{"data":{"id":18868,"title":"Star Citizen Monthly Report: August 2022","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/18868-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/18868","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/18868","channel":"Undefined","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":13,"translations":{"en_EN":"PU Monthly Report\nAugust 2022\nWelcome to August\u2019s PU Monthly Report. From ladder updates to all-new outposts for Pyro, a huge amount of work was completed this month for the next few patch releases. Read on for everything done in pursuit of the \u2018verse\u2019s biggest-ever updates.\n\nAI Content\nLast month, AI Content focused on new medical behaviors, creating three new usables:\n\nSitting Angled Console: This is a desk where NPCs can sit and do admin work, such as checking on patient's medical records\n\nExamine: These spots on either side of the medical bed allow doctors to approach a patient and diagnose their condition. This will include the use of both datapad and hand scanners\n\nMedical Fridge: This is where medicine is stored. For now, NPCs will visually inspect the stock level and enter the information on the datapad. Eventually, they will restock it when quantities are low\n\nThe team also continued to work through numerous bugs on the chowline usables, which was challenging due to their complex nature, and resumed work on the food vendor from last year.\n\nAlongside this, AI Content continued to improve general locomotion realism by taking the overlay animations worked on last month and categorizing them by frequency. For example, coughs and sneezes will play 10% of the time, head stretches 40%, and more extensive, bolder actions like checking the mobiGlas will happen 30% of the time. They\u2019re currently designing a priority system to trigger these animations.\n\nAI Features\nLast month, the AI Feature Team continued implementing the traits system, which allows them to specialize AI characters using behavior logic by either limiting or favoring certain behaviors. For example, an AI with the \u2018cautious\u2019 trait will prefer moving from cover to cover when approaching the target, whereas with the \u2018aggressive\u2019 trait will directly move towards the target ignoring available cover. Other traits include \u2018gunners\u2019 who prefer using turrets, \u2018medics\u2019 who aid allies by healing them, and \u2018addicts\u2019 who use stim drugs whenever available. The core system has been implemented and several traits are now in place. Further traits will be implemented once the corresponding behaviors are developed.\n\nWith the basis of the \u2018investigation\u2019 behavior implemented, the team moved on to implementing group investigation, which involves sharing potential hiding locations between AI characters searching for the same target. This behavior is built from the token system that allows multiple AIs to collaborate by pooling resources and was developed with future use in mind. The generic shared data, in this case hiding location, can be specialized for specific use cases. As the NPCs move around the room, they determine and share which hiding locations have been seen so that the other NPCs won\u2019t revisit them. From a simple implementation comes quite complicated results, with NPC\u2019s now moving to cover the room as you would expect them to do in real life.\n\nA new system related to both features was also implemented last month: the firing token. When several AIs are targeting the same character and want to fire, they request one of a limited number of shared tokens. If they\u2019re successful, they will be able to fire. However, if there are no tokens available, they will not be able to fire and may consider alternative behaviors, such as moving to cover. This allows the team to further control the pressure placed on the player while also generating covering-fire behaviors, as some characters will fire whilst others are moving.\n\nTraits were also implemented to suppress requiring the firing token in different ways. The first is to ignore the firing token completely, which means that the character will always be able to fire without reducing the number of available tokens, which can be used for boss characters. The second is to allow a specific AI character to always get a firing token, giving them firing priority without increasing the number of firing enemies.\n\nDevelopment of the AI perception system continued throughout August, ensuring that the escalation of threats in the perception meter can be controlled by tweaking the setup in Dataforge. A new sixth-sense perception range was also developed to control gameplay when the player is sneaking up behind enemy characters. The perception meter now allows the devs to generate gameplay for stealth kills, rather than stealth killing being an easy option, as the player must minimize the amount of time they\u2019re in close range before they\u2019re noticed.\n\nOn the animation side, AI Features polished female Human combat animations and created block-out animations for the improved sharp-turn functionality. They also continued polishing Vanduul search-and-investigation animations, including specific search locomotion animations.\n\n\u201cThe AI Feature team have been hard at work developing lots of different features. This is partly due to the strong foundations of our AI code that were developed by spending a long time thinking about future functionality. As a team, we\u2019ve also grown and have been improving the communication between our team and the designers through shared language, documentation, and regular meetings. Through this, we\u2019ve able to take their vision and make it a reality\u201d - AI Feature Team\n\nAI Tech\nDuring August, AI Tech continued to extend and implement new functionalities for NPCs traversing navigation areas. One improvement allows the designers to specify the opening width for a door navigation link and use that information during the pathfinding step. Now, NPCs will use the entire width of a door, not only the center.\n\nThey also began extending ladder functionality by creating new navigation link adapters and movement blocks so that AI characters can use them in similar ways to the players.\n\nAI Tech also progressed with the NPC movement refactor. Specifically, they worked on a better separation of how logic is processed when animated character and actor states are updated. This allows them to correctly handle the actor LOD system, which can have both parts of a character updating at different rates. The overall movement refactor also went through a review process and intensive QA testing in preparation for its release.\n\nFurther iterations were made on the NPC seamless transitions prototype. This involved ironing out the small position and pose pops when handling animation control between different systems and adding support for selecting the best usable enter animation based on which has the best enter pose requiring the least warping.\n\nThe Subsumption editor tool was opened up to more designers so that it could go through more intensive and in-depth functionality and performance testing. Bugs and feedback from users were addressed and performance improvements began when loading bigger mission graphs.\n\nA new feature for ship combat behaviors, ship-pilot perception, was extended to include vision alongside radar signals. This will allow AI ships to react to hostile characters on foot and engage them in combat.\n\nFinally, AI Tech continued developing and improving reinforcement and disembarking behaviors. Part of this involved allowing missions to designate points where the squad group will go and investigate in case hostiles aren\u2019t visible.\n\nAnimation\nThe Facial Animation team worked on a large set of life and mission animations for various PU characters. On the body side, they followed the development of a new creature with the Art and Design teams and discussed the animation needs for when it\u2019s available.\n\nArt (Characters)\nThe Character Art and Tech Art teams continued developing collections of frontier and high-fashion outfits. They also prepared armor variants for the upcoming Security Post Kareah mission, Subscriber program, and IAE 2952. On the concept side, they\u2019re currently exploring gameplay armors and creatures.\n\nArt (Ships)\nIn the UK, Ship Art continued work on the Argo SRV, which is progressing through greybox with only habitation remaining.\n\nThe final art pass of an unannounced ship continued, with the bulk of the LOD work nearing completion.\n\nAn unannounced ground vehicle passed its final review gate, with some small alterations to the dashboard being made to improve the visibility of the speedometer alongside small polish tasks.\n\nThe resource-management pass on the Aegis Hammerhead continued, with a new gravity generator room being added. The team also began implementing the new component bays.\n\nWork on the MISC Hull-C continued too, with progress being made on the outstanding issues on the ship.\n\nThe US team continued moving the Drake Corsair through final art. Last month, they completed the left and right nacelles, upper and lower port wings, spine, cockpit, co-pilot cockpit exteriors, spine-mounted turret, chin\/cheek mounted turret, landing gear, and landing-gear housing. They\u2019re currently polishing the exterior, with the cargo hold and loading ramp now complete.\n\nThey also supported the Drake Vulture as it approaches release.\n\nCommunity\nThe Community team began August supporting the Alpha 3.17.2 live release with a detailed guide to the Siege of Orison Dynamic Event and accompanying screenshot contest.\n\nOn August 15, they launched Phase One of Ship Showdown - a month-long community challenge to find the most popular flyable or drivable vehicle in the 'verse. Players championed their favorites by creating original artwork, videos, songs, models, and more before sharing them on Spectrum and social media. The 16 most liked and upvoted vehicles then made it into the knock-out stages of Phase 2, which is currently in progress.\n\nThe team also continued its Bar Citizen World Tour and stopped by Cologne for Gamescom.\n\n\u201cAt two well-attended Bar Citizen events, we met many old and new friends and distributed more Banu Cube codes among the attendees. Thanks for attending, citizens!\u201d - Community Team\n\nEngine\nIn August, the Physics team continued code optimization. For instance, the binding of sim topology skinning data across skin instances is now shared, which reduces loading time and memory consumption significantly. Also, reposition queue processing was sped up significantly. Each time a dynamic physical entity moves, a search of the physical environment needed to be performed to find and inform surrounding entities that something has moved. A change was made to separate out the moving and subsequent awakening into distinct phases so work can be efficiently processed in parallel.\n\nBrushes no longer awaken their environment when they spawn in, are repositioned, or are deleted. This has reduced stalls significantly as there are no longer storms of brushes being spawned or destroyed. In the rigid time step code, dead or disabled colliders of active rigids are filtered out before being added to the lists of inter-colliding groups of entities. Mass tracking was restricted to grids that are on vehicles (spaceships\/wheeled vehicles). Moreover, support was added to allow primitive world intersection to detect overlaps\/intersection with an entity's local space OBB. Lastly, the calculation of planar skinning info was optimized by utilizing an AABB tree to reduce the search space when finding the best tetrahedron for a skinned vertex.\n\nOn the renderer, the transition to Gen12 continued with numerous render node types ported over to the new APIs. The RTT Gen12 pipeline was enabled by default and MIP map generation, gas cloud processing, and forward and tiled-forward rendering were transitioned. Support for transient graphics render passes was added, which various render sub-systems already take advantage of, to simplify code. Also, the compilation of fallback pipeline state object caches was optimized by allowing for more parallel execution. Lastly, the sorting code for draw packets was unified.\n\nThe Gen12 port of atmospheric rendering was completed, and the port of volumetric cloud rendering is currently being wrapped up. Work will then commence to further improve the rendering of volumetric clouds.\n\nOn the core engine, the team implemented a more cooperative threading approach (instead of an update thread) that utilizes the parallelism of calling code to update different zones at the same time. Also, the entity lifetime changes introduced last month received further improvements. All entity components were switched over to use the new custom weak pointer implementation that was submitted in July. Finally, several legacy systems for profiling were removed from the engine, and support was given to Alpha 3.18 and the PU.