{"data":{"id":19950,"title":"Star Citizen Monthly Report: April 2024","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/19950-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/19950","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/19950","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"}],"images_count":16,"translations":{"en_EN":"PU Monthly Report\nApril 2024\nWelcome to the latest PU Monthly Report, this time detailing all the development progress made throughout April. With the imminent release of Alpha 3.23, most teams began or continued tasks for events and releases coming soon and further into the year.\n\nRead on for the latest updates on jump points, weapon animation, the Anvil Legionnaire, and more.\n\nAI (Features)\nThroughout April, AI Features put significant effort into the Alpha 3.23 release, specifically the kopion creature that will be found across planetary surfaces and in caves.\n\n\u201cWe\u2019re really excited to share this new creature and the gameplay possibilities it provides. Kopions are the first of the creatures we have been working on and have posed many challenges during their development. We also had the pleasure of bringing all the hard work of other teams into a cohesive whole.\u201d AI Features Team\n\nNew features added for creatures include ground alignment tech, which allows them to appear correctly situated when moving across the terrain, and the ability to attack in formation. The attacks themselves require motion warping and melee attack technology to connect with the player. The team also put a lot of effort into ensuring that these functionalities work well across different environments.\n\nAI (Tech)\nLast month, AI Tech focused on planetary navigation mesh, with the version implemented recently receiving significant improvements. Firstly, they removed generation limits over planet latitude, which gives stronger coupling with planetary terrain patches, allowing the nav mesh to generate correctly over the planet efficiently. They then improved generation response at lower framerates so that movement over planets in non-ideal performance scenarios results in acceptable nav-mesh generation times.\n\nThe multipath code was then optimized to execute faster, which will result in quicker generation of paths into, out of, and between usables. The team also enabled failure detection code in the movement system component to identify and fix situations where NPCs were standing on usables or out of the nav mesh.\n\nAnother key feature worked on was the boids system used for the new marok creature. April saw the devs improving network synchronization and extending the system to support audio triggers from different agent states. Several optimizations were also made to the overall code.\n\nSignificant time was spent verifying multiple parts of the AI system after evaluating the EPTU optik profiles. For example, the team optimized some of the navigation code involved in the destruction of navigation links and navigation volumes when larger outposts stream out.\n\nThe pathfinder was also switched from running using background jobs to batch jobs. The main pool that serves requests was split into two to better serve multipath and standard-path searches. Moving the calculation into batch jobs allows an increased number of calculations, which provides much faster results and utilizes more CPU time where available. These jobs are lower priorities, so they can always provide space for more urgent calculations and continue work across multiple frames. This should result in quicker response times for NPCs at lower FPS.\n\nIn parallel with supporting the Apollo Subsumption editor, AI Tech are also working on a new UX design for their internal tool.\n\nProgress was also made on the spaceship combat behavior, which is planned for release in Alpha 3.23. All NPC fighters now use this behavior, which involves them using limited ballistic ammo rather than infinite rounds as before.\n\nFinally for AI Tech, they implemented point defense cannons that will protect capital ships from incoming missiles.\n\nAnimation\nIn April, the Animation team worked on various creatures, including two predators and a prey animal. They also spent time polishing player movement in space and when prone (which will be live in Alpha 3.23) and implemented hit reactions for when AI is out in the open.\n\nThe Facial Animation team continued to develop facial animations for various game elements.\n\nArt (Characters)\nIn April, the Character Art team began work on two specialist armors, reworked a utility armor, and supported requests for the Character Customizer. They also continued working on creatures.\n\nThe Character Concept Art team continued developing specialist armors and completed handoff sheets.\n\nThe Hair team kicked off new hairstyles for Alpha 4.0 and undertook R&D on fur.\n\nArt (Ships)\nThe Ships team progressed with the RSI Zeus, continuing with the beauty and polish stage. The cockpit is now greybox complete, which established the standard for the remainder of the ship. The habitation area is receiving the last elements of polish, including resolving the ceiling and personal storage areas. The cargo room ceiling had a pass and the devs began finalizing the walls. The mess hall is nearing completion, as is the central hallway.\n\nWork on the exterior progressed well too, which now has a significantly increased level of detail throughout. The team are currently going through all other sections to ensure they have the same level of detail. Ships also started looking at lighting, including a pass of every room and the entire exterior. Following this, it will be outfitted with proper fixtures.\n\nThe Anvil Legionnaire is now whitebox complete, though requests were made to improve its usability when boarding hostile vessels. The devs are currently exploring options for collapsable cover built into the boarding tunnel.\n\nElsewhere, Resource Network work was finished for 10 ships, while legacy updates were made to three additional ships to support a new selection of paints.\n\nAudio\nFor the upcoming Alpha 3.23 release, the Audio Vehicle team completed their first milestone in overhauling the ship audio experience with new thruster sounds, which is rolling out to all new ships.\n\n\u201cThe goal was to restructure our process of designing and implementing ship thruster audio in order to unify the setup of all ships and streamline our pipeline. This ensures that sound designers will have fewer sounds to design, but every asset will have a greater impact. Our objective was to immerse our pilots in hard-hitting and reactive sounds, resulting in a memorable flight experience, whatever ship they choose to fly.\u201d Audio Team\n\nThey are now also using a shared and extensive set of game parameters that modulate different layers in a variety of ways. This, paired with a more extensive matrix of generic assets designed to fit manufacturers, classes, and sizes of ships, results in a much more granular and interactive experience for the player while giving every brand a clear sonic identity. This is supported by bespoke sounds made individually for every ship to give them all a unique flavor.\n\nFinally for Vehicle Audio, the devs introduced a very early state of manufacturer-based soundproofing \u2013 with this, each brand will have a unique soundproofing profile, heard when players are in first person, to further improve immersion. The new thrusters and audio features were rolled out with the Anvil F7A Hornet Mk II and will be utilized on every new ship going forward, with the team converting older ships periodically.\n\nThe Audio Environment team polished the first ambience pass for Distribution Centers while continuing to develop new systemic ambience. Although this new system is still early in development, the team was able to add it into the Distribution Centers, improving ambience for players at these locations. Alongside this, the team finished their pass on the new features for Alpha 3.23, including wildlife.\n\nCommunity\nThe Community team started the month by celebrating Triggerfish with the announcement of the MISC R.A.P.T.O.R, the ultimate weapon in the war against garbage! They also supported the April Fools' Arena Commander mode.\n\nCommunity support continued for the Overdrive Initiative, including the Overdrive Initiative FAQ.\n\nRegarding upcoming updates, the team published the Alpha 3.23 Patch Watch, which highlights the features and improvements that do not appear on the Public Roadmap.\n\nThe team also supported the live release of the RSI Launcher 2.0 - a full revamp of the application with the ultimate goal of serving as a reliable tool for the community.\n\nThe Bar Citizen World Tour continues in 2024, with team members joining the fun in Chicago this month. For those looking forward to a future event, a more detailed schedule for this year's Bar Citizen World Tour will be published soon.\n\nPlanning for this year's CitizenCon in Manchester, UK, on October 19-20, is underway.\n\n\"With over 3,700 tickets already claimed, this year's CitizenCon has already shattered previous attendance records, marking it officially the largest Star Citizen event yet! Despite still being April, the team is already deep in planning for the layouts and key components of this year's show and can't wait to see you all in Manchester this October!