# 2022-05-15 Weekly Meeting
###### tags: `weekly-meeting`
### Topics:
#### Issues
- https://gitlab.com/veloren/veloren/-/issues/1517
- https://gitlab.com/veloren/veloren/-/issues/47
- https://gitlab.com/veloren/veloren/-/issues/337
- https://gitlab.com/veloren/veloren/-/issues/339
- https://gitlab.com/veloren/veloren/-/issues/596
- https://gitlab.com/veloren/veloren/-/issues/779
- https://gitlab.com/veloren/veloren/-/issues/833
- https://gitlab.com/veloren/veloren/-/issues/894
- https://gitlab.com/veloren/veloren/-/issues/1043
- https://gitlab.com/veloren/veloren/-/issues/1068
#### 0.13 Release
18th or ~~25th~~ of June (or July second?)
What features
- Modular weapons (sam)
- Rain (Isse)
- Release map (Hannibal)
- Smoke variation (Christof)
- clientcommands aka forced serverside physics would be cool (xMAC)
#### Servers and optimizations
What has happened:
- New server
- Works well
- Good tick times
- Optimizations
- Two issues are resolved
- angel Did Vec -> EventBus for outcomes
- Needs to be examined for efficiency
- isse Removed an expensive clone for sending over the network
- xmac Did terrain serialization improvements
- aweinstock Worked on parallelizing buffs
- imbris is looking at improving part of specs
- christof is working on character behaviour
- TODO
- Event processing isn't ideal
- End of each tick must process lots of events in a synchronous way
- Won't be an easy improvement
- Explosions
- Why is raycasting done single-threaded
- Should be easy to parallelize
- Action items (Still TODO)
- Could we better document how a frame breaks down into tasks, and what is taking time on the main thread?
- Since the main thread is the single area that matters for how fast ticks can finish (I might be wrong), it would be good to have it broken down
- There are already some docs for this
- Look into actions
## Next week leads
Lead: Christof
Call for Review!: xmac
Issues (limit 7): ubruntu
Minutes: Angel
### Todo agenda: