Commit Graph

996 Commits

Author SHA1 Message Date
Ludovic Marie 006006f1d5 Merge pull request #2059 from zhykowo/feat/launcher-proxy
🤖 Agent: Gate check by Ludovic's AI agent (Claude). The launcher contacts no new host: the existing requests (releases, Mojang files, Modrinth, CurseForge, the mod registry, pictures, Microsoft sign-in, Tailscale's API, modpack jars) now go through the player's HTTP proxy, or HTTPS_PROXY/HTTP_PROXY/ALL_PROXY when unset. Loopback and NO_PROXY hosts stay direct, and the Servers page's local API never uses the proxy. Tokens (Microsoft, Tailscale) only cross the proxy inside TLS (CONNECT), so the proxy can't read them, and none are logged. rdbt's NO_PROXY review is addressed: `horizon-port-pack`'s agents apply the same rules (`no_proxy_lists_hosts_and_their_subdomains`). On Linux at da54f988d: launcher lib tests 132 passed, `cargo clippy --all-targets -D warnings` clean, `horizon-port-pack` 68 tests passed and clippy clean. Labelled feature. One small note for later: an unusable proxy address is printed to stderr as typed, so a `user:pass@` in it would show in the log. Thanks @zhykowo!
2026-10-26 16:10:03 +01:00
Ludovic Marie 8975e2370b Merge pull request #2217 from ludovic111/ci/linux-runner-ubuntu
CI: Linux runner on Ubuntu (playhorizon), tokens without gh, CPU and memory knobs
2026-10-26 15:40:06 +01:00
Ludovic Marie 9a7f75b75d Merge pull request #1894 from ludovic111/feat/server-mods-game
🤖 Agent: merged main (aec52c85e). pr_ready --quick passes (1308 horizon-client tests, clippy, 507 LOC). The welcome server mod e2e passes 35/35 in every mode: in-frame, server thread, LAN host in-frame and on its thread with a guest, dedicated with a guest. Verify is green; parity now runs on main (parity-scope). Queued.
2026-10-26 15:30:36 +01:00
Ludovic Marie a4839d322b CI: Linux runner on Ubuntu (playhorizon), tokens without gh, CPU and memory knobs
linux-runner.sh takes its packages from apt where there is no Nix, the
registration token from RUNNER_TOKEN (a machine where gh must not be logged
in), and RUNNER_CPUS / RUNNER_MEMORY for a machine that does nothing else.
playhorizon, a partner's 8-thread server, joins parity_hosts.json.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 15:28:21 +01:00
Ludovic Marie 91400aac5b Merge pull request #2173 from ludovic111/feat/mod-index-downloads
🤖 Agent: Merging. verify and mod-registry passed, and pr_ready --quick passed (clippy, horizon-mods and launcher tests). The index's downloads field is optional, so the schema doesn't change.
2026-10-26 15:02:11 +01:00
Ludovic Marie 8fa967ac07 Merge remote-tracking branch 'origin/main' into feat/server-mods-game 2026-10-26 14:45:29 +01:00
Ludovic Marie 590ca775c2 Mod registry: download counts in the index and the launcher's browser
The registry's publish job (ludovic111/horizon-mods#7) writes each
project's `downloads` into index.json, summed from GitHub's counts of its
release assets every hour. `index::Project` reads it (absent: 0, never
written when 0, so older readers and the schema are unchanged).

The launcher's Horizon results show "12.3k downloads" like Modrinth's, and
list the most downloaded first.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 14:37:12 +01:00
Ludovic Marie f49d5d91e6 Site: downloads and 1-5 star ratings on /mods
- The list shows each project's rating (stars, mean and count) and its
  downloads ("12.3k downloads"), ordered by downloads by default; an Order
  menu also sorts by rating or name (?sort= too).
- A project's page shows the same, then a rating control: five stars when
  signed in (the account's own rating lit), "Sign in with GitHub to rate"
  (coming back to the page) when not, a note for its owners.
- Ratings come from the registry service's GET /api/mods/ratings; a rating
  is POSTed with the session's CSRF token. Until the service answers, the
  pages show downloads only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 14:29:31 +01:00
zhykowo da54f988d4 Proxy: one copy of the rules, none of it per request
Co-Authored-By: WorkBuddy AI (DeepSeek-V4.1-Flash) <noreply@workbuddy.cn>
2026-10-26 21:17:28 +08:00
Ludovic Marie aea0df9770 Merge pull request #2122 from ludovic111/feat/native-material-stage
🤖 Agent: verified: pr_ready --quick green at this head, 33/33 affected harnesses pass locally, CI verify green, A/B shows no frame cost without a pack. A Horizon shader pack's material stage now colours terrain in the game.
2026-10-26 13:38:03 +01:00
Ludovic Marie a27579dd72 Merge remote-tracking branch 'origin/main' into feat/server-mods-game
# Conflicts:
#	crates/horizon-client/src/game/mods.rs
2026-10-26 13:29:17 +01:00
Ludovic Marie 5a9e07301b Merge pull request #2113 from ludovic111/feat/mod-raycast
🤖 Agent: game.raycast, mod API level 2. CI is green on c23b4e8e4. In game, in-frame and on the server thread, the ui guest's /raycast passes all four checks: glass at 2 blocks, nothing at 1, gold after /setblock, the sky is no hit. The ported Orbital Laser aims with it and fires in both modes. Queued.
2026-10-26 13:13:29 +01:00
Ludovic Marie 68fa7714bb Merge remote-tracking branch 'origin/main' into feat/native-material-stage
# Conflicts:
#	docs/shaders.md
2026-10-26 12:48:15 +01:00
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 c23b4e8e41 Mod API: game.raycast, the block the player looks at (level 2)
`game.raycast(distance)` returns the first block along the player's view
(fluids pass), up to 1024 blocks: through the loaded chunks as the
crosshair's ray goes, then across the distant terrain's ground heights
(`Lod::ground`, from Stink-O's fork). The game casts it only while a running
mod imports the function. It is API level 2, so older Horizons refuse a mod
that calls it with "update Horizon".

Co-authored-by: Stink-O <180130752+Stink-O@users.noreply.github.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 12:27:06 +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 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 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 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 <noreply@anthropic.com>
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 c813261574 Horizon shader packs: the material stage runs in the game
A pack's `fn material(input: MaterialInput) -> Surface` now gives the lit
colour of every terrain surface: sections and distant tiles, solid,
cutout and translucent, in both the instanced and the flat draws. Terrain
keeps Horizon's meshes, culling and draw lists; only its pipelines change.
Their shader is the pack's stage, a prefixed copy of terrain.wgsl's
terrain section, and entries that hand the pack the texture, the vertex
tint, the light levels and the lightmap's colour apart, then apply the
alpha test and fog as `fs_solid` and `fs_translucent` do.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 11:35:15 +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 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 <noreply@anthropic.com>
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 Marie 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 <noreply@anthropic.com>
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 593b99a68b Merge branch 'feat/server-mod-test-scripts' into feat/server-mods-game
# Conflicts:
#	crates/horizon-client/src/game/mods.rs
2026-10-26 10:01:50 +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 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 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 <noreply@anthropic.com>
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 Marie 4498df8be5 Merge feat/official-minimap-mod into feat/moved-minimap
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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 Marie 71126d3e13 Merge feat/mod-minimap-api (with main) into feat/official-minimap-mod
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 08:55:08 +01:00
Ludovic Marie 641ff51089 Merge main into feat/mod-minimap-api
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 08:55:02 +01:00
Ludovic Marie 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 <noreply@anthropic.com>
2026-10-26 08:42:57 +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 Marie 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 <noreply@anthropic.com>
2026-10-26 08:40:03 +01:00
Ludovic Marie e52f0fdcc2 Merge main into feat/moved-zoom
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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 Marie 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 <noreply@anthropic.com>
2026-10-26 08:20:30 +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 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 f7d7c7c70a Merge main into feat/mod-test-runner
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 07:47:58 +01:00
Ludovic Marie 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 <noreply@anthropic.com>
2026-10-26 07:41:24 +01:00
Ludovic Marie c8d75a7892 Merge main into feat/official-zoom-mod
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 07:24:16 +01:00