\" Community Team\n\nIn addition, the annual community-created System 7 Racing League, organized by ATMO Esports, is ongoing, with the team continuing their support for the event.\n\nFinally, the Community Team published the weekly This Week In Star Citizen schedules alongside the most recent updates on the upcoming gameplay features in Roadmap Roundup. The Arena Commander Schedule was also updated to provide better visibility on game mode rotation and special modes. Besides these, many other support tasks were done to prepare for Alpha 3.23, 4.0, and beyond.\n\nCore Gameplay\nIn April, the Core Gameplay Pillar closed out features and prepared them for release in Alpha 3.23. A significant amount of time was invested into polishing and bug fixing as well as reviewing feedback from the community to improve features where possible.\n\nFor example, various improvements were made to weapons, including enabling the interrupting and canceling of backpack reloading and ammo repooling via actions like weapon swap, sprint, and melee.\n\nSupport was also added for hit-marker sounds, while recoil patterns are now the same for tap-firing and holding the fire button.\n\nADS mouse sensitivity is not scaled down for higher FOVs anymore, and weapon bandwidth usage was improved.\n\nFor jump points, the team enabled new fail states if a jump drive detaches or stops functioning and added tunnel push force from the edges of the map to help players stay on course. They also implemented the first pass of procedurally generated tunnels from design parameters, including randomness to tunnel shapes for variety.\n\nFor the resource network and engineering, the team implemented a throttle that manages power in one-SCU segments based on the updated UI design.\n\nAdditional item power range modifiers were added, which enable extra behaviors currently used for heat generation. This entered optimization for eventual release.\n\nFor the life support and room system, the team implemented filters that degrade over time, with the life-support generator ceasing to work once all are used.\n\nGas propagation now uses accurate positioning within rooms, while atmospheres will equalize differently depending on whether they\u2019re high or low-atmosphere environments.\n\nThe technical requirements for crafting were scoped out with Design, and room-system documentation was updated to enable other teams to better implement their work.\n\nApril saw continued work on Maelstrom and the radar and scanning feature.\n\nPlanning continued for the transit refactor, and fixes were made for various analytic events not reporting correctly.\n\nFor Arena Commander, the team began refactoring the Spectator module and player component. They also updated how Arena Commander uses comm-link notifications and completed a pass over various game modes and awards for Alpha 3.23.\n\nChanges were made to Pirate Swarm\u2019s final wave, which now uses two Idris capital ships. Gun Rush now supports multiple weapon lists (controlled by badges) that can be randomized from all enabled weapons.\n\nVOIP and mute\/unmute were added back into Arena Commander too.\n\nFurther development was done on the Contracts Manager, with the team providing code support for cargo hauling missions. \u2018Or\u2019 missions were added back in, where players can choose between objectives, and general bug fixing was done.\n\nReputation-based hostility was further worked on too. Alongside several issues and improvements, a new neutral zone was added. This is a special restricted area that all players have permission to be in, with NPCs ignoring reputation relationships and criminality and reacting neutrally to everyone. However, access will be revoked for any non-justified hostile act, with everyone else seeing that person as hostile and attacking accordingly.\n\nTo regain access after hostile actions, the offending player will need to exit the zone and wait a set amount of time before entering again. Remaining inside when hostile or entering before the allotted time will completely reset the timer.\n\nFor cargo, Core Gameplay progressed with freight elevators, item banks, and persistent hangars.\n\nIn-Game Branding\nLast month, the Branding and Vehicle teams worked closely to create brand identities for upcoming and existing vehicles within the game.\n\nThey also continued to develop an in-house tool for all manufacturers, from ships to signage. This will be a versatile and invaluable tool for everyone working on the game and lead to the unification of the different brands across the entire game.\n\nInteractables\nThe Interactables team completed their work on fire extinguisher recharge cabinets, including both high-tech and low-tech versions. These will be placed in hangars for convenience and aid in ship-fire gameplay.\n\nIndustrial cargo containers had their final art passes, including branding and signage, giving them more credibility as container storage.\n\nLighting\nLighting spent time in April polishing Distribution Centers before moving on to instanced hangars and freight elevators, with the aim of making every interaction an engaging event.\n\nLocations\nThe Locations teams spent April closing out features for Alpha 3.23. For example, the Sandbox team completed Distribution Centers, adding the last elements of polish before shipping. The team are looking forward to players getting their hands on these locations and will be looking for feedback that they can take forward as Distribution Centers evolve in the future.\n\nThe Sandbox team are currently finalizing the last few outposts going into Pyro for Alpha 4.0 whilst supporting other Locations teams with their tasks for the upcoming patch release.\n\nThe Landing Zone team finalized art for the cargo initiative and helped out other teams on Alpha 3.23.\n\nMission Design\nLast month, Mission Design continued to polish content for Alpha 3.23, including XenoThreat and fauna-related missions. They also made quality-of-life improvements to missions, including Missing Persons, and supported content for Distribution Centers.\n\nWork was done on the new Contracts Manager to ensure it has all the existing functionality alongside improvements. They also made the Commodity Update Journal entry a lower-priority notification and reassessed what missions notify players when they\u2019re available. Further bug fixing was done for Overdrive Initiative too.\n\nThe team then used the extra time until the cargo updates to add additional high-quality content and further polish the Cargo Hauling and Kill and Collect missions:\n\n\u201cThe various shipping companies of Stanton often outsource cargo hauling to freelancers through contracts. These job-board missions task the player with picking up the designated cargo shipment at one or more locations and offloading it at one or more destinations. At their core, these missions will test the player\u2019s knowledge of their ship\u2019s specs and their ability to weigh the time spent loading and traveling against the payout.\n\nThey will see the player transport goods back and forth to various jump points, LEOs, Lagrange points, landing zones, and Distribution Centers. These goods consist of various commodities and vehicles of real value, allowing players to get a rudimentary sense of what it will be like to have a hauling career. Simultaneously, this represents our first step toward implementing the logistical structure of the \u2018verse in a tangible, playable form, prior to a Quanta-controlled system.\u201d Mission Design Team\n\nNarrative\nApril was a very busy month for the Narrative team, who worked hard preparing for the Alpha 3.23 patch. This included crafting new Distribution Center missions, creature-hunting missions, polishing the new UI layouts, and reworking hint text alongside bug fixing.\n\nLooking ahead, the team helped with the upcoming Invictus Launch Week, making sure everything is ready for players to visit in-game. This was a particular focus of the Narrative Design team, who looked at the NPCs attending the event. The team also spent time working on cargo gameplay, providing UI and mission support.\n\nAdditionally, the Narrative team did a lot of planning and pre-production work for Star Citizen 1.0, detailing the scripts and assets that will be needed for its release. This includes looking at legacy work done in the game\u2019s early releases and analyzing how best to update it to meet current standards.\n\nAnother batch of lore went up on the website as well, including a Mirai Portfolio, an excellent batch of new Galactapedia entries, and a Whitley\u2019s Guide to the Drake Vulture.\n\nOnline Technology\nAfter several sprints, the Online Services Team completed their refactor of the social services backend. This involved porting the services to gRPC, as well as making updates related to server meshing.\n\nOnline Services also completed work relating to EAC anti-cheat in preparation for enabling the enforcement of sanctions. This is currently going through the first round of QA testing. The team also supported Alpha 3.23 by bug fixing and helping triage performance issues.\n\nOver the past month, the Live Tools Team worked to ensure compatibility between the Network Operation Center in Hex and the modifications being made on the services side for version 3.23. They're also implementing new modules to assist different types of users.\n\nAdditionally, the team continued to enhance other internal development tools and provide support and maintenance.