{"data":{"id":19831,"title":"Star Citizen Monthly Report: February 2024","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/19831-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/19831","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/19831","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":34379,"name":"zeus-greybox.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/938bf39876a3f0c8a673f2f9381a9ea474b988c8\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResivutPTUX88QhvvwnUuydVdAoPwQKjMeVU\/zeus-greybox.png","alt":"g-illustration","size":3265701,"mime_type":"image\/png","last_modified":"2024-03-06T22:01:00+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34379","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34379\/similar"},{"id":34383,"name":"ac.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/ffff9c068d307c57de1bc9da2d440bc113aabf45\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResikK4Zg2VNAMtyxpwzRFLD6buNn2Pvn5P4\/ac.png","alt":"g-illustration","size":3254071,"mime_type":"image\/png","last_modified":"2024-03-06T22:01:04+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34383","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34383\/similar"},{"id":34386,"name":"lighting.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/58c5247a2af90275daa1e57d3cffe5028c479534\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskUJcqStJVzG4iN27ukC158QuvMyJwkQii\/lighting.webp","alt":"g-illustration","size":891464,"mime_type":"image\/webp","last_modified":"2024-03-06T22:01:07+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34386","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34386\/similar"},{"id":34389,"name":"locations1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/a34fc74842fbd85ca249e60181d37857633987f9\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskw8WYZUcTuzzTzLcgffBheRf6qCkWJKDG\/locations1.png","alt":"g-illustration","size":4283474,"mime_type":"image\/png","last_modified":"2024-03-06T22:01:17+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34389","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34389\/similar"},{"id":34392,"name":"header.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/677d0456c874587fbd1e59c5988c502d21b8908e\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjCZwyLXBwK4TuVin6b7ZPPQZwj6F6PDXk\/header.webp","alt":"g-banner-advanced","size":826190,"mime_type":"image\/webp","last_modified":"2024-03-06T22:01:21+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34392","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34392\/similar"}],"images_count":16,"translations":{"en_EN":"PU Monthly Report\nFebruary 2024\nIt\u2019s been a busy start to the year across CIG studios, and February was no different. Read on for everything done for the Persistent Universe throughout February, including vehicle progress, cloud rendering developments, and AI updates.\n\nAI (Features)\nAs mentioned in last month\u2019s report, AI Features continued to develop features for a key initiative, the first iteration of which is planned for Alpha 3.23. Further details will be revealed in the run-up to release.\n\nAI (Tech)\nDuring February, AI Tech focused on a variety of improvements alongside feature work, including for the navigation system. The main focus of this was on extending the planetary navigation mesh to be able to generate across a whole planet. Due to a limitation of the initial implementation, it currently has a latitude limit at which navigation tiles can be created. However, with the new approach, nav mesh can be generated anywhere on the planet following physics terrain patches. The devs are currently improving the tile border simplification step to make sure all nav-mesh tiles connect correctly with each other.\n\nFor NPCs using trolleys, focus was on the exact positioning of trolleys in the environment. Now, an NPC can correctly push a trolley to a location with an arbitrary orientation. The team also improved transit and elevator usage while pushing trolleys so that the overall flow is more robust and fluid.\n\nSpaceship behaviors were also iterated on to deliver better ship-vs-turret combat. Fighters will now correctly target standalone turrets and perform appropriate combat behaviors.\n\nNumerous updates were added to the Apollo tool, such as improved feedback for errors in missions. For example, the overall box that represents a function turns red when the logic contains errors. The team also increased usability when navigating between mission callbacks, allowing the designers to jump to the appropriate logic from multiple elements of the interface. A new UI for the Subsumption tool is underway too.\n\nAI Tech continued to support PU releases, while an important upcoming feature continued development, which can be experienced in Alpha 3.23.\n\nArt (Ships)\nLast month, progress was made on the RSI Polaris, with the exterior progressing to LOD0 and the interior approaching its greybox review. Some interior sections were worked up to establish a visual target, while others were redesigned to accommodate gameplay and improve alignment with the art direction.\n\nTwo upcoming variants progressed through the pipeline. One continued its LOD0 pass, the other passing the LOD0 Gate review. The latter then moved on to the final damage and LOD passes, while its UV2 and paints were completed and approved.\n\nThe gold-standard pass continued for the Aegis Retaliator, which is currently awaiting greybox gate review. Feedback from a recent sanity review is currently underway. The ship\u2019s base, cargo, and bombing\/torpedo modules are also progressing well following minor art-direction feedback.\n\nTwo unannounced vehicles passed their LOD0 gate reviews, with only one minor issue to resolve between them. Both will now move into the final phase of development that implements damage meshes and LODs.\n\nThe RSI Zeus is approaching the end of greybox, with the team polishing geometry around the ship. A redesign of the cargo hold is nearly complete, as are changes to the inner frame of the ramp and ramp-piston mechanism. Additional high-frequency detail was added to help increase the illusion of inner structures between the exterior hull and chassis, while maneuvering thrusters on the nose were moved to allow for better integration into the surface. A redesign of the the ship-to-ship docking ring door and frame was done to better fit the RSI aesthetic, while the mess hall was highly polished. The ship\u2019s habitation is currently being updated. The central hallway bulkheads were widened to allow for better navigation and consistency too.\n\nPolish was completed on another new ship, while yet another progressed through whitebox, greybox, and LOD0. A final lighting pass will be done soon before damage and LOD work.\n\nArt (Weapons)\nWeapon Art worked through a host of updates planned for Alpha 3.23, including scope magnification and optic improvements. The aim is to overhaul the whole scope system to bring it up to modern FPS standards. The existing iron sights across all weapons were updated too.\n\nAlongside this, updates were made to improve and streamline reloading across all weapons.\n\nCommunity\nThe Community Team supported two major events in February, Red Festival and Coramor, the latter with a First Date in the 'Verse screenshot contest and a guide to enjoying activities together. Hundreds of pictures and videos taken by the community during the events are available to view on the Community Hub.\n\nThe team then supported various community events:\n\n\u201cCongratulations to everyone in the French-speaking community who participated in the Destination Cach\u00e9e event. The puzzles were particularly well thought out, putting each of the four teams to the test. A pirate team nearly captured a participant, and the security teams had their share of fun as well. We hope that everyone enjoyed participating or watching their favorites on Twitch. We also want to bow to everyone who fought in the recent Verse at War 2\u00b0 Edition. We loved seeing everyone fighting for their teams in early February! March is coming quickly, and we\u2019re eager to follow the action during the next Crux Cup from Anzia Racing. Ready, set, go!\u201d Community Team\n\nThe Community team continued detailing the weekly and monthly schedules with This Week in Star Citizen and This Month in Star Citizen. They also officially announced CitizenCon 2954, which returns to Manchester, UK, October 19-20. The team is already deep in planning for the event, and want to remind you all to NOT miss this one.