{"data":{"id":19364,"title":"Star Citizen Monthly Report: June 2023","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/19364-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/19364","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/19364","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":31269,"name":"cmty1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/452c0794ba39c6eefe32f27d22503821762c1512\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjTFReQJQ9GNSBUHx1TccesgXfVsj1T4UE\/cmty1.png","alt":"g-illustration","size":3129935,"mime_type":"image\/png","last_modified":"2023-07-05T22:30:46+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31269","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31269\/similar"},{"id":31273,"name":"features-ac1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/e817f39ae7fbc3c8afad698fc6044bae23d2607c\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResiqSTDoEFnZj3M5X7rjmkuGUF1D7fXBNHc\/features-ac1.png","alt":"g-illustration","size":6186172,"mime_type":"image\/png","last_modified":"2023-07-05T22:30:49+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31273","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31273\/similar"},{"id":31275,"name":"features-ac2.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/5d216129f1e8a5e8538fe2c0380790b5c9390535\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResiuQArePZ6KGB3prQJtmrJkW8M8DVtTcdL\/features-ac2.png","alt":"g-illustration","size":1982051,"mime_type":"image\/png","last_modified":"2023-07-05T22:30:51+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31275","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31275\/similar"},{"id":31277,"name":"locations3.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/aff518f009f13e2347027031c70dfe1edae2cf63\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResiitdQS8beq3h9iXPoWAP3w1GHch46LSFG\/locations3.png","alt":"g-illustration","size":2920678,"mime_type":"image\/png","last_modified":"2023-07-05T22:30:53+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31277","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31277\/similar"},{"id":31279,"name":"locations2.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/c37c46aabc831b6f9ac0018c2e3048324c380a1b\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReseNAWaP6nUFJWEo4LyLPsM4k5kJzfo64bY\/locations2.png","alt":"g-illustration","size":3771159,"mime_type":"image\/png","last_modified":"2023-07-05T22:30:55+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31279","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31279\/similar"}],"images_count":13,"translations":{"en_EN":"PU Monthly Report\nJune 2023\nWelcome to June\u2019s PU Monthly Report. Read for everything done across CIG\u2019s global studios last month in support of the Persistent Universe, including new developments in water tech, AI pathfinding, and item wear.\n\nAI (Tech)\nLast month, AI Tech finalized their work on dynamic pathfinding regeneration. As mentioned in previous reports, this feature allows dynamic paths to detect when a navigation mesh is modified and check whether it\u2019s still valid or if a new path request is needed. When a new dynamic path is requested, the pathing component creates and stores navigation anchors. These anchors notify the pathing component each time the mesh changes, which then checks through navigation raycasts to see if the path is still valid. If not, the last part of the path is recomputed.\n\nNext, the team continued developing a feature to allow NPCs to enter and exit a ship\u2019s airlock from EVA. For this, they had to consider cases when a ship or space station is moving or slightly rotating. They\u2019re currently working on a scenario for transitioning from a ship with gravity to zero-g by vaulting over a ledge.\n\nFor tools, AI Tech continued improving and extending functionality for Apollo Subsumption, including adding two new windows for the task-archetypes and variable-type editors. This will allow the team to better visualize and modify archetypes and variables.\n\nThe other AI tool, the usable group coordinator, received improvements too. This included a minor flow refactor to reduce the performance impact from bad setups and to more clearly notify the designers what\u2019s wrong.\n\nLast month, AI Tech also supported existing features and the upcoming release builds. For navigation links, they created new flowgraph nodes that allow the designers to disable and re-enable navigation links for a platform or object container. For example, this will enable NPCs to use moving platforms.\n\nAnimation\nLast month, the Animation team worked on facial animations for a new character set. They also progressed with their ongoing work on \u2018boids,\u2019 which relate to animals flying in flocks or swarms.\n\nArt (Characters)\nIn June, the Character Art team continued working on the Dusters and Headhunters gangs, creating new outfits for the former and polishing existing items for the latter.\n\nAlongside this, the Character Concept Art team began the exploration phase for a new Headhunters gang member and prepared handoff sheets for additional Dusters outfits.\n\nArt (Ships)\nThe Tumbril Storm is nearing the end of the LOD0 stage, with some areas approaching final content. Materials were also polished, internal damage was built, and most LODs were created. The team are currently undertaking customization work and will move onto UV2 projections in July.\n\nFollowing last month\u2019s report, the Aopoa San'tok.y\u0101i is awaiting its second greybox gate review pass.\n\n\u201cIt failed the first time around due to a missing dashboard implementation plan - we have now created a dashboard and generated the bulk of the art for it. We simply need to make it past the gate and we will be officially in LOD0 stage.\u201d Ship Art Team\n\nThe San'tok.y\u0101i\u2019s cockpit also received a polish pass before the team moved on to the rest of the ship. Ship Art then worked with Narrative on Xi\u2019an language translations, which will appear in the ship\u2019s UI and character Inner Thought system.\n\nCommunity\nThe Community Team celebrated Pride Month throughout June by bringing back the Show Us Your Colors celebration, which received a huge number of impressive entries. Visit this year's submissions comm-link for a wealth of community creativity.\n\nThe team then supported Alienweek 2953, which starred a Banu ship souli\u2019s human-focused advert. During the event, players were invited to explore alien lore and spaceships and enter the Alien Encounter screenshot contest. The community\u2019s xeno-linguists also deciphered a Banu-language message containing secrets of the mysterious tholo.\n\n\u201cThe first opportunity to get hold of a digital Banu tholo was at the International Bar Citizen Weekend, where we handed them out as code cards to every guest. We loved meeting so many of you this weekend as we hosted an afternoon of Star Citizen near our studios in Los Angeles, Austin, Montreal, Manchester, and Frankfurt.\u201d Community Team\n\nJune saw the continuation of the Bar Citizen World Tour, with members of the Star Citizen team traveling to Asia to visit players in Shanghai and Hong Kong, and Incheon in Korea.\n\n\u201cThank you for having us as your guests. It was absolutely amazing to meet more than 1900 of you in China and Korea!\u201d\n\nThe team also supported the announcement and ongoing planning of CitizenCon 2953, which is coming to LA, USA, on October 21 and 22. This included ticket details, an FAQ about the event and location, a guide to L.A., and details of how to take part via community booth or this year's cosplay contest.\n\nPlus, in preparation for this year's Foundation Festival, Community launched the Tutorial Contest and invited the player organizations that make the 'verse a better place with their teamwork to introduce themselves.\n\nEngine\nIn June, the Core Engine team finished integrating the latest changes into the main development branch. This took a significant effort, but the team managed to stabilize and roll out the many major rewrites made over the past few months.\n\nAdditionally, experiments were done on a more cooperative threading model to execute physics code, which should deliver general performance improvements.\n\nFor generic shapes, all editor-side work for regular shapes was finished and is now with the artists for feedback. The next stage is editor support for multiple sub-segments to allow the team to build more complex shapes out of primitive sub-shapes.