{"data":{"id":19501,"title":"Star Citizen Monthly Report: September 2023","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/19501-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/19501","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/19501","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":31855,"name":"community1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/f0a629b014643b7097282a6f502f3c139de8bc0f\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjf8TMfRDLpTw1caHJNVhHekbSxM9tXXyY\/community1.png","alt":"g-illustration","size":3191613,"mime_type":"image\/png","last_modified":"2023-10-04T23:46:09+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31855","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31855\/similar"},{"id":31857,"name":"community3.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/b1d4f683b5715c3b44f33cc865821ddd4b50b2f0\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReseodKzaceuw2S4um6E8ikLnpDGZ8BCqrL6\/community3.png","alt":"g-illustration","size":4181101,"mime_type":"image\/png","last_modified":"2023-10-04T23:46:10+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31857","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31857\/similar"},{"id":31859,"name":"community4.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/ae36ee4b418b086876aa6844f6829ac98395a2f3\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskZo1xmn2xP3BAcbDiAvM8iSH3UprPh56v\/community4.png","alt":"g-illustration","size":4888607,"mime_type":"image\/png","last_modified":"2023-10-04T23:46:11+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31859","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31859\/similar"},{"id":31861,"name":"features-gameplay.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/cce3d319c3ad625ad446dbaa0b2edb256a3b0465\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjNsfub56YMdfZT7NMLBr6zhiLDJsHrG1c\/features-gameplay.png","alt":"g-illustration","size":3147300,"mime_type":"image\/png","last_modified":"2023-10-04T23:46:13+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31861","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31861\/similar"},{"id":31863,"name":"interactables.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/062a1476db43861f4a20993a5d6189b0f2f4ec49\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjf3hreiMgU2cMfAs96YUARKF7D8UUcxuU\/interactables.png","alt":"g-illustration","size":3840548,"mime_type":"image\/png","last_modified":"2023-10-04T23:46:15+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31863","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31863\/similar"},{"id":31865,"name":"lighting.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/1b0fcd700386c39d654c4ea593bde9f03bc67e5f\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResiqFfQ8TjH5aoG4kghtWBXJuinbqeQeqFc\/lighting.png","alt":"g-illustration","size":3681500,"mime_type":"image\/png","last_modified":"2023-10-04T23:46:16+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31865","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31865\/similar"},{"id":31867,"name":"locations1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/0f63f8aadb447601791c206a7ee02fcbf5eba0b1\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResj7RMqg7GFjFp2h6tm9CdJbHV34i2YcA2a\/locations1.png","alt":"g-illustration","size":5118760,"mime_type":"image\/png","last_modified":"2023-10-04T23:46:26+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31867","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31867\/similar"},{"id":31869,"name":"locations2.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/5a1908c24a57558f29a21c9b09f11a809ba8cfcc\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskUYyK3zqRHLXwFzjhQkP943ZZQtFNcWxN\/locations2.png","alt":"g-illustration","size":4249990,"mime_type":"image\/png","last_modified":"2023-10-04T23:46:28+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31869","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31869\/similar"}],"images_count":20,"translations":{"en_EN":"PU Monthly Report\nSeptember 2023\nIt\u2019s an exciting time in and out of the \u2018verse, with the upcoming launch of Alpha 3.21 and the return of an in-person CitizenCon on October 21-22. Check out September\u2019s PU Report for the final tweaks to content you'll be experiencing very soon and progress on features coming later in the year and beyond.\n\nAI (Features)\nIn September, AI Features focused on the ongoing male-to-female animation retargeting, ensuring that Pyro\u2019s female characters are up to the same standard as their male counterparts. Recent work included retargeting combat and social animations.\n\nOn the code side, the team worked on PU performance for the upcoming patch. They also solved issues involving NPCs not reacting to players pointing guns at them and fixed bugs with usable alignment slots not working as intended.\n\nAI (Tech)\nAI Tech continued developing various features throughout September, including boids and the Apollo tool, and began focusing on performance improvements and polishing existing features.\n\nFor boids, the base structure that allows the designers to define boid states (wandering, fleeing, idling, dead, etc.) and transition between them was implemented. These transitions contain rules, including when they should be selected, and animation data, such as birds taking off and landing. Iteration was also done on suitable physics properties for boid agents that need to be affected by gravity to walk on terrain. The team also added health components to agents so players can damage and potentially kill them.\n\nFor the Apollo Subsumption tool, the team completed an error-reporting panel that will provide detailed information on behavior issues. This will help the designers to catch problems sooner and solve them more easily. Various quality-of-life improvements requested by the designers were implemented too.\n\nPerformance improvements were also made, with the team looking closely at systems that impact performance on dedicated servers. For example, optimizations were made to how navigation islands compute after parts of the navigation mesh are regenerated. For navigation volume, code was cleaned up and \u2018event dispatching\u2019 was moved to \u2018update job,\u2019 which better distributes to multiple threads. The team are currently investigating and implementing optimizations to planetary navigation generation and pathfinding request processing.\n\nA small update and new functionality were added to the collision avoidance system. Now, collision avoidance agents have support for skipping and ignoring lists, which is used when agents move together as a group.\n\nFor NPCs using trolleys, improvements were made to collision avoidance, and a new component was added to the trolley that will trigger the regeneration of navigation mesh when it stops moving.\n\nRegarding flowgraph Subsumption nodes, the team can now generate nodes with dynamic input based on Subsumption\u2019s event description. This will help the designers to write more complex behaviors for NPCs and missions.\n\nThe AI Tech team also supported the Alpha 3.20 release, CitizenCon, and the SQ42 Feature teams.\n\nAnimation\nLast month, the Animation team worked toward ensuring all male animations are also available for the female character.