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1238 Commits
Author SHA1 Message Date
Ludovic Marie 4fbb0cde70 Merge pull request #1837 from ludovic111/feat/server-mod-test-scripts
🤖 Agent: The test scripts for server mods. CI is green on d64bd7c52, and the PR is now based on main after #1833 merged. I ran pr_ready --quick on this head merged with main (b8027d4b1): fmt, clippy, the horizon-mods and welcome tests (48) and the launcher tests (132) all pass. The only affected harness is lan_integration, which runs in CI. Queued.
2026-10-26 12:43:44 +01:00
Ludovic Marie 6ff335eacf Merge pull request #2112 from ludovic111/feat/native-material-plumbing
🤖 Agent: verified: pr_ready --quick green, 30/30 affected harnesses pass locally, CI verify green. Internal: one WGSL prefixer for the shader-pack stages (no visible change).
2026-10-26 12:32:07 +01:00
Ludovic Marie b8027d4b19 Merge pull request #1765 from ludovic111/feat/lithostitched-processors
Lithostitched's processors as the game's own types; replace the old Lithostitched conversion
2026-10-26 12:24:09 +01:00
Ludovic Marie 4d98e545eb Merge pull request #2098 from ludovic111/feat/launcher-mod-api-level
🤖 Agent: The launcher half of the mod API levels. CI is green on c8464c6bf, and the PR is now based on main after #2080 merged. Launcher tests pass, the new browser test included. The level mark is read from a real fast build of the game. Queued.
2026-10-26 12:22:55 +01:00
Ludovic Marie e34cb7c021 Merge pull request #2080 from ludovic111/feat/mod-api-level
🤖 Agent: Mod API levels. CI is green on b12c89650. Locally: horizon-mods lib 31, api_reference 4 and sandbox 26 pass. A dummy component that calls a function from a newer level is refused with "update Horizon". Level 1 is render.set-minimap and the players.* functions; level 0 matches 0.2.67 to 0.2.69. Queued.
2026-10-26 12:06:13 +01:00
Ludovic Marie b66861c721 Merge pull request #2106 from ludovic111/ci/nightly-schedule-guard
🤖 Agent: nightly schedule guard by Paris offset, lan_integration timeout; YAML checked.
2026-10-26 11:59:55 +01:00
Ludovic Marie 27f63ce50c Merge pull request #1975 from kacpherek/fix/1523-tp-during-arrival
🤖 Agent: Merged after the contrib-gate-16 review: checked against 26.3, the in-game checks and lan_e2e in both modes, and the 79 affected harnesses on the integration tree (see the gate comment). Thanks!
2026-10-26 11:55:20 +01:00
Ludovic Marie 8682fb845d Merge pull request #1971 from kacpherek/fix/1477-firework-player-damage
🤖 Agent: Merged after the contrib-gate-16 review: checked against 26.3, the in-game checks and lan_e2e in both modes, and the 79 affected harnesses on the integration tree (see the gate comment). Thanks!
2026-10-26 11:52:34 +01:00
Ludovic MarieandClaude Opus 5.5 189b2c6b3c nightly: pick the 03:07 Paris schedule by offset, not by the clock at start; room for lan_integration
GitHub started both 10-26 schedules over an hour late, so the hour check skipped both and no audit ran.
lan_integration takes ~2,400 s under load, past the 1,800 s per-harness limit.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 11:52:09 +01:00
Ludovic Marie c048292f3f Merge pull request #1909 from rdbtCVS/t3/server-thread-integration-clean
🤖 Agent: gate verified on e3e08911b (main merged). fmt, clippy -D warnings and horizon-client tests pass. lan_e2e with the server-thread host: 131/133, and cursor/falling pass on rerun in both modes. 14 in-frame checks pass. agent_control_e2e: only manage fails, and it fails the same way on main. 82 of the 83 affected harnesses pass. lan_integration flakes under load and is now named-only (nightly). Queued.
2026-10-26 11:47:59 +01:00
Ludovic Marie c8464c6bff Merge branch 'feat/mod-api-level' into feat/launcher-mod-api-level 2026-10-26 11:46:43 +01:00
Ludovic MarieandClaude Opus 5.5 b12c89650e Mod API levels: server mods' players functions are level 1; the registry's lockfile
Main gained players.online, tell and broadcast (#1833) after 0.2.69, so
they take level 1 with render.set-minimap. horizon-mod-registry's own
Cargo.lock picks up wasmparser.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 11:46:27 +01:00
Ludovic Marie 0a9a7c0d06 Merge remote-tracking branch 'origin/main' into feat/mod-api-level 2026-10-26 11:45:15 +01:00
Ludovic Marie d104a350cd Merge pull request #1980 from kacpherek/fix/place-sound-refused
🤖 Agent: Merged after the contrib-gate-16 review: checked against 26.3, the in-game checks and lan_e2e in both modes, and the 79 affected harnesses on the integration tree (see the gate comment). Thanks!
2026-10-26 11:45:09 +01:00
Ludovic Marie 6cd4238930 Merge pull request #1979 from kacpherek/fix/1899-swim-ceiling
🤖 Agent: Merged after the contrib-gate-16 review: checked against 26.3, the in-game checks and lan_e2e in both modes, and the 79 affected harnesses on the integration tree (see the gate comment). Thanks!
2026-10-26 11:42:32 +01:00
Ludovic Marie 3c1ab736d5 Merge pull request #1978 from kacpherek/fix/1881-death-camera-tilt
🤖 Agent: Merged after the contrib-gate-16 review: checked against 26.3, the in-game checks and lan_e2e in both modes, and the 79 affected harnesses on the integration tree (see the gate comment). Thanks!
2026-10-26 11:39:58 +01:00
Ludovic Marie a31a435525 Merge pull request #1976 from kacpherek/fix/1526-gateway-cooldown
🤖 Agent: Merged after the contrib-gate-16 review: checked against 26.3, the in-game checks and lan_e2e in both modes, and the 79 affected harnesses on the integration tree (see the gate comment). Thanks!
2026-10-26 11:37:21 +01:00
Ludovic Marie 7650451b4f Merge pull request #1974 from kacpherek/fix/1500-vehicle-storage
🤖 Agent: Merged after the contrib-gate-16 review: checked against 26.3, the in-game checks and lan_e2e in both modes, and the 79 affected harnesses on the integration tree (see the gate comment). Thanks!
2026-10-26 11:34:26 +01:00
Ludovic MarieandClaude Opus 5.5 3c22ff0849 Launcher: don't install a mod version the game can't run
The game program carries its mod API level in a mark
(horizon-mod-api-level:NNNN;), which the launcher reads once per
installed version; a program from before the mark (0.2.68 and older)
serves level 0. The Horizon browser marks versions above the level of the
game the player runs (the selected version, else the newest installed)
"needs a newer Horizon than the game you play", and installs the newest
version that game can run, or says to update it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 11:33:30 +01:00
Ludovic Marie c0171fa6bc Merge pull request #1973 from kacpherek/fix/1497-machine-menu-changes
🤖 Agent: Merged after the contrib-gate-16 review: checked against 26.3, the in-game checks and lan_e2e in both modes, and the 79 affected harnesses on the integration tree (see the gate comment). Thanks!
2026-10-26 11:31:24 +01:00
Ludovic Marie 707348fcd5 Merge pull request #1972 from kacpherek/fix/1493-shulker-guest-homing
🤖 Agent: Merged after the contrib-gate-16 review: checked against 26.3, the in-game checks and lan_e2e in both modes, and the 79 affected harnesses on the integration tree (see the gate comment). Thanks!
2026-10-26 11:28:33 +01:00
Ludovic Marie 8a458496c7 Merge pull request #1984 from rdbtCVS/fix/1956-item-fluid-current
🤖 Agent: Merged after the contrib-gate-16 review: checked against 26.3, the in-game checks and lan_e2e in both modes, and the 79 affected harnesses on the integration tree (see the gate comment). Thanks!
2026-10-26 11:23:24 +01:00
Ludovic Marie 3144276935 Merge pull request #1970 from kacpherek/fix/1328-respawn-after-trip-death
🤖 Agent: Merged after the contrib-gate-16 review: checked against 26.3, the in-game checks and lan_e2e in both modes, and the 79 affected harnesses on the integration tree (see the gate comment). Thanks!
2026-10-26 11:22:15 +01:00
Ludovic Marie 6c995bfa15 Merge remote-tracking branch 'origin/main' into feat/mod-api-level
# Conflicts:
#	crates/horizon-mods/Cargo.toml
#	crates/horizon-mods/src/index/tests.rs
#	launcher/Cargo.lock
2026-10-26 11:09:19 +01:00
Ludovic Marie 88b7bfafc0 Merge pull request #1833 from ludovic111/feat/server-mods-0.3
🤖 Agent: merged main (12 files conflicted with ui, render and input). The runtime now keeps the server/client Hooks split beside the ui-events export, and the Snapshot carries both the GUI fields and the server's players. Locally: the horizon-mods sandbox and unit tests, cargo-horizon-mod tests, and clippy on the client with mods all pass. CI verify and parity pass at b90ab85f4. Bottom of the server-mods stack (#1837, #1894, #1895, #1901 follow).
2026-10-26 11:07:35 +01:00
Ludovic Marie 2a0f4e39a8 Merge pull request #2036 from ludovic111/feat/launcher-shader-packs
🤖 Agent: I looked at the launcher's Shader packs tab in dark and light (Mac mini, mktemp homes, a local registry with the sample pack): Soft Glow is listed from Horizon with Works, Page and Install, and the look matches the other tabs. pr_ready --quick is green, with the launcher's 130 tests.
2026-10-26 10:57:13 +01:00
Ludovic MarieandClaude Opus 5.5 acbcaad743 Horizon shader packs: one WGSL prefixer for copies of the renderer's shaders
The sky stage runs a copy of terrain.wgsl's sky beside the pack's code
with every name prefixed `horizon_sky_`. The prefixer moves to
`gfx/wgsl_prefix.rs` and now also renames module variables (bindings)
and overrides, so the material stage can copy the terrain section the
same way. The sky's shader is unchanged apart from where `globals` is
declared.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 10:56:39 +01:00
Ludovic MarieandClaude Opus 5.5 e3e08911ba parity: run lan_integration only when named and in the nightly audit
The harness runs the whole lan_e2e suite: ~40 minutes on a loaded runner,
and single checks flake under load (barter, riding, shulker_bullets in one
run; cursor, falling in another, all passing on rerun). Selected by
--changed it would run on most gameplay pull requests and on parity-main.
tools/parity_hosts.json gains a named_only table that every automatic
selection (--changed, --failed, the default, --flake-check) leaves out;
naming the harness or --all (the nightly audit) still runs it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 10:48:58 +01:00
Ludovic Marie 87ff54e702 Merge remote-tracking branch 'origin/main' into feat/launcher-shader-packs
# Conflicts:
#	docs/shaders.md
2026-10-26 10:40:12 +01:00
Ludovic MarieandClaude Opus 5.5 8cc8c6180d Mod API levels: refuse a mod made for a newer Horizon, list each version's level
Every function the game offers mods has the API level it arrived at
(crates/horizon-mods/src/api_level.rs): level 0 is the contract of
Horizon 0.2.67 and 0.2.68, level 1 adds render.set-minimap. A mod needs
the level of the newest function it imports, read from its component.

- The game refuses a mod that calls a function it doesn't have with
  "made for a newer Horizon (it uses ...): update Horizon to run it"
  instead of wasmtime's linking error.
- The registry index lists each mod version's level (api_level, read
  from the file by CI); check_file compares it when the entry has one,
  and the moved extras' installer takes the newest version this game
  can run.
- cargo horizon-mod check prints the level.
- The api_reference test fails until a new WIT function has a level.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 10:39:47 +01:00
Ludovic Marie 852e7cd524 Merge pull request #1855 from ludovic111/feat/native-shaders-registry
🤖 Agent: verified: pr_ready --quick green (launcher and horizon-mods tests), CI verify and check green, merges cleanly with main. The registry takes Horizon shader packs, checked by the game's own shader check.
2026-10-26 10:39:24 +01:00
Ludovic Marie 28ef79ed66 Merge pull request #1863 from ludovic111/feat/native-shaders-sky
🤖 Agent: verified: pr_ready --quick green, 80/80 affected harnesses pass locally, CI verify green, A/B shows no frame cost without a pack. A Horizon shader pack's sky stage now draws in the game.
2026-10-26 10:36:58 +01:00
Ludovic Marie f52d053817 Merge pull request #2063 from ludovic111/feat/moved-minimap
🤖 Agent: verify passed. Checked against the real registry now that Minimap 1.0.0 is published: the migration e2e passes 34/34 on the server thread and 34/34 in-frame. The minimap case starts at bottom left, 128, round, 0.5 blocks per pixel, turning: the mod is installed and on, its settings carried, the map shows, and the Extras page has no minimap rows. pr_ready --quick passes (clippy, 1295 horizon-client tests).
2026-10-26 10:30:49 +01:00
Ludovic Marie d64bd7c528 Merge branch 'feat/server-mods-0.3' into feat/server-mod-test-scripts
# Conflicts:
#	crates/horizon-mods/src/testing.rs
2026-10-26 09:56:41 +01:00
Ludovic Marie 45bc45b396 Merge pull request #2057 from ludovic111/perf/remote-chunks-off-render
🤖 Agent: pr_ready passed (78 harnesses), lan_e2e in-frame and server-thread passed; frame p99 4.96→3.95 ms during a RD 32 flight. Queued for merge.
2026-10-26 09:56:18 +01:00
Ludovic Marie 6f0c0c13b6 Merge pull request #2051 from ludovic111/feat/native-shader-frame
🤖 Agent: verified: pr_ready --quick green, 38/38 affected harnesses pass locally, CI verify green, A/B shows no frame cost. Internal: a Horizon shader pack's frame uniform is shared by its stages (no visible change).
2026-10-26 09:54:11 +01:00
Ludovic Marie b90ab85f44 Merge remote-tracking branch 'origin/main' into feat/server-mods-0.3
# Conflicts:
#	Cargo.toml
#	crates/cargo-horizon-mod/src/check.rs
#	crates/horizon-client/src/game/mods.rs
#	crates/horizon-mod-sdk/src/lib.rs
#	crates/horizon-mod-sdk/wit/horizon.wit
#	crates/horizon-mods/src/manifest.rs
#	crates/horizon-mods/src/runtime.rs
#	crates/horizon-mods/src/testing.rs
#	crates/horizon-mods/tests/sandbox.rs
#	docs/api/mods-reference.md
#	docs/api/mods.md
#	docs/mods.md
2026-10-26 09:51:00 +01:00
Ludovic Marie b110608a93 Merge remote-tracking branch 'origin/main' into feat/moved-minimap 2026-10-26 09:43:44 +01:00
Ludovic MarieandClaude Opus 5.5 382380fc8b Minimap moved to the mod browser: remove the built-in minimap
The official Minimap mod (mods/official/minimap) shows the extra's map
through render.set-minimap. The extra's switch and its five Extras rows
go; the game still draws a mod's map from the same tiles. A player who
had the minimap on gets the mod installed and turned on at the first
start, with the corner, size, shape, zoom and turning carried into its
storage, and one chat line. horizon-extras.txt keeps the old keys.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 09:38:52 +01:00
Ludovic Marie 9e447a7e92 Merge pull request #2058 from ludovic111/feat/official-minimap-mod
🤖 Agent: The official Minimap mod (mods/official/minimap): the minimap extra as a mod with its five options. Pixel-identical to the extra in the map region (0.000 to 0.002) with default and other settings, at the same frame cost. Verified: pr_ready (2179 workspace tests, clippy), the settings page in game, and the published mods loading beside it in both modes.
2026-10-26 09:34:51 +01:00
Ludovic MarieandClaude Opus 5.5 4498df8be5 Merge feat/official-minimap-mod into feat/moved-minimap
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 09:24:17 +01:00
Ludovic Marie 57c5f81299 Merge pull request #2028 from ludovic111/feat/shader-packs-page
🤖 Agent: verified: pr_ready --quick green, 38/38 affected harnesses pass locally, CI verify green, paired A/B shows no frame cost. Options > Horizon Settings > Shader Packs lists and picks packs of either kind.
2026-10-26 09:22:21 +01:00
Ludovic Marie ce46917121 Merge pull request #2056 from ludovic111/feat/mod-minimap-api
🤖 Agent: Mod API render.set-minimap: a mod picks the corner, size, scale, shape and turning, and the game draws the map from the minimap extra's tiles. It is a new function, so published mods keep loading. Verified: pr_ready (1353 tests, clippy, launcher), the sandbox test, and in game beside the published mods in both modes.
2026-10-26 09:12:15 +01:00
Ludovic Marie 09d61ec866 Merge pull request #2030 from ludovic111/feat/moved-zoom
🤖 Agent: Zoom moved to the mod browser. The built-in zoom is removed, and a player who had it on gets the published Zoom mod with their settings and key. Verified against the real registry, in both modes (54/54), plus clippy and the client tests.
2026-10-26 09:09:19 +01:00
Ludovic MarieandClaude Opus 5.5 427b48aa42 Server chunk packets decode on their own thread, not in the frame
A server's chunk columns (single player on its server thread, LAN,
servers) were decoded on the render thread: sections, palettes, biomes
and light, about 0.1 ms each on an M4 Pro. Once the backlog was overdue,
a frame decoded every waiting column at once. Now each chunk packet goes
to a decoder thread as soon as it arrives, and the frame that reaches it
in order only inserts the column. A column still decoding holds back what
follows it, overdue or not, so a frame never waits for the decoder. A
dimension or registry change since a column was decoded makes the frame
decode it again with the new format.

Forgetting a column removed its pending sections with a pass over all of
them. A moved or shrunk storage forgets thousands of columns in one frame,
so it now removes them by key and drops their block entities in one pass.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 09:05:47 +01:00
Ludovic Marie 2b54c8a4ab Merge pull request #1812 from ludovic111/fix/trapped-chest-signal-barrel-open
🤖 Agent: main merged into the branch (merge commit). fmt, clippy -D warnings and the horizon-client tests pass; the 30 harnesses parity.py --changed picks for the game-binary files pass (30/30 on an integration of #1896 #1809 #1812); verify passed on this head. The earlier parity failure was the stale-head runner setup (.local/horizon-client link).
2026-10-26 08:57:39 +01:00
Ludovic Marie ff26716cd1 Merge pull request #1809 from ludovic111/fix/portal-effect-on-server-clients
🤖 Agent: main merged into the branch (merge commit). fmt, clippy -D warnings and the horizon-client tests pass; the 30 harnesses parity.py --changed picks for the game-binary files pass (30/30 on an integration of #1896 #1809 #1812); verify passed on this head. The earlier parity failure was the stale-head runner setup (.local/horizon-client link).
2026-10-26 08:55:30 +01:00
Ludovic MarieandClaude Opus 5.5 71126d3e13 Merge feat/mod-minimap-api (with main) into feat/official-minimap-mod
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 08:55:08 +01:00
Ludovic MarieandClaude Opus 5.5 641ff51089 Merge main into feat/mod-minimap-api
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 08:55:02 +01:00
Ludovic Marie 45bd296f14 Merge pull request #1896 from ludovic111/fix/creative-drop-on-server
🤖 Agent: main merged into the branch (merge commit). fmt, clippy -D warnings and the horizon-client tests pass; the 30 harnesses parity.py --changed picks for the game-binary files pass (30/30 on an integration of #1896 #1809 #1812); verify passed on this head. The earlier parity failure was the stale-head runner setup (.local/horizon-client link).
2026-10-26 08:53:22 +01:00
Ludovic MarieandClaude Opus 5.5 cad817c82d Horizon shader packs: the sky stage runs in the game
A pack's `sky` function gets vanilla's colour along each view ray and draws
where the vanilla sky dome draws, under the sun, moon, stars and clouds. The
pipeline's shader is the pack's checked stage (`CheckedStage::source`, new)
followed by a copy of terrain.wgsl's sky with every name prefixed
`horizon_sky_`, so none can meet a pack's; terrain.wgsl's `fs_sky` now calls
`sky_along_ray`, the same code as before.

A running pack is one `NativePack`: the frame every stage reads (written once
a frame), its sky and post stages and its pass timer. In a frame F3 times, the
sky draws in a pass of its own so the overlay can show its time; otherwise it
stays in the world's pass.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 08:42:57 +01:00
Ludovic MarieandClaude Opus 5.5 a68c2f587d Horizon shader packs: one frame uniform per pack, apart from its post passes
`NativePack` holds what a running pack needs: the `frame` every stage
reads (`NativeFrame`, written once a frame before the world draws), its
post passes and the timer of its passes. `NativePost` no longer owns the
frame buffer or the timer, so the sky stage can read the same frame and
be timed by the same timer. No change in what draws.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 08:42:46 +01:00
Ludovic Marie d31832eaf4 Merge pull request #1996 from ludovic111/perf/reach-planning
🤖 Agent: merged main in. The old head's parity failure was server_dimension_players, which passes on main's parity-main. tests/test_parity_reach.py OK.
2026-10-26 08:40:52 +01:00
Ludovic MarieandClaude Opus 5.5 6c3473c6e0 Official mod: Minimap
The minimap extra as a mod (mods/official/minimap): the extra's five
options on its settings page, kept in its storage with the extra's values
(corner, size, shape, zoom, rotate), and the map drawn by the game
through render.set-minimap, so it looks and costs the same.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 08:40:03 +01:00
Ludovic MarieandClaude Opus 5.5 e52f0fdcc2 Merge main into feat/moved-zoom
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 08:39:51 +01:00
Ludovic Marie 3f5a323fd9 Merge pull request #2026 from ludovic111/feat/shader-pass-times
🤖 Agent: verified: pr_ready --quick green, 32/32 affected harnesses pass locally, CI verify green, paired A/B shows no frame cost without a pack. F3 now shows a shader pack's GPU time per pass, for both pack kinds.
2026-10-26 08:33:05 +01:00
Ludovic MarieandClaude Opus 5.5 24ab642e7b Mod API: render.set-minimap, a map the game keeps in a corner
What the official Minimap mod needs: a mod picks the corner, side, scale,
shape and turning, and the game draws the map as the minimap extra does,
from the same tiles (vanilla's map colours, the floor under roofs) within
its own frame budget. One map at a time, the first loaded mod's. A new
function and type, so mods built before it keep loading.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 08:20:30 +01:00
Ludovic Marie c58af30ca6 Merge pull request #2043 from ludovic111/ci/parity-main-runner-comment
🤖 Agent: comment only; the runner labels were moved via the API.
2026-10-26 08:20:07 +01:00
Ludovic MarieandClaude Opus 5.5 6ace65fc18 ci: parity-main's runner comment says where it runs now
ludovics-mac-mini-2 holds only the horizon-parity-main label; the release
runner no longer has it, since a release waited behind each new
parity-main run there.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 08:11:46 +01:00
Ludovic Marie 301b006ef4 Merge pull request #1816 from ludovic111/feat/mod-test-runner
🤖 Agent: cargo horizon-mod test runs a mod's test scripts with no game. Main is merged in, and the runner fills the new snapshot fields (input, render, frame stats) with the trial run's screen size. Verified: clippy, the cargo-horizon-mod, coords-hud and horizon-mods tests (57), launcher, and cargo horizon-mod test on coords-hud (2 scripts).
2026-10-26 08:07:39 +01:00
Ludovic Marie 2d57f97869 Merge pull request #2033 from ludovic111/perf/mob-ai-tick
🤖 Agent: verified: parity for the 75 harnesses parity.py picks passes locally, pr_ready --quick passes on the final head, lan_e2e mobs/hazards pass in-frame and on the server thread. Same results; −1.3% of the dedicated server's tick-thread cycles at 10 bots.
2026-10-26 08:00:18 +01:00
Ludovic MarieandClaude Opus 5.5 8e71cb4754 Test runner: fill the snapshot's new fields, with the trial run's screen size
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 07:57:49 +01:00
Ludovic Marie c3b29a2652 Merge pull request #2023 from ludovic111/feat/official-zoom-mod
🤖 Agent: The official Zoom mod (mods/official/zoom): the zoom extra as a mod, pixel-identical and at the same frame cost. Verified with main merged: clippy, cargo horizon-mod check, and in game in both modes. Publishing follows in horizon-mods.
2026-10-26 07:57:29 +01:00
Ludovic Marie 3163c7867d Merge pull request #1995 from ludovic111/feat/moved-hud-extras
🤖 Agent: The FPS counter and Keystrokes moved to the mod browser. A player who had one on gets the published official mod installed on the first start, with their settings and a chat line. Verified against the real registry, in both modes (34/34), plus clippy and the client tests.
2026-10-26 07:55:07 +01:00
Ludovic MarieandClaude Opus 5.5 f7d7c7c70a Merge main into feat/mod-test-runner
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 07:47:58 +01:00
Ludovic MarieandClaude Opus 5.5 108ced5793 launcher: a Shader packs tab that installs Horizon's own shader packs
The Mods page gets a fourth kind, Shader packs, which searches Horizon's
registry and installs a `.hshader` into `shaderpacks/` once
`index::check_file` has run the game's own `horizon_shader_api::check`.
Modrinth and CurseForge answer that tab with a pointer to the registry:
their shader packs are the shaders/ format and are not offered.

The sample index lists a shader pack (`glow`, made with
`horizon-shader new` and `pack`), so the registry build, check_file and
the launcher's install are tested on a real file. A file of the same
name the registry didn't put in place is no longer called a mod.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 07:41:24 +01:00
Ludovic Marie 7cb390fbff Merge pull request #2032 from ludovic111/fix/ctl-options-set-mods
🤖 Agent: horizon-ctl options-set no longer turns every mod off: Settings::with_option keeps the mod list with Horizon's other files. Verified: unit test, clippy, client tests, and in game in both modes (10/10).
2026-10-26 07:29:59 +01:00
Ludovic MarieandClaude Opus 5.5 c8d75a7892 Merge main into feat/official-zoom-mod
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 07:24:16 +01:00
Ludovic MarieandClaude Opus 5.5 828a2519e1 Merge main into feat/moved-hud-extras
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 07:23:36 +01:00
Ludovic MarieandClaude Opus 5.5 053291e339 Mob scans skip sections that can't hold what they look for
A mob's fluid state and its supporting block each read every cell around
its box, every tick. World::may_hold answers from the palettes of the
sections the box reaches: with no fluid listed there the fluid scan stops
before reading a cell, and with no block that reaches out of its cell
(large collision shapes, moving pistons) the supporting block search
reads only the cells meeting its area, as BlockCollisions' cursor does.
Results are the same.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 07:22:42 +01:00
Ludovic MarieandClaude Opus 5.5 130f1dc6a5 horizon-ctl options-set keeps the mod list
options-set rebuilt Settings from options.txt and carried over Horizon's
graphics, controller and extras files, but not the mod list: every mod
read as off afterwards, and the next save wrote an empty
horizon-mods.txt. Settings::with_option now does the rebuild and keeps
all four.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 07:13:21 +01:00
Ludovic MarieandClaude Opus 5.5 a1f1501305 launcher: Cargo.lock follows horizon-mods' shader check
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 07:11:30 +01:00
Ludovic Marie cbdbf068bf Merge main into feat/native-shaders-registry 2026-10-26 06:59:07 +01:00
Ludovic Marie ee6dfd2b6c Merge pull request #2016 from ludovic111/feat/mod-ui-key
🤖 Agent: Players rebind a mod's keys on its Options > Mods page (the game's own key rows, saved in horizon-mods.txt), with no WIT type change, so the published mods keep loading. Verified with main merged: clippy, the client, mods and SDK tests, and the in-game check in both modes (24/24).
2026-10-26 06:50:11 +01:00
Ludovic MarieandClaude Opus 5.5 70b832d658 Options > Horizon Settings > Shader Packs: pick a pack of either kind
The page lists the packs in shaderpacks/: Horizon's own, marked (Horizon) and
named by their manifest, then packs in the shaders/ format. One runs at a
time: clicking a pack picks it, clicking the picked one turns it off, and
Open Pack Folder opens the folder. The pick is saved in horizon-graphics.txt
under a new key (pickedShaderPack), so the shaderPack value older versions
saved stays ignored. A new pick drops the running pack and loads the new one
in the next frame; HORIZON_SHADER_PACK still wins, for development.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 06:49:41 +01:00
Ludovic MarieandClaude Sonnet 5.5 c1814283e0 Merge origin/main into fix/creative-drop-on-server
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 06:49:26 +01:00
Ludovic MarieandClaude Sonnet 5.5 4512105e85 Merge origin/main into fix/trapped-chest-signal-barrel-open
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 06:48:57 +01:00
Ludovic MarieandClaude Opus 5.5 c3763ff1b3 F3 shows the shader pack's GPU time per pass, for either kind of pack
While the F3 overlay is open, the running pack's passes are timed on the GPU,
a shaders/ pack's or a native pack's, and the overlay lists the pack's total
and its costliest passes (the median of the last 15 timed frames). The timer
never waits: a timed frame's stamps are resolved once the GPU has finished it
and read back once mapped, then the next frame is timed. A native pack's first
pass counts from a mark that ends with the world's draws, so it does not carry
the time it waited for them. HORIZON_SHADER_PACK_TIMING still logs the medians.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 06:48:57 +01:00
Ludovic MarieandClaude Sonnet 5.5 0958cb297a Merge origin/main into fix/portal-effect-on-server-clients
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 06:48:55 +01:00
Ludovic Marie 5bcc87983e Merge pull request #1861 from ludovic111/feat/native-shaders-post
🤖 Agent: native shader packs' post stage in the game with hot reload; pr_ready, 66 affected harnesses and a paired A/B (no cost without a pack) passed.
2026-10-26 06:45:33 +01:00
Ludovic MarieandClaude Opus 5.5 a6c8e9070a Zoom moved to the mod browser: remove the built-in zoom
The official Zoom mod (mods/official/zoom) does what the extra did. The
extra's zoom, its key and wheel hooks and its Extras rows go; the camera
keeps a mod's zoom (render.set-zoom). A player who had zoom on gets the
mod installed and turned on at the first start, with the starting zoom,
smooth zoom and slower turning carried into its storage and a changed
key into horizon-mods.txt, and one chat line. horizon-extras.txt keeps
the old keys.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 06:42:14 +01:00
Ludovic Marie 344ef96894 Merge pull request #2025 from ludovic111/ci/parity-main-bisect-confirm
🤖 Agent: bisect fix; tests/test_parity_main.py passes (4 tests).
2026-10-26 06:20:14 +01:00
Ludovic Marie 2f46365df1 Merge remote-tracking branch 'origin/main' into feat/mod-ui-key 2026-10-26 06:15:25 +01:00
Ludovic Marie 886ecd9b20 Merge remote-tracking branch 'origin/main' into perf/reach-planning 2026-10-26 06:13:02 +01:00
Ludovic MarieandClaude Opus 5.5 2c5dac354e parity-main: name a merge only when HEAD fails again and the base passes
The bisect ended on the newest merge when the failed harnesses pass
everywhere now (a flake, or a runner that was missing the sounds), and
on the oldest when they fail everywhere (the runner), and commented on
that pull request either way. It now reruns them at HEAD and at the base
first and names nobody unless HEAD fails and the base passes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 06:11:01 +01:00
Ludovic MarieandClaude Opus 5.5 bea3165267 Merge main into feat/mod-test-runner
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 06:03:11 +01:00
Ludovic MarieandClaude Opus 5.5 90a9d9c612 Merge main into feat/moved-hud-extras
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 06:02:48 +01:00
Ludovic Marie 7ecb43ccc8 Merge pull request #1982 from ludovic111/feat/official-hud-mods
🤖 Agent: Horizon's official FPS Counter and Keystrokes as mods in mods/official/, same options and look as the extras (pixel-identical, frame cost within noise). Main merged in (wasmtime 48). Verified: pr_ready, clippy and tests of both mods, horizon-mods tests, both mods' settings pages in game.
2026-10-26 06:02:08 +01:00
Ludovic MarieandClaude Opus 5.5 d113131f7e Merge feat/official-zoom-mod into feat/moved-zoom
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 05:55:10 +01:00
Ludovic MarieandClaude Opus 5.5 82deb28954 Merge main into feat/mod-ui-key
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 05:54:27 +01:00
Ludovic MarieandClaude Opus 5.5 8fdb27f949 Zoom: the game lists its key on the settings page, as "Zoom key: Z"
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 05:47:15 +01:00
Ludovic Marie e372fce7ab Merge branch 'feat/mod-ui-key' into feat/official-zoom-mod 2026-10-26 05:35:16 +01:00
Ludovic MarieandClaude Opus 5.5 1aa6f21620 Horizon shader packs: the post stage runs in the game, with hot reload
A native pack named by HORIZON_SHADER_PACK (a folder with horizon-shaders.toml
or a .hshader in shaderpacks/) is checked, then its post passes run over the
world's own target, the one a shaders/ pack reads: no second target and no
extra pass, and without a pack the frame only tests one Option. The pack is
looked at twice a second; a saved file is checked and rebuilt in place, and a
version that fails is refused in the chat while the last good one keeps
drawing.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 05:35:00 +01:00
Ludovic MarieandClaude Opus 5.5 3e3c0cebb5 Mod keys: rows the game adds to the settings page, not a WIT widget
A new case in ui's widget variant stops every ui mod built before it from
loading: the runtime links a component only when each imported
function's types match exactly ("expected variant of 5 cases, found
4"), so the published FPS Counter and Keystrokes would break. Instead,
the game lists a mod's keys first on its page in Options > Mods, as Key
Binds rows, and a mod with keys gets a page even without ui. No WIT
type changes. docs/api/stability.md said a new case the mod sends isn't
breaking; it is, and now says so.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 05:34:49 +01:00
Ludovic MarieandClaude Opus 5.5 3df60c21c2 tests: compare resolved paths in the prepared-report fallback test
macOS temp dirs live under /var, a symlink to /private/var, so the
resolved report path never equalled the unresolved fallback.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 05:28:30 +01:00
Ludovic Marie 8cf51888c6 Merge pull request #1757 from ludovic111/feat/structure-saved-starts
🤖 Agent: structures stack brought up to date with main (merge commits); queued with verify passed, the merger waits for parity on this head.
2026-10-26 05:22:52 +01:00
Ludovic Marie b485c43928 Merge pull request #2017 from ludovic111/ci/vanilla-data-new-shared-entries
🤖 Agent: CI script fix, tested on scratch folders. The release runner had no sounds, so parity-main's audio harnesses failed.
2026-10-26 05:18:40 +01:00
Ludovic Marie d8aaf367eb Merge pull request #2013 from ludovic111/feat/mod-api-zoom
🤖 Agent: Mod API (experimental): render.set-zoom and input.claim-wheel, held mod keys let go when a screen opens, mod keys on mouse buttons. The consume choice is in stability.md. Verified: pr_ready (1300 tests), sandbox tests, in game 22/22 in-frame and on the server thread.
2026-10-26 05:12:07 +01:00
Ludovic MarieandClaude Opus 5.5 5335354658 CI: runners clone what the shared source gained after their first copy
The release runner, now parity-main's, cloned the shared source before
the sounds were added to it; vanilla-data.sh only copied on the first
run, so ambient_sound, audio_attributes and music failed there with
"Sound assets missing". Each run now clones any entry the runner's copy
lacks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 05:10:19 +01:00
Ludovic MarieandClaude Opus 5.5 0cb1d46393 Merge main into feat/official-hud-mods
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 05:09:45 +01:00
Ludovic MarieandClaude Opus 5.5 53289d3565 Official mod: Zoom, the zoom extra as a mod
mods/official/zoom: hold the key (Z) to zoom in at the starting zoom,
the wheel changes it while held (x1.25 a step, 1.25 to 10), smooth
easing and slower turning as options. Same settings page as the extra,
with the key widget for the key. Built on render.set-zoom,
input.claim-wheel and ui's key widget.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 05:08:36 +01:00
Ludovic Marie ab92ab346c Merge remote-tracking branch 'origin/main' into cg15/1909 2026-10-26 05:06:59 +01:00
Ludovic Marie 88d061ec9b Merge pull request #1955 from rdbtCVS/t3/migrate-parity-server-thread
🤖 Agent: Thanks rdbt! The command, dispenser and sculk fixtures now run on a server Game. Checked:
2026-10-26 05:06:41 +01:00
Ludovic Marie 4231905b1e Merge pull request #1967 from socksprox/fix/mannequin-npcs
🤖 Agent: Thanks socksprox! Mannequins render as the player model with their profile skin. I pushed d3af1e04e: a mannequin is a LivingEntity, not a Mob, so it runs no goals and never despawns. Checked in game: a summoned mannequin stays put for 400 ticks on the server thread and falls to the ground in-frame (it wandered 14 blocks before). Tested together with the other wave 2 contributor PRs: fmt, clippy -D warnings, and the horizon-client, horizon-world and horizon-protocol tests pass. Of the 127 harnesses the batch affects, 124 pass; the other three are a player-head mismatch fixed in #1934 and two worldgen timeouts on a loaded machine with no chunk differing. lan_e2e chat, fireball, cursor, looks, thrown, eat, shield, lava, contacts, projectiles and mobs pass with the host in-frame and on its server thread.
2026-10-26 05:00:59 +01:00
Ludovic Marie 1114b4d734 Merge pull request #1933 from levzzz5154/fix/item-cooldowns
🤖 Agent: Thanks levzzz5154! Matches ItemCooldowns and the slot sweep in Gui.renderSlot; thrown, eat and shield pass on both hosts. I merged main and dropped orphaned doc comments. Tested together with the other wave 2 contributor PRs: fmt, clippy -D warnings, and the horizon-client, horizon-world and horizon-protocol tests pass. Of the 127 harnesses the batch affects, 124 pass; the other three are a player-head mismatch fixed in #1934 and two worldgen timeouts on a loaded machine with no chunk differing. lan_e2e chat, fireball, cursor, looks, thrown, eat, shield, lava, contacts, projectiles and mobs pass with the host in-frame and on its server thread.
2026-10-26 04:58:42 +01:00
Ludovic Marie c31e8b2381 Merge pull request #1932 from levzzz5154/fix/chat-visibility
🤖 Agent: Thanks levzzz5154! Matches ChatComponent's ChatVisiblity filter for the Full, Commands only and Hidden options. I pushed 1e6f05ed5 earlier: every line keeps its source, so changing the option refilters the history both ways (new test). Verify had failed because main's mod output (#1875) calls Chat::add without a source. I merged main, and 2256941af marks a mod's lines as the client's own, which the Chat option keeps. Clippy and the chat tests pass after the merge. Before it, the wave 2 batch passed its 127 affected harnesses, and lan_e2e chat passed with the host in-frame and on its server thread.
2026-10-26 04:54:32 +01:00
Ludovic Marie 2e05b11a4d Merge remote-tracking branch 'origin/feat/official-hud-mods' into feat/official-zoom-mod 2026-10-26 04:53:36 +01:00
Ludovic Marie 23d4bc0a69 Merge pull request #1905 from rdbtCVS/fix/server-player-sculk-events
🤖 Agent: Thanks rdbt! Every server player now emits its own movement game events, with per-player sculk history; the new server_player_sculk harness passes. I merged main (the guest swap code). Tested together with the other wave 2 contributor PRs: fmt, clippy -D warnings, and the horizon-client, horizon-world and horizon-protocol tests pass. Of the 127 harnesses the batch affects, 124 pass; the other three are a player-head mismatch fixed in #1934 and two worldgen timeouts on a loaded machine with no chunk differing. lan_e2e chat, fireball, cursor, looks, thrown, eat, shield, lava, contacts, projectiles and mobs pass with the host in-frame and on its server thread.
2026-10-26 04:52:23 +01:00
Ludovic Marie f1ab726503 Merge pull request #1897 from vlesmentie/fix/pointing-hand-cursor
🤖 Agent: Thanks vlesmentie! Matches vanilla 26.3's AbstractWidget.handleCursor: buttons show the pointing hand. lan_e2e's cursor check passes. Tested together with the other wave 2 contributor PRs: fmt, clippy -D warnings, and the horizon-client, horizon-world and horizon-protocol tests pass. Of the 127 harnesses the batch affects, 124 pass; the other three are a player-head mismatch fixed in #1934 and two worldgen timeouts on a loaded machine with no chunk differing. lan_e2e chat, fireball, cursor, looks, thrown, eat, shield, lava, contacts, projectiles and mobs pass with the host in-frame and on its server thread.
2026-10-26 04:49:09 +01:00
Ludovic Marie 061ae61465 Merge pull request #1963 from ludovic111/feat/mod-api-extras
🤖 Agent: Mod API calls the official HUD mods use: render corner panels, text width and frame stats; input mappings and clicks per second; a ui button widget. Main merged in (after #1914's widget refactor). Verified: horizon-mods tests, clippy with and without mods, horizon-client tests (1121 lib), Keystrokes' settings page in game.
2026-10-26 04:45:01 +01:00
Ludovic Marie 5320391ff6 Merge pull request #1904 from rdbtCVS/fix/remote-fireball-motion
🤖 Agent: Thanks rdbt! Matches the client's LargeFireball tick between tracker updates; the new remote_fireball harness passes and lan_e2e's fireball check sees it on both sides. Tested together with the other wave 2 contributor PRs: fmt, clippy -D warnings, and the horizon-client, horizon-world and horizon-protocol tests pass. Of the 127 harnesses the batch affects, 124 pass; the other three are a player-head mismatch fixed in #1934 and two worldgen timeouts on a loaded machine with no chunk differing. lan_e2e chat, fireball, cursor, looks, thrown, eat, shield, lava, contacts, projectiles and mobs pass with the host in-frame and on its server thread.
2026-10-26 04:42:27 +01:00
Ludovic MarieandClaude Opus 5.5 7e4012c83e Mod API: a key widget, so players bind a mod's keys (ui, input)
A ui page's key widget shows one of the mod's keys as Key Binds does
("Zoom: Z"). A click waits for the next key or mouse button, which
becomes the key; Esc binds none. The game keeps the choice in
horizon-mods.txt (key.<mod>.<name>:key.keyboard.z), applies it when
the mods load and to keys registered later, and lets a held key go when
it is rebound. register-key's key is now the default.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 04:41:12 +01:00
Ludovic Marie c94c4e140f Merge pull request #1915 from vlesmentie/fix/big-dripleaf-tilt
🤖 Agent: Thanks vlesmentie! Matches BigDripleafBlock.entityInside and canEntityTilt (the 0.6875 height check): a big dripleaf tilts under a player standing on it. Tested with the wave 2 batch: fmt, clippy and the horizon-client and horizon-world tests pass, and all 127 affected harnesses pass. The chunk_generation and decorated_region reruns took 8 minutes with no chunk differing. lan_e2e contacts and the rest of wave 2's checks pass with the host in-frame and on its server thread.
2026-10-26 04:39:41 +01:00
Ludovic Marie 3d8cf1f53a Merge pull request #1710 from ludovic111/fix/remote-tnt
🤖 Agent: main merged into the branch (merge commit); verify passed on this head, the merger waits for parity.
2026-10-26 04:36:46 +01:00
Ludovic Marie 5a79c8dede Merge pull request #1997 from ludovic111/fix/server-ops-feedback-save-wait
🤖 Agent: ready. server_ops_feedback waits for vanilla's and Horizon's 'Saved the game' before the save step's 2 s, so a loaded runner (the desktop's full trial) no longer cuts the transcript. Harness only. verify passed; parity ran server_ops_feedback on the Mac: PASS 120 s.
2026-10-26 04:34:33 +01:00
Ludovic Marie 2979303263 Merge pull request #1977 from ludovic111/perf/collision-scan-edges
🤖 Agent: requeued after a runner-setup parity failure (subtitle: missing sounds.json on the runner); 30/31 harnesses passed, the 56 selected passed locally. Queued by perf-next-2.
2026-10-26 04:33:56 +01:00
Ludovic Marie ce266e60be Merge pull request #1741 from ludovic111/feat/styled-menu-titles
🤖 Agent: server dialogs stack brought up to date with main (merge commits); verify passed on this head.
2026-10-26 04:31:44 +01:00
Ludovic Marie e410a3977b Merge pull request #1735 from ludovic111/feat/server-dialog-inputs
🤖 Agent: server dialogs stack brought up to date with main (merge commits); verify passed on this head.
2026-10-26 04:29:32 +01:00
Ludovic Marie d177a96be6 Merge pull request #1916 from ludovic111/feat/shader-packs-shadow-casters
🤖 Agent: shader packs clean room: main merged into the stack (merge commits), verify passed on this head, parity skipped by parity-scope.
2026-10-26 04:27:16 +01:00
Ludovic Marie 452c444933 Merge pull request #1918 from vlesmentie/fix/water-cauldron-extinguish
🤖 Agent: Thanks vlesmentie! Matches LayeredCauldronBlock.entityInside / handleEntityOnFireInside: a burning player is put out and the cauldron loses a level. The cauldron harness passes, and lava and contacts pass on both hosts. Tested together with the other wave 2 contributor PRs: fmt, clippy -D warnings, and the horizon-client, horizon-world and horizon-protocol tests pass. Of the 127 harnesses the batch affects, 124 pass; the other three are a player-head mismatch fixed in #1934 and two worldgen timeouts on a loaded machine with no chunk differing. lan_e2e chat, fireball, cursor, looks, thrown, eat, shield, lava, contacts, projectiles and mobs pass with the host in-frame and on its server thread.
2026-10-26 04:24:50 +01:00
Ludovic Marie a4eefb0730 Merge remote-tracking branch 'origin/main' into cg15/1955
# Conflicts:
#	tools/lan_e2e.py
2026-10-26 04:24:12 +01:00
Ludovic Marie f72a63ca01 Merge pull request #1869 from ludovic111/fix/prepare-rewritten-version-file
🤖 Agent: verified: the fix for #1772 plus #1947 merged in. Its parity job prepares with this preparer and checks that the output is still OUTPUT_VERSION 1, so with #1946 players keep their prepared resources. Merging.
2026-10-26 04:24:12 +01:00
Ludovic MarieandClaude Opus 5.5 2256941af7 Chat: mod output lines are the client's own
Main's mod output calls Chat::add without the new source; a mod's line is
written by this client, so the Chat option keeps it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 04:23:25 +01:00
Ludovic Marie 6e15257873 Merge remote-tracking branch 'origin/main' into cg15/1932
# Conflicts:
#	crates/horizon-client/src/game.rs
2026-10-26 04:23:24 +01:00
Ludovic Marie 1d83584da4 Merge pull request #1900 from ludovic111/feat/shader-packs-shadow-entities
🤖 Agent: shader packs clean room: main merged into the stack (merge commits), verify passed on this head, parity skipped by parity-scope.
2026-10-26 04:22:09 +01:00
Ludovic Marie 8d6754226e Merge pull request #1934 from socksprox/feat/player-head-skins
🤖 Agent: Thanks socksprox! Player heads now show their owner's skin, fetched like vanilla's SkullBlockRenderer from the profile's textures property; TEXTURE_URIS limits it to textures.minecraft.net, so there's no new host.
2026-10-26 04:19:47 +01:00
Ludovic Marie 2ae2e57c66 Merge pull request #1449 from ludovic111/chore/wasmtime-48
🤖 Agent: main merged into the branch (merge commit); verify passed on this head.
2026-10-26 04:19:14 +01:00
Ludovic MarieandClaude Opus 5.5 de294e34bb rustfmt
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 04:19:07 +01:00
Ludovic Marie fed2bdb304 Merge pull request #1892 from vlesmentie/fix/chicken-flap-remote
🤖 Agent: Thanks vlesmentie! Matches Chicken.aiStep's flap on the client of a server. I merged main and slimmed the test to reuse an existing mob kind. Tested together with the other wave 2 contributor PRs: fmt, clippy -D warnings, and the horizon-client, horizon-world and horizon-protocol tests pass. Of the 127 harnesses the batch affects, 124 pass; the other three are a player-head mismatch fixed in #1934 and two worldgen timeouts on a loaded machine with no chunk differing. lan_e2e chat, fireball, cursor, looks, thrown, eat, shield, lava, contacts, projectiles and mobs pass with the host in-frame and on its server thread.
2026-10-26 04:17:55 +01:00
Ludovic Marie 4aca4e151a Merge pull request #1734 from ludovic111/feat/server-dialog-screen
🤖 Agent: server dialogs stack brought up to date with main (merge commits); verify passed on this head.
2026-10-26 04:17:30 +01:00
Ludovic Marie 1faafb9f90 Merge pull request #1888 from ludovic111/feat/shader-packs-shadow-terrain
🤖 Agent: shader packs clean room: main merged into the stack (merge commits), verify passed on this head, parity skipped by parity-scope.
2026-10-26 04:16:44 +01:00
Ludovic Marie 6bbf40e345 Merge pull request #1753 from ludovic111/feat/structure-blocks-harness
🤖 Agent: structures stack brought up to date with main (merge commits), verify and parity passed on this head.
2026-10-26 04:13:52 +01:00
Ludovic Marie 4d460bfb3a Merge pull request #1887 from ludovic111/feat/shader-packs-shadow-buffers
🤖 Agent: shader packs clean room: main merged into the stack (merge commits), verify passed on this head, parity skipped by parity-scope.
2026-10-26 04:10:49 +01:00
Ludovic MarieandClaude Opus 5.5 c89434557b Player heads without a skin show slim steve, as vanilla
SkullBlockRenderer's SKIN_BY_TYPE is DefaultPlayerSkin.getDefaultTexture(),
DEFAULT_SKINS[6] = entity/player/slim/steve; the block_entity_render harness
found Horizon drawing nothing for heads without a profile.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 04:09:25 +01:00
Ludovic Marie d208121c8e Merge pull request #1886 from ludovic111/feat/shader-packs-shadow-programs
🤖 Agent: shader packs clean room: main merged into the stack (merge commits), verify passed on this head, parity skipped by parity-scope.
2026-10-26 04:08:13 +01:00
Ludovic MarieandClaude Sonnet 5.5 55c961b889 Merge origin/main into fix/remote-tnt
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 04:07:18 +01:00
Ludovic Marie 1880e12f2b Merge pull request #1885 from ludovic111/feat/shader-packs-shadow-camera
🤖 Agent: shader packs clean room: main merged into the stack (merge commits), verify passed on this head, parity skipped by parity-scope.
2026-10-26 04:05:36 +01:00
Ludovic MarieandClaude Sonnet 5.5 7d4792fb31 Mods API reference test: follow wit-parser 0.254 (FixedLengthList, Param)
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 04:03:03 +01:00
Ludovic Marie 163f099ecb Merge pull request #2006 from ludovic111/perf/behaviour-cache-hash-once
🤖 Agent: pr_ready and 91 harnesses pass (shared run, body); the duplicate 70 MB hash at world entry removed. Queued by perf-next-2.
2026-10-26 03:41:58 +01:00
Ludovic Marie 6d92727d9d Merge pull request #2004 from ludovic111/perf/sculk-ticking-chunks
🤖 Agent: pr_ready and 91 harnesses pass (shared run, body); tick_sculk_blocks halved at 10 bots, −75% at 25. Queued by perf-next-2.
2026-10-26 03:38:40 +01:00
Ludovic MarieandClaude Sonnet 5.5 0bfb011ee2 Merge feat/structure-saved-starts into feat/lithostitched-processors
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 03:38:00 +01:00
Ludovic MarieandClaude Sonnet 5.5 b4700c0a9d Merge feat/structure-blocks-harness into feat/structure-saved-starts
Both branches changed how the harness finds the mod jars: resolve every jar
through jar_path (jars, then pack-jars) and keep the profile packs check.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 03:36:24 +01:00
Ludovic Marie 2b4e1fd03b Merge pull request #1944 from ludovic111/feat/mod-input
🤖 Agent: Mod API capability input (experimental): claimed items' use and the mod's keys. Main merged in beside command and render (9 capabilities). Verified: horizon-mods tests (sandbox, API reference), clippy with and without mods, horizon-client tests (1121 lib), earlier pr_ready and in-game runs in both modes.
2026-10-26 03:35:25 +01:00
Ludovic MarieandClaude Opus 5.5 2631eca00b Drop the migration's validation ledger from the docs
It records an agent's runs and diagnoses, which the pull request and its
branch history already keep; docs/ is for how the project works.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 03:32:44 +01:00
Ludovic MarieandClaude Sonnet 5.5 355df65240 Merge feat/yung-port-as-written into feat/structure-blocks-harness
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 03:31:39 +01:00
Ludovic Marie c7c4cfe996 Merge pull request #1801 from ludovic111/feat/shader-packs-hand
🤖 Agent: shader packs clean room: main merged into the stack (merge commits), verify passed on this head, parity skipped by parity-scope.
2026-10-26 03:30:48 +01:00
Ludovic Marie ef4018805e Merge pull request #2008 from ludovic111/ci/parity-main-vanilla-data
🤖 Agent: verify passed at 0c84eb307. Merged by hand: the PR parity job is queued behind the same runners, and this changes only how that job prepares its data. The next PR parity job on ludovics-mac-mini is the real test.
2026-10-26 03:27:46 +01:00
Ludovic Marie 905464e2b3 Merge pull request #2005 from ludovic111/perf/rings-out-of-reach
🤖 Agent: pr_ready and 91 harnesses pass (shared run, body, incl. decorated_region's stronghold site and world_spawn); first chunk 8.7 → 6.0 s on 4 threads. Queued by perf-next-2.
2026-10-26 03:27:25 +01:00
Ludovic Marie 6c2effae82 Merge pull request #1931 from levzzz5154/fix/draggable-scrollbars
🤖 Agent: Thanks levzzz5154! The Game Rules and Statistics scroll bars can be pressed, dragged and released like vanilla's; I merged main and pushed a41381236 (Statistics uses the GUI height; #1913's drag test is folded in). Tested together with the other wave 1 contributor PRs on current main: fmt, clippy -D warnings and the horizon-client tests (1,120 lib tests and the rest) pass; the 114 harnesses the batch affects pass; lan_e2e anvil, grindstone, replant, instant_digging, digging, frames and leads pass with the host in-frame and on its server thread.
2026-10-26 03:24:52 +01:00
Ludovic MarieandClaude Sonnet 5.5 d322c4b870 Merge feat/server-dialog-screen into feat/styled-menu-titles
Both branches changed the machine screens' title drawing: keep the styled server
title from this branch and the translated container title and inventory label
from feat/server-dialog-screen.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 03:22:13 +01:00
Ludovic Marie 4bfb7f6506 Merge pull request #1965 from rdbtCVS/t3/optimize-launcher-resource-prepare
🤖 Agent: Thanks rdbt, preparation needs only a Java runtime now and runs 5 JVMs instead of 18! Verified on the Mac mini:
2026-10-26 03:21:56 +01:00
Ludovic Marie ba105e0784 Merge branch 'feat/official-hud-mods' into feat/moved-hud-extras 2026-10-26 03:20:09 +01:00
Ludovic MarieandClaude Opus 5.5 980c619b81 Merge feat/mod-api-extras (with main) into feat/official-hud-mods
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 03:20:09 +01:00
Ludovic Marie 9f42b39aca Merge pull request #2002 from ludovic111/ci/parity-main-own-runner
🤖 Agent: verify passed at 2c612fd79. The PR parity job is still queued behind the same runners, and it can't test a runs-on change, so I merge by hand.
2026-10-26 03:19:47 +01:00
Ludovic Marie 1e317cff5e Merge branch 'feat/mod-api-extras' into feat/mod-api-zoom 2026-10-26 03:19:44 +01:00
Ludovic Marie 0f47d2a028 Merge pull request #1800 from ludovic111/feat/shader-packs-held-items
🤖 Agent: shader packs clean room: main merged into the stack (merge commits), verify passed on this head, parity skipped by parity-scope.
2026-10-26 03:19:36 +01:00
Ludovic MarieandClaude Sonnet 5.5 0c73bb3c90 Merge feat/server-dialog-screen into feat/server-dialog-inputs
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 03:18:45 +01:00
Ludovic MarieandClaude Opus 5.5 0c84eb3079 ci: PR parity jobs prepare vanilla data with main's script
A PR head older than the fix in vanilla-data.sh left a real
.local/horizon-client without sounds.json on runner ludovics-mac-mini;
every later job there failed subtitle. Like the harness selection, the
job now runs main's script unless the branch changes it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 03:18:39 +01:00
Ludovic Marie 666a1ba6f7 Merge pull request #1786 from ludovic111/feat/shader-packs-weather
🤖 Agent: shader packs clean room: main merged into the stack (merge commits), verify passed on this head, parity skipped by parity-scope.
2026-10-26 03:16:38 +01:00
Ludovic MarieandClaude Sonnet 5.5 a1ffa1ac11 Merge feat/server-dialogs into feat/server-dialog-screen
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 03:14:19 +01:00
Ludovic MarieandClaude Opus 5.5 50c54098ef Merge feat/mod-input (with main) into feat/mod-api-extras
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 03:13:27 +01:00
Ludovic Marie 9bf96bcea5 Merge pull request #1785 from ludovic111/feat/shader-packs-clouds
🤖 Agent: shader packs clean room: main merged into the stack (merge commits), verify passed on this head, parity skipped by parity-scope.
2026-10-26 03:12:49 +01:00
Ludovic Marie 4457d4e0ca Merge remote-tracking branch 'origin/main' into perf/behaviour-cache-hash-once 2026-10-26 03:12:43 +01:00
Ludovic Marie 96290f4b94 Merge remote-tracking branch 'origin/main' into perf/rings-out-of-reach 2026-10-26 03:12:31 +01:00
Ludovic Marie facc1d4d08 Merge remote-tracking branch 'origin/main' into perf/sculk-ticking-chunks 2026-10-26 03:12:20 +01:00
Ludovic Marie 8dfe518b60 Merge pull request #1911 from vlesmentie/fix/structure-chest-enchantments
🤖 Agent: Thanks vlesmentie! Structure chests keep the enchantments their loot table rolled. Tested together with the other wave 1 contributor PRs on current main: fmt, clippy -D warnings and the horizon-client tests (1,120 lib tests and the rest) pass; the 114 harnesses the batch affects pass; lan_e2e anvil, grindstone, replant, instant_digging, digging, frames and leads pass with the host in-frame and on its server thread.
2026-10-26 03:11:16 +01:00
Ludovic MarieandClaude Opus 5.5 2c612fd791 ci: parity-main on the release runner, not behind PR parity jobs
The queued parity-main run waited 2 h behind PR parity jobs on the two
horizon-game runners, each merge replacing the pending one, and releases
need it green. The release runner gets a horizon-parity-main label; a
release only starts after parity-main passed, so the two never compete.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 03:10:55 +01:00
Ludovic MarieandClaude Opus 5.5 48db367d4a Mod API: zoom the camera, take the mouse wheel (render, input)
render.set-zoom divides the field of view by up to 10, eased through the
game's FOV easing or at once, with a turning scale (at least 0.05); only
while playing, and the spyglass's own view wins. The strongest of several
mods' zooms counts, and the built-in zoom keeps working beside it.

input.claim-wheel takes the wheel from the hotbar while playing: its steps
are the mod's wheel events. That is the one input a mod consumes; its keys
never do (docs/api/stability.md). A screen opening now lets the mod's held
keys up, and mod keys bound to mouse buttons (key.mouse.4) are heard.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 03:09:29 +01:00
Ludovic MarieandClaude Opus 5.5 b7b7cd6c50 Merge main into feat/mod-input: input beside command and render
Capability::ALL is 9 with Input; the SDK re-exports command and input;
the API reference is regenerated.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 03:09:13 +01:00
Ludovic Marie 74b08e6310 Merge pull request #1928 from levzzz5154/fix/end-city-banner-patterns
🤖 Agent: Thanks levzzz5154! End city banners keep their template patterns; I pushed 401ac1322 so the structure code and the save loader share one banner decoder. Tested together with the other wave 1 contributor PRs on current main: fmt, clippy -D warnings and the horizon-client tests (1,120 lib tests and the rest) pass; the 114 harnesses the batch affects pass; lan_e2e anvil, grindstone, replant, instant_digging, digging, frames and leads pass with the host in-frame and on its server thread.
2026-10-26 03:08:48 +01:00
Ludovic MarieandClaude Sonnet 5.5 1dff593ac3 Merge feat/shader-packs-shadow-entities into feat/shader-packs-shadow-casters
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 03:05:49 +01:00
Ludovic Marie 68d1a8a388 Merge pull request #1769 from ludovic111/feat/shader-packs-entity-spans
🤖 Agent: shader packs clean room: main merged into the stack (merge commits), verify passed on this head, parity skipped by parity-scope.
2026-10-26 03:04:53 +01:00
Ludovic MarieandClaude Sonnet 5.5 4292806437 Merge feat/shader-packs-shadow-terrain into feat/shader-packs-shadow-entities
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 03:04:24 +01:00
Ludovic MarieandClaude Sonnet 5.5 c841ab6d56 Merge feat/shader-packs-shadow-buffers into feat/shader-packs-shadow-terrain
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 03:02:40 +01:00
Ludovic MarieandClaude Sonnet 5.5 8b7315a6ff Merge feat/shader-packs-shadow-programs into feat/shader-packs-shadow-buffers
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 03:01:43 +01:00
Ludovic Marie 76be4d0e73 Merge pull request #1756 from ludovic111/feat/shader-packs-sildurs
🤖 Agent: shader packs clean room: main merged into the stack (merge commits), verify passed on this head, parity skipped by parity-scope.
2026-10-26 03:01:05 +01:00
Ludovic MarieandClaude Sonnet 5.5 b2a7e77036 Merge feat/shader-packs-shadow-camera into feat/shader-packs-shadow-programs
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 03:00:08 +01:00
Ludovic MarieandClaude Sonnet 5.5 86a2f8e470 Merge feat/shader-packs-hand into feat/shader-packs-shadow-camera
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:58:53 +01:00
Ludovic Marie 9d07d5a3e2 Merge pull request #1755 from ludovic111/feat/shader-packs-mip-current
🤖 Agent: shader packs clean room: main merged into the stack (merge commits), verify passed on this head, parity skipped by parity-scope.
2026-10-26 02:58:43 +01:00
Ludovic Marie 298a9778a7 Merge pull request #1754 from ludovic111/feat/shader-packs-biomes
🤖 Agent: shader packs clean room: main merged into the stack (merge commits), verify passed on this head, parity skipped by parity-scope.
2026-10-26 02:58:14 +01:00
Ludovic MarieandClaude Sonnet 5.5 ffda62db09 Merge feat/shader-packs-held-items into feat/shader-packs-hand
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:53:39 +01:00
Ludovic Marie d4526191ce Merge pull request #1744 from ludovic111/feat/shader-packs-normals
🤖 Agent: shader packs clean room: main merged into the stack (merge commits), verify passed on this head, parity skipped by parity-scope.
2026-10-26 02:52:49 +01:00
Ludovic MarieandClaude Sonnet 5.5 ae3bbe6bb4 Merge feat/shader-packs-weather into feat/shader-packs-held-items
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:52:31 +01:00
Ludovic Marie b3fabc1743 Merge pull request #1699 from ludovic111/feat/shader-packs-run-globals
🤖 Agent: shader packs clean room: main merged into the stack (merge commits), verify passed on this head, parity skipped by parity-scope.
2026-10-26 02:51:12 +01:00
Ludovic MarieandClaude Sonnet 5.5 34397fe09d Merge feat/shader-packs-clouds into feat/shader-packs-weather
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:50:35 +01:00
Ludovic Marie c56102125b Merge pull request #1799 from cristibctr/codex/fix-1649-resource-pack-cache
🤖 Agent: Thanks cristibctr! Windows pack cache recovery; it bumps the cache version, so every platform rebuilds that cache once. Tested together with the other wave 1 contributor PRs on current main: fmt, clippy -D warnings and the horizon-client tests (1,120 lib tests and the rest) pass; the 114 harnesses the batch affects pass; lan_e2e anvil, grindstone, replant, instant_digging, digging, frames and leads pass with the host in-frame and on its server thread.
2026-10-26 02:50:17 +01:00
Ludovic MarieandClaude Sonnet 5.5 94c1b5bfaa Merge feat/shader-packs-translucent-entities into feat/shader-packs-clouds
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:49:32 +01:00
Ludovic MarieandClaude Sonnet 5.5 eab457d0ae Merge feat/shader-packs-entities into feat/shader-packs-translucent-entities
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:48:31 +01:00
Ludovic Marie b3bc8e807e Merge pull request #1946 from ludovic111/feat/prepare-output-version
🤖 Agent: verified: the launcher keeps prepared resources while the preparer's OUTPUT_VERSION (or a legacy fingerprint for v0.2.49 to v0.2.64) is the same. Unit tests and clippy pass. End to end with the real v0.2.64 release: an update to a build with OUTPUT_VERSION 1 reused its resources, and a build with the number bumped to 2 did not. Merging.
2026-10-26 02:47:48 +01:00
Ludovic MarieandClaude Sonnet 5.5 02248f4314 Merge feat/shader-packs-alpha-test into feat/shader-packs-entities
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:45:08 +01:00
Ludovic Marie dd1581c062 Merge remote-tracking branch 'origin/main' into cg15/1965
# Conflicts:
#	crates/horizon-prepare/src/lib.rs
2026-10-26 02:44:23 +01:00
Ludovic Marie 5450f5e872 Merge pull request #1698 from ludovic111/feat/shader-packs-terrain-draw
🤖 Agent: shader packs clean room 14 brought up to date with main (merge commit); verify passed on this head; parity skipped by parity-scope.
2026-10-26 02:44:07 +01:00
Ludovic MarieandClaude Sonnet 5.5 b0fd6e660e Merge feat/shader-packs-entity-spans into feat/shader-packs-alpha-test
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:41:50 +01:00
Ludovic Marie 5ba4793d35 Merge pull request #1960 from rdbtCVS/t3/optimize-launcher-resource-prepare-1
🤖 Agent: Thanks rdbt! Verified on the Mac mini:
2026-10-26 02:41:36 +01:00
Ludovic Marie f565f67ee5 Merge pull request #1958 from rdbtCVS/t3/item-frame-name-display
🤖 Agent: Thanks rdbt! Matches ItemFrameRenderer: a targeted frame shows its item's custom name. Tested together with the other wave 1 contributor PRs on current main: fmt, clippy -D warnings and the horizon-client tests (1,120 lib tests and the rest) pass; the 114 harnesses the batch affects pass; lan_e2e anvil, grindstone, replant, instant_digging, digging, frames and leads pass with the host in-frame and on its server thread.
2026-10-26 02:39:17 +01:00
Ludovic MarieandClaude Sonnet 5.5 91b0db48e7 Merge feat/shader-packs-sildurs into feat/shader-packs-entity-spans
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:38:42 +01:00
Ludovic MarieandClaude Sonnet 5.5 01ef17a258 Merge feat/shader-packs-mip-current into feat/shader-packs-sildurs
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:37:36 +01:00
Ludovic Marie 559ea59fcb Merge pull request #1952 from ludovic111/ci/linux-runner
🤖 Agent: ready. Linux runner support (runner-env/vanilla-data Linux paths, linux-runner.sh, runner_pause.py with Ludovic's lock/idle-15-min rule, heat, game, GPU and pause-file checks), desktop parity host, nightly and parity-main pinned to the Mac. verify and parity passed at this head. The desktop runner stays without the horizon-game label until its trial is identical: that is a runner setting, not in this PR. Desktop full run: 342/343 in 39.3 min (the 1 is a harness timing flake, fixed by #1997).
2026-10-26 02:36:59 +01:00
Ludovic Marie 09b3057610 Merge pull request #1926 from Domanffe/fix/enchantment-names-language
🤖 Agent: Thanks Domanffe! Enchantment names and levels follow the selected language; the server thread shares the client's language, and with none loaded (dedicated server, probes) the English names stay. I pushed a doc tweak (b7629cf65). Tested together with the other wave 1 contributor PRs on current main: fmt, clippy -D warnings and the horizon-client tests (1,120 lib tests and the rest) pass; the 114 harnesses the batch affects pass; lan_e2e anvil, grindstone, replant, instant_digging, digging, frames and leads pass with the host in-frame and on its server thread.
2026-10-26 02:36:25 +01:00
Ludovic MarieandClaude Sonnet 5.5 2203c1777a Merge feat/shader-packs-biomes into feat/shader-packs-mip-current
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:36:22 +01:00
Ludovic MarieandClaude Sonnet 5.5 04000cb4db Merge feat/shader-packs-normals into feat/shader-packs-biomes
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:35:21 +01:00
Ludovic MarieandClaude Sonnet 5.5 3f10f57178 Merge feat/shader-packs-block-ids into feat/shader-packs-normals
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:34:28 +01:00
Ludovic Marie 894576e1e9 Merge pull request #1914 from socksprox/fix/mod-ui-screen-capture
🤖 Agent: Thanks socksprox! Refactor of the mod screen widgets plus a mouse recapture when a mod's screen goes away. Tested together with the other wave 1 contributor PRs on current main: fmt, clippy -D warnings and the horizon-client tests (1,120 lib tests and the rest) pass; the 114 harnesses the batch affects pass; lan_e2e anvil, grindstone, replant, instant_digging, digging, frames and leads pass with the host in-frame and on its server thread.
2026-10-26 02:34:15 +01:00
Ludovic MarieandClaude Sonnet 5.5 2b05e2809b Merge feat/shader-packs-arena-storage into feat/shader-packs-block-ids
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:32:06 +01:00
Ludovic Marie a83cf01169 Merge pull request #1943 from socksprox/fix/particle-atlas-reload
🤖 Agent: Thanks socksprox! Particles keep their sprites across a resource reload (content root set again on reload). Tested together with the other wave 1 contributor PRs on current main: fmt, clippy -D warnings and the horizon-client tests (1,120 lib tests and the rest) pass; the 114 harnesses the batch affects pass; lan_e2e anvil, grindstone, replant, instant_digging, digging, frames and leads pass with the host in-frame and on its server thread.
2026-10-26 02:31:57 +01:00
Ludovic MarieandClaude Sonnet 5.5 b023ab934a Merge feat/shader-packs-sun-moon into feat/shader-packs-arena-storage
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:30:35 +01:00
Ludovic Marie 834a84f198 Merge pull request #1945 from rdbtCVS/t3/fix-anvil-combining-sound
🤖 Agent: Thanks rdbt! Matches AnvilMenu, which sends the level event with a null player so every player hears it once; lan_e2e's anvil check heard it exactly once on the host and once on the guest. Tested together with the other wave 1 contributor PRs on current main: fmt, clippy -D warnings and the horizon-client tests (1,120 lib tests and the rest) pass; the 114 harnesses the batch affects pass; lan_e2e anvil, grindstone, replant, instant_digging, digging, frames and leads pass with the host in-frame and on its server thread.
2026-10-26 02:29:05 +01:00
Ludovic MarieandClaude Sonnet 5.5 181d188324 Merge feat/shader-packs-sky into feat/shader-packs-sun-moon
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:28:17 +01:00
Ludovic MarieandClaude Opus 5.5 d3af1e04e0 Mannequins run no mob goals and never despawn
A mannequin is an Avatar (a LivingEntity), not a Mob: its serverAiStep has
no goals and LivingEntity has no checkDespawn. With the passive brain a
summoned mannequin wandered off (14 blocks in 400 ticks on the server
thread) and could despawn far from players.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 02:27:37 +01:00
Ludovic Marie 93d58b7024 Merge pull request #1954 from rdbtCVS/rdbt/fix-1949-leash-death
🤖 Agent: Thanks rdbt! Matches Leashable.tickLeash / dropLeash: a leashed mob that dies drops its lead; the new mob_ai scenarios run against the vanilla oracle. Tested together with the other wave 1 contributor PRs on current main: fmt, clippy -D warnings and the horizon-client tests (1,120 lib tests and the rest) pass; the 114 harnesses the batch affects pass; lan_e2e anvil, grindstone, replant, instant_digging, digging, frames and leads pass with the host in-frame and on its server thread.
2026-10-26 02:26:53 +01:00
Ludovic Marie d4e1b3c773 Merge pull request #1922 from rdbtCVS/t3/fix-crop-planting-harvesting
🤖 Agent: Thanks rdbt! Matches ServerPlayerGameMode.handleBlockBreakAction: an instant survival START never leaves a block being destroyed, so no repeated hit sounds and a replanted crop isn't broken again. It now includes #1966's sound regression. Tested together with the other wave 1 contributor PRs on current main: fmt, clippy -D warnings and the horizon-client tests (1,120 lib tests and the rest) pass; the 114 harnesses the batch affects pass; lan_e2e anvil, grindstone, replant, instant_digging, digging, frames and leads pass with the host in-frame and on its server thread.
2026-10-26 02:25:58 +01:00
Ludovic MarieandClaude Sonnet 5.5 f299e18fc6 Merge feat/shader-packs-draw-uniforms into feat/shader-packs-sky
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:25:46 +01:00
Ludovic Marie 1da949efbd Merge pull request #1919 from sl4ppleware/fix/heart-blink-on-set-health
🤖 Agent: Thanks sl4ppleware! Matches LocalPlayer.hurtTo: the hearts blink again when hurt, and the remote client ticks the blink through its controlled simulation tick. Tested together with the other wave 1 contributor PRs on current main: fmt, clippy -D warnings and the horizon-client tests (1,120 lib tests and the rest) pass; the 114 harnesses the batch affects pass; lan_e2e anvil, grindstone, replant, instant_digging, digging, frames and leads pass with the host in-frame and on its server thread.
2026-10-26 02:25:31 +01:00
Ludovic MarieandClaude Sonnet 5.5 0f1ab46921 Merge feat/shader-packs-mipmaps into feat/shader-packs-draw-uniforms
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:24:37 +01:00
Ludovic MarieandClaude Sonnet 5.5 f1fc01ffcf Merge feat/shader-packs-timing into feat/shader-packs-mipmaps
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:23:46 +01:00
Ludovic Marie 80e1eb20cc Merge pull request #1883 from ludovic111/fix/copper-golem-statue-poses
🤖 Agent: merged after verify (bugs-dezerx-1's fix for a player's bug list, self-checked with pr_ready); harnesses run on main by parity-main, which gates releases.
2026-10-26 02:22:56 +01:00
Ludovic MarieandClaude Sonnet 5.5 4ee54d84a8 Merge feat/shader-packs-water into feat/shader-packs-timing
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:22:48 +01:00
Ludovic Marie e93aba600b Merge pull request #1941 from rdbtCVS/t3/preserve-gui-scale-setting
🤖 Agent: Thanks rdbt! Matches vanilla: the saved GUI scale isn't clamped while a temporary small surface is up, the HUD caps the scale it draws with. Tested together with the other wave 1 contributor PRs on current main: fmt, clippy -D warnings and the horizon-client tests (1,120 lib tests and the rest) pass; the 114 harnesses the batch affects pass; lan_e2e anvil, grindstone, replant, instant_digging, digging, frames and leads pass with the host in-frame and on its server thread.
2026-10-26 02:20:26 +01:00
Ludovic MarieandClaude Opus 5.5 24b26da5d6 server_ops_feedback: wait for the save's reply before the next step
On the desktop runner (8 harnesses at a time) vanilla's save-all took 2 s,
the whole step: the transcript ended before "Saved the game" and the
harness failed with Horizon right. The save step now waits for that console
line, on both sides, before its usual 2 s.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 02:19:17 +01:00
Ludovic Marie 3bea1cd023 Merge pull request #1937 from rdbtCVS/fix/android-helper-scheduling
🤖 Agent: Thanks rdbt! Android-only cfg change to helper thread priorities; the desktop targets compile the same code as before. Tested together with the other wave 1 contributor PRs on current main: fmt, clippy -D warnings and the horizon-client tests (1,120 lib tests and the rest) pass; the 114 harnesses the batch affects pass; lan_e2e anvil, grindstone, replant, instant_digging, digging, frames and leads pass with the host in-frame and on its server thread.
2026-10-26 02:17:46 +01:00
Ludovic MarieandClaude Sonnet 5.5 e5f4d02549 Merge feat/shader-packs-real-buffers into feat/shader-packs-water
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:16:49 +01:00
Ludovic Marie a7d1d17ac9 Merge pull request #1991 from ludovic111/fix/pr-ready-affected-once
🤖 Agent: merged on verify: tooling only, it changes how fast harnesses are chosen, not which game code runs. Fixes pr_ready's 14+ min planning (affected_harnesses was called once per harness) and bounds the selection.
2026-10-26 02:15:09 +01:00
Ludovic Marie 3093f22a8a Merge pull request #1903 from rdbtCVS/fix/clear-offhand-slot-order
🤖 Agent: Thanks rdbt! Checked against vanilla's Inventory order (armour FEET to HEAD, then the off hand) when items are cleared. Tested together with the other wave 1 contributor PRs on current main: fmt, clippy -D warnings and the horizon-client tests (1,120 lib tests and the rest) pass; the 114 harnesses the batch affects pass; lan_e2e anvil, grindstone, replant, instant_digging, digging, frames and leads pass with the host in-frame and on its server thread.
2026-10-26 02:14:29 +01:00
Ludovic MarieandClaude Sonnet 5.5 f1a3409721 Merge feat/shader-packs-custom-uniforms into feat/shader-packs-real-buffers
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:14:28 +01:00
Ludovic MarieandClaude Opus 5.5 7b0192118e parity: choose harnesses faster (shared parse cache, early stop, time budget)
- The reach parse cache lives in the shared parity folder, keyed by content,
  so a new worktree starts warm (written atomically, other worktrees'
  entries kept within bounds).
- A harness's reach search stops as soon as it reaches a changed file that
  differs in more than its `mod` declarations; partial searches are not
  memoized. Declaration diffs are memoized (one git show per file).
- A harness whose changed dependency is outside crates/ is picked without a
  search (narrowing always keeps those).
- After PARITY_REACH_BUDGET seconds (default 180) the remaining harnesses
  count every source their probes link.
- crate_of is cached; no pathlib in the hot paths.

Same 79 harnesses on the 19-file diff from contrib-gate-16; CPU 19.9 s cold /
16.6 s warm before, 13.1 s cold / 9.9 s warm after (Mac mini under load).

parity.yml: skip the prepare_output check for heads made before #1947 (no
OUTPUT_VERSION, no tool): the job runs main's workflow on the head's files.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 02:13:09 +01:00
Ludovic MarieandClaude Sonnet 5.5 ff3d57ea9c Merge feat/shader-packs-run-globals into feat/shader-packs-custom-uniforms
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:12:44 +01:00
Ludovic Marie f10a7cd880 Merge pull request #1994 from ludovic111/fix/vanilla-data-failed-prepare
🤖 Agent: ready. A failed horizon-prepare now leaves nothing in .local, and stale real .local/horizon-client* folders and preparations lacking horizon-client are cleaned at job start. Tested on a fake checkout (fail, stale, cached). verify passed; parity skipped (scope). No overlap with #1965.
2026-10-26 02:12:07 +01:00
Ludovic MarieandClaude Sonnet 5.5 b73ca494a8 Merge feat/shader-packs-terrain-draw into feat/shader-packs-run-globals
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 02:11:28 +01:00
Ludovic Marie b10d927e5e Merge pull request #1929 from ludovic111/feat/mod-render
🤖 Agent: Mod API capability render (experimental): HUD shapes and camera shake. Main merged in beside command (8 capabilities). Verified: horizon-mods tests, clippy with and without mods, earlier pr_ready, harnesses and in-game runs.
2026-10-26 02:10:10 +01:00
Ludovic MarieandClaude Opus 5.5 a9b5ca3936 Merge main: test beside main's new templates
The usage line, the docs and the website list `test` with main's
`new --template code|content`; the code template keeps tests/hello.toml.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 02:08:41 +01:00
Ludovic MarieandClaude Opus 5.5 07f1bcff68 Merge main: render beside main's command capability
Both add a Capability variant: the list holds 8 now. The SDK re-exports
both interfaces; the API reference is regenerated.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 02:02:00 +01:00
Ludovic MarieandClaude Sonnet 5.5 2a85b6a432 Merge origin/main into fix/remote-tnt
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 01:59:53 +01:00
Ludovic MarieandClaude Sonnet 5.5 48121cb109 Merge origin/main into chore/wasmtime-48
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 01:59:44 +01:00
Ludovic MarieandClaude Sonnet 5.5 b222dd9194 Merge origin/main into feat/server-dialogs
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 01:59:19 +01:00
Ludovic MarieandClaude Sonnet 5.5 35e047fb8e Merge origin/main into feat/yung-port-as-written
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 01:59:00 +01:00
Ludovic MarieandClaude Opus 5.5 d782e455a4 docs: the desktop's CI slice gets half the threads
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 01:55:57 +01:00
Ludovic Marie ee403545ce Merge pull request #1805 from kacpherek/pr/pregen
🤖 Agent: thank you kacpherek! /pregen is in, off by default: a server turns it on with horizon-pregen=true in server.properties (server.toml [properties]), single player and LAN with --pregen. With it off, the command tree and /help match vanilla. Tested on a dedicated server through horizon-server (on: 1,369 chunks generated and saved), single player on the server thread and in-frame, and 11 harnesses including command_exec.
2026-10-26 01:54:20 +01:00
Ludovic MarieandClaude Opus 5.5 160c1e8b7a CI: a failed preparation leaves nothing in .local
When horizon-prepare failed, vanilla-data.sh deleted the preparation folder but kept what it had
already written to .local/ (horizon-client, horizon-client-motion, ...). The next job then saw those
real folders as already there: its preparation listed only horizon-client-structures in .entries,
and the checkout kept using the stale resources outside the per-key cache.

Now a failed preparation removes the .local/ entries it created; a job first removes real folders
named like preparation outputs, and makes again a preparation whose .entries lacks horizon-client.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 01:54:02 +01:00
Ludovic Marie 98f5a811cc Merge pull request #1829 from ludovic111/fix/global-level-events
🤖 Agent: merged after verify (bugs-dezerx-1's fix for a player's bug list, self-checked with pr_ready); harnesses run on main by parity-main, which gates releases.
2026-10-26 01:50:29 +01:00
Ludovic MarieandClaude Sonnet 5.5 7bbd715c8c Merge origin/main into feat/shader-packs-terrain-draw
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-26 01:48:29 +01:00
Ludovic MarieandClaude Opus 5.5 22980fc8cc Extras: the FPS counter and keystrokes move to the mod browser
They are official mods now (#1982). The Extras page loses their rows and
the HUD its built-in drawing. A player who had one on gets the mod on the
first start: installed from Horizon's registry, checked as the launcher
checks it (size, SHA-256, signature, manifest), turned on, with the
corner and options carried into the mod's storage. One chat line says so
("FPS counter moved to the mod browser: installed for you"). If it can't
be installed (offline), a line says Horizon tries again at the next
start. horizon-extras.txt keeps the old keys and lists what was done in
movedToMods.

The client's horizon-mods dependency gains the `index` feature for the
check. The frame and click counters now run only for mods.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 01:41:18 +01:00
Ludovic MarieandClaude Opus 5.5 49bbdf8954 CI: the desktop's CI slice gets half the threads
On all 24, a cargo build held ludodesktop's CPU at 92 °C and the watcher kept pausing; at half,
harnesses run at a median of 80 °C.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 01:38:23 +01:00
Ludovic MarieandClaude Opus 5.5 bdbf67ef93 pr_ready: work out the affected harnesses once, not once per harness
affected_here called parity.affected_harnesses inside the filter, once for
each of the 343 harnesses. Since the selection reads the Rust items each
probe reaches (#1964) one call takes about a minute and a half, so
pr_ready sat for hours before its first step.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 01:31:38 +01:00
Ludovic MarieandClaude Opus 5.5 9db6a0ee48 CI: parity-main stays on the Mac; heat check on a median, boot as the first sign; nix roots fixed
nix-build names a dev output's GC root <name>-dev, so the runner's PKG_CONFIG_PATH pointed at links
that didn't exist and every client build failed on libudev; it now uses the store path nix-build
prints. The package temperature spikes for a second under load, so the heat check takes the median
of 5 readings. Restarting the watcher no longer throttles a running job.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 01:23:27 +01:00
Ludovic MarieandClaude Opus 5.5 4c78d1b4f8 Merge origin/main into ci/linux-runner
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 01:23:12 +01:00
Ludovic MarieandClaude Opus 5.5 045bda8bfc release: give the exporters job an hour, as the Mac builds
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 01:21:20 +01:00
Ludovic Marie b3149d43ef Merge pull request #1677 from sdraeger/feat/mod-command-capability
🤖 Agent: Mod API capability `command` and the Predator Missile example, by @sdraeger. Thank you! Main merged in, with `command` kept beside `ui` as a 0.1 preview interface. Verified: pr_ready (2106 workspace tests), and in game in-frame and on the server thread, including survival without cheats refused.
2026-10-26 01:19:35 +01:00
Ludovic MarieandClaude Opus 5.5 8b26c4cf34 Ring search thread: start once generation pauses
In the idle class the thread still slowed a fresh world's first 600 chunks
by about 3 s on a 4-thread laptop (it shares a physical core with a worker).
It now waits until no proto chunk was generated for 2 s, or a minute after
the world opened, and gives up if the world closes first.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 01:14:39 +01:00
Ludovic MarieandClaude Opus 5.5 bb3a289caa Read the click's changed slots for the machine's setChanged
The menu op already lists the slots the click changed; a container slot
among them is the Slot.setChanged that saves the block entity.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 01:07:48 +01:00
Ludovic MarieandClaude Opus 5.5 7dfd4c6280 Share the player's water and lava tags with dropped items
The item's fluid world had its own copy of the FluidTags.WATER/LAVA
membership the player's immersion uses; motion now exports that one.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 01:04:20 +01:00
Ludovic MarieandClaude Opus 5.5 31eecdc271 Compute a firework's blast distance in floats, as Entity.distanceTo does
Entity.distanceTo casts each offset to float and sums the squares in
floats; taking the double distance and rounding it gave a slightly
different damage at the edge of rounding.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 01:03:25 +01:00
Ludovic MarieandClaude Opus 5.5 1dd47581de Ring search thread: the idle class, not behind the server
On a 4-thread laptop the background search at nice +10 took a share of the
cores from the chunk workers: 600 chunks arrived 3-4 s later. The thread now
runs only on cores nothing else wants (Linux SCHED_IDLE, macOS background
QoS, Windows idle priority): horizon_threads::idle_current.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 00:59:15 +01:00
Ludovic Marie e1a7892361 Merge pull request #1985 from ludovic111/perf/parity-disk
🤖 Agent: merged on verify. CI speed (Ludovic's focus tonight); measurements in the body and in horizon-parity/ci-speed/LOG.md.
2026-10-26 00:52:57 +01:00
Ludovic Marie e9f93c656a Merge pull request #1981 from ludovic111/ci/parity-main
🤖 Agent: merged on verify. CI speed (Ludovic's focus tonight); measurements in the body and in horizon-parity/ci-speed/LOG.md.
2026-10-26 00:48:22 +01:00
Ludovic MarieandClaude Opus 5.5 eec2e87a15 Merge main: command beside main's ui capability
Conflicts kept both sides: the capability list (now 7), the WIT, the
SDK's re-exports and docs, the mods state's fields, the workspace
members and AGENTS.md's macOS --exclude list. The API reference is
regenerated, and docs/api/stability.md lists `command` with the 0.1
preview interfaces.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 00:48:02 +01:00
Ludovic Marie 373d9c08c0 Merge pull request #1947 from ludovic111/feat/prepare-output-check
🤖 Agent: verified: OUTPUT_VERSION = 1 and output-versions.txt carry the digest measured on 10 CI preparations. tools/prepare_output.py check passes on v0.2.64's preparation and fails on v0.2.47's. This head's own parity job prepares with its preparer and checks the digest. Merging.
2026-10-26 00:47:05 +01:00
Ludovic Marie 911ca721de Merge pull request #1983 from ludovic111/perf/cover-test-debug
🤖 Agent: merged on verify. CI speed (Ludovic's focus tonight); measurements in the body and in horizon-parity/ci-speed/LOG.md.
2026-10-26 00:46:46 +01:00
Ludovic MarieandClaude Opus 5.5 5034e4557d parity: clear rust-<name>-parity outputs after a pass, reuse oracles on CI
Disk: clear_large_outputs only looked at .local directories named after the
harness, so the 174 harnesses writing to rust-<name>-parity kept every dump
(86 GB in one runner checkout, 13 GB for state_provider alone). It now
clears those too, keeps vanilla outputs only up to 256 MB (larger ones cost
more disk than rerunning their oracle), and handles shard names.
collision, world and geometry dropped one mkdtemp run directory per run
(11 GB): each run now removes the earlier ones.

Time: harnesses inherited the runner's stdin, a pipe on GitHub's runner, and
parity_shim never reuses an oracle run whose stdin is a pipe, so oracle reuse
never worked on CI. Harnesses now get /dev/null.

CI: parity.yml falls back to the head's own selection when the names main's
`--list` printed don't match its summary count.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 00:44:22 +01:00
Ludovic MarieandClaude Opus 5.5 40f79354d6 release: build the preparer and compile the exporters fresh in the exporters job
The clean checkout removes target/, and vanilla-data.sh builds horizon-prepare only when it
prepares afresh, so compile-exporters had no binary on a cached preparation. The bundle is
also compiled in the job instead of reused from .local/exporters, which vanilla-data.sh links
to preparations that pull requests' parity jobs write, and the job fails if anything but our
classes and the manifest would leave the runner.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 00:40:43 +01:00
rdbtCVSandCodex gpt-6.1-sol 2d088739e5 Fix dropped items following fluid currents
Sample item immersion and apply shared entity currents before and after movement, matching vanilla tick order. Cover item-sized fluid scans and flowing-water movement.

Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
2026-10-25 23:40:17 +00:00
Ludovic MarieandClaude Opus 5.5 0a8af38ac4 Rings: search them on a thread behind the server, as the world opens
The previous commit decides chunks far from the rings without them. The
128 biome searches now start on a helper thread as an overworld with
structures opens, behind the server and render threads, so an eye of ender
or a chunk near a ring finds them done or shares what is left, instead of
running them all on the thread that asked.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 00:39:18 +01:00
Ludovic MarieandClaude Opus 5.5 40c08c2d12 streaming: check every fourth cell of the cover test in debug builds
the_grid_answers_as_the_scan compared the grid with the scan on every cell of
60 cases and took 20 of the ~30 s of `cargo test -p horizon-client` on the
ThinkPad. A debug build now checks every fourth cell of each row, shifted by
row and case, so the cases together still meet every cell position relative
to the areas; a release build checks every cell.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 00:38:47 +01:00
Ludovic MarieandClaude Opus 5.5 73da2f04dd CI: parity on main, a batch of merges at a time; releases wait for it
parity-main runs the vanilla harnesses on every push to main, one run at a
time: merges that land during a run wait in one pending run, which checks
every merge since main's last green parity-main (tools/parity_main.py base,
then parity.py --changed). A failure is bisected over the batch's
first-parent merges, running only the failing harnesses, and the breaking
merge's pull request gets a comment.

Game releases ship only a commit both checks and parity-main passed on
(release_train.py; release.yml also starts when parity-main finishes; a
forced release doesn't wait). The per-PR parity job now runs only for a PR
that changes a harness, an oracle, a probe or the runner, or carries
run-parity.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 00:35:28 +01:00
rdbtCVSandCodex 0b970c0c9a Cover instant-break sounds alongside replanting
Move the instant_digging regression from redundant PR #1966 into the existing stale-dig fix for #1880 and #1908.

