{"data":{"id":18775,"title":"Star Citizen Monthly Report: June 2022","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/18775-Star-Citizen-Monthly-Report-June-2022","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/18775","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/18775","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"},{"id":30295,"name":"engineermockup.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/93fe9532c5df28584134601619bd8781938a8405\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResk7ZvwWLoS9h2MNKHFDnPsmukvw5dDRtAr\/engineermockup.png","alt":"g-illustration","size":1629228,"mime_type":"image\/png","last_modified":"2023-04-28T10:26:43+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30295","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30295\/similar"}],"images_count":7,"translations":{"en_EN":"PU Monthly Report\nJune 2022\nAlpha 3.17.2 is on the horizon, so this month\u2019s report features a mix of features you\u2019ll be experiencing very soon and things to look forward to in the coming months and beyond. Read on for all the details.\n\nAI (Content)\nIn June, a new narrative-focused AI designer joined the team and began improving the current shopkeeper behavior by expanding the variety of voices and dialogue. However, this AI is placeholder until the team finish converting the bartender to support different shop types, including food, clothing, and weapons. Further progress was also made on the dynamic conversations mentioned in previous reports.\n\nThe team also set up the leisure-behavior AI to use the mobiGlas from different usables. Upon review, these animations were deemed too generic or unconvincing, so the designers are now undertaking previsualization to add more emotion and realism.\n\nAI (Tech)\nOne of AI Tech\u2019s focuses in June was optimizing and improving Alpha 3.17.2. This involved adding functionality for the planetary nav-mesh and AI-reinforcement features.\n\n\u201cThis is the first iteration of the nav-mesh and reinforcement features but we are extremely proud and excited to see them available to all of you!\u201d AI Tech Team\n\nWork continued on the locomotion code. This included improving the transitions between different locomotion states by further developing the initial implementation of pose matching. They also implemented linear speed warping, including a way to dynamically calculate a spline into a specific pose. For example, the enter position of a usable. This allows the team to make the transition between movement and interactive objects smoother and more believable. They also began improving and fixing idle steps, which are special animations used for extremely short paths (max 75cm).\n\nFor 3D navigation, the team improved the implementation of ORCA 3D for collision avoidance and continued to develop break splines. Break splines can be dynamically attached to the systemic movement of any entity that uses 3D movement (currently ships but will include characters in EVA in the future). The entity can then select the appropriate spline based on its skills, direction, and other conditions before smoothing its entrance, allowing it to perform a cinematic movement into a systemic behavior.\n\nFor trolley use, the team focused on tasks to allow an NPC using a usable (in this case a movable object) to be dynamically attached to another usable (such as a parking spot). They also supported the trolley lightweight update and tweaked path following to allow it to minimize the distance of the trolley from the path.\n\nOn the Subsumption side, multiple tool aspects were upgraded and bugs were fixed to move development into the \u2018improvement\u2019 phase. A new panel was also added to give an advanced selection of parameters when the dropdown menu becomes too large.\n\nAI (Vehicle Features)\nIn June, AI Vehicle Features enabled the AI to control different ship modes. For example, this allows NPCs to switch to the correct mode when quantum jumping or using missiles.\n\nAnimation\nThroughout June, the Facial Animation team worked on outlaw characters, rescue and transport missions, AI bartenders, and player emotes. They also supported Pyro with motion-capture (mo-cap) alongside the Narrative team.\n\nRegarding mo-cap, the new studio is progressing well, with the truss being completed. The team are currently setting up the cameras, computers, and other equipment.\n\nArt (Characters)\nJune saw the Character Art team further develop the frontier outfits and begin work on high-fashion clothes for Stanton. They\u2019re also creating new outfits for various upcoming events and promotions.\n\nArt (Ships)\nLast month, the UK-based Ship Art team continued developing the Banu Merchantman\u2019s exterior. Significant progress was made towards finalizing the larger forms as well as figuring out some of the finer details, such as intake design, decorative patterns, and the cargo ramp.\n\nThe team also progressed with the final art pass on an unannounced vehicle, which should be wrapped up this month. Remaining tasks include polish before the LOD and damage passes.\n\nWork on the Argo SRV moved into the greybox phase. On the exterior, the team completed the hull, cargo lift, and entrance lift and made significant progress on the nacelles and landing gear. Inside, greyboxing continued for the cockpit, seat, and dash.\n\nDevelopment of another unannounced ship continued, which is currently in greybox. June\u2019s focus was on the landing gear, exterior doors, cockpit, dash, and pilot seat.\n\nCommunity\nAlongside working on the new Community Hub, June saw the Community Team celebrating Pride with the Show Us Your Colors Celebration 2022 and publishing the Anvil Legionnaire Q&A.\n\nThey then announced the Bar Citizen World Tour and Bar Citizen Day on June 12, which was celebrated in all CIG home cities. The team is actively planning events throughout the rest of the year and wants you to stay tuned for updates on this front coming soon.\n\nIn support of July\u2019s Foundation Festival, the team asked community orgs to answer their Promote Your Organization call. They also announced Battle of the Bricks, a charity build-off with the Eve Online Community team.\n\nCommunity also published several comm-links in celebration of Alien Week, including a scavenger hunt, Banu and Xi'an language challenges, and the Alien Ship Poster and Intergalactic Mix-Off contests.\n\nThey also highlighted some of the lesser-discussed improvements coming in Alpha 3.17.2 in the first of two Patch Watch posts and detailed the Nine Tails Lockdown and Jumptown 2.0 Dynamic Events schedule.\n\nIn addition to the regular output of content, the team has been hard at work and focused on the upcoming new Community Hub, which is now functioning on the live environment (main website, but only visible to staff). Porting over the hub from a staging environment to a live environment has been a huge milestone as the hub is finally being populated with real user content. The team is excited to share more soon.\nThe team has also been hard at work planning and expecting all plans related to CitizenCon and the \u201cRoad to 4.0\u201d which as mentioned in the last Letter From the Chairman, will present regular 4.0-related content between now and the release of 4.0. They are currently expecting to roll out this info-series in September.\nThe Community Team also continues to provide gameplay training for incoming new hire staff, which has been massively praised by folks looking to learn more about the \u2018verse.\nFinally, the team has been deep diving more options for incentivization related to the PTU in the short term, with a much broader variety of incentives in the mid to long term.\n\nEngine\nIn June, the Physics team made several improvements to ray world intersections (RWI), which now contains a semi-continuous mode to trace against rigid bodies. This makes projectile intersection tests more robust with fast-moving ships. RWI was also significantly optimized (3-5x on heavy usage).\n\nThe tiling of dense SDFs was introduced, and SDF coordinate conversion and trilinear interpolation were optimized. Support for \u2018player only collision\u2019 geometry nodes inside CGFs\/CGAs was fixed and extended, while work on the new ropes continued. Various bug fixes and other improvements were submitted too.\n\nOn the renderer, the Gen12 transition continued with more passes being ported over, including responsive AA and decal rendering in the forward stage. The processing of scattering queries was reworked and a debug UI was added for them too. Buffer copying of sun shadow cascades was ported as well. The format of the previous HDR frame has been adjusted (reprojection, temporal AA) to be more efficient, and the cleanup of the render thread began.\n\nThe Gen12 ports of atmospheric and volumetric cloud rendering continued as a generalized processing context, and new stages to decouple view-dependent resources from the core systems that operate on them have been introduced. The atmosphere shader code was adjusted to compile well with DXC and SPIR-V. Various improvements were made to prevent concurrency issues when streaming in properties of multiple planets at the same time and relaying them to the atmosphere and cloud-rendering systems.\n\nOn the core engine, entity areas now utilize tags to track what entities\/areas events send to each other. This replaces the hidden hierarchy logic that caused various issues and allows for more efficient code. Work on running the entire code base through include-what-you-use (IWYU) continued. The goal is to eventually make IWYU part of the continuous integration pipeline (trybuild) to keep code clean. Furthermore, a recent integration into the main development branch saw the introduction of the cigSTL\/eaSTL namespace, which is planned to become a customizable STL library for StarEngine. The entity component update scheduler received updates to avoid iterating component lists when using manual update policies (performance). Work on improving file location (IO) continued, which should eventually lead to improved loading times for small files. Also, work on an improved r_displayinfo continued. Lastly, the old FPS analytic buckets were replaced with an array-based frame time bucket that allows for more accurate profiling information.