{"data":{"id":19267,"title":"Star Citizen Monthly Report: April 2023","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/19267-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/19267","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/19267","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":30725,"name":"community-1-21-9.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/623cc090b9cee3b2527471ea68e87f638f3b1c5a\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResetqDWmiJywsWqKW8dQDi7GbJnK22TzwBc\/community-1-21-9.png","alt":"g-illustration","size":5632588,"mime_type":"image\/png","last_modified":"2023-05-03T23:06:10+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30725","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30725\/similar"},{"id":30728,"name":"con42-21-9.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/853c103f6163b6662af5955bfbe566054a644c63\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjZry6bNGPdt2wmiMGKkxDLkfVuCWeWt3G\/con42-21-9.webp","alt":"g-illustration","size":632154,"mime_type":"image\/webp","last_modified":"2023-05-03T23:06:13+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30728","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30728\/similar"},{"id":30729,"name":"ac-1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/9afa1e83b61b83f430bb35a705324870f30b238a\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResj1gf41dkMoa6aRmaEgCVfsZf7NuoaDZpJ\/ac-1.png","alt":"g-illustration","size":8667887,"mime_type":"image\/png","last_modified":"2023-05-03T23:06:13+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30729","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30729\/similar"},{"id":30731,"name":"ac-2.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/928249607824665f7f5d8cf61fa04d1e7e327b22\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReseTpXt52Zqp5LmuvhZFqPATzqgLMSStr9C\/ac-2.png","alt":"g-illustration","size":9082465,"mime_type":"image\/png","last_modified":"2023-05-03T23:06:16+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30731","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30731\/similar"},{"id":30733,"name":"rock-cave.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/9bb5c4edb6ad8f3722d322265314c14bd395c275\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResejeNAJ8JzTCrzp3TnrFF3ssGUEhLKS8EJ\/rock-cave.png","alt":"g-illustration","size":3528374,"mime_type":"image\/png","last_modified":"2023-05-03T23:06:19+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30733","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30733\/similar"},{"id":30735,"name":"pyro-space-station-ventilation.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/301582d2c6dfc0f886db353777702a4d8250cc34\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjYaoDxgaZQ8UwGJzvzQgczwGycWaVPbTk\/pyro-space-station-ventilation.png","alt":"g-illustration","size":3382887,"mime_type":"image\/png","last_modified":"2023-05-03T23:06:21+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30735","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30735\/similar"}],"images_count":13,"translations":{"en_EN":"PU Monthly Report\nApril 2023\nWelcome to April\u2019s PU Monthly Report. Read on for the latest updates from Star Citizen\u2019s global development teams, including Art, Engine, Vehicles, Locations, and more.\n\nAI (Content)\nIn April, the AI Content team continued to refine behaviors, improve animations, and develop new features for the PU and Squadron 42. This involved further work on the sleep and bed-relaxation behaviors, which received improved animations. They also polished the various leisure animations that allow characters to watch TV and use the mobiGlas on bunk beds.\n\nVarious AI blockout animations for janitorial tasks were created, such as placing and using the bucket and mop. AI Content also made significant progress on the janitor's workflow, with Design and Animation working closely together.\n\nAI Content added variation to the trolley artwork, moving away from the whitebox version. Further expansion was planned too. They\u2019re currently looking to prevent trolley \u2018popping\u2019 and improve box placement in the hangar for a more-realistic and less-robotic feel.\n\nAI (Tech)\nLast month, AI Tech progressed with navigation and movement system features.\n\nThey also completed tasks for the navigation-cost-area modifier, which will mark specific areas and increase or decrease the cost of paths that go through them; this will influence which paths NPCs or ground vehicles choose. Alongside polishing and providing feedback on the feature, a way for entity tags to influence cost area was implemented.\n\nFor example, a location with fire will have a high cost for normal NPCs to ensure they avoid it. However, the same area will have a lower cost for NPCs wearing fire protection.\n\nWork also began on ground-vehicle collision avoidance, which involved updating the system to support both vehicle-to-vehicle and vehicle-to-NPC avoidance. This required unifying how agents are separated. Previously, they were separated by agent type (medium characters, large vehicles, etc.). Now, all agent types with different avoidance radiuses and rules are processed together providing they\u2019re in the same navigation volume.\n\nAI Tech updated behavior and tactical-point-system requests relating to transit. They also cleaned up and optimized transit in the movement system, which involved updating the pause-movement functionality logic used when running navigation-link logic. Now, it will only pause the movement request at that moment, and all follow requests will be processed.\n\nOn the AI Tools side, improvements and optimizations were made to the usable coordinator. The team also extended the debug AI tools, most notably adding a visualizer for testing tactical-point-system requests.\n\nAI (Vehicle Features)\nThe Vehicle Feature team completed the new fighter-combat AI-flow design and can now play against NPCs with a reasonable variety of behaviors. They recently moved onto testing and tweaking, though they\u2019ll continue to further modify behaviors based on various character traits. For example, making them more aggressive or cautious, which results in visible differences in NPC behavior. This will be the AI Vehicle Feature\u2019s focus over the coming months.\n\nTime was also spent improving ship-spline following. This involved implementing new algorithms for calculating a ship\u2019s speed along a spline to prevent it from flying off. They also began experimenting with the procedurally generated splines feature, which enables ships to fly around reasonably detailed geometry without colliding with anything. This will be useful for various features, including the ship-recall feature mentioned in last month\u2019s report.\n\nAnimation\nAnimation continued discussing creatures, creating a matrix showing the skeleton classes they think should exist and how the creatures could use them.\n\nArt (Characters)\nLast month, the Character Art team completed the frontier toxic and desert environmental wear outfits, the Duster faction\u2019s common outfit, and the frontier light helmet.\n\nAlongside this, Character Concept Art prepared handoff sheets for the Headhunters gang and Duster outfits, and began exploring an upcoming Subscriber item.\n\nArt (Ships)\nLast month, the EU Vehicle Content team completed the final art pass on an all-new vehicle, and the LOD0 art pass began on one of its variants.\n\nAnother new ship passed the whitebox stage; this is nearing completion and will move to the next production stage once an upcoming review is completed.\n\nThe team wrapped up on the RSI Lynx Rover, while another upcoming ground vehicle progressed through the greybox stage.\n\nThe LOD pass on the Argo SRV was completed. Relating to this, a support pass for tractor beams began, which includes retrofitting the new vehicle tractor beam onto existing supported ships. It also involves ensuring that all valid components can be removed using the FPS tractor beam.\n\n\u201cThis has been achieved by adjusting the art and collision on some component bays as well as ensuring there\u2019s a clear path to remove components from the vehicle.\u201d UK Ships Team\n\nA component-bay pass continued on the MISC Freelancer, which progressed to the LOD0 and final-art phase, and the Crusader A1 Spirit continued through the LOD0 phase, passing the greybox review gate. Additionally, the C1 Cargo variant entered the greybox stage.\n\nIn the US, Greybox on an upcoming vehicle was completed.\n\n\u201cWe have redesigned the dashboard and cockpit to allow for better visibility while driving in first-person view. We also did a short pass on optimization, as we found that we may have gone a bit overboard on the detail and needed to pull back a bit, especially in areas rarely seen by the player.\u201d\n\nGreybox on the Aopoa San'tok.y\u0101i progressed, with several areas being redesigned and fleshed out, including the rail system within the glass canopy. The team also created several iterations of the seat and settled on a design that highlights Aopoa\u2019s use of Xi\u2019an anti-gravity technology. In addition, they progressed on the new dashboard to further push the use of alien tech.\n\nCommunity\nThe Community team supported the Alpha 3.18.1 and 3.18.2 release, as well as the recent Free Fly event. Preparations are in full swing for the upcoming Alien Week, and work continued on the New Player Hub. The team is also working on numerous improvements for the Community Hub - many of which have been highly requested, and more info will be shared soon.