horizon_launcher::servers keeps the list of servers and drives horizon-server
for them: create (init, then config set), start, stop, backups, settings, the
service, and the running supervisor's control API for the live status, the log
and console commands. The programs come from an installed, prepared version,
laid out as install.sh does (server-runtime/releases, current, game-files), so
horizon-server update and its rollback work on them unchanged; the game files
are a copy of the player's own prepared files.
Problems come back in plain words with the fix to offer (a busy port with a
free one, missing game files with Prepare, the EULA).
horizon-launcher servers list|create|set-up|run|forget does the same from a
terminal.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: merged after verify passed; cloud_render, environment_render, weather_render and 923 client tests pass, with before/after screenshots of Complementary Unbound. Java shader packs get real eye brightness, custom uniforms, Iris's sun path and tilt, and clouds=off/sun/moon flags. Part of #944 (reported by brabus_); shadows and gbuffers still to come.
🤖 Agent: merged after the verify rerun passed (the first run's failure was a flake; horizon-server tests pass 39/39 locally) and CI parity passed. Old releases are pruned automatically after an update.
🤖 Agent: merged after verify and CI parity passed (modpacks-10, reviewed with local harness proof in the agent's report). Carries Formations' structures.
🤖 Agent: merged after verify and CI parity passed (modpacks-10, reviewed with local harness proof in the agent's report). Carries the mods' pillar and fluid-fix processors in ported packs.
🤖 Agent: merged after verify and CI parity passed (modpacks-10, reviewed with local harness proof in the agent's report). Structure pillars and fluid fixes placed outside the template, like the mods do.
🤖 Agent: merged after verify passed and the HUD harness with new §-coded cases (34/220 on main → all pass). The sidebar applies § formatting codes like vanilla. Fixes#937.
🤖 Agent: merged after verify passed and local proof (menu_click fails on main 7978/8000, passes with the fix; place_recipe passes). The player's armour equip sound and event follow every vanilla path. Fixes#986 (reported by famescare).
Complementary Unbound drew clouds and light shafts inside terrain and a
second sun because the full-screen passes got wrong inputs:
- eyeBrightness was a constant (0, 240), so packs saw open sky
underground. It is now the block and sky light of the camera entity's
eye block (CommonUniforms.getEyeBrightness), and eyeBrightnessSmooth
follows it with the pack's eyeBrightnessHalflife (SmoothedFloat).
- Custom uniforms (uniform.* / variable.* in shaders.properties) were all
0: Complementary's eyeBrightnessM, isEyeInCave, starter, framemod8 and
the rest. horizon-shaderpack's uniforms.rs parses and evaluates them
each frame like Iris (stareval priorities, IrisFunctions, SmoothFloat).
- sunPosition, moonPosition, shadowLightPosition, sunAngle and
shadowAngle now follow CelestialUniforms: the sky's sun and moon angles
turned by Y -90, the pack's sunPathRotation about Z, then the angle. The
old sun vector pointed north-south instead of east-west.
- While a Java pack runs, sunPathRotation tilts Horizon's sun, moon and
stars as Iris tilts vanilla's, and clouds = off | fast | fancy, sun and
moon = false apply. Complementary and Sildur's set clouds = off; the
vanilla clouds Horizon drew anyway wrote depth the packs' light shafts
and fog took for terrain.
Fixes#944
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: merged, thanks Online5277! Ludovic decided: Classic menus by default for fresh profiles (saved choices and HORIZON_MENU_STYLE still win). We merged current main in; fmt, clippy -D warnings and 1,022 client tests pass, and verify passes. Fixes#548.
VanillaPlaceRecipeOracle prints VanillaMenuOracle.state, so the equips
field the menu_click harness compares broke its lines. Only the
menu_click oracle's own lines carry it now.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LivingEntity.onEquipItem now runs for the player wherever vanilla calls
it: the inventory menu's ArmorSlot and off-hand slot (setByPlayer, in the
menu engine, so clicks, shift-clicks, number keys, drags and LAN guests'
clicks), right-click equipping (Equippable.swapWithEquipmentSlot), the
creative screen (every changed slot, as handleSetCreativeModeSlot sets it),
the swap-hands key, dispensers (now also a shield into the off hand) and
/item and /loot on armour slots. It plays Equippable.equipSound (the
generic armour sound by default) on PLAYERS when the item lands in its own
slot, and emits equip/unequip game events for armour; nothing for
spectators, on a client, or when the item is unchanged.
The menu click harness's oracle now records vanilla's onEquipItem calls.
