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Wakes Reforged

Wakes Reforged

by Leclowndu93150 • Downloads: 0 • Followers: 0
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Wakes aims to add simple wakes that fit the spirit of vanilla This is a port of the Fabric version by Goby56

Support in Discord !

player in water

balls

If you'd like to support me and the development of my mods, I recommend trying out BisectHosting. Use code "project8gbderam" to get 25% off your first month of a gaming server for new customers. They offer 24/7 support and lightning-fast response times, ensuring you're in great hands and providing exceptional assistance for all your gaming needs. https://www.bisecthosting.com/project8gbderam

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All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
26.3
Neoforge
12h ago 1
26.3
Fabric
12h ago 1
26.2
Fabric
12h ago 1
26.2
Neoforge
12h ago 1
26.1.2
Fabric
12h ago 1
26.1.2
Neoforge
12h ago 1
1.21.1
Neoforge
12h ago 1
1.20.1
Forge
12h ago 1
26.1.2
Fabric
12h ago 1
26.2
Fabric
12h ago 1
26.2
Neoforge
12h ago 1
26.1.2
Neoforge
12h ago 1
1.21.1
Neoforge
12h ago 1
1.20.1
Forge
12h ago 1
26.2
Neoforge
12h ago 1
26.1.2
Fabric
12h ago 1
26.1.2
Neoforge
12h ago 1
1.21.1
Neoforge
12h ago 1
26.1.2
Neoforge
12h ago 1
1.21.1
Neoforge
12h ago 1
1.20.1
Forge
12h ago 1
1.21.1
Neoforge
12h ago 1
26.1.2
Neoforge
12h ago 1
1.21.1
Neoforge
12h ago 1
1.20.1
Forge
12h ago 1
1.12.2
Forge
12h ago 1
1.21.1
Neoforge
12h ago 1
26.1.2
Neoforge
12h ago 1
1.21.1
Neoforge
12h ago 1
1.20.1
Forge
12h ago 1
1.12.2
Forge
12h ago 1
26.1
Neoforge
12h ago 1
1.12.2
Forge
12h ago 1
1.21.1
Neoforge
12h ago 1
1.20.1
Forge
12h ago 1
1.20.1
Forge
12h ago 1
1.21.1
Neoforge
12h ago 1
1.20.1
Forge
12h ago 1
1.21.4
Neoforge
12h ago 1
1.21.1
Neoforge
12h ago 1
1.20.1
Forge Neoforge
12h ago 1
1.20.1
Forge
12h ago 1
1.21.4
Neoforge
12h ago 1
1.21.1
Neoforge
12h ago 1
[1.4.1] wakes-26.3-NeoForge-1.4.1.jar by Leclowndu93150 on Oct 14, 2026
Download
Shader support improvements:
  • Fixed wakes clipping through the water surface when using shaders that animate water. Wakes are now lifted by the exact wave height of the loaded shader pack, read from the pack itself along with your in-game shader settings, instead of a one-size-fits-all guess
  • Supported out of the box: Complementary (Reimagined, Unbound, Spooklementary, Voxlementary), Rethinking Voxels, BSL and BSL Classic, AstraLex, Insanity, Pastel, Photon, Hysteria, Sildur's Vibrant Shaders and Kappa. Packs that do not animate water are detected too and get no offset at all
  • Added "Extra shader water offset" for the rare pack whose water animation cannot be detected automatically
  • Fixed wake lighting under shaders. Wakes were being dimmed by a flat 50% that had nothing to do with actual light levels, which fought against the lighting the shader pack was already applying. Wakes are now lit entirely by the shader pack, so they respond properly to time of day, shadows and nearby light sources

Fixes:
  • Fixed dedicated servers failing to start when Wakes was left in the server's mods folder.
  • Fixed wake trails breaking up into hard square blocks when a lot of wakes were made at once. Ripples now spread smoothly across block borders instead of stopping at them, and wakes fade out gradually instead of whole blocks popping out of existence
  • Wakes no longer flicker between neighbouring blocks of different brightness as they fade

