{"data":{"id":20039,"title":"Star Citizen Monthly Report: June 2024","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/20039-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/20039","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/20039","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":35780,"name":"show-us-your-colors-2024-winners.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/2c9b5f6834f4e3cda6d7f64ec8741afa56f9fed1\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskUQL2JdAybraCwnykTM95FbwFVBASMjta\/show-us-your-colors-2024-winners.png","alt":"g-illustration","size":4456199,"mime_type":"image\/png","last_modified":"2024-07-03T23:01:11+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/35780","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/35780\/similar"},{"id":35790,"name":"locations.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/5409d129948c75ea2a3f9ddc6e0ddd1633f1d5b2\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskGnD2YMnmqg87jyW2ppBzf71PQgtpSuzv\/locations.png","alt":"g-illustration","size":2560487,"mime_type":"image\/png","last_modified":"2024-07-03T23:01:19+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/35790","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/35790\/similar"},{"id":35792,"name":"banner-june-2024.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/0934f715aa9cd1b4e7803fa22fe4e817544665b5\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjGim739oB315DDdBiv1wG1maa9sXCMqxa\/banner-june-2024.png","alt":"g-banner-advanced","size":3293047,"mime_type":"image\/png","last_modified":"2024-07-03T23:01:20+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/35792","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/35792\/similar"}],"images_count":16,"translations":{"en_EN":"PU Monthly Report\nJune 2024\nWelcome to June\u2019s PU Monthly Report! Many teams progressed with their final tasks toward Alpha 3.24, while others are forging ahead with work on exciting features and content for Alpha 4.0 (and in some cases beyond). Read on for all the details, and we\u2019ll see you again this time next month.\n\nAI (Features)\nJune saw AI Features improving the behaviors of grouped NPCS for a more consistent combat experience. To do this, they added an object representing the group that shares perception information about targets at the appropriate time. This allows the designers to tailor combat experiences to the specific demands of the mission by deciding who is and isn\u2019t drawn into combat when it starts. It also allows them to \u2018cheat\u2019 a behavior for situations where communication between group members would be expected, e.g. via radio, preventing NPCs from doing a full first reaction when they would already know about the fight.\n\nThis is the first implementation of the system and the team will be playtesting and balancing it to make sure it presents a realistic but understandable challenge. Without the behavior, perception and entering combat would be more haphazard and not work well across the wide range of level and mission scenarios.\n\nAI (Game Intelligence Development Tools)\nJune saw the creation of a new team within the AI group, Game Intelligence Development Tools (GIDT).\n\nOne of the team\u2019s objectives is to focus on evaluating and improving tools and processes. For example, they\u2019re currently working with AI Tech to improve the Apollo Subsumption editor with improved UX. Following a successful prototype, the team are currently implementing some of the features directly in-engine. This new visual paradigm is known as Apollo StarScript.\n\nOther improvements include a new tool that enables the devs to group or ungroup task functions automatically, allowing them to easily add comments and visualize them when collapsed or expanded.\n\nAnother upcoming objective is to implement different service solutions for long-term AI functionalities, including the Quantum simulation, the Battle System, and the Commentator model.\n\nAI (Tech)\nJune saw AI Tech optimizing parts of the Vision system used by NPCs, which involved moving parts of NPC-visibility-check computation to the client. This will help when there are multiple players on the same server, giving improvements to reaction time and frame rate.\n\nThey\u2019re also investigating better ways to synchronize AI data between servers and clients in preparation for Server Meshing, which will allow for smoother transitions by keeping the same context when NPCs move from one server to another. As a test, they serialized more data into AI components, like path and movement requests.\n\nOn the ship AI side, functionality was added to point-defense cannons that allows them to track and shoot missiles. Improvements were also made to NPCs following leaders in formation by utilizing a PID controller for matching leader speed and adjusting roll based on the leader and NPC ship orientation.\n\nAlongside this, the AI Tools team began unifying functionality and fixed bugs in preparation for the Apollo UI redesign.\n\nAnimation\nThe Animation team continued to fix technical issues with the kopion, animate assets, and create new animations for numerous creatures.\n\nArt (Characters)\nIn June, the Character Art team progressed with three specialist armors, finalized the update to the utility armor, and supported requests for the Character Customizer. Art debt for looting items was worked on too.\n\nThe Character Concept Art team continued exploring designs for utility armors and completed handoff sheets for specialist armors, while the Hair team kicked off new beards and hairstyles.\n\nArt (Ships)\nLast month, the Ships team progressed with the RSI Polaris, getting close to finishing the interior for the greybox review. The exterior is heading toward final content, with the parallax occlusion mapping (POM) and lighting being completed. The RSI Zeus Mk II is also approaching its final content review.\n\nSeven unannounced vehicles were worked on too. Four are approaching the whitebox review stage, two are heading toward greybox review, and the last is nearly finished.\n\nCommunity\nThe Community team kicked off the month with May\u2019s PU Monthly Report, alongside the Drake Ironclad Q&A.\n\nThe team then supported Alien Week, which was followed by the return of XenoThreat. A New Player Guide was published alongside two contests, Show Us Your Colors and Supergalactic Xeno-Treat Smackdown.\n\nThe Community team is currently preparing for the Alpha 3.24 release as well as the upcoming Foundation Festival and Ship Showdown events.\n\nThe Bar Citizen World Tour continued, with team members visiting local events to meet with the community and share new loot, including the new Hui\u2019a Puzzle.\n\nThe team also spent time with the vibrant community in Asia, where we recently had the pleasure of attending two unforgettable events. First, our team traveled to Taipei for an incredibly immersive Bar Citizen (the decor was awesome!). There, we were treated to a handful of excellent presentations, including a live demonstration and tutorial by Morphologis, a racing tournaments that had us all on the edge of our seats (and screaming at the top of our lungs), and even some lively singalongs of pirate shanties courtesy of Drake Interplanetary.\n\nThen, last Saturday, we had the privilege of connecting with our community in Shenzhen, China, at their largest gathering yet (over 2,000 attendees!). We participated in a lively Q&A session, enjoyed a variety of tournaments, giveaways, cosplay, and much more. Events like these, especially on the opposite side of the globe, serve as a powerful reminder of the diversity and global reach of our community. What's most inspiring is that our shared passion for the universe we are building transcends all language and cultural barriers \u2013 whether you're in Shenzhen, France, Antarctica (you never know) or anywhere else on the planet, a Bar Citizen event always feels like home among like-minded pilots.