{"data":{"id":17950,"title":"Star Citizen Monthly Report: November & December 2020","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/17950-Star-Citizen-Monthly-Report-November-December-2020","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/17950","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/17950","channel":"Undefined","category":"Undefined","series":"Monthly 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to the first PU report of 2021! This month\u2019s report details the work done throughout both November and December, including features that made the recent Alpha 3.12 patch release and a handful of exciting additions scheduled for later in the year.\n\n\nAI (General)\nThe AI Team began November exposing support for character traits in the skills and traits editor. This allows them to configure character traits that influence the skill calculation of the behavior selection. They also added the ability to propagate tactical requirement tags into TPS queries.\nA new Subsumption node for tactic selection was implemented, which will be used to build combat tactics as Subsumption functions and simulate the selection like subactivities. This is a big improvement as the team don\u2019t have to switch subactivities, so the character can maintain the context of what it is trying to do.\nMore information was added to \u2018range event dispatcher component\u2019 debugging. This allows the team to better debug events related to perception, distance, and directions thanks to more information on-screen. They also introduced a \u2018range event receiver\u2019 mission-variable into the range event dispatcher.\nMovement speed was updated in Subsumption to use the \u2018EMovementSpeed\u2019 variable type. This is a global \u2018enum\u2019 that enables the team to correctly pass movement speed values within functions. This improves the robustness of the code and logic while delivering better data consistency.\nThe AI Team also improved navmesh regeneration requests on the physics grid where a subplatform is spawned. This will fix inconsistencies in the navmesh caused by the physics system not notifying the mesh when object containers are spawned and make for simpler regeneration requests for the whole bounding box.\nSupport for hierarchical structures in the Subsumption mastergraph was added alongside the possibility for functions to be applied to different states. This makes it much easier to set up the mastergraph and also extends the basic functionalities to better describe when states can be selected.\nThe team also introduced functionality to request control of a script entity running in Subsumption, which allows the AI mastergraph to transition into a state that won\u2019t conflict with scenes predefined by the designers.\nOptimizations, cleanup, and bug fixing were also done in support of Alpha 3.12\u2019s release.\nAI (Character Combat)\nOne of Character Combat\u2019s main focuses was continuing the development of enemy dodges, which included developing the functionality to allow combatants to turn their body direction to target during dodge actions.\nThey also introduced \u2018hearing filter areas\u2019, where NPC audio perception is limited by stimuli in the environment. These locations will help the designers improve scenarios and define action bubbles in their missions. A new procedural clip was added to control active fire modes on weapons while playing specific animations too.\n\nSpecifically for the Human AI combat behavior, several improvements and adjustments were introduced. For example, the team adapted various behaviors to use the new tactic selection tech. This required some behavior conditions but will ultimately help enable the team to iterate faster on new tactics.\nBugs-wise, an issue was fixed preventing NPCs from returning to their previous activities when targets were eliminated and no other threats were around. Issues with NPCs reacting slowly to perception events created by friendly NPCs already in combat were also rectified.\nAI (Ships)\nShip AI began November by introducing a new assignment to enable AI ships to use a designed spline to dock to a space-station bay. This is the first pass on the full implementation of docking, which currently creates the required interface for the designers to control the request and allow NPCs to simulate the operation.\nProgress was also made on gas cloud flying awareness, starting with a better generalization of the \u2018environment sampler\u2019 helper that allows an entity to abstract queries to find SDF values for the gas cloud or physics. Vehicle collision avoidance code was then extended to use the new environment sampler code, allowing the system to notify the Subsumption behavior on when the spaceship crosses boundaries of volumes, such as atmospheres or gas clouds.\nIssues with AI ships performing a \u2018defend target\u2019 assignment were solved, which caused NPCs to become unaware that the target they were supposed to defend had been destroyed and led to erratic flight behavior. The management of quantum enforcement devices (QEDs) was amended, so now all AI pilots flying QED-equipped ships will enable and disable them correctly. They also fixed the quantum travel (QT) flow for AI in a multiplayer context, allowing AI ships that have insufficient fuel for a successful QT to leave the situation.\nThe fire discipline skill value was added to AI pilots to define when they want to use lasers or ballistic weapons, while aggressive, cowardly, reckless, resentful, and show-off behaviors were added to open pilots up to different maneuvers based on their skill.\nAI (Social)\nSocial AI finished the first iteration of work giving NPCs the correct knowledge of how to use and pass through doors; NPCs can now trigger custom logic when traveling through specific navigation links associated with different usables. This includes waiting while pathing through an opening or closing automatic door to give a more natural look. A new \u2018door state\u2019 Subsumption variable can now expose the different values a door has for its opening state, so they can verify if a door requires manual opening too.\nThe movement system was also extended to pause traversal when necessary and update all doors to use the proper NavigationLink usable type that offers the \u2018traverse use\u2019 channel functionality.\nOn the usable side, the team fixed \u2018entity-tag addition and removal\u2019 based on the use-channel. Previously, it was wrongly handled when entering a usable, so behaviors would request a different use-channel in the same use slot. This was causing the engineers to have incorrect tags set when using the upper or lower wall panels, so the appropriate logic to inspect the right panels wouldn\u2019t trigger. Alignment slot tags were also added to the usable entity to allow the team to correctly search for usables when alignment slots are tagged in a specific way.\nThey also began implementing job-specific assignments. For example, the request to perform maintenance on a specific wall panel. This can be used by designers to craft a specific experience but also, in the future, by players to request a hired NPC operate in a specific way.\nAnimation\nThe Facial Animation Team spent the last months of 2020 developing animations for several PU character sets. The body animators worked on flowgraphs for exercise variations, including yoga and weightlifting, alongside vending machines and arcade games.\nArt (Characters)\nThroughout November and December, the concept artists worked on visuals for three sets of armor planned for release later in 2021. The concept artists spent the last two months of the year visually exploring the Pyro system.\n\u201cWe\u2019ve been turning out great ideas and are excited to get Pyro assets into the pipeline.\u201d -The Concept Art Team\nThe modelers and tech artists focused on their upcoming 2021 Q1 and Q2 goals, including clothing for the refinery decks to help characters feel more suited to the environment. For Q2, the team worked towards a suite of civilian clothing for Orison alongside minor creatures to help fill out space.\nArt (Environment)\nThe various branches of the Environment Team focused on delivering content for Alpha 3.12 throughout November and December:\nThe Modular Team completed the latest rest stop variants that added refinery decks to five existing Lagrange point locations. These stations were also updated externally to reflect the industrial theme the refineries bring. One of the most significant visual changes to the Lagrange points came with the inclusion of volumetric gas clouds.\n\u201cA lot of hard work went into the composition and lighting of these clouds and we are really happy with the results. They have elevated the Lagrange points from being quite a bland visual experience to something genuinely beautiful.\u201d -The Environment Team\n\nThey also worked on exciting event-related mission content, including new variants of existing space-based points-of-interest with improved visuals and dynamism.\nThe Landing Zone Team completed work on the IAE 2950 halls alongside smaller tasks, such as helping to implement the new elevator panels. Development continued on Orison, with the majority of platforms moving from greybox to the final art phase. The layout, modularity, and flying experience for the habitation platforms were worked on, while surface wear and information decals were explored for the industrial platforms.\nLorville was also tweaked slightly for Alpha 3.12, with New Deal covered to make way for less intrusive restricted areas. The restricted areas in both Area18 and Lorville were also reduced and streamlined for better flying experiences.\nThe Planet Team took the opportunity to revisit several of Stanton\u2019s planets and moons to fully utilize the planet tech improvements introduced throughout the year. They also implemented best practices established during the ongoing work on Pyro for planets and organic assets. This will continue in Alpha 3.13, which should see most of Stanton improved when compared to the original release of Planet Tech v4.\n\nAlongside new content, a huge push went toward fixing and closing out the backlog of bugs that led to the number of remaining legacy bugs fall dramatically.\nArt (Ships)\nThe US-based team completed the Crusader Mercury in time for IAE 2950, which involved finalizing LODs, fixing all UI panels, cleaning up the cargo area, polishing the cockpit, and all release-prep tasks. In celebration of the in-lore holiday Day of the Vara, they also created the Ghoulish Green skin for the Drake Cutlass Black.\nThe Vehicle Tech Art Team worked on a handful of ships, including the Aegis Javelin, which received VFX, side turret, and LOD tweaks. The Crusader Mercury was supported with hardpoints, pivots, landing gear, viz areas, damage, and UV2s. They also ticked-off tasks for the Origin 100i\u2019s landing gear, made small updates to the Drake Cutlass series, and fixed various cockpit camera bugs.\nThe UK team began adding the final touches to the Crusader Hercules, completing lighting throughout. December saw the bridge and engineering areas polished and handed over to the downstream teams too.