Yes, me too. The hilarious part?
Some of the stuff in the email is just lol, they really topped themselves with the engineering jargon.
AI:
Work on the bartender and wider vendor behaviors have helped the team bring more stability to slotting and routing functionalities, as these scenarios heavily stress the usable system on every functionality it offers.
During the upcoming sprints, the team will start replacing the legacy nodes for target selection with the new TTS system to give them finer control over NPC target choices, whether they’re on-foot or airborne.
They should added bartender as 200mill extended goal with so much attention.
Work continued on capital ship operator seats, bar patrons, bartender animations, and holo-globe actions too.
Engineering:
Engineering submitted the first version of Gen12 brush rendering, continued work on the render graph to schedule passes and bound resources, and unified handling and control over texture anisotropy. Shader items were moved to the resource container too. Shader parsing bug fixes were made and the vertex format reflection and setup were simplified.
They also fixed a jitter offset computation error with unified raymarching so that it works in harmony with the guided filter denoiser, and added transmittance-weighted depth-computation, which controls the width of the denoise kernel tin guided filtering and raymarching up-sampling results.
Motion matching R&D is currently underway, which involves dynamic blendspaces and improvements to the stride adjustment via motion matching.
Graphics
The work on the Gen12 renderer continues, as do improvements to the automated testing framework and organic shader mentioned last month. The render-to-texture system was also integrated into the texture streaming system.