Horizon

HubNow, next and how to help

Where Horizonis going.

What is being done, what comes next, what shipped and where you can help. No dates: things are Now, Next or Later. Read it in plain words, or switch to the technical picture.

Horizon is Minecraft: Java Edition 26.3 rewritten from scratch in Rust, so it runs faster on the same computer. Single player, LAN, servers, resource packs and Horizon's own mods work today, on your own copy of the game.A native Rust and wgpu reimplementation of Java 26.3: the same saves, rules and terrain, checked against the real game by more than 300 differential harnesses (a Java oracle and a Rust probe on the same inputs). Single player runs on its own server thread, like vanilla's integrated server.

Being done now

  1. 01Steady frames at long render distancesMaking Horizon faster than vanilla on every computer, with smooth camera movement even at 32 chunks, by spreading the work better over the processor's cores.Frame pacing at render distance 32 (#678): long frames come from work competing with the render thread. In review: no main-thread tick stutter at high render distances (#3827), each proto chunk's light view built once (#3815), video memory handed back by the vertex arena (#3466), chunk batches assembled on helper threads (#3036), free structure starts in the generation workers (#1760). Still open: far terrain at 48 to 64 chunks (#718) and CPU-bound fields of block entities (#717). Every change shows before and after numbers from tools/perf_bench.py against vanilla 26.3 (docs/benchmark.md).
  2. 02Modpacks' world generation, nativelyMaking the world-generation mods of popular modpacks (new structures, YUNG's dungeons and mineshafts, packs built on Lithostitched) generate their worlds in Horizon, natively and fast.horizon-port-pack carries a pack's data-driven content over, and 26.2 data packs are upgraded to 26.3's format (#3369). In review: worlds taller than 32 sections and each level's shape from its dimension type (#3480, #3488), data-pack biomes in local and remote worlds (#3491), block state providers (#3802), surface rules by biome id (#3366), Lithostitched's pool and processor modifiers (#1777). Mods whose Java code does more than world generation don't run (docs/modpacks.md).
  3. 03Single player as a server: the last differencesSingle player now runs a small server in the background, as vanilla does. We are fixing what still behaves differently there; every fix also works for LAN and server players.Since #1514 single player runs on the server thread (game/integrated.rs) and the window joins it as a client. The open [server-thread] issues list the gaps. In review: breeding's advancement and statistic (#3873), the client's menu when the server replaces the player (#3841), splashes when falling in water (#3621). docs/server-levels.md.
  4. 04Vanilla parity: the player-visible gaps, closedEvery method of the Java game is tracked with where Horizon does it, and the differences players can see are being closed, list by list: mobs, blocks, items, screens, rendering, servers.The port ledger (tools/port_ledger.py, tools/port_map/, #3139) gives every 26.3 method a verdict and links the harnesses that cover it (#3526). The player-visible gaps are ten lists, one per area (#3512 to #3521); a fix translates the vanilla method, ticks its row and carries the parity label. Start from .claude/skills/vanilla-parity.
  5. 05ModsMods for Horizon, as one line of work led by the modding team: native mods the launcher builds into your game, mods on servers, mod screens and settings, tools for mod makers, the registry and machines.One item for all modding work (#3911), led by levzzz5154 with vladislav_hagen; the order between the parts is theirs. Native mods on stable hook points (game/native_hooks.rs, #3345, #3346, #3434, #3435) built by the launcher (#3388, #3855); server-side hooks (#3878, #3706); mod-owned screens, input and drawing; tools for mod makers (templates, native.py check); the registry (#1634, #1642, #1659); machines with inventories and menus (#1189); mods that read and change the world through the server. docs/native-mods.md.

Next

  1. 01Fresh benchmarks against vanillaNew public numbers comparing Horizon with vanilla on many kinds of computers, measured the same way every time, with a history that shows what each release changed.Redo the comparison after the current performance work (#1073); reliability, coverage and presentation (#1346); a scene must count as loaded only once its first chunk arrives (#1749). Next: a performance history across releases (an automatic comparison of each release with the last, on a timeline), more report fields (server TPS and MSPT, power, battery drain, temperature, throttling) and more hardware (a MacBook on battery, low-end laptops, community reports). Players' reports come in through --benchmark and horizon-launcher data benchmark (docs/benchmark.md).Performance
  2. 02Faster world creation and entry on small CPUsCreating a world and joining it should be quick even on a four-thread laptop, where a fresh world at 32 chunks can make you wait minutes for the first terrain.Cut the per-column generation cost (noise sampling, surface rules, aquifers) and the lock convoy on structure starts, and leave one core free for the rest of the game as vanilla does (#1760 and #1778, in review, are listed under 'Steady frames at long render distances'). Still to profile on small CPUs: the first seconds of a fresh world deliver no chunk, and fluids remesh for about a minute after loading. Measured with tools/perf_bench.py (docs/benchmark.md, docs/profiling.md).Performance
  3. 03Low-end computers: Steam Deck, old Macs, 8 GBHorizon should run well on small machines: integrated graphics, the Steam Deck, older Macs and 8 GB of memory, with a battery mode that saves power on laptops.Partly done: an opt-in 60 FPS cap with fewer workers on battery, Far Detail Reduced for integrated GPUs and animated textures on the GPU (both shipped). Left: measured targets and fixes per class of machine (memory use, worker counts, startup) on a Steam Deck, old Intel and Apple Silicon Macs and 8 GB computers, reported on the Benchmarks page.Performance
  4. 04Native upscalingDraw the game at a lower resolution and sharpen it to your screen's size, in the way of FSR or DLSS, to gain frames on weaker graphics cards. An optional graphics setting.A render-scale setting below the window size with an upscaler of our own that runs on every wgpu backend. Proof: frame time against native resolution on integrated GPUs, and screenshots for image quality. Issue #1403.Performance
  5. 05Server console, bans and a full admin APIManage a server from a console, ban and pardon players, and drive it from other tools through a full admin API and an MCP server for AI agents.horizon-server console (a text interface), ban, pardon, ban-ip and mcp over stdio. Admin API additions: the player list, kick, ban, op and whitelist, an SSE stream of logs and events, a text metrics endpoint, config GET and PATCH, backup delete and download. The last pieces merged: bans edited while the server is stopped (#9767) and the MCP tools' contracts pinned by a test (#9748). The panel's later features and vanilla's management protocol are their own item (server-panel-management). docs/server.md, docs/api/server.md.Servers and multiplayer
  6. 06Hosting polish: Windows service, safe updatesSmoother hosting: a real Windows service, a backup before every update, backups that keep the world and each player's state, and a changed view distance or message without a restart.A Windows service wrapper instead of the logon scheduled task; backups.before_update; hot reload of config for view distance and the message of the day (needs engine support); backups that keep world and player state (#1808, a contributor's draft, in review). docs/hosting.md, docs/server.md.Servers and multiplayer
  7. 07One single-player path: remove the in-frame worldSingle player has one way to run, the server thread, so every fix works everywhere and there are fewer bugs. The older in-frame mode is removed.--in-frame (also --no-server-thread and HORIZON_SERVER_THREAD=0) ticked the world inside the window's Game. #6473 removes it with the code only it reached (the window's world loader and player tick, its portal travel and loading screen, the in-frame LAN host); the harnesses run on the server thread. See also 'Single player as a server' and docs/server-levels.md.Gameplay parity
  8. 08Faster block lookupsSpeeding up the code that reads and writes the blocks of the world, which almost everything in the game goes through: generation, lighting, meshing and ticking.PalettedContainer and PackedStorage find an entry's word by multiply and shift instead of an integer division (#1790, #1794); meshing looks up baked models by index, not by name (#1747). Each change keeps the paletted storage harnesses identical and shows its microbenchmark (docs/performance/paletted-container-access-results.md).Performance
  9. 09Playing on servers: everything shows as it shouldWhen you play on a server, other players, mobs, items and menus look and behave as in vanilla: skins, poses, item names, inventories and server networks.Client-of-a-server fixes in game/remote*.rs and horizon-protocol: mobs' aggressive and item-use flags (#1802, #1798), ghost items after a remote menu (#1795), skins (#1652), cookies and transfer packets for proxy networks (#1650), firework boosts (#1671), living-entity attributes and simulation distance (#1731), styled item names (#1702), primed TNT between updates (#1710).Servers and multiplayer
  10. 10Shader packs, written again from scratchShader packs were removed and are being rebuilt from scratch. They come back, off by default, once the best-known packs draw properly.A clean-room rewrite in horizon-shaderpack, from the packs' public format documentation only: reading packs, the preprocessor and .properties files are merged (#1584, #1585, #1586); translating programs to WGSL through naga, buffers, uniforms and the terrain, entity, sky, weather and hand stages are in review (#1698 to #1801).Rendering
  11. 11A new launcher designA redesigned launcher: every button where you expect it, the fewest clicks to play, add an instance or add mods, smooth animations, and instant startup.Based on the site concept by the Team (Bricolage Grotesque, a night sky and an animated pixel sunset). Screens and flows are designed first, then small PRs; tokens in crates/horizon-theme and rules in docs/design-system.md, the game's vanilla look unchanged. Measured before and after: startup, frame time and idle CPU/GPU, reduced motion honoured. Mods screens separate Horizon native mods from Java mods; a running instance can be stopped from the launcher.Launcher
  12. 12SplitscreenPlay with a friend on the same screen, each with a controller.Issue #2054, built by martipops as a series: up to 16 local players on the server thread's multiplayer (#3541), each controller driving its own player (#3794), joining with a controller (#3801), players in windows of their own (#3825) and the profile page (#3826).Gameplay parity

Recently shipped

  1. 01Enchanted loot in End citiesArmour and tools in End city chests should come enchanted, as in vanilla.loot.rs implements enchant_with_levels: find why the End city chest table's rolls come out bare, and compare them with vanilla's for a few seeds. Issues #1437, #1660. The loot's enchantment functions now reach every table that rolls (#1911, #2037).In v0.2.73
  2. 02End city banners keep their patternBanners in End cities show as plain magenta instead of with their pattern.Compare the banner block entities the End city templates place with vanilla's (EndCityPieces, the templates' block entity NBT, BannerBlockEntity's patterns), in crates/horizon-world/src/worldgen/structure/. Issue #1438; possibly related: #526. The templates' block entities now keep their patterns (#1928).In v0.2.67
  3. 03Play in your languageItem names, container titles and server messages follow the language you pick, as in vanilla. Today parts of the game stay in English.Translatable components resolved through the selected language for items, containers and server text (#1806), on top of the bundled languages the prepared resources carry (#1594). Left: the client's own screens (#1672) and the main menu with zh_cn.In v0.2.65

How to help

Play it and tell us what differs from vanilla (Discord or GitHub), run the benchmark on your computer, vote for what you want next, or pick one of the Help wanted items.Read CONTRIBUTING.md, pick a Help wanted item or a To do card, check vanilla's code for the behaviour, and paste the block python3 tools/pr_ready.py prints in your pull request.

ContributeHelp wantedReport a bugSuggest something(opens in a new tab)

Now

Being worked on, with pull requests open or just merged.

Performance

Steady frames at long render distances

Making Horizon faster than vanilla on every computer, with smooth camera movement even at 32 chunks, by spreading the work better over the processor's cores.Frame pacing at render distance 32 (#678): long frames come from work competing with the render thread. In review: no main-thread tick stutter at high render distances (#3827), each proto chunk's light view built once (#3815), video memory handed back by the vertex arena (#3466), chunk batches assembled on helper threads (#3036), free structure starts in the generation workers (#1760). Still open: far terrain at 48 to 64 chunks (#718) and CPU-bound fields of block entities (#717). Every change shows before and after numbers from tools/perf_bench.py against vanilla 26.3 (docs/benchmark.md).

#3827#3815#3466#3036#1760#678#718#717docs/benchmark.md

PerformanceOngoing

Servers that hold 20 TPS with 50 to 100 players

Servers that keep 20 ticks per second with 50 to 100 players. Today Horizon holds it up to 50 bots and drops to about 10 at 100.Measured against vanilla on equal work (docs/server.md, Scale): Horizon is ahead with few players and when exploring, but vanilla's tick is shorter with 25 to 50 players near spawn. Ideas on the list: send entity changes instead of rebuilding every entity each tick (about 15 percent), fewer memory reads in random ticks and collision scans, cheaper item collision checks, mob AI and natural spawning. The bot benchmark (horizon-bots) is the proof.

#3847#2608docs/server.md

ModpacksOngoing

Modpacks' world generation, natively

Making the world-generation mods of popular modpacks (new structures, YUNG's dungeons and mineshafts, packs built on Lithostitched) generate their worlds in Horizon, natively and fast.horizon-port-pack carries a pack's data-driven content over, and 26.2 data packs are upgraded to 26.3's format (#3369). In review: worlds taller than 32 sections and each level's shape from its dimension type (#3480, #3488), data-pack biomes in local and remote worlds (#3491), block state providers (#3802), surface rules by biome id (#3366), Lithostitched's pool and processor modifiers (#1777). Mods whose Java code does more than world generation don't run (docs/modpacks.md).

#3369#3480#3488#3491#3802#3366#1777docs/modpacks.md

Mods and APIOngoing

Mods

Mods for Horizon, as one line of work led by the modding team: native mods the launcher builds into your game, mods on servers, mod screens and settings, tools for mod makers, the registry and machines.One item for all modding work (#3911), led by levzzz5154 with vladislav_hagen; the order between the parts is theirs. Native mods on stable hook points (game/native_hooks.rs, #3345, #3346, #3434, #3435) built by the launcher (#3388, #3855); server-side hooks (#3878, #3706); mod-owned screens, input and drawing; tools for mod makers (templates, native.py check); the registry (#1634, #1642, #1659); machines with inventories and menus (#1189); mods that read and change the world through the server. docs/native-mods.md.

#3855#3351#3353#3360#3706#3878#3345#3346#3388#3434#3435#1634#1642#1659#1596#1635docs/native-mods.md

Gameplay parityOngoing

Single player as a server: the last differences

Single player now runs a small server in the background, as vanilla does. We are fixing what still behaves differently there; every fix also works for LAN and server players.Since #1514 single player runs on the server thread (game/integrated.rs) and the window joins it as a client. The open [server-thread] issues list the gaps. In review: breeding's advancement and statistic (#3873), the client's menu when the server replaces the player (#3841), splashes when falling in water (#3621). docs/server-levels.md.

#1514#3873#3841#3621docs/server-levels.md

LauncherOngoing

Minecraft Java instances in the launcher

Play the real Java game from the Horizon launcher too: vanilla and modded instances, any version, mods from Modrinth filtered to what fits, and your instances imported from other launchers.For an account that owns the game: any version downloaded with the Java it needs (#3406), Java instances, the version list and the CLI (#3395), the start command read from the version JSON (#3419). Next: Play for a Java instance, Fabric and Quilt, then NeoForge and Forge; Modrinth with compatibility filtering and dependencies; imports from Prism, MultiMC, the CurseForge app, the Modrinth App, ATLauncher and the official launcher, each from its documented on-disk format.

#3395#3406#3419#3506

Code and toolsOngoing

Vanilla parity: the player-visible gaps, closed

Every method of the Java game is tracked with where Horizon does it, and the differences players can see are being closed, list by list: mobs, blocks, items, screens, rendering, servers.The port ledger (tools/port_ledger.py, tools/port_map/, #3139) gives every 26.3 method a verdict and links the harnesses that cover it (#3526). The player-visible gaps are ten lists, one per area (#3512 to #3521); a fix translates the vanilla method, ticks its row and carries the parity label. Start from .claude/skills/vanilla-parity.

#3512#3513#3514#3515#3516#3517#3518#3519#3520#3521#3526#3139tools/port_ledger.py

Next

Decided, and up after what is being done now.

Performance

Fresh benchmarks against vanilla

New public numbers comparing Horizon with vanilla on many kinds of computers, measured the same way every time, with a history that shows what each release changed.Redo the comparison after the current performance work (#1073); reliability, coverage and presentation (#1346); a scene must count as loaded only once its first chunk arrives (#1749). Next: a performance history across releases (an automatic comparison of each release with the last, on a timeline), more report fields (server TPS and MSPT, power, battery drain, temperature, throttling) and more hardware (a MacBook on battery, low-end laptops, community reports). Players' reports come in through --benchmark and horizon-launcher data benchmark (docs/benchmark.md).

#1073#1346#1749docs/benchmark.md

Performance

Faster world creation and entry on small CPUs

Creating a world and joining it should be quick even on a four-thread laptop, where a fresh world at 32 chunks can make you wait minutes for the first terrain.Cut the per-column generation cost (noise sampling, surface rules, aquifers) and the lock convoy on structure starts, and leave one core free for the rest of the game as vanilla does (#1760 and #1778, in review, are listed under 'Steady frames at long render distances'). Still to profile on small CPUs: the first seconds of a fresh world deliver no chunk, and fluids remesh for about a minute after loading. Measured with tools/perf_bench.py (docs/benchmark.md, docs/profiling.md).

docs/benchmark.mddocs/profiling.md

Performance

Low-end computers: Steam Deck, old Macs, 8 GB

Horizon should run well on small machines: integrated graphics, the Steam Deck, older Macs and 8 GB of memory, with a battery mode that saves power on laptops.Partly done: an opt-in 60 FPS cap with fewer workers on battery, Far Detail Reduced for integrated GPUs and animated textures on the GPU (both shipped). Left: measured targets and fixes per class of machine (memory use, worker counts, startup) on a Steam Deck, old Intel and Apple Silicon Macs and 8 GB computers, reported on the Benchmarks page.

docs/benchmark.mdplayhorizon.dev/docs/performance

Performance

Native upscaling

Draw the game at a lower resolution and sharpen it to your screen's size, in the way of FSR or DLSS, to gain frames on weaker graphics cards. An optional graphics setting.A render-scale setting below the window size with an upscaler of our own that runs on every wgpu backend. Proof: frame time against native resolution on integrated GPUs, and screenshots for image quality. Issue #1403.

#1403#3762#3763#3764

Performance

Faster block lookups

Speeding up the code that reads and writes the blocks of the world, which almost everything in the game goes through: generation, lighting, meshing and ticking.PalettedContainer and PackedStorage find an entry's word by multiply and shift instead of an integer division (#1790, #1794); meshing looks up baked models by index, not by name (#1747). Each change keeps the paletted storage harnesses identical and shows its microbenchmark (docs/performance/paletted-container-access-results.md).

#1790#1794#1747docs/performance/paletted-container-access-results.md

Servers and multiplayer

Server console, bans and a full admin API

Manage a server from a console, ban and pardon players, and drive it from other tools through a full admin API and an MCP server for AI agents.horizon-server console (a text interface), ban, pardon, ban-ip and mcp over stdio. Admin API additions: the player list, kick, ban, op and whitelist, an SSE stream of logs and events, a text metrics endpoint, config GET and PATCH, backup delete and download. The last pieces merged: bans edited while the server is stopped (#9767) and the MCP tools' contracts pinned by a test (#9748). The panel's later features and vanilla's management protocol are their own item (server-panel-management). docs/server.md, docs/api/server.md.

#9767#9748docs/server.mddocs/api/server.md

Servers and multiplayer

Hosting polish: Windows service, safe updates

Smoother hosting: a real Windows service, a backup before every update, backups that keep the world and each player's state, and a changed view distance or message without a restart.A Windows service wrapper instead of the logon scheduled task; backups.before_update; hot reload of config for view distance and the message of the day (needs engine support); backups that keep world and player state (#1808, a contributor's draft, in review). docs/hosting.md, docs/server.md.

#1808docs/hosting.md

Servers and multiplayerOngoing

Playing on servers: everything shows as it should

When you play on a server, other players, mobs, items and menus look and behave as in vanilla: skins, poses, item names, inventories and server networks.Client-of-a-server fixes in game/remote*.rs and horizon-protocol: mobs' aggressive and item-use flags (#1802, #1798), ghost items after a remote menu (#1795), skins (#1652), cookies and transfer packets for proxy networks (#1650), firework boosts (#1671), living-entity attributes and simulation distance (#1731), styled item names (#1702), primed TNT between updates (#1710).

#1802#1798#1795#1652#1650#1671#1731#1702#1710

Gameplay parity

One single-player path: remove the in-frame world

Single player has one way to run, the server thread, so every fix works everywhere and there are fewer bugs. The older in-frame mode is removed.--in-frame (also --no-server-thread and HORIZON_SERVER_THREAD=0) ticked the world inside the window's Game. #6473 removes it with the code only it reached (the window's world loader and player tick, its portal travel and loading screen, the in-frame LAN host); the harnesses run on the server thread. See also 'Single player as a server' and docs/server-levels.md.

#6473docs/server-levels.md

RenderingOngoing

Shader packs, written again from scratch

Shader packs were removed and are being rebuilt from scratch. They come back, off by default, once the best-known packs draw properly.A clean-room rewrite in horizon-shaderpack, from the packs' public format documentation only: reading packs, the preprocessor and .properties files are merged (#1584, #1585, #1586); translating programs to WGSL through naga, buffers, uniforms and the terrain, entity, sky, weather and hand stages are in review (#1698 to #1801).

#1561#1584#1586#1698#1771#1786#1801

Launcher

A new launcher design

A redesigned launcher: every button where you expect it, the fewest clicks to play, add an instance or add mods, smooth animations, and instant startup.Based on the site concept by the Team (Bricolage Grotesque, a night sky and an animated pixel sunset). Screens and flows are designed first, then small PRs; tokens in crates/horizon-theme and rules in docs/design-system.md, the game's vanilla look unchanged. Measured before and after: startup, frame time and idle CPU/GPU, reduced motion honoured. Mods screens separate Horizon native mods from Java mods; a running instance can be stopped from the launcher.

#3635#3636#3637docs/design-system.mdcrates/horizon-theme

Later

Decided, further out.

Performance

Exact far terrain from real chunks

Far terrain drawn from the world you really built and explored, caves and builds included, not only a preview from the seed.Keep a 3D mip store on disk built from real chunks, drawn by the GPU beside the seed preview for areas nobody has visited. Written from scratch and measured before it is kept. Builds on Far Detail and the far-terrain levels of detail already shipped; the open work on them is #718.

#718

Performance

A batch of targeted optimisations

Several smaller speed-ups, each measured: idle block entities that sleep, cheaper particles, faster structure placement, high-rate mice and very large texture packs.Block entities and hoppers that skip work when idle (the hopper item scan is already skipped when no item is near); a particle frustum test first (also a parity gap), then particle quads built on the GPU; jigsaw shortcuts that skip blocked connectors and pool elements known not to fit, with layouts unchanged (trial chambers and ancient cities first); batched raw mouse input on Windows for 8000 Hz mice; a better atlas packer for huge resource packs (a 64x pack builds a 704 MiB atlas for 452 MiB of textures); sign-heavy scenes (#1461). Profile first, keep what pays, show before and after numbers.

#1461docs/profiling.md

Modpacks

Older Fabric and Forge mods

Recognise mods built for versions before 26.1 in the mod browser, so they can be checked and carried over like newer ones.A mapping table from intermediary and SRG names so pre-26.1 jars can be classified, and a rename for mod ids with dashes (fabric-api); the port step then treats them like newer jars (docs/mod-browser.md).

docs/mod-browser.md

Modpacks

A modpack's own resource and shader packs

Imported modpacks carry their resource packs into a profile of their own. Shader-pack conversion is still pending.Resource-pack carry-over is implemented locally: Modrinth common/client overrides, CurseForge's override folder, installed instances (ZIP and directory packs), and hash-checked indexed ZIP downloads. The launcher keeps profile edits and lets resource-only profiles play; packs are enabled in Resource Packs. Synthetic import and profile tests cover the file pipeline; in-game rendering has not been verified. Shader-pack conversion is still pending, so this combined item remains partial (docs/modpacks.md).

docs/modpacks.md

Modpacks

Whole modpacks, such as ATM10, rewritten

Rewriting a complete big modpack for Horizon so it runs far better than the original. Not a priority now: the work above comes first.The project's first goal for modpacks: support them ten times better than vanilla and port any of them. It was set aside in favour of compatibility through the browser. What exists: ATM10's world generates and 42 of its 496 mods are carried at least in part (docs/modpacks.md). It depends on 'Mods with code' and the native mod API.

docs/modpacks.md

Modpacks

Running Java mods that aren't rewritten

Run Java mods that nobody has rewritten for Horizon yet, through a bridge or a converter. Hard and not started: the Convert button and native rewrites come first.Earlier research (#527, closed) found that Java mods can't simply run, because they call Minecraft's own classes. Option to look at again: a bridge for simple Fabric mods.

#527

Modpacks

CurseForge in the mod browser (coming soon)

Coming soon: search and download CurseForge mods and modpacks from the launcher, as you can with Modrinth today.The mod browser lists CurseForge as coming soon (docs/mod-browser.md): it needs CurseForge API access. Meanwhile packs import from a CurseForge zip or instance folder, and jars only CurseForge hosts come from the player's own instance (docs/modpacks.md).

docs/mod-browser.mddocs/modpacks.md

Modpacks

A Convert to Rust button for what isn't rewritten yet

When a mod, shader pack or modpack hasn't been rewritten for Horizon, one button converts what can be converted, so you don't have to wait for the rewrite.Generalise the mod browser's Port step (horizon-port-pack: the data, assets, worldgen and block and item definitions of Java mods, .mrpack and CurseForge zips) to every kind of content: code mods as native mods (see 'Mods with code') and shader packs, converting an Iris/OptiFine pack into Horizon's format. The browser says what works before the install. Java code itself does not run (docs/modpacks.md, docs/mod-browser.md).

docs/modpacks.mddocs/mod-browser.md

Modpacks

Mods with code: machines, magic, mobs

Making mods that add machines, magic and mobs work in Horizon, in steps, starting with machines. They are most of what a big modpack is made of.333 of the 496 mods in a big pack (ATM10) contain code. Issue #1854 ranks the gaps (ticking block entities, networking, rendering, menus, inventories) that unlock them in tiers, with machines first as the recommended path. Code mods are native mods now (docs/native-mods.md): each port is a horizon-mixins bundle. The path isn't started yet (docs/modpacks.md).

#1854docs/modpacks.mddocs/native-mods.md

Modpacks

Data packs in the mod browser

Search and install data packs from the launcher's mod browser, for the world you choose, as you do mods and resource packs.A Datapacks tab beside Mods and Resource packs: install into a chosen world's datapacks folder, with the same checks and 'works in Horizon' notes as the other kinds (docs/mod-browser.md).

docs/mod-browser.md

Servers and multiplayer

Server panel extras and vanilla's management protocol

More of a server managed from its web panel (bans, worlds, logs and crash reports, modpacks), and vanilla's own server-management tools working with a Horizon server.The panel's later features (bans, worlds, server.properties import, logs and crash reports, modpacks) and vanilla's management protocol (the JSON-RPC over WebSocket that the management-server-* keys configure), so vanilla's tools can manage a Horizon server. Split from server-admin. docs/server.md, docs/api/server.md.

docs/server.mddocs/api/server.md

Servers and multiplayer

Ely.by and other sign-in providers

Sign in with other account providers, such as Ely.by or any Yggdrasil-compatible one, beside Microsoft.Issue #1270 asks for Ely.by and Yggdrasil-compatible servers with an account selector in the launcher. It builds on the Microsoft sign-in (docs/microsoft-account.md).

#1270docs/microsoft-account.md

Servers and multiplayer

Join servers on older versions

Join servers that run older Minecraft versions, such as 1.21 or 1.8 PvP servers, from Horizon.Asked often in the suggestion queue. Horizon speaks 26.3's protocol; the path is a native protocol adapter in Rust that translates older versions' packets, not a downloaded Java proxy. Java instances in the launcher already play any version with the real game.

#3023

Servers and multiplayer

Online-mode checks for Play with Friends

Friends who join through an invite code could prove who they are with their Microsoft account, as on online-mode servers.Play with Friends joins over an encrypted tunnel with an invite code (docs/play-with-friends.md, 'Identity'). Online-mode checks against Mojang's session servers can be added on top of the same tunnel; they need Microsoft sign-in first, which is coming soon. Play with Friends stays self-hosted between players, with no relay run by the project.

docs/play-with-friends.md

Servers and multiplayer

Prepare a version without Java

Set up Horizon, a server first, without Java on your computer: published tables are combined with your own copy of the game.Today horizon-prepare runs Mojang's exporters with Java. Issue #1750 proposes publishing the computed version tables once from CI and assembling the rest locally from the player's own jar and assets, provided the tables hold no Mojang content; a contributor offered a pull request, and it would help phones too. A server-only prepare from server.jar alone is the first step (docs/server.md).

#1750docs/server.md

Servers and multiplayer

Guided hosting with Tailscale and an invite button

In the launcher, a guide and a button to host a server and invite friends over Tailscale, so nobody has to open ports on a router.On the Servers page (create, start, back up, update and invite are shipped) add a Tailscale setup that explains and checks each step, and an invite button that hands friends what they need to join over the tailnet. Buttons first, no docs needed, with the details in an Advanced section. Remote access over Tailscale is already described in docs/server.md.

docs/hosting.mddocs/server.md

Servers and multiplayer

An official Docker image for servers

An official image to run a Horizon dedicated server in Docker with one command, your own copy of the game files mounted in.The repository has the Dockerfile (packaging/server/Dockerfile: a multi-stage build on Debian bookworm-slim, user horizon, volume /data, port 25565, game files mounted read-only, HORIZON_EULA and friends answering the first-start questions), and anyone can build it (docs/hosting.md, section 9). Left: publish the image to a public registry from the release workflow, tagged per release, so it follows the same checks, and update the docs and the launcher. The image never holds Mojang's files.

docs/hosting.mddocs/server.md

Servers and multiplayer

A server you install with one command

Install and run a Horizon dedicated server from a terminal with a single command, no launcher needed, for VPSes and headless machines.A player's idea (#horizon-ideas). horizon-server already runs headless; left: an install script (Linux/macOS shell, Windows PowerShell) that fetches the signed release, checks it, asks for or points at the player's own game files and starts the server, documented in docs/hosting.md.

docs/hosting.md

Servers and multiplayer

Ready-made setups for hosting panels

Install a Horizon server from the panels hosts use, such as Pterodactyl and AMP, the usual way for each panel.Asked in the suggestion queue for Pterodactyl eggs and AMP templates. Builds on the one-command install ('A server you install with one command') and horizon-server's server.toml (docs/hosting.md).

docs/hosting.md

Mods and API

Scripts for mods

Small mods written as scripts, in the style of KubeJS, with no compiler.Waits for native mods to settle: a script layer over the native hook points is to be designed.

docs/native-mods.md

Mods and API

Orbital Laser on the normal game

The community mod Orbital Laser, made for a fork of Horizon, running on the normal game as a native mod and listed in the registry.A native port (a horizon-mixins bundle, docs/native-mods.md) of https://github.com/Stink-O/orbital-laser (MIT), which today runs through its author's fork. Tested in the game, and listed in the registry.

github.com/Stink-O/orbital-laser

Mods and API

Native versions of popular client mods

Built-in versions of the client mods players ask for: block info on hover, a world map, inventory tweaks and schematic overlays.Done: a mod list and menu, minimap, zoom, keystrokes, an FPS counter and a recipe viewer, as native mods (horizon-mods/native/). Asked for: an angled world map that shows hills, overhangs and caves, inventory tweaks (drag and scroll to move items), block info tooltips and schematic overlays.

docs/extras.mddocs/native-mods.md

Mods and API

Create-style physics as a native mod

Contraptions and physics like the Create and Aeronautics mods, as a mod for Horizon rather than part of the base game.Issue #805 (porting QOL mods) closed with this answer: it would come as a native Horizon mod.

#805

Mods and API

Proximity voice chat as a native mod

Hear nearby players talk, as with the voice chat mods of other Minecraft versions, as a Horizon mod.A native mod (docs/native-mods.md). It needs a way to carry voice between players and an audio path in the game before anything can be built.

docs/native-mods.md

Gameplay parity

Every Minecraft version, prepared automatically

Every past and future Minecraft version prepared for Horizon automatically. When Mojang releases one, Horizon follows it, and every system is checked against it again.The port pipeline (docs/version-ports.md, tools/version_port.py) detects a release, prepares it, diffs its classes against the pinned 26.3, regenerates the data-driven tables, runs every parity harness on it and writes a port report that becomes issues. The goal is as little human work as possible for any version, past or future. Detection and the first slices are merged; the scheduled agent that runs it every day isn't installed yet. Two versions in one build are out of scope.

docs/version-ports.md

Gameplay parity

Controllers: tested on real pads, and in the launcher

Make controller support solid: tested with real PlayStation and Xbox pads and a Steam Deck, and usable in the launcher too.The game side is merged (docs/controllers.md): pads read with gilrs, menus, rumble, glyphs, remapping and DualSense adaptive triggers, lightbar and haptics, but not yet confirmed on real pads or a Steam Deck (DualSense haptics stay behind a switch until then). Left: a test pass on real hardware, and the same focus navigation in the GPUI launcher.

docs/controllers.md

Gameplay parity

The full debug screen

Vanilla's complete F3 screen: debug options, a profiler chart, ten-second captures and an atlas dump.Today F3 shows position, chunk, light, biome and FPS (docs/native-client.md). Vanilla also has F3+F6 debug options with profiles, F3+1 the profiler pie, F3+L a ten-second capture and F3+S the atlas dump (#562 asked for the F3 editor).

#562docs/native-client.md

Gameplay parity

Pistons push players and mobs

Pistons and slime blocks will push players, mobs and items as in vanilla. Today moving blocks pass through them.Port PistonMovingBlockEntity.moveCollidedEntities and moveStuckEntities (honey), the slime bounce and Entity.limitPistonMovement for MoverType.PISTON, in single player and for a server's players. Issues #1496, #1609, #1608, #1704, #1758.

#1496#1609#1608#1704#1758

Gameplay parity

Villages and combat, exactly as in vanilla

Villages and fights behaving as in vanilla: iron golems defending villages, villagers remembering their homes, mace smashes and knockback.Villages: iron golem village goals, villager memories across saves, villager age, job-site claiming on dedicated servers, flower offers (#1639 is one report). Combat: the mobs' attack_knockback attribute, mace smash logic, the hit knockback source on the host, the fire burnout biome tag. Each is checked against vanilla by a harness (docs/rust-parity.md).

#1639docs/rust-parity.md

Gameplay parity

Choose the audio output device

Pick the speakers or headphones Horizon plays through, in Music & Sounds.An output device list in Music & Sounds, falling back to the system default. #1035 started it: a player on an older Windows computer had no sound at all, and a device choice is how such cases are found and fixed.

#1035

Rendering

A light default shader pack

A small built-in look (tone mapping, colour grade, a cheap vignette) that costs almost nothing, for players who want a nicer picture without a heavy pack.An opt-in, composite-only pack on the native shader API, under about 0.3 ms at 1080p, shown on the Shader Packs page. Pack option sliders and profiles, and a Failed row with the full error, belong with it.

docs/shaders.md

Rendering

Optional ray tracing

An optional ray-tracing mode for graphics cards that support it (RTX and recent AMD): shadows, water reflections and global lighting on top of the vanilla look.A spike with ray-traced sun shadows, off by default, is a draft (#1180). Reflections, global illumination, Apple M3 and newer if it is cheap, and a performance report per card come after.

#1180

Rendering

MSAA, anisotropic filtering, exclusive fullscreen

More graphics options: multisample anti-aliasing, anisotropic filtering and an exclusive fullscreen mode. Today Horizon has FXAA and borderless fullscreen.Not implemented (docs/graphics.md). Anisotropic filtering needs linear magnification in wgpu, which blurs close blocks, so close-up sharpness has to be kept first; MSAA would sit beside FXAA, and SMAA or TAA are asked for too; exclusive fullscreen where the backend supports it.

docs/graphics.md

Rendering

Well-known shader looks, rewritten for Horizon

Popular shader packs rewritten in Horizon's format, so good packs exist from the start. Only packs whose licence is open source and compatible with ours are rewritten, never anything else.The first candidates are Photon, Chocapic13 and MakeUp Ultra Fast, each only after its licence is read and recorded: a pack is rewritten only if it is open source and compatible with Horizon's licence, and the rewrite is written from the shader format's documentation and the look on screen, not from anyone's code. Today only the Golden Hour example exists ([crates/horizon-shader-api/packs/golden_hour](https://github.com/horizon-rust/horizon/blob/main/crates/horizon-shader-api/packs/golden_hour)).

docs/shaders.mdcrates/horizon-shader-api/packs/golden_hour

Launcher

Lean installs that use less disk

Smaller installs: Horizon keeps one shared copy of the prepared game files and removes what only the preparation needed.A shared resource store keyed by the preparer's digest, no prepare intermediates left behind, the current and the previous version kept, and an automatic clean-up. Not started.

Launcher

A visible beta label

A clear 'beta' label in the launcher and the game, so nobody is surprised that Horizon is still being built.Show Beta in the launcher's header and about page, on the game's title screen and on the website, beside the version number (docs/versioning.md).

docs/versioning.md

Platforms

Horizon on Linux ARM64

Game and launcher builds for 64-bit ARM Linux computers.Issue #1709: aarch64 builds of the game and the launcher in the release workflow, tested on a real ARM machine with its Vulkan driver. The server build already drops audio and controllers (--no-default-features).

#1709

Platforms

Horizon on Windows ARM64

A native Horizon for Windows on ARM computers, such as Snapdragon laptops.Releases are x64 for Windows and Linux and arm64 for macOS. Needs an aarch64-pc-windows-msvc build in the release workflow and a machine to test on.

docs/release-flow.md

PlatformsOngoing

Android, iOS and the browser

Versions of Horizon for Android, iOS and web browsers. Nothing official yet; contributors have started the first pieces.No official build. Android was first closed as not planned, with touch controls, a mobile interface, packaging and loading the player's own assets all missing; the roadmap now includes it, iOS and a build for the browser as long-term goals. First pieces from contributors: horizon-dualsense compiling on iOS (#1813) and helper-thread limits on Android (#1751). Preparing without Java (#1750) matters here too. Horizon ships none of Mojang's files on any platform.

#1813#1751

Platforms

Horizon on Intel Macs

Builds of the game and the launcher for Macs with an Intel processor.x86_64 game and launcher builds, picked per processor (#1171). Before it ships it needs a run on a real Intel Mac: Rosetta on Apple Silicon only proves the CPU code. Requests: #1161, #1792.

