734f632cbf
Mod canvas with terrain tiles and mouse input (API 24), set-acoustics (API 23), acoustics stage 3: reverb
chexit2026-10-31 00:59:02 +03:00
523c855b09
Mod chunk tickets through the server thread (API 22), softer searchlights and light halos, acoustics stage 2: echo taps
chexit2026-10-30 23:44:14 +03:00
7012640e54
Acoustics stage 1: direct-path occlusion ported from Sound Physics Remastered 453654e (GPL-3.0, separate files), off by default; stereo output on surround devices; mixer sum in a fixed order (API 21)
chexit2026-10-30 22:09:23 +03:00
32f6161921
HD clouds: rays from a far point, so the view bob's eye offset does not bend them
chexit2026-10-30 19:07:37 +03:00
b809f5eed0
Persistent mod sound sources: start, update, stop with generations, click-free voices, loop sections, voice budget and virtual loops (API 20)
chexit2026-10-30 16:10:23 +03:00
4cb83fcc9b
Mod command trees: command.set-tree and set-suggestions, typed parse, colouring and completion from one tree (API 19)
chexit2026-10-30 15:43:11 +03:00
94dc8eda1a
Film export: every frame in flight reaches the writer, listener follows the main view, cloud wind on film frames, set-smoke reports real activity
chexit2026-10-30 15:19:32 +03:00
288bfb66a5
HD: coloured sun through glass and leaves, rain ripples on water, film motion blur and depth of field
chexit2026-10-30 15:01:09 +03:00
71cdcac1db
HD clouds and fog polish: cloud panorama, cirrus, terrain-aware fog, far smoke cascade; replay world log and film clock; material overlays by sprite name
chexit2026-10-30 14:30:39 +03:00
251bb6777f
Spot lights for mods (render.set-spot-lights, API level 16): surfaces lit in the cone, a volumetric beam stopped by depth (#60); film capture (render.capture-*, set-film-quality, API level 17): fixed-step clock, frames piped to ffmpeg or PNGs, offline audio, no chat in the frames (#58); the client builds without the mods feature again
chexit2026-10-30 09:28:05 +03:00
9c33fdae2c
Mods: render.set-main-view (API level 15) renders the screen's world from a mod camera with the full pipeline, so replays get HD and the post effects; small mod views get the post pass with their own camera
chexit2026-10-30 03:59:41 +03:00
43392aec6b
HD smoke: young trails drawn at least as wide as a grid cell (density scaled to keep the mass), gentler bulges, so a trail is a smooth ribbon and not a chain of puffs
chexit2026-10-30 03:44:45 +03:00
4a6ab8117a
HD clouds composited by depth so terrain and vehicles inside or behind the layer are hidden and those in front stay in front (#67); world-anchored noise everywhere (cloud detail by height above the layer, fog, smoke and puddle scales dividing the wrap) (#68); the replay's time is visual only, gameplay sky darkening uses the world's time (#70)
chexit2026-10-30 03:26:09 +03:00
b1aaf32851
HD: volumetric smoke and missile trails with clear tunnels through fog and cloud (render.set-smoke, API level 14; #54); sun speculars by material, wet surfaces and puddles in rain, wind in foliage (HORIZON_HD_SPECULAR=0, HORIZON_HD_WIND=0, HORIZON_HD_SMOKE=0); HD shaders checked for HLSL translation in their own test
chexit2026-10-30 03:17:11 +03:00
74d1e61813
HD clouds: noise scales that divide the camera's 65536-block wrap, so the clouds and their shadows no longer jump at x or z = 0
chexit2026-10-29 23:22:19 +03:00
60eb9be45f
HD split into modules (gfx/hd/: one Rust file and one WGSL file per pass, a shared prelude), contracts for colour, depth, alpha, time and coordinates written down, tests that the frame layout and bindings match between Rust and WGSL (#45)
chexit2026-10-29 23:19:53 +03:00
0bcc4b56dc
HD fixes: rain level from the world not from rain geometry (#41), TAA history on the jittered grid (#38), vanilla cloud tint without a depth heuristic (#35), air fog once over water (#37), translucent things in front of HD water (#36), cheaper sunrise fan (#39), halos in thick air capped; mods: render.set-time-override (API level 13) so replays show their recorded time of day (#57)
chexit2026-10-29 22:56:15 +03:00
f87d2c518f
Mods: world queries for simulations (render.query-rays, query-sections, world-changes; API level 12): block-exact rays and section occupancy by collision, sight or sound, answered next tick within budgets, and a log of changed sections
chexit2026-10-29 21:43:22 +03:00
a8235704e4
