Commit Graph

909 Commits

Author SHA1 Message Date
Ludovic Marie d8aaf367eb Merge pull request #2013 from ludovic111/feat/mod-api-zoom
🤖 Agent: Mod API (experimental): render.set-zoom and input.claim-wheel, held mod keys let go when a screen opens, mod keys on mouse buttons. The consume choice is in stability.md. Verified: pr_ready (1300 tests), sandbox tests, in game 22/22 in-frame and on the server thread.
2026-10-26 05:12:07 +01:00
Ludovic Marie 88d061ec9b Merge pull request #1955 from rdbtCVS/t3/migrate-parity-server-thread
🤖 Agent: Thanks rdbt! The command, dispenser and sculk fixtures now run on a server Game. Checked:
2026-10-26 05:06:41 +01:00
Ludovic Marie 061ae61465 Merge pull request #1963 from ludovic111/feat/mod-api-extras
🤖 Agent: Mod API calls the official HUD mods use: render corner panels, text width and frame stats; input mappings and clicks per second; a ui button widget. Main merged in (after #1914's widget refactor). Verified: horizon-mods tests, clippy with and without mods, horizon-client tests (1121 lib), Keystrokes' settings page in game.
2026-10-26 04:45:01 +01:00
Ludovic Marie a4eefb0730 Merge remote-tracking branch 'origin/main' into cg15/1955
# Conflicts:
#	tools/lan_e2e.py
2026-10-26 04:24:12 +01:00
Ludovic Marie 2ae2e57c66 Merge pull request #1449 from ludovic111/chore/wasmtime-48
🤖 Agent: main merged into the branch (merge commit); verify passed on this head.
2026-10-26 04:19:14 +01:00
Ludovic Marie 6bbf40e345 Merge pull request #1753 from ludovic111/feat/structure-blocks-harness
🤖 Agent: structures stack brought up to date with main (merge commits), verify and parity passed on this head.
2026-10-26 04:13:52 +01:00
Ludovic Marie 2b4e1fd03b Merge pull request #1944 from ludovic111/feat/mod-input
🤖 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.
2026-10-26 03:35:25 +01:00
Ludovic Marie 1e317cff5e Merge branch 'feat/mod-api-extras' into feat/mod-api-zoom 2026-10-26 03:19:44 +01:00
Ludovic Marie 50c54098ef Merge feat/mod-input (with main) into feat/mod-api-extras
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 03:13:27 +01:00
Ludovic Marie 48db367d4a Mod API: zoom the camera, take the mouse wheel (render, input)
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>
2026-10-26 03:09:29 +01:00
Ludovic Marie b7b7cd6c50 Merge main into feat/mod-input: input beside command and render
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>
2026-10-26 03:09:13 +01:00
Ludovic Marie dd1581c062 Merge remote-tracking branch 'origin/main' into cg15/1965
# Conflicts:
#	crates/horizon-prepare/src/lib.rs
2026-10-26 02:44:23 +01:00
Ludovic Marie 5ba4793d35 Merge pull request #1960 from rdbtCVS/t3/optimize-launcher-resource-prepare-1
🤖 Agent: Thanks rdbt! Verified on the Mac mini:
2026-10-26 02:41:36 +01:00
Ludovic Marie 559ea59fcb Merge pull request #1952 from ludovic111/ci/linux-runner
🤖 Agent: ready. Linux runner support (runner-env/vanilla-data Linux paths, linux-runner.sh, runner_pause.py with Ludovic's lock/idle-15-min rule, heat, game, GPU and pause-file checks), desktop parity host, nightly and parity-main pinned to the Mac. verify and parity passed at this head. The desktop runner stays without the horizon-game label until its trial is identical: that is a runner setting, not in this PR. Desktop full run: 342/343 in 39.3 min (the 1 is a harness timing flake, fixed by #1997).
2026-10-26 02:36:59 +01:00
Ludovic Marie b10d927e5e Merge pull request #1929 from ludovic111/feat/mod-render
🤖 Agent: Mod API capability render (experimental): HUD shapes and camera shake. Main merged in beside command (8 capabilities). Verified: horizon-mods tests, clippy with and without mods, earlier pr_ready, harnesses and in-game runs.
2026-10-26 02:10:10 +01:00
Ludovic Marie 07f1bcff68 Merge main: render beside main's command capability
