser, shulker box and the furnaces, with armour, fuel, output and crafting result slot rules, the crafting result recompute and remainders, and Inventory.add. The new menu click harness runs thousands of randomized click sequences through vanilla's real menu classes and this engine and compares every slot, the carried stack, data slots and drops.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:01:09 +02:00
Ludovic MarieandClaude Sonnet 5.5 50084d03d4 Ignore sections above the noise height and NBT integer widths in the chunk harness
The Nether roof and End sky sections are all air in vanilla and Horizon keeps none, and structure templates keep their stored integer width while vanilla re-saves block entities with its own, so neither is a generation difference.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 07:00:31 +02:00
Ludovic MarieandClaude Sonnet 5.5 3772ed871f Merge main into the mobs branch
Brings the llamas, breezes, sniffers, happy ghasts and copper golems on top of the raids, scoreboards, warden, sculk, creaking and golem-construction work already on main. Sniffer eggs now schedule their first hatch stage when placed, boosted on moss.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:58:50 +02:00
Ludovic MarieandClaude Sonnet 5.5 3ce74d1351 Merge main into the game loop and input work
Brings the options, timer and mouse parity port on top of everything that landed on main (raids, scoreboards, warden, subtitles and more), keeping both sides in game.rs, clock.rs and settings.rs. The subtitle option test now expects vanilla's behaviour of keeping the default when notificationDisplayTime is out of range.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:58:30 +02:00
Ludovic MarieandClaude Sonnet 5.5 302d96eeb1 Fix clippy findings in item models and pack mirroring
Rewrote a negated float comparison in the compass wobble check, merged two identical branches in the pack overlay mirroring, and replaced the empty item model test stub with small unit tests so the workspace passes clippy and tests.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:58:17 +02:00
Ludovic Marie ad4ae23b94 Merge branch 'main' into worktree-agent-aa7f8206a004fc51a 2026-10-10 06:40:42 +02:00
Ludovic Marie b77056d49d Merge branch 'main' into worktree-agent-abc3c79c07e209fba 2026-10-10 06:37:57 +02:00
Ludovic MarieandClaude Sonnet 5.5 aa810a8802 WIP: block update harness fixes
Work in progress on the block update differential harness fixtures and redstone/piston update fixes.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:37:52 +02:00
Ludovic Marie ab0e243689 Merge main into worktree-agent-a3f604d3c8055fe6e 2026-10-10 06:24:04 +02:00
Ludovic Marie a5a1da739a Merge branch 'main' into worktree-agent-a45c92d353e101334 2026-10-10 06:20:08 +02:00
Ludovic MarieandClaude Sonnet 5.5 abb21704dd Add stopwatch command and execute if stopwatch
Adds the stopwatches store saved in data/minecraft/stopwatches.dat, the /stopwatch create, query, restart and remove commands, and the execute if stopwatch condition, with the parse tree and parse fixture updated.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:20:08 +02:00
Ludovic Marie f140ccc8ef Merge main into worktree-agent-ab89288e40e0a400d 2026-10-10 06:18:37 +02:00
Ludovic MarieandClaude Sonnet 5.5 fa3acf58b8 Add pack overlays and filter blocks (WIP)
Resource packs now honour pack.mcmeta overlay directories and filter block patterns when layering files over the vanilla resources.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:04:52 +02:00
Ludovic MarieandClaude Sonnet 5.5 a7e63b5c18 WIP: environment render parity harness
Work in progress on the environment rendering differential harness: a Rust fixture example, a vanilla oracle and the driver script.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:02:13 +02:00
Ludovic MarieandClaude Sonnet 5.5 d34432cbfb WIP save changes
Work in progress on save syncing before merging main.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:01:59 +02:00
Ludovic MarieandClaude Sonnet 5.5 2209950220 WIP: paletted containers and mesher changes
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:01:10 +02:00
Ludovic Marie 9acb2492a4 Merge main into agent branch 2026-10-10 06:01:00 +02:00
Ludovic MarieandClaude Sonnet 5.5 2ed4a4b06f WIP: chunk oracle tweak
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:00:58 +02:00
Ludovic MarieandClaude Sonnet 5.5 bce2872386 Tidy LAN level event forwarding
Forward level events to LAN players without redundant integer casts.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 06:00:26 +02:00
Ludovic MarieandClaude Sonnet 5.5 08a7ee9673 Merge main into save work
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:52:47 +02:00
Ludovic Marie 13b9dad522 Merge main into interaction and inventory work 2026-10-10 03:52:33 +02:00
Ludovic MarieandClaude Sonnet 5.5 3d8bdf6b39 WIP: block update differential harness
Adds the vanilla updateShape/neighborChanged oracle, the Rust fixture example and the Python driver, plus a handle_neighbor_changed entry point on Behaviours.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:50:38 +02:00
Ludovic MarieandClaude Sonnet 5.5 7fa9a83542 Add typed block entity NBT and save roundtrip harness (WIP)
Work in progress on typed block entity load/save and the save differential harness.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:50:14 +02:00
Ludovic MarieandClaude Sonnet 5.5 c9ad9869d9 Start the menu click oracle and tweak the interaction lab
Work in progress on the vanilla menu oracle adapter used by the upcoming menu click parity harness.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:49:56 +02:00
Ludovic Marie 872d13f431 Merge branch 'main' into worktree-agent-afae8fa7e3c2bed72 2026-10-10 03:49:37 +02:00
Ludovic Marie bec61f672a Merge branch 'main' into worktree-agent-a1352eba6412466b8 2026-10-10 03:49:13 +02:00
Ludovic MarieandClaude Sonnet 5.5 62fe8a4465 Add item model definitions, baking and parity harness (WIP)
Work in progress on vanilla's item model pipeline in horizon-assets: definition parsing, resolution, generated model baking, special renderers and a differential harness against a Java oracle.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:49:13 +02:00
Ludovic Marie 6837f486a5 Merge branch 'main' into worktree-agent-aa7f8206a004fc51a 2026-10-10 03:48:18 +02:00
Ludovic MarieandClaude Sonnet 5.5 a0e9605390 WIP: paletted containers and mesher changes
Work in progress before merging main.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:48:16 +02:00
Ludovic Marie c45ca06d8e Merge branch 'main' into worktree-agent-aadb889c2eebe6c5b 2026-10-10 03:47:55 +02:00
Ludovic MarieandClaude Sonnet 5.5 1d6b7b5a0c WIP: chunk parity structure fixes
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:47:54 +02:00
Ludovic MarieandClaude Sonnet 5.5 2c9045649f WIP passengers, mob gear enchantments, held blocks
Work in progress on riders, enchanted spawn gear and held block rendering.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:47:46 +02:00
Ludovic MarieandClaude Sonnet 5.5 3eabcc6bd5 Add LAN containers, menu and host actions
Remote players can now open and click containers, and the host gets a LAN menu and action hooks, building on the first LAN server.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:47:15 +02:00
Ludovic MarieandClaude Sonnet 5.5 e82bba3855 Build snow, iron and copper golems from blocks
A carved pumpkin or jack o'lantern placed on two snow blocks, on an iron T, or on a copper block now brings a golem to life: the pattern blocks vanish with break particles and a snow or iron golem appears; on copper the block turns into the matching copper chest facing the way the pumpkin did.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:46:40 +02:00
Ludovic MarieandClaude Sonnet 5.5 e0541ece83 Verify entity model animation against vanilla and fix what differed
A new Java oracle bakes every vanilla model layer, builds the model's own render state and runs the real setupAnim; tools/test_entity_model_parity.py replays the same states through Horizon's animation code and compares every part pose, visibility and the baked polygon sums (about 3700 cases over 125 layers). Fixes the harness found: model sine and cosine now use vanilla's quantised table, the creeper's swapped leg bindings, humanoid arm poses in vanilla order (held items no longer tilt mob arms, bows pose both arms last, crossbow charge, riding, crouching), swing weapon down, piglin ears and dancing, illager hats, arms and bow pose, zombified piglin ears, baby donkey head and legs, hoglin baby head, ravager neck, vex charging arms, feline sitting and lying poses including babies, camel and zombie/skeleton horse baby models, and new ports of the goat, polar bear, panda, llama, turtle, strider, snow golem, silverfish, endermite, parrot, bee, bat, armadillo, axolotl, frog, rabbit and fox models. Hidden parts are now an explicit flag instead of a zero scale, and skipDraw is supported.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:44:46 +02:00
Ludovic Marie 5a5bdf6a9b Merge branch 'main' into worktree-agent-a45c92d353e101334 2026-10-10 03:43:23 +02:00
Ludovic MarieandClaude Sonnet 5.5 6bde74957a Add the command parse differential harness
A Java oracle builds vanilla's real Brigadier command tree with the loaded registries and data-pack tags, exports the tree, and parses a corpus of command strings. The corpus is generated by walking that tree with valid and invalid samples for every argument type plus hand-written edge cases. A Rust example parses the same corpus with Horizon's dispatcher and the Python driver compares success, exact error text and cursor, and end-of-input completion suggestions, with tree-diff and mismatch summary helpers. Currently 79 percent of 39685 inputs match at permission level 4. Entity selector errors now rewind to the start of the input like vanilla.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-10 03:43:22 +02:00
Ludovic MarieandClaude Sonnet 5.5 513004936d Keep container names and saddle components, order and search the recipe book like vanilla
Containers now remember a custom name: it is read and saved as CustomName, taken from the item when placed (including by dispensers), shown as the screen title of chests, furnaces, the brewing stand, hoppers, dispensers and the crafter, and given back to the dropped item when the block is broken. Saddles on pigs, striders and horses are kept as full item stacks instead of a flag, so their components survive taming, the horse menu, dispensers, saving and death drops. The recipe book lists dye, transmute (shulker box, bundle, map cloning) and tipped arrow recipes, searches the tooltip lines and ids of a collection's results the way the vanilla search tree does, and squeezes new recipes' tabs and buttons once, saving the pending recipes as toBeDisplayed.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 14:17:24 +02:00
Ludovic Marie 708f70cbbd Merge main into the LAN branch 2026-10-09 14:13:45 +02:00
Ludovic MarieandClaude Sonnet 5.5 b99de58761 Open worlds to LAN
A world can now be opened to the local network from World Options in the pause menu (LAN on or off, port, command access, forcing the game mode, plus the default and personal game mode, cheats and difficulty), or with horizon-ctl lan open. The hosted world runs a server inside the game that speaks the vanilla 26.3 protocol: server list status, offline-mode login, the configuration phase with the synchronized registries and tags (sent as known-pack references to vanilla clients and in full to clients that know no packs), then the play state with chunks and light, time, weather, the player list, the host and other guests as visible players, mobs and dropped items, block changes, chat and keep-alives. Network I/O runs on its own threads and a world that is not open pays one check per tick. A vanilla 26.3 client and a second Horizon client were verified joining and seeing each other and the terrain.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 14:12:31 +02:00
Ludovic MarieandClaude Sonnet 5.5 c1b96fe7ff Add happy ghasts
Happy ghast: an adult floats about, drifts toward a player holding snowballs or a harness, stays within 32 to 64 blocks of where it is, heals slowly (a point a second in rain) and takes a harness by interaction (shears take it off again, and it drops with the ghast); a harnessed adult can be ridden and flown with the movement keys, look direction and jump, and the rider lands on top when getting off. Ghastlings are smaller, follow players and adults, panic fast and grow up in 24000 ticks or faster with snowballs; a dried ghast block now hatches one. Harness and body models, tentacle animation, sounds and saving of the harness are in.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 14:07:15 +02:00
Ludovic Marie 7cfb90538e WIP: options, timer, mouse (to be squashed) 2026-10-09 14:06:43 +02:00
Ludovic Marie 4b3858bb21 Merge main into the warden and sculk work 2026-10-09 14:05:35 +02:00
Ludovic MarieandClaude Sonnet 5.5 69c7fd925e Port every crafting recipe type and test recipes against vanilla
The crafting module now matches shapeless recipes with a full bipartite assignment, shrinks shaped patterns like ShapedRecipePattern, keeps result components (suspicious stew effects), and implements the transmute, dye, imbue (tipped arrow), book cloning, firework rocket/star/fade, decorated pot, repair item, map extending, banner duplicate and shield decoration recipes with vanilla's matching and assembly. Crafting remainders now follow Item.craftRemainder only and are placed on the grid by recipe, so cloned books and duplicated banners stay. Stacks gain dyed colour, firework explosion, pot decorations, bundle contents, stew effects and map post-processing components, and their NBT now matches the codecs (defaults omitted, templates without count 1). A banner whose first layer was a rhombus was mistaken for the raid banner; that is fixed.

tools/test_recipe_parity.py drives vanilla's RecipeManager (new VanillaRecipeOracle) and the Rust recipe_fixture over 50k generated crafting, cooking, stonecutting and smithing cases and compares matches, results and remainders as canonical NBT; all match.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 14:04:56 +02:00
Ludovic MarieandClaude Sonnet 5.5 90023be7c2 Add a whole-chunk differential harness against vanilla generation
The new oracle drives vanilla's own chunk stages (structure starts and references, biomes, terrain with surface and carvers, then biome decoration with every placed feature and structure piece) through real WorldGenRegion instances, and the chunk_dump example runs the same stages in the same order in Horizon. The Python runner compares every block state, quart biome and block entity over terrain sites and structure sites found by scanning each seed, in the overworld, Nether and End, with phases that stop before features or run structure pieces only.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 14:02:16 +02:00
Ludovic MarieandClaude Sonnet 5.5 99b01f0cc0 Add the warden_spawn_tracker command and a dying warden's silence
The command clears the player's warden warning level or sets it from 0 to 4. A mob's death is now heard with the facts of the mob that died, so a dying warden stays silent to sensors.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:57:54 +02:00
Ludovic Marie 4652e983c5 Merge main into the scoreboard and command work
# Conflicts:
#	crates/horizon-client/src/game.rs
#	crates/horizon-client/src/game/commands.rs
#	crates/horizon-client/src/game/creatures.rs
#	crates/horizon-client/src/lib.rs
2026-10-09 13:57:10 +02:00
Ludovic MarieandClaude Sonnet 5.5 661d2da89c Add sniffers
Sniffer: wanders, scents and sniffs, walks to diggable ground it has not explored, digs for a few seconds and drops a torchflower seed or pitcher pod, then stands up happy, with a cooldown of eight minutes before it sniffs again; follows torchflower seeds, panics fast, lays a sniffer egg instead of bearing young when bred, and keeps its explored positions in its save. Sniffer eggs now schedule their hatching when placed (faster on moss), crack twice and hatch a snifflet that takes 48000 ticks to grow up; the keyframe animations, the snifflet model and the lower digging body, dust and sounds are in.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:57:07 +02:00
Ludovic MarieandClaude Sonnet 5.5 88efc73ac1 Mesh biome tints through the zoomed biome and honour lighting options
The section mesher blended biome colours over quart cells at the section's
mid-height. It now follows ClientLevel.calculateBlockTint: each tinted block
averages the colours of the biomes BiomeManager picks (the eight-corner
zoom with the client's hashed seed) over the biomeBlendRadius square at the
block's own height, computed lazily per layer and column. The ao and
cutoutLeaves options are honoured too: flat lighting, skipped faces between
opaque leaves and a vertex layer flag that makes the terrain shader ignore
leaf alpha.

The section mesh parity gate gained biome-blend scenes (random zoom seeds,
radii 0 to 7, all 67 biomes, real Biome colour resolvers through a
BiomeManager in the Java oracle) and option scenes; all 1.0M quads of the 112
scenes match the client.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:52:25 +02:00
Ludovic MarieandClaude Sonnet 5.5 b39bf4c879 Add /place template
Place a saved structure template at a position with rotation, mirroring, integrity, seed and strict mode. Templates come from the world's generated structures first, then the vanilla template files. Block entities and saved entities are placed along with the blocks, and the template ids are offered as suggestions.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:48:40 +02:00
Ludovic MarieandClaude Sonnet 5.5 682927cb69 Hear game events from players and mobs, light the darkness effect and persist the warden warning
Players and mobs now report footsteps, swimming, landings, splashes, damage, deaths, eating, drinking, container use, shots and landed projectiles, blasts, lightning and primed TNT to the vibration system, with sneaking and wool respected. The darkness effect fades in and out over 22 ticks, closes the fog in to 15 blocks, dims the lightmap with its pulse and hides the sun, moon and stars. Active sculk sensors shed redstone dust, charge and shriek level events show their particles, and the player's warning level is saved with the player data.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:43:56 +02:00
Ludovic MarieandClaude Sonnet 5.5 1952d5b927 Add world and entity commands, loot, world border and force loading
New commands: /recipe, /damage (with at, by and from), /rotate (angles or facing), /swing, /playsound and /stopsound (per sound source, with the minimum volume rule), /particle (dust, block and the other particle options), /attribute (get, base set, reset and modifiers on the player; max health, speed and attack damage on mobs), /ride, /spreadplayers (with teams and a height limit), /forceload (force loaded chunks stay generated and simulated), /fillbiome (with a replace filter and biome tags), /worldborder (set, add, center, damage, warning and get, with the shrink and grow animation, the wall that stops the player and border damage, saved in world_border.dat) and /loot (replace, insert, give and spawn from loot tables, killed mobs, mined blocks and fishing). The sound engine learned to play a sound on a chosen sound source and to stop playing sounds by event or source.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:40:02 +02:00
Ludovic MarieandClaude Sonnet 5.5 02d1507d39 Infect and cure zombie villagers
Villagers killed by a zombie, husk, drowned, zombie villager or zombified piglin rise as zombie villagers on Normal (half the time) and Hard (always), keeping their type, profession, level, trades, experience, gossip, equipment and baby state. Splash and lingering potions now give their timed effects to nearby mobs, so a weakness potion followed by a golden apple starts a cure of 3600 to 6000 ticks, sped up by nearby iron bars and beds; the zombie villager shakes, plays the cure sound and swaps weakness for strength. When the clock runs out it becomes a villager again with nausea, the curing player gains major and minor positive gossip (so trades get cheaper), the cured_zombie_villager advancement triggers, and the conversion sounds play. ConversionTime, ConversionPlayer, VillagerData, Offers, Gossips and Xp are saved, curing zombie villagers never despawn, and zombie villagers now draw their level badge and baby textures.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:35:15 +02:00
Ludovic Marie f1179cf141 Merge main into the loom and recipe book work
# Conflicts:
#	crates/horizon-client/src/containers.rs
#	crates/horizon-client/src/game.rs
#	crates/horizon-client/src/game/creatures.rs
#	crates/horizon-client/src/item_data.rs
#	crates/horizon-client/src/lib.rs
#	crates/horizon-client/src/save.rs
2026-10-09 13:32:57 +02:00
Ludovic MarieandClaude Sonnet 5.5 239755edd8 Show the recipe unlocked toast
Unlocking recipes through advancement rewards now shows the "New Recipe(s) Unlocked!" toast with the recipe's result item and "Check your recipe book" underneath, one toast for a burst of unlocks.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:29:47 +02:00
Ludovic MarieandClaude Sonnet 5.5 84dbcacd22 Add double chests, shulker box and shift-click container menus
Double chests now open as one 54-slot Large Chest (right half first, as in vanilla) with the 222-pixel screen and the inventory moved down, and both halves update their comparators and saves. Shulker boxes use their own texture and "Shulker Box" title, ender chests and barrels show their names, and the hopper minecart is titled as such.

Shift-click now moves stacks between the player inventory and chests, barrels, shulker boxes (which refuse other shulker boxes), ender chests, hoppers, dispensers and droppers the way the vanilla menus do, and in furnaces it sends smeltable items to the input, fuel to the fuel slot and takes results to the inventory.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:27:13 +02:00
Ludovic MarieandClaude Sonnet 5.5 c048369be8 Complete /execute and add functions, bossbars, items and tick
/execute now has every vanilla subcommand: store (result or success into scores, boss bars and entity, block or storage data with a type and scale), positioned over a heightmap, summon, on (owner, vehicle, controller, passengers, target, attacker), and the if/unless conditions score (all comparisons and matches), blocks, biome, predicate, function, data, items and slots on top of block, entity, loaded and dimension, with the vanilla pass, fail and count messages. Data packs in the world's datapacks folder (folders and zips) provide functions with comments, line continuation and $ macros, function tags including minecraft:load and minecraft:tick, and predicates; /function (with arguments or "with" sources), /return (value, fail and run), /schedule, /reload and /datapack list, enable and disable work against them. Also added: /bossbar with a boss bar overlay and saving, /item replace, fill and override over player, mob, armor stand, item frame and container slots, /random and /teammsg, and /tick rate, freeze, step and sprint on the game clock.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:26:35 +02:00
Ludovic MarieandClaude Sonnet 5.5 a77c929d81 Add breezes and wind charges
Breeze: chooses the nearest player or iron golem (or whoever hurt it), long jumps behind its target after inhaling, shoots a wind charge, slides to new spots and shoots again when stuck, with the vanilla timers, poses, keyframe animations, wind and eyes layers, sounds and block dust at its feet; arrows and other projectiles bounce off it. Wind charges: the item a player throws (half a second between throws), the charge a breeze shoots, and their burst, which does no damage but knocks players, mobs, projectiles and primed TNT away, cancels the thrower's fall, opens wooden doors, trapdoors and gates, presses buttons, flips levers, rings bells and snuffs candles; gust particles for the burst.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:24:12 +02:00
Ludovic MarieandClaude Sonnet 5.5 cdd5feb50c Add the horse inventory screen
Sneak-using a tamed adult horse, donkey, mule, skeleton or zombie horse, or pressing the inventory key while riding one, now opens its inventory: the saddle slot, the horse armour slot (horses only), the 5x3 chest of a donkey or mule with a chest, the mount drawn turning toward the cursor, and the player inventory below. Slots only take what the mount can wear (a saddle, or horse armour for horses), shift-click routes items the way the vanilla menu does, and the equip sounds play when the mount is saddled or armoured. The menu closes when the mount dies or is more than four blocks away.

The chest contents are saved with the mob (Items) and drop with the chest when the mount dies. The translation table also gains the entity, recipe book, banner pattern and toggle slot texts used by the new screens.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:22:33 +02:00
Ludovic MarieandClaude Sonnet 5.5 2b618b1dfe Let witches heal raiders and name the ominous banner
During a raid a witch looks for the other raiders, throws them
Regeneration, or Healing once they are almost dead, and the potion cloud
heals every raider it reaches. The ominous banner shows its own name and
uncommon rarity in tooltips.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:19:05 +02:00
Ludovic MarieandClaude Sonnet 5.5 7bbc85efa0 Add villager gossip, breeding and golem defence
Villagers remember players through gossip (major and minor, positive and
negative, and trading) that fades by the day and spreads when villagers
meet, saved with each villager. Hitting a villager earns a minor negative
mark, killing one in front of others a major one, and each trade a small
positive one; the reputation changes the prices, as does Hero of the
Village. Villagers that meet swap gossip, pass surplus food to hungry
neighbours (farmers to anyone) and wares to the profession that wants them,
pick up food and seeds from the ground into an eight-slot inventory, and
willing pairs (twelve food points, awake, adult) make a baby after about
fourteen seconds when a free bed is within 48 blocks. Frightened villagers
and gossiping groups that slept lately call for an iron golem, and golems
defend a village against a player whom a villager nearby holds at minus
100. Bottles from structure loot keep their amplifier.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:19:05 +02:00
Ludovic MarieandClaude Sonnet 5.5 44adeb0d3c Add bad omen, raid omen and raids
Drinking an ominous bottle gives Bad Omen; inside a village it turns into
Raid Omen, and when that runs out a raid starts, or grows, around the
village points villagers have claimed (the raid_trigger statistic and the
voluntary exile trigger fire on the first omen). Raids are saved in
data/minecraft/raids.dat and send waves of pillagers, vindicators, evokers,
witches and ravagers (ravagers carrying pillagers, evokers or vindicators)
by difficulty and omen level, from a ring that closes in as the countdown
runs down, with the raid horn and a red notched boss bar that shows the
raiders left, Victory or Defeat. Raiders walk to the village, move between
beds, take back a dropped captain banner, celebrate a lost village, are
enchanted with Quick Charge or Sharpness at high omen levels and are
dropped from the raid when idle or far away. Killing one makes the player a
hero; a won raid grants Hero of the Village and the hero_of_the_village
trigger. Villagers hide in their beds during a wave, ring the bell before
one, celebrate a victory with fireworks, and toss gifts to a hero. /raid
start, stop, check, spawnleader, setomen, glow and sound are available.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:18:59 +02:00
Ludovic MarieandClaude Sonnet 5.5 af791c55b7 Add pillager patrols and the ominous banner
Every ten minutes or so, in daylight and a fifth of the time, a patrol of
pillagers spawns 24 to 48 blocks from a player who is not near a village,
once the world is five days old and outside mushroom fields. The leader
wears the ominous banner and heads for a distant target in ten block hops
with its companions following; patrols hold their ground, shout to nearby
raiders and attack together once something comes close. Natural spawns lead
a patrol one time in seventeen. A fallen banner always drops, and a captain
pillager drops an ominous bottle that gives Bad Omen when drunk. Patrol
state, the banner's patterns and the bottle's amplifier are saved as vanilla
NBT.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:18:56 +02:00
Ludovic MarieandClaude Sonnet 5.5 2ad11eb68d Add the creaking and the creaking heart
A creaking heart in a pale oak trunk now follows its logs: placed or updated between two logs on its axis it wakes at night (12600 to 23400 in the overworld) or goes dormant by day, and stays uprooted without them. An awake heart with a player within 32 blocks spawns a linked creaking within 16 blocks, keeps its UUID in the saved block entity, reports the distance to it as a comparator signal, and lets it go when the day comes, it strays more than 34 blocks or a player stands inside it. The creaking freezes while any player looks at it, wakes when one looks from within 12 blocks, then hunts the nearest visible player and hits every 40 ticks. Bound to a heart it takes no damage; hits only make it sway and, when a player did it, make the heart send trail particles and sometimes spread resin clumps over nearby logs. Breaking the heart makes its creaking twitch to death, and removing the block any other way tears it down in a burst of crumbling pale oak. It has the vanilla model, animations (walk, attack, invulnerable, death), glowing eyes, sounds and NBT home_pos, and the trail particle exists now.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:15:05 +02:00
Ludovic MarieandClaude Sonnet 5.5 6b80f9c1aa Add the recipe book
The inventory, crafting table, furnace, blast furnace and smoker screens get the green recipe book button, which opens the book beside the menu and moves the menu over. The book has the search tab and one tab per category (hidden until it holds a recipe), a search box matching recipe names (or @namespace), the craftable-only toggle, pages of 20 recipe buttons that cycle through the recipes of a group, right-click for the alternatives overlay, and tooltips. Clicking a recipe moves the items from the inventory into the grid (shift fills the biggest stack, clicking again adds one more set), and when items are missing the grid is cleared and the recipe is shown as a ghost over the slots.

Which recipes appear comes from the advancement rewards already unlocked; the open and craftable-only settings of each book and the unlocked recipes are saved in the player's recipeBook compound. Recipes now keep their category and group from the data pack.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:08:12 +02:00
Ludovic MarieandClaude Sonnet 5.5 ccec07fde1 Add llamas, trader llamas, leads and the wandering trader's spawner
Llamas and trader llamas: random coat and strength, tamed by riding with a maximum temper of 30, fed wheat and hay, given a chest and a carpet (shears take the carpet off), spitting at whoever hurt them or wolves close by, hunting zombies and illagers when they belong to a trader, forming caravans behind a leashed llama, and saved with their variant, strength, chest, carpet and lead. Leads: put on and taken off mobs, tied to fence knots, with the elastic pull, the snap past twelve blocks and following their holder, drawn as a rope and saved by holder. The wandering trader gets its own goals (drinking invisibility at night, fleeing monsters, walking to its wander target, staying home, standing still while trading, leaving after two days) and a spawner that brings two leashed trader llamas. Llama spit now moves before it drags and falls, and camels spawn on sand.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:07:29 +02:00
Ludovic MarieandClaude Sonnet 5.5 d5d87f23a2 Add /data, /tag and NBT summoning
/data now supports get, merge, modify and remove on entities, block entities and command storage, with NBT paths (children, indices, [] and [{...}] matches, root matches), scaling for numeric reads, the append, prepend, insert, set and merge modifiers, and from, string and value sources. Command storage is saved per namespace in data/<namespace>/command_storage.dat. /tag adds, removes and lists entity tags, which selectors' tag=, nbt= and advancements= options now check. /summon accepts a full NBT compound (custom name, tags, health, NoAI, Invulnerable, item contents and so on), and armor stands, item frames, paintings, boats and minecarts can now be selected, teleported and killed like other entities.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:01:12 +02:00
Ludovic MarieandClaude Sonnet 5.5 ed89f533e2 Add the vibration system, sculk block entities and the warden
Game events now reach sculk sensors, calibrated sensors, shriekers and wardens through the vibration system: frequencies, listener ranges, travel time, wool occlusion, sneaking and dampening rules, and the nearest-first selection. Sensors power redstone and comparators and resonate amethyst, shriekers warn players and summon a warden at the fourth warning, catalysts take the experience of nearby deaths and spread sculk, and the warden has its anger, brain, sonic boom, animations and layers.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 13:00:26 +02:00
Ludovic MarieandClaude Sonnet 5.5 3de8b358ec Dispense items like vanilla dispensers and droppers
Dispensers now follow DispenserBlock's behaviour table: arrows, eggs, snowballs, experience bottles, thrown potions, firework rockets (flying straight until they hit something) and fire charges are shot out with the vanilla power and spread; buckets place or pick up water, lava, powder snow and mobs through the new Behaviours bucket calls; flint and steel, bone meal, TNT, shears (sheep, mooshrooms, bogged, beehives), brushes on armadillos, honeycomb waxing, respawn anchors, glass bottles (water, honey), water potions on mud, boats, minecarts, armor stands, shulker boxes, carved pumpkins (which now build snow and iron golems for players too), wither skulls, spawn eggs and worn equipment on players, armor stands and mobs that may pick up loot. Every dispense plays the vanilla click, fail or launch sound and the smoke puff, and droppers keep the plain drop or container insert. Experience bottles can also be thrown by the player.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 12:56:20 +02:00
Ludovic MarieandClaude Sonnet 5.5 f9eaae5a46 Add the crafter
The crafter block now works: right-clicking opens its menu with the 3x3 grid, the recipe result preview and the powered arrow, and clicking an empty slot disables or re-enables it (with the button click sound and the lighter disabled slot art), while shift-click moves stacks between the grid and the inventory. When powered, it crafts after four ticks using the grid's recipe, plays the craft or fail sound, shows the crafting state for six ticks, pushes the result and any remainders into the container in front (or shoots them out with white smoke), uses up one of each ingredient and fires the crafters-crafting-crafters advancement.

Its comparator signal counts filled and disabled slots, hoppers fill its smallest stacks first and skip disabled slots, and its items, disabled slots, powered flag and animation ticks are saved with the chunk.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 12:48:23 +02:00
Ludovic MarieandClaude Sonnet 5.5 2872884cb9 Add subtitles
The Show Subtitles accessibility option and the notification display time slider now exist and persist in options.txt. Every sound event with a subtitle key in sounds.json that the audio engine plays, even with no audio device, feeds a closed-caption overlay at the bottom right: repeated sounds refresh the same row, rows are only shown while the source is in range, an arrow points left or right when the sound is outside the view, and the text fades from white to grey over three seconds (stretched by the display-time multiplier, with looping sounds staying bright for half a second longer).

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 12:46:54 +02:00
Ludovic MarieandClaude Sonnet 5.5 ef6f41b12c Add scoreboards and teams
Scoreboards now work like vanilla: objectives with every criteria kind (dummy, trigger, health, food, xp, level, armor, deathCount, kill counts, per-colour team kills and any statistic such as minecraft.mined:minecraft.stone), the full /scoreboard command (objectives add, remove, list, modify and setdisplay; players set, add, remove, reset, get, list, enable, operation and display name or number format), /trigger, and /team with colour, prefix, suffix, friendly fire, invisibility, nametag, death message and collision options. Scores, teams and display slots are saved as vanilla NBT in data/minecraft/scoreboard.dat. The sidebar draws with the objective title, team colour slots, number formats and the vanilla layout, and target selectors accept scores={...}, team= and tag=.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 12:42:27 +02:00
Ludovic MarieandClaude Sonnet 5.5 19336564d2 Add the loom and banner patterns
The loom now opens its menu: a banner, a dye and an optional pattern item go in, the 32 plain patterns (or the one the pattern item provides) show in a scrolling 4x4 grid with hover names, picking one previews the result banner and the result slot gives a banner with one more layer, using up one banner and one dye. Banners with six layers show the error state and give nothing. Shift-click routes banners, dyes and pattern items to the right slots.

