Commit Graph

27 Commits

Author SHA1 Message Date
Ludovic Marie 4fe648b674 Move the website to its own repository (ludovic111/horizon-site)
playhorizon.dev now deploys from the private ludovic111/horizon-site, which holds website/'s history. The files
its build still reads from here move out of website/:

- the design tokens to crates/horizon-theme/tokens.css (xtask tokens writes them, tokens_css_is_up_to_date checks them);
- the roadmap's JSON to roadmap/roadmap.json (tools/roadmap.py build);
- the benchmark fixtures to crates/horizon-telemetry-server/tests/fixtures/benchmarks/ (the site keeps a copy);
- the web icons to docs/media/brand/web/ (xtask icons).

pr_ready loses its website area and the tokens special case; rust_changes, the roadmap's links and every doc
that pointed into website/ follow.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 16:43:32 +01:00
Ludovic Marie 4e7c25bb55 Remove shader packs
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>
2026-10-24 16:15:39 +02:00
Ludovic Marie 72b749cdb0 Merge origin/main into feat/vanilla-menus
Conflicts: the menu blur (#1249) now runs without the Horizon style check,
chat and the tab list draw under every screen as before the blur split,
and the HUD's second range draws without the removed colour grade. Play
with Friends blurs the world behind it like vanilla's other menus.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-22 22:30:12 +02:00
Ludovic Marie fc8643b380 Docs: settings screenshots show the vanilla Video Settings and Advanced Graphics screens
Captured on the Mac mini with the game's offscreen capture (1280x720),
replacing the Horizon menu style's Video page.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-22 21:06:51 +02:00
Ludovic Marie 042adc674a One menu style, vanilla's: Horizon's settings join vanilla's Options
Drop the Horizon menu style (options_horizon.rs, front.rs, the live title
backdrop and its post grade, the launcher's menu-style setting, CLI and MCP
tool). Every screen is vanilla's. Horizon's own settings hang off vanilla's
Options the way mods add theirs: Horizon Settings... and Mods... take the
Telemetry/Credits slots, and Horizon Settings opens Graphics, Advanced
Graphics, Shader Packs, Controller Settings, Extras and Mods, each a vanilla
options list with tooltips. Play with friends moves behind vanilla's Friends
buttons: the pause menu's opens Play with Friends (share, copy, stop), the
title screen's opens Join a Friend, and Direct Connection takes a full code.

Old files load as before: horizon.txt's menuStyle line and
horizon-graphics.txt's level line are ignored.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-22 21:06:51 +02:00
rdbtCVS d67779d5a1 Make completion regression deterministic and include screenshots 2026-10-22 17:42:56 +01:00
rdbtCVS 01fcfc9095 Match vanilla accessibility controls and hide unavailable Horizon options 2026-10-20 16:39:58 +01:00
rdbtCVS 2469b92e4f Restore missing accessibility settings and disable unfinished features 2026-10-20 16:29:50 +01:00
Ludovic Marie c12e1dcd91 Website and README: fresh in-game and menu screenshots from today's Horizon
Six scenes from one fixed-seed world (seed 8675309): a plains village among
savanna hills, sunset over it and the river, moonrise over its lit square, a
crimson forest with a zombified piglin, tropical fish over a warm-ocean coral
reef, and survival at dusk with a zombie and the full HUD. Plus Horizon's own
title, Singleplayer, Video options and pause screens.

Captured with horizon-ctl screenshot from the offscreen client (fullscreen
2560x1286 on the Mac mini, default graphics settings, GUI scale Auto), scenes
cropped to 16:9 and menus to 16:10 (left-aligned) and scaled to the old sizes
(1600x900, 1280x800). The scene sources are JPEGs in docs/media again, the
names scripts/assets.mjs already reads; the README's WebP copies are the
rebuilt website media. Alt texts and LEGAL.md follow the new pictures.

