- cross-posted to:
- starcitizen@citizensgaming.com
- cross-posted to:
- starcitizen@citizensgaming.com
Summary taken from the Star Citizen Reddit Discord:
AI (Tech) ➣ Finalized work that allows NPCs to transition between EVA and environments with gravity ➣ NPCs can enter/exit ships through airlocks/hatches by vaulting over ledges ➣ Working on 2d boids such as rodents, that will move across terrain in a navmesh
Animation ➣ Focused on improving visual results for reloads and takedowns ➣ For 3.20, worked on basic idles for weapons and knives
Art (Characters/Ships) ➣ RSI Polaris began whitebox pass, interior whitebox completed ➣ unannounced ship on final art ➣ Crusader A1 Spirit progressed through final art ➣ Crusader C1 Spirit in greybox ➣ New 2 ship variants (unannounced) in greybox ➣ Tumbril Storm in end of production ➣ All-new vehicle (unannounced) in dev, whiteboxing all variants select one for greybox ➣ Aopoa San’tok.yāi in progress ➣ Origin X1 in greybox
Engine ➣ StarBuild progression (in-house code-build to replace WAF) ➣ Bugfixes ➣ MemReplay 2.0 added VirtualMemoryAreas concept ➣ ‘MapAndWrite’ discard calls progress ➣ Hull C implementation & bugfixes ➣ Physics code bugfixes ➣ RaStar and Resource Network progress ➣ Assisted Server Meshing team in improvements and fixes ➣ Bugfixes for 'aync editor loading`
Features (Characters & Weapons) ➣ Experimenting with skill progression; building strength to carry heavier objects, perform takedowns for better/quieter versions. ➣ Began implementing a sliding mechanic for sprint crouching.
Features (Mission) ➣ Ship Trespass feature is in QA testing ➣ Retrieve Consignment missions in final review ➣ Blockade runner global event in progress ➣ Cargo mission planning is completed, relying on rep system ➣ Steal and recover cargo missions were prototyped ➣ Code work began for reputation system ➣ Gives players discounts on purchases such as items, refueling & repairs. ➣ Rep-based hostility for NPC orgs to attack/protect players
Graphics, VFX Programming & Planet Tech ➣ New Global Illumination features ➣ Basic implementation of Temporal Super Resolution ➣ AMD memory allocation API integrated into Vulkan backend ➣ UI refinements and unifications ➣ New unified water shader ➣ New hash-map system for water buffer regions ➣ WorldBuilder system improvements ➣ Damage map fixes ➣ Bugfixes
In-game Branding ➣ Building assets for upcoming event ➣ Navigational signage for New Babbage ➣ Underground facility work ➣ Pyro touch-ups
Interactables ➣ Polish work on Pyro consumables, shop and props ➣ Created content for Sub flair
Lighting ➣ Pyro polish & cleanup ➣ New Orison platform tasks
Locations (EU) ➣ Work on Pyro’s rundown stations ➣ Improved signage around New Babbage ➣ New content with Mission Feature team ➣ Pyro Outposts progressed ➣ Improvements to Pyro planets
Locations (Montreal) ➣ Derelict settlements passed greybox ➣ Underground facilities progressed
Narrative ➣ Mission system, providers and content work for Pyro ➣ Hull C ATC impementation ➣ 2 new narrative designers added to the team ➣ Released Loremakers and Galactapedia articles
Online Services (Montreal) ➣ InventoryID refined & bugfixed ➣ Refactor several backend services to gRPC ➣ EAC sactions and enforcement research
Research & Development ➣ Atmos / Cloud rendering improved ➣ New temporal tender mode
UI ➣ Data-heist screen improved ➣ Screen style varients ➣ Building Blocks performance pass ➣ Color picker, pagination, & stepped lines added to BB
VFX ➣ Pyro location interior/exterior work ➣ Finished pass on Size 5 bomb and 3 upcoming vehicles
Polaris 👀