{"data":{"id":19317,"title":"Star Citizen Monthly Report: May 2023","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/19317-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/19317","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/19317","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":31083,"name":"community5.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/2577fbf77dddbeb8e50abcf57cf4413500aec531\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResk6AA7F5n3TY6V3XKpt31MfhCMpHBbabev\/community5.png","alt":"g-illustration","size":1584841,"mime_type":"image\/png","last_modified":"2023-06-07T23:01:04+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31083","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31083\/similar"},{"id":31085,"name":"community2.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/b414d82d0d2a21e05157d630c5cccc5339ca1f7a\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResetjWwtZcKvfejDuYxBHK9EwM4f81RAm7t\/community2.png","alt":"g-illustration","size":4599162,"mime_type":"image\/png","last_modified":"2023-06-07T23:01:05+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31085","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31085\/similar"},{"id":31087,"name":"community3.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/89251a793872c3c9ce0bdc7b649e1b0d2b5595e9\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjCV9J33RqShybRZaEgMBZXkbc4UG7Ajzn\/community3.png","alt":"g-illustration","size":4362258,"mime_type":"image\/png","last_modified":"2023-06-07T23:01:06+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31087","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31087\/similar"},{"id":31089,"name":"community4.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/f657c3123024f4abe049f31cf9e6bf46402f8db1\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResik6Bs3iaqWEUunhgvy7wrn6UUJpT1fNgn\/community4.png","alt":"g-illustration","size":5258726,"mime_type":"image\/png","last_modified":"2023-06-07T23:01:08+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31089","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31089\/similar"},{"id":31091,"name":"ac.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/04d9fe8357fb87980130a80bc15e34ea521ab8fc\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskCsnKmVyWA4pkwrR2ntMMce9qxRk7hds4\/ac.png","alt":"g-illustration","size":3563020,"mime_type":"image\/png","last_modified":"2023-06-07T23:01:10+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31091","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31091\/similar"},{"id":31093,"name":"ac2.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/d5263dc64aee194330f06df17524cedf8788f740\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskZZqfh2Bo5729pGPSXZoXCz75MEk91Waz\/ac2.png","alt":"g-illustration","size":2589342,"mime_type":"image\/png","last_modified":"2023-06-07T23:01:12+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31093","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31093\/similar"},{"id":31095,"name":"locations3.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/a642e79630dbc36e148d87e590817292d8bc0280\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskqgUauW6KCzHyDfBNCN41nDdJQFYcM3Zp\/locations3.png","alt":"g-illustration","size":3908088,"mime_type":"image\/png","last_modified":"2023-06-07T23:01:14+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31095","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31095\/similar"}],"images_count":15,"translations":{"en_EN":"PU Monthly Report\nMay 2023\nWelcome to the latest PU Monthly Report! Last month, Cloud Imperium\u2019s dev teams continued working towards Alpha 3.20 and beyond, including making updates to Arena Commander, new vehicles, and more. Read on for everything done across our global studios throughout May.\n\nAI (Tech)\nLast month, AI Tech continued to improve the collision-avoidance system to give better results when ground vehicles pass each other or NPCs. They also added support for driving along a predefined route, similar to how NPCs can move along a path. For this case, the designers can specify certain properties for the route, like the maximum permitted speed, which direction it should be driven, and if it should loop.\n\nWork then began on a dynamic pathfinding regeneration feature to improve how NPCs find and follow alternative routes. For example, if a hazard (tree falling, vehicle stopping, fire hazard, etc.) impacts a navigation mesh triangle, the navigation volume will notify all related paths and check if new requests are submitted. The first stage of this was implementing an anchor structure to keep track of a location's navigation meshes and triangles, which is notified when a triangle is changed. These navigation anchors are then used to understand when parts of a triangle are modified and to check if new pathfinding is needed.\n\nMay also saw AI Tech begin investigating and implementing a solution for NPCs entering and exiting ships from EVA using the external doors of an airlock system. For this, they set up ship and seat access as a usable to allow NPCs to find their closest entry position, fly to it, and trigger the right interaction. They also had to account for a ship\u2019s rotational velocity and allow NPCs to adjust their orientation as they approach.\n\nOn the AI tools side, improvements continued for both the usable coordinator and Apollo Subsumption. For the usable coordinator, optimizations were made to the code and logic flow. They updated the visuals and changed to a new usable data view too. For Apollo, the team implemented \u2018find references\u2019 functionality with support for Subsumption functions.\n\nAI Tech also completed various support tasks, including creating flowgraph nodes for all Subsumption assignments to help the designers create scripted AI behaviors. More variable types for use as assignment inputs were added alongside support for the usable system, tactical point system, and Alpha 3.19.\n\nAnimation\nThe Facial Animation team continued to create assets for PU-specific character types, this time relating to missions and gameplay.\n\nArt (Characters)\nIn May, the Character Art team began work on two outfits for the Dusters gang and one for the Headhunters. Alongside this, Character Concept Art prepared hand-off documents for further Dusters outfits.\n\nArt (Ships)\nIn the UK, the Vehicle Content team moved an as-yet-unannounced ship through the whitebox stage; it\u2019s currently in greybox, with both the interior and exterior progressing well. A new ground-vehicle variant progressed through the greybox stage too.\n\nThe team approached the end of their pass on vehicle tractor beams. This included work on the Origin 315p, Drake Caterpillar and Cutlass Black, Consolidated Outland Nomad, and MISC Hull C.\n\nDevelopment of the Crusader Spirit continued \u2013 the C1 is almost greybox complete, while the A1 had its LOD0 review scheduled for early June.\n\nThe MISC Freelancer\u2019s component rework progressed through the final-art stage, with LODs mostly finished and some polish tasks outstanding; it\u2019s due to finish final art this month.\n\nLast month, the team began preparing the RSI Polaris for whitebox.\n\n\u201cBecause this is a sizeable capital ship, we have been breaking the vehicle down and planning a resource pack so that an interior can be constructed out of reusable elements. We also spent time reviewing the concept to highlight any areas that would need additional design time due to new gold-standard requirements.\u201d EU Vehicle Team\n\nIn the US, the Tumbril Storm approached the end of the LOD0 greybox stage, with the team applying materials, poms, and decals to the exterior and interior. This is currently in the polishing stage, with the devs tuning the visual balance. They also applied wear to the entire exterior and prepared to begin customization work with various paints. The vehicle\u2019s interior lighting is nearly complete, with an upcoming pass planned for the exterior.\n\nGreybox on the Aopoa San'tok.y\u0101i is mostly complete, with only dashboard work remaining.\n\n\u201cWe have been generating a new set of textures to be used for labeling and the dashboard buttons as well as creating a new damage map to show through the gaps in the armor, which will be unique to Aopoa. We are also creating a new pom sheet, which will also be unique to Aopoa.\u201d US Vehicle Team\n\nCommunity\nIn May, the Community team supported the completion of the Alpha 3.18 patch cycle and the launch of Alpha 3.19: Call to Adventure by providing the developers with a wealth of feedback from the community. This involved working alongside the Player Experience team to collect, collate, and implement feedback to further improve the overall player experience. They also continued tracking, reporting, and following up on the more common bugs and performance issues the community was facing.\nIn preparation for Alpha 3.19, the Community Team released another edition of Patch Watch to highlight new features not on the roadmap, as well as a contest welcoming the community to ArcCorp.\n\n\nMay also saw the culmination of months of preparation as the doors of the Bevic Convention Center opened for Invictus Launch Week 2953. To set players up for success and ensure that both newcomers and veterans got the most out of the military-themed event, the team compiled a comprehensive collection of information, including the ILW FAQ, New Player Guide, Welcome Hub, Welcome Back Pilot Page, and a Spectrum catch-all post.\nTo add to the festivities, the community-favorite manufacturer screenshot challenges returned. Invictus Launch Week also saw the unveiling of several new vehicles, and to share more information with the community directly from the designers, the team published separate Q&As for the Tumbril Storm, RSI Lynx, and Mirai Fury series.\nFurthermore, the team supported and attended community-driven events and met players in person at the Be@Con event in Belgium and the Sacramento Bar Citizen as part of their Bar Citizen World Tour.\n\nLastly, the team continued preparing for several upcoming real-life events, such as CitizenCon and the upcoming International Bar Citizen Weekend.\n\u201cInternational Bar Citizen Weekend 2023 will take place June 17 through 18 at venues near all our studios, and we would love to see you there for some beverages and banter!\u201d Community Team\n\nEngine\nPart of the Core Engine team\u2019s work last month was supporting Alpha 3.19. A major element of this was enabling Design to overwrite density lifetime manager settings based on spatial markup. Once Design utilize this, the Engine team will be able to add specific \u2018cleanup\u2019 rules to different areas of the game. For example, some areas could be cleaned up more aggressively to prevent persistent items from negatively affecting gameplay.\n\nThe team also progressed with their work on StarBuild, adding the remaining Linux support. StarBuild is now on feature parity with the old code build system and will be rolled out to other departments soon.\n\nFor the renderer, the team started removing legacy Gen-12 code. There is a lot to remove, but this will result in leaner and easier-to-maintain renderer code when complete.\n\nThe Core Engine team also progressed with the generic shape system, adding editor support to save generic as well as remaining shapes. Multiple segments will be added before it\u2019s handed to the designers to use.\n\nFor MemReplay 2.0, the team are currently adding more features, including file open dialog, faster loading, and async symbol resolving to get it ready for wider use. They\u2019re also adding optimizations and continuing to stabilize their feature stream to integrate it back into the main development stream.\n\nLast month, the Physics team focused on improving and bug-fixing the new method for tracking unique geometry parts.\n\nThey then improved cloth simulation for better simulation results, updated the rope and pulley systems, and added cantilever simulation support.\n\nFinally, Physics supported Vehicles on tech issues and investigated performance issues with Alpha 3.19 for the Release team.\n\nFeatures (Arena Commander)\nLast month, the Engineering team began a full refactor of how the game-rules system serializes network variables and communicates with the server, which will make it compatible with Server Meshing. Work also continued on a full refactor of the spawning module.\n\nInitial work was completed on a new game rule difficulty module. This was handed off to the Squadron 42 team for expansion, as it will initially be used to allow them to set varying parameters based on the selected difficulty mode. However, the Features team is expecting to pick it up again after Alpha 3.20 for use in Arena Commander's PvE game modes.\n\nA refactor was also done on how loading screens are utilized. The team are currently experimenting with having separate game mode load screens that update to show the map once a response from the server confirms where the client is heading. This will fix a long-standing issue of load screens inaccurately showing the map players are about to enter.\n\nA rework of team balancing and competitive scoring also began last month. This will enable groups of players to stay together more consistently, balance teams based on leaderboard stats, and enable a new mechanic allowing players to volunteer to switch teams if an imbalance is detected during a match. For competitive scoring, the team are currently experimenting with various adjustments, including awarding higher scores based on the KDA\/rankings of opponents and awarding lower scores for killing the same player repeatedly.\n\nFinally, Engineering began experimenting with increasing max server FPS, decreasing the actor delay buffer, and increasing packet rate in an effort to reduce latency and desync in Star Marine.\n\nIn May, Arena Commander\u2019s Design team began converting the Theaters of War spawn screen to most other game modes. This will allow players to select their general spawn area, customize FPS loadouts from within matches, and select FPS and vehicle loadouts on the fly.\n\nWork also progressed on an upgrade to Vanduul Swarm, with the team experimenting with new gameplay mechanics. The conversion of Security Post Kareah was also completed, which will be added as a new map to all game modes except Classic Race. The team also polished the track layout for the fourth new addition to the New Horizon Speedway collection, Halloran Circuit, while putting the finishing touches to the first atmospheric arena. The arena, Winner's Circle, will be available in all dogfighting game modes.\n\nFinally, the Design and VFX teams completed a pass of all locations featured in Arena Commander to increase their overall visual quality.\n\nFeatures (Characters & Weapons)\nLast month, the Features team worked on ammo re-pooling, which allows players to redistribute the ammunition stored in their suit and inventory to maximize the number of full magazines. Once complete, it will make it less likely a player is left with a large number of magazines containing a few bullets each, as it will prioritize filling up the magazine in the weapon first.\n\nThe team also explored a new negative actor status triggered by radiation. Radiation can be generated from a point emitter, which has a bigger impact on characters the closer they are to the source, or can be ambient within a room. Irradiated water was also explored, which affects an actor based on how submerged they are. When a character is affected by radiation, the protection of their outfit will start to decay. Once protection is gone, the actor will suffer radiation sickness and will need to seek medical aid to recover. The outfit will regenerate its protective layer over time.\n\nFeatures (Gameplay)\nMontreal\u2019s PU team focused on proof-of-concept investigations for the entity-removal\/destruction\/trash-bin feature. The feature\u2019s test-driven development will be based on these investigation results and proof-of-concept findings, the latter of which was completed last month.\n\nThe team also supported the \u2018VehicleDied\u2019 event, which is used by Soft Death and vehicle destruction, and made quality-of-life bug fixes for Alpha 3.19.1, staging content, and game dev.\n\nPlus, an issue with the RSI Constellation series\u2019 co-pilot seat UI not connecting properly to IFCS was fixed in the content files. This was combined with a code fix aimed at the UI rules to prevent it from only tracking the pilot. These changes also create the potential for other ships to have their co-pilot UI updated properly if needed.\n\nFeatures (Mission)\nThe Mission Feature team continued to work on the ship escort, data heist, and consignment retrieval missions and added the finishing touches to a new unlawful salvage mission where a ship must be stripped of an incriminating paint job before law enforcement arrives.\n\n\u201cAnother exciting development is that we\u2019re exploring a new lightweight PVP\/PVE event set aboard a modified version of the Siege of Orison barge, in which players must figure out how to open shipping containers in order to steal the items within, all while Nine Tails outlaws hold down the location for themselves.\u201d Mission Features Team\n\nFor Alpha 3.19.1, the team rebalanced cargo generation within ships across various mission types, including salvage, assassination, and bounty hunting. This involved removing unsellable commodities and ensuring the profit fits the risk involved.\n\nMission Features actively worked on refactoring old missions into the current modular library, including Missing Person. Alongside this, they refactored how the 'destroy drugs' missions work and made parts of them modular. For example, the previous versions spawned hundreds of individual boxes but, with the help of new code, they can now simply spawn pallets that come with drug box \u2018load outs.\u2019 Alongside significantly improved performance and reliability, this method allows the team to control the number of pallets spawned for different mission difficulties.\n\nMission Features' ongoing work on Bounty Hunting v2 progressed well too. The designers are currently working with Systemic Services and Tools to develop the systems required to have virtual NPC bounties traveling around the system. One of the engineers, with help from the Interactables team, is also developing a method for pods to attach to points in the world so they can seamlessly enter and exit the game space.\n\nFinally, the designers supported Invictus Launch Week, which involved fixing bugs and maintaining the expo-hall-transition system, the Javelin tour, and Bengal fly-by.\n\nGraphics, VFX Programming & Planet Tech\nThe Graphics Feature team spent the month working on performance improvements and new features, including screen space shadows, improvements to quantum jump tunnels, and render-to-texture zone culling. A GPU memory allocator and an upgraded ResourceCache compiler were among the new performance-boosting upgrades, while the evolving Temporal Super Resolution (an automated upscaling system that can now up-sample opaque objects) officially passed its first milestone.\n\nGlobal Illumination is well underway. So far, the first iterations of a hash-map-based radiance cache, ray-generation code, and a ray-tracing prototype were completed.\n\nImprovements to Gen12\u2019s validation error debugger were made to improve the accuracy of bug detection for faster issue assessment. In preparation for deferred Rendergraph execution, Vulkan\u2019s frame synchronization was improved. Issues with gaps in pipeline-resource sets at bind time were resolved with a remapping update that uses continuous resource-set layouts.\n\nThe Planet Tech team started finalizing quantum obstacle generation with generic shapes in asteroid fields. A collision issue detector and wear, dirt, and paint modifiers were also added to the RaStar tool.\n\nOngoing improvements to the BiomeBuilder will reduce constant spawn\/despawning, which in turn will relieve the Physics team of large destruction queues. Water can now be simulated in-engine and features the new disturbance component improvements.\n\nFinally, recent VFX features and bug fixes saw several direct improvements to both the editor and core-tech framework. For example, the new master VFX library can re-save and export in the P4 format, and particles can now be found in a dedicated effects browser. Bugs related to damage maps, particle effect placement, and in-editor crashes were solved too.\n\nIn-Game Branding (Montreal)\nThe In-Game Branding team continued working on interior and exterior signage for Ruin Station and supported the EU Locations team.\n\nLighting\nIn May, the Lighting team worked on Invictus Launch Week and continued to produce content for the Pyro system. This was mainly focused on Ruin Station's exterior and lighting modules for its interior.\n\nLive Tools\nThe Live Tools Team continued to study the usability of the network operation center and are now starting to collect the results. This will allow them to establish an action to highlight improvement needs and priorities for the future.\n\nThe team also released a new version of the internal error-handling pipeline, which featured significant improvements over its predecessor.\n\nLocations\nIn May, the Locations teams continued working on Pyro, making good progress on Ruin Station. They supported Invictus Launch Week too. Between major tasks, one of the artists worked on new racetracks, which was shown in a recent episode of Inside Star Citizen.\n\nThe Sandbox team further developed planetary content for Pyro and continued to support the Montreal-based team on the new underground facilities.\n\nThe Organics team created new fauna for Pyro and are currently reworking come of the upcoming system\u2019s planets to bring them up to current expectations.\n\n\u201cWe also have some very cool content that we are working on alongside all this and will share more info at a later date!\u201d Organics Team\n\nNarrative\nOver the course of May, the Narrative team continued working on several of the mission initiatives started in previous months, including data heist, package extraction, and consignment retrieval. They also worked with the various design teams to brainstorm new mission ideas.\n\nNarrative also kicked off further discussions on Pyro, specifically going over the areas of influence of the system's various factions, as well as defining which groups are allies and rivals.\n\nDuring a recent motion-capture session, the team recorded the first air-traffic-control assistant for cargo and will be looking to review and refine the wider experience in future months. The team also began polishing and implementing a new tourist behavior that will debut in an upcoming patch.\n\nNarrative also dedicated several of their weekly 'jams\u2019 to exploring some of the verse\u2019s alien cultures and answering questions for some upcoming xeno-language development.\n\nFinally, on the dispatch front, the team released a Portfolio outlining the history of Invictus Launch Week, a Whitley\u2019s Guide to the Prospector mining ship, and wrapped up the month with another batch of Galactapedia entries.\n\nOnline services (Montreal)\nIn May, the Online Services team applied fixes to the character-repair system, enabling players to fix some log-in and other issues without requiring CIG support. They also provided bug fixes and optimizations for ASOP terminals.\nThe remainder of the month was spent optimizing Persistent Entity Streaming to improve the performance of its backend database.\n\nResearch & Development\nIn May, the R&D team continued improving the temporal render mode for atmospheric and volumetric clouds.\n\nAdditionally, planetary terrain height-map generation was optimized to eliminate frame-rate hitches that were reported by players. Aside from using a more suitable partitioning scheme for the tessellation of terrain patches, the changes also include terrain quad viewport culling before further tessellation by the GPU. The resulting height maps are later used to render large-scale planet terrain shadows and to spawn GPU particles on the ground.\n\nSystemic Services & Tools\nSystemic Services & Tools spent the month working towards Bounty Hunting v2, including finalizing upstream work on the character creation service, R&D for bounty contract missions, a bounty-marker prototype, and connecting the NPC tracker service to the game server. Additionally, a new C# service wrapper was completed.\n\nThe team also continued working on the Quantum\/Odin tool, including making progress on the data-driven economy, Quanta state, Quanta life, and the battle matrix and battle system.\n\nFinally, SST continued to support the recent live release, including several bug fixes and ship-price modifications.\n\nUI\nIn May, the UI team\u2019s artists and designers worked on the user interface for bounty hunting as well as concepts for upcoming gameplay features, while the Arena Commander team upgraded the multiplayer game\u2019s frontend menus.\n\nThe UI Tech team continued improving their tools, including making performance fixes and improvements to the debugging of complex UI screens. They also continued to work on the new interior and mini-map feature. This is initially for Squadron 42 but will eventually be added to the PU, making navigating caves and landing zones a much smoother experience.\n\nVFX\nLast month, the VFX team revisited several old particle libraries to take advantage of newer attributes that didn\u2019t exist when they were originally created. For example, Alpha Erosion is a setting that \u2018erodes\u2019 a particle\u2019s alpha channel, reducing overall transparency in the process and helping to optimize the game\u2019s visuals. This was used effectively in Lorville\u2019s recently updated chimney smoke effects.\n\nWork also continued on several new derelicts and the modular kits for various Pyro locations.","de_DE":"PU-Monatsbericht\nMai 2023\nWillkommen zum aktuellen PU-Monatsbericht! Im letzten Monat haben die Entwicklerteams von Cloud Imperium weiter an der Alpha 3.20 und dar\u00fcber hinaus gearbeitet und Updates f\u00fcr Sever Meshing, Arena Commander, neue Fahrzeuge und mehr ver\u00f6ffentlicht. Lies weiter, um zu erfahren, was in unseren globalen Studios im Mai passiert ist.\n\nKI (Tech)\nIm letzten Monat hat die KI-Abteilung das System zur Kollisionsvermeidung weiter verbessert, um bessere Ergebnisse zu erzielen, wenn Bodenfahrzeuge einander oder NSCs \u00fcberholen. Au\u00dferdem wurde die Unterst\u00fctzung f\u00fcr das Fahren entlang einer vordefinierten Route hinzugef\u00fcgt, \u00e4hnlich wie NPCs sich entlang eines Pfades bewegen k\u00f6nnen. In diesem Fall k\u00f6nnen die Designer\/innen bestimmte Eigenschaften f\u00fcr die Route festlegen, z. B. die zul\u00e4ssige H\u00f6chstgeschwindigkeit, die Richtung, in die sie gefahren werden soll, und ob sie eine Schleife fahren soll.\n\nAnschlie\u00dfend wurde an einer dynamischen Pfadfindungs-Regenerationsfunktion gearbeitet, mit der die NSCs alternative Routen finden und verfolgen k\u00f6nnen. Wenn z. B. eine Gefahr (ein umst\u00fcrzender Baum, ein anhaltendes Fahrzeug, eine Feuergefahr usw.) ein Navigationsmaschendreieck beeintr\u00e4chtigt, benachrichtigt das Navigationsvolumen alle damit verbundenen Wege und pr\u00fcft, ob neue Anfragen gestellt werden. In einem ersten Schritt wurde eine Ankerstruktur implementiert, um die Navigationsmaschen und -dreiecke eines Standorts zu verfolgen. Sie wird benachrichtigt, wenn ein Dreieck ge\u00e4ndert wird. Diese Navigationsanker werden dann verwendet, um zu verstehen, wenn Teile eines Dreiecks ver\u00e4ndert werden und um zu pr\u00fcfen, ob eine neue Pfadfindung erforderlich ist.\n\nIm Mai hat die KI-Abteilung au\u00dferdem damit begonnen, eine L\u00f6sung f\u00fcr NSCs zu untersuchen und zu implementieren, die \u00fcber die Au\u00dfent\u00fcren eines Luftschleusensystems in ein Schiff ein- und aussteigen. Dazu wurde der Zugang zu Schiff und Sitzplatz so eingerichtet, dass die NSCs die n\u00e4chstgelegene Einstiegsposition finden, dorthin fliegen und die richtige Interaktion ausl\u00f6sen k\u00f6nnen. Sie mussten auch die Rotationsgeschwindigkeit des Schiffes ber\u00fccksichtigen und den NSCs erlauben, ihre Orientierung anzupassen, w\u00e4hrend sie sich n\u00e4hern.\n\nAuf der Seite der KI-Tools wurden die Verbesserungen sowohl f\u00fcr den nutzbaren Koordinator als auch f\u00fcr die Apollo Subsumption fortgesetzt. F\u00fcr den nutzbaren Koordinator wurden Optimierungen am Code und am logischen Ablauf vorgenommen. Au\u00dferdem wurden die Grafiken aktualisiert und eine neue Ansicht f\u00fcr die nutzbaren Daten eingef\u00fchrt. F\u00fcr Apollo implementierte das Team die Funktion \"Referenzen finden\" mit Unterst\u00fctzung f\u00fcr Subsumption-Funktionen.