#1171#1161#1792

Platforms

Wayland and Hyprland polish

Fixes for Linux desktops that use Wayland and Hyprland: fullscreen, the clipboard, the GUI scale after a restart and the like.Open: the GUI Scale is clamped to 2 after a restart under Hyprland, while XWayland keeps it (#1866). Earlier reports covered fullscreen dropping on menu clicks, the clipboard and a white overlay (#1007, closed). Checked on a real Wayland session.

#1866

Platforms

A Nix flake

Install Horizon on NixOS through a Nix flake.A player's idea (#horizon-ideas). The launcher's AppImage ships with each launcher release (packaging/linux/appimage.sh): one file with the libraries GPUI needs, which replaces itself when it updates. A flake.nix packaging the release binaries with their runtime libraries (Vulkan loader, X11/Wayland, ALSA) is still missing, the way horizon-parity's NixOS setup runs them today.

packaging/linux/appimage.sh

Horizon extras

A complete video studio inside the game

Record, replay and edit videos without leaving the game: record in a keypress, replay a session, cut and finish the video. One of Horizon's original goals.Three stages. Recording: capture gameplay in a keypress with an encoder thread and little frame-time cost. Replay: a replay mode for recorded sessions. Editing: cuts, camera paths, titles and export. None of it exists yet; the agent-control socket (docs/agent-control.md) already lets tools drive the game for scripted shots.

docs/agent-control.md

Horizon extras

Game menus in the launcher's style

An optional look for the game's own menus and options that matches the Horizon launcher. Off by default: the vanilla menus stay as they are.A player's idea (#horizon-ideas). A built-in resource pack or a Horizon setting that restyles the title, pause and options screens with the launcher's design tokens (crates/horizon-theme), following docs/design-system.md; off by default because it changes the vanilla look.

docs/design-system.md

AI and agents

An optional AI teammate

An optional AI teammate you can talk to by voice. It plays beside you, helps or finishes the game with you, runs on your computer first, and exists only if you turn it on. The No AI switch hides it.Draft pull requests: the companion (#1068), its safety modes and their evaluation (#1069) and a route that finishes the game (#1070). In the drafts: a companion that follows, fights, mines, crafts, sleeps and respawns; chat and push-to-talk voice, with speech recognition and a choice of voices; presets (very strong, helper, beat the game); a guard model with Clean, Kid and Salty modes; perception levels from Fair to All-knowing; hardware detection with a simple mode and an Advanced tab; local models first, cloud keys optional. The No AI switch is already in the game. Left: the speedrun route doesn't finish the game reliably yet, voices for more languages, and the safety evaluation, which must pass before it ships.

#1068#1069#1070

AI and agents

A versioned agent-control protocol

A stable, documented way for AI agents and scripts to drive the game and the launcher, with versions and an event stream so tools keep working as Horizon changes.hello answers with the API version, the release and the features; horizon-ctl --api; MCP serverInfo; reply schemas generated into the reference; a test. namespace for hooks; transcript compatibility tests; subscribe as a stream of events on one connection; Horizon option files by key and saved-server commands. Agent control itself (horizon-ctl, both MCP servers, the No AI switch) is done: docs/agent-control.md, docs/api/agent-control.md.

docs/agent-control.mddocs/api/agent-control.mddocs/api/stability.md

AI and agents

Port mods with your own AI agent

You can port a mod to Horizon with your own AI agent on your own computer. Horizon documents how and gives you the tools, but provides no hosted agents.A player runs their own agent locally with horizon-ctl and the MCP servers (docs/agent-control.md), cargo horizon-mod, horizon-port-pack and the parity harnesses as the check. Horizon writes the guide (playhorizon.dev/docs/agents, docs/modpacks.md) and runs no agents, accounts or keys for players. The No AI switch turns all of it off.

playhorizon.dev/docs/agentsdocs/modpacks.mddocs/agent-control.md

Community

A video series about Horizon

A series of videos about how Horizon is made and what is new, with each upload announced on Discord.Kira already shows new uploads in a read-only Discord channel (done). The series follows each stage of the project: a script, edits, titles and a thumbnail per video.

Community

Horizon on X (coming soon)

Coming soon: an official Horizon account on X, used to announce releases and the weekly summary.Kira already posts the roadmap items marked announce = true when they ship, and the weekly summary, as soon as the account's credentials exist (roadmap/README.md, 'The journal'). Waiting for the account itself.

roadmap/README.md

Code and tools

Pipeline protection and a GitHub App for agents

Safer releases: changes to the release machinery need the owner's review, and AI agents use a smaller identity of their own instead of a personal account..github/CODEOWNERS lists the workflows, the release and signing tools, the update-checking code and the installers (#1015); the branch protection that makes it count waits for the horizon-agent GitHub App, which reads and writes code, pull requests and issues but can't change settings, workflows, secrets or members, and whose tokens last an hour. It needs the owner to create the App and switch the protection on (docs/security.md).

docs/security.md

Code and tools

Signed updates everywhere, installers included

Every download Horizon makes is checked against the project's signature, including the first install with install.sh and install.ps1.Releases carry signed checksums, and the launcher and horizon-server update refuse anything unsigned (#1011, #1014). Left: the first install through install.sh and install.ps1 still trusts only the checksum GitHub publishes, because verifying Ed25519 signatures needs OpenSSL 3, which macOS doesn't ship (docs/security.md).

docs/security.md

Help wanted

Good first contributions: a clear vanilla behaviour, an issue with the steps, a place to start.

Performance

Benchmark your computer

Run Horizon's built-in benchmark and share the report: every new computer makes the performance work more accurate. No coding needed.horizon-launcher play --arg=--benchmark --arg=standard writes a JSON report; horizon-launcher data benchmark <report> shows what would be sent and uploads it (playhorizon.dev/docs/performance). Results from three installs with the same hardware appear on the Benchmarks page. Example: #1711.

playhorizon.dev/docs/performance

Recently shipped

Out in a release. The journal has every change.

Gameplay parityv0.2.73

Enchanted loot in End cities

Armour and tools in End city chests should come enchanted, as in vanilla.loot.rs implements enchant_with_levels: find why the End city chest table's rolls come out bare, and compare them with vanilla's for a few seeds. Issues #1437, #1660. The loot's enchantment functions now reach every table that rolls (#1911, #2037).

#1437#1660#1911#2037

Gameplay parityv0.2.67

End city banners keep their pattern

Banners in End cities show as plain magenta instead of with their pattern.Compare the banner block entities the End city templates place with vanilla's (EndCityPieces, the templates' block entity NBT, BannerBlockEntity's patterns), in crates/horizon-world/src/worldgen/structure/. Issue #1438; possibly related: #526. The templates' block entities now keep their patterns (#1928).

#1438#526#1928

Gameplay parityv0.2.65

Play in your language

Item names, container titles and server messages follow the language you pick, as in vanilla. Today parts of the game stay in English.Translatable components resolved through the selected language for items, containers and server text (#1806), on top of the bundled languages the prepared resources carry (#1594). Left: the client's own screens (#1672) and the main menu with zh_cn.

#1806#1594#1672

Gameplay parityv0.2.67

Chickens flap while they fall

Chickens should flap their wings while they fall, not stand still in the air.Vanilla's Chicken.aiStep updates flap and flapSpeed when the chicken isn't on the ground, and the model's wings follow them. Issue #1706.

#1706#1892

Gameplay parityv0.2.67

Ctrl+Backspace and scroll bars in menus

Ctrl+Backspace should delete a whole word in the creative search, and every list's scroll bar should be draggable.EditBox deletes by word with Ctrl (#1764); the Game Rules and Statistics lists' scroll bars can't be dragged (#1782, after #978).

#1764#1782#1884#1931

Gameplay parityv0.2.67

A pointing hand over buttons

The mouse pointer should turn into a pointing hand over menu buttons, as in vanilla 26.3.26.3's AbstractWidget asks for a cursor from CursorTypes when it is hovered; winit's CursorIcon::Pointer gives the same shape. Issue #1347.

#1347#1897

Gameplay parityv0.2.67

Chat settings and team prefixes

The Hidden and Commands Only chat settings should hide chat, and team prefixes should appear before names in chat.Vanilla checks ChatVisiblity before it delivers chat and system messages (#1376), and chat uses the team-formatted display name (#1378). Both issues have exact steps to reproduce.

#1376#1378#1932#1841

Gameplay parityv0.2.67

Cooldowns drawn on items

After you throw an ender pearl, its slot should show the cooldown sweeping away, as in vanilla.Vanilla draws ItemCooldowns' percent as a white overlay over the slot (GuiGraphicsExtractor.itemDecorations and itemCooldown) in the hotbar and in inventories. Issue #1763.

#1763#1933

Servers and multiplayerv0.2.67

Pre-generate an area with /pregen

A /pregen command that builds an area of the world ahead of time, so players don't wait for new terrain when they explore.Generates, lights and saves an area before anyone walks there (#1805, a contributor's pull request, in review). Useful on servers, and it moves the generation cost away from the first visit; the generation speed-ups are under 'Steady frames at long render distances'.

#1805

Renderingv0.2.70

Horizon's own shader format and kit

Horizon's own way to make shader packs, with tools to write and test them. Every pack is checked before it runs, and the registry will list them.horizon-shader-api (API 0.1, experimental): WGSL stages with typed inputs inside the renderer's passes, options as WGSL override constants, and the horizon-shader new|check|pack tool with templates and the example pack Golden Hour. Merged: the check every pack passes (#1820) and the tool, templates and guide (#1822). In review: the post stage running in the game with hot reload (#1861), the sky stage (#1863) and registry checks that use the game's own check (#1855). Left: the material, lighting and shadow stages, a last-good fallback on reload, a GPU-time overlay per stage and budgets (docs/shaders.md, docs/api/shaders.md). The Iris/OptiFine loader is a separate item, 'Shader packs, written again from scratch'.

#1820#1822#1861#1863#1855docs/shaders.mddocs/api/shaders.md

Horizon extrasv0.2.58

Discord Rich Presence

Your Discord profile can show that you are playing Horizon, with a switch to turn it off.A Discord IPC client on its own thread (#1787) and the presence with its setting (#1788). Merged: it ships with the next release.

#1787#1788

Servers and multiplayerv0.2.67

Server dialogs and login screens

Servers that show dialogs, such as the register and login screens of AuthMe, will work in Horizon.26.3's dialog packets and model (#1720), the dialog screen with its buttons and actions (#1734), then text and boolean inputs (#1735).

#1720#1734#1735

Launcherlauncher@0.2.17

Microsoft sign-in

Sign in with your Microsoft account in the launcher to play on online-mode servers.Device-code sign-in in the launcher, tokens in the system keychain (long secrets split over several items, #2879), the session handed to the game and online-mode login in the client (docs/microsoft-account.md). Release builds carry the app's client id; Play needs an account that owns Java Edition.

docs/microsoft-account.md#2879

Renderingv0.2.74

HDR monitors

Output for HDR monitors: brighter highlights and richer colour where your screen supports it.HDR10 (PQ) or scRGB output (#2021, #2292), with its own settings screen, Auto from what the compositor or Windows reports, and calibration (docs/graphics.md). Since then: light sources shine by kind, and light itself above paper white (#6671). Next: LabPBR emission, an HDR output for shader packs (#3125).

#1441#2021#2292

Platformsv0.2.63

OpenGL for old computers

Horizon now starts on old PCs whose graphics card has no Vulkan or DirectX 12 driver: it switches to OpenGL by itself, and Options > Graphics can pick OpenGL by hand.wgpu's GL backend (WGL on Windows, EGL on Linux) as the last fallback after Vulkan and DirectX 12 (#1917), sprite arrays and CPU sprite animation for drivers without compute (#1920), no indirect draws below GL 4.3 (#1936). Minimum OpenGL 3.3 core. Shader packs don't run on it yet.

#1917#1920#1936

Servers and multiplayerv0.2.48

Server resource packs

Servers can send you their resource pack: Horizon asks, downloads it and applies it, like vanilla.The dedicated server offers server.properties' pack (#1562); the client's pack manager, downloads, prompt and Server Resource Packs setting (#1569, #1570).

#1562#1569#1570

Gameplay parityv0.2.39

Single player on its own server thread

Single player runs on a server thread, as vanilla does, so the world keeps ticking smoothly while the window draws.game/integrated.rs runs a second Game with one level per dimension; the window joins it through memory like a LAN guest (#1514).

#1514docs/server-levels.md

Performancev0.2.17

GPU occlusion culling on Macs

On Macs the GPU now skips terrain hidden behind hills and caves: 8 to 48% more frames per second at 32 chunks on an M4 Pro.GPU occlusion culling on Metal (#1434).

#1434

Performancev0.2.5

Animated textures on the GPU

Water, lava and other animated blocks are now animated by the graphics card: 1.7 to 2.4 times better 1% lows on Intel graphics.Frames uploaded once, no per-tick CPU blend or copy (#1239).

#1239

Performancev0.2.5

Far Detail for integrated graphics

An optional Reduced setting for far terrain, suggested on integrated graphics, that saves 2 to 4 ms of GPU time per frame.Opt-in reduced far terrain (#1199), on far-terrain chunk summaries built on the workers (#1029).

#1199#1029

Horizon extrasv2026.10.22

Dynamic lights

An optional extra: torches you hold, drop or set on fire light up what is around them.Held, dropped and burning light sources (#1162), in Horizon Extras, off by default.

#1162

Servers and multiplayerlauncher-v0.15.0

Host a server from the launcher

The launcher's Servers page creates, starts, backs up and updates a Horizon server with buttons, and invites friends.The launcher's Servers page (#1026) over horizon-server (docs/hosting.md).

#1026docs/hosting.md

The roadmap lives in the repository: ROADMAP.md, generated from roadmap/roadmap.toml. Pull requests carry the roadmap:<id> label of their item.

Every open issue and pull request, placed by its state on GitHub, as on Kira's work board in Discord.

To do31

Open and free: pick one, and say so with /claim on Discord.

  1. Issue #10445Happy ghast bugkira-horizon[bot]
  2. Issue #10444Native mods: sound playback hook so mods can intercept and attenuate played sounds (blocks Sound Physics Remastered client glue)Sparticle62ops
  3. Issue #10443Native mods: public mod template pin (3fb4c31) predates native_world_primitives; template builds of world-primitive bundles failSparticle62ops
  4. Issue #10442Native mods: block-model world primitives (schematic ghost overlays render as boxes, not block models)Sparticle62ops
  5. Issue #10427All shaderpacks keep getting errorsAarafGaming
  6. Issue #10421Native mod build fails after nightly switch (stale horizon-core reused)kira-horizon[bot]
  7. Issue #10408F keys not workingkira-horizon[bot]
  8. Issue #10390HDR support not detectedTheRedXD
  9. Issue #10369Treasure map is missing the X markerkira-horizon[bot]
  10. Issue #10367[Bug] Minecart with Hopper passes through Amethyst Clusters instead of breaking (Java parity issue)Juanpksss
  11. Issue #10354Smart App Control blocks unsigned horizon-client.exe on Windows 11LeoPalmai
  12. Issue #10349Iron golems dont seem to spawn (parity)rdbtCVS
Show 19 more
  1. Issue #10299Steam Deck Game Mode: Microsoft login credentials are not retained between launcher sessionsfrieda21
  2. Issue #10298Steam Deck Game Mode: launcher needs controller support, correct UI scaling, and persistent loginfrieda21
  3. Issue #10276Lead becomes bugy when I used it on a boat first person povveronicarainder-cpu
  4. Issue #10270Villager trading error it forgets I cure them after a whileveronicarainder-cpu
  5. Issue #10262Port pack: carry 1.20.x mods' data over to 26.3 (proposal, measured on two 1.20.1 packs)Ragbie
  6. Issue #10261Villagers when wake up they stuck in the wallveronicarainder-cpu
  7. Issue #10260Villagers forget the discount after a while veronicarainder-cpu
  8. Issue #10255Server: second-long use_block freezes on the SMP with no culprit in the slow-tick lineludovic111
  9. Issue #10251Cosmetics: draw auras on the GPU skin path (see-through, no depth write)ludovic111
  10. Issue #10248add a function to enable tailscale funnel (optional)subnaut5482
  11. Issue #10244An directX 11 supportablio1q0
  12. Issue #10229Reduce CPU vertex expansion and uploads for particle-heavy framesrison1337
  13. Issue #10178Native mod API gap for Visuality port: no client particle spawn/render surfaceSparticle62ops
  14. Issue #10165Jdhjdsaraelberkaoui10-tech
  15. Issue #10125Native mod API gap for uku's Armor HUD port: no client HUD overlay surface (draw, armor stacks, HUD-element push-aside, safe area)Sparticle62ops
  16. Issue #10121Let launchers offer the official Minimap without compiling the gameriyadmondol2006
  17. Issue #10120Native mod API gaps for CommandKeys port: no key-bind registration and no client chat send/pre-fillSparticle62ops
  18. Issue #10107Native mod API gap for Emoji Type port: no text-field value read/write on the character hook, no chat suggestion surfaceSparticle62ops
  19. Issue #10090Native mod API gap for Auto Lectern port: no client-initiated interaction surface (block break/place, container/trade open)Sparticle62ops

In progress9

Claimed, assigned, or a draft pull request.

  1. Issue #10441Use ghastling hurt and death sounds for baby HappyGhastsTheMrZZ
  2. Issue #10431Save an armor stand's actual fall distanceTheMrZZ
  3. PR #10409Native Java mod compatibility for 26.3 (Fabric/Forge/NeoForge via a bounded native host)Solenopsisbot
  4. Issue #10404Dedicated server: let older clients join (26.2 first) through the protocol adapter, run the other wayDetimes
  5. Issue #10316Bake supported static block entities into terrain section mesheselythepreciouscat
  6. Issue #10287Shulkers pushed by pistons are not aligned to the center of the blockDarkCows
  7. Issue #10228Server specific resource pack not loading properlykira-horizon[bot]
  8. Issue #10095Crash when enabling a shader pack on OpenGL backendkira-horizon[bot]
  9. Issue #10081Serverbound packets: match the vanilla client tick by tick (anticheats, ViaVersion)ludovic111

In review176

A pull request is ready for review.

