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.
The 3.0.0 Procedural Planet update marks a major advance in the Star Citizen Persistent Universe. We crossed a really big internal milestone deadline this week. While the playthrough went really well, we identified a handful of bugs that needed to be addressed. Our next Milestone is next week, so we’re pulling the team together to try and knock out as much bugfixing and polish as we can to be able to see how the overall experience is coming together. Although some tasks do come in late in the Evocati window, we may start testing before they are fully complete to get a jump on some of the bigger feature stress testing.
The 3.0.0 Procedural Planet update marks a major advance in the Star Citizen Persistent Universe. This week, we held our second internal pre-Evocati milestone of Star Citizen Alpha 3.0. As you can see, the main features are done, which have allowed us to use our daily Directors Review to get a comprehensive understanding of how these features are working together. Production have collated the various feedback and reactions to these reviews, we’ve decided that there are optimization and user experience improvements we’d like to complete before releasing to the Evocati.
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 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
Feature Complete
MISSION GIVERS
MISSION GIVERS
We’re introducing Miles Eckhart (first seen in the Gamescom video) and Ruto to provide missions to players.
We’re introducing Miles Eckhart (first seen in the Gamescom video) and Ruto to provide missions to players.
Eckhart has been implemented in Subsumption, now just need to polish and iron out the kinks. The team will now start setting up Ruto with the goal that both Mission Givers will be fully setup by the end of the next sprint.
Eckhart has been implemented in Subsumption, now just need to polish and iron out the kinks. The team will now start setting up Ruto with the goal that both Mission Givers will be fully setup by the end of the next sprint.
ETA is 14th July (was 30th June)
ETA is 14th July (was 30th June)
BASIC DERELICT SHIPS
BASIC DERELICT SHIPS
Feature Complete
Feature Complete
INHABITED DERELICT SHIP SITES
INHABITED DERELICT SHIP SITES
Feature Complete
Feature Complete
DEBRIS FIELDS
DEBRIS FIELDS
Feature Complete
Feature Complete
DELAMAR / LEVSKI (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
Due to the time required for the correct implementation of the elevators and their local physics grids this date has moved back slightly
There are currently issues with the room system markup that need to be revisited by the Design team to be fixed.
ETA is 7th July (was 30th June)
ETA is 14th July (was 7th July)
ALREADY COMPLETE IN THE 3.0.0 BRANCH:
ALREADY COMPLETE IN THE 3.0.0 BRANCH:
Modular Room System for procedural generation of planetary outposts
Modular Room System for procedural generation of planetary outposts
Official Outpost Spawning System ready for mission designers
Official Outpost Spawning System ready for mission designers
Integrated Outpost distribution to PlanetEd
Integrated Outpost distribution to PlanetEd
Single outpost Object Preset
Single outpost Object Preset
Cluster of Outposts
Cluster of Outposts
Crash site mission
Crash site mission
Interface to hand place modules and save to Layer
Interface to hand place modules and save to Layer
Interface to teleport the camera to the closest outpost
Interface to teleport the camera to the closest outpost
Area boxes created by artists (all room sizes are now usable in the outpost procedural system)
Area boxes created by artists (all room sizes are now usable in the outpost procedural system)
Entrance Room system working (stairs and ramps are now available as initial rooms)
Entrance Room system working (stairs and ramps are now available as initial rooms)
Rooftop Prop system working for Solar panel
Rooftop Prop system working for Solar panel
Wall prop system working for additional prop variations
Wall prop system working for additional prop variations
Material Wear/Dirt on props using Layer Blend done and actually working
Material Wear/Dirt on props using Layer Blend done and actually working
Developed Outpost “feet” system
Developed Outpost “feet” system
Set random rotation and offset caps on planet editor
Set random rotation and offset caps on planet editor
Start documenting 3 possible map layouts looping system (using 2 or 4 meters metrics * system; using connection additional corridor pieces; using spline skinned corridors)
Start documenting 3 possible map layouts looping system (using 2 or 4 meters metrics * system; using connection additional corridor pieces; using spline skinned corridors)
Support Aircon/solar panel system on outposts
Support Aircon/solar panel system on outposts
Added color tinting to Outposts
Added color tinting to Outposts
Added color tinting interface to Planet Ed
Added color tinting interface to Planet Ed
Created material distinction for interior / exteriors
Created material distinction for interior / exteriors
Group elements offset in Planet Object Preset to be able to offset landing pads
Group elements offset in Planet Object Preset to be able to offset landing pads
New Assets:
New Assets:
Heavy Marine Armor
Heavy Marine Armor
Explorer Suit Armor
Explorer Suit Armor
Cloth and Clothing simulation on various assets old and new
Cloth and Clothing simulation on various assets old and new
Updated helmet interiors and exterior for updated art, FOV tech and standardization
Updated helmet interiors and exterior for updated art, FOV tech and standardization
Armor converted to work within modular customization structure
Armor converted to work within modular customization structure
Finalized delivery of ALL facial assets from 3lateral.
Finalized delivery of ALL facial assets from 3lateral.
Ships:
Ships:
New Skinning and Rigging tools for landing gear on ships.
New Skinning and Rigging tools for landing gear on ships.
Constellation Cargo Bay/Elevator extensions
Constellation Cargo Bay/Elevator extensions
Light Group entity optimization
Light Group entity optimization
GAMEPLAY
GAMEPLAY
PLAYER MANNED TURRETS
PLAYER MANNED TURRETS
Feature Complete
Feature Complete
PICK UP & CARRY
PICK UP & CARRY
As we’re introducing cargo with 3.0.0, players will be able to manually interact with their cargo to load and unload it properly on their ships.
As we’re introducing cargo with 3.0.0, players will be able to manually interact with their cargo to load and unload it properly on their ships.
Feature Complete
Feature Complete
ITEM 2.0 SHIP CONVERSION – PART 1
ITEM 2.0 SHIP CONVERSION – PART 1
We are beginning the process of converting our available ships over to the item 2.0 system. This will allow for greater player control of the ship and also allow for expanded gameplay.
We are beginning the process of converting our available ships over to the item 2.0 system. This will allow for greater player control of the ship and also allow for expanded gameplay.
Feature Complete
Feature Complete
ITEM 2.0 SHIP CONVERSION – PART 2
ITEM 2.0 SHIP CONVERSION – PART 2
With Part 1 of this feature (the Engineering side) drawing to a close, and appearing to come in as estimated. We have been properly able to schedule out the Tech Design side of this.
With Part 1 of this feature (the Engineering side) drawing to a close, and appearing to come in as estimated. We have been properly able to schedule out the Tech Design side of this.
Due to issues with the last remaining ships we want to make sure all are fixed before implementation.
Feature Complete. Bug fixing in progress.
ETA is 3rd July (was 30th 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
Code Complete. Now supporting bugfixing
Code Complete. Now supporting bugfixing
STAMINA
STAMINA
All 3.0.0 tasks complete. This feature will be developed further for future releases.
All 3.0.0 tasks complete. This feature will be developed further for future releases.
DOORS & AIRLOCKS
DOORS & AIRLOCKS
We are starting to update the doors and airlocks within the game to be more intelligent. This would mean that the door would ‘know’ if a room beyond them is depressurized and would stay shut for safety.
We are starting to update the doors and airlocks within the game to be more intelligent. This would mean that the door would ‘know’ if a room beyond them is depressurized and would stay shut for safety.
During an internal milestone review that we had this week, we identified further elements of work and polish that we will aim to have completed for next week’s milestone review.
Feature Complete for 3.0.0. Bugfixing in progress.*
ETA is 5th July (was 30th June)
CARGO
CARGO
Code Complete. Now supporting bugfixing.
Code Complete. Now supporting bugfixing.
COMMODITIES
COMMODITIES
Implementing items to represent units of commodity cargo.
Implementing items to represent units of commodity cargo.
Feature Complete
Feature Complete
KIOSK SUPPORT
KIOSK SUPPORT
Code Complete. Now supporting bugfixing.
Code Complete. Now supporting bugfixing.
ATMOSPHERIC ENTRY SUPPORT
ATMOSPHERIC ENTRY SUPPORT
Feature Complete
Feature Complete
PERSISTENT DAMAGE, AMMO AND MISSILES
PERSISTENT DAMAGE, AMMO AND MISSILES
Persistence ensures that your vehicle state is saved between sessions.
Persistence ensures that your vehicle state is saved between sessions.
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.
Date will remain connected to the progress of the UI team’s work on the inventory.
Date will remain connected to the UI team’s progress on the inventory.
ETA is 3rd July (was 19th June)
ETA is 14th July (was 3rd July)
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. This is proving to be a more in-depth problem than initially anticipated and the code team was pulled to help support elevators and general physics crashes which we necessary for internal review.
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. This is proving to be a more in-depth problem than initially anticipated and the code team was pulled to help support elevators and general physics crashes which we necessary for internal review.
ETA is 12th July (was 27th June)
ETA is 12th July (was 27th 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
A few of the required engineering tasks were slightly delayed in their completion this week due to bugfixing being required on other systems.
Feature Complete for 3.0.0. Bugfixing & polish in progress.