\n\n\u201cWe kicked off another year of Bar Citizen events around the globe. As always, you all showed up in spades! It was wonderful meeting each and every one of you, hosting trivia challenges, enjoying good drinks, and great company. We can't wait to see you all again at upcoming events during PAX, TwitchCon, Gamescom, and more! So, if you're nearby, come on down and get your hands on an exclusive Hui'a! We would also like to say thank you to everyone supporting the development of Star Citizen and our recent updates, Tech Preview, and other PTU tests. We are committed to delivering a world-class game, for a world-class community, and your feedback is instrumentally important to us!\u201d - Community Team\n\nThe Community team continued detailing the weekly publishes with This Week in Star Citizen, and updated the Arena Commander Schedule.\n\nWith CitizenCon 2954 less than four months away, the team is working hard to deliver the most packed and exciting event to date. The CitizenCon Cosplay Contest is also back, with the team planning to share more details closer to the event.\n\nCore Gameplay\nFor Maelstrom, the development stream was recently published to the main internal branch. This provides a fresh set of features, such as a new unified-mesh-format grid with OC support per Maelstrom node for large vehicle destruction. It also provides tools to link gameplay events with destruction sequences, such as shatter, break, and integrity changes.\n\nThe unified mesh format brings numerous improvements to the Vulkan pipeline and internal code coverage alongside a flexible pipeline to bake supplementary data required for Maelstrom destruction. The ability to link internal Maelstrom sequences to game logic advances the devs' ability to easily build complex destruction sequences. Further development will bring Maelstrom destruction entities past the existing legacy destruction and harden the existing pipeline.\n\nFollowing a full task breakdown, implementation of the transit refactor began. This included setting up basic component and entity classes for destinations, gateways, and gateway peripherals. A new DebugGUI transport-network visualizer was created to assist the initial set up and inform Design of the setup of each transport network. The transit engineers also continued supporting the upcoming Alpha 3.24 release.\n\nFor Radar & Scanning, work was completed to allow FPS ping to be used from certain seats - the first being in vehicles that lack their own radar. Alongside this, the team resolved several issues when using an FPS radar within vehicle zones to detect things outside. Work continued on the highlighting effect caused by FPS ping, with the devs now able to apply different colors for different factors, such as hostility. Several other parameters were added to the highlight effect to allow the finetuning of visuals, including fade, timeout, occlusions, fill, and outline.\n\nSupport began for new vehicle brackets, including nameplate and distance, and parameters were added to control when and how they should show in different states, such as targeted and pinned. The removal of Scan Operator Mode started too, which will be replaced with ADS Scanning.\n\nThe team submitted the framework for a system that will allow Design to begin tagging which scan-producers specific radars run. For example, medical scanners may see health information, while police scanners can detect contraband. An improvement was made to the radar system, allowing faster scan speeds while maintaining performance. Support continued for radar with the Room Query System that allows the occlusion of people behind locked doors.\n\nFinally for Radar & Scanning, a new mechanic was implemented - Delta Signatures. This mechanic has vehicles emit signatures when certain actions are performed, such as ping activation, the activation of quantum boost, and the changing of Master Modes. UI to notify players when they detect a delta signature was implemented too.\n\nFor Arena Commander, the team focused on the new frontend style, the FPS horde mode, and backend support.\n\nThe implementation of the frontend restyle is nearly complete, with the majority now utilizing the new style and art direction. Several feature requests were sent to the Service teams after review, including a way to query game module and mode population and additional information for friends lists, such as the game mode and map.\n\nFor the FPS horde mode, the team implemented the Subsumption mission alongside a way to define spawn wave data. Design will soon begin reviewing the map and marking it up for AI ahead of the spawn-closet engineers becoming available post-Alpha 3.24.\n\nA playtest was conducted on an EVA-only map, Gundo. Due to limitations with the location causing balance concerns, this map will not be released and will instead be used for rapid in-situ developer iteration of the EVA system.\n\nFinally, the team began improving how badges are defined in the game code. This is due to limitations of the system as more teams utilize it. Improvements include giving designers more control over badges and their information by moving what was previously hardcoded to DataForge as well as adding several quality-of-life improvements for developers.\n\nEconomy\nThe Economy team progressed with tasks for Pyro, including setting up the shops and sorting out any related issues.\n\nThey also continued implementing the effort-vs-reward algorithm so that mission rewards are balanced according to the risk and time invested by the player. Support was provided for the coming changes to cargo and cargo missions too.\n\nAs mentioned in last month\u2019s report, the team worked to rebalance the prices for entire sets of items, including vehicle components (power plants, coolers, shields, quantum drives, weapons, etc.), FPS weapon attachments, ammunition, consumables, and commodities.\n\nThe team\u2019s ongoing work involves a new economy for quantum and hydrogen fuel to ensure that refueling isn\u2019t a chore while maintaining the narrative feel of a large universe with unique economies spread across different star systems.\n\nThey\u2019re also creating player profiles to better understand how different careers gain and use resources.\n\nGraphics, VFX Programming & Planet Tech\nLast month, the stability, performance, and memory usage of Vulkan continued to improve and is now much closer to being the default choice for Star Citizen. The team have also been in contact with AMD, Nvidia, and Intel to diagnose and fix various driver issues.\n\nThe Global Illumination team worked across a variety of areas. For example, they improved radiance cache resolution, made stability improvements, and optimized various areas with Fidelity FX. They also provided rough-specular support, improved motion-and-depth-complexity handling for the screen-space light cache, and updated the cascaded light grid to allow for a greater range of global illumination.\n\nGas-cloud color-processing volumes were added to allow the artists to vary the appearance of large gas clouds as players traverse them. The team also made the first pass at hooking up the required VFX to jump points alongside a new shader for the tunnel and a bespoke lighting and shadowing solution for ships inside it.\n\nSupport for fire hazards continued, which involved adding directionality to the generalized burn and dirt shader effect for entities. This allows localized burning, such as on one side of a door. Visual improvements were also added to creatures, such as the ability to spawn decals from GPU particles.\n\nA new managed-entity-region system was designed and entered development. The goal of this is to manage the lifetime of the many procedurally spawned entities, such as creatures and mineable rocks. This is critical to the introduction of persistent entities, server recovery, and server meshing, as these systems require very strict and careful management of entity lifetimes.\n\nGPU terrain generation was implemented as a stepping stone to the team\u2019s plans for fully GPU-generated virtualized terrain, which will be utilized in Planet Tech v5.\n\nFinally, an efficient query mechanism is being designed and added to planets. This will be used by the new location-scatter tool that will help populate planets for Star Citizen 1.0.\n\nIn-Game Branding\nThe In-Game Branding team made significant progress across various projects throughout June, including new navigational signage for Pyro and graffiti for Ruin Station. They also started work on a new location alongside the Landing Zone team.\n\nInteractables\nJune saw the Interactables team finishing off liquid containers, which will be used in the upcoming Blockade Runner missions. Hazardous containers were worked on too, with the team taking all sizes to final following destructibility tests.\n\nLighting\nThe Lighting team focused on work for Alpha 4.0, including tasks for the new acidic cave archetype, Pyro station modules, and outpost locations.\n\nThey\u2019re currently dialing in the atmospheres for all of Pyro\u2019s planets and moons to give each a unique look and feel.\n\nLocations\nThe Landing Zone team spent part of the month fixing bugs for cargo alongside adding to the variety of modules available for Pyro\u2019s stations.\n\nAlongside this, the Organics team progressed with asset creation for new biomes that will go on new planets in the future. They also closed out the acidic cave archetype.\n\nNarrative\nOne of the Narrative team\u2019s bigger focuses in June was their continued support of the upcoming cargo gameplay, which included writing new mission text. The team also dedicated time toward Star Citizen 1.0, diving deeper into the new content that patch will bring. Part of this will fall onto Narrative Design, who further expand the presence of Social AI in the universe.\n\nAdditionally, Narrative began building out the lore and mission text for a future large-scale event mission. They also provided the Branding team with several company bios that will be used to flesh out style guides.\n\n\u201cThis month also saw another edition of Loremakers: Community Questions go live, so be sure to check it out and then add your own questions to the Narrative Team Ask A Dev Spectrum page for a chance to have your question answered next time.\u201d Narrative Team\n\nThe team also published a fresh batch of Galactapedia entries alongside a story of Banu Divestment in honor of Alien Week.\n\nOnline Technology\nIn June, the Online Services team worked toward completing the Social Services backend overhaul. This will boost the performance and scalability of social functionalities, including chat, friends, and groups, and will enable the service to support a higher volume of concurrent users and requests. Additionally, it will simplify the integration of new features. For example, making things like creating and joining a party from within the Spectrum web portal possible.\n\nThe team also integrated a new version of Easy Anti-Cheat and will soon begin testing for false positives as well as testing the boot check feature on a limited sample size.\n\nFurthermore, the team progressed with potential features for Alpha 4.0. This included significant overhauls to the mission and marker systems as well as the development of the player-trade functionality, which align with the overarching objective of achieving Server Meshing.\n\nThe Networking team continued to work toward the first version of Server Meshing. This included testing various configurations for the mesh and the underlying cloud infrastructure while capturing critical performance information to help finetune and target bottlenecks.\n\nTech Art\/Animation\nThe Technical Animation team continued to invest in a wide range of long-term tasks, facilitating improvements across both projects.\n\nFor example, work progressed on the \u2018Put On, Take Off\u2019 initiative, which is close to completion. These animations will soon be integrated into the game and will significantly enhance the realism of character interactions and provide a more engaging player experience. Several creatures for Alpha 4.0 were finalized too.\n\nEnhancements were also made to the Character Customizer, including the successful integration of new heads. This enhancement will offer players more variety and customization options, further enriching personalization.\n\n\u201cOur ongoing collaboration with the SST and Cinematics departments remains strong. The focus on ensuring the technical implementation of animations and scene content is of the highest quality is unwavering. This synergy is crucial in maintaining the seamless integration of animations and ensuring a top-tier visual experience for our audience. The achievements of the Technical Animation team this past month are a testament to their hard work and dedication. As we move forward, we are confident that we will continue to reach new heights and deliver exceptional content for our players.\u201d Tech Animation Team\n\nVFX\nLast month, the VFX team supported teams on deliverables planned for Alpha 3.24 and 4.0, including the RSI Zeus Mk II.\n\nVFX also supported Locations on new biome archetypes, including acidic caves, alongside new modules for Pyro.\n\nFinally, VFX progressed with tasks for several upcoming features, such as fire hazards, the resource network, and Pyro.","de_DE":"PU-Monatsbericht\nJuni 2024\nWillkommen zum PU-Monatsbericht f\u00fcr den Monat Juni! Viele Teams haben ihre letzten Aufgaben f\u00fcr Alpha 3.24 erledigt, w\u00e4hrend andere an spannenden Funktionen und Inhalten f\u00fcr Alpha 4.0 (und in einigen F\u00e4llen dar\u00fcber hinaus) arbeiten. Lies weiter, um alle Details zu erfahren, und wir sehen uns n\u00e4chsten Monat um diese Zeit wieder.\n\nKI (Features)\nIm Juni haben die KI-Features das Verhalten von gruppierten NSCs verbessert, um ein einheitlicheres Kampferlebnis zu schaffen. Zu diesem Zweck wurde ein Objekt hinzugef\u00fcgt, das die Gruppe repr\u00e4sentiert und zum richtigen Zeitpunkt Wahrnehmungsinformationen \u00fcber Ziele weitergibt. So k\u00f6nnen die Designer\/innen das Kampferlebnis auf die spezifischen Anforderungen der Mission abstimmen, indem sie entscheiden, wer in den Kampf einbezogen wird und wer nicht, wenn er beginnt. Au\u00dferdem k\u00f6nnen sie ein Verhalten f\u00fcr Situationen \"schummeln\", in denen eine Kommunikation zwischen den Gruppenmitgliedern erwartet wird, z. B. \u00fcber Funk, um zu verhindern, dass NSCs eine vollst\u00e4ndige erste Reaktion zeigen, wenn sie bereits \u00fcber den Kampf Bescheid wissen.\n\nDies ist die erste Implementierung des Systems und das Team wird es testen und ausbalancieren, um sicherzustellen, dass es eine realistische, aber verst\u00e4ndliche Herausforderung darstellt. Ohne das Verhalten w\u00e4re die Wahrnehmung und das Eintreten in den Kampf eher zuf\u00e4llig und w\u00fcrde in den vielen verschiedenen Levels und Missionsszenarien nicht gut funktionieren.\n\nAI (Game Intelligence Development Tools)\nIm Juni wurde innerhalb der KI-Gruppe ein neues Team gegr\u00fcndet, Game Intelligence Development Tools (GIDT).\n\nEines der Ziele des Teams ist es, sich auf die Bewertung und Verbesserung von Tools und Prozessen zu konzentrieren. Zurzeit arbeitet das Team zum Beispiel mit AI Tech zusammen, um den Apollo Subsumption Editor mit verbesserter Benutzeroberfl\u00e4che zu verbessern. Nach einem erfolgreichen Prototyp implementiert das Team derzeit einige der Funktionen direkt in die Software. Dieses neue visuelle Paradigma ist unter dem Namen Apollo StarScript bekannt.\n\nZu den weiteren Verbesserungen geh\u00f6rt ein neues Tool, mit dem die Entwickler\/innen Aufgabenfunktionen automatisch gruppieren oder aufheben k\u00f6nnen, so dass sie ganz einfach Kommentare hinzuf\u00fcgen und sie visualisieren k\u00f6nnen, wenn sie zusammengeklappt oder erweitert sind.\n\nEin weiteres Ziel ist es, verschiedene Servicel\u00f6sungen f\u00fcr langfristige KI-Funktionen zu implementieren, darunter die Quantensimulation, das Kampfsystem und das Kommentatorenmodell.\n\nKI (Tech)\nIm Juni hat die KI-Abteilung Teile des Sichtsystems f\u00fcr NSCs optimiert, indem sie die Berechnung der Sichtbarkeitspr\u00fcfung f\u00fcr NSCs auf den Client verlagerte. Dies hilft, wenn sich mehrere Spieler\/innen auf demselben Server befinden, und verbessert die Reaktionszeit und die Bildrate.\n\nIn Vorbereitung auf das Server Meshing werden au\u00dferdem bessere M\u00f6glichkeiten zur Synchronisierung von KI-Daten zwischen Servern und Clients untersucht, die einen reibungsloseren \u00dcbergang erm\u00f6glichen, indem der gleiche Kontext beibehalten wird, wenn NSCs von einem Server zum anderen wechseln. Zu Testzwecken wurden mehr Daten in KI-Komponenten serialisiert, z. B. Pfad- und Bewegungsanfragen.