{"data":{"id":18385,"title":"Star Citizen Monthly Report: October 2021","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/18385-Star-Citizen-Monthly-Report-October-2021","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/18385","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/18385","channel":"Undefined","category":"Undefined","series":"Monthly 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was a hugely exciting month for players and devs alike thanks to our first digital-only CitizenCon. Naturally, this month\u2019s report features work done for the event, but it\u2019s predominantly packed with details of tasks completed and underway for content coming in the future.\n\nRead on for everything from new ship updates to the latest from Pyro, and more.\n\n\nAI Content\nLast month, AI Content allotted resources to the upcoming Alpha 3.15 public release.\nWith healing and actor status in the coming patch, the team completed the \u2018hospital respawning experience\u2019 AI behavior and usables, which includes the doctors and nurses that greet players when they wake up in a medical bed.\nA prominent example of the actor status system can be seen when buying a drink at a bar and getting drunk. So, AI Content took the time to fix many of the long-standing issues players have been experiencing.\n\u201cEarlier in the month during CitizenCon, we were pleased the public could see the worker behavior, artifact vendor, and a portion of our upcoming security behavior.\u201d \u2013 AI Content Team\nAI Features\nAI Features spent part of the month working on the experience and responsiveness of some of the behaviors in the PU. For example, combat perception reactions were improved, including a few scenarios where the initial reactions were not playing correctly. They also managed to make the queuing of reaction animations when characters are using a usable more robust.\nThe team tweaked friendly fire to avoid unwanted damage and fixed the calculation used by NPCs to prevent them from shooting when friendly characters are in the way. Extensive analysis is underway on the various combat tactics to add better target re-evaluations into multiple scenarios.\nOn the vendor side, responsiveness was improved, and the team fixed bugs related to the scooching animation and bartenders serving patrons that already have drinks in front of them.\nAI Tech\nThroughout October, AI Tech continued their work on planetary navigation generation.\n\u201cThe key elements for this month were about implementing an automatic way for requesting generation on the area surrounding the players, but we also worked on allowing the usage of the funneling algorithm to be used on the planetary navigation mesh triangles.\u201d \u2013 AI Tech Team\nThe team extended the code for navigation links to allow for the creation of customization controllers. In this context, a controller is a generic piece of code that can extend how NPCs evaluate whether they can use a particular navigation link. For example, doors can have specific controllers to tell AI characters whether they are locked so they can be used correctly when pathfinding.\nFor ship AI, they concentrated on improvements to targeting and accuracy, improved the way AI use missiles in combat, and introduced ways to allow mission logic to force or request prioritization of a specific target. A PID controller was also implemented for accuracy that provides better results and makes it is easier to adjust based on AI skills.\nRegarding the Subsumption editor, the team finished implementing functionality to dock different elements in the UI and save or load specific layouts.\nAnimation\nLast month, the Animation team worked on various AI behaviors, including the nurse, vendor, bartender, bar patron, security guard, and cowering and hiding non-combatant NPC. Editing was also done on several female assets for Alpha 3.15 to give the world more life. Plans were made to improve the drunk locomotion set, which will help solve technical questions for the \u2018heavily injured\u2019 sets.\nDevelopment continued on the Shubin Interstellar mining gadget, with the team being sure to fix any visual issues with the select and deselect system.\nWork continued on facial animations for all existing body animations, while progress was made on emotes and lines for various characters throughout the PU.\nArt (Characters)\nThe Character Art and Tech teams spent October fixing bugs for Alpha 3.15 and progressing with content for various upcoming releases. Significant focus was given to updating the DNA archetype heads that will improve the quality of all character heads in the PU and Squadron 42. They also began developing a suite of new frontier-style outfits for the population of Pyro.\nArt (Ships)\nIn the US, the Ship team cleaned up bugs and continued to polish various areas of the Crusader Ares, including several new paints.\nThe Drake Vulture reached the final art phase, with last month\u2019s focus on habitation and the cargo hold.\nOne of the regularly mentioned unannounced vehicles continued to progress through the pipeline, this time getting a finalized UI layout and lighting pass. Part of the team then began the damage pass, while others transitioned to release prep.\nAnother new ship received its final tints and had bugs fixed throughout.\nIn the UK, three ships moved through the final stages of the pipeline, while the Banu Merchantman progressed through whitebox. The upcoming MISC Hulls continued development, with the A preparing for whitebox review and the C approaching greybox review.\nArt (Weapons)\nThe Weapon Feature team began the month working on the Firestorm Kinetics Size 3 bombs for the Crusader Hercules and artwork for the upcoming ship tractor beam asset. They concluded the month on the mining gadget, proximity mine, and the laser trip mine.\nAudio\nThe Audio Code team prepared for the final stage of Claudius audio software development, which was discussed by Audio Code Lead Graham and Sound Designer Adi during their Sounds of Space CitizenCon panel.\nFinally, the team worked closely with composer Pedro Camacho on the score for Pyro to establish the tone and sonic palette.\nCommunity\nThe Community team spent part of the month preparing for in-lore holiday Day of the Vara. This involved the Cave Runners and annual Star Citizen pumpkin carving competitions, while citizens could unlock the Hill Horror helmet for free by traveling to Jump Town throughout the holiday.\n\nThe team posted the Alpha 3.14 Postmortem featuring senior developers detailing what was delivered and assessing how it went.\nCommunity also played an important role in Digital CitizenCon 2951, curating the many great community videos submitted as part of the event\u2019s video contest, with the winners watchable on the CitizenCon website.\nThey also held the Tales of Star Citizen Past Contest and help citizens share their plans for CitizenCon watch parties.\nDuring the event, the team took votes for the Fan Favorite Cosplay Contest and Ship Panel voting, released the Origin 400i Pre-Q&A after its unveiling, and compiled the Anvil Ship Carrier Q&A based on the most-upvoted community questions.\nFollowing the event, they made all panels available to watch in 4k and posted a Follow-Up Q&A \u2013 Question Gathering thread to the Server Meshing panel.\nFinally, the Community Team supported the upcoming Alpha 3.15 with Patch Watch posts on the personal inventory and server crash recovery, new missions and the first pass of shield variants, and medical gameplay.\nEngine\nLast month, the Physics team supported the upcoming Alpha 3.15 release and fixed numerous issues, and time was spent on various optimizations. The process of voxelizing triangular meshes was sped up by utilizing a scanline-based acceleration structure instead of a voxel-based one when flood-filling cells. The team also helped AI Code to optimize their update routine for the audio map by batching the stimuli processing. Furthermore, the sorting of collision events was optimized, and default brush physics are now created lazily. A debug visualization for collision history was implemented too. Lastly for Physics, a tree-based quantum grid was implemented that will be used during quantum-travel boosting and regular quantum travel to detect collisions and obstacles along the path.\nFor the renderer, significant effort was spent on improving the results of the pipeline profiler for Gen12 and legacy render paths. This was done to gain an accurate assessment of how long render and compute passes take to process on CPUs and GPUs without impacting actual frame rate too much (real-time profiling).\nSignificant progress was also made on the Gen12 transition: Pipeline state objects are now compiled on demand to improve loading times, massive instancing is now supported, and instance buffer management was optimized. The Scaleform render stage used for menu and in-game-world UI was optimized to reduce the average stage count from 2000 states to a maximum of 60, with the pipeline state also being created on demand. Additionally, refactoring was done to the particle code, light atlas stage, and shader parser. Content integrity was tightened by adding data asserts for invalid shaders being used in materials. Support for material texture updates (texture animation) was added too.