{"data":{"id":19140,"title":"Star Citizen Monthly Report: February 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Monthly Report\nFebruary 2023\nFebruary was a busy month for all CIG studios, with final bug fixing for the upcoming patch alongside extensive feature and tech work for releases later this year. Read on for everything completed and in progress, including the Lorville rework, a new water system, updates to Arena Commander, and more.\n\nAI (Tech)\nAI Tech began February by completing the NPC Transit feature, which manages elevators and trains. Now, NPCs will understand if a transit carriage is present at their location and whether they can move directly inside, if they need to wait, or if they should press a button to call it. They will also understand when they\u2019ve arrived at their destination and will move outside. While in the carriage, NPCs will look for a usable and idle there until they reach their destination. Upon completion, the feature was passed to Design, following which AI Tech addressed feedback and fixed bugs.\n\nThe team then allocated time to improving NPC trolley usage, ensuring that NPCs can use elevators and move trolleys with them if the behavior requests it. To achieve this, they had to write new and update existing behaviors and fix bugs related to path-following while pushing a trolley.\n\nThe team also finished the base skeleton for \u2018boids\u2019 (bird-oid objects), which will enable groups of small creatures like birds, fish, and rats. This required them to implement new components, including a system that allows designers to write rules and constraints related to spawning and movement, which were exposed to DataForge for easy access.\n\nOn the navigation-system side, AI Teach continued to work on cost area shapes that will influence the topology of navigation mesh triangles. This will enable the pathfinder to avoid or prefer to use specific areas. As mentioned in last month\u2019s report, this will initially be used to avoid fire hazards and define sidewalks for social AI actors.\n\nThe team also progressed with navigation agent-type override parameters, which are used when creating areas with specific navigation constraints. For example, they enable an NPC to transition from standing in a regular space to crouching in a vent.\n\nAI Tech also exposed new parameters to specify entity properties during the navigation-generation phase. Now, the designers will be able to mark entities as:\n\nIncluded: The default value - the entity is processed during voxelization and the nav-mesh is generated using that object.\n\nExcluded: One entity will be ignored during generation - for the navigation system, it will be equivalent to not having found that object.\n\nIgnoring Walkability: The entity will cause the nav-mesh to consider it an obstacle - NPCs will not be able to walk on top of that object.\n\nAI (Tools)\nFor AI tools, the team progressed their work on Apollo (the Subsumption tool) and added new functionality requested by the designers, including:\n\nMastergraph editing to allow users to select the default state of each parent state.\n\nThe ability to create new multigraph nodes by dragging functions from the outlier.\n\nSupport for comments inside XMLs (this was an engine-wide improvement).\n\nSupport to read object-container information related to platform creation directly from P4K files.\n\nThey also fixed several issues relating to the resizing of the node graph view.\n\nWork continued on the usable coordinator tool, with the team adding support for multiple input types that can better specify when choosing the next usable or usable group. For example, specifying the number of usables required to determine that a group is \u2018complete.\u2019 They also fixed an issue preventing the usable group coordinator from working correctly with object containers and implemented the ability to add multiple instances of the same usable with different properties.\n\nFinally for AI Tech, the team fixed and investigated issues with Alpha 3.18, including a problem with NPCs standing on chairs. This was caused by the incorrect animation setup of benches and chairs, likely due to a mannequin tag refactor that was not correctly propagated through the usable setup.\n\nArt (Ships)\nLast month, UK Vehicle Art approached the end of their work on the Argo SRV. The final art phase is in progress, including LOD and damage passes, and is expected to conclude with the final gate review and go\/no-go in March.\n\nWork also continued on an unannounced ship, which passed its LOD0 review gate and is well into the final-art phase.\n\nA new variant moved into the LOD0 phase after passing its greybox review in January. Detailing work on the exterior and interior is ongoing.\n\nThe Crusader Spirit continued its greybox pass, with a review gate taking place at the end of the month.\n\n\u201cWhile there are still a few visual design tweaks to be made, the Spirit is looking in great shape for the review.\u201d Vehicle Art Team\n\nThe team looked at the MISC Hull C to fix any visual issues that occurred during the ongoing technical setup, while the MISC Freelancer is undergoing some interior tweaks to accommodate physicalized components.\n\nGreybox on an upcoming vehicle progressed. Testing was done simultaneously on the modeling process to see if the team can reduce the LOD impact on production once they arrive at the final-content phase.\n\nThe Aopoa San'tok.y\u0101i is currently in the greybox stage and is undergoing significant testing to see how far the team can take secondary motion.\n\n\u201cThe goal for us is to make the ship feel as though it is reacting heavily to its inertia. Doing this requires that we apply blendspace animations similar to what we do with characters.\u201d Vehicle Art Team\n\n\nCommunity\nThroughout February, the Community team supported Coramor (Star Citizen\u2019s take on Valentine\u2019s Day) with a screenshot contest. In tandem, an update was released to the Community Hub that allows them to spotlight content created for specific events, take over the front page of the website, and collate community submissions for events into an archive.\n\n\u201cLast year\u2019s Bar Citizen World Tour proved to be a huge success, with thousands of players meeting up in person for beverages, camaraderie, and giveaways. We have started planning many more events this year while also putting out the call for suggested locations on Spectrum.\u201d Community Team\n\nIn support of the new Salvage mechanic, the team created a starter guide to coincide with Alpha 3.18 releasing to all waves on the PTU.\n\nAlongside standard sentiment reporting and general communications and publishes, planning began for CitizenCon 2953 in Los Angeles, California, USA.\n\nEngine\nIn February, the Physics team made several improvements to box pruning. For example, changes were made to avoid bipartite box pruning inefficiencies, to decide when to run box pruning before obb pruning, and to significantly improve box pruning performance in general. Additional optimizations include using the spaceship's localspace obb for IFCS collision warning sweep checks to reduce the size of the checked volume. Furthermore, support for various unary and binary distance-field operations was added to the physics system as well as support for tapered capsules (aka bispheres) on articulated entities. Lastly, huge pages are now used for physical entity factories.\n\nOn the renderer, Gen12 received motion vector support for render-to-texture pipelines. Also, redundant copying of render target data for partial refractions was eliminated. Moreover, the team spent time improving ultra-wide-screen support. As one of the results, rendering of the in-game console was vastly improved, resulting in clearer text display. Improving the visor for ultra-wide screens is still being worked on. Lastly, the CPU side code for scatter queries was optimized.\n\nFor the core engine, further substantial improvements and performance optimizations were implemented for the remote shader compiler server. Work on streaming system improvements started, and the final touches on p4k v2 support for internal development tools are being wrapped up. The team also started looking into more advanced tool support for memory tracking of both the server and client.\n\nThe remainder of the time was spent supporting Alpha 3.18.\n\nFeatures (Arena Commander)\nFebruary saw the Arena Commander team continuing to develop the Laying the Foundations deliverables for an upcoming patch. This included further work on the spawning and racing system refactors and the delivery of the refactored Rounds Module along with long-awaited bug fixes and quality-of-life changes.\n\nThe Design team focused on the conversion of a new Stanton location into Arena Commander, which will feature all standard game modes bar Classic Race.\n\n\u201cThis location, which we'll talk about more as we get closer to release, has the team tackling some unique challenges with taking PU locations that'll help ease the process for future endeavors.\u201d Features Team\n\nThe team also began work on an all-new atmospheric dogfighting arena, which will be the first fully atmospheric map in Arena Commander.\n\nFeatures (Characters & Weapons)\nIn February, the Features team continued to support the upcoming patch release with critical bug fixes, mainly for crashes and player-position desyncs.\n\nThe team also began looking at lockers and how to best create outfits as a pre-defined collection of items that can be equipped or worn in a single action. They\u2019re currently looking at a combination of the item port and inventory systems to store and display large to small items. For example, a coat may appear on a hanger just like in the shops, whereas a small accessory item or weapon attachment could go into an inventory drawer.\n\nAnother inventory aspect in progress is allowing players to perform a reload directly from a backpack or pocket. For example, if ammunition isn't directly available from their suit, players can perform a slower reload where it\u2019s retrieved from their inventory. However, this only works if spare ammunition has been stored prior to engaging in combat.\n\nFeatures (Gameplay)\nThe Gameplay Features team continued their work on the tractor beam, enabling ship owners to protect their ship items by locking them using \u2018lock exterior\u2019 functionality. They also added an interaction to the Greycat Multi-Tool that will detach unlocked items from ships to allow more control over item detaching.\n\nThe team then expanded on the holo outline that Weapons Features provided to get clear feedback on the attaching rules for ship items. The QATR process for this began alongside QATRs for the Mining update.\n\nThe team continued their work on the Resource Network, which is now known as Engineering gameplay. Gameplay Features will provide a more in-depth look into this feature in an upcoming episode of Inside Star Citizen.\n\nIn the US, the PU team worked on the physicalized cargo refactor. This significant conversion has several goals:\n\nConvert the existing cargo render proxy to actual physical entities for each cargo container. This enables them to be manually added and removed from the cargo grid using the tractor beam.\n\nConvert all commodities, minerals, and harvestables to a new resource type. This requires refactors of the mining and refinery systems to ensure they worked with the new resources.\n\nRecreate the Commodity Kiosk using Building Blocks to give greater flexibility with future changes.\n\nEnsure that all missions that use any form of cargo, usually in the form of carryable two-handed entities, still work with the new cargo resource system.\n\nWork with the Ships team to mark up all cargo grids to use the new system.\n\nThe PU team worked closely with EUPU Gameplay to ensure the conversion worked not only with the Mining and Refinery systems, but also to ensure that the new Salvage system worked with the new resource system as well.\n\n\u201cOnce we had confirmed that cargo was properly working with the cargo grids, Chris Roberts pointed out the fact that, since ships were always destroyed upon death, the majority of cargo was destroyed, thus reducing the amount that players could interact with the new system. So, we worked with the Arena Commander Feature team to implement Soft Death on ships. This ensures that the majority of the time a ship is \u2018destroyed,\u2019 it enters a disabled state, which preserves all of the cargo within the ship so that it can be retrieved by interested parties.\u201d USPU Team\n\nFeatures (Mission)\nFebruary saw Mission Features make a few improvements to the Klescher Rehabilitation Facility, including changing the stashes to lootable containers (boxes for now). This allows them to put whatever items they want inside, such as rarer contraband alongside the typical sustenance and oxy-pens. A full stash should now contain an amount of contraband that can be returned, giving players another non-violent means to reduce their sentence. Players can now also steal minerals from other NPC inmates and, should they do it deep enough in the mines, get away without being caught.\n\nGiven these new options for generating merits, plus the new escape mission and Platinum Bay at the nearby outpost, the team decided to increase the cap on prison sentences to further punish those committing numerous felonies, though lighter sentences will remain the same.\n\n\u201cMass murder now has serious consequences, leaving escape a much more tempting prospect.\u201d Mission Feature Team\n\nSeveral unannounced missions continued to be prototyped. One of which sees players escorting ships as they quantum travel and land at various locations, potentially allowing players aboard to carry out tasks.\n\nFinally, after inheriting ownership of the Reputation System, the team began designing out the system as a whole alongside prioritizing which work comes first.\n\nFeatures (Vehicles)\nLast month, the Vehicle Feature team mostly focused on the transit system, which was heavily refactored for the release of Persistent Entity Streaming.\n\n\u201cAs we\u2019ve been pushing through the various PTU waves to release Alpha 3.18, more and more issues have arisen. Most transit bugs do not present locally on machines, so we\u2019ve developed a system where we can remotely log the transit system and observe what happened after a bug occurs. This has been extremely helpful in finding various bugs in the PTU.\u201d Vehicle Features\n\nFor releases further ahead, new features were added to the flight system and some older systems were refactored in support of one of the Ship team\u2019s unannounced vehicles.\n\nFinally, the MISC Hull C received a significant amount of low-level tech updates as the team worked through its issues.\n\nGraphics, VFX Programming & Planet Tech\nLast month, the Graphics team continued to close out the final tasks for Gen12 before they transition to assisting in the completion of the Vulkan graphics API.\n\nThe damage-map system was converted to Gen12, and support for profile groups was added to achieve parity with profiling tools in the legacy renderer. Additionally, the render pipeline was made configurable to allow secondary viewports to balance the desired quality and cost. Finally, legacy lens flares were converted to Gen12 alongside initial support for HDR.\n\nSupport for TSAA is currently being added to secondary viewports, which will significantly improve visual quality, especially for hair. The team also submitted the first iteration of a new render-layer feature to allow easy customization of objects in the world for use with game features such as scanning and the mini-map.\n\nFor features, the Graphics team further developed several shaders, including converting LayerBlend v1 assets to the more recent v2 and adding usability improvements to the new shader. Various improvements were also made to the UI shaders, including stability fixes for anti-aliased borders, the option to render circles on each vertex, and lighting support to allow planets in the Starmap to appear both lit and holographic in a single pass.\n\nFor tools, texture processing was made significantly faster through parallelizing filtering and compression, which will be a significant improvement for the artists and build system. Work started on a new mesh format too, with the goal of vastly improving loading times and render performance.\n\nThe VFX Programming team's time was split between fire, quantum travel, and tool work. For fire, work began on decal shading to achieve glow, burn, and soot on objects within the scene. Quantum travel now has support for 'quantum casting' and \u2018red shift\u2019 along with various other code improvements. For tools, usability improvements continued and support was added for referencing particle effects from other particle effects.\n\nThe Planet Tech team worked on better shaping support for asteroid fields, improvements to the harvestable system, and adding support for instancing to terrain chunks.\n\nAlso, the Planet and Graphics teams worked together on a new water system. This is still at an early stage but aims to allow for GPU wave\/ripple simulations at multiple scales as well as network-synced impacts for larger events (e.g. spaceships crashing). Shading improvements are also being made to achieve better reflections, refraction, and foam.\n\nIn-Game Branding (Montreal)\nThe In-Game Branding team's work on Lorville\u2019s skyline is coming to an end.\n\nThey also began their tasks for Pyro\u2019s Ruin Station, with the first step being creating the visual identities of the gangs and their environments.\n\nInteractables\nThe Interactables team continued work on Pyro, creating more assets for Ruin Station.\n\n\u201cThere\u2019s more work to be done on this mandate and we have some really interesting interactable props that we can\u2019t wait to share!\u201d Interactables Team\n\nThe team have also been working closely with Mission Features on new assets that players will be interacting with around the 'verse and progressed with Flair that will reach players at some point this year.\n\nLighting\nLighting finished their work on the Lorville skyline rework. They then moved fully onto colonial outposts.\n\n\u201cThis is a significant undertaking with many pieces that we need to get right!\u201d Lighting Team\n\nLive Tools (Montreal)\nIn February, the Live Tools team successfully implemented the first version of the Entity Graph Tool into the Network Operation Center, which is a major milestone in supporting Persistent Entity Streaming.\n\nThe developers are still working on improvements for other internal tools alongside priority bug fixing to support the release of Alpha 3.18.\n\nNext, the team will start on the design and development of new Network Operation Center modules for Server Meshing.\n\nLocations (EU)\nIn February, the Locations team completed the exteriors of Seraphim Station and the three Stanton jump points. Work is approaching \u2018final art\u2019 on the asteroid clusters for the Resource Rush mission, and the team is working on the last few modules to close out \u2018Content Pack 3\u2019, which will enable them to construct and distribute Pyro\u2019s small-to-medium outposts.\n\nTasks progressed on Ruin Station and the underground facilities, the latter of which are currently in the whitebox stage. For organics, they prepared and hardened some of their cave initiatives and began looking into additional biome work.\n\nThe Design team worked on new missions for Pyro\u2019s outposts. They also began investigation toward achieving gold-standard outposts, which produced several feature requests to facilitate new and interesting gameplay loops in Pyro relating to the resource network and Reputation System.\n\nNarrative\nFebruary began with the Narrative team addressing a handful of issues discovered by the thorough PTU testing of the Alpha 3.18. With tasks for the upcoming release winding down, attention turned to the next patch and beyond. Several items, clothing pieces, and vehicles were branded and named. Work continued on the upcoming Salvage, Mining, and Investigation missions, while improvements were considered for Bounty Hunting v2 and the Contract Manager.\n\nThe team also continued to refine and hone their work toward the gameplay in the Pyro system.\n\n\u201cSeeing how the system\u2019s lawless nature has the potential to enhance existing gameplay loops has been very exciting for us.\u201d Narrative Team\n\nThey also coordinated with the Environment and Design teams on building interiors. Additionally, progress was made on \u2018narrative lootables.\u2019 These are things like journals, articles, and messages that players might one day be able to discover as they explore the universe. Finally, the team\u2019s narrative designers continued to work on expanding and improving player interactions with certain NPCs.\n\nFebruary also saw the release of a Portfolio expanding the history of Clark Defense Systems and a host of new Galactapedia entries. The Narrative team also appeared on an episode of Star Citizen Live.\n\nOnline services (Montreal)\nIn February, Online Services completed the development of shard isolation and the shard broker, with PTU testing beginning for both. These new features are used for isolating push workers and shard health\/lifecycle respectively, with the goal being to maintain shard integrity.\n\nThe team also added inventory query caching to the entity-graph service. This stores the results of inventory queries in a cache to take the load off the database for repeated lookups of the same query, allowing for faster response times and less load on the database. This increases the overall read and write performance of the entity-graph service.\n\nThe team performed a refactor for insurance, ASOP terminals, the VMA backend, and game code, with the goal of improving performance and fixing some long-standing bugs.\n\nTime was also spent working to stabilize the Alpha 3.18 release with multiple bug fixes.\n\nTech Animation\nLast month, the Tech Animation team was on set at Pinewood Studios in London, working alongside an outsource studio to finalize face scanning to populate the remainder of the gene pool for the head generation systems (DNA). This is relevant for both the PU and Squadron 42.\n\n\u201cWe scanned a broad range of models, young and old, from all facets of Humanity available to us, which will go a long way to truly showing diversity in our game. The scanning went exceptionally well, our chosen outsource studio has a fantastic resource in their facial scanning rig, which delivered exceptional results. Coupled with lots of hard work and a good sense of humor, we made the most of our two weeks.\u201d Tech Animation Team\n\nUI\nIn February, UI Art and Design worked on several future features, including an interactive 3D UI prototype, a universal marker for the Starmap, and concept work for some of the updated vehicle UI styles.\n\nThe UI Tech team progressed in various areas, including creating a color picker UI for use in interactive screens. They continued to help polish the new Starmap, adding space dust to make it easier to perceive movement, improving the controls, and creating cubic holo volumes.\n\nThey also compelted some workflow fixes too, such as improving comments in Building Blocks files and making it easier to inspect drawn UI. They\u2019ve also made some final fixes for Alpha 3.18.\n\nVFX\nLast month, the VFX team continued with their CPU-to-GPU particle library conversion. This has been good practice for some recent new starters in the team, helping them to get a better understanding of the many attributes accessible from the VFX editor.\n\nThey also continued to refine the new quantum-travel effects, and work began on several new vehicles, including one with unusual thrusters.\n\nFinally, the team carried out improvements to Lorville\u2019s skyline effects, adding more smoke and general ambiance to help sell the industrial theme.","de_DE":"PU-Monatsbericht\nFebruar 2023\nDer Februar war ein arbeitsreicher Monat f\u00fcr alle CIG-Studios, in dem letzte Fehlerbehebungen f\u00fcr den kommenden Patch sowie umfangreiche Arbeiten an Features und technischen Neuerungen f\u00fcr die Ver\u00f6ffentlichung im Laufe des Jahres stattfanden. Lies weiter, um zu erfahren, was alles fertiggestellt und in Arbeit ist, einschlie\u00dflich der \u00dcberarbeitung von Lorville, einem neuen Wassersystem, Updates f\u00fcr Arena Commander und mehr.\n\nKI (Tech)\nDie KI-Tech-Abteilung hat Anfang Februar das NPC-Transit-Feature fertiggestellt, das Aufz\u00fcge und Z\u00fcge steuert. Jetzt wissen NSCs, ob sich ein Transitwagen an ihrem Standort befindet und ob sie direkt einsteigen k\u00f6nnen, ob sie warten m\u00fcssen oder ob sie einen Knopf dr\u00fccken sollen, um ihn zu rufen. Sie wissen auch, wann sie an ihrem Ziel angekommen sind und gehen nach drau\u00dfen. W\u00e4hrend sie in der Kutsche sitzen, suchen die NSCs nach einem brauchbaren Platz und warten dort, bis sie ihr Ziel erreicht haben. Nach der Fertigstellung wurde das Feature an das Design weitergeleitet, woraufhin AI Tech das Feedback aufnahm und die Fehler beseitigte.\n\nAnschlie\u00dfend widmete sich das Team der Verbesserung der NSC-Wagennutzung und stellte sicher, dass NSCs Aufz\u00fcge benutzen und Wagen mit sich f\u00fchren k\u00f6nnen, wenn das Verhalten es erfordert. Um dies zu erreichen, mussten sie neue Verhaltensweisen schreiben und bestehende aktualisieren sowie Fehler im Zusammenhang mit dem Wegverfolgen beim Schieben eines Wagens beheben.\n\nDas Team hat auch das Grundger\u00fcst f\u00fcr die \"Boids\" (vogel\u00e4hnliche Objekte) fertiggestellt, die Gruppen von kleinen Kreaturen wie V\u00f6geln, Fischen und Ratten erm\u00f6glichen werden. Dazu mussten sie neue Komponenten implementieren, darunter ein System, mit dem die Designer Regeln und Einschr\u00e4nkungen f\u00fcr das Spawnen und die Bewegung schreiben k\u00f6nnen, die f\u00fcr einen einfachen Zugriff in DataForge ver\u00f6ffentlicht wurden.\n\nAuf der Seite des Navigationssystems arbeitete AI Teach weiter an den Formen der Kostenbereiche, die die Topologie der Dreiecke des Navigationsnetzes beeinflussen werden. So kann der Pfadfinder bestimmte Gebiete meiden oder bevorzugen. Wie im Bericht vom letzten Monat erw\u00e4hnt, wird dies zun\u00e4chst zur Vermeidung von Feuergefahren und zur Festlegung von Gehwegen f\u00fcr soziale KI-Akteure genutzt.\n\nDas Team hat auch die \u00dcberschreibungsparameter f\u00fcr Navigationsagenten weiterentwickelt, die bei der Erstellung von Bereichen mit bestimmten Navigationsbeschr\u00e4nkungen verwendet werden. Sie erm\u00f6glichen es einem NSC zum Beispiel, in einem normalen Raum zu stehen und in einem L\u00fcftungsschacht zu kauern.\n\nAI Tech hat auch neue Parameter eingef\u00fchrt, mit denen die Eigenschaften von Entit\u00e4ten w\u00e4hrend der Navigationsphase festgelegt werden k\u00f6nnen. Jetzt k\u00f6nnen die Designer Entit\u00e4ten wie folgt markieren:\n\nEingeschlossen: Der Standardwert - das Objekt wird w\u00e4hrend der Voxelisierung verarbeitet und das Nav-Mesh wird mit diesem Objekt erstellt.\n\nAusgeschlossen: Ein Objekt wird bei der Erstellung ignoriert - f\u00fcr das Navigationssystem bedeutet das, dass das Objekt nicht gefunden wurde.\n\nBegehbarkeit ignorieren: Das Objekt wird vom Nav-Mesh als Hindernis betrachtet - NSCs k\u00f6nnen nicht \u00fcber das Objekt laufen.\n\nKI (Tools)\nBei den KI-Tools hat das Team die Arbeit an Apollo (dem Subsumptionstool) vorangetrieben und neue Funktionen hinzugef\u00fcgt, die von den Designern gew\u00fcnscht wurden, darunter:\n\nBearbeitung des Mastergraphen, damit die Benutzer den Standardzustand jedes \u00fcbergeordneten Zustands ausw\u00e4hlen k\u00f6nnen.\n\nDie M\u00f6glichkeit, neue Multigraphenknoten durch Ziehen von Funktionen aus dem Ausrei\u00dfer zu erstellen.\n\nUnterst\u00fctzung f\u00fcr Kommentare innerhalb von XMLs (dies war eine engineweite Verbesserung).\n\nUnterst\u00fctzung des Lesens von Objekt-Container-Informationen f\u00fcr die Erstellung von Plattformen direkt aus P4K-Dateien.\n\nAu\u00dferdem wurden mehrere Probleme im Zusammenhang mit der Gr\u00f6\u00dfen\u00e4nderung der Node-Graph-Ansicht behoben.\n\nDas Team f\u00fcgte Unterst\u00fctzung f\u00fcr mehrere Eingabetypen hinzu, mit denen die Auswahl der n\u00e4chsten nutzbaren oder nutzbaren Gruppe besser spezifiziert werden kann. So kann z. B. die Anzahl der nutzbaren Gruppen festgelegt werden, die erforderlich sind, um eine Gruppe als \"vollst\u00e4ndig\" zu betrachten. Au\u00dferdem wurde ein Problem behoben, das den Koordinator f\u00fcr verwendbare Gruppen daran hinderte, korrekt mit Objektcontainern zu arbeiten, und es wurde die M\u00f6glichkeit geschaffen, mehrere Instanzen desselben verwendbaren Objekts mit unterschiedlichen Eigenschaften hinzuzuf\u00fcgen.\n\nIm Bereich AI Tech schlie\u00dflich hat das Team Probleme mit Alpha 3.18 behoben und untersucht, darunter ein Problem mit NSCs, die auf St\u00fchlen stehen. Dies wurde durch die falsche Animationseinstellung von B\u00e4nken und St\u00fchlen verursacht, die wahrscheinlich auf eine \u00dcberarbeitung des Mannequin-Tags zur\u00fcckzuf\u00fchren war, das nicht korrekt in die nutzbare Einstellung \u00fcbertragen wurde.\n\nKunst (Schiffe)\nIm letzten Monat n\u00e4herte sich UK Vehicle Art dem Ende seiner Arbeit an der Argo SRV. Die abschlie\u00dfende Art-Phase ist im Gange, einschlie\u00dflich der LOD- und Damage-P\u00e4sse, und wird voraussichtlich im M\u00e4rz mit der abschlie\u00dfenden Gate-Pr\u00fcfung und dem Go\/No-Go abgeschlossen.\n\nAuch die Arbeit an einem unangek\u00fcndigten Schiff wurde fortgesetzt, das die LOD0-Pr\u00fcfung bestanden hat und sich in der finalen Art-Phase befindet.\n\nEine neue Variante ging in die LOD0-Phase \u00fcber, nachdem sie im Januar das Greybox-Review bestanden hatte. Die Detailarbeit am \u00c4u\u00dferen und Inneren des Schiffes dauert noch an.\n\nDie Crusader Spirit hat die Greybox-Phase weiter durchlaufen und wird Ende des Monats in die Review-Phase gehen.\n\n\"Es gibt zwar noch ein paar optische Verbesserungen, aber der Spirit ist in einem guten Zustand f\u00fcr die \u00dcberpr\u00fcfung. Fahrzeugdesign-Team\n\nDas Team hat sich den MISC Hull C angeschaut, um visuelle Probleme zu beheben, die w\u00e4hrend des technischen Aufbaus aufgetreten sind, w\u00e4hrend der MISC Freelancer einige \u00c4nderungen im Innenraum erf\u00e4hrt, um die physischen Komponenten unterzubringen.\n\nDie Greybox f\u00fcr ein zuk\u00fcnftiges Fahrzeug wurde weiterentwickelt. Gleichzeitig wurde der Modellierungsprozess getestet, um herauszufinden, ob das Team die LOD-Auswirkungen auf die Produktion reduzieren kann, sobald sie die Phase des endg\u00fcltigen Inhalts erreicht haben.\n\nDer Aopoa San'tok.y\u0101i befindet sich derzeit in der Greybox-Phase und wird ausgiebig getestet, um zu sehen, wie weit das Team die Sekund\u00e4rbewegung bringen kann.\n\n\"Unser Ziel ist es, dass sich das Schiff so anf\u00fchlt, als w\u00fcrde es stark auf seine Tr\u00e4gheit reagieren. Um das zu erreichen, m\u00fcssen wir Blendspace-Animationen anwenden, \u00e4hnlich wie bei den Charakteren.\" Fahrzeug-Art-Team\n\n\nCommunity\nIm Februar hat das Community-Team Coramor (Star Citizens Version des Valentinstags) mit einem Screenshot-Wettbewerb unterst\u00fctzt. Gleichzeitig wurde ein Update f\u00fcr den Community Hub ver\u00f6ffentlicht, das es erm\u00f6glicht, Inhalte, die f\u00fcr bestimmte Events erstellt wurden, ins Rampenlicht zu r\u00fccken, die Startseite der Website zu \u00fcbernehmen und die Beitr\u00e4ge der Community f\u00fcr Events in einem Archiv zu sammeln.\n\n\"Die Bar Citizen World Tour im letzten Jahr war ein gro\u00dfer Erfolg. Tausende von Spieler\/innen trafen sich pers\u00f6nlich, um Getr\u00e4nke, Kameradschaft und Werbegeschenke zu genie\u00dfen. Wir haben begonnen, viele weitere Events f\u00fcr dieses Jahr zu planen und gleichzeitig einen Aufruf f\u00fcr vorgeschlagene Orte auf Spectrum ver\u00f6ffentlicht.\" Community Team\n\nZur Unterst\u00fctzung der neuen Bergungsmechanik hat das Team einen Starter-Guide erstellt, der zeitgleich mit der Ver\u00f6ffentlichung von Alpha 3.18 f\u00fcr alle Wellen auf der PTU erscheint.\n\nNeben den \u00fcblichen Stimmungsberichten und allgemeinen Mitteilungen und Ver\u00f6ffentlichungen begann die Planung f\u00fcr die CitizenCon 2953 in Los Angeles, Kalifornien, USA.\n\nEngine\nIm Februar hat das Physics-Team mehrere Verbesserungen am Box Pruning vorgenommen. Zum Beispiel wurden \u00c4nderungen vorgenommen, um Ineffizienzen beim bipartiten Box Pruning zu vermeiden, um zu entscheiden, wann das Box Pruning vor dem Obb Pruning ausgef\u00fchrt werden soll, und um die Leistung des Box Pruning im Allgemeinen deutlich zu verbessern. Zu den weiteren Optimierungen geh\u00f6rt die Verwendung des Lokalraum-Obb f\u00fcr IFCS-Kollisionswarnungs-Sweep-Checks, um die Gr\u00f6\u00dfe des gepr\u00fcften Volumens zu reduzieren. Au\u00dferdem wurde das Physiksystem um die Unterst\u00fctzung verschiedener un\u00e4rer und bin\u00e4rer Abstandsfeldoperationen erweitert und unterst\u00fctzt nun auch verj\u00fcngte Kapseln (auch bekannt als Biskugeln) bei gelenkigen Objekten. Und schlie\u00dflich werden jetzt gro\u00dfe Seiten f\u00fcr physische Entit\u00e4tsfabriken verwendet.\n\nBeim Renderer erhielt Gen12 Bewegungsvektor-Unterst\u00fctzung f\u00fcr Render-to-Texture-Pipelines. Au\u00dferdem wurde das \u00fcberfl\u00fcssige Kopieren von Renderziel-Daten f\u00fcr partielle Brechungen abgeschafft. Au\u00dferdem verbrachte das Team viel Zeit damit, die Unterst\u00fctzung f\u00fcr Ultrabreitbildschirme zu verbessern. So wurde unter anderem das Rendering der Spielkonsole deutlich verbessert, was zu einer klareren Textdarstellung f\u00fchrte. An der Verbesserung des Visors f\u00fcr Ultrabreitbildschirme wird noch gearbeitet. Und schlie\u00dflich wurde der CPU-seitige Code f\u00fcr Scatter-Abfragen optimiert.\n\nF\u00fcr die Core Engine wurden weitere wesentliche Verbesserungen und Leistungsoptimierungen f\u00fcr den Remote Shader Compiler Server implementiert. Die Arbeit an den Verbesserungen des Streaming-Systems wurde aufgenommen und der letzte Schliff an der p4k v2-Unterst\u00fctzung f\u00fcr die internen Entwicklungstools wird gerade fertiggestellt. Das Team hat au\u00dferdem damit begonnen, die Unterst\u00fctzung f\u00fcr fortschrittliche Tools zur Speicherverfolgung von Server und Client zu verbessern.\n\nDie restliche Zeit wurde mit der Unterst\u00fctzung von Alpha 3.18 verbracht.\n\nFunktionen (Arena Commander)\nIm Februar arbeitete das Arena Commander-Team weiter an der Entwicklung der Laying the Foundations f\u00fcr einen kommenden Patch. Dazu geh\u00f6rte die weitere Arbeit an den \u00dcberarbeitungen des Spawn- und Rennsystems und die Auslieferung des \u00fcberarbeiteten Rundenmoduls zusammen mit lang erwarteten Fehlerbehebungen und \u00c4nderungen an der Lebensqualit\u00e4t.\n\nDas Design-Team konzentrierte sich auf die Umwandlung eines neuen Stanton-Standorts in Arena Commander, der alle Standard-Spielmodi au\u00dfer Classic Race bieten wird.\n\n\"An diesem Ort, \u00fcber den wir mehr erz\u00e4hlen werden, wenn die Ver\u00f6ffentlichung n\u00e4her r\u00fcckt, hat das Team einige einzigartige Herausforderungen bei der \u00dcbernahme von PU-Orten gemeistert, die den Prozess f\u00fcr zuk\u00fcnftige Projekte erleichtern werden. Eigenschaften Team\n\nDas Team hat au\u00dferdem mit der Arbeit an einer v\u00f6llig neuen, atmosph\u00e4rischen Dogfighting-Arena begonnen, die die erste vollst\u00e4ndig atmosph\u00e4rische Karte in Arena Commander sein wird.\n\nFeatures (Charaktere und Waffen)\nIm Februar unterst\u00fctzte das Feature-Team die bevorstehende Patch-Ver\u00f6ffentlichung mit kritischen Fehlerbehebungen, haupts\u00e4chlich f\u00fcr Abst\u00fcrze und Desynchronisationen der Spielerposition.\n\nAu\u00dferdem hat das Team begonnen, sich mit Schlie\u00dff\u00e4chern zu besch\u00e4ftigen und zu \u00fcberlegen, wie man Outfits am besten als vordefinierte Sammlung von Gegenst\u00e4nden erstellt, die in einer einzigen Aktion ausger\u00fcstet oder getragen werden k\u00f6nnen. Derzeit wird eine Kombination aus Item Port und Inventarsystem untersucht, um gro\u00dfe und kleine Gegenst\u00e4nde zu speichern und anzuzeigen. Ein Mantel k\u00f6nnte zum Beispiel wie in den L\u00e4den auf einem Kleiderb\u00fcgel h\u00e4ngen, w\u00e4hrend ein kleines Accessoire oder ein Waffenaufsatz in eine Inventarschublade passen k\u00f6nnte.\n\nEin weiterer Aspekt des Inventars, der in Arbeit ist, besteht darin, dass Spieler\/innen direkt aus einem Rucksack oder einer Tasche nachladen k\u00f6nnen. Wenn zum Beispiel Munition nicht direkt im Anzug verf\u00fcgbar ist, k\u00f6nnen Spieler\/innen einen langsameren Nachladevorgang durchf\u00fchren, bei dem die Munition aus dem Inventar geholt wird. Das funktioniert allerdings nur, wenn die Ersatzmunition vor dem Kampf gelagert wurde.\n\nFeatures (Gameplay)\nDas Team f\u00fcr Gameplay-Features hat seine Arbeit am Traktorstrahl fortgesetzt und erm\u00f6glicht es Schiffseigent\u00fcmern, ihre Schiffsgegenst\u00e4nde zu sch\u00fctzen, indem sie sie mit der Funktion \"\u00c4u\u00dferes sperren\" abschlie\u00dfen. Au\u00dferdem f\u00fcgten sie dem Greycat Multi-Tool eine Interaktion hinzu, mit der freigeschaltete Gegenst\u00e4nde von Schiffen gel\u00f6st werden k\u00f6nnen, um mehr Kontrolle \u00fcber das L\u00f6sen von Gegenst\u00e4nden zu haben.\n\nDas Team erweiterte dann die Holo-Skizze, die Weapons Features zur Verf\u00fcgung stellte, um klares Feedback zu den Anbringungsregeln f\u00fcr Schiffsgegenst\u00e4nde zu erhalten. Der QATR-Prozess daf\u00fcr begann zusammen mit den QATRs f\u00fcr das Bergbau-Update.\n\nDas Team setzte seine Arbeit am Ressourcennetzwerk fort, das jetzt als Engineering Gameplay bekannt ist. Gameplay Features wird in einer der n\u00e4chsten Folgen von Inside Star Citizen einen tieferen Einblick in dieses Feature geben.\n\nIn den USA arbeitete das PU-Team an der \u00dcberarbeitung der physischen Fracht. Diese wichtige Umstellung hat mehrere Ziele:\n\nUmwandlung des bestehenden Render-Proxys f\u00fcr jeden Frachtcontainer in echte physische Entit\u00e4ten. So k\u00f6nnen sie mit Hilfe des Traktorstrahls manuell zum Frachtgitter hinzugef\u00fcgt und aus diesem entfernt werden.\n\nAlle Rohstoffe, Mineralien und Ernteg\u00fcter werden in einen neuen Ressourcentyp umgewandelt. Dies erfordert eine \u00dcberarbeitung der Bergbau- und Raffineriesysteme, um sicherzustellen, dass sie mit den neuen Ressourcen funktionieren.\n\nErstelle den Rohstoffkiosk mit Hilfe von Bausteinen neu, um bei zuk\u00fcnftigen \u00c4nderungen mehr Flexibilit\u00e4t zu haben.\n\nSicherstellen, dass alle Missionen, die irgendeine Form von Fracht verwenden, in der Regel in Form von tragbaren zweih\u00e4ndigen Einheiten, auch mit dem neuen Fracht-Ressourcensystem funktionieren.\n\nArbeite mit dem Schiffsteam zusammen, um alle Frachtraster f\u00fcr das neue System zu markieren.\n\nDas PU-Team hat eng mit EUPU Gameplay zusammengearbeitet, um sicherzustellen, dass die Umstellung nicht nur mit dem Bergbau- und Raffineriesystem funktioniert, sondern auch, dass das neue Bergungssystem mit dem neuen Ressourcensystem funktioniert.