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Licensed LGPL-3.0-only
Published 2 months ago
Updated 1 hour ago
All versions
0.6.0
Beta
Pulsar Lighting Engine 0.6.02 weeks ago 16
Compatibility
Minecraft: Java Edition
1.12.2
Platform
Forge
Supported environments
Client and server
Changes
[0.6.0] - 2026-10-30 - The Dawn of a World in Color
Added
- Add optional RGB block and sky lighting for terrain, fluids, entities, particles, held items and tile entities in Vanilla/Forge and Celeritas.
- Add a one-time SCALAR/RGB selection screen with English and Japanese text. Save the choice per instance and request a restart when changing the active mode.
- Add RGB_MAX gameplay brightness and an independent VANILLA lighting policy. Compatible SCALAR clients can receive authoritative gameplay light from RGB servers.
- Add additive, squared-weight, linear-weight, OkLab, vivid and MAXIMUM RGB blends. MAXIMUM preserves neutral full daylight; LEGACY retains the earlier appearance.
- Add source-color presets for Botania, Twilight Forest, Thaumcraft 6, Tinkers' Construct, Biomes O' Plenty, Natura, Natura Legacy, Chisel, Applied Energistics 2 and Ars Magica 2: Rekindled.
- Add CBMultipart lighting integration and RGB support for ProjectRed lamps, fixtures, buttons and light microblocks, preserving brightness and power state.
- Add configurable source colors and per-channel filters in
pulsar-colors.cfgandpulsar-filters.cfg./pulsar reloadvalidates changes, rolls back failures and relights loaded chunks automatically. - Add optional RGB shader lighting, tested with Demonica and Complementary Reimagined.
- Add public static/positional lighting APIs, a Forge registration event, API/source artifacts and conversion helpers for SuperNova light values.
- Add opt-in lighting/render tracing and Celeritas rebuild diagnostics.
Changed
- Default to SCALAR. RGB uses squared-weight blending and RGB_MAX gameplay light by default; existing explicit mode choices are preserved.
- Upgrade the config schema to version 3, preserving existing settings and filling missing options with current defaults.
- Reduce lighting memory use and allocation through shared immutable data, lazy buffers and worker reuse.
- Reduce redundant skylight work during chunk generation and updates.
- Batch contextual light notifications and avoid unnecessary polling of constant Multipart light sources.
- Align vanilla source hues and stained-glass/pane filtering with SuperNova's lighting palette while retaining contextual brightness and explicit overrides.
- Deprecate the legacy no-op light flush API and clarify lighting readiness queries.
- Require compatible Pulsar clients for RGB_MAX servers. SCALAR servers retain ordinary client compatibility.
Fixed
- Save light-only changes on otherwise untouched chunks, including neighbouring chunks.
- Keep lighting usable when mod callbacks fail, retaining previous/static samples without blocking chunk visibility or saving degraded light as a valid cache.
- Prevent stale light caches and missed dynamic-source updates around palette reloads and cached chunk loading.
- Correct night-time sky attenuation, mixed-hue brightness and signed lightmap coordinate handling in RGB rendering.
- Center manual relights correctly at negative fractional coordinates.
- Avoid the OptiFine G5 startup crash (#26). Full OptiFine rendering/RGB compatibility remains unsupported.
- Prevent premature lighting-completion reports and missing chunk updates after large edits or during initial chunk loading.
- Fix intermittent login packet encoding errors and RGB disconnection handling.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:gs7RbryI:t24YgTVc"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:gs7RbryI:t24YgTVc"
}

