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Releases: TrissTheBoss/Obsidian
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Obsidian 0.4.0-phase4-dev4 - Preview
Warning
PREVIEW / TEST BUILD - NOT PRODUCTION READY unless this release explicitly says otherwise.
This build is published for active Obsidian runtime testing.
- Version: 0.4.0-phase4-dev4
- Exact source commit: e7773fc
- Minecraft: 26.2
- Fabric Loader baseline: 0.19.3
- Java: 25
- Renderer backend: Vulkan only
Read the active PR and ai/CURRENT_STATE.md for the exact test contract, known limitations, and visual expectations.
SHA-256 hashes are attached in SHA256SUMS.
Obsidian 0.4.0-phase4-dev3.1 - Preview
Warning
PREVIEW / TEST BUILD - NOT PRODUCTION READY unless this release explicitly says otherwise.
This build is published for active Obsidian runtime testing.
- Version: 0.4.0-phase4-dev3.1
- Exact source commit: 3b38e63
- Minecraft: 26.2
- Fabric Loader baseline: 0.19.3
- Java: 25
- Renderer backend: Vulkan only
Read the active PR and ai/CURRENT_STATE.md for the exact test contract, known limitations, and visual expectations.
SHA-256 hashes are attached in SHA256SUMS.
Obsidian 0.4.0-phase4-dev3 - Preview
Warning
PREVIEW / TEST BUILD - NOT PRODUCTION READY unless this release explicitly says otherwise.
This build is published for active Obsidian runtime testing.
- Version: 0.4.0-phase4-dev3
- Exact source commit: a61f70f
- Minecraft: 26.2
- Fabric Loader baseline: 0.19.3
- Java: 25
- Renderer backend: Vulkan only
Read the active PR and ai/CURRENT_STATE.md for the exact test contract, known limitations, and visual expectations.
SHA-256 hashes are attached in SHA256SUMS.
Obsidian 0.4.0-phase4-dev2.2 - Preview
Warning
PREVIEW / TEST BUILD - NOT PRODUCTION READY unless this release explicitly says otherwise.
This build is published for active Obsidian runtime testing.
- Version: 0.4.0-phase4-dev2.2
- Exact source commit: c30c868
- Minecraft: 26.2
- Fabric Loader baseline: 0.19.3
- Java: 25
- Renderer backend: Vulkan only
Read the active PR and ai/CURRENT_STATE.md for the exact test contract, known limitations, and visual expectations.
SHA-256 hashes are attached in SHA256SUMS.
Obsidian 0.4.0-phase4-dev2.1 - Preview
Warning
PREVIEW / TEST BUILD - NOT PRODUCTION READY unless this release explicitly says otherwise.
This build is published for active Obsidian runtime testing.
- Version: 0.4.0-phase4-dev2.1
- Exact source commit: 847c1d9
- Minecraft: 26.2
- Fabric Loader baseline: 0.19.3
- Java: 25
- Renderer backend: Vulkan only
Read the active PR and ai/CURRENT_STATE.md for the exact test contract, known limitations, and visual expectations.
SHA-256 hashes are attached in SHA256SUMS.
Obsidian 0.4.0-phase4-dev2 - Preview
Warning
PREVIEW / TEST BUILD - NOT PRODUCTION READY unless this release explicitly says otherwise.
This build is published for active Obsidian runtime testing.
- Version: 0.4.0-phase4-dev2
- Exact source commit: feac486
- Minecraft: 26.2
- Fabric Loader baseline: 0.19.3
- Java: 25
- Renderer backend: Vulkan only
Read the active PR and ai/CURRENT_STATE.md for the exact test contract, known limitations, and visual expectations.
SHA-256 hashes are attached in SHA256SUMS.
Obsidian 0.3.0-phase3-dev24.2 - Preview
Warning
PREVIEW / TEST BUILD - NOT PRODUCTION READY unless this release explicitly says otherwise.
Exact source commit: 108a49e
This development version is published for active testing. Read ai/CURRENT_STATE.md and the active PR for its exact validation status and known limitations.
Obsidian 0.4.0-phase4-dev1 - Preview
Warning
PREVIEW / TEST BUILD - NOT PRODUCTION READY unless this release explicitly says otherwise.
This build is published for active Obsidian runtime testing.
- Version: 0.4.0-phase4-dev1
- Exact source commit: 6af5174
- Minecraft: 26.2
- Fabric Loader baseline: 0.19.3
- Java: 25
- Renderer backend: Vulkan only
Read the active PR and ai/CURRENT_STATE.md for the exact test contract, known limitations, and visual expectations.
SHA-256 hashes are attached in SHA256SUMS.