\n\n\"Nachdem wir best\u00e4tigt hatten, dass die Fracht mit den Frachtgittern richtig funktionierte, wies Chris Roberts auf die Tatsache hin, dass der Gro\u00dfteil der Fracht zerst\u00f6rt wurde, da Schiffe beim Tod immer zerst\u00f6rt wurden, wodurch die Spieler weniger mit dem neuen System interagieren konnten. Also haben wir mit dem Arena Commander Feature Team zusammengearbeitet, um den Soft Death f\u00fcr Schiffe einzuf\u00fchren. Dadurch wird sichergestellt, dass die meisten Schiffe, wenn sie zerst\u00f6rt werden, in einen deaktivierten Zustand \u00fcbergehen, in dem die gesamte Ladung des Schiffes erhalten bleibt, damit sie von interessierten Parteien wiedergefunden werden kann.\" USPU-Team\n\nFunktionen (Mission)\nIm Februar wurden in Mission Features einige Verbesserungen an der Klescher Rehabilitationseinrichtung vorgenommen, darunter die Umstellung der Verstecke auf pl\u00fcnderbare Beh\u00e4lter (vorerst Kisten). So k\u00f6nnen die Spielerinnen und Spieler alle Gegenst\u00e4nde hineinlegen, die sie wollen, z. B. seltenere Schmuggelware neben den typischen Lebensmitteln und Oxydationsmitteln. Ein volles Versteck sollte nun eine Menge Schmuggelware enthalten, die zur\u00fcckgegeben werden kann, so dass die Spieler\/innen eine weitere gewaltfreie M\u00f6glichkeit haben, ihre Strafe zu reduzieren. Spieler\/innen k\u00f6nnen jetzt auch Mineralien von anderen NSC-Insassen stehlen und, wenn sie es tief genug in den Minen tun, davonkommen, ohne erwischt zu werden.\n\nAngesichts dieser neuen M\u00f6glichkeiten, Verdienste zu erzielen, sowie der neuen Fluchtmission und der Platinbucht im nahegelegenen Au\u00dfenposten hat das Team beschlossen, die Obergrenze f\u00fcr Gef\u00e4ngnisstrafen zu erh\u00f6hen, um diejenigen, die zahlreiche Straftaten begehen, noch h\u00e4rter zu bestrafen, obwohl die leichteren Strafen gleich bleiben.\n\n\"Massenmord hat jetzt ernsthafte Konsequenzen, so dass die Flucht eine viel verlockendere Aussicht ist. Mission Feature Team\n\nMehrere unangek\u00fcndigte Missionen wurden weiterhin als Prototypen entwickelt. Eine davon sieht vor, dass die Spieler\/innen Schiffe eskortieren, w\u00e4hrend sie mit Quanten reisen und an verschiedenen Orten landen, damit die Spieler\/innen an Bord Aufgaben erf\u00fcllen k\u00f6nnen.\n\nNachdem das Team die Verantwortung f\u00fcr das Reputationssystem \u00fcbernommen hatte, begann es, das System als Ganzes zu entwerfen und gleichzeitig Priorit\u00e4ten zu setzen, welche Arbeiten zuerst erledigt werden m\u00fcssen.\n\nFeatures (Fahrzeuge)\nIm letzten Monat hat sich das Team f\u00fcr die Fahrzeugfunktionen haupts\u00e4chlich auf das Transitsystem konzentriert, das f\u00fcr die Ver\u00f6ffentlichung von Persistent Entity Streaming stark \u00fcberarbeitet wurde.\n\n\"W\u00e4hrend wir die verschiedenen PTU-Wellen zur Ver\u00f6ffentlichung von Alpha 3.18 durchlaufen haben, sind immer mehr Probleme aufgetaucht. Deshalb haben wir ein System entwickelt, mit dem wir das Transitsystem aus der Ferne protokollieren und beobachten k\u00f6nnen, was nach dem Auftreten eines Fehlers passiert. Das war sehr hilfreich, um verschiedene Fehler in der PTU zu finden.\" Fahrzeugmerkmale\n\nF\u00fcr die kommenden Releases wurden dem Flugsystem neue Funktionen hinzugef\u00fcgt und einige \u00e4ltere Systeme wurden \u00fcberarbeitet, um eines der noch nicht angek\u00fcndigten Fahrzeuge des Schiffsteams zu unterst\u00fctzen.\n\nSchlie\u00dflich erhielt der MISC Hull C eine betr\u00e4chtliche Anzahl von Low-Level-Tech-Updates, w\u00e4hrend das Team an seinen Problemen arbeitete.\n\nGrafik, VFX-Programmierung und Planet Tech\nIm letzten Monat schloss das Grafikteam die letzten Aufgaben f\u00fcr Gen12 ab, bevor es zur Unterst\u00fctzung bei der Fertigstellung der Vulkan-Grafik-API \u00fcbergeht.\n\nDas Damage-Map-System wurde auf Gen12 umgestellt und die Unterst\u00fctzung f\u00fcr Profilgruppen wurde hinzugef\u00fcgt, um Parit\u00e4t mit den Profilierungswerkzeugen im alten Renderer zu erreichen. Au\u00dferdem wurde die Render-Pipeline konfigurierbar gemacht, um sekund\u00e4re Ansichtsfenster zu erm\u00f6glichen, um die gew\u00fcnschte Qualit\u00e4t und die Kosten auszugleichen. Schlie\u00dflich wurden auch die alten Lens Flares auf Gen12 umgestellt und die erste Unterst\u00fctzung f\u00fcr HDR eingef\u00fchrt.\n\nDie Unterst\u00fctzung f\u00fcr TSAA wird derzeit zu den sekund\u00e4ren Ansichtsfenstern hinzugef\u00fcgt, was die visuelle Qualit\u00e4t, insbesondere bei Haaren, deutlich verbessern wird. Das Team hat au\u00dferdem die erste Version eines neuen Renderlayer-Features eingereicht, mit dem sich Objekte in der Welt f\u00fcr Spielfunktionen wie Scannen und die Minikarte leicht anpassen lassen.\n\nDas Grafikteam hat mehrere Shader weiterentwickelt, darunter die Konvertierung von LayerBlend v1 in die neuere Version v2 und Verbesserungen der Benutzerfreundlichkeit des neuen Shaders. Au\u00dferdem wurden verschiedene Verbesserungen an den UI-Shadern vorgenommen, darunter Stabilit\u00e4tskorrekturen f\u00fcr Anti-Aliasing-R\u00e4nder, die Option, Kreise an jedem Scheitelpunkt zu rendern, und Beleuchtungsunterst\u00fctzung, damit Planeten in der Sternenkarte in einem einzigen Durchgang sowohl beleuchtet als auch holografisch erscheinen k\u00f6nnen.\n\nBei den Werkzeugen wurde die Texturverarbeitung durch die Parallelisierung von Filterung und Komprimierung deutlich beschleunigt, was eine erhebliche Verbesserung f\u00fcr die K\u00fcnstler und das Build-System darstellt. Au\u00dferdem wurde mit der Arbeit an einem neuen Mesh-Format begonnen, mit dem die Ladezeiten und die Renderleistung erheblich verbessert werden sollen.\n\nDie Zeit des VFX-Programmierteams wurde zwischen Feuer, Quantenreisen und Werkzeugen aufgeteilt. Beim Feuer wurde mit der Arbeit am Decal Shading begonnen, um Gl\u00fchen, Brennen und Ru\u00df auf Objekten in der Szene zu erzielen. Bei der Quantenreise gibt es jetzt Unterst\u00fctzung f\u00fcr \"Quantencasting\" und \"Rotverschiebung\" sowie verschiedene andere Codeverbesserungen. Bei den Werkzeugen wurde die Benutzerfreundlichkeit weiter verbessert und es wurde Unterst\u00fctzung f\u00fcr die Referenzierung von Partikeleffekten aus anderen Partikeleffekten hinzugef\u00fcgt.\n\nDas Planet Tech-Team arbeitete an einer besseren Unterst\u00fctzung f\u00fcr die Formgebung von Asteroidenfeldern, Verbesserungen am Erntesystem und an der Unterst\u00fctzung f\u00fcr das Instanzieren von Gel\u00e4ndest\u00fccken.\n\nAu\u00dferdem haben das Planeten- und das Grafikteam gemeinsam an einem neuen Wassersystem gearbeitet. Es befindet sich noch in einem fr\u00fchen Stadium, soll aber GPU-Wellen-\/Riffel-Simulationen in verschiedenen Ma\u00dfst\u00e4ben sowie netzwerksynchrone Auswirkungen f\u00fcr gr\u00f6\u00dfere Ereignisse (z. B. abst\u00fcrzende Raumschiffe) erm\u00f6glichen. Auch das Shading wird verbessert, um bessere Reflexionen, Brechungen und Schaum zu erzielen.\n\nIn-Game Branding (Montreal)\nDie Arbeit des In-Game Branding Teams an der Skyline von Lorville neigt sich dem Ende zu.\n\nAu\u00dferdem haben sie mit der Arbeit an Pyro's Ruin Station begonnen. Der erste Schritt ist die Erstellung der visuellen Identit\u00e4ten der Gangs und ihrer Umgebungen.\n\nInteractables\nDas Interactables-Team hat die Arbeit an Pyro fortgesetzt und weitere Assets f\u00fcr die Ruin Station erstellt.\n\n\"Es gibt noch mehr Arbeit f\u00fcr diesen Auftrag und wir haben ein paar wirklich interessante interaktive Requisiten, die wir unbedingt mit euch teilen wollen!\" Interactables-Team\n\nDas Team hat auch eng mit Mission Features an neuen Objekten gearbeitet, mit denen die Spieler\/innen im Spiel interagieren k\u00f6nnen, und hat Flair weiterentwickelt, das die Spieler\/innen irgendwann in diesem Jahr erreichen wird.\n\nBeleuchtung\nDas Beleuchtungsteam hat seine Arbeit an der \u00dcberarbeitung der Skyline von Lorville abgeschlossen. Danach haben sie sich ganz auf die kolonialen Au\u00dfenposten konzentriert.\n\n\"Das ist ein gro\u00dfes Unterfangen mit vielen Teilen, die wir richtig hinbekommen m\u00fcssen! Das Beleuchtungsteam\n\nLive Tools (Montreal)\nIm Februar hat das Live Tools Team die erste Version des Entity Graph Tools erfolgreich in das Network Operation Center implementiert, was ein wichtiger Meilenstein f\u00fcr die Unterst\u00fctzung von Persistent Entity Streaming ist.\n\nDie Entwicklerinnen und Entwickler arbeiten weiterhin an Verbesserungen f\u00fcr andere interne Tools und beheben vorrangig Fehler, um die Ver\u00f6ffentlichung von Alpha 3.18 zu unterst\u00fctzen.\n\nAls N\u00e4chstes wird das Team mit dem Design und der Entwicklung neuer Network Operation Center Module f\u00fcr Server Meshing beginnen.\n\nStandorte (EU)\nIm Februar hat das Locations-Team das \u00c4u\u00dfere der Seraphim Station und der drei Stanton Sprungpunkte fertiggestellt. Die Arbeiten an den Asteroidenclustern f\u00fcr die Mission \"Ressourcenrausch\" n\u00e4hern sich der Fertigstellung und das Team arbeitet an den letzten Modulen, um das \"Content Pack 3\" abzuschlie\u00dfen, mit dem die kleinen bis mittelgro\u00dfen Au\u00dfenposten von Pyro gebaut und verteilt werden k\u00f6nnen.\n\nDie Arbeiten an der Ruinenstation und den unterirdischen Anlagen, die sich derzeit in der Whitebox-Phase befinden, wurden fortgesetzt. Im organischen Bereich haben sie einige ihrer H\u00f6hleninitiativen vorbereitet und geh\u00e4rtet und begonnen, weitere Biome zu erkunden.\n\nDas Design-Team arbeitete an neuen Missionen f\u00fcr die Au\u00dfenposten von Pyro. Au\u00dferdem begannen sie mit der Erforschung von Au\u00dfenposten, die dem Goldstandard entsprechen, was zu mehreren Feature-Anfragen f\u00fchrte, um neue und interessante Spielabl\u00e4ufe in Pyro in Bezug auf das Ressourcennetzwerk und das Reputationssystem zu erm\u00f6glichen.