🤖 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.
🤖 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.
🤖 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.
`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>
🤖 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.
🤖 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.
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>
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>
🤖 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).
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>
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>
🤖 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.
🤖 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.
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>
🤖 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.
🤖 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.
🤖 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.
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>
🤖 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.
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>
🤖 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.
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>
🤖 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).
🤖 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.
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>
🤖 Agent: Players rebind a mod's keys on its Options > Mods page (the game's own key rows, saved in horizon-mods.txt), with no WIT type change, so the published mods keep loading. Verified with main merged: clippy, the client, mods and SDK tests, and the in-game check in both modes (24/24).
The page lists the packs in shaderpacks/: Horizon's own, marked (Horizon) and
named by their manifest, then packs in the shaders/ format. One runs at a
time: clicking a pack picks it, clicking the picked one turns it off, and
Open Pack Folder opens the folder. The pick is saved in horizon-graphics.txt
under a new key (pickedShaderPack), so the shaderPack value older versions
saved stays ignored. A new pick drops the running pack and loads the new one
in the next frame; HORIZON_SHADER_PACK still wins, for development.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
While the F3 overlay is open, the running pack's passes are timed on the GPU,
a shaders/ pack's or a native pack's, and the overlay lists the pack's total
and its costliest passes (the median of the last 15 timed frames). The timer
never waits: a timed frame's stamps are resolved once the GPU has finished it
and read back once mapped, then the next frame is timed. A native pack's first
pass counts from a mark that ends with the world's draws, so it does not carry
the time it waited for them. HORIZON_SHADER_PACK_TIMING still logs the medians.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: native shader packs' post stage in the game with hot reload; pr_ready, 66 affected harnesses and a paired A/B (no cost without a pack) passed.
The official Zoom mod (mods/official/zoom) does what the extra did. The
extra's zoom, its key and wheel hooks and its Extras rows go; the camera
keeps a mod's zoom (render.set-zoom). A player who had zoom on gets the
mod installed and turned on at the first start, with the starting zoom,
smooth zoom and slower turning carried into its storage and a changed
key into horizon-mods.txt, and one chat line. horizon-extras.txt keeps
the old keys.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>