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3.0 Production Schedule Report
3.0 Production Schedule Report
Our schedule for the next Star Citizen Alpha releases, up to date.
Our schedule for the next Star Citizen Alpha releases, up to date.
Welcome!
Last update : Oct 13th, 2017

This week our dedicated Evocati testers from the Community tackled Alpha 3.0 and allowed us to see performance and network issues we weren’t able to with our internal test group. This feedback gave us good insight on areas we can optimize to ensure that when 3.0 goes Live, it is a smooth, fun experience. As of Thursday, we were at 23 must fix issues to polish our shopping and cargo features, as well as working together with Evocati to process and fix bugs so we can get the build ready for the PTU and then go Live.

ISSUES FIXED IN THE LAST WEEK

What you see below is a numerical representation of issues the team is focusing on to close-out (Burndown) to get to an Evocati release candidate, so you can see the progress of work we’re doing on a week-by-week basis.


Text moved from lines 49-52
(Please note: This is an overview of fixes made this week and not a complete list.)

Crashes

Fixed a crash in CTX::ContextGroup::GetDomain
Fixed a crash in CZone::UpdateObjectsBBox_ZonePartition
Fixed a crash in CMannequinInterface::UnloadAll
Fixed a crash in CPostAA::TemporalSuperSampling
Fixed a crash in CSCLocalPlayerAudioComponent::UpdateInteriority
Fixed a deadlock in zservicepersistencecache – cig::PersistenceCache::CCacheMsgHandler::OnMsgStorePurchaseRequest
Fixed a crash in CSCInventory::NotifyChildrenRemoved
Fixed a crash in CSCActorResultStateLadder::Update
Fixed a crash in COrderedMeshBV::Build
Fixed a crash in CSCInventory::OnObjectRemoved
Fixed a crash in CSCItem::GetHostCharacter
Fixed a crash in CZoneSystem::GetZone
Fixed a crash in CLockingMarker::UpdateAttachments
Fixed a crash in CD3D9Renderer::ConfigShadowTexgen
Fixed a crash in CSCActorResultAdditiveStatePlace::PlayPlaceAnimation
Fixed a crash in CShaderMan::ShutDown
Fixed a crash in CRendElement::Release
Fixed a crash in CExplosionGameEffect::QueueMaterialEffect
Fixed a main thread lock in CEntityComponentHazard
Fixed a crash in CSCRTTCameraComponent::Update
Fixed a crash in CSCActorAnimationComponent::RemoveEyeDestabilization
Fixed a crash after leaving a Squadron Battle match and attempting to join a Battle Royale match
UI

Fixed an issue where the video Render to Texture disappears after switching apps inside mobiGlas.
Fixed an issue where certain Escort missions spawned a QT beacon that was difficult to see in the Starmap.
Fixed an issue where attempting to sell cargo you don’t possess displayed an incorrect screen on the kiosk.
Fixed an issue where the holograph rendering on the mobiGlas was not visible when inside stations.
Stanton

Fixed an issue where various derelict-based mission modules wouldn’t stop running if their short/long timers failed to end.
Fixed an issue where leaving a mission item on a planet and flying away would despawn the item preventing the player from completing the mission.
Fixed an issue where objective markers wouldn’t be removed when set on a different object.
Fixed an issue where the elevator from Customs to Hangar 02 did not work in Levski.
Fixed an issue where the planetary rotation created contrail effects on fog volumes during the night cycle.
Fixed an issue where journal entries were not added after interacting with the terminal in certain missions.
Fixed an issue where a part of the airlock was floating outside one of the outposts on Daymar.
Fixed various objects appearing with placeholder textures in the outpost environments.
Fixed an issue where the console screens in Covalex were completely detached from the terminals.
Arena Commander

Fixed an issue where AI ships would not fire at the player.
Network / Backend

Fixed 10001 disconnection caused by services failing to find player GEID.
Fixed 10001 disconnection caused by entitlement processing tickets sometimes not making it to game server.
Vehicles

Fixed an issue where the Prospector was missing its Quantum Travel HUD.
Fixed an issue where characters could be killed when entering the side door of the Freelancer from EVA.
Fixed an issue where the character would be forced out of the ship when exiting the pilot seat.
Game Code

Fixed an issue where power plants would still transfer power when at zero health.
Fixed a memory leak in Stanton that would be present even in an empty server.
Fixed an issue with poor client performance when using the comm system.
Fixed an issue where “scattergun” type weapons would have the correct spread on the first shot, but no spread on subsequent shots.
Fixed an issue where performance would momentarily drop after spawning a ship from the Levski ASOP terminal.
Fixed an issue where transitioning between physics would cause the character to tilt to one side.
MISC