Both add a Capability variant: the list holds 8 now. The SDK re-exports
both interfaces; the API reference is regenerated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 02:02:00 +01:00
Ludovic Marie 48121cb109 Merge origin/main into chore/wasmtime-48
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-26 01:59:44 +01:00
Ludovic Marie 35e047fb8e Merge origin/main into feat/yung-port-as-written
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-26 01:59:00 +01:00
Ludovic Marie d782e455a4 docs: the desktop's CI slice gets half the threads
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 01:55:57 +01:00
Ludovic Marie ee403545ce Merge pull request #1805 from kacpherek/pr/pregen
🤖 Agent: thank you kacpherek! /pregen is in, off by default: a server turns it on with horizon-pregen=true in server.properties (server.toml [properties]), single player and LAN with --pregen. With it off, the command tree and /help match vanilla. Tested on a dedicated server through horizon-server (on: 1,369 chunks generated and saved), single player on the server thread and in-frame, and 11 harnesses including command_exec.
2026-10-26 01:54:20 +01:00
Ludovic Marie 9db6a0ee48 CI: parity-main stays on the Mac; heat check on a median, boot as the first sign; nix roots fixed
nix-build names a dev output's GC root <name>-dev, so the runner's PKG_CONFIG_PATH pointed at links
that didn't exist and every client build failed on libudev; it now uses the store path nix-build
prints. The package temperature spikes for a second under load, so the heat check takes the median
of 5 readings. Restarting the watcher no longer throttles a running job.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 01:23:27 +01:00
Ludovic Marie 4c78d1b4f8 Merge origin/main into ci/linux-runner
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 01:23:12 +01:00
Ludovic Marie b3149d43ef Merge pull request #1677 from sdraeger/feat/mod-command-capability
🤖 Agent: Mod API capability `command` and the Predator Missile example, by @sdraeger. Thank you! Main merged in, with `command` kept beside `ui` as a 0.1 preview interface. Verified: pr_ready (2106 workspace tests), and in game in-frame and on the server thread, including survival without cheats refused.
2026-10-26 01:19:35 +01:00
Ludovic Marie e9f93c656a Merge pull request #1981 from ludovic111/ci/parity-main
🤖 Agent: merged on verify. CI speed (Ludovic's focus tonight); measurements in the body and in horizon-parity/ci-speed/LOG.md.
2026-10-26 00:48:22 +01:00
Ludovic Marie eec2e87a15 Merge main: command beside main's ui capability
Conflicts kept both sides: the capability list (now 7), the WIT, the
SDK's re-exports and docs, the mods state's fields, the workspace
members and AGENTS.md's macOS --exclude list. The API reference is
regenerated, and docs/api/stability.md lists `command` with the 0.1
preview interfaces.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 00:48:02 +01:00
Ludovic Marie 373d9c08c0 Merge pull request #1947 from ludovic111/feat/prepare-output-check
🤖 Agent: verified: OUTPUT_VERSION = 1 and output-versions.txt carry the digest measured on 10 CI preparations. tools/prepare_output.py check passes on v0.2.64's preparation and fails on v0.2.47's. This head's own parity job prepares with its preparer and checks the digest. Merging.
2026-10-26 00:47:05 +01:00
Ludovic Marie 73da2f04dd CI: parity on main, a batch of merges at a time; releases wait for it
parity-main runs the vanilla harnesses on every push to main, one run at a
time: merges that land during a run wait in one pending run, which checks
every merge since main's last green parity-main (tools/parity_main.py base,
then parity.py --changed). A failure is bisected over the batch's
first-parent merges, running only the failing harnesses, and the breaking
merge's pull request gets a comment.

