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ВЕРСИИ (16)
release
Laminar 1.3.1+26.2
1.3.1+26.26 июл. 2026 г.1,5 тыс.Minecraft: 26.2fabric
Что нового
## Laminar Engine - Version 1.3.1 Changelog
### Architectural Unification & Compatibility
* **The Universal Edition (Dynamic Runtime Downloader):** Discontinued the split between "Standard" and "Server" editions. Laminar is now distributed as a single, ultra-lightweight universal JAR. To achieve this without causing classpath pollution on clients, a pre-launch bootstrapper has been engineered. When deployed on a headless dedicated server, the engine automatically detects missing hardware bindings and dynamically fetches/injects the precise native compute libraries (LWJGL OpenCL) directly into the server's memory at runtime. This guarantees zero conflict with client rendering mods (e.g., Sodium) while maintaining full asynchronous co-processing on dedicated servers.
* **Diagnostic Overlay (F3) Pipeline Fix:** Resolved an issue on Minecraft 26.2 where monolithic UI render passes caused the diagnostic text entries to endlessly duplicate and accumulate on the screen. The overlay now utilizes a localized purge-and-reinject routine, ensuring real-time telemetry updates (active sound slots, AI grids) remain clean and static.
* **Third-Party HUD Compatibility:** Implemented a hardware-level compatibility guard for UI-altering modifications. The native Laminar diagnostic overlay will now gracefully disable itself upon detecting `BetterF3` or similar structural HUD mods, preventing visual overlapping and maintaining a clean user interface.
release
Laminar 1.3.1
1.3.16 июл. 2026 г.407Minecraft: 26.1, 26.1.1, 26.1.2fabric
Что нового
## Laminar Engine - Version 1.3.1 Changelog
### Architectural Unification & Compatibility
* **The Universal Edition (Dynamic Runtime Downloader):** Discontinued the split between "Standard" and "Server" editions. Laminar is now distributed as a single, ultra-lightweight universal JAR. To achieve this without causing classpath pollution on clients, a pre-launch bootstrapper has been engineered. When deployed on a headless dedicated server, the engine automatically detects missing hardware bindings and dynamically fetches/injects the precise native compute libraries (LWJGL OpenCL) directly into the server's memory at runtime. This guarantees zero conflict with client rendering mods (e.g., Sodium) while maintaining full asynchronous co-processing on dedicated servers.
* **Diagnostic Overlay (F3) Pipeline Fix:** Resolved an issue on Minecraft 26.2 where monolithic UI render passes caused the diagnostic text entries to endlessly duplicate and accumulate on the screen. The overlay now utilizes a localized purge-and-reinject routine, ensuring real-time telemetry updates (active sound slots, AI grids) remain clean and static.
* **Third-Party HUD Compatibility:** Implemented a hardware-level compatibility guard for UI-altering modifications. The native Laminar diagnostic overlay will now gracefully disable itself upon detecting `BetterF3` or similar structural HUD mods, preventing visual overlapping and maintaining a clean user interface.
beta
Laminar 1.3.0+Server
1.3.0+Server5 июл. 2026 г.30Minecraft: 26.1, 26.1.1, 26.1.2fabric
Что нового
# Laminar Engine - Version 1.3.0 Server Edition Changelog
## Dedicated Server Support & Stability Hotfixes
This update introduces native dedicated server compatibility and robust platform-level fallbacks, allowing the co-processing engine to safely execute on dedicated server architectures. **Server edition does not support sodium and other Rendering Mods!**.
* **Resolved Dedicated Server Startup Crash:** Fixed a fatal `NoClassDefFoundError` that occurred when launching Laminar on headless dedicated server environments. Minecraft dedicated servers natively strip all system-level hardware interaction libraries (LWJGL) from their classpaths. Laminar now safely bundles the minimum required lightweight Java bindings for core hardware compute operations natively using Fabric's Jar-in-Jar mechanism.
* **Implemented Robust Headless OS Fallbacks:** Enhanced the hardware initialization pipeline to gracefully handle operating systems lacking native OpenCL drivers or system runtimes (common in headless Linux VPS or enterprise hosting). By upgrading the error-trapping routines to catch all native linkage and JVM errors, the server will now cleanly print a diagnostic warning and fallback to standard CPU execution instead of triggering a fatal JVM crash.
beta
Laminar 1.3.0+26.2+Server
1.3.0+26.2+Server5 июл. 2026 г.66Minecraft: 26.2fabric
Что нового
# Laminar Engine - Version 1.3.0 Server Edition Changelog
## Dedicated Server Support & Stability Hotfixes
This update introduces native dedicated server compatibility and robust platform-level fallbacks, allowing the co-processing engine to safely execute on dedicated server architectures. **Server edition does not support sodium and other Rendering Mods!**.
* **Resolved Dedicated Server Startup Crash:** Fixed a fatal `NoClassDefFoundError` that occurred when launching Laminar on headless dedicated server environments. Minecraft dedicated servers natively strip all system-level hardware interaction libraries (LWJGL) from their classpaths. Laminar now safely bundles the minimum required lightweight Java bindings for core hardware compute operations natively using Fabric's Jar-in-Jar mechanism.
* **Implemented Robust Headless OS Fallbacks:** Enhanced the hardware initialization pipeline to gracefully handle operating systems lacking native OpenCL drivers or system runtimes (common in headless Linux VPS or enterprise hosting). By upgrading the error-trapping routines to catch all native linkage and JVM errors, the server will now cleanly print a diagnostic warning and fallback to standard CPU execution instead of triggering a fatal JVM crash.
release
Laminar 1.3.0
1.3.04 июл. 2026 г.45Minecraft: 26.1, 26.1.1, 26.1.2fabric
Что нового
## Laminar Engine - Version 1.3.0 "Echo Extended" Changelog
This major release introduces a complete overhaul of the audio occlusion pipeline (Project Echo), implements high-fidelity hardware-accelerated environmental acoustics, resolves critical transition states in AI tracking, and introduces a modern hardware diagnostic overlay.
### 1. Project Echo: "Extended" (High-Fidelity Audio Occlusion & Reverb)
* **Dual-Engine Hybrid Acoustics:** Implemented native hardware-accelerated **OpenAL EFX** support. On compatible devices, the engine now delegates acoustic calculations directly to the audio hardware, applying physical direct filters (low-pass high-frequency damping based on block obstruction) and dynamic environmental reverb (decay times mapped to physical room volumes).
* **Laminar Ghost Echo Fallback:** Engineered a robust, software-side fallback system for systems lacking EFX support. It utilizes a dynamic, asynchronous "Ghost Sound" spawner that schedules identical duplicate sound instances with physical delays, muffled volumes, and adjusted pitches to simulate cave echoes without any native OpenAL crash risks.
* **Open Sky Reflection Guard:** Optimized the Fibonacci sphere raymarching kernel to detect open space. Rays that escape the voxel grid boundaries without hitting solid walls contribute 0% to the reverb calculations, completely eliminating artificial reverb in open plains or under the sky while keeping cave acoustics rich and deep.
* **Decoupled Render Thread (Zero Memory Stalls):** Introduced a CPU-side RAM cache for all active sound calculations. The client rendering thread now queries standard, L1/L2 cached memory arrays instead of reading from un-cached mapped GPU memory, completely resolving physical memory bus stalls and stabilizing frame-time 1% lows.
* **Dynamic Range & Mod Compatibility:** Replaced static range tables with dynamic queries utilizing the game's native attenuation properties and volume scales. Any custom music discs, instruments, or sound events introduced by other mods are now automatically and correctly occluded and propagated.
* **Queue Congestion Prevention:** Implemented distance-based sound prioritization, capping active OpenCL audio calculations to the 32 closest sound sources per cycle to minimize driver-level submission overhead.
### 2. Project Hive (Asynchronous AI Pathfinding)
* **Resolved Creative Transition Loop:** Patched a critical logical loop where switching game modes to Creative or Spectator caused the GPU-driven grids to endlessly flicker (toggling between 0 and 1).
* **Resolved Lingering Mobs Bug:** Fixed an issue where out-of-radius mobs were missed by the cleanup sweep, keeping the active AI tracker occupied. All tracking registries are now fully and permanently flushed upon player invulnerability or game-mode change.
### 3. Hardware Diagnostic OSD (F3 Debug Screen)
* **Modern Rendering Hook:** Successfully bypassed deprecated debug screen methods. Injected a lightweight, zero-refmap target hook directly into Minecraft's modern, monolithic line-extraction pipeline.
* **Real-time Performance Telemetry:** Displays the locked hardware co-processor GPU name, active EFX status, active sound channels, and active pathfinding grids/mobs directly in the F3 screen under the system information panel.
release
Laminar 1.3.0+26.2
1.3.0+26.24 июл. 2026 г.74Minecraft: 26.2fabric
Что нового
## Laminar Engine - Version 1.3.0 "Echo Extended" Changelog
This major release introduces a complete overhaul of the audio occlusion pipeline (Project Echo), implements high-fidelity hardware-accelerated environmental acoustics, resolves critical transition states in AI tracking, and introduces a modern hardware diagnostic overlay.
