The repositories moved from ludovic111 to the horizon-rust organization.
GitHub redirects repository URLs but not GitHub Pages, so the mod index
moved to https://horizon-rust.github.io/horizon-mods/: the launcher and
the game read it there. The launcher still accepts icons and files from
the old addresses, which a mirror keeps serving for launchers released
before the move.
Release notes thanked ludovic111 once the repository's owner became the
organization (verify failed on main): the maintainer is now named.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
playhorizon.dev now deploys from the private ludovic111/horizon-site, which holds website/'s history. The files
its build still reads from here move out of website/:
- the design tokens to crates/horizon-theme/tokens.css (xtask tokens writes them, tokens_css_is_up_to_date checks them);
- the roadmap's JSON to roadmap/roadmap.json (tools/roadmap.py build);
- the benchmark fixtures to crates/horizon-telemetry-server/tests/fixtures/benchmarks/ (the site keeps a copy);
- the web icons to docs/media/brand/web/ (xtask icons).
pr_ready loses its website area and the tokens special case; rust_changes, the roadmap's links and every doc
that pointed into website/ follow.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Compile and validate original exporter bundles during release builds, cache development compilation, and reuse initialized JVMs and collision data during preparation. Keep legacy preparers compatible while current releases need only a Java runtime.
Co-Authored-By: Codex <noreply@openai.com>
With the repository variable MACOS_SIGN_IDENTITY set, the launcher's Horizon.app and .dmg and the
game's three programs are signed with the hardened runtime and a timestamp, notarized and (app,
dmg) stapled, from a keychain of the Mac mini's own that keychain.sh unlocks with its password from
1Password. Unset, everything is signed ad hoc as before. The launcher checks an updated bundle's
signature before and after swapping it in, and puts the old one back when it doesn't hold.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
horizon-client's cpal output and its controllers (gilrs, the DualSense's HID output) move behind the
audio and controllers features, on by default, so the game is unchanged. Built with
--no-default-features it links neither libasound.so.2 nor libudev.so.1. release.yml packages that
build as horizon-engine in horizon-server-linux-x86_64.tar.gz (xtask package-server, checked by
check_imports.py --server); install.sh installs it on Linux (and --archive installs a local one);
horizon-server already prefers horizon-engine. The Dockerfile uses it too, and CI lints it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On a Linux without ALSA's library (most minimal server images), the
game exits at once with the loader's "error while loading shared
libraries: libasound.so.2". The supervisor took that for a crash and
restarted it five times over two and a half minutes before giving up
with "see logs/latest.log", which holds nothing about it.
Now:
- `run` starts the game with --help first (it loads no game files) and,
if the system can't load it, stops at once with the loader's line and
the packages to install on Debian/Ubuntu, Fedora, Arch and NixOS;
- `init` prints the same as a warning after "Game:";
- install.sh lists the libraries `ldd` can't find, with the same advice;
- docs/server.md says so in the install section.
Also, a service installed without the installer's launcher on the PATH
ran `<dir>/releases/<tag>/horizon-server`: Linux reports the running
program with links resolved, so the unit pinned that release and an
update never reached it. The fallback now goes through `<dir>/current`
while it points at that release.
Found by the end-to-end install check on the ThinkPad (NixOS, no
nix-ld libraries) with v2026.10.18.15.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- packaging/server/install.sh (Linux, macOS) and install.ps1 (Windows) install the latest release (or
--version) from GitHub, check the SHA-256 GitHub publishes for it, and keep releases side by side:
<dir>/current points at the one in use, so an update or a rollback is one link, and the game files
prepared from the owner's Minecraft stay in <dir>/game-files across updates.
- packaging/server/Dockerfile builds the server and the engine; the prepared game files are mounted
read-only, and the first start writes server.toml from HORIZON_EULA, HORIZON_WORLD, HORIZON_SEED,
HORIZON_PORT, HORIZON_WHITELIST, HORIZON_PLAYERS and HORIZON_OP (`init` reads them too).
- `horizon-server service install|uninstall|print` writes and loads a systemd unit (user, or --system),
a launchd agent, or a Windows task at logon. It runs the installer's launcher, so updates apply on
the next restart.
- Releases build horizon-server and ship it beside horizon-ctl and horizon-prepare; PLAY.txt says how
to run a server.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
macOS: packaging/macos/package.sh (run by launcher.yml) builds Horizon.app (Info.plist, bundle
id dev.horizon.launcher, macOS 11+, the .icns), signs it ad hoc, and makes the two release
assets: horizon-launcher-macos-arm64.dmg, the installer (the app and an Applications link over
a background, laid out by dmgbuild without a GUI), and the .zip the launcher updates from. A
launcher inside the app replaces the whole bundle: copied beside it with ditto, swapped in by
renames, restarted; a bare binary, as older launchers are, still finds its binary in the zip.
A macOS test zips, unpacks, swaps and re-verifies a signed bundle. Signing for real is a
MACOS_SIGN_IDENTITY away (packaging/macos/README.md, with what Gatekeeper asks meanwhile).
