- Merge the eight additional commits from PR #1254.
- Preserve closure guards while refreshing object and hidden 3D views.
- Stop hidden crossfade timers and verify frame retention.
- Merge the unified Studio interface and command entry points.
- Adapt water views and provisional sampling to basin hydrology.
- Restore diagnostic estimates and the biome water overlay.
- Fix render cancellation, preview closure, and platform position callbacks.
- Fall back to software rendering when native bindings are unavailable.
- Cover renderer, lifecycle, and scheduler regressions.
A 3D view asked for a frame while its card was hidden, for example when
the sidebar resized, showed its GPU window again. AWT maps a shown
canvas even under a hidden parent, so the window covered the open view
in black. Frames only go into the window while the view is on screen.
Model used: Opus 5.5
- The route-and-reject hydrology system and its probes are removed
- Hydrology is configured under dimension hydrology and per biome, region and dimension hydrologyPolicy
- riverPolicy and the old hydrology config types are gone
- Grid kernels cover priority flood, D8 routing, flow accumulation, basin extraction, breaching and stream burning
- A basin spills at its pour point and an interior bump can never be the spill
- Region plans cover 4096-block regions on a 64-block grid for major rivers and lakes
- Window plans cover 512-block windows on an 8-block grid for reaches and ponds
- Plans are cached in memory, persisted per world under iris/hydrology and keyed by pack, seed, world height and settings
- Only the main runtime of an engine persists plans and stores swap on hotload and default runtime change
- Demand rasters outrank prefetch and stopping pregen withdraws its queued prefetch
- Ponds come from natural basins, seeded cups and chained cups with strictly falling levels
- A pond level never exceeds its rim plus maxFill or the end grade of any inflow
- Pond outlet loops are opened at their lowest pond
- Reaches split at junctions, pond outlets and 256-block grid lines
- Reaches meander, fit the valley, grade to a running minimum and smooth with Chaikin passes
- Drops of two blocks or more get a lip and one-block corner steps become dry rim ledges
- Cascades and waterfalls write falling fluid from the mantle at level eight
- Inflows into region lakes end at the lake level
- River mouths and water beside the sea sit at the sea surface
- The per-chunk raster gives terrain height, water head, role, tier, fluid, cave ceiling and shore distance
- WaterRole codes are stable and exposed to packs through the WATER_ROLE engine stream
- WATER_HEAD replaces the old river engine streams and an unknown stream name fails the pack load
- Banks take SMOOTH, LINEAR, CONCAVE, TERRACED or CLIFF profiles
- Containment berms grow as tall as the water needs
- Columns within two blocks of water stay solid and keep no Terrain3D overhang
- Seam dams hold water where new chunks meet chunks generated earlier
- The transition blend skips hydrology-owned columns
- Caves stay at least two blocks below river and pond beds
- The painter is the only writer of still water
- Objects cannot open water, falls or bank ground and solid objects may stand in water
- On-water objects need fluid at their anchor column
- Floating child islands stay out of channels
- Sea inlets run inland from cliff coasts at sea level and end in a chamber pool
- Inlet passages are sealed against carvers, subterrain features and the post pass
- Cave pools settle into carved lows, keep one fluid and stay out of inlet space
- Pool and inlet cells use their own cave actions in mantle data
- Water vegetation lists sit on tiers, ponds and hydrologyPolicy with SEA_FLOOR, SEA_SURFACE and SHORE_LINE parts
- Pack validation compiles hydrology settings and rejects empty or water-holding palettes
- Chunk generation fails closed when its 3x3 water rasters are not planned
- /iris find covers stream, river, major river, cascade, waterfall, mouth, pond, lake, dam, sea inlet and cave pool
- Generation history records the new feature types and drops old hydrology entries
- The studio map draws water from rasters up close and from plans when zoomed out
- Pregen prepares the current region and one region ahead
- hydrologyProbe, riverTransectProbe, hydrologyBlockProbe, seaInletProbe and cavePoolProbe report containment, rises, seams, tick conversion and missing surface
- Test forks run with a 2 GB heap, a 60-minute timeout and the Mockito agent loaded explicitly
- Generation with hydrology off is unchanged
Switching source kept nothing on screen until the new one drew. The old
frame now stays until the first new frame lands, then fades out over it
in 150 ms.
Model used: Claude Opus 5.5
Switching palettes dropped the last frame's timing, so the first frame
fell back to one sample per ~29 pixels and drew a texture pixel in each
square. The first frame is now sized from the previous source's speed,
and coarse frames use block colours instead of texture pixels.
Model used: Claude Opus 5.5
Icons now show each box's top above its front, half as deep and lit as
Minecraft lights each side, so sea pickles, candles and eggs show caps.
Model used: Claude Opus 5.5
A frame asked for while the last one was being taken, like the one that
ends a load, was drawn and swapped before the earlier frame's swap, so
the window kept the old object until something else redrew it.
Model used: Claude Opus 5.5
- Sea pickles, candles, lanterns, turtle eggs and potted plants show their shape instead of their whole unfolded texture
- Flat decorations like pressure plates, rails and lily pads keep their top view
Model used: Claude Opus 5.5
- A frame drawn into a 3D view's window waits until Swing has painted what lies behind the floating panels, so the ground behind the height slider no longer trails the view while it moves
Model used: Claude Opus 5.5
- iris std map opens the v3 map window; noise, palettes, objects, procedural and image maps are views in it
- Rivers view draws v4 hydrology, with an empty state when the pack has rivers off
- 3D views fall back to software when LWJGL isn't on the classpath; modded jars use the game's LWJGL
- FlatLaf and LWJGL join core; v4's separate studio windows are removed
- Natural terrain capture scans columns as block state runs
- Biome samples reuse the palette index of an identical key
- Cave biome capture samples the subterrain planner directly when live
- Repeated object markers skip decoding
- Saved biome encoding hashes each distinct column once
- Bounds starcasts share whole-column base biome samples across threads through a heap-sized lock-free memo
- Erosion raster geometry tracks station owners in paged local arrays and builds its index map in first-visit order
- Structure volume caches read through concurrent maps and publish only current builds
- Natural terrain receipts reuse a per-thread deflater with the platform gzip framing
- Tests pin receipt and saved biome bytes across reused compressors
- Clump randoms use a plain-field LCG with the RNG sequence and a step jump
- Single-block palettes build footprints from row masks and jump the pick draws
- Ellipsoid nodes, row offsets and node sines reuse thread scratch and size tables
- Terrain-scoped footprint plans that cannot reach the chunk surface are skipped
- Above-terrain plans are skipped when no solid host sits above the surface
- Preparation runs as at most four balanced slices with one join per chunk
- Placement caches target, bedrock and replaceable checks per block state
- Roots without selectable children resolve to themselves before the per-column child cache
- Selection plans build through one shared helper for root checks and child selection
- ChunkBakeCache.fillColumns batches the missing requested columns of one chunk plane and publishes them
- BakedDoubleStream and BakedStream expose fillColumns with the per-column fallback when memoization is not allowed
- Carve profile field reads heights, regions, surface and cave biomes from the nine overlapped chunk planes
- Fluid presence samples the fluid plane only for columns below the fluid height
- Carving reuses one dimension carving resolver state per thread scratch
- Bake recent-entry memo holds a 16-slot per-thread chunk table instead of one entry
- Subterrain cells for carve and decoration resolve through a per-chunk sampler with a column height hull instead of per-block engine dispatch
- IrisEngine subterrain lookups read the thread frame and runtime once and memoize the dimension gate, removing the per-call disabled-component list scan
- Unrouted workers resolve cave biomes through the captured carving snapshot and column cache with subterrain biomes checked first
- Captured cave biome lookups bypass the per-voxel hash cache
- Internal carve walls come from word-level column masks instead of hashed neighbor puts, painted after cheap solidity and surface checks
- Floor and ceiling layers are memoized per column when the biome layers do not depend on the zone height
- Zone scanning walks carved runs, the decoration scan memoizes block solidity and reuses the previous block, and waterlogging normalization skips snapshots without hydrology
- Boundary walls read own cells straight from the snapshot; the unused snapshot face builder and face accessors are removed
- Terrain batch scratch marks reset in finally blocks so a failing kernel cannot grow the scratch
- Generator evaluation counters only count when generation counters are enabled
- Core tests run with generation counters enabled
- Bake capacity derived from the heap (13 KB per entry against 1/32 of maxMemory, 2048 to 32768 entries); detached runtimes use the floor
- Pregeneration profile no longer raises the global noise cache size or the bake; it only raises burst parallelism
- Removed the hydrology bake reservation, noise cache budget, expansion machinery and the tile cache terrain preparation hook
- Bake thread recents compare a generation counter; clear empties retired entries
- Removed unused column bake, bake registry and bake accessors
- Object placement bakes split into one per-object layout (palette, tiles, canopy) and per-variant offsets
- Variants beyond the per-object limit are built transiently instead of clearing the variant map
- High-variant golden and no-rebuild tests