From the Burrow
TaleSpire Dev Log 265
It’s been a pretty heavy few days since the release. The beta went from feeling stable back to feeling very beta, and so we’ve been working away trying to get things back to stable as quickly as possible.
The upgrader and crashes have been number one on my plate. It is a gut-punch to see people not be able to play and, so I’ve been pushing hard to get those fixed. I introduced new bugs in the process, which really compounded that gross, ‘pit of the stomach’ feeling. No data was lost, but it sucks to worry people that they might lose their creations.
The bug was in the upgrader and is now fixed. The next update will re-introduce the downgrade button.
As before, the downgrader is only helpful for restoring certain things. As of today, it can fix:
- Missing hide volumes: in the case you upgraded and they were missing
- Boards which were empty after upgrade (potentially except for creatures)
The next patch will also fix the bug where, if a board crosses a certain number of lights, all the lights go dark.
Next, I’ll be looking into some of the layout bugs resulting in particular objects (like doors) being at the wrong angles. I’ll also be continuing work on any issues related to the upgrader.
I hope you are all keeping well,
p.s. Oh, and Happy Easter for those of you that celebrate it :)
TaleSpire Dev Log 264
Phew! Well, that was an ‘exciting’ start.
The big upgrader bug was a use-after-release of some malloc’d memory (seriously, who allowed me to have pointers). Took a little while to track it down as different code would trigger the final crash. After that, it was about 3am so I slept like a log.
Back today to start looking at all sorts of stuff. I need to take a quick look at a LoS issue while I’m with Ree, and collaboration is easier, but then I’ll be back on a raft of bugs (especially upgrader-related ones).
If you’ve had issues with the upgrader, don’t worry, the original board data is safe. I’ve written some routines that should also let us roll back and retry the upgrade if needed. We’ll see how it plays out.
It’s gonna be a heavy couple of weeks as we need to land more stuff for the EA release. Nothing to do but do it!
Special thanks to the bug reporters and folks digging through all this.
Seeya around the Discord :)
p.s. The new format for the slabs is coming. While encoding them in the slab and pasting them was simple, undo/redo brought with it a world of pain. Maybe something to chat about on a stream sometime.
TaleSpire Dev Log 263
I wanted to write an update, but it’s all particular, so sorry this one isn’t exciting.
I’m working on persistence again. A while back I decided that, to start with, we will have two files per sector. One which everything will be persisted into and one that will only hold some kind of changes. The reasoning for this is that when a person copies a board to play, they will be moving around creatures and using objects (chests/doors/etc), and we don’t want that to invalidate the whole sector and cause a copy of the tile/prop data on the backend. So instead, the first file acts as a base, and the second optional file is applied on top.
I’ve updated the backend to support this.
I also set things up to keep the three most recent saves for each sector on the server. This will allow for a rollback in case of bugs. However, I’m still not sure what form the UI should take for this in TaleSpire itself.
I’m now focused on updating code to keep track of the board’s modified regions (using the masks from yesterday’s post) and changing how the non-unique creatures are persisted.
Tomorrow will be lots more of this, so I’m gonna go get some sleep.
TaleSpire Dev Log 262
Hi again, time to recap what I’ve been up to today.
Aside from fixing a bug in picking, my focus has been on board sync.
We will soon be syncing sections of the board on demand rather than downloading the whole board. This means a bunch of communication between the client and server requesting information about the board’s state.
Naturally, instead of sending long lists of sections in the requests, we would prefer a more compact approach. To that end, we use masks a lot. Our regions of the board form a hierarchy:
- a board contains sub-boards
- sub-boards contain sectors
- sectors contain sub-sectors
- sub-sectors contain zones
Using sub-sectors is optional, and so I’m going to skip over those today. All the requests I’m interested in are about sectors.
Each sub-board contains 64 sectors, so a 64bit mask paired with a sub-board id is a very convenient representation for identifying a bunch of sectors. I had written the code to produce and manipulate these masks, but I had seen an issue a while back that suggested that the math was incorrect. Because of that, I put today aside for testing.
It’s rather tricky to stare at a 64bit number and correctly picture the 3D mask it represents, so I knocked up a little project for visualizing them (Unity makes this very easy)
First a visualization for a single sub-board:
Each spherical indicator represents one sector. One the center is red, the bit is set in the mask.
From there, we build up to multiple sub-boards so we can test crossing boundaries:
And then finally to testing a full board’s worth.
