{"data":{"id":19395,"title":"Star Citizen Monthly Report: July 2023","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/19395-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/19395","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/19395","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":31436,"name":"welcome-hub.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/f8c8685d43fdbea6c1e138de90f0e3e9dc04d0bf\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReseprJCPcHZ6BkmYK8EDp4XFpaZMRS4XSFx\/welcome-hub.webp","alt":"g-illustration","size":222852,"mime_type":"image\/webp","last_modified":"2023-08-03T01:45:58+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31436","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31436\/similar"},{"id":31438,"name":"bc-paris-july-2023.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/6e315039a2c92ee55a2bfcab3cca1326aa56d903\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResei9sztqjhYhZ1iDDcC3Me6Jb9UZLpGBUz\/bc-paris-july-2023.webp","alt":"g-illustration","size":3439996,"mime_type":"image\/webp","last_modified":"2023-08-03T01:46:03+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31438","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31438\/similar"},{"id":31439,"name":"vb-1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/606a0c24244d26b8b79b9b5a3c1ee0870b383dfb\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskYbWhcT2KRZt4Fsmyvcu65d5gMzDTYM2e\/vb-1.png","alt":"g-illustration","size":2444878,"mime_type":"image\/png","last_modified":"2023-08-03T01:46:03+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31439","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31439\/similar"},{"id":31441,"name":"interactables.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/3d9cd8879c2f00a2f31fb6cbbf31d4a0410f0d8d\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjqVpvzeESzDFw9zME5cLkSWDkEKnTh9Ui\/interactables.png","alt":"g-illustration","size":3847052,"mime_type":"image\/png","last_modified":"2023-08-03T01:46:06+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31441","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31441\/similar"},{"id":31444,"name":"locations-eu-2.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/01a00bd7c9ca8d1f5008b66c3501ae1a163a1c9d\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskqiw5j5HWbmeejcPn1cq1s4Cz5yqcwTAN\/locations-eu-2.webp","alt":"g-illustration","size":441938,"mime_type":"image\/webp","last_modified":"2023-08-03T01:46:09+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31444","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31444\/similar"},{"id":31446,"name":"locations-montreal-1.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/6d088a5b4da6fea4e70c01f69fdc96159ad360ae\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskCkYzSwK6JP8TFRtenfQj4n6yvr6GmFD8\/locations-montreal-1.webp","alt":"g-illustration","size":790248,"mime_type":"image\/webp","last_modified":"2023-08-03T01:46:10+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31446","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31446\/similar"}],"images_count":13,"translations":{"en_EN":"PU Monthly Report\nJuly 2023\nWelcome to July\u2019s PU Monthly Report, where you\u2019ll find the latest development progress on everything related to the Persistent Universe.\n\nRead on for in-depth updates on vehicles, locations, AI tech, maps, and more.\n\nAI (Tech)\nLast month, AI Tech finalized work to allow NPCs to transition between EVA and environments with gravity. This required an update to the usables code, including exposing it to enter and exit location information. Now, NPCs can enter and exit ships through airlocks or hatches by vaulting over ledges. The team also implemented simple behaviors and assignments for entering and exiting ships, which compute a path to a location and utilize the most suitable usable to finish the transition.\n\nOn the navigation-system side, AI Tech upgraded navigation links to connect two volumes from different zones, which is needed for moving platforms. The previous implementation only allowed links between parent and child zones rather than between two unrelated zones. Further optimizations and improvements were made for navigation-mesh raycasts too.\n\nAI Tech also picked up the ongoing work on boids. They\u2019re currently working on 2D boids agents, such as rodents, that will move across terrain within the confines of the navigation mesh. They\u2019re also adding constraints to avoid navigation-mesh edges to ensure the boids stay inside navigable areas. Next, they\u2019ll look into boids agents playing animations while moving or idling.\n\nThe Subsumption editor received numerous improvements, including a variable-type editor, the ability to copy\/paste states while editing a mastergraph, improved views of how mastergraph transitions are presented, an improved activity view for available sub-activities and functions, and a validation panel that presents errors and warning when loading and saving files.\n\nVarious features and AI systems received improvements too. For the usable-group coordinator, designers can now specify that a group of NPCs should synchronize when transitioning from one group of usables to another. For NPCs pushing trolleys, the team optimized the PID controller and adjusted the default parameters to stabilize quicker after turning on a path.\n\nFor NPC perception of audio stimuli, AI Tech began using new functionality exposed by the Audio team, which will utilize the room system to understand if an audio event should be received\n\nAnimation\nLast month, the Animation team focused on improving visual results for reloads and takedowns. They also worked on basic idles for weapons and knives, which are planned for release in Alpha 3.20.\n\nThey\u2019re currently making improvements to player-prone animations and adding an increasing number of player interactions to improve immersion in specific environments.\n\nOn the facial side, they continued to support new incoming lines for PU pilots and combatants\n\nArt (Characters)\nIn July, the Character Art team continued working on outfits for the Headhunters and Dusters gangs.\n\nAlongside this, the Character Concept Art team explored ideas for additional Headhunters outfits and prepared handoff sheets for IAE and Luminalia content.\n\nArt (Ships)\nIn the UK, the RSI Polaris began its whitebox pass with a thorough breakdown of the content required. The team then imported the concept mesh and completed a basic entity setup. A rough interior whitebox was completed, and several issues with the concept were resolved.\n\nAn as-yet-unannounced ship continued its LOD0 pass, with the majority of tasks completed and a review scheduled. The team is currently focused on adding tertiary details to the interior and exterior as well as finishing the lighting for each phase.\n\nThe Crusader A1 Spirit progressed through final art, with a handful of LODs remaining for its interior and exterior damage. Work also continued on the C1 Spirit cargo variant, with the main differences being minor exterior changes and the cargo room; the latter of which is currently progressing through greybox with most of the core forms refined.\n\nWork on a new ship variant continued, with the dashboard and cockpit receiving attention. The Design team also resolved the placement of physicalized components ready for the Art team to add at a later date. Another unannounced variant continued through its greybox phase too.\n\nIn the US, the Tumbril Storm approached the end of production.\n\n\u201cWe have built all damage meshes, projected all UV2s, generated most LODs, and are now just polishing up various parts of the vehicle. Lighting is getting another pass and we are working with Systems Design to make most of them procedural so that they will respond to player interaction.\u201d Ship Art Team\n\nShip Art also worked alongside Tech Art to solve visual issues with the treads.\n\nElsewhere, tasks were started for an all-new vehicle. The team began by breaking apart the concept and putting together an in-game preview while planning out the work required for the base and its variants. The current plan is to whitebox all the variants at the same time and then select which versions will move into greybox first.\n\nTwo new variants went through the LOD0 phase and are approaching content-complete.\n\nThe team also progressed through LOD0 for the Aopoa San'tok.y\u0101i, filling out item housings and doing heavy paneling work on the exterior. They also came to a solution for the dashboard, which still requires polish, but delivers a unique aesthetic for interaction. They\u2019re currently working with System Design to get the ship\u2019s behaviors to trigger correctly.\n\nFinally for ships, the Origin X1 entered the greybox stage. While waiting on the whitebox review, the team are working to solve various aesthetic issues while ensuring the overall ship makes mechanical sense. They\u2019re also exploring new tools to help generate extremely clean automotive-style geometry to maintain the required Origin feel.