Wakes 
Wakes aims to add simple wakes that fit the spirit of vanilla

Splashes when falling into water and simulated wakes
Features
- Simulation of waves after all entities
- Waves appear at the oars of the boat
- Splashes when falling into water
- Water shooting out on either side
- Extensive configs embedded with Midnightlib
- Iris shader support (known incompatibilites here)
Future
- Foam outlines around models and shore lines
- Wakes on lava
- API for other mods to add Wakes to their liquids
The mod is still quite buggy so please report any bugs you might find on the issues page over on GitHub
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All Versions
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Many [issues](https://github.com/Goby56/wakes/issues/214) reported client code running on the server thread. Release candidate
0.7.1-rc.1+26.2 resolved all such crashes.The rendering now does two passes with two different pipelines depending on the wake's opacity. For opacities lower than 0.8 the wakes' texels are rendered in color with no depth write. This results in wakes visually being below the water. For texels wakes above this threshold, depth write is done which means that water below these parts wont render. This means that high opacity texels dont have water rendered above them. This was required because the new pipeline made it so that low opacity wakes which also wrote to the depth buffer, "cut" through the ocean, making the ocean floor visible.
The reason for choosing this new pipeline was because wakes now show through stained glass and water.
A unfortunate consequence of this pipeline is that the wakes show through hollow entities such as boats. This was resolved by manually removing the texels of wakes which the boat should cover. This is needed to do per frame so a new partial upload was introduced.
> If for whatever reason you need to change the area of which a boat's (entities) "occlusion zone" covers, you can do it using datapacks. See the docs on Github.
### Performance improvements
[#197](https://github.com/Goby56/wakes/issues/197) pointed to tick-rated performance issues. Optimizations regarding color calculations, biome color caching and partial GPU texture uploads have made the framtime graph much more stable.
> If per tick biome color sampling is wanted for each node, set the config option "Cache water color" to false.
This version uses a more native API for rendering. Hopefully making it more robust and less buggy. Some related changes include:
- one node per quad (no more large bricks)
- pure minecraft shaders with lighting done on the gpu (no pre baked lighting in wake textures)
### Underwater visibility
Both wakes and splash planes are now visible when the camera is underwater.
### Shader height offset
Added a configurable height offset in Appearance settings to prevent wakes from clipping into wavy water when shaders are enabled.
If there were any existing splash planes and the player wanted to change the effect resolution through the config a crash would occur. This fixes it.
Replaced the per-Y-level quad-tree (with fixed-depth brick leaves) with a hash map that stores wake chunks directly.
Simplifies data management and removes the rigid spatial hierarchy.
### Single draw call rendering
Wake rendering now batches all geometry into one draw call per frame instead of one per brick.
Wake chunks allocate regions in a shared texture atlas and upload their data there, enabling large-scale batching and significantly reducing draw overhead.
### Larger shared texture atlas
All wake chunks now share a larger atlas instead of sequentially writing to a single small texture.
Edge case where the atlas runs out of space is not fully handled yet.
### Removed OpenGL draw calls
Rendering path no longer relies on direct OpenGL draw calls, improving forward compatibility and stability with newer Minecraft rendering updates.
- Update to 1.21.10
- Fixes issues: [173](https://github.com/Goby56/wakes/issues/173), [177](https://github.com/Goby56/wakes/issues/177), [182](https://github.com/Goby56/wakes/issues/182)
- Should fix [issue 150](https://github.com/Goby56/wakes/issues/150)
- Thank you [IMS212](https://github.com/IMS212) for porting the mod to the new rendering pipeline!
- This version should work for 1.21.5-1.21.8
A buggy feature which wasn't necessary for the mod. Fixes issues [138](https://github.com/Goby56/wakes/issues/138) & [148](https://github.com/Goby56/wakes/issues/148).
### Chest boat and raft wakes
Fixes issue [137](https://github.com/Goby56/wakes/issues/137) where chest boats and rafts didn't make wakes.
Thank you [Leclowndu93150](https://github.com/Leclowndu93150) for coming up with a solution for lighting that doesn't require Satin!
By removing Satin some light related bugs may have gone away. Hopefully this fixes issues such as [issue 91](https://github.com/Goby56/wakes/issues/91).
The removal of Satin also required me to change the look of the color picker to a HSV color wheel.
- YACL dependency has been removed. Switched to Midnightconfig which is automatically included.
- Custom configuration screen for wakes that lets you change the color of each wake section.

