Changelog
v1.3.3
Bug Fixes
- Fixed wakes growing infinitely when stationary in a boat
Performance Improvements
- Replaced per-pixel Math.pow with pre-computed 256-entry lookup table
- Cached wake color interval thresholds as a primitive double array
- Added early-exit fast sigmoid — skips Math.exp for extreme wave values
- Removed dead code (unused blend method and its allocations)
Combined with previous optimizations, the color sampling path is now ~1.8x faster than v1.3.1.
v1.3.1 for 1.21.1
Made the mod not crash anymore on server Sable / Create Aeronautics compatibility — moving sub-levels leave ocean wakes, entities on sub-level water leave trail wakes rendered at the visual position
v1.2.1
New Features
- Entities now create a splash wake when exiting water
Bug Fixes
- Fixed crash with Colorful Lighting / Sodium Compat (#12)
Performance Improvements
Significant rendering performance gains — expect 30-50% less CPU time spent on wake rendering in busy scenes.
- Cached color hex parsing to avoid redundant string operations every frame
- Cached wave simulation parameters — no longer recalculated per-node per-tick
- Optimized wave propagation loop with hoisted array references, reducing redundant memory lookups
- Eliminated per-pixel object allocations in color blending, greatly reducing GC pressure
- Cached blend strength config read out of the inner rendering loop
These changes reduce frame drops when many wakes are active on screen.
Dependencies
Files
wakes-26.1.2-NeoForge-1.3.2.jar(171.88 KiB) Primary Download
External resources
Project members

Leclowndu93150
Member
Technical information
License
GPL-3.0-only
Client side
required
Server side
required
Project ID