\n\n\u201cYou\u2019ll see female characters doing more in an upcoming patch. Keep in mind that with this large volume, there will be considerable visual artifacts we need to sort out.\u201d Animation Team\n\nThey also created the initial animations for a new creature.\n\nArt (Characters)\nIn September, the Character Art team finished the Headhunter outfit and progressed with the Dusters outfit. Alongside this, the Character Concept Art team explored ideas for fauna and medical backpacks and prepared handoff sheets for a racing suit.\n\nArt (Ships)\nIn the US, a new vehicle variant was completed, with final bug-fixing and polish currently underway.\n\nThe whitebox for one of the new vehicles mentioned in the previous PU Report is nearing completion. Last month, the team solved some of the space issues, opting for smaller beds with a tighter layout. They also separated out the base model from the variants.\n\nThe Aopoa San'tok.y\u0101i is almost content-complete, including cockpit animations that heavily lean into the alien language. The interior damage pass is also nearly done, including a new map generated specifically for Aopoa. Upcoming tasks include lighting polish before the LOD pass.\n\nFinally, work continued on remote-tractor-beam gameplay, including how the hardpoint should be used to create the best player experience.\n\nAudio\nLast month, Audio focused on Pyro, ensuring all essential sound effects were implemented. They also finished tasks for several upcoming ships and are actively working on the new audio thruster and component system.\n\nAlongside essential bug fixes, the Audio Code team refined the recently introduced resonance tech and continued developing the walla system.\n\nCommunity\nLast month, the Community team continued preparing for CitizenCon 2953. The biggest-ever celebration of all things Star Citizen takes place in Los Angeles, California, from October 21 to 22 - tickets and the Digital Goodies Pack are available now.\n\nAt the beginning of the month, the team supported the Ship Showdown 2953 Finals, including a Free Fly of the Final Four and the crowning of the Best in Show champion, the Drake Corsair.\n\nBefore its replacement in Alpha 3.20, the team kicked off their farewell to Port Olisar, allowing players to gain a unique Spectrum badge. They also published two Patch Watch threads, Mission Featured! and Quality of Life, highlighting some of the improvements and features in the coming patch that aren\u2019t on the Roadmap.\n\nThey then supported the community during Pirate Week, including hosting a Treasure Hunt Screenshot contest.\n\nThe team was also heavily involved in supporting the release of Alpha 3.20: Fully Loaded. Alongside the Player Experience team, Community tracked and directed player feedback on the latest features and discussed solutions to bugs and quality-of-life issues with the development teams.\n\nThey also published the MISC Hull C Q&A and updated the Mirai Fury Q&A with questions on the Fury LX. They also communicated the new features and updates in Alpha 3.20\u2019s Arena Commander overhaul with a dedicated comm-link and the Experimental Modes schedule.\n\n\u201cIn-person socializing was also not neglected as we brought developers and Banu Tholo code cards to a fantastic Bar Citizen event held inside a public amusement park in Vienna, Austria, as part of the Bar Citizen World Tour.\u201d Community Team\n\nEconomy\nThe Economy team set up shops at three jump-point stations to provide the Hull C and other cargo ships with additional trade routes. They also worked on rebalancing commodity trading in Stanton and Pyro as part of a larger initiative to improve the gameplay experience for haulers and traders.\n\nEconomy then supported other teams, such as Character Art and Interactables, with pricing for new player equipment. Lastly, the tool that extracts live game data to help inform the profitability of various gameplay loops and assist in balancing was completed.\n\nEngine\nThroughout September, a large portion of the Core Engine, Physics, and Entity teams\u2019 focus was on release support. This included optimizing code, looking into server-side memory consumption, and fixing memory leaks. These improvements will appear in public releases over the next few months. Additionally, the Core Tech teams supported the Hull C and its unique technical requirements.\n\nBesides release work, the teams rolled out StarBuild, the custom code-build system, and updated Visual Studio to version 2022.\n\nOn the renderer, transitions toward the final version of Gen12 continued. This included enabling the RenderGraph, which can utilize the GPU better with less CPU cost. The team also removed several legacy GPU access APIs, including MapAndWriteDiscard, which won\u2019t be supported by Gen12 due to low-level code complexity.\n\nFurthermore, the streaming system received improvements.\n\n\u201cWe no longer need to maintain a separate code path and instead update all our objects from within the rendering callback. This reduces code complexity, as we only need to maintain a single code path going forward, and reduces memory consumption as well.\u201d Engine Team\n\nThe team then added more strict debug modes and high-level checks for the ECUS code to detect and report potential race conditions earlier. Also on the entity-system side, more strict checks were added to entity access functions to ensure they only happen on threads where it\u2019s permitted.\n\nFor the Editor, time was spent enabling entity streaming code to allow the designers to work with the PU\u2019s significant amount of content more easily. This was done last month as the team first had to get the foundation of streaming working. The editor also has more complexity than the pure game as objects can also be modified.\n\nOn the Physics side, the team is currently adding numerous improvements to the simulation, which will be revealed soon.\n\nFinally, the Engine teams supported the Network team on Server Meshing and worked with the Location teams to make more efficient use of low-level engine resources.\n\nFeatures (Characters & Weapons)\nAlongside squashing a significant number of bugs for Alpha 3.20, many of the features worked on this year received a second pass to improve quality and feel. For example, the slide mechanic saw updated velocity curves with steeper initial acceleration alongside improved screen effects.\n\nFor the new prone motion set, work was done to stabilize the player character\u2019s wrists in first-person view; some initial updates were made, though the team now has a longer-term plan to further improve the visuals.\n\nFeatures (Gameplay)\nThe EUPU team continued working toward the release of the ship tractor team, including an update to the general Salvage HUD to allow it to show tractor-beam information (this is still a work in progress).\n\nSeveral important bug fixes were made for Alpha 3.20. This included fixing instability problems with server performance and adding a temporary fix to the speed of hull scraping.\n\nThe team also made significant progress on Structural Salvage (formerly Munching) and continued their ongoing work on the Resource Network.\n\nFeatures (Mission)\nMission Features continued their work on modularizing the new-player experience. Last month, New Babbage saw its first working version, with the team currently focusing on polish.\n\nVarious mission content was also worked on, including the reactivation of the Crusader platform missions, which tentatively passed its go\/no-go review. Blockade Runner also progressed through development following internal playtests and feedback.