\n\nThe remainder of the time was spent supporting and bug fixing for Alpha 3.17.2.\n\nFeatures (Arena Commander)\nThe Arena Commander Features team fixed issues and added quality-of-life improvements to both the Arena Commander and Star Marine modules. Improvements were also made to the implementation of doors, controllers, and elevators, which will result in quicker, more robust setups in both vehicles and stations.\n\nPlans were also kicked off for new maps and gameplay experiences for Arena Commander and Star Marine.\n\nFeatures (Characters & Weapons)\nThroughout June, the Features team worked on longer-term improvements to the personal inventory system based on feedback from recent live releases.\n\n\u201cAn often-requested feature is the ability to move a large number of items from one inventory to another - so we\u2019ve added a \"move all\" button. This may sound trivial, but it needs the underlying logic to ensure the resulting service request is as small as possible and all condition logic is executed for the bulk of items being moved.\u201d - Features Team\n\nOther features include being able to interact with items on the floor near the player and being able to move already equipped items from one port to another. Some of these features are already in larger-scale internal testing.\n\nElsewhere, previously reported fundamental changes to how actor movement synchronization is handled were completed. The new logic successfully progressed through internal testing, which allowed the team to enable the feature in a limited capacity on some PTU servers. This identified additional issues for the team to work through, though the goal is still to have it enabled across all servers in Alpha 3.17.2.\n\nStar Citizen has long had a ground alignment system that ensures the foot placement of a character correctly interacts with the environment. June saw the team looking into extending this system to hand placements. As a use case, the vault traversal mechanic was used with increasingly complex-shaped ledges to stress test the functionality. This will be another useful tool to increase the fidelity of character animations and how they look across the PU\u2019s dynamic environments.\n\nFeatures (Gameplay)\nLast month, Gameplay Features began working on the next steps for the salvage profession, which involved evaluating the possibilities for the \u2018munching\u2019 mechanic, ship tractor beams, and the salvage grinder.\n\nThe Aegis Reclaimer and Drake Vulture\u2019s hull-scraping feature progressed well and is currently awaiting elements from the cargo refactor.\n\nEngineering and life support are proceeding well too. The team are now able to show all relevant items, rooms, doors, and their corresponding controls and data in an early blocked-out UI screen. The initial interactive elements and the first exchangeable\/interactable ship items were added too.\n\nFeatures (Vehicles)\nLast month, Vehicle Features worked on a variety of tasks to ready their systems for the release of persistent streaming. This involved the ongoing refactor of the transit system so they can simulate train networks when the carriages aren\u2019t spawned in on any machines.\n\nThe team also continued to refactor\/redesign restricted areas.\n\n\u201cWe conducted some playtesting and found issues with the UI and user-experience side of things, which we\u2019re working on now. We\u2019ve now also set up a whole city using the new system to test out developer tooling, which has been quite successful.\u201d Vehicle Feature Team\n\nVehicle Features worked alongside AI to allow use of different ship modes, such as missile operator mode. This is still in development though progressing well.\n\nOn the balance side, further tweaks were made to the new ground-vehicle handling, while a review and rebalance of fuel use began, which aims to improve the refueling experience.\n\nGraphics, VFX Programming & Planet Tech\nLast month, the Graphics team continued porting features to Gen12, including gas clouds, rivers, frozen oceans, refraction, and multi-pass support. Fixes were also submitted for tessellation partitioning for planet ground fog. For the Vulkan backend, the team fixed issues caught by the validation layer, including mismatched texture types and mismatches of unused vertex input attributes (which are now reflected from the shader).\n\nFor the render-to-texture system, the team fixed a crash caused by the wrong resolution being calculated when the screen resolution was changed, along with an issue with RTT holograms occasionally pixelating.\n\nBugs were also fixed for the LOD merger, including an update to allow combining objects with more than 64 sub-materials. They also investigated issues with the rendering of invalid static shadow region entities. Significant progress was made on the hair shader too, including updates to greying controls, variation tiling, and melanin selection.\n\nVFX Programming continued investigating offline damage maps with persistence. They also continued implementing ImGUI debug tools for damage maps and a dynamic bitset data structure for damage-map queries. Changes were also made to damage-map materials alongside optimizations to hit processing and rendering.\n\nThe Planet Tech team focused on bug fixes to help unblock the sandbox teams. They also looked at module placement fine tuning for RaStar and further developed automatic river placement validation.\n\nLighting\nThe Lighting team onboarded new artists with work on the race track currently being added to the surface of Clio, with the aim of helping players navigate the course and providing mood to the location.\n\nThe team completed a pass on the new gas clouds and rest-stop stations being added to ArcCorp and microTech\u2019s Lagrange points. This was done using the already established palette and lighting language for quick integration.\n\nThe team also continued to light the new derelict outposts and ship locations before refocusing on the upcoming colonial outpost location set. This is a huge new location and a new challenge for the team as they build the lighting to allow for dynamic and player-driven light state changes.\n\nLocations (Montreal)\nA major focus throughout June was bug fixing, polishing, and addressing Evocati feedback on the derelict Reclaimer settlement and space missions.\n\nThe Lorville cityscape progressed through the whitebox phase; the outskirts of Lorville were added and placed with the proper scale.\n\n\u201cWith these new outskirts, we now have a better idea of the scale of the \u201cnew\u201d Lorville (hint: it\u2019s bigger!).\u201d - Locations Team\n\nThey also validated Lorville\u2019s transit system to ensure it could be modified to fit the city\u2019s new layout.\n\nA new crash site, containing the 600i and Mercury derelicts, is approaching whitebox-complete. The team refined the composition and placement of the two ships to create a compelling settlement that will give a different flavor than the Reclaimer derelict.\n\nIn-Game Branding (Montreal)\nThe new Montreal-based In-Game Branding team began their first task of revisiting all landing-zone signage to make it easier for players to orient themselves.\n\n\u201cThis is an ideal mandate since it is developing a close working collaboration with existing teams. The philosophy of this team is to listen to the community and leverage every aspect of in-game branding to offer a better player experience.\u201d - In-Game Branding Team\n\nThey also started tasks for an upcoming in-game event.\n\nNarrative\nDuring June, the Narrative team spent time on their remaining tasks for Alpha 3.17.2, including getting strings for new items, missions, locations, and vehicle liveries ready to be added to the patch.\n\nMeanwhile, the team continued to work on a new mission archetype planned for a future release.\n\n\u201cMore narratively intense than other missions, it has been an exciting challenge for us to figure out solutions for offering the players a compelling story while ensuring re-playability and scalability.\u201d Narrative Team\n\nAdditionally, the writers created several scripts and had a recording session for the frontier vendors, who will populate bars and shops in the more remote corners of the universe. These line sets were expanded to include the ability for the vendors to offer players jobs and missions in preparation for when that mechanic becomes available.\n\nJune also saw the team conduct narrative reviews of a few upcoming vehicles. During these reviews, the team meets with the designers and artists to look at each vehicle\u2019s smallest details to ensure the lore is consistent throughout. This led to the team writing up suggestions for several new decals.\n\nFinally, the team celebrated First Contact Day with the community, which involved writing Xi\u2019an and Banu language posts. On top of that, an in-depth look at Brentworth Care Center was republished and several new articles were added to the Galactapedia.\n\nQA\nQA focused on the Alpha 3.17.2 patch and the integrations from their supported team streams.\n\nFor AI, integration checks were completed for new and updates to existing features before they hit the main branch. They also updated all existing checklist documents in accordance with the new features coming for testing from the development teams.\n\nThe embedded Locations testers continued to learn the editor and team\u2019s workflow to better support them by creating test levels. Focus last month was on room systems and the tools used to create outposts and stations. Regular landing zone checks also continued to ensure they haven\u2019t deteriorated.\n\nFor the Engine team, QA continued to focus on PageHeap testing to keep on top of memory issues in-game. They also continued to learn Flowgraph and coding for automation use.\n\nThe Tools team continued to receive support with the testing of their core tools.\n\nTools (Montreal)\nThe Tools team continued rolling out Mighty Bridge to all teams and organized workshops on how to use it.