\n\n\nDecember saw the Esperia Talon flyable, with final LOD work, bug-fixing, and polishing tasks undertaken in the preceding weeks. An as-yet-unannounced vehicle also reached the final stages of the greybox phase, with the bridge and bathroom moving into final-art.\nThe Aegis Gladius received exterior component bays and the Redeemer entered the whitebox phase, while new tints and holo-ships were created for IAE.\nArt (Weapons)\nThe Weapon Art Team supported the Multi-Tool Tractor Beam and completed art for the Behring FS-9 LMG and Gemini A03 sniper rifle. The bulk of the artwork and rigging was also finalized for the Curelife medical gun and a new breach-charge asset was created.\nPreproduction started on the Volt Parallax electron rifle, while the initial art pass for the crossbow was completed. An art pass on new weapon attachments was undertaken too, including holographic sights and compensators.\nFor ship weapons, a sabot projectile for the Idris railgun was created, which VFX are currently experimenting with. Work began on a MOAB-style bomb and some existing missile assets were polished too.\nWeapon Art also spent time last quarter supporting Actor Features\u2019 work on mounted weapons. This involved prototyping a fixed weapons platform capable of accepting various S1 ship guns.\nAudio\nOn the ship front, the Audio Team tackled the recently flyable Consolidated Outlands Nomad and Esperia Talon, creating bespoke SFX for thrusters, moving parts, and ambiances. They also looked into improving the general cockpit audio experience via ship-computer feedback.\nAway from ships, they finished SFX for the Multi-Tool Tractor Beam attachment, Gemini A03 sniper rifle, and Behring FS-9 LMG. Work also continued on volatile cargo and significant effort went into various trailers, including the Crusader Mercury.\nA new junior sound designer was welcomed to the team who began improving the sounds of crashed and derelict ships for a future release.\nBackend Services \/ Network\nThroughout November and December, the Backend Team focused on persistent service optimization and stability. They were able to vastly increase the performance of the Variable Service, loadouts, and the main persistence cache service. The stability of the backend increased greatly, surpassing the performance and reliability of previous releases. Low-level networking code was updated to improve both performance, scalability, and robustness. Several fixes and optimizations to the transaction service, rentals, and the entitlement processor were complete too.\nFinally, they began internal testing on the \u2018Super pCache\/iCache\u2019 services that will be deployed this year.\nCommunity\nThe Community Team kicked off November by announcing Laylani Addison as the UEE\u2019s new Imperator, which was voted on by the community and will ultimately determine the future of the \u2018verse.\nTo celebrate the launch of IAE 2950, the team published an Infographic and Free Fly schedule comm-link to help visitors prepare for the galaxy\u2019s premier aerospace event. An FAQ was also posted to answer the community\u2019s most pressing questions. During the event, the team challenged the community to capture screenshots encapsulating each manufacturer and selected one winner each day.\n\u201cThere were a ton of great entries, and if you haven\u2019t done yet, jump over to Spectrum and check out the beautiful images representing each manufacturer day \u2013 ideal for anyone looking for a fresh desktop background!\u201d -The Community Team\n\n\nThe Community Team unveiled the Ship Showdown\u2019s \u2018Best in Show\u2019 paints for the Anvil Carrack and Valkyrie, Aegis Eclipse, and Drake Cutlass Black.\nIn December, they supported the launch of Alpha 3.12 and kicked off the Luminalia celebration, hosting several contests that awarded ships, Tobii Eye Trackers, and custom Talon ASTRO Gaming A40 headsets to the winners. The latest referral bonus initiative gave new and veteran players the chance to take home a Drake Dragonfly Black.\nThe year closed with a big update to Star Citizen\u2019s Roadmap, which contains a wealth of new information and now features the first version of the Progress Tracker. December\u2019s Roadmap Roundup explains the latest update in detail.\nEngine\nThe Physics Team worked on optimizations throughout November and December. This included an improved method of pre-physicalization for planet terrain patches for use in collision checks and improvements to event queueing. The first draft of \u2018propagating physicalized shockwaves\u2019 was submitted, and box-shaped physics grids and bullet drag were also added. SDF support was improved and work continued on soft-body deformation too.\nThe Vulkan initiative continued, with high-level render code refactor and optimizations. For example, the way material constants are uploaded to the GPU was simplified and optimized. A larger refactor of the shader cache backend system began too.\nOn the graphics side, various fixes for depth-of-field were delivered. The hair shader received several improvements, such as the ability to disable specular highlights on eyelashes, improved boundary occlusion at hairlines, support for ambient lights in forward shading, and better hair quality during camera cuts. Dual-lobe approximation for the skin shader was added and the eye shader received a couple of improvements as well.\nFor planetary atmosphere rendering, time was dedicated to volumetric cloud rendering. The initial draft was implemented and work on volumetric cloud shadows made great progress. Work will commence with improvements to localized cloud shaping. All these endeavors will ultimately lead to rendering of volumetric clouds at planetary scale.\nThe Core Engine Team spread their efforts over a couple of areas. Firstly, a large number of bug fixes and improvements were completed, such as streaming meshes for animated vis areas and the ability to add vis areas to CGA joints. Various optimizations were also implemented in the entity and zone systems along with component updates.\nUsing telemetry from the PU and PTU, the Core Engine Team continued their ongoing investigation into memory usage. This led to the engine-wide memory allocator and tracking system (including its tool chain) to be substantially refactored and improved. To provide an additional performance boost to the servers, the Linux DGS was switched to a monolithic executable to allow the compiler to generate better code (for local thread storage access in particular), and a stress test for object container streaming was added.\nLastly, C++ 14 support was enabled for the entirety of the client-server editor and relevant tool projects.\nFeatures (Gameplay)\nThe US Gameplay Feature Team kicked off November fixing critical bugs and polishing the expo halls for IAE 2950. Once the event went live, they turned their attention back to working on patch features.\nWork continued on the updates to the reputation system, which was rolled out in a limited capacity in Alpha 3.12. Current gameplay features will continue to be converted to take further advantage of the new functionality.\nA new mobiGlas app for the reputation system was kicked off too. Know internally as the \u2018Rep-Dex,\u2019 it will allow players to check their affinities and reputation with organizations and contacts along with their notoriety. Players will be able to track their career and progression within orgs and view descriptions, lore, key members, and important information. The notoriety section will allow players to monitor their reputation and view all their currently active perks.\nFeatures (Vehicles)\nThroughout November, Vehicle Features vastly improved IFCS spline-following, which is used by AI ships. This led to improvements in how ships fly relative to each other, which is useful for features like formation flying and following behaviors.\nBuilding on last month\u2019s IFCS code work, missiles were converted to use a proprietary system that will give more reliable and tunable flight behavior.\nThe general docking flow was worked on too, which fixed collision issues in the flow and polished the overall experience. They also added new features, such as auto-dock, and unified docking and landing for a more familiar experience. Some of the underlying attachment tech was heavily iterated on to improve its reliability and help the team better deal with persistence.\nDuring December, the focus was on bug fixing and supporting the Alpha 3.12 release. This involved fixes for the previously reworked spline-following systems, restricted areas, and various areas of vehicle code.\nShip-to-station docking was further developed. When implemented, players will need to request permission from air-traffic control before the dock will extend properly. However, various areas of docking still need focus, such as configuring docked ships (such as the Merlin and Constellation) in the VMA.\nThey also progressed with Aegis HUD visuals, continuing to implement elements and explore new features for both visuals and functionality.\nGraphics\nTowards the end of 2020, the Graphics Team focused on improving stability and fixing bugs for Alpha 3.12, including solving a visible dither pattern when the sun was obscured by a cloud. They also fixed an issue that caused gas clouds and particles to clip inside spaceships by improving the volumetric and particle culling systems. Several other bugs, including popping shadows and over-bright camera exposures when a planet streamed in, were fixed too.\nLighting\nThe Lighting Team spent the majority of November and December supporting IAE and Alpha 3.12. With IAE taking place in an entirely new environment, they had to take a similar approach as used in the older expo halls and apply it to the newer, cleaner art style. They also took the opportunity to add darker spaces and creative key lights to create contrast and variety.\n\nAlpha 3.12 also saw the release of gas clouds, with the goal for Lighting to prevent them from feeling too volatile or hostile; the aim was to make them feel more wonderous and serene while also matching the overall color scheme of the Stanton system.\n\n\nThe refinery decks required the opposite approach. These locations should appear hot and uncomfortable, which allowed the team to increase the atmosphere and blast surfaces with bright light sources.\n\nLastly, as with any patch release, the team fixed bugs and made optimizations. They\u2019re currently converting older locations to the new runtime cubemap system to free up disk space and improve the accuracy of reflections and ambient light.\nNarrative\nNarrative\u2019s November got off to an exciting start with the announcement that Laylani Addison will be the next Imperator of the UEE. A huge number of the community voted, with Addison taking nearly 46% of the votes: Laylani Addison: 45.42%\n\nTitus Costigan: 17.89%\n\nIllyana Sharrad: 14.18%\n\nPaul LeSalle: 13.53%\n\nMira Ngo: 8.98%\n\n\u201cThanks to everyone who voted. It will certainly be interesting to see where Addison takes the Empire from here.\u201d -The Narrative Team\nWith Jax returning to the screen for IAE, a handful of scripts, location documents, and announcement recordings were created.