Update:Star Citizen Alpha 3.3.5

Star Citizen Alpha 3.3.5 is an upcoming Star Citizen release planned for November 2018 (Mid Q4). The update is set to include new locations and landing zones, such as the planet Hurston and location Lorville. New gameplay option including No-Fly Zones mechanic are planned to be released. Several Core Tech advancements are also planned. These include Network Bind Culling and Object Container Streaming. The features in this update may be subject to change as stated on the official roadmap.

Characters
Mission Giver: Clovus Darneely

''Creating a new mission giver to add to the Lorville location. This includes concepting with the character team, creation of the character's clothing/props and environment, capturing performance/lines, solving the animation and audio files for implementation into the engine, creating the Behavior tree, and hooking up mission content for this character. This task will also include the creation of any text needed to accompany their mission. This feature is dependent upon implementation of Object Container Streaming.''

Hurston Clothing Collection

Creating the Hurston costume sets.

''Design, creation and implementation of the various clothing sets that would be used by the inhabitants and stores of Hurston. This feature is dependent upon implementation of Object Container Streaming.''

Additional Solar System Locations
Hurston

''The creation and implementation of the planet Hurston and will also cover points of interests positioned around the planet. This feature is dependent upon implementation of Object Container Streaming.''

Lorville Landing Zone

''Creation of the primary landing zone, Lorville, on Hurston, as well as populating the city with NPCs, Missions and Stores. This feature is dependent upon implementation of Object Container Streaming.''

Hurston Moons

''The creation and implementation of Hurston's four moons: Arial, Aberdeen, Magda, and Ita. This also includes constructing outposts and populating the planet surfaces. This feature is dependent upon implementation of Object Container Streaming.''

Gameplay
No-Fly Zones

''Adding no-fly zones to some areas of the PU for logistical reasons, and enhanced intrigue. This feature is dependent upon implementation of Object Container Streaming.''

Core Dev Tech and Systems
Network Entity Streaming

Restructuring how the network code handles entity spawning and binding to allow for asynchronous streaming.

Network Bind Culling

''This work aims to help improve performance in multiplayer by cutting down the number of entities that exist on clients. Entities too far from a player will be removed from the local client, and when the player moves or the server otherwise detects new entities entering the player's range they will be added to the client. Because clients will then only consider updating entities that are near to them the overall CPU load will be reduced and performance should improve.''

Object Container Streaming
''At its core, Object Container Streaming allows Star Citizen to create our Universe. We will no longer be restrained by the physical memory on your PC and will be able to stream in new environments, locations and ships seamlessly as you approach. This will also be one of the biggest wins for increased performance as your graphics memory will no longer be overloaded. This work requires that a handful of other Object Container Streaming prerequisites be completed.''

Code Conversion

Foundational work for object container streaming, converting all legacy Lua code to C++ for improved performance and greater flexibility for multi-threading.

GameObjectExtensions Conversion

''Foundational work for object container streaming, converting all remaining GameObjectExtensions so that they no longer use the script table. This will allow for improved performance and greater multi-threading flexibility.''

Asynchronous Background Spawning

Foundational work for object container streaming, reworking various game systems to trigger more entity spawns in the background, relieving spawning pressure on the main thread and leading to fewer stalls.

Background Spawning

Foundational work for object container streaming, allowing entities to spawn from background threads so that vehicles or object containers can be spawned with minimal stalling.