Game releases ship only a commit both checks and parity-main passed on
(release_train.py; release.yml also starts when parity-main finishes; a
forced release doesn't wait). The per-PR parity job now runs only for a PR
that changes a harness, an oracle, a probe or the runner, or carries
run-parity.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 00:35:28 +01:00
Ludovic Marie 836c1ee3b9 CI parity: pick harnesses with main's selection code, run them at the head
The parity job checks out the PR head, so every branch made before #1964
still selected with the old per-crate rule. The step now runs main's
tools/parity.py and tools/parity_reach.py with --changed --list, restores the
head's files, and runs the named harnesses with the head's parity.py. A
branch that edits either file, or a failure of main's selection, falls back
to the head's own `--changed` run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 00:27:32 +01:00
Ludovic Marie 0baf6cbd62 CI: the desktop runner works while its screen is locked or untouched for 15 min
Ludovic's rule (2026-10-26): runner_pause.py pauses at once on keyboard, mouse or gamepad input
(read from /dev/input, only whether bytes came), on an unlocked session touched in the last
15 min, at 90 °C, on a game or the GPU. Fixes the service start: the link loop's last test
failed the script under set -e.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 00:27:22 +01:00
rdbtCVS 3adff150cf Record preparation validation timings and measurement limits
Co-Authored-By: Codex <noreply@openai.com>
2026-10-25 23:15:40 +00:00
Ludovic Marie 21d8e53034 parity: pick harnesses by the Rust items their probes reach, not whole crates
`--changed` / `--changed-files` now narrow each harness's recorded Rust
sources to those its probes can reach (tools/parity_reach.py): an item-level
reachability walk from the probe modules a harness ran (or the binary it
built) over free items, inherent methods, trait impls and macros, matched by
name so it only over-approximates. Parent modules count through their `mod`
declarations, compared with the merge base. A harness whose probe can't be
placed keeps every source; `--by-crate` turns the narrowing off.

On the last 20 PRs merged on 2026-10-25: 2255 -> 1061 harnesses picked,
2384 -> 1592 harness-minutes. Replaying the week's 61 failed CI parity runs,
every failed harness the old selection picked is still picked; LLVM coverage of
six harnesses' probes executes only kept files.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 00:14:51 +01:00
Ludovic Marie 5e9d45bc9a /pregen: off unless the server turns it on
Vanilla has no /pregen, so with it always registered /help and the command
tree differed from vanilla's (the command_exec harness failed on /help).
Horizon's own commands are now added to the game's tree only when the owner
asks: `horizon-pregen=true` in server.properties (`horizon-pregen = true`
under [properties] in server.toml) for a dedicated server, `--pregen` for
the game (single player, LAN). Off, the trees are vanilla's own, unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 00:11:39 +01:00
rdbtCVS f45e3f1237 Optimize launcher preparation with precompiled, batched exporters
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>
2026-10-25 23:11:23 +00:00
Ludovic Marie c28bea8e96 Mod API: input's permission line says it sees keys and clicks
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 00:06:16 +01:00
rdbtCVS 4be53ee28a Reduce resource preparation filesystem work
Share the asset index and verification state, stage checked imports while hashing, preserve indexed replacements, and clone independent resource copies where supported.

Co-Authored-By: Codex (GPT-6.1) <noreply@openai.com>
2026-10-25 22:58:00 +00:00
rdbtCVS 28206976d8 Move parity fixtures onto server execution
Co-Authored-By: OpenAI Codex (GPT-6.1) <noreply@openai.com>
2026-10-25 22:36:21 +00:00
Ludovic Marie d81aa97e84 CI: the desktop runner works only while nobody is at the screen; desktop as a parity host
runner_pause.py pauses on any seat0 session (locked too), games, GPU use or a pause file, and is
the only thing that starts the runner; a job under way is throttled, then the runner stops. The
desktop host in parity_hosts.json refuses work while paused and its workers stop on a pause. The
nightly audit stays on the Mac mini. Docs and a unit test of the watcher.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 23:12:09 +01:00
Ludovic Marie e3bd626688 Mod API: what the extras need as mods: corner panels, frame stats, mappings, buttons
The built-in extras become official mods; these are the calls the FPS
counter and keystrokes overlay need to look and behave the same:

