{"data":{"id":19214,"title":"Star Citizen Monthly Report: March 2023","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/19214-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/19214","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/19214","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"},{"id":30629,"name":"dub-blunt.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/76567f0ab3fd4df5f1f6105b0fdf11ab9ac61262\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResf1A5GULifNbwJyGejidm9vg8QDMzoQ8QW\/dub-blunt.webp","alt":"g-illustration","size":356844,"mime_type":"image\/webp","last_modified":"2023-04-28T10:27:53+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30629","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30629\/similar"},{"id":30631,"name":"bubba-o.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/550d7acea7c8b87ce5da7c3dcbd94af0095e544f\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResk7cFudP3HjZ27FuUUNJkSKrRmsqw7sR1Q\/bubba-o.webp","alt":"g-illustration","size":433976,"mime_type":"image\/webp","last_modified":"2023-04-28T10:27:55+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30631","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30631\/similar"},{"id":30633,"name":"features-ac1.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/b8c9c3e10f43045a43ba95a27642222d7bf92513\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjUPbzJqzgw4WJ97iJTckdH4MWzjaETgLW\/features-ac1.webp","alt":"g-illustration","size":610690,"mime_type":"image\/webp","last_modified":"2023-04-28T10:27:56+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30633","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30633\/similar"},{"id":30635,"name":"features-ac2.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/f3e1b513ca53982dbf81b674f6d6709f2c4b3283\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjU7iVwfZ4Xv6QUs54qb7zv3Le7V1CD8bg\/features-ac2.webp","alt":"g-illustration","size":558080,"mime_type":"image\/webp","last_modified":"2023-04-28T10:27:58+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30635","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30635\/similar"}],"images_count":9,"translations":{"en_EN":"PU Monthly Report\nMarch 2023\nWelcome to March\u2019s PU Report! Read on for everything completed and in progress across our global studios last month, including several new vehicles, gas clouds, updated missions, and various backend tasks for the upcoming Alpha 3.19 patch.\n\nAI (Tech)\nThroughout March, AI Tech made significant improvements to various navigation systems and AI tool features. This included implementing support for overriding agent-type properties for navigation mesh generation, which enables the designers to generate meshes inside narrow areas and create more complex levels. For example, NPCs will be able to follow or search for players inside vents.\n\nAnother related feature is navigation volume cost areas (NVCA), which will impact navigation-mesh generation and the dynamic path computed during movement requests. There are both static and dynamic NVCA types:\n\nStatic NVCAs are shapes\/volumes preplaced by the level designers when they want certain areas to be preferred or avoided during pathfinding.\n\nDynamic NVCAs are shapes created at runtime based on player or NPC actions. For example, fire areas that can expand or shrink, or areas featuring obstacles placed by players.\n\nAI Tech also continued to iterate and polish some otherwise completed features, including NPCs pushing trolleys and NPCs using transit systems and elevators (with or without trolleys). Support was also added for hover trolleys.\n\nOn the AI Tools side, the team iterated and added new functionality to the Apollo Subsumption tool. Some of the new functionality includes being able to reference engine component tags as part of the TagSelector variable. They also moved the graph map to its own tab, added icons to the outline tab for easier viewing, and added a prompt for unsaved changes.\n\nFor the Usable Coordinator, the team continued with quality-of-life improvements and updated UI functionality.\n\nAI Tech also completed a pass on the recent idle-system improvements. Now, they can correctly mark up specific moments in idle animations where it\u2019s safe to leave. This allows them to maintain the visual quality the animators expect without needing to wait for the idle animation to fully transition into the exit animation.\n\nArt (Characters)\nLast month, Character Art polished outfits for the Duster faction along with Subscriber items for the year ahead. Production also began on the frontier helmets.\n\nConcept-wise, the Art team explored the Headhunters and Rough & Ready gangs, and prepared handoff documents for the Dusters.\n\nArt (Ships)\nThe UK Vehicle Art team spent the month closing out the Argo SRV alongside two unannounced vehicles. Each progressed through the final art pass stage, which includes LODs, damage, and optimization.\n\nThe MISC Hull C received further support, with the team fixing several visual bugs and polishing where needed. Progress on the Crusader Spirit continued, with the ship moving from greybox to the LOD0 phase; the vast majority of the interior and exterior greybox work is now complete.\n\nWhitebox work began on two unannounced vehicles, with one receiving a flyable in-editor prototype.\n\nA component pass also began for the MISC Freelancer to ensure the component bays adhere to the required metrics and open and close properly.\n\nIn the US, Subscriber Flair paints inspired by microTech, Crusader, and Hurston were created.\n\nThe greybox for a new vehicle approached completion. Some unique maneuvering components were heavily detailed, including the front housings and suspension system. The seat enter-exit mechanism was fleshed out, while the front and rear doors were adjusted to prevent clipping and create a tight seal when closed.\n\nGreybox on the Aopoa San'tok.y\u0101i is ongoing, with the wings and thrusters now fully modeled out. All clipping during motion has been addressed, with additional Xi\u2019an tech used to move parts away from others. The landing gear was also redesigned to have a stronger look in comparison to the rest of the ship, while all visible pistons were removed in favor of \u2018mechanical muscles.\u2019\n\nCommunity\nTo coincide with the release of the RSI Scorpius Antares in Alpha 3.18, the Community team published a Q&A answering key questions about the new EMP-equipped heavy fighter.\n\nThen, in celebration of the opening of the Vision Center race track, the team hosted the first Star Citizen low-speed racing challenge.\n\nCommunity also supported the Stella Fortuna celebrations and held a festive Screenshot Contest. Stella Fortuna also made use of the events tab on the Community Hub, recently debuted. The next major update of the Community Hub is already in the works, coming very soon.\n\nAlso in March, they released the full schedule for the ongoing Bar Citizen World Tour 2023.\n\n\u201cWe\u2019re excited to see you in person as soon as possible! Remember, if you're organizing an event or just looking for one to attend in your vicinity, you'll find everything you need at barcitizen.sc.\u201d - Community Team\n\nThe team has also been heavily involved in supporting the publishing and player experience teams with the release of and ongoing work for Alpha 3.18.\n\nFinally, the team has been entrenched in planning and organizing this year's CitizenCon event.\n\nEngine\nIn March, the Physics team worked on the consistent handling of wheeled vehicles between different gravity fields. Additionally, further improvements were made to OBB box pruning, while lock stealing in the geometry intersection code was reworked. Data integrity regarding the mass assigned to physical geometry was tightened, and a method was implemented to find the parts of an entity that a rope is attached to between sessions. An optional update of grid space part bounds during reposition was added. This should save significant time during collision detection if thousands of crates attempt to collide with a ship consisting of several thousand parts.