\n\nThe Steal Evidence mission passed go\/no-go and has been activated for Alpha 3.21, while the design for a courier version of the Steal and Recover cargo mission moved into production.\n\nFurther polish was made on Data Heist, including internal playtests in preparation for its debut. Siege of Orison 1.1 entered the QATR phase, where it will be tested for stability and performance issues ahead of future activation.\n\nThe team also continued to look at and balance the cargo manifest system for Bounty and Salvage missions, and designs were pitched for long-term reputation goals. Ship Trespass has passed its gate review and is approaching a release-ready state.\n\nFeatures (Vehicle)\nIn September, the Vehicle Gameplay team focused on bugfixing and quality-of-life support for Alpha 3.20. The flight balance, health, and stability of some ships were tweaked to improve overall balance too.\n\nThe team also provided feature support for the Resource Network, allowing items placed inside interior object containers to be connected to the network, such as doors and lights.\n\nGraphics, VFX Programming & Planet Tech\nIn September, the Graphics team progressed with several in-development features. For example, the new water-simulation and rendering systems now have their fundamental building blocks complete and are currently being balanced to ensure they look good under the game\u2019s huge variety of conditions.\n\nThe R&D on Global Illumination was merged into the main branch to see it working across various PU locations. However, a lot of work remains, including major aspects like moving zones, characters, and optimization.\n\nWork also continued on several longer-term features, such as fire support for entities, a screen space occlusion effect for gas clouds to increase their lighting detail, and support for Maelstrom, the new physics destruction system.\n\nIn-Game Branding\nLast month, the Branding team progressed with navigational signage for the exterior of the underground facilities.\n\nThey also created holograms and assembled navigational signage for an upcoming event.\n\nInteractables\nThe Interactables team progressed with various upcoming content, including a variety of new style props, and supported the ongoing development of the new underground facilities.\n\nLighting\nLighting continued their work across multiple initiatives. They mainly focused on Pryo, though performance improvements were made across Stanton too.\n\nLocations (EU)\nLast month, the Locations team continued developing a variety of new locations for Pyro. They also worked on several legacy locations in pursuit of maintaining the wider Stanton system, and supported the Mission Feature team on one of their upcoming initiatives.\n\nThe Sandbox and Organics teams progressed with several upcoming locations, including Pyro and the new underground facilities.\n\nNarrative\nThe beginning of September saw the Narrative team closing out any remaining bugs for the release of Alpha 3.20. Looking ahead, the team completed work on another batch of missions for Pyro organizations and gangs.\n\nAdditionally, they continued working on several new missions for Stanton, including Blockade Runner and Data Heist. Scripts were also written for automated computer systems that will be used in missions and at new locations.\n\nThe Narrative Design team continued improving the lives of AI around both Stanton and Pyro with more naturalistic behavior patterns. Several discussions were held focusing on how they can better capture the feel of Pyro based on how its NPC population behaves at stations and outposts.\n\nOn the website, the team published a Whitley\u2019s Guide to the San\u2019tok.y\u0101i, another thought-provoking batch of Loremakers: Community Questions, as well as a variety of Galactapedia entries. Subscribers can also read additional lore every two months in Jump Point magazine before it becomes available anywhere else.\n\nOnline Services\nSeptember saw the Online Services team working on the Seeding Service, a new star service for Server Meshing. This is a C++ gRPC service that reads data from the game files to seed global, graveyard, and shard databases by using the Entity Graph service.\n\nA refactor of the Character Customizer began, with the goal being to replace the backend used by the current customizer to leverage both the entitlement and identity services to reduce the database load on login and persist DNA and customization across patches.\n\nThe team also continued to update Easy Anti-Cheat in an attempt to eliminate false positives as well as implement sanctions in the future.\n\nSignificant time was also spent on database research to resolve some of the recent deadlock issues and explore other potential database providers.\n\nR&D\nThe R&D team worked on a variety of important updates to the game engine that will be shown to the community soon.\n\nTech Art\/Animation\nTech Animation supported numerous teams across the project with a wide variety of animation tasks, including asset implementation and maintenance.\n\nGreat progress was made on creating and implementing creatures across the PU. As part of this, work was done on toolsets for rigging and physics proxy authoring and implementation.\n\nComms calls and dialogue were a major focus in September too, with the goal being to create content at speed.\n\n\u201cThis has been hugely successful and collates many lengthy manual processes into a singular toolset with a great user interface.\u201d Tech Art\/Animation Team\n\nFinally, they continued to provide additional faces for the game to source from, providing much more variation to NPC populations.\n\nUI\nAlongside debugging for Alpha 3.21 and future releases, UI supported Mission Features on the Blockade Runner screens and with final touch-ups for another ongoing mandate.\n\nThe team progressed with the Reputation app, adding new styles to the item shops. They\u2019re currently doing final tests on Pyro\u2019s airlock screens.\n\nVFX\nLast month, the VFX team progressed with a variety of Pyro locations. Several vehicles were worked on too, with one being completed.\n\nThey also focused on optimization and bug fixing for Alpha 3.20.","de_DE":"PU-Monatsbericht\nSeptember 2023\nEs ist eine aufregende Zeit im und au\u00dferhalb des Verses, mit dem bevorstehenden Start der Alpha 3.21 und der R\u00fcckkehr der CitizenCon am 21. und 22. Oktober in Person. Im PU-Monatsbericht September erf\u00e4hrst du mehr \u00fcber die letzten \u00c4nderungen an den Inhalten, die du schon bald erleben wirst, und \u00fcber die Fortschritte bei den Funktionen, die im Laufe des Jahres und dar\u00fcber hinaus kommen werden.\n\nKI (Features)\nIm September konzentrierten sich die KI-Features auf das laufende Retargeting von m\u00e4nnlichen zu weiblichen Animationen, um sicherzustellen, dass die weiblichen Charaktere in Pyro den gleichen Standard haben wie ihre m\u00e4nnlichen Gegenst\u00fccke. Zu den j\u00fcngsten Arbeiten geh\u00f6rte das Retargeting von Kampf- und Sozialanimationen.\n\nAuf der Code-Seite hat das Team an der PU-Leistung f\u00fcr den kommenden Patch gearbeitet. Au\u00dferdem wurden Probleme behoben, bei denen NSCs nicht auf Spieler\/innen reagierten, die Waffen auf sie richteten, und Fehler behoben, bei denen nutzbare Ausrichtungspl\u00e4tze nicht wie vorgesehen funktionierten.