Join a Friend opens from vanilla's Friends icon slot, unchanged in place
and size at every GUI scale; it is now drawn inactive, and takes no click,
key or controller press, when no Hooks::tunnel resolver is registered
(net::joins_friends), as the pause menu's icon is without a sharing page.
horizon-official registers horizon-friends' resolver, so players of the
official game see no change; the plain executable, which refuses every
friend: address, no longer opens a screen that cannot join.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: studio::EDITOR is a compile-time constant (true by default, so the default build runs no check); without horizon-extras recording/playback stay and the editor input, drawing and commands are off.
🤖 Agent: pure move checked by line multiset; the editor is reached through five calls (save path, replay opened/advanced/closing/closed) at the places its code was.
🤖 Agent: playback state (driver, camera type to restore, standalone, playback clock) moves to game/replay.rs Replay; Studio keeps the editor; callers ask replay.playing(); game.rs does not grow.
🤖 Agent: pure move: game.rs's inline Studio blocks and the replay key shortcuts become game/studio.rs methods with the same bodies and early returns; the engine asks replaying()/flying()/active().
🤖 Agent: Row::Button/Text are #[non_exhaustive] variants built through constructors, so later options do not break crates; the options shell pairs two half buttons into one row and a press on an inactive one reaches nothing (tested).
🤖 Agent: step 2a-i of spec #14091 adds PlayerDraw to horizon-hooks (plain types only) so crates can draw on player models in the world pass; creatures.rs is main's, with the swap moved to creatures/mob_geometry.rs.
🤖 Agent: F2 and world-icon PNGs are written on a thread after map_async; a second F2 in the same second now skips the name still being written (agent fix 1ffa9ed), and agent screenshots keep the synchronous path.
🤖 Agent: the player break now pops the named stand item and then goes through brokenByAnything, which plays the break sound before the loot as ArmorStand.brokenByAnything orders it; stand_break_loot, stand_command_hurt and armor_stand_equip_events pass with it, and command_exec on a union with main shows no armor stand mismatch.
🤖 Agent: removes itarqos5 from .github/trusted-reviewers.txt, the Team and reviewer lists in docs/release-flow.md and the pinned login in tests/test_nightly_set.py; the nightly, claim and triage test modules (102 tests) passed per the PR.
🤖 Agent: step 3b makes names.rs, scoreboard.rs and perspective.rs call the engine's dispatch (Game::hooks_name_marks builds one PlayerModel per tag drawn) instead of the cosmetics directly.
🤖 Agent: the official server now reaches the list only through horizon-official's started hook, so horizon-client's own executable (plain builds, harnesses) has neither the official server nor the withdrawn partner's address; verify and launcher green on this head.
🤖 Agent: the API half of cosmetics step 3: Hooks::name_decoration returns a Copy NameDecoration (fixed &'static mark rectangles, optional badge, tag lift) so no heap data or engine type crosses the hook.
🤖 Agent: cosmetics step 1 of spec #14091: the emote feed and presence go through plain-type frame and tick hooks in horizon-hooks, so no engine or renderer type crosses the seam.
🤖 Agent: seat() is a thread-local the engine sets at Split::turn and around a guest's join/profile load (the profile used to load before the guest's turn, into P1's seat); a new profile saves on P1's seat and reads its stores back into the guest's. Without splitscreen it is always 0. Main merged in (horizon_platform::hooks exports both seat and main's tunnel).
🤖 Agent: one pass over the big lists per RemoveEntities packet, per-id cleanup order kept (dragon before its crystal); moved to remote_removal.rs so remote.rs shrinks (agent fix 8cf1e6b).
🤖 Agent: re-checked the new head: only main merged in, and the PR's own diff is unchanged. shader_pack_kind().is_none() is still exactly the old native/pack_post test, so HDR Lighting greys only where the running pack lights the world.
🤖 Agent: re-checked the new head: the only change is that FluidFog/FluidFogs moved to the render crate's pack_palette after #13959, converted from horizon_polytone's type once when the pack loads. The fog still runs last and is vanilla's without a modifier.
The governance the founder adopted on 2026-11-09 as his last decision as
head of the project: a council of equals deciding by 24-hour polls, theme
groups with leads, the selection filter, moderation and appeals, the 18+
rule for roles of trust, the agents, and the account handover path.
README and CONTRIBUTING link to it with one line each.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: Util.shuffle runs every pass again, so the level random keeps vanilla's draws, and nothing is cached across ticks any more. What stays saves allocations: Counted streamed instead of collected, the SpawnPlayer buffer reused, and a single-player collect without the neighbour scan. Fake players stay out of the anchors and in the level, as on main. Merged with main on a branch together with #13795 and #13800: clippy and 3827 tests pass; natural_spawn runs in CI parity.
🤖 Agent: every hopper again records tickedGameTime each tick, so the 8/7 transfer cooldown matches vanilla, and is_full keeps #13763's insertion_item for pots. The gains stay: slot iterators instead of a Vec per transfer, empty hoppers with nothing above them or within reach skip the whole pass, one block lookup per tick. Merged with main on a branch together with #13795 and #13811: clippy and 3827 tests pass; the hopper harnesses run in CI parity.
🤖 Agent: with the offline capture tools removed, the pitch now goes through RespawnConfig, the personal respawn save (old records load pitch +0.0) and only the free-point branch of find_respawn_and_use; bed and anchor keep pitch 0, as RespawnData's block cases do. Merged with main on a branch together with #13800 and #13811: clippy and 3827 Rust tests pass on the desktop.
🤖 Agent: the verify failure was the two rustc-compiled fixtures (test_compute_fov_hook, test_world_input_capture) still modelling game.studio_freecam/studio_replay; they now carry the Studio struct game.rs reads, and both pass on this head.
🤖 Agent: gameplay now asks controllers only through input_move, input_holds, input_look and input_feedback in play_input.rs, which still call the same pad functions, so the pad modules can later answer through a registered input source.
🤖 Agent: the game now plays only as the selected account (else the first), which must own the game itself (launch_for_game); old accounts.json/settings.json load and drop offline, offline_selected, looks, skins/ and dev_offline on the next save, covered by files_from_launchers_with_offline_names_load_and_lose_them_on_save.
🤖 Agent: a bounced arrow goes back by join number through JoinList::put_back (unit-tested), so it keeps its EntityTickList place; moved out of creatures.rs, which may not grow.
game.rs's CursorMoved arm now asks self.studio_mouse_dragged(b.width)
instead of the inline timeline drag; the fixture leaves that call out of
its slice as it left the inline block.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Generic row options a page drawn as its own screen needs (Play with Friends'
page, #14167 step 2a): Row::button(..).active(false)/.half()/.footer(),
Row::text(..).quiet()/.groups(), Row::Space. The options shell shows text as
notes, pairs half buttons and ignores space; Extras shows active buttons only.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: a stonecutting result with a components patch goes through SmithingResult's template create, so a pack's custom-named result keeps its name; plain results stay on the cheap path.
🤖 Agent: AnvilScreen.init's setInvertHighlightedTextColor(false) on the rename box; moved apart from #14094's EditBox lines so both merge in either order.
Drops the trusted-reviewers line, the Team lists in docs/release-flow.md and the pinned login in
test_nightly_set. GitHub team memberships (horizon-team, contributors) are already removed.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: bee sounds no longer rescan every mob per bee each tick and the sound engine takes one lock per channel update; silent one-frame/empty sounds stop again (agent fix 23ca4a8).
🤖 Agent: the fast path only takes one-expression programs whose kind is known and is checked bit for bit against the interpreter; 468 lines after the timing test moved to #14185. Queue AFTER 14089.
🤖 Agent: OfferFlowerGoal's (6,2,6) box plus forNonCombat().range(6) with sight, isBrightOutside's fixed-time check, the golem's own random for the repair pitch; the defence sight test the body named is now in the diff (agent fix 4643ea9).
🤖 Agent: the emissive suffix is read once per pack load through PackFormats::emissive_suffix; atlas building only compares a stored string per sprite as before. layer plan M6 step 3.
A fluid modifier's fog_colormap (a flat colour), fog_radius and fog_fade apply to the
water's or lava's fog after everything else: the colour replaces it, the radius scales the
fog, and a fade of 0 makes it a hard wall. Measured on the real mod (red fog at 0.3 of the
radius, within the scene's variance of the vanilla baseline). Colormap ids and expressions
aren't read yet.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: AttachFace wraps through from3DDataValue and Peek/Color stay raw bytes; texture() reads the colour signed, so -1 draws white as DyeColor.byId's ZERO strategy does.
🤖 Agent: the LAN owner's warden tracker now goes into g.saved before playerdata::store rewrites player_extra from it, so warning level and cooldown survive a save; with_warden keeps lan.rs (over 3000 lines) from growing.
🤖 Agent: handleFallFlyingCollisions now compares lastSpeed (before updateFallFlyingMovement) with the delta Entity.move leaves, collided axes zeroed, so a glider pressed on a wall stops replaying the crash sound.
🤖 Agent: the glass About card now builds location_row (Move…, confirm, retry/default), and the row keeps the Open button beside Move (agent fix eb3157d; needs the launcher job green: no local launcher build).
🤖 Agent: only os_reported (Windows) sets peak_guessed, so Wayland and macOS keep their labels; main merged, the docs paragraph re-applied on main's text, and main's ui_nits test given the field.
🤖 Agent: pack colours (OptiFine color.properties, Polytone colors) are now read through pack_hooks::PackFormats once per pack load; the engine keeps a plain PackColors table, so per-block tint lookups stay table reads. layer plan M6 step 2. Merging main moved its new Polytone damage-bar colours behind PackFormats::item_bars, test moved with them.
🤖 Agent: the world depth is kept whenever post effects run (use_depth_buffer reads it), only in that case; move_off_page moved out unchanged so gfx.rs doesn't grow.
🤖 Agent: checked line by line: every removed line reappears in minecarts/nbt.rs or minecarts/index.rs (pure move, exempt from the 500-line count); the new head adds only main merges (same tree as the reviewed head merged with main).
🤖 Agent: EnchantmentHelper.updateEnchantments returns EMPTY when the component is absent, so enchant is now a no-op on a stack whose enchantments (or a book's stored ones) were removed.
🤖 Agent: a play PingRequest is answered with PongResponse on its own connection (handlePingRequest) and kept through the held/handover filter; it doesn't touch last_action_tick. 5/5 ping tests pass with resources.
🤖 Agent: rusqlite 0.41 with fallible_uint keeps the u64/usize conversions the server stores; fmt, clippy -D warnings and its 59 tests pass inside the telemetry workspace (pr_ready skips it).
🤖 Agent: SeenGrid cells stay sorted (binary insert on update), so candidates merges 1-4 cells without sort_unstable and still returns snapshot order (the 2000-round randomized test holds); main merged (world.rs), bench seed's hex grouping fixed for clippy.
🤖 Agent: docs only, one CONTRIBUTING paragraph pointing mod-related pull requests to arismoko/horizon (the project decision of 11-09); mods.md and native-mods.md never said where to send them, so they stay.
🤖 Agent: adds horizon_hooks::pages::Place::Extras, a page with no entry of its own whose rows join the Extras page group named by their title (or get a group of their own after the page's groups); stacked on #14153 (layers/pages-pause).
🤖 Agent: with no page registered for the pause menu, pause_rows is the split row alone (or empty), so the grid, icon row and focus ids are exactly as before; registered pages take ids 40+index and open the options screen at Page::Added like the split row does.
🤖 Agent: horizon-ctl status's display object is built by window::display now, the same width/height/refresh/scale fields as before, so tools reading it see no change.
🤖 Agent: a registered slider is a real Opt (Opt::Page(page,row)), so drag, arrow keys, narration, focus and search come from the existing slider code; its arms read the page's rows only for that variant, and options_ui.rs still shrinks (horizon_page_tooltip moves out).
🤖 Agent: per-frame cost with no layer registered is one sealed-slice load and is_empty in draw_extras (no canvas, no corner pass); a layer's place() uses native_corner_shown, so F3 hides the same corners for it as for mods' boxes.
Replay playback moved out of Studio into game/replay.rs's Replay; the
pointer-capture fixture carries game.replay.driver and Game::studio_up.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
fov.rs and the pointer-capture methods now ask self.studio.flying() and
replaying(); the fixtures mirror those three methods of game/studio.rs.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: pushed one fix: the control socket's sign on a read-only book again answers 'not a book and quill' (the catch-all arm had turned it into a silent success).
🤖 Agent: pushed one fix: the stack's modifier amount is read as a double (it went through float_value, so 0.1 became 0.10000000149), and the test now pins 0.1.
🤖 Agent: plain git revert -m 1 of #13968, which put the shaders/ pack-format config into an engine crate (horizon-render-pipeline); the layer rule puts that format in platform, and no layers.json allowed entry changes.
🤖 Agent: with no page registered the options screen is unchanged (Horizon Settings gets no extra row, nothing is asked per frame); a registered page's rows are rebuilt only while it is open, and every act sends Event::Changed so the crate's settings store is saved.
test_compute_fov_hook and test_world_input_capture paste fov.rs and the
pointer-capture methods into a fixture Game; those now read
self.studio.{freecam,replay,rmb_down}, so the fixture carries a Studio.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
remote.rs is over 3000 lines and may not grow (verify's "Big files don't
grow" failed): remove_entity, remove_entities and their test move to
game/remote_removal.rs, a child module of remote, unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
FrogModel.setupAnim applies FROG_WALK with applyWalk(pos, speed, 1.5F, 2.5F)
on land (1.0F is the swim animation's).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: crafting_dye and crafting_imbue entries follow DyeRecipe.display and ImbueRecipe.display exactly (OnlyWithComponent dye, DyedSlotDemo; WithAnyPotion source and result), checked against the 26.3 bytecode.
🤖 Agent: pure move of 82 lines that puts the moderation durations into horizon-server-files, the first step of the chat filter's engine hook (#13942 is stacked on it).
🤖 Agent: only unknown codes spend the nameplate bucket, so once a code exists an attacker's joins stop draining it and a friend waits at most one refill (12 s at 5/min).
🤖 Agent: pure move; mob_geometry and mob_geometry_inner go from creatures.rs to creatures/mob_geometry.rs, only super:: paths one level deeper and two rustfmt reflows.
tick_remote_level asks the input source (input_move) instead of pad_move, so
the order check (load completes, then the player moves) looks for that call
(verify run 42649031940).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: verified pure move: every removed line reappears in creatures/spawn_eggs.rs once visibility and super::super:: are normalised; creatures.rs 8896 -> 8732 counted lines.
🤖 Agent: joining a friend now works only in horizon-official (the shipped game); the friends harness was switched to that binary in the same PR, so CI's friends_integration run is the proof that release builds still join.
🤖 Agent: pure move; ParticleEngine::send_particles and create go unchanged from particles.rs to particles/spawn.rs, so particles.rs shrinks by 67 lines.
Main retranslated 252 Belarusian launcher strings; this PR removes the 28
offline-name keys. be.json is main's file with those 28 keys taken out (7 of
them were among the retranslated ones); every lang file parses and none keeps
a removed key.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: pure move of the Friends screen out of the engine library; the build without Friends keeps naming the pause icon "Play with Friends" from friends_off.rs, so the widget tree and controller focus are unchanged.
🤖 Agent: docs only: docs/forking.md now says forks register their own Azure app and may not ship or fetch Horizon's client ID; nothing found to change.
🤖 Agent: speed_bonus now reads finalize::transient, the same minecraft:baby modifier /attribute reports, so modifier remove slows the baby and a baby piglin gets 1 + 0.2f, not 1.5.
🤖 Agent: Mob::do_move now casts Entity.move's FALLDAMAGE_RESETTING/WATER ray only when fall_distance != 0 and the move is a block or more, so it costs nothing on an ordinary tick; boats share the same helper and now query the water on a tagged block too.
🤖 Agent: release_after_block_move runs AbstractArrow.move's shouldFall check after every non-SELF move, including a push limitPistonMovement or the collisions cut to nothing; #10243's part is already on main, so the net change is piston_push.rs plus the new harness.
🤖 Agent: TagValueInput.getLongOr takes any NumericTag (longValue), so an Int LootTableSeed now seeds the roll as in vanilla instead of falling back to the position seed.
🤖 Agent: the extra cost is one O(mobs + boats) scan per body a moving piston or shulker lid pushes, the same set item_entity_collisions gives items; the new harness pins the snowball stopping at the boat's side.
🤖 Agent: the engine keeps only the friend: address form; a build without a resolver refuses such an address with the same invalid_address key the old cfg(not(feature = "friends")) path used, so reconnect still never retries it.
🤖 Agent: git 2.5x runs a detached geometric auto-maintenance after each commit that gc.auto=0 does not stop; the test now runs git with no user/system config and maintenance.auto=false, so the 12 packs it counts stay 12 (desktop: 10/10 failures before, 10/10 OK after).
LivingEntity.travelFallFlying takes lastSpeed before the glide update, as
move_h does; the post-update speed left move_h unused (verify failed).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Its `mod` line moves from gfx.rs (over 3000 lines, docs/layers.md#file-size) into
surface_setup.rs, the device request that reads it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
horizon-hooks gains Hooks::player_layers with a plain PlayerDraw (bone
matrices, the frame's ticks, the body pose, sprites, draw of an Arc<Mesh>
with its parts posed) and the Mesh/Quad/Bone/Pass types. The engine
implements it on the GPU skin path (each mesh made a Part once, cached by
its address while a crate holds it) with the vertex path as fallback, and
dispatches it from creatures.rs's world pass one call for one call; the
cosmetics still draw there until 2a-ii.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: docs only (docs/layers.md): the Platform registries spec as built in #14036/#14070/#14081/#14096/#14110 (HUD place() returns None under F3, seat() for splitscreen), and the launcher/horizon-server exception rows removed after #13905.
🤖 Agent: the earlier verify failure was main's options_ui.rs growth measured against this branch's old base; with main merged in it passes, and mob_ai passed with this change on union19b, so a stung player stays the bee's angry_at through the chunk save as Bee.addAdditionalSaveData writes it.
🤖 Agent: the prepare lock now unlocks explicitly on drop, so a child that inherited the descriptor between fork and exec no longer holds the flock past the preparation (#8001); the new test holds a dup'd descriptor to show it.
🤖 Agent: pure move; pub(super) from render_tick.rs is narrower than it was in game.rs, but the only mention outside game/ is a doc comment in clock.rs, so nothing loses access.
🤖 Agent: the official and partner server entries now live in official_servers.rs behind a lib horizon-extras feature, and servers.dat's lock moved to horizon_protocol::servers::lock(); a plain build adds no server and carries no afri-network address.
Remote entity client update now calls frog::walk_target for Species::Frog so limb_speed advances at the vanilla 25x distance rate instead of 4x. Also restore FrogAnimation.FROG_WALK speed factor to vanilla 1.0F in body_anim and guard keyframe looping against zero length.
🤖 Agent: both skips only move side-effect-free checks (box intersection, empty effect lists) ahead of the lookups; the set and order of mobs that push or swirl is unchanged.
🤖 Agent: text_start_x is EditBox.updateTextPosition's centred textX ((width - text width) / 2 from getX), and position_at measures the click from the same start, as findClickedPositionInText does.
As ludovic111 asked on #13780: asking the device for ray queries, and the log line
saying why it is on or off, happen only in a `horizon-extras` build
(horizon-client's feature now enables horizon-client-render's). A plain build
requests the device it requested before, whatever HORIZON_RAY_TRACING says
(`only_an_extras_build_asks_for_ray_tracing`, run with and without the feature).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
names.rs, scoreboard.rs and perspective.rs call the engine dispatch
(name_decoration, player_mark, camera) instead of the cosmetics; the
cosmetics answer from their per-seat state: badges become sprites by id
put in the atlas from the frame hook, covered slots read PlayerModel's
gear, the camera pull comes from the emote that pulled it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
horizon-hooks gains Hooks::name_decoration (a Copy NameDecoration: mark
rectangles, a badge cut from the crate's sprite, the lift over the body),
player_mark for the player list, camera (a share of the third-person
distance), and sprites by id: Sprites read while drawing, SpriteStore
filled in Hooks::frame (skin slots, hooks/<hex>). PlayerModel carries
gear and invisibility; Frame says whether the world is the window's own.
horizon-platform re-exports them. The engine fills the store; no crate
answers the new hooks yet (step 3b).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Step 1 of #13780 (carrying on the #1180 spike): the device requests wgpu's
EXPERIMENTAL_RAY_QUERY when the variable is set and the adapter has it, and
logs why it stays off otherwise. Nothing draws with it yet; without the
variable the device opens exactly as before. The unsafe opt-in lives in
horizon-hdr, which already holds the GPU calls the game crates can't make.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
studio::EDITOR = cfg!(feature = "horizon-extras"): without it the bars,
camera path, editor mouse and keys and the freecam/keyframe/path and
studio screen commands are off; recording and playback stay (platform).
The default build is unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: ParticleLevel::block is World::block with a one-chunk Cell in front (same air fallback), and the other edits (lava smoke, bubble removal, lifetime_alpha) keep their random draws and results. Queue BEFORE 14097 (its Ctx impl sits beside this PR's Ctx<'a, 'l>).
🤖 Agent: packaging only; Cargo.lock has no git sources, so buildRustPackage needs no outputHashes, and nothing the source filter drops (launcher/, nix/, docs pages) is read by the build.
🤖 Agent: the delay is per button identity (row id + kind) with vanilla's strict elapsed > 500 ms, and costs one Instant::now() per frame on the social screen only.
Pure move: open/close/seek/advance, record start/stop/status, the world
snapshot and the record/replay words of /studio and horizon-ctl studio
leave game/studio.rs, which keeps the editor (free camera, path,
timeline, top bar, its own command words). Where playback touched the
editor it calls it: save_studio_camera_track, studio_replay_opened,
studio_replay_advanced, studio_replay_closing, studio_replay_closed.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The project decided that mod-API work (native hooks, native, content and
wasm mods, mod builds and the registry) is reviewed and merged on Ari's
fork. Say so where contributors look first.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Main's Polytone item bar colours (#fb354374e3) move behind the new
PackFormats::item_bars hook (glue pack_formats/item_bars.rs, test moved with
them), and environment.horizon_height joins the engine's Environment.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
lan.rs is over 3000 lines and may not grow (tools/check_file_size.py): the
tracker now goes in on the line that picks the owner's guest, and the
comment moves to playerdata::with_warden.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
creatures.rs is over 3000 lines and may not grow (verify's file-size check):
the join-order insertion moves to join_seq.rs, with a unit test.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: pure move; poll_stationary_client, poll_remote and poll_remote_events go byte-identical from remote.rs to remote_poll.rs (a #[path] child of remote), only visibility and super::super::server_links change.
Recording and playback are platform, Studio's editor is Horizon
(docs/layers.md, Replays): the driver, the camera type to restore,
standalone and the playback clock move to Replay; Studio keeps the free
camera, timeline and top bar. Callers ask self.replay.playing(); the own
player's tick fraction is Game::own_player_alpha(). No behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Its own workspace still resolved rusqlite 0.37 -> libsqlite3-sys 0.35,
which bundles a SQLite older than 3.54 (RUSTSEC-2026-0459). rusqlite 0.41
resolves libsqlite3-sys 0.39.1, as the root workspace already does.
rusqlite 0.38 moved the u64/usize conversions behind fallible_uint: turned
on, so the stored values convert as before (an error past i64::MAX).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- A channel of one frame or none was skipped before the mixing loop, so it
never stopped and kept its channel; the inaudible fast path also computed
(frames - 1) in usize, which underflows for an empty sound. Both now stop
it, as the loop does; a step of 0 no longer stops a sound the loop keeps.
- Mixer::camera_epoch was written and never read.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`Sim::tick_block`'s chest arm is `ChestBlock.tick`/`EnderChestBlock.tick`:
it recounts the openers through `recheck_container_openers`
(`ContainerOpenersCounter.recheckOpeners`), broadcasts the lid event and
re-schedules the five-tick tick while anyone has the container open. The
rows still said only the copper golems' openers were rechecked.
🤖 Agent: LastOutput is now saved as a component, keeping the red, click-to-suggest feedback of a failed command (BaseCommandBlock / ComponentSerialization.CODEC). The case keeps to failed commands, so no new score holder changes the later /scoreboard players list order. command_exec: 19063/19065; the 2 left are the zombie PersistenceRequired pair, which fails the same way on main 8321f11360.
🤖 Agent: a non-list messages now empties the side as SignText.CODEC does; still open: 26.3 also fails a side whose messages are missing or not exactly 4 (listOf(4, 4)), a follow-up.
🤖 Agent: the cushion now takes lava damage at the check interval, as vanilla does; cushion_placement (2852 cases), fall_damage and living_fall pass on a union with main.
🤖 Agent: OptiFine custom sky now reaches the engine only through pack_hooks::PackFormats::custom_sky, resolved once per pack load (the per-frame draw keeps the same layer list and shader). layer plan M6 step 1. verify green on this head; no vanilla behaviour changed (parity.py selects 633 harnesses only because game.rs is touched; none observes pack skies).
#14094 adds EditBox::centered beside text_color and a test at the end of
ui.rs's tests; this PR's field, initialiser and test touched the same lines.
Moved further down so both merge in either order. No behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Keeps this PR under the project's 500-line limit (519 -> 468): the ignored
custom_ticker_cost timing test follows in a separate PR. Ctx's field() moves
to the end of its Host impl, so this merges cleanly beside #14089, which
changes the impl's own line.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`Sim::pickup_block` returns false for a waterlogged barrier unless the
breaker is creative, which is `BarrierBlock.pickupBlock`'s gate; the row
said the rule was not there.
The glass About card's row had Open; building location_row there dropped
it. location_row's action is now Open and Move side by side (only the
glass page builds it: the old settings page is unreachable).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The PNG is now written on its own thread, so the first press's file may not
exist yet when a second press picks its name: both took the same path and
two writers raced on one file. screenshot_name also skips the paths of the
screenshots still being written (UiState::screenshot_messages).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
`Mob::on_climbable` takes an open trapdoor over a matching ladder, as
`climbing::on_climbable` does for the player, and `Game::mount_events`
posts `entity_dismount` for players and mobs alike. Both rows still
described the old gaps.
DefendVillageTargetGoal.canUse finds the villagers through attackTargeting
(forCombat().range(64)), which tests the golem's line of sight to each: a
villager behind a wall no longer sets the golem on the player. The PR body
named this change but the commit missed it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Shulker.getColor treats the byte as signed: 16 and above are undyed, and a
negative id reaches DyeColor.byId, whose OutOfBoundsStrategy.ZERO gives
white. Keeping the raw byte (255 for -1) sent it to the undyed texture.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Split::enter loaded a guest's profile before its turn began, so the
crates' settings stores read the guest's lines into P1's seat. The load
now runs on the guest's seat; a new profile is saved on P1's seat (the
stores write P1's values, as the rest of the profile copies P1's) and
its stores are read back into the guest's (Settings::load_stores).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
horizon-hooks gains Hooks::frame and Hooks::tick with a plain player-model
view (PlayerModels, BodyPose moves here), re-exported by horizon-platform.
The cosmetics' client, emote feed, owner check and presence live in a
per-seat static behind those hooks; only a window's game calls them, so
the server thread no longer runs tick_emotes. net::Session gets a serial
that names the connection.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: the event is posted only after start_riding_jump accepted the jump, so a refused or unsaddled jump stays silent as in Camel.handleStartJump; the new harness now gates only on its non-diag rows (0b5a2c1). The functional change is ~20 lines, the rest is tests and the harness.
🤖 Agent: isAir plus SnowLayerBlock.canSurvive's two tags (cannot_support first, then support_override, then the full top face), four tag lookups per snow golem tick.
The world pass discarded its depth unless a shader pack, TAA, OIT or a
native mod read it, so a resource pack's post chain that samples
minecraft:main with use_depth_buffer read cleared depth (0, the sky)
everywhere. The freepack's sun glare tests the sky around the sun in
that depth, so it shone through hills and walls. The depth is now kept
whenever post effects run, as GameRenderer hands them the main target.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A pure move that makes room for the next commit: `gfx.rs` is over 3000 lines and
may not grow (docs/layers.md "File size"). `move_off_page` leaves it unchanged, imported back
under the same path.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
game.rs's inline Studio blocks (bars, camera path, timeline drag, mouse
buttons, free-camera flight) and play_keys.rs's replay shortcuts move into
game/studio.rs methods; the engine reads Studio through replaying(),
flying() and active(). Pure move, no behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: screen_time advances in tick_particles (once per client tick, not per frame) and resets on a different Screen variant; two containers of the same variant share a count, a small gap next to the measured frames.
🤖 Agent: checked line by line: every removed line reappears in entity_nbt/hanging.rs; only mod hanging, the pub use, use super::* and the module doc are new.
🤖 Agent: reads() is conservative (any token naming the varying keeps it), and hz_/horizon varyings always travel, so the only change is fewer locations; ~120 of the 539 lines are new, the rest moved verbatim into translate/varyings.rs.
🤖 Agent: maintenance.auto=false is set only in the test's temporary repositories, and shutil.which("bash") finds the same bash on Linux and macOS, so CI is unchanged while Windows with git 2.54 stops failing.
🤖 Agent: anger_end_time is now the absolute value vanilla keeps (only startPersistentAngerTimer/stopBeingAngry move it), and around_tick costs two compares per NeutralMob tick; the h262 expectation 151→150 is the vanilla value for a NoAI wolf. Parity runs on this head before the merge.
🤖 Agent: with no content mod loaded, a swimming mob's tick no longer scans its box twice or reads each water cell's block again: the mod-fluid scan is gated on fluid::mod_fluids_loaded().
🤖 Agent: canChangeValue in 26.3 is set by setFocused (mouse or Tab) and flipped by Enter, not the drag; the sprites take can_change_value || dragging, so a drag no longer lights the track and a Tab-focused slider keeps vanilla's lit handle.
🤖 Agent: Auto keeps today's HUD at paper white, and an older hdrUiBrightness becomes that share of a hand-set Paper White in nits; main's output_apply test now asks for 150 nits under a reported 250 (0.6).
🤖 Agent: an old horizon-graphics.txt with hdrKey still loads (the parser skips unknown keys, pinned by the new test), and main's hdr_failed_start stays beside it after the merge.
AttributeModifier.amount is a double; going through float_value turned
0.1 into 0.10000000149. The test now uses 0.1 to pin it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
begin_signing does nothing for BookScreen::View, so the catch-all arm
turned that error into a silent success.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Game's ten studio_* fields and last_replay_tick become one field, studio:
studio::Studio. Pure gather: every access is renamed, nothing else changes.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A crate above the engine adds rows to Horizon Settings' Extras page: they
join the page's group the section's title names, else a group of its own.
Auto-reconnect moves out on it next.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: pure move, no behaviour change: native_rows, the native key wait (the two duplicated Act::NativeKey handlers now call one method) and the key binding go to options_ui_pages.rs, a child module that keeps access to the screen's private types; options_ui.rs 8441 -> 8391 lines.
Part of #13007. Each removed id ran its own retain over the mobs, orbs, dropped
items, falling blocks and primed TNT, and a scan of the passenger map, so a
packet of n ids made n passes over lists that hold thousands of falling blocks
while sand drops. RemoveEntities now removes its ids together: the per-id side
effects keep their order (the dragon's nearest crystal still follows the
crystals one id at a time), and those five lists and the passenger map are
filtered once against the packet's ids.
8,000 falling blocks, packets of 256 ids (debug test build): 26.1 ms -> 1.3 ms
per packet.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
mob_geometry and mob_geometry_inner, the per-frame drawing of mobs, players and
projectiles, move unchanged into a child module of creatures.rs, so a change
to them (#12276's client_entity_render) no longer grows creatures.rs, which is
over the 3000-line limit. Only the visibility (pub(in crate::game)), the
super:: paths one level deeper, and rustfmt's reflow of two lines follow the
new module.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The revert re-added `const BUFFERS` and a blank line, so the file grew from
5859 to 5860 lines over the 3000-line limit (verify run 42650015942). The
import does the same in no extra line.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: the riding pickup box is right (Player.aiStep: union with the vehicle's box, inflated 1/0/1). The partial-pickup half was not: Inventory.add returns true once any of the stack goes in, so playerTouch still calls take, awards ITEM_PICKED_UP with the stack's original count and calls onItemPickup. I restored that, using vanilla's count.
`tools/port_map/game2-002.tsv` said `Shulker.readAdditionalSaveData` reads
`AttachFace`, `Peek` and `Color`; the row now names the codec's wrapping and
the two raw bytes the port keeps.
`mob_from_nbt` is what `Game::load_mob` goes through. A shulker with
`AttachFace: 7b`, `Peek: -1b` and `Color: -1b` loads with `variant3 == 1`
(`abs(7 % 6)` is up), `counter == -1` and `color == 255`.
Without the coercion they load clamped: `left: 5`, `right: 1` for the face,
`left: 0`, `right: -1` for the peek and `left: 16`, `right: 255` for the
colour.
`Shulker.readAdditionalSaveData` reads three fields with different rules:
- `AttachFace` is `Direction.LEGACY_ID_CODEC`, whose `from3DDataValue` wraps
the byte through `abs(id % 6)`;
- `Peek` is `getByteOr("Peek", 0)`, a raw byte put straight on the synched
data;
- `Color` is `getByteOr("Color", 16)`, a raw byte too.
Horizon clamped all three to the setters' ranges (`0..=5`, `0..=100`,
`0..=16`): an `AttachFace` of 7 became east (5) instead of up (1), a negative
`Peek` became 0 instead of the byte vanilla stores, and a negative `Color`
became 0 instead of 255.
The load now wraps the face and narrows `Peek` and `Color` to bytes, exactly
as the codec and `getByteOr` do.
🤖 Agent: the registry-name read goes through SyncedNames, the same builtin+dynamic tables the hub syncs to clients, so a mod sees the names a vanilla client gets; Hub::synced_name and interact_location moved out (file-size rule).
🤖 Agent: the sea level now follows the level's generator through levels.rs's locator swap, so flat worlds send -63 on login and respawn; lan.rs/lan_actions.rs kept from growing with two pure moves (ada4756).
🤖 Agent: the section cache gives the same states as Chunk::block, including air for a missing chunk or section. With the contextual test now on the registry's flag (6ee08b4), the cached shape is used only where collision_shape_with_context would return it too, so each raycast voxel saves an Arc clone and a lookup without changing a hit.
store_owner wrote the tracker into level.player_extra, then playerdata::store
replaced that with the guest's loaded snapshot, losing the warning level and
cooldown. Put the tracker into the owner guest's saved compound first.
Part of #9965
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
The project decided that Horizon plays only with a Microsoft account that
owns Minecraft: Java Edition. The launcher loses, in every build:
- the hidden Developer options section (seven clicks on the sidebar
version) and Settings::dev_offline;
- offline names: adding, selecting and playing as one, the game's made-up
name as a player, their skins and capes (skins.rs, skin_page.rs), the
quick switch's and Settings > Account's offline entries, and the CLI's
`account offline`, `account forget-offline` and `account skin`;
- the `--name` and HORIZON_OFFLINE_SKIN* it gave the game for them.
The game plays as the selected account (else the first), and
account::launch_for_game requires that account to own the game itself:
another account's ownership no longer lets it start under a name of its
own. With no network, its last answer still stands, as before.
Files from older launchers still load: accounts.json's `offline`,
`offline_selected` and `looks` and settings.json's `dev_offline` are
ignored on read and gone from the next save, which also deletes the old
names' skin and cape files.
The 28 strings only these used leave the 86 lang files and the
lang_review copies.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- Early-out for stationary listener in Audio::set_listener (bypasses mutex lock contention completely when camera does not move, ~5.25 ns vs ~36 ns)
- Eliminate redundant distance sqrt in stereo_gains: projections onto orthonormal basis preserve Euclidean distance, so reuse d.length()
- Replace asin in elevation with sqrt(1 - u^2) using identity cos(asin(u)) = sqrt(1 - u^2), avoiding inverse trig entirely
- Single-camera fast path in mix to avoid splitscreen camera search loop in normal single-player / multiplayer mode
- Distance squared early-out for linear attenuation (bypasses basis projections and stereo gains for inaudible sounds outside attenuation radius)
- Fast sample skipping for silent / zero-gain audio frames without decoding interpolation
- Batch channel parameter updates via Backend::update_channel, reducing 3 mutex lock acquisitions per ticking instance to 1
- Batch stopped query via Backend::filter_stopped, replacing N individual channel mutex locks per tick with a single query pass
- Avoid O(N*M) entity loop in Game::start_mob_sounds by collecting bee indices in initial filter pass
Co-Authored-By: Claude Opus 5.5 <[email protected]>
AnvilScreen sets setInvertHighlightedTextColor(false) on its rename box, so a
selection leaves the white text alone instead of painting it black on the
highlight. EditBox always inverted it.
🤖 Agent: a registry version revoked by sha256 may now keep its entry, so a lost signing key can be rotated (baritone #276); the PR's tests, clippy and fmt were clean.
🤖 Agent: pending_uploads drains every frame independently of meshing (world_update's budget loop), so counting it against the mesh room is pure backpressure with no stall path; the room counts columns while the backlog counts sections, which only makes the hold stricter at wide distances.
🤖 Agent: item_bar_color takes a read lock and scans ITEM_BARS per drawn damage bar; with no Polytone item modifiers that Vec is empty, so vanilla packs pay nothing measurable. The two stacked commits are already on main (#13703, #13704).
🤖 Agent: settings store only routes lines at load/save time: with no store registered Settings::load/save read and write exactly what they did (horizon-extras.txt unchanged, no new file); a store's own file keeps lines no store owns, the shared horizon-extras.txt does not (Extras rewrites it).
A page registered with Place::Pause gets a full-width button in the
pause menu, above Options and under Splitscreen's settings, labelled
with its title; it opens the options screen at the page. The split row
and the pages' rows share one list (pause_rows), so the grid, the icons
and controller focus place them alike. With nothing registered the
pause menu is unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The two entry points that bring particles into the engine move unchanged into
a child module, so a change to them (#12277's client_particle hook) no longer
grows particles.rs, which is over the 3000-line limit.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: discord_presence.rs now uses only horizon_command's GameMode and a max the caller passes (Play::Hosting { players, max }, still lan::MAX_PLAYERS), so the presence client can move to a Horizon crate as a plain file move.
🤖 Agent: insert path and the client's jukebox_takes now read the stack's jukebox_playable like the comparator and song tick (pushed 2fe3429), so a removed component is refused and any item given one is taken, as JukeboxBlock.useItemOn does.
🤖 Agent: rows and the Mined column match ItemStatisticsList (Block.asItem, BlockItem.getBlock) and the comparator's sortOrder × (value, Item.getId); I pushed 8396106b2e: the sort looked each row's registry id up with a linear scan of ~1500 items, several times a frame while the screen is open, now one HashMap per sort.
`ServerRecipeBook.addRecipes` sends one entry per display of a recipe.
`book_entries` had no writer for `crafting_dye` or `crafting_imbue`, so it
fell through to "no display": a learnt leather-dyeing or tipped-arrow
recipe never reached the player's book, though removing it sent the right
Remove packet.
- `crafting_dye` writes `DyeRecipe.display`: the target and the dyes kept
to the DYE component, the `minecraft:dyed` demo of the two, then a
crafting table; the placement is the target and the dye.
- `crafting_imbue` writes `ImbueRecipe.display`: the 3x3 shaped display of
four materials, the `with_any_potion` source, four materials again, and
the result wrapped in `with_any_potion`; the placement puts the source
in the middle cell.
Both are single-display recipes, so they also get their ghost display now.
Covered by unit tests of the decoded entries and by the all-real-recipes
round trip, and the variants parity harness now grants and takes back
leather helmet dyeing and tipped arrows beside map cloning.
Co-Authored-By: opencode (DeepSeek V4.1 Flash) <[email protected]>
ai::speed_bonus hard-coded 1.5 for baby zombies and piglins, so a baby
whose minecraft:baby modifier was removed with /attribute kept running
fast, and a baby piglin ran at 1.5x where Piglin.SPEED_MODIFIER_BABY is
+0.2. It now applies finalize::transient's MovementSpeed modifier
(ADD_MULTIPLIED_BASE), the one /attribute reads.
Part of #11994
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: matches checkHotbarKeyPressed's getCarried().isEmpty() gate; merged main in, where a double-click test had landed at the same spot, both tests kept.