ETA is 12th July (was 27th 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
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.
Good progress has been made on this feature for 3.0.0, however an issue was discovered that severely affected ships. The LA Engineering team is currently busy supporting the item 2.0 ship conversion and the UI team with the implementation of their features, their support is required for this particular bug so we had to wait until they were available, resulting in a delay.
The LA Engineering team is currently busy supporting the item 2.0 ship conversion and the UI team with the implementation of their features, their support is required for this particular bug so we had to wait until they were available, resulting in a delay.
ETA is 7th July (was 30th June)
ETA is 14th July (was 7th July)
ENTITY OWNER MANAGER
ENTITY OWNER MANAGER
The Entity Owner Manager will track entities that are moved around the universe, making sure we spawn and unspawn them at the correct time
The Entity Owner Manager will track entities that are moved around the universe, making sure we spawn and unspawn them at the correct time
Work on this feature was paused in order to support various bugs and feature polish for this week’s milestone review.
Work on this feature was paused in order to support various bugs and feature polish for this week’s milestone review.
ETA is 7th June (was 28th June)
LA Engineering has identified additional tasks needed to support persistence and netcode.
ETA is 14th July (was 7th July)
ALREADY COMPLETE IN THE 3.0.0 BRANCH:
ALREADY COMPLETE IN THE 3.0.0 BRANCH:
New Radar Databank
New Radar Databank
Subsumption Base Functionality
Subsumption Base Functionality
This is the initial release of the foundation technology that drives all of the AI, mission, dynamic content, and conversation logic. The mission content previously created with FlowGraph has been replaced and the implementation time to achieve a desired effect has been cut dramatically.
This is the initial release of the foundation technology that drives all of the AI, mission, dynamic content, and conversation logic. The mission content previously created with FlowGraph has been replaced and the implementation time to achieve a desired effect has been cut dramatically.
Various Performance improvements
Various Performance improvements
Planetary Physics Grid to support orbiting and rotating planets
Planetary Physics Grid to support orbiting and rotating planets
Multi-Function Display implementation for Item 2.0 Components on ships
Multi-Function Display implementation for Item 2.0 Components on ships
IFCS improvements to support AI & Takeoff System
IFCS improvements to support AI & Takeoff System
Unified Visor for seamless Ship 2.0 / FPS transition
Unified Visor for seamless Ship 2.0 / FPS transition
HUD/Visor integration for new Radar Databank
HUD/Visor integration for new Radar Databank
Object Distribution
Object Distribution
Terrain / Object blending for soft natural transition of objects intersecting with the ground
Terrain / Object blending for soft natural transition of objects intersecting with the ground
Video codec updated to Bink2, providing higher fidelity at lower bitrate
Video codec updated to Bink2, providing higher fidelity at lower bitrate
Vehicles no longer use Lua
Vehicles no longer use Lua
This is a huge step forward on the code side.
This is a huge step forward on the code side.
Skeleton Extension support for Item Port Offset overrides per item
Skeleton Extension support for Item Port Offset overrides per item
Numerous types of physics simulation for all Item 2.0 attachments including hair, weapons, grenades and more.
Numerous types of physics simulation for all Item 2.0 attachments including hair, weapons, grenades and more.
Destructible component for items, props and environment assets
Destructible component for items, props and environment assets
Nested Physics Grids support for vehicle transportation inside large ships, i.e. DragonFly & Rover
Nested Physics Grids support for vehicle transportation inside large ships, i.e. DragonFly & Rover
Physics simulation gravity vector now respects planetary gravity
Physics simulation gravity vector now respects planetary gravity
Modular loadouts rule sets and support for up to five loadouts
Modular loadouts rule sets and support for up to five loadouts
Animation driven facial audio implemented
Animation driven facial audio implemented
Updated Sandbox Editor Python integration.
Updated 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
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.
KIOSK UI
KIOSK UI
Feature Complete
Feature Complete
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.
Completion of this task was delayed due to support teams being focused on internal milestone demo review.
The code side of this is now complete and is now down to UI Art to implement.
ETA is 7th July (was 29th June)
ETA is 11th July (was 7th July)
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.
Delayed due to team’s focus on priority tasks for internal milestone review.
Delayed due to team’s focus on priority tasks for internal milestone review.
ETA is 25th July (was 17 July)
ETA is 25th July (was 17 July)
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.
Work on this task has been postponed so team can focus on resolving other systems.
Further polish work is needed to implement a profile selection and create a pop-up to select between loadout slots, but requires a little more time to complete.
Delayed due to team focusing on Starmap polish..