\nLike many other teams, Narrative began preproduction planning for 2021. This included generating proposals for PU character needs along with Squadron 42 pickups. They also worked through requests from upstream teams for the next two quarters and discussed in-game mission events currently in development.\nIn December, the Environment Team progressed with Orison and began looking forward to other star systems. This led to the creation of a significant number of location documents, which include the details of Pyro\u2019s inhabitants, flora, and fauna. The team even started brainstorming points of interest in Nyx to get ahead of schedule.\nNarrative also met with the Actor Feature Team to create a lore explanation for the respawning mechanic discussed in an October episode of Calling All Devs.\nPlayer Relations\nThe Player Relations team (which has teams both in the US and the UK) spent the end of the supporting IAE, Luminalia, and all Alpha 3.12 publishes. 2020 saw 40% more tasks than 2019, so the team was kept busy. They also expanded service to seven days a week and began hiring staff in the UK to support the ever-growing backer base.\nProps\nThe Props Team closed out 2020 working with Social AI on wall-panels. They created the template geometry for the wall panel itself and the component and subcomponent that work with new performance capture. Tweaking was required to get a metric together that allows both the male and female characters to reach the subcomponents on the upper panel due to its height. A small amount of rework on the shared component interiors was also required due to these changes.\nProps worked on the cooperative locomotion system, specifically trolley push and pull. This involved setting up robust metrics for trolleys along with getting over technical hurdles for interactions and wheel movements. In the coming months, they will be retrofit the existing library of trolleys to this new setup.\nThe Props Team created new standalone elevator panels for both high-tech and low-tech locations. This involved a new metric adapted from the existing console metric. Finally, tasks were completed for an upcoming in-game event, which required bespoke mission props.\nQA\nQA ended the year testing the ships and features of Alpha 3.12, including the Crusader Mercury, commodity refining, and FPS tractor beam. The 2020 holiday events were also tested and strategies were created for the content coming in 2021.\nTech Animation\nIn the run-up to the holiday period, Technical Animation prepared for a large update to the facial rigs. This consisted of a ground-up overhaul of all face assets to enable several long-term initiatives to coalesce in early 2021. There were many assets to upgrade and a great many that required a careful hand and due diligence to ensure continuing pipeline compatibility.\nTurbulent\nIn November, the Turbulent Web Platform Team advanced on the recent architecture enhancements, including the trace service. They also improved the error reporting pipeline, upgrading Sentry\/Panic to improve searchability and performance.\nA couple of new projects were kicked off, including the \u2018push system\u2019 and \u2018distributed locks manager.\u2019 The push system will enable the team to send direct push notifications to specific clients and broadcast messages to all. Distributed locks allow certain resources to \u2018lock\u2019 when in use to prevent them from being accessed by multiple services at once.\nDevelopment of Hex continued, which gained the ability to view more service details, including account, scenario, and reputation alongside information for groups and lobbies. General UI and UX improvement tasks began, which will continue into the new year.\nAt the end of the year, the Game Services Team closed several projects linked to the new backend architecture. Among them were the trace, chrono, and notification services, which use a new communication protocol. Alpha 3.12 delivery was also a key focus and included a collaboration with the Mission Team on player reputations.\nTurbulent\u2019s web team supported all major releases throughout November and December, including IAE 2950, the Consolidated Outland Nomad and Crusader Mercury flyable promotions, and the RSI Perseus concept release.\n\n\n\nUser Interface (UI)\nThe UI Team\u2019s major initiative was creating a system to allow game animation systems to trigger changes in the UI, which paves the way for NPCs and animated events to interact with UI. The team also improved tech for displaying text that will be used for notifications and mission objectives. In the build-up to Alpha 3.12, the UI Team spent time sorting bugs and player experience issues and converted older systems to Building Blocks to make them easier to maintain. They also worked with other teams on the updated mining HUDs and various screens and posters found throughout the new refinery decks.\nVFX\nVFX ended the year with a full pass on the new refinery deck locations, adding molten metal, sparks, and steam. Work was completed on several vehicles, including the Crusader Mercury and Esperia Talon, alongside VFX for Alpha 3.12\u2019s new weapons.\nThe finishing touches were added to the recent SDF shield impact effects, which can be seen on the Idris and will be rolled out to other vehicles soon. New vehicle weapon effects were finalized too, with the focus on readability to improve the player experience during combat.\nFinally, VFX Tech Art worked closely with the art and design teams on the release of the Lagrange point gas clouds for Alpha 3.12\nWE\u2019LL SEE YOU NEXT MONTH\u2026","de_DE":"Willkommen zum ersten PU-Bericht des Jahres 2021! Der Bericht dieses Monats beschreibt die Arbeit, die im November und Dezember geleistet wurde, einschlie\u00dflich der Features, die es in den letzten Alpha 3.12 Patch geschafft haben und einer Handvoll aufregender Erweiterungen, die f\u00fcr sp\u00e4ter im Jahr geplant sind.\n\n\nKI (Allgemein)\nDas KI-Team hat im November damit begonnen, die Unterst\u00fctzung f\u00fcr Charaktereigenschaften im Fertigkeiten- und Eigenschaften-Editor freizulegen. Dies erm\u00f6glicht es ihnen, Charaktereigenschaften zu konfigurieren, die die Fertigkeitsberechnung der Verhaltensauswahl beeinflussen. Sie f\u00fcgten auch die F\u00e4higkeit hinzu, taktische Anforderungs-Tags in TPS-Abfragen zu propagieren.\nEin neuer Subsumption-Knoten f\u00fcr die Taktikauswahl wurde implementiert, mit dem Kampftaktiken als Subsumption-Funktionen gebaut werden k\u00f6nnen und die Auswahl wie Subaktivit\u00e4ten simuliert wird. Dies ist eine gro\u00dfe Verbesserung, da das Team nicht mehr zwischen Subactivities wechseln muss und der Charakter so den Kontext dessen, was er zu tun versucht, beibehalten kann.\nEs wurden mehr Informationen zum Debugging der 'Range Event Dispatcher Komponente' hinzugef\u00fcgt. Dies erm\u00f6glicht dem Team eine bessere Fehlersuche bei Ereignissen, die mit Wahrnehmung, Entfernung und Richtung zu tun haben, dank mehr Informationen auf dem Bildschirm. Au\u00dferdem wurde eine 'Range Event Receiver' Missionsvariable in den Range Event Dispatcher eingef\u00fchrt.\nDie Bewegungsgeschwindigkeit wurde in Subsumption aktualisiert, um den Variablentyp 'EMovementSpeed' zu verwenden. Dies ist ein globales 'enum', das es dem Team erm\u00f6glicht, Bewegungsgeschwindigkeitswerte innerhalb von Funktionen korrekt zu \u00fcbergeben. Dies verbessert die Robustheit des Codes und der Logik und sorgt f\u00fcr eine bessere Datenkonsistenz.\nDas KI-Team hat auch die Navmesh-Regenerationsanfragen auf dem Physikgitter verbessert, wo eine Subplattform gespawnt wird. Dies behebt Inkonsistenzen im Navmesh, die dadurch entstehen, dass das Physiksystem das Mesh nicht benachrichtigt, wenn Objektcontainer gespawnt werden und sorgt f\u00fcr einfachere Regenerationsanfragen f\u00fcr die gesamte Bounding Box.\nUnterst\u00fctzung f\u00fcr hierarchische Strukturen im Subsumption-Mastergraphen wurde zusammen mit der M\u00f6glichkeit, Funktionen auf verschiedene Zust\u00e4nde anzuwenden, hinzugef\u00fcgt. Dies macht es viel einfacher, den Mastergraphen einzurichten und erweitert auch die grundlegenden Funktionalit\u00e4ten, um besser zu beschreiben, wann Zust\u00e4nde ausgew\u00e4hlt werden k\u00f6nnen.\nDas Team f\u00fchrte auch eine Funktionalit\u00e4t ein, um die Kontrolle \u00fcber eine Skript-Entit\u00e4t anzufordern, die in der Subsumption l\u00e4uft, wodurch der KI-Mastergraph in einen Zustand \u00fcbergehen kann, der nicht mit den von den Designern vordefinierten Szenen in Konflikt ger\u00e4t.\nOptimierungen, Aufr\u00e4umarbeiten und Fehlerbehebungen wurden ebenfalls im Rahmen der Ver\u00f6ffentlichung von Alpha 3.12 durchgef\u00fchrt.\nKI (Charakterkampf)\nEiner der Hauptschwerpunkte von Character Combat war die Weiterentwicklung der gegnerischen Ausweichman\u00f6ver, was die Entwicklung der Funktionalit\u00e4t einschloss, die es den K\u00e4mpfern erlaubt, ihre K\u00f6rperrichtung w\u00e4hrend der Ausweichaktionen zu drehen, um zu zielen.\nAu\u00dferdem wurden \"H\u00f6rfilterbereiche\" eingef\u00fchrt, in denen die Audiowahrnehmung der NSCs durch Reize in der Umgebung eingeschr\u00e4nkt wird. Diese Orte werden den Designern helfen, Szenarien zu verbessern und Aktionsblasen in ihren Missionen zu definieren. Ein neuer prozeduraler Clip wurde hinzugef\u00fcgt, um den aktiven Feuermodus von Waffen zu kontrollieren, w\u00e4hrend bestimmte Animationen abgespielt werden.\n\nSpeziell f\u00fcr das Kampfverhalten der menschlichen KI wurden mehrere Verbesserungen und Anpassungen eingef\u00fchrt. Zum Beispiel hat das Team verschiedene Verhaltensweisen angepasst, um die neue Taktikauswahltechnologie zu nutzen. Dies erforderte einige Verhaltensbedingungen, wird dem Team aber letztendlich dabei helfen, neue Taktiken schneller zu iterieren.\nIn Bezug auf Bugs wurde ein Problem behoben, das verhinderte, dass NSCs zu ihren vorherigen Aktivit\u00e4ten zur\u00fcckkehren konnten, wenn Ziele eliminiert wurden und keine anderen Bedrohungen in der N\u00e4he waren. Probleme mit NSCs, die langsam auf Wahrnehmungsereignisse reagieren, die von befreundeten NSCs erzeugt werden, die sich bereits im Kampf befinden, wurden ebenfalls behoben.\nKI (Schiffe)\nDie Schiffs-KI hat Anfang November eine neue Aufgabe eingef\u00fchrt, die es den KI-Schiffen erm\u00f6glicht, einen entworfenen Spline zu verwenden, um an eine Raumstationsbucht anzudocken. Dies ist der erste Durchgang der vollst\u00e4ndigen Implementierung des Andockens, die derzeit die erforderliche Schnittstelle f\u00fcr die Designer schafft, um die Anfrage zu kontrollieren und den NSCs zu erlauben, den Vorgang zu simulieren.\nFortschritte wurden auch bei der Gaswolken-Flugwahrnehmung gemacht, beginnend mit einer besseren Verallgemeinerung des 'Environment Sampler'-Helpers, der einer Entit\u00e4t erlaubt, Abfragen zu abstrahieren, um SDF-Werte f\u00fcr die Gaswolke oder die Physik zu finden. Der Code zur Kollisionsvermeidung wurde dann erweitert, um den neuen 'Environment Sampler'-Code zu nutzen, der es dem System erlaubt, das Subsumption-Verhalten zu benachrichtigen, wenn das Raumschiff Grenzen von Volumina, wie Atmosph\u00e4ren oder Gaswolken, \u00fcberquert.