\n\nR&D\nR&D spent April supporting Alpha 3.23. For example, the half-resolution render mode was updated to accompany the new cloud rendering improvements and the introduction of ground fog.\n\nThis mode serves as a good compromise between quality and performance and will be superseded by the temporal render mode, which is still a work in progress. Improvements include the cleaner rendering of silhouettes and foliage, less blurry results from orbit, and better low discrepancy sampling. Due to these improvements, the decision was made to alter the \u2018very high spec\u2019 settings for clouds to use the half-resolution render mode and increase the number of raymarching steps. As a result, players will see more consistent and less-noisy cloud rendering (similar to the new \"photo mode\" quality setting) at reduced GPU cost compared to the previous \u2018very high spec\u2019 settings. This will hopefully allow more people to enjoy the new high-fidelity rendering improvements in-game.\n\nAdditionally, further support was given to the Rendering team to roll out PSO caching and request collection to eliminate PSO cache redundancies and certain shader flags for vertex position and texture coordinate modification. This is to minimize the number of shaders and PSOs needed to run the game.\n\nSupport was also given for various Vulkan issues that were revealed during PTU play testing.\n\nLonger term, work progressed on the temporal render mode. All confidence metrics, which are used to decide whether to keep history data after reprojection, now also factor in scene motion and depth. The temporal render mode was also tested against the various temporal upsampling solutions supported by the renderer.\n\nTech Animation\nThe Tech Animation team continued to generate and implement new head assets to the DNA gene pool, and are not far from completing the initiative of 40 heads for each gender.\n\nMany devs are currently dealing with the complications of players and NPCs putting on and taking off clothes live in the engine.\n\n\u201cThis has been ongoing for some time and, with the addition of animation resources into the mix, we are seeing great headway in both generating the assets for animation and generating usable pipelines to expedite the entire process for everyone involved.\u201d Tech Animation Team\n\nAdditionally, the team are intrinsic in the creation and implementation of new creatures for both the PU and SQ42.\n\nThey\u2019re also involved in work toward consumables and the setup of foodstuffs, with the team aiming to guide this initiative and promote time-saving workflows.\n\nLastly, they continued to support Alpha 3.23, ensuring content is integrated, tested, and ready for players.\n\nTech Design\nTech Design provided general tech support for Alpha 3.23, including fixing bugs affecting doors and fuel tanks not exploding in the new Distribution Centers.\n\nFor ships, iteration was done on weapon balance and AI following director feedback. For the latter, an easier AI behavior was created for use in very easy, easy, and introductory missions.\n\nA call-to-action prompt was added to the elevator panels of multiple ships, and an issue preventing players from getting out of bed in the MISC Freelancer was fixed.\n\nFor Arena Commander, work continued on the Resource Network game mode, including enabling doors without power to be openable (but not closable) to prevent players from being trapped.\n\nUI\nIn April, the Montreal-based team focused on the Cargo feature and worked closely with Core Gameplay on the Resource Network mandate, which included getting wireframes signed off. They will begin creating mockups soon.\n\nIn the UK, the UI team added the final touches to the new UIs for the visor, mobiGlas, and maps. They added the final missing features, such as the chat window and law widgets, too.\n\nUpdates were also made based on player feedback, such as reducing the hologram effect on the HUD and bringing back differently shaped quantum-travel markers. The team spent time polishing visuals and bug fixing as well.\n\nVFX\nLast month, the VFX team focused on bug fixing for the upcoming patch. This involved playtesting the game to find major issues that needed solving immediately or identifying smaller issues that were safe enough to fix without risking creating other bugs.\n\nThey also worked closely with Graphics and Planet Tech to ensure the supporting effects for water were working as expected and not too expensive. They also worked on a variety of vehicles for an upcoming release.","de_DE":"PU-Monatsbericht\nApril 2024\nWillkommen zum neuesten PU-Monatsbericht, der diesmal alle Entwicklungsfortschritte im April aufzeigt. Mit der bevorstehenden Ver\u00f6ffentlichung von Alpha 3.23 haben die meisten Teams mit den Aufgaben f\u00fcr die kommenden Events und Ver\u00f6ffentlichungen begonnen oder diese fortgesetzt.\n\nLies weiter f\u00fcr die neuesten Updates zu Sprungpunkten, Waffenanimationen, dem Amboss-Legion\u00e4r und mehr.\n\nKI (Features)\nDen ganzen April \u00fcber haben die KI-Funktionen intensiv an der Ver\u00f6ffentlichung der Alpha 3.23 gearbeitet, insbesondere an der Kopion-Kreatur, die auf Planetenoberfl\u00e4chen und in H\u00f6hlen zu finden sein wird.\n\n\"Wir freuen uns sehr, diese neue Kreatur und die neuen Spielm\u00f6glichkeiten, die sie bietet, vorzustellen. Kopionen sind die ersten Kreaturen, an denen wir gearbeitet haben und die uns w\u00e4hrend ihrer Entwicklung vor viele Herausforderungen gestellt haben. Wir hatten auch das Vergn\u00fcgen, die harte Arbeit anderer Teams in ein zusammenh\u00e4ngendes Ganzes zu bringen.\" Team KI-Funktionen\n\nZu den neuen Funktionen der Kreaturen geh\u00f6ren die Technologie zur Bodenausrichtung, die es ihnen erm\u00f6glicht, in der richtigen Position zu erscheinen, wenn sie sich \u00fcber das Gel\u00e4nde bewegen, und die F\u00e4higkeit, in Formation anzugreifen. Die Angriffe selbst erfordern Motion Warping und Nahkampftechnologie, um sich mit dem Spieler zu verbinden. Das Team hat sich auch sehr viel M\u00fche gegeben, um sicherzustellen, dass diese Funktionen in verschiedenen Umgebungen gut funktionieren.\n\nKI (Tech)\nIm letzten Monat konzentrierte sich die KI-Tech auf das planetare Navigationsnetz, wobei die k\u00fcrzlich implementierte Version erhebliche Verbesserungen erhielt. Zun\u00e4chst wurden die Generierungsbeschr\u00e4nkungen f\u00fcr den Breitengrad des Planeten aufgehoben, was zu einer st\u00e4rkeren Kopplung mit den Terrainfeldern des Planeten f\u00fchrt, so dass das Navigationsnetz effizient \u00fcber den Planeten generiert werden kann. Dann wurde das Generierungsverhalten bei niedrigeren Frameraten verbessert, so dass die Bewegung \u00fcber Planeten in nicht idealen Leistungsszenarien zu akzeptablen Generierungszeiten f\u00fcr das Nav-Mesh f\u00fchrt.\n\nDer Multipath-Code wurde so optimiert, dass er schneller ausgef\u00fchrt wird, was zu einer schnelleren Generierung von Pfaden in, aus und zwischen nutzbaren Objekten f\u00fchren wird. Das Team aktivierte auch den Fehlererkennungscode in der Bewegungssystemkomponente, um Situationen zu erkennen und zu beheben, in denen NSCs auf nutzbaren Objekten oder au\u00dferhalb des Navigationsnetzes stehen.\n\nEin weiteres wichtiges Feature, an dem gearbeitet wurde, war das Boids-System f\u00fcr die neue Marok-Kreatur. Im April haben die Entwickler die Netzwerksynchronisation verbessert und das System so erweitert, dass es Audio-Trigger aus verschiedenen Agentenzust\u00e4nden unterst\u00fctzt. Au\u00dferdem wurden mehrere Optimierungen am gesamten Code vorgenommen.\n\nNach der Auswertung der EPTU-Optikprofile wurde viel Zeit darauf verwendet, mehrere Teile des KI-Systems zu \u00fcberpr\u00fcfen. So optimierte das Team zum Beispiel einen Teil des Navigationscodes, der die Zerst\u00f6rung von Navigationsverbindungen und Navigationsvolumina betrifft, wenn gr\u00f6\u00dfere Au\u00dfenposten ausstr\u00f6men.\n\nDer Pathfinder wurde au\u00dferdem von Hintergrundjobs auf Batch-Jobs umgestellt. Der Hauptpool, der die Anfragen bedient, wurde in zwei Teile aufgeteilt, um die Multipath- und Standard-Path-Suche besser bedienen zu k\u00f6nnen. Die Verlagerung der Berechnungen in Batch-Jobs erm\u00f6glicht eine h\u00f6here Anzahl von Berechnungen, die viel schnellere Ergebnisse liefern und mehr CPU-Zeit nutzen, sofern verf\u00fcgbar. Diese Jobs haben eine niedrigere Priorit\u00e4t, sodass sie immer Platz f\u00fcr dringendere Berechnungen bieten und die Arbeit \u00fcber mehrere Frames hinweg fortsetzen k\u00f6nnen. Dies sollte zu schnelleren Reaktionszeiten f\u00fcr NSCs bei niedrigeren FPS f\u00fchren.\n\nParallel zur Unterst\u00fctzung des Apollo Subsumption Editors arbeitet AI Tech auch an einem neuen UX-Design f\u00fcr sein internes Tool.\n\nFortschritte wurden auch beim Raumschiff-Kampfverhalten gemacht, das in der Alpha 3.23 ver\u00f6ffentlicht werden soll. Alle NSC-K\u00e4mpfer verwenden jetzt dieses Verhalten, bei dem sie begrenzte ballistische Munition verwenden, statt wie bisher unendlich viele Schuss.\n\nIm Bereich der KI-Technologie wurden Punktabwehrkanonen implementiert, die Gro\u00dfkampfschiffe vor ankommenden Raketen sch\u00fctzen.\n\nAnimation\nIm April hat das Animationsteam an verschiedenen Kreaturen gearbeitet, darunter zwei Raubtiere und ein Beutetier. Au\u00dferdem wurde an der Bewegung des Spielers im Weltraum und in der Bauchlage gefeilt (was in der Alpha 3.23 live sein wird) und Trefferreaktionen f\u00fcr die KI im Freien implementiert.