- Rarity stream picks are property-tested against the VolmLib rarity selection
- Pregen capacity growth scales the bake by the same factor as engine start
- 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
- 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
- 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
- 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
- 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
- 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
- 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