- Layer and generator programs sample single points through NoiseProgram.sample2D
- Scalar interpolator group means use the compiled programs when the seed matches
- Single-point program heights are property-tested against the generator path
- Add SectionBuffer: chunk palette of written instances and short[4096] ids per section in y, z, x order
- Column tops are indexed per x-slice and padded so fan-out slices do not share a cache line
- Add ColumnRunHunk and forward column runs through the listening hunk and block update listener
- Terrain painter emits column runs and evaluates ores only inside the column's ore bands
- Bukkit generation writes into SectionBuffer and applies it through ChunkDataOutput
- Remove ChunkDataHunkHolder and the probe's ProductionBlockHunk copy
- Probe production buffers use SectionBuffer
- Bake rotated block offsets, palette indexes, tiles and canopy bits per object and spin kernel
- Resolve decay, rotation, waterlog and air facts once per palette entry per placement
- Skip the destination read for waterloggable states that cannot become waterlogged
- Move SpinKernel to its own file
- Facade reads reuse the thread's last chunk entry instead of probing the bake map
- Stores and full-chunk fills refresh that entry from the map
- Surface lattice lookups reuse the previous point's cell indices
- Rarity stream picks are property-tested against the VolmLib rarity selection
- Pregen capacity growth scales the bake by the same factor as engine start
- Cell kernel passes fill a per-pass density lattice in field-major batches before classifying rows
- Lattice density columns are shared between profiles with identical density fields
- Warp samples are shared between profiles with the same warp field and batch along lattice columns
- Added lattice read, sample and warp counters
- Added bit-exact lattice column and field sharing tests
- Rarity selection streams pick from precomputed cumulative tables
- Implode and surface biome fixes take primitive coordinates
- Child selection reuses one derived child seed instead of a new RNG per level
- Base biome selection reads bridge and inferred streams directly
- Planes fill lazily per column with ready bits and batch only missing columns on full-chunk requests
- Natural fills batch only the base heights Terrain3D still needs and reuse the sparse memo
- Bounds lattice and hydrology planner reads stay out of the bake
- Bake capacity is eight times the noise cache, covering the measured working set
- Generator evaluation counters and a bake census print from the probe
- Parity test compares batched chunk base heights and evaluation counts with the scalar path
- Generation pool sized to performance cores
- Pregen burst raise sized from performance cores
- Hydrology planner pool sized to performance cores, at least four
- Compiled generator programs evaluate layer trees in batches through NoiseProgram
- TerrainProgram accumulates interpolator group means over chunk columns
- ChunkBakeCache holds compute-once per-chunk planes with provisional results never published
- Height, biome, region, rock, fluid and cave streams read the bake as thin facades
- Sparse hydrology and bounds reads stay scalar with a direct-mapped base height memo
- ColumnBake assembles id planes, heights, fluid surface, columns and the apron on demand
- Use the radial three-dimensional bound whenever rotateTowardsSlope is set, including placements whose configured rotation is disabled
- Group the support read margin helper with the other static factories
- Fell back to per-group grid sampling when a height sample nests inside another on the same thread
- Covered nested sampling with a bit-exact parity test
- Add PlacementReach: centered half-extent reach from loaded object keys, scale and shrink chains, enumerated rotation kernels, translate, warp and vacuum
- Size the object pass write radius and read radius from PlacementReach instead of full object width
- Size floating reach from scaled and shrunk object spans
- Count cave profile vacuum modes and upper-dimension effective rotation in the object reach
- Keep the transition-band footprint check on its existing footprint
- Add runner-backed and pack-wide reach tests
- 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
- 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
- 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