Co-Authored-By: Codex (gpt-6.1-sol) <[email protected]>
2026-10-25 23:35:22 +00:00
Ludovic Marie 39efe6ef39 Merge pull request #1968 from ludovic111/ci/parity-select-from-main
🤖 Agent: merged on verify. It changes only which harnesses CI picks: main's item-level selection for every queued branch. I checked on main that the --list format gives the names line by line, then the summary line.
2026-10-26 00:33:51 +01:00
Ludovic Marie da66056bd5 Merge remote-tracking branch 'origin/main' into perf/behaviour-cache-hash-once 2026-10-26 00:33:29 +01:00
Ludovic Marie d5699d5f90 Merge remote-tracking branch 'origin/main' into perf/sculk-ticking-chunks 2026-10-26 00:33:28 +01:00
Ludovic Marie 7092d5f4d7 Merge remote-tracking branch 'origin/main' into perf/rings-out-of-reach 2026-10-26 00:33:28 +01:00
Ludovic MarieandClaude Opus 5.5 e5403c0224 Merge origin/main into fix/item-cooldowns
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 00:33:20 +01:00
Ludovic Marie 29c09b4bf2 Merge pull request #1794 from ludovic111/perf/paletted-locate-no-div
🤖 Agent: verify and parity pass on 40c77c02f; −12 to −14% per read of 5–7-bit sections (body). Queued by perf-next-2.
2026-10-26 00:32:09 +01:00
Ludovic Marie 1fd42f311f Merge remote-tracking branch 'origin/main' into perf/collision-scan-edges 2026-10-26 00:31:46 +01:00
Ludovic Marie 2189baea6d Merge pull request #1778 from ludovic111/perf/worker-count
🤖 Agent: verify and parity pass on 1437537cb; spawn load −15% and teleports −12% on a 4-thread laptop (measurements in the body). Queued by perf-next-2.
2026-10-26 00:29:11 +01:00
Ludovic MarieandClaude Opus 5.5 836c1ee3b9 CI parity: pick harnesses with main's selection code, run them at the head
The parity job checks out the PR head, so every branch made before #1964
still selected with the old per-crate rule. The step now runs main's
tools/parity.py and tools/parity_reach.py with --changed --list, restores the
head's files, and runs the named harnesses with the head's parity.py. A
branch that edits either file, or a failure of main's selection, falls back
to the head's own `--changed` run.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 00:27:32 +01:00
Ludovic MarieandClaude Opus 5.5 0baf6cbd62 CI: the desktop runner works while its screen is locked or untouched for 15 min
Ludovic's rule (2026-10-26): runner_pause.py pauses at once on keyboard, mouse or gamepad input
(read from /dev/input, only whether bytes came), on an unlocked session touched in the last
15 min, at 90 °C, on a game or the GPU. Fixes the service start: the link loop's last test
failed the script under set -e.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 00:27:22 +01:00
Ludovic MarieandClaude Opus 5.5 ef5361e4c2 Creatures: drop the doc comments the removed cooldown fields left behind
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 00:26:17 +01:00
Ludovic Marie cc7534341c Merge pull request #1964 from ludovic111/perf/ci-speed-selection
🤖 Agent: merged on verify. It changes only which harnesses run, not the game; evidence in the body: all 61 failed parity runs of 10-18..10-25 are still caught, and LLVM coverage on 6 harnesses confirms the selection. Its own parity selects no harness. CI speed is Ludovic's priority tonight.
2026-10-26 00:23:09 +01:00
Kacpherek a6548089c4 Count the death roll in ticks so the dead camera eases instead of shaking
The camera's death roll and zoom (GameRenderer.bobHurt, Camera.modifyFovBasedOnDeathOrFluid) read deathTime + partialTick. Horizon derived deathTime from the wall clock since the death message, which the server thread path never set: there deathTime stayed 0, so every frame used 0 + partialTick and the view rolled from 0 to 0.2 degrees and snapped back twenty times a second (with a matching zoom pulse) instead of settling at vanilla's 3.6 degrees. In frame, the wall-clock ticks were not in step with the frame's partial tick either.

deathTime is now the tick counter LivingEntity.tickDeath keeps: the in-frame tick already counted it, and the server thread path now resets it when the death screen opens and counts it once per client tick. horizon-ctl state reports it as player.death_time.
2026-10-26 00:20:39 +01:00
Kacpherek bbc57aa838 Save furnace, brewing stand and crafter edits made through a server menu
A server player's clicks in a furnace, brewing stand or crafter menu wrote
the block entity's slots but never marked it changed, so the chunk was
not saved: an idle furnace (nothing burning, so its own tick changes
nothing) given or emptied through its menu rolled back on reopen or
chunk unload, losing or duplicating the items. Comparators kept the old
reading too.

When the click changed the container's slots, call container_changed
(BlockEntity.setChanged, reached through Slot.setChanged in vanilla's
AbstractContainerMenu.doClick and quickMoveStack), as chest-like menus
already do.
2026-10-26 00:20:26 +01:00
Kacpherek d143666e46 Mark a server's player dead while its arrival in a level is loading
A server's player on a trip into another level was skipped by
tick_guests before its zero-health body was marked dead, so a death
during the arrival (a /kill, damage) only counted once the destination
had loaded. The client already showed the death screen, and a Respawn
press in between was refused (guest_respawn wants a dead player) and
then lost, leaving the player on the death screen until a second press.

LivingEntity.hurt calls die at once, loaded or not: the death half of
the guest tick is now its own guest_die, which also runs for a player
on a trip.
2026-10-26 00:19:55 +01:00
socksproxandDevin ea1c0a4490 Render mannequin entities (server NPCs)
Servers on 26.3 spawn NPCs as minecraft:mannequin — the avatar entity
vanilla added for exactly this — instead of fake players (gommehd.net's
"Gommunity" lobby NPCs are invisible today). The client never registered
the type: MobTypes.load only builds species::ALL, so AddEntity produced a
tracked entity but nothing to draw.

- EntityDataSerializers.RESOLVABLE_PROFILE (41) decodes into
  Value::Profile. Before, the entry list ended at it and the mannequin's
  DATA_IMMOVABLE and DATA_DESCRIPTION after it never decoded.
- species::ALL gains mannequin (player#main model, Humanoid anim), and
  the player-only render paths — skin texture, sleep pose,
  AvatarRenderer's 0.9375 scale — take an avatar() check instead of the
  id string.
- SetEntityData's apply stores DATA_PROFILE on the mob, and
  update_remote_skins resolves its textures property through
  PlayerSkinRenderCache's rules (unsigned allowed, SkinManager's
  insecure path) the way a tab player's skin resolves.
- Mannequins get the shared-flags crouch and sleeping-position handling
  other players already had.

Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
2026-10-26 00:19:44 +01:00
Kacpherek c7432c21e1 Check a server player's moves with the box of its pose
A player sprint-swimming up under a ceiling was sent back every tick on the server thread (and for LAN guests): the server never updated the player's pose, and handlePlayerPositionChange's collision check always used a standing 1.8-block box, so the 0.6-block swimming box the client moved with looked like it entered the ceiling. Player.tick ends with updatePlayerPose, and the check uses getBoundingBox, so run updatePlayerPose in the server player's tick and check moves with the pose's dimensions. Fixes #1899.
2026-10-26 00:17:03 +01:00
Kacpherek 2c0d9cc30e Tick End gateways' server copies on a server without a window
A used End gateway never worked again on the server thread or on a
dedicated server. TheEndGatewayBlockEntity's server ticker (portalTick)
ran only inside the client block-entity pass, which returns at once when
there is no renderer, so the 40 tick cooldown that
EndGatewayBlock.entityInside starts (triggerCooldown) never ran out.

A Game without a renderer now runs portalTick on the gateways it keeps a
server copy of, in block-ticking chunks as Level.tickBlockEntities does,
and sends triggerCooldown's block event every 2400 ticks of age.
2026-10-26 00:16:50 +01:00
Kacpherek f988ed417a Drop a pending server trip when its player is teleported within the level
A server's player sent into another level waits on a trip until the
chunks around its target load, and the server leaves its body alone and
skips its portal checks until then. A /tp within the level while the
arrival was still loading left that trip behind: its target lost its
loading tickets and never finished, so Nether, End and gateway portals
stopped taking the player until they went back to the abandoned spot.

ServerPlayer.teleport within a level places the player at once, so the
pending arrival is now abandoned. server-dimension-players gains the
case: sent far into the Nether, teleported back near the origin before
the far chunks load, then an End portal there.
2026-10-26 00:15:54 +01:00
rdbtCVSandCodex 3adff150cf Record preparation validation timings and measurement limits
Co-Authored-By: Codex <[email protected]>
2026-10-25 23:15:40 +00:00
Ludovic MarieandClaude Opus 5.5 1e6f05ed5a Chat option: filter the chat's lines both ways, as setVisibleMessageFilter
The chat keeps where each message came from and the Chat option's
abilities. A message the option hides is still dropped on arrival, but a
change of the option now also hides the lines already in the chat that
it no longer shows, and brings them back when it shows them again
(ChatComponent.setVisibleMessageFilter -> refreshTrimmedMessages), on
apply_settings. Every Chat::add names its source. The Restrictions
screen reads its two flags from ChatAbilities instead of its own copy.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 00:15:37 +01:00
Ludovic MarieandClaude Opus 5.5 21d8e53034 parity: pick harnesses by the Rust items their probes reach, not whole crates
`--changed` / `--changed-files` now narrow each harness's recorded Rust
sources to those its probes can reach (tools/parity_reach.py): an item-level
reachability walk from the probe modules a harness ran (or the binary it
built) over free items, inherent methods, trait impls and macros, matched by
name so it only over-approximates. Parent modules count through their `mod`
declarations, compared with the merge base. A harness whose probe can't be
placed keeps every source; `--by-crate` turns the narrowing off.

On the last 20 PRs merged on 2026-10-25: 2255 -> 1061 harnesses picked,
2384 -> 1592 harness-minutes. Replaying the week's 61 failed CI parity runs,
every failed harness the old selection picked is still picked; LLVM coverage of
six harnesses' probes executes only kept files.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 00:14:51 +01:00
Kacpherek 21019afc2b Vehicle storage menus edit the vehicle's own items
A chest minecart, hopper minecart or chest boat's menu edits a stand-in
container, which is meant to be copied back to the vehicle when the menu
closes. close_container took the open container before calling
close_cart_container, which then found nothing open and copied nothing:
items taken out came back on the next open, and items put in vanished.

Copy the stand-in back from the key close_container took. A server
player's clicks in such a menu copy it back at once, since the menu is
the vehicle's own inventory (ContainerEntity, AbstractMinecartContainer
and ChestBoat implement the container the menu reads and writes).
2026-10-26 00:14:27 +01:00
Kacpherek 785e83feeb Firework explosions hurt nearby players, not only the boosted one
FireworkRocketEntity.dealExplosionDamage hurts every LivingEntity within 5
blocks that the rocket can see (its feet or its middle, ClipContext
COLLIDER with no fluids), besides the entity it is attached to. Horizon only
hurt the attached player and the nearby mobs, so a rocket bursting next to a
player on foot did nothing to them, in both single player modes.

The player (unless it is the attached one) and every guest in the level now
take damageAmount * sqrt((5 - distanceTo) / 5) as fireworks damage, with the
armor wear of hurtServer. distanceTo is a float, as vanilla computes it, for
the mobs too.
2026-10-26 00:14:19 +01:00
rdbtCVSandCodex 03190ec724 Update the runtime download fixture for runtime-only discovery
Co-Authored-By: Codex <[email protected]>
2026-10-25 23:13:02 +00:00
Ludovic MarieandClaude Opus 5.5 5e9d45bc9a /pregen: off unless the server turns it on
Vanilla has no /pregen, so with it always registered /help and the command
tree differed from vanilla's (the command_exec harness failed on /help).
Horizon's own commands are now added to the game's tree only when the owner
asks: `horizon-pregen=true` in server.properties (`horizon-pregen = true`
under [properties] in server.toml) for a dedicated server, `--pregen` for
the game (single player, LAN). Off, the trees are vanilla's own, unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 00:11:39 +01:00
rdbtCVSandCodex f45e3f1237 Optimize launcher preparation with precompiled, batched exporters
Compile and validate original exporter bundles during release builds, cache development compilation, and reuse initialized JVMs and collision data during preparation. Keep legacy preparers compatible while current releases need only a Java runtime.

Co-Authored-By: Codex <[email protected]>
2026-10-25 23:11:23 +00:00
Kacpherek 9aa6d7723f Shulker bullets home on the guest the shulker targets
A mob that sees a guest (a LAN guest, or the player of the server thread)
holds Who::Player as its target, and what it does to that player runs with
the guest swapped in. A shulker's bullet, though, keeps the target it was
fired with until it lands, and the projectiles tick outside that swap:
there Who::Player is the host's own player, so on a server thread the
bullet found no target, stopped homing and fell onto the blocks.

The bullet now carries the guest's entity id, as ShulkerBullet.finalTarget
holds the targeted entity in vanilla (ShulkerAttackGoal.tick passes
Shulker.getTarget()), so it homes on the guest among the projectiles'
targets and its hit runs as that guest: 4 damage and Levitation.
2026-10-26 00:10:54 +01:00
Ludovic MarieandClaude Opus 5.5 fbd6bee3e3 Official mods: FPS Counter and Keystrokes, the first extras as mods
The FPS counter and keystrokes extras rewritten as mods on the public API
(render, input, ui, storage), in mods/official/, with the extras' options
on their settings pages and the extras' look: the same boxes, colours and
text positions, pixel for pixel. They are workspace members, so clippy and
pr_ready cover them; a maintainer publishes them in horizon-mods. The
built-in extras stay until the removal PR, which installs these for the
players who had them on.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 00:08:55 +01:00
Kacpherek e50a4c6443 Play no place sound when a block item placement is refused
Clicking with a torch or flower into a space that is already taken (or where the block cannot stand) made the server-thread client play the block's place sound when the server resent the refused target. BlockItem.place returns FAIL before playSound when canPlace() is false, and the client only hears its own predicted placement, so clear the pending place sound when no placement was predicted.
2026-10-26 00:06:53 +01:00
Ludovic MarieandClaude Opus 5.5 6824224a33 Player heads: read the profile's skin once, and no skull on a piston head
- Skull keeps what its profile draws (the skin URL, its skins/<sha1>
  sprite and the default skin), computed when the block entity loads,
  instead of decoding base64 JSON and hashing it for every head every
  frame; skull_skin_at no longer scans the chunk's saved block entities.
- BlockEntity::for_block gave minecraft:piston_head a skull block entity
  (it ends in _head), which would have been saved as minecraft:skull.
- AGENTS.md is left as it is on main: the workflow note is not part of
  this fix.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 00:06:22 +01:00
Ludovic MarieandClaude Opus 5.5 c28bea8e96 Mod API: input's permission line says it sees keys and clicks
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 00:06:16 +01:00
Ludovic Marie 6df37324f5 Merge pull request #1853 from ludovic111/fix/mob-ambient-particles
🤖 Agent: merged after verify and the parity harnesses this change reaches passed on its head.
2026-10-26 00:01:39 +01:00
Ludovic MarieandClaude Opus 5.5 2a576b5886 Merge origin/main into fix/water-cauldron-extinguish
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 00:01:15 +01:00
Ludovic MarieandClaude Opus 5.5 eb443cdacc Merge origin/main into fix/server-player-sculk-events
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 23:59:04 +01:00
rdbtCVSandCodex 4be53ee28a Reduce resource preparation filesystem work
Share the asset index and verification state, stage checked imports while hashing, preserve indexed replacements, and clone independent resource copies where supported.

Co-Authored-By: Codex (GPT-6.1) <[email protected]>
2026-10-25 22:58:00 +00:00
Ludovic MarieandClaude Opus 5.5 9d5301627b Chickens: the flap test uses the shared test mob type
chicken_flap reads only the ground flag, so the test builds its mob from
mobs::sensor_scan_tests::kind() instead of a 50-line copy of a MobType.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 23:55:43 +01:00
Ludovic MarieandClaude Opus 5.5 d5b88ff130 Merge origin/main into fix/chicken-flap-remote
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 23:55:43 +01:00
Ludovic MarieandClaude Opus 5.5 b7629cf656 Enchantments: say which callers have no language
full_name reads the process's language, which the server thread shares
with its window; only a process with no language loaded (a dedicated
server, the probes) keeps the English names.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 23:46:36 +01:00
Ludovic MarieandClaude Opus 5.5 a413812363 Scroll bars: the screen's GUI size, and a test of the drag
stats_scroll and stats_drag take the GUI height from gui_size() instead
of a copy of it. The Game Rules list's press, drag and release get the
test from #1913 (vlesmentie's take on the same fix).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 23:46:15 +01:00
Ludovic MarieandClaude Opus 5.5 dd73faccbc Merge origin/main into fix/draggable-scrollbars
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 23:43:27 +01:00
rdbtCVSandCodex 072f5ce2ee Fix custom item names above targeted item frames
Show the framed item's custom name through the existing world name-label renderer, matching vanilla's HUD and crosshair conditions. Extend the LAN frame check for normal and glow frames.

Co-Authored-By: Codex <[email protected]>
2026-10-25 22:43:07 +00:00
Ludovic MarieandClaude Opus 5.5 401ac1322f Banners: one loader for saved and generated banners
The generated banner reuses save.rs's BannerBlockEntity.loadAdditional
(now decode_banner) instead of a copy of it, and the generated block
entity clones its NBT only for the kinds that read it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 23:43:03 +01:00
rdbtCVSandOpenAI Codex 28206976d8 Move parity fixtures onto server execution
Co-Authored-By: OpenAI Codex (GPT-6.1) <[email protected]>
2026-10-25 22:36:21 +00:00
Ludovic MarieandClaude Opus 5.5 d81aa97e84 CI: the desktop runner works only while nobody is at the screen; desktop as a parity host
runner_pause.py pauses on any seat0 session (locked too), games, GPU use or a pause file, and is
the only thing that starts the runner; a job under way is throttled, then the runner stops. The
desktop host in parity_hosts.json refuses work while paused and its workers stop on a pause. The
nightly audit stays on the Mac mini. Docs and a unit test of the watcher.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 23:12:09 +01:00
Ludovic MarieandClaude Opus 5.5 8463325648 CI: Linux runners for the parity job (desktop, ThinkPad), paused while a game runs
runner-env.sh and vanilla-data.sh find Python 3.13, the pinned JDK and sccache on NixOS;
linux-runner.sh installs a runner as a systemd user service with its own screen; runner-pause.py
stops it from taking jobs while a game runs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 23:12:09 +01:00
Ludovic Marie d58d26c793 Merge pull request #1798 from socksprox/fix/mob-combat-poses
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + its batch: clippy -D warnings, tests, the affected parity harnesses (111/112, all pass), in game on the server thread and in-frame, lan_e2e in both host modes) and this head's verify.
2026-10-25 23:10:07 +01:00
Ludovic Marie 93e3096e06 Merge pull request #1875 from kaicsm/fix/client-mods-server-thread
🤖 Agent: merged after contribution gate 14 (integration run of main + this PR) and verify on the head with main merged in. Thank you!
2026-10-25 23:08:25 +01:00
Ludovic MarieandClaude Opus 5.5 e3bd626688 Mod API: what the extras need as mods: corner panels, frame stats, mappings, buttons
The built-in extras become official mods; these are the calls the FPS
counter and keystrokes overlay need to look and behave the same:

- render.set-corner(corner, w, h, shapes): a box the game places with
  its own corner stacking (under the status effects, with the overlays
  and hud panels), clear-corner; text-width(text) in the HUD font
  (advances for U+0000..U+024F, 6 otherwise); frame-stats(): the game's
  FPS counter (fps, min, 1% low).
- input.mapping(name): a movement or click mapping's key label and
  whether it is held; clicks-per-second() for attack and use.
- ui: a button widget (200 x 20, select(id, 0)) for settings pages.
- The game keeps its FPS and click counters running while a mod runs,
  and refreshes the snapshot every frame for mods with a frame hook.
- The ui test guest gains /corner and /readings, with a sandbox test.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 23:08:15 +01:00
rdbtCVSandCodex 0b49da2466 Fix lead drops when leashed mobs die
Follow Leashable.tickLeash for dying mobs and cover trader/player-held llama leads through the death animation.

Co-Authored-By: Codex <[email protected]>
2026-10-25 22:07:58 +00:00
Ludovic Marie e05933169a Merge pull request #1857 from Joansitoh/fix/item-lore-tooltips
🤖 Agent: merged after contribution gate 14 (integration run of main + this PR, harnesses for the touched areas) and verify on the resolved head. Thank you!
2026-10-25 23:01:30 +01:00
Ludovic Marie bb3497bea0 Merge pull request #1671 from socksprox/fix/elytra-fireworks
🤖 Agent: merged after contribution gate 14 (integration run of main + this PR, harnesses for the touched areas) and verify on the resolved head. Thank you!
2026-10-25 23:00:42 +01:00
Ludovic MarieandClaude Opus 5.5 6ef8deedca Merge origin/main into fix/mob-combat-poses
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 22:56:32 +01:00
Ludovic MarieandClaude Opus 5.5 d63d0c1744 Merge origin/main into fix/client-mods-server-thread
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 22:56:31 +01:00
Ludovic Marie f5e97deac2 Merge pull request #1834 from vlesmentie/fix/lava-cauldron-player
🤖 Agent: merged after contribution gate 14 (integration run of main + this PR, harnesses for the touched areas) and verify on the resolved head. Thank you!
2026-10-25 22:55:16 +01:00
Ludovic Marie 1a857b285d Merge branch 'feat/prepare-output-check' into fix/prepare-rewritten-version-file 2026-10-25 22:50:36 +01:00
Ludovic MarieandClaude Opus 5.5 116a7f7dca horizon-prepare: OUTPUT_VERSION, the number of what it prepares, checked by CI
Launchers copy a player's prepared resources to a new release while its preparer declares the
same OUTPUT_VERSION (the launcher side is its own pull request). The number is bumped by hand;
CI keeps it honest: the parity job already prepares with every change to the preparer, and
tools/prepare_output.py check now fails when that preparation's digest is not the one
crates/horizon-prepare/output-versions.txt gives the current number, or when the file changed
other than by appending a version. The digest canonicalises what differs between two runs of
the same preparer (JSON key order, creative tab tag order, lambda class addresses, logs, the
sounds): 10 preparations by 5 preparer versions on the three Mac runners give one digest, and a Linux preparation by an older preparer gives the Mac runners' digest for it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 22:48:51 +01:00
Ludovic MarieandClaude Opus 5.5 acb68ed163 launcher: reuse prepared resources while the preparer's OUTPUT_VERSION is the same
A version's resources were reused only when the preparer's sources and the exporters were
byte for byte the same, so any change to crates/horizon-prepare (even one that prepares the
same files) made every player prepare again. The launcher now compares the number the preparer
declares for what it makes (`pub const OUTPUT_VERSION: u32` in crates/horizon-prepare/src/lib.rs,
bumped by hand when the output changes and checked by CI in the follow-up). Preparers from
before the number are known by a fingerprint of their sources and exporters: v0.2.49 to
v0.2.64 prepare version 1's output (measured on the CI runners' preparations). Older versions
are compared as before.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 22:44:56 +01:00
rdbtCVSandOpenAI Codex b6efebc879 Play anvil result sounds once for every player
Deliver anvil level events to the acting player and keep their local sound out of positional sound capture. Extend the anvil LAN check to count sounds for both players using either player’s anvil result.

Co-Authored-By: OpenAI Codex <[email protected]>
2026-10-25 21:39:14 +00:00
socksproxandDevin 2cdb6362ca Particles keep their sprites over a resource reload
The particle engine copied the GUI atlas's sprite rects once at start; a pack or server-pack
change rebuilt the atlas but not the engine, so every named and set sprite then drew a stale
region — break crumbs showed other blocks and campfire smoke showed random items (#1923).
The engine now re-reads the rects and the packs' sprite sets on reload, and a particle whose
sprite-set index outlived the rebuild keeps its sprite instead of indexing past the new list.
The reload also layers content mods over the root again, which startup does but reload forgot,
so the first reload silently dropped their assets and data.

Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
2026-10-25 22:38:40 +01:00
Ludovic MarieandClaude Sonnet 5.5 31e9e2da97 Merge origin/main into fix/item-lore-tooltips
In stack_tooltip keep #1806's translate through `display_get` and this
PR's `push` helper for the styled tooltip lines.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-25 22:26:10 +01:00
Ludovic Marie 74768d2eeb Merge pull request #1939 from ludovic111/roadmap/player-ideas-1025
🤖 Agent: merged after verify (roadmap data only).
2026-10-25 22:24:22 +01:00
vlesmentieandClaude Opus 5.5 15877931db Merge origin/main into fix/water-cauldron-extinguish
Keeps both sides of #1823 (wither rose) and this branch (lava and water
cauldrons) in motion.rs's inside-block match, the MotionEvent variants,
game.rs and lan_actions.rs, and all three tests.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 18:22:46 -03:00
Ludovic MarieandClaude Opus 5.5 a4a709c2d6 Roadmap: OpenGL shipped in v0.2.63; three players' ideas kept by Ludovic
One-command server install, launcher-style game menus (off by default), AppImage and a Nix flake.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 22:16:18 +01:00
Ludovic Marie b4345b1c2b Merge pull request #1813 from luiS1q1/fix/ios-dualsense-build
🤖 Agent: thank you @luiS1q1! Merged on Ludovic's go-ahead as iOS groundwork (desktop targets unchanged, clippy clean, this head's verify).
2026-10-25 22:16:05 +01:00
Ludovic Marie ed11f614f8 Merge pull request #1870 from ludovic111/fix/complete-sounds-panorama
🤖 Agent: merged after verify and the parity harnesses this change reaches passed on its head.
2026-10-25 22:13:20 +01:00
levzzz 61c5f29ab7 Game Rules and Statistics: the scroll bars can be dragged
Both lists drew a scroll bar but only listened to the mouse wheel: a press
inside the bar column, the drag that follows and the release were dropped.
`ui::Scroll` already models AbstractSelectionList's press/drag/release (the
server list uses it); the two screens now keep their scrolling in it and the
window passes the press, the pointer's moves while it is held and the release
along.

Fixes #1782
2026-10-26 02:13:10 +05:00
Ludovic MarieandClaude Opus 5.5 fada660310 Mod API: capability input (experimental): claimed items' use, mod keys
- WIT `input`: claim-items(ids) makes the use button on those items the
  mod's: use-start, then use-stop with the ticks held (button up, item
  out of the hand, or a screen opening); the game does nothing else
  with the click. register-key(name, label, key) for up to 16 keys
  (key.keyboard.r), heard as key-down / key-up while playing; the
  game's own mapping on the key still runs. held(), poll() (256 kept).
- game/mod_input.rs: play_mouse asks mod_use first (local and remote
  windows), the tick ends a use whose item left the hand, the keyboard
  and horizon-ctl's key send the physical key to mod_key.
- No claim and no key, no cost: one check each.
- Experimental: the manifest needs experimental = ["input"].
- The ui test guest gains /input_claim, /input_poll and /input_held,
  with a sandbox test. Docs: mods.md, stability.md, the changelog, the
  regenerated reference.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 22:10:44 +01:00
Ludovic Marie da0056c248 Merge pull request #1936 from ludovic111/fix/opengl-gl33
🤖 Agent: merged after verify and real GL runs on the ThinkPad (Intel HD 620, GL 3.3 with extensions hidden: title, server thread and in-frame render, 0 errors; screenshots match Vulkan). Released at once: any GL driver without compute shaders crashed at start without it.
2026-10-25 22:10:39 +01:00
rdbtCVSandCodex gpt-6.1-sol 40b3c1e3d6 Preserve requested GUI scale across temporary small surfaces
Keep framebuffer limits in rendering and explicit option cycling rather than overwriting the saved choice during startup or settings application.

Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
2026-10-25 21:08:55 +00:00
Ludovic MarieandClaude Sonnet 5.5 2364bd3504 Merge origin/main into fix/elytra-fireworks
Keep main's item_sync.rs and lan::guest::stack_to_network for stacks on
the wire (#1874) and move the firework component decoding there:
Component::Fireworks and Component::FireworkExplosion in
item_sync::components_tag, with fireworks_tag.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-25 22:04:54 +01:00
Ludovic MarieandClaude Opus 5.5 2fb0ac186a Behaviour cache: hash the source files once per process
The snapshot's key hashes the 70 MB of source tables it was resolved from.
The client's tables and the world generator's are loaded from the same
folder, so a world opening hashed them a second time: a third of a second
of the server thread's start on a 4-thread laptop, before any chunk. The
hash is now kept for the process, by each file's length and modification
time; a changed file is read again.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 22:04:13 +01:00
Ludovic MarieandClaude Opus 5.5 4a2b262343 Structure starts: decide chunks no ring search can reach without the rings
The 128 stronghold biome searches (two seconds of CPU on a 4-thread laptop)
ran when the first chunk of a new world looked up its structure starts, so
nothing near spawn was generated until they were done. Each search ends
within 8 chunks of its ring chunk, which is known before searching, and
strongholds lie 1,400 blocks out or more: a chunk with no ring search in
reach (exclusion zones included) is now decided without them, which is what
they would say. They run when a chunk near a ring, /locate or an eye of
ender needs them (ring_positions now searches on demand instead of returning
nothing before a lookup did).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 22:00:07 +01:00
socksproxandDevin 820cc211d3 Player heads render their owner's skin
Placed player_head blocks kept no profile: skulls had no block entity, so the
renderer fell back to a hardcoded steve for every head. Give skulls a real
BlockEntity carrying vanilla's SkullBlockEntity fields (profile,
note_block_sound, custom_name) so the placement pipeline lands
minecraft:profile in it the way block_entity_item already maps, encode and
decode it through save so regions keep it, send its update tag to remote
clients, and resolve the profile through the skin downloader the head items
and the tab list share: the downloaded skin slot once it lands, the
profile's DefaultPlayerSkin uuid pick while it fetches, SKIN_BY_TYPE steve
without a profile.

Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
2026-10-25 21:55:02 +01:00
socksproxandDevin 8dcd00fc62 AGENTS.md: the feature-request loop
When an agent is asked for a feature it runs the whole loop itself: check open
PRs for the area first, work in a new worktree on the latest upstream main,
build and run pr_ready, then push to the fork and open the pull request
against upstream, never the fork.

Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
2026-10-25 21:54:47 +01:00
Ludovic Marie 82b0051a3c Merge pull request #1856 from Domanffe/fix/furnace-experience
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + its batch: clippy -D warnings, tests, the affected parity harnesses (111/112, all pass), in game on the server thread and in-frame, lan_e2e in both host modes) and this head's verify.
2026-10-25 21:53:58 +01:00
Ludovic Marie e0abe90c5c Merge pull request #1858 from Excurs1ons/fix/server-death-messages
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + its batch: clippy -D warnings, tests, the affected parity harnesses (111/112, all pass), in game on the server thread and in-frame, lan_e2e in both host modes) and this head's verify.
2026-10-25 21:53:06 +01:00
Ludovic Marie 982034f5f8 Merge pull request #1806 from Excurs1ons/fix/localized-ui-text
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + its batch: clippy -D warnings, tests, the affected parity harnesses (111/112, all pass), in game on the server thread and in-frame, lan_e2e in both host modes) and this head's verify.
2026-10-25 21:51:23 +01:00
rdbtCVSandCodex 95c336a387 fix(threads): lower helper thread priority on Android
Co-Authored-By: Codex (gpt-6.1-sol) <[email protected]>
2026-10-25 20:50:57 +00:00
Ludovic MarieandClaude Opus 5.5 2761349d98 Renderer: no indirect buffer usage without indirect draws (OpenGL before 4.3)
wgpu refuses to create a buffer with INDIRECT usage on a device without
DownlevelFlags::INDIRECT_EXECUTION (OpenGL before 4.3 without compute shaders), so the game
panicked creating 'Section draws'. Multi-draw now also needs indirect execution, and without it
the buffer has no INDIRECT usage: sections are drawn one direct draw each, as they already were
without INDIRECT_FIRST_INSTANCE.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 21:50:49 +01:00
levzzzand[CC] <deepseek-v4.1-flash> b71623dfd7 Item cooldowns: the sweep on a slot, and no use while one runs
Nothing tracked `ItemCooldowns`: `draw_item_decorations` passed a cooldown of
0.0 with a note that there was none to shade, and ender pearls were held back
by an ad-hoc `pearl_cooldown` counter.

`horizon_client::cooldowns` keeps the `use_cooldown` component's entries by
cooldown group the way `Player.getCooldowns` does (start and end ticks, the
percent `getCooldownPercent` returns), `ItemInfo` now carries the item's
`use_cooldown`, and the game uses it where vanilla does:
`ServerPlayerGameMode.useItem`/useItemOn refuse a stack on cooldown,
`ItemStack.applyAfterUseComponentSideEffects` starts the entry when a use
finishes (a thrown pearl, a wind charge, an eaten chorus fruit),
`GuiGraphicsExtractor.itemCooldown` shades the slot, and a server's guests
keep their own and are sent `ClientboundCooldownPacket` (started, and 0 when
it ends), which a client applies.

Fixes #1763

Co-Authored-By: [CC] <deepseek-v4.1-flash> <[email protected]>
2026-10-26 01:50:22 +05:00
Ludovic MarieandClaude Sonnet 5.5 21d8b0702c Merge origin/main into fix/lava-cauldron-player
Keep both the lava cauldron and wither rose match arms in
MotionWorld's entity-inside handling, and both tests.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-25 21:50:03 +01:00
Ludovic Marie d0f61d07cf Merge pull request #1879 from socksprox/fix/legacy-colour-codes
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + its batch: clippy -D warnings, tests, the affected parity harnesses (111/112, all pass), in game on the server thread and in-frame, lan_e2e in both host modes) and this head's verify.
2026-10-25 21:48:30 +01:00
Ludovic Marie 4e8269276f Merge pull request #1884 from cryingtoilet/fix/1764-creative-search-word-delete
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + its batch: clippy -D warnings, tests, the affected parity harnesses (111/112, all pass), in game on the server thread and in-frame, lan_e2e in both host modes) and this head's verify.
2026-10-25 21:47:46 +01:00
Alexander KrylovandHermes Agent 3762ab7cda Enchantments: the name and the level follow the selected language
The registry resolved every `description` from the pinned `en_us` map at load
and `full_name` took `enchantment.level.<n>` from the same table, so a tooltip
showed an English enchantment line whatever language the player picked.

Keep the description's translation key and resolve it, and the level, through
the current language at display time, with the English text as the fallback for
the server thread, the probes and an old resource root.

Refs #1774.

Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
2026-10-25 23:47:14 +03:00
Ludovic Marie fd56c1f358 Merge pull request #1850 from rdbtCVS/t3/fix-end-crystal-explosion
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + its batch: clippy -D warnings, tests, the affected parity harnesses (111/112, all pass), in game on the server thread and in-frame, lan_e2e in both host modes) and this head's verify.
2026-10-25 21:47:00 +01:00
levzzzand[CC] <deepseek-v4.1-flash> b3807d6e50 Chat: the Chat option hides what it says it hides
The Chat Settings option was saved and shown but never applied: Hidden and
Commands Only still sent and displayed ordinary chat, and Hidden still
displayed the server's messages.

Minecraft.computeChatAbilities turns the option into ChatRestriction's
permissions, and they are now honoured where vanilla honours them:
ChatScreen refuses to submit input they take (hasAllowedInput) and says why
in a red usage line, ClientPacketListener.sendChat/sendCommand stop it before
the packet, ChatListener drops the player, server and client sources the
option hides, and ClientInformation carries the visibility to a server (at
login, and again when it changes, as Options.broadcastOptions does).

Fixes #1376

Co-Authored-By: [CC] <deepseek-v4.1-flash> <[email protected]>
2026-10-26 01:45:17 +05:00
Ludovic Marie fa2ae64d83 Merge pull request #1874 from Domanffe/fix/creative-item-components
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + its batch: clippy -D warnings, tests, the affected parity harnesses (111/112, all pass), in game on the server thread and in-frame, lan_e2e in both host modes) and this head's verify.
2026-10-25 21:45:05 +01:00
Ludovic Marie c5d816cc12 Merge pull request #1920 from ludovic111/fix/opengl-downlevel
🤖 Agent: merged after verify and a real OpenGL run on the desktop (Mesa, GL 4.6 and 3.3: no crash, animated sprites on the CPU below 4.3). Released at once on Ludovic's request.
2026-10-25 21:44:24 +01:00
Ludovic Marie 99a954d665 Merge pull request #1823 from vlesmentie/fix/wither-rose-player
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + its batch: clippy -D warnings, tests, the affected parity harnesses (111/112, all pass), in game on the server thread and in-frame, lan_e2e in both host modes) and this head's verify.
2026-10-25 21:43:03 +01:00
Ludovic Marie f3efe2802c Merge pull request #1811 from vlesmentie/fix/zombie-horseman-peaceful
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + its batch: clippy -D warnings, tests, the affected parity harnesses (111/112, all pass), in game on the server thread and in-frame, lan_e2e in both host modes) and this head's verify.
2026-10-25 21:42:22 +01:00
rdbtCVSandCodex 09ff66bfee Fix stale server digging after instant survival breaks
Clear completed guest digging so replanted flowers and crops are not broken again after attack is released. Add a LAN replanting regression for both single-player paths.

Co-Authored-By: Codex (gpt-6.1-sol) <[email protected]>
2026-10-25 20:39:44 +00:00
Ludovic MarieandClaude Opus 5.5 f65750baed Merge origin/main into fix/opengl-downlevel
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 21:35:35 +01:00
Ludovic MarieandClaude Opus 5.5 61c44c22ef Mod API: capability render (experimental): HUD shapes and camera shake
Mods draw through the game's own renderer, never their own shaders:

- WIT `render`: set-hud(shapes) with fill, quad (any four corners),
  sprite (the game's GUI sprites), item (scaled) and text shapes, up
  to 1024, kept until replaced; gui-size(); shake(strength, seconds).
- Drawn over the HUD after the extras, under chat and screens, hidden
  with F1 (game/mod_render.rs). Colours are 0xAARRGGBB.
- shake turns the view, not the player: jolts fade out squared, add up
  to 1, at most 3 degrees of yaw and 2 of pitch, scaled by Distortion
  Effects (screenEffectScale; 0 turns it off).
- Experimental: the manifest needs experimental = ["render"].
- No mod drawing, no cost: an empty iterator and an is_empty check.
- cargo horizon-mod check reports shakes and HUD shapes. The ui test
  guest gains /render_hud, /render_clear and /render_shake, with a
  sandbox test; HudBatch gets fill_quad.
- Docs: mods.md, stability.md, the changelog, the regenerated reference.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 21:35:12 +01:00
Ludovic MarieandClaude Opus 5.5 21203de7f0 Animated sprites: the CPU path also when the driver cannot build the compute pipeline
An OpenGL driver can list compute shaders among its extensions while wgpu writes GLSL of its core
version, which has none (seen under MESA_GL_VERSION_OVERRIDE=3.3: the pipeline failed and the game
panicked). The pipeline is now created inside error scopes, and a failure falls back to the CPU path
with one warning.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 21:33:05 +01:00
sl4ppleware 386912a76d Hearts blink again when the server sets health: LocalPlayer.hurtTo's damageCooldownTime 2026-10-25 23:32:27 +03:00
Ludovic Marie 731d88a1d8 Merge pull request #1917 from ludovic111/fix/opengl-fallback
🤖 Agent: merged after verify, a real OpenGL run (Mesa GL 4.6: title and a world rendered, no errors) and the backend/shader unit tests. Released at once on Ludovic's request (release-now): a player's Radeon HD 7400M could not start Horizon.
2026-10-25 21:30:01 +01:00
vlesmentieandClaude Opus 5.5 72de6e0b70 Water cauldrons put out a burning player and lose a level
On top of the lava cauldron's inside test: water and powder snow
cauldrons are no longer skipped. Their entity-inside shape is the
cauldron's or their content, Block.column(12, 4, 6 + 3 per level), and
LayeredCauldronBlock.entityInside applies: on a server, a burning
player first asks for handleEntityOnFireInside (runBefore EXTINGUISH),
which lowers the fill level (lowerFillLevel, a powder snow cauldron
turning to water of its level first, block_change with no source); then
EXTINGUISH (Entity.clearFire) puts the fire out.

Fixes #1330.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:25:48 -03:00
Ludovic MarieandClaude Opus 5.5 1a16e35aaa Animated sprites without compute shaders (OpenGL before 4.3)
SpriteAnimator wrote every changed sprite with a compute pass, which OpenGL 3.3 to 4.2 has no
equivalent for in wgpu: creating the pipeline failed. Without compute shaders and storage, the same
jobs now run on the CPU with animate.wgsl's integer mix, and each level is copied into its layer
through the upload belt. The GPU test runs both paths against the same CPU reference.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 21:25:37 +01:00
Ludovic MarieandClaude Opus 5.5 b3e400a526 Renderer: sprite arrays OpenGL can view as arrays
wgpu's GL backend picks a texture's target from its layer count when it creates it: one layer makes
a 2D texture and a multiple of six on a square texture a cube map, and neither can be bound as
terrain.wgsl's texture_2d_array. On GL, the 1-layer stand-in for unused sprite arrays gets two
layers and a sprite array of 1 or 6n layers one empty layer more. Other backends are unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 21:25:37 +01:00
Ludovic MarieandClaude Opus 5.5 ac47b988c9 Shader packs, clean room 42: culled entities, the first-person player, shadowPlayer and shadowLightBlockEntities in the shadow pass
Entities Horizon's entity culling hides from the camera keep their vertices in a hidden span that
only the pack's shadow pass draws; the local player's model is built in first person, hidden from
the camera, while the pack casts entity shadows. shadowPlayer draws the player alone when
shadowEntities is off, shadowLightBlockEntities the light-emitting block entities when
shadowBlockEntities is off. Without a shader pack nothing changes.

Clean-room: implemented from cleanroom/shader-packs-spec.md revision 1, §2.4, §3.2; no other
loader's code read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 21:21:05 +01:00
Ludovic MarieandClaude Opus 5.5 903da4f1ab Cargo.lock: wgpu's GL backend dependencies (glow, khronos-egl, glutin_wgl_sys)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 21:20:02 +01:00
Ludovic MarieandClaude Opus 5.5 54bb3e4fbe Screen effects: one sampler per entry point, so the shader compiles for OpenGL
GLSL combines a texture with its sampler, and naga refuses an entry point that reads one texture
through two (ImageMultipleSamplers): the BLUR override left both branches in fs_screen and
fs_vignette, so creating the screen effect pipelines failed on wgpu's GL backend at startup. Blurred
sprites now have their own entry points (fs_screen_blur, fs_vignette_blur); each pipeline still
samples once per pixel.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 21:19:47 +01:00
Ludovic MarieandClaude Opus 5.5 a013e35a61 Collision scans: pass the rest of an outer row in a contained section at once
On the rows along a box's bottom, top and sides every cell is outer, so in a
section no block reaches out of, the rest of the row up to the chunk's edge
is passed in one step instead of cell by cell. The candidate budget still
ends the scan where it did.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 21:17:59 +01:00
Ludovic MarieandClaude Opus 5.5 03a5cbdcd8 Renderer: OpenGL as the last fallback, for GPUs with no Vulkan or DirectX 12 driver
wgpu's GL backend (WGL on Windows, EGL on Linux). Auto tries Vulkan, then DirectX 12 on Windows,
then OpenGL; graphicsApi:opengl (or HORIZON_GRAPHICS_API=opengl) picks it. A Radeon HD 7400M
(TeraScale 2: DirectX 11, OpenGL 4.x) could not start Horizon at all.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 21:11:47 +01:00
socksproxandDevin 74e3b0adf6 ui: recapture the mouse when a mod's screen vanishes, borrow its widgets
Review on #1864: when a mod stops while its screen or settings page is
up, draw_mod_screen dropped the player back to Playing without
capture(true), leaving the mouse free until the next click into the
world. The dead surface now leaves through close_mod_screen, which puts
back the screen it covered and holds the mouse on a return to Playing;
the same goes for a screen dropped while it was up.

mod_ui_view also cloned the title and every widget (up to 64, lists to
512 rows) on each frame, click and scroll. It now borrows the mod's
stored widgets — the screen's scrolls live in a disjoint field — and the
click finds the picked row first so the &mut ui_select runs after.

Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
2026-10-25 21:10:52 +01:00
vlesmentieandClaude Opus 5.5 de0f76476f Big dripleaves tilt under a player standing on them
The leaf's tilt ticks, its reset and its redstone reset were already in
horizon-world (big_dripleaf_tick, big_dripleaf_reset_tilt), but nothing
started them: BigDripleafBlock.entityInside was missing. An entity on
the ground whose feet are above the leaf's y + 0.6875 (canEntityTilt)
tilts a flat, unpowered leaf UNSTABLE and schedules its tick in 10.

The block tick's inside scan now also passes the host's and the LAN
guests' feet and on-ground flag to Behaviours::entity_on_big_dripleaf.

Fixes #1683.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:10:26 -03:00
Ludovic Marie b7b4a26164 Merge pull request #1891 from rdbtCVS/fix/renderer-surface-fallback
🤖 Agent: thank you @rdbtCVS! Merged after review (a surface failure now falls through to the next backend, as adapter and device failures do) and this head's verify. Follow-up: an OpenGL fallback for GPUs with neither Vulkan nor DirectX 12 builds on this.
2026-10-25 21:09:37 +01:00
Ludovic Marie 8b4336013a Merge pull request #1864 from socksprox/feat/mod-ui
🤖 Agent: thank you @socksprox! Merged after review (two follow-up commits on your branch: `ui` is opt-in through `experimental = ["ui"]`, and the Settings button now appears when a mod sets its page after loading), tests in game in-frame, on a server-thread window and as a LAN guest, and this head's verify.
2026-10-25 21:07:26 +01:00
Ludovic Marie 1c3be171ce Merge pull request #1867 from ludovic111/fix/prepare-regression
🤖 Agent: merged after verify and the parity harnesses this change reaches passed on its head.
2026-10-25 20:58:37 +01:00
Ludovic MarieandClaude Opus 5.5 befec1995f ui: a Settings button appears when the mod sets its page later
has_settings was read once, when the mods loaded, so a mod that called
set-settings from a command or a tick never got its Settings button
until a reload. The Mods page's rows now follow each mod call's output.
Also clippy with --features mods: needless borrows of the atlas in
draw_mod_screen.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 20:57:10 +01:00
Ludovic MarieandClaude Opus 5.5 05396b4edf ui: experimental, opted into with experimental = ["ui"] in the manifest
docs/api/stability.md: a new API starts experimental, usable only by
opting in with a manifest field naming it. Capability ui now needs
experimental = ["ui"] beside capabilities; without it the manifest is
refused with that line to add. A capability promoted later stays
accepted in the list, so such manifests keep loading.

The ui test guest opts in; stability.md gets ui's row; docs/mods.md
shows the key.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 20:57:10 +01:00
Ludovic Marie 3d8a8f7d02 Merge remote-tracking branch 'origin/main' into cg14/pr1671
# Conflicts:
#	crates/horizon-client/src/lan/guest.rs
2026-10-25 20:54:03 +01:00
Ludovic MarieandClaude Opus 5.5 200b756b4a Sculk: pass over idle sensors and catalysts in the block entity tick
A sculk sensor, shrieker or catalyst with no vibration chosen, travelling or
waiting, and no charge cursors, ticks without changing anything (vanilla's
VibrationSystem.Ticker.tick and SculkSpreader.updateCursors return at once).
The tick now leaves those out before asking whether the chunks around them
tick (nine lookups each) and before looking them up a second time.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 20:53:31 +01:00
levzzzand[CC] <deepseek-v4.1-flash> bb9c474c64 End city banners keep their template patterns
A structure template saves a banner's layers in its block entity NBT, and
StructureTemplate.placeInWorld hands that NBT to the level, where
BannerBlockEntity.loadAdditional reads `patterns`. Horizon built the client
block entity from the block alone (BlockEntity::for_block), so the End
cities' magenta banners came out bare.

Fixes #1438.

Co-Authored-By: [CC] <deepseek-v4.1-flash> <[email protected]>
2026-10-26 00:53:17 +05:00
Ludovic MarieandClaude Opus 5.5 4459f132fe Collision scans: skip the outer cells of sections no block reaches out of
BlockCollisions keeps a block on the cells around the box (Cursor3D types 1
and 2) only if it has a large collision shape or is a moving piston. Most
sections hold neither in their palette, so the scan now asks the provider
once per section and passes those cells without reading them: a mob's box
reads about a fifth of the cells it did. Same hits, same order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 20:44:09 +01:00
Alexander KrylovandHermes Agent bc09558dfa Merge origin/main into fix/creative-item-components
Main gained PotionContents on the wire (#1796) in the same two functions
this branch hands to the shared codec. Resolved by keeping the codec and
teaching it the potion: components_tag writes it by its built-in registry
name, and the remote's id lookup asks the built-in registries first, as a
hub's SyncData::id already does. The round-trip test now covers a splash
potion.

Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
2026-10-25 22:42:28 +03:00
rdbtCVSandOpenAI Codex GPT-6.1 bd09f8b03e Migrate player integration coverage to server-thread hosting
Co-Authored-By: OpenAI Codex GPT-6.1 <[email protected]>
2026-10-25 19:36:11 +00:00
vlesmentieandClaude Opus 5.5 89d6e1c2a5 Structure chests keep the enchantments their loot rolled
The loot rolls carry enchantments and potions (horizon_world::loot runs
enchant_with_levels, enchant_randomly and set_potion), but chests filled
when a structure is placed, and mineshaft chest minecarts, turned each
LootStack into an item with loot_item, which keeps only the item, count,
damage and exploration map. End city gear came out bare. Both now use
loot_item_with_components, as vaults, trial spawners and decorated pots
already do.

Fixes #1437.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 16:34:39 -03:00
Ludovic Marie 7fd1f3118f Merge pull request #1848 from kacpherek/fix/1501-shulker-nesting
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + all 14 of your PRs: fmt, clippy -D warnings, horizon-client/world tests, horizon-ctl scenarios on the server thread and in-frame, lan_e2e in both host modes, and the 30 harnesses covering these changes: 29 pass, the 30th is /help listing /pregen from #1805) and this head's verify.
2026-10-25 20:32:18 +01:00
rdbtCVSandOpenAI Codex GPT-6.1 84a3f1ee18 Emit sculk movement events for each server player
Co-Authored-By: OpenAI Codex GPT-6.1 <[email protected]>
2026-10-25 19:30:34 +00:00
Ludovic Marie 4309d96924 Merge pull request #1845 from kacpherek/fix/1297-server-freeze-damage
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + all 14 of your PRs: fmt, clippy -D warnings, horizon-client/world tests, horizon-ctl scenarios on the server thread and in-frame, lan_e2e in both host modes, and the 30 harnesses covering these changes: 29 pass, the 30th is /help listing /pregen from #1805) and this head's verify.
2026-10-25 20:30:27 +01:00
Ludovic Marie 478b8c19c4 Merge pull request #1844 from kacpherek/fix/1520-ride-mobs
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + all 14 of your PRs: fmt, clippy -D warnings, horizon-client/world tests, horizon-ctl scenarios on the server thread and in-frame, lan_e2e in both host modes, and the 30 harnesses covering these changes: 29 pass, the 30th is /help listing /pregen from #1805) and this head's verify.
2026-10-25 20:29:24 +01:00
Ludovic Marie 2af75ba9f6 Merge pull request #1849 from kacpherek/fix/1329-cursor-death
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + all 14 of your PRs: fmt, clippy -D warnings, horizon-client/world tests, horizon-ctl scenarios on the server thread and in-frame, lan_e2e in both host modes, and the 30 harnesses covering these changes: 29 pass, the 30th is /help listing /pregen from #1805) and this head's verify.
2026-10-25 20:27:19 +01:00
Ludovic Marie 89888e9b07 Merge pull request #1847 from kacpherek/fix/1351-pearl-vanish-on-death
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + all 14 of your PRs: fmt, clippy -D warnings, horizon-client/world tests, horizon-ctl scenarios on the server thread and in-frame, lan_e2e in both host modes, and the 30 harnesses covering these changes: 29 pass, the 30th is /help listing /pregen from #1805) and this head's verify.
2026-10-25 20:25:09 +01:00
rdbtCVSandOpenAI Codex GPT-6.1 9c7909f770 Advance remote fireballs between server tracker updates
Co-Authored-By: OpenAI Codex GPT-6.1 <[email protected]>
2026-10-25 19:23:55 +00:00
Ludovic Marie 1110a28521 Merge pull request #1902 from ludovic111/fix/supervisor-lock-test-race
🤖 Agent: merged after verify passed (test-only fix).
2026-10-25 20:23:30 +01:00
Ludovic Marie f6e451162c Merge pull request #1843 from kacpherek/fix/1504-hardcore-spectator
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + all 14 of your PRs: fmt, clippy -D warnings, horizon-client/world tests, horizon-ctl scenarios on the server thread and in-frame, lan_e2e in both host modes, and the 30 harnesses covering these changes: 29 pass, the 30th is /help listing /pregen from #1805) and this head's verify.
2026-10-25 20:21:24 +01:00
Ludovic Marie 6ce6577886 Merge pull request #1841 from kacpherek/fix/1378-team-chat-names
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + all 14 of your PRs: fmt, clippy -D warnings, horizon-client/world tests, horizon-ctl scenarios on the server thread and in-frame, lan_e2e in both host modes, and the 30 harnesses covering these changes: 29 pass, the 30th is /help listing /pregen from #1805) and this head's verify.
2026-10-25 20:19:46 +01:00
Ludovic Marie 8f2aa7f7e9 Merge pull request #1836 from kacpherek/fix/1483-mob-nbt-attributes
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + all 14 of your PRs: fmt, clippy -D warnings, horizon-client/world tests, horizon-ctl scenarios on the server thread and in-frame, lan_e2e in both host modes, and the 30 harnesses covering these changes: 29 pass, the 30th is /help listing /pregen from #1805) and this head's verify.
2026-10-25 20:17:30 +01:00
rdbtCVSandOpenAI Codex GPT-6.1 481e75bc33 Clear off-hand items in vanilla inventory slot order
Co-Authored-By: OpenAI Codex GPT-6.1 <[email protected]>
2026-10-25 19:16:36 +00:00
Ludovic MarieandClaude Opus 5.5 4513af8995 horizon-server: the lock test waits for a fork-held descriptor to close
Tests in the same binary spawn processes (tar, the engine); between fork and exec the child holds a copy
of every open descriptor, the lock's too, so relocking right after drop could see WouldBlock. Seen twice
on CI (#1833, #1895).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 20:13:36 +01:00
Ludovic Marie 8177a6f450 Merge pull request #1807 from ludovic111/fix/no-nether-portal-in-the-end
🤖 Agent: merged after verify and the parity harnesses this change reaches passed on its head.
2026-10-25 20:03:49 +01:00
Ludovic Marie f6b882c9da Merge pull request #1802 from ludovic111/fix/mob-flags-and-swings
🤖 Agent: merged after verify and the parity harnesses this change reaches passed on its head.
2026-10-25 20:01:58 +01:00
Ludovic Marie 9e248a3214 Merge pull request #1797 from ludovic111/fix/tool-use-on-block-ends-click
🤖 Agent: merged after verify and the parity harnesses this change reaches passed on its head.
2026-10-25 20:00:04 +01:00
Ludovic Marie 781b7b877b Merge pull request #1796 from ludovic111/fix/potion-contents-over-network
🤖 Agent: merged after verify and the parity harnesses this change reaches passed on its head.
2026-10-25 19:58:08 +01:00
Ludovic Marie 50f4c913a5 Merge pull request #1868 from ludovic111/fix/modrinth-loader-profiles
🤖 Agent: merged after verify and the parity harnesses this change reaches passed on its head.
2026-10-25 19:55:40 +01:00
Ludovic MarieandClaude Opus 5.5 dab13669f5 Creative screen drops reach the server: SetCreativeModeSlot(-1)
A stack picked from a creative tab exists only on the client. Thrown out of
the creative screen as a server's client, it went out as a ContainerClick to
slot -999, which the server had no carried stack for, so nothing dropped. The
client now sends handleCreativeModeItemDrop's SetCreativeModeSlot(-1, stack),
and the server drops it from the player's hand, with vanilla's drop spam
throttle.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 19:53:09 +01:00
Ludovic MarieandClaude Opus 5.5 9ec5f1ddbc Rockets: a guest's boost rocket hurts them; fireworks sent to a server's clients
FireworkRocketEntity.dealExplosionDamage hurts attachedToEntity with the
full 5 + 2 per explosion: a guest's boost rocket now hurts that guest
instead of nobody. The host's encoder (network_stack) now sends
minecraft:fireworks and minecraft:firework_explosion too, so a rocket's
flight duration and a star's explosion reach the server thread's window,
LAN guests and a dedicated server's players; the creative slot encoder
shares it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 19:51:09 +01:00
vlesmentieandClaude Opus 5.5 e4a151c2e9 Menu buttons show the pointing hand under the mouse
26.3's AbstractWidget.handleCursor asks for CursorTypes.POINTING_HAND
when a widget is hovered, or NOT_ALLOWED when it is inactive, and the
frame applies the last request to the window (GuiGraphicsExtractor
requestCursor and applyCursor, Window.selectCursor). Horizon never
changed the cursor, so it stayed an arrow over buttons.

widgets.rs keeps the frame's request, ui::button and the resource pack
screen's buttons make it from the mouse hover (not keyboard focus), and
the game sets winit's Pointer, NotAllowed or Default cursor after each
frame when it changes.

Fixes #1347.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:49:15 -03:00
Ludovic Marie e555c4ee48 Merge pull request #1831 from kacpherek/fix/1503-guest-chest-comparator
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + all 14 of your PRs: fmt, clippy -D warnings, horizon-client/world tests, horizon-ctl scenarios on the server thread and in-frame, lan_e2e in both host modes, and the 30 harnesses covering these changes: 29 pass, the 30th is /help listing /pregen from #1805) and this head's verify.
2026-10-25 19:43:16 +01:00
Ludovic Marie f5adaec209 Merge pull request #1828 from kacpherek/fix/1335-crafting-table-valid
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + all 14 of your PRs: fmt, clippy -D warnings, horizon-client/world tests, horizon-ctl scenarios on the server thread and in-frame, lan_e2e in both host modes, and the 30 harnesses covering these changes: 29 pass, the 30th is /help listing /pregen from #1805) and this head's verify.
2026-10-25 19:41:29 +01:00
Ludovic Marie 406fbd7793 Merge pull request #1827 from kacpherek/fix/1334-menu-range
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + all 14 of your PRs: fmt, clippy -D warnings, horizon-client/world tests, horizon-ctl scenarios on the server thread and in-frame, lan_e2e in both host modes, and the 30 harnesses covering these changes: 29 pass, the 30th is /help listing /pregen from #1805) and this head's verify.
2026-10-25 19:39:17 +01:00
Ludovic Marie c0567a323c Merge pull request #1804 from kacpherek/pr/surface-rule-bands
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + all 14 of your PRs: fmt, clippy -D warnings, horizon-client/world tests, horizon-ctl scenarios on the server thread and in-frame, lan_e2e in both host modes, and the 30 harnesses covering these changes: 29 pass, the 30th is /help listing /pregen from #1805) and this head's verify.
2026-10-25 19:38:20 +01:00
Ludovic MarieandClaude Opus 5.5 f969415c7a Creative stacks: reuse the wire codec both sides already had
Horizon already encoded stacks for the wire (lan::guest::stack_to_network,
what a Horizon server sends its clients: damage, enchantments, stored
enchantments, repair cost, custom name, dyed colour, trim, maps, charged
projectiles, books) and decoded them on the client (remote.rs's
protocol_components + item_data::decode_components, every component it has
a codec for). The new encode/apply pair covered six components and
duplicated both.

- The client's SetCreativeModeSlot stack goes through stack_to_network.
- The decoder moves into item_sync::from_network, used by the client for
  what its server sends and by the server (Hub::stack_from_network) for a
  creative client's slot, so the server now keeps every component the
  client's decoder reads, not six.
- One round-trip test covers encode then decode with registries.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 19:36:52 +01:00
Ludovic Marie 0713ee5ec0 Merge pull request #1803 from kacpherek/pr/keep-scheduled-ticks
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3; one integration branch of main + all 14 of your PRs: fmt, clippy -D warnings, horizon-client/world tests, horizon-ctl scenarios on the server thread and in-frame, lan_e2e in both host modes, and the 30 harnesses covering these changes: 29 pass, the 30th is /help listing /pregen from #1805) and this head's verify.
2026-10-25 19:36:08 +01:00
Ludovic Marie f9d85d2e38 Merge remote-tracking branch 'origin/main' into cg14/pr1874 2026-10-25 19:28:34 +01:00
Ludovic Marie b4f12543ca Merge remote-tracking branch 'origin/main' into cg14/pr1850
# Conflicts:
#	tools/lan_e2e.py
2026-10-25 19:26:13 +01:00
Ludovic Marie 4604491fcb Merge pull request #1691 from socksprox/fix/translucent-particles 2026-10-25 19:23:59 +01:00
Ludovic MarieandClaude Opus 5.5 96199c23e7 Shader packs, clean room 41: entities and block entities in the shadow pass
shadow_entities and shadow_block (each falling back to shadow) load with
the entities' vertex inputs unless shadowEntities or shadowBlockEntities is
false (spec 2.4, 3.2; both on by default, OQ-19). They draw the same entity
and block-entity runs the gbuffers programs would, with the same per-draw
uniforms, into the shadow map after the solid terrain and before the
shadowtex1 copy. A run is uploaded when a gbuffers program or a shadow
program draws it; Horizon still draws the runs no gbuffers program covers.

Without a pack nothing changes: only the pack's entity code is touched.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 19:20:17 +01:00
vlesmentieandClaude Opus 5.5 2c8930c48d Chickens flap while they fall on a client of a server
Chicken.aiStep updates flap and flapSpeed on the client too, for the
chickens it only displays. tick_remote_entities never did, so with
single player on its server thread (and on servers) a falling chicken
kept its wings folded. The wing part of chicken_ai_step is now
chicken_flap, and the remote tick runs it from the server's on-ground
flag; the falling slowdown and egg laying stay the server's.

Fixes #1706.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:16:32 -03:00
rdbtCVSandOpenAI Codex b3840adccd Fix renderer backend fallback after surface creation failure
Keep surface creation errors in the backend failure list so Windows Auto can try DirectX 12 after Vulkan fails.

Co-Authored-By: OpenAI Codex <[email protected]>
2026-10-25 18:08:03 +00:00
Joansitoh 90eda915d5 Add a lore tooltip harness against ItemLore.addToTooltip.
The styled lines have to keep matching vanilla, including an explicit non-italic span and a lore component hidden by tooltip_display.
2026-10-25 18:58:52 +01:00
Ludovic MarieandClaude Opus 5.5 bdbc816486 Creative search: match the localized hover name, not the item's base name
The base name (Tipped Arrow, Potion, White Banner) matched where vanilla's
first tooltip line (Arrow of Poison, Water Bottle, Ominous Banner) doesn't:
the creative harness found extra results for 'e', 'potion', 'tipped' and
'white'. name_line builds the full hover name through display_get.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 18:53:20 +01:00
Ludovic Marie 6f8cad0020 Merge pull request #1692 from socksprox/fix/streamed-server-pack-zip 2026-10-25 18:45:56 +01:00
Ludovic MarieandClaude Opus 5.5 aa2f60b7bd Copper golem statues turn to their next pose when right-clicked
CopperGolemStatueBlock.useItemOn: anything but an axe, an empty hand too,
cycles copper_golem_pose with its sound and block_change game event; honeycomb
on a weathering statue passes on to waxing. Axe scraping, unwaxing and
stripping and honeycomb waxing now count the item as used, and waxing sends
its block_change game event, as vanilla's useOn does. The use_item_on harness
gains statue cases.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 18:43:03 +01:00
Jan PresandOpenCode 13508cbd9c Creative: Ctrl+Backspace deletes a word in the search
The creative inventory's search box is an append-only EditBox of 50
characters, but its editing was a plain String pop, so Ctrl+Backspace
removed one character instead of the word before the caret, unlike every
other text field and vanilla's EditBox.keyPressed.

Move EditBox.getWordPosition and deleteWords into one shared helper in
ui.rs (the UI and chat text fields had two copies of it), and route a
Ctrl+Backspace in the creative search through it. A Select All selection
is still what backspace deletes first, as in vanilla.

Fixes #1764.

Co-Authored-By: OpenCode (DeepSeek V4.1 Flash Free) <[email protected]>
2026-10-25 17:41:07 +00:00
Ludovic MarieandClaude Opus 5.5 c965aad8d3 Shader packs, clean room 40: terrain in the shadow map, culled from the light
The shadow program now draws the world's terrain from the light's view.
The shadow pass culls its own section list against the shadow camera's
frustum (render distance, capped by shadowDistanceRenderMul), nearest
the light first, and draws only the faces toward the light. Its draws go
by arena page within 64-block bands from the light, as the camera's solid
draws do, so the flat path draws them in about ten calls per list instead
of one per page change (over a thousand with BSL). Its draws
follow the camera's translucent draws in the same instance and indirect
buffers, so the flat path gives them calls of their own. Sections never
sorted for the camera are sorted once so their translucent indices are
valid.

The frame's first shadow pass clears the shadow map and shadowcolor
buffers as it begins, instead of a separate pass that loads and stores
them all; the translucent shadow pass is timed under its own label.

Without a pack nothing changes: the shadow lists are empty and the
terrain stays one draw call.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 18:36:20 +01:00
socksproxandDevin 72b9daabf0 Resolve legacy § codes where the font draws text
Name tags and styled HUD text drew a span's § codes as glyphs instead of
restyling what follows, as StringDecomposer.iterateFormatted does. A team
prefix like "§c" showed literally over players' heads, and a resource
pack's styled menu.disconnect kept its codes on the leave-server button.

Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
2026-10-25 18:24:46 +01:00
Ludovic Marie 1087739079 Merge pull request #1877 from ludovic111/roadmap/decided-2026-10-25
🤖 Agent: merged after verify; Ludovic's yes/no on the 54 candidates from the project's history (roadmap check, 20 roadmap tests, 31 website tests, site builds with 90 items).
2026-10-25 18:17:00 +01:00
Ludovic Marie d8ed068db8 Merge pull request #1781 from levzzz5154/fix/vehicle-passenger-pose
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3, tested in the modes it touches; pr_ready on main + the six gate PRs: fmt, clippy, 1327 tests, 112/112 affected harnesses) and this head's verify.
2026-10-25 18:16:18 +01:00
Ludovic MarieandClaude Sonnet 5.5 2ec2964962 Roadmap: the items Ludovic decided on (55 added, 4 updated, 3 areas)
Adds the ideas he said yes to, as roadmap items with plain and dev text,
and extends ai-companion, new-versions, benchmarks and intel-mac. New
areas: platforms, ai, community.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-25 18:09:13 +01:00
Ludovic MarieandClaude Opus 5.5 bb414b263c Merge main into fix/vehicle-passenger-pose: keep both lan_e2e checks
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 18:08:13 +01:00
Ludovic MarieandClaude Opus 5.5 a276f81aba Shader packs, clean room 39: the run doc comment back on run
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:55:23 +01:00
Ludovic Marie f324251563 Merge remote-tracking branch 'origin/main' into cg14/pr1813 2026-10-25 17:53:14 +01:00
socksproxandDevin f2832f83ef check: cover the ui open/close-screen outputs
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
2026-10-25 17:53:13 +01:00
Ludovic MarieandClaude Opus 5.5 5ee1130719 horizon-dualsense: iOS comments name only what exists
The repo has no horizon-gamecontroller crate, and on iOS the Link never
opens, so no rumble covers vibration there.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:53:13 +01:00
Alexander KrylovandHermes Agent 9fe77c7a56 Creative: a stack keeps its components when it crosses the wire
`Game::to_network` wrote damage alone into SetCreativeModeSlot, and
`item_from_network` read back damage and enchantments, so anything else a
creative stack carried was gone once the server echoed the inventory: a
named sword lost its name, trimmed armour its trim, an enchanted book its
stored enchantments and its repair cost.

`item_sync` is the pair for the components Horizon models: `encode` writes
them with the synced registries' ids (an unknown name is left out rather
than sent as id 0, which is a different entry) and `apply` reads them back
into the same `StackData` fields `item_data::decode_components` fills.

Potions are not carried yet: `minecraft:potion_contents` has no id or codec
in horizon-protocol, so a creative potion still arrives as an uncraftable
one (#1832). Nor are containers, charged projectiles, written books and a
map id, which the packet models but this patch does not write.

Refs #1832

Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
2026-10-25 19:49:08 +03:00
Ludovic MarieandClaude Opus 5.5 6443847633 Launcher: add the panorama, Unifont, languages and sounds prepared resources lack
Versions prepared while the asset store could not be read (Prism Launcher
installs since 0.2.48) are silent with a grey title screen. Like the built-in
packs (#1539), the launcher now copies each of these from the player's own
asset store into prepared resources that lack it, at start, after an install
and before Play, without preparing again.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:42:00 +01:00
Ludovic MarieandClaude Opus 5.5 b873f30c29 wears_freeze_immune above sync_player_body's doc comment, which it had taken over
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:41:04 +01:00
Ludovic MarieandClaude Opus 5.5 8c54e18587 /ride dismount: the boats' BOARDING_COOLDOWN, not a second 60
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:40:41 +01:00
Ludovic MarieandClaude Opus 5.5 0dfc6d8700 command_exec harness: summoned mobs' saved attribute bases and health (#1483)
A cow summoned with max_health and movement_speed bases, and a zombie
with an attack_damage base and a saved Health, against vanilla.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:38:28 +01:00
Ludovic Marie b983282247 Merge remote-tracking branch 'origin/main' into cg14/pr1850
# Conflicts:
#	tools/lan_e2e.py
2026-10-25 17:38:04 +01:00
Ludovic MarieandClaude Opus 5.5 a495fcf7a7 End crystal: one blast call for both paths
The respawn check is read before the blast, so the two copies of the
explosion collapse into one.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:37:51 +01:00
Ludovic Marie 83e8cbc4b6 Merge remote-tracking branch 'origin/main' into cg14/pr1856 2026-10-25 17:37:23 +01:00
Ludovic MarieandClaude Opus 5.5 b729cfc833 Furnace experience: createExperience's chance, orbs, every removal, guests
- createExperience floors count * experience and adds one with the chance of
  the fraction (a level random nextFloat); flooring alone paid nothing for a
  single iron ore (0.7).
- The payout pops ExperienceOrb.award's orbs at the player, recipe by recipe,
  instead of adding points directly.
- A server's player (the default single-player path, LAN and dedicated)
  gets it too: lan_machine_click pays when the guest takes from the output.
- AbstractFurnaceBlockEntity.preRemoveSideEffects pays at the block's centre
  on any removal (explosions, /setblock, creative breaking), after the
  contents spill, so it moves from break_block to the removal side effects.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:37:22 +01:00
Ludovic MarieandClaude Opus 5.5 1a39af6b62 /pregen: plan any radius at once, and skip a strip's rows outside the circle
Pregen::new counted the area chunk by chunk and split the strips with
an i32 product: /pregen start 30000000 overflowed, then hung the server
thread for hours. Rows are now counted from the circle's half-width,
the strip edges in i64, and each strip starts and ends at the rows the
circle reaches, so a band never walks empty corner rows. Unit tests
check that every chunk of squares and circles is swept once and that
the largest radius plans at once.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:36:22 +01:00
Ludovic MarieandClaude Opus 5.5 71f0ffde4b Prepare: a launcher's rewritten version file falls back to Mojang's (#1772)
Launchers like HMCL rewrite versions/<v>/<v>.json in the official layout
(same jars and libraries, their own fields), and horizon-prepare refused it
as a version Mojang may have republished. Mojang's copy saved as the imported
manifest.json is now used instead, and without one the error says the
launcher may have rewritten it and how to get Mojang's.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:31:44 +01:00
Ludovic MarieandClaude Opus 5.5 0298d10988 Shulker boxes: one canFitInsideContainerItems for both menus, and a unit test
The client's menu and the server's guest menus now share
menu::fits_inside_container_items, and a resource-backed test checks
that a guest's shulker box menu refuses shulker boxes by pickup,
shift-click and number key while other containers take them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:31:37 +01:00
Ludovic Marie 8942d00ace Merge remote-tracking branch 'origin/main' into cg14/pr1857 2026-10-25 17:30:38 +01:00
Ludovic MarieandClaude Opus 5.5 0609fb2beb Tooltip: lore after the enchantments, as ItemStack.addDetailsToTooltip
Vanilla adds LORE after CONTAINER, BANNER_PATTERNS, FIREWORKS,
POTION_CONTENTS, TRIM and the enchantments, and before the attribute
modifiers, not right under the name.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:30:37 +01:00
Ludovic Marie e37770bbfe Merge remote-tracking branch 'origin/main' into cg14/pr1858 2026-10-25 17:30:01 +01:00
Ludovic MarieandClaude Opus 5.5 70aff6e90b Death screen: empty message with showDeathMessages off; forget a guest's record when they leave
- ServerPlayer.die sends CommonComponents.EMPTY to the death screen when
  showDeathMessages is off, as the local player's death_message already
  does; the combat record is only read when the rule is on.
- A guest's CombatTracker leaves guest_combat with them, so a long-running
  server doesn't keep one per connection.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:30:01 +01:00
Ludovic Marie b9d2d93ccb Merge remote-tracking branch 'origin/main' into cg14/pr1806 2026-10-25 17:27:41 +01:00
Ludovic MarieandClaude Opus 5.5 df23e1bfed Keep vanilla's death screen message; resolve with the loaded language
- Leave ServerPlayer.die's message as it was: with showDeathMessages off
  vanilla sends CommonComponents.EMPTY to the death screen, and #1858
  reworks the death message from the combat record.
- The effects panel and recipe book tooltips use Names::display_get, so a
  key missing from the language still falls back instead of showing the key.
- net::load_language reuses the language lang already loaded (packs
  included) instead of reading it from disk again.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:27:41 +01:00
Ludovic MarieandClaude Opus 5.5 75951a769a Merge #1847 into #1849: LocatorBarClient's respawn and use commands, the harness scaffold
The three harnesses add commands to the same LocatorBarClient lines;
this branch now builds on #1847 (itself on #1843), keeps all three
commands, and test_cursor_death_parity.py runs through
locator.one_player.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:27:31 +01:00
Ludovic MarieandClaude Opus 5.5 94bc569a7f Merge #1843 into #1847: share LocatorBarClient's respawn command and the harness scaffold
Both add the same respawn command to LocatorBarClient; this branch now
builds on #1843's, and test_pearl_death_parity.py runs through
locator.one_player.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:27:00 +01:00
Ludovic Marie 5115bc276b Merge pull request #1650 from socksprox/fix/proxy-transfers
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3, tested in the modes it touches; pr_ready on main + the six gate PRs: fmt, clippy, 1327 tests, 112/112 affected harnesses) and this head's verify.
2026-10-25 17:26:57 +01:00
Ludovic MarieandClaude Opus 5.5 50727eb5c3 Harnesses: one scaffold for one-player dedicated server scripts
test_hardcore_respawn_parity.py copied test_locator_bar_parity.py's
build and run code; both now share locator.sides, and one-player
scripts run through locator.one_player.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:26:43 +01:00
Ludovic MarieandClaude Opus 5.5 65d3edfc3a Launcher: find the client jar of a Modrinth App mod loader profile (#1783)
The Modrinth App keeps a Fabric or Quilt profile's vanilla client jar as
`versions/<v>-<loader>/<v>-<loader>.jar`; a player who only played such a
profile has no `versions/<v>/`, and Prepare said Minecraft was not found.
Those jars are now candidates too, checked against the pinned sha1 like the rest.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:26:03 +01:00
Ludovic MarieandClaude Opus 5.5 ee74553314 Merge #1827 (container reach) into #1828: share its reach helper
Both PRs add a stillValid check to the same tick functions; this branch
now builds on #1827's lan::guest::within_block_range for the guest's and
the in-frame table checks, and the in-frame check sits beside the
container one in storage.rs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:25:53 +01:00
Ludovic Marie 7bac73094f Merge pull request #1860 from ludovic111/fix/launcher-pack-test-windows
🤖 Agent: merged after verify and a launcher dry run on all three platforms (Windows tests pass); the launcher release follows.
2026-10-25 17:25:11 +01:00
Ludovic MarieandClaude Opus 5.5 6d3cd330d1 One isWithinBlockInteractionRange for guests, the in-frame player, stations, lecterns and signs
The reach test was written out four times (stations, lecterns, the
in-frame container check and the guest's); they now share
lan::guest::within_block_range.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:25:10 +01:00
Ludovic Marie ef82e97d67 Merge pull request #1652 from socksprox/fix/remote-player-skins
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3, tested in the modes it touches; pr_ready on main + the six gate PRs: fmt, clippy, 1327 tests, 112/112 affected harnesses) and this head's verify.
2026-10-25 17:24:13 +01:00
Ludovic Marie 1920106445 Merge pull request #1793 from socksprox/launcher-dark-titlebar
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3, tested in the modes it touches; pr_ready on main + the six gate PRs: fmt, clippy, 1327 tests, 112/112 affected harnesses) and this head's verify.
2026-10-25 17:23:29 +01:00
Ludovic Marie aca93fa902 Merge pull request #1779 from levzzz5154/fix/sprint-fov-stuck
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3, tested in the modes it touches; pr_ready on main + the six gate PRs: fmt, clippy, 1327 tests, 112/112 affected harnesses) and this head's verify.
2026-10-25 17:23:02 +01:00
Ludovic MarieandClaude Opus 5.5 204859a2cb Launcher: a preparation reusing imported game files still finds the assets
When an update's preparation reused the game files an earlier version imported,
`preparer` handed the chosen folder as it was to the sound copy and the panorama,
fonts, packs and languages step. A Prism Launcher instance or Modrinth App profile
holds no asset store, so the game was silent with a grey title screen, and
Prepare again did the same. It now resolves the folder (linking another
launcher's files into the official layout) either way; with reused imports a
missing one is a log line, not an error.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:20:41 +01:00
Ludovic Marie e99414e9d3 Merge pull request #1795 from socksprox/t3/fix-remote-close-ghost-grid
🤖 Agent: thank you! Merged after the contribution gate (checked against vanilla 26.3, tested in the modes it touches; pr_ready on main + the six gate PRs: fmt, clippy, 1327 tests, 112/112 affected harnesses) and this head's verify.
2026-10-25 17:16:15 +01:00
Ludovic Marie 66a35ab2ea Merge pull request #1865 from ludovic111/fix/website-docker-data
🤖 Agent: merged after verify; image build simulated locally (hub, data, docs/api in dist).
2026-10-25 17:15:31 +01:00
Ludovic MarieandClaude Opus 5.5 d41a3075aa Launcher: a local registry's file:/// URLs open on Windows
file:///C:/x left /C:/x after the scheme, which Windows can't open; the pack tests now
write real file:/// URLs (the index only accepts those), with forward slashes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:13:26 +01:00
Ludovic MarieandClaude Opus 5.5 fd154dcbba Website image: copy data/ so the build finds the roadmap
build.mjs reads website/data/roadmap.json since the hub (#1819), but the Dockerfile never
copied data/, so every site deploy since then failed and playhorizon.dev kept the old build.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:13:06 +01:00
socksproxandDevin af7a685b5c Mod API: capability ui — mod-owned screens and settings pages
New WIT interface `ui` (text, item and list widgets; open-screen,
close-screen, set-settings) plus a `ui-events` export (select, closed,
settings-opened), in a second world `horizon-ui-mod` so mods built before
it keep loading. The game lays out and draws the widgets with its own
menus' code: a screen the mod owns (Esc/Done to leave) and a Settings
button on the mod's Options > Mods row that opens its page.

Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
2026-10-25 17:09:25 +01:00
Ludovic MarieandClaude Opus 5.5 df8b23637e horizon-mods: rustfmt
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 17:09:21 +01:00
kaicsm fdfa3d568d Merge branch 'ludovic111:main' into fix/client-mods-server-thread 2026-10-25 13:01:39 -03:00
Ludovic Marie 7ab91a4d2e Merge pull request #1859 from ludovic111/feat/mod-tool-content
🤖 Agent: merged after verify passed; site built with every docs page and no broken links (platform-2), website tests pass.
2026-10-25 17:00:44 +01:00
Ludovic Marie 9f761a3e3b Merge pull request #1810 from ludovic111/docs/api-portal-website
🤖 Agent: merged after verify passed; site built with every docs page and no broken links (platform-2), website tests pass.
2026-10-25 16:58:41 +01:00
Ludovic MarieandClaude Opus 5.5 c640561000 Launcher: the registry pack tests build file URLs with forward slashes, so they pass on Windows
A Windows temp path's backslashes went into the test index's JSON as escapes, so the
index failed to parse and the Windows launcher release stopped at its tests.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 16:56:26 +01:00
Ludovic Marie d18b7701da Merge pull request #1852 from ludovic111/feat/hub-docs
🤖 Agent: merged after verify passed (hub: website tests 30/30, roadmap tests + sync check, telemetry server 35 tests; local end-to-end run by roadmap-1).
2026-10-25 16:56:07 +01:00
Ludovic Marie 1bf957989a Merge pull request #1851 from ludovic111/feat/hub-forms
🤖 Agent: merged after verify passed (hub: website tests 30/30, roadmap tests + sync check, telemetry server 35 tests; local end-to-end run by roadmap-1).
2026-10-25 16:54:01 +01:00
Ludovic Marie a230411fa3 Merge pull request #1839 from ludovic111/feat/hub-intake
🤖 Agent: merged after verify passed (hub: website tests 30/30, roadmap tests + sync check, telemetry server 35 tests; local end-to-end run by roadmap-1).
2026-10-25 16:51:54 +01:00
Ludovic Marie 26b94efcdf Merge pull request #1838 from ludovic111/feat/hub-votes
🤖 Agent: merged after verify passed (hub: website tests 30/30, roadmap tests + sync check, telemetry server 35 tests; local end-to-end run by roadmap-1).
2026-10-25 16:49:41 +01:00
Ludovic Marie e5214f7f25 Merge pull request #1821 from ludovic111/feat/hub-board
🤖 Agent: merged after verify passed (hub: website tests 30/30, roadmap tests + sync check, telemetry server 35 tests; local end-to-end run by roadmap-1).
2026-10-25 16:48:00 +01:00
Ludovic Marie 2576e80ff2 Merge pull request #1819 from ludovic111/feat/roadmap-hub
🤖 Agent: merged after verify passed (hub: website tests 30/30, roadmap tests + sync check, telemetry server 35 tests; local end-to-end run by roadmap-1).
2026-10-25 16:45:51 +01:00
Ludovic MarieandClaude Opus 5.5 effea2cfd4 Merge feat/hub-board (main's registry pages) into feat/hub-forms
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 16:41:10 +01:00
Ludovic MarieandClaude Opus 5.5 bcee0d02ec Merge feat/roadmap-hub (main's registry pages) into feat/hub-board
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 16:40:01 +01:00
Ludovic MarieandClaude Opus 5.5 78ab03e554 Merge main into feat/roadmap-hub: the hub beside the registry's pages
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 16:39:17 +01:00
Ludovic MarieandClaude Opus 5.5 390da26cf4 horizon-mod-registry: the form's test sends a shader pack through the game's check
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 16:38:54 +01:00
Ludovic MarieandClaude Opus 5.5 ba4cf45aac cargo horizon-mod: content mods (new --template content, build packs assets and data, check takes no code)
- `new --template content`: a content mod with one block (Glowing Amethyst,
  copying vanilla's amethyst block) and its block state, model, item model,
  name, loot, recipe and pickaxe tag; `--template code` is the default.
- `build` packs the mod's `assets/` and `data/` (read and checked as the
  game reads them) beside the component; a folder without `Cargo.toml` is a
  content mod and needs no compiler.
- `check` takes a `.hmod` with no `mod.wasm`: "no code: content only,
  nothing to run" instead of the trial run, which refused it, so the
  registry can publish content mods.
- The guide (content mods, make a mod) and docs/mods.md, docs/api/mods.md
  say so.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 16:35:58 +01:00
Joansitoh d9360338f6 Show item lore in tooltips with vanilla purple italic styles.
Stack tooltips skipped minecraft:lore entirely; draw the component lines as Text so colours and explicit non-italic spans survive.
2026-10-25 16:33:35 +01:00
Ludovic MarieandClaude Opus 5.5 1285247230 Registry: shader packs are checked by the game's own shader check, and open
The `shader` kind's check (index::inspect) reads the .hshader and runs
horizon_shader_api::check, the same check the game runs before it loads a
pack, so the registry's CI (`cargo horizon-mod check` / `registry build`)
refuses a pack the game would refuse, with each problem at its file and line.
Its facts are the manifest's id, version and shader API line. The kind's
files are .hshader, `cargo horizon-mod check` recognises them, and
registry::open takes shader submissions. Installing one from the launcher
stays refused (check_file) until the launcher installs shader packs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 16:31:05 +01:00
JasonGuandOpenCode DeepSeek V4.1 Flash feec1b67e8 Server deaths: build the message from the player's own combat record
A guest's death only had `death_cause`, which `/kill` alone sets, so a
server-thread, LAN or dedicated death fell back to "X died" or a generic
cause. Give each guest its own CombatTracker, fed by the motion events
the server already records, and take the message from
CombatTracker.getDeathMessage with the dying player's own name. The
wither's skull names the wither that launched it (projectile owner).

The death screen now resolves the server's component in the client's
current language instead of the session's en_us table, so it matches the
chat line.

Co-Authored-By: OpenCode DeepSeek V4.1 Flash <[email protected]>
2026-10-25 23:29:23 +08:00
Alexander KrylovandHermes Agent bf81ae6358 Furnace: pay the experience a smelt earned
RecipesUsed was written as an empty compound and never read, so a furnace
paid nothing when its output was taken and nothing when it was broken.

- Furnace keeps the per-recipe counter, saves and loads it, and floors each
  recipe on its own as AbstractFurnaceBlockEntity.createExperience does.
- FurnaceResultSlot.checkTakeAchievements pays on a take: the counter is
  read and cleared when the output slot loses an item.
- AbstractFurnaceBlockEntity.playerDestroy pays the same counter as orbs at
  the block when it is broken, whatever the tool.

Fixes #1732

Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
2026-10-25 18:28:57 +03:00
Ludovic MarieandClaude Opus 5.5 6320718491 Shader packs, clean room 39: shadow buffers, their samplers and shadowcomp
When the shadow pass runs, the pack gets real shadow buffers (spec 6.3):
shadowtex0 (cleared to 1.0 every frame), shadowtex1 (a copy, made only when
a program reads it) and shadowcolor0/1 (each with two sides, made only when
used, cleared to their ShadowClear colour, white by default), square at
shadowMapResolution within the device's limit.

Samplers: shadowtex0/watershadow, shadowtex1, `shadow` (shadowtex1 beside
watershadow) and the HW forms read the shadow map, through a linear depth
comparison when declared sampler2DShadow; shadowcolor/shadowcolor0/1 read
the colour buffers. In the shadow programs, buffer n is shadowcolor n and
colortex reads a stand-in. Without the shadow pass nothing changes: the
names read the stand-ins as before.

shadowcomp..shadowcomp99 run after the shadow pass and before prepare, each
drawing into the alt side of the shadowcolor buffers it writes and flipping
them after, as composite programs do with colortex (6.1.6). The shadow pass
itself draws nothing yet, so the map stays clear.

Clean-room: implemented from cleanroom/shader-packs-spec.md revision 1,
sections 2.1, 5.2 (samplers), 6.1.6 and 6.3; no other loader's code read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 16:25:54 +01:00
Ludovic MarieandClaude Opus 5.5 86d8d9e3a1 Shader packs, clean room 38: load the shadow programs
The shadow pass runs when some program reads a shadow buffer (shadow,
watershadow, shadowtex0/1, their HW forms, shadowcolor, shadowcolor0/1) or
shadow.enabled=true; shadow.enabled=false keeps it off (spec 2.5). Then
`shadow` (solid and cutout terrain), `shadow_water` falling back to
`shadow` (translucent terrain) and shadowcomp..shadowcomp99 load, in the
new Shadow and ShadowComp groups (2.1, 2.4). shadow_solid and shadow_cutout
are not used: the game's solid and cutout terrain is one draw.

Their output n writes shadowcolor n (6.3): draw buffer lists stop at the
first index past 1. translate_shadow gives a shadow program the shadow
camera's matrices as its model-view and projection (5.2). The game does not
draw any of them yet.

Clean-room: implemented from cleanroom/shader-packs-spec.md revision 1,
sections 2.1, 2.4, 2.5, 5.2 and 6.3; no other loader's code read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 16:25:34 +01:00
Ludovic MarieandClaude Opus 5.5 5dcbe222c9 Shader packs, clean room 37: shadow settings and the shadow camera
The stage files' shadow constants (shadowMapResolution, shadowDistance,
shadowDistanceRenderMul, shadowIntervalSize, sunPathRotation, shadowMapFov,
shadowNearPlane, shadowFarPlane, shadowHardwareFiltering[0|1] and the
shadowcolor0/1 Format, Clear and ClearColor) are read into Config::shadow
(spec 6.3, 7.1).

The shadow matrices are no longer a placeholder (OQ-6): the camera looks
from the shadow light, sits 128 blocks toward it from a point that moves in
steps of shadowIntervalSize along the shadow view's own axes, and projects
orthographically over shadowDistance each side (or in perspective with
shadowMapFov), between shadowNearPlane and shadowFarPlane.

sunPathRotation turns the sun and moon's path about the world's X axis:
sunPosition, moonPosition, shadowLightPosition and the shadow camera follow
it, and so do the sun, moon and stars a pack's gbuffers_skytextured and
gbuffers_skybasic draw.

Clean-room: implemented from cleanroom/shader-packs-spec.md revision 1,
sections 6.3 and 7.1; no other loader's code read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 16:25:34 +01:00
Ludovic MarieandClaude Opus 5.5 a6f951e126 Website: Make a mod, the full guide from the first line to the registry
Six pages under a "Make a mod" group of the docs: set up and see a mod in
the game (the launcher's Game arguments or cargo horizon-mod run), the
manifest and every capability, the hooks and calls with a worked example
(Playtime, built and checked), content mods, testing and check, and
publishing (minisign signing, the submit form, review, updates). /mods,
the submit page, the docs index, Mods and data packs and the Mod API link
to it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 16:22:19 +01:00
Ludovic Marie 1a91727eee Merge pull request #1815 from ludovic111/feat/roadmap
🤖 Agent: merged after verify passed (hub: website tests 30/30, roadmap tests + sync check, telemetry server 35 tests; local end-to-end run by roadmap-1).
2026-10-25 16:17:14 +01:00
Ludovic MarieandClaude Opus 5.5 818b9638ed CONTRIBUTING.md and docs/README.md point to the hub
Where to start is playhorizon.dev/hub: the roadmap, the work board, good first
tasks and the forms; roadmap PRs carry their roadmap:<id> label, ideas go to the
suggestion queue and issues are for bugs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 16:15:16 +01:00
Ludovic Marie c462eb0b48 Merge pull request #1846 from ludovic111/feat/registry-owner-links
🤖 Agent: merged after verify passed (website + launcher owner links, tests added).
2026-10-25 16:14:48 +01:00
Ludovic MarieandClaude Opus 5.5 c1ffa17c87 Hub: vote for roadmap items, report a bug and suggest something from the page
Each item still to come gets a "Want it" button with its count; the Contribute
tab gets a bug report form (the #horizon-bugs template, which the telemetry
server opens as a GitHub issue and links back) and a suggestion form (to the
private queue Kira relays), and a Contributors list that shows the Discord name
of those who agreed on Kira (/contributors.json). The forms and buttons appear
once the hub's server answers; until then the page points to GitHub and Discord.
roadmap/README.md documents the intake API that Kira shares.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 16:14:12 +01:00
Ludovic MarieandClaude Opus 5.5 4a9ca29887 Website: the API portal at /docs/api, with Markdown tables
The repository's docs/api/ (the portal, its surface pages and the generated mod and
server references) is built into the docs section: /docs/api is its README and
/docs/api/<page> each page, in two nav groups, "Build on Horizon" and "API reference".
The pages are read from the checkout or from main on GitHub, like the README, so the
site never holds a copy. Links between portal pages become the site's (and the build's
link check covers them); other relative links go to the file on GitHub.

