{"data":{"id":18575,"title":"Star Citizen Monthly Report: February 2022","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/18575-Star-Citizen-Monthly-Report-February-2022","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/18575","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/18575","channel":"Feedback","category":"Undefined","series":"None","images":[{"id":26651,"name":"STARCITIZEN_WHITE.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/y1f0boj8fak5rr\/source\/STARCITIZEN_WHITE.png","alt":"","size":73278,"mime_type":"image\/png","last_modified":"2021-02-03T06:54:29+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26651","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26651\/similar"}],"images_count":7,"translations":{"en_EN":"PU Monthly Report\nFebruary 2022\nFebruary's monthly report details the developer's work for the upcoming Alpha 3.17, improvements on the damage map system and salvage effects, progression on Pyro's space stations, and more. Read on for all the details.\n\nAI Content\nAI Content began closing down the first pass on the coffee-shop vendor. This is an example of the existing bartender behavior (with minor extensions) being used to deliver different shop experiences. In this instance, additional content was only required on the art, animation, and level-design sides. The team also added template particle effects, set up VFX animation triggers, and added the counter terminal to allow some more idle activity for the vendor. They\u2019re currently devising additional coffee shop layouts and creating wildlines.\n\nFor the security behavior, the team added new wildlines, fixed the transition between \u2018at ease' and \u2018to attention,\u2019 and playtested guard reactions to players moving around or loitering in front of restricted locations.\n\nThe vending-machine usable used in the eat-and-drink NPC flow progressed throughout February. This behavior allows certain NPCs to try to steal items from the usable and get frustrated if their attempt doesn\u2019t succeed. The team also added malfunctions that cause items to not be delivered. Vending machines currently have a placeholder Building Blocks UI that changes whether the NPC is buying or attempting to steal.\n\nFor the medical and worker behaviors, the team began creating proper documentation to allow the Location teams to replicate the respawn vignette in multiple locations around the game.\n\nAI Tech\nAI Tech progressed with the planetary navigation mesh and navigation links discussed in last month\u2019s report.\n\n\u201cWe hope everybody enjoyed our presentation on the recent Inside Star Citizen where we showed the current state of the planetary navigation system. We are now developing a better priority system to help select which tiles should be processed first and are also working on some optimizations when querying navigation data on the planets.\u201d AI Tech\n\nNavigation links were also extended to include an easier way to debug additional markers, enabling the team to identify locations in space that can align specific animations to the environments. For example, when an NPC needs to jump to a rail to climb up to a higher location. In this instance, the character\u2019s hand must perfectly align with the rail asset while using motion-warp technology to account for the required height.\n\nOn the Subsumption side, the team added interesting functionalities to allow mission logic to branch its flow based on what\u2019s happening systemically in the world. They implemented a solution where mission logic can use NPC and EntityTracker variables to \u201clisten\u201d to broadcasted systemic events from specific agents. In support of this, systemic behaviors can now expose the information that they want missions or any other \u201clistener\u201d to be notified of.\n\nDynamic conversations progressed last month too, with the team exposing functionalities for activities to mark up areas where NPCs can talk to each other. When in usables that contain multiple characters, routing functionality retrieves all possible participants and then dynamically spawns conversations relevant to the available characters. NPC trolley push\/pull was also updated - the Subsumption interface now allows the explicit \u2018Push\u2019 semantic as a move request, while improvements were made to path-follower precision.\n\nWhile debugging movement issues related to NPCs ending up outside the playable area, new functionality was added to allow NPCs to store \u2018breadcrumbs.\u2019 This lets them trace back their most recent movements, allowing the team to better investigate what went wrong.\n\nOn the ship side, AI Features continued to work on functionality to allow ships to land anywhere. This month, they focused on dynamically placing landing splines to give a unique flavor to each ship type, as the splines can define some visual style. These splines are procedurally adjusted at runtime so that the environment is correctly evaluated and the spline lands the ship even in locations that contain major obstacles.\n\nNPC locomotion improvements progressed well. 2022\u2019s main initiative is to focus on key topics that the team have wanted to tackle for a while and ensure low-level systems are as robust as expected. For example, this month they focused on improving the basics for NPC-to-NPC collision, implementing a collision resolver that allows NPCs to detect when they're stuck and resolve the situation.\n\nAlongside specific locomotion work, improvements to the \u2018look\u2019 and \u2018aim\u2019 components continued so that both can share as much of the same code, and therefore improvements, as possible.\n\nRegarding the ongoing initiative to bring the Subsumption editor inside the main game engine editor, the team are currently in the narrow feedback phase. This involves going over the editor with the designers to fix bugs and address their initial feedback.\n\nAnimation\nThe Animation team worked through issues with vendors, security, vending machines, and cowering\/surrender. They also progressed with general security and emote facial animations.\n\nArt (Characters)\nCharacter Art worked on a Subscriber flightsuit for Q3 and continued to develop the frontier outfits debuting with Pyro. They also created Nine Tails-themed material variants for use later in the year.\n\nConcept Art wrapped up work on a salvage-specialist backpack and a selection of Pyro gang outfits before moving onto frontier outfits with the artists.\n\nArt (Ships)\nThe UK-based Ship team progressed with the MISC Hull A, finalizing the interior lighting, completing LODs, and working on the damage pass.\n\nThe RSI Scorpius is close to final-art complete. The wings were finished and added to the main body with working animations, while the cockpit is currently in the polish phase with the final details being added. The LOD and damage passes are underway too.\n\nThe Banu Merchantman is now whitebox-complete and due to start greybox. The team are currently researching and developing materials to establish the ship\u2019s final look.\n\nFinally, two unannounced vehicles are approaching greybox and final art respectively. The latter received work on the LODs and will receive final lighting, tints, and damage passes shortly.\n\nIn the US, the team spent most of their time finishing out the Drake Vulture, creating a series of paints and cut-in patterns to allow for a wider range of customization options. After addressing bugs, most of the team moved to finalizing LODs.\n\nThey also worked to create a quality bar for the Drake Corsair. An updated kit was created and the cockpit and mess hall were brought to final art. They also made design changes to the ship\u2019s layout after seeing that some areas were negatively affecting the player experience, such as trapping players in the cockpit and manned turrets.\n\nArt (Weapons)\nThe Weapons team continued to work on the extinguisher required for fire gameplay. They also completed a pass on all iron sights to improve them from gameplay and design standpoints, which will help players fire more accurately.\n\nThey\u2019re currently wrapping up final art on the dedicated salvage tool.\n\nCommunity\nThe Community Team started the month with a Jumptown 2.0 Infographic detailing what was achieved during the Dynamic Event. They also published XenoThreat Overview and New Player comm-links.\n\nThey then looked back to the launch of the most recent patch with the Alpha 3.16 Postmortem before supporting the in-lore Valentine\u2019s Day equivalent, Coramor. They also held a Coramor contest challenging the community to complete Yuri\u2019s final message.\n\nThe team then posed the community\u2019s most-voted questions about Consolidated Outland\u2019s new hoverbike to the developers in the HoverQuad Q&A.\n\nAt the beginning of the February Free Fly, the team supported the community with a detailed event schedule and details of the Free Fly Referral Bonus.\n\nLastly, development of the overhauled Community Hub continues, and the team is very excited to show more on this soon.\n\nEngine\nIn February, the Physics team continued to work on soft bodies. Among other things, the system now allows visual skins to blend between skinned and simmed positions. The stepping rate of soft bodies was also increased to 120 Hz. Work continued on general physics optimizations, while improvements to wheeled vehicles progressed.\n\nOn the renderer, further progress was made on the transition to Gen12: The rendering of brushes into G-buffers is now enabled by default, support for transient vertex and constant buffers was added, and viewport handling in graphics passes improved. Tint support was added for massively instanced objects as well as render proxies. Further progress was made on porting HW skinning to Gen12. Additionally, CGAs can now render into RTTs and closeup RTTs are no longer rendered within the G-buffer stage (instead they will be rendered dynamically in G-buffer or forward stage depending on their distance to the camera). The team is also working to generalize some of the Gen12 concepts and changed the render pass API to be compatible with \u2018VK_KHR_dynamic_rendering\u2019.\n\nRegarding atmosphere and cloud rendering, time was spent porting code over to Gen12. Planet terrain height maps (used for various effects including large-scale planet terrain shadows, VFX spawning, and ground fog) already render using the new Gen12 pass. This work will be completed shortly, after which passes for atmosphere, clouds, ground fog, and planet terrain shadows will be converted.