{"data":{"id":17140,"title":"Star Citizen Monthly Report: June 2019","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/17140-Star-Citizen-Monthly-Report-June-2019","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/17140","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/17140","channel":"Undefined","category":"Undefined","series":"Monthly 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the summer heats up in earnest, Europe\u2019s weather-weary devs take air-conditioned refuge in the studios to tackle everything from new ships and locations to behind the scenes tweaks. Across the pond, it\u2019s business as usual, with the well-accustomed LA and Texas teams working their way through AI additions and new release content in droves. Wherever you\u2019re reading from, Alpha 3.6 is heating up and will be hitting the PTU in no time.\n\nAI\nJune\u2019s roundup starts as always with the AI Team, who enabled a multithreaded update of the Subsumption component. This will be included in the upcoming Alpha 3.6 release and will have a positive impact on overall game performance. They also updated the Tactical Point System to support asynchronous generation, which will improve the efficiency of large usable search radiuses and have less impact on frame update.\nThe Character Combat Team spent time refactoring human combat \u2013 new tactics have been added, NPCs understand open environments better, and a lot of bugs have been fixed. This update will hit the PU in Alpha 3.6. The first version of an \u2018investigate\u2019 behavior was also completed, which will enable NPCs to search for players if they manage to escape during combat.\nCombat wise, behaviors were set up to make better use of the pilot skills and all initial \u2018skill sheets\u2019 were completed for the PU (and SQ42). Several flying maneuvers, such as the \u2018fly by\u2019 and \u2018breakaway\u2019 mentioned a couple of reports ago, were reworked to support strafing and the afterburner has been improved when flying over splines. They continued work on 3D pathfinding and are currently implementing a more efficient way to evaluate the environment and build flight paths using information from the distance field calculated by the physics code. This will also allow AI ships to better navigate highly complex environments, such as dense asteroid fields and intricate structures.\nFinally for AI, the Social Team introduced several new functionalities to the vendor AI, such as enabling NPCs and players to interact with usables without the need to explicitly trigger interactions. For example, if a player wants to order a drink, they only need to move towards the bar as they would do in normal life. This behavior is constantly improving and will eventually support all types of vendor in \u2018verse.\n\nAnimation\nLast month, Animation continued to develop human-style enemies, including enabling them to use sidearms and the previsualization of two new enemy types. They worked closely with the Design Team to prototype melee combat and began working out the kinks in the takedown system. Closing out the technical needs for jumping was a priority too. They also began creating animations for \u2018first selects\u2019 (a unique animation for the first time a player holds\/equips a weapon) and worked with Design on weapon inspection and pickups.\nThe team moved forward with ship-to-ship communications, including getting the g-force animations playing properly for AI pilots. Once the pipeline is completed, they\u2019ll be able to start producing ship-to-ship comms calls in earnest.\nTying into the AI Team\u2019s work above, Animation started on the motion capture data for the updated bartender and bar patron behavior and began work on a new mission giver coming later in the year.\nThey also continued on usables, with the aim to have all requested animations complete within the next few months.\n\nArt (Environment)\nIn the UK, the Environment Team continued work on Orison\u2019s whitebox, which is now at a stage both the designers and artists are happy with. Next up is the beginning of the greybox phase, where the floating city\u2019s core forms and shapes are locked down and its functionality and flow are refined.\nAs players will see in the upcoming Alpha 3.6 release, the new space station exteriors were completed and deliver much greater variety to help make each location feel unique. Work has since started on the interiors too, with the same goal of improving variety.\nOver in Germany, the various transit systems around the \u2018verse were updated, specifically to make the waiting times between train rides shorter. The team also worked on updating signs and visual directions in several locations to make navigation easier, particularly for new visitors.\nProgress on the \u2018hi-tech\u2019 hangars continues, with the team working through the various modules to get them ready for their release on microTech (and later Orison).\nBoth locations spent time squashing bugs and fixing issues for Alpha 3.6\u2019s release to the Evocati.\nArt (Ships)\nEarly in June, the LA-based team finished reworking the Origin 300 series (and its customization options) and spent the rest of the month wrapping up the Kruger P-52 Merlin and P-72 Archimedes. The Art Team is currently progressing the greybox stage of both the Banu Defender and Esperia Prowler. The past month saw the UK-based team closing out the Vanguard Hoplite and Warden for Alpha 3.6, which involved adding Level of Detail (LOD), the final lighting pass, and finishing off the rear ramp and the Hoplite\u2019s rear seating. Some of the finer exterior details were given a polish too, including the rear thrusters and flip-up lights.\nBoth sides of the pond came together to work on the Origin 890 Jump, which continues towards the \u2018art complete\u2019 stage. Last month, it had its last lighting pass, final art was submitted for the \u2018battle bridge\u2019, and the cargo bay elevator door, airlock, and hangar landing pad were added. A few small tasks remain on the ship\u2019s exterior that, when complete, will head to the Tech Art Team for the damage pass.\nArt (Weapons)\nThe Weapon Art Team finished modeling and texturing the Hedeby Gunworks Salvo frag pistol and Behring GP33 \u2018MOD\u2019 grenade launcher. They also cleaned up optical attachments and polished a few other weapons, including the Klaus & Werner Lumin V SMG.\nAudio\nJune saw Audio make their final plans and preparations for Alpha 3.6. With the new content largely complete, the focus is now on bug fixing, optimization, and playtesting to make sure everything is ship-shape.\nThey also created new audio for some older weapons and user interfaces, which can be seen (and heard) in the upcoming release.\n\u201cYou may want to give the Apocalypse Arms Scourge railgun a try\u2026 trust me.\u201d -Audio Team.\nBackend Services\nLast month, the Server Engineering Team spent most of their time supporting Alpha 3.5.1, including loadout customization persistence. This was previously done using the legacy method but has recently been moved to take advantage of the benefits of the variable service. The matchmaker system has also been moved to be compatible with the newer group system.\nWork started on the new router mesh, which will help scale and distribute backend service data load over multiple machines and reduce the backpressure experienced in the current system.\nCharacters\nCharacter Art worked on several concepts to flesh out the Persistent Universe, including new NPC professions. The bounty hunter concepts were approved and moved into the modeling stage and the Tumbril biker jackets were finished, as were some upcoming subscriber items. The team is currently working on new tech for suits and animated helmets. Community\nAfter Alpha 3.5.1 was released, the Origin Celebration kicked off, giving backers the opportunity to try any of Origin\u2019s flyable lineup for free. The star of the event was the newly reworked Origin 300 series \u2013 the first ship with customizable paint, interior, and components. To celebrate, the Community Team held a screenshot contest that combined the sophisticated lines of these luxury ships with the beauty of the densely populated city planet, ArcCorp. Several thousand great entries made it hard to select a winner and again raised the bar for future Star Citizen screenshot events. Head over to Spectrum to check out the winners and keep an eye out for the next one.\nJune also saw the premiere of the latest YouTube series, Pillar Talk, where each quarter, developers from the various studios around the world discuss the features hitting the upcoming patch. In the first episode, Chris Roberts is joined by Tony Zurovec, John Crewe, and Eric Kieron Davis for an in-depth discussion on the features of Alpha 3.6.\nWith the first wave of tickets for CitizenCon 2949 in Manchester already sold out, the team wants to share some details about community booths. Following the success of org booths at last year\u2019s event, they plan to replicate this opportunity in Manchester, though this time they\u2019ll be rebranded \u2018community booths\u2019 to emphasize that you don\u2019t have to be an organization to participate. Head over to the CitizenCon website for more info and don\u2019t hesitate to send in your application!\nDesign\nLast month saw Design working hard to wrap up work for the ever-present Alpha 3.6, including a few remaining issues with the new black market \u2018fences\u2019 (receiver of illegal goods) currently being investigated by QA. When sorted, stolen goods will only be accepted at off-the-radar locations and normal shops will refuse to accept goods taken from other players and NPCs.\nThe ongoing work to service beacons continued, with the most recent iteration of Escort\/Assist now visible in the Evocati build of Alpha 3.6. Rather than use the same system, real-world players will deploy \u2018Escort\u2019 beacons for support, while NPCs will exclusively use \u2018Combat Assist\u2019.\nIn-game ship pricing was also a priority in June and saw the team working hard to expand the existing methodology for scoring and pricing ships and components, itself an expansion of the work completed for last month\u2019s release of the ship customizer. The team is currently wrapping up a pass on in-game ship pricing that should hit the PTU build of Alpha 3.6 soon.\nFinally, the bartender (or \u2018vendor\u2019 behavior) is making great progress, with the \u2018scooching\u2019 tech mentioned in February and March\u2019s reports reaching its final stages.\nDevOps\nThis month, DevOps dramatically improved the asset creation process by breaking large jobs into much smaller groups to enable the art teams to review their changes quicker than before. They also had to make significant changes to the way they handle storage due to the massive increase in data and simultaneous build jobs.\nThe publishing operations arm of the team continues to publish build versions daily for internal use in addition to the PTU. Part of their support role is to monitor servers and collect operational data to support the dev teams and the integrity of the publishing process is paramount, so a lot of work goes into automation with human oversight. Modifications to the publishing systems are constant in order to support such a rapidly evolving game.\nEngineering\nJune saw the Engine Team revise disocclusion handling, continue work on ground fog, and enhance the short-sequence sample pattern to reduce flickering for temporal sample anti-aliasing (TSAA). They also continued progress on the render thread global state cleanup, which is a prerequisite for the ongoing low-level renderer and render pass refactor.\nThey also completed the initial test runs of server-side object container streaming (OCS).\nThey continued work on the physics refactor too, with the current task being to convert queues. They also started initial work for the instancing of physics geometry to save system memory, provided support for 3D flight navigation, as made general optimizations. And as usual so close to a patch release, they fixed bugs and offered general \u2018live\u2019 support.\nFeatures (Gameplay)\nThe Gameplay Features Team spent part of June working on VoIP & FoIP. This included adding the ability to \u2018hail\u2019 other ships by making video calls using the target HUD and a hotkey. Other options include using the comms and target multifunction displays (MFD) and the comms app in mobiGlas. Group chat preference improvements were also implemented along with the automatic creation of ship channels.\nAway from comms, the team added the function to allow players to sell stolen goods at kiosks. A lot of work also went into the next iteration of the character customizer, which is coming post-Alpha 3.6.\nFeatures (Vehicles)\nJune saw the US team split their time between further developing vehicle radar detection and scanning (including surface and detail scanning) and under-the-hood core tech improvements to the item port system. Time was also dedicated to fixing a variety of bugs and issues, from mining performance problems to crashes.\nIn the UK and Germany, focus was on finishing the misfire system and making sure it communicates properly with players. Hover Mode received a lot of attention too, with various changes and improvements currently being worked on. Exploratory work began on a brand-new design for ship MFDs too.\nGraphics\nLast month, the Graphics Team addressed a backlog of bugs and miscellaneous issues for Alpha 3.6, ranging from video-comms and render-to-texture bugs to issues with light animations and shadows. Progress continued on Planet Shading V4 and live-environment probes and is planned to ramp up in July.\nLevel Design\nJune saw Level Design move the criminal database and hacking screens to the \u2018building block\u2019 system. The team\u2019s first attempt creating complex interactive screens, it has since been developed further with the assistance of the UI Team to make the process smoother, faster, and easier going forward. Related to the new screens are two new underground facilities on Hurston and ArcCorp, which can be used by players to hack into the criminal database and remove their crimestat.\nThe introduction of Transit System 2.0 meant that all elevators, trains, and shuttles across the PU had to be set up again. Aside from improvements behind the scenes, this change enabled the team to add several quality-of-life features for players such as multiple carriages on a single track, looping lines, multiple destinations, and limbo states for elevators.\nPre-production began on New Babbage, with the high-level layout, whitebox, and placement and tiering of shops and offices currently in progress. Collaboration with the Environment Art Team on Orison continues too, with the landing zone currently in the whitebox stage.\nNew Rest Stop locations that use procedurally generated exteriors were added and Delamar was rotated on its orbit to adjust its proximity to GrimHex. Fixes were also made to a bug that caused bounty hunter missions to not progress and prototyping was done for future missions.\nLighting\nThe Lighting Team was split between supporting the Alpha 3.6 release and creating new content. For Alpha 3.6, they updated legacy locations with fresh lighting, optimization, and polish, with the underground facilities, Port Olisar, and Levski all getting attention.\nNew content included lighting the utilitarian space station exteriors and planetary junk site locations. At the same time, they began prototyping lighting for dark and ambient caves along with the bright and functional hi-tech hangars.\n\nNarrative\nNarrative worked heavily with the design teams in Austin and Wilmslow to add finishing touches to the law system by helping to establish the various crimes and jurisdictions of Stanton. They also made progress with the AI Team to refine how NPCs could be grouped together into archetypes of behaviors for future releases. Work continued on the Banu and Xi\u2019an languages, with this month\u2019s focus on expanding vocabulary. They also assisted in the Origin Celebration and customizer launch, made progress on a few new commercials that were pitched last month for upcoming ships, and assisted in the CitizenCon 2949 website launch.\nPlayer Relations\nPlayer Relations continued supporting the players and Evocati testing the upcoming releases. They completed analysis that showed volunteers have contributed over 11.2 years of playtime to the Evocati Test Flight phases. Their efforts and dedication are instrumental in getting additional builds out, which the team discussed on Inside Star Citizen last week. As a reminder, Evocati invitations are based on playtime and contribution to the Issue Council, so start reporting if you\u2019re interested in joining the fold. Player Relations also added new articles to the growing Knowledge Base, which will be helpful for players of all levels running into issues\nProps\nAt the start of June, The Props Team shifted into full release mode to focus on the remaining polish tasks and fix a few bugs that crept in from the metric changes to the dressing and cargo props. Optimizations were made to the decal textures and usage too.\nWork continued on the bar experience, with the templates defined last month used to create final art for the cocktail station and a more generic bar dressing set, and improvements were made to the glass and drink materials.\nAnother big focus was the creation of assets for the Origin 890 Jump to add luxury to its many, many rooms. Finally, the team completed the prototyping on a few interactive assets that will roll into production during the next quarter.\nQA\nThe transition from the old to the new transit system is complete and the final QA Test Request was successful. UK QA mainly focused on testing the system with multiplayer scenarios, while Germany\u2019s team focused on single player. All QA locations assisted with the backlog of integration QA test requests, which entails testing shelf changes coming from a feature stream to be integrated into one of the main branches, such as \u2018Game-Dev\u2019 or \u2018SC-Alpha\u2019. They also continue to perform weekly performance passes on the SC-Alpha release branch as well as page heap testing to stay on top of memory corruption issues.