\n\nThe StarBuild, P4K v2.0, and memReplay systems received various improvements and new features in preparation for them rolling out to other teams. Core Engine also worked with Physics to provide tech support for the MISC Hull C.\n\nThe Physics team supported the game teams with various bug fixes, progressed with cantilever beams for the Maelstrom editor, and investigated solver improvements for driven ragdolls.\n\nAn ImGUI view was then implemented to allow rapid tweaking of simulation parameters for character-attached cloth so that changes become immediately visible.\n\nRegarding team structure, the Entity System Tech team transferred to the Core Engine team.\n\n\u201cWhile their focus will still be on everything related to Server Meshing, bringing the team over brings the knowledge and ownership of the entity system together, which should allow more efficient communication.\u201d Engine Team\n\nEntity System Tech also integrated their recent improvements into the main development branch. They then worked on various spawning-time improvements and cost visualizations to allow for further guided loading-time optimization.\n\nFinally, async entity loading was enabled in the editor for faster startup and improved efficiency.\n\nFeatures (Arena Commander)\nIn June, the Arena Commander Feature team's focus was on polishing and bug fixing for Alpha 3.20. Engineering also completed the new competitive-scoring and team-balance systems.\n\nA small quality-of-life refactor was done to the Flash-based FPS loadout editor. Now, game modes automatically supply consumables to the player, allowing the team to simplify the editor to only include armor and weapons. They also continued work on the new spawn screens being introduced to most game modes in Alpha 3.20 before moving on to in-game vehicle selection.\n\nDesign continued polish passes across various locations, including adjusting Security Post Kareah's control variant based on playtest feedback.\n\nFor Tank Royale, the mode\u2019s Magda location failed its go\/no-go due to underwhelming visuals and gameplay. In response, Design worked on two replacement locations to provide greater variety and more visual interest, Daymar and Mya (Leir\u2019s second planet, where The Good Doctor map is set).\n\nDesign then reworked all existing race tracks to utilize the new racing system being developed for release in a future patch.\n\nFinally, the team concluded work on three new experimental modes that feature the new flight system, \u201cMaster Modes\u201d: Free Flight, Duel, and Endless Vanduul Swarm.\n\nFeatures (Characters & Weapons)\nIn June, the Features team began extending item wear to weaponry. This means that as a weapon is used, ages, or is kept in poor condition, it will become increasingly worn. For example, if a weapon is used while dirty, it will accumulate wear faster. As a weapon becomes worn, it will become less reliable and may overheat faster and start misfiring. This can cause minor or major jamming, requiring the user to spend time fixing the malfunction.\n\nThe team also looked into a minor rework of the inventory screen.\n\n\u201cThe current inventory screen is great for managing loadout and inventory storage, but we have been looking at options for speeding up looting while in combat.\u201d Features Team\n\nAs part of this, the team experimented with a new UI that remains in first-person view, allowing players to assess combat-related items and then quickly loot or exchange MedPens, ammunition, grenades, and weapons.\n\nFeatures (Gameplay)\nFollowing the release of Alpha 3.19.1, the Gameplay Features team began focusing on upcoming patches. This included work on the vehicle tractor beams, with relevant vehicles being set up to support the feature. For example, the upcoming Argo SRV was tested internally and towed its first ships.\n\nThe Resource Network also progressed well, with the team pleased with its current state. They then moved onto supporting Resource Network-relevant features, including engineering and life support.\n\nFeatures (Mission)\nLast month, Mission Features were redirected to cargo and Pyro-based missions; they\u2019re currently developing cargo-hauling and ship-piracy missions that leverage the new cargo grid and freight elevator features.\n\nThe Development of a new cargo and escort-focused Dynamic Event began. Blockade Runner will replace Nine Tails Lockdown, keeping its strengths and removing its weaknesses by using new features and proven designs.\n\nWork was completed on the Ship Coverup mission suite. This entails scraping the hull off a criminal ship to make it unidentifiable to the approaching security forces. The team was also tasked with turning the New Player Experience into a modular mission that can be run in any location with the correct setup.\n\nFor combat missions, most quantum-travel-capable ships were added to the pool that missions can spawn from. However, some that don\u2019t make narrative sense weren\u2019t added. For example, criminals won\u2019t use the Drake Cutlass Blue. As part of this work, the game\u2019s ships were divided into difficulty bands derived from data mentioned in last month\u2019s report, which was gathered from pitting every ship against each other 1000 times.\n\nA technical design document was completed for the system that governs player reputations with in-game orgs (such as Crusader Industries or Nine Tails). This relates to things players can do outside of missions, such as killing rival NPCs.\n\nGameplay Features also made improvements to the Defend Kareah mission, including splitting trespasser tracking between the station\u2019s interior and exterior to help players better understand where to search.\n\n\u201cWe are also prototyping a means to take the turrets temporarily offline and do a momentary ping on intruders, which may or may not be used.\u201d Mission Features Team\n\nWork continued on the Data Heist, Retrieve Consignment, and Ship Escort missions alongside the ship-trespass feature.\n\nFinally, Mission Features worked with Actor Features to get the \u2018ledge grab\u2019 feature enabled in the PU, seeing it through the QA and go\/no-go processes. This feature allows players to grab onto ledges while in mid-air, significantly improving climbing and allowing players to reach ship entrances that were previously out of reach. They also made a pass on the Prison Escape mission alongside the USPU team to ensure the new feature could be used to its fullest.\n\nGraphics, VFX Programming & Planet Tech\nJune saw the Planet Tech team wrapping up their latest tools and working on the new water system. Water ripples can now be simulated across region borders, and further reworks to rendercode integrations with planetary atmospheric passes made the process smoother. Quantum obstacles for Generic Shapes were also physicalized and passed to the Engine team for integration.\n\nThe Graphics team spent part of the month fixing bugs, improving the render thread, and developing the upcoming temporal-upscaling system. For global illumination, a ray-tracing prototype is now in progress, and work began on screen-space probes. Screen-space shadows are now more consistent, and canvas-decal streaming issues were resolved.\n\nGen12 and Vulkan also received various bug fixes that impacted rendering and streaming performance. The GPU resource lifetime was restructured, and WAW hazards for RenderGraph deferred execution are handled more efficiently too.\n\nThe first iteration of entity spawning based on MeshSetup and CGAs was submitted, which is required for Maelstrom.\n\nAlongside the UI Tech and SQ42 teams, Graphics improved the performance and visual quality of the area map. The interior and FPS mini-maps now use the Render Layers feature, which can now be applied to CGA joints, skin, and CGF attachments. Incorrect UI edge cases were also resolved and now scale correctly with scene exposure.\n\nThe VFX team enabled DataForge to support particle library groups in preparation for the upcoming changes to weapon-effect setups.\n\nA crash impacting fire-related child effects was fixed, and an entity-wide burn state can now be applied that uses dirt parameters and object temperature to determine damage and glow; glow uses a specific shader from permanent effects for game-wide consistency.\n\nLightning was also improved. For example, lightning cascades can be timed with a new controller and ship shields now trigger when struck by lightning.\n\nIn-Game Branding (Montreal)\nLast month, Branding worked closely with EU Locations 2 on navigational signage for New Babbage and began building various artwork assets for an upcoming event.\n\nThey also progressed with artwork for Pyro, including the final touch-ups on navigational signage for Ruin Station.\n\nThe Branding Team began work on the underground facilities too, which involved creating different mockups for the commercial lobbies.\n\nInteractables\nThroughout June, the Interactables team explored new ideas for props that haven\u2019t been seen in the \u2018verse before. They also created new Flair items for Subscribers.\n\nLighting\nThe Lighting team continued to work on outposts for the Pyro system, helping to sell the \u2018wilderness\u2019 feel. They also worked on several other initiatives for Pyro alongside the Locations team.\n\nLive Tools (Montreal)\nIn Montreal, the Live Tools team entered the analytics phase of the usability research done last month. When complete, the team will establish an action plan that will determine their next priorities in improving the usability of the Hex network\u2019s operation center.\n\n\u201cThis month also marked a great milestone, with the team shipping one of the key features that will provide more support to Persistent Entity Streaming technology. This new versatile tool will allow the users to have an overview of the different entities in the game.\u201d Live Tools Team\n\nLocations (EU)\nLast month, the EU Locations team progressed with closing out rooms for Rundown Station.\n\n\u201cThe station has had some great TLC and we hope players will enjoy exploring these new areas!\u201d EU Locations Team\n\nThey also completed tasks for an upcoming event before beginning various new projects.\n\nThe Sandbox team closed out Pyro\u2019s outposts and moved on to planetary distribution work. Development of the underground facilities continued too, with the team exploring new areas and further expanding these already considerable locations.\n\nThe Organics team continued cloud development for planets and worked on new and interesting flora that players will find in Pyro.\n\nNarrative\nJune saw the Narrative team further developing and populating Pyro. As a lawless system, it presents a lot of interesting opportunities for the team to explore how existing game systems may change and take on new nuance. The team worked on further outlining mission content and providers, refining the unique food options that will be available at some of the remote space stations, and detailing signage and graffiti that will be placed around various locations.\n\nNarrative also continued their final push toward the release of Alpha 3.20. This included naming and writing descriptions for numerous assets, reviewing new text for gameplay features, and further refining new mission content. Additionally, they made deeper dives into an alien species\u2019 lore as xeno-linguistic development continued. This involved listening to new audio samples and debating which style of speech fit best with the culture and lore.\n\nLast month also saw numerous narrative content releases, including a Whitley\u2019s Guide to the Tumbril Cyclone, a special message in honor of Alien Week from the Njassi Religion Souli, an episode of Star Citizen Live featuring the Narrative Team, and another batch of Galactapedia entries.\n\nOnline Services (Montreal)\nIn June, the Online Services team completed a major refactor of the inventory system. These changes won\u2019t be visible to players but will touch on every inventory type in the game, with the goal being to address some long-standing bugs and improve PES performance and stability.\n\nThe team also worked on server and engine-side integration for the return of private lobbies in Arena Commander.\n\nLastly, Online Services fixed various bugs relating to long-term persistence and login issues.\n\nResearch & Development\nIn June, work on atmospheric and volumetric cloud rendering continued. Transmittance profiles and their filter chains were optimized and improved to reduce noise and artifacts in raymarch results. Further research went into the temporal upsampling of those results to produce a stable and detailed full-resolution frame that can then be composited into a scene.\n\nSystemic Services & Tools\nThe Systemic Services and Tools team began planning the required services refactor in support of Server Meshing.\n\nThey also began code clean-up and working through tech debt for the diffusion architecture and general instance manager. Additionally, the team supported USPU with bug fixes and integrations toward the MISC Hull C and cargo feature release.\n\nTech Art\/Animation\nJune saw Tech Animation integrate their long-awaiting changes to the DNA system. This enables new head assets and provides a pipeline that will open new ways to author and customize new game content.\n\nThe team then began new initiatives while they wait for further head art. This included updating the Maya pipeline codebase from Python 2.7 to 3.7 and thoroughly testing it. This was released to the user base in June, with the team currently working through the final bugs.\n\nVFX\nThe VFX team increased support for several locations across Pyro, including Ruin Station\u2019s interior and exterior and various derelict settlements and outposts. Due to the modular nature of these locations, time was taken to ensure the artists understood which file level to add effects to. For example, for a food stall, they need to add hot-steam effects directly to the stall asset rather than its location.\n\nThe team also supported several new platforms on Orison, including falling and rustling leaves, water fountains, and more. Several ships progressed throughout June too.","de_DE":"PU-Monatsbericht\nJuni 2023\nWillkommen zum PU-Monatsbericht f\u00fcr den Monat Juni. Hier erf\u00e4hrst du alles, was in den globalen Studios von CIG im letzten Monat f\u00fcr das Persistent Universe getan wurde, darunter neue Entwicklungen in den Bereichen Wassertechnologie, KI-Pfadfindung und das Tragen von Gegenst\u00e4nden.\n\nKI (Tech)\nIm letzten Monat hat die KI-Abteilung ihre Arbeit an der dynamischen Pfadfindung abgeschlossen. Wie bereits in fr\u00fcheren Berichten erw\u00e4hnt, erm\u00f6glicht diese Funktion dynamischen Pfaden, zu erkennen, wenn ein Navigationsnetz ver\u00e4ndert wird, und zu pr\u00fcfen, ob es noch g\u00fcltig ist oder ob ein neuer Pfad angefordert werden muss. Wenn ein neuer dynamischer Pfad angefordert wird, erstellt und speichert die Pfadfindungskomponente Navigationsanker. Diese Anker benachrichtigen die Pathing-Komponente jedes Mal, wenn sich das Mesh \u00e4ndert, und diese pr\u00fcft dann anhand der Navigations-Raycasts, ob der Pfad noch g\u00fcltig ist. Wenn nicht, wird der letzte Teil des Pfades neu berechnet.\n\nAls N\u00e4chstes entwickelte das Team eine Funktion, die es NSCs erm\u00f6glicht, die Luftschleuse eines Schiffes von EVA aus zu betreten und zu verlassen. Dabei mussten sie F\u00e4lle ber\u00fccksichtigen, in denen sich ein Schiff oder eine Raumstation bewegt oder leicht dreht. Zurzeit arbeiten sie an einem Szenario f\u00fcr den \u00dcbergang von einem Schiff mit Schwerkraft in die Schwerelosigkeit, indem sie \u00fcber einen Vorsprung springen.\n\nBei den Werkzeugen hat AI Tech die Funktionalit\u00e4t von Apollo Subsumption weiter verbessert und erweitert, u.a. durch das Hinzuf\u00fcgen von zwei neuen Fenstern f\u00fcr die Editoren f\u00fcr Aufgaben- und Variablentypen. Damit kann das Team Archetypen und Variablen besser visualisieren und ver\u00e4ndern.\n\nDas andere KI-Tool, der nutzbare Gruppenkoordinator, wurde ebenfalls verbessert. Dazu geh\u00f6rte eine kleine \u00dcberarbeitung des Ablaufs, um die Auswirkungen von fehlerhaften Setups auf die Leistung zu verringern und die Designer\/innen deutlicher darauf hinzuweisen, was falsch ist.\n\nIm letzten Monat hat AI Tech auch bestehende Funktionen und die kommenden Release-Builds unterst\u00fctzt. F\u00fcr Navigationslinks wurden neue Flowgraph-Knoten erstellt, die es den Designern erm\u00f6glichen, Navigationslinks f\u00fcr eine Plattform oder einen Objektcontainer zu deaktivieren und wieder zu aktivieren. Dadurch k\u00f6nnen NSCs zum Beispiel bewegliche Plattformen benutzen.\n\nAnimation\nIm letzten Monat hat das Animationsteam an den Gesichtsanimationen f\u00fcr ein neues Charakterset gearbeitet. Au\u00dferdem haben sie ihre Arbeit an \"Boids\" fortgesetzt, die sich auf Tiere beziehen, die in Schw\u00e4rmen fliegen.