- Classify mixed cells without fade, boost or protection through a branch-light column loop
- Hoist the per-row bilinear terms shared by every column of a cell row
- Mark open cells from the pass bitset when every pass column is active
- Read interpolator corner bounds through a per-thread chunk block and skip groups whose cell corners are all zero
- Prefilled chunk context caches inline on generation threads with heights ahead of biomes
- Kept the burst-pool prefill only for the platform main thread, with heights and biomes in one task
- Painted surface fluid from the chunk context cache instead of re-sampling the fluid stream
- Move chunk generation and buffer selection into ProbeChunkGenerator
- Move measured-window stage and counter lines into ProbeWindowMetrics
- Move hydrology pre-planning into ProbeHydrologyPreplan
- Decide whole 8x8 adaptive cells as solid or open from lattice corner bounds with an ulp guard
- Evaluate only mixed cells per column with the original bilinear arithmetic
- Share the row kernel between serial and parallel adaptive classification
- Count solid, open and mixed cells and exact rows, printed by the generation probe
- Pin carve write sequences for eight carver configurations with golden hashes
- Replaced the barrier after every 8 component submissions with a per-caller cap that frees a slot as each component finishes and stops on the first failure
- Inline windows claim components without waiting and run components another generation holds after the rest of the pass
- Prefetched only the radius of passes that generate in the current phase
- Added straggler and held-claim tests and modeled claims in the locking chunk fixture
- Removed the unused decoration, derivative and identity streams and Engine.getBiomeID
- Skipped the shore-height noise when a column sits outside the proven shore band
- Dropped interpolator groups whose bounds are zero in every base-capable biome
- Stop writing cave ceiling markers, which nothing reads
- Write cave floor markers only when the dimension has cave spawners
- Reuse the zone floor subterrain cell for zone decoration
- Print measured-window stage totals from EngineMetrics as IRIS_GENPROBE_STAGES
- Time each context prefill task into its prefill timer
- Add gated generation counters for generator evaluations, corner starcasts and hydrology lookups
- Add -PprobeHydrologyPreplan to plan the probe area's hydrology tiles before warmup
- Add -PprobeHistoryRouter to generate through a generation-history router and registry contract
- Add -PprobeProductionBuffers to generate into production-equivalent block and biome hunks
- Print the mantle radius as IRIS_GENPROBE_MANTLE
- Place ellipsoid deposit clumps from the footprint cells instead of rebuilding the clump object
- Skip ore cave-biome lookups when no pack biome scales ore deposits
- Reject terrain-limited clumps before biome work when scaling cannot apply
- Compute the chunk terrain limit once per chunk
- Draw the exposure discard roll only when the discard chance is positive
- History coordinate scopes read the router and routing flag lock-free
- Subterrain planner shares bounded plan and chunk candidate caches
- Cave blend roll uses a stateless hash identical to the parallel RNG
- Custom biome resource keys are cached per dimension and biome identity
- Dump every genProbe chunk as palette-indexed blocks and biomes with -PprobeDumpFile
- Add genDiff task comparing two dumps by coordinate with block, surface, biome and category parity
- Generate measured chunks on N threads in spiral order with -PprobeThreads and report wall-clock cps
- Mirror pregeneration with -PprobePregenProfile (pregen performance profile and hydrology prefetch scope)
- Print the measured window for JFR attribution and accept -PprobeJfrSettings
- Keep chunk hashes and the run signature byte-identical to the sequential probe
- Mod verification uses its included core build without duplicate prerequisites
- Nested sandbox builds divide their reserved workers across matrix lanes
- Forge targets reserve eight workers and 16 GiB with two test forks
- Sandbox nested builds divide reserved workers across matrix lanes
- Sandbox nested JVM processor counts follow each lane worker budget
- Forge targets reserve eight workers and 16 GiB with two test forks
- Mod targets run through bounded Gradle workers with separate caches and daemon slots
- Target logs retain verification failures and bounded output summaries
- Nested tests use bounded forks and JVM thread counts
- Lifecycle tests control deadlines through injected clocks
- Timeout overrides retain original values for restoration
- Timeout restoration preserves operator changes and symbolic links
- Tests cover timeout persistence and failed configuration writes
- Runtime targets use separate Gradle caches and shared module outputs
- Modded build inputs include test fixtures and runtime cache settings
- Compact connected roots extend bounded gaps into supporting terrain
- Unsupported cliff placements leave no partial trees
- Root and canopy roles follow object scaling and rotation
- Canopies preserve solid trunk cells across chunk replay and saved continuations
- Branch wood replaces leaf clusters within each tree
- Regression tests cover slopes and overlapping tree placements
- Gameplay checks compare grounded spindle geometry across both packs
- Deferred placement guards and generated content ownership share the current engine
- Native terrain writes invalidate stale custom content across platforms