\n\nAuf der Seite der SchiffskI wurde eine Funktion zu den Punktverteidigungskanonen hinzugef\u00fcgt, die es ihnen erm\u00f6glicht, Raketen zu verfolgen und abzuschie\u00dfen. Auch die NSCs, die den Anf\u00fchrern in Formation folgen, wurden verbessert, indem ein PID-Regler eingesetzt wurde, der die Geschwindigkeit des Anf\u00fchrers anpasst und die Drehung anhand der Ausrichtung des Anf\u00fchrers und des NSC-Schiffs anpasst.\n\nAu\u00dferdem hat das KI-Tools-Team damit begonnen, die Funktionen zu vereinheitlichen und Fehler zu beheben, um die Neugestaltung der Benutzeroberfl\u00e4che von Apollo vorzubereiten.\n\nAnimation\nDas Animationsteam hat weiterhin technische Probleme mit dem Kopion behoben, Objekte animiert und neue Animationen f\u00fcr zahlreiche Kreaturen erstellt.\n\nKunst (Charaktere)\nIm Juni hat das Character Art Team drei Spezialr\u00fcstungen weiterentwickelt, das Update f\u00fcr die Gebrauchsr\u00fcstung abgeschlossen und Anfragen f\u00fcr den Character Customizer bearbeitet. Au\u00dferdem wurde an der Kunstschuld f\u00fcr Beutegegenst\u00e4nde gearbeitet.\n\nDas Character Concept Art Team hat die Entw\u00fcrfe f\u00fcr die Gebrauchsr\u00fcstungen weiter erforscht und die \u00dcbergabeb\u00f6gen f\u00fcr die Spezialr\u00fcstungen fertiggestellt, w\u00e4hrend das Hair Team neue B\u00e4rte und Frisuren entwickelt hat.\n\nKunst (Schiffe)\nIm letzten Monat hat das Schiffsteam Fortschritte bei der RSI Polaris gemacht und ist kurz davor, die Innenausstattung f\u00fcr die Greybox-Review fertigzustellen. Das \u00c4u\u00dfere n\u00e4hert sich dem endg\u00fcltigen Inhalt, wobei das Parallax Occlusion Mapping (POM) und die Beleuchtung abgeschlossen werden. Auch der RSI Zeus Mk II n\u00e4hert sich der endg\u00fcltigen Inhalts\u00fcberpr\u00fcfung.\n\nAn sieben unangek\u00fcndigten Fahrzeugen wurde ebenfalls gearbeitet. Vier stehen kurz vor der Whitebox-\u00dcberpr\u00fcfung, zwei vor der Greybox-\u00dcberpr\u00fcfung und das letzte ist fast fertig.\n\nCommunity\nDas Community-Team hat den Monat Mai mit dem PU-Monatsbericht und dem Drake Ironclad Q&A eingeleitet.\n\nDanach unterst\u00fctzte das Team die Alien-Woche, auf die die R\u00fcckkehr von XenoThreat folgte. Ein Leitfaden f\u00fcr neue Spieler wurde ver\u00f6ffentlicht und zwei Wettbewerbe, Show Us Your Colors und Supergalactic Xeno-Treat Smackdown.\n\nDas Community-Team bereitet sich derzeit auf die Ver\u00f6ffentlichung der Alpha 3.24 sowie auf die kommenden Events Foundation Festival und Ship Showdown vor.\n\nDie Bar Citizen World Tour wurde fortgesetzt, bei der Teammitglieder lokale Events besuchten, um sich mit der Community zu treffen und neue Beute zu verteilen, darunter das neue Hui'a Puzzle.\n\nDas Team verbrachte auch Zeit mit der lebendigen Gemeinschaft in Asien, wo wir k\u00fcrzlich das Vergn\u00fcgen hatten, an zwei unvergesslichen Veranstaltungen teilzunehmen. Zun\u00e4chst reiste unser Team nach Taipeh, um an einer unglaublich beeindruckenden Bar Citizen teilzunehmen (die Dekoration war fantastisch!). Dort wurden wir mit einer Handvoll hervorragender Pr\u00e4sentationen verw\u00f6hnt, darunter eine Live-Demonstration und ein Tutorial von Morphologis, ein Wettrennen, bei dem wir alle mitfieberten (und uns die Lunge aus dem Leib schrien), und sogar ein paar schwungvolle Piratenlieder, die von Drake Interplanetary gesungen wurden.\n\nLetzten Samstag hatten wir dann das Privileg, unsere Community in Shenzhen, China, bei ihrem bisher gr\u00f6\u00dften Treffen (\u00fcber 2.000 Teilnehmer!) kennenzulernen. Wir nahmen an einer lebhaften Fragerunde teil, genossen eine Vielzahl von Turnieren, Giveaways, Cosplay und vieles mehr. Veranstaltungen wie diese, vor allem auf der anderen Seite des Globus, erinnern uns an die Vielfalt und die globale Reichweite unserer Gemeinschaft. Am inspirierendsten ist, dass unsere gemeinsame Leidenschaft f\u00fcr das Universum, das wir aufbauen, alle Sprach- und Kulturbarrieren \u00fcberwindet - egal ob du in Shenzhen, Frankreich, der Antarktis (man wei\u00df ja nie) oder sonst wo auf der Welt bist, ein Bar Citizen-Event f\u00fchlt sich immer wie ein Zuhause unter Gleichgesinnten an.\n\n\"Wir haben ein weiteres Jahr mit Bar Citizen-Events rund um den Globus begonnen. Wie immer seid ihr alle zahlreich erschienen! Es war wundervoll, jeden einzelnen von euch zu treffen, Trivia-Challenges zu veranstalten, gute Drinks zu genie\u00dfen und in toller Gesellschaft zu sein. Wir k\u00f6nnen es kaum erwarten, euch bei den n\u00e4chsten Veranstaltungen auf der PAX, der TwitchCon, der Gamescom und vielen mehr wiederzusehen! Also, wenn du in der N\u00e4he bist, komm vorbei und hol dir ein exklusives Hui'a! Wir m\u00f6chten uns auch bei allen bedanken, die uns bei der Entwicklung von Star Citizen und unseren j\u00fcngsten Updates, Tech Preview und anderen PTU-Tests unterst\u00fctzt haben. Wir sind bestrebt, ein Weltklassespiel f\u00fcr eine Weltklasse-Community zu entwickeln, und euer Feedback ist f\u00fcr uns von entscheidender Bedeutung!\" - Community-Team\n\nDas Community Team hat die w\u00f6chentlichen Ver\u00f6ffentlichungen mit Diese Woche in Star Citizen fortgesetzt und den Zeitplan f\u00fcr den Arena Commander aktualisiert.\n\nIn weniger als vier Monaten findet die CitizenCon 2954 statt und das Team arbeitet hart daran, das bisher vollste und aufregendste Event auf die Beine zu stellen. Auch der CitizenCon-Cosplay-Wettbewerb findet wieder statt, und das Team plant, weitere Details kurz vor dem Event bekannt zu geben.\n\nKern-Gameplay\nDer Entwicklungsstrom f\u00fcr Maelstrom wurde k\u00fcrzlich im internen Hauptzweig ver\u00f6ffentlicht. Dieser bietet eine Reihe neuer Funktionen, wie z. B. ein neues Unified-Mesh-Gitter mit OC-Unterst\u00fctzung pro Maelstrom-Knoten f\u00fcr die Zerst\u00f6rung gro\u00dfer Fahrzeuge. Au\u00dferdem bietet er Werkzeuge, um Gameplay-Ereignisse mit Zerst\u00f6rungssequenzen zu verkn\u00fcpfen, z. B. Zerschmettern, Brechen und Integrit\u00e4ts\u00e4nderungen.\n\nDas einheitliche Mesh-Format bringt zahlreiche Verbesserungen f\u00fcr die Vulkan-Pipeline und die interne Codeabdeckung sowie eine flexible Pipeline zum Backen zus\u00e4tzlicher Daten, die f\u00fcr die Maelstrom-Zerst\u00f6rung ben\u00f6tigt werden. Die M\u00f6glichkeit, interne Maelstrom-Sequenzen mit der Spiellogik zu verkn\u00fcpfen, verbessert die F\u00e4higkeit der Entwickler\/innen, komplexe Zerst\u00f6rungssequenzen zu erstellen. Die weitere Entwicklung wird die Maelstrom-Zerst\u00f6rungseinheiten \u00fcber die bestehende Legacy-Zerst\u00f6rung hinaus bringen und die bestehende Pipeline h\u00e4rten.\n\nNach einer vollst\u00e4ndigen Aufgabenteilung begann die Umsetzung des Transit-Refactors. Dazu geh\u00f6rte die Einrichtung grundlegender Komponenten- und Entit\u00e4tsklassen f\u00fcr Ziele, Gateways und Gateway-Peripherieger\u00e4te. Ein neuer DebugGUI-Visualisierer f\u00fcr Transportnetzwerke wurde erstellt, um die Ersteinrichtung zu unterst\u00fctzen und das Design \u00fcber die Einrichtung der einzelnen Transportnetzwerke zu informieren. Die Transit-Ingenieure haben auch die Unterst\u00fctzung f\u00fcr die kommende Version Alpha 3.24 fortgesetzt.\n\nIm Bereich Radar & Scanning wurde die Arbeit daran abgeschlossen, dass FPS-Ping von bestimmten Pl\u00e4tzen aus genutzt werden kann - zum ersten Mal in Fahrzeugen ohne eigenes Radar. Au\u00dferdem hat das Team mehrere Probleme gel\u00f6st, die bei der Verwendung eines FPS-Radars innerhalb von Fahrzeugzonen auftraten, um Dinge au\u00dferhalb zu erkennen. Die Arbeit am Hervorhebungseffekt, der durch den FPS-Ping verursacht wird, wurde fortgesetzt, so dass die Entwickler jetzt verschiedene Farben f\u00fcr unterschiedliche Faktoren, wie z. B. Feindseligkeit, anwenden k\u00f6nnen. Mehrere andere Parameter wurden dem Hervorhebungseffekt hinzugef\u00fcgt, um die Feinabstimmung der Optik zu erm\u00f6glichen, darunter Verblassen, Timeout, Verdeckungen, F\u00fcllen und Umriss.