{"data":{"id":18227,"title":"Roadmap Roundup - July 14th, 2021","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/spectrum-dispatch\/18227-Roadmap-Roundup-July-14th-2021","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/18227","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/18227","channel":"Spectrum Dispatch","category":"Lore","series":"Roadmap Roundup","images":[{"id":22318,"name":"TRAVEL_WARNING.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/xoh0h57yqhmror\/source\/TRAVEL_WARNING.png","alt":"","size":18693,"mime_type":"image\/png","last_modified":"2016-05-05T03:15:45+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/22318","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/22318\/similar"},{"id":22598,"name":"Source-6.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/xkgpg49opojvor\/source\/Source-6.jpg","alt":"","size":681890,"mime_type":"image\/jpeg","last_modified":"2019-09-06T14:55:47+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/22598","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/22598\/similar"},{"id":38018,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/5nw60s8x71rw5\/source.png","alt":"","size":2192228,"mime_type":"image\/png","last_modified":"2025-02-25T15:29:09+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38018","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38018\/similar"}],"images_count":3,"translations":{"en_EN":"Roadmap Roundup\nHappy Wednesday, everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nThis week we have a wealth of new deliverables as the downstream teams\u2019 schedules have been set for Q3. As a reminder, since these teams are largely reactive to upstream, their schedules on the roadmap only show one quarter into the future, as opposed to upstream\u2019s four quarters. Additionally, some increased visibility on the tasks needed for Server Meshing and Persistence have been added to the Network and Persistent Tech teams. Check out all the new deliverables below, but definitely take a peek at these teams on the Progress Tracker to see what else they\u2019re working on in Q3!\n\nWith that said, let\u2019s go ahead and dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\nNotable Changes for July 14th, 2021\nProgress Tracker\nThese deliverables have been added to the Progress Tracker:\n\nLaser Trip Mine\nImplementing laser trip mines into the game, which are explosives that use light beams as triggers. When someone or something comes into contact with the beam, the mine goes boom.\n\nFrontier Clothing\nGenerating concepts for frontier-style clothing for players and NPCs.\n\nFemale Player Head\nCompleting a modeling and texture polish for the female player\u2019s head. After this pass on this asset, it will be sent to Tech Animation for a rigging update.\n\nDGS Mesh Node\nDGS Mesh Node implements multiple Dedicated Game Servers (DGS) and clients connected to the same instance of the Hybrid service, and allows DGS to exchange entities and authority over them.\n\nShard Manager\nAdd functionality to the Hybrid for what will become the Shard Manager component service. The Shard Manager functionality is responsible for creating a shard in the EntityGraph database, ensuring it is \u201cseeded\u201d with an initial population of entities, communicating with matchmaking so that players can join a shard, and talking to provisioning services so that a Hybrid and Dedicated Game Servers (DGS) can be assigned to a shard.\n\nInventory Unstow\n\u201cUnstow\u201d refers to fetching an item from an inventory and placing it into a Shard. For example, a ship loaded with cargo being unstowed, removes the ship and it\u2019s associated cargo from the inventory and places them into the game. This work implements moving an item\u2019s persistent data from an inventory into a Shard managed by the EntityGraph, and adding the item to the Replication Layer.