\nTesting of the new strafing mechanic from the Ship AI Team is also underway. This new feature makes enemy NPC ships more interesting (and challenging) to fight against. Location testing also began for the new PU rest stops.\nSystem Design\nStarting with FPS combat, System Design continued their work on the first reactions to audio and visual stimuli mentioned last month before moving onto reactions to grenades and bullets.\nOn the ship AI side, they implemented target selections to allow AI to switch focus between multiple enemies based on different parameters, such as damage done and proximity. They\u2019re currently working out the last few kinks in the unified vendor behavior before it\u2019s considered complete.\nTech Animation\nTechnical Animation worked closely with many other teams on ship comms calls, animation workflows, and processes. They also continued to work through the backlog of outstanding wildline and dogfighting comms animations and are currently implementing the ones already processed. The Maya tools source control refactoring is complete too, which will allow the animators to work unhindered whether there is a source control connection or not.\nTech Art\nLast month, Tech Art (together with Core Engine and Tech Animation) took strides towards establishing the new updated in-house facial rigging pipeline. In order to flesh out the DNA gene pool and populate the Star Citizen universe with millions of unique looking characters, a large number of face rigs for both female and male characters need to be created. An in-house facial rigging solution will give devs the required flexibility and full control over production scheduling and rig asset quality (and therefore animation and deformation quality). The first test case and benchmark for this new system was the face rig for the female playable character. The challenge now lies in ensuring that the animation quality matches (or surpasses) that of the male playable character. Initial results look very promising and the team is excited to take the next steps.\nTurbulent (Services)\nLast month, focus was on the ongoing voice service rework, with the voice session manager reaching one of its two important milestones \u2013 the regrouping of the existing code relative to voice session management in a dedicated manager. This allows the team to move to the second milestone, which involves augmenting the manager to include a second session.\nThe team also delivered two projects with more direct visibility. Turbulent also developed the application programming interface (API) that will ultimately enable players to communicate more easily when they are on the same ship via an automatic call request.\nTurbulent (Web platform)\nThroughout June, Turbulent supported the Origin Celebration and the launch of the 300i\u2019s customizer. Behind the curtain, the team continue to work on additional backend features to further streamline the customizer and ensure its stability and longevity for years to come.\nTurbulent also created a new CitizenCon microsite to support this year\u2019s event in Manchester, England. The first wave of tickets went on sale on June 27th and sold out within a few minutes.\nThe team has also worked on a series of promotions to support the launch of Alpha 3.6. Stay tuned to see them in the near future.\nUser Interface (UI)\nIn June, the UI Team worked on screens for the Gemini S71 rifle and Greycat Industrial Multi-Tool alongside getting the ship purchase kiosk ready to use for Alpha 3.6.\nThe UI Tech Team added flexible layouts and scrolling lists to the new UI system, supported the Vehicle Team with the new Gladius HUD, and worked with the Mission Team on their new hackable terminals.\nVFX\nVFX spent most of the month continuing their feature work on Planetary Effects V4. Further improvements were made to color tinting, allowing greater accuracy when players quickly traverse differently colored terrains. They also prototyped a method of allowing particles to orient to terrain, which allows effects to convincingly follow the curves and contours of the environment. Finally, with Alpha 3.6 drawing ever closer, the team continued with their \u2018decoupled particles\u2019 rollout on existing locations spent time fixing bugs and polishing effects. WE\u2019LL SEE YOU NEXT MONTH\u2026","de_DE":"W\u00e4hrend sich der Sommer ernsthaft erw\u00e4rmt, suchen Europas wetterm\u00fcde Devs klimatisierte Zuflucht in den Studios, um alles in Angriff zu nehmen, von neuen Schiffen und Orten bis hin zu Optimierungen hinter den Kulissen. Auf der anderen Seite des Teiches ist es Business as usual, wobei sich die gut ausgebildeten Teams aus LA und Texas durch KI-Additionen und neue Release-Inhalte in Scharen arbeiten. Wo immer Sie auch lesen, Alpha 3.6 erw\u00e4rmt sich und trifft im Handumdrehen auf die PTU.\n\nKI\nDie Zusammenfassung im Juni beginnt wie immer mit dem KI-Team, das ein Multithreading-Update der Subsumption-Komponente erm\u00f6glichte. Dies wird in der kommenden Alpha 3.6-Version enthalten sein und sich positiv auf die Gesamtleistung des Spiels auswirken. Sie aktualisierten auch das Tactical Point System, um die asynchrone Generierung zu unterst\u00fctzen, was die Effizienz gro\u00dfer nutzbarer Suchradien verbessert und die Auswirkungen auf die Aktualisierung der Frames verringert.\nDas Charakter-Kampfteam verbrachte Zeit damit, den menschlichen Kampf neu zu gestalten - neue Taktiken wurden hinzugef\u00fcgt, NSCs verstehen offene Umgebungen besser, und viele Fehler wurden behoben. Dieses Update wird die PU in Alpha 3.6 betreffen. Die erste Version eines \"Untersuchungsverhaltens\" wurde ebenfalls fertiggestellt, das es den NSCs erm\u00f6glichen wird, nach Spielern zu suchen, wenn sie es schaffen, im Kampf zu entkommen.\nKampfm\u00e4\u00dfig wurden Verhaltensweisen eingerichtet, um die Pilotf\u00e4higkeiten besser zu nutzen, und alle ersten \"Qualifikationsbl\u00e4tter\" wurden f\u00fcr die PU (und SQ42) ausgef\u00fcllt. Mehrere Flugman\u00f6ver, wie das vor einigen Berichten erw\u00e4hnte \"Fly-by\" und \"Breakaway\", wurden zur Unterst\u00fctzung des Strafings \u00fcberarbeitet und der Nachbrenner beim Fliegen \u00fcber Splines verbessert. Sie setzten ihre Arbeit an der 3D-Pfadfindung fort und implementieren derzeit eine effizientere Methode zur Bewertung der Umgebung und zum Aufbau von Flugrouten unter Verwendung von Informationen aus dem durch den Physikcode berechneten Entfernungsfeld. Dies wird es auch KI-Schiffen erm\u00f6glichen, hochkomplexe Umgebungen wie dichte Asteroidenfelder und komplexe Strukturen besser zu navigieren.\nSchlie\u00dflich hat das Social Team f\u00fcr die KI des Anbieters mehrere neue Funktionalit\u00e4ten eingef\u00fchrt, wie z.B. die M\u00f6glichkeit, NSCs und Spieler mit Usables zu interagieren, ohne dass explizit Interaktionen ausgel\u00f6st werden m\u00fcssen. Wenn ein Spieler zum Beispiel ein Getr\u00e4nk bestellen m\u00f6chte, muss er sich nur in Richtung Bar bewegen, wie er es im normalen Leben tun w\u00fcrde. Dieses Verhalten verbessert sich st\u00e4ndig und wird schlie\u00dflich alle Arten von Anbietern in Versen unterst\u00fctzen.\nAnimation\nIm vergangenen Monat hat Animation die Entwicklung von Feinden im menschlichen Stil fortgesetzt, einschlie\u00dflich der M\u00f6glichkeit, Seitenwaffen zu benutzen und die Visualisierung von zwei neuen Feindtypen. Sie arbeiteten eng mit dem Designteam zusammen, um einen Prototyp des Nahkampfes zu entwickeln, und begannen, die Knicke im Takedown-System zu erarbeiten. Auch die Abschottung der technischen Voraussetzungen f\u00fcr das Springen stand im Vordergrund. Sie begannen auch mit der Erstellung von Animationen f\u00fcr \"first selects\" (eine einzigartige Animation, die zum ersten Mal, wenn ein Spieler eine Waffe h\u00e4lt\/ausr\u00fcstet) und arbeiteten mit Design an Waffeninspektionen und Pickups.\nDas Team machte Fortschritte bei der Kommunikation zwischen Schiff und Schiff, einschlie\u00dflich der Bereitstellung der g-force-Animationen, die f\u00fcr KI-Piloten richtig ablaufen. Sobald die Pipeline fertiggestellt ist, k\u00f6nnen sie mit der Produktion von Schiff-zu-Schiff-Kommunkommandos beginnen.\nIn Anlehnung an die oben beschriebene Arbeit des KI-Teams begann Animation mit der Erfassung der Bewegungsdaten f\u00fcr das aktualisierte Barkeeperverhalten und begann mit der Arbeit an einem neuen Missionsgeber, der sp\u00e4ter im Jahr kam.\nSie setzten auch auf Usables fort, mit dem Ziel, alle angeforderten Animationen innerhalb der n\u00e4chsten Monate fertigzustellen.\nKunst (Umwelt)\nIn Gro\u00dfbritannien setzte das Umweltteam die Arbeit an der Whitebox von Orison fort, die sich nun in einem Stadium befindet, mit dem sowohl die Designer als auch die K\u00fcnstler zufrieden sind. Als n\u00e4chstes beginnt die Greybox-Phase, in der die Kernformen und -formen der schwimmenden Stadt festgelegt und ihre Funktionalit\u00e4t und ihr Fluss verfeinert werden.\nWie die Spieler in der kommenden Alpha 3.6-Version sehen werden, wurden die neuen Au\u00dfenanlagen der Raumstation fertiggestellt und bieten eine viel gr\u00f6\u00dfere Vielfalt, um jedem Standort ein einzigartiges Gef\u00fchl zu geben. Seitdem wird auch an den Innenr\u00e4umen gearbeitet, mit dem gleichen Ziel, die Vielfalt zu verbessern.\nIn Deutschland wurden die verschiedenen Verkehrssysteme rund um den Vers aktualisiert, um insbesondere die Wartezeiten zwischen den Zugfahrten zu verk\u00fcrzen. Das Team arbeitete auch an der Aktualisierung von Schildern und visuellen Wegbeschreibungen an mehreren Orten, um die Navigation, insbesondere f\u00fcr neue Besucher, zu erleichtern.\nDie Fortschritte bei den \"Hi-Tech\"-Hangars gehen weiter, wobei das Team die verschiedenen Module durcharbeitet, um sie f\u00fcr ihre Ver\u00f6ffentlichung auf microTech (und sp\u00e4ter Orison) vorzubereiten.\nBeide Standorte verbrachten Zeit damit, Fehler zu beseitigen und Probleme f\u00fcr die Freigabe von Alpha 3.6 f\u00fcr die Evocati zu beheben.\n\nKunst (Schiffe)\nAnfang Juni beendete das in LA ans\u00e4ssige Team die \u00dcberarbeitung der Origin 300-Serie (und ihrer Anpassungsoptionen) und verbrachte den Rest des Monats damit, die Kr\u00fcger P-52 Merlin und P-72 Archimedes abzuschlie\u00dfen. Das Art Team befindet sich derzeit in der Greybox-Phase des Banu Defender und des Esperia Prowler. Im vergangenen Monat schloss das britische Team den Vanguard Hoplite und Warden f\u00fcr Alpha 3.6 ab, wobei Level of Detail (LOD), der letzte Beleuchtungspass, hinzugef\u00fcgt wurde und die Heckrampe und die R\u00fccksitze des Hoplite fertiggestellt wurden. Einige der feineren \u00e4u\u00dferen Details wurden ebenfalls poliert, einschlie\u00dflich der Heckstrahlruder und der Klappleuchten.\nBeide Seiten des Teiches trafen sich, um an der Origin 890 Jump zu arbeiten, die sich in Richtung der B\u00fchne \"art complete\" fortsetzt. Letzten Monat hatte es seinen letzten Lichtpass, die endg\u00fcltige Kunst wurde f\u00fcr die \"Schlachtbr\u00fccke\" eingereicht, und die T\u00fcr des Laderaumaufzugs, die Luftschleuse und der Landeplatz des Hangars wurden hinzugef\u00fcgt. An der Au\u00dfenseite des Schiffes verbleiben noch einige kleine Aufgaben, die nach Fertigstellung an das Tech Art Team f\u00fcr den Schadenspass weitergeleitet werden.\n\nKunst (Waffen)\nDas Weapon Art Team beendete die Modellierung und Texturierung der Hedeby Gunworks Salvo frag Pistole und des Behring GP33'MOD' Granatwerfer. Sie haben auch optische Aufs\u00e4tze gereinigt und einige andere Waffen poliert, darunter die Klaus & Werner Lumin V SMG.\n\nAudio\nIm Juni hat Audio ihre endg\u00fcltigen Pl\u00e4ne und Vorbereitungen f\u00fcr Alpha 3.6 getroffen. Nachdem die neuen Inhalte weitgehend fertig sind, liegt der Schwerpunkt nun auf Bugfixing, Optimierung und Playtesting, um sicherzustellen, dass alles in Ordnung ist.\nSie haben auch neues Audio f\u00fcr einige \u00e4ltere Waffen und Benutzeroberfl\u00e4chen erstellt, das in der kommenden Version zu sehen (und zu h\u00f6ren) ist.\n\"Du solltest vielleicht der Apocalypse Arms Scourge Railgun einen Versuch geben.... vertrau mir.\" Audio-Team.\nBackend Services\nIm vergangenen Monat verbrachte das Server Engineering Team die meiste Zeit damit, Alpha 3.5.1 zu unterst\u00fctzen, einschlie\u00dflich der Persistenz der Anpassung von Loadouts. Dies wurde bisher mit der Legacy-Methode durchgef\u00fchrt, wurde aber k\u00fcrzlich verschoben, um die Vorteile des variablen Dienstes zu nutzen. Das Matchmaker-System wurde ebenfalls verschoben, um mit dem neueren Gruppensystem kompatibel zu sein.\nDie Arbeiten an dem neuen Router-Mesh haben begonnen, das helfen wird, die Datenlast der Backend-Service-Daten auf mehrere Maschinen zu verteilen und zu verteilen und den Gegendruck im aktuellen System zu reduzieren.\nCharaktere\nCharacter Art arbeitete an mehreren Konzepten, um das Persistente Universum zu vervollst\u00e4ndigen, einschlie\u00dflich neuer NSC-Berufe. Die Kopfgeldj\u00e4gerkonzepte wurden genehmigt und in die Modellierungsphase \u00fcberf\u00fchrt und die Tumbril Bikerjacken sowie einige kommende Abonnentenartikel wurden fertiggestellt. Das Team arbeitet derzeit an einer neuen Technologie f\u00fcr Anz\u00fcge und animierte Helme.\nCommunity\nNachdem Alpha 3.5.1 ver\u00f6ffentlicht wurde, startete die Origin Celebration und gab den Unterst\u00fctzern die M\u00f6glichkeit, jedes der fliegenden Lineups von Origin kostenlos auszuprobieren. Der Star der Veranstaltung war die neu \u00fcberarbeitete Origin 300 Serie - das erste Schiff mit anpassbarer Farbe, Innenausstattung und Komponenten. Zur Feier des Tages veranstaltete das Community-Team einen Screenshot-Wettbewerb, der die raffinierten Linien dieser Luxusschiffe mit der Sch\u00f6nheit des dicht besiedelten Stadtplaneten ArcCorp verband. Mehrere tausend gro\u00dfartige Beitr\u00e4ge machten es schwierig, einen Gewinner auszuw\u00e4hlen und hoben die Messlatte f\u00fcr zuk\u00fcnftige Star Citizen Screenshot-Events erneut an. Besuchen Sie Spectrum, um die Gewinner zu sehen und nach dem n\u00e4chsten Ausschau zu halten.\nIm Juni fand auch die Premiere der neuesten YouTube-Serie Pillar Talk statt, bei der jedes Quartal Entwickler aus den verschiedenen Studios auf der ganzen Welt \u00fcber die Features diskutieren, die den kommenden Patch betreffen. In der ersten Episode wird Chris Roberts von Tony Zurovec, John Crewe und Eric Kieron Davis zu einer ausf\u00fchrlichen Diskussion \u00fcber die Funktionen von Alpha 3.6 begleitet.\nNachdem die erste Ticketwelle f\u00fcr die CitizenCon 2949 in Manchester bereits ausverkauft ist, m\u00f6chte das Team einige Details \u00fcber Gemeinschaftsst\u00e4nde mitteilen. Nach dem Erfolg der Org-Standes bei der letztj\u00e4hrigen Veranstaltung planen sie, diese Gelegenheit in Manchester zu wiederholen, obwohl sie diesmal in \"Gemeinschaftsstand\" umbenannt werden, um zu betonen, dass man keine Organisation sein muss, um teilnehmen zu k\u00f6nnen. Besuchen Sie die CitizenCon-Website f\u00fcr weitere Informationen und z\u00f6gern Sie nicht, Ihre Bewerbung einzureichen!\nDesign\nIm vergangenen Monat arbeitete Design hart daran, die Arbeit f\u00fcr das allgegenw\u00e4rtige Alpha 3.6 abzuschlie\u00dfen, darunter einige verbleibende Probleme mit den neuen Schwarzmarktz\u00e4unen (Empf\u00e4nger illegaler Waren), die derzeit von der QA untersucht werden. Bei der Sortierung werden gestohlene Waren nur an Orten au\u00dferhalb des Radars angenommen, und normale Gesch\u00e4fte weigern sich, Waren von anderen Spielern und NSCs anzunehmen.\nDie laufenden Arbeiten zur Wartung der Baken wurden fortgesetzt, wobei die j\u00fcngste Iteration von Escort\/Assist nun im Evocati-Geb\u00e4ude von Alpha 3.6 zu sehen ist. Anstatt das gleiche System zu verwenden, werden reale Spieler `Escort'-Baken zur Unterst\u00fctzung einsetzen, w\u00e4hrend NSCs ausschlie\u00dflich `Kampfassistent' verwenden.\nDie Preisgestaltung f\u00fcr Schiffe im Spiel war ebenfalls eine Priorit\u00e4t im Juni und das Team arbeitete hart daran, die bestehende Methodik f\u00fcr die Bewertung und Preisgestaltung von Schiffen und Komponenten zu erweitern, was wiederum eine Erweiterung der Arbeiten ist, die im letzten Monat f\u00fcr die Freigabe des Schiffscustomizers abgeschlossen wurden. Das Team arbeitet derzeit an einer Weitergabe der Preise f\u00fcr In-Game-Schiffe, die bald den PTU-Build von Alpha 3.6 treffen sollten.\nSchlie\u00dflich macht der Barkeeper (oder das Verhalten des Verk\u00e4ufers) gro\u00dfe Fortschritte, wobei die im Februar und M\u00e4rz erw\u00e4hnte Scooching-Technologie ihre Endphase erreicht hat.\nDevOps\nDiesen Monat verbesserte DevOps den Prozess der Anlagenerstellung drastisch, indem es gro\u00dfe Auftr\u00e4ge in viel kleinere Gruppen aufteilte, damit die Kunstteams ihre \u00c4nderungen schneller als bisher \u00fcberpr\u00fcfen konnten. Au\u00dferdem mussten sie aufgrund der massiven Zunahme von Daten und gleichzeitigen Build-Jobs erhebliche \u00c4nderungen an der Art und Weise vornehmen, wie sie mit Storage umgehen.\nDer Bereich Publishing Operations des Teams ver\u00f6ffentlicht weiterhin t\u00e4glich Build-Versionen f\u00fcr den internen Gebrauch zus\u00e4tzlich zur PTU. Ein Teil ihrer Unterst\u00fctzungsrolle besteht darin, Server zu \u00fcberwachen und Betriebsdaten zu sammeln, um die Entwicklungsteams zu unterst\u00fctzen, und die Integrit\u00e4t des Ver\u00f6ffentlichungsprozesses ist von gr\u00f6\u00dfter Bedeutung, so dass viel Arbeit in die Automatisierung mit menschlicher Aufsicht investiert wird. \u00c4nderungen an den Publishing-Systemen sind st\u00e4ndig erforderlich, um ein so schnelllebiges Spiel zu unterst\u00fctzen.\nIngenieurwesen\nIm Juni \u00fcberarbeitete das Engine Team die Handhabung der Disokklusion, setzte die Arbeiten am Bodennebel fort und verbesserte das kurzzeitige Probenmuster, um das Flackern f\u00fcr tempor\u00e4res Proben-Anti-Aliasing (TSAA) zu reduzieren. Sie setzten auch die Fortschritte bei der globalen Zustandsbereinigung des Render-Threads fort, die eine Voraussetzung f\u00fcr den laufenden Low-Level-Renderer und Renderpass-Refaktor ist.\nSie absolvierten auch die ersten Testl\u00e4ufe des serverseitigen Objekt-Container-Streams (OCS).\nSie setzten auch die Arbeit am Physik-Refaktor fort, wobei die aktuelle Aufgabe darin bestand, Warteschlangen zu konvertieren. Sie begannen auch mit ersten Arbeiten zur Instanz der physikalischen Geometrie, um Systemspeicher zu sparen, unterst\u00fctzten die 3D-Flugnavigation und f\u00fchrten allgemeine Optimierungen durch. Und wie \u00fcblich, so nah an einem Patch-Release, beendeten sie Fehler und boten allgemeinen \"Live\"-Support.\nFunktionen (Gameplay)\nDas Gameplay Features Team arbeitete einen Teil des Monats Juni an VoIP & FoIP. Dazu geh\u00f6rte auch das Hinzuf\u00fcgen der M\u00f6glichkeit, andere Schiffe zu \"rufen\", indem man Videoanrufe mit dem Ziel-HUD und einem Hotkey macht. Weitere Optionen sind die Verwendung der Comms und Zielmultifunktionsanzeigen (MFD) und der Comms-App in mobiGlas. Verbesserungen der Pr\u00e4ferenz f\u00fcr Gruppenchats wurden ebenso implementiert wie die automatische Erstellung von Schiffskan\u00e4len.\nAbseits der Kommunikation f\u00fcgte das Team die Funktion hinzu, mit der Spieler gestohlene Waren an Kiosken verkaufen k\u00f6nnen. Viel Arbeit wurde auch in die n\u00e4chste Iteration des Character Customizer gesteckt, der nach Alpha 3.6 kommt.\nMerkmale (Fahrzeuge)\nIm Juni teilte sich das US-Team seine Zeit zwischen der Weiterentwicklung der Fahrzeugradarerkennung und -abtastung (einschlie\u00dflich Oberfl\u00e4chen- und Detailabtastung) und den technischen Kernverbesserungen am Artikelport-System unter der Motorhaube auf. Die Zeit diente auch der Behebung einer Vielzahl von Fehlern und Problemen, von Problemen mit der Mining-Performance bis hin zu Abst\u00fcrzen.\nIn Gro\u00dfbritannien und Deutschland lag der Schwerpunkt auf der Fertigstellung des Fehlz\u00fcndungssystems und der Sicherstellung der korrekten Kommunikation mit den Spielern. Auch der Hover-Modus erfuhr viel Aufmerksamkeit, wobei derzeit an verschiedenen \u00c4nderungen und Verbesserungen gearbeitet wird. Auch f\u00fcr Schiffs-MFDs begannen die Erkundungsarbeiten an einem brandneuen Design.\nGrafiken\nLetzten Monat hat das Grafik-Team einen R\u00fcckstand an Bugs und verschiedenen Problemen f\u00fcr Alpha 3.6 behoben, die von Videokommentaren und Render-to-texture-Bugs bis hin zu Problemen mit Lichtanimationen und Schatten reichen. Die Fortschritte bei Planet Shading V4 und Live-Umgebungssonden wurden fortgesetzt und sollen im Juli fortgesetzt werden.\nLeveldesign\nIm Juni verlagerte Level Design die Strafregisterdatenbank und die Hackerbildschirme auf das \"Bausteinsystem\". Der erste Versuch des Teams, komplexe interaktive Bildschirme zu erstellen, wurde seitdem mit Unterst\u00fctzung des UI-Teams weiterentwickelt, um den Prozess reibungsloser, schneller und einfacher zu gestalten. Im Zusammenhang mit den neuen Bildschirmen stehen zwei neue unterirdische Einrichtungen auf Hurston und ArcCorp, die von den Spielern genutzt werden k\u00f6nnen, um sich in die Krimi-Datenbank zu hacken und ihren Krimi zu entfernen.\nMit der Einf\u00fchrung des Transit-Systems 2.0 mussten alle Aufz\u00fcge, Z\u00fcge und Shuttles \u00fcber die PU neu eingerichtet werden. Neben den Verbesserungen hinter den Kulissen erm\u00f6glichte diese \u00c4nderung dem Team, mehrere Funktionen f\u00fcr die Lebensqualit\u00e4t der Spieler hinzuzuf\u00fcgen, wie z.B. mehrere Wagen auf einer einzigen Strecke, Schleifenstrecken, mehrere Ziele und Limbuszust\u00e4nde f\u00fcr Aufz\u00fcge.\nDie Vorproduktion begann auf New Babbage, wobei das High-Level-Layout, die Whitebox sowie die Platzierung und Best\u00fcckung der Gesch\u00e4fte und B\u00fcros derzeit in Arbeit sind. Die Zusammenarbeit mit dem Environment Art Team on Orison wird ebenfalls fortgesetzt, wobei sich die Landezone derzeit in der Whitebox-Phase befindet.\nNeue Rastst\u00e4tten, die prozedural generierte Au\u00dfenbereiche verwenden, wurden hinzugef\u00fcgt und Delamar wurde auf seiner Umlaufbahn gedreht, um seine N\u00e4he zu GrimHex anzupassen. Es wurden auch Korrekturen an einem Fehler vorgenommen, der dazu f\u00fchrte, dass Kopfgeldj\u00e4ger-Missionen nicht vorankamen und Prototyping f\u00fcr zuk\u00fcnftige Missionen durchgef\u00fchrt wurde.\nBeleuchtung\nDas Lighting Team wurde aufgeteilt in die Unterst\u00fctzung der Alpha 3.6 Version und die Erstellung neuer Inhalte. F\u00fcr Alpha 3.6 aktualisierten sie \u00e4ltere Standorte mit neuer Beleuchtung, Optimierung und Politur, wobei die unterirdischen Einrichtungen, Port Olisar und Levski, alle Aufmerksamkeit erregten.\nZu den neuen Inhalten geh\u00f6rten die Beleuchtung der Au\u00dfenbereiche der Utilitar-Raumstation und die Standorte der planetarischen M\u00fclldeponien. Gleichzeitig begannen sie mit dem Prototyping der Beleuchtung f\u00fcr dunkle und ambiente H\u00f6hlen sowie der hellen und funktionalen High-Tech-Hallen.\nNarrativ\nNarrative arbeitete intensiv mit den Designteams in Austin und Wilmslow zusammen, um dem Rechtssystem den letzten Schliff zu geben, indem sie half, die verschiedenen Verbrechen und Rechtsordnungen von Stanton zu etablieren. Sie machten auch Fortschritte mit dem KI-Team, um zu verfeinern, wie NSCs in Archetypen von Verhaltensweisen f\u00fcr zuk\u00fcnftige Versionen zusammengefasst werden k\u00f6nnen. Die Arbeit an den Sprachen Banu und Xi'an wurde fortgesetzt, wobei der Schwerpunkt in diesem Monat auf der Erweiterung des Wortschatzes lag. Sie halfen auch bei der Origin Celebration und der Einf\u00fchrung des Customizers, machten Fortschritte bei einigen neuen Werbespots, die letzten Monat f\u00fcr kommende Schiffe angek\u00fcndigt wurden, und halfen bei der Einf\u00fchrung der CitizenCon 2949 Website.\nSpielerbeziehungen\nPlayer Relations unterst\u00fctzte die Spieler weiterhin und Evocati testete die kommenden Versionen. Sie schlossen Analysen ab, die zeigten, dass Freiwillige \u00fcber 11,2 Jahre Spielzeit zu den Evocati Testflugphasen beigetragen haben. Ihre Bem\u00fchungen und ihr Engagement sind entscheidend daf\u00fcr, dass zus\u00e4tzliche Bauten herauskommen, die das Team letzte Woche auf Inside Star Citizen diskutiert hat. Zur Erinnerung: Die Einladungen von Evocati basieren auf Spielzeit und Beitrag zum Issue Council, also fangen Sie an zu berichten, wenn Sie daran interessiert sind, sich dem Verband anzuschlie\u00dfen. Player Relations hat auch neue Artikel in die wachsende Wissensdatenbank aufgenommen, die f\u00fcr Spieler aller Ebenen, die mit Problemen zu k\u00e4mpfen haben, hilfreich sein werden.\nRequisiten\nAnfang Juni wechselte das Requisitenteam in den Vollversionsmodus, um sich auf die restlichen polnischen Aufgaben zu konzentrieren und einige Fehler zu beheben, die sich von den metrischen \u00c4nderungen an den Ankleide- und Ladungsst\u00fctzen einschlichen. Optimierungen wurden auch an den Decal-Texturen und der Verwendung vorgenommen.\nDie Arbeit an der Bar wurde fortgesetzt, mit den im letzten Monat definierten Vorlagen f\u00fcr die endg\u00fcltige Gestaltung der Cocktailstation und einem allgemeineren Bar-Ankleideset, und es wurden Verbesserungen an den Glas- und Getr\u00e4nkematerialien vorgenommen.\nEin weiterer gro\u00dfer Schwerpunkt war die Schaffung von Vorteilen f\u00fcr den Origin 890 Jump, um seinen vielen, vielen Zimmern mehr Luxus zu verleihen. Schlie\u00dflich schloss das Team das Prototyping einiger interaktiver Assets ab, die im Laufe des n\u00e4chsten Quartals in Produktion gehen werden.\nQA\nDer \u00dcbergang vom alten zum neuen Transitsystem ist abgeschlossen und der abschlie\u00dfende QA-Testantrag war erfolgreich. Die britische QA konzentrierte sich haupts\u00e4chlich auf das Testen des Systems mit Multiplayer-Szenarien, w\u00e4hrend sich das deutsche Team auf Einzelspieler konzentrierte. Alle QA-Standorte unterst\u00fctzten den R\u00fcckstand bei der Integration von QA-Testanfragen, was bedeutet, dass Regal\u00e4nderungen aus einem Feature-Stream getestet werden, die in einen der Hauptzweig wie \"Game-Dev\" oder \"SC-Alpha\" integriert werden. Sie f\u00fchren auch weiterhin w\u00f6chentliche Leistungs\u00fcbergaben f\u00fcr den SC-Alpha-Release-Zweig sowie Page-Heap-Tests durch, um \u00fcber Probleme mit der Speicherbesch\u00e4digung informiert zu bleiben.\nAuch die Erprobung des neuen Strafing-Mechanikers aus dem Ship AI Team ist im Gange. Diese neue Funktion macht feindliche NSC-Schiffe interessanter (und herausfordernder), gegen die man k\u00e4mpfen kann. Auch f\u00fcr die neuen PU-Rastst\u00e4tten begannen die Standortpr\u00fcfungen.\nSystemdesign\nBeginnend mit dem FPS-Kampf setzte System Design seine Arbeit an den ersten Reaktionen auf die im letzten Monat erw\u00e4hnten akustischen und visuellen Reize fort, bevor es sich mit den Reaktionen auf Granaten und Kugeln besch\u00e4ftigte.