\n\nAu\u00dferdem wurden Parameter hinzugef\u00fcgt, mit denen du festlegen kannst, wann und wie sie in verschiedenen Zust\u00e4nden angezeigt werden sollen, z. B. als Zielscheibe oder angeheftet. Au\u00dferdem wurde der Scan-Operator-Modus entfernt und durch das ADS-Scanning ersetzt.\n\nDas Team hat das Ger\u00fcst f\u00fcr ein System vorgelegt, mit dem Design damit beginnen kann, zu markieren, welche Scan-Erzeuger bestimmte Radare betreiben. Zum Beispiel k\u00f6nnen medizinische Scanner Gesundheitsinformationen anzeigen, w\u00e4hrend Polizeiscanner Schmuggelware erkennen k\u00f6nnen. Das Radarsystem wurde verbessert und erm\u00f6glicht nun schnellere Scangeschwindigkeiten bei gleichbleibender Leistung. Das Radarsystem wird weiterhin durch das Room Query System unterst\u00fctzt, mit dem Personen hinter verschlossenen T\u00fcren verdeckt werden k\u00f6nnen.\n\nSchlie\u00dflich wurde f\u00fcr Radar & Scanning eine neue Mechanik eingef\u00fchrt - Delta Signatures. Diese Mechanik l\u00e4sst Fahrzeuge Signaturen aussenden, wenn bestimmte Aktionen ausgef\u00fchrt werden, wie z. B. die Ping-Aktivierung, die Aktivierung des Quanten-Boosts und der Wechsel des Master-Mods. Au\u00dferdem wurde eine Benutzeroberfl\u00e4che implementiert, die die Spieler\/innen benachrichtigt, wenn sie eine Delta-Signatur entdecken.\n\nBei Arena Commander konzentrierte sich das Team auf den neuen Frontend-Stil, den FPS-Hordenmodus und die Backend-Unterst\u00fctzung.\n\nDie Umsetzung der Neugestaltung des Frontends ist fast abgeschlossen und der Gro\u00dfteil des Spiels nutzt nun den neuen Stil und die neue Grafik. Mehrere Funktionsw\u00fcnsche wurden nach der \u00dcberpr\u00fcfung an die Serviceteams geschickt, darunter eine M\u00f6glichkeit zur Abfrage von Spielmodulen und Spielmoduspopulationen sowie zus\u00e4tzliche Informationen f\u00fcr Freundeslisten, wie Spielmodus und Karte.\n\nF\u00fcr den FPS-Horde-Modus implementierte das Team die Subsumption-Mission sowie eine M\u00f6glichkeit, Spawn-Wellen-Daten zu definieren. Das Designteam wird bald damit beginnen, die Karte zu \u00fcberpr\u00fcfen und sie f\u00fcr die KI zu markieren, bevor die Spawn-Closet-Ingenieure nach Alpha 3.24 verf\u00fcgbar sind.\n\nEin Playtest wurde auf einer reinen EVA-Karte, Gundo, durchgef\u00fchrt. Aufgrund von Problemen mit der Balance wird diese Karte nicht ver\u00f6ffentlicht und stattdessen f\u00fcr eine schnelle Iteration des EVA-Systems durch die Entwickler vor Ort genutzt.\n\nSchlie\u00dflich hat das Team damit begonnen, die Definition der Abzeichen im Spielcode zu verbessern. Das liegt daran, dass das System an seine Grenzen st\u00f6\u00dft, je mehr Teams es nutzen. Zu den Verbesserungen geh\u00f6rt, dass die Designer\/innen mehr Kontrolle \u00fcber die Abzeichen und ihre Informationen haben, indem sie das, was bisher fest kodiert war, zu DataForge verlagern und verschiedene Verbesserungen der Lebensqualit\u00e4t f\u00fcr die Entwickler\/innen hinzuf\u00fcgen.\n\nWirtschaft\nDas Wirtschaftsteam machte Fortschritte bei den Aufgaben f\u00fcr Pyro, einschlie\u00dflich der Einrichtung der Shops und der Behebung aller damit verbundenen Probleme.\n\nAu\u00dferdem wurde die Implementierung des Aufwand-Belohnungs-Algorithmus fortgesetzt, damit die Missionsbelohnungen dem Risiko und der investierten Zeit des Spielers entsprechen. Auch f\u00fcr die kommenden \u00c4nderungen an Fracht und Frachtmissionen wurde Unterst\u00fctzung geleistet.\n\nWie bereits im Bericht des letzten Monats erw\u00e4hnt, arbeitete das Team daran, die Preise f\u00fcr ganze Gruppen von Gegenst\u00e4nden, wie z. B. Fahrzeugkomponenten (Triebwerke, K\u00fchler, Schilde, Quantenantentriebwerke, Waffen usw.), FPS-Waffenaufs\u00e4tze, Munition, Verbrauchsg\u00fcter und Rohstoffe, wieder ins Gleichgewicht zu bringen.\n\nDas Team arbeitet derzeit an einer neuen Wirtschaft f\u00fcr Quanten- und Wasserstofftreibstoff, um sicherzustellen, dass das Tanken nicht zu einer l\u00e4stigen Pflicht wird und gleichzeitig das erz\u00e4hlerische Gef\u00fchl eines gro\u00dfen Universums mit einzigartigen Wirtschaften in verschiedenen Sternensystemen erhalten bleibt.\n\nAu\u00dferdem erstellen sie Spielerprofile, um besser zu verstehen, wie verschiedene Karrieren Ressourcen gewinnen und nutzen.\n\nGrafik, VFX-Programmierung und Planetentechnologie\nIm letzten Monat haben sich die Stabilit\u00e4t, die Leistung und die Speichernutzung von Vulkan weiter verbessert, so dass es jetzt viel n\u00e4her daran ist, die Standardwahl f\u00fcr Star Citizen zu sein. Das Team stand auch in Kontakt mit AMD, Nvidia und Intel, um verschiedene Treiberprobleme zu diagnostizieren und zu beheben.\n\nDas Global Illumination Team hat in vielen verschiedenen Bereichen gearbeitet. Sie haben zum Beispiel die Aufl\u00f6sung des Radiance-Caches verbessert, die Stabilit\u00e4t erh\u00f6ht und verschiedene Bereiche mit Fidelity FX optimiert. Au\u00dferdem wurde die Unterst\u00fctzung f\u00fcr grobe Spekulationen bereitgestellt, die Handhabung von Bewegung und Tiefenkomplexit\u00e4t f\u00fcr den Lichtcache im Bildschirmraum verbessert und das kaskadierte Lichtgitter aktualisiert, um eine gr\u00f6\u00dfere Bandbreite an globaler Beleuchtung zu erm\u00f6glichen.\n\nGaswolken-Farbverarbeitungsvolumina wurden hinzugef\u00fcgt, damit die K\u00fcnstler das Aussehen gro\u00dfer Gaswolken variieren k\u00f6nnen, w\u00e4hrend die Spieler sie durchqueren. Das Team hat au\u00dferdem die ersten Schritte unternommen, um die erforderlichen VFX mit Sprungpunkten zu verbinden, sowie einen neuen Shader f\u00fcr den Tunnel und eine ma\u00dfgeschneiderte Beleuchtungs- und Schattenl\u00f6sung f\u00fcr die Schiffe im Tunnel.\n\nDie Unterst\u00fctzung f\u00fcr Feuergefahren wurde fortgesetzt, indem der allgemeine Brand- und Schmutz-Shader-Effekt f\u00fcr Entit\u00e4ten um eine Richtungsabh\u00e4ngigkeit erweitert wurde. Dadurch kann das Feuer lokalisiert werden, z. B. auf einer Seite einer T\u00fcr. Auch bei den Kreaturen wurden visuelle Verbesserungen vorgenommen, z. B. die M\u00f6glichkeit, Abziehbilder aus GPU-Partikeln zu spawnen.\n\nEin neues Managed-Entity-Region-System wurde entworfen und in die Entwicklung aufgenommen. Ziel ist es, die Lebensdauer der vielen prozedural gespawnten Entit\u00e4ten wie Kreaturen und abbaubare Felsen zu verwalten. Dies ist entscheidend f\u00fcr die Einf\u00fchrung von persistenten Entities, Server Recovery und Server Meshing, da diese Systeme eine sehr strikte und sorgf\u00e4ltige Verwaltung der Lebenszeit von Entities erfordern.\n\nDie GPU-Gel\u00e4ndegenerierung wurde als Zwischenschritt zu den Pl\u00e4nen des Teams f\u00fcr ein vollst\u00e4ndig GPU-generiertes, virtualisiertes Gel\u00e4nde implementiert, das in Planet Tech v5 zum Einsatz kommen wird.\n\nSchlie\u00dflich wird ein effizienter Abfragemechanismus entwickelt und zu den Planeten hinzugef\u00fcgt. Dieser wird von dem neuen Location-Scatter-Tool genutzt, mit dem die Planeten f\u00fcr Star Citizen 1.0 bev\u00f6lkert werden.\n\nIn-Game Branding\nDas In-Game Branding Team hat im Juni gro\u00dfe Fortschritte bei verschiedenen Projekten gemacht, darunter neue Navigationsschilder f\u00fcr Pyro und Graffiti f\u00fcr die Ruinenstation. Gemeinsam mit dem Team der Landezone haben sie au\u00dferdem mit der Arbeit an einem neuen Standort begonnen.\n\nInteractables\nIm Juni stellte das Interactables-Team die Fl\u00fcssigkeitsbeh\u00e4lter fertig, die in den kommenden Blockade-Runner-Missionen zum Einsatz kommen werden. Auch an gef\u00e4hrlichen Containern wurde gearbeitet, wobei das Team alle Gr\u00f6\u00dfen nach Tests zur Zerst\u00f6rbarkeit in die endg\u00fcltige Form brachte.\n\nBeleuchtung\nDas Beleuchtungsteam konzentrierte sich auf die Arbeit f\u00fcr Alpha 4.0, darunter Aufgaben f\u00fcr den neuen Archetyp S\u00e4ureh\u00f6hle, Pyro-Stationsmodule und Au\u00dfenpostenstandorte.\n\nZurzeit werden die Atmosph\u00e4ren f\u00fcr alle Planeten und Monde von Pyro angepasst, um ihnen ein einzigartiges Aussehen zu verleihen.\n\nStandorte\nDas Team der Landezone hat einen Teil des Monats damit verbracht, Fehler bei der Fracht zu beheben und die Vielfalt der Module f\u00fcr die Stationen von Pyro zu erweitern.\n\nAu\u00dferdem hat das Organics-Team die Erstellung neuer Biome vorangetrieben, die in Zukunft auf neuen Planeten zu finden sein werden. Au\u00dferdem wurde der Archetyp \"S\u00e4ureh\u00f6hle\" fertiggestellt.