\n\nWith the introduction of entity-centric component updates last month, time was spent further revising and improving related systems, such as the ECUS inspector. Contention in zone host updates was improved and update calls of various systems were shuffled around to reduce (or even prevent) stalls. Further optimizations include the deactivation of thread safety around function static variables on Linux DGS builds (matching the behavior of the Windows game client).\n\n\u201cWe'll be monitoring the gains once live in the PU and are confident they will help server performance.\u201d Engine Team\n\nAdditional improvements were made to the profiling tools and their integration into the engine along with collected telemetry visualization. Lastly, the team continued to refactor some of the engine's main header files. They\u2019re running include-what-you-use passes to further reduce header dependencies and improve compilation times. Support was also given to Alpha 3.16 and 3.17.\n\nFeatures (Characters & Weapons)\nThroughout February, the Features team continued to develop salvage gameplay.\n\n\u201cThe use of damage mapping, which was mentioned in a previous report, is showing a lot of promise. However, there is still work to be done to reach the level of fidelity and persistence we are looking for visually. The actual gameplay is progressing well too.\u201d Features Team\n\nCurrently, the Multi-Tool (with salvage attachment) is used to salvage material from physical parts with damage maps and reapply the same material to repair them. Work also began on a dedicated salvage\/repair tool that will offer better stats compared to the Multi-Tool attachment.\n\nOn the technical side, the team looked into improving movement synchronization when viewing other players. The priority is always to tackle complete-desync bugs where a player doesn't appear at all in the correct place, though this work involves improving how other players appear on a client's screen. The team are aiming to achieve improved fidelity without increasing latency and last month saw locally simulated characters reliably playing locomotion stop animations.\n\nFeatures (Gameplay)\nThe EU PU team continued their polish work and integration tasks for refueling, which is launching in Alpha 3.17. Development also continued on the life support system and engineering gameplay. The team also took over vehicle functionalities for the salvage mechanic.\n\nFeatures (Vehicles)\nThe Vehicle Feature team focused on technical initiatives for future releases throughout February. This included the transit system, which requires a rework to function under server meshing. This is because transit carriages need to simulate and continue operating when no one is around. This was previously solved by ensuring the carriages never stream out, unlike most objects. However, this isn\u2019t possible with server meshing, so the team are exploring solutions to allow them to simulate when no one is around.\n\nImprovements were also made to restricted areas, which involved reworking tools for the level designers to create restricted areas faster and easier. However, this will result in functional changes for players at some point. Minor improvements and updates were also made to features relating to upcoming ships.\n\nGraphics & VFX Programming\nThe Graphics team continued their push on the Gen12 renderer, with a large portion of scene rendering enabled in the main branch. While this doesn\u2019t have all the optimizations yet, it\u2019s a crucial first step in seeing significant performance improvements. They\u2019re currently awaiting engine optimizations on the main thread so they can get the most from the Gen12 improvements.\n\n\nBoth the Graphics and VFX Programming teams focused on improving the damage map system for the salvage and repair mechanics. These changes are extensive and require emulating the damage map system on the CPU as the server doesn\u2019t have a GPU. They added various acceleration structures to keep things performant and compressed the data so it can be efficiently transferred over the network.\n\n\nThe team also continued making the shader authoring process more modular, developing the fire hazard system, and improving the auto test system to ensure they don\u2019t introduce instability to the rest of the development team.\n\nLighting\nLighting began working on a major event planned for later in the year, progressing with various minor areas before the key locations are available for a full pass.\n\nProgress was made on Pyro\u2019s space stations, with the team focusing on look-dev work towards the colder and less hospitable corners of the locations.\n\nLocations\nFebruary saw the Montreal-based team complete their work on the new medical locations, with the Maria Pure of Heart hospital on Lorville and the space clinic variations now ready for release. Levski\u2019s hospital is considered complete for the time being, though the team will return for a final polish and debug pass closer to its release.\n\nAfter completing the medical locations the team moved onto derelict settlements, completing the whitebox stage for the first proof-of-concept location based around a crashed Aegis Reclaimer. This first settlement is a way to build and validate a full production pipeline to eventually produce derelict settlements on a larger scale. The Art team is creating the visual target, the Design team began learning the mission system and Subsumption to allow them to populate the locations with gameplay, and the Tools team is building a suite of procedural tools to improve productivity and quality. The artists also began looking at a potential crash site with the Crusader Mercury and Origin 600i.\n\nA rework of Lorville\u2019s cityscape kicked off too. The objective is to first upgrade the visual quality of the cityscape and then pave the way for larger buildings with interiors. The current scale of the buildings prevents building interiors with gameplay inside them. By scaling them up, the team will be able to add interiors as needed.\n\nSandbox 1\nThe Sandbox team moved the new outposts down the pipeline and began playtesting with the wider team. Outposts are being placed on Pyro 3 for initial testing and layouts. Makeup and composition progressed, with Design iterating on feedback to the solidify gameplay experience.\n\n\u201cThere\u2019s still a way to go to a polished experience but it\u2019s great to be able to play this as a more complete product than we have in the past.\u201d Sandbox Team\n\nThe team also began to add a wider variety of static modules to mix up the sub-themes scattered around the outskirts of the outposts.\n\nElsewhere, Art began early whitebox on derelict outpost variations. The team want to give a feeling of age and history, so they\u2019re creating several smaller exploration-driven spaces alongside the main occupied buildings.\n\nFurther work was done on Pyro\u2019s skybox and Stanton\u2019s Lagrange points too. The team also began pre-production on a wider variety of space debris and interesting space structures that will allow them to create more interesting exploration opportunities in space.\n\nNarrative\nNarrative continued scripting and capturing dialogue for an upcoming Dynamic Event. With multiple characters and several non-linear objectives, it\u2019s one of the more complicated event scripts to date and required close coordination to ensure that every possible gameplay trigger was accounted for.\n\nThe team also supported Design on various upcoming features, like refueling, that require text, hints, and items. Additionally, new documentation was created for branding and environmental storytelling throughout the universe, including the Pyro system. Another focus was on proposing new mission character archetypes, with the hopes of eventually populating locations with new ways to interact with NPCs and find missions.\n\nThe team also continued to release lore, with February bringing a new episode of Plain Truth discussing the CDF\u2019s recent efforts against XenoThreat and numerous new Galactapedia entries.\n\nPlayer Relations\nPlayer Relations spent February focusing on assisting players during the Xenothreat, Jumptown 2.0, and Free Fly events.\n\nThe team are also recruiting extensively for Live QA, tripling the number of team members to improve service stability and publish quality.\n\nProps\nProps spent February supporting Pyro\u2019s space stations and appeared on Star Citizen Live to share some of their progress. They also completed props for events coming later in the year.\n\nQA\nQA\u2019s primary publishing focus throughout February was on supporting live hotfixes and issues.\n\nFor development, they planned the publishing handoff process for the Alpha 3.17 patches alongside completing QATRs, new branching procedures, and checklists. The team\u2019s branching policies were also revamped, and a branching checklist was created for use once integrations are complete to ensure the most stable and bug-free branch possible.\n\nSystemic Services & Tools\nSystemic Services & Tools (SST) continued to work on various internal tools, wrapping up the development of automation and scheduling for Dynamic Events, which will be used when manual activation isn't appropriate.\n\nService-wise, they expanded the NPC tracker service to include various in-game events and make them available for future use.\n\nSupport for the selling feature continued, with SST working closely with the gameplay teams on the final elements, edge cases, and general polish.\n\nTech Animation\nFollowing the upgrade to Maya 2022.3, Tech Animation took time to debug various issues, including one that caused Maya to freeze intermittently.\n\nAfter this, they continued to drive the upgrade to the in-house DNA system.\n\n\u201cThis has been an incredibly long process to refactor the systems to be data-driven and it\u2019s very near to completion. Just a few tasks remain for us before we're able to commit to the testing procedure and integration into the main game.\u201d Tech Animation\n\nThey also continued to process head assets in-house. They're trialing the scan processing, extraction algorithms, and toolsets with a completely new head asset with the aim to achieve a 1:1 likeness with the actor while retaining cross-rig animation compatibility.\n\nTech Animation also supported many other teams with their initiatives, including animation implementation and debug, animated asset creation, and the toolsets around these teams. This included outsourced vendor toolset collation, generation, and support.\n\nFebruary saw the team kick off new initiatives to speed up the animator\u2019s workflow and offer new solutions to issues they have with some current pipelines. Firstly, an engine animation file importer that will give the team new ways to save or regenerate source data directly from engine animation, with the goal to be able to record animations in-engine and recreate them in Maya.\n\nSecondly, they\u2019re looking to create tooling to recreate and effectively import assets directly from the engine. They supported a loadout system in the Maya animation toolset that uses source data (Maya files) to add to and change the rig that the animators interact with. This allows them to animate to the attire that the character will be animated with in-game and achieve a higher fidelity of interaction.\n\nTools (Montreal)\nIn Montreal, the Tools team moved almost entirely onto the Mighty Bridge tech mentioned in last month's report, which will speed up development of the procedural location tool.\n\nThey also supported the Locations team with derelict settlements, iterating on tools to help with asset scattering. The Art team will use this tool to quickly scatter assets like ship debris and VFX to create interesting-looking locations. This tool will also be used in the production of other locations, like derelict outposts.\n\nTurbulent (Game Services)\nTurbulent\u2019s Online Services team split their time between anti-cheat, login flow, and reputation system initiatives:\n\nFor anti-cheat, they implemented the new SDK to solve issues for Linux and Windows users using special characters. Anti-cheat logs have also been closely monitored and several hotfixes were made in preparation for infraction enforcement.\n\nThe login and document services were finalized for the overall login flow. These services constitute around a third of the overall effort needed for this project that aims to improve performance and fits into the wider global server-meshing project.\n\nFollowing significant engagement during community events, performance improvements were made to the reputation service. The team also took the opportunity to shift the stack to follow changes in the stack made for server meshing.\n\nThe Live Tools team transitioned one of the key dev tools to new hosting technology, delivering minor feature improvements along the way. The Hex project (Game Master tool) made significant progress throughout the month, shifting the network operation center to its new UI and enabling all other tools in Hex to leverage the new UI structure.\n\nTurbulent (Web Platform)\nLast month, Turbulent pushed forward with backlog and tech-debt cleanup in preparation for the year ahead. They also worked to resolve current issues as well as expand the library to evolve components and give a more structured design system. They also prepared for upcoming in-game events, adding new features to better showcase vehicles.\n\nUI\nIn February, the UI team progressed with the visuals and underlying features of the new Starmap. This included creating an in-editor concept and implementing the controls and marker icon transitions.\n\nUI also began converting the visor and lens to Building Blocks, with many of the actor widgets being completed. Additional polish on the medical screens was undertaken, including new idle animations for the character model representing the player\u2019s body. The UI Feature team made the final polish and bug-fixing passes on refueling too.\n\nThe UI Tech team continued refactoring the AR marker system, with the UI artists creating different icons. The functionality and developer experience for Building Blocks was further developed, with a variety of feature requests completed throughout the month.\n\nVehicle Tech\nVehicle Tech began February by fixing bugs for an upcoming release, including many issues involving network sync, vehicle damage, doors and elevators, and itemport validations.\n\nImproved tools are being made to make implementing and fixing issues with doors and elevators easier, both within vehicles and space stations. When complete, it will help the developers fix issues without having to know the technical properties of these highly logic-driven items.\n\nVFX\nLast month, VFX continued their work on salvage effects, including using particle emitter strength curves to show when there\u2019s nothing left to salvage in a chosen area. Aside from the gaping hole in the hull, the ember and particulate matter will stop spawning from the impact area. The artists are collaborating with the Weapons Feature team to create the best possible player experience when this feature goes live in a future release.\n\nElsewhere, pre-production was completed and production began on the MISC Hull A. An effects pass was done on the Maria Pure of Heart hospital, including a purification scanner that sterilizes the player when passing through the entrance. Effects support was given to a new destructible prop too.","de_DE":"PU-Monatsbericht\nFebruar 2022\nDer Monatsbericht f\u00fcr Februar beschreibt die Arbeit der Entwickler f\u00fcr die kommende Alpha 3.17, Verbesserungen am Schadenskartensystem und den Bergungseffekten, den Fortschritt auf Pyros Raumstationen und mehr. Lies weiter, um alle Details zu erfahren.\n\nKI-Inhalt\nAI Content hat damit begonnen, den ersten Durchgang des Kaffeehausverk\u00e4ufers abzuschlie\u00dfen. Dies ist ein Beispiel daf\u00fcr, wie das bestehende Barkeeperverhalten (mit kleinen Erweiterungen) genutzt wird, um verschiedene Shop-Erlebnisse zu erm\u00f6glichen. In diesem Fall wurden zus\u00e4tzliche Inhalte nur in den Bereichen Kunst, Animation und Leveldesign ben\u00f6tigt. Das Team f\u00fcgte au\u00dferdem Partikeleffekte hinzu, richtete VFX-Animationstrigger ein und f\u00fcgte das Counter-Terminal hinzu, um dem Verk\u00e4ufer mehr Leerlauf zu erm\u00f6glichen. Zurzeit arbeiten sie an weiteren Coffeeshop-Layouts und erstellen Wildlines.\n\nF\u00fcr das Sicherheitsverhalten f\u00fcgte das Team neue Wildlinien hinzu, korrigierte den \u00dcbergang zwischen \"entspannt\" und \"aufmerksam\" und testete die Reaktionen der Wachen auf Spieler, die sich bewegen oder vor gesperrten Orten herumlungern.\n\nDer Verkaufsautomat, der f\u00fcr den Essen-und-Trinken-NSC-Fluss verwendet wird, wurde im Februar weiterentwickelt. Dadurch k\u00f6nnen bestimmte NSCs versuchen, Gegenst\u00e4nde aus dem Automaten zu stehlen und sind frustriert, wenn ihr Versuch scheitert. Das Team f\u00fcgte auch Fehlfunktionen hinzu, die dazu f\u00fchren, dass Gegenst\u00e4nde nicht ausgeliefert werden. Verkaufsautomaten haben derzeit eine Platzhalter-Baustein-UI, die sich \u00e4ndert, wenn der NSC kauft oder versucht zu stehlen.\n\nF\u00fcr die Verhaltensweisen von Medizinern und Arbeitern hat das Team damit begonnen, die richtige Dokumentation zu erstellen, damit die Standortteams die Respawn-Vignette an verschiedenen Orten im Spiel nachbauen k\u00f6nnen.\n\nKI-Technik\nDie KI-Techniker machten Fortschritte bei der Entwicklung des planetarischen Navigationsnetzes und der Navigationslinks, die im letzten Bericht beschrieben wurden.\n\n\"Wir hoffen, dass euch unsere Pr\u00e4sentation auf der letzten Inside Star Citizen gefallen hat, in der wir den aktuellen Stand des planetaren Navigationssystems gezeigt haben. Wir entwickeln jetzt ein besseres Priorit\u00e4tssystem, um auszuw\u00e4hlen, welche Kacheln zuerst bearbeitet werden sollen, und arbeiten au\u00dferdem an einigen Optimierungen bei der Abfrage von Navigationsdaten auf den Planeten.\" KI-Technik\n\nDie Navigationsverkn\u00fcpfungen wurden auch erweitert, um zus\u00e4tzliche Markierungen einfacher zu debuggen. So kann das Team Orte im Weltraum identifizieren, die bestimmte Animationen auf die Umgebungen abstimmen k\u00f6nnen. Zum Beispiel, wenn ein NSC auf eine Schiene springen muss, um an einen h\u00f6her gelegenen Ort zu gelangen. In diesem Fall muss die Hand des Charakters perfekt an der Schiene ausgerichtet werden, w\u00e4hrend die Motion-Warp-Technologie die erforderliche H\u00f6he ber\u00fccksichtigt.\n\nAuf der Subsumtionsseite hat das Team interessante Funktionen hinzugef\u00fcgt, die es der Missionslogik erm\u00f6glichen, ihren Fluss auf der Grundlage von systemischen Ereignissen in der Welt zu verzweigen. Sie haben eine L\u00f6sung implementiert, bei der die Missionslogik NPC- und EntityTracker-Variablen nutzen kann, um auf systemische Ereignisse von bestimmten Agenten zu \"h\u00f6ren\". So k\u00f6nnen systemische Verhaltensweisen die Informationen preisgeben, \u00fcber die sie Missionen oder andere \"Zuh\u00f6rer\" benachrichtigen wollen.\n\nDynamische Unterhaltungen wurden im letzten Monat ebenfalls vorangetrieben, indem das Team Funktionen f\u00fcr Aktivit\u00e4ten freigab, um Bereiche zu markieren, in denen NSCs miteinander reden k\u00f6nnen. Bei Aktivit\u00e4ten, die mehrere Charaktere enthalten, werden durch die Routing-Funktionalit\u00e4t alle m\u00f6glichen Teilnehmer\/innen abgerufen und dann dynamisch Unterhaltungen f\u00fcr die verf\u00fcgbaren Charaktere erzeugt. Auch das Schieben\/Ziehen von NSC-Wagen wurde aktualisiert - die Subsumption-Schnittstelle erlaubt jetzt die explizite Semantik \"Schieben\" als Bewegungsanforderung, w\u00e4hrend die Pr\u00e4zision der Pfadverfolger verbessert wurde.\n\nBei der Behebung von Bewegungsproblemen im Zusammenhang mit NSCs, die au\u00dferhalb des spielbaren Bereichs landen, wurde eine neue Funktion hinzugef\u00fcgt, mit der NSCs \"Brotkr\u00fcmel\" speichern k\u00f6nnen. So k\u00f6nnen sie ihre letzten Bewegungen zur\u00fcckverfolgen und das Team kann besser herausfinden, was schief gelaufen ist.\n\nAuf der Schiffsseite arbeiteten die KI-Funktionen weiter daran, dass Schiffe \u00fcberall landen k\u00f6nnen. In diesem Monat konzentrierten sie sich auf die dynamische Platzierung von Landungssplines, um jedem Schiffstyp eine einzigartige Note zu verleihen, da die Splines einen gewissen visuellen Stil definieren k\u00f6nnen. Diese Splines werden zur Laufzeit prozedural angepasst, so dass die Umgebung korrekt ausgewertet wird und der Spline das Schiff auch an Orten mit gro\u00dfen Hindernissen landet.