### Visual changes
- Dynamic splash planes that looks more consistent with the wake simulation
- Improved splash particles
- Also supports 1.20 and 1.20.2
- Updated to 1.21.1
- Also supports 1.21
- Fixed memory leak ([issue 89](https://github.com/Goby56/wakes/issues/89))
- Fully utilized quad tree with "bricks" instead of nodes. This reduces render times.
- Textures are stored "per brick" which will take up a bit more memory but reduce texturing times as it is only done once per tick.
### Bug fixes
- Boat picking on water now works as expected but it can also be turned off. ([issue 82](https://github.com/Goby56/wakes/issues/82))
- Removed LODs as they gave no performance benefits
### Other changes
- Wakes will look a bit different on shaders. This is due to the new implementation of "bricks". You may have to tweak a config slider called "Shader light pass through" for it to look somewhat correct on your specific shader pack.
- Splash planes are now positioned at the sides of the boat and will not clip through as much. Splash clouds movement has also been changed.
For a more detailed changelog see: [Performance improvements](https://github.com/Goby56/wakes/pull/97)
- When jumping on lilypads a wake simulation will be spawned beneath that lilypad.
- Requested by [Dylsnake](https://github.com/Dylsnake) a while back
### Pick "boat"
- Just as pick block, middle clicking on water now puts a boat in your hand
### Other fixes
- Wakes planes are now only on by default for boats (as per some requests)
- Level of detail option (doesn't really improve FPS but it's there)
- Node spawning now actually utilizes the quad tree structure. This should make the mod a bit more performant
- Updated to 1.20.4
- Also supports 1.20.3
- One default look that should be more consistent
- The wakes are now blended per pixel manually rather than Minecrafts OpenGL's blending
- This has made it possible to half the number of quads renderer because the foam isn't renderer sperately now
### Improved splash planes
- Splash planes now lerp correctly at yaw 90
- Option to disable them while in first person to make them non obtrusive. (They are off by default)
- Fixes issue [#35](https://github.com/Goby56/wakes/issues/35) with planes not disappearing
### Other bug fixes
- Should fix issue [#46](https://github.com/Goby56/wakes/issues/46) with wakes visible through walls
- Missing config translations
- Port to 1.19.2. Had no time for 1.19.3
### Fixes lighting bug
- Fix for [this](https://github.com/Goby56/wakes/issues/36) issue
- Fixes [this](https://github.com/Goby56/wakes/issues/34) issue
### Wakes visible below water
- You can now see the wakes from underneath the water when using fabulous graphic settings
### Config changes
- See [commit message](https://github.com/Goby56/wakes/commit/b826ad1e7195c83764fbf320268b1b46e8b760e6)
- You might need to delete your config folder and let the mod generate a new one
- A plane of water now shoots out on either side when traveling in water
- Can be turned off with [YACL](https://modrinth.com/mod/yacl) where additional configs also can be found
### Consistent splashes
- Splashes now depend on the vertical velocity instead of fall height
- Larger entities also create larger splashes
- Fixes [issue 32](https://github.com/Goby56/wakes/issues/32)

- Some users were experiencing dark wakes. This only occured on some systems and seems to be a graphics issue. This update should fix this issue by changing the shader program used.
### Transparent water with fabulous graphics [(issue 22)](https://github.com/Goby56/wakes/issues/14)
- When using fabulous graphic settings the water beneath the wakes disappeard. This is becuase of Minecraft's translucency sorting and was fixed by changing the shader program.
### Shader program collision
- These two fixes may clash with each other if you were experiencing both bugs.
- This is purely a backport of the most recent version (0.2.0) of Wakes which should work for Minecraft 1.19.2. It adds __<u>no</u>__ new features!
- This release should fix some pretty major issues and I am therefore putting Wakes into beta.
- There are still some known issues. One of those being that wakes are darker and/or more transparent when viewed from straight above.
- The main goal during beta is to implement splash particles and other features.
### Wake resolution config mismatch
- YACL will no longer warn about config mismatches when changing the resolution of wakes.
### Wake spawning under water removed
- Wakes should no longer spawn in weird places such as underneath the water.
### Crash fix
- In all versions of the mod the game has been crashing with a ConcurrentModificationException.
- The last version tried to solve this but introduced another crash message. This version should put a stop for both.
- The lightmap is now sampled to give the wakes the correct lighting
- This may fix some renderering issues present in previous versions (notably [this](https://github.com/Goby56/wakes/issues/9) issue)
- However, it seems to bring a bug where the wakes take on a darker color when looked at straight from above
### Diagonal wakes fix
- Should fix weird wake placements in diagonal directions
### Wake resolution
- The resolution of which wakes render at can now be either doubled or halved (8x8, 16x16, 32x32)
- Higher resolutions may have noticable performance impacts
- Wakes should now be seen by everyone with the mod installed
- Wake spawning and rendering should also be more consistent and potentially fix [this issue](https://github.com/Goby56/wakes/issues/9)
### Iris crash fix
- 0.1.6 introduced crashes if Iris wasn't installed
- This version will hopefully resolve [that issue](https://github.com/Goby56/wakes/issues/11)
### Removed wakes in spectator mode
- Wakes no longer spawn in spectator mode which resolves [this issue](https://github.com/Goby56/wakes/issues/6)
### Wake style and opacity slider
- The opacity of the wake can now be changed if the wake style is set to "subtle"
- If set to subtle, wakes will slowly fade out as time progresses

"Vibrant" (previous style) to the left and "Subtle" to the right
- Wakes are now compatible with [Iris](https://modrinth.com/mod/iris) shaders. (Optifine support may come in the future)
- Every shader will not work perfectly but currently the Complementary shaders work as intended. [Here's](https://github.com/Goby56/wakes/blob/main/shader_compat.md) a list of some of them
- You can now change the spawning behaviour of wakes
- The setting allows the player to either turn off wakes, splashes, or both for different kinds of entities
- Currently this can be configured for boats, the player, other players, mobs, and items
### Lighting
- Before wakes where unaffected by light
- Now they become darker in darker areas
- Configs will now be saved inside
wakes.jsoninside the config folder - Be careful editing this file directly, removing some entries can cause crashes
### Fixed crash present in previous versions
- On occasions the game would crash with a
ConcurrentModificationExceptionwhich would render the world unplayable - This update is a potential fix for the crash but please report any issues on the [github](https://github.com/Goby56/wakes/issues)
### Splashes & more configs
- Splashes when falling into the water is now more consistent
- The minimum required speed to produce wakes is now configurable
- The same goes with splash strength
