Splashes when falling into water and simulated wakes
The mod is still quite buggy so please report any bugs you might find on the issues page over on GitHub
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10.08.2026 · Modrinth
Many issues reported client code running on the server thread. Release candidate 0.7.1-rc.1+26.2 resolved all such crashes.
Скриншоты и изображения из оригинальной страницы Modrinth.








Опубликованные версии и оригинальные файлы Modrinth.
10.08.2026 · 63 649 загрузки
Many issues reported client code running on the server thread. Release candidate 0.7.1-rc.1+26.2 resolved all such crashes.
25.07.2026 · 22 843 загрузки
The rendering now does two passes with two different pipelines depending on the wake's opacity. For opacities lower than 0.8 the wakes' texels are rendered in color with no depth write. This results in wakes visually being below the water. For texels wakes above this threshold, depth write is done which means that water below these parts wont render. This means that high opacity texels dont have water rendered above them. This was required because the new pipeline made it so that low opacity wakes which also wrote to the depth buffer, "cut" through the ocean, making the ocean floor visible.
The reason for choosing this new pipeline was because wakes now show through stained glass and water.
A unfortunate consequence of this pipeline is that the wakes show through hollow entities such as boats. This was resolved by manually removing the texels of wakes which the boat should cover. This is needed to do per frame so a new partial upload was introduced.
If for whatever reason you need to change the area of which a boat's (entities) "occlusion zone" covers, you can do it using datapacks. See the docs on Github.
#197 pointed to tick-rated performance issues. Optimizations regarding color calculations, biome color caching and partial GPU texture uploads have made the framtime graph much more stable.
If per tick biome color sampling is wanted for each node, set the config option "Cache water color" to false.
21.06.2026 · 95 052 загрузки
This version uses a more native API for rendering. Hopefully making it more robust and less buggy. Some related changes include:
- one node per quad (no more large bricks)
- pure minecraft shaders with lighting done on the gpu (no pre baked lighting in wake textures)
Both wakes and splash planes are now visible when the camera is underwater.
Added a configurable height offset in Appearance settings to prevent wakes from clipping into wavy water when shaders are enabled.
24.02.2026 · 544 782 загрузки
If there were any existing splash planes and the player wanted to change the effect resolution through the config a crash would occur. This fixes it.
24.02.2026 · 545 загрузки
Replaced the per-Y-level quad-tree (with fixed-depth brick leaves) with a hash map that stores wake chunks directly.
Simplifies data management and removes the rigid spatial hierarchy.
Wake rendering now batches all geometry into one draw call per frame instead of one per brick.
Wake chunks allocate regions in a shared texture atlas and upload their data there, enabling large-scale batching and significantly reducing draw overhead.
All wake chunks now share a larger atlas instead of sequentially writing to a single small texture.
Edge case where the atlas runs out of space is not fully handled yet.
Rendering path no longer relies on direct OpenGL draw calls, improving forward compatibility and stability with newer Minecraft rendering updates.
16.12.2025 · 129 941 загрузки
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03.08.2025 · 61 653 загрузки
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18.03.2025 · 50 968 загрузки
0.4.1 for 1.21.4 as Satin is no longer needed
18.03.2025 · 762 660 загрузки
Thank you Leclowndu93150 for coming up with a solution for lighting that doesn't require Satin!
By removing Satin some light related bugs may have gone away. Hopefully this fixes issues such as issue 91.
The removal of Satin also required me to change the look of the color picker to a HSV color wheel.
28.01.2025 · 646 987 загрузки
Backport of 0.4.0 for 1.20.1
28.01.2025 · 174 637 загрузки


24.08.2024 · 210 068 загрузки
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For a more detailed changelog see: Performance improvements
10.07.2024 · 151 426 загрузки
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"Vibrant" (previous style) to the left and "Subtle" to the right
09.07.2023 · 18 219 загрузки
07.07.2023 · 423 загрузки
05.07.2023 · 2 568 загрузки
wakes.json inside the config folderConcurrentModificationException which would render the world unplayable04.07.2023 · 390 загрузки
YetAnotherConfigLib is now optional and if the player tries to access it through ModMenu a prompt to download it will be shown.
+ Moved the wakes produced by paddles slightly forward
03.07.2023 · 295 загрузки
Debug colors to determine wake values


02.07.2023 · 310 загрузки
Could not get screen blending to work so the white foam is now on a separate texture from the colored water.
The oars on the boat now cause a slight ripple in the water

30.06.2023 · 524 загрузки