Horizon's Azure app registration and Mojang's approval of it cover Horizon's
own builds only. Forks and derived launchers register their own app, seek
their own approval, and must not ship or fetch Horizon's client ID.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A registered page's Slider row is one of the options screen's own
sliders (Opt::Page(page, row)): dragging, the arrow keys, narration,
focus and search work as for the engine's options, and the page hears
Act::Slide. Page::tooltip (default none) gives a row's hover text, which
may follow its value.
The registered pages are read from horizon_hooks::pages directly (a
test sets its own per thread), and horizon_page_tooltip moves to
options_ui_pages.rs: options_ui.rs shrinks again.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
An invite code is eight Crockford symbols: four nameplate symbols the
relay routes by (20 bits) and four secret symbols the host checks (20
bits). The relay sees only the nameplate, so it can count joins whose
nameplate does not exist, not wrong secrets for one that does; the host
already retires a code after five of those.
This adds a budget for unknown codes for one nameplate (5 a minute,
burst 10), spent whichever address asked and checked before the lookup:
without it, one address set can take the whole global unknown budget
for a single short code. The check records nothing for a nameplate it
has not seen; only spending an unknown code creates the entry, so a
join refused by another budget leaves no state behind.
Verified: cargo test -p horizon-relay (31 tests) and clippy
--all-targets with -D warnings.
BookSignScreen sets its 15 character title box centred, so the title and the
caret sit in the middle of the 114 pixel box. EditBox had no centred mode: the
text (and a click on it) started at the box's left edge.
The tunnel extension point moves to horizon-hooks (re-exported by horizon_platform::hooks),
offered by a hook instead of a startup registration. horizon-friends' new game feature holds the
resolver, and horizon-official registers it with the other Horizon parts. The friends harness
runs the official executable. Layer plan M5.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
remote_pushes looked up every mob's player entry and scoreboard team
before testing whether its box meets the player's; effect_swirls worked
out every mob's width and height before seeing it had no effects. Both
skips come first now, for the same pushes and particles. At 10,000 pigs
the client tick takes about a quarter less of the main thread.
Fixes#14053
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: prepare now picks a Minecraft folder that holds every library of the version, which is what the azure-json failure in #13872 was missing; the prepare tests pass.
🤖 Agent: checked against 26.3's bytecode: AbstractContainerScreen's constructor sets skipNextRelease = true, so the release of the click that opened the chest no longer picks up the slot under the pointer. I merged main (it conflicted with #13946's test) and kept both tests.
Entity.collide's getEntityCollisions: a pushed entity collides with the
entities it can collide with (canCollideWith: a boat, a living shulker, a
happy ghast held still), not only with blocks and the world border.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: pure move: emotes.rs and emote_wheel.rs keep their bodies under game/cosmetics/, their state joins Cosmetics, and game.rs loses its two emote fields (9 lines shorter)
Maintainer feedback from PR #13906 requested keeping signatures identical and
placing the one-chunk lookup cache directly inside ParticleLevel via
Cell<Option<((i32, i32), Option<&'a Chunk>)>>, avoiding threading _cached twins
and preventing particles.rs from growing beyond base size.
- Store cached_chunk inside ParticleLevel and read through ParticleLevel::block.
- Decouple Ctx lifetime parameter in polytone.rs (Ctx<'a, 'l>) so ParticleLevel's
invariant 'a does not constrain stack evaluation borrows.
- Keep particles.rs strictly under line size limits (5,195 non-test lines vs 5,197 base).
- Passes check_file_size.py, cargo fmt, clippy -D warnings, and particle unit tests.
Since git 2.5x, `git commit` starts `git maintenance run --auto` detached
after every commit, and its default strategy repacks geometrically even
with gc.auto=0. The packs the tests build were folded while they were
counted: 12 built, 3-6 found on the desktop (git 2.54, every run), and
intermittently in CI verify (run 42647063573 on #13970).
The tests now run git with no user or system config, no inherited GIT_*
variables, and gc.auto=0, maintenance.auto=false, no detached gc. The
assertions are unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On Windows, Auto takes the display's peak from DXGI's MaxLuminance, which is
mostly the display's EDID figure and often runs high. The HDR page still said
the display was already set up ("Calibrate Anyway..."), though calibration's
Peak step works there, since PQ passes through unchanged.
Now the Windows reading marks its peak as a guess (`Reported::peak_guessed`),
and the page's Calibrate row reads "Calibrate..." and says the reported peak is
often too high, while Peak Brightness and Paper White stay on Auto. Auto still
uses the reported values, which beat the 1000-nit default. Once the player has
calibrated or set either value, the row offers "Use Automatic Setup" as before.
There the Peak Brightness row no longer says it is set up for the display:
its Auto is the guess. Paper White, the player's own slider, still does.
Compositor reports (Wayland) and macOS, which reports no nits, are unchanged.
The setup decision moves next to `Reported` (`Graphics::hdr_setup`), out of
graphics_ui.rs.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
poll_stationary_client, poll_remote and poll_remote_events move unchanged
into game/remote_poll.rs, a module of remote.rs, so a change to the loop
(#12271's cancellable packets) no longer grows remote.rs, which is over the
3000-line limit. Only the visibility (pub(in crate::game)) and one path
(super::super::server_links) follow the new module.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: pure move of crack_particle and particle_sprite into the existing game/block_particles.rs, bodies identical. I merged main in (daf537e): main's game.rs with only these two fns removed, after #13856/#13877 moved their neighbours.
The render thread waited for the GPU to finish the screenshot's frame
(poll wait_indefinitely), then converted the pixels and encoded the PNG
inline: at 4K or a Screenshot Quality above 1x, a second or more of frozen
game. F2's and the world icon's readbacks are now mapped asynchronously and
written on a thread of their own; the result reaches the chat a frame or a
few later. Agent screenshots and screenshot-sequence keep the synchronous
path, which hands them the result with the frame.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The fast path resolves the methods without arguments expressions read most (age, life,
custom, x, y, z, temperature, downfall) when the program compiles; a host may answer them by
that Field (Host::field) instead of comparing names, and one that doesn't, or a case it
doesn't cover, goes through the name as before, with the same value. The particles' host
answers a particle's own fields, the colormaps' block host its position and biome climate.
The equivalence test now also runs a host that answers fields.
Custom particle tick (custom_ticker_cost, release): 376 ns before, 344 ns now.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A Polytone expression ran through the interpreter's Values and Results: about 263 ns for a
firefly's alpha that costs 7 ns written in Rust. An expression of one statement whose every
part is a number (constants, arithmetic, comparisons of numbers, math functions, ternaries,
and root.method(...) calls) now compiles a second time into a tree of f64s. It answers
exactly what the interpreter would: the result's kind (number, boolean, or a method's own
value at the top), method arguments as the interpreter passes them, Value::truthy for
methods in conditions; anything that could tell them apart (strings, == on a method's
value, locals, game functions) stays in the interpreter. A test runs a corpus of
expressions through both and compares every value and every host call.
Custom particle tick (custom_ticker_cost, release): 715 ns before, 376 ns now. A section's
colormap tints (colormap_tint_cost): 178 µs before, 135 µs now, same colours.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
custom_ticker_cost (ignored) ticks a firefly-like custom particle (five expressions with
sines and a named custom) and prints the time a tick takes, about 0.7 µs in release.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: this answers #13740's review: the queue is per Game (window and server thread apart), jobs run on their own horizon-mod-worker pool, and panics are contained with the mod named. The fragment stamps cleanly (tests.test_stamp_native_hooks OK), and the test-module reorder in game.rs is what keeps that file from growing.
🤖 Agent: matches TargetingConditions.test: range * getVisibilityPercent floored at 2.0, with the targeter's type passed so mob heads count as they do for the other users of visibility_percent. Moving Tempt and the tests out of goals.rs is a pure move; that file is over 3000 lines and may not grow.
🤖 Agent: reads_only counts any Root or Host expression as reading everything, so a colormap is only shared up a column when its axes can't see the height. Measured 2.16 ms down to 178 µs per section, with the same colour checksum. It carries #13806's commits; land it after that one.
🤖 Agent: everything new runs once, when the mesh tables are built (biome_functions, Colormap::flat), and with no pack setting biome_colors the tables come back unchanged. horizon_height defaults to vanilla's 63, so without a pack the sky disc doesn't move.
🤖 Agent: matches FallingBlockEntity.tick: the (0.7, -0.5, 0.7) landing slowdown happens before the MOVING_PISTON test, and the 0.98 drag at the end of the tick. Neither placement nor cancelDrop runs there, so the block stays falling for the piston to push. The new command-exec group is now in CI's parity run.
🤖 Agent: own_inventory() reads the player's Inventory.items 0-35 straight from the synced inventory, so it answers the same with a chest up or the window's own inventory, where menu_stacks() is None; the client test checks hotbar slot 0 with a menu open. main merged in (docs conflict beside slot_roles).
🤖 Agent: the 1000 ms hold matches LoadingOverlay.isReadyToFadeOut's fadeIn gate, counted from spawn rather than from the first drawn frame (a frame's difference). The new test slept 50 x 1 ms against an 80 ms hold, which a loaded runner can overrun, so I pushed 308bf3d: it holds for an hour, waits for the worker, then lifts the hold.
🤖 Agent: verify checks out with fetch-depth 0 and runs on refs/pull/N/merge, so HEAD^1 is the main it lands on; pull_request.base.sha goes stale after a push, which is the false size failure in #13874.
🤖 Agent: vanilla's paths don't change with no mod fluid loaded (holds() falls back to the caller's tags, add_mod_tags adds nothing). add_mod_tags does run on every entity's fluid update, but it's a 5-row scan then.
Splitscreen players share one process and thread, so a crate's statics
are shared by them. The engine now says whose turn it is
(horizon_hooks::seat(), re-exported in horizon_platform::hooks; 0 for
P1), set where split.rs switches turns and while a joining player's game
starts, so settings stores, pages and HUD layers can keep per-player
state.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: the launcher and horizon-server now reach the engine only through horizon-platform (feature-gated re-exports, so horizon-telemetry still builds without horizon-world); import paths only, no behaviour change; 7 layers.json exceptions removed.
🤖 Agent: no change without a pack, since vanilla 26.3 ships no textures/entity/lead.png and the walked entity/ folder only picks one up from a pack; the per-row UV split keeps both faces' rows consistent (near and far quads swap top and bottom).
🤖 Agent: matches ChatListener.showMessageToPlayer and FilterMask.applyWithFormatting, including narrating the filtered text; one difference left on purpose: vanilla's nextClearBit can run past the text's end and print extra #s for a mask longer than the message, Horizon stops at the text, which no real server sends.
🤖 Agent: Items::tags_only gave the sword max damage 0, so the anvil test checked nothing past that point. With the full table its trim and enchanting parts run for the first time, on prepared data only (CI has none).
horizon_hooks::hud (re-exported as horizon_platform::hud): a crate above
the engine registers a Layer that draws on a Canvas (size, tr,
text_width, text, fill, place). The extras' HUD pass draws the layers
after the minimap, PvP widgets and mods' boxes, stacked in the same
corners; a corner the debug screen covers gives None. With no layer
registered the engine builds no canvas.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: checked against 26.3's isPauseScreen overrides: SocialInteractionsScreen is false and the game-master block editors inherit Screen's true, so the table now matches; one match over every variant also makes a new Screen variant a compile error instead of a silent 'keeps ticking'.
🤖 Agent: pure move (only save_level and tick_world_icon gain pub(super)); the 4 port-map rows follow the code, and it stacks cleanly with #13887 and #13908 on main.
🤖 Agent: checked with --color-moved: the only lines that aren't moved are the pub(super) prefixes on sync_tick_chunks and tick_moving_pistons; it merges cleanly with main and with #13907/#13908.
🤖 Agent: the plain shadow_water program is now translated on every pack load, even when the GPU takes the patched one; that's load time only, and the full-outputs GPU test shows the fallback only kicks in at the device's output limit.
🤖 Agent: a blocking shield now loses durability from the stack it actually holds after a save round trip (item_nbt), and the dispenser harness fixture checks it; the merger waits for CI parity on this fork head.
🤖 Agent: anim::setup keeps its None fast path; an emoting player costs one dyn BodyPose call per pose, and set_playing only reallocates when the emote changes, not every tick
🤖 Agent: GitHub's +1605 is stale. With #13623 merged, the real diff against main is gfx.rs and output_apply.rs, +433/-26. The grace costs one Option check per update_output and a single extra display read at the 500 ms deadline, so a frame with HDR off pays nothing. It also merges cleanly together with #13810.
🤖 Agent: reusing #12913's swept bubble-column pass for the piston move is the right shape: moveEntityByPiston ends in applyEffectsFromBlocks, so the push gets onInside/onAboveBubbleColumn as the projectile's own move does. I swapped drain(..).collect() for mem::take to clear clippy; the new harness runs in CI parity.
🤖 Agent: /DEPENDENTLOADFLAG:0x800 makes Windows load the launcher's import DLLs from System32 only, and tools/test_launcher_dll_search.py checks the flag in the built PE so a build change can't drop it.
The flake built only the launcher, for Linux. It now also builds the game's programs from this
workspace, with nixpkgs' rustPlatform and Cargo.lock, on x86_64-linux, aarch64-linux and
aarch64-darwin (nix/):
- horizon-engine: horizon-client --no-default-features, the headless game (no ALSA or udev);
- horizon-server, with horizon-engine linked beside it, where the server looks for the game;
- horizon-prepare, with a JDK 25 as its default JAVA_HOME and its root (research-lock.json, the
exporters' sources) in share/: a wrapper copies that root somewhere writable unless --root is given;
- horizon-client with horizon-ctl, the libraries wgpu and winit open at run time on its rpath.
The launcher and the dev shell stay as they were, on Linux. docs/nix.md says how to use them. Nothing
of Mojang's is fetched or packaged. Part of #13841.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
WorldOptionsScreen gives portEdit the PORT_INFO_TEXT tooltip, so hovering the
LAN port box says what it is; Horizon drew no tooltip for it. The box stays
visible with LAN off (only its editing stops), so the tooltip shows there too.
PlayerEntry sets TOOLTIP_DELAY (500 ms) on its report, mute and show
buttons, so their tooltips appear only after the cursor has rested on the
same button for half a second (WidgetTooltipHolder). Horizon's social screen
drew the row button's tooltip on the first hovered frame.
social_screen::TooltipDelay now tracks the hovered Tip and its start time and
answers whether the tooltip shows; the screen's draw passes the current tip.
BookSignScreen's constructor sets its title box to titleValue, the text saved
when Cancel left the screen. Horizon reopened the sign screen with an empty
box while its title field still held the old title, so the next keystroke
started from nothing and Enter signed a title the box did not show.
BookScreen::begin_signing now fills the title box from the kept title, as the
constructor does, and both ways into the sign screen use it.
A pure move, for the file-size rule: spawn_egg_offspring,
spawn_egg_fluid_hit, spawn_egg_allowed, use_spawn_egg and
apply_spawn_egg_entity_data go to game/creatures/spawn_eggs.rs. Only
visibility and the `super::` paths change. creatures.rs goes from 8896
counted lines to 8732.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
After main filtered fake players out of the spawn anchors, building the
level from that list would drop them from natural_level too; main builds
the level from every player and SpawnPlayer from the filtered list.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Util.shuffle in ServerChunkCache.tickChunks draws from the level's random
whether or not a category may spawn, so skipping it moved every later draw
of that random off vanilla's. The candidate cache keyed on player x/z and
the chunk count went stale when a chunk's ticket level or entity loading
changed under a player standing still (an AFK farm). Both go; the allocation
savings (streamed Counted, reused SpawnPlayer buffer, the single-player
collect) stay.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
horizon_hooks::pages (re-exported as horizon_platform::pages): a crate
above the engine registers a Page (rows: heading, note, toggle, cycle,
button, key) with its entry on Horizon Settings. The options screen draws
its rows with its own widgets, asks for them only while the page is open,
and hands presses, Shift-presses and bound keys back to the page. With
nothing registered, Horizon Settings is unchanged.
The Horizon Settings rows move to options_ui_pages.rs with the entries,
so options_ui.rs shrinks (8391 -> 8363 lines).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
An animation with mode screen_time runs over the ticks the open screen has been open,
stretched over time_cycle_duration, and holds its last frame once that has run: measured on
the real mod with a recipe book button of four frames over 200 ticks (the first at 2 s,
the last at 10, 18 and 27 s). The GUI atlas's animated sprites now read the modes too
(time of day, weather, screen time), as the terrain's did; their expression modes still
run on ticks. animate_sprites moves to hud/animate.rs.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The name test (scaffolding, powder_snow) missed the liquid rule, so with
an entity's context a lava block took its cached empty shape, where
collision_shape_with_context gives a strider the lava's stable shape.
Read the registry's contextual flag instead, as collision_shape_with_context
does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
With get_mut, an idle hopper never recorded the tick it ticked, so a
hopper that had already ticked this tick and then received an item from
another hopper took cooldown 8 instead of 7 (HopperBlockEntity.tryMoveInItem
skips one when its tickedGameTime >= the source's). Restore the per-tick
entry and the original prune; the other optimizations stay.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A pure move, for the file-size rule: painting_to_nbt, attached_block_pos,
painting_from_nbt, item_frame_to_nbt and item_frame_from_nbt go to
entity_nbt/hanging.rs, re-exported with `pub use` so callers stay as they
are. entity_nbt.rs goes from 4830 counted lines to 4726.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A mob in water read every cell of its box a second time each tick (the mod fluid scan),
and each vanilla fluid cell of its current once more (mod_fluid_at), with no content mod
loaded. Both are skipped now: the scan when the table holds no mod fluid, the second
read for a vanilla cell.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- graphics.rs: main's hdrFailedStart arm stays; this branch reads hdrUiBrightness as an
older file's share of Paper White in its own arm.
- graphics_ui_hdr_tests.rs: main's held-HDR tests and this branch's UI Brightness test, both.
- gfx/output_apply.rs (new on main): its UI brightness of 0.6 is now 150 nits under the
reported paper white of 250.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A pure move out of options_ui.rs (8441 lines, may not grow): the native
mod's page rows, its key wait and its key binding go to
options_ui_pages.rs, a child module, so the page registry can land there
(docs/layers.md, Platform registries).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
main added Graphics::hdr_failed_start beside hdr_key: the field, its default, its
parse arm and the round-trip test keep it, without the shortcut key this branch removes.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: layout now collects a Vec per label even for measure, one small allocation per text per frame; a two-pass over unformatted() would avoid it if a menu ever shows up in a profile.
🤖 Agent: the switch to the creative screen was in set_game_mode, which runs on the server thread; the window changes mode through the game event (set_mode_id), so it never saw it. I moved the call into set_mode (pushed 470f9d0), which both paths reach. The way back (CreativeModeInventoryScreen.containerTick) is still a gap. Also, the PR body is the literal text @/tmp/hudbodies/b-inv2.md: the body file never got read.
🤖 Agent: a name given as {translate:...} is shown as the raw key (component_text keeps the key, creative_tab_title never translates it); small follow-up. tag_match scans exported_search per item, fine since it runs only at rebuild.
🤖 Agent: only test_friends.py (600 s) and test_native_client.py (60 s, frame-limited) pass --timeout-seconds today, so no other harness changes behaviour.
🤖 Agent: checked against ChunkGenerator.findNearestMapStructure's bytecode: ring loop outside, placements inside, return on the first ring with a hit; the concentric result already in best plays vanilla's starting nearestDistance.
🤖 Agent: custom_particle_options decodes more of ParticleTypes.CODEC than /particle's own parser in commands/world_cmds.rs; that command could reuse it later. Block/item/vibration types still fall back to the potion swirl, as the body says.
26.3's AbstractSliderButton sets canChangeValue in setFocused (focused with the
mouse or Tab) and flips it on Enter (keyPressed); getSprite/getHandleSprite read
only that flag. Horizon's can_change_value is that flag for the keyboard, and a
mouse drag focuses the slider with it set. So the sprites take both again:
a Tab-focused slider keeps its plain track and lit handle, an arrow-focused one
lights its track, and a drag no longer lights the track (the bug this PR fixes).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: the pot adapter only ever sits behind hopper_insertion_view, so generic discovery (comparators, pulls) stays untouched; a pot still has no modeled block entity, so hopper extraction from a pot remains a gap for a follow-up. Overlaps #13800 only in is_full/move_in_item signatures.