  1. PR #10439Random ticks: a section's candidate mask classifies each palette entry onceSkr1zzzz
  2. PR #10434Tick remote boat paddles and stop empty boats rowingvoidsipp
  3. Issue #10428 · PR #10432Decode numeric damage components with Codec.INT semanticsTheMrZZ
  4. Issue #10425 · PR #10435Native mods: entity model layers (EntityRenderersEvent.RegisterLayerDefinitions)Hiuoy
  5. Issue #10420 · PR #10426Mobs retain old fall distance with Levitation and Slow Fallingvoidsipp
  6. Issue #10418 · PR #10419Shader packs: resizing the window holds two sets of the pack's buffers and can run out of video memorysenjinthedragon
  7. PR #10416Natural spawning: a start's height ends at the column's first empty blockSkr1zzzz
  8. PR #10414Fix client steering for saddled pigs and stridersvoidsipp
  9. Issue #10410 · PR #10424Classify the missing hostile sound families as hostileTheMrZZ
  10. Issue #10405 · PR #10417Custom model data flags select the false model after NBT conversionvoidsipp
  11. Issue #10403 · PR #10436Shader packs: since Nightly 2026-11-05 · 38609b7, Noble's caves are flooded with light shafts that Iris doesn't drawarslanarm
  12. PR #10402Spans: inside the server tick's natural spawning and block stepsSkr1zzzz
Show 164 more
  1. Issue #10401 · PR #10437SNBT prints the wrong decimal for tiny float and double valuesvoidsipp
  2. Issue #10399 · PR #10433Stopped moderation commands treat unreadable user lists as emptyvoidsipp
  3. Issue #10398 · PR #10438Windows .exe icon missing when cross-compiling (build.rs gates winresource on the build host)ludovic111
  4. Issue #10397 · PR #10430Packet strings reject malformed UTF-8 that vanilla replacesvoidsipp
  5. Issue #10396 · PR #10422Save the modeled mob CanPickUpLoot flag instead of stale raw dataTheMrZZ
  6. Issue #10394 · PR #10400Pass the actual tool into inline fishing loot contextTheMrZZ
  7. PR #10392Predict fishing bobber block hits before client movementvoidsipp
  8. PR #10391Realms: the settings tab's render and simulation distancesmasa-masa-0314
  9. Issue #10385 · PR #10417Enchant glint isn't loading with value enchantment_glint_override set to truekira-horizon[bot]
  10. PR #10384Validate forced Overworld respawn pointsvoidsipp
  11. PR #10383Keep treasure map targets when carrying undecorated copiesvoidsipp
  12. PR #10382Name bursts of short LAN events in slow-tick diagnosticsvoidsipp
  13. Issue #10381 · PR #10393Keep an XP orb’s registered UUID in command NBT readsTheMrZZ
  14. Issue #10380 · PR #10387Use the baby pig passenger attachment when seating a riderTheMrZZ
  15. PR #10377feat(creatures): Multi-core parallel entity ticking via Rayonrafw22
  16. Issue #10374 · PR #10388Mob conversions lose command Tags at the new entity IDvoidsipp
  17. Issue #10371 · PR #10376Omit prototype-equivalent hive block state from saved item patchesTheMrZZ
  18. PR #10365Entity saves: a warden's anger keeps its suspects by UUIDMSedgeMC
  19. PR #10363Pin the hopper minecart's one-item-a-tick transfer (#8668)CocofireHD
  20. PR #10359Shader packs: cut cutout terrain on the sprite's alpha (kelp and other cross models)CocofireHD
  21. PR #10358Extras: a Zoom row that reaches the mod that replaced the extraCocofireHD
  22. PR #10357Protocol: compress packets at zlib level 2 instead of 6rdbtCVS
  23. Issue #10356 · PR #10368Use the neutral category for ordinary arrow block-hit soundsTheMrZZ
  24. Issue #10355 · PR #10386Boat momentum when sprint hittingkira-horizon[bot]
  25. Issue #10353 · PR #10360Use NumericTag integer conversion for loaded animal age and love fieldsTheMrZZ
  26. PR #10352Block entities: shade by the model's normal so shader packs don't darken them twiceCocofireHD
  27. PR #10347Shaders: the shader screen's words in every languagePzmuV1517
  28. PR #10346Shaders: the old shader pack pages goPzmuV1517
  29. PR #10345Shaders: the shader pack list and each pack's settings in the settings framePzmuV1517
  30. PR #10341Spans: the frame's prepare stepsSkr1zzzz
  31. Issue #10338 · PR #10348Guest respawn sends personal point as world default spawn informationTheMrZZ
  32. PR #10337Shader packs: token pastes, integer varyings, mat2(vec4) and parameter texel offsetsPzmuV1517
  33. PR #10336Shader packs: DH_BLOCK_*, CAT_* and PPT_* are defined for the stage filesPzmuV1517
  34. PR #10335Shader packs: empty declarations, precision on parameters, infinities in functionsPzmuV1517
  35. PR #10334Shader packs: texture() and textureLod() read integer samplersPzmuV1517
  36. PR #10333Shader packs: a global constant reads an element of a constant array (Ebin no longer crashes)PzmuV1517
  37. PR #10332Shader packs: real_packs keeps going past a panicking pack and sums up each packPzmuV1517
  38. PR #10330A shulker's bullet keeps its target through a saveMSedgeMC
  39. Issue #10329 · PR #10343Offscreen burning entities still prepare and upload their flame billboardsrison1337
  40. Issue #10327 · PR #10340docs/README.md: index the benchmark and performance result pages it missesludovic111
  41. Issue #10326 · PR #10375docs/README.md: index the design, server and release docs it missesludovic111
  42. Issue #10325 · PR #10350docs/README.md: index the player and launcher docs it missesludovic111
  43. Issue #10324 · PR #10351Remove stale "not ported" notes (narrator.md suggestion list, turtle.rs travelInWater)ludovic111
  44. Issue #10323 · PR #10407Evoker fangs ignore scoreboard teams when deciding who is an allyludovic111
  45. Issue #10322 · PR #10370A map with can_place_on can't be used on a banner in adventure modeludovic111
  46. Issue #10321 · PR #10395/spawnpoint inside a bubble column is kept; vanilla discards it (leftover of #10044)ludovic111
  47. Issue #10319 · PR #10413Iron golems lack ResetUniversalAngerTargetGoalludovic111
  48. Issue #10318 · PR #10411Piglins skip vanilla's armour and weapon comparison when picking up gearludovic111
  49. Issue #10317 · PR #10373Narrate an incompatible server in the server list (Ping::Incompatible falls into "Pinging")ludovic111
  50. Issue #10315 · PR #10328Unchanged entity name tags repeat glyph layout and quad preparation every framerison1337
  51. PR #10314Improve Options navigation and discoverability of built-in featuresvnsmoreira
  52. Issue #10313 · PR #10320Squid and glow squid report success after unattributed damageTheMrZZ
  53. PR #10312Multiplayer: name tags off screen and the hidden player list stop costing per playerSkr1zzzz
  54. PR #10310launcher: fix account skin arm-type segmented control overflow and caption layoutxxaxio
  55. PR #10309Shader packs: material maps share the stitched colour atlas's layoutSkr1zzzz
  56. PR #10307Friends: Cancel and Escape go back to the screen that opened itSkr1zzzz
  57. PR #10305Controllers: the gameplay guide, what the buttons do now, in play and in inventoriesmartipops
  58. PR #10304Entity saves: a UUID bridge for references to a mobMSedgeMC
  59. Issue #10303 · PR #10415, PR #10389my game crash after launchkira-horizon[bot]
  60. PR #10297Audio: play multi-channel buffers direct like OpenALCocofireHD
  61. Issue #10296 · PR #10344Floor fractional item Health before short narrowingTheMrZZ
  62. Issue #10294 · PR #10306Saved lodestone trackers keep the default tracked true fieldTheMrZZ
  63. Issue #10292 · PR #10293Tests: the drop-motion and install.sh signature tests fail on Apple siliconIanWorley
  64. Issue #10289 · PR #10311Off-screen entity blob shadows still build geometry every framerison1337
  65. PR #10288port map: seven citations name functions the tree does not haveMSedgeMC
  66. Issue #10285 · PR #10339A summoned Ender Dragon holds its pattern instead of hoveringRagbie
  67. Issue #10284 · PR #10291Empty command Tags remain in saved entity dataTheMrZZ
  68. PR #10283A lingering potion's cloud survives a saveMSedgeMC
  69. PR #10280A jukebox that stops playing tells the listenersMSedgeMC
  70. PR #10279A playing jukebox posts jukebox_play every twenty ticksMSedgeMC
  71. PR #10278Stop the underwater sky scan on kelp and seagrassJoansitoh
  72. PR #10277Replace a bubble column when a bucket empties into itJoansitoh
  73. Issue #10275 · PR #10282Item frames without Facing load north instead of downTheMrZZ
  74. Issue #10273 · PR #10362Reoccuring freezes on DiamondFire server (mcdiamondfire.com)kira-horizon[bot]
  75. PR #10272Starting an item use posts item_interact_startMSedgeMC
  76. Issue #10271 · PR #10295launcher: native_cache::tests::real_cargo_build_is_protected_and_installed_copy_survives_cleanup flakes with ETXTBSYludovic111
  77. Issue #10265 · PR #10286/damage says the Ender Dragon and End crystals are invulnerableRagbie
  78. PR #10264Aquifers keep their 12 nearby cells unpacked and reuse 8 of them a cell downilguerro
  79. Issue #10257 · PR #10290Preserve saved spectral arrow duration and its defaultTheMrZZ
  80. Issue #10256 · PR #10266Use neutral source for ominous item spawner warningTheMrZZ
  81. Issue #10250 · PR #10274Server resource pack ignored: zip with END-record disk numbers 0xFFFF/0xFFFF is not normalized (invalid pack metadata)srcerat
  82. Issue #10249 · PR #10259Port pack: carry and report count mods made for 1.20 as ported contentRagbie
  83. PR #10246The End's no-creatures rule comes from the data, not the dimensionMSedgeMC
  84. PR #10243Codex/piston projectile parityiwaneth
  85. PR #10240Dropped items: cull at the box the frame draws, not the tick'sMSedgeMC
  86. Issue #10239 · PR #10300Renderer: add partition-tree translucency orderelythepreciouscat
  87. PR #10238Mobs and projectiles: light the block at the eye of the frame, not of the tickMSedgeMC
  88. Issue #10237 · PR #10247Keep NoAI glow squid dark-tick countdown runningTheMrZZ
  89. PR #10235Armour stands: probe the marker's own box and every other stand's eye, at 15 while burningMSedgeMC
  90. Issue #10230 · PR #10245Native hooks: AnvilUpdateEvent, a mod's say in an anvil's resultHiuoy
  91. PR #10226The creative search box loses the focus with its tabMSedgeMC
  92. Issue #10224 · PR #10242Save the resolved show_icon default in custom potion effectsTheMrZZ
  93. Issue #10222 · PR #10231Fix reversed empty tag selectorsTheMrZZ
  94. PR #10221Dropped items: light the block at the item's eye, and 15 for one on fireMSedgeMC
  95. PR #10216Design note: the Java bridge (Fabric 26.3 mods)iaxivers
  96. Issue #10212 · PR #10219Selectors: reject missing advancement criteria before boolean comparisonTheMrZZ
  97. PR #10209Climate searches pass distances along and stop a box's sum once it is too farilguerro
  98. PR #10208Breaking a painting, a cushion or a boat makes a vibrationilguerro
  99. PR #10207launcher: a pack update keeps the player's mod choicesMSedgeMC
  100. PR #10204Only the right button presses the creative inventory's scrollbarMSedgeMC
  101. Issue #10199 · PR #10302Native mod API gap for ShulkerBoxTooltip port: no client tooltip/preview-window render surfaceSparticle62ops
  102. Issue #10198 · PR #10200Native hooks: PlayerEvent.BreakSpeed, how fast a player digs a blockHiuoy
  103. PR #10193An advancement with no criteria is done and pays outMSedgeMC
  104. PR #10187Fix horse rear ending before a donkey or mule landsDUzzL
  105. Issue #10184 · PR #10186minecraft:enter_block never fires when the player walks into a blockdegepie
  106. Issue #10183 · PR #10185Resource packs' lang files with comments never apply: the pack merge drops themdegepie
  107. PR #10180A brush stops on a mob in the crosshair and its self-ending use vibrateslightcodegit
  108. PR #10177fix(client): prevent taskbar overlap and window shift in borderless fullscreenanthra123x
  109. Issue #10176 · PR #10202Furnaces: reject output with different componentsTheMrZZ
  110. PR #10175Fix shader-pack color-buffer reads in translucent drawsvnsmoreira
  111. PR #10173launcher: an automatic update keeps a disabled mod offMSedgeMC
  112. PR #10172The chat key opens the creative inventory's search tabMSedgeMC
  113. PR #10168Keep native shader selections and settings across updatesNikitaMGrimm
  114. Issue #10164 · PR #10234/forceload add doesn't load the chunk before the next commandKBroneZ
  115. Issue #10163 · PR #10233A chest placed from a structure template loses its loot tableKBroneZ
  116. Issue #10162 · PR #10232Structure templates in data packs are ignoredKBroneZ
  117. Issue #10161 · PR #10166Launcher: run a server on a VPS from the Servers page, over SSHhildlabs
  118. Issue #10160 · PR #10192upgrade-datapack writes a simple state provider as a bare id, and the feature is skippedKBroneZ
  119. Issue #10159 · PR #10191upgrade-datapack leaves a noise with no octaves in a form the game can't readKBroneZ
  120. Issue #10158 · PR #10190Noise settings with a non-default default_block or default_fluid fail the world startKBroneZ
  121. Issue #10157 · PR #10206Shulker Box not correctly showing items inside in tooltipdrnod
  122. PR #10155Snow, dripstone clay and spreading sculk lift what stands on themlightcodegit
  123. Issue #10152 · PR #10197Native mods: client world snapshots for worker threads (chunks, biomes, tints)IanWorley
  124. Issue #10151 · PR #10196Native mods: local player and session state for HUD mods (screen, F3, world identity, biome)IanWorley
  125. Issue #10150 · PR #10195Native mods: the client's entity types, textures, dropped items and skinsIanWorley
  126. Issue #10149 · PR #10194Native mods: block state facts and the client's resource files and pixelsIanWorley
  127. Issue #10148 · PR #10154Stonecutter shift-click plays the take sound once per item (very loud)Vaspyyy
  128. Issue #10147 · PR #10201Arrows and tridents stutter when client position catches up with serveriwaneth
  129. Issue #10146 · PR #10170Furnaces: preserve loaded cooking totals until completionTheMrZZ
  130. PR #10141Perlin volumes skip the Ys a lerp does not read, and batch Ys across cellsilguerro
  131. PR #10136Sprinting, swimming and wading cost food againMSedgeMC
  132. PR #10135gfx: enable early depth occlusion culling on OpenGLTaquitoSuabe
  133. PR #10134Native hook catalog: NeoForge labels for five more hooksHiuoy
  134. PR #10133A mounted mob reaches from its vehicle's width, and a rider is hit from its seat upRagbie
  135. Issue #10132 · PR #10156Native hooks: LivingDamageEvent.Pre and .Post, the damage a living entity's health takesHiuoy
  136. Issue #10131 · PR #10301Native mod API gap for Inventory Blur port: no screen transparent-background render hook (blur application, gradient suppression, tiled background draw)Sparticle62ops
  137. PR #10129Make launcher titlebar match Glass UIxFedeT
  138. PR #10128Mobs on a ladder or vine are not pushable; no crit while climbingDUzzL
  139. PR #10127UI: a button's highlight goes when its screen leavesCocofireHD
  140. PR #10126A refused spectator opening gets the red action barlightcodegit
  141. PR #10124Ctrl+Tab switches the statistics screen's tabsMSedgeMC
  142. Issue #10123 · PR #10169Native shader pack updates lose the selected pack and option valuesNikitaMGrimm
  143. PR #10119Run Frost Walker effects when boots are put onDUzzL
  144. PR #10118Make thrown potions bounce off a breezeDUzzL
  145. Issue #10113 · PR #10167Some F3-related keys doesn't work in main menukira-horizon[bot]
  146. PR #10110Intel Vulkan: keep the flat terrain workaround to the Mesa/ANV drivers it is forCocofireHD
  147. Issue #10109 · PR #10130Selectors: read the selected guest advancement progressTheMrZZ
  148. Issue #10108 · PR #10372Tab Menu performance investigationrdbtCVS
  149. Issue #10106 · PR #10210Defer villager trade reputation until an eligible AI tickTheMrZZ
  150. PR #10105Adventure mode: honor can_place_on for buckets and flint and steelDUzzL
  151. Issue #10102 · PR #10379Chunk pruning can leave terrain, entity and POI region files inconsistent after a failurearismoko
  152. PR #10101Keep one item in item frames filled by /item or NBTDUzzL
  153. PR #10100Network NBT: no more tags than vanilla's quota admitsyahya-nusseibeh
  154. PR #10099RSA: constant-time private-key operationsyahya-nusseibeh
  155. PR #10098F1 takes the player list awayMSedgeMC
  156. PR #10097Send the carried slot before a dropDUzzL
  157. PR #10096RCON: one password guess per connectionyahya-nusseibeh
  158. PR #10094Splash of harming makes endermen teleport instead of hurting themDUzzL
  159. PR #10089Telemetry server: hub, intake and export off the async workers tooyahya-nusseibeh
  160. PR #10088The subtitles draw over an in-game screen, and survive F1MSedgeMC
  161. PR #10087port-pack: cap every jar and pack entry it inflates (launcher OOM from a mod search)yahya-nusseibeh
  162. PR #10086Multiplayer: sneaking for a use is the input of the last tick, as vanilla's isShiftKeyDownludovic111
  163. PR #10076Launcher: rustls 0.23.46 for four RustSec advisoriesyahya-nusseibeh
  164. PR #10075A nautilus only goes for a pufferfish it sees, and frost panics armadillosRagbie

Done94

Closed or merged in the last seven days.

