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ВЕРСИИ (16)
beta
Pulsar Lighting Engine 0.5.2
0.5.216 окт. 2026 г.204Minecraft: 1.12.2forge
Что нового
## [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
0.5.115 окт. 2026 г.65Minecraft: 1.12.2forge
Что нового
## [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
0.5.012 окт. 2026 г.66Minecraft: 1.12.2forge
Что нового
### 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
0.4.05 окт. 2026 г.125Minecraft: 1.12.2forge
beta
Pulsar Lighting Engine 0.3.2
0.3.224 сент. 2026 г.121Minecraft: 1.12.2forge
Что нового
## 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
0.3.111 сент. 2026 г.91Minecraft: 1.12.2forge
Что нового
## [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
0.3.07 сент. 2026 г.39Minecraft: 1.12.2forge
Что нового
## [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
0.2.931 авг. 2026 г.12Minecraft: 1.12.2forge
Что нового
## 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
0.2.829 авг. 2026 г.22Minecraft: 1.12.2forge
Что нового
### Fixed
- #10
**Full Changelog**:
https://github.com/Sumire-Labs/Pulsar/compare/0.2.7...0.2.8
beta
Pulsar Lighting Engine 0.2.7
0.2.728 авг. 2026 г.30Minecraft: 1.12.2forge
Что нового
### 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
0.2.628 авг. 2026 г.19Minecraft: 1.12.2forge
Что нового
### 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
0.2.522 авг. 2026 г.23Minecraft: 1.12.2forge
Что нового
feat(exp): Wake lighting workers only on idle-to-active transitions
beta
Pulsar Lighting Engine 0.2.4
0.2.47 авг. 2026 г.27Minecraft: 1.12.2forge
Что нового
## 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
0.2.37 авг. 2026 г.22Minecraft: 1.12.2forge
Что нового
## 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
0.2.26 авг. 2026 г.13Minecraft: 1.12.2forge
Что нового
### 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
0.2.05 авг. 2026 г.21Minecraft: 1.12.2forge
Что нового
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.