\n\nAI Tech erledigte auch verschiedene unterst\u00fctzende Aufgaben, darunter die Erstellung von Flowgraph-Knoten f\u00fcr alle Subsumption-Zuweisungen, um den Designern bei der Erstellung von geskripteten KI-Verhaltensweisen zu helfen. Weitere Variablentypen zur Verwendung als Zuweisungsinputs wurden hinzugef\u00fcgt, ebenso wie die Unterst\u00fctzung f\u00fcr das nutzbare System, das taktische Punktesystem und Alpha 3.19.\n\nAnimation\nDas Team f\u00fcr Gesichtsanimation hat weiter an der Erstellung von Assets f\u00fcr PU-spezifische Charaktertypen gearbeitet, dieses Mal in Bezug auf Missionen und Gameplay.\n\nKunst (Charaktere)\nIm Mai begann das Character Art Team mit der Arbeit an zwei Outfits f\u00fcr die Dusters-Gang und einem f\u00fcr die Headhunters. Au\u00dferdem erstellte das Character Concept Art-Team \u00dcbergabedokumente f\u00fcr weitere Dusters-Outfits.\n\nKunst (Schiffe)\nIn Gro\u00dfbritannien hat das Team f\u00fcr Fahrzeuginhalte ein noch nicht angek\u00fcndigtes Schiff durch die Whitebox-Phase gebracht; es befindet sich derzeit in der Greybox-Phase, wobei sowohl das Innere als auch das \u00c4u\u00dfere gute Fortschritte machen. Eine neue Variante des Bodenfahrzeugs hat ebenfalls die Greybox-Phase durchlaufen.\n\nDas Team n\u00e4herte sich dem Ende der Arbeit an den Traktorstrahlen f\u00fcr Fahrzeuge. Dazu geh\u00f6rten die Origin 315p, Drake Caterpillar und Cutlass Black, Consolidated Outland Nomad und MISC Hull C.\n\nDie Entwicklung der Crusader Spirit wurde fortgesetzt - die C1 ist fast fertiggestellt, w\u00e4hrend die LOD0-\u00dcberpr\u00fcfung der A1 f\u00fcr Anfang Juni geplant war.\n\nDie \u00dcberarbeitung der MISC Freelancer-Komponenten hat die Final-Art-Phase erreicht. Die LODs sind gr\u00f6\u00dftenteils fertiggestellt, aber es stehen noch einige Feinarbeiten aus; die Final-Art soll noch diesen Monat abgeschlossen werden.\n\nIm letzten Monat hat das Team damit begonnen, den RSI Polaris f\u00fcr die Whitebox vorzubereiten.\n\n\"Da es sich um ein gro\u00dfes Raumschiff handelt, haben wir das Fahrzeug zerlegt und ein Ressourcenpaket geplant, damit der Innenraum aus wiederverwendbaren Elementen gebaut werden kann. Wir haben auch Zeit damit verbracht, das Konzept zu \u00fcberpr\u00fcfen, um alle Bereiche herauszustellen, die aufgrund der neuen Gold-Standard-Anforderungen zus\u00e4tzliche Entwicklungszeit ben\u00f6tigen.\" EU-Fahrzeug-Team\n\nIn den USA n\u00e4herte sich der Tumbril Storm dem Ende der LOD0-Greybox-Phase, in der das Team Materialien, Bommeln und Aufkleber auf das \u00c4u\u00dfere und Innere aufbrachte. Zurzeit befindet er sich in der Polishing-Phase, in der die Entwickler an der optischen Balance arbeiten. Au\u00dferdem haben sie das gesamte \u00c4u\u00dfere mit Abnutzungserscheinungen versehen und sich darauf vorbereitet, das Fahrzeug mit verschiedenen Farben zu gestalten. Die Innenbeleuchtung des Fahrzeugs ist fast fertig, und f\u00fcr die Au\u00dfenbeleuchtung ist ein weiterer Durchgang geplant.\n\nDie Greybox des Aopoa San'tok.y\u0101i ist gr\u00f6\u00dftenteils fertiggestellt, es fehlen nur noch die Arbeiten am Armaturenbrett.\n\n\"Wir haben neue Texturen f\u00fcr die Beschriftung und die Kn\u00f6pfe auf dem Armaturenbrett sowie eine neue Schadenskarte f\u00fcr die L\u00fccken in der Panzerung erstellt, die es nur bei der Aopoa geben wird. Au\u00dferdem erstellen wir ein neues Pom Sheet, das ebenfalls nur f\u00fcr Aopoa gilt.\" US-Fahrzeug-Team\n\nCommunity\nIm Mai unterst\u00fctzte das Community-Team den Abschluss des Alpha 3.18 Patch-Zyklus und den Start von Alpha 3.19: Call to Adventure, indem es den Entwicklern eine F\u00fclle von Feedback aus der Community lieferte. Dabei arbeiteten sie mit dem Team f\u00fcr Spielerfahrungen zusammen, um das Feedback zu sammeln, zusammenzufassen und umzusetzen, um das Spielerlebnis insgesamt weiter zu verbessern. Au\u00dferdem haben sie die h\u00e4ufigsten Bugs und Leistungsprobleme, mit denen die Community konfrontiert war, verfolgt, gemeldet und weiterverfolgt.\nIn Vorbereitung auf die Alpha 3.19 ver\u00f6ffentlichte das Community-Team eine weitere Ausgabe von Patch Watch, um auf neue Funktionen hinzuweisen, die nicht auf der Roadmap standen, sowie einen Wettbewerb, mit dem die Community bei ArcCorp willkommen gehei\u00dfen wurde.\n\n\nDer Mai war auch der H\u00f6hepunkt der monatelangen Vorbereitungen, als sich die T\u00fcren des Bevic Convention Center f\u00fcr die Invictus Launch Week 2953 \u00f6ffneten. Um die Spieler auf den Erfolg vorzubereiten und sicherzustellen, dass sowohl Neulinge als auch Veteranen das Beste aus dem milit\u00e4rischen Event herausholen, hat das Team eine umfassende Sammlung von Informationen zusammengestellt, darunter die ILW-FAQ, den Leitfaden f\u00fcr neue Spieler, den Welcome Hub, die Welcome Back Pilot Page und einen Spectrum Catch-All-Post.\nUm die Feierlichkeiten abzurunden, kehrten die bei der Community beliebten Hersteller-Screenshot-Herausforderungen zur\u00fcck. In der Invictus Launch Week wurden au\u00dferdem mehrere neue Fahrzeuge vorgestellt. Um die Community direkt von den Designern zu informieren, ver\u00f6ffentlichte das Team separate Fragen und Antworten zu den Serien Tumbril Storm, RSI Lynx und Mirai Fury.\nDar\u00fcber hinaus unterst\u00fctzte das Team Veranstaltungen der Community und traf Spieler\/innen pers\u00f6nlich auf der Be@Con in Belgien und auf der Bar Citizen in Sacramento im Rahmen der Bar Citizen World Tour.\n\nUnd schlie\u00dflich bereitete sich das Team auf mehrere bevorstehende reale Veranstaltungen vor, wie die CitizenCon und das kommende International Bar Citizen Weekend.\n\"Das International Bar Citizen Weekend 2023 findet vom 17. bis 18. Juni an Orten in der N\u00e4he unserer Studios statt, und wir w\u00fcrden uns freuen, dich dort bei ein paar Getr\u00e4nken und einem Plausch zu sehen! Community-Team\n\nEngine\nEin Teil der Arbeit des Core Engine Teams im letzten Monat war die Unterst\u00fctzung der Alpha 3.19. Ein wichtiges Element dabei war, dass das Design die Einstellungen des Density Lifetime Managers auf der Grundlage von r\u00e4umlichen Markierungen \u00fcberschreiben kann. Sobald das Design diese M\u00f6glichkeit nutzt, kann das Engine-Team spezifische \"Aufr\u00e4umregeln\" f\u00fcr verschiedene Bereiche des Spiels hinzuf\u00fcgen. Zum Beispiel k\u00f6nnten einige Bereiche aggressiver bereinigt werden, um zu verhindern, dass sich langlebige Gegenst\u00e4nde negativ auf das Spielgeschehen auswirken.\n\nDas Team hat auch die Arbeit an StarBuild vorangetrieben und die verbleibende Linux-Unterst\u00fctzung hinzugef\u00fcgt. StarBuild ist jetzt auf dem gleichen Stand wie das alte Code-Build-System und wird bald auch in anderen Abteilungen eingef\u00fchrt werden.\n\nF\u00fcr den Renderer hat das Team damit begonnen, den alten Gen-12-Code zu entfernen. Es gibt noch viel zu entfernen, aber das wird zu einem schlankeren und leichter zu wartenden Renderer-Code f\u00fchren, wenn er fertig ist.\n\nDas Core-Engine-Team hat auch das System f\u00fcr generische Formen weiterentwickelt und einen Editor hinzugef\u00fcgt, mit dem sowohl generische als auch andere Formen gespeichert werden k\u00f6nnen. Es werden noch mehrere Segmente hinzugef\u00fcgt, bevor es den Designern zur Verf\u00fcgung gestellt wird.\n\nF\u00fcr MemReplay 2.0 f\u00fcgt das Team derzeit weitere Funktionen hinzu, z. B. einen Dialog zum \u00d6ffnen von Dateien, schnelleres Laden und asynchrones Aufl\u00f6sen von Symbolen, um es f\u00fcr einen breiteren Einsatz bereit zu machen. Au\u00dferdem f\u00fcgen sie Optimierungen hinzu und arbeiten weiter an der Stabilisierung ihrer Funktionen, um sie wieder in die Hauptentwicklung zu integrieren.\n\nIm letzten Monat konzentrierte sich das Physik-Team auf die Verbesserung und Fehlerbehebung der neuen Methode zur Verfolgung einzigartiger Geometrieteile.\n\nAu\u00dferdem wurde die Stoffsimulation verbessert, um bessere Simulationsergebnisse zu erzielen, das Seil- und Flaschenzugsystem aktualisiert und Unterst\u00fctzung f\u00fcr die Simulation von Auslegern hinzugef\u00fcgt.\n\nSchlie\u00dflich unterst\u00fctzte das Physik-Team die Fahrzeuge bei technischen Problemen und untersuchte Leistungsprobleme mit Alpha 3.19 f\u00fcr das Release-Team.\n\nFunktionen (Arena Commander)\nIm letzten Monat begann das Ingenieurteam mit einer vollst\u00e4ndigen \u00dcberarbeitung der Art und Weise, wie das Spielregelsystem Netzwerkvariablen serialisiert und mit dem Server kommuniziert, wodurch es mit dem Server Meshing kompatibel wird. Au\u00dferdem wurde die Arbeit an der \u00dcberarbeitung des Spawning-Moduls fortgesetzt.\n\nDie ersten Arbeiten an einem neuen Modul f\u00fcr den Schwierigkeitsgrad der Spielregeln wurden abgeschlossen. Dieses wurde zur Erweiterung an das Team von Squadron 42 \u00fcbergeben, da es ihnen zun\u00e4chst erm\u00f6glichen wird, je nach ausgew\u00e4hltem Schwierigkeitsmodus unterschiedliche Parameter einzustellen. Das Feature-Team wird es aber voraussichtlich nach Alpha 3.20 wieder aufgreifen, um es in den PvE-Spielmodi von Arena Commander einzusetzen.\n\nAuch die Verwendung von Ladebildschirmen wurde \u00fcberarbeitet. Das Team experimentiert derzeit mit separaten Ladebildschirmen f\u00fcr die Spielmodi, die sich aktualisieren und die Karte anzeigen, sobald eine Antwort des Servers best\u00e4tigt, wohin sich der Client bewegt. Damit wird ein seit langem bestehendes Problem behoben, bei dem die Ladebildschirme die Karte, die die Spieler gerade betreten, nicht korrekt anzeigen.