{"data":{"id":17670,"title":"Star Citizen Monthly Report: June 2020","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/17670-Star-Citizen-Monthly-Report-June-2020","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/17670","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/17670","channel":"Undefined","category":"Undefined","series":"Monthly 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time next month, Alpha 3.10 will be well explored and civilians everywhere will be familiar with the latest iteration of the flight model. Naturally, the devs spent part of June tweaking relevant features and polishing assets to ready them for the masses. However, much more has been done, with tasks for Alpha 3.11 and beyond well underway. Check out all the details of what went on last month and what\u2019s coming in the future\u2026\nAI (Combat)\nWe start June\u2019s report with Character Combat, who tackled several aspects of realistic firing, including improving the code side of triggering and reloading. They made all requests event-based and added proper success notifications and different action results between the actor state machine and AI components. This gives the AI consistent knowledge of the results of requested actions, allowing them to create behaviors that can handle different scenarios correctly. For example, if an NPC is pushing towards an enemy, the team may want them to automatically reload their weapon. However, if no ammunition is available, the behavior will be notified and a new reaction activated. This can happen to NPCs less skilled in evaluating their ability to manage ammunition, while those better skilled can choose not to use that tactic unless enough ammunition is available.\nThey also began leveraging the usable system functionalities of the bartender in combat scenarios. In the social environment, they created the concept of usables that can produce and accept items:\n\u201cAn ammo box is nothing else than an item provider. The item itself could produce magazines or it might have magazines attached, similar to how a beer fridge can contain beer bottles, but a mixing station can create the drinks from specific source items. This allows NPCs to search for places in the world that can provide them with magazines of a specific type, relocate to those objects, and refill their loadout. This gives opportunity for the player and forces NPCs to evaluate the environment to decide if and when it\u2019s appropriate to use those refill spots.\u201d Character Combat Team\nTime was also spent completing tasks for server mesh implementation.\nAI (Ships)\nShip AI kicked off a single-player version of the Player Group Manager, which is used to manage player parties and group quantum travel. The system relies on a backend service that only exists in a multiplayer context, so to support quantum-travel-linking in SQ42 between the player and NPC characters, a standalone version was created. A set of supporting nodes to allow the Mission Team to create and reference a managed group in Subsumption was also required.\nWe mention this here as, when complete, players in the PU will be able to use quantum-travel-linking within a group containing both real players and NPCs.\n\n\nThe team also implemented new queries to the Tactical Target System to improve the target selection in the \u2018pilot combat\u2019 activity. They also iterated on the sphere strafe movement block by adding speed controls and the ability to lock orbiting ships to a single axis within an acceptable range.\nAI (Social)\nLast month, Social AI focused on the first pass of two new scenarios: bridge crew behaviors and capital ship hangar crews.\nThe bridge crew behavior allows NPCs to handle the required work of a capital ship. Designers can specify in the NPC schedules which type of role they have (similar to how a player will assign a hired NPC), which will help the \u2018generic\u2019 behavior select the right seats and routines they have to perform. The captain will also roam the bridge and supervise other members of the crew.\nThe hangar crew behavior represents a set of behaviors for all NPCs that work in a hangar, including overseer, fueler, ordnance, mechanic, grunt, and air-traffic controller. In this instance, the ship is an example of a compound usable \u2013 a usable that can contain the functionality of other single usables.\n\n\nThe first iteration of the vendor behavior is also nearing completion. June saw the addition of patrons that can order a drink, bring it to a table, and then return it to the counter.\nAI (General)\nGlobal focus was on improvements to the various systems used by all AI Team members. Improvements were made to the debug draw of the Subsumption logic, allowing Subsumption functions, use channels, and conversations to display the updated value of their local variables. The range-event dispatcher-debug now easily displays the monitored characters\u2019 distance, orientation, and more. The team also worked on the movement system to provide additional functions to validate the execution of a plan. For example, to correctly consider the movement along a path driven by a cutscene or an animation so that once finished, the character continues their movement smoothly. The \u2018LookComponent\u2019 was refactored to correctly handle requests with different priorities too.\nAnimation\nThroughout June, the team blocked out animations for various features and improved their ability to efficiently capture, select, and turn-around motion capture. They also worked on knockbacks, staggers, and hit reactions from grenades and other thrown objects.\nThe team worked with Combat AI on weapon reloads, reloading from locations, and Vanduul locomotion mentioned above. For Social AI, they worked on lockers, smoking, crates, the bartender and bar patrons, and solved an issue with the seated console metric.\nAnimations for three new weapons were completed, including the two new Lightning Bolt Co. guns. Several mission givers were also worked on. Regarding mo-cap, they worked through the backlog of NPC captures and rebuilt the Take Selection tool, which allows the effective review and selection of completed mo-cap.\nArt (Environment)\nLast month, the Planet Art Team moved into full production of Pyro Three and Four. They\u2019re currently producing the required assets, with a lot of new content reaching completion. They\u2019re currently undertaking R&D on touch-bending for vegetation, which will ensure bushes and small vegetation are pushed away more realistically when the player walks through them. Work on Crusader continues too, with further development on the shaders underway.\nArt (Ships)\nIn the UK, the team continued work on the Crusader Starlifter. \u201cOne of the last areas to go in was the impressive front cargo door\/ramp that gives it full roll-on, roll-off capability for your ground vehicles.\u201d \u2013 Vehicle Team\nOther areas completed last month were the rec room and kitchen\/dining area. The exterior is in the final art phase and currently receiving a material pass and UV mapping. Two unannounced ships and the Origin 100 series made great progress too.\nIn the US, the team worked on the turret seat, turret interior, rec room, scanning room, cockpit, foyer, and habs for the Star Runner. It\u2019s now in the final art phase, with feedback being implemented to give it more of a \u2018smuggler\u2019s ship\u2019 personality. The Aopoa Khartu-al was also reviewed, which led to its weapons and shields being buffed. This update will be live in Alpha 3.10.\nArt (Weapons)\nJune saw development of the new Lightning Bolt Co. weapons completed. These guns have comparatively complex animation and technical setups, so required more attention than usual. Work continued on the Behring BR-2, while a new weapon entered development that the team is excited to unveil at the end of Q3.\nOn the UI side, all Gemini weapons now have functioning ammo counters, with work moving onto the Lightning Bolt Co. brand.\nAudio\nThe Audio Team closed out all Alpha 3.10 tasks, including the Grim HEX updates and new weapons. Ambiances for a lot of older areas were rebalanced, such as Levski and Lorville. An audio-only rework of the Arclight pistol was completed too.\nBackend Services\nLast month, the Backend Team added the ability for the diffusion router to record analytic data, which will help live operations monitor the health of all services. Some low-level networking code was updated, fixing a few potential connection issues. They started on the new login flow that supports proper queuing and reporting to connecting players. Work was completed on high-performance dedicated pathways for some of the services to greatly improve network performance. The loadout and persistent variable services were also updated to support a distributed model for better performance and increased up-time reliability.\nCharacters\nJune saw the Character Team working on adding new mobiGlas variants to in-game shops. Because the mobiGlas is one of the oldest game assets, it\u2019s built on older tech. \u201cSetup for this item is tricky and being able to swap out a mobiGlas without unequipping one permanently was a huge technical challenge that shops had to deal with, even as we started bringing new colors online. This is now in QA and so far, minus a few string bugs, appears promising.\u201d \u2013 The Character Team\nThey also began work on seasonal assets and kicked off tasks on an all-new model for the Pyro system. \u201cWe have begun modeling work on what we are calling the \u2018Pyro Crab\u2019. We don\u2019t know what the future holds yet for this asset, but we\u2019re excited to work on it.\u201d\n\n\nCommunity\nThe Community Team started the month with the Theaters of War Spectrum AMA, where Sean Tracy, Jonny Jacevicius, Tom Solaru, and Milan Pejcic answered player questions on the upcoming game mode. Following the concept release of the Origin G12 Rover, the team worked with the vehicle\u2019s designers to answer the top-voted community questions in the Origin G12 Q&A.\nTo celebrate First Contact Day on June 12, 2438, the team kicked off Alien Week 2950. This week-long event featured two extraterrestrial-themed contests, the Intragalactic Cook-Off and First Contact contest. They also challenged the community\u2019s xenolinguists to translate a letter from the Banu themselves in honor of the prestigious day.\n\nEngineering\nLast month, Engineering worked on the ISPC compiler for WAF: \u201cThink HLSL for CPUs to write CPU target agnostic vectorized SSE functions that can be invoked from C\/C++. This allows us to have bespoke, run-time invoked code paths for different CPU architectures to get the best possible performance for computation of heavy code.\u201d \u2013 The Engineering Team\nThey also began experimenting with a new code-build system to improve quality-of-life for developers. This will feature implemented Python script to fold similar threads when inspecting GDB crash dumps and add a VC 2019 compiler transition to QA test requests.\nOptimizations were made to the physics grid, physics instances, and local OBB algorithms. For planet entities, work was done to prevent cell generation under terrain, while the generation of POD entities on terrain patches was improved by moving complex constructors out of tight loops. They removed various methods from the physical entity interface to avoid virtual-function overhead, made box-pruning optimizations, and promoted moment-related variables to double precision so that the solver is more numerically stable in terms of large masses.\nBody-dragging was further polished, and work continued on physical damage, this time focusing on deformations. Engineering continued tuning the integrity reduction formula based on the surface types of colliding parts, while ship-to-ship collision detection was tweaked to benefit stability and performance. Ragdoll experiments were also conducted and a quick prototype for cross-section data structure was completed.\nRegarding the entity component update-scheduler, the Engineering Team worked on flattening or even removing recursive processing, made improvements to component processing inside an aggregate, and started implementing support for multiple component policies per-update-pass.\nNumerous tasks were also completed for the Gen12 Renderer. For planetary atmospheres, they completed the guided filter to de-noise and up-sample lower resolution raymarching results for inscatter and transmittance. Work also began on re-projecting raymarching results to further reduce cost per-frame.\nThey also implemented a JSON-based profiler data-logger driven by internally collected telemetry, and revamped the HTML generator that utilizes JSON data to build email reports. The goal is to automate performance regression so they can see how it has evolved, both internally and in the PU.\nFeatures (Gameplay)\nJune saw the Gameplay Feature Team continuing work on the player trading app, which is now in the art phase. \u201cWe are happy to announce that players will likely see the base functionality in our public test environments very soon, with the hopes that the art pass will be complete for live release soon.\u201d \u2013 The Gameplay Feature Team\nThey also put significant time into the upcoming Alpha 3.10 patch and the ability to purchase ship paint from in-game shops.\nFeatures (Vehicles)\nThe Vehicle Feature Team spent June finishing various features for Alpha 3.10, including the tweaks, improvements, and retuning needed to prepare ships for the new aerodynamic flight model and thruster efficiency curves. They also squashed bugs with thruster balance and other aspects of IFCS. Work also continued on the new targeting system and its associated UI.\nLooking ahead, the development of features coming further down the line continued, including docking and improvements to missiles. Further development of the flight model will continue too.\nGraphics\nLast month, the Graphics Team continued working on CPU performance improvements, the first being to avoid expensive synchronization events between the CPU and GPU that could occur under certain scenarios and hardware setups. After discovering that the UI code used to rescale and tesselate vector art was highly CPU intensive, they added code to quantize UI screen resolution. This avoids code-path cases where the visual difference would otherwise be unnoticeable or extremely subtle (e.g. if two identical UI screens differ in size by just a few pixels). Another major optimization was to avoid DirectX and graphics-driver CPU overhead by minimizing shader and texture swapping. They also cached buffers that were being needlessly set many times per frame, reducing the overall number of function calls to DirectX by over 30%.\nAs with Engineering, work on the Gen12 renderer continued, this time with the new deferred graphics pipeline that features faster and easier-to-extend code.\n\u201cWith some of the fundamentals now falling into place, we hope to ramp up the efforts to convert existing features over to the Gen12 renderer with an aim to enable an early version in the next few months.\u201d \u2013 The Graphics Team\nThe edge-highlight\/silhouette feature was upgraded to provide cleaner visuals with customizable line width, which was requested by the Vehicle Team to improve the appearance of various UI features.\nFinally for Graphics, they changed how the culling system works for ships to allow them to be visible from much greater distances to aid gameplay. To help mitigate performance impact from the increased viewing distance, they implemented an automated testing system to measure the performance of every ship from every viewing distance to identify any requiring an optimization pass.\nLevel Design\nJune saw the Level Design Team working on new, as-yet-unannounced content and fixed as many bugs as possible for Alpha 3.10. They also closed out tasks on key locations such as Levski and New Babbage and made further progress with Orison.\nLighting\nThe Lighting Team wrapped up their key deliverables for Alpha 3.10, including additions to Grim HEX. This involved finalizing the new utilitarian hangars along with polishing and optimizing the asteroid\u2019s exterior. New Babbage\u2019s Hi-Tech hangars also had their lighting pass completed.\nAfter feedback, the final lighting style was implemented across all hangar sizes and door configurations, giving them a unique feel. This was also the team\u2019s first opportunity to implement various states of door lighting depending on whether they\u2019re idle, opening, or closing.\nThe Factory Line store in New Babbage received its final lighting pass too. Alongside these new locations, bugs were fixed in older locations (such as surface outposts) and the rework of Lorville\u2019s day and night states was completed. Players will now experience a different mood at L19 when the sun goes down.\n\n\nNarrative\nNarrative worked with Community on the Banu message for Alien Week, while some of the team explored their culinary abilities by designing three alien recipes (here, here, and here). Narrative also joined Audio and AI to discuss the prospect of players fighting the Vanduul.\nOn the development side, they worked on building additional mission content and worked alongside various other teams to propose an overhaul to the existing mission giver experience. They also created documents outlining the general feel of some upcoming locations alongside potential flora, fauna, and NPCs.\nProps\nThroughout June, the team continued work on props for the Factory Line, adding additional dressing to the area and making progress with the Muse Simpod. \u201cThis turned into a longer-than-expected task. There\u2019s a lot of crossover with Animation, so we\u2019re building the asset with that in mind from the start.\u201d \u2013 The Props Team\nThe team continued to support the bartender feature and time was invested into the skinned asset pipeline; they now have an in-team solution rather than handing props to Tech Animation. \u201cThis unlocks us to make more use of these fun reactive assets without worrying about increasing other teams\u2019 workloads, so it\u2019s a big deal for us!\u201d\nFinally, white boxing kicked off for the cargo deck props, starting with background assets and storage solutions.\nQA\nLast month, QA completed several test requests, including one relating to the ongoing Tactical Point System refactor. This involved making sure that enemy NPCs still function properly, will reposition behind cover, and position themselves so they can fire. They also tested that the Social AI was still able to find, move to, and use usables, and that the Ship AI was able to find points to patrol.\nQA tested the AI\u2019s use of cover locations when fighting against the player, ensuring they use movement transitions (such as sliding) when going into cover, peeking, shooting, blindfiring, and when partially in cover. They also tested AI reactions to cover being compromised. For example, they needed to verify that the shotgun AI was a lot more aggressive compared to the others.\nFor Actor Tech, the undertook a test request for case-sensitive CRC32s involving load testing for all areas of the PU, SQ42, ships, vehicles, and editor levels. Once the load tests were completed, they moved to testing the actual features themselves to ensure that functionality was not compromised. A full test of the PU, SQ42, and some basic editor functionality was requested by the Engine Team following their work on the material editor. This was undertaken to ensure no new crashes were introduced and that the correct textures continued to load without issues.\nTesting of StarWords v1.2 (the tool that handles most game text) is underway, with various improvements made based on feedback during testing.\nTech Animation\nTechnical Animation spent time with several of the feature teams to iterate on key deliverables for the PU, including the bartender. This involved creating rigging for glasses and liquids, which continues alongside refinement and system iteration to ensure quality and robustness.\nThe previously reported initiatives to overhaul the skin file setup and physics proxy refactor began to show results. The team is in the final stages of UI and process refinement and aims to deliver the pipeline by the end of the quarter.\nTurbulent\nThe Web Platform Team worked on streamlining the Enlist Now forms, process, and user experience. These changes were deployed on June 10 and include numerous improvements.\n\u201cBased on the original Kickstarter campaign, the account creation process grew organically into something fairly complicated. It was a process involving multiple pages, email verification, and so forth. It is now possible to create an account on the website directly in the sidebar without having to leave the current page. All of the legacy and existing accounts have been migrated to the new system to make the transition as seamless as possible for existing users. The account creation form used to have a number of fields that required a lot of explanation for new users. We reduced the number of fields to a minimum and, as a result, enabled login with \u2018email and password\u2019 instead of just \u2018login ID and password\u2019. This change was done in a way that is completely seamless for existing users.\u201d \u2013 The Turbulent Web Platform Team\nUser Interface (UI)\nThe UI Team supported the vehicle targeting and turret improvements recently seen in Inside Star Citizen, while the Code Team fixed bugs for Alpha 3.10 and gave 3D support to the building blocks UI tool. On the UI design side, work continued on a new mobiGlas app and the future of the Starmap and radar were iterated on. Screens were also created for the Factory Line store and concept art was created for new versions of scanning and vehicle UI.\nVFX\nOne of the VFX Team\u2019s bigger tasks for Alpha 3.10 was the new signed-distance-field-driven atmospheric entry effects. To compensate for the fact that entry effects are physical-based and most ships never reach high enough speeds to generate them, they made slight changes to the code.\n\u201cThis is progressing well and we are looking forward to seeing beauty shots and videos from the community as they fly towards planets and moons!\u201d \u2013 The VFX Team\nWork also continued on the fire propagation feature. The team are still in the prototyping phase but can already see the potential and technical challenges of this feature. They also continued supporting the Environment Team with their ongoing gas cloud work. VFX tasks were completed for an upcoming vehicle too.\nWE\u2019LL SEE YOU NEXT MONTH\u2026","de_DE":"N\u00e4chsten Monat um diese Zeit wird Alpha 3.10 gut erforscht sein, und Zivilisten \u00fcberall werden mit der neuesten Iteration des Flugmodells vertraut sein. Nat\u00fcrlich verbrachten die Entwickler einen Teil des Juni damit, an den relevanten Merkmalen zu feilen und die Anlagen zu polieren, um sie massentauglich zu machen. Es ist jedoch noch viel mehr getan worden, und die Aufgaben f\u00fcr Alpha 3.11 und dar\u00fcber hinaus sind in vollem Gange. Informieren Sie sich \u00fcber alle Einzelheiten dessen, was im letzten Monat geschehen ist und was in Zukunft kommen wird...\nAI (Kampf)\nWir beginnen den Juni-Bericht mit Character Combat, der mehrere Aspekte des realistischen Schie\u00dfens behandelt, darunter die Verbesserung der Codeseite beim Ausl\u00f6sen und Nachladen. Sie stellten alle Anfragen ereignisbasiert und f\u00fcgten korrekte Erfolgsmeldungen und unterschiedliche Aktionsergebnisse zwischen dem Akteurszustandsautomaten und KI-Komponenten hinzu. Dadurch verf\u00fcgt die KI \u00fcber ein konsistentes Wissen \u00fcber die Ergebnisse der angeforderten Aktionen, so dass sie Verhaltensweisen erstellen kann, die verschiedene Szenarien korrekt handhaben k\u00f6nnen. Wenn zum Beispiel ein NSC auf einen Feind zusteuert, m\u00f6chte das Team m\u00f6glicherweise, dass er seine Waffe automatisch nachl\u00e4dt. Wenn jedoch keine Munition verf\u00fcgbar ist, wird das Verhalten gemeldet und eine neue Reaktion aktiviert. Dies kann NSCs passieren, die bei der Beurteilung ihrer F\u00e4higkeit, mit Munition umzugehen, weniger geschickt sind, w\u00e4hrend die besser ausgebildeten NSCs sich daf\u00fcr entscheiden k\u00f6nnen, diese Taktik nicht anzuwenden, solange nicht gen\u00fcgend Munition verf\u00fcgbar ist.\nSie begannen auch, die nutzbaren Systemfunktionen des Barkeepers in Kampfszenarien zu nutzen. Im sozialen Umfeld schufen sie das Konzept der Gebrauchsgegenst\u00e4nde, die Gegenst\u00e4nde herstellen und annehmen k\u00f6nnen:\n\"Eine Munitionskiste ist nichts anderes als ein Itemlieferant. Der Gegenstand selbst k\u00f6nnte Magazine produzieren oder er k\u00f6nnte Magazine enthalten, \u00e4hnlich wie ein Bierk\u00fchlschrank Bierflaschen enthalten kann, aber eine Mischstation kann die Getr\u00e4nke aus bestimmten Ausgangsartikeln herstellen. Auf diese Weise k\u00f6nnen die NVKs nach Orten in der Welt suchen, die ihnen Zeitschriften eines bestimmten Typs liefern k\u00f6nnen, sich zu diesen Objekten begeben und ihre Ladung wieder auff\u00fcllen. Dies gibt dem Spieler Gelegenheit und zwingt die NPCs, die Umgebung zu bewerten, um zu entscheiden, ob und wann es angebracht ist, diese Nachf\u00fcllstellen zu benutzen\". Charakterkampf-Team\nZeit wurde auch f\u00fcr die Erledigung von Aufgaben f\u00fcr die Implementierung von Server-Mesh aufgewendet.\nAI (Schiffe)\nDie Schiffs-KI hat eine Einzelspieler-Version des Spieler-Gruppenmanagers auf den Weg gebracht, der zur Verwaltung von Spielerpartien und Gruppenquantenreisen eingesetzt wird. Das System st\u00fctzt sich auf einen Backend-Service, der nur im Mehrspielerkontext existiert. Um Quantenreisen in SQ42 zwischen dem Spieler und den NPC-Charakteren zu unterst\u00fctzen, wurde eine eigenst\u00e4ndige Version erstellt. Eine Reihe von unterst\u00fctzenden Knotenpunkten, die es dem Einsatzteam erm\u00f6glichen, eine verwaltete Gruppe in Subsumption zu erstellen und zu referenzieren, war ebenfalls erforderlich.\nWir erw\u00e4hnen dies hier, da die Spieler in der PU nach ihrer Fertigstellung in der Lage sein werden, die Quanten-Reiseverbindung innerhalb einer Gruppe zu nutzen, die sowohl echte Spieler als auch NPCs enth\u00e4lt.\n\nDas Team f\u00fchrte auch neue Abfragen an das Taktische Zielsystem ein, um die Zielauswahl bei der \"Pilotkampf\"-Aktivit\u00e4t zu verbessern. Sie iterierten auch am Kugelbeschuss-Bewegungsblock, indem sie Geschwindigkeitskontrollen und die F\u00e4higkeit hinzuf\u00fcgten, Schiffe im Orbit innerhalb eines akzeptablen Bereichs auf einer einzigen Achse zu blockieren.\nKI (sozial)\nIm vergangenen Monat konzentrierte sich Social AI auf den ersten Durchgang von zwei neuen Szenarien: das Verhalten der Br\u00fcckenbesatzung und die Besatzungen der Hangars von Gro\u00dfkampfschiffen.\nDas Verhalten der Br\u00fcckenbesatzung erm\u00f6glicht es den NPCs, die erforderliche Arbeit eines Gro\u00dfkampfschiffes zu bew\u00e4ltigen. Die Konstrukteure k\u00f6nnen in den NPC-Zeitpl\u00e4nen angeben, welche Art von Rolle sie haben (\u00e4hnlich wie ein Spieler einen angeheuerten NPC zuweist), was dem \"generischen\" Verhalten bei der Auswahl der richtigen Pl\u00e4tze und Routinen hilft, die sie ausf\u00fchren m\u00fcssen. Der Kapit\u00e4n wird auch die Br\u00fccke durchstreifen und andere Besatzungsmitglieder beaufsichtigen.\nDas Verhalten der Hangarbesatzung stellt eine Reihe von Verhaltensweisen f\u00fcr alle NSCs dar, die in einem Hangar arbeiten, einschlie\u00dflich Aufseher, Betanker, Gesch\u00fctze, Mechaniker, Grunzer und Fluglotse. In diesem Fall ist das Schiff ein Beispiel f\u00fcr eine zusammengesetzte Nutzbarkeit - eine Nutzbarkeit, die die Funktionalit\u00e4t anderer einzelner Nutzbarkeiten enthalten kann.\n\nDie erste Iteration des Verk\u00e4uferverhaltens steht ebenfalls kurz vor dem Abschluss. Im Juni kamen weitere G\u00e4ste hinzu, die ein Getr\u00e4nk bestellen, an einen Tisch bringen und dann an die Theke zur\u00fcckbringen k\u00f6nnen.\nAI (allgemein)\nDer globale Schwerpunkt lag auf der Verbesserung der verschiedenen Systeme, die von allen Mitgliedern des KI-Teams verwendet werden. Die Debug-Zeichnung der Subsumptionslogik wurde verbessert, so dass Subsumtionsfunktionen, die Verwendung von Kan\u00e4len und Konversationen den aktualisierten Wert ihrer lokalen Variablen anzeigen k\u00f6nnen. Der Entfernungs-Ereignis-Dispatcher-Debug zeigt jetzt auf einfache Weise die Entfernung, Orientierung und mehr der \u00fcberwachten Zeichen an. Das Team arbeitete auch am Bewegungssystem, um zus\u00e4tzliche Funktionen zur Validierung der Ausf\u00fchrung eines Plans bereitzustellen. Zum Beispiel die korrekte Ber\u00fccksichtigung der Bewegung entlang eines Pfades, der von einer Zwischensequenz oder einer Animation getrieben wird, so dass der Charakter, sobald er fertig ist, seine Bewegung reibungslos fortsetzt. Die 'LookComponent' wurde refaktorisiert, um auch Anfragen mit unterschiedlichen Priorit\u00e4ten korrekt zu behandeln.\nAnimation\nDen ganzen Juni \u00fcber blockierte das Team Animationen f\u00fcr verschiedene Funktionen und verbesserte ihre F\u00e4higkeit, Bewegungen effizient zu erfassen, auszuw\u00e4hlen und umzudrehen. Sie arbeiteten auch an R\u00fcckschl\u00e4gen, Torkeln und Trefferreaktionen von Granaten und anderen geworfenen Objekten.\nDas Team arbeitete mit Combat AI an Waffennachladungen, Nachladungen von Orten und der oben erw\u00e4hnten Vanduul-Bewegung. F\u00fcr die soziale KI arbeiteten sie an Schlie\u00dff\u00e4chern, Rauchen, Kisten, dem Barkeeper und den Barbesuchern und l\u00f6sten ein Problem mit der Metrik der Sitzkonsole.\nAnimationen f\u00fcr drei neue Waffen wurden fertiggestellt, darunter die beiden neuen Waffen der Lightning Bolt Co. Es wurde auch an mehreren Missionsgebern gearbeitet. In Bezug auf mo-cap arbeiteten sie den R\u00fcckstand der NPC-Erfassungen ab und bauten das Werkzeug zur Auswahl der Waffen neu auf, das eine effektive \u00dcberpr\u00fcfung und Auswahl der fertigen mo-cap erm\u00f6glicht.\nKunst (Umwelt)\nIm vergangenen Monat begann das Planet Art Team mit der vollst\u00e4ndigen Produktion von Pyro Drei und Vier. Sie produzieren derzeit die erforderlichen Assets, wobei eine Menge neuer Inhalte die Fertigstellung erreichen. Sie betreiben derzeit Forschung und Entwicklung im Bereich Touch-Bending f\u00fcr die Vegetation, wodurch sichergestellt wird, dass B\u00fcsche und kleine Vegetation realistischer weggedr\u00fcckt werden, wenn der Spieler durch sie hindurchgeht. Auch die Arbeit an Crusader geht weiter, und die Weiterentwicklung der Shader ist im Gange.\nKunst (Schiffe)\nIm Vereinigten K\u00f6nigreich setzte das Team die Arbeit am Crusader Starlifter fort. \"Einer der letzten Bereiche, der betreten wurde, war die eindrucksvolle vordere Frachtt\u00fcr\/-auffahrrampe, die ihm volle Roll-on- und Roll-off-F\u00e4higkeit f\u00fcr Ihre Bodenfahrzeuge verleiht. - Fahrzeug-Team\nAndere Bereiche, die im letzten Monat fertiggestellt wurden, waren der Aufenthaltsraum und der K\u00fcchen-\/Essbereich. Der Au\u00dfenbereich befindet sich in der letzten Kunstphase und erh\u00e4lt derzeit einen Materialpass und eine UV-Kartierung. Zwei unangek\u00fcndigte Schiffe und die Origin-100-Serie machten ebenfalls gro\u00dfe Fortschritte.\nIn den USA arbeitete das Team am Turmsitz, an der Innenausstattung des Turms, am Aufenthaltsraum, am Scanraum, am Cockpit, am Foyer und am Habs f\u00fcr den Star Runner. Er befindet sich jetzt in der letzten Kunstphase, wobei Feedback umgesetzt wird, um ihm mehr eine \"Schmugglerschiff\"-Pers\u00f6nlichkeit zu verleihen. Die Aopoa Khartu-al wurde ebenfalls \u00fcberarbeitet, was dazu f\u00fchrte, dass ihre Waffen und Schilde verbessert wurden. Dieses Update wird in Alpha 3.10 live \u00fcbertragen.\nKunst (Waffen)\nIm Juni wurde die Entwicklung der neuen Waffen der Lightning Bolt Co. abgeschlossen. Diese Waffen verf\u00fcgen \u00fcber vergleichsweise komplexe Animationen und technische Einrichtungen und erforderten daher mehr Aufmerksamkeit als \u00fcblich. Die Arbeit an der Behring BR-2 wurde fortgesetzt, w\u00e4hrend eine neue Waffe in die Entwicklung eintrat, die das Team am Ende des dritten Quartals mit gro\u00dfer Spannung enth\u00fcllen wird.\nAuf Seiten der UI verf\u00fcgen nun alle Gemini-Waffen \u00fcber funktionierende Munitionsz\u00e4hler, wobei die Arbeiten an der Marke Lightning Bolt Co. fortgesetzt wurden.\nAudio\nDas Audio-Team schloss alle Alpha 3.10-Aufgaben ab, einschlie\u00dflich der grimmigen HEX-Updates und neuer Waffen. Die Stimmungen f\u00fcr viele \u00e4ltere Bereiche wurden neu ausbalanciert, wie z.B. Levski und Lorville. Eine reine Audio-\u00dcberarbeitung der Arclight-Pistole wurde ebenfalls abgeschlossen.\nBackend-Dienste\nLetzten Monat f\u00fcgte das Backend-Team die M\u00f6glichkeit hinzu, dass der Diffusionsrouter analytische Daten aufzeichnen kann, was den Live-Betrieb bei der \u00dcberwachung des Gesundheitszustands aller Dienste unterst\u00fctzen wird. Einige Low-Level-Netzwerkcodes wurden aktualisiert und einige potenzielle Verbindungsprobleme behoben. Sie begannen mit dem neuen Anmeldungsfluss, der eine ordnungsgem\u00e4\u00dfe Warteschlangenbildung und Berichterstattung an die verbindenden Spieler unterst\u00fctzt. Die Arbeit an hochleistungsf\u00e4higen dedizierten Pfaden f\u00fcr einige der Dienste wurde abgeschlossen, um die Netzwerkleistung erheblich zu verbessern. Die Loadout- und Persistent Variable-Dienste wurden ebenfalls aktualisiert, um ein verteiltes Modell f\u00fcr eine bessere Leistung und h\u00f6here Zuverl\u00e4ssigkeit der Betriebszeit zu unterst\u00fctzen.\nZeichen\nIm Juni arbeitete das Charakter-Team daran, neue mobiGlas-Varianten in die Ingame-Shops aufzunehmen. Da mobiGlas eines der \u00e4ltesten Spielelemente ist, basiert es auf \u00e4lterer Technologie. \"Die Einrichtung f\u00fcr diesen Gegenstand ist knifflig, und die M\u00f6glichkeit, ein mobiGlas auszutauschen, ohne es dauerhaft auszur\u00fcsten, war eine gro\u00dfe technische Herausforderung, mit der die Shops fertig werden mussten, selbst als wir begannen, neue Farben online zu bringen. Dies befindet sich jetzt in der Qualit\u00e4tssicherung, und bis jetzt, abz\u00fcglich einiger String-Bugs, scheint dies vielversprechend zu sein\". - Das Charakter-Team\nSie begannen auch mit der Arbeit an saisonalen Anlagen und starteten die Arbeiten an einem v\u00f6llig neuen Modell f\u00fcr das Pyro-System. \"Wir haben mit der Modellierung dessen begonnen, was wir die 'Pyro-Krabbe' nennen. Wir wissen noch nicht, was die Zukunft f\u00fcr diese Anlage bereith\u00e4lt, aber wir freuen uns darauf, daran zu arbeiten.\n\n\nGemeinschaft\nDas Community-Team begann den Monat mit dem Theaters of War Spectrum AMA, wo Sean Tracy, Jonny Jacevicius, Tom Solaru und Milan Pejcic den Spielern Fragen zum kommenden Spielmodus beantworteten. Nach der Konzeptver\u00f6ffentlichung des Origin G12 Rover arbeitete das Team mit den Designern des Fahrzeugs zusammen, um die Fragen der Community zu beantworten, die in den Origin G12 Q&A am h\u00e4ufigsten gestellt wurden.\nZur Feier des Erstkontakttages am 12. Juni 2438 startete das Team die Alien Week 2950. Diese einw\u00f6chige Veranstaltung umfasste zwei Wettbewerbe zu au\u00dferirdischen Themen, den Intragalaktischen Cook-Off- und den Erstkontakt-Wettbewerb. Au\u00dferdem forderten sie die Xenolinguisten der Gemeinschaft auf, zu Ehren des prestigetr\u00e4chtigen Tages selbst einen Brief von den Banu zu \u00fcbersetzen.\n\nTechnik\nLetzten Monat arbeitete Engineering am ISPC-Compiler f\u00fcr die WAF: \"Denken Sie an HLSL f\u00fcr CPUs, um CPU-Ziel-agnostische vektorisierte SSE-Funktionen zu schreiben, die von C\/C++ aus aufgerufen werden k\u00f6nnen. Dies erm\u00f6glicht es uns, ma\u00dfgeschneiderte, zur Laufzeit aufgerufene Codepfade f\u00fcr verschiedene CPU-Architekturen zu haben, um die bestm\u00f6gliche Leistung f\u00fcr die Berechnung von schwerem Code zu erhalten. - Das Ingenieurteam\nSie begannen auch mit einem neuen Code-Build-System zu experimentieren, um die Lebensqualit\u00e4t f\u00fcr Entwickler zu verbessern. Dieses wird ein implementiertes Python-Skript enthalten, um \u00e4hnliche Threads bei der Inspektion von GDB-Absturz-Dumps zu falten und einen VC 2019-Compiler\u00fcbergang zu QA-Testanforderungen hinzuzuf\u00fcgen.\nOptimierungen wurden am Physik-Grid, an den Physikinstanzen und an den lokalen OBB-Algorithmen vorgenommen. Bei den Planetenentit\u00e4ten wurde daran gearbeitet, die Zellgenerierung unter dem Gel\u00e4nde zu verhindern, w\u00e4hrend die Generierung von POD-Entit\u00e4ten auf Gel\u00e4ndefeldern verbessert wurde, indem komplexe Konstruktoren aus engen Schleifen herausbewegt wurden. Sie entfernten verschiedene Methoden von der Schnittstelle der physischen Entit\u00e4ten, um den Overhead virtueller Funktionen zu vermeiden, f\u00fchrten Optimierungen des Box-Pruning durch und f\u00fchrten momentenbezogene Variablen mit doppelter Genauigkeit ein, so dass der Solver in Bezug auf gro\u00dfe Massen numerisch stabiler ist.