\n\nDie Verbesserungen bei der Fortbewegung von NSCs sind gut vorangekommen. Die Hauptinitiative des Jahres 2022 besteht darin, sich auf wichtige Themen zu konzentrieren, die das Team schon l\u00e4nger angehen wollte, und sicherzustellen, dass die Low-Level-Systeme so robust sind wie erwartet. Diesen Monat haben sie sich zum Beispiel darauf konzentriert, die Grundlagen f\u00fcr Kollisionen zwischen NSCs zu verbessern und einen Kollisionsaufl\u00f6ser zu implementieren, mit dem NSCs erkennen k\u00f6nnen, wenn sie feststecken und die Situation aufl\u00f6sen.\n\nNeben der spezifischen Arbeit an der Fortbewegung wurden auch die Komponenten \"Aussehen\" und \"Zielen\" weiter verbessert, damit beide so viel Code und damit Verbesserungen wie m\u00f6glich gemeinsam nutzen k\u00f6nnen.\n\nWas die laufende Initiative betrifft, den Subsumption-Editor in den Editor der Spiel-Engine zu integrieren, befindet sich das Team derzeit in der engen Feedback-Phase. Dabei geht es darum, den Editor mit den Designern durchzugehen, um Fehler zu beheben und auf ihr erstes Feedback einzugehen.\n\nAnimation\nDas Animationsteam arbeitete an Problemen mit Verk\u00e4ufern, Sicherheit, Automaten und Cowering\/Surrender. Au\u00dferdem wurden Fortschritte bei der allgemeinen Sicherheit und den Emote-Gesichtsanimationen gemacht.\n\nKunst (Charaktere)\nCharacter Art arbeitete an einem Subscriber-Fluganzug f\u00fcr Q3 und setzte die Entwicklung der Frontier-Outfits fort, die mit Pyro deb\u00fctierten. Au\u00dferdem haben sie Materialvarianten f\u00fcr Nine Tails erstellt, die im Laufe des Jahres zum Einsatz kommen sollen.\n\nConcept Art beendete die Arbeit an einem Rucksack f\u00fcr Bergungsspezialisten und an einer Auswahl von Pyro-Gang-Outfits, bevor sie sich gemeinsam mit den K\u00fcnstlern den Grenzoutfits zuwandten.\n\nKunst (Schiffe)\nDas in Gro\u00dfbritannien ans\u00e4ssige Schiffsteam arbeitete an der MISC-H\u00fclle A weiter, schloss die Innenbeleuchtung ab, vervollst\u00e4ndigte die LODs und arbeitete am Schadenspass.\n\nDie RSI Scorpius steht kurz vor der Fertigstellung. Die Fl\u00fcgel wurden fertiggestellt und mit funktionierenden Animationen zum Hauptk\u00f6rper hinzugef\u00fcgt, w\u00e4hrend sich das Cockpit derzeit in der Polishing-Phase befindet und die letzten Details hinzugef\u00fcgt werden. Die LOD- und Schadenspasses sind ebenfalls in Arbeit.\n\nDer Banu Merchantman ist jetzt in der Whitebox fertiggestellt und soll in die Greybox gehen. Das Team erforscht und entwickelt derzeit Materialien, um das endg\u00fcltige Aussehen des Schiffes zu gestalten.\n\nSchlie\u00dflich n\u00e4hern sich zwei unangek\u00fcndigte Fahrzeuge der Greybox bzw. der endg\u00fcltigen Gestaltung. An letzteren wurde an den LODs gearbeitet und sie werden in K\u00fcrze die endg\u00fcltige Beleuchtung, die T\u00f6nung und die Schadensbilder erhalten.\n\nIn den USA hat das Team die meiste Zeit damit verbracht, den Drake Vulture fertigzustellen und eine Reihe von Farben und Schnittmustern zu erstellen, um eine gr\u00f6\u00dfere Auswahl an Anpassungsm\u00f6glichkeiten zu erm\u00f6glichen. Nach der Beseitigung von Fehlern widmete sich der Gro\u00dfteil des Teams der Fertigstellung der LODs.\n\nSie arbeiteten auch daran, eine Qualit\u00e4tslatte f\u00fcr den Drake Corsair zu schaffen. Es wurde ein aktualisierter Bausatz erstellt und das Cockpit und die Kantine wurden in die endg\u00fcltige Form gebracht. Das Team nahm auch Design\u00e4nderungen am Layout des Schiffes vor, nachdem es festgestellt hatte, dass einige Bereiche das Spielerlebnis negativ beeinflussten, wie z. B. das Einschlie\u00dfen der Spieler im Cockpit und den bemannten Gesch\u00fctzt\u00fcrmen.\n\nKunst (Waffen)\nDas Waffenteam arbeitete weiter an dem Feuerl\u00f6scher, der f\u00fcr das Feuerspiel ben\u00f6tigt wird. Au\u00dferdem wurden alle Eisenzielger\u00e4te \u00fcberarbeitet, um sie aus Sicht des Gameplays und des Designs zu verbessern, damit die Spieler\/innen noch genauer schie\u00dfen k\u00f6nnen.\n\nDas Team arbeitet derzeit an der endg\u00fcltigen Gestaltung des Bergungswerkzeugs.\n\nCommunity\nDas Community-Team hat den Monat mit einer Infografik zu Jumptown 2.0 begonnen, in der die Errungenschaften des Dynamic Events ausf\u00fchrlich beschrieben werden. Au\u00dferdem haben sie einen \u00dcberblick \u00fcber XenoThreat und Links f\u00fcr neue Spieler ver\u00f6ffentlicht.\n\nDann blickten sie mit dem Alpha 3.16 Postmortem auf den Start des letzten Patches zur\u00fcck, bevor sie das Valentinstags-\u00c4quivalent Coramor unterst\u00fctzten. Sie veranstalteten auch einen Coramor-Wettbewerb, bei dem die Community aufgefordert wurde, Juris letzte Botschaft zu vervollst\u00e4ndigen.\n\nAnschlie\u00dfend stellte das Team den Entwicklern in der HoverQuad Q&A die meistgestellten Fragen der Community zum neuen Hoverbike von Consolidated Outland.\n\nZu Beginn des Free Fly im Februar unterst\u00fctzte das Team die Community mit einem detaillierten Eventplan und Details zum Free Fly Empfehlungsbonus.\n\nAu\u00dferdem geht die Entwicklung des \u00fcberarbeiteten Community Hubs weiter und das Team freut sich darauf, bald mehr dar\u00fcber zu berichten.\n\nEngine\nIm Februar hat das Physik-Team weiter an den Weichk\u00f6rpern gearbeitet. Unter anderem erlaubt das System jetzt, dass visuelle Skins zwischen geskinnten und gesimten Positionen \u00fcbergehen. Au\u00dferdem wurde die Schrittfrequenz von Soft Bodies auf 120 Hz erh\u00f6ht. Die Arbeit an den allgemeinen Optimierungen der Physik wurde fortgesetzt, w\u00e4hrend die Verbesserungen an den Radfahrzeugen vorankamen.\n\nBeim Renderer wurden weitere Fortschritte bei der Umstellung auf Gen12 gemacht: Das Rendern von Pinseln in G-Buffer ist jetzt standardm\u00e4\u00dfig aktiviert, Unterst\u00fctzung f\u00fcr transiente Vertex- und Konstantpuffer wurde hinzugef\u00fcgt und das Viewport-Handling in Grafikp\u00e4ssen verbessert. Die Unterst\u00fctzung f\u00fcr Tinting wurde f\u00fcr massiv instanzierte Objekte und Render-Proxys hinzugef\u00fcgt. Weitere Fortschritte wurden bei der Portierung von HW-Skinning auf Gen12 gemacht. Au\u00dferdem k\u00f6nnen CGAs jetzt in RTTs gerendert werden und RTTs aus der N\u00e4he werden nicht mehr in der G-Buffer-Stage gerendert (stattdessen werden sie dynamisch in der G-Buffer- oder Forward-Stage gerendert, je nach Abstand zur Kamera). Das Team arbeitet au\u00dferdem daran, einige der Gen12-Konzepte zu verallgemeinern und hat die Renderpass-API ge\u00e4ndert, damit sie mit \"VK_KHR_dynamic_rendering\" kompatibel ist.\n\nF\u00fcr das Rendering von Atmosph\u00e4re und Wolken wurde Zeit aufgewendet, um den Code auf Gen12 zu portieren. Die H\u00f6henkarten des Planetengel\u00e4ndes (die f\u00fcr verschiedene Effekte wie gro\u00dffl\u00e4chige Schatten auf dem Planetengel\u00e4nde, VFX-Spawning und Bodennebel verwendet werden) werden bereits mit dem neuen Gen12-Pass gerendert. Diese Arbeit wird in K\u00fcrze abgeschlossen sein. Danach werden die P\u00e4sse f\u00fcr die Atmosph\u00e4re, die Wolken, den Bodennebel und die Schatten des Planetengel\u00e4ndes konvertiert.\n\nMit der Einf\u00fchrung der entit\u00e4tszentrierten Komponenten-Updates im letzten Monat wurde die Zeit genutzt, um damit verbundene Systeme wie den ECUS-Inspektor weiter zu \u00fcberarbeiten und zu verbessern. Der Wettbewerb bei der Aktualisierung von Zonenhosts wurde verbessert und die Aktualisierungsaufrufe verschiedener Systeme wurden so umgestellt, dass sie weniger oder gar nicht mehr ins Stocken geraten. Zu den weiteren Optimierungen geh\u00f6rt die Deaktivierung der Thread-Sicherheit f\u00fcr statische Funktionsvariablen in Linux-DGS-Builds (entsprechend dem Verhalten des Windows-Spielclients).\n\n\"Wir werden die Verbesserungen \u00fcberwachen, sobald sie in der PU live sind, und sind zuversichtlich, dass sie die Serverleistung verbessern werden.\" Engine-Team\n\nWeitere Verbesserungen wurden an den Profiling-Tools und ihrer Integration in die Engine vorgenommen, ebenso wie an der Visualisierung der gesammelten Telemetriedaten. Schlie\u00dflich hat das Team einige der wichtigsten Header-Dateien der Engine \u00fcberarbeitet. Sie f\u00fchren \"include-what-you-use\"-Durchl\u00e4ufe durch, um die Abh\u00e4ngigkeiten von Headern weiter zu reduzieren und die Kompilierungszeiten zu verbessern. Au\u00dferdem wurde die Unterst\u00fctzung f\u00fcr Alpha 3.16 und 3.17 bereitgestellt.\n\nFeatures (Charaktere und Waffen)\nIm Februar hat das Features-Team die Entwicklung des Bergungsspiels fortgesetzt.\n\n\"Die Verwendung von Schadenskartierung, die in einem fr\u00fcheren Bericht erw\u00e4hnt wurde, ist sehr vielversprechend. Es gibt jedoch noch einiges zu tun, um die von uns angestrebte Wiedergabetreue und Ausdauer zu erreichen. Auch das eigentliche Gameplay macht gute Fortschritte.\" Features Team\n\nZurzeit wird das Multi-Tool (mit Bergungsaufsatz) verwendet, um Material von physischen Teilen mit Schadenskarten zu bergen und dasselbe Material erneut anzuwenden, um sie zu reparieren. Au\u00dferdem wurde mit der Arbeit an einem eigenen Bergungs-\/Reparaturwerkzeug begonnen, das im Vergleich zum Multi-Tool-Aufsatz bessere Werte bieten wird.\n\nAuf der technischen Seite hat sich das Team mit der Verbesserung der Bewegungssynchronisation beim Betrachten anderer Spieler\/innen besch\u00e4ftigt. Vorrangig geht es darum, Fehler bei der vollst\u00e4ndigen Synchronisierung zu beheben, bei denen ein Spieler oder eine Spielerin gar nicht an der richtigen Stelle erscheint, obwohl diese Arbeit auch eine Verbesserung der Darstellung anderer Spieler\/innen auf dem Bildschirm des Clients beinhaltet. Das Team strebt eine verbesserte Wiedergabetreue an, ohne die Latenzzeit zu erh\u00f6hen. Letzten Monat konnten lokal simulierte Charaktere zuverl\u00e4ssig Bewegungsstopp-Animationen abspielen.\n\nFeatures (Gameplay)\nDas EU-PU-Team setzte die Feinarbeiten und Integrationsaufgaben f\u00fcr die Betankung fort, die in Alpha 3.17 eingef\u00fchrt wird. Au\u00dferdem wurde die Entwicklung des Lebenserhaltungssystems und des Gameplays f\u00fcr die Technik fortgesetzt. Das Team hat au\u00dferdem Fahrzeugfunktionen f\u00fcr die Bergungsmechanik \u00fcbernommen.