\n\nIm letzten Monat wurde auch mit der \u00dcberarbeitung des Team-Balancings und der Punktevergabe begonnen. Dadurch k\u00f6nnen Spielergruppen besser zusammenbleiben, die Teams werden anhand der Ranglistenstatistiken ausbalanciert und es gibt eine neue Mechanik, die es den Spielern erm\u00f6glicht, freiwillig das Team zu wechseln, wenn w\u00e4hrend eines Matches ein Ungleichgewicht festgestellt wird. F\u00fcr die Wettkampfwertung experimentiert das Team derzeit mit verschiedenen Anpassungen, z. B. mit der Vergabe h\u00f6herer Punktzahlen auf der Grundlage der KDA\/Ranglistenwerte der Gegner und der Vergabe niedrigerer Punktzahlen f\u00fcr das wiederholte T\u00f6ten desselben Spielers.\n\nSchlie\u00dflich experimentiert die Technik mit der Erh\u00f6hung der maximalen Server-FPS, der Verringerung des Verz\u00f6gerungspuffers f\u00fcr Schauspieler und der Erh\u00f6hung der Paketrate, um Latenz und Desynchronisation in Star Marine zu verringern.\n\nIm Mai begann das Design-Team von Arena Commander damit, den Spawn-Bildschirm von Theaters of War auf die meisten anderen Spielmodi umzustellen. Dadurch k\u00f6nnen die Spieler\/innen ihr allgemeines Spawngebiet ausw\u00e4hlen, FPS-Loadouts innerhalb von Matches anpassen und FPS- und Fahrzeug-Loadouts w\u00e4hrend des Spiels ausw\u00e4hlen.\n\nAuch die Arbeit an einem Upgrade f\u00fcr Vanduul Swarm wurde fortgesetzt, wobei das Team mit neuen Spielmechaniken experimentierte. Die Umwandlung des Sicherheitspostens Kareah wurde ebenfalls abgeschlossen, der als neue Karte zu allen Spielmodi au\u00dfer Classic Race hinzugef\u00fcgt wird. Das Team hat au\u00dferdem das Streckenlayout f\u00fcr die vierte neue Erweiterung der New Horizon Speedway Collection, Halloran Circuit, ausgefeilt und der ersten atmosph\u00e4rischen Arena den letzten Schliff gegeben. Die Arena, Winner's Circle, wird in allen Dogfighting-Spielmodi verf\u00fcgbar sein.\n\nSchlie\u00dflich haben die Design- und VFX-Teams alle Schaupl\u00e4tze in Arena Commander \u00fcberarbeitet, um ihre visuelle Qualit\u00e4t zu verbessern.\n\nFeatures (Charaktere und Waffen)\nIm letzten Monat hat das Feature-Team an der Umverteilung von Munition gearbeitet, die es den Spielern erm\u00f6glicht, die in ihrem Anzug und Inventar gelagerte Munition neu zu verteilen, um die Anzahl der vollen Magazine zu maximieren. Sobald dies abgeschlossen ist, wird es weniger wahrscheinlich sein, dass ein Spieler eine gro\u00dfe Anzahl von Magazinen mit jeweils nur wenigen Kugeln \u00fcbrig hat, da das Magazin in der Waffe zuerst gef\u00fcllt wird.\n\nDas Team hat auch einen neuen negativen Akteursstatus erforscht, der durch Strahlung ausgel\u00f6st wird. Die Strahlung kann von einem Punktstrahler ausgehen, der sich umso st\u00e4rker auf die Charaktere auswirkt, je n\u00e4her sie sich an der Strahlungsquelle befinden, oder sie kann in der Umgebung eines Raumes liegen. Auch bestrahltes Wasser wurde erforscht, das sich auf einen Akteur auswirkt, je nachdem, wie tief er untergetaucht ist. Wenn eine Figur von der Strahlung betroffen ist, beginnt der Schutz ihrer Kleidung zu schwinden. Wenn der Schutz nicht mehr vorhanden ist, leidet der\/die Schauspieler\/in an der Strahlenkrankheit und muss medizinische Hilfe in Anspruch nehmen, um sich zu erholen. Die Schutzschicht der Kleidung regeneriert sich mit der Zeit.\n\nFeatures (Gameplay)\nDas PU-Team in Montreal konzentrierte sich auf Proof-of-Concept-Untersuchungen f\u00fcr das Feature Entity-Removal\/Destruction\/M\u00fclltonne. Die testgetriebene Entwicklung des Features wird auf diesen Untersuchungsergebnissen und Proof-of-Concept-Ergebnissen basieren, wobei letztere im letzten Monat abgeschlossen wurden.\n\nDas Team unterst\u00fctzte au\u00dferdem das Ereignis \"VehicleDied\", das f\u00fcr den Soft Death und die Fahrzeugzerst\u00f6rung verwendet wird, und nahm Fehlerbehebungen zur Lebensqualit\u00e4t in der Alpha 3.19.1, den Staging-Inhalten und der Spielentwicklung vor.\n\nAu\u00dferdem wurde in den Inhaltsdateien ein Problem behoben, bei dem die Benutzeroberfl\u00e4che des Copilotensitzes der RSI Constellation-Serie nicht richtig mit dem IFCS verbunden werden konnte. Dies wurde mit einem Code-Fix f\u00fcr die UI-Regeln kombiniert, um zu verhindern, dass sie nur den Piloten verfolgen. Diese \u00c4nderungen erm\u00f6glichen es auch anderen Schiffen, ihre Co-Piloten-Benutzeroberfl\u00e4che bei Bedarf zu aktualisieren.\n\nFeatures (Mission)\nDas Team f\u00fcr Missionsfeatures hat weiter an den Missionen \"Schiffseskorte\", \"Datenraub\" und \"Beschlagnahmung von Sendungen\" gearbeitet und einer neuen illegalen Bergungsmission den letzten Schliff gegeben, bei der ein Schiff von einem belastenden Anstrich befreit werden muss, bevor die Polizei eintrifft.\n\n\"Eine weitere aufregende Entwicklung ist, dass wir ein neues leichtes PVP\/PVE-Event an Bord einer modifizierten Version des Belagerungsschiffs von Orison erforschen, in dem die Spieler herausfinden m\u00fcssen, wie sie Frachtcontainer \u00f6ffnen k\u00f6nnen, um die darin befindlichen Gegenst\u00e4nde zu stehlen, w\u00e4hrend die Nine Tails Outlaws den Ort f\u00fcr sich behalten. Team der Missionsmerkmale\n\nF\u00fcr die Alpha 3.19.1 hat das Team die Frachtgenerierung in den Schiffen f\u00fcr verschiedene Missionstypen neu ausbalanciert, darunter Bergung, Meuchelmord und Kopfgeldjagd. Dabei wurden unverk\u00e4ufliche Waren entfernt und sichergestellt, dass der Gewinn dem Risiko entspricht.\n\nBei den Missionsmerkmalen wurde aktiv daran gearbeitet, alte Missionen in die aktuelle modulare Bibliothek zu integrieren, darunter auch Missing Person. Au\u00dferdem haben sie die Funktionsweise der \"Drogen zerst\u00f6ren\"-Missionen \u00fcberarbeitet und Teile davon modularisiert. In den vorherigen Versionen wurden zum Beispiel Hunderte von einzelnen Kisten gespawnt, aber mit Hilfe des neuen Codes k\u00f6nnen sie jetzt einfach Paletten spawnen, die mit Drogenkisten \"beladen\" werden. Neben einer deutlich verbesserten Leistung und Zuverl\u00e4ssigkeit erm\u00f6glicht diese Methode dem Team, die Anzahl der gespawnten Paletten f\u00fcr verschiedene Missionsschwierigkeiten zu steuern.\n\nDie Arbeit von Mission Features an Bounty Hunting v2 kam ebenfalls gut voran. Die Designer arbeiten derzeit mit Systemic Services and Tools zusammen, um die Systeme zu entwickeln, die erforderlich sind, damit virtuelle NSC-Kopfgelder im System unterwegs sind. Einer der Ingenieure entwickelt au\u00dferdem mit Hilfe des Interactables-Teams eine Methode, mit der Pods an Punkten in der Welt befestigt werden k\u00f6nnen, damit sie nahtlos in den Spielraum ein- und ausfahren k\u00f6nnen.\n\nSchlie\u00dflich unterst\u00fctzten die Designer die Invictus Launch Week, in der Fehler behoben und das Expo-Hall-\u00dcbergangssystem, die Javelin-Tour und der bengalische Vorbeiflug gewartet wurden.\n\nGrafik, VFX-Programmierung und Planet Tech\nDas Team f\u00fcr die Grafikfunktionen arbeitete den ganzen Monat \u00fcber an Leistungsverbesserungen und neuen Funktionen, wie z. B. Schatten im Bildschirmraum, Verbesserungen an Quantensprungtunneln und Render-to-Texture-Zone-Culling. Ein GPU Memory Allocator und ein verbesserter ResourceCache Compiler geh\u00f6rten zu den neuen leistungssteigernden Upgrades, w\u00e4hrend die sich entwickelnde Temporal Super Resolution (ein automatisches Upscaling-System, das jetzt auch undurchsichtige Objekte hochskalieren kann) offiziell ihren ersten Meilenstein erreichte.\n\nGlobal Illumination ist in vollem Gange. Bisher wurden die ersten Iterationen eines hash-map-basierten Strahlungscaches, eines Strahlenerzeugungscodes und eines Raytracing-Prototyps abgeschlossen.\n\nDer Validierungsfehler-Debugger von Gen12 wurde verbessert, um die Genauigkeit der Fehlererkennung zu erh\u00f6hen und eine schnellere Fehlerbewertung zu erm\u00f6glichen. In Vorbereitung auf die verz\u00f6gerte Rendergraph-Ausf\u00fchrung wurde die Frame-Synchronisierung von Vulkan verbessert. Probleme mit L\u00fccken in Pipeline-Ressourcensets zur Bindungszeit wurden mit einem Remapping-Update behoben, das kontinuierliche Ressourcenset-Layouts verwendet.\n\nDas Planet Tech-Team begann mit der Fertigstellung der Quanten-Hindernisgenerierung mit generischen Formen in Asteroidenfeldern. Das RaStar-Tool wurde um einen Kollisionsdetektor und Modifikatoren f\u00fcr Abnutzung, Schmutz und Farbe erg\u00e4nzt.\n\nLaufende Verbesserungen am BiomeBuilder werden das st\u00e4ndige Spawnen\/Despawning reduzieren, was wiederum das Physikteam von gro\u00dfen Zerst\u00f6rungswarteschlangen entlastet. Wasser kann jetzt in-engine simuliert werden und verf\u00fcgt \u00fcber die neuen Verbesserungen der St\u00f6rungskomponente.\n\nBei den VFX-Funktionen und Fehlerbehebungen gab es einige direkte Verbesserungen sowohl im Editor als auch im Core-Tech-Framework. So kann die neue Master-VFX-Bibliothek im P4-Format gespeichert und exportiert werden, und Partikel sind jetzt in einem eigenen Effektbrowser zu finden. Au\u00dferdem wurden Fehler im Zusammenhang mit Schadenskarten, der Platzierung von Partikeleffekten und Abst\u00fcrzen im Editor behoben.\n\nIn-Game Branding (Montreal)\nDas In-Game Branding Team arbeitete weiter an der Innen- und Au\u00dfenbeschilderung f\u00fcr Ruin Station und unterst\u00fctzte das EU Locations Team.\n\nBeleuchtung\nIm Mai arbeitete das Beleuchtungsteam an der Invictus Launch Week und produzierte weiterhin Inhalte f\u00fcr das Pyro-System. Dabei ging es vor allem um das \u00c4u\u00dfere der Ruin Station und die Beleuchtungsmodule f\u00fcr ihr Inneres.