  1. PR #10440Options: the emote key lives in horizon-extras.txt, options.txt is vanilla's againludovic111
  2. PR #10429Mob snapshot: build each Seen in its slot and keep the bufferludovic111
  3. PR #10423Sculk events: only mobs and items that tick step, land and flapludovic111
  4. PR #10412Name tags: any passenger hides its vehicle's name, as isVehicle doesludovic111
  5. PR #10406Mobs outside the simulation distance pick nothing upludovic111
  6. Issue #10378Mobs outside the simulation distance pick up itemsludovic111
  7. PR #10366Sculk: a mob's game event costs nothing when nothing can hear itludovic111
  8. PR #10364Launcher: a refused founder claim says why and leads to the checkoutludovic111
  9. PR #10361Mob loop: villagers and looting walk only nearby items; no player view copiesludovic111
  10. PR #10342Native mods: an error in a helper's generated call names its modludovic111
  11. PR #10331Server: idle entities send what ChunkMap sends and are described bare (#10253)ludovic111
  12. PR #10308launcher: make pictures at the drawn size, capped by the GPU's limit (not 3840 px)ludovic111
Show 82 more
  1. PR #10263Block states: map states past registry to air instead of panickingfoudretbr
  2. Issue #10258Water doesn't push the board awayveronicarainder-cpu
  3. Issue #10254Server: game events for every loaded mob cost 2 µs each (sculk_entity_events, 3.6 ms a tick)ludovic111
  4. Issue #10253Server: rebuild an entity's client state only when it changed (lan_entity_states, 5 ms a tick)ludovic111
  5. Issue #10252Server: ~12 ms a tick of the mob phase is outside the mobs' own ticks (tick_creature_entities)ludovic111
  6. PR #10225launcher: warn before installing a native mod that doesn't build on your Horizonludovic111
  7. PR #10217Mods: content mods of assets and data switch on and off without a restartludovic111
  8. PR #10211PvP & HUD: the HUD editor (again, #10079 missed main)ludovic111
  9. PR #10203Native mods: horizon-mod-deps puts mysql, redis, tungstenite and rusty-opus in Cargo.lock (#10174)Detimes
  10. PR #10181Splitscreen: a player's pack reload no longer deletes P1's overlaymartipops
  11. Issue #10174Native mods: put a database, Redis, websocket and Opus crate in Cargo.lock for server mods (horizon-mod-deps)Detimes
  12. PR #10117wire_stream: Legacy combat feel sends what Modern sendsludovic111
  13. PR #10116PvP & HUD: 1.8 knockback under the legacy rulesludovic111
  14. PR #10115Server: [combat] legacy in server.tomlludovic111
  15. PR #10114PvP & HUD: 1.8 combat rules in worlds you hostludovic111
  16. PR #10112PvP & HUD: Legacy feel leaves out 1.9's hit sounds and particlesludovic111
  17. PR #10111PvP & HUD: Legacy (1.8.9) combat feel, the handludovic111
  18. PR #10092Emotes: the emote wheel, played on your model and in the cameraludovic111
  19. PR #10080Preparing ignores the player's global Java optionsfoudretbr
  20. Issue #10067Preparing fails when JAVA_TOOL_OPTIONS or _JAVA_OPTIONS selects a garbage collectorfoudretbr
  21. PR #10059pad_menu_e2e: pass on a fast machine and at 16:9, and say when the window isn'tmartipops
  22. PR #10054Refuse a control socket path too long for a Unix socket up frontmartipops
  23. Issue #10028Button alignment off next to the user on the Microsoft sign in widget in Account settingsnotfuz
  24. Issue #10007PvP & HUD: Combat feel Legacy (1.8.9) and 1.8 combat rules in worlds you hostludovic111
  25. Issue #10006PvP & HUD: mod HUD widgets (FPS, CPS, keystrokes, reach...) and a HUD editorludovic111
  26. PR #9987Design note: mods from inside the game, loaded and unloaded in secondsludovic111
  27. Issue #9950Game Menu "Server Links.." buttonsdfgsdfggsfd
  28. PR #9876Controllers: one pad reader for a session, so KDE's pointer emulation stays pausedmartipops
  29. PR #9859Fix Ender Dragon spawn eggTiggerTakkyTTT
  30. PR #9856Sculk: wool and carpets dampen landings and steps (Entity.checkFallDamage)Mayonesu0
  31. PR #9832Render test: smoothness off the 8-bit rounding boundarymartipops
  32. PR #9830Controllers: X and Y in their places on unmapped Xbox-style Linux padsmartipops
  33. PR #9445Native mods: a fake player's use closes what it openedmartipops
  34. PR #9435Data commands: removing a chest's LootTable keeps it from refilling on loadmartipops
  35. PR #9433Launcher: a staged update belongs to its process and is checked again at installmartipops
  36. PR #9428Launcher: run the binary's tests in PR checksmartipops
  37. PR #9323Launcher: keep the Wardrobe's name tag mark instead of baking it each drawmartipops
  38. Issue #9303Four clear-budget tests fail on any machine with a Vulkan adapter: the fixture writes the colortex format hint in the comment form Iris ignoresarismoko
  39. PR #9256Launcher: a claim state from a newer service still reads (ClaimState::Unknown)martipops
  40. PR #8742Control endpoint: log each player-* request, and document a hand-over in orderAkirabane
  41. PR #8735Control endpoint: player-import takes the place the request names, and the view followsAkirabane
  42. PR #8730Control endpoint: player-import and player-confirm let a held player inAkirabane
  43. PR #8716Control endpoint: an expected player's login is held, and player-drop lets it goAkirabane
  44. Issue #7949Horses without AI keep their random draws, and the baby sniffer probe uses its real ageHrafnaValkyrja
  45. PR #7769Splitscreen: use the launcher's other Microsoft accountsmartipops
  46. PR #7005Native mods: 27 more hook points (hoppers, vehicles, guest input, player actions)Detimes
  47. PR #6653Native mods: TNT about to be lit, cancellable (native_tnt_primed, part of #5816)Detimes
  48. PR #6635Native mods: hanging placement and bucket emptying, cancellable (part of #5816)Detimes
  49. PR #6624Native mods: armor stand manipulation, vehicle moves, container opening and creative slots (part of #5816)Detimes
  50. PR #6623Native mods: login refusal, command list filter, sprint and resource pack status (part of #5816)Detimes
  51. PR #6551Native mods: a player's fishing rod, cast to reel-in, cancellable (native_player_fish, part of #5816)Detimes
  52. PR #6547Native mods: a player teleported by a command (native_player_teleported, part of #5816)Detimes
  53. PR #6534Native mods: a player's item losing durability, changeable (native_item_damaged, part of #5816)Detimes
  54. PR #6528Native mods: a totem about to save a player, cancellable (native_player_totem, part of #5816)Detimes
  55. PR #6521Native mods: a player's food level changing, changeable (native_food_level_changed, part of #5816)Detimes
  56. PR #6520Native mods: a player swapping their hands, cancellable (native_player_swap_hands, part of #5816)Detimes
  57. PR #6470Controller: left stick click sprints againmartipops
  58. PR #6399Splitscreen: join P1’s server or LAN worldmartipops
  59. PR #6398Splitscreen Setup: controller pickup, Give Up Pad and Leavemartipops
  60. PR #6397Splitscreen Setup: dragging, layouts, Names and Identifymartipops
  61. PR #6395Splitscreen: Setup map, Apply/Revert and mouse focusmartipops
  62. PR #6307Native mods: a player's game mode changing, cancellable (native_player_game_mode_changed, part of #5816)Detimes
  63. PR #6306Native mods: a player changing dimension (native_player_changed_dimension, part of #5816)Detimes
  64. PR #6305Native mods: a player starting or stopping flight, cancellable (native_player_toggle_flight, part of #5816)Detimes
  65. PR #6270Native mods: a player finishing a sign, rewritable or cancellable (native_sign_changed, part of #5816)Detimes
  66. PR #5825Native mods: any command a player types, cancellable (native_player_command, part of #5816)Detimes
  67. PR #5820Native mods: a player respawning (native_player_respawned, part of #5816)Detimes
  68. PR #5815Native mods: a registered command typed on the dedicated server's console (part of #5682)Detimes
  69. PR #5795docs: a player's arrow hurts other players on a served world (#5785)Detimes
  70. PR #5675Splitscreen: profiles and the saved enable switchmartipops
  71. Issue #5666Ingame bugs with other playerskira-horizon[bot]
  72. PR #5332Dedicated server: complete /op, /deop, /pardon, /pardon-ip and /whitelist from the server's own listsDetimes
  73. PR #4976horizon-server: Velocity modern forwarding behind a proxy (#4963)Detimes
  74. PR #4956horizon-server: check the prepared game files before starting the engine (#4417)Detimes
  75. Issue #4293Horizon falls back to llvmpipe despite working OpenGL on Intel HD Graphics 4000Slyndle
  76. PR #3826Splitscreen: the profile page ("Who's playing?"), as a modelSplitscreenmartipops
  77. PR #3825Splitscreen: players in windows of their own, or filling a monitorSplitscreenmartipops
  78. PR #3801Splitscreen: join with a controller; a lost controller's player waitsSplitscreenmartipops
  79. PR #3794Splitscreen: each controller drives its own playerSplitscreenmartipops
  80. PR #3777Splitscreen: a second player in the same window (HORIZON_SPLIT, testing)Splitscreenmartipops
  81. PR #3727Splitscreen: share one audio output between local-player sound enginesmartipops
  82. PR #3669Controller movement on servers: the stick moves as the keys it sets domartipops

Every release with what it changed, grouped by roadmap item in Technical, and a summary of each week.

Merged

Merged, in the next release

51 changes merged since the last release.

  • Options: the emote key lives in horizon-extras.txt, options.txt is vanilla's again
  • Mob snapshot: build each Seen in its slot and keep the buffer
  • Sculk events: only mobs and items that tick step, land and flap
  • Server: idle entities send what ChunkMap sends and are described bare (#10253)
  • Name tags: any passenger hides its vehicle's name, as isVehicle does
  • Mobs outside the simulation distance pick nothing up
  • Native mods: horizon-mod-deps puts mysql, redis, tungstenite and rusty-opus in Cargo.lock (#10174)
  • Sculk: a mob's game event costs nothing when nothing can hear it
  • Launcher: a refused founder claim says why and leads to the checkout
  • Mob loop: villagers and looting walk only nearby items; no player view copies
  • PvP & HUD: 1.8 knockback under the legacy rules
  • Server: [combat] legacy in server.toml
  • PvP & HUD: 1.8 combat rules in worlds you host
  • PvP & HUD: Legacy feel leaves out 1.9's hit sounds and particles
  • PvP & HUD: Legacy (1.8.9) combat feel, the hand
  • Mods: content mods of assets and data switch on and off without a restart
  • Control endpoint: log each player-* request, and document a hand-over in order
  • Control endpoint: player-import takes the place the request names, and the view follows
  • Control endpoint: player-import and player-confirm let a held player in
  • Control endpoint: an expected player's login is held, and player-drop lets it go
  • Block states: map states past registry to air instead of panicking
  • PvP & HUD: the HUD editor (again, #10079 missed main)
  • Splitscreen: a player's pack reload no longer deletes P1's overlay
  • Refuse a control socket path too long for a Unix socket up front
  • Emotes: the emote wheel, played on your model and in the camera
  • Fix Ender Dragon spawn egg
  • Controllers: one pad reader for a session, so KDE's pointer emulation stays paused
  • Sculk: wool and carpets dampen landings and steps (Entity.checkFallDamage)
  • Native mods: a fake player's use closes what it opened
  • Launcher: run the binary's tests in PR checks
  • Data commands: removing a chest's LootTable keeps it from refilling on load
  • Splitscreen: join P1’s server or LAN world
  • Native mods: 27 more hook points (hoppers, vehicles, guest input, player actions)
  • Splitscreen Setup: controller pickup, Give Up Pad and Leave
  • Splitscreen Setup: dragging, layouts, Names and Identify
  • Native mods: a totem about to save a player, cancellable (native_player_totem, part of #5816)
  • Native mods: TNT about to be lit, cancellable (native_tnt_primed, part of #5816)
  • Native mods: hanging placement and bucket emptying, cancellable (part of #5816)
  • Native mods: armor stand manipulation, vehicle moves, container opening and creative slots (part of #5816)
  • Native mods: login refusal, command list filter, sprint and resource pack status (part of #5816)
  • Native mods: a player teleported by a command (native_player_teleported, part of #5816)
  • Native mods: a player's food level changing, changeable (native_food_level_changed, part of #5816)
  • Native mods: a player swapping their hands, cancellable (native_player_swap_hands, part of #5816)
  • Splitscreen: Setup map, Apply/Revert and mouse focus
  • Native mods: a player's item losing durability, changeable (native_item_damaged, part of #5816)
  • Native mods: a player's fishing rod, cast to reel-in, cancellable (native_player_fish, part of #5816)
  • Controller: left stick click sprints again
  • Native mods: a player's game mode changing, cancellable (native_player_game_mode_changed, part of #5816)
  • Native mods: a player changing dimension (native_player_changed_dimension, part of #5816)
  • Native mods: a player starting or stopping flight, cancellable (native_player_toggle_flight, part of #5816)
  • Native mods: a player finishing a sign, rewritable or cancellable (native_sign_changed, part of #5816)

Other changes

  • Options: the emote key lives in horizon-extras.txt, options.txt is vanilla's again#10440
  • Mob snapshot: build each Seen in its slot and keep the buffer#10429
  • Sculk events: only mobs and items that tick step, land and flap#10423
  • Server: idle entities send what ChunkMap sends and are described bare (#10253)#10331
  • Name tags: any passenger hides its vehicle's name, as isVehicle does#10412
  • Mobs outside the simulation distance pick nothing up#10406
  • Native mods: horizon-mod-deps puts mysql, redis, tungstenite and rusty-opus in Cargo.lock (#10174)#10203
  • Sculk: a mob's game event costs nothing when nothing can hear it#10366
  • Launcher: a refused founder claim says why and leads to the checkout#10364
  • Mob loop: villagers and looting walk only nearby items; no player view copies#10361
  • PvP & HUD: 1.8 knockback under the legacy rules#10116
  • Server: [combat] legacy in server.toml#10115
  • PvP & HUD: 1.8 combat rules in worlds you host#10114
  • PvP & HUD: Legacy feel leaves out 1.9's hit sounds and particles#10112
  • PvP & HUD: Legacy (1.8.9) combat feel, the hand#10111
  • Mods: content mods of assets and data switch on and off without a restart#10217
  • Control endpoint: log each player-* request, and document a hand-over in order#8742
  • Control endpoint: player-import takes the place the request names, and the view follows#8735
  • Control endpoint: player-import and player-confirm let a held player in#8730
  • Control endpoint: an expected player's login is held, and player-drop lets it go#8716
  • Block states: map states past registry to air instead of panicking#10263
  • PvP & HUD: the HUD editor (again, #10079 missed main)#10211
  • Splitscreen: a player's pack reload no longer deletes P1's overlay#10181
  • Refuse a control socket path too long for a Unix socket up front#10054
  • Emotes: the emote wheel, played on your model and in the camera#10092
  • Fix Ender Dragon spawn egg#9859
  • Controllers: one pad reader for a session, so KDE's pointer emulation stays paused#9876
  • Sculk: wool and carpets dampen landings and steps (Entity.checkFallDamage)#9856
  • Native mods: a fake player's use closes what it opened#9445
  • Launcher: run the binary's tests in PR checks#9428
  • Data commands: removing a chest's LootTable keeps it from refilling on load#9435
  • Splitscreen: join P1’s server or LAN world#6399
  • Native mods: 27 more hook points (hoppers, vehicles, guest input, player actions)#7005
  • Splitscreen Setup: controller pickup, Give Up Pad and Leave#6398
  • Splitscreen Setup: dragging, layouts, Names and Identify#6397
  • Native mods: a totem about to save a player, cancellable (native_player_totem, part of #5816)#6528
  • Native mods: TNT about to be lit, cancellable (native_tnt_primed, part of #5816)#6653
  • Native mods: hanging placement and bucket emptying, cancellable (part of #5816)#6635
  • Native mods: armor stand manipulation, vehicle moves, container opening and creative slots (part of #5816)#6624
  • Native mods: login refusal, command list filter, sprint and resource pack status (part of #5816)#6623
  • Native mods: a player teleported by a command (native_player_teleported, part of #5816)#6547
  • Native mods: a player's food level changing, changeable (native_food_level_changed, part of #5816)#6521
  • Native mods: a player swapping their hands, cancellable (native_player_swap_hands, part of #5816)#6520
  • Splitscreen: Setup map, Apply/Revert and mouse focus#6395
  • Native mods: a player's item losing durability, changeable (native_item_damaged, part of #5816)#6534
  • Native mods: a player's fishing rod, cast to reel-in, cancellable (native_player_fish, part of #5816)#6551
  • Controller: left stick click sprints again#6470
  • Native mods: a player's game mode changing, cancellable (native_player_game_mode_changed, part of #5816)#6307
  • Native mods: a player changing dimension (native_player_changed_dimension, part of #5816)#6306
  • Native mods: a player starting or stopping flight, cancellable (native_player_toggle_flight, part of #5816)#6305
  • Native mods: a player finishing a sign, rewritable or cancellable (native_sign_changed, part of #5816)#6270

Launcher

Horizon launcher 0.2.45

  • Cosmetics: companion, trail and aura item format
  • Cosmetics: "Hide other players' trails and auras"
  • Cosmetics: companions, trails and auras in the Wardrobe
  • Launcher: downloads can go through a SOCKS proxy

And 6 fixes.

Other changes

  • Cosmetics: companion, trail and aura item format#10140
  • Cosmetics: "Hide other players' trails and auras"#10143
  • Cosmetics: companions, trails and auras in the Wardrobe#10145
  • Launcher: downloads can go through a SOCKS proxy#10029#8143
  • launcher: serialize mod mutations per game home#10220#10072
  • launcher: leave out the native mods that break a build, not the build#10215
  • launcher: warn before installing a native mod that doesn't build on your Horizon#10225
  • launcher: make pictures at the drawn size, capped by the GPU's limit (not 3840 px)#10308
  • Preparing ignores the player's global Java options#10080#10067
  • Native mods: an error in a helper's generated call names its mod#10342

Launcher

Horizon launcher 0.2.44

  • Launcher: the Wardrobe's player in 3D, turned by drag, zoomed by the wheel
  • Cosmetics: the emote format (keyframed bones, root, props)
  • Launcher Shop: prices, sets and the Supporter badge from the catalogue; the web checkout
  • Launcher: a plain Shop tab beside the Wardrobe
  • Launcher Shop: a basket, gifts, the Supporter badge, and Pay in the browser

And 2 fixes.

Other changes

  • Launcher: the Wardrobe's player in 3D, turned by drag, zoomed by the wheel#10153
  • Cosmetics: the emote format (keyframed bones, root, props)#10091
  • Launcher Shop: prices, sets and the Supporter badge from the catalogue; the web checkout#10137
  • Launcher: a plain Shop tab beside the Wardrobe#10138
  • Launcher Shop: a basket, gifts, the Supporter badge, and Pay in the browser#10139
  • Launcher Wardrobe: the Shop button reads "Get more cosmetics"#10223
  • launcher: draw screenshots at their shown size, under a byte budget (24 GiB leak)#10236

Launcher

Horizon launcher 0.2.43

  • feat(launcher): say in plain words whether a modpack will work
  • Build native mods on Windows ARM64
  • Cosmetics: Horizon players' mark by their names; the founder badge after the name
  • Mod browser: registry data packs into a world, categories and tags
  • Mod browser: registry screenshots in a project's gallery
  • Launcher: registry mods update automatically
  • Launcher: native registry mods update at start, then build before Play
  • Mod browser: "from Horizon" only on Horizon's own projects
  • Mod browser: filter Horizon's registry by tags, picked filters in view
  • Launcher: a registry project's GitHub stars, and a Star on GitHub button

And 26 fixes.

Other changes

  • feat(launcher): say in plain words whether a modpack will work#9638#9629
  • Build native mods on Windows ARM64#9479#9407
  • Cosmetics: Horizon players' mark by their names; the founder badge after the name#9440
  • Mod browser: registry data packs into a world, categories and tags#9889
  • Mod browser: registry screenshots in a project's gallery#9894
  • Launcher: registry mods update automatically#9898
  • Launcher: native registry mods update at start, then build before Play#9901
  • Mod browser: "from Horizon" only on Horizon's own projects#10026
  • Mod browser: filter Horizon's registry by tags, picked filters in view#10027
  • Launcher: a registry project's GitHub stars, and a Star on GitHub button#9934#9929
  • fix(launcher): reuse the Wardrobe session until it expires#9421#9392
  • fix(port-pack): invalidate stale harness verdicts#9453#9444
  • Native mods: depth-tested world text and atlas quads#8918#9661#8914
  • Content mods: living entity types from a zombie or villager template#9667
  • Launcher: cap what a shared instance or a .mrpack may unpack to#9693
  • Mod registry: decide project ownership by numeric GitHub ID#9688
  • Native mods: register_goals, a mob's goals per entity type (Mob.registerGoals)#9713
  • Launcher: a Vulkan driver crash at the renderer's start switches Linux to OpenGL#9842
  • Nightly: sign each build for its own version (SHA256SUMS.v2.sig)#9684
  • perf(launcher): optimize glass blur on scroll and polish UI layout#9695#9665
  • Give package-managed launchers the right update guidance#9804#9651
  • fix(windows): avoid repeated firewall prompts in fixtures and launcher updates#9723#9685
  • Content mods: a living type may copy the wandering trader (a neutral, goal-driven template)#9761
  • fix(launcher): make modpack row explanations translatable#9794#9644
  • Launcher: native mods with named hook points need the revision's catalog#9910
  • fix(launcher): expose launch settings in glass instance menu#9790#9719
  • Keep account buttons inside the glass Settings card#9809#9738#9742
  • launcher: fix top bar action button clipping and invite field overflow#9911#9902
  • Mod browser: say before install whether a native mod builds on your Horizon#9866#9860
  • Launcher: Uninstall in Control Panel opens its window#10003
  • Launcher: uninstall window uses already translated strings#10017
  • Launcher: the Wardrobe links to the site's shop, nothing more#10021
  • Launcher: fix the Windows build of the uninstall window dispatch#10030
  • Shader API 0.2: linear light, display info and a tonemap stage (HDR step 2b)#9930
  • Launcher tests: check every host's build commands, on any machine#9479#10068
  • Explain Smart App Control blocking native builds#5911#9913

Game

Nightly 2026-11-05 · 66f3981

  • Controllers: a settings screen in the graphics style, and one notice per view
  • Native mods: a cancellable toast_add hook (ToastAddEvent)

And 20 fixes.