\nAuf der KI-Seite des Schiffes implementierten sie Zielauswahlen, um es der KI zu erm\u00f6glichen, den Fokus zwischen mehreren Gegnern zu wechseln, basierend auf verschiedenen Parametern, wie beispielsweise Schaden und N\u00e4he. Sie arbeiten derzeit an den letzten Punkten des einheitlichen Lieferantenverhaltens, bevor es als vollst\u00e4ndig angesehen wird.\nTechnische Animation\nTechnical Animation arbeitete eng mit vielen anderen Teams zusammen, um Schiffskommunikationsaufrufe, Animationsabl\u00e4ufe und Prozesse zu entwickeln. Sie haben auch den R\u00fcckstand an hervorragenden Wildline und Dogfighting Comms Animationen weiter bearbeitet und implementieren derzeit die bereits verarbeiteten. Das Refactoring der Maya-Tools f\u00fcr die Versionskontrolle ist ebenfalls abgeschlossen, so dass die Animatoren ungehindert arbeiten k\u00f6nnen, unabh\u00e4ngig davon, ob eine Versionskontrollverbindung besteht oder nicht.\nTechnische Kunst\nLetzten Monat hat Tech Art (zusammen mit Core Engine und Tech Animation) Schritte unternommen, um die neue, aktualisierte firmeneigene Facial Rigging Pipeline zu etablieren. Um den DNA-Genpool zu vervollst\u00e4ndigen und das Star Citizen-Universum mit Millionen von einzigartig aussehenden Charakteren zu bev\u00f6lkern, muss eine gro\u00dfe Anzahl von Face-Rigs f\u00fcr weibliche und m\u00e4nnliche Charaktere geschaffen werden. Eine hauseigene Facial Rigging-L\u00f6sung gibt den Entwicklern die erforderliche Flexibilit\u00e4t und volle Kontrolle \u00fcber die Produktionsplanung und die Qualit\u00e4t der Rigg Assets (und damit die Qualit\u00e4t der Animation und Deformation). Der erste Testfall und Ma\u00dfstab f\u00fcr dieses neue System war das Gesichtsger\u00e4t f\u00fcr die weibliche spielbare Figur. Die Herausforderung besteht nun darin, sicherzustellen, dass die Animationsqualit\u00e4t mit der des m\u00e4nnlichen spielbaren Charakters \u00fcbereinstimmt (oder diese sogar \u00fcbertrifft). Die ersten Ergebnisse sehen sehr vielversprechend aus und das Team ist gespannt auf die n\u00e4chsten Schritte.\nTurbulent (Dienstleistungen)\nIm vergangenen Monat lag der Schwerpunkt auf der laufenden \u00dcberarbeitung des Sprachdienstes, wobei der Voice Session Manager einen seiner beiden wichtigen Meilensteine erreichte - die Umgruppierung des bestehenden Codes in Bezug auf das Voice Session Management in einem dedizierten Manager. Dies erm\u00f6glicht es dem Team, zum zweiten Meilenstein \u00fcberzugehen, bei dem der Manager um eine zweite Sitzung erweitert wird.\nDas Team lieferte auch zwei Projekte mit mehr direkter Sichtbarkeit. Turbulent entwickelte auch die Application Programming Interface (API), die es Spielern letztendlich erm\u00f6glicht, einfacher zu kommunizieren, wenn sie sich auf dem gleichen Schiff befinden, \u00fcber eine automatische Anrufanforderung.\nTurbulent (Web-Plattform)\nDen ganzen Juni \u00fcber unterst\u00fctzte Turbulent die Origin Celebration und die Einf\u00fchrung des Customizers des 300i. Hinter dem Vorhang arbeitet das Team weiterhin an zus\u00e4tzlichen Backend-Funktionen, um den Customizer weiter zu optimieren und seine Stabilit\u00e4t und Langlebigkeit f\u00fcr die kommenden Jahre zu gew\u00e4hrleisten.\nTurbulent hat auch eine neue CitizenCon-Microsite erstellt, um die diesj\u00e4hrige Veranstaltung in Manchester, England, zu unterst\u00fctzen. Die erste Welle von Tickets ging am 27. Juni in den Verkauf und war innerhalb weniger Minuten ausverkauft.\nDas Team hat auch an einer Reihe von Werbeaktionen zur Unterst\u00fctzung der Einf\u00fchrung von Alpha 3.6 gearbeitet. Bleiben Sie dran, um sie in naher Zukunft zu sehen.\nBenutzeroberfl\u00e4che (UI)\nIm Juni arbeitete das UI-Team an Bildschirmen f\u00fcr das Gemini S71 Gewehr und das Greycat Industrial Multi-Tool und bereitete den Schiffskaufkiosk f\u00fcr Alpha 3.6 vor.\nDas UI Tech Team f\u00fcgte dem neuen UI-System flexible Layouts und Scrolllisten hinzu, unterst\u00fctzte das Vehicle Team mit dem neuen Gladius HUD und arbeitete mit dem Mission Team an ihren neuen hackbaren Terminals.\nVFX\nVFX verbrachte den gr\u00f6\u00dften Teil des Monats damit, seine Feature-Arbeit an Planetary Effects V4 fortzusetzen. Weitere Verbesserungen wurden bei der Farbt\u00f6nung vorgenommen, die eine h\u00f6here Genauigkeit erm\u00f6glichen, wenn Spieler schnell unterschiedlich gef\u00e4rbte Terrains durchqueren. Sie haben auch eine Methode entwickelt, mit der sich die Partikel am Gel\u00e4nde orientieren k\u00f6nnen, wodurch die Effekte \u00fcberzeugend den Kurven und Konturen der Umgebung folgen k\u00f6nnen. Schlie\u00dflich, da Alpha 3.6 immer n\u00e4her r\u00fcckte, setzte das Team den Rollout der \"entkoppelten Partikel\" an bestehenden Standorten fort und verbrachte Zeit damit, Fehler zu beheben und Effekte zu polieren. WIR SEHEN UNS N\u00c4CHSTEN MONAT.....","zh_CN":"As the summer heats up in earnest, Europe\u2019s weather-weary devs take air-conditioned refuge in the studios to tackle everything from new ships and locations to behind the scenes tweaks. Across the pond, it\u2019s business as usual, with the well-accustomed LA and Texas teams working their way through AI additions and new release content in droves. Wherever you\u2019re reading from, Alpha 3.6 is heating up and will be hitting the PTU in no time.\n\nAI\nJune\u2019s roundup starts as always with the AI Team, who enabled a multithreaded update of the Subsumption component. This will be included in the upcoming Alpha 3.6 release and will have a positive impact on overall game performance. They also updated the Tactical Point System to support asynchronous generation, which will improve the efficiency of large usable search radiuses and have less impact on frame update.\nThe Character Combat Team spent time refactoring human combat \u2013 new tactics have been added, NPCs understand open environments better, and a lot of bugs have been fixed. This update will hit the PU in Alpha 3.6. The first version of an \u2018investigate\u2019 behavior was also completed, which will enable NPCs to search for players if they manage to escape during combat.\nCombat wise, behaviors were set up to make better use of the pilot skills and all initial \u2018skill sheets\u2019 were completed for the PU (and SQ42). Several flying maneuvers, such as the \u2018fly by\u2019 and \u2018breakaway\u2019 mentioned a couple of reports ago, were reworked to support strafing and the afterburner has been improved when flying over splines. They continued work on 3D pathfinding and are currently implementing a more efficient way to evaluate the environment and build flight paths using information from the distance field calculated by the physics code. This will also allow AI ships to better navigate highly complex environments, such as dense asteroid fields and intricate structures.\nFinally for AI, the Social Team introduced several new functionalities to the vendor AI, such as enabling NPCs and players to interact with usables without the need to explicitly trigger interactions. For example, if a player wants to order a drink, they only need to move towards the bar as they would do in normal life. This behavior is constantly improving and will eventually support all types of vendor in \u2018verse.\n\nAnimation\nLast month, Animation continued to develop human-style enemies, including enabling them to use sidearms and the previsualization of two new enemy types. They worked closely with the Design Team to prototype melee combat and began working out the kinks in the takedown system. Closing out the technical needs for jumping was a priority too. They also began creating animations for \u2018first selects\u2019 (a unique animation for the first time a player holds\/equips a weapon) and worked with Design on weapon inspection and pickups.\nThe team moved forward with ship-to-ship communications, including getting the g-force animations playing properly for AI pilots. Once the pipeline is completed, they\u2019ll be able to start producing ship-to-ship comms calls in earnest.\nTying into the AI Team\u2019s work above, Animation started on the motion capture data for the updated bartender and bar patron behavior and began work on a new mission giver coming later in the year.\nThey also continued on usables, with the aim to have all requested animations complete within the next few months.\n\nArt (Environment)\nIn the UK, the Environment Team continued work on Orison\u2019s whitebox, which is now at a stage both the designers and artists are happy with. Next up is the beginning of the greybox phase, where the floating city\u2019s core forms and shapes are locked down and its functionality and flow are refined.\nAs players will see in the upcoming Alpha 3.6 release, the new space station exteriors were completed and deliver much greater variety to help make each location feel unique. Work has since started on the interiors too, with the same goal of improving variety.\nOver in Germany, the various transit systems around the \u2018verse were updated, specifically to make the waiting times between train rides shorter. The team also worked on updating signs and visual directions in several locations to make navigation easier, particularly for new visitors.