PerformanceGeneral:Refactored game rendering to better utilize multiple CPU cores. The same has been done for UI rendering.Optimized the CPU cost of some purely aesthetic physics objectsAdded adaptive complexity levels for physics simulations based on current client performanceDisabled redundant physics processing between remotely-simulated vehiclesImproved simulations between complex compound shapes, primarily vehiclesSound emitter optimizationNumerous optimizations have been done to remote character processing to reduce the cost of per-player processing.We found that players getting in and out of vehicles was causing some performance issues. This has been addressed and is working as expected, now.Audio asset clean-upAdded a frame rate smoothing option. (This is on by default and trust us, you probably want this. It will make your frame rate smoother and reduce spikes. Your FPS counter will show as lower overall, but that’s not a bad thing.)Adjusted the default graphics settings. (If you push Reset to Default, it will set the graphics settings appropriate for your system.)FX:Vehicle debris pieces updatedAll bullet impacts optimizedAnimation:Implemented new scatterblend node to provide more fluid third person movement and a performance improvementReorganized the networks to eliminate redundancies and reduce the overall network sizeCreated level of detail version of the third person network. This allows code to switch to less expensive version of the network based on how far away the player is from the camera. This provided our largest performance improvement at approximately a 50% improvement for network processor time.Consolidated the number of active nodes and pass downs in the network. This simplified the network and insured that costly additive nodes were only active when they were necessary.Removed state machines that could be replaced with blend trees. Blend trees are more efficient than state machines.Art:Optimization pass on First Person armsImproved usage of textures on various vehiclesOptimization pass on Ace Tool and Ammo PackMemory:Fixed several client crashes (We’re not done with these and should have more coming soon.)Fixed a few client memory leaks (Not done here either. Still investigating some memory optimizations to help with crashes related to memory.)UI:Overhead indicator system overhauled for performanceThe HUD, Centralized HUD, as well as the health and shield bars have been redesigned with a new look to increase performanceFixed Scaleform garbage collection spikesOptimizing UI advance processingFaster communication between AS3 and C++/LUAFaster subsequent map load timesFaster retrieval of localized stringsPlatoon UI optimizations and polishPlayer kill notification revampKill spam notification revampFixed various existing and potential memory leaksUI HUD Updates:Minimap optimizations: more logic in C++ e.g. alpha updates such as fading and blinking instead of AS3 tweening, throttling via time slicing, recon indicator updates, recon motion dart detects enemies properly on the minimap, fixed AMS exclusion radius not appearing properly, increased default zoom levelCompass optimizations: controlled directly from C++Weapon info optimizations ( bullet count, reload warning, blinking etc )Vitals optimizations and revamp ( health, shield, etc )Facility info / squad list will show when minimap is expanded if screen height >= 1080Fixed issue with sunderers not showing ‘gives ammo’ or ‘gives repair’ icon within 100mNow show the HUD facility indicator when you are inside a region but outside of the facility radiusFixed issues with HUD indicators blinking in when they first initializeOptimized Indar:Reduced ecosystem masksReduced polycount on most environment objectsReduced occlusion calculations from most environment objectsReduced texture usage on some environment objectsRemoved redundant objects, replaced with visually similar onesAdjusted LOD distancesNon PerformanceHighlights:No more double loading screensChanged recommended server calculation to improve faction balanceAI turret should no longer shoot itselfAV turrets and their projectiles should no longer disappear in large fightsNumerous client focus and cursor fixes such as preventing windows from appearing above the client in full screen windowed mode and the Windows cursor appearing on loadingWe’ve disabled GPU particles until further notice. (Due to some our optimizations, GPU particles don’t work quite right and we need to spend some time to fix them up.)General:All spawn timers are now the same at 15 seconds. Previously the spawn timers would scale based on location or type from 14-18 seconds, with the majority of spawns being at 18 seconds.Squad deploy will no longer drop pod players into the center of a bases. It will instead spawn the player at the closest hard spawn point to the squad leader, which includes facility spawn points, deployed Sunderers, and squad spawn beaconsThe Infiltrator’s recon dart will now send found enemies to the minimap of all allies in a 150m radius. Previously this tool had a range limit of 50 metersIncreased the drop speed of drop pods. They now accelerate as they approach the ground. Collision damage multiplier reduced to account for the higher pod velocity.Reduced the horizontal movement speed of drop pods so they land closer to their origin pointsImproved look of bullet hit impacts in low settingsFix to sending tells across serversImproved particle effects on vehicle deaths for TR and NCWorld:Amerish sky settings have been shifted 12 hours. If you don’t like the onset of evenings on Indar or Esamir, Amerish has bright sunny skies waiting for youIndar lighting slightly darkend at dawn and duskSome outposts on Indar received minor gameplay adjustments.Zurvan Amp Station has had its secondary spawn room removed and now resembles the other amp stationsDahaka Amp Station now has gate shield generatorsIndar Lattice Additions:The Crown <-> Crossroads WatchtowerVanu Archives <-> NS Secure Data LabQuartz Ridge Camp <-> Indar Comm ArrayCeres Hydroponics <-> Galaxy Solar PlantCrimson Bluff Tower <-> NS Material StorageBenson Construction <-> Alkali ShippingUI:We've renamed the Indar Warpgates to geographical names. So you will now see the "Indar Northern Warpgate" instead of the "Indar TR Warpgate"The squad list now has icons for players inside MANA turrets or Drop PodsThe Flash and Harasser mini-map icons have been made more distinct from each otherEnemy vehicles will no longer show an occupancy countBug Fixes:Fixed shotgun pellet count tooltip. Instead of saying, "The amount or pellets each time the shotgun fires" the tooltip now says, "Single-shot Pellet Count / Pellet Spread"Added 1x sight for VS Eridani SX5GFixed an issue where Resupply and Repair Sunderer icons would not display when within 100 meters of the vehicleFixed an issue where The Smoke Screen Utility tooltip on the loadout menu has a different duration value than the cert rank for SunderersFixed gravity lifts in the Frostbite Harbor spawn rooms to function correctlyThe AV turrets at West Highlands Checkpoint should no longer be floatingFixed floating turrets at West Highlands Checkpoint and The StrongholdRemoved erroneous painfields around IndarFixed an issue where the two projectiles would sometimes be visible when firing the Recon Detect Device when only one was firedFixed issue where lower ranks of Sunderer Proximity Repair could not repair Sunderers that had a higher rank equipped.Depot Bundles and store items have had a pass to ensure correct faction usage is written in their descriptionsFixed cases where the player’s corpse wasn’t removed from the world after declining a reviveRegions that cannot be captured will no longer show up as reinforcements or instant action spawn pointsRemoved the visibility cap on rockets and placed explosives. They should always show in heavy battles nowPlayers can no longer use the quick action menu to track enemy playersFixed the player standing from crouch in third person when shot while holding certain itemsFixed the Striker not animating in first person after firingGlass added to cockpit of Mosquito