HD: Photon-style sunsets (Rec. 2020 atmosphere, sun tint, blue hour; MIT), volumetric clouds with ground shadows instead of vanilla's in HD, volumetric fog with sun shafts and morning mist (HORIZON_HD_CLOUDS=0, HORIZON_HD_VOLFOG=0)
chexit2026-10-29 21:41:48 +03:00
a8b85116f4
HD water: a darker blue, a little clearer, ripples a little higher
chexit2026-10-29 19:02:16 +03:00
2b52657d85
HD sky and light: a physical atmosphere (Rayleigh, Mie, ozone; constants and transmittance after Photon, MIT) for the sky, haze, fog and water reflections; warmer sunlight from the atmosphere's transmittance, a gentle sky-coloured ambient, soft PCSS-lite shadows near the player, a haze round the sun; lighter water with fine ripples
chexit2026-10-29 18:38:19 +03:00
59426881f3
HD water: no vanilla texture on the surface (the biome colour only), a darker, deeper colour
chexit2026-10-29 17:56:04 +03:00
54ada71e63
HD water: its own pass (colour, normal, depth), the floor under it lit, a composite with world-space waves, refraction with depth absorption in the biome colour, screen-space reflections, Fresnel and a shadowed sun glint (HORIZON_HD_WATER=0 to switch off)
chexit2026-10-29 17:47:52 +03:00
172f8ef171
HD: temporal upscaling (HORIZON_HD_SCALE: world, G-buffer and lighting at a lower size, rebuilt to the window in the TAA pass); fix flickering shadows near the player (the near cascade lost its sections on frames the far one was held, the held far matrix ignored the camera's step, plants' normals turned with the camera); TAA keeps more history when still
chexit2026-10-29 17:19:57 +03:00
17d10d1d8c
Mods: model handles (render.model-id, model-generation, set-models-by-id; API level 11) so mods send no model names each tick; clear-post and set-lighting documented
chexit2026-10-29 17:02:02 +03:00
a321460f1c
HD: shadows draw only sun-facing quads and skip buried sections, the far cascade every second frame; TAA (Halton jitter, reprojection by depth, YCoCg variance clipping) before bloom
chexit2026-10-29 17:02:02 +03:00
37cf7ea714
HD: GPU time per pass in the F3 timing list, half-resolution GTAO with a depth-aware blur
chexit2026-10-29 16:43:36 +03:00
2228844b92
HD: lights culled per 16x16 tile (surface and halo lists built on the CPU), a naga test for the lighting shaders
chexit2026-10-29 16:25:44 +03:00
72d9e70187
HD: bind groups cached until a resize or a new source, shadow passes draw only the entities that cast shadows
chexit2026-10-29 16:19:53 +03:00
3cfa79c011
HD lighting stage 2: sun and moon shadow cascades, the world relit (sun by face angle and shadow, sky and block light through the lightmap), light shafts and halos, fog over it again, a light colour grade
chexit2026-10-29 13:59:43 +03:00
fff9f9a746
HD lighting: G-buffer pass, per-pixel mod point lights in HDR, bloom and tone curve; render.set-lights and render.set-lighting (API level 10)
chexit2026-10-29 13:18:43 +03:00
4ae19d7dfc
cargo-horizon-mod: trial runs behind feature full, so a packing-only tool skips wasmtime
chexit2026-10-29 12:01:08 +03:00
69987c52dc
Mods: game.world-id, so mods keep state per world (API level 9)
chexit2026-10-29 11:25:45 +03:00
9914ddf58b
Mod cameras: distant terrain tiles, fog measured from the camera, no impostors while one is shown
chexit2026-10-29 11:15:11 +03:00
615d2b89e1
Mod cameras up to 1920x1080 (full-screen replays)
chexit2026-10-28 23:25:29 +03:00
5b9d6036bf
Mods: more fuel per tick and per event (AirDef plans raids)
chexit2026-10-28 23:08:21 +03:00
8894846fe2
Mod cameras: render.set-views draws the world from other points into pictures that HUD view shapes show (API level 9)
chexit2026-10-28 22:31:00 +03:00
6604b09ded
Mod models: draw far models as scaled impostors past the far plane, cull at 4096
chexit2026-10-28 22:09:30 +03:00
77aa482f6a
Mod API (AirDef fork): full-screen post pass for mods
chexit2026-10-28 13:33:10 +03:00
5a4fb7f4c5
cargo-horizon-mod: report particles and sounds
chexit2026-10-28 12:39:45 +03:00
c2777739c8
Mod API (AirDef fork): world models, client particles, sounds, ground heights
chexit2026-10-28 12:37:45 +03:00
a3acb5f0d2
Merge pull request #3082 from Domanffe/test/port-harness-symlink-skip
Ludovic Marie
2026-10-28 20:22:19 +01:00
49b77529dd
Merge pull request #2811 from ESHAYAT102/feat/server-delete-confirmation
Ludovic Marie
2026-10-28 20:22:15 +01:00
dafa794cb3
Merge pull request #2762 from ESHAYAT102/fix/stopped-server-settings
Ludovic Marie
2026-10-28 20:22:09 +01:00