\n\nNarrative\nDer Februar begann damit, dass sich das Narrative-Team um eine Handvoll Probleme k\u00fcmmerte, die bei den gr\u00fcndlichen PTU-Tests der Alpha 3.18 entdeckt wurden. W\u00e4hrend sich die Aufgaben f\u00fcr die bevorstehende Ver\u00f6ffentlichung dem Ende zuneigten, richtete sich die Aufmerksamkeit auf den n\u00e4chsten Patch und dar\u00fcber hinaus. Mehrere Gegenst\u00e4nde, Kleidungsst\u00fccke und Fahrzeuge wurden gebrandet und benannt. Die Arbeit an den kommenden Bergungs-, Bergbau- und Erkundungsmissionen wurde fortgesetzt, w\u00e4hrend Verbesserungen f\u00fcr die Kopfgeldjagd v2 und den Vertragsmanager in Betracht gezogen wurden.\n\nDas Team arbeitete auch weiter an der Verfeinerung und dem Feinschliff des Gameplays im Pyro-System.\n\n\"Zu sehen, wie die Gesetzlosigkeit des Systems das Potenzial hat, bestehende Spielabl\u00e4ufe zu verbessern, war f\u00fcr uns sehr aufregend.\" Narrative Team\n\nSie stimmten sich auch mit den Teams f\u00fcr Umwelt und Design ab, um die Innenr\u00e4ume zu gestalten. Au\u00dferdem wurden Fortschritte bei den \"narrativen Beutest\u00fccken\" gemacht. Das sind Dinge wie Tageb\u00fccher, Artikel und Nachrichten, die die Spieler\/innen eines Tages beim Erkunden des Universums entdecken k\u00f6nnen. Schlie\u00dflich arbeiteten die Narrative Designer des Teams weiter daran, die Interaktionen der Spieler mit bestimmten NSCs zu erweitern und zu verbessern.\n\nIm Februar wurden au\u00dferdem eine Mappe mit der Geschichte des Clark Defense Systems und eine Reihe neuer Galactapedia-Eintr\u00e4ge ver\u00f6ffentlicht. Das Narrative Team trat auch in einer Folge von Star Citizen Live auf.\n\nOnline-Dienste (Montreal)\nIm Februar schlossen die Online-Dienste die Entwicklung der Shard-Isolation und des Shard-Brokers ab und begannen mit PTU-Tests f\u00fcr beide. Diese neuen Funktionen werden f\u00fcr die Isolierung von Push-Workern bzw. f\u00fcr den Zustand und den Lebenszyklus des Shards verwendet, um die Integrit\u00e4t des Shards zu gew\u00e4hrleisten.\n\nAu\u00dferdem hat das Team den Entity-Graph-Dienst um ein Caching f\u00fcr Bestandsabfragen erweitert. Dadurch werden die Ergebnisse von Inventarabfragen in einem Cache gespeichert, um die Datenbank bei wiederholten Abfragen derselben Abfrage zu entlasten, was schnellere Antwortzeiten und eine geringere Belastung der Datenbank erm\u00f6glicht. Dadurch wird die gesamte Lese- und Schreibleistung des Entity-Graph-Dienstes erh\u00f6ht.\n\nDas Team f\u00fchrte ein Refactoring f\u00fcr Versicherungen, ASOP-Terminals, das VMA-Backend und den Spielcode durch, um die Leistung zu verbessern und einige seit langem bestehende Fehler zu beheben.\n\nAu\u00dferdem wurde die Zeit genutzt, um die Alpha-Version 3.18 mit zahlreichen Fehlerbehebungen zu stabilisieren.\n\nTechnische Animation\nIm letzten Monat war das Team der technischen Animation in den Pinewood Studios in London, wo es zusammen mit einem externen Studio an der Fertigstellung der Gesichtsscans arbeitete, um den Rest des Genpools f\u00fcr die Kopfgenerierungssysteme (DNA) zu f\u00fcllen. Dies ist sowohl f\u00fcr die PU als auch f\u00fcr Squadron 42 relevant.\n\n\"Wir haben eine breite Palette von Modellen gescannt, junge und alte, aus allen Facetten der Menschheit, die uns zur Verf\u00fcgung stehen, was einen gro\u00dfen Beitrag zur Vielfalt in unserem Spiel leisten wird. Das Scannen verlief au\u00dferordentlich gut, denn das von uns gew\u00e4hlte externe Studio verf\u00fcgt \u00fcber eine fantastische Anlage zum Scannen von Gesichtern, die au\u00dfergew\u00f6hnliche Ergebnisse liefert. Gepaart mit viel harter Arbeit und einem guten Sinn f\u00fcr Humor haben wir das Beste aus unseren zwei Wochen gemacht.\" Tech Animation Team\n\nUI\nIm Februar arbeiteten UI Art und Design an mehreren zuk\u00fcnftigen Features, darunter ein interaktiver 3D-UI-Prototyp, ein universeller Marker f\u00fcr die Starmap und Konzeptarbeit f\u00fcr einige der aktualisierten Fahrzeug-UI-Stile.\n\nDas UI Tech-Team machte in verschiedenen Bereichen Fortschritte, darunter die Entwicklung einer Farbauswahl f\u00fcr interaktive Bildschirme. Sie arbeiteten weiter am Feinschliff der neuen Sternenkarte, f\u00fcgten Raumstaub hinzu, um Bewegungen besser wahrnehmen zu k\u00f6nnen, verbesserten die Steuerung und erstellten kubische Holovolumen.\n\nSie haben auch einige Workflow-Korrekturen vorgenommen, wie z. B. die Verbesserung der Kommentare in Bausteindateien und die Erleichterung der Inspektion der gezeichneten Benutzeroberfl\u00e4che. Au\u00dferdem wurden einige letzte Korrekturen f\u00fcr Alpha 3.18 vorgenommen.\n\nVFX\nIm letzten Monat hat das VFX-Team die Umstellung der Partikelbibliothek von der CPU auf die GPU fortgesetzt. Das war eine gute \u00dcbung f\u00fcr einige neue Mitglieder des Teams, die dadurch ein besseres Verst\u00e4ndnis f\u00fcr die vielen Attribute im VFX-Editor bekamen.\n\nAu\u00dferdem wurden die neuen Quantenreise-Effekte weiter verfeinert und die Arbeit an mehreren neuen Fahrzeugen begonnen, darunter eines mit ungew\u00f6hnlichen Triebwerken.\n\nSchlie\u00dflich verbesserte das Team die Skyline-Effekte von Lorville, indem es mehr Rauch und ein allgemeines Ambiente hinzuf\u00fcgte, um das Industriethema zu verdeutlichen.","zh_CN":"PU Monthly Report\nFebruary 2023\nFebruary was a busy month for all CIG studios, with final bug fixing for the upcoming patch alongside extensive feature and tech work for releases later this year. Read on for everything completed and in progress, including the Lorville rework, a new water system, updates to Arena Commander, and more.\n\nAI (Tech)\nAI Tech began February by completing the NPC Transit feature, which manages elevators and trains. Now, NPCs will understand if a transit carriage is present at their location and whether they can move directly inside, if they need to wait, or if they should press a button to call it. They will also understand when they\u2019ve arrived at their destination and will move outside. While in the carriage, NPCs will look for a usable and idle there until they reach their destination. Upon completion, the feature was passed to Design, following which AI Tech addressed feedback and fixed bugs.\n\nThe team then allocated time to improving NPC trolley usage, ensuring that NPCs can use elevators and move trolleys with them if the behavior requests it. To achieve this, they had to write new and update existing behaviors and fix bugs related to path-following while pushing a trolley.\n\nThe team also finished the base skeleton for \u2018boids\u2019 (bird-oid objects), which will enable groups of small creatures like birds, fish, and rats. This required them to implement new components, including a system that allows designers to write rules and constraints related to spawning and movement, which were exposed to DataForge for easy access.\n\nOn the navigation-system side, AI Teach continued to work on cost area shapes that will influence the topology of navigation mesh triangles. This will enable the pathfinder to avoid or prefer to use specific areas. As mentioned in last month\u2019s report, this will initially be used to avoid fire hazards and define sidewalks for social AI actors.\n\nThe team also progressed with navigation agent-type override parameters, which are used when creating areas with specific navigation constraints. For example, they enable an NPC to transition from standing in a regular space to crouching in a vent.\n\nAI Tech also exposed new parameters to specify entity properties during the navigation-generation phase. Now, the designers will be able to mark entities as:\n\nIncluded: The default value - the entity is processed during voxelization and the nav-mesh is generated using that object.\n\nExcluded: One entity will be ignored during generation - for the navigation system, it will be equivalent to not having found that object.\n\nIgnoring Walkability: The entity will cause the nav-mesh to consider it an obstacle - NPCs will not be able to walk on top of that object.\n\nAI (Tools)\nFor AI tools, the team progressed their work on Apollo (the Subsumption tool) and added new functionality requested by the designers, including:\n\nMastergraph editing to allow users to select the default state of each parent state.\n\nThe ability to create new multigraph nodes by dragging functions from the outlier.\n\nSupport for comments inside XMLs (this was an engine-wide improvement).\n\nSupport to read object-container information related to platform creation directly from P4K files.\n\nThey also fixed several issues relating to the resizing of the node graph view.\n\nWork continued on the usable coordinator tool, with the team adding support for multiple input types that can better specify when choosing the next usable or usable group. For example, specifying the number of usables required to determine that a group is \u2018complete.\u2019 They also fixed an issue preventing the usable group coordinator from working correctly with object containers and implemented the ability to add multiple instances of the same usable with different properties.\n\nFinally for AI Tech, the team fixed and investigated issues with Alpha 3.18, including a problem with NPCs standing on chairs. This was caused by the incorrect animation setup of benches and chairs, likely due to a mannequin tag refactor that was not correctly propagated through the usable setup.\n\nArt (Ships)\nLast month, UK Vehicle Art approached the end of their work on the Argo SRV. The final art phase is in progress, including LOD and damage passes, and is expected to conclude with the final gate review and go\/no-go in March.\n\nWork also continued on an unannounced ship, which passed its LOD0 review gate and is well into the final-art phase.\n\nA new variant moved into the LOD0 phase after passing its greybox review in January. Detailing work on the exterior and interior is ongoing.