Commit Graph

370 Commits

Author SHA1 Message Date
Ludovic Marie 210a6f5ddd Controllers: focus follows scrolled lists, clipped targets, pad status shows focus
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 03:10:15 +02:00
Ludovic Marie 186cf8c320 Merge pull request #251 from ludovic111/feat/telemetry-server
Opt-in data collection (4/5): the ingest server (SQLite, rollups, retention, aggregate endpoint)
2026-10-15 03:04:31 +02:00
Ludovic Marie f12578238e Merge pull request #248 from ludovic111/feat/telemetry-consent
Opt-in data collection (1/5): consent, payloads, outbox and a gated uploader
2026-10-15 03:01:26 +02:00
Ludovic Marie 12c1af0261 Opt-in data collection (4/5): the ingest server
crates/horizon-telemetry-server, its own workspace like the launcher's (the
game's workspace never builds a web server):
- POST /v1/batch (zstd, decoded and checked by horizon-telemetry), DELETE
  /v1/installs/<id>, GET /v1/aggregate (cached 10 min, CORS for the website),
  GET /healthz.
- SQLite: machine descriptions stored once, one row of columns per session
  with 80-byte summary blobs, zstd bodies for crash/bug/benchmark, daily totals
  rebuilt when a day changes and kept after raw rows expire (180 days). About
  190 bytes per session on disk.
- Per-address token bucket (addresses in memory only), per-install daily cap,
  groups under 5 install-days hidden from the totals.
- Tests: refusals, rate limit, daily cap, deletion (rows and totals), retention,
  storage size, and end to end with the launcher's uploader.
- Dockerfile and a path-filtered CI workflow.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 02:53:59 +02:00
Ludovic Marie 89b58991bb Merge pull request #246 from rdbtCVS/perf/save-batch-entity-grouping-20261014
perf: group block entities once per save batch
2026-10-15 02:38:17 +02:00
Ludovic Marie 43138159b2 Opt-in data collection (1/5): consent, payloads, outbox and a gated uploader
horizon-telemetry, shared by the launcher, the game and the ingest server:
- consent.json in the game folder: four switches, all off until the player
  answers, a consent version that re-asks when what is collected changes, the
  answer's time, and a random install ID made at the first yes.
- Payloads: perf summaries (percentiles + 14 frame-time buckets from a
  fixed-size Timings recorder), crash and bug reports, and benchmark reports
  carried as docs/benchmark-report.md defines them; size caps per kind.
- A scrubber for user folders, user names, e-mail and IP addresses, UUIDs and
  caller-known private terms.
- The outbox: only allowed kinds get in, daily caps, 200 items / 2 MiB.
- zstd batches with bounded decoding; the uploader re-reads the consent and
  drops withdrawn items before connecting, backs off and caps batches a day.
- tests/consent_gating.rs: a local mock server sees zero connections with the
  consent missing, outdated or withdrawn.

No server is set (DEFAULT_ENDPOINT is None): nothing is sent yet.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 02:21:13 +02:00
rdbtCVS 34628c1471 perf: group block entities once per save batch 2026-10-15 01:07:56 +01:00
Ludovic Marie 8df59b96a9 Merge pull request #243 from rdbtCVS/perf/visibility-shortcuts-20261014
perf(mesher): short-circuit section visibility flood fills
2026-10-15 02:06:31 +02:00
Ludovic Marie 142b8da33e Merge pull request #236 from ludovic111/feat/pr-ready
pr_ready: one self-check for agents and contributors, CONTRIBUTING.md and a PR template
2026-10-15 02:04:01 +02:00
rdbtCVS 90f84ac10d perf(mesher): short-circuit section visibility flood fills 2026-10-15 00:45:44 +01:00
Ludovic Marie fa8056e172 Merge pull request #226 from ludovic111/feat/rust-edition-title
Title screen: "RUST EDITION" under the logo
2026-10-15 01:16:08 +02:00
Ludovic Marie 48c85fa19f Add tools/pr_ready.py, CONTRIBUTING.md and a pull request template
pr_ready is the one self-check to run before asking for review: from the
files a branch changes it runs rustfmt, clippy with warnings denied, the
tests of the touched crates (mapped through cargo metadata), the launcher's
own workspace when it is affected, the tokens.css check, the Cargo.lock
rule, the Python tests and the public-tree check, and the vanilla harnesses
the change can affect, picked by tools/parity.py exactly as CI's parity job
picks them. It runs locally or on a fleet machine through ~/fleet/rbuild;
on the Mac mini the harnesses use the parity runner's own workspace and
scripts. It prints one Markdown block for the pull request body and exits
non-zero on any failure.