\n\nEntity Stow\/Destroy\n\u201cStow\u201d refers to moving an item into an inventory. For example, a ship loaded with cargo being stowed, stores the ship and it\u2019s associated cargo. This work implements removing items from the Replication Layer, moving its persistent data into an inventory managed by the EntityGraph.\n\nItemport Mod API\nThis API allows tools like the Vehicle Modification App (VMA) to modify ship loadouts inside inventories.\n\nShard Data Query API\nThis API allows gamecode access to common queries against entity graph data.\n\nFree Form Variable API\nBlackboard service for gamecode systems to write generic persistent variables.\n\nAI \u2013 Navigation Links \u2013 Ladders\/Ledge Grab\nImplementing special adapters to allow the navigation system to be informed of potential navmesh connections offered by ladders or ledge grab markup. The navigation links already allowed the creation of adapters that contain gamecode specific functionality to function as sort of translators between system-specific domain into the navigation system.\n\nAI \u2013 Trolley Push & Pull\nThis will be the first pass on implementing the ability for NPCs to use trolleys and trolley-like entities. They will be able to move in the environment pushing and pulling those entities to place them from\/to specific locations. This requires the creation of a special pathfollower that can take into consideration external forces that needs to be balanced to achieve the desired speed.\n\nAI \u2013 Ground Vehicles\nThis is the first pass on supporting NPCs controlling and driving ground vehicles. This requires the implementation of a new pathfollower that can take care of the vehicle\u2019s physical abilities to transform the NPCs movement request into actual movement.\n\nAI \u2013 Unmanned Missile Turrets\nAdding AI controlled missile turrets to improve defense of green zones.\n\nAI \u2013 Medical\nImplementing a variety of medical AI behaviors. A patient will arrive at the hospital and check themselves in at a terminal then wait to be seen called to a room for a diagnosis. The patient can then see doctors and nurses tending to sick and injured people. Other patients will wait to be called. Doctors and nurses can be seen washing their hands, checking medical stock and dispensing medicine. Some patients will be asleep in medical beds.\n\nAI \u2013 Leisure\nThe leisure behavior is a segment of our new civilian behavior system, controlling how the AI behaves when they have free time during their schedule. AI will create a lifelike environment by relaxing and having fun, using the things that are available to them, such as exercise equipment, jogging routes, TV monitors, seats\/benches, and their mobiGlas.\n\nAI \u2013 Dancing\nDancing is a segment of our new civilian AI leisure behavior. After work, some civilians will have the urge to spend time at a nightclub and dance the night away. This will bring new life and movement to our bars.\n\nFire Hazard\nThe Fire Hazard system will track fire & temperature on static and dynamic objects. For the initial release of fire, the feature will be setup on a select few vehicles.\n\nDestructible Workflow\nBuilding out a workflow to allow artists and designers to work with destructible objects.\n\nMaya Live Link\nMaya Live Link establishes a link between Maya and the engine Sandbox Editor. It is primarily meant to give animators the best possible, \u201cwhat you see is what you get\u201d style preview quality by seamlessly integrating the Editor-rendered images in the Maya viewport.\n\nRescue\/Transport Mission\nTaking advantage of AI follow behaviors to create missions where players transport customers from one location to another, along with prototype missions where player must rescue imperiled clients from dangerous situations and escort them to safety.\n\nInfiltrate\/Defend Mission\nUnderground Facilities are the first place to benefit from the addition of spawn closets which allow us the expansion of the suite of missions that take place there. Missions range from all-out assaults to situations where you may be able to complete objectives without the need to engage in combat at all, and include both lawful and unlawful versions.