\n\nAudio\nJuly saw the Audio team progressing with tasks for Pyro, including implementing imperative sounds. They also discussed how they can interrelate existing work with Squadron 42.\n\nImprovements were made to the Flight Experience, including updated vibration tech and impacts. Sound effects were also designed and implemented for upcoming spaceship releases.\n\nCommunity\nThe Community team kicked off July by launching Foundation Festival 2953, a month-long celebration of the community, with a Free Fly, referral bonus, video tutorial contest hosted on the Community Hub, and an Organization Spotlight gallery. Furthermore, with a focus on helping new recruits, the team posted updates on the New Player Guide, implemented a New Player Chat on Spectrum, curated media on the Welcome Hub, and encouraged veteran players to support new recruits by offering rewards for using the Guide System.\n\n\nLater in the month, Community supported the announcement of Turbulent joining CIG.\n\nThe team also prepared for the upcoming return of CitizenCon, the in-person celebration of all things Star Citizen. They announced a collaboration with ATMO esports for the event too.\n\n\"CitizenCon is shaping up to be the most epic one yet, with the cosplay contest, community booths, and now, the biggest dogfighting tournament in the 'verse, Fight or Flight, coming straight from the show floor as well! We have many more cool surprises in store for you, and we can't wait to see you there!\" Community Team\n\nAdditionally, the team supported various community-driven in-game events, including the Greycat Social and a military-style parade organized by the French community. They also met passionate players out of the 'verse, returning to the beautiful city of Paris for a Bar Citizen, and attending a virtual Bar Citizen.\n\nLastly, Community assisted in the introduction of the brand-new Mission Spotlight series and launched a screenshot contest to reward the best images from players that take on the Arlington Bounty missions.\n\nEngine\nThe Core Engine team progressed with the development of StarBuild, the new in-house code-build system that will replace WAF; last month, they fixed issues and implemented improvements based on feedback from wider dev use.\n\nFor MemReplay 2.0, the team introduced VirtualMemoryAreas as a concept to the memory allocation system, which will better track OS committed memory and provide an improved visualization of sub-allocations.\n\nProgress was then made on removing the remaining \u2018MapAndWrite\u2019 discard calls in the renderer in preparation for the new Vulkan backend. They also reworked the game-launcher code structure to reduce code duplications and enable Linux-based headless clients, which will help with automatic testing.\n\nCore Engine also worked alongside the Physics and Vehicle teams in support of the MISC Hull C, ensuring it works correctly and fixing bugs with the ship\u2019s unique systems. Additionally, they fixed further fallout from the last integration and made various other bug fixes and optimizations.\n\nThe Physics team continued helping the game teams fix various physics-related bugs in the game code. They also updated the new cloth system and Maelstrom, and began improving active and animated ragdolls.\n\nThe Entity System team primarily supported various technical initiatives, including RaStar and the Resource Network. This involved exploring ways to create and limit generated locations to provide a rich experience without negatively impacting performance. They also supported the Server Meshing team by adding necessary improvements and fixes.\n\nFinally, they provided bug fixes for the recently enabled 'async editor loading,' and are currently adding more safety checks for correct entity access.\n\nFeatures (Characters & Weapons)\nJuly saw the Feature team experimenting with skill progression, which involves players performing specific in-game actions to make them better at similar activities. For example, building up strength will allow players to carry heavier objects with fewer penalties, while performing takedowns will open access to quicker and quieter action sets.\n\nFor player traversal, the team began implementing a sliding mechanic. If a player tries to crouch while sprinting, they will perform a short slide before entering the crouched stance. The speed of the slide is determined by the starting speed of the player and the distance may depend on factors such as the roughness or angle of the terrain. The player will automatically stop when reaching an obstacle, as the prime use case for this feature is to allow players to slide into cover.\n\nFeatures (Gameplay)\nGameplay Features continued their work on the new vehicle tractor beam, which will also bring improvements to the existing tractor beams. July\u2019s tasks included first iterative test for core balancing and the UI.\n\nAdditionally, the team progressed with the Resource Network, which includes features like engineering gameplay and life support.\n\nThey also worked on several prototypes for Salvage\u2019s \u2018munching\u2019 gameplay and are currently discussing the best-fitting technical solution with all dependent teams.\n\nFinally, they made improvements to mining for Alpha 3.20 based on community feedback, including updates to stability and predictability when mining.\n\n\u201cA big thank you to the very valuable feedback that was provided. Big shoutout to our helpful community!\u201d Gameplay Features Team\n\nFeatures (Mission)\nLast month, Mission Features\u2019 embedded QA testers supported the developer of Ship Trespass by giving the feature rigorous destructive testing.\n\nThe Retrieve Consignment missions passed final review and are currently being polished and balanced. Alongside this, the current underground facilities were replaced with RaStar to fix a variety of issues and make iterating on them easier.\n\nProgress was also made on the new Global Event, Blockade Runner. A working prototype was shown to the game directors, who approved its move to development.\n\nThe initial planning for cargo missions was completed with all dependencies identified. The team are now looking deeper into the reputation system to improve the wider delivery and hauling mission gameplay loop.\n\nSteal and recover cargo missions were also prototyped and shown to the directors and are making good progress. These will see players either recover cargo from disabled ships or disable and board ships before securing their cargo.\n\nFinally, code work began for reputation. Progression within reputation scopes will give players discounts on various purchases, including items, refueling, and repair. Mission Features also picked up the reputation-based hostility system, which will see NPC orgs more willing to attack those who have a negative reputation with them while providing benefits to those with a positive standing.\n\nGraphics, VFX Programming & Planet Tech\nSeveral new features were added to the Global Illumination system last month, including the initial implementation of temporal smoothing for screen space probes, which will produce more stable results at a lower cost. G-buffer support was also added to environment probes to provide a cheap scene representation for secondary light bounces. In addition, new debug modes were added alongside a new mechanism to gather lights for the GI system.\n\nA basic implementation of Temporal Super Resolution was completed, which will continue to receive fixes and improvements as it\u2019s integrated into the graphics engine.\n\nAMD\u2019s memory allocation API was integrated into the Vulkan backend, improving the system\u2019s stability, streaming speeds, and buffer read times. A reduction in streaming\/rendering dependencies has improved performance, and new parameters will allow the devs to modify the RenderGraph\u2019s ShaderStage and ownership state. These features were added alongside ongoing bug fixes to visual regression tests with a focus on the render-to-texture system.\n\nAs part of ongoing UI refinements and unifications, the silhouette\/highlight feature is currently being improved with a softer and brighter outer glow. The mini-map also received a ping effect, which will blink around objectives for improved in-game navigation.\n\nThe Feature team is working to bring the new unified water shader to the game, adding details such as puddles that splash on impact and fixing collision-detection issues on large water volumes. A new system to manage water simulations is also in progress that will activate regions upon collision, deactivate them when they have settled, and constantly monitor and protect performance by limiting active simulations. Meanwhile, a new hash-map system for allocating water buffer regions and large surface-area-friendly water volumes is actively being worked on so the new unified WaterBuffer system can be enabled by default.\n\nThe WorldBuilder system saw a variety of improvements last month, including a major refactor to the high-level logic that runs background jobs, which should significantly reduce latency, avoid stalls, and simplify the code. In addition, planet ocean patches no longer render in duplicates, and the planet streaming system was fixed for Gen12.\n\nThe VFX Programming team fixed issues impacting damage maps; attached objects now correctly update their damage maps and an issue causing unexpected data to appear in snapshots is being investigated. For VFX-specific work, an issue preventing grouped child effects from spawning correctly was addressed, and bugs on separator tags and external referencing were fixed.\n\nIn-Game Branding\nLast month, In-Game Branding continued building various assets for an upcoming event and worked alongside Locations on navigational signage for New Babbage.\n\nThey also began work on the underground facilities, working closely with the Concept and Sandbox teams on different mockups for the commercial lobbies.\n\nProgress was made on the final touch-ups for Pyro too.\n\nInteractables\nJuly saw the Interactables team closeout and polish their work on Pyro\u2019s consumables and shop and prop content. They also created content for Subscriber Flair.\n\nLighting\nThe Lighting team polished and cleaned-up various locations around Pyro and worked on the system\u2019s gas clouds. Back in Stanton, they progressed with tasks for Crusader\u2019s new platforms.\n\nLocations (EU)\nThe Locations team continued working on Pyro\u2019s rundown stations, with a focus on completing polish tasks. They also improved signage around New Babbage, improved and bug-fixed the new Crusader platforms, and worked with Mission Features on new content.\n\nThe Sandbox team progressed with outposts for Pyro and continued their extensive work on the updated underground facilities.\n\nImprovements were also made to Pyro\u2019s planets, and new technology for clouds was looked into.\n\nLocations (Montreal)\nIn July, Montreal\u2019s Locations team progressed with additional derelict settlements, which passed greybox before moving into the final phase. Progress was made on underground facilities too.\n\nOnce the above content is delivered, the team will return to the ongoing building-interior mandate.\n\nNarrative\nLast month, Narrative continued syncing with the various Design teams to push development on Pyro, specifically focusing on mission content, local mission providers (establishing the tone and voice of how missions will be presented), and examining how the overall mission system will change when the new system is added.\n\n\u201cTo answer that last one, it's led to some interesting discussions about missions that cross over from Stanton to Pyro and vice versa.\u201d Narrative Team\n\nElsewhere, the team supported the MISC Hull C by implementing the latest version of the air-traffic-control (ATC) behavior, which will allow players to request a landing spot to load and offload their cargo. This also led to resurrecting work on the overarching ATC behavior, with some potentially exciting updates that will be discussed in the near future.\n\nThe Narrative team is also expanding to include two dedicated narrative designers who will bridge the gaps between Narrative, Design, and AI. They will look at all NPCs, from mission givers to population characters, and refine their behaviors to make them feel more alive and ultimately establish the tone and flavor of the game's various locations. For example, to make the people of Hurston feel distinct from the people of Orison.\n\nOn the website, the team released some answers to the Community\u2019s burning questions in another installment of Loremakers and published another installment of Galactapedia articles at the end of the month.\n\nOnline Services (Montreal)\nThe Online Services team spent July further refining the new InventoryID feature and addressing issues that came up during the formal QA testing pass. Time was also spent working on a plan to refactor several of the backend services to gRPC as well as modernize them with new features. Lastly, they researched Easy Anti-Cheat sanctions and enforcement.\n\nResearch & Development\nIn July, further updates were made to atmosphere and volumetric cloud rendering. Guided sampling used in the cloud raymarcher was updated based on last month's improvements to transmittance profiles. The profiles themselves received additional filtering (stochastic resampling) to reduce occasional block artifacts due to profile reuse. Moreover, the temporal render mode currently being developed for atmosphere and volumetric clouds was switched to a low discrepancy-based sequence of sample offsets that are used to set up rays for raymarching over time. Based on recent research publications, cloud shadow maps can now be stochastically filtered, which considerably improves performance and render quality. The new temporal render mode will use the stochastic texture filter by default.\n\nUI\nUI made improvements to the data-heist screen throughout July, which involved working closely with Mission Features. They also worked on a style variant for screens throughout Pyro.\n\nThe Core Technology team improved Building Blocks\u2019 runtime performance, as the recent addition of new UI assets led to an increase in size and complexity. This involved coding more aggressive solutions for skipping hierarchy section updates, which led to a reduced CPU footprint and significant performance gains.\n\nThe team also continued adding new features to Bindings and Building Blocks, including a color picker, pagination widget, and stepped lines for the designers.\n\nFinally, UI worked alongside Graphics to develop a new internal map system to help players navigate the game\u2019s complex cities, planets, and capital ships.\n\n\u201cThis will be a real game changer for players and we're really excited by its progress.\u201d\n\nVFX\nLast month, the VFX team continued working on the interiors and exteriors of several Pyro locations.\n\n\u201cThe visual style of these locations differs greatly from many Stanton-based areas, which has been a welcome challenge for the VFX artists, both technically and artistically.\u201d VFX Team\n\nThey also completed their VFX pass on a Size 5 bomb and three upcoming vehicles.","de_DE":"PU-Monatsbericht\nJuli 2023\nWillkommen zum PU-Monatsbericht f\u00fcr den Monat Juli. Hier findest du die neuesten Entwicklungsfortschritte rund um das Persistent Universe.\n\nLies weiter und erfahre mehr \u00fcber Fahrzeuge, Orte, KI-Technologie, Karten und mehr.\n\nKI (Technik)\nIm letzten Monat hat die KI-Abteilung die Arbeiten abgeschlossen, die es NSCs erm\u00f6glichen, zwischen EVA und Umgebungen mit Schwerkraft zu wechseln. Dies erforderte eine Aktualisierung des Usables-Codes, einschlie\u00dflich der Freigabe von Informationen zum Betreten und Verlassen von Orten. Jetzt k\u00f6nnen NSCs Schiffe durch Luftschleusen oder Luken betreten und verlassen, indem sie sich \u00fcber Vorspr\u00fcnge st\u00fcrzen. Das Team hat au\u00dferdem einfache Verhaltensweisen und Zuweisungen f\u00fcr das Betreten und Verlassen von Schiffen implementiert, die einen Weg zu einem Ort berechnen und die am besten geeignete M\u00f6glichkeit nutzen, um den \u00dcbergang zu beenden.\n\nAuf der Seite des Navigationssystems verbesserte AI Tech die Navigationslinks, um zwei B\u00e4nde aus verschiedenen Zonen miteinander zu verbinden, was f\u00fcr sich bewegende Plattformen notwendig ist. Die vorherige Implementierung erlaubte nur Verbindungen zwischen Eltern- und Kindzonen, nicht aber zwischen zwei nicht miteinander verbundenen Zonen. Weitere Optimierungen und Verbesserungen wurden auch bei den Raycasts der Navigationsmaschinerie vorgenommen.\n\nAI Tech hat auch die laufende Arbeit an Boids fortgesetzt. Zurzeit arbeiten sie an 2D-Boids-Agenten, wie z. B. Nagetieren, die sich innerhalb der Grenzen des Navigationsnetzes \u00fcber das Gel\u00e4nde bewegen k\u00f6nnen. Sie f\u00fcgen auch Einschr\u00e4nkungen hinzu, um die R\u00e4nder des Navigationsnetzes zu vermeiden und sicherzustellen, dass die Boids innerhalb der navigierbaren Bereiche bleiben. Als N\u00e4chstes werden sie sich mit Boids-Agenten besch\u00e4ftigen, die w\u00e4hrend der Bewegung oder im Leerlauf Animationen abspielen.\n\nDer Subsumption-Editor hat zahlreiche Verbesserungen erhalten, darunter einen Variablen-Editor, die M\u00f6glichkeit, Zust\u00e4nde beim Bearbeiten eines Mastergraphen zu kopieren und einzuf\u00fcgen, eine verbesserte Ansicht der Mastergraphen-\u00dcberg\u00e4nge, eine verbesserte Aktivit\u00e4tsansicht f\u00fcr verf\u00fcgbare Unteraktivit\u00e4ten und Funktionen sowie ein Validierungsfenster, das Fehler und Warnungen beim Laden und Speichern von Dateien anzeigt.\n\nVerschiedene Funktionen und KI-Systeme wurden ebenfalls verbessert. F\u00fcr den Koordinator der Nutzergruppen k\u00f6nnen Designer jetzt festlegen, dass eine Gruppe von NSCs synchronisiert werden soll, wenn sie von einer Nutzergruppe in eine andere wechselt. F\u00fcr NSC, die Karren schieben, optimierte das Team den PID-Regler und passte die Standardparameter an, damit sie sich schneller stabilisieren, nachdem sie einen Weg eingeschlagen haben.\n\nF\u00fcr die Wahrnehmung von Audiostimuli durch NSCs hat die KI-Abteilung damit begonnen, eine neue Funktion des Audio-Teams zu nutzen, die das Raumsystem nutzt, um zu verstehen, ob ein Audio-Ereignis empfangen werden soll\n\nAnimation\nIm letzten Monat konzentrierte sich das Animationsteam auf die Verbesserung der visuellen Ergebnisse f\u00fcr Nachladen und Takedowns. Au\u00dferdem wurde an grundlegenden Leerl\u00e4ufen f\u00fcr Waffen und Messer gearbeitet, die in der Alpha 3.20 ver\u00f6ffentlicht werden sollen.\n\nZurzeit werden die Animationen f\u00fcr die Spieler verbessert und immer mehr Spielerinteraktionen hinzugef\u00fcgt, um die Immersion in bestimmten Umgebungen zu verbessern.\n\nAuf der Gesichtsseite wurden die neuen Eingangslinien f\u00fcr PU-Piloten und K\u00e4mpfer weiter unterst\u00fctzt\n\nKunst (Charaktere)\nIm Juli arbeitete das Character Art Team weiter an den Outfits f\u00fcr die Headhunters und Dusters Gangs.\n\nAu\u00dferdem erkundete das Character Concept Art Team Ideen f\u00fcr zus\u00e4tzliche Headhunters-Outfits und bereitete \u00dcbergabeb\u00f6gen f\u00fcr IAE- und Luminalia-Inhalte vor.\n\nKunst (Schiffe)\nIn Gro\u00dfbritannien begann die RSI Polaris ihren Whitebox-Pass mit einer gr\u00fcndlichen Aufschl\u00fcsselung der ben\u00f6tigten Inhalte. Dann importierte das Team das Konzeptmesh und erstellte ein grundlegendes Entity-Setup. Eine grobe Whitebox f\u00fcr den Innenraum wurde fertiggestellt und einige Probleme mit dem Konzept wurden gel\u00f6st.\n\nF\u00fcr ein noch nicht angek\u00fcndigtes Schiff wurde der LOD0-Durchgang fortgesetzt, wobei die meisten Aufgaben abgeschlossen und eine \u00dcberpr\u00fcfung geplant wurde. Das Team konzentriert sich derzeit darauf, terti\u00e4re Details im Innen- und Au\u00dfenbereich hinzuzuf\u00fcgen und die Beleuchtung f\u00fcr jede Phase fertigzustellen.\n\nDer Crusader A1 Spirit wurde fertiggestellt, wobei noch eine Handvoll LODs f\u00fcr den Innen- und Au\u00dfenschaden ausstehen. Auch die Arbeit an der Frachtvariante des C1 Spirit wurde fortgesetzt, wobei die Hauptunterschiede in geringf\u00fcgigen \u00c4nderungen am \u00c4u\u00dferen und am Frachtraum liegen; letzterer befindet sich derzeit in der Graubox, wobei die meisten Kernformen verfeinert wurden.\n\nDie Arbeit an einer neuen Schiffsvariante wurde fortgesetzt, wobei dem Armaturenbrett und dem Cockpit Aufmerksamkeit geschenkt wurde. Das Design-Team hat auch die Platzierung der physischen Komponenten beschlossen, die das Art-Team sp\u00e4ter hinzuf\u00fcgen kann. Eine weitere unangek\u00fcndigte Variante durchlief ebenfalls die Greybox-Phase.\n\nIn den USA n\u00e4herte sich der Tumbril Storm dem Ende der Produktion.\n\n\"Wir haben alle Schadensmeshes erstellt, alle UV2s projiziert, die meisten LODs generiert und polieren jetzt nur noch verschiedene Teile des Fahrzeugs auf. Die Beleuchtung wird noch einmal \u00fcberarbeitet und wir arbeiten mit dem Systemdesign daran, die meisten Teile prozedural zu erstellen, damit sie auf die Interaktion des Spielers reagieren.\" Schiffskunst-Team\n\nDas Ship Art Team hat auch mit Tech Art zusammengearbeitet, um visuelle Probleme mit den Trittfl\u00e4chen zu l\u00f6sen.\n\nAn anderer Stelle wurden Aufgaben f\u00fcr ein v\u00f6llig neues Fahrzeug in Angriff genommen. Das Team begann damit, das Konzept zu zerlegen und eine Vorschau im Spiel zu erstellen, w\u00e4hrend es den Arbeitsaufwand f\u00fcr die Basis und ihre Varianten plante. Der derzeitige Plan sieht vor, alle Varianten gleichzeitig in die Whitebox zu bringen und dann zu entscheiden, welche Versionen zuerst in die Greybox gehen sollen.\n\nZwei neue Varianten haben die LOD0-Phase durchlaufen und n\u00e4hern sich der inhaltlichen Fertigstellung.\n\nDas Team hat auch die LOD0-Phase f\u00fcr den Aopoa San'tok.y\u0101i durchlaufen, indem es das Geh\u00e4use f\u00fcr die Gegenst\u00e4nde vervollst\u00e4ndigt und die Au\u00dfenverkleidung stark bearbeitet hat. Sie haben auch eine L\u00f6sung f\u00fcr das Dashboard gefunden, das noch poliert werden muss, aber eine einzigartige \u00c4sthetik f\u00fcr die Interaktion bietet. Zurzeit arbeiten sie mit dem Systemdesign zusammen, damit die Verhaltensweisen des Schiffes korrekt ausgel\u00f6st werden k\u00f6nnen.\n\nBei den Schiffen hat das Origin X1 die Greybox-Phase erreicht. W\u00e4hrend das Team auf die Whitebox-Pr\u00fcfung wartet, arbeitet es daran, verschiedene \u00e4sthetische Probleme zu l\u00f6sen und gleichzeitig sicherzustellen, dass das gesamte Schiff mechanisch sinnvoll ist. Au\u00dferdem erforschen sie neue Werkzeuge, mit denen sie eine extrem saubere Geometrie im Automobilstil erstellen k\u00f6nnen, um das erforderliche Origin-Gef\u00fchl zu erhalten.\n\nAudio\nIm Juli arbeitete das Audioteam an der Umsetzung der Aufgaben f\u00fcr Pyro, einschlie\u00dflich der Implementierung von zwingenden Sounds. Au\u00dferdem wurde besprochen, wie die bestehende Arbeit mit Squadron 42 verkn\u00fcpft werden kann.\n\nDas Flugerlebnis wurde verbessert, u. a. wurden die Vibrationstechnik und die Aufprallger\u00e4usche aktualisiert. Au\u00dferdem wurden Soundeffekte f\u00fcr die kommenden Raumschiffversionen entworfen und implementiert.\n\nCommunity\nDas Community-Team startete den Juli mit dem Foundation Festival 2953, einem einmonatigen Fest f\u00fcr die Community, mit einem Freiflug, einem Empfehlungsbonus, einem Video-Tutorial-Wettbewerb im Community Hub und einer Organization Spotlight Galerie. Um neuen Spielern zu helfen, hat das Team au\u00dferdem den Guide f\u00fcr neue Spieler aktualisiert, einen Chat f\u00fcr neue Spieler auf Spectrum eingerichtet, Medien im Welcome Hub kuratiert und altgediente Spieler ermutigt, neue Spieler zu unterst\u00fctzen, indem sie Belohnungen f\u00fcr die Nutzung des Guide-Systems angeboten haben.\n\n\nSp\u00e4ter im Monat unterst\u00fctzte die Community die Ank\u00fcndigung des Beitritts von Turbulent zu CIG.\n\nDas Team bereitete sich auch auf die bevorstehende R\u00fcckkehr der CitizenCon vor, der pers\u00f6nlichen Feier f\u00fcr alles, was mit Star Citizen zu tun hat. Sie k\u00fcndigten auch eine Zusammenarbeit mit ATMO esports f\u00fcr das Event an.\n\n\"Mit dem Cosplay-Wettbewerb, den St\u00e4nden der Community und dem gr\u00f6\u00dften Dogfighting-Turnier im Universum, Fight or Flight, wird die CitizenCon die bisher epischste Veranstaltung werden! Wir haben noch viele weitere coole \u00dcberraschungen f\u00fcr dich auf Lager und wir k\u00f6nnen es kaum erwarten, dich dort zu sehen!\" Community-Team\n\nAu\u00dferdem unterst\u00fctzte das Team verschiedene Community-Events im Spiel, darunter das Greycat Social und eine von der franz\u00f6sischen Community organisierte Milit\u00e4rparade. Sie trafen sich auch mit leidenschaftlichen Spielerinnen und Spielern au\u00dferhalb des Verses, kehrten f\u00fcr einen Bar Citizen in die sch\u00f6ne Stadt Paris zur\u00fcck und nahmen an einem virtuellen Bar Citizen teil.\n\nSchlie\u00dflich half die Community bei der Einf\u00fchrung der brandneuen Missions-Spotlight-Reihe und startete einen Screenshot-Wettbewerb, um die besten Bilder von Spielerinnen und Spielern zu pr\u00e4mieren, die die Arlington Bounty-Missionen annehmen.\n\nEngine\nDas Core-Engine-Team machte Fortschritte bei der Entwicklung von StarBuild, dem neuen hauseigenen Code-Build-System, das WAF abl\u00f6sen wird; im letzten Monat wurden Probleme behoben und Verbesserungen auf der Grundlage des Feedbacks aus der breiteren Entwicklungsumgebung umgesetzt.\n\nF\u00fcr MemReplay 2.0 f\u00fchrte das Team VirtualMemoryAreas als Konzept f\u00fcr das Speicherzuweisungssystem ein, das den vom Betriebssystem zugewiesenen Speicher besser verfolgt und eine bessere Visualisierung der Unterzuweisungen erm\u00f6glicht.\n\nAnschlie\u00dfend wurden die verbleibenden \"MapAndWrite\"-Verwerfungsaufrufe im Renderer in Vorbereitung auf das neue Vulkan-Backend entfernt. Au\u00dferdem wurde die Code-Struktur des Spielstarts \u00fcberarbeitet, um Code-Duplikate zu reduzieren und Linux-basierte Headless-Clients zu erm\u00f6glichen, was das automatische Testen erleichtert.\n\nDie Kern-Engine hat auch mit den Teams f\u00fcr Physik und Fahrzeuge zusammengearbeitet, um sicherzustellen, dass der MISC-Rumpf C korrekt funktioniert, und um Fehler in den einzigartigen Systemen des Schiffs zu beheben. Au\u00dferdem wurden weitere Fehler aus der letzten Integration behoben und verschiedene andere Fehlerbehebungen und Optimierungen vorgenommen.\n\nDas Physikteam half den Spielteams weiterhin bei der Behebung verschiedener physikbezogener Fehler im Spielcode. Au\u00dferdem aktualisierten sie das neue Stoffsystem und Maelstrom und begannen mit der Verbesserung der aktiven und animierten Stoffpuppen.\n\nDas Entity-System-Team unterst\u00fctzte haupts\u00e4chlich verschiedene technische Initiativen, darunter RaStar und das Ressourcennetzwerk. Dazu geh\u00f6rte die Erforschung von M\u00f6glichkeiten, wie man generierte Orte erstellen und begrenzen kann, um ein vielf\u00e4ltiges Erlebnis zu bieten, ohne die Leistung zu beeintr\u00e4chtigen. Au\u00dferdem unterst\u00fctzten sie das Server-Meshing-Team, indem sie notwendige Verbesserungen und Korrekturen vornahmen.