\n\nFinally, the team updated the Arena Commander Schedule, which keeps players up to date with Arena Commander\u2019s rotating game modes. They also have been working on a variety of initiatives to support the upcoming release of Alpha 3.23, 4.0, and beyond.\n\nCore Gameplay\nFebruary saw the Core Gameplay pillar continuing to refine and improve new backpack reloading ahead of QA testing. For example, magazines are now repacked in a player\u2019s inventory, so multiple half-empty mags are condensed into fewer full ones.\n\nSupport continued for the ongoing scope updates, including correctly folding down iron sights when sights are attached. Support for blur on the outside of sights is currently underway. The team also enabled the weapon-customization UI to look more holographic ahead of a UI styling pass.\n\nFor item wear and misfire, further work was completed on the accumulator system. Additional tools were implemented to make working and testing the system easier too.\n\nFor player interaction, the team spent a lot of time bug fixing and polishing. They also added a game option to hide the \u2018F\u2019 prompt and added a new control hint for when an offscreen interaction is available.\n\nThe devs then added the ability to show the loot screen from the interaction wheel. Players will also now auto-crouch if the object they\u2019re looting is below them. Support was added to automatically open the inventory UI instead of the loot screen if the lootable container is above a certain capacity too.\n\nThe team are working on a replacement for the legacy quick-buy UI using Building Blocks. This will also be used for renting vehicles during events. Work continued on the freight elevator kiosk UI backend too.\n\nFor the ongoing visor\/lens HUD rework, progress continued on various UI elements, including priority notifications, mission objectives, and chat.\n\nRegarding EVA, Core Gameplay continued to implement and improve networking support and ensured that players\u2019 arms and held entities don\u2019t clip into their torsos when traversing and rotating.\n\nFor prone, players will now be forced out when they perform actions that require them to crouch, such as melee attacks. Further locomotion improvements were made in collaboration with the Animation team too.\n\nFor Master Modes, Core Gameplay continued working with Design to tune archetypes. They have so far completed around 90% of the initial conversion, with further tuning passes and refinement to be done before release.\n\nWork continued on jump points, with the team implementing an updated alignment mechanic. A new UI was also added to give players information on whether their ships are capable of completing travel. Successful tests transitioning between Stanton and Pyro across two separate servers were completed too.\n\nFor the resource network and engineering, \u2018heat\u2019 gameplay was added, which enables items to generate heat based on their usage. Items will require coolant if necessary and will overheat and degrade in functionality if not addressed.\n\nLife Support is now fully integrated into the resource network, with the life-support generator and tank now functional.\n\nImproved debugging tools for were added for the room system to help better understand how the resource network and life support interoperate.\n\nFor Radar & Scanning, Core Gameplay completed an important refactor to reduce the number of radar components on vehicles and share data between seat operators. Previously, each seat operator had a unique radar. Now, vehicles can share a single radar across all operators. This means that a pilot or radar operator can focus on collecting radar and scan results that are then shared between all vehicle turrets, rather than each turret needing to scan for themselves. While it\u2019s still possible for vehicles to contain multiple radars, in time, the team will merge the majority into a single shared unit that will not only improve performance but gameplay too.\n\nThe team also supported elevators for the upcoming instanced hangars and supported quantum travel and markers working alongside Server Meshing when transitioning to a new solar system.\n\nFor Arena Commander, the team concluded engineering work for streaming. This technology will allow Arena Commander to utilize any Persistent Universe location with ease and avoid duplicating planets or other object containers, which was previously required to cull expensive locations, such as cities and space stations.\n\nThe engineering work for custom lobbies is nearing completion. Following successful internal tests, the system is being handed off to QA for release assessment. The team also began work on some basic custom settings, such as score limit, time limit, and match cycle options, to provide players with more control over their lobbies.\n\nSeveral internal tests were conducted on Engineering Experimental Modes after an update to the backend matchmaker. New loadouts were created with all the equipment engineers will need for the mode, which is being prepared for go\/no-go for an upcoming release.\n\nThe team also began focusing on the Arena Commander frontend.\n\n\u201cRecently, focus has been on functionality, but now we are excited to improve not just the overall UX of Arena Commander\u2019s UI but to bring it in line with the quality and style established across the rest of the game.\u201d Core Gameplay Pillar\n\nFinally, the team completed the backend work required for \u2018Grav Royale\u2019 and other upcoming game modes and maps. They also continued to enable streaming across all maps while supporting the release of Alpha 3.22.1 with several fixes and quality-of-life changes.\n\nCore Gameplay continued working on an underlying mission system refactor ahead of Server Meshing. Further progress was made on the mission perks and rewards system too.\n\nAn update was made to reputation-based hostility, ensuring that if someone is being attacked, any nearby allied or security faction members will come to their defense. This also means that factions with negative reputation with the attacked players will not intervene.\n\nThe Contracts Manager was converted to Building Blocks in preparation for the new mobiGlas. Further polish and UX improvements are currently underway in collaboration with the UI team.\n\nFor persistent and instanced hangars, work began on the instanced-interior system. This manages which hangar instances exist, need to be created, and which physical gateways are used to transition between the instance and the rest of the game world.\n\nThe team implemented the initial version of automated cargo loading and unloading, including displaying information on ASOP terminals that the ship is currently unavailable for retrieval due to being loaded or unloaded.\n\nProgress was also made on the freight-elevator and loading-platform occlusion logic, which determines where items can be placed on the elevator or platform. Support was also given to the Locations team for marking up hangars with loading platforms and freight elevators.\n\nFinally for Core Gameplay, the team worked on various debug tools to aid in testing and debugging the various systems that drive instanced hangars, the warehouse system, and loading platforms.\n\nEconomy\nLast month, the Economy team made changes to bring Salvage more in line with the PU\u2019s other careers. They\u2019re currently rebalancing commodities to improve the Cargo career experience too.\n\nSupport was also provided for the XenoThreat Global Event, and the team began looking at FPS ammo prices.\n\nGraphics, VFX Programming & Planet Tech\nThroughout February, the Graphics teams progressed with their longer-term tasks. For example, work is nearing completion on the unification of gas-cloud and planet-cloud upscaling, though challenges caused by animated lights in gas clouds need to be solved. The gas-cloud occlusion effect is also nearing completion, which will increase the detail level of all gas clouds, even in flat-lit scenarios. The team also resolved a long-standing issue that caused a harsh line to appear when 600m from where a gas cloud blends with the near-fog system.\n\nThe Global Illumination team continued to work on a system to approximate complex materials within a ray-traced view of the world. Last month, they began looking into performance improvements before tackling some of the more complex issues, like moving objects and zones.\n\nFebruary saw the Vulkan team pushing hard toward release, working through various performance issues such as compiler bugs caused by Vulkan\u2019s complex shaders. They also worked on a shader-caching mechanism to compile shaders while the game is loading to avoid hitches. They\u2019re also considering whether this process can later run in the patcher to further reduce the chance of compiling when the game starts. Although progressing, this may not be fully complete by the initial public release.