\n\nDas Team f\u00fcr Gesichtsanimation entwickelte weiterhin Gesichtsanimationen f\u00fcr verschiedene Spielelemente.\n\nKunst (Charaktere)\nIm April begann das Character Art Team mit der Arbeit an zwei Spezialr\u00fcstungen, \u00fcberarbeitete eine Gebrauchsr\u00fcstung und unterst\u00fctzte Anfragen f\u00fcr den Character Customizer. Au\u00dferdem wurde die Arbeit an den Kreaturen fortgesetzt.\n\nDas Character Concept Art Team hat die Entwicklung von Spezialr\u00fcstungen fortgesetzt und \u00dcbergabeb\u00f6gen fertiggestellt.\n\nDas Haar-Team begann mit der Entwicklung neuer Frisuren f\u00fcr Alpha 4.0 und arbeitete an der Entwicklung von Pelzen.\n\nKunst (Schiffe)\nDas Schiffsteam machte Fortschritte bei der RSI Zeus und fuhr mit der Sch\u00f6nheits- und Polierphase fort. Das Cockpit ist nun vollst\u00e4ndig in der Greybox, was den Standard f\u00fcr den Rest des Schiffes darstellt. Der Wohnbereich erh\u00e4lt die letzten Feinschliff-Elemente, einschlie\u00dflich der L\u00f6sung der Decke und der pers\u00f6nlichen Staur\u00e4ume. Die Decke des Frachtraums wurde \u00fcberarbeitet und die Entwickler haben mit der Fertigstellung der W\u00e4nde begonnen. Der Speisesaal steht kurz vor der Fertigstellung, ebenso wie der zentrale Korridor.\n\nAuch die Arbeiten am Au\u00dfenbereich sind gut vorangekommen und weisen jetzt einen deutlich h\u00f6heren Detailgrad auf. Das Team geht derzeit alle anderen Bereiche durch, um sicherzustellen, dass sie den gleichen Detailgrad haben. Die Schiffe haben auch mit der Beleuchtung begonnen, einschlie\u00dflich eines Durchgangs durch jeden Raum und den gesamten Au\u00dfenbereich. Danach wird das Schiff mit den richtigen Leuchten ausgestattet.\n\nDer Anvil Legionnaire ist jetzt komplett in der Whitebox, allerdings wurden W\u00fcnsche ge\u00e4u\u00dfert, um seine Benutzerfreundlichkeit beim Entern feindlicher Schiffe zu verbessern. Die Entwickler pr\u00fcfen derzeit Optionen f\u00fcr eine klappbare Deckung, die in den Entertunnel eingebaut wird.\n\nAu\u00dferdem wurden die Arbeiten am Ressourcennetzwerk f\u00fcr 10 Schiffe abgeschlossen, w\u00e4hrend an drei weiteren Schiffen Aktualisierungen vorgenommen wurden, um eine neue Auswahl an Anstrichen zu unterst\u00fctzen.\n\nAudio\nF\u00fcr die kommende Alpha 3.23 hat das Team Audio Vehicle den ersten Meilenstein bei der \u00dcberarbeitung des Schiffsaudios mit neuen Triebwerksger\u00e4uschen abgeschlossen, die auf alle neuen Schiffe ausgerollt werden.\n\n\"Das Ziel war es, unseren Prozess f\u00fcr das Design und die Implementierung von Schiffs-Thruster-Sounds neu zu strukturieren, um das Setup f\u00fcr alle Schiffe zu vereinheitlichen und unsere Pipeline zu straffen. Dadurch m\u00fcssen die Sounddesigner weniger Sounds entwerfen, aber jedes Asset hat eine gr\u00f6\u00dfere Wirkung. Unser Ziel war es, unsere Piloten in knallharte und reaktionsschnelle Sounds einzutauchen, um ihnen ein unvergessliches Flugerlebnis zu bieten, egal welches Schiff sie fliegen.\" Audio-Team\n\nSie verwenden jetzt auch einen gemeinsamen und umfangreichen Satz von Spielparametern, die verschiedene Layer auf unterschiedliche Weise modulieren. Zusammen mit einer umfangreicheren Matrix von generischen Assets, die f\u00fcr Hersteller, Klassen und Gr\u00f6\u00dfen von Schiffen entwickelt wurden, f\u00fchrt dies zu einem viel granulareren und interaktiven Erlebnis f\u00fcr den Spieler und verleiht jeder Marke eine klare klangliche Identit\u00e4t. Unterst\u00fctzt wird dies durch ma\u00dfgeschneiderte Sounds, die f\u00fcr jedes Schiff individuell angefertigt werden, um ihnen eine einzigartige Note zu verleihen.\n\nBeim Fahrzeug-Audio schlie\u00dflich haben die Entwickler eine sehr fr\u00fche Version der herstellerbasierten Ger\u00e4uschd\u00e4mmung eingef\u00fchrt - damit hat jede Marke ein einzigartiges Ger\u00e4uschprofil, das der Spieler in der ersten Person h\u00f6ren kann, um die Immersion weiter zu verbessern. Die neuen Triebwerke und Audiofunktionen wurden mit der Anvil F7A Hornet Mk II eingef\u00fchrt und werden in Zukunft bei jedem neuen Schiff zum Einsatz kommen, w\u00e4hrend das Team \u00e4ltere Schiffe regelm\u00e4\u00dfig umr\u00fcstet.\n\nDas Team f\u00fcr die Audioumgebung hat den ersten Ambiente-Pass f\u00fcr die Distributionszentren fertiggestellt und arbeitet weiterhin an der Entwicklung eines neuen systemischen Ambientes. Obwohl sich dieses neue System noch in einem fr\u00fchen Stadium der Entwicklung befindet, konnte das Team es bereits in die Distributionszentren einbauen und so die Atmosph\u00e4re f\u00fcr die Spieler\/innen an diesen Orten verbessern. Au\u00dferdem hat das Team die neuen Features f\u00fcr Alpha 3.23 fertiggestellt, darunter auch die Wildtiere.\n\nCommunity\nDas Community-Team begann den Monat mit der Ank\u00fcndigung des MISC R.A.P.T.O.R., der ultimativen Waffe im Kampf gegen den M\u00fcll, um Triggerfish zu feiern! Au\u00dferdem unterst\u00fctzten sie den Aprilscherz des Arena Commander-Modus.\n\nDie Community unterst\u00fctzte weiterhin die Overdrive-Initiative, einschlie\u00dflich der Overdrive-Initiative FAQ.\n\nWas die kommenden Updates angeht, hat das Team den Alpha 3.23 Patch Watch ver\u00f6ffentlicht, der die Funktionen und Verbesserungen hervorhebt, die nicht auf der \u00f6ffentlichen Roadmap stehen.\n\nDas Team unterst\u00fctzte auch die Live-Ver\u00f6ffentlichung des RSI Launcher 2.0 - eine vollst\u00e4ndige \u00dcberarbeitung der Anwendung mit dem Ziel, ein zuverl\u00e4ssiges Werkzeug f\u00fcr die Gemeinschaft zu sein.\n\nDie Bar Citizen World Tour wird 2024 fortgesetzt, wobei Teammitglieder diesen Monat in Chicago dabei sein werden. F\u00fcr alle, die sich auf ein zuk\u00fcnftiges Event freuen, wird bald ein detaillierterer Zeitplan f\u00fcr die diesj\u00e4hrige Bar Citizen World Tour ver\u00f6ffentlicht.\n\nDie Planungen f\u00fcr die diesj\u00e4hrige CitizenCon in Manchester, Gro\u00dfbritannien, am 19. und 20. Oktober, laufen bereits.\n\n\"Mit \u00fcber 3.700 Tickets hat die diesj\u00e4hrige CitizenCon bereits alle bisherigen Besucherrekorde gebrochen und ist damit offiziell das bisher gr\u00f6\u00dfte Star Citizen Event! Obwohl es noch April ist, steckt das Team bereits mitten in den Planungen f\u00fcr das Layout und die wichtigsten Komponenten der diesj\u00e4hrigen Show und kann es kaum erwarten, euch alle im Oktober in Manchester zu sehen!\" Community-Team\n\nAuch die j\u00e4hrliche, von der Community ins Leben gerufene System 7 Racing League, die von ATMO Esports organisiert wird, l\u00e4uft weiter und das Team unterst\u00fctzt das Event.\n\nAu\u00dferdem hat das Community Team den w\u00f6chentlichen Zeitplan von This Week In Star Citizen sowie die neuesten Updates zu den kommenden Gameplay-Features im Roadmap Roundup ver\u00f6ffentlicht. Der Arena Commander Schedule wurde ebenfalls aktualisiert, um eine bessere \u00dcbersicht \u00fcber die Spielmodus-Rotation und die speziellen Modi zu bieten. Au\u00dferdem wurden viele andere Aufgaben erledigt, um die Alpha 3.23, 4.0 und dar\u00fcber hinaus vorzubereiten.\n\nKern-Gameplay\nIm April wurden in der S\u00e4ule \"Core Gameplay\" Funktionen abgeschlossen und f\u00fcr die Ver\u00f6ffentlichung in Alpha 3.23 vorbereitet. Es wurde viel Zeit in den Feinschliff und die Behebung von Fehlern investiert und das Feedback der Community ausgewertet, um die Funktionen so weit wie m\u00f6glich zu verbessern.\n\nZum Beispiel wurden verschiedene Verbesserungen an den Waffen vorgenommen, darunter die M\u00f6glichkeit, das Nachladen von Rucks\u00e4cken und Munition durch Aktionen wie Waffentausch, Sprint und Nahkampf zu unterbrechen und abzubrechen.\n\nAu\u00dferdem wurde die Unterst\u00fctzung f\u00fcr Trefferger\u00e4usche hinzugef\u00fcgt, und die R\u00fccksto\u00dfmuster sind jetzt beim Abfeuern per Fingertipp und beim Halten der Feuertaste identisch.\n\nDie ADS-Mausempfindlichkeit wird bei h\u00f6heren Sichtweiten nicht mehr herabgesetzt und die Nutzung der Waffenbandbreite wurde verbessert.\n\nF\u00fcr Sprungpunkte aktivierte das Team neue Fehlerzust\u00e4nde, wenn sich ein Sprungantrieb abl\u00f6st oder nicht mehr funktioniert, und f\u00fcgte Tunneldruck von den R\u00e4ndern der Karte hinzu, um den Spielern zu helfen, auf Kurs zu bleiben. Au\u00dferdem wurde der erste Durchlauf von prozedural generierten Tunneln aus Designparametern implementiert, einschlie\u00dflich zuf\u00e4lliger Tunnelformen f\u00fcr mehr Abwechslung.\n\nF\u00fcr das Ressourcennetzwerk und die Technik implementierte das Team eine Drossel, die die Energie in Ein-SCU-Segmenten verwaltet, basierend auf dem aktualisierten UI-Design.\n\nEs wurden zus\u00e4tzliche Modifikatoren f\u00fcr den Leistungsbereich von Gegenst\u00e4nden hinzugef\u00fcgt, die zus\u00e4tzliche Verhaltensweisen erm\u00f6glichen, die derzeit f\u00fcr die W\u00e4rmeerzeugung verwendet werden. Dies ging in die Optimierung f\u00fcr eine sp\u00e4tere Ver\u00f6ffentlichung ein.\n\nF\u00fcr das Lebenserhaltungs- und Raumsystem hat das Team Filter implementiert, die sich mit der Zeit abbauen, so dass der Lebenserhaltungsgenerator nicht mehr funktioniert, wenn alle verbraucht sind.\n\nBei der Gasausbreitung wird jetzt eine genaue Positionierung innerhalb der R\u00e4ume verwendet, und die Atmosph\u00e4ren gleichen sich unterschiedlich aus, je nachdem, ob es sich um hohe oder niedrige Atmosph\u00e4ren handelt.\n\nDie technischen Anforderungen f\u00fcr das Crafting wurden zusammen mit Design ausgearbeitet, und die Dokumentation des Raumsystems wurde aktualisiert, damit andere Teams ihre Arbeit besser umsetzen k\u00f6nnen.\n\nIm April wurde weiter an Maelstrom und der Radar- und Scanfunktion gearbeitet.\n\nDie Planung f\u00fcr die \u00dcberarbeitung des Transits wurde fortgesetzt und verschiedene analytische Ereignisse, die nicht korrekt gemeldet wurden, wurden behoben.\n\nF\u00fcr Arena Commander begann das Team mit der \u00dcberarbeitung des Zuschauermoduls und der Spielerkomponente. Au\u00dferdem wurde die Art und Weise, wie Arena Commander Comm-Link-Benachrichtigungen verwendet, aktualisiert und ein Durchgang \u00fcber verschiedene Spielmodi und Auszeichnungen f\u00fcr Alpha 3.23 abgeschlossen.\n\nEs wurden \u00c4nderungen an der letzten Welle von Pirate Swarm vorgenommen, in der nun zwei Idris-Kapitalschiffe eingesetzt werden. Gun Rush unterst\u00fctzt jetzt mehrere Waffenlisten (gesteuert durch Abzeichen), die aus allen aktivierten Waffen zuf\u00e4llig ausgew\u00e4hlt werden k\u00f6nnen.\n\nVOIP und Stummschaltung wurden auch im Arena Commander wieder eingef\u00fchrt.\n\nDer Contracts Manager wurde weiterentwickelt, indem das Team Code-Unterst\u00fctzung f\u00fcr Frachttransportmissionen bereitstellte. Es wurden \"Oder\"-Missionen hinzugef\u00fcgt, bei denen die Spieler zwischen verschiedenen Zielen w\u00e4hlen k\u00f6nnen, und es wurden allgemeine Fehler behoben.\n\nAuch an der reputationsbasierten Feindseligkeit wurde weiter gearbeitet. Neben verschiedenen Problemen und Verbesserungen wurde auch eine neue neutrale Zone hinzugef\u00fcgt. Dies ist ein spezieller Sperrbereich, in dem sich alle Spieler\/innen aufhalten d\u00fcrfen. Die NSCs ignorieren Rufbeziehungen und Kriminalit\u00e4t und reagieren neutral auf alle. Allerdings wird der Zugang bei jeder ungerechtfertigten feindseligen Handlung entzogen, so dass alle anderen diese Person als feindselig ansehen und entsprechend angreifen.\n\nUm den Zugang nach feindseligen Handlungen wieder zu erhalten, muss der\/die Spieler\/in die Zone verlassen und eine bestimmte Zeit warten, bevor er\/sie sie wieder betreten kann. Wenn du in der Zone bleibst, w\u00e4hrend du feindselig bist, oder sie vor Ablauf der Zeit betrittst, wird der Timer komplett zur\u00fcckgesetzt.\n\nF\u00fcr die Fracht wurde das Core Gameplay mit Lastenaufz\u00fcgen, Gegenstandsbanken und dauerhaften Hangars weiterentwickelt.\n\nBranding im Spiel\nIm letzten Monat haben die Teams f\u00fcr Branding und Fahrzeuge eng zusammengearbeitet, um Markenidentit\u00e4ten f\u00fcr kommende und bestehende Fahrzeuge im Spiel zu entwickeln.\n\nAu\u00dferdem haben sie ein eigenes Tool f\u00fcr alle Hersteller entwickelt, von Schiffen bis hin zu Schildern. Dies wird ein vielseitiges und unsch\u00e4tzbares Werkzeug f\u00fcr alle, die am Spiel arbeiten, sein und zu einer Vereinheitlichung der verschiedenen Marken im gesamten Spiel f\u00fchren.\n\nInteractables\nDas Interactables-Team hat seine Arbeit an den Feuerl\u00f6scher-Aufladeschr\u00e4nken abgeschlossen, darunter sowohl Hightech- als auch Lowtech-Versionen. Diese werden in den Hangars platziert, um das Spiel mit Schiffsfeuer zu erleichtern.\n\nAn den Industriecontainern wurden die letzten Arbeiten vorgenommen, einschlie\u00dflich Branding und Beschilderung, um sie als Containerlager glaubw\u00fcrdiger zu machen.\n\nBeleuchtung\nDie Beleuchtungsabteilung hat im April an den Distributionszentren gefeilt, bevor sie sich den instanzierten Hangars und Lastenaufz\u00fcgen zuwandte, um jede Interaktion zu einem fesselnden Ereignis zu machen.\n\nStandorte\nDie Locations-Teams verbrachten den April damit, die Funktionen f\u00fcr Alpha 3.23 abzuschlie\u00dfen. Das Sandbox-Team hat zum Beispiel die Distributionszentren fertiggestellt und ihnen den letzten Schliff gegeben, bevor sie ver\u00f6ffentlicht wurden. Das Team freut sich darauf, dass die Spieler\/innen diese Orte in die H\u00e4nde bekommen und sucht nach Feedback, das sie in die zuk\u00fcnftige Entwicklung der Distributionszentren einflie\u00dfen lassen k\u00f6nnen.\n\nDas Sandbox-Team arbeitet derzeit an der Fertigstellung der letzten Au\u00dfenposten, die in Pyro f\u00fcr die Alpha 4.0 verwendet werden, w\u00e4hrend es die anderen Orts-Teams bei ihren Aufgaben f\u00fcr den kommenden Patch-Release unterst\u00fctzt.\n\nDas Landing Zone-Team hat die Grafik f\u00fcr die Cargo-Initiative fertiggestellt und anderen Teams bei der Alpha 3.23 geholfen.\n\nMissionsdesign\nIm letzten Monat hat das Missionsdesign weiter an den Inhalten f\u00fcr Alpha 3.23 gefeilt, einschlie\u00dflich der XenoThreat- und Fauna-Missionen. Au\u00dferdem wurden die Lebensqualit\u00e4t der Missionen verbessert, z. B. bei den Vermissten, und Inhalte f\u00fcr die Distributionszentren unterst\u00fctzt.\n\nDer neue Vertragsmanager wurde \u00fcberarbeitet, um sicherzustellen, dass er neben den Verbesserungen auch alle bestehenden Funktionen enth\u00e4lt. Au\u00dferdem wurde der Eintrag im Rohstoff-Aktualisierungsjournal zu einer Benachrichtigung mit niedrigerer Priorit\u00e4t gemacht und es wurde neu festgelegt, welche Missionen die Spieler\/innen benachrichtigen, wenn sie verf\u00fcgbar sind. Weitere Fehlerbehebungen wurden auch f\u00fcr die Overdrive-Initiative vorgenommen.\n\nDas Team nutzte die zus\u00e4tzliche Zeit bis zu den Fracht-Updates, um zus\u00e4tzliche hochwertige Inhalte hinzuzuf\u00fcgen und die Missionen Frachttransport und T\u00f6ten und Sammeln weiter zu verbessern:\n\n\"Die verschiedenen Schifffahrtsgesellschaften von Stanton vergeben oft Frachttransporte an Freiberufler durch Vertr\u00e4ge. Bei diesen Auftragsmissionen muss der Spieler die gew\u00fcnschte Fracht an einem oder mehreren Orten abholen und an einem oder mehreren Zielen abladen. Bei diesen Missionen wird das Wissen des Spielers \u00fcber die Eigenschaften seines Schiffes und seine F\u00e4higkeit, die Zeit f\u00fcr das Beladen und die Reise gegen die Auszahlung abzuw\u00e4gen, auf die Probe gestellt.\n\nDabei transportiert der Spieler Waren zu verschiedenen Sprungpunkten, LEOs, Lagrange-Punkten, Landezonen und Verteilungszentren hin und her. Diese Waren bestehen aus verschiedenen G\u00fctern und Fahrzeugen von echtem Wert, so dass die Spieler\/innen ein rudiment\u00e4res Gef\u00fchl daf\u00fcr bekommen, wie es sein wird, eine Speditionskarriere zu haben. Gleichzeitig ist dies unser erster Schritt, um die logistische Struktur des 'Verse in eine greifbare, spielbare Form zu bringen, bevor ein von Quanta gesteuertes System entsteht.\" Mission Design Team\n\nErz\u00e4hlung\nDer April war ein sehr arbeitsreicher Monat f\u00fcr das Narrative Team, das sich intensiv auf den Alpha 3.23 Patch vorbereitet hat. Dazu geh\u00f6rten die Entwicklung neuer Missionen f\u00fcr das Distributionszentrum, die Jagd nach Kreaturen, die \u00dcberarbeitung des neuen UI-Layouts und die \u00dcberarbeitung der Hinweistexte sowie die Fehlerbehebung.\n\nAu\u00dferdem hat das Team bei der bevorstehenden Invictus Launch Week mitgeholfen und daf\u00fcr gesorgt, dass alles bereit ist, damit die Spieler das Spiel besuchen k\u00f6nnen. Das Narrative Design Team hat sich dabei besonders um die NSCs gek\u00fcmmert, die an dem Event teilnehmen. Das Team verbrachte auch einige Zeit damit, das Gameplay der Fracht zu verbessern, indem es die Benutzeroberfl\u00e4che und die Missionen unterst\u00fctzte.\n\nAu\u00dferdem hat das Narrative Team viel Planungs- und Vorproduktionsarbeit f\u00fcr Star Citizen 1.0 geleistet und die Skripte und Assets, die f\u00fcr die Ver\u00f6ffentlichung ben\u00f6tigt werden, detailliert ausgearbeitet. Dazu geh\u00f6rt auch, dass wir uns die Altlasten aus den fr\u00fchen Versionen des Spiels ansehen und analysieren, wie wir sie am besten aktualisieren k\u00f6nnen, damit sie den aktuellen Standards entsprechen.\n\nAuf der Website wurde auch eine Reihe von Informationen ver\u00f6ffentlicht, darunter ein Mirai-Portfolio, eine Reihe von neuen Galactapedia-Eintr\u00e4gen und ein Whitley's Guide to the Drake Vulture.\n\nOnline-Technologie\nNach mehreren Sprints hat das Team der Online-Dienste die \u00dcberarbeitung des Backends der sozialen Dienste abgeschlossen. Dazu geh\u00f6rten die Portierung der Dienste auf gRPC sowie Aktualisierungen im Zusammenhang mit dem Server-Meshing.\n\nDie Online-Dienste haben auch die Arbeit an der EAC-Anti-Cheat-Funktion abgeschlossen, um die Durchsetzung von Sanktionen zu erm\u00f6glichen. Diese Funktion durchl\u00e4uft derzeit die erste Runde der QA-Tests. Das Team hat auch die Alpha 3.23 unterst\u00fctzt, indem es Fehler behoben und bei der L\u00f6sung von Leistungsproblemen geholfen hat.\n\nIm vergangenen Monat hat das Live Tools Team daran gearbeitet, die Kompatibilit\u00e4t zwischen dem Network Operation Center in Hex und den \u00c4nderungen auf der Serviceseite f\u00fcr Version 3.23 sicherzustellen. Au\u00dferdem wurden neue Module implementiert, um verschiedene Arten von Nutzern zu unterst\u00fctzen.\n\nAu\u00dferdem hat das Team andere interne Entwicklungstools weiterentwickelt und Support und Wartung geleistet.\n\nF&E\nF&E verbrachte den April mit der Unterst\u00fctzung von Alpha 3.23. So wurde zum Beispiel der Rendermodus mit halber Aufl\u00f6sung aktualisiert, um die neuen Verbesserungen beim Wolkenrendering und die Einf\u00fchrung von Bodennebel zu begleiten.\n\nDieser Modus stellt einen guten Kompromiss zwischen Qualit\u00e4t und Leistung dar und wird durch den temporalen Rendermodus ersetzt, der sich noch in der Entwicklung befindet. Zu den Verbesserungen geh\u00f6ren die sauberere Darstellung von Silhouetten und Laub, weniger unscharfe Ergebnisse aus dem Orbit und ein besseres Sampling bei geringen Diskrepanzen. Aufgrund dieser Verbesserungen wurde beschlossen, die \"sehr hohe Spezifikation\" f\u00fcr Wolken zu \u00e4ndern, um den Rendermodus mit halber Aufl\u00f6sung zu verwenden und die Anzahl der Raymarche-Schritte zu erh\u00f6hen. Dadurch erhalten die Spieler\/innen ein konsistenteres und weniger verrauschtes Wolkenrendering (\u00e4hnlich wie bei der neuen Qualit\u00e4tseinstellung \"Fotomodus\") bei geringeren GPU-Kosten im Vergleich zu den vorherigen Einstellungen f\u00fcr \"sehr hohe Spezifikation\". Dadurch k\u00f6nnen hoffentlich mehr Spieler\/innen die neuen High-Fidelity-Rendering-Verbesserungen im Spiel genie\u00dfen.\n\nAu\u00dferdem erhielt das Rendering-Team weitere Unterst\u00fctzung bei der Einf\u00fchrung des PSO-Caching und der Anforderungssammlung, um Redundanzen im PSO-Cache und bestimmte Shader-Flags f\u00fcr die \u00c4nderung von Vertex-Positionen und Texturkoordinaten zu beseitigen. Dadurch soll die Anzahl der Shader und PSOs, die f\u00fcr das Spiel ben\u00f6tigt werden, minimiert werden.\n\nAu\u00dferdem wurden verschiedene Vulkan-Probleme behoben, die w\u00e4hrend der PTU-Spieltests aufgetreten sind.\n\nL\u00e4ngerfristig wurde die Arbeit am temporalen Rendermodus fortgesetzt. Alle Konfidenzmetriken, mit denen entschieden wird, ob die Verlaufsdaten nach der Reprojektion beibehalten werden, ber\u00fccksichtigen jetzt auch die Bewegung und Tiefe der Szene. Der temporale Rendermodus wurde auch mit den verschiedenen vom Renderer unterst\u00fctzten temporalen Upsampling-L\u00f6sungen getestet.\n\nTechnische Animation\nDas Team von Tech Animation hat weiterhin neue K\u00f6pfe f\u00fcr den DNA-Genpool erstellt und implementiert und ist nicht weit davon entfernt, die Initiative von 40 K\u00f6pfen f\u00fcr jedes Geschlecht abzuschlie\u00dfen.\n\nViele Entwickler\/innen besch\u00e4ftigen sich derzeit mit den Komplikationen beim An- und Ausziehen von Spieler\/innen und NSCs live in der Engine.\n\n\"Mit der Hinzunahme von Animationsressourcen machen wir gro\u00dfe Fortschritte, sowohl bei der Erstellung der Assets f\u00fcr die Animation als auch bei der Entwicklung brauchbarer Pipelines, um den gesamten Prozess f\u00fcr alle Beteiligten zu beschleunigen.\" Tech Animation Team\n\nAu\u00dferdem ist das Team ma\u00dfgeblich an der Entwicklung und Umsetzung neuer Kreaturen f\u00fcr PU und SQ42 beteiligt.\n\nDas Team ist auch an der Entwicklung von Verbrauchsg\u00fctern und der Einrichtung von Nahrungsmitteln beteiligt und versucht, diese Initiative zu leiten und zeitsparende Arbeitsabl\u00e4ufe zu f\u00f6rdern.\n\nSchlie\u00dflich haben sie die Alpha 3.23 weiter unterst\u00fctzt und daf\u00fcr gesorgt, dass die Inhalte integriert, getestet und f\u00fcr die Spieler\/innen bereit sind.\n\nTech Design\nTech Design leistete allgemeinen technischen Support f\u00fcr Alpha 3.23, einschlie\u00dflich der Behebung von Fehlern, die dazu f\u00fchrten, dass T\u00fcren und Treibstofftanks in den neuen Distributionszentren nicht explodierten.\n\nBei den Schiffen wurde die Waffenbalance und die KI nach dem Feedback der Regisseure \u00fcberarbeitet. F\u00fcr letztere wurde ein einfacheres KI-Verhalten f\u00fcr sehr leichte, leichte und einf\u00fchrende Missionen entwickelt.\n\nDie Aufzugstafeln mehrerer Schiffe wurden um eine Handlungsaufforderung erg\u00e4nzt und ein Problem behoben, das die Spieler\/innen daran hinderte, im MISC Freelancer aus dem Bett zu steigen.\n\nF\u00fcr Arena Commander wurde die Arbeit am Spielmodus Ressourcennetzwerk fortgesetzt. Unter anderem wurden T\u00fcren ohne Strom ge\u00f6ffnet (aber nicht geschlossen), um zu verhindern, dass Spieler\/innen in der Falle sitzen.\n\nUI\nIm April konzentrierte sich das Team in Montreal auf das Cargo-Feature und arbeitete eng mit Core Gameplay am Ressourcennetzwerk-Mandat, wozu auch die Freigabe der Wireframes geh\u00f6rte. Sie werden bald mit der Erstellung von Mockups beginnen.\n\nIn Gro\u00dfbritannien hat das UI-Team den letzten Schliff an den neuen UIs f\u00fcr den Visor, das mobiGlas und die Karten vorgenommen. Sie f\u00fcgten auch die letzten fehlenden Funktionen wie das Chat-Fenster und die Gesetzes-Widgets hinzu.\n\nAuch das Feedback der Spieler\/innen wurde ber\u00fccksichtigt, z. B. die Reduzierung des Hologramm-Effekts auf dem HUD und die Wiedereinf\u00fchrung unterschiedlich geformter Quantenreise-Marker. Das Team hat auch an der Grafik gefeilt und Fehler behoben.\n\nVFX\nIm letzten Monat konzentrierte sich das VFX-Team auf die Fehlerbehebung f\u00fcr den kommenden Patch. Dazu geh\u00f6rte das Testen des Spiels, um gr\u00f6\u00dfere Probleme zu finden, die sofort behoben werden mussten, oder um kleinere Probleme zu identifizieren, die sicher genug waren, um sie zu beheben, ohne andere Bugs zu riskieren.\n\nSie arbeiteten auch eng mit der Grafikabteilung und Planet Tech zusammen, um sicherzustellen, dass die unterst\u00fctzenden Effekte f\u00fcr Wasser wie erwartet funktionieren und nicht zu teuer sind. Sie arbeiteten auch an einer Reihe von Fahrzeugen f\u00fcr eine kommende Version.","zh_CN":"PU Monthly Report\nApril 2024\nWelcome to the latest PU Monthly Report, this time detailing all the development progress made throughout April. With the imminent release of Alpha 3.23, most teams began or continued tasks for events and releases coming soon and further into the year.\n\nRead on for the latest updates on jump points, weapon animation, the Anvil Legionnaire, and more.\n\nAI (Features)\nThroughout April, AI Features put significant effort into the Alpha 3.23 release, specifically the kopion creature that will be found across planetary surfaces and in caves.\n\n\u201cWe\u2019re really excited to share this new creature and the gameplay possibilities it provides. Kopions are the first of the creatures we have been working on and have posed many challenges during their development. We also had the pleasure of bringing all the hard work of other teams into a cohesive whole.\u201d AI Features Team\n\nNew features added for creatures include ground alignment tech, which allows them to appear correctly situated when moving across the terrain, and the ability to attack in formation. The attacks themselves require motion warping and melee attack technology to connect with the player. The team also put a lot of effort into ensuring that these functionalities work well across different environments.\n\nAI (Tech)\nLast month, AI Tech focused on planetary navigation mesh, with the version implemented recently receiving significant improvements. Firstly, they removed generation limits over planet latitude, which gives stronger coupling with planetary terrain patches, allowing the nav mesh to generate correctly over the planet efficiently. They then improved generation response at lower framerates so that movement over planets in non-ideal performance scenarios results in acceptable nav-mesh generation times.\n\nThe multipath code was then optimized to execute faster, which will result in quicker generation of paths into, out of, and between usables. The team also enabled failure detection code in the movement system component to identify and fix situations where NPCs were standing on usables or out of the nav mesh.\n\nAnother key feature worked on was the boids system used for the new marok creature. April saw the devs improving network synchronization and extending the system to support audio triggers from different agent states. Several optimizations were also made to the overall code.\n\nSignificant time was spent verifying multiple parts of the AI system after evaluating the EPTU optik profiles. For example, the team optimized some of the navigation code involved in the destruction of navigation links and navigation volumes when larger outposts stream out.\n\nThe pathfinder was also switched from running using background jobs to batch jobs. The main pool that serves requests was split into two to better serve multipath and standard-path searches. Moving the calculation into batch jobs allows an increased number of calculations, which provides much faster results and utilizes more CPU time where available. These jobs are lower priorities, so they can always provide space for more urgent calculations and continue work across multiple frames. This should result in quicker response times for NPCs at lower FPS.\n\nIn parallel with supporting the Apollo Subsumption editor, AI Tech are also working on a new UX design for their internal tool.\n\nProgress was also made on the spaceship combat behavior, which is planned for release in Alpha 3.23. All NPC fighters now use this behavior, which involves them using limited ballistic ammo rather than infinite rounds as before.\n\nFinally for AI Tech, they implemented point defense cannons that will protect capital ships from incoming missiles.\n\nAnimation\nIn April, the Animation team worked on various creatures, including two predators and a prey animal. They also spent time polishing player movement in space and when prone (which will be live in Alpha 3.23) and implemented hit reactions for when AI is out in the open.\n\nThe Facial Animation team continued to develop facial animations for various game elements.\n\nArt (Characters)\nIn April, the Character Art team began work on two specialist armors, reworked a utility armor, and supported requests for the Character Customizer. They also continued working on creatures.\n\nThe Character Concept Art team continued developing specialist armors and completed handoff sheets.\n\nThe Hair team kicked off new hairstyles for Alpha 4.0 and undertook R&D on fur.\n\nArt (Ships)\nThe Ships team progressed with the RSI Zeus, continuing with the beauty and polish stage. The cockpit is now greybox complete, which established the standard for the remainder of the ship. The habitation area is receiving the last elements of polish, including resolving the ceiling and personal storage areas. The cargo room ceiling had a pass and the devs began finalizing the walls. The mess hall is nearing completion, as is the central hallway.\n\nWork on the exterior progressed well too, which now has a significantly increased level of detail throughout. The team are currently going through all other sections to ensure they have the same level of detail. Ships also started looking at lighting, including a pass of every room and the entire exterior. Following this, it will be outfitted with proper fixtures.\n\nThe Anvil Legionnaire is now whitebox complete, though requests were made to improve its usability when boarding hostile vessels. The devs are currently exploring options for collapsable cover built into the boarding tunnel.\n\nElsewhere, Resource Network work was finished for 10 ships, while legacy updates were made to three additional ships to support a new selection of paints.\n\nAudio\nFor the upcoming Alpha 3.23 release, the Audio Vehicle team completed their first milestone in overhauling the ship audio experience with new thruster sounds, which is rolling out to all new ships.\n\n\u201cThe goal was to restructure our process of designing and implementing ship thruster audio in order to unify the setup of all ships and streamline our pipeline. This ensures that sound designers will have fewer sounds to design, but every asset will have a greater impact. Our objective was to immerse our pilots in hard-hitting and reactive sounds, resulting in a memorable flight experience, whatever ship they choose to fly.\u201d Audio Team\n\nThey are now also using a shared and extensive set of game parameters that modulate different layers in a variety of ways. This, paired with a more extensive matrix of generic assets designed to fit manufacturers, classes, and sizes of ships, results in a much more granular and interactive experience for the player while giving every brand a clear sonic identity. This is supported by bespoke sounds made individually for every ship to give them all a unique flavor.\n\nFinally for Vehicle Audio, the devs introduced a very early state of manufacturer-based soundproofing \u2013 with this, each brand will have a unique soundproofing profile, heard when players are in first person, to further improve immersion. The new thrusters and audio features were rolled out with the Anvil F7A Hornet Mk II and will be utilized on every new ship going forward, with the team converting older ships periodically.\n\nThe Audio Environment team polished the first ambience pass for Distribution Centers while continuing to develop new systemic ambience. Although this new system is still early in development, the team was able to add it into the Distribution Centers, improving ambience for players at these locations. Alongside this, the team finished their pass on the new features for Alpha 3.23, including wildlife.\n\nCommunity\nThe Community team started the month by celebrating Triggerfish with the announcement of the MISC R.A.P.T.O.R, the ultimate weapon in the war against garbage! They also supported the April Fools' Arena Commander mode.\n\nCommunity support continued for the Overdrive Initiative, including the Overdrive Initiative FAQ.\n\nRegarding upcoming updates, the team published the Alpha 3.23 Patch Watch, which highlights the features and improvements that do not appear on the Public Roadmap.\n\nThe team also supported the live release of the RSI Launcher 2.0 - a full revamp of the application with the ultimate goal of serving as a reliable tool for the community.\n\nThe Bar Citizen World Tour continues in 2024, with team members joining the fun in Chicago this month. For those looking forward to a future event, a more detailed schedule for this year's Bar Citizen World Tour will be published soon.\n\nPlanning for this year's CitizenCon in Manchester, UK, on October 19-20, is underway.\n\n\"With over 3,700 tickets already claimed, this year's CitizenCon has already shattered previous attendance records, marking it officially the largest Star Citizen event yet! Despite still being April, the team is already deep in planning for the layouts and key components of this year's show and can't wait to see you all in Manchester this October!\" Community Team\n\nIn addition, the annual community-created System 7 Racing League, organized by ATMO Esports, is ongoing, with the team continuing their support for the event.\n\nFinally, the Community Team published the weekly This Week In Star Citizen schedules alongside the most recent updates on the upcoming gameplay features in Roadmap Roundup. The Arena Commander Schedule was also updated to provide better visibility on game mode rotation and special modes. Besides these, many other support tasks were done to prepare for Alpha 3.23, 4.0, and beyond.\n\nCore Gameplay\nIn April, the Core Gameplay Pillar closed out features and prepared them for release in Alpha 3.23. A significant amount of time was invested into polishing and bug fixing as well as reviewing feedback from the community to improve features where possible.\n\nFor example, various improvements were made to weapons, including enabling the interrupting and canceling of backpack reloading and ammo repooling via actions like weapon swap, sprint, and melee.\n\nSupport was also added for hit-marker sounds, while recoil patterns are now the same for tap-firing and holding the fire button.\n\nADS mouse sensitivity is not scaled down for higher FOVs anymore, and weapon bandwidth usage was improved.\n\nFor jump points, the team enabled new fail states if a jump drive detaches or stops functioning and added tunnel push force from the edges of the map to help players stay on course. They also implemented the first pass of procedurally generated tunnels from design parameters, including randomness to tunnel shapes for variety.\n\nFor the resource network and engineering, the team implemented a throttle that manages power in one-SCU segments based on the updated UI design.\n\nAdditional item power range modifiers were added, which enable extra behaviors currently used for heat generation. This entered optimization for eventual release.\n\nFor the life support and room system, the team implemented filters that degrade over time, with the life-support generator ceasing to work once all are used.\n\nGas propagation now uses accurate positioning within rooms, while atmospheres will equalize differently depending on whether they\u2019re high or low-atmosphere environments.\n\nThe technical requirements for crafting were scoped out with Design, and room-system documentation was updated to enable other teams to better implement their work.\n\nApril saw continued work on Maelstrom and the radar and scanning feature.\n\nPlanning continued for the transit refactor, and fixes were made for various analytic events not reporting correctly.\n\nFor Arena Commander, the team began refactoring the Spectator module and player component. They also updated how Arena Commander uses comm-link notifications and completed a pass over various game modes and awards for Alpha 3.23.\n\nChanges were made to Pirate Swarm\u2019s final wave, which now uses two Idris capital ships. Gun Rush now supports multiple weapon lists (controlled by badges) that can be randomized from all enabled weapons.\n\nVOIP and mute\/unmute were added back into Arena Commander too.\n\nFurther development was done on the Contracts Manager, with the team providing code support for cargo hauling missions. \u2018Or\u2019 missions were added back in, where players can choose between objectives, and general bug fixing was done.\n\nReputation-based hostility was further worked on too. Alongside several issues and improvements, a new neutral zone was added. This is a special restricted area that all players have permission to be in, with NPCs ignoring reputation relationships and criminality and reacting neutrally to everyone. However, access will be revoked for any non-justified hostile act, with everyone else seeing that person as hostile and attacking accordingly.\n\nTo regain access after hostile actions, the offending player will need to exit the zone and wait a set amount of time before entering again. Remaining inside when hostile or entering before the allotted time will completely reset the timer.\n\nFor cargo, Core Gameplay progressed with freight elevators, item banks, and persistent hangars.\n\nIn-Game Branding\nLast month, the Branding and Vehicle teams worked closely to create brand identities for upcoming and existing vehicles within the game.\n\nThey also continued to develop an in-house tool for all manufacturers, from ships to signage. This will be a versatile and invaluable tool for everyone working on the game and lead to the unification of the different brands across the entire game.\n\nInteractables\nThe Interactables team completed their work on fire extinguisher recharge cabinets, including both high-tech and low-tech versions. These will be placed in hangars for convenience and aid in ship-fire gameplay.