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>
mods/official/zoom: hold the key (Z) to zoom in at the starting zoom,
the wheel changes it while held (x1.25 a step, 1.25 to 10), smooth
easing and slower turning as options. Same settings page as the extra,
with the key widget for the key. Built on render.set-zoom,
input.claim-wheel and ui's key widget.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
The FPS counter and keystrokes extras rewritten as mods on the public API
(render, input, ui, storage), in mods/official/, with the extras' options
on their settings pages and the extras' look: the same boxes, colours and
text positions, pixel for pixel. They are workspace members, so clippy and
pr_ready cover them; a maintainer publishes them in horizon-mods. The
built-in extras stay until the removal PR, which installs these for the
players who had them on.
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 server mod runs where the world is simulated. Its manifest says side =
"server" and api = "0.3" (only a server mod may), and its component targets
the new WIT world horizon-server-mod:
- imports log and storage as client mods do, and the new capability players:
online() (id, name, position, dimension, game mode, health), tell(id, text),
broadcast(text), 8 lines per call shared with chat;
- exports server-events: init, tick, player-joined, player-left, chat, command
(with the player who typed it; its feedback goes back to that player),
block-broken and block-placed (with the block state as text).
horizon-mods: a second bindgen world sharing log and storage with the first;
a running mod holds either kind of hooks; Mods::load_for(Runs) starts only the
mods a game runs (the window client mods, the world's server server mods,
in-frame single player both) and marks the others Elsewhere. Client and server
commands are owned separately. The game passes Runs::Client for now, so
nothing changes in game until its server code calls these hooks.
The SDK gains horizon_mod_sdk::server (ServerMod, Registration,
export_server_mod!), the example server mod welcome (greets, announces
newcomers kept in storage, /online, /mined), and cargo horizon-mod check's
trial run plays a server mod with a player joining, chatting, typing its
commands and leaving. The manifest refuses client capabilities on a server
mod and players on a client mod. The generated reference, the guide, the
portal and the stability table describe it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.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>
Its own workspace, as the telemetry server's, for its own Railway service.
GitHub sign-in with no scope (the user's token reads the login once and is
dropped), signed-cookie sessions, an origin check and a CSRF token, six
submissions per account and sixty in all per hour. A submission runs the
file's own checks (horizon_mods::index::inspect, the signature, the entry's
fields through registry::project), uploads it to the registry's `staging`
release as <sha256>.<extension>, writes mods/<id>.toml on a new branch with
the submitter as co-author, and opens the pull request. Only an entry's
owners publish updates; a key change is a pull request by hand. Shader packs
are refused until their format exists.
Tested end to end against a mock GitHub: sign-in, the signed sample mod,
what lands on GitHub, and what is refused.
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>
crates/horizon-release-sign signs a release's checksums with an Ed25519 key that exists only as a
secret of the `release` environment, and checks them as launchers will, against the public keys
built in from release-keys.txt. Dry runs sign with a throwaway key. Until release-keys.txt lists a
key, releases keep going out with SHA256SUMS alone and a warning; once it does, a missing or
unknown key fails the release before anything is published. tools/ci/new_release_key.sh pipes a
new key straight into the secret and prints only the public key. ring and base64 are already in
the lockfile.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
wgpu 30 creates a Vulkan descriptor pool with no pool sizes while it creates
the device. Vulkan allows that only since 1.3.215; Intel's Windows driver for
6th-10th gen integrated GPUs (igvk64.dll, HD 520/530, UHD 620/630) reads
past the empty array and crashes with 0xc0000005 inside request_device, right
after the game logs its renderer (gfx-rs/wgpu#9845). Apply the upstream fix
(gfx-rs/wgpu#10124: one sampler entry when the pool would be empty), which no
wgpu release has yet, through [patch.crates-io].
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The crates.io sources of wgpu-hal 30.0.1, minus its examples, lock file and
VCS metadata, so the next commit can apply one upstream fix that has no
release yet. Excluded from the workspace: it keeps its own lints.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
MinecraftServer.spin raises its server thread (Thread.setPriority(8)) when
there are more than four processors. The new horizon-threads crate makes the
same request for the dedicated server's thread and the integrated server's:
user-interactive QoS on macOS, above-normal priority on Windows, nothing on
Linux (an unprivileged thread can't raise itself).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
horizon-bots is a load client on horizon-protocol for any 26.3 server: offline login, configuration,
keep-alives, pings, teleports, chunk-batch acknowledgements, and movement at 20 Hz. The bots play in
creative and fly above their spawn point, so they need no world of their own and no server refuses their
moves; idle, walk, explore and mixed behaviours are deterministic from a seed.
tools/server_bench.py runs the same bots on Horizon's server (horizon-server run) and on the pinned vanilla
jar, each fresh from the same server.properties, and measures MSPT from each server's own /tick query,
RSS and CPU of the process tree, the chunks the bots receive, and the start time.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The first part of hosting a Horizon server with one small program
(docs/server.md). horizon-server is a new 1.3 MB binary with no window,
GPU, audio or controller code; it runs the game headless
(horizon-client --dedicated) as its engine.
- horizon-server-files: server.properties, eula.txt and the user lists,
moved out of horizon-client unchanged so both programs share vanilla's
exact reading and writing; horizon_client::server re-exports it.
- server.toml: typed settings for what owners change, [properties] for
any other vanilla key, vanilla 26.3's defaults (a test checks them
against ServerProperties). It is written into server.properties before
every start; keys the game changes there itself (/whitelist on) are
copied back afterwards, keeping the owner's comments (toml_edit).
`import` turns a vanilla server.properties into server.toml.
- init: the EULA (only a yes writes eula=true), world, seed, port (checked
free), whitelist and first operator; every question has a flag, so it
also runs unattended.
- run: the console on stdin, a clean `stop` on Ctrl-C, SIGTERM or SIGHUP
(the game runs in its own process group), and a restart when the game
crashes: 5 s, doubling to 5 min, giving up after 5 crashes in 10 min.
One supervisor per folder (a file lock).
- op, deop and whitelist for a stopped server, with vanilla's messages.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A CLI for the first steps of docs/modpacks.md's pipeline:
- import: a Modrinth .mrpack, a CurseForge zip or a Prism / MultiMC
instance (or a folder of jars) to pack.json: Minecraft and loader
versions, each file with its hash and sides, and the overrides.
- inventory: Modrinth metadata by SHA-1 (cached in modrinth.json, so
reruns work offline), and the jars when the user's instance has them
(neoforge.mods.toml / mods.toml / fabric.mod.json and a file census,
without decompiling). Each mod gets a class and API tier from the
reviewed ATM10 table, then rules on categories, sides and the census,
and a dependency layer. Writes inventory.json and inventory.csv.
Only metadata is downloaded; jars are never fetched.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A new crate for the OptiFine/Iris translation (docs/shader-packs.md, order
step 1, first half): open a pack folder or zip (shaders/ found as Iris finds
it), list its programs per dimension folder, build the #include graph,
discover options per include component (OptionAnnotatedSource rules: boolean
defines referenced by #ifdef, value defines and configurable consts with a
[...] list, conflicting defaults dropped), write the player's values into
the lines, and expand Iris's standard macros with pp-rs, keeping line
numbers so errors name file:line.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The horizon-dualsense crate builds the DualSense's output report (USB 0x02,
Bluetooth 0x31 with its CRC-32 seeded with 0xA2) and writes it with hidapi
from a thread. The game sends its rumble pulses through it when the active
pad is a DualSense, so vibration now works on macOS too, and falls back to
gilrs force feedback when the pad can't be opened. Quitting frees the
triggers and stops the motors.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Manifest and .hmod reading, capability checks against the component's imports,
fuel and memory limits per call, a trapping mod stopped alone, hot reload.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
horizon-mod-sdk wraps wit-bindgen: a Mod trait with default hooks and export_mod!.
coords-hud shows coordinates, facing and the time of day, with /where and /coords.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
One versioned JSON report for every benchmark Horizon writes (the game's
--benchmark, the launcher's measurements, tools/perf_bench.py): the local log
a player can attach and, with consent, what the telemetry upload sends.
