<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[2026-07-04]]></title><description><![CDATA[<p dir="auto">Its been a while since our last update.</p>
<p dir="auto">We have been hard at work fixing issues and sometimes completely reworking systems that were identified as problematic during our first alpha.</p>
<p dir="auto">With all of these issues fixed we are now approaching alpha two.<br />
Information about that can be found <a href="https://forum.replay.re/topic/20/public-alpha-test-2-announcement" target="_blank" rel="noopener noreferrer nofollow ugc">here</a></p>
<h1>Major Changes</h1>
<h2>Local player spawning rework</h2>
<p dir="auto">Previously the handling of the local player entity was very different from other synced entities.<br />
That was mostly due to how the game expects certain conditions to be met until it transitions into <code>gsmState_SessionActive</code>.<br />
We had to patch multiple crashing systems without proper checks if the player entity actually exists to make this work.</p>
<p dir="auto">This allows us to create player entities through the same path through which remotely simulated entities were already created.<br />
Below is an example of what is now possible in scripting:<br />
<img src="/assets/uploads/files/1783190754136-carbon-1.png" alt="carbon(1).png" class=" img-fluid img-markdown" /></p>
<h2>Sync tracking</h2>
<p dir="auto">We reworked our server state tracking logic from individual field tracking to component wide tracking.<br />
This has resulted in a substantial reduction of memory usage.<br />
Below you can see the memory usage of a 32 player server:<br />
<img src="/assets/uploads/files/1783191893357-9a2d7fc4-bea1-49f8-b734-f45e33aba2ec-image.jpeg" alt="9a2d7fc4-bea1-49f8-b734-f45e33aba2ec-image.jpeg" class=" img-fluid img-markdown" /><br />
(Please note that most of the required memory is pre-allocated at server startup, so an empty server roughly reflects a full one)</p>
<p dir="auto">An example of how the new tracking logic integrates into our ECS setup (code edited for readability):<br />
<img src="/assets/uploads/files/1783192626542-carbon-3.png" alt="carbon(3).png" class=" img-fluid img-markdown" /></p>
<h1>Changelog</h1>
<ul>
<li>New sync tracker logic on the server for better batch processing of updates</li>
<li>Fixed broken player state after forced vehicle dismounts if vehicle entity gets force deleted</li>
<li>Fixed various issues with handling of EntityStub tracking from different spawn sources</li>
<li>Initial elevator sync</li>
<li>Improvements to app termination to prevent deadlocks during net teardown
<ul>
<li>The game will now force terminate after 5 seconds, even if termination blockers have not responded yet</li>
</ul>
</li>
<li>Local player creation rework. Merged with existing general entity spawning path
<ul>
<li>The local player entity is now created through the same logic as remotely synced entities</li>
</ul>
</li>
<li>Various improvements to customization sync. Fixed another potential appearance leak</li>
<li>Vehicle occupant sync. Drivers and passengers of population cars are now synced</li>
<li>Parked crowd sync. Ambient cars on parking spots are now synced</li>
<li>Static entity migration improvements</li>
<li>Improve network packing density of vehicle updates to reduce network load</li>
<li>Fixed a loading screen hang. Pause menu during teleport will no longer cause issues</li>
<li>Improve scripting stability with tick filtering during loading phases
<ul>
<li>Client bundles will no longer tick or receive events during teleport, fast travel or other loading phases</li>
<li>Events are delivered after the game session is in a good state again</li>
</ul>
</li>
<li>Improve scripting stability with event queues
<ul>
<li>Scripting events are now delivered in a more predictable matter</li>
</ul>
</li>
<li>Fixed an occasional scripting crash related to handle destruction</li>
<li>Various build system improvements regarding speed and correctness</li>
<li>LLVM 22.1.8 upgrade</li>
<li>CEF 149.0.6 upgrade</li>
</ul>
]]></description><link>http://forum.replay.re/topic/19/2026-07-04</link><generator>RSS for Node</generator><lastBuildDate>Sun, 05 Jul 2026 20:07:54 GMT</lastBuildDate><atom:link href="http://forum.replay.re/topic/19.rss" rel="self" type="application/rss+xml"/><pubDate>Sat, 04 Jul 2026 20:34:16 GMT</pubDate><ttl>60</ttl></channel></rss>