\n\nComm Array Mission Improvements\nSeveral mission improvements and totally new missions set across and around the Comm Arrays, with a specific focus on PvP content.\n\n\u2014\u2014\n\nPhysical QT Movement\nThis deliverable had been previously removed from the roadmap. It has returned to the Progress Tracker as it has been scheduled to be worked on in Q3 by the Physics team.\n\nMISC Hull B\nThe Hull B was originally scheduled to be worked on simultaneously with the Hull A. However additional resources needed to be allocated to the Hull A, therefore we\u2019re temporarily removing the Hull B from the Progress Tracker until it has been rescheduled.\n\nRelease View\nThese deliverables have been added to Release View in the Alpha 3.17 column:\n\nPersistent Hangars\nPlayers will have the ability to have their own Persistent Hangars. This will bring changes to the Cargo gameplay loop by allowing players to buy cargo and send it to their hangars, then maximize their cargo storage space by allowing them to pack the goods themselves. Gone will be the days of getting booted from your hangars because you were there for too long.\n\nOutpost Homestead \u2013 Independent & Outlaw\nA small home for AI to live and shelter. They consist of a central hub and a few optional internal and external modules. They provide the basic necessities to support a small group of people for an indefinite amount of time.\n\n\u2014\u2014\n\nThat\u2019s all for this week! Join the discussion on Spectrum","de_DE":"Roadmap-Roundup\nSch\u00f6nen Mittwoch, allerseits!\n\nAlle zwei Wochen begleiten wir das Roadmap-Update mit einer kurzen Erl\u00e4uterung, um Ihnen einen Einblick in die Entscheidungsfindung zu geben, die zu den \u00c4nderungen gef\u00fchrt hat. Dies ist Teil unserer Bem\u00fchungen, unsere Kommunikation transparenter, spezifischer und aufschlussreicher f\u00fcr alle von Ihnen zu machen, die helfen, Star Citizen und Squadron 42 m\u00f6glich zu machen.\n\nDiese Woche haben wir eine F\u00fclle von neuen Ergebnissen, da die Zeitpl\u00e4ne der nachgelagerten Teams f\u00fcr Q3 festgelegt worden sind. Zur Erinnerung: Da diese Teams gr\u00f6\u00dftenteils reaktiv auf den Upstream sind, zeigen ihre Zeitpl\u00e4ne auf der Roadmap nur ein Quartal in die Zukunft, im Gegensatz zu den vier Quartalen des Upstreams. Zus\u00e4tzlich wurden die Aufgaben, die f\u00fcr Server Meshing und Persistence ben\u00f6tigt werden, den Teams Network und Persistent Tech hinzugef\u00fcgt. Sehen Sie sich alle neuen Aufgaben unten an, aber werfen Sie auf jeden Fall einen Blick auf diese Teams im Progress Tracker, um zu sehen, woran sie in Q3 noch arbeiten!\n\nDamit w\u00e4ren wir auch schon beim Roadmap-Roundup dieser Woche!\n\n-CIG Community Team\n\nBemerkenswerte \u00c4nderungen f\u00fcr den 14. Juli 2021\nFortschritts-Tracker\nDiese Ergebnisse wurden zum Progress Tracker hinzugef\u00fcgt:\n\nLaser Trip Mine\nImplementierung von Laser Trip Mines in das Spiel, das sind Sprengstoffe, die Lichtstrahlen als Ausl\u00f6ser verwenden. Wenn jemand oder etwas mit dem Strahl in Ber\u00fchrung kommt, geht die Mine in die Luft.\n\nFrontier-Kleidung\nGenerierung von Konzepten f\u00fcr Kleidung im Frontier-Stil f\u00fcr Spieler und NPCs.\n\nWeiblicher Spielerkopf\nFertigstellung einer Modellierung und Texturpolitur f\u00fcr den Kopf des weiblichen Spielers. Nach diesem Durchgang wird dieses Asset an Tech Animation f\u00fcr ein Rigging-Update gesendet.\n\nDGS Mesh-Knoten\nDer DGS Mesh Node implementiert mehrere Dedicated Game Server (DGS) und Clients, die mit derselben Instanz des Hybrid-Dienstes verbunden sind, und erm\u00f6glicht es dem DGS, Entit\u00e4ten auszutauschen und Autorit\u00e4t \u00fcber sie zu erhalten.\n\nShard-Manager\nErweitert den Hybrid um die Funktionalit\u00e4t f\u00fcr den sp\u00e4teren Shard Manager-Komponentendienst. Die Shard Manager-Funktionalit\u00e4t ist f\u00fcr die Erstellung eines Shards in der EntityGraph-Datenbank verantwortlich und stellt sicher, dass er mit einer anf\u00e4nglichen Population von Entit\u00e4ten \"geimpft\" wird, kommuniziert mit dem Matchmaking, damit Spieler einem Shard beitreten k\u00f6nnen, und kommuniziert mit Bereitstellungsdiensten, damit ein Hybrid und Dedicated Game Servers (DGS) einem Shard zugewiesen werden k\u00f6nnen.