Other changes

  • Controllers: a settings screen in the graphics style, and one notice per view#9733
  • Native mods: a cancellable toast_add hook (ToastAddEvent)#9807#9710
  • Realms: the players tab with invites, operators and removal#9836
  • Terrain shader: scalar selects so old AMD OpenGL drivers compile it#9915#9892
  • Control endpoint: player-release ends a hand-over on the source server#8709
  • Splitscreen: a pause menu no longer stops its window's ticks#9722#9718
  • Villagers waking up stand beside the bed where vanilla puts them, shelves included#9737#9502
  • Canonicalize map decoration component type namespaces#9743#9727
  • Detach old maps before adopting live frame Item data#9751#9721
  • Shader packs: the block atlas blends its two nearest levels#9765#9760
  • fix(packs): open physical Windows pack folder paths#9797#9524
  • Crafter: the recipe trigger uses the player's box, as vanilla's area does#9802#9780
  • Native mods: selectively register reviewed client hooks as APIs 410–411#9812#9806
  • mobs: breeding experience draws from the parent's random inside the m…#9818#8038
  • Drop a Loyalty trident whose owner is dead or spectating#9827#9786
  • Controllers: X and Y in their places on unmapped Xbox-style Linux pads#9830#9813
  • fix: prevent block placement through other players#9841#9642
  • Play missing fang, wither, fireball and level-up effects#9845#9778
  • Boot screen: paint through a memory bitmap so repainting does not flicker#9756
  • Shader packs: sunPosition, moonPosition and upPosition are Iris's to the last bit#9769
  • Shader packs: shadowDistanceRenderMul keeps a cube around the camera, as in Iris#9772
  • Fix the prepared-data LOD test fixtures#9821#8583

Game

Nightly 2026-11-05 · 38609b7

  • Cosmetics: Horizon players' mark by their names; the founder badge after the name
  • Cosmetics: show my cosmetics in single player (setting, off by default)

And 43 fixes.

Other changes

  • Cosmetics: Horizon players' mark by their names; the founder badge after the name#9440
  • Cosmetics: show my cosmetics in single player (setting, off by default)#9888
  • Realms: the owner's configuration screen and its subscription tab#9714
  • fix(windows): avoid repeated firewall prompts in fixtures and launcher updates#9723#9685
  • Native mods: structure_template, a template's blocks for builders (StructureTemplateManager.get)#9726
  • Elytra landings stop flagging anticheats: the tick after a glide moves at sneaking speed, as in vanilla#9739#8295
  • horizon-threads: wait for the job to start instead of sleeping past it#9747#9735
  • names: suppress default nametag when entity is ridden by text display or armor stand#9754#9477
  • Content mods: a living type may copy the wandering trader (a neutral, goal-driven template)#9761
  • Shader packs: samplers that aren't the program's read texture unit 0#9766#9763
  • Shader packs: shadowModelView turns by Iris's angle between ticks#9770
  • Splitscreen: a pad that joins plays with it even when P1 has controllers off#9773#9734
  • fix(launcher): make modpack row explanations translatable#9794#9644
  • Drop guest cursor and crafting inputs on disconnect#9798#9757
  • Cushions keep their name when broken; infinite potion effects say so#9803#9782
  • Keep P1's custom skin visible after a splitscreen join#9810#9728
  • Omit prototype-equal empty decorations from filled-map saved patches#9814#9800
  • Initialize wolf anger after live NBT writes#9720#9692
  • Apply Fire Aspect to players hit by a sweep attack#9823#9789
  • Apply honey side-slide movement to armor stands#9724#9673
  • Shader packs: the sky's programs read their own fragment depth#9828
  • Render test: smoothness off the 8-bit rounding boundary#9832#9831
  • Shader packs: terrain vertices sit on Iris's 32768ths of a block#9839
  • Award damage_dealt_absorbed when a mob soaks a player's hit#9843#9787
  • Shader packs: terrain is drawn from the camera in 65536ths of a block, as in Iris#9771
  • Containers: chest boats roll their loot table on open; spectators open no unrolled one#9774
  • Show the Social Interactions hint on first multiplayer session#9796#9732
  • TNT: the tnt_explodes rule gates priming and the fuse's end#9801#9777
  • Shader packs: cover the horizon below the upper sky disc#9805
  • Bind firework lead-break sounds to the gliding player#9811#9284
  • Keep shader programs with unsupported uniform defaults#9815#9154
  • Fishing: draw the cast's spread from the hook's own random#9740#9708
  • Camel: sprint works riding it, as on foot#9749#9731
  • Fishing: draw the cast spread and the fish angle with vanilla's triangle#9755#9746
  • Shader packs: a buffer gets its second texture only when a pass flips it#9847#9846
  • Shader packs: shadowProjection is Iris's for the pack's near and far planes#9768
  • Items count toward "Times Used" where vanilla counts them (bow, crossbow, trident, books, boats…)#9824#9775
  • Use team/nickname display name in join and leave messages#9829#9788
  • Bind travelInAir's client side and min Y for the player#9840#9817
  • Hoglins always save CannotBeHunted, like vanilla#9785#9784
  • Fix zombified piglins angering at the player when another mob hurts them#9844#9808
  • Skins: a failed cape or elytra shows the default skin, like vanilla#9882#9834
  • Signs: a line draws in its own colours#9820#9783
  • Shader packs: a built-in declared with another GLSL type reads 0#9764#9758
  • Expose live piglin guarded-block anger memory#9848#9822

Launcher

Horizon launcher 0.2.42

  • Launcher: "A new version is available" with Update; copies that cannot update themselves say so
  • Wardrobe: "Claim for free" where Paddle doesn't sell
  • Launcher: choose game architecture independently on Windows ARM

And 16 fixes.

Other changes

  • Launcher: "A new version is available" with Update; copies that cannot update themselves say so#9311#9287
  • Wardrobe: "Claim for free" where Paddle doesn't sell#9419#9416
  • Launcher: choose game architecture independently on Windows ARM#9480#9408
  • launcher: dynamic right padding for friend invite code input#9518#9507
  • launcher: allow editing instance icon from home and preserve picture in dialog#9436#8689
  • Native mods: final GUI overlay and current-frame camera#9556#9546
  • Native mods: world primitives hook (lines, boxes, beams, text, see-through)#9568#9555
  • Launcher: name mods in injected-helper compiler errors#9579
  • Fix native build companions in the macOS game app#9529#9521
  • fix(port-pack): read version and loader from a CurseForge app instance#9583#9576
  • Launcher MCP: reach a game started from its window with Agent Control on#9595#9465
  • launcher: name the mod in E_MODULE_CONFLICT and log conflicting pins#9596
  • launcher: auto-detect Minecraft 26.3 installs from Dawn Client#9563#9547
  • Launcher: a staged update belongs to its process and is checked again at install#9433#9412
  • Friends: bound wrong short-code guesses per sharing session#9626
  • Launcher: keep the mod browser's list from deleting files outside the game folder#9627
  • Launcher: an update failure isn't shown once its release is in; a data move drops a staged update#9648
  • fix(launcher): say what to do next in three common errors#9639#9630
  • fix: copy-from reads a CurseForge instance's Minecraft version and loader#9637#9628

Launcher

Horizon launcher 0.2.41

  • Launcher: the setup wears the launcher's look
  • Launcher: the shop lives on the website; the Wardrobe keeps owned items and purchases
  • launcher: install and launch Forge and NeoForge instances
  • launcher: import a modded .mrpack as a Java instance
  • launcher: pick the loader's version in New instance
  • Launcher: move managed data to another drive
  • Cosmetics: others' off by default for players who own none
  • Launcher: a Performance mode for slower computers (and an accent that changes at once)
  • feat(windows): add native ARM64 build support

And 15 fixes.

Other changes

  • Launcher: the setup wears the launcher's look#9173#9167
  • Launcher: the shop lives on the website; the Wardrobe keeps owned items and purchases#9286
  • launcher: install and launch Forge and NeoForge instances#7740
  • launcher: import a modded .mrpack as a Java instance#7987
  • launcher: pick the loader's version in New instance#7998
  • Launcher: move managed data to another drive#7448#7218
  • Cosmetics: others' off by default for players who own none#9342
  • Launcher: a Performance mode for slower computers (and an accent that changes at once)#9259#9255
  • feat(windows): add native ARM64 build support#8274#8247
  • Native builds: say which mod pins the commit, and rebuild on the picked Horizon#9219
  • Native mods: a client hook point that reads the server's play packets#8836#8820
  • Launcher: a failed wardrobe or cosmetics save is printed#9179
  • feat(import): a game build dropped on the window is imported#8648
  • Show the native mod install notice where players can see it#9172#8978
  • Content: read every declaration through one reader#8726#8725
  • launcher: bound native build caches and add safe cleanup#8632#9242#8028
  • Launcher: a cosmetic item's id and hash can't leave the cache folder#9254
  • Launcher: a claim state from a newer service still reads (ClaimState::Unknown)#9256#9213
  • launcher: fix play more click, list gaps, input height, blur, and scroll propagation#9208#9148#9169
  • Launcher: a right click on a sidebar row opens its ⋮ menu#9285
  • Remove the RAM limit#6652#6651
  • Launcher: keep the Wardrobe's name tag mark instead of baking it each draw#9323#9216
  • Keep mod installation beside search results#9328#9231
  • Native builds: a horizon-mixins error starts with the mod that doesn't apply#9378

Game

Nightly 2026-11-04 · 6475f62

  • Launcher: the Shop on the glass look, the new founder set, cosmetics on by default

And 49 fixes.

Other changes

  • Launcher: the Shop on the glass look, the new founder set, cosmetics on by default#8620
  • launcher: Sculk banner on every page without its border, GitHub mark on Sponsor#9095
  • game: a wither never rides a minecart#8843#8790
  • mobs: a zero-duration effect is over, not infinite#8853#8721
  • mobs: the wither takes no potion effect#8857#8776
  • mobs: environmental damage does not dim a glow squid#8864#8724
  • Boats never take a Warden or Wither aboard, as vanilla#8887#8831
  • chat: include entity_types and wind charges in summon autocomplete#8501#8419
  • mobs: suppress Guardian and Elder Guardian flop sounds when silent#8966#8933
  • mobs: set Elder Guardian wander restriction on ai.home#8952#8934
  • game: guard container open and close game events by opener count edge#8964#8957
  • mobs: exclude wither from sweet berry bush and powder snow slowdown#9051#8785
  • Advancements: thrown snowballs, eggs and pearls and bucketed mobs fire their triggers#8654#8653
  • Advancements: a bare id, tag or key in a predicate reads as a minecraft: one#8662#8661
  • Advancements: potion and cloud kills and falling-block hits fire their triggers#8683#8682
  • Advancements: looking_at sees every entity, in every trigger#8687#8686
  • Shader packs: currentRenderedItemId per draw, and the hand per held item#8042
  • Preserve authored shader uniform initial values (proposed independent replacement)#8474#7811
  • Bind terrain resource-pack material maps (proposed independent replacement)#8510#7747
  • Shader packs: smooth() fade times count tenths of a second, as in Iris#8974#8492
  • Shader packs: read shaders.properties with the feature macros, as Iris does#8975#8493
  • Shader packs: expand macros in custom uniform and variable lines#8993#8976
  • Shader packs: atomic functions on a component of a buffer block's vector#8994#8977
  • Shader packs: min3, max3 and mid3 of GL_AMD_shader_trinary_minmax#9002#8460
  • Shader packs: match iris.features names in any case, as Iris does#9014#8996
  • Shader packs: a custom uniform naming what Iris can't see reads 0 whole#9015#8995
  • Shader packs: without gbuffers_clouds, draw the clouds with gbuffers_textured, else gbuffers_basic#9019#9011
  • Shader packs: light Nether faces at the Nether's up-face 0.9, as Iris does#9020#9012
  • Shader packs: a forced flip of a buffer the program writes cancels its flip#9022#9010
  • Shader packs: a Clear = false buffer starts each frame from its last write#9023#9009
  • Packs: a decimal pack format reads as its whole part#9047#9042
  • Shader packs: a glow item frame and what it holds draw as glow_item_frame#9048#9043
  • Shader packs: End portal faces reach the shadow pass with their block entity#9049#9044
  • Shader packs: read shadowtex0/1 linearly through a plain sampler, as Iris does#8999
  • Shader packs: a const local may be a texel offset#9005#8462
  • Shader packs: a pack with an integer colortex0 loads#9007#8459
  • Shader packs: read colortex formats only where Iris 1.11.7 does#9087#9063
  • Superflat worlds with structures place their features and lakes#8163
  • Superflat worlds without structures place their features and lakes too#8170#2912
  • Shader packs: a bool member of a std430 buffer translates#8182#8175
  • Buckets: the fluid ray passes through the hollow of a torch, fence or flower#8188#8180
  • A server sends its world packs' tags for every registry, not only dialogs#8218
  • Worker pool: release idle generators while the client keeps meshing#8520
  • Commands: /execute on owner no longer finds the guest in place when the owner is not in the world#8619#8488
  • A passenger freezes in powder snow, and the frostbite overlay shows it#8167
  • A boat in powder snow is slowed and throws snowflakes#8171#8156
  • horizon-server: Prometheus metrics by dimension (loaded chunks and entities)#8194#8191
  • Implement live entity broadcast range management#8128#8124
  • Server API: pin lifecycle replies#8834#8816
  • Server API: pin backup replies#8844#8839

Launcher

Horizon launcher 0.2.40

  • Launcher: the Shop on the glass look, the new founder set, cosmetics on by default
  • Native mods: a mod's own data folders, read on each data load (AddServerReloadListenersEvent)
  • Launcher Shop: founder claim through Paddle's free checkout; purchase history

And 10 fixes.

Other changes

  • Launcher: the Shop on the glass look, the new founder set, cosmetics on by default#8620
  • Native mods: a mod's own data folders, read on each data load (AddServerReloadListenersEvent)#8438#8400
  • Launcher Shop: founder claim through Paddle's free checkout; purchase history#9235#9234
  • launcher: the Mods page's card stays in view, Sort by sits beside the search#9099
  • launcher: Sculk banner on every page without its border, GitHub mark on Sponsor#9095
  • launcher: Home drops the Resources rows, keeps the invite code beside Play, edition tabs switch#9091
  • launcher: the top bar's avatar shows the signed-in player's face#9096
  • launcher: Modrinth back on the Mods page, five tabs and a source switch#9094
  • launcher: menus in the cards' glass, the website's motion, a whiter light look#9098
  • launcher: gaps between Versions and Patch notes cards, pages clear the top bar#9092
  • launcher: Settings' list follows the scroll, each last section in turn#9093
  • launcher: our own grass block for Vanilla, the real Horizon icon for Horizon#9097
  • fix(port-pack): reject empty and failed harness verdicts#8636#8626

Launcher

Horizon launcher 0.2.39

  • Splitscreen: use the launcher's other Microsoft accounts

And 6 fixes.

Other changes

  • Splitscreen: use the launcher's other Microsoft accounts#7769#7760
  • Add Беларуская (be_by) game translation#8425
  • Add Cymraeg (cy_gb) game translation#8450
  • Add Frysk (fy_nl) game translation#8496
  • Add Latina (la_la) game translation#8579
  • Add Føroyskt (fo_fo) game translation#8610
  • Add Vèneto (vec_it) game translation#8802

Launcher

Horizon launcher 0.2.38

  • A new look everywhere. Home now has tabs for your instance (Overview, Worlds, Multiplayer, Packs, Screenshots,
  • Make it yours. Pick an accent colour from the swatches or type any colour; the glass and the sky take it on.
  • Settings' Account card shows who you're signed in as, in one place.
  • A light look, next to the dark one, in Settings › Appearance.
  • Mods page in the new design, with each kind of content in its own tab.
  • Command palette: press Ctrl+K (⌘K on macOS) to jump to any page or action.
  • Notifications confirm what you just did (opened, copied, created, saved, deleted).
  • New instance lists every Nightly, not only the ones you have: pick one and Create installs it.
  • Edit an instance to switch it between Horizon, Fabric and Vanilla, or to another Minecraft version or loader.
  • Multiplayer tab: each server shows whether it's online and how many players are on it.
  • Screenshots can be blurred on Home, for when you share your screen.
  • Windows: a real installer. horizon-launcher-setup.exe installs the launcher for your user, with a Start menu
  • For mod makers: native mods get config files that reload (ModConfigEvent), clearer build logs you can copy,

And 8 fixes.

Other changes

  • A new look everywhere. Home now has tabs for your instance (Overview, Worlds, Multiplayer, Packs, Screenshots,
  • Make it yours. Pick an accent colour from the swatches or type any colour; the glass and the sky take it on.
  • Settings' Account card shows who you're signed in as, in one place.
  • A light look, next to the dark one, in Settings › Appearance.
  • Mods page in the new design, with each kind of content in its own tab.
  • Command palette: press Ctrl+K (⌘K on macOS) to jump to any page or action.
  • Notifications confirm what you just did (opened, copied, created, saved, deleted).
  • New instance lists every Nightly, not only the ones you have: pick one and Create installs it.
  • Edit an instance to switch it between Horizon, Fabric and Vanilla, or to another Minecraft version or loader.
  • Multiplayer tab: each server shows whether it's online and how many players are on it.
  • Screenshots can be blurred on Home, for when you share your screen.
  • Windows: a real installer. horizon-launcher-setup.exe installs the launcher for your user, with a Start menu
  • For mod makers: native mods get config files that reload (ModConfigEvent), clearer build logs you can copy,
  • Settings that fail to save now tell you and offer to retry.
  • The Mods page's Sort by menu works again.
  • Copying, renaming or deleting a world no longer gets stuck on its lock.
  • Games started from the launcher no longer pick up the launcher's own graphics workarounds.
  • Natively built mods start correctly again.
  • Modpack imports: progress counts the pack's extra files, and more modpacks port cleanly.
  • Proxies: NO_PROXY with IPv6 addresses and hosts starting with "127." work as expected.
  • Translations: the launcher now speaks 34 languages. New: Arabic, Bulgarian, Croatian, Czech, Danish, Dutch, Finnish,

Launcher

Horizon launcher 0.2.37

5 fixes.

Other changes

  • Native mod builds: no space in the Windows build folder#6818
  • Recipes: the loot data and the server's sync share one read of the recipe folder#6745
  • Native builds: a dev profile for mod developers#6760
  • MCP: serve the stateless 2026-07-28 revision from one implementation#6587#5673
  • Launcher: import a game build you already have as its own version#6700

Launcher

Horizon launcher 0.2.36

  • Native mods: export a headless engine for dedicated servers

And 12 fixes.

Other changes

  • Native mods: export a headless engine for dedicated servers#6462
  • Play with friends: the host attaches from any port when its direct port times out#6363#6342
  • Launcher: Fix the version picker overflow and the low contrast text/buttons on several tabs#6389
  • Connection cipher: hardware AES, CFB8 decryption many bytes at once#6437
  • Launcher: a failed instances.json save is printed#6483
  • Launcher: settings.json is replaced, not truncated#6478
  • Launcher: a failed account save is printed instead of dropped#6475
  • feat(launcher): localize native mod build steps, categories, world mode, and server errors#6501
  • A file-declared item may name a code-declared item as its crafting remainder#6442#6400
  • Typed native mod API: generated Hooks and Host, injections, attachments, dependencies, renderer#6216#5638
  • refactor(launcher): decouple memory slider save state from pre-translated strings#6506
  • Fix microphone purpose metadata for native mods on macOS#6600#6598
  • Keep native build logs fresh through the complete attempt#6637

Launcher

Horizon launcher 0.2.35

  • feat(mods): a content block's random_ticks property
  • Native mods: blocks and items declared in code, DeferredRegister

And 8 fixes.

Other changes

  • feat(mods): a content block's random_ticks property#6167#6138
  • Native mods: blocks and items declared in code, DeferredRegister#6359
  • Windows: benchmark reports and telemetry name the CPU by its brand#6054#6032
  • fix(launcher): point NixOS at its shell for native mod builds#6062#5248
  • Telemetry: the Windows version comes from the registry, not cmd /C ver#6101#6074
  • feat(launcher): localize Servers tabs, action buttons, and layout fixes#6115#6088
  • Launcher: release lists past GitHub's rate limit (disk cache, Kira mirror)#6141
  • Native mods: build in a real ASCII folder, not a short name#6009#6155
  • Linux on ARM: name the CPU from its implementer and part#6168#6073
  • horizon-friends: the deadline test reads after the limit, so it ends on Windows#6230#6183

Game

Nightly 2026-11-01 · c9d474d

  • feat(mods): computed world field-of-view hook
  • Native mods: draw a mob with the mod's own model (native_mob_submit)
  • OptiFine entity models: packs' .jem files reshape mobs
  • Data packs and content mods: remove and replace recipes by filter
  • feat(mods): native mods can open custom menus
  • feat(mods): detached camera distance hook
  • feat(mods): computed world fog color hook
  • feat(mods): raw mouse button pre/post hooks
  • Native mods: a player respawning
  • --player-dir: one player's own files when several games share a game folder
  • Far terrain on servers (3/3): Horizon clients get their LOD from the server
  • feat(mods): native mods can raycast across the distant terrain and own an item's use
  • feat(mods): final world fog parameters hook
  • feat(mods): screen key release pre hook
  • OptiFine entity models: custom models animate
  • Native mods: music a client mod chooses and layers (native_music, native_music_layers)
  • Graphics: add configurable leaf culling modes
  • OptiFine random entities: mobs wear their pack's texture variants
  • Native mods: send a server's recipes to its Horizon clients
  • feat(mods): complete window keyboard input hook
  • feat(mods): two-axis gameplay mouse scrolling hook
  • feat(mods): screen mouse drag pre hook
  • feat(mods): hear a mod container's viewers change

And 49 fixes.

Other changes

  • feat(mods): computed world field-of-view hook#5976#5969
  • Native mods: draw a mob with the mod's own model (native_mob_submit)#5895#5861
  • OptiFine entity models: packs' .jem files reshape mobs#5659
  • Data packs and content mods: remove and replace recipes by filter#5910#5583
  • feat(mods): native mods can open custom menus#5741#5740
  • feat(mods): detached camera distance hook#5992#5978
  • feat(mods): computed world fog color hook#6000#5996
  • feat(mods): raw mouse button pre/post hooks#6010#6007
  • Native mods: a player respawning#5816#5820
  • --player-dir: one player's own files when several games share a game folder#4952#5513
  • Far terrain on servers (3/3): Horizon clients get their LOD from the server#4947
  • feat(mods): native mods can raycast across the distant terrain and own an item's use#5731#5730
  • feat(mods): final world fog parameters hook#6003#6002
  • feat(mods): screen key release pre hook#6014#6011
  • OptiFine entity models: custom models animate#5665
  • Native mods: music a client mod chooses and layers (native_music, native_music_layers)#5898#5863
  • Graphics: add configurable leaf culling modes#5926#5924
  • OptiFine random entities: mobs wear their pack's texture variants#5744
  • Native mods: send a server's recipes to its Horizon clients#5949#5929
  • feat(mods): complete window keyboard input hook#6023#6022
  • feat(mods): two-axis gameplay mouse scrolling hook#6027#6025
  • feat(mods): screen mouse drag pre hook#6019#6017
  • feat(mods): hear a mod container's viewers change#6049#6047
  • Shader packs: gl_FogFragCoord travels from the vertex stage to the fragment stage#5964#5960
  • Shader packs: isRightHanded, is_on_ground and the dimension's uniforms#5966#5965
  • Fix scalar vector constants in compute dispatch metadata#5968#5956
  • Keep declared shader defaults selectable#5974#5961
  • Expand pack options in custom image dimensions#5980#5962
  • Accept one trailing custom-expression terminator#5986#5963
  • Swing the hand when a painting is placed#5958#5912
  • Thrown potions hit players, and their thrower after leaving them#5972#5876
  • Reset boat paddles after dismounting mid-stroke#5973#5947
  • Management protocol: read and set live difficulty#5982
  • Tridents, rockets and fishing hooks press plates and trip tripwires#5914#5896
  • Evokers and illusioners show hand particles while casting#5945#5886
  • Translucent batching (1/3): translucent terrain in an arena of its own, off by default#5984
  • terrain: sample distant tiles at an explicit mip so anisotropic filtering stops streaking#5778#5179
  • Draw the ender dragon in every dimension, not only the End#5789#5745
  • Native mods: screen_render_post skips the screen the server pack prompt hides#5854
  • Primed TNT keeps its Passengers#5883
  • Hoglins and other wide mobs suffocate in walls#5944#5872
  • Preserve wind charge momentum across queued player movement#5868#5828
  • Extras: hide block-break particles#5888#5698
  • Boats can't be placed from underwater#5993#5967
  • /datapack enable and disable reload the server's data, as /reload does#6012#5995
  • Draw opaque terrain through a shader that never discards#6005
  • Shader API: the material stage reads its own block texture#5894#5893
  • Move players with opening shulker box lids#5997#5943
  • Shader packs: cloudHeight and isElytraFlying uniforms#3172#5693
  • Shader packs: four more translation fixes (sampler names, const parameters, arrays of arrays)#5701#5699
  • Shader packs: a pack's vignette=false hides the game's vignette#5723#5722
  • Allow spawn eggs to target source fluids#5942#5870
  • Chat: a new line slides in and fades in (Smooth chat extra)#5892
  • Explosions push projectiles#5941#5908
  • Frog: a magma cube it eats is drawn in and vanishes, as vanilla#5913
  • A dropped item rests on a boat, a minecart, a shulker or a held-still happy ghast#5937
  • Do not play hand animation when block interaction returns Consume (#5…#5#6031#5989
  • Sculk sensors hear tridents, potions and fishing hooks land#6051#6050
  • Mobs follow each block's landing rule#6057#6056
  • Run Frost Walker location effects for armor stands#5932#5838
  • Keep Creative item tooltips visible between slots#6026#5959
  • Renderer: finish and submit frames on a submit thread (+32% FPS in CPU-bound views)#5779#5777
  • Add the Social Interactions screen (hide players' chat)#6043
  • Eject passengers from submerged boats#6029#5971
  • Dedicated server: a panic in the tick still saves the world#5952#5788
  • Anticheat prediction: a sprint the server stopped after a hit is the client's, not a walk#6037#5948
  • fix(mobs): match vanilla baby piglin equipment and gold pickups#5918#5867
  • Saves: upgrade older chunk, entity and POI records as they are read#6060#5230
  • Horizon strings: the shader options and split profiles speak every bundled language#5771
  • Shader API: set_surface and surface_at, per-pixel data for the post stage#5900#5899
  • TNT minecarts explode when they run into other carts#6064#6013
  • Lightning hits boats, minecarts and orbs, by box#6053#6052

Launcher

Horizon launcher 0.2.34

  • Launcher: a Maximum memory row on Home (no limit by default)

And 6 fixes.

Other changes

  • Launcher: a Maximum memory row on Home (no limit by default)#5801#5798
  • mcp: answer initialize with a supported protocol version#5673#5877
  • Launcher: list native builds on the Versions page, with Remove#5595#5783
  • Launcher: persist Microsoft sign-ins when no keychain is available#5598#5095
  • Fix launcher checks for same-bundle native crate dependencies#5756#5724
  • Refresh Home Mods after native files change during a pending read#5925#5907
  • Fix typos and mistranslations in tr.json#5717

Launcher

Horizon launcher 0.2.33

  • Launcher: account status, profile heads, refresh, and targeted sign-in
  • feat(mods): mod menu types with their own slot count and data slots
  • Shader API: [[textures]], PNGs every stage of a pack reads

And 6 fixes.

Other changes

  • Launcher: account status, profile heads, refresh, and targeted sign-in#4250
  • feat(mods): mod menu types with their own slot count and data slots#5713
  • Shader API: [[textures]], PNGs every stage of a pack reads#5681#5680
  • horizon-prepare: fresh preparation about 2.5× faster (~40 s instead of ~105 s on 3 cores) with a lower memory peak#5570
  • Launcher: point the GitHub-install message at the Mods page's Build#5689
  • Keep macOS app bundles alive during launcher updates#5484#5427
  • Launcher: GPUI Fast instead of GPUI#5413
  • Fix native mod lists and Build visibility in the launcher#5714#5690
  • Launcher: give each memory store its own account lock (Windows test flakes)#5882

Launcher

Horizon launcher 0.2.32

  • Native mods: own crates, Horizon's lock as their allow list, data files, named hooks, post-build steps
  • Live count: exact numbers, a history of it, and the launcher's count links to playhorizon.dev/stats
  • i18n(launcher): add Brazilian Portuguese (pt-BR) translation
  • Official SMP player count in the launcher, and its history on the telemetry server
  • Add shell completions for the launcher CLI
  • Official server: play.playhorizon.dev from links.json; launcher and game move old entries, count follows SRV
  • Launcher: a Linux AppImage that updates in place
  • Allow native mods to register item component types
  • Launcher: play one launch as another signed-in account
  • feat(mods): content mods declare their own thrown entity types

And 27 fixes.

Other changes

  • Native mods: own crates, Horizon's lock as their allow list, data files, named hooks, post-build steps#3964
  • Live count: exact numbers, a history of it, and the launcher's count links to playhorizon.dev/stats#5217
  • i18n(launcher): add Brazilian Portuguese (pt-BR) translation#4834
  • Official SMP player count in the launcher, and its history on the telemetry server#5235
  • Add shell completions for the launcher CLI#5072#5047
  • Official server: play.playhorizon.dev from links.json; launcher and game move old entries, count follows SRV#5285
  • Launcher: a Linux AppImage that updates in place#3670#2110
  • Allow native mods to register item component types#5426#4806
  • Launcher: play one launch as another signed-in account#4952#5584
  • feat(mods): content mods declare their own thrown entity types#5564
  • Resource packs: a home folder behind a link takes its packs#5198
  • fix(port-pack): gate unix symlink tests with #[cfg(unix)]#5224#5213
  • Launcher: copy ATLauncher instances into Java instances#3938#3937
  • Update zip to 9.1.3#3832
  • Discord: the new official invite discord.gg/playhorizon#5239
  • Launcher: keep each account's secrets in one macOS keychain item#4933#4912
  • Native mods: build under a path MinGW-w64 can read#5189#5202
  • horizon-prepare: --complete and --progress json#3545#3574
  • horizon-prepare: name the game files one by one#3545#3580
  • Launcher on Windows: update without the self-deleting copy Defender flags as Wacatac#3192#3175
  • launcher: let players hide the partner banner on the Servers page too#3502
  • Content mods: creative inventory tabs, paged as NeoForge pages them#5066#4331
  • Add Japanese translation (ja)#5035
  • Launcher: an accent is any hue, not one of seven#4176
  • fix(launcher): localize proxy, game arguments, release headers, and sponsor section#5226
  • Add turkish language support#5067
  • Content mods: a block declares its own state properties#5306
  • Launcher: the 17 strings ja, pt-br and tr lack (main's launcher check)#5397
  • fix(port-pack): read legacy Forge mcmod.info identity#5266#5240
  • feat(launcher): localize Instances modal, Export, Launch, Shortcut, and Home tabs#4839#4829
  • Launcher: a native build of the mods turned on reads as up to date#5471
  • Launcher: a native rebuild starts without the old build's mod data#5473
  • Launcher: a mod installed from GitHub keeps its crates' data and README files#5478
  • Content mods: connecting blocks (cables, pipes) joined by a tag#5468#5464
  • Launcher: the Settings and Home strings that never reached tr()#4178
  • Launcher: native mods needing newer hook points build on the installed game#5648#5352
  • Repair incomplete title panorama assets#4319

Game

Nightly 2026-10-31 · d91cab6

  • Native mods: own crates, Horizon's lock as their allow list, data files, named hooks, post-build steps
  • Anticheat on by default: a combat check that acts, the other checks log only
  • horizon-server console: attach to the running server
  • Native mods: read and change item entities near a block (API next)

And 1 fix.

Other changes

  • Native mods: own crates, Horizon's lock as their allow list, data files, named hooks, post-build steps#3964
  • Anticheat on by default: a combat check that acts, the other checks log only#5125
  • horizon-server console: attach to the running server#5190
  • Native mods: read and change item entities near a block (API next)#5151#5150
  • Resource packs: a home folder behind a link takes its packs#5198

Launcher

Horizon launcher 0.2.31

  • feat(mods): block items patch their template item's data components
  • feat(mods): content items declare a crafting remainder
  • feat(mods): content mods declare their own mob effects
  • macOS on Intel: x86_64 game and launcher builds, picked per processor
  • Launcher: native rebuilds stay on the instance's Horizon, in its instance, fast
  • Lithostitched: limited and guaranteed elements, pool and processor modifiers
  • Launcher: show where native mods are installed and what each instance's build plays

And 17 fixes.

Horizon on Intel Macs

  • macOS on Intel: x86_64 game and launcher builds, picked per processor#1171#1161

Modpacks' world generation, natively

  • Lithostitched: limited and guaranteed elements, pool and processor modifiers#1777

Other changes

  • feat(mods): block items patch their template item's data components#4921
  • feat(mods): content items declare a crafting remainder#4925
  • feat(mods): content mods declare their own mob effects#4840
  • Launcher: native rebuilds stay on the instance's Horizon, in its instance, fast#3870
  • Launcher: show where native mods are installed and what each instance's build plays#3891
  • Check Minecraft accounts for new launcher servers by default#4175#4174
  • Launcher: the language row is a dropdown, not a segment per language#4148
  • fix(launcher): constrain telemetry notice width in settings to prevent overflow#4769
  • fix(launcher): shorten Spanish sponsor discount label to prevent chip overflow#4762
  • Launcher: native builds open no console window on Windows#4841
  • Launcher: keep native mods' commit dates so a kept build works offline#4885#4713
  • add more german translations#4123
  • Launcher: fix lang/de.json breaking the launcher job on main#4924
  • Launcher: say what a Linux native build lacks before it starts#4836
  • Launcher: hide the Mods page's sources and tabs that aren't usable yet#4478#4477
  • Port pack: armour of a mod's own material draws its own textures#3744
  • Port pack: item models only an item's overrides use are not items#3745
  • feat(launcher): localize Mods browser, filters, and GitHub mods panel#4814#4812
  • Import resource packs with modpacks#4579
  • feat(launcher): localize AI agent and Data collection settings sections#4800#4798
  • feat(launcher): localize Modpacks tab and port coverage report#4811#4802
  • feat(launcher): localize Servers dashboard, overview, and Tailscale panel#4822#4815

Launcher

Horizon launcher 0.2.30

  • Launcher: mod icons and a revalidating image cache (redesign R8a)
  • Launcher: instance icons, pictures and loader marks (redesign R8b)
  • Launcher: Sign in with Microsoft and loader logos (redesign R8c)

And 5 fixes.

Other changes

  • Launcher: mod icons and a revalidating image cache (redesign R8a)#4520
  • Launcher: instance icons, pictures and loader marks (redesign R8b)#4552
  • Launcher: Sign in with Microsoft and loader logos (redesign R8c)#4563
  • Port pack: items of vanilla tool and armour classes keep their stats#3742
  • Show your own skin: offline skins from the launcher, the host's skin …#3724
  • Launcher: the version and account menus close on a click outside them#3811#3216
  • Launcher: moving a world to the trash no longer closes it on Windows#3927#3784
  • horizon-prepare: OUTPUT_VERSION 3#4052#4526

Launcher

Horizon launcher 0.2.29

  • Launcher: the night frame, a sidebar plate and a top bar of tabs (redesign R3, draft)
  • Launcher: Home's hero in the night look (R4)
  • Launcher: Play's steps while it gets ready (R4b)
  • Launcher: the sign-in sheet in the night look (R5)
  • Launcher: New instance with Horizon, Vanilla and Modded kinds (R6)
  • Launcher: the instance's tabs under Home's hero (redesign R7a)
  • Launcher: the instance's Mods tab (redesign R7b)
  • Launcher: remove several versions at once
  • Launcher: build native mods made for different Horizon versions, after "Build anyway"
  • Launcher: install a native mod from a GitHub link (CLI)
  • Mods page: Add from GitHub, origin line and Check for updates

And 5 fixes.

Other changes

  • Launcher: the night frame, a sidebar plate and a top bar of tabs (redesign R3, draft)#4032
  • Launcher: Home's hero in the night look (R4)#4382
  • Launcher: Play's steps while it gets ready (R4b)#4391
  • Launcher: the sign-in sheet in the night look (R5)#4392
  • Launcher: New instance with Horizon, Vanilla and Modded kinds (R6)#4399
  • Launcher: the instance's tabs under Home's hero (redesign R7a)#4459
  • Launcher: the instance's Mods tab (redesign R7b)#4490
  • Launcher: remove several versions at once#3720#3719
  • Launcher: build native mods made for different Horizon versions, after "Build anyway"#4401
  • Launcher: install a native mod from a GitHub link (CLI)#4573
  • Mods page: Add from GitHub, origin line and Check for updates#4580
  • Telemetry: a user named "user" keeps the <user> label whole#3892
  • Launcher: say when Windows Credential Manager is full (error 8), and keep the old sign-in when a save stops partway#4387
  • Fix account chip text overflow#4077#3977
  • Content mods: allow a block default state override#3846
  • Content mods: set per-state outline and collision shapes#3877

Game

Nightly 2026-10-30 · 1da354b

51 fixes.