\n\nApril also saw the kick-off of this year's Bar Citizen World Tour. For the first time ever, members of the Community team visited Phoenix, Arizona in the USA, and followed this up with another visit to Paris, France. Further, as well as supporting a Bar Citizen event in Manchester, UK with over 100 players and 40 CIG staff, several members of the team attended the community-organized convention, Con42, near Frankfurt, Germany.\n\n\"The third iteration of this incredible event brought together nearly 600 community members, as well as many from the CIG staff team, who answered some burning community questions in two dev panels! It was a privilege to attend such a fantastic event and meet so many of you in person, and we loved supporting this super-engaging event.\" Community Team\n\nLastly, the team has been entrenched in CitizenCon 2953 planning, with announcements and activities to be revealed very soon. They are excited to share what's in store for the epic return of this in-person celebration of all things Star Citizen and, most importantly, the community, so keep your eyes peeled in the coming days for more details!\n\nEngine\nBesides support for the ongoing patch release, the Core Engine team ironed out tech developed over the last few months, readying it to be integrated into the main development stream. This includes testing the new P4K format, which will speed up the game\u2019s startup. When QA is finished, the Engine team will begin integrating it into the main development stream and enable it for all other departments.\n\nThe new internal code-build system, StarBuild, is in the final stages of having Linux compilation enabled. Afterward, the team will start to roll this out internally.\n\nFor memory management, the Engine team are continuing to develop an internal tool to better analyze memory usage (and later reduce the memory usage of the game).\n\nFor the Gen12 renderer, the team ported the last remaining legacy rendering passes to the new API. They also began deleting the no-longer-needed legacy code.\nImprovements to the streaming systems began too. First, the team simplified logic to update the per-instance streaming data, which will leave less code to maintain. Additionally, they began moving more streaming logic away from the main thread to background workers; this affects the frame time less and streams objects much faster.\n\nWork was also done on the generic shape system, with the current focus on the editor to allow the designers to set up multiple sub-segments. To improve entity areas, significant code work was done to ensure consistent and non-duplicate enter\/leave events are sent in all cases.\n\nThe entity lifetime system was also updated to allow the designers to specify areas with different rules. For example, adding aggressive cleanup to areas where gameplay is important, like hangers. Various bug fixes and optimizations were completed too.\n\nThe Physics team added winch support to the rope system, which allows them to switch between fixed and pulley attachments.\n\nFor the Alpha 3.18 release and beyond, work went into managing the memory of physics objects. This will allow them to collect every allocation call site as well as utilize customizable upper object limits, which will help to detect leaks.\n\nAdditionally, the old error-prone manual ref counting was replaced with a tagged weak pointer approach, which is safer and more friendly to multi-threading code.\n\nGeometry parts are now assigned a unique ID to enable them to be queried by name. As a side effect, this puts more requirements on debug names, which will make them more expressive and globally unique. Additionally, the individual physical collision of geometry parts can now be disabled.\n\nImprovements were also made to physically based wheeled vehicles on how they handle contact with hard surfaces. A new specialized AABB tree was introduced for use with signed distance fields, which favors a fast tree generating speed at the cost of slower culling code.\n\nLastly, various bug fixes and optimizations were done.\n\nFeatures (Arena Commander)\nDuring April, the Arena Commander Feature team focused on Alpha 3.18.x release support, and finalized planning for the rest of the quarter.\n\nThe Engineering team supported the code rework for the VMA\/loadout customization menus; this will enable it to work better alongside the new spawning technology introduced with Persistent Entity Streaming. Analytics work was also completed, including adding support for features coming later this year.\n\nFinally for Engineering, several new game modes and filters for the new frontend were created to help players find the modes they want from the new game mode selection window.\n\nArena Commander\u2019s Design team finished two versions of the reworked Defford Link track, which were successfully playtested.\n\n\u201cWhile only one of these maps can become Defford Link, after overwhelmingly positive feedback, we'll be releasing the other as a brand-new fourth addition to the New Horizon Speedway collection.\u201d Arena Commander Design Team\n\nDesign also continued to polish the new Arena Commander frontend, adding filters, detail to the game mode tiles, and video backgrounds to the mode buttons. Finally, designs were completed for an unannounced feature.\n\nFeatures (Characters & Weapons)\nIn April, the Features team began adding EVA fuel to the actor loadout. When implemented, players will use fuel as they accelerate or decelerate while free roaming in zero gravity. If fuel runs out, they can use their oxygen supply as a low-grade emergency supplement to get them to safety. However, jumping from surface to surface using the new zero-g traversal system will not use fuel, making it a viable option for players traveling without thrusters or that are low on fuel. The Multi-Tool tractor beam can be used to navigate environments without gravity too.\n\nThe team also worked on flak ammunition. This generates a single projectile that, on explosion, breaks into additional projectiles that fire in random directions. Part of this included implementing the option to add a proximity trigger to any projectile.\n\nFeatures (Gameplay)\nLast month, the EU-based team progressed with the mining update and tractor beam detach\/attach feature, which are targeted for release in Alpha 3.19.\n\nFor Salvage, development of the \u2018munching\u2019 feature began, with the first prototype finished for internal iteration.\n\nFor the refinery, the first blockout for the UI screen was created and the gameplay beats of the various refining methods were discussed. The team now have a clear understanding of what the different deliverables will look like and how the actual gameplay will play and feel.\n\nIn the US, the Design team implemented the halls for Invictus Launch Week. This was done using new functionality from the USPU team, which not only reduces the setup time but also eliminates the possibility of a significant number of bugs historically encountered during the event\u2019s setup.\n\nIn April, the team refactored how in-game ship prices and insurance expedite fees and times are calculated. The process is now automated based on a ship's stats and characteristics, and will continue to evolve as the amount of data factored into the price calculations increases.\n\nAs a result of redistributing mineable resources, the team completed their initial pass on refineries. This will change how efficiently each location refines specific ores based on the abundance of mineable resources within that region. Along with this, they\u2019re currently rebalancing the sell prices of refined resources at the Admin and Trade & Development Division offices to account for this new distribution.\n\n\u201cThese changes are currently in the PTU, and we'll continue to iterate on the new prices as we review the data we receive from testing.\u201d\n\nFinally, the engineers focused on the new cargo deck and external cargo-loading game loop that will be used to support ships such as the MISC Hull C. This is the first step in a sequence of planned updates to make cargo gameplay more physical and tangible. Fundamental concepts, such as the cargo warehouse and asynchronous buy and sell orders, not only support the Hull C but will be important elements in manual cargo loading within hangars.\n\nFeatures (Mission)\nTo add greater variety to in-mission ship combat, the Mission Features team began adding all ships into the enemy spawn pool.\n\n\u201cWe used a tool to pit all ships against one another 1000 times to determine a difficulty progression.\u201d Mission Features Team\n\nWork also continued on Salvage missions, with attention given to missions where salvage is used to restore valuable ships for profit.\n\nDevelopment continued on the Package Extraction, Data Heist, and Consignment Retrieval missions. Various ship interiors were also marked up ready for combat.\n\nOn the code side, many much-needed fixes were added, while work on players defending their ships is almost complete and will soon begin testing.\n\nGraphics, VFX Programming & Planet Tech\nLast month, the Graphics team worked towards enhancing the game\u2019s realism, functionality, and developer workflow with a range of long-awaited features and upgrades. For example, streaming locally compiled skinned meshes is now possible, allowing for much quicker loading and replication of the release build. The editor also has a new HUD feature that indicates when resources are being compiled.\n\nWater volume finetuning began for use on planets, specifically with atmospheric and fog volumes. These integrations are part of the Q2 water deliverables, which also include water ripple simulations in all bodies of water (even down to puddles).\n\nA series of performance and compatibility improvements were made to the core renderer. This included the removal of some legacy CPU-to-GPU buffer management synchronization, which could on occasion cause hangs in Nvidia drivers.\n\nThe team also began moving volumetric fog and gas clouds to Vulkan. They\u2019re currently looking to enable the feature following essential compatibility, functionality, and visual quality control fixes.\n\nThe UI Tech and Graphics teams made considerable progress on the interior-map feature. Last month, the map\u2019s core visual features were completed, with the current focus on performance improvements and polycount optimization. A temporal super-resolution prototype was integrated too, paving the way for improved resolution and clarity across the entire game.\n\nFor the ongoing development of fire tech, a new shared resource manager now efficiently manages 3D texture data across multiple fire emitters associated with a single voxel grid. As part of this, the voxel grid received several important bug fixes, including an out-of-bounds issue caused by discrepancies between the iteration code and preliminary code. This fix ensures accurate and consistent rendering of voxel-based elements within the game.\n\nIn-Game Branding (Montreal)\nIn April, the In-Game Branding team created the interior and exterior signage for Pyro\u2019s Ruin Station and continued supporting the EU Location team.\n\nLighting\nThe Lighting team progressed with core work on cave lighting, which will be added to the PU\u2019s new and existing caves.\n\nProgress continued on Ruin Station alongside other smaller tasks too.\n\nLive Tools\nThe Live Tools team progressed with the design of a new Network Operation Center feature. They\u2019re currently involved in the continuous improvement of the tool, which aims to provide the best experience possible to its users.\n\nThe team also began rolling out a new version of the internal error-handling pipeline.\n\nNarrative\nThe Narrative team spent the month closing out tasks and submitting numerous bug fixes to help get the next patch ready for release. They also continued to give items, clothing, and armor names and descriptions, and worked with Design to improve Salvage missions. They also supported initiatives to help newer players learn the game.\n\nAdditionally, they began working on upcoming content, including the new Package Extraction, Data Heist, and Consignment Retrieval missions. They also looked at expanding the air-traffic-control dialogue to support new gameplay, including the new cargo features.\n\nWork continued on Pyro, with Narrative helping the Content team develop lore for the system\u2019s initial contracts and how players can interact with the various outlaw groups. Additionally, they planned upcoming work to further develop the game\u2019s xeno-languages.\n\nApril also brought with it a batch of new Galactapedia articles alongside a Portfolio exploring the illicit drug WiDoW.\n\nOnline services (Montreal)\nIn addition to bug fixes, performance improvements, and updates to the login-flow code, the Online Services team completed work on changes to long-term persistence (LTP).\n\n\u201cWe rely on LTP for players to be able to transfer progression between releases. LTP had to be completely rewritten for Persistent Entity Streaming, as the old implementation had fundamental issues and would not fit with the concept of full persistence. The new system monitors the global player inventory and simply creates\/destroys LTP records for aggregates stowed into or unstowed from inventories.\u201d Online Services Team\n\nResearch & Development\nIn April, the R&D team continued to focus on improving the temporal render mode for atmospheric and volumetric clouds.\n\n\u201cThe major obstacles to overcome are still occasional noise and temporal artifacts in the raymarched results for various view scenarios, as well as the upsampling of results under the presence of thin silhouettes within a given frame.\u201d R&D Team\n\nAdditionally, improvements to cloud shaping were implemented and are currently in the prototyping stage with Tech Art. The goal is to improve the global vs local read of clouds as well as their volumetric look along the vertical profile, all while avoiding shaping artifacts.\n\nThese changes should also help break up tiling and overcome certain shaping issues due to limited degrees of freedom when building a 3D volume from noise, a set of 2D textures, and the parameterization used to access them.\n\nSystemic Services & Tools\nIn April, the Systemic Services & Tools team progressed with the service-beacon refactor and completed several bug fixes for Alpha 3.18.2. They also completed various shop optimizations and began prototyping mission markers for bounty hunting. They're currently preparing to work on the virtual NPC service.\n\nThe team planned out the next set of milestones for the Quantum\/Odin tool too.\n\nTech Art\/Animation\nIn April, the Tech Animation team made significant progress on head-asset processing. This involved developing a semi-automated system that has not only reduced turnaround time but also improved asset quality.\n\nThe team also continued with DNA integrations, collaborating closely with other teams to integrate their data with the rest of the codebase. Support also continued for the various Feature teams.\n\nUI\nIn April, the UI Art team improved several Squadron 42 features that may eventually make their way into the PU, including improved visuals for radial menus and various weapon screens.\n\nThe UI Tech team worked on several bug fixes and performance improvements and began work on the new interior map.\n\nVFX\nLast month, VFX provided support for several props and interactable items, including new types of volatile cargo.\n\nThey also progressed with tasks for several locations, such as Lorville and various rock caves. A clean-up pass was also done on some older locations, which involved tidying up the levels' layers and making sure placed particle effects were named correctly.\n\nSupport for two new vehicles continued too.","de_DE":"PU-Monatsbericht\nApril 2023\nWillkommen zum PU-Monatsbericht f\u00fcr den Monat April. Lies weiter, um die neuesten Updates von Star Citizens globalen Entwicklungsteams zu erhalten, einschlie\u00dflich Kunst, Engine, Fahrzeuge, Orte und mehr.\n\nKI (Inhalt)\nIm April hat das KI-Content-Team weiter an der Verfeinerung des Verhaltens, der Verbesserung der Animationen und der Entwicklung neuer Funktionen f\u00fcr die PU und Squadron 42 gearbeitet. Dazu geh\u00f6rte die weitere Arbeit an den Verhaltensweisen Schlaf und Bettruhe, die verbesserte Animationen erhielten. Au\u00dferdem wurde an den verschiedenen Freizeitanimationen gefeilt, die es den Charakteren erm\u00f6glichen, fernzusehen und das MobiGlas auf den Etagenbetten zu benutzen.\n\nEs wurden verschiedene KI-Blockout-Animationen f\u00fcr Hausmeistert\u00e4tigkeiten erstellt, z. B. das Platzieren und Benutzen von Eimer und Mopp. AI Content machte auch gro\u00dfe Fortschritte beim Arbeitsablauf des Hausmeisters, wobei Design und Animation eng zusammenarbeiteten.\n\nAI Content f\u00fcgte Variationen f\u00fcr den Wagen hinzu und entfernte sich damit von der Whitebox-Version. Auch eine weitere Erweiterung war geplant. Derzeit wird daran gearbeitet, das \"Ploppen\" des Wagens zu verhindern und die Platzierung der Kisten im Hangar zu verbessern, um ein realistischeres und weniger roboterhaftes Gef\u00fchl zu vermitteln.\n\nAI (Tech)\nIm letzten Monat hat die KI-Technik Fortschritte bei der Navigation und den Bewegungssystemen gemacht.\n\nSie haben auch Aufgaben f\u00fcr den Navigationskosten-Bereichsmodifikator abgeschlossen, der bestimmte Bereiche markiert und die Kosten f\u00fcr Wege durch diese Bereiche erh\u00f6ht oder senkt; dies beeinflusst, welche Wege NSCs oder Bodenfahrzeuge w\u00e4hlen. Neben dem Feinschliff und dem Feedback zu dieser Funktion wurde auch eine M\u00f6glichkeit implementiert, mit der Entity-Tags den Kostenbereich beeinflussen k\u00f6nnen.\n\nEin Ort mit Feuer hat zum Beispiel hohe Kosten f\u00fcr normale NSCs, damit sie ihn meiden. F\u00fcr NSCs, die einen Feuerschutz tragen, sind die Kosten in demselben Gebiet jedoch niedriger.\n\nAu\u00dferdem wurde mit der Arbeit an der Kollisionsvermeidung von Bodenfahrzeugen begonnen, um das System so zu aktualisieren, dass es sowohl die Vermeidung von Fahrzeug-zu-Fahrzeug- als auch von Fahrzeug-zu-NPC-Kollisionen unterst\u00fctzt. Dazu musste die Trennung der Agenten vereinheitlicht werden. Zuvor waren sie nach Agentenart getrennt (mittlere Charaktere, gro\u00dfe Fahrzeuge usw.). Jetzt werden alle Agententypen mit unterschiedlichen Ausweichradien und -regeln gemeinsam verarbeitet, sofern sie sich im selben Navigationsvolumen befinden.\n\nDie KI-Techniker haben das Verhalten und die Anforderungen des taktischen Punktesystems in Bezug auf den Transit aktualisiert. Au\u00dferdem wurde der Transit im Bewegungssystem aufger\u00e4umt und optimiert. Dazu wurde die Logik der Bewegungspausenfunktion aktualisiert, die bei der Ausf\u00fchrung der Logik f\u00fcr die Navigationsverbindung verwendet wird. Jetzt wird nur noch die Bewegungsanforderung in diesem Moment unterbrochen und alle folgenden Anforderungen werden bearbeitet.