\nFor atmosphere and cloud rendering, all recent improvements were merged into the Alpha 3.15 stream. Improvements continued to be made to cloud and atmosphere indirect lighting based on the presence of clouds in the atmosphere. The initial part of this work was completed (LUT generation), with work picking up again once planned performance optimizations are in place. To get the latter in place, work on the reprojection and filter chain commenced to allow for temporal and spatial reuse of raymarch results. Specifically for this purpose, R&D work started on performing reprojection without motion vectors (as these can\u2019t represent participating media properly).\nThe Core Engine team also worked on entity streaming code, which now supports the sphere-based culling needed for SQ42. A large refactor was submitted to the entity component update scheduler. This includes a new API that uses update IDs instead of passes to allow multiple updates per pass. The engine\u2019s frame profiler was updated to include various statistics from heartbeat events as well as a summary of CPU time and memory usage by the dev teams, build info, and a screenshot into the capture. The memory manager was extended to support separate allocation arenas and thread caches per dev team. In cases of invalid memory access, the exception handler can now indicate which arena an inaccessible memory address maps to. This in turn allows debugging memory crashes with more fine-grained memory check enabled, which typically means the build runs much faster and uses less memory as it otherwise would do with memory debugging enabled globally. Additionally, work continued on improving vis area (frustum) culling and functionality to capture and pass around C++ lambdas without heap allocations was added.\nLastly, the team is taking a closer look at options to integrate EASTL.\nFeatures (Characters & Weapons)\nThroughout October, the Features team improved the new player inventory and actor status features based on feedback from the PTU, with the most notable addition being the ability to filter items in the inventory. This feature has already gone through several UI iterations since being introduced early in the month.\nFeatures (Gameplay)\nThe US Gameplay team began the month finalizing their Stream of Thought panel for CitizenCon. Once complete, they focused on the new item kiosk that will add the ability to sell items back to shops (it was converted to Building Blocks in the process).\nThey finalized technical design documents, began work on the major cargo refactor, and worked on the upcoming IAE event too.\nA fix was added to stop players from losing items stowed in their ships if they hit a 30k. Now, when players hit a 30k, they will be able to respawn that ship with all stowed inventory items at any ASOP terminal in the game.\n\u201cGone are the days of loading your ship up with a ton of items to move to another city only to lose them due to the server crashing. We\u2019ve already seen an extremely positive reaction from the public on both Spectrum as well as Reddit about how well this is working, so hopefully you all appreciate this as much as we do!\u201d \u2013 Features Team\nFeatures (Vehicles)\nLast month, the Vehicle team focused on a significant rework of grav-lev handling. A breakthrough in implementation meant that they could make significant improvements to the handling, making it more dynamic and flexible. They also fixed some bugs and issues with the existing implementation.\nThe development of jump points continued, with the team currently cleaning up loose ends regarding gameplay logic. For example, when multiple people use a jump point at once. Some of the low-level tech behind jump points has dependencies on server meshing, so the team continued to work with the relevant teams too.\nImprovements were looked into for the transit system. The system is quite complex and was built before server meshing and streaming, so there are upgrades to make to ensure it copes with the new tech landscape of the game. The team also looked to improve some of the tools used by the designers to more easily create dynamic and complex transit networks.\nGraphics & VFX Programming\nImprovements to water volumes continued, with October\u2019s focus on how to correctly simulate volumetric lighting under the surface. Two approaches were taken: The first makes use of the general voxel fog system, though this has several limitations that make it not applicable to very large or very small water volumes. The second approach is to re-use the particle lighting model, which is less accurate but can work at more extreme scales.\nWork also started on changes to the material system to allow shaders to become more modular. This is a stepping stone towards building a new suite of shaders that provide more power and flexibility for the artists without always needing complex re-engineering by the graphics programmers.\nGen12 work picked up after CitizenCon, with more systems being converted. The team are also looking to complete a large refactor of the texture samplers to make them compatible with Gen12\/Vulkan.\nOther completed tasks include new light animation features, technical design work for using damage maps for salvage, gamma correction fixes, and general support for the fire feature.\nLighting\nThe Lighting team started the month fixing bugs for the locations of Alpha 3.15.\n\nThey then moved onto finalizing lighting for IAE, which involved taking the existing lighting and repurposing it for the new mood of the convention hall. Some areas only required small tweaks, while others received much more dramatic changes that the team hopes will provide a new and interesting experience for the community.\n\nThe start of a new quarter also saw the team tackle the backlog of legacy tasks and polish covering locations across the whole PU.\nA look-dev pass began on Pyro\u2019s abandoned space stations\n\u201cThese locations provide us with tons of opportunity for mood and drama, like dark, cold corridors contrasted with hot markets filled with condensation.\u201d \u2013 Lighting Team\nLocations\nThe Montreal-based Locations team put the final touches to Area18\u2019s hospital, which is due for release in Alpha 3.16. This involved completing polish tasks, building LODs for the entire location, and fixing any remaining bugs.\nAlongside this, other hospitals progressed well, including the Maria Pure of Heart hospital in Lorville and the rest stop clinics, with the latter approaching the final stages of development. The rest stop clinics required a few additional modules to allow the team to create unique layouts across each of the 12 locations. They also iterated on the whitebox for Levski\u2019s hospital.\nAnother key feature currently under development is Derelict Ships V1. Last month, the Design team scattered parts of the Drake Caterpillar around planetside locations and added puzzles inside them. Currently, there are two types of modules: Vanilla and Puzzle. Vanilla modules are simple spaceship parts where players might find basic resources or items. Puzzle modules contain a puzzle with a lootable container as a reward. The team has now completed these modules and are assembling them at various crash sites around Stanton.\nNarrative\nNarrative\u2019s October kicked off with final support for Alpha 3.15\u2019s push to the PTU. They also supported other teams, fixed bugs, added text strings, and wrote item names and descriptions. They then looked ahead to future releases and began compiling documents for some of the upcoming hospital locations. This included writing ideas and text for environmental props, such as posters, signage, and announcement scripts.\nWith the year coming to a close, there was a focus on planning. Narrative worked alongside AI, Animation, and Design to figure out narrative content goals for the upcoming year, including behavior prototyping and motion-capture sessions.\nNarrative also continued to work on content for Pyro, including working alongside Design on missions and developing the factions and locations that will be found throughout the system.\nA handful of new and reposted lore articles were published. The Advocacy Archive reveals an undercover operation into a potentially violent faction of a Terran separatist group, while Dispatches from the Dark tells the tale of a true-crime enthusiast\u2019s conflicted hike to the site of an infamous serial killer. October\u2019s Jump Point featured a CitizenCon retrospective as well as a look into the development of the 400i and a Portfolio on Cousin Crow\u2019s Custom Craft on Orison. Finally, Galactapedia was updated with a host of new articles.\nQA\nQA\u2019s primary publishing focus was on CitizenCon, Alpha 3.15 for Evocati, and wave 1 PTU testing. As the live date was moved into November, the team continued to test and publish to further waves while updating the publishing seclude.\nFor development, the team continued testing QATRs as needed. With the new Tuesday-and-Thursday publishing plan and functionality checklist in place, the team was able to perform tests more reliably.\nQA management continued with the return-to-office plan, progressed with recruitment, and created a dedicated QA Live team.\nSystemic Services & Tools\nIn October, Systemic Services & Tools wrapped up their ongoing work on the economy, tools, and AI simulation. They\u2019re now focusing on optimization for the remainder of the year. The new gameplay feature mentioned last month continued development too.\nWork progressed on intelligent NPC spawning and tracking, with the latter half of the spawning system progressing well. The tracking system continues towards its first major internal milestone.\nFinally, in preparation for Alpha 3.15, they addressed new edge cases with the inventory system and backend services.\nTech Animation\nOctober saw Tech Animation complete their long-running task of upgrading the head-creation and animation pipeline.\n\u201cWe have rewritten major parts of the DNA system used to create our in-game actors. Coupled with this, we have added support for creating and editing these head assets in Maya through a plugin that shares the same codebase and a huge amount of tooling to use it efficiently. This has allowed us to move beyond our current gene-pool limits and set our eyes on the future.\u201d \u2013 Tech Animation\nNow, all types of face rigs are viable (including animals and aliens) along with the prospect of upgrading or customizing the facial animation rigs for whatever is required in the future. This technology is also being prospectively recruited with more complex forms of deformation.\nTech Animation are nearly ready to present the head-authoring pipeline they created in tandem with the DNA system. This will give them the opportunity to create new face rigs for the DNA gene pools and tightly control the quality of assets.\nAdditional tooling was created throughout the quarter to include alembic cache export in the animation pipeline. It was always supported but including it this way has opened up new opportunities for the Animation and Tech teams to directly include it in their animation pipelines as an export preference.\nAnimation also continued the development of the tools pipeline and refined some older code and tools to keep them working as intended.\nTurbulent (Services)\nThe Live Tools team progressed with the Hex tool detailed last month, this time bringing it to parity with the previous version. They continued to adjust the crash-handling pipeline in preparation for deployment next month alongside a new update to the Panic API to support the upcoming changes.\nGame Services progressed with the discipline service, ironing out the details in pre-testing before proceeding with the full QATR. The team also worked on feature requests for the entity graph for the Persistent Tech team.\nUI\nThe UI team primarily supported Alpha 3.15, though they also progressed with UI for the upcoming refueling feature and mining gadgets. They spent time converting the ASOP terminals to use Building Blocks for a future release and worked with the Vehicle team to add updated door controls to the latest ships.\nVehicle Tech\nVehicle Tech worked on various features for the upcoming patch, including new vehicle release support, landing gear, radar and scanning, repair, and door control panel interactions.\n\u201cThe control panels are of particular note, as we are aiming to soon expand such interactions to allow the player to control their environment in new and exciting ways, whether they be within a vehicle or station.\u201d \u2013 Vehicle Tech\nThe team then moved on to incorporating feedback on the radar and scanning improvements submitted last quarter. Squadron-42-related needs were also uncovered that, when implemented, will benefit the PU too.\nVFX\nThe VFX Team completed full passes on several new ships, including the Crusader Ares variants and their weapons. Work continued on the S10 bombs that are now looking significantly better than the \u2018functional pass\u2019 shown on Inside Star Citizen.\nPlanetary ground storm effects were rebalanced, which was necessary due to the recently introduced VFX lighting model. The team also held several VFX-focused playtests where they found and fixed lots of minor visual bugs.\nWE\u2019LL SEE YOU NEXT MONTH\u2026","de_DE":"Der Oktober war dank unserer ersten rein digitalen CitizenCon ein sehr aufregender Monat f\u00fcr Spieler und Entwickler gleicherma\u00dfen. Im Bericht dieses Monats geht es nat\u00fcrlich um die Arbeit, die f\u00fcr das Event geleistet wurde, aber er ist vor allem vollgepackt mit Details zu abgeschlossenen Aufgaben und laufenden Arbeiten f\u00fcr zuk\u00fcnftige Inhalte.\n\n\nLies weiter, um alles zu erfahren, von neuen Schiffsupdates bis hin zu den Neuigkeiten von Pyro und vielem mehr.\n\n\nKI-Inhalt\nLetzten Monat hat das Team von AI Content Ressourcen f\u00fcr die bevorstehende Ver\u00f6ffentlichung der Alpha 3.15 bereitgestellt.\nMit der Heilung und dem Schauspieler-Status im kommenden Patch hat das Team das KI-Verhalten und die Usables f\u00fcr die \"Krankenhaus-Respawning-Erfahrung\" fertiggestellt, zu denen auch die \u00c4rzte und Krankenschwestern geh\u00f6ren, die die Spieler\/innen begr\u00fc\u00dfen, wenn sie in einem Krankenbett aufwachen.\nEin prominentes Beispiel f\u00fcr das Schauspieler-Status-System ist, wenn du in einer Bar einen Drink kaufst und betrunken wirst. AI Content hat sich also die Zeit genommen, viele der langj\u00e4hrigen Probleme zu beheben, die die Spieler\/innen hatten.\n\"Anfang des Monats, w\u00e4hrend der CitizenCon, haben wir uns gefreut, dass die \u00d6ffentlichkeit das Verhalten von Arbeitern, Artefaktverk\u00e4ufern und einen Teil unseres kommenden Sicherheitsverhaltens sehen konnte.\" - KI-Inhaltsteam\nKI-Funktionen\nDas Team f\u00fcr KI-Features hat einen Teil des Monats damit verbracht, an der Erfahrung und Reaktionsf\u00e4higkeit einiger Verhaltensweisen in der PU zu arbeiten. So wurden zum Beispiel die Reaktionen auf die Kampfwahrnehmung verbessert, einschlie\u00dflich einiger Szenarien, in denen die ersten Reaktionen nicht korrekt abgespielt wurden. Au\u00dferdem wurde die Warteschlange f\u00fcr die Reaktionsanimationen verbessert, wenn die Charaktere ein Hilfsmittel benutzen.\nDas Team hat das Friendly Fire optimiert, um unerw\u00fcnschten Schaden zu vermeiden, und die Berechnung der NSCs korrigiert, damit sie nicht schie\u00dfen, wenn befreundete Charaktere im Weg stehen. Die verschiedenen Kampftaktiken werden derzeit eingehend analysiert, um eine bessere Neubewertung der Ziele in verschiedenen Szenarien einzuf\u00fchren.\nAuf der Verk\u00e4uferseite wurde die Reaktionsf\u00e4higkeit verbessert und das Team hat Fehler im Zusammenhang mit der Scooching-Animation und den Barkeepern, die G\u00e4ste bedienen, die bereits Getr\u00e4nke vor sich stehen haben, behoben.\nAI Tech\nIm Oktober arbeitete das Team von AI Tech weiter an der Erzeugung von Planetennavigation.\n\"In diesem Monat ging es vor allem darum, eine automatische Methode zur Generierung von Anfragen f\u00fcr die Umgebung der Spieler zu implementieren, aber wir haben auch daran gearbeitet, die Verwendung des Trichteralgorithmus f\u00fcr die Maschendreiecke der Planetennavigation zu erm\u00f6glichen.\" - AI Tech Team\nDas Team hat den Code f\u00fcr Navigationslinks erweitert, um die Erstellung von Anpassungscontrollern zu erm\u00f6glichen. In diesem Zusammenhang ist ein Controller ein generisches St\u00fcck Code, das die Art und Weise, wie NSCs bewerten, ob sie eine bestimmte Navigationsverbindung nutzen k\u00f6nnen, erweitern kann. So k\u00f6nnen z. B. T\u00fcren mit speziellen Controllern versehen werden, die den KI-Charakteren mitteilen, ob sie verschlossen sind, damit sie bei der Wegfindung korrekt verwendet werden k\u00f6nnen.\nBei der Schiffs-KI konzentrierten sie sich auf Verbesserungen beim Zielen und der Genauigkeit, verbesserten die Art und Weise, wie die KI Raketen im Kampf einsetzt, und f\u00fchrten M\u00f6glichkeiten ein, mit denen die Missionslogik die Priorisierung eines bestimmten Ziels erzwingen oder anfordern kann. Au\u00dferdem wurde ein PID-Regler f\u00fcr die Genauigkeit implementiert, der bessere Ergebnisse liefert und die Anpassung an die F\u00e4higkeiten der KI erleichtert.\nF\u00fcr den Subsumption-Editor hat das Team eine Funktion implementiert, mit der verschiedene Elemente in der Benutzeroberfl\u00e4che angedockt und bestimmte Layouts gespeichert oder geladen werden k\u00f6nnen.\nAnimation\nIm letzten Monat hat das Animationsteam an verschiedenen KI-Verhaltensweisen gearbeitet, darunter die Krankenschwester, der Verk\u00e4ufer, der Barkeeper, der Barbesucher, der Wachmann und der sich duckende und versteckende Nicht-K\u00e4mpfer-NSC. Au\u00dferdem wurden einige weibliche Objekte f\u00fcr Alpha 3.15 bearbeitet, um der Welt mehr Leben einzuhauchen. Es wurde geplant, das Set f\u00fcr die Fortbewegung von Betrunkenen zu verbessern, was helfen wird, technische Fragen f\u00fcr die \"Schwerverletzten\"-Sets zu l\u00f6sen.\nDie Entwicklung des Shubin Interstellar Mining Gadgets wurde fortgesetzt, wobei das Team darauf achtete, alle visuellen Probleme mit dem Select- und Deselect-System zu beheben.\nDie Arbeit an den Gesichtsanimationen f\u00fcr alle bestehenden K\u00f6rperanimationen wurde fortgesetzt, w\u00e4hrend Fortschritte bei den Emotes und Lines f\u00fcr verschiedene Charaktere in der PU gemacht wurden.\nKunst (Charaktere)\nDie Teams f\u00fcr Charakterkunst und Technik haben den Oktober damit verbracht, Fehler f\u00fcr Alpha 3.15 zu beheben und an Inhalten f\u00fcr verschiedene kommende Ver\u00f6ffentlichungen zu arbeiten. Ein besonderer Schwerpunkt lag auf der Aktualisierung der DNA-Archetyp-K\u00f6pfe, die die Qualit\u00e4t aller Charakterk\u00f6pfe in der PU und in Squadron 42 verbessern wird. Au\u00dferdem wurde mit der Entwicklung einer Reihe neuer Outfits im Frontier-Stil f\u00fcr die Bev\u00f6lkerung von Pyro begonnen.\nKunst (Schiffe)\nIn den USA bereinigte das Schiffsteam Fehler und polierte verschiedene Bereiche der Crusader Ares weiter auf, darunter auch mehrere neue Anstriche.\nDie Drake Vulture hat die letzte Phase der Gestaltung erreicht, wobei der Schwerpunkt im letzten Monat auf den Bewohnern und dem Frachtraum lag.\nEines der regelm\u00e4\u00dfig erw\u00e4hnten unangek\u00fcndigten Fahrzeuge durchlief weiterhin die Pipeline und erhielt diesmal ein endg\u00fcltiges UI-Layout und einen Beleuchtungspass. Ein Teil des Teams begann dann mit dem Schadenspass, w\u00e4hrend andere zur Vorbereitung der Ver\u00f6ffentlichung \u00fcbergingen.\nEin weiteres neues Schiff erhielt seine endg\u00fcltigen Farbt\u00f6ne und wurde von Fehlern befreit.\nIn Gro\u00dfbritannien durchliefen drei Schiffe die letzten Phasen der Pipeline, w\u00e4hrend der Banu Merchantman die Whitebox durchlief. Die Entwicklung der kommenden MISC-R\u00fcmpfe wurde fortgesetzt, wobei sich das A-Schiff auf die Whitebox-\u00dcberpr\u00fcfung und das C-Schiff auf die Greybox-\u00dcberpr\u00fcfung vorbereitete.\nKunst (Waffen)\nDas Waffenteam begann den Monat mit der Arbeit an den Feuersturm-Kinetikbomben der Gr\u00f6\u00dfe 3 f\u00fcr die Crusader Hercules und an der Grafik f\u00fcr den kommenden Schiffstraktorstrahl. Den Monat beendeten sie mit dem Minenger\u00e4t, der Ann\u00e4herungsmine und der Laserausl\u00f6semine.\nAudio\nDas Audiocode-Team bereitete sich auf die letzte Phase der Entwicklung der Claudius-Audiosoftware vor, die von Audio Code Lead Graham und Sound Designer Adi w\u00e4hrend ihres Sounds of Space CitizenCon Panels besprochen wurde.\nSchlie\u00dflich arbeitete das Team eng mit dem Komponisten Pedro Camacho an der Musik f\u00fcr Pyro zusammen, um den Ton und die Klangpalette festzulegen.\nCommunity\nDas Community-Team verbrachte einen Teil des Monats mit den Vorbereitungen f\u00fcr den In-Lore-Feiertag Day of the Vara. Dazu geh\u00f6rten die Cave Runners und die j\u00e4hrlichen Star Citizen K\u00fcrbisschnitzwettbewerbe, w\u00e4hrend die B\u00fcrgerinnen und B\u00fcrger den Hill Horror Helm kostenlos freischalten konnten, indem sie w\u00e4hrend des Feiertages nach Jump Town reisten.\n\nDas Team hat den Alpha 3.14 Postmortem ver\u00f6ffentlicht, in dem die leitenden Entwickler detailliert beschreiben, was geliefert wurde und wie es gelaufen ist.\nDie Community spielte auch eine wichtige Rolle bei der Digital CitizenCon 2951, indem sie die vielen gro\u00dfartigen Community-Videos kuratierte, die im Rahmen des Videowettbewerbs der Veranstaltung eingereicht wurden.\nAu\u00dferdem veranstalteten sie den Tales of Star Citizen Past Contest und halfen den B\u00fcrgern, ihre Pl\u00e4ne f\u00fcr CitizenCon-Watchpartys mitzuteilen.\nW\u00e4hrend der Veranstaltung nahm das Team Stimmen f\u00fcr den Fan Favorite Cosplay Contest und die Schiffspanel-Abstimmung entgegen, ver\u00f6ffentlichte die Origin 400i Pre-Q&A nach ihrer Enth\u00fcllung und stellte die Anvil Ship Carrier Q&A auf der Grundlage der am meisten beantworteten Community-Fragen zusammen.\nIm Anschluss an die Veranstaltung wurden alle Panels in 4k zur Verf\u00fcgung gestellt und ein Follow-Up Q&A - Question Gathering Thread zum Server Meshing Panel ver\u00f6ffentlicht.\nSchlie\u00dflich unterst\u00fctzte das Community-Team die bevorstehende Alpha 3.15 mit Patch-Watch-Posts zum pers\u00f6nlichen Inventar und zur Wiederherstellung von Serverabst\u00fcrzen, neuen Missionen und dem ersten Durchlauf der Schildvarianten sowie dem medizinischen Gameplay.\nEngine\nIm letzten Monat hat das Physik-Team die bevorstehende Alpha 3.15 unterst\u00fctzt und zahlreiche Probleme behoben sowie Zeit in verschiedene Optimierungen investiert. Der Prozess der Voxelisierung von dreieckigen Meshes wurde beschleunigt, indem beim Flood-Filling von Zellen eine Scanline-basierte Beschleunigungsstruktur anstelle einer Voxel-basierten verwendet wurde. Das Team half AI Code auch dabei, die Aktualisierungsroutine f\u00fcr die Audiokarte zu optimieren, indem die Verarbeitung der Stimuli gestapelt wurde. Au\u00dferdem wurde die Sortierung von Kollisionsereignissen optimiert, und die Standard-Pinselphysik wird jetzt \"lazily\" erstellt. Eine Debug-Visualisierung f\u00fcr den Kollisionsverlauf wurde ebenfalls implementiert. Schlie\u00dflich wurde f\u00fcr die Physik ein baumbasiertes Quantengitter implementiert, das beim Quantenreise-Boosting und bei der regul\u00e4ren Quantenreise verwendet wird, um Kollisionen und Hindernisse auf dem Weg zu erkennen.\nF\u00fcr den Renderer wurden erhebliche Anstrengungen unternommen, um die Ergebnisse des Pipeline-Profilers f\u00fcr Gen12- und Legacy-Renderpfade zu verbessern. Dies geschah, um eine genaue Einsch\u00e4tzung dar\u00fcber zu erhalten, wie lange Render- und Rechenprozesse auf CPUs und GPUs dauern, ohne die tats\u00e4chliche Bildrate zu sehr zu beeintr\u00e4chtigen (Echtzeit-Profiling).\nAuch bei der Umstellung auf Gen12 wurden erhebliche Fortschritte erzielt: Pipeline-Zustandsobjekte werden jetzt bei Bedarf kompiliert, um die Ladezeiten zu verbessern, massive Instanzierung wird jetzt unterst\u00fctzt und die Verwaltung der Instanzpuffer wurde optimiert. Die Scaleform-Rendering-Stage, die f\u00fcr das Men\u00fc und die Spielwelt-UI verwendet wird, wurde optimiert, um die durchschnittliche Anzahl der Stages von 2000 auf maximal 60 zu reduzieren, wobei der Pipeline-State ebenfalls bei Bedarf erstellt wird. Au\u00dferdem wurden der Partikelcode, die Lichtatlas-Stufe und der Shader-Parser \u00fcberarbeitet. Die Integrit\u00e4t der Inhalte wurde durch das Hinzuf\u00fcgen von Data Asserts f\u00fcr ung\u00fcltige Shader in Materialien verbessert. Au\u00dferdem wurde Unterst\u00fctzung f\u00fcr Materialtextur-Updates (Texturanimation) hinzugef\u00fcgt.\nF\u00fcr das Atmosph\u00e4ren- und Wolkenrendering wurden alle aktuellen Verbesserungen in den Alpha 3.15 Stream \u00fcbernommen. Die indirekte Beleuchtung der Wolken und der Atmosph\u00e4re, die auf dem Vorhandensein von Wolken in der Atmosph\u00e4re basiert, wurde weiter verbessert. Der erste Teil dieser Arbeit wurde abgeschlossen (LUT-Generierung) und die Arbeit wird wieder aufgenommen, sobald die geplanten Leistungsoptimierungen umgesetzt sind. Um Letzteres zu erreichen, wurde mit der Arbeit an der Reprojektion und der Filterkette begonnen, um die zeitliche und r\u00e4umliche Wiederverwendung von Raymarch-Ergebnissen zu erm\u00f6glichen. Zu diesem Zweck wurde damit begonnen, die Reprojektion ohne Bewegungsvektoren durchzuf\u00fchren (da diese die teilnehmenden Medien nicht richtig darstellen k\u00f6nnen).\nDas Core-Engine-Team hat auch am Code f\u00fcr das Streaming von Entit\u00e4ten gearbeitet, der jetzt das f\u00fcr SQ42 ben\u00f6tigte sph\u00e4renbasierte Culling unterst\u00fctzt. Der Update-Scheduler f\u00fcr die Entity-Komponenten wurde einer umfassenden \u00dcberarbeitung unterzogen. Dazu geh\u00f6rt eine neue API, die Aktualisierungs-IDs anstelle von Durchg\u00e4ngen verwendet, um mehrere Aktualisierungen pro Durchgang zu erm\u00f6glichen. Der Frame-Profiler der Engine wurde aktualisiert, um verschiedene Statistiken von Heartbeat-Ereignissen sowie eine Zusammenfassung der CPU-Zeit und der Speichernutzung durch die Entwicklerteams, Build-Informationen und einen Screenshot in das Capture aufzunehmen. Der Speichermanager wurde erweitert, um separate Zuweisungsbereiche und Thread-Caches pro Entwicklerteam zu unterst\u00fctzen. Bei ung\u00fcltigen Speicherzugriffen kann der Exception-Handler jetzt angeben, auf welche Arena eine unzug\u00e4ngliche Speicheradresse verweist. Das wiederum erm\u00f6glicht das Debuggen von Speicherabst\u00fcrzen mit einer feink\u00f6rnigeren Speicherpr\u00fcfung, was in der Regel bedeutet, dass der Build viel schneller l\u00e4uft und weniger Speicher verbraucht, als es bei global aktiviertem Speicher-Debugging der Fall w\u00e4re. Au\u00dferdem wurde die Arbeit an der Verbesserung des Vis-Area-Culling (Frustum) fortgesetzt und eine Funktion zum Erfassen und Weiterleiten von C++-Lambdas ohne Heap-Allokationen wurde hinzugef\u00fcgt.\nUnd schlie\u00dflich pr\u00fcft das Team die M\u00f6glichkeiten zur Integration von EASTL genauer.\nFeatures (Charaktere und Waffen)\nIm Laufe des Oktobers hat das Feature-Team die neuen Funktionen f\u00fcr das Spielerinventar und den Akteursstatus auf der Grundlage des Feedbacks der PTU verbessert, wobei die bemerkenswerteste Neuerung die M\u00f6glichkeit ist, Gegenst\u00e4nde im Inventar zu filtern. Diese Funktion hat seit ihrer Einf\u00fchrung Anfang des Monats bereits mehrere Iterationen der Benutzeroberfl\u00e4che durchlaufen.\nFeatures (Gameplay)\nDas US-Gameplay-Team begann den Monat mit der Fertigstellung des Stream of Thought Panels f\u00fcr die CitizenCon. Danach konzentrierten sie sich auf den neuen Item-Kiosk, der den Verkauf von Gegenst\u00e4nden in L\u00e4den erm\u00f6glicht (er wurde dabei in Building Blocks umgewandelt).\nSie schlossen die technischen Designdokumente ab, begannen mit der Arbeit an der \u00dcberarbeitung der Fracht und arbeiteten auch an dem kommenden IAE-Event.\nEs wurde ein Fix eingebaut, der verhindert, dass Spieler Gegenst\u00e4nde in ihren Schiffen verlieren, wenn sie ein 30k erreichen. Wenn Spieler ein 30k erreichen, k\u00f6nnen sie das Schiff mit allen verstauten Gegenst\u00e4nden an jedem ASOP-Terminal im Spiel neu starten.\n\"Vorbei sind die Zeiten, in denen du dein Schiff mit Unmengen von Gegenst\u00e4nden beladen musstest, um in eine andere Stadt zu ziehen, nur um sie dann durch einen Serverabsturz zu verlieren. Sowohl auf Spectrum als auch auf Reddit haben wir bereits sehr positive Reaktionen von der \u00d6ffentlichkeit dar\u00fcber erhalten, wie gut das funktioniert. Wir hoffen, dass ihr das genauso sch\u00e4tzt wie wir!\" - Features Team\nFeatures (Fahrzeuge)\nIm letzten Monat hat sich das Fahrzeug-Team auf eine umfassende \u00dcberarbeitung des Grav-Lift-Handlings konzentriert. Dank eines Durchbruchs bei der Implementierung konnten sie das Fahrverhalten deutlich verbessern und es dynamischer und flexibler gestalten. Au\u00dferdem wurden einige Bugs und Probleme mit der bestehenden Implementierung behoben.\nDie Entwicklung der Sprungpunkte wurde fortgesetzt und das Team r\u00e4umt derzeit mit losen Enden in Bezug auf die Spiellogik auf. Zum Beispiel, wenn mehrere Personen gleichzeitig einen Sprungpunkt benutzen. Einige der Low-Level-Technologien, die hinter den Sprungpunkten stehen, sind vom Server-Meshing abh\u00e4ngig, daher arbeitete das Team auch weiterhin mit den entsprechenden Teams zusammen.\nEs wurde nach Verbesserungen f\u00fcr das Transitsystem gesucht. Das System ist recht komplex und wurde vor der Einf\u00fchrung von Server-Meshing und Streaming entwickelt. Es muss also verbessert werden, um sicherzustellen, dass es mit der neuen Technologielandschaft des Spiels zurechtkommt. Das Team wollte auch einige der von den Designern verwendeten Tools verbessern, um dynamische und komplexe Verkehrsnetze einfacher zu erstellen.\nGrafik & VFX-Programmierung\nDie Verbesserungen an den Wasservolumina wurden fortgesetzt, wobei der Schwerpunkt im Oktober auf der korrekten Simulation der volumetrischen Beleuchtung unter der Oberfl\u00e4che lag. Es wurden zwei Ans\u00e4tze verfolgt: Der erste nutzt das allgemeine Voxel-Nebel-System, das jedoch einige Einschr\u00e4nkungen aufweist, die es f\u00fcr sehr gro\u00dfe oder sehr kleine Wasservolumina unbrauchbar machen. Der zweite Ansatz ist die Wiederverwendung des Partikel-Beleuchtungsmodells, das zwar weniger genau ist, aber bei extremeren Ma\u00dfst\u00e4ben funktionieren kann.\nAu\u00dferdem wurde damit begonnen, das Materialsystem zu \u00e4ndern, um die Shader modularer zu gestalten. Dies ist ein Schritt auf dem Weg zu einer neuen Reihe von Shadern, die mehr Leistung und Flexibilit\u00e4t f\u00fcr die K\u00fcnstler\/innen bieten, ohne dass die Grafikprogrammierer\/innen immer wieder komplexe \u00c4nderungen vornehmen m\u00fcssen.\nDie Arbeit an Gen12 wurde nach der CitizenCon fortgesetzt, und es wurden weitere Systeme umgestellt. Das Team arbeitet au\u00dferdem an einer umfassenden \u00dcberarbeitung der Textur-Sampler, um sie mit Gen12\/Vulkan kompatibel zu machen.\nZu den weiteren abgeschlossenen Aufgaben geh\u00f6ren neue Lichtanimationen, technisches Design f\u00fcr die Verwendung von Schadenskarten f\u00fcr die Bergung, Korrekturen an der Gammakorrektur und allgemeine Unterst\u00fctzung f\u00fcr das Feuer-Feature.\nBeleuchtung\nDas Beleuchtungsteam begann den Monat mit der Behebung von Fehlern f\u00fcr die Standorte der Alpha 3.15.\n\nDann ging es an die Fertigstellung der Beleuchtung f\u00fcr die IAE, bei der die bestehende Beleuchtung f\u00fcr die neue Stimmung in der Kongresshalle umfunktioniert wurde. In einigen Bereichen waren nur kleine Anpassungen n\u00f6tig, w\u00e4hrend andere viel dramatischere \u00c4nderungen erhielten, von denen sich das Team eine neue und interessante Erfahrung f\u00fcr die Community erhofft.\n\nZu Beginn des neuen Quartals nahm das Team auch die Altlasten in Angriff und polierte die Bereiche der gesamten PU auf.\nEin Look-Dev-Pass begann auf den verlassenen Raumstationen von Pyro\n\"Diese Schaupl\u00e4tze bieten uns jede Menge M\u00f6glichkeiten f\u00fcr Stimmung und Dramatik, z. B. dunkle, kalte Korridore im Kontrast zu hei\u00dfen M\u00e4rkten voller Kondenswasser.\" - Beleuchtungsteam\nLocations\nDas Locations-Team in Montreal gab dem Krankenhaus von Area18 den letzten Schliff, das in Alpha 3.16 ver\u00f6ffentlicht werden soll. Dazu geh\u00f6rte es, das Krankenhaus zu polieren, LODs f\u00fcr den gesamten Ort zu erstellen und noch vorhandene Fehler zu beheben.\nAuch andere Krankenh\u00e4user kamen gut voran, darunter das Krankenhaus Maria Pure of Heart in Lorville und die Rastst\u00e4ttenkliniken, wobei sich letztere der Endphase der Entwicklung n\u00e4hern. F\u00fcr die Rastst\u00e4tten wurden einige zus\u00e4tzliche Module ben\u00f6tigt, damit das Team f\u00fcr jeden der 12 Standorte ein eigenes Layout erstellen konnte. Au\u00dferdem wurde die Whitebox f\u00fcr Levskis Krankenhaus \u00fcberarbeitet.\nEine weitere wichtige Funktion, die derzeit entwickelt wird, ist Derelict Ships V1. Letzten Monat hat das Design-Team Teile der Drake-Raupe auf dem Planeten verteilt und darin R\u00e4tsel eingebaut. Derzeit gibt es zwei Arten von Modulen: Vanilla und Puzzle. Vanilla-Module sind einfache Raumschiffteile, in denen die Spieler\/innen grundlegende Ressourcen oder Gegenst\u00e4nde finden k\u00f6nnen. Puzzle-Module enthalten ein R\u00e4tsel mit einem pl\u00fcnderbaren Container als Belohnung. Das Team hat diese Module jetzt fertiggestellt und baut sie an verschiedenen Absturzstellen rund um Stanton zusammen.\nNarrative\nDer Oktober begann f\u00fcr Narrative mit der finalen Unterst\u00fctzung f\u00fcr die Ver\u00f6ffentlichung von Alpha 3.15 in der PTU. Au\u00dferdem haben sie andere Teams unterst\u00fctzt, Fehler behoben, Textstrings hinzugef\u00fcgt und Gegenstandsnamen und -beschreibungen verfasst. Dann blickten sie auf zuk\u00fcnftige Ver\u00f6ffentlichungen und begannen, Dokumente f\u00fcr einige der kommenden Krankenhausstandorte zusammenzustellen. Dazu geh\u00f6rten auch Ideen und Texte f\u00fcr Umgebungsrequisiten wie Plakate, Schilder und Ank\u00fcndigungsskripte.\nAls sich das Jahr dem Ende zuneigte, lag der Schwerpunkt auf der Planung. Narrative arbeiteten mit AI, Animation und Design zusammen, um die Ziele f\u00fcr die narrativen Inhalte des kommenden Jahres festzulegen, einschlie\u00dflich Verhaltensprototyping und Motion-Capture-Sitzungen.\nDie Narrative arbeiteten auch weiter an den Inhalten f\u00fcr Pyro, unter anderem gemeinsam mit dem Design an den Missionen und der Entwicklung der Fraktionen und Orte, die im System zu finden sein werden.\nEine Handvoll neuer und neu aufgelegter Artikel wurde ver\u00f6ffentlicht. Das Advocacy Archive enth\u00fcllt eine Undercover-Operation gegen eine potenziell gewaltt\u00e4tige Fraktion einer terranischen Separatistengruppe, w\u00e4hrend Dispatches from the Dark die Geschichte der zwiesp\u00e4ltigen Wanderung eines True-Crime-Fans zum Fundort eines ber\u00fcchtigten Serienm\u00f6rders erz\u00e4hlt. Im Jump Point vom Oktober gab es einen R\u00fcckblick auf die CitizenCon, einen Einblick in die Entwicklung der 400i und ein Portfolio \u00fcber Cousin Crows Custom Craft auf Orison. Schlie\u00dflich wurde die Galactapedia mit einer Reihe neuer Artikel aktualisiert.\nQA\nDas Hauptaugenmerk der QA lag auf der CitizenCon, der Alpha 3.15 f\u00fcr Evocati und den PTU-Tests der Welle 1. Als das Live-Datum in den November verschoben wurde, testete und ver\u00f6ffentlichte das Team weitere Wellen und aktualisierte gleichzeitig die Ver\u00f6ffentlichungsseclude.\nF\u00fcr die Entwicklung testete das Team weiterhin QATRs nach Bedarf. Mit dem neuen Ver\u00f6ffentlichungsplan f\u00fcr Dienstag und Donnerstag und der Checkliste f\u00fcr die Funktionalit\u00e4t war das Team in der Lage, die Tests zuverl\u00e4ssiger durchzuf\u00fchren.\nDas QA-Management setzte den Plan zur R\u00fcckkehr ins B\u00fcro fort, machte Fortschritte bei der Personalbeschaffung und richtete ein eigenes QA-Live-Team ein.\nSystemische Dienste & Tools\nIm Oktober schloss Systemic Services & Tools die laufenden Arbeiten an der Wirtschaft, den Tools und der KI-Simulation ab. Sie konzentrieren sich jetzt auf die Optimierung f\u00fcr den Rest des Jahres. Auch das im letzten Monat erw\u00e4hnte neue Gameplay-Feature wurde weiter entwickelt.\nDie Arbeit am intelligenten Spawnen und Verfolgen von NSCs wurde fortgesetzt, wobei die zweite H\u00e4lfte des Spawnensystems gut vorankam. Das Tracking-System steuert weiter auf seinen ersten gro\u00dfen internen Meilenstein zu.\nSchlie\u00dflich wurden in Vorbereitung auf die Alpha 3.15 neue Probleme mit dem Inventarsystem und den Backend-Diensten behoben.\nTech Animation\nIm Oktober schloss Tech Animation die langwierige Aufgabe ab, die Pipeline zur Erstellung von K\u00f6pfen und Animationen zu aktualisieren.\n\"Wir haben gro\u00dfe Teile des DNA-Systems umgeschrieben, mit dem wir unsere Schauspieler im Spiel erstellen. Gleichzeitig haben wir ein Plugin f\u00fcr die Erstellung und Bearbeitung dieser K\u00f6pfe in Maya entwickelt, das dieselbe Codebasis und eine Vielzahl von Werkzeugen zur effizienten Nutzung nutzt. Dadurch konnten wir die Grenzen unseres derzeitigen Genpools \u00fcberwinden und unseren Blick in die Zukunft richten.\" - Technische Animation\nJetzt sind alle Arten von Gesichtsanimationen m\u00f6glich (einschlie\u00dflich Tiere und Au\u00dferirdische), und es besteht die Aussicht, die Gesichtsanimationen f\u00fcr zuk\u00fcnftige Anforderungen zu erweitern oder anzupassen. Diese Technologie wird in Zukunft auch f\u00fcr komplexere Formen der Verformung eingesetzt werden.\nTech Animation steht kurz davor, die Kopf-Authoring-Pipeline zu pr\u00e4sentieren, die sie in Verbindung mit dem DNA-System entwickelt haben. Dies wird ihnen die M\u00f6glichkeit geben, neue Gesichts-Rigs f\u00fcr die DNA-Genpools zu erstellen und die Qualit\u00e4t der Assets genau zu kontrollieren.\nIm Laufe des Quartals wurden zus\u00e4tzliche Tools entwickelt, um den Cache-Export von Alembic in die Animationspipeline zu integrieren. Er wurde zwar schon immer unterst\u00fctzt, aber die Aufnahme in diese Form er\u00f6ffnete den Animations- und Technikteams neue M\u00f6glichkeiten, ihn als Exportpr\u00e4ferenz direkt in ihre Animationspipelines aufzunehmen.\nDas Animationsteam hat auch die Entwicklung der Tool-Pipeline fortgesetzt und einige \u00e4ltere Codes und Tools \u00fcberarbeitet, damit sie weiterhin wie vorgesehen funktionieren.\nTurbulent (Dienstleistungen)\nDas Live-Tools-Team hat das im letzten Monat beschriebene Hex-Tool weiterentwickelt und es auf den Stand der Vorg\u00e4ngerversion gebracht. Die Pipeline zur Behandlung von Abst\u00fcrzen wurde weiter angepasst, damit sie im n\u00e4chsten Monat zusammen mit einem neuen Update f\u00fcr die Panic-API eingef\u00fchrt werden kann.\nDie Spieldienste machten Fortschritte beim Disziplinierungsdienst und b\u00fcgelten in Vorabtests die Details aus, bevor sie mit dem vollst\u00e4ndigen QATR fortfuhren. Das Team hat au\u00dferdem an Feature Requests f\u00fcr den Entity Graph f\u00fcr das Persistent Tech Team gearbeitet.\nUI\nDas UI-Team unterst\u00fctzte in erster Linie die Alpha 3.15, arbeitete aber auch an der UI f\u00fcr die kommende Betankungsfunktion und die Mining Gadgets weiter. Das UI-Team verbrachte einige Zeit damit, die ASOP-Terminals f\u00fcr eine zuk\u00fcnftige Version auf Building Blocks umzustellen, und arbeitete mit dem Fahrzeugteam zusammen, um den neuesten Schiffen aktualisierte T\u00fcrsteuerungen hinzuzuf\u00fcgen.\nFahrzeugtechnik\nDie Fahrzeugtechnik hat an verschiedenen Funktionen f\u00fcr den kommenden Patch gearbeitet, darunter die Unterst\u00fctzung f\u00fcr neue Fahrzeugfreigaben, das Fahrwerk, Radar und Scanning, Reparaturen und die Interaktion der T\u00fcrbedienfelder.\n\"Die Bedienfelder sind besonders erw\u00e4hnenswert, da wir diese Interaktionen bald erweitern wollen, damit die Spieler\/innen ihre Umgebung auf neue und aufregende Weise kontrollieren k\u00f6nnen, sei es in einem Fahrzeug oder in einer Station.\" - Fahrzeugtechnik\nDas Team ging dann dazu \u00fcber, das Feedback zu den im letzten Quartal eingereichten Verbesserungen des Radars und des Scanners zu ber\u00fccksichtigen. Es wurden auch Bed\u00fcrfnisse in Bezug auf Squadron-42 aufgedeckt, die, wenn sie umgesetzt werden, auch der PU zugute kommen werden.\nVFX\nDas VFX-Team hat mehrere neue Schiffe fertiggestellt, darunter die Crusader Ares-Varianten und ihre Waffen. Die Arbeit an den S10-Bomben wurde fortgesetzt, die jetzt deutlich besser aussehen als der \"Funktionspass\", der in Inside Star Citizen gezeigt wurde.\nDie Effekte des planetaren Bodensturms wurden neu ausbalanciert, was aufgrund des k\u00fcrzlich eingef\u00fchrten VFX-Beleuchtungsmodells notwendig war. Das Team hat au\u00dferdem mehrere VFX-Playtests durchgef\u00fchrt, bei denen sie viele kleine visuelle Fehler gefunden und behoben haben.\nWIR SEHEN UNS N\u00c4CHSTEN MONAT...","zh_CN":"October was a hugely exciting month for players and devs alike thanks to our first digital-only CitizenCon. Naturally, this month\u2019s report features work done for the event, but it\u2019s predominantly packed with details of tasks completed and underway for content coming in the future.\n\nRead on for everything from new ship updates to the latest from Pyro, and more.\n\n\nAI Content\nLast month, AI Content allotted resources to the upcoming Alpha 3.15 public release.\nWith healing and actor status in the coming patch, the team completed the \u2018hospital respawning experience\u2019 AI behavior and usables, which includes the doctors and nurses that greet players when they wake up in a medical bed.\nA prominent example of the actor status system can be seen when buying a drink at a bar and getting drunk. So, AI Content took the time to fix many of the long-standing issues players have been experiencing.\n\u201cEarlier in the month during CitizenCon, we were pleased the public could see the worker behavior, artifact vendor, and a portion of our upcoming security behavior.\u201d \u2013 AI Content Team\nAI Features\nAI Features spent part of the month working on the experience and responsiveness of some of the behaviors in the PU. For example, combat perception reactions were improved, including a few scenarios where the initial reactions were not playing correctly. They also managed to make the queuing of reaction animations when characters are using a usable more robust.\nThe team tweaked friendly fire to avoid unwanted damage and fixed the calculation used by NPCs to prevent them from shooting when friendly characters are in the way. Extensive analysis is underway on the various combat tactics to add better target re-evaluations into multiple scenarios.\nOn the vendor side, responsiveness was improved, and the team fixed bugs related to the scooching animation and bartenders serving patrons that already have drinks in front of them.\nAI Tech\nThroughout October, AI Tech continued their work on planetary navigation generation.\n\u201cThe key elements for this month were about implementing an automatic way for requesting generation on the area surrounding the players, but we also worked on allowing the usage of the funneling algorithm to be used on the planetary navigation mesh triangles.\u201d \u2013 AI Tech Team\nThe team extended the code for navigation links to allow for the creation of customization controllers. In this context, a controller is a generic piece of code that can extend how NPCs evaluate whether they can use a particular navigation link. For example, doors can have specific controllers to tell AI characters whether they are locked so they can be used correctly when pathfinding.\nFor ship AI, they concentrated on improvements to targeting and accuracy, improved the way AI use missiles in combat, and introduced ways to allow mission logic to force or request prioritization of a specific target. A PID controller was also implemented for accuracy that provides better results and makes it is easier to adjust based on AI skills.\nRegarding the Subsumption editor, the team finished implementing functionality to dock different elements in the UI and save or load specific layouts.\nAnimation\nLast month, the Animation team worked on various AI behaviors, including the nurse, vendor, bartender, bar patron, security guard, and cowering and hiding non-combatant NPC. Editing was also done on several female assets for Alpha 3.15 to give the world more life. Plans were made to improve the drunk locomotion set, which will help solve technical questions for the \u2018heavily injured\u2019 sets.\nDevelopment continued on the Shubin Interstellar mining gadget, with the team being sure to fix any visual issues with the select and deselect system.\nWork continued on facial animations for all existing body animations, while progress was made on emotes and lines for various characters throughout the PU.\nArt (Characters)\nThe Character Art and Tech teams spent October fixing bugs for Alpha 3.15 and progressing with content for various upcoming releases. Significant focus was given to updating the DNA archetype heads that will improve the quality of all character heads in the PU and Squadron 42. They also began developing a suite of new frontier-style outfits for the population of Pyro.\nArt (Ships)\nIn the US, the Ship team cleaned up bugs and continued to polish various areas of the Crusader Ares, including several new paints.\nThe Drake Vulture reached the final art phase, with last month\u2019s focus on habitation and the cargo hold.\nOne of the regularly mentioned unannounced vehicles continued to progress through the pipeline, this time getting a finalized UI layout and lighting pass. Part of the team then began the damage pass, while others transitioned to release prep.\nAnother new ship received its final tints and had bugs fixed throughout.\nIn the UK, three ships moved through the final stages of the pipeline, while the Banu Merchantman progressed through whitebox. The upcoming MISC Hulls continued development, with the A preparing for whitebox review and the C approaching greybox review.\nArt (Weapons)\nThe Weapon Feature team began the month working on the Firestorm Kinetics Size 3 bombs for the Crusader Hercules and artwork for the upcoming ship tractor beam asset. They concluded the month on the mining gadget, proximity mine, and the laser trip mine.\nAudio\nThe Audio Code team prepared for the final stage of Claudius audio software development, which was discussed by Audio Code Lead Graham and Sound Designer Adi during their Sounds of Space CitizenCon panel.\nFinally, the team worked closely with composer Pedro Camacho on the score for Pyro to establish the tone and sonic palette.\nCommunity\nThe Community team spent part of the month preparing for in-lore holiday Day of the Vara. This involved the Cave Runners and annual Star Citizen pumpkin carving competitions, while citizens could unlock the Hill Horror helmet for free by traveling to Jump Town throughout the holiday.\n\nThe team posted the Alpha 3.14 Postmortem featuring senior developers detailing what was delivered and assessing how it went.\nCommunity also played an important role in Digital CitizenCon 2951, curating the many great community videos submitted as part of the event\u2019s video contest, with the winners watchable on the CitizenCon website.\nThey also held the Tales of Star Citizen Past Contest and help citizens share their plans for CitizenCon watch parties.\nDuring the event, the team took votes for the Fan Favorite Cosplay Contest and Ship Panel voting, released the Origin 400i Pre-Q&A after its unveiling, and compiled the Anvil Ship Carrier Q&A based on the most-upvoted community questions.\nFollowing the event, they made all panels available to watch in 4k and posted a Follow-Up Q&A \u2013 Question Gathering thread to the Server Meshing panel.\nFinally, the Community Team supported the upcoming Alpha 3.15 with Patch Watch posts on the personal inventory and server crash recovery, new missions and the first pass of shield variants, and medical gameplay.\nEngine\nLast month, the Physics team supported the upcoming Alpha 3.15 release and fixed numerous issues, and time was spent on various optimizations. The process of voxelizing triangular meshes was sped up by utilizing a scanline-based acceleration structure instead of a voxel-based one when flood-filling cells. The team also helped AI Code to optimize their update routine for the audio map by batching the stimuli processing. Furthermore, the sorting of collision events was optimized, and default brush physics are now created lazily. A debug visualization for collision history was implemented too. Lastly for Physics, a tree-based quantum grid was implemented that will be used during quantum-travel boosting and regular quantum travel to detect collisions and obstacles along the path.\nFor the renderer, significant effort was spent on improving the results of the pipeline profiler for Gen12 and legacy render paths. This was done to gain an accurate assessment of how long render and compute passes take to process on CPUs and GPUs without impacting actual frame rate too much (real-time profiling).\nSignificant progress was also made on the Gen12 transition: Pipeline state objects are now compiled on demand to improve loading times, massive instancing is now supported, and instance buffer management was optimized. The Scaleform render stage used for menu and in-game-world UI was optimized to reduce the average stage count from 2000 states to a maximum of 60, with the pipeline state also being created on demand. Additionally, refactoring was done to the particle code, light atlas stage, and shader parser. Content integrity was tightened by adding data asserts for invalid shaders being used in materials. Support for material texture updates (texture animation) was added too.\nFor atmosphere and cloud rendering, all recent improvements were merged into the Alpha 3.15 stream. Improvements continued to be made to cloud and atmosphere indirect lighting based on the presence of clouds in the atmosphere. The initial part of this work was completed (LUT generation), with work picking up again once planned performance optimizations are in place. To get the latter in place, work on the reprojection and filter chain commenced to allow for temporal and spatial reuse of raymarch results. Specifically for this purpose, R&D work started on performing reprojection without motion vectors (as these can\u2019t represent participating media properly).\nThe Core Engine team also worked on entity streaming code, which now supports the sphere-based culling needed for SQ42. A large refactor was submitted to the entity component update scheduler. This includes a new API that uses update IDs instead of passes to allow multiple updates per pass. The engine\u2019s frame profiler was updated to include various statistics from heartbeat events as well as a summary of CPU time and memory usage by the dev teams, build info, and a screenshot into the capture. The memory manager was extended to support separate allocation arenas and thread caches per dev team. In cases of invalid memory access, the exception handler can now indicate which arena an inaccessible memory address maps to. This in turn allows debugging memory crashes with more fine-grained memory check enabled, which typically means the build runs much faster and uses less memory as it otherwise would do with memory debugging enabled globally. Additionally, work continued on improving vis area (frustum) culling and functionality to capture and pass around C++ lambdas without heap allocations was added.\nLastly, the team is taking a closer look at options to integrate EASTL.\nFeatures (Characters & Weapons)\nThroughout October, the Features team improved the new player inventory and actor status features based on feedback from the PTU, with the most notable addition being the ability to filter items in the inventory. This feature has already gone through several UI iterations since being introduced early in the month.\nFeatures (Gameplay)\nThe US Gameplay team began the month finalizing their Stream of Thought panel for CitizenCon. Once complete, they focused on the new item kiosk that will add the ability to sell items back to shops (it was converted to Building Blocks in the process).\nThey finalized technical design documents, began work on the major cargo refactor, and worked on the upcoming IAE event too.\nA fix was added to stop players from losing items stowed in their ships if they hit a 30k. Now, when players hit a 30k, they will be able to respawn that ship with all stowed inventory items at any ASOP terminal in the game.\n\u201cGone are the days of loading your ship up with a ton of items to move to another city only to lose them due to the server crashing. We\u2019ve already seen an extremely positive reaction from the public on both Spectrum as well as Reddit about how well this is working, so hopefully you all appreciate this as much as we do!\u201d \u2013 Features Team\nFeatures (Vehicles)\nLast month, the Vehicle team focused on a significant rework of grav-lev handling. A breakthrough in implementation meant that they could make significant improvements to the handling, making it more dynamic and flexible. They also fixed some bugs and issues with the existing implementation.\nThe development of jump points continued, with the team currently cleaning up loose ends regarding gameplay logic. For example, when multiple people use a jump point at once. Some of the low-level tech behind jump points has dependencies on server meshing, so the team continued to work with the relevant teams too.\nImprovements were looked into for the transit system. The system is quite complex and was built before server meshing and streaming, so there are upgrades to make to ensure it copes with the new tech landscape of the game. The team also looked to improve some of the tools used by the designers to more easily create dynamic and complex transit networks.\nGraphics & VFX Programming\nImprovements to water volumes continued, with October\u2019s focus on how to correctly simulate volumetric lighting under the surface. Two approaches were taken: The first makes use of the general voxel fog system, though this has several limitations that make it not applicable to very large or very small water volumes. The second approach is to re-use the particle lighting model, which is less accurate but can work at more extreme scales.