v4.0.9
### Additions
- Animations no longer look up every animated bone by name every frame. Each controller resolves its animation's bones once and reuses them until the animation or model changes, which noticeably cuts animation cost for models with many bones.
- Bone LOD no longer walks every bone of every nearby entity each frame when no bones are hidden.
### Fixes
- Fixed animation transitions stopping for every remaining bone when one bone had no snapshot or animation queue, instead of skipping just that bone.
### Developer Notes
- Added `AzBoneAnimationQueueCache#resolveQueues(AzBakedAnimation)`, which returns each bone animation's queue by index, cached per animation and model.
- Bone LOD now tracks which baked models currently have LOD-hidden bones, so un-hiding only runs when something was actually hidden.
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }