433 lines
-123 Removals
432 lines
+127 Additions
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. 3.0.0 marks the next major step forward in realizing the vision of the Star Citizen Persistent Universe. As you’ll see from the sections below, there’s a lot of new content and underlying tech being worked on for this release which will enhance the experience of our players.
The following lists and charts show our progress towards releasing 3.0.0, with all remaining major tasks listed. 3.0.0 marks the next major step forward in realizing the vision of the Star Citizen Persistent Universe. As you’ll see from the sections below, there’s a lot of new content and underlying tech being worked on for this release which will enhance the experience of our players.
Tasks are either feature complete, or have an ETA for completion. It’s important to remember that 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
Tasks are either feature complete, or have an ETA for completion. It’s important to remember that 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.
ALREADY COMPLETE AND IN 3.0.0 BRANCH:
GRAPHICS
RenderTarget refactor
This saves over 50% of the video memory previously used for dynamic textures.
Physically based area lights
Shadow map caching system
This allows for many more shadow casting lights at once and avoids the need for baking shadows.
Revamped decal rendering system which renders fully deferred, instanced decals with aggressive overdraw optimizations
DESIGN
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
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.
Revamp of Power Plants / Shield Generators / Coolers and the Heat & Power System for improved gameplay and conversion to Item 2.0
ENVIRONMENT
Modular Room System for procedural generation of planetary outposts
The 3.0.0 Procedural Planet update marks a major advance in the Star Citizen Persistent Universe. As you’ll see below, the new content and underlying tech in this release which will greatly enhance player experience.
Official Outpost Spawning System ready for mission designers
Integrated Outpost distribution to PlanetEd
Single outpost Object Preset
Cluster of Outposts
Crash site mission
Interface to hand place modules and save to Layer
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)
Entrance Room system working (stairs and ramps are now available as initial rooms)
Rooftop Prop system working for Solar panel
Wall prop system working for additional prop variations
Material Wear/Dirt on props using Layer Blend done and actually working
Developed Outpost “feet” system
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)
Support Aircon/solar panel system on outposts
Added color tinting to Outposts
Added color tinting interface to Planet Ed
Created material distinction for interior / exteriors
Group elements offset in Planet Object Preset to be able to offset landing pads
TOOLS
Solar System Editor
We have also divided up the list of currently completed features from the top of the page and moved them to their relevant subsections below.
A tool that will layout entire solar system with their astral objects (sun, planets moons) as well as space stations, etc.
PERFORMANCE
New Light Controller for runtime light switches
New network message queue (current in QATR) to reduce network bandwidth and network thread time.
Light Entity Render node merging.
Dynamic Physics Grid to support sparse space areas vs. dense areas like space stations.
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
ART
New Assets:
Heavy Marine Armor
Explorer Suit Armor
Cloth and Clothing simulation on various assets old and new
Updated helmet interiors and exterior for updated art, FOV tech and standardization
Armor converted to work within modular customization structure
Finalized delivery of ALL facial assets from 3lateral.
Ships:
New Skinning and Rigging tools for landing gear on ships.
Constellation Cargo Bay/Elevator extensions
Light Group entity optimization
CODE
New Radar Databank
Subsumption Base Functionality
This is the initial release of the foundation technology that drives all of the AI, mission, dynamic content, and conversational 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
Planetary Physics Grid to support orbiting and rotating planets
MFD implementation for Item 2.0 Components on ships
IFCS improvements to support AI & Takeoff System
Unified Visor for seamless Ship 2.0 / FPS transition
HUD/Visor integration for new Radar Databank
Object Distribution
Terrain / Object blending for soft natural transition of objects intersecting with the ground
Video codec updated to Bink2, providing higher fidelity at lower bitrate
Vehicles No Longer Use Lua
This is a huge step forward on the code side.
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.
Destructible component for items, props and environment assets
Nested Physics Grids support for vehicle transportation inside large ships, i.e. DragonFly & Rover
Physics simulation gravity vector now respects planetary gravity
Modular loadouts rule sets and support for up to five loadouts
Animation driven facial audio implemented
Updated Sandbox 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.
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, than 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, than 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
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 for you to explore
The new moons will also have outposts on their surface for you to explore
ETA is 2nd June
ETA is 2nd June
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
ETA is 12th May
ETA is 12th May
DERELICT SHIPS
DERELICT SHIPS
Derelict ships will be added to the system for extra points of interest and exploration
Derelict ships will be added to the system for extra points of interest and exploration
ETA is 26th May
ETA is 26th May
DEBRIS FIELDS
DEBRIS FIELDS
To accompany the derelict ships, there will also be debris fields within the system
To accompany the derelict ships, there will also be debris fields within the system
ETA is 26th May
ETA is 26th May
DELAMAR / LEVSKI (STRETCH GOAL)
DELAMAR / LEVSKI (STRETCH GOAL)
We are adding the planet Delamar and the landing zone, Levski
We are adding the planet Delamar and the landing zone, Levski
ETA is 1st June
ETA is 1st June
ALREADY COMPLETE IN THE 3.0.0 BRANCH:
Modular Room System for procedural generation of planetary outposts
Official Outpost Spawning System ready for mission designers
Integrated Outpost distribution to PlanetEd
Single outpost Object Preset
Cluster of Outposts
Crash site mission
Interface to hand place modules and save to Layer
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)
Entrance Room system working (stairs and ramps are now available as initial rooms)
Rooftop Prop system working for Solar panel
Wall prop system working for additional prop variations
Material Wear/Dirt on props using Layer Blend done and actually working
Developed Outpost “feet” system
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)
Support Aircon/solar panel system on outposts
Added color tinting to Outposts
Added color tinting interface to Planet Ed
Created material distinction for interior / exteriors
Group elements offset in Planet Object Preset to be able to offset landing pads
New Assets:
Heavy Marine Armor
Explorer Suit Armor
Cloth and Clothing simulation on various assets old and new
Updated helmet interiors and exterior for updated art, FOV tech and standardization
Armor converted to work within modular customization structure
Finalized delivery of ALL facial assets from 3lateral.
Ships:
New Skinning and Rigging tools for landing gear on ships.
Constellation Cargo Bay/Elevator extensions
Light Group entity optimization
GAMEPLAY
GAMEPLAY
PLAYER MANNED TURRETS
PLAYER MANNED TURRETS
ETA is 8th June
ETA is 8th June
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.
ETA is 25th May
ETA is 25th May
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.
ETA is 1st June
ETA is 1st June
ITEM 2.0
ITEM 2.0
Operator Seats.
Operator Seats.
ETA is 24th May
ETA is 24th May
Radar System
Radar System
ETA is 5th May
ETA is 5th May
Light Control System.
Light Control System.
ETA is 26th April
Feature Complete
Fuel / Refuel.
Fuel / Refuel.
Feature Complete
Feature Complete
Power Supply / Pipes.
Power Supply / Pipes.
ETA is 5th May
Feature Complete
Quantum Drive.
Quantum Drive.
ETA is 18th April
Converting the quantum drive to Item 2.0 as part of the more general Item 2.0 process. This will also allow us to build more gameplay around quantum travel.
Pushed to accommodate changes with UI
ETA is 5th May (was 18th April)
INSURANCE
INSURANCE
This will be an alpha version of the insurance system where if your current ship becomes damaged beyond repair, you will be able to request a replacement ship (with basic loadout) from the insurance provider.
This will be an alpha version of the insurance system where if your current ship becomes damaged beyond repair, you will be able to request a replacement ship (with basic loadout) from the insurance provider.
ETA is 5th May
The Persistence tasks that create the base for the insurance system are not at a place where work on this feature can be started just yet.
ETA is 12th May (was 5th May)
STAMINA
STAMINA
We are introducing the concept of stamina in to 3.0.0, this will mean that actions will have consequences. For instance, continuing to sprint will drain the stamina of your character, causing loss of breath and difficulty in aiming a weapon.
We are introducing the concept of stamina in to 3.0.0, this will mean that actions will have consequences. For instance, continuing to sprint will drain the stamina of your character, causing loss of breath and difficulty in aiming a weapon.
ETA is 31st May
ETA is 31st May
DOORS & AIRLOCKS
DOORS & AIRLOCKS
We are starting to update the doors and airlocks within the game to be more intelligent. In time, this would mean that the door would ‘know’ if a room beyond them is depressurised and would stay shut for safety
We are starting to update the doors and airlocks within the game to be more intelligent. In time, this would mean that the door would ‘know’ if a room beyond them is depressurised and would stay shut for safety
ETA is 31st May
ETA is 31st May
CARGO
CARGO
Commodities bought using the kiosk will be transportable in the cargo holds of vehicles, to be sold in another location.
Commodities bought using the kiosk will be transportable in the cargo holds of vehicles, to be sold in another location.
ETA is 2nd June
ETA is 2nd June
COMMODITIES
COMMODITIES
Implementing items to represent units of tradeable cargo.
Implementing items to represent units of tradeable cargo.
ETA is 19th May
ETA is 19th May
KIOSK SUPPORT
KIOSK SUPPORT
Support UI on kiosks for buying and selling of cargo.
Support UI on kiosks for buying and selling of cargo.
ETA is 1st June
ETA is 1st June
ATMOSPHERIC ENTRY SUPPORT
ATMOSPHERIC ENTRY SUPPORT
Adding VFX and Turbulence to atmospheric entry
Adding VFX and Turbulence to atmospheric entry
ETA is 5th May
ETA is 5th May
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.
ETA is 26th May
ETA is 26th May
REPAIR
REPAIR
Improvements to our repair system to support our persistence model.
Improvements to our repair system to support our persistence model.
ETA is 2nd June
ETA is 2nd June
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.
The inventory will offer a way to manage the cargo and commodities that are being carried by the ships a player owns.
ETA is 1st June
ETA is 1st June
ALREADY COMPLETE IN THE 3.0.0 BRANCH:
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.
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.
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
The Physics Grid for planets and the modular space stations.
The Physics Grid for planets and the modular space stations.
ETA is 31st May
ETA is 31st May
SOLAR SYSTEM TOOL
SOLAR SYSTEM TOOL
ETA is 31st May
ETA is 31st May
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.
ETA is 31st May
ETA is 31st May
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
ETA is 29th May
ETA is 29th May
ALREADY COMPLETE IN THE 3.0.0 BRANCH:
New Radar Databank
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.
Various Performance improvements
Planetary Physics Grid to support orbiting and rotating planets
Multi-Function Display implementation for Item 2.0 Components on ships
IFCS improvements to support AI & Takeoff System
Unified Visor for seamless Ship 2.0 / FPS transition
HUD/Visor integration for new Radar Databank
Object Distribution
Terrain / Object blending for soft natural transition of objects intersecting with the ground
Video codec updated to Bink2, providing higher fidelity at lower bitrate
Vehicles no longer use Lua
This is a huge step forward on the code side.
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.
Destructible component for items, props and environment assets
Nested Physics Grids support for vehicle transportation inside large ships, i.e. DragonFly & Rover
Physics simulation gravity vector now respects planetary gravity
Modular loadouts rule sets and support for up to five loadouts
Animation driven facial audio implemented
Updated Sandbox 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.
Solar System Editor
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 network message queue (current in QATR) to reduce network bandwidth and network thread time.
Light Entity Render node merging.
Dynamic Physics Grid to support sparse space areas vs. dense areas like space stations.
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
UI
KIOSK UI
KIOSK UI
Kiosk shopping will allow players to buy and sell various commodities with the gameworld to vendors throughout the universe
Kiosk shopping will allow players to buy and sell various commodities with the gameworld to vendors throughout the universe
This date should now be a more accurate representation as further investigations revealed more tasks required for this.
This date should now be a more accurate representation as further investigations revealed more tasks required for this.
ETA is 10th May (was 4th May)
ETA is 10th May (was 4th May)
ITEM 2.0 MULTI FUNCTION DISPLAYS
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
MFDs are being converted to work in the new item 2.0 system to give pilots even more control of their ships
ETA is 26th May
ETA is 26th May
FIELD OF VIEW SLIDER
FIELD OF VIEW SLIDER
This will allow players to narrow or widen the field of view to their liking
This will allow players to narrow or widen the field of view to their liking
ETA is 5th May
ETA is 5th May
CHARACTER CUSTOMIZATION
CHARACTER CUSTOMIZATION
Players will now be able to customize their characters heads, hair, eye color, and skin color
Players will now be able to customize their characters heads, hair, eye color, and skin color
ETA is 31st May
ETA is 31st May
PERSONAL MANAGER APP
PERSONAL MANAGER APP
This App will allow players to review their inventory and customize various aspects of their suit and weapons
This App will allow players to review their inventory and customize various aspects of their suit and weapons
ETA is 23rd May
ETA is 23rd May
MISSION MANAGER APP
MISSION MANAGER APP
This is a redesign of the mission App that is currently available within mobiGlas and is the next step in allowing players more control over their mission tracking
This is a redesign of the mission App that is currently available within mobiGlas and is the next step in allowing players more control over their mission tracking
Revised date based on updated completion date of the Kiosk UI. This work will be started after the Kiosk UI is complete.
Revised date based on updated completion date of the Kiosk UI. This work will be started after the Kiosk UI is complete.
ETA is 19th May (was 16th May)
ETA is 19th May (was 16th May)
CARGO MANIFEST APP
CARGO MANIFEST APP
After buying items at a Kiosk, players will be able to head to their ship and check their cargo manifest.
After buying items at a Kiosk, players will be able to head to their ship and check their cargo manifest.
ETA is 1st June
ETA is 1st June
INVENTORY SYSTEM
INVENTORY SYSTEM
Very closely linked to the cargo manifest App. This will be the place to look for you personal inventory.
Very closely linked to the cargo manifest App. This will be the place to look for you personal inventory.
ETA is 2nd June
ETA is 2nd June
MISSION BOARD APP
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
The mission board allows players to see the service beacons that have been set up around the universe by other players calling for assistance
ETA is 1st June
ETA is 1st June
STARMAP APP
STARMAP APP
The Starmap will be introduced to allow players to view the PU at large and select planets to QT to
The Starmap will be introduced to allow players to view the PU at large and select planets to QT to
ETA is 12th May
ETA is 12th May
UI OWNER COMPONENT
UI OWNER COMPONENT
This is an underlying framework that will be used for the player manager App, cargo, and the Kiosk
This is an underlying framework that will be used for the player manager App, cargo, and the Kiosk
The UI team have decided to swap this with their support work for the Render to Texture feature due to when that will be ready for them.
This has been delayed slightly due to the engineer being pulled off to accommodate other requests.
ETA is 28th April (was 12th May)
ETA is 4th May (was 28th April)
CARGO UI
CARGO UI
UI interface for the cargo system
UI interface for the cargo system
ETA is 1st June
ETA is 1st June
MOBIGLAS OVERHAUL (STRETCH GOAL)
MOBIGLAS OVERHAUL (STRETCH GOAL)
The UI team are planning an overhaul of the mobiGlas system so that it better reads what the gamecode is doing. This change will make the mobiGlas system as a whole easier to maintain for the UI team
The UI team are planning an overhaul of the mobiGlas system so that it better reads what the gamecode is doing. This change will make the mobiGlas system as a whole easier to maintain for the UI team
ETA is 6th June
ETA is 6th June
AI
AI
MISSION SYSTEM
MISSION SYSTEM
The overall system that will be used to create mission flows when we start building missions like Patrol, Assassination, Smuggling, etc.
The overall system that will be used to create mission flows when we start building missions like Patrol, Assassination, Smuggling, etc.
ETA is 31st May
ETA is 31st May
AI TURRETS
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.
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.
ETA is 8th May
ETA is 8th May
GRAPHICS
GRAPHICS
RENDER TO TEXTURE
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 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.
ETA is 24th May
ETA is 24th May
ENVIRONMENT PROBE
ENVIRONMENT PROBE
This allows for bounced lighting and reflections to be updated dynamically and will result in better lighting visuals.
This allows for bounced lighting and reflections to be updated dynamically and will result in better lighting visuals.
ETA is 2nd June
ETA is 2nd June
ATMOSPHERIC ENTRY
ATMOSPHERIC ENTRY
With 3.0.0 players will have the chance to land on astral bodies, which, in some cases, will involve passing through the atmosphere. Our graphics team are working on the tech that will make this feel as satisfying as possible for the player piloting the ship.
With 3.0.0 players will have the chance to land on astral bodies, which, in some cases, will involve passing through the atmosphere. Our graphics team are working on the tech that will make this feel as satisfying as possible for the player piloting the ship.
ETA is 5th May
ETA is 5th May
VOLUMETRIC FOG
VOLUMETRIC FOG
ETA is 9th May (was 14th April)
ETA is 9th May (was 14th April)
GPU PARTICLES
GPU PARTICLES
Feature Complete
Feature Complete
ENGINE TRAILS & CONTRAILS
ENGINE TRAILS & CONTRAILS
ETA is 28th April
Build issues have stopped the VFX team from being able to work on the contrails, so they have moved to other tasks in the meantime
ETA is 26th May (was 28th April)
ALREADY COMPLETE IN THE 3.0.0 BRANCH:
RenderTarget refactor
This saves over 50% of the video memory previously used for dynamic textures.
Physically-based area lights
Shadow map caching system
This allows for many more shadow casting lights at once and avoids the need for baking shadows.
Revamped decal rendering system which renders fully deferred, instanced decals with aggressive overdraw optimizations
BACKEND
BACKEND
DIFFUSION SUBSET FOR 3.0.0
DIFFUSION SUBSET FOR 3.0.0
Diffusion is our second-generation cloud-oriented back-end service architecture. It dramatically simplifies the effort required to implement, maintain, and interact with services, while simultaneously providing major enhancements in the areas of scalability and redundancy.
Diffusion is our second-generation cloud-oriented back-end service architecture. It dramatically simplifies the effort required to implement, maintain, and interact with services, while simultaneously providing major enhancements in the areas of scalability and redundancy.
ETA is 16th June
ETA is 16th June
SOLAR SYSTEM SHOP SERVICE
SOLAR SYSTEM SHOP SERVICE
The Solar System Shop Service dictates what retail products, natural resources, and services shops are willing to buy and sell. It also decides their current level of inventory and prices, all of which may vary over time. It acts as an intermediary between the game and the back end simulation/rule set.
The Solar System Shop Service dictates what retail products, natural resources, and services shops are willing to buy and sell. It also decides their current level of inventory and prices, all of which may vary over time. It acts as an intermediary between the game and the back end simulation/rule set.
ETA is 21st April
Required tasks are talking slightly longer to complete that anticipated
ETA is 5th May (was 21st April)
SOLAR SYSTEM MISSION SERVICE
SOLAR SYSTEM MISSION SERVICE
The Solar System Mission Service dictates what missions are being offered at various locations and at what price. It is also responsible for specifying when and where dynamic content should be instantiated and how it should be customized. That way, the reality players see matches what it should in that area, based upon hints provided by the back end simulation/rule set. This service will split into two for 3.1, with the latter functionality becoming the responsibility of a dedicated Dynamic Content Service.
The Solar System Mission Service dictates what missions are being offered at various locations and at what price. It is also responsible for specifying when and where dynamic content should be instantiated and how it should be customized. That way, the reality players see matches what it should in that area, based upon hints provided by the back end simulation/rule set. This service will split into two for 3.1, with the latter functionality becoming the responsibility of a dedicated Dynamic Content Service.
ETA is 12th May
ETA is 12th May
NETWORK
NETWORK
NEW MESSAGE QUEUE
NEW MESSAGE QUEUE
Now that all our message are strictly ordered we’ve been able to really streamline the processing, allowing us to send and recieve messages with less overhead. The new message queue also has a few extra features to better handle packet loss and jitter, helping reduce average bandwidth and latency.
Now that all our message are strictly ordered we’ve been able to really streamline the processing, allowing us to send and recieve messages with less overhead. The new message queue also has a few extra features to better handle packet loss and jitter, helping reduce average bandwidth and latency.
ETA is 22nd May
ETA is 22nd May
PHYSICS SERIALIZATION
PHYSICS SERIALIZATION
This will fix a few long standing threading issues between then network and physics code. Improves separation of physics and netcode for better maintainability.
This will fix a few long standing threading issues between then network and physics code. Improves separation of physics and netcode for better maintainability.
ETA is 18th May (was 12th May)
ETA is 18th May (was 12th May)
NETWORK BIND/UNBIND (STRETCH GOAL)
NETWORK BIND/UNBIND (STRETCH GOAL)
Eliminate network updates for entities far away from clients. Should greatly reduce the amount of work the netcode has to do, helping improve server performance. A greater proportion of client bandwidth will be spent on entities close to the client.
Eliminate network updates for entities far away from clients. Should greatly reduce the amount of work the netcode has to do, helping improve server performance. A greater proportion of client bandwidth will be spent on entities close to the client.
ETA is 26th June
ETA is 30th June (was 26th June)
SHIPS & WEAPONS
SHIPS & WEAPONS
DRAKE DRAGONFLY
DRAKE DRAGONFLY
A short-range open canopy craft capable of space and ground flight.
A short-range open canopy craft capable of space and ground flight.
ETA is 12th May
ETA is 12th May
DRAKE CUTLASS BLACK
DRAKE CUTLASS BLACK
Rework of the legacy ship
Rework of the legacy ship
ETA is 26th May
ETA is 26th May
RSI CONSTELLATION AQUILLA
RSI CONSTELLATION AQUILLA
The newest available flight-ready variant of the Constellation series.
The newest available flight-ready variant of the Constellation series.
ETA is 12th May
ETA is 12th May
RSI URSA ROVER
RSI URSA ROVER
Ground exploration vehicle.
Ground exploration vehicle.
ETA is 26th May
ETA is 26th May
MISC PROSPECTOR
MISC PROSPECTOR
Single-seater mining craft.
Single-seater mining craft.
ETA is 5th May
ETA is 5th May
BEHRING P8-SC
BEHRING P8-SC
An SMG for mid-range fighting that provides a high rate of fire.
An SMG for mid-range fighting that provides a high rate of fire.
ETA is 27th April
A few remaining bugs with this weapon have delayed final sign off
ETA is 4th May (was 27th April)
APOCALYPSE ARMS SCOURGE RAIL GUN
APOCALYPSE ARMS SCOURGE RAIL GUN
A shoulder mounted railgun capable of providing high levels of damage at a long range.
A shoulder mounted railgun capable of providing high levels of damage at a long range.
ETA is 14th June
ETA is 14th June
KLAUS AND WERNER GALLANT RIFLE
KLAUS AND WERNER GALLANT RIFLE
Rework of the legacy weapon.
Rework of the legacy weapon.
ETA is 4th May
Review scheduling issues have delayed the completion date of this weapon
ETA is 18th May (was 4th May)
ARROWHEAD SNIPER RIFLE
ARROWHEAD SNIPER RIFLE
Rework of the legacy weapon.
Rework of the legacy weapon.
ETA is 18th May
Reload changes on several weapons have required rigging and skinning updates which caused a bottleneck with Tech Art.
ETA is 1st June (was 18th May)
KSAR DEVASTATOR-12 SHOTGUN
KSAR DEVASTATOR-12 SHOTGUN
Rework of the legacy weapon.
Rework of the legacy weapon.
ETA is 25th May
ETA is 25th May
BEYOND 3.0.0 - OVERVIEW
BEYOND 3.0.0 - OVERVIEW
Click Here to Download.
Click Here to Download.
3.1.0 Goals
3.1.0 Goals
PERSISTENT UNIVERSE CONTENT
PERSISTENT UNIVERSE CONTENT
New Additions:
New Additions:
Modular Space Station – Truckstop
Modular Space Station – Truckstop
Arc Corp / Area 18
Arc Corp / Area 18
FPS / SPACE GAMEPLAY
FPS / SPACE GAMEPLAY
New Additions:
New Additions:
Female Player Locomotion
Female Player Locomotion
AI Locomotion
AI Locomotion
Shouldered Weapons
Shouldered Weapons
Throwable Weapons
Throwable Weapons
Armed (FPS Weapon Equipped)
Armed (FPS Weapon Equipped)
Fists
Fists
Knife
Knife
Take down (Front, Sides, Rear)
Take down (Front, Sides, Rear)
Knockdown and Knockbacks
Knockdown and Knockbacks
CORE DEV TECH AND SYSTEMS
CORE DEV TECH AND SYSTEMS
New Additions:
New Additions:
Fuel (Item 2.0)
Fuel (Item 2.0)
Criminality System
Criminality System
Room System v2 (Physical Depressurization)
Room System v2 (Physical Depressurization)
Item 2.0 Elevators v2
Item 2.0 Elevators v2
Item 2.0 Airlocks v2
Item 2.0 Airlocks v2
Diffusion Refactor
Diffusion Refactor
Item Degradation/Failure/Luck
Item Degradation/Failure/Luck
Service Beacon v1
Service Beacon v1
Parties and Orgs(Group Entity Component)
Parties and Orgs(Group Entity Component)
Game persistence
Game persistence
Spectrum Integration in game
Spectrum Integration in game
Repair and Restock System
Repair and Restock System
Elevators v2
Elevators v2
Bind / Unbinding
Bind / Unbinding
Object Container Streaming Core Engine Support
Object Container Streaming Core Engine Support
SHIPS:
SHIPS:
MISC Razor
MISC Razor
RSI Aurora (Update)
RSI Aurora (Update)
ANVIL Terrapin
ANVIL Terrapin
MISC Hull C
MISC Hull C
DRAKE Cutlass Red
DRAKE Cutlass Red
DRAKE Cutlass Blue
DRAKE Cutlass Blue
AEGIS Vanguard Harbinger (Variant)
AEGIS Vanguard Harbinger (Variant)
3.2.0 Goals
3.2.0 Goals
PERSISTENT UNIVERSE CONTENT
PERSISTENT UNIVERSE CONTENT
New Additions:
New Additions:
Crusader
Crusader
Hurston
Hurston
MicroTech (Stretch Goal)
MicroTech (Stretch Goal)
FPS / SPACE GAMEPLAY
FPS / SPACE GAMEPLAY
New Additions:
New Additions:
New Ammo Types
New Ammo Types
Gadgets (drones / shields)
Gadgets (drones / shields)
Bumps
Bumps
Coperative Avoidance
Coperative Avoidance
Downed
Downed
Drowning
Drowning
Item Inspection
Item Inspection
Looting IK / Permissions
Looting IK / Permissions
CORE DEV TECH AND SYSTEMS
CORE DEV TECH AND SYSTEMS
New Additions:
New Additions:
NPC Generation (Archetype)
NPC Generation (Archetype)
Interaction System – Useables
Interaction System – Useables
Radar System (Item 2.0)
Radar System (Item 2.0)
Cargo v2
Cargo v2
Service Beacon v2
Service Beacon v2
StarMap v2
StarMap v2
Gas Giant Tech
Gas Giant Tech
Ship to Ship Refuel System
Ship to Ship Refuel System
Breaching
Breaching
Security / Access Control
Security / Access Control
Object Container Streaming
Object Container Streaming
SHIPS:
SHIPS:
RSI Constellation Pheonix
RSI Constellation Pheonix
RSI Constellation Taurus
RSI Constellation Taurus
MISC Freelancer MAX
MISC Freelancer MAX
AEGIS Vanguard Sentinel (Variant)
AEGIS Vanguard Sentinel (Variant)
MISC Freelancer DUR
MISC Freelancer DUR
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