Fixed various localization errors.
Fixed an issue where characters could have their upper body animations break when carrying crates.
User Experience Polish Pass (On-going):

Text moved from lines 106-127
Improvement of Our Overall Framerate

We have decided to spend time increasing performance on the client and server side.
Player Count & General Stability

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

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

With the gameplay we’re adding in to 3.0.0, we’re conscious that there may be some other players that would love to kill you and take your ship. To help prevent this, we wanted to implement some basic security that will allow you to lock the ship, so only you have the ability to pass freely through its doors. Part of this work includes adding destruction for external ship doors to allow for the other half: basic breaching / boarding.
Rotating and Orbiting Planets

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

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

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


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


Also note, this schedule does not represent everything CIG is working on, but more the functionality and content we feel comfortable committing to at this time. Outside of the work on Squadron 42, we have a few research projects that, once validated, we would move into production and add to this schedule. Otherwise, when something changes, slips or is completed, you will know.
What you are seeing here is the result of our scheduling and planning process. We have a high level feature and content set that we want to achieve for Star Citizen. The first step is to break these features into higher level tasks with which we populate Microsoft Project, JIRA and Shotgun (the three tools we use for project scheduling and tasking). Then, as we approach a task, Production works with the relevant developer(s) to make sure the task is broken up with enough detail to allow completion. Sometimes this means adjusting the initial task estimate, as things tend to come into a clearer focus when coming up on a task, but it almost always means breaking down the big task into a bunch of smaller tasks that have their own individual sub tasks that possibly are distributed to multiple developers.

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


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


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


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


CAVEATS
CAVEATS


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


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


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


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


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


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


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


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


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


WELCOME TO THE PROCESS

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

Last update : Oct 5th, 2017

3.0.0 OVERVIEW
3.0.0 OVERVIEW


BUG PROGRESS
We are thrilled that the first version of Star Citizen Alpha 3.0 was released to our Evocati testers. This is a major step forward in our efforts to get Alpha 3.0 into everyone’s hands. The first stage of public testing is important for so many reasons, but primarily it means we have many, many more people playing the game and providing feedback to guide us through the next round of improvements. Based on tester feedback, we will continue to smash bugs, implement fixes, and improve the user experience. As we move towards a full live release, we’ll expand the test group so more players can participate in the process and experience Alpha 3.0. We couldn’t possible create this amazing Star Citizen universe without our backers and testers. So, we thank you all and look forward to seeing you in the ‘verse.

ISSUES FIXED IN THE LAST WEEK
Text moved to lines 12-15
(Please note: This is an overview of fixes made this week and not a complete list.)

Crashes

Fixed a crash in CD3D9Renderer::FX_DeferredShadows
Fixed a crash in CSCActorResultStateUsable::Update
Fixed a crash in IEntity::QueryComponent
Fixed a crash in CServerContextView::GC_BindObject()
Fixed a crash in COrderedMeshBV::Build
Fixed a crash in CShadowUtils::GetShadowMatrixOrtho
Fixed a crash in CPersistentDataManager::SyncGameData
Fixed a crash in CSCItemCommsStateDockItem::OnHailStatusChanged
Fixed a crash in CTravelEnvelope::TakeSnapshot
Fixed a crash in CSpaceLoopEffectManager::UpdateGasCloudSpaceLoop
Fixed a crash in HUD::CWorldDisplay3D::OnPreRender
Fixed a crash in CRigidEntity::MaskIgnoredColliders
Fixed a crash in CRenderToTextureObject::~CRenderToTextureObject
Fixed a crash in ICameraView::SaveLastViewParams
Fixed a crash in BTNodeRegister::Register
Fixed a crash in SPlanningTextureOrderKey::SPlanningTextureOrderKey
Fixed a crash in CZone::UpdateObjectsBBox_ZonePartition
Fixed a client crash after the game was launched
UI

Fixed an issue where a line of placeholder textures appeared when zooming in on the Starmap.
Fixed an issue where the Stanton sytem’s sun was a selectable destination in the Starmap.
Fixed an issue where the Starmap zoomed in very slowly on certain objects.
Fixed an issue where the comms UI contacts were not updating correctly when moving to different locations.
Stanton

