# 📋 Changelog v1.2.0 (Beta)
## ✨ What's New
### Dynamic Simulation Distance
- Added **Simulation Distance** category with three smart control modes: `FPS`, `MS` (server tick), and `FPS+MS`.
- Adjustable min/max simulation distance, cooldown ticks, and performance thresholds.
- Automatically disables MS mode on external multiplayer servers to avoid unreliable adjustments.
### UI & Configuration Improvements
- Merged Render Distance, FPS Control, and Cooldowns into a single category.
- Two‑column layout on the Simulation Distance screen – all options visible at a glance.
- Fixed slider text positioning (labels left, values right).
- Visual warnings when config values conflict (min > max).
### Advanced Culling Adjustments
- Disables horizontal culling at **Render Distance ≤ 4 chunks** – prevents black gaps when moving sideways.
- Added **15% radius margin** to the culling ellipsoid – reduces chunk pop‑in.
- Fog transitions now sync with culling profile changes – eliminates visual gaps when switching profiles.
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## 🐞 Known Issues (current version)
- **Visual holes** sometimes appear when moving or changing render distance, especially at low RD (2‑4 chunks).
- **F3+A** (reload chunks) temporarily fixes the holes – a clear sign that the culling system and the render engine are not always synchronized.
- **Horizontal culling** can be too aggressive on some setups, causing chunks to disappear earlier than expected.
> *Why does this happen?*
> The mod uses an ellipsoid (3D shape) to decide which chunks to render.
> But the render engine (Embeddium/vanilla) doesn't always immediately update when the ellipsoid changes – so some chunks remain invisible even though they should be visible, or vice versa.
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## 🛠️ What I'm working on (next fixes)
- **Complete rework of the culling system** – moving from a complex ellipsoid with hysteresis to a simpler, more stable formula inspired by proven mods (like Better Render Distance).
- **Better synchronization with Embeddium** – using the official `RenderSectionDistanceFilterEvent` API instead of fragile mixins, so the engine always knows when the culling shape changes.
- **Removing the need for F3+A** – automatically notifying the renderer when render distance or culling parameters change, without full world reloads.
- **Smoother vertical culling** – adding a small extra margin to the vertical axis to prevent holes when looking up/down.
> *First version was buggy, I know.*
> I'm learning and improving step by step. The next update will focus **100% on stability** – no new features until the culling system works flawlessly.
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## 📌 Notes for testers
- If you experience holes, please **share your render distance, vertical scale, and whether you use Embeddium**.
- Temporary workaround: press **F3+A** to reload chunks.
- Help me fix it faster – report issues on GitHub/GitLab.
Thank you for your patience. ❤️
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" }