The renderer gains tables: the "Ways in" table, the references and the other tables
on the site (apis, performance) showed as raw pipes. A link whose label is a code span
no longer throws.

Caddy and the dev server route /docs/api/<page> and redirect /docs/api/ to /docs/api;
Railway rebuilds when docs/api/ changes. /docs/mods links the Mod API, its reference
and its ways in; the summary page is now "APIs at a glance".

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 16:14:03 +01:00
Ludovic MarieandClaude Opus 5.5 bac51e3fba Telemetry server: the hub's bug reports and suggestions
POST /hub/report opens a GitHub issue at once (labels bug and from-website, the
every template field required, people's text made inert (no mentions, issue
references, HTML or closing keywords) and the same report twice answered with the
first issue. If GitHub fails it answers 202 and the upkeep tries again for a week.
Off (503) without HORIZON_TELEMETRY_GITHUB_TOKEN.

POST /hub/suggest queues a suggestion; GET /hub/suggestions?after=<id> hands the
queue to Kira with the HORIZON_TELEMETRY_HUB_TOKEN bearer (404 when unset, 401 for
a wrong token). Nothing is published.

Per-address limits (20 an hour, bursts of 2) on keyed hashes of the address, daily
caps from everyone (30 reports, 200 suggestions), a honeypot field, entries kept
90 days.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 16:10:18 +01:00
Ludovic MarieandClaude Opus 5.5 91148cdf74 Telemetry server: hub votes allow 600 an hour per address (bursts of 60)
A visitor voting down the roadmap, or a school behind one address, ran out of
the 12-request burst. Votes are cheap; the item cap and the voter id still bound them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 16:09:48 +01:00
Kacpherek 5bfc649edd Drop the cursor stack of a dead player
A stack held on the inventory cursor at death stayed there through the
respawn, even with keep_inventory off. In vanilla the dead player is
removed 20 ticks after dying (or when it respawns sooner), and
Player.remove's inventoryMenu.removed drops what the cursor held where
the player died. Do the same for server players and the in-frame
player, and add a harness that dies with a cursor stack on a dedicated
server and compares with vanilla.
2026-10-25 16:09:09 +01:00
Ludovic MarieandClaude Opus 5.5 0eb475152e Registry: show who publishes a project, linked to their GitHub profile
The index already carries each project's owners (the GitHub accounts the
registry checked at submission), but neither the website nor the launcher
showed them. The project page now says "Published by @login" with the
avatar and a link to the profile; the launcher adds an @login link per
owner. Only strings that are valid GitHub logins become links.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 16:07:46 +01:00
Kacpherek 0c017678eb Keep shulker boxes out of shulker boxes on the server
ShulkerBoxSlot.mayPlace refuses items that cannot fit inside container items, which BlockItem says of every shulker box. The server's menus for guests treated a shulker box's slots like a chest's, so with the server thread a shulker box could be clicked, shift-clicked or swapped into another. Apply the slot rule when the open menu is a shulker box.
2026-10-25 16:05:57 +01:00
Kacpherek 10efca9e6c Discard a dead player's ender pearl when the rule says so
With ender_pearls_vanish_on_death on, a pearl thrown just before death
kept flying and pulled the respawned player back to it. Vanilla's
ThrownEnderpearl.tick discards the pearl instead of ticking it while
its owner is dead. Add a harness that throws a pearl, dies and respawns
on a dedicated server and compares the teleports with vanilla's.
2026-10-25 16:05:52 +01:00
Ludovic MarieandClaude Opus 5.5 e458e37249 Hub: journal.json in the flat format Kira reads, at /data/journal.json
One entry per merged pull request (with its roadmap item), game or launcher
release, shipped roadmap item (post and announce) and weekly summary, newest
first, ids stable forever: the feed kira's src/journal.js posts to #updates and
X. The journal's item links are hub#<id>; the board's and the journal's ids are
reserved too, and the page-wide unique-id test covers every tab.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 16:02:36 +01:00
Kacpherek 436c2fefb4 Freeze server-thread players in powder snow
With the server thread, the host's copy of a player never set isInPowderSnow from the blocks along its moves and never ran LivingEntity.aiStep's freezing, so a frozen player took no freezing damage and the client's own damage was overwritten. Record powder snow's FREEZE on the server path and run the freezing countdown and its damage every 40 ticks there. The guest's freeze-immune armor now comes from its worn armor, as for the local player.
2026-10-25 16:01:39 +01:00
Kacpherek f48cfb7966 Let /ride mount and dismount mob riders
/ride now looks up a mob's vehicle as well as the player's, so mobs
can mount mobs, get the already-riding and loop errors, and dismount
to the vehicle's dismount spot. execute on vehicle uses the same
lookup. The command_exec corpus gets a mob riding group.
2026-10-25 16:01:39 +01:00
Kacpherek 0481dbdb81 Make hardcore players spectators when they respawn
A hardcore death offered another survival life. Vanilla's death screen
says Spectate in hardcore, and the server makes the respawned player a
spectator (ServerGamePacketListenerImpl.handleClientCommand). Do the
same on the server and in the in-frame world, and add a harness that
compares a hardcore respawn on a dedicated server with vanilla's.
2026-10-25 16:01:39 +01:00
Ludovic MarieandClaude Opus 5.5 c04b7afdb9 Hub: the Kanban and the Journal tabs, and /hub/journal.json
Kanban: every open issue and pull request and what closed in the last seven days, placed in To do,
In progress, In review and Done by the rules of Kira's work board, each card with its roadmap item
(its roadmap:<id> label or the item linking it) and a filter by item. Journal: every release with its
changes grouped by roadmap item, the merges no release has yet, and a weekly summary from
roadmap/journal/<year>-<week>.md. The same journal is /hub/journal.json, for Kira's #updates and posts
elsewhere: each entry names the roadmap items it moved and shipped, with their 240-character text.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 16:00:03 +01:00
Ludovic MarieandClaude Opus 5.5 c5a640dd56 Endermen, endermites, blazes, eyes of ender, dried ghasts and end portals make their ambient effects
The client-side branches vanilla runs on its own level: Enderman and
Endermite aiStep (two portal particles a tick), Blaze aiStep (two large
smoke particles, the burn sound one tick in 24), EyeOfEnder.tick (a
portal particle behind it, four bubbles in water), and the
DriedGhastBlock and EndPortalBlock animateTick. They run on the window's
game in-frame and as a server's client, never on a server.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:59:56 +01:00
Ludovic MarieandClaude Opus 5.5 68234ac407 Hub: the roadmap at /data/roadmap.json and items at hub#<id>, as Kira reads them
Kira (kira #10-#14) fetches https://playhorizon.dev/data/roadmap.json and links
items as <hub>#<id>: the JSON moves there (readable from any origin) with the
announce flag, and each item's anchor is its id. Ids the page uses itself (tabs,
sections, headings) are refused by the check; a test keeps every id of the page
unique, which caught the overview's headings sharing ids with the roadmap's.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:59:31 +01:00
rdbtCVSandOpenAI Codex 8ffd595575 fix: suppress secondary explosions from destroyed End crystals
Pass the crystal damage cause through destruction so explosion damage removes crystals without another blast, including during dragon respawn. Keep fight callbacks and direct-hit blasts.

Co-Authored-By: OpenAI Codex <[email protected]>
2026-10-25 14:58:42 +00:00
Ludovic MarieandClaude Opus 5.5 e936e412ba Website: the hub (/hub) with the roadmap, a Simple / Technical switch and live states
playhorizon.dev/hub is the public entry point to what is happening on Horizon. Overview: where
Horizon is, the 3 to 5 things in focus, what is next, what shipped last, how to help. Roadmap: Now /
Next / Later / Help wanted / Shipped, filtered by area, every item with its issues and pull requests
in their GitHub state (baked at build, refreshed in the browser). Contribute: good first tasks,
claiming, connecting an agent to Kira, the rules. A Simple / Technical switch swaps every item's
plain and dev text and is remembered. /roadmap redirects to the Roadmap tab.

tools/roadmap.py build now also writes website/data/roadmap.json, which the site reads and serves at
/hub/roadmap.json.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:57:46 +01:00
Ludovic MarieandClaude Opus 5.5 a95be8a7f3 Roadmap: announce = true marks items Kira also posts on X when they ship
Kira's X poster (kira #12) posts shipped items flagged announce in journal.json.
Set on the five whose release is news: modpack world generation, the mod
registry, Discord Rich Presence, Microsoft sign-in and CurseForge. Flags must be
booleans.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:57:34 +01:00
Ludovic MarieandClaude Opus 5.5 bcd42f50e9 cargo horizon-mod test: server mods' scripts
A test script drives a server mod as a server would: join = "Alex" brings a
player in (ids stable per name, so a rejoin is the same player), as = "Steve"
picks who acts (the first player on otherwise), and player, chat, command,
break and place are that player's doing; leave = "Alex" lets them go. Server
expectations: told (every players.tell, "Name: text") and broadcast; feedback
and error read the reply to the player who typed the command. Ticks call both
kinds of tick hooks, so one script format serves client and server mods.

The welcome example gets two scripts (greeting, a newcomer announced once
even after a reload, /online across dimensions, /mined per player), run by
the sandbox tests with coords-hud's; docs/mods.md lists the server keys.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:55:55 +01:00
Ludovic Marie bd591f9857 Merge pull request #1814 from ludovic111/fix/mod-registry-pr-marker
🤖 Agent: merged after verify passed; mod-registry-land-1's combined check (pr_ready --quick on all seven, launcher tests 125, website 25/25, no harness affected) and live end-to-end on horizon-mods.
2026-10-25 15:54:52 +01:00
Ludovic MarieandClaude Opus 5.5 5d40d6a33e Telemetry server: the hub's votes (POST /hub/vote, GET /hub/votes)
A thumbs-up on a roadmap item at playhorizon.dev/hub: one per browser (a random
id the page keeps), taken back with "up": false, counts cached a minute. Item ids
are checked for shape and capped at 1000 distinct items. Rate limits key their
buckets by a keyed hash of the address (key drawn at start, in memory); no address
is stored. CORS preflight for the website's JSON posts.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:54:39 +01:00
Ludovic Marie 930a18c912 Merge pull request #1640 from ludovic111/feat/launcher-horizon-modpacks
🤖 Agent: merged after verify passed; mod-registry-land-1's combined check (pr_ready --quick on all seven, launcher tests 125, website 25/25, no harness affected) and live end-to-end on horizon-mods.
2026-10-25 15:53:18 +01:00
Kacpherek 13e83e4e63 Read saved attribute bases for every mob
LivingEntity.readAdditionalSaveData applies the attributes list for any
living entity, then sets the health (the max health when none is saved).
Only horses read max_health and movement_speed, so a summoned cow kept its
type defaults. Read max_health, movement_speed and attack_damage for all
mobs before the health; horses still read jump_strength.
2026-10-25 15:51:29 +01:00
Ludovic Marie 1c67541379 Merge pull request #1638 from ludovic111/feat/launcher-horizon-tab
🤖 Agent: merged after verify passed; mod-registry-land-1's combined check (pr_ready --quick on all seven, launcher tests 125, website 25/25, no harness affected) and live end-to-end on horizon-mods.
2026-10-25 15:51:16 +01:00
Ludovic MarieandClaude Opus 5.5 c9f554d1c4 Mod API 0.3 (experimental): server mods' contract, runtime and SDK
A server mod runs where the world is simulated. Its manifest says side =
"server" and api = "0.3" (only a server mod may), and its component targets
the new WIT world horizon-server-mod:

- imports log and storage as client mods do, and the new capability players:
  online() (id, name, position, dimension, game mode, health), tell(id, text),
  broadcast(text), 8 lines per call shared with chat;
- exports server-events: init, tick, player-joined, player-left, chat, command
  (with the player who typed it; its feedback goes back to that player),
  block-broken and block-placed (with the block state as text).

horizon-mods: a second bindgen world sharing log and storage with the first;
a running mod holds either kind of hooks; Mods::load_for(Runs) starts only the
mods a game runs (the window client mods, the world's server server mods,
in-frame single player both) and marks the others Elsewhere. Client and server
commands are owned separately. The game passes Runs::Client for now, so
nothing changes in game until its server code calls these hooks.

The SDK gains horizon_mod_sdk::server (ServerMod, Registration,
export_server_mod!), the example server mod welcome (greets, announces
newcomers kept in storage, /online, /mined), and cargo horizon-mod check's
trial run plays a server mod with a player joining, chatting, typing its
commands and leaving. The manifest refuses client capabilities on a server
mod and players on a client mod. The generated reference, the guide, the
portal and the stability table describe it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:51:15 +01:00
Kacpherek 3843a9a4aa Use the team-formatted player name in chat
Chat, /say, /me and /tell now name the sender the way
Player.getDisplayName does: the team prefix, the name and the suffix
in the team colour. On a server the hub gets the scoreboard's teams
each tick; in-frame the existing player_display_name is used.
2026-10-25 15:51:11 +01:00
Ludovic Marie e28b453762 Merge pull request #1637 from ludovic111/feat/launcher-horizon-mods
🤖 Agent: merged after verify passed; mod-registry-land-1's combined check (pr_ready --quick on all seven, launcher tests 125, website 25/25, no harness affected) and live end-to-end on horizon-mods.
2026-10-25 15:49:13 +01:00
Kacpherek 467277ef6d Update comparators when a guest changes a chest through its menu
A container click from a server-thread or LAN player wrote the slots but
never called BlockEntity.setChanged, so comparators kept the old output.
Notify the block entity when the click changed the container's slots.
2026-10-25 15:48:51 +01:00
vlesmentieandClaude Opus 5.5 4bfa496173 Lava cauldrons burn the player inside them
The player's inside-block sweep skipped lava cauldrons, so standing in
one did nothing. It now tests the player against LavaCauldronBlock's
entity-inside shape (the cauldron's shape or its lava, Block.column(12,
4, 15)) the way Entity.checkInsideBlocks does, and applies
LavaCauldronBlock.entityInside: CLEAR_FREEZE, LAVA_IGNITE (15 seconds)
and Entity.lavaHurt (lava, 4), for the game's own player and a server's.

Fixes #1320.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 11:47:21 -03:00
Ludovic Marie 6a2512bfe7 Merge pull request #1636 from ludovic111/feat/launcher-horizon-source
🤖 Agent: merged after verify passed; mod-registry-land-1's combined check (pr_ready --quick on all seven, launcher tests 125, website 25/25, no harness affected) and live end-to-end on horizon-mods.
2026-10-25 15:47:09 +01:00
Ludovic Marie bd7bb1dfc6 Merge pull request #1822 from ludovic111/feat/native-shaders-sdk
🤖 Agent: merged after verify passed (horizon-shader-api only).
2026-10-25 15:46:54 +01:00
Ludovic Marie e785362aa7 Merge pull request #1635 from ludovic111/feat/website-mods-submit
🤖 Agent: merged after verify passed; mod-registry-land-1's combined check (pr_ready --quick on all seven, launcher tests 125, website 25/25, no harness affected) and live end-to-end on horizon-mods.
2026-10-25 15:45:17 +01:00
Kacpherek 18ec4145c4 Close crafting tables that are removed or out of reach
CraftingMenu.stillValid needs the block to still be a crafting table and the
player within reach of it. The table's position is now kept with the open
grid, so the menu closes in the tick (giving its grid back) and a stale
click no longer crafts, in single player and for LAN guests.
2026-10-25 15:44:49 +01:00
Ludovic Marie 6c4d1d6cbb Merge pull request #1596 from ludovic111/feat/website-mods
🤖 Agent: merged after verify passed; mod-registry-land-1's combined check (pr_ready --quick on all seven, launcher tests 125, website 25/25, no harness affected) and live end-to-end on horizon-mods.
2026-10-25 15:43:14 +01:00
Ludovic Marie 2dbdcda89c Merge pull request #1820 from ludovic111/feat/native-shaders-check
🤖 Agent: merged after verify passed (horizon-shader-api only).
2026-10-25 15:41:39 +01:00
Kacpherek ed7d88b213 Close container menus when the player moves out of reach
Container.stillValidBlockEntity also checks the player's block interaction
range plus a 4-block buffer. Guest menus now close in the tick once out of
reach and ignore clicks while invalid, and the in-frame single player menu
closes the same way.
2026-10-25 15:40:19 +01:00
Ludovic MarieandClaude Opus 5.5 49f62d02cb Horizon shader packs: horizon-shader new/check/pack, templates, an example pack and the guide
The SDK's tool, in horizon-shader-api: `horizon-shader new <dir> --template
post|sky|material` makes a pack that passes the check, `check <pack>...
[--json]` runs the check the game, the launcher and the registry run and
prints each stage's cost and the pack's SHA-256 or every problem at its
file:line:column, and `pack <dir>` checks then writes the reproducible
.hshader. Golden Hour, the example pack, warms the sky around a low sun and
adds a soft glow and a colour grade, with five options. docs/shaders.md is the
authors' guide.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:38:23 +01:00
Ludovic Marie 220f057647 Merge pull request #1818 from ludovic111/feat/native-shaders-stages
🤖 Agent: merged after verify passed (new crate horizon-shader-api + generated reference with drift test).
2026-10-25 15:37:32 +01:00
Ludovic Marie f94b05032b Merge pull request #1817 from ludovic111/feat/native-shaders-format
🤖 Agent: merged after verify passed (new crate horizon-shader-api only).
2026-10-25 15:34:25 +01:00
Ludovic MarieandClaude Opus 5.5 923fdee42e Horizon shader packs: the check every pack passes before it runs
horizon_shader_api::check builds each stage as the renderer does and judges
it the same way wherever it runs (the game, the launcher, the registry's CI,
the coming horizon-shader tool): naga parses and validates it; the stage
function must have its signature; the pack's files declare no bindings, no
entry points and no horizon_ names; each override is an option of its type or
has a default, and each option is used; a stage stays within 20 000
expressions and 64 texture reads; and every entry point translates to SPIR-V,
Metal and HLSL with the options at their defaults, minimums and maximums.
Problems carry the pack's own file, line and column. Pack::sha256 gives the
reproducible package's hash.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:34:07 +01:00
vlesmentieandClaude Opus 5.5 5fb0cad6e7 Wither roses give the player Wither
WitherRoseBlock.entityInside adds getBeeInteractionEffect (Wither, 40
ticks) to a living entity inside it on a server level that isn't
peaceful, unless it is invulnerable to wither damage. The player's
inside-block dispatch had no wither rose case, so neither singleplayer
mode applied it. The sweep now asks for it, the game adds it to its own
player, and the server-thread path adds it to a server's player.

Fixes #1319.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 11:31:02 -03:00
Ludovic MarieandClaude Opus 5.5 749a2dc9bd Global level events reach a server's players; explosions play their packet's sound
ServerLevel.globalLevelEvent (an end portal opening, 1038; the dragon's
death roar, 1028) went to the Game's own audio without a position, which
is never forwarded: on the server thread, LAN and dedicated servers
nobody heard them. They now go to every guest as a global LevelEvent,
which a client plays two blocks from its camera towards the event
(LevelEventHandler.globalLevelEvent).

ClientPacketListener.handleExplosion plays the packet's explosionSound;
the client always played entity.generic.explode (a vanilla server's wind
charge sounded like TNT).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:30:43 +01:00
Ludovic MarieandClaude Opus 5.5 6b97107dc7 Transfers: handshake with the TRANSFER intent, answer login cookie requests
Vanilla 26.3 reconnects after ClientboundTransferPacket with a TransferState,
so Connection.initiateServerboundPlayConnection sends ClientIntent.TRANSFER (3):
a target with accepts-transfers=false refuses the player, and the target can
ask for the carried cookies during login
(ClientHandshakePacketListenerImpl.handleRequestCookie). Both now match.

A transfer from single player closes the world instead of connecting
elsewhere (handleTransfer: "Cannot transfer to server from singleplayer").

Adds a unit test for the play-state store/request round trip and the
Transfer event.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:29:59 +01:00
Fo 4b5fa2ea6b build: make horizon-dualsense compile on iOS
hidapi 2.6.7 has no iOS backend, so the crate failed to build for
aarch64-apple-ios (hidapi's build script looked for hid.h). Gate the
hidapi and cpal dependencies plus all HID device/haptics code behind
cfg(not(target_os = "ios")) and provide an inert stub on iOS
(Link::start() is a no-op), mirroring how horizon-gamecontroller
already compiles empty on iOS.

Verified with cargo check -p horizon-dualsense --target
aarch64-apple-ios: clean, no warnings. Host clippy/tests are left to
CI (this sandbox has no C toolchain for the host target).

Co-Authored-By: Fo <[email protected]>
2026-10-25 14:28:55 +00:00
Ludovic MarieandClaude Opus 5.5 608d1a70a7 Horizon shader packs: the stages of API 0.1 and their generated reference
Three stages, each a WGSL function with a fixed signature that Horizon calls
inside its own pass: sky (fn sky(input: SkyInput) -> vec4<f32>), material
(fn material(input: MaterialInput) -> Surface) and post (fn post(input:
PostInput) -> vec4<f32>). A stage's WGSL is a generated prelude (the frame
uniform, the stage's structs, its resources in bind group 3, the post
helpers), the pack's shared files, its own file, then the entry points; each
part is located so errors point at the pack's file and line.

The frame is the Rust struct the renderer will upload; its WGSL, its offsets
and docs/api/shaders-reference.md are generated from it, and tests check that
the preludes compile, that naga's layout of the WGSL is the Rust layout, that
the sample pack's stages compile, and that the reference is up to date.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:27:43 +01:00
Ludovic MarieandClaude Opus 5.5 7bffc4c670 cargo horizon-mod test: run a mod's TOML test scripts headless
A mod's tests/<name>.toml scripts run in the sandbox the game uses, with no game
and no window. The runner plays the game's part (the player and clock the mod
reads, ticks, frames, chat lines, commands, a reload) and each step checks what
the mod did: its commands, chat lines, command feedback and errors, HUD panel
and corner, or that it was turned off. A failing step names itself and prints
expected against got. Each script runs on a scratch copy, so storage starts
empty and is removed afterwards.

horizon_mods::testing (feature runtime) holds TestGame and Script; the cargo
subcommand builds the mod (or takes --hmod), filters scripts by name, and fails
when one does. The template gains tests/hello.toml, coords-hud gains panel and
where scripts, and the sandbox tests run the example's scripts and check the
runner's failures, reload and expected stops. Scripts don't care what language
the mod is written in, so script mods (Lua) get the same runner.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:25:52 +01:00
Ludovic MarieandClaude Opus 5.5 98c8db50a3 Horizon shader packs: horizon-shaders.toml (schema 1) and the .hshader package
A new crate, horizon-shader-api, reads and checks Horizon's own WGSL shader
packs (docs/api/shaders.md), so the game, the launcher and the registry judge
a pack the same way. This first part is the format: the manifest (id, name,
version, the api line, shared files, the sky, material and post stages,
options typed for WGSL override constants, a GPU time budget) and the package
(a folder or a .hshader zip, built reproducibly so its SHA-256 depends only on
its files). The stages' WGSL is checked in the next parts.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:18:03 +01:00
Ludovic MarieandClaude Opus 5.5 6d418fdb3e Docs: publish a mod through the registry, and how horizon-mods runs
docs/mods.md gets "Publish your mod" (the form, the review, updates) and
its Distribution section points at the registry instead of the plan for
it. docs/api/mod-index.md says how horizon-mods runs: its checks, merging,
Pages, the weekly cleanup, and that removing an entry needs an admin merge
(takedowns go in revoked.toml). The service's README says where it runs on
Railway.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:17:30 +01:00
Ludovic MarieandClaude Opus 5.5 98bebd26bd Launcher: one place reads the pinned appearance (theme::pinned_dark)
The title bar and the theme both resolved HORIZON_LAUNCHER_APPEARANCE and the
Settings choice; titlebar::apply_appearance now uses the theme's helper.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:14:48 +01:00
Ludovic MarieandClaude Opus 5.5 22c3f2bd0f Roadmap: roadmap/roadmap.toml, ROADMAP.md generated from it, and its checks
One source of truth for what is being done, what comes next and where to help: roadmap/roadmap.toml,
each item said twice (plain words for players, the technical picture for contributors), Now / Next /
Later / Help wanted / Shipped, no dates. tools/roadmap.py builds ROADMAP.md from it, checks its rules
offline (CI, through tests/test_roadmap.py) and against GitHub (links resolve, no stale Now item),
ships items whose pull requests all went out in a release (sync), and keeps a roadmap:<id> label per
item (labels). README links it; roadmap/README.md is the maintenance guide.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:13:51 +01:00
Ludovic Marie 44ba133710 Merge branch 'feat/shader-packs-held-items' into feat/shader-packs-hand 2026-10-25 15:09:46 +01:00
Ludovic Marie aa04a30ad2 Merge branch 'feat/shader-packs-weather' into feat/shader-packs-held-items 2026-10-25 15:09:46 +01:00
Ludovic Marie 612024eff4 Merge branch 'feat/shader-packs-clouds' into feat/shader-packs-weather 2026-10-25 15:09:45 +01:00
Ludovic Marie c39579772c Merge branch 'feat/shader-packs-translucent-entities' into feat/shader-packs-clouds 2026-10-25 15:09:45 +01:00
Ludovic Marie 257654ef30 Merge branch 'feat/shader-packs-entities' into feat/shader-packs-translucent-entities 2026-10-25 15:09:44 +01:00
Ludovic Marie c4856e6feb Merge branch 'feat/shader-packs-alpha-test' into feat/shader-packs-entities 2026-10-25 15:09:44 +01:00
Ludovic Marie 90fe138e83 Merge branch 'feat/shader-packs-entity-spans' into feat/shader-packs-alpha-test 2026-10-25 15:09:44 +01:00
Ludovic Marie 15e0fcb3d8 Merge branch 'feat/shader-packs-sildurs' into feat/shader-packs-entity-spans 2026-10-25 15:09:43 +01:00
Ludovic Marie 07668d2d1e Merge branch 'feat/shader-packs-mip-current' into feat/shader-packs-sildurs 2026-10-25 15:09:43 +01:00
Ludovic Marie 202c421f6e Merge branch 'feat/shader-packs-biomes' into feat/shader-packs-mip-current 2026-10-25 15:09:43 +01:00
Ludovic Marie 90b5da76c4 Merge branch 'feat/shader-packs-normals' into feat/shader-packs-biomes 2026-10-25 15:09:42 +01:00
Ludovic Marie 57dca25dd6 Merge branch 'feat/shader-packs-block-ids' into feat/shader-packs-normals 2026-10-25 15:09:42 +01:00
Ludovic Marie dbc59979fb Merge branch 'feat/shader-packs-arena-storage' into feat/shader-packs-block-ids 2026-10-25 15:09:42 +01:00
Ludovic Marie 53db90264c Merge branch 'feat/shader-packs-sun-moon' into feat/shader-packs-arena-storage 2026-10-25 15:09:41 +01:00
Ludovic Marie 27f68454c1 Merge branch 'feat/shader-packs-sky' into feat/shader-packs-sun-moon 2026-10-25 15:09:41 +01:00
Ludovic Marie 1aad193be0 Merge branch 'feat/shader-packs-draw-uniforms' into feat/shader-packs-sky 2026-10-25 15:09:40 +01:00
Ludovic Marie c55f89ef98 Merge branch 'feat/shader-packs-mipmaps' into feat/shader-packs-draw-uniforms 2026-10-25 15:09:40 +01:00
Ludovic Marie 2617b67c79 Merge branch 'feat/shader-packs-timing' into feat/shader-packs-mipmaps 2026-10-25 15:09:39 +01:00
Ludovic Marie 15cf80921e Merge branch 'feat/shader-packs-water' into feat/shader-packs-timing 2026-10-25 15:09:39 +01:00
Ludovic Marie 60e8ec326a Merge branch 'feat/shader-packs-real-buffers' into feat/shader-packs-water 2026-10-25 15:09:39 +01:00
Ludovic Marie bf5c7e4ff2 Merge branch 'feat/shader-packs-custom-uniforms' into feat/shader-packs-real-buffers 2026-10-25 15:09:38 +01:00
Ludovic Marie aebc95fd00 Merge branch 'feat/shader-packs-run-globals' into feat/shader-packs-custom-uniforms 2026-10-25 15:09:37 +01:00
Ludovic Marie 754437fac6 Merge branch 'feat/shader-packs-terrain-draw' into feat/shader-packs-run-globals 2026-10-25 15:09:37 +01:00
Ludovic Marie 2f527aaaf2 Merge remote-tracking branch 'origin/main' into feat/shader-packs-terrain-draw
# Conflicts:
#	crates/horizon-client/src/gfx.rs
2026-10-25 15:09:36 +01:00
Ludovic MarieandClaude Opus 5.5 0f2a497f02 Trapped chests give their signal, barrels show they're open
TrappedChestBlock.getSignal is the chest's opener count (at most 15);
TrappedChestBlockEntity.signalOpenCount updates the blocks around it and
below it when the count changes. GameLevel answered 0 for every trapped
chest. BarrelBlockEntity's openers set open=true for the first one and
open=false when the last one leaves; nothing set it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:09:16 +01:00
Ludovic MarieandClaude Opus 5.5 a9e6818d2a Merge main (workspace: main's registry exclude + this branch's predator-missile example)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:09:03 +01:00
Ludovic MarieandClaude Opus 5.5 ceff5a2110 Launcher: installing a taken-down registry mod says it was taken down, and why
It said the mod had no version for 26.3.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:06:34 +01:00
vlesmentieandClaude Opus 5.5 e9d2c10417 Peaceful zombie horses spawn without their zombie rider
ZombieHorse.finalizeSpawn gets its rider from EntityType.create, which
returns null for a notInPeaceful type (the zombie) in peaceful, so vanilla
spawns the zombie horse alone there. spawn_jockeys created the rider
regardless. mobs/finalize.rs already skips it through level.create.

Fixes #1761.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 11:06:00 -03:00
Ludovic MarieandClaude Opus 5.5 93d05591c2 horizon-mod-registry: a submission's pull request says it came through the form
The form opens pull requests with the registry's token, which is Ludovic's
account, so the body now starts "🤖 Submitted through playhorizon.dev by
@login" and says neither Ludovic nor a reviewer wrote it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 15:04:04 +01:00
Ludovic MarieandClaude Opus 5.5 319c7fcaee A server's client shows the nether portal effect
NetherPortalBlock.entityInside runs on the client's own level too: its
setAsInsidePortal drives LocalPlayer.handlePortalTransitionEffect (the
purple overlay, block.portal.trigger). The remote motion loop dropped
MotionEvent::InsidePortal, so single player on the server thread, LAN
guests and dedicated servers' players went through portals without it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 14:58:51 +01:00
Ludovic MarieandClaude Opus 5.5 5680da9834 Merge feat/launcher-horizon-tab (main merged) into feat/launcher-horizon-modpacks
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 14:57:32 +01:00
Ludovic MarieandClaude Opus 5.5 41e68aeb76 Merge feat/launcher-horizon-mods (main merged) into feat/launcher-horizon-tab
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 14:57:31 +01:00
Ludovic MarieandClaude Opus 5.5 28ad41eb22 Merge feat/launcher-horizon-source (main merged) into feat/launcher-horizon-mods
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 14:57:31 +01:00
Ludovic MarieandClaude Opus 5.5 de195755f7 Merge origin/main into feat/launcher-horizon-source
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 14:57:20 +01:00
Ludovic Marie 587af1e345 Merge feat/website-mods (main merged) into feat/website-mods-submit
Co-Authored-By: Claude Opus 5.5 <[email protected]>

# Conflicts:
#	website/build.mjs
2026-10-25 14:57:08 +01:00
Ludovic MarieandClaude Opus 5.5 65fa108cba Merge origin/main into feat/website-mods
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 14:56:52 +01:00
Ludovic MarieandClaude Opus 5.5 a2fccf0205 Flint and steel lights nether portals only in the Overworld and the Nether
BaseFireBlock.inPortalDimension: a frame lit in the End stays a fire.
The world code's fire placement already checked it; the flint-and-steel
path (Game::try_light_portal) didn't, so a portal could be lit and used
in the End in every mode.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 14:52:17 +01:00
socksproxandDevin 56560b467a Multiplayer: answer cookie requests, store cookies, follow transfer packets
ClientboundCookieRequestPacket in play state decoded as Unknown and was
dropped; StoreCookie and Transfer likewise, and the configuration-phase
CookieRequest was always answered empty. Proxies (BungeeCord, Velocity)
store and read cookies around a server switch and send Transfer to move
a player to another address — both ended in a kick.

Play-state cookie_request/store_cookie/transfer now have packet types,
cookie requests answer from the stored cookies in both configuration and
play (ClientCommonPacketListenerImpl.handleRequestCookie), stored cookies
land in the session's map (handleStoreCookie), and a transfer reconnects
the game to the target address carrying them (handleTransfer →
ConnectScreen.startConnecting with TransferState).

Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
2026-10-25 14:51:32 +01:00
JasonGuandOpenCode DeepSeek V4.1 Flash b457f6382a Localization: names, container titles, death text and search follow the language
- item and block names in tooltips, held labels, command feedback and the
  creative tabs read the selected language; the pinned English map stays
  for logic and search
- Game::translate resolves through lang::get_or, so station titles follow
  the language screen
- container titles and Inventory labels for chests, hoppers, furnaces,
  smokers, blast furnaces, crafters, shulkers and mounts are translated
- server-resolved components (menu titles, death messages, command
  suggestion tooltips) load the selected language over en_us, and follow
  a language change while a world is open
- death messages always reach the death screen translated; the chat
  broadcast still obeys showDeathMessages
- creative search matches the localized display name
- sign editors use sign.edit and hanging_sign.edit

Co-Authored-By: OpenCode DeepSeek V4.1 Flash <[email protected]>
2026-10-25 21:42:01 +08:00
Kacpherek dbafda06ed Surface: specialise the material rule per gradient band and surface side
Each chunk's compiled rule is specialised once for every band of y that
its vertical gradients bound, and for blocks below and at or above the
preliminary surface when the rule asks for it. Conditions those facts
decide are folded away, so a deep stone block evaluates only the rules
that can apply there (ore veins, the underground rules) instead of
walking the whole surface tree. Conditions only read the position and
the world, so the blocks are the same.

Surface stage, one thread, seed 1234: 2.45 -> 2.08 ms per chunk.
2026-10-25 14:40:37 +01:00
Kacpherek e181b17e17 Register new chunks' ticks before post-processing them
postprocess_chunks ran before tick_blocks registered the chunks that
arrived since the last tick, so the fluid and block ticks their marks
schedule went to chunks the scheduler did not know and were dropped.
Vanilla registers a chunk's tick containers before postProcessGeneration.
2026-10-25 14:40:37 +01:00
Kacpherek 4cd1504513 Pregen: report what a stalled band waits for, and requeue lost light
When the band hasn't moved for 30 seconds the task logs how many chunks
of its first row are not loaded, being lit, unlit with no light job or
not post-processed, with the streaming stage counts, and queues light
again for unlit chunks whose neighbours are all loaded.
2026-10-25 14:40:37 +01:00
Kacpherek f56785c2f5 Keep a chunk's scheduled ticks when it unloads before the next tick
attach_save_data took a chunk's ticks only from the tick scheduler, which
registers new chunks once a tick. A chunk loaded and unloaded again in
between was saved with its block and fluid ticks cleared, though its own
saved list still held them.
2026-10-25 14:40:37 +01:00
Kacpherek 35254c4f02 Pregen: keep an empty dedicated server from pausing while it runs
pause-when-empty-seconds paused a server with nobody online after a
minute, and a paused server skips its tick: post-processing stopped, so
the band waited forever on a row of lit chunks. A running /pregen now
counts as activity; the countdown starts once it is done.
2026-10-25 14:40:37 +01:00
Kacpherek 1506c1808a Add /pregen: generate, light and save an area ahead of the players
A Chunky-like command for single player and servers: /pregen start
<radius> [square|circle] [<x> <z>], status, pause, continue and cancel,
with progress (chunks, chunks/s, time left) in the log and to the player
who started it.

The area is swept strip by strip by a band of rows that streaming treats
like a player's area (Streaming::set_band). A row is done once its chunks
are lit and post-processed; the rows behind the band then unload and are
saved, so memory holds only the rows in flight. The band's chunks are
ranked for decoration row by row as they come within reach, so a task
decorates in the same order however its jobs are timed. Between ticks
the server waits on the workers' results and schedules the next jobs at
once instead of once a tick.
2026-10-25 14:40:37 +01:00
Ludovic MarieandClaude Opus 5.5 68deac8533 Server clients see mobs' aggression and arm swings
Mob.DATA_MOB_FLAGS_ID now carries the aggressive bit (with its default
0, so it goes back off) and every client mob reads no AI, left-handed
and aggressive from it: a vindicator draws its axe, skeletons their bow,
piglins and illagers their attack poses on the server thread, LAN guests
and dedicated servers. Mobs' swings (LivingEntity.swing) go out as
ClientboundSwingAnimationPacket.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 14:38:44 +01:00
Ludovic MarieandClaude Opus 5.5 2f1f0150eb mobs diagnostics: say why passenger is set outside the json! macro
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 14:37:26 +01:00
cristibctrandOpenAI Codex c756a372a3 Fix stale Windows resource pack overlays
Invalidate version 3 overlays that can omit untouched vanilla resources. Cover folder and ZIP pack cache recovery, and use a writable timestamp handle in the Windows cache test.

Co-Authored-By: OpenAI Codex <[email protected]>
2026-10-25 15:32:57 +02:00
Ludovic MarieandClaude Opus 5.5 fb1142cd71 Skins: keep vanilla's whole-payload rejection, drop the dead name fallback
authlib 10.0.77 MinecraftServicesSessionService.unpackTextures returns
MinecraftProfileTextures.EMPTY when any texture has no URL or a URL outside
the allowed domains, so skins::unpack goes back to main's behaviour.

remote_player_names: r.players and r.tab_players are filled from the same
ADD_PLAYER entries and emptied by the same PlayerInfoRemove, so the
tab-list fallback could never apply.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 14:31:41 +01:00
Ludovic MarieandClaude Opus 5.5 806f7d87f3 Merge origin/main into fix/vehicle-passenger-pose
Keeps main's crystals check and this branch's boat-dismount-pose check in tools/lan_e2e.py.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 14:29:29 +01:00
Ludovic MarieandClaude Opus 5.5 e069750ca1 Merge origin/main into fix/sprint-fov-stuck
Keeps main's crystals check and this branch's sprint-fov check in tools/lan_e2e.py.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 14:29:28 +01:00
socksproxandDevin 41b799042a Sync mobs' aggressive and item-use flags so clients pose them right
Mob.DATA_MOB_FLAGS_ID's aggressive bit and LivingEntity's
DATA_LIVING_ENTITY_FLAGS never reached a client for mobs: on the
server thread and for LAN guests a skeleton kept its arms down while
its arrows flew, and a drawn bow never pulled. Send both entries (with
their defaults so a flag going back to 0 is sent too), decode them for
every mob, and let a remote mob's item-use ticks count up as
LivingEntity.updatingUsingItem does. The same entries drive the zombie
arms, the vindicator's axe, the drowned's trident and the spellcasters'
poses, so the pillager's charging and evoker's/illusioner's casting
entries go with them. A left-handed mob now mirrors the pose and the
held item (Mob.getMainArm), and a bow in the off hand counts for
LivingEntity.isHolding.

Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
2026-10-25 14:26:55 +01:00
Ludovic MarieandClaude Sonnet 5.5 c5cfab5e07 Merge feat/server-dialog-screen into feat/styled-menu-titles
Clean merge.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-25 14:25:14 +01:00
Ludovic MarieandClaude Sonnet 5.5 ec2f1b2a0c Merge feat/server-dialog-screen into feat/server-dialog-inputs
Clean merge.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-25 14:25:14 +01:00
Ludovic Marie 6a065fa489 Merge pull request #1788 from ludovic111/feat/discord-presence
🤖 Agent: merged after verify passed; Rich Presence e2e 6/6 on macOS and Linux.
2026-10-25 14:24:58 +01:00
Ludovic MarieandClaude Sonnet 5.5 330a5205ae Merge feat/server-dialogs into feat/server-dialog-screen
Conflict: lib.rs module list (dialog_screen + discord_presence), both kept.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-25 14:24:52 +01:00
Ludovic MarieandClaude Sonnet 5.5 49dd31d36f Merge origin/main into feat/server-dialogs
Conflicts: lib.rs (dialog + discord_presence modules), packets/play.rs tests
(boss_event_round_trips + dialogs_round_trip), both kept.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-25 14:24:45 +01:00
Ludovic Marie e6dbc3b39f Merge pull request #1787 from ludovic111/feat/discord-presence-ipc
🤖 Agent: merged after verify passed; Rich Presence e2e 6/6 on macOS and Linux (see #1788).
2026-10-25 14:22:55 +01:00
Ludovic Marie e6b0f92427 Merge main 2026-10-25 14:21:57 +01:00
Ludovic Marie dbc66a5a41 Merge pull request #1697 from ludovic111/feat/shader-packs-terrain
Shader packs, clean room 13: loading the terrain program
2026-10-25 14:21:33 +01:00
Ludovic Marie d14b100a97 Merge pull request #1670 from ludovic111/feat/shader-packs-atlas
Shader packs, clean room 12: the block atlas packs sample
2026-10-25 14:21:21 +01:00
Ludovic Marie 9ed21bf436 Merge pull request #1708 from rdbtCVS/t3/7c6098f0
Website: unify navigation across Home, Releases, Benchmarks and Docs
2026-10-25 14:21:12 +01:00
Ludovic Marie ab2006a230 Merge pull request #1669 from ludovic111/feat/shader-packs-gbuffers-translate
Shader packs, clean room 11: translating gbuffers programs
2026-10-25 14:21:07 +01:00
Ludovic Marie b61ef8f9be Merge pull request #1668 from ludovic111/feat/shader-packs-post-perf
Shader packs, clean room: fewer passes and loads in post-processing
2026-10-25 14:20:56 +01:00
Ludovic Marie bd4236f3dd Merge pull request #1656 from ludovic111/feat/shader-packs-post
Shader packs, clean room 10: post-processing over Horizon's world
2026-10-25 14:20:44 +01:00
Ludovic Marie 8ec23a2606 Merge pull request #1655 from ludovic111/feat/shader-packs-uniforms
Shader packs, clean room 9: frame uniforms, and gl_FragCoord in buffer passes
2026-10-25 14:20:32 +01:00
Ludovic Marie 1b6a55e47d Merge pull request #1654 from ludovic111/feat/shader-packs-post-programs
Shader packs, clean room 8: a dimension's post-processing programs
2026-10-25 14:20:19 +01:00
Ludovic Marie c143be7fd0 Merge pull request #1653 from ludovic111/feat/shader-packs-post-load
Shader packs, clean room 7: buffer settings and output lists from stage files
2026-10-25 14:20:05 +01:00
Ludovic Marie da8ae88eee Merge pull request #1601 from ludovic111/feat/shader-packs-translate
Shader packs, clean room 6: composite-style programs to naga
2026-10-25 14:19:52 +01:00
Ludovic MarieandClaude Opus 5.5 df626cf2f3 A tool that changes a block ends the click on a server's client
On a server's client (single player on the server thread, LAN guests), a
shovel making a path, an axe stripping, a hoe tilling or honeycomb waxing
did not end the right click: the client went on to the other hand, so an
off-hand torch was predicted as placed and its hand swung instead of the
tool's (#1289).

Vanilla's client runs `Item.useOn` itself: its SUCCESS swings that hand
and `Minecraft.startUseItem` returns before the off hand. The client now
does the same when its prediction of the tool's use succeeds.

Fixes #1289

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 14:15:28 +01:00
Ludovic Marie 3a419877b0 Merge pull request #1752 from rdbtCVS/t3/fix-end-crystal-attack
Fix End crystal attacks from connected clients
2026-10-25 14:11:52 +01:00
Ludovic Marie 5fefa6ce42 Merge pull request #1689 from rdbtCVS/t3/d001fd2c
Slow Falling clears the fall distance so landing does not hurt
2026-10-25 14:11:43 +01:00
Ludovic Marie 6e4cb6210e Merge pull request #1687 from rdbtCVS/fix/creative-hotbar-hover
Creative inventory: highlight hovered hotbar slots
2026-10-25 14:11:33 +01:00
Ludovic Marie 985ec67b83 Merge pull request #1685 from sdraeger/fix/nbt-fireballs
Fireballs from NBT fly: /summon, chunk loads, selectors and /data get
2026-10-25 14:11:23 +01:00
Ludovic Marie ca05c89c6e Merge pull request #1676 from sdraeger/fix/ctl-screenshot-spaces
horizon-ctl screenshot: paths with spaces
2026-10-25 14:11:15 +01:00
Ludovic Marie 18c74b438c Merge pull request #1675 from sdraeger/fix/tp-mob-pitch
/tp: keep the pitch for mobs
2026-10-25 14:11:05 +01:00
Ludovic Marie ff7cfe0f10 Merge pull request #1695 from Domanffe/chore/deslop
Cleanup: one predicate property helper, a Windows-only allow, tolerant locks in the bots
2026-10-25 14:10:57 +01:00
Ludovic Marie 250c148e78 Merge pull request #1673 from Domanffe/fix/title-menu-labels
Title: the main menu labels follow the game language
2026-10-25 14:10:49 +01:00
Ludovic Marie 40fcc91eff Merge pull request #1682 from Domanffe/feat/horizon-lang-namespace
Options: Horizon's own captions read a bundled language namespace
2026-10-25 14:10:41 +01:00
Ludovic Marie 8b3d4a069c Merge pull request #1686 from Domanffe/fix/launcher-remove-retry
Launcher: a version removal retries a locked file and leaves the UI thread
2026-10-25 14:10:32 +01:00
Ludovic Marie a839062259 Merge pull request #1694 from Domanffe/fix/swallowed-save-errors
Save: the write paths report a failure instead of dropping it
2026-10-25 14:10:24 +01:00
Ludovic Marie 6194463454 Merge pull request #1693 from Domanffe/fix/pack-overlay-windows
Packs: an untouched vanilla directory is mirrored on Windows too
2026-10-25 14:10:15 +01:00
Ludovic Marie a5f574b77e Merge pull request #1707 from Domanffe/chore/clippy-green
Clippy: clear the two warnings the whole tree fails on
2026-10-25 14:10:08 +01:00
Ludovic Marie c4573fb561 Merge pull request #1674 from sdraeger/fix/client-mods-server-thread
Client mods: tick, commands and chat on the server thread
2026-10-25 14:09:59 +01:00
Ludovic Marie 57fc1570b2 Merge pull request #1681 from socksprox/fix/join-loading-status
Multiplayer: drop the player name from the join loading line
2026-10-25 14:09:51 +01:00
Ludovic Marie 628e230217 Merge main (the save_root lint fix, #1789) 2026-10-25 14:08:29 +01:00
Ludovic Marie 6926c76492 Merge pull request #1590 from socksprox/feat/boss-overlay 2026-10-25 14:02:40 +01:00
Ludovic MarieandClaude Opus 5.5 47d1b060b2 Discord presence: test where the game looks for Discord on macOS, Linux, Flatpak and Snap
sockets() reads the environment through a function, so a unit test can
check the paths a real Discord listens on for each platform ($TMPDIR on
macOS, $XDG_RUNTIME_DIR and its Flatpak and Snap subfolders on Linux,
named pipes on Windows). Offscreen e2e runs can't cover this: an automated
run only talks to a fake Discord named by HORIZON_DISCORD_IPC_DIR.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 13:57:19 +01:00
socksproxandDevin 87b3c9aa38 Drop the stale craft grid when a remote menu closes
The server's AbstractContainerMenu.removed gives the grid and the
carried stack back to the inventory and syncs those slots, but the
client kept its copies: a crafting table closed with items inside left
ghost stacks in the inventory's 2x2 grid that could not be picked up.

Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
2026-10-25 13:51:12 +01:00
Ludovic MarieandClaude Opus 5.5 40c77c02f0 PalettedContainer: look up a word's filled bits, not divide for them
`locate` found an entry's word by multiplication (the MAGIC table) but
still divided `64 / bits` at run time for the shift, on every block read
and write of a section stored in 5, 6 or 7 bits. A division by a value the
compiler does not know costs tens of cycles on x86: `perf annotate` of a
10-bot server on the ThinkPad put 12% of `PalettedContainer::get`, the
server thread's top function, on that `div`. The table now also holds the
bits a word's entries fill, so the shift is `i * bits - word * filled`.
A test checks `locate` against the division for every width and entry.

ThinkPad (i5-7200U), 4M random reads, 5-7 bit palettes: 28.5-36.9 ->
24.6-32.4 ns over 2,000 sections, 6.7-7.1 -> 5.4-5.8 ns within one;
4 and 8 bits (shifts, unchanged) the same.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 13:50:35 +01:00
Ludovic MarieandClaude Opus 5.5 224b83c6a6 Shader packs, clean room 36: the hand
A pack with gbuffers_hand (or textured_lit, textured, basic; spec 2.3)
draws the first-person hand and held items after the opaque world, into
its own buffers and the world's depth, without blending and with the
entities' 0.1 alpha cut. The vertices are Horizon's hand geometry, read
as entities are; `gl_ProjectionMatrix` is the hand's own projection (the
hand's field of view and bob) with depth scaled by MC_HAND_DEPTH, while
`gbufferProjection` stays the world's (5.2). Horizon's own hand draw is
skipped only when the pack draws it.

Clean-room: implemented from cleanroom/shader-packs-spec.md revision 1;
no other loader's code read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 13:48:03 +01:00
Ludovic MarieandClaude Opus 5.5 9e21868dfa Potions keep their potion across the connection
A server's client (single player on the server thread, LAN guests, a
dedicated server's players) saw every potion as an "Uncraftable Potion"
in the water colour: the server never wrote `minecraft:potion_contents`
and the client read past it. A potion taken from the creative menu also
reached the server without its potion, so it splashed as water.

PotionContents now goes as vanilla's stream codec writes it: the potion
by its `minecraft:potion` id and the custom colour, with the custom
effects and name kept as their bytes. The server writes it for every
stack it sends, the client reads it into the item's components, and a
creative pick and the server's read of it keep the potion too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 13:46:45 +01:00
socksproxandDevin 3740de5116 Launcher: pin the macOS title bar to the chosen appearance
The launcher's Appearance setting darkened the page but not the window's native chrome: NSWindow keeps the system appearance, so a launcher set to Dark still drew a light title bar on a light desktop. apply_appearance (titlebar.rs) pins the NSWindow's appearance to the choice at startup and when the setting changes; System clears the pin so the chrome follows the computer again.

Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
2026-10-25 13:40:07 +01:00
Ludovic MarieandClaude Opus 5.5 18cac82d44 Shader packs, clean room 35: held item ids and light
`item.properties` (spec 4.1) gives `heldItemId` and `heldItemId2` the
id of the main and off hand's item: -1 for an item the file lacks or an
empty hand, 0 without the file (5.3). `heldBlockLightValue(2)` are the
light levels of the held items' blocks, as Horizon's dynamic lights
already compute them. With `oldHandLight` (on unless the pack turns it
off, OQ-21) the first id and light are those of the brighter hand.

Clean-room: implemented from cleanroom/shader-packs-spec.md revision 1;
no other loader's code read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 13:35:44 +01:00
Ludovic Marie d2c96af142 Merge pull request #1789 from ludovic111/fix/main-unused-save-root
Fix main's build: unused save_root in open_world
2026-10-25 13:32:01 +01:00
socksproxandDevin 0bc85843ce Client: remote players keep their skins instead of falling back
skins::unpack discarded a profile's whole textures payload when any one
entry lacked "url" or pointed outside the texture services' domains, so
a player with e.g. an unusual cape lost their skin too; it now drops only
the offending texture. The 32 skin atlas slots evicted past players back
to defaults on busy servers — now 128. A dimension reset (join game or
respawn onto another world) now also clears the entity-id→profile map so
a re-used entity id can't pin the wrong skin or name to a player, and the
nametag join falls back to the player-list entry's name.

Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
2026-10-25 13:27:54 +01:00
Ludovic MarieandClaude Opus 5.5 be378bb773 Particles: vault connections are translucent, shadows keep their range
- FlyTowardsPositionParticle puts vault_connection on the translucent
  layer: its LifetimeAlpha(0, 0.6, 0.25, 1) is not opaque.
- The shadow draw started at world_quads - shadow_quads; with the new
  bucket after it, that drew translucent particles with the shadow
  pipeline and dropped as many shadows.
- One atlas lookup per named-sprite particle and frame: the engine keeps
  each sprite's layer beside its rect instead of hashing the name twice.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 13:27:49 +01:00
socksproxandDevin 4032e162ce Draw translucent particles after translucent terrain
Quad particles all went into the entity batch, drawn before translucent
terrain with depth writes on: a stained-glass crumb wrote its depth and
the sorted translucent pass then culled the glass behind it, so breaking
glass in front of glass cut holes through the wall.

Vanilla 26.3 submits quad particles to two phases: opaque layers draw
with the solids and translucent layers draw in an "afterTerrain" phase
right after the translucent section pass (the translucent particle
pipeline still writes depth, so ordering is what matters). Mirror that:
HudAtlas records which sprites have a 0 < alpha < 255 texel
(`SpriteContents.transparency().hasTranslucent`), particles classify
their layer the way `SingleQuadParticle.getLayer` does — the type's
hardcoded layer, or `Layer.bySprite` for terrain, item and block marker
sprites — and the entity batch routes those quads to a sixth bucket the
renderer draws immediately after translucent terrain.

Fixes #1679.

Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
2026-10-25 13:27:49 +01:00
Ludovic MarieandClaude Opus 5.5 d33f84ef73 Fix main's build: drop the unused save_root left in open_world
#1665 moved the save path into finish_open_world and #1666's merge kept the
old line, so clippy -D warnings fails on main (unused variable) since 7d0ae5658.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 13:24:35 +01:00
Ludovic Marie ad63f2e960 Merge pull request #1659 from ludovic111/feat/mod-registry-server 2026-10-25 12:46:00 +01:00
levzzzandCodex 1ec6d6d734 Detach entity passengers when their vehicle is removed
Clear remote passenger mount and pose flags when a vehicle disappears, matching Entity.setRemoved. Add a two-passenger boat destruction check for both single-player paths and LAN observers.

Co-Authored-By: Codex (GPT-6) <[email protected]>
2026-10-25 16:15:36 +05:00
Ludovic Marie 7d0ae56589 Merge pull request #1666 from rdbtCVS/t3/explicit-execution-roles 2026-10-25 12:04:39 +01:00
Ludovic Marie e3de4a4604 Merge pull request #1665 from rdbtCVS/t3/separate-world-entry-loading 2026-10-25 12:02:41 +01:00
Ludovic Marie 9ae86086dc Merge pull request #1664 from Domanffe/fix/data-get-live-passengers 2026-10-25 12:00:55 +01:00
levzzzandCodex 57ee081038 Keep sprint state independent of held sprint keys
Let PlayerCommand control the server sprint flag, matching vanilla, so releasing Ctrl cannot leave the client's speed modifier and FOV stuck. Cover the packet sequence and FOV recovery in regression tests.

Co-Authored-By: Codex (GPT-6) <[email protected]>
2026-10-25 15:56:53 +05:00
Ludovic MarieandClaude Opus 5.5 1437537cbf Worker threads: leave one core, as vanilla does, not two
Graphics::worker_threads sizes the worker pools (the server thread's, which
generates and lights, and the window's, which meshes). Its automatic count
left two cores to the render and server threads; vanilla's executor leaves
one (Util.maxAllowedExecutorThreads). The workers run behind those threads
(niced on Linux; above four cores, raised server and render threads on
macOS and Windows), so the second core mostly idled: on a 4-thread laptop
only 2 cores generated while a world loaded.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 11:49:57 +01:00
Ludovic MarieandClaude Opus 5.5 3063d87199 docs: Discord Rich Presence is live with the Horizon application
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 11:49:53 +01:00
Ludovic MarieandClaude Opus 5.5 15e46114a6 Discord Rich Presence: show what the player does, with a switch in Horizon Settings
Each frame the game hands the presence thread its status (menus; single
player, multiplayer or hosting a world with its party size; the
dimension; the game mode), and only a change wakes it. The switch
"Discord Rich Presence" (on by default, discordPresence in
horizon-extras.txt) sits beside Controller Settings. Dedicated servers
never start it. tools/discord_presence_e2e.py runs real games against a
fake Discord: title, world, Nether and quit on the server thread and
in-frame, a LAN host (both paths) and guest, the switch, and a Discord
started after the game.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 11:49:44 +01:00
Ludovic Marie fbfec6435f Merge pull request #1588 from socksprox/feat/server-resource-packs 2026-10-25 11:49:29 +01:00
Ludovic MarieandClaude Opus 5.5 e49de342ed Discord Rich Presence: the Horizon application's id
Discord's "Horizon" application (1563857609738690560, public) has the
horizon logo as its large image; no game-mode images yet. The feature is
live: only HORIZON_NO_DISCORD=1, the switch and automated runs keep it
quiet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 11:47:13 +01:00
Ludovic MarieandClaude Opus 5.5 c879c22a6a Merge the branch's own main merge
item.rs: the same components either way; keep the branch's order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 11:45:44 +01:00
Ludovic MarieandClaude Opus 5.5 39904c8051 docs/mods.md: the contract lists the command interface
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 11:33:08 +01:00
Ludovic MarieandClaude Opus 5.5 e7ca664e01 Server: a guest's boost rocket is theirs
The server attached every boosting rocket to its own player: it followed
the host, and DATA_ATTACHED_TO_TARGET named the host (or nothing on the
server thread, which has none), so the guest's client never saw a rocket
attached to them and did not boost. The rocket now keeps the guest it was
fired by, follows them and names their entity.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 11:32:23 +01:00
Ludovic Marie 7a3578b7d6 Merge pull request #1587 from levzzz5154/fix/predict-block-placement
Predict block placement on the client, so fast bridging stops losing clicks
2026-10-25 11:32:09 +01:00
Ludovic MarieandClaude Opus 5.5 11035336a0 Server: a gliding player's rocket boosts them
FireworkRocketItem.use attaches a rocket only to a player who is fall
flying. The server tracks a guest's glide (START_FALL_FLYING) but the
body it swaps in for their item use left fall_flying unset, so on the
server thread, LAN and dedicated servers the rocket did nothing.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 11:24:29 +01:00
socksproxandDevin c99de82044 Merge main into fix/elytra-fireworks: keep firework components beside trim/raw passthrough
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
2026-10-25 11:13:42 +01:00
Ludovic MarieandClaude Opus 5.5 604ec7e2e4 Discord Rich Presence: the IPC client and its thread (inert until wired)
discord_presence.rs speaks Discord's local IPC itself (discord-ipc-N
socket or named pipe; opcode + length + JSON frames; HANDSHAKE, then
SET_ACTIVITY with the pid) from a thread of its own. The game hands it a
status; the thread connects lazily, retries every 15 s, keeps within 5
updates per 20 s, refreshes every minute and clears the activity on
quit. Inert while DISCORD_APP_ID is the placeholder, with
HORIZON_NO_DISCORD=1, and for automated runs unless
HORIZON_DISCORD_IPC_DIR points at a test's fake Discord; lab.game_env
sets HORIZON_NO_DISCORD=1.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 11:04:38 +01:00
Ludovic Marie 21ff80eb8c Merge pull request #1775 from ludovic111/docs/benchmark-your-computer
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 11:03:40 +01:00
Ludovic MarieandClaude Opus 5.5 f3213aa158 Docs: how players benchmark their computer and share the report
The Performance page now gives the launcher command (horizon-launcher play --arg=--benchmark
--arg=standard), where the report lands on each system, what it holds, and the two ways to
share it: horizon-launcher data benchmark, or the Discord.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 11:02:06 +01:00
Ludovic MarieandClaude Opus 5.5 173463acdf Shader packs, clean room 34: rain and snow
A pack with gbuffers_weather (or its fallbacks textured_lit, textured,
basic; spec 2.3) draws the game's rain and snow after translucent
terrain, blended, with vanilla's 0.1 alpha cut. The weather quads become
entity vertices with their UV animation applied on the CPU (the same
phase Horizon's weather shader computes; a test checks it against the
weather columns bit for bit), and rain and snow each read a copy of
their sprite, so the pack's `texture` repeats down the column as a
standalone texture would. The shared atlas gains COPY_SRC for that copy.

Without a pack nothing changes: Horizon's weather draw is skipped only
when the pack draws it.

Clean-room: implemented from cleanroom/shader-packs-spec.md revision 1;
no other loader's code read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 10:51:53 +01:00
Ludovic MarieandClaude Opus 5.5 5262effa7e cargo horizon-mod check: list the commands a mod runs
Main's check reports every output; the command capability adds one.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 10:48:35 +01:00
Ludovic MarieandClaude Opus 5.5 c2c8df4542 Mods: run a mod's commands on the next tick
Run while the mod's output was shown, a command's chat line reached the
mods again inside that call: a mod that answers a line with a command
that prints one recursed without end, and when a control-socket command
set the hook off, the mod's commands ran with the console's level. Queue
them for the next tick instead, where the player's own level applies (the
server already checks it on a server).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 10:47:54 +01:00
Ludovic MarieandClaude Opus 5.5 f08546fd74 Merge main into the mod command capability
Cargo.toml: keep main's horizon-shaders member beside predator-missile.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 10:46:18 +01:00
Ludovic MarieandClaude Opus 5.5 e7f85e5bfd Zip: test the streamed shapes Java 25's ZipFile opens
ZipFile refuses a 0xFFFFFFFF size without its Zip64 extra field ("invalid
zip64 extra len size"), so the test builds both shapes it accepts: real
sizes, and the sentinel with the extra (the zip crate reads the real size
from it). With every accepted shape carrying a real size, the inflate
limit needs no special case.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 10:44:31 +01:00
Ludovic MarieandClaude Opus 5.5 abe7047d19 Shader packs, clean room 33: clouds
A pack with gbuffers_clouds draws Horizon's cloud geometry itself (spec
2.3, OQ-3: no fallback), blended, after the opaque world. Horizon's own
cloud draw is skipped then, also when the pack's program writes nothing
(BSL and Complementary hide vanilla clouds that way). Without a pack the
cloud draw is unchanged.

The translator now rewrites a bare `discard;` or `return;` to
`if (true) discard;` / `if (true) return;`, so code a pack leaves after
it stays reachable for naga ("Expression not visited"). This also fixes
Complementary Unbound's gbuffers_skytextured.

Clean-room: implemented from cleanroom/shader-packs-spec.md revision 1;
no other loader's code read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 10:32:10 +01:00
Ludovic MarieandClaude Opus 5.5 272e230371 Merge main into the elytra fireworks branch
Main now reads past components it doesn't model (Component::Raw) and
added ArmorTrim; this branch's Fireworks and FireworkExplosion keep
their structured decode beside them, ahead of the Raw fallback.
remote_projectiles takes main's FallStep import too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 10:24:06 +01:00
Ludovic MarieandClaude Opus 5.5 90ae953747 Rockets: collapse the boost's nested if (clippy::collapsible_if)
Verify failed on it with warnings denied.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 10:21:48 +01:00
Ludovic MarieandClaude Opus 5.5 3bc38cebb4 YUNG jigsaws: the start is not counted, priority, depth and bounds rules run
From spec-yungsapi rev 3 §3, §3.1 and §3.2 (impl-questions IQ-2, IQ-3):
- the start piece does not count toward max_count;
- is_priority entries are tried first, in the pool's shuffled order, without
  a weighted draw; min_required_depth skips a pick (no draw) while the parent
  piece is shallower; ignore_bounds places without the free-space test (its
  box is still taken, IQ-12);
- the fallback was already shuffled only when reached.

The port no longer counts these three fields as lost. The layout harness gets
yung-probe and yung-probe2: the spec team's probe pack (built from the oracle
profile) carried as a mod, compared start by start with the oracle's census:
384 of 384 and 32 of 32 starts match.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 10:17:21 +01:00
Ludovic MarieandClaude Opus 5.5 3a7d00a74c Shader packs, clean room 32: translucent entity parts and particles
A shader pack now draws particles with `gbuffers_particles` (falling
back to `gbuffers_textured_lit`, `gbuffers_textured`, `gbuffers_basic`)
and the entity parts that blend, a sneaking player's faded name tag and
entity shadows, with `gbuffers_entities_translucent` (falling back to
`gbuffers_entities`). Both blend with the translucent default unless
`blend.*` says otherwise; particles keep vanilla's alpha cut at 0.1.
Name tag text draws with `gbuffers_entities`, as cutout (2.3).

Particles draw after deferred, with translucent terrain, unless
`particles.ordering=before` or `particles.before.deferred=true`;
translucent entities draw before deferred unless
`separateEntityDraws=true` (3.2).

Without a shader pack nothing changes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 10:11:09 +01:00
Ludovic MarieandClaude Opus 5.5 ab289a2cf3 Shader packs, clean room 31: entities and block entities
A shader pack now draws entities with `gbuffers_entities` and block
entities with `gbuffers_block` (or their fallbacks, spec 2.3), after
terrain. Each run of the entity spans is one draw with its own
`entityId` or `blockEntityId` and `entityColor` (the hurt red, the
white flashes) in a per-draw slot. Horizon still draws everything else
(particles, cracks, beams, name tags, shadows, End portals, clouds) in
its own single entity draw, without the runs the pack drew.

The entity vertices are read again at set 1, so the pack gets the face
normal where a vertex has none (block entities), `at_tangent` along the
texture's u and `mc_midTexCoord`, as for terrain.

Entities and block entities draw without blending, with the loader's
alpha test at GREATER 0.1, as cutout (OQ-23); name tags and shadows,
which blend, stay Horizon's for now.

`HORIZON_SHADER_PACK_TIMING` no longer panics when a pass skips a whole
report window (no entities in view).

Without a shader pack nothing changes: the split only runs while a pack
draws entities.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 09:51:55 +01:00
Ludovic MarieandClaude Opus 5.5 b5a791170d Shader packs, clean room 30: the loader's alpha test
Gbuffers programs get the loader's alpha test on output 0 when they
write `gl_FragData`/`gl_FragColor` (spec 3.2 `alphaTest.<program>`;
with `out` variables the pack tests alpha itself). `GbuffersInputs`
carries the geometry's default, none for terrain, water and the sky so
far; `alphaTest.<program>` replaces it for that program (`off`, or a GL
comparison and a reference).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 09:51:55 +01:00
Ludovic MarieandClaude Opus 5.5 71f3c23dd9 Merge main into the launcher removal branch
Main moved the removal to a thread in #1715 (Msg::Removed, the removing
row, the selection), which is this branch's UI half: main's version is
kept. What stays is backend::remove's retry on a file Windows still
holds.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 09:38:45 +01:00
Ludovic Marie 574d54e6e0 Merge pull request #1747 from ludovic111/perf/mesh-model-lookup 2026-10-25 09:38:10 +01:00
Ludovic MarieandClaude Opus 5.5 c74490a003 Multiplayer: the join line reads through lang with en_us's own fallback
lang::get_or, as the title screen's labels do; en_us 26.3 has
multiplayer.downloadingTerrain = "Loading terrain...".

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 09:37:56 +01:00
Ludovic MarieandClaude Opus 5.5 d6cc631735 Merge main into the End crystal attack branch
Conflict in tools/lan_e2e.py's check list: main added shulker_bullets
beside crystals; both kept, crystals' entry aligned with the others.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 09:37:40 +01:00
Ludovic MarieandClaude Opus 5.5 0d18ff7ca7 Fall distance: Levitation resets it too, as LivingEntity.aiStep does
aiStep calls resetFallDistance under either Slow Falling or Levitation.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 09:36:54 +01:00
Ludovic MarieandClaude Opus 5.5 b7fcd446b6 Fireballs: LeftOwner and HasBeenShot are saved as Projectile writes them
Projectile.addAdditionalSaveData writes LeftOwner only when it is set and
HasBeenShot always (true from the first tick on); fireball_to_nbt wrote
LeftOwner:0b and no HasBeenShot. Same shape as arrow_to_nbt.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 09:36:32 +01:00
Ludovic MarieandClaude Opus 5.5 f23db61ecf /tp: a mob's head turns and its old rotation follows, as teleportSetPosition does
Entity.teleportSetPosition calls setYRot, setYHeadRot and setXRot, then
setOldPosAndRot: the head faces the new yaw and yRotO/xRotO match, so a
teleported mob doesn't sweep from its old pitch on the next frame.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 09:35:46 +01:00
Ludovic MarieandClaude Opus 5.5 b470bec351 Cleanup: one lock helper in horizon-bots, the predicate helper beside its trait
The twenty unwrap_or_else(|e| e.into_inner()) calls become one lock()
helper, so the bots read as they did with the same poison tolerance.
bound_property moves from worldgen.rs (between DecodeError's impls) to
block_predicate.rs, next to PredicateBlockResolver, whose
predicate_property it implements.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 09:35:25 +01:00
Ludovic MarieandClaude Opus 5.5 53e1191480 Title: the Friends icon reads vanilla's gui.friends.open
FriendsButton's message is gui.friends.open, so the title screen needs
no Horizon key for it. The fallbacks are en_us's own text for the
three icons ("Language...", "Accessibility Settings..."), as the
other labels' are.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 09:34:33 +01:00
Ludovic MarieandClaude Opus 5.5 f28722fb15 Lang: drop horizon.menu.friends, vanilla has gui.friends.open
TitleScreen's Friends button is vanilla's FriendsButton, whose message
is gui.friends.open ("Friends" in en_us, translated in every language
the prepared resources carry), so Horizon needs no key of its own for
it. Bundled now sits after the trait it implements.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 09:34:24 +01:00
Ludovic MarieandClaude Opus 5.5 a61c7faa23 Launcher: a version being removed shows Removing… instead of its buttons
With the removal off the UI thread, the row kept its Use and Remove
buttons, so a second Remove or Use could race the deletion. The retry
loop also reads as one match now.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 09:34:02 +01:00
Ludovic MarieandClaude Opus 5.5 c0bf5cf954 Dedicated: the list saves log vanilla's warnings
DedicatedPlayerList logs "Failed to save user banlist: " (and ip
banlist, operators list, white-list) when a startup save fails; the
shared closure printed "Failed to load user banlist write". The closure
now takes the verb, so loads and saves read as vanilla's lines.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 09:33:13 +01:00
Ludovic MarieandClaude Opus 5.5 fb1f421117 Clippy: take the decorated region by value, and gate the unix-only test helper
receive_decorated moved the nine protos out of the box anyway (the
array iterator holds them inline), so taking [Proto; 9] and unboxing at
the three call sites costs the same and leaves boxed_local nothing to
flag on any target. The #[expect] failed on Linux, where the lint does
not fire, which is why verify was red.

scratch is only called from the #[cfg(unix)] tests, so it carries the
same cfg as installed() next to it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 09:32:55 +01:00
Ludovic MarieandClaude Opus 5.5 eb6c81945a Lithostitched processors: unit tests rewritten from the spec
The previous tests of litho.rs are deleted unread (clean-room ruling of
2026-10-25). The new ones build their own block registry from a facts
table and run each processor through process_list against a one-block
world: block_swap's property copy (CTOV's beetroots), references in
order and discard_input, the probe pack's nested condition with else,
apply_random per piece and per block, set_block's providers and its
block entity modifier.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 09:29:53 +01:00
Ludovic Marie 0c5d229ad0 Merge remote-tracking branch 'origin/main' into HEAD
# Conflicts:
#	Cargo.toml
2026-10-25 09:13:06 +01:00
Ludovic Marie 8d9e1e95ac Merge remote-tracking branch 'origin/main' into fix/remote-tnt
# Conflicts:
#	tools/lan_e2e.py
2026-10-25 09:12:04 +01:00
Ludovic Marie 327a6cafc7 Merge pull request #1736 from ludovic111/feat/yung-jigsaw-draws 2026-10-25 09:08:04 +01:00
Ludovic Marie 6a32ee68d4 Merge pull request #1725 from RVZO6/feature/text-display-rendering
Client: render server text displays and lobby labels
2026-10-25 09:07:59 +01:00
Ludovic Marie 0e73edceff Merge pull request #1718 from RVZO6/feature/text-display-state
Client: model text-display metadata against the Java wire codec
2026-10-25 09:07:02 +01:00
Ludovic MarieandClaude Opus 5.5 d89fb16f60 Structure blocks harness: CTOV's known differences
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 09:06:14 +01:00
Ludovic Marie f7bd3e381b Merge pull request #1729 from RVZO6/fix/stop-sound-packet
Client: honor server stop-sound event and source filters
2026-10-25 09:06:02 +01:00
Ludovic MarieandClaude Sonnet 5.5 ea0905e8a2 lan_e2e: no blank lines inside the docstring after the merge
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-25 08:58:25 +01:00
Ludovic MarieandClaude Opus 5.5 58e184f5d5 Structure blocks harness: place the oracle's own pieces, split piece boxes from their surroundings
The mod world now takes each saved start whose pieces are all jigsaw pieces
as the oracle saved it (chunk_dump's HORIZON_SAVED_STARTS, through a new
GeneratorWorker::use_saved_start and PoolPiece::from_saved), so the blocks
are checked whatever the layout: Lithostitched lays jigsaws out its own way
(spec-lithostitched OPEN-L5) and the layout harness checks layouts apart.
Lithostitched's wrapper elements place their delegate; 1.21.1 block states
are read in 26.3's shape.

Counts are split between positions inside a piece's box and around them
(terrain adaptation, decoration), and every mismatch class is written to
.local/structure-layout/<profile>/blocks-report.json.

A CTOV profile carries Lithostitched and ChoiceTheorem's Overhauled Village
from a pack's jar folder (.local/structure-oracle/pack-jars).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 08:51:17 +01:00
Ludovic MarieandClaude Opus 5.5 c43f4bdb2b Lithostitched's processors as the game's own types; replace the old Lithostitched conversion
Clean-room implementation from spec-lithostitched.md §3-§5 and spec-ctov.md §4.

The game reads Lithostitched's processors as its data writes them
(processor/litho.rs): block_swap (only the properties the new block can
have: ripe wheat becomes ripe carrots, beetroot keeps its default age),
reference, apply_random, condition (with else, one processor or a list),
set_block (simple and weighted providers, preserve_state, block entity
modifier) and discard_input; the conditions all_of, any_of, not,
random_chance, true and matching_blocks (input or location, properties).
Their random follows random_mode per block or per piece; Lithostitched's own
seeding is open (OPEN-L6), so a positional random of the world seed and the
processor stands in (impl-questions IQ-7).

horizon-port-pack's new lithostitched module carries the processors as they
are, with the processors nested in them carried, drops those the game cannot
read (lists named by tag, other providers) as Java processors, turns CTOV's
modular_compat into a reference when its mod is ported along (else nothing),
maps lithostitched:jigsaw to vanilla's jigsaw (vanilla layouts, the decision
on OPEN-L5), unwraps limited/guaranteed/delegating elements to their
delegate (limits counted as lost until the next PR) and writes
add_template_pool_elements modifiers as horizon:add_to pools when their
NeoForge load conditions pass.

Deleted unread: legacy_structure_mods/lithostitched.rs and horizon-world's
structure/processor/lithostitched.rs. Blind edits to the legacy folder,
located by exact text or the compiler's error position: its module line
removed, dead_code allowed on ctov (its modular compat is unused now) and on a
test helper, and ctov's modular compat test ignored.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 08:51:17 +01:00
Ludovic Marie b149a0ec3f Merge main into fix/stop-sound-packet: keep both sides' appended checks
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>

# Conflicts:
#	tools/lan_e2e.py
2026-10-25 08:51:09 +01:00
Ludovic Marie 81b1be055c Merge pull request #1739 from rdbtCVS/t3/fix-hero-trading-discount
Trading: keep Hero of the Village discounts for server players
2026-10-25 08:50:37 +01:00
Ludovic Marie ebf76f4c03 Merge main into t3/fix-hero-trading-discount: keep both sides' appended checks
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>

# Conflicts:
#	tools/lan_e2e.py
2026-10-25 08:41:23 +01:00
Ludovic Marie fa093994ae Merge pull request #1733 from rdbtCVS/t3/d8cfe14b
/tp: dismount players before teleporting
2026-10-25 08:40:30 +01:00
Ludovic Marie 273c456adc Merge pull request #1717 from ludovic111/fix/jigsaw-oracle-layouts 2026-10-25 08:34:01 +01:00
Ludovic Marie d30be3d994 Merge main into t3/d8cfe14b: keep both sides' appended checks
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>

# Conflicts:
#	tools/lan_e2e.py
2026-10-25 08:32:49 +01:00
Ludovic Marie c1e90297e2 Merge pull request #1728 from rdbtCVS/t3/7a98935a
Server thread: remove forgotten recipes from the client's book
2026-10-25 08:32:26 +01:00
Ludovic Marie 9dfdff9d62 Merge main into t3/7a98935a: keep both sides' appended checks
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>

# Conflicts:
#	tools/lan_e2e.py
2026-10-25 08:25:09 +01:00
Ludovic Marie e56acaa7a9 Merge pull request #1727 from rdbtCVS/t3/9148b77e
Fix invisible shulker bullets on server clients
2026-10-25 08:24:27 +01:00
Ludovic Marie 65425da01d Merge pull request #1633 from some-du6e/fix/remote-trims 2026-10-25 08:23:48 +01:00
Ludovic Marie 6b88291009 Merge pull request #1631 from some-du6e/fix/item-components 2026-10-25 08:21:58 +01:00
Ludovic Marie e29a71e5e0 Merge pull request #1632 from some-du6e/fix/advancement-text 2026-10-25 08:20:14 +01:00
Ludovic Marie 80eafe84e9 Merge main into t3/9148b77e: keep both sides' appended checks
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>

# Conflicts:
#	tools/lan_e2e.py
2026-10-25 08:16:44 +01:00
Ludovic Marie 6017830623 Merge pull request #1719 from rdbtCVS/t3/13ed5f77
Fix crops remaining after server-side farmland trampling
2026-10-25 08:16:06 +01:00
Ludovic MarieandClaude Sonnet 5.5 fb34815ce1 Merge main into server-farmland-trampling: keep both appended lan_e2e checks
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-25 08:07:28 +01:00
Ludovic Marie f49e3a2d24 Merge pull request #1726 from rdbtCVS/t3/9a51354a
Fix offhand eating and drinking cancellation
2026-10-25 08:07:06 +01:00
Ludovic Marie cb0865e242 Merge pull request #1724 from rdbtCVS/t3/19c12e83
Fix spectator collision after dimension travel
2026-10-25 08:07:03 +01:00
Ludovic Marie a27322f250 Merge pull request #1716 from rdbtCVS/t3/395312eb
Fix double-chest inventory and hotbar clicks
2026-10-25 08:05:50 +01:00
Ludovic Marie ed3243ca62 Merge pull request #1730 from rdbtCVS/fix/launcher-java-pairing
Launcher: use one compatible JDK for resource preparation
2026-10-25 08:05:45 +01:00
Ludovic Marie f59bb8b8d5 Merge pull request #1738 from rdbtCVS/fix/pre-push-ref-history
Scope pre-push history checks to pushed refs
2026-10-25 07:54:48 +01:00
Ludovic MarieandClaude Opus 5.5 aac2f3a903 Shader packs, clean room 29: entity spans
While a shader pack is loaded, building the entity geometry records where
each entity's vertices begin, with its render stage (entities, block
entities, particles, breaking cracks) and its `entityId` or
`blockEntityId` from the pack's `entity.properties` and
`block.properties` (65535 for a name the file lacks, 0 without the
file). The spans reach the renderer in `Frame::entity_spans`, for the
pack's per-entity draws that follow; Horizon's own entity draw stays one
call and without a pack nothing is recorded.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 07:44:21 +01:00
Ludovic Marie 00705d8431 Merge pull request #1630 from some-du6e/fix/ipv4-first 2026-10-25 07:10:05 +01:00
Kaic Salomão da150409ea Complete and color mod commands in the chat on the server thread 2026-10-25 02:49:22 -03:00
Ludovic MarieandClaude Opus 5.5 f80f4e01e7 Structure blocks harness: the blocks Horizon's structure mods place against the structure oracle's
The clean-room structure oracle saved, for each start of a mod world, the
blocks of its box and every position around it that differs from the no-mod
world of the same seed. tools/test_structure_blocks_parity.py generates the
same chunks in full with Horizon twice (26.3 alone, and with the mods carried
by horizon-port-pack as players' packs are) and compares: a position counts
only where Horizon's no-mod world equals the oracle's (1.21.1 and 26.3 differ
elsewhere), and a mismatch is reported by its no-mod, expected and Horizon
blocks, so a missing processor rule reads as one line.

Better Dungeons (3 seeds, 96 complete starts): every structure is listed as
known, with the reason: the placeholder processors, the biome modifier and the
mod's own structure types are not implemented yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 06:39:52 +01:00
Ludovic Marie 0564ab0bcd Merge pull request #1748 from ludovic111/fix/server-player-targets-barrier
server_player_targets harness: end each step by the server's clock, not 2.5 s
2026-10-25 06:39:50 +01:00
rdbtCVSandOpenCode GPT-6.1 9409d2c19b Multiplayer: allow punching End crystals
Include End crystals in attack-only object hit-testing using their network entity IDs. Add a real-mouse LAN regression for survival and creative, reach, block occlusion, passing item use, and explosion damage.

Co-Authored-By: OpenCode GPT-6.1 <[email protected]>
2026-10-25 05:38:00 +00:00
Ludovic MarieandClaude Opus 5.5 7b35ca2799 Shader packs, clean room 28: Sildurs Vibrant renders
Three things kept Sildurs Vibrant black or wrong:

- Matrix and array varyings (`varying mat3 tbnMatrix;`): wgpu's stage
  interfaces take only scalars and vectors, so the translator now carries
  each column or element as its own varying and copies them out of and
  into a private global around the pack's `main`.
- Switch options defined in an included file whose name is not a shader
  extension (`#include "shaders.settings"`) were not read, so every
  `program.<name>.enabled` that tested them was false and the composites
  were skipped (OQ-13).
- `fogStart`/`fogEnd` mixed the start of one of vanilla's two fogs with
  the end of the other, so on clear days fog began at the camera and
  Sildurs' water turned white. They now come as the pair of the fog that
  is complete nearer (OQ-36).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 06:35:43 +01:00
Ludovic Marie eb1fdf5fb4 Merge pull request #1745 from ludovic111/fix/command-exec-random-count
command_exec harness: start the script without random sequences rolled before the setup
2026-10-25 06:35:31 +01:00
Ludovic Marie 2ee008f8fa Merge pull request #1646 from ludovic111/feat/mod-registry-tools 2026-10-25 06:34:00 +01:00
Ludovic Marie 8a0303ed62 Merge pull request #1642 from ludovic111/feat/mod-check 2026-10-25 06:32:11 +01:00
Ludovic MarieandClaude Opus 5.5 b15e46c3af lan_e2e stopsound: each target's client gets the stop (status counts stops)
Sounds can't be observed playing without an audio device, so the control
status counts each stopped selection, as it counts the sounds heard.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 06:26:45 +01:00
Ludovic Marie e988b9b833 Merge pull request #1641 from ludovic111/perf/face-cull-cr1 2026-10-25 06:22:47 +01:00
Ludovic MarieandClaude Opus 5.5 379692f355 Port YUNG's worldgen as written; delete the old YUNG conversion and assembler
Clean-room (spec-yungsapi.md §2, §3, §5; no mod source read; the legacy
files were deleted unread). horizon-port-pack's new `yung` module carries
`yungsapi:yung_jigsaw` structures and `yungsapi:yung_single_element` pool
elements as the mods write them, so players' packs reach the YUNG draws of
the jigsaw assembler. Fields whose behaviour the specification leaves open
(adapt_noise, max_y/min_y, enhanced terrain, element conditions, modifiers,
priorities, depths, ignore_bounds) are counted as lost by name. YUNG's
other structure, placement and processor types go to the general code
(unsupported or dropped) until the specification covers them.

Deleted: legacy_structure_mods/yung.rs, horizon-world's structure/yung.rs,
the `horizon:yungsapi` keys and `horizon:disables`, which nothing writes
now. Two test initializers of the removed field (enhanced_terrain.rs,
piece_limited.rs) were removed by line from the compiler's error positions.

The layout harness now carries the mods through `horizon-port-pack carry`:
82 of 84 Better Dungeons starts match the oracle piece for piece, as before.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 06:19:43 +01:00
Ludovic MarieandClaude Opus 5.5 504cb4f74c Text displays: lines split once per render state, as vanilla caches them
TextDisplayRenderer.splitLines uses Font.split (no indent on wrapped
lines, unlike chat's wrapComponents), and TextDisplay keeps the result
until its render state changes; the frame no longer wraps and measures
every display again. A render state is rebuilt only for the ids vanilla
lists (RENDER_STATE_IDS, TEXT_RENDER_STATE_IDS) and starts from the
progress the last frame drew (Display.lastProgress).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 06:13:11 +01:00
Ludovic MarieandClaude Opus 5.5 659bfad86c Merge the text-display model fixups (#1718) into the renderer
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 06:13:00 +01:00
Ludovic MarieandClaude Opus 5.5 9a8453c612 Shader packs, clean room 27: sample mip chains only while current
A program sampled every level of a buffer that has mipmaps, even after a
later program had rewritten the buffer: the levels below the first were
stale. Complementary's FXAA, which samples its colour buffer with implicit
derivatives inside branches, picked those levels at edges and drew black
dots along every edge. A buffer now binds its whole chain only while the
chain matches its content, and its first level otherwise (6.1.7).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 06:12:32 +01:00
Ludovic MarieandClaude Opus 5.5 bf59c0c4f7 Shader packs, clean room 26: biome uniforms and constants
Custom uniform expressions and programs now see the biome at the camera:
`biome`, `biome_category`, `biome_precipitation`, `temperature` and
`rainfall`, and the `BIOME_*`, `CAT_*` and `PPT_*` constants (spec 3.4).
Before, `biome` and every `BIOME_*` read 0, so a test such as
`biome == BIOME_PALE_GARDEN` held everywhere: Complementary drew the pale
garden's fog over every world, and BSL treated every biome as cold, dry,
swampy and so on at once.

OQ-11: `biome` is the index in the game's biome registry (vanilla's
biomes sorted by identifier); names from before the 1.18 renames map to
their successors; a `BIOME_` name that matches no biome reads -1.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 06:12:32 +01:00
Ludovic MarieandClaude Opus 5.5 76408b734e Text displays: an Align enum, and the text shared rather than copied
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 06:12:31 +01:00
Ludovic MarieandClaude Opus 5.5 4e3e038c80 Meshing: look up a block's baked models by index, not by model name
Every block the mesher draws asked the model catalog for its models: a
BTreeMap lookup of the state, a Vec of the chosen variants, then for each
variant a clone of its model name and a string-keyed BTreeMap lookup of the
baked model, collected into a second Vec. On generated terrain that was a
fifth of the mesher's time.

The catalog now resolves each variant to its baked model's index once, at
load (CompiledChoices maps its variants), keeps states in a Vec by id, and
the mesher reuses one list of models for every block of a section. The
random draws are the same calls in the same order (CompiledChoices::for_each
is the old collect), so the same models are chosen.

examples/chunk_load_bench.rs generates and lights real terrain with the
vanilla generator and meshes it on one thread, with a checksum of the meshes:
identical meshes, 45.8 -> 35.4 us per section on the Mac mini.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 06:11:52 +01:00
Ludovic Marie 30c4b5e80d Merge remote-tracking branch 'origin/main' into sh-top 2026-10-25 06:08:23 +01:00
Ludovic MarieandClaude Opus 5.5 b0918f3be1 /stopsound: send each targeted server player the stop-sound packet
StopSoundCommand sends ClientboundStopSoundPacket to every target. The
command stopped the server's own sounds instead, so on the server thread
(single player's default) and for LAN guests nothing stopped.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 06:07:43 +01:00
Ludovic MarieandClaude Opus 5.5 08491bcda3 Java selection: keep Windows JDK homes free of the \\?\ prefix
fs::canonicalize returns verbatim paths on Windows, and the chosen home
goes into JAVA_HOME and the PATH of external preparers.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 05:59:21 +01:00
Ludovic MarieandClaude Opus 5.5 b165506d6e Recipe book: removeRecipes returns the display ids it removed, as vanilla
The /recipe take path no longer computes them a second time.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 05:49:46 +01:00
Ludovic MarieandClaude Opus 5.5 09e95ae5a1 Merge main: keep both appended lan_e2e checks
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 05:48:59 +01:00
Ludovic MarieandClaude Opus 5.5 5a0e650e63 Offhand use: one in-hand check for held and consumed items
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 05:48:40 +01:00
Ludovic MarieandClaude Opus 5.5 3b586ff903 Server players: one helper finishes a landing's block updates, turtle eggs too
The server's player tick dropped FallEvent::Destroy, so an egg a guest
broke by landing left its neighbours unupdated. Both paths now share the
same helper.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 05:48:29 +01:00
Ludovic MarieandClaude Opus 5.5 6acf7fb6ab server_player_targets harness: end each step by the server's clock
Each step waited a fixed 2.5 s. When the machine is loaded the vanilla server stalls for longer than that (CI on
#1571 and #1585: after Bob's trip to the Nether, vanilla's `tp Bob 4.5 -60 0.5` from the console ran a step late),
so its packets were filed under the next step and the transcripts differed although both servers sent the same.