\n\nInventar entstauen\n\"Unstow\" bezieht sich darauf, einen Gegenstand aus einem Inventar zu holen und ihn auf einem Shard abzulegen. Wenn z. B. ein mit Fracht beladenes Schiff entstaut wird, werden das Schiff und die zugeh\u00f6rige Fracht aus dem Inventar entfernt und im Spiel platziert. Diese Arbeit implementiert das Verschieben der persistenten Daten eines Gegenstands aus einem Inventar in einen Shard, der vom EntityGraph verwaltet wird, und das Hinzuf\u00fcgen des Gegenstands zur Replikationsschicht.\n\nEntity Stow\/Destroy\n\"Stow\" bezieht sich auf das Verschieben eines Objekts in ein Inventar. Wenn z. B. ein mit Fracht beladenes Schiff verstaut wird, werden das Schiff und die zugeh\u00f6rige Fracht verstaut. Diese Arbeit implementiert das Entfernen von Elementen aus der Replikationsschicht und das Verschieben ihrer persistenten Daten in ein vom EntityGraph verwaltetes Inventar.\n\nItemport Mod API\nDiese API erm\u00f6glicht es Tools wie der Vehicle Modification App (VMA), Schiffsladungen innerhalb von Inventaren zu \u00e4ndern.\n\nShard-Datenabfrage-API\nDiese API erm\u00f6glicht Gamecode-Zugriff auf allgemeine Abfragen gegen Entity-Graph-Daten.\n\nFreiform-Variablen-API\nBlackboard-Dienst f\u00fcr Gamecode-Systeme zum Schreiben generischer persistenter Variablen.\n\nAI - Navigation Links - Leitern\/Kantengreifer\nImplementierung von speziellen Adaptern, die es dem Navigationssystem erm\u00f6glichen, \u00fcber potentielle Navmesh-Verbindungen informiert zu werden, die von Leitern oder Ledge Grab Markup angeboten werden. Die Navigations-Links erlaubten bereits die Erstellung von Adaptern, die Gamecode-spezifische Funktionalit\u00e4t enthalten, um als eine Art \u00dcbersetzer zwischen systemspezifischen Dom\u00e4nen in das Navigationssystem zu fungieren.\n\nAI - Trolley Push & Pull\nDies wird der erste Durchgang bei der Implementierung der F\u00e4higkeit f\u00fcr NPCs sein, Trolleys und Trolley-\u00e4hnliche Einheiten zu benutzen. Sie werden in der Lage sein, sich in der Umgebung zu bewegen, indem sie diese Entit\u00e4ten schieben und ziehen, um sie von\/zu bestimmten Orten zu bringen. Dies erfordert die Erstellung eines speziellen Pathfollower, der externe Kr\u00e4fte ber\u00fccksichtigen kann, die ausgeglichen werden m\u00fcssen, um die gew\u00fcnschte Geschwindigkeit zu erreichen.\n\nKI - Bodenfahrzeuge\nDies ist der erste Durchgang zur Unterst\u00fctzung von NPCs, die Bodenfahrzeuge steuern und fahren. Dies erfordert die Implementierung eines neuen Pathfollowers, der sich um die physikalischen F\u00e4higkeiten des Fahrzeugs k\u00fcmmern kann, um die Bewegungsanforderung des NPCs in tats\u00e4chliche Bewegung umzuwandeln.\n\nKI - Unbemannte Raketent\u00fcrme\nHinzuf\u00fcgen von KI-gesteuerten Raketent\u00fcrmen, um die Verteidigung der gr\u00fcnen Zonen zu verbessern.\n\nKI - Medizinisch\nImplementieren einer Reihe von medizinischen KI-Verhaltensweisen. Ein Patient kommt im Krankenhaus an und meldet sich an einem Terminal an und wartet dann darauf, dass er in ein Zimmer gerufen wird, um eine Diagnose zu erhalten. Der Patient kann dann sehen, wie sich \u00c4rzte und Krankenschwestern um kranke und verletzte Personen k\u00fcmmern. Andere Patienten warten darauf, aufgerufen zu werden. Man sieht \u00c4rzte und Schwestern beim H\u00e4ndewaschen, beim \u00dcberpr\u00fcfen des medizinischen Materials und beim Verteilen von Medikamenten. Einige Patienten werden in Krankenbetten schlafen.\n\nAI - Freizeit\nDas Freizeitverhalten ist ein Segment unseres neuen zivilen Verhaltenssystems, das steuert, wie sich die KI verh\u00e4lt, wenn sie w\u00e4hrend ihres Zeitplans freie Zeit hat. Die KI wird eine lebensnahe Umgebung schaffen, indem sie sich entspannt und Spa\u00df hat, indem sie die Dinge nutzt, die ihr zur Verf\u00fcgung stehen, wie z. B. Trainingsger\u00e4te, Joggingstrecken, TV-Monitore, Sitze\/B\u00e4nke und ihr mobiGlas.