## 1.1.14
- Rebuild the water plane as a single high-wing floatplane with short fuselage-mounted wing supports.
- Complete the opaque water-plane entity atlas so the fuselage, floats, and enlarged UV faces no longer render with transparent gaps.
- Keep the parked water plane level on its two full-length floats instead of applying the conventional tail-low two-wheel ground pose.
- Stop treating water contact as locked ground handling, restoring mouse-driven elevator and aileron authority while the floatplane accelerates and lifts off the water.
- Add deterministic ClientGameTest coverage for the parked high-wing silhouette and real mouse-driven pitch/roll response.
- Treat the water surface as float support while retaining live mouse controls, preventing stall pitch from tipping the aircraft onto its nose after landing and braking.
- Cut a full-chord cockpit opening into the high wing so its center section no longer blocks the first-person pilot view.
- Scale floatplane aileron authority with water speed so mouse input cannot roll a stationary aircraft, while control returns progressively during the takeoff run.
- Raise only the solid-ground render baseline by the exact float-bottom offset so the pontoons rest on terrain without changing their water immersion.
- Allow the Water Plane item to be deployed directly onto a targeted water surface while leaving land placement and other aircraft unchanged.
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" }