\n\nOn the renderer, more code was refactored for Gen12. Transient constant buffers are now used in more code. For example, in SSDO and motion blur. The processing of tessellated objects was improved so it will no longer execute unnecessarily. A lot of legacy render code was removed (deferred shading, shadow rendering, etc), and support for debug viz of antialiasing and shadow mask rendering was added.\n\nImprovements to the temporal render mode for atmospheric and volumetric clouds continued. This included improvements to stabilize color neighborhoods for reprojection and transmittance profiles.\n\nOn the core engine, the remote shader compiler server received a final round of substantial performance improvements. The exception handler was extended to better deal with recently occurring silent crashes. Based on the memory tracking information made available by Alpha 3.18 PTU, a new custom system allocator (to replace jemalloc) was implemented, which significantly reduces observed overallocation and fragmentation. This is currently in test. Further improvements were made to huge pages support. Work on streaming system improvements and the new memory-tracking tool continued too.\n\nThe remainder of the time was spent supporting Alpha 3.18.\n\nFeatures (Arena Commander)\nIn March, the Feature team saw the first stage of Arena Commander\u2019s rework pushed to game-dev. Now, all development teams have the new frontend, lobby system, racing tracks, and more.\n\nArena Commander Features worked alongside the Planet team to improve Ellis III, Green - the planet that hosts Horizon Speedway. Updates include a new biome with higher mountains, increased water levels, and beaches to better represent the vast oceans and in-lore vacation destination the races are hosted over.\n\nDesign began a full rework of the Defford Link racetrack alongside finishing work on Old Vanderval. They also completed a pass of all holographic checkpoints to ensure they best represent their areas and environments. Design continued to improve and fix the new Arena Commander frontend with a refined style sheet.\n\nFeatures (Characters & Weapons)\nLast month, the Features team revisited the prone locomotion set, as several successful mechanics used in the new EVA system could be transferred over. For example, the player character will now roll on the spot instead of spinning around at the hips and, as the player looks around, the collision shape does not change. This replaces the button press for switching between front and back, and the player can start moving from any prone pose.\n\nThe player character\u2019s pivot has also been moved further forward, which centers the rotation in first-person view closer to the camera in both idle and movement animation sets. This makes rotation control far smoother, though requires a full update to all animations and transitions. As part of this, the collision shape has been changed from a single capsule to multiple smaller capsules. The main capsule is at the pivot, and the others trail out behind it and are allowed some freedom to retract.\n\n\u201cAs a visual aid, consider this similar to a caterpillar. The end result is a much better first-person experience with fewer issues where the character gets stuck on terrain.\u201d - Actor Features Team\n\nThe team also supported new behaviors around weapon heating. There is now an option for FPS weapons to overheat, which requires user intervention to restore functionality similar to a reload action. However, before the weapon hits the overheated state, it can change its behavior at various temperature thresholds. For example, the firing rate can increase, the fire mode can change to beam type, or the number of projectiles fired in a single shot can increase.\n\nFeatures (Gameplay)\nIn March, the Gameplay Features team supported the ongoing QATRs for the Mining update and tractor beam.\n\nThis led to improvements in the tractor beam UX. For example, adding a toggle for on\/off rather than press and hold, and adding new augmented reality (AR) markers to show the validity of an item the player wants to attach.\n\nThe team also improved the loot-generation debug tools to make it easier to validate loot distribution.\n\nShip refinery work also began; the design intentions were brought up to speed to allow the engineers to start work in the next sprint.\n\nFeatures (Mission)\nIn March, Mission Features continued work on the Salvage contracts missions, adding polish and balance. Package extraction also progressed toward its eventual release.\n\n\u201cWe are looking at adding general cargo to mission ships to give players a reason to investigate destroyed ships or ships that are in soft death.\u201d - Mission Features Team\n\nThe ship escort mission that involves quantum travel progressed. The team\u2019s current focus is getting all base-flow edge cases worked out to understand their dependencies on other teams. Production of a new mission began, currently known as Data Heist, which tasks players with reaching a location and stealing data.\n\nThe team also began adding quality-of-life fixes for Alpha 3.19, including enabling players to see historical data of whether a mission was completed or failed and why. They also modularized the missing-persons missions so they can be used more easily by the Content teams as part of the ongoing initiative to build a more modular system.\n\nOn the law side, the team worked on the ability to defend a ship\u2019s interior from trespassers. This includes not automatically adding players to a ship\u2019s comms channel unless they\u2019re a party member. As well as this, a liability system was created to deal with crimes committed with tractor beans.\n\n\u201cThis includes a new system for attributing blame for the act of defenestration, which is a fancy word for throwing someone out of a window.\u201d - Mission Features Team\n\nGraphics, VFX Programming & Planet Tech\nIn March, the Graphics team completed a version of mesh generation from spline inputs, which will be used for jump point tunnels.\n\nVarious shader improvements were made, including recoloring skin using physically based melanin controls and adding the initial support for customizable makeup and tattoos. Improvements were also made to water reflection, refraction, and fogging.\n\nWork began to unify the static and skinned mesh formats, which should lead to large draw call reductions on complex meshes. They also started to integrate new logic into each individual streaming system for testing. In addition, the Graphics team made various changes to the render-to-texture system, including new culling options that will be required for the interior-map feature.\n\nFor Vulkan, updates were made to the backend to help visual parity with DX11. Various debug modes were also added to Gen12 to surpass the functionality of the legacy renderer.\n\nMeanwhile, the VFX Programming team continued their work on quantum travel and fire. Quantum travel effects now rotate correctly based on movement direction, and various visual improvements were made based on feedback. For the fire system, the framework for GPU fire particle spawning was added to allow for much greater particle counts. Entities can now exchange heat with the room they reside within too.\n\nIn addition, the VFX team continued improving their editor, adding the ability to reference effects from each other. They also made improvements to lightning effects in gas clouds.\n\nThe Planet Tech team progressed with water, iterating on the simulation quality and building a system to manage and combine simulations for water surfaces. Work on the asteroid system continued too, with the aim of achieving a much more flexible setup for shaping and distribution.\n\nIn-Game Branding (Montreal)\nThe In-Game Branding team continued work on the Pyro gangs' visual identity and environment.\n\nThey also made the final touch-ups to Invictus Launch Week, and are currently exploring Ruin Station in pursuit of adding new branding elements throughout.\n\nLighting\nThe Lighting team spent part of March working on Invictus Launch Week before continuing to light new and existing areas around Ruin Station.\n\nThey also progressed with their work on the colonial outpost modules in development by the Sandbox 1 team.\n\nLive Tools\nIn Montreal, the Live Tools team began designing a new module for the Network Operation Center. In the future, this shard-management tool will support Server Meshing by displaying real-time information about the servers.\n\nLocations (EU)\nThe EU Locations team progressed with Ruin Station, looking at new ways for the player to traverse and how new gameplay elements will fit into the areas already developed.\n\nThey also progressed with the local law offices, developing layouts and working toward playable prototypes.\n\nCargo elevators were worked on alongside the USPU team. Last month, Location prototyped elevators and how they will work in various scenarios.\n\nEU2 also worked alongside Mission Features to add new platforms to Orison. These will be used for missions and to add additional points of interest to the city.\n\nThe EU Sandbox team created non-airlock outpost entryways, which will be used in Pyro\u2019s breathable atmospheres.\n\nThey\u2019re currently tidying up the underfloor areas for outpost modules for use in stealth gameplay. Work also continued on wrapping up the final pieces for Content Pack 3, which will enable the team to move onto outpost distribution across Pyro.\n\nDesign is almost finished with markup for Content Pack 2 and will be moving on to the final pieces of Content Pack 3 as they\u2019re completed. They\u2019re also near to closing out the Stanton and Pyro jump points, with some final bits of feedback being applied.\n\nIn March, EU\u2019s Sandbox 2 continued their work on the underground facilities, which can be seen on a recent episode of Inside Star Citizen.\n\nFinally, the Organics team progressed with rocky caves. Upcoming work involves reworking and touching-up Pyros planets and moons to bring them up to the current standard.\n\nNarrative\nWith Alpha 3.18 live, the Narrative shifted back to work on the upcoming patch as well as ongoing development. They worked closely with the various Design team owners to further develop mission text for several upcoming mission types, including Salvage, Investigation, Mining, and some new ones that have yet to be announced.\n\nFor Pyro, Narrative revisited some of the scientific lore around the planets to ensure it aligns with the latest design and gameplay intents. They also started drawing out territories for the various gangs in the system to see where they would operate and overlap, which could establish conflict zones. They also began looking at the \u2018outlaw\u2019 lifestyle, specifically brainstorming a new approach for players drifting into criminality, rather than having unlawful missions available alongside legal ones.\n\nOn the RSI website, the team posted a Whitley\u2019s Guide on Origin\u2019s 300 series and published another installment of Loremakers: Community Questions.\n\nOnline services (Montreal)\nIn March, the Online Services team focused on hot fixes for the Alpha 3.18 live release. These were primarily aimed at inventory login, entitlement, and releveling stress on the global database.\n\nFor Alpha 3.18.1, the team added the new ASOP ship delivery system.\n\nSystemic Services & Tools\nAlongside supporting the Alpha 3.18 release and bug fixing cargo, ASOP terminal, and GIM issues, the team began R&D for a Service Beacon architecture update.\n\nThey also made progress on a character-creation service, supported USPU in testing the new expo halls, solved Subsumption editor issues, and worked with Design on the Quantum\/Odin tool.\n\nUI\nThe UI artists supported several upcoming gameplay features by creating screen mockups and concepts along with ideas for in-world displays. Several artists and some of the UI Tech team worked on the new visor and lens setup for SQ42, which will eventually make its way into the PU.\n\nUI Tech helped improve VMA data download speeds and improved the underlying loadout system for Arena Commander and Star Marine. They also made incremental improvements to several areas, including text edit boxes, scrollbars, holo-volume interactions, and hyperlinks.\n\nVFX\nThe VFX team put the finishing touches to their new particle library folder structure this month. This was in anticipation of the new \u2018external ref\u2019 functionality that will be moving into the testing phase imminently. This will provide a way for VFX artists to create template effects which can then be referenced in other libraries. This method will make for easier maintenance in the coming years as Star Citizen increases in size.","de_DE":"PU-Monatsbericht\nM\u00e4rz 2023\nWillkommen zum PU-Bericht f\u00fcr den Monat M\u00e4rz! Lies weiter, um zu erfahren, was im letzten Monat in unseren globalen Studios fertiggestellt wurde und woran gearbeitet wird. Dazu geh\u00f6ren mehrere neue Fahrzeuge, Gaswolken, aktualisierte Missionen und verschiedene Backend-Aufgaben f\u00fcr den kommenden Patch Alpha 3.19.\n\nKI (Tech)\nIm M\u00e4rz hat die KI-Abteilung wichtige Verbesserungen an verschiedenen Navigationssystemen und KI-Werkzeugfunktionen vorgenommen. Unter anderem wurde die Unterst\u00fctzung f\u00fcr das \u00dcberschreiben von Agententyp-Eigenschaften f\u00fcr die Generierung von Navigationsmeshes implementiert, was es den Designern erm\u00f6glicht, Meshes in engen Bereichen zu generieren und komplexere Level zu erstellen. So k\u00f6nnen NSCs zum Beispiel Spielern in L\u00fcftungssch\u00e4chten folgen oder nach ihnen suchen.\n\nEine weitere verwandte Funktion sind die Navigationsvolumenkostenbereiche (NVCA), die sich auf die Generierung von Navigationsmaschen und den dynamischen Pfad auswirken, der bei Bewegungsanfragen berechnet wird. Es gibt sowohl statische als auch dynamische NVCA-Typen:\n\nStatische NVCAs sind Formen\/Volumina, die von den Leveldesignern im Voraus platziert werden, wenn sie m\u00f6chten, dass bestimmte Bereiche bei der Wegfindung bevorzugt oder vermieden werden.\n\nDynamische NVCAs sind Formen, die zur Laufzeit auf der Grundlage von Spieler- oder NSC-Aktionen erstellt werden. Zum Beispiel Feuerbereiche, die sich ausdehnen oder schrumpfen k\u00f6nnen, oder Bereiche mit Hindernissen, die von Spielern platziert werden.\n\nAu\u00dferdem hat die KI-Abteilung einige bereits fertiggestellte Funktionen weiter verbessert, darunter NSCs, die Trolleys schieben, und NSCs, die Verkehrssysteme und Aufz\u00fcge (mit oder ohne Trolleys) benutzen. Au\u00dferdem wurde die Unterst\u00fctzung f\u00fcr Schwebebahnwagen hinzugef\u00fcgt.\n\nIm Bereich der KI-Tools hat das Team das Apollo Subsumption Tool \u00fcberarbeitet und um neue Funktionen erweitert. Zu den neuen Funktionen geh\u00f6rt die M\u00f6glichkeit, die Tags der Motorenkomponenten als Teil der TagSelector-Variable zu referenzieren. Au\u00dferdem wurde die Diagrammkarte auf eine eigene Registerkarte verschoben, die Gliederungsregisterkarte wurde zur besseren \u00dcbersicht mit Symbolen versehen und es wurde eine Anzeige f\u00fcr nicht gespeicherte \u00c4nderungen hinzugef\u00fcgt.\n\nF\u00fcr den Usable Coordinator hat das Team weitere Qualit\u00e4tsverbesserungen vorgenommen und die UI-Funktionen aktualisiert.\n\nDie KI-Techniker haben auch die j\u00fcngsten Verbesserungen am Leerlaufsystem abgeschlossen. Jetzt k\u00f6nnen sie bestimmte Momente in Idle-Animationen korrekt markieren, in denen es sicher ist, das Spiel zu verlassen. So k\u00f6nnen sie die von den Animatoren erwartete visuelle Qualit\u00e4t beibehalten, ohne darauf warten zu m\u00fcssen, dass die Idle-Animation vollst\u00e4ndig in die Exit-Animation \u00fcbergeht.