\n\nDevs from the water strike team closed out the issues that came up in their final review alongside several new features, including SDF interaction for accurate collisions when vehicles hit water and an improved water-intersection shader.\n\nLast month, the Planet Tech team began improving the editor workflow for creating planets and planning out the next version of planet tech (v5). Planet Tech v5 will cover a variety of areas but the primary goals are to make creating planets quicker and easier and to try and achieve more diversity, density, and consistency in quality across whole planetary surfaces.\n\nThe rest of the Graphics team focused on improving their upscaling tech ahead of its public release. This involved finalizing a new mesh format that gives major performance improvements.\n\nLighting\nFebruary saw the Lighting team continue to support various upcoming PU initiatives, including Distribution Centers, instanced hangars, freight elevators, and the new character customizer.\n\nLocations (EU)\nIn February, the Landing Zone team worked with the Feature team to finalize the working prototype for cargo and the new hangar experience. Final art and LODs are now nearing completion on all of the modifications to hangars necessary for this exciting new feature.\n\nThe Sandbox 2 team worked toward closing out the upcoming Distribution Centers. For example, art is being finalized and optimized while Level Design added the final tweaks to make sure the various areas can support all the gameplay the Mission team want to add.\n\nMission Design\nLast month, Mission Design continued to work on a chain that comprises various mission types that scale in difficulty.\n\nElsewhere, designs for new missions are currently being signed off, while content and technical requirements are underway for future hauling content.\n\nThe development of XenoThreat 1.2 continued, with changes to gameplay and the implementation of freight elevators, while Blockade Runner received polish and the implementation of freight elevators.\n\nNarrative\nFebruary saw a flurry of mission work as Narrative focused on the upcoming Alpha 3.23 patch. Alongside UI and hint text, many of the new gameplay features will have corresponding missions, and the team have been working closely with Design to develop the narrative players will experience. For example, the new Distribution Centers feature a wide variety of missions, new and old. Additionally, narrative work began on new Pyro-based missions to help expand the gameplay at its various locations.\n\nLooking further forward, progress continued on future story missions. These will be more involved than typical missions, featuring things like bespoke dialog and custom logic. The hope is that these types of missions will serve to build out the story of the wider universe and work alongside the more traditional systemic missions.\n\nLast month, the Narrative Design team continued to develop the tourist behaviors that will bring new life to Star Citizen\u2019s large in-world events.\n\n\u201cIt has been interesting balancing how to make sure the NPC presence is felt while not being overly distracting from the event itself.\u201d Narrative Team\n\nFinally, several new narrative posts were published, including a Whitley\u2019s Guide to the Valkyrie and a fresh batch of Galactapedia articles.\n\nR&D\nIn February, the R&D team continued work on the temporal render mode. History filtering was switched to a custom bicubic filter to avoid diffusion and resampling blur due to repeated history look ups. Care was also taken to eliminate potential ringing artifacts during strong camera movements.\n\nThe temporal filtering of transmittance was improved to avoid glowing thin silhouettes around objects in foregrounds with clouds and the sun behind them. Various improvements were made to preserve history details for as long as possible (slow movement, no significant cloud disocclusion, etc.), and to quickly converge to a full resolution image in case history needs to be rejected.\n\nTech Art\/Animation\nLast month, the Tech Animation team focused on refining head assets and cleaning up technical debt around their implementation. This comes as a precursor to polishing head assets and refining eye alignment in the editor to ensure characters look as good as possible.\n\nFurther to this, a large contingent of the department is working on asset setup for lockers. These will be placed throughout the 'verse and allow players and NPCs to change their apparel to something more appropriate to their current priorities.\n\n\u201cThis sounds simple but, in practice, we have to support a wide array of assets that can be stowed and recovered from these vessels. It can take quite some time to ensure everything is set up correctly.\u201d Tech Art\/Animation Team\n\nThe team also kicked off initiatives to ensure the health of the build remains stable and triage technical debt built up over the course of the project.\n\nVFX\nLast month, the VFX team continued working on several upcoming locations, including freight elevators and Distribution Centers.\n\nThey also investigated an issue with planetary ground storms where fog was coming in too thick when light winds arrived. Although it's difficult to balance dynamic effects such as this, it will be easier for players to see where they are going if a storm is relatively mild.","de_DE":"PU-Monatsbericht\nFebruar 2024\nDie CIG-Studios haben das Jahr mit viel Arbeit begonnen, und das war auch im Februar nicht anders. Lies weiter, um zu erfahren, was im Februar alles f\u00fcr das Persistent Universe getan wurde, einschlie\u00dflich der Fortschritte bei den Fahrzeugen, den Entwicklungen beim Cloud-Rendering und den KI-Updates.\n\nKI (Features)\nWie im Bericht des letzten Monats erw\u00e4hnt, haben die KI-Features die Entwicklung von Features f\u00fcr eine wichtige Initiative fortgesetzt, deren erste Version f\u00fcr Alpha 3.23 geplant ist. Weitere Details werden im Vorfeld der Ver\u00f6ffentlichung bekannt gegeben.\n\nKI (Tech)\nIm Februar konzentrierte sich AI Tech neben der Arbeit an den Funktionen auch auf eine Reihe von Verbesserungen, unter anderem f\u00fcr das Navigationssystem. Das Hauptaugenmerk lag dabei auf der Erweiterung des planetarischen Navigationsnetzes, das nun \u00fcber einen ganzen Planeten hinweg generiert werden kann. Aufgrund einer Einschr\u00e4nkung der urspr\u00fcnglichen Implementierung gibt es derzeit eine Breitengradgrenze, bei der Navigationskacheln erstellt werden k\u00f6nnen. Mit dem neuen Ansatz k\u00f6nnen die Navigationskacheln jedoch \u00fcberall auf dem Planeten erstellt werden, wenn man die physikalischen Terrain-Patches beachtet. Die Entwickler\/innen verbessern derzeit die Vereinfachung der Kachelgrenzen, um sicherzustellen, dass alle Nav-Mesh-Kacheln korrekt miteinander verbunden sind.\n\nBei NSCs, die Trolleys benutzen, lag der Schwerpunkt auf der genauen Positionierung der Trolleys in der Umgebung. Jetzt kann ein NSC einen Wagen korrekt an einen Ort mit beliebiger Ausrichtung schieben. Das Team hat auch die Nutzung von Verkehrsmitteln und Aufz\u00fcgen beim Schieben von Trolleys verbessert, sodass der gesamte Spielfluss robuster und fl\u00fcssiger ist.\n\nDas Verhalten von Raumschiffen wurde ebenfalls \u00fcberarbeitet, um den Kampf zwischen Schiffen und Gesch\u00fctzen zu verbessern. Raumj\u00e4ger zielen jetzt korrekt auf einzelne Gesch\u00fctzt\u00fcrme und f\u00fchren das richtige Kampfverhalten aus.\n\nDas Apollo-Tool wurde um zahlreiche Aktualisierungen erg\u00e4nzt, z. B. um eine verbesserte R\u00fcckmeldung bei Fehlern in Missionen. Zum Beispiel f\u00e4rbt sich das allgemeine Feld, das eine Funktion darstellt, rot, wenn die Logik Fehler enth\u00e4lt. Das Team hat auch die Benutzerfreundlichkeit beim Navigieren zwischen Missionsr\u00fcckrufen verbessert, so dass die Designer\/innen von mehreren Elementen der Benutzeroberfl\u00e4che zur entsprechenden Logik springen k\u00f6nnen. Eine neue Benutzeroberfl\u00e4che f\u00fcr das Subsumptionstool ist ebenfalls in Arbeit.\n\nAI Tech unterst\u00fctzte weiterhin PU-Releases, w\u00e4hrend ein wichtiges kommendes Feature weiter entwickelt wurde, das in Alpha 3.23 zu erleben ist.\n\nKunst (Schiffe)\nIm letzten Monat wurden Fortschritte bei der RSI Polaris gemacht: Das \u00c4u\u00dfere wurde auf LOD0 gebracht und das Innere n\u00e4hert sich dem Greybox-Review. Einige Abschnitte des Innenraums wurden \u00fcberarbeitet, um ein visuelles Ziel festzulegen, w\u00e4hrend andere neu gestaltet wurden, um das Gameplay zu ber\u00fccksichtigen und die \u00dcbereinstimmung mit der Art Direction zu verbessern.\n\nZwei neue Varianten durchliefen die Pipeline. Eine setzte ihren LOD0-Pass fort, die andere passierte die LOD0-Gate-Pr\u00fcfung. Die zweite Variante durchlief den finalen Schadens- und LOD-Durchlauf, w\u00e4hrend die UV2-Bearbeitung und die Bemalung abgeschlossen und genehmigt wurden.\n\nDer Gold-Standard-Durchlauf wurde f\u00fcr den Aegis Retaliator fortgesetzt, der derzeit auf das Greybox-Gate-Review wartet. Die R\u00fcckmeldungen aus einer k\u00fcrzlich durchgef\u00fchrten \u00dcberpr\u00fcfung werden derzeit bearbeitet. Die Module f\u00fcr die Basis, den Frachtraum und die Bomben-\/Torpedo-Module des Schiffes kommen ebenfalls gut voran, nachdem es einige R\u00fcckmeldungen zur Art Direction gab.\n\nZwei unangek\u00fcndigte Fahrzeuge haben ihre LOD0-Gate-Reviews bestanden, wobei nur noch ein kleines Problem gel\u00f6st werden muss. Beide werden nun in die letzte Entwicklungsphase gehen, in der die Schadensmeshes und LODs implementiert werden.\n\nDer RSI Zeus n\u00e4hert sich dem Ende der Greybox-Phase, in der das Team die Geometrie des Schiffes aufpoliert. Die Neugestaltung des Frachtraums ist fast abgeschlossen, ebenso wie die \u00c4nderungen am inneren Rahmen der Rampe und am Rampenkolbenmechanismus. Zus\u00e4tzliche Hochfrequenzdetails wurden hinzugef\u00fcgt, um die Illusion von inneren Strukturen zwischen der Au\u00dfenh\u00fclle und dem Fahrgestell zu verst\u00e4rken, w\u00e4hrend die Man\u00f6vriertriebwerke am Bug versetzt wurden, um eine bessere Integration in die Oberfl\u00e4che zu erm\u00f6glichen. Die T\u00fcr und der Rahmen des Andockrings wurden neu gestaltet, um besser zur RSI-\u00c4sthetik zu passen, und die Kantine wurde auf Hochglanz poliert. Die Wohnr\u00e4ume des Schiffes werden derzeit \u00fcberarbeitet. Die Schotten in den zentralen G\u00e4ngen wurden verbreitert, um eine bessere Navigation und Konsistenz zu erm\u00f6glichen.\n\nEin weiteres neues Schiff wurde poliert, w\u00e4hrend ein weiteres durch Whitebox, Greybox und LOD0 ging. Ein letzter Beleuchtungsdurchlauf wird bald durchgef\u00fchrt, bevor die Sch\u00e4den und LOD-Arbeiten beginnen.\n\nKunst (Waffen)\nDie Waffenkunst hat eine Reihe von Aktualisierungen durchlaufen, die f\u00fcr Alpha 3.23 geplant sind, darunter die Vergr\u00f6\u00dferung des Zielfernrohrs und optische Verbesserungen. Das Ziel ist es, das gesamte Zielfernrohrsystem zu \u00fcberarbeiten, um es an moderne FPS-Standards anzupassen. Auch die vorhandenen Eisenzielger\u00e4te aller Waffen wurden aktualisiert.\n\nAu\u00dferdem wurden Aktualisierungen vorgenommen, um das Nachladen f\u00fcr alle Waffen zu verbessern und zu vereinfachen.\n\nCommunity\nDas Community-Team hat im Februar zwei gro\u00dfe Events unterst\u00fctzt, das Rote Fest und Coramor, letzteres mit einem Screenshot-Wettbewerb f\u00fcr das erste Date im Verse und einem Leitfaden f\u00fcr gemeinsame Aktivit\u00e4ten. Hunderte von Bildern und Videos, die von der Community w\u00e4hrend der Events aufgenommen wurden, k\u00f6nnen im Community Hub angesehen werden.\n\nAnschlie\u00dfend unterst\u00fctzte das Team verschiedene Community-Events:\n\n\"Herzlichen Gl\u00fcckwunsch an alle aus der franz\u00f6sischsprachigen Community, die an der Veranstaltung Destination Cach\u00e9e teilgenommen haben. Die R\u00e4tsel waren besonders gut durchdacht und stellten jedes der vier Teams auf die Probe. Ein Piratenteam h\u00e4tte beinahe einen Teilnehmer gefangen genommen, und auch die Sicherheitsteams hatten ihren Spa\u00df. Wir hoffen, dass es allen Spa\u00df gemacht hat, teilzunehmen oder ihre Favoriten auf Twitch zu verfolgen. Wir m\u00f6chten uns auch bei allen verbeugen, die in der letzten Verse at War 2\u00b0 Edition gek\u00e4mpft haben. Wir fanden es toll, dass alle Anfang Februar f\u00fcr ihre Teams gek\u00e4mpft haben! Der M\u00e4rz kommt schnell und wir sind gespannt auf die Action beim n\u00e4chsten Crux Cup von Anzia Racing. Auf die Pl\u00e4tze, fertig, los!\" Community-Team\n\nDas Community Team hat die Wochen- und Monatspl\u00e4ne mit This Week in Star Citizen und This Month in Star Citizen vorgestellt. Au\u00dferdem k\u00fcndigten sie offiziell die CitizenCon 2954 an, die am 19. und 20. Oktober in Manchester, Gro\u00dfbritannien, stattfinden wird. Das Team steckt bereits mitten in den Planungen f\u00fcr das Event und m\u00f6chte euch alle daran erinnern, es NICHT zu verpassen.\n\nAu\u00dferdem hat das Team den Arena Commander-Zeitplan aktualisiert, der die Spieler \u00fcber die wechselnden Spielmodi von Arena Commander auf dem Laufenden h\u00e4lt. Au\u00dferdem hat das Team an einer Reihe von Initiativen gearbeitet, um die bevorstehende Ver\u00f6ffentlichung von Alpha 3.23, 4.0 und dar\u00fcber hinaus zu unterst\u00fctzen.\n\nCore Gameplay\nIm Februar wurde in der S\u00e4ule Core Gameplay weiter an der Verfeinerung und Verbesserung des Nachladens von Rucks\u00e4cken gearbeitet, bevor die QA-Tests beginnen. Zum Beispiel werden die Magazine im Inventar des Spielers neu gepackt, sodass aus mehreren halbleeren Magazinen weniger volle werden.\n\nDie Unterst\u00fctzung f\u00fcr die laufenden Zielfernrohr-Updates wurde fortgesetzt, einschlie\u00dflich des korrekten Herunterklappens der Eisenvisiere, wenn die Visiere angebracht sind. Die Unterst\u00fctzung f\u00fcr die Unsch\u00e4rfe an der Au\u00dfenseite der Visiere ist derzeit in Arbeit. Das Team hat au\u00dferdem die Waffenanpassungs-UI holografischer gestaltet, bevor ein UI-Styling durchgef\u00fchrt wird.\n\nF\u00fcr die Abnutzung von Gegenst\u00e4nden und Fehlz\u00fcndungen wurden weitere Arbeiten am Akkusystem abgeschlossen. Au\u00dferdem wurden zus\u00e4tzliche Tools implementiert, die das Arbeiten und Testen des Systems erleichtern.\n\nF\u00fcr die Interaktion mit den Spielern hat das Team viel Zeit damit verbracht, Fehler zu beheben und die Oberfl\u00e4che zu verbessern. Au\u00dferdem f\u00fcgten sie eine Spieloption hinzu, mit der die \"F\"-Eingabeaufforderung ausgeblendet werden kann, und gaben einen neuen Steuerungshinweis, wenn eine Interaktion au\u00dferhalb des Bildschirms m\u00f6glich ist.\n\nDie Entwickler haben au\u00dferdem die M\u00f6glichkeit hinzugef\u00fcgt, den Beutebildschirm \u00fcber das Interaktionsrad anzuzeigen. Au\u00dferdem kriechen die Spieler jetzt automatisch, wenn sich das Objekt, das sie pl\u00fcndern, unter ihnen befindet. Au\u00dferdem wird jetzt automatisch die Inventaroberfl\u00e4che anstelle des Beutebildschirms ge\u00f6ffnet, wenn der zu pl\u00fcndernde Beh\u00e4lter ein bestimmtes Fassungsverm\u00f6gen \u00fcberschreitet.\n\nDas Team arbeitet an einem Ersatz f\u00fcr die alte Schnellkauf-UI mit Building Blocks. Diese wird auch f\u00fcr das Mieten von Fahrzeugen w\u00e4hrend der Events genutzt werden. Die Arbeit am Backend des Lastenaufzug-Kiosks wurde ebenfalls fortgesetzt.\n\nBei der laufenden \u00dcberarbeitung des Visier-\/Linsen-HUDs wurden weitere Fortschritte bei verschiedenen UI-Elementen gemacht, darunter Priorit\u00e4tsbenachrichtigungen, Missionsziele und Chat.\n\nIm Bereich EVA hat Core Gameplay die Netzwerkunterst\u00fctzung weiter implementiert und verbessert und daf\u00fcr gesorgt, dass die Arme und die gehaltenen Objekte der Spieler\/innen beim Durchqueren und Drehen nicht in ihren Torsos einklemmen.\n\nIn der Bauchlage werden die Spieler\/innen nun gezwungen, sich zu bewegen, wenn sie Aktionen ausf\u00fchren, bei denen sie in die Hocke gehen m\u00fcssen, z. B. bei Nahkampfangriffen. Weitere Verbesserungen der Fortbewegung wurden in Zusammenarbeit mit dem Animationsteam vorgenommen.\n\nBei den Hauptmodi arbeitete das Kernteam Gameplay weiter mit dem Designteam zusammen, um die Archetypen zu optimieren. Bislang haben sie etwa 90 % der anf\u00e4nglichen Konvertierung abgeschlossen, weitere Abstimmungsdurchg\u00e4nge und Verfeinerungen stehen vor der Ver\u00f6ffentlichung noch aus.\n\nDie Arbeit an den Sprungpunkten wurde fortgesetzt, wobei das Team eine aktualisierte Ausrichtungsmechanik implementierte. Au\u00dferdem wurde eine neue Benutzeroberfl\u00e4che hinzugef\u00fcgt, die die Spieler\/innen dar\u00fcber informiert, ob ihre Schiffe in der Lage sind, die Reise zu beenden. Au\u00dferdem wurden erfolgreiche Tests f\u00fcr den Wechsel zwischen Stanton und Pyro auf zwei verschiedenen Servern durchgef\u00fchrt.\n\nF\u00fcr das Ressourcennetzwerk und die Technik wurde das \"Hitze\"-Spiel hinzugef\u00fcgt, das es erm\u00f6glicht, dass Gegenst\u00e4nde je nach Gebrauch Hitze erzeugen. Gegenst\u00e4nde m\u00fcssen bei Bedarf gek\u00fchlt werden und \u00fcberhitzen und verlieren an Funktionalit\u00e4t, wenn sie nicht behandelt werden.