\n\nNarrative\nEiner der Hauptschwerpunkte des Narrative-Teams im Juni war die weitere Unterst\u00fctzung des kommenden Cargo-Gameplays, wozu auch das Schreiben neuer Missionstexte geh\u00f6rte. Das Team widmete sich auch Star Citizen 1.0 und tauchte tiefer in die neuen Inhalte ein, die der Patch mit sich bringen wird. Ein Teil dieser Arbeit wird vom Narrative Design \u00fcbernommen, das die Pr\u00e4senz der sozialen KI im Universum weiter ausbaut.\n\nAu\u00dferdem hat Narrative Design damit begonnen, die Geschichte und den Missionstext f\u00fcr eine zuk\u00fcnftige gro\u00df angelegte Event-Mission auszuarbeiten. Au\u00dferdem haben sie dem Branding-Team mehrere Unternehmensbiografien zur Verf\u00fcgung gestellt, die f\u00fcr die Ausarbeitung von Stilrichtlinien verwendet werden sollen.\n\n\"Diesen Monat wurde au\u00dferdem eine weitere Ausgabe von Loremakers: Community Questions live geschaltet, also sieh es dir auf jeden Fall an und f\u00fcge dann deine eigenen Fragen auf der Narrative Team Ask A Dev Spectrum Seite hinzu, damit du die Chance hast, dass deine Frage beim n\u00e4chsten Mal beantwortet wird.\" Narrative Team\n\nZu Ehren der Alien-Woche hat das Team au\u00dferdem einen neuen Stapel Galactapedia-Eintr\u00e4ge sowie eine Geschichte \u00fcber die Banu Divestment ver\u00f6ffentlicht.\n\nOnline-Technologie\nIm Juni hat das Team der Online-Dienste an der \u00dcberarbeitung des Backends der sozialen Dienste gearbeitet. Dies wird die Leistung und Skalierbarkeit der sozialen Funktionen wie Chat, Freunde und Gruppen verbessern und den Dienst in die Lage versetzen, eine gr\u00f6\u00dfere Anzahl von gleichzeitigen Nutzern und Anfragen zu unterst\u00fctzen. Au\u00dferdem wird es die Integration neuer Funktionen vereinfachen. So wird es zum Beispiel m\u00f6glich sein, direkt aus dem Spectrum-Webportal heraus eine Party zu gr\u00fcnden und ihr beizutreten.\n\nDas Team hat au\u00dferdem eine neue Version von Easy Anti-Cheat integriert und wird in K\u00fcrze damit beginnen, die Fehlalarme und die Boot-Check-Funktion an einer begrenzten Anzahl von Spielern zu testen.\n\nDar\u00fcber hinaus arbeitete das Team an potenziellen Funktionen f\u00fcr Alpha 4.0. Dazu geh\u00f6rten erhebliche \u00dcberarbeitungen der Missions- und Markierungssysteme sowie die Entwicklung der Spieler-Handelsfunktion, die mit dem \u00fcbergeordneten Ziel des Server Meshing \u00fcbereinstimmen.\n\nDas Netzwerkteam arbeitete weiter an der ersten Version des Server Meshing. Dazu geh\u00f6rte das Testen verschiedener Konfigurationen f\u00fcr das Mesh und die zugrundeliegende Cloud-Infrastruktur, w\u00e4hrend gleichzeitig wichtige Leistungsdaten erfasst wurden, um Engp\u00e4sse zu beseitigen und die Feinabstimmung zu unterst\u00fctzen.\n\nTech Art\/Animation\nDas Team der Technischen Animation investierte weiterhin in eine Vielzahl langfristiger Aufgaben, die Verbesserungen in beiden Projekten erm\u00f6glichten.\n\nSo wurde zum Beispiel die Arbeit an der Initiative \"Put On, Take Off\" fortgesetzt, die kurz vor dem Abschluss steht. Diese Animationen werden bald in das Spiel integriert und werden den Realismus der Interaktionen zwischen den Charakteren erheblich verbessern und ein fesselndes Spielerlebnis bieten. Au\u00dferdem wurden mehrere Kreaturen f\u00fcr die Alpha 4.0 fertiggestellt.\n\nAu\u00dferdem wurden Verbesserungen am Charakteranpassungsprogramm vorgenommen, darunter die erfolgreiche Integration neuer K\u00f6pfe. Diese Verbesserung bietet den Spielern mehr Vielfalt und Anpassungsm\u00f6glichkeiten und bereichert die Personalisierung.\n\n\"Unsere Zusammenarbeit mit den Abteilungen SST und Cinematics ist nach wie vor sehr gut. Wir legen gro\u00dfen Wert darauf, dass die technische Umsetzung der Animationen und Szeneninhalte von h\u00f6chster Qualit\u00e4t ist. Diese Synergie ist entscheidend f\u00fcr die nahtlose Integration der Animationen und die Gew\u00e4hrleistung eines erstklassigen visuellen Erlebnisses f\u00fcr unser Publikum. Die Leistungen des Technical Animation Teams im vergangenen Monat sind ein Beweis f\u00fcr ihre harte Arbeit und ihr Engagement. Wir sind zuversichtlich, dass wir auch in Zukunft neue H\u00f6hen erreichen und unseren Spielern au\u00dfergew\u00f6hnliche Inhalte liefern werden. Tech Animation Team\n\nVFX\nIm vergangenen Monat hat das VFX-Team die Teams bei den f\u00fcr Alpha 3.24 und 4.0 geplanten Arbeiten unterst\u00fctzt, darunter auch der RSI Zeus Mk II.\n\nAu\u00dferdem unterst\u00fctzte VFX die Standorte bei der Entwicklung neuer Biome-Archetypen, darunter S\u00e4ureh\u00f6hlen, sowie neuer Module f\u00fcr Pyro.\n\nUnd schlie\u00dflich arbeitete VFX an mehreren kommenden Features wie Feuergefahren, dem Ressourcennetzwerk und Pyro.","zh_CN":"PU Monthly Report\nJune 2024\nWelcome to June\u2019s PU Monthly Report! Many teams progressed with their final tasks toward Alpha 3.24, while others are forging ahead with work on exciting features and content for Alpha 4.0 (and in some cases beyond). Read on for all the details, and we\u2019ll see you again this time next month.\n\nAI (Features)\nJune saw AI Features improving the behaviors of grouped NPCS for a more consistent combat experience. To do this, they added an object representing the group that shares perception information about targets at the appropriate time. This allows the designers to tailor combat experiences to the specific demands of the mission by deciding who is and isn\u2019t drawn into combat when it starts. It also allows them to \u2018cheat\u2019 a behavior for situations where communication between group members would be expected, e.g. via radio, preventing NPCs from doing a full first reaction when they would already know about the fight.\n\nThis is the first implementation of the system and the team will be playtesting and balancing it to make sure it presents a realistic but understandable challenge. Without the behavior, perception and entering combat would be more haphazard and not work well across the wide range of level and mission scenarios.\n\nAI (Game Intelligence Development Tools)\nJune saw the creation of a new team within the AI group, Game Intelligence Development Tools (GIDT).\n\nOne of the team\u2019s objectives is to focus on evaluating and improving tools and processes. For example, they\u2019re currently working with AI Tech to improve the Apollo Subsumption editor with improved UX. Following a successful prototype, the team are currently implementing some of the features directly in-engine. This new visual paradigm is known as Apollo StarScript.\n\nOther improvements include a new tool that enables the devs to group or ungroup task functions automatically, allowing them to easily add comments and visualize them when collapsed or expanded.\n\nAnother upcoming objective is to implement different service solutions for long-term AI functionalities, including the Quantum simulation, the Battle System, and the Commentator model.\n\nAI (Tech)\nJune saw AI Tech optimizing parts of the Vision system used by NPCs, which involved moving parts of NPC-visibility-check computation to the client. This will help when there are multiple players on the same server, giving improvements to reaction time and frame rate.\n\nThey\u2019re also investigating better ways to synchronize AI data between servers and clients in preparation for Server Meshing, which will allow for smoother transitions by keeping the same context when NPCs move from one server to another. As a test, they serialized more data into AI components, like path and movement requests.\n\nOn the ship AI side, functionality was added to point-defense cannons that allows them to track and shoot missiles. Improvements were also made to NPCs following leaders in formation by utilizing a PID controller for matching leader speed and adjusting roll based on the leader and NPC ship orientation.\n\nAlongside this, the AI Tools team began unifying functionality and fixed bugs in preparation for the Apollo UI redesign.\n\nAnimation\nThe Animation team continued to fix technical issues with the kopion, animate assets, and create new animations for numerous creatures.