Conflicts kept both sides: the capability list (now 7), the WIT, the
SDK's re-exports and docs, the mods state's fields, the workspace
members and AGENTS.md's macOS --exclude list. The API reference is
regenerated, and docs/api/stability.md lists `command` with the 0.1
preview interfaces.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
New WIT interface `ui` (text, item and list widgets; open-screen,
close-screen, set-settings) plus a `ui-events` export (select, closed,
settings-opened), in a second world `horizon-ui-mod` so mods built before
it keep loading. The game lays out and draws the widgets with its own
menus' code: a screen the mod owns (Esc/Done to leave) and a Settings
button on the mod's Options > Mods row that opens its page.
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.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>
A new crate, horizon-shaders, the first piece of shader pack support written
again from a specification of the format. It opens a pack (a folder or a zip
whose root holds a shaders folder; decoy folders and files beside it are
ignored), lists the packs in a shaderpacks folder with the reason a broken
one can't be used, and reads a pack's lang files: English under the player's
locale, file names matched ignoring case (packs ship en_US.lang).
Nothing uses it yet: players see no change.
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>
AGENTS.md (CLAUDE.md links to it): the crates and what each owns, how to
build and test fast, where each subsystem of horizon-client lives, how Game
is organised, the two single-player paths and how to test both, the vanilla
reference, and the rules that bite. docs/architecture.md: feature -> files ->
checks for the 40 areas changed most in the last 30 days.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>