\n\nKunst (Charaktere)\nIm letzten Monat hat Character Art an den Outfits f\u00fcr die Duster-Fraktion und den Abonnenten-Gegenst\u00e4nden f\u00fcr das kommende Jahr gefeilt. Auch die Produktion der Grenzhelme hat begonnen.\n\nVom Konzept her hat das Art-Team die Headhunters und die Rough & Ready Gangs erforscht und die \u00dcbergabedokumente f\u00fcr die Dusters vorbereitet.\n\nKunst (Schiffe)\nDas UK Vehicle Art Team verbrachte den Monat mit der Fertigstellung des Argo SRV und zweier unangek\u00fcndigter Fahrzeuge. Alle Fahrzeuge durchliefen die finale Art-Pass-Phase, die LODs, Sch\u00e4den und Optimierungen beinhaltet.\n\nDer MISC Hull C erhielt weitere Unterst\u00fctzung, indem das Team einige visuelle Fehler beseitigte und wo n\u00f6tig polierte. Die Arbeiten an der Crusader Spirit wurden fortgesetzt und das Schiff ging von der Greybox- in die LOD0-Phase \u00fcber; der Gro\u00dfteil der Greybox-Arbeiten im Innen- und Au\u00dfenbereich ist nun abgeschlossen.\n\nDie Whitebox-Arbeiten an zwei unangek\u00fcndigten Fahrzeugen haben begonnen, von denen eines einen flugf\u00e4higen Prototyp im Editor erhalten hat.\n\nF\u00fcr den MISC Freelancer wurde ein Bauteilpass durchgef\u00fchrt, um sicherzustellen, dass die Bauteilsch\u00e4chte die erforderlichen Metriken einhalten und sich richtig \u00f6ffnen und schlie\u00dfen lassen.\n\nIn den USA wurden Subscriber Flair-Farben entwickelt, die von MicroTech, Crusader und Hurston inspiriert sind.\n\nDie Greybox f\u00fcr ein neues Fahrzeug n\u00e4hert sich der Fertigstellung. Einige einzigartige Man\u00f6vrierkomponenten wurden stark detailliert, darunter die vorderen Geh\u00e4use und das Aufh\u00e4ngungssystem. Der Ein- und Ausstiegsmechanismus der Sitze wurde ausgearbeitet und die vorderen und hinteren T\u00fcren wurden angepasst, um ein Einklemmen zu verhindern und eine dichte Abdichtung beim Schlie\u00dfen zu gew\u00e4hrleisten.\n\nDie Greybox der Aopoa San'tok.y\u0101i ist in Arbeit. Die Fl\u00fcgel und Triebwerke sind nun vollst\u00e4ndig modelliert. Alle Verklemmungen w\u00e4hrend der Bewegung wurden beseitigt, indem zus\u00e4tzliche Xi'an-Technik eingesetzt wurde, um Teile von anderen weg zu bewegen. Das Fahrwerk wurde ebenfalls \u00fcberarbeitet, damit es im Vergleich zum Rest des Schiffes kr\u00e4ftiger aussieht, und alle sichtbaren Kolben wurden zugunsten von \"mechanischen Muskeln\" entfernt.\n\nCommunity\nZeitgleich mit der Ver\u00f6ffentlichung der RSI Scorpius Antares in Alpha 3.18 hat das Community-Team ein Q&A ver\u00f6ffentlicht, in dem die wichtigsten Fragen zu dem neuen schweren J\u00e4ger mit EMP-Ausr\u00fcstung beantwortet werden.\n\nZur Feier der Er\u00f6ffnung der Vision Center Rennstrecke veranstaltete das Team die erste Star Citizen Low-Speed Racing Challenge.\n\nAuch die Community unterst\u00fctzte die Feierlichkeiten von Stella Fortuna und veranstaltete einen festlichen Screenshot-Wettbewerb. Stella Fortuna nutzte auch den Event-Tab im Community Hub, der k\u00fcrzlich eingef\u00fchrt wurde. Das n\u00e4chste gro\u00dfe Update des Community Hubs ist bereits in Arbeit und wird sehr bald erscheinen.\n\nEbenfalls im M\u00e4rz wurde der vollst\u00e4ndige Zeitplan f\u00fcr die Bar Citizen World Tour 2023 ver\u00f6ffentlicht.\n\n\"Wir freuen uns darauf, dich so bald wie m\u00f6glich pers\u00f6nlich zu sehen! Vergiss nicht: Wenn du eine Veranstaltung organisierst oder einfach nur eine in deiner N\u00e4he suchst, findest du alles, was du brauchst, auf barcitizen.sc.\" - Community Team\n\nDas Team hat au\u00dferdem die Teams f\u00fcr die Ver\u00f6ffentlichung und das Spielerlebnis bei der Ver\u00f6ffentlichung und der laufenden Arbeit an der Alpha 3.18 tatkr\u00e4ftig unterst\u00fctzt.\n\nUnd schlie\u00dflich hat sich das Team in die Planung und Organisation der diesj\u00e4hrigen CitizenCon vertieft.\n\nEngine\nIm M\u00e4rz arbeitete das Physikteam an der konsistenten Handhabung von Radfahrzeugen zwischen verschiedenen Gravitationsfeldern. Au\u00dferdem wurden weitere Verbesserungen am OBB Box Pruning vorgenommen und das Lock Stealing im Geometrie-Intersection Code \u00fcberarbeitet. Die Datenintegrit\u00e4t in Bezug auf die Masse, die einer physischen Geometrie zugewiesen wird, wurde gestrafft, und es wurde eine Methode implementiert, um die Teile eines Objekts zu finden, an denen ein Seil zwischen den Sitzungen befestigt ist. Es wurde eine optionale Aktualisierung der Grenzen von Teilen im Gitterraum w\u00e4hrend der Neupositionierung hinzugef\u00fcgt. Dies sollte eine erhebliche Zeitersparnis bei der Kollisionserkennung bedeuten, wenn Tausende von Kisten versuchen, mit einem Schiff zusammenzusto\u00dfen, das aus mehreren tausend Teilen besteht.\n\nIm Renderer wurde weiterer Code f\u00fcr Gen12 \u00fcberarbeitet. Transiente konstante Puffer werden jetzt in mehr Code verwendet. Zum Beispiel in SSDO und Bewegungsunsch\u00e4rfe. Die Verarbeitung von mosaikartigen Objekten wurde verbessert, damit sie nicht mehr unn\u00f6tig ausgef\u00fchrt wird. Viele alte Rendering-Codes wurden entfernt (Deferred Shading, Shadow Rendering usw.), und es wurde Unterst\u00fctzung f\u00fcr Debug-Viz von Antialiasing und Shadow Mask Rendering hinzugef\u00fcgt.\n\nDer temporale Rendermodus f\u00fcr atmosph\u00e4rische und volumetrische Wolken wurde weiter verbessert. Dazu geh\u00f6rten Verbesserungen zur Stabilisierung der Farbnachbarschaften f\u00fcr Reprojektion und Transmissionsprofile.\n\nIn der Core-Engine erhielt der Remote-Shader-Compiler-Server eine letzte Runde mit erheblichen Leistungsverbesserungen. Der Exception Handler wurde erweitert, um mit k\u00fcrzlich aufgetretenen stillen Abst\u00fcrzen besser umgehen zu k\u00f6nnen. Auf der Grundlage der von Alpha 3.18 PTU zur Verf\u00fcgung gestellten Informationen zur Speicherverfolgung wurde ein neuer benutzerdefinierter Systemallokator (als Ersatz f\u00fcr jemalloc) implementiert, der die beobachtete \u00dcberallokation und Fragmentierung deutlich reduziert. Er befindet sich derzeit in der Testphase. Weitere Verbesserungen wurden bei der Unterst\u00fctzung von gro\u00dfen Seiten vorgenommen. Die Arbeit an den Verbesserungen des Streaming-Systems und dem neuen Tool zur Speicherverfolgung wurde ebenfalls fortgesetzt.\n\nDer Rest der Zeit wurde f\u00fcr die Unterst\u00fctzung von Alpha 3.18 verwendet.\n\nFeatures (Arena Commander)\nIm M\u00e4rz hat das Feature-Team die erste Phase der \u00dcberarbeitung von Arena Commander an die Spielentwickler weitergegeben. Jetzt haben alle Entwicklerteams das neue Frontend, das Lobby-System, die Rennstrecken und vieles mehr.\n\nArena Commander Features hat zusammen mit dem Planetenteam an der Verbesserung von Ellis III, Green gearbeitet - dem Planeten, auf dem sich der Horizon Speedway befindet. Zu den Aktualisierungen geh\u00f6ren ein neues Biom mit h\u00f6heren Bergen, gr\u00f6\u00dferen Wasserfl\u00e4chen und Str\u00e4nden, um die riesigen Ozeane und das Urlaubsgebiet, in dem die Rennen stattfinden, besser darzustellen.\n\nDie Designer begannen mit einer kompletten \u00dcberarbeitung der Defford Link Rennstrecke und beendeten die Arbeiten an Old Vanderval. Au\u00dferdem wurden alle holografischen Kontrollpunkte \u00fcberarbeitet, um sicherzustellen, dass sie ihre Gebiete und Umgebungen bestm\u00f6glich repr\u00e4sentieren. Das Design hat das neue Arena Commander Frontend mit einem verfeinerten Style Sheet weiter verbessert und korrigiert.\n\nFeatures (Charaktere und Waffen)\nIm letzten Monat hat das Features-Team das Set f\u00fcr die liegende Fortbewegung \u00fcberarbeitet, da mehrere erfolgreiche Mechaniken des neuen EVA-Systems \u00fcbertragen werden konnten. Zum Beispiel rollt der Spielercharakter jetzt auf der Stelle, anstatt sich um die H\u00fcften zu drehen, und wenn der Spieler sich umschaut, \u00e4ndert sich die Kollisionsform nicht. Das ersetzt den Knopfdruck f\u00fcr den Wechsel zwischen vorne und hinten, und der Spieler kann sich aus jeder Bauchlage in Bewegung setzen.\n\nDer Drehpunkt der Spielerfigur wurde au\u00dferdem weiter nach vorne verlagert, wodurch die Drehung in der Ego-Perspektive sowohl im Leerlauf als auch in der Bewegungsanimation n\u00e4her an der Kamera zentriert wird. Das macht die Steuerung der Drehung viel fl\u00fcssiger, erfordert aber eine vollst\u00e4ndige Aktualisierung aller Animationen und \u00dcberg\u00e4nge. In diesem Zusammenhang wurde die Form der Kollisionen von einer einzelnen Kapsel auf mehrere kleinere Kapseln ge\u00e4ndert. Die Hauptkapsel befindet sich am Drehpunkt, die anderen folgen dahinter und haben etwas Spielraum, sich zur\u00fcckzuziehen.\n\n\"Als visuelle Hilfe kannst du dir das wie eine Raupe vorstellen. Das Endergebnis ist ein viel besseres First-Person-Erlebnis mit weniger Problemen, bei denen die Spielfigur im Gel\u00e4nde stecken bleibt.\" - Actor Features Team\n\nDas Team hat auch neue Verhaltensweisen rund um die Waffenheizung unterst\u00fctzt. Es gibt jetzt die M\u00f6glichkeit, dass FPS-Waffen \u00fcberhitzen, was einen Benutzereingriff erfordert, um die Funktionsf\u00e4higkeit wiederherzustellen, \u00e4hnlich wie bei einer Nachladeaktion. Bevor die Waffe jedoch den \u00fcberhitzten Zustand erreicht, kann sie ihr Verhalten bei verschiedenen Temperaturschwellenwerten \u00e4ndern. Zum Beispiel kann die Feuerrate erh\u00f6ht werden, der Feuermodus kann in einen Strahlentyp wechseln oder die Anzahl der in einem Schuss abgefeuerten Geschosse kann erh\u00f6ht werden.\n\nFeatures (Gameplay)\nIm M\u00e4rz unterst\u00fctzte das Gameplay-Features-Team die laufenden QATRs f\u00fcr das Bergbau-Update und den Traktorstrahl.\n\nDies f\u00fchrte zu Verbesserungen an der UX des Traktorstrahls. So wurde z. B. ein Kippschalter f\u00fcr das Ein- und Ausschalten hinzugef\u00fcgt und neue Augmented Reality (AR)-Markierungen, um die G\u00fcltigkeit eines Gegenstands anzuzeigen, den der Spieler anbringen m\u00f6chte.\n\nDas Team hat auch die Debug-Tools f\u00fcr die Beuteerstellung verbessert, damit die Verteilung der Beute leichter \u00fcberpr\u00fcft werden kann.\n\nAuch die Arbeit an der Schiffsraffinerie wurde aufgenommen; die Design-Absichten wurden auf den neuesten Stand gebracht, damit die Ingenieure im n\u00e4chsten Sprint mit der Arbeit beginnen k\u00f6nnen.\n\nFeatures (Mission)\nIm M\u00e4rz wurde die Arbeit an den Bergungsvertr\u00e4gen fortgesetzt, um die Missionen zu verfeinern und auszubalancieren. Auch die Paketextraktion machte Fortschritte in Richtung ihrer Ver\u00f6ffentlichung.\n\n\"Wir \u00fcberlegen, Missionsschiffe mit St\u00fcckgut zu beladen, um den Spielern einen Grund zu geben, zerst\u00f6rte Schiffe oder Schiffe, die sich im sanften Tod befinden, zu untersuchen.\" - Team f\u00fcr Missionsfunktionen\n\nDie Schiffseskorte-Mission, die Quantenreisen beinhaltet, wurde weiterentwickelt. Das Team konzentriert sich derzeit darauf, alle Base-Flow-Edge-Cases auszuarbeiten, um ihre Abh\u00e4ngigkeiten von anderen Teams zu verstehen. Es wurde mit der Produktion einer neuen Mission begonnen, die derzeit unter dem Namen Data Heist bekannt ist und bei der die Spieler\/innen einen Ort erreichen und Daten stehlen m\u00fcssen.\n\nDas Team begann auch damit, die Lebensqualit\u00e4t in Alpha 3.19 zu verbessern, z. B. indem es den Spielern erm\u00f6glichte, historische Daten dar\u00fcber zu sehen, ob eine Mission abgeschlossen wurde oder gescheitert ist und warum. Au\u00dferdem wurden die Vermisstenmissionen modularisiert, damit sie von den Content-Teams leichter verwendet werden k\u00f6nnen.\n\nIm Bereich Recht hat das Team an der M\u00f6glichkeit gearbeitet, das Innere eines Schiffes gegen Eindringlinge zu verteidigen. Dazu geh\u00f6rt auch, dass Spieler\/innen nicht mehr automatisch zum Schiffskommunikationskanal hinzugef\u00fcgt werden, wenn sie nicht Mitglied einer Gruppe sind. Au\u00dferdem wurde ein Haftungssystem f\u00fcr Verbrechen geschaffen, die mit Traktorbohnen begangen werden.\n\n\"Dazu geh\u00f6rt auch ein neues System f\u00fcr die Schuldzuweisung bei einer Defenestration, was ein schickes Wort daf\u00fcr ist, jemanden aus dem Fenster zu werfen.\" - Mission Features Team\n\nGrafik, VFX-Programmierung & Planet Tech\nIm M\u00e4rz hat das Grafikteam eine Version der Mesh-Generierung aus Spline-Eingaben fertiggestellt, die f\u00fcr Sprungpunkttunnel verwendet wird.\n\nEs wurden verschiedene Shader-Verbesserungen vorgenommen, wie z. B. die Neueinf\u00e4rbung der Haut mit physikalisch basierten Melanin-Kontrollen und die erste Unterst\u00fctzung f\u00fcr anpassbares Make-up und Tattoos. Au\u00dferdem wurden die Wasserreflexion, die Lichtbrechung und die Nebelbildung verbessert.\n\nEs wurde damit begonnen, die Formate f\u00fcr statische und geh\u00e4utete Meshes zu vereinheitlichen, was die Anzahl der Zeichenaufrufe bei komplexen Meshes erheblich reduzieren sollte. Au\u00dferdem wurde damit begonnen, neue Logik in jedes einzelne Streaming-System zu integrieren und zu testen. Au\u00dferdem nahm das Grafikteam verschiedene \u00c4nderungen am Render-to-Texture-System vor, darunter auch neue Culling-Optionen, die f\u00fcr das Interior-Map-Feature ben\u00f6tigt werden.\n\nF\u00fcr Vulkan wurden Aktualisierungen am Backend vorgenommen, um die visuelle Parit\u00e4t mit DX11 zu verbessern. Au\u00dferdem wurden verschiedene Debug-Modi zu Gen12 hinzugef\u00fcgt, um die Funktionalit\u00e4t des Legacy-Renderers zu \u00fcbertreffen.\n\nIn der Zwischenzeit hat das VFX-Programmierteam seine Arbeit an Quantenreisen und Feuer fortgesetzt. Die Quantenreiseeffekte drehen sich jetzt korrekt in Abh\u00e4ngigkeit von der Bewegungsrichtung, und es wurden verschiedene visuelle Verbesserungen auf der Grundlage von Feedback vorgenommen. F\u00fcr das Feuersystem wurde das Framework f\u00fcr GPU-Feuerpartikelspawning hinzugef\u00fcgt, um eine viel h\u00f6here Partikelanzahl zu erm\u00f6glichen. Entit\u00e4ten k\u00f6nnen jetzt auch W\u00e4rme mit dem Raum austauschen, in dem sie sich befinden.\n\nDar\u00fcber hinaus hat das VFX-Team seinen Editor weiter verbessert und die M\u00f6glichkeit hinzugef\u00fcgt, Effekte untereinander zu referenzieren. Auch die Blitzeffekte in Gaswolken wurden verbessert.\n\nDas Planet Tech-Team arbeitete weiter an Wasser, verbesserte die Simulationsqualit\u00e4t und baute ein System zur Verwaltung und Kombination von Simulationen f\u00fcr Wasseroberfl\u00e4chen. Auch die Arbeit am Asteroidensystem wurde fortgesetzt, mit dem Ziel, die Gestaltung und Verteilung von Asteroiden wesentlich flexibler zu gestalten.\n\nIn-Game Branding (Montreal)\nDas In-Game Branding Team setzte die Arbeit an der visuellen Identit\u00e4t und der Umgebung der Pyro-Gangs fort.\n\nAu\u00dferdem haben sie die letzten Korrekturen an der Invictus Launch Week vorgenommen und erforschen derzeit die Ruin Station, um neue Branding-Elemente hinzuzuf\u00fcgen.\n\nBeleuchtung\nDas Beleuchtungsteam verbrachte einen Teil des M\u00e4rz mit der Arbeit an der Invictus Launch Week, bevor es mit der Beleuchtung neuer und bestehender Bereiche in der Ruin Station fortfuhr.\n\nAu\u00dferdem wurde die Arbeit an den Modulen f\u00fcr den kolonialen Au\u00dfenposten fortgesetzt, die vom Sandbox 1-Team entwickelt werden.\n\nLive Tools\nIn Montreal begann das Live-Tools-Team mit der Entwicklung eines neuen Moduls f\u00fcr das Network Operation Center. In Zukunft wird dieses Shard-Management-Tool das Server-Meshing unterst\u00fctzen, indem es Echtzeitinformationen \u00fcber die Server anzeigt.\n\nStandorte (EU)\nDas Team f\u00fcr die EU-Locations arbeitete weiter an Ruin Station und \u00fcberlegte, wie die Spieler\/innen neue Wege finden und wie neue Gameplay-Elemente in die bereits entwickelten Gebiete integriert werden k\u00f6nnen.\n\nAuch bei den \u00f6rtlichen Polizeistationen wurden Fortschritte gemacht, indem Layouts entwickelt und an spielbaren Prototypen gearbeitet wurde.\n\nGemeinsam mit dem USPU-Team wurde an den Lastenaufz\u00fcgen gearbeitet. Im letzten Monat hat Location einen Prototyp der Aufz\u00fcge erstellt und gezeigt, wie sie in verschiedenen Szenarien funktionieren werden.\n\nEU2 hat auch mit Mission Features zusammengearbeitet, um neue Plattformen zu Orison hinzuzuf\u00fcgen. Diese werden f\u00fcr Missionen und als zus\u00e4tzliche Sehensw\u00fcrdigkeiten in der Stadt genutzt.\n\nDas EU-Sandkastenteam hat Eing\u00e4nge f\u00fcr Au\u00dfenposten ohne Luftschleusen entwickelt, die in den atmungsaktiven Atmosph\u00e4ren von Pyro zum Einsatz kommen werden.\n\nZurzeit werden die Unterflurbereiche der Au\u00dfenpostenmodule f\u00fcr das Stealth-Gameplay aufger\u00e4umt. Au\u00dferdem wurden die letzten Arbeiten f\u00fcr das Content Pack 3 fortgesetzt, mit dem das Team die Verteilung der Au\u00dfenposten in ganz Pyro in Angriff nehmen kann.\n\nDas Design ist fast fertig mit dem Markup f\u00fcr Content Pack 2 und wird mit den letzten Teilen von Content Pack 3 fortgesetzt, sobald diese fertig sind. Au\u00dferdem stehen sie kurz vor der Fertigstellung der Sprungpunkte in Stanton und Pyro, und es werden noch einige letzte R\u00fcckmeldungen gegeben.\n\nIm M\u00e4rz hat EU's Sandbox 2 die Arbeit an den unterirdischen Anlagen fortgesetzt, die in einer aktuellen Folge von Inside Star Citizen zu sehen sind.\n\nSchlie\u00dflich hat das Organics-Team die Arbeit an den Felsenh\u00f6hlen fortgesetzt. In n\u00e4chster Zeit werden die Planeten und Monde von Pyros \u00fcberarbeitet, um sie auf den aktuellen Stand zu bringen.\n\nNarrative\nMit der Ver\u00f6ffentlichung von Alpha 3.18 hat sich das Narrative-Team wieder auf die Arbeit am kommenden Patch und die laufende Entwicklung konzentriert. Sie arbeiteten eng mit den verschiedenen Designteam-Besitzern zusammen, um die Missionstexte f\u00fcr mehrere kommende Missionstypen weiterzuentwickeln, darunter Bergung, Erkundung, Bergbau und einige neue, die noch angek\u00fcndigt werden m\u00fcssen.\n\nF\u00fcr Pyro hat Narrative einige der wissenschaftlichen \u00dcberlieferungen zu den Planeten \u00fcberarbeitet, um sicherzustellen, dass sie mit dem neuesten Design und den Spielabsichten \u00fcbereinstimmen. Sie begannen auch damit, die Territorien der verschiedenen Banden im System zu skizzieren, um zu sehen, wo sie operieren und sich \u00fcberschneiden w\u00fcrden, wodurch Konfliktzonen entstehen k\u00f6nnten. Sie begannen auch, sich mit dem Lebensstil der Gesetzlosen zu befassen und \u00fcberlegten sich einen neuen Ansatz f\u00fcr Spieler, die in die Kriminalit\u00e4t abdriften, anstatt illegale und legale Missionen nebeneinander zu stellen.\n\nAuf der RSI-Website hat das Team einen Whitley's Guide zu Origins 300er-Serie ver\u00f6ffentlicht und eine weitere Folge von Loremakers: Community Questions.\n\nOnline-Dienste (Montreal)\nIm M\u00e4rz konzentrierte sich das Team der Online-Dienste auf Hotfixes f\u00fcr die Live-Ver\u00f6ffentlichung der Alpha 3.18. Diese betrafen vor allem das Einloggen in das Inventar, die Berechtigung und das Wiederherstellen von Stress in der globalen Datenbank.\n\nF\u00fcr Alpha 3.18.1 f\u00fcgte das Team das neue ASOP-Schiffslieferungssystem hinzu.\n\nSystemische Dienste und Tools\nNeben der Unterst\u00fctzung der Alpha-Version 3.18 und der Behebung von Fehlern in den Bereichen Fracht, ASOP-Terminal und GIM begann das Team mit der Forschung und Entwicklung f\u00fcr ein Update der Service-Beacon-Architektur.\n\nAu\u00dferdem machte das Team Fortschritte bei der Charaktererstellung, unterst\u00fctzte die USPU beim Testen der neuen Ausstellungshallen, l\u00f6ste Probleme mit dem Subsumption-Editor und arbeitete zusammen mit dem Design-Team an dem Quantum\/Odin-Tool.\n\nUI\nDie UI-Artists unterst\u00fctzten mehrere kommende Gameplay-Features, indem sie Bildschirm-Mockups und Konzepte sowie Ideen f\u00fcr In-World-Displays erstellten. Mehrere Artists und ein Teil des UI Tech-Teams arbeiteten an dem neuen Visier- und Linsen-Setup f\u00fcr SQ42, das schlie\u00dflich seinen Weg in das PU finden wird.\n\nDas UI Tech-Team half dabei, die Downloadgeschwindigkeit der VMA-Daten zu erh\u00f6hen und verbesserte das zugrundeliegende Ausr\u00fcstungssystem f\u00fcr Arena Commander und Star Marine. Au\u00dferdem wurden verschiedene Bereiche wie Texteingabefelder, Bildlaufleisten, Holo-Volumen-Interaktionen und Hyperlinks schrittweise verbessert.\n\nVFX\nDas VFX-Team hat diesen Monat der neuen Ordnerstruktur f\u00fcr die Partikelbibliothek den letzten Schliff gegeben. Dies geschah im Vorgriff auf die neue Funktion \"External Ref\", die in K\u00fcrze in die Testphase geht. Damit k\u00f6nnen VFX-K\u00fcnstler\/innen Vorlageneffekte erstellen, die dann in anderen Bibliotheken referenziert werden k\u00f6nnen. Diese Methode wird die Wartung in den kommenden Jahren erleichtern, wenn Star Citizen immer gr\u00f6\u00dfer wird.","zh_CN":"PU Monthly Report\nMarch 2023\nWelcome to March\u2019s PU Report! Read on for everything completed and in progress across our global studios last month, including several new vehicles, gas clouds, updated missions, and various backend tasks for the upcoming Alpha 3.19 patch.\n\nAI (Tech)\nThroughout March, AI Tech made significant improvements to various navigation systems and AI tool features. This included implementing support for overriding agent-type properties for navigation mesh generation, which enables the designers to generate meshes inside narrow areas and create more complex levels. For example, NPCs will be able to follow or search for players inside vents.\n\nAnother related feature is navigation volume cost areas (NVCA), which will impact navigation-mesh generation and the dynamic path computed during movement requests. There are both static and dynamic NVCA types:\n\nStatic NVCAs are shapes\/volumes preplaced by the level designers when they want certain areas to be preferred or avoided during pathfinding.\n\nDynamic NVCAs are shapes created at runtime based on player or NPC actions. For example, fire areas that can expand or shrink, or areas featuring obstacles placed by players.\n\nAI Tech also continued to iterate and polish some otherwise completed features, including NPCs pushing trolleys and NPCs using transit systems and elevators (with or without trolleys). Support was also added for hover trolleys.\n\nOn the AI Tools side, the team iterated and added new functionality to the Apollo Subsumption tool. Some of the new functionality includes being able to reference engine component tags as part of the TagSelector variable. They also moved the graph map to its own tab, added icons to the outline tab for easier viewing, and added a prompt for unsaved changes.\n\nFor the Usable Coordinator, the team continued with quality-of-life improvements and updated UI functionality.\n\nAI Tech also completed a pass on the recent idle-system improvements. Now, they can correctly mark up specific moments in idle animations where it\u2019s safe to leave. This allows them to maintain the visual quality the animators expect without needing to wait for the idle animation to fully transition into the exit animation.\n\nArt (Characters)\nLast month, Character Art polished outfits for the Duster faction along with Subscriber items for the year ahead. Production also began on the frontier helmets.\n\nConcept-wise, the Art team explored the Headhunters and Rough & Ready gangs, and prepared handoff documents for the Dusters.\n\nArt (Ships)\nThe UK Vehicle Art team spent the month closing out the Argo SRV alongside two unannounced vehicles. Each progressed through the final art pass stage, which includes LODs, damage, and optimization.\n\nThe MISC Hull C received further support, with the team fixing several visual bugs and polishing where needed. Progress on the Crusader Spirit continued, with the ship moving from greybox to the LOD0 phase; the vast majority of the interior and exterior greybox work is now complete.