tools/parity.py gains --changed-files for copies without Git history, and
tools/ci/vanilla-data.sh accepts the preparation key from outside.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 01:13:39 +02:00
Ludovic Marie 7a07251acf CI disk: short artifact retention, runner cleanup, sccache on the Mac runners
Releases now ship as often as changes land, so nothing they leave behind may
grow without bound. Workflow uploads keep 3 days (nightly parity logs 7); the
releases carry their own assets.

tools/ci/runner-gc.sh, run every 6 hours by launchd on the Mac mini from a copy
of main, skips a runner in a job, removes a checkout's cargo build folders past
12 GB and harness work folders under .local/ untouched for 3 days, and keeps the
2 newest shared preparations while no runner works. The runners build through
the machine's sccache, so what it removes comes back from the cache.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 01:05:59 +02:00
Ludovic Marie 86e0e122f4 Release train: ship every settled player-facing change, no 3-hour gap
Ludovic wants releases as often as changes land. A kind now releases when
player-facing pull requests merged since its last release and the newest of
them merged 15 minutes ago (a burst of merges becomes one release), or the
oldest an hour ago when merges never pause; release-now still ships at once.
There is no minimum time between releases. The scheduled checks run every 10
minutes (game at :02, launcher at :07) so a settled release goes out without
another merge.

Release titles keep proper nouns (Horizon's mark, Microsoft, LAN, ...) when
they lowercase the clauses after the first.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 01:01:26 +02:00
Ludovic Marie 8f3f72c7ef Title screen: "RUST EDITION" under the logo
The classic title screen's banner now reads "RUST EDITION". It is rebuilt
at load time from the player's own textures/gui/title/edition.png:
"EDITION" is kept column for column, the "T" is lifted out of it, and R, U
and S are Horizon's own glyphs (rectangles in title_edition.rs) drawn the
way the texture's letters are built, in shades sampled from it. "RUST"
spans "JAVA"'s columns, so the banner stays centred. Only vanilla 26.3's
exact texture (pixel fingerprint) is rebuilt: a resource pack's banner is
left as drawn. No Mojang pixels are added to the repository.

The logo and banner are now blitted as LogoRenderer does: the logo's top
44 of 64 rows and the banner's top 14 of 16 rows at y = 30 + 44 - 7
(the banner was 20 px too low and squeezed 16 rows into 14).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 00:54:50 +02:00
Ludovic Marie 8a95aa79a7 Website and README: the round-2 menus and launcher screenshots
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 00:08:40 +02:00
Ludovic Marie cd39680534 Show the new launcher and menus on the website and in the README
The README banner is redrawn in the new design (docs/media/banner.html), and the launcher and
menu screenshots (README and website) are the restyled ones. The website's launcher section
gains a Launcher tab: its screenshots no longer show the old background, whose licence was
never confirmed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 00:08:40 +02:00
Ludovic Marie 2094fb58ad Describe the game menus' sidebar and plates as built
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 00:08:40 +02:00
Ludovic Marie a248e9242a Ship the launcher as Horizon.app in a .dmg, and in Linux's menus
macOS: packaging/macos/package.sh (run by launcher.yml) builds Horizon.app (Info.plist, bundle
id dev.horizon.launcher, macOS 11+, the .icns), signs it ad hoc, and makes the two release
assets: horizon-launcher-macos-arm64.dmg, the installer (the app and an Applications link over
a background, laid out by dmgbuild without a GUI), and the .zip the launcher updates from. A
launcher inside the app replaces the whole bundle: copied beside it with ditto, swapped in by
renames, restarted; a bare binary, as older launchers are, still finds its binary in the zip.
A macOS test zips, unpacks, swaps and re-verifies a signed bundle. Signing for real is a
MACOS_SIGN_IDENTITY away (packaging/macos/README.md, with what Gatekeeper asks meanwhile).

Linux: release builds keep horizon-launcher.desktop (with the binary's current path),
horizon.desktop (hidden, for the game window's icon) and the hicolor icons under
$XDG_DATA_HOME, without root; `horizon-launcher desktop-entry --remove` takes them out and
stops it, `desktop-entry` puts them back.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 00:08:40 +02:00
Ludovic Marie fcbbff26a7 Give Horizon a mark, and its icon everywhere
The mark is an H whose crossbar is the horizon: a violet line edge to edge, the stems above it
and their reflection below at a third, on whole units of a 16-unit grid so it stays sharp at
16 px. docs/media/brand holds the SVG masters (square icon, macOS tile, avatars, the mark for
light and dark backgrounds), the two alternatives that were shown with it, the GitHub social
preview and the Discord banner, and a README of what goes where and how to upload what only
Ludovic's accounts can.

