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Release notes

QuantumHy Changelog

Active

Hytale • Latest version 0.4.0

Changelog version 0.4.00.3.0 → 0.4.0 • October 12, 2026

Added

  • Hytale 0.7 support: built and tested on 0.7.0
  • Client draw distance cap (clientRenderCapEnabled): the client’s own draw distance and fog follow the trimmed radius, so it stops drawing what the server stopped sending
  • Strained-client easing (clientStrainEnabled): a client that falls behind gets a tighter radius and a gentler chunk rate
  • Far effects budget (effectBudgetEnabled): far particles and 3D sounds share a per-player budget; effects within 16 blocks always go through
  • LeanCore memory awareness (leanCoreMemoryAware): tighter radius while LeanCore reports the heap as tight
  • Distant entity update throttle (distantUpdateThrottleEnabled, off by default): fewer position updates for far entities
  • Item merge under pressure (pressureItemMerge, off by default): dropped items merge from farther away while the server is under pressure

Changed

  • Chunk-load thresholds sized for 0.7 terrain (2800 / 5900 sections); existing configs migrate on first start

Fixed

  • View radius stuck at the minimum on 0.7: the radius grows again in open areas
Changelog version 0.3.00.2.3 → 0.3.0 • September 2, 2026

Added

  • Per-player opt-out: players can use /q optimize off or /q optimize on; the choice persists in PlayerPreferences.json
  • Scoped status: regular players see their own optimization state, while admins and the server console keep the full runtime report

Changed

  • Safer defaults: the global entity LOD override is now opt-in, normal decision logs require verboseLog, and spawn hold remains disabled unless configured
  • Multi-world pressure: global LOD decisions now use the highest active world pressure instead of whichever world updated last
  • Lifecycle cleanup: disconnects, empty servers, inactive worlds, and shutdown release player-specific overrides and clear session state

Fixed

  • View-radius floor and delta: adaptive view radius respects the configured minimum, the player’s own ceiling, and minViewRadiusDelta
  • Stationary density sampling: cached density expires after 15 seconds, so local changes are detected even when the player does not move
  • Streaming recovery: catch-up, spawn-pause release, and shutdown restoration no longer leave temporary runtime limits behind
  • Config recovery: missing or invalid keys are normalized and rewritten, while corrupt files are quarantined before defaults are saved
Changelog version 0.2.30.2.2 → 0.2.3 • August 28, 2026

Added

  • Update checker: on startup, QuantumHy reads the mod page and notifies operators or players with durkz.quantumhy.admin when a newer JAR is listed. Opt out with checkForUpdates: false

Changed

  • Hot-path allocations: density scan weights are precomputed, entity-cap cull reuses scratch buffers, cull counters batch. Same config and LeanCore ownership

Fixed

  • /q perf is not a public subcommand. The local-only dev meter stays in the class if a private build includes it; players cannot toggle it
Changelog version 0.2.20.2.1 → 0.2.2 • August 27, 2026

Added

  • Expand ramp and hysteresis: view radius moves at most +1 / −2 chunks per pass (shrink −4 under MSPT pressure); expand waits for consecutive calm load passes
  • World-thread write budget (worldPassBudgetMs, default 8): after the budget, the pass still samples and logs but does not write radii
  • Skip density scan on join, flight, streaming, same-chunk cache hits, and while held at the minimum with expand frozen (no 49-column walk on those passes)

Changed

  • Hytale 0.6 stable: section-based streaming thresholds (chunkLoad 700/1550, backlog 80, maxChunksPerTick 8)
  • verboseLog off on new installs
  • Entity radius at [min] snaps to the floor in one pass instead of dripping down over ~35s
  • Existing QuantumHy.json migrates to configVersion 5

Fixed

  • View-radius sawtooth 6↔13 every adaptive pass
  • Expand while flying, under MSPT pressure, or when the density disk is only half-loaded (looked like open sky)
  • Pressure mode releasing in the middle of a hitch (exit now needs both the 10s average and the last tick calm)
  • Bloom/sunshaft trim packets during a hitch (waits for last tick ≤ 50ms)