\n\nSchlie\u00dflich haben sie Fehler f\u00fcr das k\u00fcrzlich aktivierte \"asynchrone Laden von Editoren\" behoben und f\u00fcgen derzeit weitere Sicherheits\u00fcberpr\u00fcfungen f\u00fcr den korrekten Zugriff auf Entit\u00e4ten hinzu.\n\nFeatures (Charaktere und Waffen)\nIm Juli experimentierte das Feature-Team mit der Skill-Progression, bei der die Spieler\/innen bestimmte Aktionen im Spiel ausf\u00fchren, um in \u00e4hnlichen Aktivit\u00e4ten besser zu werden. Wenn du zum Beispiel deine St\u00e4rke steigerst, kannst du schwerere Gegenst\u00e4nde mit weniger Strafpunkten tragen, w\u00e4hrend du durch Takedowns schnellere und leisere Aktionen ausf\u00fchren kannst.\n\nF\u00fcr die Fortbewegung der Spieler\/innen hat das Team begonnen, eine Rutschmechanik einzuf\u00fchren. Wenn ein Spieler beim Sprinten versucht, in die Hocke zu gehen, f\u00fchrt er eine kurze Rutschpartie aus, bevor er in die Hocke geht. Die Geschwindigkeit des Rutschens wird durch die Startgeschwindigkeit des Spielers bestimmt und die Entfernung kann von Faktoren wie der Rauheit oder dem Winkel des Gel\u00e4ndes abh\u00e4ngen. Der Spieler\/die Spielerin h\u00e4lt automatisch an, wenn er\/sie ein Hindernis erreicht, denn der Hauptzweck dieser Funktion besteht darin, dass Spieler\/innen in Deckung gehen k\u00f6nnen.\n\nFeatures (Gameplay)\nDie Gameplay Features setzten ihre Arbeit am neuen Fahrzeug-Traktorstrahl fort, der auch Verbesserungen an den bestehenden Traktorstrahlen bringen wird. Zu den Aufgaben im Juli geh\u00f6rten erste iterative Tests f\u00fcr das Kernbalancing und die Benutzeroberfl\u00e4che.\n\nAu\u00dferdem hat das Team das Ressourcennetzwerk weiterentwickelt, das Funktionen wie das Engineering Gameplay und die Lebenserhaltung umfasst.\n\nSie arbeiteten auch an mehreren Prototypen f\u00fcr das \"Munching\"-Gameplay von Salvage und diskutieren derzeit mit allen abh\u00e4ngigen Teams \u00fcber die beste technische L\u00f6sung.\n\nSchlie\u00dflich haben sie f\u00fcr die Alpha 3.20 auf der Grundlage des Feedbacks der Community Verbesserungen am Bergbau vorgenommen, darunter Updates f\u00fcr die Stabilit\u00e4t und die Vorhersagbarkeit beim Abbau.\n\n\"Ein gro\u00dfes Dankesch\u00f6n f\u00fcr das wertvolle Feedback, das wir erhalten haben. Ein gro\u00dfes Lob an unsere hilfsbereite Community!\" Gameplay Features Team\n\nFeatures (Mission)\nLetzten Monat haben die QA-Tester von Mission Features die Entwickler von Ship Trespass unterst\u00fctzt, indem sie das Feature einem gr\u00fcndlichen Test unterzogen haben.\n\nDie \"Retrieve Consignment\"-Missionen haben die abschlie\u00dfende Pr\u00fcfung bestanden und werden derzeit poliert und ausbalanciert. Au\u00dferdem wurden die aktuellen unterirdischen Anlagen durch RaStar ersetzt, um eine Reihe von Problemen zu beheben und die Iteration zu erleichtern.\n\nAuch beim neuen globalen Event, dem Blockade Runner, wurden Fortschritte gemacht. Ein funktionsf\u00e4higer Prototyp wurde den Spielleitern gezeigt, die den \u00dcbergang zur Entwicklung genehmigten.\n\nDie ersten Planungen f\u00fcr Frachtmissionen wurden abgeschlossen und alle Abh\u00e4ngigkeiten identifiziert. Das Team befasst sich nun eingehender mit dem Rufsystem, um den weiteren Spielablauf der Liefer- und Transportmissionen zu verbessern.\n\nAuch die Missionen zum Stehlen und Bergen von Ladung wurden als Prototyp entwickelt und den Spielleitern vorgestellt und machen gute Fortschritte. Bei diesen Missionen m\u00fcssen die Spieler\/innen entweder die Ladung von au\u00dfer Gefecht gesetzten Schiffen bergen oder Schiffe au\u00dfer Gefecht setzen und entern, bevor sie ihre Ladung sichern.\n\nSchlie\u00dflich wurde mit der Arbeit am Code f\u00fcr den Ruf begonnen. Durch das Voranschreiten innerhalb der Reputationsbereiche erhalten die Spieler\/innen Rabatte auf verschiedene Eink\u00e4ufe, z. B. Gegenst\u00e4nde, Tanken und Reparaturen. Die Missionsfunktionen haben auch das rufbasierte Feindschaftssystem \u00fcbernommen, das daf\u00fcr sorgt, dass NSC-Orgs eher bereit sind, diejenigen anzugreifen, die einen negativen Ruf bei ihnen haben, w\u00e4hrend sie denjenigen mit einem positiven Ruf Vorteile bieten.\n\nGrafik, VFX-Programmierung & Planet Tech\nIm letzten Monat wurden mehrere neue Funktionen zum globalen Beleuchtungssystem hinzugef\u00fcgt, darunter die erste Implementierung der zeitlichen Gl\u00e4ttung f\u00fcr Bildschirmraum-Sonden, die stabilere Ergebnisse bei geringeren Kosten liefern wird. Au\u00dferdem wurde die G-Buffer-Unterst\u00fctzung f\u00fcr Umgebungssonden hinzugef\u00fcgt, um eine kosteng\u00fcnstige Szenendarstellung f\u00fcr sekund\u00e4re Lichtabstrahlungen zu erm\u00f6glichen. Dar\u00fcber hinaus wurden neue Debug-Modi und ein neuer Mechanismus zum Sammeln von Lichtern f\u00fcr das GI-System hinzugef\u00fcgt.\n\nEine grundlegende Implementierung von Temporal Super Resolution wurde fertiggestellt, die im Zuge der Integration in die Grafik-Engine weiter verbessert und korrigiert wird.\n\nDie Speicherzuweisungs-API von AMD wurde in das Vulkan-Backend integriert, wodurch die Stabilit\u00e4t des Systems, die Streaming-Geschwindigkeit und die Pufferlesezeiten verbessert wurden. Eine Verringerung der Streaming-\/Rendering-Abh\u00e4ngigkeiten hat die Leistung verbessert, und neue Parameter erm\u00f6glichen es den Entwicklern, den ShaderStage- und Ownership-Status des RenderGraphs zu \u00e4ndern. Diese Funktionen wurden zusammen mit laufenden Fehlerbehebungen f\u00fcr visuelle Regressionstests hinzugef\u00fcgt, wobei der Schwerpunkt auf dem Render-to-Texture-System lag.\n\nIm Rahmen der laufenden UI-Verfeinerungen und Vereinheitlichungen wird die Silhouetten-\/Highlight-Funktion derzeit durch ein weicheres und helleres \u00e4u\u00dferes Gl\u00fchen verbessert. Die Minikarte hat au\u00dferdem einen Ping-Effekt erhalten, der um Ziele herum blinkt, um die Navigation im Spiel zu verbessern.\n\nDas Feature-Team arbeitet daran, den neuen einheitlichen Wassershader ins Spiel zu bringen, der Details wie Pf\u00fctzen, die beim Aufprall spritzen, und Probleme bei der Kollisionserkennung bei gro\u00dfen Wasservolumen behebt. Au\u00dferdem ist ein neues System zur Verwaltung von Wassersimulationen in Arbeit, das Regionen bei Kollisionen aktiviert und deaktiviert, wenn sie sich gesetzt haben, und das die Leistung st\u00e4ndig \u00fcberwacht und sch\u00fctzt, indem es aktive Simulationen begrenzt. In der Zwischenzeit wird aktiv an einem neuen Hash-Map-System f\u00fcr die Zuweisung von Wasserpufferregionen und gro\u00dfen fl\u00e4chenfreundlichen Wasservolumina gearbeitet, damit das neue einheitliche WaterBuffer-System standardm\u00e4\u00dfig aktiviert werden kann.\n\nDas WorldBuilder-System wurde im letzten Monat in vielerlei Hinsicht verbessert. Unter anderem wurde die High-Level-Logik, die die Hintergrundjobs ausf\u00fchrt, \u00fcberarbeitet, wodurch die Latenzzeit deutlich verringert, Stillstand vermieden und der Code vereinfacht werden soll. Au\u00dferdem werden Planeten-Ozean-Patches nicht mehr doppelt dargestellt und das Planeten-Streaming-System wurde f\u00fcr Gen12 verbessert.\n\nDas VFX-Programmierungsteam hat Probleme behoben, die sich auf Schadenskarten auswirken; angeh\u00e4ngte Objekte aktualisieren ihre Schadenskarten jetzt korrekt, und ein Problem, bei dem unerwartete Daten in Schnappsch\u00fcssen erscheinen, wird derzeit untersucht. Bei den VFX-spezifischen Arbeiten wurde ein Problem behoben, das verhinderte, dass gruppierte untergeordnete Effekte korrekt spawnen, und es wurden Fehler bei Trennungs-Tags und externen Verweisen behoben.\n\nIn-Game Branding\nIm letzten Monat hat das In-Game Branding die Erstellung verschiedener Assets f\u00fcr ein bevorstehendes Event fortgesetzt und zusammen mit Locations an der Navigationsbeschilderung f\u00fcr New Babbage gearbeitet.\n\nAu\u00dferdem wurde mit der Arbeit an den unterirdischen Einrichtungen begonnen, wobei eng mit den Konzept- und Sandbox-Teams an verschiedenen Mockups f\u00fcr die kommerziellen Lobbys gearbeitet wurde.\n\nAuch bei den letzten Nachbesserungen f\u00fcr Pyro wurden Fortschritte gemacht.\n\nInteractables\nIm Juli schloss das Interactables-Team seine Arbeit an den Verbrauchsg\u00fctern f\u00fcr Pyro und den Inhalten f\u00fcr den Laden und die Requisiten ab. Au\u00dferdem haben sie Inhalte f\u00fcr Subscriber Flair erstellt.\n\nBeleuchtung\nDas Beleuchtungsteam hat verschiedene Orte in Pyro aufpoliert und aufger\u00e4umt und an den Gaswolken des Systems gearbeitet. Zur\u00fcck in Stanton arbeiteten sie an den neuen Plattformen von Crusader.\n\nStandorte (EU)\nDas Locations-Team arbeitete weiter an den heruntergekommenen Bahnh\u00f6fen von Pyro, wobei der Schwerpunkt auf der Fertigstellung der Polieraufgaben lag. Au\u00dferdem wurde die Beschilderung in New Babbage verbessert, die neuen Crusader-Plattformen verbessert und Fehler behoben und mit Mission Features an neuen Inhalten gearbeitet.