\n\nAI - Tanzen\nTanzen ist ein Segment unseres neuen zivilen KI-Freizeitverhaltens. Nach der Arbeit werden einige Zivilisten den Drang versp\u00fcren, die Zeit in einem Nachtclub zu verbringen und die Nacht durchzutanzen. Dies wird neues Leben und Bewegung in unsere Bars bringen.\n\nBrandgefahr\nDas Fire Hazard System wird Feuer und Temperatur an statischen und dynamischen Objekten verfolgen. F\u00fcr die erste Version von Fire Hazard wird das Feature auf einigen wenigen Fahrzeugen eingerichtet.\n\nZerst\u00f6rbarer Arbeitsablauf\nAufbau eines Workflows, der es K\u00fcnstlern und Designern erm\u00f6glicht, mit zerst\u00f6rbaren Objekten zu arbeiten.\n\nMaya Live Link\nMaya Live Link stellt eine Verbindung zwischen Maya und dem Lumberyard\/StarEngine Sandbox Editor her. Es ist in erster Linie dazu gedacht, Animatoren die bestm\u00f6gliche Vorschauqualit\u00e4t im Stil von \"what you see is what you get\" zu bieten, indem die mit dem Editor gerenderten Bilder nahtlos in das Maya-Ansichtsfenster integriert werden.\n\nRettungs-\/Transportauftrag\nNutzen Sie das Verhalten der KI, um Missionen zu erstellen, in denen Spieler Kunden von einem Ort zu einem anderen transportieren, sowie Prototyp-Missionen, in denen Spieler gef\u00e4hrdete Kunden aus gef\u00e4hrlichen Situationen retten und in Sicherheit bringen m\u00fcssen.\n\nMission \"Infiltrieren\/Verteidigen\nUnterirdische Einrichtungen sind der erste Ort, der von der Hinzuf\u00fcgung von Spawn-Schr\u00e4nken profitiert, die uns die Erweiterung der Reihe von Missionen erm\u00f6glichen, die dort stattfinden. Die Missionen reichen von totalen Angriffen bis hin zu Situationen, in denen Sie in der Lage sind, Ziele zu erf\u00fcllen, ohne sich \u00fcberhaupt auf einen Kampf einlassen zu m\u00fcssen, und umfassen sowohl legale als auch illegale Versionen.\n\nVerbesserungen der Comm Array-Missionen\nMehrere Missionsverbesserungen und v\u00f6llig neue Missionen, die in und um die Comm Arrays herum spielen, mit besonderem Fokus auf PvP-Inhalte.\n\n--\n\nPhysikalische QT-Bewegung\nDieses Deliverable wurde zuvor aus der Roadmap entfernt. Es ist in den Progress Tracker zur\u00fcckgekehrt, da es f\u00fcr die Arbeit des Physik-Teams in Q3 vorgesehen ist.\n\nMISC Rumpf B\nUrspr\u00fcnglich sollte an der H\u00fclle B gleichzeitig mit der H\u00fclle A gearbeitet werden. Allerdings mussten der H\u00fclle A zus\u00e4tzliche Ressourcen zugewiesen werden, weshalb wir die H\u00fclle B vor\u00fcbergehend aus dem Progress Tracker entfernen, bis sie neu geplant wurde.\n\nRelease-Ansicht\nDiese Leistungen wurden der Release-Ansicht in der Spalte Alpha 3.17 hinzugef\u00fcgt:\n\nDauerhafte Hangars\nSpieler werden die M\u00f6glichkeit haben, ihre eigenen persistenten Hangars zu haben. Dies wird \u00c4nderungen im Cargo-Gameplay mit sich bringen, indem es den Spielern erm\u00f6glicht wird, Fracht zu kaufen und sie zu ihren Hangars zu schicken, um dann ihren Cargo-Speicherplatz zu maximieren, indem sie die Waren selbst verpacken k\u00f6nnen. Vorbei werden die Zeiten sein, in denen man aus seinen Hangars gebootet wurde, weil man zu lange dort war.\n\nAu\u00dfenposten Homestead - Unabh\u00e4ngig & Ge\u00e4chtet\nEin kleines Heim f\u00fcr die KI zum Leben und als Unterkunft. Sie bestehen aus einem zentralen Hub und ein paar optionalen internen und externen Modulen. Sie bieten die grundlegenden Notwendigkeiten, um eine kleine Gruppe von Menschen f\u00fcr eine unbestimmte Zeit zu unterst\u00fctzen.\n\n--\n\nDas war's f\u00fcr diese Woche! Beteiligen Sie sich an der Diskussion auf Spectrum","zh_CN":"Roadmap Roundup\nHappy Wednesday, everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nThis week we have a wealth of new deliverables as the downstream teams\u2019 schedules have been set for Q3. As a reminder, since these teams are largely reactive to upstream, their schedules on the roadmap only show one quarter into the future, as opposed to upstream\u2019s four quarters. Additionally, some increased visibility on the tasks needed for Server Meshing and Persistence have been added to the Network and Persistent Tech teams. Check out all the new deliverables below, but definitely take a peek at these teams on the Progress Tracker to see what else they\u2019re working on in Q3!