\n\nThe Programming team began tackling two major topics: wrapping up the ability to bring geometry from the editor into Houdini and UX improvements to Mighty Bridge.\n\nOn the technical art side, the procedural location creation tool is progressing well, with the team expecting to put the first version into the hands of the team soon. Advancements were made to a suite of asset-scattering and environmental integration tools. For example, the first prototype will be a tool to create a destruction trail behind crashed spaceships in derelict settlements. Instead of having to edit by hand, the environment artists will be able to draw a spline that will automatically create the trail before adjusting a set of variables to make the trail looks exactly how they want.\n\nThis type of tool can represent great gains in productivity. For example, creating a trail by hand took an artist around a week. This tool should reduce the time to half a day.\n\nTech Animation\nTech Animation team continued wrapping up the animation pipeline refactor mentioned in last month\u2019s report. This involved creating new rigs and tools and stripping out old code for more elegant and performant solutions.\n\nThey also continued work on a new system that puts fidelity above all else. Although rarely used in gaming due to its expense and limitations, this type of system is ideal for performance pieces.\n\nPlanning was done for the coming quarters, and numerous new character heads progressed towards animation support too.\n\nOnline Services (Montreal)\nThe team progressed towards the new login-flow implementation and are currently fixing the remaining bugs found during QA review. This refractor is a necessary step towards the goal of achieving persistent entity streaming.\n\nThe team also managed to fix the \u2018stream sniper bug,\u2019 a long-standing exploit allowing players to obtain another player\u2019s marker despite not being in the party.\n\nLive Tools (Montreal)\nLive Tools worked hard on the design of a new network operation center module dedicated to monitoring and troubleshooting login issues, which is now ready for development.\n\nThe reputation and entitlement modules are now using a new technology to communicate with services. This migration will eventually be applied to all the modules.\n\nThe team is also progressing with a new feature that lets users view player inventories, which will be used to troubleshoot ship and equipment issues more easily.\n\nTurbulent (Web Platform)\nThe Web team continued to prepare for upcoming promotions and to move forward with expanding the Alexandria product. The improvements and product evolution will increase ROIs with a global skin and theme library, allowing for a focus on quality, performance, and updating services. As the number of product users continues to grow, the team is focusing on ensuring the tool is both efficient and flexible, allowing the players to gain better insight with consistent branding, communication, and overall content.\n\nThe Backend Web team completed the implementation of a new media management service. Although only used by a small subset of micro-services, the media management service will provide much more efficient processing when images are uploaded and retrieved. The team also began standardizing the authorization tokens so that all micro-services use the same method across the platform.\n\nDevOps worked on an initiative to completely switch over the web platform to Kubernetes, while Turbulent\u2019s Experience team continued reworking the customer journey to make it easier and clearer for new users to get into the game.\n\nTime was also dedicated to adding features to the new Community Hub. With the migration almost complete, the team continued to add moderation tools, user profile pages, Twitch integration, and following features.\n\n\u201cWe can\u2019t wait to release this into the wild as it will act as THE place to be if you want to feel the pulse of the Star Citizen community!\u201d Web Platform Team\n\nUI\nThroughout June, UI worked on the Starmap, hooking up quantum travel on contextual menus to make the process more intuitive. They also investigated how to show large-scale space clouds.\n\nTime was also invested into upgrading the underlying systems to work with persistence, particularly around vehicles and character loadouts for the various game modes. They also ported the in-game chat to Building Blocks as part of the ongoing conversion of the lens and visor.\n\nThe UI Tech team worked on new approaches to aspect ratios to make it easier for the developers to set up resizable screens. They also upgraded the new 3D UI cards system so that they can easily create layered, floating UI with curved surfaces. This will help create better-looking interactive holographic UIs and animated billboards in key areas.\n\nVFX\nThe VFX team worked on several locations last month, including a Grim HEX hospital location, several derelict Reclaimer variants (planetary and out in space), and some derelict outposts. Work was also completed on an upcoming vehicle and salvage effects were further iterated upon.\n\nFinally, optimizations were made to planetary ground storm effects, which had caused performance issues for some players due to a change in the planetary data that determines how the effects spawn.","de_DE":"PU-Monatsbericht\nJuni 2022\nDie Alpha 3.17.2 steht vor der T\u00fcr. In diesem Monatsbericht findest du eine Mischung aus Funktionen, die du schon bald erleben wirst, und Dingen, auf die du dich in den kommenden Monaten und dar\u00fcber hinaus freuen kannst. Lies weiter, um alle Details zu erfahren.\n\nKI (Inhalt)\nIm Juni kam ein neuer KI-Designer ins Team, der sich auf die Erz\u00e4hlung konzentriert und damit begonnen hat, das Verhalten der Ladenbesitzer zu verbessern, indem er die Vielfalt der Stimmen und Dialoge erweitert hat. Diese KI ist jedoch nur ein Platzhalter, bis das Team den Barkeeper so umgestaltet hat, dass er verschiedene Ladentypen unterst\u00fctzt, darunter Lebensmittel, Kleidung und Waffen. Auch bei den dynamischen Gespr\u00e4chen, die in fr\u00fcheren Berichten erw\u00e4hnt wurden, wurden weitere Fortschritte erzielt.\n\nDas Team hat au\u00dferdem die KI f\u00fcr das Freizeitverhalten so eingerichtet, dass sie das MobiGlas von verschiedenen Gebrauchsgegenst\u00e4nden aus benutzen kann. Bei der \u00dcberpr\u00fcfung wurden diese Animationen als zu allgemein und nicht \u00fcberzeugend empfunden, so dass die Designer jetzt eine Vorvisualisierung vornehmen, um mehr Emotionen und Realismus hinzuzuf\u00fcgen.\n\nKI (Technik)\nEiner der Schwerpunkte der KI-Techniker im Juni war die Optimierung und Verbesserung der Alpha 3.17.2. Dazu geh\u00f6rte das Hinzuf\u00fcgen von Funktionen f\u00fcr das planetare Navigationsnetz und die KI-Verst\u00e4rkungsfunktionen.\n\n\"Dies ist die erste Version des Navigationsnetzes und der Verst\u00e4rkungsfunktionen, aber wir sind sehr stolz und freuen uns, sie euch allen zur Verf\u00fcgung stellen zu k\u00f6nnen! AI Tech Team\n\nDie Arbeit am Fortbewegungscode wurde fortgesetzt. Unter anderem wurden die \u00dcberg\u00e4nge zwischen den verschiedenen Bewegungszust\u00e4nden verbessert, indem die urspr\u00fcngliche Implementierung des Pose Matching weiterentwickelt wurde. Au\u00dferdem wurde die lineare Geschwindigkeitsver\u00e4nderung implementiert, einschlie\u00dflich einer Methode zur dynamischen Berechnung eines Splines in eine bestimmte Pose. Zum Beispiel die Einstiegsposition eines Nutzers. Dadurch kann das Team den \u00dcbergang zwischen Bewegung und interaktiven Objekten flie\u00dfender und glaubw\u00fcrdiger gestalten. Au\u00dferdem haben sie begonnen, Leerlaufschritte zu verbessern und zu korrigieren. Das sind spezielle Animationen, die f\u00fcr extrem kurze Pfade (max. 75 cm) verwendet werden.\n\nF\u00fcr die 3D-Navigation hat das Team die Implementierung von ORCA 3D zur Kollisionsvermeidung verbessert und die Entwicklung von Bremssplines fortgesetzt. Bremssplines k\u00f6nnen dynamisch an die systemische Bewegung eines beliebigen Objekts angeh\u00e4ngt werden, das sich in 3D bewegt (derzeit Schiffe, aber in Zukunft auch Charaktere in EVA). Die Entit\u00e4t kann dann auf der Grundlage ihrer F\u00e4higkeiten, Richtung und anderer Bedingungen den passenden Spline ausw\u00e4hlen, bevor sie ihren Eintritt gl\u00e4ttet, so dass sie eine kinematische Bewegung in ein systemisches Verhalten ausf\u00fchren kann.\n\nF\u00fcr die Nutzung des Trolleys konzentrierte sich das Team auf Aufgaben, mit denen ein NSC, der ein Nutzobjekt (in diesem Fall ein bewegliches Objekt) benutzt, dynamisch an ein anderes Nutzobjekt (z. B. einen Parkplatz) angeh\u00e4ngt werden kann. Au\u00dferdem unterst\u00fctzten sie die leichtgewichtige Aktualisierung des Wagens und optimierten die Pfadverfolgung, um den Abstand des Wagens zum Pfad zu minimieren.\n\nAuf der Subsumption-Seite wurden mehrere Werkzeugaspekte verbessert und Bugs behoben, um die Entwicklung in die \"Verbesserungsphase\" zu bringen. Au\u00dferdem wurde ein neues Panel hinzugef\u00fcgt, das eine erweiterte Auswahl an Parametern erm\u00f6glicht, wenn das Dropdown-Men\u00fc zu gro\u00df wird.\n\nAI (Fahrzeugfunktionen)\nIm Juni erm\u00f6glichten die AI Vehicle Features der KI, verschiedene Schiffsmodi zu steuern. Dadurch k\u00f6nnen NSCs zum Beispiel beim Quantensprung oder beim Einsatz von Raketen in den richtigen Modus wechseln.\n\nAnimation\nIm Juni arbeitete das Team f\u00fcr Gesichtsanimation an gesetzlosen Charakteren, Rettungs- und Transportmissionen, KI-Barkeepern und Spieler-Emotes. Au\u00dferdem unterst\u00fctzte es Pyro mit Motion-Capture (mo-cap) zusammen mit dem Narrative-Team.\n\nDie Arbeiten im neuen Studio kommen gut voran, denn das Ger\u00fcst ist fertiggestellt. Das Team baut derzeit die Kameras, Computer und andere Ger\u00e4te auf.\n\nKunst (Charaktere)\nIm Juni hat das Character Art Team die Outfits f\u00fcr die Grenzg\u00e4nger weiterentwickelt und mit der Arbeit an der High-Fashion-Kleidung f\u00fcr Stanton begonnen. Au\u00dferdem entwerfen sie neue Outfits f\u00fcr verschiedene bevorstehende Events und Werbeaktionen.\n\nKunst (Schiffe)\nIm letzten Monat hat das Schiffskunstteam aus Gro\u00dfbritannien die Entwicklung des \u00c4u\u00dferen des Banu Merchantman fortgesetzt. Es wurden gro\u00dfe Fortschritte bei der Fertigstellung der gr\u00f6\u00dferen Formen und bei der Ausarbeitung einiger feiner Details gemacht, z. B. bei der Gestaltung des Einlasses, der dekorativen Muster und der Laderampe.\n\nDas Team hat au\u00dferdem den letzten Entwurfsdurchlauf f\u00fcr ein noch nicht angek\u00fcndigtes Fahrzeug durchgef\u00fchrt, der noch in diesem Monat abgeschlossen werden soll. Zu den verbleibenden Aufgaben geh\u00f6ren der Feinschliff vor den LOD- und Schadenspasses.\n\nDie Arbeit am Argo SRV ging in die Greybox-Phase \u00fcber. An der Au\u00dfenseite hat das Team den Rumpf, den Ladelift und den Eingangslift fertiggestellt und erhebliche Fortschritte bei den Gondeln und dem Fahrwerk gemacht. Im Inneren wurde das Greyboxing f\u00fcr das Cockpit, den Sitz und das Armaturenbrett fortgesetzt.\n\nDie Entwicklung eines weiteren unangek\u00fcndigten Schiffs wurde fortgesetzt, das sich derzeit in der Greybox befindet. Im Juni lag der Schwerpunkt auf dem Fahrwerk, den Au\u00dfent\u00fcren, dem Cockpit, dem Armaturenbrett und dem Pilotensitz.\n\nCommunity\nNeben der Arbeit am neuen Community Hub feierte das Community Team im Juni mit der Show Us Your Colors Celebration 2022 den Pride und ver\u00f6ffentlichte die Anvil Legionnaire Q&A.\n\nDann k\u00fcndigte es die Bar Citizen World Tour und den Bar Citizen Day am 12. Juni an, der in allen CIG-St\u00e4dten gefeiert wurde. Das Team plant aktiv Veranstaltungen f\u00fcr den Rest des Jahres und bittet dich, auf dem Laufenden zu bleiben, damit du in K\u00fcrze weitere Informationen erh\u00e4ltst.\n\nZur Unterst\u00fctzung des Foundation Festivals im Juli rief das Team Community-Organisationen dazu auf, auf den Aufruf \"Promote Your Organization\" zu antworten. Au\u00dferdem wurde Battle of the Bricks angek\u00fcndigt, ein Wohlt\u00e4tigkeitswettbewerb mit dem Eve Online Community Team.\n\nZur Feier der Alien-Woche hat die Community au\u00dferdem mehrere Comm-Links ver\u00f6ffentlicht, darunter eine Schnitzeljagd, Banu- und Xi'an-Sprachherausforderungen sowie die Wettbewerbe Alien Ship Poster und Intergalactic Mix-Off.\n\nIm ersten von zwei Patch-Watch-Posts wurden au\u00dferdem einige der weniger bekannten Verbesserungen der Alpha 3.17.2 vorgestellt und der Zeitplan f\u00fcr die Nine Tails Lockdown und Jumptown 2.0 Dynamic Events erl\u00e4utert.\n\nZus\u00e4tzlich zu den regul\u00e4ren Inhalten hat das Team hart gearbeitet und sich auf den neuen Community Hub konzentriert, der jetzt in der Live-Umgebung funktioniert (Hauptwebsite, aber nur f\u00fcr Mitarbeiter\/innen sichtbar). Die \u00dcberf\u00fchrung des Hubs von der Staging-Umgebung in die Live-Umgebung war ein gro\u00dfer Meilenstein, da der Hub nun endlich mit echten Benutzerinhalten bef\u00fcllt wird. Das Team freut sich schon darauf, bald mehr dar\u00fcber zu berichten.\nDas Team hat auch hart an der Planung der CitizenCon und der \"Road to 4.0\" gearbeitet, die, wie im letzten Letter From the Chairman erw\u00e4hnt, bis zur Ver\u00f6ffentlichung von 4.0 regelm\u00e4\u00dfig Inhalte zu 4.0 pr\u00e4sentieren wird. Derzeit wird davon ausgegangen, dass diese Info-Serie im September ver\u00f6ffentlicht wird.\nDas Community-Team bietet au\u00dferdem weiterhin Gameplay-Schulungen f\u00fcr neue Mitarbeiter\/innen an, die von den Leuten, die mehr \u00fcber das Verse erfahren wollen, sehr gelobt werden.\nSchlie\u00dflich hat das Team weitere Optionen f\u00fcr Anreize im Zusammenhang mit dem PTU auf kurze Sicht und eine viel breitere Palette von Anreizen auf mittlere bis lange Sicht erforscht.\n\nMotor\nIm Juni hat das Physikteam mehrere Verbesserungen an den Strahlenweltschnittpunkten (RWI) vorgenommen, die jetzt einen halbkontinuierlichen Modus f\u00fcr die Verfolgung von starren K\u00f6rpern enthalten. Dadurch werden die Tests f\u00fcr Projektil\u00fcberschneidungen bei sich schnell bewegenden Schiffen robuster. RWI wurde au\u00dferdem erheblich optimiert (3-5x bei starker Nutzung).\n\nDie Kachelung von dichten SDFs wurde eingef\u00fchrt und die SDF-Koordinatenkonvertierung und trilineare Interpolation wurden optimiert. Die Unterst\u00fctzung f\u00fcr Geometrieknoten in CGFs\/CGAs, die nur von Spielern kollidieren, wurde behoben und erweitert, w\u00e4hrend die Arbeit an den neuen Seilen fortgesetzt wurde. Au\u00dferdem wurden verschiedene Fehlerbehebungen und andere Verbesserungen eingereicht.\n\nBeim Renderer wurde die Umstellung auf Gen12 fortgesetzt, wobei weitere Passes portiert wurden, darunter responsive AA und Decal-Rendering in der Forward Stage. Die Verarbeitung von Scattering-Abfragen wurde \u00fcberarbeitet und eine Debug-UI f\u00fcr diese Abfragen wurde hinzugef\u00fcgt. Das Pufferkopieren von Sonnenschattenkaskaden wurde ebenfalls portiert. Das Format des vorherigen HDR-Rahmens wurde angepasst (Reprojektion, temporale AA), um effizienter zu sein, und die Bereinigung des Render-Threads begann.\n\nDie Gen12-Portierungen von atmosph\u00e4rischem und volumetrischem Wolkenrendering wurden als verallgemeinerter Verarbeitungskontext fortgesetzt und neue Stufen zur Entkopplung der ansichtsabh\u00e4ngigen Ressourcen von den Kernsystemen, die sie bearbeiten, wurden eingef\u00fchrt. Der Atmosph\u00e4ren-Shader-Code wurde so angepasst, dass er sich gut mit DXC und SPIR-V kompilieren l\u00e4sst. Es wurden verschiedene Verbesserungen vorgenommen, um Gleichzeitigkeitsprobleme zu vermeiden, wenn die Eigenschaften mehrerer Planeten gleichzeitig eingelesen und an die Atmosph\u00e4ren- und Wolkenrendering-Systeme weitergeleitet werden.\n\nIn der Core-Engine verwenden Entity-Bereiche jetzt Tags, um zu verfolgen, welche Entities\/Bereiche Ereignisse aneinander senden. Dies ersetzt die versteckte Hierarchielogik, die zu verschiedenen Problemen f\u00fchrte, und erm\u00f6glicht einen effizienteren Code. Die Arbeit an der \u00dcberpr\u00fcfung der gesamten Codebasis durch Include-what-you-use (IWYU) wurde fortgesetzt. Ziel ist es, IWYU schlie\u00dflich in die kontinuierliche Integrationspipeline (Trybuild) zu integrieren, um den Code sauber zu halten. Au\u00dferdem wurde k\u00fcrzlich der cigSTL\/eaSTL-Namensraum in den Hauptentwicklungszweig integriert, der eine anpassbare STL-Bibliothek f\u00fcr StarEngine werden soll. Der Aktualisierungsplaner f\u00fcr Entity-Komponenten wurde aktualisiert, um die Iteration von Komponentenlisten bei der Verwendung manueller Aktualisierungsrichtlinien zu vermeiden (Leistung). Die Arbeit an der Verbesserung des Dateispeichers (IO) wurde fortgesetzt, was letztendlich zu verbesserten Ladezeiten f\u00fcr kleine Dateien f\u00fchren sollte. Au\u00dferdem wurde die Arbeit an einem verbesserten r_displayinfo fortgesetzt. Schlie\u00dflich wurden die alten FPS-Analyse-Buckets durch ein Array-basiertes Frame-Time-Bucket ersetzt, das genauere Profiling-Informationen erm\u00f6glicht.\n\nDer Rest der Zeit wurde f\u00fcr die Unterst\u00fctzung und Fehlerbehebung f\u00fcr Alpha 3.17.2 verwendet.\n\nFunktionen (Arena Commander)\nDas Team f\u00fcr die Arena Commander Features hat Probleme behoben und die Lebensqualit\u00e4t der Module Arena Commander und Star Marine verbessert. Au\u00dferdem wurde die Implementierung von T\u00fcren, Reglern und Aufz\u00fcgen verbessert, was zu einer schnelleren und robusteren Einrichtung von Fahrzeugen und Stationen f\u00fchrt.\n\nAu\u00dferdem wurden Pl\u00e4ne f\u00fcr neue Karten und Gameplay-Erlebnisse f\u00fcr Arena Commander und Star Marine gestartet.\n\nFeatures (Charaktere und Waffen)\nIm Juni hat das Feature-Team an l\u00e4ngerfristigen Verbesserungen des pers\u00f6nlichen Inventarsystems gearbeitet, die auf dem Feedback der letzten Live-Ver\u00f6ffentlichungen basieren.\n\n\"Eine oft geforderte Funktion ist die M\u00f6glichkeit, eine gro\u00dfe Anzahl von Gegenst\u00e4nden von einem Inventar in ein anderes zu verschieben - deshalb haben wir eine Schaltfl\u00e4che \"Alles verschieben\" hinzugef\u00fcgt. Das mag trivial klingen, aber es braucht die zugrundeliegende Logik, um sicherzustellen, dass die daraus resultierende Serviceanfrage so klein wie m\u00f6glich ist und alle Bedingungslogiken f\u00fcr die Masse der zu verschiebenden Gegenst\u00e4nde ausgef\u00fchrt werden.\" - Eigenschaften Team\n\nWeitere Funktionen sind die M\u00f6glichkeit, mit Gegenst\u00e4nden auf dem Boden in der N\u00e4he des Spielers zu interagieren und bereits ausger\u00fcstete Gegenst\u00e4nde von einem Anschluss zum anderen zu bewegen. Einige dieser Funktionen werden bereits in gr\u00f6\u00dferem Umfang intern getestet.\n\nAn anderer Stelle wurden die bereits berichteten grundlegenden \u00c4nderungen an der Synchronisierung der Bewegungen der Akteure abgeschlossen. Die neue Logik hat die internen Tests erfolgreich durchlaufen, so dass das Team die Funktion in begrenztem Umfang auf einigen PTU-Servern aktivieren konnte. Dabei wurden weitere Probleme aufgedeckt, die das Team l\u00f6sen muss, aber das Ziel ist immer noch, die Funktion auf allen Servern in Alpha 3.17.2 zu aktivieren.\n\nStar Citizen hat schon seit langem ein System zur Bodenausrichtung, das sicherstellt, dass die Fu\u00dfstellung eines Charakters korrekt mit der Umgebung interagiert. Im Juni hat das Team dieses System auf die Platzierung der H\u00e4nde ausgeweitet. Als Anwendungsfall wurde die Gew\u00f6lbe\u00fcberquerungsmechanik mit immer komplexer geformten Vorspr\u00fcngen verwendet, um die Funktionalit\u00e4t zu testen. Dies wird ein weiteres n\u00fctzliches Werkzeug sein, um die Wiedergabetreue der Charakteranimationen und ihr Aussehen in den dynamischen Umgebungen der PU zu verbessern.\n\nFeatures (Gameplay)\nIm letzten Monat begannen die Gameplay-Features mit der Arbeit an den n\u00e4chsten Schritten f\u00fcr den Beruf des Bergers. Dabei wurden die M\u00f6glichkeiten f\u00fcr die \"Munching\"-Mechanik, die Schiffstraktorstrahlen und den Bergungsschleifer untersucht.\n\nDer Aegis Reclaimer und der Drake Vulture haben gute Fortschritte gemacht und warten nun auf Elemente aus der \u00dcberarbeitung der Fracht.\n\nAuch der Maschinenraum und die Lebenserhaltung kommen gut voran. Das Team ist jetzt in der Lage, alle relevanten Gegenst\u00e4nde, R\u00e4ume, T\u00fcren und die dazugeh\u00f6rigen Steuerelemente und Daten in einem ersten ausgeblockten UI-Bildschirm anzuzeigen. Die ersten interaktiven Elemente und die ersten austauschbaren\/interaktionsf\u00e4higen Schiffsgegenst\u00e4nde wurden ebenfalls hinzugef\u00fcgt.\n\nFeatures (Fahrzeuge)\nIm letzten Monat haben die Fahrzeugfunktionen an einer Reihe von Aufgaben gearbeitet, um ihre Systeme f\u00fcr die Ver\u00f6ffentlichung des persistenten Streaming vorzubereiten. Dazu geh\u00f6rte die laufende \u00dcberarbeitung des Transitsystems, damit sie Zugnetzwerke simulieren k\u00f6nnen, wenn die Waggons nicht auf irgendwelchen Maschinen gespawnt sind.\n\nAu\u00dferdem hat das Team die \u00dcberarbeitung und das Redesign von Sperrgebieten fortgesetzt.\n\n\"Wir haben einige Spieltests durchgef\u00fchrt und dabei Probleme mit der Benutzeroberfl\u00e4che und der Benutzererfahrung festgestellt, an denen wir jetzt arbeiten. Wir haben jetzt auch eine ganze Stadt mit dem neuen System eingerichtet, um die Entwickler-Tools zu testen, was ziemlich erfolgreich war.\" Fahrzeug-Feature-Team\n\nDas Vehicle Feature Team hat zusammen mit der KI daran gearbeitet, verschiedene Schiffsmodi zu erm\u00f6glichen, wie z.B. den Raketenbetreibermodus. Dieser befindet sich noch in der Entwicklung, macht aber gute Fortschritte.\n\nWas die Balance betrifft, so wurde das Handling der neuen Bodenfahrzeuge weiter verbessert, w\u00e4hrend der Treibstoffverbrauch \u00fcberarbeitet und neu ausbalanciert wurde, um das Tanken zu erleichtern.\n\nGrafik, VFX-Programmierung & Planet Tech\nIm letzten Monat setzte das Grafikteam die Portierung von Funktionen auf Gen12 fort, darunter Gaswolken, Fl\u00fcsse, gefrorene Ozeane, Brechung und Multipass-Unterst\u00fctzung. Au\u00dferdem wurden Korrekturen f\u00fcr die Tessellierungspartitionierung f\u00fcr Bodennebel auf Planeten eingereicht. F\u00fcr das Vulkan-Backend hat das Team Probleme behoben, die von der Validierungsschicht abgefangen wurden, darunter nicht \u00fcbereinstimmende Texturtypen und nicht \u00fcbereinstimmende unbenutzte Vertex-Eingabeattribute (die jetzt vom Shader reflektiert werden).\n\nF\u00fcr das Render-to-Texture-System hat das Team einen Absturz behoben, der dadurch verursacht wurde, dass die falsche Aufl\u00f6sung berechnet wurde, wenn die Bildschirmaufl\u00f6sung ge\u00e4ndert wurde, sowie ein Problem mit RTT-Hologrammen, die gelegentlich verpixelt waren.\n\nAuch bei der LOD-Fusion wurden Fehler behoben, darunter ein Update, das die Kombination von Objekten mit mehr als 64 Submaterialien erm\u00f6glicht. Au\u00dferdem wurden Probleme mit dem Rendering von ung\u00fcltigen statischen Schattenregionen untersucht. Auch beim Haar-Shader wurden erhebliche Fortschritte erzielt, darunter Aktualisierungen der Graustufensteuerung, der Variationskacheln und der Melaninauswahl.\n\nDie VFX-Programmierung untersuchte weiterhin Offline-Schadenskarten mit Persistenz. Au\u00dferdem wurden die ImGUI-Debug-Tools f\u00fcr Schadenskarten und eine dynamische Bitset-Datenstruktur f\u00fcr Schadenskartenabfragen implementiert. Au\u00dferdem wurden \u00c4nderungen an den Materialien der Schadenskarten vorgenommen und die Verarbeitung und das Rendering der Treffer optimiert.\n\nDas Planet Tech Team konzentrierte sich auf Fehlerbehebungen, um die Sandbox-Teams zu entlasten. Au\u00dferdem haben sie sich mit der Feinabstimmung der Modulplatzierung f\u00fcr RaStar befasst und die automatische \u00dcberpr\u00fcfung der Flussplatzierung weiterentwickelt.\n\nBeleuchtung\nDas Beleuchtungsteam hat neue K\u00fcnstler an Bord geholt, die an der Rennstrecke arbeiten, die derzeit der Oberfl\u00e4che von Clio hinzugef\u00fcgt wird, um den Spielern die Navigation auf der Strecke zu erleichtern und die Stimmung des Ortes zu verbessern.\n\nDas Team bearbeitete die neuen Gaswolken und Raststationen, die zu den Lagrange-Punkten von ArcCorp und microTech hinzugef\u00fcgt werden. Dabei wurde die bereits etablierte Palette und Lichtsprache verwendet, um eine schnelle Integration zu erm\u00f6glichen.\n\nDas Team hat auch die neuen verlassenen Au\u00dfenposten und Schiffsstandorte weiter beleuchtet, bevor es sich wieder auf das neue Set f\u00fcr die kolonialen Au\u00dfenposten konzentrierte. Dies ist ein riesiger neuer Ort und eine neue Herausforderung f\u00fcr das Team, da sie die Beleuchtung so gestalten, dass dynamische und spielergesteuerte \u00c4nderungen des Lichtzustands m\u00f6glich sind.\n\nSchaupl\u00e4tze (Montreal)\nEin Hauptaugenmerk im Juni lag auf der Fehlerbehebung, dem Feinschliff und dem Feedback von Evocati zur verlassenen Reclaimer-Siedlung und den Weltraummissionen.\n\nDas Stadtbild von Lorville durchlief die Whitebox-Phase; die Au\u00dfenbezirke von Lorville wurden hinzugef\u00fcgt und in der richtigen Gr\u00f6\u00dfe platziert.\n\n\"Mit diesen neuen Au\u00dfenbezirken haben wir jetzt eine bessere Vorstellung vom Ma\u00dfstab des \"neuen\" Lorville (Hinweis: es ist gr\u00f6\u00dfer!).\" - Standorte-Team\n\nSie \u00fcberpr\u00fcften auch das Verkehrssystem von Lorville, um sicherzustellen, dass es an das neue Layout der Stadt angepasst werden kann.\n\nEine neue Absturzstelle, die den 600i und die Mercury-Wracks enth\u00e4lt, ist fast fertig. Das Team hat die Zusammensetzung und Platzierung der beiden Schiffe verfeinert, um eine \u00fcberzeugende Siedlung zu schaffen, die sich von der des Reclaimer-Derelikts unterscheidet.\n\nIn-Game Branding (Montreal)\nDas neue In-Game Branding-Team in Montreal hat mit seiner ersten Aufgabe begonnen, die Beschilderung aller Landezonen zu \u00fcberarbeiten, um den Spielern die Orientierung zu erleichtern.\n\n\"Das ist ein ideales Mandat, da es eine enge Zusammenarbeit mit den bestehenden Teams entwickelt. Die Philosophie dieses Teams ist es, auf die Community zu h\u00f6ren und jeden Aspekt des In-Game-Brandings zu nutzen, um den Spielern ein besseres Erlebnis zu bieten.\" - In-Game Branding Team\n\nSie haben auch mit den Aufgaben f\u00fcr ein bevorstehendes In-Game-Event begonnen.\n\nNarrative\nIm Juni arbeitete das Narrative-Team an den verbleibenden Aufgaben f\u00fcr die Alpha 3.17.2. Dazu geh\u00f6rten die Erstellung von Strings f\u00fcr neue Gegenst\u00e4nde, Missionen, Orte und Fahrzeugbemalungen, die mit dem Patch hinzugef\u00fcgt werden sollen.\n\nIn der Zwischenzeit arbeitete das Team weiter an einem neuen Missionsarchetyp, der f\u00fcr eine zuk\u00fcnftige Ver\u00f6ffentlichung geplant ist.\n\n\"Er ist erz\u00e4hlerisch intensiver als andere Missionen und es war eine spannende Herausforderung f\u00fcr uns, L\u00f6sungen zu finden, um den Spielern eine fesselnde Geschichte zu bieten und gleichzeitig Wiederspielbarkeit und Skalierbarkeit zu gew\u00e4hrleisten. Narrative Team\n\nAu\u00dferdem haben die Autoren mehrere Skripte erstellt und eine Aufnahmesitzung f\u00fcr die Grenzh\u00e4ndler abgehalten, die Bars und L\u00e4den in den entlegeneren Ecken des Universums bev\u00f6lkern werden. Diese S\u00e4tze wurden um die M\u00f6glichkeit erweitert, dass die H\u00e4ndler den Spielern Jobs und Missionen anbieten k\u00f6nnen, sobald diese Mechanik verf\u00fcgbar ist.\n\nIm Juni hat das Team au\u00dferdem einige neue Fahrzeuge getestet. Bei diesen \u00dcberpr\u00fcfungen trifft sich das Team mit den Designern und K\u00fcnstlern, um die kleinsten Details jedes Fahrzeugs zu betrachten und sicherzustellen, dass die Geschichte durchg\u00e4ngig konsistent ist. Dies f\u00fchrte dazu, dass das Team Vorschl\u00e4ge f\u00fcr mehrere neue Abziehbilder aufschrieb.\n\nSchlie\u00dflich feierte das Team den Tag des ersten Kontakts mit der Community, indem es Posts in den Sprachen Xi'an und Banu verfasste. Au\u00dferdem wurde ein ausf\u00fchrlicher Bericht \u00fcber das Brentworth Care Center ver\u00f6ffentlicht und mehrere neue Artikel wurden der Galactapedia hinzugef\u00fcgt.\n\nQA\nDie QA konzentrierte sich auf den Alpha 3.17.2 Patch und die Integrationen aus den unterst\u00fctzten Team-Streams.\n\nF\u00fcr die KI wurden die Integrationspr\u00fcfungen f\u00fcr neue und aktualisierte Funktionen abgeschlossen, bevor sie in den Hauptzweig aufgenommen wurden. Au\u00dferdem wurden alle bestehenden Checklisten an die neuen Funktionen angepasst, die von den Entwicklungsteams zum Testen bereitgestellt wurden.\n\nDie eingebetteten Locations-Tester lernten weiterhin den Editor und die Arbeitsabl\u00e4ufe des Teams kennen, um sie durch die Erstellung von Testebenen besser unterst\u00fctzen zu k\u00f6nnen. Der Schwerpunkt lag im letzten Monat auf den Raumsystemen und den Werkzeugen, mit denen Au\u00dfenposten und Stationen erstellt werden k\u00f6nnen. Au\u00dferdem wurden die regelm\u00e4\u00dfigen Landezonen-Checks fortgesetzt, um sicherzustellen, dass sie sich nicht verschlechtert haben.\n\nIm Engine-Team konzentrierte sich die Qualit\u00e4tssicherung weiterhin auf PageHeap-Tests, um Speicherprobleme im Spiel im Griff zu behalten. Au\u00dferdem lernten sie Flowgraph und die Codierung f\u00fcr die Automatisierung.\n\nDas Tools-Team erhielt weiterhin Unterst\u00fctzung beim Testen seiner Kerntools.\n\nTools (Montreal)\nDas Tools-Team f\u00fchrte die Einf\u00fchrung von Mighty Bridge in allen Teams fort und organisierte Workshops zur Nutzung der Software.\n\nDas Programmierteam nahm zwei wichtige Themen in Angriff: die Fertigstellung der M\u00f6glichkeit, Geometrien aus dem Editor in Houdini zu \u00fcbertragen und die Verbesserung der Benutzeroberfl\u00e4che von Mighty Bridge.\n\nAuf der technischen Seite kommt das Tool zur Erstellung von prozeduralen Orten gut voran und das Team rechnet damit, die erste Version bald in die H\u00e4nde des Teams zu geben. Eine Reihe von Werkzeugen zur Streuung von Objekten und zur Integration von Umgebungen wurde weiterentwickelt. Der erste Prototyp wird zum Beispiel ein Werkzeug sein, mit dem man eine Zerst\u00f6rungsspur hinter abgest\u00fcrzten Raumschiffen in verlassenen Siedlungen erstellen kann. Anstatt sie von Hand zu bearbeiten, k\u00f6nnen die Umweltk\u00fcnstler\/innen einen Spline zeichnen, der die Spur automatisch erstellt, bevor sie eine Reihe von Variablen anpassen, damit die Spur genau so aussieht, wie sie es wollen.\n\nDiese Art von Werkzeug kann einen gro\u00dfen Produktivit\u00e4tszuwachs bedeuten. Wenn ein K\u00fcnstler zum Beispiel einen Trail von Hand erstellt, braucht er etwa eine Woche. Mit diesem Werkzeug kann er die Zeit auf einen halben Tag reduzieren.\n\nTech Animation\nDas Tech Animation Team hat die \u00dcberarbeitung der Animationspipeline fortgesetzt, die im letzten Bericht erw\u00e4hnt wurde. Dabei wurden neue Rigs und Tools erstellt und alter Code zugunsten eleganterer und leistungsf\u00e4higerer L\u00f6sungen entfernt.\n\nAu\u00dferdem wurde die Arbeit an einem neuen System fortgesetzt, das die Wiedergabetreue \u00fcber alles stellt. Obwohl es aufgrund seiner Kosten und Einschr\u00e4nkungen nur selten in Spielen eingesetzt wird, ist diese Art von System ideal f\u00fcr Performance-St\u00fccke.\n\nDie Planungen f\u00fcr die kommenden Quartale wurden vorangetrieben, und zahlreiche neue Charakterk\u00f6pfe machten Fortschritte bei der Unterst\u00fctzung von Animationen.\n\nOnline-Dienste (Montreal)\nDas Team hat Fortschritte bei der Implementierung des neuen Login-Flows gemacht und behebt derzeit die restlichen Fehler, die bei der QA-\u00dcberpr\u00fcfung gefunden wurden. Dieser Refraktor ist ein notwendiger Schritt in Richtung des Ziels, persistentes Entity-Streaming zu erreichen.\n\nDas Team konnte auch den \"Stream Sniper Bug\" beheben, einen seit langem bestehenden Exploit, der es Spielern erm\u00f6glicht, die Markierung eines anderen Spielers zu erhalten, obwohl sie nicht in der Gruppe sind.\n\nLive Tools (Montreal)\nLive Tools hat hart an der Entwicklung eines neuen Moduls f\u00fcr das Network Operation Center gearbeitet, das sich mit der \u00dcberwachung und Behebung von Login-Problemen befasst und nun zur Entwicklung bereit ist.\n\nDie Module Reputation und Entitlement verwenden jetzt eine neue Technologie f\u00fcr die Kommunikation mit den Diensten. Diese Umstellung wird schlie\u00dflich auf alle Module angewandt werden.\n\nDas Team arbeitet au\u00dferdem an einer neuen Funktion, mit der die Spieler\/innen das Inventar einsehen k\u00f6nnen, um Probleme mit Schiffen und Ausr\u00fcstung leichter beheben zu k\u00f6nnen.\n\nTurbulent (Web-Plattform)\nDas Webteam bereitete sich weiter auf kommende Aktionen vor und arbeitete an der Erweiterung des Alexandria-Produkts. Die Verbesserungen und die Weiterentwicklung des Produkts werden den ROI mit einer globalen Skin- und Themenbibliothek erh\u00f6hen, so dass der Schwerpunkt auf Qualit\u00e4t, Leistung und Aktualisierung der Dienste liegt. Da die Zahl der Produktnutzer\/innen weiter steigt, konzentriert sich das Team darauf, dass das Tool sowohl effizient als auch flexibel ist und den Spieler\/innen durch ein einheitliches Branding, eine einheitliche Kommunikation und einen einheitlichen Inhalt einen besseren Einblick erm\u00f6glicht.\n\nDas Backend-Webteam hat die Implementierung eines neuen Medienverwaltungsdienstes abgeschlossen. Der Medienverwaltungsdienst wird zwar nur von einer kleinen Gruppe von Mikrodiensten genutzt, erm\u00f6glicht aber eine wesentlich effizientere Verarbeitung beim Hochladen und Abrufen von Bildern. Das Team hat au\u00dferdem damit begonnen, die Autorisierungs-Tokens zu standardisieren, damit alle Mikrodienste auf der gesamten Plattform die gleiche Methode verwenden.\n\nDevOps arbeitete an einer Initiative zur vollst\u00e4ndigen Umstellung der Webplattform auf Kubernetes, w\u00e4hrend das Experience-Team von Turbulent die Customer Journey weiter \u00fcberarbeitete, um den Einstieg f\u00fcr neue Nutzer\/innen einfacher und klarer zu gestalten.\n\nAu\u00dferdem wurde Zeit darauf verwendet, den neuen Community Hub mit neuen Funktionen auszustatten. Nachdem die Migration fast abgeschlossen war, f\u00fcgte das Team Moderationstools, Benutzerprofilseiten, Twitch-Integration und folgende Funktionen hinzu.\n\n\"Wir k\u00f6nnen es kaum erwarten, diesen Hub in die freie Wildbahn zu entlassen, denn er wird DER Ort sein, an dem du den Puls der Star Citizen Community f\u00fchlen kannst!\" Web-Plattform-Team\n\nUI\nDen ganzen Juni \u00fcber hat das UI-Team an der Starmap gearbeitet und die Quantenreise mit Kontextmen\u00fcs verkn\u00fcpft, um den Prozess intuitiver zu gestalten. Au\u00dferdem wurde untersucht, wie man gro\u00dffl\u00e4chige Weltraumwolken darstellen kann.\n\nAu\u00dferdem wurde Zeit in die Verbesserung der zugrunde liegenden Systeme investiert, damit sie mit der Persistenz funktionieren, vor allem bei den Fahrzeugen und der Ausr\u00fcstung der Charaktere f\u00fcr die verschiedenen Spielmodi. Im Zuge der Umstellung von Linse und Visier wurde auch der Chat im Spiel auf Building Blocks portiert.\n\nDas UI Tech Team arbeitete an neuen Ans\u00e4tzen f\u00fcr die Seitenverh\u00e4ltnisse, um es den Entwicklern zu erleichtern, gr\u00f6\u00dfenver\u00e4nderbare Bildschirme einzurichten. Au\u00dferdem haben sie das neue 3D-UI-Kartensystem verbessert, so dass sie problemlos geschichtete, flie\u00dfende UI mit gekr\u00fcmmten Oberfl\u00e4chen erstellen k\u00f6nnen. Dies wird dazu beitragen, besser aussehende interaktive holografische UIs und animierte Werbetafeln in Schl\u00fcsselbereichen zu erstellen.\n\nVFX\nDas VFX-Team hat im letzten Monat an mehreren Schaupl\u00e4tzen gearbeitet, darunter ein Krankenhaus in Grim HEX, mehrere verlassene Reclaimer-Varianten (auf dem Planeten und im Weltraum) und einige verlassene Au\u00dfenposten. Au\u00dferdem wurden die Arbeiten an einem neuen Fahrzeug abgeschlossen und die Bergungseffekte weiter verfeinert.\n\nSchlie\u00dflich wurden Optimierungen an den Effekten des planetaren Bodensturms vorgenommen, die bei einigen Spielern zu Leistungsproblemen gef\u00fchrt hatten, weil die Daten des Planeten, die bestimmen, wie die Effekte spawnen, ge\u00e4ndert wurden.","zh_CN":"PU Monthly Report\nJune 2022\nAlpha 3.17.2 is on the horizon, so this month\u2019s report features a mix of features you\u2019ll be experiencing very soon and things to look forward to in the coming months and beyond. Read on for all the details.\n\nAI (Content)\nIn June, a new narrative-focused AI designer joined the team and began improving the current shopkeeper behavior by expanding the variety of voices and dialogue. However, this AI is placeholder until the team finish converting the bartender to support different shop types, including food, clothing, and weapons. Further progress was also made on the dynamic conversations mentioned in previous reports.\n\nThe team also set up the leisure-behavior AI to use the mobiGlas from different usables. Upon review, these animations were deemed too generic or unconvincing, so the designers are now undertaking previsualization to add more emotion and realism.\n\nAI (Tech)\nOne of AI Tech\u2019s focuses in June was optimizing and improving Alpha 3.17.2. This involved adding functionality for the planetary nav-mesh and AI-reinforcement features.\n\n\u201cThis is the first iteration of the nav-mesh and reinforcement features but we are extremely proud and excited to see them available to all of you!\u201d AI Tech Team\n\nWork continued on the locomotion code. This included improving the transitions between different locomotion states by further developing the initial implementation of pose matching. They also implemented linear speed warping, including a way to dynamically calculate a spline into a specific pose. For example, the enter position of a usable. This allows the team to make the transition between movement and interactive objects smoother and more believable. They also began improving and fixing idle steps, which are special animations used for extremely short paths (max 75cm).\n\nFor 3D navigation, the team improved the implementation of ORCA 3D for collision avoidance and continued to develop break splines. Break splines can be dynamically attached to the systemic movement of any entity that uses 3D movement (currently ships but will include characters in EVA in the future). The entity can then select the appropriate spline based on its skills, direction, and other conditions before smoothing its entrance, allowing it to perform a cinematic movement into a systemic behavior.\n\nFor trolley use, the team focused on tasks to allow an NPC using a usable (in this case a movable object) to be dynamically attached to another usable (such as a parking spot). They also supported the trolley lightweight update and tweaked path following to allow it to minimize the distance of the trolley from the path.\n\nOn the Subsumption side, multiple tool aspects were upgraded and bugs were fixed to move development into the \u2018improvement\u2019 phase. A new panel was also added to give an advanced selection of parameters when the dropdown menu becomes too large.\n\nAI (Vehicle Features)\nIn June, AI Vehicle Features enabled the AI to control different ship modes. For example, this allows NPCs to switch to the correct mode when quantum jumping or using missiles.\n\nAnimation\nThroughout June, the Facial Animation team worked on outlaw characters, rescue and transport missions, AI bartenders, and player emotes. They also supported Pyro with motion-capture (mo-cap) alongside the Narrative team.\n\nRegarding mo-cap, the new studio is progressing well, with the truss being completed. The team are currently setting up the cameras, computers, and other equipment.\n\nArt (Characters)\nJune saw the Character Art team further develop the frontier outfits and begin work on high-fashion clothes for Stanton. They\u2019re also creating new outfits for various upcoming events and promotions.\n\nArt (Ships)\nLast month, the UK-based Ship Art team continued developing the Banu Merchantman\u2019s exterior. Significant progress was made towards finalizing the larger forms as well as figuring out some of the finer details, such as intake design, decorative patterns, and the cargo ramp.\n\nThe team also progressed with the final art pass on an unannounced vehicle, which should be wrapped up this month. Remaining tasks include polish before the LOD and damage passes.\n\nWork on the Argo SRV moved into the greybox phase. On the exterior, the team completed the hull, cargo lift, and entrance lift and made significant progress on the nacelles and landing gear. Inside, greyboxing continued for the cockpit, seat, and dash.\n\nDevelopment of another unannounced ship continued, which is currently in greybox. June\u2019s focus was on the landing gear, exterior doors, cockpit, dash, and pilot seat.\n\nCommunity\nAlongside working on the new Community Hub, June saw the Community Team celebrating Pride with the Show Us Your Colors Celebration 2022 and publishing the Anvil Legionnaire Q&A.\n\nThey then announced the Bar Citizen World Tour and Bar Citizen Day on June 12, which was celebrated in all CIG home cities. The team is actively planning events throughout the rest of the year and wants you to stay tuned for updates on this front coming soon.\n\nIn support of July\u2019s Foundation Festival, the team asked community orgs to answer their Promote Your Organization call. They also announced Battle of the Bricks, a charity build-off with the Eve Online Community team.\n\nCommunity also published several comm-links in celebration of Alien Week, including a scavenger hunt, Banu and Xi'an language challenges, and the Alien Ship Poster and Intergalactic Mix-Off contests.\n\nThey also highlighted some of the lesser-discussed improvements coming in Alpha 3.17.2 in the first of two Patch Watch posts and detailed the Nine Tails Lockdown and Jumptown 2.0 Dynamic Events schedule.\n\nIn addition to the regular output of content, the team has been hard at work and focused on the upcoming new Community Hub, which is now functioning on the live environment (main website, but only visible to staff). Porting over the hub from a staging environment to a live environment has been a huge milestone as the hub is finally being populated with real user content. The team is excited to share more soon.\nThe team has also been hard at work planning and expecting all plans related to CitizenCon and the \u201cRoad to 4.0\u201d which as mentioned in the last Letter From the Chairman, will present regular 4.0-related content between now and the release of 4.0. They are currently expecting to roll out this info-series in September.\nThe Community Team also continues to provide gameplay training for incoming new hire staff, which has been massively praised by folks looking to learn more about the \u2018verse.\nFinally, the team has been deep diving more options for incentivization related to the PTU in the short term, with a much broader variety of incentives in the mid to long term.\n\nEngine\nIn June, the Physics team made several improvements to ray world intersections (RWI), which now contains a semi-continuous mode to trace against rigid bodies. This makes projectile intersection tests more robust with fast-moving ships. RWI was also significantly optimized (3-5x on heavy usage).\n\nThe tiling of dense SDFs was introduced, and SDF coordinate conversion and trilinear interpolation were optimized. Support for \u2018player only collision\u2019 geometry nodes inside CGFs\/CGAs was fixed and extended, while work on the new ropes continued. Various bug fixes and other improvements were submitted too.\n\nOn the renderer, the Gen12 transition continued with more passes being ported over, including responsive AA and decal rendering in the forward stage. The processing of scattering queries was reworked and a debug UI was added for them too. Buffer copying of sun shadow cascades was ported as well. The format of the previous HDR frame has been adjusted (reprojection, temporal AA) to be more efficient, and the cleanup of the render thread began.\n\nThe Gen12 ports of atmospheric and volumetric cloud rendering continued as a generalized processing context, and new stages to decouple view-dependent resources from the core systems that operate on them have been introduced. The atmosphere shader code was adjusted to compile well with DXC and SPIR-V. Various improvements were made to prevent concurrency issues when streaming in properties of multiple planets at the same time and relaying them to the atmosphere and cloud-rendering systems.\n\nOn the core engine, entity areas now utilize tags to track what entities\/areas events send to each other. This replaces the hidden hierarchy logic that caused various issues and allows for more efficient code. Work on running the entire code base through include-what-you-use (IWYU) continued. The goal is to eventually make IWYU part of the continuous integration pipeline (trybuild) to keep code clean. Furthermore, a recent integration into the main development branch saw the introduction of the cigSTL\/eaSTL namespace, which is planned to become a customizable STL library for StarEngine. The entity component update scheduler received updates to avoid iterating component lists when using manual update policies (performance). Work on improving file location (IO) continued, which should eventually lead to improved loading times for small files. Also, work on an improved r_displayinfo continued. Lastly, the old FPS analytic buckets were replaced with an array-based frame time bucket that allows for more accurate profiling information.\n\nThe remainder of the time was spent supporting and bug fixing for Alpha 3.17.2.\n\nFeatures (Arena Commander)\nThe Arena Commander Features team fixed issues and added quality-of-life improvements to both the Arena Commander and Star Marine modules. Improvements were also made to the implementation of doors, controllers, and elevators, which will result in quicker, more robust setups in both vehicles and stations.\n\nPlans were also kicked off for new maps and gameplay experiences for Arena Commander and Star Marine.\n\nFeatures (Characters & Weapons)\nThroughout June, the Features team worked on longer-term improvements to the personal inventory system based on feedback from recent live releases.\n\n\u201cAn often-requested feature is the ability to move a large number of items from one inventory to another - so we\u2019ve added a \"move all\" button. This may sound trivial, but it needs the underlying logic to ensure the resulting service request is as small as possible and all condition logic is executed for the bulk of items being moved.\u201d - Features Team\n\nOther features include being able to interact with items on the floor near the player and being able to move already equipped items from one port to another. Some of these features are already in larger-scale internal testing.\n\nElsewhere, previously reported fundamental changes to how actor movement synchronization is handled were completed. The new logic successfully progressed through internal testing, which allowed the team to enable the feature in a limited capacity on some PTU servers. This identified additional issues for the team to work through, though the goal is still to have it enabled across all servers in Alpha 3.17.2.\n\nStar Citizen has long had a ground alignment system that ensures the foot placement of a character correctly interacts with the environment. June saw the team looking into extending this system to hand placements. As a use case, the vault traversal mechanic was used with increasingly complex-shaped ledges to stress test the functionality. This will be another useful tool to increase the fidelity of character animations and how they look across the PU\u2019s dynamic environments.\n\nFeatures (Gameplay)\nLast month, Gameplay Features began working on the next steps for the salvage profession, which involved evaluating the possibilities for the \u2018munching\u2019 mechanic, ship tractor beams, and the salvage grinder.\n\nThe Aegis Reclaimer and Drake Vulture\u2019s hull-scraping feature progressed well and is currently awaiting elements from the cargo refactor.\n\nEngineering and life support are proceeding well too. The team are now able to show all relevant items, rooms, doors, and their corresponding controls and data in an early blocked-out UI screen. The initial interactive elements and the first exchangeable\/interactable ship items were added too.\n\nFeatures (Vehicles)\nLast month, Vehicle Features worked on a variety of tasks to ready their systems for the release of persistent streaming. This involved the ongoing refactor of the transit system so they can simulate train networks when the carriages aren\u2019t spawned in on any machines.\n\nThe team also continued to refactor\/redesign restricted areas.\n\n\u201cWe conducted some playtesting and found issues with the UI and user-experience side of things, which we\u2019re working on now. We\u2019ve now also set up a whole city using the new system to test out developer tooling, which has been quite successful.\u201d Vehicle Feature Team\n\nVehicle Features worked alongside AI to allow use of different ship modes, such as missile operator mode. This is still in development though progressing well.\n\nOn the balance side, further tweaks were made to the new ground-vehicle handling, while a review and rebalance of fuel use began, which aims to improve the refueling experience.\n\nGraphics, VFX Programming & Planet Tech\nLast month, the Graphics team continued porting features to Gen12, including gas clouds, rivers, frozen oceans, refraction, and multi-pass support. Fixes were also submitted for tessellation partitioning for planet ground fog. For the Vulkan backend, the team fixed issues caught by the validation layer, including mismatched texture types and mismatches of unused vertex input attributes (which are now reflected from the shader).\n\nFor the render-to-texture system, the team fixed a crash caused by the wrong resolution being calculated when the screen resolution was changed, along with an issue with RTT holograms occasionally pixelating.\n\nBugs were also fixed for the LOD merger, including an update to allow combining objects with more than 64 sub-materials. They also investigated issues with the rendering of invalid static shadow region entities. Significant progress was made on the hair shader too, including updates to greying controls, variation tiling, and melanin selection.\n\nVFX Programming continued investigating offline damage maps with persistence. They also continued implementing ImGUI debug tools for damage maps and a dynamic bitset data structure for damage-map queries. Changes were also made to damage-map materials alongside optimizations to hit processing and rendering.\n\nThe Planet Tech team focused on bug fixes to help unblock the sandbox teams. They also looked at module placement fine tuning for RaStar and further developed automatic river placement validation.