- Finally works 100% clientside when playing on a server without the mod.
 - Added toggleable parallelization to caching and other logic parts.
 - Biome, coast line and coast line distance caches are updated and reset periodically. This can be configured.
 - Added a nifty utility for the client to export cache maps to the screenshots folder by pressing a key. The default key is unbound and has to be manually set.
 - Lots of internal refactoring.
 
- Solved whatever was causing issues with Supplementaries.
 - Finally works 100% clientside when playing on a server without the mod.
 - Added toggleable parallelization to caching and other logic parts.
 - Biome, coast line and coast line distance caches are updated and reset periodically. This can be configured.
 - Added a nifty utility for the client to export cache maps to the screenshots folder by pressing a key. The default key is unbound and has to be manually set.
 - Lots of internal refactoring.
 
- Added configs to toggle the usage of the various caches.
 - Moved the wiping of caches to server tick bus, with a configurable time interval. Default interval is 10 minutes.
 - Other minor improvements to efficiency.
 
- Spawning of wave entities now also take the simulation distance into consideration, whilst the wave particles only rely on the render distance
 
- Fixed incompatibility with Radium
 - Spawning of wave entities now also take the simulation distance into consideration, whilst the wave particles only rely on the render distance
 
- Waves can now interact (push) entities in their paths (configurable, and uses a blacklist/whitelist entity tag system)
 - Fixed servers not being able to modify the wave data on their end
 - Moved the wave data configuration over to the configs folder rather than the internal assets folder of the mod by implementing a whole new system
 - Added block/data caching for many of the necessary logic steps for the spawning of waves, which should improve performance
 - Did a ton of internal refactoring
 
Known issue: Rendering of waves stops when looking up too steeply irt. the location of the wave. No idea why.
- Waves can now interact (push) entities in their paths (configurable, and uses a blacklist/whitelist entity tag system)
 - Fixed servers not being able to modify the wave data on their end
 - Moved the wave data configuration over to the configs folder rather than the internal assets folder of the mod by implementing a whole new system
 - Added block/data caching for many of the necessary logic steps for the spawning of waves, which should improve performance
 - Did a ton of internal refactoring
 
- Patched and fixed the crash that would happen during game initialization
 
- Add compatibility with Weather2, so the waves don't fly off into the distance anymore
 - Added a volume config to further adjust the volume levels of the breaking waves
 - Tweaked how spawning of waves work
 - Tweaked how some of the configs work (so a config reset is recommended)
 - Added the ability to customize sea level for each dimension (via json). Otherwise defaults to the sea level defined in the dimension type, or just y63 if that fails
 - (Maybe) fix an issue where the mod attempted to spawn wave entities on the server, if said server didn't have the mod installed, which would cause the client to hang
 
- Huge performance improvements! Up to a baffling 
99.9993%improvement in frame times! - New immensely better textures, made by BruhBrother!
 