\n\nWith that said, let\u2019s go ahead and dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\nNotable Changes for July 14th, 2021\nProgress Tracker\nThese deliverables have been added to the Progress Tracker:\n\nLaser Trip Mine\nImplementing laser trip mines into the game, which are explosives that use light beams as triggers. When someone or something comes into contact with the beam, the mine goes boom.\n\nFrontier Clothing\nGenerating concepts for frontier-style clothing for players and NPCs.\n\nFemale Player Head\nCompleting a modeling and texture polish for the female player\u2019s head. After this pass on this asset, it will be sent to Tech Animation for a rigging update.\n\nDGS Mesh Node\nDGS Mesh Node implements multiple Dedicated Game Servers (DGS) and clients connected to the same instance of the Hybrid service, and allows DGS to exchange entities and authority over them.\n\nShard Manager\nAdd functionality to the Hybrid for what will become the Shard Manager component service. The Shard Manager functionality is responsible for creating a shard in the EntityGraph database, ensuring it is \u201cseeded\u201d with an initial population of entities, communicating with matchmaking so that players can join a shard, and talking to provisioning services so that a Hybrid and Dedicated Game Servers (DGS) can be assigned to a shard.\n\nInventory Unstow\n\u201cUnstow\u201d refers to fetching an item from an inventory and placing it into a Shard. For example, a ship loaded with cargo being unstowed, removes the ship and it\u2019s associated cargo from the inventory and places them into the game. This work implements moving an item\u2019s persistent data from an inventory into a Shard managed by the EntityGraph, and adding the item to the Replication Layer.\n\nEntity Stow\/Destroy\n\u201cStow\u201d refers to moving an item into an inventory. For example, a ship loaded with cargo being stowed, stores the ship and it\u2019s associated cargo. This work implements removing items from the Replication Layer, moving its persistent data into an inventory managed by the EntityGraph.\n\nItemport Mod API\nThis API allows tools like the Vehicle Modification App (VMA) to modify ship loadouts inside inventories.\n\nShard Data Query API\nThis API allows gamecode access to common queries against entity graph data.\n\nFree Form Variable API\nBlackboard service for gamecode systems to write generic persistent variables.\n\nAI \u2013 Navigation Links \u2013 Ladders\/Ledge Grab\nImplementing special adapters to allow the navigation system to be informed of potential navmesh connections offered by ladders or ledge grab markup. The navigation links already allowed the creation of adapters that contain gamecode specific functionality to function as sort of translators between system-specific domain into the navigation system.\n\nAI \u2013 Trolley Push & Pull\nThis will be the first pass on implementing the ability for NPCs to use trolleys and trolley-like entities. They will be able to move in the environment pushing and pulling those entities to place them from\/to specific locations. This requires the creation of a special pathfollower that can take into consideration external forces that needs to be balanced to achieve the desired speed.\n\nAI \u2013 Ground Vehicles\nThis is the first pass on supporting NPCs controlling and driving ground vehicles. This requires the implementation of a new pathfollower that can take care of the vehicle\u2019s physical abilities to transform the NPCs movement request into actual movement.\n\nAI \u2013 Unmanned Missile Turrets\nAdding AI controlled missile turrets to improve defense of green zones.\n\nAI \u2013 Medical\nImplementing a variety of medical AI behaviors. A patient will arrive at the hospital and check themselves in at a terminal then wait to be seen called to a room for a diagnosis. The patient can then see doctors and nurses tending to sick and injured people. Other patients will wait to be called. Doctors and nurses can be seen washing their hands, checking medical stock and dispensing medicine. Some patients will be asleep in medical beds.\n\nAI \u2013 Leisure\nThe leisure behavior is a segment of our new civilian behavior system, controlling how the AI behaves when they have free time during their schedule. AI will create a lifelike environment by relaxing and having fun, using the things that are available to them, such as exercise equipment, jogging routes, TV monitors, seats\/benches, and their mobiGlas.\n\nAI \u2013 Dancing\nDancing is a segment of our new civilian AI leisure behavior. After work, some civilians will have the urge to spend time at a nightclub and dance the night away. This will bring new life and movement to our bars.\n\nFire Hazard\nThe Fire Hazard system will track fire & temperature on static and dynamic objects. For the initial release of fire, the feature will be setup on a select few vehicles.\n\nDestructible Workflow\nBuilding out a workflow to allow artists and designers to work with destructible objects.\n\nMaya Live Link\nMaya Live Link establishes a link between Maya and the engine Sandbox Editor. It is primarily meant to give animators the best possible, \u201cwhat you see is what you get\u201d style preview quality by seamlessly integrating the Editor-rendered images in the Maya viewport.\n\nRescue\/Transport Mission\nTaking advantage of AI follow behaviors to create missions where players transport customers from one location to another, along with prototype missions where player must rescue imperiled clients from dangerous situations and escort them to safety.\n\nInfiltrate\/Defend Mission\nUnderground Facilities are the first place to benefit from the addition of spawn closets which allow us the expansion of the suite of missions that take place there. Missions range from all-out assaults to situations where you may be able to complete objectives without the need to engage in combat at all, and include both lawful and unlawful versions.\n\nComm Array Mission Improvements\nSeveral mission improvements and totally new missions set across and around the Comm Arrays, with a specific focus on PvP content.\n\n\u2014\u2014\n\nPhysical QT Movement\nThis deliverable had been previously removed from the roadmap. It has returned to the Progress Tracker as it has been scheduled to be worked on in Q3 by the Physics team.\n\nMISC Hull B\nThe Hull B was originally scheduled to be worked on simultaneously with the Hull A. However additional resources needed to be allocated to the Hull A, therefore we\u2019re temporarily removing the Hull B from the Progress Tracker until it has been rescheduled.\n\nRelease View\nThese deliverables have been added to Release View in the Alpha 3.17 column:\n\nPersistent Hangars\nPlayers will have the ability to have their own Persistent Hangars. This will bring changes to the Cargo gameplay loop by allowing players to buy cargo and send it to their hangars, then maximize their cargo storage space by allowing them to pack the goods themselves. Gone will be the days of getting booted from your hangars because you were there for too long.\n\nOutpost Homestead \u2013 Independent & Outlaw\nA small home for AI to live and shelter. They consist of a central hub and a few optional internal and external modules. They provide the basic necessities to support a small group of people for an indefinite amount of time.\n\n\u2014\u2014\n\nThat\u2019s all for this week! Join the discussion on Spectrum"},"links_count":2,"comment_count":0,"created_at":"2021-07-14T21:00:00+00:00","created_at_human":"4 years ago"},"meta":{"processed_at":"2026-05-07 19:53:59","valid_relations":["images","links"],"prev_id":18226,"next_id":18229}}