Lighting engine will now schedule updates no matter if that chunk is loaded, which is different from vanilla but potentially fix areas lighting being weird when going far away
Made the logic for capping the client updates per frame dumber which should fix performance drops on lower end hardware (Fixes #20)
Made all head-cancels overwrite instead
All overwrites now make the scope of the overwritten methods public to prevent access level conflicts at runtime
Updated the in game description to the new short description
Updated to Red Core 0.5
Fixed
Fixed a crash at start on Mohist (Probably any Bukkit implementation)
Fixed skins not working with Alfheim paired with some other mod (we don't know which)
Fixed unescaped unicode characters in the description
Internal
Switched to CurseUpdate for update checking
Switched to gradle-buildconfig-plugin entirely for project constants
Switched to Gradle Kotlin DSL
Switched to Adoptium
Moved logo to the root of the resources module
General cleanup
General typo fixing
Added missing since tags
Deprecated PooledLongQueue
Removed
Removed access transformed as overwrites can already do the job on their own