🤖 Agent: Merged after the real verify passed. Prism's metadata renames native jars (same sha1), so prepare now also looks under Prism's name, still checked against Mojang's sha1, with nothing downloaded. Launcher and horizon-prepare tests pass.
🤖 Agent: Merged after the real verify passed. Waypoints::tick −33% (166 → 111 µs median), with byte-identical packets (530,834, same hash). locator_bar, lan, dedicated_server and server_dimension_players pass.
🤖 Agent: Merged. Entities::tick −37% (112–116 → 71–75 µs median per tick at 40 bots + 570 entities), with the same 14,159,154 packets before and after. 9 covering harnesses pass (server_entities, lan, dedicated_server, server_dimension_players, locator_bar and the entity ones); main has no lan/ changes since.
🤖 Agent: Merged after the real verify passed. Combined check on this branch: fmt, clippy, workspace tests, and the worldgen, structure_density, chunk_generation and world_spawn harnesses pass. modpacks-6's own integration passed 298/298 harnesses with the start oracle at 35/35.
🤖 Agent: Merged. Mesh scheduling while flying at RD32: 0.62/0.72 → 0.36/0.22 ms per frame; at rest with ~12,000 waiting sections: 0.30–0.91 → 0.06–0.22 ms. Same checks as #865.
🤖 Agent: Merged. Terrain vertices go 28→24 B: vertex memory −14%, Metal GPU 0.62→0.54 ms. HD 620 FPS is unchanged (vertex size isn't its bottleneck). Screenshots: the only differing pixels are on water, at main-vs-main noise level, with identical drawn sections. 95/95 covering harnesses on an integration with #866 and #867.
A moving player updates its connection with every other player, three
times a tick (updateWaypoint, then updatePlayer at the position change and
at ServerChunkCache.move), so with 40 players there are about 4800
updates a tick. Each looked the connection up twice and both players up
four to six times. Now an update finds the connection's place once and
resolves the two players once, then checks, updates or remakes it there.
The same packets go out, in the same order.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Entity tracking still asks every client about every entity each tick
(vanilla re-checks each pair whenever the player sends a move, so for
moving players it does the same), but the check is cheaper:
- each entity's position, id, range and chunk are read once a tick into
a compact list, not from its EntityState once per client;
- each client looks up each of the tick's chunks once in the chunks it
holds, not once per entity in it;
- an entity with no changes and no client starting to track it skips the
loop over the clients.
The decisions and the packets are the same, in the same order.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: Merged after the real verify passed. Output is byte-identical (palettes / region files), and 17 covering harnesses passed with both PRs on main 256f7c20 (since then main has only #751, a settings UI change).
🤖 Agent: Merged after the real verify passed. Output is byte-identical (palettes / region files), and 17 covering harnesses passed with both PRs on main 256f7c20 (since then main has only #751, a settings UI change).
Prism's metadata moves a native jar's classifier into its artifact name
(com.mojang:jtracy:1.14.38:natives-windows becomes
com.mojang:jtracy-natives-windows:1.14.38) and Prism stores libraries at their
name's path, so every native jar of a Prism 26.3 install is in
com/mojang/jtracy-natives-windows/1.14.38/jtracy-natives-windows-1.14.38.jar,
not at the version JSON's path. The bytes and sha1 are Mojang's. Preparing
from a linked Prism folder stopped on the first one (jtracy on Windows).
horizon-prepare now looks there when the version JSON's path is missing; the
copy is still checked against the version JSON's sha1. The missing-file hints
no longer tell players of other launchers to install the official one.
Reported by famescare on Discord.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Reads every chunk of a saved dimension, then times SaveDir's save_later and
flush against the same encoding and compression done on one thread, and
checks the written chunks byte for byte.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Sections waiting to be remeshed were one hash set that the render thread
walked section by section every frame, though every check (column loaded,
in view, its 3x3 lit, its region) holds for a whole column. At RD 32 about
12,000 sections wait at the edge of the lit area at any time. They are now
kept per column (a bit per section index), so each frame looks at each
column once and meshes all of its ready sections together.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Relighting block edits and relit chunks collected every changed cell,
sorted and de-duplicated them, then marked the sections around each cell
for remeshing. Vanilla's light engine reports changed sections to
LevelRenderer instead. LightChanges now keeps, per changed section, which
of 27 border classes (low face, inside, high face per axis) its changed
cells fall in; that gives exactly the same dirty sections and light log
without keeping or sorting the cells.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
TerrainVertex goes from 28 to 24 bytes: the UV becomes two u16 in 32768
steps per unit, which hold model UVs (multiples of 1/16 and their halves)
exactly and decode exactly in terrain.wgsl. The position stays a float:
fixed point moves the edges of offset plants and rotated elements by a
fraction of a pixel.
Section vertex memory drops 14% (RD 16: 380 -> 325 MB, arena 503 -> 369 MB);
pixels are unchanged on Metal and Vulkan outside animated water.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: Merged. CI parity passed 94 of 95. The one miss, tooltip_display, passes locally on main with this branch, and so does options. Thanks LookImEcho-Rick!
The writer thread encoded (NBT) and zlib-compressed every chunk of a batch
one after another before writing them. A batch of at least 8 chunks is now
shared out to scoped helper threads (at most half the hardware threads),
which take the next chunk as they finish one. The results are put back in
submission order and written exactly as before, so the region files are
byte-identical: each chunk's bytes depend only on the chunk, and sector
allocation follows the same write order.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
palette_ids (behind PalettedContainer::pack, every saved and sent section,
and from_values, every generated one) scanned the palette for each of the
4096 values while it had up to 16 entries, then hashed every value with
SipHash. A run of one value is now matched once, and past 16 entries a
thread-local table indexed by value (block states and biomes are below
65536) replaces the hash map; only the palette's entries are set, and they
are cleared before returning. The output is unchanged: palette in
first-occurrence order and the same ids.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: Merged. tick_lan is 40–55% cheaper and MSPT about 20% lower (40 bots, ~600 entities). The agent ran 95/95 harnesses (--changed) with #842 on main 4b43242a. The orchestrator then ran clippy and the lan tests on current main with both: clean.
🤖 Agent: Merged. light_chunk is 28% faster, light parity shows 0 differing values against vanilla 26.3, and CI parity passed on a merge with main after #824's light changes. Thanks rdbt!
🤖 Agent: Merged. Reviewed against vanilla: landing comes from Entity.move's vertical collision, the landing position is blockPosition(), velocity is zeroed per axis, and placement goes through Level.isUnobstructed with the collision shape. Locally on this head, fmt and clippy are clean, and contextual_collision, level_place, placement, powder_snow_collision and world_movement all PASS. Thanks LookImEcho-Rick!
Their jigsaw structures, the Nether variants too, get a
horizon:piece_limited key for the game's piece-limited assembler:
y_allowance, burying_type, cannot_spawn_in_liquid, the pools whose
fallbacks ignore the bounds, the Nether variants' land search and ledge,
and each structure's piece counts from the mod's rs_pieces_spawn_counts
or msl_pieces_spawn_counts files. use_bounding_box_hack becomes vanilla's
use_expansion_hack. Lithostitched's jigsaw stays vanilla's.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
YUNG's enhanced random spread becomes vanilla's random spread with its
enhanced exclusion zone as horizon:exclusion_zone; the desert and jungle
temples' placements add horizon:avoid_biomes (no ocean or river within 48
blocks of the chunk's middle at y 120); Better Strongholds' adds
horizon:ring_sections. A YUNG's structure the game can start gets
horizon:disables with the vanilla type its mod's mixin turns off; Better
Mineshafts, a Java structure type, leaves vanilla's mineshafts in place.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A jigsaw structure with "horizon:piece_limited" is laid out as
PieceLimitedJigsawManager does (the same code in both mods): a fresh
random seeded by the chunk, the start piece drawn uniformly and moved to
the surface at its center, a volume 120 blocks down and 180 up, children
drawn by weight from the pools' entries in order, pieces capped per
template and some required (retried up to 40 times), pools whose
fallbacks ignore the bounds, y_allowance clipping. After the layout, the
structure's postLayoutAdjustments: the pieces centred on the chunk corner,
then buried (lowest corner, average land, lowest side) or, for the Nether
variants, moved onto the highest or lowest land or a fixed height.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: Merged. CI parity passed 88 of 89 harnesses. The one miss, dedicated_server (a known intermittent failure), passes locally on this head. Thanks rdbt!
ServerWaypointManager's per-tick work for every moving player copied each
connection out of its row (its icon's style string too), scanned the row
again to put it back, copied the lists of players and waypoints it walked,
and looked players up through SipHash. Connections are now updated where
they are (the same row order and the same packets), the lists are walked
by index and the maps use FxHash.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every guest had its own copy of what it was last told about every entity,
so each tick compared each entity's data and built and encoded its update
packets once per guest. A level now keeps one ServerEntity state per
entity (ChunkMap.entityMap), whose changes are worked out once a tick,
encoded once and sent to every guest tracking it; a guest's Tracker is the
set of entities it is paired with. The update cadence is the entity's own
tickCount, as vanilla's, and late clients are paired with the data the
others hold. The per-tick copy of every entity state, the id lists and the
packet lists are gone too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Three keys a carried mod's data can hold, which vanilla data never has:
- "horizon:ring_sections" on a random spread (BetterStrongholdsPlacement):
starts only in the odd rings around the origin, with Java's int math.
- "horizon:avoid_biomes" (BetterDesertTemplePlacement and
BetterJungleTemplePlacement): no start when one of the biomes is found
around the chunk's middle block, as findBiomeHorizontal samples it.
- "horizon:disables" on a structure: every structure of the listed types
fails to start, as YUNG's DisableVanilla*Mixin makes
ChunkGenerator.tryGenerateStructure return false; in a set of several
structures the next one is tried, as in vanilla.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: merged: decoration_order::vanilla_order on flat arrays (RD32 8.14→1.06 ms per call; ticket order unchanged, checked against the old version). Combined on current main with #834/#835: clippy, client + world tests PASS.
🤖 Agent: merged: section uploads through one reused staging buffer and one encoder, as vanilla's SectionRenderDispatcher (RD32 exploring: FPS 43.5→56.0, CPU 23.7→18.6 ms/frame, p99 122→106 ms; sections drawn identical in 12 views). Combined on current main with #834/#835: clippy, client + world tests PASS.
Rust's bool parser takes only true/false, so the fixture failed on Python's
True/False; Java's Boolean.parseBoolean ignores case.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>