## [1.3.0]
### Added
- **Entity LOD (Level of Detail)** – distant entities are render-throttled to reduce GPU load without culling them entirely
- Medium LOD (>32 b on Balanced): entity renders every 2nd tick
- Far LOD (>64 b on Balanced): entity renders every 3rd tick
- XOR-based distribution ensures throttling is staggered across entities (no mass-freeze on a single tick)
- Configurable distances per profile; toggle in the in-game config screen
- **Nameplate Culling** – entity name tags are hidden beyond a configurable distance (default 32 b on Balanced)
- Applies to all entities, including players, mobs, and armor stands
- Toggle in the in-game config screen
- **Map Item Frame Throttle** – item frames displaying maps update their render state only every N ticks instead of every frame
- Default: every 3–5 ticks depending on profile (every frame on Quality)
- Initial render always runs; throttle kicks in after the first map texture is loaded
- Toggle in the in-game config screen
- **HUD dirty-flag feedback loop** – the HUD throttle now force-enables itself for one tick whenever a player stat actually changes (health, food, armor, XP, air)
- Previously the throttle ran purely on tick parity; now it always catches real changes immediately
- Net effect: no more delayed health/hunger display when hit or eating
### Changed
- Performance profiles updated with values for all three new features
- Quality profile: Entity LOD enabled with generous distances; Nameplate Culling and Map Frame Throttle disabled
- Balanced/Performance/Ultra Performance: all three features enabled with progressively tighter settings
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" }