A step now ends once the server has done its work:
- the console's own `time query gametime` comes back, so the step's console commands have run (the console runs
  its queue in order);
- LocatorBarClient's new `sync NAME` runs `time query gametime` as that player and waits for the reply (not
  recorded), so that player's commands have run and every packet sent before the reply is recorded;
- the server's game time has advanced STEP_TICKS (40) more ticks, then each player sends its position reminder
  and syncs once more.

game_time() moves out of settle() in test_dedicated_server_parity.py so both use it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 05:46:22 +01:00
Ludovic MarieandClaude Opus 5.5 afb3ae79a2 command_exec harness: start the script without the random sequences of mobs that died before it
/random reset * in the ticking group counted 12 sequences in vanilla against Horizon's 11 on one CI run (#1585).
Locally 1 oracle run in 24 did the same, and its extra sequence was minecraft:entities/bat. Before the setup's
gamerules (spawn_mobs and mob_drops off), the oracle ticks until the entities around the player have loaded, a
number of ticks that depends on the machine; mobs spawn meanwhile, and a bat that died then rolled its loot table.
Once mob_drops is off no mob death rolls one (LivingEntity.shouldDropLoot), so the setup now ends with an
unrecorded /random reset *: every run starts the script with no sequence, and the later count holds only what the
corpus itself rolled.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 05:44:02 +01:00
Ludovic Marie 4a675206b1 Merge pull request #1740 from ludovic111/refactor/port-pack-legacy-structure-mods
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 05:41:33 +01:00
Ludovic Marie 066f07968b Merge remote-tracking branch 'origin/refactor/port-pack-legacy-structure-mods' into feat/yung-port-as-written 2026-10-25 05:38:20 +01:00
Ludovic MarieandClaude Sonnet 5.5 486df91b2d refactor(port-pack): move YUNG, Lithostitched and CTOV conversion into legacy_structure_mods
A pure move, no behaviour change. The conversion of YUNG's API and its mods,
Lithostitched and ChoiceTheorem's Overhauled Village was mixed with the general
conversion code in worldgen.rs and processors.rs. It now lives in
crates/horizon-port-pack/src/legacy_structure_mods/{yung,lithostitched,ctov}.rs,
and the general code reaches it through a few entry points, so a clean-room
rewrite can replace the module without touching the rest.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-25 05:35:36 +01:00
Ludovic MarieandClaude Opus 5.5 732efe69bb Shader packs, clean room 25: terrain normals and tangents
Flat terrain's vertex stage reads its quad's first three corners from the
arena page (bound per page at set 3, beside mc_Entity's table) and gives
gl_Normal / vaNormal the face normal and at_tangent the tangent along
the texture's u, with w the handedness of bitangent = cross(tangent,
normal) (spec 5.1). The pack's terrain and water pipelines cull back
faces as the game's own terrain does (clockwise front faces, rows being
flipped to GL's): water's surface no longer shows its downward copy.

Flat draws call a hook per arena page (Flat::draw_with); the arena lists
its page buffers.

Clean-room: implemented from cleanroom/shader-packs-spec.md revision 1,
5.1; no other loader's code read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 05:16:38 +01:00
rdbtCVSandOpenCode gpt-6.1-sol 2c80009c70 Scope pre-push history checks to pushed refs
Read Git's pre-push ref updates and inspect the full reachable history of each non-deleted local object ID. Ignore unrelated refs while rejecting private artifacts in deleted files, merge-only paths, and stored history masked by local replacements.

Add regression coverage for branches, tags, raw revisions, multiple updates, deletion-only pushes, and artifact detection.

Co-Authored-By: OpenCode gpt-6.1-sol <[email protected]>
2026-10-25 04:15:14 +00:00
Ludovic MarieandClaude Opus 5.5 41f8cfa3bc YUNG's API jigsaw draws: yung_jigsaw structures and yung_single_element read as written
Clean-room, from spec-yungsapi.md §2.1 and §3.1 (no mod source read).
A `yungsapi:yung_jigsaw` structure lays out with the jigsaw assembler and
YUNG's draws: the start pool's file entries shuffled, then the rotation,
then a weighted pick in the shuffled order; each jigsaw's target pool is
drawn by weight from its shuffled entries without replacement, an element
whose `name` already has `max_count` pieces skipped at no other draw.
`yungsapi:yung_single_element` places what a single element places; its
pool entry carries the name and limit.

tools/test_structure_layout_parity.py --profile betterdungeons reads the
mod's own data from its jar into an overlay of the 26.3 resources and
compares the mod world's pieces: 82 of 84 Better Dungeons starts match
piece for piece (60 small, 11 skeleton, 11 zombie dungeons, up to 790
pieces); the other 2 sit in 26.3's sulfur_caves, which 1.21.1 lacks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 05:08:43 +01:00
Ludovic Marie 1ef5b82b7d Merge pull request #1571 from ludovic111/fix/home-leak-tests
Tools and harnesses start the game in scratch folders, not a player's
2026-10-25 05:07:12 +01:00
Ludovic MarieandClaude Opus 5.5 441f749c25 Shader packs, clean room 24: mc_Entity from block.properties
block.properties (spec 4.1) is read: `block.<id>=` names with optional
namespaces and state filters; the most specific matching entry wins.
Terrain vertices carry their sprite layer, not their block, so the game
builds a table of the block sprite layers: each takes the id of the block
named like its sprite, else the id most blocks drawing it share; y is 1
on the water and lava sprites. Flat terrain reads it from a storage
buffer at set 3; other draws and packs without the file read (-1, -1).
Building the table takes 14 ms for BSL, 39 ms for Complementary.

Clean-room: implemented from cleanroom/shader-packs-spec.md revision 1,
4.1, 5.1, 5.3; no other loader's code read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 04:59:39 +01:00
rdbtCVSandOpenCode gpt-6.1-sol 5d19fcaa06 Dismount players before command teleports
Reuse stop_riding before applying a player teleport destination so the riding tick cannot return the player to the vehicle. Add vanilla command parity and both-mode LAN regressions for mounted teleports.

Co-Authored-By: OpenCode gpt-6.1-sol <[email protected]>
2026-10-25 03:38:17 +00:00
rdbtCVSandOpenCode 489b5a4ffa Trading: keep Hero discounts for server players
Preserve the Hero effect captured by the guest's merchant session and cover discounted prices and payments for both single-player modes.

Fixes #1365

Co-Authored-By: OpenCode (gpt-6.1-sol) <[email protected]>
2026-10-25 03:36:35 +00:00
rdbtCVSandOpenCode gpt-6.1-sol 342cb6c500 Fix Java compiler/runtime selection during preparation
Pair PATH tools from a compatible JDK and always forward its home to external preparers so Java 25 exporters run with a compatible runtime.

Co-Authored-By: OpenCode gpt-6.1-sol <[email protected]>
2026-10-25 03:32:23 +00:00
rdbtCVSandOpenCode eed98be9cf Merge main and retain both LAN regression checks
Combine the shulker bullet check with main's new falling-entity coverage.

Co-Authored-By: OpenCode (agentrouter/gpt-6.1-sol) <[email protected]>
2026-10-25 03:31:45 +00:00
rdbtCVSandOpenCode agentrouter/gpt-6.1-sol 859236bd9d Fix recipe removal notifications for server players
Notify connected players of the display IDs forgotten by /recipe take.
Discard queued additions for recipes the player no longer knows.
Add LAN regression coverage for both single-player paths.

Co-Authored-By: OpenCode agentrouter/gpt-6.1-sol <[email protected]>
2026-10-25 03:25:56 +00:00
RVZO6andCodex 07519df062 Handle server stop-sound packets through the existing sound engine
Decode source/event selection flags, including 26.3 UI source 10, and route them to Audio.stop_sounds. Compare all 36 native Java codec selections and round-trip their bytes; reject invalid sources and truncated packets.

Co-Authored-By: Codex (gpt-6.1-sol) <[email protected]>
2026-10-24 23:23:59 -04:00
Ludovic MarieandClaude Opus 5.5 b940754555 Terrain vertex arena readable as storage where flat draws run
The terrain vertex arena's pages also get STORAGE usage on devices that
run flat draws (vertex storage and compute), so a shader pack's terrain
program can read the other corners of a vertex's quad to give packs a
face normal and tangent. Horizon's own pipelines are unchanged; the A/B
in the PR shows no frame-time change without a pack.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 04:23:38 +01:00
rdbtCVSandOpenCode agentrouter/gpt-6.1-sol b1eae8a5b8 Tests: keep spectator regression separate from new LAN checks
Move the spectator-travel check before the existing villagers check so it merges cleanly with the newly added falling check on main.

Co-Authored-By: OpenCode agentrouter/gpt-6.1-sol <[email protected]>
2026-10-25 03:13:12 +00:00
rdbtCVSandOpenCode cc65eeec82 Make shulker bullets visible on server clients
Assign mob-fired projectiles IDs when they are added and recognize shulker bullet spawns on remote clients. Extend the live LAN checks for both hosting modes.

Co-Authored-By: OpenCode (agentrouter/gpt-6.1-sol) <[email protected]>
2026-10-25 03:11:09 +00:00
RVZO6andCodex 792ac58f46 Render server text displays with billboard transforms and styled glyphs
Apply metadata, lifetime and position/transform interpolation; render wrapped/aligned text, background, opacity, shadows, brightness and see-through flags. Upload dynamic font glyphs and expose actual emitted vertices for end-to-end checks. Verify 108 matrices with the native client renderer and exercise a real Java-server/Rust-client fixture.

Co-Authored-By: Codex (gpt-6.1-sol) <[email protected]>
2026-10-24 23:10:47 -04:00
rdbtCVSandOpenCode GPT-6.1-sol 578f077347 Merge main and retain both LAN regression checks
Resolve the concurrent farmland and falling check additions in tools/lan_e2e.py.

Co-Authored-By: OpenCode GPT-6.1-sol <[email protected]>
2026-10-25 03:06:23 +00:00
Ludovic MarieandClaude Opus 5.5 36f68ab838 Server dialogs: text and boolean inputs
A dialog's text inputs are edit boxes (labelled above, CommonLayouts.
labeledElement; width, max length and initial value from the dialog) and
its boolean inputs are checkboxes with their label. A click focuses a box
or toggles a box, Tab and Shift+Tab move between the text inputs, the
keys, shortcuts and typed text go to the focused one. What they hold
fills the command templates and custom actions' payloads.

With this, AuthMe's register and login dialogs work: players type their
password and join instead of being kicked after 30 s.

horizon-ctl's `type` types into the focused input of an open dialog (the
first one when none is), in configuration too. server_e2e's dialog check
now types a number and ticks a box, and checks the command the template
makes of them and the payload of a custom action.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 04:05:25 +01:00
Ludovic MarieandClaude Opus 5.5 230730d1f5 Shader packs, clean room 23: the sun and moon (gbuffers_skytextured)
gbuffers_skytextured (or gbuffers_textured, gbuffers_basic) draws the
frame's sun and moon quads, with their render stages, `texture` reading
the shared atlas their sprites live in. The sky's parts draw in vanilla's
order (disc, sunset, sun, moon, stars, void), in one render pass while
consecutive programs write the same buffers. The sun and moon add to the
sky (SRC_ALPHA, ONE) unless blend.<program> says otherwise. Horizon's
world pass skips its own sun and moon when the pack draws them; a part
without a program stays Horizon's.

Clean-room: implemented from cleanroom/shader-packs-spec.md revision 1,
2.3, 5.4; no other loader's code read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 04:02:13 +01:00
rdbtCVSandOpenCode b6ec56ac9b Merge origin/main into double-chest click fix
Co-Authored-By: OpenCode (GPT-6.1-Sol) <[email protected]>
2026-10-25 03:00:14 +00:00
rdbtCVSandOpenCode gpt-6.1-sol e334dd3d55 Fix offhand eating and drinking cancellation
Co-Authored-By: OpenCode gpt-6.1-sol <[email protected]>
2026-10-25 02:59:33 +00:00
Ludovic MarieandClaude Opus 5.5 8948bf90c4 Structure layout harness: Horizon's starts piece by piece against the structure oracle
The clean-room structure oracle saved, for 31 starts of vanilla structures
(villages, outposts, trial chambers, shipwrecks, ruined portals, desert
pyramids over seeds 1234, 2 and 42), the no-mod world's pieces. A new
structure_pieces probe lists the starts a chunk owns, piece by piece, and
tools/test_structure_layout_parity.py compares them with those saves.

22 of the 31 match piece for piece (every village and outpost that 26.3
still places there, and the horizontal boxes of the code-built pieces).
The other 9 differ between 1.21.1 and 26.3 themselves: 26.3 vanilla's own
pieces there (VanillaChunkGenerationOracle scan) equal Horizon's for all 18
starts that differ from 1.21.1. No vanilla jigsaw fix is needed.

Templates now keep the id they were loaded under, so a piece names its
element.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 03:57:01 +01:00
rdbtCVSandOpenCode GPT-6.1-sol 753a99b933 Fix crop updates after server-side farmland trampling
Forward landing block-write events to notify_written so unsupported crops break, drop their items, and synchronize to clients. Add LAN regression coverage for the host and guest in both hosting paths.

Co-Authored-By: OpenCode GPT-6.1-sol <[email protected]>
2026-10-25 02:55:30 +00:00
RVZO6andCodex dc1e16f472 Model every text-display metadata field against the Java wire codec
Add a native Java oracle for the actual Display/TextDisplay accessors and encoded metadata, with 513 combinations of flags, opacity, billboard mode and transforms. Preserve styled text and partial updates.

Co-Authored-By: Codex (gpt-6.1-sol) <[email protected]>
2026-10-24 22:52:51 -04:00
Ludovic Marie f2f58aca94 Merge pull request #1690 from ludovic111/fix/remote-items-fall 2026-10-25 03:45:53 +01:00
Ludovic MarieandClaude Opus 5.5 7d6583dc4d Shader packs, clean room 22: the sky (gbuffers_skybasic)
The pack's gbuffers_skybasic (or gbuffers_basic) draws vanilla's sky
geometry, as Horizon's own sky builds it: the disc at y 16, the sunset
fan while the sun is low, the stars and the void disc, each with its
render stage. One static vertex buffer; the frame's colours and rotations
sit in a small uniform the vertex inputs read. The sky draws after the
world copy and before terrain, at the far plane: only where nothing else
drew, without writing depth. It blends with the translucent default unless
blend.<program> says otherwise. Horizon's world pass then skips its own
sky disc, stars and void. The sun and moon stay Horizon's for now
(gbuffers_skytextured is next): the pack's sky covers them.

load_post takes the game's inputs per geometry (GameInputs);
GbuffersInputs gains statements run after the pack's main.

Clean-room: implemented from cleanroom/shader-packs-spec.md revision 1,
2.1, 2.3, 5.4; no other loader's code read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 03:45:24 +01:00
Ludovic Marie f9e3244281 Merge pull request #1715 from ludovic111/fix/launcher-remove-async
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 03:30:13 +01:00
Ludovic MarieandClaude Opus 5.5 1fdb119587 Server menus keep their styled titles
A server's open_screen title is a text component, and container screens
draw it as AbstractContainerScreen does: in the label grey, under the
component's own colours, bold, italics and fonts, with the § codes a
literal holds. Horizon flattened it to a plain string, so a plugin's
gold and bold "Server Selector" menu showed in plain grey (#1645).
Chests, hoppers, dispensers, droppers, brewing stands and the other
workstations now draw the server's title. Before, the workstations
ignored it and showed their default name.

horizon-ctl's `screen` reports the title span by span (text, colour,
bold, italic). server_e2e's new `titles` check names a chest on the
vanilla server with a styled CustomName, opens it, and checks the title.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 03:30:04 +01:00
Ludovic MarieandClaude Opus 5.5 a7f8650c6b Server dialogs: the dialog screen, its buttons and their actions
A server's show_dialog (configuration and play) opens vanilla's
DialogScreen instead of being dropped: the header with the title and the
warning button, the message bodies in a scrolling column, the action
buttons packed into columns (MultiButtonDialogScreen) or side by side in
the footer (notice, confirmation). A button runs its click event: a
custom action goes back as custom_click_action, a command runs (in play;
in configuration vanilla only warns), show_dialog opens another dialog,
copy_to_clipboard copies. after_action closes the screen, leaves it, or
opens the WaitingForResponseScreen. The warning button opens the
"custom screen" warning, whose Disconnect leaves the server. clear_dialog
closes it, and so do the level loading screen and a disconnect. The world
and HUD blur behind it as behind any in-game screen.

Inputs come next; here they are not drawn and keep their initial values.

tools/server_e2e.py is a new harness: a vanilla 26.3 dedicated server and
one Horizon client. Its dialog check shows a dialog with /dialog show,
clicks a command button (the server's trigger), a custom action (the
server's debug log shows its payload) and a wait_for_response one, and
clears a dialog with /dialog clear.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 03:29:45 +01:00
Ludovic MarieandClaude Opus 5.5 b9b47f12da Shader packs, clean room 21: per-draw uniforms (renderStage)
A gbuffers program's renderStage, entityId, blockEntityId and entityColor
(spec 5.3, updated per draw) move to a block of their own at set 2 that
the game picks per draw with a dynamic offset: one slot per render stage.
Terrain draws as TERRAIN_SOLID, translucent terrain as
TERRAIN_TRANSLUCENT. The terrain test pack paints any other stage red.

Clean-room: implemented from cleanroom/shader-packs-spec.md revision 1,
5.3, 5.4; no other loader's code read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 03:29:21 +01:00
rdbtCVSandOpenCode c36e81916b Fix double-chest inventory and hotbar clicks
Co-Authored-By: OpenCode (GPT-6.1-Sol) <[email protected]>
2026-10-25 02:24:16 +00:00
Ludovic MarieandClaude Sonnet 5.5 87f377b29c launcher: remove a version on a background thread
Clicking Remove deleted the version's thousands of files on the UI thread, so
the whole launcher froze for seconds (more on Windows). The removal now runs
on a thread and ends with Msg::Removed. The version leaves the installed list
at once (nothing can launch, select or prepare it) and its row shows
"Removing…" with a moving bar; installing it again is refused until it is gone.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-25 03:24:05 +01:00
rdbtCVSandOpenCode agentrouter/gpt-6.1-sol 6e86e07781 Multiplayer: keep spectator collision state after dimension travel
Restore the current game mode's spectator flag when remote_teleport creates a replacement player body. Add an end-to-end wall traversal regression for Nether travel and return, covering the integrated-server host, LAN guest and in-frame host.

Fixes #1299

Co-Authored-By: OpenCode agentrouter/gpt-6.1-sol <[email protected]>
2026-10-25 02:22:41 +00:00
Ludovic MarieandClaude Opus 5.5 5e348aa479 Shader packs, clean room 20: buffer mipmaps
`const bool <buffer>MipmapEnabled = true;` in a deferred, composite or
final program's fragment stage now regenerates that buffer's mip chain
right before the program (6.1.7), on the side programs read, and only
when the buffer changed since its last chain this frame. Each level is
the average of the 2x2 texels above it; levels attach one at a time and
programs sample all of them. Unfilterable buffers (integer, 32-bit
float) get none, with a note.

BSL's bloom read every tap from the full-size buffer before; with its
chain composite4 drops from 0.38 to 0.29 ms at 720p on the Mac mini
(HORIZON_SHADER_PACK_TIMING, the chains included), and blurs as intended.

Clean-room: implemented from cleanroom/shader-packs-spec.md revision 1,
section 6.1.7; no other loader's code read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 03:03:54 +01:00
Ludovic MarieandClaude Opus 5.5 1d90d72a64 Server dialogs: the packets and the dialog model
show_dialog and clear_dialog in configuration and play, and
custom_click_action, the answer, in both. Dialog.DIRECT_CODEC as
horizon_client::dialog: the five dialog types, their bodies, inputs and
actions with vanilla's defaults, the values inputs hold, and
Action.createAction (a command template's $(key) substitution with
escapeWithoutQuotes, a custom action's payload of every input's tag).

Nothing uses them yet: the screen comes next.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 02:59:28 +01:00
Ludovic MarieandClaude Opus 5.5 b6345fc61d Shader packs, clean room 19: GPU time of each pass (developers' aid)
HORIZON_SHADER_PACK_TIMING=1 puts timestamps around every pass of a
shader pack, one frame in 30, and logs each pass's median every 30
timed frames. The frame after a timed one waits for the GPU before
reading them (Metal resolves timestamps without waiting for the passes
that write them). Passes overlap on tiled GPUs, so a pass is charged
from the later of its beginning and the previous pass's end.

This is what attributes a pack's cost to its own programs or to ours
when the machine is shared and FPS comparisons are noisy.

Clean-room: Horizon's own tooling, no spec section; no other loader's
code read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 02:57:15 +01:00
Ludovic Marie 4bb7f96f81 Merge pull request #1634 from ludovic111/feat/mod-index 2026-10-25 02:52:31 +01:00
Ludovic MarieandClaude Opus 5.5 3e2c30a852 Shader packs, clean room 18: translucent terrain drawn by the pack
With a pack whose gbuffers_water (or a fallback down gbuffers_terrain's
chain) loads, translucent terrain (water, stained glass) is drawn by it
after the deferred programs and before the composites, in place, sorted
back to front as the game sorts it, and Horizon's own translucent
terrain draw is skipped.

- blend.<program> (off, or four GL factors); translucent terrain
  defaults to SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ONE_MINUS_SRC_ALPHA, and
  only blendable buffer formats blend.
- depthtex1/depthtex2: depth without translucent terrain, a copy taken
  just before it when a later program reads them (before it, depthtex0
  itself). The hand is drawn after the pack, so depthtex2 = depthtex1.

Clean-room: implemented from cleanroom/shader-packs-spec.md revision 1,
sections 2.1, 2.3, 3.2 (blend), 6.2 (depthtex1/2); no other loader's
code read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 02:47:14 +01:00
rdbtCVSandOpenCode gpt-6.1-sol e820e9e1af Website: use one navigation bar across pages
Co-Authored-By: OpenCode gpt-6.1-sol <[email protected]>
2026-10-25 01:40:39 +00:00
Ludovic Marie 89f426c48f Merge pull request #1648 from ludovic111/fix/remote-fall-hurt 2026-10-25 02:38:44 +01:00
Alexander Krylov 961af30997 Clippy: clear the two warnings that the whole tree fails on
The update tests' scratch helper only feeds unix-gated tests, and
receive_decorated takes the box the queue already put the protos in.
2026-10-25 04:34:05 +03:00
Ludovic MarieandClaude Opus 5.5 a2ec3fc791 Shader packs, clean room 17: real packs' buffers and samplers
- RGBA16 and R11F_G11F_B10F buffers get their own formats where the device has them
  (16-bit normalized render targets need the adapter's format features): the float stand-in
  kept NaN and values past 1, and BSL's TAA history went black for good.
- Textures share one sampler variable per kind (linear, nearest, repeat, nearest-repeat,
  comparison): devices have as few as 16 sampler slots, Complementary's terrain program
  declares 23 textures.
- A gbuffers pass reading the depth buffer or a buffer it draws into reads a blank texture
  instead (a feedback loop: undefined in GL, refused by wgpu, and a crash here).
- A bind group layout that fails validation skips the program with the error's details
  instead of ending the game.
- shadowModelView / shadowProjection (and inverses) for programs that read them before the
  shadow pass exists: an orthographic camera 160 blocks each side, toward the shadow light.
- HORIZON_SHADER_PACK_SKIP=a,b leaves programs out (a developers' aid to bisect a pack).

Clean-room: implemented from cleanroom/shader-packs-spec.md revision 1, sections 6.1, 6.7,
5.2; no other loader's code read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 02:03:17 +01:00
Ludovic MarieandClaude Opus 5.5 505e8e960f Shader packs, clean room 16: custom uniforms
`uniform.<type>.<name>` and `variable.<type>.<name>` of shaders.properties (3.4): an
expression parser with C precedence, the function table (math, vectors, `if`, `between`,
`equals`, `smooth`, `random`...), evaluated on the CPU once per frame in file order after the
frame's own uniforms. `smooth` keeps its state per call site and halves the distance to its
target every fade time (OQ-26 working answer). A name neither the frame nor the pack defines
reads 0 and is listed once in the log.

Clean-room: implemented from cleanroom/shader-packs-spec.md revision 1, section 3.4; no other
loader's code read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 02:01:48 +01:00
Ludovic MarieandClaude Opus 5.5 6c8880fbd8 Shader packs, clean room 15: globals initialized at run time, switch options
naga keeps only constant initializers of globals, so every initialized global that is not
`const` (and every conditional one) gets its value from a function of ours that main calls
first, one per declarator, converting as GLSL's initialization does (`vec2 v = atlasSize`).
`vec3 a = x, b = y;` no longer loses `b`.

Program-enable expressions (3.3) now see the pack's switch options that are on by default
(8.1): `#define NAME` with nothing after it, tested with `#ifdef`/`#ifndef` anywhere in the
pack (OQ-13 working answer). BSL's `deferred` (ambient occlusion) and its TAA ran with options
off before.

Clean-room: implemented from cleanroom/shader-packs-spec.md revision 1, sections 3.3, 8.1;
no other loader's code read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 02:00:40 +01:00
Alexander Krylov c10261f008 Cleanup: one predicate property helper, a Windows-only allow, tolerant locks in the bots
predicate_property was the same fifteen lines in block_feature and
state_provider; it is worldgen::bound_property now. The mojang link helpers are
unix-only in use but worth testing everywhere, so they are allowed to look dead
elsewhere, which clears the launcher's -D warnings red on Windows. The bots
harness recovers from a poisoned lock instead of panicking.
2026-10-25 03:58:02 +03:00
Alexander Krylov a96dccf691 Save: the write paths report a failure instead of dropping it
The moderation lists on a dedicated server, command storage, boss bars, the
world clocks, the difficulty and the emergency save before a crash all used
let _ = and lost the error. write_dat also swallowed the rename that moves the
current file aside, which made the following rename fail on the existing path
with nothing reporting it.
2026-10-25 03:57:31 +03:00
Ludovic MarieandClaude Opus 5.5 1fa46979c8 Server clients: primed TNT falls and burns its fuse by itself between updates
PrimedTnt keeps Entity's NO_OP InterpolationHandler and ticks on a client
too: a position packet puts it there at once, its own tick moves it on
(gravity, collisions, bounces, drag) and burns the fuse down, and a client
discards it when the fuse runs out. Horizon interpolated it towards each
update instead, so it trailed about two ticks behind the server.

lan_e2e's falling check now drops primed TNT too and checks that the
guest has it exactly where its fall from rest puts it for the fuse the
server sent.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 02:57:26 +02:00
Alexander Krylov 6d1f6965d2 Packs: an untouched vanilla directory is mirrored on Windows too (#1688)
link cannot symlink a directory on Windows, so mirror has to recurse into one
itself, but it only did so when a pack had filters. An untouched directory fell
through to the link branch and vanished from the overlay, which took
textures/font and the panorama with it and made a pack that overrides a font
crash the client before its window.
2026-10-25 03:57:00 +03:00
Devin 348675c538 Packs: open streamed archives the way Java's ZipFile does
A resource pack written while it streams (Nexo's server behind
resourcepack.gommehd.io, gommehd.net's required pack) leaves every local
header a stub, every uncompressed size at 0xFFFFFFFF and the END record's
entry counts and disk number at 0 and 0xFFFF. Java tolerates all three;
the zip crate's ZipArchive refuses the END record as multi-disk and empty,
so a required server pack failed its reload and the join never got through
(each retry also rebuilt the renderer, once a second).

Count the real central-directory entries and normalize the END record's
disk and count fields when they disagree with it, and bound the inflate
output when an entry's size is the 0xFFFFFFFF sentinel.

Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
2026-10-25 02:52:19 +02:00
some-du6eandClaude Opus 5.5 f66c257ae5 Advancement chat hover: normalise the title with canonical_component
scoreboard::canonical_component already re-encodes a component as vanilla
does, list form included, so decorate_name uses it instead of its own copy.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 18:46:24 -06:00
some-du6eandClaude Opus 5.5 9f1a880951 Advancement chat hover: a title in list form keeps its first element's style
A component list is its first element with the rest as siblings, so
decorateName merges the frame colour under that element's style. The
parsed list moved a styled first element down a level, which gave the
description the frame colour instead of the title's.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 18:43:58 -06:00
some-du6eandClaude Opus 5.5 7a7bfdde79 Advancement chat hover: the description takes the title's own style
Advancement.decorateName merges the frame colour under the title's own
style and appends the description after its siblings. Built from the
parsed Text, a styled root with siblings had its style moved down a level,
so the description showed in the frame colour instead of the title's
(a gold, bold title gave a green description). The hover is now built on
the title's JSON, and the local spans are decoded from that JSON, so an
in-frame player sees the description coloured as a client does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 18:39:57 -06:00
Ludovic Marie 947d65e64d Merge pull request #1678 from ludovic111/fix/no-play-packets-in-reconfig 2026-10-25 02:38:40 +02:00
Ludovic MarieandClaude Opus 5.5 fe253fe534 Server clients: dropped items and falling blocks fall by themselves between updates
A server sends an item's and a falling block's position only every 20 ticks.
As a client (multiplayer, a LAN guest, single player on its server thread)
Horizon moved them only when a position arrived, three steps towards it, so a
dropped item or falling sand hung in the air and then jumped down once a
second (#1568).

Vanilla runs ItemEntity.tick and FallingBlockEntity.tick on the client too
(gravity, collisions, drag), takes their motion from AddEntity
(recreateFromPacket) and SetEntityMotion (Entity.lerpMotion), and snaps them to
each position packet: neither overrides Entity's NO_OP InterpolationHandler.
The client now does the same, with the same ticks single player in-frame uses;
only the server removes them or places the block.

lan_e2e --check falling: the guest samples both every 2 ticks over 16 ticks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 02:36:48 +02:00
some-du6eandClaude Opus 5.5 96b6ed4916 Test that a connection reaches IPv4 first and report the first address's error
A loopback test listens on both [::1] and 127.0.0.1 and checks the
connection lands on IPv4 although IPv6 is listed first; it fails without
the sort. Another checks the fallback to IPv6 when IPv4 refuses. When every
address fails, the error is now the first address's (the one vanilla tries)
rather than an IPv6 fallback's, which is often only "no route to host".

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 18:33:22 -06:00
rdbtCVSandopencode 6240124557 Slow Falling clears the fall distance so landing does not hurt
The effect capped downward gravity but left the fall distance to accumulate, so the landing tick still dealt fall damage. Clear it at the start of check_fall_damage, where both local travel and the server thread's replay of a guest's move pass.

Co-Authored-By: opencode (deepseek-v4.1-flash-free) <[email protected]>
2026-10-25 01:21:59 +01:00
Ludovic MarieandClaude Opus 5.5 e55b5b7c00 Boss events: custom bars first, as a joining player gets them
CustomBossEvents.onPlayerConnect adds a joining player to its bars before any
entity, dragon fight or raid tells it about theirs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 02:21:03 +02:00
rdbtCVSandopencode b0a5334cb5 Creative inventory: highlight hovered hotbar slots
The item-tab hotbar loop only set the tooltip, so the nine slots never
showed the white hover fill the 5x9 grid uses. Apply the same fill,
including over empty slots, before picking the tooltip item.

Fixes #1341

Co-Authored-By: opencode (deepseek-v4.1-flash-free) <[email protected]>
2026-10-25 01:17:28 +01:00
Alexander Krylov a93c1507f9 Launcher: a version removal retries a locked file and leaves the UI thread
remove_dir_all stops at the first file another process still holds and leaves
the rest deleted, so a removal that worked reported os error 5. Retry five times
250ms apart and treat a missing folder as done. The window froze because the
deletion ran from the update loop; it now runs on a thread and reports back
with Msg::Removed, as install already did.
2026-10-25 03:16:56 +03:00
Ludovic MarieandClaude Opus 5.5 a26297058a Trims: a Horizon host sends them too
The host wrote no trim component, so single player on its server thread,
LAN guests and dedicated-server players saw armour without its trim.
network_stack now takes the connection's synced-registry lookup for any
registry and writes Component::Trim when both names are in it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 02:15:25 +02:00
Ludovic Marie 149864c3b4 Merge remote-tracking branch 'origin/main' into perf/face-cull-cr1
# Conflicts:
#	crates/horizon-client/src/mesher/leaf_culling_tests.rs
2026-10-25 02:15:14 +02:00
Ludovic MarieandClaude Opus 5.5 7c27b85fbd server_pack_e2e: start the game and the servers through lab.game_env
The new home-leak test rejects scripts that set HORIZON_NO_AUDIO by hand; this one, added on main
since, did.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 02:08:31 +02:00
Ludovic MarieandClaude Opus 5.5 42afd721e7 Server packs: the download toast shows over the connection screen
A server sends its packs in the configuration phase, while the joining
screen covers the frame; vanilla's ToastManager draws over every screen.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 02:04:39 +02:00
Simon Dräger 4d3f3b6391 Load fireballs from NBT as live projectiles 2026-10-24 17:02:57 -07:00
Ludovic Marie 75d70a1a74 Merge pull request #1584 from ludovic111/feat/shader-packs-read 2026-10-25 01:55:19 +02:00
Ludovic Marie 856f0c2e40 Merge pull request #1583 from ludovic111/docs/platform-apis 2026-10-25 01:53:57 +02:00
Ludovic MarieandClaude Opus 5.5 75c009e3fc Boss events: one path from the host's diff to every overlay
The host diffed each viewer's boss events into a Change enum, then turned the
changes into packets for guests and, through a second match, into setter calls
on the window's own overlay; the client turned packets into the same setters a
third way. The diff now yields ClientboundBossEventPacket values, guests get
them as packets and the local overlay applies them with BossOverlay::apply,
the same function a server's packets reach. Gone: Change, Snap, Sent,
apply_local, boss_packet and the overlay's nine-argument add and setters.
UUIDUtil.uuidFromIntArray joins uuid_ints in lan::playerdata.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 01:53:03 +02:00
Ludovic Marie 213f1bbb2e Merge pull request #1582 from ludovic111/docs/server-api-reference 2026-10-25 01:52:31 +02:00
Alexander Krylov e30166f23b Options: Horizon's own captions read a bundled language namespace (#1672)
The settings screen's own options (controller, vibration, dead zones and the
rest) are not vanilla options and have no vanilla keys, so their captions
were English literals. They now read horizon.options.* from assets/horizon/lang,
which the client bundles as one more language source placed first, so a pack
or the prepared root can still override it. English and Russian ship here.
2026-10-25 02:51:11 +03:00
socksproxandDevin ba09b086a6 Multiplayer: drop the player name from the join loading line
The pre-world overlay said "Joined as {name}; loading terrain..." after
Event::Joined. Vanilla's LevelLoadingScreen only ever draws the
multiplayer.downloadingTerrain text there — use that translation, no
name.

Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
2026-10-25 01:49:31 +02:00
Ludovic MarieandClaude Opus 5.5 f07d66c7cf Trims: their own arm in Component::read
The trim decode sat inside the read-past fallback and matched the kind
there; it now has a TRIM arm, and the fallback only reads past. Long
comment lines wrapped.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 01:44:21 +02:00
Ludovic MarieandClaude Opus 5.5 6d735c26d3 Server packs: the download toast follows DownloadedPackSource's notifier
What the toast showed differed from vanilla 26.3 in several ways:
- the title and the failure line had no arguments: download.pack.title takes
  the request number and the batch size, download.pack.failed the failures
  and the batch size;
- sizes read "1.3 KiB" style; com.mojang.realmsclient.Unit.humanReadable gives
  "1.3 KB" ("512 B" below 1 KiB, half-up rounding), checked against the jar;
- each update didn't restart SystemToast's 5 s display time, so a download
  longer than 5 s lost its toast, and the Notification Time option was ignored;
- a finished batch removed the toast at once instead of forceHide's slide out;
- the failure title sat at y 7 in white; SystemToast draws titles yellow, and a
  title without a message at y 12;
- a second batch replaced the first one's channel and lost its events.

The download thread now reports HttpUtil's listener calls (requestStart,
downloadStart with the Content-Length, downloadedBytes, requestFinished), and
each batch gets a PackNotifier (createDownloadNotifier) with its own toast. The
toast is a shared toasts::SystemToast; the system background moved to
toasts.rs with a y, so the pack toasts stack under an advancement toast.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 01:40:53 +02:00
Ludovic MarieandClaude Opus 5.5 0f9de6dbb0 Shader packs, clean room 14: terrain drawn by the pack's program
With a pack whose gbuffers_terrain (or a fallback) loads, solid and
cutout terrain is drawn by it into the pack's buffers, in place, between
prepare and deferred, and Horizon's own solid terrain draw is skipped.

- depthtex0 is now a Depth32Float attachment: the blit writes the
  world's depth there (GL window depth, GL rows), terrain tests and
  writes against it, so entities and terrain occlude each other; later
  programs sample it as before.
- The vertex glue reads Horizon's TerrainVertex on both draw paths
  (instanced, and flat with the page tables in bind group 1) and gives
  atlas coordinates, lightmap coordinates in 0-240, the vertex colour,
  mc_midTexCoord at the sprite's centre and mc_Entity = -1. Normals,
  tangents and block ids come later.
- texture/gtexture/tex sample the block atlas, lightmap the lightmap;
  atlasSize is set.
- Occlusion culling is off while a pack draws terrain (it reads the
  depth of Horizon's terrain draw), and flat draws stay on.
- Uniforms a program reads that are not provided yet are reported.
- Program building is shared by quads and terrain (build_pass, bind).
- terrain-test: Horizon's own pack for this slice.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 01:39:28 +02:00
Ludovic MarieandClaude Opus 5.5 3dc14b6eda Advancement chat names: the description goes after the title's siblings
Advancement.decorateName appends a new line and the description to the title's copy;
adv_name replaced the title's extra list, so a title built from siblings (a
plugin's {"text":"","extra":[...]}) reached clients as just the description.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 01:29:12 +02:00
Alexander Krylov f500be1b5e Title: the main menu labels follow the game language (#1672)
The screen built them from literals, so the buttons stayed English in every
language while the world select screen next to them was translated. Each has
a vanilla key the prepared resources already carry; Friends is Horizon's own
and reads horizon.menu.friends with the English text as fallback.
2026-10-25 02:28:27 +03:00
Ludovic MarieandClaude Opus 5.5 3e3ab7a413 Merge main into fix/ipv4-first: IPv4 first for SRV targets too
Main's SRV resolver (#1578) added Connection::connect_server; both connect paths now
go through connect_addresses, which puts IPv4 first, as ServerAddressResolver.SYSTEM's
InetAddress.getByName does for the original host and the SRV target alike.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 01:24:52 +02:00
Ludovic MarieandClaude Opus 5.5 0253d9bc47 Multiplayer: no play packets after the client acknowledges a reconfiguration
A proxy switching servers (Velocity, BungeeCord) sends the client back to
configuration. The network thread acknowledged it, but the game thread kept
ticking the old level and its client_tick_end went out right after the
acknowledgement, where the server reads it as configuration packet 13.
Velocity drops the client: "A packet did not decode successfully", shown as
"An internal error occurred in your connection".

Vanilla's handleConfigurationStart clears the level before it acknowledges,
so nothing of play follows. Session::send now drops play packets while the
connection is in configuration, checked under the writer lock that the
acknowledgement is sent with.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 01:23:59 +02:00
Ludovic MarieandClaude Opus 5.5 fab71df185 Mesher: sort solid quads in the meshing workers, not in Mesher::mesh
Mesher::mesh keeps model order, which the leaf-culling test pairs with
the baked faces; the section and tile workers sort what they upload.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 01:21:23 +02:00
Ludovic MarieandClaude Opus 5.5 8698b4ad0c Shader packs, clean room 13: loading the terrain program
load_post takes the game's terrain vertex inputs and, given them, loads
the first program of gbuffers_terrain's fallback chain that translates
(gbuffers_terrain, textured_lit, textured, basic). Program loading is
shared by the post-processing and gbuffers programs.

The translator no longer rewrites a variable, parameter or member that
has the name of a sampler (`float specular` beside `uniform sampler2D
specular`), which kept Complementary's gbuffers programs from compiling.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 01:20:16 +02:00
socksproxandDevin 372f918e44 Multiplayer: keep firework flight duration, boost gliding players
Two halves of FireworkRocketEntity on a server were missing:

- SetCreativeModeSlot encoded only damage, so a creative-picked rocket
  lost its minecraft:fireworks component (flight_duration and explosions
  gone); the wire codec also had no decoder for it or firework_explosion,
  so a stack carrying them failed to decode at all. The components now
  follow Fireworks.STREAM_CODEC/FireworkExplosion.STREAM_CODEC both ways
  (component ids 71/70).
- A remote rocket never read DATA_ATTACHED_TO_TARGET,
  DATA_ID_FIREWORKS_ITEM or DATA_SHOT_AT_ANGLE, so the server-attached
  boost rocket was an inert marker: attached_to now comes from
  EntityDataSerializers.OPTIONAL_UNSIGNED_INT (the id plus one), the item
  feeds the explosion list, and FireworkRocketEntity.tick's
  isFallFlying boost applies to the local player.

Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
2026-10-25 01:18:53 +02:00
Ludovic Marie 76638aaf80 Merge pull request #1658 from rdbtCVS/t3/remove-unused-load-block-section
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 01:15:24 +02:00
Ludovic Marie eaa9f3c203 Merge pull request #1651 from rdbtCVS/t3/remove-orphaned-baseline-loader-profile
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 01:14:55 +02:00
Ludovic Marie 395c256d11 Merge pull request #1657 from rdbtCVS/t3/remove-unused-launcher-release-wrapper
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 01:14:39 +02:00
Ludovic MarieandClaude Opus 5.5 f31c18aa6c Shader packs, clean room 12: the block atlas packs sample
Packs sample blocks from one 2D atlas; Horizon keeps them in sprite
arrays. While a pack is loaded, every layer and its mip levels are
copied into a grid, and the animator reports the layers it rewrote so
only those are copied again. The sprite arrays gain COPY_SRC.

The gbuffers pass binds it in the next slice.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 01:14:25 +02:00
Ludovic MarieandClaude Opus 5.5 a2a91f98f9 Shader packs, clean room 11: translating gbuffers programs
translate_gbuffers places a vertex-input glue the game writes (it knows
its own vertex formats) in front of a pack's gbuffers program, sets the
compatibility matrices from gbufferModelView/gbufferProjection and the
lightmap texture matrix, and gives declared attributes the game's values
(zero when it has none).

Nothing calls it yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 01:14:15 +02:00
Ludovic Marie 75983739ec Merge branch 'main' into fix/home-leak-tests 2026-10-25 01:09:27 +02:00
Ludovic Marie a4fa1a770d Merge pull request #1667 from ludovic111/fix/release-page-launcher-first
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 01:07:03 +02:00
Ludovic Marie 8a7831e58b Merge pull request #1662 from ludovic111/docs/how-horizon-is-built
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 01:01:52 +02:00
Ludovic MarieandClaude Opus 5.5 3612f51812 Game releases send people to the launcher: notes open with it, archives labelled
GitHub's "Latest release" is the newest game release, so new players download the game's archive, which
does not start on its own (#1647). Making a launcher release the latest instead would break every
installed horizon-server, install.sh and install.ps1: they ask for releases/latest and expect the game's
archives, and a server that can't update can't fetch a fix either. So the game stays the latest and says
where to go:

- The notes open with "Want to play? Download the Horizon launcher, not the files below", linking
  playhorizon.dev and the launcher releases. It is raw HTML on one line, which GitHub renders and the
  launcher's notes view and one-line summary skip (pulldown-cmark HTML events), so launchers already
  installed don't tell players to download themselves. The game footer that said the same at the bottom
  goes. The site's Releases page leaves the block out.
- release.yml gives each archive a label ("Game files the launcher installs: Linux (...)", "Dedicated
  server for Linux (...)"), which GitHub shows instead of the file name. Everything that downloads
  matches the asset's name, which is unchanged.

Fixes #1647

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 01:00:21 +02:00
Ludovic Marie d6e5fb5331 Merge pull request #1606 from rdbtCVS/t3/vectorize-perlin-noise
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 00:59:02 +02:00
Ludovic Marie 3b3590ea03 Merge pull request #1580 from levzzz5154/feat/boat-passengers
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 00:54:21 +02:00
rdbtCVSandOpenAI Codex GPT-6.1 c41a053c15 refactor: separate client world entry from authoritative loading
Give integrated and dedicated startup a synchronous loading entry point without client deferral or integrated-server selection. Keep client orchestration and background loading unchanged.

Co-Authored-By: OpenAI Codex GPT-6.1 <[email protected]>
2026-10-24 23:53:29 +01:00
rdbtCVSandOpenAI Codex 0d1736da8f Make startup and world-loading execution roles explicit
Separate client, integrated-server and dedicated-server roles from connection state. Use roles for startup, presentation work and server dimension loading while preserving in-frame client simulation.

Co-Authored-By: OpenAI Codex (GPT-6.1) <[email protected]>
2026-10-24 23:53:00 +01:00
Alexander KrylovandHermes Agent 977ef7181f Data: /data get entity writes a mob's live riders
A mounted mob answered "Found no elements matching Passengers": the command
built the entity with the flat serializer, so `Passengers` was never in the
tag, even though the game had the relationship and saving a world kept it.

Persistence already writes the tree (`Game::mob_tree_nbt`, which also carries
the leash), and vanilla's command path uses the same one, so the command reads
it now.

Fixes #1519.

Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
2026-10-25 01:51:47 +03:00
Ludovic Marie 75b7812f68 Merge pull request #1595 from Domanffe/fix/paused-player-tick
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 00:49:56 +02:00
Ludovic Marie e0344f1f79 Merge pull request #1597 from Domanffe/fix/remote-mob-fluid-contact
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 00:48:10 +02:00
Ludovic MarieandClaude Opus 5.5 6774b2b3e7 Docs: "How Horizon is built", a page on who writes it and why it's safe to run
New players ask on Discord whether Horizon is legit and whether it is vibecoded. One plain page answers
both, every claim checked against the repository today: agents write most of the code, what checks it
instead of a human reading every line (harnesses, verify, parity, the contribution gate, the release
smoke test), signed checksums, the macOS and Windows signing status as it is (not notarized, not
code-signed), the mod sandbox, opt-in telemetry, no Mojang files and no other project's code.

On the website (docs nav under Start here, a card in the home page's community section, the footers) and
as docs/how-horizon-is-built.md. CONTRIBUTING.md gets the public "Only original code" rule the page links.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 00:47:49 +02:00
Ludovic MarieandClaude Opus 5.5 466b1de4c4 Shader packs: fewer passes and no needless loads in post-processing
- A buffer is cleared only when a program reads it before one writes all
  of it; the clears left ride in the blit pass as attachments the blit
  shader leaves alone, instead of passes of their own.
- The blit writes depthtex0 only when some program reads it.
- Attachments a pass overwrites whole (the blit's colortex0 and depth,
  every composite output, final's window) start cleared rather than
  loaded, which spares a tiled GPU reading them back first.
- The blit's bindings are kept until the world target changes size.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 00:46:07 +02:00
socksproxandDevin 282ecf16a9 Tests: fix boss-event verify failures
boss_event_round_trips missed its #[test] attribute, failing clippy's
dead-code lint; unknown_packets_keep_their_payload decoded boss_event,
which this PR gives a real decoder, so the garbage payload no longer
comes back Unknown — it uses player_look_at, which still has none.

Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
2026-10-25 00:45:16 +02:00
rdbtCVSandOpenAI Codex 7072a40701 Remove orphaned baseline loader benchmark
Co-Authored-By: OpenAI Codex <[email protected]>
2026-10-24 23:25:02 +01:00
rdbtCVSandOpenAI Codex 2a6347dc55 Remove unused saved-chunk section loader
Co-Authored-By: OpenAI Codex <[email protected]>
2026-10-24 23:25:01 +01:00
rdbtCVSandOpenAI Codex f1cfb3069f Remove unused launcher release wrapper
Co-Authored-By: OpenAI Codex <[email protected]>
2026-10-24 23:25:01 +01:00
Ludovic Marie de840da0e5 Merge pull request #1594 from Domanffe/feat/bundled-languages
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-25 00:15:26 +02:00
Ludovic MarieandClaude Opus 5.5 8800d1878a Perlin volume: one loop with a BATCH switch instead of a test copy
The batched loop and the one-at-a-time reference were two copies of the
same 100 lines; a const generic picks the path, so the test compares the
code that ships with itself minus the batching. Drops the ignored
microkernel timer.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 00:03:46 +02:00
Ludovic MarieandClaude Opus 5.5 1776d7ca5c Shader packs, clean room 10: post-processing over Horizon's world
The first slice that draws: with HORIZON_SHADER_PACK=<name>, the pack in
shaderpacks/<name> (folder or zip) runs its prepare, deferred, composite
and final programs over the world, under the hand and the HUD. Gbuffers
programs come later, so the composites read Horizon's own picture.

- The world renders into its own target (as with a resolution scale); its
  colour becomes colortex0 and its reverse-Z depth becomes depthtex0 in
  GL's window depth (1 - d for the same planes), rows flipped to GL's
  order. depthtex1 and depthtex2 read the same depth for now.
- colortex buffers in the formats the pack asked for (the nearest one
  wgpu renders to), created only when a program uses them, each with two
  textures: programs read main and write alt, the buffers a program wrote
  flip after it, flip.* keys and deferred_pre/composite_pre apply, and
  the mapping carries over to the next frame. Clears at the start of the
  frame with the pack's colours or the defaults.
- noisetex (256x256 white noise, repeat), a lit stand-in behind shadow
  samplers until shadow maps exist, a 1x1 stand-in for other names; the
  frame uniforms of the previous commit and the translator's own block.
- final draws onto the window; without it colortex0 is shown.
- Pipelines are built through validation scopes: a program wgpu refuses
  is reported with the full error and skipped. The dimension's folder is
  reloaded when the player changes dimension.

Nothing changes without the environment variable: players see no change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 23:46:24 +02:00
Ludovic MarieandClaude Opus 5.5 7b56b59e7c Mod registry: the submission form's service (crates/horizon-mod-registry)
Its own workspace, as the telemetry server's, for its own Railway service.
GitHub sign-in with no scope (the user's token reads the login once and is
dropped), signed-cookie sessions, an origin check and a CSRF token, six
submissions per account and sixty in all per hour. A submission runs the
file's own checks (horizon_mods::index::inspect, the signature, the entry's
fields through registry::project), uploads it to the registry's `staging`
release as <sha256>.<extension>, writes mods/<id>.toml on a new branch with
the submitter as co-author, and opens the pull request. Only an entry's
owners publish updates; a key change is a pull request by hand. Shader packs
are refused until their format exists.

Tested end to end against a mock GitHub: sign-in, the signed sample mod,
what lands on GitHub, and what is refused.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 23:43:20 +02:00
Ludovic MarieandClaude Opus 5.5 7d76923a04 Mod registry tools: the registry's entries, build and review
- `horizon_mods::index::registry`: the registry repository's
  `mods/<id>.toml` and `revoked.toml`, `build` (every entry and file
  checked, every problem listed, the index written) and `review` (a
  published file never changes or disappears, a kind never changes;
  non-owner, owner and key changes pointed out).
- `cargo horizon-mod registry build|review|check|list` for the registry's CI.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 23:42:57 +02:00
Ludovic MarieandClaude Opus 5.5 59281c5c73 Mod registry: cargo horizon-mod check, each kind's own checks
- `horizon_mods::index::inspect`: each kind's own check (a mod's manifest
  and content, a modpack's manifest and overrides, a resource pack's
  pack.mcmeta), returning what the file says; `check_file` now compares
  those facts with the index. Shader packs and unknown kinds are refused,
  and `index::open` says which kinds the registry takes: shader
  submissions stay closed until Horizon's own format exists.
- `cargo horizon-mod check <file>`: those checks plus a trial run of a mod
  in the sandbox (ticks, frames, a chat line, each command), text or JSON.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 23:42:17 +02:00
Ludovic MarieandClaude Opus 5.5 303d497a67 Shader packs, clean room 9: frame uniforms, and gl_FragCoord in buffer passes
The values a pack's post-processing programs read once per frame, in
GL's conventions: camera position and the previous one, eye altitude,
up/sun/moon/shadow-light positions in view space (the sky's own frame for
the sun and moon), sun and shadow angles, world time, day and moon phase,
frame counter, frame time and run time, view size and aspect, near and
far, rain, smoothed wetness, thunder, fog colour, start and end, sky
colour, eye in fluid, blindness, night vision, darkness, brightness, GUI
hidden, eye brightness and its smoothed value, and the model-view and
projection matrices with their inverses and last frame's. The projection
is GL's perspective with the world's near and far planes times vanilla's
view bobbing. Each value is written as the type the pack declared.

The game passes what only it knows (day time, weather levels, the fluid
at the camera, light at the camera, blindness, F1, brightness) in the
renderer's Frame when HORIZON_SHADER_PACK is set.

Fix (slice 4): programs that draw to buffers read gl_FragCoord through a
variable only final set; every target sets it now, with a test. Found by
the first frame drawn with a pack.

Nothing reads the uniforms yet: players see no change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 23:26:42 +02:00
Ludovic Marie 7334bebc1b Merge pull request #1578 from RVZO6/fix/minecraft-srv-resolution
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-24 23:23:21 +02:00
Ludovic MarieandClaude Opus 5.5 d604409be2 A client's own fall no longer hurts it: the server's hurt starts the tilt
As a client (multiplayer, a LAN guest, single player on its server
thread) Horizon ran its own fall damage, fire, freezing, berry bushes and
starvation through the local hurt, so the camera's hurt tilt started even
when the server cancelled the damage (lobbies that turn fall damage off).
Vanilla's client never hurts itself: Entity.hurt does nothing outside a
ServerLevel and FoodData.tick is ServerPlayer's. Its hurt animation comes
from the server: LocalPlayer.hurtTo on a health drop, and
ClientboundDamageEventPacket / ClientboundHurtAnimationPacket for itself.

- PlayerMotion.client_side: hurt_blocking and food_tick do nothing;
  landing sounds and fall-distance tracking still run.
- remote: SetHealth flashes on a drop after the first health, and the
  player's own damage events and hurt animations restart its hurt time.
- horizon-ctl state reports the player's hurt_time.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 23:17:14 +02:00
Ludovic MarieandClaude Opus 5.5 2716ad41be Renderer: Metal's flat draws and occlusion culling switch on by sections in view
Both switched on past 4,096 section draws, measured when a section had
2.2 to 2.5 draws. A section's draw count now depends on the sides it shows
the eye, so the bars count sections in view: 1,600, where 4,096 draws fell.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 23:16:05 +02:00
Ludovic Marie 791eaca45f Merge pull request #1629 from ludovic111/fix/parity-trim-own-dirs
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-24 23:15:30 +02:00
Ludovic MarieandClaude Opus 5.5 cb1c9e6935 Parity: a pass trims only its own .local directory
decorated_region compiles its oracle into chunk-generation-parity; when it
passed while chunk_generation was still running, the trim deleted
chunk_generation's dumps mid-run (FileNotFoundError on
*-987654321987-full.txt in CI on #1569, #1571 and #1584).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 23:09:48 +02:00
Ludovic MarieandClaude Opus 5.5 0849283a9d Pause: drop the state-packet gates, Game::tick doesn't run while paused
The frame loop skips Game::tick while the game is paused, so these never
fired; the server thread's paused pass is what moved the player on.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 23:04:59 +02:00
Ludovic Marie 40eb3e202a Merge branch 'cg8-1595-new' into cg8-1595 2026-10-24 23:04:58 +02:00
some-du6eandClaude Opus 5.5 be34f4cd5f Connect to a server's IPv4 address first, as vanilla does
Vanilla resolves a server with InetAddress.getByName, and Java's default
(java.net.preferIPv6Addresses=false) puts IPv4 addresses first. Horizon
tried addresses in the system resolver's order, which on macOS puts IPv6
first: a server whose IPv6 address resets the connection showed
"Connection reset by peer (os error 54)" where vanilla joined.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 15:04:45 -06:00
Ludovic MarieandClaude Opus 5.5 dbdc0389fe Launcher: Horizon modpacks from the registry, each its own profile
A registry modpack (.hpack) now shows under Modpacks with the Horizon
source, with its mods and what each may do, and installs into
horizon-packs/<id>/: the checked pack, pack.json and home/, where each of
its mods is downloaded and checked like any registry mod (pinned to the
pack's version and SHA-256) and turned on or off as the pack says. Its
overrides are copied on the first install only. A pack whose mod was taken
down installs nothing and leaves nothing behind. The Modpacks tab lists
installed registry packs with Play and Remove (confirmed); they play through
modpacks::apply_profile with their own HORIZON_HOME, taken-down mods turned
off first. CLI: `mods install --source horizon <pack>`, and `modpack
list|play|remove` see registry packs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 22:57:54 +02:00
Ludovic MarieandClaude Opus 5.5 f602ad6fe3 Launcher Mods page: Horizon's registry beside Modrinth
The source switch now picks Modrinth or Horizon (CurseForge stays coming
soon). On Horizon each result says whether its files are signed and what
the mod may do, in the game's words, before Install; no Java check, no
download count, no Modrinth filters. Installed Horizon mods get an
on/off switch (horizon-mods.txt); one the registry took down is turned
off when the page reads the index and can't be turned back on.
Registry icons load from its GitHub Pages. HORIZON_LAUNCHER_SOURCE=horizon
opens the page on it, for screenshots.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 22:57:54 +02:00
Ludovic MarieandClaude Opus 5.5 b49fd602df Launcher: install from Horizon's registry, enable and disable, takedowns
Mods install into horizon-mods/<id>.hmod (turned on) and resource packs into
resourcepacks/, each downloaded to mod-browser/downloads/ and checked by
horizon_mods::index::check_file (size, SHA-256, signature, manifest) before it
is moved into place. Files the index takes down are turned off when the index
is read or the game starts, and can't be installed or turned back on. CLI (and
so MCP): --source horizon, mods enable|disable, and search shows whether a
project is signed and what a mod may do.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 22:57:54 +02:00
Ludovic MarieandClaude Opus 5.5 7e513d2d5c Launcher: Horizon's registry as a mod browser source
A browser source for Horizon's own registry (docs/api/mod-index.md): it reads index.json
(HORIZON_MOD_INDEX for a test registry, cached in the game folder for when the registry can't
be reached), searches it by kind and words, lists versions with the SHA-256 the index gives,
and blocks the versions it says were taken down. Downloads accept the registry's release host
and check SHA-256; file:// files only from a local index.

Installing, the takedown check before play and the CLI come next.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 22:57:54 +02:00
Ludovic MarieandClaude Opus 5.5 bffb68b0c5 Mod registry index: schema 1, .hpack and the checks before install
horizon_mods::index (feature index): index.json's types and rules (unique
ids, https URLs, plain file names, hex SHA-256, minisign keys and
signatures, a modpack's mods present in the index), open-ended kinds
(mod, modpack, resourcepack, shader; unknown kinds kept, not offered),
revocations, and check_file: size, hash, revocation, signature and the
file's own manifest against its entry. horizon_mods::modpack reads
.hpack files: horizon-modpack.toml and an allow-list of overrides.
docs/api/mod-index.md documents both, with a sample index the tests read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 22:57:52 +02:00
Ludovic Marie 65d7c4b027 Merge pull request #1563 from ludovic111/pa1/remove-cull-leaves 2026-10-24 22:50:34 +02:00
Ludovic Marie 7becd7fdca Merge pull request #1559 from ludovic111/pa1/remove-mod-surveys 2026-10-24 22:48:55 +02:00
some-du6eandClaude Opus 5.5 4ad05aa94a Show armour trims on items from a server
Decode the trim component as its material and pattern registry ids when both
are references (a direct holder stays read past) and name them through the
server's synced trim_material and trim_pattern registries, as enchantments
are, so worn and held trimmed armour draws its trim in multiplayer.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 14:44:29 -06:00
some-du6eandClaude Opus 5.5 8c611e677b Advancement titles and descriptions show a whole text component
A server's custom advancements often name themselves with an empty text and
the words in its siblings ({"text":"","extra":[...]}); only the top-level
text or translate key was read, so their tooltips were blank. Read them as
the component they are (ComponentSerialization), with siblings, styles,
translation arguments and fallbacks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 14:44:28 -06:00
Ludovic MarieandClaude Opus 5.5 c6980fb2b7 Drop the lang.rs test: layers_selected_language_over_english covers it
It reads the same files the same way (assets/pack.mcmeta's language
section, a language offered only with its file, Language::load over
en_us). Leaving the client out also keeps this PR to horizon-prepare, so
its check doesn't rerun the client's harnesses.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 22:43:26 +02:00
Ludovic MarieandClaude Opus 5.5 3f1a7b28af Placement prediction: one helper for predicted blocks, the sound where the block went
- predict_use and predict_place set their blocks through one
  predict_blocks (retainKnownServerState), instead of two copies of the
  loop.
- remote_can_place returns where BlockItem.place put the block, and the
  placer hears the place sound there: before, set_block only played it at
  the clicked face's neighbour, so a block that replaced grass or snow
  where the player clicked made no sound for its placer now that the
  server leaves the placer out.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 22:39:13 +02:00
Ludovic MarieandClaude Opus 5.5 6c6c08f4d9 Fluid contact on a client: only for the entities that tick
A frozen level (TickRateManager.isEntityFrozen) ticks only the players, so
their fluid contact is the only one that moves on, as in the loop below.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 22:39:13 +02:00
Alexander KrylovandHermes Agent 7d06aca17a Player: also stop sending the state packet while the game is paused
Measured on the built branch: it does not stop the drowning from #1592 on
its own. Kept because it is what forcing the level to stand still looks
like, and the negative result is in the PR.

Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
2026-10-24 23:29:55 +03:00
Ludovic MarieandClaude Opus 5.5 0e607404d1 Pause: the server thread stops ticking its players, not the window
The window's own tick doesn't run while paused (the frame loop skips
Game::tick), so the two gates added there never fired. What kept going was
the server thread: its paused pass still ran tick_guests, the players'
doTick, so air, hunger and drowning damage moved on behind the pause menu.
Vanilla's IntegratedServer.tickPaused only ticks the connections, and
ServerGamePacketListenerImpl.tick skips tickPlayer while the server is
paused. tick_lan now does the same: the paused pass keeps the connections
and skips tick_guests.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 22:28:34 +02:00
rdbtCVSandCodex gpt-6.1-sol 66070b918e Batch cached Perlin Y samples for portable SIMD
Evaluate four same-cell Y samples together while preserving coordinate
setup, gradient caching and each sample's floating-point operation order.
Safe arrays let LLVM vectorize the interpolation on the portable target;
cell boundaries and tails keep scalar evaluation.

Add bitwise differential coverage against the original volume loop.
Two paired chunk-generation batches reproduce a 4.6–4.7% Nether wall-time
reduction, with smaller or unresolved effects in the other dimensions.

Co-Authored-By: Codex gpt-6.1-sol <[email protected]>
2026-10-24 21:25:27 +01:00
Ludovic MarieandClaude Opus 5.5 6b2ec5f830 Shader packs, clean room 8: a dimension's post-processing programs
What the renderer needs to run a pack's post-processing, still without
wgpu: the programs of one dimension (prepare, deferred, composite and
final with their numbered variants, in the order they run), each
preprocessed and translated, with the buffers it writes and the flips
that follow it, and the buffer settings its stage files carry.

- A dimension's folder (world0, world-1, world1) replaces the base folder
  when it exists. program.<name>.enabled expressions over switch options,
  flip.<program>.<buffer> keys and the virtual deferred_pre and
  composite_pre. Programs with a geometry stage, or that fail to
  preprocess or translate, are reported and skipped.
- tests/packs/post-test: Horizon's own small test pack (tint, depth in
  colortex2, depth bands on half the screen, vignette).

Black box over the public test packs: every dimension of every pack
loads its post-processing programs (2 to 9) with no note.

Nothing uses it yet: players see no change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 22:23:43 +02:00
Ludovic MarieandClaude Opus 5.5 d064dba945 Shader packs, clean room 7: buffer settings and output lists from stage files
The configuration packs write into their stage files, read from live code
only (the preprocessor has dropped false branches, so an option's choice
is the one in effect):

- the buffers a fragment shader writes: the last live DRAWBUFFERS or
  RENDERTARGETS comment, at most 8, buffers 0-7 without one;
- per colortex buffer (names and aliases): <buffer>Format in block
  comments, with every format name of the spec in any case, as channels,
  bits and kind; <buffer>Clear, ClearColor and MipmapEnabled.
  A later file changing a setting, an unknown format and a value of the
  wrong type are reported with their file and line. Buffer 1 becomes
  RGBA32F when a program declares gdepth and the pack set no format.

Nothing uses it yet: players see no change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 22:23:43 +02:00
Simon Dräger 72f88befb8 Allow spaces in horizon-ctl screenshot paths 2026-10-24 13:21:23 -07:00
Simon Dräger 891e1c1283 Run client mod hooks on the server thread 2026-10-24 13:21:23 -07:00
Simon Dräger d4b2e24535 Add mod command capability and Predator Missile example 2026-10-24 13:21:23 -07:00
Simon Dräger d83b3e18bc Keep mob pitch on /tp 2026-10-24 13:21:23 -07:00
Ludovic MarieandClaude Opus 5.5 fb4897ec09 Website: /mods/submit, the registry's submission form
Sign in with GitHub through the registry's service (no scope), then send
the file and its page; the service checks the file, stages it and opens the
pull request, and the page links to it or says what to fix. A file named
<id>-<version>.<ext> fills in its kind, id and version. Shader packs are
listed and disabled until Horizon's own format exists. Caddy sends
/api/mods/* to REGISTRY_UPSTREAM (unset: the form says it isn't open), and
"Submit yours" now leads here.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 22:10:05 +02:00
Ludovic MarieandClaude Opus 5.5 37c36b548a Merge main into docs/server-api-reference
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 22:09:34 +02:00
Ludovic MarieandClaude Opus 5.5 6e8a96a734 Boats push the player, and startRiding's quiet failures
- AbstractBoat.push(player) moves the player too: the boat's own tick and
  the player's pushEntities run on the player's client in vanilla
  (pushableBy lets a client push only its local player), so the window's
  player is pushed in-frame and a server's client pushes itself in
  remote_pushes, as it does for mobs.
- A mob the boat would take that can't get in (boarding cooldown, boat
  under water) is left alone, not pushed: the tick calls startRiding,
  which fails quietly, instead of push.
- Mob.startRiding drops the mob's lead.
- look_at_entity reuses the guest's eye position.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 22:03:53 +02:00
Alexander KrylovandHermes Agent 508cb2df9f Fish: the window tracks the fluid contact of the mobs it only displays
`m.fluids` is filled by `Mob::update_fluids`, which only runs in the mob tick
on the server. A window that is a client of a server never runs that tick, so
every mob it draws kept the default `Fluids { in_water: false }` for its whole
life. Cod, salmon and tropical fish rotate onto their side while `!in_water`
(`mobs/aquatic.rs`), so they were drawn lying on their flank in water, while
their position and heading, which come from the server, looked correct (#1591).

`tick_remote_entities` now runs vanilla's `EntityFluidInteraction.update` for
the displayed mobs before it ticks their animations, so the renderers read the
water contact the same way they do for a mob the window simulates itself.

Fixes #1591.

Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
2026-10-24 23:01:31 +03:00
Alexander KrylovandHermes Agent 4c3abd86de Player: the window stops ticking its player while the game is paused
Air kept draining behind the Escape menu in singleplayer and the drowning
damage landed on closing it. The server pauses (`IntegratedServer::set_paused`
reads the flag), but the window's own copy of the player kept running
`controlled_simulation_tick` every frame, and that is where
`tick_environment_damage` decrements the air and pushes `MotionEvent::Drown`.

`Minecraft.tick` skips the level while the game is paused, so both local paths
now skip the player's simulation: the client of a server (`tick_remote_level`)
and in-frame single player. Keys are already neutral when a screen is open, so
this only stops the environment, hunger and fall prediction from running ahead
of the paused server.

Fixes #1592.

Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
2026-10-24 22:53:12 +03:00
socksproxandDevin a5f5d8df34 Server packs: the download progress toast
#1570 landed the client pack manager without vanilla's
PackDownloadNotificationComponent: the SystemToast that follows a
download with download.pack.progress.percent or .bytes and stays as
download.pack.failed when a batch fails. The download queue reports
requestStart/downloadedBytes/downloadFinished on a channel (vanilla's
DownloadProgressListener), the game ticks them into a toast it slides
in for the vanilla 5 seconds with the toast in/out sounds.

Co-Authored-By: Devin <[email protected]>
2026-10-24 21:49:01 +02:00
Alexander KrylovandHermes Agent adcfe810f2 rustfmt
Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
2026-10-24 22:46:35 +03:00
Alexander KrylovandHermes Agent 3802a97dc9 Language: the prepared resources carry every bundled language and the list
The language screen offered English alone. The client jar holds only
`en_us.json` and `deprecated.json` under `assets/minecraft/lang`, and the list
the screen shows comes from `pack.mcmeta`'s `language` section, which the jar
does not carry at all. Both live in the asset index, so `horizon-prepare
languages` copies `pack.mcmeta` and every `minecraft/lang/*.json` from the
asset store the way the sounds, the panorama and Unifont already are, and full
preparation runs it with the rest.

Every bundle the client declares is then offered, `Русский` among them, and
`lang` in options.txt selects one (#1272).

Fixes #1272.

Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
2026-10-24 22:42:39 +03:00
levzzzandClaude Opus 5.5 90b5e162ae Play a placed block's sound once for its placer
BlockItem.place plays it with playSound(player, ...): the server sends it to
the others, and the placer's client plays it as its block appears. The
server sent it to the placer too, so each block sounded twice.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 00:38:39 +05:00
Ludovic MarieandClaude Opus 5.5 b61b25f80f Shader packs, clean room 6: composite-style programs to naga
A program's preprocessed GLSL, any version from 110 to 460, compatibility
or core, rewritten into the Vulkan-flavoured GLSL 450 that naga's frontend
reads, then parsed and validated into naga modules with the program's
interface: its uniform block (offsets from naga's layout), its samplers
and their bindings, its output locations. The rewrite works on
preprocessing tokens and keeps the pack's lines, so every error points at
the pack's own file and line through the preprocessor's line map.

- Loose uniforms go into one block shared by both stages; bool is stored
  as int. Samplers are split into texture and sampler objects, combined
  again where used, and passed as two arguments to the pack's functions.
- The compatibility built-ins become declarations of ours (prefix hz_):
  gl_Vertex, gl_MultiTexCoordN, the matrices and ftransform(), gl_FragData,
  gl_FragColor, gl_TexCoord, gl_FrontColor, gl_Fog (from vanilla's fog),
  texture2D and the other old texture functions, shadow2D; varyings get
  locations by name across the stages; words that became keywords after
  GLSL 1.x are renamed in old code.
- naga gaps covered: modf, conditional initializers of globals (run by our
  main), and unsized arrays sized from their constructor.
- The pack's main is called by one of ours that draws the quad from (0,0)
  to (1,1) and adapts GL's conventions: clip y negated for every target but
  the window, so memory rows are GL's rows and gl_FragCoord needs no change;
  clip z from GL's [-w, w] to [0, w], so stored depth is GL's window depth.
  In final, gl_FragCoord.y is counted from the bottom of the window.

Black box over the public test packs: all 105 composite-style programs
(composite, deferred, final, prepare, begin, shadowcomp of the base and
dimension folders) translate and validate.

Nothing uses it yet: players see no change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 21:35:37 +02:00
Ludovic MarieandClaude Opus 5.5 ff91907057 SRV redirects: ask the name servers directly instead of hickory + tokio
Vanilla's ServerRedirectHandler asks through JNDI's DNS client: the
system's name servers in turn, one 1 s UDP try each (retries = 1), TCP when
the reply is truncated, the first SRV record of the answer. resolver/dns.rs
does that by hand in ~200 lines with wire-format tests and a local stub
server, so the game, the dedicated server and the bots no longer pull in
tokio, hickory and ~25 other crates (none of them were in the game before).

Name servers come from resolv.conf on Unix, as JNDI reads them, and from
the network adapters on Windows (ipconfig, Windows only; the crate keeps
forbid(unsafe_code)). Each server waits 1 s, as vanilla does, instead of
the whole connect timeout.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 21:30:32 +02:00
socksproxandDevin d742d725f4 Client: the boss-overlay — BossEvent bars, wither darkening and world fog
The clientbound boss_event packet (add/update/remove/style/progress), a
BossOverlay that renders each bar, darkens the world under a wither, and
suppresses the create-the-world fog — vanilla's BossHealthOverlay and
GameRenderer behaviour on a real server.

Co-Authored-By: Devin <[email protected]>
2026-10-24 21:29:08 +02:00
Ludovic MarieandClaude Opus 5.5 787c3a2f19 Website: /mods, Horizon's registry of mods, modpacks and resource packs
The list (search, a filter per kind) and a page per project: what a mod
may do in the game's own words, Signed or Unsigned, how to install it
from the launcher, the CLI or by hand, its file, SHA-256 and versions,
and links to its source, its registry entry and the report form. Baked
from the published index at build time (HORIZON_MOD_INDEX for a test
index) and refreshed by the page; Caddy serves /mods/<id> from its baked
page, else the list page, which shows a project published since.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 21:20:34 +02:00
Ludovic Marie fe128948ba Merge pull request #1575 from RobertTGreat/fix/launcher-startup-windows
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-24 21:16:44 +02:00
Ludovic Marie 33c2512cbd Merge pull request #1576 from RobertTGreat/fix/launcher-mod-lists
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-24 21:14:20 +02:00
Ludovic Marie 2e35028930 Merge pull request #1574 from RobertTGreat/fix/launcher-window-layout
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-24 21:13:52 +02:00
Ludovic Marie d0b7c20371 Merge pull request #1577 from RVZO6/fix/server-text-debug-shortcuts
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-24 21:13:24 +02:00
Ludovic MarieandClaude Opus 5.5 7c1dd49810 Renderer: leave out solid quads that face away from the eye
Meshing sorts each section's and distant tile's solid quads into seven
buckets: one per axis direction (all four corners in one axis plane, both
triangles wound the same way) and one for everything else, and keeps each
axis bucket's extreme plane. A quad facing +X at x = p is a back face from
an eye at x <= p, which the solid pipeline culls anyway, so the frame draws
only the buckets that can face the eye, merged into runs of adjacent
buckets: one to three indirect draws per section on the existing page-run,
occlusion-culling and flat paths. The eye comes from the frame's
view-projection, so view bobbing is exact. The picture does not change;
`horizon-ctl section-sides on|off` switches it for A/B checks.

Written from scratch from the general back-face technique; no other
renderer's code or Horizon's removed code read.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 21:13:00 +02:00
Ludovic MarieandClaude Opus 5.5 f239955997 Shader packs, clean room 5: the GLSL preprocessor and #include
A stage file goes through comment removal, #include, conditionals and
macro expansion, and every output line remembers the pack file and line it
came from, so later errors point at the pack's own code.

- #include "x" from the including file's folder, "/x" from the shaders
  folder, expanded in live code only (an include inside a false #if is not
  read), ten levels at most, paths that leave the pack refused; a file is
  read once per run however often it is included.
- #define, #undef, line continuations, __LINE__ and __VERSION__; #version
  and #extension kept apart for the translation's own header; the block
  comments of live code kept for the directives packs write in them
  (DRAWBUFFERS, buffer formats); #error and unknown directives diagnosed.

Black box over the public test packs: every stage file of the base and
dimension folders (126 to 219 per pack) preprocesses with no diagnostic.

Nothing uses it yet: players see no change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 21:09:29 +02:00
Ludovic MarieandClaude Opus 5.5 4c65ed2f5c Shader packs, clean room 4: function-like macros and the standard macros
The macro engine the GLSL preprocessor needs, shared with the .properties
reader: function-like macros take their arguments (expanded first, raw
beside ##, which pastes) when a ( follows their name; a macro is still not
expanded inside its own expansion. Text is cut into preprocessing tokens,
so numbers such as 1e5 or 0x1F are never mistaken for names.

The #if/#elif/#else/#endif state moves out of the .properties reader so
the preprocessor uses the same code.

Standard macros: MC_GL_VERSION and MC_GLSL_VERSION 460, the 24
MC_RENDER_STAGE_* as ascending integers in draw order, render and shadow
quality 1.0, MC_HAND_DEPTH 0.125, MAX_COLOR_BUFFERS 16.

Nothing uses it yet: players see no change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 21:09:07 +02:00
Ludovic MarieandClaude Opus 5.5 afcb4062cb Merge main into pa1/remove-mod-surveys (keep the surveys deleted)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 21:07:46 +02:00
levzzzandClaude Opus 5.5 352645b417 Predict block placement on the client, so fast bridging stops losing clicks
MultiPlayerGameMode.useItemOn places the block on the client's level at
once, kept under the use's sequence until BlockChangedAck. Without it the
next fast click aimed past the block still on its way from the server, the
server refused it, and the arm swung for nothing.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 00:07:31 +05:00
Ludovic MarieandClaude Opus 5.5 aee0b8b589 Format the endpoint table
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 21:07:26 +02:00
Ludovic Marie 7f995af677 Merge pull request #1570 from ludovic111/feat/server-packs-client 2026-10-24 21:02:56 +02:00
Ludovic Marie 61e044e67c Merge pull request #1569 from ludovic111/feat/server-packs-manager 2026-10-24 21:01:05 +02:00
Ludovic Marie 18b63d7acb Merge pull request #1581 from ludovic111/docs/mod-api-reference 2026-10-24 20:58:01 +02:00
Ludovic Marie e683cdf322 Merge pull request #1579 from ludovic111/fix/builtin-pack-icons 2026-10-24 20:56:28 +02:00
Ludovic MarieandClaude Opus 5.5 e5bfce3b37 Horizon APIs: ways in for mods, server mods as api 0.3, who promotes to stable
docs/api/mods.md gets "Ways in": one API (the WIT world) and one sandbox
(WebAssembly) for every language. Rust is first-class; Lua scripts are
planned, run by an interpreter that is itself a WebAssembly mod linked with
the script's capabilities only, with hot reload of the script; C, C++, Zig,
TinyGo, AssemblyScript and JavaScript/TypeScript are to be evaluated, each
listed with its cost measured against Rust.

Server mods are their own line (api 0.3); block entities are no longer
tied to a draft. Promotion to stable: the orchestrator proposes with the
evidence, Ludovic approves.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 20:53:43 +02:00
Ludovic MarieandClaude Opus 5.5 0a1d3a7534 Horizon APIs: the docs portal and the stability and versioning policy
docs/api/ gets one page per surface other programs build on (mods,
shaders, agent control, servers, the launcher, data formats), each with an
overview measured from the source, the guide, the generated reference, examples,
its stability, what is not there yet and a changelog, plus the policy every
API follows (docs/api/stability.md): a version per API, semver lines,
experimental / preview / stable, deprecation windows, compatibility tests and
the level of every part today.

The website gets a "Build on Horizon" page (website/docs/apis.md) that
summarises them and links the repository's pages.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 20:50:20 +02:00
levzzzandClaude Opus 5.5 66235cc981 Let mobs ride boats, and make boats collide with and push entities
A moving boat now stops at other boats, minecarts, mobs and players
(AbstractBoat.canVehicleCollide), and on the server it pushes what it
touches and is pushed back (AbstractBoat.push, LivingEntity.pushEntities).
A boat no player steers picks up the mobs that touch it, two seats in a
boat and one in a chest boat, with the player always in front
(getPassengerAttachmentPoint, clampRotation). Mobs get out when the boat
breaks or stays under water, are saved under the boat's Passengers, and
are seated by the client, which is sent no passenger's position.

A boat can't be placed where it would overlap an entity (BoatItem.use's
noCollision), and the player sits at the raft's and chest boat's vanilla
seat. A server player breaking a boat with a mob in it hits the boat.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 23:49:37 +05:00
Ludovic MarieandClaude Opus 5.5 f80d00802e Server reference generated from horizon-server's source
docs/api/server-reference.md lists horizon-server's commands (its help
text), every server.toml key (config::TEMPLATE: default, the
server.properties key it writes, what it does) and the control API's
endpoints. Tests fail when the page is out of date (HORIZON_WRITE_DOCS=1
rewrites it), when the template and Config disagree on the keys, when a key
has no comment, or when api::ROUTES and the endpoints route() answers
differ.

api::ROUTES replaces the endpoint list in api.rs's module comment and the
hand-kept path list of the 405 arm. The template's uncommented keys get a
comment (what init writes for new servers; no setting changes).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 20:42:51 +02:00
Ludovic MarieandClaude Opus 5.5 397d529db7 Shader packs, clean room 3: .properties files with conditional directives
shaders.properties and the id files (block, item, entity, dimension):
key=value lines in file order with their line numbers, # comments, a value
continued on the next line by a trailing backslash, and the conditional
directives evaluated with the standard and option macros. A # line is a
directive only when its first word is one, so a commented-out key such as
#ifdefault=1 stays a comment. #define and #undef apply to the lines after
them in every one of these files: a public pack defines a macro inside
#ifdef MC_OS_MAC in its shaders.properties and tests it further down. A
later duplicate key replaces the earlier one; broken conditionals, lines
that are not key=value and duplicates are kept as notes for the pack's log.

Nothing uses it yet: players see no change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 20:42:33 +02:00
Ludovic MarieandClaude Opus 5.5 eb0a6f74e6 Shader packs, clean room 2: macros and #if conditions
The integer arithmetic of #if/#elif that a pack's .properties files and,
later, its GLSL preprocessor share: defined X and defined(X), decimal,
hexadecimal and octal literals, the C operators with C precedence, macros
expanded to their values (a macro is not expanded inside its own
expansion), and an identifier that is not a macro read as 0. A bad
condition says why. The standard macros that need no renderer:
MC_VERSION, from the pinned version by the documented rule (26.3 is
260300), and the system's MC_OS_*.

Nothing uses it yet: players see no change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 20:42:05 +02:00
Ludovic MarieandClaude Opus 5.5 07e46daa59 Shader packs, clean room 1: read packs and their lang files
A new crate, horizon-shaders, the first piece of shader pack support written
again from a specification of the format. It opens a pack (a folder or a zip
whose root holds a shaders folder; decoy folders and files beside it are
ignored), lists the packs in a shaderpacks folder with the reason a broken
one can't be used, and reads a pack's lang files: English under the player's
locale, file names matched ignoring case (packs ship en_US.lang).

Nothing uses it yet: players see no change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 20:41:16 +02:00
Ludovic MarieandClaude Opus 5.5 f1ff81e874 launcher: spacers carry only their height; the version verdict leaves the check thread plainly
- `Span::Space` kept the range of rows it hid, written and never read: it is just a height.
- The check thread sent the project page's verdict from inside a `map` closure; it is now an
  explicit step before the result goes to the results list.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 20:38:34 +02:00
Ludovic MarieandClaude Opus 5.5 1b23a14ee7 Mod API reference generated from the WIT contract
docs/api/mods-reference.md lists every capability, world, interface, type,
function and hook of horizon:mods, generated from
crates/horizon-mod-sdk/wit/horizon.wit and the manifest's capabilities by a
test in horizon-mods (feature pack, as CI runs it). The test fails when the
page is out of date (HORIZON_WRITE_DOCS=1 rewrites it), when a function has
no doc comment, or when a capability grants an interface the contract lacks.

The WIT's undocumented functions and fields get doc comments (no change to
the contract itself).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 20:38:18 +02:00
Ludovic Marie 16d49fe660 Merge pull request #1558 from rdbtCVS/t3/retire-java-optimization-mod
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-24 20:33:21 +02:00
Ludovic Marie fccac1e744 Merge pull request #1560 from rdbtCVS/t3/remove-voxel-kernels
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-24 20:31:50 +02:00
Ludovic MarieandClaude Opus 5.5 42714deca6 Merge origin/main into fix/server-text-debug-shortcuts
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 20:27:43 +02:00
Ludovic MarieandClaude Opus 5.5 1a4a2ec120 Debug keys: check the title's focused field inline
The helper's release check repeated the `pressed &&` guard below it, and
its test only covered the helper. The comment now says why text screens
take presses first: vanilla types through charTyped, which debug keys
cannot swallow, while here the character comes with the key press.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 20:27:37 +02:00
Ludovic MarieandClaude Opus 5.5 ac43cdea70 launcher, server: one hidden-command helper per crate, server children keep its terminal
- horizon-bench reads the machine with horizon-telemetry's `command_output` (now public) instead
  of a second copy of it; the console flag lives in one place.
- horizon-server's `process::command` hides the console only when the server has none (started
  by the launcher). Run from a terminal, `schtasks`, `tar` and `mklink` share it as before, so
  their output still reaches it: a CREATE_NO_WINDOW child can't write to its parent's console.
- horizon-prepare's java/javac keep the stdin they had; only the console flag is new.
- launcher `process::hide_console` returns the command (no `let _ =` on other systems); the
  machine-details thread failing just leaves the report without them, as a slow one does.
- README: the Windows subsystem's effect on the command line (interactive cmd/PowerShell don't
  wait or set the exit code) under "Command line", the deferred probe under "Performance log".

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 20:26:50 +02:00
Ludovic MarieandClaude Opus 5.5 6d81b98f18 launcher: keep one landscape per width step, free replaced ones, keep the top bar's wordmark off Windows
- A resize re-baked Home's landscape every 6 px and never removed the old images from the
  window's sprite atlas (GPUI keeps an image there until `drop_image`): dragging a window wider
  piled up textures of up to ~14 MB each. The landscape now grows in steps of 64 texels, is kept
  when the window narrows, and the one it replaces leaves the atlas on the next frame.
- The landscape was laid out from the width (sun at 0.68 w, one random stream for every part), so
  it reshuffled hills, trees and the sun at each step of a resize. Each part now has its own
  stream drawn left to right: a wider landscape only adds columns.
- macOS and Linux keep their system title bar, so the top bar keeps the mark and "HORIZON"
  there (docs/design-system.md, Navigation); only the Windows title bar carries them.
- The before/after screenshots were for the pull request, not the launcher's docs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 20:22:10 +02:00
some-du6eandClaude Opus 5.5 9223b401e7 Decode every item data component a server sends
Horizon decoded 25 of 26.3's 122 data component types. Item data has no
length prefix, so a stack with any other component (an armour trim,
banner patterns, pot sherds, a stew's effects, a plugin's item) made the
whole packet undecodable and it was dropped: on a Paper server the
inventory arrived empty until each slot was clicked, the advancements
screen said "There doesn't seem to be anything here..." and the recipe
book was empty.

Every other component is now read to its end with its vanilla
StreamCodec (item/skip.rs) and kept as its bytes, written back as they
came; components without a network codec go as their NBT. The client
leaves them out of the item's components, so the item keeps its
prototype's values for them.

tools/test_item_wire_parity.py checks it against vanilla: the oracle
encodes 374 stacks with ItemStack.OPTIONAL_STREAM_CODEC (every default
component value of every item, SNBT fixtures for the rest, direct
holders and removals built in Java), covering all 122 component types,
and the Rust probe must consume every byte, find the same component ids
and encode the read-past ones back to the same bytes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 12:20:45 -06:00
Ludovic MarieandClaude Opus 5.5 1dffadeea3 Pack screen: draw each pack's own pack.png instead of unknown_pack
PackSelectionScreen.loadPackIcon registers every pack's pack.png as a
texture; Horizon never loaded them, so every pack (Default, Programmer Art,
High Contrast and the player's own) fell back to unknown_pack, the
cobblestone. The icons now load from each pack when the screen opens and are
written into 64 new 128x128 HUD atlas slots, one per icon on screen. The
vanilla pack's icon is the client JAR's pack.png, which horizon-prepare now
copies into the prepared resources.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 20:19:05 +02:00
Ludovic Marie 29c5e65d17 Merge pull request #1573 from Domanffe/fix/placed-block-entity-keeps-state
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-24 20:12:22 +02:00
Ryan BandOpenAI Codex gpt-6.1-sol 83657f3bbf fix: resolve Minecraft DNS SRV redirects for ping and login
Co-Authored-By: OpenAI Codex gpt-6.1-sol <[email protected]>
2026-10-24 14:04:46 -04:00
Ryan BandOpenAI Codex gpt-6.1-sol 094d5c8e16 fix: let server text fields receive debug-bound characters
Co-Authored-By: OpenAI Codex gpt-6.1-sol <[email protected]>
2026-10-24 14:03:32 -04:00
RobertTGreatandOpenAI Codex 98639d1471 fix(launcher): virtualize long mod lists from the first frame
Render nearby rows in the existing page scrollbar, defer hidden icons and cached verdict reads, and preserve bottom anchoring as row heights are measured.

Co-Authored-By: OpenAI Codex (GPT-6.1 Sol) <[email protected]>
2026-10-24 18:49:37 +01:00
Ludovic MarieandClaude Opus 5.5 0c6816811c Commands: fold the block check into place_state's condition; cover /fill in the corpus
The comment names vanilla's rule (LevelChunk.setBlockState keeps or creates
the block entity when the block, not the state, is still there after
onPlace). The corpus checks the `enabled=false` flip, drops the cleanup lines
the group's closing /fill already does, and adds a powered hopper placed by
/fill, which goes through the same place_state.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 19:49:37 +02:00
RobertTGreatandOpenAI Codex 1be8a4caea fix(launcher): defer hardware probes and hide Windows consoles
Collect performance-report hardware after the first frame and preserve logs, input and CLI pipes while suppressing background terminal windows.

Co-Authored-By: OpenAI Codex (GPT-6.1 Sol) <[email protected]>
2026-10-24 18:34:08 +01:00
RobertTGreatandOpenAI Codex 4ebba25280 fix(launcher): fill window width and add Windows title bar
Keep page content and pixel art responsive, align navigation left, and use native Windows control hit regions in themed chrome.

Co-Authored-By: OpenAI Codex (GPT-6.1 Sol) <[email protected]>
2026-10-24 18:30:36 +01:00
Ludovic Marie 7fca3c2f97 Merge pull request #1572 from ludovic111/fix/mac-dock-icon 2026-10-24 19:11:53 +02:00
Ludovic Marie db758a622f Merge remote-tracking branch 'origin/main' into pa1/remove-face-groups
# Conflicts:
#	crates/horizon-client/src/gfx.rs
2026-10-24 18:54:45 +02:00
Ludovic Marie 2ad81884f9 Merge remote-tracking branch 'origin/main' into pa1/remove-cull-leaves
# Conflicts:
#	crates/horizon-client/src/graphics.rs
2026-10-24 18:54:18 +02:00
Ludovic Marie 84bdd1d0b0 Merge remote-tracking branch 'origin/main' into pa1/remove-mod-surveys
# Conflicts:
#	docs/research/java-mod-compat.md
2026-10-24 18:53:51 +02:00
Alexander KrylovandHermes Agent 493e5f8d3a Commands: a placed block keeps its block entity when a neighbour update changes its state
/setblock created the block entity only when the state that landed matched the
requested state exactly. HopperBlock.onPlace sets enabled=false while the block is
being placed, so a hopper put into power had no inventory: /data get block answered
"not a block entity", items dropped into it stayed item entities, and
/setblock hopper{Items:[...]} dropped the NBT as well.

Compare the block at the position with the block that was placed, the way vanilla
does when it creates the entity from the placed state, before the neighbour updates
run.

Fixes #1506.

Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
2026-10-24 19:50:45 +03:00
Ludovic Marie ccb827282b Merge remote-tracking branch 'origin/main' into pa1/gate-1558
# Conflicts:
#	docs/vulkan.md
#	mods/horizon/src/main/java/dev/horizonlab/client/HorizonClient.java
#	mods/horizon/src/test/java/dev/horizonlab/client/DistantTerrainSettingsTest.java
#	mods/horizon/src/test/java/dev/horizonlab/metrics/ClientGraphicsIntegration.java
#	packs/START-HERE.txt
#	packs/mods.lock.json
#	tests/test_fixtures.py
#	tests/test_packs.py
#	tools/Compare-Benchmarks.html
#	tools/build_pack.py
#	tools/compare_benchmarks.py
#	tools/test_client_graphics.py
2026-10-24 18:47:57 +02:00
Ludovic Marie 56aa5f9549 Merge remote-tracking branch 'origin/main' into pa1/gate-1560
# Conflicts:
#	Cargo.toml
2026-10-24 18:47:16 +02:00
Ludovic MarieandClaude Sonnet 5.5 d271176f23 Tools and harnesses start the game in scratch folders, not a player's
The game logs into HORIZON_HOME and falls back to the player's own game folder when it is unset. Harnesses
that set only HORIZON_NO_AUDIO (and test_native_client, which set nothing) wrote logs, and on a world run
advancements, into ~/Library/Application Support/horizon.

lab.game_env gives every game a fresh HORIZON_HOME, HORIZON_LAUNCHER_HOME, XDG_DATA_HOME and XDG_CONFIG_HOME,
no audio and no launcher self-update; a folder the caller passes is kept. Every launcher of the game uses it,
parity.py gives each harness its own HORIZON_HOME, and tests/test_game_home.py fails for a script in tools/
that starts the game without it.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-24 18:34:32 +02:00
Ludovic Marie d65282fb0f Merge pull request #1566 from ludovic111/fix/baby-villager-type-texture 2026-10-24 18:34:08 +02:00
Ludovic MarieandClaude Opus 5.5 6a698c40f0 Launcher: start the game from a Horizon.app on macOS, so the Dock and Cmd+Tab show Horizon
Started as a bare executable, the game showed in the Dock and Cmd+Tab as
"horizon-client" with the generic executable icon: winit's window icon does
nothing on macOS. The launcher now keeps a small Horizon.app in each version
folder (Info.plist, the launcher's icon, hard links to the version's
horizon-client and horizon-ctl) and starts the game from it. Server setup
leaves the bundle out of its copy.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 18:34:04 +02:00
Ludovic Marie 71292d2ed7 Merge pull request #1562 from ludovic111/feat/server-pack-status 2026-10-24 18:12:16 +02:00
Ludovic Marie 46f4237b67 Merge pull request #1565 from ludovic111/fix/remote-villager-data 2026-10-24 18:03:07 +02:00
Ludovic Marie 643f331f8c Merge pull request #1561 from ludovic111/fix/remove-shader-packs 2026-10-24 17:42:17 +02:00
Ludovic MarieandClaude Opus 5.5 186ab70305 Server resource packs: prompt, Server Resource Packs setting, apply and remove
Servers that push a resource pack now work (reported by scanfee on Discord:
"Servers requiring custom resource packs do not work yet"; net.rs declined
every push).

- net.rs forwards resource_pack_push and _pop in configuration and play, and
  answers in the phase the connection is in.
- The prompt is vanilla's PackConfirmScreen on a shared ConfirmScreen
  (confirm_screen.rs, now also used by the game rules screen): the required
  or optional wording, the server's message, Proceed/Disconnect or Yes/No,
  Escape for no. Declining a required pack disconnects with vanilla's reason.
- The server list's Edit screen has the Server Resource Packs cycle button
  (Enabled, Disabled, Prompt), saved as acceptTextures; the prompt's answer
  is saved there too.
- Downloaded packs go on top of the player's packs, in push order, through
  the same reload as the Resource Packs screen; they are removed on pop and
  when leaving the server.

tools/server_pack_e2e.py drives the real client against vanilla's dedicated
server or Horizon's, with a test pack (blue dirt, lang strings) from a local
HTTP server, and checks the statuses the client sends through net_capture:
decline, proceed, the cache, a wrong SHA-1, an optional pack declined and
accepted, a dead URL.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 17:20:35 +02:00
Ludovic MarieandClaude Opus 5.5 cdfcc3d4d4 Server resource packs: the client's pack manager and downloads
Vanilla's ServerPackManager, DownloadedPackSource and DownloadQueue, without
the game around them yet: the prompt state, each pack's download and
activation, the statuses in vanilla's order (onSuccess repeats
SUCCESSFULLY_LOADED, a failed reload recovers with the packs that loaded),
pop, and leaving.

Downloads follow HttpUtil.downloadFile: downloads/<pack id>/<sha1>, a cached
file whose hash matches is reused, a wrong hash fails, no hash downloads to a
temporary file renamed to its SHA-1, 250 MiB at most, vanilla's X-Minecraft-*
headers, a log.json entry per download, and 20 files kept.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 17:15:35 +02:00
Ludovic MarieandClaude Opus 5.5 7a1638a190 Renderer: remove the section face groups modelled on another renderer
#503 grouped each section's solid quads by the axis side they face and
skipped the groups facing away from the eye. Its code and PR named an
internal class of another project as the model. Horizon doesn't build on
another project's code, so the grouping goes and every section draws its
solid quads in one draw, as vanilla does; the GPU's back-face culling
discards the back faces, so the picture is unchanged.

This costs frame time, measured on the Mac mini in the PR. A clean-room
version can come back later, designed from vanilla and from first
principles only.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 16:24:46 +02:00
Ludovic MarieandClaude Opus 5.5 ab8b379097 Dedicated server: offer server.properties' resource pack as vanilla does
ServerResourcePackConfigurationTask: after the tags, the configuration phase
sends the pack (id from the URL when none is given, hash, required, prompt)
and waits for a final answer, with keepalives every 15 s. A declined required
pack disconnects with multiplayer.requiredTexturePrompt.disconnect, in
configuration or in play, with vanilla's log lines.

tools/test_server_resource_pack_parity.py drives a vanilla 26.3 server and
Horizon's with the same five players (declines, accepts then declines in
play, fails the download, answers after 20 s, declines an optional pack) and
compares what each one receives.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 16:21:53 +02:00
Ludovic MarieandClaude Opus 5.5 a3b4ed57b2 runtime.py: two blank lines between functions
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 16:21:21 +02:00
Ludovic MarieandClaude Opus 5.5 4e7c25bb55 Remove shader packs
A developer of Iris showed that Horizon's shader pack code was written from
Iris's source. This removes it: the horizon-shaderpack crate, Java pack
loading and its render stages, Horizon's own WGSL packs and the example
packs, the Shader Packs screen and its option, the launcher's shader pack
browsing and installing, and the docs about them. Shader packs may come
back later as a clean-room rewrite.

The vanilla renderer and its post-processing (resolution scale, FXAA) are
unchanged. Options files that name a pack load and drop the key; the
launcher reads manifests that list a shader pack, and files in
`shaderpacks/` are never deleted.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 16:15:39 +02:00
Ludovic MarieandClaude Opus 5.5 ba9b876e3e website: the mods page no longer links the removed Java mod notes
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 16:12:39 +02:00
Ludovic MarieandClaude Opus 5.5 e1052e1bd3 Baby villagers wear their biome's clothes again
VillagerProfessionLayer takes a baby's type texture from
`entity/villager/baby/<type>` (and `entity/zombie_villager/baby/<type>`),
not `type/baby/<type>`: that path names no texture, so baby villagers and
baby zombie villagers of every biome drew without their type layer.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 16:06:50 +02:00
Ludovic MarieandClaude Opus 5.5 afb638b81c lan_e2e: a guest sees villagers' types, professions, levels and new jobs
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 16:06:50 +02:00
Ludovic MarieandClaude Opus 5.5 f1369b4efe Clients show villagers' professions, types and levels
A client of a server (single player on its server thread, a LAN guest, a
dedicated server's player) never read Villager.DATA_VILLAGER_DATA or
ZombieVillager's from SetEntityData, so every villager drew as a plains
villager with no profession and no level badge, and a villager that took a
job never changed. The client now reads the type and the profession by
their built-in registry ids, and the level, which VillagerRenderer reads
from the synched data in vanilla.

horizon-ctl entities reports a villager's type, profession and level as the
game knows them, so a client's view can be checked.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 16:06:50 +02:00
rdbtCVSandOpenAI Codex gpt-6.1-sol d49b0eb98b Name the profiling documentation for its current use
Co-Authored-By: OpenAI Codex gpt-6.1-sol <[email protected]>
2026-10-24 14:55:53 +01:00
rdbtCVSandOpenAI Codex gpt-6.1-sol 68bc9f82b6 Remove documentation of the retired Java product
Co-Authored-By: OpenAI Codex gpt-6.1-sol <[email protected]>
2026-10-24 14:55:32 +01:00
Ludovic MarieandClaude Opus 5.5 717acb07af Graphics: remove Cull Leaves, which was adapted from the CullLeaves mod
The opt-in Cull Leaves setting (#420, from #387) was adapted from the
CullLeaves mod's code (MIT, credited in THIRD_PARTY_NOTICES.md). Horizon
doesn't build on another mod's code, so it goes, with its notice.

Leaves now follow vanilla only: with opaque leaves (cutoutLeaves off) the
faces between two leaf blocks are skipped (LeavesBlock.skipRendering),
as before #420 and as the setting's Off did. Mangrove roots keep every
face. An old options file's cullLeaves line is ignored.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 15:55:06 +02:00
Ludovic Marie e423e570c9 Merge pull request #1557 from ludovic111/fix/launcher-cmd-q
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-24 15:52:15 +02:00
rdbtCVSandOpenAI Codex gpt-6.1-sol 06ec15f3a0 Retire the legacy Java optimization mod and performance packs
Preserve Java parity oracles and comparison benchmark instrumentation. Move their remaining dependency locks under tools/benchmark-deps and remove legacy product packaging, fixtures, and CI checks.

Co-Authored-By: OpenAI Codex gpt-6.1-sol <[email protected]>
2026-10-24 14:50:55 +01:00
rdbtCVSandOpenAI Codex gpt-6.1-sol 2a9e0ab28d Remove unused voxel-kernels research experiment
Co-Authored-By: OpenAI Codex gpt-6.1-sol <[email protected]>
2026-10-24 14:49:46 +01:00
Ludovic MarieandClaude Sonnet 5.5 87aa88de54 Launcher: Cmd+Q quits and Cmd+W closes the window on macOS
The launcher had no app menu and no key bindings, so Cmd+Q did nothing.
Add Quit and CloseWindow actions, bind them to cmd-q and cmd-w on macOS,
and set an app menu with "Quit Horizon Launcher" and a Window menu with
"Close Window". Quit shares one shut_down path with closing the window
(stop the servers this launcher started, send telemetry, exit), so a
running game is treated exactly as it is today.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-24 15:45:29 +02:00
Ludovic MarieandClaude Opus 5.5 7efdbdb39a docs: remove the surveys of other mods; mod code is never read
Removes docs/performance/java-perf-mods.md (a survey of eight Java
performance mods' techniques) and docs/research/java-mod-compat.md (notes
on how Fabric, NeoForge and Mixin work, with a list of mods to port).
Links to them now point at mods.md, which says in two lines why Java jars
don't run in Horizon.

docs/modpacks.md no longer lists a mod's decompiled code as an input of a
port: a mod's code is never decompiled, read, quoted or paraphrased, and
ports are written from the mod's observed behaviour (the oracle and the
harness), its own data files and its public documentation only.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 15:42:44 +02:00
Ludovic Marie 535f2d2a04 Merge pull request #1556 from ludovic111/docs/agents-server-thread-default
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-24 15:09:23 +02:00
Ludovic MarieandClaude Opus 5.5 7eb7791240 AGENTS.md: the server thread is single player's default (#1514), releases ship in batches (#1554)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 15:08:04 +02:00
Ludovic Marie ca90a20992 Merge pull request #1551 from levzzz5154/fix/vehicles-server-thread
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-24 14:32:57 +02:00
Ludovic Marie 923368f4df Merge pull request #1553 from ludovic111/cg3/pr1534-fixup 2026-10-24 14:31:42 +02:00
Ludovic Marie 25bdaf5321 Merge pull request #1552 from ludovic111/cg3/pr1502-fixup 2026-10-24 14:30:12 +02:00
Ludovic MarieandClaude Opus 5.5 8a04e18b91 Measure the minecart push with the player standing half in it
Walking through the cart pushes it back once past its middle, so the
check stands the player half into the cart from the north and waits.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 14:23:40 +02:00
Ludovic Marie 5d54f28c42 Merge pull request #1547 from ludovic111/fix/kb1-cooldown-knockback 2026-10-24 14:12:58 +02:00
Ludovic Marie 818d1515c6 Merge pull request #1554 from ludovic111/fix/release-batches
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-24 13:53:46 +02:00
Ludovic MarieandClaude Opus 5.5 e61e6345bc Releases: in batches of 5 pull requests, or when the oldest has waited 6 hours
One release per merge made about 40 releases in 31 hours, hard for players to follow (asked on Discord).
release-now still releases at once.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 13:47:19 +02:00
Ludovic Marie 02039fed5b Merge pull request #1539 from ludovic111/fix/launcher-builtin-packs 2026-10-24 13:43:38 +02:00
Ludovic Marie 976956fc3e Merge pull request #1546 from ludovic111/fix/kb1-enchantment-ids 2026-10-24 13:41:22 +02:00
Ludovic Marie dfae12cfe2 Merge pull request #1550 from ludovic111/fix/kb1-knockback-yaw 2026-10-24 13:34:45 +02:00
Ludovic MarieandClaude Opus 5.5 8a8348c93f Merge origin/main into fix/vehicles-server-thread
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 13:29:05 +02:00
Ludovic MarieandClaude Opus 5.5 0a3965a7b1 Check vehicles on both sides of a LAN game
lan_e2e's vehicles check: a creative break whose block is put back stays,
a player stands on a boat, lava breaks a ridden boat and lets the rider
out, a minecart in lava breaks and a TNT one goes off, and walking into a
minecart pushes it, for the host and the guest.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 13:28:50 +02:00
Ludovic MarieandClaude Opus 5.5 704931ed14 Keep horizon-ctl getblock on a client's copy, run server ones in the owner's level
On a LAN guest or any remote client, getblock and container read what
that client has again (test_friends waits on a guest's getblock). On the
server thread the block commands run in the owner's level, not whichever
level the server ticked last.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 13:27:50 +02:00
Ludovic MarieandClaude Opus 5.5 a713dbd46d Break vehicles in lava on their first tick, as vanilla does
AbstractBoat.tick runs applyEffectsFromBlocks twice, and a minecart takes
lavaHurt from its behaviour's applyEffectsFromBlocks and again from its
own isInLava check: two 40-point hurts a tick, so lava breaks either on
its first tick inside (a TNT minecart primes instead). A minecart has no
baseTick and a boat never outlives lava, so the fire countdown is gone.

Minecart pushing takes the player's own box and returns at once when
there are no carts.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 13:27:50 +02:00
Ludovic Marie 1868fc39ae Merge pull request #1549 from ludovic111/fix/kb1-sprint-reset 2026-10-24 13:18:50 +02:00
Ludovic Marie 50f2894ca8 Merge pull request #1548 from ludovic111/fix/kb1-server-velocity 2026-10-24 13:13:08 +02:00
Ludovic Marie 4b44399242 Merge pull request #1545 from ludovic111/fix/kb1-knockback-harness 2026-10-24 13:11:32 +02:00
Ludovic Marie 43e6bfcf98 Merge pull request #1542 from Excurs1ons/fix/java-pack-bob-in-view
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-24 13:07:33 +02:00
levzzzandClaude Opus 5.5 f688726b34 Let server players push minecarts, without pushing the player back
Guests on the server thread (and LAN) now push carts with vanilla's push
math. The push back on the player is dropped in both modes: vanilla only
syncs it to other players, so the pusher's own client never feels it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 15:56:12 +05:00
levzzzandClaude Opus 5.5 826cf8ffe6 Burn boats and minecarts in lava, and place boats on lava
Vehicles take lava damage and keep burning for 15 seconds like vanilla
(lavaHurt, remainingFireTicks), breaking and dropping their items; a TNT
minecart primes from fire. Boat placement stops at lava as well as water.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 15:56:12 +05:00
levzzzandClaude Opus 5.5 e2dd6b67df Make boats solid to players
Boats join happy ghasts in the player's entity collision list, so a
player can't walk through a boat and steps up onto it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 15:56:12 +05:00
levzzzandClaude Opus 5.5 ebd25abd0e Run horizon-ctl block commands in the server's world
With the integrated server thread on, setblock, fill, getblock and
container ran on the client's copy only. They now run on the server, and
on a remote server setblock and fill go out as chat commands.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 15:56:11 +05:00
levzzzandClaude Opus 5.5 9624e99801 Clear a creative player's dig after the block breaks on the server
A creative START destroys the block at once and its client never sends
STOP, so the kept dig broke whatever was placed in that cell next, every
destroy delay, until the player broke something else.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 15:56:11 +05:00
Ludovic MarieandClaude Opus 5.5 6a5c749f7c Aim extra knockback with Mth's sine table
Player.causeExtraKnockback pushes along Mth.sin/Mth.cos of the attacker's
yaw, which come from vanilla's 65536-entry table: facing east, the push
has no z at all. Horizon took f32 sin/cos, which left -4.4e-8 of z per
block of push (a sprinting or Knockback hit, on mobs and players).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 12:13:31 +02:00
Ludovic MarieandClaude Opus 5.5 c33acfdd05 Stop a guest's sprint when its hit knocks back
Player.causeExtraKnockback stops the attacker's sprint on the server, and
the shared flag reaches the attacker's own client (ServerEntity sends a
player its own dirty entity data). A guest's sprint was only stopped on
the server copy for the length of the hit and never sent, so a guest (and,
on the server thread, the window) kept sprinting: every hit while
sprinting had the sprint knockback, where vanilla's needs the sprint to
start again.

- leave_guest keeps the sprint stop a guest's hit made; a guest hitting a
  player stops its sprint too.
- The hub sends each guest its own shared flags (crouching, sprinting,
  gliding) when they change.
- A remote client takes the sprinting bit of its own shared flags (the
  flag only, as vanilla's assignValues: the speed modifier and the
  wasSprinting it compares stay, so it sends START_SPRINTING again only
  after it has stopped).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 12:13:31 +02:00
Ludovic MarieandClaude Opus 5.5 7c83fbb6df Travel a guest's server-side velocity, and send hurts after it
A guest's (and, on the server thread, the window's) knockback started from
the velocity the last hit left on its server copy, which nothing ever
slowed down, and each hit went out at once. So every hit after the first
pushed harder (0.72, then 0.76 blocks a tick where vanilla sends 0.4 each
time), netherite resisted from the wrong base, and a zombie's hit reached
the client before the friction of the tick it landed in.

Vanilla's server simulates a player too (MoveSimulationType
AUTHORITATIVE_SIDE_AND_SERVER): ServerPlayer travels every tick with no
input, and ServerEntity.sendChanges sends a velocity a hurt marked
(Entity.markHurt) as it is after that travel. A player's melee hit is the
exception (Player.causeExtraKnockback): it sends at once, then puts the
server copy back to its velocity from before the hit.

- MotionWorld::server_travel: Player.travel with no input, keeping only
  the velocity (the client's moves place the player). The server's copy
  checks no fall damage on its own moves (isLocalInstanceAuthoritative).
- guest_server_tick runs it last, then sends the velocity if a hurt
  marked it since the last tick.
- guest_hit_by leaves a marked velocity to that; guest_struck_by (melee
  from a player) sends at once and restores.
- lan_e2e `knockback`: three hits each way push the victim as far each
  time.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 12:13:30 +02:00
Ludovic MarieandClaude Opus 5.5 c26ced533e Merge origin/main into fix/worldgen-clippy-bool-20261023
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 11:31:38 +02:00
Ludovic MarieandClaude Opus 5.5 e0d29dc233 Drop the aquifer helper and correct the fire burnout comment
Stable Clippy (1.99, what CI runs) does not flag q < -2. || q > 2., so the
helper and its test only served Rust 1.90's Clippy. Fire burnout is not
'intentionally disabled': vanilla's FireBlock.tick reads the
INCREASED_FIRE_BURNOUT environment attribute, set by eight overworld biomes,
which Horizon does not read yet; the comment now says so.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 11:31:38 +02:00
Ludovic MarieandClaude Opus 5.5 6eb34eb868 Merge origin/main into fix/client-clippy-baseline-20261023
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 11:31:10 +02:00
Ludovic MarieandClaude Opus 5.5 b21423ae01 Keep only the Clippy rewrites that read as well on stable
CI runs stable Clippy (1.99), which is clean on main. The #[expect(clippy::boxed_local)]
in streaming.rs is unfulfilled there and fails CI under -D warnings, so it goes.
Also back out the rewrites that only satisfied Rust 1.90's Clippy and read
worse: the dragon's range helper and its test, the axolotl test's restated
formula, and two De Morgan expansions (first_person_probe, explosion).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 11:31:10 +02:00
Ludovic MarieandClaude Opus 5.5 a6e9374f88 Java shader packs: say where vanilla and Iris put the view bob
Vanilla 26.3 multiplies bobHurt/bobView into the projection
(GameRenderer.renderLevel); Iris's MixinModelViewBobbing moves them into
the model-view when a pack is in use. The comment said vanilla keeps the
bob in the PoseStack, which is Iris's behaviour, not vanilla's.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 11:30:12 +02:00
Ludovic MarieandClaude Opus 5.5 50aee22996 Add a knockback harness: a dedicated server against vanilla's
tools/test_server_knockback_parity.py runs vanilla's dedicated server and
Horizon's (`--dedicated --nogui`) on one flat world and joins both with two
vanilla-codec players (KnockbackClient):

- Alice hits a cow and a zombie (plain, sprinting, Knockback II, critical,
  in the air); the game is frozen around the hit and stepped a tick at a
  time, and the mob's Motion and Pos over 20 ticks are compared exactly;
- Alice hits Bob (the same, a shield, netherite, two hits, two sprinting
  hits, a mace smash, a stronger hit inside the hurt cooldown): Bob's own
  motion packets, Alice's and her sprint flag are compared;
- a zombie hits Bob twice: his motion packets.

7 of 21 cases match on main. KNOWN lists the other 14 with their causes:
the guest's server-side velocity never travels (knockback adds up from hit
to hit), the server never sends a guest its own sprint flag, the extra
knockback's direction uses f32 sin/cos instead of Mth's table, a hit in
the hurt cooldown still knocks back, and a mace smash on a player runs
none of MaceItem.hurtEnemy.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 11:23:04 +02:00
Ludovic MarieandClaude Opus 5.5 01133fac82 No default knockback from a hit inside the hurt cooldown
A hit that lands while the player is still in its hurt cooldown, harder
than the last one, only hurts by the difference (LivingEntity.hurtServer):
it marks nothing and deals no default knockback. Horizon knocked the
player back 0.4 for it anyway, so a quick second hit (a weak swing, then a
charged one) pushed twice.

The hurt now reports whether its knockback hook ran (a fresh hit, not
fully blocked), and mob_hits_player knocks back only then.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 11:13:27 +02:00
Ludovic MarieandClaude Opus 5.5 4507ded0e4 Read enchantment ids without a namespace as minecraft ones
`/give @s wooden_sword[enchantments={knockback:2}]` (or an item saved
that way) kept the key `knockback`, which no enchantment lookup matched:
the sword showed no enchantment and knocked back like a plain one.
Vanilla reads the keys as Identifiers, so `knockback` is
`minecraft:knockback`.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 11:13:27 +02:00
Ludovic Marie 46304cc1a7 Merge pull request #1489 from rdbtCVS/docs/generic-agent-attribution
🤖 Agent: merged after verify passed and the integration run on the desktop.
2026-10-24 11:10:16 +02:00
Ludovic MarieandClaude Opus 5.5 377d81a329 AGENTS.md: keep Ludovic's markers, let a contributor's agent name its own person and tool
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 11:07:44 +02:00
Ludovic Marie 905acfe7cd Merge remote-tracking branch 'origin/main' into pr-1489 2026-10-24 11:07:43 +02:00
Ludovic Marie c18f3dbfde Merge pull request #1536 from ludovic111/fix/dg1-villager-doors 2026-10-24 09:50:38 +02:00
JasonGuandDeepSeek V4.1 Flash 9c843819b7 Java shader packs: keep the view bob in the view, not the projection
A pack rebuilds view positions from the depth buffer with
`inverse_projection` and then multiplies by `inverse_view`
(`gbufferModelViewInverse`), and Horizon's own packs do the same through
`world_offset` and `frame.inverse_view`. Passing
`world_projection(fov, aspect, far) * bob` as the projection while `view`
stayed unbobbed left the two halves disagreeing by the walk bob, so
everything a pack reconstructed — reflections, ambient occlusion,
godrays — turned with the bob. That reads as reflections wobbling in
step with the first-person hand, and changing the FOV made it worse.

Vanilla and Iris carry the bob in the world's pose stack (the model-view
matrix), not in the projection. Pass `bob * view` as the view and the
plain world projection instead: `projection * view` is unchanged, so
terrain, entities and the pack's own geometry programs draw as before,
while depth reconstruction is now consistent. The hand's uniforms
already carried the bob in its pose and are untouched.

Checked with Complementary Reimagined r5.9.3 over the depth-feedback
passes at 70 and 110 FOV.

Co-Authored-By: DeepSeek V4.1 Flash (OpenCode agent) <[email protected]>
2026-10-24 15:49:14 +08:00
Ludovic Marie c466c5ddad Merge remote-tracking branch 'origin/main' into fix/dg1-villager-doors 2026-10-24 09:07:55 +02:00
Ludovic Marie d5bd35025e Merge pull request #1541 from ludovic111/fix/probe-target-names 2026-10-24 08:57:26 +02:00
Ludovic Marie 2cd8b88a5b Merge pull request #1540 from ludovic111/fix/villager-golem-summon 2026-10-24 08:18:46 +02:00
Ludovic MarieandClaude Opus 5.5 0b581f9ffe Give each crate's probe example its own target name
horizon-client, horizon-world and horizon-protocol each had an example
named `probe`. Cargo copies every crate's examples into one
<profile>/examples/ directory, so parallel parity harnesses sharing a
target dir could run another crate's probe (CI parity run 40055656303:
command_parse ran the horizon-world dispatcher). The examples are now
client_probe, world_probe and protocol_probe ([[example]] in each
Cargo.toml; the files stay where they are), and every harness builds
and runs its own crate's name.

tools/parity.py recognises the new names when it counts the probes a
harness ran, and renames the old `probe` in recorded artifacts to the
crate's target (from the record's -p, else its probe sources), so the
prebuild still builds them instead of dropping them as unknown.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 08:08:18 +02:00
Ludovic Marie f67b2b3204 Merge pull request #1537 from ludovic111/fix/mob-path-max-visited 2026-10-24 07:52:25 +02:00
Ludovic Marie d139f9bee6 Merge pull request #1514 from ludovic111/feat/st-default
🤖 Agent: merged after verify and CI parity passed, built merged with current main. Single player runs on its server thread by default, as vanilla does; `--in-frame` brings back the old mode. Evidence: the smoke session passes 48/48 in both modes. ThinkPad (HD 620, Mesa) RD 16: 651 vs 185 FPS. M4 Pro, v0.2.25 release build, forest, offscreen, alternating runs: 1% lows 224–231 → 399–476 at RD 16 and 120–124 → 210–213 at RD 32; average FPS within 4% at RD 32.
2026-10-24 07:27:50 +02:00
Ludovic Marie 03d93d79b2 Merge pull request #1513 from ludovic111/fix/st-cursor-close 2026-10-24 07:26:18 +02:00
Ludovic MarieandClaude Opus 5.5 1b14e0d171 Villagers summon iron golems the vanilla way and remember them
Villager.spawnGolemIfNeeded set GOLEM_DETECTED_RECENTLY on the villagers
near a new golem, but Horizon wrote only villager::Ext, and the next brain
tick copied the empty memory back over it: the same villagers could summon
another golem before their sensor saw the first. golem_detected now sets the
brain memory (599 ticks).

IronGolem.checkSpawnObstruction checks the floor's top face (no golems on
dirt paths, farmland or slabs) and three blocks, the feet whatever fluid is
there; Horizon checked four blocks and no floor, so a roof three blocks up
kept golems out. The search's open block is air or a liquid block, not any
waterlogged one, and the villagers asked are those whose boxes meet the
caller's box grown by 10. The golem is created (yaw, follow range bonus,
left-handedness from the level random) before the obstruction check, as
trySpawnMob does.

The search and checks move to mobs::villager so the mob_ai probe runs the
game's code: four new scenarios (gossip, glass roof, dirt paths, panic) match
vanilla; with the old checks all four diverge.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 07:25:46 +02:00
Ludovic Marie f8e4e31b12 Merge pull request #1512 from ludovic111/fix/st-hits 2026-10-24 07:24:47 +02:00
Ludovic Marie 67e07f3faa Merge pull request #1511 from ludovic111/fix/st-player-body 2026-10-24 07:23:17 +02:00
Ludovic Marie 2bbbc70620 Merge pull request #1510 from ludovic111/fix/st-maps 2026-10-24 07:19:37 +02:00
Ludovic Marie 9c134f54ac Merge pull request #1509 from ludovic111/fix/st-fishing 2026-10-24 07:17:50 +02:00
Ludovic Marie a00dc868ec Merge pull request #1471 from ludovic111/perf/glyph-cache-fxhash 2026-10-24 07:14:41 +02:00
Ludovic Marie 08306d1586 Merge pull request #1470 from ludovic111/fix/entity-shadow-height 2026-10-24 07:12:59 +02:00
Ludovic Marie 3b70dc9c16 Merge pull request #1469 from ludovic111/fix/creative-search-hotbar-keys 2026-10-24 07:11:26 +02:00
Ludovic MarieandClaude Opus 5.5 13c14563c4 Launcher adds Programmer Art and High Contrast to resources prepared without them
Resources prepared before #1538, and every version that reused them, lack vanilla's built-in
packs, so players had to click Prepare again. The launcher now copies them itself, with
horizon-prepare's `packs` (the asset index's SHA-1 checked), when it starts, installs a version
or starts the game: only for prepared versions that lack a zip, once per launcher run. Without
them in any Minecraft folder's asset store it logs one line and the game starts as before.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 07:07:28 +02:00
Ludovic Marie 99b058442c Merge pull request #1538 from ludovic111/fix/builtin-packs
🤖 Agent: merged after verify and CI parity passed, built merged with current main (goldendays-1). Prepare copies vanilla's built-in Programmer Art and High Contrast packs from the player's own launcher asset store (SHA-1 checked; nothing ships with Horizon), so packs made to sit on Programmer Art, like Golden Days, show their classic textures.
2026-10-24 06:54:08 +02:00
Ludovic MarieandClaude Opus 5.5 8cce2e2f8a Prepare: import Programmer Art and High Contrast from the asset index
Vanilla lists its built-in resource packs from minecraft:resourcepacks of
the vanilla pack (BuiltInPackSource.populatePackList), and those two zips
live only in the asset index, not in the client JAR. Preparation never
copied them, so Horizon's pack list had no Programmer Art. Packs made to sit
on it, like Golden Days ("This pack is meant to be put over Programmer
Art"), then showed the modern textures for the ~720 textures they leave to
it: furnaces, stone bricks, crafting tables, pumpkins, TNT, logs, tools,
buckets, paper.

Full preparation now imports both after extracting the JAR, like the
panorama and Unifont, and `horizon-prepare packs` adds them to prepared
resources.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 06:34:00 +02:00
Ludovic Marie 582856aac2 Merge pull request #1326 from ludovic111/feat/java-shadow-programs
🤖 Agent: merged after verify and CI parity passed (shaders stack: Java packs draw their own terrain, water and shadow map, as in Iris). BSL shows real shadows on Vulkan and Metal; frame times and screenshots are on #1326. Without a pack, nothing changes.
2026-10-24 06:11:42 +02:00
Ludovic Marie 0a95a78e03 Merge pull request #1290 from ludovic111/feat/java-terrain-cull
🤖 Agent: merged after verify and CI parity passed (shaders stack: Java packs draw their own terrain, water and shadow map, as in Iris). BSL shows real shadows on Vulkan and Metal; frame times and screenshots are on #1326. Without a pack, nothing changes.
2026-10-24 06:09:33 +02:00
Ludovic MarieandClaude Opus 5.5 5205b909f7 Villagers, llamas, bees, allays and copper golems search the full path budget
PathNavigation.setRequiredPathLength calls updatePathfinderMaxVisitedNodes, so a
villager's PathFinder visits up to max(follow range, 48) * 16 = 768 nodes, not the
256 of its follow range alone. Horizon always used follow range * 16, so a villager
gave up on any job site, bed or bell whose path needed more than 256 nodes: in the
seed 12345 village it never found the way round to the mason's stonecutter door.

Navigation now keeps PathFinder.maxVisitedNodes: the base follow range times 16 when
the mob is made, then max(follow range, required path length) * 16 after
setRequiredPathLength and after any follow range change (Mob.onAttributeUpdated).
A happy ghast that grows up or becomes a baby gets a new navigation, as in vanilla.

mob_ai: villager_job_in_box, a composter inside a stone box whose doorway faces away
from the villager.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 05:33:52 +02:00
Ludovic Marie 5ec40c8004 Merge remote-tracking branch 'origin/main' into feat/java-terrain-cull 2026-10-24 05:15:42 +02:00
Ludovic Marie 82bba24f43 Merge remote-tracking branch 'origin/fix/st-cursor-close' into feat/st-default 2026-10-24 05:14:33 +02:00
Ludovic Marie 7b0316e6a4 Merge remote-tracking branch 'origin/fix/st-hits' into fix/st-cursor-close
# Conflicts:
#	tools/lan_e2e.py
2026-10-24 05:13:15 +02:00
Ludovic Marie a29e10ef9b Merge remote-tracking branch 'origin/fix/st-player-body' into fix/st-hits
# Conflicts:
#	tools/lan_e2e.py
2026-10-24 05:11:21 +02:00
Ludovic Marie 92050712fa Merge remote-tracking branch 'origin/fix/st-maps' into fix/st-player-body
# Conflicts:
#	tools/lan_e2e.py
2026-10-24 05:09:46 +02:00
Ludovic Marie 122e3bf287 Merge remote-tracking branch 'origin/fix/st-fishing' into fix/st-maps
# Conflicts:
#	tools/lan_e2e.py
2026-10-24 05:08:17 +02:00
Ludovic Marie 65031a7739 Merge remote-tracking branch 'origin/main' into fix/st-fishing
# Conflicts:
#	tools/lan_e2e.py
2026-10-24 05:06:43 +02:00
Ganer 82218db860 Merge commit '59f018eabe26093274d34942365d31010c3e3e95' into fix/worldgen-clippy-bool-20261023 2026-10-23 21:58:59 -05:00
Ganer 040ac1bec4 Merge commit '59f018eabe26093274d34942365d31010c3e3e95' into fix/client-clippy-baseline-20261023 2026-10-23 21:58:59 -05:00
Ludovic Marie 59f018eabe Merge pull request #1535 from ludovic111/fix/dg1-mining
🤖 Agent: merged after verify and CI parity passed, built merged with current main (discord-gate-1: player reports checked against vanilla 26.3; a lan_e2e check fails on main and passes here in both modes; evidence in the PR body).
2026-10-24 04:49:25 +02:00
Ludovic MarieandClaude Opus 5.5 969bcec6c9 Villagers open and close doors on their paths
InteractWithDoor was a stub, so a villager whose path went through a
closed oak door walked into it and stayed there. In generated villages,
villagers who were inside a house never reached a job site, a bed or
the meeting point.

Like vanilla, a villager now opens the closed mob-interactable doors on
its next path step (DoorBlock.setOpen: both halves, the door sound and
the block_open game event), remembers the door it leaves and the doors
it opened, and closes them once it is more than one step past them,
unless another villager within 2 blocks is walking through. A villager
going to sleep closes them too.

The mob events apply after the mob loop, so the door opens one tick
later than in vanilla, where DoorBlock.setOpen changes the world during
the villager's brain tick.

lan_e2e's new doors check shuts a villager in a room with a closed
door and a free composter outside. Before, it never opened the door;
now it opens it, becomes a farmer, and the door is closed again on the
server and on the guest.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 04:47:39 +02:00
Ludovic Marie ca0637da80 Merge pull request #1508 from ludovic111/fix/st-wind-charge
🤖 Agent: merged after verify and CI parity passed, built merged with current main (st-default-2: server-thread gaps checked against vanilla, each with a lan_e2e check that fails before and passes after, host and guest, both modes; numbers in the PR body).
2026-10-24 04:45:07 +02:00
Ludovic Marie 47459b0b19 Merge pull request #1455 from ludovic111/chore/mob-brain-shared
🤖 Agent: merged after verify and CI parity passed, built merged with current main (review-2-deps-dupes; numbers and harness proof are in the PR body).
2026-10-24 04:22:35 +02:00
Ludovic Marie 9b16d37e80 Merge pull request #1452 from ludovic111/chore/dedupe-side-mask-kind
🤖 Agent: merged after verify and CI parity passed, built merged with current main (review-2-deps-dupes; numbers and harness proof are in the PR body).
2026-10-24 04:20:53 +02:00
Ludovic Marie 03be14bb59 Merge remote-tracking branch 'origin/fix/st-cursor-close' into feat/st-default 2026-10-24 04:12:23 +02:00
Ludovic Marie 45e5b64520 Merge remote-tracking branch 'origin/fix/st-hits' into fix/st-cursor-close 2026-10-24 04:11:25 +02:00
Ludovic Marie d65be4183f Merge remote-tracking branch 'origin/fix/st-player-body' into fix/st-hits 2026-10-24 04:10:32 +02:00
Ludovic Marie e307f03684 Merge remote-tracking branch 'origin/fix/st-maps' into fix/st-player-body 2026-10-24 04:09:39 +02:00
Ludovic Marie 26a91e3a08 Merge remote-tracking branch 'origin/fix/st-fishing' into fix/st-maps 2026-10-24 04:08:43 +02:00
Ludovic Marie 8c81cc63f7 Merge remote-tracking branch 'origin/fix/st-wind-charge' into fix/st-fishing 2026-10-24 04:07:54 +02:00
Ludovic Marie 221545e92b Merge remote-tracking branch 'origin/main' into fix/st-wind-charge 2026-10-24 04:07:01 +02:00
Ludovic Marie 88b27070bd Merge pull request #1476 from ludovic111/fix/st-held-use
🤖 Agent: merged after verify and CI parity passed, built merged with current main (st-default-1: server-thread gaps checked against vanilla, each with a lan_e2e check that fails on main and passes here, host and guest, both modes; tables in the PR body).
2026-10-24 03:43:11 +02:00
Ludovic Marie 499f8bddfc Merge pull request #1475 from ludovic111/fix/st-elytra
🤖 Agent: merged after verify and CI parity passed, built merged with current main (st-default-1: server-thread gaps checked against vanilla, each with a lan_e2e check that fails on main and passes here, host and guest, both modes; tables in the PR body).
2026-10-24 03:41:32 +02:00
Ludovic Marie 5904922865 Merge pull request #1466 from ludovic111/fix/st-books
🤖 Agent: merged after verify and CI parity passed, built merged with current main (st-default-1: server-thread gaps checked against vanilla, each with a lan_e2e check that fails on main and passes here, host and guest, both modes; tables in the PR body).
2026-10-24 03:39:56 +02:00
Ludovic Marie 49e706e8be Merge pull request #1465 from ludovic111/fix/st-signs
🤖 Agent: merged after verify and CI parity passed, built merged with current main (st-default-1: server-thread gaps checked against vanilla, each with a lan_e2e check that fails on main and passes here, host and guest, both modes; tables in the PR body).
2026-10-24 03:38:08 +02:00
Ludovic Marie 5e63b0512d Merge pull request #1464 from ludovic111/fix/st-keep-inventory
🤖 Agent: merged after verify and CI parity passed, built merged with current main (st-default-1: server-thread gaps checked against vanilla, each with a lan_e2e check that fails on main and passes here, host and guest, both modes; tables in the PR body).
2026-10-24 03:36:22 +02:00
Ganer d66466db81 Merge commit '22b2711cf9557d53d21080828c895dbff6027151' into fix/worldgen-clippy-bool-20261023 2026-10-23 20:25:14 -05:00
Ganer 6b55abd66a Merge commit '22b2711cf9557d53d21080828c895dbff6027151' into fix/client-clippy-baseline-20261023 2026-10-23 20:25:14 -05:00
Ludovic Marie 22b2711cf9 Merge pull request #1277 from ludovic111/feat/java-gbuffers-terrain
🤖 Agent: merged after verify and CI parity passed (shaders stack: Java packs draw their own terrain, water and shadow map, as in Iris). BSL shows real shadows on Vulkan and Metal; frame times and screenshots are on #1326. Without a pack, nothing changes.
2026-10-24 03:18:46 +02:00
Ganer 6ea7167cbb Merge commit 'd8dd2023dd9c6129e9e628a66d61c1b10e1435cf' into fix/worldgen-clippy-bool-20261023 2026-10-23 20:17:24 -05:00
Ganer 51de8afe95 Merge commit 'd8dd2023dd9c6129e9e628a66d61c1b10e1435cf' into fix/client-clippy-baseline-20261023 2026-10-23 20:08:07 -05:00
Ludovic Marie d8dd2023dd Merge pull request #1447 from ludovic111/chore/client-mods-feature
🤖 Agent: merged after verify and CI parity passed, built merged with current main. Code mods become horizon-client's `mods` feature: CI's two test commands run with `--features horizon-client/mods,horizon-mods/pack`; tests pass with and without it.
2026-10-24 03:01:51 +02:00
Ganer 3e04df41c8 Merge commit 'd84d7a7e6178ec1a6afab302c4b8ce80e5d2d9ee' into fix/client-clippy-baseline-20261023 2026-10-23 19:55:56 -05:00
Ganer 7371b2cccd Merge commit 'd84d7a7e6178ec1a6afab302c4b8ce80e5d2d9ee' into fix/worldgen-clippy-bool-20261023 2026-10-23 19:55:55 -05:00
Ludovic Marie d84d7a7e61 Merge pull request #1522 from ludovic111/fix/prepare-netty-natives
🤖 Agent: merged after verify and CI parity passed, built merged with current main (launcher-ship-1). #1521: generated docs keep LF line endings on Windows, so the launcher builds there again (dry run 40035909909 green on all three OSes). #1522: Prepare no longer requires Netty's optional native transport jar, which Prism never downloads (fixes #1487; test plus a real Prism-layout prepare).
2026-10-24 02:53:32 +02:00
Ganer 077c4c9214 Merge remote-tracking branch 'upstream/main' into fix/client-clippy-baseline-20261023 2026-10-23 19:53:00 -05:00
Ludovic Marie 1cd0dd8c5d Merge pull request #1529 from ludovic111/fix/ds-parity-flake
🤖 Agent: merged after verify and CI parity passed, built merged with current main. The dedicated_server flake was the harness client never resending its position, so a villager whose chunk went out after its only move was never shown to it (0/21 → 21/21 with the server's tick thread stalled after the join). Failing harnesses now print the reason in CI.
2026-10-24 02:52:06 +02:00
Ganer 8f081ae460 Merge remote-tracking branch 'upstream/main' into fix/client-clippy-baseline-20261023 2026-10-23 19:44:31 -05:00
Ganer 14461c1d96 fix(client): preserve behavior while clearing Rust 1.90 Clippy errors 2026-10-23 19:44:13 -05:00
Ludovic Marie 7f60a55ca3 Merge pull request #1468 from ludovic111/fix/one-handed-maps
🤖 Agent: merged after verify and CI parity passed, built merged with current main (reports-gate-2: each claim checked against vanilla 26.3, in-frame and --server-thread; evidence on the issue and in the PR body).
2026-10-24 02:40:52 +02:00
Ludovic MarieandClaude Opus 5.5 ea424ebd52 LAN and dedicated servers wait for the player's client to finish breaking a block
ServerPlayerGameMode breaks a digging player's block only when the
player's client says it is done (STOP_DESTROY_BLOCK, or the delayed
destroy), or at once when it is instant. The host ran the guest's
tick_mining with its own count and broke the block when that reached 1.
A guest whose client ran even a tick behind lost the block before it
predicted the break: no destroy particles, no break sound, and the
dropped item could appear before the block vanished.

lan_e2e's new digging check holds attack across six oak logs and hears
six breaks, then stalls the guest for a second halfway through stone:
the stone is still there on both sides when it resumes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 02:38:07 +02:00
Ludovic Marie 16db2f44ae Merge pull request #1420 from ludovic111/fix/st2-chat
🤖 Agent: merged after verify and CI parity passed, built merged with current main (st2: entity use with either hand and server chat components; lan_e2e checks pass in both modes. The hands check's only flake was a vanilla crit arrow killing the cow, fixed in c89695dd9: 40 of 40 runs pass).
2026-10-24 02:36:33 +02:00
Ludovic Marie 0b56d62273 Merge pull request #1521 from ludovic111/fix/launcher-doc-crlf
🤖 Agent: merged after verify and CI parity passed, built merged with current main (launcher-ship-1). #1521: generated docs keep LF line endings on Windows, so the launcher builds there again (dry run 40035909909 green on all three OSes). #1522: Prepare no longer requires Netty's optional native transport jar, which Prism never downloads (fixes #1487; test plus a real Prism-layout prepare).
2026-10-24 02:16:48 +02:00
Ludovic MarieandClaude Opus 5.5 574e3ca567 dedicated_server parity: the client re-sends its position as vanilla's does
The harness failed about 1 run in 3 on CI with "play-trade villager false" on
Horizon's side: the protocol client never saw the villager it trades with.

A server pairs a player with an entity only while the entity's chunk has been
sent to it, and checks again when either moves (ChunkMap.move / updatePlayers).
VanillaProtocolClient sent its position once, at the spawn teleport, and never
again. Horizon's first chunk batch goes out two ticks after the player is placed
(after the first tick's packets, as vanilla orders them); when a busy machine
held the tick thread back long enough for the client's move to be handled one
tick after placement, the villager's chunk wasn't sent yet, and with no later
move the villager was never paired.

The 26.3 client re-sends its position every 20 ticks standing still
(LocalPlayer.sendPosition, after a ServerboundClientTickEnd each tick). The
parity client now does the same from the time it is loaded until its death, so
an entity whose chunk comes late is paired at the next reminder, on either
server.

On failure the harness now adds the servers' and clients' warnings and errors to
its message and the client log's tail when the client fails, and parity.py's
summary prints the end of the first failing harnesses' logs, so CI shows why.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 01:33:16 +02:00
Ludovic Marie 2a2b4acb5c Merge remote-tracking branch 'origin/main' into fix/st2-chat 2026-10-24 01:07:00 +02:00
Ludovic MarieandClaude Opus 5.5 52bc81ca5b Launcher: the command reference is the same on Windows
launcher.yml's Windows build has failed since the reference test landed: Git for Windows checks
text out with CRLF (core.autocrlf), so docs/launcher-commands.md never equalled what markdown()
generates. .gitattributes now pins LF for the generated files tests compare byte for byte, and
the launcher's check reads the file whatever line endings a clone gave it, with a test of a
CRLF checkout.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 00:48:08 +02:00
Ludovic MarieandClaude Opus 5.5 e1fff77a48 Prepare: Netty's native transports are optional, as in the game
Prism Launcher never downloads io.netty:netty-transport-native-kqueue (or the epoll one on
Linux), so preparing from a Prism install stopped on a jar the game runs without: vanilla's
EventLoopGroupHolder.remote takes KQueue/Epoll only when isAvailable(), else Netty NIO.
Preparing now imports a native transport when the launcher has it (checked against the
version JSON's sha1, as before) and goes on without it otherwise; every other library stays
required. Fixes #1487.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 00:38:13 +02:00
Ludovic Marie 265461f2eb Merge pull request #1467 from ludovic111/fix/bundle-clicks
🤖 Agent: merged after verify and CI parity passed, built merged with current main (reports-gate-2: each claim checked against vanilla 26.3, in-frame and --server-thread; evidence on the issue and in the PR body).
2026-10-24 00:32:56 +02:00
Ganer fc9822b241 Merge commit 'd6dc08098a30a08be7ec168fa3e6b756aa3ac493' into fix/worldgen-clippy-bool-20261023 2026-10-23 17:12:21 -05:00
Ludovic Marie d6dc08098a Merge pull request #1419 from ludovic111/fix/st2-entity-hands
🤖 Agent: merged after verify and CI parity passed, built merged with current main (st2: entity use with either hand and server chat components; lan_e2e checks pass in both modes. The hands check's only flake was a vanilla crit arrow killing the cow, fixed in c89695dd9: 40 of 40 runs pass).
2026-10-24 00:08:06 +02:00
Ganer 4b1e298a44 fix(worldgen): resolve upstream Rust 1.90 Clippy boolean warnings 2026-10-23 16:55:08 -05:00
Ludovic MarieandClaude Opus 5.5 a4a101ca9c Single player runs on its server thread by default again; --in-frame is the opt-out
#1428 made the in-frame world the default while a server's players lagged
behind it (signs, books, totems, keep_inventory and the other [server-thread]
issues). With the fixes of this stack a scripted single player session (walk,
mine, place, inventory, combat, eating, boats, minecarts, chests, furnaces,
beds, chat, signs, books, totems, keep_inventory, fishing, maps, saving and
reopening) gives the same results on the server thread as in the frame.

`--in-frame`, `--no-server-thread` or HORIZON_SERVER_THREAD=0 runs the world
in the frame; `--server-thread` still works. LAN guests, dedicated servers and
the command harness are unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 23:30:14 +02:00
Ludovic MarieandClaude Opus 5.5 c6ed3112e7 Closing a menu puts a server's player's cursor stack back into their inventory
AbstractContainerMenu.removed hands the stack a closing player holds on the
cursor to placeItemBackInInventory (dropped only what doesn't fit, or for a
player who left), and broadcastChanges then empties the client's cursor. The
LAN host threw it out at the player's eyes instead, for the inventory and
every container, crafting, station, mount and merchant menu, and the client
kept showing a copy on its cursor (#1283).

The three ContainerClose arms now place it back through lan_place_back and
send the inventory, carried stack included.

tools/lan_e2e.py gains a cursor check: each player picks up a stack in their
inventory and closes it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 23:30:08 +02:00
Ludovic MarieandClaude Opus 5.5 f96101cd47 Strikes and mob effects reach a server's players: lightning, evoker fangs, poison, axolotls
Lightning (Entity.thunderHit) and evoker fangs (EvokerFangs.dealDamageTo) hit
every entity in their box, but thunder_hit and fangs_bite only looked at the
window's own player, so a server's players (guests, and single player on the
server thread) were never struck (#1480, #1481). Both now run their player
part for each guest too, through Game::each_guest_hit.

The effects a mob gives the player it acts on (cave spider and bee poison, husk
hunger, wither skeleton wither, the nautilus's breath) and an axolotl's help
after a kill stayed with the server's own player: acts_on_player now routes
MobEvent::EffectPlayer and MobEvent::AxolotlSupportPlayer to the guest the mob
sees, like its blows (#1484, #1485).

tools/lan_e2e.py gains a strikes check: a bolt hurts each player standing in
water, and a cave spider poisons them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 23:30:08 +02:00
Ludovic MarieandClaude Opus 5.5 fa4ea80d32 A server's player's client sets its body as in frame: look pitch, use slowdown, boots on powder snow
On a server (guests, and single player on the server thread) the window ticks
its player through tick_remote_level, which copied the yaw, the Respiration
level, the wings and FAST_LAVA but not the rest of what the in-frame tick sets
from the window's own state. Both now call Game::sync_player_body:

- the look pitch: Player.travel steers sprint-swimming up and down by it (#1303)
- the slowdown of an item in use, LocalPlayer.modifyInput (#1278)
- leather boots, PowderSnowBlock.canEntityWalkOnPowderSnow (#1296)
- freeze-immune wear, LivingEntity.canFreeze
- the Auto Jump option, LocalPlayer.sendPosition (#1279)

tools/lan_e2e.py gains a body check: each player walks while drawing a bow,
stands on powder snow with leather boots and without, and sprint-swims looking
down.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 23:30:08 +02:00
Ludovic Marie 0bbe50c6e8 Merge remote-tracking branch 'origin/main' into feat/java-terrain-cull 2026-10-23 23:10:12 +02:00
Ludovic Marie c924894624 Merge remote-tracking branch 'origin/main' into feat/java-gbuffers-terrain 2026-10-23 23:08:59 +02:00
Ludovic Marie ba8bdc7179 Merge remote-tracking branch 'origin/main' into fix/st2-chat 2026-10-23 23:07:44 +02:00
Ludovic Marie 455a9996d2 Merge pull request #1462 from ludovic111/fix/amd-regress-1
🤖 Agent: merged after verify and CI parity passed. A stopgap while in-frame is the default: an overloaded world slows down instead of dropping to 2 FPS (2,500 pigs: 1.7 → 16 FPS). It is removed with the in-frame path (FEATURES 4zg) once the server thread is the default again (#1463–#1466 and following).
2026-10-23 23:07:17 +02:00
Ludovic Marie cbc469249e Merge remote-tracking branch 'origin/main' into fix/bundle-clicks 2026-10-23 23:06:24 +02:00
Ludovic MarieandClaude Opus 5.5 287d7a7eb5 Maps on a server's players: each holder's map ticks on the server and its data reaches them
A map a server's player (a LAN guest, or single player's window on its
server thread) made stayed blank and saved nothing (#1382): only the
game's own player ever updated a map, and no map data went to the guests.
Each guest's turn now runs MapItem's ticks as theirs (the marker of every
carried map, the reveal of the held ones), and the server sends each guest
ClientboundMapItemDataPacket for the maps it carries, and every 10 ticks
for the maps framed in the level (ServerPlayer.synchronizeSpecialItemUpdates,
ServerEntity.sendChanges).

As in vanilla, a map keeps its holders (MapItemSavedData.HoldingPlayer):
each has its own column sweep and its own record of what changed since its
last packet, so the packet carries only the changed pixels' box, and the
decorations at most every 5th tick while they changed. Player markers are
kept per holder, so each player's marker shows on a shared map, and go
when that player stops carrying it. A server's client now applies the
packet's decorations.

lan_e2e maps: host and guest each make and hold a map, which draws the
terrain around them and their marker, in both modes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 22:58:28 +02:00
Ludovic MarieandClaude Opus 5.5 c86996c234 Fishing on a server's players: a hook per player, ticked on the server and drawn by its clients
A server's players (LAN guests, and single player's window on its server
thread) cast no lasting hook and caught nothing (#1348): the guest's cast
went into the game's own hook, which the server's tick then dropped for
want of a local player. Each guest now keeps its own hook (Player.fishing),
swapped in with the rest of its state for its turns, ticked as theirs every
server tick, and dropped when they die. Reeling in retrieves it on the
server: a catch, the rod's wear, the experience.

The server tracks every hook to its players as a fishing_bobber entity
(FishingHook.getAddEntityPacket: the owner's id; DATA_HOOKED_ENTITY and
DATA_BITING). A client takes the one its own player cast as its hook, so
the rod shows cast and the line runs to its hand, and draws the others'
bobbers on lines to their owners' hands.

A hook resting on a block stays on the ground (Entity.move keeps onGround
when nothing moves vertically); it used to flip every tick, so reeling it
in cost the rod 2 only half the time.

lan_e2e fishing: host and guest, both modes: the hook stays out and both
sides draw it, reeling in from the ground costs 2, and in open water with
Lure III a fish bites and is caught for 1.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 22:58:18 +02:00
Ludovic Marie e436116e38 Merge pull request #1463 from ludovic111/fix/st-totem
🤖 Agent: merged after verify and CI parity passed, built merged with current main (st-default-1: server-thread gaps checked against vanilla, each with a lan_e2e check that fails on main and passes here, host and guest, both modes; tables in the PR body).
2026-10-23 22:33:17 +02:00
rdbtCVS d7b5cd8c85 docs: make agent identity instructions user independent
🤖 Generated with Codex
2026-10-23 21:28:06 +01:00
Ludovic Marie 35d2781e9d Merge pull request #1454 from ludovic111/feat/client-probe-binary
🤖 Agent: merged after verify passed, with local proof: all 100 client harnesses ran on main and on the branch and their transcripts were diffed (89 byte-identical, the rest only timings or stamps). 81 client examples become one probe binary.
2026-10-23 22:16:12 +02:00
Ludovic Marie 66d1292d10 Merge pull request #1453 from ludovic111/feat/world-probe-binary
🤖 Agent: merged after verify passed, with local proof: all 217 world harnesses ran on main and on the branch and their transcripts were diffed (203 byte-identical, the rest only timings or known run-to-run counts). 168 world examples become one probe binary, with 1,097 duplicated helper lines and 11 dead examples gone.
2026-10-23 22:15:44 +02:00
Ludovic MarieandClaude Opus 5.5 4daa91cf52 Wind charges push a server's players: the burst's packet carries each one's push
A wind charge's burst (ServerExplosion with TRIGGER_BLOCK) pushed only the
game's own player, so a LAN guest, and single player's window on its server
thread, never rose (#1386). The burst now pushes every player in reach, each
swapped in as the player, and sends ClientboundExplodePacket to the players
within 64 blocks with the push it gave them (hitPlayers), which their client
adds (Entity.pushFromExplosion); onExplosionHit's fall-damage grace goes on
the server's body. A burst from a guest's own turn (their charge landing,
their mace's wind burst) waits for the turn to end, so that it reaches the
host and the other guests too.

The packet's centre particle is the gust emitter and it throws no block
particles, as WindCharge.explode asks; the client now draws the packet's
own particle. Explosion knockback resistance lowers the player's push as in
vanilla, and a guest's body knows whether it flies (no push while flying in
creative).

lan_e2e wind: host and guest each throw a charge at their feet, rise about
six blocks and land unhurt, in both modes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 22:15:06 +02:00
Ludovic Marie d3de3cd0a9 Merge remote-tracking branch 'origin/main' into fix/amd-regress-1 2026-10-23 22:10:55 +02:00
Ludovic Marie 5595db9077 Merge remote-tracking branch 'origin/main' into chore/dedupe-side-mask-kind 2026-10-23 22:10:53 +02:00
Ludovic Marie e3b168688e Merge remote-tracking branch 'origin/feat/world-probe-binary' into feat/client-probe-binary 2026-10-23 22:08:17 +02:00
Ludovic Marie 974e18e52a Merge remote-tracking branch 'origin/main' into feat/world-probe-binary
# Conflicts:
#	crates/horizon-client/examples/lan_flat.rs
2026-10-23 22:05:48 +02:00
Ludovic MarieandClaude Opus 5.5 c89695dd93 lan_e2e hands: shoot the cow with a half drawn bow so it lives
A fully drawn bow fires a crit arrow: AbstractArrow.onHitEntity adds
random.nextInt(damage / 2 + 2) to the 6 damage, so one shot in five does 10
and kills the 10 health cow. The off hand bucket then had nothing to milk
("the host's off hand holds minecraft:bucket"), on either side, in any mode.
Under 20 ticks of draw the arrow is no crit and does at most 6. The check
now also asserts the cow is still there after the shot.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 22:01:47 +02:00
Ludovic Marie fe70ff90b4 Merge remote-tracking branch 'origin/main' into fix/st-wind-charge 2026-10-23 21:43:45 +02:00
Ludovic Marie 4d9baf60d4 Merge remote-tracking branch 'origin/fix/st2-entity-hands' into mm1-1420
# Conflicts:
#	tools/lan_e2e.py
2026-10-23 21:29:13 +02:00
Ludovic Marie 0a36a6d8c6 Merge remote-tracking branch 'origin/main' into mm1-1419
# Conflicts:
#	tools/lan_e2e.py
2026-10-23 21:20:14 +02:00
Ludovic Marie b9501fc826 Merge remote-tracking branch 'origin/feat/world-probe-binary' into feat/client-probe-binary 2026-10-23 21:09:59 +02:00
Ludovic Marie 9dd9a83699 Merge pull request #1427 from ludovic111/fix/st-particles
🤖 Agent: merged after verify and CI parity passed, built merged with current main (st1: /particle and explosion particles from a server reach its players; lan_e2e evidence in the PR body).
2026-10-23 21:06:12 +02:00
Ludovic Marie 341576a084 Merge remote-tracking branch 'origin/main' into feat/world-probe-binary 2026-10-23 21:06:03 +02:00
Ludovic Marie 0b0e4a8aae Merge remote-tracking branch 'origin/main' into fix/bundle-clicks 2026-10-23 20:53:33 +02:00
Ludovic Marie 4a442f7250 Merge remote-tracking branch 'origin/main' into perf/glyph-cache-fxhash 2026-10-23 20:53:30 +02:00
Ludovic Marie f47f6ee472 Merge remote-tracking branch 'origin/main' into fix/entity-shadow-height 2026-10-23 20:53:28 +02:00
Ludovic Marie 85c6103d45 Merge remote-tracking branch 'origin/main' into fix/creative-search-hotbar-keys 2026-10-23 20:53:27 +02:00
Ludovic Marie c19418b55d Merge remote-tracking branch 'origin/main' into fix/one-handed-maps 2026-10-23 20:53:25 +02:00
Ludovic MarieandClaude Opus 5.5 8acb46756b Bundle clicks: the open menu's slotsChanged for the player's inventory
BundleItem.broadcastChangesOnContainerMenu calls slotsChanged(player
inventory) after a bundle click. The menus that don't check which container
changed recompute from their inputs (crafting grids, loom, stonecutter,
cartography, merchant, smithing's hasRecipeError). The menu click harness
found it on a loom with a fixture result: 8000/8000 cases now match (seeds 7
and 11).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 20:52:41 +02:00
Ludovic Marie ee79b8f0cd Merge remote-tracking branch 'origin/main' into mm1-1447 2026-10-23 20:38:10 +02:00
Ludovic Marie 8667cef3a1 Merge remote-tracking branch 'origin/main' into mm1-1420 2026-10-23 20:37:55 +02:00
Ludovic Marie fe1d544d02 Merge remote-tracking branch 'origin/fix/st2-entity-hands' into mm1-1420
# Conflicts:
#	tools/lan_e2e.py
2026-10-23 20:37:55 +02:00
Ludovic Marie 33e35d37c0 Merge pull request #1267 from ludovic111/feat/java-packs-photon-chocapic
🤖 Agent: merged after verify and CI parity passed (shaders stack: Java packs draw their own terrain, water and shadow map, as in Iris). BSL shows real shadows on Vulkan and Metal; frame times and screenshots are on #1326. Without a pack, nothing changes.
2026-10-23 20:32:04 +02:00
Ludovic Marie 0cc3b4a057 Merge remote-tracking branch 'origin/main' into mm1-1447
# Conflicts:
#	.github/workflows/ci.yml
2026-10-23 20:21:46 +02:00
Ludovic Marie 81fb4c7371 Merge remote-tracking branch 'origin/main' into mm1-1419
# Conflicts:
#	crates/horizon-client/src/game.rs
#	crates/horizon-client/src/lan/entity.rs
#	tools/lan_e2e.py
2026-10-23 20:18:12 +02:00
Ludovic Marie 60611ed5a3 Merge remote-tracking branch 'origin/main' into mm1-1455
# Conflicts:
#	crates/horizon-client/src/mobs/villager_brain.rs
2026-10-23 20:16:35 +02:00
Ludovic Marie e247790c83 Merge pull request #1472 from ludovic111/fix/main-build-1432
🤖 Agent: merged after verify passed; main builds again. Local proof on the Mac mini: cargo check -p horizon-client --bins --tests fails on 8a4ebcc55 with the two E0599 errors and passes here.
2026-10-23 20:15:12 +02:00
Ludovic Marie ceb12718cb Merge pull request #1448 from ludovic111/chore/python-helpers-lab
🤖 Agent: merged after verify and CI parity passed, built merged with current main (review-2-deps-dupes; numbers and harness proof are in the PR body).
2026-10-23 20:10:15 +02:00
Ludovic MarieandClaude Opus 5.5 f74d2fd5f4 Restore Guest::send_all and Behaviours::bone_meal_spreads: main builds again
#1432 deleted both as unused; #1424 (level events) and #1425 (scoreboard)
merged after it and call them, so horizon-client's binary failed with
E0599 at level_particles.rs:54 and scoreboard.rs:338. Both functions come
back unchanged from 4d7f30f14^1.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 20:05:12 +02:00
Ludovic MarieandClaude Opus 5.5 4fa5966338 Text: the glyph cache hashes chars with Fx instead of SipHash
Every drawn character looks its glyph up in the font set's cache, and with
std's SipHash the hashing was the top cost of drawing sign text (#1461:
100 text signs in view). FxHash for those char keys cuts the frame's
prepare time with 100 text signs from 0.32 ms to 0.22 ms on the Mac mini
(Metal, 1280x720): 1920 to 2250 fps.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 19:58:48 +02:00
Ludovic MarieandClaude Opus 5.5 eb79cfdb01 Entity shadows: no more z-fighting with chicken feet and other model feet
Shadow quads were lifted 0.001 above the block top and drawn in the entity
batch with depth writes. LivingEntityRenderer's translate(0, -1.501, 0)
puts a model's feet 0.001 above the ground too, so a chicken's feet and the
shadow under it were coplanar and flickered (#1440).

ShadowFeatureRenderer puts the quads on the block top itself
(relativeY + shapeBelow.minY), and RenderPipelines.ENTITY_SHADOW tests depth
without writing it. Shadows are now their own entity material (overlay 14)
drawn by such a pipeline after the entities. A small depth bias, constant
plus 1.5% of the slope, keeps them over the terrain under them, whose
vertices snap to the subpixel grid differently (without it whole shadows
vanished at some camera positions), while staying under feet 0.001 higher.
The shader pack shadow map no longer draws entity shadows as casters.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 19:58:48 +02:00
Ludovic MarieandClaude Opus 5.5 7dac46ec3c Bundles take and give items in inventories and containers
A carried bundle clicked on a stack took its place instead of taking it in
(#1456): Horizon's menus had no BundleItem click overrides. The PICKUP click
now runs them first, as AbstractContainerMenu.tryItemClickBehaviourOverride:

- a carried bundle takes as much of a clicked stack as its weight allows
  (tryTransfer), and a right click on an empty slot puts its first stack
  there (removeOne, the rest going back in);
- a stack clicked onto a bundle in a slot goes in as far as it fits, and a
  right click with an empty hand takes the bundle's first stack out.

BundleContents.Mutable is in horizon_client::bundle (exact Fraction
weights: 1/max stack, 1 for a beehive with bees, a nested bundle's contents
plus 1/16; shulker boxes don't fit), used by the menu engine and the
LAN/server-thread container engine. The insert, insert-fail and remove-one
sounds play at the player.

In single player the inventory screen's empty-hand press went to an older
click path instead of the menu engine; it now goes to the engine, as on a
server, so the right click on a bundle works there too.

The menu click harness now has bundles (empty, loaded, nested; often in
hand) and compares the player's sounds: 3000/3000 bundle-heavy cases match,
2796/3000 without the overrides.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 19:58:48 +02:00
Ludovic MarieandClaude Opus 5.5 717f54bf28 Creative search tab: number keys over a slot move its item to the hotbar
CreativeModeInventoryScreen.keyPressed on the search tab tries the hotbar
keys on the hovered slot before the search box: a digit or keypad key bound
to key.hotbar.N swaps when the cursor is over a slot holding an item, or any
slot that is not a display slot, and the cursor stack is empty
(checkHotbarKeyPressed). Over an empty display slot, outside every slot or
with a stack held, the key still types. Horizon sent every key to the search
box (#1460).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 19:58:47 +02:00
Ludovic MarieandClaude Opus 5.5 8ef418e223 Maps in one hand: the off hand, or the main hand beside an item, draws the map
FirstPersonHandsAndItemsRenderer.submitArmWithItem draws a stack with a
map_id two-handed only from the main hand with an empty off hand; any other
map is renderOneHandedMap in its own hand. Horizon only had the two-handed
case and drew every other held map as its item model (#1459).

MapHold picks the case from the hand renderer's visible items, and
one_handed_map_pose is renderOneHandedMap's transform, checked against
vanilla's PoseStack. renderMap (background, map, decorations) is shared by
both cases. The arms under held maps are still not drawn, as before.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 19:58:47 +02:00
Ludovic MarieandClaude Opus 5.5 ad76f911bd Shields, tridents, crossbows and spyglasses end their use on a server: the client starts it too
Item.use runs on the client as well (MultiPlayerGameMode.useItem), and
only a use the client started sends RELEASE_USE_ITEM when the button
lets go. A server's client started one for bows and food only, so a
shield kept blocking after release, a charged trident never left the
hand, a loaded crossbow stayed "in use" on the server and never fired,
and a spyglass never scoped. The client now starts what the window's
own Item.use does: a bow or crossbow with ammunition, a trident, a
spyglass, a shield off cooldown, and keeps it until the button lets go.

The server's RELEASE_USE_ITEM let go of a main-hand bow only. It now
runs ServerPlayer.releaseUsingItem with the used item's hand, through
the release the window's own tick shares (bow, trident, spyglass).

A loaded crossbow reached its client without its ammunition: the
network stack gets minecraft:charged_projectiles (registry id 51,
ItemStackTemplate list), and a server's client decodes it.

lan_e2e gets a helduse check, for the host and the guest, both modes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 19:50:56 +02:00
Ludovic Marie 8a4ebcc553 Merge pull request #1425 from ludovic111/fix/st-hud
🤖 Agent: merged after verify and CI parity passed; each fix has a lan_e2e check (host and guest) passing on the server thread and in-frame (bugs-st-1).
2026-10-23 19:38:45 +02:00
Ludovic Marie 9ff9055b4f Merge pull request #1424 from ludovic111/fix/st-level-events
🤖 Agent: merged after verify and CI parity passed; each fix has a lan_e2e check (host and guest) passing on the server thread and in-frame (bugs-st-1).
2026-10-23 19:37:19 +02:00
Ludovic Marie 0495d3cbdd Merge pull request #1423 from ludovic111/fix/st-thrown
🤖 Agent: merged after verify and CI parity passed; each fix has a lan_e2e check (host and guest) passing on the server thread and in-frame (bugs-st-1).
2026-10-23 19:35:52 +02:00
Ludovic Marie 4d7f30f145 Merge pull request #1432 from ludovic111/chore/delete-unused-pub-items
🤖 Agent: merged after verify and CI parity passed (review-0-survey quick win: dead pub items; the generated version.rs is kept as the generator writes it).
2026-10-23 19:17:10 +02:00
Ludovic MarieandClaude Opus 5.5 5ed8181adc Elytra glides on a server's players: the client sends START_FALL_FLYING and the server checks it
A server's client never took the chest slot's Elytra into its own
movement (player.glider) and never told the server it started gliding,
so on the server thread and as a LAN guest the player just fell. The
client now sets the glider as the window's own tick does and sends
ServerboundPlayerCommandPacket START_FALL_FLYING when a glide starts.

The hub used to accept that command blindly and never clear it. The game
now answers it as handlePlayerCommand does (Player.tryToStartFallFlying,
else stopFallFlying), and each tick runs LivingEntity.updateFallFlying
for a gliding guest: the glide ends once canGlide fails (landed, riding,
flying, levitation, a glider about to break), every 20th tick wears the
Elytra, every 10th is an elytra_glide game event, and a glide that isn't
diving keeps the fall distance at 1 (checkFallDistanceAccumulation).

lan_e2e gets an elytra check, for the host and the guest, both modes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 19:12:44 +02:00
Ludovic MarieandClaude Opus 5.5 5617d702cc Books open on a server's players, and what they write and sign reaches the server
A server's player (a LAN guest, or single player's window on its server
thread) could neither write in a book and quill nor read a written book:
the server opened the screens in the guest's turn and dropped them (#1366).
As in vanilla, the client opens a book and quill's editor itself when it
uses one (LocalPlayer.openItemGui) and sends ServerboundEditBookPacket
when it saves or signs; the server writes the pages or makes the written
book, signed with the player's name, in that hotbar slot or the off hand.
A written book opens on the client when the server sends
ClientboundOpenBookPacket for its hand (ServerPlayer.openItemGui).

horizon-protocol: OpenBook and EditBook (pages a list of at most 100).
horizon-ctl: book sign presses Sign, then Sign and Close; book done on a
book and quill saves it, as its Done button does.

lan_e2e books: host and guest each write, sign, read and drop a book,
both modes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 18:10:13 +02:00
Ludovic MarieandClaude Opus 5.5 52d8ed6721 Signs open their editor on a server's players, and what they write reaches the server
A sign a server's player placed (a LAN guest, or single player's window on
its server thread) opened no editor: its turn's editor was dropped with
the rest of the guest's screens (#1380). The server now does as
ServerPlayer.openTextEdit: the block, then ClientboundOpenSignEditorPacket,
and the player may write on that sign. The client opens its editor on the
sign it has and sends ServerboundSignUpdatePacket when it closes; the
server takes the lines (formatting codes stripped) unless the sign is
waxed, the player was not the one allowed or went out of reach, and sends
the sign to everyone. The window's own sign now reaches its guests too
(sendBlockUpdated, not only a save).

horizon-protocol: OpenSignEditor and SignUpdate, with SignTextSlot as a
VarInt and the lines as a fixed list of four (26.3's stream codecs).
horizon-ctl: type and key reach an open sign editor; block shows a sign's
lines.

lan_e2e signs: host and guest each place, write and see, both modes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 18:10:13 +02:00
Ludovic MarieandClaude Opus 5.5 de358cd721 A server's players drop their inventory on death unless keep_inventory is on
The guest death path (LAN guests, dedicated players and single player's
window on its server thread) gave the experience reward but never ran
Player.dropEquipment, so a player died with keep_inventory off and kept
everything (#1284). Both paths now share one drop_inventory:
destroyVanishingCursedItems, then Inventory.dropAll from the eyes less 0.3.

ServerPlayer.die skips the loot for spectators only; the window's own
death skipped it in creative too, which vanilla doesn't.

lan_e2e keepinv: host and guest, keep_inventory off and on, both modes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 18:10:13 +02:00
Ludovic MarieandClaude Opus 5.5 b8e729b950 Totems save a server's players: the guest's turn uses it up, and entity event 35 reaches every client
A server's players (LAN guests, and single player's window on its server
thread) never had a totem ready, and nothing applied one: lethal damage
killed them with the totem still in hand (#1292). Each guest turn now
readies the totem from the guest's hands and, when its hurt set it off,
uses it up at the end of the turn (LivingEntity.checkTotemDeathProtection):
1 health, the item_used stat, the used_totem trigger, the use vibration,
the totem's effects.

Entity event 35 now goes to every client around, the holder's own too,
and a client plays it as ClientPacketListener.handleEntityEvent does: the
totem particles, the sound heard locally (not sent on as a sound packet,
so no client hears it twice) and the holder's rumble.

lan_e2e totem: host and guest, off hand and main hand, both modes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 18:10:13 +02:00
Ludovic Marie b65e082fd7 Merge pull request #1450 from ludovic111/chore/client-zip-crate
🤖 Agent: merged after verify and CI parity passed (review-2-deps-dupes; numbers and harness proof are in the PR body).
2026-10-23 18:02:49 +02:00
Ludovic MarieandClaude Opus 5.5 9acc68f09f Merge feat/java-terrain-cull into feat/java-shadow-programs
The shadow samplers bind with main's custom textures (texture.* first,
then the shadow map, then the rest); the shadow layers are drawn from the
shadow list on the flat path too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 18:00:56 +02:00
Ludovic MarieandClaude Opus 5.5 a8c21c27df Merge feat/java-gbuffers-terrain into feat/java-terrain-cull
With main's Metal culling: the pack's depth test in OpenGL's layout runs
forced early on Vulkan (fs_box_early_depth) and in the shader on Metal
(fs_box_gl, the pack's depth attached read only and bound), and the flat
path culls too (phase 1 calls, flatten_phase2 after test_gl, then
draw_phase2 with each page's group 3).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 17:55:04 +02:00
Ludovic MarieandClaude Opus 5.5 55264459ce In-frame ticks stop at a tick's length per frame: an overloaded world slows down instead of drawing at 2 FPS
Single player's world ticks in the frame by default (#1428). When its ticks
take longer than 50 ms, every frame fell behind and ran the client timer's
ten, so the picture stalled at 1-2 FPS (a player's report on an AMD 680M,
in-frame tick at 36.7 ms). Vanilla's world ticks on the integrated server's
thread, which falls behind without costing frames and logs "Can't keep up!".

A frame now stops running world ticks once they took a tick's length and
drops the rest, logging vanilla's overload warning (1 s + 20 ticks behind,
at most every 10 s + 100 ticks). Ticks of a few milliseconds still get the
full ten per frame; sprints and server clients are unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 17:47:22 +02:00
Ludovic MarieandClaude Opus 5.5 0f3a92ac2b Merge feat/java-packs-photon-chocapic into feat/java-gbuffers-terrain
Brings main's shader api 2 (#1414) up the stack. One path for blending:
the terrain programs' blend.* now go through Pass.blend/buffer_blends like
composite and final (java_pack::pass_blends). depthtex1/depthtex2 are one
source, DepthSolid: Horizon's depth before translucent geometry, then the
pack's solid terrain's. Horizon's world goes to the pack's first terrain
target (colortex1 for MakeUp).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 17:46:12 +02:00
Ludovic Marie 036e6bd8d6 Merge pull request #1444 from ludovic111/fix/parity-shard-world-spawn
🤖 Agent: merged after verify and CI parity passed. world_spawn runs as 4 shards, so the job's tail drops from 1,436 s to about 465 s.
2026-10-23 17:40:37 +02:00
Ludovic Marie 80d6252734 Merge pull request #1443 from ludovic111/fix/parity-prebuild-selection
🤖 Agent: merged after verify passed. The parity probe prebuild repeats each harness's own -p and features selection, so harness builds after the prebuild compile nothing (0 of 10, was 10 of 10). The full harness set ran on it locally in #1453's before/after diff.
2026-10-23 17:39:09 +02:00
Ludovic Marie f7144ccd19 Merge pull request #1435 from ludovic111/fix/ci-verify-no-examples
🤖 Agent: merged after verify passed. CI verify no longer builds the ~275 examples: the job goes from 7.8 to 5.6 min (review-1-ci).
2026-10-23 17:37:42 +02:00
Ludovic Marie a74d6e49e6 Merge pull request #1458 from ludovic111/fix/high-res-pack-gui
🤖 Agent: merged after verify passed, with local parity proof (103/103 on this head). GUI sprites are measured in GUI units whatever the pack's resolution, as in vanilla: inventories, tooltips and toasts look right with Faithful 32x and 64x.
2026-10-23 17:31:27 +02:00
Ludovic Marie ea426bd53d Merge pull request #1457 from ludovic111/fix/resource-pack-crash
🤖 Agent: merged after verify passed, with local parity proof: parity --changed passed 103/103 on #1458's head, which contains this PR. Faithful 64x reproduced a startup panic on main (a 32768 px shared atlas over the 16384 GPU limit); with the fix it reaches the world. A pack that can't fit now falls back to the default resources, as vanilla does.
2026-10-23 17:29:56 +02:00
Ludovic Marie ab2bc22515 Merge origin/main into feat/java-packs-photon-chocapic
# Conflicts:
#	crates/horizon-shaderpack/src/translate.rs
#	docs/shader-packs.md
2026-10-23 17:20:17 +02:00
Ludovic Marie ce3284a516 Merge pull request #1429 from ludovic111/feat/launcher-single-channel
🤖 Agent: merged after verify and CI parity passed; release dry run 39935111815 was green (the smoke test drew a world, no blocker, it would publish as the release and latest). One channel, as Ludovic decided on 2026-10-23.
2026-10-23 17:11:04 +02:00
Ludovic Marie 9137279e10 Merge pull request #1418 from ludovic111/fix/st2-saved-state
🤖 Agent: merged after verify and CI parity passed; lan_e2e (hands, styles, feedback, chat, frames, riding, mounts, beds, contacts, worldspawn) passes on the server thread and in-frame (bugs-st-2).
2026-10-23 17:09:33 +02:00
Ludovic MarieandClaude Opus 5.5 441774c229 held_drop: pass its probe name
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:51:55 +02:00
Ludovic MarieandClaude Opus 5.5 693556ce32 Point the particle harnesses' source lists at the probe modules
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:51:55 +02:00
Ludovic Marie dfbb106c69 Merge feat/world-probe-binary (harness fixes) 2026-10-23 16:51:54 +02:00
Ludovic MarieandClaude Opus 5.5 38bce65c21 Pass the probe name where the harness codemod missed it
block_survival and state_provider hashed the name as an artifact instead of
passing it; decorated_region runs chunk_dump through chunk_generation's binary.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:50:01 +02:00
Ludovic Marie 55034fcce1 Merge pull request #1446 from ludovic111/fix/macos-guest-cdylib-link
🤖 Agent: merged after verify passed. No runtime change for players: #1445 deletes 10 tools/ scripts that nothing references (no harness depends on them); #1446 exports the mod-SDK symbols only on wasm32, so the guest crates link on macOS, and the mod sandbox tests pass.
2026-10-23 16:37:13 +02:00
Ludovic Marie 9a8003df0b Merge pull request #1445 from ludovic111/chore/delete-dead-tools
🤖 Agent: merged after verify passed. No runtime change for players: #1445 deletes 10 tools/ scripts that nothing references (no harness depends on them); #1446 exports the mod-SDK symbols only on wasm32, so the guest crates link on macOS, and the mod sandbox tests pass.
2026-10-23 16:35:43 +02:00
Ludovic MarieandClaude Opus 5.5 a79077b30e Mob brains share Timed, compute_path, reached and the living-entity scan
Behavior's Timed was copied into the villager, animal, monster and warden
brains: one copy now, in brain.rs, drawing its duration in Java's int
arithmetic (two copies used plain +, the same for every duration they
have). MoveToTargetSink's tryComputePath and reachedTarget, copied into
the villager, monster and warden brains on the same WalkTarget and Slot
types, are the villager brain's, given each brain's
CANT_REACH_WALK_TARGET_SINCE. NearestLivingEntitySensor's scan, copied
into the villager, animal and monster brains, is brain.rs's living_near.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:33:59 +02:00
Ludovic Marie d759a89cf0 Merge pull request #1451 from ludovic111/docs/agent-map
🤖 Agent: merged after verify passed; docs only (AGENTS.md, CLAUDE.md symlink, docs/architecture.md). Every path and harness name was checked against the repo.
2026-10-23 16:31:47 +02:00
Ludovic MarieandClaude Opus 5.5 ac811d4708 One side_mask for the two datafixes, one test MobType for two mobs.rs tests
datafix: LeavesFix's getSideMask is ChunkPalettedStorageFix's, line for
line; chunk_leaves uses chunk_flatten's. mobs.rs: push_tests takes
sensor_scan_tests' 46-line cow MobType instead of its own copy.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:46 +02:00
Ludovic MarieandClaude Opus 5.5 82d6d27567 Point the audio harnesses at audio_common's new place
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:39 +02:00
Ludovic MarieandClaude Opus 5.5 a6da925837 Split the client probe list from its dispatch the same way
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:39 +02:00
Ludovic MarieandClaude Opus 5.5 4a922a5772 Document how the runner tracks probe-binary dependencies
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:38 +02:00
Ludovic MarieandClaude Opus 5.5 858f701ee8 Run the horizon-client parity probes from one binary
81 client examples that harnesses run become modules of examples/probe:
harnesses run `probe <name> ...` (or `cargo run --example probe -- <name>`),
and the shared helpers (audio_common, hud_fixture, chat_screen_fixture)
move with them. The benchmarks and manual tools stay standalone examples.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:38 +02:00
Ludovic MarieandClaude Opus 5.5 ed847d43dc Keep the probe list out of the harnesses' dependencies
main.rs now only lists the probes; dispatch.rs runs them. The runner leaves
main.rs out of a probe-binary harness's dependencies and keeps dispatch.rs,
so adding a probe no longer reruns (or flake-checks) every harness of its
crate. It also follows crate::<probe> references between probes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:38 +02:00
Ludovic MarieandClaude Opus 5.5 ab4c246cda Delete the 11 examples nothing references
Eight benches (block_facts, chunk, entity_geometry, json_readers, load,
save, streaming, tick_chunk_membership), lan_flat, save_parity and
vanilla_diff: no harness, tool, doc or workflow names them (review plan,
section 1, dead code). -2,222 lines; Git history keeps them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:38 +02:00
Ludovic MarieandClaude Opus 5.5 7092f16a06 horizon-world probes: one copy of the helpers they shared
Now that the probes are modules of one binary, the helpers copied between
them live once in examples/probe/support: the collision probes' shape
printer (emit, values, box_values, bounds, 8 copies each), the canonical
NaN bits of f64 and f32 (50 copies), the registry JSON-to-NBT reader (15)
and the JSON block position (4). -1,097 lines of copies.

f64::NAN.to_bits() is 0x7ff8000000000000, the literal some copies used,
so every probe prints the same bytes.

tools/parity.py follows include!: three probes include another probe's
source, and stay dependent on it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:38 +02:00
Ludovic MarieandClaude Opus 5.5 fdae4b895c horizon-world probes: one binary, probe <name>
The 168 horizon-world examples the parity harnesses run become modules of
one example, examples/probe, that dispatches on its first argument;
crate::args() gives each the command line its example saw. Linking ~170
binaries, each instantiating horizon-world's generics again, was most of
the parity job's probe build (review plan, section 1).

The harnesses build `--example probe` and run `probe <name> ...`.
tools/parity.py counts only the probes a harness ran, and the support
modules they name, as its dependencies, so editing one probe still reruns
only its own harnesses (and PARITY_RUST_SCOPE keeps working).

The six manual tools (benches, loot_fill, structure_blocks, vanilla_diff,
attribute_memory, behaviour_load_profile) stay separate examples.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:38 +02:00
Ludovic Marie c1f8ec81d8 Merge #1444 (world_spawn shards), which touches the same harness 2026-10-23 16:30:37 +02:00
Ludovic Marie 2e953c625b Merge #1443 (parity prebuild selection), which the probe binaries rely on 2026-10-23 16:30:37 +02:00
Ludovic MarieandClaude Opus 5.5 1960dc6eb2 AGENTS.md: agents never add release-now
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:31 +02:00
Ludovic MarieandClaude Opus 5.5 7c42cc63ce parity: leave out of the prebuild probes that no longer exist
A record naming an example since renamed or deleted made the whole Cargo
run fail ("no example target named ..."), so no probe was prebuilt and
every harness built its own: the probe binaries rename ~250 of them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:27 +02:00
Ludovic MarieandClaude Opus 5.5 79ee670d79 High-resolution resource packs draw the GUI at its size
With Faithful 32x the inventory showed the top-left quarter of its
background stretched over the screen, tooltips lost their background and
toasts doubled in size (#1442): the GUI code drew every atlas sprite in
texels, where vanilla draws in GUI units whatever the pack's resolution.

- Atlas sprites carry their GUI size: the size of the default resources'
  texture of that name (what vanilla's `blit(..., 256, 256)` calls and
  sprite sizes assume), their texels only for what copies pixels (font
  sheets, fire frames). Textures only a pack has keep their own size.
  The texture size filter reads the GUI size too, so Faithful 64x's
  1024x1024 container backgrounds are no longer dropped.
- Nine-slice sprites follow `GuiGraphicsExtractor.blitNineSlicedSprite`:
  their `gui.scaling` width, height and borders (Faithful's tooltip
  background is 50x50 with a 10-pixel border), `stretch_inner`, the
  single-quad and three-part cases, and borders capped at half the
  drawn size by integer division.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:28:50 +02:00
Ludovic MarieandClaude Opus 5.5 22ad65611e High-resolution resource packs no longer crash the game at launch
The shared GUI atlas was always 4096 texels wide, so Faithful 64x needed
4096x32768: past the 16384 texels a side GPUs allow, and wgpu panicked
in create_texture at every launch until the pack was removed (#1442).

- The atlas widens (4096, 8192, 16384) until it fits within 16384 a
  side, so Faithful 64x loads. Its height rounds up to a multiple of
  1024 instead of a power of two: the default resources' atlas drops
  from 4096x8192 to 4096x5120, Faithful 32x's from 4096x16384 to
  4096x12288.
- Textures that still don't fit are an error, not a GPU panic. At
  startup it rolls the packs back as Minecraft.rollbackResourcePacks
  does: the game starts with its own resources, and the selection is
  cleared and saved (clearResourcePacksOnError), so the next launch
  doesn't fail again. The existing "Resource reload failed" screen
  shows the reason.
- The renderer refuses an atlas larger than the device allows with an
  error instead of a wgpu validation panic.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:28:50 +02:00
Ludovic Marie 172ae241f1 Merge pull request #1430 from ludovic111/feat/release-single-channel
🤖 Agent: merged after verify and CI parity passed; release dry run 39935111815 was green (the smoke test drew a world, no blocker, it would publish as the release and latest). One channel, as Ludovic decided on 2026-10-23.
2026-10-23 16:24:35 +02:00
Ludovic MarieandClaude Opus 5.5 2eb699228a AGENTS.md and docs/architecture.md: a map of the code for agents
AGENTS.md (CLAUDE.md links to it): the crates and what each owns, how to
build and test fast, where each subsystem of horizon-client lives, how Game
is organised, the two single-player paths and how to test both, the vanilla
reference, and the rules that bite. docs/architecture.md: feature -> files ->
checks for the 40 areas changed most in the last 30 days.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:18:44 +02:00
Ludovic Marie 1487a1bff7 Merge pull request #1434 from ludovic111/perf/metal-cull-flat
🤖 Agent: merged after verify and CI parity passed. Metal GPU occlusion culling: on the M4 Pro at RD 32, FPS is +8% to +48% (interleaved A/B against main); the hidden sections match Vulkan's; parity --changed passed 104/104.
2026-10-23 16:03:14 +02:00
Ludovic MarieandClaude Opus 5.5 60bad91a50 Client zip.rs reads archives with the zip crate it already links
The 120-line hand-written central-directory and local-header parser goes:
the zip crate (already the client's dependency for world backups) indexes
the archive, zip64 and odd offsets included. Entries are still read raw and
inflated here, so as with Java's ZipFile (vanilla's FilePackResources)
their CRC isn't checked. New tests: folder entries, a nested pack root, a
Windows-style name, one broken entry among good ones, and files that aren't
zips.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 15:31:51 +02:00
Ludovic MarieandClaude Opus 5.5 3d4b63c19e wasmtime 48 LTS: one wasm-tools version for the runtime, packing and the SDK
wasmtime 36 read WebAssembly with wasm-tools 0.236, wit-component (cargo
horizon-mod, the sandbox tests) used 0.239 and the SDK's wit-bindgen 0.247:
three copies of wasmparser, wasm-encoder, wit-parser and wasm-metadata.
wasmtime 48, the next long-term-support line (fixes until August 2028),
wit-component 0.254 and wit-bindgen 0.60 all use 0.254. No code change;
horizon-mods now needs Rust 1.95.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 15:25:10 +02:00
Ludovic MarieandClaude Opus 5.5 3960c09159 tools: one copy of the helpers harnesses share, in lab.py
free_port (7 copies), offline_uuid (4), varint and parse_varint (3 and 2),
dbits (6), fbits (4) and settled (2) move into lab.py; every caller uses
lab's. The other server harnesses keep importing free_port from
test_dedicated_server_parity, which now takes lab's. Imports the moved
code left unused go too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 15:20:06 +02:00
Ludovic MarieandClaude Opus 5.5 b15e5e893e Code mods are the client's mods feature: tests and probes skip wasmtime
horizon-mods' runtime is no longer a default feature, and its sandbox test
requires runtime and pack instead of a dev-dependency on itself (that
dev-dependency turned the runtime on in every workspace build with examples,
the parity probe build included). The client gets a mods feature that turns
the runtime on; without it game/mods.rs keeps content mods and logs why code
mods don't start, and every hook does nothing.

Release builds (client and server) pass the feature, CI's clippy and tests
pass it (and pack, for the sandbox test), and pr_ready does where horizon-mods
is checked. horizon_mods::find moves to manifest.rs: content mods use it
without the runtime.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 15:18:01 +02:00
Ludovic MarieandClaude Opus 5.5 5ca16b97fc Keep version.rs as tools/gen_version_consts.py writes it
The file is generated from the pinned version lock, and test_gen_version_consts
checks JAVA_VERSION against it; deleting constants by hand breaks the next
regeneration and that test.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 15:07:38 +02:00
Ludovic MarieandClaude Opus 5.5 eeb4cdb680 Mod SDK: export_mod! exports only in WebAssembly, so the guests link on macOS
A host build of a mod (cargo build or test on the workspace) made a cdylib
whose component exports macOS's ld couldn't take: its exported-symbols list
cuts `horizon:mods/[email protected]#init` at the `#`, so coords-hud and
horizon-mods-test-guest failed to link. The exports now exist only for
wasm32; on the host the macro still checks the mod and keeps it used.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 15:06:50 +02:00
Ludovic Marie 2439475716 Merge pull request #1414 from kerneldroid/feat/shader-api2-pipeline
🤖 Agent: merged after the contribution gate. The claims were checked against Iris and OptiFine, and the weak parts were rewritten on the branch: the stage kinds, the Java shadow feed and the fake uniforms were removed; settings now apply on Done; packs are imported by drag and drop; memory is only allocated while a pack reads it; the MakeUp target is fixed. Tested on Vulkan and Metal with 6 packs, profiles, imports and broken packs; local parity passed 96/96. Frame times before and after are in the PR comment. Thanks @kerneldroid.
2026-10-23 15:05:34 +02:00
Ludovic Marie 1959c397a0 Merge pull request #1433 from ludovic111/chore/unify-naga-features
🤖 Agent: merged after verify and CI parity passed (review-0-survey quick win; see horizon-parity reports/review-plan.md).
2026-10-23 14:44:50 +02:00
Ludovic MarieandClaude Opus 5.5 7cc47e2b55 Delete ten tools/ scripts nothing references
command_parse_summary, structure_start_oracle, fetch_client_assets,
compare_structure_starts, profile_behaviour_cache, command_tree_diff,
compare_loot_fill, compare_structure_blocks, test_lan_lifecycle and
PROFILE_SHARED_JSON.md: no workflow, doc, harness, test or other tool
names them (review-plan.md, Dead code). History keeps them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 14:41:40 +02:00
Ludovic MarieandClaude Opus 5.5 c9c53629d4 parity: run world_spawn in four shards
world_spawn starts a vanilla and a Horizon server for each of 60 seeds,
one at a time: 1,144-1,548 s on the CI runner, the parity job's longest
harness and its floor whenever a PR's changes reach it. With
PARITY_SHARDS = 4 each shard creates every fourth seed's worlds, in its
own build directory.

The shard helper datafix had moves to tools/parity_shard.py, which both
use. It stays out of lab.py, which every harness imports.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 14:36:58 +02:00
Ludovic Marie 6fe88978a7 Merge origin/main into feat/shader-api2-pipeline 2026-10-23 14:17:13 +02:00
Ludovic MarieandClaude Opus 5.5 d9591047fa Shader pack docs: MakeUp, Chocapic13' and Photon on the Java path, and where the world goes
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 14:17:13 +02:00
Ludovic MarieandClaude Opus 5.5 fe3a3af568 Shader Packs page: the pack's settings button sits beside the folder button
As in Iris's ShaderPackScreen: at the end of the list it scrolled out
of sight with a few packs. It's greyed out while the picked pack has no
options.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 14:16:51 +02:00
Ludovic MarieandClaude Opus 5.5 ac54227465 parity: prebuild probes with each harness's own package selection
The probe prebuild ran `cargo build --workspace --examples --bins` (or
named targets with --workspace). The harnesses build with `-p <crate>`, and
Cargo unifies features over the selected packages: under --workspace,
flate2, libc, memchr, syn, thiserror, postcard and digest get other
features for horizon-world, and horizon-mods (pack) and horizon-telemetry
(upload) for horizon-client. So every probe the prebuild made was a
variant no harness used, and each harness rebuilt its crate and its probe
again while the others waited on Cargo's lock.

Record each probe with its command's package and feature flags and
whether that command builds examples (which turns dev-dependencies on),
and prebuild one Cargo run per such selection. --bins and --examples are
recorded too, so the fast-profile horizon-client build that
save_roundtrip and world_reopen run is prebuilt as well. A harness that
never ran here takes its probes from the shared dependency lists instead
of a build of all ~275 examples.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 14:11:22 +02:00
Ludovic MarieandClaude Opus 5.5 4a61134edd CI verify: test without building the examples
cargo test --workspace built and linked all ~275 examples, 59% of the
test build (review-plan section 1), though none of their tests run.
Test the libraries, binaries and integration tests, then the doc tests,
as tools/gate.py and tools/pr_ready.py already do. Clippy --all-targets
still type-checks every example, and the parity job builds and runs them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 14:06:25 +02:00
Ludovic MarieandClaude Opus 5.5 39ae543796 Shader packs: test importing zips and folders, and refusing what isn't a pack
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 14:02:12 +02:00
Ludovic MarieandClaude Opus 5.5 963d5cedd3 Shader packs: keep the opaque depth and G-buffer only for packs that read them
The world target made the opaque depth, normal and material textures
for every scaled or anti-aliased frame, packs or not: 12 bytes a pixel
nobody read. They now follow what the pack reads, and Post::generation
tells the stages to bind again when its targets change (a recreated
target of the same size, or a shadow map made after the stages bound).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 14:02:12 +02:00
Ludovic MarieandClaude Opus 5.5 fe7bb3a34b Java packs: the world goes where the pack's terrain program draws
MakeUp's gbuffers write colortex1, and its composites read the world
from there: with the world in colortex0, it showed nothing but fog.
Iris's fallbacks for terrain pick the program (gbuffers_terrain, then
textured_lit, textured, basic); its first draw buffer takes the world.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 14:02:12 +02:00
Ludovic MarieandClaude Opus 5.5 eafe97da74 Shader packs: keep what Iris does, drop what doesn't work, apply settings on Done
Review fixes for #1414 (contribution gate):

- Java packs no longer get Horizon's shadow map: it was mirrored in y and
  reversed in depth against the GL conventions the packs sample with, had
  no distortion and only the camera's sections, so BSL drew no shadows
  while the pass cost 0.65 ms (MakeUp, M4 Pro). shadowtex* stays a far
  depth, as on main; the packs' own shadow programs are #1326.
- Invented uniforms removed (centerDepthSmooth fixed at 0.5,
  ambientOcclusionLevel and shadowMapResolution as uniforms, constant
  temp/rainfall/biome/held items); an unknown uniform stays zero as
  before. wetness keeps its Iris smoothing. Unused directives removed.
- texture.<stage>.<sampler> is scoped to Iris's stages (final reads the
  composite ones) instead of overriding the sampler in every pass;
  texture.noise replaces noisetex. One noise generator and one RGBA
  upload for both pack kinds.
- The G-buffer pass, the opaque-depth copy and the shadow pass run only
  for a pack that reads them (naga's per-entry-point binding use, not a
  text search): every pack paid all three before.
- Api 2's prelude additions go in their own file after api 1's, so api 1
  packs keep the names they declare (aces_tonemap, material_at...).
- Stage kinds shadow, gbuffer, deferred and final ran as composite: only
  composite is accepted; api 2 adds formats (validated), profiles,
  option descriptions and a noise texture.
- Shader Pack Settings applies once when the page closes, as Iris's Done
  (each click or slider step rebuilt the pack: 2.7 s per click, 12.7 s
  for one drag with BSL). Labels follow Iris (.lang, else the name).
  A pack whose options can't be read isn't read again every frame.
- Saved option values an option doesn't list are ignored, as OptiFine's
  ShaderOption.setValue (a stale file broke BSL's compile).
- Import: the blocking file dialog (osascript/zenity/kdialog/PowerShell
  on the event loop) is gone; a pack dropped on the Shader Packs page is
  copied and picked, as Iris's onFilesDrop. Drops elsewhere do nothing,
  an existing pack isn't overwritten, links aren't followed.
- Docs and the example say what the code does (SSAO, not GTAO).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 14:02:12 +02:00
Ludovic Marie d95932e62c Merge origin/main into feat/shader-api2-pipeline 2026-10-23 14:02:12 +02:00
Ludovic MarieandClaude Opus 5.5 660407fa58 Metal: cull only frames with 4,096 section draws or more
On Apple's GPUs the passes the test adds cost a fixed share of the frame
(it is stored and reloaded at each), which the hidden sections repay only
at high render distances: at 12 culling cost an M4 Pro 0.05 ms of GPU time
a frame, at 32 it saved 0.25 to 1.6 ms. Other backends keep culling every
frame; HORIZON_GPU_CULL=all culls every frame on Metal too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 13:22:10 +02:00
Ludovic Marie 6be7daebc8 Merge pull request #1417 from ludovic111/fix/st2-rules
🤖 Agent: merged after verify and CI parity passed; lan_e2e (hands, styles, feedback, chat, frames, riding, mounts, beds, contacts, worldspawn) passes on the server thread and in-frame with all four merged on main (bugs-st-2).
2026-10-23 13:20:42 +02:00
Ludovic Marie 2639e9e1d7 Merge pull request #1422 from ludovic111/fix/st-leads
🤖 Agent: merged after verify and CI parity passed; each fix has a lan_e2e check (host and guest) passing on the server thread and in-frame (bugs-st-1).
2026-10-23 13:20:40 +02:00
Ludovic MarieandClaude Opus 5.5 1d81c67b7b Build naga once for the game, its tests and its examples
horizon-client's dev-dependency on naga added the hlsl-out feature for the
gfx.rs test that translates every shader for DirectX 12. With resolver 2 a
dev-dependency's features apply only to tests and examples, so Cargo kept
two builds of naga, wgpu-hal, wgpu-core, wgpu, horizon-shaderpack and the
horizon-client lib, and rebuilt them on the first example or test after a
game build.

Measured on the Mac mini (cargo build of the game, then one example):
the example took 37.3 s and recompiled that whole stack before, 1.2 s
and only its own crate after; the target dir is 1 GB smaller (4.9 to
3.9 GB). The game binary is the same size: nothing calls the HLSL writer,
so the linker drops it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 12:13:58 +02:00
Ludovic Marie 9c09d2897d Merge pull request #1428 from ludovic111/fix/alpha-regress-1
🤖 Agent: merged after verify and CI parity passed. In-frame single player is the default again until the server thread reaches parity (FEATURES 4zg); release builds were compared with v0.2.0 and v0.2.11 on the Mac mini. The server thread stays available with --server-thread or HORIZON_SERVER_THREAD=1.
2026-10-23 12:11:36 +02:00
Ludovic MarieandClaude Opus 5.5 173a55e608 Delete pub items nothing uses, and the stubs that hid unused code
93 pub items (78 functions and methods, 14 constants, 1 struct) in horizon-client,
horizon-world, horizon-core, horizon-friends and horizon-server-files had
no caller anywhere in the repository: not in the crate, the other crates,
the examples, the tests or the binaries. rustc can't flag them because
horizon-client and the others are libraries, where a pub item counts as
used. The imports and the private helpers only they used go with them
(title.rs date_string, goals.rs flag_index).

Also drops the #[allow(dead_code)]/#[allow(unused)] items that only hid
dead code: chat_debug_fill, merchant_title and Goals::locked_by had no
caller, and four stubs (_keep, _unused, _rule_kind, const _) existed only
to keep an import used. LightTables::from_parts is used by its tests, so
it is #[cfg(test)] instead of allowed.

Protocol id tables and entity data serializer ids stay: they mirror
vanilla's registries in full. The launcher's three unused items are left
for a launcher PR.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 12:08:44 +02:00
Ludovic MarieandClaude Opus 5.5 14be6ca394 Metal: occlusion culling with flat draws too
Flat draws (one index list per frame, the default on Apple GPUs at high
render distances) turned occlusion culling off. Now phase 2's draws are
flattened after the test, by a compute pass that copies only the sections
the test saw, and each page run is drawn indirectly with the count it
reached.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 12:03:39 +02:00
Ludovic MarieandClaude Opus 5.5 9fcf91e4bc Metal: occlusion culling of solid sections, the depth test in the shader
GPU occlusion culling ran on Vulkan only: its test needs early fragment
tests, which naga's Metal backend does not emit. On Metal the boxes are
tested in a pass of their own: phase 1's depth is bound read-only as the
attachment and as a texture, and the fragment shader compares its own
depth with it (reversed Z, greater or equal), as the fixed-function test
would. HORIZON_GPU_CULL=shader takes this path on Vulkan too, for checks.

Frames drawn flat (the default on Apple GPUs at high render distances)
still skip culling here.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 12:03:38 +02:00
Ludovic MarieandClaude Opus 5.5 630f521072 Launcher: one update channel, and the menu entry is never taken over
Every release is now published as the release (one channel, Ludovic's
decision of 2026-10-23), so the launcher drops its Stable/Alpha choice:
the Updates row in Settings, `horizon-launcher update-channel` and its MCP
tool, the channel on the Versions page, in `versions` and in the footer.
It updates to the newest game release that is not a pre-release (GitHub's
latest) and looks every 30 minutes. The pre-releases of the old Alpha
channel stay listed and installable by hand, never as an update. Old
`update_channel` / `beta_builds` keys in settings.json are ignored.

On Linux a release build that starts no longer rewrites the
applications-menu entry to point at itself. It writes the entry only when
there is none, or when the program it starts (TryExec, else Exec) no longer
exists; turning the Settings switch on or `desktop-entry` still points it
at this launcher, and HORIZON_LAUNCHER_DESKTOP_EXEC is still honored. A
test build started with the real HOME took over a working entry and then
left it broken when its target/ was deleted (2026-10-23).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 11:53:00 +02:00
Ludovic MarieandClaude Opus 5.5 0e65e85878 Releases: one channel, every release is the latest once its checks pass
Ludovic's decision (2026-10-23): no more Alpha and Stable. release.yml
publishes every game release as the release and GitHub's latest instead of
a pre-release that promote.yml made stable once a day. The checks that
gated a promotion run in the release itself: `decide` holds the train while
an issue labelled release-blocker is open (forced runs too), and the publish
job runs `release_train.py gate` right before publishing: the Mac mini's
smoke-test.json must be there and show a world was drawn, and no blocker may
be open. Otherwise nothing is published.

Notes cover everything since the last release that is not a pre-release, so
the first single-channel release lists all of it since v0.2.0. promote.yml,
tools/release_channels.py and its tests are deleted. The cadence is
unchanged (5 minutes of settling, 20 at most, release-now at once).

Docs and site: one channel in release-flow, versioning, security, the FAQ,
install, the home page and the Releases page (Game / Launcher filter); no
player-facing Alpha wording left.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 11:53:00 +02:00
Ludovic Marie 62a6b3a620 Merge pull request #1421 from ludovic111/fix/st-entity-data
🤖 Agent: merged after verify and CI parity passed; each fix has a lan_e2e check (host and guest) passing on the server thread and in-frame (bugs-st-1).
2026-10-23 11:12:06 +02:00
Ludovic MarieandClaude Opus 5.5 6049012b52 Single player runs in the frame by default again; the server thread is opt-in
Players on the Alpha channel report single player as broken since v0.2.1
(#1265 made the integrated server thread the default again). On v0.2.11's
server thread, placed signs open no editor (#1380), held books don't open
(#1366), a totem doesn't save its holder (#1292) and death keeps the
inventory with keep_inventory off (#1284); the in-frame world and Stable
v0.2.0 do all four right. About 45 more [server-thread] issues are open.

`--server-thread` or HORIZON_SERVER_THREAD=1 turns it on, as before #1114;
`--no-server-thread` and HORIZON_SERVER_THREAD=0 still work. LAN guests and
dedicated servers are untouched. Temporary until the server thread reaches
parity (FEATURES 4zg).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 10:54:42 +02:00
Ludovic MarieandClaude Opus 5.5 4b8fecfe58 Particles from a server: /particle and explosions reach its players
A server never sent particles: /particle on single player's server thread
drew into the server's own engine, and TNT exploded without its burst for
anyone but an old-mode host. The protocol gains
ClientboundLevelParticlesPacket and ClientboundExplodePacket; /particle
sends the particles to each viewer in range (every player without
viewers, as PlayerList.getPlayers) and an explosion sends its packet to
the players within 64 blocks; their clients draw them as
handleParticleEvent and handleExplosion do.

/particle's spread was measured from the command's source as if it were a
position; it is the spread as given (Vec3Argument.getVec3).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 10:02:19 +02:00
Ludovic MarieandClaude Opus 5.5 b7f4cba355 A server's scoreboard reaches its players: sidebar, teams, scores
The server never sent its scoreboard, so a sidebar shown on single
player's server thread or to a LAN guest stayed empty. Each tick a placed
player is now sent what changed since it was last sent the board, as
ServerScoreboard's callbacks do: every team, and the objectives in a
display slot with their slots and scores (all of it on joining).

A server's client also finds its team's sidebar by its profile name rather
than single player's "Player".

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 10:02:19 +02:00
Ludovic MarieandClaude Opus 5.5 13772b4e5b Level events on a server's clients: spawner bursts, bone meal sparks, waxing
A client of a server (single player on its server thread, a LAN guest, a
dedicated server's player) played only three of the level events the server
sent (a block broken, the dragon egg's and a consumable's teleport): a
spawner's burst, waxing and scraping copper, a composter filling and the rest
showed nothing. Every one now goes through the handler the in-frame game uses
(LevelEventHandler).

Bone meal's level event (1505) played its sound but never its growth
particles, in either mode: it now spawns them as BoneMealItem.
addGrowthParticles does (spread over a grass block's, nylium's, netherrack's
or moss's neighbourhood and water, inside a growing block, below rooted dirt
and mangrove leaves). The server also sends it to the player who used the
bone meal, as vanilla's levelEvent names no player.

Waxing copper with honeycomb and an axe or hoe's transforms (wax off, scrape,
strip, till) make their particles and sound on the clicker's own client, as
vanilla's client runs Item.useOn; the server sends them to the others only.
The transform's preview is shared with the in-frame use.

`horizon-ctl status` counts the particles made by type. lan_e2e's new
`sparks` check: the host and the guest each use bone meal on wheat, wax
copper and take the wax off, and a spawner spawns a zombie; both sides make
the particles.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 10:02:19 +02:00
Ludovic MarieandClaude Opus 5.5 c5fe5d4bcf Thrown potions and eyes of ender fly on a server's clients
A splash or lingering potion, an experience bottle or an eye of ender a
player threw was never an entity a server tracked: on single player's server
thread, for LAN guests and on a dedicated server the item was used up and
nothing flew.

The server now numbers them like its other projectiles and tracks them as
vanilla's entities: splash_potion, lingering_potion and experience_bottle
with ThrowableItemProjectile.DATA_ITEM_STACK (the potion, for its colour),
and eye_of_ender. A client draws them where the server puts them and drops
them when the server removes them.

lan_e2e's new `thrown` check: the host and the guest each throw a splash
potion and an eye of ender, and both sides see them fly.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 10:02:19 +02:00
Ludovic MarieandClaude Opus 5.5 0d8249e124 Leads: a server's clients draw the rope (ClientboundSetEntityLinkPacket)
A server never told its clients who holds a mob's lead, so on single
player's server thread, a LAN guest's or a dedicated server's client the
lead was used up and the mob tied, but no rope showed.

The tracker now sends ClientboundSetEntityLinkPacket as vanilla does: in
ServerEntity.sendPairingData for a leashed entity, and when the lead is tied
or comes off (Leashable.setLeashedTo / dropLeash, the holder 0). The holder
is the player the mob sees (a guest, else the host) or a mob; a fence knot
isn't an entity on Horizon's server yet. The client sets the mob's holder
from it: itself, another player or a mob.

lan_e2e's new `leads` check ties and unties a cow on both sides.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 10:02:19 +02:00
Ludovic MarieandClaude Opus 5.5 c35ea9568f Server's mobs: babies, wool, collars, fire, slime sizes and health reach its clients
A client of a server (single player on its server thread, a LAN guest, a
dedicated server's player) only applied a rabbit's baby flag and a creeper's
swell from SetEntityData. It now reads the synched data vanilla's entities
read in onSyncedDataUpdated: Entity's on-fire flag, LivingEntity's health
(the wither's boss bar follows it), the baby flag of every ageable mob,
Sheep.DATA_WOOL_ID, TamableAnimal's sitting and tame flags, the wolf's and
the cat's collar colour, and the cube mobs' size. A remote wolf or cat starts
with vanilla's red collar.

The server sends the wolf's and cat's collar colour. Pairing still carries
only the values that differ from the defaults; a mob's state now lists the
defaults of the entries that can go back to theirs (health, the baby flag,
the wool, the collar), and the tracker sends that default when one does:
a calf growing up or a sheep's white wool growing back reach the clients.

Sheep saves wrote the colour and shearing they were loaded with (0 unless
the save had them) and loads ignored both: they now save and load the wool
as it is (Sheep.add/readAdditionalSaveData).

lan_e2e's new `looks` check summons the mobs and changes them on both sides.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 10:02:19 +02:00
Ludovic MarieandClaude Opus 5.5 4aa1f8e14a World border on a server's clients: its state, its walls, its damage
The server told joining players of a default border and never of a
change, so on single player's server thread and for LAN guests the wall
neither showed nor stopped anyone. Players now get the real border on
entering a level and each change as BorderChangeListener sends it.

The player's movement collides with the border's walls
(CollisionGetter.borderCollision) instead of being clamped after moving,
which a sprint-jump got past. A guest (and single player's own player on
its server thread) outside the border takes its damage on the server, as
the host's player did.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 10:02:19 +02:00
Ludovic MarieandClaude Opus 5.5 f88fba8d05 A server's attribute updates reach its player; new boss bars start visible
The client of a server (single player on its server thread, LAN guests)
ignored ClientboundUpdateAttributesPacket for its own player, so a new
maximum health never reached it: its hearts stayed at ten and the health it
was sent was clamped to 20. It now applies each synced instance's base and
modifiers (handleUpdateAttributes) and re-applies the received health.

BossBar::new started hidden; ServerBossEvent starts visible.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 10:02:19 +02:00
Ludovic Marie e325fa6587 Merge pull request #1397 from ludovic111/fix/metal-gpu-timer
🤖 Agent: merged after verify and CI parity passed; the change only touches the GPU timer (gfx/timing.rs), proven on the M4 at RD 32.
2026-10-23 09:57:36 +02:00
Ludovic Marie 63baec3ac8 Merge branch 'fix/st2-entity-hands' into fix/st2-chat
# Conflicts:
#	tools/lan_e2e.py
2026-10-23 09:45:17 +02:00
Ludovic Marie 0b7fa14030 Merge remote-tracking branch 'origin/main' into fix/st2-entity-hands
# Conflicts:
#	tools/lan_e2e.py
2026-10-23 09:44:52 +02:00
Ludovic Marie 2423e9da00 Merge remote-tracking branch 'origin/main' into fix/st2-saved-state
# Conflicts:
#	crates/horizon-client/src/game/lan_actions.rs
2026-10-23 09:44:30 +02:00
Ludovic Marie cb81f645da Merge remote-tracking branch 'origin/main' into fix/st2-rules
# Conflicts:
#	crates/horizon-client/src/game.rs
2026-10-23 09:44:12 +02:00
Ludovic MarieandClaude Opus 5.5 7e5e469783 InLove only for vanilla's Animal subclasses (not allays)
save_roundtrip found an allay saved with InLove 0: Horizon's `animal`
flag is broader than vanilla's Animal class.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 09:19:48 +02:00
Ludovic MarieandClaude Opus 5.5 06b4c7faf5 Rules: crits, mending, phantoms, per-level health rules, /item with air, frozen potions
- Critical hits also need the attacker out of water, not blind and not
  riding (Player.canCriticalAttack) (#1393).
- Mending repairs the off hand too: candidates in EquipmentSlot order,
  main hand, off hand, then the armour (#1349).
- Phantoms spawn only in the Overworld with spawn_mobs, spawn_monsters and
  spawn_phantoms on, near every player (the local one and each guest in
  the level, with their own time since rest), with vanilla's draw order
  (#1388, #1387).
- A level entered by a portal or a dimension change keeps the world's
  natural_health_regeneration (#1339).
- /item replace ... with air empties the slot, and counts it as changed
  as vanilla's SlotAccess.set does (#1332).
- Thrown potions stay where they are on frozen ticks (/tick freeze) and
  land once the game runs again (#1364).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 08:48:41 +02:00
Ludovic Marie 5d2f1804e7 Merge branch 'fix/st2-entity-hands' into fix/st2-chat
# Conflicts:
#	tools/lan_e2e.py
2026-10-23 08:39:57 +02:00
Ludovic MarieandClaude Opus 5.5 c7abc8c718 Chat: styled server components, click and hover events, legacy codes, message order
- A connection's chat keeps the server's component: SystemChat goes
  through the same translation and styles as the action bar, and player
  and disguised chat are decorated from their chat type's translation,
  parameters and style (ChatType.Bound.decorate), so colours, bold,
  hex colours, and the client's language are kept (#1372, #1389).
- Components parse `click_event` (suggest_command, copy_to_clipboard; never
  open_file from a server) and `hover_event` show_text (#1377), and the
  chat screen draws the hovered part's tooltip (#1381).
- `§` codes in chat colour the text with Chat Colors on and are stripped
  with it off (ComponentRenderUtils.wrapComponents) (#1379).
- A command's operator broadcast skips the player whose command it was on
  the integrated server too (#1373), and /give fires InventoryChangeTrigger
  before its message, whose announcement is sent first (#1375).
- The control socket's `messages` gives the chat lines as components;
  lan_e2e `styles` checks a styled tellraw, the advancement order and the
  missing echo for the host and the guest.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 08:39:46 +02:00
Ludovic MarieandClaude Opus 5.5 337d7d7a7a Entity use with either hand: bows and food past a mob, off-hand items on mobs, emptied frames
- The remote client sends Interact for a targeted mob only for a hand
  vanilla's client-side Mob.interact would accept with it (leads, name
  tags, food, buckets, shears, saddled mounts, tamed pets, ...), so a bow
  drawn or food eaten while aiming at a cow goes on to useItem (#1350).
- Both hands: the main hand's item, then the off hand's entity, block and
  item (Minecraft.startUseItem). The server runs Interact with the packet's
  hand (GuestUse::Entity), and mobs, armour stands, leads and mounts use
  the held hand's stack, so an off-hand bucket milks a cow and off-hand
  wheat feeds it (#1362).
- The entity tracker sends an item frame's item and rotation when they go
  back to empty and 0, so a punched frame shows empty on clients (#1355).
- lan_e2e `hands`: the bow, the golden apple, the off-hand bucket and wheat
  and the emptied frame, for the host and the guest.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 08:39:45 +02:00
Ludovic MarieandClaude Opus 5.5 d522d8fe50 Saved state: burning, air and falling survive a reopen; InLove for every animal
- Guests' player data saves Fire, Air and fall_distance and puts them back
  on their body when they come back (single player's players are guests
  of the integrated server), so a burning player still burns after a
  reopen (#1323); the old single player's level.dat keeps fall_distance
  too (#1327).
- Every Animal saves and loads InLove, so a fed animal stays in love
  across a reopen and is not fed again (#1396).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 08:39:29 +02:00
kerneldroid 4dff61b697 feat(shaders): complete wgpu Iris/Horizon API-2 shader pipeline, shadow & G-buffer passes, GLSL translator fixes, and settings/import UI 2026-10-23 11:07:03 +05:00
Ludovic MarieandClaude Opus 5.5 d6f8dda823 Metal: the GPU frame timer measures the frame again (read about 0.01 ms)
On Apple GPUs timestamps go only at pass boundaries, and the frame was
bracketed by two one-thread compute passes. Two things made it read
about 0.01 ms:

- Metal resolves counter samples without waiting for the passes that
  write them. Resolved in the frame's own command buffer, the end
  timestamp was mostly the one an earlier frame left in the shared
  query. Each readback slot now has its own queries, and with markers a
  slot is resolved in a later frame, once on_submitted_work_done says the
  GPU finished the frame it timed.
- A compute pass depends on nothing, so the end marker ran alongside the
  frame's render passes. The end is now a render pass that loads the
  frame's target, shading one pixel with every write masked: it runs
  after every pass that drew into the target. The start stays a compute
  pass (cheaper than a load and store of the target).

M4 Pro, render distance 32, offscreen: GPU p50 0.002 ms before, now
1.95 ms against a 1.95 ms frame (village) and 4.46 ms against 4.51 ms
(mountain), where the frame is GPU-bound. Vulkan and DirectX 12, which
write timestamps between commands, are unchanged but for the per-slot
queries.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 05:13:25 +02:00
Ludovic Marie f642105e84 Merge remote-tracking branch 'origin/main' into feat/java-packs-photon-chocapic 2026-10-23 04:04:11 +02:00
Ludovic MarieandClaude Opus 5.5 5858cb113e Java shader packs: the shadow map leaves out sections whose shadow can't reach the view
A section's shadow is its box swept away from the light; when the box
is outside one of the camera frustum's planes and the sweep never
crosses it, nothing it casts can be seen (Iris's advanced shadow
culling, conservatively). The picture is the same; BSL's 256-block
shadow distance draws far fewer sections.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:21:16 +02:00
Ludovic MarieandClaude Opus 5.5 fe6ae937ef Java shader packs: the pack's shadow programs draw the shadow map
A Java pack's shadow program (shadow_cutout, shadow or shadow_solid for
the solid layer, shadow_water or shadow for the translucent one) draws
Horizon's terrain from the light after begin, as Iris's ShadowRenderer:

- shadowModelView and shadowProjection are Iris's ShadowMatrices, with
  the pack's shadowMapResolution, shadowDistance, near and far planes,
  shadowIntervalSize and sunPathRotation; shadow programs get them as
  their model view and projection.
- The renderer picks every resident section inside the light's box (no
  cave culling, no face culling) and draws it instanced, solid then
  translucent, with origins after the camera's.
- shadowtex0 holds everything, shadowtex1 the depth before translucent
  terrain, bound as depth textures for comparisons and as float copies
  for plain reads; shadowcolor0..7 take the pack's formats and clears
  (white by default).

A shadow program that fails to compile leaves the pack without its
shadow map, with a warning; its terrain programs still run.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 23:41:18 +02:00
Ludovic MarieandClaude Opus 5.5 c344a26e80 Java shader packs: occlusion culling while the pack draws the terrain
The pack's terrain program draws the solid sections the last test saw,
the boxes of the others are tested against the pack's depth in a pass
of their own (OpenGL's layout: y flipped, depth 0 near, so a second
depth-only culling pipeline), and the program then draws the sections
in sight from the culling's phase 2 draws. The flat path, which has no
occlusion culling, is unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 23:05:26 +02:00
Ludovic MarieandClaude Opus 5.5 6a58fc20da Java shader packs: the pack's gbuffers_terrain and gbuffers_water draw the terrain
When a Java pack has a terrain program (gbuffers_terrain, or the program
Iris falls back to), Horizon's world pass skips its own terrain and the
pack's program draws every visible section into its render targets,
tested against the depth of the rest of the world; gbuffers_water draws
the translucent layer before the first composite with the pack's blend
modes. depthtex0/depthtex1 get the depth before and after water.

- translate: a geometry mode (group 2, attributes as globals a glue
  function fills before main, alpha test) and a pass that ends switch
  cases which return, which naga's WGSL writer otherwise rejects
  (Photon).
- java_terrain: the glue decoding Horizon's terrain vertices from the
  arena pages into Iris's attributes, the block.properties id table by
  sprite name, and a 2D atlas built from the sprite arrays (animated
  sprites copied in).
- RGBA16/RG16/R16 targets are 16-bit unorm where the GPU renders them:
  Chocapic13' packs its G-buffer into them.

MakeUp Ultra Fast, Chocapic13' and BSL draw their own terrain and water
on the M4 Pro; Photon still draws black (compute and .dat textures).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 21:50:37 +02:00
Ludovic MarieandClaude Opus 5.5 91d89b4abf Java shader packs: modf into a vector component works in an initialiser
The comma form of modf (`v.y = trunc(x), x - trunc(x)`) printed without
brackets in a declaration's initialiser, which naga's GLSL front end then
read as a second declarator. A unary + around it has glsl-lang print the
brackets.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 20:56:08 +02:00
Ludovic MarieandClaude Opus 5.5 60fc787288 Java shader packs: Photon, Chocapic13' and MakeUp Ultra Fast load
The translator now legalises what these packs write and naga refuses:
lookups without a level outside fragment shaders become textureLod at
level 0; struct varyings travel as one varying per field; textureGather
is emulated with texelFetch; a bool given to a numeric constructor
becomes cond ? 1 : 0; `const in` parameters lose the const; array fields
of private structs get their natural stride (naga lays every struct out
as std140); modf into a vector component assigns it instead of passing a
pointer. shaders.properties keeps the empty lines the preprocessor
leaves, so Photon's `) \` before `#else` ends its value.

real_packs_load now also parses every translated program again as WGSL,
which is what wgpu is given.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 20:24:55 +02:00
1522 changed files with 93583 additions and 37760 deletions