\n\nFeatures (Fahrzeuge)\nDas Team f\u00fcr Fahrzeugfunktionen konzentrierte sich im Februar auf technische Initiativen f\u00fcr zuk\u00fcnftige Ver\u00f6ffentlichungen. Dazu geh\u00f6rte das Transitsystem, das \u00fcberarbeitet werden muss, damit es unter Server-Meshing funktioniert. Der Grund daf\u00fcr ist, dass die Transitwagen simulieren und weiterfahren m\u00fcssen, wenn niemand in der N\u00e4he ist. Bisher wurde dies dadurch gel\u00f6st, dass die Waggons im Gegensatz zu den meisten Objekten nie auslaufen. Das ist bei der Serververmaschung jedoch nicht m\u00f6glich, also sucht das Team nach L\u00f6sungen, die es ihnen erm\u00f6glichen, zu simulieren, wenn niemand in der N\u00e4he ist.\n\nAuch die Sperrgebiete wurden verbessert, indem die Werkzeuge f\u00fcr die Leveldesigner \u00fcberarbeitet wurden, um Sperrgebiete schneller und einfacher zu erstellen. Dies wird jedoch irgendwann zu funktionalen \u00c4nderungen f\u00fcr die Spieler\/innen f\u00fchren. Geringf\u00fcgige Verbesserungen und Aktualisierungen gab es auch bei den Funktionen f\u00fcr die kommenden Schiffe.\n\nGrafik & VFX-Programmierung\nDas Grafikteam hat weiter am Gen12-Renderer gearbeitet und einen gro\u00dfen Teil des Szenen-Renderings im Hauptzweig aktiviert. Das sind zwar noch nicht alle Optimierungen, aber es ist ein wichtiger erster Schritt zu deutlichen Leistungsverbesserungen. Derzeit warten sie auf Engine-Optimierungen im Hauptzweig, damit sie das Beste aus den Gen12-Verbesserungen herausholen k\u00f6nnen.\n\n\nSowohl das Grafik- als auch das VFX-Programmierteam haben sich auf die Verbesserung des Schadenskartensystems f\u00fcr die Bergungs- und Reparaturmechanik konzentriert. Diese \u00c4nderungen sind umfangreich und erfordern die Emulation des Schadenskartensystems auf der CPU, da der Server keinen Grafikprozessor hat. Sie f\u00fcgten verschiedene Beschleunigungsstrukturen hinzu, um die Leistung zu erh\u00f6hen, und komprimierten die Daten, damit sie effizient \u00fcber das Netzwerk \u00fcbertragen werden k\u00f6nnen.\n\n\nDas Team hat au\u00dferdem den Shader-Authoring-Prozess weiter modularisiert, das Feuergefahrensystem entwickelt und das Autotestsystem verbessert, um sicherzustellen, dass das restliche Entwicklungsteam keine Instabilit\u00e4t erf\u00e4hrt.\n\nBeleuchtung\nDas Beleuchtungsteam hat mit der Arbeit an einem gro\u00dfen Event begonnen, das f\u00fcr sp\u00e4ter im Jahr geplant ist, und arbeitet an verschiedenen kleineren Bereichen, bevor die Schl\u00fcsselstellen f\u00fcr einen vollst\u00e4ndigen Durchlauf verf\u00fcgbar sind.\n\nAn den Raumstationen von Pyro wurden Fortschritte gemacht, wobei sich das Team auf die Verbesserung des Aussehens in den k\u00e4lteren und weniger einladenden Ecken der Orte konzentrierte.\n\nStandorte\nIm Februar schloss das Team in Montreal seine Arbeit an den neuen medizinischen Standorten ab. Das Krankenhaus Maria Reines Herz auf Lorville und die Variationen der Weltraumklinik sind nun bereit zur Ver\u00f6ffentlichung. Das Levski-Krankenhaus gilt vorerst als fertiggestellt, aber das Team wird kurz vor der Ver\u00f6ffentlichung noch einmal f\u00fcr einen letzten Feinschliff und eine Fehlersuche zur\u00fcckkehren.\n\nNach der Fertigstellung der medizinischen Einrichtungen wandte sich das Team den verlassenen Siedlungen zu und schloss die Whitebox-Phase f\u00fcr die erste Proof-of-Concept-Siedlung ab, die auf einem abgest\u00fcrzten Aegis-Reclaimer basiert. Diese erste Siedlung ist eine M\u00f6glichkeit, eine vollst\u00e4ndige Produktionspipeline aufzubauen und zu validieren, um schlie\u00dflich verlassene Siedlungen in gr\u00f6\u00dferem Ma\u00dfstab zu produzieren. Das Art-Team entwirft das visuelle Ziel, das Design-Team hat damit begonnen, das Missionssystem und die Subsumption zu erlernen, um die Orte mit Gameplay zu bev\u00f6lkern, und das Tools-Team entwickelt eine Reihe von prozeduralen Tools, um die Produktivit\u00e4t und Qualit\u00e4t zu verbessern. Die K\u00fcnstler haben auch damit begonnen, eine m\u00f6gliche Absturzstelle mit dem Crusader Mercury und dem Origin 600i zu untersuchen.\n\nAuch die \u00dcberarbeitung von Lorvilles Stadtbild wurde in Angriff genommen. Das Ziel ist es, zun\u00e4chst die visuelle Qualit\u00e4t des Stadtbildes zu verbessern und dann den Weg f\u00fcr gr\u00f6\u00dfere Geb\u00e4ude mit Innenr\u00e4umen zu ebnen. Die derzeitige Gr\u00f6\u00dfe der Geb\u00e4ude verhindert, dass Innenr\u00e4ume mit Gameplay darin gebaut werden k\u00f6nnen. Durch die Vergr\u00f6\u00dferung wird das Team in der Lage sein, Innenr\u00e4ume nach Bedarf hinzuzuf\u00fcgen.\n\nSandkasten 1\nDas Sandbox-Team hat die neuen Au\u00dfenposten in die Pipeline gebracht und mit dem Playtesting mit dem breiteren Team begonnen. Die Au\u00dfenposten werden auf Pyro 3 f\u00fcr die ersten Tests und Layouts platziert. Make-up und Komposition wurden weiterentwickelt, wobei das Design auf das Feedback reagierte, um das Spielerlebnis zu festigen.\n\n\"Es ist noch ein weiter Weg bis zu einem ausgefeilten Spielerlebnis, aber es ist gro\u00dfartig, dass wir das Spiel als ein kompletteres Produkt spielen k\u00f6nnen, als wir es in der Vergangenheit getan haben. Sandkasten-Team\n\nDas Team begann auch, eine gr\u00f6\u00dfere Vielfalt an statischen Modulen hinzuzuf\u00fcgen, um die Unterthemen, die in den Au\u00dfenbezirken der Au\u00dfenposten verstreut sind, aufzumischen.\n\nAn anderer Stelle begann Art mit fr\u00fchen Whitebox-Varianten f\u00fcr verlassene Au\u00dfenposten. Das Team m\u00f6chte ein Gef\u00fchl von Alter und Geschichte vermitteln und hat deshalb neben den bewohnten Hauptgeb\u00e4uden mehrere kleinere, erkundungsorientierte R\u00e4ume geschaffen.\n\nAuch an der Skybox von Pyro und den Lagrange-Punkten von Stanton wurde weiter gearbeitet. Au\u00dferdem hat das Team mit der Vorproduktion einer gr\u00f6\u00dferen Anzahl von Weltraumtr\u00fcmmern und interessanten Weltraumstrukturen begonnen, die es ihnen erm\u00f6glichen werden, noch interessantere Erkundungsm\u00f6glichkeiten im Weltraum zu schaffen.\n\nNarrative\nDas Narrative Team hat das Skripting und die Aufnahme von Dialogen f\u00fcr ein bevorstehendes Dynamic Event fortgesetzt. Mit mehreren Charakteren und mehreren nicht-linearen Zielen ist es eines der komplizierteren Event-Skripte und erforderte eine enge Koordination, um sicherzustellen, dass alle m\u00f6glichen Gameplay-Ausl\u00f6ser ber\u00fccksichtigt werden.\n\nDas Team unterst\u00fctzte auch das Design verschiedener kommender Funktionen, wie z. B. das Tanken, f\u00fcr die Texte, Hinweise und Gegenst\u00e4nde ben\u00f6tigt werden. Au\u00dferdem wurden neue Dokumentationen f\u00fcr das Branding und das Environmental Storytelling im gesamten Universum erstellt, darunter auch f\u00fcr das Pyro-System. Ein weiterer Schwerpunkt lag auf dem Vorschlag neuer Missionsarchetypen, um die Orte mit neuen M\u00f6glichkeiten zur Interaktion mit NSCs und zum Finden von Missionen zu f\u00fcllen.\n\nIm Februar gab es eine neue Episode von Plain Truth, in der die j\u00fcngsten Bem\u00fchungen der CDF gegen XenoThreat diskutiert wurden, sowie zahlreiche neue Galactapedia-Eintr\u00e4ge.\n\nSpielerbeziehungen\nDie Abteilung f\u00fcr Spielerbeziehungen konzentrierte sich im Februar auf die Unterst\u00fctzung der Spieler w\u00e4hrend der Xenothreat-, Jumptown 2.0- und Free Fly-Events.\n\nDas Team rekrutiert au\u00dferdem intensiv f\u00fcr die Live-Qualit\u00e4tssicherung und verdreifacht die Anzahl der Teammitglieder, um die Stabilit\u00e4t der Dienste und die Qualit\u00e4t der Ver\u00f6ffentlichungen zu verbessern.\n\nProps\nDie Requisiteure haben den Februar damit verbracht, die Raumstationen von Pyro zu unterst\u00fctzen und waren bei Star Citizen Live zu Gast, um einige ihrer Fortschritte zu zeigen. Au\u00dferdem haben sie Requisiten f\u00fcr Events fertiggestellt, die sp\u00e4ter im Jahr stattfinden.\n\nQA\nQA hat sich im Februar vor allem auf die Ver\u00f6ffentlichung von Live-Hotfixes und Problemen konzentriert.\n\nF\u00fcr die Entwicklung wurde der Ver\u00f6ffentlichungsprozess f\u00fcr die Patches der Alpha 3.17 geplant und QATRs, neue Verzweigungsverfahren und Checklisten fertiggestellt. Au\u00dferdem wurden die Verzweigungsrichtlinien des Teams \u00fcberarbeitet und eine Verzweigungs-Checkliste erstellt, die nach Abschluss der Integrationen verwendet wird, um eine m\u00f6glichst stabile und fehlerfreie Verzweigung zu gew\u00e4hrleisten.\n\nSystemische Dienste & Tools\nSystemic Services & Tools (SST) arbeitete weiter an verschiedenen internen Tools und schloss die Entwicklung von Automatisierungs- und Planungsfunktionen f\u00fcr Dynamic Events ab, die zum Einsatz kommen, wenn eine manuelle Aktivierung nicht sinnvoll ist.\n\nAu\u00dferdem wurde der NPC-Tracker-Dienst erweitert, um verschiedene In-Game-Events zu erfassen und f\u00fcr die Zukunft verf\u00fcgbar zu machen.\n\nDie Unterst\u00fctzung f\u00fcr das Verkaufsfeature wurde fortgesetzt, wobei SST eng mit den Gameplay-Teams an den letzten Elementen, Edge Cases und dem allgemeinen Feinschliff gearbeitet hat.\n\nTechnische Animation\nNach dem Upgrade auf Maya 2022.3 nahm sich Tech Animation Zeit, um verschiedene Probleme zu beheben, darunter auch eines, das dazu f\u00fchrte, dass Maya zeitweise einfror.\n\nDanach haben sie das Upgrade auf das hauseigene DNA-System weiter vorangetrieben.\n\n\"Es war ein unglaublich langer Prozess, die Systeme datengesteuert umzugestalten, und wir stehen kurz vor dem Abschluss. Es bleiben nur noch ein paar Aufgaben \u00fcbrig, bevor wir uns dem Testverfahren und der Integration in das Hauptspiel widmen k\u00f6nnen.\" Technische Animation\n\nAuch die Kopfdaten werden weiterhin intern bearbeitet. Sie testen die Scan-Verarbeitung, die Extraktionsalgorithmen und die Werkzeuge mit einem v\u00f6llig neuen Kopf-Asset, um eine 1:1-\u00dcbereinstimmung mit dem Schauspieler zu erreichen und gleichzeitig die Kompatibilit\u00e4t der Animationen mit anderen Rigs zu gew\u00e4hrleisten.\n\nTech Animation unterst\u00fctzte auch viele andere Teams bei ihren Initiativen, einschlie\u00dflich der Implementierung und Fehlersuche bei Animationen, der Erstellung von animierten Assets und den Toolsets f\u00fcr diese Teams. Dazu geh\u00f6rte auch die Zusammenstellung, Erstellung und Unterst\u00fctzung von Toolsets externer Anbieter.\n\nIm Februar startete das Team neue Initiativen, um die Arbeitsabl\u00e4ufe der Animatoren zu beschleunigen und neue L\u00f6sungen f\u00fcr Probleme mit einigen aktuellen Pipelines anzubieten. Erstens ein Importer f\u00fcr Engine-Animationsdateien, der dem Team neue M\u00f6glichkeiten bietet, Quelldaten direkt aus der Engine-Animation zu speichern oder zu regenerieren, mit dem Ziel, Animationen in der Engine aufzuzeichnen und in Maya neu zu erstellen.\n\nZweitens soll ein Tool entwickelt werden, mit dem Assets direkt aus der Engine neu erstellt und effektiv importiert werden k\u00f6nnen. Sie unterst\u00fctzten ein Loadout-System in den Maya-Animationswerkzeugen, das Quelldaten (Maya-Dateien) verwendet, um das Rig, mit dem die Animatoren interagieren, zu erg\u00e4nzen und zu ver\u00e4ndern. Dies erm\u00f6glicht es ihnen, die Kleidung zu animieren, mit der die Figur im Spiel animiert wird, und so eine realistischere Interaktion zu erreichen.\n\nTools (Montreal)\nIn Montreal hat sich das Tools-Team fast vollst\u00e4ndig auf die im letzten Bericht erw\u00e4hnte Mighty Bridge-Technologie konzentriert, die die Entwicklung des prozeduralen Location-Tools beschleunigen wird.\n\nAu\u00dferdem unterst\u00fctzte das Team das Locations-Team bei den verlassenen Siedlungen und arbeitete an Tools, die bei der Streuung von Objekten helfen. Das Art-Team wird dieses Tool nutzen, um Objekte wie Schiffstr\u00fcmmer und VFX schnell zu zerstreuen und so interessant aussehende Orte zu schaffen. Dieses Tool wird auch bei der Produktion anderer Orte, wie z. B. verlassene Au\u00dfenposten, eingesetzt werden.\n\nTurbulent (Spieldienste)\nDas Team der Online-Dienste von Turbulent teilt seine Zeit zwischen Anti-Cheat-, Login-Flow- und Reputationssystem-Initiativen auf:\n\nIm Bereich Anti-Cheat haben sie das neue SDK implementiert, um Probleme f\u00fcr Linux- und Windows-Nutzer\/innen zu l\u00f6sen, die Sonderzeichen verwenden. Au\u00dferdem wurden die Anti-Cheat-Protokolle genau \u00fcberwacht und mehrere Hotfixes zur Vorbereitung auf die Durchsetzung von Verst\u00f6\u00dfen vorgenommen.\n\nDie Anmelde- und Dokumentendienste wurden f\u00fcr den gesamten Anmeldefluss fertiggestellt. Diese Dienste machen etwa ein Drittel des Gesamtaufwands f\u00fcr dieses Projekt aus, das die Leistung verbessern soll und sich in das gr\u00f6\u00dfere globale Server-Meshing-Projekt einf\u00fcgt.\n\nNach intensiver Beteiligung w\u00e4hrend der Community-Events wurde die Leistung des Reputationsdienstes verbessert. Das Team nutzte auch die Gelegenheit, den Stack zu verschieben, um den \u00c4nderungen im Stack f\u00fcr das Server-Meshing zu folgen.\n\nDas Team der Live Tools stellte eines der wichtigsten Entwicklungswerkzeuge auf eine neue Hosting-Technologie um und verbesserte dabei kleinere Funktionen. Das Projekt Hex (Game Master Tool) machte im Laufe des Monats erhebliche Fortschritte, indem es das Network Operation Center auf seine neue Benutzeroberfl\u00e4che umstellte und alle anderen Tools in Hex in die Lage versetzte, die neue UI-Struktur zu nutzen.\n\nTurbulent (Web-Plattform)\nIm letzten Monat hat Turbulent die Aufarbeitung des R\u00fcckstands und der technischen Schulden vorangetrieben, um sich auf das kommende Jahr vorzubereiten. Au\u00dferdem wurden aktuelle Probleme behoben und die Bibliothek erweitert, um Komponenten weiterzuentwickeln und ein strukturierteres Designsystem zu schaffen. Au\u00dferdem bereiteten sie sich auf die kommenden In-Game-Events vor und f\u00fcgten neue Funktionen hinzu, um die Fahrzeuge besser zu pr\u00e4sentieren.\n\nUI\nIm Februar arbeitete das UI-Team an der visuellen Gestaltung und den grundlegenden Funktionen der neuen Starmap. Dazu geh\u00f6rten die Erstellung eines In-Editor-Konzepts und die Implementierung der Steuerelemente und der \u00dcberg\u00e4nge der Markierungssymbole.\n\nAu\u00dferdem begann das UI-Team mit der Umwandlung des Visiers und der Linse in Building Blocks, und viele der Schauspieler-Widgets wurden fertiggestellt. Die medizinischen Bildschirme wurden weiter aufpoliert, einschlie\u00dflich neuer Leerlaufanimationen f\u00fcr das Charaktermodell, das den K\u00f6rper des Spielers darstellt. Das UI-Feature-Team hat auch das Tanken aufpoliert und letzte Fehler behoben.\n\nDas UI Tech Team setzte die \u00dcberarbeitung des AR-Markersystems fort, wobei die UI Artists verschiedene Icons erstellten. Die Funktionalit\u00e4t und das Entwicklererlebnis f\u00fcr Building Blocks wurden weiterentwickelt, wobei im Laufe des Monats eine Reihe von Feature Requests abgeschlossen wurden.\n\nFahrzeugtechnik\nDie Fahrzeugtechnik begann den Februar mit der Behebung von Fehlern f\u00fcr eine kommende Version, darunter viele Probleme mit der Netzwerksynchronisation, Fahrzeugsch\u00e4den, T\u00fcren und Aufz\u00fcgen sowie der Validierung von Itemports.\n\nEs werden verbesserte Tools entwickelt, die die Implementierung und Behebung von Problemen mit T\u00fcren und Aufz\u00fcgen sowohl in Fahrzeugen als auch in Raumstationen erleichtern. Wenn sie fertiggestellt sind, werden sie den Entwicklern helfen, Probleme zu beheben, ohne dass sie die technischen Eigenschaften dieser stark logikgesteuerten Gegenst\u00e4nde kennen m\u00fcssen.\n\nVFX\nIm letzten Monat haben die VFX ihre Arbeit an den Bergungseffekten fortgesetzt, u. a. durch die Verwendung von Partikelemitter-St\u00e4rkekurven, die anzeigen, wenn es in einem bestimmten Bereich nichts mehr zu bergen gibt. Abgesehen von dem klaffenden Loch im Rumpf werden die Glut und die Partikel im Einschlagsbereich nicht mehr spawnen. Die K\u00fcnstler arbeiten mit dem Waffenteam zusammen, um das bestm\u00f6gliche Spielerlebnis zu schaffen, wenn dieses Feature in einer zuk\u00fcnftigen Version eingef\u00fchrt wird.\n\nAu\u00dferdem wurde die Vorproduktion abgeschlossen und mit der Produktion der MISC-H\u00fclle A begonnen. Ein Effektdurchlauf wurde f\u00fcr das Krankenhaus Maria Pure of Heart durchgef\u00fchrt, einschlie\u00dflich eines Reinigungsscanners, der den Spieler sterilisiert, wenn er den Eingang passiert. Auch eine neue zerst\u00f6rbare Requisite wurde mit Effekten unterst\u00fctzt.","zh_CN":"PU Monthly Report\nFebruary 2022\nFebruary's monthly report details the developer's work for the upcoming Alpha 3.17, improvements on the damage map system and salvage effects, progression on Pyro's space stations, and more. Read on for all the details.\n\nAI Content\nAI Content began closing down the first pass on the coffee-shop vendor. This is an example of the existing bartender behavior (with minor extensions) being used to deliver different shop experiences. In this instance, additional content was only required on the art, animation, and level-design sides. The team also added template particle effects, set up VFX animation triggers, and added the counter terminal to allow some more idle activity for the vendor. They\u2019re currently devising additional coffee shop layouts and creating wildlines.\n\nFor the security behavior, the team added new wildlines, fixed the transition between \u2018at ease' and \u2018to attention,\u2019 and playtested guard reactions to players moving around or loitering in front of restricted locations.\n\nThe vending-machine usable used in the eat-and-drink NPC flow progressed throughout February. This behavior allows certain NPCs to try to steal items from the usable and get frustrated if their attempt doesn\u2019t succeed. The team also added malfunctions that cause items to not be delivered. Vending machines currently have a placeholder Building Blocks UI that changes whether the NPC is buying or attempting to steal.\n\nFor the medical and worker behaviors, the team began creating proper documentation to allow the Location teams to replicate the respawn vignette in multiple locations around the game.\n\nAI Tech\nAI Tech progressed with the planetary navigation mesh and navigation links discussed in last month\u2019s report.\n\n\u201cWe hope everybody enjoyed our presentation on the recent Inside Star Citizen where we showed the current state of the planetary navigation system. We are now developing a better priority system to help select which tiles should be processed first and are also working on some optimizations when querying navigation data on the planets.\u201d AI Tech\n\nNavigation links were also extended to include an easier way to debug additional markers, enabling the team to identify locations in space that can align specific animations to the environments. For example, when an NPC needs to jump to a rail to climb up to a higher location. In this instance, the character\u2019s hand must perfectly align with the rail asset while using motion-warp technology to account for the required height.\n\nOn the Subsumption side, the team added interesting functionalities to allow mission logic to branch its flow based on what\u2019s happening systemically in the world. They implemented a solution where mission logic can use NPC and EntityTracker variables to \u201clisten\u201d to broadcasted systemic events from specific agents. In support of this, systemic behaviors can now expose the information that they want missions or any other \u201clistener\u201d to be notified of.\n\nDynamic conversations progressed last month too, with the team exposing functionalities for activities to mark up areas where NPCs can talk to each other. When in usables that contain multiple characters, routing functionality retrieves all possible participants and then dynamically spawns conversations relevant to the available characters. NPC trolley push\/pull was also updated - the Subsumption interface now allows the explicit \u2018Push\u2019 semantic as a move request, while improvements were made to path-follower precision.\n\nWhile debugging movement issues related to NPCs ending up outside the playable area, new functionality was added to allow NPCs to store \u2018breadcrumbs.\u2019 This lets them trace back their most recent movements, allowing the team to better investigate what went wrong.\n\nOn the ship side, AI Features continued to work on functionality to allow ships to land anywhere. This month, they focused on dynamically placing landing splines to give a unique flavor to each ship type, as the splines can define some visual style. These splines are procedurally adjusted at runtime so that the environment is correctly evaluated and the spline lands the ship even in locations that contain major obstacles.\n\nNPC locomotion improvements progressed well. 2022\u2019s main initiative is to focus on key topics that the team have wanted to tackle for a while and ensure low-level systems are as robust as expected. For example, this month they focused on improving the basics for NPC-to-NPC collision, implementing a collision resolver that allows NPCs to detect when they're stuck and resolve the situation.