Our network team have been up busy fixing up the disconnection issues we’ve been finding on the PTU build. Unfortunately these have been pretty gnarly and hard to track down and fix, they’ve been coming from the changes required for persistence not playing well with the current networking system.
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In-between the bug fixing and polish Craig has spent some more time on the carrier takeoff and landing, Steve has been making more progress on the Object Container system and also our entity component system, which breaks down an entity’s update into smaller individual blocks which can easily be reused. It will help clean up a lot of the codebase as well as helping on the performance side.
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Optimizations: To further optimize the streaming code, we added timeslicing support to it again. This way the cost to update the distance to objects not visible to the player is done less frequent.