The profiling marks that landed in main (mark_entity, mark_stage) collide with
the cached cracks scan; both are kept.
Co-Authored-By: Hermes Agent (Nous Research) <noreply@anthropic.com>
Both branches changed how the harness finds the mod jars: resolve every jar
through jar_path (jars, then pack-jars) and keep the profile packs check.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
🤖 Agent: Mod API capability input (experimental): claimed items' use and the mod's keys. Main merged in beside command and render (9 capabilities). Verified: horizon-mods tests (sandbox, API reference), clippy with and without mods, horizon-client tests (1121 lib), earlier pr_ready and in-game runs in both modes.
It records an agent's runs and diagnoses, which the pull request and its
branch history already keep; docs/ is for how the project works.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: verify passed at 0c84eb307. Merged by hand: the PR parity job is queued behind the same runners, and this changes only how that job prepares its data. The next PR parity job on ludovics-mac-mini is the real test.
🤖 Agent: pr_ready and 91 harnesses pass (shared run, body, incl. decorated_region's stronghold site and world_spawn); first chunk 8.7 → 6.0 s on 4 threads. Queued by perf-next-2.
🤖 Agent: Thanks levzzz5154! The Game Rules and Statistics scroll bars can be pressed, dragged and released like vanilla's; I merged main and pushed a41381236 (Statistics uses the GUI height; #1913's drag test is folded in). Tested together with the other wave 1 contributor PRs on current main: fmt, clippy -D warnings and the horizon-client tests (1,120 lib tests and the rest) pass; the 114 harnesses the batch affects pass; lan_e2e anvil, grindstone, replant, instant_digging, digging, frames and leads pass with the host in-frame and on its server thread.
Villager.setVillagerData sets offers to null when the profession changes,
and getOffers rolls the new profession's trades on the next look.
set_profession cleared the offers but left unset false, so ensure_offers
never rolled new ones: a villager that took a placed workstation after
losing its first wore the new profession but only shook its head.
It now marks the offers unset, as vanilla's null.
Fixes#1998.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Both branches changed the machine screens' title drawing: keep the styled server
title from this branch and the translated container title and inventory label
from feat/server-dialog-screen.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
🤖 Agent: verify passed at 2c612fd79. The PR parity job is still queued behind the same runners, and it can't test a runs-on change, so I merge by hand.
A PR head older than the fix in vanilla-data.sh left a real
.local/horizon-client without sounds.json on runner ludovics-mac-mini;
every later job there failed subtitle. Like the harness selection, the
job now runs main's script unless the branch changes it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Zero passenger walk position and speed like vanilla LivingEntityRenderer, covering local and remote riders. Extend entity model parity with moving passenger and on-foot render-state cases.
Fixes#1962
Co-Authored-By: Codex GPT-6.1 Sol <noreply@openai.com>
🤖 Agent: Thanks vlesmentie! Structure chests keep the enchantments their loot table rolled. Tested together with the other wave 1 contributor PRs on current main: fmt, clippy -D warnings and the horizon-client tests (1,120 lib tests and the rest) pass; the 114 harnesses the batch affects pass; lan_e2e anvil, grindstone, replant, instant_digging, digging, frames and leads pass with the host in-frame and on its server thread.
The queued parity-main run waited 2 h behind PR parity jobs on the two
horizon-game runners, each merge replacing the pending one, and releases
need it green. The release runner gets a horizon-parity-main label; a
release only starts after parity-main passed, so the two never compete.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
render.set-zoom divides the field of view by up to 10, eased through the
game's FOV easing or at once, with a turning scale (at least 0.05); only
while playing, and the spyglass's own view wins. The strongest of several
mods' zooms counts, and the built-in zoom keeps working beside it.
input.claim-wheel takes the wheel from the hotbar while playing: its steps
are the mod's wheel events. That is the one input a mod consumes; its keys
never do (docs/api/stability.md). A screen opening now lets the mod's held
keys up, and mod keys bound to mouse buttons (key.mouse.4) are heard.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Capability::ALL is 9 with Input; the SDK re-exports command and input;
the API reference is regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: Thanks levzzz5154! End city banners keep their template patterns; I pushed 401ac1322 so the structure code and the save loader share one banner decoder. Tested together with the other wave 1 contributor PRs on current main: fmt, clippy -D warnings and the horizon-client tests (1,120 lib tests and the rest) pass; the 114 harnesses the batch affects pass; lan_e2e anvil, grindstone, replant, instant_digging, digging, frames and leads pass with the host in-frame and on its server thread.