\nProbleme mit KI-Schiffen, die den Auftrag \"Ziel verteidigen\" ausf\u00fchren, wurden behoben. Dies f\u00fchrte dazu, dass NSCs nicht mehr wussten, dass das Ziel, das sie verteidigen sollten, zerst\u00f6rt war und f\u00fchrte zu erratischem Flugverhalten. Die Verwaltung von Quantenerzwingungsger\u00e4ten (QEDs) wurde ge\u00e4ndert, sodass nun alle KI-Piloten, die mit QEDs ausgestattete Schiffe fliegen, diese korrekt aktivieren und deaktivieren. Au\u00dferdem wurde der Quantenreisefluss (QT) f\u00fcr KI im Multiplayer-Kontext korrigiert, sodass KI-Schiffe, die nicht gen\u00fcgend Treibstoff f\u00fcr eine erfolgreiche QT haben, die Situation verlassen k\u00f6nnen.\nDer Fertigkeitswert \"Feuerdisziplin\" wurde den KI-Piloten hinzugef\u00fcgt, um zu definieren, wann sie Laser oder ballistische Waffen einsetzen wollen, w\u00e4hrend die Verhaltensweisen \"aggressiv\", \"feige\", \"r\u00fccksichtslos\", \"nachtragend\" und \"Angeber\" hinzugef\u00fcgt wurden, um den Piloten verschiedene Man\u00f6ver basierend auf ihren F\u00e4higkeiten zu erm\u00f6glichen.\nKI (Sozial)\nDie soziale KI beendete die erste Iteration der Arbeit, um NSCs das korrekte Wissen zu geben, wie man T\u00fcren benutzt und durch sie hindurchgeht; NSCs k\u00f6nnen nun benutzerdefinierte Logik ausl\u00f6sen, wenn sie durch bestimmte Navigationslinks reisen, die mit verschiedenen Usables verbunden sind. Dies beinhaltet das Warten beim Durchschreiten einer sich \u00f6ffnenden oder schlie\u00dfenden automatischen T\u00fcr, um ein nat\u00fcrlicheres Aussehen zu erreichen. Eine neue 'T\u00fcrzustand' Subsumption-Variable kann nun die verschiedenen Werte f\u00fcr den \u00d6ffnungszustand einer T\u00fcr aufdecken, so dass sie auch \u00fcberpr\u00fcfen k\u00f6nnen, ob eine T\u00fcr manuell ge\u00f6ffnet werden muss.\nDas Bewegungssystem wurde auch erweitert, um das Traversieren zu pausieren, wenn es notwendig ist und alle T\u00fcren zu aktualisieren, um den richtigen NavigationLink Usable-Typ zu verwenden, der die 'Traverse Use'-Kanalfunktionalit\u00e4t bietet.\nAuf der nutzbaren Seite hat das Team das 'Hinzuf\u00fcgen und Entfernen von Entity-Tags' basierend auf dem Nutzungskanal behoben. Zuvor wurde dies bei der Eingabe eines Usables falsch gehandhabt, so dass das Verhalten einen anderen Use-Channel im selben Use-Slot anforderte. Dies f\u00fchrte dazu, dass die Ingenieure falsche Tags setzten, wenn sie die oberen oder unteren Wandpaneele verwendeten, so dass die entsprechende Logik, um die richtigen Paneele zu inspizieren, nicht ausgel\u00f6st wurde. Ausrichtungsschlitz-Tags wurden auch der verwendbaren Entit\u00e4t hinzugef\u00fcgt, um es dem Team zu erm\u00f6glichen, korrekt nach verwendbaren Elementen zu suchen, wenn Ausrichtungsschlitze auf eine bestimmte Weise getaggt sind.\nSie begannen auch damit, auftragsspezifische Zuweisungen zu implementieren. Zum Beispiel die Aufforderung, Wartungsarbeiten an einer bestimmten Wandplatte durchzuf\u00fchren. Dies kann von Designern genutzt werden, um ein bestimmtes Erlebnis zu kreieren, aber auch von Spielern, um einen angeheuerten NSC zu bitten, auf eine bestimmte Weise zu agieren.\nAnimation\nDas Gesichtsanimationsteam verbrachte die letzten Monate des Jahres 2020 damit, Animationen f\u00fcr mehrere PU-Charaktersets zu entwickeln. Die K\u00f6rperanimatoren arbeiteten an Flowgraphs f\u00fcr \u00dcbungsvariationen, einschlie\u00dflich Yoga und Gewichtheben, neben Automaten und Arcade-Spielen.\nKunst (Charaktere)\nDen ganzen November und Dezember hindurch arbeiteten die Konzeptk\u00fcnstler an Visuals f\u00fcr drei R\u00fcstungssets, die sp\u00e4ter im Jahr 2021 ver\u00f6ffentlicht werden sollen. Die Konzeptk\u00fcnstler verbrachten die letzten zwei Monate des Jahres damit, das Pyro-System visuell zu erforschen.\n\"Wir haben gro\u00dfartige Ideen entwickelt und freuen uns darauf, Pyro-Assets in die Pipeline zu bringen.\" -Das Concept Art Team\nDie Modellierer und Tech-Artists konzentrierten sich auf ihre Ziele f\u00fcr Q1 und Q2, die 2021 anstehen, einschlie\u00dflich der Kleidung f\u00fcr die Raffinerie-Decks, damit die Charaktere besser in die Umgebung passen. F\u00fcr Q2 arbeitete das Team an einer Reihe von ziviler Kleidung f\u00fcr Orison zusammen mit kleineren Kreaturen, um den Raum auszuf\u00fcllen.\nKunst (Umwelt)\nDie verschiedenen Abteilungen des Umgebungsteams konzentrierten sich im November und Dezember auf die Lieferung von Inhalten f\u00fcr Alpha 3.12:\nDas Modular-Team schloss die neuesten Rastst\u00e4tten-Varianten ab, die f\u00fcnf bestehenden Lagrange-Punkt-Standorten Raffinerie-Decks hinzuf\u00fcgten. Diese Stationen wurden auch \u00e4u\u00dferlich aktualisiert, um das industrielle Thema, das die Raffinerien mit sich bringen, widerzuspiegeln. Eine der bedeutendsten visuellen \u00c4nderungen an den Lagrange-Punkten kam mit der Einbeziehung von volumetrischen Gaswolken.\n\"Wir haben viel Arbeit in die Komposition und Beleuchtung dieser Wolken gesteckt und sind mit dem Ergebnis sehr zufrieden. Sie haben die Lagrange-Punkte von einer ziemlich faden visuellen Erfahrung zu etwas wirklich Sch\u00f6nem gemacht.\" -The Environment Team\n\nSie arbeiteten auch an spannenden ereignisbezogenen Missionsinhalten, einschlie\u00dflich neuer Varianten bestehender weltraumbasierter Points-of-Interest mit verbesserter Optik und Dynamik.\nDas Landing Zone Team beendete die Arbeit an den IAE 2950 Hallen neben kleineren Aufgaben, wie zum Beispiel der Hilfe bei der Implementierung der neuen Aufzugspaneele. Die Entwicklung von Orison wurde fortgesetzt, wobei die Mehrheit der Plattformen von der Greybox in die finale Art-Phase \u00fcberging. Das Layout, die Modularit\u00e4t und das Flugerlebnis f\u00fcr die Wohnplattformen wurden \u00fcberarbeitet, w\u00e4hrend die Oberfl\u00e4chenabnutzung und die Informationsaufkleber f\u00fcr die Industrieplattformen erforscht wurden.\nLorville wurde f\u00fcr Alpha 3.12 ebenfalls leicht \u00fcberarbeitet, wobei New Deal abgedeckt wurde, um Platz f\u00fcr weniger aufdringliche Sperrgebiete zu schaffen. Die Sperrgebiete sowohl in Area18 als auch in Lorville wurden ebenfalls reduziert und gestrafft, um ein besseres Flugerlebnis zu erm\u00f6glichen.\nDas Planetenteam nutzte die Gelegenheit, einige von Stantons Planeten und Monden zu \u00fcberarbeiten, um die im Laufe des Jahres eingef\u00fchrten Verbesserungen der Planetentechnologie vollst\u00e4ndig zu nutzen. Sie implementierten auch die Best Practices, die w\u00e4hrend der laufenden Arbeit an Pyro f\u00fcr Planeten und organische Assets eingef\u00fchrt wurden. Dies wird in der Alpha 3.13 fortgesetzt, in der der Gro\u00dfteil von Stanton im Vergleich zum urspr\u00fcnglichen Release von Planet Tech v4 verbessert werden sollte.\n\nNeben den neuen Inhalten wurde auch ein gro\u00dfer Schub in die Behebung und Schlie\u00dfung des R\u00fcckstaus an Bugs gesteckt, was dazu f\u00fchrte, dass die Anzahl der verbleibenden Legacy Bugs drastisch sank.\nKunst (Schiffe)\nDas in den USA ans\u00e4ssige Team hat die Crusader Mercury rechtzeitig zur IAE 2950 fertiggestellt, was die Finalisierung der LODs, das Fixen aller UI-Panels, das Aufr\u00e4umen des Frachtraums, das Polieren des Cockpits und alle releasevorbereitenden Aufgaben beinhaltete. Zur Feier des In-Lore-Feiertags Day of the Vara erstellten sie au\u00dferdem den Ghoulish Green Skin f\u00fcr den Drake Cutlass Black.\nDas Vehicle Tech Art Team arbeitete an einer Handvoll Schiffe, darunter die Aegis Javelin, die VFX, einen Seitenturm und LOD-Tweaks erhielt. Der Crusader Mercury wurde mit Hardpoints, Pivots, Fahrwerk, Viz-Bereichen, Sch\u00e4den und UV2s unterst\u00fctzt. Au\u00dferdem wurden Aufgaben f\u00fcr das Fahrwerk der Origin 100i abgehakt, kleine Updates an der Drake Cutlass Serie vorgenommen und verschiedene Fehler der Cockpitkamera behoben.\nDas britische Team begann damit, der Crusader Hercules den letzten Schliff zu geben und die Beleuchtung zu vervollst\u00e4ndigen. Im Dezember wurden die Br\u00fccke und die Technikbereiche poliert und ebenfalls an die nachgelagerten Teams \u00fcbergeben.\n\n\nIm Dezember wurde die Esperia Talon flugf\u00e4hig, nachdem in den Wochen zuvor letzte LOD-Arbeiten, Bugfixing und Polierarbeiten durchgef\u00fchrt wurden. Ein noch unangek\u00fcndigtes Fahrzeug erreichte ebenfalls die letzten Stufen der Greybox-Phase, wobei die Br\u00fccke und das Badezimmer in die Final-Art gingen.\nDer Aegis Gladius erhielt \u00e4u\u00dfere Komponentensch\u00e4chte und der Redeemer trat in die Whitebox-Phase ein, w\u00e4hrend f\u00fcr die IAE neue Farbt\u00f6ne und Holo-Schiffe erstellt wurden.\nArt (Weapons)\nDas Weapon Art Team unterst\u00fctzte den Multi-Tool Tractor Beam und vervollst\u00e4ndigte das Artwork f\u00fcr das Behring FS-9 LMG und das Gemini A03 Scharfsch\u00fctzengewehr. Der Gro\u00dfteil des Artworks und des Riggings f\u00fcr die Curelife Medical Gun wurde ebenfalls fertiggestellt und eine neue Durchbruch-Ladung wurde erstellt.\nDie Vorproduktion des Volt Parallax Elektronengewehrs begann, w\u00e4hrend der erste Art Pass f\u00fcr die Armbrust abgeschlossen wurde. Ein Art Pass f\u00fcr neue Waffenaufs\u00e4tze wurde ebenfalls erstellt, darunter holografische Visiere und Kompensatoren.\nF\u00fcr Schiffswaffen wurde ein Sabot-Projektil f\u00fcr die Idris Railgun erstellt, mit dem die VFX derzeit experimentieren. Die Arbeit an einer MOAB-\u00e4hnlichen Bombe wurde begonnen und einige bestehende Raketen wurden ebenfalls poliert.\nWeapon Art verbrachte im letzten Quartal auch Zeit damit, die Arbeit von Actor Features an montierten Waffen zu unterst\u00fctzen. Dies beinhaltete die Entwicklung eines Prototyps f\u00fcr eine feste Waffenplattform, die verschiedene S1-Schiffsgesch\u00fctze aufnehmen kann.\nAudio\nAn der Schiffsfront nahm das Audio Team die k\u00fcrzlich flugf\u00e4higen Consolidated Outlands Nomad und Esperia Talon in Angriff und erstellte ma\u00dfgeschneiderte SFX f\u00fcr Triebwerke, bewegliche Teile und Umgebungen. Sie haben sich auch mit der Verbesserung des allgemeinen Cockpit-Audioerlebnisses durch das Feedback des Schiffscomputers besch\u00e4ftigt.\nAbseits der Schiffe haben sie die SFX f\u00fcr das Multi-Tool Tractor Beam Attachment, das Gemini A03 Scharfsch\u00fctzengewehr und das Behring FS-9 LMG fertiggestellt. Die Arbeit an der fl\u00fcchtigen Ladung wurde ebenfalls fortgesetzt und es wurde viel Arbeit in verschiedene Anh\u00e4nger gesteckt, darunter der Crusader Mercury.\nEin neuer Junior-Sounddesigner wurde im Team willkommen gehei\u00dfen, der damit begann, die Ger\u00e4usche von abgest\u00fcrzten und verlassenen Schiffen f\u00fcr eine zuk\u00fcnftige Ver\u00f6ffentlichung zu verbessern.\nBackend Dienste \/ Netzwerk\nW\u00e4hrend der Monate November und Dezember konzentrierte sich das Backend Team auf die Optimierung und Stabilit\u00e4t der persistenten Dienste. Sie waren in der Lage, die Leistung des variablen Dienstes, der Loadouts und des Haupt-Persistenz-Cache-Dienstes erheblich zu steigern. Die Stabilit\u00e4t des Backends wurde stark erh\u00f6ht und \u00fcbertraf die Leistung und Zuverl\u00e4ssigkeit fr\u00fcherer Versionen. Der Low-Level-Networking-Code wurde aktualisiert, um sowohl die Leistung als auch die Skalierbarkeit und Robustheit zu verbessern. Verschiedene Korrekturen und Optimierungen am Transaktionsdienst, den Vermietungen und dem Entitlement-Prozessor wurden ebenfalls abgeschlossen.\nZu guter Letzt wurde mit den internen Tests der 'Super pCache\/iCache' Dienste begonnen, die noch in diesem Jahr zum Einsatz kommen werden.