Linux: release builds keep horizon-launcher.desktop (with the binary's current path),
horizon.desktop (hidden, for the game window's icon) and the hicolor icons under
$XDG_DATA_HOME, without root; `horizon-launcher desktop-entry --remove` takes them out and
stops it, `desktop-entry` puts them back.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The mark is an H whose crossbar is the horizon: a violet line edge to edge, the stems above it
and their reflection below at a third, on whole units of a 16-unit grid so it stays sharp at
16 px. docs/media/brand holds the SVG masters (square icon, macOS tile, avatars, the mark for
light and dark backgrounds), the two alternatives that were shown with it, the GitHub social
preview and the Discord banner, and a README of what goes where and how to upload what only
Ludovic's accounts can.
`cargo run -p xtask -- icons` renders the masters (rsvg-convert) and packs, in plain Rust:
packaging/icons/horizon.ico and horizon.icns, Linux's hicolor icons 16–512 and the scalable
SVG, the game's run-time window icon, the avatars and the website's favicons.
packaging/linux has .desktop entries for the launcher and the game.
On Windows, build.rs embeds the .ico as icon resource 1 in horizon-client (and its tools) and
horizon-launcher (winresource, a Windows-only build dependency); gpui loads that resource as
the launcher's window icon. The game window sets the icon itself (X11, Windows) and names
itself `horizon` on Wayland so the desktop entry matches.
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>
tools/fetch_sounds.py (and the lab.py functions it used) becomes
`horizon-prepare sounds` (horizon_prepare::sounds): the pinned asset index,
sounds.json and every .ogg from the player's own launcher install, each SHA-1
checked, into .local/horizon-client/<version>. The launcher runs it as part of
Prepare (in-process, the version's own binary when its sources differ and it
knows the subcommand, in-process for older versions), and a launcher install
without the assets only logs that the game will be silent. Player docs no
longer mention Python for sound.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The launcher prepares a version in-process when it ships the preparer sources
the launcher was built with, with the version's own horizon-prepare when they
differ, and with the Python script only for versions made before it. Release
folders ship horizon-prepare and its sources; resources are reused between
versions with the same preparer. The game's messages, PLAY.txt, the docs and
release builds name horizon-prepare, and tools/prepare_native_client.py is a
wrapper of it for the development tools.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
release.yml builds horizon-ctl beside the client (checked for system-only
imports like it), packaging/package.sh copies it from beside the client binary
and refuses to package without it (the macOS folders made by hand go through
the same script), and package_native_client.py adds it to private archives.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
links.json gains a website key; the launcher shows a quiet Website link under
Join Discord and lists it in the links CLI command and MCP tool.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Removed (each unreferenced by code, workflows, tests or living docs; no harness
dependency record names any of them, and parity.py --list still finds all 281):
- 22 one-off write-ups of the Java-pack experiments in docs/: adaptive-terrain,
client-graphics-smoke, compact-headers, core-performance, culling-empty,
culling-rays, debounce-queue, dispatch-retry, foreground-first,
graphics-api-comparison, heap-budget, mac-first-test, optimization-plan,
playable-validation, quad-reuse, server-graphics-context, shader-world-smoke,
terrain-measurements, terrain-position, terrain-read-wait, tick-membership,
worker-pacing. Their findings are folded into one paragraph of java-packs.md.
- 24 benchmarks/ observation dumps only those write-ups linked (client graphics,
culling, queues, heap, Mac Vulkan, shader worlds, software identity, and the
unlinked rust-core, rust-worldgen-2026-10-05, rust-native-client and
rust-cuboid-model-decoding runs), plus 12 unlinked files inside kept
report folders. The scoped-parity reports the living docs cite stay.
- debug/: one server log from a chunk investigation.
- The manual macos-shader-research and macos-vulkan-research workflows.
- tools/logs/latest.log, an empty log committed by accident (now ignored).
Kept: research-lock.json (parity.py, packaging, the launcher and datafix read
it), the Java-pack how-tos (vulkan, collectors, profiling, process-memory,
tick-state) and tools/test_client_graphics.py (ci.yml runs it).
README: leads with what Horizon is and "Download the launcher" (the
launcher-v* releases; the launcher updates itself), then build from source
for developers. Direct game downloads and PLAY.txt steps for players are gone;
the launcher has its own section with two screenshots. The roadmap merges the
known differences, the final checks and the plans after parity, under the
"Roadmap" heading the launcher's What's next page reads. The parity table and
its 100%-of-what-the-harnesses-compare note are unchanged.
docs/README.md indexes what remains: build and run, parity (status and
workflow), world generation, world data and simulation, the old Java track.
Links to the removed pages and README anchors are fixed.
packaging/PLAY.txt now speaks to players who came through the launcher and
points anyone with a bare archive to it, keeping the manual steps short.
The launcher's README link points at main instead of the launcher branch.
.gitignore: tools/logs/ and .DS_Store. No code behaviour changes; the compiler
and clippy flag no unused code and the tree has no stale TODOs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The control socket reports itself unavailable on Windows, which has no
Unix domain sockets, and horizon-ctl uses the same stream type. A release
workflow builds the Windows client by hand; packaging/package.sh assembles
the binary, the resource preparation tool and PLAY.txt, without any of
Minecraft's files.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>