Fixed an issue where the client hung when entering the shops in GrimHex.
Fixed an issue where the ship insurance timer could be bypassed by backing out of the ASOP terminal and reentering it.
Fixed an issue where a landed ship could be retrieved from any location.
Fixed an issue where mission objective text used debug font.
Fixed an issue where some Quantum Travel nav points stopped working because they were too close to the planet.
Fixed an issue where mission availability timed out too fast and caused fewer missions to be available.
Fixed an issue where MediPen dispensers were not interactive.
Fixed an issue where AI NPCs spawned at the map origin.
Fixed an issue where the ASOP terminal could not retrieve ships left in space.
Fixed an issue where the ASOP terminal failed to spawn multiple ships.
Fixed an issue where accepting and completing missions caused the HUD to display the text “mission(Title)” rather than the mission name.
Fixed an issue where the player could not reduce their wanted level via computer terminals.
Fixed an issue where openining Covalex doors while in EVA moved the character erratically and made them difficult to enter
Vehicles

Fixed an issue where the MFD’s obscured the player’s view in the Captain’s chair.
Fixed an issue where the Cutlass’ copilot seat had no support screens.
Fixed an issue where the “Open” interaction did not function on the Prospector side door.
Game Code

Fixed an issue where clients fluctuated between high and low framerates as more players connected to a server.
Fixed an issue where the ATC immediately triggered the despawn procedure after an unauthorized landing.
Fixed an issue where the character lost the ability to sprint after performing certain actions.
Fixed an issue where standing up from the prone position while under the URSA Rover pushed the character through the surface collision.
Fixed an issue where insurance claims were not processed properly.
Fixed an issue where planetary rotation caused the try on camera to float away from the player view.
USER EXPERIENCE POLISH PASS (ON-GOING):
Text moved to lines 81-102
Improvement of Our Overall Framerate

We have decided to spend time increasing performance on the client and server side.
Player Count & General Stability

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

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

With the gameplay we’re adding in to 3.0.0, we’re conscious that there may be some other players that would love to kill you and take your ship. To help prevent this, we wanted to implement some basic security that will allow you to lock the ship, so only you have the ability to pass freely through its doors. Part of this work includes adding destruction for external ship doors to allow for the other half: basic breaching / boarding.
Rotating and Orbiting Planets

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

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

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

REMAINING WORK REQUIRED FOR 3.0.0 RELEASE
The following lists and charts show our progress towards releasing 3.0.0, with all remaining major tasks listed.

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

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.


PLANETARY UPDATE
PLANETARY UPDATE
YELA
YELA


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


CELLIN
CELLIN






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




DAYMAR
DAYMAR


Daymar’s surface is like a harmonic blend of Yela and Cellin. It’s mountainous surface is reminiscent of Cellin’s volcanoes, while its craters share a warm likeness to Yela’s frozen crevasses. 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 crevasses. 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.




PERSISTENT UNIVERSE CONTENT
PERSISTENT UNIVERSE CONTENT
IMPROVED LIGHTING FOR FOG TECH
IMPROVED LIGHTING FOR FOG TECH
We have implemented a new fog system in the game to improve the overall feel in various environments such as ships and shops. In doing this, we need to convert the old fog volumes to this new system and do another sweep through existing lighting to ensure the new fog works with the lights correctly. This work is still being estimated due to cross-discipline dependencies.
We have implemented a new fog system in the game to improve the overall feel in various environments such as ships and shops. In doing this, we need to convert the old fog volumes to this new system and do another sweep through existing lighting to ensure the new fog works with the lights correctly. This work is still being estimated due to cross-discipline dependencies.
We have started the task of relighting all the environments and ships to incorporate this new feature. However, due to the volume of work, it is likely to be an ongoing process and extend beyond 3.0.0, so we will relight everything we can up to the live release and then address whatever remains in a future patch.
We have started the task of relighting all the environments and ships to incorporate this new feature. However, due to the volume of work, it is likely to be an ongoing process and extend beyond 3.0.0, so we will relight everything we can up to the live release and then address whatever remains in a future patch.
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.
We’re aiming to complete Ruto’s initial setup in Subsumption today, but there will be further support needed from both Gamecode Engineering and Graphics Engineering after this point.
ETA is October 30th
ETA is October 6th
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
Moons
Moons
Surface Outposts
Surface Outposts
Additional Surface Outposts
Additional Surface Outposts
Surface Outposts Lighting
Surface Outposts Lighting
Basic Derelict Ships
Basic Derelict Ships
Inhabited Derelict Ship Sites
Inhabited Derelict Ship Sites
Debris Fields
Debris Fields
Delamar / Levski
Delamar / Levski
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: