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3.0 Production Schedule Report
3.0 Production Schedule Report
Our schedule for the next Star Citizen Alpha releases, up to date.
Our schedule for the next Star Citizen Alpha releases, up to date.
Welcome,
Welcome,


Below you will find the latest roadmap for the development of the Star Citizen Persistent Universe. While the bulk of this schedule outlines our tasks and estimates that you can expect to find in the upcoming 3.0.0 patch (as well as some of the tasks that we’ve already completed) , we are also including projections for the remainder of the year so you can have some visibility into the upcoming Persistent Universe features and content. These are the very same schedules we update daily and circulate internally on our intra-studio hand-offs with a few exceptions: the individual developer names assigned to the tasks will be omitted (for obvious reasons), we’ll remove the JIRA details, and we’ll modify the technical wording to make it readable for a wider audience.
Below you will find the latest roadmap for the development of the Star Citizen Persistent Universe. While the bulk of this schedule outlines our tasks and estimates that you can expect to find in the upcoming 3.0.0 patch (as well as some of the tasks that we’ve already completed) , we are also including projections for the remainder of the year so you can have some visibility into the upcoming Persistent Universe features and content. These are the very same schedules we update daily and circulate internally on our intra-studio hand-offs with a few exceptions: the individual developer names assigned to the tasks will be omitted (for obvious reasons), we’ll remove the JIRA details, and we’ll modify the technical wording to make it readable for a wider audience.


Also note, this schedule does not represent everything CIG is working on, but more the functionality and content we feel comfortable committing to at this time. Outside of the work on Squadron 42, we have a few research projects that, once validated, we would move into production and add to this schedule. Otherwise, when something changes, slips or is completed, you will know.
Also note, this schedule does not represent everything CIG is working on, but more the functionality and content we feel comfortable committing to at this time. Outside of the work on Squadron 42, we have a few research projects that, once validated, we would move into production and add to this schedule. Otherwise, when something changes, slips or is completed, you will know.


What you are seeing here is the result of our scheduling and planning process. We have a high level feature and content set that we want to achieve for Star Citizen and Squadron 42. The first step is to break these features into higher level tasks with which we populate Microsoft Project, JIRA and Shotgun (the three tools we use for project scheduling and tasking). Then, as we approach a task, Production works with the relevant developer(s) to make sure the task is broken up with enough detail to allow completion. Sometimes this means adjusting the initial task estimate, as things tend to come into a clearer focus when coming up on a task, but it almost always means breaking down the big task into a bunch of smaller tasks that have their own individual sub tasks that possibly are distributed to multiple developers.
What you are seeing here is the result of our scheduling and planning process. We have a high level feature and content set that we want to achieve for Star Citizen and Squadron 42. The first step is to break these features into higher level tasks with which we populate Microsoft Project, JIRA and Shotgun (the three tools we use for project scheduling and tasking). Then, as we approach a task, Production works with the relevant developer(s) to make sure the task is broken up with enough detail to allow completion. Sometimes this means adjusting the initial task estimate, as things tend to come into a clearer focus when coming up on a task, but it almost always means breaking down the big task into a bunch of smaller tasks that have their own individual sub tasks that possibly are distributed to multiple developers.


Both tasks and sub-tasks get created in JIRA, linked under an Epic (which is a high level task or feature) and are then pulled into Microsoft Project to manage with granular detail providing us global visibility through Gantt charts and visual timelines. No developer works on a task unless it has been created in JIRA, prioritized and assigned by a lead or a member of the Production Team.
Both tasks and sub-tasks get created in JIRA, linked under an Epic (which is a high level task or feature) and are then pulled into Microsoft Project to manage with granular detail providing us global visibility through Gantt charts and visual timelines. No developer works on a task unless it has been created in JIRA, prioritized and assigned by a lead or a member of the Production Team.


Then as the developers work on the tasks, Production will adjust the schedule and JIRA tickets to reflect the work being done.
Then as the developers work on the tasks, Production will adjust the schedule and JIRA tickets to reflect the work being done.


In the schedule below, you will first find a master schedule that covers the broad departments/disciplines that are being developed. Each department will then have its own dedicated sub-schedule, briefly explaining the various features that are being developed and their current status.
In the schedule below, you will first find a master schedule that covers the broad departments/disciplines that are being developed. Each department will then have its own dedicated sub-schedule, briefly explaining the various features that are being developed and their current status.
CAVEATS
CAVEATS


But also, we would like to establish some ground rules before proceeding:
But also, we would like to establish some ground rules before proceeding:


I.Quality will always be our number one goal. We set out on this journey by looking at the gaming landscape and asking: can we do better? We continue to ask that question about everything we do. As a result, we will ALWAYS extend timelines or re-do features and content if we do not feel they are up to our standards. The freedom to fight for a new level of quality in game development is what crowd funding has allowed us, and we will continue to fight to make sure Star Citizen is the best possible game it can be.
I.Quality will always be our number one goal. We set out on this journey by looking at the gaming landscape and asking: can we do better? We continue to ask that question about everything we do. As a result, we will ALWAYS extend timelines or re-do features and content if we do not feel they are up to our standards. The freedom to fight for a new level of quality in game development is what crowd funding has allowed us, and we will continue to fight to make sure Star Citizen is the best possible game it can be.


II.The estimates we provide are just that: estimates. They are based on our knowledge and experience, but there are many aspects of game development that are impossible to predict because they literally cover uncharted territory. You will see the same estimates we use in our internal planning, but it is important to understand that in many cases (especially with groundbreaking engineering tasks) these estimates are often subject to change due to unforeseen complexity in implementing features.
II.The estimates we provide are just that: estimates. They are based on our knowledge and experience, but there are many aspects of game development that are impossible to predict because they literally cover uncharted territory. You will see the same estimates we use in our internal planning, but it is important to understand that in many cases (especially with groundbreaking engineering tasks) these estimates are often subject to change due to unforeseen complexity in implementing features.


III.The time expected for bug fixing and polishing is also very hard to estimate, increasingly so in online and multiplayer situations. The complexity and the difficulty in testing at a large scale make it harder to reproduce and isolate bugs in order to fix them. We base our estimates, again, on our experience, but we also know that it’s possible for a single bug to cause a delay of days or weeks when a hundred others might be fixed instantly.
III.The time expected for bug fixing and polishing is also very hard to estimate, increasingly so in online and multiplayer situations. The complexity and the difficulty in testing at a large scale make it harder to reproduce and isolate bugs in order to fix them. We base our estimates, again, on our experience, but we also know that it’s possible for a single bug to cause a delay of days or weeks when a hundred others might be fixed instantly.


IV.Internal schedules, the ones you will now be privy to, tend to have aggressive dates to help the team focus and scope their tasks, especially in the case of tech development. Every team, even a team blessed with the kind of support and freedom you have allowed us, needs target dates in order to focus and deliver their work.
IV.Internal schedules, the ones you will now be privy to, tend to have aggressive dates to help the team focus and scope their tasks, especially in the case of tech development. Every team, even a team blessed with the kind of support and freedom you have allowed us, needs target dates in order to focus and deliver their work.


V.This schedule doesn’t cover everything being worked on across Cloud Imperium Games, but is meant to highlight our aims for the remainder of the year on the Persistent Universe.
V.This schedule doesn’t cover everything being worked on across Cloud Imperium Games, but is meant to highlight our aims for the remainder of the year on the Persistent Universe.


VI.This schedule doesn’t include every audio, vfx, tech art, etc. task. Those are detailed in our departmental sub-schedules.
VI.This schedule doesn’t include every audio, vfx, tech art, etc. task. Those are detailed in our departmental sub-schedules.


VIIAlthough technology is shared between the two games, this does not reflect the Squadron 42 schedule. That will be released at a future date.
VII.Although technology is shared between the two games, this does not reflect the Squadron 42 schedule. That will be released at a future date.


VIII.These aim dates are determined based on our current staff. Additional hiring will potentially allow us to bring in some dates below.
VIII.These aim dates are determined based on our current staff. Additional hiring will potentially allow us to bring in some dates below.
WELCOME TO THE PROCESS
WELCOME TO THE PROCESS


The community has always been integral to Star Citizen, so we will be updating this page weekly to keep you informed about our development. We hope that this page will not only help explain our latest status, but also provide some explanations in the event that updates are delayed.
The community has always been integral to Star Citizen, so we will be updating this page weekly to keep you informed about our development. We hope that this page will not only help explain our latest status, but also provide some explanations in the event that updates are delayed.


Last update : July 28th, 2017
Last update : Aug 04th, 2017


3.0.0 Overview
3.0.0 Overview


The following lists and charts show our progress towards releasing 3.0.0, with all remaining major tasks listed.
The following lists and charts show our progress towards releasing 3.0.0, with all remaining major tasks listed.

Tasks are either feature complete, or have an ETA for completion.
Tasks are either feature complete, or have an ETA for completion.

Some tasks may require further QA, bug-fixing and iteration.
Some tasks may require further QA, bug-fixing and iteration.

Tasks that delay beyond our target dates might cause the release of 3.0.0 to be delayed, or might be excluded from 3.0.0 if appropriate to maintain the release date target. 3.0.0 work is separated into Subsections: Persistent Universe Content, FPS / Space Gameplay, Engineering, UI, AI, Graphics, Backend, Network, and Ships & Weapons.The 3.0.0 Procedural Planet update marks a major advance in the Star Citizen Persistent Universe.
Tasks that delay beyond our target dates might cause the release of 3.0.0 to be delayed, or might be excluded from 3.0.0 if appropriate to maintain the release date target. 3.0.0 work is separated into Subsections: Persistent Universe Content, FPS / Space Gameplay, Engineering, UI, AI, Graphics, Backend, Network, and Ships & Weapons.The 3.0.0 Procedural Planet update marks a major advance in the Star Citizen Persistent Universe.
This week, we entered the optimization, polish and bug fixing phase for the 3.0 feature set. As there have been so many features and content implemented, we’ve encountered some stability issues that we want to address before going to a wider test audience. The ongoing work on the new Patcher system (that will save you from having to completely re-download each build) and some new bugs with CopyBuild3 (our internal version of the patcher) have also slowed us down. Because of this we have pushed back the Evocati and subsequent date ranges to reflect the additional time needed to get Star Citizen Alpha 3.0 ready for prime time.