\n\nDas Lebenserhaltungssystem ist jetzt vollst\u00e4ndig in das Ressourcennetzwerk integriert, da der Lebenserhaltungsgenerator und der Tank jetzt funktionieren.\n\nEs wurden verbesserte Debugging-Tools f\u00fcr das Raumsystem hinzugef\u00fcgt, um besser zu verstehen, wie das Ressourcennetzwerk und die Lebenserhaltung zusammenspielen.\n\nIm Bereich Radar & Scanning hat Core Gameplay ein wichtiges Refactoring durchgef\u00fchrt, um die Anzahl der Radarkomponenten in den Fahrzeugen zu reduzieren und die Daten zwischen den Sitzplatzbetreibern zu teilen. Zuvor hatte jeder Fahrer ein eigenes Radarger\u00e4t. Jetzt k\u00f6nnen die Fahrzeuge ein einziges Radar f\u00fcr alle Bediener nutzen. Das bedeutet, dass sich ein Pilot oder Radarbediener auf das Sammeln von Radar- und Scanergebnissen konzentrieren kann, die dann von allen Fahrzeugt\u00fcrmen gemeinsam genutzt werden, anstatt dass jeder Turm f\u00fcr sich selbst scannen muss. Es ist zwar immer noch m\u00f6glich, dass Fahrzeuge mehrere Radare haben, aber mit der Zeit wird das Team die meisten zu einem einzigen gemeinsamen Ger\u00e4t zusammenf\u00fchren, das nicht nur die Leistung, sondern auch das Gameplay verbessert.\n\nDas Team unterst\u00fctzte auch Aufz\u00fcge f\u00fcr die kommenden instanzierten Hangars und unterst\u00fctzte Quantenreisen und Marker, die beim \u00dcbergang zu einem neuen Sonnensystem mit dem Server-Meshing zusammenarbeiten.\n\nF\u00fcr Arena Commander schloss das Team die Entwicklungsarbeiten f\u00fcr das Streaming ab. Diese Technologie wird es Arena Commander erm\u00f6glichen, jeden beliebigen Ort im Persistent Universe zu nutzen und das Duplizieren von Planeten oder anderen Objektcontainern zu vermeiden, was bisher erforderlich war, um teure Orte wie St\u00e4dte und Raumstationen auszuschalten.\n\nDie Entwicklungsarbeiten f\u00fcr benutzerdefinierte Lobbys stehen kurz vor dem Abschluss. Nach erfolgreichen internen Tests wird das System zur Freigabe an die QA weitergegeben. Das Team hat au\u00dferdem mit der Arbeit an einigen grundlegenden benutzerdefinierten Einstellungen begonnen, wie z. B. Punktelimit, Zeitlimit und Spielzyklusoptionen, um den Spieler\/innen mehr Kontrolle \u00fcber ihre Lobbys zu geben.\n\nNach einer Aktualisierung des Backend-Matchmakers wurden mehrere interne Tests mit den experimentellen Modi der Technik durchgef\u00fchrt. Es wurden neue Ausr\u00fcstungen erstellt, die die Ingenieure f\u00fcr den Modus ben\u00f6tigen, der f\u00fcr eine baldige Ver\u00f6ffentlichung vorbereitet wird.\n\nDas Team konzentrierte sich auch auf das Frontend f\u00fcr den Arena Commander.\n\n\"In letzter Zeit lag der Fokus auf der Funktionalit\u00e4t, aber jetzt freuen wir uns darauf, nicht nur die Benutzeroberfl\u00e4che des Arena Commanders zu verbessern, sondern sie auch mit der Qualit\u00e4t und dem Stil des restlichen Spiels in Einklang zu bringen\". Hauptpfeiler des Gameplays\n\nSchlie\u00dflich schloss das Team die Backend-Arbeiten ab, die f\u00fcr \"Grav Royale\" und andere kommende Spielmodi und Karten erforderlich sind. Au\u00dferdem haben sie das Streaming auf allen Karten weiter erm\u00f6glicht und die Ver\u00f6ffentlichung der Alpha 3.22.1 mit verschiedenen Fehlerbehebungen und Qualit\u00e4tsverbesserungen unterst\u00fctzt.\n\nCore Gameplay arbeitete weiter an einem grundlegenden Refactor des Missionssystems vor dem Server Meshing. Au\u00dferdem wurden weitere Fortschritte bei den Missionsvorteilen und dem Belohnungssystem gemacht.\n\nEs wurde ein Update der rufbasierten Feindseligkeit vorgenommen, das sicherstellt, dass bei einem Angriff auf eine Person alle in der N\u00e4he befindlichen Verb\u00fcndeten oder Mitglieder der Sicherheitsfraktion zu deren Verteidigung kommen. Das bedeutet auch, dass Fraktionen, die bei den angegriffenen Spielern einen schlechten Ruf haben, nicht eingreifen.\n\nDer Vertragsmanager wurde in Vorbereitung auf das neue mobiGlas auf Building Blocks umgestellt. Weitere Optimierungen und UX-Verbesserungen werden derzeit in Zusammenarbeit mit dem UI-Team durchgef\u00fchrt.\n\nF\u00fcr persistente und instanzierte Hangars wurde mit der Arbeit am instanzierten Innensystem begonnen. Dieses verwaltet, welche Hangar-Instanzen existieren, erstellt werden m\u00fcssen und welche physischen Gateways verwendet werden, um zwischen der Instanz und dem Rest der Spielwelt zu wechseln.\n\nDas Team hat die erste Version des automatischen Be- und Entladens von Fracht implementiert. Dazu geh\u00f6rt auch die Anzeige von Informationen auf ASOP-Terminals, dass das Schiff gerade nicht abrufbar ist, weil es be- oder entladen wird.\n\nAu\u00dferdem wurden Fortschritte bei der Verdeckungslogik f\u00fcr Lastenaufz\u00fcge und Ladeplattformen gemacht, die bestimmt, wo Gegenst\u00e4nde auf dem Aufzug oder der Plattform platziert werden k\u00f6nnen. Au\u00dferdem wurde das Standortteam bei der Markierung von Hangars mit Ladeplattformen und Lastenaufz\u00fcgen unterst\u00fctzt.\n\nIm Bereich Core Gameplay schlie\u00dflich arbeitete das Team an verschiedenen Debug-Tools, die beim Testen und Debuggen der verschiedenen Systeme helfen, die instanzierte Hangars, das Lagersystem und die Ladeplattformen steuern.\n\nWirtschaft\nIm letzten Monat hat das Wirtschaftsteam \u00c4nderungen vorgenommen, um den Beruf des Bergmanns besser an die anderen Berufe in der PU anzupassen. Zurzeit werden die Rohstoffe neu ausbalanciert, um auch die Frachtkarriere zu verbessern.\n\nAu\u00dferdem wurde das XenoThreat Global Event unterst\u00fctzt und das Team hat sich mit den Preisen f\u00fcr FPS-Munition besch\u00e4ftigt.\n\nGrafik, VFX-Programmierung und Planet Tech\nIm Februar kamen die Grafikteams mit ihren l\u00e4ngerfristigen Aufgaben voran. Die Arbeiten an der Vereinheitlichung des Upscalings von Gaswolken und Planetenwolken stehen kurz vor dem Abschluss, allerdings m\u00fcssen noch Probleme mit animierten Lichtern in Gaswolken gel\u00f6st werden. Der Gaswolken-Verdeckungseffekt steht ebenfalls kurz vor der Fertigstellung, wodurch der Detailgrad aller Gaswolken erh\u00f6ht wird, selbst in Szenarien mit flacher Beleuchtung. Das Team hat au\u00dferdem ein langj\u00e4hriges Problem behoben, das dazu f\u00fchrte, dass 600 m von der Stelle, an der sich eine Gaswolke mit dem Nahnebelsystem vermischt, eine harte Linie erschien.\n\nDas Global Illumination Team arbeitete weiter an einem System zur Ann\u00e4herung komplexer Materialien in einer Raytracing-Ansicht der Welt. Im letzten Monat haben sie damit begonnen, die Leistung zu verbessern, bevor sie einige der komplexeren Probleme, wie das Bewegen von Objekten und Zonen, in Angriff genommen haben.\n\nIm Februar hat das Vulkan-Team die Ver\u00f6ffentlichung vorangetrieben und verschiedene Leistungsprobleme wie Compiler-Fehler, die durch die komplexen Shader von Vulkan verursacht werden, behoben. Sie arbeiteten auch an einem Shader-Caching-Mechanismus, mit dem Shader kompiliert werden, w\u00e4hrend das Spiel geladen wird, um Probleme zu vermeiden. Es wird auch \u00fcberlegt, ob dieser Prozess sp\u00e4ter im Patcher ausgef\u00fchrt werden kann, um die Wahrscheinlichkeit des Kompilierens beim Start des Spiels weiter zu verringern. Obwohl die Entwicklung voranschreitet, kann es sein, dass sie bis zur ersten Ver\u00f6ffentlichung noch nicht vollst\u00e4ndig abgeschlossen ist.\n\nDie Entwickler des Water Strike-Teams haben die Probleme beseitigt, die bei der letzten \u00dcberpr\u00fcfung aufgetaucht sind, und einige neue Funktionen hinzugef\u00fcgt, darunter die SDF-Interaktion f\u00fcr genaue Kollisionen, wenn Fahrzeuge auf Wasser treffen, und einen verbesserten Shader f\u00fcr Wasserdurchfahrten.\n\nIm letzten Monat hat das Planet Tech-Team damit begonnen, den Editor-Workflow f\u00fcr die Erstellung von Planeten zu verbessern und die n\u00e4chste Version von Planet Tech (v5) zu planen. Planet Tech v5 wird eine Vielzahl von Bereichen abdecken, aber die Hauptziele sind, die Erstellung von Planeten schneller und einfacher zu machen und zu versuchen, mehr Vielfalt, Dichte und Konsistenz in der Qualit\u00e4t \u00fcber ganze Planetenoberfl\u00e4chen zu erreichen.\n\nDer Rest des Grafikteams konzentrierte sich auf die Verbesserung der Upscaling-Technologie, bevor sie ver\u00f6ffentlicht wird. Dazu geh\u00f6rte die Fertigstellung eines neuen Mesh-Formats, das die Leistung erheblich verbessert.\n\nBeleuchtung\nIm Februar arbeitete das Beleuchtungsteam weiter an verschiedenen PU-Initiativen, darunter Distributionszentren, instanzierte Hangars, Lastenaufz\u00fcge und der neue Charakteranpassungsmodus.\n\nLandepl\u00e4tze (EU)\nIm Februar arbeitete das Landing Zone-Team zusammen mit dem Feature-Team an der Fertigstellung des Prototyps f\u00fcr die Fracht und das neue Hangar-Erlebnis. Alle \u00c4nderungen an den Hangars, die f\u00fcr dieses aufregende neue Feature notwendig sind, stehen kurz vor der Fertigstellung der endg\u00fcltigen Grafiken und LODs.\n\nDas Sandbox 2-Team arbeitete an der Fertigstellung der kommenden Distributionszentren. So wird zum Beispiel die Grafik fertiggestellt und optimiert, w\u00e4hrend das Level Design die letzten Anpassungen vornimmt, um sicherzustellen, dass die verschiedenen Bereiche das gesamte Gameplay unterst\u00fctzen, das das Missionsteam hinzuf\u00fcgen m\u00f6chte.\n\nMissionsdesign\nIm letzten Monat hat das Missionsdesign weiter an einer Kette gearbeitet, die verschiedene Missionstypen mit unterschiedlichen Schwierigkeitsgraden umfasst.\n\nAu\u00dferdem werden derzeit die Entw\u00fcrfe f\u00fcr neue Missionen abgesegnet, w\u00e4hrend die inhaltlichen und technischen Anforderungen f\u00fcr k\u00fcnftige Hauling-Inhalte noch in Arbeit sind.\n\nDie Entwicklung von XenoThreat 1.2 wurde mit \u00c4nderungen am Gameplay und der Einf\u00fchrung von Lastenaufz\u00fcgen fortgesetzt, w\u00e4hrend Blockade Runner aufpoliert und mit Lastenaufz\u00fcgen ausgestattet wurde.\n\nNarrative\nIm Februar wurde viel an den Missionen gearbeitet, da sich Narrative auf den bevorstehenden Patch Alpha 3.23 konzentrierte. Neben UI und Hinweistexten werden viele der neuen Gameplay-Features auch entsprechende Missionen haben, und das Team hat eng mit dem Designteam zusammengearbeitet, um die Erz\u00e4hlung zu entwickeln, die die Spieler erleben werden. In den neuen Distributionszentren gibt es zum Beispiel eine Vielzahl von neuen und alten Missionen. Au\u00dferdem wurde mit der Arbeit an neuen, auf Pyro basierenden Missionen begonnen, um das Gameplay an den verschiedenen Standorten zu erweitern.\n\nAu\u00dferdem wurden die Arbeiten an den zuk\u00fcnftigen Story-Missionen fortgesetzt. Diese werden aufw\u00e4ndiger sein als typische Missionen, z. B. mit ma\u00dfgeschneiderten Dialogen und eigener Logik. Die Hoffnung ist, dass diese Art von Missionen dazu dienen, die Geschichte des weiteren Universums auszubauen und mit den eher traditionellen systemischen Missionen zusammenzuarbeiten.\n\nIm letzten Monat hat das Narrative Design Team die Entwicklung des Touristenverhaltens fortgesetzt, das den gro\u00dfen In-World-Events von Star Citizen neues Leben einhauchen wird.\n\n\"Es war interessant, eine Balance zu finden, die sicherstellt, dass die NSC-Pr\u00e4senz sp\u00fcrbar ist, aber nicht zu sehr vom eigentlichen Event ablenkt. Narrative Team\n\nSchlie\u00dflich wurden mehrere neue narrative Beitr\u00e4ge ver\u00f6ffentlicht, darunter ein Whitley's Guide to the Valkyrie und ein neuer Stapel von Galactapedia-Artikeln.\n\nF&E\nIm Februar setzte das F&E-Team die Arbeit am temporalen Rendermodus fort. Die Verlaufsfilterung wurde auf einen benutzerdefinierten bikubischen Filter umgestellt, um Unsch\u00e4rfen durch Diffusion und Resampling aufgrund wiederholter Verlaufsabfragen zu vermeiden. Au\u00dferdem wurde darauf geachtet, m\u00f6gliche Ringing-Artefakte bei starken Kamerabewegungen zu vermeiden.\n\nDie zeitliche Filterung der Durchl\u00e4ssigkeit wurde verbessert, um leuchtende d\u00fcnne Silhouetten um Objekte im Vordergrund zu vermeiden, hinter denen sich Wolken und die Sonne befinden. Es wurden verschiedene Verbesserungen vorgenommen, um die Details der Historie so lange wie m\u00f6glich zu erhalten (langsame Bewegung, keine signifikante Wolkenverdichtung usw.) und um schnell zu einem Bild mit voller Aufl\u00f6sung zu konvergieren, falls die Historie verworfen werden muss.\n\nTech Art\/Animation\nIm letzten Monat konzentrierte sich das Team der technischen Animation auf die Verfeinerung der Head-Assets und die Beseitigung der technischen Schulden bei ihrer Implementierung. Dies ist die Vorstufe zum Polieren der Kopf-Assets und zum Verfeinern der Augenausrichtung im Editor, um sicherzustellen, dass die Charaktere so gut wie m\u00f6glich aussehen.\n\nDar\u00fcber hinaus arbeitet ein gro\u00dfer Teil der Abteilung an der Einrichtung von Schlie\u00dff\u00e4chern. Diese werden \u00fcberall im Verse platziert und erm\u00f6glichen es Spielern und NSCs, ihre Kleidung zu wechseln, damit sie ihren aktuellen Priorit\u00e4ten besser entsprechen.\n\n\"Das h\u00f6rt sich einfach an, aber in der Praxis m\u00fcssen wir eine Vielzahl von Gegenst\u00e4nden unterst\u00fctzen, die in diesen Schiffen verstaut und wiedergefunden werden k\u00f6nnen. Es kann ziemlich viel Zeit in Anspruch nehmen, um sicherzustellen, dass alles richtig eingestellt ist.\" Tech Art\/Animation Team\n\nDas Team hat auch Initiativen gestartet, um sicherzustellen, dass der Zustand des Builds stabil bleibt, und um technische Schulden zu beseitigen, die im Laufe des Projekts entstanden sind.\n\nVFX\nIm letzten Monat hat das VFX-Team die Arbeit an mehreren neuen Schaupl\u00e4tzen fortgesetzt, darunter Lastenaufz\u00fcge und Distributionszentren.\n\nAu\u00dferdem untersuchten sie ein Problem mit planetarischen Bodenst\u00fcrmen, bei denen der Nebel zu dicht war, wenn leichte Winde aufkamen. Obwohl es schwierig ist, dynamische Effekte wie diesen auszubalancieren, wird es f\u00fcr die Spieler\/innen einfacher sein zu sehen, wohin sie gehen, wenn ein Sturm relativ mild ist.","zh_CN":"PU Monthly Report\nFebruary 2024\nIt\u2019s been a busy start to the year across CIG studios, and February was no different. Read on for everything done for the Persistent Universe throughout February, including vehicle progress, cloud rendering developments, and AI updates.\n\nAI (Features)\nAs mentioned in last month\u2019s report, AI Features continued to develop features for a key initiative, the first iteration of which is planned for Alpha 3.23. Further details will be revealed in the run-up to release.\n\nAI (Tech)\nDuring February, AI Tech focused on a variety of improvements alongside feature work, including for the navigation system. The main focus of this was on extending the planetary navigation mesh to be able to generate across a whole planet. Due to a limitation of the initial implementation, it currently has a latitude limit at which navigation tiles can be created. However, with the new approach, nav mesh can be generated anywhere on the planet following physics terrain patches. The devs are currently improving the tile border simplification step to make sure all nav-mesh tiles connect correctly with each other.\n\nFor NPCs using trolleys, focus was on the exact positioning of trolleys in the environment. Now, an NPC can correctly push a trolley to a location with an arbitrary orientation. The team also improved transit and elevator usage while pushing trolleys so that the overall flow is more robust and fluid.\n\nSpaceship behaviors were also iterated on to deliver better ship-vs-turret combat. Fighters will now correctly target standalone turrets and perform appropriate combat behaviors.\n\nNumerous updates were added to the Apollo tool, such as improved feedback for errors in missions. For example, the overall box that represents a function turns red when the logic contains errors. The team also increased usability when navigating between mission callbacks, allowing the designers to jump to the appropriate logic from multiple elements of the interface. A new UI for the Subsumption tool is underway too.\n\nAI Tech continued to support PU releases, while an important upcoming feature continued development, which can be experienced in Alpha 3.23.\n\nArt (Ships)\nLast month, progress was made on the RSI Polaris, with the exterior progressing to LOD0 and the interior approaching its greybox review. Some interior sections were worked up to establish a visual target, while others were redesigned to accommodate gameplay and improve alignment with the art direction.\n\nTwo upcoming variants progressed through the pipeline. One continued its LOD0 pass, the other passing the LOD0 Gate review. The latter then moved on to the final damage and LOD passes, while its UV2 and paints were completed and approved.\n\nThe gold-standard pass continued for the Aegis Retaliator, which is currently awaiting greybox gate review. Feedback from a recent sanity review is currently underway. The ship\u2019s base, cargo, and bombing\/torpedo modules are also progressing well following minor art-direction feedback.\n\nTwo unannounced vehicles passed their LOD0 gate reviews, with only one minor issue to resolve between them. Both will now move into the final phase of development that implements damage meshes and LODs.\n\nThe RSI Zeus is approaching the end of greybox, with the team polishing geometry around the ship. A redesign of the cargo hold is nearly complete, as are changes to the inner frame of the ramp and ramp-piston mechanism. Additional high-frequency detail was added to help increase the illusion of inner structures between the exterior hull and chassis, while maneuvering thrusters on the nose were moved to allow for better integration into the surface. A redesign of the the ship-to-ship docking ring door and frame was done to better fit the RSI aesthetic, while the mess hall was highly polished. The ship\u2019s habitation is currently being updated. The central hallway bulkheads were widened to allow for better navigation and consistency too.\n\nPolish was completed on another new ship, while yet another progressed through whitebox, greybox, and LOD0. A final lighting pass will be done soon before damage and LOD work.\n\nArt (Weapons)\nWeapon Art worked through a host of updates planned for Alpha 3.23, including scope magnification and optic improvements. The aim is to overhaul the whole scope system to bring it up to modern FPS standards. The existing iron sights across all weapons were updated too.\n\nAlongside this, updates were made to improve and streamline reloading across all weapons.\n\nCommunity\nThe Community Team supported two major events in February, Red Festival and Coramor, the latter with a First Date in the 'Verse screenshot contest and a guide to enjoying activities together. Hundreds of pictures and videos taken by the community during the events are available to view on the Community Hub.\n\nThe team then supported various community events:\n\n\u201cCongratulations to everyone in the French-speaking community who participated in the Destination Cach\u00e9e event. The puzzles were particularly well thought out, putting each of the four teams to the test. A pirate team nearly captured a participant, and the security teams had their share of fun as well. We hope that everyone enjoyed participating or watching their favorites on Twitch. We also want to bow to everyone who fought in the recent Verse at War 2\u00b0 Edition. We loved seeing everyone fighting for their teams in early February! March is coming quickly, and we\u2019re eager to follow the action during the next Crux Cup from Anzia Racing. Ready, set, go!\u201d Community Team\n\nThe Community team continued detailing the weekly and monthly schedules with This Week in Star Citizen and This Month in Star Citizen. They also officially announced CitizenCon 2954, which returns to Manchester, UK, October 19-20. The team is already deep in planning for the event, and want to remind you all to NOT miss this one.\n\nFinally, the team updated the Arena Commander Schedule, which keeps players up to date with Arena Commander\u2019s rotating game modes. They also have been working on a variety of initiatives to support the upcoming release of Alpha 3.23, 4.0, and beyond.\n\nCore Gameplay\nFebruary saw the Core Gameplay pillar continuing to refine and improve new backpack reloading ahead of QA testing. For example, magazines are now repacked in a player\u2019s inventory, so multiple half-empty mags are condensed into fewer full ones.\n\nSupport continued for the ongoing scope updates, including correctly folding down iron sights when sights are attached. Support for blur on the outside of sights is currently underway. The team also enabled the weapon-customization UI to look more holographic ahead of a UI styling pass.\n\nFor item wear and misfire, further work was completed on the accumulator system. Additional tools were implemented to make working and testing the system easier too.\n\nFor player interaction, the team spent a lot of time bug fixing and polishing. They also added a game option to hide the \u2018F\u2019 prompt and added a new control hint for when an offscreen interaction is available.\n\nThe devs then added the ability to show the loot screen from the interaction wheel. Players will also now auto-crouch if the object they\u2019re looting is below them. Support was added to automatically open the inventory UI instead of the loot screen if the lootable container is above a certain capacity too.\n\nThe team are working on a replacement for the legacy quick-buy UI using Building Blocks. This will also be used for renting vehicles during events. Work continued on the freight elevator kiosk UI backend too.\n\nFor the ongoing visor\/lens HUD rework, progress continued on various UI elements, including priority notifications, mission objectives, and chat.\n\nRegarding EVA, Core Gameplay continued to implement and improve networking support and ensured that players\u2019 arms and held entities don\u2019t clip into their torsos when traversing and rotating.\n\nFor prone, players will now be forced out when they perform actions that require them to crouch, such as melee attacks. Further locomotion improvements were made in collaboration with the Animation team too.\n\nFor Master Modes, Core Gameplay continued working with Design to tune archetypes. They have so far completed around 90% of the initial conversion, with further tuning passes and refinement to be done before release.\n\nWork continued on jump points, with the team implementing an updated alignment mechanic. A new UI was also added to give players information on whether their ships are capable of completing travel. Successful tests transitioning between Stanton and Pyro across two separate servers were completed too.\n\nFor the resource network and engineering, \u2018heat\u2019 gameplay was added, which enables items to generate heat based on their usage. Items will require coolant if necessary and will overheat and degrade in functionality if not addressed.\n\nLife Support is now fully integrated into the resource network, with the life-support generator and tank now functional.\n\nImproved debugging tools for were added for the room system to help better understand how the resource network and life support interoperate.\n\nFor Radar & Scanning, Core Gameplay completed an important refactor to reduce the number of radar components on vehicles and share data between seat operators. Previously, each seat operator had a unique radar. Now, vehicles can share a single radar across all operators. This means that a pilot or radar operator can focus on collecting radar and scan results that are then shared between all vehicle turrets, rather than each turret needing to scan for themselves. While it\u2019s still possible for vehicles to contain multiple radars, in time, the team will merge the majority into a single shared unit that will not only improve performance but gameplay too.\n\nThe team also supported elevators for the upcoming instanced hangars and supported quantum travel and markers working alongside Server Meshing when transitioning to a new solar system.\n\nFor Arena Commander, the team concluded engineering work for streaming. This technology will allow Arena Commander to utilize any Persistent Universe location with ease and avoid duplicating planets or other object containers, which was previously required to cull expensive locations, such as cities and space stations.\n\nThe engineering work for custom lobbies is nearing completion. Following successful internal tests, the system is being handed off to QA for release assessment. The team also began work on some basic custom settings, such as score limit, time limit, and match cycle options, to provide players with more control over their lobbies.\n\nSeveral internal tests were conducted on Engineering Experimental Modes after an update to the backend matchmaker. New loadouts were created with all the equipment engineers will need for the mode, which is being prepared for go\/no-go for an upcoming release.\n\nThe team also began focusing on the Arena Commander frontend.\n\n\u201cRecently, focus has been on functionality, but now we are excited to improve not just the overall UX of Arena Commander\u2019s UI but to bring it in line with the quality and style established across the rest of the game.\u201d Core Gameplay Pillar\n\nFinally, the team completed the backend work required for \u2018Grav Royale\u2019 and other upcoming game modes and maps. They also continued to enable streaming across all maps while supporting the release of Alpha 3.22.1 with several fixes and quality-of-life changes.\n\nCore Gameplay continued working on an underlying mission system refactor ahead of Server Meshing. Further progress was made on the mission perks and rewards system too.\n\nAn update was made to reputation-based hostility, ensuring that if someone is being attacked, any nearby allied or security faction members will come to their defense. This also means that factions with negative reputation with the attacked players will not intervene.\n\nThe Contracts Manager was converted to Building Blocks in preparation for the new mobiGlas. Further polish and UX improvements are currently underway in collaboration with the UI team.\n\nFor persistent and instanced hangars, work began on the instanced-interior system. This manages which hangar instances exist, need to be created, and which physical gateways are used to transition between the instance and the rest of the game world.\n\nThe team implemented the initial version of automated cargo loading and unloading, including displaying information on ASOP terminals that the ship is currently unavailable for retrieval due to being loaded or unloaded.\n\nProgress was also made on the freight-elevator and loading-platform occlusion logic, which determines where items can be placed on the elevator or platform. Support was also given to the Locations team for marking up hangars with loading platforms and freight elevators.\n\nFinally for Core Gameplay, the team worked on various debug tools to aid in testing and debugging the various systems that drive instanced hangars, the warehouse system, and loading platforms.\n\nEconomy\nLast month, the Economy team made changes to bring Salvage more in line with the PU\u2019s other careers. They\u2019re currently rebalancing commodities to improve the Cargo career experience too.\n\nSupport was also provided for the XenoThreat Global Event, and the team began looking at FPS ammo prices.\n\nGraphics, VFX Programming & Planet Tech\nThroughout February, the Graphics teams progressed with their longer-term tasks. For example, work is nearing completion on the unification of gas-cloud and planet-cloud upscaling, though challenges caused by animated lights in gas clouds need to be solved. The gas-cloud occlusion effect is also nearing completion, which will increase the detail level of all gas clouds, even in flat-lit scenarios. The team also resolved a long-standing issue that caused a harsh line to appear when 600m from where a gas cloud blends with the near-fog system.\n\nThe Global Illumination team continued to work on a system to approximate complex materials within a ray-traced view of the world. Last month, they began looking into performance improvements before tackling some of the more complex issues, like moving objects and zones.\n\nFebruary saw the Vulkan team pushing hard toward release, working through various performance issues such as compiler bugs caused by Vulkan\u2019s complex shaders. They also worked on a shader-caching mechanism to compile shaders while the game is loading to avoid hitches. They\u2019re also considering whether this process can later run in the patcher to further reduce the chance of compiling when the game starts. Although progressing, this may not be fully complete by the initial public release.\n\nDevs from the water strike team closed out the issues that came up in their final review alongside several new features, including SDF interaction for accurate collisions when vehicles hit water and an improved water-intersection shader.\n\nLast month, the Planet Tech team began improving the editor workflow for creating planets and planning out the next version of planet tech (v5). Planet Tech v5 will cover a variety of areas but the primary goals are to make creating planets quicker and easier and to try and achieve more diversity, density, and consistency in quality across whole planetary surfaces.\n\nThe rest of the Graphics team focused on improving their upscaling tech ahead of its public release. This involved finalizing a new mesh format that gives major performance improvements.\n\nLighting\nFebruary saw the Lighting team continue to support various upcoming PU initiatives, including Distribution Centers, instanced hangars, freight elevators, and the new character customizer.\n\nLocations (EU)\nIn February, the Landing Zone team worked with the Feature team to finalize the working prototype for cargo and the new hangar experience. Final art and LODs are now nearing completion on all of the modifications to hangars necessary for this exciting new feature.\n\nThe Sandbox 2 team worked toward closing out the upcoming Distribution Centers. For example, art is being finalized and optimized while Level Design added the final tweaks to make sure the various areas can support all the gameplay the Mission team want to add.\n\nMission Design\nLast month, Mission Design continued to work on a chain that comprises various mission types that scale in difficulty.\n\nElsewhere, designs for new missions are currently being signed off, while content and technical requirements are underway for future hauling content.\n\nThe development of XenoThreat 1.2 continued, with changes to gameplay and the implementation of freight elevators, while Blockade Runner received polish and the implementation of freight elevators.\n\nNarrative\nFebruary saw a flurry of mission work as Narrative focused on the upcoming Alpha 3.23 patch. Alongside UI and hint text, many of the new gameplay features will have corresponding missions, and the team have been working closely with Design to develop the narrative players will experience. For example, the new Distribution Centers feature a wide variety of missions, new and old. Additionally, narrative work began on new Pyro-based missions to help expand the gameplay at its various locations.\n\nLooking further forward, progress continued on future story missions. These will be more involved than typical missions, featuring things like bespoke dialog and custom logic. The hope is that these types of missions will serve to build out the story of the wider universe and work alongside the more traditional systemic missions.\n\nLast month, the Narrative Design team continued to develop the tourist behaviors that will bring new life to Star Citizen\u2019s large in-world events.\n\n\u201cIt has been interesting balancing how to make sure the NPC presence is felt while not being overly distracting from the event itself.\u201d Narrative Team\n\nFinally, several new narrative posts were published, including a Whitley\u2019s Guide to the Valkyrie and a fresh batch of Galactapedia articles.\n\nR&D\nIn February, the R&D team continued work on the temporal render mode. History filtering was switched to a custom bicubic filter to avoid diffusion and resampling blur due to repeated history look ups. Care was also taken to eliminate potential ringing artifacts during strong camera movements.\n\nThe temporal filtering of transmittance was improved to avoid glowing thin silhouettes around objects in foregrounds with clouds and the sun behind them. Various improvements were made to preserve history details for as long as possible (slow movement, no significant cloud disocclusion, etc.), and to quickly converge to a full resolution image in case history needs to be rejected.\n\nTech Art\/Animation\nLast month, the Tech Animation team focused on refining head assets and cleaning up technical debt around their implementation. This comes as a precursor to polishing head assets and refining eye alignment in the editor to ensure characters look as good as possible.\n\nFurther to this, a large contingent of the department is working on asset setup for lockers. These will be placed throughout the 'verse and allow players and NPCs to change their apparel to something more appropriate to their current priorities.\n\n\u201cThis sounds simple but, in practice, we have to support a wide array of assets that can be stowed and recovered from these vessels. It can take quite some time to ensure everything is set up correctly.\u201d Tech Art\/Animation Team\n\nThe team also kicked off initiatives to ensure the health of the build remains stable and triage technical debt built up over the course of the project.\n\nVFX\nLast month, the VFX team continued working on several upcoming locations, including freight elevators and Distribution Centers.\n\nThey also investigated an issue with planetary ground storms where fog was coming in too thick when light winds arrived. Although it's difficult to balance dynamic effects such as this, it will be easier for players to see where they are going if a storm is relatively mild."},"links_count":0,"comment_count":0,"created_at":"2024-03-06T22:00:00+00:00","created_at_human":"2 years ago"},"meta":{"processed_at":"2026-05-07 22:21:08","valid_relations":["images","links"],"prev_id":19830,"next_id":19834}}