- render.set-corner(corner, w, h, shapes): a box the game places with
  its own corner stacking (under the status effects, with the overlays
  and hud panels), clear-corner; text-width(text) in the HUD font
  (advances for U+0000..U+024F, 6 otherwise); frame-stats(): the game's
  FPS counter (fps, min, 1% low).
- input.mapping(name): a movement or click mapping's key label and
  whether it is held; clicks-per-second() for attack and use.
- ui: a button widget (200 x 20, select(id, 0)) for settings pages.
- The game keeps its FPS and click counters running while a mod runs,
  and refreshes the snapshot every frame for mods with a frame hook.
- The ui test guest gains /corner and /readings, with a sandbox test.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 23:08:15 +01:00
Ludovic Marie 116a7f7dca horizon-prepare: OUTPUT_VERSION, the number of what it prepares, checked by CI
Launchers copy a player's prepared resources to a new release while its preparer declares the
same OUTPUT_VERSION (the launcher side is its own pull request). The number is bumped by hand;
CI keeps it honest: the parity job already prepares with every change to the preparer, and
tools/prepare_output.py check now fails when that preparation's digest is not the one
crates/horizon-prepare/output-versions.txt gives the current number, or when the file changed
other than by appending a version. The digest canonicalises what differs between two runs of
the same preparer (JSON key order, creative tab tag order, lambda class addresses, logs, the
sounds): 10 preparations by 5 preparer versions on the three Mac runners give one digest, and a Linux preparation by an older preparer gives the Mac runners' digest for it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 22:48:51 +01:00
Ludovic Marie fada660310 Mod API: capability input (experimental): claimed items' use, mod keys
- WIT `input`: claim-items(ids) makes the use button on those items the
  mod's: use-start, then use-stop with the ticks held (button up, item
  out of the hand, or a screen opening); the game does nothing else
  with the click. register-key(name, label, key) for up to 16 keys
  (key.keyboard.r), heard as key-down / key-up while playing; the
  game's own mapping on the key still runs. held(), poll() (256 kept).
- game/mod_input.rs: play_mouse asks mod_use first (local and remote
  windows), the tick ends a use whose item left the hand, the keyboard
  and horizon-ctl's key send the physical key to mod_key.
- No claim and no key, no cost: one check each.
- Experimental: the manifest needs experimental = ["input"].
- The ui test guest gains /input_claim, /input_poll and /input_held,
  with a sandbox test. Docs: mods.md, stability.md, the changelog, the
  regenerated reference.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 22:10:44 +01:00
Ludovic Marie 61c44c22ef Mod API: capability render (experimental): HUD shapes and camera shake
Mods draw through the game's own renderer, never their own shaders:

- WIT `render`: set-hud(shapes) with fill, quad (any four corners),
  sprite (the game's GUI sprites), item (scaled) and text shapes, up
  to 1024, kept until replaced; gui-size(); shake(strength, seconds).
- Drawn over the HUD after the extras, under chat and screens, hidden
  with F1 (game/mod_render.rs). Colours are 0xAARRGGBB.
- shake turns the view, not the player: jolts fade out squared, add up
  to 1, at most 3 degrees of yaw and 2 of pitch, scaled by Distortion
  Effects (screenEffectScale; 0 turns it off).
- Experimental: the manifest needs experimental = ["render"].
- No mod drawing, no cost: an empty iterator and an is_empty check.
- cargo horizon-mod check reports shakes and HUD shapes. The ui test
  guest gains /render_hud, /render_clear and /render_shake, with a
  sandbox test; HudBatch gets fill_quad.
- Docs: mods.md, stability.md, the changelog, the regenerated reference.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 21:35:12 +01:00
Ludovic Marie 8b4336013a Merge pull request #1864 from socksprox/feat/mod-ui
🤖 Agent: thank you @socksprox! Merged after review (two follow-up commits on your branch: `ui` is opt-in through `experimental = ["ui"]`, and the Settings button now appears when a mod sets its page after loading), tests in game in-frame, on a server-thread window and as a LAN guest, and this head's verify.
2026-10-25 21:07:26 +01:00
Ludovic Marie 05396b4edf ui: experimental, opted into with experimental = ["ui"] in the manifest
docs/api/stability.md: a new API starts experimental, usable only by
opting in with a manifest field naming it. Capability ui now needs
experimental = ["ui"] beside capabilities; without it the manifest is
refused with that line to add. A capability promoted later stays
accepted in the list, so such manifests keep loading.