Additions:
  • Paddling with a shovel while standing on a floating structure now makes a wake (needs Sable, 1.21.1 only)
[1.4.1] wakes-26.3-Fabric-1.4.1.jar by Leclowndu93150 on Oct 14, 2026
Download
Shader support improvements:
  • Fixed wakes clipping through the water surface when using shaders that animate water. Wakes are now lifted by the exact wave height of the loaded shader pack, read from the pack itself along with your in-game shader settings, instead of a one-size-fits-all guess
  • Supported out of the box: Complementary (Reimagined, Unbound, Spooklementary, Voxlementary), Rethinking Voxels, BSL and BSL Classic, AstraLex, Insanity, Pastel, Photon, Hysteria, Sildur's Vibrant Shaders and Kappa. Packs that do not animate water are detected too and get no offset at all
  • Added "Extra shader water offset" for the rare pack whose water animation cannot be detected automatically
  • Fixed wake lighting under shaders. Wakes were being dimmed by a flat 50% that had nothing to do with actual light levels, which fought against the lighting the shader pack was already applying. Wakes are now lit entirely by the shader pack, so they respond properly to time of day, shadows and nearby light sources

Fixes:
  • Fixed dedicated servers failing to start when Wakes was left in the server's mods folder.
  • Fixed wake trails breaking up into hard square blocks when a lot of wakes were made at once. Ripples now spread smoothly across block borders instead of stopping at them, and wakes fade out gradually instead of whole blocks popping out of existence
  • Wakes no longer flicker between neighbouring blocks of different brightness as they fade

Additions:
  • Paddling with a shovel while standing on a floating structure now makes a wake (needs Sable, 1.21.1 only)
[1.4.1] wakes-26.2-Fabric-1.4.1.jar by Leclowndu93150 on Oct 14, 2026
Download
Shader support improvements:
  • Fixed wakes clipping through the water surface when using shaders that animate water. Wakes are now lifted by the exact wave height of the loaded shader pack, read from the pack itself along with your in-game shader settings, instead of a one-size-fits-all guess
  • Supported out of the box: Complementary (Reimagined, Unbound, Spooklementary, Voxlementary), Rethinking Voxels, BSL and BSL Classic, AstraLex, Insanity, Pastel, Photon, Hysteria, Sildur's Vibrant Shaders and Kappa. Packs that do not animate water are detected too and get no offset at all
  • Added "Extra shader water offset" for the rare pack whose water animation cannot be detected automatically
  • Fixed wake lighting under shaders. Wakes were being dimmed by a flat 50% that had nothing to do with actual light levels, which fought against the lighting the shader pack was already applying. Wakes are now lit entirely by the shader pack, so they respond properly to time of day, shadows and nearby light sources

Fixes:
  • Fixed dedicated servers failing to start when Wakes was left in the server's mods folder.
  • Fixed wake trails breaking up into hard square blocks when a lot of wakes were made at once. Ripples now spread smoothly across block borders instead of stopping at them, and wakes fade out gradually instead of whole blocks popping out of existence
  • Wakes no longer flicker between neighbouring blocks of different brightness as they fade

Additions:
  • Paddling with a shovel while standing on a floating structure now makes a wake (needs Sable, 1.21.1 only)
[1.4.1] wakes-26.2-NeoForge-1.4.1.jar by Leclowndu93150 on Oct 14, 2026
Download
Shader support improvements:
  • Fixed wakes clipping through the water surface when using shaders that animate water. Wakes are now lifted by the exact wave height of the loaded shader pack, read from the pack itself along with your in-game shader settings, instead of a one-size-fits-all guess
  • Supported out of the box: Complementary (Reimagined, Unbound, Spooklementary, Voxlementary), Rethinking Voxels, BSL and BSL Classic, AstraLex, Insanity, Pastel, Photon, Hysteria, Sildur's Vibrant Shaders and Kappa. Packs that do not animate water are detected too and get no offset at all
  • Added "Extra shader water offset" for the rare pack whose water animation cannot be detected automatically
  • Fixed wake lighting under shaders. Wakes were being dimmed by a flat 50% that had nothing to do with actual light levels, which fought against the lighting the shader pack was already applying. Wakes are now lit entirely by the shader pack, so they respond properly to time of day, shadows and nearby light sources

