UPDATE - 3/14/2019

HAPPY PI DAY.

WE LIVE

UPDATE - 3/5/2019

Found fix and is in pipeline/QA process.

Estimated ship date is 3/14/2019. Aiming for Pi-Day.

UPDATE - 3/4/2019

Disabled due to issue reported. Working on fix ASAP. Terrain Water Broken ('two sea surfaces top & bottom')

About an hour ago an update went live to optimize how our servers and Studio load large levels with tons of Terrain. The optimization is done by letting us skip unnecessary empty regions, but requires some extra information about the terrain to be saved to file.

Expected Behavior

Levels made before today may take up to a few seconds extra time to save the first time you save. In most cases this will not be noticeable, but when tested in a level with a huge 660 million voxels it took about 7 extra seconds the first time you save. Subsequent saves were not any slower.

Levels made after today should be generating data as your build them, so overall should not experience these longer save times.

For the 660 million voxel place, terrain loading time went from 8 seconds to about <1 second.

TLDR:

Overall you may incur a little bit of penalty the first time you save a level with terrain, but it means you should be able to launch the place faster from that point on, in both Studio and as a Server when you publish your game.

Please let me know if you experience anything unexpected!