As mentioned in Around the Verse, as the majority of 3.0’s new features are now completed, we have shifted focus to feature/content integration, optimization and bug fixing. Aside from updating the few remaining outstanding features that are being developed, we’re adding a new section that will describe some of the major blocker bugs that have occurred over the past week, a detailed list of the bugs that were resolved, and a burndown report that will feature overall tracking of remaining bugs.


Planetary Update
Planetary Update


Yela
Yela


Yela is the most frigid of the Crusader moons. Those bold (or careless) enough to step outside without a spacesuit will be killed instantly by its freezing temperatures. If the cold doesn’t kill you, then any of the treacherous crevasses that crisscross the planet might. Cyrovolcanos have been known to erupt unexpectedly from such crevasses, so be wary when flying at low altitudes. Despite all its danger, there is much beauty to be found on Yela, like the underwater caves hidden beneath the moon’s crust.
Yela is the most frigid of the Crusader moons. Those bold (or careless) enough to step outside without a spacesuit will be killed instantly by its freezing temperatures. If the cold doesn’t kill you, then any of the treacherous crevasses that crisscross the planet might. Cyrovolcanos have been known to erupt unexpectedly from such crevasses, so be wary when flying at low altitudes. Despite all its danger, there is much beauty to be found on Yela, like the underwater caves hidden beneath the moon’s crust.


Cellin
Cellin






Burning with volcanic activity, Cellin is the counter to her icy sister. Although the volcanoes have been dormant for hundreds of years, the surface is dotted with thermal geysers that erupt without notice. The largest of such geysers can destroy heavy vehicles. Highly corrosive clouds of gas are regularly released from the moon’s surface, creating low visibility and damaging anything caught outside.
Burning with volcanic activity, Cellin is the counter to her icy sister. Although the volcanoes have been dormant for hundreds of years, the surface is dotted with thermal geysers that erupt without notice. The largest of such geysers can destroy heavy vehicles. Highly corrosive clouds of gas are regularly released from the moon’s surface, creating low visibility and damaging anything caught outside.


Daymar
Daymar


Daymar’s surface is like a harmonic blend of Yela and Cellin. It’s mountainous surface is reminiscent of Cellin’s volcanoes, while its craters share a warm likeness to Yela’s frozen crevessases. Known for its dense atmosphere, thick fog and a loose dirt surface makes travel difficult. Lightning storms can help illuminate the fog, just don’t get struck by their flash.
Daymar’s surface is like a harmonic blend of Yela and Cellin. It’s mountainous surface is reminiscent of Cellin’s volcanoes, while its craters share a warm likeness to Yela’s frozen crevessases. Known for its dense atmosphere, thick fog and a loose dirt surface makes travel difficult. Lightning storms can help illuminate the fog, just don’t get struck by their flash.


Remaining Aims for 3.0.0 Release
Remaining Aims for 3.0.0 Release
Bug Process

As we are approaching the end of our larger feature work, now we can start to properly review the current gameplay experience with all our directors involved. These reviews identify areas where some more polish is required to deliver a better gameplay experience. As we have done with our previous releases, we’re adding this section to outline the higher ticket items that we feel need some more work before we are comfortable releasing a build to our backers. You will also find an overview of bugs/tasks that have been fixed over the past week, along with a bug burndown chart taken from our tracking software to help illustrate this fix rate a little better.
User Experience Polish Pass :
Improvement of our overall framerate

We have decided to spend time increasing performance on the client and server side.

Player Count & General Stability

Currently, performance and stability drop sharply once the active players in a server reach 12-15 players.

Cockpit Experience

The Cockpit Experience sprint team is focused on improving the overall player experience in the cockpit through adjustments to cockpit geo, character placement, g-force/hit reactions, VFX, Audio, UI, and code support for things like camera shaking and hooking into ship health systems to display proper damage.

Space Landscaping

We are working on some extra Graphics code for the GPU particle system to support the creation of new VFX to implement space dust at points around Stanton. This will continue to be iterated on to create some more elaborate assets.

Basic Ship Security

With the gameplay we’re adding in to 3.0.0, we’re conscious that there may be some other players that would love to kill you and take your ship. To help prevent this, we wanted to implement some basic security that will allow you to lock the ship, so only you have the ability to pass freely through its doors.

Rotating and Orbiting Planets

We are very keen to make the Stanton map feel more organic as a real environment and having the planets rotate and orbit will really help with this.
This will also introduce a proper day/night cycle when you’re on a planet surface which in turn opens up further gameplay possibilities.

Player Interaction System – User Experience Improvements

We’re want to give players the ability to more intuitively interact with items and objects within the game, but also find ways to indicate to the player what type of interaction they would be performing (pick up, start conversation, push button, etc).

Race Tracks on Planets

To give our planetary environments extra points of interest, and also an excuse to drive ground-based vehicles around at high speed, we thought the best way to do this was to build some rudimentary race tracks on the planets that would have been previously used by the research teams as a way to blow off steam and have fun.

Bugs fixed in the last week

(please note; that this is an overview of fixes made this week and not a complete list)
Crashes

Fixed a crash in CPhysicalWorld::DestroyPhysicalEntity
Fixed a crash in CSCItemShipComputer::OnItemShieldRecharge
Fixed a crash in CChatCommandFactory::CreateEmoteCommand
Fixed a crash in CSCCommsComponent::SetVideoSender
Fixed a crash in CPhysicalWorld::RepositionEntity
Fixed a crash in EntityComponentUpdateScheduler::DeallocateComponent
Fixed a crash in CEntityComponentUIOwner::UpdateLOD
Fixed a crash in CTagDefinition::Find (Crash on Boot)
Fixed a crash in CInterpolatePredictor::GetState
Fixed a crash in NavSpline::ComputeSegmentMatrix
Fixed a crash in CServiceState::StateServiceDelay
Fixed a crash in CPhysicalWorld::TimeStep
Fixed a crash in CRE_RParticle::Housekeeping
Fixed a crash in GFxResource::Release
Fixed a crash in CPlayer::SetThirdPerson
Fixed a crash in CSCItemSeat::InitSeatUserAttachment
Fixed a crash in GASMathCtorFunction::Round
Fixed a crash in CInternalDatabaseInfo::ReadController905
Fixed a crash in CEffectAttachment::~CEffectAttachment
Fixed a crash in CFlashPlayer::CalcWorldTransform

UI

Fixed an issue with the Personal Manager App where players were unable to select equip-able items.
Fixed an issue in the Starmap where mission objective markers would not appear.
Fixed several issues where screens were misplaced/misaligned after being converted to the item 2.0 MFD’s.
Fixed an issue where no Quantum travel markers were present, preventing Quantum Travel.

Quantum Travel

Fixed an issue where Quantum Travel would either fly the player through the target destination, or drop the player out of Quantum Travel too close to the target, either scenario often resulted in ship destruction.
Fixed an issue where Quantum travel would not initialize when attempting to travel to a destination near Crusader.

Missions

Fixed an issue where players were unable to interact with Miles Eckhart.
Fixed an issue where mission critical items were difficult to find when among asteroids.
Fixed an issue where repair missions were not being generated after the comm array was deactivated.
Fixed an issue where the mission marker for the current objective would move erratically.

Stanton

Fixed an issue where doors would not open after interacting with their control panel.
Fixed an issue in Levski where NPCs would fall through the world or float away in random directions.
Fixed an issue where the player could get stuck on the ASOP terminal screen after requesting a vehicle.
Fixed an issue where the elevator in Levski did not reach the selected floor.
Fixed an issue where the admin kiosk in Levski was not operating correctly when used.
Fixed an issue where NPC’s in Levski would appear to be walking on the spot.
Fixed various art issues throughout Levski.

Star Marine

Fixed an issue with characters spawning into a match with no loadout and missing their heads, causing character death.
Fixed an issue where players could get into a state where they were unable to select weapons.

Arena Commander

Fixed an issue where killed players would display as Quantum Travel, causing the player initiating Quantum Travel to be killed.
Fixed an issue where the camera would be placed at the origin of the map with the player character detached from a ship.
Fixed an issue where players could be awarded a large score from attacking a player that then flies out of bounds.
Fixed an issue where the player could attack a friendly player and receive no penalty.

Shopping

Fixed an issue where a purchase via mobiGlas would get stuck while processing.
Fixed an issue where items were not appearing in the shops.

Vehicles

Fixed an issue where colliding with a rock while piloting a Dragonfly would cause the vehicle to spin wildly out of control.
Fixed an issue where the Starfarer had no atmosphere throughout the ship.
Fixed an issue where leaving the pilot seat of the Mustang Beta would kill the player.
Fixed an issue with low detail LOD’s appearing across all ships.
Fixed an issue where support screens were missing from the Cutlass Black turret.
Fixed an issue with turrets moving erratically when being used.
Fixed an issue with the missile lock interface not appearing when using the M50.
Fixed an issue with the Caterpillar where the turret was not attached to the ship.
Fixed bugs with item 2.0 conversion that caused an issue where players were able to fly ships from non-flight stations.

Misc

Fixed an issue with loadouts not containing EVA packs.
Fixed the missing keybinding to bring up the Starmap.

This is a screen capture of the current count of all issues we’re intending to burn down before we consider releasing to Evocati.

Persistent Universe Content
Persistent Universe Content


Moons
Moons


We are adding 3 new moons to the Crusader system; Yela, Cellin, and Daymar.
We are adding 3 new moons to the Crusader system; Yela, Cellin, and Daymar.
Feature Complete
Feature Complete


Surface Outposts
Surface Outposts


The new moons will also have outposts on their surface to explore.
The new moons will also have outposts on their surface to explore.
Feature Complete
Feature Complete


Surface Outposts Lighting
Surface Outposts Lighting


Feature Complete
Feature Complete


Mission Givers
Mission Givers


We’re introducing Miles Eckhart (first seen in the Gamescom video) and Ruto to provide missions to players.
We’re introducing Miles Eckhart (first seen in the Gamescom video) and Ruto to provide missions to players.
The estimate for the mission givers has been pushed back due to some animations requiring rework and newly discovered code dependencies.
The estimate for the mission givers has been pushed back due to some animations requiring rework and newly discovered code dependencies.
ETA is 11th August (was 28th July)-some code dependencies are still present and animation rework is still in progress
ETA is 11th August (was 28th July)-some code dependencies are still present and animation rework is still in progress