\n\nDas Sandbox-Team arbeitete an den Au\u00dfenposten f\u00fcr Pyro und setzte seine umfangreiche Arbeit an den aktualisierten unterirdischen Einrichtungen fort.\n\nAu\u00dferdem wurden Verbesserungen an den Planeten von Pyro vorgenommen und neue Technologien f\u00fcr Wolken untersucht.\n\nStandorte (Montreal)\nIm Juli arbeitete das Locations-Team in Montreal an weiteren verfallenen Siedlungen, die die Greybox passierten, bevor sie in die finale Phase gingen. Auch bei den unterirdischen Anlagen wurden Fortschritte gemacht.\n\nSobald die oben genannten Inhalte fertiggestellt sind, wird sich das Team wieder dem laufenden Auftrag f\u00fcr die Inneneinrichtung von Geb\u00e4uden widmen.\n\nNarrative\nIm letzten Monat hat sich das Narrative-Team weiter mit den verschiedenen Design-Teams abgestimmt, um die Entwicklung von Pyro voranzutreiben. Dabei ging es vor allem um Missionsinhalte, lokale Missionsanbieter (die den Ton und die Stimme f\u00fcr die Pr\u00e4sentation der Missionen festlegen) und die Frage, wie sich das Missionssystem insgesamt ver\u00e4ndern wird, wenn das neue System hinzugef\u00fcgt wird.\n\n\"Um die letzte Frage zu beantworten: Es hat zu einigen interessanten Diskussionen \u00fcber Missionen gef\u00fchrt, die sich von Stanton auf Pyro und umgekehrt \u00fcbertragen lassen. Narrative Team\n\nAn anderer Stelle unterst\u00fctzte das Team die MISC Hull C, indem es die neueste Version der Luftverkehrskontrolle (ATC) implementierte, die es den Spielern erm\u00f6glicht, einen Landeplatz anzufordern, um ihre Fracht ein- und auszuladen. Dies f\u00fchrte auch dazu, dass die Arbeit am \u00fcbergreifenden ATC-Verhalten wieder aufgenommen wurde, mit einigen potenziell spannenden Aktualisierungen, die in naher Zukunft diskutiert werden.\n\nDas Narrative Team wird au\u00dferdem um zwei engagierte Narrative Designer erweitert, die die L\u00fccken zwischen Narrative, Design und KI schlie\u00dfen werden. Sie werden sich alle NSCs ansehen, von den Missionsgebern bis hin zu den Bev\u00f6lkerungscharakteren, und ihr Verhalten verfeinern, damit sie sich lebendiger anf\u00fchlen und letztlich den Ton und das Aroma der verschiedenen Orte des Spiels bestimmen. Zum Beispiel sollen sich die Bewohner von Hurston anders anf\u00fchlen als die Bewohner von Orison.\n\nAuf der Website hat das Team in einer weiteren Folge von Loremakers einige Antworten auf die brennenden Fragen der Community gegeben und Ende des Monats eine weitere Folge von Galactapedia-Artikeln ver\u00f6ffentlicht.\n\nOnline-Dienste (Montreal)\nDas Team der Online-Dienste verbrachte den Juli damit, die neue Inventar-ID-Funktion weiter zu verfeinern und Probleme zu l\u00f6sen, die w\u00e4hrend des offiziellen QA-Testdurchlaufs aufgetreten waren. Au\u00dferdem wurde an einem Plan gearbeitet, um mehrere Backend-Dienste auf gRPC umzustellen und sie mit neuen Funktionen zu modernisieren. Schlie\u00dflich haben sie sich mit einfachen Anti-Cheat-Sanktionen und deren Durchsetzung besch\u00e4ftigt.\n\nForschung & Entwicklung\nIm Juli wurden weitere Updates f\u00fcr die Atmosph\u00e4re und das volumetrische Wolkenrendering vorgenommen. Das gef\u00fchrte Sampling, das im Wolken-Raymarcher verwendet wird, wurde auf der Grundlage der im letzten Monat vorgenommenen Verbesserungen an den Transmissionsprofilen aktualisiert. Die Profile selbst wurden zus\u00e4tzlich gefiltert (stochastisches Resampling), um gelegentliche Blockartefakte durch die Wiederverwendung von Profilen zu reduzieren. Au\u00dferdem wurde der zeitliche Rendering-Modus, der derzeit f\u00fcr die Atmosph\u00e4re und volumetrische Wolken entwickelt wird, auf eine auf geringer Diskrepanz basierende Abfolge von Sample-Offsets umgestellt, die dazu verwendet werden, Strahlen f\u00fcr das Raymarching \u00fcber die Zeit einzurichten. Auf der Grundlage aktueller Forschungsver\u00f6ffentlichungen k\u00f6nnen Wolkenschattenkarten nun stochastisch gefiltert werden, was die Leistung und Renderqualit\u00e4t erheblich verbessert. Der neue temporale Rendermodus verwendet standardm\u00e4\u00dfig den stochastischen Texturfilter.\n\nUI\nUI hat den ganzen Juli \u00fcber Verbesserungen an der Datenliste vorgenommen und dabei eng mit Mission Features zusammengearbeitet. Au\u00dferdem haben sie an einer Stilvariante f\u00fcr die Bildschirme in Pyro gearbeitet.\n\nDas Core Technology Team verbesserte die Laufzeitleistung von Building Blocks, da die k\u00fcrzlich hinzugef\u00fcgten neuen UI-Assets zu einem Anstieg der Gr\u00f6\u00dfe und Komplexit\u00e4t f\u00fchrten. Dazu mussten aggressivere L\u00f6sungen f\u00fcr das \u00dcberspringen von Aktualisierungen der Hierarchieabschnitte programmiert werden, was zu einer geringeren CPU-Belastung und erheblichen Leistungssteigerungen f\u00fchrte.\n\nDas Team f\u00fcgte au\u00dferdem neue Funktionen zu Bindungen und Bausteinen hinzu, darunter eine Farbauswahl, ein Paginierungs-Widget und Stufenlinien f\u00fcr die Designer.\n\nSchlie\u00dflich arbeitete das UI-Team zusammen mit der Grafikabteilung an der Entwicklung eines neuen internen Kartensystems, das den Spielern hilft, sich in den komplexen St\u00e4dten, Planeten und Raumschiffen des Spiels zurechtzufinden.\n\n\"Das wird f\u00fcr die Spieler ein echter Game Changer sein und wir sind wirklich begeistert von den Fortschritten.\"\n\nVFX\nIm letzten Monat hat das VFX-Team die Arbeit an den Innen- und Au\u00dfenbereichen mehrerer Pyro-Standorte fortgesetzt.\n\n\"Der visuelle Stil dieser Orte unterscheidet sich stark von dem vieler Gebiete in Stanton, was eine willkommene Herausforderung f\u00fcr die VFX-K\u00fcnstler war, sowohl technisch als auch k\u00fcnstlerisch.\" VFX-Team\n\nAu\u00dferdem haben sie ihren VFX-Pass f\u00fcr eine Bombe der Gr\u00f6\u00dfe 5 und drei kommende Fahrzeuge fertiggestellt.","zh_CN":"PU Monthly Report\nJuly 2023\nWelcome to July\u2019s PU Monthly Report, where you\u2019ll find the latest development progress on everything related to the Persistent Universe.\n\nRead on for in-depth updates on vehicles, locations, AI tech, maps, and more.\n\nAI (Tech)\nLast month, AI Tech finalized work to allow NPCs to transition between EVA and environments with gravity. This required an update to the usables code, including exposing it to enter and exit location information. Now, NPCs can enter and exit ships through airlocks or hatches by vaulting over ledges. The team also implemented simple behaviors and assignments for entering and exiting ships, which compute a path to a location and utilize the most suitable usable to finish the transition.\n\nOn the navigation-system side, AI Tech upgraded navigation links to connect two volumes from different zones, which is needed for moving platforms. The previous implementation only allowed links between parent and child zones rather than between two unrelated zones. Further optimizations and improvements were made for navigation-mesh raycasts too.\n\nAI Tech also picked up the ongoing work on boids. They\u2019re currently working on 2D boids agents, such as rodents, that will move across terrain within the confines of the navigation mesh. They\u2019re also adding constraints to avoid navigation-mesh edges to ensure the boids stay inside navigable areas. Next, they\u2019ll look into boids agents playing animations while moving or idling.\n\nThe Subsumption editor received numerous improvements, including a variable-type editor, the ability to copy\/paste states while editing a mastergraph, improved views of how mastergraph transitions are presented, an improved activity view for available sub-activities and functions, and a validation panel that presents errors and warning when loading and saving files.\n\nVarious features and AI systems received improvements too. For the usable-group coordinator, designers can now specify that a group of NPCs should synchronize when transitioning from one group of usables to another. For NPCs pushing trolleys, the team optimized the PID controller and adjusted the default parameters to stabilize quicker after turning on a path.\n\nFor NPC perception of audio stimuli, AI Tech began using new functionality exposed by the Audio team, which will utilize the room system to understand if an audio event should be received\n\nAnimation\nLast month, the Animation team focused on improving visual results for reloads and takedowns. They also worked on basic idles for weapons and knives, which are planned for release in Alpha 3.20.\n\nThey\u2019re currently making improvements to player-prone animations and adding an increasing number of player interactions to improve immersion in specific environments.\n\nOn the facial side, they continued to support new incoming lines for PU pilots and combatants\n\nArt (Characters)\nIn July, the Character Art team continued working on outfits for the Headhunters and Dusters gangs.\n\nAlongside this, the Character Concept Art team explored ideas for additional Headhunters outfits and prepared handoff sheets for IAE and Luminalia content.