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Last month, the UK team began improving the damage maps on all ships in preparation for the salvage mechanic. They also continued to work on the Pyro frontier outfits. Now, it controls forces by the size of the ship’s surfaces, so smaller ships have less of an impact on larger ships.įor the PU, the Facial Animation team finished off performances for various in-game emotes, worked on a new mission giver, and created the facial animations for female vendors and male and female workers.Ĭharacter Art spent the month wrapping up Q2 assets, which included work on several armor variants. They also made changes to the way they apply the backwash thruster effect as it was negatively affecting AI.
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They're currently porting the new dive attack maneuver to the combat pilot AI, which allows ‘reckless’ and ‘aggressive’ pilots fighting against capital ships to dynamically choose this maneuver when required. This enables the developers to control and set up specific AI scenarios across various ships.
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The AI Vehicle Features team completed the flight AI tool. For example, setting up a Gladius as a usable with varying inspection usables depending on whether missiles are equipped or not.
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They also extended the usable code to allow them to set up slotting functionalities through loadout entries, allowing them to access item ports not exposed directly in Data-Forge. Several fixes to the usable code were added, including one causing NPCs to use usables they were not authorized to use.
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This includes “bad guys” only trying to preserve the life of their group, while “good guys” also trying to avoid hitting neutral factions, like civilians. The team also improved the friendly-fire validation and can now assign different factions different behaviors. Occlusion calculation was restored to stop NPCs from ignoring hidden enemies while shooting, which will help them preserve ammunition and prevent individual targets from being overly targeted (unless fire control is forcing the shooting). For example, guards will use this to understand which zones they should patrol. They also improved the exact positioning logic at the end of a path and added stuck detector usage.įor Human combat, an initial skeleton of the DefendArea assignment was implemented to allow the designers to specify areas that NPCs can use for their behaviors. The team now have better control over what forces are applied to the trolley by using an angular and two linear PID controllers. The internal representation of the GUID and SuperGUIDs was improved too.īuilding on last month’s work, feedback was addressed regarding NPCs pushing trolleys. These maps were validated to ensure the team can better track features that might be impacted by the changes of different teams.įor Subsumption, focus was on improving the usability of editing conversations (or coordinated subactivities). The team cleaned up and activated several feature test-maps into the main game-dev stream. This functionality was also exposed as an assignment for missions. Now, ships can accelerate while spooling before the actual jump. Three use-cases have been created so far: the four-person mess-hall table, the idle spot, and the arcade machine.ĪI Tech worked on spaceship functionalities, including several improvements to quantum travel and quantum boost. The aim is to have this implemented across a variety of usables. The overlays build on the walk-cycle work completed earlier in the year to provide more visually pleasing AI locomotion.Īlongside this, AI Content began using the dynamic conversations tech recently delivered by AI Tech, which allows groups of AI to spontaneously begin conversations. So, the team authored 40 new overlays, including scalp scratching, knuckle cracking, and stretching. The animation director identified 'locomotion overlays and fidgets' (animations blended with movement animations) as a vital area of improvement. Throughout May, the AI Content team focused on improving the visuals of general AI locomotion. Welcome to May’s PU Monthly Report! Naturally, Invictus Launch Week was a feature on many teams’ agendas last month, but significant progress was made on plenty of upcoming content and features too, including new locations, unannounced vehicles, and persistent tech.
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