\nDas Body-Dragging wurde weiter ausgefeilt, und die Arbeit an physischen Sch\u00e4den wurde fortgesetzt, wobei der Schwerpunkt diesmal auf Verformungen lag. Die Ingenieure arbeiteten weiter an der Abstimmung der Integrit\u00e4tsreduktionsformel auf der Grundlage der Oberfl\u00e4chentypen der kollidierenden Teile, w\u00e4hrend die Schiff-zu-Schiff-Kollisionserkennung optimiert wurde, um Stabilit\u00e4t und Leistung zu verbessern. Es wurden auch Ragdoll-Experimente durchgef\u00fchrt, und ein schneller Prototyp f\u00fcr die Querschnittsdatenstruktur wurde fertiggestellt.\nHinsichtlich des Aktualisierungs-Schedulers f\u00fcr Entit\u00e4tskomponenten arbeitete das Ingenieurteam an der Abflachung oder sogar Entfernung rekursiver Verarbeitung, verbesserte die Komponentenverarbeitung innerhalb eines Aggregats und begann mit der Implementierung der Unterst\u00fctzung f\u00fcr mehrere Komponentenrichtlinien pro Aktualisierungsdurchgang.\nZahlreiche Aufgaben wurden auch f\u00fcr den Gen12 Renderer erledigt. F\u00fcr Planetenatmosph\u00e4ren wurde der gef\u00fchrte Filter vervollst\u00e4ndigt, um das Rauschen zu entfernen und die Raymarching-Ergebnisse mit niedrigerer Aufl\u00f6sung f\u00fcr Instreuung und Transmission hochzurechnen. Au\u00dferdem wurde mit der Neuprojektion von Raymarching-Ergebnissen begonnen, um die Kosten pro Rahmen weiter zu senken.\nSie implementierten auch einen JSON-basierten Profiler-Datenlogger, der durch intern gesammelte Telemetrie gesteuert wird, und \u00fcberarbeiteten den HTML-Generator, der JSON-Daten zur Erstellung von E-Mail-Berichten verwendet. Ziel ist es, die Leistungsregression zu automatisieren, damit sie sehen k\u00f6nnen, wie sie sich entwickelt hat, sowohl intern als auch in der PU.\nFunktionen (Gameplay)\nIm Juni setzte das Gameplay-Feature-Team die Arbeit an der Spielerhandelsapplikation fort, die sich nun in der Kunstphase befindet. \"Wir freuen uns, ank\u00fcndigen zu k\u00f6nnen, dass die Spieler die Basisfunktionalit\u00e4t wahrscheinlich schon sehr bald in unseren \u00f6ffentlichen Testumgebungen sehen werden, in der Hoffnung, dass der Kunstpass bald zur Live-Ver\u00f6ffentlichung fertig gestellt sein wird. - Das Gameplay-Feature-Team\nSie haben auch viel Zeit in das bevorstehende Alpha 3.10-Patch und die M\u00f6glichkeit gesteckt, Schiffsfarben in den Gesch\u00e4ften im Spiel zu kaufen.\nFeatures (Fahrzeuge)\nDas Vehicle Feature Team verbrachte den Juni damit, verschiedene Features f\u00fcr Alpha 3.10 fertigzustellen, einschlie\u00dflich der Optimierungen, Verbesserungen und Neuabstimmungen, die erforderlich sind, um Schiffe auf das neue aerodynamische Flugmodell und die Effizienzkurven der Triebwerke vorzubereiten. Au\u00dferdem beseitigten sie Fehler bei der Triebwerksbalance und anderen Aspekten des IFCS. Auch die Arbeit am neuen Zielsystem und der damit verbundenen UI wurde fortgesetzt.\nMit Blick auf die Zukunft wurde die Entwicklung weiterer Funktionen fortgesetzt, darunter das Andocken und Verbesserungen an den Raketen. Auch die Weiterentwicklung des Flugmodells wird fortgesetzt.\nGrafiken\nIm vergangenen Monat arbeitete das Grafikteam weiter an der Verbesserung der CPU-Leistung, wobei das erste Ziel darin bestand, teure Synchronisierungsereignisse zwischen CPU und GPU zu vermeiden, die unter bestimmten Szenarien und Hardware-Konfigurationen auftreten k\u00f6nnten. Nachdem sie herausgefunden hatten, dass der UI-Code, der zum Skalieren und Tessellieren von Vektorgrafiken verwendet wird, sehr CPU-intensiv ist, f\u00fcgten sie Code zum Quantisieren der UI-Bildschirmaufl\u00f6sung hinzu. Dadurch werden Codepfad-F\u00e4lle vermieden, in denen der visuelle Unterschied sonst unbemerkbar oder \u00e4u\u00dferst subtil w\u00e4re (z.B. wenn zwei identische UI-Bildschirme sich in der Gr\u00f6\u00dfe nur um wenige Pixel unterscheiden). Eine weitere wichtige Optimierung war die Vermeidung von DirectX- und Grafiktreiber-CPU-Overhead durch Minimierung von Shader- und Textur-Swapping. Au\u00dferdem wurden Puffer zwischengespeichert, die unn\u00f6tigerweise viele Male pro Bild gesetzt wurden, wodurch die Gesamtzahl der Funktionsaufrufe an DirectX um \u00fcber 30% reduziert wurde.\nWie bei der Entwicklung wurde die Arbeit am Gen12-Renderer fortgesetzt, diesmal mit der neuen verz\u00f6gerten Grafik-Pipeline, die schnelleren und leichter zu erweiternden Code bietet.\n\"Da nun einige der Grundlagen vorhanden sind, hoffen wir, die Bem\u00fchungen zur Konvertierung bestehender Funktionen auf den Gen12-Renderer zu intensivieren, um in den n\u00e4chsten Monaten eine fr\u00fche Version zu erm\u00f6glichen. - Das Grafik-Team\nDas Kanten-Highlight\/Silhouetten-Feature wurde aufgewertet, um eine sauberere Optik mit anpassbarer Linienbreite zu bieten, was vom Fahrzeugteam angefordert wurde, um das Erscheinungsbild verschiedener UI-Funktionen zu verbessern.\nBei den Grafiken schlie\u00dflich \u00e4nderten sie die Funktionsweise des Culling-Systems f\u00fcr Schiffe, damit diese aus viel gr\u00f6\u00dferer Entfernung sichtbar sind, um das Gameplay zu erleichtern. Um die Auswirkungen auf die Leistung aufgrund des gr\u00f6\u00dferen Betrachtungsabstands zu verringern, implementierten sie ein automatisiertes Testsystem zur Messung der Leistung jedes Schiffs aus jeder Betrachtungsdistanz, um alle zu identifizieren, die einen Optimierungsdurchgang erfordern.\nLevel-Entwurf\nIm Juni arbeitete das Level Design Team an neuen, noch unangek\u00fcndigten Inhalten und behebt so viele Fehler wie m\u00f6glich f\u00fcr Alpha 3.10. Au\u00dferdem schlossen sie Aufgaben an Schl\u00fcsselstandorten wie Levski und New Babbage ab und machten weitere Fortschritte mit Orison.\nBeleuchtung\nDas Beleuchtungsteam schloss seine wichtigsten Ergebnisse f\u00fcr Alpha 3.10 ab, einschlie\u00dflich der Erg\u00e4nzungen zu Grim HEX. Dies beinhaltete die Fertigstellung der neuen utilitaristischen Hangars zusammen mit dem Polieren und Optimieren der Au\u00dfenseite des Asteroiden. Auch die neuen Hi-Tech-Hangars von Babbage erhielten ihren Beleuchtungspass.\nNach dem Feedback wurde der endg\u00fcltige Beleuchtungsstil in allen Hangargr\u00f6\u00dfen und T\u00fcrkonfigurationen implementiert, was ihnen eine einzigartige Atmosph\u00e4re verleiht. Dies war auch die erste Gelegenheit f\u00fcr das Team, verschiedene Zust\u00e4nde der T\u00fcrbeleuchtung zu implementieren, je nachdem, ob sich die T\u00fcren im Leerlauf, zum \u00d6ffnen oder Schlie\u00dfen befinden.\nDer Factory-Line-Laden in New Babbage erhielt ebenfalls seinen letzten Beleuchtungspass. Neben diesen neuen Standorten wurden auch Fehler an \u00e4lteren Standorten (wie Au\u00dfenposten an der Oberfl\u00e4che) behoben, und die \u00dcberarbeitung der Tag- und Nachtzust\u00e4nde von Lorville wurde abgeschlossen. Die Spieler werden nun in L19 eine andere Stimmung erleben, wenn die Sonne untergeht.\n\n\nErz\u00e4hlung\nNarrative arbeitete mit der Community an der Banu-Botschaft f\u00fcr die Alien Week, w\u00e4hrend einige Mitglieder des Teams ihre kulinarischen F\u00e4higkeiten durch das Entwerfen von drei Alien-Rezepten (hier, hier und hier) unter Beweis stellten. Narrative arbeitete auch mit Audio und KI zusammen, um die Aussicht auf Spieler zu diskutieren, die gegen Vanduul k\u00e4mpfen.\nAuf der Entwicklungsseite arbeiteten sie an der Erstellung zus\u00e4tzlicher Missionsinhalte und arbeiteten mit verschiedenen anderen Teams zusammen, um eine \u00dcberarbeitung der bestehenden Erfahrung der Missionsgeber vorzuschlagen. Sie erstellten auch Dokumente, in denen neben der potentiellen Flora, Fauna und den NPCs auch der allgemeine Eindruck einiger zuk\u00fcnftiger Standorte skizziert wurde.\nRequisiten\nW\u00e4hrend des gesamten Juni setzte das Team die Arbeit an den Requisiten f\u00fcr die Factory Line fort, f\u00fcgte dem Bereich zus\u00e4tzliche Kleidung hinzu und machte Fortschritte mit der Muse Simpod. \"Dies wurde zu einer Aufgabe, die l\u00e4nger dauerte als erwartet. Es gibt viele \u00dcberschneidungen mit der Animation, also bauen wir die Anlage von Anfang an mit diesem Ziel auf\". - Das Requisiten-Team\nDas Team unterst\u00fctzte weiterhin die Barkeeper-Funktion, und es wurde Zeit in die geh\u00e4utete Asset-Pipeline investiert; sie haben jetzt eine In-Team-L\u00f6sung, anstatt Requisiten an Tech Animation zu \u00fcbergeben. \"Das gibt uns die M\u00f6glichkeit, diese unterhaltsamen, reaktiven Assets mehr zu nutzen, ohne uns Sorgen machen zu m\u00fcssen, dass wir die Arbeitslast anderer Teams erh\u00f6hen, es ist also eine gro\u00dfe Sache f\u00fcr uns!\nSchlie\u00dflich startete das White Boxing f\u00fcr die Requisiten des Frachtdecks, angefangen bei den Hintergrundmaterialien und den Lagerl\u00f6sungen.\nQUALIT\u00c4TSSICHERUNG\nIm vergangenen Monat schloss die QA mehrere Testanfragen ab, darunter eine, die sich auf den laufenden Refaktor des Taktischen Punktesystems bezieht. Damit sollte sichergestellt werden, dass feindliche NSCs weiterhin einwandfrei funktionieren, sich hinter der Deckung neu positionieren und sich so positionieren, dass sie feuern k\u00f6nnen. Sie testeten auch, dass die soziale KI immer noch in der Lage war, Brauchbares zu finden, sich dorthin zu bewegen und zu benutzen, und dass die SchiffskI in der Lage war, Punkte f\u00fcr die Patrouille zu finden.