{"data":{"id":19779,"title":"Star Citizen Monthly Report: January 2024","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/19779-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/19779","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/19779","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":34144,"name":"barcelonabc2024.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/ee35facc8e39b4a5e6b9506949d522b264add8af\/PB8ro82ZpZP5fq243kp7R4h6yZwhPcntuiA4XYLoxUS9Bd3Kx4N5tg9JEYjzsqgB58LVoBW1dFXP8bKpBTGT4tHzAH5jR7NohQcqVKUGurALA3WN\/barcelonabc2024.webp","alt":"g-illustration","size":422194,"mime_type":"image\/webp","last_modified":"2024-02-06T00:15:17+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34144","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34144\/similar"},{"id":34152,"name":"dc-storage-02-02borderless.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/a177888b27cb2fe7ece24df53e8e428cc4625d5d\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjMwn3neskDfKpcVT4aANURdDxwiND7S94\/dc-storage-02-02borderless.webp","alt":"g-illustration","size":1017290,"mime_type":"image\/webp","last_modified":"2024-02-07T22:15:16+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34152","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34152\/similar"},{"id":34154,"name":"starcitizen-mr-03.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/7ab3a1933bb591d7befd86fcd535805e41ffe026\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskvpYshgjyGbqemfQRWL1FZS6SaUG1z7cS\/starcitizen-mr-03.webp","alt":"g-illustration","size":2109696,"mime_type":"image\/webp","last_modified":"2024-02-07T22:15:23+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34154","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34154\/similar"},{"id":34155,"name":"starcitizen-mr-04.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/cf328d929048d54a82b64802a90da8f109f5efb0\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResk7B8A67YybTukv3HVVqGD9LGoPMtoyZZg\/starcitizen-mr-04.jpg","alt":"g-banner-advanced","size":1182060,"mime_type":"image\/jpeg","last_modified":"2024-02-07T22:15:23+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34155","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34155\/similar"}],"images_count":12,"translations":{"en_EN":"PU Monthly Report\nJanuary 2024\nWelcome to January\u2019s PU Monthly Report! Our teams kicked off the new year strong by making significant progress in a variety of areas including ships, locations, AI, and UI.\n\nAI (Features)\nAI Features began the year working on a key AI-driven initiative for Alpha 3.23. This involved a variety of improvements and new behaviors that required frequent discussions between various disciplines.\n\nAI (Tech)\nAI Tech started 2024 picking up where they left off last year. For example, they added the ability for multiple NPCs to use ladders simultaneously when moving in the same direction, which completes the feature.\n\nThe transit system received upgrades to make the \u2018UseTransit\u2019 logic smoother and more robust when handling fails, retries, and fallbacks.\n\nFor NPCs using elevators, the flow was improved to create a more efficient sequence. For example, characters won\u2019t be seen going back and forward anymore and will instead board the elevator directly, eliminating unnecessary waiting or interim positions.\n\nThe development of generating navigation mesh on planets continued, particularly close to poles, to support outpost locations with NPCs. To achieve this, a new \u2018TileName\u2019 system for planets was implemented, which translates position locations into terrain patch IDs for more accurate navigation around poles.\n\nAI Tech also continued to support the designers with additional functionalities and quality-of-life fixes for Apollo. This included the ability to delete functions directly from the multi-graph view, enhanced clicking behavior when zoomed out far enough, improved menu options, and functionality to define shops in platforms.\n\nFor spaceship behaviors, the latest fixes and changes to the new pilot-combat behavior were included in the new Arena Commander mode added in Alpha 3.22.\n\nThe team are currently developing a new data-loading procedure for Subsumption data. This will allow stricter requirements on the data so they can immediately identify issues. This functionality will be enabled as an additional step when submitting for validation.\n\nAlongside these highlights, AI Tech continued to support release builds and addressed numerous smaller improvements and bug fixes.\n\nArt (Characters)\nIn January, the Character Art team completed the racing flightsuit and its helmet, and continued working on Headhunter outfits.\n\nThe Character Concept Art team began exploring legendary armors and worked on handoff sheets.\n\nArt (Ships)\nLast month, the RSI Zeus continued to progress through the greybox stage, with some areas moving slightly beyond. The team are currently focusing on finishing various areas, including the entrance ladder and engineering, while polishing previous areas to make them match the contemporary RSI style.\n\nA previously announced vehicle completed its LOD0 phase, with the team also working on paints throughout January.\n\n\u201cSome areas have already made it through final content, and we hope to be completely hands off in a couple of weeks before moving on to additional promised content work.\u201d Ship Art Team\n\nThe RSI Polaris is currently in greybox, with modular pieces done for the lifts, habs, corridors, and hangar.\n\nAn unannounced ship progressed well, receiving an updated lighting pass, including POMs to meet the current visual standard, three different lighting states, standardized headlights, geo updates, and glows in the thrusters. It also received a material refactor and other updates.\n\nTwo variants continued development: One moved through greybox and began the LOD0 phase, while the other completed LOD0 and is awaiting its gate review. Several related bugs were also fixed.\n\nFinally for Ship Art, gold-standard work on the Aegis Retaliator began.\n\nArt (Weapons)\nJanuary saw the Weapons Art team redesigning and changing the dimensions of weapons optics. Improvements were also made to the FPS weapon wear map, while various animations were fixed for ship weapons.\n\nCommunity\nThe Community team kicked off the new year by announcing the winners of the Luminalia Greeting Card Contest. They received hundreds of submissions from passionate backers who created wonderful pieces of art!\n\nCommunity and other teams participated in the Daymar Rally organized by ATMO Esports. CIG\u2019s Bike and Buggy teams performed alongside other players competing in the dirtiest race in the 'verse.\n\n\u201cThe event was a blast, and participating in the Daymar Rally was a great way to enjoy Star Citizen with everyone, connect with the community, and compete in the greatest marathon in Stanton!\u201d Community Team\n\nThey then published the Arena Commander Schedule as a comm-link for better visibility. This will be updated every month so that everyone can discover the new game modes coming to Arena Commander.\n\nThe team also spent a considerable amount of time planning CitizenCon 2954... more information to come very soon!\n\nFinally, members of the Community and development teams visited Spain last weekend for Bar Citizen Barcelona.\n\n\u201cWe were humbled to see so many of you at the Space Cowboy, where we had lots of heartwarming chats and shared some special loot only available in Bar Citizens that CIG staff attend! The team is also happy to announce that the Bar Citizen World Tour continues in 2024! Just like before, we want to hear from you about where we should visit. Feel free to contact the Community team on Spectrum and they'll add it to the list of locations to consider. Read more about Bar Citizen World Tour 2024 here!\u201d\n\nEconomy\nLast month, the Economy team completed a balance pass on the UEC prices of FPS weapons. They\u2019re currently looking into the impact of structural salvage on the in-game economy.\n\nCore Gameplay\nTo amplify efforts, the Character, Vehicle, Gameplay, and Arena Commander sections are no longer separate, as the Gameplay Features team was reorganized toward the end of the last year (including teams for SQ42, the PU, and Arena Commander) to operate as one unified Core Gameplay Pillar. As such, their progress will be reported under the \u2018Core Gameplay Pillar\u2019 moving forward.\n\nLast month, the Core Gameplay teams continued porting some of the SQ42 features seen at CitizenCon to the PU, which included making many features multiplayer-compatible.\n\nThe porting efforts and remaining code work on recoil improvements and dynamic crosshair were completed and refined to give players the best experience possible. EVA was also ported over and now has more intuitive strafing behavior and multiplayer support.\n\nFor player interaction improvements, the team fixed various bugs. They\u2019re currently making sure that the interaction prompt, default actions, and control hints all work together to make it clear what will happen when players interact with something. Master Modes testing and refinement is ongoing too, with several successful playtests and rounds of positive feedback.\n\nThe resource network and life-support features were further developed, the devs scoping out the remaining work needed for feature release and clearing important tech debt. They also continued to work on jump-point gameplay, including the procedurally generated tunnels and flow of entering the jump points.\n\nProgress was also made on several tech initiatives in January. For example, support continued for Server Meshing and server-crash recovery. Notably, there were improvements to the usable code for robustness and reliability.\n\nFor Maelstrom (the dynamic-destruction system), the current workload involves evaluating existing setups and generating workflows to fit the new pipeline. The team have already started retrofitting existing systems, including improvements to allow ship landing gear to detach with maelstrom debris and simplifying the design markup for configuring item control within vehicles. These changes not only facilitate the new pipeline but improve on the implementation based on feedback.\n\nThe team also continued last year\u2019s work on the transit system, preparing it for an upcoming refactor and completing work to ensure the current version is suitable for Server Meshing and Crash Recovery. This involved implementing a safe-recovery system for players who experience a server crash while inside moving transit. Engineering also continued refactoring the docking and landing systems, including a rewrite of the automatic dock\/undock feature.\n\nFor the former Arena Commander Feature team, January\u2019s focus was on transitioning to the Persistent Universe and becoming familiar with the workflow and systems. While the team's focus is now the PU, they\u2019ll continue to maintain, improve, and provide regular content updates for Arena Commander, albeit with reduced velocity. That being said, the team finished work on three special events and formed a strike team to close out the Resource Network Experimental Mode.\n\nJanuary also saw two successful go\/no-gos for Arena Commander: Grav Race, where players race grav-lev vehicles across five racetracks, and a major update to Master Modes, which includes a limited test of the new AI behaviors tailormade for Master Modes. Atmospheric maps were also added across all Master Modes game modes.\n\nAfter last month\u2019s successful tests, the team began implementing \u2018streaming bubbles\u2019 across all Arena Commander locations for improved performance and easier map setup. Additionally, they continued to refactor several UI systems to Building Blocks, improving the overall UI.\n\nFinally for Core Gameplay, the team worked on a wide range of features for the upcoming cargo update. This includes new cargo freight elevators, instanced hangars, personal hangar persistence, commodity trading changes and associated commodity kiosk updates, cargo grid improvements, hover trolley support, hauling mission support, and more.\n\nThis is a significant endeavor that involves working closely with teams across CIG including, UI, Design, Art, Animation, Narrative, and Core Tech to deliver on the full vision.\n\n\u201cSo far, we are right in the thick of building out core functionality and establishing pipelines, with early prototyping proving out functionality and providing input for iteration. There is still much work to come, but progress has been solid to date.\u201d Core Gameplay Pillar\n\nIn-Game Branding\nAlongside the Environment team, In-Game Branding continued integrating branding elements into the new distribution centers.\n\nThe development of Pyro\u2019s outposts continued too, with attention on finalizing signage to enhance visibility and communication.\n\nLive Tools\nThe Live Tools team developed and implemented several new features to assist the Player Support teams. They\u2019re currently ensuring that the Network Operation Center becomes easier to use and meets the evolving needs of the different users.\n\nIn addition, the team is further improving other internal development tools and providing the necessary help and maintenance.\n\nLocations (EU)\nEU Sandbox 1 continued to develop the upcoming Distribution Centers, while Sandbox 2 worked on location markup for the new Starmap and high-tech and colonial cargo elevators.\n\nProgress was made toward Pyro\u2019s initial release. This involved finalizing the placement of outposts and integrating content, such as the new \u2018defend\u2019 mission.