# Changelog
## Latest bug fix in the "experimental" branch
## [3.3.0]
### Bug Fixes
- **FPS Drop on Fast Sealed Ships:** A ship with a working oxygen system (or any boat with a dry hold) made the client rebuild every chunk section around it each time it moved, so at cruising speed (around 1 m/s and up) the chunks were rebuilt several times a second and the frame rate collapsed. Those rebuilds only matter with Sodium, where they hide world blocks such as kelp caught inside the hull; the sea itself is hidden per pixel. Without Sodium they are now skipped entirely, and with Sodium only the sections that actually hold something besides air and water are rebuilt, so sailing through open water costs nothing.
- **Holes Left in the Sea After Joining (Sodium):** For the first frames after joining a world, before the pixel-perfect water culling is ready, Sodium builds the chunks with the block-by-block fallback, which removes the water blocks under a ship. Once the ship sailed away, those sea-only chunks were never rebuilt and kept a ship-shaped hole showing the sea floor. Every chunk section where the fallback removed water is now remembered and rebuilt as soon as the pixel-perfect culling takes over.
- **Boat Engine Shift Placement:** Placing a Boat Engine while sneaking now flips it, like Create's directional blocks and the Submarine Propeller.
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" }