\n\nLighting\nThe Lighting team onboarded new artists with work on the race track currently being added to the surface of Clio, with the aim of helping players navigate the course and providing mood to the location.\n\nThe team completed a pass on the new gas clouds and rest-stop stations being added to ArcCorp and microTech\u2019s Lagrange points. This was done using the already established palette and lighting language for quick integration.\n\nThe team also continued to light the new derelict outposts and ship locations before refocusing on the upcoming colonial outpost location set. This is a huge new location and a new challenge for the team as they build the lighting to allow for dynamic and player-driven light state changes.\n\nLocations (Montreal)\nA major focus throughout June was bug fixing, polishing, and addressing Evocati feedback on the derelict Reclaimer settlement and space missions.\n\nThe Lorville cityscape progressed through the whitebox phase; the outskirts of Lorville were added and placed with the proper scale.\n\n\u201cWith these new outskirts, we now have a better idea of the scale of the \u201cnew\u201d Lorville (hint: it\u2019s bigger!).\u201d - Locations Team\n\nThey also validated Lorville\u2019s transit system to ensure it could be modified to fit the city\u2019s new layout.\n\nA new crash site, containing the 600i and Mercury derelicts, is approaching whitebox-complete. The team refined the composition and placement of the two ships to create a compelling settlement that will give a different flavor than the Reclaimer derelict.\n\nIn-Game Branding (Montreal)\nThe new Montreal-based In-Game Branding team began their first task of revisiting all landing-zone signage to make it easier for players to orient themselves.\n\n\u201cThis is an ideal mandate since it is developing a close working collaboration with existing teams. The philosophy of this team is to listen to the community and leverage every aspect of in-game branding to offer a better player experience.\u201d - In-Game Branding Team\n\nThey also started tasks for an upcoming in-game event.\n\nNarrative\nDuring June, the Narrative team spent time on their remaining tasks for Alpha 3.17.2, including getting strings for new items, missions, locations, and vehicle liveries ready to be added to the patch.\n\nMeanwhile, the team continued to work on a new mission archetype planned for a future release.\n\n\u201cMore narratively intense than other missions, it has been an exciting challenge for us to figure out solutions for offering the players a compelling story while ensuring re-playability and scalability.\u201d Narrative Team\n\nAdditionally, the writers created several scripts and had a recording session for the frontier vendors, who will populate bars and shops in the more remote corners of the universe. These line sets were expanded to include the ability for the vendors to offer players jobs and missions in preparation for when that mechanic becomes available.\n\nJune also saw the team conduct narrative reviews of a few upcoming vehicles. During these reviews, the team meets with the designers and artists to look at each vehicle\u2019s smallest details to ensure the lore is consistent throughout. This led to the team writing up suggestions for several new decals.\n\nFinally, the team celebrated First Contact Day with the community, which involved writing Xi\u2019an and Banu language posts. On top of that, an in-depth look at Brentworth Care Center was republished and several new articles were added to the Galactapedia.\n\nQA\nQA focused on the Alpha 3.17.2 patch and the integrations from their supported team streams.\n\nFor AI, integration checks were completed for new and updates to existing features before they hit the main branch. They also updated all existing checklist documents in accordance with the new features coming for testing from the development teams.\n\nThe embedded Locations testers continued to learn the editor and team\u2019s workflow to better support them by creating test levels. Focus last month was on room systems and the tools used to create outposts and stations. Regular landing zone checks also continued to ensure they haven\u2019t deteriorated.\n\nFor the Engine team, QA continued to focus on PageHeap testing to keep on top of memory issues in-game. They also continued to learn Flowgraph and coding for automation use.\n\nThe Tools team continued to receive support with the testing of their core tools.\n\nTools (Montreal)\nThe Tools team continued rolling out Mighty Bridge to all teams and organized workshops on how to use it.\n\nThe Programming team began tackling two major topics: wrapping up the ability to bring geometry from the editor into Houdini and UX improvements to Mighty Bridge.\n\nOn the technical art side, the procedural location creation tool is progressing well, with the team expecting to put the first version into the hands of the team soon. Advancements were made to a suite of asset-scattering and environmental integration tools. For example, the first prototype will be a tool to create a destruction trail behind crashed spaceships in derelict settlements. Instead of having to edit by hand, the environment artists will be able to draw a spline that will automatically create the trail before adjusting a set of variables to make the trail looks exactly how they want.\n\nThis type of tool can represent great gains in productivity. For example, creating a trail by hand took an artist around a week. This tool should reduce the time to half a day.\n\nTech Animation\nTech Animation team continued wrapping up the animation pipeline refactor mentioned in last month\u2019s report. This involved creating new rigs and tools and stripping out old code for more elegant and performant solutions.\n\nThey also continued work on a new system that puts fidelity above all else. Although rarely used in gaming due to its expense and limitations, this type of system is ideal for performance pieces.\n\nPlanning was done for the coming quarters, and numerous new character heads progressed towards animation support too.\n\nOnline Services (Montreal)\nThe team progressed towards the new login-flow implementation and are currently fixing the remaining bugs found during QA review. This refractor is a necessary step towards the goal of achieving persistent entity streaming.\n\nThe team also managed to fix the \u2018stream sniper bug,\u2019 a long-standing exploit allowing players to obtain another player\u2019s marker despite not being in the party.\n\nLive Tools (Montreal)\nLive Tools worked hard on the design of a new network operation center module dedicated to monitoring and troubleshooting login issues, which is now ready for development.\n\nThe reputation and entitlement modules are now using a new technology to communicate with services. This migration will eventually be applied to all the modules.\n\nThe team is also progressing with a new feature that lets users view player inventories, which will be used to troubleshoot ship and equipment issues more easily.\n\nTurbulent (Web Platform)\nThe Web team continued to prepare for upcoming promotions and to move forward with expanding the Alexandria product. The improvements and product evolution will increase ROIs with a global skin and theme library, allowing for a focus on quality, performance, and updating services. As the number of product users continues to grow, the team is focusing on ensuring the tool is both efficient and flexible, allowing the players to gain better insight with consistent branding, communication, and overall content.\n\nThe Backend Web team completed the implementation of a new media management service. Although only used by a small subset of micro-services, the media management service will provide much more efficient processing when images are uploaded and retrieved. The team also began standardizing the authorization tokens so that all micro-services use the same method across the platform.\n\nDevOps worked on an initiative to completely switch over the web platform to Kubernetes, while Turbulent\u2019s Experience team continued reworking the customer journey to make it easier and clearer for new users to get into the game.\n\nTime was also dedicated to adding features to the new Community Hub. With the migration almost complete, the team continued to add moderation tools, user profile pages, Twitch integration, and following features.\n\n\u201cWe can\u2019t wait to release this into the wild as it will act as THE place to be if you want to feel the pulse of the Star Citizen community!\u201d Web Platform Team\n\nUI\nThroughout June, UI worked on the Starmap, hooking up quantum travel on contextual menus to make the process more intuitive. They also investigated how to show large-scale space clouds.\n\nTime was also invested into upgrading the underlying systems to work with persistence, particularly around vehicles and character loadouts for the various game modes. They also ported the in-game chat to Building Blocks as part of the ongoing conversion of the lens and visor.\n\nThe UI Tech team worked on new approaches to aspect ratios to make it easier for the developers to set up resizable screens. They also upgraded the new 3D UI cards system so that they can easily create layered, floating UI with curved surfaces. This will help create better-looking interactive holographic UIs and animated billboards in key areas.\n\nVFX\nThe VFX team worked on several locations last month, including a Grim HEX hospital location, several derelict Reclaimer variants (planetary and out in space), and some derelict outposts. Work was also completed on an upcoming vehicle and salvage effects were further iterated upon.\n\nFinally, optimizations were made to planetary ground storm effects, which had caused performance issues for some players due to a change in the planetary data that determines how the effects spawn."},"links_count":0,"comment_count":0,"created_at":"2022-07-06T22:00:00+00:00","created_at_human":"3 years ago"},"meta":{"processed_at":"2026-05-07 19:24:48","valid_relations":["images","links"],"prev_id":18773,"next_id":18776}}