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Pulsar Lighting Engine

ВЕРСИИ (16)

beta

Pulsar Lighting Engine 0.5.2

0.5.2
16 окт. 2026 г.204Minecraft: 1.12.2forge
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## [0.5.2] ### Fixed - Prevent initial chunk packets from waiting indefinitely with Fluidlogged API. Skip vanilla's redundant random player lighting repair request, which otherwise creates new pending samples before every send attempt. Block/fluid updates and the contextual-light gate used by Thaumcraft crystals remain active.
beta

Pulsar Lighting Engine 0.5.1

0.5.1
15 окт. 2026 г.65Minecraft: 1.12.2forge
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## [0.5.1] ### Fixed - Wait for pending contextual samples and nearby lighting before initial chunk transmission, including players joining an already-sent chunk. Preserve initial-packet, entity-tracking and Forge chunk-watch event ordering, and cancel deferred sends when players leave. - Rebuild Pulsar lighting after Chocolate Quest Repoured bulk dungeon writes, including the affected neighboring chunks. Delay relight refresh packets until neighboring work has finished. - Include requested absent sections in partial light refreshes even when their light is now default, so stale client light arrays are reset. - Invalidate older lighting caches (version 13); previously saved incorrect CQR lighting is recalculated when its chunks next load. ### Changed - Collect pending contextual light positions in primitive, atomically detached batches, avoiding boxed requests and per-tick set copying/removal. Iterate those batches without boxing and keep callbacks outside the producer monitor. **Full Changelog**: https://github.com/Sumire-Labs/Pulsar/compare/0.5.0...0.5.1
beta

Pulsar Lighting Engine 0.5.0

0.5.0
12 окт. 2026 г.66Minecraft: 1.12.2forge
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### Changed - Resolve sky source-face exclusions once per queue entry, retaining the encoded direction order and all sided/contextual/fluid behavior. - Specialize block propagation through verified plain air, avoiding generic absorption, emission and sided-flag work after the existing level guards. - Keep a just-active shared worker available for a bounded 5 microseconds for rapid follow-up work, without holding dispatcher or queue monitors. - Claim paired same-chunk light work after the first lane finishes, so later notifications can join the queued partner batch while the existing 5x5 reservation remains held. - Introduce managed Pulsar Config Version 2. Missing or mismatched versions regenerate the whole config with current defaults before settings are loaded; matching versions retain custom settings. - Default server lighting configs to automatic shared-pool sizing (-1), including migration from older configs, and document restart requirements. - Expose dedicated-worker batch time, unload lighting wait time, idle engine cache size and statistics log interval with bounded values and config comments. - Optimize light propagation, source scanning, skylight updates and chunk-map lookups to reduce allocation and redundant work. - Track contextual TileEntity light changes each tick, keeping Mod callbacks on the world thread. - Coalesce client render updates (`features.coalesceClientRenderUpdates`) and alternate sky/block tasks within a shared soft budget (`features.clientLightBudgetMs`, default 2 ms). - Add a configurable shared server lighting pool (`features.experimentalServerLightThreads`, default `-1` selects CPU/3 workers), with nearby-task exclusion and paired sky/block scheduling. - Add opt-in shared-pool range relighting (`experimentalRangeRelight`, default off), with world-wide job exclusion and generation-safe publication. - Update lighting statistics once per world tick, with dimension IDs and more detailed task, client and contextual-sampling timings. - Share a 10 ms lighting wait allowance across chunk unloads per world tick; unfinished lighting is invalidated for the next load. ### Fixed - Fix stale or incorrect skylight after dense edits and changes to opaque or shaped blocks, including across chunk boundaries. - Preserve block light in absent sections when sending full or partial chunks. - Recheck light-relevant block changes and include the center chunk's Fluidlogged capability during initial lighting. - Prevent light-array publication after chunk unload and exclude unfinished lighting from cache saves. Lighting cache version is now 12; older caches are relit when their chunks next load. ### Removed - Remove the Pulsar Colored Lighting Addon backend API and integration hooks. Pulsar now uses its built-in scalar engines. **Full Changelog**: https://github.com/Sumire-Labs/Pulsar/compare/0.4.0...0.5.0
beta

Pulsar Lighting Engine 0.4.0

0.4.0
5 окт. 2026 г.125Minecraft: 1.12.2forge
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Pulsar Lighting Engine 0.3.2

0.3.2
24 сент. 2026 г.121Minecraft: 1.12.2forge
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## Fixed - Fixed a bug where multi-blocks were duplicated within the world **Full Changelog**: https://github.com/Sumire-Labs/Pulsar/compare/0.3.1...0.3.2
beta

Pulsar Lighting Engine 0.3.1

0.3.1
11 сент. 2026 г.91Minecraft: 1.12.2forge
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## [0.3.1] ### Changed - Added Natural Lighting for Thaumcraft 6 Crystal ### Known Issues - Immersive Engineering multiblocks multiply #14 This will be fixed in version 0.3.2 or 0.4.0 (the next release). ### Note I'll be busy for a while, so updates may be on hold for about 1 to 2 weeks. **Full Changelog**: https://github.com/Sumire-Labs/Pulsar/compare/0.3.0...0.3.1
beta

Pulsar Lighting Engine 0.3.0

0.3.0
7 сент. 2026 г.39Minecraft: 1.12.2forge
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## [0.3.0] ### Changed - Reduced unnecessary lighting work by queuing light checks only for the requested light type (sky light or block light). - Kept batches of updates within a single vertical block column on the incremental skylight update path, avoiding unnecessary full skylight rebuilds. ### Fixed - Fixed water and other liquids losing their configured light attenuation through automatic face-transparency handling. Water now uses its vanilla attenuation of 3 instead of 1. - Fixed weakened skylight propagating downward without further attenuation, including through empty sections. - Fixed swapped block-light and sky-light channels in smooth painting rendering, which could make paintings appear dark near torches at night. The correction applies to both vanilla paintings and JSON Paintings ([#12](https://github.com/Sumire-Labs/Pulsar/issues/12)).
beta

Pulsar Lighting Engine 0.2.9

0.2.9
31 авг. 2026 г.12Minecraft: 1.12.2forge
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## Fixed * fix(light): sync live section data before chunk packets by @Sosea1 in https://github.com/Sumire-Labs/Pulsar/pull/11 ## New Contributors * @Sosea1 made their first contribution in https://github.com/Sumire-Labs/Pulsar/pull/11 **Full Changelog**: https://github.com/Sumire-Labs/Pulsar/compare/0.2.8...0.2.9
beta

Pulsar Lighting Engine 0.2.8

0.2.8
29 авг. 2026 г.22Minecraft: 1.12.2forge
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### Fixed - #10 **Full Changelog**: https://github.com/Sumire-Labs/Pulsar/compare/0.2.7...0.2.8
beta

Pulsar Lighting Engine 0.2.7

0.2.7
28 авг. 2026 г.30Minecraft: 1.12.2forge
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### Changed - The minimum system requirements have been updated to CleanroomLoader 0.6.10 Alpha. - Migrated from Mixinbooter to CleanMix (Mixinbooter 11.x). **Full Changelog**: https://github.com/Sumire-Labs/Pulsar/compare/0.2.6...0.2.7
beta

Pulsar Lighting Engine 0.2.6

0.2.6
28 авг. 2026 г.19Minecraft: 1.12.2forge
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### Changed - Updated the build toolchain to Gradle 9.7.1, Shadow 9.6.1, Unimined 1.4.37-kappa, JUnit 6.1.3, and `actions/setup-java` v6. Release workflows now use the checked-in Gradle wrapper instead of selecting a separate Gradle version. - Added Pulsar's issue tracker URL to the generated mod metadata. ### Fixed - Fixed a crash with JSON Paintings 1.5.0 after its renderer method signature changed. Pulsar now targets both the legacy renderer and the 1.5.0 MCP/SRG variants while preserving smooth per-vertex painting lighting ([#9](https://github.com/Sumire-Labs/Pulsar/issues/9)). **Full Changelog**: https://github.com/Sumire-Labs/Pulsar/compare/0.2.5...0.2.6
alpha

Pulsar Lighting Engine 0.2.5

0.2.5
22 авг. 2026 г.23Minecraft: 1.12.2forge
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feat(exp): Wake lighting workers only on idle-to-active transitions
beta

Pulsar Lighting Engine 0.2.4

0.2.4
7 авг. 2026 г.27Minecraft: 1.12.2forge
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## Changed - Reduced redundant chunk-border lighting work by batching edge checks from all queued vertical sections into a single propagation pass @Rongmario [#7](https://github.com/Sumire-Labs/Pulsar/pull/7). ## New Contributors * @Rongmario made their first contribution in https://github.com/Sumire-Labs/Pulsar/pull/7 **Full Changelog**: https://github.com/Sumire-Labs/Pulsar/compare/0.2.3...0.2.4
beta

Pulsar Lighting Engine 0.2.3

0.2.3
7 авг. 2026 г.22Minecraft: 1.12.2forge
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## Fixed - Fixed a visual light leak through stairs when using Celeritas. **Full Changelog**: https://github.com/Sumire-Labs/Pulsar/compare/0.2.2...0.2.3
beta

Pulsar Lighting Engine 0.2.2

0.2.2
6 авг. 2026 г.13Minecraft: 1.12.2forge
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### Fixed - Fixed large vanilla and JSON Paintings canvases rendering with abrupt, block-sized lighting bands. When smooth lighting is enabled, paintings now interpolate light across tile boundaries ([MC-1531](https://bugs.mojang.com/browse/MC-1531), [#5](https://github.com/Sumire-Labs/Pulsar/issues/5)). - Fixed dense skylight edits, such as large roofs and leaf canopies, leaving stale light behind or reintroducing light across chunk borders ([MC-117067](https://bugs.mojang.com/browse/MC-117067), [MC-117094](https://bugs.mojang.com/browse/MC-117094)). Dense batches now rebuild only the skylight lane, preserving simultaneous block-light updates. - Fixed block light failing to enter or clear from block-empty sections across chunk borders ([MC-116690](https://bugs.mojang.com/browse/MC-116690)). - Fixed full chunk packets omitting block-empty sections that still contain non-default sky or block light ([MC-80966](https://bugs.mojang.com/browse/MC-80966)). - Fixed vanilla and Forge liquids not using neighbouring brightness values ([MC-104532](https://bugs.mojang.com/browse/MC-104532)). - Fixed the level-one emitter case of [MC-50734](https://bugs.mojang.com/browse/MC-50734), and fixed self-shadowing on stronger emitters ([MC-249343](https://bugs.mojang.com/browse/MC-249343)). ### Changed - Refactored the lighting pipeline and chunk mixins into smaller, responsibility-focused components to improve maintainability without intended behavior changes. **Full Changelog**: https://github.com/Sumire-Labs/Pulsar/compare/0.2.0...0.2.2
beta

Pulsar Lighting Engine 0.2.0

0.2.0
5 авг. 2026 г.21Minecraft: 1.12.2forge
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Due to the massive scale of this update, please refer to [this page](https://github.com/Sumire-Labs/Pulsar/blob/main/CHANGELOG.md). You can also view details regarding previous updates (version 0.2.0 and earlier) there.