\nCommunity\nDas Community Team begann den November mit der Bekanntgabe von Laylani Addison als neuer Imperator der UEE, der von der Community gew\u00e4hlt wurde und letztendlich die Zukunft des 'verse' bestimmen wird.\nUm den Start der IAE 2950 zu feiern, ver\u00f6ffentlichte das Team eine Infografik und einen Comm-Link zum Free Fly Zeitplan, um den Besuchern zu helfen, sich auf das wichtigste Raumfahrtereignis der Galaxis vorzubereiten. Au\u00dferdem wurde eine FAQ gepostet, um die dringendsten Fragen der Community zu beantworten. W\u00e4hrend des Events forderte das Team die Community auf, Screenshots zu machen, die jeden Hersteller repr\u00e4sentieren, und w\u00e4hlte jeden Tag einen Gewinner aus.\n\"Es gab eine Menge gro\u00dfartiger Einsendungen, und wenn du es noch nicht getan hast, dann schau dir die wundersch\u00f6nen Bilder an, die jeden Hersteller-Tag repr\u00e4sentieren - ideal f\u00fcr jeden, der nach einem neuen Desktop-Hintergrund sucht!\" -Das Community Team\n\n\nDas Community Team enth\u00fcllte die \"Best in Show\"-Farben des Ship Showdowns f\u00fcr die Anvil Carrack und Valkyrie, Aegis Eclipse und Drake Cutlass Black.\nIm Dezember unterst\u00fctzten sie den Start von Alpha 3.12 und gaben den Startschuss f\u00fcr die Luminalia-Feierlichkeiten. Sie veranstalteten mehrere Wettbewerbe, bei denen die Gewinner Schiffe, Tobii Eye Tracker und ma\u00dfgefertigte Talon ASTRO Gaming A40 Headsets erhielten. Die letzte Empfehlungsbonus-Initiative gab neuen und altgedienten Spielern die Chance, ein Drake Dragonfly Black mit nach Hause zu nehmen.\nDas Jahr endete mit einem gro\u00dfen Update der Star Citizen Roadmap, die eine F\u00fclle von neuen Informationen enth\u00e4lt und nun auch die erste Version des Progress Trackers beinhaltet. Das Roadmap Roundup vom Dezember erkl\u00e4rt das neueste Update im Detail.\nEngine\nDas Physics Team hat im November und Dezember an Optimierungen gearbeitet. Dazu geh\u00f6rte eine verbesserte Methode zur Vorphysikalisierung von Planeten-Terrain-Patches f\u00fcr die Verwendung in Kollisionspr\u00fcfungen und Verbesserungen an der Ereignis-Warteschlange. Der erste Entwurf f\u00fcr 'propagating physicalized shockwaves' wurde eingereicht, und kastenf\u00f6rmige Physikgitter und Geschosswiderstand wurden ebenfalls hinzugef\u00fcgt. Die SDF-Unterst\u00fctzung wurde verbessert und auch an der Soft-Body-Deformation wurde weiter gearbeitet.\nDie Vulkan-Initiative wurde fortgesetzt, mit High-Level Render Code Refactor und Optimierungen. Zum Beispiel wurde die Art und Weise, wie Materialkonstanten auf die GPU hochgeladen werden, vereinfacht und optimiert. Ein gr\u00f6\u00dferes Refactor des Shader Cache Backend Systems wurde ebenfalls begonnen.\nAuf der Grafikseite wurden verschiedene Fixes f\u00fcr die Tiefensch\u00e4rfe geliefert. Der Haar-Shader erhielt mehrere Verbesserungen, wie z.B. die M\u00f6glichkeit, spiegelnde Highlights auf Wimpern zu deaktivieren, verbesserte Boundary Occlusion an Haarlinien, Unterst\u00fctzung f\u00fcr Ambient Lights im Forward Shading und bessere Haarqualit\u00e4t bei Kameraschnitten. Dual-Lobe-Approximation f\u00fcr den Haut-Shader wurde hinzugef\u00fcgt und der Augen-Shader erhielt ebenfalls einige Verbesserungen.\nF\u00fcr das Rendering der Planetenatmosph\u00e4re wurde Zeit f\u00fcr das volumetrische Wolkenrendering verwendet. Der erste Entwurf wurde implementiert und die Arbeit an volumetrischen Wolkenschatten machte gro\u00dfe Fortschritte. Die Arbeit wird mit Verbesserungen an der lokalisierten Wolkenformung beginnen. All diese Bem\u00fchungen werden letztendlich zum Rendering von volumetrischen Wolken auf planetarischer Skala f\u00fchren.\nDas Core Engine Team verteilte seine Bem\u00fchungen auf mehrere Bereiche. Zum einen wurde eine gro\u00dfe Anzahl von Bugfixes und Verbesserungen abgeschlossen, wie z.B. Streaming Meshes f\u00fcr animierte Visfl\u00e4chen und die M\u00f6glichkeit, Visfl\u00e4chen zu CGA Joints hinzuzuf\u00fcgen. Verschiedene Optimierungen wurden auch in den Entity- und Zonensystemen zusammen mit Komponenten-Updates implementiert.\nMit Hilfe der Telemetrie von der PU und PTU setzte das Core Engine Team seine laufende Untersuchung der Speichernutzung fort. Dies f\u00fchrte dazu, dass der Engine-weite Speicherallokator und das Tracking-System (einschlie\u00dflich seiner Tool-Chain) erheblich \u00fcberarbeitet und verbessert wurden. Um den Servern einen zus\u00e4tzlichen Leistungsschub zu geben, wurde der Linux DGS auf ein monolithisches Executable umgestellt, um dem Compiler zu erm\u00f6glichen, besseren Code zu generieren (insbesondere f\u00fcr den lokalen Threadspeicherzugriff), und es wurde ein Stresstest f\u00fcr das Streaming von Objektcontainern hinzugef\u00fcgt.\nZu guter Letzt wurde die Unterst\u00fctzung von C++ 14 f\u00fcr den gesamten Client-Server-Editor und die relevanten Tool-Projekte aktiviert.\nFeatures (Gameplay)\nDas US Gameplay Feature Team begann den November damit, kritische Bugs zu beheben und die Expo-Hallen f\u00fcr IAE 2950 zu polieren. Sobald das Event live ging, wendeten sie ihre Aufmerksamkeit wieder der Arbeit an den Patch-Features zu.\nDie Arbeit an den Updates des Reputationssystems, das in der Alpha 3.12 in begrenztem Umfang ausgerollt wurde, wurde fortgesetzt. Aktuelle Gameplay-Features werden weiterhin umgestellt, um die neuen Funktionen zu nutzen.\nEine neue mobiGlas-App f\u00fcr das Reputationssystem wurde ebenfalls gestartet. Intern als \"Rep-Dex\" bekannt, wird sie es den Spielern erm\u00f6glichen, ihre Affinit\u00e4ten und ihren Ruf bei Organisationen und Kontakten zusammen mit ihrem Bekanntheitsgrad zu \u00fcberpr\u00fcfen. Spieler werden in der Lage sein, ihre Karriere und ihren Fortschritt innerhalb der Orgs zu verfolgen und Beschreibungen, \u00dcberlieferungen, Schl\u00fcsselmitglieder und wichtige Informationen einzusehen. Der Bereich \"Bekanntheit\" erm\u00f6glicht es den Spielern, ihren Ruf zu \u00fcberwachen und alle derzeit aktiven Perks einzusehen.\nFeatures (Fahrzeuge)\nIm Laufe des Novembers haben die Fahrzeug-Features das IFCS-Spline-Following, das von den KI-Schiffen verwendet wird, erheblich verbessert. Dies f\u00fchrte zu Verbesserungen in der Art, wie Schiffe relativ zueinander fliegen, was f\u00fcr Features wie Formationsflug und Verfolgungsverhalten n\u00fctzlich ist.\nAufbauend auf der Arbeit am IFCS-Code im letzten Monat wurden die Raketen auf ein propriet\u00e4res System umgestellt, das ein zuverl\u00e4ssigeres und einstellbares Flugverhalten erm\u00f6glicht.\nAuch am allgemeinen Docking Flow wurde gearbeitet, wodurch Kollisionsprobleme im Flow behoben und das Gesamterlebnis aufpoliert wurde. Sie f\u00fcgten auch neue Features hinzu, wie z.B. Auto-Docking und vereinheitlichtes Andocken und Landen f\u00fcr ein vertrauteres Erlebnis. Einige der zugrundeliegenden Attachment-Technologien wurden stark iteriert, um ihre Zuverl\u00e4ssigkeit zu verbessern und dem Team zu helfen, besser mit Persistenz umzugehen.\nIm Dezember lag der Fokus auf der Fehlerbehebung und der Unterst\u00fctzung des Alpha 3.12 Releases. Dies beinhaltete Fixes f\u00fcr die zuvor \u00fcberarbeiteten Spline-Following-Systeme, Sperrgebiete und verschiedene Bereiche des Fahrzeugcodes.\nDas Andocken von Schiff zu Station wurde weiter entwickelt. Wenn es implementiert ist, m\u00fcssen die Spieler eine Erlaubnis bei der Flugsicherung einholen, bevor sich das Dock richtig ausfahren l\u00e4sst. Allerdings m\u00fcssen verschiedene Bereiche des Andockens noch fokussiert werden, wie z.B. die Konfiguration von angedockten Schiffen (wie der Merlin und Constellation) in der VMA.\nAuch bei den Aegis HUD-Visualisierungen wurden Fortschritte gemacht, indem weiterhin Elemente implementiert und neue Features f\u00fcr die Visualisierung und Funktionalit\u00e4t erforscht wurden.\nGrafiken\nGegen Ende des Jahres 2020 konzentrierte sich das Grafikteam auf die Verbesserung der Stabilit\u00e4t und die Behebung von Fehlern f\u00fcr Alpha 3.12, einschlie\u00dflich der Behebung eines sichtbaren Dithermusters, wenn die Sonne von einer Wolke verdeckt wurde. Au\u00dferdem wurde ein Problem behoben, das dazu f\u00fchrte, dass Gaswolken und Partikel innerhalb von Raumschiffen abgeschnitten wurden, indem die volumetrischen und Partikel-Culling-Systeme verbessert wurden. Mehrere andere Bugs, wie z.B. \"popping shadows\" und zu helle Kamerabilder, wenn ein Planet hereinstr\u00f6mt, wurden ebenfalls behoben.\nBeleuchtung\nDas Lighting Team verbrachte den Gro\u00dfteil des Novembers und Dezembers mit der Unterst\u00fctzung von IAE und Alpha 3.12. Da IAE in einer v\u00f6llig neuen Umgebung stattfindet, mussten sie einen \u00e4hnlichen Ansatz wie in den \u00e4lteren Expo-Hallen w\u00e4hlen und ihn auf den neueren, saubereren Kunststil anwenden. Sie nutzten auch die Gelegenheit, dunklere R\u00e4ume und kreative Key Lights hinzuzuf\u00fcgen, um Kontrast und Abwechslung zu schaffen.\n\nIn der Alpha 3.12 wurden auch die Gaswolken freigeschaltet, wobei das Ziel f\u00fcr die Beleuchtung war, dass sie sich nicht zu fl\u00fcchtig oder feindselig anf\u00fchlen; das Ziel war, dass sie sich wundersamer und gelassener anf\u00fchlen, w\u00e4hrend sie auch zum allgemeinen Farbschema des Stanton-Systems passen.\n\n\nDie Raffineriedecks erforderten den entgegengesetzten Ansatz. Diese Orte sollten hei\u00df und ungem\u00fctlich wirken, was es dem Team erlaubte, die Atmosph\u00e4re zu erh\u00f6hen und Oberfl\u00e4chen mit hellen Lichtquellen zu bestrahlen.\n\nZu guter Letzt hat das Team, wie bei jedem Patch-Release, Bugs behoben und Optimierungen vorgenommen. Derzeit werden \u00e4ltere Schaupl\u00e4tze auf das neue Runtime-Cubemap-System umgestellt, um Speicherplatz freizugeben und die Genauigkeit von Reflektionen und Umgebungslicht zu verbessern.\nNarrative\nDer November begann f\u00fcr Narrative aufregend mit der Ank\u00fcndigung, dass Laylani Addison der n\u00e4chste Imperator der UEE sein wird. Eine gro\u00dfe Anzahl der Community hat abgestimmt, wobei Addison fast 46% der Stimmen erhalten hat:\nLaylani Addison: 45.42% Titus Costigan: 17.89% Illyana Sharrad: 14.18% Paul LeSalle: 13.53% Mira Ngo: 8.98%\n\"Danke an alle, die gew\u00e4hlt haben. Es wird sicherlich interessant sein, zu sehen, wohin Addison das Empire von hier aus f\u00fchrt.\" -The Narrative Team\nAls Jax f\u00fcr IAE auf den Bildschirm zur\u00fcckkehrte, wurden eine Handvoll Skripte, Location-Dokumente und Ansage-Aufnahmen erstellt.\nWie viele andere Teams auch, begann Narrative mit der Vorproduktionsplanung f\u00fcr 2021. Dies beinhaltete die Erstellung von Vorschl\u00e4gen f\u00fcr den Bedarf an PU-Charakteren zusammen mit Staffel 42-Aufnahmen. Sie arbeiteten auch Anfragen von vorgelagerten Teams f\u00fcr die n\u00e4chsten zwei Quartale durch und besprachen In-Game-Missions-Events, die sich derzeit in der Entwicklung befinden.\nIm Dezember machte das Umweltteam Fortschritte mit Orison und begann, sich auf andere Sternensysteme zu freuen. Dies f\u00fchrte zur Erstellung einer betr\u00e4chtlichen Anzahl von Standortdokumenten, die die Details von Pyros Bewohnern, Flora und Fauna beinhalten. Das Team begann sogar mit dem Brainstorming von Points of Interest in Nyx, um dem Zeitplan voraus zu sein.\nNarrative traf sich auch mit dem Actor Feature Team, um eine Lore-Erkl\u00e4rung f\u00fcr die Respawning-Mechanik zu erstellen, die in einer Oktober-Episode von Calling All Devs diskutiert wurde.