So, regarding where the time sink was, it's going through just about every existing component of the game?
Gordon McLeanSenior Gameplay Programmer, FPS team
I mean, this has been an ongoing thing for most of my last quarter, so Q2 was spent doing this for the actor. A big, big chunk of that was we had a scripting language called Lua that we use extensively in the game, and it basically had to go because it's not particularly thread safe. There was no good way to make it safe for spawning things asynchronously, so it was a case of going through... for the actor there were an awful lot of Lua files, and there was an awful lot of stuff that had just been around since this engine was created. It has evolved over the course of the engine. And yeah, it was just a lot of tidying up and cleaning up and moving things around. And again, it was by multiple departments as well.
starfarer.space · Star Citizen: Reverse the Verse LIVE - Object Container Streaming