\n\nKI (Tech)\nDie KI-Abteilung entwickelte im September verschiedene Funktionen weiter, darunter Boids und das Apollo-Tool, und konzentrierte sich auf Leistungsverbesserungen und den Feinschliff bestehender Funktionen.\n\nF\u00fcr Boids wurde die Basisstruktur implementiert, die es den Designern erm\u00f6glicht, Boid-Zust\u00e4nde (wandernd, fliehend, tr\u00e4ge, tot usw.) zu definieren und zwischen ihnen zu wechseln. Diese \u00dcberg\u00e4nge enthalten Regeln, z. B. wann sie ausgew\u00e4hlt werden sollen, und Animationsdaten, wie z. B. startende und landende V\u00f6gel. Es wurde auch an geeigneten physikalischen Eigenschaften f\u00fcr Boid-Agenten gearbeitet, die von der Schwerkraft beeinflusst werden m\u00fcssen, um auf dem Gel\u00e4nde zu laufen. Das Team f\u00fcgte den Agenten auch Gesundheitskomponenten hinzu, damit die Spieler sie besch\u00e4digen und m\u00f6glicherweise t\u00f6ten k\u00f6nnen.\n\nF\u00fcr das Apollo Subsumption Tool hat das Team eine Fehlermeldung erstellt, die detaillierte Informationen zu Verhaltensproblemen liefert. Das hilft den Designern, Probleme fr\u00fcher zu erkennen und leichter zu l\u00f6sen. Auch verschiedene von den Designern gew\u00fcnschte Verbesserungen der Lebensqualit\u00e4t wurden umgesetzt.\n\nAuch die Leistung wurde verbessert, wobei das Team die Systeme, die die Leistung auf dedizierten Servern beeinflussen, genau unter die Lupe genommen hat. So wurde zum Beispiel optimiert, wie Navigationsinseln berechnet werden, nachdem Teile des Navigationsnetzes neu generiert wurden. F\u00fcr das Navigationsvolumen wurde der Code bereinigt und das \"Event Dispatching\" wurde in den \"Update Job\" verlagert, der sich besser auf mehrere Threads verteilt. Das Team untersucht und implementiert derzeit Optimierungen f\u00fcr die Erzeugung der Planetennavigation und die Verarbeitung von Pfadfindungsanfragen.\n\nEin kleines Update und neue Funktionen wurden dem Kollisionsvermeidungssystem hinzugef\u00fcgt. Die Agenten zur Kollisionsvermeidung unterst\u00fctzen jetzt das \u00dcberspringen und Ignorieren von Listen, was genutzt wird, wenn sich Agenten gemeinsam als Gruppe bewegen.\n\nF\u00fcr NSCs, die Trolleys benutzen, wurde die Kollisionsvermeidung verbessert und eine neue Komponente zum Trolley hinzugef\u00fcgt, die die Regeneration des Navigationsnetzes ausl\u00f6st, wenn er sich nicht mehr bewegt.\n\nBei den Flowgraph Subsumption-Knoten kann das Team jetzt Knoten mit dynamischer Eingabe auf der Grundlage der Ereignisbeschreibung von Subsumption erzeugen. Das wird den Designern helfen, komplexere Verhaltensweisen f\u00fcr NSCs und Missionen zu schreiben.\n\nDas AI Tech Team hat auch die Alpha 3.20, die CitizenCon und die SQ42 Feature Teams unterst\u00fctzt.\n\nAnimation\nIm letzten Monat hat das Animationsteam daran gearbeitet, dass alle m\u00e4nnlichen Animationen auch f\u00fcr die weiblichen Charaktere verf\u00fcgbar sind.\n\n\"In einem der n\u00e4chsten Patches wirst du sehen, dass weibliche Charaktere mehr tun. Behalte im Hinterkopf, dass es bei diesem gro\u00dfen Umfang erhebliche visuelle Artefakte geben wird, die wir aussortieren m\u00fcssen.\" Animationsteam\n\nSie haben auch die ersten Animationen f\u00fcr eine neue Kreatur erstellt.\n\nKunst (Charaktere)\nIm September stellte das Character Art Team das Headhunter-Outfit fertig und arbeitete an dem Dusters-Outfit weiter. Au\u00dferdem erforschte das Character Concept Art Team Ideen f\u00fcr Fauna und medizinische Rucks\u00e4cke und erstellte \u00dcbergabeb\u00f6gen f\u00fcr einen Rennanzug.\n\nKunst (Schiffe)\nIn den USA wurde eine neue Fahrzeugvariante fertiggestellt, an der derzeit noch letzte Fehlerbehebungen und Feinschliff vorgenommen werden.\n\nDie Whitebox f\u00fcr eines der neuen Fahrzeuge, die im letzten PU-Bericht erw\u00e4hnt wurden, steht kurz vor der Fertigstellung. Letzten Monat hat das Team einige der Platzprobleme gel\u00f6st und sich f\u00fcr kleinere Betten mit einem engeren Layout entschieden. Au\u00dferdem haben sie das Basismodell von den Varianten getrennt.\n\nDie Aopoa San'tok.y\u0101i ist fast vollst\u00e4ndig, einschlie\u00dflich der Cockpit-Animationen, die sich stark an die Sprache der Aliens anlehnen. Der Schadenspass f\u00fcr den Innenraum ist ebenfalls fast fertig, einschlie\u00dflich einer neuen Karte, die speziell f\u00fcr Aopoa erstellt wurde. Zu den bevorstehenden Aufgaben geh\u00f6rt die Aufpolierung der Beleuchtung vor dem LOD-Pass.\n\nSchlie\u00dflich wurde die Arbeit am Remote-Traktorstrahl-Gameplay fortgesetzt, einschlie\u00dflich der Frage, wie der Hardpoint genutzt werden sollte, um das beste Spielerlebnis zu schaffen.\n\nAudio\nIm letzten Monat konzentrierte sich die Abteilung Audio auf Pyro und stellte sicher, dass alle wichtigen Soundeffekte implementiert wurden. Au\u00dferdem wurden Aufgaben f\u00fcr mehrere neue Schiffe abgeschlossen und es wird aktiv am neuen Audio-Thruster und Komponenten-System gearbeitet.\n\nNeben wichtigen Fehlerkorrekturen hat das Audiocode-Team die k\u00fcrzlich eingef\u00fchrte Resonanztechnologie verfeinert und das Walla-System weiterentwickelt.\n\nCommunity\nIm letzten Monat hat das Community-Team die Vorbereitungen f\u00fcr die CitizenCon 2953 fortgesetzt. Die gr\u00f6\u00dfte Feier rund um Star Citizen findet vom 21. bis 22. Oktober in Los Angeles, Kalifornien, statt - Tickets und das Digital Goodies Pack sind ab sofort erh\u00e4ltlich.\n\nZu Beginn des Monats unterst\u00fctzte das Team das Finale des Ship Showdown 2953, einschlie\u00dflich eines Free Flys der Final Four und der Kr\u00f6nung des Best in Show-Champions, der Drake Corsair.\n\nVor seiner Abl\u00f6sung in Alpha 3.20 gab das Team den Startschuss f\u00fcr den Abschied von Port Olisar und erm\u00f6glichte den Spielern, ein einzigartiges Spektrum-Abzeichen zu erhalten. Au\u00dferdem wurden zwei Patch-Watch-Threads ver\u00f6ffentlicht, Mission Featured! und Quality of Life, in denen einige der Verbesserungen und Funktionen des kommenden Patches vorgestellt werden, die nicht auf der Roadmap stehen.\n\nAu\u00dferdem unterst\u00fctzten sie die Community w\u00e4hrend der Piratenwoche und veranstalteten einen Screenshot-Wettbewerb zur Schatzsuche.\n\nDas Team war auch ma\u00dfgeblich an der Ver\u00f6ffentlichung von Alpha 3.20: Fully Loaded beteiligt. Zusammen mit dem Team f\u00fcr Spielerfahrungen hat die Community das Feedback der Spieler zu den neuesten Funktionen verfolgt und mit den Entwicklungsteams L\u00f6sungen f\u00fcr Bugs und Qualit\u00e4tsprobleme diskutiert.\n\nSie haben auch die MISC Hull C Q&A ver\u00f6ffentlicht und die Mirai Fury Q&A mit Fragen zur Fury LX aktualisiert. Au\u00dferdem informierten sie \u00fcber die neuen Funktionen und Aktualisierungen in der \u00dcberarbeitung des Arena Commanders in Alpha 3.20 mit einem speziellen Comm-Link und dem Zeitplan f\u00fcr die Experimentellen Modi.\n\n\"Auch das pers\u00f6nliche Kennenlernen kam nicht zu kurz, denn wir brachten Entwickler und Banu Tholo Codekarten zu einem fantastischen Bar Citizen Event in einem \u00f6ffentlichen Vergn\u00fcgungspark in Wien, \u00d6sterreich, als Teil der Bar Citizen World Tour.\" Community Team\n\nWirtschaft\nDas Wirtschaftsteam hat an drei Sprungpunktstationen L\u00e4den eingerichtet, um der Hull C und anderen Frachtschiffen zus\u00e4tzliche Handelsrouten zu bieten. Au\u00dferdem wurde der Handel mit Rohstoffen in Stanton und Pyro neu ausbalanciert, um das Spielerlebnis f\u00fcr Spediteure und H\u00e4ndler zu verbessern.