\n\nFeatures (Arena Commander)\nThe Arena Commander Feature team progressed with improvements to both Arena Commander's and Star Marine's frontend player experience. This will make finding matches and connecting to other players a more rewarding experience.\n\nAdditionally, map improvements are in the works following community feedback. For example, in Dying Star, the smoke cloud has had its opacity reduced and the ash particles were made smaller and less obtrusive, greatly reducing the overall glare in the level and increasing visibility. They\u2019re currently investigating using the in-progress radar and scanning improvements to show gas cloud and asteroid locations that players can use to hide in.\n\nUI enhancements were also made to radar and scanning to help players look for targets and perform scans. Finally, bugs for the team's upcoming releases were addressed.\n\nFeatures (Characters & Weapons)\nLast month, the team revisited ladder traversal, adding support for entering and exiting a ladder at midpoints so that a single ladder can service multiple floors. While extending the feature set, they took the opportunity to improve the mechanic, making it possible to look around while traversing the ladder with a (most likely) full 360\u00b0 view range while idling. With a large degree of freedom in view, the team felt it made sense to allow the player to jump from the ladder in the direction they\u2019re looking, further increasing options when traversing game environments. All the animations and poses are currently being updated too, alongside early exploration into allowing item usage, such as weapons, while on ladders.\n\nThe team is also performing a much-needed cleanup of the actor rotation handling. An actor essentially has four different rotations: the actual entity rotation (the systemic orientation of the actor), the base rotation (desired orientation), the aim rotation (where a weapon or held item should be pointing), and the look rotation (camera\/eye orientation). Each type has different rules and limits but is codependent. The team has been working to simplify the update flow, ensuring limits are only applied once and always in the correct order. Work also went into removing special cases wherever possible as well as improving how inputs translate to these different rotations. The latter also meant improving how the rotation input flows from client to server, especially for headtracking devices.\n\nFeatures (Gameplay)\nGameplay Features continued with Resource Network work, with relay items for the Hammerhead and the Hull A being updated to align with the Vehicle Content team\u2019s work mentioned above. They then started looking into the setup of the Crusader Ares and other similar-sized ships.\n\nA solution was also found for smaller items that connect to a ship\u2019s power, like coffee machines and small lamps. This will also be utilized in the upcoming colonial outposts.\n\nWork on life support was finalized and is now awaiting downstream support. In the meantime, work began on the gravity generator.\n\nFinally, Salvage is now in the QA-test-request phase, which involves fixing bugs and other issues.\n\nFeatures (Mission)\nThe Mission Feature team worked on a variety of new missions and features. They also took part in the launch of Siege of Orison and planned improvements based on feedback.\n\n\u201cAs the roadmap states, we are working on packing more content into Kareah and the prison, and are creating mission modules that can be placed on Orison\u2019s platforms that can occupy anything from single buildings all the way up to entire platforms.\u201d - Mission Feature Team\n\nThey also brought various teams together to discuss solving combat logging and are currently making a workable pitch.\n\nMission Features are currently investigating how to lessen the impact of CrimeStats obtained through bugs (though the majority of bugs aren\u2019t within the team\u2019s remit). In pursuit of this, they worked on a change that will make CS1 and 2 not cause security (or allow players) to attack, meaning players will be able to request landing and reach the kiosks to pay off crimes. Providing it doesn\u2019t cause any negative knock-ons, this is planned for release soon.\n\nMission Features also prototyped a time-trial race. The first iteration will likely not have leaderboards but will allow for accurate time measurement, with leaderboards, new tracks, and vehicle types following in a subsequent release. Alongside this, they investigated allowing players to rent and spawn the necessary vehicles at the race location for ease of entry.\n\nOn top of this, the game design documentation and foundation work for Bounty Hunting v2 is nearing completion, which includes bounty drop-offs and the use of virtual NPCs. A new investigation mission type entered the prototyping stage and is one of the most complex the team have ever tackled.\n\nFeatures (Vehicles)\nAugust had the team focus on the new multi-function displays (MFDs) and integrated ship UI system. The team solved technical problems relating to the MFDs and nailed down detailed designs for various elements.\n\n\u201cProgress is moving forward finally on this feature that\u2019s been on the cards for a long time.\u201d - Vehicle Features Team\n\nThe team is also currently working closely with the EUPU team on the Resource Network system. This involved integrating various vehicle features with resource networking and having them exchange things like power and coolant. They also updated and improved the design of how various items interact with resources.\n\nSignificant research also went into improving combat AI for fighters, with the team researching things they can do and making plans for how to implement them.\n\nGraphics, VFX Programming & Planet Tech\nThe damage map tech for salvage is approaching the end of feature development and is running into the bug-fixing phase. With all the required tech coming together, the team began testing the persistence of damage maps for the first time, highlighting additional improvements to be made. Damage map persistence will soon be ready for enabling, allowing wider testing by QA.\n\nWith QA testing hull scraping, improvements were made to the gameplay values and how they can be debugged. On the visual side, Graphics are currently preparing to allow Vehicle Art to iterate on and fine-tune the damage-map visuals.\n\nProgress was also made on porting particles to Gen12, including mesh and submesh particle rendering and bringing them to feature parity with legacy particles. Several lighting and shadow update passes on gas clouds were also ported to Gen12.\n\nOptimizations were made to the clip volume submission and inscattering injection stages for volumetric fog. Now, the artists are able to tag mesh sub-objects as interiors or exteriors to better handle lighting around turrets and doors. Progress began on an edge highlight rendering mode for objects that would normally be occluded\/culled by walls to support the FPS scanning of other players and NPCs.\n\nA tool progressed that will allow the team to perform multiple jittered captures of a scene and interleave them together to output an ultra-high resolution image. The rastar tool also received a useful tech refresh to make it usable with built-in editor tools, while additional efforts were made to improve stability, usability, and responsiveness.\n\nWith multiple improvements recently made on river tech, the team received a QATR report that allowed them to find new issues. These were addressed and will be included in the latest iteration in Alpha 3.18.\n\nFinally for Graphics, the team began the initial tasks targeting CPU offloading of planet tech code. The goal is to provide equivalent functionalities of ground-level scattered objects with compute shaders instead of relying on the slower CPU path. The benefits are significant, with the team able to spend the saved computational budget on other purposes, such as gameplay and tech.\n\nLighting\nIn August, Lighting spent time on the new cave systems, which allowed them to differentiate from the typical artificial lighting usually seen around the \u2018verse.\n\nAside from this, they further worked on Pyro, contributing to some of the new location\u2019s impressive visuals.\n\nLocations (EU)\nEU Sandbox spent part of the month working on outlaw themes for the colonialism outposts, which will be darker and more dangerous places to explore. Elsewhere, they began whiteboxing various new modules for outposts, including landing areas, smaller habitations, refineries, and ore extractors. Whitebox work continued on upcoming space sandbox locations that will provide more interesting opportunities for ship-based exploration and gameplay.\n\nThe Landing Zone team progressed with Pyro\u2019s Ruin Station, focusing on art for the external industrial areas and damage locations. Inside, cold route areas were injected with extra side routes and activities. Exterior access hatches were developed to give extra access options, while exploratory work was performed to craft ideas for the shanty town habitations.\n\nTime was also dedicated to the revamped underground facilities, with the team whiteboxing the remaining layouts with a focus on how the player navigates the surface structure down to the top of the physical elevator. Work was also done on the entrance lobby and elevator entrance room, with the final pieces getting close to being set up and working in whitebox.\n\nBeyond whiteboxing, the devs explored the visual targets for final art, with new asset kits being created and worked up to a high polish. A push was also made on interactable props featuring modular machines, interactable cupboards and lockers, switches, and fuses.\n\n\u201cThese will provide great gameplay opportunities to designers for implementing exploration and traversal puzzles.\u201d - Locations Team\n\nDifferent initiatives were explored for adding to landing zones and feature work, tasks for this year\u2019s IAE were started, and the buggy racetrack received extensive playtesting and bug fixing. A new fuel barge for Orison is now art complete (barring LODs) and will be used in the future for a variety of mission types.\n\nPreproduction began for the new law and bounty offices, which will be found around the system and will be where bounties can be taken and new bounty missions can be found.\n\nThe team also whiteboxed improvements to Kareah in support of the Mission Feature team\u2019s gameplay initiatives. Spawn closets were added to all landing zones and improved signage was prototyped for Area18 to help new players too.\n\nLocations (Montreal)\nThe Montreal Locations team dedicated time to debugging and polishing several content elements, including the Daymar derelict settlement, which is nearing completion. The crash site released in January was upgraded with AI, loot, and other features, while the derelict Reclaimer settlement was updated too. The Art team continued creating a wider library of habitations that will be used in upcoming derelict settlements. This will allow the team to create more diverse settlements with different gameplay opportunities.\n\nThe ongoing rework of Lorville\u2019s cityscape is progressing well and is now in the greybox phase. The team are currently adding high-frequency details and landing pads, and connecting the various neighborhood together.\n\nThey also kicked off Building Interiors, with the first steps being a prototype and the de-risking of a number of technical items.\n\nIn-Game Branding (Montreal)\nThe In-Game Branding team completed tasks for IAE and are currently working on a new signage pass for various landing zones as part of the new player experience effort. The goal for this pass is to make it easier for new players to find their way around the PU\u2019s various landing zones.\n\nNarrative\nAlongside the various mission design teams Narrative worked on new content for upcoming patches, including the expansions coming to Security Post Kareah and the Klescher Rehabilitation Facility as highlighted in a recent Inside Star Citizen. They also discussed adjustments to existing dynamic missions.\n\nThey also explored narrative needs for some environmental missions currently in development. While they don\u2019t have contracts and objectives like traditional missions, Narrative still worked closely with Design to ensure that the mission is presented with a strong sense of flow and fits within the universe. For the all-new mission type mentioned in last month\u2019s update, the team finished a full-text pass and were able to make revisions after playing through an in-game prototype.\n\nThe team also assisted in writing text to support several in-development game features, like hacking and salvaging, as well as writing names and descriptions for dozens of props, items, weapons, vehicles, armor, and clothing. Since there are several holidays and events coming up in the final stretch of 2022, the team outlined the text and narrative support needed and began the writing process.\n\nNarrative Design spent time in August reviewing the AI wildline sets currently being used in-game and investigating improvements that could be made using assets that have already been recorded and captured.