\n\nArt (Characters)\nIn June, the Character Art team progressed with three specialist armors, finalized the update to the utility armor, and supported requests for the Character Customizer. Art debt for looting items was worked on too.\n\nThe Character Concept Art team continued exploring designs for utility armors and completed handoff sheets for specialist armors, while the Hair team kicked off new beards and hairstyles.\n\nArt (Ships)\nLast month, the Ships team progressed with the RSI Polaris, getting close to finishing the interior for the greybox review. The exterior is heading toward final content, with the parallax occlusion mapping (POM) and lighting being completed. The RSI Zeus Mk II is also approaching its final content review.\n\nSeven unannounced vehicles were worked on too. Four are approaching the whitebox review stage, two are heading toward greybox review, and the last is nearly finished.\n\nCommunity\nThe Community team kicked off the month with May\u2019s PU Monthly Report, alongside the Drake Ironclad Q&A.\n\nThe team then supported Alien Week, which was followed by the return of XenoThreat. A New Player Guide was published alongside two contests, Show Us Your Colors and Supergalactic Xeno-Treat Smackdown.\n\nThe Community team is currently preparing for the Alpha 3.24 release as well as the upcoming Foundation Festival and Ship Showdown events.\n\nThe Bar Citizen World Tour continued, with team members visiting local events to meet with the community and share new loot, including the new Hui\u2019a Puzzle.\n\nThe team also spent time with the vibrant community in Asia, where we recently had the pleasure of attending two unforgettable events. First, our team traveled to Taipei for an incredibly immersive Bar Citizen (the decor was awesome!). There, we were treated to a handful of excellent presentations, including a live demonstration and tutorial by Morphologis, a racing tournaments that had us all on the edge of our seats (and screaming at the top of our lungs), and even some lively singalongs of pirate shanties courtesy of Drake Interplanetary.\n\nThen, last Saturday, we had the privilege of connecting with our community in Shenzhen, China, at their largest gathering yet (over 2,000 attendees!). We participated in a lively Q&A session, enjoyed a variety of tournaments, giveaways, cosplay, and much more. Events like these, especially on the opposite side of the globe, serve as a powerful reminder of the diversity and global reach of our community. What's most inspiring is that our shared passion for the universe we are building transcends all language and cultural barriers \u2013 whether you're in Shenzhen, France, Antarctica (you never know) or anywhere else on the planet, a Bar Citizen event always feels like home among like-minded pilots.\n\n\u201cWe kicked off another year of Bar Citizen events around the globe. As always, you all showed up in spades! It was wonderful meeting each and every one of you, hosting trivia challenges, enjoying good drinks, and great company. We can't wait to see you all again at upcoming events during PAX, TwitchCon, Gamescom, and more! So, if you're nearby, come on down and get your hands on an exclusive Hui'a! We would also like to say thank you to everyone supporting the development of Star Citizen and our recent updates, Tech Preview, and other PTU tests. We are committed to delivering a world-class game, for a world-class community, and your feedback is instrumentally important to us!\u201d - Community Team\n\nThe Community team continued detailing the weekly publishes with This Week in Star Citizen, and updated the Arena Commander Schedule.\n\nWith CitizenCon 2954 less than four months away, the team is working hard to deliver the most packed and exciting event to date. The CitizenCon Cosplay Contest is also back, with the team planning to share more details closer to the event.\n\nCore Gameplay\nFor Maelstrom, the development stream was recently published to the main internal branch. This provides a fresh set of features, such as a new unified-mesh-format grid with OC support per Maelstrom node for large vehicle destruction. It also provides tools to link gameplay events with destruction sequences, such as shatter, break, and integrity changes.\n\nThe unified mesh format brings numerous improvements to the Vulkan pipeline and internal code coverage alongside a flexible pipeline to bake supplementary data required for Maelstrom destruction. The ability to link internal Maelstrom sequences to game logic advances the devs' ability to easily build complex destruction sequences. Further development will bring Maelstrom destruction entities past the existing legacy destruction and harden the existing pipeline.\n\nFollowing a full task breakdown, implementation of the transit refactor began. This included setting up basic component and entity classes for destinations, gateways, and gateway peripherals. A new DebugGUI transport-network visualizer was created to assist the initial set up and inform Design of the setup of each transport network. The transit engineers also continued supporting the upcoming Alpha 3.24 release.\n\nFor Radar & Scanning, work was completed to allow FPS ping to be used from certain seats - the first being in vehicles that lack their own radar. Alongside this, the team resolved several issues when using an FPS radar within vehicle zones to detect things outside. Work continued on the highlighting effect caused by FPS ping, with the devs now able to apply different colors for different factors, such as hostility. Several other parameters were added to the highlight effect to allow the finetuning of visuals, including fade, timeout, occlusions, fill, and outline.\n\nSupport began for new vehicle brackets, including nameplate and distance, and parameters were added to control when and how they should show in different states, such as targeted and pinned. The removal of Scan Operator Mode started too, which will be replaced with ADS Scanning.\n\nThe team submitted the framework for a system that will allow Design to begin tagging which scan-producers specific radars run. For example, medical scanners may see health information, while police scanners can detect contraband. An improvement was made to the radar system, allowing faster scan speeds while maintaining performance. Support continued for radar with the Room Query System that allows the occlusion of people behind locked doors.\n\nFinally for Radar & Scanning, a new mechanic was implemented - Delta Signatures. This mechanic has vehicles emit signatures when certain actions are performed, such as ping activation, the activation of quantum boost, and the changing of Master Modes. UI to notify players when they detect a delta signature was implemented too.\n\nFor Arena Commander, the team focused on the new frontend style, the FPS horde mode, and backend support.\n\nThe implementation of the frontend restyle is nearly complete, with the majority now utilizing the new style and art direction. Several feature requests were sent to the Service teams after review, including a way to query game module and mode population and additional information for friends lists, such as the game mode and map.\n\nFor the FPS horde mode, the team implemented the Subsumption mission alongside a way to define spawn wave data. Design will soon begin reviewing the map and marking it up for AI ahead of the spawn-closet engineers becoming available post-Alpha 3.24.\n\nA playtest was conducted on an EVA-only map, Gundo. Due to limitations with the location causing balance concerns, this map will not be released and will instead be used for rapid in-situ developer iteration of the EVA system.\n\nFinally, the team began improving how badges are defined in the game code. This is due to limitations of the system as more teams utilize it. Improvements include giving designers more control over badges and their information by moving what was previously hardcoded to DataForge as well as adding several quality-of-life improvements for developers.\n\nEconomy\nThe Economy team progressed with tasks for Pyro, including setting up the shops and sorting out any related issues.