Fixes:
  • Fixed dedicated servers failing to start when Wakes was left in the server's mods folder.
  • Fixed wake trails breaking up into hard square blocks when a lot of wakes were made at once. Ripples now spread smoothly across block borders instead of stopping at them, and wakes fade out gradually instead of whole blocks popping out of existence
  • Wakes no longer flicker between neighbouring blocks of different brightness as they fade

Additions:
  • Paddling with a shovel while standing on a floating structure now makes a wake (needs Sable, 1.21.1 only)
[1.4.1] wakes-26.1.2-Fabric-1.4.1.jar by Leclowndu93150 on Oct 14, 2026
Download
Shader support improvements:
  • Fixed wakes clipping through the water surface when using shaders that animate water. Wakes are now lifted by the exact wave height of the loaded shader pack, read from the pack itself along with your in-game shader settings, instead of a one-size-fits-all guess
  • Supported out of the box: Complementary (Reimagined, Unbound, Spooklementary, Voxlementary), Rethinking Voxels, BSL and BSL Classic, AstraLex, Insanity, Pastel, Photon, Hysteria, Sildur's Vibrant Shaders and Kappa. Packs that do not animate water are detected too and get no offset at all
  • Added "Extra shader water offset" for the rare pack whose water animation cannot be detected automatically
  • Fixed wake lighting under shaders. Wakes were being dimmed by a flat 50% that had nothing to do with actual light levels, which fought against the lighting the shader pack was already applying. Wakes are now lit entirely by the shader pack, so they respond properly to time of day, shadows and nearby light sources

Fixes:
  • Fixed dedicated servers failing to start when Wakes was left in the server's mods folder.
  • Fixed wake trails breaking up into hard square blocks when a lot of wakes were made at once. Ripples now spread smoothly across block borders instead of stopping at them, and wakes fade out gradually instead of whole blocks popping out of existence
  • Wakes no longer flicker between neighbouring blocks of different brightness as they fade

Additions:
  • Paddling with a shovel while standing on a floating structure now makes a wake (needs Sable, 1.21.1 only)
Shader support improvements:
  • Fixed wakes clipping through the water surface when using shaders that animate water. Wakes are now lifted by the exact wave height of the loaded shader pack, read from the pack itself along with your in-game shader settings, instead of a one-size-fits-all guess
  • Supported out of the box: Complementary (Reimagined, Unbound, Spooklementary, Voxlementary), Rethinking Voxels, BSL and BSL Classic, AstraLex, Insanity, Pastel, Photon, Hysteria, Sildur's Vibrant Shaders and Kappa. Packs that do not animate water are detected too and get no offset at all
  • Added "Extra shader water offset" for the rare pack whose water animation cannot be detected automatically
  • Fixed wake lighting under shaders. Wakes were being dimmed by a flat 50% that had nothing to do with actual light levels, which fought against the lighting the shader pack was already applying. Wakes are now lit entirely by the shader pack, so they respond properly to time of day, shadows and nearby light sources

Fixes:
  • Fixed dedicated servers failing to start when Wakes was left in the server's mods folder.
  • Fixed wake trails breaking up into hard square blocks when a lot of wakes were made at once. Ripples now spread smoothly across block borders instead of stopping at them, and wakes fade out gradually instead of whole blocks popping out of existence
  • Wakes no longer flicker between neighbouring blocks of different brightness as they fade

Additions:
  • Paddling with a shovel while standing on a floating structure now makes a wake (needs Sable, 1.21.1 only)
Shader support improvements:
  • Fixed wakes clipping through the water surface when using shaders that animate water. Wakes are now lifted by the exact wave height of the loaded shader pack, read from the pack itself along with your in-game shader settings, instead of a one-size-fits-all guess
  • Supported out of the box: Complementary (Reimagined, Unbound, Spooklementary, Voxlementary), Rethinking Voxels, BSL and BSL Classic, AstraLex, Insanity, Pastel, Photon, Hysteria, Sildur's Vibrant Shaders and Kappa. Packs that do not animate water are detected too and get no offset at all
  • Added "Extra shader water offset" for the rare pack whose water animation cannot be detected automatically
  • Fixed wake lighting under shaders. Wakes were being dimmed by a flat 50% that had nothing to do with actual light levels, which fought against the lighting the shader pack was already applying. Wakes are now lit entirely by the shader pack, so they respond properly to time of day, shadows and nearby light sources

