pulse
gitlabAdaptive Performance Manager for Minecraft that intelligently monitors rendering performance and adjusts visual quality dynamically.
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https://gitlab.com/bitzzdev/pulse.gitadaptive-qualityfabricfps-boostminecraftminecraft-modoptimizationperformance
# Changelog## [0.2.0-alpha] - 2026-07-26### Fixed- WeatherOptimizer: removed `level.setRainLevel()`/`setThunderLevel()` manipulation thatcorrupted server weather state, broke sky color, and caused permanent rain / invisible rain— now filters weather effects via particle count, render distance, and thunder flash checks only- CloudOptimizer: fixed one-time `!settingsSaved` guard that could lock in `CloudStatus.OFF`as the saved preference if clouds were already disabled when pressure first hit- CloudOptimizer: EMERGENCY recovery now calls `applyCloudState(true)` to restore the gameoption after force-disabling clouds, instead of leaving it permanently OFF- WeatherOptimizer: removed `settingsSaved` one-time guard so weather state is re-savedwhenever the server sends a new rain/thunder level### Added- Mixin infrastructure: 5 mixins added, all with `require = 0`:- `ParticleEngineMixin` → `ParticleEngine#add(Particle)` ✓ stable- `EntityRenderDispatcherMixin` → `EntityRenderDispatcher#shouldRender(Entity, Frustum, ...)` ✓ stable- `SectionRenderDispatcherMixin` → `SectionRenderDispatcher#rebuildSectionSync(RenderSection, RenderRegionCache)` ✓ stable- `TransparencyMixin` → `RenderSection#resortTransparency()` (0 params) ✓ stable- `UIOptimizerMixin` → `ChatComponent#tick()` (0 params) ✓ stable- All 9 modules now have mixin hooks or direct API access- Full adaptive lifecycle (save → apply → restore) for EntityOptimizer, CloudOptimizer### Changed- WeatherOptimizer: downgraded from "direct setRainLevel/setThunderLevel" to visual-onlyfiltering (particle count, distance culling, thunder flash gating)- README.md, ARCHITECTURE.md, PERFORMANCE.md updated to reflect current module hooks### Removed- All `GuiGraphics`/`Hud` mixin references (classes removed in 26.2 Mojmap)## [0.1.0-alpha] - Pre-release### Added- Project scaffold with Fabric Loom build system (see `gradle.properties` for version pins)- `PerformanceEngine` — frametime/FPS tracking with rolling windows (1s/5s/15s/60s)- `PressureEngine` — weighted normalisation of metrics → 0–100 pressure score- `AdaptiveManager` — stage transitions (Normal→Emergency) with recovery delay- ModuleManager with 9 modules (3 wired to Options API, 6 internal-parameter-only)- `ConfigManager` — ModMenu integration (Cloth Config)- `PulseConfig` — JSON save/load- `HudOverlay` — debug overlay (FPS, pressure, stage, modules)- `CompatibilityManager` — mod scanner (Sodium, Iris, Lithium, etc.)- `BudgetSystem` — frametime tracking with savings estimation- Project documentation: README, ARCHITECTURE, DEVELOPMENT, CONFIGURATION, COMPATIBILITY, PERFORMANCE, ROADMAP### Known Issues- Particle, Animation, Transparency, UI, ChunkUpload, and Shadow modules have no public API hooks — they track internal parameters only- ShadowOptimizer's Iris/OptiFine reflection is untested- No benchmark data for expected FPS gains- Recovery timing uses fixed ticks (not smoothed interpolation)