\n\nAlongside specific locomotion work, improvements to the \u2018look\u2019 and \u2018aim\u2019 components continued so that both can share as much of the same code, and therefore improvements, as possible.\n\nRegarding the ongoing initiative to bring the Subsumption editor inside the main game engine editor, the team are currently in the narrow feedback phase. This involves going over the editor with the designers to fix bugs and address their initial feedback.\n\nAnimation\nThe Animation team worked through issues with vendors, security, vending machines, and cowering\/surrender. They also progressed with general security and emote facial animations.\n\nArt (Characters)\nCharacter Art worked on a Subscriber flightsuit for Q3 and continued to develop the frontier outfits debuting with Pyro. They also created Nine Tails-themed material variants for use later in the year.\n\nConcept Art wrapped up work on a salvage-specialist backpack and a selection of Pyro gang outfits before moving onto frontier outfits with the artists.\n\nArt (Ships)\nThe UK-based Ship team progressed with the MISC Hull A, finalizing the interior lighting, completing LODs, and working on the damage pass.\n\nThe RSI Scorpius is close to final-art complete. The wings were finished and added to the main body with working animations, while the cockpit is currently in the polish phase with the final details being added. The LOD and damage passes are underway too.\n\nThe Banu Merchantman is now whitebox-complete and due to start greybox. The team are currently researching and developing materials to establish the ship\u2019s final look.\n\nFinally, two unannounced vehicles are approaching greybox and final art respectively. The latter received work on the LODs and will receive final lighting, tints, and damage passes shortly.\n\nIn the US, the team spent most of their time finishing out the Drake Vulture, creating a series of paints and cut-in patterns to allow for a wider range of customization options. After addressing bugs, most of the team moved to finalizing LODs.\n\nThey also worked to create a quality bar for the Drake Corsair. An updated kit was created and the cockpit and mess hall were brought to final art. They also made design changes to the ship\u2019s layout after seeing that some areas were negatively affecting the player experience, such as trapping players in the cockpit and manned turrets.\n\nArt (Weapons)\nThe Weapons team continued to work on the extinguisher required for fire gameplay. They also completed a pass on all iron sights to improve them from gameplay and design standpoints, which will help players fire more accurately.\n\nThey\u2019re currently wrapping up final art on the dedicated salvage tool.\n\nCommunity\nThe Community Team started the month with a Jumptown 2.0 Infographic detailing what was achieved during the Dynamic Event. They also published XenoThreat Overview and New Player comm-links.\n\nThey then looked back to the launch of the most recent patch with the Alpha 3.16 Postmortem before supporting the in-lore Valentine\u2019s Day equivalent, Coramor. They also held a Coramor contest challenging the community to complete Yuri\u2019s final message.\n\nThe team then posed the community\u2019s most-voted questions about Consolidated Outland\u2019s new hoverbike to the developers in the HoverQuad Q&A.\n\nAt the beginning of the February Free Fly, the team supported the community with a detailed event schedule and details of the Free Fly Referral Bonus.\n\nLastly, development of the overhauled Community Hub continues, and the team is very excited to show more on this soon.\n\nEngine\nIn February, the Physics team continued to work on soft bodies. Among other things, the system now allows visual skins to blend between skinned and simmed positions. The stepping rate of soft bodies was also increased to 120 Hz. Work continued on general physics optimizations, while improvements to wheeled vehicles progressed.\n\nOn the renderer, further progress was made on the transition to Gen12: The rendering of brushes into G-buffers is now enabled by default, support for transient vertex and constant buffers was added, and viewport handling in graphics passes improved. Tint support was added for massively instanced objects as well as render proxies. Further progress was made on porting HW skinning to Gen12. Additionally, CGAs can now render into RTTs and closeup RTTs are no longer rendered within the G-buffer stage (instead they will be rendered dynamically in G-buffer or forward stage depending on their distance to the camera). The team is also working to generalize some of the Gen12 concepts and changed the render pass API to be compatible with \u2018VK_KHR_dynamic_rendering\u2019.\n\nRegarding atmosphere and cloud rendering, time was spent porting code over to Gen12. Planet terrain height maps (used for various effects including large-scale planet terrain shadows, VFX spawning, and ground fog) already render using the new Gen12 pass. This work will be completed shortly, after which passes for atmosphere, clouds, ground fog, and planet terrain shadows will be converted.\n\nWith the introduction of entity-centric component updates last month, time was spent further revising and improving related systems, such as the ECUS inspector. Contention in zone host updates was improved and update calls of various systems were shuffled around to reduce (or even prevent) stalls. Further optimizations include the deactivation of thread safety around function static variables on Linux DGS builds (matching the behavior of the Windows game client).\n\n\u201cWe'll be monitoring the gains once live in the PU and are confident they will help server performance.\u201d Engine Team\n\nAdditional improvements were made to the profiling tools and their integration into the engine along with collected telemetry visualization. Lastly, the team continued to refactor some of the engine's main header files. They\u2019re running include-what-you-use passes to further reduce header dependencies and improve compilation times. Support was also given to Alpha 3.16 and 3.17.\n\nFeatures (Characters & Weapons)\nThroughout February, the Features team continued to develop salvage gameplay.\n\n\u201cThe use of damage mapping, which was mentioned in a previous report, is showing a lot of promise. However, there is still work to be done to reach the level of fidelity and persistence we are looking for visually. The actual gameplay is progressing well too.\u201d Features Team\n\nCurrently, the Multi-Tool (with salvage attachment) is used to salvage material from physical parts with damage maps and reapply the same material to repair them. Work also began on a dedicated salvage\/repair tool that will offer better stats compared to the Multi-Tool attachment.\n\nOn the technical side, the team looked into improving movement synchronization when viewing other players. The priority is always to tackle complete-desync bugs where a player doesn't appear at all in the correct place, though this work involves improving how other players appear on a client's screen. The team are aiming to achieve improved fidelity without increasing latency and last month saw locally simulated characters reliably playing locomotion stop animations.\n\nFeatures (Gameplay)\nThe EU PU team continued their polish work and integration tasks for refueling, which is launching in Alpha 3.17. Development also continued on the life support system and engineering gameplay. The team also took over vehicle functionalities for the salvage mechanic.\n\nFeatures (Vehicles)\nThe Vehicle Feature team focused on technical initiatives for future releases throughout February. This included the transit system, which requires a rework to function under server meshing. This is because transit carriages need to simulate and continue operating when no one is around. This was previously solved by ensuring the carriages never stream out, unlike most objects. However, this isn\u2019t possible with server meshing, so the team are exploring solutions to allow them to simulate when no one is around.\n\nImprovements were also made to restricted areas, which involved reworking tools for the level designers to create restricted areas faster and easier. However, this will result in functional changes for players at some point. Minor improvements and updates were also made to features relating to upcoming ships.\n\nGraphics & VFX Programming\nThe Graphics team continued their push on the Gen12 renderer, with a large portion of scene rendering enabled in the main branch. While this doesn\u2019t have all the optimizations yet, it\u2019s a crucial first step in seeing significant performance improvements. They\u2019re currently awaiting engine optimizations on the main thread so they can get the most from the Gen12 improvements.\n\n\nBoth the Graphics and VFX Programming teams focused on improving the damage map system for the salvage and repair mechanics. These changes are extensive and require emulating the damage map system on the CPU as the server doesn\u2019t have a GPU. They added various acceleration structures to keep things performant and compressed the data so it can be efficiently transferred over the network.\n\n\nThe team also continued making the shader authoring process more modular, developing the fire hazard system, and improving the auto test system to ensure they don\u2019t introduce instability to the rest of the development team.\n\nLighting\nLighting began working on a major event planned for later in the year, progressing with various minor areas before the key locations are available for a full pass.\n\nProgress was made on Pyro\u2019s space stations, with the team focusing on look-dev work towards the colder and less hospitable corners of the locations.\n\nLocations\nFebruary saw the Montreal-based team complete their work on the new medical locations, with the Maria Pure of Heart hospital on Lorville and the space clinic variations now ready for release. Levski\u2019s hospital is considered complete for the time being, though the team will return for a final polish and debug pass closer to its release.