🤖 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.
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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) <noreply@openai.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
- `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 <noreply@anthropic.com>
- `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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
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 <noreply@anthropic.com>