`cargo run -p xtask -- icons` renders the masters (rsvg-convert) and packs, in plain Rust:
packaging/icons/horizon.ico and horizon.icns, Linux's hicolor icons 16–512 and the scalable
SVG, the game's run-time window icon, the avatars and the website's favicons.
packaging/linux has .desktop entries for the launcher and the game.

On Windows, build.rs embeds the .ico as icon resource 1 in horizon-client (and its tools) and
horizon-launcher (winresource, a Windows-only build dependency); gpui loads that resource as
the launcher's window icon. The game window sets the icon itself (X11, Windows) and names
itself `horizon` on Wayland so the desktop entry matches.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 00:08:40 +02:00
Ludovic Marie 7d26cb0a5b Hold the game menus' text to AA over the brightest backdrops
The veil goes to 0.90 (0.80 on the title's home page, which keeps to ink and ink_soft), and
muted text over the backdrop is lifted to #9fa3ae; a test checks every pair over a backdrop of
luminance 0.77 (the snowiest title panorama measured reaches 0.49), bare and on a row's plate.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 00:08:22 +02:00
Ludovic Marie 1a730659f0 Add a design system: one set of tokens for the launcher, menus and website
docs/design-system.md describes the new design language (after mkdir.directory: type as the
interface, numbered index lists with hairline rules, one violet accent, space instead of
borders, quiet motion, a faint wordmark) and its tokens, components, surfaces and mark.

crates/horizon-theme now holds the whole system: the two palettes (cool neutrals, light and
dark, each text colour checked against WCAG AA on every background by a test), the type scale
with web sizes, spacing, radii, rules, control heights and motion with CSS easing curves.
Instrument Serif is gone; display type is Geist at medium weight.

`cargo run -p xtask -- tokens` writes website/src/tokens.css from the crate, and a test fails
when the file is out of date. The launcher and the game's menus read the new names through
small adapters; the restyles follow in their own changes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 00:08:22 +02:00
Ludovic Marie ce9c1d3a5c Auto-reconnect: never after account session refusals, retry when session servers are down
Classifies the online-mode login outcomes from #161: invalid session,
banned from playing online, multiplayer disabled, no account signed in
and the server failing to verify the username are never retried;
unreachable session servers (the client's or the server's) are. A retry
of an online-mode server joins with the account held in memory for the
whole run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 22:41:14 +02:00
Ludovic Marie 35120b0e91 Merge pull request #135 from ludovic111/feat/extras-core
Horizon extras: zoom, FPS counter, keystrokes and the Extras page (off by default)
2026-10-14 22:38:01 +02:00
Ludovic Marie beac11eaa5 Nightly parity audit on the Mac mini, with an issue per regressed harness
nightly.yml runs every harness from scratch on main at 03:00 Paris time on the Mac mini's runner, after
preparing the resources again if the preparer changed. tools/ci/parity_issues.py compares the results with
the previous audit: a harness that passed and now fails gets one issue labelled parity-regression (an open
one is commented on), and an issue closes when its harness passes again. The bugs session picks them up.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 22:18:31 +02:00
Ludovic Marie fa61f262c3 launcher: automatic releases, the version built in from the tag
launcher.yml releases the launcher by itself: after a push to main that changes launcher/,
crates/horizon-prepare or crates/horizon-theme, hourly, and by hand, with the game's rules
(tools/release_train.py decide --kind launcher: player-facing pull requests and a 3-hour cooldown,
release-now, skip-release, RELEASES_PAUSED). launcher-vX.Y.Z is the next patch, or the next minor after a
pull request labelled feature. Linux on ubuntu-22.04, Windows on GitHub, macOS on the Mac mini's runner;
published with --latest=false.

No version-bump commits: VERSION reads HORIZON_LAUNCHER_VERSION with option_env!, falling back to
Cargo.toml's, and --version, the User-Agent and the self-update comparison use it; each build checks
--version says the release's version.

