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pr_ready is the one self-check to run before asking for review: from the files a branch changes it runs rustfmt, clippy with warnings denied, the tests of the touched crates (mapped through cargo metadata), the launcher's own workspace when it is affected, the tokens.css check, the Cargo.lock rule, the Python tests and the public-tree check, and the vanilla harnesses the change can affect, picked by tools/parity.py exactly as CI's parity job picks them. It runs locally or on a fleet machine through ~/fleet/rbuild; on the Mac mini the harnesses use the parity runner's own workspace and scripts. It prints one Markdown block for the pull request body and exits non-zero on any failure. tools/parity.py gains --changed-files for copies without Git history, and tools/ci/vanilla-data.sh accepts the preparation key from outside. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Horizon documentation
To play, use the launcher; the project site is playhorizon.dev. These pages are for developers.
Build and run
- Build from source: your own copy of the game, resource preparation,
cargo run. - Native client: options, controls, the dedicated server,
horizon-ctlscripting, packaging, architecture. - Graphics: the Simple and Advanced graphics settings, the graphics benchmark and what it measured.
- Extras: optional zoom, minimap, FPS and keystroke overlays and auto-reconnect, all off by default.
- Launcher: installs, updates and starts builds; its CLI and MCP server; releasing it.
- Menus: the title, world list, create world, multiplayer, options and pause screens share the launcher's design tokens and fonts (
crates/horizon-theme), drawn byui_themeover a live frozen backdrop (game/backdrop.rs, blurred and graded bypost.rs). Options → Interface → Menu style switches to vanilla's screens (Classic, kept inhorizon.txt;HORIZON_MENU_STYLE=horizon|classicoverrides it, and scripted runs default to Classic). Title (webm), worlds, options, pause.
Parity
- Rust rewrite status: completion criteria, how to reproduce the validation, and per-area scope.
- Parity workflow:
tools/parity.py, the gate, other machines, merging. - Area notes: block behaviours and ticking, section meshing.
- Decompilation and research lab and decompilation status: the local game inspection workspace the harnesses build on.
Architecture: world generation
- World generation: the pipeline from noise to features.
- Noise generation, compiled density functions, structure density, terrain filling.
- Biomes: lookup, temperatures.
- Surfaces: material surfaces, material conditions, rule libraries, vertical anchors, value providers.
- Carving, heightmaps, feature placement.
Architecture: world data and simulation
- World data: chunk storage, palettes, region files.
- Block-state codecs, scheduled ticks.
- Collision geometry: shapes, collision, movement and fluids.
- Face visibility: which model faces the mesher emits.