They only re-project captures kept on the author's machine and start no
engine, so the test_*_parity.py name would register a harness CI cannot
run. The Rust fix and its unit and guest-death tests stay.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: confirmed tick_end_flash builds SoundInstance::directional and directional_position adds the 10-block view offset, so the row now cites the real port instead of its caller's caller.
🤖 Agent: confirmed end_predictions calls block_meets_player then snap_target/snap_player_to (remote.rs:2967-2969, unit-tested at 12726), so the old gap note was wrong.
🤖 Agent: checked on main: animate.rs has only SpriteAnimator::animate_with now, so both rows pointed at a function that no longer exists; TextureManager.tick as inline matches its own note.
horizon_hooks::settings (re-exported as horizon_platform::settings): a Store
names its file (horizon-extras.txt or its own), the keys it owns, and loads
and saves its lines. Settings::load and Settings::save route the lines; a
shared file gets the stores' lines after the engine's, an own file keeps the
lines no store owns. The hooks list and the registries share one Registry.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Layer plan M5: official_servers.rs moves (pure file move plus its hook) to
the new Horizon crate horizon-official-servers, which the official
executable registers through the platform's hooks: Hooks::started now gets
the game folder (Started::game_dir), and horizon-platform re-exports
servers.dat as horizon_platform::servers. Its addresses come from
horizon-addresses: the withdrawn partner's joins the list file, so its
allowed entry in tools/addresses.json goes. horizon-client's own executable
(plain builds, harnesses) no longer touches servers.dat at startup.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: lands GabrielNichols' #11446 (fuel alternatives in the Recipes cooking card); its seven JEI sprites go into jei_sprites.rs and the fuel list's wheel shares the bundle's check, so hud.rs and game.rs don't grow.
🤖 Agent: checked against Raider.ObtainRaidLeaderBannerGoal.cannotPickUpBanner: active raid, isOver and canBeLeader (witch/ravager excluded) are ported; the ominous-banner-on-head and living-wave-leader terms are still missing, which the body says.
🤖 Agent: matches 26.3 BegGoal: forNonCombat filters spectators only in canUse, while canContinueToUse checks just isAlive, distance and the held item, so moving !spectator out of interesting() also lets a wolf keep begging at a player who turns spectator, as vanilla does.
The corpus declares diag- rows as recorded diagnostics of separate
differences (the /ride mount event, RootVehicle); the PR itself reports 6
of them still differing, so exiting 1 on any difference made the new
harness fail on every automatic parity run. They stay in the report.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Layer plan M6, a pure move before the chat filter's engine hook: /tempban (engine) and /tempmute
share parse_duration, duration_parts, duration_text and now_millis, which now live in the engine's
horizon-server-files (duration.rs). horizon-chat-filter re-exports them. Behaviour unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: matches AnvilScreen: setEditable(!input.isEmpty()) on slotChanged with the box kept focused, and setTextColorUneditable(-1) so it stays white. I changed the anvil test to expect the empty value slotChanged sets when the input goes, instead of a name that stays.
🤖 Agent: the watermark stays exact because every write to used goes through force/free; the 120-op test pins placements to first fit from 0 (rustfmt and temp-dir cleanup pushed).
ItemAttributeModifiers is a component, so a patched stack replaces the item's
prototype modifiers. Horizon's mob attack and armour comparisons read
ItemInfo.modifiers, ignoring the stack's own.
Test: a sword with a patched attack_damage +5 reports that modifier.
ItemStack.enchant uses EnchantmentHelper.updateEnchantments, which returns
EMPTY when the component is absent. Horizon added the enchantment to the
modelled list anyway, so enchant_randomly and enchant_with_levels enchanted a
stack whose !minecraft:enchantments patch removed the component.
Test: a sword with !minecraft:enchantments stays unenchanted after enchant;
an enchanted book with !minecraft:stored_enchantments does too.
StonecuttingRecipe.assemble creates the result from ItemStackTemplate, so a
result's components (a data pack's custom name, damage, ...) belong on the
output. Horizon built the result from its id and count only.
Test: a stonecutting recipe whose stone result names it "Cut Stone" yields a
named stone.
🤖 Agent: a pure move (only `fn` visibility words change; rustfmt rewrapped one signature): ProjWorld's ProjectileWorld impl, the dragon's death render, the minecart display helpers and StopDig leave four files over 3000 lines. That gives #11507 room under the size rule. Verify and launcher are green on this head.
hub.rs is over 3000 lines and may not grow (tools/check_file_size.py); the
method moves unchanged to a file of its own beside it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
horizon-render-pipeline is an engine crate, and the config it held is the
shaders/ format's buffer and shadow configuration (colortex buffers, Iris
half-lives, shaders.properties settings). docs/layers.md: the engine never
holds a shader or pack format vanilla doesn't read; pack formats and the
shader API are platform. The M6 shader-pack move restarts from a spec.
This reverts merge 75b85d258f.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: docs only; checked the references against main: rule 2's `2.0 - hi` limit is world_post.wgsl:77, TAA's history is Rgba16Float (world_post.rs HISTORY_FORMAT), and Hdr::tonemap / Hdr::sdr_screenshot exist as named.
A pure move, for the file-size rule: `impl Minecart`'s to_nbt/load go to
game/minecarts/nbt.rs, `CartIndex` and `cart_at` to game/minecarts/index.rs.
Only visibility changes so minecarts.rs still reaches them. minecarts.rs
goes from 3230 counted lines to 2967.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The translator gave every vertex output a location, read or not. Under GL the linker drops an
inactive varying, so packs declare more than they pass on: a deferred pack's shadow program
writes 30 vertex outputs and reads 17, which left no room on a GPU with 31 inter-stage locations.
A pack's varying its fragment stage never names now takes no location; a vertex output stays a
global of the vertex stage. Ours (the built-ins, the boats' patch place) always travel. The
assignment moves to translate/varyings.rs (mod.rs is over the file-size limit).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A bare "bash" is WSL's on Windows, and git 2.54's automatic maintenance
after a commit folds the packs the tests build, so the suite failed on
Windows (and would with a newer git anywhere).
game.rs: main moved the neighbouring item and hand helpers out (#13856,
#13877); kept main's file and removed only crack_particle and
particle_sprite, as this branch does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: config types move to the new engine crate horizon-render-pipeline; horizon-shaders keeps the parsing as the ReadConfig extension trait, so no pack reads differently.
🤖 Agent: pure move, same six JEI sprites in the same order now come from jei_sprites::SPRITES; hud.rs shrinks by 26 lines, which the Recipes PRs need under the file-size rule.
Keep PingRequest through held/handover filtering, handle it in Hub transport,
and exclude it from action-time updates. Preserve the existing reverse Pong path.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
input_keyboard_used, input_made_pointer_event, input_player_replaced,
input_takes_stack_drop and input_hud_begin replace gameplay's direct writes to
the pad's state.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: the 2-column gate matches ChunkMap.prepareEntityTickingChunk (getChunkRangeFuture radius 2), but it ran 25 hash probes per entity per call site; pushed a per-chunk memo inside the closure so a crowd in one chunk pays the neighbourhood check once. Forced chunks stream 3-4 rings, so a /forceload'd chunk still gets its ring.
main's check_file_size no longer counts test modules, so moving the two
inline test modules out no longer offset the new sea_level lines; it added
#[path] lines instead. The tests are back inline, and two self-contained
functions move to child modules unchanged (pure moves):
level_event_except to lan/level_event_targets.rs and horizon_channel to
lan_actions/horizon_channels.rs.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
JukeboxBlock.useItemOn asks the stack for JUKEBOX_PLAYABLE, so the insert
path and the client-side jukebox_takes now read the stack the same way the
comparator and the song tick do. An inline song definition is playable but
has no id to play.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: ${arr[@]+"${arr[@]}"} expands to nothing for an empty array on bash 3.2 and to the same quoted words otherwise, so the nightly's argument lists are unchanged on CI's bash.
🤖 Agent: the hint's font.split runs only while the calibration page is open, so no per-frame cost elsewhere; set_maximized right after set_fullscreen(None) is the one Windows-only step CI can't exercise.
🤖 Agent: (short) casts with no clamp match LivingEntity.addAdditionalSaveData; a death_time past 32767 now wraps like Java instead of saturating. Nothing else found.
🤖 Agent: both packets match ClientAdvancements.setSelectedTab (sent before the same-tab compare) and AdvancementsScreen.removed. The client still ignores ClientboundSelectAdvancementsTabPacket, so the server's answer doesn't reopen its tab yet; that's a separate follow-up.
🤖 Agent: matches RangedMatcher.match (Property.getValue on each bound, then compareTo); Direction ranks by its ordinal, not the facing property's possible-values order, which is the case a domain-index rule gets wrong. block_property_values allocates the domain per check, fine since only object ranges reach it. The blank lines removed to stay under the 3000-line cap are cosmetic.
🤖 Agent: a stuck arrow or trident now leaves its block from the piston's own move (AbstractArrow.move with a non-SELF mover and shouldFall), with startFalling's three nextFloat()*0.2 draws and life = 0, instead of on any client block change; tick order stays Minecraft.tick's.
🤖 Agent: a combined native .hmod's content is validated through Content::read (no ../ or foreign namespaces), hashed into the build key and snapshotted beside that exact build, so an updated archive can't change an older build's sounds; the out-of-scope ci.yml/check_file_size change was taken out.
NeutralMob.addPersistentAngerSaveData writes anger_end_time as
readPersistentAngerSaveData read it; only startPersistentAngerTimer and
stopBeingAngry change it. Horizon re-stamped it from the countdown on
every read, so a past end read back as -1 and a mob that missed ticks
moved its end forward.
The end time now stays as loaded while the countdown agrees with it or
nothing changed it, and the stopBeingAngry sites write -1 (#13076).
🤖 Agent: pure move; the only change is the explosion:: paths shortening to the module's own BlockInteraction/ExplosionSource, which name the same types. Nothing found.
🤖 Agent: pure move: spawn_item, the pop_resource pair, drops and block_experience match game.rs line for line (only rustfmt wrapping and pub(super) differ). Heads-up: #13864 touches the lines next to these and will need main merged in after this lands.
An arrow that bounces off an entity (deflect REVERSE) never leaves the level
in vanilla, so it keeps its place in EntityTickList. Horizon's projectile
pass drops it and finish_arrow_hit adds it again with add_projectile, which
appended it behind every projectile already waiting: those then ticked
before it. add_projectile now puts a projectile that has already joined back
at its join position; a new one still goes last.
Found with the Orbital Skybender: the arrow that reads each digit missed
every other wind charge, so only half the digits were read.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: nothing calls the gestures yet, so this is relabelled skip-release; one point for part 4's wiring: poll_state presses triggers[0] for a hold that uses the item and triggers[1] for mining, the same slots the shield button uses, so a shield hold and an eating hold on two fingers both drive triggers[0].
🤖 Agent: net.rs now names only the PacketRecorder trait; the privacy filter moved with its tests to studio/recorder.rs, and verify passed (workspace tests + server build).
50 one-millisecond sleeps could pass the 80 ms hold on a loaded runner and
fail the test; hold for an hour, wait for the worker, then lift the hold.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
AbstractArrow.move checks shouldFall after every Entity.move with a mover
other than the arrow, including a push limitPistonMovement or the collisions
cut to nothing. #10243's release ran only in apply_push; it is now
release_after_block_move, called after every push.
Harness: tools/test_piston_arrow_fall_parity.py; unit test
a_stuck_arrow_whose_push_a_wall_stops_falls_when_nothing_holds_it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
set_game_mode runs on the server thread; the window changes mode through
the server's game event (set_mode_id), so the switch to the creative
screen now lives in set_mode, which both reach.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Vanilla's clip queries the block shape and the fluid shape of every
block it visits. The vehicle ray skipped the water on a tagged block, so
a waterlogged ladder or vine never fixed the shared water shape there as
vanilla's first query does; the mob, vehicle and item rays now share one
helper that queries the water first, as the player's does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: the shipped binary is now horizon-official, copied to horizon-client before signing and packaging. The Windows icon and 8 MB stack come from the same build-script code (packaging/windows/exe.rs). The launcher's native builds pick it only when the revision has crates/horizon-official, and the server build stays horizon-client's. The ping moves out of the engine.
A success's feedback names the player with an entity hover, a new score
holder (which changes a later scoreboard players list) or a bracketed
value, whose components the two engines build differently. The case
keeps the two failures, whose styled feedback is what the save must keep.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The verify job compared big files against this branch's old base, so main's own growth of options_ui.rs since then failed the size check.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
SignText.CODEC reads a side's messages as a list; any other tag fails the side
and leaves SignText.EMPTY. Horizon ignored the bad field but still applied the
side's colour and glow.
Inventory.add returns true once any of the stack went in (count < the
count before), so ItemEntity.playerTouch's take, ITEM_PICKED_UP stat and
onItemPickup run on a partial pickup too. The stat counts the stack's
count before the add, as playerTouch's local count does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: confirmed on main against AbstractMinecartRenderer.submit: the offsetSeed jitter (×0.004 per axis) and the sin(hurt)·hurt·damage/10·hurtDir roll with partial-tick hurt and damage are both in cart_geometry.
🤖 Agent: confirmed on main: apply_enchantment_attributes walks the armour, then mainhand and offhand (enchant_effects.rs:1375-1381), each gated by equipment_modifier_applies.
RandomizableContainer.tryLoadLootTable reads LootTableSeed with getLongOr,
which takes any numeric tag. Horizon's loot_seed matched only a Long tag and
rolled an unseeded container from its position instead.
🤖 Agent: confirmed on main: to_nbt writes DisplayOffset only off the kind's default and DisplayState only when set (minecarts.rs:3066-3083), and forget_unreadable_display drops a state that no longer resolves.
🤖 Agent: confirmed on main: mob_to_nbt writes CannotBeHunted (entity_nbt.rs:1026), mob_from_nbt reads it (2259), and a_hoglin_keeps_cannot_be_hunted_and_is_no_prey round-trips it; the gap notes were stale.
🤖 Agent: boxing takes BlockInfo from 40 to 24 bytes; the only added cost is one allocation per NBT-carrying block at template load, and place_in_world moves the box out (*nbt) with no clone. Main has no new BlockInfo construction since your base, and horizon-world --all-targets checks clean merged with main.
🤖 Agent: pure move, removed and added lines match; apply_equipment now reaches equipment_modifier_applies through the named import, and all its callers sit inside game/, so pub(super) from player_equip.rs still reaches them.
🤖 Agent: gl_VertexID/gl_InstanceID become int(gl_VertexIndex)/int(gl_InstanceIndex) at the token, so (gl_VertexID - 7) / 2 divides signed as GLSL says; explicit uint() casts keep their meaning.
AnvilScreen.slotChanged calls setValue("") when the input slot empties;
the caller passes the empty name, so the test does too instead of pinning
a name that stays.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: TAA's uniform is rebuilt from UpscaleFrame with jitter[3] = 0 and reset as 1.0/0.0, the same bytes as taa_this_frame, so the move is exact. skip-release added.
🤖 Agent: the display watch, and with it the get_capabilities read every 2 s, exists only while the HDR mode isn't Off, so players with HDR off pay nothing. Lands #13555's commits with it if that one isn't in yet.
🤖 Agent: the hold is keyed on the driver fingerprint, OS version included, so a Windows cumulative update retries HDR every month by design; HDR off only drops the marker as before. Spec #13661 approved.
A pure move, so fixes in these files fit under the file-size rule (docs/layers.md#file-size):
- creatures.rs: ProjWorld's ProjectileWorld impl -> creatures/projectile_world.rs
- dragon.rs: the death dissolve and rays -> dragon/death_render.rs
- minecarts.rs: the display-offset helpers -> minecarts/display.rs
- lan_actions.rs: StopDig and stop_dig -> lan_actions/dig_stop.rs
Only visibility changes (private -> pub(super), pub(super) -> pub(in super::super)) and the
port map row for EnderDragonRenderer.submitRays.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A project whose signing key was lost (horizon-mods#276, baritone) can't keep
its old versions listed: the index checks every version against the entry's
one key. The review refused removing them even after revoked.toml took their
files down by sha256. Now such a removal is a note, not an error; a version
removed without a take-down by hash is still refused.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Merge move/jei-sprites (#13977): this PR's seven sprites go into jei_sprites.rs instead of hud.rs. The fuel list's wheel joins the bundle's in game.rs's container scroll (both take the wheel before the screen's own scrolling), so neither big file grows (docs/layers.md#file-size).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Resolve static launcher imports from System32 before program entry and
exercise launcher/setup startup beside unrelated DLLs in release checks.
Co-Authored-By: Codex <[email protected]>
(cherry picked from commit 6d913502bf)
Main's own tool cases joined the case list beside the blocking ones. The
branch had replaced lab.game_env with os.environ for the game it starts,
which test_game_home (every script that starts the game uses game_env)
refuses: the game then wrote into the real HORIZON_HOME. --game-dir and
the .exe name on Windows stay.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Pure move: the six (name, PNG) pairs HudAtlas loads as horizon/jei/<name> now live in jei_sprites.rs. hud.rs is over 3000 lines and may not grow (docs/layers.md#file-size), and the open Recipes PRs (#11446, #11448, #11449, #11453) each add sprites to this list.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A launcher folder with 26.3's version JSON and jar but a missing library
(an official launcher that never finished downloading) was picked over a
complete copy in another launcher (the CurseForge app), and preparing
failed on the missing jar (#13872). game_files now tries folders with every
client library first, then the old order, so the error still names the
library when no folder has them all.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Union of both sides: main's JEI notice (it already names the sprites), main's button/search sprites and settings button beside this PR's fuel sprites, tooltip and popup; en_us.json keeps main's keys and adds the three fuel strings.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Every caller asks once per entity, so remember each chunk's 5x5 answer
inside the closure: a crowd of entities in one chunk pays the neighbourhood
probe once.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: matches GameModeSwitcherScreen.mouseReleased (keyDebugModifier.matchesMouse, then switchToHoveredGameMode and setScreen(null)); comparing the binding's key name and requiring key.mouse.* is the same type check matchesMouse makes. Nothing else found.
🤖 Agent: checked against 26.3's bytecode: mouseClicked stores lastClickSlot at its very end for every click that gets past Screen.mouseClicked, null slot included, so recording before the outside/throw branch is right; the recipe book and native-screen presses still return before it, as the widgets do in vanilla.
🤖 Agent: moving the reset before the moved-wrongly check is the real fix here: handleMoveVehicle runs vehicle.move (and its FALLDAMAGE_RESETTING clip) before it can put the move back, so a rejected move keeps the reset for the boat too. The two horse cases are --ignored (need resources), so CI proves this through the 'vehicle fall clip' harness group.
main gave tridents AbstractArrow.shouldFall/startFalling (server side) and pistons set_piston_on_ground/set_on_ground: kept beside this PR's piston release. The trident keeps main's startFalling, which now also does vanilla's life = 0 and marks the LAN sync.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Entity.move casts a ray along any move of a block or more
(ClipContext.Block.FALLDAMAGE_RESETTING, a tagged block as a full block;
ClipContext.Fluid.WATER) and a hit resets the fall before the move's
drop counts. Mob::do_move never cast it, so a mob falling fast past a
vine kept its whole fall and landed hurt (or dead).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: the seam's foundation. The engine gets horizon-hooks (Hooks trait, register before the run, sealed in entry::main; an empty dispatch is one OnceLock load). The ping now runs only through it, still registered by horizon-client until #13949 ships horizon-official. No allowed entry added.
Gameplay reads the analog move vector, held mappings and the view turn, and
reports what the player may feel (Feedback), through input_move, input_holds,
input_look and feedback in play_input.rs. Only these four bodies name the pad
modules, which answer today; Feedback is an engine type the pad maps to Rumble.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Conflict in game/mods.rs: main reads enabled packages in parallel (read_contents); this PR's rules (a native-content snapshot is on unless the mod is disabled, a legacy copy never replaces the snapshot) now live in that filter. The ci.yml/check_file_size.py --pr-head change is a CI change in a feature PR and is not needed for it: main's versions are kept.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A release with an empty hand throws nothing whether skipNextRelease is set or
not; only a carried stack makes mouseReleased click, which is the hand that
opens a chest while holding one.
🤖 Agent: Screen.isInGameUi screens (containers, block editors, book, sign) now keep the subtitles under F1 and draw them before the screen, as Screen.extractBackground runs Hud.extractDeferredSubtitles; the subtitle and HUD-render gates moved out of game.rs, which stays under its size.