\nDie QA testete die Verwendung von Deckungspositionen der KI im Kampf gegen den Spieler und stellte sicher, dass sie Bewegungs\u00fcberg\u00e4nge (wie z.B. Rutschen) verwenden, wenn sie in Deckung gehen, sp\u00e4hen, schie\u00dfen, blindlings schie\u00dfen und wenn sie sich teilweise in Deckung befinden. Sie testeten auch die Reaktionen der KI auf eine Beeintr\u00e4chtigung der Deckung. Beispielsweise mussten sie \u00fcberpr\u00fcfen, ob die KI mit der Schrotflinte im Vergleich zu den anderen viel aggressiver war.\nF\u00fcr Actor Tech unternahm das Unternehmen eine Testanfrage f\u00fcr case-sensitive CRC32, die einen Belastungstest f\u00fcr alle Bereiche der PU-, SQ42-, Schiffs-, Fahrzeug- und Editorebene beinhaltete. Nachdem die Belastungstests abgeschlossen waren, ging man dazu \u00fcber, die eigentlichen Funktionen selbst zu testen, um sicherzustellen, dass die Funktionalit\u00e4t nicht beeintr\u00e4chtigt wurde. Ein vollst\u00e4ndiger Test der PU, SQ42 und einiger grundlegender Editorfunktionen wurde vom Ingenieurteam im Anschluss an ihre Arbeit am Material-Editor angefordert. Dies wurde durchgef\u00fchrt, um sicherzustellen, dass keine neuen Abst\u00fcrze eingef\u00fchrt wurden und dass die korrekten Texturen weiterhin ohne Probleme geladen werden konnten.\nDie Tests von StarWords v1.2 (dem Tool, das den meisten Spieltext verarbeitet) sind im Gange, wobei aufgrund des Feedbacks w\u00e4hrend der Tests verschiedene Verbesserungen vorgenommen wurden.\nTechnische Animation\nDie Technische Animation verbrachte Zeit mit mehreren der Feature-Teams, um die wichtigsten Ergebnisse f\u00fcr die PU, einschlie\u00dflich des Barkeepers, zu wiederholen. Dies beinhaltete die Erstellung von Rigging f\u00fcr Gl\u00e4ser und Fl\u00fcssigkeiten, die neben der Verfeinerung und Iteration des Systems fortgesetzt wird, um Qualit\u00e4t und Robustheit zu gew\u00e4hrleisten.\nDie zuvor berichteten Initiativen zur \u00dcberholung des Skin-Dateiaufbaus und des Physik-Proxy-Refactors zeigten erste Ergebnisse. Das Team befindet sich in der Endphase der UI- und Prozessverfeinerung und strebt an, die Pipeline bis zum Ende des Quartals zu liefern.\nTurbulent\nDas Web-Plattform-Team arbeitete an der Rationalisierung der Enlist-Now-Formulare, des Prozesses und der Benutzererfahrung. Diese \u00c4nderungen wurden am 10. Juni eingef\u00fchrt und umfassen zahlreiche Verbesserungen.\n\"Basierend auf der urspr\u00fcnglichen Kickstarter-Kampagne wuchs der Prozess der Kontoerstellung organisch zu etwas ziemlich Kompliziertem heran. Es war ein Prozess, der mehrere Seiten, E-Mail-Verifizierung und so weiter umfasste. Es ist jetzt m\u00f6glich, ein Konto auf der Website direkt in der Seitenleiste zu erstellen, ohne die aktuelle Seite verlassen zu m\u00fcssen. Alle alten und bestehenden Konten wurden auf das neue System migriert, um den \u00dcbergang f\u00fcr die bestehenden Benutzer so nahtlos wie m\u00f6glich zu gestalten. Das Formular zur Erstellung eines Kontos enthielt fr\u00fcher eine Reihe von Feldern, die f\u00fcr neue Benutzer sehr erkl\u00e4rungsbed\u00fcrftig waren. Wir haben die Anzahl der Felder auf ein Minimum reduziert und infolgedessen die Anmeldung mit \"E-Mail und Passwort\" statt nur mit \"Anmelde-ID und Passwort\" erm\u00f6glicht. Diese \u00c4nderung wurde in einer Weise vorgenommen, die f\u00fcr bestehende Benutzer v\u00f6llig nahtlos ist\". - Das turbulente Web-Plattform-Team\nBenutzerschnittstelle (UI)\nDas UI-Team unterst\u00fctzte die Fahrzeugziel- und Turmverbesserungen, die k\u00fcrzlich in Inside Star Citizen zu sehen waren, w\u00e4hrend das Code-Team Fehler f\u00fcr Alpha 3.10 beseitigte und 3D-Unterst\u00fctzung f\u00fcr das UI-Tool Building Blocks gab. Auf der Seite des UI-Designs wurde die Arbeit an einer neuen mobiGlas-Anwendung fortgesetzt und die Zukunft von Starmap und Radar iteriert. Au\u00dferdem wurden Bildschirme f\u00fcr den Factory-Line-Laden erstellt, und es wurden Konzeptzeichnungen f\u00fcr neue Versionen der Scan- und Fahrzeug-UI erstellt.\nVFX\nEine der gr\u00f6\u00dferen Aufgaben des VFX-Teams f\u00fcr Alpha 3.10 waren die neuen unterschriebenen distanzfeldgetriebenen atmosph\u00e4rischen Eintrittseffekte. Um die Tatsache auszugleichen, dass die Eintrittseffekte physikalisch bedingt sind und die meisten Schiffe nie schnell genug sind, um sie zu erzeugen, nahmen sie leichte \u00c4nderungen am Code vor.\n\"Dies schreitet gut voran, und wir freuen uns auf sch\u00f6ne Aufnahmen und Videos von der Gemeinschaft, w\u00e4hrend sie auf Planeten und Monde zufliegen! - Das VFX-Team\nAuch die Arbeit an der Feuerausbreitungsfunktion wurde fortgesetzt. Das Team befindet sich noch in der Prototyping-Phase, kann aber bereits das Potenzial und die technischen Herausforderungen dieser Funktion erkennen. Sie unterst\u00fctzten auch weiterhin das Umweltteam bei seinen laufenden Arbeiten zur Gaswolke. Die VFX-Aufgaben wurden auch f\u00fcr ein kommendes Fahrzeug abgeschlossen.\nWIR SEHEN UNS N\u00c4CHSTEN MONAT...","zh_CN":"This time next month, Alpha 3.10 will be well explored and civilians everywhere will be familiar with the latest iteration of the flight model. Naturally, the devs spent part of June tweaking relevant features and polishing assets to ready them for the masses. However, much more has been done, with tasks for Alpha 3.11 and beyond well underway. Check out all the details of what went on last month and what\u2019s coming in the future\u2026\nAI (Combat)\nWe start June\u2019s report with Character Combat, who tackled several aspects of realistic firing, including improving the code side of triggering and reloading. They made all requests event-based and added proper success notifications and different action results between the actor state machine and AI components. This gives the AI consistent knowledge of the results of requested actions, allowing them to create behaviors that can handle different scenarios correctly. For example, if an NPC is pushing towards an enemy, the team may want them to automatically reload their weapon. However, if no ammunition is available, the behavior will be notified and a new reaction activated. This can happen to NPCs less skilled in evaluating their ability to manage ammunition, while those better skilled can choose not to use that tactic unless enough ammunition is available.\nThey also began leveraging the usable system functionalities of the bartender in combat scenarios. In the social environment, they created the concept of usables that can produce and accept items:\n\u201cAn ammo box is nothing else than an item provider. The item itself could produce magazines or it might have magazines attached, similar to how a beer fridge can contain beer bottles, but a mixing station can create the drinks from specific source items. This allows NPCs to search for places in the world that can provide them with magazines of a specific type, relocate to those objects, and refill their loadout. This gives opportunity for the player and forces NPCs to evaluate the environment to decide if and when it\u2019s appropriate to use those refill spots.\u201d Character Combat Team\nTime was also spent completing tasks for server mesh implementation.\nAI (Ships)\nShip AI kicked off a single-player version of the Player Group Manager, which is used to manage player parties and group quantum travel. The system relies on a backend service that only exists in a multiplayer context, so to support quantum-travel-linking in SQ42 between the player and NPC characters, a standalone version was created. A set of supporting nodes to allow the Mission Team to create and reference a managed group in Subsumption was also required.\nWe mention this here as, when complete, players in the PU will be able to use quantum-travel-linking within a group containing both real players and NPCs.\n\n\nThe team also implemented new queries to the Tactical Target System to improve the target selection in the \u2018pilot combat\u2019 activity. They also iterated on the sphere strafe movement block by adding speed controls and the ability to lock orbiting ships to a single axis within an acceptable range.\nAI (Social)\nLast month, Social AI focused on the first pass of two new scenarios: bridge crew behaviors and capital ship hangar crews.\nThe bridge crew behavior allows NPCs to handle the required work of a capital ship. Designers can specify in the NPC schedules which type of role they have (similar to how a player will assign a hired NPC), which will help the \u2018generic\u2019 behavior select the right seats and routines they have to perform. The captain will also roam the bridge and supervise other members of the crew.\nThe hangar crew behavior represents a set of behaviors for all NPCs that work in a hangar, including overseer, fueler, ordnance, mechanic, grunt, and air-traffic controller. In this instance, the ship is an example of a compound usable \u2013 a usable that can contain the functionality of other single usables.\n\n\nThe first iteration of the vendor behavior is also nearing completion. June saw the addition of patrons that can order a drink, bring it to a table, and then return it to the counter.