Banner layers are stored in the banner_patterns item component, in a new banner block entity (saved to chunks), and carry over when a banner is placed or dropped. Placed banners draw all their pattern layers, banner and shield icons are drawn as the vanilla 3D models with their patterns, a held banner is shown in the first-person hand, and tooltips list the layers. Banner duplication and shield decoration crafting recipes work, and crafting now returns item remainders such as buckets.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 12:40:31 +02:00
Ludovic MarieandClaude Sonnet 5.5 9967697de2 Add sculk sensor, shrieker and catalyst block behaviour
Sculk sensors cycle through active, cooldown and inactive (30 ticks, 10 for the calibrated one), power the block below them and click; the shrieker ends its 90 tick shriek and asks to respond; the catalyst blooms for 8 ticks. The level SculkSpreader moves charge cursors across sculk, veins and plain blocks, growing sensors and shriekers, merging cursors and reporting charge particles.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 12:35:52 +02:00
Ludovic MarieandClaude Sonnet 5.5 fb954f7d7f Load saved light and test it against vanilla
Chunks saved with isLightOn now read their SkyLight and BlockLight arrays back like vanilla instead of being relit: a missing sky layer repeats the bottom layer of the section above it, and a missing block layer is dark. Such chunks skip the light job, mesh as soon as their neighbours are lit, and only relight when a freshly generated neighbour arrives. tools/test_light_parity.py builds a scene of slabs, stairs, snow, trapdoors, lanterns, leaves and lava in a vanilla world, edits it, and requires every saved light value and every incremental relight to match Horizon's engine.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 12:29:51 +02:00
Ludovic MarieandClaude Opus 5.5 e988862e92 Update the parity audit to 73%
Entities and physics move to 0.75 now that the dragon, vehicles,
decorative entities and most mobs are in; the gap lists and next steps
follow the code.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 11:32:24 +02:00
Ludovic MarieandClaude Opus 5.5 f36b317569 Add local difficulty and mob armour
Chunks gain inhabited time while a player is near (saved as
InhabitedTime), giving vanilla's local difficulty. Zombies, husks,
zombie villagers and skeletons spawn with armour sets by it, piglins with
golden pieces; worn armour protects them, is drawn with the humanoid
armour layers, drops 8.5% of the time and is saved. Zombie, drowned and
zombified piglin weapon odds now follow 26.3.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 11:31:25 +02:00
Ludovic MarieandClaude Opus 5.5 78165ecdf6 Give villagers a daily schedule
Villagers claim a free bed and a bell, work at their job site by day
(work sounds, and up to two restocks a day with demand catch-up), meet
at the bell in the evening and sleep in their bed at night, lying as
vanilla draws sleepers. They wake at dawn, when hurt or when the bed
goes. Memories, restock counts and the last restock are saved.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 11:21:51 +02:00
Ludovic MarieandClaude Opus 5.5 2b664b4c4e Let villagers take jobs and trade
Villagers claim the nearest free job site within 48 blocks and take its
profession, lose a fresh profession when the site goes, flee zombies and
raiders, and shake their heads when they have nothing to sell.
Right-clicking a villager or wandering trader opens its trades; offers,
experience, level, profession and job site are saved as vanilla NBT.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 11:04:32 +02:00
Ludovic MarieandClaude Opus 5.5 07e36a90d3 Add allays and keep what mobs hold
Allay: given an item it keeps the player as its friend, flies to matching drops within 32 blocks, carries up to a stack and throws it to the player (or a liked note block) one item a tick within 3 blocks, pausing pickups for three seconds after each throw; it dances by a playing jukebox, duplicates when given an amethyst shard mid-dance, heals over time, cannot be hurt by its player, and hands its item back to an empty hand; animation and NBT. Mobs now save and load what they hold (equipment mainhand and offhand), and models whose root holds another part named root (allay, vex, frog, baby axolotl) no longer apply that offset twice.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 10:50:43 +02:00
Ludovic MarieandClaude Opus 5.5 90506e5326 Add camels
Camel: always tame, saddled and ridden like a horse (the rider at the hump, lower while it sits), dashing forward on the jump bar with a 55-tick cooldown and faster while sprinting, sitting down and standing up now and then (no moving meanwhile, up at once in water or when panicking), eating cactus, the keyframe animations (walk, sit, sit pose, stand up, idle, dash) and its NBT. Mobs whose health is above zero no longer keep a death clock from a save, and a dead wither stops healing.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 10:30:52 +02:00
Ludovic MarieandClaude Opus 5.5 bb06b17303 Add parched
Parched: the desert skeleton with 16 health, a 70-tick bow interval and arrows of weakness for 30 seconds.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 10:17:37 +02:00
Ludovic MarieandClaude Opus 5.5 52ed65a0d7 Add the wither
Building a T of soul sand or soul soil under three wither skeleton skulls (upright along X or Z) summons the wither: eleven seconds of invulnerable charging that heal it and end in a power 7 blast, then flight toward its target while the centre head fires skulls on a ranged-attack clock and the side heads pick their own targets, blocks around it broken when hurt, regeneration, immunity to arrows below half health and to the undead, a purple boss bar with boss music, the nether star drop, its animation, texture and scale. Wither skulls fly like fireballs (blue ones keep their speed), hit for 8 with withering and explode. Block items such as heads aimed at a block are now placed instead of equipped. Vexes no longer drop their swords.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 10:14:38 +02:00
Ludovic MarieandClaude Opus 5.5 ecfb487c6b Add ravagers
Ravager: melee charges speeding up while hunting, trampling leaves it runs into, the 10-tick bite with its head lunge, stunned for two seconds by a raised shield half the time (else flinging the defender), then a roar that hurts everything but illagers within 4 blocks and flings it away, and its NBT.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 09:52:35 +02:00
Ludovic MarieandClaude Opus 5.5 d938bcad6e Add evokers, vexes and evoker fangs
Evoker: the spellcaster goals with their warm-ups and intervals (summoning three vexes for 30 to 120 seconds, fangs in a ring when the target is close or a line of sixteen toward it, turning blue sheep red), fleeing players, the spellcasting arm pose. Vex: flying through blocks around its bound origin, charging its target with an iron sword, copying its evoker's target, wasting away after its life. Evoker fangs rise from the floor after their delay and bite for 6. Guardian beams are only drawn for guardians.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 09:47:10 +02:00
Ludovic MarieandClaude Opus 5.5 d111a20108 Add shulkers and shulker bullets
Shulker: attached to a block face (re-attaching or teleporting when it is lost), idle peeks, opening to fire a homing bullet every one to five and a half seconds at a player within 20 blocks, arrows bouncing off the closed shell, a chance to teleport below half health, dyed shells, the lid and head animation and the rotation onto its face, and its NBT. ShulkerBullet steps toward its target along axes and levitates what it hits for 10 seconds.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 09:35:55 +02:00
Ludovic MarieandClaude Opus 5.5 984c7bea59 Add guardians and elder guardians
Guardian: the swimming move control with its wobble, water travel, stroll and targeting of players, squid and axolotls, the laser charging 80 ticks (60 for the elder) before indirect magic plus a bite, spikes hurting melee attackers while still, flopping on land, the tail, spikes and eye animation, the rendered beam, and the spawn rules. The elder curses players within 50 blocks with mining fatigue every minute.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 09:25:22 +02:00
Ludovic MarieandClaude Opus 5.5 d9445f0d06 Spawn structure mobs and apply structure spawn overrides
Structure pieces now spawn their entities: the swamp hut's witch and black cat, the monument's three elder guardians, end city sentry shulkers and the elytra item frame, mansion evokers, vindicators and allays, ocean ruin drowned, and mineshaft chest minecarts with their loot rolled in. Chunks keep their structure references (saved as structures.References), so structures_at answers advancement location predicates, and natural spawning uses structure spawn_overrides (guardians in monuments, witches in huts, fortress mobs on nether bricks).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 09:14:24 +02:00
Ludovic MarieandClaude Opus 5.5 382eb0b74b Generate structure entities and add /locate structure
Structure templates now place their saved entities (StructureTemplate.placeEntities: moved, turned and mirrored with the template, finalized for jigsaw pieces, ignored for mansions and end cities), carried in the proto chunk and spawned with the chunk: villages get their villagers and animals. /locate structure (an id or a #tag) searches ring and random-spread placements like ChunkGenerator.findNearestMapStructure; seed 42 matches vanilla for villages, monuments, swamp huts, igloos, strongholds and outposts.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 09:01:55 +02:00
Ludovic MarieandClaude Opus 5.5 3c9d804ebb Draw worn armor on the player and shift-click armor on
HumanoidArmorLayer for the player's model (in third person and the inventory), the armour parts posed like the body. Shift-clicking armour or an off-hand item in the inventory puts it in its empty slot (InventoryMenu.quickMoveStack), and shift-clicking an armour slot takes it back. The GUI clip handles rectangles with corners in any order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 08:44:16 +02:00
Ludovic MarieandClaude Opus 5.5 9c16c364d6 Add third-person views and the inventory player
F5 cycles first person, third person behind and in front (Camera.setup with getMaxZoom pulling the camera in front of blocks); the hand and crosshair show only in first person. The local player renders as a PlayerModel kept in step each tick (body turning, walk animation, swing, crouching and riding poses), in the world and in the inventory's player box following the cursor. Players now use the player skin instead of the zombie texture.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 08:37:47 +02:00
Ludovic MarieandClaude Opus 5.5 e311b78562 Draw the shield in slots
ShieldSpecialRenderer's plate and handle under item/shield's gui display transform, instead of the missing-icon square.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 08:22:49 +02:00
Ludovic MarieandClaude Opus 5.5 a6af85a3cb Add the Advancements screen and /advancement
The Advancements screen: one tab per displayed root, the tree laid out by a port of TreeNodePosition in AdvancementTree.addAll order, visibility from AdvancementVisibilityEvaluator, connection lines, frames, the progress tooltip with its split title bar, dragging, scrolling and the L key. /advancement grant|revoke with only/from/until/through/everything and criteria, with vanilla's messages.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 08:18:48 +02:00
Ludovic MarieandClaude Opus 5.5 6a2c53697d Fix recipe unlock and slot conditions in advancements
recipe_unlocked matches the criterion's recipes key, so unlocking one
recipe no longer completes every recipe advancement; inventory_changed
honours the occupied, full and empty slot counts.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 08:04:19 +02:00
Ludovic MarieandClaude Opus 5.5 e10af7eb20 Add advancements
The advancement tree loads from the data packs; criteria are tested
with vanilla's entity, item, block and location predicates and loot
conditions, and triggered by inventory changes, location (every second),
kills, deaths, eating, filling buckets, placing blocks, sleeping,
dimension changes, breeding, taming, riding and totems. Completed
advancements grant their rewards (experience, loot, recipes), show the
advancement toast and are announced in chat; progress is saved to
players/advancements/<uuid>.json.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 08:00:48 +02:00
Ludovic MarieandClaude Opus 5.5 1efe0c4734 Record more player statistics
Picked up, dropped, crafted, used (placing blocks) and broken items,
damage dealt and taken, jumps, fish caught, animals bred, enchanting,
leaving the game, being killed by a mob, and opening chests, barrels,
shulker boxes, hoppers, droppers, dispensers and every crafting station
now count, as in vanilla.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 07:48:17 +02:00
Ludovic MarieandClaude Opus 5.5 a8cc848e79 Add the Statistics screen
The pause menu's Statistics button opens StatsScreen: the General tab
lists every custom statistic with vanilla's number, distance, time and
tenths formats, the Items tab the mined/broken/crafted/used/picked
up/dropped columns with sorting, and the Mobs tab kills and deaths per
mob. Teleports no longer count as distance travelled.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 07:41:08 +02:00
Ludovic MarieandClaude Opus 5.5 62c9acd18d Add phantoms and player statistics
Phantoms circle an anchor high above the player, swoop at them every
eight to twelve seconds, bite on contact and keep away from cats (which
hiss); they spawn over players who have not slept for three days. The
statistics behind that are tracked as vanilla does: play time, the
time-since counters, movement by kind, deaths, kills, blocks mined and
sleeps, saved to players/stats/<uuid>.json.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 07:34:28 +02:00
Ludovic MarieandClaude Opus 5.5 e5399b1613 Ride pigs and striders
Saddles fit adult pigs and striders; a saddled one can be ridden and
steered with a carrot or warped fungus on a stick, whose use boosts it
and wears the stick (a worn-out stick becomes a fishing rod). Saddles,
horse armour and donkey chests drop when their wearer dies, and saddled
pigs and striders keep their saddle in the save.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 07:25:01 +02:00
Ludovic MarieandClaude Opus 5.5 3e2cdcae33 Make horses, donkeys and mules rideable
Horses get random health, speed and jump strength, coat colours with
markings, grazing, rearing and AbstractEquineModel's animation. Feeding
heals, grows foals and builds temper; riding an untamed horse ends with
it tamed or bucking the rider off. Saddles, horse armour and donkey
chests fit with a click, a saddled mount follows its rider with the
charged jump bar, its health replaces the food bar, and offspring
inherit their parents' stats (a horse and a donkey have a mule).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 07:19:19 +02:00
Ludovic MarieandClaude Opus 5.5 d6d9ecc4ab Give piglins, brutes, hoglins and zoglins their behaviour
Piglins leave gold-wearing players alone, pick up and admire gold, barter
gold ingots for a roll of the bartering table, fight with crossbows or
golden swords, hunt baby hoglins, flee zombified piglins and get angry
when their chests are opened or their gold mined. Brutes always attack.
Hoglins headbutt their targets into the air, babies flee, and both turn
into zombified piglins and zoglins after 15 seconds out of the Nether.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 06:58:11 +02:00
Ludovic MarieandClaude Opus 5.5 35dacf6e24 Give pillagers crossbows and vindicators axes
Pillagers charge their crossbows, keep their range and fire; vindicators
hunt with iron axes (Johnny attacks everything). IllagerModel's crossed
arms, crossbow hold and charge, and weapon swings are ported, and a calm
vindicator hides its axe.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 06:49:17 +02:00
Ludovic MarieandClaude Opus 5.5 71f6d80613 Give iron and snow golems their behaviour
Iron golems hunt monsters (not creepers), close in, swing for a random
half to one and a half times their damage and throw the target up, show
cracks as they weaken, take iron ingots for repairs, offer poppies to
villagers and hold a grudge against a player who hits them. Snow golems
pelt monsters with snowballs, leave a snow trail and melt in hot biomes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 06:44:57 +02:00
Ludovic MarieandClaude Opus 5.5 459db087d6 Make zombified piglins neutral
They no longer attack on sight: once hit they stay angry for 20 to 39
seconds, move faster, growl and rally the others nearby. They spawn with
golden swords.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 06:35:50 +02:00
Ludovic MarieandClaude Opus 5.5 7d136d665f Give blazes and ghasts their attacks, and fix moved textures
Blazes hover toward targets above them, slow their fall, smoke and fire
three-fireball volleys; ghasts float about, face their target, cry and
shoot exploding fireballs credited to them. The blaze rods spin and ghast
tentacles sway. Blazes, endermites, silverfish, experience orbs and the
fishing bobber pointed at texture paths 26.3 moved, so they were
invisible.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 06:31:25 +02:00
Ludovic MarieandClaude Opus 5.5 c44174d261 Make cats tamable
Cats get their variants, collars and the feline model's sitting,
crouching, sprinting and lying poses. Wild cats flee players unless
tempted with fish, which may tame them; tame cats sit on command, follow
their owner, lie on beds, sit on chests and lit furnaces, stalk rabbits
and have tame kittens.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 06:18:40 +02:00
Ludovic MarieandClaude Opus 5.5 ac8bc36427 Fix the poison interval test for the poison action
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 06:14:45 +02:00
Ludovic MarieandClaude Opus 5.5 3e556f51ef Make wolves tamable
Wolves get their biome variants, the tame and angry textures, the collar
layer and WolfModel's sitting, begging and shaking poses. Bones tame them;
tame wolves sit on command, follow and teleport to their owner, defend it
and join its fights, heal on meat, take collar dyes and breed into tame
pups. Mob particle bursts (hearts, smoke, splashes) now show.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 06:10:08 +02:00
Ludovic MarieandClaude Opus 5.5 6060e0dfda Give witches, endermen and slimes their vanilla AI
Wire the paused witch, enderman and cube-mob modules: witches drink and
throw potions, endermen teleport, stare-aggro and carry blocks, slimes and
magma cubes hop with their size, squish and split. Slime sizes save, the
outer slime layer renders, and mob-applied effects use the player's effect
list (so they show and tick like potions).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 05:53:04 +02:00
Ludovic MarieandClaude Opus 5.5 41667216a2 Add vanilla death messages
A combat tracker records the player's damage, its causing mob and the
fall, and builds CombatTracker's message: falls from ladders or high
places, assisted falls, being slain or shot by a named mob, kill credit.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 05:29:25 +02:00
Ludovic MarieandClaude Opus 5.5 34f9cb83fd Add adventure and spectator modes
Spectators fly through blocks without overlays, a hotbar or a hand, and
do not interact, pick up items or trigger plates; adventure players cannot
build. The game mode is saved and restored.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 05:20:25 +02:00
Ludovic MarieandClaude Opus 5.5 183008d876 Place end crystals and respawn the dragon
Four crystals on the exit portal rebuild the pillars one by one and bring
the dragon back, as DragonRespawnStage does; breaking one of them aborts.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 05:09:50 +02:00
Ludovic MarieandClaude Opus 5.5 e28d1a5890 Add the ender dragon fight
The dragon with its phases, path nodes, fireballs and breath, end crystals
that heal it, the boss bar and boss music, and the kill: XP, the exit
portal, the egg and a new gateway. The fight state is saved where 26.3
saves it. Creative players are now invulnerable, as in vanilla.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 04:59:58 +02:00
Ludovic MarieandClaude Opus 5.5 bea383078a Save maps where 26.3 does
Map data now lives in data/minecraft/maps/<id>.dat and the id counter in
data/minecraft/maps/last_id.dat (SavedDataStorage resolving the
minecraft:maps/<id> and maps/last_id identifiers), so vanilla and Horizon
read each other's maps.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 04:34:33 +02:00
Ludovic MarieandClaude Opus 5.5 f63cac5f5e Add tadpoles, frog variants and saved mob ages
Frogspawn hatches into 2-5 tadpoles that swim, flop on land, wag their
tails and grow into frogs after 24000 ticks. Frogs take the warm, cold or
temperate variant from the biome. AgeableMob ages (babies, breeding
cooldowns) are now saved and loaded.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 04:31:16 +02:00
Ludovic MarieandClaude Opus 5.5 7fd50eb00b Add books and lecterns
Books and quills open BookEditScreen: pages of 14 lines of 114 pixels and
1024 characters, up to 100 pages, page buttons that add pages, Done and
the signing screen (15-character title, finalize warning) that turns the
book into a written book by the player. Written books open BookViewScreen.
Lecterns take a book, open LecternScreen with Take Book, send a 2-tick
redstone pulse on page turns (with the library's unpowering tick) and drive
comparators from the page. Both book components and the lectern block
entity are saved; open book and sign screens no longer pause on focus loss.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 04:24:45 +02:00
Ludovic MarieandClaude Opus 5.5 dd2f4209e5 Add the cartography table and close menus on quit
CartographyTableMenu: zooming a map out with paper (a fresh map one scale
up), cloning it with an empty map, and locking it with a glass pane, the
new map ids made when the result is taken, the take sound, and the screen's
previews with the error and lock sprites. Quitting now closes the open
menu first so its items go back to the inventory, and map textures upload
with the drawn frame's HUD batch only.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 04:13:27 +02:00
Ludovic MarieandClaude Opus 5.5 3c6c041851 Add maps
Empty maps create a map centred on the player's grid cell; held maps reveal
the world with MapItem.update (dominant map colour per pixel, height and
water-depth shading, the dithered edge, the ceiling noise in the Nether)
and carried maps track the player marker. Maps save as data/map_<id>.dat
with idcounts.dat, their 128x128 textures live in reserved atlas slots,
and they render held in both hands over the map background and full-face
in item frames (the map=true frame models). Block facts now carry the
MapColor id.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 04:02:14 +02:00
Ludovic MarieandClaude Opus 5.5 84e2e6e5c6 Add beacons
BeaconBlockEntity: beam sections tinted and blended by stained glass,
pyramid levels from beacon_base_blocks every 80 ticks, primary and
secondary powers for players in range (amplified when doubled), and the
activate, ambient, deactivate and power-select sounds; saved with the
vanilla keys. The 230x219 BeaconScreen has the power buttons, the upgrade
button, payment slot and confirm/cancel. BeaconRenderer's rotating beam and
glow scroll through a new wrapped-sprite mode of the entity shader.
/setblock and /fill now replace block entities with the new block's.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 03:50:36 +02:00
Ludovic MarieandClaude Opus 5.5 c062f41892 Add real lightning bolts
Thunderstorms now roll ServerLevel.tickThunder per chunk: the bolt strikes
the top of the column or a living entity under open sky nearby, may bring a
skeleton trap horse, and LightningBolt ticks its flashes with the thunder
and impact sounds, fire, lightning rods and thunderHit (5 damage and
burning, charged creepers with their energy swirl, zombified piglins,
witches, mooshroom colours, turtles, burnt items). The bolt is drawn by
LightningBoltRenderer's layered branches through a new additive entity
pipeline, and /summon accepts lightning bolts and minecarts.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 03:33:30 +02:00
Ludovic MarieandClaude Opus 5.5 95149579ff Add minecarts, jukeboxes, name tags and outline-shape picking
Minecarts follow OldMinecartBehavior: rails and slopes, powered and
activator rails, coming off the track, the rider's push, players and carts
pushing each other, placement, breaking and saving, with chest and hopper
containers, furnace fuel and push, and TNT priming and explosions. They
render on the rail between the front and back points with their display
block.

Jukeboxes take jukebox_playable discs, play the song with the rainbow Now
Playing overlay and note particles, emit 15 while playing, drive
comparators, eject the disc and save it.

Name tags name mobs (saved as CustomName); the name shows above the head on
a translucent background when targeted or always visible, and Dinnerbone
and Grumm render upside down.

Blocks are now picked and outlined with their vanilla outline shapes
(exported per state with the edges LevelRenderer draws), so rails, slabs,
torches and plants no longer act as full cubes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 03:21:40 +02:00
Ludovic MarieandClaude Opus 5.5 85a11b071f Add firework rockets and item components in /give
Rockets launch from a clicked block or boost a gliding player, fly with the
1.15 acceleration and 0.04 lift for 10*(flight+1)+rand(6)+rand(7) ticks, then
explode: 5+2n damage within 5 blocks with line of sight, and the client
starter spawns the shaped spark bursts, trails, twinkles and blast sounds.
/give now applies its [component=value] list through a new SNBT parser.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 02:42:40 +02:00
Ludovic MarieandClaude Opus 5.5 776e5c354f Add elytra gliding and right-click armor equipping
Jumping in the air with a usable glider starts fall flying (the
FALL_FLYING pose), travelFallFlying applies vanilla's lift, dive
conversion, climb and 0.99/0.98 drag, the elytra wears every 20 ticks
of flight, and gliding stops on landing or when it can no longer glide.
Right-clicking swappable armor equips it (Equippable.swapWithEquipmentSlot),
returning the worn piece, honouring Curse of Binding and playing the
equip sound.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 02:28:28 +02:00
Ludovic MarieandClaude Opus 5.5 b80bc19b57 Add creative flight
Double-tapping jump within seven ticks toggles flight (jumping off the
ground when it starts), jump and sneak move up and down at three times
the 0.05 flying speed, horizontal acceleration uses the flying speed
(doubled while sprinting), Player.travel keeps 0.6 of the vertical speed,
flight ends on landing, and flying players neither crouch nor take fall
damage.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 02:22:40 +02:00
Ludovic MarieandClaude Opus 5.5 499415fb50 Simplify the trident's drag
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 02:17:05 +02:00
Ludovic MarieandClaude Opus 5.5 595fa83865 Add tridents
Throwing after ten ticks (one durability, kept in creative), Riptide
launches in water or rain, and the thrown trident's flight, 8 damage plus
Impaling against aquatic mobs, reversed bounce, sticking, Loyalty return,
pickup and ThrownTridentRenderer. horizon-ctl status also reports the
item in use and thrown tridents.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 02:16:45 +02:00
Ludovic MarieandClaude Opus 5.5 5b05edcda4 Add crossbows
Charging over 1.25 s less Quick Charge with the loading sounds, loading
arrows into charged_projectiles (three with Multishot, one arrow used),
and shooting critical arrows at power 3.15 fanned 10 degrees apart with
vanilla's shot pitches and durability use.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 02:09:04 +02:00
Ludovic MarieandClaude Opus 5.5 e25fcb2994 Test that ender items round-trip and other player data survives
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 02:02:58 +02:00
Ludovic MarieandClaude Opus 5.5 6ae36295e2 Add fishing
FishingRodItem casts and reels in with vanilla's sounds and rod damage.
The hook flies, bobs, runs the lure and bite timers (rain and sky speed,
the Lure enchantment), tracks open water, hooks mobs and pulls them, and
retrieving a bite rolls gameplay/fishing with Luck of the Sea, open-water
treasure, experience and the catch thrown at the player. Loot rolls now
honour luck (entry quality, bonus rolls) and fishing-hook predicates.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 02:01:19 +02:00
Ludovic MarieandClaude Opus 5.5 ed9a8e9ba1 Add zombie horses, skeleton horses and giants
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 01:55:37 +02:00
Ludovic MarieandClaude Opus 5.5 f48407ff0c Add shulker boxes and ender chests
Shulker boxes are 27-slot containers that refuse other boxes, keep their
contents when broken, exploded or dropped (the item's container
component) and restore them when placed. Ender chests show the player's
ender inventory, saved as EnderItems. Both play their open and close
sounds.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 01:50:57 +02:00
Ludovic MarieandClaude Opus 5.5 f4539717fc Add the totem of undying
The combat kernel's death-protection hook fires for a totem in either
hand unless the damage bypasses invulnerability; the game then uses up
the totem (main hand first), sets health to 1, clears effects, applies
regeneration II, absorption II and fire resistance, and plays the totem
sound and 30-tick particle emitter.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 01:46:19 +02:00
Ludovic MarieandClaude Opus 5.5 11a94137bb Keep entity_nbt's tests last
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 01:42:06 +02:00
Ludovic MarieandClaude Opus 5.5 177fab4e34 Add boats and rafts
AbstractBoat's status (under water, in water, on land with the averaged
block friction, in air), floatBoat buoyancy and drag, controlBoat
paddling with turn and acceleration, collisions, paddle sounds and
animation, riding (seat attachment, 105 degree head clamp, out of
control under water) with dismounting forward onto floor, BoatItem
placement on blocks or the water surface, VehicleEntity damage and
breaking, entity saving and AbstractBoatRenderer with the hurt wobble.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 01:41:05 +02:00
Ludovic MarieandClaude Opus 5.5 d66a87c105 Add armor stands
ArmorStandItem placement snapped to 45 degrees, gravity, interactAt
equipment swaps by clicked height, the two-hit break with drops (one hit
in creative), entity saving (equipment, Small, ShowArms, NoBasePlate,
Invisible, Marker) and ArmorStandRenderer with the default pose, hit
wobble and humanoid armor layers from the equipment assets.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 01:28:55 +02:00
Ludovic MarieandClaude Opus 5.5 3642ea3bb0 Add item frames and glow item frames
Frames hang on any face (ItemFrameItem), survive per ItemFrame.survives,
take one item and rotate it in eight steps, give the item back and then
break on attack, save as vanilla entities (Facing, Item, ItemRotation,
ItemDropChance, Fixed, Invisible) and render the baked frame model with
the item at half size; glow frames light their item fully.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 01:19:45 +02:00
Ludovic MarieandClaude Opus 5.5 9232dd1b78 Add paintings
Painting items hang on wall faces with Painting.create's choice (the
largest placeable variants that fit, at random), HangingEntity.survives
rechecked every 100 ticks (collision, solid support, no overlap),
breaking by attack with drops and sounds, entity saving (variant,
facing, block_pos) and PaintingRenderer's front, back and edge quads.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 01:13:01 +02:00
Ludovic MarieandClaude Opus 5.5 d5438f61e8 Add /tellraw and /title
ComponentArgument reads SNBT or JSON text components (text, translate
with fallback, selector, keybind, colours, formatting, extra, lists);
selector components resolve for the command source. /title drives the
Gui title, subtitle, times and action bar, drawn with vanilla's fades
and 4x / 2x scales over the hotbar.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 01:04:21 +02:00
Ludovic MarieandClaude Opus 5.5 a5db4eb8e3 Add /execute
ExecuteCommand's tree with redirects: as, at, positioned (as), rotated
(as), facing (entity), align, anchored, in, and if/unless block, entity,
loaded and dimension, as conditions or tests. Commands run with a real
command source (entity, position, rotation, anchor): @s, coordinates,
local coordinates from the anchor and /say and /me names follow it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 00:58:47 +02:00
Ludovic MarieandClaude Opus 5.5 2030284a0f Add the off hand and shields
Off hand: the InventoryMenu shield slot, the hotbar's off-hand slot,
swapping with F, saving as slot 150, and death drops (which also missed
armor). Shields and other blocks_attacks items rise from either hand,
block after their delay through the combat kernel's applyItemBlocking
hooks (angle, damage reductions, bypassing types, piercing arrows), lose
durability, play their sounds, push the blocker back on partial blocks
and get disabled by axes. Using any item now slows walking by its
use_effects speed multiplier.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 00:52:51 +02:00
Ludovic MarieandClaude Opus 5.5 8d4b151ec9 Add field-of-view effects and the spyglass
Camera.tickFov / calculateFov: movement speed (sprint, speed effects),
bow draw and spyglass zoom ease in at half a step per tick, with the
death and underwater/lava narrowing. The spyglass zooms to 0.1, hides
the hand, drops the 8x mouse factor and draws the scope overlay; it
stops after 1200 ticks or on release with vanilla's sounds. Inventory
icons of display_context item models now use their gui case.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 00:40:30 +02:00
Ludovic MarieandClaude Opus 5.5 488f8bd030 Make clippy pass with -D warnings
Apply clippy's fixes, fix the remaining lints by hand and allow, for the
whole workspace, the lints that one-to-one ports of vanilla's Java
naturally trip (argument counts, index loops, nested types, large enum
variants).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 00:32:50 +02:00
Ludovic MarieandClaude Opus 5.5 df14adbfba Format the workspace with rustfmt
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 00:28:32 +02:00
Ludovic MarieandClaude Opus 5.5 2a7f199b5f Fix the tree feature harness and the scene probes
The tree fixture world now applies vanilla's edge shape updates for its
obstacles (faceless vines, unsupported short grass), the vanilla fixture
world answers environment attributes with defaults, and features that
need structure templates or the pale moss registry, directly or through
named features, are left to the decoration harnesses. The scene probes
build their scene with World::test_scene since TestWorld was removed.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 00:28:31 +02:00
Ludovic Marie ebb1180bd5 Merge pull request #38 from ludovic111/t3/minecraft-parity
Merge the parity work: 55% -> 71% Java parity
2026-10-09 00:00:58 +02:00
Ludovic MarieandClaude Opus 5.5 8af8d90943 Re-audit Java parity at 71% and list the next steps
214 of 215 differential harnesses pass and the client joins a vanilla
26.3 server; scores and gaps follow the merged parity work.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 00:00:07 +02:00
Ludovic MarieandClaude Opus 5.5 13c539df46 Add /effect and /enchant
EffectCommands (give with seconds/infinite, amplifier, hideParticles;
clear all or one) and EnchantCommand with vanilla's level, support and
compatibility checks and response messages.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 23:52:39 +02:00
Ludovic MarieandClaude Opus 5.5 995835c2d0 Restore the feature placement oracle the feature harnesses use
The block placement oracle had replaced VanillaPlacementOracle, which a
dozen feature harnesses call reflectively (context(JsonObject)). It now
lives in VanillaBlockPlacementOracle.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 23:45:48 +02:00
Ludovic MarieandClaude Opus 5.5 e54b9a9deb Add situational music and ambient sounds
MusicManager: menu, game, creative, underwater, biome and End tracks from
the background_music and music_volume environment attributes, with
vanilla's delays, replacement and fades; tracks decode on a worker and
play on a dedicated mixer voice. Ambient handlers: biome loops with
40-tick cross-fades, additions, cave mood from sampled light, and the
underwater loop, additions and enter/exit sounds.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 23:44:08 +02:00
Ludovic MarieandClaude Opus 5.5 9edcbc2559 Give parity harness javac runs the oracle source path
Oracles reference shared helper oracles (heightmap, level shape...) that
javac could not find when only the entry files were listed. Also let
chunkgen_bench list unsupported features (HORIZON_LIST_UNSUPPORTED=1).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 23:33:12 +02:00
Ludovic MarieandClaude Opus 5.5 b7098f6870 Fix up the merged parity branches so the workspace builds
Resolve the places where union merges kept both sides: the persist
rewrite of level.dat now carries item components, XP seed and effects;
mob ticking uses the creatures module (with Thorns); explosions damage
mobs through the new damage source and emit particles; TNT's white
flash moves to overlay 5 since clouds use 4; End gateway data follows
the new dimensions/ folder layout.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 23:27:24 +02:00
Ludovic Marie 2b4982ab4c Merge remote-tracking branch 'origin/wip/parity-render' into t3/minecraft-parity
# Conflicts:
#	crates/horizon-client/src/containers.rs
#	crates/horizon-client/src/entity.wgsl
#	crates/horizon-client/src/game.rs
#	crates/horizon-client/src/game/control.rs
#	crates/horizon-client/src/gfx.rs
#	crates/horizon-client/src/lib.rs
2026-10-08 23:19:58 +02:00
Ludovic Marie 3c45d66e2e Merge remote-tracking branch 'origin/wip/parity-mobs' into t3/minecraft-parity
# Conflicts:
#	crates/horizon-client/src/game.rs
2026-10-08 23:19:58 +02:00
Ludovic Marie 30b14ac3a9 Merge remote-tracking branch 'origin/wip/parity-ui' into t3/minecraft-parity
# Conflicts:
#	crates/horizon-client/src/game.rs
#	crates/horizon-client/src/lib.rs
2026-10-08 23:19:58 +02:00
Ludovic Marie dfd093f078 Merge remote-tracking branch 'origin/wip/parity-net' into t3/minecraft-parity
# Conflicts:
#	crates/horizon-client/src/game.rs
2026-10-08 23:19:58 +02:00
Ludovic Marie ce1a593957 Merge remote-tracking branch 'origin/wip/parity-structures' into t3/minecraft-parity
# Conflicts:
#	crates/horizon-world/examples/chunkgen_bench.rs
2026-10-08 23:19:58 +02:00
Ludovic Marie 4bb7b917f9 Merge remote-tracking branch 'origin/wip/parity-blocks' into t3/minecraft-parity
# Conflicts:
#	crates/horizon-client/src/containers.rs
#	crates/horizon-client/src/game.rs
#	crates/horizon-client/src/game/control.rs
#	crates/horizon-client/src/save.rs
2026-10-08 23:19:58 +02:00
Ludovic Marie 9ab2cd7542 Merge remote-tracking branch 'origin/wip/parity-stations' into t3/minecraft-parity
# Conflicts:
#	crates/horizon-client/src/game.rs
#	crates/horizon-client/src/save.rs
2026-10-08 23:19:58 +02:00
Ludovic Marie f8edb430d2 Merge remote-tracking branch 'origin/wip/parity-persist' into t3/minecraft-parity
# Conflicts:
#	crates/horizon-client/src/chunk.rs
#	crates/horizon-client/src/game.rs
2026-10-08 23:19:58 +02:00
Ludovic MarieandClaude Opus 5.5 95d1371dae WIP snapshot: unfinished render parity work (paused mid-task, may not build)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 21:40:00 +02:00
Ludovic MarieandClaude Opus 5.5 62d99a4212 WIP snapshot: unfinished mobs parity work (paused mid-task, may not build)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 21:40:00 +02:00
Ludovic MarieandClaude Opus 5.5 c7d3ea9786 WIP snapshot: unfinished ui parity work (paused mid-task, may not build)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 21:40:00 +02:00
Ludovic MarieandClaude Opus 5.5 ee5e2de7bb WIP snapshot: unfinished structures parity work (paused mid-task, may not build)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 21:40:00 +02:00
Ludovic MarieandClaude Opus 5.5 445a3ec4f2 WIP snapshot: unfinished blocks parity work (paused mid-task, may not build)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 21:40:00 +02:00
Ludovic MarieandClaude Opus 5.5 bb0ae764f9 WIP snapshot: unfinished net parity work (paused mid-task, may not build)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 21:39:59 +02:00
Ludovic MarieandClaude Opus 5.5 9e3f4276fe Throw potions with vanilla's shootFromRotation spread
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:53:14 +02:00
Ludovic MarieandClaude Opus 5.5 716423a970 Add End flashes to the End sky and lighting
EndFlashState: one flash per 600 clock ticks with seeded offset, duration
and direction; the end_flash sprite in the sky, the flash intensity added to
the lightmap sky factor and the delayed weather.end_flash sound.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:52:58 +02:00
Ludovic MarieandClaude Opus 5.5 f573c77082 Add vanilla options screens, key binds, languages and resource packs
Options, Video Settings, Music & Sounds, Controls, Key Binds, Mouse, Chat,
Accessibility, Language (with search) and Resource Packs screens in the
HeaderAndFooter/OptionsList layouts. options.txt uses vanilla keys and
encodings (unknown lines kept), including key_<mapping>:key.keyboard.x
binds that the input path honours, per-source volumes, brightness, VSync,
max framerate, fullscreen (F11), chat and font options. Languages reload
live; resource packs (folders, zips, Programmer Art, High Contrast) are
layered over the vanilla resources through an overlay root.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:51:44 +02:00
Ludovic MarieandClaude Opus 5.5 481f427e3a Save status effects, show thrown potions, test loot enchantments and vanilla data
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:51:16 +02:00
Ludovic MarieandClaude Opus 5.5 caefa43483 Check Horizon player files in vanilla with a bare protocol client
tools/vanilla_login.py joins an offline 26.3 server (login and
configuration phases) so the server loads players/data/<uuid>.dat;
vanilla_world_check.py gains 'login NAME SECONDS' and 'sleep S' steps and
disables the whitelist. With it, vanilla loads a Horizon player with its
position, rotation, inventory, selected slot and abilities, and Horizon
reads the file vanilla writes back.

A new world's first spawn becomes its world spawn (no bogus respawn
point), the player UUID is kept across saves, the selected hotbar slot is
restored, and game_rules.dat only holds rules vanilla knows.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:49:59 +02:00
Ludovic MarieandClaude Opus 5.5 68ffc31a0e Run neighbour and shape updates after landing writes (farmland trampling)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:49:45 +02:00
Ludovic MarieandClaude Opus 5.5 1ee753254d Tick eyeblossoms, potted eyeblossoms, turtle eggs and dried ghasts
Eyeblossoms follow the day timeline's eyeblossom_open attribute (waking
neighbours in vanilla scan order), turtle eggs crack and hatch on sand with
the timeline hatch chance, and dried ghasts hydrate while waterlogged. Adds
LevelAccess::day_time.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:47:50 +02:00
Ludovic MarieandClaude Opus 5.5 9e77a48720 Throw eyes of ender towards the nearest stronghold
EnderEyeItem.use away from portal frames: the nearest ring position of
minecraft:strongholds (ChunkGenerator.getNearestGeneratedStructure, compared
at the chunk's (8, 32, 8) block, located at its corner), an EyeOfEnder
signalled towards it with vanilla's flight curve, launch and death sounds,
dropped back as an item four times in five after 80 ticks. The generator
exposes its cached concentric ring positions for this.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:47:41 +02:00
Ludovic MarieandClaude Opus 5.5 9a3bf42574 Add a differential test of enchanting-table offers against vanilla
A Java oracle loads the vanilla data pack's enchantment registry, binds
item components and replays EnchantmentMenu's cost, clue and enchantment
selection draws; tools/test_enchanting_parity.py compares it with the Rust
stations module for every enchantable item and the book over 32 seeds and
7 bookshelf counts (51,744 lines match).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:47:03 +02:00
Ludovic MarieandClaude Opus 5.5 d3659d9652 Match vanilla structure placement block for block
- Legacy jigsaw elements apply STRUCTURE_AND_AIR last, after jigsaw
  replacement (outposts no longer carve air where jigsaws sat).
- Templates without a known shape run StructureTemplate's neighbor shape
  updates (updateShapeAtEdge, then updateFromNeighbourShapes) through
  level::Behaviours: snowy grass under igloos, stair shapes and fence
  connections in shipwrecks.
- The placement oracle keeps going through structure entities (a level
  stand-in with no enabled features) and compares brushable-block loot.

With block behavior exports present, 18 chunks of seed 1 covering
villages, igloo, outpost, mineshafts, shipwreck, warm ocean ruin, buried
treasure, ruined portal, trial chambers, monument, mansion, stronghold,
ancient city, trail ruins and a jungle temple match vanilla exactly,
blocks and block-entity loot seeds.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:46:03 +02:00
Ludovic MarieandClaude Opus 5.5 959588e2be Merge section mesh parity work (agent/render-mesh)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:45:36 +02:00
Ludovic MarieandClaude Opus 5.5 5b1936d5d5 Form snow and ice and fill cauldrons in rain from biome temperatures
Answer ServerLevel.tickPrecipitation (Biome.shouldFreeze, shouldSnow,
getPrecipitationAt) and Level.isRainingAt from the worldgen bundle's biome
temperatures, so snow accumulates, water freezes, cauldrons fill, farmland
stays moist and fire is extinguished in rain.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:43:25 +02:00
Ludovic MarieandClaude Opus 5.5 9cb03b932e Entity shadows for mobs, dropped items and experience orbs
shadows.rs ports EntityRenderer.extractShadow and ShadowFeatureRenderer
with the vanilla per-renderer shadow radii and strengths.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:43:25 +02:00
Ludovic MarieandClaude Opus 5.5 26858f039d Note meshing cost in the section meshing parity doc
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:43:25 +02:00
Ludovic MarieandClaude Opus 5.5 1861320d75 Tidy clippy findings in the station modules
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:41:41 +02:00
Ludovic MarieandClaude Opus 5.5 ece28615a7 Document the section meshing parity gate
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:40:42 +02:00
Ludovic MarieandClaude Opus 5.5 66b64edf84 Screen effects: in-wall, underwater, fire, vignette, pumpkin and portal overlays
screen_effects.rs ports ScreenEffectRenderer and the Hud camera overlays
as clip-space quads drawn by a new gfx pass (alpha and vignette blend
modes, repeating atlas sprites), with tick-driven vignette brightness
and portal intensity.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:40:25 +02:00
Ludovic MarieandClaude Opus 5.5 5c69e0521a Save worlds in the vanilla 26.3 layout with entities, ticks, light and heightmaps
Worlds now use 26.3's layout and files: dimensions/minecraft/<dim>/{region,
entities}, level.dat with singleplayer_uuid, players/data/<uuid>.dat and the
saved-data files for weather, world clocks (day time), world generation
settings and game rules. Older Horizon saves are migrated on open.

Chunks are written like SerializableChunkData: vanilla's short palette form
for default states, SkyLight/BlockLight layers, the four FULL heightmaps,
block_ticks/fluid_ticks from the tick scheduler, chest/trapped chest/barrel
and furnace block entity IDs, and everything Horizon does not simulate
(unknown block entities, structure references, post-processing) kept from
the loaded chunk. Partially generated vanilla chunks are regenerated
instead of loading as holes.

Mobs, item entities, experience orbs, arrows and falling blocks are saved
per chunk in entities/*.mca with vanilla NBT (entity_nbt.rs), keeping each
loaded entity's UUID and unknown fields; entity types Horizon does not
simulate are written back unchanged. Entities leave the world with their
chunk and come back when it loads.

examples/save_parity re-encodes every chunk of a vanilla-saved world and
compares blocks, biomes, heightmaps, light, block entities and ticks
(identical on three reference worlds apart from vanilla's stale worldgen
light). A Horizon save of a vanilla world opens in the vanilla server with
its mobs, items, arrows and unknown entities.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:40:19 +02:00
Ludovic MarieandClaude Opus 5.5 dd86e16da2 Multiplayer: chat input by logical keys, net debug log, probe tick end
The chat box reads logical keys so layouts and virtual keyboards type
what they show; container screens hide the chat like vanilla's layering;
HORIZON_NET_DEBUG=1 logs serverbound packets; horizon-ctl respawn; the
probe ends a client tick after teleports (the server accepts one
position per tick).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:40:01 +02:00
Ludovic MarieandClaude Opus 5.5 af6d8610a2 Move items with hoppers, dispensers and droppers; feed comparators from containers
Port HopperBlockEntity (push/pull, item entities, furnace faces, double chests,
transfer cooldowns), DispenserBlock/DropperBlock.dispenseFrom with the default,
bone meal, TNT, flint and steel, bucket and arrow behaviours, and container
comparator signals with setChanged notifications. Hopper and dispenser/dropper
block entities save with their own ids; their screens use the vanilla layouts.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:39:36 +02:00
Ludovic MarieandClaude Opus 5.5 2f74209da1 Port vanilla mob AI framework: goals, A* pathfinding, controls, projectiles
Mobs now run vanilla's tick order with a GoalSelector/target selector
(priorities, MOVE/LOOK/JUMP/TARGET flags), PathNavigation over the
walk/swim/fly/amphibious node evaluators, Move/Look/Jump/BodyRotation
controls and LivingEntity travel in air, water and lava. Path types,
spawn surfaces and keyframe animations come from a new exporter
(VanillaMobDataExporter -> mob-data.json). Farm animals, zombies,
skeletons, creepers and spiders get their vanilla goals; projectiles
(arrows, snowballs, eggs, ender pearls, fireballs) share one system;
natural spawning follows NaturalSpawner with category caps.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:39:26 +02:00
Ludovic MarieandClaude Opus 5.5 784c6b4e79 Apply generation postprocessing when chunks go live
LevelChunk.postProcessGeneration: positions worldgen marked (aquifer fluids
next to open air, sculk veins, fences, ...) get their fluid tick, LiquidBlock
tick or shape update once the chunk and its neighbours are loaded, so cave
water and lava start to flow and bubble columns rise. Decoration now marks
the BlockBehaviour.Properties.postProcess positions of WorldGenRegion.setBlock
(mushrooms themselves, above soul sand and magma blocks), which vanilla's
bubble columns over underwater magma come from.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:39:17 +02:00
Ludovic MarieandClaude Opus 5.5 708451f28d Add villager trading: data-driven offers, merchant pricing and the trading menu
Offers come from the trade_set/villager_trade registries through each
set's RandomSequence (world seed + sequence id), with merchant predicates,
enchant_with_levels/enchant_randomly/filtered/set_potion modifiers and the
additional trade cost. MerchantOffer pricing (demand, price multiplier,
special price), payment matching and stock follow vanilla; the trading menu
matches MerchantScreen and levels the merchant up with new offers.
horizon-ctl 'trade PROFESSION [LEVEL]' opens it until villagers exist.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:39:08 +02:00
Ludovic MarieandClaude Opus 5.5 0c073bb377 Cover every model state and dense mixed scenes in the section mesh gate
Adds the all-states catalogue and dense random scenes with fluids, a
--quick mode, fixture meshing time in the report, and clippy fixes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:39:01 +02:00
Ludovic MarieandClaude Opus 5.5 4fb63e2777 Port FogRenderer and the vanilla sky disc
fog.rs implements the fog environments (atmospheric with rain fog,
water with water vision, lava, powder snow, blindness), the camera fog
type and computeFogColor (sunrise tint, sky mix, void darkness). The
sky shader evaluates SkyRenderer's sky disc, sunrise/sunset fan and dark
disc per pixel with sky fog; clouds fade by the cloud fog end.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:35:47 +02:00
Ludovic MarieandClaude Opus 5.5 ed7e28101a Join vanilla servers: multiplayer client on top of horizon-protocol
A network thread logs into offline-mode servers, runs the configuration
phase (registries, tags, known packs, code of conduct) and forwards play
packets; keep-alives and pings are answered there. game/remote.rs drives
the game from the connection: server chunks feed the streamer (remote
mode: no generation, unload on forget), block updates, entities with
interpolation (mobs with models, other players, dropped items), health,
food, experience, time, weather, respawn, dimension changes, container
menus and inventory sync, chat and system messages, plus movement,
mining with prediction sequences, use-item, attacks and container clicks
sent like LocalPlayer and MultiPlayerGameMode. The title gets a
Multiplayer button with a servers.dat list, Add/Edit, Direct Connection
and a Disconnected screen. horizon-ctl gains connect, chat, respawn and
disconnect; --server/--name join at start.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:32:15 +02:00
Ludovic MarieandClaude Opus 5.5 63c5ba018d Add the End to the client: portals, gateways, exit portal and sky
- Dim::End (DIM1 region folder, End environment attributes, sky light).
- Eyes of ender fill End portal frames; a complete ring of twelve
  (EndPortalFrameBlock portal shape) lights the 3x3 End portal.
- End portals travel to the End (obsidian platform at 100 49 0, facing
  west) and back to the world spawn; dying in the End respawns in the
  Overworld.
- Without the ender dragon the fight counts as won: the active exit
  portal (EndPodiumFeature) and the first gateway of the seed's
  shuffled ring are placed once the main island is loaded.
- End gateways: TheEndGatewayBlockEntity exit search (chunk scan,
  findValidSpawnInChunk, END_ISLAND fallback, findTallestBlock), exit
  gateways linked both ways and kept in DIM1/horizon-end-gateways.json;
  worldgen return gateways lead exactly to the End spawn.
- End sky box (end_sky.png tiled, 0x282828), End portal and gateway
  surfaces and the spike End crystals (EndCrystalModel animation).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:30:47 +02:00
Ludovic MarieandClaude Opus 5.5 61c803095e Apply status effects and enchantment effects in gameplay
Potions can be drunk, thrown (splash/lingering) and filled from water;
effects tick like MobEffectInstance (hidden effects, periodic heal/poison/
wither/hunger), drive movement (jump boost, slow falling, levitation,
speed/slowness modifiers), damage (resistance, fire resistance) and mining
(haste/fatigue), and show as HUD icons. Enchantments affect gameplay from
their data components: efficiency, aqua affinity, unbreaking, sharpness/
smite/bane, knockback, fire aspect, power, infinity, protection family and
feather falling, thorns, mending, armor attributes, and fortune/silk touch/
looting in loot tables.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:30:45 +02:00
Ludovic MarieandClaude Opus 5.5 c9eeed0300 Add chat, the vanilla command set and game rules to the game
ChatComponent/ChatScreen port: wrapped 100-line history with the 200-tick
fade, scrolling, system message indicator, input history, argument
colouring, usage hints, parse errors and tab completion. Commands:
help, gamemode, defaultgamemode, give, teleport/tp, time (26.3 clocks and
markers), weather, kill, summon, setblock, fill, clone, experience/xp,
gamerule, difficulty, seed, spawnpoint, setworldspawn, clear, locate biome,
say, me, msg, list. Game rules gate the clock, weather, random ticks,
keep_inventory, death messages and command feedback, and are saved to
data/minecraft/game_rules.dat. F1 hides the HUD, F2 saves screenshots.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:29:51 +02:00
Ludovic MarieandClaude Opus 5.5 33396ebff1 Add primed TNT with an 80-tick fuse and port ServerExplosion
PrimedTnt entities (gravity, drag, bounce, fuse) spawn from redstone, fire,
flint and steel / fire charges, unstable TNT broken by players and chain
explosions (random short fuse). TntRenderer swell and white flash via a new
entity overlay. Explosions use vanilla ray marching over a Java HashSet
(matching iteration and shuffle draws), exposure-scaled damage and knockback
for players, mobs, items and TNT, TNT drops without decay, merged drops and
container contents.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:29:46 +02:00
Ludovic MarieandClaude Opus 5.5 86dac330a5 Port vanilla block lighting and fluid rendering into the section mesher
Smooth lighting and ambient occlusion now follow BlockModelLighter
(cubic/partial faces, diagonal samples through light-permeable blocks,
light blending with the sky-borrow and zero rules, partial-face weights),
with vanilla's integer colour arithmetic, cardinal shading, quad light
emission, flat lighting for emitting or non-AO blocks, tint source counts
and random block offsets. Fluids follow FluidRenderer: occlusion against
neighbour face shapes, legacy-solid corner heights, flow-rotated UVs with
Mth.atan2 and the sine table, water overlay beside glass and leaves, back
faces and max(self, above) light. Flat model elements skip their
degenerate faces like UnbakedCuboidGeometry.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:29:32 +02:00
Ludovic MarieandClaude Opus 5.5 b47260d560 Add a vanilla structure placement oracle
VanillaStructurePlacementOracle generates vanilla terrain with live
structure starts and references for the 3x3 chunks around a target, runs
the structure part of applyBiomeDecoration through a WorldGenRegion-like
level and dumps the target chunk's blocks and block entities. The
structure_blocks example does the same with Horizon's generator
(GeneratorWorker::set_structures_only skips placed features) and
tools/compare_structure_blocks.py reports the differences.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:28:58 +02:00
Ludovic MarieandClaude Opus 5.5 ae96d36d1b Explosion, crit and damage-indicator particles
ParticleEngine gains ClientExplosionTracker-style explosion bursts,
TrackingEmitter and ServerLevel.sendParticles spreads; explode() and
Player.attack spawn them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:26:51 +02:00
Ludovic MarieandClaude Opus 5.5 94539db425 Light with vanilla shape occlusion and incremental relighting
Port LightEngine.shapeOccludes / getFaceOcclusionShape (occlusion.nbt) so
slabs, stairs, snow layers, paths etc. block light directionally, and use
ChunkSkyLightSources.isEdgeOccluded for sky sources. Block light now rises
into the section above the highest occupied one.

Block edits on lit chunks are relit in place with vanilla's decrease and
increase passes instead of recomputing the 3x3 chunks (and remeshing every
section of them); edits that race a chunk light job are replayed onto it.

examples/light_parity compares Horizon light with the SkyLight/BlockLight
arrays of worlds saved by the vanilla 26.3 server (0 differences on
villages, outposts and a slab/stair/snow scene; 181 of 113M sky values
differ where vanilla's worldgen light is stale) and checks incremental
relighting against full relights. tools/vanilla_world_check.py runs the
vanilla server headless; tools/anvil_dump.py prints NBT and region chunks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:25:41 +02:00
Ludovic MarieandClaude Opus 5.5 26acaf8ebd Port the vanilla particle engine and client animateTick effects
particles.rs becomes a ParticleEngine with ~80 vanilla particle types
(constructors, ticks, size curves, light, sprite sets from
particles/*.json) and camera-rotation quads. animate_tick.rs ports
ClientLevel.animateTick: torches, furnaces, campfires (with block-entity
smoke), candles, leaves drips and falling leaves, lava/water, fluid
drips, portals, enchanting tables, end rods, spore blossoms, redstone,
bubble columns and biome ambient particles. Rain splashes follow
tickWeatherEffects. Adds a particle control command.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:24:12 +02:00
Ludovic MarieandClaude Opus 5.5 7d26eca09a Draw potion icons with their colour and a masked enchantment glint
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:22:01 +02:00
Ludovic MarieandClaude Opus 5.5 829b29d60c Fill generated structure containers in the client
Chests, trapped chests and barrels written by world generation become
client containers; their loot tables are unpacked with the loot module
using the generated LootTableSeed and the container's biome. chunkgen_bench
can list generated block entities (HORIZON_BLOCK_ENTITIES).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:20:42 +02:00
Ludovic MarieandClaude Opus 5.5 cc32d9e8a0 Grow trees and apply bone meal in the client; add block control commands
Install the live feature registry (sharing the generator's worldgen bundle),
route bone meal through BoneMealItem.useOn, report biome names and the world
seed to block behaviour, play the bone meal sound and pop items from tall
flowers. GameLevel::max_y is now exclusive as LevelAccess documents. New
horizon-ctl commands: setblock, fill, getblock, container.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:20:22 +02:00
Ludovic MarieandClaude Opus 5.5 231dd0c851 Fill container loot tables like vanilla LootTable.fill
New horizon_world::loot: pools, weighted and nested entries, the item
modifiers chest tables use (counts, damage, random and level-based
enchanting, potions, stew effects, instruments, filtered/discard),
conditions, the stack splitter and the slot shuffle, all with vanilla's
random draw order. tools/compare_loot_fill.py runs a new vanilla oracle
(VanillaLootFillOracle) against the loot_fill example: all 58 chest
tables match slot for slot over 42 seeds.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:18:18 +02:00
Ludovic MarieandClaude Opus 5.5 1c7a68da26 Add enchanting, anvil, grindstone, smithing, stonecutter and brewing stand menus
Workstation menus follow the vanilla screens: slot layouts, sprites, the
enchanting table's seeded offers with clues and galactic names, anvil
rename/repair/combine costs, grindstone disenchanting with experience,
smithing upgrades and trims, stonecutter recipe buttons, and the brewing
stand block entity with data-driven recipes. Item tooltips show rarity,
enchantments, potion effects and trims; enchanted items glint.
horizon-ctl gains menu commands (use, click-slot, click-gui, type, xp, ...).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:17:11 +02:00
Ludovic MarieandClaude Opus 5.5 67f51123e8 Add vanilla font metrics with unifont fallback, languages, styled text and a Brigadier command core
Font: bitmap glyph ascent/oversampling, unihex glyphs rasterized on demand
into a reserved atlas region, bold/italic/underline/strikethrough and
StringSplitter wrapping. Languages layer lang/<code>.json over en_us.
The command module ports Brigadier parsing, suggestions and smart usage
with the vanilla argument types and the 26.3 command tree; game rules
use the 26.3 registry names and saved-data file.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:16:22 +02:00
Ludovic MarieandClaude Opus 5.5 fa21ea7688 Add horizon-protocol: the 26.3 network protocol (version 777)
Primitive codecs (VarInt/VarLong, strings, positions, LpVec3, BitSets),
VarInt21 framing, zlib threshold compression, AES/CFB8 encryption, MD5
offline UUIDs, network NBT via horizon-world, item stacks with data
component patches, chunk and light payloads with paletted containers,
synched entity data, and typed packets for every connection state in both
directions with round-trip tests. Packet ids are generated from the data
generator's packets report. The probe example logs into a vanilla 26.3
server and decoded ~8000 packets (329 chunks) without errors.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:13:51 +02:00
Ludovic MarieandClaude Opus 5.5 2940b5ac90 Add section mesh parity gate against the client's block and fluid renderers
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:13:16 +02:00
Ludovic MarieandClaude Opus 5.5 0a4a4ea643 Grow saplings, fungi and mushrooms and apply bone meal through live feature placement
Port TreeGrower (all growers incl. 2x2 dark oak, pale oak, mega spruce/jungle,
mangrove, azalea, poplar), BoneMealItem.useOn/growCrop/growWaterPlant and every
BonemealableBlock. Configured and placed features run on the live level via a
FeatureWorld/PlacementContext adapter with vanilla setBlock semantics. Also fix
torchflower crops never maturing and kelp growth into flowing water.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:09:34 +02:00
Ludovic MarieandClaude Opus 5.5 133708b979 Generate end cities
Port EndCityPieces' section generators (house towers, towers, bridges,
fat towers and the single ship), the local collision rule of
recursiveChildren and the treasure chest data markers. Seeds 1 and 12345
match vanilla on all 158 End starts over 601x601 chunks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:08:38 +02:00
Ludovic MarieandClaude Opus 5.5 ddf81d3d04 Render block entities: chests, shulker boxes, banners, skulls, bells, pots, conduits, books, copper golem statues
Sections now report their block-entity blocks; a new block_entity_render
module draws them each frame with vanilla's baked layer models, renderer
transforms, animations (chest lids, banner wave, enchanting-table book)
and entity diffuse lighting. Adds setblock/fill control commands.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:08:35 +02:00
Ludovic MarieandClaude Opus 5.5 eb87b65888 Export feature block behavior when preparing the native client
The 127 skipped placed features were all skipped because the worldgen bundle
lacked worldgen/blocks/{block-properties,cached-collision,cached-support}.nbt
and the survival definitions, which prepare_native_client.py only copied from
a previous simple-block parity run. Run the vanilla exporter directly when
those files are missing, and say so in the client when they are absent.
With them, every placed feature of the three dimensions runs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:06:35 +02:00
Ludovic MarieandClaude Opus 5.5 3ab658161e Generate nether fortresses and nether fossils
Port NetherFortressPieces (bridge and castle piece weights, children,
moveInsideHeights, chests and the blaze spawner) and NetherFossilStructure
(noise-column floor search, template piece with the dried ghast). The
structure-start oracle and chunkgen_bench take a dimension; seeds 1 and
12345 match vanilla on 5024 of 5025 Nether starts over 301x301 chunks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:05:58 +02:00
Ludovic MarieandClaude Opus 5.5 b1e7217441 Add vanilla world diff tool and End gateway block entities in decoration
vanilla_diff compares Rust-decorated chunks with region files of a vanilla
world generated for the same seed; chunkgen_bench takes --dimension.
configure_end_gateway stores the exit of end_gateway_return gateways instead
of failing the feature.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:03:50 +02:00
Ludovic MarieandClaude Opus 5.5 9d624d0175 Add item components (enchantments, name, potion, trim) and the enchantment registry
Item stacks carry vanilla's extra components, saved in chunk and player NBT.
The enchantment registry loads from the data pack with ordered tags, the
EnchantmentHelper cost/selection rules, value effects and level-based values,
and the anvil, grindstone, smithing and stonecutter result rules.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 15:03:28 +02:00
Ludovic Marie 1b38d82aac Merge pull request #36 from ludovic111/ci/linux-only-by-default
Linux-only CI; other platforms only when started by hand
2026-10-08 12:29:00 +02:00
Ludovic MarieandClaude Opus 5.5 8441c66bdb Run macOS only when started by hand
Everyday work is built and tested on Linux only. macOS and Windows jobs run only when started by hand (workflow_dispatch: gh workflow run <workflow> --ref <branch>), not on pull requests or pushes to main. Release workflows are unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 12:24:41 +02:00
Ludovic MarieandClaude Opus 5.5 3d070a6bf2 Point Java pack instructions at local builds after removing releases
GitHub releases were deleted; the Mac starter and packs are built with
tools/build_release.py instead of downloaded.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 11:56:41 +02:00
Ludovic Marie 7b0010a2f9 Make the Rust rewrite main (#34)
Make the Rust rewrite main
2026-10-08 11:51:29 +02:00
Ludovic MarieandClaude Opus 5.5 072735b3ef Merge origin/wip/horizon-creative-tabs
Port the creative screen's Escape and E handling into key_pressed, which
the control socket shares with the window, and keep both exporter hashes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 11:51:15 +02:00
Ludovic MarieandClaude Opus 5.5 6f718865c1 Merge origin/wip/horizon-structures-mansion-monument
Keep both branches' PieceWorld additions and one copy of the
StartContext::sea_level both added.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 11:49:46 +02:00
Ludovic Marie 6ee06271c4 Merge remote-tracking branch 'origin/wip/horizon-structures-mineshaft-stronghold' into t3code/rewrite-minecraft-rust
# Conflicts:
#	crates/horizon-world/src/worldgen/structure/legacy.rs
2026-10-08 11:48:21 +02:00
Ludovic Marie a59462791a Merge remote-tracking branch 'origin/wip/horizon-structures-templates' into t3code/rewrite-minecraft-rust 2026-10-08 11:46:40 +02:00
Ludovic MarieandClaude Opus 5.5 77f9c075ca Add a control socket and horizon-ctl to drive the client from scripts
`--control` opens a local Unix socket; horizon-ctl sends text commands and
prints JSON replies. Scripts can read status, press keys and mouse buttons,
look, teleport, give items, change render distance, take PNG screenshots
of the presented frame, and benchmark frame times without a person at the
keyboard. Under control, losing focus no longer pauses the game.

Key presses and play-screen mouse buttons move into shared methods so the
window and the socket take the same paths.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 11:42:52 +02:00
Ludovic MarieandClaude Opus 5.5 34f4722e42 Show audited Java parity in the README and correct stale status
Score fourteen subsystems against the code (55% overall) and test that the
README percentage matches the table. Fluids, redstone, crop growth and the
Nether already run in the client; the native-client status still described
the old test-generator terrain without mobs or containers.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 11:21:53 +02:00
Ludovic MarieandClaude Opus 5.5 f734f237cf WIP snapshot: creative inventory tabs and vanilla exporter
Uncommitted work from a finished agent worktree on ludothinkpad (/home/ludovic/.t3/worktrees/2026-10-03-i-want-you-to-retro-e5fa4461/t3code-ec3c613c), saved before the worktree was removed. Not built or verified.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 11:20:17 +02:00
Ludovic MarieandClaude Opus 5.5 be05cae0da WIP snapshot: mansion, monument, ruined portal and temple structures
Uncommitted work from a finished agent worktree on ludothinkpad (/home/ludovic/.t3/scratch/2026-10-03-i-want-you-to-retro-e5fa4461/.claude/worktrees/agent-aecc9e1511b717b74), saved before the worktree was removed. Not built or verified.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 11:20:09 +02:00
Ludovic MarieandClaude Opus 5.5 5159883086 WIP snapshot: mineshaft and stronghold structures
Uncommitted work from a finished agent worktree on ludothinkpad (/home/ludovic/.t3/scratch/2026-10-03-i-want-you-to-retro-e5fa4461/.claude/worktrees/agent-ac2ea1edb29c4454e), saved before the worktree was removed. Not built or verified.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 11:20:05 +02:00
Ludovic MarieandClaude Opus 5.5 6a543b8887 WIP snapshot: structure templates and jigsaw follow-ups
Uncommitted work from a finished agent worktree on ludothinkpad (/home/ludovic/.t3/scratch/2026-10-03-i-want-you-to-retro-e5fa4461/.claude/worktrees/agent-a2bb16cfb9ff4be19), saved before the worktree was removed. Not built or verified.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 11:20:01 +02:00
Ludovic Marie 6b6505c5db Merge remote-tracking branch 'origin/main' into t3code/rewrite-minecraft-rust
# Conflicts:
#	README.md
2026-10-08 11:18:46 +02:00
Ludovic Marie 3a7f2a2fbf Merge remote-tracking branch 'origin/worktree-agent-a2bb16cfb9ff4be19' into t3code/rewrite-minecraft-rust
# Conflicts:
#	tools/prepare_native_client.py
2026-10-08 11:18:39 +02:00
Ludovic MarieandClaude Opus 5.5 be1352b4dc Target ludodesktop only and drop the M2 Mac from scope
The Rust rewrite now targets one Linux machine (Ubuntu 26.04, i7-13700KF,
RTX 4080, GNOME on Wayland). macOS and Windows are out of scope; the Java
packs, including the Mac starter, remain available but are no longer developed.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 11:18:30 +02:00
Ludovic MarieandClaude Opus 5.5 0810ba02e6 Prepare native-client resources from a fresh checkout
Run the worldgen step after vanilla's data generator, which writes the
biome parameter tables it reads, and export entity-types.json with the
existing VanillaEntityTypesExporter. Without these, preparation failed and
the client exited with "No such file or directory" when loading mobs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 11:18:30 +02:00
Ludovic MarieandClaude Opus 5.5 08b8e71838 Drop Windows from scope and add a native client packager
Horizon now targets Linux and macOS only: remove the Windows CI runners and
wgpu's DX12 backend, and update the scope docs. The Ubuntu RTX 4080 desktop
becomes the first physical Linux target. tools/package_native_client.py bundles
a release build with its prepared resources and a launcher for playing on
another machine of the same platform.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-08 10:48:58 +02:00
Ludovic MarieandClaude Opus 5.5 5732ba362c Add piece-based structures: buried treasure, igloo, swamp hut, shipwreck, ocean ruin
Port StructurePiece's orientation frame and block helpers, template pieces
with data markers, chest/dispenser loot block entities and the five
smaller legacy structures. Structure stubs use the chunk middle (block 8).
For seed 0 over 97x97 chunks all 35 starts of implemented structure types
match the vanilla oracle (pieces, boxes, positions).

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 03:39:16 +02:00
Ludovic MarieandClaude Opus 5.5 af747818f1 Drive the world with vanilla block behaviour
Breaking, placing and block interaction now go through horizon-world's
level module (Level.setBlock with neighbour and shape updates,
BlockItem.place/getStateForPlacement, useWithoutItem), replacing the
client's ad-hoc placement. Each tick runs scheduled block and fluid
ticks, random ticks within the simulation distance, block events and
moving pistons, so water and lava flow, crops and grass grow, leaves
decay, redstone and pistons work, and unsupported blocks pop off. Level
events become destroy particles and sounds, loot drops, falling-block
entities (landing through FallingBlockEntity rules), menus, sleeping,
cake and TNT.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 03:38:31 +02:00
Ludovic MarieandClaude Opus 5.5 f211ce9b12 Merge vanilla block behaviours (level module)
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 03:30:01 +02:00
Ludovic MarieandClaude Opus 5.5 146da2865a Add the Nether: portals, dimension travel and Nether rendering
Worlds now have dimensions with vanilla's per-dimension region folders
(DIM-1). The Nether generates with the vanilla generator, has no sky
light, Nether cardinal shading, its fixed ambient light, biome fog and
environmental fog (10..96), and no sky, sun or clouds. Lighting a fire
inside an obsidian frame creates a portal (PortalShape 2..21 x 3..21);
standing in it for 80 ticks (1 in creative) travels with 8:1 coordinate
scaling, reusing a nearby portal or building one (PortalForcer). The
player's dimension is saved in level.dat.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 03:29:47 +02:00
Ludovic MarieandClaude Opus 5.5 653c717d52 Add native placement parity harness and game master item gating
Behaviours::placement_state exposes BlockItem placement-state selection
without writing to the level; tools/test_level_place_parity.py compares it
with vanilla (VanillaPlacementOracle) over random neighbourhoods: 20000/20000
cases match. PlaceContext gains can_use_game_master_blocks. Level module
formatted with rustfmt.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 03:22:22 +02:00
Ludovic MarieandClaude Opus 5.5 c5fc4d7eb5 Read 26.3 template block states and verify jigsaw starts against vanilla
Templates store palette states as id/properties; reading only Name made
every template block air. Add a vanilla oracle (structure placement, start
selection and Structure.generate over a chunk rectangle), a bench mode
dumping Rust starts in the same format, and a comparison script. For seed
0 over 97x97 chunks all 15 jigsaw starts (villages, trial chambers, trail
ruins, abandoned camps) match vanilla piece for piece.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 03:19:08 +02:00
Ludovic MarieandClaude Opus 5.5 244d2e95cf Add native updateShape/canSurvive parity harness; port potent sulfur states
VanillaLevelShapeOracle evaluates BlockState.updateShape and canSurvive over
generated 5x5x5 neighbourhoods with a reflective LevelReader and records the
ticks requested through ScheduledTickAccess; level_shape_fixture does the same
through Behaviours. 40000/40000 random cases match. Walls, snow layers and sea
pickles now read position-dependent collision shapes (bamboo, speleothems,
shulker boxes) through DynamicSupport.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 03:04:21 +02:00
Ludovic MarieandClaude Opus 5.5 29fee66f35 Beds: two-part placement, sleeping and respawn points
Beds place their head in the facing direction (undoing when blocked)
and break as a pair. Using a bed sets the respawn point and, at night
or in thunder with no monsters within 8 blocks, puts the player to
sleep; after 100 ticks the night is skipped and weather cleared, with
the vanilla sleep fade.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 03:01:18 +02:00
Ludovic MarieandClaude Opus 5.5 2b72710268 Add weather: rain, snow and thunder
Port ServerLevel.advanceWeatherCycle (vanilla durations, smoothed rain
and thunder levels, saved in level.dat) and the WeatherAttributes rain
and thunder layers over the sky, fog, cloud, sky-light and star
attributes. Rain and snow columns render within 10 blocks down to the
first motion-blocking block, snowing where the biome is cold enough;
rain plays its ambient sounds, thunderstorms flash and thunder, and
undead no longer burn in the rain. Adds --weather for testing.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 02:59:48 +02:00
Ludovic MarieandClaude Opus 5.5 25dd5df9d5 Add options screen, options.txt and view bobbing
Options (FOV, render distance, sensitivity, master volume, GUI scale,
view bobbing) are reachable from the title and pause menus, use
vanilla's slider/button layout, apply immediately and persist in
options.txt with vanilla's keys and encodings. View bobbing ports
GameRenderer.bobView from the player's walk distance and bob.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 02:54:05 +02:00
Ludovic MarieandClaude Opus 5.5 f192d01eaa Generate jigsaw structure starts, references and terrain adaptation
Port structure sets (random spread with frequency reducers and exclusion
zones), vanilla start selection, JigsawPlacement (pool aliases, shuffled
jigsaws by selection priority, placement-priority queue, free-space
checks, expansion hack, rigid/terrain-matching junctions) and pool
element placement. Proto generation computes per-chunk references within
8 chunks and feeds the beardifier into the noise fill; FEATURES places
referenced starts per decoration step before that step's features.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 02:51:22 +02:00
Ludovic MarieandClaude Opus 5.5 333135f672 Render the first-person arm and held item
Port FirstPersonHandsAndItemsRenderer: the right arm (player model,
default skin) or the held item with its firstperson_righthand display
transform, the arm swing (6-tick swing on attack, mining and placing)
and the equip height animation, drawn after clearing depth so it never
clips into the world.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 02:41:28 +02:00
Ludovic MarieandClaude Opus 5.5 6c2bf5c138 Port speleothem growth, dripstone fluid transfer and cauldron drips
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 02:41:08 +02:00
Ludovic MarieandClaude Opus 5.5 f3770ce7c8 Add experience orbs, levels and bows
Ores and player kills drop experience split into vanilla orb sizes;
orbs fall, home in on the player within 8 blocks and are collected one
every 2 ticks, filling the XP bar with vanilla's level curve and the
level-up sound every 5 levels (saved as XpLevel/XpP/XpTotal). Bows
charge while held (BowItem power curve), consume arrows outside
creative, and player arrows hit mobs for ceil(speed * 2) damage with
critical bonuses.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 02:28:29 +02:00
Ludovic MarieandClaude Opus 5.5 9698642804 Port pistons: structure resolver, block events and moving-piston ticking
Also fix PushReaction to the 26.3 enum (PUSH_PULL, PUSH, POPPED,
IMMOVEABLE, IGNORE_ENTITY).

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 02:26:12 +02:00
Ludovic MarieandClaude Opus 5.5 f9fc6c8ffa Add structure templates, processors and template/fossil features
Load gzip NBT structure templates lazily with vanilla palette ordering,
apply processors (rule, block_ignore, block_rot, gravity, protected_blocks,
capped, jigsaw_replacement, block_age, lava_submerged) and place them with
rotation/mirror, waterlogging and block-entity data (loot seeds). Per-state
rotate/mirror tables and template ordering flags come from a new vanilla
exporter. Template and fossil features now decode, so desert wells,
fossils and sulfur springs generate; their block entities are kept on the
ProtoChunk. The prepare script bundles templates, processor lists, pools,
structures and structure sets.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 02:17:49 +02:00
Ludovic MarieandClaude Opus 5.5 619339dca2 Add armor, buckets and tool block actions
Equippable items swap into armor slots (inventory screen slots with the
empty-slot icons, saved as vanilla slots 100-103) and apply their
attribute modifiers, so the validated vanilla armor and toughness
damage reduction applies; armor loses max(1, damage/4) durability per
hit. Buckets pick up and place water and lava sources; hoes till,
shovels make paths, axes strip logs and wood, flint and steel and fire
charges light fire, with vanilla sounds and tool durability.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 02:15:26 +02:00
Ludovic MarieandClaude Opus 5.5 6dca05a35f Cull sections hidden behind opaque blocks (vanilla occlusion graph)
Each meshed section records VisGraph face connectivity through
non-opaque blocks; the renderer walks sections breadth-first from the
camera through connected faces without stepping back towards it, as
SectionOcclusionGraph does, and only draws reachable sections. The walk
is recomputed when the camera changes section or visibility changes,
and disabled when the camera is inside an opaque block.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 02:07:57 +02:00
Ludovic MarieandClaude Opus 5.5 a25aec0756 Document level integration and avoid per-call class-chain clones
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 02:06:50 +02:00
Ludovic MarieandClaude Opus 5.5 330eed2769 Add precipitation ticks, chorus flower growth and vanilla lava double random tick
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 01:59:21 +02:00
Ludovic MarieandClaude Opus 5.5 bde9c632bb Port getStateForPlacement, BlockItem.place and useWithoutItem
PlaceContext resolves the replaced position as BlockPlaceContext does
(canBeReplaced per class, nearest looking directions), place_block runs
BlockItem.place with standing/wall and double-high items and setPlacedBy,
and use_without_item covers doors, trapdoors, gates, buttons, levers,
diodes, note blocks, cakes, composters, berries, pots, beds and menus.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 01:47:01 +02:00
Ludovic MarieandClaude Opus 5.5 6907d9cdf8 Merge vanilla feature algorithms into chunk decoration
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 01:45:06 +02:00
Ludovic MarieandClaude Opus 5.5 a13799e042 Add title screen with world selection and creation
The game opens on a vanilla-style title screen (logo, Singleplayer,
Quit) over the spinning title panorama. Select World lists saves by
last play with game mode; Create New World takes a name, a seed
(numbers or text hashed like vanilla) and the game mode, and finds a
free folder name. Save and Quit returns to the title. README and the
parity status now describe the playable Rust game.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 01:44:42 +02:00
Ludovic MarieandClaude Opus 5.5 6b80229269 Decode clamped_normal integer providers
Mth.normal sampling with float clamping and a saturating int cast, as used
by the pointed dripstone and sulfur spike placement offsets.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 01:38:28 +02:00
Ludovic MarieandClaude Opus 5.5 f11931e1d3 Add level block-behaviour module: setBlock, neighbour/shape updates, fluids, redstone, ticks
Behaviours loads per-block class chains, instance configuration and per-state
support/signal/fluid facts exported by VanillaBlockBehaviourExporter, and ports
Level.setBlock with the CollectingNeighborUpdater, updateShape for every
overriding class, canSurvive, FlowingFluid spreading with lava/water
interactions, gravity blocks, rails, tripwires, redstone wire/torches/diodes,
scheduled ticks and random ticks.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 01:22:03 +02:00
Ludovic MarieandClaude Opus 5.5 253533930c Timed eating, hunger exhaustion and death drops
Food is consumed by holding use for 32 ticks with vanilla's eating
sounds and item particles in the last 25 ticks and a burp on finish
(FoodData.eat). Breaking blocks and attacking add 0.005 and 0.1
exhaustion. Dying throws the inventory out like Inventory.dropAll.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 01:14:06 +02:00
Ludovic MarieandClaude Opus 5.5 77ea858a4b Render vanilla sun, moon phases, stars and fancy clouds
Celestial bodies follow SkyRenderer: the sun (30) and moon (20) at height
100 on a frame rotated by the timeline angles, the 1500 seeded stars at
the timeline star brightness, drawn additively behind terrain. Clouds
follow CloudRenderer: 12x4x12 cells from clouds.png drifting 0.03 blocks
per tick at the cloud height with per-face shading and the timeline
cloud colour. Adds --time and --look options for visual checks.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 01:11:57 +02:00
Ludovic MarieandClaude Opus 5.5 6294126f70 Add chests, barrels and furnaces with block entities
Chests, trapped chests and barrels hold 27 slots; furnaces, blast
furnaces and smokers tick like AbstractFurnaceBlockEntity.serverTick,
reading fuel burn times and speed multipliers from the data-driven
context providers and toggling the LIT state. Container screens use
the vanilla layouts and progress sprites. Contents drop when broken,
persist in Anvil block_entities, and chests render from the vanilla
chest model with the eased lid animation. Entity model export now
writes NaN UVs of degenerate faces as 0.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 00:57:56 +02:00
Ludovic MarieandClaude Opus 5.5 68fc42013c Merge feature algorithms branch and wire generator decoration hooks
Merge worktree-agent-a8b4c3c64b61988c7 (trees, ores, vegetation, lakes,
geodes, dungeons, icebergs, dripstone, fungus, end spikes). The decoration
world now supplies the world seed, the write-zone check, raw section
writes for bulk ore placement and full-block collision tests.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 00:41:47 +02:00
Ludovic MarieandClaude Opus 5.5 feb53b02f0 Add mobs: spawning, AI, combat, drops, arrows and explosions
Mob types use vanilla's exported dimensions and default attributes and
its baked LayerDefinitions models with walk/arm/swell animations.
Creature packs spawn at chunk generation from biome spawn lists and
monsters spawn in the dark near the player with vanilla's light checks.
Passive mobs stroll, look and panic; zombies, spiders and creepers chase
(creepers swell and explode with the ray-based vanilla explosion);
skeletons shoot arrows. Player melee uses the attack-strength charge,
crits and knockback; deaths drop from entity loot tables.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 00:37:52 +02:00
Ludovic MarieandClaude Opus 5.5 6b2c4325ea Add tree/spike unit tests and harness hooks for sculk and gateways
Unit tests pin Java HashSet bucket iteration, Fisher-Yates draw order and
the seed-derived End spike layout. The oracle ignores sounds, level
events and entity queries; the Rust fixture accepts end-gateway
configuration; FEATURE_FILTER limits a rerun to matching features.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 00:23:15 +02:00
Ludovic MarieandClaude Opus 5.5 22a751f698 Play on vanilla-generated terrain with a land spawn search
Wire the vanilla overworld generator (noise, aquifers, surface, carvers and
implemented placed features) into chunk streaming. Search outward in a
spiral for a solid, dry surface to spawn on, as vanilla avoids ocean spawns.
Give entity-dependent collision queries the defaults for players and mobs,
load only JSON recipes, and export entity types/attributes for mobs.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 00:14:22 +02:00
Ludovic MarieandClaude Opus 5.5 558dc6b7d3 Bind block behavior for decoration placement checks
Load Java-exported block properties, face support, collision and survival
rules from the worldgen bundle's blocks/ directory (copied there by
prepare_native_client.py) and bind them with the state-provider catalog,
so simple-block, patch and vegetation features decode and run. The
decoration world answers survival, sturdy-face, collision and attachment
queries, draws WorldGenRegion's positioned level random, and treats the
entity-free, unlit proto region as unobstructed with zero light.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-08 00:00:45 +02:00
Ludovic MarieandClaude Opus 5.5 dfda7acef2 Port end spike feature with seed-derived spike layout
minecraft:end_spike reproduces SpikeCacheLoader (seed-keyed shuffled
sizes), obsidian columns, iron-bar cages, the crystal's yaw draw, bedrock
and fire; the crystal entity is handed to a new spawn_end_crystal world
hook.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 23:45:55 +02:00
Ludovic MarieandClaude Opus 5.5 e7939fe6e3 Merge vanilla overworld generator with decoration
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 23:44:19 +02:00
Ludovic MarieandClaude Opus 5.5 8d87f6c45f WIP: block behaviour level module checkpoint
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 23:44:04 +02:00
Ludovic MarieandClaude Opus 5.5 6406c588e7 WIP: staged proto/decorate/finish streaming and vanilla terrain adapter
Streaming now supports vanilla's generation stages (proto chunk, 3x3
decoration, finalization). vanillagen.rs binds the overworld generator
from the generator branch; it is not yet registered in lib.rs until that
branch is merged. Adds dropped items, particles, crack overlay, sounds,
Anvil saves and the entity model exporter. Build not yet verified.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 23:38:15 +02:00
Ludovic MarieandClaude Opus 5.5 9996768c0d WIP: checkpoint stopped agent work
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 23:38:04 +02:00
Ludovic MarieandClaude Opus 5.5 a819c54e66 WIP: checkpoint stopped agent work
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 23:38:01 +02:00
Ludovic MarieandClaude Opus 5.5 df8d9d7184 WIP: checkpoint remaining interrupted agent changes
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 23:30:48 +02:00
Ludovic MarieandClaude Opus 5.5 b6e6ac06ca WIP: checkpoint remaining interrupted agent changes
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 23:30:45 +02:00
Ludovic MarieandClaude Opus 5.5 3777c9009b WIP: playable client — streaming world, lighting, HUD, crafting, saves, audio, items
Checkpoint of the playable client rewrite before build verification.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 23:24:14 +02:00
Ludovic MarieandClaude Opus 5.5 f79b6aaced WIP: checkpoint interrupted agent work
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 23:23:56 +02:00
Ludovic MarieandClaude Opus 5.5 3adb14529b WIP: checkpoint interrupted agent work
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 23:23:53 +02:00
Ludovic MarieandClaude Opus 5.5 42f8960604 WIP: checkpoint interrupted agent work
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 23:23:48 +02:00
Ludovic MarieandClaude Opus 5.5 254dda89a3 Port speleothem cluster and large dripstone; widen feature parity corpus
Adds minecraft:speleothem_cluster (Column scans, pools, merged tips) and
minecraft:large_dripstone (wind offsets, base embedding, height curve).
The differential harness now resolves named features and placed features
lazily on the Java side, logs dungeon loot/spawner block entities, uses
the world seed and survival rules, and exercises every other configured
feature over surface, cave, flooded-cave, ocean and nether worlds.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 20:24:16 +02:00
Ludovic MarieandClaude Opus 5.5 261a8091b6 Add native Marsaglia polar Gaussian sampling and clamped normal floats
RandomSource gains next_gaussian with per-source cached second values,
reset by set_seed for the legacy and Xoroshiro sources as in vanilla.
The WorldgenRandom adapter keeps its own cache that native setSeed does
not reset. FloatProvider decodes and samples minecraft:clamped_normal.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 20:24:16 +02:00
Ludovic MarieandClaude Opus 5.5 13038b4f18 Port vegetation patch, coral, huge mushroom, multiface, lake, dungeon, geode, iceberg and root system features
Adds minecraft:vegetation_patch and waterlogged_vegetation_patch (native
HashSet surface order), coral_tree/coral_claw over nested placed
features, huge_red/brown_mushroom, multiface_growth (glow lichen and
sculk vein spreaders), lake, monster_room (chest reorientation, loot
seed and spawner entity hooks), geode (seeded parity noise via a new
world-seed query), iceberg and root_system. Catalog expansion resolves
their nested placed-feature holders.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 20:04:57 +02:00
Ludovic MarieandClaude Opus 5.5 03d32fc788 Add tree, fallen-tree and ore differential parity harness
Decodes every vanilla 26.3 tree, fallen_tree, ore and scattered_ore
configured feature from the authenticated JAR, places each with both
random kinds over layered synthetic worlds backed by native proto-chunk
sections, and compares ordered writes, beehive occupants, post-processing
marks, results, random tails and the final block diff with Rust.

First run: 2783 of 3018 fixtures identical; every ore fixture matches.
The remaining differences are StructureTemplate.updateShapeAtEdge
neighbor shape updates (faceless vines and unsupported plants beside the
tree), which the Rust world hook does not yet implement.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 20:04:57 +02:00
Ludovic MarieandClaude Opus 5.5 8178ccede2 Decorate generated chunks with implemented placed features
Resolve each possible biome's placed features in vanilla encounter order
into a FeatureDecorationPlan and run FEATURES over a 3x3 neighborhood
through a WorldGenRegion-style adapter (write radius, zoomed biomes,
biome filters, freeze/snow weather). Roots whose algorithm or bindings
are missing are skipped and reported. Add worker stage timings, CPU-time
reporting in the bench, and a parameter-report quantization test.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 20:04:38 +02:00
Ludovic MarieandClaude Opus 5.5 939eabe627 Speed up section palette writes and noise-fill heightmap updates
Section palettes hash state IDs with a multiplicative hasher instead of
SipHash, and fill_noise skips heightmap updates at or below
first-available - 2, which are no-ops. Material-stage parity output is
byte-identical to vanilla.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 20:04:38 +02:00
Ludovic MarieandClaude Opus 5.5 50b9995358 Port vanilla tree, fallen tree and blob ore features
Adds minecraft:tree with every 26.3 trunk placer (straight, forking,
giant, mega_jungle, dark_oak, fancy, bending, upwards_branching, cherry,
poplar), foliage placer (blob, fancy, bush, acacia, spruce, pine,
mega_pine, jungle, dark_oak, random_spread, cherry, poplar), the mangrove
root placer, all tree decorators, two/three-layer feature sizes and the
native leaf-distance pass with Java HashSet iteration order. Adds
minecraft:fallen_tree and minecraft:ore (BulkSectionAccess-style raw
section writes with write-zone checks).

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 19:14:26 +02:00
Ludovic MarieandClaude Opus 5.5 497cb8e0e3 Add production noise-chunk generator, worldgen resource bundle and bench
GeneratorData loads a worldgen bundle (written by prepare_native_client.py
to the client resource dir) once; OverworldGenerator binds a seed and shares
compiled samplers across threads; GeneratorWorker generates vanilla
BIOMES..TERRAIN proto chunks (noise fill with aquifers, material surface,
carvers) that match the material-stage parity dumps. Decoration is stubbed.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 19:14:23 +02:00
Ludovic MarieandClaude Opus 5.5 8982a14485 Lowercase horizon repo links and fix orphaned comparison sentence
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 19:09:28 +02:00
Ludovic MarieandClaude Opus 5.5 c32dd0f6ae Rename README to Horizon and fix orphaned comparison sentence
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 19:09:19 +02:00
Ludovic MarieandClaude Opus 5.5 5799bc6dc6 Load every vanilla block model and export gameplay facts
Model catalog now binds all registered blockstates. Sprites accept
fractional alpha, interpolated animations and non-16px frames
(resampled into the shared 16px array). Resource preparation extracts
every jar asset and data file, exports per-state light/hardness/sound
facts through a vanilla exporter, and bundles item default components
from vanilla's data generator reports.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-10-07 18:52:46 +02:00
Ludovic Marie 082cbb4077 Apply pending player attribute callbacks during resident simulation
Refresh scale dimensions and clamp health and absorption after movement, preserving native callback order and queued synchronization. Replay per-reference JVM identities in the scene comparison and cover changing limits, modifiers and low tunnels. Waypoint callbacks remain explicit requests for the future manager runtime.
2026-10-07 18:27:58 +02:00
Ludovic Marie 4e01780255 Validate resident crouching, pose dimensions and ledge backoff
Connect Shift input timing, dry pose fit, movement slowdown and eye height to the resident walking scene. Compare exact evolving state against pinned native client/server methods and record Linux window validation. Full gameplay and release acceptance remain unfinished.
2026-10-07 18:15:56 +02:00
Ludovic Marie 20714b5d77 Checkpoint resident crouching and pose integration in progress
Back up the current Rust pose, collision, ledge and native oracle work before further integration. This is a work-in-progress checkpoint: probe output, camera integration and differential validation are still pending; full vanilla parity is not claimed.
2026-10-07 18:08:04 +02:00
Ludovic Marie 24ce21abee Connect native-validated sprint input to resident movement and hunger 2026-10-07 17:55:29 +02:00
Ludovic Marie ecb3ebfd34 Account for accepted movement distance in resident player hunger 2026-10-07 17:29:13 +02:00
Ludovic Marie 5023f82078 Record interactive hunger recovery validation 2026-10-07 17:16:58 +02:00
Ludovic Marie 3403705c74 Bind resident player hunger, regeneration and starvation to live health 2026-10-07 17:14:57 +02:00
Ludovic Marie c82f0ee8be Apply native-validated landing damage to resident player health 2026-10-07 16:56:23 +02:00
Ludovic Marie 7a0d413b44 Bind player health and combat to live attribute storage 2026-10-07 16:26:45 +02:00
Ludovic Marie 5eb1d61e3a Bind native landing and fall callbacks to the resident player scene 2026-10-07 16:20:23 +02:00
Ludovic Marie 59676c6e84 Connect native-validated player motion to fixed-rate walking controls 2026-10-07 15:45:47 +02:00
Ludovic Marie 40a9f04f42 Preserve attribute state during dry movement ticks 2026-10-07 15:30:41 +02:00
Ludovic Marie f44291e7a9 Checkpoint dry movement tick and native jump timing comparisons
Back up current movement composition work. Both reference JARs match 48,078 kinematic snapshots; full tick side effects and playable integration remain unfinished.
2026-10-07 15:26:00 +02:00
Ludovic Marie 405e174e64 Bind stored player motion to resident chunks and live attributes 2026-10-07 15:15:57 +02:00
Ludovic Marie c109f91cc5 Connect resident client chunks to native-validated world collisions 2026-10-07 14:42:44 +02:00
Ludovic Marie f249a55f35 Synchronize registered effect particles, invisibility and glowing state 2026-10-07 14:19:54 +02:00
Ludovic Marie 4a2fcedbd3 Bind registered attribute refresh to native entity update consequences 2026-10-07 13:51:15 +02:00
Ludovic Marie 794b447b0c Bind live registered attributes to health and hunger calculations 2026-10-07 13:27:16 +02:00
Ludovic Marie 2339ed4ccb Verify live registered attributes against both vanilla JARs 2026-10-07 13:22:28 +02:00
Ludovic Marie b1cd0ae08f Checkpoint live registered attributes and parity fixture
Preserve the in-progress registered attribute binding and its differential fixture. Library and example Clippy pass; the dedicated vanilla differential gate is still pending.
2026-10-07 13:16:05 +02:00
Ludovic Marie b70806176e Preserve attribute query fallback, caches and captured base reset targets 2026-10-07 12:53:20 +02:00
Ludovic Marie 55846d2fc0 Bind entity effect notifications to concrete attribute maps and queues 2026-10-07 12:38:24 +02:00
Ludovic Marie 76b3bdc237 Bind effect modifiers to lazy attribute instances and native dirty queues 2026-10-07 12:23:28 +02:00
Ludovic Marie 6a33b0c148 Match effect attribute templates and permanent modifier callback ordering 2026-10-07 12:07:19 +02:00
Ludovic Marie 11dda868af Validate live object-map entries and callback traversal against vanilla 2026-10-07 11:52:45 +02:00
Ludovic Marie 66aa81d8a1 Checkpoint object-map implementation before native parity validation 2026-10-07 11:48:04 +02:00
Ludovic Marie 636f1648f0 Bind attribute refresh to health limits and waypoint update ordering 2026-10-07 11:39:35 +02:00
Ludovic Marie a772a69498 Match effect eligibility and attribute/passenger notification ordering 2026-10-07 11:31:39 +02:00
Ludovic Marie f9d8277b73 Preserve fastutil attribute-set storage and live iterator behavior 2026-10-07 11:19:02 +02:00
Ludovic Marie 05cdc7573a Integrate entity effect ticking, expiration and client particles 2026-10-07 11:09:59 +02:00
Ludovic Marie 32c53db88a Bind consumable effects to shared entity status storage 2026-10-07 11:01:50 +02:00
Ludovic Marie 09f4c72dcb Match active status effect storage and lifecycle notifications 2026-10-07 10:56:23 +02:00
Ludovic Marie 194db0dbb4 Match identity-key hash maps and native map-copy iteration order 2026-10-07 10:43:55 +02:00
Ludovic Marie aad69bc4f3 Match status effect countdown, hidden restoration and client blending 2026-10-07 10:32:07 +02:00
Ludovic Marie 9bb87815a1 Match random teleport consumable attempts and success effects 2026-10-07 10:23:21 +02:00
Ludovic Marie 63e687f610 Implement status and sound consume effects with native instance copies 2026-10-07 10:16:26 +02:00
Ludovic Marie 31261290a6 Add shared status effect instances and native hidden-chain updates 2026-10-07 10:08:55 +02:00
Ludovic Marie 85923d20af Compose consumable start and completion with food and particle behavior 2026-10-07 09:58:37 +02:00
Ludovic Marie 9c14d22bc9 Compose consumable timing and sounds with native eating particles 2026-10-07 09:53:21 +02:00
Ludovic Marie faaa25cd1b Match eating particle snapshots and native random draw ordering 2026-10-07 09:49:49 +02:00
Ludovic Marie 7b915f8689 Implement food consumption listener with native sound and hunger ordering 2026-10-07 09:42:53 +02:00
Ludovic Marie fda79cc3db Deliver consumed item remainders through player inventory pickup 2026-10-07 09:31:23 +02:00
Ludovic Marie 0c85e0f5c2 Compose item completion with validated remainders and cooldowns 2026-10-07 09:25:56 +02:00
Ludovic Marie af42edd017 Implement item cooldown storage, expiry callbacks and use application 2026-10-07 09:17:20 +02:00
Ludovic Marie 118e93ea51 Preserve native hash-map order for simulation callback storage 2026-10-07 09:09:41 +02:00
Ludovic Marie 12b61234b1 Implement checked bundle weights and contained item validation 2026-10-07 08:59:07 +02:00
Ludovic Marie e6d39183b5 Preserve native item remainder conversion and shared stack identity 2026-10-07 08:53:10 +02:00
Ludovic Marie 0a582b56d6 Implement item templates and strict scalar stack validation 2026-10-07 08:50:15 +02:00
Ludovic Marie 1ff987590c Integrate start-use with inventory, synchronized flags and equipment flow 2026-10-07 08:43:08 +02:00
Ludovic Marie 826ace5102 Apply native client use-flag reactions to stored player state 2026-10-07 08:34:24 +02:00
Ludovic Marie f367641aa7 Bind item-use lifecycle to player inventory and synchronized flags 2026-10-07 08:25:27 +02:00
Ludovic Marie fb57fc5ee7 Back living item-use flags with synchronized byte storage 2026-10-07 08:15:15 +02:00
Ludovic Marie 93ab634843 Retain shared item references through use lifecycle callbacks 2026-10-07 08:08:32 +02:00
Ludovic Marie 5f8c41aaad Bind player hand access to selected inventory and shared equipment 2026-10-07 08:03:42 +02:00
Ludovic Marie a3cecfdead Compose native inventory and equipment ticks with shared stack state 2026-10-07 07:59:07 +02:00
Ludovic Marie 843cabc038 Compose inventory pickup with shared stacks and creative fallback 2026-10-07 07:54:29 +02:00
Ludovic Marie 6f3d124f70 Implement player inventory storage and shared equipment selection 2026-10-07 07:47:32 +02:00
Ludovic Marie 202dad8192 Add shared item references and native container transfer behavior 2026-10-07 07:41:29 +02:00
Ludovic Marie cda5895cab Implement item stack storage, copy identity and consumption semantics 2026-10-07 07:30:19 +02:00
Ludovic Marie dd02942c90 Bind durability algorithms directly to component patch storage 2026-10-07 07:16:41 +02:00
Ludovic Marie c37a622f9c Implement shared component prototypes and ordered copy-on-write patches 2026-10-07 07:06:29 +02:00
Ludovic Marie 5d8ad5fc3a Bind registered item defaults to use and durability behavior 2026-10-07 06:58:53 +02:00
Ludovic Marie c45d0c7965 Match item-use start equipment synchronization and flag ordering 2026-10-07 06:42:53 +02:00
Ludovic Marie 9b15ab46d0 Implement living item-use tick release and completion lifecycle 2026-10-07 06:35:37 +02:00
Ludovic Marie 3e60a149e3 Bind blocking-item damage to native-compatible durability storage 2026-10-07 06:29:06 +02:00
Ludovic Marie 2f432d7cc9 Implement stored item durability and native break ordering 2026-10-07 06:25:12 +02:00
Ludovic Marie 6f01a1426e Match blocking-item eligibility and elapsed item-use timers 2026-10-07 06:20:34 +02:00
Ludovic Marie a980b89b33 Implement living item-blocking direction and dispatch ordering 2026-10-07 06:12:53 +02:00
Ludovic Marie 5563c8708a Match native view vectors and blocking-angle inverse cosine 2026-10-07 06:07:40 +02:00
Ludovic Marie 765f89c668 Implement blocking reduction, timer and item-damage rules 2026-10-07 06:00:28 +02:00
Ludovic Marie a6b7598c16 Drive composed player combat with registered vanilla damage sources 2026-10-07 05:54:59 +02:00
Ludovic Marie ede46ac748 Implement registered damage types, tags and source identity queries 2026-10-07 05:47:53 +02:00
Ludovic Marie 81ee9fc7ec Integrate actual immunity decisions throughout player combat 2026-10-07 05:40:21 +02:00
Ludovic Marie 9d65e24286 Compose server-player hurt gates with live health and hunger storage 2026-10-07 05:36:49 +02:00
Ludovic Marie 04e57a5d72 Implement entity and player damage immunity predicates 2026-10-07 05:31:45 +02:00
Ludovic Marie de148eb8a8 Implement player difficulty and server PvP damage gates 2026-10-07 05:28:01 +02:00
Ludovic Marie 72aafed363 Implement living hurt cooldown and outer damage dispatch 2026-10-07 05:24:37 +02:00
Ludovic Marie f454f2ab46 Compose server-player damage with attributes, health and hunger 2026-10-07 05:17:23 +02:00
Ludovic Marie 4f595f34a5 Bind player absorption and health to shared synchronized storage 2026-10-07 05:05:28 +02:00
Ludovic Marie 5b6ce7faa9 Implement synchronized float tables and reentrant update ordering 2026-10-07 04:53:08 +02:00
Ludovic Marie b4ae7cf88d Implement living armor and resistance damage reduction dispatch 2026-10-07 04:45:25 +02:00
Ludovic Marie 49d630946c Implement player hunger guards and stored exhaustion binding 2026-10-07 04:39:43 +02:00
Ludovic Marie f7f4593e04 Implement living and player inner damage application ordering 2026-10-07 04:36:31 +02:00
Ludovic Marie 5488275191 Implement vanilla armor, toughness and magic damage reduction 2026-10-07 04:32:00 +02:00
Ludovic Marie 9c451321a2 Reduce entity attribute memory with shared defaults and lazy allocation 2026-10-07 04:28:50 +02:00
Ludovic Marie fd185a68b7 Compose registered attributes, synchronized health and hunger regeneration 2026-10-07 04:25:09 +02:00
Ludovic Marie 2288d6b909 Implement living health and synchronized float update semantics 2026-10-07 04:18:35 +02:00
Ludovic Marie a3ce4ad17a Persist vanilla hunger state with native NBT coercions 2026-10-07 04:11:52 +02:00
Ludovic Marie 691c2e5b97 Implement vanilla hunger, exhaustion, regeneration and starvation ticks 2026-10-07 04:07:48 +02:00
Ludovic Marie ddb0077c3a Bind registered entity attribute defaults and lazy updates 2026-10-07 04:02:38 +02:00
Ludovic Marie 39993060eb Implement vanilla attribute modifiers, caching and permanent state 2026-10-07 03:56:36 +02:00
Ludovic Marie 0ced7393ef Implement vanilla water splash effects and random draw ordering 2026-10-07 03:45:49 +02:00
Ludovic Marie d325275225 Implement entity and boat passenger fluid interaction bounds 2026-10-07 03:41:22 +02:00
Ludovic Marie d5eb9f9cfe Implement vanilla entity and player swimming transitions 2026-10-07 03:37:38 +02:00
Ludovic Marie 727f662c64 Compose entity immersion with registered fluid and support behavior 2026-10-07 03:33:30 +02:00
Ludovic Marie 039a9f2461 Compose entity water entry and fluid current updates 2026-10-07 03:24:42 +02:00
Ludovic Marie e37661f4f9 Bind fluid heights and currents to registered block support 2026-10-07 03:19:39 +02:00
Ludovic Marie becaf59bab Implement vanilla neighbor-derived fluid current vectors 2026-10-07 03:12:04 +02:00
Ludovic Marie c0a4faa869 Implement vanilla entity fluid immersion and current tracking 2026-10-07 03:09:06 +02:00
Ludovic Marie afd85d246d Compose entity free-space checks over registered collisions and fluids 2026-10-07 02:53:17 +02:00
Ludovic Marie 3e1b4862aa Match liquid occupancy scans over resident chunk sections 2026-10-07 02:49:12 +02:00
Ludovic Marie 475495aa08 Bind native climbing tags and trapdoor ladder support 2026-10-07 02:43:07 +02:00
Ludovic Marie 8df023babf Match player swimming and ability-flight travel wrapper 2026-10-07 02:39:16 +02:00
Ludovic Marie 88c1f842ae Match living jump, gravity and flight parameter calculations 2026-10-07 02:36:01 +02:00
Ludovic Marie 466f62be0c Match living water and lava travel with escape and buoyancy 2026-10-07 02:32:09 +02:00
Ludovic Marie b43c468a6f Match living entity input, climbing and air travel phases 2026-10-07 02:28:48 +02:00
Ludovic Marie 921f092c0f Match living entity landing particles and fall callback ordering 2026-10-07 02:19:25 +02:00
Ludovic Marie 73fe41f531 Bind registered fall-reset rays with native fluid cache behavior 2026-10-07 02:15:30 +02:00
Ludovic Marie 39dcb0cbce Bind complete registered interaction shapes with native identity 2026-10-07 02:08:32 +02:00
Ludovic Marie c958b6f823 Match registered fluid shape caches and query-dependent initialization 2026-10-07 02:03:42 +02:00
Ludovic Marie fe4688c8ca Match world ray clipping and fall distance reset selection 2026-10-07 01:59:47 +02:00
Ludovic Marie 7e69372517 Match entity move lifecycle ordering and retained movement records 2026-10-07 01:52:30 +02:00
Ludovic Marie 4c12bb22cc Match movement distance and step swim flap emission dispatch 2026-10-07 01:43:13 +02:00
Ludovic Marie 6cea2835e0 Match registered block landing and bounce reactions 2026-10-07 01:37:33 +02:00
Ludovic Marie 2e3866837c Match entity pushes from replacement block collision shapes 2026-10-07 01:13:45 +02:00
Ludovic Marie 219f0ee1de Match living fall damage decisions and impulse context transitions 2026-10-07 01:07:11 +02:00
Ludovic Marie 38d60eef9e Match base entity fall accumulation and landing callback order 2026-10-07 01:01:15 +02:00
Ludovic Marie e39e0b56c0 Verify player ledge backoff through registered resident world collisions 2026-10-07 00:58:39 +02:00
Ludovic Marie e45980b5c7 Match player crouching edge backoff and collision probe bounds 2026-10-07 00:56:02 +02:00
Ludovic Marie 6d419678a9 Match world collision-free query ordering and short circuits 2026-10-07 00:53:14 +02:00
Ludovic Marie f153c64ffe Match per-tick piston movement accumulation and limits 2026-10-07 00:47:39 +02:00
Ludovic Marie 0a6c777815 Bind registered block movement properties and reloadable tags 2026-10-07 00:43:56 +02:00
Ludovic Marie d78565ab06 Match support-dependent movement positions and block factors 2026-10-07 00:38:02 +02:00
Ludovic Marie 6101518b5e Match supporting block selection and ground state transitions 2026-10-07 00:30:53 +02:00
Ludovic Marie cebf0c0e06 Match post-collision restitution and bounce side-effect ordering 2026-10-07 00:23:13 +02:00
Ludovic Marie 7ac3d31313 Match world border extent geometry and tick-driven interpolation 2026-10-07 00:15:16 +02:00
Ludovic Marie 782a3cbee0 Match entity collision selection and lazy policy queries 2026-10-07 00:08:21 +02:00
Ludovic Marie b4837fac8d Resolve entity step movement against resident world collision queries 2026-10-07 00:02:37 +02:00
Ludovic Marie a2df9158ca Bind collision scans to registry behavior and resident chunk providers 2026-10-06 23:53:34 +02:00
Ludovic Marie a5da90542f Match registry collision flags and suffocation predicates 2026-10-06 23:43:16 +02:00
Ludovic Marie 99f310c4e3 Match lazy block collision scanning and provider query order 2026-10-06 23:24:57 +02:00
Ludovic Marie 75e835558c Preserve canonical collision shape identities in registry imports 2026-10-06 23:13:27 +02:00
Ludovic Marie 31b484ae2d Integrate contextual collision selection across the vanilla block registry 2026-10-06 23:05:40 +02:00
Ludovic Marie 87d7005231 Match powder snow collision and lazy walkability queries 2026-10-06 22:56:30 +02:00
Ludovic Marie 6aa1c55d7f Match contextual liquid collision selection and query ordering 2026-10-06 22:49:50 +02:00
Ludovic Marie 609cc1430e Match contextual scaffolding collision shapes and height boundaries 2026-10-06 22:45:14 +02:00
Ludovic Marie 3e65f86fde Match vanilla entity collision context queries and factories 2026-10-06 22:41:23 +02:00
Ludovic Marie a6966ab450 Mesh resident block models with native culling and UV-aware merging 2026-10-06 22:30:16 +02:00
Ludovic Marie f5ba959cdc Match native neighboring block-face visibility and suppression 2026-10-06 22:10:44 +02:00
Ludovic Marie 1a88d6c300 Render registry-bound variants and multipart block models 2026-10-06 21:59:03 +02:00
Ludovic Marie 90a76bc0aa Match vanilla blockstate transforms and UV-locked baking 2026-10-06 21:49:27 +02:00
Ludovic Marie f286aa24e1 Match weighted model choice and multipart random consumption 2026-10-06 21:31:55 +02:00
Ludovic Marie 1d0b537a0a Bind vanilla blockstate selectors and multipart model parts 2026-10-06 21:26:47 +02:00
Ludovic Marie 54a2b552ee Decode vanilla blockstate variants and multipart conditions 2026-10-06 21:16:15 +02:00
Ludovic Marie b3a508dba8 Match native numeric scanner rejection in model resources 2026-10-06 21:09:56 +02:00
Ludovic Marie 81ea783e35 Match vanilla sprite animation metadata and tick selection 2026-10-06 21:05:55 +02:00
Ludovic Marie 6a4add0c67 Render baked vanilla models and animated cutout sprites natively 2026-10-06 20:47:09 +02:00
Ludovic Marie 8c7d8f6416 Bake vanilla cuboid geometry with native float-bit validation 2026-10-06 20:30:09 +02:00
Ludovic Marie f0a03aea52 Resolve vanilla model inheritance and texture aliases 2026-10-06 20:17:53 +02:00
Ludovic Marie 9dbd93192f Decode pinned cuboid models and verify native client semantics 2026-10-06 20:10:30 +02:00
Ludovic Marie 18d0c44e8d Retain vanilla biomes during below-zero regeneration 2026-10-06 19:49:00 +02:00
Ludovic Marie 32ad4ba6aa Apply live chunk-upgrade permissions and retained biome status 2026-10-06 19:31:11 +02:00
Ludovic Marie e8b66b83fc Add native Horizon development client with textured chunk rendering 2026-10-06 19:17:08 +02:00
Ludovic Marie b9a8e381bb Implement below-zero upgrade data and resident chunk transformations 2026-10-06 15:55:41 +02:00
Ludovic Marie eed1879fae Model pinned chunk statuses and reuse their pre-light metadata 2026-10-06 15:40:26 +02:00
Ludovic Marie b1505adc54 Enforce generation write heights during below-zero upgrades 2026-10-06 15:28:26 +02:00
Ludovic Marie e755a5920a Implement proto-chunk block-entity storage and coordinate resolution 2026-10-06 14:59:17 +02:00
Ludovic Marie e9a082517b Enforce generation write radii before feature mutations 2026-10-06 14:38:35 +02:00
Ludovic Marie 0a63903b91 Connect generation-time destruction to resident region writes 2026-10-06 14:20:49 +02:00
Ludovic Marie 53ff11164e Implement small speleothem patches and waterlogged points 2026-10-06 14:16:46 +02:00
Ludovic Marie e2200620ff Implement recursive chorus generation and connection refreshes 2026-10-06 14:12:29 +02:00
Ludovic Marie 736424e01c Implement bonus chest search, loot seeding and torches 2026-10-06 14:08:13 +02:00
Ludovic Marie b344304c62 Implement End gateway geometry and conditional exit updates 2026-10-06 14:03:31 +02:00
Ludovic Marie 619f319924 Keep decoration fixtures independent of region tick and query probes 2026-10-06 14:03:31 +02:00
Ludovic Marie 43d5793f6b Bind resident region fluid states and resolved tag queries 2026-10-06 13:57:32 +02:00
Ludovic Marie 3cea5de769 Connect feature-region scheduling to resident chunk tick queues 2026-10-06 13:48:50 +02:00
Ludovic Marie 1cf1322ae2 Implement proto-chunk ticks and world-generation tick routing 2026-10-06 13:39:19 +02:00
Ludovic Marie fd3416da36 Implement frozen top layers and snowy ground updates 2026-10-06 13:32:39 +02:00
Ludovic Marie 0c80bfa5f8 Implement biome freezing and snow eligibility 2026-10-06 13:28:59 +02:00
Ludovic Marie 6dc8183433 Implement Nether delta rims and shifted content placement 2026-10-06 13:21:42 +02:00
Ludovic Marie 11acaa1617 Implement bamboo stalks, leafy caps and podzol patches 2026-10-06 13:17:56 +02:00
Ludovic Marie 4cc0eaf6da Implement replacement blobs with native Manhattan traversal 2026-10-06 13:13:46 +02:00
Ludovic Marie f5a6904494 Implement End podium construction and destruction requests 2026-10-06 13:09:24 +02:00
Ludovic Marie d99a8d00bb Implement native spike geometry and discontinuous roots 2026-10-06 13:04:32 +02:00
Ludovic Marie 49f526116b Implement native blue-ice seeding and spreading 2026-10-06 12:59:34 +02:00
Ludovic Marie 4634364ed7 Implement underwater magma and preserve signed-zero codec rules 2026-10-06 12:51:12 +02:00
Ludovic Marie bc45763047 Compute and verify native full-face occlusion masks 2026-10-06 12:42:28 +02:00
Ludovic Marie c8d07903ef Implement native vine attachment priority and placement 2026-10-06 12:38:59 +02:00
Ludovic Marie 6d5305f987 Implement spring cavities and scheduled fluid ticks 2026-10-06 12:36:10 +02:00
Ludovic Marie 27cbdfdbde Implement native fluid-state JSON decoding and encoding 2026-10-06 12:32:23 +02:00
Ludovic Marie 7984238b3e Implement vanilla block-blob support search and placement 2026-10-06 12:29:30 +02:00
Ludovic Marie ea237d983f Implement disk replacement and chunk postprocessing marks 2026-10-06 12:25:49 +02:00
Ludovic Marie 801bec30d5 Implement native block-pile placement and support checks 2026-10-06 12:20:29 +02:00
Ludovic Marie 895af92d12 Implement ordered overlay feature composition 2026-10-06 12:13:34 +02:00
Ludovic Marie 4998765408 Accelerate large differential trace comparisons 2026-10-06 12:07:41 +02:00
Ludovic Marie 5a1044f3fc Implement vanilla neighbor-based feature spreading 2026-10-06 11:57:55 +02:00
Ludovic Marie 83b5ace0fc Implement vertical pillars and nested cap placement 2026-10-06 11:56:30 +02:00
Ludovic Marie ab67ec0888 Implement native block-column sampling and truncation 2026-10-06 11:55:45 +02:00
Ludovic Marie f41cd70060 Implement vanilla simple-block placement and feature composition
Add registry-bound double-plant and moss placement, independent world RNG, survival ordering and post-write tick scheduling. Integrate named providers and feature graphs. Both pinned JARs matched 9,613,872 trace lines across 492,554 fixtures; workspace tests and all-target Clippy passed.
2026-10-06 11:55:13 +02:00
Ludovic Marie 097638b4f1 Verify all pinned survival families through feature predicates 2026-10-06 11:53:58 +02:00
Ludovic Marie 772d84c731 Require playable Rust builds for macOS Linux and Windows 2026-10-06 11:40:09 +02:00
Ludovic Marie c6f204f3d5 Verify survival rules for all pinned Java block states
Archive both-JAR matches for all 51 survival families, 1,286 block definitions and 35,723 states across 9,229,463 fixtures. Preserve the scope boundary: placement, updates and complete gameplay remain unfinished.
2026-10-06 11:28:57 +02:00
Ludovic Marie cb19660fbe Build Horizon Rust parity foundations and differential validation
Add version-bound core, world data, geometry, generation and feature implementations with native client/server comparison tools and scoped evidence reports. Apply Horizon project branding.

Workspace tests, Clippy and 147 Python tests passed. Full 51-family survival and expanded provider comparisons are still running; complete gameplay parity and a playable Rust client remain unfinished. Private game artifacts and the isolated simple-block placement work are excluded.
2026-10-06 11:24:51 +02:00
Ludovic Marie b3dda5152c Merge pull request #33 from ludovic111/integrated-tick-context
Capture shared graphics context in integrated-server tick reports
2026-10-04 14:24:03 +02:00
Ludovic Marie f485ee53cc Check actual backend context independently of renderer preference 2026-10-04 14:14:56 +02:00
Ludovic Marie 6baf0afba4 Merge pull request #32 from ludovic111/shader-timeout-diagnostics
Retain shader failures and graphics timeout diagnostics
2026-10-04 14:10:39 +02:00
Ludovic Marie 357cc90326 Capture shared client graphics in integrated-server reports 2026-10-04 14:09:19 +02:00
Ludovic Marie 6eee889cf0 Record staged Mac shader timeout observations 2026-10-04 14:01:34 +02:00
Ludovic Marie ed416c91cf Retain shader failures and private graphics timeout stages 2026-10-04 13:45:29 +02:00
Ludovic Marie af82fe6584 Merge pull request #31 from ludovic111/graphics-api-observations
Record graphics API throughput gains and CPU costs
2026-10-04 13:39:38 +02:00
Ludovic Marie c9ac3e42eb Record repeated graphics API throughput and CPU tradeoffs 2026-10-04 13:27:46 +02:00
Ludovic Marie 857c5a4aa5 Merge pull request #30 from ludovic111/mac-shader-world-smoke
Require actual shader activation in cinematic world probes
2026-10-04 13:23:10 +02:00
Ludovic Marie 99d6aae5e0 Verify actual cinematic shader activation in private world probes 2026-10-04 13:09:45 +02:00
Ludovic Marie 0ae6bab70e Merge pull request #28 from ludovic111/mac-vulkan-failure-location
Verify Mac Vulkan scene readiness and retain failed readbacks
2026-10-04 12:41:11 +02:00
Ludovic Marie dfdeaefc87 Merge pull request #29 from ludovic111/heap-budget-observations
Record real heap-budget savings and frame-time tradeoffs
2026-10-04 12:36:26 +02:00
Ludovic Marie fcf66cf0b1 Retain successful Vulkan world probes alongside failed title readbacks 2026-10-04 12:30:09 +02:00
Ludovic Marie d1115d12d2 Measure heap budget tradeoffs across three real client pairs 2026-10-04 12:26:13 +02:00
Ludovic Marie 5f9f973295 Retain mixed overlay-aware Vulkan results and probe demo worlds 2026-10-04 12:22:10 +02:00
Ludovic Marie a1d8c1b824 Wait for loading overlays before graphics readback readiness 2026-10-04 12:13:40 +02:00
Ludovic Marie 213498c77e Separate failed readback assertions from independently logged Vulkan errors 2026-10-04 12:07:25 +02:00
Ludovic Marie a77476b54e Locate failed Mac Vulkan probes without exposing private logs 2026-10-04 11:59:57 +02:00
Ludovic Marie 8282a731ec Merge pull request #26 from ludovic111/mac-native-smoke
Verify macOS OpenGL clients in title screens and demo worlds
2026-10-04 11:52:38 +02:00
Ludovic Marie 28e2e1def7 Document macOS scene checks and virtualized Vulkan limitations 2026-10-04 11:40:51 +02:00
Ludovic Marie f2050a3430 Merge remote-tracking branch 'origin/main' into mac-native-smoke 2026-10-04 11:36:56 +02:00
Ludovic Marie a5000edf11 Check recommended Mac profiles in demo worlds and retain separate Vulkan research 2026-10-04 11:26:47 +02:00
Ludovic Marie 3858ab38b5 Isolate vanilla and core Vulkan startup failures on macOS 2026-10-04 11:08:07 +02:00
Ludovic Marie 7e0f1e7794 Merge pull request #27 from ludovic111/repeated-core-client
Record three matched-view client pairs and Mac first-test guide
2026-10-04 10:59:39 +02:00
Ludovic Marie ad00f1c30c Trace backend initialization categories in private graphics probes 2026-10-04 10:53:51 +02:00
Ludovic Marie 0c69e0efb2 Record repeated matched-view client comparisons and Mac test guide 2026-10-04 10:46:46 +02:00
Ludovic Marie d175741de3 Verify native macOS client startup and framebuffer readback 2026-10-04 10:34:50 +02:00
Ludovic Marie 86e3392740 Merge pull request #25 from ludovic111/benchmark-tick-state
Disclose frozen and altered tick workloads in benchmark reports
2026-10-04 08:57:34 +02:00
Ludovic Marie 7d561596d6 Verify restored tick states in a live disposable world and explain sampled TPS 2026-10-04 08:48:18 +02:00
Ludovic Marie 02d7a5189d Capture sampled tick-manager changes without altering simulation 2026-10-04 08:43:00 +02:00
Ludovic Marie 0b30e44e37 Merge pull request #23 from ludovic111/core-performance-profile
Add a full-detail core performance profile for vanilla comparisons
2026-10-04 08:28:45 +02:00
Ludovic Marie bd20994266 Record matched core client observations and validation limits 2026-10-04 08:18:19 +02:00
Ludovic Marie b782adeb55 Merge remote-tracking branch 'origin/main' into core-performance-profile 2026-10-04 07:59:14 +02:00
Ludovic Marie dddd18be72 Merge pull request #24 from ludovic111/queue-live-observations
Document live queue allocation savings without claiming whole-game gains
2026-10-04 07:59:12 +02:00
Ludovic Marie f9a0900ab7 Record matched live queue allocation and whole-game limits 2026-10-04 07:51:30 +02:00
Ludovic Marie 2a268fefbf Merge remote-tracking branch 'origin/main' into core-performance-profile 2026-10-04 07:20:12 +02:00
Ludovic Marie e53d078a5a Merge pull request #22 from ludovic111/quad-retention-size
Measure quad reuse retention separately from allocation savings
2026-10-04 07:20:10 +02:00
Ludovic Marie 470022f10b Add core performance profile for matched view-distance comparisons 2026-10-04 07:14:50 +02:00
Ludovic Marie 8052fb0fbb Record reproducible local quad size results and JVM layout 2026-10-04 07:11:40 +02:00
Ludovic Marie 1243e148d4 Quote instrumentation agent paths with spaces 2026-10-04 07:08:19 +02:00
Ludovic Marie 875a7d8de0 Merge remote-tracking branch 'origin/main' into quad-retention-size 2026-10-04 07:02:56 +02:00
Ludovic Marie 970f466d8b Merge pull request #21 from ludovic111/fixture-diagnostics
Report bounded dispatcher fixture failures and clean up child processes
2026-10-04 07:02:54 +02:00
Ludovic Marie 7dc69910ed Merge remote-tracking branch 'origin/main' into quad-retention-size 2026-10-04 07:02:28 +02:00
Ludovic Marie fe008e65f2 Merge pull request #20 from ludovic111/client-platform-jvm
Apply official platform JVM flags in the standalone client launcher
2026-10-04 07:02:26 +02:00
Ludovic Marie 25cfc7f5b3 Measure applied quad reuse shallow retention with a private agent 2026-10-04 07:02:12 +02:00
Ludovic Marie 8bd42c782d Keep dispatcher fixture diagnostics useful and bounded 2026-10-04 06:54:31 +02:00
Ludovic Marie 257144a481 Apply official conditional client JVM flags 2026-10-04 06:52:40 +02:00
Ludovic Marie 24c65f512d Merge pull request #19 from ludovic111/terrain-quad-reuse
Reuse discarded terrain quads without replacing geometry or existing pools
2026-10-04 06:49:17 +02:00
Ludovic Marie 43469691a4 Record quad reuse geometry checks and qualified live comparison 2026-10-04 06:43:23 +02:00
Ludovic Marie 0a0cd667d5 Reuse discarded terrain quads at fresh allocation sites with isolated controls 2026-10-04 06:00:07 +02:00
Ludovic Marie bbb54744bb Merge pull request #18 from ludovic111/benchmark-software-provenance
Show Java and mod version changes in benchmark comparisons
2026-10-04 05:40:52 +02:00
Ludovic Marie 63438b4058 Validate live client and tick software identity and bound expanded lists 2026-10-04 05:29:29 +02:00
Ludovic Marie 110c75d712 Capture Java and loaded mod identity in client and server comparisons 2026-10-04 05:24:44 +02:00
Ludovic Marie 1aaae62088 Merge pull request #17 from ludovic111/terrain-position-arithmetic
Test equivalent arithmetic in the terrain data lookup
2026-10-04 05:18:43 +02:00
Ludovic Marie f692f04d02 Record independent lookup results and matched live validation 2026-10-04 05:12:56 +02:00
Ludovic Marie c6ec0b5e14 Test equivalent arithmetic in the sampled terrain data lookup 2026-10-04 04:26:04 +02:00
Ludovic Marie 812ad831b1 Merge pull request #16 from ludovic111/culling-ray-scratch
Reuse temporary culling ray vectors without changing geometry
2026-10-04 03:59:17 +02:00
Ludovic Marie 01a7e8b588 Record live ray comparison without claiming a performance improvement 2026-10-04 03:52:13 +02:00
Ludovic Marie 349724b3b6 Record independent ray geometry results and disclose excluded CLI frames 2026-10-04 03:42:11 +02:00
Ludovic Marie 7cbe37b605 Reuse per-instance numeric vectors in optional culling ray checks 2026-10-04 03:32:06 +02:00
Ludovic Marie 86c9a4fb46 Merge pull request #15 from ludovic111/culling-empty-whitelists
Reduce empty culling allocations and release interrupted DH reads
2026-10-04 03:11:11 +02:00
Ludovic Marie 45f0fd39b6 Document applied read cancellation evidence and final world recording 2026-10-04 03:04:31 +02:00
Ludovic Marie 9a1b22aa56 Release interrupted DH metadata reads without cancelling shared futures 2026-10-04 02:49:54 +02:00
Ludovic Marie 1f97a8e487 Record actual world difficulty and preserve sanitized culling fixture evidence 2026-10-04 02:17:00 +02:00
Ludovic Marie 35dd69e9a6 Avoid empty culling whitelist iterator allocation while keeping live registration 2026-10-04 02:07:55 +02:00
Ludovic Marie 05c4215e50 Merge pull request #14 from ludovic111/terrain-tick-deduplication
Reuse terrain tick membership storage while preserving action order
2026-10-04 01:57:37 +02:00
Ludovic Marie f6b36854ed Publish sanitized applied tick membership measurements with CI provenance 2026-10-04 01:52:49 +02:00
Ludovic Marie e091816ce0 Reuse private terrain tick membership without changing published action order 2026-10-04 01:48:12 +02:00
Ludovic Marie 3799ebe6b0 Merge pull request #13 from ludovic111/terrain-quality-measurements
Compare actual terrain quality and shader state in game benchmarks
2026-10-04 01:36:25 +02:00
Ludovic Marie 77510755bf Capture effective terrain quality and shader state at benchmark boundaries 2026-10-04 01:27:45 +02:00
Ludovic Marie ef56f2a7c3 Merge pull request #12 from ludovic111/collector-validation
Combine foreground terrain controls and compare Java collector settings
2026-10-04 01:11:18 +02:00
Ludovic Marie 6f73ac2436 Record exact combined OpenGL and Vulkan world validations 2026-10-04 01:07:22 +02:00
Ludovic Marie 33f9f5a5ef Combine foreground terrain controls and validate collector experiments 2026-10-04 00:53:12 +02:00
Ludovic Marie 5f6219a626 Merge pull request #11 from ludovic111/priority-dispatch-backoff
Bound rejected terrain dispatch retries without retaining the dispatcher lock
2026-10-04 00:44:03 +02:00
Ludovic Marie ec6b5f84a1 Record actual Fabric dispatch fixture results with measurement limits 2026-10-04 00:40:18 +02:00
Ludovic Marie 93e0ac5bea Install software Vulkan fallback for headless dispatcher checks 2026-10-04 00:34:36 +02:00
Ludovic Marie 9c2b5066ec Bound rejected DH dispatch retries and validate applied hooks 2026-10-04 00:31:37 +02:00
Ludovic Marie 68b97fb571 Merge pull request #10 from ludovic111/wakeable-terrain-idle
Wake idle distant-terrain queues when new work arrives
2026-10-03 23:45:54 +02:00
Ludovic Marie f901c94692 Record hosted wake-latency results and final idle-hook game validation 2026-10-03 23:43:15 +02:00
Ludovic Marie 846490e199 Wake idle terrain queues on incoming work while preserving interruption and maintenance 2026-10-03 23:36:25 +02:00
Ludovic Marie 8712089fb5 Merge pull request #9 from ludovic111/allocation-profiler
Find allocation hot spots using direct JFR counters
2026-10-03 23:29:16 +02:00
Ludovic Marie 360a30cb60 Stream private JFR profiles and verify allocation counters across platforms 2026-10-03 23:26:13 +02:00
Ludovic Marie d2f2a646b0 Merge pull request #8 from ludovic111/compact-header-measurements
Preserve fresh render budgets and measure compact Java headers
2026-10-03 23:13:15 +02:00
Ludovic Marie d61fa875e3 Record cross-platform header allocations and final runtime validation 2026-10-03 23:10:21 +02:00
Ludovic Marie 4bf82ef530 Preserve fresh render budgets and measure compact Java headers 2026-10-03 23:06:36 +02:00
Ludovic Marie 1ff7301b72 Merge pull request #7 from ludovic111/graphics-backend-preferences
Preserve graphics backend preferences in fresh Minecraft instances
2026-10-03 22:54:10 +02:00
Ludovic Marie e8d1629d31 Validate real Vulkan gameplay and unavailable-driver fallback 2026-10-03 22:50:44 +02:00
Ludovic Marie 5f24e2807c Preserve requested graphics backend by marking current option version 2026-10-03 22:44:49 +02:00
Ludovic Marie 61fd5d5e8f Merge pull request #6 from ludovic111/distant-queue-wait
Avoid continuous retries during distant-terrain update debounce
2026-10-03 22:41:19 +02:00
Ludovic Marie 76e2644f03 Update starter pack count for queue experiments 2026-10-03 22:37:29 +02:00
Ludovic Marie 3d4838582c Record cross-platform queue results and real game validation 2026-10-03 22:36:26 +02:00
Ludovic Marie edadef31ec Yield during pending distant-terrain debounce retries 2026-10-03 22:30:46 +02:00
Ludovic Marie dcc0daf130 Merge pull request #5 from ludovic111/process-memory-measurements
Measure resident process memory during game benchmarks
2026-10-03 22:24:21 +02:00
Ludovic Marie 901aa7d819 Document game and cross-platform resident-memory validation 2026-10-03 22:22:08 +02:00
Ludovic Marie b9b12724ab Measure resident process memory off game threads during benchmarks 2026-10-03 22:15:47 +02:00
Ludovic Marie 7a5bf11fef Merge pull request #4 from ludovic111/offline-benchmark-viewer
Compare game benchmarks offline on Mac, Windows and Linux
2026-10-03 22:10:26 +02:00
Ludovic Marie 26e8da07bd Add offline frame and server benchmark comparison viewer 2026-10-03 22:08:05 +02:00
Ludovic Marie b51cffdb9d Merge pull request #3 from ludovic111/precise-terrain-pacing
Respect short-job terrain worker budgets with precise pacing
2026-10-03 21:34:12 +02:00
Ludovic Marie 2014c2ec91 Document real worker measurements and game integration evidence 2026-10-03 21:29:23 +02:00
Ludovic Marie b718bef555 Lengthen worker measurements to reduce CPU counter quantization 2026-10-03 21:17:49 +02:00
Ludovic Marie 7b3840ea8f Credit coarse timer overshoot while bounding stall recovery 2026-10-03 21:15:25 +02:00
Ludovic Marie 4052f2040d Add optional precise distant terrain worker pacing 2026-10-03 21:11:30 +02:00
Ludovic Marie 4cdb9154e9 Merge pull request #2 from ludovic111/adaptive-client-budget
Add optional adaptive terrain scheduling and resource measurements
2026-10-03 20:54:31 +02:00
Ludovic Marie a5bbebf89b Preserve prior original mod builds when upgrading test instances 2026-10-03 20:52:31 +02:00
Ludovic Marie fab0060bca Verify adaptive API restoration and override ownership 2026-10-03 20:46:33 +02:00
Ludovic Marie 9c2100563e Add optional adaptive distant terrain budget and resource telemetry 2026-10-03 20:38:34 +02:00
Ludovic Marie be42ff7bed Verify published balanced binary and report samples 2026-10-03 20:18:08 +02:00
Ludovic Marie 97608b05e2 Merge pull request #1 from ludovic111/macos-first-playable
Ship playable optimization packs and frame/tick measurement
2026-10-03 20:15:04 +02:00
Ludovic Marie ddb06385ae Record cross-platform builds and real gameplay capture validation 2026-10-03 20:12:08 +02:00
Ludovic Marie 3f56cdfb2f Normalize coverage paths for Windows builds 2026-10-03 20:07:23 +02:00
Ludovic Marie 702e59372f Ship portable optimization packs with original frame and tick measurement 2026-10-03 20:06:01 +02:00
Ludovic Marie 32a4383459 Build local Minecraft 26.3 decompilation and Rust optimization lab 2026-10-03 19:08:33 +02:00
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#!/bin/sh
exec python3 tools/check_public_tree.py
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#!/bin/sh
exec python3 tools/check_public_tree.py --history
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name: checks
on:
push:
branches: [main]
pull_request:
workflow_dispatch:
permissions:
contents: read
jobs:
verify:
strategy:
fail-fast: false
matrix:
# Linux only. macOS only when started by hand: gh workflow run checks --ref <branch>.
os: ${{ fromJSON(github.event_name == 'workflow_dispatch' && '["ubuntu-latest", "macos-26"]' || '["ubuntu-latest"]') }}
runs-on: ${{ matrix.os }}
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- uses: actions/setup-python@v5
with:
python-version: '3.12'
- name: Keep game artifacts out of Git
run: |
python tools/check_public_tree.py
python tools/check_public_tree.py --history
- name: Test offline research tooling
run: python -m unittest discover -s tests -v
- name: Install Rust toolchain
run: rustup toolchain install stable --profile minimal --component rustfmt --component clippy
- name: Check formatting and lint
run: |
cargo +stable fmt --all -- --check
cargo +stable clippy --workspace --all-targets -- -D warnings
- name: Test Rust core and voxel kernel correctness
run: cargo +stable test --workspace
- uses: actions/setup-java@v4
with:
distribution: temurin
java-version: '25'
- name: Compare Rust foundations with pinned vanilla client and server bytecode
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_rust_parity.py --prepare
- name: Check Rust world-data interoperability with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_world_parity.py
- name: Compare scheduled ticks and saved tick data with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_tick_parity.py
- name: Compare simulation geometry and cached block collision shapes
env:
RUSTUP_TOOLCHAIN: stable
run: |
python tools/test_geometry_parity.py
python tools/test_collision_parity.py
- name: Compare noise samplers and density kernels with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_noise_parity.py
- name: Compare compiled density samplers with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_density_parity.py
- name: Compare world-generation JSON codecs with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_worldgen_parity.py
- name: Compare heightmap predicates and chunk mutations with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_heightmap_parity.py
- name: Compare pre-light chunk status transitions and block writes
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_chunk_stage_parity.py
- name: Compare feature placement into resident neighboring chunks
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_feature_region_parity.py
- name: Compare nested feature selectors and sequences
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_feature_graph_parity.py
- name: Compare named feature holders and placed-feature tags
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_feature_catalog_parity.py
- name: Compare configured fill-layer block placement
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_fill_layer_parity.py
- name: Compare replacement-rule codecs and evaluation
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_rule_test_parity.py
- name: Compare simple-block placement and feature composition
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_simple_block_parity.py
- name: Compare block-column sampling and obstruction
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_block_column_parity.py
- name: Compare vertical pillars and cap feature placement
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_pillar_parity.py
- name: Compare exactly-one-neighbor feature spreading
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_neighbor_spread_parity.py
- name: Compare block-pile support and placement
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_block_pile_parity.py
- name: Compare disk replacement and postprocessing
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_disk_parity.py
- name: Compare block-blob support search and geometry
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_block_blob_parity.py
- name: Compare spring placement and fluid tick scheduling
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_spring_parity.py
- name: Compare vine attachment priority and placement
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_vines_parity.py
- name: Compare underwater magma floor scans and occlusion
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_underwater_magma_parity.py
- name: Compare blue-ice seeding and growth attempts
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_blue_ice_parity.py
- name: Compare spike geometry and discontinuous roots
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_spike_parity.py
- name: Compare End podium construction and destruction requests
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_end_podium_parity.py
- name: Rust End gateway parity
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_end_gateway_parity.py
- name: Compare bonus chest placement and conditional loot seeding
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_bonus_chest_parity.py
- name: Compare recursive chorus generation and connection refreshes
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_chorus_plant_parity.py
- name: Compare small speleothem patches and waterlogged points
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_speleothem_parity.py
- name: Compare replacement blob search and Manhattan shells
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_replace_blobs_parity.py
- name: Compare bamboo stalks, podzol patches and leafy caps
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_bamboo_parity.py
- name: Compare Nether delta rims and shifted contents
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_delta_parity.py
- name: Compare biome freezing and snow eligibility
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_biome_weather_parity.py
- name: Compare frozen top layers and snowy ground updates
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_snow_freeze_parity.py
- name: Compare generation-stage tick storage and routing
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_generation_tick_parity.py
- name: Compare below-zero upgrade metadata codecs
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_retrogen_data_parity.py
- name: Compare below-zero upgrade lifecycle and block transformations
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_retrogen_chunk_parity.py
- name: Compare chunk-status metadata, ordering and codecs
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_chunk_status_parity.py
- name: Compare proto-chunk block-entity storage and coordinates
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_block_entity_storage_parity.py
- name: Compare ordered single-block replacement features
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_replace_block_parity.py
- name: Compare scattered ore placement and air-exposure checks
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_scattered_ore_parity.py
- name: Compare resident bulk-section access and raw writes
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_bulk_section_parity.py
- name: Compare biome feature ordering and cycle detection
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_feature_sort_parity.py
- name: Compare world-generation random wrappers and seeding
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_worldgen_random_parity.py
- name: Compare biome filtering and top-level feature context
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_biome_placement_parity.py
- name: Compare biome decoration feature scheduling and seeding
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_decoration_parity.py
- name: Compare decoration against resident biome and terrain sections
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_decoration_region_parity.py
- name: Compare block-state provider choices and rotation
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_state_provider_parity.py
- name: Compare contained fluids and height queries with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_fluid_parity.py
- name: Compare entity obstruction with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_entity_obstruction_parity.py
- name: Compare block solidity and replaceability with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_block_properties_parity.py
- name: Compare face slicing and block support with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_face_support_parity.py
- name: Compare cached block support with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_block_support_parity.py
- name: Compare dynamic block support with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_dynamic_support_parity.py
- name: Compare moving-piston collision and interpolation with pinned vanilla
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_piston_shape_parity.py
- name: Compare supported block survival rules with pinned vanilla
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_block_survival_parity.py
- name: Compare noise-stage chunk filling with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_terrain_parity.py
- name: Compare structure terrain-adaptation density with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_structure_density_parity.py
- name: Compare seeded material bands and surface queries with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_material_surface_parity.py
- name: Compare material condition codecs and rule evaluation with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_material_condition_parity.py
- name: Compare biome temperatures and cache behavior with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_biome_temperature_parity.py
- name: Compare badlands and frozen-ocean extensions with pinned vanilla
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_material_extension_parity.py
- name: Compare bundled material-rule libraries with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_material_rule_library_parity.py
- name: Compare fixed, checkerboard and End biome sources with pinned vanilla
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_biome_source_parity.py
- name: Compare seeded cave paths and failure state with pinned vanilla
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_cave_carver_parity.py
- name: Compare seeded canyon paths and width factors with pinned vanilla
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_canyon_carver_parity.py
- name: Compare initial block-writing feature algorithms with pinned vanilla
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_basic_feature_parity.py
- name: Compare feature placement chains with pinned vanilla
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_feature_placement_parity.py
- name: Compare feature placement primitives with pinned vanilla
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_placement_parity.py
- name: Compare anchored height providers with pinned vanilla
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_height_provider_parity.py
- name: Compare scalar value providers with pinned vanilla
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_value_provider_parity.py
- name: Compare cave and canyon geometric primitives with pinned vanilla
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_carving_geometry_parity.py
- name: Compare carving-mask traversal and callback mutations with pinned vanilla
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_carving_mask_parity.py
- name: Compare registry-bound biome-source codecs with pinned vanilla
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_biome_source_codec_parity.py
- name: Compare all four biome-source kinds in chunk generation with pinned vanilla
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_biome_generation_parity.py
- name: Compare chunk biome filling and failure state with pinned vanilla
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_biome_chunk_parity.py
- name: Compare biome zoom and seed obfuscation with pinned vanilla
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_biome_zoom_parity.py
- name: Compare surface-stage chunks with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_material_stage_parity.py
- name: Compare block-state JSON codecs with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_block_state_codec_parity.py
- name: Compare vertical anchors with pinned vanilla client and server
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_anchor_parity.py
- name: Compare float logarithms at domain and rounding boundaries
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_float_log_parity.py
portable-mod:
strategy:
fail-fast: false
matrix:
# Linux only. macOS only when started by hand: gh workflow run checks --ref <branch>.
os: ${{ fromJSON(github.event_name == 'workflow_dispatch' && '["ubuntu-latest", "macos-26"]' || '["ubuntu-latest"]') }}
runs-on: ${{ matrix.os }}
steps:
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
with:
python-version: '3.12'
- uses: actions/setup-java@v4
with:
distribution: temurin
java-version: '25'
- name: Compile original mod and test metrics
run: python tools/build_mod.py
- name: Verify streaming JFR analysis against the JDK exporter
run: python tools/test_jfr.py
- name: Verify ZGC pause and allocation event interpretation
run: python tools/test_jfr.py --gc zgc
- name: Build pinned portable packs
run: python tools/build_pack.py
- name: Measure isolated worker pacing on this platform
run: python -c "from tools.build_mod import benchmark_workers; benchmark_workers()"
- name: Measure isolated debounce queue polling
run: python -c "from tools.build_mod import benchmark_debounce; benchmark_debounce()"
- name: Measure wakeable idle queue latency
run: python -c "from tools.build_mod import benchmark_idle; benchmark_idle()"
- name: Measure object allocations with compact headers off and on
run: python -c "from tools.build_mod import benchmark_headers; benchmark_headers()"
- name: Test pack integrity and comparisons
run: python -m unittest discover -s tests -v
- name: Start recommended OpenGL macOS clients and verify framebuffer readback
if: runner.os == 'macOS'
run: |
python tools/test_client_graphics.py --native-display
cp dist/client-graphics-smoke.json dist/client-graphics-macos-title.json
python tools/test_client_graphics.py --native-display --world
cp dist/client-graphics-smoke.json dist/client-graphics-macos-world.json
- name: Compile the private dispatch fixture
run: python -c "from tools.build_mod import build_dispatch_fixture; build_dispatch_fixture()"
- name: Compile the private integrated-server graphics fixture
run: python -c "from tools.build_mod import build_integration_fixture; build_integration_fixture('server-graphics', 'dev.horizonlab.metrics.ServerGraphicsIntegration', fixture_dependencies={})"
- name: Compile the private tick-manager state fixture
run: python -c "from tools.build_mod import build_integration_fixture; build_integration_fixture('tick-state', 'dev.horizonlab.metrics.TickStateIntegration')"
- name: Compile the private terrain tick membership fixture
run: python -c "from tools.build_mod import build_tick_dedup_fixture; build_tick_dedup_fixture()"
- name: Compile the private culling whitelist fixture
run: python -c "from tools.build_mod import build_culling_empty_fixture; build_culling_empty_fixture()"
- name: Compile the private culling ray geometry fixture
run: python -c "from tools.build_mod import build_integration_fixture; build_integration_fixture('culling-rays', 'dev.horizonlab.dispatch.CullingRayIntegration', ['entityculling'], ['CullingRayAccess'])"
- name: Compile the private terrain position lookup fixture
run: python -c "from tools.build_mod import build_integration_fixture; build_integration_fixture('terrain-position', 'dev.horizonlab.dispatch.PositionIntegration')"
- name: Compile the private terrain quad reuse fixture
run: python -c "from tools.build_mod import build_integration_fixture; build_integration_fixture('quad-reuse', 'dev.horizonlab.dispatch.QuadReuseIntegration')"
- name: Compile the private object-size agent and terrain quad fixture
run: python -c "from tools.test_quad_sizes import build_agent; from tools.build_mod import build_integration_fixture; build_agent(); build_integration_fixture('quad-size', 'dev.horizonlab.dispatch.QuadSizeIntegration')"
- name: Compile the private terrain read shutdown fixture
run: python -c "from tools.build_mod import build_integration_fixture; build_integration_fixture('terrain-read', 'dev.horizonlab.dispatch.TerrainReadIntegration')"
- name: Install headless graphics libraries for applied-hook checks
if: runner.os == 'Linux'
run: sudo apt-get update && sudo apt-get install -y xvfb libgl1 libegl1 libvulkan1 mesa-vulkan-drivers libasound2t64 libxkbcommon0
- name: Verify integrated-server graphics report against the actual device
run: python tools/test_server_graphics.py ${{ runner.os == 'macOS' && '--native-display' || '' }}
- name: Exercise the applied dispatcher hooks and upstream rejection path
if: runner.os == 'Linux'
run: python tools/test_dispatch.py
- name: Verify applied tick membership transitions and allocation
if: runner.os == 'Linux'
run: python tools/test_tick_dedup.py
- name: Verify live culling whitelist registration and empty iteration
if: runner.os == 'Linux'
run: python tools/test_culling_empty.py
- name: Compare applied culling ray geometry and provider queries
if: runner.os == 'Linux'
run: python tools/test_culling_rays.py
- name: Verify actual full-data position lookup equivalence
if: runner.os == 'Linux'
run: python tools/test_terrain_position.py
- name: Verify actual terrain quad geometry and allocation
if: runner.os == 'Linux'
run: python tools/test_quad_reuse.py
- name: Measure actual builder and quad shallow sizes in both header modes
if: runner.os == 'Linux'
run: python tools/test_quad_sizes.py
- name: Verify interrupted DH reads and preserved shared futures
if: runner.os == 'Linux'
run: python tools/test_terrain_read.py
- name: Upload original mod and pack manifests only
uses: actions/upload-artifact@v4
with:
name: horizon-${{ matrix.os }}
path: |
dist/*.mrpack
dist/horizon-*.jar
dist/worker-pacing-benchmark.txt
dist/debounce-queue-benchmark.txt
dist/idle-queue-benchmark.txt
dist/object-header-benchmark.txt
dist/dispatch-integration.json
dist/tick-dedup-integration.json
dist/culling-empty-integration.json
dist/terrain-read-integration.json
dist/culling-rays-integration.json
dist/terrain-position-integration.json
dist/quad-reuse-integration.json
dist/quad-size-integration.json
dist/server-graphics-smoke.json
dist/client-graphics-smoke.json
dist/client-graphics-macos-title.json
dist/client-graphics-macos-world.json
@@ -0,0 +1,46 @@
name: macOS shader research
on:
workflow_dispatch:
permissions:
contents: read
jobs:
shader-worlds:
runs-on: macos-26
steps:
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
with:
python-version: '3.12'
- uses: actions/setup-java@v4
with:
distribution: temurin
java-version: '25'
- name: Build original mod and private probe dependencies
run: python tools/build_mod.py
- name: Verify required cinematic shaders in OpenGL and Vulkan worlds
run: |
python - <<'PY'
import json, subprocess, sys
from pathlib import Path
observations = []
for backend in ['opengl', 'vulkan']:
case = ['--profile', 'cinematic', '--backend', backend, '--world', '--shaders']
result = subprocess.run([sys.executable, 'tools/test_client_graphics.py', '--native-display', *case], capture_output=True, text=True)
print(result.stdout, end='', flush=True)
print(result.stderr, end='', flush=True)
observation = {'case': case, 'exit_code': result.returncode}
if result.returncode:
marker = 'HORIZON_FIXTURE_FAILURE '
observation['failure'] = [json.loads(line.split(marker, 1)[1]) for line in result.stdout.splitlines() if marker in line]
else:
observation['report'] = json.loads(Path('dist/client-graphics-smoke.json').read_text())
observations.append(observation)
Path('dist/client-graphics-shader-research.json').write_text(json.dumps(observations, indent=2) + '\n')
sys.exit(int(any(item['exit_code'] for item in observations)))
PY
- name: Retain selected observations including failed cases
if: always()
uses: actions/upload-artifact@v4
with:
name: macos-shader-observations
path: dist/client-graphics-shader-research.json
@@ -0,0 +1,59 @@
name: macOS Vulkan research
on:
workflow_dispatch:
inputs:
world:
description: Create or open disposable demo worlds instead of title probes
type: boolean
default: false
permissions:
contents: read
jobs:
native-probes:
runs-on: macos-26
steps:
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
with:
python-version: '3.12'
- uses: actions/setup-java@v4
with:
distribution: temurin
java-version: '25'
- name: Build original mod and private probe dependencies
run: python tools/build_mod.py
- name: Probe vanilla, core and distant-terrain Vulkan cases
env:
HORIZON_GRAPHICS_WORLD: ${{ inputs.world }}
run: |
python - <<'PY'
import json, os, subprocess, sys
from pathlib import Path
cases = [
['--profile', 'baseline', '--backend', 'vulkan'],
['--profile', 'core-performance', '--backend', 'vulkan'],
['--profile', 'vulkan'],
]
if os.environ.get('HORIZON_GRAPHICS_WORLD') == 'true':
cases = [case + ['--world'] for case in cases]
observations = []
for case in cases:
result = subprocess.run([sys.executable, 'tools/test_client_graphics.py', '--native-display', *case], capture_output=True, text=True)
print(result.stdout, end='', flush=True)
print(result.stderr, end='', flush=True)
observation = {'case': case, 'exit_code': result.returncode}
if result.returncode:
marker = 'HORIZON_FIXTURE_FAILURE '
observation['failure'] = [json.loads(line.split(marker, 1)[1]) for line in result.stdout.splitlines() if marker in line]
else:
observation['report'] = json.loads(Path('dist/client-graphics-smoke.json').read_text())
observations.append(observation)
Path('dist/client-graphics-vulkan-research.json').write_text(json.dumps(observations, indent=2) + '\n')
sys.exit(int(any(item['exit_code'] for item in observations)))
PY
- name: Retain selected observations including failed cases
if: always()
uses: actions/upload-artifact@v4
with:
name: macos-vulkan-observations
path: dist/client-graphics-vulkan-research.json
+18
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@@ -0,0 +1,18 @@
/.local/
/target/
**/__pycache__/
*.py[cod]
/.venv/
# Downloaded/decompiled game content and private profiling artifacts.
*.jar
*.class
*.jfr
*.hprof
/decompiled/
/minecraft/
/assets/
/run/
/logs/
/dist/
/mods/horizon/build/
/saves/
Generated
+2945
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File diff suppressed because it is too large. Load diff
+27
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@@ -0,0 +1,27 @@
[workspace]
members = ["crates/horizon-core", "crates/horizon-world", "crates/voxel-kernels", "crates/horizon-client", "crates/horizon-assets", "crates/horizon-protocol"]
resolver = "2"
[workspace.package]
edition = "2024"
license = "MIT"
rust-version = "1.85"
# Ports mirror vanilla's Java signatures, index loops and nested generic types
# one to one so they can be checked against the decompiled sources.
[workspace.lints.clippy]
too_many_arguments = "allow"
type_complexity = "allow"
needless_range_loop = "allow"
large_enum_variant = "allow"
[profile.release]
lto = "thin"
codegen-units = 1
# Optimized but quick-to-link builds for iteration: cargo build --profile fast
[profile.fast]
inherits = "release"
lto = false
codegen-units = 16
incremental = true
+21
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@@ -0,0 +1,21 @@
MIT License
Copyright (c) 2026 Ludovic
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
+337
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@@ -0,0 +1,337 @@
# Horizon
Horizon is a Rust rewrite of Minecraft Java **26.3** targeting one-to-one vanilla gameplay parity, alongside client performance research. Not affiliated with Mojang or Microsoft.
**The Rust game is now playable.** The [native client](docs/native-client.md) opens on a vanilla-style title screen with world creation and selection, and generates worlds with the Rust port of the vanilla overworld generator: noise terrain, aquifers, surface rules, carvers, and the placed features ported so far, all checked against vanilla. It streams and lights chunks on worker threads and renders every vanilla block model with smooth lighting, biome tints, the vanilla sky, sun, moon, stars and clouds. Gameplay so far:
- validated player physics, health and hunger;
- mining with vanilla tool rules and loot tables;
- placing, crafting, chests and furnaces;
- dropped items and particles;
- sounds;
- passive and hostile mobs with combat, including guardians, shulkers, illagers, ravagers, the wither and the ender dragon fight;
- villagers that take jobs, trade, restock, meet at the bell and sleep in beds;
- boats, minecarts, item frames, paintings and armor stands;
- shields, maps, books, fireworks, beacons, advancements and statistics;
- Anvil saves.
Parity is **not** complete. Still missing: the warden and the sculk family, the breeze, sniffer, creaking, happy ghast, llamas and a few other mobs, raids and pillager patrols, villager breeding and gossip, the loom, crafter and recipe book, scoreboards, subtitles, and spawned mob gear enchantments. Multiplayer joins vanilla servers but Horizon cannot host one. See [Rust rewrite status](docs/rust-parity.md).
### Java parity: 84%
Each subsystem scores 0 (absent), 0.25 (started, not playable), 0.5 (playable,
major vanilla features missing), 0.75 (playable, mostly complete) or 1 (complete
and verified against vanilla by differential tests). The percentage is the
average; `tests/test_parity.py` keeps it in sync with this table. Last audited
2026-10-10 against the code, not the docs. The harnesses that failed in the
previous audit (block updates, random ticks, redstone, command parsing, menu
clicks, whole chunks, entity models and item models) now pass; the save
round-trip harness has not been rerun.
| Subsystem | Score | Main gaps |
| --- | ---: | --- |
| Window, input and game loop | 0.75 | Game loop and options match vanilla; camera, auto-jump, toggle sprint/sneak and the frame limiter not compared |
| Assets and resources | 0.75 | Item models match vanilla over 196,290 stacks, but the client does not draw items through that pipeline yet; no pack screen |
| Network protocol and multiplayer | 0.75 | Opens worlds to LAN, but hosting is not tested against a vanilla client; no dedicated server mode |
| Chunk storage and palettes | 1 | None: client and saves share paletted containers, identical to vanilla over 266 scenarios |
| Section meshing | 1 | None: 112 scenes and over a million quads identical to vanilla |
| Rendering | 0.75 | Entity models match over 150 layers; block entity renderers and HUD overlays not compared |
| Lighting | 1 | None: saved and relit light matches vanilla, slabs and stairs included |
| World generation | 1 | None: 2,352 whole chunks over 225 structure sites, in all three dimensions, identical to vanilla |
| Region files and saves | 0.75 | Save round-trip harness fails; older DataVersions are not upgraded |
| Entities and physics | 0.75 | Attributes and dimensions match; AI, loot and spawn rules not compared; drowned, villagers, traders and the wither unverified |
| Interaction and inventory | 1 | None: menu clicks match over 6,000 click sequences |
| Menus, HUD and chat | 0.75 | Commands parse as vanilla over 39,685 inputs, but /item modify, /spectate, /waypoint and /dialog do not run; no tab list or world border rendering |
| Audio | 0.75 | Sound engine, music and ambience not compared with vanilla |
| Block behaviours and ticking | 0.75 | Block updates, random ticks and redstone match vanilla; dispensers lack several behaviours |
### Next steps
1. Rerun the save round-trip harness and upgrade saves from older DataVersions.
2. Draw every item through the item model pipeline, and add the resource pack screen.
3. An audio harness: sound engine attenuation, weighted sound events, music and ambience.
4. Mob AI, loot and spawn-rule harnesses, and an oracle for drowned, villagers, traders and the wither.
5. The missing commands and dispenser behaviours, the tab list and world border rendering.
6. Test LAN hosting with a vanilla client, and add a dedicated server mode.
```sh
python3 tools/prepare_native_client.py --prepare # needs JDK 25; extracts private vanilla resources