\n\nThe Crusader Spirit continued its greybox pass, with a review gate taking place at the end of the month.\n\n\u201cWhile there are still a few visual design tweaks to be made, the Spirit is looking in great shape for the review.\u201d Vehicle Art Team\n\nThe team looked at the MISC Hull C to fix any visual issues that occurred during the ongoing technical setup, while the MISC Freelancer is undergoing some interior tweaks to accommodate physicalized components.\n\nGreybox on an upcoming vehicle progressed. Testing was done simultaneously on the modeling process to see if the team can reduce the LOD impact on production once they arrive at the final-content phase.\n\nThe Aopoa San'tok.y\u0101i is currently in the greybox stage and is undergoing significant testing to see how far the team can take secondary motion.\n\n\u201cThe goal for us is to make the ship feel as though it is reacting heavily to its inertia. Doing this requires that we apply blendspace animations similar to what we do with characters.\u201d Vehicle Art Team\n\n\nCommunity\nThroughout February, the Community team supported Coramor (Star Citizen\u2019s take on Valentine\u2019s Day) with a screenshot contest. In tandem, an update was released to the Community Hub that allows them to spotlight content created for specific events, take over the front page of the website, and collate community submissions for events into an archive.\n\n\u201cLast year\u2019s Bar Citizen World Tour proved to be a huge success, with thousands of players meeting up in person for beverages, camaraderie, and giveaways. We have started planning many more events this year while also putting out the call for suggested locations on Spectrum.\u201d Community Team\n\nIn support of the new Salvage mechanic, the team created a starter guide to coincide with Alpha 3.18 releasing to all waves on the PTU.\n\nAlongside standard sentiment reporting and general communications and publishes, planning began for CitizenCon 2953 in Los Angeles, California, USA.\n\nEngine\nIn February, the Physics team made several improvements to box pruning. For example, changes were made to avoid bipartite box pruning inefficiencies, to decide when to run box pruning before obb pruning, and to significantly improve box pruning performance in general. Additional optimizations include using the spaceship's localspace obb for IFCS collision warning sweep checks to reduce the size of the checked volume. Furthermore, support for various unary and binary distance-field operations was added to the physics system as well as support for tapered capsules (aka bispheres) on articulated entities. Lastly, huge pages are now used for physical entity factories.\n\nOn the renderer, Gen12 received motion vector support for render-to-texture pipelines. Also, redundant copying of render target data for partial refractions was eliminated. Moreover, the team spent time improving ultra-wide-screen support. As one of the results, rendering of the in-game console was vastly improved, resulting in clearer text display. Improving the visor for ultra-wide screens is still being worked on. Lastly, the CPU side code for scatter queries was optimized.\n\nFor the core engine, further substantial improvements and performance optimizations were implemented for the remote shader compiler server. Work on streaming system improvements started, and the final touches on p4k v2 support for internal development tools are being wrapped up. The team also started looking into more advanced tool support for memory tracking of both the server and client.\n\nThe remainder of the time was spent supporting Alpha 3.18.\n\nFeatures (Arena Commander)\nFebruary saw the Arena Commander team continuing to develop the Laying the Foundations deliverables for an upcoming patch. This included further work on the spawning and racing system refactors and the delivery of the refactored Rounds Module along with long-awaited bug fixes and quality-of-life changes.\n\nThe Design team focused on the conversion of a new Stanton location into Arena Commander, which will feature all standard game modes bar Classic Race.\n\n\u201cThis location, which we'll talk about more as we get closer to release, has the team tackling some unique challenges with taking PU locations that'll help ease the process for future endeavors.\u201d Features Team\n\nThe team also began work on an all-new atmospheric dogfighting arena, which will be the first fully atmospheric map in Arena Commander.\n\nFeatures (Characters & Weapons)\nIn February, the Features team continued to support the upcoming patch release with critical bug fixes, mainly for crashes and player-position desyncs.\n\nThe team also began looking at lockers and how to best create outfits as a pre-defined collection of items that can be equipped or worn in a single action. They\u2019re currently looking at a combination of the item port and inventory systems to store and display large to small items. For example, a coat may appear on a hanger just like in the shops, whereas a small accessory item or weapon attachment could go into an inventory drawer.\n\nAnother inventory aspect in progress is allowing players to perform a reload directly from a backpack or pocket. For example, if ammunition isn't directly available from their suit, players can perform a slower reload where it\u2019s retrieved from their inventory. However, this only works if spare ammunition has been stored prior to engaging in combat.\n\nFeatures (Gameplay)\nThe Gameplay Features team continued their work on the tractor beam, enabling ship owners to protect their ship items by locking them using \u2018lock exterior\u2019 functionality. They also added an interaction to the Greycat Multi-Tool that will detach unlocked items from ships to allow more control over item detaching.\n\nThe team then expanded on the holo outline that Weapons Features provided to get clear feedback on the attaching rules for ship items. The QATR process for this began alongside QATRs for the Mining update.\n\nThe team continued their work on the Resource Network, which is now known as Engineering gameplay. Gameplay Features will provide a more in-depth look into this feature in an upcoming episode of Inside Star Citizen.\n\nIn the US, the PU team worked on the physicalized cargo refactor. This significant conversion has several goals:\n\nConvert the existing cargo render proxy to actual physical entities for each cargo container. This enables them to be manually added and removed from the cargo grid using the tractor beam.\n\nConvert all commodities, minerals, and harvestables to a new resource type. This requires refactors of the mining and refinery systems to ensure they worked with the new resources.\n\nRecreate the Commodity Kiosk using Building Blocks to give greater flexibility with future changes.\n\nEnsure that all missions that use any form of cargo, usually in the form of carryable two-handed entities, still work with the new cargo resource system.\n\nWork with the Ships team to mark up all cargo grids to use the new system.\n\nThe PU team worked closely with EUPU Gameplay to ensure the conversion worked not only with the Mining and Refinery systems, but also to ensure that the new Salvage system worked with the new resource system as well.\n\n\u201cOnce we had confirmed that cargo was properly working with the cargo grids, Chris Roberts pointed out the fact that, since ships were always destroyed upon death, the majority of cargo was destroyed, thus reducing the amount that players could interact with the new system. So, we worked with the Arena Commander Feature team to implement Soft Death on ships. This ensures that the majority of the time a ship is \u2018destroyed,\u2019 it enters a disabled state, which preserves all of the cargo within the ship so that it can be retrieved by interested parties.\u201d USPU Team\n\nFeatures (Mission)\nFebruary saw Mission Features make a few improvements to the Klescher Rehabilitation Facility, including changing the stashes to lootable containers (boxes for now). This allows them to put whatever items they want inside, such as rarer contraband alongside the typical sustenance and oxy-pens. A full stash should now contain an amount of contraband that can be returned, giving players another non-violent means to reduce their sentence. Players can now also steal minerals from other NPC inmates and, should they do it deep enough in the mines, get away without being caught.\n\nGiven these new options for generating merits, plus the new escape mission and Platinum Bay at the nearby outpost, the team decided to increase the cap on prison sentences to further punish those committing numerous felonies, though lighter sentences will remain the same.\n\n\u201cMass murder now has serious consequences, leaving escape a much more tempting prospect.\u201d Mission Feature Team\n\nSeveral unannounced missions continued to be prototyped. One of which sees players escorting ships as they quantum travel and land at various locations, potentially allowing players aboard to carry out tasks.\n\nFinally, after inheriting ownership of the Reputation System, the team began designing out the system as a whole alongside prioritizing which work comes first.\n\nFeatures (Vehicles)\nLast month, the Vehicle Feature team mostly focused on the transit system, which was heavily refactored for the release of Persistent Entity Streaming.\n\n\u201cAs we\u2019ve been pushing through the various PTU waves to release Alpha 3.18, more and more issues have arisen. Most transit bugs do not present locally on machines, so we\u2019ve developed a system where we can remotely log the transit system and observe what happened after a bug occurs. This has been extremely helpful in finding various bugs in the PTU.