## Hotfix 1.11.2
* Use own var to store BlockPos.
* Fixes older mc versions < 1.21.1? not culling BlockEntities at all due to silent failure in prod envs
* Fixes game crashing with "Kaleidoscope Cookery Refabricated"
Compatibility note: Create: Nowheel 2.0.0 needs to be updated to be compatible with 1.11.0+ of EntityCulling
## Hotfix 1.11.1
* Missing interpolation of tick culled entities in 26.3 causes invisibility and fast movements. Fix [#330](https://github.com/tr7zw/EntityCulling/issues/330) Fix [#328](https://github.com/tr7zw/EntityCulling/issues/328) Fix [#326](https://github.com/tr7zw/EntityCulling/issues/326)
* Fix older Neoforge versions. Fix [#329](https://github.com/tr7zw/EntityCulling/issues/329)
* Never cull the local player, preventing crashing, for example, during freecam in 26.3
## What's Changed 1.11.0
* Add 26.3 Fabric/NeoForge
* Add 26.2 NeoForge
* Fully unhooked the Cull Thread from the Entity gamelogic (see below)
* Fix NeoForge not using the getRenderBoundingBox method for BlockEntities
* Add getRenderBoundingBox method for fabric. Fix [#313](https://github.com/tr7zw/EntityCulling/issues/313)
* Fix debug flag confusion
* Formatting, optimize icon [#309](https://github.com/tr7zw/EntityCulling/issues/309)
* Create en_ud.json by @Fhilips613 in https://github.com/tr7zw/EntityCulling/pull/310
* Update id_id.json by @nunoguevara in https://github.com/tr7zw/EntityCulling/pull/308
* Respect name display distances for culled entities by @artegoser in https://github.com/tr7zw/EntityCulling/pull/316
* All builds <= 1.12.2 got moved into a repo located at https://github.com/tr7zw/Legacy_EntityCulling
## New Contributors
* @nunoguevara made their first contribution in https://github.com/tr7zw/EntityCulling/pull/308
* @artegoser made their first contribution in https://github.com/tr7zw/EntityCulling/pull/316
## Note
This release contains a bunch of reworks around extracting the required (block)entity data on the main thread to prevent crashes with some other mods that can't handle the async looking up of data. These "correctness" fixes come at the cost of performance in the main client tick, so it is a tradeoff. In my tests, during reasonable conditions, this should take under 1ms every 5 ticks (250ms), up from ~0.5ms in the last release. This should be fine but needs general testing to better understand the impact. If you are experiencing issues, get in contact via GitHub/Discord. In case you are feeling adventurous and have a mod configuration that isn't impacted by these async access crashes, there is a ``safeMode`` flag in the config file to move all the lookups away from the main thread, removing all the overhead.
**Full Changelog**: https://github.com/tr7zw/EntityCulling/compare/1.11.1...1.11.2
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" }