chexit
ac866d64a0
Record acoustic fixture results and ship source notices with game bundles ( #96 #102 )
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build / mod (push) Failing after 18s
Co-Authored-By: Codex <noreply@openai.com >
2026-11-02 21:33:59 +03:00
chexit
5620347ffe
Add three art pilots and derive chassis envelopes from final models ( #115 #114 )
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Keep authored JSON separate from generated output. Export rotated model bounds for SDK-free navigation and check grazing voxel corners. Include unretouched in-game before/after captures and explicit art/performance limits; pilots are an intermediate pass, not completion of the full asset set.
Co-Authored-By: Codex <noreply@openai.com >
2026-11-02 21:33:59 +03:00
chexit
4a3500fdc0
Install the pinned raster generator dependency in CI ( #92 )
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Co-Authored-By: Codex <noreply@openai.com >
2026-11-02 21:06:00 +03:00
chexit
dedb0213c7
Validate the actual hmod in the pinned host sandbox ( #102 )
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build / mod (push) Failing after 19s
Keep runtime compilation in an opt-in CI tier; run asset consistency on regular builds. Sandbox checks do not substitute for GPU, capture or maximum-scenario budgets.
Co-Authored-By: Codex <noreply@openai.com >
2026-11-02 21:01:07 +03:00
chexit
657d8f16c6
Separate authored assets and install generated output transactionally ( #92 )
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Co-Authored-By: Codex <noreply@openai.com >
2026-11-02 01:19:51 +03:00
chexit
4761ae7d70
Pin the standalone Horizon fork as a submodule ( #104 )
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Replace patch-stack reconstruction with safe pinned initialization and legacy checkout migration; use an engine-local packer and write artifact identities.
Co-Authored-By: Codex <noreply@openai.com >
2026-11-02 01:09:21 +03:00
chexit
cd3c4ed76d
Separate live and replay worlds, refresh acoustic lifecycle ( #105 #110 #111 #112 )
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build / mod (push) Successful in 8m39s
Co-Authored-By: Kimi <noreply@moonshot.ai >
2026-11-01 02:34:39 +03:00
chexit
57a5426e65
Strikes on launch sites, command map and placement editor, fire doctrines, ground routes, acoustics switch and reverb
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build / mod (push) Successful in 4m13s
#101 : radars locate sites from launches, /airdef sites, /airdef strike; sites launch slower (15/25/50 ticks) so a strike can come in time. #48 : M opens the map on the network's picture, with an editor. #47 : guard, sector, reserve and salvo per system. #94 : vehicles route round slopes and water and say when they cannot get through. #96 : reverb, and a menu switch for the acoustics. #92 : generated files are validated before the swap, repo map.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-31 00:59:03 +03:00
chexit
ccc3e20902
Playtest fixes: smoke by engine, searchlights, far launch sites that load their chunks, air defence balance, last chance and radar-cued shots, radars in smart raids, echo, Windows release build from a tag
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build / mod (push) Successful in 4m4s
release / windows (push) Successful in 23m13s
Smoke: one rule by engine, no heat on trails, no trail on P1-SUN. Searchlights: two lamps a target, off with an empty sky. Halos fade before their reach and their sum is limited. Launch sites load chunks through the server thread, go off-map as a last resort, and reach 4000 blocks. Air defence: ranges x1.5, shots grow with urgency, claims released, /airdef lastchance, long shots on a big radar's tracks. Build: rust-toolchain.toml, airdef.py check, generator manifest and --check.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-30 23:44:14 +03:00
chexit
5003376e70
Acoustics stage 1: mod plays near sounds when the engine muffles, band-energy check tool ( #96 , fork patch 39)
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build / mod (push) Successful in 3m52s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-30 22:09:23 +03:00
chexit
ab6b61db59
Acoustics porting plan from Sound Physics Remastered 453654e ( #96 stage 1)
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build / mod (push) Successful in 3m52s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-30 15:54:01 +03:00
chexit
4d4e1682f5
Windows build: patches and the fork keep LF, packer rebuilt when the fork changes; install notes
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build / mod (push) Successful in 3m52s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-30 15:49:57 +03:00
chexit
3265eb63d2
HD: coloured shadows, rain ripples, film motion blur and depth of field (fork patch 34)
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build / mod (push) Successful in 3m46s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-30 15:01:09 +03:00
chexit
438d68d50f
Replays show SAMs and the world as it was at raid time, film clock for exports; clouds and fog polish; shared texture generator, new missile bodies, octagonal wheels, tracked sides, charred wrecks ( #55 part 1) (fork patch 33)
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build / mod (push) Successful in 3m54s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-30 14:30:39 +03:00
chexit
76f680eba6
Searchlights with real spot lights and volumetric beams ( #60 ); replay director: several angles per event, slow-motion kills, /airdef replay film and export to MP4 ( #58 ) (fork patch 32)
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build / mod (push) Successful in 3m32s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-30 09:28:13 +03:00
chexit
8a12225ba1
Replays in full HD with shader effects driven by the recording ( #56 ), recorded clock survives gaps ( #57 ), cinematic intercepts: layered sound with travel delay, big flash, light burst, exposure punch, shock ring ( #51 ) (fork patch 31)
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build / mod (push) Successful in 3m21s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-30 03:59:47 +03:00
chexit
f43fa5ee66
Clouds occlude by depth, world-anchored noise, visual-only replay time (fork patch 29; #67 , #68 , #70 )
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build / mod (push) Successful in 3m29s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-30 03:26:10 +03:00
chexit
5f8bff31b9
Smoke and trails from the mod ( #54 ), materials, wetness and wind in HD (fork patch 28); collisions and guidance: unknown is not clear ( #61 ), cache invalidation and ageing ( #62 , #64 ), exact rays for partial blocks ( #63 ), raids use the accuracy profiles ( #65 ), interceptors guide on tracks and seekers ( #66 ), fires and their effects bounded ( #69 )
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build / mod (push) Successful in 3m20s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-30 03:17:11 +03:00
chexit
9075717872
HD split into modules ( #45 , fork patch 26); clouds no longer jump at x or z = 0 (patch 27)
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build / mod (push) Successful in 3m21s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-29 23:22:19 +03:00
chexit
e3148bf458
HD render fixes (#35-#39, #41 ) and replay time of day ( #57 ) (fork patch 25); radar scan cycles with ageing tracks ( #46 ), damage to individual system parts ( #50 ), long-lasting fires ( #52 )
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build / mod (push) Successful in 3m22s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-29 22:56:15 +03:00
chexit
8065f2225c
Sunsets, volumetric clouds and fog in HD (fork patch 23, #53 ); missiles and drones collide with the world through new world queries (patch 24, API level 12; #42 , #43 ); a direct hit destroys a system, strikes scatter by kind with a small miss chance ( #49 , #59 )
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build / mod (push) Successful in 3m24s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-29 21:44:59 +03:00
chexit
e33daac636
HD sky, atmosphere and warmer soft sunlight; lighter rippled water (fork patch 21); doc updated
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build / mod (push) Successful in 3m20s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-29 18:38:20 +03:00
chexit
661c852bbf
HD water darker, without the vanilla texture (fork patch 20)
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build / mod (push) Successful in 3m18s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-29 17:56:05 +03:00
chexit
428713d4bc
HD water: reflections, refraction, depth colour, sun glint (fork patch 19); doc updated
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build / mod (push) Successful in 3m22s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-29 17:47:52 +03:00
chexit
5839da129a
HD: temporal upscaler and the near-shadow flicker fixed (fork patch 18); doc updated
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build / mod (push) Successful in 3m17s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-29 17:20:08 +03:00
chexit
ab4a7899af
TAA and cheaper shadows in HD (patch 16), model handles in the mod API so the mod sends no model names each tick (patch 17, #30 ); doc updated
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build / mod (push) Successful in 3m25s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-29 17:02:30 +03:00
chexit
65dd84646a
docs: HD renderer architecture, status and plan, kept up to date for handover
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build / mod (push) Successful in 3m20s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-29 16:55:15 +03:00
chexit
67a2a523b4
P2/P3 issues: network-fed launchers priced into smart routes ( #4 ), stable blast light ids ( #15 ), retargeted smart drones replanned round the defences ( #21 ), sim tick without per-unit clones and linear scans ( #26 ), ground cache swept rarely ( #31 ), Oreshnik pieces keep their sector ( #32 ), drives with acceleration and fire only once aimed ( #33 ), radar monitor range ( #19 ), delayed sound volume ( #22 ), world change clears transient state ( #23 ), score line always shown ( #24 ), replay map without full paths ( #25 ), text fit by bisection ( #27 ), docs ( #29 ), glow occlusion by ray distance ( #14 ), blasts composited nearest first ( #16 )
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build / mod (push) Successful in 2m26s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-29 16:28:24 +03:00
chexit
1ba57ee465
CI: only the mod on push (1 job, low priority); the game on demand, refused when the disk is low
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build / mod (push) Successful in 5m9s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-29 12:01:08 +03:00
chexit
0b9d7d2942
CI: Gitea-compatible artifacts and cache; macOS/Windows builds as a manual workflow
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build / mod (push) Successful in 8m48s
build / game-linux (push) Failing after 17m56s
build / release (push) Has been skipped
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-28 19:24:26 +03:00
chexit
a6a13003c2
AirDef: drones and air defence for a Horizon fork
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build / mod (push) Failing after 5m36s
build / game-linux (push) Has been skipped
build / game-macos (push) Has been cancelled
build / game-windows (push) Has been cancelled
build / release (push) Has been cancelled
The mod (airdef-mod/), its generated models and sounds, the fork's patches
over upstream Horizon (horizon-patches/, HORIZON_COMMIT), a cross-platform
build/install/run script (tools/airdef.py), CI that builds and releases on
every push (.gitea/workflows/build.yml) and a setup guide (docs/INSTALL.md).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-28 19:16:52 +03:00