The launcher screenshots are unchanged: the Mac mini's session is locked, so
no window capture works.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 19:38:37 +02:00
Ludovic Marie 4410c3ba44 Merge pull request #656 from LookImEcho-Rick/codex/fix-multiplayer-world-options
Fix multiplayer pause menu and World Options permissions
2026-10-17 08:39:44 +02:00
LookImEcho-Rick aeaccb0413 Fix multiplayer pause menu and World Options permissions 2026-10-16 23:39:36 -05:00
LookImEcho-Rick 5d614f1cf6 fix(rendering): correct selection outline on translucent blocks 2026-10-16 19:03:48 -05:00
Ludovic Marie 8dc2a0e90a Move the Discord brand assets to the kira repo; this repo holds the game, launcher and website
The Discord server banner (page + PNG), the server icon render and Kira's avatar (SVG master +
render) now live in the private kira repo (ludovic111/kira#1). xtask icons no longer renders them;
the brand README points there, and CONTRIBUTING states what belongs in this repository.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 14:23:14 +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 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 22756c28d8 README: retake the launcher's Play page, prepared and ready
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 21:07:17 +02:00
Ludovic Marie f0be91777f README: a new banner, current screenshots, what changed in v2026.10.13.1
- A banner in the website's design (Instrument Serif wordmark over a dimmed
  sunset, purple accent), rendered from docs/media/banner.html with Playwright.
- Screenshots of Horizon's own menus and graphics settings, the in-game scenes
  as WebP (from the website's media), and the launcher 0.1.3 Play and Patch
  notes pages; the JPEGs the README no longer uses are removed.
- A "What changed" section matching the v2026.10.13.1 release notes.
- Download only through the launcher (playhorizon.dev or launcher-v releases).
- Roadmap: performance optimisation, mod support and agent control.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 21:07:17 +02:00
Ludovic Marie 9006566bbd Graphics docs and screenshots for the Video section of the Horizon options
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 17:21:40 +02:00
Ludovic Marie 73ca04b10d Merge origin/main: Horizon menus; graphics settings in the Video section
The Horizon options shell's Video section now holds the graphics settings:
a Simple / Advanced switch (remembered in horizon-graphics.txt), then the
level's rows, each with its frame-time cost and one-line description
(ui_theme::described_row). Horizon settings draw as switches, sliders or
value buttons like vanilla options. The Classic style keeps the Video
Settings buttons to the same screens. Main's menu blur and the world's
resolution-scale pass are separate (post.wgsl, world_post.wgsl).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 17:17:43 +02:00
Ludovic Marie ef4fc67f1b Merge remote-tracking branch 'origin/menus' into parity-base 2026-10-13 16:39:24 +02:00
Ludovic Marie e0283c70db Graphics settings, Simple and Advanced, with a performance overlay
Video Settings opens two Horizon screens (graphics_ui): Simple has the
Performance / Balanced / Quality / Ultra presets with render distance, FOV,
max framerate, VSync and GUI scale; Advanced groups every knob under
Rendering, Quality, Display, Performance and Overlay. Each row shows a
one-line description and its frame-time cost, and applies live. Layout lives
in graphics_ui, every colour, size and widget call in graphics_style, so a
menu theme can restyle them in one place.

Horizon-only knobs (horizon-graphics.txt, never options.txt): preset, cave
culling, chunk updates and upload budget per frame (nearest sections first),
sky, fog, weather, animated textures, present mode, frame pacing, worker
threads and the performance overlay (FPS, frame/CPU/GPU times and a
frame-time graph). Defaults keep vanilla's rendering; vanilla options keep
their options.txt keys.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 16:37:31 +02:00
Ludovic Marie d9351ec054 Menus: Horizon-style options screen, pause polish, screenshots
Options open as the launcher's Settings page: a sidebar with the sliding
selection (Video, Audio, Controls, Accessibility, Language, Chat, Interface)
and rows with a switch, slider or value button per option
(options_horizon.rs; new sections or rows slot into SECTIONS). Key binds,
the language list and resource packs open vanilla's pages. Interface holds
Menu style (Horizon / Classic). The pause menu hides the in-game HUD over the
blurred world. Scripted and frame-limited runs default to Classic, so the
harnesses see vanilla's screens.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 15:33:15 +02:00
Ludovic Marie f2c7a2d359 Draw the first-person hand with its own projection at hudFov
GameRenderer.render3dHud sets up the hand's projection at Camera's hudFov
(70, changed only by death and fluids), never the FOV option or the
sprint, speed and bow modifier. The hand pass now has its own globals
with that projection (a port of JOML setPerspective, as Projection does).
The camera harness compares the world and hand projection matrices at FOV
options 30, 70, 110 and others with vanilla's.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 15:07:39 +02:00
Ludovic Marie 6fdd7f3bd7 Add the Horizon logo, banner and in-game screenshots to the README
An original logo (a sun setting behind a blocky horizon), a banner and a social
preview card, and six screenshots captured in the Rust client. The README opens
with badges, a short pitch and a gallery; a test keeps the parity badge in step
with the subsystem table. Packaged builds use the logo as their menu icon.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 02:47:52 +02:00