This minor update is focused mainly on performance and few fixes including one for a critical issue that was brought to me. It may not contain much but it is a lot more stable and performant so I suggest using this version. <br><br>
## Minor Features
**Hd dust particles:** I decided it was time to update the dust particles. So I made 18 different variations for the HD dust particle (vs 9 for legacy). They are 32x32 pixels and are blurred slightly so it should look better, however you can freely swap between the two modes.
- `useHdParticles` (Default: `true`): Toggle for HD particles, false for legacy particles.
**Tremor Gravity:** Separated the gravity calculations for explosion dust based on where it spawns.
- `tremorRoofMultiplier` (Default: `0.4`): Multiplier for dust gravity falling from above.
- `tremorFloorMultiplier` (Default: `0.2`): Multiplier for dust gravity kicked up from below.
## Performance
**Tremor Raycast Caching:** Changed how explosion dust detects ceilings and floors. Instead of running 24 block raycasts for every single particle, the mod now uses a per tick spatial cache. This drastically reduces the number of block checks from thousands down to around a hundred during explosions.
**Tremor Dust Physics:** disabled block collision physics for explosive dust particles. This should reduce FPS drops during loud sounds
**Dead Physics Culling:** Particles that have landed and come to a complete stop now automatically disable their internal collision boxes.
**Math & Memory Profiling:** Patched a significant GC memory leak by moving `Vec3` eye position calculations out of the main 150 iteration ambient scanning loop.
## Fixes
**Crash Fix (issue #4):** Rewrote the way I handle undefined biomes in the color cache. Previously, biomes missing from the `colors.toml` configuration would store an empty array in the cache, causing an `ArrayIndexOutOfBoundsException` when a second particle attempted to spawn in the same block. Undefined biomes now default to a neutral dust tint without crashing.
**Tremor Gravity Fix:** Fixed an oversight where `ExplosionDustParticle` was completely ignoring the dynamic `CURRENT_GRAVITY` variable passed to it. Explosion dust will now properly use the newly added configured max/min gravity settings.
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" }