python3 tools/fetch_sounds.py # optional: vanilla sounds
cargo run --release -p horizon-client
```
**Target machine:** the Rust rewrite targets one machine, **ludodesktop**: Ubuntu 26.04, Intel i7-13700KF, NVIDIA RTX 4080, GNOME on Wayland. The final deliverable is a playable native Linux build validated there. macOS (including the M2 Pro Mac) and Windows are out of scope. Track implementation and acceptance criteria in [Rust rewrite status](docs/rust-parity.md).
**Java performance packs (no longer developed):** the earlier track of pinned Java performance packs, distant terrain, an original frame/tick recorder and client/server starter downloads. No release downloads are published; build the packs and starters locally with `python3 tools/build_release.py` (see [Build and run](#build-and-run)). They are no longer a development target.
## Java packs: Mac starter (out of scope)
Build **horizon-mac-starter-0.21.0.zip** with `python3 tools/build_release.py` (it lands in `dist/`), extract it and open `Mac-Start.command`. It verifies and installs official universal Prism Launcher in `~/Applications` if needed, then opens the balanced pack import. Sign into Microsoft **inside Prism yourself**. This project needs no credentials.
Use native **Java 25 ARM64**, maximum heap **6144 MiB**, minimum **512 MiB** on your 16 GB M2 Pro. Prism can download Java automatically. Start at 1280×800 or 1920×1200; full Retina resolution is a larger GPU workload. [START-HERE.txt](packs/START-HERE.txt) has details. The same `.mrpack` files import into Prism on Windows and Linux.
If Prism is already installed, follow the [Mac import and first comparison guide](docs/mac-first-test.md).
Core and balanced also pass [macOS title/demo-world rendering probes](docs/client-graphics-smoke.md)
on the hosted ARM64 software renderer, including readback, saves and clean exits.
Physical M2 GPU performance and macOS 27 remain to be tested.
| Profile | Full-detail chunks | Distant LOD radius | Suggested maximum heap |
| --- | ---: | ---: | ---: |
| baseline | 12 | none | 6144 MiB |
| core-performance | 12 | none | 6144 MiB |
| m2-balanced | 12 | 128 | 6144 MiB |
| adaptive (experiment) | 12 | 128 | 6144 MiB |
| worker-pacing (experiment) | 12 | 128 | 6144 MiB |
| adaptive-pacing (experiment) | 12 | 128 | 6144 MiB |
| queue-wait (experimental) | 12 | 128 | 6144 MiB |
| adaptive-queue (experimental) | 12 | 128 | 6144 MiB |
| dispatch-retry (experimental) | 12 | 128 | 6144 MiB |
| tick-dedup (experimental) | 12 | 128 | 6144 MiB |
| culling-empty (experimental) | 12 | 128 | 6144 MiB |
| quad-reuse (experimental) | 12 | 128 | 6144 MiB |
| terrain-position (experimental) | 12 | 128 | 6144 MiB |
| culling-rays (experimental) | 12 | 128 | 6144 MiB |
| foreground-first (combined experiment) | 12 | 128 | 6144 MiB |
| foreground-vulkan (combined experiment) | 12 | 128 | 6144 MiB |
| low-memory | 8 | none | 3072 MiB |
| far-distance | 12 | 256 | 8192 MiB, with sufficient physical RAM |
| cinematic | 12 | 128 | 6144 MiB |
| vulkan | 12 | 128 | 6144 MiB |
Balanced combines [Sodium](https://modrinth.com/mod/sodium), [Lithium](https://modrinth.com/mod/lithium), [FerriteCore](https://modrinth.com/mod/ferrite-core), [ImmediatelyFast](https://modrinth.com/mod/immediatelyfast), [EntityCulling](https://modrinth.com/mod/entityculling), and [Distant Horizons](https://modrinth.com/mod/distanthorizons). Cinematic adds [Iris](https://modrinth.com/mod/iris) and [Complementary Reimagined](https://modrinth.com/shader/complementary-reimagined), initially disabled. Vulkan independently experiments with the game's own backend and fallback, without Iris.
Distant LOD is simplified terrain. Nearby blocks retain full detail. Initial generation costs CPU/disk/memory and needs warm-up. DH adjusts clouds, chunk fade and transparency to blend its renderer; assess appearance as well as speed. Shaders cost GPU time and have [Mac-specific limits](https://shaders.properties/current/reference/miscellaneous/macos/). Universal CPU/GPU support and exact vanilla equivalence remain validation goals. Simulation distance stays 12 in every profile; normal 20 TPS rules are retained.
For the first comparison at the same view distance, use `baseline` versus
`core-performance`: both select 12 full-detail chunks and no distant LOD or shaders.
The latter adds only the pinned core performance mods and leaves every original
controller disabled. Then test balanced separately for its additional distant
terrain. Matching captured settings does not prove pixel-identical rendering.
[Core comparison protocol and selected observations](docs/core-performance.md)
include three repeated matched-view software-rendered pairs with 14–21% higher
FPS in this workload; M2 performance remains unmeasured.
[Heap budget experiment](docs/heap-budget.md): three pairs with 3 GiB versus
1.5 GiB maximum heap show variable RAM savings and GC/frame-time tradeoffs;
playable defaults remain unchanged.
[Matched graphics API comparison](docs/graphics-api-comparison.md): Vulkan adds
about 1.5% average FPS but about 12% CPU in three Linux software-rendered pairs;
backend defaults remain unchanged and physical Mac performance is unmeasured.
The optional `queue-wait` pack yields during pending distant-terrain debounce retries; `adaptive-queue` combines it with the existing controllers. [Queue experiment and measurement limits](docs/debounce-queue.md).
Version 0.16 adds a separate [terrain position arithmetic experiment](docs/terrain-position.md)
for the sampled full-data lookup. It retains the pinned library’s unusual
negative-coordinate rounding and invalid-level errors. Balanced keeps it off;
whole-game and Mac performance still require measurement.
Version 0.15 adds an isolated [culling ray scratch experiment](docs/culling-rays.md)
that reuses two numeric vectors within each culling instance while retaining
upstream arithmetic and decisions. Balanced keeps it off; hardware gains remain
unmeasured.
Version 0.14 adds an isolated [empty culling whitelist experiment](docs/culling-empty.md)
that avoids allocating iterators while there are no dynamic handlers. Live
registration and nonempty callbacks retain upstream behavior. Balanced keeps it
off; whole-game gains still need hardware comparisons. DH profiles also request
a scoped [interruptible blending-read wait](docs/terrain-read-wait.md) to let
background workers leave a pending metadata read during shutdown.
Version 0.13 adds an isolated [tick membership experiment](docs/tick-membership.md)
that reuses compact storage for DH's private per-tick membership checks. The
combined foreground profiles include it too; balanced keeps it off. The applied
holder test verifies action semantics and removes repeated entry allocations;
whole-game FPS and RAM gains still need hardware measurements.
Version 0.12 captures effective distant-terrain quality, radius, worker budgets,
Iris state and field of view. Start/end snapshots flag changed visual settings;
[measurement details](docs/terrain-measurements.md) explain their limits.
Version 0.11 adds combined foreground-first OpenGL/Vulkan profiles with a 120 FPS
adaptive goal, plus explicit collector experiments and GC measurement guidance.
See [combined controls](docs/foreground-first.md), [Vulkan on your Mac](docs/vulkan.md)
and [collector comparisons](docs/collectors.md). The frame goal is not a rendering cap.
Version 0.10 adds an isolated [rejected-dispatch retry experiment](docs/dispatch-retry.md).
It bounds retry passes when a DH worker rejects queued work, preserving original
requeue handling and allowing other executors to progress. Balanced keeps it off.
Version 0.9 also makes the queue's idle wait wakeable for incoming work, preserving
its debounce rules and bounded cache-maintenance cadence. It remains part of the
optional queue profiles, with separate wake-latency measurements.
Version 0.8 fixes a fresh-instance graphics preset that could override the selected
render distance. It also records actual GC/header settings and supports an optional
[compact object headers experiment](docs/compact-headers.md) for Java 25; packs
do not enable that JVM flag automatically.
## Measure on your hardware
The optional [adaptive terrain experiment](docs/adaptive-terrain.md) throttles distant
terrain background work when frames slow down or heap pressure rises, keeping the
balanced profile's view distances and simulation settings. It remains opt-in until
real hardware demonstrates a benefit.
The additional [precise worker pacing experiment](docs/worker-pacing.md) makes short
terrain tasks respect their duty-cycle budget and avoids boxed worker timestamps.
It changes generation speed and CPU use, so it stays separate from balanced.
Press **F8** during gameplay to start a 120-second recording, or again to stop early. Rebind in Controls if needed. This also works with restricted chat accounts. Alternatively: `/horizon bench <label> 120`, `/horizon stop`, `/horizon status`.
Use separate identical world copies and the same camera route, resolution, render/simulation distance, heap, VSync and FPS limit. Warm up, then alternate at least three baseline/optimized runs. Test fresh chunk exploration separately. For everyday play cap FPS or enable VSync to reduce power usage.
The instance's `horizon-benchmarks/` folder receives JSON/CSV frame and integrated-server tick timings: average FPS, slowest-1%-average FPS, p95/p99 durations, stalls, JVM heap/GC, sampled process RSS when available, GPU/backend/driver and render settings. Frames include presentation/limiting waits and exclude menus/pauses/unfocused time. Tick `meanRate` is execution capacity, **not TPS**; observed tick counts are separate. Version 0.20 [captures sampled tick-manager state](docs/tick-state.md), including restored freeze/step/sprint/rate changes; this does not measure completed world work. Resident process memory is sampled on a shared background thread only during recordings; it includes native resident pages, while heap measures JVM objects. Neither is a complete measurement of unified GPU memory. [Memory measurement details](docs/process-memory.md).
```sh
python3 tools/compare_benchmarks.py baseline-frames.json optimized-frames.json --strict
```
Open `Compare-Benchmarks.html` from the starter ZIP or [the source file](tools/Compare-Benchmarks.html) in your browser to compare without Python. Select each JSON and optionally its matching CSV. It exports summary JSON, flags settings and duration differences, and charts frames by recorded active time or ticks by sample number. It is self-contained and makes no network requests.
Version 0.18 adds an isolated [terrain quad reuse experiment](docs/quad-reuse.md).
It reuses a temporary quad discarded by successful premerge when the existing
pool would otherwise allocate. Generated geometry and thread ownership checks
pass; allocation results are not whole-game RAM or FPS evidence. It remains off
in combined profiles.
Version 0.17 also records loaded mod versions and the Java vendor, VM and runtime
build in client and server reports. Both comparison tools flag software changes
as explicit experiment variables; older reports remain usable with an unknown
software warning. The viewer can expand the complete loaded mod list.
[Live software identity check](benchmarks/software-identity-2026-10-04/live-observations.json)
records the metadata and file-count validation; its short capture is not a
performance comparison.
The comparison flags captured setting differences, but cannot verify route, world, shader state or cache warm-up. See [validation evidence](docs/playable-validation.md). Software-renderer test FPS is not evidence of a Mac/GPU speedup.
For CPU/allocation investigation, [capture and stream a private JFR summary](docs/profiling.md).
It distinguishes directly observed allocation counters from sampled hot methods;
profiling runs remain separate from normal timing comparisons.
## Build and run
Requires Python 3.10+ and JDK 25. No Gradle, Rust or native compilation is required for playable packs.
```sh
python3 tools/build_mod.py
python3 tools/build_release.py
```
Gitignored `dist/` contains twenty packs, our original instrumentation JAR, client/server starter ZIPs and SHA256SUMS. [mods.lock.json](packs/mods.lock.json) pins mod versions, exact dependency closure, SHA-1/SHA-512 and source/license; [fabric.lock.json](packs/fabric.lock.json) pins loader/library SHA-256. Packs use the [Modrinth format](https://support.modrinth.com/en/articles/8802351-modrinth-modpack-format-mrpack). They embed only original project code; third-party mods, game and assets download from their publishers.
The server starter uses Lithium/FerriteCore and `/horizonserver bench <label> <seconds>`. [Server instructions](docs/server-quickstart.txt) cover setup and a baseline. Files are prepared before you accept Minecraft's EULA locally. A 50-active-player workload remains to be measured.
Local smoke testing uses the game's built-in limited demo; normal play uses Prism's licensed account authentication:
```sh
python3 tools/build_pack.py --profile m2-balanced --instance .local/runtime/m2-balanced
vscreen run python3 tools/runtime.py demo --instance .local/runtime/m2-balanced
```
The standalone demo launcher applies the pinned official manifest's conditional
JVM flags, including macOS `-XstartOnFirstThread` and the Windows heap-dump-path
option. Prism applies its own official manifest. Server JVM policy is separate;
this launcher correction is not a measured graphics performance improvement.
## Local game inspection
Game JARs, decompiled Java, libraries, inventories, worlds and logs live **inside this checkout** under gitignored **`.local/`**. No game code is in Git history or release downloads. Fresh clones regenerate the inspection workspace from official downloads; Microsoft credentials are not needed for this step.
```sh
git clone https://github.com/ludovic111/horizon.git
cd horizon
git config core.hooksPath .githooks
python3 tools/lab.py prepare
python3 tools/lab.py decompile
python3 tools/lab.py status
```
`research-lock.json` pins the official manifest and Vineflower. The inner server JAR is extracted and checked; client/server libraries provide decompiler context. Output: `.local/minecraft/26.3/sources/{client,server}/` and coverage/inventory reports. Current inventories cover 11,383 client classes and 7,762 server classes, producing 7,301/5,037 Java files. See [decompilation status](docs/decompilation-status.md).
Class-file SourceFile metadata covers inner classes, which often share a source file. Coverage does not prove semantic equivalence or recompilability; original bytecode remains the reference. Completed source directories are not overwritten automatically. Older obfuscated releases require a separate remapping stage.
## Original Rust research
The dependency-free `horizon-core` crate starts the Rust simulation foundation:
integer block/chunk/section positions, legacy and xoroshiro seeded random streams and positional factories,
padded palette-index storage, scheduled block/fluid tick queues, and double-precision
bounding-box and voxel-grid collision geometry. Noise samplers, octave stacks and
bulk density kernels provide the next world-generation foundation. Compiled
density samplers add gradients, shifted and blended terrain noise, distance
metrics and arithmetic evaluation.
Differential runners compare selected
operations with the checksum-pinned vanilla client and server bytecode.
[Implemented scope, validation, and remaining rewrite work](docs/rust-parity.md).
```sh
python3 tools/test_rust_parity.py --prepare
python3 tools/test_world_parity.py
python3 tools/test_tick_parity.py
python3 tools/test_geometry_parity.py
python3 tools/test_collision_parity.py
python3 tools/test_noise_parity.py
python3 tools/test_density_parity.py
```
The core corpus checks 1,634,520 output lines per reference JAR, including
signed boundaries, RNG rejection/state consumption and raw storage words.
Passing it does not establish full gameplay parity or an FPS improvement.
The separate [noise suite](docs/noise-generation.md) checks 26.3 Perlin/simplex,
derivatives, density-volume accumulation, stack composition, normal-noise
normalization and modern/legacy initialization against both reference JARs.
The [density suite](docs/density-functions.md) checks compiled scalar and bulk
evaluation, including nested samplers, their different arithmetic paths, and
selected interval operations used for graph range analysis.
`horizon-world` adds NBT, four region compression codecs, `.mca`/`.mcc`
reading and export, saved palettes, a version-checked block-state registry,
and packed resident block sections. The world-data suite checks Rust output
with the actual vanilla NBT, region and block-state decoders on both JARs.
It covers all 35,723 exported state IDs and a 100,000-edit section trace.
[World-data commands and validation limits](docs/world-data.md).
Scheduled ticks now support vanilla ordering, duplicate suppression, save/reload,
chunk eligibility and callback mutations. The tick suite compares 97,776 output
lines per reference JAR and checks saved block/fluid lists through vanilla codecs
and region files. [Scheduler behavior and remaining integration](docs/scheduled-ticks.md).
Voxel shapes preserve vanilla collision tolerances, greedy box ordering, ray faces,
inside hits, and cube-versus-array cell lookup. A cached collision registry connects
imported shapes to resident block sections while checking exact state identities.
Movement helpers resolve supplied colliders and step-up candidates, including
landing adjustment and the second collider query. Movement-path block visits
preserve vanilla ordering, step indices and packed-position deduplication.
Uncached states require block behavior; the entity-context overload also needs
separate implementation. [Geometry and collision scope](docs/collision-geometry.md).
```sh
cargo test --workspace
cargo run --release --bin voxel-bench -- 100 > .local/voxel-benchmark.csv
```
The dependency-free occupancy experiment compares scalar and bitset exposed-face counting for synthetic 16³ sections. It has no real mesh, material/AO/light work, neighboring-section context, JNI bridge or game integration. Speedups are kernel-only, not Minecraft FPS. [Research plan](docs/optimization-plan.md) describes profiling, improved Java baselines, native integration and behavior checks before expanding scope.
Public branding and new mod downloads use **Horizon**. The existing Fabric mod
ID and `dev.horizonlab` namespace remain stable for installed instances and
measurement compatibility. The installer backs up both old `horizon-lab-*.jar`
and new `horizon-*.jar` versions before installing an update.
## Validation and ownership
```sh
python3 -m unittest discover -s tests -v
python3 tools/build_mod.py --test-only
cargo fmt --all -- --check
cargo clippy --workspace --all-targets -- -D warnings
cargo test --workspace
python3 tools/check_public_tree.py
python3 tools/check_public_tree.py --history
```
CI checks offline tools/Rust and compiles the original mod/builds packs on Linux and Apple Silicon macOS. Game dependencies download to ephemeral `.local/`; CI uploads only our original JAR and packs. Compilation is not Mac GPU gameplay testing. Publication checks allow Java only under our original `dev/horizonlab` namespace; review diffs as well.
[MIT](LICENSE) covers only our original tracked work. Dependencies retain their licenses. Mojang [removed obfuscation](https://www.minecraft.net/en-us/article/removing-obfuscation-in-java-edition) without changing [Minecraft's EULA](https://www.minecraft.net/en-us/eula). Decompiled game source remains local; published code implements independent tooling and instrumentation.
Integrated-server reports record the shared graphics backend at recording start; see [the context and comparison limits](docs/server-graphics-context.md).
@@ -0,0 +1,401 @@
{
"schema": 1,
"measurement": "Client scene startup, framebuffer readback and clean exit; not a performance benchmark",
"release_binary": "0.20.0",
"production_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"macos_required_ci": {
"run": 37192178667,
"source_commit": "a5000edf11094e00ebef0fc362aa4adc322f2df6",
"all_jobs_passed": true,
"reports": {
"title": {
"schema": 1,
"platform": "macOS-26.6.2-arm64-arm-64bit",
"architecture": "arm64",
"minecraft": "26.3",
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"results": [
{
"observed_mode": "title",
"title_screen_observed": true,
"world_loaded": false,
"ready_client_ticks": 53,
"window_active": true,
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 1525,
"gpu": "Apple Software Renderer",
"graphics_backend": "OpenGL",
"graphics_driver": "4.1 APPLE-23.1.1",
"private_png_sha256": "ed503082baca3a8646e7e864bf363e6e2a705a2b4aade2ec4bae6d3a108b07ab",
"profile": "core-performance",
"preferred_backend": "opengl",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "OpenGL",
"operation": "load_library",
"result": "success"
},
{
"backend": "OpenGL",
"operation": "create_device",
"result": "success"
}
]
},
{
"observed_mode": "title",
"title_screen_observed": true,
"world_loaded": false,
"ready_client_ticks": 55,
"window_active": true,
"framebuffer_width": 1280,
"framebuffer_height": 646,
"sampled_pixels": 4160,
"distinct_sampled_rgb": 1855,
"gpu": "Apple Software Renderer",
"graphics_backend": "OpenGL",
"graphics_driver": "4.1 APPLE-23.1.1",
"private_png_sha256": "959fe6afbe1897cd9711c083e88ccc617ee9d8669983987abda84e0f5979e82d",
"profile": "m2-balanced",
"preferred_backend": "opengl",
"launcher_exit_code": 0,
"backend_attempts": [
{
"backend": "OpenGL",
"operation": "load_library",
"result": "success"
},
{
"backend": "OpenGL",
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],
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"No exhaustive gameplay, visual-correctness, FPS or M2 Pro performance claim.",
"Vulkan preference can fall back; inspect the observed backend.",
"PNG images, assets and full logs remain in the private runtime directory."
]
},
"world": {
"schema": 1,
"platform": "macOS-26.6.2-arm64-arm-64bit",
"architecture": "arm64",
"minecraft": "26.3",
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"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
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}
]
},
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"sampled_pixels": 4288,
"distinct_sampled_rgb": 1297,
"gpu": "llvmpipe (LLVM 21.1.8, 256 bits)",
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{
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"operation": "load_library",
"result": "success"
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{
"backend": "OpenGL",
"operation": "create_device",
"result": "success"
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]
},
"linux-world-balanced": {
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"world_loaded": true,
"ready_client_ticks": 40,
"window_active": true,
"framebuffer_width": 1280,
"framebuffer_height": 800,
"sampled_pixels": 4288,
"distinct_sampled_rgb": 1551,
"gpu": "llvmpipe (LLVM 21.1.8, 256 bits)",
"graphics_backend": "OpenGL",
"graphics_driver": "4.5 (Core Profile) Mesa 26.0.8-1ubuntu0.3",
"private_png_sha256": "82ced9bcf7178a35063e6a7fa9049fe7cfcf26dcb92aace59de6bb022609833a",
"profile": "m2-balanced",
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{
"backend": "OpenGL",
"operation": "load_library",
"result": "success"
},
{
"backend": "OpenGL",
"operation": "create_device",
"result": "success"
}
]
}
},
"limits": [
"macOS OpenGL uses Apple Software Renderer; Vulkan exposes Apple Paravirtual device. No physical M2 GPU performance test.",
"World-mode checks ordinary limited-demo world startup and saved data, not exhaustive gameplay or completed LOD generation.",
"A nonuniform framebuffer does not prove pixel-correct rendering.",
"Three exploratory Vulkan cases fail with VK_ERROR_FEATURE_NOT_PRESENT after successful device creation; later stage remains to be isolated.",
"The probe uses 3 GiB; balanced can warn about low memory. The 16 GB Mac starter suggests 6 GiB.",
"No FPS, CPU/RAM reduction, statistical speedup or universal hardware-compatibility claim.",
"Raw PNGs, assets, world files and full logs remain private. Production JAR matches the published binary and excludes probe classes."
]
}
@@ -0,0 +1,303 @@
{
"schema": 1,
"measurement": "Single fixed-order stationary matched-view Linux software-rendered pair; descriptive observations, not statistical hardware speedup",
"minecraft": "26.3",
"java_vendor": "Ubuntu",
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"graphics": "llvmpipe LLVM21.1.8 OpenGL,1280x800",
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"settings": {
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"simulation_chunks": 12,
"distant_terrain": "not installed",
"iris_shaders": "not installed",
"heap_max": "3G",
"collector": "G1",
"compact_headers": true,
"world_difficulty": "PEACEFUL",
"fov": 70,
"graphics_preset": "CUSTOM",
"frame_limit": "uncapped",
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},
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{
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"provenance": {
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"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37179596850",
"runtime_mod_matches_linux_ci": true,
"original_mod_sha256": "df0bab0a6d87a1c609a051c190939010506f8cdd81897e82aa48caad032ef4e0",
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"saved_first_cameras_match": true,
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69.0,
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},
"private_world_timing_protocol": {
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"advance_time": false,
"advance_weather": false,
"overworld_clock_ticks": 6000,
"modified_file_sha256": {
"game_rules": "47abf5e1fe82d54057ad7b095df3b9e29a8e4e9db7484988e09f3caaeedc12eb",
"world_clocks": "575d4a7663b154077a5be4c596790f3af178a00ab5a1e9cd58f37c1afa2c03b5"
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"level_and_player_files_unchanged": true,
"pack_default_rules_unchanged": true
},
"clock_and_rules_verified_after_both_saves": true,
"candidate_save_reload_second_save_exit_zero": true
},
"notes": [
"Separate private copies, baseline then core. JFR begins about 121 seconds after demo dismissal; a separate 120-second frame capture begins about 307 seconds after dismissal.",
"Both captures have zero menu/pause/focus exclusions and no drops. Actual CSV counts and means match; viewer charts, 390-pixel layout and explicit software-change warnings pass.",
"Core records about 20.7% higher average FPS and 22.2% lower sampled peak RSS in this pair; whole-process CPU is slightly higher while rendering more frames.",
"No mod is isolated by this group comparison. Rendering-work completion, entity activity, cache/JIT and thermal state remain variables. Matching captured configuration is not pixel equivalence or exhaustive vanilla gameplay proof.",
"Tick execution inverse meanRate is capacity, not actual TPS. Record counts/elapsed seconds are exposed separately and include any pauses. Both captures have about 20 tick samples per elapsed second.",
"Preceding JFR server/render allocation counters are lower with core, but total and longest measured GC pauses are higher. Those profiles precede the frame captures and are not simultaneous with them.",
"No hardware GPU or M2/Apple Silicon result; RSS is not complete unified/GPU memory. Repeat alternating trials on real hardware.",
"No private worlds, full game logs, JFR recordings, game binaries or fixture agents are included."
]
}
File diff suppressed because it is too large. Load diff
@@ -0,0 +1,47 @@
{
"schema": 1,
"platform": "Linux-6.17.0-1022-azure-x86_64-with-glibc2.39",
"architecture": "x86_64",
"minecraft": "26.3",
"entity_culling": "1.11.2",
"results": [
{
"enabled": false,
"empty_iterator_calls": 1,
"live_registration_checked": true,
"block_callback_order_checked": true,
"type_guard_checked": true,
"allocated_bytes": 128001272,
"cpu_ns": 29632156,
"wall_ns": 49712014,
"measured_calls": 4000000,
"result": false
},
{
"enabled": true,
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"block_callback_order_checked": true,
"type_guard_checked": true,
"allocated_bytes": 208,
"cpu_ns": 809881,
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"measured_calls": 4000000,
"result": false
}
],
"notes": [
"Actual publisher whitelist methods inside Fabric; live registration and block-entity callbacks checked.",
"Nonempty iteration, callback order, short circuit, null/wrong-type inputs and clearing retain upstream behavior.",
"Empty-state iterator counts use a private instrumented set; allocation loop uses normal empty HashSets.",
"Entity callbacks with a valid game entity are not exercised by this menu-only fixture.",
"JIT escape analysis can remove allocations in an isolated loop; real culling-thread profiles are needed.",
"Not a game FPS, whole-game RAM, visual equivalence or Mac GPU benchmark.",
"Much of an empty warmed loop may be folded by the JIT; CPU timings are not per-check costs or game speed estimates."
],
"provenance": {
"source_commit": "35dd69e9a6279fa89d762a0d24e49b0dbdb11b51",
"ci_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37164002916",
"artifact": "horizon-ubuntu-latest"
}
}
@@ -0,0 +1,57 @@
{
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"architecture": "x86_64",
"minecraft": "26.3",
"entity_culling": "1.11.2",
"original_mod_sha256": "7351b417fc83460def5947636444413874ee812e949342f091ef03674e0c0e58",
"results": [
{
"enabled": false,
"public_boxes": 12800,
"provider_reads": 105239,
"edge_rays": 2197,
"visibility_digest": "da7286327283ce854dca2ab798d97c3b1cde55ac67112bd231c48df6d9388e00",
"query_digest": "124074ad764ab680b93896d47fa347a15f0b17ef41d2f8af5bd8e75f75208e12",
"intersection_digest": "f311c0b608b44b9eab2bb1e6347c3e18b003d05c939a8fbea9ba81fb16c8e8ae",
"allocated_bytes": 1040,
"cpu_ns": 101807697,
"wall_ns": 162651689,
"measured_checks": 2000000,
"checksum": 0,
"input_unchanged": true,
"scratch_ownership_checked": true
},
{
"enabled": true,
"public_boxes": 12800,
"provider_reads": 105239,
"edge_rays": 2197,
"visibility_digest": "da7286327283ce854dca2ab798d97c3b1cde55ac67112bd231c48df6d9388e00",
"query_digest": "124074ad764ab680b93896d47fa347a15f0b17ef41d2f8af5bd8e75f75208e12",
"intersection_digest": "f311c0b608b44b9eab2bb1e6347c3e18b003d05c939a8fbea9ba81fb16c8e8ae",
"allocated_bytes": 920,
"cpu_ns": 118540489,
"wall_ns": 235470173,
"measured_checks": 2000000,
"checksum": 0,
"input_unchanged": true,
"scratch_ownership_checked": true
}
],
"notes": [
"Actual upstream culling methods inside Fabric; private fixture invokers do not enter production packs.",
"Two interleaved instances and several occluder patterns; matching boolean and query digests.",
"Signed zero, tiny/large values, infinities and NaN are exercised directly in ray intersection.",
"Unchanged input vectors, independent instance scratch and upstream arithmetic values are checked.",
"Allocation and CPU are single warmed caller-loop observations; JIT folding can vary.",
"Not a game FPS, visual-equivalence proof, whole-game RAM or Mac GPU benchmark."
],
"provenance": {
"source_commit": "7cbe37b60594fb1631bc308f126d7925c4264a18",
"command": "python tools/test_culling_rays.py",
"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37168352974",
"job": "portable-mod (ubuntu-latest)",
"artifact": "horizon-ubuntu-latest"
}
}
@@ -0,0 +1,71 @@
{
"schema": 1,
"minecraft": "26.3",
"entity_culling": "1.11.2",
"original_mod_sha256": "7351b417fc83460def5947636444413874ee812e949342f091ef03674e0c0e58",
"platform": "Linux x86_64",
"graphics": "llvmpipe software OpenGL",
"settings": {
"heap_bytes": 3221225472,
"gc": "G1",
"compact_headers": true,
"render_distance": 12,
"simulation_distance": 12,
"lod_radius_chunks": 128,
"lod_quality": "MEDIUM/MEDIUM/BLOCK",
"terrain_workers": 2,
"runtime_ratio": 0.5,
"world_difficulty": "PEACEFUL",
"empty_culling_whitelist": false
},
"results": [
{
"profile": "m2-balanced",
"ray_enabled": false,
"elapsed_seconds": 120.02619604,
"frame_samples": 599,
"tick_samples": 2400,
"excluded_frames": 0,
"dropped_samples": 0,
"visual_settings_changed": [],
"culling_allocation_counter": {
"thread_id": 49,
"thread": "CullThread",
"counter_observations": 2,
"observed_seconds": 64.509265987,
"observed_allocated_bytes": 1817768,
"observed_bytes_per_second": 28178.40153949851
}
},
{
"profile": "culling-rays",
"ray_enabled": true,
"elapsed_seconds": 120.099980458,
"frame_samples": 584,
"tick_samples": 2401,
"excluded_frames": 0,
"dropped_samples": 0,
"visual_settings_changed": [],
"culling_allocation_counter": {
"thread_id": 49,
"thread": "CullThread",
"counter_observations": 2,
"observed_seconds": 64.321034235,
"observed_allocated_bytes": 1798336,
"observed_bytes_per_second": 27958.754416629756
}
}
],
"notes": [
"Fixed-order single pair using separate copies of the same private saved world and stationary view, with approximately three-minute warm-up before clean frame recordings.",
"One earlier candidate frame capture contained pause exclusions and was discarded; its separate preceding allocation recording had already completed.",
"Allocation counters have their own roughly 64-second observation spans; recordings started approximately 36-42 seconds after joining. Profiling overhead and JIT/cache effects are not eliminated.",
"Both worlds saved and exited with no crash report or remaining game process. The outer foreground control launcher returned 143; it did not expose the game exit status.",
"No useful allocation reduction or whole-game speedup is established. Not a Mac, retained-memory or GPU performance benchmark."
],
"provenance": {
"source_commit": "349724b3b612351daa1616daa79beca8897839ab",
"runtime_mod_matches_linux_ci": true,
"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37168818519"
}
}
@@ -0,0 +1,54 @@
{
"schema": 1,
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"architecture": "x86_64",
"minecraft": "26.3",
"entity_culling": "1.11.2",
"original_mod_sha256": "7351b417fc83460def5947636444413874ee812e949342f091ef03674e0c0e58",
"results": [
{
"enabled": false,
"public_boxes": 12800,
"provider_reads": 105239,
"edge_rays": 2197,
"visibility_digest": "da7286327283ce854dca2ab798d97c3b1cde55ac67112bd231c48df6d9388e00",
"query_digest": "124074ad764ab680b93896d47fa347a15f0b17ef41d2f8af5bd8e75f75208e12",
"intersection_digest": "f311c0b608b44b9eab2bb1e6347c3e18b003d05c939a8fbea9ba81fb16c8e8ae",
"allocated_bytes": 24318096,
"cpu_ns": 166989515,
"wall_ns": 239648128,
"measured_checks": 2000000,
"checksum": 0,
"input_unchanged": true,
"scratch_ownership_checked": true
},
{
"enabled": true,
"public_boxes": 12800,
"provider_reads": 105239,
"edge_rays": 2197,
"visibility_digest": "da7286327283ce854dca2ab798d97c3b1cde55ac67112bd231c48df6d9388e00",
"query_digest": "124074ad764ab680b93896d47fa347a15f0b17ef41d2f8af5bd8e75f75208e12",
"intersection_digest": "f311c0b608b44b9eab2bb1e6347c3e18b003d05c939a8fbea9ba81fb16c8e8ae",
"allocated_bytes": 920,
"cpu_ns": 149367051,
"wall_ns": 165549458,
"measured_checks": 2000000,
"checksum": 0,
"input_unchanged": true,
"scratch_ownership_checked": true
}
],
"notes": [
"Actual upstream culling methods inside Fabric; private fixture invokers do not enter production packs.",
"Two interleaved instances and several occluder patterns; matching boolean and query digests.",
"Signed zero, tiny/large values, infinities and NaN are exercised directly in ray intersection.",
"Unchanged input vectors, independent instance scratch and upstream arithmetic values are checked.",
"Allocation and CPU are single warmed caller-loop observations; JIT folding can vary.",
"Not a game FPS, visual-equivalence proof, whole-game RAM or Mac GPU benchmark."
],
"provenance": {
"source_commit": "7cbe37b60594fb1631bc308f126d7925c4264a18",
"command": "python tools/test_culling_rays.py"
}
}
@@ -0,0 +1,14 @@
Java openjdk 25.0.4.1 2026-08-18 LTS
Platform Darwin 25.6.0 arm64; logical CPUs 3
mode=upstream size=1 polls=2050320 worker_cpu_ms=218.517 wall_ms=250.000 worker_allocated_bytes=65610240
mode=wait size=1 polls=24 worker_cpu_ms=1.116 wall_ms=250.103 worker_allocated_bytes=768
mode=upstream size=1 polls=2641880 worker_cpu_ms=247.157 wall_ms=250.000 worker_allocated_bytes=84540160
mode=wait size=1 polls=26 worker_cpu_ms=0.873 wall_ms=258.012 worker_allocated_bytes=832
mode=upstream size=1 polls=2502067 worker_cpu_ms=248.481 wall_ms=250.000 worker_allocated_bytes=80066144
mode=wait size=1 polls=22 worker_cpu_ms=0.693 wall_ms=252.426 worker_allocated_bytes=704
mode=upstream size=64 polls=1073260 worker_cpu_ms=249.930 wall_ms=250.000 worker_allocated_bytes=34344320
mode=wait size=64 polls=21 worker_cpu_ms=0.624 wall_ms=251.431 worker_allocated_bytes=672
mode=upstream size=64 polls=1117775 worker_cpu_ms=248.519 wall_ms=250.000 worker_allocated_bytes=35768800
mode=wait size=64 polls=66 worker_cpu_ms=1.172 wall_ms=252.401 worker_allocated_bytes=2112
mode=upstream size=64 polls=1017233 worker_cpu_ms=248.550 wall_ms=250.000 worker_allocated_bytes=32551456
mode=wait size=64 polls=74 worker_cpu_ms=1.154 wall_ms=250.207 worker_allocated_bytes=2368
@@ -0,0 +1,14 @@
Java openjdk 25.0.4.1 2026-08-18 LTS
Platform Linux 6.17.0-1022-azure x86_64; logical CPUs 4
mode=upstream size=1 polls=3147912 worker_cpu_ms=248.446 wall_ms=250.000 worker_allocated_bytes=100733184
mode=wait size=1 polls=234 worker_cpu_ms=3.085 wall_ms=250.068 worker_allocated_bytes=7488
mode=upstream size=1 polls=3108002 worker_cpu_ms=249.985 wall_ms=250.000 worker_allocated_bytes=99456064
mode=wait size=1 polls=235 worker_cpu_ms=2.960 wall_ms=250.088 worker_allocated_bytes=7520
mode=upstream size=1 polls=3073051 worker_cpu_ms=248.404 wall_ms=250.000 worker_allocated_bytes=98337632
mode=wait size=1 polls=235 worker_cpu_ms=2.904 wall_ms=250.067 worker_allocated_bytes=7520
mode=upstream size=64 polls=999765 worker_cpu_ms=248.680 wall_ms=250.000 worker_allocated_bytes=31992480
mode=wait size=64 polls=235 worker_cpu_ms=2.887 wall_ms=250.067 worker_allocated_bytes=7520
mode=upstream size=64 polls=999096 worker_cpu_ms=250.000 wall_ms=250.000 worker_allocated_bytes=31971072
mode=wait size=64 polls=234 worker_cpu_ms=2.890 wall_ms=250.068 worker_allocated_bytes=7488
mode=upstream size=64 polls=992373 worker_cpu_ms=249.987 wall_ms=250.000 worker_allocated_bytes=31755936
mode=wait size=64 polls=234 worker_cpu_ms=2.891 wall_ms=250.068 worker_allocated_bytes=7488
@@ -0,0 +1,14 @@
Java openjdk 25.0.4.1 2026-08-18 LTS
Platform Windows 2025Server AMD64; logical CPUs 4
mode=upstream size=1 polls=3016566 worker_cpu_ms=234.375 wall_ms=250.000 worker_allocated_bytes=96530112
mode=wait size=1 polls=173 worker_cpu_ms=0.000 wall_ms=250.006 worker_allocated_bytes=5536
mode=upstream size=1 polls=2991508 worker_cpu_ms=250.000 wall_ms=250.000 worker_allocated_bytes=95728256
mode=wait size=1 polls=175 worker_cpu_ms=0.000 wall_ms=250.856 worker_allocated_bytes=5600
mode=upstream size=1 polls=2979343 worker_cpu_ms=250.000 wall_ms=250.000 worker_allocated_bytes=95338976
mode=wait size=1 polls=171 worker_cpu_ms=0.000 wall_ms=251.306 worker_allocated_bytes=5472
mode=upstream size=64 polls=1001664 worker_cpu_ms=250.000 wall_ms=250.000 worker_allocated_bytes=32053248
mode=wait size=64 polls=168 worker_cpu_ms=0.000 wall_ms=250.695 worker_allocated_bytes=5376
mode=upstream size=64 polls=1001600 worker_cpu_ms=250.000 wall_ms=250.000 worker_allocated_bytes=32051200
mode=wait size=64 polls=166 worker_cpu_ms=0.000 wall_ms=250.593 worker_allocated_bytes=5312
mode=upstream size=64 polls=988856 worker_cpu_ms=234.375 wall_ms=250.000 worker_allocated_bytes=31643392
mode=wait size=64 polls=171 worker_cpu_ms=0.000 wall_ms=250.557 worker_allocated_bytes=5472
@@ -0,0 +1,196 @@
{
"schema": 1,
"measurement": "Single fixed-order stationary Linux software-rendered pair; targeted allocation observation, not a statistical FPS/RAM comparison",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"java_vendor": "Ubuntu",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"graphics": "llvmpipe LLVM21.1.8 OpenGL, 1280x800",
"captured_settings_match": true,
"settings": {
"render_distance": 12,
"simulation_distance": 12,
"lod_radius": 128,
"lod_quality": "MEDIUM/MEDIUM BLOCK",
"terrain_workers": 2,
"runtime_ratio_start_and_end": 0.5,
"world_difficulty": "PEACEFUL",
"fov": 70,
"heap_max": "3G",
"collector": "G1",
"compact_headers": true,
"frame_limit": "uncapped",
"other_original_controllers": false,
"interruptible_terrain_read": true
},
"runs": [
{
"profile": "m2-balanced",
"elapsed_seconds": 120.305371929,
"frame_samples": 230,
"tick_samples": 2401,
"tick_elapsed_seconds": 120.040272048,
"excluded_frames": 0,
"dropped_samples": 0,
"frame_stats": {
"count": 230,
"meanMs": 519.2565329826086,
"p50Ms": 492.583608,
"p95Ms": 700.364095,
"p99Ms": 803.28719,
"maxMs": 955.16614,
"meanRate": 1.9258303679994195,
"lowOnePercentRate": 1.146414365311511,
"over16Ms": 230,
"over33Ms": 230,
"over50Ms": 230,
"over100Ms": 230
},
"tick_execution_stats": {
"count": 2401,
"meanMs": 9.248066071636819,
"p50Ms": 8.529226,
"p95Ms": 16.494711,
"p99Ms": 23.483163,
"maxMs": 65.248147,
"meanRate": 108.13071535755256,
"lowOnePercentRate": 29.893225023275733,
"over16Ms": 113,
"over33Ms": 9,
"over50Ms": 2,
"over100Ms": 0
},
"process_cpu_seconds": 432.81,
"process_rss_peak_sampled_bytes": 2898677760,
"queue_wait": false,
"wakeable_idle": false,
"queue_allocation_counters": [
{
"thread_id": 86,
"thread": "DH-Chunk Update Queue [minecraft:overworld] Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.391610411,
"observed_allocated_bytes": 982644080,
"observed_bytes_per_second": 15260436.471893786
},
{
"thread_id": 93,
"thread": "DH-Chunk Update Queue [minecraft:the_end] Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.391610411,
"observed_allocated_bytes": 66520,
"observed_bytes_per_second": 1033.0538338055978
},
{
"thread_id": 98,
"thread": "DH-Chunk Update Queue [minecraft:the_nether] Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.391610411,
"observed_allocated_bytes": 66408,
"observed_bytes_per_second": 1031.3144767793467
}
],
"preceding_jfr_gc_pause_total_ms": 178.149902,
"preceding_jfr_gc_pause_longest_ms": 34.011115,
"world_save_and_exit_zero": true
},
{
"profile": "queue-wait",
"elapsed_seconds": 120.448597645,
"frame_samples": 225,
"tick_samples": 2401,
"tick_elapsed_seconds": 120.040563501,
"excluded_frames": 0,
"dropped_samples": 0,
"frame_stats": {
"count": 225,
"meanMs": 529.5368389244444,
"p50Ms": 502.825816,
"p95Ms": 717.088739,
"p99Ms": 798.871994,
"maxMs": 843.221511,
"meanRate": 1.8884427418328913,
"lowOnePercentRate": 1.2159699757233216,
"over16Ms": 225,
"over33Ms": 225,
"over50Ms": 225,
"over100Ms": 225
},
"tick_execution_stats": {
"count": 2401,
"meanMs": 9.375896729279466,
"p50Ms": 8.803401,
"p95Ms": 16.938218,
"p99Ms": 22.983944,
"maxMs": 63.421671,
"meanRate": 106.65646485601272,
"lowOnePercentRate": 31.02504677094056,
"over16Ms": 128,
"over33Ms": 7,
"over50Ms": 2,
"over100Ms": 0
},
"process_cpu_seconds": 430.67,
"process_rss_peak_sampled_bytes": 2989219840,
"queue_wait": true,
"wakeable_idle": true,
"queue_allocation_counters": [
{
"thread_id": 88,
"thread": "DH-Chunk Update Queue [minecraft:overworld] Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.387296767,
"observed_allocated_bytes": 739640,
"observed_bytes_per_second": 11487.359108684974
},
{
"thread_id": 93,
"thread": "DH-Chunk Update Queue [minecraft:the_nether] Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.387296767,
"observed_allocated_bytes": 0,
"observed_bytes_per_second": 0.0
},
{
"thread_id": 100,
"thread": "DH-Chunk Update Queue [minecraft:the_end] Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.387296767,
"observed_allocated_bytes": 0,
"observed_bytes_per_second": 0.0
}
],