ETA is 10th July (was 3rd July)
ETA is 3rd July (was 27th June)
MISSION MANAGER APP
MISSION MANAGER APP
Feature Complete. Bug fixing in progress
Feature Complete. Bug fixing in progress
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
Delayed due to additional scripting tasks for displaying 3D items which can’t be started until priority bugs are resolved.
Delayed due to team’s focus on priority tasks for internal milestone review.
Delayed due to team’s focus on priority tasks for internal milestone review.
ETA is 7th July (was 3rd July)
ETA is 14th July (was 7th July)
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 team’s focus on priority tasks for internal milestone review, specifically the Hint System.
Delayed due to team’s focus on priority tasks for internal milestone review, specifically the Hint System.
ETA is 27th July (was 13th July)
ETA is 27th July (was 13th 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.
Slight delay due to shifting resources to address other tasks.
Slight delay due to shifting resources to address other tasks.
Delayed due to team’s focus polishing the mission manager.
Delayed due to team’s focus polishing the mission manager.
ETA is 19th July (was 5th July)
ETA is 19th July (was 5th 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.
Delayed due to team focusing on Starmap polish.
Delayed due to team focusing on this week’s milestone review.
ETA is 7th July (was 3rd July)
ETA is 14th July (was 7th July)
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.
Feature Complete
Feature Complete
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.
To achieve Feature Complete, we’ve prioritized this task and pulled other team members to provide support
To achieve Feature Complete, we’ve prioritized this task and pulled other team members to provide support
UI will break down feedback from internal milestone review and begin to address issues that came up.
The UI team have now broken down the feedback from last week’s review and adjusted their estimate.
ETA is 7th July (was 29th June)
ETA is 18th July (was 7th July)
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.
Delayed due to knock-on effect of Character Customization and 3D item display work.
Delayed due to knock-on effect of the delay to the inventory system work.
Delayed due to team’s focus on priority tasks for internal milestone review.
ETA is 25th July (was 18th July)
ETA is 18th July (was 10th July)
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.
Some bugs are blocking completion of the mission system which the AI team requires support from the LA Engineering department to resolve. However, LA Engineering are currently closing out their remaining tasks for milestone reviews before they are able to provide support for this.
Some bugs are blocking completion of the mission system which the AI team requires support from the LA Engineering department to resolve. However, LA Engineering are currently closing out their remaining tasks for milestone reviews before they are able to provide support for this.
ETA is 19th July (was 30th June)
ETA is 19th July (was 30th 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.
Feature Complete
Feature Complete
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.
Various other requirements for this system have been discovered in the course of development that were not originally apparent, but are required for building a robust and scalable system for the future.
Additional requirements were discovered in development that were not originally apparent, but are required for building a robust and scale-able system for the future.
New ETA is currently being scoped out based on our internal review findings
ETA is 27th July
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 PARTICLE FOUNDATION
GPU PARTICLE FOUNDATION
Feature Complete
Feature Complete
ENGINE TRAILS & CONTRAILS
ENGINE TRAILS & CONTRAILS
Feature Complete
Feature Complete
ASTEROID PHYSICS
ASTEROID PHYSICS
* Feature Complete
* Feature Complete
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.
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.
As other work progressed, we gained insight into this task which made the completion much more straight forward, allowing the improvements to be made earlier than anticipated.
Feature Complete.
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
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.
Feature Complete
Feature Complete
SOLAR SYSTEM SHOP SERVICE
SOLAR SYSTEM SHOP SERVICE
Feature Complete
Feature Complete
SOLAR SYSTEM MISSION SERVICE V1 “MISSION BROKER”
SOLAR SYSTEM MISSION SERVICE V1 “MISSION BROKER”
Feature Complete
Feature Complete
NETWORK
NETWORK
NEW MESSAGE QUEUE
NEW MESSAGE QUEUE
Feature Complete
Feature Complete
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.
All work for this feature is currently undergoing a thorough code review between some of the Lead Engineers due to the complexity of the work. So far the review is going well, but is probably not going to be complete until early next week.
Code Complete. Bug fixing in progress.
ETA is 3rd July (was 30th June)
PERSISTENT DATA REFACTOR
PERSISTENT DATA REFACTOR
Code Complete for 3.0.0
Code Complete for 3.0.0
SHIPS & WEAPONS
SHIPS & WEAPONS
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.
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 Shi
Ship to Ship Refuel System
Breaching
Security / Access Control
Object Container Streaming
SHIPS:
RSI Constellation Pheonix
RSI Constellation Taurus
MISC Freelancer MAX
AEGIS Vanguard Sentinel (Variant)
MISC Freelancer DUR