\n\n\u201cHopefully, some of the things outlined will be able to make their way into the game soon to help improve the player experience when interacting with NPCs either in landing zones or in combat.\u201d - Narrative Team\n\nThey also published new content to the website including an Observist Lifestyle introducing a growing movement called \u2018Citizens for Pyro,\u2019 a Portfolio about the Bremen Beltway, a new Plain Truth where Parker exposes some possible shady business at Hurston, this quarter\u2019s Loremakers: Community Questions, and a new set of Galactapedia posts.\n\nPlayer Relations\nBoth the Player Support and Player Experience teams combined and grew about 30%, with an emphasis on delivering better, quicker service for the playerbase.\n\nIf you\u2019re interested in joining the team, there are Game Support Specialist and Live QA Specialist roles open now.\n\nInteractables\nThe Interactables team developed prototypes for deployable props, which were shown on Inside Star Citizen. After completing initial prototyping and getting to grips with the new workflows, they moved on to their first harvestable.\n\n\u201cWe\u2019ve worked diligently to bring some life to the \u2018verse in the very first of its kind \u2013 a bug harvestable! You can find these little critters in the new caves dotted around Stanton.\u201d - Interactables Team\n\nAlongside harvestables, the team looked into consumables that players can find throughout Pyro to keep themselves alive.\n\n\u201cThese may not be appetizing\u2026 some don\u2019t even look edible\u2026 but in Pyro, you can\u2019t be too picky on what your next meal will be!\u201d\n\nTools (Montreal)\nThe Montreal-based Tools team released Mighty Bridge v.0.6 to the dev team. This update adds two new functionalities: V2 of the object spawner, which allows the team to spawn multiple layers of objects on geometries and planet surfaces, and the CableGenerator, which generates complex cables from a simple spline. These two tools will help the Art teams create locations faster. The release also includes a variety of improvements and services, including an updated debug mesh that helps selecting the parent tool and increases precision on planet surfaces.\n\nThe team is also nearing completion of the first version of the procedural locations creation tool. This will allow them to create and edit simple layouts of space stations in minutes and will dramatically decrease the time it takes to make stations out of existing modules.\n\nThey\u2019re also in the final push of the first version of the tool that will help create derelict settlements. The goal of this iteration is to be able to create 80% of a derelict settlement procedurally. This heavy lifting will allow the artists more time to polish and finish the location. Reaching this goal will mean that a derelict settlement will take weeks rather than months to create.\n\nTech Animation\nAlongside long-term planning, Tech Animation approached the release of the revamped loadout pipeline in Maya. This will dramatically speed up the loading of complex Maya assets and accurately reflect their current state in-game.\n\n\u201cIt\u2019s a win on every level and we\u2019re excited to share it.\u201d - Tech Animation\n\nFurther to this, the team began consolidating all the new heads they would like to appear in-game. This involves processing a lot of old and new data along with alignment to deliver on the requirements for both parts of the game. So far, 60 heads need to be scanned, created, rigged, and integrated into the DNA gene pool to achieve the vision.\n\nOnline Services (Montreal)\nThe Online Services team spent the month preparing for the release of Alpha 3.18 by focusing on stability, bug fixing, and the deployment process for the new login flow.\n\nThey also fixed bugs on the entity graph and login flow, and worked alongside the team in Austin on testing various deployment options and performance of the login flow service.\n\nSignificant progress was made towards the new fleet service and shard manager. Both are needed for Persistent Entity Streaming and are almost ready for internal demo. Development of private lobbies began too, which will add new matchmaking and gameplay options for Arena Commander.\n\nLastly, a bug was fixed in the \u2018fixed closure rate indicator\u2019 UI element; the indicator was giving the full relative speed instead of only the velocity component towards the target.\n\nLive Tools (Montreal)\nThe Live Tools team progressed with design improvement for Hex gathered from the feedback provided by its regular users.\n\nSince the new login process was implemented successfully, the team is now developing the login flow and the entity graph for the Network Operation Center, which will allow users to access detailed information about the login log details and the different inventories of players and ships. These new modules will provide an advanced capacity of investigation for monitoring and troubleshooting a wide range of issues.\n\nTurbulent (Web Platform)\nThroughout August, Turbulent\u2019s Web team continued to add to the Alexandria CMS tool, adding a new and improved RSI skin as well as completing the designs on a new Drake style.\n\nThe Backend Architecture team upgraded the code base with PHP 7.4. They also made major advances in resurrecting the much-needed K8s project to make it easier and more efficient to scale web browsers and QA environments.\n\nTurbulent\u2019s Community Web team further developed the upcoming Community Hub, while the Experience team began several new projects, including clearer onboarding for new players.\n\nUI\nThe UI team continued to push forwards with features on the new Star Map, implementing three-dimensional text and shader effects for space clouds.\n\nThe artists worked on a range of concepts for terminal screens in different locations around the universe, and several bugs were fixed.\n\nCurrently, focus remains on adjusting the existing loadout systems ready to support Persistent Streaming.\n\n\nVFX\nLast month saw VFX Concept Art continue to iterate on quantum travel effects, which involved collaborating with a VFX artist to prototype the effects in-engine.\n\nElsewhere, the team added effects to several new modular locations, including some crashed and derelict spaceships. They also began working on two new vehicles.\n\nFinally, work continued on salvage effects, specifically the hull-stripping laser used by some vehicles.","de_DE":"PU-Monatsbericht\nAugust 2022\nWillkommen zum PU-Monatsbericht f\u00fcr den August. Von Ranglisten-Updates bis hin zu brandneuen Au\u00dfenposten f\u00fcr Pyro wurde diesen Monat eine Menge Arbeit f\u00fcr die n\u00e4chsten Patches erledigt. Lies weiter, um zu erfahren, was alles f\u00fcr die gr\u00f6\u00dften Updates des Verses getan wurde.\n\nKI-Inhalte\nIm letzten Monat konzentrierte sich der KI-Inhalt auf neue medizinische Verhaltensweisen und schuf drei neue Nutzgegenst\u00e4nde:\n\nSitzende, angewinkelte Konsole: Dies ist ein Schreibtisch, an dem NPCs sitzen und Verwaltungsaufgaben erledigen k\u00f6nnen, wie z. B. die \u00dcberpr\u00fcfung der Krankenakte eines Patienten\n\nUntersuchen: An diesen Pl\u00e4tzen auf beiden Seiten des Krankenbettes k\u00f6nnen sich \u00c4rzte einem Patienten n\u00e4hern und dessen Zustand diagnostizieren. Dabei werden sowohl Datapad als auch Handscanner verwendet.\n\nMedizinischer K\u00fchlschrank: Hier wird die Medizin gelagert. Im Moment \u00fcberpr\u00fcfen die NSCs den Bestand visuell und geben die Informationen auf dem Datapad ein. Sp\u00e4ter werden sie den Vorrat auff\u00fcllen, wenn die Mengen niedrig sind.\n\nDas Team arbeitete au\u00dferdem weiter an zahlreichen Bugs an den Nahrungsmitteln, die aufgrund ihrer Komplexit\u00e4t eine Herausforderung darstellten, und nahm die Arbeit am Lebensmittelh\u00e4ndler aus dem letzten Jahr wieder auf.\n\nAu\u00dferdem hat der KI-Content den Realismus der allgemeinen Fortbewegung weiter verbessert, indem er die im letzten Monat bearbeiteten Overlay-Animationen nach H\u00e4ufigkeit kategorisiert hat. Zum Beispiel werden Husten und Niesen 10 % der Zeit abgespielt, Kopfstrecken 40 % und umfangreichere Aktionen wie das \u00dcberpr\u00fcfen des MobiGlas 30 % der Zeit. Derzeit wird ein Priorit\u00e4tssystem entwickelt, um diese Animationen auszul\u00f6sen.\n\nKI-Funktionen\nIm letzten Monat hat das KI-Feature-Team die Implementierung des Eigenschaftssystems fortgesetzt, das es erm\u00f6glicht, KI-Charaktere mithilfe von Verhaltenslogik zu spezialisieren, indem bestimmte Verhaltensweisen entweder eingeschr\u00e4nkt oder bevorzugt werden. Eine KI mit der Eigenschaft \"vorsichtig\" wird sich zum Beispiel lieber von Deckung zu Deckung bewegen, wenn sie sich dem Ziel n\u00e4hert, w\u00e4hrend sie sich mit der Eigenschaft \"aggressiv\" direkt auf das Ziel zubewegt und dabei die vorhandene Deckung ignoriert. Andere Eigenschaften sind \"Scharfsch\u00fctzen\", die bevorzugt Gesch\u00fctzt\u00fcrme benutzen, \"Sanit\u00e4ter\", die Verb\u00fcndete heilen und \"S\u00fcchtige\", die Stimulanzien benutzen, wann immer sie verf\u00fcgbar sind. Das Kernsystem wurde bereits implementiert und einige Eigenschaften sind bereits vorhanden. Weitere Eigenschaften werden implementiert, sobald die entsprechenden Verhaltensweisen entwickelt sind.\n\nNachdem die Basis des Verhaltens \"Erkundung\" implementiert wurde, ging das Team dazu \u00fcber, die Gruppenerkundung zu implementieren, bei der KI-Charaktere, die nach demselben Ziel suchen, potenzielle Verstecke miteinander teilen. Dieses Verhalten basiert auf dem Token-System, das es mehreren KI-Charakteren erm\u00f6glicht, durch die gemeinsame Nutzung von Ressourcen zusammenzuarbeiten, und wurde im Hinblick auf eine zuk\u00fcnftige Nutzung entwickelt. Die allgemeinen gemeinsam genutzten Daten, in diesem Fall das Versteck, k\u00f6nnen f\u00fcr bestimmte Anwendungsf\u00e4lle spezialisiert werden. W\u00e4hrend sich die NSCs durch den Raum bewegen, bestimmen sie, welche Verstecke sie bereits gesehen haben, und teilen diese mit, damit die anderen NSCs sie nicht wieder aufsuchen. Aus einer einfachen Implementierung werden ziemlich komplizierte Ergebnisse: Die NSCs bewegen sich jetzt so, dass sie den Raum abdecken, wie du es im echten Leben erwarten w\u00fcrdest.\n\nEin neues System, das mit beiden Funktionen zusammenh\u00e4ngt, wurde letzten Monat ebenfalls implementiert: das Abschuss-Token. Wenn mehrere KI dieselbe Figur anvisieren und schie\u00dfen wollen, fordern sie eine begrenzte Anzahl gemeinsamer Token an. Wenn sie erfolgreich sind, k\u00f6nnen sie schie\u00dfen. Wenn jedoch keine Token verf\u00fcgbar sind, k\u00f6nnen sie nicht schie\u00dfen und k\u00f6nnen alternative Verhaltensweisen in Betracht ziehen, z. B. in Deckung gehen. Auf diese Weise kann das Team den Druck auf den Spieler noch besser kontrollieren und gleichzeitig ein Deckungsfeuerverhalten erzeugen, da einige Charaktere feuern, w\u00e4hrend andere sich bewegen.\n\nEs wurden auch Eigenschaften implementiert, die das Abfeuern von Spielsteinen auf unterschiedliche Weise unterdr\u00fccken. Die erste M\u00f6glichkeit besteht darin, die Feuermarke komplett zu ignorieren. Das bedeutet, dass die Spielfigur immer feuern kann, ohne die Anzahl der verf\u00fcgbaren Marken zu verringern, was f\u00fcr Bossfiguren genutzt werden kann. Die zweite M\u00f6glichkeit ist, dass ein bestimmter KI-Charakter immer eine Feuermarke erh\u00e4lt, wodurch er Vorrang beim Feuern hat, ohne dass sich die Anzahl der feuernden Gegner erh\u00f6ht.\n\nDie Entwicklung des KI-Wahrnehmungssystems wurde im August fortgesetzt, um sicherzustellen, dass die Eskalation der Bedrohungen in der Wahrnehmungsanzeige durch Anpassung der Einstellungen in Dataforge gesteuert werden kann. Au\u00dferdem wurde ein neuer Wahrnehmungsbereich f\u00fcr den sechsten Sinn entwickelt, um das Gameplay zu steuern, wenn sich der Spieler hinter feindlichen Charakteren anschleicht. Die Wahrnehmungsanzeige erm\u00f6glicht es den Entwicklern nun, Gameplay f\u00fcr Stealth-Kills zu generieren, anstatt dass Stealth-Kills eine einfache Option sind, da der Spieler die Zeit, in der er sich in der N\u00e4he befindet, bevor er bemerkt wird, minimieren muss.\n\nAuf der Animationsseite hat AI Features die Kampfanimationen der weiblichen Menschen aufpoliert und Block-Out-Animationen f\u00fcr die verbesserte Spitzkehren-Funktion erstellt. Au\u00dferdem wurden die Such- und Ermittlungsanimationen der Vanduul weiter verfeinert, einschlie\u00dflich spezieller Animationen f\u00fcr die Fortbewegung bei der Suche.\n\n\"Das KI-Feature-Team hat hart an der Entwicklung vieler verschiedener Funktionen gearbeitet. Das liegt zum Teil an den soliden Grundlagen unseres KI-Codes, die wir durch langes Nachdenken \u00fcber zuk\u00fcnftige Funktionen entwickelt haben. Wir sind auch als Team gewachsen und haben die Kommunikation zwischen unserem Team und den Designern durch eine gemeinsame Sprache, Dokumentation und regelm\u00e4\u00dfige Treffen verbessert. So konnten wir ihre Visionen in die Realit\u00e4t umsetzen\" - AI Feature Team\n\nAI Tech\nIm August hat AI Tech neue Funktionen f\u00fcr NSCs, die Navigationsbereiche durchqueren, erweitert und implementiert. Eine Verbesserung erm\u00f6glicht es den Designern, die \u00d6ffnungsweite f\u00fcr eine T\u00fcrnavigation anzugeben und diese Information bei der Wegfindung zu verwenden. Jetzt k\u00f6nnen NSCs die gesamte Breite einer T\u00fcr nutzen, nicht nur die Mitte.