\n\nIm Bereich der KI-Tools wurden Verbesserungen und Optimierungen am benutzbaren Koordinator vorgenommen. Das Team hat auch die Debugging-Tools f\u00fcr die KI erweitert und vor allem einen Visualizer f\u00fcr das Testen von Anfragen f\u00fcr das taktische Punktesystem hinzugef\u00fcgt.\n\nKI (Fahrzeugfunktionen)\nDas Team f\u00fcr Fahrzeug-Features hat den neuen KI-Flow f\u00fcr den Kampf gegen J\u00e4ger fertiggestellt und kann jetzt gegen NSCs mit einer angemessenen Vielfalt an Verhaltensweisen spielen. K\u00fcrzlich haben sie mit dem Testen und Optimieren begonnen, werden aber auch weiterhin das Verhalten auf der Grundlage verschiedener Charaktereigenschaften ver\u00e4ndern. Zum Beispiel, indem sie sie aggressiver oder vorsichtiger machen, was zu sichtbaren Unterschieden im Verhalten der NSCs f\u00fchrt. Darauf wird sich das KI-Fahrzeug-Feature in den n\u00e4chsten Monaten konzentrieren.\n\nAu\u00dferdem wurde die Verfolgung von Schiffen durch Splines verbessert. Dazu wurden neue Algorithmen zur Berechnung der Geschwindigkeit eines Schiffes entlang eines Splines implementiert, um zu verhindern, dass es davonfliegt. Au\u00dferdem wurde mit der Funktion der prozedural generierten Splines experimentiert, die es Schiffen erm\u00f6glicht, um eine relativ detaillierte Geometrie herumzufliegen, ohne mit irgendetwas zusammenzusto\u00dfen. Dies wird f\u00fcr verschiedene Funktionen n\u00fctzlich sein, unter anderem f\u00fcr die im letzten Bericht erw\u00e4hnte Schiffsr\u00fcckruf-Funktion.\n\nAnimation\nDie Animation hat die Diskussion \u00fcber Kreaturen fortgesetzt und eine Matrix erstellt, in der die Skelettklassen aufgef\u00fchrt sind, die es ihrer Meinung nach geben sollte und wie die Kreaturen sie nutzen k\u00f6nnten.\n\nKunst (Charaktere)\nIm letzten Monat hat das Character Art Team die Outfits f\u00fcr die giftige und die W\u00fcsten-Umweltkleidung, das gemeinsame Outfit der Duster-Fraktion und den leichten Helm f\u00fcr die Grenzg\u00e4nger fertiggestellt.\n\nAu\u00dferdem hat das Character Concept Art-Team \u00dcbergabeb\u00f6gen f\u00fcr die Headhunter-Gang und die Duster-Outfits erstellt und mit der Erkundung eines kommenden Abonnenten-Gegenstands begonnen.\n\nKunst (Schiffe)\nLetzten Monat hat das EU Vehicle Content Team den finalen Art Pass f\u00fcr ein komplett neues Fahrzeug fertiggestellt und mit dem LOD0 Art Pass f\u00fcr eine seiner Varianten begonnen.\n\nEin weiteres neues Schiff hat die Whitebox-Phase durchlaufen; es steht kurz vor der Fertigstellung und wird in die n\u00e4chste Produktionsphase \u00fcbergehen, sobald eine anstehende \u00dcberpr\u00fcfung abgeschlossen ist.\n\nDas Team schloss die Arbeit am RSI Lynx Rover ab, w\u00e4hrend ein anderes neues Bodenfahrzeug die Greybox-Phase durchlief.\n\nDer LOD-Pass f\u00fcr das Argo SRV wurde abgeschlossen. In diesem Zusammenhang wurde mit dem Support Pass f\u00fcr den Zugtr\u00e4ger begonnen, der die Nachr\u00fcstung des neuen Fahrzeugzugtr\u00e4gers auf bereits unterst\u00fctzte Schiffe beinhaltet. Au\u00dferdem muss sichergestellt werden, dass alle g\u00fcltigen Komponenten mit dem FPS-Traktorstrahl entfernt werden k\u00f6nnen.\n\n\"Dies wurde erreicht, indem wir die Kunst und die Kollisionen an einigen Komponentenbuchten angepasst und sichergestellt haben, dass es einen klaren Weg gibt, um Komponenten aus dem Fahrzeug zu entfernen.\" UK Ships Team\n\nDer MISC Freelancer wurde in die LOD0- und Final-Art-Phase \u00fcberf\u00fchrt, und der Crusader A1 Spirit durchlief die LOD0-Phase und passierte das Greybox-Review-Gate. Au\u00dferdem hat die C1 Cargo-Variante die Greybox-Phase erreicht.\n\nIn den USA wurde die Greybox f\u00fcr ein kommendes Fahrzeug abgeschlossen.\n\n\"Wir haben das Armaturenbrett und das Cockpit umgestaltet, um eine bessere Sicht beim Fahren in der Ego-Perspektive zu erm\u00f6glichen. Au\u00dferdem haben wir einen kurzen Optimierungsdurchlauf gemacht, da wir festgestellt haben, dass wir es mit den Details vielleicht etwas \u00fcbertrieben haben und uns etwas zur\u00fccknehmen mussten, vor allem in Bereichen, die der Spieler selten sieht.\"\n\nDie Arbeiten an der Aopoa San'tok.y\u0101i wurden fortgesetzt, wobei mehrere Bereiche neu gestaltet und ausgearbeitet wurden, darunter das Schienensystem innerhalb des Glasdaches. Das Team hat auch mehrere Versionen des Sitzes entworfen und sich auf ein Design geeinigt, das Aopoas Antigravitationstechnologie aus Xi'an hervorhebt. Au\u00dferdem wurde das neue Armaturenbrett weiterentwickelt, um den Einsatz au\u00dferirdischer Technologie weiter voranzutreiben.\n\nCommunity\nDas Community-Team unterst\u00fctzte die Ver\u00f6ffentlichung der Alpha 3.18.1 und 3.18.2 sowie das j\u00fcngste Free Fly Event. Die Vorbereitungen f\u00fcr die kommende Alien-Woche sind in vollem Gange, und die Arbeit am New Player Hub wurde fortgesetzt. Das Team arbeitet au\u00dferdem an zahlreichen Verbesserungen f\u00fcr den Community Hub - viele davon wurden auf vielfachen Wunsch eingef\u00fchrt.\n\nIm April fiel auch der Startschuss f\u00fcr die diesj\u00e4hrige Bar Citizen World Tour. Zum ersten Mal \u00fcberhaupt besuchten Mitglieder des Community-Teams Phoenix, Arizona in den USA, und anschlie\u00dfend Paris, Frankreich. Au\u00dferdem unterst\u00fctzten sie ein Bar Citizen-Event in Manchester (Gro\u00dfbritannien) mit \u00fcber 100 Spielern und 40 CIG-Mitarbeitern und mehrere Mitglieder des Teams nahmen an der von der Community organisierten Con42 in der N\u00e4he von Frankfurt teil.\n\n\"Bei der dritten Auflage dieser unglaublichen Veranstaltung kamen fast 600 Community-Mitglieder und viele CIG-Mitarbeiter zusammen, die in zwei Entwickler-Panels brennende Fragen der Community beantworteten! Es war ein Privileg, an einer so fantastischen Veranstaltung teilzunehmen und so viele von euch pers\u00f6nlich zu treffen. Community-Team\n\nSchlie\u00dflich hat sich das Team in die Planungen f\u00fcr die CitizenCon 2953 vertieft, deren Ank\u00fcndigungen und Aktivit\u00e4ten schon bald bekannt gegeben werden sollen. Sie freuen sich darauf, euch mitzuteilen, was sie f\u00fcr die epische R\u00fcckkehr dieser pers\u00f6nlichen Feier f\u00fcr alles, was mit Star Citizen zu tun hat, und vor allem f\u00fcr die Community auf Lager haben, also haltet in den n\u00e4chsten Tagen die Augen offen f\u00fcr weitere Details!\n\nEngine\nNeben der Unterst\u00fctzung der laufenden Patch-Ver\u00f6ffentlichung hat das Core Engine Team die in den letzten Monaten entwickelte Technik ausgeb\u00fcgelt und f\u00fcr die Integration in den Hauptentwicklungsstrom vorbereitet. Dazu geh\u00f6rt auch das Testen des neuen P4K-Formats, das den Start des Spiels beschleunigen wird. Sobald die Qualit\u00e4tssicherung abgeschlossen ist, wird das Engine-Team damit beginnen, sie in den Hauptentwicklungsstrom zu integrieren und f\u00fcr alle anderen Abteilungen freizugeben.\n\nDas neue interne Code-Build-System, StarBuild, befindet sich in der Endphase, in der die Linux-Kompilierung aktiviert wird. Danach wird das Team damit beginnen, es intern auszurollen.\n\nF\u00fcr die Speicherverwaltung entwickelt das Engine-Team weiterhin ein internes Tool, um die Speichernutzung besser zu analysieren (und sp\u00e4ter die Speichernutzung des Spiels zu reduzieren).\n\nF\u00fcr den Gen12-Renderer hat das Team die letzten verbleibenden Rendering-P\u00e4sse auf die neue API portiert. Au\u00dferdem wurde damit begonnen, den nicht mehr ben\u00f6tigten Legacy-Code zu l\u00f6schen.\nAuch an den Streaming-Systemen wurden Verbesserungen vorgenommen. Zun\u00e4chst hat das Team die Logik zur Aktualisierung der Streaming-Daten pro Instanz vereinfacht, so dass weniger Code zu warten ist. Au\u00dferdem wurde die Streaming-Logik vom Haupt-Thread auf die Background-Worker verlagert, was die Frame-Zeit weniger beeinflusst und die Objekte schneller streamt.\n\nAuch am generischen Shape-System wurde gearbeitet, wobei der Schwerpunkt derzeit auf dem Editor liegt, der es den Designern erm\u00f6glicht, mehrere Untersegmente einzurichten. Um die Entity-Bereiche zu verbessern, wurden umfangreiche Code-Arbeiten durchgef\u00fchrt, um sicherzustellen, dass in allen F\u00e4llen konsistente und nicht doppelte Enter\/Leave-Ereignisse gesendet werden.\n\nDas System f\u00fcr die Lebensdauer von Entit\u00e4ten wurde ebenfalls aktualisiert, damit die Designer\/innen Bereiche mit unterschiedlichen Regeln festlegen k\u00f6nnen. So k\u00f6nnen z. B. Bereiche, in denen das Gameplay wichtig ist, wie z. B. Aufh\u00e4nger, aggressiv aufger\u00e4umt werden. Au\u00dferdem wurden verschiedene Fehlerbehebungen und Optimierungen vorgenommen.\n\nDas Physikteam f\u00fcgte dem Seilsystem eine Windenunterst\u00fctzung hinzu, die es erm\u00f6glicht, zwischen festen Befestigungen und Umlenkrollen zu wechseln.\n\nF\u00fcr die Version Alpha 3.18 und dar\u00fcber hinaus wurde an der Verwaltung des Speichers von Physikobjekten gearbeitet. So k\u00f6nnen alle Zuweisungsaufrufe erfasst und anpassbare Objektobergrenzen verwendet werden, die helfen, Lecks zu erkennen.\n\nAu\u00dferdem wurde die alte, fehleranf\u00e4llige manuelle Z\u00e4hlung von Refs durch einen \"Tagged Weak Pointer\"-Ansatz ersetzt, der sicherer und freundlicher f\u00fcr Multithreading-Code ist.\n\nGeometrieteile werden jetzt mit einer eindeutigen ID versehen, damit sie anhand ihres Namens abgefragt werden k\u00f6nnen. Als Nebeneffekt werden dadurch mehr Anforderungen an Debug-Namen gestellt, was sie ausdrucksst\u00e4rker und global eindeutig macht. Au\u00dferdem kann die individuelle physische Kollision von Geometrieteilen jetzt deaktiviert werden.\n\nAuch bei physisch basierten Fahrzeugen mit R\u00e4dern wurde verbessert, wie sie den Kontakt mit harten Oberfl\u00e4chen handhaben. Ein neuer spezialisierter AABB-Baum wurde f\u00fcr die Verwendung mit vorzeichenbehafteten Abstandsfeldern eingef\u00fchrt, der eine schnelle Baumerzeugung auf Kosten eines langsameren Culling-Codes beg\u00fcnstigt.\n\nSchlie\u00dflich wurden verschiedene Fehlerbehebungen und Optimierungen vorgenommen.\n\nFunktionen (Arena Commander)\nIm April konzentrierte sich das Arena Commander Feature Team auf die Unterst\u00fctzung der Alpha 3.18.x Version und stellte die Planung f\u00fcr den Rest des Quartals fertig.\n\nDas Engineering-Team unterst\u00fctzte die \u00dcberarbeitung des Codes f\u00fcr die VMA\/Loadout-Anpassungsmen\u00fcs, damit diese besser mit der neuen Spawning-Technologie zusammenarbeiten k\u00f6nnen, die mit Persistent Entity Streaming eingef\u00fchrt wurde. Auch die Arbeit an der Analytik wurde abgeschlossen, einschlie\u00dflich der Unterst\u00fctzung f\u00fcr Funktionen, die sp\u00e4ter in diesem Jahr eingef\u00fchrt werden.\n\nIm Bereich Technik schlie\u00dflich wurden mehrere neue Spielmodi und Filter f\u00fcr das neue Frontend erstellt, damit die Spieler\/innen die gew\u00fcnschten Modi im neuen Spielmodus-Auswahlfenster leichter finden k\u00f6nnen.\n\nDas Design-Team des Arena Commanders hat zwei Versionen der \u00fcberarbeiteten Defford Link-Strecke fertiggestellt, die erfolgreich getestet wurden.\n\n\"Obwohl nur eine dieser Karten zu Defford Link werden kann, werden wir nach dem \u00fcberw\u00e4ltigend positiven Feedback die andere als brandneue vierte Erweiterung der New Horizon Speedway Collection ver\u00f6ffentlichen.\" Arena Commander Design Team\n\nDas Designteam hat au\u00dferdem weiter an der neuen Arena Commander-Oberfl\u00e4che gefeilt und Filter, Details f\u00fcr die Spielmodus-Kacheln und Videohintergr\u00fcnde f\u00fcr die Modus-Schaltfl\u00e4chen hinzugef\u00fcgt. Schlie\u00dflich wurden die Entw\u00fcrfe f\u00fcr ein noch nicht angek\u00fcndigtes Feature fertiggestellt.\n\nFeatures (Charaktere und Waffen)\nIm April hat das Feature-Team damit begonnen, EVA-Treibstoff zur Ausr\u00fcstung der Schauspieler hinzuzuf\u00fcgen. Nach der Implementierung verbrauchen die Spieler\/innen Treibstoff, wenn sie beschleunigen oder abbremsen, w\u00e4hrend sie sich in der Schwerelosigkeit frei bewegen. Wenn der Treibstoff zur Neige geht, k\u00f6nnen sie ihren Sauerstoffvorrat als Notreserve nutzen, um sich in Sicherheit zu bringen. Der Sprung von der Oberfl\u00e4che zur Oberfl\u00e4che mit dem neuen Zero-G-Traversalsystem verbraucht jedoch keinen Treibstoff und ist daher eine gute Option f\u00fcr Spieler\/innen, die ohne Triebwerke unterwegs sind oder nur wenig Treibstoff haben. Der Multi-Tool-Traktorstrahl kann auch verwendet werden, um in Umgebungen ohne Schwerkraft zu navigieren.\n\nDas Team hat auch an der Flak-Munition gearbeitet. Diese erzeugt ein einzelnes Projektil, das bei der Explosion in weitere Projektile zerf\u00e4llt, die in zuf\u00e4llige Richtungen feuern. Dazu geh\u00f6rte auch die M\u00f6glichkeit, jedem Projektil einen Ann\u00e4herungsz\u00fcnder hinzuzuf\u00fcgen.\n\nFeatures (Gameplay)\nIm letzten Monat hat das Team in der EU das Bergbau-Update und die Funktion zum Abnehmen und Anbringen des Traktorstrahls vorangetrieben, die in der Alpha 3.19 ver\u00f6ffentlicht werden sollen.\n\nF\u00fcr die Bergung wurde mit der Entwicklung des \"Munching\"-Features begonnen und der erste Prototyp f\u00fcr die interne Iteration fertiggestellt.\n\nF\u00fcr die Raffinerie wurde der erste Blockout f\u00fcr den UI-Bildschirm erstellt und die Gameplay-Beats der verschiedenen Raffinerie-Methoden wurden diskutiert. Das Team hat nun eine klare Vorstellung davon, wie die verschiedenen Ergebnisse aussehen werden und wie sich das Spiel tats\u00e4chlich spielen und anf\u00fchlen wird.\n\nIn den USA implementierte das Design-Team die Hallen f\u00fcr die Invictus Launch Week. Dabei wurde eine neue Funktion des USPU-Teams verwendet, die nicht nur die Einrichtungszeit verk\u00fcrzt, sondern auch die M\u00f6glichkeit einer betr\u00e4chtlichen Anzahl von Fehlern beseitigt, die in der Vergangenheit bei der Einrichtung der Veranstaltung aufgetreten sind.\n\nIm April \u00fcberarbeitete das Team die Berechnung der Schiffspreise im Spiel sowie der Geb\u00fchren und Zeiten f\u00fcr Versicherungsexpeditionen. Der Prozess ist jetzt automatisch und basiert auf den Eigenschaften eines Schiffes. Er wird sich weiter entwickeln, wenn die Menge der Daten, die in die Preisberechnung einflie\u00dfen, w\u00e4chst.\n\nIm Zuge der Umverteilung der abbaubaren Ressourcen hat das Team den ersten Durchgang bei den Raffinerien abgeschlossen. Dadurch wird sich die Effizienz der Veredelung bestimmter Erze an jedem Ort \u00e4ndern, je nachdem, wie viele abbaubare Ressourcen in der jeweiligen Region vorhanden sind. Gleichzeitig werden die Verkaufspreise f\u00fcr veredelte Rohstoffe in den B\u00fcros der Verwaltung und der Abteilung Handel und Entwicklung angepasst, um diese neue Verteilung zu ber\u00fccksichtigen.\n\n\"Diese \u00c4nderungen befinden sich derzeit in der PTU, und wir werden die neuen Preise weiter anpassen, sobald wir die Daten aus den Tests ausgewertet haben.\n\nSchlie\u00dflich konzentrierten sich die Ingenieurinnen und Ingenieure auf das neue Frachtdeck und den externen Frachtladekreislauf, der zur Unterst\u00fctzung von Schiffen wie dem MISC Hull C verwendet wird. Dies ist der erste Schritt in einer Reihe von geplanten Aktualisierungen, die das Spiel mit der Fracht physischer und greifbarer machen sollen. Grundlegende Konzepte wie das Frachtlager und asynchrone Kauf- und Verkaufsauftr\u00e4ge unterst\u00fctzen nicht nur die Hull C, sondern werden auch wichtige Elemente f\u00fcr das manuelle Laden von Fracht in Hangars sein.\n\nFunktionen (Mission)\nUm den Schiffskampf in der Mission abwechslungsreicher zu gestalten, hat das Team f\u00fcr Missionsfeatures damit begonnen, alle Schiffe in den gegnerischen Spawnpool aufzunehmen.\n\n\"Wir haben ein Tool benutzt, mit dem wir alle Schiffe 1000 Mal gegeneinander antreten lie\u00dfen, um einen Schwierigkeitsgrad zu ermitteln.\" Missions-Features-Team\n\nAuch die Arbeit an den Bergungsmissionen wurde fortgesetzt, wobei das Augenmerk auf Missionen lag, in denen wertvolle Schiffe gewinnbringend wiederhergestellt werden m\u00fcssen.\n\nDie Entwicklung der Missionen \"Paket-Extraktion\", \"Datenraub\" und \"Sendungsbergung\" wurde fortgesetzt. Au\u00dferdem wurden verschiedene Schiffsinterieurs kampfbereit gemacht.\n\nAuf der Seite des Codes wurden viele dringend ben\u00f6tigte Korrekturen vorgenommen, w\u00e4hrend die Arbeit an der Verteidigung der Schiffe durch die Spieler\/innen fast abgeschlossen ist und bald mit den Tests beginnen wird.\n\nGrafik, VFX-Programmierung & Planet Tech\nIm letzten Monat hat das Grafikteam daran gearbeitet, den Realismus des Spiels, die Funktionalit\u00e4t und den Arbeitsablauf der Entwickler mit einer Reihe von lang erwarteten Funktionen und Upgrades zu verbessern. Zum Beispiel ist es jetzt m\u00f6glich, lokal kompilierte Meshes zu streamen, was das Laden und Reproduzieren des Release-Builds deutlich beschleunigt. Der Editor verf\u00fcgt au\u00dferdem \u00fcber eine neue HUD-Funktion, die anzeigt, wann Ressourcen kompiliert werden.\n\nDas Finetuning des Wasservolumens wurde f\u00fcr die Verwendung auf Planeten begonnen, insbesondere f\u00fcr das Atmosph\u00e4ren- und Nebelvolumen. Diese Integrationen sind Teil der Wasserlieferungen f\u00fcr das 2. Quartal, zu denen auch die Simulation von Wasserrippeln in allen Gew\u00e4ssern (bis hin zu Pf\u00fctzen) geh\u00f6rt.\n\nEine Reihe von Leistungs- und Kompatibilit\u00e4tsverbesserungen wurden am Kern-Renderer vorgenommen. Dazu geh\u00f6rte die Beseitigung einiger veralteter Synchronisationen zwischen CPU und GPU, die gelegentlich zu H\u00e4ngern in Nvidia-Treibern f\u00fchren konnten.\n\nDas Team hat au\u00dferdem damit begonnen, volumetrischen Nebel und Gaswolken auf Vulkan umzustellen. Derzeit wird gepr\u00fcft, ob die Funktion aktiviert werden kann, nachdem wichtige Kompatibilit\u00e4ts-, Funktions- und visuelle Qualit\u00e4tskontrollen durchgef\u00fchrt wurden.\n\nDie UI Tech- und Grafik-Teams haben erhebliche Fortschritte bei der Innenraumkarte gemacht. Im letzten Monat wurden die wichtigsten visuellen Funktionen der Karte fertiggestellt, wobei der Schwerpunkt derzeit auf Leistungsverbesserungen und der Optimierung der Polygonanzahl liegt. Au\u00dferdem wurde ein Prototyp f\u00fcr die zeitliche Superaufl\u00f6sung integriert, der den Weg f\u00fcr eine verbesserte Aufl\u00f6sung und Klarheit im gesamten Spiel ebnet.\n\nF\u00fcr die Weiterentwicklung der Feuertechnologie verwaltet ein neuer gemeinsamer Ressourcenmanager jetzt effizient die 3D-Texturdaten mehrerer Feuer-Emitter, die mit einem einzigen Voxel-Gitter verbunden sind. In diesem Zusammenhang wurden mehrere wichtige Fehler im Voxel-Gitter behoben, darunter ein Out-of-Bounds-Problem, das durch Diskrepanzen zwischen dem Iterationscode und dem vorl\u00e4ufigen Code verursacht wurde. Diese Korrektur gew\u00e4hrleistet eine genaue und konsistente Darstellung von voxelbasierten Elementen im Spiel.\n\nIn-Game Branding (Montreal)\nIm April hat das In-Game Branding Team die Innen- und Au\u00dfenbeschilderung f\u00fcr Pyro's Ruin Station erstellt und das EU Location Team weiter unterst\u00fctzt.\n\nBeleuchtung\nDas Beleuchtungsteam arbeitete weiter an der Beleuchtung der H\u00f6hlen, die in den neuen und bestehenden H\u00f6hlen der PU eingebaut werden soll.\n\nDie Arbeiten an der Ruinenstation wurden neben anderen kleineren Aufgaben fortgesetzt.\n\nLive-Tools\nDas Live-Tools-Team machte Fortschritte bei der Entwicklung einer neuen Funktion f\u00fcr das Network Operation Center. Das Team arbeitet derzeit an der kontinuierlichen Verbesserung des Tools, um seinen Nutzern die bestm\u00f6gliche Erfahrung zu bieten.\n\nAu\u00dferdem hat das Team mit der Einf\u00fchrung einer neuen Version der internen Fehlerverarbeitungspipeline begonnen.\n\nNarrative\nDas Narrative-Team verbrachte den Monat damit, Aufgaben abzuschlie\u00dfen und zahlreiche Fehlerkorrekturen einzureichen, damit der n\u00e4chste Patch ver\u00f6ffentlicht werden kann. Au\u00dferdem haben sie Gegenst\u00e4nde, Kleidung und R\u00fcstungen mit Namen und Beschreibungen versehen und gemeinsam mit dem Designteam an der Verbesserung der Bergungsmissionen gearbeitet. Au\u00dferdem unterst\u00fctzten sie Initiativen, die neuen Spielern helfen, das Spiel zu erlernen.\n\nAu\u00dferdem begannen sie mit der Arbeit an kommenden Inhalten, darunter die neuen Missionen \"Paketraub\", \"Datenraub\" und \"Sendungsbergung\". Au\u00dferdem haben sie sich mit der Erweiterung des Dialogs in der Luftverkehrskontrolle besch\u00e4ftigt, um das neue Gameplay zu unterst\u00fctzen, einschlie\u00dflich der neuen Frachtfunktionen.\n\nDie Arbeit an Pyro wurde fortgesetzt, wobei Narrative dem Content-Team dabei half, die Geschichte f\u00fcr die ersten Vertr\u00e4ge des Systems zu entwickeln und herauszufinden, wie Spieler\/innen mit den verschiedenen Verbrechergruppen interagieren k\u00f6nnen. Au\u00dferdem planten sie, die Xeno-Sprachen des Spiels weiterzuentwickeln.\n\nIm April gab es au\u00dferdem eine Reihe neuer Galactapedia-Artikel und ein Portfolio, das sich mit der illegalen Droge WiDoW besch\u00e4ftigt.\n\nOnline-Dienste (Montreal)\nNeben Fehlerkorrekturen, Leistungsverbesserungen und Aktualisierungen des Login-Flow-Codes schloss das Team der Online-Dienste die Arbeit an \u00c4nderungen an der Langzeitpersistenz (LTP) ab.\n\n\"Wir sind auf LTP angewiesen, damit die Spieler\/innen ihren Fortschritt zwischen verschiedenen Versionen \u00fcbertragen k\u00f6nnen. LTP musste f\u00fcr Persistent Entity Streaming komplett neu geschrieben werden, da die alte Implementierung grundlegende Probleme hatte und nicht zum Konzept der vollst\u00e4ndigen Persistenz passte. Das neue System \u00fcberwacht das globale Spielerinventar und erstellt bzw. l\u00f6scht einfach LTP-Datens\u00e4tze f\u00fcr Aggregate, die in die Inventare ein- bzw. aus den Inventaren ausgelagert werden.\" Team Online-Dienste\n\nForschung & Entwicklung\nIm April konzentrierte sich das F&E-Team weiterhin auf die Verbesserung des zeitlichen Rendermodus f\u00fcr atmosph\u00e4rische und volumetrische Wolken.\n\n\"Die gr\u00f6\u00dften Hindernisse, die es zu \u00fcberwinden gilt, sind immer noch gelegentliches Rauschen und zeitliche Artefakte in den Raymarchergebnissen f\u00fcr verschiedene Ansichtsszenarien sowie das Upsampling der Ergebnisse bei Vorhandensein von d\u00fcnnen Silhouetten innerhalb eines bestimmten Rahmens.\" F&E-Team\n\nAu\u00dferdem wurden Verbesserungen an der Wolkenformung vorgenommen, die sich derzeit in der Prototyping-Phase mit Tech Art befinden. Ziel ist es, die globale und lokale Lesbarkeit der Wolken sowie ihr volumetrisches Aussehen entlang des vertikalen Profils zu verbessern und gleichzeitig Shaping-Artefakte zu vermeiden.\n\nDiese \u00c4nderungen sollen auch dazu beitragen, die Kacheln aufzubrechen und bestimmte Probleme bei der Formgebung zu \u00fcberwinden, die durch die begrenzten Freiheitsgrade bei der Erstellung eines 3D-Volumens aus Rauschen, einer Reihe von 2D-Texturen und der Parametrisierung f\u00fcr den Zugriff auf diese entstehen.\n\nSystemische Dienste & Tools\nIm April hat das Team von Systemic Services & Tools den Refactor von Service-Beacons vorangetrieben und verschiedene Fehlerbehebungen f\u00fcr Alpha 3.18.2 abgeschlossen. Au\u00dferdem wurden verschiedene Shop-Optimierungen vorgenommen und mit dem Prototyping von Missionsmarkern f\u00fcr die Kopfgeldjagd begonnen. Zurzeit bereiten sie sich auf die Arbeit am virtuellen NSC-Dienst vor.\n\nDas Team hat auch die n\u00e4chsten Meilensteine f\u00fcr das Quantum\/Odin-Tool geplant.\n\nTech Art\/Animation\nIm April machte das Tech Animationsteam gro\u00dfe Fortschritte bei der Verarbeitung von Kopf-Assets. Dazu geh\u00f6rte die Entwicklung eines halbautomatischen Systems, das nicht nur die Durchlaufzeit verk\u00fcrzt, sondern auch die Qualit\u00e4t der Assets verbessert hat.\n\nDas Team arbeitete auch weiter an der DNA-Integration und arbeitete eng mit anderen Teams zusammen, um deren Daten in die \u00fcbrige Codebasis zu integrieren. Auch die Unterst\u00fctzung f\u00fcr die verschiedenen Feature-Teams wurde fortgesetzt.\n\nUI\nIm April hat das UI-Art-Team mehrere Funktionen von Squadron 42 verbessert, die m\u00f6glicherweise in das PU einflie\u00dfen werden, z. B. verbesserte Grafiken f\u00fcr Radialmen\u00fcs und verschiedene Waffenbildschirme.\n\nDas UI-Tech-Team arbeitete an mehreren Fehlerbehebungen und Leistungsverbesserungen und begann mit der Arbeit an der neuen Innenkarte.\n\nVFX\nIm letzten Monat hat das VFX-Team verschiedene Requisiten und interaktive Gegenst\u00e4nde unterst\u00fctzt, darunter neue Arten von fl\u00fcchtiger Fracht.\n\nAu\u00dferdem wurden die Arbeiten an mehreren Orten wie Lorville und verschiedenen Felsh\u00f6hlen vorangetrieben. Au\u00dferdem wurden einige \u00e4ltere Schaupl\u00e4tze aufger\u00e4umt, indem die Ebenen der Levels aufger\u00e4umt und die Partikeleffekte richtig benannt wurden.\n\nDie Unterst\u00fctzung f\u00fcr zwei neue Fahrzeuge wurde ebenfalls fortgesetzt.","zh_CN":"PU Monthly Report\nApril 2023\nWelcome to April\u2019s PU Monthly Report. Read on for the latest updates from Star Citizen\u2019s global development teams, including Art, Engine, Vehicles, Locations, and more.\n\nAI (Content)\nIn April, the AI Content team continued to refine behaviors, improve animations, and develop new features for the PU and Squadron 42. This involved further work on the sleep and bed-relaxation behaviors, which received improved animations. They also polished the various leisure animations that allow characters to watch TV and use the mobiGlas on bunk beds.\n\nVarious AI blockout animations for janitorial tasks were created, such as placing and using the bucket and mop. AI Content also made significant progress on the janitor's workflow, with Design and Animation working closely together.\n\nAI Content added variation to the trolley artwork, moving away from the whitebox version. Further expansion was planned too. They\u2019re currently looking to prevent trolley \u2018popping\u2019 and improve box placement in the hangar for a more-realistic and less-robotic feel.\n\nAI (Tech)\nLast month, AI Tech progressed with navigation and movement system features.\n\nThey also completed tasks for the navigation-cost-area modifier, which will mark specific areas and increase or decrease the cost of paths that go through them; this will influence which paths NPCs or ground vehicles choose. Alongside polishing and providing feedback on the feature, a way for entity tags to influence cost area was implemented.\n\nFor example, a location with fire will have a high cost for normal NPCs to ensure they avoid it. However, the same area will have a lower cost for NPCs wearing fire protection.\n\nWork also began on ground-vehicle collision avoidance, which involved updating the system to support both vehicle-to-vehicle and vehicle-to-NPC avoidance. This required unifying how agents are separated. Previously, they were separated by agent type (medium characters, large vehicles, etc.). Now, all agent types with different avoidance radiuses and rules are processed together providing they\u2019re in the same navigation volume.\n\nAI Tech updated behavior and tactical-point-system requests relating to transit. They also cleaned up and optimized transit in the movement system, which involved updating the pause-movement functionality logic used when running navigation-link logic. Now, it will only pause the movement request at that moment, and all follow requests will be processed.\n\nOn the AI Tools side, improvements and optimizations were made to the usable coordinator. The team also extended the debug AI tools, most notably adding a visualizer for testing tactical-point-system requests.\n\nAI (Vehicle Features)\nThe Vehicle Feature team completed the new fighter-combat AI-flow design and can now play against NPCs with a reasonable variety of behaviors. They recently moved onto testing and tweaking, though they\u2019ll continue to further modify behaviors based on various character traits. For example, making them more aggressive or cautious, which results in visible differences in NPC behavior. This will be the AI Vehicle Feature\u2019s focus over the coming months.\n\nTime was also spent improving ship-spline following. This involved implementing new algorithms for calculating a ship\u2019s speed along a spline to prevent it from flying off. They also began experimenting with the procedurally generated splines feature, which enables ships to fly around reasonably detailed geometry without colliding with anything. This will be useful for various features, including the ship-recall feature mentioned in last month\u2019s report.\n\nAnimation\nAnimation continued discussing creatures, creating a matrix showing the skeleton classes they think should exist and how the creatures could use them.\n\nArt (Characters)\nLast month, the Character Art team completed the frontier toxic and desert environmental wear outfits, the Duster faction\u2019s common outfit, and the frontier light helmet.\n\nAlongside this, Character Concept Art prepared handoff sheets for the Headhunters gang and Duster outfits, and began exploring an upcoming Subscriber item.\n\nArt (Ships)\nLast month, the EU Vehicle Content team completed the final art pass on an all-new vehicle, and the LOD0 art pass began on one of its variants.\n\nAnother new ship passed the whitebox stage; this is nearing completion and will move to the next production stage once an upcoming review is completed.\n\nThe team wrapped up on the RSI Lynx Rover, while another upcoming ground vehicle progressed through the greybox stage.\n\nThe LOD pass on the Argo SRV was completed. Relating to this, a support pass for tractor beams began, which includes retrofitting the new vehicle tractor beam onto existing supported ships. It also involves ensuring that all valid components can be removed using the FPS tractor beam.\n\n\u201cThis has been achieved by adjusting the art and collision on some component bays as well as ensuring there\u2019s a clear path to remove components from the vehicle.\u201d UK Ships Team\n\nA component-bay pass continued on the MISC Freelancer, which progressed to the LOD0 and final-art phase, and the Crusader A1 Spirit continued through the LOD0 phase, passing the greybox review gate. Additionally, the C1 Cargo variant entered the greybox stage.\n\nIn the US, Greybox on an upcoming vehicle was completed.\n\n\u201cWe have redesigned the dashboard and cockpit to allow for better visibility while driving in first-person view. We also did a short pass on optimization, as we found that we may have gone a bit overboard on the detail and needed to pull back a bit, especially in areas rarely seen by the player.\u201d\n\nGreybox on the Aopoa San'tok.y\u0101i progressed, with several areas being redesigned and fleshed out, including the rail system within the glass canopy. The team also created several iterations of the seat and settled on a design that highlights Aopoa\u2019s use of Xi\u2019an anti-gravity technology. In addition, they progressed on the new dashboard to further push the use of alien tech.\n\nCommunity\nThe Community team supported the Alpha 3.18.1 and 3.18.2 release, as well as the recent Free Fly event. Preparations are in full swing for the upcoming Alien Week, and work continued on the New Player Hub. The team is also working on numerous improvements for the Community Hub - many of which have been highly requested, and more info will be shared soon.\n\nApril also saw the kick-off of this year's Bar Citizen World Tour. For the first time ever, members of the Community team visited Phoenix, Arizona in the USA, and followed this up with another visit to Paris, France. Further, as well as supporting a Bar Citizen event in Manchester, UK with over 100 players and 40 CIG staff, several members of the team attended the community-organized convention, Con42, near Frankfurt, Germany.\n\n\"The third iteration of this incredible event brought together nearly 600 community members, as well as many from the CIG staff team, who answered some burning community questions in two dev panels! It was a privilege to attend such a fantastic event and meet so many of you in person, and we loved supporting this super-engaging event.\" Community Team\n\nLastly, the team has been entrenched in CitizenCon 2953 planning, with announcements and activities to be revealed very soon. They are excited to share what's in store for the epic return of this in-person celebration of all things Star Citizen and, most importantly, the community, so keep your eyes peeled in the coming days for more details!\n\nEngine\nBesides support for the ongoing patch release, the Core Engine team ironed out tech developed over the last few months, readying it to be integrated into the main development stream. This includes testing the new P4K format, which will speed up the game\u2019s startup. When QA is finished, the Engine team will begin integrating it into the main development stream and enable it for all other departments.\n\nThe new internal code-build system, StarBuild, is in the final stages of having Linux compilation enabled. Afterward, the team will start to roll this out internally.\n\nFor memory management, the Engine team are continuing to develop an internal tool to better analyze memory usage (and later reduce the memory usage of the game).\n\nFor the Gen12 renderer, the team ported the last remaining legacy rendering passes to the new API. They also began deleting the no-longer-needed legacy code.\nImprovements to the streaming systems began too. First, the team simplified logic to update the per-instance streaming data, which will leave less code to maintain. Additionally, they began moving more streaming logic away from the main thread to background workers; this affects the frame time less and streams objects much faster.\n\nWork was also done on the generic shape system, with the current focus on the editor to allow the designers to set up multiple sub-segments. To improve entity areas, significant code work was done to ensure consistent and non-duplicate enter\/leave events are sent in all cases.\n\nThe entity lifetime system was also updated to allow the designers to specify areas with different rules. For example, adding aggressive cleanup to areas where gameplay is important, like hangers. Various bug fixes and optimizations were completed too.\n\nThe Physics team added winch support to the rope system, which allows them to switch between fixed and pulley attachments.\n\nFor the Alpha 3.18 release and beyond, work went into managing the memory of physics objects. This will allow them to collect every allocation call site as well as utilize customizable upper object limits, which will help to detect leaks.\n\nAdditionally, the old error-prone manual ref counting was replaced with a tagged weak pointer approach, which is safer and more friendly to multi-threading code.\n\nGeometry parts are now assigned a unique ID to enable them to be queried by name. As a side effect, this puts more requirements on debug names, which will make them more expressive and globally unique. Additionally, the individual physical collision of geometry parts can now be disabled.\n\nImprovements were also made to physically based wheeled vehicles on how they handle contact with hard surfaces. A new specialized AABB tree was introduced for use with signed distance fields, which favors a fast tree generating speed at the cost of slower culling code.\n\nLastly, various bug fixes and optimizations were done.\n\nFeatures (Arena Commander)\nDuring April, the Arena Commander Feature team focused on Alpha 3.18.x release support, and finalized planning for the rest of the quarter.\n\nThe Engineering team supported the code rework for the VMA\/loadout customization menus; this will enable it to work better alongside the new spawning technology introduced with Persistent Entity Streaming. Analytics work was also completed, including adding support for features coming later this year.\n\nFinally for Engineering, several new game modes and filters for the new frontend were created to help players find the modes they want from the new game mode selection window.\n\nArena Commander\u2019s Design team finished two versions of the reworked Defford Link track, which were successfully playtested.\n\n\u201cWhile only one of these maps can become Defford Link, after overwhelmingly positive feedback, we'll be releasing the other as a brand-new fourth addition to the New Horizon Speedway collection.\u201d Arena Commander Design Team\n\nDesign also continued to polish the new Arena Commander frontend, adding filters, detail to the game mode tiles, and video backgrounds to the mode buttons. Finally, designs were completed for an unannounced feature.\n\nFeatures (Characters & Weapons)\nIn April, the Features team began adding EVA fuel to the actor loadout. When implemented, players will use fuel as they accelerate or decelerate while free roaming in zero gravity. If fuel runs out, they can use their oxygen supply as a low-grade emergency supplement to get them to safety. However, jumping from surface to surface using the new zero-g traversal system will not use fuel, making it a viable option for players traveling without thrusters or that are low on fuel. The Multi-Tool tractor beam can be used to navigate environments without gravity too.\n\nThe team also worked on flak ammunition. This generates a single projectile that, on explosion, breaks into additional projectiles that fire in random directions. Part of this included implementing the option to add a proximity trigger to any projectile.\n\nFeatures (Gameplay)\nLast month, the EU-based team progressed with the mining update and tractor beam detach\/attach feature, which are targeted for release in Alpha 3.19.\n\nFor Salvage, development of the \u2018munching\u2019 feature began, with the first prototype finished for internal iteration.\n\nFor the refinery, the first blockout for the UI screen was created and the gameplay beats of the various refining methods were discussed. The team now have a clear understanding of what the different deliverables will look like and how the actual gameplay will play and feel.\n\nIn the US, the Design team implemented the halls for Invictus Launch Week. This was done using new functionality from the USPU team, which not only reduces the setup time but also eliminates the possibility of a significant number of bugs historically encountered during the event\u2019s setup.\n\nIn April, the team refactored how in-game ship prices and insurance expedite fees and times are calculated. The process is now automated based on a ship's stats and characteristics, and will continue to evolve as the amount of data factored into the price calculations increases.\n\nAs a result of redistributing mineable resources, the team completed their initial pass on refineries. This will change how efficiently each location refines specific ores based on the abundance of mineable resources within that region. Along with this, they\u2019re currently rebalancing the sell prices of refined resources at the Admin and Trade & Development Division offices to account for this new distribution.\n\n\u201cThese changes are currently in the PTU, and we'll continue to iterate on the new prices as we review the data we receive from testing.\u201d\n\nFinally, the engineers focused on the new cargo deck and external cargo-loading game loop that will be used to support ships such as the MISC Hull C. This is the first step in a sequence of planned updates to make cargo gameplay more physical and tangible. Fundamental concepts, such as the cargo warehouse and asynchronous buy and sell orders, not only support the Hull C but will be important elements in manual cargo loading within hangars.\n\nFeatures (Mission)\nTo add greater variety to in-mission ship combat, the Mission Features team began adding all ships into the enemy spawn pool.\n\n\u201cWe used a tool to pit all ships against one another 1000 times to determine a difficulty progression.\u201d Mission Features Team\n\nWork also continued on Salvage missions, with attention given to missions where salvage is used to restore valuable ships for profit.\n\nDevelopment continued on the Package Extraction, Data Heist, and Consignment Retrieval missions. Various ship interiors were also marked up ready for combat.\n\nOn the code side, many much-needed fixes were added, while work on players defending their ships is almost complete and will soon begin testing.\n\nGraphics, VFX Programming & Planet Tech\nLast month, the Graphics team worked towards enhancing the game\u2019s realism, functionality, and developer workflow with a range of long-awaited features and upgrades. For example, streaming locally compiled skinned meshes is now possible, allowing for much quicker loading and replication of the release build. The editor also has a new HUD feature that indicates when resources are being compiled.\n\nWater volume finetuning began for use on planets, specifically with atmospheric and fog volumes. These integrations are part of the Q2 water deliverables, which also include water ripple simulations in all bodies of water (even down to puddles).\n\nA series of performance and compatibility improvements were made to the core renderer. This included the removal of some legacy CPU-to-GPU buffer management synchronization, which could on occasion cause hangs in Nvidia drivers.\n\nThe team also began moving volumetric fog and gas clouds to Vulkan. They\u2019re currently looking to enable the feature following essential compatibility, functionality, and visual quality control fixes.\n\nThe UI Tech and Graphics teams made considerable progress on the interior-map feature. Last month, the map\u2019s core visual features were completed, with the current focus on performance improvements and polycount optimization. A temporal super-resolution prototype was integrated too, paving the way for improved resolution and clarity across the entire game.\n\nFor the ongoing development of fire tech, a new shared resource manager now efficiently manages 3D texture data across multiple fire emitters associated with a single voxel grid. As part of this, the voxel grid received several important bug fixes, including an out-of-bounds issue caused by discrepancies between the iteration code and preliminary code. This fix ensures accurate and consistent rendering of voxel-based elements within the game.\n\nIn-Game Branding (Montreal)\nIn April, the In-Game Branding team created the interior and exterior signage for Pyro\u2019s Ruin Station and continued supporting the EU Location team.\n\nLighting\nThe Lighting team progressed with core work on cave lighting, which will be added to the PU\u2019s new and existing caves.\n\nProgress continued on Ruin Station alongside other smaller tasks too.\n\nLive Tools\nThe Live Tools team progressed with the design of a new Network Operation Center feature. They\u2019re currently involved in the continuous improvement of the tool, which aims to provide the best experience possible to its users.\n\nThe team also began rolling out a new version of the internal error-handling pipeline.\n\nNarrative\nThe Narrative team spent the month closing out tasks and submitting numerous bug fixes to help get the next patch ready for release. They also continued to give items, clothing, and armor names and descriptions, and worked with Design to improve Salvage missions. They also supported initiatives to help newer players learn the game.\n\nAdditionally, they began working on upcoming content, including the new Package Extraction, Data Heist, and Consignment Retrieval missions. They also looked at expanding the air-traffic-control dialogue to support new gameplay, including the new cargo features.\n\nWork continued on Pyro, with Narrative helping the Content team develop lore for the system\u2019s initial contracts and how players can interact with the various outlaw groups. Additionally, they planned upcoming work to further develop the game\u2019s xeno-languages.\n\nApril also brought with it a batch of new Galactapedia articles alongside a Portfolio exploring the illicit drug WiDoW.\n\nOnline services (Montreal)\nIn addition to bug fixes, performance improvements, and updates to the login-flow code, the Online Services team completed work on changes to long-term persistence (LTP).\n\n\u201cWe rely on LTP for players to be able to transfer progression between releases. LTP had to be completely rewritten for Persistent Entity Streaming, as the old implementation had fundamental issues and would not fit with the concept of full persistence. The new system monitors the global player inventory and simply creates\/destroys LTP records for aggregates stowed into or unstowed from inventories.\u201d Online Services Team\n\nResearch & Development\nIn April, the R&D team continued to focus on improving the temporal render mode for atmospheric and volumetric clouds.\n\n\u201cThe major obstacles to overcome are still occasional noise and temporal artifacts in the raymarched results for various view scenarios, as well as the upsampling of results under the presence of thin silhouettes within a given frame.\u201d R&D Team\n\nAdditionally, improvements to cloud shaping were implemented and are currently in the prototyping stage with Tech Art. The goal is to improve the global vs local read of clouds as well as their volumetric look along the vertical profile, all while avoiding shaping artifacts.\n\nThese changes should also help break up tiling and overcome certain shaping issues due to limited degrees of freedom when building a 3D volume from noise, a set of 2D textures, and the parameterization used to access them.\n\nSystemic Services & Tools\nIn April, the Systemic Services & Tools team progressed with the service-beacon refactor and completed several bug fixes for Alpha 3.18.2. They also completed various shop optimizations and began prototyping mission markers for bounty hunting. They're currently preparing to work on the virtual NPC service.\n\nThe team planned out the next set of milestones for the Quantum\/Odin tool too.\n\nTech Art\/Animation\nIn April, the Tech Animation team made significant progress on head-asset processing. This involved developing a semi-automated system that has not only reduced turnaround time but also improved asset quality.\n\nThe team also continued with DNA integrations, collaborating closely with other teams to integrate their data with the rest of the codebase. Support also continued for the various Feature teams.\n\nUI\nIn April, the UI Art team improved several Squadron 42 features that may eventually make their way into the PU, including improved visuals for radial menus and various weapon screens.\n\nThe UI Tech team worked on several bug fixes and performance improvements and began work on the new interior map.\n\nVFX\nLast month, VFX provided support for several props and interactable items, including new types of volatile cargo.\n\nThey also progressed with tasks for several locations, such as Lorville and various rock caves. A clean-up pass was also done on some older locations, which involved tidying up the levels' layers and making sure placed particle effects were named correctly.\n\nSupport for two new vehicles continued too."},"links_count":0,"comment_count":0,"created_at":"2023-05-03T23:00:00+00:00","created_at_human":"3 years ago"},"meta":{"processed_at":"2026-05-07 19:09:18","valid_relations":["images","links"],"prev_id":19264,"next_id":19268}}