Engineering

New damage controller for explosive props and destroyable objects to the Item System framework.

First technical application of node-based controller managers was introduced which enables improved networking of item components that also benefits Multi-crew gameplay

These include reimagining entities, fundamental components such as lights, radar system and level hierarchies.

Working on bringing the core systems online that allow Solar system sized maps

Engineering has been busy with the new Modular Character Customisation screen.

Tech Design

Prototype by Calix on players interacting with the world and items.

Art

Continued work on more clothes for shops and NPCs

Explorer suit has been created for the PU as well as Heavy Marine Armour for Star Marine.

Justin Wentz is creating concept art for a new Anvil ship.

Elwin Bachiller, Daniel Kamentsky, and Byungjin Hyun worked on the Buccaneer which has moved to the final art stage and the Aurora rework.

Tech Content

Sean Tracy has been working with 3lateral and other outsources on R&D projects that will be revealed soon

Fps weapon optimisation to ensure universal compatibility with male and females.

R&D on foot anchoring that adapts leg IK and ground alignment based on whether characters are on their feet or heels.

Alex Remotti recently joined the team and has taken initiative on procedural environments for planets and has integrated the initial system into the planet editor which allows for outposts and buildings to be spawned using splatter maps for ecosystems

Updates to older ships such as the Mustang, Super Hornet and others.

Improvements made to animation tools such as prop rigging, health tests, bone influence reduction tools, automated LOD creation for facial assets, and an improved tool for managing the Database of Animations.

Updates to the facial and head assets which is over 120 currently.

Updates to the Female Rig: Gripping of weapons, skinning tools for the rest of the team.