# 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: