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As requested a liquid quality setting. Don't blow up your PC, thanks! Couple of bug fixes as well.

IMPORTANT Liquid Physics information: https://pastebin.com/K2X5uS3d

Changes:

Added liquid density slider

Added block physics activation range setting

Fixed block scale not working for particles

Fixed sounds not working for block particles

Fixed liquid mesh holes and improved memory management

Fixed sugar cane falling to the ground in the forge version

Files

Comments

Studio Scrimblo (edited)

Comment edits

2026-09-05 14:00 Just a question, do the individual liquid physics objects use a collision mesh for collision, or is it distance-based? Distance-based collisions tend to run more smoothly than collision mesh collisions from what I’ve seen.
2021-12-28 05:00

Haubna

They use sphere meshes for the particles because it is the most efficient one for my scenario. I don't know what you mean by distance-based collisions but I am aware that there are much faster solutions. Just waiting for Nvidia PhysX 5.0 to release. This will bring this to the next level. Could take another year though.

Raven Weikel

Ah. Well by distance-based, I mean collisions based on distance from a point rather than intersections with a polygon. This tends to be much faster, as well as more accurate, however it only works reliably on sphere-shaped objects.

Mr_Null

can you add whirl pools into the pro version

Darian Mayorga

I noticed that multiple water sources cant mix so i wanted to ask if that was intentional or needs to be fixed

sean ding

Can you pls make the pro version less laggy?

Beckett Phillips

Thats not how it works. You Cant Just, "De-Lag" Something. That Would Take Alot Of Work. So Just Turn Down Your Graphics Settings, Or Something.

Romeo

have you worked on lava physics ? if so is there like a certain way to do it? like with the enchantment table to get the water.