\n\nArt (Ships)\nIn the UK, the RSI Polaris began its whitebox pass with a thorough breakdown of the content required. The team then imported the concept mesh and completed a basic entity setup. A rough interior whitebox was completed, and several issues with the concept were resolved.\n\nAn as-yet-unannounced ship continued its LOD0 pass, with the majority of tasks completed and a review scheduled. The team is currently focused on adding tertiary details to the interior and exterior as well as finishing the lighting for each phase.\n\nThe Crusader A1 Spirit progressed through final art, with a handful of LODs remaining for its interior and exterior damage. Work also continued on the C1 Spirit cargo variant, with the main differences being minor exterior changes and the cargo room; the latter of which is currently progressing through greybox with most of the core forms refined.\n\nWork on a new ship variant continued, with the dashboard and cockpit receiving attention. The Design team also resolved the placement of physicalized components ready for the Art team to add at a later date. Another unannounced variant continued through its greybox phase too.\n\nIn the US, the Tumbril Storm approached the end of production.\n\n\u201cWe have built all damage meshes, projected all UV2s, generated most LODs, and are now just polishing up various parts of the vehicle. Lighting is getting another pass and we are working with Systems Design to make most of them procedural so that they will respond to player interaction.\u201d Ship Art Team\n\nShip Art also worked alongside Tech Art to solve visual issues with the treads.\n\nElsewhere, tasks were started for an all-new vehicle. The team began by breaking apart the concept and putting together an in-game preview while planning out the work required for the base and its variants. The current plan is to whitebox all the variants at the same time and then select which versions will move into greybox first.\n\nTwo new variants went through the LOD0 phase and are approaching content-complete.\n\nThe team also progressed through LOD0 for the Aopoa San'tok.y\u0101i, filling out item housings and doing heavy paneling work on the exterior. They also came to a solution for the dashboard, which still requires polish, but delivers a unique aesthetic for interaction. They\u2019re currently working with System Design to get the ship\u2019s behaviors to trigger correctly.\n\nFinally for ships, the Origin X1 entered the greybox stage. While waiting on the whitebox review, the team are working to solve various aesthetic issues while ensuring the overall ship makes mechanical sense. They\u2019re also exploring new tools to help generate extremely clean automotive-style geometry to maintain the required Origin feel.\n\nAudio\nJuly saw the Audio team progressing with tasks for Pyro, including implementing imperative sounds. They also discussed how they can interrelate existing work with Squadron 42.\n\nImprovements were made to the Flight Experience, including updated vibration tech and impacts. Sound effects were also designed and implemented for upcoming spaceship releases.\n\nCommunity\nThe Community team kicked off July by launching Foundation Festival 2953, a month-long celebration of the community, with a Free Fly, referral bonus, video tutorial contest hosted on the Community Hub, and an Organization Spotlight gallery. Furthermore, with a focus on helping new recruits, the team posted updates on the New Player Guide, implemented a New Player Chat on Spectrum, curated media on the Welcome Hub, and encouraged veteran players to support new recruits by offering rewards for using the Guide System.\n\n\nLater in the month, Community supported the announcement of Turbulent joining CIG.\n\nThe team also prepared for the upcoming return of CitizenCon, the in-person celebration of all things Star Citizen. They announced a collaboration with ATMO esports for the event too.\n\n\"CitizenCon is shaping up to be the most epic one yet, with the cosplay contest, community booths, and now, the biggest dogfighting tournament in the 'verse, Fight or Flight, coming straight from the show floor as well! We have many more cool surprises in store for you, and we can't wait to see you there!\" Community Team\n\nAdditionally, the team supported various community-driven in-game events, including the Greycat Social and a military-style parade organized by the French community. They also met passionate players out of the 'verse, returning to the beautiful city of Paris for a Bar Citizen, and attending a virtual Bar Citizen.\n\nLastly, Community assisted in the introduction of the brand-new Mission Spotlight series and launched a screenshot contest to reward the best images from players that take on the Arlington Bounty missions.\n\nEngine\nThe Core Engine team progressed with the development of StarBuild, the new in-house code-build system that will replace WAF; last month, they fixed issues and implemented improvements based on feedback from wider dev use.\n\nFor MemReplay 2.0, the team introduced VirtualMemoryAreas as a concept to the memory allocation system, which will better track OS committed memory and provide an improved visualization of sub-allocations.\n\nProgress was then made on removing the remaining \u2018MapAndWrite\u2019 discard calls in the renderer in preparation for the new Vulkan backend. They also reworked the game-launcher code structure to reduce code duplications and enable Linux-based headless clients, which will help with automatic testing.\n\nCore Engine also worked alongside the Physics and Vehicle teams in support of the MISC Hull C, ensuring it works correctly and fixing bugs with the ship\u2019s unique systems. Additionally, they fixed further fallout from the last integration and made various other bug fixes and optimizations.\n\nThe Physics team continued helping the game teams fix various physics-related bugs in the game code. They also updated the new cloth system and Maelstrom, and began improving active and animated ragdolls.\n\nThe Entity System team primarily supported various technical initiatives, including RaStar and the Resource Network. This involved exploring ways to create and limit generated locations to provide a rich experience without negatively impacting performance. They also supported the Server Meshing team by adding necessary improvements and fixes.\n\nFinally, they provided bug fixes for the recently enabled 'async editor loading,' and are currently adding more safety checks for correct entity access.\n\nFeatures (Characters & Weapons)\nJuly saw the Feature team experimenting with skill progression, which involves players performing specific in-game actions to make them better at similar activities. For example, building up strength will allow players to carry heavier objects with fewer penalties, while performing takedowns will open access to quicker and quieter action sets.\n\nFor player traversal, the team began implementing a sliding mechanic. If a player tries to crouch while sprinting, they will perform a short slide before entering the crouched stance. The speed of the slide is determined by the starting speed of the player and the distance may depend on factors such as the roughness or angle of the terrain. The player will automatically stop when reaching an obstacle, as the prime use case for this feature is to allow players to slide into cover.\n\nFeatures (Gameplay)\nGameplay Features continued their work on the new vehicle tractor beam, which will also bring improvements to the existing tractor beams. July\u2019s tasks included first iterative test for core balancing and the UI.\n\nAdditionally, the team progressed with the Resource Network, which includes features like engineering gameplay and life support.\n\nThey also worked on several prototypes for Salvage\u2019s \u2018munching\u2019 gameplay and are currently discussing the best-fitting technical solution with all dependent teams.\n\nFinally, they made improvements to mining for Alpha 3.20 based on community feedback, including updates to stability and predictability when mining.\n\n\u201cA big thank you to the very valuable feedback that was provided. Big shoutout to our helpful community!\u201d Gameplay Features Team\n\nFeatures (Mission)\nLast month, Mission Features\u2019 embedded QA testers supported the developer of Ship Trespass by giving the feature rigorous destructive testing.\n\nThe Retrieve Consignment missions passed final review and are currently being polished and balanced. Alongside this, the current underground facilities were replaced with RaStar to fix a variety of issues and make iterating on them easier.\n\nProgress was also made on the new Global Event, Blockade Runner. A working prototype was shown to the game directors, who approved its move to development.\n\nThe initial planning for cargo missions was completed with all dependencies identified. The team are now looking deeper into the reputation system to improve the wider delivery and hauling mission gameplay loop.\n\nSteal and recover cargo missions were also prototyped and shown to the directors and are making good progress. These will see players either recover cargo from disabled ships or disable and board ships before securing their cargo.