\n\nAlongside this, the Landing Zone team continued to work on the Cargo feature, including freight and ship elevators for hangars.\n\nLocations (Montreal)\nMontreal\u2019s Locations team began the year closing out mandates, starting new ones, and planning for 2024. For example, they closed out the final bug fixing for additional derelict settlements and kicked off the whitebox for building interiors. They also continued their work on the Distribution Centers mandate.\n\nMission Design\nMission Design continued to fix Siege of Orison for the live release, tackling many long-standing issues using new evidence. Work also continued on Blockade Runner, including finishing iteration cycles and fixing bugs.\n\nNumerous quality-of-life fixes were also made and planning was done for future releases.\n\nNarrative\nThe Narrative team came back from the holiday break to multiple large-scale initiatives that will add more story and character content into the game. They also met with the various design teams to generate text for some of the systemic missions being introduced in upcoming patches.\n\nThe team then looked back to the existing lore and science of other planets and moons to make adjustments based on gameplay needs.\n\n\u201cThis back and forth is crucial to aligning the established lore to maximize fun game loops, like resource gathering, as well as endeavors undertaken by the Environment team.\u201d Narrative Team\n\nOn the Narrative Design front, the team continuing examining existing behaviors and looking for ways to fix bugs and pops while building a more comprehensive system based on what was learned during Squadron 42\u2019s development. The first initiative is building a general civilian line set to populate larger spaces. The team is also looking at updating the tourist behavior to accommodate large-scale events like Invictus and IAE.\n\nAnother volley of lore posts hit the website in January too \u2013 a Whitley\u2019s Guide on MISC\u2019s unique Reliant lineup, a Portfolio on Pyrotechnic Amalgamated, which dives into the history of the famed mining company, and finally a Galactapedia article exploring Humanity\u2019s perilous connection with AI development.\n\nR&D\nIn January, further progress was made on the temporal render mode for atmosphere and clouds. Among other things, ghosting around cloud fringes was reduced. Also, a code interface was implemented to allow gas clouds to hook into the temporal reconstruction process, as R&D would like to explore the possibility of sharing this render pass. This will allow gas clouds to benefit from associated performance improvements as well.\n\nFurthermore, the support in capturing and extracting auxiliary call stacks for memory corruptions (specifically, double deletes and write after free events) mentioned in last month's report was implemented on both the engine and tool sides, with its integration into Sentry currently being investigated by Turbulent.\n\nUI\nIn January, a Building Block framework was worked on for the freight elevator UI. This was accompanied by the ongoing creation of art mockups to ensure a visually cohesive experience. A user-experience (UX) pass is also underway for the freight elevator and Resource Network mandates. Additionally, wireframes were crafted for the commodity kiosk UX, while attention was given to enhancing the overall user experience within the item shop.\n\nVFX\nLast month, the VFX team focused on fixing \u2018log spam\u2019 that had built up over time. This involved solving minor data errors that don\u2019t break the game but can be problematic to devs working in the editor if too many accumulate. For example, a missing texture referenced by a particle effect.\n\nThey also continued to support several locations, including the latest version of Siege of Orison and a few Pyro outposts.\n\nWeb Platform\nLast month, a new Launcher team was created to enhance the user experience of the RSI launcher. Their first major focus is the development of Launcher 2.0, which will bring a fresh UI design and up-to-date technology to support the Star Citizen community. The Evocati community was given the first version of the new launcher to assess the sign-in, download, verify, launch, and game library location features. Testing will continue up to its release to the wider community.\n\nAlongside this, the Content Experience team worked on a simple image component to provide an efficient solution for image management. With features like lazy loading, customizable formatting, and centralized control, it streamlines performance, scalability, and flexibility. Its easy integration and prevention of content shifting make it an essential tool for maintaining a unified image-handling approach.","de_DE":"PU-Monatsbericht\nJanuar 2024\nWillkommen zum PU-Monatsbericht f\u00fcr Januar! Unsere Teams haben das neue Jahr mit gro\u00dfen Fortschritten in verschiedenen Bereichen begonnen, darunter Schiffe, Orte, KI und Benutzeroberfl\u00e4che.\n\nKI (Features)\nDie KI-Abteilung begann das Jahr mit der Arbeit an einer wichtigen KI-Initiative f\u00fcr Alpha 3.23. Dabei ging es um eine Vielzahl von Verbesserungen und neuen Verhaltensweisen, die h\u00e4ufige Diskussionen zwischen verschiedenen Disziplinen erforderten.\n\nKI (Technik)\nAI Tech begann das Jahr 2024 damit, dort weiterzumachen, wo sie im letzten Jahr aufgeh\u00f6rt hatten. So haben sie zum Beispiel die M\u00f6glichkeit hinzugef\u00fcgt, dass mehrere NSCs gleichzeitig Leitern benutzen k\u00f6nnen, wenn sie sich in die gleiche Richtung bewegen, was das Feature vervollst\u00e4ndigt.\n\nDas Transitsystem wurde verbessert, um die \"UseTransit\"-Logik reibungsloser und robuster zu machen, wenn es um Fehlschl\u00e4ge, Wiederholungen und R\u00fcckf\u00e4lle geht.\n\nF\u00fcr NSCs, die Aufz\u00fcge benutzen, wurde der Ablauf verbessert, um eine effizientere Abfolge zu schaffen. Die Charaktere gehen jetzt nicht mehr hin und her, sondern steigen direkt in den Aufzug ein, sodass unn\u00f6tige Wartezeiten oder Zwischenpositionen entfallen.\n\nDie Entwicklung des Navigationsnetzes auf Planeten wurde fortgesetzt, insbesondere in der N\u00e4he der Pole, um Au\u00dfenposten mit NSCs zu unterst\u00fctzen. Um dies zu erreichen, wurde ein neues 'TileName'-System f\u00fcr Planeten implementiert, das Positionsorte in Terrain-Patch-IDs \u00fcbersetzt, um eine genauere Navigation um Pole zu erm\u00f6glichen.\n\nAI Tech unterst\u00fctzte die Designer auch weiterhin mit zus\u00e4tzlichen Funktionen und Qualit\u00e4tsverbesserungen f\u00fcr Apollo. Dazu geh\u00f6rten die M\u00f6glichkeit, Funktionen direkt aus der Multi-Grafik-Ansicht zu l\u00f6schen, ein verbessertes Klickverhalten, wenn man weit genug herausgezoomt hat, verbesserte Men\u00fcoptionen und die M\u00f6glichkeit, Gesch\u00e4fte in Plattformen zu definieren.