### 1. Project Echo: "Extended" (High-Fidelity Audio Occlusion & Reverb)
* **Dual-Engine Hybrid Acoustics:** Implemented native hardware-accelerated **OpenAL EFX** support. On compatible devices, the engine now delegates acoustic calculations directly to the audio hardware, applying physical direct filters (low-pass high-frequency damping based on block obstruction) and dynamic environmental reverb (decay times mapped to physical room volumes).
* **Laminar Ghost Echo Fallback:** Engineered a robust, software-side fallback system for systems lacking EFX support. It utilizes a dynamic, asynchronous "Ghost Sound" spawner that schedules identical duplicate sound instances with physical delays, muffled volumes, and adjusted pitches to simulate cave echoes without any native OpenAL crash risks.
* **Open Sky Reflection Guard:** Optimized the Fibonacci sphere raymarching kernel to detect open space. Rays that escape the voxel grid boundaries without hitting solid walls contribute 0% to the reverb calculations, completely eliminating artificial reverb in open plains or under the sky while keeping cave acoustics rich and deep.
* **Decoupled Render Thread (Zero Memory Stalls):** Introduced a CPU-side RAM cache for all active sound calculations. The client rendering thread now queries standard, L1/L2 cached memory arrays instead of reading from un-cached mapped GPU memory, completely resolving physical memory bus stalls and stabilizing frame-time 1% lows.
* **Dynamic Range & Mod Compatibility:** Replaced static range tables with dynamic queries utilizing the game's native attenuation properties and volume scales. Any custom music discs, instruments, or sound events introduced by other mods are now automatically and correctly occluded and propagated.
* **Queue Congestion Prevention:** Implemented distance-based sound prioritization, capping active OpenCL audio calculations to the 32 closest sound sources per cycle to minimize driver-level submission overhead.
### 2. Project Hive (Asynchronous AI Pathfinding)
* **Resolved Creative Transition Loop:** Patched a critical logical loop where switching game modes to Creative or Spectator caused the GPU-driven grids to endlessly flicker (toggling between 0 and 1).
* **Resolved Lingering Mobs Bug:** Fixed an issue where out-of-radius mobs were missed by the cleanup sweep, keeping the active AI tracker occupied. All tracking registries are now fully and permanently flushed upon player invulnerability or game-mode change.
### 3. Hardware Diagnostic OSD (F3 Debug Screen)
* **Modern Rendering Hook:** Successfully bypassed deprecated debug screen methods. Injected a lightweight, zero-refmap target hook directly into Minecraft's modern, monolithic line-extraction pipeline.
* **Real-time Performance Telemetry:** Displays the locked hardware co-processor GPU name, active EFX status, active sound channels, and active pathfinding grids/mobs directly in the F3 screen under the system information panel.
release
Laminar 1.2.10
1.2.102 июл. 2026 г.38Minecraft: 26.1, 26.1.1, 26.1.2fabric
Что нового
Minor Bug fix.
release
Laminar 1.2.10+26.2
1.2.10+26.22 июл. 2026 г.87Minecraft: 26.2fabric
Что нового
Minor bug fix.
release
Laminar 1.2.9
1.2.926 июн. 2026 г.76Minecraft: 26.1, 26.1.1, 26.1.2fabric
Что нового
## Laminar Engine - Version 1.2.9 Changelog
### Architectural Adjustments & Bug Fixes
* **Retirement of AI LOD Throttling (Animation Parity Restoration):** Completely removed the aggressive background AI tick-skipping mechanism for non-targeted entities.
* **The Issue:** Previously, entities without an active target (e.g., when a player switches to Creative mode or leaves the immediate aggro range) had their core AI processing cycles artificially throttled to save CPU resources. This brute-force intervention inadvertently severed the entities' underlying motor control routines, resulting in rigid, "stop-and-go" micro-stuttering during passive wandering behaviors.
* **The Resolution:** With the asynchronous iGPU co-processor now successfully absorbing the most computationally expensive tasks (macro-pathfinding and spatial line-of-sight checks), the host CPU maintains significant performance headroom. Artificial AI throttling is no longer required to sustain server tick rates. Its removal fully restores 100% vanilla animation parity, ensuring smooth, uninterrupted passive entity movement at a stable 20 TPS without any negative impact on overall server performance.
* **State Clean-up:** Resolved minor visual desynchronization where aggressive states (e.g., raised arms) would persist incorrectly when a target was suddenly invalidated.
release
Laminar 1.2.9+26.2
1.2.9+26.226 июн. 2026 г.148Minecraft: 26.2fabric
release
Laminar 1.2.8
1.2.825 июн. 2026 г.25Minecraft: 26.1, 26.1.1, 26.1.2fabric
Что нового
## Laminar Engine - Version 1.2.8 Changelog
### Deep Architecture Polish & Hotfixes
This update addresses several deep-level architectural bottlenecks and unexpected execution flaws discovered during extreme stress-testing.
