If you've been seeing issues with performance when items are being edited, this version should help!
Previous versions used a ton of interaction entities to determine which pixel the player was trying to edit. Now, through ~~some super advanced maths techniques~~ math I learned in middle school, I've reduced it to a single interaction entity and pixel-precise raycasting. This means there are now 255 fewer entities in the world for each item being edited in a glamour or painting table!
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" }