\n\nAu\u00dferdem haben sie begonnen, die Funktionalit\u00e4t von Leitern zu erweitern, indem sie neue Navigationsverbindungsadapter und Bewegungsbl\u00f6cke erstellt haben, damit KI-Charaktere sie auf \u00e4hnliche Weise wie die Spieler\/innen nutzen k\u00f6nnen.\n\nDie KI-Techniker machten auch Fortschritte beim Refactor der NSC-Bewegungen. Sie haben insbesondere an einer besseren Trennung der Logik gearbeitet, die verarbeitet wird, wenn die Zust\u00e4nde von animierten Charakteren und Akteuren aktualisiert werden. So k\u00f6nnen sie das LOD-System f\u00fcr Schauspieler korrekt handhaben, bei dem sich beide Teile eines Charakters unterschiedlich schnell aktualisieren k\u00f6nnen. Der gesamte Refactor f\u00fcr die Bewegung wurde au\u00dferdem einem Review-Prozess und intensiven QA-Tests unterzogen, um die Ver\u00f6ffentlichung vorzubereiten.\n\nDer Prototyp f\u00fcr die nahtlosen \u00dcberg\u00e4nge der NSCs wurde weiter \u00fcberarbeitet. Dazu geh\u00f6rte das Ausb\u00fcgeln kleiner Positions- und Posen-Spr\u00fcnge bei der Steuerung von Animationen zwischen verschiedenen Systemen und das Hinzuf\u00fcgen von Unterst\u00fctzung f\u00fcr die Auswahl der am besten verwendbaren Enter-Animation auf der Grundlage der besten Enter-Pose, die das geringste Warping erfordert.\n\nDas Subsumption-Editor-Tool wurde f\u00fcr mehr Designer ge\u00f6ffnet, damit es intensiver und gr\u00fcndlicher auf Funktionalit\u00e4t und Leistung getestet werden konnte. Fehler und R\u00fcckmeldungen von Nutzern wurden behoben und die Leistung beim Laden gr\u00f6\u00dferer Missionsgrafiken wurde verbessert.\n\nEine neue Funktion f\u00fcr das Kampfverhalten von Schiffen, die Schiffspilotenwahrnehmung, wurde erweitert, um neben Radarsignalen auch die Sicht einzubeziehen. Dadurch k\u00f6nnen KI-Schiffe auf feindliche Charaktere zu Fu\u00df reagieren und sie im Kampf angreifen.\n\nSchlie\u00dflich hat die KI-Tech-Abteilung das Verhalten bei der Verst\u00e4rkung und beim Ausschiffen weiterentwickelt und verbessert. Dazu geh\u00f6rte auch, dass in den Missionen Punkte festgelegt werden k\u00f6nnen, an denen die Gruppe nachforschen kann, wenn die Feinde nicht sichtbar sind.\n\nAnimation\nDas Team f\u00fcr Gesichtsanimation arbeitete an einer gro\u00dfen Anzahl von Lebens- und Missionsanimationen f\u00fcr verschiedene PU-Charaktere. Auf der K\u00f6rperseite verfolgten sie die Entwicklung einer neuen Kreatur mit den Teams f\u00fcr Kunst und Design und besprachen den Animationsbedarf, wenn sie verf\u00fcgbar ist.\n\nKunst (Charaktere)\nDie Teams f\u00fcr Character Art und Tech Art setzten die Entwicklung von Kollektionen f\u00fcr Grenzland- und High-Fashion-Outfits fort. Au\u00dferdem haben sie R\u00fcstungsvarianten f\u00fcr die kommende Mission Security Post Kareah, das Subscriber-Programm und die IAE 2952 vorbereitet. Auf der Konzeptseite erforschen sie derzeit Gameplay-R\u00fcstungen und Kreaturen.\n\nKunst (Schiffe)\nIm Vereinigten K\u00f6nigreich hat Ship Art die Arbeit an der Argo SRV fortgesetzt, die in der Greybox fortgeschritten ist und nur noch bewohnt werden muss.\n\nDie letzten Arbeiten an einem noch nicht angek\u00fcndigten Schiff wurden fortgesetzt und der Gro\u00dfteil der LOD-Arbeiten steht kurz vor dem Abschluss.\n\nEin unangek\u00fcndigtes Landfahrzeug durchlief das letzte Review-Gate, wobei einige kleine \u00c4nderungen am Armaturenbrett vorgenommen wurden, um die Sichtbarkeit des Tachometers zu verbessern, sowie kleinere Polierarbeiten.\n\nDie Ressourcenverwaltung der Aegis Hammerhead wurde fortgesetzt und ein neuer Raum f\u00fcr den Schwerkraftgenerator wurde hinzugef\u00fcgt. Au\u00dferdem begann das Team mit der Implementierung der neuen Komponentensch\u00e4chte.\n\nDie Arbeit an der MISC Hull-C wurde ebenfalls fortgesetzt und die noch ausstehenden Arbeiten an dem Schiff wurden vorangetrieben.\n\nDas US-Team arbeitete weiter an der Fertigstellung der Drake Corsair. Im letzten Monat wurden die linke und rechte Gondel, der obere und untere Backbordfl\u00fcgel, die Wirbels\u00e4ule, das Cockpit, die Au\u00dfenseite des Copilotencockpits, der an der Wirbels\u00e4ule befestigte Turm, der am Kinn oder an der Wange befestigte Turm, das Fahrwerk und das Fahrwerksgeh\u00e4use fertiggestellt. Derzeit wird das \u00c4u\u00dfere poliert, und der Frachtraum und die Laderampe sind fertig.\n\nSie haben auch den Drake Vulture unterst\u00fctzt, der kurz vor der Ver\u00f6ffentlichung steht.\n\nCommunity\nDas Community-Team hat im August die Live-Ver\u00f6ffentlichung der Alpha 3.17.2 mit einem detaillierten Leitfaden zum dynamischen Ereignis \"Belagerung von Orison\" und einem Screenshot-Wettbewerb unterst\u00fctzt.\n\nAm 15. August startete die erste Phase von Ship Showdown - ein einmonatiger Community-Wettbewerb, bei dem es darum ging, das beliebteste fliegbare oder fahrbare Fahrzeug im Verse zu finden. Die Spieler\/innen setzten sich f\u00fcr ihre Favoriten ein, indem sie originelle Kunstwerke, Videos, Lieder, Modelle und vieles mehr erstellten und sie auf Spectrum und in den sozialen Medien teilten. Die 16 Fahrzeuge mit den meisten Likes und Upvotes schafften es dann in die K.O.-Phase von Phase 2, die gerade l\u00e4uft.\n\nDas Team setzte au\u00dferdem seine Bar Citizen World Tour fort und machte auf der Gamescom in K\u00f6ln Halt.\n\n\"Auf zwei gut besuchten Bar Citizen Events haben wir viele alte und neue Freunde getroffen und weitere Banu Cube Codes unter den Teilnehmern verteilt. Danke, dass ihr dabei wart, B\u00fcrger!\" - Community Team\n\nEngine\nIm August setzte das Physik-Team die Code-Optimierung fort. Zum Beispiel werden die Skinning-Daten der Sim-Topologie jetzt von allen Skin-Instanzen gemeinsam genutzt, was die Ladezeit und den Speicherverbrauch erheblich reduziert. Au\u00dferdem wurde die Verarbeitung der Repositionierungs-Warteschlange erheblich beschleunigt. Jedes Mal, wenn sich ein dynamisches physisches Objekt bewegt, musste die physische Umgebung durchsucht werden, um die umliegenden Objekte zu finden und dar\u00fcber zu informieren, dass sich etwas bewegt hat. Es wurde eine \u00c4nderung vorgenommen, um das Bewegen und das anschlie\u00dfende Aufwecken in verschiedene Phasen aufzuteilen, damit die Arbeit effizient parallel verarbeitet werden kann.\n\nPinsel wecken ihre Umgebung nicht mehr auf, wenn sie spawnen, neu positioniert werden oder gel\u00f6scht werden. Dies hat zu einer deutlichen Verringerung der Stalls gef\u00fchrt, da es keine St\u00fcrme von Pinseln mehr gibt, die gespawnt oder zerst\u00f6rt werden. Im Rigid-Zeitschrittcode werden tote oder deaktivierte Kollider aktiver Rigids herausgefiltert, bevor sie zu den Listen der kollidierenden Gruppen von Entities hinzugef\u00fcgt werden. Die Massenverfolgung wurde auf Grids beschr\u00e4nkt, die sich auf Fahrzeugen befinden (Raumschiffe\/R\u00e4der). Au\u00dferdem wurde die Unterst\u00fctzung f\u00fcr primitive Weltschnittpunkte hinzugef\u00fcgt, um \u00dcberschneidungen mit der lokalen Raum-OBB eines Entitys zu erkennen. Schlie\u00dflich wurde die Berechnung der planaren Skinning-Informationen optimiert, indem ein AABB-Baum verwendet wurde, um den Suchraum bei der Suche nach dem besten Tetraeder f\u00fcr einen Skinning-Eckpunkt zu reduzieren.\n\nBeim Renderer wurde der \u00dcbergang zu Gen12 fortgesetzt, indem zahlreiche Renderknoten-Typen auf die neuen APIs portiert wurden. Die RTT Gen12-Pipeline wurde standardm\u00e4\u00dfig aktiviert und die MIP-Kartenerstellung, die Gaswolkenverarbeitung sowie das Vorw\u00e4rts- und Kachelvorw\u00e4rts-Rendering wurden umgestellt. Um den Code zu vereinfachen, wurde die Unterst\u00fctzung f\u00fcr transiente Grafik-Rendering-P\u00e4sse hinzugef\u00fcgt, die bereits von verschiedenen Rendering-Subsystemen genutzt werden. Au\u00dferdem wurde die Kompilierung von Fallback-Pipeline-Status-Objekt-Caches optimiert, indem mehr parallele Ausf\u00fchrung erm\u00f6glicht wurde. Und schlie\u00dflich wurde der Sortiercode f\u00fcr Zeichenpakete vereinheitlicht.\n\nDie Gen12-Portierung des atmosph\u00e4rischen Renderings wurde abgeschlossen, und die Portierung des volumetrischen Wolkenrenderings wird derzeit abgeschlossen. Danach wird damit begonnen, das Rendering von volumetrischen Wolken weiter zu verbessern.\n\nIn der Core-Engine hat das Team einen kooperativen Threading-Ansatz (anstelle eines Update-Threads) implementiert, der die Parallelit\u00e4t des aufrufenden Codes zur gleichzeitigen Aktualisierung verschiedener Zonen nutzt. Auch die im letzten Monat eingef\u00fchrten \u00c4nderungen an der Lebensdauer von Entit\u00e4ten wurden weiter verbessert. Alle Entit\u00e4tskomponenten wurden auf die neue benutzerdefinierte Weak-Pointer-Implementierung umgestellt, die im Juli eingereicht wurde. Schlie\u00dflich wurden mehrere Altsysteme f\u00fcr die Profilerstellung aus der Engine entfernt und die Unterst\u00fctzung f\u00fcr Alpha 3.18 und die PU wurde bereitgestellt.\n\nFeatures (Arena Commander)\nDas Team f\u00fcr die Arena Commander-Features arbeitete an der Verbesserung des Spielerlebnisses im Frontend von Arena Commander und Star Marine. Dadurch wird das Finden von Matches und das Verbinden mit anderen Spielern zu einem lohnenswerten Erlebnis.\n\nAu\u00dferdem sind nach dem Feedback der Community Verbesserungen an den Karten in Arbeit. In Dying Star wurde zum Beispiel die Deckkraft der Rauchwolke verringert und die Aschepartikel wurden kleiner und weniger aufdringlich gemacht, wodurch die Blendung im Level insgesamt reduziert und die Sichtbarkeit verbessert wurde. Derzeit wird gepr\u00fcft, ob die Verbesserungen am Radar und an den Scannern genutzt werden k\u00f6nnen, um Gaswolken und Asteroiden anzuzeigen, in denen sich die Spieler\/innen verstecken k\u00f6nnen.\n\nAu\u00dferdem wurde die Benutzeroberfl\u00e4che von Radar und Scanning verbessert, um den Spielern die Suche nach Zielen und die Durchf\u00fchrung von Scans zu erleichtern. Schlie\u00dflich wurden noch Bugs f\u00fcr die kommenden Ver\u00f6ffentlichungen des Teams behoben.\n\nFeatures (Charaktere & Waffen)\nLetzten Monat hat das Team das \u00dcberqueren von Leitern \u00fcberarbeitet und die Unterst\u00fctzung f\u00fcr das Betreten und Verlassen einer Leiter in der Mitte hinzugef\u00fcgt, sodass eine einzelne Leiter mehrere Stockwerke bedienen kann. Bei der Erweiterung des Funktionsumfangs nutzten sie die Gelegenheit, die Mechanik zu verbessern, indem sie es m\u00f6glich machten, sich beim \u00dcberqueren der Leiter mit einem (h\u00f6chstwahrscheinlich) vollen 360\u00b0-Sichtbereich im Leerlauf umzusehen. Da das Team einen gro\u00dfen Freiheitsgrad bei der Sicht hat, hielt es das Team f\u00fcr sinnvoll, dem Spieler die M\u00f6glichkeit zu geben, von der Leiter in die Richtung zu springen, in die er schaut, um die M\u00f6glichkeiten beim Durchqueren der Spielumgebung weiter zu erh\u00f6hen. Auch die Animationen und Posen werden derzeit \u00fcberarbeitet. Au\u00dferdem wird erforscht, ob man auf Leitern Gegenst\u00e4nde wie Waffen benutzen kann.\n\nDas Team f\u00fchrt auch eine dringend ben\u00f6tigte Bereinigung der Handhabung der Schauspielerrotation durch. Ein Akteur hat im Wesentlichen vier verschiedene Drehungen: die eigentliche Rotation (die systemische Ausrichtung des Akteurs), die Basisrotation (gew\u00fcnschte Ausrichtung), die Zielrotation (wohin eine Waffe oder ein gehaltener Gegenstand zeigen soll) und die Blickrotation (Ausrichtung der Kamera\/Augen). Jeder Typ hat unterschiedliche Regeln und Grenzen, ist aber voneinander abh\u00e4ngig. Das Team hat daran gearbeitet, den Aktualisierungsfluss zu vereinfachen und sicherzustellen, dass die Grenzen nur einmal und immer in der richtigen Reihenfolge angewendet werden. Au\u00dferdem wurde daran gearbeitet, Sonderf\u00e4lle zu beseitigen, wo immer dies m\u00f6glich war, und zu verbessern, wie die Eingaben in die verschiedenen Drehungen \u00fcbersetzt werden. Letzteres bedeutete auch, dass die Rotationseingabe vom Client zum Server verbessert wurde, insbesondere f\u00fcr Headtracking-Ger\u00e4te.\n\nFeatures (Gameplay)\nDie Arbeit am Ressourcennetzwerk wurde fortgesetzt, wobei die Relais-Gegenst\u00e4nde f\u00fcr den Hammerhead und den Rumpf A aktualisiert wurden, um sie mit der oben erw\u00e4hnten Arbeit des Fahrzeuginhalts-Teams in Einklang zu bringen. Dann wurde mit der Einrichtung der Crusader Ares und anderer Schiffe \u00e4hnlicher Gr\u00f6\u00dfe begonnen.\n\nEs wurde auch eine L\u00f6sung f\u00fcr kleinere Gegenst\u00e4nde gefunden, die an den Strom eines Schiffes angeschlossen werden, wie Kaffeemaschinen und kleine Lampen. Dies wird auch in den kommenden kolonialen Au\u00dfenposten zum Einsatz kommen.\n\nDie Arbeit an der Lebenserhaltung wurde abgeschlossen und wartet nun auf die Unterst\u00fctzung durch die nachgelagerten Bereiche. In der Zwischenzeit wurde mit der Arbeit am Schwerkraftgenerator begonnen.\n\nSchlie\u00dflich befindet sich Salvage jetzt in der Phase der QA-Testanforderung, in der Fehler und andere Probleme behoben werden.\n\nFeatures (Mission)\nDas Team f\u00fcr die Missionsfeatures hat an einer Reihe neuer Missionen und Features gearbeitet. Au\u00dferdem haben sie an der Einf\u00fchrung von Siege of Orison teilgenommen und auf der Grundlage des Feedbacks Verbesserungen geplant.\n\n\"Wie in der Roadmap angegeben, arbeiten wir daran, mehr Inhalte in Kareah und das Gef\u00e4ngnis zu packen, und erstellen Missionsmodule, die auf den Plattformen von Orison platziert werden k\u00f6nnen und alles von einzelnen Geb\u00e4uden bis hin zu ganzen Plattformen einnehmen k\u00f6nnen. - Missions-Feature-Team\n\nSie haben auch verschiedene Teams zusammengebracht, um \u00fcber die L\u00f6sung des Kampfprotokolls zu diskutieren und arbeiten derzeit an einem brauchbaren Vorschlag.\n\nMission Features untersucht derzeit, wie die Auswirkungen von CrimeStats, die durch Bugs gewonnen werden, verringert werden k\u00f6nnen (obwohl die meisten Bugs nicht in den Zust\u00e4ndigkeitsbereich des Teams fallen). Zu diesem Zweck haben sie an einer \u00c4nderung gearbeitet, die daf\u00fcr sorgt, dass CS1 und 2 keine Angriffe auf die Sicherheitskr\u00e4fte verursachen (oder den Spielern erlauben), was bedeutet, dass die Spieler die Landung beantragen und die Kioske erreichen k\u00f6nnen, um die Verbrechen zu bezahlen. Vorausgesetzt, dass dies keine negativen Auswirkungen hat, ist eine baldige Ver\u00f6ffentlichung geplant.\n\nMission Features hat auch einen Prototyp f\u00fcr ein Zeitrennen entwickelt. In der ersten Version wird es wahrscheinlich keine Bestenlisten geben, aber es wird eine genaue Zeitmessung m\u00f6glich sein. In einer sp\u00e4teren Version sollen Bestenlisten, neue Strecken und Fahrzeugtypen folgen. Au\u00dferdem wurde untersucht, ob es m\u00f6glich ist, die ben\u00f6tigten Fahrzeuge am Rennort zu mieten und zu spawnen, um den Einstieg zu erleichtern.\n\nDar\u00fcber hinaus stehen die Dokumentation des Spieldesigns und die Grundlagenarbeit f\u00fcr Bounty Hunting v2 kurz vor dem Abschluss, die auch die \u00dcbergabe von Kopfgeldern und den Einsatz virtueller NSCs beinhaltet. Eine neue Art von Ermittlungsmission ist in die Prototyping-Phase eingetreten und ist eine der komplexesten, die das Team je in Angriff genommen hat.\n\nFeatures (Fahrzeuge)\nIm August konzentrierte sich das Team auf die neuen Multifunktionsanzeigen (MFDs) und das integrierte Schiffs-UI-System. Das Team l\u00f6ste technische Probleme im Zusammenhang mit den MFDs und feilte an detaillierten Entw\u00fcrfen f\u00fcr verschiedene Elemente.\n\n\"Endlich geht es mit diesem Feature voran, das schon lange geplant war.\" - Team Fahrzeugfunktionen\n\nDas Team arbeitet derzeit auch eng mit dem EUPU-Team am Ressourcennetzwerksystem zusammen. Dabei geht es darum, verschiedene Fahrzeugfunktionen in das Ressourcennetzwerk zu integrieren und sie Dinge wie Strom und K\u00fchlmittel austauschen zu lassen. Au\u00dferdem haben sie das Design der Interaktion zwischen verschiedenen Gegenst\u00e4nden und Ressourcen aktualisiert und verbessert.\n\nAuch an der Verbesserung der Kampf-KI f\u00fcr Kampfflugzeuge wurde intensiv geforscht. Das Team hat untersucht, was sie tun k\u00f6nnen, und Pl\u00e4ne gemacht, wie man sie umsetzen kann.\n\nGrafik, VFX-Programmierung und Planetentechnologie\nDie Schadenskartentechnologie f\u00fcr die Bergung n\u00e4hert sich dem Ende der Funktionsentwicklung und geht in die Phase der Fehlerbehebung \u00fcber. Nachdem alle erforderlichen Technologien zusammengef\u00fchrt wurden, testete das Team zum ersten Mal die Persistenz von Schadenskarten und stellte fest, dass weitere Verbesserungen notwendig sind. Die Persistenz von Schadenskarten wird bald freigeschaltet, damit die QA sie ausgiebig testen kann.\n\nW\u00e4hrend die QA das Rumpfkratzen testete, wurden Verbesserungen an den Gameplay-Werten und der Art und Weise, wie sie debugged werden k\u00f6nnen, vorgenommen. Auf der visuellen Seite bereitet sich die Grafikabteilung derzeit darauf vor, dass Vehicle Art die Schadenskarte \u00fcberarbeiten und verfeinern kann.\n\nAuch bei der Portierung von Partikeln auf Gen12 wurden Fortschritte gemacht, einschlie\u00dflich des Renderings von Mesh- und Submesh-Partikeln und der Angleichung an die alten Partikel. Mehrere Beleuchtungs- und Schatten-Update-Durchg\u00e4nge f\u00fcr Gaswolken wurden ebenfalls auf Gen12 portiert.\n\nDie \u00dcbermittlung des Clipvolumens und die Injektion von Streuungen f\u00fcr volumetrischen Nebel wurden optimiert. Jetzt k\u00f6nnen die K\u00fcnstler Mesh-Unterobjekte als Innen- oder Au\u00dfenbereiche markieren, um die Beleuchtung um T\u00fcrme und T\u00fcren besser zu steuern. Es wurde damit begonnen, einen Kantenhervorhebungsmodus f\u00fcr Objekte zu entwickeln, die normalerweise von W\u00e4nden verdeckt werden, um das FPS-Scannen von anderen Spielern und NSCs zu unterst\u00fctzen.\n\nEs wurde ein Tool entwickelt, mit dem das Team mehrere gejitterte Aufnahmen einer Szene machen und diese zu einem Bild mit ultrahoher Aufl\u00f6sung zusammenf\u00fcgen kann. Das rastar-Tool erhielt ebenfalls eine n\u00fctzliche technische Auffrischung, um es mit den eingebauten Editor-Tools nutzbar zu machen, w\u00e4hrend zus\u00e4tzliche Anstrengungen unternommen wurden, um Stabilit\u00e4t, Benutzerfreundlichkeit und Reaktionsf\u00e4higkeit zu verbessern.\n\nDas Team erhielt einen QATR-Bericht, der es ihm erm\u00f6glichte, neue Probleme zu finden. Diese wurden behoben und werden in der neuesten Iteration in Alpha 3.18 enthalten sein.\n\nIm Bereich Grafik hat das Team mit den ersten Aufgaben begonnen, die auf die Entlastung der CPU des Planetentech-Codes abzielen. Das Ziel ist es, gleichwertige Funktionalit\u00e4ten von verstreuten Objekten am Boden mit Compute-Shadern bereitzustellen, anstatt sich auf den langsameren CPU-Pfad zu verlassen. Die Vorteile sind betr\u00e4chtlich: Das Team kann das eingesparte Rechenbudget f\u00fcr andere Zwecke verwenden, z. B. f\u00fcr das Gameplay und die Technologie.\n\nBeleuchtung\nIm August besch\u00e4ftigte sich Lighting mit den neuen H\u00f6hlensystemen, die sich von der typischen k\u00fcnstlichen Beleuchtung unterscheiden, die man normalerweise im Spiel sieht.\n\nAu\u00dferdem arbeiteten sie an Pyro und trugen so zur beeindruckenden Optik des neuen Ortes bei.\n\nStandorte (EU)\nEU Sandbox hat einen Teil des Monats damit verbracht, an der Gestaltung der Au\u00dfenposten der Kolonialisten zu arbeiten, die dunklere und gef\u00e4hrlichere Orte zum Erkunden sein werden. An anderer Stelle wurde mit dem Whiteboxing verschiedener neuer Module f\u00fcr Au\u00dfenposten begonnen, darunter Landepl\u00e4tze, kleinere Siedlungen, Raffinerien und Erzabbauanlagen. Die Whitebox-Arbeiten an den kommenden Sandbox-Standorten im Weltraum wurden fortgesetzt, die mehr interessante M\u00f6glichkeiten f\u00fcr schiffsbasierte Erkundung und Gameplay bieten werden.\n\nDas Team der Landezone arbeitete weiter an der Pyro's Ruin Station und konzentrierte sich auf die Gestaltung der \u00e4u\u00dferen Industriegebiete und Schadensbereiche. Im Inneren wurden die kalten Routenbereiche mit zus\u00e4tzlichen Nebenrouten und Aktivit\u00e4ten versehen. Au\u00dfen wurden Zugangsluken entwickelt, um zus\u00e4tzliche Zugangsm\u00f6glichkeiten zu schaffen, und es wurden Erkundungsarbeiten durchgef\u00fchrt, um Ideen f\u00fcr die Behausungen in den Barackenst\u00e4dten zu entwickeln.\n\nDas Team hat die verbleibenden Layouts \u00fcberarbeitet und sich dabei darauf konzentriert, wie der Spieler durch die Oberfl\u00e4chenstruktur bis hinunter zum Aufzug navigiert. Auch an der Eingangslobby und dem Fahrstuhleingang wurde gearbeitet, wobei die letzten Teile fast fertiggestellt waren und in der Whitebox funktionierten.\n\nNeben dem Whiteboxing erforschten die Entwickler die visuellen Ziele f\u00fcr die endg\u00fcltige Gestaltung, indem sie neue Asset-Kits erstellten und diese auf Hochglanz polierten. Au\u00dferdem wurden interaktive Requisiten wie modulare Maschinen, interaktive Schr\u00e4nke und Spinde, Schalter und Sicherungen entwickelt.\n\n\"Sie bieten den Designern gro\u00dfartige M\u00f6glichkeiten, um Erkundungs- und Durchquerungsr\u00e4tsel zu implementieren. - Team Standorte\n\nEs wurden verschiedene Initiativen f\u00fcr die Erweiterung der Landezonen und die Arbeit an den Features erkundet, Aufgaben f\u00fcr die diesj\u00e4hrige IAE wurden in Angriff genommen und die fehlerhafte Rennstrecke wurde ausgiebig getestet und Fehler behoben. Ein neuer Treibstoffkahn f\u00fcr Orison ist nun fertiggestellt (abgesehen von LODs) und wird in Zukunft f\u00fcr eine Vielzahl von Missionstypen verwendet werden.\n\nDie Vorproduktion f\u00fcr die neuen Gesetzes- und Kopfgeldb\u00fcros, die \u00fcberall im System zu finden sein werden und in denen Kopfgelder kassiert und neue Kopfgeldmissionen gefunden werden k\u00f6nnen, hat begonnen.\n\nDas Team hat au\u00dferdem Verbesserungen an Kareah vorgenommen, um die Initiativen des Teams f\u00fcr die Missionsfunktionen zu unterst\u00fctzen. Alle Landezonen wurden mit Spawn-Schr\u00e4nken ausgestattet und f\u00fcr Area18 wurde eine verbesserte Beschilderung entworfen, um auch neuen Spielern zu helfen.\n\nStandorte (Montreal)\nDas Team f\u00fcr die Locations in Montreal widmete sich der Fehlerbehebung und dem Feinschliff mehrerer Inhaltselemente, darunter die verlassene Siedlung Daymar, die kurz vor der Fertigstellung steht. Die im Januar ver\u00f6ffentlichte Absturzstelle wurde mit KI, Beute und anderen Funktionen aufger\u00fcstet, w\u00e4hrend die verlassene Reclaimer-Siedlung ebenfalls aktualisiert wurde. Das Art-Team hat weiter an einer gr\u00f6\u00dferen Bibliothek von Behausungen gearbeitet, die in den kommenden verlassenen Siedlungen verwendet werden sollen. So kann das Team noch vielf\u00e4ltigere Siedlungen mit unterschiedlichen Spielm\u00f6glichkeiten erstellen.\n\nDie laufende \u00dcberarbeitung der Stadtlandschaft von Lorville macht gute Fortschritte und befindet sich jetzt in der Greybox-Phase. Das Team f\u00fcgt derzeit hochfrequente Details und Landepl\u00e4tze hinzu und verbindet die verschiedenen Stadtteile miteinander.\n\nAu\u00dferdem haben sie mit dem Bau von Innenr\u00e4umen begonnen, wobei die ersten Schritte ein Prototyp und die Entsch\u00e4rfung einer Reihe von technischen Elementen sind.\n\nIn-Game Branding (Montreal)\nDas In-Game Branding Team hat Aufgaben f\u00fcr IAE abgeschlossen und arbeitet derzeit an einem neuen Beschilderungspass f\u00fcr verschiedene Landezonen als Teil der neuen Spielerfahrung. Dieser Pass soll es neuen Spielern erleichtern, sich in den verschiedenen Landezonen der PU zurechtzufinden.\n\nNarrative\nZusammen mit den verschiedenen Missionsdesign-Teams hat Narrative an neuen Inhalten f\u00fcr die kommenden Patches gearbeitet, darunter die Erweiterungen f\u00fcr den Sicherheitsposten Kareah und die Klescher Rehabilitationseinrichtung, die in einem aktuellen Inside Star Citizen vorgestellt wurden. Au\u00dferdem haben sie Anpassungen an bestehenden dynamischen Missionen besprochen.\n\nSie untersuchten auch die erz\u00e4hlerischen Anforderungen f\u00fcr einige Umweltmissionen, die sich derzeit in der Entwicklung befinden. Auch wenn es bei diesen Missionen keine Auftr\u00e4ge und Ziele wie bei traditionellen Missionen gibt, haben die Narrative eng mit dem Design zusammengearbeitet, um sicherzustellen, dass die Missionen mit einem starken Gef\u00fchl f\u00fcr den Fluss pr\u00e4sentiert werden und in das Universum passen. F\u00fcr den v\u00f6llig neuen Missionstyp, der im letzten Update erw\u00e4hnt wurde, hat das Team einen vollst\u00e4ndigen Textdurchlauf abgeschlossen und konnte nach dem Durchspielen eines Prototyps im Spiel noch \u00c4nderungen vornehmen.\n\nDas Team half auch beim Schreiben von Texten f\u00fcr verschiedene in der Entwicklung befindliche Spielfunktionen wie Hacken und Bergen sowie beim Schreiben von Namen und Beschreibungen f\u00fcr Dutzende von Requisiten, Gegenst\u00e4nden, Waffen, Fahrzeugen, R\u00fcstungen und Kleidung. Da in der Endphase des Jahres 2022 mehrere Feiertage und Ereignisse anstehen, hat das Team die ben\u00f6tigten Texte und Beschreibungen skizziert und mit dem Schreibprozess begonnen.\n\nDas Narrative Design verbrachte im August einige Zeit damit, die derzeit im Spiel verwendeten KI-Wildline-Sets zu \u00fcberpr\u00fcfen und zu untersuchen, welche Verbesserungen mit den bereits aufgezeichneten und erfassten Objekten vorgenommen werden k\u00f6nnen.\n\n\"Wir hoffen, dass einige der skizzierten Dinge bald ihren Weg ins Spiel finden werden, um das Spielerlebnis bei der Interaktion mit NSCs in Landezonen oder im Kampf zu verbessern. - Narrative Team\n\nAu\u00dferdem wurden neue Inhalte auf der Website ver\u00f6ffentlicht, darunter ein Observist Lifestyle, in dem eine wachsende Bewegung namens \"B\u00fcrger f\u00fcr Pyro\" vorgestellt wird, ein Portfolio \u00fcber den Bremer Beltway, eine neue Plain Truth, in der Parker m\u00f6gliche zwielichtige Gesch\u00e4fte in Hurston aufdeckt, die Loremakers dieses Quartals: Community Questions und eine neue Reihe von Galactapedia-Beitr\u00e4gen.\n\nSpielerbeziehungen\nDie Teams f\u00fcr den Spielersupport und das Spielerlebnis wurden zusammengelegt und wuchsen um etwa 30 %, wobei der Schwerpunkt auf einem besseren und schnelleren Service f\u00fcr die Spielerschaft lag.\n\nWenn du daran interessiert bist, dem Team beizutreten, gibt es jetzt offene Stellen als Game Support Specialist und Live QA Specialist.\n\nInteractables\nDas Interactables-Team hat Prototypen f\u00fcr einsetzbare Requisiten entwickelt, die auf Inside Star Citizen gezeigt wurden. Nachdem sie die ersten Prototypen fertiggestellt und sich mit den neuen Arbeitsabl\u00e4ufen vertraut gemacht hatten, arbeiteten sie an ihrem ersten Harvestable.\n\n\"Wir haben flei\u00dfig daran gearbeitet, etwas Leben in das Verse zu bringen, und zwar mit dem allerersten seiner Art - einem erntbaren K\u00e4fer! Du kannst diese kleinen Viecher in den neuen H\u00f6hlen rund um Stanton finden.\" - Interactables-Team\n\nNeben den Sammelobjekten hat sich das Team auch mit den Verbrauchsg\u00fctern besch\u00e4ftigt, die die Spieler in Pyro finden k\u00f6nnen, um sich am Leben zu erhalten.\n\n\"Sie sehen vielleicht nicht appetitlich aus... manche sehen nicht einmal essbar aus... aber in Pyro kannst du nicht w\u00e4hlerisch sein, was deine n\u00e4chste Mahlzeit angeht!\"\n\nTools (Montreal)\nDas Tools-Team in Montreal hat Mighty Bridge v.0.6 an das Entwicklerteam \u00fcbergeben. Dieses Update f\u00fcgt zwei neue Funktionalit\u00e4ten hinzu: V2 des Objektspawner, mit dem das Team mehrere Ebenen von Objekten auf Geometrien und Planetenoberfl\u00e4chen spawnen kann, und den CableGenerator, der komplexe Kabel aus einem einfachen Spline erzeugt. Mit diesen beiden Tools k\u00f6nnen die Art-Teams Orte schneller erstellen. Die Version enth\u00e4lt au\u00dferdem eine Reihe von Verbesserungen und Services, darunter ein aktualisiertes Debug-Mesh, das bei der Auswahl des Elternwerkzeugs hilft und die Pr\u00e4zision auf Planetenoberfl\u00e4chen erh\u00f6ht.\n\nDas Team steht au\u00dferdem kurz vor der Fertigstellung der ersten Version des Werkzeugs zur Erstellung prozeduraler Orte. Damit lassen sich einfache Layouts von Raumstationen in Minutenschnelle erstellen und bearbeiten und die Zeit, die f\u00fcr die Erstellung von Stationen aus bestehenden Modulen ben\u00f6tigt wird, drastisch reduzieren.\n\nAuch die erste Version des Tools, mit dem verlassene Siedlungen erstellt werden k\u00f6nnen, befindet sich in der Endphase der Entwicklung. Das Ziel dieser Version ist es, 80% einer verlassenen Siedlung prozedural zu erstellen. So haben die K\u00fcnstler mehr Zeit, um die Siedlung zu verbessern und fertigzustellen. Wenn wir dieses Ziel erreichen, wird die Erstellung einer verlassenen Siedlung nicht mehr Monate, sondern Wochen dauern.\n\nTech Animation\nNeben der langfristigen Planung n\u00e4herte sich Tech Animation der Ver\u00f6ffentlichung der \u00fcberarbeiteten Loadout-Pipeline in Maya. Dadurch wird das Laden komplexer Maya-Assets drastisch beschleunigt und ihr aktueller Zustand im Spiel genau wiedergegeben.\n\n\"Das ist in jeder Hinsicht ein Gewinn und wir freuen uns, ihn mit euch teilen zu k\u00f6nnen. - Technische Animation\n\nDar\u00fcber hinaus hat das Team damit begonnen, alle neuen K\u00f6pfe, die im Spiel erscheinen sollen, zu konsolidieren. Das bedeutet, dass viele alte und neue Daten verarbeitet werden m\u00fcssen, um die Anforderungen f\u00fcr beide Teile des Spiels zu erf\u00fcllen. Bislang m\u00fcssen 60 K\u00f6pfe gescannt, erstellt, geriggt und in den DNA-Genpool integriert werden, um die Vision zu verwirklichen.\n\nOnline-Dienste (Montreal)\nDas Team der Online-Dienste verbrachte den Monat mit den Vorbereitungen f\u00fcr die Ver\u00f6ffentlichung der Alpha 3.18, indem es sich auf die Stabilit\u00e4t, die Behebung von Fehlern und den Einf\u00fchrungsprozess f\u00fcr den neuen Login-Flow konzentrierte.\n\nAu\u00dferdem wurden Fehler im Entity-Graph und im Login-Flow behoben und gemeinsam mit dem Team in Austin wurden verschiedene Bereitstellungsoptionen und die Leistung des Login-Flow-Dienstes getestet.\n\nGro\u00dfe Fortschritte wurden bei der Entwicklung des neuen Flottendienstes und des Shard-Managers erzielt. Beide werden f\u00fcr das Persistent Entity Streaming ben\u00f6tigt und sind fast bereit f\u00fcr die interne Demo. Au\u00dferdem wurde mit der Entwicklung von privaten Lobbys begonnen, die neue Matchmaking- und Gameplay-Optionen f\u00fcr Arena Commander bieten.\n\nSchlie\u00dflich wurde ein Fehler im UI-Element \"Indikator f\u00fcr fixe Abschlussrate\" behoben; der Indikator zeigte die volle relative Geschwindigkeit an, anstatt nur die Geschwindigkeitskomponente in Richtung des Ziels.\n\nLive Tools (Montreal)\nDas Live-Tools-Team hat das Design von Hex anhand des Feedbacks seiner regelm\u00e4\u00dfigen Nutzer verbessert.\n\nNachdem der neue Login-Prozess erfolgreich implementiert wurde, entwickelt das Team nun den Login-Flow und den Entity-Graphen f\u00fcr das Network Operation Center, mit dem die Nutzer\/innen detaillierte Informationen \u00fcber die Login-Log-Details und die verschiedenen Inventare der Spieler\/innen und Schiffe abrufen k\u00f6nnen. Diese neuen Module werden eine erweiterte Untersuchungskapazit\u00e4t f\u00fcr die \u00dcberwachung und Fehlerbehebung einer Vielzahl von Problemen bieten.\n\nTurbulent (Web-Plattform)\nIm August hat das Webteam von Turbulent das CMS-Tool Alexandria weiter ausgebaut, einen neuen und verbesserten RSI-Skin hinzugef\u00fcgt und die Entw\u00fcrfe f\u00fcr einen neuen Drake-Stil fertiggestellt.\n\nDas Backend-Architektur-Team aktualisierte die Code-Basis mit PHP 7.4. Au\u00dferdem wurden gro\u00dfe Fortschritte bei der Wiederbelebung des dringend ben\u00f6tigten K8s-Projekts gemacht, um die Skalierung von Webbrowsern und QA-Umgebungen einfacher und effizienter zu gestalten.\n\nDas Community Web Team von Turbulent entwickelte den kommenden Community Hub weiter, w\u00e4hrend das Experience Team mehrere neue Projekte startete, darunter ein klareres Onboarding f\u00fcr neue Spieler.\n\nUI\nDas UI-Team trieb die Entwicklung der neuen Sternenkarte weiter voran und implementierte dreidimensionale Texte und Shader-Effekte f\u00fcr Weltraumwolken.\n\nDie K\u00fcnstler arbeiteten an einer Reihe von Konzepten f\u00fcr Terminal-Bildschirme an verschiedenen Orten im Universum, und es wurden mehrere Fehler behoben.\n\nDerzeit liegt der Fokus auf der Anpassung der bestehenden Ausr\u00fcstungssysteme, um Persistent Streaming zu unterst\u00fctzen.\n\n\nVFX\nIm letzten Monat hat das VFX Concept Art Team weiter an den Effekten der Quantenreise gearbeitet und gemeinsam mit einem VFX-Artist einen Prototyp der Effekte in der Engine erstellt.\n\nAu\u00dferdem f\u00fcgte das Team Effekte f\u00fcr mehrere neue modulare Schaupl\u00e4tze hinzu, darunter einige abgest\u00fcrzte und verlassene Raumschiffe. Au\u00dferdem begannen sie mit der Arbeit an zwei neuen Fahrzeugen.\n\nSchlie\u00dflich wurde die Arbeit an den Bergungseffekten fortgesetzt, insbesondere an dem Laser, mit dem einige Fahrzeuge den Rumpf abtrennen.","zh_CN":"PU Monthly Report\nAugust 2022\nWelcome to August\u2019s PU Monthly Report. From ladder updates to all-new outposts for Pyro, a huge amount of work was completed this month for the next few patch releases. Read on for everything done in pursuit of the \u2018verse\u2019s biggest-ever updates.\n\nAI Content\nLast month, AI Content focused on new medical behaviors, creating three new usables:\n\nSitting Angled Console: This is a desk where NPCs can sit and do admin work, such as checking on patient's medical records\n\nExamine: These spots on either side of the medical bed allow doctors to approach a patient and diagnose their condition. This will include the use of both datapad and hand scanners\n\nMedical Fridge: This is where medicine is stored. For now, NPCs will visually inspect the stock level and enter the information on the datapad. Eventually, they will restock it when quantities are low\n\nThe team also continued to work through numerous bugs on the chowline usables, which was challenging due to their complex nature, and resumed work on the food vendor from last year.\n\nAlongside this, AI Content continued to improve general locomotion realism by taking the overlay animations worked on last month and categorizing them by frequency. For example, coughs and sneezes will play 10% of the time, head stretches 40%, and more extensive, bolder actions like checking the mobiGlas will happen 30% of the time. They\u2019re currently designing a priority system to trigger these animations.\n\nAI Features\nLast month, the AI Feature Team continued implementing the traits system, which allows them to specialize AI characters using behavior logic by either limiting or favoring certain behaviors. For example, an AI with the \u2018cautious\u2019 trait will prefer moving from cover to cover when approaching the target, whereas with the \u2018aggressive\u2019 trait will directly move towards the target ignoring available cover. Other traits include \u2018gunners\u2019 who prefer using turrets, \u2018medics\u2019 who aid allies by healing them, and \u2018addicts\u2019 who use stim drugs whenever available. The core system has been implemented and several traits are now in place. Further traits will be implemented once the corresponding behaviors are developed.\n\nWith the basis of the \u2018investigation\u2019 behavior implemented, the team moved on to implementing group investigation, which involves sharing potential hiding locations between AI characters searching for the same target. This behavior is built from the token system that allows multiple AIs to collaborate by pooling resources and was developed with future use in mind. The generic shared data, in this case hiding location, can be specialized for specific use cases. As the NPCs move around the room, they determine and share which hiding locations have been seen so that the other NPCs won\u2019t revisit them. From a simple implementation comes quite complicated results, with NPC\u2019s now moving to cover the room as you would expect them to do in real life.\n\nA new system related to both features was also implemented last month: the firing token. When several AIs are targeting the same character and want to fire, they request one of a limited number of shared tokens. If they\u2019re successful, they will be able to fire. However, if there are no tokens available, they will not be able to fire and may consider alternative behaviors, such as moving to cover. This allows the team to further control the pressure placed on the player while also generating covering-fire behaviors, as some characters will fire whilst others are moving.\n\nTraits were also implemented to suppress requiring the firing token in different ways. The first is to ignore the firing token completely, which means that the character will always be able to fire without reducing the number of available tokens, which can be used for boss characters. The second is to allow a specific AI character to always get a firing token, giving them firing priority without increasing the number of firing enemies.\n\nDevelopment of the AI perception system continued throughout August, ensuring that the escalation of threats in the perception meter can be controlled by tweaking the setup in Dataforge. A new sixth-sense perception range was also developed to control gameplay when the player is sneaking up behind enemy characters. The perception meter now allows the devs to generate gameplay for stealth kills, rather than stealth killing being an easy option, as the player must minimize the amount of time they\u2019re in close range before they\u2019re noticed.\n\nOn the animation side, AI Features polished female Human combat animations and created block-out animations for the improved sharp-turn functionality. They also continued polishing Vanduul search-and-investigation animations, including specific search locomotion animations.\n\n\u201cThe AI Feature team have been hard at work developing lots of different features. This is partly due to the strong foundations of our AI code that were developed by spending a long time thinking about future functionality. As a team, we\u2019ve also grown and have been improving the communication between our team and the designers through shared language, documentation, and regular meetings. Through this, we\u2019ve able to take their vision and make it a reality\u201d - AI Feature Team\n\nAI Tech\nDuring August, AI Tech continued to extend and implement new functionalities for NPCs traversing navigation areas. One improvement allows the designers to specify the opening width for a door navigation link and use that information during the pathfinding step. Now, NPCs will use the entire width of a door, not only the center.\n\nThey also began extending ladder functionality by creating new navigation link adapters and movement blocks so that AI characters can use them in similar ways to the players.\n\nAI Tech also progressed with the NPC movement refactor. Specifically, they worked on a better separation of how logic is processed when animated character and actor states are updated. This allows them to correctly handle the actor LOD system, which can have both parts of a character updating at different rates. The overall movement refactor also went through a review process and intensive QA testing in preparation for its release.