| 3.0.0 OVERVIEW | | 3.0.0 OVERVIEW |
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| 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. |
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| 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. |
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| The 3.0.0 Procedural Planet update marks a major advance in the Star Citizen Persistent Universe. This week the Rover, the reworked Cutlass Black, Devastator Shotgun and Arrowhead Sniper rifle have all moved to feature complete status. | | The 3.0.0 Procedural Planet update marks a major advance in the Star Citizen Persistent Universe. We have reached ‘feature complete’ on several essential 3.0 systems, including the Mission Manager app, AI turrets and the diffusion subset (which came in earlier than expected). Several other items have been pushed out, largely due to dependencies that occur when so many features come together. As a result of the changes to these items, which are necessary to begin wider testing, we have moved the start of the Evocati window to July 7 (please note that much like a space launch, the testing windows indicate the timeframe in which we expect testing to begin and not the start and stop dates of the testing itself). |
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| PLANETARY UPDATE | | PLANETARY UPDATE |
| YELA | | YELA |
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| 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. |
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| CELLIN | | CELLIN |
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| 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. |
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| DAYMAR | | DAYMAR |
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| 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. |
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| REMAINING AIMS FOR 3.0.0 RELEASE | | REMAINING AIMS FOR 3.0.0 RELEASE |
| Click here to view Schedule | | Click here to view Schedule |
| PERSISTENT UNIVERSE CONTENT | | PERSISTENT UNIVERSE CONTENT |
| Click here to view Schedule | | Click here to view Schedule |
| 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 |
| We have broken out the lighting tasks for the surface outposts into it’s own feature | | We have broken out the lighting tasks for the surface outposts into it’s own feature |
| ETA is June 26th | | ETA is June 26th |
| 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. |
| Since this mechanic is setup with new technology that is still being developed, this delay is to ensure that our high quality bar is maintained and that our designers are able to properly implement the mission givers. | | Since this mechanic is setup with new technology that is still being developed, this delay is to ensure that our high quality bar is maintained and that our designers are able to properly implement the mission givers. |
| ETA is 30th June (was 9th June) | | ETA is 30th June (was 9th June) |
| BASIC DERELICT SHIPS | | BASIC DERELICT SHIPS |
| Feature Complete | | Feature Complete |
| INHABITED DERELICT SHIP SITES | | INHABITED DERELICT SHIP SITES |
| The Ship Art team is aiming to create another set of Derelict ships to be used in the Persistent Universe. These exploration rewards will appear to have been used as shelter by somebody rather than just being empty. Unfortunately, we’re still working on AI functioning on the planet surface, so they will looked lived in, but uninhabited. For now… | | The Ship Art team is aiming to create another set of Derelict ships to be used in the Persistent Universe. These exploration rewards will appear to have been used as shelter by somebody rather than just being empty. Unfortunately, we’re still working on AI functioning on the planet surface, so they will looked lived in, but uninhabited. For now… |
| ETA is 30th June | | ETA is 30th June |
| DEBRIS FIELDS | | DEBRIS FIELDS |
| Feature Complete | | Feature Complete |
| 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 |
| Following meetings on what we could aim to achieve for 3.0.0, we have moved our date out to accommodate this goal. | | Following meetings on what we could aim to achieve for 3.0.0, we have moved our date out to accommodate this goal. |
| ETA is 30th June (was 1st June) | | ETA is 30th June (was 1st June) |
| 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 |
| Click here to view Schedule | | Click here to view Schedule |
| PLAYER MANNED TURRETS | | PLAYER MANNED TURRETS |
| 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. |
| We have decided to make further improvements to this system that will have better gameplay implications, such as interacting with cargo that is in a ZeroG environment. | | We have decided to make further improvements to this system that will have better gameplay implications, such as interacting with cargo that is in a ZeroG environment. |
| ETA is 26th June (was 12th June) | | ETA is 26th June (was 12th June) |
| 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. |
| ETA is 23rd June | | Single seat ships reached feature complete today (23rd June), but Multi-Crew ships will take us into next Friday. |
| | | ETA is 30th June (was 23rd June) |
| 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 |
| 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. |
| Changes to netcode and persistence resulted in delays to this work | | Integration with the shopping service has taken longer than expected on the game code side. |
| ETA is 23rd June (was 9th June) | | ETA is 26th June (was 23rd June) |
| 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. |
| Delays on the tech side of this task have impacted the in-game implementation and caused the end date of this feature to move out. | | During the implementation of the new doors and airlocks, we found new bugs that have held up the completion to full conversion. Many locations now have newly updated doors, but the airlocks require a little more time to finish properly. |
| ETA is 22nd June (was 31st May) | | ETA is 30th June (was 22nd June) |
| 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. |
| Work on this is delayed due to a needed task from the Network Engineering team. | | Additional time needed for final integration with the shopping and inventory service. |
| ETA is 19th June (was 16th June) | | ETA is 26th June (was 19th June) |
| COMMODITIES | | COMMODITIES |
| Implementing items to represent units of commodity cargo. | | Implementing items to represent units of commodity cargo. |
| Integrating commodities with the shop services for buying and selling from ship cargo has added additional tasks | | Integrating commodities with the shop services for buying and selling from ship cargo has added additional tasks |
| ETA is 23rd June (was 9th June) | | Feature Complete |
| KIOSK SUPPORT | | KIOSK SUPPORT |
| Support UI on kiosks for buying and selling of cargo. | | Support UI on kiosks for buying and selling of cargo. |
| Delayed to offer the player additional functionality within Kiosks for 3.0.0 | | Integrating the game code with the backend service created some bugs which have caused a slight delay in the completion time of this feature. |
| ETA is 23rd June (was 9th June) | | ETA is 26th June (was 23rd June) |
| 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. |
| Work on this is delayed due to waiting on a needed task from the Network Engineering team. | | Work on this is delayed due to waiting on a needed task from the Network Engineering team. |
| 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. | | The inventory will offer a way to manage the cargo and commodities that are being carried by the ships a player owns. |
| Work on this is delayed due to a needed task from the Network Engineering team. | | Date will remain connected to the progress of the UI team’s work on the inventory. |
| ETA is 16th June (was 2nd June) | | ETA is 3rd July (was 19th June) |
| ROVER AND DRAGONFLY IN SHIPS | | ROVER AND DRAGONFLY IN SHIPS |
| Players will be able to transport the Ursa Rover and the Dragonfly inside ships that are big enough to hold them | | Players will be able to transport the Ursa Rover and the Dragonfly inside ships that are big enough to hold them |
| The conversion to the Item 2.0 ships and how they work has introduced unforeseen issues with their physics. This will require a combination of Tech Design and Physics code to address the situation. | | The conversion to the Item 2.0 ships and how they work has introduced unforeseen issues with their physics. This will require a combination of Tech Design and Physics code to address the situation. |
| ETA is 27th June (was 16th June) | | ETA is 27th June (was 16th June) |
| 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 |
| ETA is 30th June | | ETA is 30th June |
| 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 |
| Click here to view Schedule | | Click here to view Schedule |
| 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. |
| Intended work on this feature will extend past 3.0.0. 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. | | Intended work on this feature will extend past 3.0.0. 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. |
| ETA is 30th June (was 31st May) | | ETA is 30th June (was 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 |
| Feature on hold temporarily due to network system persistence dependencies. | | Additional time still needed for final integration with comms system and persistence spawning. |
| ETA is 12th June (was 31st May) | | ETA is 28th June (was 23rd June) |
| 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 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. | | 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 sparse space areas vs. dense areas like space stations. |
| Highly optimized vertex and position format for all geometry | | Highly optimized vertex and position format for all geometry |
| Texture memory usage reduced across the project | | Texture memory usage reduced across the project |
| Unified material libraries for use across all departments | | Unified material libraries for use across all departments |
| Comparing and finding all duplicated normal maps and albedo maps in the LayerBlend texture library | | 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 | | Clean up LayerBlend Material Libraries, Resolution Adjustments, Renames to Lower Case |
| Follow-ups on list of unused textures and materials | | Follow-ups on list of unused textures and materials |
| Massively improved LOD computation and average face sizes for ships | | Massively improved LOD computation and average face sizes for ships |
| Shared hair assets (instead of bespoke asset per head) for character creation | | Shared hair assets (instead of bespoke asset per head) for character creation |
| Automated facial asset LODs, skinning algorithm per LOD updated. | | Automated facial asset LODs, skinning algorithm per LOD updated. |
| Reworked mesh setup of facial assets for optimal performance and reduced drawcalls. | | 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. | | Unified helmet and character mesh into singular render proxy for better performance and visuals. |
| Various portal and culling improvements. | | 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. | | 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. | | Deprecated thousands of legacy and test assets including animations, geometry, libraries and more for reduced build size. |
| Automatic Asset Error collection and tracking. | | Automatic Asset Error collection and tracking. |
| Reworked itemport layout for characters and character items | | 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. | | 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 | | Vastly improved memory allocator which allowed massive reduction in runtime allocation count |
| Several significant optimizations to entity update code | | Several significant optimizations to entity update code |
| UI | | UI |
| Click here to view Schedule | | Click here to view Schedule |
| 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. | | 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. |
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| KIOSK UI | | KIOSK UI |
| Kiosk shopping will allow players to buy and sell commodities. | | Feature Complete |
| Delayed to offer the player additional functionality within Kiosks for 3.0.0 | | |
| ETA is 23rd June (was 7th June) | | |
| 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. |
| Delayed after a recent review where additional work has been brought forward to 3.0.0 to ensure players have more control over their ships | | Impacted due to bugs on 2D radar which blocked progress on this feature. |
| ETA is 27th June (was 5th June) | | ETA is 29th June (was 27th June) |
| FIELD OF VIEW SLIDER | | FIELD OF VIEW SLIDER |
| Feature Complete | | Feature Complete |
| 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. |
| Character customization has been delayed due to the additional work that Engineering needed to address for StarMap. | | Delayed due to unforeseen shortage in resources. |
| ETA is 4th July (was 22nd June) | | ETA is 17th July (was 21st June) |
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| 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. |
| Starting work for the Personal Manager App was delayed because of additional engineering work for the StarMap. | | Starting work for the Personal Manager App was delayed because of additional engineering work for the StarMap. |
| ETA is 21st June (was 8th June) | | ETA is 21st June (was 8th June) |
| 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 to allow players more control over their mission tracking. | | Feature Complete. Bug fixing in progress |
| Mission Manager has been delayed in order to provide additional control to players for 3.0.0. | | |
| ETA is 21st June (was 2nd June) | | |
| 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 This incorporates the work that was previously accounted for in the “Cargo UI” task | | After buying items at a Kiosk, players will be able to head to their ship and check their cargo manifest This incorporates the work that was previously accounted for in the “Cargo UI” task |
| Cargo has been delayed in order to create some portable filtering selections that can be used across kiosks, cargo and inventory. | | Delayed due to additional scripting tasks for displaying 3D items which can’t be started until priority bugs are resolved. |
| ETA is 19th June (was 6th June) | | ETA is 3rd July (was 19th June) |
| VEHICLE CUSTOMIZER APP | | 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. | | 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. |
| Delayed due to the additional work needed for the StarMap. | | Delayed due to unforeseen shortage in resources. |
| ETA is 6th July (was 28th June) | | ETA is 13th July (was 6th July) |
| SHIP SELECTOR APP & INSURANCE CLAIM | | 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. | | This app would exist alongside the Ship Selection Terminals in the Persistent Universe, allowing players more freedom to spawn ships at designated locations. |
| We are incorporating the Insurance Claim process, so we have one app that will serve two functions. | | We are incorporating the Insurance Claim process, so we have one app that will serve two functions. |
| Ship selector and insurance has been re-prioritized within the schedule to accurately reflect the intended goals of the UI team | | Slight delay due to shifting resources to address other tasks. |
| ETA is 3rd July (was 15th June) | | ETA is 5th July (was 3rd July) |
| HEAVY ARMOR FOR STAR MARINE | | HEAVY ARMOR FOR STAR MARINE |
| Heavy armor will be enabled for selection within the Star Marine loadout customization menu. | | Heavy armor will be enabled for selection within the Star Marine loadout customization menu. |
| Feature Complete | | Feature Complete |
| 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. |
| Inventory has been delayed in order to create some portable filtering selections that can be used across kiosks, cargo and inventory. | | Delayed due to team focusing on Starmap polish. |
| ETA is 19th June (was 6th June) | | ETA is 3rd July (was 19th 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. |
| Mission Board has been delayed in order to support some additional features. | | Feature Complete |
| ETA is 21st June (was 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. |
| After a recent review, additional art and engineering tasks have been called out to ensure the StarMap is as polished as it can be for 3.0.0. | | To achieve Feature Complete, we’ve prioritized this task and pulled other team members to provide support |
| ETA is 26th June (was 24th May) | | ETA is 29th June (was 26th June) |
| UI OWNER COMPONENT | | UI OWNER COMPONENT |
| Feature Complete | | Feature Complete |
| MOBIGLAS OVERHAUL | | MOBIGLAS OVERHAUL |
| Feature Complete | | Feature Complete |
| COMMS SYSTEM UI | | 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. | | 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. |
| ETA is 30th June | | Delayed due to knock-on effect of Character Customization and 3D item display work. |
| | | ETA is 10th July (was 30th June) |
| AI | | AI |
| Click here to view Schedule | | Click here to view Schedule |
| 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. |
| Bugfixing issues in the mission system have caused this date to move out | | Bugfixing issues in the mission system have caused this date to move out |
| ETA is 30th June (was 12th June) | | ETA is 30th June (was 12th June) |
| 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. |
| The issues that the AI team were having with the ship archetypes have now been fixed. Unfortunately, more issues have arisen that are stopping further progress being made. These new issues have been divided between AI Engineering and the LA Engineering team. | | Feature Complete |
| ETA is 23rd June (was 9th June) | | |
| GRAPHICS | | GRAPHICS |
| Click here to view Schedule | | Click here to view Schedule |
| 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. |
| This has moved out due to additional needs to the feature in order to achieve our 3.0.0 goals. | | This has moved out due to additional needs to the feature in order to achieve our 3.0.0 goals. |
| ETA is 29th June (was 15th June) | | ETA is 29th June (was 15th June) |
| 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. |
| This has been quite an in-depth task for the Graphics team whose work revealed a variety of unknown issues causing a delay. | | 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 | | Feature Complete |
| ATMOSPHERIC ENTRY | | ATMOSPHERIC ENTRY |
| Feature Complete | | Feature Complete |
| VOLUMETRIC FOG | | 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. | | 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. | | Completion of required tasks are taking a bit more time than expected. |
| ETA is 9th June (was 30th May) | | ETA is 9th June (was 30th May) |
| GPU PARTICLES | | GPU PARTICLE FOUNDATION |
| Feature Complete | | Feature Complete |
| ENGINE TRAILS & CONTRAILS | | ENGINE TRAILS & CONTRAILS |
| Build issues and developer illness have had quite an impact on the delivery date for this work. | | Further items of polish have been requested, as well as needing some engineering support to fix bugs with the trails sometimes not appearing from the correct locations on the ships. This has pushed the completion date out slightly |
| ETA is 23rd June (was 26th May) | | ETA is 27th June (was 26rd June) |
| ASTEROID PHYSICS | | ASTEROID PHYSICS |
| We are making the switch to move the asteroid system to the new “Physics on Demand” system to allow the server and clients to dynamically create and simulate any portion of the asteroid field rather than just the area near the player. | | We are making the switch to move the asteroid system to the new “Physics on Demand” system to allow the server and clients to dynamically create and simulate any portion of the asteroid field rather than just the area near the player. |
| There has been a slight delay in the start date for this feature, which has consequently pushed out the end date. The delay was due to the Graphics team integrating a new piece of debugging software that will help the team investigating GPU crashes, something that has been greatly needed. | | As this work has progressed, we identified some dependencies for the AI and Physics systems, so the date for this feature is moving out slightly to ensure these dependencies are properly accounted for in the development of this feature. |
| ETA is 23rd June (was 19th June) | | Impacted slightly by knock-on delays from bugfixing other issues. |
| | | ETA is 28th June (was 23rd June) |
| EXPOSURE IMPROVEMENTS | | 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. | | 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. |
| The task has been delayed as a result of the Asteroid Physics being delayed. | | 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. |
| ETA is 30th June (was 26th June) | | Feature Complete. |
| ALREADY COMPLETE IN THE 3.0.0 BRANCH: | | ALREADY COMPLETE IN THE 3.0.0 BRANCH: |
| RenderTarget refactor | | RenderTarget refactor |
| This saves over 50% of the video memory previously used for dynamic textures. | | This saves over 50% of the video memory previously used for dynamic textures. |
| Physically-based area lights | | Physically-based area lights |
| Shadow map caching system | | Shadow map caching system |
| This allows for many more shadow casting lights at once and avoids the need for baking shadows. | | 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 | | Revamped decal rendering system which renders fully deferred, instanced decals with aggressive overdraw optimizations |
| BACKEND | | BACKEND |
| Click here to view Schedule | | Click here to view Schedule |
| 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. |
| Feature Complete | | Feature Complete |
| SOLAR SYSTEM SHOP SERVICE | | SOLAR SYSTEM SHOP SERVICE |
| During a recent review, some additional work was highlighted that could be achieved for 3.0.0 | | Feature Complete |
| ETA is 23rd June (was 16th June) | | |
| SOLAR SYSTEM MISSION SERVICE V1 “MISSION BROKER” | | SOLAR SYSTEM MISSION SERVICE V1 “MISSION BROKER” |
| 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 that the player sees matches what is 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 that the player sees matches what is 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. |
| We are making making further improvements to the Mission Broker and how it ties in to the Mission System to further aid the player experience and make the missions flow better for the player. These new additions are still being fully scoped out and we aim to have a new ETA next week | | We are making making further improvements to the Mission Broker and how it ties in to the Mission System to further aid the player experience and make the missions flow better for the player. These new additions are still being fully scoped out and we aim to have a new ETA next week |
| ETA is 28th June (was 25th May) | | ETA is 28th June (was 25th May) |
| NETWORK | | NETWORK |
| Click here to view Schedule | | Click here to view Schedule |
| NEW MESSAGE QUEUE | | NEW MESSAGE QUEUE |
| Now that all our messages are strictly ordered we’ve been able to streamline the processing, allowing us to send and receive messages with less overhead. The new message queue also has extra features to handle packet loss and jitter, which helps reduce average bandwidth | | Feature Complete |
| There have been a number of issues supporting the old aspect system and bugs related to the integration of this functionality. QA is currently performing tests to find any further issues. | | |
| PHYSICS SERIALIZATION | | PHYSICS SERIALIZATION |
| This will fix a few long standing threading issues between the network and physics code which will improve separation of physics and netcode for better maintainability. | | This will fix a few long standing threading issues between the network and physics code which will improve separation of physics and netcode for better maintainability. |
| This feature has been delayed due to the complexity of integration with our current system | | The Network team have been delayed on this feature due to a few blocker bugs affecting landing and walking around on planets. However, the work done on those bugs provided some very useful information that has served to inform the remaining work needed on this feature. |
| ETA is 20th June (was 9th June) | | ETA is 30th June (was 20th June) |
| PERSISTENT DATA REFACTOR | | PERSISTENT DATA REFACTOR |
| The expanding capabilities of persistent data to support gameplay features in 3.0.0 has required the Network team to work on this refactor | | Code Complete for 3.0.0 |
| ETA is 19th June | | |
| SHIPS & WEAPONS | | SHIPS & WEAPONS |
| Click here to view Schedule | | Click here to view Schedule |
| DRAKE DRAGONFLY | | DRAKE DRAGONFLY |
| Feature Complete. Some code bugs remain | | Feature Complete. Some code bugs remain |
| DRAKE CUTLASS BLACK | | DRAKE CUTLASS BLACK |
| Feature Complete | | Feature Complete |
| RSI CONSTELLATION AQUILA | | RSI CONSTELLATION AQUILA |
| Feature Complete. Some code bugs remain | | Feature Complete. Some code bugs remain |
| RSI URSA ROVER | | RSI URSA ROVER |
| Feature Complete | | Feature Complete |
| MISC PROSPECTOR | | MISC PROSPECTOR |
| Feature Complete. Some code bugs remain. | | Feature Complete. Some code bugs remain. |
| BEHRING P8-SC | | BEHRING P8-SC |
| Feature Complete | | Feature Complete |
| 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. |
| Completion on UI tech has slightly pushed the completion date for this weapon. | | Completion on UI tech has slightly pushed the completion date for this weapon. |
| ETA is 9th June (was 8th June) | | ETA is 9th June (was 8th June) |
| KLAUS AND WERNER GALLANT RIFLE | | KLAUS AND WERNER GALLANT RIFLE |
| Feature Complete | | Feature Complete |
| ARROWHEAD SNIPER RIFLE | | ARROWHEAD SNIPER RIFLE |
| Rework of the legacy weapon. | | Rework of the legacy weapon. |
| Feature Complete Some minor polish remains. | | Feature Complete Some minor polish remains. |
| KSAR DEVASTATOR-12 SHOTGUN | | KSAR DEVASTATOR-12 SHOTGUN |
| Rework of the legacy weapon. | | Rework of the legacy weapon. |
| Feature Complete Some minor polish remains. | | Feature Complete Some minor polish remains. |