\nAI (General)\nGlobal focus was on improvements to the various systems used by all AI Team members. Improvements were made to the debug draw of the Subsumption logic, allowing Subsumption functions, use channels, and conversations to display the updated value of their local variables. The range-event dispatcher-debug now easily displays the monitored characters\u2019 distance, orientation, and more. The team also worked on the movement system to provide additional functions to validate the execution of a plan. For example, to correctly consider the movement along a path driven by a cutscene or an animation so that once finished, the character continues their movement smoothly. The \u2018LookComponent\u2019 was refactored to correctly handle requests with different priorities too.\nAnimation\nThroughout June, the team blocked out animations for various features and improved their ability to efficiently capture, select, and turn-around motion capture. They also worked on knockbacks, staggers, and hit reactions from grenades and other thrown objects.\nThe team worked with Combat AI on weapon reloads, reloading from locations, and Vanduul locomotion mentioned above. For Social AI, they worked on lockers, smoking, crates, the bartender and bar patrons, and solved an issue with the seated console metric.\nAnimations for three new weapons were completed, including the two new Lightning Bolt Co. guns. Several mission givers were also worked on. Regarding mo-cap, they worked through the backlog of NPC captures and rebuilt the Take Selection tool, which allows the effective review and selection of completed mo-cap.\nArt (Environment)\nLast month, the Planet Art Team moved into full production of Pyro Three and Four. They\u2019re currently producing the required assets, with a lot of new content reaching completion. They\u2019re currently undertaking R&D on touch-bending for vegetation, which will ensure bushes and small vegetation are pushed away more realistically when the player walks through them. Work on Crusader continues too, with further development on the shaders underway.\nArt (Ships)\nIn the UK, the team continued work on the Crusader Starlifter. \u201cOne of the last areas to go in was the impressive front cargo door\/ramp that gives it full roll-on, roll-off capability for your ground vehicles.\u201d \u2013 Vehicle Team\nOther areas completed last month were the rec room and kitchen\/dining area. The exterior is in the final art phase and currently receiving a material pass and UV mapping. Two unannounced ships and the Origin 100 series made great progress too.\nIn the US, the team worked on the turret seat, turret interior, rec room, scanning room, cockpit, foyer, and habs for the Star Runner. It\u2019s now in the final art phase, with feedback being implemented to give it more of a \u2018smuggler\u2019s ship\u2019 personality. The Aopoa Khartu-al was also reviewed, which led to its weapons and shields being buffed. This update will be live in Alpha 3.10.\nArt (Weapons)\nJune saw development of the new Lightning Bolt Co. weapons completed. These guns have comparatively complex animation and technical setups, so required more attention than usual. Work continued on the Behring BR-2, while a new weapon entered development that the team is excited to unveil at the end of Q3.\nOn the UI side, all Gemini weapons now have functioning ammo counters, with work moving onto the Lightning Bolt Co. brand.\nAudio\nThe Audio Team closed out all Alpha 3.10 tasks, including the Grim HEX updates and new weapons. Ambiances for a lot of older areas were rebalanced, such as Levski and Lorville. An audio-only rework of the Arclight pistol was completed too.\nBackend Services\nLast month, the Backend Team added the ability for the diffusion router to record analytic data, which will help live operations monitor the health of all services. Some low-level networking code was updated, fixing a few potential connection issues. They started on the new login flow that supports proper queuing and reporting to connecting players. Work was completed on high-performance dedicated pathways for some of the services to greatly improve network performance. The loadout and persistent variable services were also updated to support a distributed model for better performance and increased up-time reliability.\nCharacters\nJune saw the Character Team working on adding new mobiGlas variants to in-game shops. Because the mobiGlas is one of the oldest game assets, it\u2019s built on older tech. \u201cSetup for this item is tricky and being able to swap out a mobiGlas without unequipping one permanently was a huge technical challenge that shops had to deal with, even as we started bringing new colors online. This is now in QA and so far, minus a few string bugs, appears promising.\u201d \u2013 The Character Team\nThey also began work on seasonal assets and kicked off tasks on an all-new model for the Pyro system. \u201cWe have begun modeling work on what we are calling the \u2018Pyro Crab\u2019. We don\u2019t know what the future holds yet for this asset, but we\u2019re excited to work on it.\u201d\n\n\nCommunity\nThe Community Team started the month with the Theaters of War Spectrum AMA, where Sean Tracy, Jonny Jacevicius, Tom Solaru, and Milan Pejcic answered player questions on the upcoming game mode. Following the concept release of the Origin G12 Rover, the team worked with the vehicle\u2019s designers to answer the top-voted community questions in the Origin G12 Q&A.\nTo celebrate First Contact Day on June 12, 2438, the team kicked off Alien Week 2950. This week-long event featured two extraterrestrial-themed contests, the Intragalactic Cook-Off and First Contact contest. They also challenged the community\u2019s xenolinguists to translate a letter from the Banu themselves in honor of the prestigious day.\n\nEngineering\nLast month, Engineering worked on the ISPC compiler for WAF: \u201cThink HLSL for CPUs to write CPU target agnostic vectorized SSE functions that can be invoked from C\/C++. This allows us to have bespoke, run-time invoked code paths for different CPU architectures to get the best possible performance for computation of heavy code.\u201d \u2013 The Engineering Team\nThey also began experimenting with a new code-build system to improve quality-of-life for developers. This will feature implemented Python script to fold similar threads when inspecting GDB crash dumps and add a VC 2019 compiler transition to QA test requests.\nOptimizations were made to the physics grid, physics instances, and local OBB algorithms. For planet entities, work was done to prevent cell generation under terrain, while the generation of POD entities on terrain patches was improved by moving complex constructors out of tight loops. They removed various methods from the physical entity interface to avoid virtual-function overhead, made box-pruning optimizations, and promoted moment-related variables to double precision so that the solver is more numerically stable in terms of large masses.\nBody-dragging was further polished, and work continued on physical damage, this time focusing on deformations. Engineering continued tuning the integrity reduction formula based on the surface types of colliding parts, while ship-to-ship collision detection was tweaked to benefit stability and performance. Ragdoll experiments were also conducted and a quick prototype for cross-section data structure was completed.\nRegarding the entity component update-scheduler, the Engineering Team worked on flattening or even removing recursive processing, made improvements to component processing inside an aggregate, and started implementing support for multiple component policies per-update-pass.\nNumerous tasks were also completed for the Gen12 Renderer. For planetary atmospheres, they completed the guided filter to de-noise and up-sample lower resolution raymarching results for inscatter and transmittance. Work also began on re-projecting raymarching results to further reduce cost per-frame.\nThey also implemented a JSON-based profiler data-logger driven by internally collected telemetry, and revamped the HTML generator that utilizes JSON data to build email reports. The goal is to automate performance regression so they can see how it has evolved, both internally and in the PU.\nFeatures (Gameplay)\nJune saw the Gameplay Feature Team continuing work on the player trading app, which is now in the art phase. \u201cWe are happy to announce that players will likely see the base functionality in our public test environments very soon, with the hopes that the art pass will be complete for live release soon.\u201d \u2013 The Gameplay Feature Team\nThey also put significant time into the upcoming Alpha 3.10 patch and the ability to purchase ship paint from in-game shops.\nFeatures (Vehicles)\nThe Vehicle Feature Team spent June finishing various features for Alpha 3.10, including the tweaks, improvements, and retuning needed to prepare ships for the new aerodynamic flight model and thruster efficiency curves. They also squashed bugs with thruster balance and other aspects of IFCS. Work also continued on the new targeting system and its associated UI.