Sorry for the wait! Done with my finals so now I have some time again.<br><br>
## Major Features<br>
**Cave Drafts:** Ambient dust now dynamically calculates a pressure gradient allowing it to flow through cave systems (high pressure to low pressure basically). Dust should mostly go down long corridors, wrap around corners, and get sucked through U bends just like real atmospheric drafts instead of just bouncing off walls.<br><br>
- `enableCaveDrafts` (Default: `true`): Enables air pressure and drafts inside caves.<br>
- `caveDraftStrength` (Default: `0.85`): Multiplier for the speed of wind drafts inside caves. <br><br>
In the case that you are worried about the performance of it, don't worry I have done a number of optimizations to it so it should have little to no performance impact except on older computers. The following optimizations were made:<br>
**Environmental Collision Optimization:** Rewrote the environmental collision logic. The mod now uses fast fail checks that skip heavy collision calculations for empty air blocks.<br><br>
**Wind Caching:** Added a new spatial caching system for environmental wind data. Particles flying through the same space share their pressure gradient calculations instead of doing the math individually. <br><br>
## Minor Features<br>
**Minecarts:** Minecarts will now push the ambient dust ahead of them and disturb the dust.<br><br>
**Cobwebs:** Ambient dust that drifts into a cobweb will now get caught and stick to it. <br><br>
**Simplified Configuration:** Adjusted the internal math for multiple configs. Configs that used very small (eg 0.0001) numbers can now be written as 1 for 1x or 2 for 2x instead of 0.0001 and 0.0002.<br><br>
## Performance<br>
This is a more general optimization.<br><br>
**BFS Spawning:** Replaced the expensive per tick LOS raycasts with an optimized Breadth First Search flood fill. The mod now maps out guaranteed contiguous air spaces twice a second which should eliminate the wasted spawn calculations in solid walls.<br><br>
## Fixes<br>
**Crash Fix (issue #5):** Fixed a ticking particle crash when dust attempts to interact with soul fire in the Nether. This occurred because I forgot to check if the fire block actually had directional properties (standard fire can attach to walls, but `minecraft:soul_fire` only burns flat on surfaces).
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" }