\nProgress on the \u2018hi-tech\u2019 hangars continues, with the team working through the various modules to get them ready for their release on microTech (and later Orison).\nBoth locations spent time squashing bugs and fixing issues for Alpha 3.6\u2019s release to the Evocati.\nArt (Ships)\nEarly in June, the LA-based team finished reworking the Origin 300 series (and its customization options) and spent the rest of the month wrapping up the Kruger P-52 Merlin and P-72 Archimedes. The Art Team is currently progressing the greybox stage of both the Banu Defender and Esperia Prowler. The past month saw the UK-based team closing out the Vanguard Hoplite and Warden for Alpha 3.6, which involved adding Level of Detail (LOD), the final lighting pass, and finishing off the rear ramp and the Hoplite\u2019s rear seating. Some of the finer exterior details were given a polish too, including the rear thrusters and flip-up lights.\nBoth sides of the pond came together to work on the Origin 890 Jump, which continues towards the \u2018art complete\u2019 stage. Last month, it had its last lighting pass, final art was submitted for the \u2018battle bridge\u2019, and the cargo bay elevator door, airlock, and hangar landing pad were added. A few small tasks remain on the ship\u2019s exterior that, when complete, will head to the Tech Art Team for the damage pass.\nArt (Weapons)\nThe Weapon Art Team finished modeling and texturing the Hedeby Gunworks Salvo frag pistol and Behring GP33 \u2018MOD\u2019 grenade launcher. They also cleaned up optical attachments and polished a few other weapons, including the Klaus & Werner Lumin V SMG.\nAudio\nJune saw Audio make their final plans and preparations for Alpha 3.6. With the new content largely complete, the focus is now on bug fixing, optimization, and playtesting to make sure everything is ship-shape.\nThey also created new audio for some older weapons and user interfaces, which can be seen (and heard) in the upcoming release.\n\u201cYou may want to give the Apocalypse Arms Scourge railgun a try\u2026 trust me.\u201d -Audio Team.\nBackend Services\nLast month, the Server Engineering Team spent most of their time supporting Alpha 3.5.1, including loadout customization persistence. This was previously done using the legacy method but has recently been moved to take advantage of the benefits of the variable service. The matchmaker system has also been moved to be compatible with the newer group system.\nWork started on the new router mesh, which will help scale and distribute backend service data load over multiple machines and reduce the backpressure experienced in the current system.\nCharacters\nCharacter Art worked on several concepts to flesh out the Persistent Universe, including new NPC professions. The bounty hunter concepts were approved and moved into the modeling stage and the Tumbril biker jackets were finished, as were some upcoming subscriber items. The team is currently working on new tech for suits and animated helmets. Community\nAfter Alpha 3.5.1 was released, the Origin Celebration kicked off, giving backers the opportunity to try any of Origin\u2019s flyable lineup for free. The star of the event was the newly reworked Origin 300 series \u2013 the first ship with customizable paint, interior, and components. To celebrate, the Community Team held a screenshot contest that combined the sophisticated lines of these luxury ships with the beauty of the densely populated city planet, ArcCorp. Several thousand great entries made it hard to select a winner and again raised the bar for future Star Citizen screenshot events. Head over to Spectrum to check out the winners and keep an eye out for the next one.\nJune also saw the premiere of the latest YouTube series, Pillar Talk, where each quarter, developers from the various studios around the world discuss the features hitting the upcoming patch. In the first episode, Chris Roberts is joined by Tony Zurovec, John Crewe, and Eric Kieron Davis for an in-depth discussion on the features of Alpha 3.6.\nWith the first wave of tickets for CitizenCon 2949 in Manchester already sold out, the team wants to share some details about community booths. Following the success of org booths at last year\u2019s event, they plan to replicate this opportunity in Manchester, though this time they\u2019ll be rebranded \u2018community booths\u2019 to emphasize that you don\u2019t have to be an organization to participate. Head over to the CitizenCon website for more info and don\u2019t hesitate to send in your application!\nDesign\nLast month saw Design working hard to wrap up work for the ever-present Alpha 3.6, including a few remaining issues with the new black market \u2018fences\u2019 (receiver of illegal goods) currently being investigated by QA. When sorted, stolen goods will only be accepted at off-the-radar locations and normal shops will refuse to accept goods taken from other players and NPCs.\nThe ongoing work to service beacons continued, with the most recent iteration of Escort\/Assist now visible in the Evocati build of Alpha 3.6. Rather than use the same system, real-world players will deploy \u2018Escort\u2019 beacons for support, while NPCs will exclusively use \u2018Combat Assist\u2019.\nIn-game ship pricing was also a priority in June and saw the team working hard to expand the existing methodology for scoring and pricing ships and components, itself an expansion of the work completed for last month\u2019s release of the ship customizer. The team is currently wrapping up a pass on in-game ship pricing that should hit the PTU build of Alpha 3.6 soon.\nFinally, the bartender (or \u2018vendor\u2019 behavior) is making great progress, with the \u2018scooching\u2019 tech mentioned in February and March\u2019s reports reaching its final stages.\nDevOps\nThis month, DevOps dramatically improved the asset creation process by breaking large jobs into much smaller groups to enable the art teams to review their changes quicker than before. They also had to make significant changes to the way they handle storage due to the massive increase in data and simultaneous build jobs.\nThe publishing operations arm of the team continues to publish build versions daily for internal use in addition to the PTU. Part of their support role is to monitor servers and collect operational data to support the dev teams and the integrity of the publishing process is paramount, so a lot of work goes into automation with human oversight. Modifications to the publishing systems are constant in order to support such a rapidly evolving game.\nEngineering\nJune saw the Engine Team revise disocclusion handling, continue work on ground fog, and enhance the short-sequence sample pattern to reduce flickering for temporal sample anti-aliasing (TSAA). They also continued progress on the render thread global state cleanup, which is a prerequisite for the ongoing low-level renderer and render pass refactor.\nThey also completed the initial test runs of server-side object container streaming (OCS).\nThey continued work on the physics refactor too, with the current task being to convert queues. They also started initial work for the instancing of physics geometry to save system memory, provided support for 3D flight navigation, as made general optimizations. And as usual so close to a patch release, they fixed bugs and offered general \u2018live\u2019 support.\nFeatures (Gameplay)\nThe Gameplay Features Team spent part of June working on VoIP & FoIP. This included adding the ability to \u2018hail\u2019 other ships by making video calls using the target HUD and a hotkey. Other options include using the comms and target multifunction displays (MFD) and the comms app in mobiGlas. Group chat preference improvements were also implemented along with the automatic creation of ship channels.\nAway from comms, the team added the function to allow players to sell stolen goods at kiosks. A lot of work also went into the next iteration of the character customizer, which is coming post-Alpha 3.6.\nFeatures (Vehicles)\nJune saw the US team split their time between further developing vehicle radar detection and scanning (including surface and detail scanning) and under-the-hood core tech improvements to the item port system. Time was also dedicated to fixing a variety of bugs and issues, from mining performance problems to crashes.\nIn the UK and Germany, focus was on finishing the misfire system and making sure it communicates properly with players. Hover Mode received a lot of attention too, with various changes and improvements currently being worked on. Exploratory work began on a brand-new design for ship MFDs too.\nGraphics\nLast month, the Graphics Team addressed a backlog of bugs and miscellaneous issues for Alpha 3.6, ranging from video-comms and render-to-texture bugs to issues with light animations and shadows. Progress continued on Planet Shading V4 and live-environment probes and is planned to ramp up in July.