Notes

  • Built for Hytale 0.6 stable. Install QuantumHy-0.2.2.jar over 0.2.1
  • Existing QuantumHy.json migrates on first boot; delete the file if you want a clean 0.2.2 default sheet
  • CapFrameX numbers on the mod page are still the 0.2.1 captures
Changelog version 0.2.10.2.0 → 0.2.1 • July 1, 2026

Added

  • Ring-weighted density: center chunks count fully, outer scan rings less (all entity types, no species tables)
  • baselineShrinkFraction: light trim even when density is open
  • Chunk-load shrink: extra pull from loaded + streaming chunk count (separate from LeanCore hot/sim radius)
  • configVersion migration: upgrades QuantumHy.json from 0.2.0 on load; logs each remapped field

Changed

  • Recalibrated defaults for normal play: density 1.0/4.0 per chunk, LOD 2.0x, vertical cull 32 blocks, visible entity cap 80
  • MSPT governor: enter 48, sustain 4s, pressure density multiplier 1.45
  • Normal gameplay benchmark (~5 min each, CapFrameX): +42% average FPS, +60% P5, +155% 1% low average, 95% less time under 60 FPS (mod on vs off)
  • README and benchmark chart images updated (including comparison chart)

Fixed

  • Config migration no longer skipped when Gson ran the no-arg constructor before overlaying JSON (configVersion field default)
  • Partial v1 migrations (old thresholds stuck at 0.2.0 values) repaired on configVersion 2

Notes

  • Server-side only. Install QuantumHy-0.2.1.jar over 0.2.0
  • Existing QuantumHy.json migrates on first boot; delete the file if you want a clean 0.2.1 default sheet
Changelog version 0.2.00.1.0 → 0.2.0 • June 30, 2026

Added

  • Entity cull system: vertical (Y) prune and optional per-player visible entity cap (maxVisibleEntitiesPerPlayer)
  • /q command: status, help, and perf subcommands, with a runtime snapshot in status output
  • Spawn stream pause: holds ambient spawn while a player’s ChunkTracker still has chunks loading
  • MSPT pressure governor: trims render levers when server tick time climbs (client effects on by default, world levers opt-in)
  • Mod list icon (256×256) and updated manifest description

Changed

  • LeanCore coexistence: clear knob ownership; QuantumHy yields chunk streaming when LeanCore throughput governance is on
  • Adaptive pass: circular density scan, fewer allocations per tick, cached tracker reads
  • Density curve: smoothstep between low/high thresholds so view changes feel less snappy at the edges
  • Entity visible cap: bounded nearest heap instead of a full sort when capping visible entities
  • Pressure shutdown: parallel world restore within one timeout budget
  • README: CapFrameX benchmark section, test PC specs, chart images, new gameplay videos

Fixed

  • /q status and /q help now run correctly
  • Config write failures are surfaced in the log
  • LeanCore bridge no longer double-writes client view radius or chunk send rate when both mods are installed

Notes

  • Server-side only. Install QuantumHy-0.2.0.jar over 0.1.0
  • Existing QuantumHy.json is kept; new keys are added on first run with safe defaults
Changelog version 0.1.00.0.0 → 0.1.0 • June 30, 2026

Added

  • First public release (0.1.0)
  • Adaptive chunk view radius: samples entity density around each player and pulls their client view radius in when it gets crowded, back out in the open, never above what the player asked for
  • Adaptive entity stream radius: shrinks how far entities are streamed to the client in mob-heavy spots, driven by the same density signal. The big win when you are looking at a crowd
  • Global entity LOD culling: drops small and distant entities sooner, server-wide, with one tunable knob
  • Density smoothing: an exponential moving average so a moving player’s view radius does not flip-flop on momentary spikes
  • LeanCore takeover: if LeanCore is installed, QuantumHy turns off LeanCore’s client view-radius governance on startup and drives it itself, no config change on either side
  • Verbose logging: one log line per world per pass with each player’s density and the exact view decision

Notes

  • Server-side only. It helps where it is installed, never on a server you merely join
  • Config is created at first run as QuantumHy.json in the plugin data folder