\n\nLive Tools\nDas Live-Tools-Team untersuchte weiterhin die Benutzerfreundlichkeit des Netzwerkbetriebszentrums und beginnt nun, die Ergebnisse zu sammeln. Dies wird es ihnen erm\u00f6glichen, eine Aktion zu starten, um Verbesserungsbedarf und Priorit\u00e4ten f\u00fcr die Zukunft aufzuzeigen.\n\nDas Team hat au\u00dferdem eine neue Version der internen Fehlerbehandlungspipeline ver\u00f6ffentlicht, die erhebliche Verbesserungen gegen\u00fcber der Vorg\u00e4ngerversion aufweist.\n\nStandorte\nIm Mai arbeiteten die Locations-Teams weiter an Pyro und machten gute Fortschritte bei der Ruinenstation. Sie unterst\u00fctzten auch die Invictus Launch Week. Zwischen den gro\u00dfen Aufgaben arbeitete einer der K\u00fcnstler an neuen Rennstrecken, die in einer neuen Folge von Inside Star Citizen gezeigt wurden.\n\nDas Sandbox-Team entwickelte die planetarischen Inhalte f\u00fcr Pyro weiter und unterst\u00fctzte das Team in Montreal bei den neuen unterirdischen Anlagen.\n\nDas Organics-Team hat eine neue Fauna f\u00fcr Pyro entwickelt und \u00fcberarbeitet derzeit die Planeten des kommenden Systems, um sie an die aktuellen Erwartungen anzupassen.\n\n\"Wir haben au\u00dferdem einige sehr coole Inhalte, an denen wir arbeiten, und werden zu einem sp\u00e4teren Zeitpunkt mehr dar\u00fcber verraten!\" Organics Team\n\nNarrative\nIm Mai arbeitete das Narrative-Team weiter an verschiedenen Missionsinitiativen, die in den vorangegangenen Monaten begonnen worden waren, wie z. B. dem Datenraub, der Paketextraktion und der R\u00fcckholung von Sendungen. Au\u00dferdem arbeiteten sie mit den verschiedenen Designteams zusammen, um neue Missionsideen zu entwickeln.\n\nDas Narrative-Team hat au\u00dferdem weitere Diskussionen \u00fcber Pyro angesto\u00dfen, insbesondere \u00fcber die Einflussbereiche der verschiedenen Fraktionen des Systems und dar\u00fcber, welche Gruppen Verb\u00fcndete und welche Rivalen sind.\n\nW\u00e4hrend einer k\u00fcrzlichen Motion-Capture-Sitzung hat das Team den ersten Assistenten f\u00fcr die Luftverkehrskontrolle aufgenommen und wird in den kommenden Monaten die weitere Erfahrung \u00fcberpr\u00fcfen und verfeinern. Au\u00dferdem hat das Team damit begonnen, ein neues Touristenverhalten zu verbessern und zu implementieren, das in einem der n\u00e4chsten Patches eingef\u00fchrt wird.\n\nNarrative widmete einige seiner w\u00f6chentlichen \"Jams\" der Erkundung einiger fremder Kulturen im Vers und der Beantwortung von Fragen f\u00fcr die bevorstehende Entwicklung der Xeno-Sprache.\n\nAn der Versandfront ver\u00f6ffentlichte das Team eine Mappe mit der Geschichte der Invictus Launch Week, einen Whitley's Guide f\u00fcr das Bergbauschiff Prospector und beendete den Monat mit einer weiteren Reihe von Galactapedia-Eintr\u00e4gen.\n\nOnline-Dienste (Montreal)\nIm Mai nahm das Team der Online-Dienste Korrekturen am Charakter-Reparatursystem vor, so dass die Spieler\/innen einige Login- und andere Probleme beheben konnten, ohne den CIG-Support in Anspruch nehmen zu m\u00fcssen. Au\u00dferdem wurden Fehlerbehebungen und Optimierungen f\u00fcr ASOP-Terminals vorgenommen.\nDer Rest des Monats wurde damit verbracht, das Persistent Entity Streaming zu optimieren, um die Leistung der Backend-Datenbank zu verbessern.\n\nForschung & Entwicklung\nIm Mai setzte das F&E-Team die Verbesserung des zeitlichen Rendering-Modus f\u00fcr atmosph\u00e4rische und volumetrische Wolken fort.\n\nAu\u00dferdem wurde die Generierung von H\u00f6henkarten f\u00fcr planetarisches Terrain optimiert, um die von Spielern gemeldeten Framerate-Einbr\u00fcche zu beseitigen. Neben der Verwendung eines geeigneteren Partitionierungsschemas f\u00fcr die Tesselierung von Gel\u00e4ndefeldern umfassen die \u00c4nderungen auch das Culling von Gel\u00e4nde-Quad-Viewports vor der weiteren Tesselierung durch die GPU. Die daraus resultierenden H\u00f6henkarten werden sp\u00e4ter verwendet, um gro\u00dffl\u00e4chige Terrainschatten zu rendern und GPU-Partikel auf dem Boden zu spawnen.\n\nSystemische Dienste & Tools\nSystemic Services & Tools hat den Monat damit verbracht, an Bounty Hunting v2 zu arbeiten. Dazu geh\u00f6rten die Fertigstellung des vorgelagerten Dienstes zur Charaktererstellung, Forschung und Entwicklung f\u00fcr Kopfgeldauftr\u00e4ge, ein Kopfgeldmarker-Prototyp und die Anbindung des NPC-Tracker-Dienstes an den Spielserver. Au\u00dferdem wurde ein neuer C# Service Wrapper fertiggestellt.\n\nDas Team arbeitete au\u00dferdem weiter am Quantum\/Odin-Tool und machte Fortschritte bei der datengesteuerten Wirtschaft, dem Quanta-Status, dem Quanta-Leben sowie der Kampfmatrix und dem Kampfsystem.\n\nSchlie\u00dflich unterst\u00fctzte SST auch die j\u00fcngste Live-Ver\u00f6ffentlichung, einschlie\u00dflich mehrerer Fehlerbehebungen und \u00c4nderungen an den Schiffspreisen.\n\nUI\nIm Mai arbeiteten die K\u00fcnstler und Designer des UI-Teams an der Benutzeroberfl\u00e4che f\u00fcr die Kopfgeldjagd sowie an Konzepten f\u00fcr kommende Gameplay-Features, w\u00e4hrend das Arena Commander-Team die Frontend-Men\u00fcs des Multiplayer-Spiels \u00fcberarbeitete.\n\nDas UI Tech-Team hat seine Tools weiter verbessert und unter anderem Leistungsverbesserungen und Verbesserungen beim Debuggen komplexer UI-Bildschirme vorgenommen. Au\u00dferdem arbeiteten sie weiter an der neuen Innenraum- und Minikartenfunktion. Diese Funktion ist zun\u00e4chst f\u00fcr Squadron 42 gedacht, wird aber sp\u00e4ter auch in die PU integriert werden, um die Navigation in H\u00f6hlen und Landezonen zu vereinfachen.\n\nVFX\nIm letzten Monat hat das VFX-Team mehrere alte Partikelbibliotheken \u00fcberarbeitet, um die Vorteile neuerer Attribute zu nutzen, die es bei ihrer urspr\u00fcnglichen Erstellung noch nicht gab. Alpha Erosion ist zum Beispiel eine Einstellung, die den Alphakanal eines Partikels \"erodiert\" und so die Gesamttransparenz verringert, was zur Optimierung der Spielgrafik beitr\u00e4gt. Dies wurde bei Lorvilles k\u00fcrzlich aktualisierten Schornsteinrauch-Effekten wirkungsvoll eingesetzt.\n\nAu\u00dferdem wurde die Arbeit an mehreren neuen Wracks und den modularen Kits f\u00fcr verschiedene Pyro-Standorte fortgesetzt.","zh_CN":"PU Monthly Report\nMay 2023\nWelcome to the latest PU Monthly Report! Last month, Cloud Imperium\u2019s dev teams continued working towards Alpha 3.20 and beyond, including making updates to Arena Commander, new vehicles, and more. Read on for everything done across our global studios throughout May.\n\nAI (Tech)\nLast month, AI Tech continued to improve the collision-avoidance system to give better results when ground vehicles pass each other or NPCs. They also added support for driving along a predefined route, similar to how NPCs can move along a path. For this case, the designers can specify certain properties for the route, like the maximum permitted speed, which direction it should be driven, and if it should loop.\n\nWork then began on a dynamic pathfinding regeneration feature to improve how NPCs find and follow alternative routes. For example, if a hazard (tree falling, vehicle stopping, fire hazard, etc.) impacts a navigation mesh triangle, the navigation volume will notify all related paths and check if new requests are submitted. The first stage of this was implementing an anchor structure to keep track of a location's navigation meshes and triangles, which is notified when a triangle is changed. These navigation anchors are then used to understand when parts of a triangle are modified and to check if new pathfinding is needed.\n\nMay also saw AI Tech begin investigating and implementing a solution for NPCs entering and exiting ships from EVA using the external doors of an airlock system. For this, they set up ship and seat access as a usable to allow NPCs to find their closest entry position, fly to it, and trigger the right interaction. They also had to account for a ship\u2019s rotational velocity and allow NPCs to adjust their orientation as they approach.\n\nOn the AI tools side, improvements continued for both the usable coordinator and Apollo Subsumption. For the usable coordinator, optimizations were made to the code and logic flow. They updated the visuals and changed to a new usable data view too. For Apollo, the team implemented \u2018find references\u2019 functionality with support for Subsumption functions.\n\nAI Tech also completed various support tasks, including creating flowgraph nodes for all Subsumption assignments to help the designers create scripted AI behaviors. More variable types for use as assignment inputs were added alongside support for the usable system, tactical point system, and Alpha 3.19.\n\nAnimation\nThe Facial Animation team continued to create assets for PU-specific character types, this time relating to missions and gameplay.\n\nArt (Characters)\nIn May, the Character Art team began work on two outfits for the Dusters gang and one for the Headhunters. Alongside this, Character Concept Art prepared hand-off documents for further Dusters outfits.\n\nArt (Ships)\nIn the UK, the Vehicle Content team moved an as-yet-unannounced ship through the whitebox stage; it\u2019s currently in greybox, with both the interior and exterior progressing well. A new ground-vehicle variant progressed through the greybox stage too.\n\nThe team approached the end of their pass on vehicle tractor beams. This included work on the Origin 315p, Drake Caterpillar and Cutlass Black, Consolidated Outland Nomad, and MISC Hull C.\n\nDevelopment of the Crusader Spirit continued \u2013 the C1 is almost greybox complete, while the A1 had its LOD0 review scheduled for early June.\n\nThe MISC Freelancer\u2019s component rework progressed through the final-art stage, with LODs mostly finished and some polish tasks outstanding; it\u2019s due to finish final art this month.