\nLooking ahead, the development of features coming further down the line continued, including docking and improvements to missiles. Further development of the flight model will continue too.\nGraphics\nLast month, the Graphics Team continued working on CPU performance improvements, the first being to avoid expensive synchronization events between the CPU and GPU that could occur under certain scenarios and hardware setups. After discovering that the UI code used to rescale and tesselate vector art was highly CPU intensive, they added code to quantize UI screen resolution. This avoids code-path cases where the visual difference would otherwise be unnoticeable or extremely subtle (e.g. if two identical UI screens differ in size by just a few pixels). Another major optimization was to avoid DirectX and graphics-driver CPU overhead by minimizing shader and texture swapping. They also cached buffers that were being needlessly set many times per frame, reducing the overall number of function calls to DirectX by over 30%.\nAs with Engineering, work on the Gen12 renderer continued, this time with the new deferred graphics pipeline that features faster and easier-to-extend code.\n\u201cWith some of the fundamentals now falling into place, we hope to ramp up the efforts to convert existing features over to the Gen12 renderer with an aim to enable an early version in the next few months.\u201d \u2013 The Graphics Team\nThe edge-highlight\/silhouette feature was upgraded to provide cleaner visuals with customizable line width, which was requested by the Vehicle Team to improve the appearance of various UI features.\nFinally for Graphics, they changed how the culling system works for ships to allow them to be visible from much greater distances to aid gameplay. To help mitigate performance impact from the increased viewing distance, they implemented an automated testing system to measure the performance of every ship from every viewing distance to identify any requiring an optimization pass.\nLevel Design\nJune saw the Level Design Team working on new, as-yet-unannounced content and fixed as many bugs as possible for Alpha 3.10. They also closed out tasks on key locations such as Levski and New Babbage and made further progress with Orison.\nLighting\nThe Lighting Team wrapped up their key deliverables for Alpha 3.10, including additions to Grim HEX. This involved finalizing the new utilitarian hangars along with polishing and optimizing the asteroid\u2019s exterior. New Babbage\u2019s Hi-Tech hangars also had their lighting pass completed.\nAfter feedback, the final lighting style was implemented across all hangar sizes and door configurations, giving them a unique feel. This was also the team\u2019s first opportunity to implement various states of door lighting depending on whether they\u2019re idle, opening, or closing.\nThe Factory Line store in New Babbage received its final lighting pass too. Alongside these new locations, bugs were fixed in older locations (such as surface outposts) and the rework of Lorville\u2019s day and night states was completed. Players will now experience a different mood at L19 when the sun goes down.\n\n\nNarrative\nNarrative worked with Community on the Banu message for Alien Week, while some of the team explored their culinary abilities by designing three alien recipes (here, here, and here). Narrative also joined Audio and AI to discuss the prospect of players fighting the Vanduul.\nOn the development side, they worked on building additional mission content and worked alongside various other teams to propose an overhaul to the existing mission giver experience. They also created documents outlining the general feel of some upcoming locations alongside potential flora, fauna, and NPCs.\nProps\nThroughout June, the team continued work on props for the Factory Line, adding additional dressing to the area and making progress with the Muse Simpod. \u201cThis turned into a longer-than-expected task. There\u2019s a lot of crossover with Animation, so we\u2019re building the asset with that in mind from the start.\u201d \u2013 The Props Team\nThe team continued to support the bartender feature and time was invested into the skinned asset pipeline; they now have an in-team solution rather than handing props to Tech Animation. \u201cThis unlocks us to make more use of these fun reactive assets without worrying about increasing other teams\u2019 workloads, so it\u2019s a big deal for us!\u201d\nFinally, white boxing kicked off for the cargo deck props, starting with background assets and storage solutions.\nQA\nLast month, QA completed several test requests, including one relating to the ongoing Tactical Point System refactor. This involved making sure that enemy NPCs still function properly, will reposition behind cover, and position themselves so they can fire. They also tested that the Social AI was still able to find, move to, and use usables, and that the Ship AI was able to find points to patrol.\nQA tested the AI\u2019s use of cover locations when fighting against the player, ensuring they use movement transitions (such as sliding) when going into cover, peeking, shooting, blindfiring, and when partially in cover. They also tested AI reactions to cover being compromised. For example, they needed to verify that the shotgun AI was a lot more aggressive compared to the others.\nFor Actor Tech, the undertook a test request for case-sensitive CRC32s involving load testing for all areas of the PU, SQ42, ships, vehicles, and editor levels. Once the load tests were completed, they moved to testing the actual features themselves to ensure that functionality was not compromised. A full test of the PU, SQ42, and some basic editor functionality was requested by the Engine Team following their work on the material editor. This was undertaken to ensure no new crashes were introduced and that the correct textures continued to load without issues.\nTesting of StarWords v1.2 (the tool that handles most game text) is underway, with various improvements made based on feedback during testing.\nTech Animation\nTechnical Animation spent time with several of the feature teams to iterate on key deliverables for the PU, including the bartender. This involved creating rigging for glasses and liquids, which continues alongside refinement and system iteration to ensure quality and robustness.\nThe previously reported initiatives to overhaul the skin file setup and physics proxy refactor began to show results. The team is in the final stages of UI and process refinement and aims to deliver the pipeline by the end of the quarter.\nTurbulent\nThe Web Platform Team worked on streamlining the Enlist Now forms, process, and user experience. These changes were deployed on June 10 and include numerous improvements.\n\u201cBased on the original Kickstarter campaign, the account creation process grew organically into something fairly complicated. It was a process involving multiple pages, email verification, and so forth. It is now possible to create an account on the website directly in the sidebar without having to leave the current page. All of the legacy and existing accounts have been migrated to the new system to make the transition as seamless as possible for existing users. The account creation form used to have a number of fields that required a lot of explanation for new users. We reduced the number of fields to a minimum and, as a result, enabled login with \u2018email and password\u2019 instead of just \u2018login ID and password\u2019. This change was done in a way that is completely seamless for existing users.\u201d \u2013 The Turbulent Web Platform Team\nUser Interface (UI)\nThe UI Team supported the vehicle targeting and turret improvements recently seen in Inside Star Citizen, while the Code Team fixed bugs for Alpha 3.10 and gave 3D support to the building blocks UI tool. On the UI design side, work continued on a new mobiGlas app and the future of the Starmap and radar were iterated on. Screens were also created for the Factory Line store and concept art was created for new versions of scanning and vehicle UI.\nVFX\nOne of the VFX Team\u2019s bigger tasks for Alpha 3.10 was the new signed-distance-field-driven atmospheric entry effects. To compensate for the fact that entry effects are physical-based and most ships never reach high enough speeds to generate them, they made slight changes to the code.\n\u201cThis is progressing well and we are looking forward to seeing beauty shots and videos from the community as they fly towards planets and moons!\u201d \u2013 The VFX Team\nWork also continued on the fire propagation feature. The team are still in the prototyping phase but can already see the potential and technical challenges of this feature. They also continued supporting the Environment Team with their ongoing gas cloud work. VFX tasks were completed for an upcoming vehicle too.\nWE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":8,"comment_count":0,"created_at":"2020-07-01T00:00:00+00:00","created_at_human":"5 years ago"},"meta":{"processed_at":"2026-04-25 05:38:30","valid_relations":["images","links","translations"],"prev_id":17669,"next_id":17671}}