Other changes

  • Fix detail requests for retiring fine LOD leaves#4048#4039
  • Creative inventory: the Operator Utilities tab for operators#4052
  • renderer: try a backend again with non-conformant adapters#4064#4059
  • Glint reads the clock and options once per frame, not per item#4068#3183
  • Swapping the same item into the off hand plays the re-equip animation#4073#2866
  • Thrown pearls feel the water their box touches, as vanilla's isInWater#4082
  • Command blocks: one data path; the command reaches only the player who opens it#4183#4182
  • Frogs walk their legs at vanilla's rate#4206#2848
  • List worlds with an unreadable level.dat and offer recovery#4219
  • A pearl turns the wind charge it hits, which then speeds up#4222#3299
  • Item names in command feedback follow the item_name component#4252
  • Render the jeb_ sheep's wool colour, as vanilla does#4274#3958
  • A server's copy of a player jumps with them, so Lunge keeps the jump#4297#4278
  • Pose a brushing arm like vanilla, in both hands#4325
  • TNT: stop client piston replay from creating a second primed entity#4328#3856
  • Shulker boxes show their contents to the player who holds them#4353
  • Thrown tridents: clip blocks with vanilla's centre ray, not the 0.5 box#4406#4365
  • Runtime spawns run Mob.finalizeSpawn and wither skeletons hit for 4#4084
  • Read the attack speed base from the player's attribute#4103#4091
  • Apply the block_break_speed attribute to mining speed#4110#4094
  • Far terrain: kelp is water, and powder snow and paths are kept#4144#4143
  • Chunk generation 18% faster on many cores: mimalloc as the game's allocator#4160
  • Spectating players are hidden from players who aren't spectators#4204
  • Time out a server that stops answering, with vanilla's disconnect reasons#4208
  • Drowned, zombie and stray conversions keep gear, name and flags#4209
  • Tools and armour break with their sound and crumbs on servers#4213
  • Sync spawner mob previews after block data commands#4227#4215
  • Draw thrown items where vanilla puts them#4275#4130
  • Many mobs no longer grow the renderer's staging memory until it runs out#4282#2826
  • Block parity: candles, levers, redstone ore dust, note block heads, pots, bells, dripstone, hanging signs, vaults#3950
  • Sulfur cubes: synchronize size metadata and adult egg spawns#3163#3151
  • Send a column once its neighbours reach INITIALIZE_LIGHT#4294#4320
  • Rendering parity: jeb_ sheep, golem walk tilt, spyglass particle hiding, skulls, brush, witch potion#3951
  • Make goat horns play their sound and show the horn pose#2417
  • A plain firework rocket from a crossbow flies past the first block, as in vanilla#4308#4281
  • Fix teleport commands without an explicit target#3550
  • Camel, horse and llama riding physics as vanilla#4199
  • Riding a horse survives a save and a reopen#2577#1474
  • Run the Mouse Tweaks wheel and drags in furnaces and crafting tables, and keep the cursor right under fast clicks#4363#4312
  • Tipped arrows, leather armour, allays, mooshrooms and LAN guests behave like vanilla#3956
  • Fix a batch of small mob, block and world-list behaviours so they match vanilla#3957
  • Wet wolves darken and shake off the water on clients#4083
  • Game started without its files: a launcher screen, not a crash#4461
  • Items and damage parity: arrow and potion effects, mob damage sources, adventure can_break and can_place_on, lily pads on water, mud from water bottles#2990#3222
  • A firework rocket with stars bursts on any block it hits, as in vanilla#4315
  • Creative players are pushed by explosions and crystals#4069#2755
  • A chat message the server deletes becomes the deleted marker#4214
  • Get off a strider onto the shore, not into the lava beside it#4205
  • A tame pet's death tells its owner how it died#4264
  • The Void superflat preset gets its stone start platform#4076
  • /fillbiome recolours loaded chunks for every client (ClientboundChunksBiomesPacket)#4211

Launcher

Horizon launcher 0.2.28

  • Launcher: night tokens and Bricolage Grotesque (redesign R1, draft)
  • Launcher: the animated night sky behind every page (redesign R2, draft)

And 11 fixes.

A new launcher design

  • Launcher: night tokens and Bricolage Grotesque (redesign R1, draft)#3635
  • Launcher: the animated night sky behind every page (redesign R2, draft)#3637

Modpacks' world generation, natively

  • port-pack: upgrade-datapack, a 26.2 data pack's registries in 26.3's formats#3369

Mods

  • Update launcher mixins for public modules and validated macros#3360

Other changes

  • port-pack: upgrade-datapack rewrites density functions#3370
  • port-pack: upgrade-datapack rewrites noise settings, dimensions and presets#3372
  • port-pack: upgrade-datapack rewrites features and placements#3373
  • upgrade-datapack: docs, and checks against vanilla 26.2 and 26.3#3374
  • Launcher: fetch the assets a stopped download left out, and stop waiting on quiet connections#3106
  • Add Polish translations#3572
  • Allow data files in native mod bundles#3880
  • Remove dead ctov modular_compat code in horizon-port-pack#3930
  • Launcher: a Java instance's Home shows its own game, not Horizon's versions#4049

Game

Nightly 2026-10-29 · a305d38

  • Add the amplified, large-biome and single-biome world types

And 13 fixes.

Modpacks' world generation, natively

  • Surface rules: biome ids instead of names, and a cell cache for mixed quart cells#3366
  • port-pack: upgrade-datapack, a 26.2 data pack's registries in 26.3's formats#3369

Other changes

  • Add the amplified, large-biome and single-biome world types#2570#1873
  • Scheduled ticks: run the due ticks against one level#3834
  • Pistons: moving blocks keep their colour, survive saves and leave no black ghost#3401#3002#3310
  • Keep suspicious stew effects across the wire and list them in creative#3137#3405
  • The death message names the cause's item when it has a custom name#2821#2802
  • port-pack: upgrade-datapack rewrites density functions#3370
  • port-pack: upgrade-datapack rewrites noise settings, dimensions and presets#3372
  • port-pack: upgrade-datapack rewrites features and placements#3373
  • upgrade-datapack: docs, and checks against vanilla 26.2 and 26.3#3374
  • Options: Horizon's own captions read the bundled language#3522
  • Render carved pumpkins on player heads#3584
  • Show powered furnace minecarts on remote clients#3581

Launcher

Horizon launcher 0.2.27

  • Launcher: a server's Join starts a Java instance into it
  • Launcher Multiplayer: Horizon Official, the official survival server, on top of the list once

And 9 fixes.

Other changes

  • Launcher: a server's Join starts a Java instance into it#3725
  • Launcher Multiplayer: Horizon Official, the official survival server, on top of the list once#3759
  • port-pack: keep pack-index file names and jar entries inside the output#2823
  • Launcher: keep Microsoft sign-ins on Linux desktops that set GTK_USE_PORTAL, and say when the keychain doesn't#3769
  • Content mods: items patch their template's data components#3739
  • Launcher: every text field uses the shared LineEdit#3731
  • Launcher: a Nightly row in Versions reads as its commit#3701#3700
  • Launcher: Ukrainian#3625
  • Launcher: Language::ALL holds six languages (main doesn't build)#3817
  • horizon-prepare: OUTPUT_VERSION 2 (the command registries now export selected_entities)#3820
  • launcher: Simplified Chinese#2795

Launcher

Horizon launcher 0.2.26

  • Launcher: copy CurseForge app and Modrinth App instances into Java instances
  • Launcher: Java instances get a window size and join a server on launch
  • Launcher: a command after the game exits, and the instance's variables
  • Launcher: turn single mods on and off in Java instances

And 1 fix.

Other changes

  • Launcher: copy CurseForge app and Modrinth App instances into Java instances#3679
  • Launcher: Java instances get a window size and join a server on launch#3688
  • Launcher: a command after the game exits, and the instance's variables#3713
  • Launcher: turn single mods on and off in Java instances#3718
  • Launcher: Spanish language support#3339

Launcher

Horizon launcher 0.2.25

  • Launcher: installing a native mod turns native mods on
  • Launcher: Play starts a Java instance's Minecraft
  • Launcher: Modrinth mods and resource packs for Java instances
  • Launcher: copy Prism, MultiMC and official launcher instances into Java instances
  • Launcher: Fabric and Quilt for Java instances
  • Launcher: Java instances' mods follow their loader, and copies keep it
  • Launcher: the Mods page for Java instances

And 4 fixes.

Other changes

  • Launcher: installing a native mod turns native mods on#3596
  • Launcher: Play starts a Java instance's Minecraft#3598
  • Launcher: Modrinth mods and resource packs for Java instances#3603
  • Launcher: copy Prism, MultiMC and official launcher instances into Java instances#3612
  • Launcher: Fabric and Quilt for Java instances#3619
  • Launcher: Java instances' mods follow their loader, and copies keep it#3634
  • Launcher: the Mods page for Java instances#3678
  • Launcher: new Microsoft accounts can join online-mode servers#3630
  • Launcher: write the server list beside it and rename#3099
  • Launcher: sync clipboard on Linux Wayland and X11#3330
  • launcher: drop an unused import in the Windows make_link#3363

Launcher

Horizon launcher 0.2.24

5 fixes.

Minecraft Java instances in the launcher

  • Launcher: delete an instance, and forget ones whose folder is gone#3506

Other changes

  • adding german translation to the launcher (+ tidied up my formatting :P)#3440
  • Launcher: tell a prepared version without the language list by pack.mcmeta#3105
  • Launcher: Join and other quick starts wait for the version's setup#3451
  • Launcher: delete old versions after an update, and show what they take on disk#2947

Launcher

Horizon launcher 0.2.23

  • Launcher: Java runtimes for Minecraft: Java Edition instances
  • Launcher: Minecraft: Java Edition instances (model, version list, CLI)

And 4 fixes.

Minecraft Java instances in the launcher

  • Launcher: Minecraft: Java Edition instances (model, version list, CLI)#3395

Mods

  • Native mods: horizon-mixins finds the launcher's cargo#3388

Other changes

  • Launcher: Java runtimes for Minecraft: Java Edition instances#3386
  • Registry: a WebAssembly mod's entry may turn native once, keeping the player's .hmod#3321
  • Native mods on the hook points build on any Horizon that has them#3323
  • Native mods: the Native mods instance gets the mods' settings from the default home#3352

Launcher

Horizon launcher 0.2.22

  • Servers follow the Nightly: horizon-server update, install.sh and install.ps1
  • Launcher: the Nightly is the only game build, for everyone
  • Launcher: Play downloads and prepares Minecraft for an owner with no install

And 4 fixes.

Other changes

  • Servers follow the Nightly: horizon-server update, install.sh and install.ps1#3331
  • Launcher: the Nightly is the only game build, for everyone#3342
  • Launcher: Play downloads and prepares Minecraft for an owner with no install#3354
  • Fix stopped-server settings loading from the launcher sidebar#2762#2824
  • Launcher: delete a server from its settings, to the trash#2811#2825
  • launcher: fix server delete on Windows and a CRLF test#3378
  • Native mods build on Windows: MinGW-w64 with the toolchain, and a stage path horizon-mixins takes#3377

Game

Horizon 0.2.97: Prepare, signs and 16 more fixes

18 fixes.

A batch of targeted optimisations

  • Signs: keep laid-out sign text between frames (3458 signs: 124 → 222 fps)#3284#1461

Other changes

  • item pickup: a stack in the off hand fills before the inventory, as getSlotWithRemainingSpace does#3067#2865
  • death message: a creeper's blast names the creeper, not the last mob that hit#3068#2978
  • riding: the crosshair skips the mob being ridden, so it can't be hit#3069#2870
  • boat: the view stops at 105 degrees at every turn, so it doesn't jitter#3070#2983
  • HUD paint: build the sprite key in one reused buffer#3083
  • Inventory draw: a slot is drawn from a reference, not a copy#3086
  • Creative screen: draw the selected tab from a reference#3092
  • Server list: build each row's sprite key once#3095
  • Effect panels: borrow the name and reuse the icon key#3097
  • Name tags: copy a custom name only inside the tag's range#3100
  • Crowded mobs take cramming damage, as vanilla#3124
  • Shulker bullets are drawn as the spinning bullet model, not a flat sprite#3127#3115
  • fix(windows): open URLs with the registered protocol handler#3210
  • Chat and book links: a show_dialog click event opens its dialog#3238#3204
  • Pin the turtle's walk animation to vanilla's rate#2748#1776
  • The spawn egg's offspring is a named, tested rule#2791#2269
  • Prepare: accept Mojang's fifth 26.3 republish (5df1795e, index 917ff6d7)#3318

Game

Horizon 0.2.96: F1 hides the HUD only with no screen open, as key.toggleGui does and 24 more fixes

25 fixes.

Other changes

  • A summoned or egg-spawned mob is not persistent#2836#2787
  • The breeze's wind and the wind charge scroll their textures#2843#2760
  • Worn dyed leather armour shows its dye colour#2880
  • Open windowed after the window system kills the game in fullscreen#2906
  • Name the projectile in the death message when it has no owner#2938#2802
  • Fix the crash on every start with HDR on in macOS, and start with HDR off after a start that dies in it#2948
  • Let a mouse button toggle the cinematic camera#2957
  • Fire lightning, spear, nest, shear, allay and sculk advancement triggers#2975
  • Return to Sender needs the ghast's own fireball: check player_killed_entity's killing_blow#2977#2832
  • Passive mobs: sound variants, donkey and mule stats, no mule breeding, allay distance and more as vanilla#2984
  • Hostile mobs: hoglin timing, crossbow aim, witch resistance, wither skulls, cobwebs, beds and the dragon as vanilla#2985
  • Match vanilla for eight block behaviours: ender chest, doors, hanging signs, beehives, carved pumpkins, vines, tripwire and turtle eggs#2991
  • Villagers hear bells, use bone meal, fetch dropped items and play tag as vanilla; wolves beg and golems offer flowers as vanilla#2992
  • Match vanilla mob and arrow sounds: horses, hostile fall and swim, hurt and death variants, crossbow hits#2994
  • fix(client): the link prompt has ConfirmLinkScreen's Copy to Clipboard button#2997
  • Hopper ticks check their block only when they move#3032
  • Reuse the block entity ticker list between ticks#3033
  • Sweep far chunks every eighth tick#3035
  • Reuse natural spawn candidate buffers#3038
  • Draw entity shadows in dim light like vanilla#3053
  • Villagers: report a failed random_sequences write#3102
  • Spears: charges hit while riding, and a stab stops the sprint#3056#3019
  • Name tags read the right way in the front third-person view#3060
  • redstone ore: a right-click lights it, as RedStoneOreBlock.useItemOn does#3063#3044
  • F1 hides the HUD only with no screen open, as key.toggleGui does#3065#2942

Game

Horizon 0.2.95: Zip and 6 more fixes

7 fixes.

Other changes

  • horizon-server: bound HTTP request and header lines#2817
  • Worldgen: build a biome source's feature decoration once, ahead of the world#3281
  • Add a regression test for the entity draw distance#2736#2273
  • Select World: deleting the last world opens Create New World, as vanilla does#2771
  • ui: the mouse position is the centre whenever the grab state changes#2797#1925
  • The shulker's body stays square to its block while the head turns#2808#1661
  • Zip: don't trust an entry's declared sizes for allocation#2815

Launcher

Horizon launcher 0.2.21

  • Launcher: build native mods on the Nightly they pin, with its own Rust
  • Launcher: native mods from the registry install and build like the others
  • Launcher: Native mods switch, warning and Build in Settings
  • launcher: a Sponsor link in the sidebar footer

And 4 fixes.

Other changes

  • Launcher: build native mods on the Nightly they pin, with its own Rust#3189
  • Launcher: native mods from the registry install and build like the others#3194
  • Launcher: Native mods switch, warning and Build in Settings#3195
  • launcher: a Sponsor link in the sidebar footer#3208
  • Mod registry: validate source-only native mod bundles#3140
  • launcher: quote server junction paths and show why mklink failed#3218#3200
  • launcher: offline names forget and show as they should#2886
  • Fix Windows path assertions in the launcher toolchain test#3285

Launcher

Horizon launcher 0.2.20

2 fixes.

Other changes

  • Fonts: Pixelify Sans gets the Cyrillic О and П it was missing#2844
  • Update rustls-webpki and webpki-roots for RUSTSEC-2026-0382 and -0381#2883

Good first tasks

Each one is a small difference from vanilla, with an issue that says how to see it. Found one you like? Copy its /claim command and send it on Discord, so nobody starts the same work.

Each links its issue; the technical text says where in the code and in vanilla to start. /claim on Discord marks it as yours, /unclaim frees it.

  1. 01Benchmark your computerRun Horizon's built-in benchmark and share the report: every new computer makes the performance work more accurate. No coding needed.horizon-launcher play --arg=--benchmark --arg=standard writes a JSON report; horizon-launcher data benchmark <report> shows what would be sent and uploads it (playhorizon.dev/docs/performance). Results from three installs with the same hardware appear on the Benchmarks page. Example: #1711.

Ways to help

Take a task

Pick a good first task or an open issue. On Discord, /claim 1234 tells everyone you are on issue 1234, so nobody starts the same work; /unclaim frees it.

Open issues(opens in a new tab)

Bring your AI agent

On Discord, /agent connect gives your coding agent a personal token for Kira's MCP server: it reads the work board, claims tasks and posts its progress in your name.

Join the Discord(opens in a new tab)

Benchmark your computer

Run the built-in benchmark and share the report: every new machine makes the performance work more accurate. No coding needed.

How to

Report a bug

One bug per report: something that breaks, or doesn't play like vanilla. Fill this in and it opens as a ready issue on GitHub for you to check and send, with the steps in the order the maintainers need them.

Search the open bugs first

Issues are public, so leave out passwords and personal details. A screenshot or your log file helps: add it once the issue is open (where the log is). No GitHub account? Copy it for Discord and post it in #horizon-bugs, where Kira turns it into an issue.

The rules

  1. Vanilla is the specification. Wherever Minecraft 26.3 has the feature, Horizon does exactly what it does: read vanilla's code, then match it.
  2. Small pull requests, proven. One change each, under about 500 lines, with the block python3 tools/pr_ready.py prints: formatting, Clippy, tests and the harnesses your change can affect.
  3. Say who wrote it. If an AI agent wrote or posts it, the pull request says so, and commits keep its co-author line.
  4. Never commit Mojang's files. No game jars, assets, decompiled code or prepared resources, and nothing taken from other mods' code.

The contributing guideHow Horizon is builtCONTRIBUTING.md(opens in a new tab)

Contributors

Everyone with commits in Horizon. On Discord, /link-github <your login> credit:True adds your Discord name next to yours.

Who runs Horizon

The roles on Horizon's Discord server, from the top down, updated from Discord every few minutes. A GitHub account shows when it is confirmed: run /link-github <your login> credit:True on Discord to add yours.

  1. 👑 Owner

    Started Horizon and owns the Discord server.

  2. 🌌 Horizon Team

    Maintainers and core contributors: they review and merge pull requests, and moderate too.

  3. 🛡️ Chief of Mods

    Leads the moderators: the first person to reach for moderation questions.

  4. 🛡️ Mods

    Keep the Discord server friendly: they time out members and delete messages. Bans go through the Horizon Team.

    • ! azetechDiscord: yn4p
    • DimanioDiscord: dimanio
    • FryedCheeseDiscord: fryedcheeseGitHub: Web-mc1
    • ツ Marco ツDiscord: marcowazhere_
  5. 🤝 Support

    Help players in #horizon-support and mark their posts solved.

    Nobody yet. Want to help players? Run /apply on Discord.