Obsidian 0.3.0-phase3-dev12.1
What's Changed
- Record v0.0.2 Phase 0 release state by @TrissTheBoss in #2
- Phase 1: validated frame and GPU foundation by @TrissTheBoss in #3
- Phase 1: validated frame contexts and resource lifetime by @TrissTheBoss in #4
- Phase 1: validated bounded staging and upload infrastructure by @TrissTheBoss in #5
- Phase 1: validated device-preferred geometry arena and suballocator by @TrissTheBoss in #6
- Phase 1: validated frame graph and integrated GPU profiler by @TrissTheBoss in #7
- Phase 1: validated first Obsidian-owned graphics draw by @TrissTheBoss in #8
- Phase 1: validated arena-backed indexed-indirect draw by @TrissTheBoss in #9
- Phase 1: validated compute-generated indexed-indirect commands by @TrissTheBoss in #10
- Phase 1: validated GPU visibility and indirect compaction by @TrissTheBoss in #11
- Phase 2: immutable real-section snapshot and reference oracle by @TrissTheBoss in #12
- Phase 2 dev2: first drawable real section by @TrissTheBoss in #14
- Sync P2.2 completion and P2.3 handoff by @TrissTheBoss in #15
- Phase 2 dev3: texture and material identity by @TrissTheBoss in #16
- Sync P2.3 completion and P2.4 handoff by @TrissTheBoss in #18
- Phase 2 dev4: lighting and ambient occlusion correctness by @TrissTheBoss in #19
- Sync P2.4 completion and P2.5 handoff by @TrissTheBoss in #21
- Phase 2 dev5: broader opaque and cutout block semantics by @TrissTheBoss in #22
- [no-release] Synchronize P2.5 completion status by @TrissTheBoss in #24
- Phase 2 dev7: persistent multi-section scene integration by @TrissTheBoss in #27
- Phase 2 dev6: section lifecycle and rebuild correctness by @TrissTheBoss in #25
- Phase 3 dev1: bounded worker and job architecture by @TrissTheBoss in #29
- Phase 3 dev2: asynchronous scene mesh integration by @TrissTheBoss in #32
- Phase 3 dev3: scheduler, scratch reuse, and lifecycle closure evidence by @TrissTheBoss in #34
- Phase 3 dev4: binary section visibility masks by @TrissTheBoss in #36
- Phase 3 dev5: correctness-first greedy rectangle sidecar by @TrissTheBoss in #37
- Phase 3 dev6: render-correct merge-key sidecar by @TrissTheBoss in #38
- Phase 3 dev7: render-key-aware merge-candidate sidecar by @TrissTheBoss in #39
- Phase 3 dev8: ordinary-quad emission-safety classifier by @TrissTheBoss in #40
- Phase 3 dev9: repeat-aware UV descriptor sidecar by @TrissTheBoss in #41
- Phase 3 dev10: repeat-aware transport proof by @TrissTheBoss in #42
- Phase 3 dev11 promotion: repeat-aware greedy GPU emission canary by @TrissTheBoss in #44
- Promote Phase 3 P3.5 border/halo correctness by @TrissTheBoss in #46
Full Changelog: v0.0.2-phase0...v0.3.0-phase3-dev12.1
Obsidian 0.3.0-phase3-dev3
What's Changed
- Record v0.0.2 Phase 0 release state by @TrissTheBoss in #2
- Phase 1: validated frame and GPU foundation by @TrissTheBoss in #3
- Phase 1: validated frame contexts and resource lifetime by @TrissTheBoss in #4
- Phase 1: validated bounded staging and upload infrastructure by @TrissTheBoss in #5
- Phase 1: validated device-preferred geometry arena and suballocator by @TrissTheBoss in #6
- Phase 1: validated frame graph and integrated GPU profiler by @TrissTheBoss in #7
- Phase 1: validated first Obsidian-owned graphics draw by @TrissTheBoss in #8
- Phase 1: validated arena-backed indexed-indirect draw by @TrissTheBoss in #9
- Phase 1: validated compute-generated indexed-indirect commands by @TrissTheBoss in #10
- Phase 1: validated GPU visibility and indirect compaction by @TrissTheBoss in #11
- Phase 2: immutable real-section snapshot and reference oracle by @TrissTheBoss in #12
- Phase 2 dev2: first drawable real section by @TrissTheBoss in #14
- Sync P2.2 completion and P2.3 handoff by @TrissTheBoss in #15
- Phase 2 dev3: texture and material identity by @TrissTheBoss in #16
- Sync P2.3 completion and P2.4 handoff by @TrissTheBoss in #18
- Phase 2 dev4: lighting and ambient occlusion correctness by @TrissTheBoss in #19
- Sync P2.4 completion and P2.5 handoff by @TrissTheBoss in #21
- Phase 2 dev5: broader opaque and cutout block semantics by @TrissTheBoss in #22
- [no-release] Synchronize P2.5 completion status by @TrissTheBoss in #24
- Phase 2 dev7: persistent multi-section scene integration by @TrissTheBoss in #27
- Phase 2 dev6: section lifecycle and rebuild correctness by @TrissTheBoss in #25
- Phase 3 dev1: bounded worker and job architecture by @TrissTheBoss in #29
- Phase 3 dev2: asynchronous scene mesh integration by @TrissTheBoss in #32
- Phase 3 dev3: scheduler, scratch reuse, and lifecycle closure evidence by @TrissTheBoss in #34
Full Changelog: v0.0.2-phase0...v0.3.0-phase3-dev3