🤖 Agent: the orb cull runs only behind the camera (forward·c < 0) before the six-plane sphere test, so visible orbs pay one dot product; @rdbtCVS's split is done and approved at this head.
🤖 Agent: the new `-[a-z0-9_]{8}$` rule matches `tempfile.mkdtemp`'s suffix alphabet. It sits after the symlink and `parity-runner` skips, so the shared preparations and runner links are never touched. Verify is green on this head.
moveEntityByPiston's applyEffectsFromBlocks: a projectile a piston pushed
through a bubble column gets Projectile.onInsideBubbleColumn /
onAboveBubbleColumn, as after its own move.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
game/emotes.rs and game/emote_wheel.rs move to game/cosmetics/, their state into
Cosmetics (one Horizon field on Game), and the name mark comes from game/cosmetics.rs:
only game/cosmetics* names horizon_cosmetics now (layer plan M5, preparing the move
to a Horizon crate). No behaviour change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
friends_screen.rs moves from horizon-client-lib to game/friends/screen.rs, beside the host and
join glue; the pause menu asks friends_shown() and names the icon from game/friends (or
friends_off). Pure move, layer plan M5.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: the trigger-effect bytes are unchanged (the moved test keeps every assertion); horizon-client-lib's dualsense dep was unused. Removes 2 layer exceptions.
EditBox.setEditable(false) leaves a box focused and showing its value in
textColorUneditable, keeps the caret keys and copy, and refuses typed text,
Backspace/Delete, paste, and Cut's take (Cut still copies). AnvilScreen makes
its name box read-only whenever the input slot is empty; Horizon's anvil
inserted text anyway on the paths that did not route keys through the "input
present" gate (an IME commit calls station_text directly), and it never used
the uneditable colour.
ui::EditBox now has `editable` and `text_color_uneditable`, gates its editing
methods, and draws the uneditable colour. The anvil's rename box lives in
game/stations/anvil.rs (moved out of the over-size stations.rs) and follows
slotChanged.
GameModeSwitcherScreen.mouseReleased switches to the hovered mode and closes
when `keyDebugModifier.matchesMouse(event)`, so binding the debug modifier to
a mouse button makes that button's release apply the choice (its key release
already does through keyReleased). Horizon handled only the key release, so a
modifier on mouse button 4 or 5 left the switcher open and changed nothing.
The release now asks the same binding through
`game_mode_switcher::release_applies`. Moving `drop_whole_stack` to
`game/inventory_input.rs` in the same commit keeps game.rs from growing past
its file-size limit.
AbstractContainerScreen.mouseClicked sets `this.lastClickSlot = slot` for
every click that reaches the container logic; a click outside the window is a
click on no slot. The double click is the same slot and button within
MouseHandler's 250 ms. Horizon kept only the last slot press, so a click
outside did not end the chain: click a slot, click outside, then click the
same slot again within 250 ms, and the second click gathered the container
(PICKUP_ALL) or quick-moved every stack, as a double click.
The bookkeeping is now `container_screen::double_click`, which records every
click's slot (None outside) and answers the double click, and inventory_press
asks it once for the press.
AbstractContainerScreen's constructor sets `this.skipNextRelease = true`, so
a mouseReleased with no press before it on that screen returns before any
slotClicked. That is the release of the click that opened the screen: a
chest's right-click sends its UseItemOn, the server opens the menu, and the
button goes up with the screen already open, over whatever slot the pointer
was on. Horizon's Clicks started with the flag false (and cancel_drag cleared
it), so that release picked up the slot now under the pointer.
Clicks::default and cancel_drag now start a screen with skipNextRelease true,
as a fresh AbstractContainerScreen does.
🤖 Agent: the render hooks' generated code is now committed; the game's build compares it token by token with the catalog's and fails with the xtask command when stale (checked by editing a doc line). Removes horizon-client-render -> horizon-mod-api-gen.
Release builds (game-build.yml, build-musl.sh) build horizon-official and ship
it as horizon-client; the launcher's native-mod builds do the same, and its
generated executable for trait mods registers Horizon's parts (official
feature, off in the server build). The ping moves from horizon-client-lib to
the Horizon crate horizon-heartbeat, registered by horizon-official; the
heartbeat feature is gone. The Windows icon and stack move to
packaging/windows/exe.rs, shared by both executables' build scripts.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
monitor() moves from the game's telemetry module to horizon-client-input's
window module (engine), with display() giving its size, refresh rate and
scale as plain data. horizon-ctl status reads it there; telemetry's
note_display keeps the same values.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
handleMoveVehicle runs vehicle.move, and with it Entity.move's long-move
fall reset, before the moved-wrongly and colliding checks; a move put
back with absSnapTo keeps the reset. The boat and the horse reset after
those checks, so a rejected move kept the fall.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
🤖 Agent: interpolation.rs follows ffx_frameinterpolation.cpp like optical_flow.rs follows its .cpp, so it now carries the same MIT text; comment-only in Rust, no NVIDIA file anywhere.
Layer plan M5 (preparation): the game mode comes from horizon_command, and
the party's size from game/discord.rs (Play::Hosting's max) instead of
crate::lan, so the presence client can move to a Horizon crate as a pure
file move once the seam has an activity hook. No change for players.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
actions/checkout sets gc.auto=0 in a checkout and fetches into it at every
job; our self-hosted runners keep that checkout, so nothing ever repacks, each
fetch adds a pack and a fetch cut short leaves its tmp_pack_* behind. On
2026-11-09 the desktop's checks runners held 1051 packs (111 GB in one
checkout, 33 GB in another) and filled its disk.
tools/ci/git-slim.sh removes old tmp_pack_*/tmp_idx_* files, collects a .git
over MAX_GIT_MB (5 GB) with git gc --prune=now and folds more than MAX_PACKS
packs with a geometric repack. runner-gc.sh runs it on each idle Mac runner
(the nightly one too), and playhorizon's job-started.sh runs it before the
2 GB reclone it had.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
handleMoveVehicle's vehicle.move runs Entity.move, whose ray along a move
of a block or more (FALLDAMAGE_RESETTING, WATER) resets the fall before
the move counts. A guest's boat did this (#13021); the horse its client
moves (#13068) kept the fall and landed hurt. The vehicle fall clip group
reads the water boat's Pos[1] again now that the boat floats as vanilla's.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Resource packs' core shaders (shaders/core/) are a format vanilla reads, so their translation is
engine code: core_shader.rs moves unchanged from horizon-shaders (the platform's shaders/ pack
crate) to horizon-client-render, its only user. Layer plan M6, a step toward the renderer not
depending on horizon-shaders.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
layer plan M6 (pack formats), step 3: the terrain's emissive overlays take
the pack's suffix from pack_hooks (OptiFine's emissive.properties, _e by
default); with no pack formats installed a pack has none. atlas_sources
checks a texture path stays in the pack root itself.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
layer plan M6 (pack formats), step 2: the colours a pack replaces (dyes,
sheep, redstone, effects, the experience number, entity shadows, the
effect fogs) are an engine table (pack_palette::PackColors) that
Polytone's colors.json fills through pack_hooks; the polytone_colors
re-export goes away.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
RegionFile::allocate scanned the used-sectors bitmap from sector 0 on
every chunk write, so a long-lived region paid the full prefix scan per
save. Keep a low watermark of the first free sector; allocation starts
there (still first fit from 0, so placements are unchanged), and
force/free maintain it.
Co-Authored-By: Mercury 3 <[email protected]>
goals.rs is over the 3000-line limit, so the goal moves to mobs/goals/tempt.rs (a pure move) and the visibility
scaling lands there: TemptGoal reads TEMPT_RANGE with TargetingConditions' two-block floor.
Part of #11857. reset_inventory_clicks and player_menu_sound join game/menu_clicks.rs. Methods that were private in game.rs become
pub(super), the same reach.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Part of #11857. visual_ticks, texture_clock and visual_millis join game/render_tick.rs. Methods that were private in game.rs become
pub(super), the same reach.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Part of #11857. apply_equipment (LivingEntity.collectEquipmentChanges) joins game/player_equip.rs, which now imports equipment_modifier_applies from game.rs. Methods that were private in game.rs become
pub(super), the same reach.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Part of #11857. bucket_hit and bucket_target (BucketItem.use's place position) move to a new game/buckets.rs. Methods that were private in game.rs become
pub(super), the same reach.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Part of #11857. save_level and tick_world_icon (GameRenderer.tryTakeScreenshotIfNeeded) join game/saving.rs. Methods that were private in game.rs become
pub(super), the same reach.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The renderer's RenderHooks trait and dispatch are made from native-hooks.json as before, but
committed in gfx/native_render/generated.rs: an engine crate may not build-depend on the
platform's generator (docs/layers.md, layer plan M6). xtask mod-api writes the file, and the
game's build, which still runs the generator, fails while it is out of date.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
layer plan M6 (pack formats), step 1: the renderer's custom sky layers are
engine types (crate::custom_sky: Blend, Draw, Conditions, the SkyLayers
trait); OptiFine's sky format fills them through crate::pack_hooks, a hook
the platform installs at startup. The OptiFine glue moves to pack_formats/,
which only it names horizon_optifine and moves to a platform crate later.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The section #13011 landed predates #13847 and this branch; it now says
which test code the check skips.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
They hold the tests moved out of a file (`#[cfg(test)] mod tests;`), and a
normal build doesn't compile them, the same reason inline test modules
don't count. The failure message sends new tests to a sibling
`<file>_tests.rs`, yet two such files were already over the limit
(mod_content_tests.rs 5,268 lines, level/tests.rs 4,175).
Fixes#13892
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The engine keeps the friend: address form and the join; a resolver registered at startup
(net::tunnel) reads invite codes and opens the tunnel. Play with Friends registers its own
(game/friends/tunnel.rs) under the friends feature. Layer plan M5.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
horizon-hooks (engine): the Hooks trait (started, published, shutdown, empty
defaults), register before the game runs, the engine's dispatch. The platform
re-exports it as horizon_platform::hooks. horizon-game (platform): the game for
an executable to start. horizon-official (Horizon): the thin executable that
registers Horizon's in-game parts, not shipped yet. The "I'm playing" ping now
runs through the hooks. docs/layers.md: "How a Horizon crate plugs in".
Co-Authored-By: Claude Opus 5.5 <[email protected]>
net.rs no longer names the Studio recorder: it offers PacketRecorder, a tap
the recorder fills, and the privacy filter moves to the recorder.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Mob::emote holds a trait object the engine defines (anim::BodyPose) instead of
horizon_cosmetics::Playing; game/emotes.rs wraps Playing in it. horizon-client-lib
no longer depends on horizon-cosmetics (layer plan M5).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Layer plan M5 (preparation): Horizon's entries in the multiplayer list get
their own module in horizon-client-lib, gated by a new lib feature
horizon-extras (horizon-client's horizon-extras turns it on). It touches
servers.dat only through horizon_protocol::servers, whose new lock() replaces
multiplayer.rs's private SAVING mutex, so the module can later move to a
Horizon crate as a pure file move. A plain build now neither adds the
official server nor carries the withdrawn partner's address.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
TriggerFeel's mapping to DualSense trigger effects moves from
horizon-client-input's gamepad.rs to game/pad/hardware/trigger_effects.rs,
the pad output code that already drives the DualSense. horizon-client-input
and horizon-client-lib no longer depend on horizon-dualsense (layer plan M6).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Layer plan M6: horizon-platform gains feature-gated re-exports (version,
no_ai, prepared_files always; world, protocol, prepare, server-files behind
features) and the two Horizon-layer crates use them instead of depending on
horizon-core, horizon-prepare, horizon-protocol, horizon-world and
horizon-server-files. Seven layers.json exceptions go.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Every block of every loaded template paid 24 bytes for an NBT compound
that nearly none of them have, and templates stay loaded for the session.
Option<Box<Compound>> takes 8, so a BlockInfo goes from 40 bytes to 24.
What gets placed doesn't change.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
game.rs is over the 3000-line limit and may not grow, so the subtitle rule and the three HUD-render gates move to
game/subtitles.rs and game/hud_render.rs; game.rs ends below its base size.
UI Brightness was a share of Paper White, 25 to 100%: the HUD and menus could
only be dimmer than the world's white, and they moved whenever Paper White
did. It is now set in nits, as HDR games and mods set it: Auto (the default)
puts the HUD and menus at the paper white in use, as 100% did, so nothing
changes on screen by default; a value set by hand, on Paper White's steps
(10 to 480 nits by 10), holds them at that many nits whatever Paper White is,
below or above the world's white. The row reads like Paper White's
("UI Brightness: Auto (203)", "UI Brightness: 160") and shares its row code
and steps with it and Peak Brightness.
HDR output still takes a share of paper white, now UI nits over paper white
nits (resolve_output); its 0.25..1 clamp goes, so the HUD can be brighter
than paper white. The shader and the HUD composite are unchanged.
horizon-graphics.txt saves hdrUiNits, 0 for Auto. An older file's
hdrUiBrightness reads as Auto at 100% or with Paper White on Auto (its nits
aren't in the file), and otherwise as that share of the hand-set Paper White
in nits, to the nearest step. Calibration doesn't touch UI Brightness.
The frame-identity tool's float_visbuffer session pins a 200-nit paper white,
so its older file's 50% reads as exactly 100 nits and builds from before draw
the same.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Introduce Host-driven task offloading API for native mods (mod_async_worker).
Tasks run on a dedicated mod worker pool ('horizon-mod-worker') isolated from chunk
and terrain generation. Panics in mod background jobs and deferred main-thread callbacks
are caught and reported per mod via crash attribution and contain without crashing pool
workers or the main game loop.
Callback queues belong to individual Game instances (window and server thread in single
player), reached exclusively through Host without global ACTIVE_QUEUE state or test races.
LivingEntity.handleFallFlyingCollisions in vanilla 26.3 compares the
horizontal movement vector passed to move() with the delta movement left
after move() (where restitution zeroes out colliding axes), not the
position delta travelled vs initial velocity.
Using post-move velocity prevents the crash sound from repeating on
subsequent ticks while pressed against a wall, while still playing the
single impact sound in both survival and creative mode.
Fixes#12304
The old test asserted the drag outline; it now checks the four cases vanilla
distinguishes (hover, drag, keyboard focus, focus plus drag) and that an
inactive slider lights nothing.
AbstractSliderButton.getSprite is `isActive() && isFocused() &&
!canChangeValue` and getHandleSprite is `isActive() && (isHovered ||
canChangeValue)`, where canChangeValue is the mouse drag. Horizon drew the
track outline while dragged (vanilla suppresses it then) and never on
keyboard focus, and lit the handle on keyboard focus, which vanilla leaves
plain.
Part of #11857. sync_tick_chunks, tick_moving_pistons and tick_scheduled join game/block_ticks.rs. Methods that were private in game.rs become
pub(super), the same reach.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Items::tags_only has no items, so the anvil part of
prepared_vanilla_data saw a diamond sword with max damage 0: not
damageable, no repair, cost 0 where vanilla gives 1. The test now loads
Items::load, and the whole test passes on freshly prepared data.
Fixes#13883
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The shadow pass's translucent terrain takes one vertex output more for the boats' water patches
(the vertex's camera-relative place). A pack whose shadow program already writes as many as the
GPU takes had that program refused, and with it its translucent terrain's shadows. It now gets the
program without the patches instead (`Post::shadow_water_plain`), with a note: the water's light
shows in the boats there, as before the patches, and the rest of the shadow pass stays.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
LivingEntity reads HurtTime and DeathTime with getShortOr and writes them
back as (short) casts, nothing clamped. Horizon clamped both to
0..=32767 on save, so a negative value read back as 0s.
Fixes#13846
Co-Authored-By: Claude Opus 5.5 <[email protected]>
commands.rs is already over the 3000-line limit and may not grow, so the
screen swap moves to game/game_mode.rs beside set_mode, which is where the
mode's own effects live. The call site is one line, and the file ends a line
shorter than the base.
Part of #11857. Mining with a held tool, break_block and the player's break, a broken block's drop, the destroy-progress cracks and a bundle dropping its content move to a new game/block_breaking.rs. Methods that were private in game.rs become
pub(super), the same reach.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The targeting tests move to mobs/goals_targeting_tests.rs, so goals.rs (over 3000 lines) shrinks from 3740 to 3611
while the new tempt-range test joins them.
Part of #11857. ServerLevel.explode's entry points (explode, explode_mob, explode_sulfur_cube) join game/explosion.rs; inside it they name ExplosionSource and BlockInteraction without the explosion:: prefix. Methods that were private in game.rs become
pub(super), the same reach.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
verify checks out GitHub's merge commit, but these three checks compared
it with pull_request.base.sha: main at the pull request's last push. As
main moves on, main's own changes since then counted as the pull
request's, so pull requests failed for files they never touched (on
#13027's merge: 17 files flagged, 16 not in the PR), and a file main had
shrunk could grow unnoticed. HEAD^1 is the main the merge commit puts
the pull request on. Pushes to main run as before, without a base.
Fixes#13874
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Part of #11857. The stack in the acting hand, the hand in use, with_hand, Inventory.add and the worn glider and freeze-immune gear move to a new game/held_items.rs. Methods that were private in game.rs become
pub(super), the same reach.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Calibrate's hint for each step was one centred line. At a large GUI scale
the Paper White hint is wider than the window, and its start and end were
cut off. It now wraps within the window, and the band of controls grows
up by the lines it adds. The test picture HDR output draws ends at that
band, so `picture`, `draw` and `click` share one layout, which now takes
the font.
Calibration turns a window that isn't fullscreen into fullscreen for its
test pictures. Leaving fullscreen gives a window back at its restored
size on Windows, so a maximized window came back un-maximized after Save,
Cancel or Escape. Calibration now remembers whether the window was
maximized and maximizes it again when it leaves (#13829).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
"${arm64[@]}" and "${musl[@]}" are unbound when the array is empty
in bash before 4.4 (macOS's /bin/bash is 3.2), so the 3 cases of
test_optional_release_assets without an optional archive failed locally
and pr_ready showed Python tests red on every Mac. The
${a[@]+"${a[@]}"} form expands to nothing there and is the same on
newer bash.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
InventoryScreen.containerTick replaces its screen with a
CreativeModeInventoryScreen once the player has infinite materials, so the
player stays in a menu. Horizon closed the inventory instead, which lost the
screen a creative player expects after /gamemode creative. The spectator path
still closes it (vanilla has no branch there and leaves it open).
LoadingOverlay.isReadyToFadeOut holds a mid-game reload's overlay while
Util.getMillis() - fadeInStart < 1000L, so a pack that stages in a few frames
still shows the progress for a second instead of flashing for one or two.
drive_pack_reload applied the staged pack the moment its worker finished.
Part of #11857. particle_sprite, crack_particle (ClientLevel.addBreakingParticles) and transform_particle join game/block_particles.rs. Methods that were private in game.rs become
pub(super), the same reach.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Part of #11857. The open container screen's slot list (container_kind, slots, slot_count) joins the slot layout in game/inventory_slots.rs. Methods that were private in game.rs become
pub(super), the same reach.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
openedTab carries action 0 and the advancement id, closedScreen action 1 and
no identifier at all - the read side that handleSeenAdvancements uses reads
a close as two bytes.
ClientAdvancements.setSelectedTab(tab, true) sends
ServerboundSeenAdvancementsPacket.openedTab before it compares the tab, and
AdvancementsScreen.removed sends closedScreen() - action 1, no identifier.
Horizon sent neither: a LAN server's handleSeenAdvancements never heard a
tab, so a guest's selected tab stayed empty and no SelectAdvancementsTab
answer ever came.
Part of #11857. Spawning and dropping item entities, Block.popResource, Player.drop and the experience a block or a furnace gives join the rest of game/item_entities.rs. Methods that were private in game.rs become
pub(super), the same reach.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Part of #11857. Pure move: whether the level can have weather, the rain and
thunder levels, where it rains or snows and the rain height, the weather's
effects each tick, and Level.getSkyDarken with isDarkOutside. Methods that were
private in game.rs become pub(super), the same reach.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A fake holder (#cb) created here stays tracked after its objective is
removed, and the later /scoreboard players list then lists the holders
in another order than vanilla's hash map. Horizon's open-hash order for
that insertion is a separate bug; this case is about LastOutput.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
CommandNode, ARGUMENT_TYPES, ArgumentProperties, the two private
helpers (read_argument_properties, acyclic) and Commands' Codec move
byte for byte into packets/play/commands.rs. play.rs re-exports the
four public items, so every `packets::play::…` path still resolves.
