# MetalRender 2.0.1, with 1 PR merged
## Changes since 2.0.0
### Rendering and performance
- adds terrain Hi-Z occlusion culling to kill hidden terrain during GPU culling
- better chunk meshing with block state caching and water meshing.
- caches fully meshed chunk section scans to avoid repeating work.
- better cave traversal by using outward exits in the directional walk.
- remembers GUI render areas to speed overlap checks.
- skipps the entity outline blit pass when there is no outline work to draw.
- adds GPU pass timing data to the profiler reports.
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" }