2095590807
Preserve AirDef replay lighting and acoustic commands while retaining upstream shadow and HDR fixes. Give the two entity shadow shaders distinct entry points. Co-Authored-By: Codex <noreply@openai.com>
18 lines
981 B
Markdown
18 lines
981 B
Markdown
# AirDef Horizon fork
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Canonical repository: https://gitea.maoniao.team/chexit/horizon-airdef
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Upstream: https://github.com/horizon-rust/horizon
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The initial import preserves upstream history and the 44 AirDef engine commits previously
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reconstructed from airdef/horizon-patches, initially based on
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b6c936f82b08798057161bdfa577e3aac53fb91e (v0.2.93). The current upstream
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baseline is a3acb5f0d2f59d2d5ff21a5aa000809ba1e35e2f (v0.2.97; AirDef #72).
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AirDef pins this repository with the horizon/ git submodule. Push engine commits here first,
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then update the gitlink in AirDef after verification. New upstream commits never move an
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existing AirDef checkout automatically. Engine source and SDK/WIT live here; gameplay and
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content remain in the AirDef repository. Keep upstream licensing and attribution intact.
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Do not commit prepared Minecraft resources, game jars, run homes or build outputs.
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Run tools/check_public_tree.py before publication (including history on initial import).
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