\n\nKunst (Charaktere)\nIm Juni hat das Character Art Team die Arbeit an den Dusters und Headhunters fortgesetzt, indem es neue Outfits f\u00fcr die Dusters und die Headhunters entworfen und bestehende Gegenst\u00e4nde f\u00fcr die Headhunters aufpoliert hat.\n\nAu\u00dferdem begann das Character Concept Art-Team mit der Erkundungsphase f\u00fcr ein neues Mitglied der Headhunters-Gang und erstellte \u00dcbergabeb\u00f6gen f\u00fcr zus\u00e4tzliche Dusters-Outfits.\n\nKunst (Schiffe)\nDie Tumbril Storm n\u00e4hert sich dem Ende der LOD0-Phase und einige Bereiche n\u00e4hern sich dem endg\u00fcltigen Inhalt. Au\u00dferdem wurden die Materialien poliert, interne Sch\u00e4den gebaut und die meisten LODs erstellt. Das Team f\u00fchrt derzeit Anpassungsarbeiten durch und wird im Juli mit den UV2-Projektionen beginnen.\n\nNach dem Bericht vom letzten Monat wartet der Aopoa San'tok.y\u0101i auf seinen zweiten Greybox-Gate-Review-Pass.\n\n\"Beim ersten Mal scheiterte es an einem fehlenden Dashboard-Implementierungsplan - jetzt haben wir ein Dashboard erstellt und den Gro\u00dfteil der Kunstwerke daf\u00fcr entwickelt. Wir m\u00fcssen es nur noch durch das Gate schaffen, dann sind wir offiziell im LOD0-Stadium.\" Schiffskunst-Team\n\nAuch das Cockpit der San'tok.y\u0101i erhielt einen Feinschliff, bevor sich das Team dem Rest des Schiffes zuwandte. Ship Art arbeitete dann mit Narrative an der \u00dcbersetzung der Xi'an-Sprache, die in der Benutzeroberfl\u00e4che des Schiffes und im inneren Gedankensystem der Charaktere erscheinen wird.\n\nCommunity\nDas Community-Team feierte den ganzen Juni \u00fcber den Pride-Monat mit der Aktion \"Zeig uns deine Farben\", f\u00fcr die eine gro\u00dfe Anzahl beeindruckender Beitr\u00e4ge eingereicht wurde. Besuche den Comm-Link f\u00fcr die diesj\u00e4hrigen Einsendungen und finde eine F\u00fclle von kreativen Beitr\u00e4gen.\n\nDann unterst\u00fctzte das Team die Alienweek 2953, bei der ein Banu-Schiff mit Souli-Werbung f\u00fcr Menschen im Mittelpunkt stand. W\u00e4hrend des Events waren die Spieler\/innen eingeladen, au\u00dferirdische \u00dcberlieferungen und Raumschiffe zu erforschen und am Alien Encounter Screenshot-Wettbewerb teilzunehmen. Die Xeno-Linguisten der Community entschl\u00fcsselten au\u00dferdem eine Botschaft in der Banu-Sprache, die Geheimnisse der mysteri\u00f6sen Tholo enthielt.\n\n\"Die erste Gelegenheit, ein digitales Banu-Tholo zu ergattern, war auf dem Internationalen Bar Citizen Weekend, wo wir sie als Codekarten an jeden Gast verteilt haben. Wir haben uns sehr gefreut, so viele von euch an diesem Wochenende zu treffen, als wir in der N\u00e4he unserer Studios in Los Angeles, Austin, Montreal, Manchester und Frankfurt einen Nachmittag mit Star Citizen veranstaltet haben.\" Community Team\n\nIm Juni wurde die Bar Citizen World Tour fortgesetzt. Mitglieder des Star Citizen-Teams reisten nach Asien, um Spieler in Shanghai, Hongkong und Incheon in Korea zu besuchen.\n\n\"Danke, dass wir bei euch zu Gast sein durften. Es war absolut fantastisch, mehr als 1900 von euch in China und Korea zu treffen!\"\n\nDas Team unterst\u00fctzte auch die Ank\u00fcndigung und laufende Planung der CitizenCon 2953, die am 21. und 22. Oktober in LA, USA, stattfindet. Dazu geh\u00f6rten Ticketinformationen, eine FAQ \u00fcber die Veranstaltung und den Veranstaltungsort, ein Reisef\u00fchrer f\u00fcr L.A. und Informationen dar\u00fcber, wie man an einem Gemeinschaftsstand oder dem diesj\u00e4hrigen Cosplay-Wettbewerb teilnehmen kann.\n\nAu\u00dferdem hat die Community in Vorbereitung auf das diesj\u00e4hrige Foundation Festival den Tutorial-Wettbewerb gestartet und die Spielerorganisationen, die das Verse mit ihrer Teamarbeit zu einem besseren Ort machen, eingeladen, sich vorzustellen.\n\nEngine\nIm Juni schloss das Team der Core Engine die Integration der letzten \u00c4nderungen in den Hauptentwicklungszweig ab. Es hat viel Arbeit gekostet, aber das Team hat es geschafft, die vielen gro\u00dfen \u00c4nderungen der letzten Monate zu stabilisieren und auszurollen.\n\nAu\u00dferdem wurden Experimente mit einem kooperativeren Threading-Modell f\u00fcr die Ausf\u00fchrung von Physikcode durchgef\u00fchrt, was zu allgemeinen Leistungsverbesserungen f\u00fchren sollte.\n\nBei den generischen Formen wurden alle editorenseitigen Arbeiten f\u00fcr regul\u00e4re Formen abgeschlossen und liegen nun bei den K\u00fcnstlern zur R\u00fcckmeldung. Der n\u00e4chste Schritt ist die Editorunterst\u00fctzung f\u00fcr mehrere Untersegmente, damit das Team komplexere Formen aus primitiven Unterformen erstellen kann.\n\nDie Systeme StarBuild, P4K v2.0 und memReplay haben verschiedene Verbesserungen und neue Funktionen erhalten, damit sie von anderen Teams genutzt werden k\u00f6nnen. Core Engine arbeitete auch mit Physics zusammen, um technischen Support f\u00fcr den MISC Hull C zu leisten.\n\nDas Physikteam unterst\u00fctzte die Spielteams mit verschiedenen Fehlerkorrekturen, machte Fortschritte bei den freitragenden Balken f\u00fcr den Maelstrom-Editor und untersuchte Verbesserungen am Solver f\u00fcr angetriebene Ragdolls.\n\nDann wurde eine ImGUI-Ansicht implementiert, die eine schnelle Anpassung der Simulationsparameter f\u00fcr an der Figur befestigte Kleidung erm\u00f6glicht, sodass \u00c4nderungen sofort sichtbar werden.\n\nWas die Teamstruktur angeht, so wechselte das Entity System Tech Team zum Core Engine Team.\n\n\"Der Schwerpunkt liegt zwar weiterhin auf dem Server Meshing, aber durch den Wechsel des Teams wird das Wissen und die Verantwortung f\u00fcr das Entity System zusammengef\u00fchrt, was eine effizientere Kommunikation erm\u00f6glichen sollte. Engine-Team\n\nDie Entity System Tech hat ihre j\u00fcngsten Verbesserungen auch in den Hauptentwicklungszweig integriert. Anschlie\u00dfend arbeiteten sie an verschiedenen Verbesserungen der Spawning-Zeit und der Kostenvisualisierung, um die Ladezeit weiter zu optimieren.\n\nSchlie\u00dflich wurde das asynchrone Laden von Entit\u00e4ten im Editor aktiviert, um den Start zu beschleunigen und die Effizienz zu verbessern.\n\nFeatures (Arena Commander)\nIm Juni konzentrierte sich das Arena Commander Feature Team auf die Feinabstimmung und Fehlerbehebung f\u00fcr Alpha 3.20. Au\u00dferdem wurden die neuen Systeme f\u00fcr die Wettbewerbswertung und die Team-Balance fertiggestellt.\n\nDer Flash-basierte FPS-Loadout-Editor wurde in Bezug auf die Lebensqualit\u00e4t etwas \u00fcberarbeitet. Die Spielmodi versorgen den Spieler jetzt automatisch mit Verbrauchsmaterialien, so dass das Team den Editor auf R\u00fcstung und Waffen beschr\u00e4nken konnte. Au\u00dferdem wurde die Arbeit an den neuen Spawn-Bildschirmen fortgesetzt, die in der Alpha 3.20 f\u00fcr die meisten Spielmodi eingef\u00fchrt werden, bevor es an die Fahrzeugauswahl im Spiel geht.\n\nDas Design wurde an verschiedenen Orten weiter verfeinert, u. a. wurde die Steuerungsvariante des Sicherheitspostens Kareah aufgrund des Feedbacks aus den Spieltests angepasst.\n\nBei Tank Royale scheiterte der Standort Magda aufgrund der unzureichenden Optik und des schlechten Gameplays. Daraufhin arbeitete das Design an zwei Ersatzschaupl\u00e4tzen, um mehr Abwechslung und mehr visuelles Interesse zu bieten: Daymar und Mya (Leirs zweiter Planet, auf dem die Karte The Good Doctor spielt).\n\nDann \u00fcberarbeitete Design alle bestehenden Rennstrecken, um das neue Rennsystem zu nutzen, das f\u00fcr einen zuk\u00fcnftigen Patch entwickelt wird.\n\nSchlie\u00dflich schloss das Team die Arbeit an drei neuen experimentellen Modi ab, die das neue Flugsystem, die \"Master Modes\", nutzen: Freier Flug, Duell und Endloser Vanduul-Schwarm.\n\nFeatures (Charaktere & Waffen)\nIm Juni hat das Features-Team damit begonnen, das Tragen von Gegenst\u00e4nden auf Waffen auszuweiten. Das bedeutet, dass eine Waffe, die benutzt wird, altert oder in schlechtem Zustand ist, zunehmend abgenutzt wird. Wenn eine Waffe zum Beispiel schmutzig ist und benutzt wird, nutzt sie sich schneller ab. Je abgenutzter eine Waffe ist, desto unzuverl\u00e4ssiger wird sie und kann schneller \u00fcberhitzen und zu Fehlz\u00fcndungen f\u00fchren. Das kann zu kleineren oder gr\u00f6\u00dferen Ladehemmungen f\u00fchren, so dass der\/die Benutzer\/in Zeit aufwenden muss, um die Fehlfunktion zu beheben.\n\nDas Team hat auch eine kleine \u00dcberarbeitung des Inventarbildschirms in Betracht gezogen.\n\n\"Der aktuelle Inventarbildschirm eignet sich hervorragend f\u00fcr die Verwaltung der Ausr\u00fcstung und des Inventars, aber wir haben nach M\u00f6glichkeiten gesucht, um das Pl\u00fcndern im Kampf zu beschleunigen. Features Team\n\nIn diesem Zusammenhang experimentierte das Team mit einer neuen Benutzeroberfl\u00e4che, die in der Ego-Perspektive bleibt und es den Spielern erm\u00f6glicht, kampfbezogene Gegenst\u00e4nde zu bewerten und dann schnell MedPens, Munition, Granaten und Waffen zu pl\u00fcndern oder auszutauschen.\n\nFeatures (Gameplay)\nNach der Ver\u00f6ffentlichung der Alpha 3.19.1 konzentrierte sich das Gameplay-Features-Team auf die kommenden Patches. Dazu geh\u00f6rte auch die Arbeit an den Fahrzeug-Traktorstrahlen, wobei die entsprechenden Fahrzeuge f\u00fcr die Unterst\u00fctzung des Features eingerichtet wurden. So wurde zum Beispiel das kommende Argo SRV intern getestet und schleppte seine ersten Schiffe.\n\nAuch das Ressourcennetzwerk kam gut voran und das Team war mit seinem aktuellen Stand zufrieden. Das Team war mit dem aktuellen Stand zufrieden. Anschlie\u00dfend wurden die f\u00fcr das Ressourcennetzwerk relevanten Funktionen wie Technik und Lebenserhaltung unterst\u00fctzt.\n\nFunktionen (Mission)\nIm letzten Monat wurden die Missionsfunktionen auf Fracht- und Pyro-basierte Missionen umgestellt; derzeit werden Frachttransport- und Schiffspiraterie-Missionen entwickelt, die das neue Frachtnetz und die Frachtaufzugsfunktionen nutzen.\n\nDie Entwicklung eines neuen, auf Fracht und Eskorte ausgerichteten dynamischen Ereignisses hat begonnen. Blockade Runner wird Nine Tails Lockdown ersetzen, seine St\u00e4rken beibehalten und seine Schw\u00e4chen durch neue Funktionen und bew\u00e4hrte Designs beseitigen.\n\nDie Arbeiten an der Missionssuite Ship Coverup wurden abgeschlossen. Dabei geht es darum, den Rumpf eines kriminellen Schiffes abzukratzen, um es f\u00fcr die herannahenden Sicherheitskr\u00e4fte unerkennbar zu machen. Das Team hatte au\u00dferdem die Aufgabe, die \"New Player Experience\" in eine modulare Mission zu verwandeln, die mit dem richtigen Setup an jedem Ort gespielt werden kann.\n\nF\u00fcr Kampfmissionen wurden die meisten quantenreisef\u00e4higen Schiffe in den Pool aufgenommen, aus dem Missionen spawnen k\u00f6nnen. Einige, die erz\u00e4hlerisch keinen Sinn machen, wurden jedoch nicht hinzugef\u00fcgt. Kriminelle werden zum Beispiel nicht die Drake Cutlass Blue benutzen. Im Rahmen dieser Arbeit wurden die Schiffe des Spiels in Schwierigkeitsgrade eingeteilt, die sich aus den im Bericht vom letzten Monat erw\u00e4hnten Daten ergeben, bei denen jedes Schiff 1000 Mal gegeneinander antrat.\n\nF\u00fcr das System, das den Ruf der Spieler\/innen bei Orgs regelt, wurde ein technisches Designdokument fertiggestellt. Dabei geht es um Dinge, die Spieler\/innen au\u00dferhalb von Missionen tun k\u00f6nnen, z. B. das T\u00f6ten von Org-Mitgliedern oder rivalisierenden Spieler\/innen.\n\nDie Gameplay Features haben auch Verbesserungen an der Mission Defend Kareah vorgenommen, darunter die Aufteilung der Verfolgung von Eindringlingen zwischen dem Inneren und dem \u00c4u\u00dferen der Station, damit die Spieler\/innen besser verstehen, wo sie suchen m\u00fcssen.\n\n\"Wir arbeiten au\u00dferdem an einem Prototyp, mit dem die Gesch\u00fctzt\u00fcrme vor\u00fcbergehend ausgeschaltet werden k\u00f6nnen, um Eindringlinge kurzzeitig anzupingen. Team Missionsmerkmale\n\nDie Arbeit an den Missionen \"Data Heist\", \"Retrieve Consignment\" und \"Ship Escort\" wurde neben dem Feature \"Ship-trespass\" fortgesetzt.\n\nSchlie\u00dflich arbeitete das Team Mission Features mit Actor Features zusammen, um das Feature \"Ledge Grab\" in der PU zu aktivieren und es durch den QA- und Go\/No-Go-Prozess zu begleiten. Diese Funktion erm\u00f6glicht es den Spielern, sich in der Luft an Vorspr\u00fcngen festzuhalten, was das Klettern erheblich verbessert und es den Spielern erm\u00f6glicht, Schiffseing\u00e4nge zu erreichen, die zuvor unerreichbar waren. Gemeinsam mit dem USPU-Team haben sie auch die Mission \"Prison Escape\" gespielt, um sicherzustellen, dass die neue Funktion optimal genutzt werden kann.\n\nGrafik, VFX-Programmierung & Planet Tech\nIm Juni hat das Planet Tech-Team seine neuesten Tools fertiggestellt und am neuen Wassersystem gearbeitet. Wasserwellen k\u00f6nnen jetzt \u00fcber Regionsgrenzen hinweg simuliert werden, und weitere \u00dcberarbeitungen der Rendercode-Integration mit den atmosph\u00e4rischen \u00dcberg\u00e4ngen des Planeten machten den Prozess noch reibungsloser. Quantenhindernisse f\u00fcr generische Formen wurden ebenfalls physisch angepasst und an das Engine-Team zur Integration \u00fcbergeben.\n\nDas Grafikteam verbrachte einen Teil des Monats mit der Behebung von Fehlern, der Verbesserung des Render-Threads und der Entwicklung des kommenden Systems zur zeitlichen Hochskalierung. F\u00fcr die globale Beleuchtung ist ein Raytracing-Prototyp in Arbeit, und es wurde mit der Arbeit an Screen-Space-Probes begonnen. Die Schatten im Bildschirmraum sind jetzt konsistenter und die Probleme mit dem Streaming der Leinwanddekore wurden behoben.\n\nBei Gen12 und Vulkan wurden au\u00dferdem verschiedene Fehler behoben, die sich auf die Rendering- und Streamingleistung auswirkten. Die Lebensdauer der GPU-Ressourcen wurde neu strukturiert und WAW-Hazards f\u00fcr die verz\u00f6gerte Ausf\u00fchrung von RenderGraph werden nun effizienter behandelt.\n\nDie erste Iteration des auf MeshSetup und CGAs basierenden Entity-Spawnings wurde eingereicht, das f\u00fcr Maelstrom erforderlich ist.\n\nZusammen mit den UI Tech- und SQ42-Teams hat Graphics die Leistung und visuelle Qualit\u00e4t der Gebietskarte verbessert. Die Innenraum- und FPS-Minikarten verwenden jetzt die Funktion Render Layers, die jetzt auf CGA-Verbindungen, Haut und CGF-Anh\u00e4nge angewendet werden kann. Fehlerhafte UI-Randf\u00e4lle wurden ebenfalls behoben und skalieren nun korrekt mit der Belichtung der Szene.\n\nDas VFX-Team hat DataForge die Unterst\u00fctzung von Partikelbibliotheksgruppen erm\u00f6glicht, um die bevorstehenden \u00c4nderungen an den Waffeneffekt-Setups vorzubereiten.\n\nEin Absturz, der sich auf feuerbezogene Kindeffekte auswirkte, wurde behoben und ein entit\u00e4tsweiter Verbrennungszustand kann nun angewendet werden, der Schmutzparameter und die Objekttemperatur verwendet, um Schaden und Gl\u00fchen zu bestimmen; das Gl\u00fchen verwendet einen bestimmten Shader aus den permanenten Effekten, um spielweite Konsistenz zu gew\u00e4hrleisten.\n\nAuch die Blitze wurden verbessert. Zum Beispiel k\u00f6nnen Blitzkaskaden mit einem neuen Controller zeitlich gesteuert werden und Schiffsschilde werden nun ausgel\u00f6st, wenn sie von Blitzen getroffen werden.\n\nIn-Game Branding (Montreal)\nIm letzten Monat hat das Branding eng mit EU Locations 2 an der Beschilderung f\u00fcr New Babbage gearbeitet und mit der Erstellung verschiedener Artworks f\u00fcr ein bevorstehendes Event begonnen.\n\nAu\u00dferdem wurden die Arbeiten an den Grafiken f\u00fcr Pyro vorangetrieben und die letzten Korrekturen an der Beschilderung f\u00fcr die Ruinenstation vorgenommen.\n\nDas Branding-Team begann auch mit der Arbeit an den unterirdischen Einrichtungen und erstellte verschiedene Mockups f\u00fcr die kommerziellen Lobbys.\n\nInteractables\nDen ganzen Juni \u00fcber hat das Interactables-Team neue Ideen f\u00fcr Requisiten entwickelt, die es im Verse noch nicht gegeben hat. Au\u00dferdem haben sie neue Flair-Gegenst\u00e4nde f\u00fcr die Abonnenten entworfen.\n\nBeleuchtung\nDas Beleuchtungsteam arbeitete weiter an den Au\u00dfenposten f\u00fcr das Pyro-System, um das Gef\u00fchl der Wildnis zu vermitteln. Zusammen mit dem Team f\u00fcr Standorte hat es au\u00dferdem an mehreren anderen Initiativen f\u00fcr Pyro gearbeitet.\n\nLive Tools (Montreal)\nIn Montreal trat das Live Tools-Team in die Analysephase der im letzten Monat durchgef\u00fchrten Usability-Studie ein. Sobald diese abgeschlossen ist, wird das Team einen Aktionsplan aufstellen, der die n\u00e4chsten Priorit\u00e4ten bei der Verbesserung der Benutzerfreundlichkeit des Operationszentrums des Hex-Netzwerks festlegen wird.\n\n\"In diesem Monat wurde auch ein gro\u00dfer Meilenstein erreicht: Das Team hat eine der wichtigsten Funktionen ausgeliefert, die die Persistent Entity Streaming-Technologie besser unterst\u00fctzen wird. Dieses neue, vielseitige Tool wird es den Nutzern erm\u00f6glichen, sich einen \u00dcberblick \u00fcber die verschiedenen Entit\u00e4ten im Spiel zu verschaffen.\" Live Tools Team\n\nStandorte (EU)\nIm letzten Monat hat das Team Locations (EU) die Schlie\u00dfung der R\u00e4ume f\u00fcr Rundown Station vorangetrieben.\n\n\"Die Station hat eine tolle Auffrischung erfahren und wir hoffen, dass die Spieler Spa\u00df daran haben werden, die neuen Bereiche zu erkunden!\" EU Locations Team\n\nAu\u00dferdem haben sie Aufgaben f\u00fcr ein bevorstehendes Event erledigt, bevor sie mit verschiedenen neuen Projekten begonnen haben.\n\nDas Sandkastenteam schloss die Au\u00dfenposten von Pyro ab und machte sich an die Arbeit f\u00fcr die planetarische Verteilung. Auch die Entwicklung der unterirdischen Anlagen wurde fortgesetzt, wobei das Team neue Gebiete erkundete und die bereits beachtlichen Standorte weiter ausbaute.\n\nDas Organics-Team setzte die Entwicklung der Wolken f\u00fcr die Planeten fort und arbeitete an einer neuen und interessanten Flora, die die Spieler in Pyro finden werden.\n\nNarrative\nIm Juni hat das Narrative-Team Pyro weiter entwickelt und bev\u00f6lkert. Als gesetzloses System bietet es dem Team viele interessante M\u00f6glichkeiten, um zu erkunden, wie sich bestehende Spielsysteme ver\u00e4ndern und neue Nuancen annehmen k\u00f6nnen. Das Team arbeitete daran, die Missionsinhalte und -anbieter weiter zu beschreiben, die einzigartigen Essensoptionen zu verfeinern, die es in einigen der abgelegenen Raumstationen geben wird, und die Beschilderung und Graffiti zu entwerfen, die an verschiedenen Orten angebracht werden sollen.\n\nNarrative arbeiteten au\u00dferdem weiter an der Ver\u00f6ffentlichung von Alpha 3.20. Dazu geh\u00f6rte das Benennen und Schreiben von Beschreibungen f\u00fcr zahlreiche Objekte, das \u00dcberpr\u00fcfen neuer Texte f\u00fcr Gameplay-Features und das weitere Verfeinern neuer Missionsinhalte. Au\u00dferdem tauchten sie tiefer in die Geschichte einer fremden Spezies ein, w\u00e4hrend die Entwicklung der Xeno-Sprache fortgesetzt wurde. Dabei h\u00f6rten sie sich neue H\u00f6rproben an und diskutierten dar\u00fcber, welcher Sprachstil am besten zu der Kultur und der Geschichte passt.\n\nIm letzten Monat wurden au\u00dferdem zahlreiche erz\u00e4hlerische Inhalte ver\u00f6ffentlicht, darunter ein Whitley's Guide to the Tumbril Cyclone, eine besondere Nachricht zu Ehren der Alien-Woche von der Njassi-Religion Souli, eine Episode von Star Citizen Live mit dem Narrative Team und eine weitere Reihe von Galactapedia-Eintr\u00e4gen.\n\nOnline-Dienste (Montreal)\nIm Juni hat das Team der Online-Dienste eine gro\u00dfe \u00dcberarbeitung des Inventarsystems abgeschlossen. Die \u00c4nderungen sind f\u00fcr die Spieler\/innen nicht sichtbar, betreffen aber alle Inventartypen im Spiel. Ziel ist es, einige seit langem bestehende Bugs zu beheben und die Leistung und Stabilit\u00e4t von PES zu verbessern.\n\nAu\u00dferdem arbeitete das Team an der server- und engine-seitigen Integration f\u00fcr die R\u00fcckkehr der privaten Lobbys in Arena Commander.\n\nUnd schlie\u00dflich haben die Online-Dienste verschiedene Bugs im Zusammenhang mit der Langzeitpersistenz und Login-Problemen behoben.\n\nForschung & Entwicklung\nIm Juni wurde die Arbeit am atmosph\u00e4rischen und volumetrischen Wolkenrendering fortgesetzt. Transmissionsprofile und ihre Filterketten wurden optimiert und verbessert, um Rauschen und Artefakte in den Raymarch-Ergebnissen zu reduzieren. Weitere Forschungen betrafen das zeitliche Upsampling dieser Ergebnisse, um ein stabiles und detailliertes Bild mit voller Aufl\u00f6sung zu erzeugen, das dann in eine Szene eingef\u00fcgt werden kann.\n\nSystemische Dienste und Tools\nDas Team f\u00fcr systemische Dienste und Werkzeuge begann mit der Planung der erforderlichen \u00dcberarbeitung der Dienste zur Unterst\u00fctzung von Server Meshing.\n\nAu\u00dferdem begann das Team mit der Codebereinigung und der Aufarbeitung der technischen Schulden f\u00fcr die Diffusionsarchitektur und den allgemeinen Instanzmanager. Au\u00dferdem unterst\u00fctzte das Team USPU bei der Behebung von Fehlern und der Integration von MISC Hull C und Cargo.\n\nTech Art\/Animation\nIm Juni hat Tech Animation die lang erwarteten \u00c4nderungen am DNA-System integriert. Dies erm\u00f6glicht neue Kopf-Assets und bietet eine Pipeline, die neue Wege zur Erstellung und Anpassung neuer Spielinhalte er\u00f6ffnet.\n\nDas Team begann dann mit neuen Initiativen, w\u00e4hrend es auf weitere Head Art wartet. Dazu geh\u00f6rte die Aktualisierung der Codebasis der Maya-Pipeline von Python 2.7 auf 3.7 und ihre gr\u00fcndliche Pr\u00fcfung. Dies wurde im Juni f\u00fcr die Nutzer\/innen freigegeben, und das Team arbeitet derzeit an den letzten Fehlern.\n\nVFX\nDas VFX-Team hat die Unterst\u00fctzung f\u00fcr mehrere Schaupl\u00e4tze in Pyro erweitert, darunter das Innere und \u00c4u\u00dfere der Ruinenstation und verschiedene verlassene Siedlungen und Au\u00dfenposten. Da diese Schaupl\u00e4tze modular aufgebaut sind, wurde viel Zeit investiert, um sicherzustellen, dass die Artists wussten, welche Dateiebene sie mit Effekten versehen mussten. Bei einem Imbissstand zum Beispiel m\u00fcssen sie die Hei\u00dfdampf-Effekte direkt dem Stand und nicht dem Standort hinzuf\u00fcgen.\n\nDas Team unterst\u00fctzte auch mehrere neue Plattformen auf Orison, darunter fallende und raschelnde Bl\u00e4tter, Wasserfont\u00e4nen und mehr. Auch mehrere Schiffe wurden im Juni weiterentwickelt.","zh_CN":"PU Monthly Report\nJune 2023\nWelcome to June\u2019s PU Monthly Report. Read for everything done across CIG\u2019s global studios last month in support of the Persistent Universe, including new developments in water tech, AI pathfinding, and item wear.\n\nAI (Tech)\nLast month, AI Tech finalized their work on dynamic pathfinding regeneration. As mentioned in previous reports, this feature allows dynamic paths to detect when a navigation mesh is modified and check whether it\u2019s still valid or if a new path request is needed. When a new dynamic path is requested, the pathing component creates and stores navigation anchors. These anchors notify the pathing component each time the mesh changes, which then checks through navigation raycasts to see if the path is still valid. If not, the last part of the path is recomputed.\n\nNext, the team continued developing a feature to allow NPCs to enter and exit a ship\u2019s airlock from EVA. For this, they had to consider cases when a ship or space station is moving or slightly rotating. They\u2019re currently working on a scenario for transitioning from a ship with gravity to zero-g by vaulting over a ledge.\n\nFor tools, AI Tech continued improving and extending functionality for Apollo Subsumption, including adding two new windows for the task-archetypes and variable-type editors. This will allow the team to better visualize and modify archetypes and variables.\n\nThe other AI tool, the usable group coordinator, received improvements too. This included a minor flow refactor to reduce the performance impact from bad setups and to more clearly notify the designers what\u2019s wrong.\n\nLast month, AI Tech also supported existing features and the upcoming release builds. For navigation links, they created new flowgraph nodes that allow the designers to disable and re-enable navigation links for a platform or object container. For example, this will enable NPCs to use moving platforms.\n\nAnimation\nLast month, the Animation team worked on facial animations for a new character set. They also progressed with their ongoing work on \u2018boids,\u2019 which relate to animals flying in flocks or swarms.\n\nArt (Characters)\nIn June, the Character Art team continued working on the Dusters and Headhunters gangs, creating new outfits for the former and polishing existing items for the latter.\n\nAlongside this, the Character Concept Art team began the exploration phase for a new Headhunters gang member and prepared handoff sheets for additional Dusters outfits.\n\nArt (Ships)\nThe Tumbril Storm is nearing the end of the LOD0 stage, with some areas approaching final content. Materials were also polished, internal damage was built, and most LODs were created. The team are currently undertaking customization work and will move onto UV2 projections in July.\n\nFollowing last month\u2019s report, the Aopoa San'tok.y\u0101i is awaiting its second greybox gate review pass.\n\n\u201cIt failed the first time around due to a missing dashboard implementation plan - we have now created a dashboard and generated the bulk of the art for it. We simply need to make it past the gate and we will be officially in LOD0 stage.\u201d Ship Art Team\n\nThe San'tok.y\u0101i\u2019s cockpit also received a polish pass before the team moved on to the rest of the ship. Ship Art then worked with Narrative on Xi\u2019an language translations, which will appear in the ship\u2019s UI and character Inner Thought system.\n\nCommunity\nThe Community Team celebrated Pride Month throughout June by bringing back the Show Us Your Colors celebration, which received a huge number of impressive entries. Visit this year's submissions comm-link for a wealth of community creativity.\n\nThe team then supported Alienweek 2953, which starred a Banu ship souli\u2019s human-focused advert. During the event, players were invited to explore alien lore and spaceships and enter the Alien Encounter screenshot contest. The community\u2019s xeno-linguists also deciphered a Banu-language message containing secrets of the mysterious tholo.\n\n\u201cThe first opportunity to get hold of a digital Banu tholo was at the International Bar Citizen Weekend, where we handed them out as code cards to every guest. We loved meeting so many of you this weekend as we hosted an afternoon of Star Citizen near our studios in Los Angeles, Austin, Montreal, Manchester, and Frankfurt.\u201d Community Team\n\nJune saw the continuation of the Bar Citizen World Tour, with members of the Star Citizen team traveling to Asia to visit players in Shanghai and Hong Kong, and Incheon in Korea.\n\n\u201cThank you for having us as your guests. It was absolutely amazing to meet more than 1900 of you in China and Korea!\u201d\n\nThe team also supported the announcement and ongoing planning of CitizenCon 2953, which is coming to LA, USA, on October 21 and 22. This included ticket details, an FAQ about the event and location, a guide to L.A., and details of how to take part via community booth or this year's cosplay contest.\n\nPlus, in preparation for this year's Foundation Festival, Community launched the Tutorial Contest and invited the player organizations that make the 'verse a better place with their teamwork to introduce themselves.\n\nEngine\nIn June, the Core Engine team finished integrating the latest changes into the main development branch. This took a significant effort, but the team managed to stabilize and roll out the many major rewrites made over the past few months.\n\nAdditionally, experiments were done on a more cooperative threading model to execute physics code, which should deliver general performance improvements.\n\nFor generic shapes, all editor-side work for regular shapes was finished and is now with the artists for feedback. The next stage is editor support for multiple sub-segments to allow the team to build more complex shapes out of primitive sub-shapes.\n\nThe StarBuild, P4K v2.0, and memReplay systems received various improvements and new features in preparation for them rolling out to other teams. Core Engine also worked with Physics to provide tech support for the MISC Hull C.\n\nThe Physics team supported the game teams with various bug fixes, progressed with cantilever beams for the Maelstrom editor, and investigated solver improvements for driven ragdolls.\n\nAn ImGUI view was then implemented to allow rapid tweaking of simulation parameters for character-attached cloth so that changes become immediately visible.\n\nRegarding team structure, the Entity System Tech team transferred to the Core Engine team.\n\n\u201cWhile their focus will still be on everything related to Server Meshing, bringing the team over brings the knowledge and ownership of the entity system together, which should allow more efficient communication.\u201d Engine Team\n\nEntity System Tech also integrated their recent improvements into the main development branch. They then worked on various spawning-time improvements and cost visualizations to allow for further guided loading-time optimization.\n\nFinally, async entity loading was enabled in the editor for faster startup and improved efficiency.\n\nFeatures (Arena Commander)\nIn June, the Arena Commander Feature team's focus was on polishing and bug fixing for Alpha 3.20. Engineering also completed the new competitive-scoring and team-balance systems.\n\nA small quality-of-life refactor was done to the Flash-based FPS loadout editor. Now, game modes automatically supply consumables to the player, allowing the team to simplify the editor to only include armor and weapons. They also continued work on the new spawn screens being introduced to most game modes in Alpha 3.20 before moving on to in-game vehicle selection.\n\nDesign continued polish passes across various locations, including adjusting Security Post Kareah's control variant based on playtest feedback.\n\nFor Tank Royale, the mode\u2019s Magda location failed its go\/no-go due to underwhelming visuals and gameplay. In response, Design worked on two replacement locations to provide greater variety and more visual interest, Daymar and Mya (Leir\u2019s second planet, where The Good Doctor map is set).\n\nDesign then reworked all existing race tracks to utilize the new racing system being developed for release in a future patch.\n\nFinally, the team concluded work on three new experimental modes that feature the new flight system, \u201cMaster Modes\u201d: Free Flight, Duel, and Endless Vanduul Swarm.\n\nFeatures (Characters & Weapons)\nIn June, the Features team began extending item wear to weaponry. This means that as a weapon is used, ages, or is kept in poor condition, it will become increasingly worn. For example, if a weapon is used while dirty, it will accumulate wear faster. As a weapon becomes worn, it will become less reliable and may overheat faster and start misfiring. This can cause minor or major jamming, requiring the user to spend time fixing the malfunction.\n\nThe team also looked into a minor rework of the inventory screen.\n\n\u201cThe current inventory screen is great for managing loadout and inventory storage, but we have been looking at options for speeding up looting while in combat.\u201d Features Team\n\nAs part of this, the team experimented with a new UI that remains in first-person view, allowing players to assess combat-related items and then quickly loot or exchange MedPens, ammunition, grenades, and weapons.\n\nFeatures (Gameplay)\nFollowing the release of Alpha 3.19.1, the Gameplay Features team began focusing on upcoming patches. This included work on the vehicle tractor beams, with relevant vehicles being set up to support the feature. For example, the upcoming Argo SRV was tested internally and towed its first ships.\n\nThe Resource Network also progressed well, with the team pleased with its current state. They then moved onto supporting Resource Network-relevant features, including engineering and life support.\n\nFeatures (Mission)\nLast month, Mission Features were redirected to cargo and Pyro-based missions; they\u2019re currently developing cargo-hauling and ship-piracy missions that leverage the new cargo grid and freight elevator features.\n\nThe Development of a new cargo and escort-focused Dynamic Event began. Blockade Runner will replace Nine Tails Lockdown, keeping its strengths and removing its weaknesses by using new features and proven designs.\n\nWork was completed on the Ship Coverup mission suite. This entails scraping the hull off a criminal ship to make it unidentifiable to the approaching security forces. The team was also tasked with turning the New Player Experience into a modular mission that can be run in any location with the correct setup.\n\nFor combat missions, most quantum-travel-capable ships were added to the pool that missions can spawn from. However, some that don\u2019t make narrative sense weren\u2019t added. For example, criminals won\u2019t use the Drake Cutlass Blue. As part of this work, the game\u2019s ships were divided into difficulty bands derived from data mentioned in last month\u2019s report, which was gathered from pitting every ship against each other 1000 times.\n\nA technical design document was completed for the system that governs player reputations with in-game orgs (such as Crusader Industries or Nine Tails). This relates to things players can do outside of missions, such as killing rival NPCs.\n\nGameplay Features also made improvements to the Defend Kareah mission, including splitting trespasser tracking between the station\u2019s interior and exterior to help players better understand where to search.\n\n\u201cWe are also prototyping a means to take the turrets temporarily offline and do a momentary ping on intruders, which may or may not be used.