\nSpieler Beziehungen\nDas Player Relations Team (das sowohl in den USA als auch in Gro\u00dfbritannien Teams hat) verbrachte das Ende des Jahres damit, IAE, Luminalia und alle Alpha 3.12 Ver\u00f6ffentlichungen zu unterst\u00fctzen. 2020 gab es 40% mehr Aufgaben als 2019, also war das Team gut besch\u00e4ftigt. Au\u00dferdem wurde der Service auf sieben Tage die Woche ausgeweitet und es wurden neue Mitarbeiter in Gro\u00dfbritannien eingestellt, um die stetig wachsende Backer-Basis zu unterst\u00fctzen.\nRequisiten\nDas Props Team beendete das Jahr 2020 mit der Zusammenarbeit mit Social AI an den Wandpaneelen. Sie erstellten die Template-Geometrie f\u00fcr das Wandpaneel selbst und die Komponenten und Unterkomponenten, die mit der neuen Leistungserfassung arbeiten. Es war ein Tweaking erforderlich, um eine Metrik zusammenzubekommen, die es sowohl den m\u00e4nnlichen als auch den weiblichen Charakteren erm\u00f6glicht, die Unterkomponenten auf dem oberen Panel aufgrund seiner H\u00f6he zu erreichen. Eine kleine Menge an Nacharbeit an den gemeinsamen Komponenten-Innenr\u00e4umen war aufgrund dieser \u00c4nderungen ebenfalls erforderlich.\nProps arbeitete an dem kooperativen Fortbewegungssystem, insbesondere dem Schieben und Ziehen der Trolleys. Dies beinhaltete die Erstellung von robusten Metriken f\u00fcr die Trolleys und die \u00dcberwindung von technischen H\u00fcrden f\u00fcr Interaktionen und Radbewegungen. In den kommenden Monaten werden sie die bestehende Bibliothek der Trolleys auf dieses neue Setup umr\u00fcsten.\nDas Requisitenteam hat neue, eigenst\u00e4ndige Aufzugspaneele f\u00fcr Hightech- und Lowtech-Locations entwickelt. Dies beinhaltete eine neue Metrik, die an die bestehende Konsolenmetrik angepasst wurde. Schlie\u00dflich wurden Aufgaben f\u00fcr ein bevorstehendes In-Game-Event erledigt, das ma\u00dfgeschneiderte Missionsrequisiten erforderte.\nQA\nDie QA beendete das Jahr mit dem Testen der Schiffe und Features der Alpha 3.12, darunter der Crusader Mercury, die Rohstoffveredelung und der FPS-Traktorstrahl. Au\u00dferdem wurden die Feiertags-Events f\u00fcr 2020 getestet und Strategien f\u00fcr die kommenden Inhalte im Jahr 2021 erstellt.\nTech-Animation\nIm Vorfeld der Feiertage bereitete sich die Technische Animation auf ein gro\u00dfes Update der Gesichts-Rigs vor. Es handelte sich dabei um eine grundlegende \u00dcberarbeitung aller Gesichts-Assets, damit mehrere langfristige Initiativen Anfang 2021 zusammengef\u00fchrt werden konnten. Es gab viele Assets zu aktualisieren und viele, die eine sorgf\u00e4ltige Hand und Sorgfalt erforderten, um die Kompatibilit\u00e4t der Pipeline weiterhin zu gew\u00e4hrleisten.\nTurbulent\nIm November hat das Turbulent Web Platform Team die j\u00fcngsten Architekturverbesserungen vorangetrieben, darunter den Trace Service. Sie verbesserten auch die Fehlerberichts-Pipeline, indem sie Sentry\/Panic aufr\u00fcsteten, um die Durchsuchbarkeit und Leistung zu verbessern.\nEin paar neue Projekte wurden gestartet, darunter das 'Push System' und der 'Distributed Locks Manager'. Das Push-System wird es dem Team erm\u00f6glichen, direkte Push-Benachrichtigungen an bestimmte Clients zu senden und Broadcast-Nachrichten an alle. Verteilte Sperren erlauben es, bestimmte Ressourcen zu 'sperren', wenn sie in Gebrauch sind, um zu verhindern, dass mehrere Dienste gleichzeitig auf sie zugreifen k\u00f6nnen.\nDie Entwicklung von Hex wurde fortgesetzt, wodurch die M\u00f6glichkeit geschaffen wurde, mehr Service-Details zu sehen, einschlie\u00dflich Account, Szenario und Reputation neben Informationen f\u00fcr Gruppen und Lobbys. Allgemeine UI- und UX-Verbesserungsaufgaben begannen, die bis ins neue Jahr andauern werden.\nAm Ende des Jahres schloss das Game Services Team mehrere Projekte ab, die mit der neuen Backend-Architektur verbunden waren. Darunter waren die Trace-, Chrono- und Notification-Services, die ein neues Kommunikationsprotokoll verwenden. Die Auslieferung der Alpha 3.12 war ebenfalls ein wichtiger Schwerpunkt und beinhaltete eine Zusammenarbeit mit dem Mission Team zu Spielerreputationen.\nTurbulents Webteam unterst\u00fctzte alle wichtigen Ver\u00f6ffentlichungen im November und Dezember, darunter IAE 2950, die flugf\u00e4higen Promotions von Consolidated Outland Nomad und Crusader Mercury sowie die Konzeptver\u00f6ffentlichung von RSI Perseus.\n\n\n\nBenutzeroberfl\u00e4che (UI)\nDie wichtigste Initiative des UI-Teams war die Schaffung eines Systems, das es Spielanimationen erm\u00f6glicht, \u00c4nderungen im UI auszul\u00f6sen, was den Weg f\u00fcr NPCs und animierte Ereignisse ebnet, die mit dem UI interagieren. Das Team verbesserte auch die Technik zur Anzeige von Text, der f\u00fcr Benachrichtigungen und Missionsziele verwendet wird. Im Vorfeld der Alpha 3.12 verbrachte das UI-Team viel Zeit damit, Bugs und Probleme mit der Spielerfahrung zu beheben, und konvertierte \u00e4ltere Systeme in Building Blocks, um sie einfacher zu pflegen. Sie arbeiteten auch mit anderen Teams an den aktualisierten Bergbau-HUDs und verschiedenen Bildschirmen und Postern, die in den neuen Raffinerie-Decks zu finden sind.\nVFX\nVFX beendete das Jahr mit einem kompletten Durchlauf an den neuen Raffinerie-Deck-Standorten, wobei geschmolzenes Metall, Funken und Dampf hinzugef\u00fcgt wurden. Die Arbeiten an mehreren Fahrzeugen, darunter der Crusader Mercury und der Esperia Talon, wurden neben den VFX f\u00fcr die neuen Waffen der Alpha 3.12 abgeschlossen.\nDer letzte Schliff wurde an den neuen SDF Schildaufpralleffekten vorgenommen, die auf der Idris zu sehen sind und bald auf andere Fahrzeuge ausgeweitet werden. Neue Fahrzeugwaffeneffekte wurden ebenfalls fertiggestellt, wobei der Fokus auf der Lesbarkeit lag, um das Spielerlebnis im Kampf zu verbessern.\nZu guter Letzt arbeitete VFX Tech Art eng mit den Art- und Design-Teams an der Ver\u00f6ffentlichung der Lagrange-Punkt-Gaswolken f\u00fcr Alpha 3.12\nWIR SEHEN UNS N\u00c4CHSTEN MONAT...","zh_CN":"Welcome to the first PU report of 2021! This month\u2019s report details the work done throughout both November and December, including features that made the recent Alpha 3.12 patch release and a handful of exciting additions scheduled for later in the year.\n\n\nAI (General)\nThe AI Team began November exposing support for character traits in the skills and traits editor. This allows them to configure character traits that influence the skill calculation of the behavior selection. They also added the ability to propagate tactical requirement tags into TPS queries.\nA new Subsumption node for tactic selection was implemented, which will be used to build combat tactics as Subsumption functions and simulate the selection like subactivities. This is a big improvement as the team don\u2019t have to switch subactivities, so the character can maintain the context of what it is trying to do.\nMore information was added to \u2018range event dispatcher component\u2019 debugging. This allows the team to better debug events related to perception, distance, and directions thanks to more information on-screen. They also introduced a \u2018range event receiver\u2019 mission-variable into the range event dispatcher.\nMovement speed was updated in Subsumption to use the \u2018EMovementSpeed\u2019 variable type. This is a global \u2018enum\u2019 that enables the team to correctly pass movement speed values within functions. This improves the robustness of the code and logic while delivering better data consistency.\nThe AI Team also improved navmesh regeneration requests on the physics grid where a subplatform is spawned. This will fix inconsistencies in the navmesh caused by the physics system not notifying the mesh when object containers are spawned and make for simpler regeneration requests for the whole bounding box.\nSupport for hierarchical structures in the Subsumption mastergraph was added alongside the possibility for functions to be applied to different states. This makes it much easier to set up the mastergraph and also extends the basic functionalities to better describe when states can be selected.\nThe team also introduced functionality to request control of a script entity running in Subsumption, which allows the AI mastergraph to transition into a state that won\u2019t conflict with scenes predefined by the designers.\nOptimizations, cleanup, and bug fixing were also done in support of Alpha 3.12\u2019s release.\nAI (Character Combat)\nOne of Character Combat\u2019s main focuses was continuing the development of enemy dodges, which included developing the functionality to allow combatants to turn their body direction to target during dodge actions.\nThey also introduced \u2018hearing filter areas\u2019, where NPC audio perception is limited by stimuli in the environment. These locations will help the designers improve scenarios and define action bubbles in their missions. A new procedural clip was added to control active fire modes on weapons while playing specific animations too.\n\nSpecifically for the Human AI combat behavior, several improvements and adjustments were introduced. For example, the team adapted various behaviors to use the new tactic selection tech. This required some behavior conditions but will ultimately help enable the team to iterate faster on new tactics.\nBugs-wise, an issue was fixed preventing NPCs from returning to their previous activities when targets were eliminated and no other threats were around. Issues with NPCs reacting slowly to perception events created by friendly NPCs already in combat were also rectified.\nAI (Ships)\nShip AI began November by introducing a new assignment to enable AI ships to use a designed spline to dock to a space-station bay. This is the first pass on the full implementation of docking, which currently creates the required interface for the designers to control the request and allow NPCs to simulate the operation.\nProgress was also made on gas cloud flying awareness, starting with a better generalization of the \u2018environment sampler\u2019 helper that allows an entity to abstract queries to find SDF values for the gas cloud or physics. Vehicle collision avoidance code was then extended to use the new environment sampler code, allowing the system to notify the Subsumption behavior on when the spaceship crosses boundaries of volumes, such as atmospheres or gas clouds.\nIssues with AI ships performing a \u2018defend target\u2019 assignment were solved, which caused NPCs to become unaware that the target they were supposed to defend had been destroyed and led to erratic flight behavior. The management of quantum enforcement devices (QEDs) was amended, so now all AI pilots flying QED-equipped ships will enable and disable them correctly. They also fixed the quantum travel (QT) flow for AI in a multiplayer context, allowing AI ships that have insufficient fuel for a successful QT to leave the situation.\nThe fire discipline skill value was added to AI pilots to define when they want to use lasers or ballistic weapons, while aggressive, cowardly, reckless, resentful, and show-off behaviors were added to open pilots up to different maneuvers based on their skill.