We can now be much more sure about the masks being produced. This is a relief as beyond server requests, they are also used to track modified board regions and whether they have loaded.
Tomorrow I’ll probably be looking set separating the storage of script & non-unique creature state from the rest of the board data. This will minimize the amount of data changed when people are playing boards shared by others. Once the non-unique creature state has moved, I can at long last add copy/paste of creatures. I have held off on that for AAAAAGES as it makes it far too easy to add hundreds of creatures in a single action, and previously all creatures lived in the database, meaning lots of server requests.
Once creatures are added to copy/paste, I’ll publish the new format so the community can be ready to support it when it lands.
Anyhoo I’ll keep ya posted with all that in the coming logs.
TaleSpire Dev Log 261
We had a round of testing to see where we are at, and it’s pretty positive. There are significant bugs to squash, and the new backend hasn’t landed yet. However, it took a little while to start getting crashes, so that was positive. It is expected at this point for it to be somewhat broken, we just needed to see if there were things we weren’t expecting (for the record, the first time we did this for the beta, it was a nightmare :D)
I’ve spent this last week on bugs:
- an issue with assets jumping when being picked up making tooling feel bad
- a crash when an asset is missing from the pack rather than using the dummy asset
- atmosphere not being correctly applied when joining the board
- fix sync of spaghet scripts
- get gm requests working again
- fix a bug where a scripted asset with no MeshRenderer freaked out my batcher
- an issue where static lights were not being invalidated on change
- fix an incorrect vertical offset of slabs that were elevated when copied
And then a stinker: Assets using our fake-translucency plastic shader don’t look correct with the new lighting system.
This thing has dogged me for days now. It’s on the critical path as this shader is fundamental to how TaleSpire looks and, more immediately, we can’t record the trailer until it’s fixed.
Here’s what the problem looks like:
It is happening because we had to write our own lighting to move tiles and props away from Unity’s GameObject system (because they were too slow). However, this means that a lot of lighting magic that Unity did for us is our problem instead.
Fire, for example, used to render in multiple steps.
First, the base object is rendered. Then it is rendered once for each nearby light, with the result being additively blended with the previous pass.
I had a look at the shaders to see how things were split up, and I figured that we could replicate the effect in a single pass if we could get the light data in a buffer along with some info on where in the buffer to find the lights for the current rendering asset.
But first I needed to make the shader. This took me a day and a fair bit of swearing (visuals are not my strong suit), but I did get a proof of concept working, enough to get back to the renderer.
This also proved to be a real pain in the ass. The batching code that collects light information was written to group lights of the same kind, regardless of what tile or prop they belong to. This is done to ensure that, when rendering, there are a few unnecessary state changes as possible. However, we now need the information grouped per-tile/prop and in a ComputeBuffer. Swearing and coding continued until I had a nice little allocator for the ComputeBuffer, and all the batching jobs were updated to use it.
Finally, we could port over the new shader and wire everything up.
At last! We have something looking correct.
We still need to wire up the changes to the other plastic shaders used for crystals and the like, but that is trivial now that we know the approach works.
Today I’m back on backend work, and I will be for the next week. This thing is shaping up fast now.
Seeya in the next one folks.
p.s. This dev-log is rather late so the next one will be coming very soon
TaleSpire Dev Log 259
Progress is excellent behind the scenes. Unfortunately for the dev-logs, my recent work hasn’t made for very interesting writeups.
My focus has been on and around the new board sync.
In TaleSpire, each change to the board is applied in the same order on all clients. Naturally, this means we need to start from a common state. So if you join a board after someone else, how do we catch up? We will need to fetch the board from the GM, but that is not enough as, in the time we are waiting for the board to transfer, the board could have changed. In the current build, we use the following approach:
- When you join the board, start recording all board change operations which arrive (each has an id)
- Ask the GM’s client for the board. The client will write the ID of the most recent board change operation that had been applied before the sync along with the board data.
- When the board is finally delivered, deserialize it and discard all the recorded board change operations with IDs older than the one in the board sync file.
- Apply the remaining board change operations in order
We now have a complication. Each client may only have a portion of the board locally. Ideally, we only want to sync the parts of the board that have changed this session and load the rest from the server. It took me a bit to work out that we should only need to pause applying changes if an operation intersects a zone that exists but is not local yet. We don’t need to do the same ‘id juggling’ as the former approach (although it’s still required for the parts coming from the GM).
Part of the above is about keeping info on what zones or sectors are loaded, modified, etc. I spent some time making sure we do this efficiently.