\u201d Mission Features Team\n\nWork continued on the Data Heist, Retrieve Consignment, and Ship Escort missions alongside the ship-trespass feature.\n\nFinally, Mission Features worked with Actor Features to get the \u2018ledge grab\u2019 feature enabled in the PU, seeing it through the QA and go\/no-go processes. This feature allows players to grab onto ledges while in mid-air, significantly improving climbing and allowing players to reach ship entrances that were previously out of reach. They also made a pass on the Prison Escape mission alongside the USPU team to ensure the new feature could be used to its fullest.\n\nGraphics, VFX Programming & Planet Tech\nJune saw the Planet Tech team wrapping up their latest tools and working on the new water system. Water ripples can now be simulated across region borders, and further reworks to rendercode integrations with planetary atmospheric passes made the process smoother. Quantum obstacles for Generic Shapes were also physicalized and passed to the Engine team for integration.\n\nThe Graphics team spent part of the month fixing bugs, improving the render thread, and developing the upcoming temporal-upscaling system. For global illumination, a ray-tracing prototype is now in progress, and work began on screen-space probes. Screen-space shadows are now more consistent, and canvas-decal streaming issues were resolved.\n\nGen12 and Vulkan also received various bug fixes that impacted rendering and streaming performance. The GPU resource lifetime was restructured, and WAW hazards for RenderGraph deferred execution are handled more efficiently too.\n\nThe first iteration of entity spawning based on MeshSetup and CGAs was submitted, which is required for Maelstrom.\n\nAlongside the UI Tech and SQ42 teams, Graphics improved the performance and visual quality of the area map. The interior and FPS mini-maps now use the Render Layers feature, which can now be applied to CGA joints, skin, and CGF attachments. Incorrect UI edge cases were also resolved and now scale correctly with scene exposure.\n\nThe VFX team enabled DataForge to support particle library groups in preparation for the upcoming changes to weapon-effect setups.\n\nA crash impacting fire-related child effects was fixed, and an entity-wide burn state can now be applied that uses dirt parameters and object temperature to determine damage and glow; glow uses a specific shader from permanent effects for game-wide consistency.\n\nLightning was also improved. For example, lightning cascades can be timed with a new controller and ship shields now trigger when struck by lightning.\n\nIn-Game Branding (Montreal)\nLast month, Branding worked closely with EU Locations 2 on navigational signage for New Babbage and began building various artwork assets for an upcoming event.\n\nThey also progressed with artwork for Pyro, including the final touch-ups on navigational signage for Ruin Station.\n\nThe Branding Team began work on the underground facilities too, which involved creating different mockups for the commercial lobbies.\n\nInteractables\nThroughout June, the Interactables team explored new ideas for props that haven\u2019t been seen in the \u2018verse before. They also created new Flair items for Subscribers.\n\nLighting\nThe Lighting team continued to work on outposts for the Pyro system, helping to sell the \u2018wilderness\u2019 feel. They also worked on several other initiatives for Pyro alongside the Locations team.\n\nLive Tools (Montreal)\nIn Montreal, the Live Tools team entered the analytics phase of the usability research done last month. When complete, the team will establish an action plan that will determine their next priorities in improving the usability of the Hex network\u2019s operation center.\n\n\u201cThis month also marked a great milestone, with the team shipping one of the key features that will provide more support to Persistent Entity Streaming technology. This new versatile tool will allow the users to have an overview of the different entities in the game.\u201d Live Tools Team\n\nLocations (EU)\nLast month, the EU Locations team progressed with closing out rooms for Rundown Station.\n\n\u201cThe station has had some great TLC and we hope players will enjoy exploring these new areas!\u201d EU Locations Team\n\nThey also completed tasks for an upcoming event before beginning various new projects.\n\nThe Sandbox team closed out Pyro\u2019s outposts and moved on to planetary distribution work. Development of the underground facilities continued too, with the team exploring new areas and further expanding these already considerable locations.\n\nThe Organics team continued cloud development for planets and worked on new and interesting flora that players will find in Pyro.\n\nNarrative\nJune saw the Narrative team further developing and populating Pyro. As a lawless system, it presents a lot of interesting opportunities for the team to explore how existing game systems may change and take on new nuance. The team worked on further outlining mission content and providers, refining the unique food options that will be available at some of the remote space stations, and detailing signage and graffiti that will be placed around various locations.\n\nNarrative also continued their final push toward the release of Alpha 3.20. This included naming and writing descriptions for numerous assets, reviewing new text for gameplay features, and further refining new mission content. Additionally, they made deeper dives into an alien species\u2019 lore as xeno-linguistic development continued. This involved listening to new audio samples and debating which style of speech fit best with the culture and lore.\n\nLast month also saw numerous narrative content releases, including a Whitley\u2019s Guide to the Tumbril Cyclone, a special message in honor of Alien Week from the Njassi Religion Souli, an episode of Star Citizen Live featuring the Narrative Team, and another batch of Galactapedia entries.\n\nOnline Services (Montreal)\nIn June, the Online Services team completed a major refactor of the inventory system. These changes won\u2019t be visible to players but will touch on every inventory type in the game, with the goal being to address some long-standing bugs and improve PES performance and stability.\n\nThe team also worked on server and engine-side integration for the return of private lobbies in Arena Commander.\n\nLastly, Online Services fixed various bugs relating to long-term persistence and login issues.\n\nResearch & Development\nIn June, work on atmospheric and volumetric cloud rendering continued. Transmittance profiles and their filter chains were optimized and improved to reduce noise and artifacts in raymarch results. Further research went into the temporal upsampling of those results to produce a stable and detailed full-resolution frame that can then be composited into a scene.\n\nSystemic Services & Tools\nThe Systemic Services and Tools team began planning the required services refactor in support of Server Meshing.\n\nThey also began code clean-up and working through tech debt for the diffusion architecture and general instance manager. Additionally, the team supported USPU with bug fixes and integrations toward the MISC Hull C and cargo feature release.\n\nTech Art\/Animation\nJune saw Tech Animation integrate their long-awaiting changes to the DNA system. This enables new head assets and provides a pipeline that will open new ways to author and customize new game content.\n\nThe team then began new initiatives while they wait for further head art. This included updating the Maya pipeline codebase from Python 2.7 to 3.7 and thoroughly testing it. This was released to the user base in June, with the team currently working through the final bugs.\n\nVFX\nThe VFX team increased support for several locations across Pyro, including Ruin Station\u2019s interior and exterior and various derelict settlements and outposts. Due to the modular nature of these locations, time was taken to ensure the artists understood which file level to add effects to. For example, for a food stall, they need to add hot-steam effects directly to the stall asset rather than its location.\n\nThe team also supported several new platforms on Orison, including falling and rustling leaves, water fountains, and more. Several ships progressed throughout June too."},"links_count":0,"comment_count":0,"created_at":"2023-07-05T22:00:00+00:00","created_at_human":"2 years ago"},"meta":{"processed_at":"2026-05-07 19:06:04","valid_relations":["images","links"],"prev_id":19363,"next_id":19366}}