Fixes:
  • Fixed dedicated servers failing to start when Wakes was left in the server's mods folder.
  • Fixed wake trails breaking up into hard square blocks when a lot of wakes were made at once. Ripples now spread smoothly across block borders instead of stopping at them, and wakes fade out gradually instead of whole blocks popping out of existence
  • Wakes no longer flicker between neighbouring blocks of different brightness as they fade

Additions:
  • Paddling with a shovel while standing on a floating structure now makes a wake (needs Sable, 1.21.1 only)
[1.4.1] wakes-1.20.1-Forge-1.4.1.jar by Leclowndu93150 on Oct 14, 2026
Download
Shader support improvements:
  • Fixed wakes clipping through the water surface when using shaders that animate water. Wakes are now lifted by the exact wave height of the loaded shader pack, read from the pack itself along with your in-game shader settings, instead of a one-size-fits-all guess
  • Supported out of the box: Complementary (Reimagined, Unbound, Spooklementary, Voxlementary), Rethinking Voxels, BSL and BSL Classic, AstraLex, Insanity, Pastel, Photon, Hysteria, Sildur's Vibrant Shaders and Kappa. Packs that do not animate water are detected too and get no offset at all
  • Added "Extra shader water offset" for the rare pack whose water animation cannot be detected automatically
  • Fixed wake lighting under shaders. Wakes were being dimmed by a flat 50% that had nothing to do with actual light levels, which fought against the lighting the shader pack was already applying. Wakes are now lit entirely by the shader pack, so they respond properly to time of day, shadows and nearby light sources

Fixes:
  • Fixed dedicated servers failing to start when Wakes was left in the server's mods folder.
  • Fixed wake trails breaking up into hard square blocks when a lot of wakes were made at once. Ripples now spread smoothly across block borders instead of stopping at them, and wakes fade out gradually instead of whole blocks popping out of existence
  • Wakes no longer flicker between neighbouring blocks of different brightness as they fade