Fixes#986
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Vanilla's Font draws every literal through StringDecomposer.iterateFormatted:
a § code styles what follows and is not drawn, a lone trailing § is
dropped. The sidebar drew owner names, team affixes, scores and the title
raw, so servers' sidebars showed § and the code letters. They now go
through Text::resolve_legacy, as the tab list already does.
The HUD harness's sidebar cases gain legacy-coded owners, affixes, titles
and fixed score formats.
Fixes#937
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: merged after verify passed. Remote players' projectiles record their owner: ender pearls teleport and hurt the thrower, mobs target the shooter; docs/server.md row updated; part of #484.
🤖 Agent: merged after verify passed. A remote player's item used on a block is used once (a snowball thrown at the ground flew 2× main hand / 3× off hand); part of #484.
🤖 Agent: merged after verify passed. Chat commands from a dead player run, as in vanilla's handleChatCommand (fixes#973); dedicated_server transcript 604/604 lines identical.
A projectile a guest shot was recorded as the local player's (Who::Player), which on a
server means the host, or nobody on a dedicated server. So a guest's ender pearl
teleported the host on a LAN world and did nothing on a dedicated server, what it hit
answered to the host, and clients were told the projectile had no owner.
Projectiles now remember the guest who shot them (Projectile.guest, set when the
guest's turn ends). Clients get the guest as the owner (Projectile.getAddEntityPacket),
and the hit runs as that guest: their pearl teleports and hurts them, and the mob hit
answers to them. ThrownEnderpearl's endermite also needs monsters to spawn, and comes
where the player was.
The dedicated-server harness checks that the snowballs' owner is the player and throws
an ender pearl at the player's feet: vanilla teleports it and takes 5 health, main did
neither.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A vanilla client sends a right click as one packet per hand and part
(Minecraft.startUseItem): UseItemOn for the block's part and ItemStack.useOn, then
UseItem for Item.use when that passed, the main hand first. The server ran the whole
click, both hands, for UseItemOn, then the item again for UseItem: a snowball thrown
at the ground flew twice, three times from the off hand.
Each packet now does its own part with its own hand
(ServerGamePacketListenerImpl.handleUseItemOn / handleUseItem): UseItemOn stops at
useOn (no throwing, drinking, eating, raising, equipping, buckets or an ender eye off a
frame), and neither touches entities (Interact does). Horizon's own client, which
counted on the server trying the off hand, now sends the off hand's packets when the
main hand's use passes, as vanilla's does. UseItem's rotation is the player's now
(absSnapRotationTo) without sending the client a teleport back.
The dedicated-server harness right-clicks the ground with a snowball in the main hand,
then in the off hand, and counts the snowballs against vanilla's (2 and 3 on main,
1 and 1 now).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Player attacks between the host and guests, or two guests, only checked the pvp game
rule. ServerPlayer.canHarmPlayer also asks the victim's team (Player.canHarmPlayer):
an ally on a team with friendlyFire false takes no damage, and the attacker hears the
no-damage sound.
lan_e2e's pvp check puts both players on such a team and checks that neither hurts
the other.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A dead guest's packets were all dropped but the respawn request, so a command typed on
the death screen never ran. ServerGamePacketListenerImpl.handleChatCommand and
handleSignedChatCommand don't look at the player's health: the commands now run.
The dedicated-server harness sends `/trigger nope` from the death screen and compares
the reply with vanilla's before respawning.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An install kept every release it ever unpacked in releases/. Once the game is up on the
new release (or a stopped server is switched), the update now deletes the old ones,
keeping the release in use, the one `previous` names (rollback's target), the one the
running horizon-server came from, and the `updates.keep` newest of the others (1 by
default, a new server.toml setting). A release that can't be deleted is reported and
left for the next update.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: merged after verify passed. If the game crashes natively after its Vulkan adapter line and before its first frame, the launcher switches the Graphics API setting from Auto to DX12 and tells the player; it doesn't relaunch by itself.
🤖 Agent: merged after verify passed. DirectX 12 for Windows: Auto tries Vulkan first and falls back to DX12 when Vulkan has no adapter or its device request fails; Video Settings > Graphics API (Windows only) and HORIZON_GRAPHICS_API override it. We merged main in (kept #771's LOD row and lodDistance next to graphicsApi); clippy -D warnings and 1,021 client tests pass, including the WGSL→HLSL translation of every shader. Not yet run on real Windows hardware.