Basic Derelict Ships
Basic Derelict Ships


Feature Complete
Feature Complete


Inhabited Derelict Ship Sites
Inhabited Derelict Ship Sites


Feature Complete
Feature Complete


Debris Fields
Debris Fields


Feature Complete
Feature Complete


Delamar / Levski
Delamar / Levski


We are adding the planet Delamar and the landing zone, Levski
We are adding the planet Delamar and the landing zone, Levski
There is some remaining shop kiosk implementation to be completed for 3.0.0 resulting in a slight delay.
Shop kiosk implementation – Code complete
Shop kiosk implementation – Code complete


Already complete in the 3.0.0 branch:
Already complete in the 3.0.0 branch:


Modular Room System for procedural generation of planetary outposts
Modular Room System for procedural generation of planetary outposts
Official Outpost Spawning System ready for mission designers
Official Outpost Spawning System ready for mission designers
Integrated Outpost distribution to PlanetEd
Integrated Outpost distribution to PlanetEd
Single outpost Object Preset
Single outpost Object Preset
Cluster of Outposts
Cluster of Outposts
Crash site mission
Crash site mission
Interface to hand place modules and save to Layer
Interface to hand place modules and save to Layer
Interface to teleport the camera to the closest outpost
Interface to teleport the camera to the closest outpost
Area boxes created by artists (all room sizes are now usable in the outpost procedural system)
Area boxes created by artists (all room sizes are now usable in the outpost procedural system)
Entrance Room system working (stairs and ramps are now available as initial rooms)
Entrance Room system working (stairs and ramps are now available as initial rooms)
Rooftop Prop system working for Solar panel
Rooftop Prop system working for Solar panel
Wall prop system working for additional prop variations
Wall prop system working for additional prop variations
Material Wear/Dirt on props using Layer Blend done and actually working
Material Wear/Dirt on props using Layer Blend done and actually working
Developed Outpost “feet” system
Developed Outpost “feet” system
Set random rotation and offset caps on planet editor
Set random rotation and offset caps on planet editor
Start documenting 3 possible map layouts looping system (using 2 or 4 meters metrics * system; using connection additional corridor pieces; using spline skinned corridors)
Start documenting 3 possible map layouts looping system (using 2 or 4 meters metrics * system; using connection additional corridor pieces; using spline skinned corridors)
Support Aircon/solar panel system on outposts
Support Aircon/solar panel system on outposts
Added color tinting to Outposts
Added color tinting to Outposts
Added color tinting interface to Planet Ed
Added color tinting interface to Planet Ed
Created material distinction for interior / exteriors
Created material distinction for interior / exteriors
Group elements offset in Planet Object Preset to be able to offset landing pads
Group elements offset in Planet Object Preset to be able to offset landing pads
New Assets:
New Assets:
Heavy Marine Armor
Heavy Marine Armor
Explorer Suit Armor
Explorer Suit Armor
Cloth and Clothing simulation on various assets old and new
Cloth and Clothing simulation on various assets old and new
Updated helmet interiors and exterior for updated art, FOV tech and standardization
Updated helmet interiors and exterior for updated art, FOV tech and standardization
Armor converted to work within modular customization structure
Armor converted to work within modular customization structure
Finalized delivery of ALL facial assets from 3lateral.
Finalized delivery of ALL facial assets from 3lateral.
Ships:
Ships:
New Skinning and Rigging tools for landing gear on ships.
New Skinning and Rigging tools for landing gear on ships.
Constellation Cargo Bay/Elevator extensions
Constellation Cargo Bay/Elevator extensions
Light Group entity optimization
Light Group entity optimization


Gameplay
Gameplay


Player Manned Turrets
Player Manned Turrets


During our testing of this feature, we have discovered that there are further polish items that need to be addressed in order to make the turret experience satisfying to the player. Turrets are a critical gameplay element of multicrew ships, so we want to ensure that they operate in the way we want.
Feature Complete
Feature Complete


Pick Up & Carry
Pick Up & Carry


As we’re introducing cargo with 3.0.0, players will be able to manually interact with their cargo to load and unload it properly on their ships.
As we’re introducing cargo with 3.0.0, players will be able to manually interact with their cargo to load and unload it properly on their ships.
Feature Complete
Feature Complete


Item 2.0 Ship Conversion – Part 1
Item 2.0 Ship Conversion – Part 1


We are beginning the process of converting our available ships over to the item 2.0 system. This will allow for greater player control of the ship and also allow for expanded gameplay.
We are beginning the process of converting our available ships over to the item 2.0 system. This will allow for greater player control of the ship and also allow for expanded gameplay.
Feature Complete
Feature Complete


Item 2.0 Ship Conversion – Part 2
Item 2.0 Ship Conversion – Part 2


With Part 1 of this feature (the Engineering side) drawing to a close, and appearing to come in as estimated. We have been properly able to schedule out the Tech Design side of this.
With Part 1 of this feature (the Engineering side) drawing to a close, and appearing to come in as estimated. We have been properly able to schedule out the Tech Design side of this.
Feature Complete. Bug fixing in progress.
Feature Complete. Bug fixing in progress.


Item 2.0
Item 2.0


Operator Seats.
Operator Seats.
Operator seats replace existing vehicle seats as the new controllers of Item 2.0 based ships.
Operator seats replace existing vehicle seats as the new controllers of Item 2.0 based ships.
Feature Complete
Feature Complete
Radar System
Radar System
Feature Complete
Feature Complete
Light Control System.
Light Control System.
Feature Complete
Feature Complete
Fuel / Refuel.
Fuel / Refuel.
Feature Complete
Feature Complete
Power Supply / Pipes.
Power Supply / Pipes.
Feature Complete
Feature Complete
Quantum Drive.
Quantum Drive.
Feature Complete
Feature Complete


Insurance
Insurance


Code Complete. Now supporting bugfixing
Code Complete. Now supporting bugfixing


Stamina
Stamina


All 3.0.0 tasks complete. This feature will be developed further for future releases.
All 3.0.0 tasks complete. This feature will be developed further for future releases.


Doors & Airlocks
Doors & Airlocks


We are starting to update the doors and airlocks within the game to be more intelligent. This would mean that the door would ‘know’ if a room beyond them is depressurized and would stay shut for safety.
We are starting to update the doors and airlocks within the game to be more intelligent. This would mean that the door would ‘know’ if a room beyond them is depressurized and would stay shut for safety.
* Feature Complete for 3.0.0. Bugfixing in progress.*
* Feature Complete for 3.0.0. Bugfixing in progress.*


Cargo
Cargo


Code Complete. Now supporting bugfixing.
Code Complete. Now supporting bugfixing.


Commodities
Commodities


Implementing items to represent units of commodity cargo.
Implementing items to represent units of commodity cargo.
Feature Complete
Feature Complete


Kiosk Support
Kiosk Support


Code Complete. Now supporting bugfixing.
Code Complete. Now supporting bugfixing.


Atmospheric Entry Support
Atmospheric Entry Support


Feature Complete
Feature Complete


Persistent Damage, Ammo and Missiles
Persistent Damage, Ammo and Missiles


Persistence ensures that your vehicle state is saved between sessions.
Persistence ensures that your vehicle state is saved between sessions.
Feature Complete
Feature Complete


Repair
Repair


Code Complete Bugfixing to follow as needed.
Code Complete Bugfixing to follow as needed.


Inventory System Support
Inventory System Support


The inventory will offer a way to manage the cargo and commodities that are being carried by the ships a player owns.
Code Complete. Bugfixing to follow as needed.
Date will remain connected to the UI team’s progress on the inventory.
ETA is 27th July (was 20th July)
ETA is 27th July (was 20th July)


Rover and Dragonfly in Ships
Rover and Dragonfly in Ships


Feature Complete
Feature Complete


IFCS Performance Improvements – New Addition
IFCS Performance Improvements – New Addition


Changing the IFCS system to work in batch updates for performance improvements
Changing the IFCS system to work in batch updates for performance improvements
Feature Complete
Feature Complete


Hint System
Hint System


We have decided to include a first iteration of in-game hints to help new players acclimate to the various complex gameplay mechanics in Star Citizen. This is a feature we have worked on in the background and until this week, were unsure if it would be ready in time for 3.0.0. As work on this has progressed better than expected, we have made the decision to include this feature for 3.0.0
We have decided to include a first iteration of in-game hints to help new players acclimate to the various complex gameplay mechanics in Star Citizen. This is a feature we have worked on in the background and until this week, were unsure if it would be ready in time for 3.0.0. As work on this has progressed better than expected, we have made the decision to include this feature for 3.0.0
Feature Complete for 3.0.0. Bugfixing & polish in progress.
Feature Complete for 3.0.0. Bugfixing & polish in progress.


Already complete in the 3.0.0 branch:
Already complete in the 3.0.0 branch:


Crusader Converted to Object Container Setup
Crusader Converted to Object Container Setup
With the transition to Object Containers, the Crusader map was completely re-designed. Each Point of Interest is now an object container laid out via the Solar System Editor. This is in preparation for Object Container streaming and seamless transitions from different POI’s and between Star Systems. Mission Flowgraphs are converted over to use Subsumption and the new Mission System.
With the transition to Object Containers, the Crusader map was completely re-designed. Each Point of Interest is now an object container laid out via the Solar System Editor. This is in preparation for Object Container streaming and seamless transitions from different POI’s and between Star Systems. Mission Flowgraphs are converted over to use Subsumption and the new Mission System.
Mega Map for Persistent Universe
Mega Map for Persistent Universe
Mega Map tech (also used in Crusader for seamless loading between different gamemodes) is now possible in the new PU map, which is setup in the Solar System Editor. This allows the utilization of Mega Map technology.
Mega Map tech (also used in Crusader for seamless loading between different gamemodes) is now possible in the new PU map, which is setup in the Solar System Editor. This allows the utilization of Mega Map technology.
Revamp of Power Plants / Shield Generators / Coolers and the Heat & Power System for improved gameplay and conversion to Item 2.0
Revamp of Power Plants / Shield Generators / Coolers and the Heat & Power System for improved gameplay and conversion to Item 2.0


Core Tech
Core Tech


Planetary Tech
Planetary Tech


Feature Complete
Feature Complete


Solar System Tool
Solar System Tool


Feature Complete
Feature Complete


Entity Update Component Scheduler
Entity Update Component Scheduler


Will allow lower priority entities (i.e. those further away from players) to be updated less frequently, which should improve the overall framerate and allow us to add more content to the universe.
Will allow lower priority entities (i.e. those further away from players) to be updated less frequently, which should improve the overall framerate and allow us to add more content to the universe.
Planned work for 3.0.0 is complete. This feature will extend past 3.0.0 as the work is ongoing, and continual improvements will be made in the run up to 3.0.0 release.
Planned work for 3.0.0 is complete. This feature will extend past 3.0.0 as the work is ongoing, and continual improvements will be made in the run up to 3.0.0 release.


