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Expanded terrain generation tooling
- Standalone Minecraft 26.3 generation uses native registries, biome planning and structure planning with bounded concurrency - Offline export publishes fresh TERRAIN checkpoints for native server completion - Checkpoints retain mantle data, immutable generation history and captured server configuration - Output publication uses staged directories, durability checks and atomic moves - Offline distribution tasks provide an installed launcher and reusable native fixtures - Dimension settings control terrain, biome-bound and cave-density sampling with unchanged defaults - Pack validation and schemas enforce the supported sampling intervals - Biome layer caches isolate data, engine and seed identities - Floating biome palettes keep stable thickness patterns across generation orders - Hydrology batches terrain samples within the owning generation runtime - Hydrology planners share bounded basis caches and reuse raster geometry and distance samples - Demand planning admits new tiles as active plans finish - Volumetric height queries avoid unnecessary density evaluation and bound cached anchors - Cave generation reuses chunk-scoped inputs and semantic capture - Object replay indexes mutations by destination and reuses resolved records - Source-plan caches coordinate concurrent builds and reduce overlay allocation - Prerequisite carving reads preserve the underlying hydrology before object placement - Tree material decoding preserves stored native block identities - Engine shutdown drains generation outside the lifecycle lock and coordinates runtime retirement - Pregeneration sizes temporary worker boosts from processor and heap capacity - Pregeneration restores native worker counts after drain and failure paths - Native structure queries retain per-origin coordination without broad window locks - Saved biome writes drain pending batches under their write stripe - Boundary column lookups avoid repeated voxel decoding - Modded registry consumers use explicit VolmLib providers and version-specific native source overlays - Regression tests cover generation parity, cache isolation, concurrency, shutdown, persistence and offline checkpoints
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@@ -25,7 +25,7 @@ public class NativeRegistryAccessTest {
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@Test
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public void statePropertiesPreserveTypesDefaultsAndSharedGroups() {
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NativeRegistryAccess access = new NativeRegistryAccess(() -> null, message -> {});
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NativeRegistryAccess access = new NativeRegistryAccess(new NativeRegistryAccess.Configuration(() -> null, () -> null, message -> {}));
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Map<String, List<NativeBlockProperty>> properties = access.blockStateProperties();
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assertSame(properties.get("minecraft:stone"), properties.get("minecraft:dirt"));
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@@ -41,7 +41,7 @@ public class NativeRegistryAccessTest {
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@Test
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public void staticRegistriesResolveWithoutAnActiveServerAndDynamicReadsStayEmpty() {
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List<String> warnings = new ArrayList<>();
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NativeRegistryAccess access = new NativeRegistryAccess(() -> null, warnings::add);
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NativeRegistryAccess access = new NativeRegistryAccess(new NativeRegistryAccess.Configuration(() -> null, () -> null, warnings::add));
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assertEquals("minecraft:diamond_sword", access.item("DIAMOND SWORD").key());
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assertEquals("creature", access.entity("minecraft:cow").spawnCategory());
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