\n\nThey also continued implementing the effort-vs-reward algorithm so that mission rewards are balanced according to the risk and time invested by the player. Support was provided for the coming changes to cargo and cargo missions too.\n\nAs mentioned in last month\u2019s report, the team worked to rebalance the prices for entire sets of items, including vehicle components (power plants, coolers, shields, quantum drives, weapons, etc.), FPS weapon attachments, ammunition, consumables, and commodities.\n\nThe team\u2019s ongoing work involves a new economy for quantum and hydrogen fuel to ensure that refueling isn\u2019t a chore while maintaining the narrative feel of a large universe with unique economies spread across different star systems.\n\nThey\u2019re also creating player profiles to better understand how different careers gain and use resources.\n\nGraphics, VFX Programming & Planet Tech\nLast month, the stability, performance, and memory usage of Vulkan continued to improve and is now much closer to being the default choice for Star Citizen. The team have also been in contact with AMD, Nvidia, and Intel to diagnose and fix various driver issues.\n\nThe Global Illumination team worked across a variety of areas. For example, they improved radiance cache resolution, made stability improvements, and optimized various areas with Fidelity FX. They also provided rough-specular support, improved motion-and-depth-complexity handling for the screen-space light cache, and updated the cascaded light grid to allow for a greater range of global illumination.\n\nGas-cloud color-processing volumes were added to allow the artists to vary the appearance of large gas clouds as players traverse them. The team also made the first pass at hooking up the required VFX to jump points alongside a new shader for the tunnel and a bespoke lighting and shadowing solution for ships inside it.\n\nSupport for fire hazards continued, which involved adding directionality to the generalized burn and dirt shader effect for entities. This allows localized burning, such as on one side of a door. Visual improvements were also added to creatures, such as the ability to spawn decals from GPU particles.\n\nA new managed-entity-region system was designed and entered development. The goal of this is to manage the lifetime of the many procedurally spawned entities, such as creatures and mineable rocks. This is critical to the introduction of persistent entities, server recovery, and server meshing, as these systems require very strict and careful management of entity lifetimes.\n\nGPU terrain generation was implemented as a stepping stone to the team\u2019s plans for fully GPU-generated virtualized terrain, which will be utilized in Planet Tech v5.\n\nFinally, an efficient query mechanism is being designed and added to planets. This will be used by the new location-scatter tool that will help populate planets for Star Citizen 1.0.\n\nIn-Game Branding\nThe In-Game Branding team made significant progress across various projects throughout June, including new navigational signage for Pyro and graffiti for Ruin Station. They also started work on a new location alongside the Landing Zone team.\n\nInteractables\nJune saw the Interactables team finishing off liquid containers, which will be used in the upcoming Blockade Runner missions. Hazardous containers were worked on too, with the team taking all sizes to final following destructibility tests.\n\nLighting\nThe Lighting team focused on work for Alpha 4.0, including tasks for the new acidic cave archetype, Pyro station modules, and outpost locations.\n\nThey\u2019re currently dialing in the atmospheres for all of Pyro\u2019s planets and moons to give each a unique look and feel.\n\nLocations\nThe Landing Zone team spent part of the month fixing bugs for cargo alongside adding to the variety of modules available for Pyro\u2019s stations.\n\nAlongside this, the Organics team progressed with asset creation for new biomes that will go on new planets in the future. They also closed out the acidic cave archetype.\n\nNarrative\nOne of the Narrative team\u2019s bigger focuses in June was their continued support of the upcoming cargo gameplay, which included writing new mission text. The team also dedicated time toward Star Citizen 1.0, diving deeper into the new content that patch will bring. Part of this will fall onto Narrative Design, who further expand the presence of Social AI in the universe.\n\nAdditionally, Narrative began building out the lore and mission text for a future large-scale event mission. They also provided the Branding team with several company bios that will be used to flesh out style guides.\n\n\u201cThis month also saw another edition of Loremakers: Community Questions go live, so be sure to check it out and then add your own questions to the Narrative Team Ask A Dev Spectrum page for a chance to have your question answered next time.\u201d Narrative Team\n\nThe team also published a fresh batch of Galactapedia entries alongside a story of Banu Divestment in honor of Alien Week.\n\nOnline Technology\nIn June, the Online Services team worked toward completing the Social Services backend overhaul. This will boost the performance and scalability of social functionalities, including chat, friends, and groups, and will enable the service to support a higher volume of concurrent users and requests. Additionally, it will simplify the integration of new features. For example, making things like creating and joining a party from within the Spectrum web portal possible.\n\nThe team also integrated a new version of Easy Anti-Cheat and will soon begin testing for false positives as well as testing the boot check feature on a limited sample size.\n\nFurthermore, the team progressed with potential features for Alpha 4.0. This included significant overhauls to the mission and marker systems as well as the development of the player-trade functionality, which align with the overarching objective of achieving Server Meshing.\n\nThe Networking team continued to work toward the first version of Server Meshing. This included testing various configurations for the mesh and the underlying cloud infrastructure while capturing critical performance information to help finetune and target bottlenecks.\n\nTech Art\/Animation\nThe Technical Animation team continued to invest in a wide range of long-term tasks, facilitating improvements across both projects.\n\nFor example, work progressed on the \u2018Put On, Take Off\u2019 initiative, which is close to completion. These animations will soon be integrated into the game and will significantly enhance the realism of character interactions and provide a more engaging player experience. Several creatures for Alpha 4.0 were finalized too.\n\nEnhancements were also made to the Character Customizer, including the successful integration of new heads. This enhancement will offer players more variety and customization options, further enriching personalization.\n\n\u201cOur ongoing collaboration with the SST and Cinematics departments remains strong. The focus on ensuring the technical implementation of animations and scene content is of the highest quality is unwavering. This synergy is crucial in maintaining the seamless integration of animations and ensuring a top-tier visual experience for our audience. The achievements of the Technical Animation team this past month are a testament to their hard work and dedication. As we move forward, we are confident that we will continue to reach new heights and deliver exceptional content for our players.\u201d Tech Animation Team\n\nVFX\nLast month, the VFX team supported teams on deliverables planned for Alpha 3.24 and 4.0, including the RSI Zeus Mk II.\n\nVFX also supported Locations on new biome archetypes, including acidic caves, alongside new modules for Pyro.\n\nFinally, VFX progressed with tasks for several upcoming features, such as fire hazards, the resource network, and Pyro."},"links_count":0,"comment_count":0,"created_at":"2024-07-03T23:00:00+00:00","created_at_human":"1 year ago"},"meta":{"processed_at":"2026-05-07 20:56:58","valid_relations":["images","links"],"prev_id":20038,"next_id":20040}}