The port map follows: the five rest-007 rows that name
ArgumentProperties::read point at the new file, and five rest-012 rows
map what main's ledger only matched by name, now that play.rs no
longer cites ClientboundCommandsPacket: Entry.write, ArgumentNodeStub.write
and readNode to Commands' Codec, VecDelta.Linear/Stepped.decode to the
MoveEntity arms of Game::handle_packet (checked against the 26.3
bytecode).
Part of #13063.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ColorParticleOption keeps the colour's alpha (ARGB_COLOR_CODEC: an int's
top byte or a fourth float); colour lists have a fixed length and are
packed to 8-bit channels (ARGB.colorFromFloat); dust scale, sculk_charge
roll and shriek delay are required, and dust scale must be in [0.01, 4];
a spell's colour defaults to white. What fails to decode falls back to
the potion swirl, as vanilla's failed decode leaves no custom particle.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
pot_hopper needs --side and --work-dir, which an automatic parity run
doesn't pass. tests/test_pot_hopper_contract.py pinned the corpus row
counts and the harness's own compare, not game behaviour.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A pack's creative_tab_modifiers change a creative tab's icon, its name (text and colour),
and its items: removals by the wiki's item predicates (or, and, not, tag_match,
items_match, itemstack_match by item, id_match, true), then additions at the end or
before or after the first item a predicate matches. Measured on the real mod (icon and
red name on the building blocks tab, with the inventory opened through XTEST).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
BaseCommandBlock.save writes LastOutput with ComponentSerialization.CODEC:
the time-stamped feedback component with its colours and click events.
Horizon wrote its plain characters as a string.
Fixes#13077
Co-Authored-By: Claude Opus 5.5 <[email protected]>
respawn_world_point_tests.rs.orig is main's copy of the test file; the
spawn-info Python fixture and its Java decoder match no harness name, so
no runner ever calls them. The Rust test covers the sea level.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The HDR page loses its Shortcut group and row: a key that opened the
graphics screen at HDR from the game. No other graphics page has a key of
its own, and the row was out of place there. The game no longer watches for
the key, and Done after that screen no longer has a way back into the game
that only the key used.
The hdrKey setting goes from horizon-graphics.txt. An older file's hdrKey
line loads like any unknown key, without error, and the next save drops it.
Its three strings go from every language file; nothing else used them.
Horizon's other key binds (sort, zoom, emotes) are unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Upscaling, anti-aliasing, sharpening, frame generation, post effects and
captures each break HDR in their own way when written for SDR alone, mostly
without a test failing: frame identity runs with TAA and frame generation off.
docs/hdr-passes.md says where such a pass goes, what the frame holds, the
rules it keeps and how to check it; AGENTS.md and the docs index point to it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The mesher's pack colormaps (the freepack's grass and leaves) sampled every block of a
section, each with its own biome zoom, through SipHash maps. Now:
- a section of one biome skips the per-block zoom (as vanilla tints already did);
- a colormap whose expressions don't read the height (no o.y) is sampled once per column
over one biome (Program::reads_only says what an expression reads);
- the tint caches use the Fx hasher, and expression calls keep up to four arguments on
the stack instead of a Vec.
Same colours (checksum of the timing test unchanged). One section, 16 layers of 256 tints
with a biome-id and noise colormap at Biome Blend 2 (release): 2.16 ms before, 178 µs now;
one layer 274 µs before, 138 µs now (mesher::tint_tests::colormap_tint_cost, ignored).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The sky's dark disc draws below a pack's horizon height instead of vanilla's 63 (flat worlds
keep their floor), measured on the real mod; sky_render_distance changes nothing there.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
biome_colors.grass/foliage/dry_foliage/water (a colormap or a flat colour) colour every
block tinted by that function, under the block modifiers' own colormaps; without it, a block
modifier's colormap on grass_block, oak_leaves or leaf_litter (or a fluid modifier's on
water) becomes the function, as the wiki says Polytone does. Measured on the real mod:
biome_colors.grass also wins over a dark forest's special grass.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
HDR Lighting is one thing: all of Horizon's own lift above paper white, light
sources, the sun and the lit surfaces. HORIZON_HDR_LIGHTING=0 switched off only
the surfaces' part, a second switch with another scope; it is gone, and the
setting does the job. docs/graphics.md now describes the setting.
Under a shaders/ pack, and under a 0.2 pack on the float frame, Horizon lifts
nothing, so the row did nothing there. It is now greyed and says "The shader
pack lights the world itself." Under a 0.1 pack on the 8- or 16-bit frame the
last pass still lifts the light sources and the sun, so the row stays live
there, as it does for a pack that is refused, missing or whose mod is off. The
page reads this from the renderer's output, which now carries whether the
running pack lights the world. HDR's own reasons still come first.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
FallingBlockEntity.tick neither places, drops nor discards a block that
comes down where a piston is extending, and checks that before cancelDrop:
it slows like any landing and stays a falling block, so the piston pushes
it on. Horizon took the block out of the list before the landing returned
Landing::Continue, so the block was lost.
Fixes#13793
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The file-size check (docs/layers.md#file-size) does not let a file over
3000 lines grow, and the sea level field adds a line in each. Hub's
spawn_info moves to lan/hub/spawn_info.rs; three inline test modules
move to their own files, unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The file-size check (docs/layers.md#file-size) does not let a file over
3000 lines grow. The guest's START_RIDING_JUMP handler moves beside the
mount code it calls, and the camel test module is declared there too.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A settings change at the end of Auto's grace (a slider, F11) applies
the output before the frame's own display poll. It ended the grace on
the report read when the grace started, so a display that had come
back meanwhile still turned HDR off, and the frame's poll after could
no longer confirm it: the timer was gone.
The output now reads the display before the grace ends, whichever comes
first, the frame's poll or a settings change. A read taken since the
deadline counts, so each end of the grace reads the display at most
once. The two-second poll is unchanged otherwise, and Wayland's events
need no read.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The row pointed at tick_end and said the flash sound has no position. The
10-block directional position is implemented and the flash sound uses it
from tick_end_flash.
The note said the player is not moved when the restored block would hold
them. end_predictions checks block_meets_player and snaps through
snap_target/snap_player_to.
sheep_wool_rgb is a pub use alias, not a function, so both sheep rows were
map gaps. Point them at the layers function that picks jeb_wool_rgb; the
glow squid row now names glow_squid_block_light, which is implemented.
BrewingStandBlockEntity.loadAdditional reads speed_multiplier with
ValueInput.getFloatOr, which takes any numeric tag. Horizon only accepted a
Float tag and defaulted every other numeric form to 1.0.
JukeboxSong.fromStack reads the stack's own minecraft:jukebox_playable
component, and a removed component names no song. Horizon resolved records
through the item's default component only, so a disc that overrode or removed
the component played, or stayed silent, against the stack in the slot.
With HDR on Auto, a display that wakes, a window moved to another
display, or a moment around Win+Alt+B can report SDR or nothing for one
read and HDR again at the next. Each such read turned HDR off at once
and on again: two swapchain reconfigurations, and on the layered float
frame a new renderer and a remesh, so the player saw black flashes and
a stall for nothing.
Now, while Auto presents HDR and the surface still offers that
encoding, a report that turns false or unknown keeps HDR on for 500 ms,
at the paper white, peak and black last applied. The applied output,
the shader Frame, the settings' active state and the frame the game
asks for stay as they were. A positive report before then clears the
timer with no swap; a loss that lasts turns HDR off once. Where the
system is polled, the display is read again at the deadline rather
than trusting a read up to two seconds old; where it sends events, the
deadline is served without one. The two-second poll stays otherwise.
Off and On act at once, entering HDR is never delayed, and an encoding
the surface no longer offers is never kept: the output switches to the
one offered, or SDR, at once. The timer is each renderer's own.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A control-socket run started with --timeout-seconds never stopped when its
harness died. The flag now applies to every run; a frame-limited run keeps
its 120 s default and a run without either has no limit. --help lists it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
SulfurCube defines MAX_FUSE (an int, -1 until primed) before FROM_BUCKET
(a boolean), right after AbstractCubeMob.ID_SIZE (18). Horizon sent and read
them the other way round, so a 26.3 client tracking a sulfur cube got a
boolean at 19 and disconnected (#13721). The server now sends the fuse at 19
with vanilla's -1 default and the bucket flag at 20, and the client reads
them there; a fuse of -1 is not primed.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Uploads take a few ms of each frame. At a wide render distance and a low frame
rate they fall behind, and meshing kept going: a heavy modpack at 64 chunks held
4.3 GB of finished meshes in pending_uploads during a flight, enough to swap a
24 GB Mac. The room for new mesh jobs now subtracts that backlog.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A resource pack's lang can give strings `§` colour codes ("§6Options...")
and private-use characters its `font/default.json` maps to bitmap icons.
Geist printed the codes literally and drew tofu for the icons. `Ui::layout`,
shared by `measure` and `text_line`, now drops `§` codes like
`StringDecomposer.iterateFormatted` and draws a character Geist lacks with the
pack's default-font glyph: vanilla's 9px line scaled onto Geist's, or at GUI
scale when the whole label is such glyphs, as the pack draws it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Step 5 (second part) of #6301: a mob's fluid scan finds the mod fluid it is
deepest in (a mod liquid block holds its fluid only in the fluid table). The
mob moves in it as in water, floats and rises in it when can_swim
(Mob::floats now holds the brains' and FloatGoal's shared condition), loses
air when can_drown, is put out when can_extinguish, is pushed by its own
current at motion_scale when can_push_entity, and has its fall distance
scaled by fall_distance_modifier. Mob currents no longer pick a mod fluid by
its template.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Step 5 (first part) of #6301: each mod fluid gets its own tag in
EntityFluidInteraction, as NeoForge tracks each FluidType, so it is not
water to the game. Its current pushes the player, items, orbs, armour
stands and boats by motion_scale when can_push_entity; the player moves in
it as in water, swims and rises when can_swim, loses air when can_drown, is
put out when can_extinguish, and has the fall distance scaled by
fall_distance_modifier. Unset numbers are the template's.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
An item modifier's bar_color of the damage type (an <item>_bar.png alone, or a json with
bar_color "damage" and its png) colours the durability bar by the stack's damage: the first
pixel undamaged, the last at full damage, rounded, as measured on the real mod. The item
colormap (tint) changes nothing on the real mod's Fabric 26.3 build, so the freepack's
grass item modifier already looks the same.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The client decoded the player chat packet's `FilterMask` but only used it
to check the signature: on a server that filters chat, a fully filtered
message was still shown and narrated, and a partly filtered one showed
without its `#` masking.
As `ChatListener.showMessageToPlayer` does, a fully filtered message is
now hidden (and counted as processed, like a blocked sender's), and a
partly filtered one shows and narrates
`FilterMask.applyWithFormatting(signedContent)`: each masked UTF-16 unit
a dark grey `#` with the `chat.filtered` hover.
Fixes#13674
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A pack's entity/lead.png textures the leash: each of its 24 segments, from the leashed
end, takes its row of the texture, unshaded, as measured on the real mod. Without one the
leash keeps vanilla's brown checker. The custom heart containers (polytone/heart/container_*)
change nothing on the real mod's 26.3 build.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Minecraft.pause is `hasSingleplayerServer() && Gui.isPausing()`, and
Gui.isPausing is the open screen's isPauseScreen. Horizon kept that answer in
a matches! list beside pauses_game instead of on the Screen, and two screens
disagreed with 26.3. SocialInteractionsScreen overrides isPauseScreen false,
so the world keeps running behind it; Horizon paused. StructureBlockEditScreen,
JigsawBlockEditScreen and the two test block editors inherit Screen's true, so
opening one freezes a single-player world as a command block's screen already
did; Horizon left them out of the list.
The answer is now `Screen::is_pause_screen`, one match over every variant, and
pauses_game asks it. The book in hand, the win screen and a dialog still answer
from their own state where they live.
AbstractContainerScreen.checkHotbarKeyPressed answers nothing unless
`this.menu.getCarried().isEmpty() && this.hoveredSlot != null`: with a stack
on the cursor, keySwapOffhand and keyHotbarSlots send no slotClicked at all.
The mouse hotbar keys asked `carried.is_none()` at their call site, but the
keyboard path (Game::inventory_hotkey from Screen::keyPressed) did not, so
pressing 1 or F over a slot with a stack carried sent SWAP. The menu's SWAP
branch does not look at the carried stack, so it moved the hovered slot's
item into the hotbar slot while the stack stayed on the cursor.
The guard now lives in `container_screen::hotbar_swap`, the Rust counterpart
of checkHotbarKeyPressed, and `inventory_hotkey` asks it for the off hand and
the nine hotbar slots.
`make_campfire_smoke` made both of its particles with the engine's
`create`, which skips `ClientLevel.doAddParticle`'s limiter, so with
Particles on Minimal or Decreased, or a campfire more than 32 blocks
away, a smoking (doused) campfire still drew every plain `smoke` puff.
As `CampfireBlock.makeParticles` does, the cosy/signal smoke now goes
through `addAlwaysVisibleParticle(.., true, ..)` (`add_with(.., true,
true)`: always made, but it still rolls the Particles option) and the
plain smoke through `addParticle` (`add`).
Fixes#13663
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The Items tab keyed its rows on the raw `minecraft:mined` stat key, a
block id, so wheat, redstone wire, tripwire, wall torches and other blocks
whose item has another id got a row for a non-item with "-" under Mined,
while the real item (wheat seeds, redstone, string, torch) showed no mined
count. Rows now take `Block.asItem` of a mined block (air dropped), and a
block item's Mined column reads its block's count, as vanilla's
`StatsScreen.ItemStatisticsList` and `ItemRow` do.
Sorting follows `ItemRowComparator`: "-" counts as -1, equal values are
ordered by item registry id, and the first click on a column sorts
biggest first (it sorted smallest first).
Fixes#13664
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ArmorStand.hurtServer breaks a stand through brokenByPlayer on a second
player hit within five ticks, and at once for an always_kills_armor_stands
type: the stand item (with the stand's name) pops at its block, then
brokenByAnything plays the sound, rolls the loot table and pops the
equipment. Horizon's punch dropped the item and equipment without the
loot table, and /damage refused every can_break / always_kills type.
Part of #12514
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- A short tap on the world acts once where it landed (or at the crosshair for aimed items); take_tap() hands it to the game with the item rule read when the finger landed
- A touch held 350 ms without dragging mines or uses the item, and keeps doing so while it turns the camera
- aim, holding and holding_use tell the game where and how this tick's world action goes; latch_use() keeps a hold as use
- pointer() places the touch marker in the tap schemes
- Optional crosshair gestures, attack button steering, and a dynamic joystick that appears where the finger lands inside a configurable strip
- Settings gain crosshair_gestures, attack_button_look, dynamic_joystick and dynamic_area_x/y (serde defaults keep saved files)
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
`tools/port_map/animal-1.tsv` had no answer for `Bee.addAdditionalSaveData`
or `Bee.readAdditionalSaveData`. Both now name `mobs/bee.rs::to_nbt` and
`from_nbt`: the hive and flower positions, the nectar and sting state, and
`NeutralMob`'s `anger_end_time` and `angry_at`.
`mob_to_nbt`/`mob_from_nbt` are the pair `Game::mob_tree_nbt` and
`Game::load_mob` go through. A bee angry at the player (`Bee.angry_at =
Some(Who::Player)`, its timer 500) saves `angry_at` as the offline player's
UUID; the reloaded bee has the same player target and the same timer. A calm
bee writes no `angry_at`, even over a compound that still names one.
Without the write the save has no `angry_at` (left `None`, right `Some(IntArray([...player...]))`),
and the reloaded bee has no target (left `None`, right `Some(Player)`).
`Bee` implements `NeutralMob` and its `addAdditionalSaveData` ends with
`addPersistentAngerSaveData`, which writes `anger_end_time` and `angry_at`
(the UUID of the entity the bee is angry at). `readAdditionalSaveData` reads
both back with `readPersistentAngerSaveData`.
Horizon modelled the bee's target in `Bee.angry_at` and saved only
`anger_end_time`, so a bee that had stung a player came back after a chunk
reload with its anger timer still running but no `angry_at`:
`BeeBecomeAngryTargetGoal` asks for `Some(Who::Player)` there, saw none, and
the bee stopped attacking, while an anger at another mob was forgotten the
same way.
The save now writes `angry_at` as the target's UUID (the player's own, or the
level's answer for a mob id, nothing when there is no target), and the load
reads it back as the player or as a mob the level may not have loaded yet.
Two fixes to the checked output switch.
The crash-recovery marker is written again before HDR output's pipelines are
built, as it was before the switch moved into output_apply. A driver that
crashes while they are built now leaves the marker, so the next start holds
HDR back instead of trying the same crashing start again.
A new window surface now always makes the settings apply again. Before, it did
so only when the surface offered another encoding. So an HDR output that had
failed and fallen back was not tried again on a new surface with the same
offer until something else changed.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
When the display or compositor stops offering HDR10 and offers scRGB (or the
other way round) while HDR is on, the game now switches the swapchain, its HDR
metadata and the HDR output pass to the new encoding. Before, it compared only
whether HDR was on, kept presenting the old encoding, and read the surface's
offer again only when the display's luminance or HDR report changed.
The renderer now reads what the surface offers at every due display poll and
after a new surface, even when the display reports the same. Each settings or
display change resolves one candidate output. A change of nits, UI brightness
or report alone updates the values without building anything. A new encoding
is built and the swapchain configured for it before the snapshot that the UI,
F3 and a pack's Frame read says so. If that fails, the output that was there
stays where it still presents, else SDR. The failed output is not tried again
each frame, only once the request, the capabilities or the surface change. The
mode setting is never changed. The switched HDR output keeps the player's
tuning (HDR Lighting, UI brightness, masks, tiers, calibration, debug view).
HDR off presents and draws exactly as before.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Nothing changes for the player. The marker, the driver it names and the
once-per-start warning move from gfx.rs into gfx/hdr_start.rs, and Undo's
rule for the hold becomes Graphics::undone_to, so gfx.rs and graphics_ui.rs
end no longer than on the base (check_file_size, docs/layers.md#file-size).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The graphics screen now reads the output of the renderer the options are
drawn for on every draw, kept outside the screen that opening resets. A
test pins that a window holding HDR output back shows it on the HDR page
as soon as the screen opens, with no setting applied: Calibrate blocked by
the hold, where the same window without it calibrates.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The marker that HDR output is starting is removed once HDR output presents
its first frame. A game closed cleanly before that, say while its window
was minimized, left it behind, and the next start held HDR output back on
a driver that never failed.
A clean exit now removes the window renderer's own marker. An exit after
an error, and a crash, still leave it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The hold on a driver HDR output failed to start on named the adapter and
its driver as wgpu reports them. Metal names no driver, so on macOS, where
the graphics driver updates with the system, a hold was never released.
The driver's fingerprint now ends with the system's version, as crash
reports name it (Windows' build, macOS's version, Linux's distribution and
kernel), read once a run. A system update releases the hold everywhere,
which costs one more try of HDR output.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Undo on the graphics screen put back the whole of Horizon's graphics
settings, the hold on a driver HDR output failed to start on included. So
a held Auto changed to On, where HDR then worked on this driver, and
undone, came back held.
Undo now keeps the hold as it is, and drops it when it changes the HDR
mode, as any change of the mode does.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A start that HDR output took down used to save HDR Off for good: one
crash while HDR started turned a player's HDR off forever, silently, even
after a driver update fixed it. With Auto the default (step 5a), that would
reach every player whose driver ever crashed once.
The marker now names the graphics driver it was written for: the backend,
the adapter's vendor and device IDs and name, and the driver's name and
version. A start that finds it keeps the mode (Auto or On) and saves that
driver as hdrFailedStart. A window on that driver starts SDR and stays SDR
while the key matches; the HDR page's HDR row says why, in one line, and
greys the brightness rows with the same line. Choosing any mode on the page
drops the key and tries HDR again. A window on another driver (an update,
another GPU) drops it too. The hold is logged once per start, with how to
clear it. A marker from before markers named a driver holds on the first
driver seen. Only a window writes the marker; offscreen renderers never
hold HDR back.