With several game releases a day, the newest launcher release soon falls out of the newest 100 (launcher)
or 30 (website) releases: both now look the newest launcher-v tags up one by one when the list has none.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 22:17:46 +02:00
Ludovic Marie fb256809a7 release: the macOS smoke run draws 1500 frames; 300 end before the world has loaded
Checked on the Mac mini: 1500 offscreen frames in 12 s, 81 chunks generated, 4153 sections meshed, a player.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 22:17:20 +02:00
Ludovic Marie e994c8ab95 release: the macOS smoke run opens a world (from a scratch folder) and checks it drew one
Without --world the client stays on the title screen: 300 frames and no chunks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 22:17:20 +02:00
Ludovic Marie 8aacb48798 release: automatic game releases after main's green checks
release.yml now releases the game by itself: after every green checks run of a push to main, every hour
(a release the cooldown held goes out without another merge) and by hand. tools/release_train.py decides
from the pull requests merged since the last published game release: a release when one changed what
players run and the last release is 3 hours old, at once for a pull request labelled release-now;
skip-release pull requests don't count. RELEASES_PAUSED=1 stops it. Tags vYYYY.MM.DD, then .1, .2 the
same UTC day.

Linux (ubuntu-22.04) and Windows build on GitHub with Cargo caches, macOS on the Mac mini's runner
(MAC_RUNNER=macos-latest sends it to GitHub). Each builds horizon-client, horizon-ctl and horizon-prepare
(all three named: --bin selects only the named binaries), checks all three exist, checks their libraries,
starts each one, packages with xtask and archives; the Mac also runs the game offscreen for 300 frames on
a new world with resources prepared from its own Minecraft. The notes: New (label feature), Fixed (the
rest), Known issues (docs/known-issues.md). A hand-started run off main, or with dry_run, builds
everything and writes the notes but publishes nothing.

docs/release-flow.md describes the flow, the labels, pausing and rolling back; the launcher gets a test
that a release turned back into a draft is never offered.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 22:17:20 +02:00
Ludovic Marie 9e016b6235 vanilla-data.sh: clone the sounds into each preparation instead of linking them
Vanilla's resource packs refuse symbolic links inside a pack: with linked sounds the vanilla sound oracles found
no sound files while Rust did (sound_event, sound_engine on #133's parity run).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 22:17:20 +02:00
Ludovic Marie cfad57d0b1 Mac runner: the game's sounds in each preparation; save_roundtrip Linux-only
The first audit on the Mac mini failed 7 audio harnesses (no sounds in the prepared resources: the Mac mini has
no official launcher for horizon-prepare sounds to copy from) and save_roundtrip (it needs vscreen). The
sounds depend only on the Minecraft version: kept once in shared-local/sounds/<version>/ and linked into each
preparation.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 22:17:20 +02:00
Ludovic Marie 7b82ee8c16 Two Horizon runners on the Mac mini: one preparation at a time; docs
A second runner (ludovics-mac-mini-2, same labels) shares the first one's vanilla data through a link, so
vanilla-data.sh prepares under a lock; a 30-minute audit no longer holds a release's macOS build back.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 22:17:20 +02:00
Ludovic Marie f6191fe8ee parity_hosts.json: linux_only, empty: the four harnesses that once differed on macOS pass there
options, chunk_generation, world_border_render and mob_ai all pass on the Mac mini (7.3 min).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 22:17:20 +02:00
Ludovic Marie 874d111d60 checks: cached verify, and a parity job on the Mac mini for the harnesses a PR can affect
verify keeps its dependencies and workspace build in a cache saved by main's runs (Swatinem/rust-cache).
The new parity job runs on the Mac mini's self-hosted runner (label horizon-game), which holds the
maintainer's own Minecraft files: tools/ci/vanilla-data.sh links .local/ to the runner's copy and prepares
the resources with the pull request's own horizon-prepare, once per preparer version; then
tools/parity.py --changed <base> runs only the harnesses whose traced dependencies changed since the merge
base and that have no pass for their current inputs. A fork's pull request runs it only when a maintainer
adds run-parity, once per label, on the commit it had then.

parity.py: --changed REF, and linux_only in tools/parity_hosts.json for harnesses that differ on other
platforms for a reason that is not a Horizon bug (skipped there with the reason, unless named).

docs/release-flow.md starts with the pull request checks and merging.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 22:17:20 +02:00
Ludovic Marie 4559a92942 Merge pull request #161 from ludovic111/feat/msa-online-mode
Microsoft account (a): join online-mode servers (session join, RSA, AES/CFB8), skins over HTTPS
2026-10-14 22:10:58 +02:00
rdbtCVS aab88753b6 Keep title panorama optional during full resource preparation 2026-10-14 19:15:16 +01:00
Ludovic Marie 6957d74742 docs: Minecraft login endpoint
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 19:55:57 +02:00
Ludovic Marie ac97e9c0b9 Harness: online-mode login against vanilla's server and a mock session service
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 19:55:57 +02:00
Ludovic Marie c6634830d3 WIP: Microsoft account design note and RSA (not wired yet)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 19:55:57 +02:00
rdbtCVS eebf5621bf Fix classic menu panorama resource preparation 2026-10-14 18:54:51 +01:00
Ludovic Marie 365d35f53a Extras: the zoom key zooms only while playing and never takes keys
The zoom key went to the zoom on every screen, so with zoom on, Z could
not be typed in screens with text fields that share the game's key
handler. Now it zooms only while playing with no sign or book open, lets
go when a screen opens, and always passes the key on, like a vanilla key
mapping. A vanilla mapping bound to the same key still acts; the Extras
page marks the zoom key "Also bound" and names it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 19:41:01 +02:00
Ludovic Marie c4b0e8efe0 Horizon extras: zoom, FPS counter and keystroke overlay, off by default
An Extras section in Horizon's Options holds optional additions saved in
horizon-extras.txt beside options.txt. Zoom divides the field-of-view
target vanilla's Camera.tickFov eases toward (the spyglass path), with a
wheel-adjustable level and lower mouse sensitivity; scoping keeps the
spyglass view. The FPS counter (with minimum and 1% low) and the keystroke
overlay (WASD, space, mouse buttons with clicks per second) draw in the
HUD layer, hidden with F1. docs/extras.md describes all the extras.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 19:39:20 +02:00
Ludovic Marie 32bb3612fb Controllers: × for the PlayStation cross (the game fonts lack ✕)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 19:12:24 +02:00
Ludovic Marie 79ea17ffc5 Controllers: classic sliders are focus targets; the D-pad nudges with A held
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 18:42:19 +02:00
Ludovic Marie e145a32322 Merge pull request #120 from ludovic111/feat/controllers-input
Controllers: design note, gilrs input layer and gameplay
2026-10-14 18:40:10 +02:00
Ludovic Marie 8355a6ff14 horizon-prepare sounds: the sound copy in Rust, run by the launcher
tools/fetch_sounds.py (and the lab.py functions it used) becomes
`horizon-prepare sounds` (horizon_prepare::sounds): the pinned asset index,
sounds.json and every .ogg from the player's own launcher install, each SHA-1
checked, into .local/horizon-client/<version>. The launcher runs it as part of
Prepare (in-process, the version's own binary when its sources differ and it
knows the subcommand, in-process for older versions), and a launcher install
without the assets only logs that the game will be silent. Player docs no
longer mention Python for sound.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 18:10:34 +02:00
Ludovic Marie 0818190ee4 docs: controller support design note
Vanilla 26.3 has no gamepad code; Horizon's own design follows Bedrock's
default controller layout. Mapping, menus, glyphs, options file, rumble,
Steam Deck and the PR plan.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 18:06:50 +02:00
Ludovic Marie 66c6bd6b13 F3 + C writes a crash report
The debug crash from #90 printed a stand-in report; it now ends the game
with a DebugCrash error that main reports as "Manually triggered debug
crash" with the stack where it was raised. The game keeps the error that
ends it as an error, not a string, so main can tell. Leading std backtrace
frames are dropped (macOS keeps them).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 17:15:20 +02:00
Ludovic Marie 1569572ba0 Game logs and crash reports; launcher crash notice; logs in the CLIs and MCP
The game writes logs/latest.log in its home like vanilla's log4j config
(client-1.21.2.xml): [HH:mm:ss] [thread/LEVEL]: message, rolled at start and
at midnight to logs/<date>-<n>.log.gz, seven a day. Messages go through the
log facade and still print their old text on stderr.

A main-thread panic or a fatal error writes
crash-reports/crash-<date>_<time>-client.txt (error, stack, Horizon and
Minecraft versions, OS, CPU, memory, GPU adapter, render settings, resource
packs, world, last 50 log lines). Development builds crash on purpose with
HORIZON_DEBUG_CRASH.

The launcher shows "Horizon crashed" when the game it started ends badly,
with Open report, Copy report, Open logs folder and Report on Discord;
Settings gets a Logs row. horizon-launcher logs and horizon-ctl logs
(--lines N, --crash) print the log's end or the newest report, and both MCP
servers have a logs tool.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 16:58:35 +02:00
Ludovic Marie a995fd3b46 Prepare with horizon-prepare: launcher, release folders, messages and docs
The launcher prepares a version in-process when it ships the preparer sources
the launcher was built with, with the version's own horizon-prepare when they
differ, and with the Python script only for versions made before it. Release
folders ship horizon-prepare and its sources; resources are reused between
versions with the same preparer. The game's messages, PLAY.txt, the docs and
release builds name horizon-prepare, and tools/prepare_native_client.py is a
wrapper of it for the development tools.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 16:29:33 +02:00