Additions:
  • Paddling with a shovel while standing on a floating structure now makes a wake (needs Sable, 1.21.1 only)
[1.4.0] wakes-26.1.2-Fabric-1.4.0.jar by Leclowndu93150 on Oct 14, 2026
Download
  • Major performance overhaul (all versions): wake texturing is ~15x faster and GPU texture uploads now only happen when a wake actually changes instead of every frame, drastically reducing stutter on low-end hardware
  • Off-screen wakes no longer cost any texturing or upload time
  • Fixed a texture leak that slowly degraded performance over long play sessions
  • Fishing bobbers now make a small splash when they land in water (configurable, can be turned off)
  • Fixed a phantom block-sized wake that appeared near stationary boats (and at world spawn) after sitting still for a while, building up into flickering noise that never faded
  • Wakes from entities that stop moving now fade out properly instead of staying stuck at full opacity
  • Fixed wakes being misaligned by one pixel in negative coordinates
[1.4.0] wakes-26.2-Fabric-1.4.0.jar by Leclowndu93150 on Oct 14, 2026
Download
  • Major performance overhaul (all versions): wake texturing is ~15x faster and GPU texture uploads now only happen when a wake actually changes instead of every frame, drastically reducing stutter on low-end hardware
  • Off-screen wakes no longer cost any texturing or upload time
  • Fixed a texture leak that slowly degraded performance over long play sessions
  • Fishing bobbers now make a small splash when they land in water (configurable, can be turned off)
  • Fixed a phantom block-sized wake that appeared near stationary boats (and at world spawn) after sitting still for a while, building up into flickering noise that never faded
  • Wakes from entities that stop moving now fade out properly instead of staying stuck at full opacity
  • Fixed wakes being misaligned by one pixel in negative coordinates
[1.4.0] wakes-26.2-NeoForge-1.4.0.jar by Leclowndu93150 on Oct 14, 2026
Download
  • Major performance overhaul (all versions): wake texturing is ~15x faster and GPU texture uploads now only happen when a wake actually changes instead of every frame, drastically reducing stutter on low-end hardware
  • Off-screen wakes no longer cost any texturing or upload time
  • Fixed a texture leak that slowly degraded performance over long play sessions
  • Fishing bobbers now make a small splash when they land in water (configurable, can be turned off)
  • Fixed a phantom block-sized wake that appeared near stationary boats (and at world spawn) after sitting still for a while, building up into flickering noise that never faded
  • Wakes from entities that stop moving now fade out properly instead of staying stuck at full opacity
  • Fixed wakes being misaligned by one pixel in negative coordinates
  • Major performance overhaul (all versions): wake texturing is ~15x faster and GPU texture uploads now only happen when a wake actually changes instead of every frame, drastically reducing stutter on low-end hardware
  • Off-screen wakes no longer cost any texturing or upload time
  • Fixed a texture leak that slowly degraded performance over long play sessions
  • Fishing bobbers now make a small splash when they land in water (configurable, can be turned off)
  • Fixed a phantom block-sized wake that appeared near stationary boats (and at world spawn) after sitting still for a while, building up into flickering noise that never faded
  • Wakes from entities that stop moving now fade out properly instead of staying stuck at full opacity
  • Fixed wakes being misaligned by one pixel in negative coordinates
  • Major performance overhaul (all versions): wake texturing is ~15x faster and GPU texture uploads now only happen when a wake actually changes instead of every frame, drastically reducing stutter on low-end hardware
  • Off-screen wakes no longer cost any texturing or upload time
  • Fixed a texture leak that slowly degraded performance over long play sessions
  • Fishing bobbers now make a small splash when they land in water (configurable, can be turned off)
  • Fixed a phantom block-sized wake that appeared near stationary boats (and at world spawn) after sitting still for a while, building up into flickering noise that never faded
  • Wakes from entities that stop moving now fade out properly instead of staying stuck at full opacity
  • Fixed wakes being misaligned by one pixel in negative coordinates
[1.4.0] wakes-1.20.1-Forge-1.4.0.jar by Leclowndu93150 on Oct 14, 2026
Download
  • Major performance overhaul (all versions): wake texturing is ~15x faster and GPU texture uploads now only happen when a wake actually changes instead of every frame, drastically reducing stutter on low-end hardware
  • Off-screen wakes no longer cost any texturing or upload time
  • Fixed a texture leak that slowly degraded performance over long play sessions
  • Fishing bobbers now make a small splash when they land in water (configurable, can be turned off)
  • Fixed a phantom block-sized wake that appeared near stationary boats (and at world spawn) after sitting still for a while, building up into flickering noise that never faded
  • Wakes from entities that stop moving now fade out properly instead of staying stuck at full opacity
  • Fixed wakes being misaligned by one pixel in negative coordinates
PLEASE UPDATE TO THIS VERSION FIXED A BIG LAG ISSUE WITH CREATE AERONAUTICS
fix broken lighting
fix broken lighting
[1.3.5] wakes-1.20.1-Forge-1.3.5.jar by Leclowndu93150 on Oct 14, 2026
Download
fix broken lighting
fix wake shape not updating when contraption is being modified (aeronautics)
### 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.
### 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.
[1.3.2] wakes-1.20.1-Forge-1.3.2.jar by Leclowndu93150 on Oct 14, 2026
Download
### 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.
[1.2.0] Wakes Reforged 1.2.0 by Leclowndu93150 on Oct 14, 2026
Download
wakes when getting out of water

fix splash plane particles being dark when using night vision

general optimizations that should save 30% cpu time on wakes related operations
### v1.3.0 for 1.21.1
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.
### 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.
### 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.
[1.2.1] wakes-1.20.1-Forge-1.2.1.jar by Leclowndu93150 on Oct 14, 2026
Download
### 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.
[1.1.4] wakes-1.12.2-Forge-1.1.4.jar by Leclowndu93150 on Oct 14, 2026
Download
<p>fix fullbright hand</p>
[1.1.3] wakes-1.12.2-Forge-1.1.3.jar by Leclowndu93150 on Oct 14, 2026
Download
<p>fix fog</p>
<p>fix excessive smoke</p>

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