The hold is a capability of the window's output in the renderer-owned
resolver (OutputCapabilities::held), not a new global.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
UpscaleFrame carries what a temporal upscaler needs (jittered colour,
depth, sizes, jitter in clip space and pixels, camera reprojection,
reset); UpscalerBackend turns it into the output picture. TAA's resolve
pass moves behind it unchanged.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
host.own_inventory() (native_own_inventory) gives the 36 slots of the
player's own inventory (0-8 hotbar, 9-35 main) with their components,
whichever menu is open. menu_stacks() is None for the window's own
inventory, and living.equipment only covers armor and the held item.
Co-Authored-By: Claude Code <[email protected]>
Claude-Session: https://claude.ai/code/session_011R7zRUK5udBTJmDgHhoXY2
Convert GLSL ID builtins before expression typing; retain explicit unsigned conversions and validate all supported draw paths with original CPU controls.
Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
A mod hearing packets through native_client_packet gets registry references
as numbers (a Stack's item and components, AddEntity's type, Sound,
LevelParticles) and could not name them. native_registry_name(registry, id)
resolves one against the ids the connection uses: the built-in registries,
those the server synced and a mod's own data components. On a server it asks
the hub's SyncData the same way.
Helper-only fragment registry_name.
Co-Authored-By: Claude Code <[email protected]>
Claude-Session: https://claude.ai/code/session_011R7zRUK5udBTJmDgHhoXY2
Main restored the socket2 0.5 package after our temporary 0.6 workaround.
The synthetic PR merge retained an unused 0.5 entry with a 0.6 manifest,
so Cargo rejected both lockfiles under --locked. Reuse current main's
protocol manifest and both complete locks; the workaround is no longer
needed. PackedStorage's Clippy fix is already present on main as well.
Preserve the orb optimization and branch history with a normal merge.
Co-Authored-By: Codex (GPT-6) <[email protected]>
It skips busy runners, so a 6-hour tick rarely found the parity runners idle:
their probe builds reached 31 + 22 GB and the Mac mini fell to 4.6 GB free
(2026-11-07). The live plist uses StartInterval 1800.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
917 mkdtemp folders (<harness>-<8 chars>) under two runners' .local filled the
Mac mini's disk on 2026-11-07; nothing reuses them after the run.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Main's keepalive change requires socket2 0.5, but its lockfile references
that missing package while only socket2 0.6.5 remains. This prevents
locked builds before compilation after merging main.
Use the socket2 0.6 dependency already required by horizon-friends and
record that existing package for horizon-protocol in both game and launcher
lockfiles. Keep a single version
and retain the existing TCP keepalive behavior, checked by its socket test.
Use is_multiple_of for PackedStorage' nonzero per-word stride check, as
required by Clippy. The validated bit widths keep per_word between 2 and
64, so the predicate has the same behavior.
Co-Authored-By: Codex (GPT-6) <[email protected]>
Reuse the accepted shared jitter-frustum helpers from main so this PR
contains only the independent experience-orb preparation optimization.
Preserve the existing branch history and maintainer changes.
Co-Authored-By: Codex (GPT-6) <[email protected]>
Main already runs tick_remote_entities before the client block entities
and piston pushes (Minecraft.tick: tickEntities, then tickBlockEntities),
so the reorder only moved the pistons ahead of the other block-entity
animations and left two comments on the wrong lines.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Follow-up on top of the rework (the order and the release from the piston
move were right). Three things still differed from 26.3:
- AbstractArrow.tick stays in its in-ground branch the tick startFalling
runs (inGroundTime++, applyEffectsFromBlocks); the arrow flew in that
same tick. arrows.rs is back to main's branch, with the shared
start_falling_velocity.
- Entity.move(PISTON) never touches xo: begin_tick and
piston_pushed_this_tick kept the pre-push position across two ticks.
The old position is taken at the tick's start again.
- On a slime block, moveCollidedEntities sets the velocity and then moves
the entity, and that move is what takes a stuck arrow out
(startFalling's random * 0.2 damping). The bounce no longer un-grounds
it. The server trident's release_if_unblocked (no lastState check, no
damping) is gone; the piston release covers the piston case.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Screen.extractBackground runs Hud.extractDeferredSubtitles, so they sit under
the screen's slots and tooltips; drawing them after the screen put them over
both. F1 still leaves them with an in-game screen open.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Retain both the current depth-culling regression and the guarded-frustum
viewport-edge regression. Keep the shared billboard-frustum naming so
the separately submitted flame change can merge independently.
Co-Authored-By: Codex (GPT-6) <[email protected]>
Keep this PR scoped to offscreen experience-orb preparation, including
its conservative TAA frustum. Restore the existing flame path and move
its independent optimization and measurements to a separate PR.
Co-Authored-By: Codex (GPT-6) <[email protected]>
The verify runner exceeded the 60-second compiler timeout in the
native-mouse and split-window input fixtures. Both original tests pass
locally, as does the complete Python test suite. No files are changed.
A direct Actions rerun requires repository administrator permissions.
Co-Authored-By: Codex GPT-6 <[email protected]>
Keep offscreen flame preparation culling active under TAA using the same
input-pixel guard as orb sprites. Preserve ordinary model culling and
shader-pack fallbacks. Cover AABB acceptance at jittered viewport edges
and record separate flame FPS and image comparisons, including controls.
Co-Authored-By: Codex GPT-6 <[email protected]>
Skip invisible orb light/color/quad preparation with conservative bounds.
Cover TAA projection jitter at the configured input resolution and retain
the existing shader-pack path. Include rendering measurements and checks.
Co-Authored-By: Codex GPT-6 <[email protected]>
The four combinations of the HUD being shown and an in-game screen being
open, plus the screens that answer Screen.isInGameUi: the container screens
and the block editors yes, the pause menu, the chat and the death screen no,
and a book or a sign editor yes over Screen::Playing.
Hud.extractRenderState asks Screen.isInGameUi twice. With no such screen the
subtitles draw in the HUD's own pass; with one they are deferred
(extractSubtitleOverlay(true) stores a Runnable that extractDeferredSubtitles
runs after the screen), and when F1 hides the HUD they are the one element
that still draws, as long as such a screen is open.
Screen.isInGameUi is false everywhere except AbstractContainerScreen and the
block, sign and book editors, so the rule covers the inventory, the creative
menu, the command block, structure block, jigsaw and test block editors, a
book the player reads and a sign being edited, and nothing else: not the pause
menu, the chat or the death screen.
Horizon drew the subtitles only inside the HUD's own pass, so they sat under
any open screen and vanished under F1. Now an in-game screen defers them, the
deferred draw lands after the screen and its tooltips and before the toasts,
and F1 alone still hides them.
Explicitly unlock when a preparation finishes so a descriptor retained by
a forked child cannot extend the lock lifetime. Cover retained duplicates
while preserving the existing contention test.
Co-Authored-By: Codex <[email protected]>
Align client piston updates with the server and release embedded arrows and tridents on slime bounce. Match vanilla projectile rotation interpolation.
Co-authored-by: Copilot <[email protected]>
Update remote arrows and tridents to ease their flight orientation like vanilla, and interpolate their angles during rendering so direction changes from piston pushes and collision updates are animated smoothly.
Co-authored-by: Copilot <[email protected]>
Release stuck tridents when their embedded collision clears so gravity can resume, including after a piston push. Preserve projectile interpolation and synchronize pushed tridents.
Co-authored-by: Copilot <[email protected]>
@@ -44,6 +44,8 @@ Feature → files → harness for the most-changed areas: [docs/architecture.md]
- **Machine translations stay unreviewed.** `tools/lang_review/` records only text a person who speaks the language
wrote or checked; never `lang_coverage.py --mark-reviewed` machine text ([docs/translations.md](docs/translations.md)).
- **Controllers reach what registers.** Draw controls with a registering helper (`ui::button`, `settings_shell::foot_button`); `graphics_style::button` and `screen_draw::button` only paint, and registering one part of a screen ends its crosshair, so register all of it.
- **Render passes keep HDR's light.** A pass that reads, filters or redraws the world's picture (upscaling,
anti-aliasing, sharpening, frame generation, post effects, captures) follows [docs/hdr-passes.md](docs/hdr-passes.md).
## Crates
@@ -79,6 +81,7 @@ Game workspace (root `Cargo.toml`); `launcher/` and `crates/horizon-telemetry-se
| `horizon-telemetry`, `horizon-telemetry-server`, `horizon-bench` | Opt-in data collection, its ingest server, the benchmark report format |
| `horizon-system` | The machine the game runs on (OS, CPU, memory, drive, power, GPU maker and memory), for the crash report, the renderer's GPU info and telemetry |
| `horizon-platform` | The platform's public API: what the Horizon layer may use of the engine ([docs/layers.md](docs/layers.md)); re-exports `horizon-system` today |
| `horizon-hooks`, `horizon-game`, `horizon-official`, `horizon-heartbeat` | The layer seam: the engine's hooks for crates above it, the game an executable starts, the official executable (shipped as `horizon-client`) that registers Horizon's in-game parts, the first of them ([docs/layers.md](docs/layers.md#how-a-horizon-crate-plugs-in)) |
7. [Moderation and appeals](#7-moderation-and-appeals)
8. [Conflicts and hard cases](#8-conflicts-and-hard-cases)
9. [The age rule (18+)](#9-the-age-rule-18)
10. [The agents](#10-the-agents)
11. [Accounts and the handover path](#11-accounts-and-the-handover-path)
12. [Money](#12-money)
13. [Transparency](#13-transparency)
14. [Rules that are never voted on](#14-rules-that-are-never-voted-on)
15. [Changing this document](#15-changing-this-document)
## 1. Principles
- **Equals.** Every council member has one vote. Nobody, the founder included, stands above the others.
- **The founder.** Ludovic keeps the title of **Founder**: his role stays at the top of the member list and he is
credited as Horizon's founder everywhere. The title is symbolic. It carries no extra vote or power: on the council
he counts exactly like every other member.
- **Evidence, not popularity.** You get a role by doing the work first. Kira measures that work: merged pull
requests, reviews, triage, support answers and days active. A vote then confirms it.
- **Small, clear powers.** Each role can do a short, written list of things. Anything else goes to the council.
- **Roles are on loan.** Every role has a 30-day probation and an inactivity rule. Stepping down for inactivity is
not a sanction, and you can come back.
- **Public by default.** Polls, results and rules are public. Only matters about a person stay private, and even then
the result is published.
- **18+ for roles of trust** (section 9).
- **Mojang's and Microsoft's rules come first.** They are never put to a vote (section 14).
## 2. The levels at a glance
From the most open level to the most trusted. A person can hold several levels at once: a group lead can also be on
the Horizon Team, for example.
| Level | What it can do | How you get in | How you leave | 18+ |
| --- | --- | --- | --- | --- |
| **Member** | Play, chat, report bugs, suggest ideas, open issues and pull requests, pick group roles | Join the Discord server or the GitHub repo | Leave, or get banned | No |
| **Contributor** (⛏️ Iron, 🥇 Gold, 💎 Diamond, 🟪 Netherite ranks) | Write in #contributors; `/claim` issues; nominate people for group lead (if active in that group) | One merged pull request in a public horizon-rust repo, linked with `/link-github` and `/verify-github`. Ranks come from merged pull requests: 10, 40, 100 and 200 | Contributor status and ranks stay | No |
| **Group member** | Read and write in the group's channel; get the group's pings; take part in the group's advisory poll on its lead | Pick the group's role in Channels & Roles, or with `/groups` | Remove the role | No |
| **🤝 Support** | Answer and close posts in #horizon-support | `/apply`; vote of the mods and the Team (as today) | Resign, 30 days inactive, or removed by the Chief of Mods or the council | No |
| **🛡️ Moderator** | Time out, delete messages, manage threads, quarantine. No bans | `/apply`, then the selection filter; mods' vote; the council may object within 24 h | Resign, 30 days inactive, suspended by the Chief of Mods, removed by a council poll (simple majority) | **Yes** |
| **🛡️ Chief of Mods** | A moderator's powers, plus bans; leads the mods; suspends a mod at once pending the council | Council poll (simple majority), from the mods with at least 30 days | Resign, 30 days inactive, council poll (simple majority) | **Yes** |
| **🧭 Group lead** | Decides inside the group's topic (section 6); manages the group's channel; triage on the group's GitHub issues | Nomination, the filter, a 24 h public discussion with an advisory group poll, then a council poll (simple majority); 30 days probation | Resign, 30 days inactive (automatic), council poll (simple majority); confirmed again every 6 months | **Yes** |
| **🌌 Horizon Team** | Review and merge pull requests (GitHub `horizon-team`, write access); `/nightly` and triage commands (trusted reviewers); #horizon-team | Nomination, the filter, a 24 h public discussion, then a council poll (2/3); 30 days probation | Resign, 60 days without a merge or review (automatic), council poll (2/3, without the person) | **Yes** |
| **🏛️ Council** | Decides everything else by poll (section 4); bans; emergency actions by any 2 members | Nominated by a council member, the filter, a 24 h public discussion, then a council poll (2/3); 30 days probation | Resign, inactivity (section 5.5), council poll (2/3, without the person) | **Yes** |
**The account holder** isn't a level. The founder (Ludovic) still holds the project's accounts (GitHub organisation
owner, Discord server owner, the Microsoft app approved by Mojang, the domains, Railway, money). He carries out the
council's decisions on them and hands them over step by step (section 11). As a council member he has one vote,
like everyone else.
## 3. Each level in detail
### Member
Anyone in the Discord server or on GitHub. Members follow the server rules and Horizon's
[contributing guide](CONTRIBUTING.md). They can propose anything: an idea in #horizon-ideas, a bug in #horizon-bugs,
an issue or a pull request on GitHub, or a request for a council poll (any council member can pick it up).
### Contributor
- **Discord:** the 🛠️ Contributor role writes in #contributors and in the threads of #polls-and-decisions. A rank
role (⛏️ Iron at 10 merged pull requests, 🥇 Gold at 40, 💎 Diamond at 100, 🟪 Netherite at 200, counted over every
public horizon-rust repo) shows how much has been merged. Ranks only go up.
- **GitHub:** no repository role. Anyone can `/claim` and `/unclaim` their own issues.
- **Alone:** their own work.
### Group member
Each theme group (section 6) has a role that anyone can pick and drop. It opens the group's channel and receives the
group's pings. Picking a role grants no power. A group member counts as **active in the group** when Kira has seen at
least one counted action in the group's area (section 5.1) in the last 60 days. Only active group members can
nominate a lead or vote in the group's advisory poll.
### 🤝 Support
Unchanged: Support members help players in #horizon-support. They answer every post there and mark posts solved.
The role carries no permission, so it has no age rule. They join through `/apply`, and the mods and the Team vote.
### 🛡️ Moderators and the Chief of Mods
- **Discord:** time out members, delete messages, manage threads and nicknames, read the audit log, quarantine
through Kira, and see the staff channels. **Moderators don't ban.** Bans are done by council members and the Chief of
Mods. Kira's automatic actions (the honeypot, clear scams, illegal images) stay as they are.
- **Official server:** server operators (ops) are moderators in game. They need the 18+ rule and are confirmed the
same way (section 6, Server and SMP).
- **Alone:** a timeout, a deleted message, a quarantine, with a reason in the mod case.
- **The Chief of Mods** is the first contact for moderation questions. They organise the mods, can ban, and can take a
moderator's role away at once when there is a problem. The council confirms or reverses that within 72 hours.
### 🧭 Group leads
Section 6 says what a lead decides alone and what goes to the council.
- **Discord:** in their group's channel only, delete messages, manage and pin threads, and ping the group role. The
🧭 lead role carries no server-wide permission.
- **GitHub:** triage on the issues and pull requests that carry their group's label (`/label`, `/unlabel`, `/close`,
`/reopen`, `/unclaim`), from a list of group leads that grants no repository role. Leads merge only if they are on
the Horizon Team too.
### 🌌 Horizon Team
The Horizon Team **merges pull requests**. Its rules are in [the release flow](docs/release-flow.md): read the whole
diff, never merge your own pull request, and use `needs-proof` for anything risky.
- **GitHub:** member of the `horizon-team` team (write access to the Horizon repos), on the trusted reviewers list
(`/nightly` and triage commands).
- **Discord:** the 🌌 Horizon Team role, #horizon-team, and writing in #contributors and the read-only channels.
Moderation permissions belong to the moderators and the council: a Team member moderates only if they also hold
one of those roles.
- **During the 30-day probation:** they merge only ordinary pull requests. They don't merge `needs-proof` pull
requests, don't approve files that CODEOWNERS guards, and don't use `/nightly`.
### 🏛️ Council
- **Discord:** the 🏛️ Council role: the moderators' permissions plus ban and mention @everyone; #council (private);
starting polls in #polls-and-decisions.
- **GitHub:** the `council` team. Over time it takes over the founder's CODEOWNERS review and his owner powers in the
release tools (section 11).
- **Alone (any one member):** start a poll; pick up a member's request for a poll; do anything their other roles
allow.
- **Any two members together:** an emergency action (section 4.6).
- **Everything else** is decided by poll.
## 4. The council and its polls
### 4.1 Founding council
kacpherek, levzzz5154, rdbtCVS, Online5277, dezer-x and Ludovic: six members, one vote each. The founding members
don't go through the filter or a probation. They do make the 18+ declaration (section 9). The council has at most
**9** members. It adds a seat only when a 2/3 poll says it needs one.
### 4.2 How a poll works
| Rule | Value |
| --- | --- |
| Who starts one | Any council member, with `/poll` (Kira). Anyone else asks a council member to start it |
| Where | #polls-and-decisions, in public. Polls about a person (removal, appeals, the age rule) run in #council, and only their result is public |
| How long | 24 hours. It closes early only if every council member has voted |
| Ballot | Yes, No or Abstain. You can change it until the poll closes |
| Quorum | At least half of the council votes (Abstain counts). With 6 members, 3 votes |
| Simple majority | More Yes than No |
| Two-thirds | Yes is at least 2/3 of the Yes and No votes, **and at least 3 Yes votes** |
| Tie | Nothing changes |
| No quorum | Nothing changes. Kira reminds the members who haven't voted 12 hours and 2 hours before the end |
| About yourself | You don't vote, and you don't count in the council's size for that poll |
| Asking again | A poll that failed can't be asked again for 7 days, unless two members agree that new facts justify it |
### 4.3 Which threshold applies
| Simple majority | Two-thirds |
| --- | --- |
| Day-to-day project decisions: direction, priorities, settling disputes between groups, a public statement | Adding council members and Horizon Team members |
| Group leads and co-leads: appointing, removing, confirming every 6 months | Removing a council member or a Team member (without the person concerned) |
| Moderators, the Chief of Mods, Support: confirming, removing | Rules: this document, the server rules, the contributing policy, the licence |
| Second-level moderation appeals | Waiving part of the selection filter (section 5.4) |
| Bringing back someone who stepped down for inactivity, within 6 months | Changing the council's size |
**When in doubt, two-thirds.** Any council member can say a poll needs 2/3, and Kira then counts it at 2/3.
### 4.4 Discussion
Polls that add someone to the council, the Team or a lead post start with a **24-hour public discussion** (section
5.3). Other polls are discussed in their own thread while they run. A member who wants more time votes No and says
why. A failed poll can come back after 7 days.
### 4.5 Conflicts of interest
A member doesn't vote on a poll about themselves: their own role, their own removal, an appeal of their own
moderation action, or money paid to them. They say so in the poll's thread and Kira leaves them out of the count.
### 4.6 Emergencies
For **security** (a leaked secret, a malicious pull request or mod, a hijacked account), **Mojang or Microsoft** (a
request from them, a risk to the approved sign-in) or **legal** matters (a takedown, the law), **any two council
members act at once**. They may:
- pause releases and the Nightly;
- take a mod down from the registry;
- remove someone's roles or access for now;
- lock or hide channels and content;
- ask the account holder to rotate a secret or a key.
They record it with `/emergency` in Kira, and both of them confirm it there. Kira opens a council poll at once
(simple majority) to confirm it. If the poll doesn't pass, the action is undone where it can be. An emergency never
adds members, changes rules or spends money.
### 4.7 Removing a council member
A 2/3 poll of the other members, in #council. The person concerned doesn't vote and doesn't count in the quorum.
Only the result is published, never the reasons. Other ways to leave: resigning, inactivity (section 5.5), or a
false age declaration (section 9).
### 4.8 When the council drops below a quorum
- **Fewer than 5 members:** Kira opens nominations for the council at once. The council fills seats within 30 days.
