Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • Groups
Collapse
Brand Logo
  1. Home
  2. Announcements
  3. Development Updates
  4. 2026-07-04

2026-07-04

Scheduled Pinned Locked Moved Development Updates
1 Posts 1 Posters 55 Views
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • purpleP Offline
    purpleP Offline
    purple
    replay
    wrote last edited by purple
    #1

    Its been a while since our last update.

    We have been hard at work fixing issues and sometimes completely reworking systems that were identified as problematic during our first alpha.

    With all of these issues fixed we are now approaching alpha two.
    Information about that can be found here

    Major Changes

    Local player spawning rework

    Previously the handling of the local player entity was very different from other synced entities.
    That was mostly due to how the game expects certain conditions to be met until it transitions into gsmState_SessionActive.
    We had to patch multiple crashing systems without proper checks if the player entity actually exists to make this work.

    This allows us to create player entities through the same path through which remotely simulated entities were already created.
    Below is an example of what is now possible in scripting:
    carbon(1).png

    Sync tracking

    We reworked our server state tracking logic from individual field tracking to component wide tracking.
    This has resulted in a substantial reduction of memory usage.
    Below you can see the memory usage of a 32 player server:
    9a2d7fc4-bea1-49f8-b734-f45e33aba2ec-image.jpeg
    (Please note that most of the required memory is pre-allocated at server startup, so an empty server roughly reflects a full one)

    An example of how the new tracking logic integrates into our ECS setup (code edited for readability):
    carbon(3).png

    Changelog

    • New sync tracker logic on the server for better batch processing of updates
    • Fixed broken player state after forced vehicle dismounts if vehicle entity gets force deleted
    • Fixed various issues with handling of EntityStub tracking from different spawn sources
    • Initial elevator sync
    • Improvements to app termination to prevent deadlocks during net teardown
      • The game will now force terminate after 5 seconds, even if termination blockers have not responded yet
    • Local player creation rework. Merged with existing general entity spawning path
      • The local player entity is now created through the same logic as remotely synced entities
    • Various improvements to customization sync. Fixed another potential appearance leak
    • Vehicle occupant sync. Drivers and passengers of population cars are now synced
    • Parked crowd sync. Ambient cars on parking spots are now synced
    • Static entity migration improvements
    • Improve network packing density of vehicle updates to reduce network load
    • Fixed a loading screen hang. Pause menu during teleport will no longer cause issues
    • Improve scripting stability with tick filtering during loading phases
      • Client bundles will no longer tick or receive events during teleport, fast travel or other loading phases
      • Events are delivered after the game session is in a good state again
    • Improve scripting stability with event queues
      • Scripting events are now delivered in a more predictable matter
    • Fixed an occasional scripting crash related to handle destruction
    • Various build system improvements regarding speed and correctness
    • LLVM 22.1.8 upgrade
    • CEF 149.0.6 upgrade
    1 Reply Last reply
    🔥
    0

    Hello! It looks like you're interested in this conversation, but you don't have an account yet.

    Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

    With your input, this post could be even better 💗

    Register Login
    Reply
    • Reply as topic
    Log in to reply
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes


    • Login

    • Login or register to search.
    • First post
      Last post
    0
    • Categories
    • Recent
    • Tags
    • Popular
    • Groups