Online Technology
In July, the Network team focused on improving reliability and preparing more dynamic server management. Fixes now provide accurate server-load measurement and reporting while removing outdated calculations. The team also advanced demand-based scaling, which will allow servers to be added during busy events and released afterward. Work continued on dividing the game world into server-managed regions using grid-based spatial mapping, alongside code cleanup.
Online Services resolved dozens of player-reported issues while progressing Item Recovery. Planned improvements will let players reclaim items lost to bugs or crashes, with UI work covering even very large collections. The team also investigated mission and delivery-contract generation, whose excessive background data was straining servers, and planned a rebuild to improve performance and stability. Early Crafting and Refining designs explored how created or upgraded items will interact with existing gear and insurance.
Live Tools completed several major initiatives. Hex 4.0 rebuilt investigation tools covering inventory, ownership, sanctions, infractions, reputation and ledgers, while user research now informs pre-release UX work. Development also continued on Citadel’s role-based access and a Bootstrap client rebuild.
Crash reports linked to a known fault in 13th and 14th-generation Intel processors are now handled automatically, reducing manual triage. Panic Switch also received post-launch improvements to rule creation and malformed payload detection.
R&D
In July, R&D focused on adding snow and expanded weather behavior to the planet simulation while improving cloud-rendering performance.
A new time-of-day-dependent temperature model accounts for elevation, humidity, wind and broader climate conditions. Temperature and precipitation probability now determine where and how much it rains or snows, with stable long-term accumulation and interoperability between rain and snow.
Local models also estimate precipitation and lightning probability using climate conditions and cloud coverage. Temperature and snow data are now available through CPU and GPU weather queries and terrain debug tools.
Cloud temporal rendering progressed toward release, with improved quality from distant orbit and optimized guide storage. Ongoing work targets stability during little or no movement, sharper results and the removal of transmittance halos.
Tech Art/Animation
Last month, Technical Animation refined the DNA head pipeline, fixing alignment and expression issues, restoring save-and-load support for hybrid heads, and progressing head exports for the Tumbril Cyclone’s occupants.
New meshes for a creature family are now ready for playtesting, while weakspot implementation progressed on the apex sand valakkar.
Cloth R&D introduced tools for more natural movement, including proximal face constraints and per-vertex goal-weight painting. Facial-rig corrective shapes were also refined, resolving jaw movement affecting collar motion.
The Aegis Retaliator’s cockpit was re-rigged following its interior redesign. The game-wide usable refactor also continued across doors, buttons and railings, alongside grip fixes for one-handed props, new collectible rigs and a fully interactive arcade joystick.



