\u201d Vehicle Features\n\nFor releases further ahead, new features were added to the flight system and some older systems were refactored in support of one of the Ship team\u2019s unannounced vehicles.\n\nFinally, the MISC Hull C received a significant amount of low-level tech updates as the team worked through its issues.\n\nGraphics, VFX Programming & Planet Tech\nLast month, the Graphics team continued to close out the final tasks for Gen12 before they transition to assisting in the completion of the Vulkan graphics API.\n\nThe damage-map system was converted to Gen12, and support for profile groups was added to achieve parity with profiling tools in the legacy renderer. Additionally, the render pipeline was made configurable to allow secondary viewports to balance the desired quality and cost. Finally, legacy lens flares were converted to Gen12 alongside initial support for HDR.\n\nSupport for TSAA is currently being added to secondary viewports, which will significantly improve visual quality, especially for hair. The team also submitted the first iteration of a new render-layer feature to allow easy customization of objects in the world for use with game features such as scanning and the mini-map.\n\nFor features, the Graphics team further developed several shaders, including converting LayerBlend v1 assets to the more recent v2 and adding usability improvements to the new shader. Various improvements were also made to the UI shaders, including stability fixes for anti-aliased borders, the option to render circles on each vertex, and lighting support to allow planets in the Starmap to appear both lit and holographic in a single pass.\n\nFor tools, texture processing was made significantly faster through parallelizing filtering and compression, which will be a significant improvement for the artists and build system. Work started on a new mesh format too, with the goal of vastly improving loading times and render performance.\n\nThe VFX Programming team's time was split between fire, quantum travel, and tool work. For fire, work began on decal shading to achieve glow, burn, and soot on objects within the scene. Quantum travel now has support for 'quantum casting' and \u2018red shift\u2019 along with various other code improvements. For tools, usability improvements continued and support was added for referencing particle effects from other particle effects.\n\nThe Planet Tech team worked on better shaping support for asteroid fields, improvements to the harvestable system, and adding support for instancing to terrain chunks.\n\nAlso, the Planet and Graphics teams worked together on a new water system. This is still at an early stage but aims to allow for GPU wave\/ripple simulations at multiple scales as well as network-synced impacts for larger events (e.g. spaceships crashing). Shading improvements are also being made to achieve better reflections, refraction, and foam.\n\nIn-Game Branding (Montreal)\nThe In-Game Branding team's work on Lorville\u2019s skyline is coming to an end.\n\nThey also began their tasks for Pyro\u2019s Ruin Station, with the first step being creating the visual identities of the gangs and their environments.\n\nInteractables\nThe Interactables team continued work on Pyro, creating more assets for Ruin Station.\n\n\u201cThere\u2019s more work to be done on this mandate and we have some really interesting interactable props that we can\u2019t wait to share!\u201d Interactables Team\n\nThe team have also been working closely with Mission Features on new assets that players will be interacting with around the 'verse and progressed with Flair that will reach players at some point this year.\n\nLighting\nLighting finished their work on the Lorville skyline rework. They then moved fully onto colonial outposts.\n\n\u201cThis is a significant undertaking with many pieces that we need to get right!\u201d Lighting Team\n\nLive Tools (Montreal)\nIn February, the Live Tools team successfully implemented the first version of the Entity Graph Tool into the Network Operation Center, which is a major milestone in supporting Persistent Entity Streaming.\n\nThe developers are still working on improvements for other internal tools alongside priority bug fixing to support the release of Alpha 3.18.\n\nNext, the team will start on the design and development of new Network Operation Center modules for Server Meshing.\n\nLocations (EU)\nIn February, the Locations team completed the exteriors of Seraphim Station and the three Stanton jump points. Work is approaching \u2018final art\u2019 on the asteroid clusters for the Resource Rush mission, and the team is working on the last few modules to close out \u2018Content Pack 3\u2019, which will enable them to construct and distribute Pyro\u2019s small-to-medium outposts.\n\nTasks progressed on Ruin Station and the underground facilities, the latter of which are currently in the whitebox stage. For organics, they prepared and hardened some of their cave initiatives and began looking into additional biome work.\n\nThe Design team worked on new missions for Pyro\u2019s outposts. They also began investigation toward achieving gold-standard outposts, which produced several feature requests to facilitate new and interesting gameplay loops in Pyro relating to the resource network and Reputation System.\n\nNarrative\nFebruary began with the Narrative team addressing a handful of issues discovered by the thorough PTU testing of the Alpha 3.18. With tasks for the upcoming release winding down, attention turned to the next patch and beyond. Several items, clothing pieces, and vehicles were branded and named. Work continued on the upcoming Salvage, Mining, and Investigation missions, while improvements were considered for Bounty Hunting v2 and the Contract Manager.\n\nThe team also continued to refine and hone their work toward the gameplay in the Pyro system.\n\n\u201cSeeing how the system\u2019s lawless nature has the potential to enhance existing gameplay loops has been very exciting for us.\u201d Narrative Team\n\nThey also coordinated with the Environment and Design teams on building interiors. Additionally, progress was made on \u2018narrative lootables.\u2019 These are things like journals, articles, and messages that players might one day be able to discover as they explore the universe. Finally, the team\u2019s narrative designers continued to work on expanding and improving player interactions with certain NPCs.\n\nFebruary also saw the release of a Portfolio expanding the history of Clark Defense Systems and a host of new Galactapedia entries. The Narrative team also appeared on an episode of Star Citizen Live.\n\nOnline services (Montreal)\nIn February, Online Services completed the development of shard isolation and the shard broker, with PTU testing beginning for both. These new features are used for isolating push workers and shard health\/lifecycle respectively, with the goal being to maintain shard integrity.\n\nThe team also added inventory query caching to the entity-graph service. This stores the results of inventory queries in a cache to take the load off the database for repeated lookups of the same query, allowing for faster response times and less load on the database. This increases the overall read and write performance of the entity-graph service.\n\nThe team performed a refactor for insurance, ASOP terminals, the VMA backend, and game code, with the goal of improving performance and fixing some long-standing bugs.\n\nTime was also spent working to stabilize the Alpha 3.18 release with multiple bug fixes.\n\nTech Animation\nLast month, the Tech Animation team was on set at Pinewood Studios in London, working alongside an outsource studio to finalize face scanning to populate the remainder of the gene pool for the head generation systems (DNA). This is relevant for both the PU and Squadron 42.\n\n\u201cWe scanned a broad range of models, young and old, from all facets of Humanity available to us, which will go a long way to truly showing diversity in our game. The scanning went exceptionally well, our chosen outsource studio has a fantastic resource in their facial scanning rig, which delivered exceptional results. Coupled with lots of hard work and a good sense of humor, we made the most of our two weeks.\u201d Tech Animation Team\n\nUI\nIn February, UI Art and Design worked on several future features, including an interactive 3D UI prototype, a universal marker for the Starmap, and concept work for some of the updated vehicle UI styles.\n\nThe UI Tech team progressed in various areas, including creating a color picker UI for use in interactive screens. They continued to help polish the new Starmap, adding space dust to make it easier to perceive movement, improving the controls, and creating cubic holo volumes.\n\nThey also compelted some workflow fixes too, such as improving comments in Building Blocks files and making it easier to inspect drawn UI. They\u2019ve also made some final fixes for Alpha 3.18.\n\nVFX\nLast month, the VFX team continued with their CPU-to-GPU particle library conversion. This has been good practice for some recent new starters in the team, helping them to get a better understanding of the many attributes accessible from the VFX editor.\n\nThey also continued to refine the new quantum-travel effects, and work began on several new vehicles, including one with unusual thrusters.\n\nFinally, the team carried out improvements to Lorville\u2019s skyline effects, adding more smoke and general ambiance to help sell the industrial theme."},"links_count":0,"comment_count":0,"created_at":"2023-03-02T03:00:00+00:00","created_at_human":"3 years ago"},"meta":{"processed_at":"2026-04-25 23:15:20","valid_relations":["images","links","translations"],"prev_id":19139,"next_id":19141}}