Changelog
Literally just fixes a bug with Catalysts where they wouldn't have an animation/particles while sculkThreading was enabled - which is pretty much always.
What caused this bug?
I decided to essentially rework half of the multithreading code I'd written, and I eventually stopped Catalysts from creating the threads, and moved that functionality onto entities if they die withing an 8-block radius of Catalysts. This has no noticeable impact to the player, but for me, it was amazing. I finally didn't have to worry about random crashes and log spam from multiple Catalysts coincidentally trying to place veins/sculk on the same block, and the Sensor/Shrieker growth code could FINALLY work properly without having to guess when the Sculk would be placed. How it was implemented previously, it was entirely possible for no Sensors or Shriekers to grow if you have quite a low-end device. I used the .join(); method to tie the Sensor/Shrieker growth code in with the Sculk Growth code and to run it ONLY after all the Sculk had grown so it would work properly.
So, what caused the bug? Oh, yeah. While making the entities themselves call for the threads to run, I forgot to make them emit the Death GameEvent I added. I literally just had to copy and paste one line and I fixed the bug