"preceding_jfr_gc_pause_total_ms": 151.522451,
"preceding_jfr_gc_pause_longest_ms": 47.79999,
"world_save_and_exit_zero": true
}
],
"provenance": {
"production_mod_source_commit": "24c65f512dece83b153b206e33cd4c4294b42de2",
"original_mod_sha256": "2196637c5b2180a33fa5b926ab51069ab480618c1186b8a02872c7e758be0a70",
"initial_player_snapshot_sha256": "b4d11dbd6443625415a1e32aa242d0e2d09cd77ddb1becfde5d35cb6ab8d278a",
"source_level_snapshot_sha256": "86a3c75ea993e50c4428da4dbadc5856688a9367f035c41b8bb49863a9aeb644",
"first_saved_cameras_match": true,
"saved_camera": {
"position": [
-56.5,
69.0,
55.5
],
"rotation": [
141.5,
16.950002670288086
]
}
},
"notes": [
"Separate copies of the same private world; candidate then control. JFR begins about121seconds after demo dismissal; frame capture begins about307seconds after dismissal.",
"JFR allocation counters span about64seconds; pause measurements are from the preceding JFR recordings, not the later frame capture.",
"Recorded overworld queue allocation counter rate is about15.3MB/s upstream versus11.5KB/s with waiting. Task-completion and generated geometry volumes are not controlled quantitatively.",
"Control has230frames versus225candidate; sampled peak RSS is lower in control, and later whole-process CPU differences are small. No game FPS, retained-memory or whole-process CPU improvement is established.",
"Daylight advances normally; lighting, entity activity and cache/JIT differences are not fully controlled. No Apple Silicon or hardware-GPU result.",
"Tick meanRate is inverse execution duration, not observed TPS. Both recordings contain2401tick execution samples over about120seconds.",
"Actual JSON/CSV viewer comparisons and390pxlayout pass. The real discarded capture with zero eligible frames and209exclusions is rejected by the viewer and excluded from performance comparisons.",
"No private worlds, full game logs or JFR recordings are published."
]
}
@@ -0,0 +1,34 @@
{
"schema": 1,
"platform": "Linux-6.17.0-1022-azure-x86_64-with-glibc2.39",
"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"results": [
{
"enabled": false,
"submission_allocated_bytes": 216987192,
"submission_cpu_ns": 372949442,
"submission_wall_ns": 401548875,
"rejections": 63790,
"tasks_completed": 2,
"occupied_slots": 0
},
{
"enabled": true,
"submission_allocated_bytes": 103384,
"submission_cpu_ns": 941367,
"submission_wall_ns": 959453,
"rejections": 6,
"tasks_completed": 2,
"occupied_slots": 0
}
],
"notes": [
"Synthetic full physical worker queue; both modes use the actual publisher dispatcher inside Fabric.",
"Allocation and CPU measure the submission caller only; retry scheduler activity is excluded.",
"Upstream keeps the caller blocked for the requested 200 ms observation window; patched returns earlier.",
"Both modes verify exact task counts, recovered occupied slots and fixture worker shutdown.",
"Not a game FPS, terrain completion, whole-game RAM, or hardware compatibility benchmark."
]
}
File diff suppressed because it is too large. Load diff
File diff suppressed because it is too large. Load diff
@@ -0,0 +1,42 @@
Java openjdk 25.0.4.1 2026-08-18 LTS
Platform Darwin 25.6.0 arm64; logical CPUs 3
mode=upstream trial=0 incoming_after_idle_ms=26.655 publication_to_pop_ms=27.930
mode=wakeable trial=0 incoming_after_idle_ms=23.086 publication_to_pop_ms=0.098
mode=upstream trial=1 incoming_after_idle_ms=25.029 publication_to_pop_ms=94.707
mode=wakeable trial=1 incoming_after_idle_ms=19.340 publication_to_pop_ms=16.096
mode=upstream trial=2 incoming_after_idle_ms=16.530 publication_to_pop_ms=98.696
mode=wakeable trial=2 incoming_after_idle_ms=12.085 publication_to_pop_ms=0.080
mode=upstream trial=3 incoming_after_idle_ms=20.350 publication_to_pop_ms=50.086
mode=wakeable trial=3 incoming_after_idle_ms=15.681 publication_to_pop_ms=0.051
mode=upstream trial=4 incoming_after_idle_ms=26.474 publication_to_pop_ms=90.380
mode=wakeable trial=4 incoming_after_idle_ms=21.794 publication_to_pop_ms=0.054
mode=upstream trial=5 incoming_after_idle_ms=20.069 publication_to_pop_ms=91.508
mode=wakeable trial=5 incoming_after_idle_ms=14.527 publication_to_pop_ms=0.069
mode=upstream trial=6 incoming_after_idle_ms=25.051 publication_to_pop_ms=58.889
mode=wakeable trial=6 incoming_after_idle_ms=20.193 publication_to_pop_ms=0.081
mode=upstream trial=7 incoming_after_idle_ms=12.084 publication_to_pop_ms=41.323
mode=wakeable trial=7 incoming_after_idle_ms=5.867 publication_to_pop_ms=0.057
mode=upstream trial=8 incoming_after_idle_ms=19.023 publication_to_pop_ms=99.615
mode=wakeable trial=8 incoming_after_idle_ms=18.833 publication_to_pop_ms=0.063
mode=upstream trial=9 incoming_after_idle_ms=13.648 publication_to_pop_ms=103.446
mode=wakeable trial=9 incoming_after_idle_ms=28.375 publication_to_pop_ms=0.056
mode=upstream trial=10 incoming_after_idle_ms=17.449 publication_to_pop_ms=98.829
mode=wakeable trial=10 incoming_after_idle_ms=24.812 publication_to_pop_ms=0.062
mode=upstream trial=11 incoming_after_idle_ms=26.751 publication_to_pop_ms=88.715
mode=wakeable trial=11 incoming_after_idle_ms=28.154 publication_to_pop_ms=0.067
mode=upstream trial=12 incoming_after_idle_ms=20.596 publication_to_pop_ms=73.247
mode=wakeable trial=12 incoming_after_idle_ms=16.397 publication_to_pop_ms=0.080
mode=upstream trial=13 incoming_after_idle_ms=19.685 publication_to_pop_ms=53.674
mode=wakeable trial=13 incoming_after_idle_ms=21.934 publication_to_pop_ms=0.050
mode=upstream trial=14 incoming_after_idle_ms=16.937 publication_to_pop_ms=37.755
mode=wakeable trial=14 incoming_after_idle_ms=18.296 publication_to_pop_ms=0.074
mode=upstream trial=15 incoming_after_idle_ms=17.572 publication_to_pop_ms=68.115
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{
"schema": 1,
"measurement": "Failed hosted macOS Vulkan graphics probes, not performance measurements",
"source_commit": "8282a731ecc08691f798a3ec596c7cc1d4f1dad1",
"run_url": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37193558884",
"original_mod_sha256": "e651ef49bc97486e8dacfd4b640465c442525cd645e2dba71ddea9fb64347dd8",
"cases": [
{
"case": [
"--profile",
"baseline",
"--backend",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"profile": "baseline",
"preferred_backend": "vulkan"
}
]
},
{
"case": [
"--profile",
"core-performance",
"--backend",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
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"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"profile": "core-performance",
"preferred_backend": "vulkan"
}
]
},
{
"case": [
"--profile",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
"backend_attempts": [
{
"backend": "Vulkan",
"operation": "load_library",
"result": "success"
},
{
"backend": "Vulkan",
"operation": "create_device",
"result": "success"
}
],
"created_devices": [
{
"gpu": "Apple Paravirtual device",
"graphics_backend": "Vulkan",
"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"profile": "vulkan",
"preferred_backend": "vulkan"
}
]
}
],
"limits": [
"Apple Paravirtual device and MoltenVK on a hosted ARM Mac; not physical M2 Pro GPU testing.",
"Library/device creation and readback request were observed, but no completed nonuniform readback report was produced.",
"All failures retained; neither successful rendering nor a screenshot-specific root cause is established.",
"Baseline includes the same original measurement mod and private test fixture; no core optimization mods or distant terrain.",
"Full logs, screenshots, game binaries and assets remain private.",
"Later selected stack locations place the observed failures in the screenshot callback; the independently logged Vulkan identifier is not established as their cause.",
"Actual assertions rejected uniform callback images in all three cases. Overlay state was not recorded, and displayed-window correctness is not established.",
"After guarding overlays, core/distant-terrain title readbacks pass but vanilla remains uniform; the aggregate research run fails. No world-rendering or physical-M2 claim.",
"Later world probes pass all three Vulkan cases on the hosted Mac; failed title cases remain retained. These are short startup/readback/save probes, not physical-GPU performance tests."
],
"later_stack_run": {
"source_commit": "a77476b54e7bf4a1b3a96cb9d8108ed7c1c7b2b0",
"run_url": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37193954843",
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],
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},
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],
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}
],
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"readback_requested": true,
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
"fatal_jvm_error": false,
"observed_graphics_stack_methods": [
"net.minecraft.client.Screenshot.lambda$takeScreenshot$1",
"com.mojang.renderpearl.backend.vulkan.DestructionQueue.rotate",
"com.mojang.renderpearl.backend.vulkan.VulkanCommandEncoder.submit",
"com.mojang.renderpearl.frontend.FrontendCommandEncoder.submit"
],
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}
]
},
{
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"core-performance",
"--backend",
"vulkan"
],
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{
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],
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},
{
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}
],
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{
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}
],
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],
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"com.mojang.renderpearl.backend.vulkan.DestructionQueue.rotate",
"com.mojang.renderpearl.backend.vulkan.VulkanCommandEncoder.submit",
"com.mojang.renderpearl.frontend.FrontendCommandEncoder.submit"
],
"profile": "core-performance",
"preferred_backend": "vulkan"
}
]
},
{
"case": [
"--profile",
"vulkan"
],
"exit_code": 1,
"failure": [
{
"exit_code": 1,
"result_count": 0,
"java_exception_types": [
"java.lang.AssertionError",
"java.lang.RuntimeException"
],
"expected_demo_authentication_errors_observed": true,
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"operation": "load_library",
"result": "success"
},
{
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"operation": "create_device",
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}
],
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{
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"graphics_driver": "1.2.350 MoltenVK 1.4.2"
}
],
"client_initializer_reached": true,
"readback_requested": true,
"vulkan_error_codes": [
"VK_ERROR_FEATURE_NOT_PRESENT"
],
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"com.mojang.renderpearl.frontend.FrontendCommandEncoder.submit"
],
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}
]
}
]
},
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}
],
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{
"framebuffer_width": 1280,
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"distinct_sampled_rgb": 1
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],
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],
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]
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},
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],
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type=Object objects=100000 allocated_bytes=1600000 bytes_per_object=16.000
type=Object objects=100000 allocated_bytes=1600000 bytes_per_object=16.000
fork=2 requested_compact_headers=True
compact_object_headers=true
type=AABB objects=100000 allocated_bytes=5600000 bytes_per_object=56.000
type=AABB objects=100000 allocated_bytes=5600000 bytes_per_object=56.000
type=AABB objects=100000 allocated_bytes=5600000 bytes_per_object=56.000
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type=Vec3 objects=100000 allocated_bytes=3200000 bytes_per_object=32.000
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type=DhChunkPos objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
type=DhChunkPos objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
type=Long objects=100000 allocated_bytes=1600000 bytes_per_object=16.000
type=Long objects=100000 allocated_bytes=1600000 bytes_per_object=16.000
type=Long objects=100000 allocated_bytes=1600000 bytes_per_object=16.000
type=Object objects=100000 allocated_bytes=800000 bytes_per_object=8.000
type=Object objects=100000 allocated_bytes=800000 bytes_per_object=8.000
type=Object objects=100000 allocated_bytes=800000 bytes_per_object=8.000
@@ -0,0 +1,104 @@
Java openjdk 25.0.4.1 2026-08-18 LTS
Platform Windows 2025Server AMD64; logical CPUs 4
fork=0 requested_compact_headers=False
compact_object_headers=false
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type=AABB objects=100000 allocated_bytes=6400000 bytes_per_object=64.000
type=Vec3 objects=100000 allocated_bytes=4000000 bytes_per_object=40.000
type=Vec3 objects=100000 allocated_bytes=4000000 bytes_per_object=40.000
type=Vec3 objects=100000 allocated_bytes=4000000 bytes_per_object=40.000
type=DhChunkPos objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
type=DhChunkPos objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
type=DhChunkPos objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
type=Long objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
type=Long objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
type=Long objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
type=Object objects=100000 allocated_bytes=1600000 bytes_per_object=16.000
type=Object objects=100000 allocated_bytes=1600000 bytes_per_object=16.000
type=Object objects=100000 allocated_bytes=1600000 bytes_per_object=16.000
fork=0 requested_compact_headers=True
compact_object_headers=true
type=AABB objects=100000 allocated_bytes=5600000 bytes_per_object=56.000
type=AABB objects=100000 allocated_bytes=5600000 bytes_per_object=56.000
type=AABB objects=100000 allocated_bytes=5600000 bytes_per_object=56.000
type=Vec3 objects=100000 allocated_bytes=3200000 bytes_per_object=32.000
type=Vec3 objects=100000 allocated_bytes=3200000 bytes_per_object=32.000
type=Vec3 objects=100000 allocated_bytes=3200000 bytes_per_object=32.000
type=DhChunkPos objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
type=DhChunkPos objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
type=DhChunkPos objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
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type=Long objects=100000 allocated_bytes=1600000 bytes_per_object=16.000
type=Long objects=100000 allocated_bytes=1600000 bytes_per_object=16.000
type=Object objects=100000 allocated_bytes=800000 bytes_per_object=8.000
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fork=1 requested_compact_headers=False
compact_object_headers=false
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type=AABB objects=100000 allocated_bytes=6400000 bytes_per_object=64.000
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type=Long objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
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type=Long objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
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compact_object_headers=true
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type=AABB objects=100000 allocated_bytes=5600000 bytes_per_object=56.000
type=AABB objects=100000 allocated_bytes=5600000 bytes_per_object=56.000
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type=DhChunkPos objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
type=Long objects=100000 allocated_bytes=1600000 bytes_per_object=16.000
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type=Long objects=100000 allocated_bytes=1600000 bytes_per_object=16.000
type=Object objects=100000 allocated_bytes=800000 bytes_per_object=8.000
type=Object objects=100000 allocated_bytes=800000 bytes_per_object=8.000
type=Object objects=100000 allocated_bytes=800000 bytes_per_object=8.000
fork=2 requested_compact_headers=False
compact_object_headers=false
type=AABB objects=100000 allocated_bytes=6400000 bytes_per_object=64.000
type=AABB objects=100000 allocated_bytes=6400000 bytes_per_object=64.000
type=AABB objects=100000 allocated_bytes=6400000 bytes_per_object=64.000
type=Vec3 objects=100000 allocated_bytes=4000000 bytes_per_object=40.000
type=Vec3 objects=100000 allocated_bytes=4000000 bytes_per_object=40.000
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type=DhChunkPos objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
type=DhChunkPos objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
type=Long objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
type=Long objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
type=Long objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
type=Object objects=100000 allocated_bytes=1600000 bytes_per_object=16.000
type=Object objects=100000 allocated_bytes=1600000 bytes_per_object=16.000
type=Object objects=100000 allocated_bytes=1600000 bytes_per_object=16.000
fork=2 requested_compact_headers=True
compact_object_headers=true
type=AABB objects=100000 allocated_bytes=5600000 bytes_per_object=56.000
type=AABB objects=100000 allocated_bytes=5600000 bytes_per_object=56.000
type=AABB objects=100000 allocated_bytes=5600000 bytes_per_object=56.000
type=Vec3 objects=100000 allocated_bytes=3200000 bytes_per_object=32.000
type=Vec3 objects=100000 allocated_bytes=3200000 bytes_per_object=32.000
type=Vec3 objects=100000 allocated_bytes=3200000 bytes_per_object=32.000
type=DhChunkPos objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
type=DhChunkPos objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
type=DhChunkPos objects=100000 allocated_bytes=2400000 bytes_per_object=24.000
type=Long objects=100000 allocated_bytes=1600000 bytes_per_object=16.000
type=Long objects=100000 allocated_bytes=1600000 bytes_per_object=16.000
type=Long objects=100000 allocated_bytes=1600000 bytes_per_object=16.000
type=Object objects=100000 allocated_bytes=800000 bytes_per_object=8.000
type=Object objects=100000 allocated_bytes=800000 bytes_per_object=8.000
type=Object objects=100000 allocated_bytes=800000 bytes_per_object=8.000
@@ -0,0 +1,67 @@
{
"schema": 1,
"purpose": "Earlier private quad-reuse explorations; CPU mixed and allocation reduction is not retained RAM/FPS",
"original_mod_sha256": "98f8db7ca8962a71625eef835f57d25c8afb802f2cf1b7c4c832fc070757e011",
"private_fixture_sources": "Uncommitted private prototype before the production-hook fixture; not the final reproducible protocol",
"observations": [
{
"private_probe": "latest-discarded-object",
"results": [
{
"enabled": false,
"applied_hook_checked": true,
"geometry_digest": "31509677879305c6a721677b38516fda0336f8c7b53dc3946839eb6fbf7fd0ee",
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"input_faces": 55296,
"measured_faces": 3072000,
"checksum": 60000,
"cpu_ns": 166481448,
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{
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},
{
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},
{
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}
]
},
{
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"geometry_quads": 108358,
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"checksum": 60000,
"cpu_ns": 185505067,
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"observations": [
{
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},
{
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},
{
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}
]
}
]
},
{
"private_probe": "first-discarded-object",
"results": []
}
]
}
@@ -0,0 +1,75 @@
{
"schema": 1,
"platform": "Linux-6.17.0-1022-azure-x86_64-with-glibc2.39",
"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "2196637c5b2180a33fa5b926ab51069ab480618c1186b8a02872c7e758be0a70",
"results": [
{
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"applied_hook_checked": true,
"geometry_digest": "8251175aa3e3cac30bb1366f8b40d0576c17978076ea7d244ff4d7cc361da7ee",
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"input_faces": 55296,
"measured_faces": 3072000,
"checksum": 60000,
"cpu_ns": 40437624,
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{
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},
{
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},
{
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}
]
},
{
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"applied_hook_checked": true,
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"thread_geometry_digest": "096a85be06031d248f12e536e19e5c0496bb00c80f3387f670a0fae29438a732",
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"checksum": 60000,
"cpu_ns": 44074799,
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"observations": [
{
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},
{
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},
{
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}
]
}
],
"notes": [
"Actual publisher quad builder inside Fabric with generated faces and lighting/material values.",
"Opaque/translucent geometry, pooled error flags and every retained quad field match before and after upstream merging.",
"Fresh allocations reuse at most one discarded successful-premerge quad; existing pool selection stays upstream.",
"Three sequential warmed caller-loop observations are not independent forks; compilation can vary.",
"Allocation reduction is not retained RAM, game FPS or a Mac GPU benchmark."
],
"provenance": {
"source_commit": "0a0cd667d5cfdee7c59f5fe2c7a2eb15bd19e66e",
"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37175709062"
}
}
@@ -0,0 +1,166 @@
{
"schema": 1,
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "2196637c5b2180a33fa5b926ab51069ab480618c1186b8a02872c7e758be0a70",
"platform": "Linux x86_64",
"graphics": "llvmpipe software OpenGL",
"settings": {
"heap_bytes": 3221225472,
"gc": "G1",
"compact_headers": true,
"render_distance": 12,
"simulation_distance": 12,
"lod_radius_chunks": 128,
"lod_quality": "MEDIUM/MEDIUM/BLOCK",
"terrain_workers": 2,
"runtime_ratio": 0.5,
"world_difficulty": "PEACEFUL"
},
"results": [
{
"profile": "m2-balanced",
"quad_reuse_enabled": false,
"elapsed_seconds": 120.415309971,
"frame_samples": 220,
"tick_samples": 2400,
"excluded_frames": 0,
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"visual_settings_changed": [],
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"meanMs": 542.3438610045455,
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"over16Ms": 220,
"over33Ms": 220,
"over50Ms": 220,
"over100Ms": 220
},
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"over33Ms": 8,
"over50Ms": 2,
"over100Ms": 0
},
"process_rss_peak_sampled_bytes": 3129790464,
"render_loader_allocation_counters": [
{
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"thread": "DH-Render Loader Thread[1]",
"counter_observations": 2,
"observed_seconds": 64.375191422,
"observed_allocated_bytes": 97869576,
"observed_bytes_per_second": 1520299.5725237317
},
{
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"thread": "DH-Render Loader Thread[0]",
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}
],
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"preceding_jfr_gc_pause_longest_ms": 45.0698
},
{
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"tick_samples": 2401,
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"frame_stats": {
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"meanMs": 532.6331643258928,
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"p99Ms": 774.189261,
"maxMs": 926.006251,
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"lowOnePercentRate": 1.208934822852848,
"over16Ms": 224,
"over33Ms": 224,
"over50Ms": 224,
"over100Ms": 224
},
"tick_stats": {
"count": 2401,
"meanMs": 9.308558193669304,
"p50Ms": 8.82277,
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"maxMs": 95.741877,
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"lowOnePercentRate": 30.32324112917506,
"over16Ms": 114,
"over33Ms": 8,
"over50Ms": 3,
"over100Ms": 0
},
"process_rss_peak_sampled_bytes": 3100016640,
"render_loader_allocation_counters": [
{
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"thread": "DH-Render Loader Thread[1]",
"counter_observations": 2,
"observed_seconds": 64.347664971,
"observed_allocated_bytes": 116155920,
"observed_bytes_per_second": 1805130.3035214841
},
{
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"thread": "DH-Render Loader Thread[0]",
"counter_observations": 2,
"observed_seconds": 64.347664971,
"observed_allocated_bytes": 104401656,
"observed_bytes_per_second": 1622462.229935638
}
],
"preceding_jfr_gc_pause_total_ms": 166.770211,
"preceding_jfr_gc_pause_longest_ms": 46.786101
}
],
"provenance": {
"source_commit": "0a0cd667d5cfdee7c59f5fe2c7a2eb15bd19e66e",
"workflow_run": "https://github.com/ludovic111/minecraft-optimization-lab/actions/runs/37175709062",
"runtime_mod_matches_linux_ci": true,
"initial_player_snapshot_sha256": "b4d11dbd6443625415a1e32aa242d0e2d09cd77ddb1becfde5d35cb6ab8d278a",
"source_level_snapshot_sha256": "86a3c75ea993e50c4428da4dbadc5856688a9367f035c41b8bb49863a9aeb644",
"first_saved_player_position": [
-56.5,
69.0,
55.5
],
"first_saved_player_rotation": [
141.5,
16.950002670288086
],
"first_saved_cameras_matched": true
},
"notes": [
"Fixed-order candidate then control single pair from separate copies of the same private world. Both stationary captures start approximately 307 seconds after the demo popup is dismissed; first saved cameras match.",
"Both reports have zero menu/pause/focus exclusions, no dropped samples and matching captured settings apart from the isolated quad hook. CSV counts and actual offline viewer timelines pass.",
"The preceding 60-second JFR recordings begin approximately 121 seconds after dismissal. Allocation counters have their own approximately 64-second spans; GC pause data is from those recordings, not from the later frame captures.",
"Render-loader allocation counter rates are higher in this candidate observation. Task-completion/geometry volumes and cache/JIT effects are not controlled quantitatively. No useful live allocation improvement is established.",
"Frame count and sampled peak RSS differences in this single software-rendered pair do not establish a meaningful game speed or retained-memory gain. RSS is not complete GPU/unified RAM. Not an Apple Silicon benchmark.",
"Candidate saved, reloaded, saved again and exited with launcher code zero. Control saved, closed all terrain databases and exited with launcher code zero.",
"No private worlds, full game logs or JFR recordings are included in these selected observations."
]
}
@@ -0,0 +1,75 @@
{
"schema": 1,
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "2196637c5b2180a33fa5b926ab51069ab480618c1186b8a02872c7e758be0a70",
"results": [
{
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"applied_hook_checked": true,
"geometry_digest": "8251175aa3e3cac30bb1366f8b40d0576c17978076ea7d244ff4d7cc361da7ee",
"thread_geometry_digest": "096a85be06031d248f12e536e19e5c0496bb00c80f3387f670a0fae29438a732",
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"input_faces": 55296,
"measured_faces": 3072000,
"checksum": 60000,
"cpu_ns": 198847198,
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{
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},
{
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},
{
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]
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{
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"geometry_digest": "8251175aa3e3cac30bb1366f8b40d0576c17978076ea7d244ff4d7cc361da7ee",
"thread_geometry_digest": "096a85be06031d248f12e536e19e5c0496bb00c80f3387f670a0fae29438a732",
"thread_workers": 4,
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"checksum": 60000,
"cpu_ns": 178894413,
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"observations": [
{
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},
{
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},
{
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}
]
}
],
"notes": [
"Actual publisher quad builder inside Fabric with generated faces and lighting/material values.",
"Opaque/translucent geometry, pooled error flags and every retained quad field match before and after upstream merging.",
"Fresh allocations reuse at most one discarded successful-premerge quad; existing pool selection stays upstream.",
"Three sequential warmed caller-loop observations are not independent forks; compilation can vary.",
"Allocation reduction is not retained RAM, game FPS or a Mac GPU benchmark."
],
"provenance": {
"source_commit": "0a0cd667d5cfdee7c59f5fe2c7a2eb15bd19e66e",
"fixture_protocol": "55,296 generated faces plus four concurrent builders, geometry/list boundaries checked before and after upstream merge; warm 2,000 batches, then 500 warm batches and 2,000 measured batches per sequential observation, 512 faces/batch"
}
}
@@ -0,0 +1,87 @@
{
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"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"architecture": "x86_64",
"minecraft": "26.3",
"distant_horizons": "3.3.4",
"original_mod_sha256": "2196637c5b2180a33fa5b926ab51069ab480618c1186b8a02872c7e758be0a70",
"results": [
{
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"builder_shallow_bytes": 48,
"quad_shallow_bytes": 56,
"pending_scratch_shallow_bytes": 0,
"geometry_quads": 1,
"java_vendor": "Ubuntu",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"object_alignment_bytes": 8,
"compressed_oops": true,
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},
{
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"builder_shallow_bytes": 48,
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"java_vendor": "Ubuntu",
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{
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"java_vendor": "Ubuntu",
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"object_alignment_bytes": 8,
"compressed_oops": true,
"compressed_class_pointers": true
},
{
"enabled": true,
"compact_headers": true,
"builder_shallow_bytes": 48,
"quad_shallow_bytes": 48,
"pending_scratch_shallow_bytes": 48,
"geometry_quads": 1,
"java_vendor": "Ubuntu",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"object_alignment_bytes": 8,
"compressed_oops": true,
"compressed_class_pointers": true
}
],
"differences": [
{
"compact_headers": false,
"additional_builder_shallow_bytes": 0,
"additional_builder_and_scratch_bytes": 56
},
{
"compact_headers": true,
"additional_builder_shallow_bytes": 8,
"additional_builder_and_scratch_bytes": 56
}
],
"notes": [
"Instrumentation.getObjectSize measures shallow object sizes inside real applied Fabric clients.",
"Four adjacent north-facing quads premerge to one retained geometry quad in each combination.",
"Builder plus pending scratch difference excludes referenced lists, existing pools and every other game object.",
"Object alignment/header/compressed-reference settings can differ on other JVMs or architectures.",
"Not deep heap, GC residency, whole-game RSS/unified RAM, FPS or Apple Silicon performance.",
"The agent and fixture are private test binaries excluded from playable packs."
],
"provenance": {
"source_commit": "1243e148d455cd83f18b66f70bcfe2b8a4b746c9",
"four_processes_exited_successfully": true,
"agent_path_with_spaces_verified_separately": true
}
}
@@ -0,0 +1,69 @@
{
"schema": 1,
"measurement": "Instrumentation.getObjectSize inside four private applied Fabric clients",
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"architecture": "x86_64",
"java_vendor": "Ubuntu",
"java_runtime_version": "25.0.4.1+1-1-26.04.4-Ubuntu",
"original_mod_sha256": "2196637c5b2180a33fa5b926ab51069ab480618c1186b8a02872c7e758be0a70",
"production_source_commit": "24c65f512dece83b153b206e33cd4c4294b42de2",
"results": [
{
"enabled": false,
"compact_headers": false,
"builder_shallow_bytes": 48,
"quad_shallow_bytes": 56,
"pending_scratch_shallow_bytes": 0,
"geometry_quads": 1
},
{
"enabled": true,
"compact_headers": false,
"builder_shallow_bytes": 48,
"quad_shallow_bytes": 56,
"pending_scratch_shallow_bytes": 56,
"geometry_quads": 1
},
{
"enabled": false,
"compact_headers": true,
"builder_shallow_bytes": 40,
"quad_shallow_bytes": 48,
"pending_scratch_shallow_bytes": 0,
"geometry_quads": 1
},
{
"enabled": true,
"compact_headers": true,
"builder_shallow_bytes": 48,
"quad_shallow_bytes": 48,
"pending_scratch_shallow_bytes": 48,
"geometry_quads": 1
}
],
"differences": [
{
"compact_headers": false,
"additional_builder_shallow_bytes": 0,
"additional_builder_and_scratch_bytes": 56
},
{
"compact_headers": true,
"additional_builder_shallow_bytes": 8,
"additional_builder_and_scratch_bytes": 56
}
],
"provenance": {
"protocol": "Initial private size agent and corrected system-loader reflection probe; metadata was later expanded in the reusable source.",
"agent_source_sha256": "4783850bf80e9eb0379570bb7794a610406b48bddd7fe36ff499222d01e789b1",
"fixture_source_sha256": "842514f97116a1e9cf5eb9a4b951657c90f7639effdfd526357831e2424282bf"
},
"notes": [
"Shallow object sizes only, not a heap walk or whole-game memory measurement.",
"Four north-facing adjacent quads produce one retained geometry quad in every process.",
"Header modes use separate upstream/patched JVMs.",
"Layouts can differ with JVM, architecture, compressed references and object alignment.",
"The hook remains optional; these sizes do not establish an FPS or RAM improvement.",
"No test agent binaries, game binaries, private worlds, full logs or JFR recordings are published."
]
}
@@ -0,0 +1,299 @@
{
"schema": 1,
"minecraft": "26.3",
"manifest_sha1": "4fe1aa1ef8da1cb95c5bad1fb98890ca56dd8ca3",
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"java": "openjdk 25.0.4.1 2026-08-18",
"rustc": "rustc 1.99.0 (b940084d7 2026-09-28)",
"fixtures": 4036,
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"scope": "Inherited LivingEntity.tickEffects composed with actual MobEffectInstance ticks, active-effect HashMaps, native synced particle/ambience data and both RNG kinds. Includes removal/refresh ordering, shared hidden restoration, nonstructural replacements, structural mutations, concurrent-modification catch boundaries, client blending, particle selection and RNG tails. Selected raw instance fields and callbacks can mutate during execution. Level classes are controlled ServerLevel and non-ServerLevel implementations; random particle positions, registered effect behavior and notification side effects remain controlled. Holder identity hashes are exported per reference run. Complete entity/player lifecycle and gameplay remain pending."
}
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "f9797d33e8f6ad17a3948d38a26e314825f8627cc5ba0ebc610c2fe05caeaf9f",
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},
{
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],
"scope": "Inherited LivingEntity addEffect, forceAddEffect, removeEffect/NoUpdate, removeAllEffects, queries and blend lookup with actual status instances and JDK maps. Native holder hash and identity-hash values are captured for Rust per run. Compares callback ordering, fresh versus existing instances, hidden updates, blend transfer, source identity, incoming effect lifecycle hooks, map-copy removal order and mutation/failure prefixes. Eligibility, attribute/packet side effects and registered effect behavior remain controlled; complete entity lifecycle and gameplay remain pending."
}
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},
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "e48ad3177f302e687ece755cc8933f76ca610ac1e9cba00c0e919431f75cd19b",
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{
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],
"scope": "Actual VerticalAnchor.CODEC parsing and encoding, all four anchor kinds, constant helpers, runtime integer overflow and unrestricted constructor values. WorldGenerationContext.of uses a LevelAccessor proxy with verified method calls; the generator constructor uses a native NoiseBasedChunkGenerator with supplied minimum, height and sea level. Strict JSON transport covers range limits, numeric truncation/wrapping, null/wrong field types, duplicate fields and nested exclusive alternatives. Level access outside the three queried values, JSON syntax diagnostics and complete material conditions remain pending."
}
@@ -0,0 +1,248 @@
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"output_sha256": "ed5ae51485e40d992db178460f6993652e2d3a57c028199d10fd2aea3c41afb8",
"matched_output_lines": 34531715,
"rust_output_sha256": "ed5ae51485e40d992db178460f6993652e2d3a57c028199d10fd2aea3c41afb8"
}
],
"scope": "Actual AttributeMap hasAttribute/hasModifier/getValue/getBaseValue/getModifierValue/resetBaseValue using real cached AttributeInstances and mutable AttributeSupplier prototypes. Includes entire stored-notification corpus and checks no lazy creation on query/reset, supplier versus instance cache updates, modifier identity and missing-value exception categories, lookup aliasing/null mappings, captured reset instance, supplier base/modifier changes and dirty callback failure. Basic attribute default/syncability and entity onAttributeUpdated bodies remain controlled; registered ranged definitions, combined health/dimension consequences, full gameplay and platform builds remain pending."
}
@@ -0,0 +1,76 @@
{
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},
{
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},
{
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},
{
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},
{
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},
{
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{
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},
{
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},
{
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{
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{
"VmRSS": 29028,
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}
],
"median_rss_kib": 29076,
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}
],
"scope": "Five fresh release-process samples per case, 20,000 held-live zombie attribute maps, no instances or four instantiated attributes. RSS/peak includes allocator/runtime/catalog. Identical health-read checksum. Excludes the rest of entity/world state; no timing, rendering or FPS conclusion."
}
@@ -0,0 +1,76 @@
{
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"results": [
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{
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{
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{
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{
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{
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{
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{
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},
{
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{
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{
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{
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}
],
"median_rss_kib": 175800,
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}
],
"scope": "Five fresh release-process samples per case, 20,000 held-live zombie attribute maps, no instances or four instantiated attributes. RSS/peak includes allocator/runtime/catalog. Identical health-read checksum. Excludes the rest of entity/world state; no timing, rendering or FPS conclusion."
}
@@ -0,0 +1,247 @@
{
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
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],
"scope": "Every registered attribute and entity DefaultAttributes supplier, actual AttributeMap per-attribute queries, lazy creation, mutation, base reset, update/sync membership and independent acknowledgements. Composes the verified attribute arithmetic/cache/modifier engine. Cross-attribute collection order is normalized to registry order; bulk assignment, custom suppliers with modifiers, save/network codecs, live entities and full gameplay remain pending."
}
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"scope": "Registered entity AttributeMap defaults/modifiers composed with actual LivingEntity/Player health methods, SynchedEntityData float health and FoodData regeneration. All 93 default suppliers; attribute mutations, health limits, actual healing and dirty state, hunger/exhaustion/timers, observer failures and starvation requests. Internal absorption storage and starvation damage delivery are controlled; Player absorption synchronization, attribute-change refresh, full damage and live gameplay remain pending."
}
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"scope": "Inherited LivingEntity.onAttributeUpdated composed with native effect notifications, pending sets and synchronized health storage. Includes max-health and max-absorption lowering, repeated maximum reads, Float dirty callbacks, dimension refresh dispatch, server waypoint manager selection, direct attribute-map field capture and positive-range tracking. Tests finite/nonfinite numeric values, callback mutation/failure prefixes and packet notifications. Actual attribute values, dimension rebuild and waypoint-manager internals remain controlled; registered modifier bodies and complete player/entity gameplay remain pending."
}
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{
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"scope": "Actual AttributeInstance and basic/ranged attributes, with every registered attribute definition. Native modifier identity, global/permanent insertion order, per-operation fastutil hash iteration/rehashing, cache/dirty callbacks, partial writes on observer failure, transient operation changes, duplicate rejection, bulk removal, replacement (including self), pack and merging apply. Includes nonfinite/signed-zero arithmetic, collision clusters and seeded operation sequences. Attribute registry/entity/equipment integration and packed data/network codecs remain pending."
}
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "34664ee037a753f00002f68ac8fa6199d5e9540806a34614be11973de4c0fb13",
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},
{
"side": "server",
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}
],
"scope": "Native BambooFeature bounded float codec, air-origin gate, actual bamboo survival, attempted-success semantics, height and optional radius draws, circular podzol patch with ordered WORLD_SURFACE requests, replacement tag, stalk air checks and three leafy caps including the stopping-position overwrite. All origin/support/podzol states have failure-terminated prefixes; all obstacle states have full no-podzol runs. Both RNGs, many seeds, signed zero and float rounding, obstruction heights, rejected writes, repeated mutation, partial failures, wrapped coordinates and composition are covered. Fixture height values are controlled and do not update after writes. Growth, world updates and complete generation remain pending; pathological wrapped patch loops are bounded to 2^20 visits."
}
@@ -0,0 +1,153 @@
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{
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"scope": "Actual Feature.DIRECT_CODEC and native void-start-platform, End-island and End-platform feature algorithms. A mutable WorldGenLevel proxy logs ordered block reads, writes, update flags, rejected writes, thrown failures and accumulated stored states after repeated placements. Native LevelWriter.setBlockAndUpdate executes through its actual default method. Required default block-state IDs are independently exported and checked across both authenticated JARs. Direct calls and native FeaturePlacer modifier chains share the mutable world and random stream, including reused placer buffers after failures. Both random modes, multiple seeds, nearby/far chunks and extreme wrapped coordinates are compared, with nextLong values after every placement and at fixture end. The End-platform feature invokes its ordinary generation path without block destruction/drops. Actual chunk mutation, neighbor updates, lighting, entity/block drops, full feature registry behavior and complete generated worlds remain outside this comparison."