- **Fewer than 3 members, or fewer than 3 who voted in the last 30 days:** an **interim council** forms. It counts the
remaining council members, the Horizon Team and the group leads past probation. Its only task is adding council
members, by its own 2/3 poll with a quorum of half. Any two of its members can take emergency actions. All other
decisions wait. The Team keeps merging and the leads keep leading.
- **Nobody left:** the Team and the group leads form the interim council in the same way.
## 5. The selection filter
Nobody becomes a lead, a Team member or a council member just because they are well liked or talk a lot. Kira
measures the work, and only people above a floor can be nominated. The council then decides among them.
### 5.1 What Kira measures
| Signal | What counts | Source |
| --- | --- | --- |
| **Merged pull requests** | Pull requests merged in a public horizon-rust repo. For Modding, also in the mod API's fork (arismoko/horizon). Counted overall, and per group by label or by files touched | GitHub search, as the ranks are counted today |
| **Reviews** | Others' pull requests you reviewed: approved, asked for changes, or left a review with comments. One per pull request | GitHub search `reviewed-by:` and Kira's GitHub webhook |
| **Triage** | Triage commands run (`/label`, `/close`, duplicates), issues labelled or closed, bug posts routed on Discord | The triage workflow's comments and Kira's webhook |
| **Support answers** | #horizon-support posts you answered that ended solved | Kira's support feature |
| **Active days** | Distinct days with any of the above, or with messages in #contributors or a group's channel. Chat elsewhere doesn't count | Kira |
| **Tenure** | Days since your first counted contribution (since you joined the server, for moderators) | GitHub, Discord |
| **Clean record** | No timeout, quarantine or ban in the last 90 days | Kira's mod cases |
| **Verified GitHub** | `/verify-github` done | Kira |
| **18+ declaration** | Made (section 9) | Kira |
Kira turns these into an **evidence card**: the person's numbers, overall and in the group's area, for the last 60
days and in total. Anyone can see their own card with `/evidence`. A nomination shows the card publicly.
### 5.2 The floors
A nomination is refused below these floors.
| Role | Floor |
| --- | --- |
| **Group lead** | Verified GitHub; tenure of 30 days or more; **in the group's area: 8 or more merged pull requests, or 20 or more reviews** (Translations: 5 or more merged translation pull requests; Server and SMP: 8 pull requests, or 30 days as an official server operator with activity); 15 or more active days in the last 60; clean record; 18+ |
| **Moderator** | In the server for 30 days or more; Kira level 10 or more; 15 or more active days in the last 60; clean record; 18+ |
| **Chief of Mods** | Moderator for 30 days or more, past probation; 18+ |
| **Horizon Team** | 🥇 Gold rank (40 merged pull requests); 20 or more reviews of others' pull requests; tenure of 30 days or more; 20 or more active days in the last 60; clean record; verified GitHub; 18+ |
| **Council** | Horizon Team member, group lead or Chief of Mods for 60 days or more, past probation; 20 or more active days in the last 60; clean record; 18+ |
The numbers are checked again once a year (section 15). They should stay reachable for people who really work on
Horizon and out of reach for people who don't.
### 5.3 The path to a role
1.**Nomination.** Run `/nominate member: role: [group:]` in Kira.
- A **group lead** can be nominated by an active member of that group or by a council member. A self-nomination
needs a second from another active group member or a council member.
- A **Team member** can be nominated by a council or Team member. Someone can also nominate themselves with
`/apply`, if a council or Team member sponsors them.
- A **council member** can only be nominated by a council member.
- **Moderators** apply with `/apply`.
2.**The filter.** Kira checks the floor and the 18+ declaration. Below the floor, Kira refuses and says which line
is short.
3.**Public discussion, 24 hours.** Kira posts the nomination and the evidence card in a thread of
#polls-and-decisions. Contributors and the council can comment. For a lead, Kira also runs an **advisory poll** in
the group's channel for the same 24 hours. Only active group members vote in it, and the council sees the result.
4.**Council poll, 24 hours.** Simple majority for a lead, 2/3 for the Team and the council. For moderators, the mods'
vote replaces this step, and any two council members can object within 24 hours; the council then decides by poll.
5.**Probation, 30 days.** The role is held in full, except for the Team limits in section 3. At day 25, Kira asks the
council in #council whether anything is wrong. Probation ends by itself at day 30, unless a council poll (simple
majority) ended it earlier.
### 5.4 Exceptions
Some valuable people don't show up in the numbers, such as a designer for the website. The council can **waive the
tenure or the area floors** by a 2/3 poll that says why. The age rule and the clean record are never waived.
### 5.5 Inactivity
Kira checks every day. It warns the person in a DM and in #council, then posts the step-down in
#polls-and-decisions with neutral wording ("stepped down: inactive"), and removes the Discord role. The account
holder or an org owner removes GitHub access when the Team role ends.
| Role | What counts as activity | Warning | Steps down |
| --- | --- | --- | --- |
| Group lead | A counted action in the group's area, or messages in the group's channel | Day 21 | Day 30 |
| Horizon Team | A merge or a review | Day 45 | Day 60 |
| Moderator, Chief of Mods | A moderation action, or messages in the staff channels | Day 21 | Day 30 |
| Support | An answer in #horizon-support | Day 21 | Day 30 |
| Council | A vote in a poll. At 30 days with no vote, while at least 2 polls were held | Day 23 | Day 30, or 45 days with no counted activity at all |
- **Away.** Anyone can announce an absence with `/away` for up to 45 days, once every 6 months. Away days don't
count. A lead names someone from the group to cover for them.
- **Coming back.** Within 6 months: a simple-majority poll, with no new probation. After 6 months: the normal path.
### 5.6 Terms
- **Group leads** are confirmed every 6 months by a simple-majority poll. If someone else in the group passes the
floor and is nominated, both go on the same poll.
- **Council and Team** have no fixed term. They stay as long as they are active and keep the council's trust. Removal
is always possible (section 4.7).
## 6. Theme groups
### 6.1 The groups
| Group | Covers | GitHub | Discord |
| --- | --- | --- | --- |
| **Modding** | The mod API, native and content mods, mixins, the mod registry, `cargo horizon-mod` | The mod API lives in Ari's fork **arismoko/horizon**. Its owner runs that repo by their own rules; the council governs only what is Horizon's: horizon-rust/horizon-mods, horizon-mixins, horizon-native-mod-template, the registry. Label `mods` | The 🧩 MODDING category (#modding, #horizon-modding-team); roles 🧩 Modder (picked) and 🧩 Horizon Modding Team (the lead gives it) |
| **Shaders and rendering** | The renderer, shaders, shader packs, OptiFine and Polytone pack formats | Label `rendering`; `crates/horizon-client-render` (gfx), `*.wgsl`, `horizon-shaders`, `horizon-shader-api`, `horizon-optifine`, `horizon-polytone` | #shaders-rendering |
| **Performance** | Frame rate, memory, server tick, benchmarks | Label `perf`; `horizon-bench`, the benchmark tools | #performance |
| **Launcher** | The launcher: installs, updates, instances, its pages | Label `launcher`; `launcher/` | #launcher |
| **Server and SMP** | Dedicated server, hosting, the anticheat, multiplayer, and the official SMP | Labels `server`, `multiplayer`; `horizon-server*`, `horizon-anticheat`, `lan/`, `dedicated*`; horizon-rust/horizon-server | #server-smp (plus #join-server, #server-chat) |
| **Translations** | The game's and the launcher's languages | Label `roadmap:languages`; `launcher/lang/`, `crates/horizon-client/assets/horizon/lang/` | #translations and the 🌍 language channels |
| **Website** | playhorizon.dev | horizon-rust/horizon-site; label `website`. The site's design stays as it is unless the council decides otherwise | #website |
| **Vanilla accuracy** | Parity with vanilla 26.3: harnesses, oracles, the port ledger | Labels `parity`, `parity-regression`, `full-parity`; `tools/test_*_parity.py`, the Java oracles | #vanilla-accuracy |
| **UI** | The game's menus, HUD, settings, controller navigation, the design system | Labels `ui`, `accessibility`; `title/`, `settings_shell.rs`, `hud*`, `ui.rs`, `docs/design-system.md`, `horizon-theme`. The launcher's look is shared with Launcher | #ui |
A pull request can belong to two groups. Both leads can comment, and the Team merges as usual. If the leads disagree,
the council decides.
### 6.2 Leads per group
- **One lead per group.** A group with 8 or more active members may also have **one co-lead**, chosen the same way.
- A person leads **at most two groups**. Council members may lead a group, though a lead from outside the council is
preferred: it spreads the work.
### 6.3 What a lead decides alone
Inside their group's topic, and within this document, the contributing guide, the vanilla-first rule, the layers and
the design system:
- the group's priorities and the order of its roadmap items;
- which issues are `good first issue`, and triage of the group's issues;
- technical and design direction inside the area, when vanilla behaviour and the default look don't change;
- accepting or declining an idea or a proposal in the area. Any two active group members or one council member can
take that decision to the council;
- how the group organises itself (threads, meetings, the channel's rules on top of the server's);
- asking the Team for reviews, adding `needs-proof`, and nominating people.
### 6.4 What goes to the council
- the rules, money, accounts and secrets;
- who is on the council, the Team or the mods;
- anything that changes vanilla behaviour or turns a Horizon-only feature on by default;
- breaking a public promise: the mod API, server compatibility, save and file formats;
- disputes between groups;
- anything involving Mojang, Microsoft or the law;
- speaking for the whole project outside the group's topic.
### 6.5 A group without a lead
The work goes on. The Team reviews and merges, and Kira still routes the group's issues and questions to its
channel. Until a lead is chosen, any council member may take a lead's decision for that group and says so in the
channel. Kira pins a "lead wanted" note with the floor. **No lead is better than a lead who doesn't do the work:**
nobody is appointed just to fill the seat.
## 7. Moderation and appeals
- **The server rules** are in #rules. Moderators enforce them, the Chief of Mods leads the mods, and the council can
change the rules (2/3).
- **Every action has a mod case**: who acted, what they did, and why. Kira keeps the cases.
- **First appeal:** within 14 days, through #appeal (for a quarantine) or mod mail. A moderator who wasn't involved,
or the Chief of Mods, answers within 72 hours.
- **Second appeal:** for bans, timeouts over 24 hours and quarantines, a council poll in #council (simple majority).
Members who were involved don't vote. The answer is final for 90 days.
- **Not appealable here:** actions that Discord's rules or the law require. Those are reported where the law says.
- **Removing a moderator:** the Chief of Mods can suspend a moderator at once, and the council decides within 72 hours
(simple majority). The council removes the Chief of Mods the same way.
- **Staff are moderated like everyone.** When a council member is involved, the council decides without them.
## 8. Conflicts and hard cases
| Case | What happens |
| --- | --- |
| Two groups disagree | The leads talk first. If they still disagree, the council decides (simple majority) |
| A lead's decision is contested | Any two active group members or one council member can bring it to the council |
| A Team member merges against the rules | Any council member can revert the merge. The council can remove the member (2/3) |
| A council member breaks the rules | The council decides without them. Removal takes 2/3 (section 4.7) |
| Someone holds a role and is under 18 | Section 9 |
| The council can't reach quorum | Section 4.8 |
| The founder and the council disagree about one of his own accounts | Until a step of section 11 hands it over, the account stays his. He carries out the council's decisions on project matters, or he says publicly that he won't |
## 9. The age rule (18+)
**Who must be 18 or older:** members of the council and the Horizon Team, trusted reviewers, group leads and
co-leads, the Chief of Mods and the moderators, official server operators, and anyone with admin rights anywhere in
server panels, Railway, or Kira's admin side. The same goes for anyone who holds a project secret.
**Who doesn't have to be:** members, contributors (with any rank), group members and 🤝 Support. Contributors under
18 are welcome and valued. They just can't hold the roles above.
**How it's checked, without collecting ID:**
- **A declaration.** Before taking such a role, and once at the start for everyone who holds one, the person presses
a button in Kira: "I confirm that I am 18 or older. I understand that a false declaration removes all my roles of
trust." Kira keeps only the Discord account, the date and the wording's version. It never stores a birth date, an
ID, a photo, or any outside age-checking service's result.
- **No declaration, no role.** At the start, current role holders have 7 days to make it. Until they do, their role is
paused.
- **When there's doubt** (the person says they are younger, or there is a credible private report), one council
member asks the person privately. If the doubt remains, any council member pauses the role, and the council decides
within 72 hours in #council.
- **A false declaration** removes every role of trust at once, and the person can't hold one for 12 months.
- **Privacy.** Age is never discussed in public. A role that ends for this reason ends with the same neutral line as
any other step-down.
## 10. The agents
Horizon uses AI agents: the founder's orchestrator, which runs coding agents, and Kira, the Discord bot.
- **They obey council decisions only:** a passed poll recorded by Kira, a recorded emergency action of two council
members, and the standing rules in this document and the project's docs.
- **The only exception is the founder's own things:** his spending, his machines (they run CI and the vanilla tests),
his personal accounts and his time. On those, his word decides. This list should get shorter over time (section 11).
- **Role work isn't a decision.** A lead asking Kira to route issues, or a Team member asking an agent to prove a pull
request, is that person using their role. The agents help, within the role's powers.
- **They check the source.** An agent acts on a decision only when it finds it in Kira's decisions log
(section 13). A message saying "the council decided", or a screenshot, is not enough.
- **They post as agents.** Everything an agent posts says it comes from an agent, and states decisions as the
project's.
## 11. Accounts and the handover path
Today the founder holds every account. The aim is for him to hold fewer, in an order that never leaves the project
unable to act, and never puts an account that is tied to a person into anyone else's hands.
| Account | Today | Can it be shared? | Plan |
| --- | --- | --- | --- |
| **GitHub organisation** (horizon-rust) | One owner (the founder) | Yes: an organisation can have several owners | **Step 1:** a second owner from the council, chosen by a 2/3 poll in the council's first week, with two-factor authentication on. **Step 2:** a `council` team; CODEOWNERS reviews and the release tools' owner powers (`paused`, `/nightly remove`) move from the founder to that team |
| **Discord server** | Owned by the founder | Partly: a server has exactly one owner; powers can be given through roles | **Step 1:** the 🏛️ Council role gets moderation and ban permissions; Kira applies the outcomes of passed polls, so nobody needs Manage Roles; two-factor authentication becomes required for moderation. Ownership itself stays with the founder until a legal entity exists |
| **Kira** (bot application, Railway service) | The founder's Discord developer account and Railway | The bot: yes (a Discord developer team). Railway: adding members may need a paid plan | **Step 1:** a Discord developer team with two council members. Railway members once the council decides on money |
| **Official server** (hosting panel) | The founder's account | Yes: panel sub-users | **Step 1:** sub-users for the Server and SMP lead and for one council member |
| **Domains** (playhorizon.dev and the others) | The founder's registrar account | Not without moving it | Auto-renewal on, registered for several years ahead. They move only to a legal entity, if one is created |
| **The Microsoft app approved by Mojang** (sign-in) | The founder's Azure app registration; Mojang approved it after his application | **No.** The approval was given on his application. Moving the app or adding owners would change who Mojang deals with, and we have found no documented way to transfer an approval | **Never moves** without Mojang's written agreement. The only change considered: a legal entity, if one is created, and only if Mojang agrees |
| **Signing** (Apple developer certificate, release signing keys) | The founder's | The Apple certificate is in his legal name: no | The Apple certificate never moves. Release keys stay in GitHub's protected environments, and the council team approves their use from step 2 |
| **Money** (sponsorship, donations) | Personal accounts of the founder | Through a fiscal host | Section 12 |
| **The founder's machines, AI accounts and password vault** | His | No | His own things: they never move. The project should depend on them less over time |
**Order:** first the safety nets that remove a single point of failure (a second organisation owner, the bot's
developer team, panel sub-users). Then the day-to-day powers (CODEOWNERS and release tools to the council team). Last,
whatever needs a legal entity: domains, money, and with Mojang's agreement the sign-in app. Each step is a 2/3 poll,
and the founder carries it out.
## 12. Money
*Placeholder: the options (Open Collective and others) are being researched.*
- The council approves every expense by a **2/3 poll**.
- **Every income and every expense is public.**
- Nobody votes on money paid to themselves.
## 13. Transparency
- **#polls-and-decisions:** every poll and every result, posted by Kira, and the 24-hour discussions of nominations.
For polls that aren't about a person, each member's vote is shown once the poll closes.
- **The decisions log:** Kira keeps an append-only record of every poll, emergency action, appointment and
step-down, with its date and result. It is public and machine-readable, so the agents can check a decision there.
- **This document** lives in horizon-rust/horizon as `GOVERNANCE.md`. A short summary is pinned in #rules and in
#polls-and-decisions.
- **Who holds which role:** the people page of playhorizon.dev's hub shows the council, the Team, the group leads,
the Chief of Mods, the moderators and Support.
- **#council** is private for discussion and for polls about people. Everything the council decides is published.
## 14. Rules that are never voted on
These are Horizon's conditions for existing, not choices. No poll can change them:
- Playing needs a **Microsoft account that owns Minecraft: Java Edition**. There is no play without one.
- **No Mojang files** in Horizon's repos or downloads. Players' own copies stay on their own machines.
- **No gambling**, in any form, including with in-game currency.
- **Mojang's and Microsoft's terms and Usage Guidelines** apply to everything Horizon does.
- **The law**, and the terms of service of Discord and GitHub.
## 15. Changing this document
A 2/3 council poll, then a pull request that a Team member merges. The council reviews the floors' numbers
(section 5.2) once a year, or sooner if they turn out wrong.
It runs rustfmt, clippy, the touched crates' tests, the Python tests, the public-tree check and the vanilla harnesses your change affects. Never commit game files, decompiled source or prepared resources.
How Horizon is run (the council, theme groups and their leads, the Horizon Team, moderation): [GOVERNANCE.md](GOVERNANCE.md).
## Project status
**Player-visible gaps: 0 open** of the 833 the [port ledger](tools/port_ledger.py) found, reading every vanilla 26.3 method against Horizon's code: vanilla behaviour a player would notice that Horizon doesn't have yet. By area: Animals [0](https://github.com/horizon-rust/horizon/issues/3512); Monsters and bosses [0](https://github.com/horizon-rust/horizon/issues/3513); Entities, projectiles, vehicles and decorations [0](https://github.com/horizon-rust/horizon/issues/3514); Items, enchantments and inventories [0](https://github.com/horizon-rust/horizon/issues/3515); Blocks, redstone and fluids [0](https://github.com/horizon-rust/horizon/issues/3516); World, world generation and saves [0](https://github.com/horizon-rust/horizon/issues/3517); Screens, HUD and client packets [0](https://github.com/horizon-rust/horizon/issues/3518); Entity and block rendering, models [0](https://github.com/horizon-rust/horizon/issues/3519); Server and players on the server [0](https://github.com/horizon-rust/horizon/issues/3520); Mob AI, villagers and raids [0](https://github.com/horizon-rust/horizon/issues/3521). This number goes down as gaps close (`tools/parity_gaps.py`); the table below says what the harnesses compare.
description="The dedicated server's chat filter: its [chat_filter] settings, the slur list's matcher and the mutes, with no game state (docs/chat-filter.md)"
[dependencies]
# The moderation durations, shared with `/tempban`.
description="The client's world data, rendering and screens: chunks, meshing, light, streaming, the renderer, the HUD, menus and settings; no gameplay"
[dependencies]
# The settings stores of the crates above the engine (docs/layers.md, "Platform registries").
horizon-hooks={path="../horizon-hooks"}
horizon-cosmetics={path="../horizon-cosmetics"}
# The GUI atlas's pixels, kept compressed once uploaded (hud.rs `pack_pixels`).
"Horizon renderer: HDR output is held back: the last start with this graphics driver ({driver}) ended before HDR output showed a frame. Choose an HDR mode on the HDR page to try again (or remove hdrFailedStart from {})",
crate::graphics::FILE
)
});
}
}
/// Writes the marker at `marker` as a window's HDR output turns on (`on`), and removes this
"the last start ended before HDR output showed a frame; HDR is off now (graphics option hdr, in {FILE})"
"the last start ended before HDR output showed a frame; HDR output stays off with that graphics driver until the HDR mode is changed (graphics option hdrFailedStart, in {FILE})"
);
}
g
}
/// Whether HDR output is held back on a window whose graphics driver is `driver`
/// (`gfx::output::window_driver`): the last start on it ended before HDR output
/// showed a frame ([`Graphics::hdr_failed_start`]).
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