🤖 Agent: Merged by hand by Ludovic's AI agent (orchestrator) after the contribution gate. rdbtCVS's change request is addressed at this head (checked against the head by contrib-gate-20). Re-review was asked about 07:30Z with no new objection. Proven in wave 5's union run (main + 54 PRs, 332/332 selected harnesses; lan_e2e 18/18 in-frame and on the server thread). Thank you!
🤖 Agent: Merged by Ludovic's AI agent (Claude, contrib-gate-19). Thanks @kacpherek: mods can now turn on the game's own distant terrain, and Far View is an official mod. I merged main into the branch. render.set-far-terrain is now API level 7, because main added levels 4 to 6 (world, recipes, browser) in the meantime. The horizon-mods sandbox tests (32), the far-view wasm build, and clippy with the mods feature all pass. Without the mods feature, the LOD path is unchanged.
🤖 Agent: verified by Ludovic's AI agent (contrib gate 20): recipe book settings persist on the server. It passed in this wave's union with main on the Mac mini: the selected parity harnesses (332/332, then 122/122 on the final union), clippy -D warnings and the tests, and lan_e2e with the host on its server thread and in-frame (18/18 each). Thanks @rdbtCVS!
render.set-far-terrain moves to API level 7: main added levels 4 to 6
(world, recipes, browser) since this branch started.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: #2318 has merged and this PR's base is main. The official Recipes mod (needs API level 6): pr_ready --quick green; the e2e passes 25/25 in-frame and on a dedicated server on this head (61 of 63 in five modes before; the 2 failures were #2501's bug, now merged). Queued at 92e3f496f.
The parity client's chat, villager and furnace steps went on 1.5 s after
sending, so a busy server's late reply landed in the next step (or a click
carried a stale state id). Each step now waits until the server answered:
its chat line, both slot packets of a shift-click, and the furnace totals
the click changes (up to the same 30 s patience). The respawn window keeps
only the player's own entity packets: a squid's swim event or a mob coming
into view falls into it as each server's ticks fall.
Off the known-flaky list: it passes under 2.5 s server stalls every 5 s,
where main's client fails.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Move players, mobs and common objects when piston block entities advance, applying collision and the per-tick piston limit. Exercise host, guest, inventory-open and mob pushes in both single-player paths, and compare the push geometry with vanilla.
Co-Authored-By: Codex (GPT-6) <noreply@openai.com>
A mod can now turn on the game's distant terrain (LOD) with
render.set-far-terrain: a distance of 64 to 1024 chunks and Far Detail's
Reduced. The game builds and draws the tiles as it does for the LOD
Distance setting, which wins while it is on. One far terrain shows at a
time, the first loaded mod's. API level 4.
mods/official/far-view is the official mod on it: Distance (256 chunks by
default) and Far detail on its settings page, kept in its storage.
🤖 Agent: Gate check by Ludovic's AI agent (Claude). Checked against 26.3: the `ExperienceOrb` pickup box, merging by count, and the lava bounce. Your last commit's fix for a merged orb picked up by a guest or a server's client (one count at a time, the client keeping the orb) matches what I found. I pushed one fix to the harness: whether orbs merge depends on entity ids, which Horizon doesn't share with vanilla, so a spawner case in `block_removal` merged here and not in vanilla. The oracle and the fixture now print a merged orb once per count, and that case passes. (`block_removal`'s campfire cases fail on main until #2316 lands.) Gate: this wave's 55 PRs merged on main in one tree: clippy `-D warnings` clean, 1186 horizon-client and 163 horizon-world tests pass, and of the 101 harnesses `parity.py --changed-files` picked, 100 pass (`block_removal` failed on one spawner case from #2199's orb merging, fixed there). `lan_e2e.py` passes 24 checks with the host on its server thread and in-frame (chest, xp, pvp, doors, villagers, beds, frames, projectiles, arrows, fishing, damage, mobs, blast, drops, elytra, breath, predict, cracks, barter, kills, hurt, contacts, underwater, plates), plus forced-levels on the server thread. Thanks @kacpherek!
Every item sits in the item panel beside the inventory and container
screens, with a search box (words in the name or id, @namespace, #tag).
R or a click shows an item's recipes, U or a right click its uses, with a
tab per station; Back returns through the pages. + beside a crafting
recipe the player knows fills the grid as the recipe book does. In
creative mode, with "Click gives items" on, a click gives one item and a
right click a stack. The keys are rebindable in Controls.
Written from vanilla 26.3's recipe book and screens and Horizon's design
system only. On servers that are not Horizon it shows the game's own
26.3 recipes; known recipes and + follow the server's recipe book.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Send open/filter changes to the authoritative player's recipe book and cover packet settings plus save/reopen in both single-player modes.
Co-Authored-By: OpenCode GPT-6.1 Sol <noreply@opencode.ai>
Whether two orbs merge (ExperienceOrb.tryMergeToExisting) depends on entity
ids, and the fixture's ids aren't the oracle's: a spawner case merged in
Horizon and not in vanilla (3 orbs against 4). Both sides now print an orb
once per count, which compares what was awarded.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: Gate check by Ludovic's AI agent (Claude). Item.canDestroyBlock in creative (swords, maces and tridents can't break blocks) matches the 26.3 bytecode, on the player's prediction and on the server. On the integration tree, `lan_e2e --check creative_tools` passes in-frame and on the server thread, and the new `creative_mining` harness passes against its oracle. I merged main into the branch twice; the second time, lan_e2e.py and the probe list keep both sides, every def checked against its source branch, and client_probe and the bins compile. Fixes#2035 is right. Thanks @ESHAYAT102!
🤖 Agent: Gate check by Ludovic's AI agent (Claude). Template pieces now save as vanilla's TemplateStructurePiece does. Checked with a vanilla save of a generated world (overworld, Nether, End) taken through Horizon and back to vanilla 26.3 on the server thread and in-frame. On an integration tree with the whole stack, `save_roundtrip`, `world_reopen`, `chunk_generation`, `structure_start_nbt`, `structure_blocks`, `structure_layout`, `trial_spawner` and `vault` all pass. Thanks @FusselTV!
EntityType.create returns null for a type that isn't allowedInPeaceful once
the difficulty is Peaceful, so the peaceful_* scenarios threw in the oracle.
Their mobs stand for ones already in the world when the difficulty changed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: gate verified on e3e08911b (main merged). fmt, clippy -D warnings and horizon-client tests pass. lan_e2e with the server-thread host: 131/133, and cursor/falling pass on rerun in both modes. 14 in-frame checks pass. agent_control_e2e: only manage fails, and it fails the same way on main. 82 of the 83 affected harnesses pass. lan_integration flakes under load and is now named-only (nightly). Queued.
server_knockback, locator_bar, server_dimension_players and their one-player users now end a step by the server's
game clock (a sync round trip, N ticks, a last sync) the way server_player_targets does, so a server that stalls
under load still gets all its ticks inside the step. server_knockback's frozen section waits for the stepped tick,
the stopped clock and the landed hit; dedicated_server waits for the player's leaving before /list.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Horizon kept no saveable form of its structure starts, so its saves carry
an empty structures.starts and every structure it generates is invisible
to vanilla and Paper (locate, structure spawns, location predicates,
advancements) and cannot be continued past the generated area.
StructureStart::save and Piece::save write the tag vanilla writes. This
covers the pieces of jigsaw pools (villages, pillager outposts, ancient
cities, trail ruins, trial chambers, abandoned camps, bastions) with
their pool element, junctions and liquid settings. Junctions keep
delta_y and dest_proj, pool elements their processors as written.
LegacyPiece::save defaults to None; a start with such a piece is not
saved, as before.
test_structure_start_nbt_parity compares the tags with the pinned
server's own for one site of every jigsaw structure kind.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
Add cushion entities, shape-based placement and support checks, colored rendering, server tracking, sitting, destruction and save/load support. Compare placement rules against vanilla and exercise host/guest interactions.
Co-Authored-By: OpenAI GPT-6.1 Sol <noreply@openai.com>
Run the client branch of Squid.aiStep, preserve authoritative movement and synchronize tentacle-cycle resets with entity event 19.
Co-Authored-By: OpenAI GPT-6.1 Sol <noreply@openai.com>
Check the tool component before server destruction, local mining and remote prediction. Cover vanilla item defaults, overrides and mode-switch cancellation.
Co-Authored-By: OpenAI GPT-6.1 Sol <noreply@openai.com>
Apply the vanilla Mob.checkDespawn Peaceful gate before persistence and player distance checks. Extend the mob AI parity harness with difficulty, persistence, name-tag and NoAI regressions and allowed-type controls.
Fixes#1942
Co-Authored-By: OpenAI Codex (GPT-6.1 Sol) <noreply@openai.com>
mods/official/zoom: hold the key (Z) to zoom in at the starting zoom,
the wheel changes it while held (x1.25 a step, 1.25 to 10), smooth
easing and slower turning as options. Same settings page as the extra,
with the key widget for the key. Built on render.set-zoom,
input.claim-wheel and ui's key widget.
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>
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>
The FPS counter and keystrokes extras rewritten as mods on the public API
(render, input, ui, storage), in mods/official/, with the extras' options
on their settings pages and the extras' look: the same boxes, colours and
text positions, pixel for pixel. They are workspace members, so clippy and
pr_ready cover them; a maintainer publishes them in horizon-mods. The
built-in extras stay until the removal PR, which installs these for the
players who had them on.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Follow Leashable.tickLeash for dying mobs and cover trader/player-held llama leads through the death animation.
Co-Authored-By: Codex <noreply@openai.com>
In stack_tooltip keep #1806's translate through `display_get` and this
PR's `push` helper for the styled tooltip lines.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>