CRITICAL: Active Memory Purge (Zero Leak Architecture) Elimination of a persistent long-term overhead threat.
Real-time Matrix Scrubbing: Visual entities (beams, shadows, labels) now actively clean their UUID registrations from player tracking sets upon despawn or pickup. This stops memory accumulation in its tracks, preventing heap leaks over extended server runtimes.
INTRODUCING: Adaptive Occlusion Engine (Offscreen Culling) Astronomical CPU recovery by strictly tracking real visibility vectors!
Smart Suspended Animation: Dynamic beam and crop animations are now entirely put in stasis if no player is in the vicinity. Prevents heavy main-thread transformation computations and metadata packet transmissions for unseen loot!
ZERO-Allocation Arithmetic Flow Complete restructuring of high-frequency tasks to minimize JVM Garbage Collector pressure.
Allocation-Free Particle Logic: The particle task now performs distance calculations using raw primitive stacks and pre-registered spatial buffers. Object allocation rates dropped to exactly zero!
Optimized Handshakes: Rewrote the right-click interaction listener to prevent heavy object creation iterations during nearby entity validation sweeps.
Deep Physics Guard
Static Block Lockdown: Water physics queries and grounding raycasts are now completely locked down for immobile items. Eliminates redundant heavy NMS collision checks once an item has settled.
EXTREME EFFICIENCY. Unleash the visual experience with minimal server footprint!