\nAI (Social)\nSocial AI finished the first iteration of work giving NPCs the correct knowledge of how to use and pass through doors; NPCs can now trigger custom logic when traveling through specific navigation links associated with different usables. This includes waiting while pathing through an opening or closing automatic door to give a more natural look. A new \u2018door state\u2019 Subsumption variable can now expose the different values a door has for its opening state, so they can verify if a door requires manual opening too.\nThe movement system was also extended to pause traversal when necessary and update all doors to use the proper NavigationLink usable type that offers the \u2018traverse use\u2019 channel functionality.\nOn the usable side, the team fixed \u2018entity-tag addition and removal\u2019 based on the use-channel. Previously, it was wrongly handled when entering a usable, so behaviors would request a different use-channel in the same use slot. This was causing the engineers to have incorrect tags set when using the upper or lower wall panels, so the appropriate logic to inspect the right panels wouldn\u2019t trigger. Alignment slot tags were also added to the usable entity to allow the team to correctly search for usables when alignment slots are tagged in a specific way.\nThey also began implementing job-specific assignments. For example, the request to perform maintenance on a specific wall panel. This can be used by designers to craft a specific experience but also, in the future, by players to request a hired NPC operate in a specific way.\nAnimation\nThe Facial Animation Team spent the last months of 2020 developing animations for several PU character sets. The body animators worked on flowgraphs for exercise variations, including yoga and weightlifting, alongside vending machines and arcade games.\nArt (Characters)\nThroughout November and December, the concept artists worked on visuals for three sets of armor planned for release later in 2021. The concept artists spent the last two months of the year visually exploring the Pyro system.\n\u201cWe\u2019ve been turning out great ideas and are excited to get Pyro assets into the pipeline.\u201d -The Concept Art Team\nThe modelers and tech artists focused on their upcoming 2021 Q1 and Q2 goals, including clothing for the refinery decks to help characters feel more suited to the environment. For Q2, the team worked towards a suite of civilian clothing for Orison alongside minor creatures to help fill out space.\nArt (Environment)\nThe various branches of the Environment Team focused on delivering content for Alpha 3.12 throughout November and December:\nThe Modular Team completed the latest rest stop variants that added refinery decks to five existing Lagrange point locations. These stations were also updated externally to reflect the industrial theme the refineries bring. One of the most significant visual changes to the Lagrange points came with the inclusion of volumetric gas clouds.\n\u201cA lot of hard work went into the composition and lighting of these clouds and we are really happy with the results. They have elevated the Lagrange points from being quite a bland visual experience to something genuinely beautiful.\u201d -The Environment Team\n\nThey also worked on exciting event-related mission content, including new variants of existing space-based points-of-interest with improved visuals and dynamism.\nThe Landing Zone Team completed work on the IAE 2950 halls alongside smaller tasks, such as helping to implement the new elevator panels. Development continued on Orison, with the majority of platforms moving from greybox to the final art phase. The layout, modularity, and flying experience for the habitation platforms were worked on, while surface wear and information decals were explored for the industrial platforms.\nLorville was also tweaked slightly for Alpha 3.12, with New Deal covered to make way for less intrusive restricted areas. The restricted areas in both Area18 and Lorville were also reduced and streamlined for better flying experiences.\nThe Planet Team took the opportunity to revisit several of Stanton\u2019s planets and moons to fully utilize the planet tech improvements introduced throughout the year. They also implemented best practices established during the ongoing work on Pyro for planets and organic assets. This will continue in Alpha 3.13, which should see most of Stanton improved when compared to the original release of Planet Tech v4.\n\nAlongside new content, a huge push went toward fixing and closing out the backlog of bugs that led to the number of remaining legacy bugs fall dramatically.\nArt (Ships)\nThe US-based team completed the Crusader Mercury in time for IAE 2950, which involved finalizing LODs, fixing all UI panels, cleaning up the cargo area, polishing the cockpit, and all release-prep tasks. In celebration of the in-lore holiday Day of the Vara, they also created the Ghoulish Green skin for the Drake Cutlass Black.\nThe Vehicle Tech Art Team worked on a handful of ships, including the Aegis Javelin, which received VFX, side turret, and LOD tweaks. The Crusader Mercury was supported with hardpoints, pivots, landing gear, viz areas, damage, and UV2s. They also ticked-off tasks for the Origin 100i\u2019s landing gear, made small updates to the Drake Cutlass series, and fixed various cockpit camera bugs.\nThe UK team began adding the final touches to the Crusader Hercules, completing lighting throughout. December saw the bridge and engineering areas polished and handed over to the downstream teams too.\n\n\nDecember saw the Esperia Talon flyable, with final LOD work, bug-fixing, and polishing tasks undertaken in the preceding weeks. An as-yet-unannounced vehicle also reached the final stages of the greybox phase, with the bridge and bathroom moving into final-art.\nThe Aegis Gladius received exterior component bays and the Redeemer entered the whitebox phase, while new tints and holo-ships were created for IAE.\nArt (Weapons)\nThe Weapon Art Team supported the Multi-Tool Tractor Beam and completed art for the Behring FS-9 LMG and Gemini A03 sniper rifle. The bulk of the artwork and rigging was also finalized for the Curelife medical gun and a new breach-charge asset was created.\nPreproduction started on the Volt Parallax electron rifle, while the initial art pass for the crossbow was completed. An art pass on new weapon attachments was undertaken too, including holographic sights and compensators.\nFor ship weapons, a sabot projectile for the Idris railgun was created, which VFX are currently experimenting with. Work began on a MOAB-style bomb and some existing missile assets were polished too.\nWeapon Art also spent time last quarter supporting Actor Features\u2019 work on mounted weapons. This involved prototyping a fixed weapons platform capable of accepting various S1 ship guns.\nAudio\nOn the ship front, the Audio Team tackled the recently flyable Consolidated Outlands Nomad and Esperia Talon, creating bespoke SFX for thrusters, moving parts, and ambiances. They also looked into improving the general cockpit audio experience via ship-computer feedback.\nAway from ships, they finished SFX for the Multi-Tool Tractor Beam attachment, Gemini A03 sniper rifle, and Behring FS-9 LMG. Work also continued on volatile cargo and significant effort went into various trailers, including the Crusader Mercury.\nA new junior sound designer was welcomed to the team who began improving the sounds of crashed and derelict ships for a future release.\nBackend Services \/ Network\nThroughout November and December, the Backend Team focused on persistent service optimization and stability. They were able to vastly increase the performance of the Variable Service, loadouts, and the main persistence cache service. The stability of the backend increased greatly, surpassing the performance and reliability of previous releases. Low-level networking code was updated to improve both performance, scalability, and robustness. Several fixes and optimizations to the transaction service, rentals, and the entitlement processor were complete too.\nFinally, they began internal testing on the \u2018Super pCache\/iCache\u2019 services that will be deployed this year.\nCommunity\nThe Community Team kicked off November by announcing Laylani Addison as the UEE\u2019s new Imperator, which was voted on by the community and will ultimately determine the future of the \u2018verse.\nTo celebrate the launch of IAE 2950, the team published an Infographic and Free Fly schedule comm-link to help visitors prepare for the galaxy\u2019s premier aerospace event. An FAQ was also posted to answer the community\u2019s most pressing questions. During the event, the team challenged the community to capture screenshots encapsulating each manufacturer and selected one winner each day.\n\u201cThere were a ton of great entries, and if you haven\u2019t done yet, jump over to Spectrum and check out the beautiful images representing each manufacturer day \u2013 ideal for anyone looking for a fresh desktop background!\u201d -The Community Team\n\n\nThe Community Team unveiled the Ship Showdown\u2019s \u2018Best in Show\u2019 paints for the Anvil Carrack and Valkyrie, Aegis Eclipse, and Drake Cutlass Black.\nIn December, they supported the launch of Alpha 3.12 and kicked off the Luminalia celebration, hosting several contests that awarded ships, Tobii Eye Trackers, and custom Talon ASTRO Gaming A40 headsets to the winners. The latest referral bonus initiative gave new and veteran players the chance to take home a Drake Dragonfly Black.\nThe year closed with a big update to Star Citizen\u2019s Roadmap, which contains a wealth of new information and now features the first version of the Progress Tracker. December\u2019s Roadmap Roundup explains the latest update in detail.\nEngine\nThe Physics Team worked on optimizations throughout November and December. This included an improved method of pre-physicalization for planet terrain patches for use in collision checks and improvements to event queueing. The first draft of \u2018propagating physicalized shockwaves\u2019 was submitted, and box-shaped physics grids and bullet drag were also added. SDF support was improved and work continued on soft-body deformation too.\nThe Vulkan initiative continued, with high-level render code refactor and optimizations. For example, the way material constants are uploaded to the GPU was simplified and optimized. A larger refactor of the shader cache backend system began too.\nOn the graphics side, various fixes for depth-of-field were delivered. The hair shader received several improvements, such as the ability to disable specular highlights on eyelashes, improved boundary occlusion at hairlines, support for ambient lights in forward shading, and better hair quality during camera cuts. Dual-lobe approximation for the skin shader was added and the eye shader received a couple of improvements as well.\nFor planetary atmosphere rendering, time was dedicated to volumetric cloud rendering. The initial draft was implemented and work on volumetric cloud shadows made great progress. Work will commence with improvements to localized cloud shaping. All these endeavors will ultimately lead to rendering of volumetric clouds at planetary scale.