TL;DR: As of Minecraft 26.1, the NeoForged team has officially retired the (Neo)Forge Fluid API… and replaced it with nothing. This mod is a community-developed, from-scratch reimplemention of that API designed to make adding fluids as painless (and collision-free) as it used to be. WIP.
If you don't know what that means, or want some details, here's the longer version:
Wonder why entities are walking through your fluids like they aren't there? Why your fluids don't glow when you tell `em to, they don't push you around, they make mobs path weird, conduits don't work in `em, etc., even though you set everything up in your FluidType class? That's because the (Neo)Forge Fluid API has been discontinued - as of MC 26.1, Neo no longer ships with an implementation*. If you want your fluids to "just work", you're going need something that takes that API and makes the game actually pay attention to it. That's where this API comes in—it's a (more-or-less) drag-`n-drop replacement for the old Forge implementation, written from scratch by community members for MC 26.1.2!
It does make a few changes, and extend on the old functionality:
isWaterLike is now deprecated. Instead, a variety of more targeted methods have been patched in#getTag, #reducesMiningSpeed, #canSpawnAquaticMobs, #canFish, #getFishingLootTableKey, #entityCanStandOn, #shouldSplash, #createSplashParticleOnClient, #createSplashParticleOnServer, #createWakeParticleOnServer, #makesWet, #hasUnderWaterMusic, #conduitCompatible, #slowsProjectiles, #getInertia, #triggersRipTide, #preventsBurning, #affectsVehicleDocumentation is a work in progress; in the meantime, see the community-maintained documentation for the old (Neo)Forge API:
*Well, most of the old API is no longer implemented, and the NeoForged team plans to continue phasing out the rest.