* **Resolved Quadratic Background Bottleneck:** Eliminated an O(N^2) collection-comparison routine during the background visibility cache clearance phase. The routine has been replaced with constant-time O(1) hash operations, resolving silent processing delays during extreme entity crowding.
* **Fixed Co-Processor Tick Starvation:** Corrected a counter-reset logic flaw that inadvertently forced the background spatial engine to execute on every single server tick instead of adhering to its intended 4Hz hardware throttle cycle.
* **Isolated Compute Threads (Executor Rescue):** Migrated all asynchronous hardware-accelerated tasks (both audio and spatial navigation) into dedicated, low-priority daemon executors. This architectural shift prevents hardware polling latencies from starving the JVM's common pool, entirely protecting native chunk loading and network I/O operations from co-processor interference.
* **Eliminated Memory Controller Stalls:** Introduced an intermediary RAM cache for the acoustic engine to prevent the client's main rendering thread from directly reading uncached mapped GPU memory. This completely resolves random frame-time spikes and micro-stuttering on the main graphics pipeline.
* **Implemented Symmetric Trust for Line-of-Sight:** Fixed an integration gap where negative visibility results from the hardware co-processor were being ignored, forcing the main CPU to redundantly re-calculate hidden entities. The engine now strictly trusts both positive and negative hardware spatial queries, drastically reducing CPU raycasting load behind opaque structures.
release
Laminar 1.2.8+26.2
1.2.8+26.225 июн. 2026 г.39Minecraft: 26.2fabric
Что нового
Laminar version 1.2.8 for Minecraft 26.2
release
Laminar 1.2.7+26.2
1.2.7+26.224 июн. 2026 г.54Minecraft: 26.2fabric
Что нового
Added support for Minecraft version 26.2
release
Laminar 1.2.7
1.2.713 июн. 2026 г.160Minecraft: 26.1, 26.1.1, 26.1.2fabric
Что нового
## Laminar Engine - Version 1.2.7 Changelog
### Bug Fixes & Stability Improvements
* **Fixed Asynchronous Memory Synchronization Failure:** Corrected a silent hardware failure where coordinate data was being pushed to unmapped virtual memory addresses. Memory mapping transactions are now strictly synchronized with the hardware scheduler, ensuring absolute data integrity before the execution pipelines are triggered.
* **Patched AI Task Throttling Leak:** Resolved a scheduling oversight where entity pathfinding routines failed to reset their internal cooldown cycles. The engine now properly limits background request frequencies, preventing the hardware co-processor from being overwhelmed by redundant queue submissions and ensuring fair resource allocation across all active targets.
release
Laminar 1.2.6b
1.2.6b7 июн. 2026 г.91Minecraft: 26.1, 26.1.1, 26.1.2fabric
Что нового
## Laminar Engine - Version 1.2.6b Hotfix Changelog
### Project Hive (Asynchronous AI Pathfinding)
* **Engineered Pre-emptive Path Refreshing:** Implemented a dynamic route-extension mechanism on the path-tracking boundary. Instead of allowing mobs to complete their computed waypoints and experience a brief AI recalculation pause on the CPU, the navigation pipeline now pre-emptively queries fresh GPU vectors when the active path is within a short distance of completion. This eliminates tracking lag (*tracking latency*) and produces smooth, constant chasing movements, especially on high-speed entities such as *baby variants*.
release
Laminar 1.2.6
1.2.67 июн. 2026 г.25Minecraft: 26.1, 26.1.1, 26.1.2fabric
Что нового
## Laminar Engine - Version 1.2.6 Changelog
### Project Hive (Asynchronous AI Pathfinding)
* **Expanded Melee Mob Acceleration:** Extended the hardware-accelerated pathfinding engine to support 5 additional hostile and neutral melee mob types:
* Wither Skeletons
* Piglins
* Hoglins
* Endermites
* Silverfish
These mobs now navigate smoothly in dense packs, leveraging parallel iGPU calculations to entirely bypass CPU pathfinding overhead.
### Project Echo (3D Sound Occlusion)
* **Scaled Occlusion Capacity:** increases the maximum audio capacity that can be handled for occlusion to 256. This resolves instances where ambient sound channels bypassed physical occlusion calculations in dense environments (such as jungles or heavy forests), with negligible VRAM utilization.
### Project Aura (Raymarching Line-of-Sight)
* **Expanded Visibility Tracking:** Increased the concurrent Raymarching Line-of-Sight tracking capacity to 1,024 entities. This ensures consistent visibility and targeting calculations without clipping during dense entity clusters or high-performance mob farm operations.