The ui test guest opts in; stability.md gets ui's row; docs/mods.md
shows the key.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 20:57:10 +01:00
socksprox af7a685b5c Mod API: capability ui — mod-owned screens and settings pages
New WIT interface `ui` (text, item and list widgets; open-screen,
close-screen, set-settings) plus a `ui-events` export (select, closed,
settings-opened), in a second world `horizon-ui-mod` so mods built before
it keep loading. The game lays out and draws the widgets with its own
menus' code: a screen the mod owns (Esc/Done to leave) and a Settings
button on the mod's Options > Mods row that opens its page.

Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
2026-10-25 17:09:25 +01:00
Ludovic Marie 7ab91a4d2e Merge pull request #1859 from ludovic111/feat/mod-tool-content
🤖 Agent: merged after verify passed; site built with every docs page and no broken links (platform-2), website tests pass.
2026-10-25 17:00:44 +01:00
Ludovic Marie 9f761a3e3b Merge pull request #1810 from ludovic111/docs/api-portal-website
🤖 Agent: merged after verify passed; site built with every docs page and no broken links (platform-2), website tests pass.
2026-10-25 16:58:41 +01:00
Ludovic Marie d18b7701da Merge pull request #1852 from ludovic111/feat/hub-docs
🤖 Agent: merged after verify passed (hub: website tests 30/30, roadmap tests + sync check, telemetry server 35 tests; local end-to-end run by roadmap-1).
2026-10-25 16:56:07 +01:00
Ludovic Marie ba4cf45aac cargo horizon-mod: content mods (new --template content, build packs assets and data, check takes no code)
- `new --template content`: a content mod with one block (Glowing Amethyst,
  copying vanilla's amethyst block) and its block state, model, item model,
  name, loot, recipe and pickaxe tag; `--template code` is the default.
- `build` packs the mod's `assets/` and `data/` (read and checked as the
  game reads them) beside the component; a folder without `Cargo.toml` is a
  content mod and needs no compiler.
- `check` takes a `.hmod` with no `mod.wasm`: "no code: content only,
  nothing to run" instead of the trial run, which refused it, so the
  registry can publish content mods.
- The guide (content mods, make a mod) and docs/mods.md, docs/api/mods.md
  say so.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 16:35:58 +01:00
Ludovic Marie a6f951e126 Website: Make a mod, the full guide from the first line to the registry
Six pages under a "Make a mod" group of the docs: set up and see a mod in
the game (the launcher's Game arguments or cargo horizon-mod run), the
manifest and every capability, the hooks and calls with a worked example
(Playtime, built and checked), content mods, testing and check, and
publishing (minisign signing, the submit form, review, updates). /mods,
the submit page, the docs index, Mods and data packs and the Mod API link
to it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 16:22:19 +01:00
Ludovic Marie 818b9638ed CONTRIBUTING.md and docs/README.md point to the hub
Where to start is playhorizon.dev/hub: the roadmap, the work board, good first
tasks and the forms; roadmap PRs carry their roadmap:<id> label, ideas go to the
suggestion queue and issues are for bugs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 16:15:16 +01:00