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# Generated files that tests compare byte for byte with what they generate: LF on every OS, also
# where Git for Windows' core.autocrlf would check them out with CRLF.
docs/launcher-commands.md text eol=lf
docs/horizon-ctl-commands.md text eol=lf
website/src/tokens.css text eol=lf
docs/api/*-reference.md text eol=lf
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#!/bin/sh
exec python3 tools/check_public_tree.py --history
exec python3 tools/check_public_tree.py --pre-push
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/.github/ @ludovic111
/tools/ci/ @ludovic111
/tools/release_train.py @ludovic111
/tools/release_channels.py @ludovic111
/crates/horizon-release-sign/ @ludovic111
/crates/horizon-server/src/update.rs @ludovic111
/crates/horizon-server/Cargo.toml @ludovic111
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# check main requires, so it never has a condition: a skipped job counts as passed, and every run of this workflow
# must report a real verify (a pull request that changes no Rust finishes it in seconds instead).
# parity: the vanilla harnesses a pull request's changes can affect, on the Mac mini's runner, which holds the
# maintainer's own Minecraft files (Horizon never downloads the game); .github/workflows/parity.yml. A fork's pull
# maintainer's own Minecraft files (Horizon never downloads the game); .github/workflows/parity.yml. Only for a pull
# request that changes a harness, oracle, probe or the runner: the rest are checked on main by parity-main. A fork's pull
# request runs it only when a maintainer adds the run-parity label (.github/workflows/run-parity.yml), so labels
# never start this workflow. See docs/release-flow.md.
on:
@@ -61,14 +62,48 @@ jobs:
if: steps.rust.outputs.required != 'false'
run: |
cargo +stable fmt --all -- --check
cargo +stable clippy --workspace --all-targets -- -D warnings
# With the game's code mods (on in every release build, off by default).
cargo +stable clippy --workspace --all-targets --features horizon-client/mods -- -D warnings
# The server build (released as horizon-engine): the game without sound or controllers.
cargo +stable clippy -p horizon-client --all-targets --no-default-features -- -D warnings
# Libraries, binaries and integration tests, then doc tests: not the ~275 examples, which clippy above already
# type-checks and the parity job builds and runs (they were most of this step's build and link time).
- name: Test Rust core and voxel kernel correctness
if: steps.rust.outputs.required != 'false'
run: cargo +stable test --workspace
parity:
run: |
cargo +stable test --workspace --lib --bins --tests --features horizon-client/mods,horizon-mods/pack
cargo +stable test --workspace --doc --features horizon-client/mods,horizon-mods/pack
# Most pull requests leave the harnesses to parity-main, which runs them on main a batch of merges at a time
# (.github/workflows/parity-main.yml; releases wait for it). A pull request still runs them itself when it changes
# a harness, an oracle, a probe or the runner, or carries the run-parity label (run-parity.yml, when it is added).
parity-scope:
if: github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository
runs-on: ubuntu-latest
outputs:
run: ${{ steps.scope.outputs.run }}
steps:
- uses: actions/checkout@v4
with:
ref: ${{ github.event.pull_request.head.sha }}
fetch-depth: 0
persist-credentials: false
- id: scope
env:
BASE_SHA: ${{ github.event.pull_request.base.sha }}
LABELS: ${{ join(github.event.pull_request.labels.*.name, ' ') }}
run: |
changed=$(git diff --name-only "$(git merge-base "$BASE_SHA" HEAD)" HEAD)
harness=$(grep -E '^(tools/test_[a-z0-9_]+_parity\.py|tools/(parity[a-z_]*|lab)\.py|tools/parity_hosts\.json|mods/horizon/src/test/|crates/[^/]+/examples/|crates/horizon-client/src/game/[a-z_]*(fixture|harness)\.rs|\.github/workflows/parity[a-z-]*\.yml)' <<< "$changed" || true)
if [ -n "$harness" ] || [[ " $LABELS " == *" run-parity "* ]]; then
echo "run=true" >> "$GITHUB_OUTPUT"
echo "The pull request runs its harnesses: ${harness:-label run-parity}"
else
echo "run=false" >> "$GITHUB_OUTPUT"
echo "No harness, oracle, probe or runner change: parity-main checks this on main"
fi
parity:
needs: parity-scope
if: needs.parity-scope.outputs.run == 'true'
uses: ./.github/workflows/parity.yml
with:
base: ${{ github.event.pull_request.base.sha }}
@@ -425,7 +460,7 @@ jobs:
env:
RUSTUP_TOOLCHAIN: stable
run: python tools/test_float_log_parity.py
portable-mod:
jfr-analysis:
if: github.event_name == 'workflow_dispatch'
runs-on: [self-hosted, linux, horizon-game]
steps:
@@ -437,101 +472,7 @@ jobs:
with:
distribution: temurin
java-version: '25'
- name: Compile original mod and test metrics
run: python tools/build_mod.py
- name: Verify streaming JFR analysis against the JDK exporter
run: python tools/test_jfr.py
- name: Verify ZGC pause and allocation event interpretation
run: python tools/test_jfr.py --gc zgc
- name: Build pinned portable packs
run: python tools/build_pack.py
- name: Measure isolated worker pacing on this platform
run: python -c "from tools.build_mod import benchmark_workers; benchmark_workers()"
- name: Measure isolated debounce queue polling
run: python -c "from tools.build_mod import benchmark_debounce; benchmark_debounce()"
- name: Measure wakeable idle queue latency
run: python -c "from tools.build_mod import benchmark_idle; benchmark_idle()"
- name: Measure object allocations with compact headers off and on
run: python -c "from tools.build_mod import benchmark_headers; benchmark_headers()"
- name: Test pack integrity and comparisons
run: python -m unittest discover -s tests -v
- name: Start recommended OpenGL macOS clients and verify framebuffer readback
if: runner.os == 'macOS'
run: |
python tools/test_client_graphics.py --native-display
cp dist/client-graphics-smoke.json dist/client-graphics-macos-title.json
python tools/test_client_graphics.py --native-display --world
cp dist/client-graphics-smoke.json dist/client-graphics-macos-world.json
- name: Compile the private dispatch fixture
run: python -c "from tools.build_mod import build_dispatch_fixture; build_dispatch_fixture()"
- name: Compile the private integrated-server graphics fixture
run: python -c "from tools.build_mod import build_integration_fixture; build_integration_fixture('server-graphics', 'dev.horizonlab.metrics.ServerGraphicsIntegration', fixture_dependencies={})"
- name: Compile the private tick-manager state fixture
run: python -c "from tools.build_mod import build_integration_fixture; build_integration_fixture('tick-state', 'dev.horizonlab.metrics.TickStateIntegration')"
- name: Compile the private terrain tick membership fixture
run: python -c "from tools.build_mod import build_tick_dedup_fixture; build_tick_dedup_fixture()"
- name: Compile the private culling whitelist fixture
run: python -c "from tools.build_mod import build_culling_empty_fixture; build_culling_empty_fixture()"
- name: Compile the private culling ray geometry fixture
run: python -c "from tools.build_mod import build_integration_fixture; build_integration_fixture('culling-rays', 'dev.horizonlab.dispatch.CullingRayIntegration', ['entityculling'], ['CullingRayAccess'])"
- name: Compile the private terrain position lookup fixture
run: python -c "from tools.build_mod import build_integration_fixture; build_integration_fixture('terrain-position', 'dev.horizonlab.dispatch.PositionIntegration')"
- name: Compile the private terrain quad reuse fixture
run: python -c "from tools.build_mod import build_integration_fixture; build_integration_fixture('quad-reuse', 'dev.horizonlab.dispatch.QuadReuseIntegration')"
- name: Compile the private object-size agent and terrain quad fixture
run: python -c "from tools.test_quad_sizes import build_agent; from tools.build_mod import build_integration_fixture; build_agent(); build_integration_fixture('quad-size', 'dev.horizonlab.dispatch.QuadSizeIntegration')"
- name: Compile the private terrain read shutdown fixture
run: python -c "from tools.build_mod import build_integration_fixture; build_integration_fixture('terrain-read', 'dev.horizonlab.dispatch.TerrainReadIntegration')"
- name: Install headless graphics libraries for applied-hook checks
if: runner.os == 'Linux'
run: sudo apt-get update && sudo apt-get install -y xvfb libgl1 libegl1 libvulkan1 mesa-vulkan-drivers libasound2t64 libxkbcommon0
- name: Verify integrated-server graphics report against the actual device
run: python tools/test_server_graphics.py ${{ runner.os == 'macOS' && '--native-display' || '' }}
- name: Exercise the applied dispatcher hooks and upstream rejection path
if: runner.os == 'Linux'
run: python tools/test_dispatch.py
- name: Verify applied tick membership transitions and allocation
if: runner.os == 'Linux'
run: python tools/test_tick_dedup.py
- name: Verify live culling whitelist registration and empty iteration
if: runner.os == 'Linux'
run: python tools/test_culling_empty.py
- name: Compare applied culling ray geometry and provider queries
if: runner.os == 'Linux'
run: python tools/test_culling_rays.py
- name: Verify actual full-data position lookup equivalence
if: runner.os == 'Linux'
run: python tools/test_terrain_position.py
- name: Verify actual terrain quad geometry and allocation
if: runner.os == 'Linux'
run: python tools/test_quad_reuse.py
- name: Measure actual builder and quad shallow sizes in both header modes
if: runner.os == 'Linux'
run: python tools/test_quad_sizes.py
- name: Verify interrupted DH reads and preserved shared futures
if: runner.os == 'Linux'
run: python tools/test_terrain_read.py
- name: Upload original mod and pack manifests only
uses: actions/upload-artifact@v4
with:
name: horizon-linux
path: |
dist/*.mrpack
dist/horizon-*.jar
dist/worker-pacing-benchmark.txt
dist/debounce-queue-benchmark.txt
dist/idle-queue-benchmark.txt
dist/object-header-benchmark.txt
dist/dispatch-integration.json
dist/tick-dedup-integration.json
dist/culling-empty-integration.json
dist/terrain-read-integration.json
dist/culling-rays-integration.json
dist/terrain-position-integration.json
dist/quad-reuse-integration.json
dist/quad-size-integration.json
dist/server-graphics-smoke.json
dist/client-graphics-smoke.json
dist/client-graphics-macos-title.json
dist/client-graphics-macos-world.json
retention-days: 3
+34
View File
@@ -0,0 +1,34 @@
name: mod-registry
# The submission service is its own workspace (crates/horizon-mod-registry), so the checks job doesn't build
# it: this one does, when it or horizon-mods (the checks it shares with the launcher and the game) changes.
on:
push:
branches: [main]
paths:
- 'crates/horizon-mods/**'
- 'crates/horizon-mod-registry/**'
- '.github/workflows/mod-registry.yml'
pull_request:
paths:
- 'crates/horizon-mods/**'
- 'crates/horizon-mod-registry/**'
- '.github/workflows/mod-registry.yml'
permissions:
contents: read
jobs:
check:
runs-on: ubuntu-latest
timeout-minutes: 20
defaults:
run:
working-directory: crates/horizon-mod-registry
steps:
- uses: actions/checkout@v4
- run: rustup toolchain install stable --profile minimal --component rustfmt --component clippy
- uses: Swatinem/rust-cache@v2
with:
workspaces: crates/horizon-mod-registry
save-if: ${{ github.ref == 'refs/heads/main' }}
- run: cargo +stable fmt --check
- run: cargo +stable clippy --all-targets --locked -- -D warnings
- run: cargo +stable test --locked
+15 -8
View File
@@ -8,7 +8,7 @@ name: nightly audit
# gh workflow run "nightly audit" -f dry_run=true # the audit, without touching issues
on:
schedule:
# GitHub's schedules are in UTC: both, and the first step keeps the one that is 03:00 in Paris.
# GitHub's schedules are in UTC: both, and the first step keeps the one that is 03:07 in Paris today.
- cron: '7 1 * * *'
- cron: '7 2 * * *'
workflow_dispatch:
@@ -29,15 +29,21 @@ env:
jobs:
audit:
runs-on: [self-hosted, horizon-game]
timeout-minutes: 150
# The Mac mini's runners only: the audit compares with the previous one, so it stays on one platform.
runs-on: [self-hosted, horizon-game, macOS]
timeout-minutes: 240 # every harness (~80 min) plus lan_integration (~40 min an attempt under load, retried)
steps:
- name: 03:00 in Paris
- name: 03:07 in Paris
id: when
env:
SCHEDULE: ${{ github.event.schedule }}
run: |
hour=$(TZ=Europe/Paris date +%H)
if [[ "${{ github.event_name }}" == schedule && "$hour" != 03 ]]; then
echo "It is ${hour}:00 in Paris: the other schedule runs the audit."
# Which cron is 03:07 in Paris, from Paris's offset today: GitHub can start a schedule hours late, so the
# clock at start time can't tell (on 2026-10-26 both started after 04:00 Paris and both skipped).
offset=$(TZ=Europe/Paris date +%z)
ours=$([ "$offset" = +0200 ] && echo '7 1 * * *' || echo '7 2 * * *')
if [[ "${{ github.event_name }}" == schedule && "$SCHEDULE" != "$ours" ]]; then
echo "Paris is at UTC${offset} today: the '$ours' schedule runs the audit."
echo "run=false" >> "$GITHUB_OUTPUT"
else
echo "run=true" >> "$GITHUB_OUTPUT"
@@ -65,7 +71,8 @@ jobs:
run: |
echo "since=$(date +%Y-%m-%dT%H:%M:%S)" >> "$GITHUB_OUTPUT"
set +e
python3 tools/parity.py --all --timeout 1800 2>&1 | tee "$RUNNER_TEMP/audit.log"
# lan_integration (the whole lan_e2e suite) takes ~2,400 s under load, past the usual 1,800.
python3 tools/parity.py --all --timeout 3000 2>&1 | tee "$RUNNER_TEMP/audit.log"
echo "exit=${PIPESTATUS[0]}" >> "$GITHUB_OUTPUT"
{ echo '```'; tail -40 "$RUNNER_TEMP/audit.log"; echo '```'; } >> "$GITHUB_STEP_SUMMARY"
- name: Issues for the harnesses that regressed
+74
View File
@@ -0,0 +1,74 @@
name: parity-main
# The vanilla harnesses on main, a batch of merges at a time (docs/release-flow.md#parity-on-main), on the Mac mini's
# runner. One run at a time: merges that land while a run goes on wait in one pending run (GitHub keeps only the
# newest), which checks every merge since main's last green parity-main (tools/parity_main.py base). On a failure it
# bisects the failing harnesses over those merges and comments on the pull request that broke them. Releases ship
# only a commit whose parity-main passed (tools/release_train.py), so nothing a harness catches reaches players.
on:
push:
branches: [main]
workflow_dispatch:
permissions:
contents: read
# The comment on the merge that broke a harness.
pull-requests: write
# tools/parity_main.py base reads earlier runs.
actions: read
concurrency:
group: parity-main
cancel-in-progress: false
env:
# Test runs never reach the telemetry server: no live-count ping, no uploads (docs/telemetry.md).
HORIZON_TELEMETRY_URL: "off"
jobs:
parity-main:
# A Mac mini runner of its own (ludovics-mac-mini-2 holds only this label since 2026-10-26): behind PR parity jobs
# this run waited 2 h while every merge replaced the pending one, and on the release runner a release then waited
# behind the next run. PR parity jobs have ludovics-mac-mini and the desktop. Not the desktop: a job slowed down
# because the maintainer came back could time out, and a failure here bisects and comments on merges.
runs-on: [self-hosted, macOS, horizon-parity-main]
timeout-minutes: 240 # a core-crate batch reruns ~300 harnesses (~60-90 min), a bisect a few rounds of the failures
steps:
- uses: actions/checkout@v4
with:
ref: ${{ github.sha }}
fetch-depth: 0
persist-credentials: false
# Keeps .local/ (parity state, probe builds, oracle results) and target/ between runs.
clean: false
- uses: dtolnay/rust-toolchain@stable
- name: Tools from the runner
run: bash tools/ci/runner-env.sh
- name: Vanilla data, and resources prepared by this preparer
run: bash tools/ci/vanilla-data.sh
- name: Main's last green parity-main
id: base
env:
GH_TOKEN: ${{ github.token }}
run: echo "sha=$(python3 tools/parity_main.py base)" >> "$GITHUB_OUTPUT"
- name: The harnesses the merges since then can affect
env:
PARITY_HOSTS: ''
BASE_SHA: ${{ steps.base.outputs.sha }}
run: |
echo "Merges since ${BASE_SHA}:"
git log --first-parent --format=' %h %s' "$BASE_SHA..HEAD"
python3 tools/parity.py --changed "$BASE_SHA" --timeout 2400
- name: The merge that broke them
if: failure()
env:
GH_TOKEN: ${{ github.token }}
PARITY_HOSTS: ''
BASE_SHA: ${{ steps.base.outputs.sha }}
run: |
rm -rf .local/parity-main-logs && cp -R .local/parity-runner/logs .local/parity-main-logs 2>/dev/null || true
python3 tools/parity_main.py bisect "$BASE_SHA" --comment
- name: Logs of the failed harnesses
if: failure()
uses: actions/upload-artifact@v4
with:
name: parity-main-logs
path: .local/parity-main-logs/
if-no-files-found: ignore
retention-days: 7
+64 -2
View File
@@ -36,14 +36,76 @@ jobs:
- name: Tools from the runner
run: bash tools/ci/runner-env.sh
- name: Vanilla data, and resources prepared by this preparer
run: bash tools/ci/vanilla-data.sh
env:
BASE_SHA: ${{ inputs.base }}
run: |
# main's script: one written before a fix to it left a real .local/horizon-client without sounds.json on
# the runner, and every later job there failed `subtitle`. A branch that changes the script runs its own.
set -euo pipefail
if git rev-parse --verify -q origin/main >/dev/null \
&& git diff --quiet "$(git merge-base "$BASE_SHA" HEAD)" HEAD -- tools/ci/vanilla-data.sh; then
git show origin/main:tools/ci/vanilla-data.sh > "$RUNNER_TEMP/vanilla-data.sh"
bash "$RUNNER_TEMP/vanilla-data.sh"
else
bash tools/ci/vanilla-data.sh
fi
- name: The prepared output is the one the preparer's OUTPUT_VERSION says
env:
BASE_SHA: ${{ inputs.base }}
run: |
# The job runs main's workflow on the head's files: a head made before OUTPUT_VERSION (#1947) has neither
# the tool nor the number, so there is nothing to check.
if [ ! -f tools/prepare_output.py ] || ! grep -q OUTPUT_VERSION crates/horizon-prepare/src/lib.rs; then
echo "This head's preparer has no OUTPUT_VERSION: nothing to check"
exit 0
fi
python3 tools/prepare_output.py check --cache --base "$BASE_SHA"
- name: The version constants are the pinned jar's
run: python3 tools/gen_version_consts.py --check
- name: The harnesses this change can affect
env:
PARITY_HOSTS: ''
BASE_SHA: ${{ inputs.base }}
run: python3 tools/parity.py --changed "$BASE_SHA" --timeout 2400 # world_spawn takes ~1480 s on a busy runner
run: |
# main's selection (tools/parity.py --changed --list with main's parity.py and parity_reach.py), so a
# branch made before a better selection landed gets it too; the head's own runner then runs those
# harnesses. A branch that changes the selection itself selects with its own code.
set -euo pipefail
own() { python3 tools/parity.py --changed "$BASE_SHA" --timeout 2400; } # world_spawn takes ~1480 s on a busy runner
fork_point=$(git merge-base "$BASE_SHA" HEAD)
if ! git rev-parse --verify -q origin/main >/dev/null || ! git diff --quiet "$fork_point" HEAD -- tools/parity.py tools/parity_reach.py; then
own
exit
fi
had_reach=$(git ls-files tools/parity_reach.py)
git show origin/main:tools/parity.py > tools/parity.py
git show origin/main:tools/parity_reach.py > tools/parity_reach.py
status=0
python3 tools/parity.py --changed "$BASE_SHA" --list > .local/parity-selection.txt || status=$?
git checkout -- tools/parity.py
if [ -n "$had_reach" ]; then git checkout -- tools/parity_reach.py; else rm -f tools/parity_reach.py; fi
cat .local/parity-selection.txt
if [ "$status" != 0 ]; then
echo "main's selection failed: the head's own selection runs"
own
exit
fi
names=$(sed '$d' .local/parity-selection.txt | grep -E '^[A-Za-z0-9_#]+$' || true)
# The summary line says how many would run: a count that doesn't match the names read (a format change)
# must not let the job pass untested.
expected=$(tail -1 .local/parity-selection.txt | sed -nE 's/^([0-9]+) of [0-9]+ harnesses would run$/\1/p')
count=$(printf '%s' "$names" | grep -c . || true)
if [ -z "$expected" ] || [ "$expected" != "$count" ]; then
echo "main's selection listed $count names, its summary says '${expected:-?}': the head's own selection runs"
own
exit
fi
if [ "$count" = 0 ]; then
echo "Nothing to run."
exit 0
fi
# shellcheck disable=SC2086
python3 tools/parity.py $names --timeout 2400
- name: Logs of the failed harnesses
if: failure()
uses: actions/upload-artifact@v4
-55
View File
@@ -1,55 +0,0 @@
name: promote
# Beta game releases become stable once a day (docs/release-flow.md, "Channels"): at 20:00 UTC (21:00 in Paris in
# winter time, 22:00 in summer) tools/release_channels.py promotes the newest beta that had been out 6 hours by then,
# passed its release smoke test and isn't covered by an issue labelled release-blocker. Launchers on the Alpha
# channel install every beta when it is published; Stable gets the day's promotion. The later runs of the evening are
# retries for a run GitHub starts late or skips: they promote the same beta, so stable still moves once.
# By hand, from GitHub's app too (Actions > promote > Run workflow):
# gh workflow run promote -f tag=v0.2.3 # that beta now, without waiting for 20:00
# gh workflow run promote -f tag=v0.2.3 -f force=true # even blocked or without its smoke test
# gh workflow run promote -f dry_run=true # say what would be promoted
# Holding betas back: label an issue release-blocker. While it is open it holds every beta; closed as completed it
# still holds the betas published before it closed. The issue's text is never read (its author could edit it).
# When the oldest waiting beta is 30 hours old (it missed a promotion it was due for), an issue "Promotion to stable
# has stalled" says so; it closes itself after the next promotion.
on:
schedule:
- cron: '7,37 20-21 * * *'
workflow_dispatch:
inputs:
tag:
description: The beta to promote now (empty = the newest beta that is due)
type: string
default: ''
force:
description: Promote that tag even if a release-blocker covers it or its smoke test didn't run
type: boolean
default: false
dry_run:
description: Say what would be promoted, change nothing
type: boolean
default: false
permissions:
contents: write
issues: write
concurrency:
group: promote
cancel-in-progress: false
jobs:
promote:
runs-on: ubuntu-latest
timeout-minutes: 10
steps:
- uses: actions/checkout@v4
with:
# The notes of a promoted release cover every pull request since the last stable one.
fetch-depth: 0
# gh uses GH_TOKEN below; nothing needs git credentials on disk.
persist-credentials: false
- name: Promote
env:
GH_TOKEN: ${{ github.token }}
TAG: ${{ inputs.tag }}
FORCE: ${{ inputs.force && 'yes' || '' }}
DRY_RUN: ${{ (inputs.dry_run || github.ref != 'refs/heads/main') && 'yes' || '' }}
run: python3 tools/release_channels.py promote ${TAG:+--tag "$TAG"} ${FORCE:+--force} ${DRY_RUN:+--dry-run}
+90 -21
View File
@@ -1,21 +1,26 @@
name: release
# Automatic game releases (docs/release-flow.md). After every green `checks` run on main, every 10 minutes (so a
# release waiting for merges to settle goes out without another merge) and by hand, tools/release_train.py decides:
# a release when pull requests merged since the last one changed what players run and the newest merged 5 minutes
# ago (the oldest 20 minutes ago, if merges never pause), or at once for a pull request labelled release-now.
# RELEASES_PAUSED=1 (repository variable) stops them.
# release waiting for merges to settle goes out without another merge) and by hand, tools/release_train.py decides,
# for a commit whose checks and parity-main (the vanilla harnesses on main) both passed:
# a release when 5 pull requests merged since the last one changed what players run and the newest merged 5 minutes
# ago, or when the oldest has waited 6 hours, or at once for a pull request labelled release-now.
# RELEASES_PAUSED=1 (repository variable) stops them; so does an open issue labelled release-blocker, forced runs too.
# Builds Linux (an older Ubuntu, so the binary runs on any recent distribution and on NixOS through nix-ld) and
# Windows on GitHub, macOS on the Mac mini's runner (MAC_RUNNER=macos-latest sends it to GitHub), then
# publishes vX.Y.Z on the release line in .github/release-line.txt (docs/versioning.md; without it, the dated
# vYYYY.MM.DD[.N] from before 0.2) with notes from the merged pull requests, as a beta (a pre-release) that promote.yml makes
# stable in its daily promotion. macOS: with the repository variable MACOS_SIGN_IDENTITY set, the programs are signed with
# vYYYY.MM.DD[.N] from before 0.2) with notes from the merged pull requests, as the release and GitHub's latest: one
# channel, which launchers, `horizon-server update` and install.sh follow at once. So it is published only after the
# checks that used to gate a promotion pass in this run: the Mac mini's smoke test drew a world, and no release-blocker
# is open (tools/release_train.py gate); otherwise nothing is published. macOS: with the repository variable
# MACOS_SIGN_IDENTITY set, the programs are signed with
# Developer ID and the hardened runtime and the zip is notarized, from the runner's signing keychain
# (packaging/macos/README.md); unset (forks), ad hoc.
# gh workflow run release --ref <branch> # dry run: builds and notes, publishes nothing
# gh workflow run release -f dry_run=false -f force=true # on main: release now, whatever the rules say
on:
workflow_run:
workflows: [checks]
# A game release ships a commit both passed on (parity-main runs on batches: the newest commit it passed on).
workflows: [checks, parity-main]
types: [completed]
branches: [main]
schedule:
@@ -32,6 +37,8 @@ on:
default: false
permissions:
contents: read
# The open release-blocker issues (decide).
issues: read
concurrency:
group: game-release
cancel-in-progress: false
@@ -59,8 +66,8 @@ jobs:
env:
GH_TOKEN: ${{ github.token }}
RELEASES_PAUSED: ${{ vars.RELEASES_PAUSED }}
# The commit whose checks just passed; a dry run builds the branch it was started on; otherwise
# main's newest commit with green checks.
# The commit whose checks or parity-main just passed; a dry run builds the branch it was started on;
# otherwise main's newest commit with green checks and parity-main.
HEAD_SHA: ${{ github.event.workflow_run.head_sha || (steps.mode.outputs.dry_run == 'true' && github.sha) || '' }}
FORCE: ${{ inputs.force && 'yes' || '' }}
run: |
@@ -72,9 +79,50 @@ jobs:
# A dry run builds whatever the decision, to test the builds.
if [[ "${{ steps.mode.outputs.dry_run }}" == true ]]; then echo "release=true" >> "$GITHUB_OUTPUT"; fi
build:
exporters:
needs: decide
if: needs.decide.outputs.release == 'true'
# This runner holds the maintainer's own pinned Minecraft jars. Only our classes leave it.
runs-on: ${{ vars.MAC_RUNNER || 'ludovics-mac-mini' }}
# Three full preparations (two isolated, one batched) besides the compile.
timeout-minutes: 60
steps:
- uses: actions/checkout@v4
with:
ref: ${{ needs.decide.outputs.head }}
persist-credentials: false
clean: true
- uses: dtolnay/rust-toolchain@stable
- run: bash tools/ci/runner-env.sh
- run: bash tools/ci/vanilla-data.sh
- name: Compile and validate original exporters against the pinned jars
shell: bash
run: |
set -euo pipefail
# target/ is gone after the clean checkout, and vanilla-data.sh builds the preparer only when it
# prepares afresh.
cargo build --release --locked -p horizon-prepare
# Compiled here, never taken from the runner's shared preparations: pull requests' parity jobs
# write those (vanilla-data.sh links .local/exporters to them).
rm -rf .local/exporters
bundle=$(target/release/horizon-prepare compile-exporters --root "$PWD" | tail -1)
mkdir -p exporters
cp -R "$bundle/server" "$bundle/client" "$bundle/manifest.json" exporters/
# Only our classes and their manifest leave this runner.
stray=$(find exporters -type f ! -path exporters/manifest.json \
! \( -name '*.class' \( -path 'exporters/server/dev/horizonlab/parity/*' -o -path 'exporters/client/dev/horizonlab/parity/*' \) \))
[ -z "$stray" ] || { echo "::error::not one of our classes: $stray"; exit 1; }
python3 tools/check_prepare_exporters.py --binary target/release/horizon-prepare
- uses: actions/upload-artifact@v4
with:
name: original-exporters
path: exporters/
if-no-files-found: error
retention-days: 3
build:
needs: [decide, exporters]
if: needs.decide.outputs.release == 'true'
name: build ${{ matrix.name }}
strategy:
fail-fast: false
@@ -128,7 +176,8 @@ jobs:
if: runner.os == 'Linux'
run: sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
- name: Build the client, horizon-ctl, horizon-prepare and horizon-server
run: cargo build --release --locked -p horizon-client --bin horizon-client --bin horizon-ctl -p horizon-prepare --bin horizon-prepare -p horizon-server --bin horizon-server
# `horizon-client/mods`: every released game runs code mods (the feature is off in dev builds).
run: cargo build --release --locked --features horizon-client/mods -p horizon-client --bin horizon-client --bin horizon-ctl -p horizon-prepare --bin horizon-prepare -p horizon-server --bin horizon-server
- name: Every program the release folder takes was built
run: |
for binary in horizon-client horizon-ctl horizon-prepare horizon-server; do
@@ -203,7 +252,7 @@ jobs:
or not report.get("meshed_sections") or not report.get("player"):
sys.exit("the smoke run did not draw a world")
EOF
# Published with the release: a beta becomes stable only with it (tools/release_channels.py).
# Published with the release; the publish job checks it again before it publishes anything.
cp "$home/smoke.json" "$RUNNER_TEMP/smoke-test.json"
- uses: actions/upload-artifact@v4
if: runner.environment == 'self-hosted'
@@ -212,6 +261,10 @@ jobs:
path: ${{ runner.temp }}/smoke-test.json
if-no-files-found: error
retention-days: 3
- uses: actions/download-artifact@v4
with:
name: original-exporters
path: exporters
- name: Package
run: |
set -euo pipefail
@@ -250,8 +303,9 @@ jobs:
run: |
set -euo pipefail
# After the client is packaged: target/release/horizon-client is rebuilt without the audio and
# controllers features, so it needs neither libasound nor libudev (minimal server images lack them).
cargo build --release --locked -p horizon-client --no-default-features --bin horizon-client
# controllers features, so it needs neither libasound nor libudev (minimal server images lack them),
# and with code mods like the client.
cargo build --release --locked -p horizon-client --no-default-features --features mods --bin horizon-client
cargo run --locked -p xtask -- package-server target/release/horizon-client "dist/${{ matrix.server_dir }}"
folder="dist/${{ matrix.server_dir }}"
python3 tools/check_imports.py --server "$folder/horizon-engine" "$folder/horizon-server" "$folder/horizon-prepare"
@@ -319,6 +373,7 @@ jobs:
timeout-minutes: 15
permissions:
contents: write
issues: read
steps:
- uses: actions/checkout@v4
with:
@@ -341,6 +396,17 @@ jobs:
run: |
key=(); [[ -n "$EPHEMERAL" ]] && key=(--key "$(cat dist/ephemeral.pub)")
cargo run --locked --quiet -p horizon-release-sign -- verify --tag "$TAG" --publishing "${key[@]}" dist
- name: Ready to publish (the smoke test passed, no release-blocker is open)
# Right before publishing: an issue labelled while the builds ran still holds this release. A dry run only
# reports what a real run would do.
env:
GH_TOKEN: ${{ github.token }}
DRY_RUN: ${{ needs.decide.outputs.dry_run }}
run: |
if ! python3 tools/release_train.py gate --kind game --smoke dist/smoke-test.json --blockers; then
[[ "$DRY_RUN" == true ]] || { echo "::error::Nothing published"; exit 1; }
echo "::warning::A real run would publish nothing"
fi
- name: Publish ${{ needs.decide.outputs.tag }}
if: needs.decide.outputs.dry_run != 'true'
env:
@@ -348,17 +414,20 @@ jobs:
TAG: ${{ needs.decide.outputs.tag }}
run: |
signature=(); [[ -f dist/SHA256SUMS.sig ]] && signature=(dist/SHA256SUMS.sig)
smoke=(); [[ -f dist/smoke-test.json ]] && smoke=(dist/smoke-test.json)
# A beta (pre-release), the Alpha channel's: promote.yml makes it stable and latest in its daily promotion
# (docs/release-flow.md).
# The release and the latest at once: there is one channel (docs/release-flow.md). Each archive gets a
# label (file#label), which GitHub's page shows instead of the file name, so nobody takes the game's
# files for the download (#1647). Launchers, servers and install.sh match the name, which stays.
gh release create "$TAG" --target "${{ needs.decide.outputs.head }}" --title "$(cat notes/title.txt)" \
--notes-file notes/body.md --prerelease --latest=false dist/horizon-linux-x86_64.tar.gz \
dist/horizon-windows-x64.zip dist/horizon-macos-arm64.zip dist/horizon-server-linux-x86_64.tar.gz \
dist/SHA256SUMS "${signature[@]}" "${smoke[@]}"
--notes-file notes/body.md --latest \
"dist/horizon-linux-x86_64.tar.gz#Game files the launcher installs: Linux (horizon-linux-x86_64.tar.gz)" \
"dist/horizon-windows-x64.zip#Game files the launcher installs: Windows (horizon-windows-x64.zip)" \
"dist/horizon-macos-arm64.zip#Game files the launcher installs: macOS (horizon-macos-arm64.zip)" \
"dist/horizon-server-linux-x86_64.tar.gz#Dedicated server for Linux (horizon-server-linux-x86_64.tar.gz)" \
dist/SHA256SUMS "${signature[@]}" dist/smoke-test.json
- name: Dry run, the release that would be published
if: needs.decide.outputs.dry_run == 'true'
run: |
echo "Would publish ${{ needs.decide.outputs.tag }} at ${{ needs.decide.outputs.head }}: $(cat notes/title.txt)"
echo "Would publish ${{ needs.decide.outputs.tag }} at ${{ needs.decide.outputs.head }} as the release and latest: $(cat notes/title.txt)"
ls -l dist
- uses: actions/upload-artifact@v4
with:
+3
View File
@@ -31,3 +31,6 @@
/.horizon-cache/
/crash-reports/
/debug/
# Release-only compiled original exporter bundle.
/exporters/
+178
View File
@@ -0,0 +1,178 @@
# Horizon: a map for agents
Minecraft: Java Edition 26.3 rewritten in Rust (wgpu). Vanilla is the specification wherever it has the
feature. Read [CONTRIBUTING.md](CONTRIBUTING.md) once; this page tells you where things are.
Feature → files → harness for the most-changed areas: [docs/architecture.md](docs/architecture.md).
## Rules that bite
- **Never commit Mojang's files**: game jars, assets, decompiled source, prepared resources (`.local/`).
`tools/check_public_tree.py` rejects them; `git config core.hooksPath .githooks` runs it on commit.
- **Keep your runs away from real player data.** Any game or launcher you start gets fresh `mktemp -d`
folders in `HORIZON_HOME` (the game's data), `HORIZON_LAUNCHER_HOME`, `XDG_DATA_HOME` and
`XDG_CONFIG_HOME`, plus `HORIZON_LAUNCHER_NO_SELF_UPDATE=1` and `HORIZON_NO_AUDIO=1`. Never write to
`~/.local/share/{applications,horizon,horizon-launcher}` or `~/.local/bin`.
- **Mark what an agent posts.** A PR body starts with a line naming whose agent opened it and with what.
Ludovic's agents write `> 🤖 Opened by Ludovic's AI agent (Claude), not by Ludovic himself.`, and a
contributor's agent names its own person and tool (issues: "Filed by", reviews: "Review by"). Every
comment starts with `🤖 Agent:`. Never write as Ludovic or as anyone else.
- **Attribution.** Commits end with a `Co-Authored-By:` line for the agent that wrote them, and PR bodies
with that agent's own "Generated with" line. Ludovic's agents use
`Co-Authored-By: Claude <model> <[email protected]>` and
`🤖 Generated with [Claude Code](https://claude.com/claude-code)`.
- Everything players run is Rust. Python/Java only for dev tools and harness drivers in `tools/`.
- Horizon-only features follow [docs/design-system.md](docs/design-system.md) and are off by default where
they would change the vanilla look.
- Small PRs (< ~500 lines). Labels: `feature` (players get something new), `skip-release` (they see no
change), none for a fix. Agents never add `release-now`: the maintainer decides it. Merges ship in batches of 5, or after
6 hours ([docs/release-flow.md](docs/release-flow.md)).
- Contributors first: `gh pr list --state open --search <area>` before you start; never duplicate theirs.
## Crates
Game workspace (root `Cargo.toml`); `launcher/` and `crates/horizon-telemetry-server` are separate workspaces.
| Crate | Owns |
|---|---|
| `horizon-client` | The game: a lib (`src/lib.rs`, ~190 flat modules) and the bin (`src/main.rs` → `game.rs` + `game/`), plus `horizon-ctl` (`src/bin/horizon-ctl/`). Also the dedicated server (`--dedicated`) |
| `horizon-world` | Vanilla world data with no gameplay loop: NBT, regions, chunks, `datafix/`, `worldgen/`, `level/` (server-side block behaviour, ticks, redstone), entity physics, items, effects, food, damage |
| `horizon-core` | Simulation primitives: Java `Random`s, `jmath` (HotSpot-exact `Math`), positions, noise, density, paletted storage, `version.rs` (the pinned version) |
| `horizon-protocol` | Network protocol 777: codecs, framing, encryption, `packets/{handshake,status,login,configuration,play}.rs`, `entity_data.rs` |
| `horizon-assets` | Resource decoding: block-state and item models, baking, atlases |
| `horizon-prepare` | Builds `.local/horizon-client/26.3` from the player's own Minecraft install (runs the Java exporters) |
| `horizon-server` | `horizon-server`: `server.toml`, CLI, supervisor of the headless game ([docs/hosting.md](docs/hosting.md)) |
| `horizon-server-files` | `server.properties`, eula, ops/whitelist/bans, usercache |
| `horizon-friends`, `horizon-relay` | Play with Friends: invite codes, encrypted tunnel, the relay ([docs/play-with-friends.md](docs/play-with-friends.md)) |
| `horizon-mods`, `horizon-mod-sdk`, `cargo-horizon-mod` | Sandboxed WebAssembly mods: runtime, SDK + WIT, `cargo horizon-mod` ([docs/mods.md](docs/mods.md)) |
| `horizon-port-pack` | Porting Java modpacks ([docs/modpacks.md](docs/modpacks.md)) |
| `horizon-shader-api` | Horizon's own WGSL shader packs ([docs/api/shaders.md](docs/api/shaders.md)): `horizon-shaders.toml`, the `.hshader` package; shared by the game, the launcher and the registry |
| `horizon-shaders` | Shader packs (the `shaders/` folder format), rebuilt clean-room from a written spec of the format; no wgpu |
| `horizon-theme` | Design tokens and fonts for the launcher, the game's own menus and the website |
| `horizon-telemetry`, `horizon-telemetry-server`, `horizon-bench` | Opt-in data collection, its ingest server, the benchmark report format |
| `horizon-dualsense`, `horizon-threads`, `horizon-release-sign`, `horizon-bots`, `xtask` | DualSense output, thread priorities, signed release checksums, load-test bots, repo tasks |
| `launcher/` | GPUI launcher: `main.rs` (UI), `backend.rs` (installs, updates), `cli.rs`, `mcp.rs`, `*_page.rs` |
Other top-level folders: `tools/` (harnesses and dev scripts), `tests/` (Python unit tests: `python3 -m
unittest discover -s tests`), `mods/horizon/src/test/java/dev/horizonlab/parity/` (Java oracles),
`website/` (playhorizon.dev; its paths are relative to `website/`), `docs/`, `.github/workflows/`.
## Build and test fast
```sh
python3 tools/pr_ready.py # the self-check: fmt, clippy -D warnings, touched crates' tests, harnesses; paste its block in the PR
python3 tools/pr_ready.py --quick # same without harnesses
cargo test -p horizon-client --lib --bins --tests # skips the 104 examples (pr_ready does this); `--doc` separately
cargo build --profile fast -p horizon-client # optimized, quick to link: use it to play or run lan_e2e
python3 tools/parity.py --changed origin/main # the harnesses your branch can affect (CI's parity job)
python3 tools/parity.py --changed-files paths.txt --list # which harnesses cover these files, without running them
python3 tools/parity.py mob_ai sculk # named harnesses
python3 tools/lan_e2e.py --check chest # two real games over LAN (server-thread host); --in-frame compares the fallback
python3 tools/agent_control_e2e.py # horizon-ctl / MCP end to end
```
- Harnesses and the game need the vanilla data in `.local/` (`minecraft/`, `horizon-client/26.3`, `datagen/`,
`tools/`): see [docs/parity-workflow.md](docs/parity-workflow.md). Without it, pr_ready lists the
harnesses for CI.
- A harness = `tools/test_<name>_parity.py` (324 of them) + a Java oracle (`mods/horizon/src/test/java/dev/horizonlab/parity/Vanilla*Oracle.java`)
+ a Rust probe: `crates/<crate>/examples/<name>_{probe,fixture}.rs` (horizon-world 175, horizon-client 104),
or the game binary with a fixture env var (`game/dispense_fixture.rs`, `game/sculk_fixture.rs`,
`game/command_harness.rs`, `game/net_harness.rs`). Copy a nearby harness for a new one.
- Probes build into `.local/parity-target/`; harnesses find binaries via `lab.cargo_target()`, never `target/`.
- What a change reruns (of 329 harnesses, measured 2026-10-23): a file of the game binary (`game.rs`, `game/`)
~25, a file of the client lib ~103, of `horizon-world` ~103–109, of `horizon-core` ~119. Plan for it.
- Rust integration tests: `crates/horizon-client/tests/` (`lan_bot.rs`, `generation_saves.rs`, `streaming_meshes.rs`).
- **macOS:** `cargo build/test --workspace` may fail to link the two wasm guest cdylibs (undefined
`horizon:mods/events` symbols) until #1446 lands: add `--exclude coords-hud --exclude predator-missile --exclude horizon-mods-test-guest --exclude horizon-mods-test-ui-guest`.
Their real check is `cargo test -p horizon-mods` (builds them for `wasm32-unknown-unknown`).
- Linux needs `libasound2-dev libudev-dev`; `--no-default-features` drops audio and controllers (the server build).
- Run and drive the game (starts the `horizon-client` beside `horizon-ctl`; other arguments go to the game):
`target/fast/horizon-ctl --socket $PWD/ctl.sock launch --world W --creative --offscreen --wait --resources $PWD/.local/horizon-client/26.3`,
then `horizon-ctl --socket … state|keys|turn|command|screenshot|quit`
([docs/horizon-ctl-commands.md](docs/horizon-ctl-commands.md)).
## Vanilla reference
- Decompiled sources: `.local/minecraft/26.3/sources/{client,server}/` (`python3 tools/lab.py decompile`).
- Bytecode queries (callers through lambdas, every overload):
`python3 tools/rea_vanilla.py method net.minecraft.world.level.block.DispenserBlock dispenseFrom`
([docs/decompilation-status.md](docs/decompilation-status.md)).
- A harness runs the oracle against the real 26.3 jars and the Rust probe on the same inputs, then compares
their JSON. Oracle runs are cached by `tools/parity_shim.py`; `--fresh` reruns them.
- Mirror vanilla's `Math` calls with `horizon_core::jmath`, and vanilla's RNG with `horizon_core::random`:
random draws must happen in vanilla's order.
## horizon-client: where things live
`L:` = lib (`crates/horizon-client/src/`), `G:` = bin (`crates/horizon-client/src/game/`). The lib can't see
`Game`; bin code reaches the lib as `horizon_client::<module>`.
| Subsystem | Files |
|---|---|
| Game loop, tick, frame | `game.rs`: `fn run`, `impl ApplicationHandler for Game` (`window_event`, `about_to_wait`), `fn tick`, `fn tick_world`, `fn render`; L: `clock.rs`, `window.rs`, `spans.rs` |
| Rendering | L: `gfx.rs` (`Renderer::new`, `Renderer::render`), `gfx/` (cull, occlusion, translucency, upload, timing, lod, weather, stars, end_sky), `*.wgsl`, `particles.rs`, `block_entity_render.rs`, `item_render.rs`, `fog.rs`, `clouds.rs`, `camera.rs`, `first_person.rs`; G: `render_tick.rs`, `item_draw.rs` |
| Chunks, streaming, light | L: `streaming.rs` (worker pool: generate, light, mesh), `world.rs`, `chunk.rs`, `chunk_map.rs`, `light.rs`, `mesher.rs` + `mesher/`, `vanillagen.rs` (binds horizon-world's generator), `lod.rs` + `lod/`, `ticket_levels.rs`; G: `world_loading.rs`, `postprocess.rs`; game.rs `fn update_world` |
| World generation | `crates/horizon-world/src/worldgen/` (`generator*.rs`, `feature_graph.rs`, `structure/`, `carver/`) |
| Block behaviour | `crates/horizon-world/src/level/` (`mod.rs`, `tick.rs`, `hooks.rs`, `redstone.rs`, `place.rs`, `interact.rs`); game.rs `fn tick_blocks`, `fn process_level_events` |
| Mobs | L: `mobs.rs` (types), `mobs/` (`ai.rs`, `goals.rs`, `brain.rs`, `*_brain.rs`, `nav.rs`, `path.rs`, `species.rs`, `spawning.rs`, `render.rs`, `anim.rs`); G: `creatures.rs` (ticking, spawning, mob events), one file per mob family (`dragon.rs`, `wither.rs`, `villagers.rs`, `piglins.rs`, `golems.rs`...), `natural_spawning.rs` |
| Other entities | L: `entities.rs`, `projectiles.rs`, `arrows.rs`; G: `boats.rs`, `minecarts.rs`, `mounts.rs`, `armor_stands.rs`, `paintings.rs`, `frames.rs`, `fireworks.rs`, `tnt.rs`, `explosion.rs` |
| Player actions | game.rs (`fn use_hand`, `fn use_item`, `fn attack`, `fn tick_mining`, `fn break_block`); G: `hand.rs`, `combat.rs`, `consume.rs`, `potions.rs`, `shield.rs`, `crossbow.rs`, `trident.rs`, `fishing.rs`; L: `motion.rs` + `motion/` (movement), `collisions.rs`, `items.rs`, `item_data.rs` |
| Inventory and containers | L: `menu.rs` (`AbstractContainerMenu.clicked`), `container_screen.rs`, `containers.rs`, `creative.rs`, `crafting.rs`, `recipe_book*.rs`, `stations.rs`, `merchant.rs`; game.rs `fn menu_ops`, `fn click_inventory`; G: `stations.rs`, `trading.rs`, `recipe_book.rs`, `machines.rs` |
| Commands | parse: L: `command/` (`args.rs`, `selector.rs`, `tree_*.rs`, `vanilla.rs`); run: G: `commands.rs` (dispatch) + `commands/*.rs` (`admin`, `execute`, `items`, `players`, `world_cmds`...); L: `scoreboard_cmd.rs`, `data_cmd.rs`, `nbt_path.rs`; G: `functions.rs`, `command_blocks.rs` |
| UI screens | `Screen` enum in game.rs; L: `title.rs` + `title/`, `options_ui.rs`, `multiplayer.rs`, `pack_screen.rs`, `graphics_ui.rs`, `screen_draw.rs`, `ui.rs` (widgets), `hud.rs`, `hud_layout.rs`, `hud_overlays.rs`, `chat.rs`, `tab_list.rs`; G: `startup_menu.rs`, `screens.rs` (pause, death), `options.rs`, `lan_screen.rs`, `chat.rs`, `sign_edit.rs`, `books.rs` |
| Multiplayer client | L: `net.rs` (network thread); G: `remote.rs` (`fn handle_packet`, `fn tick_remote`), `remote_*.rs` (mob data, objects, projectiles, vehicles, stations) |
| LAN host / server side | L: `lan/` (`conn.rs` handshake + login threads, `hub.rs` + `hub/` play state, `chunks.rs`, `entity.rs`, `tracking.rs`, `guest.rs`, `playerdata.rs`); G: `lan.rs` (`LanHost`), `lan_actions.rs` (`fn as_guest`, `fn tick_guests`), `lan_*.rs` per feature, `lan_entities.rs` (tracked entities) |
| Integrated server | G: `integrated.rs` (the server thread), `levels.rs` (one level per dimension, `fn tick_server`), `server_travel.rs` |
| Dedicated server | G: `dedicated.rs`, `dedicated/status.rs`; crates `horizon-server-files`, `horizon-server` |
| Save and load | L: `save.rs` (level.dat, regions, playerdata), `entity_nbt.rs`, `block_entity_nbt.rs`, `options_file.rs`; G: `saving.rs`, `persist.rs` (entities); `crates/horizon-world/src/{region.rs,nbt.rs,datafix/}` |
| Input | game.rs `fn window_event`, `fn key_pressed`, `fn play_mouse`; L: `keybinds.rs`, `keymapping.rs`, `key_names.rs`, `mouse.rs`, `input.rs`, `interaction_input.rs`, `gamepad.rs`, `osk.rs`, `clipboard.rs`; G: `pad.rs`, `pad_menu.rs` |
| Audio | L: `audio.rs` (mixer), `sound_engine.rs`, `sound_events.rs`, `music.rs`, `ambience.rs`; G: `music.rs`, `subtitle_hud.rs` |
| Resource packs | L: `packs.rs` + `packs/`, `pack_screen.rs`, `atlas_sources.rs`, `sprites.rs`, `mipmap.rs`, `model_library.rs`, `font.rs`, `lang.rs`; crate `horizon-assets`; G: `packs.rs` |
| Agent control | L: `control.rs` (socket), `bin/horizon-ctl/`; G: `control.rs`, `agent.rs`, `events.rs`, `ui_control.rs` ([docs/agent-control.md](docs/agent-control.md)) |
| Mods | crate `horizon-mods`; G: `mods.rs`; L: `mod_content.rs`, `mod_list.rs` |
| Horizon extras, settings | L: `extras.rs`, `graphics.rs`, `settings.rs`, `minimap.rs`; G: `extras.rs`, `tweaks.rs`, `options.rs` |
## How `Game` is organised
- `struct Game` (game.rs, ~290 fields) holds everything. Its methods are spread over ~180 files: game.rs keeps
the core (tick, render, input, inventory, world open/close) and each `game/<feature>.rs` adds an
`impl Game<'_>` block for one feature, with its own state types. Fields are private to the bin.
- Find a feature's code: `grep -rn "fn tick_<thing>\|fn <verb>_<thing>" crates/horizon-client/src/game*`;
the file is usually `game/<thing>s.rs`. Who calls it: grep the name in game.rs's `fn tick` / `fn tick_world`.
- Fields that say which mode runs: `remote` (this window is a client of a server: multiplayer, LAN guest, or
single player on its server thread), `lan` (`LanHost`: this world is open to the network), `integrated`
(the window's own server thread), `serving` (this `Game` *is* that server thread), `options.dedicated`.
`fn tick` returns `tick_remote()` when `remote` is set; nothing else of the local simulation runs.
- A server's players run through the same gameplay code as the local player: `as_guest` swaps the guest's
state (position, inventory, mode, mining, item use) into `Game` for one call (`game/lan_actions.rs`), and
`levels.rs` swaps whole dimensions in the same way. Changes reach clients through the block log, level
events and the entity tracker (`lan/tracking.rs`, `game/lan_entities.rs`).
- Shared read-only data: `Resources` (`res`: blocks, items, recipes, mob types, biomes) and `PackResources`
(`pack`), both in game.rs.
## The two single-player paths
1. **Server thread (default since #1514):** `game/integrated.rs` runs a second `Game` (`serving`) on a
"Server thread" with one level per dimension; the window joins it as a client through memory (`remote`),
exactly as a LAN guest or a dedicated server's player does. This is what players run. Open
`[server-thread]` issues list the gaps left.
2. **In-frame (`--in-frame`, `--no-server-thread` or `HORIZON_SERVER_THREAD=0`):** the window's `Game` ticks
the world itself, one level that follows the player (`fn enter_dimension`). Deterministic rule fixtures still use this path; player-facing integration uses the default server thread.
LAN guests and dedicated servers always use the server code, so a fix there serves both. Test both paths
when you touch player-facing gameplay:
```sh
cargo run --profile fast -p horizon-client -- --resources .local/horizon-client/26.3 --world T # server thread
cargo run --profile fast -p horizon-client -- --resources .local/horizon-client/26.3 --world T --in-frame # in-frame
python3 tools/lan_e2e.py --check <name> # host on its server thread, guest is a server client
python3 tools/lan_e2e.py --in-frame --check <name> # comparison (portals, levels, distance, lava need server-thread mode)
python3 tools/parity.py dedicated_server server_entities server_player_damage
```
## Docs worth knowing
[docs/parity-workflow.md](docs/parity-workflow.md) (runner, gate, shards, scopes) ·
[docs/native-client.md](docs/native-client.md) (options, controls, horizon-ctl) ·
[docs/server-levels.md](docs/server-levels.md) (levels per dimension) ·
[docs/rust-parity.md](docs/rust-parity.md) (what is ported) · [docs/known-issues.md](docs/known-issues.md) ·
[docs/release-flow.md](docs/release-flow.md) · [docs/README.md](docs/README.md) (index).
Symlink
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AGENTS.md
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@@ -7,6 +7,11 @@ welcome on [Discord](https://discord.gg/HcTeMZxe5E).
This repository holds the game, the launcher and the website, plus the tools, tests and docs that build, check and
release them. Anything else (videos, Discord and other community material) lives elsewhere.
**Where to start: [playhorizon.dev/hub](https://playhorizon.dev/hub).** It shows what is being done now and next
([ROADMAP.md](ROADMAP.md) in the repository), the work board, good first tasks, and the forms to report a bug or
suggest something. A pull request for a roadmap item carries its `roadmap:<id>` label; ideas go to the suggestion
queue (the hub, or `/suggest` on Discord) rather than to issues, which are for bugs.
## Build it
You need Rust (stable), Python 3.10+, JDK 25, and on Linux the ALSA and udev headers (`libasound2-dev libudev-dev`).
@@ -39,6 +44,17 @@ probe against Horizon, and compares their outputs. There are about 290 of them.
Never commit game files, decompiled source or prepared resources (`.local/`): `tools/check_public_tree.py` rejects
them (`git config core.hooksPath .githooks` runs it before every commit).
The pre-push hook checks the full history reachable from the branches and tags being pushed. Run
`python3 tools/check_public_tree.py --history` to audit the history of all local refs.
## Only original code
Horizon's code is written from Minecraft 26.3 itself and from public documentation, never from another mod, loader
or renderer. Don't read, copy, translate or paraphrase the source of Iris, OptiFine, Sodium or any other project,
and don't send code an AI tool wrote from it. Their user documentation and file formats are fine to read, and their
packs and mods are fine to run and observe. Shader packs were removed on 24 October 2026 (#1561) because their code
had been written from another project's source; they come back only as a clean-room rewrite from a written
description of the pack format.
## Before asking for review
Generated
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@@ -1,6 +1,6 @@
[workspace]
exclude = ["launcher", "crates/horizon-telemetry-server", "third_party/wgpu-hal"]
members = ["crates/horizon-core", "crates/horizon-dualsense", "crates/horizon-threads", "crates/horizon-world", "crates/voxel-kernels", "crates/horizon-client", "crates/horizon-server-files", "crates/horizon-server", "crates/horizon-bots", "crates/horizon-assets", "crates/horizon-protocol", "crates/horizon-theme", "crates/horizon-shaderpack", "crates/horizon-prepare", "crates/horizon-telemetry", "crates/horizon-bench", "crates/horizon-friends", "crates/horizon-relay", "crates/horizon-mod-sdk", "crates/horizon-mods", "crates/horizon-mods/tests/guest", "crates/cargo-horizon-mod", "crates/horizon-port-pack", "crates/horizon-release-sign", "crates/horizon-mod-sdk/examples/coords-hud", "xtask"]
exclude = ["launcher", "crates/horizon-telemetry-server", "crates/horizon-mod-registry", "third_party/wgpu-hal"]
members = ["crates/horizon-core", "crates/horizon-dualsense", "crates/horizon-threads", "crates/horizon-world", "crates/horizon-client", "crates/horizon-server-files", "crates/horizon-server", "crates/horizon-bots", "crates/horizon-assets", "crates/horizon-protocol", "crates/horizon-theme", "crates/horizon-prepare", "crates/horizon-telemetry", "crates/horizon-bench", "crates/horizon-friends", "crates/horizon-relay", "crates/horizon-mod-sdk", "crates/horizon-mods", "crates/horizon-mods/tests/guest", "crates/horizon-mods/tests/ui_guest", "crates/cargo-horizon-mod", "crates/horizon-port-pack", "crates/horizon-shaders", "crates/horizon-shader-api", "crates/horizon-release-sign", "crates/horizon-mod-sdk/examples/coords-hud", "crates/horizon-mod-sdk/examples/predator-missile", "crates/horizon-mod-sdk/examples/welcome", "mods/official/fps-overlay", "mods/official/keystrokes", "mods/official/minimap", "mods/official/zoom", "xtask"]
resolver = "2"
[workspace.package]
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@@ -16,6 +16,7 @@
<a href="#download"><b>Download</b></a> ·
<a href="https://playhorizon.dev/docs/"><b>Documentation</b></a> ·
<a href="https://github.com/ludovic111/horizon/releases"><b>Release notes</b></a> ·
<a href="ROADMAP.md"><b>Roadmap</b></a> ·
<a href="#project-status"><b>Project status</b></a> ·
<a href="#contributing"><b>Contributing</b></a>
</p>
@@ -30,7 +31,7 @@ Horizon is Minecraft: Java Edition 26.3 rewritten in Rust: a native game that re
Horizon is installed through **the Horizon launcher**. Get it from [playhorizon.dev](https://playhorizon.dev) (the Download button picks your system) or from [the launcher releases](https://github.com/ludovic111/horizon/releases?q=launcher-v&expanded=true), for Linux x86-64, macOS on Apple Silicon or Windows x64. The launcher installs and updates the game, prepares its files from your own copy of Minecraft, and updates itself.
**You need** Minecraft: Java Edition 26.3, played once (the official launcher, Prism, MultiMC and other launchers all work); a Java 25 JDK, for the one-time preparation; and a GPU with Vulkan on Linux and Windows, or any Apple Silicon Mac. Step by step, with macOS's first-open prompt and the first launch: [Install and first launch](https://playhorizon.dev/docs/install).
**You need** Minecraft: Java Edition 26.3, played once (the official launcher, Prism, MultiMC and other launchers all work); a Java 25 runtime, for the one-time preparation; and a GPU with Vulkan on Linux and Windows, or any Apple Silicon Mac. Step by step, with macOS's first-open prompt and the first launch: [Install and first launch](https://playhorizon.dev/docs/install).
<table>
<tr>
@@ -45,7 +46,7 @@ The [documentation](https://playhorizon.dev/docs/) covers each of these.
- **The game:** singleplayer with vanilla's world generation, mobs, villagers, raids, redstone, every command, the HUD and the recipe book, on saves in vanilla's format. Worlds from 1.8 to 26.2 are upgraded as vanilla does. [Status table](#project-status).
- **Horizon's own extras:** new menus (vanilla's are one setting away), graphics presets, distant terrain up to 1024 chunks, controller support, optional zoom, minimap and more, all off by default where they would change the vanilla look. See [Settings](https://playhorizon.dev/docs/settings).
- **Resource packs, shader packs and data packs:** resource packs work, Java shader packs run their full-screen effects (experimental), and data packs load functions, predicates and item modifiers.
- **Resource packs and data packs:** resource packs work, and data packs load functions, predicates and item modifiers.
- **Playing with others:** invite friends from the pause menu's Friends button with a code, Open to LAN, and joining offline-mode servers. Horizon cannot sign in to a Microsoft account yet, so it cannot join servers that check accounts. See [Multiplayer](https://playhorizon.dev/docs/multiplayer).
- **Mods:** Horizon has its own mod system (Rust compiled to WebAssembly). Java mod jars do not run. See [Mods and data packs](https://playhorizon.dev/docs/mods).
@@ -57,7 +58,7 @@ Screenshots, captured in the Rust client itself with vanilla assets and no mods
</tr>
<tr>
<td width="50%"><img src="docs/media/survival.webp" alt="Survival at dusk: a zombie walks up, with the hotbar, health, hunger and experience"></td>
<td width="50%"><img src="docs/media/settings.webp" alt="Vanilla's Video Settings screen with Horizon's own buttons at the top: Horizon Graphics, Advanced Graphics and Shader Packs"></td>
<td width="50%"><img src="docs/media/settings.webp" alt="Vanilla's Video Settings screen with Horizon's own buttons at the top: Horizon Graphics and Advanced Graphics"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/village.webp" alt="A plains village among savanna hills, with farms, villagers and an iron golem"></td>
@@ -109,6 +110,10 @@ Everything prepared lands in the gitignored `.local/`. It is derived from the ga
The client starts on the title screen. Command-line options (`--world`, `--seed`, `--creative`, `--render-distance`, `--dedicated`), controls, scripting through `horizon-ctl` and the architecture are described in [the native client guide](docs/native-client.md). The rest of the developer documentation is indexed in [docs/README.md](docs/README.md), including [the parity workflow](docs/parity-workflow.md).
## Roadmap
What is being done now, what comes next and where you can help, in plain words and in technical detail: [ROADMAP.md](ROADMAP.md). [playhorizon.dev/hub](https://playhorizon.dev/hub) shows it with the work board, the journal of what shipped and how to help.
## Contributing
Issues and pull requests are welcome: see [CONTRIBUTING.md](CONTRIBUTING.md) for how we work (vanilla first, small pull requests, labels), or [the contributing guide](https://playhorizon.dev/docs/contributing) on the site. Questions and ideas: [Discord](https://discord.gg/HcTeMZxe5E). Before opening a pull request, run the self-check and paste the block it prints:
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# Horizon roadmap
<!-- Generated by tools/roadmap.py from roadmap/roadmap.toml: edit that file, then run `python3 tools/roadmap.py build`. -->
What is being done on Horizon, what comes next and where you can help. There are no dates: things are Now, Next or Later. Each item is said in plain words, with the technical picture folded under it. The same roadmap, with a Simple / Technical switch, the board, the journal and how to help, is on [playhorizon.dev/hub](https://playhorizon.dev/hub). Pull requests carry the `roadmap:<id>` label of their item.
## At a glance
Horizon is Minecraft: Java Edition 26.3 rewritten from scratch in Rust, so it runs faster on the same computer. Single player, LAN, servers, resource packs and Horizon's own mods work today, on your own copy of the game.
**Being done now**
- **Steady frames at long render distances**: Making Horizon faster than vanilla on every computer, with smooth camera movement even at 32 chunks, by spreading the work better over the processor's cores.
- **Modpacks' world generation, natively**: Making the world-generation mods of popular modpacks (new structures, YUNG's dungeons and mineshafts, packs built on Lithostitched) generate their worlds in Horizon, natively and fast.
- **Playing on servers: everything shows as it should**: When you play on a server, other players, mobs, items and menus look and behave as in vanilla: skins, poses, item names, inventories and server networks.
- **Single player as a server: the last differences**: Single player now runs a small server in the background, as vanilla does. We are fixing what still behaves differently there; every fix also works for LAN and server players.
- **Horizon's mod registry**: One place for mods, modpacks and resource packs made for Horizon: browse them on the website and install them from the launcher in one click.
**Next**: Microsoft sign-in (coming soon); CurseForge in the mod browser (coming soon); Fresh benchmarks against vanilla; Pistons push players and mobs; Horizon on Intel Macs; Faster world creation and entry on small CPUs; Servers that hold 20 TPS with 50 to 100 players; Low-end computers: Steam Deck, old Macs, 8 GB; Native upscaling; A batch of targeted optimisations; A Convert to Rust button for what isn't rewritten yet; Mods with code: machines, magic, mobs; Data packs in the mod browser; Prepare a version without Java; Server console, bans and a full admin API; Hosting polish: Windows service, safe updates; Guided hosting with Tailscale and an invite button; An official Docker image for servers; One single-player path: remove the in-frame world; Villages and combat, exactly as in vanilla; Choose the audio output device; Mods that read and change the world; Machines and blocks with inventories (API 0.4); Lua and other languages for mods; Well-known shader looks, rewritten for Horizon; A visible beta label; Wayland and Hyprland polish; A versioned agent-control protocol; Port mods with your own AI agent; Horizon on X (coming soon); Pipeline protection and a GitHub App for agents; Signed updates everywhere, installers included; A server you install with one command.
**How to help**: Play it and tell us what differs from vanilla (Discord or GitHub), run the benchmark on your computer, vote for what you want next, or pick one of the Help wanted items.
**Developers**: Read CONTRIBUTING.md, pick a Help wanted item or a To do card, check vanilla's code for the behaviour, and paste the block `python3 tools/pr_ready.py` prints in your pull request.
## Now
### Performance
#### Steady frames at long render distances
Making Horizon faster than vanilla on every computer, with smooth camera movement even at 32 chunks, by spreading the work better over the processor's cores.
<details><summary>Technical</summary>
Frame pacing at render distance 32 ([#678](https://github.com/ludovic111/horizon/issues/678)): long frames come from work competing with the render thread. In review: world generation workers build free structure starts instead of queueing them ([#1760](https://github.com/ludovic111/horizon/issues/1760)), the worker pool leaves one core as vanilla does ([#1778](https://github.com/ludovic111/horizon/issues/1778)), and the terrain vertex arena is read as storage where flat draws run ([#1742](https://github.com/ludovic111/horizon/issues/1742)). Still open: far terrain at 48 to 64 chunks ([#718](https://github.com/ludovic111/horizon/issues/718)) and CPU-bound fields of block entities ([#717](https://github.com/ludovic111/horizon/issues/717)). Every change shows before and after numbers from `tools/perf_bench.py` against vanilla 26.3 ([docs/benchmark.md](docs/benchmark.md)).
</details>
#### Faster block lookups
Speeding up the code that reads and writes the blocks of the world, which almost everything in the game goes through: generation, lighting, meshing and ticking.
<details><summary>Technical</summary>
`PalettedContainer` and `PackedStorage` find an entry's word by multiply and shift instead of an integer division ([#1790](https://github.com/ludovic111/horizon/issues/1790), [#1794](https://github.com/ludovic111/horizon/issues/1794)); meshing looks up baked models by index, not by name ([#1747](https://github.com/ludovic111/horizon/issues/1747)). Each change keeps the paletted storage harnesses identical and shows its microbenchmark ([docs/performance/paletted-container-access-results.md](docs/performance/paletted-container-access-results.md)).
</details>
### Modpacks
#### Modpacks' world generation, natively
Making the world-generation mods of popular modpacks (new structures, YUNG's dungeons and mineshafts, packs built on Lithostitched) generate their worlds in Horizon, natively and fast.
<details><summary>Technical</summary>
`horizon-port-pack` carries a pack's data-driven content over; structure mods that need code get a native port: YUNG's worldgen as written ([#1746](https://github.com/ludovic111/horizon/issues/1746)), Lithostitched's limited and guaranteed elements with pool and processor modifiers ([#1777](https://github.com/ludovic111/horizon/issues/1777)), its processors as the game's own types ([#1765](https://github.com/ludovic111/horizon/issues/1765)). Proved by the structure blocks and layout harnesses ([#1753](https://github.com/ludovic111/horizon/issues/1753), [#1757](https://github.com/ludovic111/horizon/issues/1757)). Mods whose Java code does more than world generation don't run ([docs/modpacks.md](docs/modpacks.md)).
</details>
### Servers and multiplayer
#### Playing on servers: everything shows as it should
When you play on a server, other players, mobs, items and menus look and behave as in vanilla: skins, poses, item names, inventories and server networks.
<details><summary>Technical</summary>
Client-of-a-server fixes in `game/remote*.rs` and `horizon-protocol`: mobs' aggressive and item-use flags ([#1802](https://github.com/ludovic111/horizon/issues/1802), [#1798](https://github.com/ludovic111/horizon/issues/1798)), ghost items after a remote menu ([#1795](https://github.com/ludovic111/horizon/issues/1795)), skins ([#1652](https://github.com/ludovic111/horizon/issues/1652)), cookies and transfer packets for proxy networks ([#1650](https://github.com/ludovic111/horizon/issues/1650)), firework boosts ([#1671](https://github.com/ludovic111/horizon/issues/1671)), living-entity attributes and simulation distance ([#1731](https://github.com/ludovic111/horizon/issues/1731)), styled item names ([#1702](https://github.com/ludovic111/horizon/issues/1702)), primed TNT between updates ([#1710](https://github.com/ludovic111/horizon/issues/1710)).
</details>
#### Server dialogs and login screens
Servers that show dialogs, such as the register and login screens of AuthMe, will work in Horizon.
<details><summary>Technical</summary>
26.3's dialog packets and model ([#1720](https://github.com/ludovic111/horizon/issues/1720)), the dialog screen with its buttons and actions ([#1734](https://github.com/ludovic111/horizon/issues/1734)), then text and boolean inputs ([#1735](https://github.com/ludovic111/horizon/issues/1735)).
</details>
#### Pre-generate an area with /pregen
A /pregen command that builds an area of the world ahead of time, so players don't wait for new terrain when they explore.
<details><summary>Technical</summary>
Generates, lights and saves an area before anyone walks there ([#1805](https://github.com/ludovic111/horizon/issues/1805), a contributor's pull request, in review). Useful on servers, and it moves the generation cost away from the first visit; the generation speed-ups are under 'Steady frames at long render distances'.
</details>
### Mods and API
#### Horizon's mod registry
One place for mods, modpacks and resource packs made for Horizon: browse them on the website and install them from the launcher in one click.
<details><summary>Technical</summary>
Merged: the registry index (schema 1, `.hpack`, checks before install, [#1634](https://github.com/ludovic111/horizon/issues/1634)), `cargo horizon-mod check` ([#1642](https://github.com/ludovic111/horizon/issues/1642)) and the submission service (`crates/horizon-mod-registry`, [#1659](https://github.com/ludovic111/horizon/issues/1659)). In review: the website's /mods ([#1596](https://github.com/ludovic111/horizon/issues/1596)) and /mods/submit ([#1635](https://github.com/ludovic111/horizon/issues/1635)), and in the launcher the registry as a source ([#1636](https://github.com/ludovic111/horizon/issues/1636)), install, enable and takedowns ([#1637](https://github.com/ludovic111/horizon/issues/1637)), the Mods page ([#1638](https://github.com/ludovic111/horizon/issues/1638)) and modpacks as their own profiles ([#1640](https://github.com/ludovic111/horizon/issues/1640)).
More: [docs/mods.md](docs/mods.md)
</details>
#### Mods that run on the server
Mods that run on the server side of a world, so a dedicated server or a LAN world can have mods that react to players joining, chat and blocks being broken or placed, and that add commands.
<details><summary>Technical</summary>
API 0.3, experimental first ([#1833](https://github.com/ludovic111/horizon/issues/1833), in review): the same sandboxed component runs on the server thread and the dedicated server, with world events (block broken or placed, entity spawned or killed, player joined or left), game rules and server commands with typed arguments. The world, item and entity interfaces come after (see 'Mods that read and change the world'). [docs/api/mods.md](docs/api/mods.md), [docs/mods.md](docs/mods.md).
</details>
#### Screens, input and drawing for mods
Mods will be able to open their own screens and settings pages and react to keys and item use, so bigger mods, such as the Orbital Laser, can run on the normal game.
<details><summary>Technical</summary>
Capability `ui` is in review ([#1864](https://github.com/ludovic111/horizon/issues/1864)): mod-owned screens and a settings page under Options > Mods, built from vanilla's widgets. Still to design: `input` (an item's use, key binds, the crosshair target), `render` (a budgeted draw list on the native shader API) and `world` (changing blocks). Orbital Laser is the acceptance test: it needs all four today through its author's fork (see 'Orbital Laser on the normal game').
More: [docs/mods.md](docs/mods.md)
</details>
#### Tools for people who make mods
Better tools for mod makers: a test runner that needs no game window, templates for each kind of mod, and clear promises about what keeps working from one version to the next.
<details><summary>Technical</summary>
`cargo horizon-mod test` runs a mod's test scripts against a fake game snapshot ([#1816](https://github.com/ludovic111/horizon/issues/1816)) and, for server mods, scripted server events ([#1837](https://github.com/ludovic111/horizon/issues/1837)); the content template and the guides are merged ([#1859](https://github.com/ludovic111/horizon/issues/1859), [#1810](https://github.com/ludovic111/horizon/issues/1810), [docs/api/stability.md](docs/api/stability.md)). Left: templates for hud, server and machine mods, typed wrappers in the SDK, a frozen 0.1 compatibility mod that every runtime must load, a CI check that fails when a stable reference entry is removed without a new major version, and the SDK on crates.io once the API is stable.
More: [website/docs/test-a-mod.md](website/docs/test-a-mod.md)
</details>
### Gameplay parity
#### Single player as a server: the last differences
Single player now runs a small server in the background, as vanilla does. We are fixing what still behaves differently there; every fix also works for LAN and server players.
<details><summary>Technical</summary>
Since [#1514](https://github.com/ludovic111/horizon/issues/1514) single player runs on the server thread (`game/integrated.rs`) and the window joins it as a client; `--in-frame` keeps the old path. The open `[server-thread]` issues list the gaps. In review: a tool that changes a block ends the click ([#1797](https://github.com/ludovic111/horizon/issues/1797)), potions keep their potion over the connection ([#1796](https://github.com/ludovic111/horizon/issues/1796)), mobs' aggression and arm swings ([#1802](https://github.com/ludovic111/horizon/issues/1802)). [docs/server-levels.md](docs/server-levels.md).
</details>
#### Play in your language
Item names, container titles and server messages follow the language you pick, as in vanilla. Today parts of the game stay in English.
<details><summary>Technical</summary>
Translatable components resolved through the selected language for items, containers and server text ([#1806](https://github.com/ludovic111/horizon/issues/1806)), on top of the bundled languages the prepared resources carry ([#1594](https://github.com/ludovic111/horizon/issues/1594)). Left: the client's own screens ([#1672](https://github.com/ludovic111/horizon/issues/1672)) and the main menu with zh_cn ([#1774](https://github.com/ludovic111/horizon/issues/1774)).
</details>
### Rendering
#### Shader packs, written again from scratch
Shader packs were removed and are being rebuilt from scratch. They come back, off by default, once the best-known packs draw properly.
<details><summary>Technical</summary>
A clean-room rewrite in `horizon-shaderpack`, from the packs' public format documentation only: reading packs, the preprocessor and `.properties` files are merged ([#1584](https://github.com/ludovic111/horizon/issues/1584), [#1585](https://github.com/ludovic111/horizon/issues/1585), [#1586](https://github.com/ludovic111/horizon/issues/1586)); translating programs to WGSL through naga, buffers, uniforms and the terrain, entity, sky, weather and hand stages are in review ([#1698](https://github.com/ludovic111/horizon/issues/1698) to [#1801](https://github.com/ludovic111/horizon/issues/1801)).
More: [#1561](https://github.com/ludovic111/horizon/issues/1561) · [#1771](https://github.com/ludovic111/horizon/issues/1771) · [#1786](https://github.com/ludovic111/horizon/issues/1786)
</details>
#### Horizon's own shader format and kit
Horizon's own way to make shader packs, with tools to write and test them. Every pack is checked before it runs, and the registry will list them.
<details><summary>Technical</summary>
`horizon-shader-api` (API 0.1, experimental): WGSL stages with typed inputs inside the renderer's passes, options as WGSL override constants, and the `horizon-shader new|check|pack` tool with templates and the example pack Golden Hour. Merged: the check every pack passes ([#1820](https://github.com/ludovic111/horizon/issues/1820)) and the tool, templates and guide ([#1822](https://github.com/ludovic111/horizon/issues/1822)). In review: the post stage running in the game with hot reload ([#1861](https://github.com/ludovic111/horizon/issues/1861)), the sky stage ([#1863](https://github.com/ludovic111/horizon/issues/1863)) and registry checks that use the game's own check ([#1855](https://github.com/ludovic111/horizon/issues/1855)). Left: the material, lighting and shadow stages, a last-good fallback on reload, a GPU-time overlay per stage and budgets ([docs/shaders.md](docs/shaders.md), [docs/api/shaders.md](docs/api/shaders.md)). The Iris/OptiFine loader is a separate item, 'Shader packs, written again from scratch'.
</details>
### Horizon extras
#### Discord Rich Presence
Your Discord profile can show that you are playing Horizon, with a switch to turn it off.
<details><summary>Technical</summary>
A Discord IPC client on its own thread ([#1787](https://github.com/ludovic111/horizon/issues/1787)) and the presence with its setting ([#1788](https://github.com/ludovic111/horizon/issues/1788)). Merged: it ships with the next release.
</details>
### Code and tools
#### A leaner codebase that builds faster
Cleaning up Horizon's code: removing what nothing uses and making it quicker to build, so fixes and new features land faster.
<details><summary>Technical</summary>
A review of the whole tree: dead code and stubs removed ([#1432](https://github.com/ludovic111/horizon/issues/1432), [#1658](https://github.com/ludovic111/horizon/issues/1658)), one probe binary per crate ([#1453](https://github.com/ludovic111/horizon/issues/1453), [#1454](https://github.com/ludovic111/horizon/issues/1454)), shared harness helpers ([#1448](https://github.com/ludovic111/horizon/issues/1448)), clippy clean on the whole tree ([#1707](https://github.com/ludovic111/horizon/issues/1707)). [docs/architecture.md](docs/architecture.md) maps each feature to its files and harnesses.
</details>
## Next
### Performance
#### Fresh benchmarks against vanilla
New public numbers comparing Horizon with vanilla on many kinds of computers, measured the same way every time, with a history that shows what each release changed.
<details><summary>Technical</summary>
Redo the comparison after the current performance work ([#1073](https://github.com/ludovic111/horizon/issues/1073)); reliability, coverage and presentation ([#1346](https://github.com/ludovic111/horizon/issues/1346)); a scene must count as loaded only once its first chunk arrives ([#1749](https://github.com/ludovic111/horizon/issues/1749)). Next: a performance history across releases (an automatic comparison of each release with the last, on a timeline), more report fields (server TPS and MSPT, power, battery drain, temperature, throttling) and more hardware (a MacBook on battery, low-end laptops, community reports). Players' reports come in through `--benchmark` and `horizon-launcher data benchmark` ([docs/benchmark.md](docs/benchmark.md)).
</details>
#### Faster world creation and entry on small CPUs
Creating a world and joining it should be quick even on a four-thread laptop, where a fresh world at 32 chunks can make you wait minutes for the first terrain.
<details><summary>Technical</summary>
Cut the per-column generation cost (noise sampling, surface rules, aquifers) and the lock convoy on structure starts, and leave one core free for the rest of the game as vanilla does ([#1760](https://github.com/ludovic111/horizon/issues/1760) and [#1778](https://github.com/ludovic111/horizon/issues/1778), in review, are listed under 'Steady frames at long render distances'). Still to profile on small CPUs: the first seconds of a fresh world deliver no chunk, and fluids remesh for about a minute after loading. Measured with `tools/perf_bench.py` ([docs/benchmark.md](docs/benchmark.md), [docs/profiling.md](docs/profiling.md)).
</details>
#### Servers that hold 20 TPS with 50 to 100 players
Servers that keep 20 ticks per second with 50 to 100 players. Today Horizon holds it up to 50 bots and drops to about 10 at 100.
<details><summary>Technical</summary>
Measured against vanilla on equal work ([docs/server.md](docs/server.md), Scale): Horizon is ahead with few players and when exploring, but vanilla's tick is shorter with 25 to 50 players near spawn. Ideas on the list: send entity changes instead of rebuilding every entity each tick (about 15 percent), fewer memory reads in random ticks and collision scans, cheaper item collision checks, mob AI and natural spawning. The bot benchmark (`horizon-bots`) is the proof.
</details>
#### Low-end computers: Steam Deck, old Macs, 8 GB
Horizon should run well on small machines: integrated graphics, the Steam Deck, older Macs and 8 GB of memory, with a battery mode that saves power on laptops.
<details><summary>Technical</summary>
Partly done: an opt-in 60 FPS cap with fewer workers on battery, Far Detail Reduced for integrated GPUs and animated textures on the GPU (both shipped). Left: measured targets and fixes per class of machine (memory use, worker counts, startup) on a Steam Deck, old Intel and Apple Silicon Macs and 8 GB computers, reported on the Benchmarks page.
More: [docs/benchmark.md](docs/benchmark.md) · [website/docs/performance.md](website/docs/performance.md)
</details>
#### Native upscaling
Draw the game at a lower resolution and sharpen it to your screen's size, in the way of FSR or DLSS, to gain frames on weaker graphics cards. An optional graphics setting.
<details><summary>Technical</summary>
A render-scale setting below the window size with an upscaler of our own that runs on every wgpu backend. Proof: frame time against native resolution on integrated GPUs, and screenshots for image quality. Issue [#1403](https://github.com/ludovic111/horizon/issues/1403).
</details>
#### A batch of targeted optimisations
Several smaller speed-ups, each measured: idle block entities that sleep, cheaper particles, faster structure placement, high-rate mice and very large texture packs.
<details><summary>Technical</summary>
Block entities and hoppers that skip work when idle (the hopper item scan is already skipped when no item is near); a particle frustum test first (also a parity gap), then particle quads built on the GPU; jigsaw shortcuts that skip blocked connectors and pool elements known not to fit, with layouts unchanged (trial chambers and ancient cities first); batched raw mouse input on Windows for 8000 Hz mice; a better atlas packer for huge resource packs (a 64x pack builds a 704 MiB atlas for 452 MiB of textures); sign-heavy scenes ([#1461](https://github.com/ludovic111/horizon/issues/1461)). Profile first, keep what pays, show before and after numbers.
More: [docs/profiling.md](docs/profiling.md)
</details>
### Modpacks
#### CurseForge in the mod browser (coming soon)
Coming soon: search and download CurseForge mods and modpacks from the launcher, as you can with Modrinth today.
<details><summary>Technical</summary>
The mod browser lists CurseForge as coming soon ([docs/mod-browser.md](docs/mod-browser.md)): it needs CurseForge API access. Meanwhile packs import from a CurseForge zip or instance folder, and jars only CurseForge hosts come from the player's own instance ([docs/modpacks.md](docs/modpacks.md)).
</details>
#### A Convert to Rust button for what isn't rewritten yet
When a mod, shader pack or modpack hasn't been rewritten for Horizon, one button converts what can be converted, so you don't have to wait for the rewrite.
<details><summary>Technical</summary>
Generalise the mod browser's Port step (`horizon-port-pack`: the data, assets, worldgen and block and item definitions of Java mods, .mrpack and CurseForge zips) to every kind of content: code mods where the API allows it (see 'Mods with code') and shader packs, converting an Iris/OptiFine pack into Horizon's format. The browser says what works before the install. Java code itself does not run ([docs/modpacks.md](docs/modpacks.md), [docs/mod-browser.md](docs/mod-browser.md)).
</details>
#### Mods with code: machines, magic, mobs
Making mods that add machines, magic and mobs work in Horizon, in steps, starting with machines. They are most of what a big modpack is made of.
<details><summary>Technical</summary>
333 of the 496 mods in a big pack (ATM10) contain code. Issue [#1854](https://github.com/ludovic111/horizon/issues/1854) ranks the API gaps (ticking block entities, networking, rendering, menus, inventories) that unlock them in tiers, with machines first as the recommended path and a furnace ported tick for tick as proof. The first API step is a draft ([#1189](https://github.com/ludovic111/horizon/issues/1189), see 'Machines and blocks with inventories'). The path isn't started yet ([docs/modpacks.md](docs/modpacks.md)).
</details>
#### Data packs in the mod browser
Search and install data packs from the launcher's mod browser, for the world you choose, as you do mods and resource packs.
<details><summary>Technical</summary>
A Datapacks tab beside Mods and Resource packs: install into a chosen world's datapacks folder, with the same checks and 'works in Horizon' notes as the other kinds ([docs/mod-browser.md](docs/mod-browser.md)).
</details>
### Servers and multiplayer
#### Prepare a version without Java
Set up Horizon, a server first, without Java on your computer: published tables are combined with your own copy of the game.
<details><summary>Technical</summary>
Today `horizon-prepare` runs Mojang's exporters with Java. Issue [#1750](https://github.com/ludovic111/horizon/issues/1750) proposes publishing the computed version tables once from CI and assembling the rest locally from the player's own jar and assets, provided the tables hold no Mojang content; a contributor offered a pull request, and it would help phones too. A server-only prepare from `server.jar` alone is the first step ([docs/server.md](docs/server.md)).
</details>
#### Server console, bans and a full admin API
Manage a server from a console, ban and pardon players, and drive it from other tools through a full admin API and an MCP server for AI agents.
<details><summary>Technical</summary>
`horizon-server console` (a text interface), `ban`, `pardon`, `ban-ip` and `mcp` over stdio. Admin API additions: the player list, kick, ban, op and whitelist, an SSE stream of logs and events, a text metrics endpoint, config GET and PATCH, backup delete and download. The panel's later features (bans, worlds, server.properties import, logs and crash reports, modpacks) and vanilla's management protocol (the JSON-RPC over WebSocket that the `management-server-*` keys configure), so vanilla's tools can manage a Horizon server. [docs/server.md](docs/server.md), [docs/api/server.md](docs/api/server.md).
</details>
#### Hosting polish: Windows service, safe updates
Smoother hosting: a real Windows service, a backup before every update, backups that keep the world and each player's state, and a changed view distance or message without a restart.
<details><summary>Technical</summary>
A Windows service wrapper instead of the logon scheduled task; `backups.before_update`; hot reload of config for view distance and the message of the day (needs engine support); backups that keep world and player state ([#1808](https://github.com/ludovic111/horizon/issues/1808), a contributor's draft, in review). [docs/hosting.md](docs/hosting.md), docs/server.md.
</details>
#### Guided hosting with Tailscale and an invite button
In the launcher, a guide and a button to host a server and invite friends over Tailscale, so nobody has to open ports on a router.
<details><summary>Technical</summary>
On the Servers page (create, start, back up, update and invite are shipped) add a Tailscale setup that explains and checks each step, and an invite button that hands friends what they need to join over the tailnet. Buttons first, no docs needed, with the details in an Advanced section. Remote access over Tailscale is already described in [docs/server.md](docs/server.md).
More: [docs/hosting.md](docs/hosting.md)
</details>
#### An official Docker image for servers
An official image to run a Horizon dedicated server in Docker with one command, your own copy of the game files mounted in.
<details><summary>Technical</summary>
The repository has the Dockerfile (`packaging/server/Dockerfile`: a multi-stage build on Debian bookworm-slim, user `horizon`, volume `/data`, port 25565, game files mounted read-only, `HORIZON_EULA` and friends answering the first-start questions), and anyone can build it ([docs/hosting.md](docs/hosting.md), section 9). Left: publish the image to a public registry from the release workflow, tagged per release, so it follows the same checks, and update the docs and the launcher. The image never holds Mojang's files.
More: [docs/server.md](docs/server.md)
</details>
#### A server you install with one command
Install and run a Horizon dedicated server from a terminal with a single command, no launcher needed, for VPSes and headless machines.
<details><summary>Technical</summary>
A player's idea (#horizon-ideas). `horizon-server` already runs headless; left: an install script (Linux/macOS shell, Windows PowerShell) that fetches the signed release, checks it, asks for or points at the player's own game files and starts the server, documented in [docs/hosting.md](docs/hosting.md).
</details>
### Mods and API
#### Mods that read and change the world
Mods that can see and change blocks, read inventories and items, and find and affect entities, all through the server so every player sees the same thing.
<details><summary>Technical</summary>
After server mods: read blocks, states and biomes in loaded chunks and change them through the server's block log, so clients and the parity harnesses see vanilla's updates; the player's inventory, held item, open container and item stacks with components; entity queries near a position, a safe subset of entity data and data-driven mod entity types. Snapshots and batched calls per tick, never per-block host calls in hot paths. [docs/api/mods.md](docs/api/mods.md) ('Not there yet').
More: [docs/modpacks.md](docs/modpacks.md)
</details>
#### Machines and blocks with inventories (API 0.4)
Mods that add machines: blocks that tick, hold items and have their own menus. This unlocks the technology mods of big modpacks.
<details><summary>Technical</summary>
Block entities and menus: ticking machines with slots, server menu logic and the menu protocol to clients, energy, item and fluid transfer, data attachments, accessory slots and custom recipe types, with a typed client and server channel and typed config beside them. A draft ([#1189](https://github.com/ludovic111/horizon/issues/1189)) proves a furnace ported tick for tick and holds the ATM10 code-mods plan; the design is redone through the API policy before it merges ([docs/modpacks.md](docs/modpacks.md), docs/api/stability.md).
</details>
#### Lua and other languages for mods
Write mods as Lua scripts, in the style of KubeJS, with no compiler, and later in other languages that pass the tests. Every language runs in the same sandbox.
<details><summary>Technical</summary>
Lua first: Horizon ships a Lua interpreter that is itself a WebAssembly mod, and a script mod's manifest names it and the capabilities it uses, so a script can do exactly what a compiled mod with the same manifest can, with hot reload of `main.lua`. Then C, C++, Zig, Go (TinyGo), AssemblyScript and JavaScript or TypeScript are measured against Rust on the same tick-heavy example, and each is supported only with a template, an example and a CI test. [docs/api/mods.md](docs/api/mods.md) ('Ways in').
</details>
### Gameplay parity
#### Pistons push players and mobs
Pistons and slime blocks will push players, mobs and items as in vanilla. Today moving blocks pass through them.
<details><summary>Technical</summary>
Port `PistonMovingBlockEntity.moveCollidedEntities` and `moveStuckEntities` (honey), the slime bounce and `Entity.limitPistonMovement` for `MoverType.PISTON`, in single player and for a server's players. Issues [#1496](https://github.com/ludovic111/horizon/issues/1496), [#1609](https://github.com/ludovic111/horizon/issues/1609), [#1608](https://github.com/ludovic111/horizon/issues/1608), [#1704](https://github.com/ludovic111/horizon/issues/1704), [#1758](https://github.com/ludovic111/horizon/issues/1758).
</details>
#### One single-player path: remove the in-frame world
Single player will have one way to run, the server thread, so every fix works everywhere and there are fewer bugs. The older in-frame mode goes once everything passes without it.
<details><summary>Technical</summary>
`--in-frame` (also `--no-server-thread` and `HORIZON_SERVER_THREAD=0`) still ticks the world inside the window's `Game`, and most harnesses test that path. Delete it once `lan_e2e --server-thread` and the parity harnesses pass on the server thread, which also halves the bug surface. See also 'Single player as a server' and [docs/server-levels.md](docs/server-levels.md).
</details>
#### Villages and combat, exactly as in vanilla
Villages and fights behaving as in vanilla: iron golems defending villages, villagers remembering their homes, mace smashes and knockback.
<details><summary>Technical</summary>
Villages: iron golem village goals, villager memories across saves, villager age, job-site claiming on dedicated servers, flower offers ([#1639](https://github.com/ludovic111/horizon/issues/1639) is one report). Combat: the mobs' `attack_knockback` attribute, mace smash logic, the hit knockback source on the host, the fire burnout biome tag. Each is checked against vanilla by a harness ([docs/rust-parity.md](docs/rust-parity.md)).
</details>
#### Choose the audio output device
Pick the speakers or headphones Horizon plays through, in Music & Sounds.
<details><summary>Technical</summary>
An output device list in Music & Sounds, falling back to the system default. [#1035](https://github.com/ludovic111/horizon/issues/1035) started it: a player on an older Windows computer had no sound at all, and a device choice is how such cases are found and fixed.
</details>
### Rendering
#### Well-known shader looks, rewritten for Horizon
Popular shader packs rewritten in Horizon's format, so good packs exist from the start. Only packs whose licence is open source and compatible with ours are rewritten, never anything else.
<details><summary>Technical</summary>
The first candidates are Photon, Chocapic13 and MakeUp Ultra Fast, each only after its licence is read and recorded: a pack is rewritten only if it is open source and compatible with Horizon's licence, and the rewrite is written from the shader format's documentation and the look on screen, not from anyone's code. Today only the Golden Hour example exists (`[crates/horizon-shader-api/packs/golden_hour](crates/horizon-shader-api/packs/golden_hour)`).
More: [docs/shaders.md](docs/shaders.md)
</details>
### Launcher
#### Microsoft sign-in (coming soon)
Coming soon: sign in with your Microsoft account to play on online-mode servers. The code is ready; it waits for Microsoft's approval.
<details><summary>Technical</summary>
Device-code sign-in in the launcher and online-mode login in the client ([docs/microsoft-account.md](docs/microsoft-account.md)). It is turned on by setting the app's client id once Minecraft API access is approved; until then the launcher shows "Coming soon".
More: [#1270](https://github.com/ludovic111/horizon/issues/1270)
</details>
#### A visible beta label
A clear 'beta' label in the launcher and the game, so nobody is surprised that Horizon is still being built.
<details><summary>Technical</summary>
Show Beta in the launcher's header and about page, on the game's title screen and on the website, beside the version number ([docs/versioning.md](docs/versioning.md)).
</details>
### Platforms
#### Horizon on Intel Macs
Builds of the game and the launcher for Macs with an Intel processor.
<details><summary>Technical</summary>
x86_64 game and launcher builds, picked per processor ([#1171](https://github.com/ludovic111/horizon/issues/1171)). Before it ships it needs a run on a real Intel Mac: Rosetta on Apple Silicon only proves the CPU code. Requests: [#1161](https://github.com/ludovic111/horizon/issues/1161), [#1792](https://github.com/ludovic111/horizon/issues/1792).
</details>
#### Wayland and Hyprland polish
Fixes for Linux desktops that use Wayland and Hyprland: fullscreen, the clipboard, the GUI scale after a restart and the like.
<details><summary>Technical</summary>
Open: the GUI Scale is clamped to 2 after a restart under Hyprland, while XWayland keeps it ([#1866](https://github.com/ludovic111/horizon/issues/1866)). Earlier reports covered fullscreen dropping on menu clicks, the clipboard and a white overlay ([#1007](https://github.com/ludovic111/horizon/issues/1007), closed). Checked on a real Wayland session.
</details>
### AI and agents
#### A versioned agent-control protocol
A stable, documented way for AI agents and scripts to drive the game and the launcher, with versions and an event stream so tools keep working as Horizon changes.
<details><summary>Technical</summary>
`hello` answers with the API version, the release and the features; `horizon-ctl --api`; MCP serverInfo; reply schemas generated into the reference; a `test.` namespace for hooks; transcript compatibility tests; `subscribe` as a stream of events on one connection; Horizon option files by key and saved-server commands. Agent control itself (`horizon-ctl`, both MCP servers, the No AI switch) is done: [docs/agent-control.md](docs/agent-control.md), [docs/api/agent-control.md](docs/api/agent-control.md).
More: [docs/api/stability.md](docs/api/stability.md)
</details>
#### Port mods with your own AI agent
You can port a mod to Horizon with your own AI agent on your own computer. Horizon documents how and gives you the tools, but provides no hosted agents.
<details><summary>Technical</summary>
A player runs their own agent locally with `horizon-ctl` and the MCP servers ([docs/agent-control.md](docs/agent-control.md)), `cargo horizon-mod`, `horizon-port-pack` and the parity harnesses as the check. Horizon writes the guide ([website/docs/agents.md](website/docs/agents.md), [docs/modpacks.md](docs/modpacks.md)) and runs no agents, accounts or keys for players. The No AI switch turns all of it off.
</details>
### Community
#### Horizon on X (coming soon)
Coming soon: an official Horizon account on X, used to announce releases and the weekly summary.
<details><summary>Technical</summary>
Kira already posts the roadmap items marked `announce = true` when they ship, and the weekly summary, as soon as the account's credentials exist ([roadmap/README.md](roadmap/README.md), 'The journal'). Waiting for the account itself.
</details>
### Code and tools
#### Pipeline protection and a GitHub App for agents
Safer releases: changes to the release machinery need the owner's review, and AI agents use a smaller identity of their own instead of a personal account.
<details><summary>Technical</summary>
`.github/CODEOWNERS` lists the workflows, the release and signing tools, the update-checking code and the installers ([#1015](https://github.com/ludovic111/horizon/issues/1015)); the branch protection that makes it count waits for the `horizon-agent` GitHub App, which reads and writes code, pull requests and issues but can't change settings, workflows, secrets or members, and whose tokens last an hour. It needs the owner to create the App and switch the protection on ([docs/security.md](docs/security.md)).
</details>
#### Signed updates everywhere, installers included
Every download Horizon makes is checked against the project's signature, including the first install with install.sh and install.ps1.
<details><summary>Technical</summary>
Releases carry signed checksums, and the launcher and `horizon-server update` refuse anything unsigned ([#1011](https://github.com/ludovic111/horizon/issues/1011), [#1014](https://github.com/ludovic111/horizon/issues/1014)). Left: the first install through `install.sh` and `install.ps1` still trusts only the checksum GitHub publishes, because verifying Ed25519 signatures needs OpenSSL 3, which macOS doesn't ship ([docs/security.md](docs/security.md)).
</details>
## Later
### Performance
#### Exact far terrain from real chunks
Far terrain drawn from the world you really built and explored, caves and builds included, not only a preview from the seed.
<details><summary>Technical</summary>
Keep a 3D mip store on disk built from real chunks, drawn by the GPU beside the seed preview for areas nobody has visited. Written from scratch and measured before it is kept. Builds on Far Detail and the far-terrain levels of detail already shipped; the open work on them is [#718](https://github.com/ludovic111/horizon/issues/718).
</details>
### Modpacks
#### Older Fabric and Forge mods
Recognise mods built for versions before 26.1 in the mod browser, so they can be checked and carried over like newer ones.
<details><summary>Technical</summary>
A mapping table from intermediary and SRG names so pre-26.1 jars can be classified, and a rename for mod ids with dashes (`fabric-api`); the port step then treats them like newer jars ([docs/mod-browser.md](docs/mod-browser.md)).
</details>
#### A modpack's own resource and shader packs
Importing a modpack also brings the resource packs and shader packs it ships with, where Horizon can use them.
<details><summary>Technical</summary>
Porting a pack carries data, assets and worldgen today; the resource packs and shader packs bundled with it are left out. Resource packs can be carried as they are; shader packs go through the converter ([docs/modpacks.md](docs/modpacks.md)).
</details>
#### Whole modpacks, such as ATM10, rewritten
Rewriting a complete big modpack for Horizon so it runs far better than the original. Not a priority now: the work above comes first.
<details><summary>Technical</summary>
The project's first goal for modpacks: support them ten times better than vanilla and port any of them. It was set aside in favour of compatibility through the browser. What exists: ATM10's world generates and 42 of its 496 mods are carried at least in part ([docs/modpacks.md](docs/modpacks.md)). It depends on 'Mods with code' and the native mod API.
</details>
#### Running Java mods that aren't rewritten
Run Java mods that nobody has rewritten for Horizon yet, through a bridge or a converter. Hard and not started: the Convert button and native rewrites come first.
<details><summary>Technical</summary>
Earlier research ([#527](https://github.com/ludovic111/horizon/issues/527), closed) found that Java mods can't simply run, because they call Minecraft's own classes. Options to look at again: a jar-to-WebAssembly backend, or a bridge for simple Fabric mods. Whatever is chosen has to run inside the same sandbox and capability checks as native mods.
</details>
### Servers and multiplayer
#### Ely.by and other sign-in providers
Sign in with other account providers, such as Ely.by or any Yggdrasil-compatible one, beside Microsoft.
<details><summary>Technical</summary>
Issue [#1270](https://github.com/ludovic111/horizon/issues/1270) asks for Ely.by and Yggdrasil-compatible servers with an account selector in the launcher. It builds on the Microsoft sign-in ([docs/microsoft-account.md](docs/microsoft-account.md)).
</details>
#### Online-mode checks for Play with Friends
Friends who join through an invite code could prove who they are with their Microsoft account, as on online-mode servers.
<details><summary>Technical</summary>
Play with Friends joins over an encrypted tunnel with an invite code ([docs/play-with-friends.md](docs/play-with-friends.md), 'Identity'). Online-mode checks against Mojang's session servers can be added on top of the same tunnel; they need Microsoft sign-in first, which is coming soon. Play with Friends stays self-hosted between players, with no relay run by the project.
</details>
### Mods and API
#### Orbital Laser on the normal game
The community mod Orbital Laser, made for a fork of Horizon, running on the normal game and listed in the registry as the showcase of the mod API.
<details><summary>Technical</summary>
A pull request on [https://github.com/Stink-O/orbital-laser](https://github.com/Stink-O/orbital-laser) (MIT) once the input, ui, render and world capabilities exist (see 'Screens, input and drawing for mods'): today the mod needs them through its author's fork. Tested in the game, and listed in the registry.
</details>
#### Native versions of popular client mods
Built-in versions of the client mods players ask for: block info on hover, a recipe viewer like JEI, a world map and schematic overlays.
<details><summary>Technical</summary>
Done as extras: a mod list and menu, a minimap and a zoom ([docs/extras.md](docs/extras.md)). Left: block info tooltips, a recipe viewer (a contributor offered to port JEI if it becomes a native feature), a world map and a schematic overlay. They need the read-only interfaces `inventory-read`, `recipes`, `world-read` and `render` in the mod API, or they go into the game directly.
More: [docs/mods.md](docs/mods.md)
</details>
#### Create-style physics as a native mod
Contraptions and physics like the Create and Aeronautics mods, as a mod for Horizon rather than part of the base game.
<details><summary>Technical</summary>
Issue [#805](https://github.com/ludovic111/horizon/issues/805) (porting QOL mods) closed with this answer: it would come as a native Horizon mod on the mod API. It needs server mods, entities and rendering first.
</details>
#### Proximity voice chat as a native mod
Hear nearby players talk, as with the voice chat mods of other Minecraft versions, as a Horizon mod.
<details><summary>Technical</summary>
Needs server mods, mod networking and an audio interface in the mod API before anything can be built ([docs/api/mods.md](docs/api/mods.md)).
</details>
### Gameplay parity
#### Every Minecraft version, prepared automatically
Every past and future Minecraft version prepared for Horizon automatically. When Mojang releases one, Horizon follows it, and every system is checked against it again.
<details><summary>Technical</summary>
The port pipeline ([docs/version-ports.md](docs/version-ports.md), `tools/version_port.py`) detects a release, prepares it, diffs its classes against the pinned 26.3, regenerates the data-driven tables, runs every parity harness on it and writes a port report that becomes issues. The goal is as little human work as possible for any version, past or future. Detection and the first slices are merged; the scheduled agent that runs it every day isn't installed yet. Two versions in one build are out of scope.
</details>
#### Controllers: tested on real pads, and in the launcher
Make controller support solid: tested with real PlayStation and Xbox pads and a Steam Deck, and usable in the launcher too.
<details><summary>Technical</summary>
The game side is merged ([docs/controllers.md](docs/controllers.md)): pads read with gilrs, menus, rumble, glyphs, remapping and DualSense adaptive triggers, lightbar and haptics, but not yet confirmed on real pads or a Steam Deck (DualSense haptics stay behind a switch until then). Left: a test pass on real hardware, and the same focus navigation in the GPUI launcher.
</details>
#### The full debug screen
Vanilla's complete F3 screen: debug options, a profiler chart, ten-second captures and an atlas dump.
<details><summary>Technical</summary>
Today F3 shows position, chunk, light, biome and FPS ([docs/native-client.md](docs/native-client.md)). Vanilla also has F3+F6 debug options with profiles, F3+1 the profiler pie, F3+L a ten-second capture and F3+S the atlas dump ([#562](https://github.com/ludovic111/horizon/issues/562) asked for the F3 editor).
</details>
### Rendering
#### A light default shader pack
A small built-in look (tone mapping, colour grade, a cheap vignette) that costs almost nothing, for players who want a nicer picture without a heavy pack.
<details><summary>Technical</summary>
An opt-in, composite-only pack on the native shader API, under about 0.3 ms at 1080p, shown on the Shader Packs page. Pack option sliders and profiles, and a Failed row with the full error, belong with it.
More: [docs/shaders.md](docs/shaders.md)
</details>
#### Optional ray tracing
An optional ray-tracing mode for graphics cards that support it (RTX and recent AMD): shadows, water reflections and global lighting on top of the vanilla look.
<details><summary>Technical</summary>
A spike with ray-traced sun shadows, off by default, is a draft ([#1180](https://github.com/ludovic111/horizon/issues/1180)). Reflections, global illumination, Apple M3 and newer if it is cheap, and a performance report per card come after.
</details>
#### HDR monitors
Output for HDR monitors: brighter highlights and richer colour where your screen supports it.
<details><summary>Technical</summary>
Issue [#1441](https://github.com/ludovic111/horizon/issues/1441). Needs a surface format and a tone-mapping path per backend, and tests on real HDR screens on Windows, macOS and Linux.
</details>
#### MSAA, anisotropic filtering, exclusive fullscreen
More graphics options: multisample anti-aliasing, anisotropic filtering and an exclusive fullscreen mode. Today Horizon has FXAA and borderless fullscreen.
<details><summary>Technical</summary>
Not implemented ([docs/graphics.md](docs/graphics.md)). Anisotropic filtering needs linear magnification in wgpu, which blurs close blocks, so close-up sharpness has to be kept first; MSAA would sit beside FXAA; exclusive fullscreen where the backend supports it.
</details>
### Launcher
#### Lean installs that use less disk
Smaller installs: Horizon keeps one shared copy of the prepared game files and removes what only the preparation needed.
<details><summary>Technical</summary>
A shared resource store keyed by the preparer's digest, no prepare intermediates left behind, the current and the previous version kept, and an automatic clean-up. Not started.
</details>
### Platforms
#### Horizon on Linux ARM64
Game and launcher builds for 64-bit ARM Linux computers.
<details><summary>Technical</summary>
Issue [#1709](https://github.com/ludovic111/horizon/issues/1709): aarch64 builds of the game and the launcher in the release workflow, tested on a real ARM machine with its Vulkan driver. The server build already drops audio and controllers (`--no-default-features`).
</details>
#### Android, iOS and the browser
Versions of Horizon for Android, iOS and web browsers. Nothing official yet; contributors have started the first pieces.
<details><summary>Technical</summary>
No official build. Android was first closed as not planned, with touch controls, a mobile interface, packaging and loading the player's own assets all missing; the roadmap now includes it, iOS and a WebAssembly build for the browser as long-term goals. First pieces from contributors: `horizon-dualsense` compiling on iOS ([#1813](https://github.com/ludovic111/horizon/issues/1813)) and helper-thread limits on Android ([#1751](https://github.com/ludovic111/horizon/issues/1751)). Preparing without Java ([#1750](https://github.com/ludovic111/horizon/issues/1750)) matters here too. Horizon ships none of Mojang's files on any platform.
</details>
#### AppImage and a Nix flake
Install Horizon on any Linux distribution as an AppImage, and on NixOS through a Nix flake.
<details><summary>Technical</summary>
A player's idea (#horizon-ideas). An AppImage of the launcher and game from the release workflow, and a flake.nix packaging the release binaries with their runtime libraries (Vulkan loader, X11/Wayland, ALSA), the way horizon-parity's NixOS setup runs them today.
</details>
### Horizon extras
#### A complete video studio inside the game
Record, replay and edit videos without leaving the game: record in a keypress, replay a session, cut and finish the video. One of Horizon's original goals.
<details><summary>Technical</summary>
Three stages. Recording: capture gameplay in a keypress with an encoder thread and little frame-time cost. Replay: a replay mode for recorded sessions. Editing: cuts, camera paths, titles and export. None of it exists yet; the agent-control socket ([docs/agent-control.md](docs/agent-control.md)) already lets tools drive the game for scripted shots.
</details>
#### Game menus in the launcher's style
An optional look for the game's own menus and options that matches the Horizon launcher. Off by default: the vanilla menus stay as they are.
<details><summary>Technical</summary>
A player's idea (#horizon-ideas). A built-in resource pack or a Horizon setting that restyles the title, pause and options screens with the launcher's design tokens (crates/horizon-theme), following [docs/design-system.md](docs/design-system.md); off by default because it changes the vanilla look.
</details>
### AI and agents
#### An optional AI teammate
An optional AI teammate you can talk to by voice. It plays beside you, helps or finishes the game with you, runs on your computer first, and exists only if you turn it on. The No AI switch hides it.
<details><summary>Technical</summary>
Draft pull requests: the companion ([#1068](https://github.com/ludovic111/horizon/issues/1068)), its safety modes and their evaluation ([#1069](https://github.com/ludovic111/horizon/issues/1069)) and a route that finishes the game ([#1070](https://github.com/ludovic111/horizon/issues/1070)). In the drafts: a companion that follows, fights, mines, crafts, sleeps and respawns; chat and push-to-talk voice, with speech recognition and a choice of voices; presets (very strong, helper, beat the game); a guard model with Clean, Kid and Salty modes; perception levels from Fair to All-knowing; hardware detection with a simple mode and an Advanced tab; local models first, cloud keys optional. The No AI switch is already in the game. Left: the speedrun route doesn't finish the game reliably yet, voices for more languages, and the safety evaluation, which must pass before it ships.
</details>
### Community
#### A video series about Horizon
A series of videos about how Horizon is made and what is new, with each upload announced on Discord.
<details><summary>Technical</summary>
Kira already shows new uploads in a read-only Discord channel (done). The series follows each stage of the project: a script, edits, titles and a thumbnail per video.
</details>
## Help wanted
### Performance
#### Benchmark your computer
Run Horizon's built-in benchmark and share the report: every new computer makes the performance work more accurate. No coding needed.
<details><summary>Technical</summary>
`horizon-launcher play --arg=--benchmark --arg=standard` writes a JSON report; `horizon-launcher data benchmark <report>` shows what would be sent and uploads it ([website/docs/performance.md](website/docs/performance.md)). Results from three installs with the same hardware appear on the Benchmarks page. Example: [#1711](https://github.com/ludovic111/horizon/issues/1711).
</details>
### Gameplay parity
#### End city banners keep their pattern
Banners in End cities show as plain magenta instead of with their pattern.
<details><summary>Technical</summary>
Compare the banner block entities the End city templates place with vanilla's (`EndCityPieces`, the templates' block entity NBT, `BannerBlockEntity`'s patterns), in `crates/horizon-world/src/worldgen/structure/`. Issue [#1438](https://github.com/ludovic111/horizon/issues/1438); possibly related: [#526](https://github.com/ludovic111/horizon/issues/526).
</details>