\n\nIndustrial cargo containers had their final art passes, including branding and signage, giving them more credibility as container storage.\n\nLighting\nLighting spent time in April polishing Distribution Centers before moving on to instanced hangars and freight elevators, with the aim of making every interaction an engaging event.\n\nLocations\nThe Locations teams spent April closing out features for Alpha 3.23. For example, the Sandbox team completed Distribution Centers, adding the last elements of polish before shipping. The team are looking forward to players getting their hands on these locations and will be looking for feedback that they can take forward as Distribution Centers evolve in the future.\n\nThe Sandbox team are currently finalizing the last few outposts going into Pyro for Alpha 4.0 whilst supporting other Locations teams with their tasks for the upcoming patch release.\n\nThe Landing Zone team finalized art for the cargo initiative and helped out other teams on Alpha 3.23.\n\nMission Design\nLast month, Mission Design continued to polish content for Alpha 3.23, including XenoThreat and fauna-related missions. They also made quality-of-life improvements to missions, including Missing Persons, and supported content for Distribution Centers.\n\nWork was done on the new Contracts Manager to ensure it has all the existing functionality alongside improvements. They also made the Commodity Update Journal entry a lower-priority notification and reassessed what missions notify players when they\u2019re available. Further bug fixing was done for Overdrive Initiative too.\n\nThe team then used the extra time until the cargo updates to add additional high-quality content and further polish the Cargo Hauling and Kill and Collect missions:\n\n\u201cThe various shipping companies of Stanton often outsource cargo hauling to freelancers through contracts. These job-board missions task the player with picking up the designated cargo shipment at one or more locations and offloading it at one or more destinations. At their core, these missions will test the player\u2019s knowledge of their ship\u2019s specs and their ability to weigh the time spent loading and traveling against the payout.\n\nThey will see the player transport goods back and forth to various jump points, LEOs, Lagrange points, landing zones, and Distribution Centers. These goods consist of various commodities and vehicles of real value, allowing players to get a rudimentary sense of what it will be like to have a hauling career. Simultaneously, this represents our first step toward implementing the logistical structure of the \u2018verse in a tangible, playable form, prior to a Quanta-controlled system.\u201d Mission Design Team\n\nNarrative\nApril was a very busy month for the Narrative team, who worked hard preparing for the Alpha 3.23 patch. This included crafting new Distribution Center missions, creature-hunting missions, polishing the new UI layouts, and reworking hint text alongside bug fixing.\n\nLooking ahead, the team helped with the upcoming Invictus Launch Week, making sure everything is ready for players to visit in-game. This was a particular focus of the Narrative Design team, who looked at the NPCs attending the event. The team also spent time working on cargo gameplay, providing UI and mission support.\n\nAdditionally, the Narrative team did a lot of planning and pre-production work for Star Citizen 1.0, detailing the scripts and assets that will be needed for its release. This includes looking at legacy work done in the game\u2019s early releases and analyzing how best to update it to meet current standards.\n\nAnother batch of lore went up on the website as well, including a Mirai Portfolio, an excellent batch of new Galactapedia entries, and a Whitley\u2019s Guide to the Drake Vulture.\n\nOnline Technology\nAfter several sprints, the Online Services Team completed their refactor of the social services backend. This involved porting the services to gRPC, as well as making updates related to server meshing.\n\nOnline Services also completed work relating to EAC anti-cheat in preparation for enabling the enforcement of sanctions. This is currently going through the first round of QA testing. The team also supported Alpha 3.23 by bug fixing and helping triage performance issues.\n\nOver the past month, the Live Tools Team worked to ensure compatibility between the Network Operation Center in Hex and the modifications being made on the services side for version 3.23. They're also implementing new modules to assist different types of users.\n\nAdditionally, the team continued to enhance other internal development tools and provide support and maintenance.\n\nR&D\nR&D spent April supporting Alpha 3.23. For example, the half-resolution render mode was updated to accompany the new cloud rendering improvements and the introduction of ground fog.\n\nThis mode serves as a good compromise between quality and performance and will be superseded by the temporal render mode, which is still a work in progress. Improvements include the cleaner rendering of silhouettes and foliage, less blurry results from orbit, and better low discrepancy sampling. Due to these improvements, the decision was made to alter the \u2018very high spec\u2019 settings for clouds to use the half-resolution render mode and increase the number of raymarching steps. As a result, players will see more consistent and less-noisy cloud rendering (similar to the new \"photo mode\" quality setting) at reduced GPU cost compared to the previous \u2018very high spec\u2019 settings. This will hopefully allow more people to enjoy the new high-fidelity rendering improvements in-game.\n\nAdditionally, further support was given to the Rendering team to roll out PSO caching and request collection to eliminate PSO cache redundancies and certain shader flags for vertex position and texture coordinate modification. This is to minimize the number of shaders and PSOs needed to run the game.\n\nSupport was also given for various Vulkan issues that were revealed during PTU play testing.\n\nLonger term, work progressed on the temporal render mode. All confidence metrics, which are used to decide whether to keep history data after reprojection, now also factor in scene motion and depth. The temporal render mode was also tested against the various temporal upsampling solutions supported by the renderer.\n\nTech Animation\nThe Tech Animation team continued to generate and implement new head assets to the DNA gene pool, and are not far from completing the initiative of 40 heads for each gender.\n\nMany devs are currently dealing with the complications of players and NPCs putting on and taking off clothes live in the engine.\n\n\u201cThis has been ongoing for some time and, with the addition of animation resources into the mix, we are seeing great headway in both generating the assets for animation and generating usable pipelines to expedite the entire process for everyone involved.\u201d Tech Animation Team\n\nAdditionally, the team are intrinsic in the creation and implementation of new creatures for both the PU and SQ42.\n\nThey\u2019re also involved in work toward consumables and the setup of foodstuffs, with the team aiming to guide this initiative and promote time-saving workflows.\n\nLastly, they continued to support Alpha 3.23, ensuring content is integrated, tested, and ready for players.\n\nTech Design\nTech Design provided general tech support for Alpha 3.23, including fixing bugs affecting doors and fuel tanks not exploding in the new Distribution Centers.\n\nFor ships, iteration was done on weapon balance and AI following director feedback. For the latter, an easier AI behavior was created for use in very easy, easy, and introductory missions.\n\nA call-to-action prompt was added to the elevator panels of multiple ships, and an issue preventing players from getting out of bed in the MISC Freelancer was fixed.\n\nFor Arena Commander, work continued on the Resource Network game mode, including enabling doors without power to be openable (but not closable) to prevent players from being trapped.\n\nUI\nIn April, the Montreal-based team focused on the Cargo feature and worked closely with Core Gameplay on the Resource Network mandate, which included getting wireframes signed off. They will begin creating mockups soon.\n\nIn the UK, the UI team added the final touches to the new UIs for the visor, mobiGlas, and maps. They added the final missing features, such as the chat window and law widgets, too.\n\nUpdates were also made based on player feedback, such as reducing the hologram effect on the HUD and bringing back differently shaped quantum-travel markers. The team spent time polishing visuals and bug fixing as well.\n\nVFX\nLast month, the VFX team focused on bug fixing for the upcoming patch. This involved playtesting the game to find major issues that needed solving immediately or identifying smaller issues that were safe enough to fix without risking creating other bugs.\n\nThey also worked closely with Graphics and Planet Tech to ensure the supporting effects for water were working as expected and not too expensive. They also worked on a variety of vehicles for an upcoming release."},"links_count":0,"comment_count":0,"created_at":"2024-05-01T20:00:00+00:00","created_at_human":"2 years ago"},"meta":{"processed_at":"2026-05-07 23:08:11","valid_relations":["images","links"],"prev_id":19947,"next_id":19951}}