🤖 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 server's chunk columns (single player on its server thread, LAN,
servers) were decoded on the render thread: sections, palettes, biomes
and light, about 0.1 ms each on an M4 Pro. Once the backlog was overdue,
a frame decoded every waiting column at once. Now each chunk packet goes
to a decoder thread as soon as it arrives, and the frame that reaches it
in order only inserts the column. A column still decoding holds back what
follows it, overdue or not, so a frame never waits for the decoder. A
dimension or registry change since a column was decoded makes the frame
decode it again with the new format.
Forgetting a column removed its pending sections with a pass over all of
them. A moved or shrunk storage forgets thousands of columns in one frame,
so it now removes them by key and drops their block entities in one pass.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: main merged into the branch (merge commit). fmt, clippy -D warnings and the horizon-client tests pass; the 30 harnesses parity.py --changed picks for the game-binary files pass (30/30 on an integration of #1896#1809#1812); verify passed on this head. The earlier parity failure was the stale-head runner setup (.local/horizon-client link).
🤖 Agent: main merged into the branch (merge commit). fmt, clippy -D warnings and the horizon-client tests pass; the 30 harnesses parity.py --changed picks for the game-binary files pass (30/30 on an integration of #1896#1809#1812); verify passed on this head. The earlier parity failure was the stale-head runner setup (.local/horizon-client link).
🤖 Agent: main merged into the branch (merge commit). fmt, clippy -D warnings and the horizon-client tests pass; the 30 harnesses parity.py --changed picks for the game-binary files pass (30/30 on an integration of #1896#1809#1812); verify passed on this head. The earlier parity failure was the stale-head runner setup (.local/horizon-client link).
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>
`NativePack` holds what a running pack needs: the `frame` every stage
reads (`NativeFrame`, written once a frame before the world draws), its
post passes and the timer of its passes. `NativePost` no longer owns the
frame buffer or the timer, so the sky stage can read the same frame and
be timed by the same timer. No change in what draws.
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.
Send each sonic ray point through the existing particle packet path with vanilla recipient filtering. Cover nearby and distant clients, damage, and local rendering in the LAN harness. Fixes#1490.
Co-Authored-By: Codex (GPT-6.1 Sol) <noreply@openai.com>
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>
ludovics-mac-mini-2 holds only the horizon-parity-main label; the release
runner no longer has it, since a release waited behind each new
parity-main run there.
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: verified: parity for the 75 harnesses parity.py picks passes locally, pr_ready --quick passes on the final head, lan_e2e mobs/hazards pass in-frame and on the server thread. Same results; −1.3% of the dedicated server's tick-thread cycles at 10 bots.
🤖 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.
TooltipDisplay.shows built a JavaString from the id on every call just to
test membership in the NBT list. A hovered tooltip asks this a dozen times
per frame, so the hover allocated a dozen short vectors per frame for a read.
Co-Authored-By: Hermes Agent (Nous Research) <noreply@nousresearch.com>
🤖 Agent: The FPS counter and Keystrokes moved to the mod browser. A player who had one on gets the published official mod installed on the first start, with their settings and a chat line. Verified against the real registry, in both modes (34/34), plus clippy and the client tests.
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: horizon-ctl options-set no longer turns every mod off: Settings::with_option keeps the mod list with Horizon's other files. Verified: unit test, clippy, client tests, and in game in both modes (10/10).
A mob's fluid state and its supporting block each read every cell around
its box, every tick. World::may_hold answers from the palettes of the
sections the box reaches: with no fluid listed there the fluid scan stops
before reading a cell, and with no block that reaches out of its cell
(large collision shapes, moving pistons) the supporting block search
reads only the cells meeting its area, as BlockCollisions' cursor does.
Results are the same.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
options-set rebuilt Settings from options.txt and carried over Horizon's
graphics, controller and extras files, but not the mod list: every mod
read as off afterwards, and the next save wrote an empty
horizon-mods.txt. Settings::with_option now does the rebuild and keeps
all four.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The overlay measured every line to place it and measured it again for its
background box, about thirty extra glyph walks per frame on a full screen.
The width that placed the line is carried to the background pass.
Co-Authored-By: Hermes Agent (Nous Research) <noreply@nousresearch.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>
The early return skipped the child loop as well, while skipDraw only hides
the part's own cubes. A rolled armadillo skips its body and still renders
the parts below it.
Co-Authored-By: Hermes Agent (Nous Research) <noreply@nousresearch.com>
The bisect ended on the newest merge when the failed harnesses pass
everywhere now (a flake, or a runner that was missing the sounds), and
on the oldest when they fail everywhere (the runner), and commented on
that pull request either way. It now reruns them at HEAD and at the base
first and names nobody unless HEAD fails and the base passes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review of #1932 (rdbtCVS): with `--in-frame`, opening a world to LAN and
setting Commands Only still showed a guest's ordinary chat on the host. The
hub's `HostEvent::Chat` went through `system_message`, which asks for
`receive_system_messages` — true at Commands Only — so the line passed.
`Game::player_message` shows a chat line as `ChatSource::Player`, which is
the permission `ChatListener` checks for player chat; `lan_log_event`
routes `HostEvent::Chat` there. `/say` and `/me` arrive as chat messages
too (say_command, emote_command), so they follow the same permission as they
do for the guests' own packets; command feedback such as `/list` is a system
message and keeps the system-message permission.
Reproduced on the pre-fix build: host at Commands Only, guest sends
`baseline-visible` → the host shows `<Guest9> baseline-visible`. With this
change the same line stays hidden at Commands Only and shows at Shown.
Co-Authored-By: [CC] <deepseek-v4.1-flash> <noreply@deepseek.com>