Work continues on the V1.12 release which is now several days into beta testing, and has already yielded a few welcome fixes including an improvement to the occlusion system, which now correctly identifies the actual screen size of any entity in determining when to occlude it due to distance. At the same time, the occasional flicker effect on entity visibility has also been dealt with meaning you can ramp Occlusion Slide to 100 now and get a flicker free experience whilst still enjoying maximum real-time occlusion in your games.
Also found some time to solve the 'sinking into the floor' issue of some Fantasy characters and other animal creatures from the Asset Store, which turned out to be an overzealous terrain collision system. The fix actually reduced the number of terrain collision polygons to boot which means a minor performance improvement along with the fix.