\n\nWas das Verhalten der Raumschiffe angeht, so wurden die letzten Korrekturen und \u00c4nderungen am neuen Pilotenkampfverhalten in den neuen Arena Commander-Modus aufgenommen, der in Alpha 3.22 hinzugef\u00fcgt wurde.\n\nDas Team entwickelt derzeit ein neues Datenladeverfahren f\u00fcr Subsumption-Daten. Dies wird strengere Anforderungen an die Daten erm\u00f6glichen, damit sie Probleme sofort erkennen k\u00f6nnen. Diese Funktion wird als zus\u00e4tzlicher Schritt beim Einreichen zur Validierung aktiviert.\n\nNeben diesen Highlights unterst\u00fctzte AI Tech weiterhin die Release-Builds und nahm zahlreiche kleinere Verbesserungen und Fehlerbehebungen vor.\n\nKunst (Charaktere)\nIm Januar hat das Character Art Team den Renn-Fluganzug und den Helm fertiggestellt und weiter an den Outfits der Headhunter gearbeitet.\n\nDas Character Concept Art Team begann mit der Erforschung legend\u00e4rer R\u00fcstungen und arbeitete an \u00dcbergabeb\u00f6gen.\n\nKunst (Schiffe)\nIm letzten Monat hat die RSI Zeus die Greybox-Phase weiter durchlaufen und ist in einigen Bereichen etwas weiter fortgeschritten. Das Team konzentriert sich derzeit auf die Fertigstellung verschiedener Bereiche, darunter die Einstiegsleiter und die Technik, und poliert fr\u00fchere Bereiche, um sie an den modernen RSI-Stil anzupassen.\n\nEin bereits angek\u00fcndigtes Fahrzeug hat seine LOD0-Phase abgeschlossen, und das Team hat im Januar auch an den Farben gearbeitet.\n\n\"Einige Bereiche haben es bereits durch den endg\u00fcltigen Inhalt geschafft und wir hoffen, dass wir in ein paar Wochen komplett fertig sind, bevor wir uns weiteren versprochenen Inhalten zuwenden.\" Schiffskunst-Team\n\nDie RSI Polaris befindet sich derzeit in der Greybox, mit modularen Teilen f\u00fcr die Aufz\u00fcge, Aufenthaltsr\u00e4ume, Korridore und den Hangar.\n\nEin unangek\u00fcndigtes Schiff kam gut voran und erhielt einen aktualisierten Beleuchtungspass, einschlie\u00dflich POMs, um dem aktuellen visuellen Standard zu entsprechen, drei verschiedene Beleuchtungszust\u00e4nde, standardisierte Scheinwerfer, Geo-Updates und Gl\u00fchen in den Triebwerken. Au\u00dferdem wurden die Materialien \u00fcberarbeitet und andere Updates vorgenommen.\n\nZwei Varianten wurden weiter entwickelt: Die eine durchlief die Greybox-Phase und begann mit der LOD0-Phase, w\u00e4hrend die andere die LOD0-Phase abschloss und auf die \u00dcberpr\u00fcfung durch das Gate wartet. Au\u00dferdem wurden mehrere damit verbundene Fehler behoben.\n\nIm Bereich Schiffskunst wurde mit der Gold-Standard-Arbeit am Aegis Retaliator begonnen.\n\nArt (Weapons)\nIm Januar hat das Team f\u00fcr Waffenkunst das Design und die Abmessungen der Waffenoptiken \u00fcberarbeitet. Au\u00dferdem wurde die Abnutzungskarte f\u00fcr FPS-Waffen verbessert, w\u00e4hrend verschiedene Animationen f\u00fcr Schiffswaffen korrigiert wurden.\n\nCommunity\nDas Community-Team hat das neue Jahr mit der Bekanntgabe der Gewinner des Luminalia-Gru\u00dfkartenwettbewerbs begonnen. Sie haben Hunderte von Einsendungen von leidenschaftlichen Unterst\u00fctzern erhalten, die wunderbare Kunstwerke geschaffen haben!\n\nDas Community-Team und andere Teams nahmen an der Daymar Rallye teil, die von ATMO Esports organisiert wurde. Die Bike- und Buggy-Teams von CIG traten zusammen mit anderen Spielern beim schmutzigsten Rennen im Verse an.\n\n\"Die Teilnahme an der Daymar-Rallye war eine tolle M\u00f6glichkeit, Star Citizen mit allen zu genie\u00dfen, sich mit der Community zu vernetzen und am gr\u00f6\u00dften Marathon in Stanton teilzunehmen!\" Community-Team\n\nAnschlie\u00dfend wurde der Arena Commander Schedule als Comm-Link ver\u00f6ffentlicht, um ihn besser sichtbar zu machen. Dieser wird jeden Monat aktualisiert, damit jeder die neuen Spielmodi f\u00fcr Arena Commander entdecken kann.\n\nDas Team hat auch viel Zeit mit der Planung der CitizenCon 2954 verbracht... weitere Informationen folgen bald!\n\nSchlie\u00dflich besuchten Mitglieder der Community und des Entwicklerteams am vergangenen Wochenende Spanien f\u00fcr Bar Citizen Barcelona.\n\n\"Wir haben uns sehr gefreut, so viele von euch auf dem Space Cowboy zu sehen, wo wir viele herzliche Gespr\u00e4che f\u00fchrten und spezielle Beute teilten, die es nur in Bar Citizens gibt, an denen CIG-Mitarbeiter teilnehmen! Das Team freut sich au\u00dferdem, ank\u00fcndigen zu k\u00f6nnen, dass die Bar Citizen World Tour 2024 weitergeht! Wie schon zuvor wollen wir von dir wissen, wo wir hinfahren sollen. Melde dich beim Community-Team auf Spectrum, damit sie es auf die Liste der zu ber\u00fccksichtigenden Orte setzen k\u00f6nnen. Lies mehr \u00fcber die Bar Citizen World Tour 2024 hier!\"\n\nWirtschaft\nLetzten Monat hat das Wirtschaftsteam die UEC-Preise f\u00fcr FPS-Waffen angepasst. Derzeit wird untersucht, wie sich die strukturelle Bergung auf die Wirtschaft im Spiel auswirkt.\n\nKern-Gameplay\nUm die Bem\u00fchungen zu verst\u00e4rken, sind die Abteilungen Charakter, Fahrzeug, Gameplay und Arena Commander nicht mehr getrennt, da das Team f\u00fcr Gameplay-Features gegen Ende des letzten Jahres umstrukturiert wurde (einschlie\u00dflich der Teams f\u00fcr SQ42, PU und Arena Commander), um als eine einheitliche S\u00e4ule f\u00fcr das Core Gameplay zu arbeiten. Daher werden ihre Fortschritte in Zukunft unter der Rubrik \"Core Gameplay Pillar\" berichtet.\n\nIm letzten Monat haben die Core Gameplay-Teams die Portierung einiger SQ42-Features, die auf der CitizenCon vorgestellt wurden, auf die PU fortgesetzt und dabei viele Features multiplayertauglich gemacht.\n\nDie Portierung und die verbleibenden Code-Arbeiten zur Verbesserung des R\u00fccksto\u00dfes und des dynamischen Fadenkreuzes wurden abgeschlossen und verfeinert, um den Spielern das bestm\u00f6gliche Erlebnis zu bieten. EVA wurde ebenfalls portiert und bietet nun ein intuitiveres Strafing-Verhalten und Multiplayer-Unterst\u00fctzung.\n\nUm die Interaktion mit den Spielern zu verbessern, hat das Team verschiedene Bugs behoben. Derzeit wird sichergestellt, dass die Interaktionsaufforderung, die Standardaktionen und die Steuerungshinweise zusammenarbeiten, damit klar ist, was passiert, wenn die Spieler\/innen mit etwas interagieren. Auch die Hauptmodi werden weiter getestet und verfeinert. Es gab mehrere erfolgreiche Spieltests und viele positive R\u00fcckmeldungen.\n\nDas Ressourcennetzwerk und die Lebenserhaltungsfunktionen wurden weiterentwickelt, wobei die Entwickler\/innen die verbleibende Arbeit f\u00fcr die Ver\u00f6ffentlichung der Funktionen und die Beseitigung wichtiger technischer Schulden planten. Au\u00dferdem wurde die Arbeit an den Sprungpunkten fortgesetzt, einschlie\u00dflich der prozedural generierten Tunnel und des Ablaufs beim Betreten der Sprungpunkte.\n\nAuch bei mehreren technischen Initiativen wurden im Januar Fortschritte erzielt. So wurde zum Beispiel die Unterst\u00fctzung f\u00fcr das Server-Meshing und die Wiederherstellung von Server-Abst\u00fcrzen fortgesetzt. Au\u00dferdem wurde der benutzbare Code im Hinblick auf Robustheit und Zuverl\u00e4ssigkeit verbessert.\n\nBei Maelstrom (dem dynamischen Zerst\u00f6rungssystem) besteht das aktuelle Arbeitspensum darin, bestehende Setups zu evaluieren und Workflows zu erstellen, die in die neue Pipeline passen. Das Team hat bereits damit begonnen, bestehende Systeme nachzur\u00fcsten. Dazu geh\u00f6ren Verbesserungen, die es erm\u00f6glichen, das Fahrwerk von Schiffen mit Maelstrom-Tr\u00fcmmern abzutrennen, und die Vereinfachung des Design-Markups f\u00fcr die Konfiguration der Gegenstandssteuerung in Fahrzeugen. Diese \u00c4nderungen erleichtern nicht nur die neue Pipeline, sondern verbessern auch die Umsetzung auf der Grundlage des Feedbacks.\n\nDas Team hat au\u00dferdem die Arbeit des letzten Jahres am Transitsystem fortgesetzt und es auf ein bevorstehendes Refactoring vorbereitet. Au\u00dferdem wurde die Arbeit abgeschlossen, um sicherzustellen, dass die aktuelle Version f\u00fcr Server Meshing und Crash Recovery geeignet ist. Dazu geh\u00f6rte die Implementierung eines sicheren Wiederherstellungssystems f\u00fcr Spieler\/innen, die w\u00e4hrend eines Transits einen Serverabsturz erleiden. Au\u00dferdem wurde die \u00dcberarbeitung des Andock- und Landungssystems fortgesetzt, einschlie\u00dflich einer Neuformulierung der automatischen Andock-\/Abkopplungsfunktion.\n\nF\u00fcr das ehemalige Arena Commander Feature Team lag der Schwerpunkt im Januar auf der Umstellung auf das persistente Universum und darauf, sich mit dem Arbeitsablauf und den Systemen vertraut zu machen. Das Team konzentriert sich jetzt auf das PU, wird aber weiterhin die Inhalte von Arena Commander pflegen, verbessern und regelm\u00e4\u00dfig aktualisieren, wenn auch mit geringerer Geschwindigkeit. Au\u00dferdem hat das Team die Arbeit an drei besonderen Ereignissen abgeschlossen und ein Strike-Team gebildet, um den experimentellen Modus des Ressourcennetzwerks abzuschlie\u00dfen.\n\nIm Januar gab es au\u00dferdem zwei erfolgreiche Go\/No-Gos f\u00fcr Arena Commander: Grav Race, bei dem die Spieler\/innen mit Grav-Lift-Fahrzeugen \u00fcber f\u00fcnf Rennstrecken rasen, und ein gro\u00dfes Update f\u00fcr die Hauptmodi, das einen begrenzten Test der neuen KI-Verhaltensweisen beinhaltet, die f\u00fcr die Hauptmodi ma\u00dfgeschneidert wurden. Au\u00dferdem wurden atmosph\u00e4rische Karten f\u00fcr alle Master Modes Spielmodi hinzugef\u00fcgt.\n\nNach den erfolgreichen Tests im letzten Monat begann das Team mit der Einf\u00fchrung von \"Streaming Bubbles\" an allen Arena Commander-Standorten, um die Leistung zu verbessern und die Kartenerstellung zu erleichtern. Au\u00dferdem wurden mehrere UI-Systeme auf Building Blocks umgestellt, um die UI insgesamt zu verbessern.\n\nIm Bereich Core Gameplay schlie\u00dflich arbeitete das Team an einer Vielzahl von Funktionen f\u00fcr das kommende Fracht-Update. Dazu geh\u00f6ren neue Frachtaufz\u00fcge, instanzierte Hangars, pers\u00f6nliche Hangarpersistenz, \u00c4nderungen am Rohstoffhandel und damit verbundene Aktualisierungen am Rohstoffkiosk, Verbesserungen am Frachtnetz, Unterst\u00fctzung f\u00fcr Schwebewagen, Unterst\u00fctzung f\u00fcr Schleppmissionen und vieles mehr.\n\nDies ist ein bedeutendes Projekt, bei dem wir eng mit den Teams von CIG zusammenarbeiten, darunter UI, Design, Art, Animation, Narrative und Core Tech, um die gesamte Vision zu verwirklichen.\n\n\"Bisher stecken wir mitten in der Entwicklung der Kernfunktionen und der Erstellung von Pipelines, wobei die ersten Prototypen die Funktionen testen und Input f\u00fcr die Iteration liefern. Es liegt noch viel Arbeit vor uns, aber die Fortschritte sind bisher solide\". Hauptpfeiler des Gameplays\n\nIn-Game Branding\nZusammen mit dem Umweltteam hat das In-Game Branding die Integration von Branding-Elementen in die neuen Vertriebszentren fortgesetzt.\n\nAuch die Entwicklung der Au\u00dfenposten von Pyro wurde fortgesetzt, wobei das Hauptaugenmerk auf der Fertigstellung der Beschilderung lag, um die Sichtbarkeit und Kommunikation zu verbessern.\n\nLive Tools\nDas Live-Tools-Team entwickelte und implementierte mehrere neue Funktionen zur Unterst\u00fctzung der Spieler-Support-Teams. Zurzeit sorgen sie daf\u00fcr, dass das Network Operation Center noch benutzerfreundlicher wird und den sich ver\u00e4ndernden Bed\u00fcrfnissen der verschiedenen Nutzer entspricht.\n\nAu\u00dferdem verbessert das Team auch andere interne Entwicklungstools und sorgt f\u00fcr die n\u00f6tige Hilfe und Wartung.\n\nStandorte (EU)\nIn der EU-Sandbox 1 wurde die Entwicklung der kommenden Distributionszentren fortgesetzt, w\u00e4hrend Sandbox 2 an der Standortauszeichnung f\u00fcr die neue Starmap und die Hightech- und Kolonialfrachtaufz\u00fcge arbeitete.\n\nEs wurden Fortschritte bei der ersten Ver\u00f6ffentlichung von Pyro gemacht. Dazu geh\u00f6rten die endg\u00fcltige Platzierung der Au\u00dfenposten und die Integration von Inhalten wie der neuen Mission \"Verteidigen\".\n\nAu\u00dferdem arbeitete das Landing Zone-Team weiter an der Frachtfunktion, einschlie\u00dflich der Fracht- und Schiffsaufz\u00fcge f\u00fcr Hangars.\n\nStandorte (Montreal)\nDas Locations-Team in Montreal begann das Jahr damit, Auftr\u00e4ge abzuschlie\u00dfen, neue zu beginnen und f\u00fcr 2024 zu planen. So wurden zum Beispiel die letzten Fehlerbehebungen f\u00fcr weitere verlassene Siedlungen abgeschlossen und die Whitebox f\u00fcr die Inneneinrichtung von Geb\u00e4uden gestartet. Au\u00dferdem setzten sie ihre Arbeit am Mandat f\u00fcr die Distributionszentren fort.\n\nMissionsdesign\nDas Missionsdesign arbeitete weiter daran, die Belagerung von Orison f\u00fcr die Live-Ver\u00f6ffentlichung zu reparieren, wobei viele seit langem bestehende Probleme mit neuen Beweisen angegangen wurden. Au\u00dferdem wurde die Arbeit an Blockade Runner fortgesetzt, einschlie\u00dflich der Beendigung von Iterationszyklen und der Behebung von Fehlern.\n\nAu\u00dferdem wurden zahlreiche Qualit\u00e4tsverbesserungen vorgenommen und Planungen f\u00fcr zuk\u00fcnftige Ver\u00f6ffentlichungen vorgenommen.\n\nNarrative\nDas Narrative-Team kehrte aus der Feiertagspause zur\u00fcck und arbeitete an mehreren gro\u00df angelegten Initiativen, die dem Spiel mehr Story- und Charakterinhalte hinzuf\u00fcgen werden. Au\u00dferdem trafen sie sich mit den verschiedenen Designteams, um Texte f\u00fcr einige der systemischen Missionen zu erstellen, die in den kommenden Patches eingef\u00fchrt werden.\n\nDas Team hat sich mit der bestehenden Geschichte und Wissenschaft anderer Planeten und Monde befasst, um Anpassungen an die Bed\u00fcrfnisse des Spiels vorzunehmen.\n\n\"Dieses Hin und Her ist wichtig, um die bestehenden \u00dcberlieferungen so abzustimmen, dass unterhaltsame Spielschleifen wie das Ressourcensammeln und die Bem\u00fchungen des Umweltteams maximiert werden.\" Narrative Team\n\nAn der Narrative Design Front untersucht das Team weiterhin bestehende Verhaltensweisen und sucht nach M\u00f6glichkeiten, Bugs und Pops zu beheben und gleichzeitig ein umfassenderes System zu entwickeln, das auf dem basiert, was w\u00e4hrend der Entwicklung von Squadron 42 gelernt wurde. Die erste Initiative ist der Aufbau eines allgemeinen zivilen Liniensets, um gr\u00f6\u00dfere R\u00e4ume zu bev\u00f6lkern. Au\u00dferdem will das Team das Verhalten der Touristen aktualisieren, um Gro\u00dfveranstaltungen wie Invictus und IAE zu unterst\u00fctzen.\n\nEin Whitley's Guide \u00fcber die einzigartige Reliant-Reihe der MISC, ein Portfolio \u00fcber Pyrotechnic Amalgamated, das in die Geschichte der ber\u00fchmten Bergbaugesellschaft eintaucht, und schlie\u00dflich ein Galactapedia-Artikel, der die gef\u00e4hrliche Verbindung der Menschheit mit der KI-Entwicklung untersucht.\n\nF&E\nIm Januar wurden weitere Fortschritte beim temporalen Rendering-Modus f\u00fcr Atmosph\u00e4re und Wolken gemacht. Unter anderem wurde das Geisterbild an den Wolkenr\u00e4ndern reduziert. Au\u00dferdem wurde eine Codeschnittstelle implementiert, die es Gaswolken erm\u00f6glicht, sich in den zeitlichen Rekonstruktionsprozess einzuklinken, da F&E die M\u00f6glichkeit einer gemeinsamen Nutzung dieses Rendering-Passes untersuchen m\u00f6chte. So k\u00f6nnen auch Gaswolken von den damit verbundenen Leistungsverbesserungen profitieren.\n\nDar\u00fcber hinaus wurde die im letzten Bericht erw\u00e4hnte Unterst\u00fctzung f\u00fcr das Erfassen und Extrahieren von Hilfsaufrufstapeln f\u00fcr Speicherkorruptionen (insbesondere doppelte L\u00f6schvorg\u00e4nge und Schreibvorg\u00e4nge nach dem Freigeben) sowohl auf der Engine- als auch auf der Tool-Seite implementiert; die Integration in Sentry wird derzeit von Turbulent untersucht.\n\nUI\nIm Januar wurde an einem Building Block Framework f\u00fcr die Benutzeroberfl\u00e4che des Lastenaufzugs gearbeitet. Parallel dazu wurden laufend Mockups erstellt, um ein optisch stimmiges Erlebnis zu gew\u00e4hrleisten. Auch f\u00fcr den Lastenaufzug und das Ressourcennetzwerk wurde ein User-Experience-Pass (UX) erstellt. Dar\u00fcber hinaus wurden Wireframes f\u00fcr die UX des Warenkiosks erstellt, w\u00e4hrend das Augenmerk auf der Verbesserung der allgemeinen Benutzererfahrung im Item Shop lag.\n\nVFX\nIm letzten Monat konzentrierte sich das VFX-Team auf die Beseitigung von \"Log-Spam\", der sich im Laufe der Zeit angesammelt hatte. Dabei ging es darum, kleinere Datenfehler zu beheben, die das Spiel nicht kaputt machen, aber f\u00fcr Entwickler, die im Editor arbeiten, problematisch sein k\u00f6nnen, wenn sich zu viele davon ansammeln. Zum Beispiel eine fehlende Textur, die von einem Partikeleffekt referenziert wird.\n\nAu\u00dferdem wurden mehrere Orte weiter unterst\u00fctzt, darunter die neueste Version von Siege of Orison und einige Pyro-Au\u00dfenposten.\n\nWeb-Plattform\nIm letzten Monat wurde ein neues Launcher-Team gegr\u00fcndet, um die Benutzerfreundlichkeit des RSI-Launchers zu verbessern. Ihr erster Schwerpunkt ist die Entwicklung des Launcher 2.0, der ein neues UI-Design und modernste Technologie zur Unterst\u00fctzung der Star Citizen Community mit sich bringen wird. Die Evocati-Community hat die erste Version des neuen Launchers erhalten, um die Funktionen Anmeldung, Download, \u00dcberpr\u00fcfung, Start und Spielespeicherplatz zu testen. Die Tests werden bis zur Ver\u00f6ffentlichung f\u00fcr die breite Community fortgesetzt.\n\nParallel dazu hat das Content Experience Team an einer einfachen Bildkomponente gearbeitet, um eine effiziente L\u00f6sung f\u00fcr die Bildverwaltung zu bieten. Mit Funktionen wie \"Lazy Loading\", anpassbarer Formatierung und zentraler Steuerung sorgt sie f\u00fcr mehr Leistung, Skalierbarkeit und Flexibilit\u00e4t. Die einfache Integration und die Vermeidung von Inhaltsverschiebungen machen sie zu einem unverzichtbaren Werkzeug f\u00fcr einen einheitlichen Umgang mit Bildern.","zh_CN":"PU Monthly Report\nJanuary 2024\nWelcome to January\u2019s PU Monthly Report! Our teams kicked off the new year strong by making significant progress in a variety of areas including ships, locations, AI, and UI.\n\nAI (Features)\nAI Features began the year working on a key AI-driven initiative for Alpha 3.23. This involved a variety of improvements and new behaviors that required frequent discussions between various disciplines.\n\nAI (Tech)\nAI Tech started 2024 picking up where they left off last year. For example, they added the ability for multiple NPCs to use ladders simultaneously when moving in the same direction, which completes the feature.\n\nThe transit system received upgrades to make the \u2018UseTransit\u2019 logic smoother and more robust when handling fails, retries, and fallbacks.\n\nFor NPCs using elevators, the flow was improved to create a more efficient sequence. For example, characters won\u2019t be seen going back and forward anymore and will instead board the elevator directly, eliminating unnecessary waiting or interim positions.\n\nThe development of generating navigation mesh on planets continued, particularly close to poles, to support outpost locations with NPCs. To achieve this, a new \u2018TileName\u2019 system for planets was implemented, which translates position locations into terrain patch IDs for more accurate navigation around poles.\n\nAI Tech also continued to support the designers with additional functionalities and quality-of-life fixes for Apollo. This included the ability to delete functions directly from the multi-graph view, enhanced clicking behavior when zoomed out far enough, improved menu options, and functionality to define shops in platforms.\n\nFor spaceship behaviors, the latest fixes and changes to the new pilot-combat behavior were included in the new Arena Commander mode added in Alpha 3.22.\n\nThe team are currently developing a new data-loading procedure for Subsumption data. This will allow stricter requirements on the data so they can immediately identify issues. This functionality will be enabled as an additional step when submitting for validation.\n\nAlongside these highlights, AI Tech continued to support release builds and addressed numerous smaller improvements and bug fixes.\n\nArt (Characters)\nIn January, the Character Art team completed the racing flightsuit and its helmet, and continued working on Headhunter outfits.\n\nThe Character Concept Art team began exploring legendary armors and worked on handoff sheets.\n\nArt (Ships)\nLast month, the RSI Zeus continued to progress through the greybox stage, with some areas moving slightly beyond. The team are currently focusing on finishing various areas, including the entrance ladder and engineering, while polishing previous areas to make them match the contemporary RSI style.\n\nA previously announced vehicle completed its LOD0 phase, with the team also working on paints throughout January.\n\n\u201cSome areas have already made it through final content, and we hope to be completely hands off in a couple of weeks before moving on to additional promised content work.\u201d Ship Art Team\n\nThe RSI Polaris is currently in greybox, with modular pieces done for the lifts, habs, corridors, and hangar.\n\nAn unannounced ship progressed well, receiving an updated lighting pass, including POMs to meet the current visual standard, three different lighting states, standardized headlights, geo updates, and glows in the thrusters. It also received a material refactor and other updates.\n\nTwo variants continued development: One moved through greybox and began the LOD0 phase, while the other completed LOD0 and is awaiting its gate review. Several related bugs were also fixed.\n\nFinally for Ship Art, gold-standard work on the Aegis Retaliator began.\n\nArt (Weapons)\nJanuary saw the Weapons Art team redesigning and changing the dimensions of weapons optics. Improvements were also made to the FPS weapon wear map, while various animations were fixed for ship weapons.\n\nCommunity\nThe Community team kicked off the new year by announcing the winners of the Luminalia Greeting Card Contest. They received hundreds of submissions from passionate backers who created wonderful pieces of art!\n\nCommunity and other teams participated in the Daymar Rally organized by ATMO Esports. CIG\u2019s Bike and Buggy teams performed alongside other players competing in the dirtiest race in the 'verse.\n\n\u201cThe event was a blast, and participating in the Daymar Rally was a great way to enjoy Star Citizen with everyone, connect with the community, and compete in the greatest marathon in Stanton!\u201d Community Team\n\nThey then published the Arena Commander Schedule as a comm-link for better visibility. This will be updated every month so that everyone can discover the new game modes coming to Arena Commander.\n\nThe team also spent a considerable amount of time planning CitizenCon 2954... more information to come very soon!\n\nFinally, members of the Community and development teams visited Spain last weekend for Bar Citizen Barcelona.\n\n\u201cWe were humbled to see so many of you at the Space Cowboy, where we had lots of heartwarming chats and shared some special loot only available in Bar Citizens that CIG staff attend! The team is also happy to announce that the Bar Citizen World Tour continues in 2024! Just like before, we want to hear from you about where we should visit. Feel free to contact the Community team on Spectrum and they'll add it to the list of locations to consider. Read more about Bar Citizen World Tour 2024 here!\u201d\n\nEconomy\nLast month, the Economy team completed a balance pass on the UEC prices of FPS weapons. They\u2019re currently looking into the impact of structural salvage on the in-game economy.\n\nCore Gameplay\nTo amplify efforts, the Character, Vehicle, Gameplay, and Arena Commander sections are no longer separate, as the Gameplay Features team was reorganized toward the end of the last year (including teams for SQ42, the PU, and Arena Commander) to operate as one unified Core Gameplay Pillar. As such, their progress will be reported under the \u2018Core Gameplay Pillar\u2019 moving forward.\n\nLast month, the Core Gameplay teams continued porting some of the SQ42 features seen at CitizenCon to the PU, which included making many features multiplayer-compatible.\n\nThe porting efforts and remaining code work on recoil improvements and dynamic crosshair were completed and refined to give players the best experience possible. EVA was also ported over and now has more intuitive strafing behavior and multiplayer support.\n\nFor player interaction improvements, the team fixed various bugs. They\u2019re currently making sure that the interaction prompt, default actions, and control hints all work together to make it clear what will happen when players interact with something. Master Modes testing and refinement is ongoing too, with several successful playtests and rounds of positive feedback.\n\nThe resource network and life-support features were further developed, the devs scoping out the remaining work needed for feature release and clearing important tech debt. They also continued to work on jump-point gameplay, including the procedurally generated tunnels and flow of entering the jump points.\n\nProgress was also made on several tech initiatives in January. For example, support continued for Server Meshing and server-crash recovery. Notably, there were improvements to the usable code for robustness and reliability.\n\nFor Maelstrom (the dynamic-destruction system), the current workload involves evaluating existing setups and generating workflows to fit the new pipeline. The team have already started retrofitting existing systems, including improvements to allow ship landing gear to detach with maelstrom debris and simplifying the design markup for configuring item control within vehicles. These changes not only facilitate the new pipeline but improve on the implementation based on feedback.\n\nThe team also continued last year\u2019s work on the transit system, preparing it for an upcoming refactor and completing work to ensure the current version is suitable for Server Meshing and Crash Recovery. This involved implementing a safe-recovery system for players who experience a server crash while inside moving transit. Engineering also continued refactoring the docking and landing systems, including a rewrite of the automatic dock\/undock feature.\n\nFor the former Arena Commander Feature team, January\u2019s focus was on transitioning to the Persistent Universe and becoming familiar with the workflow and systems. While the team's focus is now the PU, they\u2019ll continue to maintain, improve, and provide regular content updates for Arena Commander, albeit with reduced velocity. That being said, the team finished work on three special events and formed a strike team to close out the Resource Network Experimental Mode.\n\nJanuary also saw two successful go\/no-gos for Arena Commander: Grav Race, where players race grav-lev vehicles across five racetracks, and a major update to Master Modes, which includes a limited test of the new AI behaviors tailormade for Master Modes. Atmospheric maps were also added across all Master Modes game modes.\n\nAfter last month\u2019s successful tests, the team began implementing \u2018streaming bubbles\u2019 across all Arena Commander locations for improved performance and easier map setup. Additionally, they continued to refactor several UI systems to Building Blocks, improving the overall UI.\n\nFinally for Core Gameplay, the team worked on a wide range of features for the upcoming cargo update. This includes new cargo freight elevators, instanced hangars, personal hangar persistence, commodity trading changes and associated commodity kiosk updates, cargo grid improvements, hover trolley support, hauling mission support, and more.\n\nThis is a significant endeavor that involves working closely with teams across CIG including, UI, Design, Art, Animation, Narrative, and Core Tech to deliver on the full vision.\n\n\u201cSo far, we are right in the thick of building out core functionality and establishing pipelines, with early prototyping proving out functionality and providing input for iteration. There is still much work to come, but progress has been solid to date.\u201d Core Gameplay Pillar\n\nIn-Game Branding\nAlongside the Environment team, In-Game Branding continued integrating branding elements into the new distribution centers.\n\nThe development of Pyro\u2019s outposts continued too, with attention on finalizing signage to enhance visibility and communication.\n\nLive Tools\nThe Live Tools team developed and implemented several new features to assist the Player Support teams. They\u2019re currently ensuring that the Network Operation Center becomes easier to use and meets the evolving needs of the different users.\n\nIn addition, the team is further improving other internal development tools and providing the necessary help and maintenance.\n\nLocations (EU)\nEU Sandbox 1 continued to develop the upcoming Distribution Centers, while Sandbox 2 worked on location markup for the new Starmap and high-tech and colonial cargo elevators.\n\nProgress was made toward Pyro\u2019s initial release. This involved finalizing the placement of outposts and integrating content, such as the new \u2018defend\u2019 mission.\n\nAlongside this, the Landing Zone team continued to work on the Cargo feature, including freight and ship elevators for hangars.\n\nLocations (Montreal)\nMontreal\u2019s Locations team began the year closing out mandates, starting new ones, and planning for 2024. For example, they closed out the final bug fixing for additional derelict settlements and kicked off the whitebox for building interiors. They also continued their work on the Distribution Centers mandate.\n\nMission Design\nMission Design continued to fix Siege of Orison for the live release, tackling many long-standing issues using new evidence. Work also continued on Blockade Runner, including finishing iteration cycles and fixing bugs.\n\nNumerous quality-of-life fixes were also made and planning was done for future releases.\n\nNarrative\nThe Narrative team came back from the holiday break to multiple large-scale initiatives that will add more story and character content into the game. They also met with the various design teams to generate text for some of the systemic missions being introduced in upcoming patches.\n\nThe team then looked back to the existing lore and science of other planets and moons to make adjustments based on gameplay needs.\n\n\u201cThis back and forth is crucial to aligning the established lore to maximize fun game loops, like resource gathering, as well as endeavors undertaken by the Environment team.\u201d Narrative Team\n\nOn the Narrative Design front, the team continuing examining existing behaviors and looking for ways to fix bugs and pops while building a more comprehensive system based on what was learned during Squadron 42\u2019s development. The first initiative is building a general civilian line set to populate larger spaces. The team is also looking at updating the tourist behavior to accommodate large-scale events like Invictus and IAE.\n\nAnother volley of lore posts hit the website in January too \u2013 a Whitley\u2019s Guide on MISC\u2019s unique Reliant lineup, a Portfolio on Pyrotechnic Amalgamated, which dives into the history of the famed mining company, and finally a Galactapedia article exploring Humanity\u2019s perilous connection with AI development.\n\nR&D\nIn January, further progress was made on the temporal render mode for atmosphere and clouds. Among other things, ghosting around cloud fringes was reduced. Also, a code interface was implemented to allow gas clouds to hook into the temporal reconstruction process, as R&D would like to explore the possibility of sharing this render pass. This will allow gas clouds to benefit from associated performance improvements as well.\n\nFurthermore, the support in capturing and extracting auxiliary call stacks for memory corruptions (specifically, double deletes and write after free events) mentioned in last month's report was implemented on both the engine and tool sides, with its integration into Sentry currently being investigated by Turbulent.\n\nUI\nIn January, a Building Block framework was worked on for the freight elevator UI. This was accompanied by the ongoing creation of art mockups to ensure a visually cohesive experience. A user-experience (UX) pass is also underway for the freight elevator and Resource Network mandates. Additionally, wireframes were crafted for the commodity kiosk UX, while attention was given to enhancing the overall user experience within the item shop.\n\nVFX\nLast month, the VFX team focused on fixing \u2018log spam\u2019 that had built up over time. This involved solving minor data errors that don\u2019t break the game but can be problematic to devs working in the editor if too many accumulate. For example, a missing texture referenced by a particle effect.\n\nThey also continued to support several locations, including the latest version of Siege of Orison and a few Pyro outposts.\n\nWeb Platform\nLast month, a new Launcher team was created to enhance the user experience of the RSI launcher. Their first major focus is the development of Launcher 2.0, which will bring a fresh UI design and up-to-date technology to support the Star Citizen community. The Evocati community was given the first version of the new launcher to assess the sign-in, download, verify, launch, and game library location features. Testing will continue up to its release to the wider community.\n\nAlongside this, the Content Experience team worked on a simple image component to provide an efficient solution for image management. With features like lazy loading, customizable formatting, and centralized control, it streamlines performance, scalability, and flexibility. Its easy integration and prevention of content shifting make it an essential tool for maintaining a unified image-handling approach."},"links_count":0,"comment_count":0,"created_at":"2024-02-07T22:00:00+00:00","created_at_human":"2 years ago"},"meta":{"processed_at":"2026-04-25 13:30:19","valid_relations":["images","links","translations"],"prev_id":19777,"next_id":19781}}