🤖 Agent: merged after verify passed and CI parity passed 322/323; the one failure, dedicated_server (two extra block updates at respawn, a server-only path this GPU change can't reach), passed 2/2 locally on main + this PR and 2/2 on main. Vendors wgpu-hal 30.0.1 with the upstream fix for gfx-rs/wgpu#9845; should fix#746 on HD 520/530, to be confirmed by the reporters on the release.
🤖 Agent: merged after verify passed (benchmark data and docs only). Four-way equal-work benchmark: Horizon uses 3.8–4.8× less RAM and starts in ~8 s; Paper's average tick is shorter at every count, which is now perf work.
Its formations:simple becomes the game's horizon:formations (its pool and
placement), and its single pool element vanilla's with its ground_level
under horizon:ground_level. Its pieced structure (one) stays out; its
processors are still dropped.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: merged after verify passed. The site's nav links Host a server; README gains a hosting paragraph; tools/server.py and docs/server-quickstart.txt retired.
🤖 Agent: merged after verify and CI parity passed. horizon-server update (SHA-256 check, world backup, switch, health wait, automatic rollback) and rollback; 6-hourly update notice in log, status and panel. Proven end to end on the Mac mini and the ThinkPad (healthy update, crash rollback, timeout rollback, manual rollback, real GitHub download); 37 unit tests.
Repurposed Structures' and Moog's pillar_processor, Repurposed's
bottom_pillar_processor and close_off_fluid_sources_processor, YUNG's
pillar_processor (Better Fortresses, Better Jungle Temples) and Better
Fortresses' stair_pillar_processor become the game's horizon:pillar,
horizon:bottom_pillar, horizon:close_off_fluid_sources,
horizon:yung_pillar and horizon:stair_pillar. A pillar's own processor
list is written in, with the Java processors in it dropped.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Adds the game's side of the mods' Java processors that write blocks around
a structure while its template is processed:
- horizon:pillar and horizon:bottom_pillar: Repurposed Structures' and
Moog's PillarProcessor and BottomPillarProcessor, a column from a trigger
block (or the bottom layer) down to the ground, with their nested lists
and Moog's height randomizer;
- horizon:close_off_fluid_sources: their fluid fix, which walls off source
blocks next to the structure's open blocks;
- horizon:yung_pillar and horizon:stair_pillar: YUNG's PillarProcessor
(Better Fortresses, Better Jungle Temples) and Better Fortresses' stair
supports.
They write through PlacementContext::set_chunk_block, the
ProtoChunk.setBlockState the mods call (heightmaps kept), and only inside
the chunk being generated, as the mods check WorldGenRegion's centre.
Processor lists nested in pillars are capped at 16 levels.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: merged after verify and CI parity passed, and a combined check with rdbt's #796 on current main (fmt, clippy, 359 tests, 14 world-gen harnesses). YUNG/Moog terrain adaptation around structures (Better Fortresses netherrack inside bridges 39–41 % → 2.5–7 %), its carry, and YUNG modifiers.
🤖 Agent: merged after verify and CI parity passed, and a combined check with rdbt's #796 on current main (fmt, clippy, 359 tests, 14 world-gen harnesses). YUNG/Moog terrain adaptation around structures (Better Fortresses netherrack inside bridges 39–41 % → 2.5–7 %), its carry, and YUNG modifiers.
🤖 Agent: merged after verify and CI parity passed, and a combined check with rdbt's #796 on current main (fmt, clippy, 359 tests, 14 world-gen harnesses). YUNG/Moog terrain adaptation around structures (Better Fortresses netherrack inside bridges 39–41 % → 2.5–7 %), its carry, and YUNG modifiers.
🤖 Agent: merged, thanks rdbt! Bulk density arithmetic, the shared Beardifier kernel and Perlin column reuse: 12.685 → 10.069 ms/chunk Overworld terrain (−20.6 %, one worker). We merged current main in (density/tests.rs: kept both test sets) and checked it together with #955/#956/#959: fmt, clippy -D warnings, 359 core/world/port-pack tests, and 14 world-gen harnesses (density, noise, structure_density, server_world_gen, world_spawn, decorated_region, …) all pass.
🤖 Agent: merged after verify passed. The renderer logs each start-up step once per device (driver, requested features and limits, surface, pipelines, first acquire/submit/present), so a native crash's last log line names the step.
🤖 Agent: merged, thanks Online5277! Terrain LOD lands off by default. With LODs off it matches main (0 differing pixels in 6 RD16 views, same FPS/GPU ms on the HD 620, same time to full render distance); CI verify and parity pass. We merged main in three times and adapted it to #905/#939 and the packed texture coordinates. The follow-ups from the review (edge band, integrated-GPU cost, lighter far meshes) we're taking on ourselves.