Entity Owner Manager
Entity Owner Manager


The Entity Owner Manager will track entities that are moved around the universe, making sure we spawn and unspawn them at the correct time
The Entity Owner Manager will track entities that are moved around the universe, making sure we spawn and unspawn them at the correct time
Work on this feature was paused in order to support various bugs and feature polish for this week’s milestone review.
LA Engineering identified further additional tasks needed to support persistence and netcode.
LA Engineering has identified further tasks needed to support persistence and netcode.
ETA is 11th August
ETA is 11th August (was 28th July)


Already complete in the 3.0.0 branch:
Already complete in the 3.0.0 branch:


New Radar Databank
New Radar Databank
Subsumption Base Functionality
Subsumption Base Functionality
This is the initial release of the foundation technology that drives all of the AI, mission, dynamic content, and conversation logic. The mission content previously created with FlowGraph has been replaced and the implementation time to achieve a desired effect has been cut dramatically.
This is the initial release of the foundation technology that drives all of the AI, mission, dynamic content, and conversation logic. The mission content previously created with FlowGraph has been replaced and the implementation time to achieve a desired effect has been cut dramatically.
Various Performance improvements
Various Performance improvements
Planetary Physics Grid to support orbiting and rotating planets
Planetary Physics Grid to support orbiting and rotating planets
Multi-Function Display implementation for Item 2.0 Components on ships
Multi-Function Display implementation for Item 2.0 Components on ships
IFCS improvements to support AI & Takeoff System
IFCS improvements to support AI & Takeoff System
Unified Visor for seamless Ship 2.0 / FPS transition
Unified Visor for seamless Ship 2.0 / FPS transition
HUD/Visor integration for new Radar Databank
HUD/Visor integration for new Radar Databank
Object Distribution
Object Distribution
Terrain / Object blending for soft natural transition of objects intersecting with the ground
Terrain / Object blending for soft natural transition of objects intersecting with the ground
Video codec updated to Bink2, providing higher fidelity at lower bitrate
Video codec updated to Bink2, providing higher fidelity at lower bitrate
Vehicles no longer use Lua
Vehicles no longer use Lua
This is a huge step forward on the code side.
This is a huge step forward on the code side.
Skeleton Extension support for Item Port Offset overrides per item
Skeleton Extension support for Item Port Offset overrides per item
Numerous types of physics simulation for all Item 2.0 attachments including hair, weapons, grenades and more.
Numerous types of physics simulation for all Item 2.0 attachments including hair, weapons, grenades and more.
Destructible component for items, props and environment assets
Destructible component for items, props and environment assets
Nested Physics Grids support for vehicle transportation inside large ships, i.e. DragonFly & Rover
Nested Physics Grids support for vehicle transportation inside large ships, i.e. DragonFly & Rover
Physics simulation gravity vector now respects planetary gravity
Physics simulation gravity vector now respects planetary gravity
Modular loadouts rule sets and support for up to five loadouts
Modular loadouts rule sets and support for up to five loadouts
Animation driven facial audio implemented
Animation driven facial audio implemented
Updated Sandbox Editor Python integration.
Updated Spacebox Editor Python integration.
Zone culling on all character assets and layers, system complete and mesh markup complete supplemented with tools to easily support new assets.
Zone culling on all character assets and layers, system complete and mesh markup complete supplemented with tools to easily support new assets.
Solar System Editor
Solar System Editor
A tool that will layout entire solar system with their astral objects (sun, planets moons) as well as space stations, etc.
A tool that will layout entire solar system with their astral objects (sun, planets moons) as well as space stations, etc.
New Light Controller for runtime light switches
New Light Controller for runtime light switches
New network message queue (current in QATR) to reduce network bandwidth and network thread time.
New network message queue (current in QATR) to reduce network bandwidth and network thread time.
Light Entity Render node merging.
Light Entity Render node merging.
Dynamic Physics Grid to support sparse space areas vs. dense areas like space stations.
Dynamic Physics Grid to support
Highly optimized vertex and position format for all geometry
Texture memory usage reduced across the project
Unified material libraries for use across all departments
Comparing and finding all duplicated normal maps and albedo maps in the LayerBlend texture library
Clean up LayerBlend Material Libraries, Resolution Adjustments, Renames to Lower Case
Follow-ups on list of unused textures and materials
Massively improved LOD computation and average face sizes for ships
Shared hair assets (instead of bespoke asset per head) for character creation
Automated facial asset LODs, skinning algorithm per LOD updated.
Reworked mesh setup of facial assets for optimal performance and reduced drawcalls.
Unified helmet and character mesh into singular render proxy for better performance and visuals.
Various portal and culling improvements.
Improved Animation Data Base collection and build process for optimized animation data streaming also added external tools to manage this.
Deprecated thousands of legacy and test assets including animations, geometry, libraries and more for reduced build size.
Automatic Asset Error collection and tracking.
Reworked itemport layout for characters and character items
Updated all assets using HumanSkin to highly optimized HumanSkinv2 shader. This saves upwards of a 100 megs of texture memory per face.
Vastly improved memory allocator which allowed massive reduction in runtime allocation count
Several significant optimizations to entity update code

UI

As you will see, the UI schedule has undergone some significant changes to accommodate some new features designed to enhance the player experience. The following schedule and dates will be used as the new baseline for the UI schedule, the previous completion dates have been included to indicate the change.

Kiosk UI

Feature Complete

Item 2.0 Multi Function Displays

MFDs are being converted to work in the new item 2.0 system to give pilots even more control of their ships.
Feature Complete

Field of View Slider

Feature Complete

Character Customization

Players will now be able to customize their characters’ heads, hair, eye color, and skin color.
The team has been supporting other features, so the date for this has slipped. Production is reassessing and will post a specific projection next week.
ETA is TBD (was 25th July)

Personal Manager App

This App will allow players to review their inventory and customize various aspects of their suit and weapons.
Further polish work is needed to implement a profile selection and create a pop-up to select between loadout slots, but requires a little more time to complete.
Feature Complete Bug Fixing in progress.

Mission Manager App

Feature Complete. Bug fixing in progress

Cargo Manifest App

Code Complete. Bug fixing to follow.

Vehicle Customizer App

This app will allow players to customize their ship via the ship customization screen, so edits can be done without locating the exact port on the ship.
Additional code support to fix issues with the Mission Manager, Hints, and the Ship Selector have delayed this feature slightly.
ETA is 9th August (was 27th July)

Ship Selector App & Insurance Claim

This app would exist alongside the Ship Selection Terminals in the Persistent Universe, allowing players more freedom to spawn ships at designated locations.
Code is complete and now requires final hookup, but this has been delayed due to the team supporting hint system for designers. Also, the completion date for this feature has moved out in order to support the item 2.0 Multi-Function Displays and Inventory.
ETA is 3rd August (was 19th July)

Heavy Armour for Star Marine

Heavy armor will be enabled for selection within the Star Marine loadout customization menu.
Feature Complete

Inventory System

Very closely linked to the cargo manifest App. This will be the place to look for you personal inventory.
Also delayed due to complications while hooking up the search bar and transfer popup, but the feature is now code complete and requires some final hookup to Flash.
ETA is 27th July (was 20th July)

Mission Board App

The mission board allows players to see the service beacons that have been set up around the universe by other players calling for assistance.
Feature Complete

StarMap App

Feature Complete

UI Owner Component

Feature Complete

mobiGlas Overhaul

Feature Complete

Comms System UI

We are adding the initial implementation of the Comms System in to 3.0.0 which will allow players to hail in order to request landing while at the various space stations in the PU.
Delayed due to team being redirected to help resolve blockers on other issues.
ETA is 16th August (was 25th July)

AI

Mission System

The overall system that will be used to create mission flows when we start building missions like Patrol, Assassination, Smuggling, etc.
We are continuing to build on the mission system AI in order for design to implement more missions for inclusion in 3.0.0
ETA is 9th August (was 24th July)

AI Turrets

We are adding the ability for AI to operate turrets in Crusader, so we are working to make sure that they track and fire upon the correct targets.
Feature Complete

Graphics

Render to Texture

This will have many uses going forwards, but our focus for now is to improve UI rendering and to introduce live rendering of video communications. We’re aiming to improve rendering performance by rendering as much of the UI ahead of a frame. For video communications, this will mean that we don’t have to pre-render the comms and store those files on the hard drive, as is the case with most games, allowing us to maintain fidelity and save hard drive space.
This system is still in progress, but due to its overall size and some of the other features for 3.0.0 that require Render to Texture, teams are using the system as soon as they are able, which means that Render to Texture is requiring bug fixing support while it’s being developed which results in further delays of the system as a whole. The date below does also take dedicated bug fixing time into account.
ETA is 10th August

Environment Probe

This allows for bounced lighting and reflections to be updated dynamically and will result in better lighting visuals.
This has been quite an in-depth task for the Graphics team whose work revealed a variety of unknown issues causing a delay.
Feature Complete

Atmospheric Entry

Feature Complete

Volumetric Fog

The completion date has moved back due to unexpected issues with implementing the Volumetric fog away from Lumberyard to work correctly with our systems.
Completion of required tasks are taking a bit more time than expected.
ETA is 9th June (was 30th May)

GPU Particle Foundation

Feature Complete

Engine Trails & Contrails

Feature Complete

Asteroid Physics

* Feature Complete

Exposure Improvements

We are adding support for peripheral vision to be taken into account when calculating exposure, rather than just what is onscreen. This will avoid situations like looking into a space when there is something very bright (such as a planet surface or space station) just off-screen.
As other work progressed, we gained insight into this task which made the completion much more straight forward, allowing the improvements to be made earlier than anticipated.
Feature Complete.

Already