\n\nFurther iterations were made on the NPC seamless transitions prototype. This involved ironing out the small position and pose pops when handling animation control between different systems and adding support for selecting the best usable enter animation based on which has the best enter pose requiring the least warping.\n\nThe Subsumption editor tool was opened up to more designers so that it could go through more intensive and in-depth functionality and performance testing. Bugs and feedback from users were addressed and performance improvements began when loading bigger mission graphs.\n\nA new feature for ship combat behaviors, ship-pilot perception, was extended to include vision alongside radar signals. This will allow AI ships to react to hostile characters on foot and engage them in combat.\n\nFinally, AI Tech continued developing and improving reinforcement and disembarking behaviors. Part of this involved allowing missions to designate points where the squad group will go and investigate in case hostiles aren\u2019t visible.\n\nAnimation\nThe Facial Animation team worked on a large set of life and mission animations for various PU characters. On the body side, they followed the development of a new creature with the Art and Design teams and discussed the animation needs for when it\u2019s available.\n\nArt (Characters)\nThe Character Art and Tech Art teams continued developing collections of frontier and high-fashion outfits. They also prepared armor variants for the upcoming Security Post Kareah mission, Subscriber program, and IAE 2952. On the concept side, they\u2019re currently exploring gameplay armors and creatures.\n\nArt (Ships)\nIn the UK, Ship Art continued work on the Argo SRV, which is progressing through greybox with only habitation remaining.\n\nThe final art pass of an unannounced ship continued, with the bulk of the LOD work nearing completion.\n\nAn unannounced ground vehicle passed its final review gate, with some small alterations to the dashboard being made to improve the visibility of the speedometer alongside small polish tasks.\n\nThe resource-management pass on the Aegis Hammerhead continued, with a new gravity generator room being added. The team also began implementing the new component bays.\n\nWork on the MISC Hull-C continued too, with progress being made on the outstanding issues on the ship.\n\nThe US team continued moving the Drake Corsair through final art. Last month, they completed the left and right nacelles, upper and lower port wings, spine, cockpit, co-pilot cockpit exteriors, spine-mounted turret, chin\/cheek mounted turret, landing gear, and landing-gear housing. They\u2019re currently polishing the exterior, with the cargo hold and loading ramp now complete.\n\nThey also supported the Drake Vulture as it approaches release.\n\nCommunity\nThe Community team began August supporting the Alpha 3.17.2 live release with a detailed guide to the Siege of Orison Dynamic Event and accompanying screenshot contest.\n\nOn August 15, they launched Phase One of Ship Showdown - a month-long community challenge to find the most popular flyable or drivable vehicle in the 'verse. Players championed their favorites by creating original artwork, videos, songs, models, and more before sharing them on Spectrum and social media. The 16 most liked and upvoted vehicles then made it into the knock-out stages of Phase 2, which is currently in progress.\n\nThe team also continued its Bar Citizen World Tour and stopped by Cologne for Gamescom.\n\n\u201cAt two well-attended Bar Citizen events, we met many old and new friends and distributed more Banu Cube codes among the attendees. Thanks for attending, citizens!\u201d - Community Team\n\nEngine\nIn August, the Physics team continued code optimization. For instance, the binding of sim topology skinning data across skin instances is now shared, which reduces loading time and memory consumption significantly. Also, reposition queue processing was sped up significantly. Each time a dynamic physical entity moves, a search of the physical environment needed to be performed to find and inform surrounding entities that something has moved. A change was made to separate out the moving and subsequent awakening into distinct phases so work can be efficiently processed in parallel.\n\nBrushes no longer awaken their environment when they spawn in, are repositioned, or are deleted. This has reduced stalls significantly as there are no longer storms of brushes being spawned or destroyed. In the rigid time step code, dead or disabled colliders of active rigids are filtered out before being added to the lists of inter-colliding groups of entities. Mass tracking was restricted to grids that are on vehicles (spaceships\/wheeled vehicles). Moreover, support was added to allow primitive world intersection to detect overlaps\/intersection with an entity's local space OBB. Lastly, the calculation of planar skinning info was optimized by utilizing an AABB tree to reduce the search space when finding the best tetrahedron for a skinned vertex.\n\nOn the renderer, the transition to Gen12 continued with numerous render node types ported over to the new APIs. The RTT Gen12 pipeline was enabled by default and MIP map generation, gas cloud processing, and forward and tiled-forward rendering were transitioned. Support for transient graphics render passes was added, which various render sub-systems already take advantage of, to simplify code. Also, the compilation of fallback pipeline state object caches was optimized by allowing for more parallel execution. Lastly, the sorting code for draw packets was unified.\n\nThe Gen12 port of atmospheric rendering was completed, and the port of volumetric cloud rendering is currently being wrapped up. Work will then commence to further improve the rendering of volumetric clouds.\n\nOn the core engine, the team implemented a more cooperative threading approach (instead of an update thread) that utilizes the parallelism of calling code to update different zones at the same time. Also, the entity lifetime changes introduced last month received further improvements. All entity components were switched over to use the new custom weak pointer implementation that was submitted in July. Finally, several legacy systems for profiling were removed from the engine, and support was given to Alpha 3.18 and the PU.\n\nFeatures (Arena Commander)\nThe Arena Commander Feature team progressed with improvements to both Arena Commander's and Star Marine's frontend player experience. This will make finding matches and connecting to other players a more rewarding experience.\n\nAdditionally, map improvements are in the works following community feedback. For example, in Dying Star, the smoke cloud has had its opacity reduced and the ash particles were made smaller and less obtrusive, greatly reducing the overall glare in the level and increasing visibility. They\u2019re currently investigating using the in-progress radar and scanning improvements to show gas cloud and asteroid locations that players can use to hide in.\n\nUI enhancements were also made to radar and scanning to help players look for targets and perform scans. Finally, bugs for the team's upcoming releases were addressed.\n\nFeatures (Characters & Weapons)\nLast month, the team revisited ladder traversal, adding support for entering and exiting a ladder at midpoints so that a single ladder can service multiple floors. While extending the feature set, they took the opportunity to improve the mechanic, making it possible to look around while traversing the ladder with a (most likely) full 360\u00b0 view range while idling. With a large degree of freedom in view, the team felt it made sense to allow the player to jump from the ladder in the direction they\u2019re looking, further increasing options when traversing game environments. All the animations and poses are currently being updated too, alongside early exploration into allowing item usage, such as weapons, while on ladders.\n\nThe team is also performing a much-needed cleanup of the actor rotation handling. An actor essentially has four different rotations: the actual entity rotation (the systemic orientation of the actor), the base rotation (desired orientation), the aim rotation (where a weapon or held item should be pointing), and the look rotation (camera\/eye orientation). Each type has different rules and limits but is codependent. The team has been working to simplify the update flow, ensuring limits are only applied once and always in the correct order. Work also went into removing special cases wherever possible as well as improving how inputs translate to these different rotations. The latter also meant improving how the rotation input flows from client to server, especially for headtracking devices.\n\nFeatures (Gameplay)\nGameplay Features continued with Resource Network work, with relay items for the Hammerhead and the Hull A being updated to align with the Vehicle Content team\u2019s work mentioned above. They then started looking into the setup of the Crusader Ares and other similar-sized ships.\n\nA solution was also found for smaller items that connect to a ship\u2019s power, like coffee machines and small lamps. This will also be utilized in the upcoming colonial outposts.\n\nWork on life support was finalized and is now awaiting downstream support. In the meantime, work began on the gravity generator.\n\nFinally, Salvage is now in the QA-test-request phase, which involves fixing bugs and other issues.\n\nFeatures (Mission)\nThe Mission Feature team worked on a variety of new missions and features. They also took part in the launch of Siege of Orison and planned improvements based on feedback.\n\n\u201cAs the roadmap states, we are working on packing more content into Kareah and the prison, and are creating mission modules that can be placed on Orison\u2019s platforms that can occupy anything from single buildings all the way up to entire platforms.\u201d - Mission Feature Team\n\nThey also brought various teams together to discuss solving combat logging and are currently making a workable pitch.\n\nMission Features are currently investigating how to lessen the impact of CrimeStats obtained through bugs (though the majority of bugs aren\u2019t within the team\u2019s remit). In pursuit of this, they worked on a change that will make CS1 and 2 not cause security (or allow players) to attack, meaning players will be able to request landing and reach the kiosks to pay off crimes. Providing it doesn\u2019t cause any negative knock-ons, this is planned for release soon.\n\nMission Features also prototyped a time-trial race. The first iteration will likely not have leaderboards but will allow for accurate time measurement, with leaderboards, new tracks, and vehicle types following in a subsequent release. Alongside this, they investigated allowing players to rent and spawn the necessary vehicles at the race location for ease of entry.\n\nOn top of this, the game design documentation and foundation work for Bounty Hunting v2 is nearing completion, which includes bounty drop-offs and the use of virtual NPCs. A new investigation mission type entered the prototyping stage and is one of the most complex the team have ever tackled.\n\nFeatures (Vehicles)\nAugust had the team focus on the new multi-function displays (MFDs) and integrated ship UI system. The team solved technical problems relating to the MFDs and nailed down detailed designs for various elements.\n\n\u201cProgress is moving forward finally on this feature that\u2019s been on the cards for a long time.\u201d - Vehicle Features Team\n\nThe team is also currently working closely with the EUPU team on the Resource Network system. This involved integrating various vehicle features with resource networking and having them exchange things like power and coolant. They also updated and improved the design of how various items interact with resources.\n\nSignificant research also went into improving combat AI for fighters, with the team researching things they can do and making plans for how to implement them.\n\nGraphics, VFX Programming & Planet Tech\nThe damage map tech for salvage is approaching the end of feature development and is running into the bug-fixing phase. With all the required tech coming together, the team began testing the persistence of damage maps for the first time, highlighting additional improvements to be made. Damage map persistence will soon be ready for enabling, allowing wider testing by QA.\n\nWith QA testing hull scraping, improvements were made to the gameplay values and how they can be debugged. On the visual side, Graphics are currently preparing to allow Vehicle Art to iterate on and fine-tune the damage-map visuals.\n\nProgress was also made on porting particles to Gen12, including mesh and submesh particle rendering and bringing them to feature parity with legacy particles. Several lighting and shadow update passes on gas clouds were also ported to Gen12.