}
@@ -0,0 +1,131 @@
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"fixtures_sha256": {
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},
"rust_output_sha256": "00ae2e07b4ccaa18f6ce6f35258833801e9f4f9335089fbb0bf7f7661988bca6",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "00ae2e07b4ccaa18f6ce6f35258833801e9f4f9335089fbb0bf7f7661988bca6",
"matched_output_lines": 478340
},
{
"side": "server",
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}
],
"scope": "Actual ChunkAccess.fillBiomesFromNoise, LevelChunkSection.fillBiomesFromNoise and chunk/section biome reads using synthetic registered holder identities. Ordered resolver queries, section contents and clamped/wrapped chunk lookups are compared after repeated fills and failures at section boundaries. Covers full supported aligned vertical bounds, generation bounds cutting through sections, negative/extreme chunk coordinates and 1..512 possible biome identities. Completed earlier sections survive failure while the failing section retains its previous values. This compares stored biome values, not native in-memory palette layout, wire encoding, biome-source generation, blending, retrogen or complete generated worlds."
}
@@ -0,0 +1,149 @@
{
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"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"java": "openjdk 25.0.4.1 2026-08-18",
"rustc": "rustc 1.99.0 (b940084d7 2026-09-28)",
"fixtures": 252,
"fills": 322,
"biome_values": 341504,
"block_queries": 35910,
"preset_entries": {
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"minecraft:overworld": 7594
},
"source_fixtures": {
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"fixed": 56,
"checkerboard": 56,
"end": 56
},
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},
"rust_output_sha256": "b84a1734641fbec028768da94208f583546f564eb45939c75da13efe85f3f0b9",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "b84a1734641fbec028768da94208f583546f564eb45939c75da13efe85f3f0b9",
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},
{
"side": "server",
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],
"scope": "Actual ChunkGenerator.doCreateBiomes through NoiseBasedChunkGenerator with empty Blender and no retrogen. Both bundled Overworld/Nether multi-noise preset tables are independently exported from authenticated JARs; Rust imports quantized tables and compiles climate routers itself. All seven bundled routers, both random modes, multiple seeds and distant positive/negative chunks are tested. Complete section biome values and subsequent BiomeManager block lookups are compared, including repeated generation with fresh density contexts and persistent previous-leaf search state, and generation bounds excluding top/bottom sections. Holders are identity placeholders; no biome properties are evaluated. Fixed, checkerboard and End source fixtures also run actual chunk generation through every bundled router, including real seeded End erosion, the central-island shortcut, distant coordinates and wrapped checkerboard shifts. Preset builders, complete biome-source codecs, blending, retrogen, terrain-stage linkage and complete generated worlds remain pending."
}
@@ -0,0 +1,158 @@
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "84aceee3d6197790495a2b877b04c037340258cf3d36bc440af78f82be15010b",
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{
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],
"scope": "Actual BiomeFilter.modify and FeaturePlacer.place/placeWithBiomeCheck with native biome generation settings. Missing top features fail before biome lookup. Direct, absent, structurally equal and different placed-feature membership, query order, callback random draws/results/errors, dirty buffers across repeats and nested plain placers are compared. Direct and WorldgenRandom-wrapped legacy/xoroshiro streams execute modifier chains. Rust delegates biome resolution and generation-settings membership to the caller while isolating each placer invocation context. Full biome sampling/registry equality, complete decoration, crash-report text and gameplay remain pending."
}
@@ -0,0 +1,136 @@
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},
"fixtures_sha256": {
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},
"rust_output_sha256": "a57198fab8b45fe8db011b7153ffdc6781d6c0862c95eb9b8c0ebc6318be526d",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "a57198fab8b45fe8db011b7153ffdc6781d6c0862c95eb9b8c0ebc6318be526d",
"matched_output_lines": 1306096
},
{
"side": "server",
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}
],
"scope": "Actual FixedBiomeSource, CheckerboardColumnBiomeSource and TheEndBiomeSource runtime queries using synthetic holder identities. Fixed results, checkerboard empty/duplicate/large lists, all codec-valid scales plus unrestricted runtime scales, Java masked shifts and wrapping sums are compared. End central-circle shortcuts, erosion sampler coordinates, exact threshold boundaries, nonfinite float samples, sampler failures and integer coordinate wrapping are compared through actual Climate.Sampler bindings. End density inputs in this suite are supplied constants; real seeded End density, biome-source codecs, registry/preset loading, possible-biome metadata and generated-world integration remain separate work."
}
@@ -0,0 +1,148 @@
{
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"java": "openjdk 25.0.4.1 2026-08-18",
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"biomes": 67,
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "568792acae9f5b0df02bb5cf7cd6b4f7edb017a0223236c57c6fef4b0dfbb1a8",
"matched_output_lines": 363121
},
{
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}
],
"scope": "Actual BiomeSource.CODEC parsing and encoding for fixed, checkerboard, End and multi-noise sources bound to pinned biome/tag registries and preset holders. Named biome holders, direct/tag holder sets, canonical identifiers, scale defaults/bounds/numeric narrowing, inline climate parameter lists, named/inline preset holders, inline-list preference/fallback, malformed fields and duplicate keys are compared. Canonical serialized JSON is compared as sorted structures with numeric double-bit values; possible-biome sets are sorted and compared, followed by source queries against zero climate/erosion. Rust imports independently authenticated preset tables. Full inline biome definitions, live registry ownership/reloads and complete source/world generation remain outside this scoped codec comparison."
}
@@ -0,0 +1,126 @@
{
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"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"java": "openjdk 25.0.4.1 2026-08-18",
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "2c40a4156ce3edd9dbbecc80aeea0cd1606fd462e79abb377d778c02a973d38e",
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},
{
"side": "server",
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}
],
"scope": "Actual Biome temperature methods, warm/cold/iceberg-melt predicates and precipitation selection, with both temperature modifiers and arbitrary base float bits. Native private climate/biome constructors provide explicit temperature inputs; unrelated biome fields are null and never queried. Fixed seeded simplex/stack sources, float/double conversion and arithmetic order, height adjustment and sea-level overflow, packed-position aliases, repeated queries with changed sea levels, cache capacity/order/content, NaN recomputation and eviction, and actual native thread-local isolation versus independently owned Rust workers. ClimateSettings map-codec parsing additionally covers all independently authenticated bundled biome definitions, direct float conversion, nonfinite overflow, modifier defaults/null handling, field types, duplicates and missing fields. Full biome data codecs, climate encoding, complete weather placement/freezing, material condition integration and automatic migration of shared biome instances between threads remain outside this scope."
}
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"references": [
{
"side": "client",
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"scope": "Actual native Biome.shouldFreeze and Biome.shouldSnow using private climate construction for explicit float bits, native temperature modifiers/cache, real fluid identities, real snow survival/support and light/build-height gates. All states are compared as freezing blocks, forced fluid carriers, contained fluids, snow candidates, snow supports and each water-edge neighbor. All neighbor masks, both RNG tails, repeated queries, raw float thresholds/nonfinite values, both temperature modifiers, precipitation flags, light boundaries, sea-level extremes, partial failures and wrapped coordinates are included. Dynamic block entities are absent; lighting propagation, mutation, snow/ice updates and complete weather simulation remain pending. Native per-biome thread-local caches are released only after each independent fixture, retaining repeated-query semantics within it. The fixture mode directly calls biome methods and does not represent a vanilla feature codec."
}
@@ -0,0 +1,131 @@
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},
"rust_output_sha256": "7b5d1c89f31ce1a803bafe9a675677d035cbce49ecede300d6beab7240501c95",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "7b5d1c89f31ce1a803bafe9a675677d035cbce49ecede300d6beab7240501c95",
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},
{
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}
],
"scope": "Actual BiomeManager seed obfuscation, block-position eight-corner jitter selection, direct block/double-to-quart queries, and source replacement preserving the zoom seed. Captured resolver coordinates are compared, including dense local grids, signed coordinate overflow, negative boundaries, distant blocks, long-seed boundaries, random seeds/positions, double infinities/NaNs/subnormals and saturating conversion. SHA-256 seed transforms are also compared against Python hashlib independently. Biome storage/source generation, blending, chunk integration and gameplay remain separate work."
}
@@ -0,0 +1,206 @@
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"rust_output_sha256": "6ed1f061cc2b073147acc2bc3523e47901b95b066bef3aa1dab3627b8c122e85",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "6ed1f061cc2b073147acc2bc3523e47901b95b066bef3aa1dab3627b8c122e85",
"matched_output_lines": 2387914
},
{
"side": "server",
"jar_sha256": "a362163eec5d1612d520772bc16e5b39c09e3b234fdc045f56bf544284ee8ae6",
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}
],
"scope": "Native BlockBlobFeature codec, state decoding, support-predicate descent and three randomized overlapping shapes. Every candidate and supporting registry state, minimum-height returns, query failures, float radius versus double distance, inclusive box order, all three final origin-offset draws, flags 3, rejected writes, repeated mutations and both random modes are compared. Named tags, survival/support predicates and overlay/modifier composition use the same mutable world. Positions near signed integer limits avoid pathological native overflow boxes; Rust bounds descent and box work to 2^20 visits. Resident-world update callbacks and complete gameplay remain pending."
}
@@ -0,0 +1,204 @@
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"rust_output_sha256": "f975369ad065b5417dbeacbfa554fc3f27ddaa4f2e634e57f5380e070b355d72",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
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{
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],
"scope": "Actual BlockCollisions cursor and selection algorithm over controlled block metadata, chunk providers and context shapes. Compares ordered chunk/state/suffocation/shape calls, missing-chunk retries, cached chunk reuse, face/edge/corner filtering, canonical full-block versus equal noncanonical shape behavior, exact emitted shape data, early consumer termination and injected provider failures. Finite bounded scans include thin/zero-size boxes, chunk crossings and wrapped integer positions. Registry-specific metadata/shape dispatch, live chunk loading and entity movement are separate integration work; unsupported cursor volumes and caller budgets use typed Rust errors."
}
@@ -0,0 +1,203 @@
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"scope": "Native block-column feature codec and algorithms, with nonnegative height-provider validation, all candidate state descriptors, all six directions, both base/tip truncation orders, first obstruction beyond the origin, ordered predicate queries before writes, optional-provider fallback reads, rejected writes, partial failures, coordinate wrapping, named providers and nested feature/modifier composition. Both independent random streams and stored states are checked after repeated calls. A bounded runtime work budget rejects pathological million-operation traversals; actual chunks, neighbor updates and complete gameplay remain pending."
}
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"references": [
{
"side": "client",
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"scope": "Native BlockEntity.getPosFromTag and actual ProtoChunk pending/active insertion, lookup, removal, position union and pending-save fallback. NumericTag coordinate reads cover integer narrowing, float/double floor overflow, infinities/NaNs, missing/nonnumeric fields, wrong-chunk relocation and wrapped chunk coordinates. Active entries replace pending data; later pending records cannot overwrite active entries. In-place pending coordinate mutation retains the original map key. Native chest entities carry loot seeds for active identity and basic saving-metadata comparisons; Rust supplies caller-owned payload serialization. Iteration order is normalized, and pending reads are borrowed/owned values rather than unrestricted Java aliases. Entity creation from NBT, complete entity serializers, active behavior and integration with chunk lifecycle remain pending."
}
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"scope": "Actual registered Block.fallOn and bounceOn across all states and eight entity class families, plus client/server distinctions, damage return, bounce suppression, protection/rules, random boundaries, NaN/infinity and failures at each observable callback. Farmland replacement uses native registered collision shapes and ordered occupant pushes; turtle egg changes preserve hatch and compare write flags, event order and effects after failed writes. Entity damage, randomness, selected entities, sounds, world writes and events are controlled providers. Live health, entity storage, network, audio and full movement lifecycle integration remain separate work."
}
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},
"rust_output_sha256": "639bf7fa3f07d6b293eef1ed6422ac1a465944cd5369fe82d804f499f176c69e",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "639bf7fa3f07d6b293eef1ed6422ac1a465944cd5369fe82d804f499f176c69e",
"matched_output_lines": 11995254
},
{
"side": "server",
"jar_sha256": "a362163eec5d1612d520772bc16e5b39c09e3b234fdc045f56bf544284ee8ae6",
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}
],
"scope": "Native BlockPileFeature codec and placement with every candidate and supporting block state. Minimum-height early return, radius sampling, native inclusive-box visit order, squared-distance float arithmetic, sparse outer draws, air variants, dirt-path random acceptance, cached/dynamic FULL upper support, provider selection and fallback reads, flags 260, rejected writes, partial failures, repeated calls and both random streams are compared. Named providers and overlay/modifier composition use the same world. Wrapped boxes with finite native counts and failure-terminated prefixes of negative-count boxes are included; Rust bounds pathological iteration to 2^20 visits. Block entities are absent in this fixture. Resident chunks, block updates and complete gameplay remain pending."
}
@@ -0,0 +1,184 @@
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
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"scope": "All pinned block-definition force-solid, replaceability, liquid and occlusion flags and raw occlusion geometry are imported privately; Rust computes legacy solidity from cached collision shapes and solid rendering from occlusion geometry. All six native face-occlusion full-shape tests are compared for every state and every synthetic shape/occlusion-flag case; Rust caches shared shape masks and retains typed errors for unknown state IDs. Actual native BlockState isSolid, liquid, canOcclude, isSolidRender and no-context canBeReplaced are compared for every state, together with raw cached bounds and synthetic force-flag/cache/shape threshold combinations using the private native solidity calculator and native full-shape test. Item/fluid replacement, block support, survival, dynamic collision and full gameplay remain pending."
}
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},
"fixtures_sha256": {
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},
"rust_output_sha256": "3ff6d08b527186665c2287304d735c8939a90e8359e8a5b1eae48ab5fc7ff612",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "3ff6d08b527186665c2287304d735c8939a90e8359e8a5b1eae48ab5fc7ff612",
"matched_output_lines": 101006
},
{
"side": "server",
"jar_sha256": "a362163eec5d1612d520772bc16e5b39c09e3b234fdc045f56bf544284ee8ae6",
"output_sha256": "3ff6d08b527186665c2287304d735c8939a90e8359e8a5b1eae48ab5fc7ff612",
"matched_output_lines": 101006
}
],
"scope": "Actual Block.pushEntitiesUp with old/new collision shape queries and ordered selected entity lists. Compares unoptimized added-space geometry, world translation, entity query bounds, upward collision displacement, zero-distance teleports, current bounds after previous callbacks and partial state after provider failures. Empty/redundant shapes, partial shapes, large coordinates, degenerate/nonfinite entity boxes and callbacks moving later entities are covered. Collision shapes and entity selections are controlled snapshots; registered replacement dispatch, live entity indexing and actual teleport/network behavior remain separate integration work."
}
@@ -0,0 +1,127 @@
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "fb4b7c50dcfb93170898f0c378aa3893a6ff8a211c1b8a25725dd898cb45ce5b",
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},
{
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}
],
"scope": "Actual BlockState.CODEC and FULL_CODEC, every pinned runtime block state, compact/default versus full encoding, canonical object keys, namespaces, property omission/invalid fallback, unknown fields, malformed property containers, Java integer-property parsing including signs/leading zeroes/BMP decimal digits and overflow, invalid identifiers/types, duplicate fields. Registry identities, defaults and integer property kinds are imported from both authenticated JARs and must agree. This ports codec behavior over that metadata, not block gameplay. Native warning text, arbitrary malformed JSON/unpaired surrogate text, registry lifecycle/ownership and full material-rule codecs remain pending."
}
@@ -0,0 +1,172 @@
{
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},
"fixtures_sha256": {
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},
"rust_output_sha256": "6489ad4b567eefca4a3b1c1253b80f19b039a6cec8c5fa56e1d82c569be4d9f8",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "6489ad4b567eefca4a3b1c1253b80f19b039a6cec8c5fa56e1d82c569be4d9f8",
"matched_output_lines": 248867
},
{
"side": "server",
"jar_sha256": "a362163eec5d1612d520772bc16e5b39c09e3b234fdc045f56bf544284ee8ae6",
"output_sha256": "6489ad4b567eefca4a3b1c1253b80f19b039a6cec8c5fa56e1d82c569be4d9f8",
"matched_output_lines": 248867
}
],
"scope": "All 35,524 cached block-state support shapes are imported privately and Rust derives FULL/CENTER/RIGID face-support masks. These are compared with actual BlockState.isFaceSturdy cache results across all six directions; all 199 uncached states remain explicitly unsupported. Registry/DataVersion/kind validation, shared shape identities, exact face geometry and full-state queries are covered. Dynamic support selection, block survival and full gameplay remain pending."
}
@@ -0,0 +1,194 @@
{
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"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"java": "openjdk 25.0.4.1 2026-08-18",
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"survival_rule_kinds": 51,
"fluid_tag_files": 10,
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"rust_output_sha256": "ce804d8fddb7d1b4ae82621b062863be7c568967da1a656db61dd714989dfc93",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "ce804d8fddb7d1b4ae82621b062863be7c568967da1a656db61dd714989dfc93",
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{
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}
],
"scope": "Version-pinned block survival rules are assigned from privately inspected native definition classes and executed in Rust against solid/air/tag tests and unified support geometry. Actual native canSurvive evaluates every supported candidate state, each neighbor state against behavior representatives, changing repeated reads, world-coordinate wrapping, absent/closed/open shulker snapshots, brightness thresholds, independent fluid state sequences and block/entity/light/fluid query failures. All pinned survival families are included; full block placement/update behavior, world/entity lifecycle and full gameplay remain pending."
}
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "c78041fca237ef15364ce2a42dba44d3acd41b852d2c84daadcc52117ab905cc",
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{
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],
"scope": "Actual BlocksAttacks hurtBlockingItem into native unenchanted ItemStack durability storage, on non-player, Player and ServerPlayer receivers. Native statistic item capture, client/level guards, scalar item-damage rules, creative immunity, empty-listener advancement ordering, stack mutation/shrink and equipment-break callback copy/slot are compared with Rust composition. Covers scalar float boundaries, absent/invalid durability components, callback storage mutations and failures. Complete components/codecs, enchantment effects, inventory/equipment lifecycle and full combat/world integration remain pending."
}
@@ -0,0 +1,259 @@
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
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],
"scope": "Actual BlocksAttacks damage reduction records and ordered sums, native direct HolderSet membership through virtual source typeHolder queries, delay/disable tick rounding and ItemDamageFunction thresholds/flooring. Covers NaN/infinity/signed zero, exact angle boundaries, randomized float bits, membership mutations and query failures. Direction/acos calculation, component codecs, item durability, sounds and full blocking dispatch remain pending."
}
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},
"fixtures_sha256": {
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},
"rust_output_sha256": "be66aeb2128b78a5f61f7ee2c48add80e5b31a89eee5a1b5dfa308f16df9f490",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "be66aeb2128b78a5f61f7ee2c48add80e5b31a89eee5a1b5dfa308f16df9f490",
"matched_output_lines": 3802
}
],
"scope": "Actual BlockStateModelDispatcher.instantiate and MultiPartModel visual-equality selection on every bundled blockstate definition, including the native fake item-frame definitions, and its native ordered possible states. Synthetic malformed selectors, overlapping recovery, eager multipart errors, per-term negation, combined predicates, integer-property conversion and partial coverage. Property schema and state order are exported from the authenticated client. No weighted random selection, transformed baking, renderer integration or gameplay parity claim."
}
@@ -0,0 +1,203 @@
{
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"scope": "Actual BlockState.CODEC and FULL_CODEC, every pinned runtime block state, compact/default versus full encoding, canonical object keys, namespaces, property omission/invalid fallback, unknown fields, malformed property containers, Java integer-property parsing including signs/leading zeroes/BMP decimal digits and overflow, invalid identifiers/types, duplicate fields. Registry identities, defaults and integer property kinds are imported from both authenticated JARs and must agree. This ports codec behavior over that metadata, not block gameplay. Native warning text, arbitrary malformed JSON/unpaired surrogate text, registry lifecycle/ownership and full material-rule codecs remain pending."
}
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"references": [
{
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"scope": "Native BlueIceFeature unit codec, world sea-level gate, origin/below water checks, first non-down packed-ice neighbor and seeding. Every origin and candidate-state classification is compared through failure-terminated prefixes; complete 200-attempt runs cover all packed-ice neighbor masks, ten representative fill states, both random streams and many seeds. Vertical bound draws, signed division, X/Z draw order, six-direction blue-ice adjacency, mutable spreading, flags 2, rejected writes, partial failures, extreme sea levels, wrapped positions and overlay/modifier composition are included. Chunk updates, ice gameplay and full world generation remain pending."
}
@@ -0,0 +1,220 @@
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"references": [
{
"side": "client",
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"scope": "Native BonusChestFeature unit codec, independently shuffled chunk X/Z coordinates, ordered heightmap candidate search, air short-circuit and second-read empty-context collision, chest writes, conditional randomizable-container loot seeding, north/east/south/west torch survival and writes. Every state participates in collision prefixes; complete searches cover absent/unrelated/actual native chest entities, repeated mutation, rejected writes, injected failures, both random modes, shuffled search exhaustion, sole viable columns, extreme coordinates/heights and placement composition. Actual ChestBlockEntity loot table and seed are compared; fixtures control heights and entity existence independently of writes. Loot generation, inventory behavior, automatic block-entity lifecycle, world updates and complete spawn generation remain pending."
}
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
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],
"scope": "Actual BulkSectionAccess over resident ProtoChunks: raw reads/writes, all-air chunk-read collapse, outside-height AIR, absent sections, missing neighbors, packed-key caching and aliasing, cache reset and complete final raw sections/heightmap words. Every pinned block state is inserted and read with both preprimed and lazy heightmaps. Rust holds an exclusive region borrow instead of Java section acquire/release locks. Concurrent ownership, ordinary ore geometry, region side effects and complete gameplay remain pending."
}
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
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{
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],
"scope": "Actual BundleContents.weight with ItemStackTemplate contents, nested bundles, bee presence, changed holder prototypes and memoized success/error results. Direct pinned Apache Fraction construction/add/multiply probes verify intermediate checked arithmetic, signs, reduction and overflow. Native ItemStack.validateStrict additionally checks container sizes, bundle sizes and weight, charged projectile sizes, empty visibility and top-level scalar constraints; follow-up weight probes expose lazy validation order. Rust typed component/schema adapters remain fixture-local; full bundle inventory operations, codecs, item-use integration and complete gameplay integration remain pending."
}
@@ -0,0 +1,218 @@
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "9b328cde8c73c2e54870991bf847c966093f067b41980e1e7daa1a26558e424d",
"matched_output_lines": 2391334,
"audited_states": 35723,
"audit_sha256": "c109c808ca5b2314fc5fdfce744296e7ae0de45c00d31d38bd701a493ae6c4c5"
},
{
"side": "server",
"jar_sha256": "a362163eec5d1612d520772bc16e5b39c09e3b234fdc045f56bf544284ee8ae6",
"output_sha256": "9b328cde8c73c2e54870991bf847c966093f067b41980e1e7daa1a26558e424d",
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"audit_sha256": "c109c808ca5b2314fc5fdfce744296e7ae0de45c00d31d38bd701a493ae6c4c5"
}
],
"scope": "Integrated contextual dispatcher across every pinned block state, eleven context variants and both always-fluid flag inputs. The native audit verifies 35,492 cached states return the identical cached shape without world/context queries at seven positions with interface and entity context providers that reject queries; liquid states query context instead. Integrated outputs compare cache-relative shape equality or full uncached geometry and ordered entity/world callbacks. Missing block entities are used here; active shulker/piston states retain separate coverage. Experimental minecart contexts, entity lifecycle and live movement remain pending."
}
@@ -0,0 +1,215 @@
{
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"scope": "Pinned no-context cached collision branch only. Registry identity validation, resident section lookup, grids, native canonical empty/block identities distinct from equal geometry, discrete extrema including empty shapes, greedy boxes, bounds, translated collide, ray hits, closest points and moved cell lookup. Uncached and entity-context behavior have separate comparison suites."
}
@@ -0,0 +1,146 @@
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},
"fixtures_sha256": {
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".local/rust-canyon-carver-parity/carvers.json": "cff93e18a087786ad09d04c329293a0d7f4c4944cabecb4d618cee2dbc519096"
},
"rust_output_sha256": "b02ebaf90c2638965b1b890b75ec5b953b5ede9790250a42bb5886eb85035351",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "b02ebaf90c2638965b1b890b75ec5b953b5ede9790250a42bb5886eb85035351",
"matched_output_lines": 1094517
},
{
"side": "server",
"jar_sha256": "a362163eec5d1612d520772bc16e5b39c09e3b234fdc045f56bf544284ee8ae6",
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}
],
"scope": "Actual WorldCarver.DIRECT_CODEC, CanyonWorldCarver.isStartChunk and CanyonWorldCarver.carve using the independently authenticated bundled canyon definition. Compares ordered output cells including duplicates, partial output failures, resulting mask intervals and subsequent random longs across repeated invocations. Covers both outer random modes, local legacy streams, height-dependent width factors, horizontal/vertical radius variation, four generation heights, negative/distant/extreme coordinates and adjacent/far origin chunks. Custom shapes exercise width smoothness, path length, degenerate radii and failure branches; malformed selected codec fields are tested. Gaussian/weighted provider codecs, neighbor-carver seeding/biome selection, blending and complete worlds remain outside this scope. Rust bounds paths to 4096 steps, height to 4064 and total candidates to 2^24 per invocation."
}
@@ -0,0 +1,141 @@
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{
"side": "client",
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"scope": "Actual WorldCarver.carveEllipsoid and canReach methods. Compares ordered normalized-coordinate skip queries, output cells, partial output on callback failure and resulting mask column runs; canReach includes Java float thickness arithmetic and signed step overflow. Corpus covers negative/extreme/distant chunk coordinates, output-height clipping, small/large/zero/negative radii, boundaries and IEEE NaNs/infinities/subnormals. NaN trace values are canonicalized. This validates shared geometric primitives, not randomized cave/canyon paths, codecs, provider sampling, biome carver selection or complete worlds."
}
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"references": [
{
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"scope": "Actual CarvingMask construction, carve, isEmpty and visit methods. Compares packed vertical-run traversal, splitting across columns, dense/sparse masks, duplicate writes, word boundaries, coordinate overflow and positive aliases, negative index failures, callback additions during traversal and mutations retained after visitor failures. Rust bounds height to 1..4064 and positive index growth to 2^24 bits; corpus indices remain below 2^20. This validates masks, not cave/canyon generation, mask application, aquifers, blending or complete terrain generation."
}
@@ -0,0 +1,146 @@
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "bed22be613f5b1d8caa0d75546afb4e6cee33222d8d9b51004acff70e1a03d7d",
"matched_output_lines": 882005
},
{
"side": "server",
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}
],
"scope": "Actual WorldCarver.DIRECT_CODEC, CaveWorldCarver.isStartChunk and CaveWorldCarver.carve using all three independently authenticated bundled cave definitions. Compares ordered output cells including duplicates, partial output failures, resulting mask intervals and subsequent random longs across repeated invocations. Covers both outer random modes, local legacy tunnel streams, rooms, branching, thickness bias, floor thresholds, negative/distant/extreme target coordinates and adjacent/far origin chunks. Explicit custom distributions force path and failure branches; malformed selected codec fields are tested. Gaussian/weighted provider codecs, canyon paths, neighbor-carver seeding/biome selection, blending and complete generated worlds remain outside this scope. Rust bounds count to 4096 and total candidates to 2^24 per invocation."
}
@@ -0,0 +1,221 @@
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
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],
"scope": "Native ChorusPlantFeature unit codec, origin air/support gates, ChorusFlowerBlock.generatePlant and depth-bounded recursive growth, horizontal clearance with parent exclusion, branch-distance bounds, connection refreshes in below/above/north/east/south/west read order and age-five terminal flowers. Every state exercises root/support gates and five neighbor connection prefixes. Full runs cover 1024 seeds per RNG, every early world-call failure, rejected writes, repeated mutation, random obstacles, wrapped coordinates and feature composition. Ordered reads/writes, final state maps and subsequent RNG draws are compared. Neighbor-update execution, random tick growth, drops, rendering and complete End generation remain pending."
}
@@ -0,0 +1,161 @@
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "95dbf7a1cade1004b7055dc131e45af8f3cecc1ffe2f194ad816a831bc2d9975",
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{
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],
"scope": "Actual ProtoChunk.setBlockState, direct section reads, heightmap presence/packed data and pre-light persisted-status assignments for empty, structure starts, structure references, biomes, terrain and features. Every pinned block state is inserted/removed under both heightmap groups. Forward/backward status assignments, untouched stale maps, missing-map priming, explicit priming, empty-section AIR writes, cave/void-air collapse, outside-height writes and wrapped X/Z coordinates are compared. Facts are independently exported from both authenticated JARs; block tags are resolved in Rust. This covers stage-dependent mutation and map selection, not the scheduler, persisted metadata, retro-generation, block entities, lighting, whole region behavior or a complete generated world."
}
@@ -0,0 +1,198 @@
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
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{
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],
"scope": "Actual pinned ChunkStatus status list, ordering and maximum for all pairs, parent identity, chunk kind, selected heightmaps, direct byName fallback and NBT codec acceptance/encoding. All registered names cover qualified, unqualified and empty-namespace forms; unknown, legacy, malformed, random and nonstring inputs are checked. Codec error text is normalized rather than compared. Rust pre-light chunk metadata uses these same status definitions; this does not execute generation steps, implement lighting, or establish full chunk lifecycle parity."
}
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},
"rust_output_sha256": "7b23eb34c86c3db5a9e90bdd8ef772b79b2a06c8460542e032589f7962fd8f64",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "7b23eb34c86c3db5a9e90bdd8ef772b79b2a06c8460542e032589f7962fd8f64",
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{
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}
],
"scope": "Actual CollisionContext factories and EntityCollisionContext/Empty/PositionCollisionContext queries on controlled player and marker snapshots. Checks entity identity, captured descending and placement flags, fluid collision flags, empty-stack AIR identity, height thresholds including f32 epsilon, null factories, callback arguments/order/failures and all five fluid type pairs. Entity lifecycle, inventory mutations after capture, experimental minecart contexts, contextual block shape dispatch and live movement integration remain pending."
}
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"references": [
{
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"scope": "Actual CombatRules armor/toughness and magic protection arithmetic; null/empty/unenchanted weapons, nonserver/server branches, native no-enchantment helper with explicitly empty stack components, query order/mutations/failures, nonfinite/signed-zero and random float bit patterns. The armor-effectiveness enchantment hook is exposed but enchanted components, damage tags/equipment and the full damage pipeline remain pending."
}
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "c78041fca237ef15364ce2a42dba44d3acd41b852d2c84daadcc52117ab905cc",
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],
"scope": "Actual BlocksAttacks hurtBlockingItem into native unenchanted ItemStack durability storage, on non-player, Player and ServerPlayer receivers. Native statistic item capture, client/level guards, scalar item-damage rules, creative immunity, empty-listener advancement ordering, stack mutation/shrink and equipment-break callback copy/slot are compared with Rust composition. Covers scalar float boundaries, absent/invalid durability components, callback storage mutations and failures. Complete components/codecs, enchantment effects, inventory/equipment lifecycle and full combat/world integration remain pending."
}
@@ -0,0 +1,269 @@
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
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],
"scope": "Actual unenchanted ItemStack damage predicates, clamped reads/writes, integer-wrapping count changes, server-level hurtAndBreak and ServerPlayer hurtWithoutBreaking. Real component maps cover absent fields, empty/air stacks, unbreakable and invalid numeric values; callbacks mutate storage and inject failures at infinite-material, empty-listener advancement and break dispatch boundaries. Covers the positive integer-to-float enchantment pipeline with no enchantments. Complete component storage/codecs, enchantment effects, entity equipment break handling and combat/world integration remain pending."
}
@@ -0,0 +1,269 @@
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "1b6178df52a47a16066177ea127e9b036e27ecd3c1d68a1ddb7b81617bbe0a27",
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{
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],
"scope": "Actual unenchanted ItemStack durability operations with nonempty prototypes, visible component patches at callbacks, stack copies before/after original mutation and unsanitized restored removals. Rust durability algorithms operate directly on copy-on-write component storage through DurabilityStorage. Includes creative/stat callback ordering, clamped writes, shrink/break state, empty stacks and storage mutation-before-error. Full item-component storage/codecs, enchantments, equipment lifecycle and complete gameplay integration remain pending."
}
@@ -0,0 +1,268 @@
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
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{
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],
"scope": "Actual PatchedDataComponentMap reads, set/remove return values, ordered patch iteration/key sets, apply versus unsanitized restore, fromPatch sanitation, saved patches and independent map copies. Immutable prototypes have at most seven keys so native builder order is defined without identity-hash tables. Integer and boxed-float values cover NaN/signed zero; generic Rust callers must supply native value equality and prototype order. Includes mutation-before-error for removal markers without prototype defaults. Component codecs, prototype hash-table construction, object identity hashes, mutable payload aliases and full item/inventory integration remain pending."
}
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"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "81ea398858ec679a9005547562424c3b24850a9b57267363d667e3e335fe5f8a",
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{
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],
"scope": "Actual Consumable.canConsume/startConsuming/onConsume composed with inherited eating particles, real FoodProperties/FoodData, stack components and both native RNGs. Covers player/non-player/server-player branches, stat item selection, empty advancement trigger storage, food listener dispatch, client/server effect guards, event and finite/infinite stack consumption, captured component values and callback mutation/failure prefixes. Food eligibility/start-use, stats, effect bodies and event delivery are controlled services; only the ordinary food listener schema is bound here. Full advancement evaluation, potion effects, lifecycle integration and playable gameplay remain pending."
}
@@ -0,0 +1,290 @@
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"fixtures_sha256": {
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},
"rust_output_sha256": "223552ebdae6a7d52fc00511b65857bc31672c841c4dbf61a9061077a770a435",
"references": [
{
"side": "client",
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
"output_sha256": "223552ebdae6a7d52fc00511b65857bc31672c841c4dbf61a9061077a770a435",
"matched_output_lines": 124732
},
{
"side": "server",
"jar_sha256": "a362163eec5d1612d520772bc16e5b39c09e3b234fdc045f56bf544284ee8ae6",
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}
],
"scope": "Actual Consumable timing and emitParticlesAndSounds composed with inherited LivingEntity.spawnItemParticles, real templates and both native RNGs. Compares all animations, unconditional random draws, supplied versus direct random sources, sound overrides after particle callbacks, retained sound parameters, float timing edges and mutation/failure prefixes. Audio playback, rendering, consumable completion/effects and full gameplay remain pending."
}
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