Summaries over repeats (mean, stdev, 95% CI) and fixed-edge frame-time
histograms, never raw frame streams; no host, user or path in uploads.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
horizon-friends: codes (Crockford base32, nameplate + secret), the relay's
JSON-line protocol, SPAKE2 then ChaCha20-Poly1305 frames keyed off the
code's secret, direct connections (candidates, TCP simultaneous open from
a reuse-port socket) with the relay as fallback, and the host and guest
ends that carry the game's TCP stream between loopback ports.
horizon-relay: the service (codes, rendezvous, byte relay, rate limits,
bandwidth caps, idle timeouts, counts only), its Dockerfile and Railway
config. Nothing is deployed and nothing in the game uses it yet.
Design: docs/play-with-friends.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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>
`cargo run -p xtask -- package BINARY OUTDIR` does what package.sh did:
OUTDIR wiped and recreated, the `git archive HEAD tools
mods/horizon/src/test/java crates/horizon-prepare research-lock.json LICENSE`
tree extracted (the tar read in Rust, executables kept executable), the client,
horizon-ctl and horizon-prepare copied (.exe beside an .exe, the same error when
one is missing) and PLAY.txt. release.yml calls it; package.sh is gone.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A port of tools/prepare_native_client.py and the helpers it imported from
lab.py and the test_*_parity.py modules: the player's pinned game files are
imported and checked against research-lock.json, the client's assets and data
copied, the vanilla exporters compiled and run with the JDK (JAVA_HOME, the
PATH, or java_home on macOS, at the pinned java_major), and the resources and
their manifest written byte for byte as the script wrote them, with its
sha256-keyed skips. tools/compare_prepare.py checks that against the Python
preparer.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
One theme for the launcher and the game: crates/horizon-theme holds the
palette, type scale, spacing, radii, control sizes, motion and the bundled
fonts; launcher/src/theme.rs and the game's ui_theme both read it. ui_theme
ports the launcher's components (button with hover layer and press state,
sidebar list with the sliding selection, segmented control, switch, rows)
and draws Geist and Instrument Serif through the HUD atlas.
The title is laid out like the launcher (sidebar, page header, rows) over a
live backdrop: Horizon generates an ice-spikes landscape for a fixed seed,
orbits a camera over it with falling snow, then blurs and cold-grades the
frame (post.rs). The launcher's opening (wordmark, then the interface) plays
once per session and a click or key skips it. Menu style Horizon / Classic
lives in horizon.txt, never options.txt; Classic keeps vanilla's drawing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
tools/parity.py traces each harness (its Python, Java oracle sources and
the Rust sources of the probes it runs, from Cargo's dep-info) and reruns
it only when one of those, the vanilla artifacts or the toolchains change.
Harnesses run in parallel within the available memory, and their probes
build without LTO and with 16 codegen units into .local/parity-target: a
one-line change rebuilds every horizon-world probe in 3 seconds instead of
122. The full suite takes about 20 minutes instead of an hour.
tools/gate.py is the check a branch passes before integration, and
tools/supervise.py manages the per-area worktrees: status, new worktrees,
saving unfinished work, and integrating a branch only when the gate passes.
Harnesses find probes through lab.cargo_target() instead of a hard-coded
target/, the save round-trip harness builds the binaries it launches, and
the mob AI harness now fails on divergences like every other harness
(--report-only keeps the old behaviour). Debug builds keep line tables
only, so worktrees stay small.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Apply clippy's fixes, fix the remaining lints by hand and allow, for the
whole workspace, the lints that one-to-one ports of vanilla's Java
naturally trip (argument counts, index loops, nested types, large enum
variants).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Primitive codecs (VarInt/VarLong, strings, positions, LpVec3, BitSets),
VarInt21 framing, zlib threshold compression, AES/CFB8 encryption, MD5
offline UUIDs, network NBT via horizon-world, item stacks with data
component patches, chunk and light payloads with paletted containers,
synched entity data, and typed packets for every connection state in both
directions with round-trip tests. Packet ids are generated from the data
generator's packets report. The probe example logs into a vanilla 26.3
server and decoded ~8000 packets (329 chunks) without errors.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Add version-bound core, world data, geometry, generation and feature implementations with native client/server comparison tools and scoped evidence reports. Apply Horizon project branding.
Workspace tests, Clippy and 147 Python tests passed. Full 51-family survival and expanded provider comparisons are still running; complete gameplay parity and a playable Rust client remain unfinished. Private game artifacts and the isolated simple-block placement work are excluded.