\n\nEconomy unterst\u00fctzte dann andere Teams, wie Character Art und Interactables, bei der Preisgestaltung f\u00fcr neue Spielerausr\u00fcstung. Schlie\u00dflich wurde das Tool fertiggestellt, das Live-Daten aus dem Spiel extrahiert, um die Rentabilit\u00e4t verschiedener Spielabl\u00e4ufe zu ermitteln und das Balancing zu unterst\u00fctzen.\n\nEngine\nIm September konzentrierte sich ein Gro\u00dfteil der Teams f\u00fcr die Core Engine, Physik und Entit\u00e4ten auf die Unterst\u00fctzung der Ver\u00f6ffentlichung. Dazu geh\u00f6rten die Optimierung des Codes, die Untersuchung des serverseitigen Speicherverbrauchs und die Behebung von Speicherlecks. Diese Verbesserungen werden in den n\u00e4chsten Monaten in \u00f6ffentlichen Versionen erscheinen. Au\u00dferdem unterst\u00fctzten die Core Tech-Teams das Hull C und seine besonderen technischen Anforderungen.\n\nNeben der Release-Arbeit haben die Teams StarBuild, das benutzerdefinierte Code-Build-System, eingef\u00fchrt und Visual Studio auf die Version 2022 aktualisiert.\n\nBeim Renderer wurde der \u00dcbergang zur endg\u00fcltigen Version von Gen12 fortgesetzt. Dazu geh\u00f6rte die Aktivierung des RenderGraphs, der die GPU besser ausnutzen kann und weniger CPU-Kosten verursacht. Das Team entfernte au\u00dferdem mehrere veraltete GPU-Zugriffs-APIs, darunter MapAndWriteDiscard, die von Gen12 aufgrund der Komplexit\u00e4t des Low-Level-Codes nicht mehr unterst\u00fctzt werden.\n\nAu\u00dferdem wurde das Streaming-System verbessert.\n\n\"Wir m\u00fcssen keinen separaten Codepfad mehr pflegen und aktualisieren stattdessen alle unsere Objekte innerhalb des Rendering-Callbacks. Das reduziert die Komplexit\u00e4t des Codes, da wir in Zukunft nur noch einen einzigen Codepfad pflegen m\u00fcssen, und verringert auch den Speicherverbrauch.\" Engine-Team\n\nDas Team f\u00fcgte dann strengere Debug-Modi und High-Level-Checks f\u00fcr den ECUS-Code hinzu, um potenzielle Race Conditions fr\u00fcher zu erkennen und zu melden. Auch auf der Seite des Entity-Systems wurden strengere Pr\u00fcfungen f\u00fcr Entity-Zugriffsfunktionen hinzugef\u00fcgt, um sicherzustellen, dass sie nur in Threads ausgef\u00fchrt werden, in denen dies erlaubt ist.\n\nF\u00fcr den Editor wurde Zeit darauf verwendet, den Code f\u00fcr das Streaming von Entit\u00e4ten zu aktivieren, um den Designern die Arbeit mit der gro\u00dfen Menge an Inhalten in der PU zu erleichtern. Dies geschah im letzten Monat, da das Team zun\u00e4chst die Grundlage f\u00fcr das Streaming schaffen musste. Der Editor ist auch komplexer als das reine Spiel, da Objekte auch ver\u00e4ndert werden k\u00f6nnen.\n\nAuf der Physikseite f\u00fcgt das Team derzeit zahlreiche Verbesserungen an der Simulation hinzu, die bald enth\u00fcllt werden sollen.\n\nSchlie\u00dflich unterst\u00fctzten die Engine-Teams das Netzwerk-Team beim Server-Meshing und arbeiteten mit den Location-Teams zusammen, um die Low-Level-Ressourcen der Engine effizienter zu nutzen.\n\nFeatures (Charaktere & Waffen)\nIn der Alpha 3.20 wurden nicht nur zahlreiche Bugs ausgemerzt, sondern auch viele der Features, an denen in diesem Jahr gearbeitet wurde, einem zweiten Durchgang unterzogen, um die Qualit\u00e4t und das Spielgef\u00fchl zu verbessern. Zum Beispiel wurden die Geschwindigkeitskurven der Slide-Mechanik mit einer steileren Anfangsbeschleunigung und verbesserten Bildschirmeffekten aktualisiert.\n\nF\u00fcr das neue Bewegungsset \"Bauchlage\" wurde daran gearbeitet, die Handgelenke der Spielerfigur in der Ego-Perspektive zu stabilisieren; einige erste Aktualisierungen wurden vorgenommen, aber das Team hat jetzt einen l\u00e4ngerfristigen Plan, um die Optik weiter zu verbessern.\n\nFeatures (Gameplay)\nDas EUPU-Team arbeitete weiter an der Ver\u00f6ffentlichung des Schiffstraktorenteams, einschlie\u00dflich einer Aktualisierung des allgemeinen Bergungs-HUDs, damit es Informationen \u00fcber den Traktorstrahl anzeigen kann (dies ist noch in Arbeit).\n\nIn der Alpha 3.20 wurden mehrere wichtige Fehler behoben. Dazu geh\u00f6rten die Behebung von Instabilit\u00e4tsproblemen bei der Serverleistung und eine vor\u00fcbergehende Korrektur der Geschwindigkeit des Rumpfkratzens.\n\nDas Team machte auch gro\u00dfe Fortschritte bei der strukturellen Bergung (fr\u00fcher Munching) und setzte seine Arbeit am Ressourcennetzwerk fort.\n\nFunktionen (Mission)\nDas Team von Mission Features arbeitete weiter an der Modularisierung der neuen Spielerfahrung. Letzten Monat gab es die erste funktionierende Version von New Babbage, und das Team konzentriert sich derzeit auf den Feinschliff.\n\nAu\u00dferdem wurde an verschiedenen Missionsinhalten gearbeitet, darunter die Reaktivierung der Missionen auf der Kreuzfahrerplattform, die vorl\u00e4ufig ihre Pr\u00fcfung bestanden hat. Auch Blockade Runner wurde nach internen Spieltests und Feedback weiterentwickelt.\n\nDie Mission \"Steal Evidence\" (Beweismaterial stehlen) hat die Go\/No-Go-Pr\u00fcfung bestanden und wurde f\u00fcr die Alpha 3.21 aktiviert, w\u00e4hrend der Entwurf f\u00fcr eine Kurierversion der Mission \"Steal and Recover\" (Fracht stehlen und bergen) in die Produktion ging.\n\nAn Data Heist wurde weiter gefeilt, einschlie\u00dflich interner Spieltests als Vorbereitung auf das Deb\u00fct. Siege of Orison 1.1 ist in die QATR-Phase eingetreten, in der es auf Stabilit\u00e4t und Leistungsprobleme getestet wird, bevor es aktiviert wird.\n\nDas Team hat au\u00dferdem das Frachtmanifestsystem f\u00fcr Kopfgeld- und Bergungsmissionen weiter gepr\u00fcft und ausbalanciert und Entw\u00fcrfe f\u00fcr langfristige Reputationsziele vorgelegt. Ship Trespass hat das Gate-Review bestanden und n\u00e4hert sich der Ver\u00f6ffentlichungsreife.\n\nFeatures (Fahrzeug)\nIm September konzentrierte sich das Vehicle Gameplay Team auf Bugfixing und Quality-of-Life Support f\u00fcr Alpha 3.20. Au\u00dferdem wurden die Flugbalance, die Gesundheit und die Stabilit\u00e4t einiger Schiffe verbessert, um die Gesamtbalance zu verbessern.\n\nAu\u00dferdem unterst\u00fctzte das Team das Ressourcennetzwerk, sodass Gegenst\u00e4nde wie T\u00fcren und Lichter, die sich in Containern von Innenobjekten befinden, mit dem Netzwerk verbunden werden k\u00f6nnen.\n\nGrafik, VFX-Programmierung und Planet Tech\nIm September machte das Grafikteam Fortschritte bei mehreren in der Entwicklung befindlichen Funktionen. So sind zum Beispiel die grundlegenden Bausteine der neuen Wassersimulation und des Rendering-Systems fertiggestellt und werden derzeit ausbalanciert, um sicherzustellen, dass sie unter den verschiedensten Bedingungen im Spiel gut aussehen.\n\nDie Forschungs- und Entwicklungsarbeiten an der globalen Beleuchtung wurden in den Hauptzweig integriert, damit sie an verschiedenen PU-Standorten funktioniert. Es bleibt jedoch noch viel zu tun, einschlie\u00dflich wichtiger Aspekte wie bewegte Zonen, Charaktere und Optimierung.\n\nAu\u00dferdem wurde die Arbeit an mehreren l\u00e4ngerfristigen Funktionen fortgesetzt, z. B. an der Unterst\u00fctzung von Feuer f\u00fcr Entit\u00e4ten, einem Screen Space Occlusion-Effekt f\u00fcr Gaswolken, um deren Beleuchtungsdetails zu verbessern, und der Unterst\u00fctzung von Maelstrom, dem neuen Physik-Zerst\u00f6rungssystem.\n\nBranding im Spiel\nIm letzten Monat hat das Branding-Team die Beschilderung der unterirdischen Anlagen weiterentwickelt.