#### Enchanted loot in End cities
Armour and tools in End city chests should come enchanted, as in vanilla.
<details><summary>Technical</summary>
`loot.rs` implements `enchant_with_levels`: find why the End city chest table's rolls come out bare, and compare them with vanilla's for a few seeds. Issues [#1437](https://github.com/ludovic111/horizon/issues/1437), [#1660](https://github.com/ludovic111/horizon/issues/1660).
</details>
#### Cooldowns drawn on items
After you throw an ender pearl, its slot should show the cooldown sweeping away, as in vanilla.
<details><summary>Technical</summary>
Vanilla draws `ItemCooldowns`' percent as a white overlay over the slot (`GuiGraphicsExtractor.itemDecorations` and `itemCooldown`) in the hotbar and in inventories. Issue [#1763](https://github.com/ludovic111/horizon/issues/1763).
</details>
#### Chat settings and team prefixes
The Hidden and Commands Only chat settings should hide chat, and team prefixes should appear before names in chat.
<details><summary>Technical</summary>
Vanilla checks `ChatVisiblity` before it delivers chat and system messages ([#1376](https://github.com/ludovic111/horizon/issues/1376)), and chat uses the team-formatted display name ([#1378](https://github.com/ludovic111/horizon/issues/1378)). Both issues have exact steps to reproduce.
</details>
#### A pointing hand over buttons
The mouse pointer should turn into a pointing hand over menu buttons, as in vanilla 26.3.
<details><summary>Technical</summary>
26.3's `AbstractWidget` asks for a cursor from `CursorTypes` when it is hovered; winit's `CursorIcon::Pointer` gives the same shape. Issue [#1347](https://github.com/ludovic111/horizon/issues/1347).
</details>
#### Ctrl+Backspace and scroll bars in menus
Ctrl+Backspace should delete a whole word in the creative search, and every list's scroll bar should be draggable.
<details><summary>Technical</summary>
`EditBox` deletes by word with Ctrl ([#1764](https://github.com/ludovic111/horizon/issues/1764)); the Game Rules and Statistics lists' scroll bars can't be dragged ([#1782](https://github.com/ludovic111/horizon/issues/1782), after [#978](https://github.com/ludovic111/horizon/issues/978)).
</details>
#### Chickens flap while they fall
Chickens should flap their wings while they fall, not stand still in the air.
<details><summary>Technical</summary>
Vanilla's `Chicken.aiStep` updates `flap` and `flapSpeed` when the chicken isn't on the ground, and the model's wings follow them. Issue [#1706](https://github.com/ludovic111/horizon/issues/1706).
</details>
## Recently shipped
- **OpenGL for old computers** (v0.2.63): Horizon now starts on old PCs whose graphics card has no Vulkan or DirectX 12 driver: it switches to OpenGL by itself, and Options > Graphics can pick OpenGL by hand. [#1917](https://github.com/ludovic111/horizon/issues/1917) · [#1920](https://github.com/ludovic111/horizon/issues/1920) · [#1936](https://github.com/ludovic111/horizon/issues/1936)
- **Server resource packs** (v0.2.48): Servers can send you their resource pack: Horizon asks, downloads it and applies it, like vanilla. [#1562](https://github.com/ludovic111/horizon/issues/1562) · [#1569](https://github.com/ludovic111/horizon/issues/1569) · [#1570](https://github.com/ludovic111/horizon/issues/1570)
- **Single player on its own server thread** (v0.2.39): Single player runs on a server thread, as vanilla does, so the world keeps ticking smoothly while the window draws. [#1514](https://github.com/ludovic111/horizon/issues/1514) · [docs/server-levels.md](docs/server-levels.md)
- **GPU occlusion culling on Macs** (v0.2.17): On Macs the GPU now skips terrain hidden behind hills and caves: 8 to 48% more frames per second at 32 chunks on an M4 Pro. [#1434](https://github.com/ludovic111/horizon/issues/1434)
- **Animated textures on the GPU** (v0.2.5): Water, lava and other animated blocks are now animated by the graphics card: 1.7 to 2.4 times better 1% lows on Intel graphics. [#1239](https://github.com/ludovic111/horizon/issues/1239)
- **Far Detail for integrated graphics** (v0.2.5): An optional Reduced setting for far terrain, suggested on integrated graphics, that saves 2 to 4 ms of GPU time per frame. [#1199](https://github.com/ludovic111/horizon/issues/1199) · [#1029](https://github.com/ludovic111/horizon/issues/1029)
- **The launcher's mod browser** (launcher@0.2.0): Search Modrinth for mods, modpacks and resource packs from the launcher; it says before installing what works in Horizon. [#1154](https://github.com/ludovic111/horizon/issues/1154) · [#1242](https://github.com/ludovic111/horizon/issues/1242) · [#1243](https://github.com/ludovic111/horizon/issues/1243) · [#1246](https://github.com/ludovic111/horizon/issues/1246) · [docs/mod-browser.md](docs/mod-browser.md)
- **A blocky, Minecraft-like launcher** (launcher@0.2.0): The launcher got a new blocky look in Horizon's purple, in dark and light. [#1269](https://github.com/ludovic111/horizon/issues/1269) · [docs/design-system.md](docs/design-system.md)
- **Dynamic lights** (v2026.10.22): An optional extra: torches you hold, drop or set on fire light up what is around them. [#1162](https://github.com/ludovic111/horizon/issues/1162)
- **Host a server from the launcher** (launcher-v0.15.0): The launcher's Servers page creates, starts, backs up and updates a Horizon server with buttons, and invites friends. [#1026](https://github.com/ludovic111/horizon/issues/1026) · [docs/hosting.md](docs/hosting.md)
-30
View File
@@ -1,35 +1,5 @@
# Third-party notices
## CullLeaves
The optional leaf and mangrove-root face-culling behavior is adapted from
[CullLeaves](https://github.com/TeamMidnightDust/CullLeaves) by MidnightDust.
Its MIT license is reproduced below.
```text
MIT License
Copyright (c) 2020 MidnightDust
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
```
## wgpu-hal
`third_party/wgpu-hal` is [wgpu-hal](https://github.com/gfx-rs/wgpu) 30.0.1 by the gfx-rs
@@ -131,8 +131,8 @@ average) and reached the ThinkPad over the tailnet.
It ran with Paper's defaults except `connection-throttle: -1` in `bukkit.yml`. Every bot connects from one
address, and the default throttle (4 s) refused all but the first. Paperclip patched the pinned server jar
from its cache. Same Java and heap.
- Fabric + Lithium: the pinned server jar on Fabric loader 0.19.5 (`packs/fabric.lock.json`) with Lithium
`mc26.3-0.26.2-fabric` (`packs/mods.lock.json`, checked against its SHA-512). Lithium needs no Fabric API.
- Fabric + Lithium: the pinned server jar on Fabric loader 0.19.5 (`tools/benchmark-deps/fabric.lock.json`) with Lithium
`mc26.3-0.26.2-fabric` (`tools/benchmark-deps/mods.lock.json`, checked against its SHA-512). Lithium needs no Fabric API.
Same Java and heap.
The Paper and Fabric jars are dev-only downloads into `.local/server-bench/jars` and are never committed or
+2 -2
View File
@@ -4,10 +4,10 @@ version = "0.1.0"
edition.workspace = true
license.workspace = true
rust-version = "1.86"
description = "cargo horizon-mod new/build/run: make Horizon mods in Rust (docs/mods.md)"
description = "cargo horizon-mod new/build/run/check: make Horizon mods in Rust (docs/mods.md)"
[dependencies]
horizon-mods = { path = "../horizon-mods", default-features = false, features = ["pack"] }
horizon-mods = { path = "../horizon-mods", default-features = false, features = ["pack", "runtime", "index"] }
serde_json = "1.0.151"
[lints]
+325
View File
@@ -0,0 +1,325 @@
//! `cargo horizon-mod check <file>`: what the registry checks of a submission,
//! run anywhere: its kind's own checks (docs/api/mod-index.md), its signature
//! when given a key, and for a mod a trial run in the sandbox: it must start,
//! survive ticks, frames, a chat line and each of its commands (a server mod:
//! a player joining, chatting, typing them and leaving), and import no more
//! than its capabilities.
use horizon_mods::{
Clock, GameMode, Mods, Output, Package, Player, ServerPlayer, Snapshot, Status,
index::{self, Facts, Kind},
manifest::component_imports,
};
use serde_json::{Value, json};
use std::path::Path;
/// How long the trial run plays: two seconds of game.
const TICKS: u64 = 40;
const FRAMES_PER_TICK: u64 = 3;
pub struct Report {
pub kind: Kind,
pub facts: Facts,
pub sha256: String,
pub size: u64,
pub signed: bool,
/// A mod has code to run (a content mod may have none).
pub code: bool,
/// A mod's component imports.
pub imports: Vec<String>,
/// A mod's commands, each run once.
pub commands: Vec<String>,
/// What the mod showed during the trial run.
pub output: Vec<String>,
}
impl Report {
pub fn json(&self) -> Value {
let requires: Vec<Value> = self
.facts
.requires
.iter()
.map(|r| json!({"id": r.id, "version": r.version, "sha256": r.sha256}))
.collect();
json!({
"kind": self.kind.name(),
"id": self.facts.id,
"version": self.facts.version,
"api": self.facts.api,
"side": self.facts.side,
"capabilities": self.facts.capabilities,
"api_level": self.facts.api_level,
"game": self.facts.game,
"requires": requires,
"sha256": self.sha256,
"size": self.size,
"signed": self.signed,
"code": self.code,
"imports": self.imports,
"commands": self.commands,
"output": self.output,
})
}
pub fn text(&self) -> String {
let f = &self.facts;
let mut out = format!(
"{} {} ({}",
f.id.as_deref().unwrap_or("resource pack"),
f.version.as_deref().unwrap_or(""),
self.kind.name()
);
if let Some(side) = f.side {
let side = serde_json::to_value(side).unwrap_or_default();
out += &format!(", API {}, {}", f.api, side.as_str().unwrap_or("?"));
} else if self.kind == Kind::Shader {
out += &format!(", shader API {}", f.api);
} else if !f.api.is_empty() {
out += &format!(", format {}", f.api);
}
if let Some(game) = &f.game {
out += &format!(", for {game}");
}
let signed = if self.signed {
"signature verified"
} else {
"unsigned"
};
out += &format!(
")\n {} bytes, SHA-256 {}, {signed}\n",
self.size, self.sha256
);
if let Some(level) = f.api_level {
out += &format!(" needs mod API level {level} or newer\n");
}
for c in &f.capabilities {
out += &format!(" may {}\n", c.describe());
}
for r in &f.requires {
out += &format!(" needs {} {} ({})\n", r.id, r.version, &r.sha256[..12]);
}
if self.kind == Kind::Mod && !self.code {
out += " no code: content only, nothing to run\n";
} else if self.kind == Kind::Mod {
let commands = if self.commands.is_empty() {
String::new()
} else {
format!(", /{}", self.commands.join(", /"))
};
out += &format!(
" trial run: started, {TICKS} ticks, {} frames, a chat line{commands}: ok\n",
TICKS * FRAMES_PER_TICK
);
}
out
}
}
/// The kind a file's extension says.
pub fn kind_of(path: &Path) -> Option<Kind> {
match path.extension()?.to_str()? {
"hmod" => Some(Kind::Mod),
"hpack" => Some(Kind::Modpack),
"zip" => Some(Kind::ResourcePack),
"hshader" => Some(Kind::Shader),
_ => None,
}
}
/// Checks the file at `path` as `kind`; `key` and `signature` (the
/// `.minisig` text) check its signature.
pub fn check(
path: &Path,
kind: Kind,
key: Option<&str>,
signature: Option<&str>,
) -> Result<Report, String> {
let size = std::fs::metadata(path)
.map_err(|e| format!("{}: {e}", path.display()))?
.len();
if size > index::MAX_FILE {
return Err(format!("over {} MiB", index::MAX_FILE >> 20));
}
index::open(&kind)?;
let facts = index::inspect(&kind, path)?;
let signed = match (key, signature) {
(Some(key), Some(sig)) => {
index::verify_signature(key, sig, path)?;
true
}
(None, None) => false,
_ => return Err("--key and --signature go together".into()),
};
let mut report = Report {
kind,
facts,
sha256: index::sha256_file(path)?,
size,
signed,
code: false,
imports: Vec::new(),
commands: Vec::new(),
output: Vec::new(),
};
if report.kind == Kind::Mod {
trial_run(path, &mut report)?;
}
Ok(report)
}
/// Runs a mod in the sandbox, as the game does, from a scratch copy so its
/// storage lands in a folder removed afterwards. A content mod has no code to
/// run: `inspect` already read its content as the game does.
fn trial_run(path: &Path, report: &mut Report) -> Result<(), String> {
let package = Package::read(path)?;
let Some(wasm) = package.wasm.as_deref() else {
return Ok(());
};
report.code = true;
report.imports = component_imports(wasm)?;
package
.manifest
.check_imports(report.imports.iter().map(String::as_str))?;
let dir = std::env::temp_dir().join(format!("horizon-mod-check-{}", std::process::id()));
let _ = std::fs::remove_dir_all(&dir);
std::fs::create_dir_all(&dir).map_err(|e| e.to_string())?;
let copy = dir.join("mod.hmod");
let result = std::fs::copy(path, &copy)
.map_err(|e| e.to_string())
.and_then(|_| play(&copy, report));
let _ = std::fs::remove_dir_all(&dir);
result
}
fn play(path: &Path, report: &mut Report) -> Result<(), String> {
let mut mods = Mods::load(&[path.to_path_buf()], |_| true, |_| false);
let failed = |mods: &Mods| match &mods.entries()[0].status {
Status::Failed(reason) => Some(reason.clone()),
_ => None,
};
if let Some(reason) = failed(&mods) {
return Err(format!("it didn't start: {reason}"));
}
let client: Vec<String> = mods.commands().map(str::to_owned).collect();
let server: Vec<String> = mods.server_commands().map(str::to_owned).collect();
report.commands = [client.clone(), server.clone()].concat();
// A server mod plays with one player on, who joins, chats and leaves.
let steve = ServerPlayer {
id: "00000000-0000-4000-8000-000000000001".into(),
name: "Steve".into(),
x: 0.5,
y: 64.0,
z: 0.5,
dimension: "minecraft:overworld".into(),
game_mode: GameMode::Survival,
health: 20.0,
};
let snapshot = |t: u64| Snapshot {
player: Some(Player {
x: 0.5 + t as f64 * 0.1,
y: 64.0,
z: 0.5,
yaw: 90.0,
pitch: 0.0,
health: 20.0,
food: 20,
dimension: "minecraft:overworld".into(),
}),
clock: Some(Clock {
game_time: t,
day_time: 1000 + t,
}),
players: vec![steve.clone()],
// The GUI of a 1280 x 720 window at scale 3.
gui_size: (427.0, 240.0),
..Snapshot::default()
};
mods.set_snapshot(snapshot(0));
mods.player_joined(&steve);
for t in 0..TICKS {
mods.set_snapshot(snapshot(t));
mods.tick(t);
mods.server_tick(t);
for _ in 0..FRAMES_PER_TICK {
mods.frame(1.0 / 60.0);
}
}
mods.chat("<Steve> hello");
mods.player_chat(&steve, "hello");
for name in &client {
mods.command(name);
}
for name in &server {
mods.server_command(&steve, name);
}
mods.set_snapshot(Snapshot::default());
mods.player_left(&steve);
for out in mods.drain() {
report.output.push(match out {
Output::Chat { text, .. } => format!("chat: {text}"),
Output::Tell { text, .. } => format!("tell: {text}"),
Output::Broadcast { text, .. } => format!("broadcast: {text}"),
Output::Feedback { text, error } | Output::Reply { text, error, .. } => {
format!("{}: {text}", if error { "error" } else { "feedback" })
}
Output::Command { line } => format!("command: /{line}"),
Output::Stopped { reason, .. } => return Err(format!("it stopped: {reason}")),
Output::OpenScreen { .. } => "opened a screen".to_string(),
Output::CloseScreen { .. } => "closed its screen".to_string(),
Output::Shake { strength, seconds } => {
format!("shook the camera: {strength:.2} for {seconds:.1} s")
}
});
}
let shapes = mods.hud_shapes().count();
if shapes > 0 {
report.output.push(format!("drew {shapes} HUD shape(s)"));
}
match failed(&mods) {
Some(reason) => Err(format!("it stopped: {reason}")),
None => Ok(()),
}
}
#[cfg(test)]
mod tests {
use super::*;
fn fixture(name: &str) -> std::path::PathBuf {
Path::new(env!("CARGO_MANIFEST_DIR"))
.join("../horizon-mods/tests/index")
.join(name)
}
#[test]
fn checks_each_kind_its_own_way() {
let pack = fixture("cozy-1.0.0.hpack");
let report = check(&pack, kind_of(&pack).unwrap(), None, None).unwrap();
assert_eq!(report.facts.requires[0].id, "coords_hud");
assert!(
report
.text()
.contains("cozy 1.0.0 (modpack, format 1, for 26.3)")
);
// The fixture mod's code is a stand-in: its manifest reads, its run fails.
let hmod = fixture("coords_hud-0.1.0.hmod");
let key = std::fs::read_to_string(fixture("test.pub")).unwrap();
let sig = std::fs::read_to_string(fixture("coords_hud-0.1.0.hmod.minisig")).unwrap();
let key = key.lines().last().unwrap();
let e = check(&hmod, Kind::Mod, Some(key), Some(&sig))
.err()
.unwrap();
assert!(e.contains("didn't start"), "{e}");
let e = check(
&hmod,
Kind::Mod,
Some(key),
Some("untrusted comment: x\nRUQ=\n"),
)
.err()
.unwrap();
assert!(e.contains("signature"), "{e}");
let e = check(&pack, Kind::Shader, None, None).err().unwrap();
assert!(e.contains("horizon-shaders.toml"), "{e}");
assert!(check(&pack, Kind::Mod, None, None).is_err());
}
}
+253 -21
View File
@@ -1,13 +1,24 @@
//! `cargo horizon-mod`: make Horizon mods in Rust (`docs/mods.md`).
//!
//! - `new <path> [--name "Name"] [--sdk-path <dir>]`: a mod crate from the template.
//! - `build [--debug]`: the `.hmod` in `target/horizon-mod/`.
//! - `new <path> [--template code|content] [--name "Name"] [--sdk-path <dir>]`:
//! a mod from a template: a Rust crate, or a content mod (no code).
//! - `build [--debug]`: the `.hmod` in `target/horizon-mod/`, with the mod's
//! `assets/` and `data/`; a folder without `Cargo.toml` is content only.
//! - `run [--game <horizon-client>] [-- <game args>]`: build, then play with
//! the mod; run `build` again and the game reloads it.
//! - `test [--debug] [--hmod <file>] [<name>]`: build, then run the mod's
//! `tests/*.toml` scripts in the sandbox, with no game.
//! - `check <file> [--json]`: what the registry checks of a submission
//! (`.hmod`, `.hpack`, resource pack `.zip`), with a trial run for a mod.
//! - `registry build|review|check|list`: the registry repository's CI.
use horizon_mods::{
Manifest, Package,
Capability, Content, Manifest, Package,
manifest::{MANIFEST, component_imports, componentize},
testing::{Script, TestGame},
};
mod check;
mod registry;
use std::{
path::{Path, PathBuf},
process::{Command, ExitCode, Stdio},
@@ -28,7 +39,10 @@ fn main() -> ExitCode {
println!("Built {}", p.display());
}),
Some("run") => run(&args[1..]),
_ => Err("usage: cargo horizon-mod new <path> | build [--debug] | run [--game <horizon-client>] [-- <game args>]".into()),
Some("test") => test(&args[1..]),
Some("check") => check(&args[1..]),
Some("registry") => registry::main(&args[1..]),
_ => Err("usage: cargo horizon-mod new <path> [--template code|content] | build [--debug] | run [--game <horizon-client>] [-- <game args>] | test [--debug] [--hmod <file>] [<name>] | check <file> [--kind <kind>] [--key <public key> --signature <file.minisig>] [--json] | registry build|review|check|list".into()),
};
match result {
Ok(()) => ExitCode::SUCCESS,
@@ -82,19 +96,72 @@ fn new(args: &[String]) -> Result<(), String> {
.replace("{name}", &name)
.replace("{sdk}", &sdk)
};
let files = [
let code = [
("Cargo.toml", include_str!("../template/Cargo.toml.in")),
(MANIFEST, include_str!("../template/horizon-mod.toml")),
("src/lib.rs", include_str!("../template/src/lib.rs")),
(".gitignore", include_str!("../template/gitignore")),
(
"tests/hello.toml",
include_str!("../template/tests/hello.toml"),
),
];
for (file, text) in files {
// A block copying a vanilla one, with its model, name, loot, recipe and tag.
let content = [
(
MANIFEST,
include_str!("../template/content/horizon-mod.toml"),
),
(
"data/{id}/horizon/block/glowing_amethyst.json",
include_str!("../template/content/block.json"),
),
(
"assets/{id}/blockstates/glowing_amethyst.json",
include_str!("../template/content/blockstate.json"),
),
(
"assets/{id}/models/block/glowing_amethyst.json",
include_str!("../template/content/model.json"),
),
(
"assets/{id}/items/glowing_amethyst.json",
include_str!("../template/content/item.json"),
),
(
"assets/{id}/lang/en_us.json",
include_str!("../template/content/lang.json"),
),
(
"data/{id}/loot_table/blocks/glowing_amethyst.json",
include_str!("../template/content/loot.json"),
),
(
"data/{id}/recipe/glowing_amethyst.json",
include_str!("../template/content/recipe.json"),
),
(
"data/minecraft/tags/block/mineable/pickaxe.json",
include_str!("../template/content/pickaxe.json"),
),
(".gitignore", include_str!("../template/gitignore")),
];
let files: &[(&str, &str)] = match flag(args, "--template").unwrap_or("code") {
"code" => &code,
"content" => &content,
other => return Err(format!("no template {other}: code or content")),
};
for &(file, text) in files {
let file = fill(file);
let file = file.as_str();
let to = dir.join(file);
std::fs::create_dir_all(to.parent().expect("a file in the mod"))
.map_err(|e| e.to_string())?;
std::fs::write(&to, fill(text)).map_err(|e| format!("{}: {e}", to.display()))?;
}
Manifest::parse(&std::fs::read_to_string(dir.join(MANIFEST)).map_err(|e| e.to_string())?)?;
let manifest =
Manifest::parse(&std::fs::read_to_string(dir.join(MANIFEST)).map_err(|e| e.to_string())?)?;
Content::read(dir, &manifest)?;
println!(
"Created {} (mod id {id}). Next: cd {path} && cargo horizon-mod run",
dir.display()
@@ -102,14 +169,53 @@ fn new(args: &[String]) -> Result<(), String> {
Ok(())
}
/// Builds the crate in the current folder and packs `target/horizon-mod/<id>.hmod`.
/// Builds the mod in the current folder and packs `target/horizon-mod/<id>.hmod`:
/// the manifest, the crate's component (none without a `Cargo.toml`: a
/// content mod) and the files in `assets/` and `data/`.
fn build(release: bool) -> Result<PathBuf, String> {
let manifest_text = std::fs::read_to_string(MANIFEST)
build_in(Path::new("."), release)
}
fn build_in(root: &Path, release: bool) -> Result<PathBuf, String> {
let manifest_text = std::fs::read_to_string(root.join(MANIFEST))
.map_err(|e| format!("{MANIFEST}: {e} (run this in a mod's folder)"))?;
let manifest = Manifest::parse(&manifest_text)?;
let (wasm, target_dir) = if root.join("Cargo.toml").exists() {
let (wasm, target) = compile(root, release)?;
// The game refuses a component importing capabilities the manifest lacks.
manifest.check_imports(component_imports(&wasm)?.iter().map(String::as_str))?;
(Some(wasm), target)
} else if manifest.capabilities.contains(&Capability::Registries) {
(None, root.join("target"))
} else {
return Err(format!(
"no Cargo.toml: only a content mod (capability registries in {MANIFEST}) has no code"
));
};
// The same checks as the game's, and the files in the order it lists them.
let content = Content::read(root, &manifest)?;
let mut reader = content.reader()?;
let mut files = Vec::with_capacity(content.files.len());
for name in &content.files {
files.push((name.as_str(), reader.read(name)?));
}
let files: Vec<(&str, &[u8])> = files.iter().map(|(n, b)| (*n, b.as_slice())).collect();
let dir = target_dir.join("horizon-mod");
std::fs::create_dir_all(&dir).map_err(|e| e.to_string())?;
let path = dir.join(format!("{}.hmod", manifest.id));
// Write then rename, so a running game never reads half a file.
let partial = path.with_extension("hmod.partial");
let bytes = Package::write_files(&manifest_text, wasm.as_deref(), &files)?;
std::fs::write(&partial, bytes).map_err(|e| e.to_string())?;
std::fs::rename(&partial, &path).map_err(|e| e.to_string())?;
Ok(path)
}
/// Builds the crate for WebAssembly: its component, and Cargo's target folder.
fn compile(root: &Path, release: bool) -> Result<(Vec<u8>, PathBuf), String> {
let cargo = std::env::var("CARGO").unwrap_or_else(|_| "cargo".into());
let mut cmd = Command::new(cargo);
cmd.args([
cmd.current_dir(root).args([
"build",
"--lib",
"--target",
@@ -137,17 +243,96 @@ fn build(release: bool) -> Result<PathBuf, String> {
.rfind(|f| f.extension().is_some_and(|e| e == "wasm"))
.ok_or("the build made no .wasm: is the crate a cdylib?")?;
let wasm = componentize(&std::fs::read(&core).map_err(|e| e.to_string())?)?;
// The game refuses a component importing capabilities the manifest lacks.
manifest.check_imports(component_imports(&wasm)?.iter().map(String::as_str))?;
let target_dir = core.ancestors().nth(3).ok_or("unexpected target folder")?;
let dir = target_dir.join("horizon-mod");
std::fs::create_dir_all(&dir).map_err(|e| e.to_string())?;
let path = dir.join(format!("{}.hmod", manifest.id));
// Write then rename, so a running game never reads half a file.
let partial = path.with_extension("hmod.partial");
std::fs::write(&partial, Package::write(&manifest_text, &wasm)?).map_err(|e| e.to_string())?;
std::fs::rename(&partial, &path).map_err(|e| e.to_string())?;
Ok(path)
let target = core.ancestors().nth(3).ok_or("unexpected target folder")?;
Ok((wasm, target.to_path_buf()))
}
/// `check <file>`: the registry's checks of a submission, printed; fails
/// when one does.
fn check(args: &[String]) -> Result<(), String> {
let file = args
.first()
.filter(|a| !a.starts_with("--"))
.ok_or("cargo horizon-mod check <file>")?;
let path = Path::new(file);
let kind = match flag(args, "--kind") {
Some(k) => horizon_mods::index::Kind::from(k.to_string()),
None => check::kind_of(path)
.ok_or("pass --kind mod|modpack|resourcepack: the extension doesn't say")?,
};
let signature = flag(args, "--signature")
.map(|p| std::fs::read_to_string(p).map_err(|e| format!("{p}: {e}")))
.transpose()?;
let report = check::check(path, kind, flag(args, "--key"), signature.as_deref());
if args.iter().any(|a| a == "--json") {
let json = match &report {
Ok(r) => serde_json::json!({"ok": true, "report": r.json()}),
Err(e) => serde_json::json!({"ok": false, "error": e}),
};
println!("{json}");
}
let report = report?;
if !args.iter().any(|a| a == "--json") {
print!("{}", report.text());
}
Ok(())
}
/// `test`: every `tests/*.toml` script (those whose name holds `<name>`)
/// against the built mod, or the `.hmod` given with `--hmod`.
fn test(args: &[String]) -> Result<(), String> {
let hmod = match flag(args, "--hmod") {
Some(p) => PathBuf::from(p),
None => build(!args.iter().any(|a| a == "--debug"))?,
};
let filter = args
.iter()
.enumerate()
.find(|(i, a)| !a.starts_with("--") && (*i == 0 || args[i - 1] != "--hmod"))
.map(|(_, a)| a.as_str());
let mut scripts: Vec<PathBuf> = std::fs::read_dir("tests")
.map_err(|e| {
format!(
"tests/: {e} (a mod's tests are tests/<name>.toml: docs/mods.md, \"Testing a mod\")"
)
})?
.filter_map(|e| Some(e.ok()?.path()))
.filter(|p| p.extension().is_some_and(|e| e == "toml"))
.filter(|p| filter.is_none_or(|f| p.to_string_lossy().contains(f)))
.collect();
scripts.sort();
if scripts.is_empty() {
return Err("no tests/*.toml to run".into());
}
println!(
"running {} scripts against {}",
scripts.len(),
hmod.display()
);
let mut failed = 0;
for path in &scripts {
let result = std::fs::read_to_string(path)
.map_err(|e| e.to_string())
.and_then(|text| Script::parse(&text))
.and_then(|script| {
let mut game = TestGame::load(&hmod)?;
script.run(&mut game)?;
Ok(script.steps.len())
});
match result {
Ok(steps) => println!("test {} ... ok ({steps} steps)", path.display()),
Err(e) => {
failed += 1;
println!("test {} ... FAILED\n {e}", path.display());
}
}
}
let passed = scripts.len() - failed;
if failed > 0 {
return Err(format!("{failed} failed, {passed} passed"));
}
println!("test result: ok. {passed} passed");
Ok(())
}
fn run(args: &[String]) -> Result<(), String> {
@@ -192,10 +377,57 @@ mod tests {
);
let cargo = std::fs::read_to_string(path.join("Cargo.toml")).unwrap();
assert!(cargo.contains("name = \"my-mod\"") && cargo.contains(SDK_GIT));
let script = std::fs::read_to_string(path.join("tests/hello.toml")).unwrap();
assert_eq!(Script::parse(&script).unwrap().steps.len(), 3);
assert!(
new(&[path.display().to_string()]).is_err(),
"never overwrites"
);
std::fs::remove_dir_all(&dir).unwrap();
}
#[test]
fn the_content_template_builds_and_checks_with_no_code() {
let dir = std::env::temp_dir().join(format!("horizon-mod-content-{}", std::process::id()));
let path = dir.join("gems");
let new_args = [
path.display().to_string(),
"--template".into(),
"content".into(),
];
new(&new_args).unwrap();
assert!(!path.join("Cargo.toml").exists());
let hmod = build_in(&path, true).unwrap();
assert_eq!(hmod, path.join("target/horizon-mod/gems.hmod"));
let package = Package::read(&hmod).unwrap();
assert!(package.wasm.is_none());
let content = Content::read(&hmod, &package.manifest).unwrap();
assert!(
content
.files
.contains(&"data/gems/horizon/block/glowing_amethyst.json".into())
);
assert_eq!(content.files.len(), 8, "{:?}", content.files);
let report = check::check(&hmod, check::kind_of(&hmod).unwrap(), None, None).unwrap();
assert!(!report.code);
assert!(
report.text().contains("no code: content only"),
"{}",
report.text()
);
// Without registries, a mod needs code.
let manifest = std::fs::read_to_string(path.join(MANIFEST)).unwrap();
let manifest = manifest.replace("[\"registries\"]", "[]");
std::fs::write(path.join(MANIFEST), manifest).unwrap();
assert!(build_in(&path, true).unwrap_err().contains("no Cargo.toml"));
assert!(
new(&[
dir.join("x").display().to_string(),
"--template".into(),
"lua".into()
])
.is_err()
);
std::fs::remove_dir_all(&dir).unwrap();
}
}
+159
View File
@@ -0,0 +1,159 @@
//! `cargo horizon-mod registry build|review|check|list`: the registry repository's CI
//! (`ludovic111/horizon-mods`, docs/api/mod-index.md). Network-free: the
//! workflow downloads the files and publishes what this writes.
use horizon_mods::index::{
FILE_HOST,
registry::{self, Sources},
};
use std::path::Path;
/// Where the registry's site is published (its icons).
const SITE: &str = "https://ludovic111.github.io/horizon-mods/";
const USAGE: &str = "usage: cargo horizon-mod registry build <checkout> --files <dir> --out <index.json> [--release <url>] [--site <url>] [--generated <time>]
cargo horizon-mod registry review <base checkout> <head checkout> --author <login> [--json]
cargo horizon-mod registry check <base checkout> <head checkout> --files <dir>
cargo horizon-mod registry list <checkout>";
fn flag<'a>(args: &'a [String], name: &str) -> Option<&'a str> {
super::flag(args, name)
}
fn positional(args: &[String]) -> Vec<&str> {
let mut out = Vec::new();
let mut skip = false;
for a in args {
if skip {
skip = false;
} else if a == "--json" {
} else if a.starts_with("--") {
skip = true;
} else {
out.push(a.as_str());
}
}
out
}
fn lines(errors: Vec<String>) -> String {
format!("{} problem(s):\n {}", errors.len(), errors.join("\n "))
}
pub fn main(args: &[String]) -> Result<(), String> {
let rest = args.get(1..).unwrap_or_default();
let pos = positional(rest);
match args.first().map(String::as_str) {
Some("build") => {
let [checkout] = pos[..] else {
return Err(USAGE.into());
};
let (files, out) = (flag(rest, "--files"), flag(rest, "--out"));
let (Some(files), Some(out)) = (files, out) else {
return Err(USAGE.into());
};
let generated = flag(rest, "--generated")
.map(str::to_owned)
.or_else(|| std::env::var("REGISTRY_GENERATED").ok())
.unwrap_or_default();
let index = registry::build(&Sources {
registry: Path::new(checkout),
files: Path::new(files),
release: flag(rest, "--release").unwrap_or(FILE_HOST),
site: flag(rest, "--site").unwrap_or(SITE),
generated,
})
.map_err(lines)?;
let text = serde_json::to_string_pretty(&index).map_err(|e| e.to_string())?;
std::fs::write(out, text + "\n").map_err(|e| format!("{out}: {e}"))?;
println!(
"Wrote {out}: {} project(s), {} taken down",
index.projects.len(),
index.revoked.len()
);
Ok(())
}
Some("review") => {
let [base, head] = pos[..] else {
return Err(USAGE.into());
};
let author = flag(rest, "--author").ok_or(USAGE)?;
let (base, _) = registry::load(Path::new(base)).map_err(lines)?;
let (head, _) = registry::load(Path::new(head)).map_err(lines)?;
let review = registry::review(&base, &head, author);
if rest.iter().any(|a| a == "--json") {
let json = serde_json::json!({"errors": review.errors, "notes": review.notes});
println!("{json}");
} else {
for n in &review.notes {
println!("note: {n}");
}
for e in &review.errors {
println!("error: {e}");
}
}
if review.errors.is_empty() {
Ok(())
} else {
Err(format!(
"{} change(s) the registry refuses",
review.errors.len()
))
}
}
// `check` (and its trial run) on each file `head` lists and `base`
// doesn't: a pull request's new files.
Some("check") => {
let [base, head] = pos[..] else {
return Err(USAGE.into());
};
let files = Path::new(flag(rest, "--files").ok_or(USAGE)?);
let old: Vec<String> = match registry::load(Path::new(base)) {
Ok((entries, _)) => entries
.iter()
.flat_map(|e| e.versions.iter().map(|v| v.sha256.clone()))
.collect(),
// The first pull request has no entries to compare with.
Err(_) => Vec::new(),
};
let (entries, _) = registry::load(Path::new(head)).map_err(lines)?;
let mut failed = 0;
for e in &entries {
for v in e.versions.iter().filter(|v| !old.contains(&v.sha256)) {
println!("{} {} ({}):", e.id, v.version, v.file);
let report = crate::check::check(
&files.join(&v.sha256),
e.kind.clone(),
e.key.as_deref(),
v.signature.as_deref(),
);
match report {
Ok(r) => print!("{}", r.text()),
Err(err) => {
failed += 1;
println!(" error: {err}");
}
}
}
}
if failed == 0 {
Ok(())
} else {
Err(format!("{failed} file(s) failed their check"))
}
}
// The files CI must download for `build`: `<sha256> <id> <version> <file>`.
Some("list") => {
let [checkout] = pos[..] else {
return Err(USAGE.into());
};
let (entries, _) = registry::load(Path::new(checkout)).map_err(lines)?;
for e in &entries {
for v in &e.versions {
println!("{} {} {} {}", v.sha256, e.id, v.version, v.file);
}
}
Ok(())
}
_ => Err(USAGE.into()),
}
}
@@ -0,0 +1,4 @@
{
"template": "minecraft:amethyst_block",
"properties": { "hardness": 2.0, "light": 7 }
}
@@ -0,0 +1,5 @@
{
"variants": {
"": { "model": "{id}:block/glowing_amethyst" }
}
}
@@ -0,0 +1,10 @@
id = "{id}"
name = "{name}"
version = "0.1.0"
description = ""
authors = []
# A content mod: blocks and items from data/ and assets/, no code (API 0.2).
api = "0.2"
side = "both"
# registries: "May add blocks and items to your worlds".
capabilities = ["registries"]
@@ -0,0 +1,3 @@
{
"model": { "type": "minecraft:model", "model": "{id}:block/glowing_amethyst" }
}
@@ -0,0 +1,3 @@
{
"block.{id}.glowing_amethyst": "Glowing Amethyst"
}
@@ -0,0 +1,11 @@
{
"type": "minecraft:block",
"pools": [
{
"condition": { "type": "minecraft:survives_explosion" },
"entries": [{ "type": "minecraft:item", "name": "{id}:glowing_amethyst" }],
"rolls": 1
}
],
"random_sequence": "{id}:blocks/glowing_amethyst"
}
@@ -0,0 +1,4 @@
{
"parent": "minecraft:block/cube_all",
"textures": { "all": "minecraft:block/amethyst_block" }
}
@@ -0,0 +1,3 @@
{
"values": ["{id}:glowing_amethyst"]
}
@@ -0,0 +1,6 @@
{
"type": "minecraft:crafting_shapeless",
"category": "building",
"ingredients": ["minecraft:amethyst_block", "minecraft:glowstone_dust"],
"result": { "id": "{id}:glowing_amethyst" }
}
@@ -0,0 +1,14 @@
# `cargo horizon-mod test` runs every tests/*.toml against the built mod, with no game:
# steps happen in order, and `expect` checks what the mod showed during the step.
# Every key: docs/mods.md, "Testing a mod".
[[step]]
expect.commands = ["hello"]
[[step]]
command = "hello world"
expect.chat = ["Hello world! (1 so far)"]
[[step]]
command = "hello again"
expect.chat = ["Hello again! (2 so far)"]
+50 -15
View File
@@ -4,15 +4,15 @@ use crate::json::{Result, error};
use horizon_core::random::RandomSource;
#[derive(Clone, Debug)]
enum Choice {
Single(Variant),
enum Choice<T> {
Single(T),
Weighted {
variants: Vec<Variant>,
variants: Vec<T>,
ends: Vec<i32>,
total: i32,
},
}
impl Choice {
impl Choice<Variant> {
fn new(value: &VariantSet) -> Result<Self> {
match value {
VariantSet::Single(value) => Ok(Self::Single(value.clone())),
@@ -41,7 +41,23 @@ impl Choice {
}
}
}
fn select(&self, random: &mut impl RandomSource) -> &Variant {
}
impl<T> Choice<T> {
fn map<U>(&self, f: &mut impl FnMut(&T) -> U) -> Choice<U> {
match self {
Self::Single(value) => Choice::Single(f(value)),
Self::Weighted {
variants,
ends,
total,
} => Choice::Weighted {
variants: variants.iter().map(&mut *f).collect(),
ends: ends.clone(),
total: *total,
},
}
}
fn select(&self, random: &mut impl RandomSource) -> &T {
match self {
Self::Single(value) => value,
Self::Weighted {
@@ -60,10 +76,11 @@ impl Choice {
}
/// Compile once per definition and share across its bound block states. Prefix
/// sums avoid rebuilding weight totals or scanning all entries during selection.
/// `map` swaps each variant for what it stands for (its baked model).
#[derive(Clone, Debug)]
pub struct CompiledChoices {
variants: Vec<Choice>,
multipart: Vec<Choice>,
pub struct CompiledChoices<T = Variant> {
variants: Vec<Choice<T>>,
multipart: Vec<Choice<T>>,
}
impl CompiledChoices {
pub fn new(definition: &BlockStateDefinition) -> Result<Self> {
@@ -82,10 +99,19 @@ impl CompiledChoices {
.collect::<Result<_>>()?,
})
}
}
impl<T> CompiledChoices<T> {
/// The same choices, with `f` of each variant in its place.
pub fn map<U>(&self, mut f: impl FnMut(&T) -> U) -> CompiledChoices<U> {
CompiledChoices {
variants: self.variants.iter().map(|c| c.map(&mut f)).collect(),
multipart: self.multipart.iter().map(|c| c.map(&mut f)).collect(),
}
}
/// The variant `particleMaterial` comes from: the first entry of a weighted
/// list (`WeightedVariants`) and, for a multipart root, of its first
/// selector whether or not that selector applies (`MultiPartModel`).
pub fn particle_variant(&self, selected: &SelectedModels) -> Option<&Variant> {
pub fn particle_variant(&self, selected: &SelectedModels) -> Option<&T> {
let choice = match selected {
SelectedModels::Variant(index) => self.variants.get(*index)?,
SelectedModels::Multipart(_) => self.multipart.first()?,
@@ -95,14 +121,23 @@ impl CompiledChoices {
Choice::Weighted { variants, .. } => variants.first()?,
})
}
/// Append selected variants without allocating intermediate part lists. A
/// multipart root consumes nextLong even for an empty selected subset, then
/// resets the same random source to that seed before each selected part.
/// Append selected variants without allocating intermediate part lists.
pub fn collect<'a>(
&'a self,
selected: &SelectedModels,
random: &mut impl RandomSource,
output: &mut Vec<&'a Variant>,
output: &mut Vec<&'a T>,
) -> Result<()> {
self.for_each(selected, random, |v| output.push(v))
}
/// Each selected variant, in order. A multipart root consumes nextLong
/// even for an empty selected subset, then resets the same random source
/// to that seed before each selected part.
pub fn for_each<'a>(
&'a self,
selected: &SelectedModels,
random: &mut impl RandomSource,
mut f: impl FnMut(&'a T),
) -> Result<()> {
match selected {
SelectedModels::Variant(index) => {
@@ -110,7 +145,7 @@ impl CompiledChoices {
.variants
.get(*index)
.ok_or_else(|| error("invalid variant selection"))?;
output.push(choice.select(random));
f(choice.select(random));
}
SelectedModels::Multipart(indices) => {
if indices.iter().any(|index| *index >= self.multipart.len()) {
@@ -119,7 +154,7 @@ impl CompiledChoices {
let seed = random.next_long();
for index in indices {
random.set_seed(seed);
output.push(self.multipart[*index].select(random));
f(self.multipart[*index].select(random));
}
}
}
+1 -8
View File
@@ -1,8 +1,7 @@
//! The machine a report was measured on. CPU, RAM and OS are detected here; the GPU and the display
//! come from the program that rendered (the game knows its adapter, the launcher its window).
use std::process::Command;
use horizon_telemetry::system::command_output as output;
use serde::{Deserialize, Serialize};
#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
@@ -173,12 +172,6 @@ pub fn cpu_seconds(pid: u32) -> Option<f64> {
Some(ticks / 100.0)
}
fn output(program: &str, args: &[&str]) -> Option<String> {
let out = Command::new(program).args(args).output().ok()?;
let text = String::from_utf8(out.stdout).ok()?.trim().to_owned();
(out.status.success() && !text.is_empty()).then_some(text)
}
#[cfg(target_os = "macos")]
fn os_version() -> Option<String> {
output("sw_vers", &["-productVersion"])
+7 -1
View File
@@ -245,13 +245,19 @@ pub struct Report {
impl Report {
/// An empty report for this machine, created now.
pub fn new(kind: Kind, app: App) -> Report {
Self::with_hardware(kind, app, Hardware::detect())
}
/// Starts a report using supplied hardware, without running system probes.
/// Interactive apps can collect the remaining machine details after their first frame.
pub fn with_hardware(kind: Kind, app: App, hardware: Hardware) -> Report {
Report {
format: FORMAT.to_owned(),
version: VERSION,
kind,
created: utc_now(),
app,
hardware: Hardware::detect(),
hardware,
conditions: Conditions::default(),
metrics: BTreeMap::new(),
frames: Vec::new(),
+25 -25
View File
@@ -173,6 +173,11 @@ impl Random {
}
}
/// One bot thread that panics poisons the locks it held; the others and the report go on.
fn lock<T>(m: &Mutex<T>) -> std::sync::MutexGuard<'_, T> {
m.lock().unwrap_or_else(std::sync::PoisonError::into_inner)
}
fn raw(id: i32, write: impl FnOnce(&mut Writer)) -> Vec<u8> {
let mut w = Writer::new();
w.varint(id);
@@ -329,7 +334,7 @@ fn read(
) {
use ids::play::clientbound as cb;
use ids::play::serverbound as sb;
let send = |body: Vec<u8>| writer.lock().unwrap().send(&body);
let send = |body: Vec<u8>| lock(&writer).send(&body);
let mut seen = HashSet::new();
let mut batch = BatchSize::new();
let mut teleports = 0u64;
@@ -338,7 +343,7 @@ fn read(
Ok(packet) => packet,
Err(e) => {
if bot.online.swap(false, Ordering::SeqCst) {
*bot.error.lock().unwrap() = Some(e.to_string());
*lock(&bot.error) = Some(e.to_string());
}
return;
}
@@ -356,7 +361,7 @@ fn read(
cb::LEVEL_CHUNK_WITH_LIGHT => {
bot.chunks.fetch_add(1, Ordering::Relaxed);
if let (Ok(x), Ok(z)) = (r.i32(), r.i32()) {
if !bot.held.lock().unwrap().insert((x, z)) {
if !lock(&bot.held).insert((x, z)) {
bot.resent.fetch_add(1, Ordering::Relaxed);
}
if seen.insert((x, z)) {
@@ -368,7 +373,7 @@ fn read(
cb::FORGET_LEVEL_CHUNK => {
if let Ok(play::Clientbound::ForgetLevelChunk(p)) =
play::Clientbound::decode(id, &body)
&& bot.held.lock().unwrap().remove(&(p.pos[0], p.pos[1]))
&& lock(&bot.held).remove(&(p.pos[0], p.pos[1]))
{
bot.forgotten.fetch_add(1, Ordering::Relaxed);
}
@@ -389,7 +394,7 @@ fn read(
}
cb::PLAYER_POSITION => match play::Clientbound::decode(id, &body) {
Ok(play::Clientbound::PlayerPosition(p)) => {
let mut at = bot.teleport.lock().unwrap();
let mut at = lock(&bot.teleport);
let previous = at.unwrap_or([0.0; 3]);
// Relative flags: X 1, Y 2, Z 4.
let pos: [f64; 3] = std::array::from_fn(|i| {
@@ -420,7 +425,7 @@ fn read(
},
cb::DISCONNECT | cb::START_CONFIGURATION => {
bot.online.store(false, Ordering::SeqCst);
*bot.error.lock().unwrap() = Some(if id == cb::DISCONNECT {
*lock(&bot.error) = Some(if id == cb::DISCONNECT {
format!(
"disconnected: {}",
String::from_utf8_lossy(&body)
@@ -455,7 +460,7 @@ fn run_bot(
let connection = match join(&o, &name) {
Ok(c) => c,
Err(e) => {
*bot.error.lock().unwrap() = Some(e);
*lock(&bot.error) = Some(e);
return;
}
};
@@ -469,12 +474,12 @@ fn run_bot(
use ids::play::serverbound as sb;
// Wait for the spawn position.
let spawn = loop {
if let Some(at) = *bot.teleport.lock().unwrap() {
if let Some(at) = *lock(&bot.teleport) {
break at;
}
if !bot.online.load(Ordering::SeqCst) || asked.elapsed() > Duration::from_secs(60) {
if bot.error.lock().unwrap().is_none() {
*bot.error.lock().unwrap() = Some("no spawn position within 60 s".into());
if lock(&bot.error).is_none() {
*lock(&bot.error) = Some("no spawn position within 60 s".into());
}
return;
}
@@ -482,7 +487,7 @@ fn run_bot(
};
bot.joined_after_ms
.store(asked.elapsed().as_millis() as u64, Ordering::SeqCst);
let send = |body: Vec<u8>| writer.lock().unwrap().send(&body).is_ok();
let send = |body: Vec<u8>| lock(&writer).send(&body).is_ok();
send(raw(sb::PLAYER_LOADED, |_| {}));
let mut random = Random(o.seed ^ (index as u64).wrapping_mul(0x2545_F491_4F6C_DD1D));
let mut pos = spawn;
@@ -491,17 +496,15 @@ fn run_bot(
let mut target = pos;
let mut next = Instant::now();
loop {
if until.lock().unwrap().is_some_and(|u| Instant::now() >= u)
|| !bot.online.load(Ordering::SeqCst)
{
if lock(&until).is_some_and(|u| Instant::now() >= u) || !bot.online.load(Ordering::SeqCst) {
break;
}
// A teleport from the server wins over where the bot thought it was.
if let Some(at) = bot.teleport.lock().unwrap().take() {
if let Some(at) = lock(&bot.teleport).take() {
pos = at;
}
let here = ((pos[0].floor() as i32) >> 4, (pos[2].floor() as i32) >> 4);
if !bot.held.lock().unwrap().contains(&here) {
if !lock(&bot.held).contains(&here) {
bot.waited.fetch_add(1, Ordering::Relaxed);
} else if pos[1] < cruise {
pos[1] = (pos[1] + 0.5).min(cruise);
@@ -558,7 +561,7 @@ fn run_bot(
}
// Offline first, so the reader doesn't count the closed connection as a failure.
bot.online.store(false, Ordering::SeqCst);
writer.lock().unwrap().shutdown();
lock(&writer).shutdown();
}
fn behaviour_of(mode: &str, index: usize) -> Behaviour {
@@ -612,13 +615,10 @@ fn main() {
let total = |f: fn(&Bot) -> &AtomicU64| -> u64 {
bots.iter().map(|b| f(b).load(Ordering::Relaxed)).sum()
};
let failed = bots
.iter()
.filter(|b| b.error.lock().unwrap().is_some())
.count();
let failed = bots.iter().filter(|b| lock(&b.error).is_some()).count();
if first.is_none() && online > 0 {
first = Some(Instant::now());
*until.lock().unwrap() = Some(Instant::now() + Duration::from_secs(o.seconds));
*lock(&until) = Some(Instant::now() + Duration::from_secs(o.seconds));
}
println!(
"{}",
@@ -636,10 +636,10 @@ fn main() {
})
);
previous_chunks = chunks;
let over = until.lock().unwrap().is_some_and(|u| Instant::now() >= u);
let over = lock(&until).is_some_and(|u| Instant::now() >= u);
let all_failed = failed == o.bots;
if over || all_failed || (first.is_none() && start.elapsed() > Duration::from_secs(120)) {
*until.lock().unwrap() = Some(Instant::now());
*lock(&until) = Some(Instant::now());
break;
}
}
@@ -669,7 +669,7 @@ fn main() {
"forgotten": b.forgotten.load(Ordering::Relaxed),
"pulled_back": b.pulled_back.load(Ordering::Relaxed),
"waited_ticks": b.waited.load(Ordering::Relaxed),
"error": *b.error.lock().unwrap(),
"error": *lock(&b.error),
})).collect::<Vec<_>>(),
});
if o.report.as_deref() == Some("-") {
+26 -8
View File
@@ -16,23 +16,28 @@ horizon-world = { path = "../horizon-world" }
horizon-protocol = { path = "../horizon-protocol" }
# server.properties, eula.txt and the user lists, shared with horizon-server.
horizon-server-files = { path = "../horizon-server-files" }
# Shader packs: reading them and turning their GLSL into naga modules.
horizon-shaders = { path = "../horizon-shaders" }
# Horizon's own shader packs: the format, the stages and the check (docs/shaders.md).
horizon-shader-api = { path = "../horizon-shader-api" }
horizon-friends = { path = "../horizon-friends" }
# Horizon mods: sandboxed WebAssembly components, off unless installed and turned on (docs/mods.md).
horizon-mods = { path = "../horizon-mods" }
wgpu = { version = "30.0.1", default-features = false, features = ["std", "parking_lot", "vulkan", "metal", "wgsl"] }
# Their runtime is the `mods` feature.
horizon-mods = { path = "../horizon-mods", default-features = false, features = ["index"] }
wgpu = { version = "30.0.1", default-features = false, features = ["std", "parking_lot", "vulkan", "metal", "wgsl", "naga-ir"] }
winit = "0.30.13"
pollster = "0.4"
bytemuck = { version = "1.24", features = ["derive"] }
glam = "0.30"
png = "0.18"
sha2 = "0.10.9"
# Server resource packs are checked and cached by their SHA-1, as vanilla does.
sha1 = "0.10"
serde = { version = "1", features = ["derive"] }
serde_json = { version = "1.0.151", features = ["raw_value"] }
# Shader packs: pack.toml, and WGSL checked before it reaches wgpu.
toml = "1.1"
naga = { version = "30.0.1", features = ["wgsl-in"] }
# Java (OptiFine/Iris) shader packs, translated to WGSL.
horizon-shaderpack = { path = "../horizon-shaderpack" }
# hlsl-out: the gfx.rs tests translate every shader as wgpu's DirectX 12 backend does. A normal feature,
# not a dev-dependency's, so builds, tests and examples share one build of naga, wgpu and this crate.
naga = { version = "30.0.1", features = ["wgsl-in", "hlsl-out"] }
# Sound (ALSA on Linux); the `audio` feature.
cpal = { version = "0.16", optional = true }
symphonia = { version = "0.5", default-features = false, features = ["ogg", "vorbis"] }
@@ -65,6 +70,11 @@ rustix = { version = "1", default-features = false, features = ["std", "time"] }
# on the PATH.
wgpu = { version = "30.0.1", default-features = false, features = ["dx12"] }
[target.'cfg(not(target_os = "macos"))'.dependencies]
# OpenGL (WGL on Windows, EGL on Linux), the last fallback, for GPUs with no Vulkan or
# DirectX 12 driver (`graphicsApi`, graphics.rs).
wgpu = { version = "30.0.1", default-features = false, features = ["gles"] }
[target.'cfg(windows)'.build-dependencies]
# The icon resource in the .exe (build.rs).
winresource = "0.1"
@@ -76,12 +86,20 @@ default = ["audio", "controllers"]
audio = ["dep:cpal"]
# Controllers: gilrs, and the DualSense's own output. Without it only `horizon-ctl pad`'s virtual pad.
controllers = ["dep:gilrs", "dep:horizon-dualsense"]
# Runs code mods (wasmtime and cranelift: a quarter of a clean build). On in every release build
# (release.yml); the tests and probes don't need it. Content mods load without it.
mods = ["horizon-mods/runtime"]
# Records the call sites of mob random draws (`mob_ai_probe` traces).
rng-trace = ["horizon-core/rng-trace"]
# Its own name, not `probe`: Cargo copies every crate's examples into one target/<profile>/examples.
[[example]]
name = "client_probe"
path = "examples/probe/main.rs"
[lints]
workspace = true
[dev-dependencies]
# Every WGSL shader translated as wgpu's DirectX 12 backend does (gfx.rs tests).
naga = { version = "30.0.1", features = ["wgsl-in", "hlsl-out"] }
naga = { version = "30.0.1", features = ["wgsl-in", "hlsl-out", "msl-out", "spv-out"] }
@@ -0,0 +1,15 @@
{
"horizon.options.controller": "Controller",
"horizon.options.vibration": "Vibration",
"horizon.options.adaptive_triggers": "Adaptive Triggers",
"horizon.options.lightbar": "Lightbar",
"horizon.options.look_sensitivity": "Look Sensitivity",
"horizon.options.invert_x": "Invert Look X",
"horizon.options.invert_y": "Invert Look Y",
"horizon.options.sneak_button": "Sneak Button",
"horizon.options.move_deadzone": "Move Deadzone",
"horizon.options.look_deadzone": "Look Deadzone",
"horizon.options.button_glyphs": "Button Glyphs",
"horizon.options.menu_navigation": "Menu Navigation",
"horizon.options.on_screen_keyboard": "On-Screen Keyboard"
}
@@ -0,0 +1,15 @@
{
"horizon.options.controller": "Геймпад",
"horizon.options.vibration": "Вибрация",
"horizon.options.adaptive_triggers": "Адаптивные триггеры",
"horizon.options.lightbar": "Подсветка",
"horizon.options.look_sensitivity": "Чувствительность обзора",
"horizon.options.invert_x": "Инверсия обзора по X",
"horizon.options.invert_y": "Инверсия обзора по Y",
"horizon.options.sneak_button": "Кнопка приседания",
"horizon.options.move_deadzone": "Мёртвая зона движения",
"horizon.options.look_deadzone": "Мёртвая зона обзора",
"horizon.options.button_glyphs": "Символы кнопок",
"horizon.options.menu_navigation": "Навигация по меню",
"horizon.options.on_screen_keyboard": "Экранная клавиатура"
}
@@ -1,104 +0,0 @@
//! Full production fact loading, including file reads, interning and temporary destruction.
//! cargo run --profile fast -p horizon-client --example block_facts_bench -- ROOT [SAMPLES]
//! Use SAMPLES=1 with an OS peak-RSS wrapper; `digest` checks all facts
//! and the shape sharing partition (including sharing between outlines and edges).
use horizon_client::blocks::BlockFacts;
use horizon_world::{DATA_VERSION, nbt::Tag, registry::BlockRegistry};
use serde_json::Value;
use std::{
collections::{HashMap, hash_map::DefaultHasher},
fs,
hash::{Hash, Hasher},
hint::black_box,
path::Path,
time::Instant,
};
type Result<T> = horizon_client::Result<T>;
fn tag(value: &Value) -> Result<Tag> {
Ok(match value {
Value::String(s) => Tag::String(s.as_str().into()),
Value::Number(n) => Tag::Int(i32::try_from(n.as_i64().ok_or("registry number")?)?),
Value::Array(a) => Tag::List(a.iter().map(tag).collect::<Result<_>>()?),
Value::Object(o) => Tag::Compound(
o.iter()
.map(|(k, v)| Ok((k.as_str().into(), tag(v)?)))
.collect::<Result<_>>()?,
),
_ => return Err("registry value".into()),
})
}
fn registry(root: &Path) -> Result<BlockRegistry> {
let facts: Value = serde_json::from_slice(&fs::read(root.join("facts.json"))?)?;
Ok(BlockRegistry::from_nbt(&Tag::compound([
("DataVersion", Tag::Int(DATA_VERSION)),
(
"states",
Tag::List(
facts["states"]
.as_array()
.ok_or("registry states")?
.iter()
.map(|s| tag(&s[4]))
.collect::<Result<_>>()?,
),
),
("defaults", tag(&facts["defaults"])?),
]))?)
}
fn main() -> Result<()> {
let args: Vec<_> = std::env::args().skip(1).collect();
let root = Path::new(
args.first()
.ok_or("usage: block_facts_bench ROOT [SAMPLES|digest]")?,
);
let setup = Instant::now();
let registry = registry(root)?;
println!(
"registry_setup_ms={:.3}",
setup.elapsed().as_secs_f64() * 1000.0
);
if args.get(1).is_some_and(|s| s == "digest") {
let facts = BlockFacts::load(root, &registry)?;
let mut hash = DefaultHasher::new();
let mut shapes = HashMap::new();
facts.air.hash(&mut hash);
for state in &facts.states {
format!("{state:?}").hash(&mut hash);
for shape in [&state.outline, &state.outline_edges] {
let next = shapes.len();
shapes
.entry((shape.as_ptr(), shape.len()))
.or_insert(next)
.hash(&mut hash);
}
}
println!(
"states={} shared_shapes={} digest={:016x}",
facts.states.len(),
shapes.len(),
hash.finish()
);
return Ok(());
}
let samples: usize = args.get(1).map(|s| s.parse()).transpose()?.unwrap_or(9);
assert!(samples > 0);
// First load is reported separately; OS file caches are not forcibly evicted.
let load = || -> Result<f64> {
let start = Instant::now();
let facts = black_box(BlockFacts::load(black_box(root), black_box(&registry))?);
let ms = start.elapsed().as_secs_f64() * 1000.0;
drop(facts);
Ok(ms)
};
println!("first_load_ms={:.3}", load()?);
if samples > 1 {
load()?;
load()?;
let mut times = (0..samples).map(|_| load()).collect::<Result<Vec<_>>>()?;
println!("samples_ms={times:.3?}");
times.sort_by(f64::total_cmp);
println!("median_ms={:.3}", times[times.len() / 2]);
}
Ok(())
}
@@ -1,216 +0,0 @@
//! Resident chunk storage benchmark: generates a block of vanilla terrain, then
//! reports the resident block/biome memory, the cost of lookups, meshing and
//! lighting on it.
//!
//! chunk_bench <client resource dir> [--seed S] [--size N]
#![forbid(unsafe_code)]
use horizon_client::{
assets::Assets,
biome::Biomes,
blocks::BlockFacts,
chunk::{Chunk, MIN_Y, SECTIONS},
light::{LightTables, apply_lighting, light_chunk},
mesher::{MeshTables, Mesher},
models,
streaming::{ChunkGenerator, Proto},
vanillagen::VanillaTerrain,
};
use horizon_core::biome::BiomeZoom;
use std::{path::PathBuf, sync::Arc, time::Instant};
type Result<T> = std::result::Result<T, Box<dyn std::error::Error>>;
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().skip(1).collect();
let root = PathBuf::from(args.first().ok_or("usage: chunk_bench RESOURCES")?);
let flag = |name: &str, default: i64| -> i64 {
args.iter()
.position(|a| a == name)
.and_then(|i| args.get(i + 1))
.and_then(|v| v.parse().ok())
.unwrap_or(default)
};
let (seed, size) = (flag("--seed", 12345), flag("--size", 8) as i32);
let assets = Assets::load(&root)?;
let render = assets.reload(&root)?;
let facts = BlockFacts::load(&root, assets.registry)?;
let biomes = Biomes::load(&root)?;
let tables = MeshTables::new(
&assets,
&render,
&facts,
models::load_visibility(&root, assets.registry)?,
)?;
let light = LightTables::load(&root, assets.registry, &facts)?;
let terrain = VanillaTerrain::new(&root.join("worldgen"), assets.registry, &biomes, seed)?;
let mut worker = terrain.worker();
// Protos for size+4 columns, decorated for the inner size+2, finished as size+2.
let started = Instant::now();
let outer = size + 4;
let mut protos: Vec<Option<Proto>> = (0..outer * outer)
.map(|i| Some(terrain.proto(&mut worker, i % outer, i / outer)))
.collect();
eprintln!("proto: {:.2}s", started.elapsed().as_secs_f64());
let started = Instant::now();
let inner = size + 2;
for z in 1..=inner {
for x in 1..=inner {
let mut region: [Proto; 9] = std::array::from_fn(|k| {
let (dx, dz) = (k as i32 % 3 - 1, k as i32 / 3 - 1);
protos[((z + dz) * outer + x + dx) as usize]
.take()
.expect("proto")
});
terrain.decorate(&mut worker, &mut region);
for (k, p) in region.into_iter().enumerate() {
let (dx, dz) = (k as i32 % 3 - 1, k as i32 / 3 - 1);
protos[((z + dz) * outer + x + dx) as usize] = Some(p);
}
}
}
eprintln!("decorate: {:.2}s", started.elapsed().as_secs_f64());
let started = Instant::now();
let mut chunks: Vec<Chunk> = Vec::new();
for z in 1..=inner {
for x in 1..=inner {
let proto = protos[(z * outer + x) as usize].take().expect("proto");
let mut chunk = terrain.finish(proto);
chunk.x = x;
chunk.z = z;
chunks.push(chunk);
}
}
let finish = started.elapsed().as_secs_f64();
println!(
"finish (proto -> resident chunk): {:.1} ms per chunk",
finish * 1e3 / chunks.len() as f64
);
let chunks: Vec<Arc<Chunk>> = chunks.into_iter().map(Arc::new).collect();
let at = |x: i32, z: i32| chunks[((z - 1) * inner + x - 1) as usize].clone();
// Light all inner-inner columns.
let started = Instant::now();
let mut lit = Vec::new();
for z in 2..inner {
for x in 2..inner {
let region: [[Option<Arc<Chunk>>; 3]; 3] = std::array::from_fn(|dz| {
std::array::from_fn(|dx| Some(at(x + dx as i32 - 1, z + dz as i32 - 1)))
});
let borrowed = horizon_client::mesher::borrow(&region);
lit.push(((x, z), light_chunk(&borrowed, &light, true)));
}
}
println!(
"light: {:.2} ms per column",
started.elapsed().as_secs_f64() * 1e3 / lit.len() as f64
);
let mut chunks: Vec<Chunk> = chunks.iter().map(|c| (**c).clone()).collect();
for ((x, z), sections) in lit {
apply_lighting(&mut chunks[((z - 1) * inner + x - 1) as usize], sections);
}
let chunks: Vec<Arc<Chunk>> = chunks.into_iter().map(Arc::new).collect();
let at = |x: i32, z: i32| chunks[((z - 1) * inner + x - 1) as usize].clone();
// Memory.
let (mut bytes, mut sections, mut uniform) = (0usize, 0usize, 0usize);
for chunk in &chunks {
bytes += chunk.heap_bytes();
for s in &chunk.sections {
sections += 1;
uniform += usize::from(s.is_uniform(s.get(0)));
}
}
println!(
"resident: {} chunks, {} sections ({} uniform), {:.1} KiB per chunk ({:.2} MiB total)",
chunks.len(),
sections,
uniform,
bytes as f64 / 1024.0 / chunks.len() as f64,
bytes as f64 / 1048576.0
);
// Meshing.
let mut mesher = Mesher {
nether_shading: false,
assets: &assets,
render: &render,
tables: &tables,
biomes: &biomes,
visibility: tables.visibility.clone(),
zoom: BiomeZoom::new(7),
blend_radius: 2,
smooth_lighting: true,
cutout_leaves: true,
cull_leaves: false,
};
let mut best = f64::MAX;
let mut quads = 0usize;
for _ in 0..3 {
let started = Instant::now();
let mut jobs = 0;
quads = 0;
for z in 2..inner {
for x in 2..inner {
let region: [[Option<Arc<Chunk>>; 3]; 3] = std::array::from_fn(|dz| {
std::array::from_fn(|dx| Some(at(x + dx as i32 - 1, z + dz as i32 - 1)))
});
let borrowed = horizon_client::mesher::borrow(&region);
for sy in 0..SECTIONS as i32 {
let mesh = mesher.mesh(&borrowed, sy);
quads += (mesh.solid.len() + mesh.translucent.len()) / 4;
jobs += 1;
}
}
}
best = best.min(started.elapsed().as_secs_f64() / f64::from(jobs));
}
println!(
"mesh: {:.1} us per section ({} quads total)",
best * 1e6,
quads
);
// Random lookups, as collision and entity queries do.
let mut state = 0x9E37_79B9_7F4A_7C15u64;
let started = Instant::now();
let mut sum = 0u64;
let lookups = 20_000_000u64;
for _ in 0..lookups {
state ^= state << 13;
state ^= state >> 7;
state ^= state << 17;
let cx = 2 + (state % u64::from((inner - 2) as u32)) as i32;
let cz = 2 + ((state >> 8) % u64::from((inner - 2) as u32)) as i32;
let chunk = &chunks[((cz - 1) * inner + cx - 1) as usize];
let (x, y, z) = (
(state >> 16) as i32 & 15,
MIN_Y + ((state >> 24) % 384) as i32,
(state >> 40) as i32 & 15,
);
sum += u64::from(chunk.get(x, y, z));
}
println!(
"random get: {:.2} ns per lookup (checksum {sum})",
started.elapsed().as_secs_f64() * 1e9 / lookups as f64
);
// Coherent scan, as a column or area query does.
let started = Instant::now();
let mut sum = 0u64;
for _ in 0..4 {
for chunk in &chunks {
for y in MIN_Y..MIN_Y + 384 {
for z in 0..16 {
for x in 0..16 {
sum += u64::from(chunk.get(x, y, z));
}
}
}
}
}
println!(
"scan get: {:.2} ns per lookup (checksum {sum})",
started.elapsed().as_secs_f64() * 1e9 / (4.0 * chunks.len() as f64 * 98304.0)
);
Ok(())
}
@@ -0,0 +1,168 @@
//! What a column costs to load, on real terrain: generates and lights the
//! columns around a point with the vanilla generator, as a world being explored
//! does, then meshes every section of the inner columns on this one thread, so a
//! change to generation or meshing shows as time per column and per section.
//!
//! cargo run --release -p horizon-client --example chunk_load_bench -- \
//! .local/horizon-client/26.3 [--seed 1234] [--center CX CZ] [--radius 8]
//! [--threads N] [--rounds 3]
//!
//! The default centre is the village of `tools/perf_bench.py`. The generation
//! figure is wall time with N workers (the game's own pool); the mesh figure is
//! this thread's CPU time in `Mesher::mesh`, the best of `--rounds`, so other
//! work on the machine changes it less. The checksum of the meshes shows that an
//! A/B pair of builds made the same ones.
use horizon_client::{
assets::Assets,
biome::Biomes,
blocks::BlockFacts,
chunk::HEIGHT,
light::LightTables,
mesher::{MeshTables, Mesher, Region, borrow},
models,
spans::thread_cpu,
streaming::{Streaming, WorkerContext},
vanillagen::VanillaTerrain,
world::World,
};
use horizon_core::biome::{BiomeZoom, obfuscate_seed};
use horizon_world::registry::BlockStateId;
use std::{
hash::{DefaultHasher, Hash, Hasher},
path::PathBuf,
sync::Arc,
thread,
time::{Duration, Instant},
};
type Error = Box<dyn std::error::Error>;
fn flag<T: std::str::FromStr>(args: &[String], name: &str, default: T) -> T {
args.iter()
.position(|a| a == name)
.and_then(|i| args.get(i + 1)?.parse().ok())
.unwrap_or(default)
}
fn main() -> Result<(), Error> {
let args: Vec<String> = std::env::args().collect();
let root = PathBuf::from(args.get(1).ok_or("usage: chunk_load_bench <resources>")?);
let seed: i64 = flag(&args, "--seed", 1234);
let radius: i32 = flag(&args, "--radius", 8);
let rounds: usize = flag(&args, "--rounds", 3);
let threads: usize = flag(
&args,
"--threads",
thread::available_parallelism().map_or(2, |n| n.get()),
);
let center = args
.iter()
.position(|a| a == "--center")
.map(|i| -> Result<(i32, i32), Error> {
Ok((
args.get(i + 1).ok_or("--center CX CZ")?.parse()?,
args.get(i + 2).ok_or("--center CX CZ")?.parse()?,
))
})
.transpose()?
.unwrap_or((-60, 10));
let assets = Arc::new(Assets::load(&root)?);
let render = Arc::new(assets.reload(&root)?);
let facts = BlockFacts::load(&root, assets.registry)?;
let visibility = models::load_visibility(&root, assets.registry)?;
let biomes = Arc::new(Biomes::load(&root)?);
let context = Arc::new(WorkerContext {
tables: Arc::new(MeshTables::new(&assets, &render, &facts, visibility)?),
light: Arc::new(LightTables::load(&root, assets.registry, &facts)?),
biomes: biomes.clone(),
assets: assets.clone(),
render,
});
let terrain = VanillaTerrain::new(&root.join("worldgen"), assets.registry, &biomes, seed)?;
// Generation and light, on the game's worker pool. Meshing is left out
// here and measured on its own below.
let mut streaming = Streaming::new(Arc::new(terrain), context.clone(), threads);
streaming.mesh = false;
streaming.center = center;
streaming.radius = radius;
let mut world = World::new(BlockStateId(0), 0);
let started = Instant::now();
let mut quiet = 0;
while quiet < 100 {
let before = world.chunks.len();
let _ = streaming.update(&mut world);
thread::sleep(Duration::from_millis(2));
quiet = if streaming.pending() == 0 && before == world.chunks.len() {
quiet + 1
} else {
0
};
}
let generated = started.elapsed() - Duration::from_millis(2 * 100);
let columns = world.chunks.len();
println!(
"generated and lit {columns} columns in {:.0} ms with {threads} workers ({:.2} ms per column)",
generated.as_secs_f64() * 1e3,
generated.as_secs_f64() * 1e3 / columns.max(1) as f64
);
// Meshing every section of the columns whose neighbours are all loaded.
let inner = radius - 1;
let regions: Vec<(Region, i32)> = (center.0 - inner..=center.0 + inner)
.flat_map(|x| (center.1 - inner..=center.1 + inner).map(move |z| (x, z)))
.filter_map(|(x, z)| {
let region: Region = std::array::from_fn(|dz| {
std::array::from_fn(|dx| {
world
.chunks
.get(&(x + dx as i32 - 1, z + dz as i32 - 1))
.cloned()
})
});
region
.iter()
.flatten()
.all(Option::is_some)
.then_some(region)
})
.flat_map(|region| (0..HEIGHT / 16).map(move |sy| (region.clone(), sy)))
.collect();
let mut best = Duration::MAX;
let (mut vertices, mut checksum) = (0, 0);
for _ in 0..rounds.max(1) {
let mut mesher = Mesher {
nether_shading: false,
zoom: BiomeZoom::new(obfuscate_seed(seed)),
blend_radius: 2,
smooth_lighting: true,
cutout_leaves: true,
assets: &context.assets,
render: &context.render,
tables: &context.tables,
biomes: &context.biomes,
visibility: context.tables.visibility.clone(),
};
vertices = 0;
let mut hash = DefaultHasher::new();
let mut spent = Duration::ZERO;
for (region, sy) in &regions {
let started = thread_cpu().ok_or("no thread CPU clock here")?;
let mesh = mesher.mesh(&borrow(region), *sy);
spent += thread_cpu().ok_or("no thread CPU clock here")? - started;
vertices += mesh.solid.len() + mesh.translucent.len();
bytemuck::cast_slice::<_, u8>(&mesh.solid).hash(&mut hash);
bytemuck::cast_slice::<_, u8>(&mesh.translucent).hash(&mut hash);
}
checksum = hash.finish();
best = best.min(spent);
}
println!(
"meshed {} sections ({vertices} vertices, checksum {checksum:016x}) in {:.1} ms of CPU ({:.1} us per section)",
regions.len(),
best.as_secs_f64() * 1e3,
best.as_secs_f64() * 1e6 / regions.len().max(1) as f64
);
Ok(())
}
@@ -1,140 +0,0 @@
//! Isolated production mob-model builder benchmark; no assets, Game, GPU or full-frame work.
//! CARGO_TARGET_DIR=/home/bob/Documents/horizon/target CARGO_INCREMENTAL=0 \
//! cargo run --profile fast -p horizon-client --example entity_geometry_bench
use horizon_client::{
mesher::Vertex,
mobs::{Part, Polygon, anim::Poses, render},
};
use std::{hint::black_box, time::Instant};
fn cube(name: String, position: f32) -> Part {
let polygons = (0..6)
.map(|face| {
let axis = face / 2;
let side = (face % 2) as f32;
let mut normal = [0.0; 3];
normal[axis] = side * 2.0 - 1.0;
Polygon {
normal,
vertices: [[0.0, 0.0], [1.0, 0.0], [1.0, 1.0], [0.0, 1.0]].map(|uv| {
let mut vertex = [0.0; 5];
vertex[axis] = side * 8.0;
vertex[(axis + 1) % 3] = uv[0] * 8.0;
vertex[(axis + 2) % 3] = uv[1] * 8.0;
vertex[3] = uv[0];
vertex[4] = uv[1];
vertex
}),
}
})
.collect();
Part {
name,
pose: [position, 0.0, 0.0, 0.1, 0.2, 0.0, 1.0, 1.0, 1.0],
polygons,
children: Vec::new(),
}
}
fn build(model: &Part, poses: &Poses, count: usize, out: &mut Vec<Vertex>) {
for i in 0..count {
render::draw(
black_box(model),
glam::Mat4::from_translation(glam::Vec3::new((i % 32) as f32, 0.0, (i / 32) as f32)),
black_box(poses),
[0.125, 0.25, 0.5, 0.75],
0xffc0_d0e0,
0xf0f0,
0,
out,
);
}
black_box(out.as_slice());
}
fn measure(model: &Part, poses: &Poses, count: usize, iterations: usize, reuse: bool) -> f64 {
let mut retained = Vec::new();
build(model, poses, count, &mut retained); // Untimed warmup.
let start = Instant::now();
for _ in 0..iterations {
let mut out = if reuse {
std::mem::take(&mut retained)
} else {
Vec::new()
};
out.clear();
build(model, poses, count, &mut out);
if reuse {
retained = out;
}
}
start.elapsed().as_secs_f64() * 1e6 / iterations as f64
}
fn main() {
let mut model = cube("body".into(), 0.0);
model.children = (1..6).map(|i| cube(format!("part{i}"), i as f32)).collect();
let poses = Poses::new(&model);
for count in [32, 256, 1024, 4096, 8192] {
let mut expected = Vec::new();
build(&model, &poses, count, &mut expected);
let mut retained = Vec::new();
build(&model, &poses, count, &mut retained);
let (pointer, capacity) = (retained.as_ptr(), retained.capacity());
// Populated -> empty/reset -> smaller -> populated must never leave stale vertices.
for n in [0, count / 2, count, count] {
retained.clear();
build(&model, &poses, n, &mut retained);
let mut fresh = Vec::new();
build(&model, &poses, n, &mut fresh);
assert_eq!(
bytemuck::cast_slice::<Vertex, u8>(&retained),
bytemuck::cast_slice::<Vertex, u8>(&fresh)
);
assert_eq!(
(retained.as_ptr(), retained.capacity()),
(pointer, capacity)
);
}
assert_eq!(
bytemuck::cast_slice::<Vertex, u8>(&retained),
bytemuck::cast_slice::<Vertex, u8>(&expected)
);
let iterations = (100_000 / count).clamp(40, 1000);
let mut fresh = Vec::new();
let mut reused = Vec::new();
let mut paired_speedups = Vec::new();
// Alternate order, reporting medians over eleven warmed batches.
for batch in 0..11 {
let mut pair = [0.0; 2];
for reuse in if batch % 2 == 0 {
[false, true]
} else {
[true, false]
} {
let time = measure(&model, &poses, count, iterations, reuse);
pair[usize::from(reuse)] = time;
if reuse {
reused.push(time);
} else {
fresh.push(time);
}
}
paired_speedups.push(pair[0] / pair[1]);
}
paired_speedups.sort_by(f64::total_cmp);
fresh.sort_by(f64::total_cmp);
reused.sort_by(f64::total_cmp);
println!(
"entities={count} vertices={} capacity={capacity} retained_bytes={} fresh_us={:.3} reused_us={:.3} speedup={:.3}x paired_speedup_median={:.3}x paired_speedup_range={:.3}..{:.3}x iterations={iterations} batches=11 byte_equivalence=pass pointer_capacity_reuse=pass",
retained.len(),
capacity * size_of::<Vertex>(),
fresh[5],
reused[5],
fresh[5] / reused[5],
paired_speedups[5],
paired_speedups[0],
paired_speedups[10]
);
}
}
@@ -1,205 +0,0 @@
//! Compare the exact read/deserialize sequences used by the model loaders.
//! Run with `cargo run -p horizon-client --profile fast --example json_readers_bench`.
//! Optional arguments: resource directory, repetitions (default 9).
use serde_json::{Map, Value, json};
use std::{
collections::BTreeMap,
fmt::Debug,
fs::{self, File},
hint::black_box,
io::BufReader,
path::{Path, PathBuf},
time::Instant,
};
type Result<T> = horizon_client::Result<T>;
#[derive(Clone, Copy)]
enum Reader {
File,
Buffered,
Slice,
}
const READERS: [Reader; 3] = [Reader::File, Reader::Buffered, Reader::Slice];
// These match the map types and reader expressions at all three production sites.
macro_rules! reader {
($name:ident, $map:ty) => {
fn $name(path: &Path, reader: Reader) -> Result<$map> {
Ok(match reader {
Reader::File => serde_json::from_reader(File::open(path)?)?,
Reader::Buffered => serde_json::from_reader(BufReader::new(File::open(path)?))?,
Reader::Slice => serde_json::from_slice(&fs::read(path)?)?,
})
}
};
}
reader!(prepare_facts, Map<String, Value>);
reader!(catalog_facts, BTreeMap<String, Value>);
struct Fixture(PathBuf);
impl Fixture {
fn new() -> Result<Self> {
let root =
std::env::temp_dir().join(format!("horizon-json-readers-{}", std::process::id()));
fs::create_dir(&root)?;
Ok(Self(root))
}
}
impl Drop for Fixture {
fn drop(&mut self) {
let _ = fs::remove_dir_all(&self.0);
}
}
fn fixtures(root: &Path) -> Result<()> {
let states: Vec<_> = (0..56)
.map(|i| {
json!({"facing": (["north", "east", "south", "west"][i % 4]),
"powered": if i / 4 % 2 == 0 { "false" } else { "true" },
"age": (i / 8).to_string()})
})
.collect();
let mut models = Map::new();
let mut render = Map::new();
for i in 0..1024 {
let name = format!("minecraft:fixture_block_{i:04}");
models.insert(
name.clone(),
json!({
"schema": {"facing": {"named": ["north", "east", "south", "west"]},
"powered": {"named": ["false", "true"]}, "age": {"integer": [0, 6]}},
"states": states
}),
);
render.insert(
name,
json!({"rule": "never", "can_occlude": true, "bars_tag": false}),
);
}
fs::write(root.join("model-states.json"), serde_json::to_vec(&models)?)?;
fs::write(
root.join("render-definitions.json"),
serde_json::to_vec(&render)?,
)?;
Ok(())
}
fn benchmark<T: PartialEq + Debug>(
label: &str,
path: &Path,
repetitions: usize,
read: impl Fn(&Path, Reader) -> Result<T>,
) -> Result<()> {
let expected = read(path, Reader::File)?;
for reader in READERS {
assert_eq!(expected, read(path, reader)?);
for _ in 0..2 {
black_box(read(black_box(path), reader)?);
}
}
drop(expected);
let mut samples: [Vec<f64>; 3] = std::array::from_fn(|_| Vec::new());
for repetition in 0..repetitions {
// Rotate reader order to distribute drift across implementations.
for offset in 0..3 {
let index = (repetition + offset) % 3;
let start = Instant::now();
let value = black_box(read(black_box(path), READERS[index])?);
samples[index].push(start.elapsed().as_secs_f64() * 1000.0);
drop(value); // Match the loaders: retain the parsed tree after loading.
}
}
let median: Vec<_> = samples
.iter_mut()
.map(|s| {
s.sort_by(f64::total_cmp);
s[s.len() / 2]
})
.collect();
println!(
"{label}: {} bytes, {repetitions} samples/reader, median ms: File={:.3}, BufReader={:.3}, read+slice={:.3}; slice speedup={:.2}x",
fs::metadata(path)?.len(),
median[0],
median[1],
median[2],
median[0] / median[2]
);
Ok(())
}
fn main() -> Result<()> {
let args: Vec<_> = std::env::args().skip(1).collect();
let fixture = if args.is_empty() {
Some(Fixture::new()?)
} else {
None
};
let root = fixture
.as_ref()
.map(|f| f.0.clone())
.unwrap_or_else(|| PathBuf::from(&args[0]));
if fixture.is_some() {
fixtures(&root)?;
println!(
"Generated representative fixtures: 1024 blocks, 57344 model states; warm filesystem cache."
);
}
let repetitions = args.get(1).map(|s| s.parse()).transpose()?.unwrap_or(9);
assert!(repetitions > 0, "repetitions must be positive");
benchmark(
"prepare model states",
&root.join("model-states.json"),
repetitions,
prepare_facts,
)?;
benchmark(
"catalog model states",
&root.join("model-states.json"),
repetitions,
catalog_facts,
)?;
benchmark(
"render definitions",
&root.join("render-definitions.json"),
repetitions,
catalog_facts,
)
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn reader_equivalence_and_errors() -> Result<()> {
let fixture = Fixture::new()?;
let path = fixture.0.join("test.json");
fs::write(&path, br#"{"minecraft:stone":{"schema":{},"states":[{}]},"unicode":"\u2603","duplicate":1,"duplicate":2}"#)?;
let expected = prepare_facts(&path, Reader::File)?;
for reader in READERS {
assert_eq!(expected, prepare_facts(&path, reader)?);
assert_eq!(
expected.iter().collect::<BTreeMap<_, _>>(),
catalog_facts(&path, reader)?.iter().collect()
);
}
for invalid in [b"{\"a\": ".as_slice(), b"{} trailing", b"{\"a\":\"\xff\"}"] {
fs::write(&path, invalid)?;
for reader in READERS {
let error = prepare_facts(&path, reader).unwrap_err();
assert!(error.downcast_ref::<serde_json::Error>().is_some());
assert!(catalog_facts(&path, reader).is_err());
}
}
fs::remove_file(&path)?;
for reader in READERS {
let error = prepare_facts(&path, reader).unwrap_err();
assert_eq!(
error.downcast_ref::<std::io::Error>().unwrap().kind(),
std::io::ErrorKind::NotFound
);
}
Ok(())
}
}
-143
View File
@@ -1,143 +0,0 @@
//! Serve a small flat world on the LAN server without the game, for joining
//! with a real client while developing the protocol:
//! `cargo run --release --example lan_flat -- RESOURCES PORT`.
use horizon_client::{
assets::Assets,
blocks::BlockFacts,
chunk::{Chunk, MIN_Y},
lan::{
Lan,
chunks::ChunkEncoder,
data::SyncData,
hub::{HostEvent, HostState, Hub, HubConfig, TickCtx},
},
world::World,
};
use horizon_protocol::packets::play::Serverbound as S;
use std::{path::PathBuf, sync::Arc, time::Duration};
fn main() -> Result<(), Box<dyn std::error::Error>> {
let mut args = std::env::args().skip(1);
let root = PathBuf::from(args.next().ok_or("RESOURCES PORT")?);
let port: u16 = args.next().ok_or("port")?.parse()?;
let assets = Assets::load(&root)?;
let facts = BlockFacts::load(&root, assets.registry)?;
let state = |name: &str| assets.registry.default_state(name).map_or(0, |s| s.0);
let sync = Arc::new(SyncData::load(&root)?);
let biomes: Vec<String> = sync
.dynamic
.registries
.get("minecraft:worldgen/biome")
.map(|v| v.iter().map(|(n, _)| n.clone()).collect())
.unwrap_or_default();
let encoder = ChunkEncoder::new(
facts
.states
.iter()
.map(|s| (s.name.clone(), s.fluid_level > 0 || s.waterlogged)),
&sync.builtin,
&biomes,
&biomes,
);
let (stone, dirt, grass) = (
state("minecraft:stone"),
state("minecraft:dirt"),
state("minecraft:grass_block"),
);
let mut world = World::new(facts.air, 0);
for cz in -8..=8 {
for cx in -8..=8 {
let mut chunk = Chunk::empty(cx, cz);
for z in 0..16 {
for x in 0..16 {
for y in MIN_Y..60 {
let v = if y == 59 {
grass
} else if y > 55 {
dirt
} else {
stone
};
chunk.set(x, y, z, v);
}
}
}
chunk.lit = true;
world.chunks.insert((cx, cz), Arc::new(chunk));
}
}
let lan = Lan::start(sync.clone(), port, "Flat - Example".into(), 8)?;
println!("listening on {}", lan.port);
let mut hub = Hub::new(
lan,
sync,
encoder,
HubConfig {
default_game_mode: 1,
guest_commands: true,
force_game_mode: false,
hardcore: false,
view_distance: 8,
simulation_distance: 8,
dimension: "minecraft:overworld".into(),
seed: 0,
max_players: 8,
dedicated: false,
integrated: false,
},
);
let mut next_entity = 100u32;
let host = HostState {
uuid: 42,
name: "Host".into(),
entity_id: 1,
position: [0.5, 60.0, 0.5],
yaw: 0.0,
pitch: 0.0,
head_yaw: 0.0,
on_ground: true,
game_mode: 1,
sneaking: false,
sprinting: false,
equipment: Default::default(),
health: 20.0,
attributes: Vec::new(),
bed: None,
living_flags: 0,
};
loop {
world.game_time += 1;
world.day_time += 1;
let mut ctx = TickCtx {
world: &mut world,
host: Some(&host),
entities: &[],
next_entity: &mut next_entity,
spawn: [8.5, 60.0, 8.5],
difficulty: 2,
difficulty_locked: false,
clock_rate: 1.0,
tick_rate: 20.0,
tick_frozen: false,
tick_steps: (0, 0),
collision: None,
};
for event in hub.tick(&mut ctx) {
match event {
HostEvent::Joined(conn) => hub.place_new_player(conn, &mut ctx),
HostEvent::Packet(_, packet) => {
if std::env::var_os("HORIZON_NET_DEBUG").is_some()
&& !matches!(*packet, S::ClientTickEnd(_))
{
eprintln!("[lan] {packet:?}");
}
}
HostEvent::Chat { line, .. } | HostEvent::Warn(line) | HostEvent::Error(line) => {
println!("{line}")
}
HostEvent::Left(_) => {}
}
}
std::thread::sleep(Duration::from_millis(50));
}
}
@@ -1,153 +0,0 @@
//! Read-only saved chunk benchmark. All timings exclude resource/corpus setup.
//!
//! load_bench RESOURCES DIMENSION_DIR [--rounds N] [--limit N] [--checksum]
//! Add --profile-worker when a sampling collector cannot sample the main thread.
//! Reports warm filesystem SaveDir::load (read, inflate, NBT, decode and light),
//! plus isolated inflate/NBT and native decode. No files in the save are changed.
use horizon_client::{
assets::Assets,
biome::Biomes,
blocks::BlockFacts,
save::{SaveDir, SaveTables, decode_with},
};
use horizon_world::{nbt::Limits, region::RegionFile};
use sha2::{Digest, Sha256};
use std::{hint::black_box, path::PathBuf, sync::Arc, time::Instant};
type Result<T> = std::result::Result<T, Box<dyn std::error::Error>>;
fn main() -> Result<()> {
if std::env::args().any(|a| a == "--profile-worker") {
std::thread::spawn(|| run().map_err(|e| e.to_string()))
.join()
.expect("benchmark worker")
.map_err(Into::into)
} else {
run()
}
}
fn run() -> Result<()> {
let args: Vec<String> = std::env::args().skip(1).collect();
let usage = "load_bench RESOURCES DIMENSION_DIR [--rounds N] [--limit N] [--checksum]";
let root = PathBuf::from(args.first().ok_or(usage)?);
let dimension = PathBuf::from(args.get(1).ok_or(usage)?);
let flag = |name: &str, default: usize| -> Result<usize> {
Ok(match args.iter().position(|a| a == name) {
Some(i) => args.get(i + 1).ok_or(usage)?.parse()?,
None => default,
})
};
let rounds = flag("--rounds", 5)?;
let limit = flag("--limit", 256)?;
if rounds == 0 || limit == 0 {
return Err("rounds and limit must be positive".into());
}
let assets = Assets::load(&root)?;
let facts = BlockFacts::load(&root, assets.registry)?;
let biomes = Biomes::load(&root)?;
let tables = Arc::new(SaveTables::new(&assets).with_block_entities(&facts));
let source = SaveDir::new(dimension.clone());
let _ = source.tables.set(tables.clone());
let mut paths: Vec<_> = std::fs::read_dir(dimension.join("region"))?
.map(|e| e.map(|e| e.path()))
.collect::<std::io::Result<_>>()?;
paths.retain(|p| p.extension().is_some_and(|e| e == "mca"));
paths.sort();
let mut corpus = Vec::new();
'regions: for path in paths {
let mut region = RegionFile::open(path)?;
let mut positions: Vec<_> = region.chunks().map(|(pos, _)| pos).collect();
positions.sort_by_key(|p| (p.x, p.z));
for pos in positions {
let record = region.read(pos)?.ok_or("missing record")?;
let tag = record.nbt(Limits::default())?;
if decode_with(&tag, assets.registry, &biomes, Some(&tables)).is_none() {
continue;
}
corpus.push((pos, record, tag));
if corpus.len() == limit {
break 'regions;
}
}
}
if corpus.is_empty() {
return Err("no full chunks in corpus".into());
}
let mut records_hash = Sha256::new();
for (pos, record, _) in &corpus {
records_hash.update(pos.x.to_le_bytes());
records_hash.update(pos.z.to_le_bytes());
records_hash.update((record.compressed.len() as u64).to_le_bytes());
records_hash.update(&record.compressed);
}
println!(
"{}",
serde_json::json!({"corpus": dimension, "chunks": corpus.len(), "rounds": rounds,
"compressed_records_sha256": format!("{:x}", records_hash.finalize()),
"compressed_bytes": corpus.iter().map(|(_, r, _)| r.compressed.len()).sum::<usize>()})
);
// Prime SaveDir's region handles and the filesystem cache before measurement.
for (pos, _, _) in &corpus {
black_box(
source
.load(pos.x, pos.z, assets.registry, &biomes)
.ok_or("load failed")?,
);
}
for round in 0..rounds {
let started = Instant::now();
for (pos, _, _) in &corpus {
black_box(
source
.load(pos.x, pos.z, assets.registry, &biomes)
.ok_or("load failed")?,
);
}
let load_s = started.elapsed().as_secs_f64();
let started = Instant::now();
for (_, record, _) in &corpus {
black_box(record.nbt(Limits::default())?);
}
let nbt_s = started.elapsed().as_secs_f64();
let started = Instant::now();
for (_, _, tag) in &corpus {
black_box(
decode_with(tag, assets.registry, &biomes, Some(&tables)).ok_or("decode failed")?,
);
}
let decode_s = started.elapsed().as_secs_f64();
println!(
"{}",
serde_json::json!({"round": round, "load_s": load_s,
"inflate_nbt_s": nbt_s, "decode_s": decode_s})
);
}
if args.iter().any(|a| a == "--checksum") {
let mut hash = Sha256::new();
let mut light_loaded = 0;
for (pos, _, _) in &corpus {
let chunk = source
.load(pos.x, pos.z, assets.registry, &biomes)
.ok_or("load failed")?;
hash.update(pos.x.to_le_bytes());
hash.update(pos.z.to_le_bytes());
light_loaded += usize::from(chunk.light_loaded);
for section in &chunk.sections {
for i in 0..4096 {
hash.update(section.get(i).to_le_bytes());
hash.update([section.light(i)]);
}
for i in 0..64 {
hash.update(section.biomes.get(i).to_le_bytes());
}
}
}
println!(
"{}",
serde_json::json!({"blocks_biomes_light_sha256": format!("{:x}", hash.finalize()),
"light_loaded": light_loaded})
);
}
Ok(())
}
@@ -1,8 +1,7 @@
//! Replays `tools/test_ambient_sound_parity.py` scripts through Horizon's
//! ambient sound handlers over its `SoundEngine`:
//! `ambient_fixture ROOT INPUT OUTPUT`.
#[path = "audio_common/mod.rs"]
mod common;
use crate::audio_common as common;
use common::{Fake, d, f, flush};
use horizon_client::ambience::{Ambience, AmbientContext, AmbientSounds, Mood, bubble_column_in};
use horizon_client::sound_engine::{Bound, SoundEngine, TickContext, Ticking};
@@ -47,8 +46,8 @@ fn sounds(a: &[&str]) -> AmbientSounds {
}
}
fn main() {
let args: Vec<String> = std::env::args().collect();
pub fn main() {
let args: Vec<String> = crate::args().collect();
let mut engine = SoundEngine::new(SoundRegistry::load(std::path::Path::new(&args[1])));
engine.listening = true;
let mut backend = Fake::default();
@@ -50,8 +50,8 @@ fn particle(k: ArrowParticle) -> &'static str {
ArrowParticle::Splash => "splash",
}
}
fn main() -> Result<()> {
let args: Vec<_> = std::env::args().skip(1).collect();
pub fn main() -> Result<()> {
let args: Vec<_> = crate::args().skip(1).collect();
if args.len() != 3 {
return Err("usage: arrow_probe RESOURCES FIXTURE_DIRECTORY --describe|REFERENCE".into());
}
@@ -18,8 +18,8 @@ fn music(m: Option<&Music>) -> String {
})
}
fn main() {
let args: Vec<String> = std::env::args().collect();
pub fn main() {
let args: Vec<String> = crate::args().collect();
let root = std::path::Path::new(&args[1]);
let tables = MusicTables::load(root);
let ambient = AmbientTables::load(root);
@@ -24,8 +24,8 @@ fn db(v: &Value) -> f64 {
f64::from_bits(u64::from_str_radix(v.as_str().unwrap(), 16).unwrap())
}
fn main() -> Result<()> {
let args: Vec<_> = std::env::args().skip(1).collect();
pub fn main() -> Result<()> {
let args: Vec<_> = crate::args().skip(1).collect();
let [root, input, output, scene_json] = &args[..] else {
return Err("usage: auto_jump_probe RESOURCES INPUT OUTPUT SCENE_JSON".into());
};
@@ -118,8 +118,8 @@ fn status(s: ShulkerStatus) -> &'static str {
}
}
fn main() -> Result<()> {
let args: Vec<PathBuf> = std::env::args_os().skip(1).map(PathBuf::from).collect();
pub fn main() -> Result<()> {
let args: Vec<PathBuf> = crate::args_os().skip(1).map(PathBuf::from).collect();
let [root, inputs, output] = args.as_slice() else {
return Err("usage: block_entity_anim_fixture RESOURCES INPUTS OUTPUT".into());
};
@@ -110,8 +110,8 @@ fn intern(s: &str) -> &'static str {
}
}
fn main() -> Result<()> {
let args: Vec<PathBuf> = std::env::args_os().skip(1).map(PathBuf::from).collect();
pub fn main() -> Result<()> {
let args: Vec<PathBuf> = crate::args_os().skip(1).map(PathBuf::from).collect();
let [root, inputs, textures, output] = args.as_slice() else {
return Err("usage: block_entity_render_fixture RESOURCES INPUTS TEXTURES OUTPUT".into());
};
@@ -367,6 +367,7 @@ fn main() -> Result<()> {
lid: &|_| open,
sign: &|_| sign.as_ref(),
banner: &|_| layers.clone(),
skull: &|_| None,
glyph: &|c| atlas.glyph_cell(c),
};
let mut verts = Vec::new();
@@ -26,8 +26,8 @@ fn entity(name: &str) -> BlockEntity {
.unwrap_or_else(|| panic!("no block entity for {name}"))
}
fn main() {
let args: Vec<String> = std::env::args().collect();
pub fn main() {
let args: Vec<String> = crate::args().collect();
let input = std::fs::read_to_string(&args[1]).expect("input");
let mut out = String::new();
let mut entities = BlockEntities::default();
@@ -8,8 +8,8 @@ use std::{
io::{BufRead, BufReader, BufWriter, Write},
path::Path,
};
fn main() -> Result<(), Box<dyn std::error::Error>> {
let args: Vec<_> = std::env::args().collect();
pub fn main() -> Result<(), Box<dyn std::error::Error>> {
let args: Vec<_> = crate::args().collect();
let root = Path::new(&args[1]);
let assets = Assets::load(root)?;
let render = assets.reload(root)?;
@@ -51,8 +51,8 @@ impl Around for Column {
}
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(
args.get(1)
.ok_or("usage: block_transform_fixture RESOURCES INPUT OUTPUT")?,
@@ -16,8 +16,8 @@ use std::{
};
/// The stage sprite origin the cracks carry (the oracle compares the geometry and UVs only).
const STAGE: [f32; 2] = [0.25, 0.5];
fn main() -> Result<(), Box<dyn std::error::Error>> {
let args: Vec<_> = std::env::args().collect();
pub fn main() -> Result<(), Box<dyn std::error::Error>> {
let args: Vec<_> = crate::args().collect();
let root = Path::new(&args[1]);
let assets = Assets::load(root)?;
let render = assets.reload(root)?;
@@ -323,8 +323,8 @@ fn avatar(c: &Value, out: &mut impl Write) -> Result<()> {
Ok(())
}
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> Result<()> {
let args: Vec<String> = crate::args().collect();
let input = BufReader::new(File::open(&args[1])?);
let mut out = BufWriter::new(File::create(&args[2])?);
for (n, line) in input.lines().enumerate() {
@@ -70,8 +70,8 @@ fn describe(state: &BlockState) -> String {
format!("{}|{}", state.name, props.join(","))
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(
args.get(1)
.ok_or("usage: cauldron_fixture RESOURCES INPUT OUTPUT")?,
@@ -5,8 +5,9 @@
//! the oracle's JSON form.
//!
//! usage: chat_screen_fixture RESOURCES REGISTRIES CASES OUTPUT
use crate::pack_screen_fixture;
use horizon_client::{
chat::{ChatAction, ChatScreen, Commands},
chat::{ChatAbilities, ChatAction, ChatScreen, ChatVisibility, Commands},
command::vanilla,
hud::HudAtlas,
lang,
@@ -15,14 +16,11 @@ use horizon_client::{
use serde_json::{Value, json};
use std::{fmt::Write as _, fs, path::PathBuf};
use winit::keyboard::KeyCode as K;
#[path = "pack_screen_fixture.rs"]
#[allow(dead_code)]
mod pack_screen_fixture;
#[path = "chat_screen_fixture/registries.rs"]
mod registries;
fn main() -> horizon_client::Result<()> {
let args: Vec<PathBuf> = std::env::args_os().skip(1).map(PathBuf::from).collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<PathBuf> = crate::args_os().skip(1).map(PathBuf::from).collect();
let [root, registries, inputs, output] = args.as_slice() else {
return Err("usage: chat_screen_fixture RESOURCES REGISTRIES CASES OUTPUT".into());
};
@@ -55,6 +53,7 @@ fn main() -> horizon_client::Result<()> {
history.len(),
w,
h,
ChatAbilities::new(ChatVisibility::Full),
);
screen.auto_suggestions = case["autoSuggest"] == true;
let mut closed = false;
@@ -1,8 +1,8 @@
//! CloudRenderer face selection and mesh traversal, without a GPU.
use horizon_client::clouds;
use std::{fmt::Write, fs};
fn main() -> Result<(), Box<dyn std::error::Error>> {
let args: Vec<_> = std::env::args().collect();
pub fn main() -> Result<(), Box<dyn std::error::Error>> {
let args: Vec<_> = crate::args().collect();
let mut output = String::new();
for (case, line) in fs::read_to_string(&args[1])?.lines().enumerate() {
let values: Vec<i32> = line
@@ -132,8 +132,8 @@ fn tree(d: &Dispatcher, node: usize) -> Value {
v
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
if args.get(1).map(String::as_str) == Some("tree") {
let d = &vanilla::registered(false);
let mut v = tree(d, 0);
@@ -24,8 +24,8 @@ fn input_name(input: Input) -> &'static str {
}
}
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> Result<()> {
let args: Vec<String> = crate::args().collect();
let input = BufReader::new(File::open(&args[1])?);
let mut out = BufWriter::new(File::create(&args[2])?);
for (n, line) in input.lines().enumerate() {
@@ -11,8 +11,8 @@ use horizon_client::{
use serde_json::{Value, json};
use std::{fs, path::Path};
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let usage = "usage: creative_search_fixture RESOURCES CREATIVE_JSON VANILLA_JSON OUTPUT";
let names = Names::load(Path::new(args.get(1).ok_or(usage)?));
let creative = Creative::from_json(&serde_json::from_slice(&fs::read(
@@ -0,0 +1,49 @@
//! How the probe binary runs a probe. main.rs lists the probes and nothing else (tools/parity.py leaves it out of
//! the harnesses' dependencies); code every probe relies on goes here.
use std::process::ExitCode;
/// `probes! { a, b, }` declares the binary's `main`, which runs the probe module named by its first argument.
macro_rules! probes {
($($name:ident,)*) => {
fn run(name: &str) -> Option<std::process::ExitCode> {
use std::process::Termination;
Some(match name {
$(stringify!($name) => $name::main().report(),)*
_ => return None,
})
}
fn main() -> std::process::ExitCode {
dispatch::main(&[$(stringify!($name)),*], run)
}
};
}
/// The probe's command line as its own example saw it: the program, then the arguments after the probe's name.
pub fn args() -> std::vec::IntoIter<String> {
let mut args: Vec<String> = std::env::args().collect();
if args.len() > 1 {
args.remove(1);
}
args.into_iter()
}
/// args(), as OsStrings.
pub fn args_os() -> std::vec::IntoIter<std::ffi::OsString> {
let mut args: Vec<_> = std::env::args_os().collect();
if args.len() > 1 {
args.remove(1);
}
args.into_iter()
}
pub fn main(names: &[&str], run: fn(&str) -> Option<ExitCode>) -> ExitCode {
let name = std::env::args().nth(1).unwrap_or_default();
run(&name).unwrap_or_else(|| {
eprintln!(
"usage: client_probe <name> [arguments...]\nprobes: {}",
names.join(" ")
);
ExitCode::from(2)
})
}
@@ -14,8 +14,8 @@ fn d(v: f64) -> String {
format!("{:016x}", v.to_bits())
}
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> Result<()> {
let args: Vec<String> = crate::args().collect();
let mut out = BufWriter::new(File::create(&args[2])?);
for (n, line) in BufReader::new(File::open(&args[1])?).lines().enumerate() {
let c: Value = serde_json::from_str(&line?)?;
@@ -10,8 +10,8 @@ use horizon_client::{
};
use std::{fmt::Write as _, fs, path::Path};
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(
args.get(1)
.ok_or("usage: enchanting_fixture RESOURCES INPUT OUTPUT")?,
@@ -3,7 +3,7 @@
//! posed model with `mobs::render::draw` under the case's living-entity root
//! transform and writes each drawn part's packed vertex normals.
//!
//! cargo run --profile fast -p horizon-client --example entity_anim_fixture -- \
//! cargo run --profile fast -p horizon-client --example probe -- entity_anim_fixture \
//! RESOURCES VANILLA.jsonl OUT.jsonl
use horizon_client::mesher::Vertex;
use horizon_client::mobs::{
@@ -288,8 +288,8 @@ fn entity_state(mob: &mut Mob, species: Species, case: &Value) {
}
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().skip(1).collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().skip(1).collect();
let root = PathBuf::from(&args[0]);
let types = MobTypes::load(&root)?;
let animations = MobData::load_animations(&root);
@@ -61,8 +61,8 @@ fn species(id: &str) -> Species {
}
}
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> Result<()> {
let args: Vec<String> = crate::args().collect();
let input = BufReader::new(File::open(&args[1])?);
let mut out = BufWriter::new(File::create(&args[2])?);
for (n, line) in input.lines().enumerate() {
@@ -53,8 +53,8 @@ fn line(s: &LootStack) -> String {
out
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(
args.get(1)
.ok_or("usage: entity_death_loot_fixture RESOURCES INPUT OUTPUT")?,
@@ -13,8 +13,8 @@ fn d(v: f64) -> String {
format!("{:016x}", v.to_bits())
}
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> Result<()> {
let args: Vec<String> = crate::args().collect();
let mut out = BufWriter::new(File::create(&args[2])?);
for (n, line) in BufReader::new(File::open(&args[1])?).lines().enumerate() {
let c: Value = serde_json::from_str(&line?)?;
@@ -9,8 +9,8 @@ use horizon_client::{
};
use std::{collections::HashMap, fmt::Write as _, fs, path::Path};
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(
args.get(1)
.ok_or("usage: environment_fixture RESOURCES INPUT OUTPUT")?,
@@ -388,8 +388,8 @@ fn describe(m: &Mob, all: &[Mob], regs: &SpawnRegistries) -> String {
t.join(" ")
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(
args.get(1)
.ok_or("usage: finalize_spawn_fixture RESOURCES INPUT OUTPUT HALLOWEEN")?,
@@ -11,8 +11,8 @@ use std::{
io::{BufRead, BufReader, BufWriter, Write},
};
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> Result<()> {
let args: Vec<String> = crate::args().collect();
let input = BufReader::new(File::open(&args[1])?);
let mut out = BufWriter::new(File::create(&args[2])?);
for line in input.lines() {
@@ -4,8 +4,8 @@
use horizon_client::{enchant::Enchantments, item_data::parse_stack, item_tooltip::firework_lines};
use std::{error::Error, fmt::Write, path::PathBuf};
fn main() -> Result<(), Box<dyn Error>> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> Result<(), Box<dyn Error>> {
let args: Vec<String> = crate::args().collect();
let input = std::fs::read_to_string(&args[1])?;
let root = input
.lines()
@@ -458,8 +458,8 @@ impl HandWorld for ResetWorld<'_, '_> {
}
}
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> Result<()> {
let args: Vec<String> = crate::args().collect();
let input = BufReader::new(File::open(&args[1])?);
let mut out = BufWriter::new(File::create(&args[2])?);
for (n, line) in input.lines().enumerate() {
@@ -50,8 +50,8 @@ impl LimiterClock for Script {
}
}
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> Result<()> {
let args: Vec<String> = crate::args().collect();
let input = BufReader::new(File::open(&args[1])?);
let mut out = BufWriter::new(File::create(&args[2])?);
for (n, line) in input.lines().enumerate() {
@@ -291,8 +291,8 @@ fn key(c: &Value, out: &mut impl Write) -> Result<()> {
Ok(())
}
fn main() -> Result<()> {
let args: Vec<_> = std::env::args().skip(1).collect();
pub fn main() -> Result<()> {
let args: Vec<_> = crate::args().skip(1).collect();
let mut out = BufWriter::new(File::create(&args[1])?);
for line in BufReader::new(File::open(&args[0])?).lines() {
let c: Value = serde_json::from_str(&line?)?;
@@ -13,8 +13,8 @@ use horizon_client::{
use serde_json::Value;
use std::{fmt::Write as _, fs, path::Path};
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let usage = "usage: ghost_recipe_fixture RESOURCES CASES OUTPUT";
let root = Path::new(args.get(1).ok_or(usage)?);
let cases = fs::read_to_string(args.get(2).ok_or(usage)?)?;
@@ -2,7 +2,7 @@
use horizon_client::command::args::GameMode;
use horizon_client::items::{ItemStack, take_held_drop};
fn main() {
pub fn main() {
for mode in [
GameMode::Survival,
GameMode::Creative,
@@ -10,8 +10,8 @@ use serde_json::Value;
use std::path::Path;
use std::{fmt::Write as _, fs};
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let usage = "usage: hotbar_fixture RESOURCES CASES OUTPUT";
let items = Items::catalog(Path::new(args.first().and(args.get(1)).ok_or(usage)?))?;
let known = |id: &str| items.get(id).is_some();
@@ -20,8 +20,8 @@ type Result<T> = std::result::Result<T, Box<dyn std::error::Error>>;
#[path = "hud_fixture/kinds.rs"]
mod kinds;
fn main() -> Result<()> {
let args: Vec<PathBuf> = std::env::args_os().skip(1).map(PathBuf::from).collect();
pub fn main() -> Result<()> {
let args: Vec<PathBuf> = crate::args_os().skip(1).map(PathBuf::from).collect();
let [root, inputs, output] = args.as_slice() else {
return Err("usage: hud_fixture RESOURCES INPUTS OUTPUT".into());
};
@@ -306,6 +306,7 @@ fn chat(c: &Value, h: i32, atlas: &HudAtlas) -> Vec<GuiDraw> {
height_focused: option("chatHeightFocused"),
height_unfocused: option("chatHeightUnfocused"),
line_spacing: option("chatLineSpacing"),
colors: c["chatColors"].as_bool().unwrap_or(true),
};
for m in c["messages"].as_array().into_iter().flatten() {
// GuiMessageTag indicator colours: systemSinglePlayer and chatError.
@@ -318,6 +319,7 @@ fn chat(c: &Value, h: i32, atlas: &HudAtlas) -> Vec<GuiDraw> {
atlas,
comp(&m["text"]),
indicator,
horizon_client::chat::ChatSource::Client,
m["at"].as_u64().unwrap_or(0),
false,
);
@@ -11,8 +11,8 @@ fn number(v: &Value) -> f32 {
fn bits(v: f32) -> u32 {
if v.is_nan() { 0x7fc00000 } else { v.to_bits() }
}
fn main() -> Result<()> {
let args: Vec<_> = std::env::args().skip(1).collect();
pub fn main() -> Result<()> {
let args: Vec<_> = crate::args().skip(1).collect();
let mut out = BufWriter::new(File::create(&args[1])?);
for line in BufReader::new(File::open(&args[0])?).lines() {
let f: Value = serde_json::from_str(&line?)?;
@@ -82,8 +82,8 @@ impl TargetUseWorld for World {
}
}
fn main() -> Result<(), Box<dyn std::error::Error>> {
let args: Vec<_> = std::env::args().collect();
pub fn main() -> Result<(), Box<dyn std::error::Error>> {
let args: Vec<_> = crate::args().collect();
let input = std::io::BufReader::new(std::fs::File::open(&args[1])?);
let mut out = std::io::BufWriter::new(std::fs::File::create(&args[2])?);
for (i, line) in input.lines().enumerate() {
@@ -14,8 +14,8 @@ fn unhex(s: &str) -> Vec<u8> {
.collect()
}
fn main() {
let args: Vec<String> = std::env::args().collect();
pub fn main() {
let args: Vec<String> = crate::args().collect();
let cases = std::fs::read_to_string(&args[1]).unwrap();
let mut out = String::new();
let mut games: Vec<LanGame> = Vec::new();
@@ -2,7 +2,7 @@
//! server with Horizon's light engine and compare every SkyLight/BlockLight
//! value with the arrays vanilla stored.
//!
//! cargo run --profile fast -p horizon-client --example light_parity -- \
//! cargo run --profile fast -p horizon-client --example probe -- light_parity \
//! RESOURCES DIMENSION_DIR [--nether] [--chunks X0 Z0 X1 Z1]
use horizon_client::{
assets::Assets,
@@ -21,8 +21,8 @@ use std::{collections::HashMap, path::PathBuf};
type Arrays = HashMap<i32, (Option<Vec<u8>>, Option<Vec<u8>>)>;
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().skip(1).collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().skip(1).collect();
let root = PathBuf::from(
args.first()
.ok_or("usage: light_parity RESOURCES DIMENSION_DIR")?,
@@ -0,0 +1,53 @@
//! Lore tooltip companion for tools/test_lore_tooltip_parity.py: the spans
//! `item_tooltip::lore_texts` gives each stack (SNBT, one per line).
use horizon_client::{
item_data::parse_stack,
item_tooltip::{TooltipDisplay, lore_texts},
};
use std::{error::Error, fmt::Write};
pub fn main() -> Result<(), Box<dyn Error>> {
let args: Vec<String> = crate::args().collect();
let input = std::fs::read_to_string(&args[1])?;
let mut output = String::new();
for line in input
.lines()
.filter(|l| !l.is_empty() && !l.starts_with('#'))
{
let stack = parse_stack(line)?.ok_or("empty stack")?;
let display = TooltipDisplay::for_stack(&stack);
if !display.shows("minecraft:lore") {
writeln!(output, "-")?;
continue;
}
let lines = lore_texts(&stack);
if lines.is_empty() {
writeln!(output, "-")?;
continue;
}
let mut rendered = Vec::new();
for text in lines {
let mut spans = Vec::new();
for span in &text.spans {
if span.text.is_empty() {
continue;
}
let style = &span.style;
spans.push(format!(
"{}\t{}\t{}\t{}\t{}\t{}\t{}",
span.text,
style.color.map(|c| c as i32).unwrap_or(-1),
style.bold == Some(true),
style.italic == Some(true),
style.underlined == Some(true),
style.strikethrough == Some(true),
style.obfuscated == Some(true),
));
}
rendered.push(spans.join(" | "));
}
writeln!(output, "{}", rendered.join(" || "))?;
}
std::fs::write(&args[2], output)?;
Ok(())
}
@@ -0,0 +1,182 @@
//! Every horizon-client parity probe in one binary: `probe <name> [arguments]` runs `<name>.rs` as its own
//! example did (tools/test_*_parity.py, tools/oracle_harness.py, tools/audio_harness.py). Linking ~80 examples,
//! each with the whole client in it, was most of the parity job's probe build; one binary builds it once.
//!
//! This file only lists the probes, so that adding one reruns no harness: tools/parity.py leaves it out of
//! their dependencies. How a probe runs is in dispatch.rs.
#[macro_use]
mod dispatch;
use dispatch::{args, args_os};
mod ambient_fixture;
mod arrow_probe;
mod audio_attributes_fixture;
/// Sound-engine fakes the audio probes share.
mod audio_common;
mod auto_jump_probe;
mod block_entity_anim_fixture;
mod block_entity_render_fixture;
mod block_entity_tickers_fixture;
mod block_particles_fixture;
mod block_transform_fixture;
mod breaking_fixture;
mod camera_probe;
mod cauldron_fixture;
mod chat_screen_fixture;
mod cloud_fixture;
mod command_parse_fixture;
mod container_screen_probe;
mod creative_search_fixture;
mod emitter_particles_probe;
mod enchanting_fixture;
mod entity_anim_fixture;
mod entity_components_probe;
mod entity_death_loot_fixture;
mod entity_particles_probe;
mod environment_fixture;
mod finalize_spawn_fixture;
mod fire_starter_sound_probe;
mod firework_tooltip_fixture;
mod first_person_probe;
mod frame_limiter_probe;
mod game_loop_probe;
mod ghost_recipe_fixture;
mod held_drop_fixture;
mod hotbar_fixture;
mod hud_fixture;
mod input_probe;
mod interaction_input_fixture;
mod lan_probe;
mod light_parity;
mod lore_tooltip_fixture;
mod marker_particles_probe;
mod menu_fixture;
mod mipmap_probe;
mod mob_ai_probe;
mod mob_attributes_fixture;
mod music_fixture;
mod natural_spawn_fixture;
mod options_probe;
mod pack_resources_fixture;
mod pack_screen_fixture;
mod pack_selection_fixture;
mod particle_providers_probe;
mod pick_block_data_fixture;
mod place_recipe_fixture;
mod player_sync_fixture;
mod raid_fixture;
mod random_tick_sections_probe;
mod recipe_book_fixture;
mod recipe_book_render_fixture;
mod recipe_book_view_fixture;
mod recipe_fixture;
mod scene_collision_probe;
mod scene_motion_probe;
mod scoreboard_fixture;
mod screen_layout_fixture;
mod section_mesh_fixture;
mod server_files_probe;
mod situational_music_fixture;
mod skin_image_fixture;
mod sound_engine_fixture;
mod sound_event_fixture;
mod spawn_rules_fixture;
mod sprint_probe;
mod subtitle_fixture;
mod tab_list_fixture;
mod team_rules_fixture;
mod text_display_fixture;
mod toggle_keys_probe;
mod tooltip_display_fixture;
mod trading_fixture;
mod translucency_fixture;
mod weather_fixture;
mod world_border_render_fixture;
mod world_options_fixture;
probes! {
ambient_fixture,
arrow_probe,
audio_attributes_fixture,
auto_jump_probe,
block_entity_anim_fixture,
block_entity_render_fixture,
block_entity_tickers_fixture,
block_particles_fixture,
block_transform_fixture,
breaking_fixture,
camera_probe,
cauldron_fixture,
chat_screen_fixture,
cloud_fixture,
command_parse_fixture,
container_screen_probe,
creative_search_fixture,
emitter_particles_probe,
enchanting_fixture,
entity_anim_fixture,
entity_components_probe,
entity_death_loot_fixture,
entity_particles_probe,
environment_fixture,
finalize_spawn_fixture,
fire_starter_sound_probe,
firework_tooltip_fixture,
first_person_probe,
frame_limiter_probe,
game_loop_probe,
ghost_recipe_fixture,
held_drop_fixture,
hotbar_fixture,
hud_fixture,
input_probe,
interaction_input_fixture,
lan_probe,
light_parity,
lore_tooltip_fixture,
marker_particles_probe,
menu_fixture,
mipmap_probe,
mob_ai_probe,
mob_attributes_fixture,
music_fixture,
natural_spawn_fixture,
options_probe,
pack_resources_fixture,
pack_screen_fixture,
pack_selection_fixture,
particle_providers_probe,
pick_block_data_fixture,
place_recipe_fixture,
player_sync_fixture,
raid_fixture,
random_tick_sections_probe,
recipe_book_fixture,
recipe_book_render_fixture,
recipe_book_view_fixture,
recipe_fixture,
scene_collision_probe,
scene_motion_probe,
scoreboard_fixture,
screen_layout_fixture,
section_mesh_fixture,
server_files_probe,
situational_music_fixture,
skin_image_fixture,
sound_engine_fixture,
sound_event_fixture,
spawn_rules_fixture,
sprint_probe,
subtitle_fixture,
tab_list_fixture,
team_rules_fixture,
toggle_keys_probe,
tooltip_display_fixture,
text_display_fixture,
trading_fixture,
translucency_fixture,
weather_fixture,
world_border_render_fixture,
world_options_fixture,
}
@@ -22,8 +22,8 @@ use std::{
sync::Arc,
};
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(".local/horizon-client/26.3");
let assets = Assets::load(root)?;
let facts = BlockFacts::load(root, assets.registry)?;
@@ -49,7 +49,7 @@ fn main() -> Result<()> {
}
}
}
let mut engine = ParticleEngine::new(root, &HashMap::new());
let mut engine = ParticleEngine::new(root, &HashMap::new(), &Default::default());
let mut out = BufWriter::new(File::create(&args[2])?);
for line in BufReader::new(File::open(&args[1])?).lines() {
let case: Value = serde_json::from_str(&line?)?;
@@ -58,11 +58,12 @@ fn state(menu: &Menu) -> String {
.map(|(slot, stack)| format!("{slot}:{}", canon_stack(stack.as_ref())))
.collect();
let line = format!(
"{} | {} |{data} | {} | {}",
"{} | {} |{data} | {} | {} | {}",
slots.join(" "),
canon_stack(menu.carried.as_ref()),
menu.drops.join(";"),
equipped.join(";")
equipped.join(";"),
menu.player_sounds.join(";")
);
if menu.kind() != Kind::Lectern {
return line;
@@ -74,8 +75,8 @@ fn state(menu: &Menu) -> String {
format!("{line} | inv{items}")
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(
args.get(1)
.ok_or("usage: menu_fixture RESOURCES INPUT OUTPUT")?,
@@ -168,9 +169,11 @@ fn main() -> horizon_client::Result<()> {
cooking_timer: menu.data[2],
cooking_total: menu.data[3],
speed: 1.0,
recipes_used: Default::default(),
});
menu.drops.clear();
menu.equipped.clear();
menu.player_sounds.clear();
out += &format!("init {}\n", state(&menu));
for op in case["ops"].as_array().ok_or("ops")? {
let slot = op[0].as_i64().unwrap_or(0) as i32;
@@ -4,8 +4,8 @@
//! rows like VanillaMipmapOracle.
use std::{fmt::Write as _, fs, path::Path};
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().skip(1).collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().skip(1).collect();
let input = fs::read_to_string(&args[0])?;
let mut lines = input.lines();
let root = Path::new(lines.next().ok_or("no resources root")?);
@@ -293,6 +293,47 @@ fn spawn_seed(index: usize) -> i64 {
1000 + 7919 * index as i64
}
/// `Villager.spawnGolemIfNeeded` for villager `a`, the game's way: the golem
/// draws from the level's random and joins the scenario's mobs next tick,
/// seeded as the oracle seeds what a tick spawned.
fn summon_golem(
mobs: &mut [Mob],
a: usize,
needed: usize,
w: &MobWorld,
types: &MobTypes,
born: &mut Vec<Mob>,
level_random: &mut LegacyRandom,
) {
use horizon_client::mobs::{villager, villager_brain};
let Some(near) = villager::golem_summoners(mobs, a, w.game_time, needed) else {
return;
};
let kind = Arc::new(
types
.types
.get("minecraft:iron_golem")
.expect("iron golem")
.clone(),
);
let index = mobs.len() + born.len();
let p = mobs[a].position;
let start = [p.x.floor() as i32, p.y.floor() as i32, p.z.floor() as i32];
let golem = villager::summon_golem(w, start, level_random, |random, at, yaw| {
let mut m = Mob::new(100_000 + index as u32, kind.clone(), at, yaw);
villager::finalize_summoned_golem(&mut m, random);
m
});
let Some(mut golem) = golem else {
return;
};
golem.random = LegacyRandom::new(spawn_seed(index));
born.push(golem);
for j in near {
villager_brain::golem_detected(&mut mobs[j], w.game_time);
}
}
/// Villager events that act at once in vanilla (`TradeWithVillager` and
/// `VillagerMakeLove` write the other villager directly).
fn villager_events(
@@ -304,6 +345,7 @@ fn villager_events(
items: &Items,
born: &mut Vec<Mob>,
day_time: i64,
level_random: &mut LegacyRandom,
) {
use horizon_client::mobs::villager;
let index = |mobs: &[Mob], id: u32| {
@@ -314,6 +356,7 @@ fn villager_events(
while i < events.len() {
match events[i] {
MobEvent::VillagerMeet { mob, other } => {
events.remove(i);
if let (Some(a), Some(b)) = (index(mobs, mob), index(mobs, other)) {
let meeting = villager::meet(mobs, a, b, w.game_time, |item| {
items.get(item).map_or(64, |i| i.max_stack)
@@ -322,8 +365,16 @@ fn villager_events(
meeting.thrown.is_empty(),
"villagers toss items: not modelled here"
);
if meeting.gossiped {
summon_golem(mobs, a, 5, w, types, born, level_random);
}
}
}
MobEvent::GolemCheck { mob, needed } => {
events.remove(i);
if let Some(a) = index(mobs, mob) {
summon_golem(mobs, a, needed, w, types, born, level_random);
}
}
MobEvent::VillagerBirth {
parent,
@@ -547,6 +598,7 @@ fn print(out: &mut String, t: i32, i: usize, m: &Mob, player_down: bool, now: i6
let _ = writeln!(out, " removed {reason}");
return;
}
let _ = write!(out, "\tleashed {}", u8::from(m.extra.leash.is_some()));
let p = m.position;
let v = m.velocity;
let _ = write!(
@@ -759,8 +811,8 @@ fn villager(m: &Mob) -> String {
s
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().skip(1).collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().skip(1).collect();
if args.len() != 3 {
return Err("usage: mob_ai_probe RESOURCES SCENARIOS OUTPUT".into());
}
@@ -926,6 +978,7 @@ fn main() -> horizon_client::Result<()> {
}
// Set once the brain exists (below).
x if x.starts_with("cooldown=") => {}
"dead" => m.health = 0.0,
"leashed" => m.extra.leash = Some(horizon_client::mobs::leash::Holder::Player),
x if x.starts_with("leashto=") => {
let n: u32 = x[8..].parse().unwrap();
@@ -1046,6 +1099,7 @@ fn main() -> horizon_client::Result<()> {
}
};
}
let mut dropped_leads = 0;
for t in 1..=s.ticks {
world.game_time += 1;
if s.daycycle {
@@ -1157,6 +1211,16 @@ fn main() -> horizon_client::Result<()> {
if !alive {
m.removed = true;
}
// Apply the same detach/drop event as Game::break_leash.
for event in &events[from..] {
if let MobEvent::LeashBreak { mob, drop, .. } = event
&& let Some(m) = mobs.iter_mut().find(|m| m.id == *mob)
&& horizon_client::mobs::leash::remove(m).is_some()
&& *drop
{
dropped_leads += 1;
}
}
horizon_client::mobs::apply_brain_events(&mut mobs, &mut events, from);
villager_events(
&mut mobs,
@@ -1167,6 +1231,7 @@ fn main() -> horizon_client::Result<()> {
&items,
&mut born,
s.time,
&mut scratch,
);
horizon_client::mobs::warden::hear_mob_events(&mut mobs, &events, from, &w);
// Melee hits on other mobs land during the attacker's tick
@@ -1323,6 +1388,31 @@ fn main() -> horizon_client::Result<()> {
world.set(at[0], at[1], at[2], registry.resolve(&st)?)?;
}
}
// Doors villagers opened or closed (DoorBlock.setOpen), both halves.
let doors: Vec<([i32; 3], bool)> = events
.iter()
.filter_map(|e| match e {
MobEvent::SetDoorOpen { pos, open } => Some((*pos, *open)),
_ => None,
})
.collect();
for (at, open) in doors {
let Some(half) = registry
.state(world.block(at[0], at[1], at[2]))
.and_then(|s| s.properties.get("half").cloned())
else {
continue;
};
let other = if half == "lower" { 1 } else { -1 };
for y in [at[1], at[1] + other] {
if let Some(mut st) = registry.state(world.block(at[0], y, at[2])).cloned()
&& st.properties.contains_key("open")
{
st.properties.insert("open".to_owned(), open.to_string());
world.set(at[0], y, at[2], registry.resolve(&st)?)?;
}
}
}
mobs.append(&mut born);
mobs.append(&mut added);
for e in &heart_events {
@@ -1350,6 +1440,9 @@ fn main() -> horizon_client::Result<()> {
world.game_time,
);
}
if s.name.starts_with("leash_death_") {
let _ = writeln!(out, "{t} leads {dropped_leads}");
}
for e in &events {
if let MobEvent::Sound(name, _, volume, pitch) = e {
let _ = writeln!(
@@ -6,8 +6,8 @@ use horizon_client::mobs::{Mob, MobTypes};
use horizon_core::geometry::Vec3;
use std::{fmt::Write as _, fs, path::Path, sync::Arc};
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(
args.get(1)
.ok_or("usage: mob_attributes_fixture RESOURCES OUTPUT")?,
@@ -1,7 +1,6 @@
//! Replays `tools/test_music_parity.py` scripts through Horizon's
//! `MusicManager` over its `SoundEngine`: `music_fixture ROOT INPUT OUTPUT`.
#[path = "audio_common/mod.rs"]
mod common;
use crate::audio_common as common;
use common::{Fake, describe, f, flush};
use horizon_client::music::{Music, MusicFrequency, MusicManager};
use horizon_client::sound_engine::{Bound, MUSIC, SoundEngine, TickContext};
@@ -21,8 +20,8 @@ fn music(spec: &str) -> Option<Music> {
))
}
fn main() {
let args: Vec<String> = std::env::args().collect();
pub fn main() {
let args: Vec<String> = crate::args().collect();
let mut engine = SoundEngine::new(SoundRegistry::load(std::path::Path::new(&args[1])));
engine.listening = true;
let mut backend = Fake::default();
@@ -508,8 +508,8 @@ fn yaw_text(entity: &str, v: f32) -> String {
}
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(
args.get(1)
.ok_or("usage: natural_spawn_fixture RESOURCES INPUT OUTPUT")?,
@@ -7,8 +7,8 @@ use horizon_client::{
};
use std::{fs, io::Write};
fn main() -> Result<()> {
let args: Vec<_> = std::env::args().skip(1).collect();
pub fn main() -> Result<()> {
let args: Vec<_> = crate::args().skip(1).collect();
let mut names: Vec<_> = fs::read_dir(&args[0])?
.map(|e| e.map(|e| e.path()))
.collect::<std::io::Result<_>>()?;
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