\n\nLast month, the team began preparing the RSI Polaris for whitebox.\n\n\u201cBecause this is a sizeable capital ship, we have been breaking the vehicle down and planning a resource pack so that an interior can be constructed out of reusable elements. We also spent time reviewing the concept to highlight any areas that would need additional design time due to new gold-standard requirements.\u201d EU Vehicle Team\n\nIn the US, the Tumbril Storm approached the end of the LOD0 greybox stage, with the team applying materials, poms, and decals to the exterior and interior. This is currently in the polishing stage, with the devs tuning the visual balance. They also applied wear to the entire exterior and prepared to begin customization work with various paints. The vehicle\u2019s interior lighting is nearly complete, with an upcoming pass planned for the exterior.\n\nGreybox on the Aopoa San'tok.y\u0101i is mostly complete, with only dashboard work remaining.\n\n\u201cWe have been generating a new set of textures to be used for labeling and the dashboard buttons as well as creating a new damage map to show through the gaps in the armor, which will be unique to Aopoa. We are also creating a new pom sheet, which will also be unique to Aopoa.\u201d US Vehicle Team\n\nCommunity\nIn May, the Community team supported the completion of the Alpha 3.18 patch cycle and the launch of Alpha 3.19: Call to Adventure by providing the developers with a wealth of feedback from the community. This involved working alongside the Player Experience team to collect, collate, and implement feedback to further improve the overall player experience. They also continued tracking, reporting, and following up on the more common bugs and performance issues the community was facing.\nIn preparation for Alpha 3.19, the Community Team released another edition of Patch Watch to highlight new features not on the roadmap, as well as a contest welcoming the community to ArcCorp.\n\n\nMay also saw the culmination of months of preparation as the doors of the Bevic Convention Center opened for Invictus Launch Week 2953. To set players up for success and ensure that both newcomers and veterans got the most out of the military-themed event, the team compiled a comprehensive collection of information, including the ILW FAQ, New Player Guide, Welcome Hub, Welcome Back Pilot Page, and a Spectrum catch-all post.\nTo add to the festivities, the community-favorite manufacturer screenshot challenges returned. Invictus Launch Week also saw the unveiling of several new vehicles, and to share more information with the community directly from the designers, the team published separate Q&As for the Tumbril Storm, RSI Lynx, and Mirai Fury series.\nFurthermore, the team supported and attended community-driven events and met players in person at the Be@Con event in Belgium and the Sacramento Bar Citizen as part of their Bar Citizen World Tour.\n\nLastly, the team continued preparing for several upcoming real-life events, such as CitizenCon and the upcoming International Bar Citizen Weekend.\n\u201cInternational Bar Citizen Weekend 2023 will take place June 17 through 18 at venues near all our studios, and we would love to see you there for some beverages and banter!\u201d Community Team\n\nEngine\nPart of the Core Engine team\u2019s work last month was supporting Alpha 3.19. A major element of this was enabling Design to overwrite density lifetime manager settings based on spatial markup. Once Design utilize this, the Engine team will be able to add specific \u2018cleanup\u2019 rules to different areas of the game. For example, some areas could be cleaned up more aggressively to prevent persistent items from negatively affecting gameplay.\n\nThe team also progressed with their work on StarBuild, adding the remaining Linux support. StarBuild is now on feature parity with the old code build system and will be rolled out to other departments soon.\n\nFor the renderer, the team started removing legacy Gen-12 code. There is a lot to remove, but this will result in leaner and easier-to-maintain renderer code when complete.\n\nThe Core Engine team also progressed with the generic shape system, adding editor support to save generic as well as remaining shapes. Multiple segments will be added before it\u2019s handed to the designers to use.\n\nFor MemReplay 2.0, the team are currently adding more features, including file open dialog, faster loading, and async symbol resolving to get it ready for wider use. They\u2019re also adding optimizations and continuing to stabilize their feature stream to integrate it back into the main development stream.\n\nLast month, the Physics team focused on improving and bug-fixing the new method for tracking unique geometry parts.\n\nThey then improved cloth simulation for better simulation results, updated the rope and pulley systems, and added cantilever simulation support.\n\nFinally, Physics supported Vehicles on tech issues and investigated performance issues with Alpha 3.19 for the Release team.\n\nFeatures (Arena Commander)\nLast month, the Engineering team began a full refactor of how the game-rules system serializes network variables and communicates with the server, which will make it compatible with Server Meshing. Work also continued on a full refactor of the spawning module.\n\nInitial work was completed on a new game rule difficulty module. This was handed off to the Squadron 42 team for expansion, as it will initially be used to allow them to set varying parameters based on the selected difficulty mode. However, the Features team is expecting to pick it up again after Alpha 3.20 for use in Arena Commander's PvE game modes.\n\nA refactor was also done on how loading screens are utilized. The team are currently experimenting with having separate game mode load screens that update to show the map once a response from the server confirms where the client is heading. This will fix a long-standing issue of load screens inaccurately showing the map players are about to enter.\n\nA rework of team balancing and competitive scoring also began last month. This will enable groups of players to stay together more consistently, balance teams based on leaderboard stats, and enable a new mechanic allowing players to volunteer to switch teams if an imbalance is detected during a match. For competitive scoring, the team are currently experimenting with various adjustments, including awarding higher scores based on the KDA\/rankings of opponents and awarding lower scores for killing the same player repeatedly.\n\nFinally, Engineering began experimenting with increasing max server FPS, decreasing the actor delay buffer, and increasing packet rate in an effort to reduce latency and desync in Star Marine.\n\nIn May, Arena Commander\u2019s Design team began converting the Theaters of War spawn screen to most other game modes. This will allow players to select their general spawn area, customize FPS loadouts from within matches, and select FPS and vehicle loadouts on the fly.\n\nWork also progressed on an upgrade to Vanduul Swarm, with the team experimenting with new gameplay mechanics. The conversion of Security Post Kareah was also completed, which will be added as a new map to all game modes except Classic Race. The team also polished the track layout for the fourth new addition to the New Horizon Speedway collection, Halloran Circuit, while putting the finishing touches to the first atmospheric arena. The arena, Winner's Circle, will be available in all dogfighting game modes.\n\nFinally, the Design and VFX teams completed a pass of all locations featured in Arena Commander to increase their overall visual quality.\n\nFeatures (Characters & Weapons)\nLast month, the Features team worked on ammo re-pooling, which allows players to redistribute the ammunition stored in their suit and inventory to maximize the number of full magazines. Once complete, it will make it less likely a player is left with a large number of magazines containing a few bullets each, as it will prioritize filling up the magazine in the weapon first.\n\nThe team also explored a new negative actor status triggered by radiation. Radiation can be generated from a point emitter, which has a bigger impact on characters the closer they are to the source, or can be ambient within a room. Irradiated water was also explored, which affects an actor based on how submerged they are. When a character is affected by radiation, the protection of their outfit will start to decay. Once protection is gone, the actor will suffer radiation sickness and will need to seek medical aid to recover. The outfit will regenerate its protective layer over time.\n\nFeatures (Gameplay)\nMontreal\u2019s PU team focused on proof-of-concept investigations for the entity-removal\/destruction\/trash-bin feature. The feature\u2019s test-driven development will be based on these investigation results and proof-of-concept findings, the latter of which was completed last month.\n\nThe team also supported the \u2018VehicleDied\u2019 event, which is used by Soft Death and vehicle destruction, and made quality-of-life bug fixes for Alpha 3.19.1, staging content, and game dev.\n\nPlus, an issue with the RSI Constellation series\u2019 co-pilot seat UI not connecting properly to IFCS was fixed in the content files. This was combined with a code fix aimed at the UI rules to prevent it from only tracking the pilot. These changes also create the potential for other ships to have their co-pilot UI updated properly if needed.