## [1.7.7]
### Fixed
- **Crash when occlusion ray and entity eye position coincide** — If a camera and an entity eye position were at the same point (degenerate geometry, e.g. some Voxy LOD entities or extreme camera clipping), `to.subtract(origin).normalize()` produced a NaN direction vector. Minecraft's DDA raycast then diverged into undefined behaviour, freezing or crashing the render thread. `rayCast()` now short-circuits immediately when the squared distance between endpoints is below 1 × 10⁻⁶, and adds a secondary NaN guard after each passable-block step.
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" }