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{{Infobox commlink
|title = Monthly Report: February 2016
|url = https://robertsspaceindustries.com/comm-link/transmission/15224-Monthly-Studio-Report-February-2016
|type = Transmission
|image = |publicationdate = 2016-03-05
|series = Monthly Reports
}}
'''Greetings Citizens,'''
We had an extra day this February, and we put it to good use! [[Star Citizen Alpha 2.2.0|Star Citizen Alpha 2.2]] is now ‘live’ and Citizens everywhere are making good use of the new features to expand their adventures around [[Crusader]]. Between the hostility system, physicalized EVA and the increased instance limit, things are hopping! An extra special thank you to our front line [[PTU]] testers this month, who helped us put out an astounding nine builds before we released 2.2! With 2.2 live, the team is eager to move on to features to be added for [[Star Citizen Alpha 2.3.0|2.3]]… but before that happens, we’ll take our monthly look back at Star Citizen’s progress for February 2016.
[https://player.vimeo.com/video/157493381 Vimeo video]
== CIG LOS ANGELES ==
[[File:MonthlyReport-201602-LA-2.jpg|300px]]
Greetings Citizens!
We are back again with another month in 2016 that has come and gone. Time does seem to fly when you are having fun, doesn’t it? We are definitely having fun, but make no mistake, we are completely focused on getting more enjoyable content released so you can join our merriment within the black void of space.
With the 2.2 patch released, it is hard to believe it has already been a month since our last community update; not because time flies so quickly but because of how busy the CIG LA office has been these past 29 days (we definitely appreciate the Leap Year giving us an extra day to polish content). Just to give you an idea of what we have been up to, here is a breakdown of what each development team in the LA office has been up to.
=== Engineering ===
[[File:MonthlyReport-201602-LA-1.jpg|300px]]
The LA Engineering team has been elbows-deep in new technologies that are getting incorporated into Star Citizen. Starting with Allen Chen’s efforts, we have looked at how player interactions work in-game. For example, when planning out how a player will interact with an object, we realized that a single “Use” prompt was limiting us to a single predefined interaction with an object that didn’t take context into account. By allowing each object to handle interaction logic by itself, this reduces the amount of extra effort required to maintain all of the implementations. Allen has engineered the system so that each contextually possible interaction for an object will contain a localized string token that will be used by the UI to display the description of that action. This leads to a system that allows us to add, remove, enable, or disable interactions on an as-needed basis instead of a more cumbersome and error-prone ad hoc basis.
You may have heard us mention updates to the Shield system in our news updates, “10 for the Developers” series of videos, and other news outlets. While the Tech Design side is being handled by Lead Tech Designer Kirk Tome, the Engineering side is being performed by Associate Engineer Chad Zamzow with oversight by Lead Engineer Paul Reindell. Chad has been working on implementing the “Shield Generator” item to the revised design spec. A large part of this consists of matching the new components to the new design which involves pulling power and converting that power into shield points to be pushed into the corresponding shield pipe.
In an effort to increase efficiency in our coding and to help provide the Tech Designers with more powerful tools, we have created our own in-house tool we call DataForge. This tool allows us to create data quickly within the game without the need for parsing. This database not only allows us to view data in multiple ways, it also loads data faster and ensures that the data are adhering to a specific schema.
Both Mark Abent and John Pritchett have been hard at work behind the scenes, performing various changes to our game data that have potentially long-standing implications to how our data functions. Mark has been providing support for projectile creation through DataForge while John has been working on tweaks to the Thrusters and EVA. Mark’s changes to the Projectiles provides our Tech Designers with a powerful option to create projectiles directly through DataForge without having to go through XML editing. Flight Engineer John Pritchett has been busy cleaning up Thruster effects to fix the thruster effect range, boost effect range, and adding transitional effects when activating Boost.
=== Tech Design ===
[[File:MonthlyReport-201602-LA-3.jpg|300px]]
With the 2.2 release imminent, fixing bugs for 2.2 was the utmost priority for the Tech Design team this past month. Although Shield system has been at the forefront of the Tech Design team’s tasks with regards to new content, our ships have been making great progress through the pipeline as well.
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