\nWork also started on changes to the material system to allow shaders to become more modular. This is a stepping stone towards building a new suite of shaders that provide more power and flexibility for the artists without always needing complex re-engineering by the graphics programmers.\nGen12 work picked up after CitizenCon, with more systems being converted. The team are also looking to complete a large refactor of the texture samplers to make them compatible with Gen12\/Vulkan.\nOther completed tasks include new light animation features, technical design work for using damage maps for salvage, gamma correction fixes, and general support for the fire feature.\nLighting\nThe Lighting team started the month fixing bugs for the locations of Alpha 3.15.\n\nThey then moved onto finalizing lighting for IAE, which involved taking the existing lighting and repurposing it for the new mood of the convention hall. Some areas only required small tweaks, while others received much more dramatic changes that the team hopes will provide a new and interesting experience for the community.\n\nThe start of a new quarter also saw the team tackle the backlog of legacy tasks and polish covering locations across the whole PU.\nA look-dev pass began on Pyro\u2019s abandoned space stations\n\u201cThese locations provide us with tons of opportunity for mood and drama, like dark, cold corridors contrasted with hot markets filled with condensation.\u201d \u2013 Lighting Team\nLocations\nThe Montreal-based Locations team put the final touches to Area18\u2019s hospital, which is due for release in Alpha 3.16. This involved completing polish tasks, building LODs for the entire location, and fixing any remaining bugs.\nAlongside this, other hospitals progressed well, including the Maria Pure of Heart hospital in Lorville and the rest stop clinics, with the latter approaching the final stages of development. The rest stop clinics required a few additional modules to allow the team to create unique layouts across each of the 12 locations. They also iterated on the whitebox for Levski\u2019s hospital.\nAnother key feature currently under development is Derelict Ships V1. Last month, the Design team scattered parts of the Drake Caterpillar around planetside locations and added puzzles inside them. Currently, there are two types of modules: Vanilla and Puzzle. Vanilla modules are simple spaceship parts where players might find basic resources or items. Puzzle modules contain a puzzle with a lootable container as a reward. The team has now completed these modules and are assembling them at various crash sites around Stanton.\nNarrative\nNarrative\u2019s October kicked off with final support for Alpha 3.15\u2019s push to the PTU. They also supported other teams, fixed bugs, added text strings, and wrote item names and descriptions. They then looked ahead to future releases and began compiling documents for some of the upcoming hospital locations. This included writing ideas and text for environmental props, such as posters, signage, and announcement scripts.\nWith the year coming to a close, there was a focus on planning. Narrative worked alongside AI, Animation, and Design to figure out narrative content goals for the upcoming year, including behavior prototyping and motion-capture sessions.\nNarrative also continued to work on content for Pyro, including working alongside Design on missions and developing the factions and locations that will be found throughout the system.\nA handful of new and reposted lore articles were published. The Advocacy Archive reveals an undercover operation into a potentially violent faction of a Terran separatist group, while Dispatches from the Dark tells the tale of a true-crime enthusiast\u2019s conflicted hike to the site of an infamous serial killer. October\u2019s Jump Point featured a CitizenCon retrospective as well as a look into the development of the 400i and a Portfolio on Cousin Crow\u2019s Custom Craft on Orison. Finally, Galactapedia was updated with a host of new articles.\nQA\nQA\u2019s primary publishing focus was on CitizenCon, Alpha 3.15 for Evocati, and wave 1 PTU testing. As the live date was moved into November, the team continued to test and publish to further waves while updating the publishing seclude.\nFor development, the team continued testing QATRs as needed. With the new Tuesday-and-Thursday publishing plan and functionality checklist in place, the team was able to perform tests more reliably.\nQA management continued with the return-to-office plan, progressed with recruitment, and created a dedicated QA Live team.\nSystemic Services & Tools\nIn October, Systemic Services & Tools wrapped up their ongoing work on the economy, tools, and AI simulation. They\u2019re now focusing on optimization for the remainder of the year. The new gameplay feature mentioned last month continued development too.\nWork progressed on intelligent NPC spawning and tracking, with the latter half of the spawning system progressing well. The tracking system continues towards its first major internal milestone.\nFinally, in preparation for Alpha 3.15, they addressed new edge cases with the inventory system and backend services.\nTech Animation\nOctober saw Tech Animation complete their long-running task of upgrading the head-creation and animation pipeline.\n\u201cWe have rewritten major parts of the DNA system used to create our in-game actors. Coupled with this, we have added support for creating and editing these head assets in Maya through a plugin that shares the same codebase and a huge amount of tooling to use it efficiently. This has allowed us to move beyond our current gene-pool limits and set our eyes on the future.\u201d \u2013 Tech Animation\nNow, all types of face rigs are viable (including animals and aliens) along with the prospect of upgrading or customizing the facial animation rigs for whatever is required in the future. This technology is also being prospectively recruited with more complex forms of deformation.\nTech Animation are nearly ready to present the head-authoring pipeline they created in tandem with the DNA system. This will give them the opportunity to create new face rigs for the DNA gene pools and tightly control the quality of assets.\nAdditional tooling was created throughout the quarter to include alembic cache export in the animation pipeline. It was always supported but including it this way has opened up new opportunities for the Animation and Tech teams to directly include it in their animation pipelines as an export preference.\nAnimation also continued the development of the tools pipeline and refined some older code and tools to keep them working as intended.\nTurbulent (Services)\nThe Live Tools team progressed with the Hex tool detailed last month, this time bringing it to parity with the previous version. They continued to adjust the crash-handling pipeline in preparation for deployment next month alongside a new update to the Panic API to support the upcoming changes.\nGame Services progressed with the discipline service, ironing out the details in pre-testing before proceeding with the full QATR. The team also worked on feature requests for the entity graph for the Persistent Tech team.\nUI\nThe UI team primarily supported Alpha 3.15, though they also progressed with UI for the upcoming refueling feature and mining gadgets. They spent time converting the ASOP terminals to use Building Blocks for a future release and worked with the Vehicle team to add updated door controls to the latest ships.\nVehicle Tech\nVehicle Tech worked on various features for the upcoming patch, including new vehicle release support, landing gear, radar and scanning, repair, and door control panel interactions.\n\u201cThe control panels are of particular note, as we are aiming to soon expand such interactions to allow the player to control their environment in new and exciting ways, whether they be within a vehicle or station.\u201d \u2013 Vehicle Tech\nThe team then moved on to incorporating feedback on the radar and scanning improvements submitted last quarter. Squadron-42-related needs were also uncovered that, when implemented, will benefit the PU too.\nVFX\nThe VFX Team completed full passes on several new ships, including the Crusader Ares variants and their weapons. Work continued on the S10 bombs that are now looking significantly better than the \u2018functional pass\u2019 shown on Inside Star Citizen.\nPlanetary ground storm effects were rebalanced, which was necessary due to the recently introduced VFX lighting model. The team also held several VFX-focused playtests where they found and fixed lots of minor visual bugs.\nWE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":22,"comment_count":27,"created_at":"2021-11-03T22:00:00+00:00","created_at_human":"4 years ago"},"meta":{"processed_at":"2026-05-07 19:40:08","valid_relations":["images","links"],"prev_id":18384,"next_id":18386}}