\nLevel Design\nJune saw Level Design move the criminal database and hacking screens to the \u2018building block\u2019 system. The team\u2019s first attempt creating complex interactive screens, it has since been developed further with the assistance of the UI Team to make the process smoother, faster, and easier going forward. Related to the new screens are two new underground facilities on Hurston and ArcCorp, which can be used by players to hack into the criminal database and remove their crimestat.\nThe introduction of Transit System 2.0 meant that all elevators, trains, and shuttles across the PU had to be set up again. Aside from improvements behind the scenes, this change enabled the team to add several quality-of-life features for players such as multiple carriages on a single track, looping lines, multiple destinations, and limbo states for elevators.\nPre-production began on New Babbage, with the high-level layout, whitebox, and placement and tiering of shops and offices currently in progress. Collaboration with the Environment Art Team on Orison continues too, with the landing zone currently in the whitebox stage.\nNew Rest Stop locations that use procedurally generated exteriors were added and Delamar was rotated on its orbit to adjust its proximity to GrimHex. Fixes were also made to a bug that caused bounty hunter missions to not progress and prototyping was done for future missions.\nLighting\nThe Lighting Team was split between supporting the Alpha 3.6 release and creating new content. For Alpha 3.6, they updated legacy locations with fresh lighting, optimization, and polish, with the underground facilities, Port Olisar, and Levski all getting attention.\nNew content included lighting the utilitarian space station exteriors and planetary junk site locations. At the same time, they began prototyping lighting for dark and ambient caves along with the bright and functional hi-tech hangars.\n\nNarrative\nNarrative worked heavily with the design teams in Austin and Wilmslow to add finishing touches to the law system by helping to establish the various crimes and jurisdictions of Stanton. They also made progress with the AI Team to refine how NPCs could be grouped together into archetypes of behaviors for future releases. Work continued on the Banu and Xi\u2019an languages, with this month\u2019s focus on expanding vocabulary. They also assisted in the Origin Celebration and customizer launch, made progress on a few new commercials that were pitched last month for upcoming ships, and assisted in the CitizenCon 2949 website launch.\nPlayer Relations\nPlayer Relations continued supporting the players and Evocati testing the upcoming releases. They completed analysis that showed volunteers have contributed over 11.2 years of playtime to the Evocati Test Flight phases. Their efforts and dedication are instrumental in getting additional builds out, which the team discussed on Inside Star Citizen last week. As a reminder, Evocati invitations are based on playtime and contribution to the Issue Council, so start reporting if you\u2019re interested in joining the fold. Player Relations also added new articles to the growing Knowledge Base, which will be helpful for players of all levels running into issues\nProps\nAt the start of June, The Props Team shifted into full release mode to focus on the remaining polish tasks and fix a few bugs that crept in from the metric changes to the dressing and cargo props. Optimizations were made to the decal textures and usage too.\nWork continued on the bar experience, with the templates defined last month used to create final art for the cocktail station and a more generic bar dressing set, and improvements were made to the glass and drink materials.\nAnother big focus was the creation of assets for the Origin 890 Jump to add luxury to its many, many rooms. Finally, the team completed the prototyping on a few interactive assets that will roll into production during the next quarter.\nQA\nThe transition from the old to the new transit system is complete and the final QA Test Request was successful. UK QA mainly focused on testing the system with multiplayer scenarios, while Germany\u2019s team focused on single player. All QA locations assisted with the backlog of integration QA test requests, which entails testing shelf changes coming from a feature stream to be integrated into one of the main branches, such as \u2018Game-Dev\u2019 or \u2018SC-Alpha\u2019. They also continue to perform weekly performance passes on the SC-Alpha release branch as well as page heap testing to stay on top of memory corruption issues.\nTesting of the new strafing mechanic from the Ship AI Team is also underway. This new feature makes enemy NPC ships more interesting (and challenging) to fight against. Location testing also began for the new PU rest stops.\nSystem Design\nStarting with FPS combat, System Design continued their work on the first reactions to audio and visual stimuli mentioned last month before moving onto reactions to grenades and bullets.\nOn the ship AI side, they implemented target selections to allow AI to switch focus between multiple enemies based on different parameters, such as damage done and proximity. They\u2019re currently working out the last few kinks in the unified vendor behavior before it\u2019s considered complete.\nTech Animation\nTechnical Animation worked closely with many other teams on ship comms calls, animation workflows, and processes. They also continued to work through the backlog of outstanding wildline and dogfighting comms animations and are currently implementing the ones already processed. The Maya tools source control refactoring is complete too, which will allow the animators to work unhindered whether there is a source control connection or not.\nTech Art\nLast month, Tech Art (together with Core Engine and Tech Animation) took strides towards establishing the new updated in-house facial rigging pipeline. In order to flesh out the DNA gene pool and populate the Star Citizen universe with millions of unique looking characters, a large number of face rigs for both female and male characters need to be created. An in-house facial rigging solution will give devs the required flexibility and full control over production scheduling and rig asset quality (and therefore animation and deformation quality). The first test case and benchmark for this new system was the face rig for the female playable character. The challenge now lies in ensuring that the animation quality matches (or surpasses) that of the male playable character. Initial results look very promising and the team is excited to take the next steps.\nTurbulent (Services)\nLast month, focus was on the ongoing voice service rework, with the voice session manager reaching one of its two important milestones \u2013 the regrouping of the existing code relative to voice session management in a dedicated manager. This allows the team to move to the second milestone, which involves augmenting the manager to include a second session.\nThe team also delivered two projects with more direct visibility. Turbulent also developed the application programming interface (API) that will ultimately enable players to communicate more easily when they are on the same ship via an automatic call request.\nTurbulent (Web platform)\nThroughout June, Turbulent supported the Origin Celebration and the launch of the 300i\u2019s customizer. Behind the curtain, the team continue to work on additional backend features to further streamline the customizer and ensure its stability and longevity for years to come.\nTurbulent also created a new CitizenCon microsite to support this year\u2019s event in Manchester, England. The first wave of tickets went on sale on June 27th and sold out within a few minutes.\nThe team has also worked on a series of promotions to support the launch of Alpha 3.6. Stay tuned to see them in the near future.\nUser Interface (UI)\nIn June, the UI Team worked on screens for the Gemini S71 rifle and Greycat Industrial Multi-Tool alongside getting the ship purchase kiosk ready to use for Alpha 3.6.\nThe UI Tech Team added flexible layouts and scrolling lists to the new UI system, supported the Vehicle Team with the new Gladius HUD, and worked with the Mission Team on their new hackable terminals.\nVFX\nVFX spent most of the month continuing their feature work on Planetary Effects V4. Further improvements were made to color tinting, allowing greater accuracy when players quickly traverse differently colored terrains. They also prototyped a method of allowing particles to orient to terrain, which allows effects to convincingly follow the curves and contours of the environment. Finally, with Alpha 3.6 drawing ever closer, the team continued with their \u2018decoupled particles\u2019 rollout on existing locations spent time fixing bugs and polishing effects. WE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":8,"comment_count":25,"created_at":"2019-07-03T00:00:00+00:00","created_at_human":"6 years ago"},"meta":{"processed_at":"2026-05-07 22:08:10","valid_relations":["images","links"],"prev_id":17139,"next_id":17141}}