When we release this, we will need to upgrade all the boards that are already out there. We usually do this transparently on load; however, this time, the changes are so fundamental that I want to make it a dedicated step to reduce the chance for error. This means that once the update is out, players won’t be able to connect to a campaign until it has been upgraded by the campaign owner. The owner will simply have to click an update button and allow the process to run to completion.
I’ve added a new board format to my branch where I am putting the new logic, and I’ve started writing the system that will handle the update itself. This change touches so much code that I find myself jumping back and forth doing small parts on one system to allow progress in another.
As we are making changes to the board format again, I made sure all the tests were still passing. We don’t have a CI server, so these tests are run less frequently than they otherwise would be 
As I was working on the format, I decided to move board-wide settings like the water height and most recent atmosphere to the database. As I was implementing it, I got really annoyed at some poor JSON was for encoding the data, and, against my better judgment, I decided to spend the weekend on a little diversion.
That diversion was to implement binary messaging to the server. In previous posts, I had talked about experimenting with ERTS, erlang’s built-in binary format, and how I had already written some experimental code for making ERTS messages from C#. The plan was to update the code generator on the backend to support custom types in requests and replace the JSON serializer with ERTS.
This was going pretty well, it was tricky, but by late Sunday, I had the first messages set from TaleSpire to the backend. However, when I thought I had about an hour of work remaining, I spotted a critical issue.
I had wanted to use specific sized integers for certain parts of the message. When sending messages from C#, this was easy to control as it was my code. However, on the server, I used a method called
term_to_binary, which is analogous to
Json.Encode or similar from your favorite language. What that method helpfully does is to look at the value it’s encoding and pick a suitable encoding, which could be bigger or smaller than I needed.
This sucked. I didn’t want to handle those different possibilities on the client-side, but there wasn’t a way to control it on the server side without writing a custom ERTS encoder. Of course, that defeats the point of using ERTS as I wanted something to reduce the amount of work I needed to do.
Apparently, I refuse to pay heed to the sunken cost fallacy. If I were going to write an encoder, I would make something much less dynamic than ERTS that would make smaller messages. For example, there is no point in encoding the values’ types if the message has a fixed layout. And so that’s what the next 8 hours were — a dogged hammering at the keyboard until the format came to life.
So we now have our own format. Because it’s a binary format, the data is usually smaller than the equivalent JSON text representation, and writing the messages is simply pushing bytes into an array rather than conversion to a more human-readable format.
An awesome side-effect is that it’s now easy to add support for more types. For example, I added a dedicated UUID type that sends them in their usual 16byte representation rather than the 36 chars needed for the text version. Given how many UUIDs we pass up and down, this alone is a win.
I cannot stress enough how awesome erlang’s syntax is for handling binary data. It boggles my mind that low-level languages haven’t jumped to add something similar. For example, let’s start with 4 bytes of data in binary.
Data = <<255,255,255,255>>
Now let’s say we want to unpack 3 coordinates from those 4 bytes, where the X and Z coords are 11 bits, and the Y coord is 10:
<<X:11, Y:10, Z:11>> = Data
That is binary pattern matching in action. X is bound to the first 11 bites, Y to the next 10, etc.
Obviously, we often want to read out specific values where we care about endianness. Below we see how to read the first 20 bits as a little-endian integer and the final 12 bits as a big-endian integer.
<<X:20/little-integer, Y:12/big-integer>> = Data
The result from the above is X=2047, Y=1023, and Z = 2047.
You can also bind the rest of the data to a variable:
<<ArrayLen:16/little-unsigned-integer, RestOfTheData/bytes>> = SomeLargeBinary
The above binds a
ArrayLen and the rest of the bytes in
RestOfTheData. This made chaining patterns trivial and allowed me to make a tiny binary encode/decode library in no time.
So yeah, erlang is still a great choice :D
That’s enough for now. This week I’ll keep working on board sync.
See you around
p.s. Although I don’t write for other team members, there is plenty of cool stuff happening. Although we are not changing our release date from ‘Early 2021’ we are still on track for our own internal goals. TaleSpire is coming. The release is gonna be fun!
 Tests run with a specific build flag as we have to track additional data that we do not want in normal builds.
 The reason is that some data which used to live in the database (non-unique creatures) is moving to the board files and the board data, which used to be one file, is now many. I am nervous about an error or network failure resulting in partially updated boards, and so making it a big, dedicated step seems safest.
 I want to stress again that this is an excellent decision for how ERTS is used within erlang. It was just a failure on my part that led to this issue.
TaleSpire Dev Log 258
Small update from me tonight.
After much wrestling with SQL quoting rules, I’ve got the partitions for board-data set up in the DB. I can now reserve an entry for a file, commit that once an upload has completed, insert the sector info into the correct place, and then query the board hierarchy to find out what files I need to pull for a given area of the board. To be clear, we aren’t uploading real per-sector data yet, but the database doesn’t know that :P.
With that looking promising, I started thinking about the upload/download managers again. To support resuming incomplete downloads, I knew I’d be using the HttpWebRequest API. However, I don’t have that much experience with it so, as an exercise, I rewrote the upload/download routines that we currently use when syncing the entire board. This was great as I didn’t get distracted overthinking the API or wondering how to get a realistic data-set. I could just use TaleSpire as it stands on our branch.
This went well, and now I feel ready to sink my teeth into the real work of the managers.
One data-set I haven’t talked about much recently is the non-unique creatures. We want to remove their data from the database to support more of them, which means they need to be stored somewhere else. I’ll work out how I want this for the Early Access release, and then I can get coding.
 No, not sync my teeth, and how dare you pun in this place.
TaleSpire Dev Log 257
Hi folks, the last week has been one where giving updates would have been challenging as most days have consisted of me grumbling at a whiteboard, but let’s do it anyway :p
At least half the week was spent working out how I wanted to store board data on the backend. We knew we didn’t want sharing boards to result in everyone having a duplicate copy of the board on the backend as this would mean 1000 people using a shared board would result in 1000x the storage requirement. Obviously, that means we want different people’s boards to refer to the same data. However, almost all play sessions involve small changes to the board (for example, if a fireball destroys a wall), and we don’t want that first change to result in duplicating the whole board, so we want to be able to store only what has changed.
This has been long-planned under the title ‘per-zone sync’, the implementation details are a little trickier as we start looking at worst-case numbers, however. A board (today) is 2048x1024x2048 units in size, and we divide that into 16x16x16 unit zones. That means the worst-case number of zones is 128x64x128=1048576 per board. Not only is that a lot, but each zone isn’t (usually) much data, and we definitely don’t want the book-keeping to be larger than the zone data. Furthermore, TaleSpire needs to be told what to download, so more separate files mean more things the backend has to tell the frontend. Let’s do something simple to help this; let’s serialize zones together. We will pack zones in 2x2x2 zone chunks (which will later be called sub-sectors), meaning the worst case is now 64x32x64=131072. Not great, but better.
However, these chunks are still reasonably small. They are great for localized changes, but it’s overkill for the board regions that aren’t changing frequently. So let’s make an alternate chunk size of 8x8x8 zones. We can then choose between these larger ‘sectors’ and the smaller ‘sub-sectors’, which gives us options when dividing up the world.
So we have 4x4x4=64 sub-sectors to a sector, but quite a few more sectors to the board. If we follow the same 4x4x4 pattern of sub-sectors to sectors, we get 4x2x4=32 regions of 32x32x32 zones per board. Having a consistent branching factor (64) is nice, and 32 regions will be handy in a couple of paragraphs time.
Now we have something that can work as a sparse hierarchy of spatial data, let’s look at copies again. Rather than tracking ancestry at the board level, We can have each sector point to the sector it is descended from. This lets us easily walk backward and find all the files contributing to your version of that sector.
One concern arising from recursively walking the sector data is query time. We directly address rows, so the main factors to query speed (I think) will be table size and index kind. Focusing on size, we can actually do something to help here. The first thought is to use table partitioning, but I didn’t like it for two reasons:
- It’s built on table inheritance, and that doesn’t seem to maintain the reference constraints in the child tables
- It looks tricky to ensure we keep sectors from the same region in the same partition
However, we previously mentioned those 32 regions of the board. What if we treated those regions as our partitions, made 32 tables, and handled it manually. Apart from it being a lot of work, it seems promising. However, most boards aren’t going to use every region, so we’d still get clustering around the origin. Unless, of course, we introduce some factor to more uniformly spread the data across the partitions. The way I’m looking at doing it is taking the region-id, adding the low bits from the board-id of the oldest board ancestor, and then modulo by 32. This spreads the data across partitions and means that regions of copied boards live in the same partition as regions of the boards they were copied from.
With the DB side starting to make sense, I had hoped to find a way to trivially dedupe the uploaded data itself in S3. The original idea was to name the uploaded chunks by their hash. That way, two identical chunks will get the same name and thus overwrite each other. The problem is that you can get hash collisions, but these can be minimized by hashing the data with one hash, prepending that to the data, and then hashing with a second hash. S3 will validate an upload with md5 if you request it to, so that seemed a logical choice.
However, a huge issue is that we have only made it hard to accidentally get a hash collision; it doesn’t stop people from being malicious and trying to break other peoples’ boards. There is no great answer to this. The only thing to do is upload with a unique name and then have a server-side process validate the file contents before allowing it to be de-duplicated. I’ll be adding this after Early Access has shipped.
Speaking of md5, now that compression is jobified, the md5 calculation is one of the only parts of saving a board that we don’t have in job yet. To remedy this, I’m looking at porting the md5 implementation from https://github.com/kazuho/picohash to Burst. This looks straightforward enough and will be a nice change from the planning of the last week.
While planning, I’ve been weighing up different potential implementations, and this has required reading into a bunch of SQL and Erlang topics. One neat diversion I went on was looking at binary serializing for our websocket messages to the server. Previously I had looked at things like protobufs and captnproto. However, I had ignored the fact that Erlang has ETS. ETS is a simple binary format which it uses when communicating between nodes. Some of the message kinds only make sense within Erlang, but one possible subset was identified for external use called BERT.
I played around with BERT, but I didn’t like how floats were encoded. ETS has a newer, nicer way of encoding them, so I took some inspiration from BERT and started writing a simple Burst compatible way to write ETS messages from C#. I was quickly able to encode maps, tuples, floats, and strings, and sending them as binary messages to the server was also trivial. The next step would be decoding and updating the backend’s code generator to use this. It should result in faster encoding/decoding with no garbage and smaller messages over the wire. Still, I’m going to leave this until after the Early Access release to avoid risking delaying the release even further.
I think that is the lot for this last week! I’m hoping to start making progress more quickly now that the plan has taken shape. I’ve already started writing the SQL and aim to start the erlang and c# portions as soon as possible.
Hope you are all well, Peace.
 Of course, we can also add limits of how many zones can be in each board, and we’ll almost certainly do that.
 This hierarchical spatial subdivision is probably making some of you think of octrees. Me too :P however, this approach will give us much shallower trees, which will be good for limiting the depth of the recursive SQL queries to get the data.
 Naturally, this still means that popular boards will introduce a lot of extra rows to the partition in an unbalanced way. Still, each popular board will be uniformly spread across the partitions too, so it all should even itself out.
 I’m looking at xxhash3 as it’s super fast and has a Burst compatible implementation already made by Unity
 Given that we are now not using BERTS, we could go another step further and make our own binary format with only what we need. This is definitely an option, but moving to ETS first is a decent step that means we don’t have to write an encoder/decoder for the erlang side. We can swap out the implementation once we have moved to binary messaging and ironed out the kinks.
TaleSpire Dev Log 256
Today and tomorrow are somewhat taken up by what I’m hoping is the last of the moving business. However, I’ve had some time this evening to start digging into the per-zone sync.
I started off working out what we would need in a download manager. As I was doing this, I got distracted thinking about the compression and decompression of zones. Currently, we use GZipStream, which has been fine, but it would be way better if it played nicer with Unity’s job system and if it could work without creating garbage. I also love that AsyncRedManager.Read gives a job handle as that would allow us to chain the load and decompress if we could work out how to decompress from a job.
I knew that Burst compiled jobs can call native code, so I searched for a simple zlib implementation written in C. I found a library called miniz, which looked ideal if you use the low-level functions as it doesn’t allocate any memory when de/compressing. I then found a .Net wrapper called net-miniz, and after a read of its code, I forked it so we could make a version that works with Unity’s job system.
It was pretty easy work, and we now have exactly what we wanted. I’ve not settled on an API yet, but I’ll publish the fork when I’ve worked that out and tested it a bit.
So it’s been a very successful evening. A mention I have more work to do at the old flat tomorrow, but I expect I’ll get some time to start looking into database changes we’ll need for per-zone-sync and eventual support for sharing boards :)
TaleSpire Dev Log
Lots of coding has been going on behind the scenes as usual. A lot of that work has been centered around the picker.
In the STAGING buffer technique we were using, I knew that we were meant to pull the results on the following frame. However, I had been cheeky and tried to pull it on the Unity CommandBuffer event
AfterEverything. This didn’t work well, and I saw significant delays on the render thread; it makes sense and felt like something I would have to change.
We added support for pixel picking to the dice and made it play nice with hide volumes (so you can’t pick things that should be invisible). While coding that I noticed that hide volumes were not applied correctly to pasted tiles or tiles created by redoing placing tiles. I chased this down to a simple case where we were not setting up a tiles state before trying to set apply the hide volumes to that state.
On the subject of picking: After a little experimentation, we switched from using the Depth buffer from the currently rendering scene to giving the pixel picker it’s own depth buffer. This way, we could easily exclude things we didn’t want to be pickable. We decided to try this after noticing the tile/prop/creature preview would be detected by the picker when placing them, as that would have been a bit annoying to work around.
The next task was simple but takes a little context to explain. The picker and physics raycasting code returns a reference to tiles/props, which is basically just a fancy pointer. Tile & Prop data can be moved when a zone is modified so, if you want to store a reference to a tile/prop that is valid for multiple frames, we make a handle that has a safe way to lookup an asset at the expense of some performance. Previously you would create a new handle whenever you wanted to hold on to a tile/prop, but allocating this object means that the GC has to clean it up at some point. To mitigate this, we turned the handle into a sort of container. You create it once and then push a tile/prop reference into it. You can then replace the reference in the handle or clear it.
Then there were a bunch of physics-related tasks:
- A couple of bugs in our wrapper around
Unity.Physicsresulted in ray-casts hitting things that had already been destroyed.
- Replace the mesh colliders around the creature base with a single CylinderCollider
- Dice has not been set up to interact with creatures
- Improving handling of framerate spikes
- My code for creating the cylinder geometry was off by 90degrees, so we ended up with stuff like this happening
Note: It is super obvious what is happening in this picture, but when I noticed it, the only cylinder collider was around the creature’s base, and so I thought I still was messing up creature/dice interactions. I had a good solid facepalm when I finally saw what was up.
The following item on the bug list was that shadows were not respecting hide volumes. This was harder than it should have been due to hiccups we’d had while rewriting the engine. Let’s get through the basics:
- GameObjects were too slow
- Unity has calls to render objects using instancing without using GameObjects
- Those calls cause issues with shadows as Unity can’t them per-light and so does way too much work
- Unity added a new thing called a BatchRendererGroup, which lets you make big batches of things to render and implement the culling yourself (Yay!)
- We implemented our new code based on the BatchRendererGroup
- What wasn’t documented was that specifying per-instance data only works if you are using their new Scriptable-Rendering-Pipeline (ARGGGHH)
- We do not have the time to write our own rendering-pipeline and port all the shaders
- We decided to implement our own GPU culling and use indirect rendering to draw the board with shadowcasting turned off and keep using the BatchRendererGroup for shadows.
This has worked well, but as we can’t get per-instance state to the shadow-shaders, we can’t use our usual approach to cull things in hide volumes. Instead, we now check the hide volume state when doing the CPU-side culling of shadows. This would require too many pointer lookups, so we added an extra job to copy the data into another buffer for fast lookup.
Dice ‘sleep’ was next on the agenda. When an object has stopped moving in most physics engines, the engine puts the object to sleep and stops simulating it. The new Unity.Physics library does not have support for sleep built-in as the library is intended as something to be built upon, and different sleep implementations have various tradeoffs. Instead, what we are doing is simply snapping the die to a stop when it’s velocity and position has stayed at a low value for a given period of time. This stops the dice from drifting but doesn’t stop the physics simulation. To prevent things from (computationally) getting out of hand, we are adding an auto-despawn of dice rolls once they have been at rest for a given duration. This also starts addressing some feature-requests about dice management, so that’s nice.
One thing that is not resolved is that we are seeing inconsistent execution time for some operations related to picking. It’s a bit confusing as it’s the enqueuing of the task that is taking a long time rather than the task itself. I need to collect some more data and post a question on the Unity forums as I’m a bit lost as to why this is happening.
Amongst all this is the usual slew of small issues and fixes, but this is getting plenty long enough already.
I’m immediately switching tasks from front-end work to the per-zone sync that I’ve been talking about for months. The next updates will be all about that.
Until then :)
 We implement them as readonly ref structs, so we don’t accidentally store them  GC really is the enemy in games. You might be surprised how badly timed it hurts performance even when using an incremental GC.  Another approach would have been to write our own lighting/shadow system, but that’s also terrifying given how late we already are with the Early Access :/