\n\nAfter completing the medical locations the team moved onto derelict settlements, completing the whitebox stage for the first proof-of-concept location based around a crashed Aegis Reclaimer. This first settlement is a way to build and validate a full production pipeline to eventually produce derelict settlements on a larger scale. The Art team is creating the visual target, the Design team began learning the mission system and Subsumption to allow them to populate the locations with gameplay, and the Tools team is building a suite of procedural tools to improve productivity and quality. The artists also began looking at a potential crash site with the Crusader Mercury and Origin 600i.\n\nA rework of Lorville\u2019s cityscape kicked off too. The objective is to first upgrade the visual quality of the cityscape and then pave the way for larger buildings with interiors. The current scale of the buildings prevents building interiors with gameplay inside them. By scaling them up, the team will be able to add interiors as needed.\n\nSandbox 1\nThe Sandbox team moved the new outposts down the pipeline and began playtesting with the wider team. Outposts are being placed on Pyro 3 for initial testing and layouts. Makeup and composition progressed, with Design iterating on feedback to the solidify gameplay experience.\n\n\u201cThere\u2019s still a way to go to a polished experience but it\u2019s great to be able to play this as a more complete product than we have in the past.\u201d Sandbox Team\n\nThe team also began to add a wider variety of static modules to mix up the sub-themes scattered around the outskirts of the outposts.\n\nElsewhere, Art began early whitebox on derelict outpost variations. The team want to give a feeling of age and history, so they\u2019re creating several smaller exploration-driven spaces alongside the main occupied buildings.\n\nFurther work was done on Pyro\u2019s skybox and Stanton\u2019s Lagrange points too. The team also began pre-production on a wider variety of space debris and interesting space structures that will allow them to create more interesting exploration opportunities in space.\n\nNarrative\nNarrative continued scripting and capturing dialogue for an upcoming Dynamic Event. With multiple characters and several non-linear objectives, it\u2019s one of the more complicated event scripts to date and required close coordination to ensure that every possible gameplay trigger was accounted for.\n\nThe team also supported Design on various upcoming features, like refueling, that require text, hints, and items. Additionally, new documentation was created for branding and environmental storytelling throughout the universe, including the Pyro system. Another focus was on proposing new mission character archetypes, with the hopes of eventually populating locations with new ways to interact with NPCs and find missions.\n\nThe team also continued to release lore, with February bringing a new episode of Plain Truth discussing the CDF\u2019s recent efforts against XenoThreat and numerous new Galactapedia entries.\n\nPlayer Relations\nPlayer Relations spent February focusing on assisting players during the Xenothreat, Jumptown 2.0, and Free Fly events.\n\nThe team are also recruiting extensively for Live QA, tripling the number of team members to improve service stability and publish quality.\n\nProps\nProps spent February supporting Pyro\u2019s space stations and appeared on Star Citizen Live to share some of their progress. They also completed props for events coming later in the year.\n\nQA\nQA\u2019s primary publishing focus throughout February was on supporting live hotfixes and issues.\n\nFor development, they planned the publishing handoff process for the Alpha 3.17 patches alongside completing QATRs, new branching procedures, and checklists. The team\u2019s branching policies were also revamped, and a branching checklist was created for use once integrations are complete to ensure the most stable and bug-free branch possible.\n\nSystemic Services & Tools\nSystemic Services & Tools (SST) continued to work on various internal tools, wrapping up the development of automation and scheduling for Dynamic Events, which will be used when manual activation isn't appropriate.\n\nService-wise, they expanded the NPC tracker service to include various in-game events and make them available for future use.\n\nSupport for the selling feature continued, with SST working closely with the gameplay teams on the final elements, edge cases, and general polish.\n\nTech Animation\nFollowing the upgrade to Maya 2022.3, Tech Animation took time to debug various issues, including one that caused Maya to freeze intermittently.\n\nAfter this, they continued to drive the upgrade to the in-house DNA system.\n\n\u201cThis has been an incredibly long process to refactor the systems to be data-driven and it\u2019s very near to completion. Just a few tasks remain for us before we're able to commit to the testing procedure and integration into the main game.\u201d Tech Animation\n\nThey also continued to process head assets in-house. They're trialing the scan processing, extraction algorithms, and toolsets with a completely new head asset with the aim to achieve a 1:1 likeness with the actor while retaining cross-rig animation compatibility.\n\nTech Animation also supported many other teams with their initiatives, including animation implementation and debug, animated asset creation, and the toolsets around these teams. This included outsourced vendor toolset collation, generation, and support.\n\nFebruary saw the team kick off new initiatives to speed up the animator\u2019s workflow and offer new solutions to issues they have with some current pipelines. Firstly, an engine animation file importer that will give the team new ways to save or regenerate source data directly from engine animation, with the goal to be able to record animations in-engine and recreate them in Maya.\n\nSecondly, they\u2019re looking to create tooling to recreate and effectively import assets directly from the engine. They supported a loadout system in the Maya animation toolset that uses source data (Maya files) to add to and change the rig that the animators interact with. This allows them to animate to the attire that the character will be animated with in-game and achieve a higher fidelity of interaction.\n\nTools (Montreal)\nIn Montreal, the Tools team moved almost entirely onto the Mighty Bridge tech mentioned in last month's report, which will speed up development of the procedural location tool.\n\nThey also supported the Locations team with derelict settlements, iterating on tools to help with asset scattering. The Art team will use this tool to quickly scatter assets like ship debris and VFX to create interesting-looking locations. This tool will also be used in the production of other locations, like derelict outposts.\n\nTurbulent (Game Services)\nTurbulent\u2019s Online Services team split their time between anti-cheat, login flow, and reputation system initiatives:\n\nFor anti-cheat, they implemented the new SDK to solve issues for Linux and Windows users using special characters. Anti-cheat logs have also been closely monitored and several hotfixes were made in preparation for infraction enforcement.\n\nThe login and document services were finalized for the overall login flow. These services constitute around a third of the overall effort needed for this project that aims to improve performance and fits into the wider global server-meshing project.\n\nFollowing significant engagement during community events, performance improvements were made to the reputation service. The team also took the opportunity to shift the stack to follow changes in the stack made for server meshing.\n\nThe Live Tools team transitioned one of the key dev tools to new hosting technology, delivering minor feature improvements along the way. The Hex project (Game Master tool) made significant progress throughout the month, shifting the network operation center to its new UI and enabling all other tools in Hex to leverage the new UI structure.\n\nTurbulent (Web Platform)\nLast month, Turbulent pushed forward with backlog and tech-debt cleanup in preparation for the year ahead. They also worked to resolve current issues as well as expand the library to evolve components and give a more structured design system. They also prepared for upcoming in-game events, adding new features to better showcase vehicles.\n\nUI\nIn February, the UI team progressed with the visuals and underlying features of the new Starmap. This included creating an in-editor concept and implementing the controls and marker icon transitions.\n\nUI also began converting the visor and lens to Building Blocks, with many of the actor widgets being completed. Additional polish on the medical screens was undertaken, including new idle animations for the character model representing the player\u2019s body. The UI Feature team made the final polish and bug-fixing passes on refueling too.\n\nThe UI Tech team continued refactoring the AR marker system, with the UI artists creating different icons. The functionality and developer experience for Building Blocks was further developed, with a variety of feature requests completed throughout the month.\n\nVehicle Tech\nVehicle Tech began February by fixing bugs for an upcoming release, including many issues involving network sync, vehicle damage, doors and elevators, and itemport validations.\n\nImproved tools are being made to make implementing and fixing issues with doors and elevators easier, both within vehicles and space stations. When complete, it will help the developers fix issues without having to know the technical properties of these highly logic-driven items.\n\nVFX\nLast month, VFX continued their work on salvage effects, including using particle emitter strength curves to show when there\u2019s nothing left to salvage in a chosen area. Aside from the gaping hole in the hull, the ember and particulate matter will stop spawning from the impact area. The artists are collaborating with the Weapons Feature team to create the best possible player experience when this feature goes live in a future release.\n\nElsewhere, pre-production was completed and production began on the MISC Hull A. An effects pass was done on the Maria Pure of Heart hospital, including a purification scanner that sterilizes the player when passing through the entrance. Effects support was given to a new destructible prop too."},"links_count":0,"comment_count":0,"created_at":"2022-03-03T00:00:00+00:00","created_at_human":"4 years ago"},"meta":{"processed_at":"2026-05-07 19:29:48","valid_relations":["images","links"],"prev_id":18574,"next_id":18576}}