\n\nFeatures (Mission)\nThe Mission Feature team continued to work on the ship escort, data heist, and consignment retrieval missions and added the finishing touches to a new unlawful salvage mission where a ship must be stripped of an incriminating paint job before law enforcement arrives.\n\n\u201cAnother exciting development is that we\u2019re exploring a new lightweight PVP\/PVE event set aboard a modified version of the Siege of Orison barge, in which players must figure out how to open shipping containers in order to steal the items within, all while Nine Tails outlaws hold down the location for themselves.\u201d Mission Features Team\n\nFor Alpha 3.19.1, the team rebalanced cargo generation within ships across various mission types, including salvage, assassination, and bounty hunting. This involved removing unsellable commodities and ensuring the profit fits the risk involved.\n\nMission Features actively worked on refactoring old missions into the current modular library, including Missing Person. Alongside this, they refactored how the 'destroy drugs' missions work and made parts of them modular. For example, the previous versions spawned hundreds of individual boxes but, with the help of new code, they can now simply spawn pallets that come with drug box \u2018load outs.\u2019 Alongside significantly improved performance and reliability, this method allows the team to control the number of pallets spawned for different mission difficulties.\n\nMission Features' ongoing work on Bounty Hunting v2 progressed well too. The designers are currently working with Systemic Services and Tools to develop the systems required to have virtual NPC bounties traveling around the system. One of the engineers, with help from the Interactables team, is also developing a method for pods to attach to points in the world so they can seamlessly enter and exit the game space.\n\nFinally, the designers supported Invictus Launch Week, which involved fixing bugs and maintaining the expo-hall-transition system, the Javelin tour, and Bengal fly-by.\n\nGraphics, VFX Programming & Planet Tech\nThe Graphics Feature team spent the month working on performance improvements and new features, including screen space shadows, improvements to quantum jump tunnels, and render-to-texture zone culling. A GPU memory allocator and an upgraded ResourceCache compiler were among the new performance-boosting upgrades, while the evolving Temporal Super Resolution (an automated upscaling system that can now up-sample opaque objects) officially passed its first milestone.\n\nGlobal Illumination is well underway. So far, the first iterations of a hash-map-based radiance cache, ray-generation code, and a ray-tracing prototype were completed.\n\nImprovements to Gen12\u2019s validation error debugger were made to improve the accuracy of bug detection for faster issue assessment. In preparation for deferred Rendergraph execution, Vulkan\u2019s frame synchronization was improved. Issues with gaps in pipeline-resource sets at bind time were resolved with a remapping update that uses continuous resource-set layouts.\n\nThe Planet Tech team started finalizing quantum obstacle generation with generic shapes in asteroid fields. A collision issue detector and wear, dirt, and paint modifiers were also added to the RaStar tool.\n\nOngoing improvements to the BiomeBuilder will reduce constant spawn\/despawning, which in turn will relieve the Physics team of large destruction queues. Water can now be simulated in-engine and features the new disturbance component improvements.\n\nFinally, recent VFX features and bug fixes saw several direct improvements to both the editor and core-tech framework. For example, the new master VFX library can re-save and export in the P4 format, and particles can now be found in a dedicated effects browser. Bugs related to damage maps, particle effect placement, and in-editor crashes were solved too.\n\nIn-Game Branding (Montreal)\nThe In-Game Branding team continued working on interior and exterior signage for Ruin Station and supported the EU Locations team.\n\nLighting\nIn May, the Lighting team worked on Invictus Launch Week and continued to produce content for the Pyro system. This was mainly focused on Ruin Station's exterior and lighting modules for its interior.\n\nLive Tools\nThe Live Tools Team continued to study the usability of the network operation center and are now starting to collect the results. This will allow them to establish an action to highlight improvement needs and priorities for the future.\n\nThe team also released a new version of the internal error-handling pipeline, which featured significant improvements over its predecessor.\n\nLocations\nIn May, the Locations teams continued working on Pyro, making good progress on Ruin Station. They supported Invictus Launch Week too. Between major tasks, one of the artists worked on new racetracks, which was shown in a recent episode of Inside Star Citizen.\n\nThe Sandbox team further developed planetary content for Pyro and continued to support the Montreal-based team on the new underground facilities.\n\nThe Organics team created new fauna for Pyro and are currently reworking come of the upcoming system\u2019s planets to bring them up to current expectations.\n\n\u201cWe also have some very cool content that we are working on alongside all this and will share more info at a later date!\u201d Organics Team\n\nNarrative\nOver the course of May, the Narrative team continued working on several of the mission initiatives started in previous months, including data heist, package extraction, and consignment retrieval. They also worked with the various design teams to brainstorm new mission ideas.\n\nNarrative also kicked off further discussions on Pyro, specifically going over the areas of influence of the system's various factions, as well as defining which groups are allies and rivals.\n\nDuring a recent motion-capture session, the team recorded the first air-traffic-control assistant for cargo and will be looking to review and refine the wider experience in future months. The team also began polishing and implementing a new tourist behavior that will debut in an upcoming patch.\n\nNarrative also dedicated several of their weekly 'jams\u2019 to exploring some of the verse\u2019s alien cultures and answering questions for some upcoming xeno-language development.\n\nFinally, on the dispatch front, the team released a Portfolio outlining the history of Invictus Launch Week, a Whitley\u2019s Guide to the Prospector mining ship, and wrapped up the month with another batch of Galactapedia entries.\n\nOnline services (Montreal)\nIn May, the Online Services team applied fixes to the character-repair system, enabling players to fix some log-in and other issues without requiring CIG support. They also provided bug fixes and optimizations for ASOP terminals.\nThe remainder of the month was spent optimizing Persistent Entity Streaming to improve the performance of its backend database.\n\nResearch & Development\nIn May, the R&D team continued improving the temporal render mode for atmospheric and volumetric clouds.\n\nAdditionally, planetary terrain height-map generation was optimized to eliminate frame-rate hitches that were reported by players. Aside from using a more suitable partitioning scheme for the tessellation of terrain patches, the changes also include terrain quad viewport culling before further tessellation by the GPU. The resulting height maps are later used to render large-scale planet terrain shadows and to spawn GPU particles on the ground.\n\nSystemic Services & Tools\nSystemic Services & Tools spent the month working towards Bounty Hunting v2, including finalizing upstream work on the character creation service, R&D for bounty contract missions, a bounty-marker prototype, and connecting the NPC tracker service to the game server. Additionally, a new C# service wrapper was completed.\n\nThe team also continued working on the Quantum\/Odin tool, including making progress on the data-driven economy, Quanta state, Quanta life, and the battle matrix and battle system.\n\nFinally, SST continued to support the recent live release, including several bug fixes and ship-price modifications.\n\nUI\nIn May, the UI team\u2019s artists and designers worked on the user interface for bounty hunting as well as concepts for upcoming gameplay features, while the Arena Commander team upgraded the multiplayer game\u2019s frontend menus.\n\nThe UI Tech team continued improving their tools, including making performance fixes and improvements to the debugging of complex UI screens. They also continued to work on the new interior and mini-map feature. This is initially for Squadron 42 but will eventually be added to the PU, making navigating caves and landing zones a much smoother experience.\n\nVFX\nLast month, the VFX team revisited several old particle libraries to take advantage of newer attributes that didn\u2019t exist when they were originally created. For example, Alpha Erosion is a setting that \u2018erodes\u2019 a particle\u2019s alpha channel, reducing overall transparency in the process and helping to optimize the game\u2019s visuals. This was used effectively in Lorville\u2019s recently updated chimney smoke effects.\n\nWork also continued on several new derelicts and the modular kits for various Pyro locations."},"links_count":0,"comment_count":0,"created_at":"2023-06-07T23:00:00+00:00","created_at_human":"2 years ago"},"meta":{"processed_at":"2026-05-07 19:07:17","valid_relations":["images","links"],"prev_id":19316,"next_id":19318}}