\n\nOptimizations were made to the clip volume submission and inscattering injection stages for volumetric fog. Now, the artists are able to tag mesh sub-objects as interiors or exteriors to better handle lighting around turrets and doors. Progress began on an edge highlight rendering mode for objects that would normally be occluded\/culled by walls to support the FPS scanning of other players and NPCs.\n\nA tool progressed that will allow the team to perform multiple jittered captures of a scene and interleave them together to output an ultra-high resolution image. The rastar tool also received a useful tech refresh to make it usable with built-in editor tools, while additional efforts were made to improve stability, usability, and responsiveness.\n\nWith multiple improvements recently made on river tech, the team received a QATR report that allowed them to find new issues. These were addressed and will be included in the latest iteration in Alpha 3.18.\n\nFinally for Graphics, the team began the initial tasks targeting CPU offloading of planet tech code. The goal is to provide equivalent functionalities of ground-level scattered objects with compute shaders instead of relying on the slower CPU path. The benefits are significant, with the team able to spend the saved computational budget on other purposes, such as gameplay and tech.\n\nLighting\nIn August, Lighting spent time on the new cave systems, which allowed them to differentiate from the typical artificial lighting usually seen around the \u2018verse.\n\nAside from this, they further worked on Pyro, contributing to some of the new location\u2019s impressive visuals.\n\nLocations (EU)\nEU Sandbox spent part of the month working on outlaw themes for the colonialism outposts, which will be darker and more dangerous places to explore. Elsewhere, they began whiteboxing various new modules for outposts, including landing areas, smaller habitations, refineries, and ore extractors. Whitebox work continued on upcoming space sandbox locations that will provide more interesting opportunities for ship-based exploration and gameplay.\n\nThe Landing Zone team progressed with Pyro\u2019s Ruin Station, focusing on art for the external industrial areas and damage locations. Inside, cold route areas were injected with extra side routes and activities. Exterior access hatches were developed to give extra access options, while exploratory work was performed to craft ideas for the shanty town habitations.\n\nTime was also dedicated to the revamped underground facilities, with the team whiteboxing the remaining layouts with a focus on how the player navigates the surface structure down to the top of the physical elevator. Work was also done on the entrance lobby and elevator entrance room, with the final pieces getting close to being set up and working in whitebox.\n\nBeyond whiteboxing, the devs explored the visual targets for final art, with new asset kits being created and worked up to a high polish. A push was also made on interactable props featuring modular machines, interactable cupboards and lockers, switches, and fuses.\n\n\u201cThese will provide great gameplay opportunities to designers for implementing exploration and traversal puzzles.\u201d - Locations Team\n\nDifferent initiatives were explored for adding to landing zones and feature work, tasks for this year\u2019s IAE were started, and the buggy racetrack received extensive playtesting and bug fixing. A new fuel barge for Orison is now art complete (barring LODs) and will be used in the future for a variety of mission types.\n\nPreproduction began for the new law and bounty offices, which will be found around the system and will be where bounties can be taken and new bounty missions can be found.\n\nThe team also whiteboxed improvements to Kareah in support of the Mission Feature team\u2019s gameplay initiatives. Spawn closets were added to all landing zones and improved signage was prototyped for Area18 to help new players too.\n\nLocations (Montreal)\nThe Montreal Locations team dedicated time to debugging and polishing several content elements, including the Daymar derelict settlement, which is nearing completion. The crash site released in January was upgraded with AI, loot, and other features, while the derelict Reclaimer settlement was updated too. The Art team continued creating a wider library of habitations that will be used in upcoming derelict settlements. This will allow the team to create more diverse settlements with different gameplay opportunities.\n\nThe ongoing rework of Lorville\u2019s cityscape is progressing well and is now in the greybox phase. The team are currently adding high-frequency details and landing pads, and connecting the various neighborhood together.\n\nThey also kicked off Building Interiors, with the first steps being a prototype and the de-risking of a number of technical items.\n\nIn-Game Branding (Montreal)\nThe In-Game Branding team completed tasks for IAE and are currently working on a new signage pass for various landing zones as part of the new player experience effort. The goal for this pass is to make it easier for new players to find their way around the PU\u2019s various landing zones.\n\nNarrative\nAlongside the various mission design teams Narrative worked on new content for upcoming patches, including the expansions coming to Security Post Kareah and the Klescher Rehabilitation Facility as highlighted in a recent Inside Star Citizen. They also discussed adjustments to existing dynamic missions.\n\nThey also explored narrative needs for some environmental missions currently in development. While they don\u2019t have contracts and objectives like traditional missions, Narrative still worked closely with Design to ensure that the mission is presented with a strong sense of flow and fits within the universe. For the all-new mission type mentioned in last month\u2019s update, the team finished a full-text pass and were able to make revisions after playing through an in-game prototype.\n\nThe team also assisted in writing text to support several in-development game features, like hacking and salvaging, as well as writing names and descriptions for dozens of props, items, weapons, vehicles, armor, and clothing. Since there are several holidays and events coming up in the final stretch of 2022, the team outlined the text and narrative support needed and began the writing process.\n\nNarrative Design spent time in August reviewing the AI wildline sets currently being used in-game and investigating improvements that could be made using assets that have already been recorded and captured.\n\n\u201cHopefully, some of the things outlined will be able to make their way into the game soon to help improve the player experience when interacting with NPCs either in landing zones or in combat.\u201d - Narrative Team\n\nThey also published new content to the website including an Observist Lifestyle introducing a growing movement called \u2018Citizens for Pyro,\u2019 a Portfolio about the Bremen Beltway, a new Plain Truth where Parker exposes some possible shady business at Hurston, this quarter\u2019s Loremakers: Community Questions, and a new set of Galactapedia posts.\n\nPlayer Relations\nBoth the Player Support and Player Experience teams combined and grew about 30%, with an emphasis on delivering better, quicker service for the playerbase.\n\nIf you\u2019re interested in joining the team, there are Game Support Specialist and Live QA Specialist roles open now.\n\nInteractables\nThe Interactables team developed prototypes for deployable props, which were shown on Inside Star Citizen. After completing initial prototyping and getting to grips with the new workflows, they moved on to their first harvestable.\n\n\u201cWe\u2019ve worked diligently to bring some life to the \u2018verse in the very first of its kind \u2013 a bug harvestable! You can find these little critters in the new caves dotted around Stanton.\u201d - Interactables Team\n\nAlongside harvestables, the team looked into consumables that players can find throughout Pyro to keep themselves alive.\n\n\u201cThese may not be appetizing\u2026 some don\u2019t even look edible\u2026 but in Pyro, you can\u2019t be too picky on what your next meal will be!\u201d\n\nTools (Montreal)\nThe Montreal-based Tools team released Mighty Bridge v.0.6 to the dev team. This update adds two new functionalities: V2 of the object spawner, which allows the team to spawn multiple layers of objects on geometries and planet surfaces, and the CableGenerator, which generates complex cables from a simple spline. These two tools will help the Art teams create locations faster. The release also includes a variety of improvements and services, including an updated debug mesh that helps selecting the parent tool and increases precision on planet surfaces.\n\nThe team is also nearing completion of the first version of the procedural locations creation tool. This will allow them to create and edit simple layouts of space stations in minutes and will dramatically decrease the time it takes to make stations out of existing modules.\n\nThey\u2019re also in the final push of the first version of the tool that will help create derelict settlements. The goal of this iteration is to be able to create 80% of a derelict settlement procedurally. This heavy lifting will allow the artists more time to polish and finish the location. Reaching this goal will mean that a derelict settlement will take weeks rather than months to create.\n\nTech Animation\nAlongside long-term planning, Tech Animation approached the release of the revamped loadout pipeline in Maya. This will dramatically speed up the loading of complex Maya assets and accurately reflect their current state in-game.\n\n\u201cIt\u2019s a win on every level and we\u2019re excited to share it.\u201d - Tech Animation\n\nFurther to this, the team began consolidating all the new heads they would like to appear in-game. This involves processing a lot of old and new data along with alignment to deliver on the requirements for both parts of the game. So far, 60 heads need to be scanned, created, rigged, and integrated into the DNA gene pool to achieve the vision.\n\nOnline Services (Montreal)\nThe Online Services team spent the month preparing for the release of Alpha 3.18 by focusing on stability, bug fixing, and the deployment process for the new login flow.\n\nThey also fixed bugs on the entity graph and login flow, and worked alongside the team in Austin on testing various deployment options and performance of the login flow service.\n\nSignificant progress was made towards the new fleet service and shard manager. Both are needed for Persistent Entity Streaming and are almost ready for internal demo. Development of private lobbies began too, which will add new matchmaking and gameplay options for Arena Commander.\n\nLastly, a bug was fixed in the \u2018fixed closure rate indicator\u2019 UI element; the indicator was giving the full relative speed instead of only the velocity component towards the target.\n\nLive Tools (Montreal)\nThe Live Tools team progressed with design improvement for Hex gathered from the feedback provided by its regular users.\n\nSince the new login process was implemented successfully, the team is now developing the login flow and the entity graph for the Network Operation Center, which will allow users to access detailed information about the login log details and the different inventories of players and ships. These new modules will provide an advanced capacity of investigation for monitoring and troubleshooting a wide range of issues.\n\nTurbulent (Web Platform)\nThroughout August, Turbulent\u2019s Web team continued to add to the Alexandria CMS tool, adding a new and improved RSI skin as well as completing the designs on a new Drake style.\n\nThe Backend Architecture team upgraded the code base with PHP 7.4. They also made major advances in resurrecting the much-needed K8s project to make it easier and more efficient to scale web browsers and QA environments.\n\nTurbulent\u2019s Community Web team further developed the upcoming Community Hub, while the Experience team began several new projects, including clearer onboarding for new players.\n\nUI\nThe UI team continued to push forwards with features on the new Star Map, implementing three-dimensional text and shader effects for space clouds.\n\nThe artists worked on a range of concepts for terminal screens in different locations around the universe, and several bugs were fixed.\n\nCurrently, focus remains on adjusting the existing loadout systems ready to support Persistent Streaming.\n\n\nVFX\nLast month saw VFX Concept Art continue to iterate on quantum travel effects, which involved collaborating with a VFX artist to prototype the effects in-engine.\n\nElsewhere, the team added effects to several new modular locations, including some crashed and derelict spaceships. They also began working on two new vehicles.\n\nFinally, work continued on salvage effects, specifically the hull-stripping laser used by some vehicles."},"links_count":0,"comment_count":0,"created_at":"2022-09-08T00:00:00+00:00","created_at_human":"3 years ago"},"meta":{"processed_at":"2026-04-28 16:28:24","valid_relations":["images","links","translations"],"prev_id":18866,"next_id":18869}}