\n\nFinally, code work began for reputation. Progression within reputation scopes will give players discounts on various purchases, including items, refueling, and repair. Mission Features also picked up the reputation-based hostility system, which will see NPC orgs more willing to attack those who have a negative reputation with them while providing benefits to those with a positive standing.\n\nGraphics, VFX Programming & Planet Tech\nSeveral new features were added to the Global Illumination system last month, including the initial implementation of temporal smoothing for screen space probes, which will produce more stable results at a lower cost. G-buffer support was also added to environment probes to provide a cheap scene representation for secondary light bounces. In addition, new debug modes were added alongside a new mechanism to gather lights for the GI system.\n\nA basic implementation of Temporal Super Resolution was completed, which will continue to receive fixes and improvements as it\u2019s integrated into the graphics engine.\n\nAMD\u2019s memory allocation API was integrated into the Vulkan backend, improving the system\u2019s stability, streaming speeds, and buffer read times. A reduction in streaming\/rendering dependencies has improved performance, and new parameters will allow the devs to modify the RenderGraph\u2019s ShaderStage and ownership state. These features were added alongside ongoing bug fixes to visual regression tests with a focus on the render-to-texture system.\n\nAs part of ongoing UI refinements and unifications, the silhouette\/highlight feature is currently being improved with a softer and brighter outer glow. The mini-map also received a ping effect, which will blink around objectives for improved in-game navigation.\n\nThe Feature team is working to bring the new unified water shader to the game, adding details such as puddles that splash on impact and fixing collision-detection issues on large water volumes. A new system to manage water simulations is also in progress that will activate regions upon collision, deactivate them when they have settled, and constantly monitor and protect performance by limiting active simulations. Meanwhile, a new hash-map system for allocating water buffer regions and large surface-area-friendly water volumes is actively being worked on so the new unified WaterBuffer system can be enabled by default.\n\nThe WorldBuilder system saw a variety of improvements last month, including a major refactor to the high-level logic that runs background jobs, which should significantly reduce latency, avoid stalls, and simplify the code. In addition, planet ocean patches no longer render in duplicates, and the planet streaming system was fixed for Gen12.\n\nThe VFX Programming team fixed issues impacting damage maps; attached objects now correctly update their damage maps and an issue causing unexpected data to appear in snapshots is being investigated. For VFX-specific work, an issue preventing grouped child effects from spawning correctly was addressed, and bugs on separator tags and external referencing were fixed.\n\nIn-Game Branding\nLast month, In-Game Branding continued building various assets for an upcoming event and worked alongside Locations on navigational signage for New Babbage.\n\nThey also began work on the underground facilities, working closely with the Concept and Sandbox teams on different mockups for the commercial lobbies.\n\nProgress was made on the final touch-ups for Pyro too.\n\nInteractables\nJuly saw the Interactables team closeout and polish their work on Pyro\u2019s consumables and shop and prop content. They also created content for Subscriber Flair.\n\nLighting\nThe Lighting team polished and cleaned-up various locations around Pyro and worked on the system\u2019s gas clouds. Back in Stanton, they progressed with tasks for Crusader\u2019s new platforms.\n\nLocations (EU)\nThe Locations team continued working on Pyro\u2019s rundown stations, with a focus on completing polish tasks. They also improved signage around New Babbage, improved and bug-fixed the new Crusader platforms, and worked with Mission Features on new content.\n\nThe Sandbox team progressed with outposts for Pyro and continued their extensive work on the updated underground facilities.\n\nImprovements were also made to Pyro\u2019s planets, and new technology for clouds was looked into.\n\nLocations (Montreal)\nIn July, Montreal\u2019s Locations team progressed with additional derelict settlements, which passed greybox before moving into the final phase. Progress was made on underground facilities too.\n\nOnce the above content is delivered, the team will return to the ongoing building-interior mandate.\n\nNarrative\nLast month, Narrative continued syncing with the various Design teams to push development on Pyro, specifically focusing on mission content, local mission providers (establishing the tone and voice of how missions will be presented), and examining how the overall mission system will change when the new system is added.\n\n\u201cTo answer that last one, it's led to some interesting discussions about missions that cross over from Stanton to Pyro and vice versa.\u201d Narrative Team\n\nElsewhere, the team supported the MISC Hull C by implementing the latest version of the air-traffic-control (ATC) behavior, which will allow players to request a landing spot to load and offload their cargo. This also led to resurrecting work on the overarching ATC behavior, with some potentially exciting updates that will be discussed in the near future.\n\nThe Narrative team is also expanding to include two dedicated narrative designers who will bridge the gaps between Narrative, Design, and AI. They will look at all NPCs, from mission givers to population characters, and refine their behaviors to make them feel more alive and ultimately establish the tone and flavor of the game's various locations. For example, to make the people of Hurston feel distinct from the people of Orison.\n\nOn the website, the team released some answers to the Community\u2019s burning questions in another installment of Loremakers and published another installment of Galactapedia articles at the end of the month.\n\nOnline Services (Montreal)\nThe Online Services team spent July further refining the new InventoryID feature and addressing issues that came up during the formal QA testing pass. Time was also spent working on a plan to refactor several of the backend services to gRPC as well as modernize them with new features. Lastly, they researched Easy Anti-Cheat sanctions and enforcement.\n\nResearch & Development\nIn July, further updates were made to atmosphere and volumetric cloud rendering. Guided sampling used in the cloud raymarcher was updated based on last month's improvements to transmittance profiles. The profiles themselves received additional filtering (stochastic resampling) to reduce occasional block artifacts due to profile reuse. Moreover, the temporal render mode currently being developed for atmosphere and volumetric clouds was switched to a low discrepancy-based sequence of sample offsets that are used to set up rays for raymarching over time. Based on recent research publications, cloud shadow maps can now be stochastically filtered, which considerably improves performance and render quality. The new temporal render mode will use the stochastic texture filter by default.\n\nUI\nUI made improvements to the data-heist screen throughout July, which involved working closely with Mission Features. They also worked on a style variant for screens throughout Pyro.\n\nThe Core Technology team improved Building Blocks\u2019 runtime performance, as the recent addition of new UI assets led to an increase in size and complexity. This involved coding more aggressive solutions for skipping hierarchy section updates, which led to a reduced CPU footprint and significant performance gains.\n\nThe team also continued adding new features to Bindings and Building Blocks, including a color picker, pagination widget, and stepped lines for the designers.\n\nFinally, UI worked alongside Graphics to develop a new internal map system to help players navigate the game\u2019s complex cities, planets, and capital ships.\n\n\u201cThis will be a real game changer for players and we're really excited by its progress.\u201d\n\nVFX\nLast month, the VFX team continued working on the interiors and exteriors of several Pyro locations.\n\n\u201cThe visual style of these locations differs greatly from many Stanton-based areas, which has been a welcome challenge for the VFX artists, both technically and artistically.\u201d VFX Team\n\nThey also completed their VFX pass on a Size 5 bomb and three upcoming vehicles."},"links_count":0,"comment_count":0,"created_at":"2023-08-03T01:00:00+00:00","created_at_human":"2 years ago"},"meta":{"processed_at":"2026-05-07 19:05:28","valid_relations":["images","links"],"prev_id":19394,"next_id":19396}}