\nThe Core Engine Team spread their efforts over a couple of areas. Firstly, a large number of bug fixes and improvements were completed, such as streaming meshes for animated vis areas and the ability to add vis areas to CGA joints. Various optimizations were also implemented in the entity and zone systems along with component updates.\nUsing telemetry from the PU and PTU, the Core Engine Team continued their ongoing investigation into memory usage. This led to the engine-wide memory allocator and tracking system (including its tool chain) to be substantially refactored and improved. To provide an additional performance boost to the servers, the Linux DGS was switched to a monolithic executable to allow the compiler to generate better code (for local thread storage access in particular), and a stress test for object container streaming was added.\nLastly, C++ 14 support was enabled for the entirety of the client-server editor and relevant tool projects.\nFeatures (Gameplay)\nThe US Gameplay Feature Team kicked off November fixing critical bugs and polishing the expo halls for IAE 2950. Once the event went live, they turned their attention back to working on patch features.\nWork continued on the updates to the reputation system, which was rolled out in a limited capacity in Alpha 3.12. Current gameplay features will continue to be converted to take further advantage of the new functionality.\nA new mobiGlas app for the reputation system was kicked off too. Know internally as the \u2018Rep-Dex,\u2019 it will allow players to check their affinities and reputation with organizations and contacts along with their notoriety. Players will be able to track their career and progression within orgs and view descriptions, lore, key members, and important information. The notoriety section will allow players to monitor their reputation and view all their currently active perks.\nFeatures (Vehicles)\nThroughout November, Vehicle Features vastly improved IFCS spline-following, which is used by AI ships. This led to improvements in how ships fly relative to each other, which is useful for features like formation flying and following behaviors.\nBuilding on last month\u2019s IFCS code work, missiles were converted to use a proprietary system that will give more reliable and tunable flight behavior.\nThe general docking flow was worked on too, which fixed collision issues in the flow and polished the overall experience. They also added new features, such as auto-dock, and unified docking and landing for a more familiar experience. Some of the underlying attachment tech was heavily iterated on to improve its reliability and help the team better deal with persistence.\nDuring December, the focus was on bug fixing and supporting the Alpha 3.12 release. This involved fixes for the previously reworked spline-following systems, restricted areas, and various areas of vehicle code.\nShip-to-station docking was further developed. When implemented, players will need to request permission from air-traffic control before the dock will extend properly. However, various areas of docking still need focus, such as configuring docked ships (such as the Merlin and Constellation) in the VMA.\nThey also progressed with Aegis HUD visuals, continuing to implement elements and explore new features for both visuals and functionality.\nGraphics\nTowards the end of 2020, the Graphics Team focused on improving stability and fixing bugs for Alpha 3.12, including solving a visible dither pattern when the sun was obscured by a cloud. They also fixed an issue that caused gas clouds and particles to clip inside spaceships by improving the volumetric and particle culling systems. Several other bugs, including popping shadows and over-bright camera exposures when a planet streamed in, were fixed too.\nLighting\nThe Lighting Team spent the majority of November and December supporting IAE and Alpha 3.12. With IAE taking place in an entirely new environment, they had to take a similar approach as used in the older expo halls and apply it to the newer, cleaner art style. They also took the opportunity to add darker spaces and creative key lights to create contrast and variety.\n\nAlpha 3.12 also saw the release of gas clouds, with the goal for Lighting to prevent them from feeling too volatile or hostile; the aim was to make them feel more wonderous and serene while also matching the overall color scheme of the Stanton system.\n\n\nThe refinery decks required the opposite approach. These locations should appear hot and uncomfortable, which allowed the team to increase the atmosphere and blast surfaces with bright light sources.\n\nLastly, as with any patch release, the team fixed bugs and made optimizations. They\u2019re currently converting older locations to the new runtime cubemap system to free up disk space and improve the accuracy of reflections and ambient light.\nNarrative\nNarrative\u2019s November got off to an exciting start with the announcement that Laylani Addison will be the next Imperator of the UEE. A huge number of the community voted, with Addison taking nearly 46% of the votes: Laylani Addison: 45.42%\n\nTitus Costigan: 17.89%\n\nIllyana Sharrad: 14.18%\n\nPaul LeSalle: 13.53%\n\nMira Ngo: 8.98%\n\n\u201cThanks to everyone who voted. It will certainly be interesting to see where Addison takes the Empire from here.\u201d -The Narrative Team\nWith Jax returning to the screen for IAE, a handful of scripts, location documents, and announcement recordings were created.\nLike many other teams, Narrative began preproduction planning for 2021. This included generating proposals for PU character needs along with Squadron 42 pickups. They also worked through requests from upstream teams for the next two quarters and discussed in-game mission events currently in development.\nIn December, the Environment Team progressed with Orison and began looking forward to other star systems. This led to the creation of a significant number of location documents, which include the details of Pyro\u2019s inhabitants, flora, and fauna. The team even started brainstorming points of interest in Nyx to get ahead of schedule.\nNarrative also met with the Actor Feature Team to create a lore explanation for the respawning mechanic discussed in an October episode of Calling All Devs.\nPlayer Relations\nThe Player Relations team (which has teams both in the US and the UK) spent the end of the supporting IAE, Luminalia, and all Alpha 3.12 publishes. 2020 saw 40% more tasks than 2019, so the team was kept busy. They also expanded service to seven days a week and began hiring staff in the UK to support the ever-growing backer base.\nProps\nThe Props Team closed out 2020 working with Social AI on wall-panels. They created the template geometry for the wall panel itself and the component and subcomponent that work with new performance capture. Tweaking was required to get a metric together that allows both the male and female characters to reach the subcomponents on the upper panel due to its height. A small amount of rework on the shared component interiors was also required due to these changes.\nProps worked on the cooperative locomotion system, specifically trolley push and pull. This involved setting up robust metrics for trolleys along with getting over technical hurdles for interactions and wheel movements. In the coming months, they will be retrofit the existing library of trolleys to this new setup.\nThe Props Team created new standalone elevator panels for both high-tech and low-tech locations. This involved a new metric adapted from the existing console metric. Finally, tasks were completed for an upcoming in-game event, which required bespoke mission props.\nQA\nQA ended the year testing the ships and features of Alpha 3.12, including the Crusader Mercury, commodity refining, and FPS tractor beam. The 2020 holiday events were also tested and strategies were created for the content coming in 2021.\nTech Animation\nIn the run-up to the holiday period, Technical Animation prepared for a large update to the facial rigs. This consisted of a ground-up overhaul of all face assets to enable several long-term initiatives to coalesce in early 2021. There were many assets to upgrade and a great many that required a careful hand and due diligence to ensure continuing pipeline compatibility.\nTurbulent\nIn November, the Turbulent Web Platform Team advanced on the recent architecture enhancements, including the trace service. They also improved the error reporting pipeline, upgrading Sentry\/Panic to improve searchability and performance.\nA couple of new projects were kicked off, including the \u2018push system\u2019 and \u2018distributed locks manager.\u2019 The push system will enable the team to send direct push notifications to specific clients and broadcast messages to all. Distributed locks allow certain resources to \u2018lock\u2019 when in use to prevent them from being accessed by multiple services at once.\nDevelopment of Hex continued, which gained the ability to view more service details, including account, scenario, and reputation alongside information for groups and lobbies. General UI and UX improvement tasks began, which will continue into the new year.\nAt the end of the year, the Game Services Team closed several projects linked to the new backend architecture. Among them were the trace, chrono, and notification services, which use a new communication protocol. Alpha 3.12 delivery was also a key focus and included a collaboration with the Mission Team on player reputations.\nTurbulent\u2019s web team supported all major releases throughout November and December, including IAE 2950, the Consolidated Outland Nomad and Crusader Mercury flyable promotions, and the RSI Perseus concept release.\n\n\n\nUser Interface (UI)\nThe UI Team\u2019s major initiative was creating a system to allow game animation systems to trigger changes in the UI, which paves the way for NPCs and animated events to interact with UI. The team also improved tech for displaying text that will be used for notifications and mission objectives. In the build-up to Alpha 3.12, the UI Team spent time sorting bugs and player experience issues and converted older systems to Building Blocks to make them easier to maintain. They also worked with other teams on the updated mining HUDs and various screens and posters found throughout the new refinery decks.\nVFX\nVFX ended the year with a full pass on the new refinery deck locations, adding molten metal, sparks, and steam. Work was completed on several vehicles, including the Crusader Mercury and Esperia Talon, alongside VFX for Alpha 3.12\u2019s new weapons.\nThe finishing touches were added to the recent SDF shield impact effects, which can be seen on the Idris and will be rolled out to other vehicles soon. New vehicle weapon effects were finalized too, with the focus on readability to improve the player experience during combat.\nFinally, VFX Tech Art worked closely with the art and design teams on the release of the Lagrange point gas clouds for Alpha 3.12\nWE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":6,"comment_count":31,"created_at":"2021-01-21T02:00:00+00:00","created_at_human":"5 years ago"},"meta":{"processed_at":"2026-05-07 20:27:53","valid_relations":["images","links"],"prev_id":17949,"next_id":17951}}