\n\nAu\u00dferdem erstellten sie Hologramme und montierten Navigationsschilder f\u00fcr ein bevorstehendes Event.\n\nInteractables\nDas Interactables-Team arbeitete an verschiedenen anstehenden Inhalten, darunter eine Reihe neuer Stilrequisiten, und unterst\u00fctzte die laufende Entwicklung der neuen unterirdischen Anlagen.\n\nBeleuchtung\nDas Beleuchtungsteam setzte seine Arbeit an verschiedenen Initiativen fort. Sie konzentrierten sich haupts\u00e4chlich auf Pryo, aber auch in Stanton wurden Leistungsverbesserungen vorgenommen.\n\nStandorte (EU)\nIm vergangenen Monat hat das Locations-Team die Entwicklung einer Reihe neuer Standorte f\u00fcr Pyro fortgesetzt. Au\u00dferdem wurde an mehreren alten Standorten gearbeitet, um das gesamte Stanton-System zu erhalten, und das Mission Feature-Team wurde bei einer seiner kommenden Initiativen unterst\u00fctzt.\n\nDie Teams f\u00fcr Sandkasten und Organik arbeiteten an mehreren neuen Orten, darunter Pyro und die neuen unterirdischen Anlagen.\n\nNarrative\nAnfang September schloss das Narrative-Team alle verbleibenden Bugs f\u00fcr die Ver\u00f6ffentlichung von Alpha 3.20 ab. Mit Blick auf die Zukunft schloss das Team die Arbeit an einer weiteren Reihe von Missionen f\u00fcr Pyro-Organisationen und Gangs ab.\n\nAu\u00dferdem arbeiteten sie an mehreren neuen Missionen f\u00fcr Stanton, darunter Blockade Runner und Data Heist. Au\u00dferdem wurden Skripte f\u00fcr automatisierte Computersysteme geschrieben, die in den Missionen und an neuen Orten zum Einsatz kommen werden.\n\nDas Narrative Design Team hat das Leben der KI in Stanton und Pyro mit nat\u00fcrlicheren Verhaltensmustern verbessert. Es wurden mehrere Diskussionen dar\u00fcber gef\u00fchrt, wie man das Gef\u00fchl von Pyro besser einfangen kann, indem man das Verhalten der NSCs auf den Stationen und Au\u00dfenposten untersucht.\n\nAuf der Website ver\u00f6ffentlichte das Team einen Whitley's Guide to the San'tok.y\u0101i, einen weiteren Stapel Loremakers, der zum Nachdenken anregt: Community Questions sowie eine Reihe von Galactapedia-Eintr\u00e4gen. Abonnenten k\u00f6nnen au\u00dferdem alle zwei Monate zus\u00e4tzliche Informationen im Jump Point Magazin lesen, bevor sie anderswo verf\u00fcgbar sind.\n\nOnline-Dienste\nIm September hat das Team der Online-Dienste am Seeding Service gearbeitet, einem neuen Star Service f\u00fcr das Server Meshing. Dabei handelt es sich um einen C++ gRPC-Dienst, der Daten aus den Spieldateien liest, um die globalen, Friedhofs- und Shard-Datenbanken mit Hilfe des Entity Graph-Dienstes zu f\u00fcllen.\n\nDer Charakteranpassungsdienst wurde \u00fcberarbeitet. Ziel ist es, das Backend des aktuellen Anpassungsdienstes zu ersetzen und sowohl den Berechtigungs- als auch den Identit\u00e4tsdienst zu nutzen, um die Datenbanklast bei der Anmeldung zu verringern und die DNA und die Anpassungen \u00fcber Patches hinweg zu erhalten.\n\nDas Team hat au\u00dferdem Easy Anti-Cheat weiter aktualisiert, um Fehlalarme zu vermeiden und in Zukunft Sanktionen zu verh\u00e4ngen.\n\nAu\u00dferdem wurde viel Zeit in die Datenbankrecherche investiert, um einige der j\u00fcngsten Deadlock-Probleme zu beheben und andere potenzielle Datenbankanbieter zu untersuchen.\n\nF&E\nDas F&E-Team arbeitete an einer Reihe von wichtigen Aktualisierungen der Spiel-Engine, die der Community bald vorgestellt werden sollen.\n\nTech Art\/Animation\nTech Animation unterst\u00fctzte zahlreiche Teams im gesamten Projekt mit einer Vielzahl von Animationsaufgaben, einschlie\u00dflich der Implementierung und Pflege von Assets.\n\nGro\u00dfe Fortschritte wurden bei der Erstellung und Implementierung von Kreaturen in der PU gemacht. Dazu geh\u00f6rte auch die Arbeit an Toolsets f\u00fcr das Rigging und die Erstellung und Implementierung von Physik-Proxys.\n\nEin weiterer Schwerpunkt im September waren Kommunikationsanrufe und Dialoge, mit dem Ziel, Inhalte schnell zu erstellen.\n\n\"Das war ein gro\u00dfer Erfolg, denn es fasst viele langwierige manuelle Prozesse in einem einzigen Toolset mit einer gro\u00dfartigen Benutzeroberfl\u00e4che zusammen.\" Tech Art\/Animation Team\n\nDar\u00fcber hinaus wurden weitere Gesichter f\u00fcr das Spiel erstellt, um die NSC-Populationen abwechslungsreicher zu gestalten.\n\nUI\nNeben der Fehlersuche f\u00fcr Alpha 3.21 und zuk\u00fcnftige Versionen unterst\u00fctzte das UI-Team die Missionsfunktionen auf den Blockade-Runner-Bildschirmen und nahm letzte Korrekturen f\u00fcr einen weiteren laufenden Auftrag vor.\n\nDas Team hat die Reputations-App weiterentwickelt und neue Stile f\u00fcr die Item-Shops hinzugef\u00fcgt. Zurzeit werden letzte Tests an Pyros Luftschleusen-Bildschirmen durchgef\u00fchrt.\n\nVFX\nIm letzten Monat arbeitete das VFX-Team an einer Reihe von Pyro-Drehorten. Au\u00dferdem wurde an mehreren Fahrzeugen gearbeitet, von denen eines fertiggestellt wurde.\n\nAu\u00dferdem konzentrierten sie sich auf die Optimierung und Fehlerbehebung f\u00fcr Alpha 3.20.","zh_CN":"PU Monthly Report\nSeptember 2023\nIt\u2019s an exciting time in and out of the \u2018verse, with the upcoming launch of Alpha 3.21 and the return of an in-person CitizenCon on October 21-22. Check out September\u2019s PU Report for the final tweaks to content you'll be experiencing very soon and progress on features coming later in the year and beyond.\n\nAI (Features)\nIn September, AI Features focused on the ongoing male-to-female animation retargeting, ensuring that Pyro\u2019s female characters are up to the same standard as their male counterparts. Recent work included retargeting combat and social animations.\n\nOn the code side, the team worked on PU performance for the upcoming patch. They also solved issues involving NPCs not reacting to players pointing guns at them and fixed bugs with usable alignment slots not working as intended.\n\nAI (Tech)\nAI Tech continued developing various features throughout September, including boids and the Apollo tool, and began focusing on performance improvements and polishing existing features.\n\nFor boids, the base structure that allows the designers to define boid states (wandering, fleeing, idling, dead, etc.) and transition between them was implemented. These transitions contain rules, including when they should be selected, and animation data, such as birds taking off and landing. Iteration was also done on suitable physics properties for boid agents that need to be affected by gravity to walk on terrain. The team also added health components to agents so players can damage and potentially kill them.\n\nFor the Apollo Subsumption tool, the team completed an error-reporting panel that will provide detailed information on behavior issues. This will help the designers to catch problems sooner and solve them more easily. Various quality-of-life improvements requested by the designers were implemented too.\n\nPerformance improvements were also made, with the team looking closely at systems that impact performance on dedicated servers. For example, optimizations were made to how navigation islands compute after parts of the navigation mesh are regenerated. For navigation volume, code was cleaned up and \u2018event dispatching\u2019 was moved to \u2018update job,\u2019 which better distributes to multiple threads. The team are currently investigating and implementing optimizations to planetary navigation generation and pathfinding request processing.\n\nA small update and new functionality were added to the collision avoidance system. Now, collision avoidance agents have support for skipping and ignoring lists, which is used when agents move together as a group.\n\nFor NPCs using trolleys, improvements were made to collision avoidance, and a new component was added to the trolley that will trigger the regeneration of navigation mesh when it stops moving.\n\nRegarding flowgraph Subsumption nodes, the team can now generate nodes with dynamic input based on Subsumption\u2019s event description. This will help the designers to write more complex behaviors for NPCs and missions.\n\nThe AI Tech team also supported the Alpha 3.20 release, CitizenCon, and the SQ42 Feature teams.\n\nAnimation\nLast month, the Animation team worked toward ensuring all male animations are also available for the female character.\n\n\u201cYou\u2019ll see female characters doing more in an upcoming patch. Keep in mind that with this large volume, there will be considerable visual artifacts we need to sort out.\u201d Animation Team\n\nThey also created the initial animations for a new creature.\n\nArt (Characters)\nIn September, the Character Art team finished the Headhunter outfit and progressed with the Dusters outfit. Alongside this, the Character Concept Art team explored ideas for fauna and medical backpacks and prepared handoff sheets for a racing suit.\n\nArt (Ships)\nIn the US, a new vehicle variant was completed, with final bug-fixing and polish currently underway.\n\nThe whitebox for one of the new vehicles mentioned in the previous PU Report is nearing completion. Last month, the team solved some of the space issues, opting for smaller beds with a tighter layout. They also separated out the base model from the variants.\n\nThe Aopoa San'tok.y\u0101i is almost content-complete, including cockpit animations that heavily lean into the alien language. The interior damage pass is also nearly done, including a new map generated specifically for Aopoa. Upcoming tasks include lighting polish before the LOD pass.\n\nFinally, work continued on remote-tractor-beam gameplay, including how the hardpoint should be used to create the best player experience.\n\nAudio\nLast month, Audio focused on Pyro, ensuring all essential sound effects were implemented. They also finished tasks for several upcoming ships and are actively working on the new audio thruster and component system.\n\nAlongside essential bug fixes, the Audio Code team refined the recently introduced resonance tech and continued developing the walla system.\n\nCommunity\nLast month, the Community team continued preparing for CitizenCon 2953. The biggest-ever celebration of all things Star Citizen takes place in Los Angeles, California, from October 21 to 22 - tickets and the Digital Goodies Pack are available now.\n\nAt the beginning of the month, the team supported the Ship Showdown 2953 Finals, including a Free Fly of the Final Four and the crowning of the Best in Show champion, the Drake Corsair.\n\nBefore its replacement in Alpha 3.20, the team kicked off their farewell to Port Olisar, allowing players to gain a unique Spectrum badge. They also published two Patch Watch threads, Mission Featured! and Quality of Life, highlighting some of the improvements and features in the coming patch that aren\u2019t on the Roadmap.\n\nThey then supported the community during Pirate Week, including hosting a Treasure Hunt Screenshot contest.\n\nThe team was also heavily involved in supporting the release of Alpha 3.20: Fully Loaded. Alongside the Player Experience team, Community tracked and directed player feedback on the latest features and discussed solutions to bugs and quality-of-life issues with the development teams.\n\nThey also published the MISC Hull C Q&A and updated the Mirai Fury Q&A with questions on the Fury LX. They also communicated the new features and updates in Alpha 3.20\u2019s Arena Commander overhaul with a dedicated comm-link and the Experimental Modes schedule.\n\n\u201cIn-person socializing was also not neglected as we brought developers and Banu Tholo code cards to a fantastic Bar Citizen event held inside a public amusement park in Vienna, Austria, as part of the Bar Citizen World Tour.\u201d Community Team\n\nEconomy\nThe Economy team set up shops at three jump-point stations to provide the Hull C and other cargo ships with additional trade routes. They also worked on rebalancing commodity trading in Stanton and Pyro as part of a larger initiative to improve the gameplay experience for haulers and traders.\n\nEconomy then supported other teams, such as Character Art and Interactables, with pricing for new player equipment. Lastly, the tool that extracts live game data to help inform the profitability of various gameplay loops and assist in balancing was completed.\n\nEngine\nThroughout September, a large portion of the Core Engine, Physics, and Entity teams\u2019 focus was on release support. This included optimizing code, looking into server-side memory consumption, and fixing memory leaks. These improvements will appear in public releases over the next few months. Additionally, the Core Tech teams supported the Hull C and its unique technical requirements.\n\nBesides release work, the teams rolled out StarBuild, the custom code-build system, and updated Visual Studio to version 2022.\n\nOn the renderer, transitions toward the final version of Gen12 continued. This included enabling the RenderGraph, which can utilize the GPU better with less CPU cost. The team also removed several legacy GPU access APIs, including MapAndWriteDiscard, which won\u2019t be supported by Gen12 due to low-level code complexity.\n\nFurthermore, the streaming system received improvements.\n\n\u201cWe no longer need to maintain a separate code path and instead update all our objects from within the rendering callback. This reduces code complexity, as we only need to maintain a single code path going forward, and reduces memory consumption as well.\u201d Engine Team\n\nThe team then added more strict debug modes and high-level checks for the ECUS code to detect and report potential race conditions earlier. Also on the entity-system side, more strict checks were added to entity access functions to ensure they only happen on threads where it\u2019s permitted.\n\nFor the Editor, time was spent enabling entity streaming code to allow the designers to work with the PU\u2019s significant amount of content more easily. This was done last month as the team first had to get the foundation of streaming working. The editor also has more complexity than the pure game as objects can also be modified.\n\nOn the Physics side, the team is currently adding numerous improvements to the simulation, which will be revealed soon.\n\nFinally, the Engine teams supported the Network team on Server Meshing and worked with the Location teams to make more efficient use of low-level engine resources.\n\nFeatures (Characters & Weapons)\nAlongside squashing a significant number of bugs for Alpha 3.20, many of the features worked on this year received a second pass to improve quality and feel. For example, the slide mechanic saw updated velocity curves with steeper initial acceleration alongside improved screen effects.\n\nFor the new prone motion set, work was done to stabilize the player character\u2019s wrists in first-person view; some initial updates were made, though the team now has a longer-term plan to further improve the visuals.\n\nFeatures (Gameplay)\nThe EUPU team continued working toward the release of the ship tractor team, including an update to the general Salvage HUD to allow it to show tractor-beam information (this is still a work in progress).\n\nSeveral important bug fixes were made for Alpha 3.20. This included fixing instability problems with server performance and adding a temporary fix to the speed of hull scraping.\n\nThe team also made significant progress on Structural Salvage (formerly Munching) and continued their ongoing work on the Resource Network.\n\nFeatures (Mission)\nMission Features continued their work on modularizing the new-player experience. Last month, New Babbage saw its first working version, with the team currently focusing on polish.\n\nVarious mission content was also worked on, including the reactivation of the Crusader platform missions, which tentatively passed its go\/no-go review. Blockade Runner also progressed through development following internal playtests and feedback.\n\nThe Steal Evidence mission passed go\/no-go and has been activated for Alpha 3.21, while the design for a courier version of the Steal and Recover cargo mission moved into production.\n\nFurther polish was made on Data Heist, including internal playtests in preparation for its debut. Siege of Orison 1.1 entered the QATR phase, where it will be tested for stability and performance issues ahead of future activation.\n\nThe team also continued to look at and balance the cargo manifest system for Bounty and Salvage missions, and designs were pitched for long-term reputation goals. Ship Trespass has passed its gate review and is approaching a release-ready state.\n\nFeatures (Vehicle)\nIn September, the Vehicle Gameplay team focused on bugfixing and quality-of-life support for Alpha 3.20. The flight balance, health, and stability of some ships were tweaked to improve overall balance too.\n\nThe team also provided feature support for the Resource Network, allowing items placed inside interior object containers to be connected to the network, such as doors and lights.\n\nGraphics, VFX Programming & Planet Tech\nIn September, the Graphics team progressed with several in-development features. For example, the new water-simulation and rendering systems now have their fundamental building blocks complete and are currently being balanced to ensure they look good under the game\u2019s huge variety of conditions.\n\nThe R&D on Global Illumination was merged into the main branch to see it working across various PU locations. However, a lot of work remains, including major aspects like moving zones, characters, and optimization.\n\nWork also continued on several longer-term features, such as fire support for entities, a screen space occlusion effect for gas clouds to increase their lighting detail, and support for Maelstrom, the new physics destruction system.\n\nIn-Game Branding\nLast month, the Branding team progressed with navigational signage for the exterior of the underground facilities.\n\nThey also created holograms and assembled navigational signage for an upcoming event.\n\nInteractables\nThe Interactables team progressed with various upcoming content, including a variety of new style props, and supported the ongoing development of the new underground facilities.\n\nLighting\nLighting continued their work across multiple initiatives. They mainly focused on Pryo, though performance improvements were made across Stanton too.\n\nLocations (EU)\nLast month, the Locations team continued developing a variety of new locations for Pyro. They also worked on several legacy locations in pursuit of maintaining the wider Stanton system, and supported the Mission Feature team on one of their upcoming initiatives.\n\nThe Sandbox and Organics teams progressed with several upcoming locations, including Pyro and the new underground facilities.\n\nNarrative\nThe beginning of September saw the Narrative team closing out any remaining bugs for the release of Alpha 3.20. Looking ahead, the team completed work on another batch of missions for Pyro organizations and gangs.\n\nAdditionally, they continued working on several new missions for Stanton, including Blockade Runner and Data Heist. Scripts were also written for automated computer systems that will be used in missions and at new locations.\n\nThe Narrative Design team continued improving the lives of AI around both Stanton and Pyro with more naturalistic behavior patterns. Several discussions were held focusing on how they can better capture the feel of Pyro based on how its NPC population behaves at stations and outposts.\n\nOn the website, the team published a Whitley\u2019s Guide to the San\u2019tok.y\u0101i, another thought-provoking batch of Loremakers: Community Questions, as well as a variety of Galactapedia entries. Subscribers can also read additional lore every two months in Jump Point magazine before it becomes available anywhere else.\n\nOnline Services\nSeptember saw the Online Services team working on the Seeding Service, a new star service for Server Meshing. This is a C++ gRPC service that reads data from the game files to seed global, graveyard, and shard databases by using the Entity Graph service.\n\nA refactor of the Character Customizer began, with the goal being to replace the backend used by the current customizer to leverage both the entitlement and identity services to reduce the database load on login and persist DNA and customization across patches.\n\nThe team also continued to update Easy Anti-Cheat in an attempt to eliminate false positives as well as implement sanctions in the future.\n\nSignificant time was also spent on database research to resolve some of the recent deadlock issues and explore other potential database providers.\n\nR&D\nThe R&D team worked on a variety of important updates to the game engine that will be shown to the community soon.\n\nTech Art\/Animation\nTech Animation supported numerous teams across the project with a wide variety of animation tasks, including asset implementation and maintenance.\n\nGreat progress was made on creating and implementing creatures across the PU. As part of this, work was done on toolsets for rigging and physics proxy authoring and implementation.\n\nComms calls and dialogue were a major focus in September too, with the goal being to create content at speed.\n\n\u201cThis has been hugely successful and collates many lengthy manual processes into a singular toolset with a great user interface.\u201d Tech Art\/Animation Team\n\nFinally, they continued to provide additional faces for the game to source from, providing much more variation to NPC populations.\n\nUI\nAlongside debugging for Alpha 3.21 and future releases, UI supported Mission Features on the Blockade Runner screens and with final touch-ups for another ongoing mandate.\n\nThe team progressed with the Reputation app, adding new styles to the item shops. They\u2019re currently doing final tests on Pyro\u2019s airlock screens.\n\nVFX\nLast month, the VFX team progressed with a variety of Pyro locations. Several vehicles were worked on too, with one being completed.\n\nThey also focused on optimization and bug fixing for Alpha 3.20."},"links_count":0,"comment_count":0,"created_at":"2023-10-04T23:00:00+00:00","created_at_human":"2 years ago"},"meta":{"processed_at":"2026-05-07 19:00:42","valid_relations":["images","links"],"prev_id":19500,"next_id":19503}}