\n\nWhitebox work began on two unannounced vehicles, with one receiving a flyable in-editor prototype.\n\nA component pass also began for the MISC Freelancer to ensure the component bays adhere to the required metrics and open and close properly.\n\nIn the US, Subscriber Flair paints inspired by microTech, Crusader, and Hurston were created.\n\nThe greybox for a new vehicle approached completion. Some unique maneuvering components were heavily detailed, including the front housings and suspension system. The seat enter-exit mechanism was fleshed out, while the front and rear doors were adjusted to prevent clipping and create a tight seal when closed.\n\nGreybox on the Aopoa San'tok.y\u0101i is ongoing, with the wings and thrusters now fully modeled out. All clipping during motion has been addressed, with additional Xi\u2019an tech used to move parts away from others. The landing gear was also redesigned to have a stronger look in comparison to the rest of the ship, while all visible pistons were removed in favor of \u2018mechanical muscles.\u2019\n\nCommunity\nTo coincide with the release of the RSI Scorpius Antares in Alpha 3.18, the Community team published a Q&A answering key questions about the new EMP-equipped heavy fighter.\n\nThen, in celebration of the opening of the Vision Center race track, the team hosted the first Star Citizen low-speed racing challenge.\n\nCommunity also supported the Stella Fortuna celebrations and held a festive Screenshot Contest. Stella Fortuna also made use of the events tab on the Community Hub, recently debuted. The next major update of the Community Hub is already in the works, coming very soon.\n\nAlso in March, they released the full schedule for the ongoing Bar Citizen World Tour 2023.\n\n\u201cWe\u2019re excited to see you in person as soon as possible! Remember, if you're organizing an event or just looking for one to attend in your vicinity, you'll find everything you need at barcitizen.sc.\u201d - Community Team\n\nThe team has also been heavily involved in supporting the publishing and player experience teams with the release of and ongoing work for Alpha 3.18.\n\nFinally, the team has been entrenched in planning and organizing this year's CitizenCon event.\n\nEngine\nIn March, the Physics team worked on the consistent handling of wheeled vehicles between different gravity fields. Additionally, further improvements were made to OBB box pruning, while lock stealing in the geometry intersection code was reworked. Data integrity regarding the mass assigned to physical geometry was tightened, and a method was implemented to find the parts of an entity that a rope is attached to between sessions. An optional update of grid space part bounds during reposition was added. This should save significant time during collision detection if thousands of crates attempt to collide with a ship consisting of several thousand parts.\n\nOn the renderer, more code was refactored for Gen12. Transient constant buffers are now used in more code. For example, in SSDO and motion blur. The processing of tessellated objects was improved so it will no longer execute unnecessarily. A lot of legacy render code was removed (deferred shading, shadow rendering, etc), and support for debug viz of antialiasing and shadow mask rendering was added.\n\nImprovements to the temporal render mode for atmospheric and volumetric clouds continued. This included improvements to stabilize color neighborhoods for reprojection and transmittance profiles.\n\nOn the core engine, the remote shader compiler server received a final round of substantial performance improvements. The exception handler was extended to better deal with recently occurring silent crashes. Based on the memory tracking information made available by Alpha 3.18 PTU, a new custom system allocator (to replace jemalloc) was implemented, which significantly reduces observed overallocation and fragmentation. This is currently in test. Further improvements were made to huge pages support. Work on streaming system improvements and the new memory-tracking tool continued too.\n\nThe remainder of the time was spent supporting Alpha 3.18.\n\nFeatures (Arena Commander)\nIn March, the Feature team saw the first stage of Arena Commander\u2019s rework pushed to game-dev. Now, all development teams have the new frontend, lobby system, racing tracks, and more.\n\nArena Commander Features worked alongside the Planet team to improve Ellis III, Green - the planet that hosts Horizon Speedway. Updates include a new biome with higher mountains, increased water levels, and beaches to better represent the vast oceans and in-lore vacation destination the races are hosted over.\n\nDesign began a full rework of the Defford Link racetrack alongside finishing work on Old Vanderval. They also completed a pass of all holographic checkpoints to ensure they best represent their areas and environments. Design continued to improve and fix the new Arena Commander frontend with a refined style sheet.\n\nFeatures (Characters & Weapons)\nLast month, the Features team revisited the prone locomotion set, as several successful mechanics used in the new EVA system could be transferred over. For example, the player character will now roll on the spot instead of spinning around at the hips and, as the player looks around, the collision shape does not change. This replaces the button press for switching between front and back, and the player can start moving from any prone pose.\n\nThe player character\u2019s pivot has also been moved further forward, which centers the rotation in first-person view closer to the camera in both idle and movement animation sets. This makes rotation control far smoother, though requires a full update to all animations and transitions. As part of this, the collision shape has been changed from a single capsule to multiple smaller capsules. The main capsule is at the pivot, and the others trail out behind it and are allowed some freedom to retract.\n\n\u201cAs a visual aid, consider this similar to a caterpillar. The end result is a much better first-person experience with fewer issues where the character gets stuck on terrain.\u201d - Actor Features Team\n\nThe team also supported new behaviors around weapon heating. There is now an option for FPS weapons to overheat, which requires user intervention to restore functionality similar to a reload action. However, before the weapon hits the overheated state, it can change its behavior at various temperature thresholds. For example, the firing rate can increase, the fire mode can change to beam type, or the number of projectiles fired in a single shot can increase.\n\nFeatures (Gameplay)\nIn March, the Gameplay Features team supported the ongoing QATRs for the Mining update and tractor beam.\n\nThis led to improvements in the tractor beam UX. For example, adding a toggle for on\/off rather than press and hold, and adding new augmented reality (AR) markers to show the validity of an item the player wants to attach.\n\nThe team also improved the loot-generation debug tools to make it easier to validate loot distribution.\n\nShip refinery work also began; the design intentions were brought up to speed to allow the engineers to start work in the next sprint.\n\nFeatures (Mission)\nIn March, Mission Features continued work on the Salvage contracts missions, adding polish and balance. Package extraction also progressed toward its eventual release.\n\n\u201cWe are looking at adding general cargo to mission ships to give players a reason to investigate destroyed ships or ships that are in soft death.\u201d - Mission Features Team\n\nThe ship escort mission that involves quantum travel progressed. The team\u2019s current focus is getting all base-flow edge cases worked out to understand their dependencies on other teams. Production of a new mission began, currently known as Data Heist, which tasks players with reaching a location and stealing data.\n\nThe team also began adding quality-of-life fixes for Alpha 3.19, including enabling players to see historical data of whether a mission was completed or failed and why. They also modularized the missing-persons missions so they can be used more easily by the Content teams as part of the ongoing initiative to build a more modular system.\n\nOn the law side, the team worked on the ability to defend a ship\u2019s interior from trespassers. This includes not automatically adding players to a ship\u2019s comms channel unless they\u2019re a party member. As well as this, a liability system was created to deal with crimes committed with tractor beans.\n\n\u201cThis includes a new system for attributing blame for the act of defenestration, which is a fancy word for throwing someone out of a window.\u201d - Mission Features Team\n\nGraphics, VFX Programming & Planet Tech\nIn March, the Graphics team completed a version of mesh generation from spline inputs, which will be used for jump point tunnels.\n\nVarious shader improvements were made, including recoloring skin using physically based melanin controls and adding the initial support for customizable makeup and tattoos. Improvements were also made to water reflection, refraction, and fogging.\n\nWork began to unify the static and skinned mesh formats, which should lead to large draw call reductions on complex meshes. They also started to integrate new logic into each individual streaming system for testing. In addition, the Graphics team made various changes to the render-to-texture system, including new culling options that will be required for the interior-map feature.\n\nFor Vulkan, updates were made to the backend to help visual parity with DX11. Various debug modes were also added to Gen12 to surpass the functionality of the legacy renderer.\n\nMeanwhile, the VFX Programming team continued their work on quantum travel and fire. Quantum travel effects now rotate correctly based on movement direction, and various visual improvements were made based on feedback. For the fire system, the framework for GPU fire particle spawning was added to allow for much greater particle counts. Entities can now exchange heat with the room they reside within too.\n\nIn addition, the VFX team continued improving their editor, adding the ability to reference effects from each other. They also made improvements to lightning effects in gas clouds.\n\nThe Planet Tech team progressed with water, iterating on the simulation quality and building a system to manage and combine simulations for water surfaces. Work on the asteroid system continued too, with the aim of achieving a much more flexible setup for shaping and distribution.\n\nIn-Game Branding (Montreal)\nThe In-Game Branding team continued work on the Pyro gangs' visual identity and environment.\n\nThey also made the final touch-ups to Invictus Launch Week, and are currently exploring Ruin Station in pursuit of adding new branding elements throughout.\n\nLighting\nThe Lighting team spent part of March working on Invictus Launch Week before continuing to light new and existing areas around Ruin Station.\n\nThey also progressed with their work on the colonial outpost modules in development by the Sandbox 1 team.\n\nLive Tools\nIn Montreal, the Live Tools team began designing a new module for the Network Operation Center. In the future, this shard-management tool will support Server Meshing by displaying real-time information about the servers.\n\nLocations (EU)\nThe EU Locations team progressed with Ruin Station, looking at new ways for the player to traverse and how new gameplay elements will fit into the areas already developed.\n\nThey also progressed with the local law offices, developing layouts and working toward playable prototypes.\n\nCargo elevators were worked on alongside the USPU team. Last month, Location prototyped elevators and how they will work in various scenarios.\n\nEU2 also worked alongside Mission Features to add new platforms to Orison. These will be used for missions and to add additional points of interest to the city.\n\nThe EU Sandbox team created non-airlock outpost entryways, which will be used in Pyro\u2019s breathable atmospheres.\n\nThey\u2019re currently tidying up the underfloor areas for outpost modules for use in stealth gameplay. Work also continued on wrapping up the final pieces for Content Pack 3, which will enable the team to move onto outpost distribution across Pyro.\n\nDesign is almost finished with markup for Content Pack 2 and will be moving on to the final pieces of Content Pack 3 as they\u2019re completed. They\u2019re also near to closing out the Stanton and Pyro jump points, with some final bits of feedback being applied.\n\nIn March, EU\u2019s Sandbox 2 continued their work on the underground facilities, which can be seen on a recent episode of Inside Star Citizen.\n\nFinally, the Organics team progressed with rocky caves. Upcoming work involves reworking and touching-up Pyros planets and moons to bring them up to the current standard.\n\nNarrative\nWith Alpha 3.18 live, the Narrative shifted back to work on the upcoming patch as well as ongoing development. They worked closely with the various Design team owners to further develop mission text for several upcoming mission types, including Salvage, Investigation, Mining, and some new ones that have yet to be announced.\n\nFor Pyro, Narrative revisited some of the scientific lore around the planets to ensure it aligns with the latest design and gameplay intents. They also started drawing out territories for the various gangs in the system to see where they would operate and overlap, which could establish conflict zones. They also began looking at the \u2018outlaw\u2019 lifestyle, specifically brainstorming a new approach for players drifting into criminality, rather than having unlawful missions available alongside legal ones.\n\nOn the RSI website, the team posted a Whitley\u2019s Guide on Origin\u2019s 300 series and published another installment of Loremakers: Community Questions.\n\nOnline services (Montreal)\nIn March, the Online Services team focused on hot fixes for the Alpha 3.18 live release. These were primarily aimed at inventory login, entitlement, and releveling stress on the global database.\n\nFor Alpha 3.18.1, the team added the new ASOP ship delivery system.\n\nSystemic Services & Tools\nAlongside supporting the Alpha 3.18 release and bug fixing cargo, ASOP terminal, and GIM issues, the team began R&D for a Service Beacon architecture update.\n\nThey also made progress on a character-creation service, supported USPU in testing the new expo halls, solved Subsumption editor issues, and worked with Design on the Quantum\/Odin tool.\n\nUI\nThe UI artists supported several upcoming gameplay features by creating screen mockups and concepts along with ideas for in-world displays. Several artists and some of the UI Tech team worked on the new visor and lens setup for SQ42, which will eventually make its way into the PU.\n\nUI Tech helped improve VMA data download speeds and improved the underlying loadout system for Arena Commander and Star Marine. They also made incremental improvements to several areas, including text edit boxes, scrollbars, holo-volume interactions, and hyperlinks.\n\nVFX\nThe VFX team put the finishing touches to their new particle library folder structure this month. This was in anticipation of the new \u2018external ref\u2019 functionality that will be moving into the testing phase imminently. This will provide a way for VFX artists to create template effects which can then be referenced in other libraries. This method will make for easier maintenance in the coming years as Star Citizen increases in size."},"links_count":0,"comment_count":0,"created_at":"2023-04-06T00:00:00+00:00","created_at_human":"3 years ago"},"meta":{"processed_at":"2026-05-07 19:11:34","valid_relations":["images","links"],"prev_id":19208,"next_id":19217}}