Summary taken from the Star Citizen Reddit Discord:
AI (Tech)
➣ Finalized work that allows NPCs to transition between EVA and environments with gravity
➣ NPCs can enter/exit ships through airlocks/hatches by vaulting over ledges
➣ Working on 2d boids such as rodents, that will move across terrain in a navmesh
Animation
➣ Focused on improving visual results for reloads and takedowns
➣ For 3.20, worked on basic idles for weapons and knives
Art (Characters/Ships)
➣ RSI Polaris began whitebox pass, interior whitebox completed
➣ unannounced ship on final art
➣ Crusader A1 Spirit progressed through final art
➣ Crusader C1 Spirit in greybox
➣ New 2 ship variants (unannounced) in greybox
➣ Tumbril Storm in end of production
➣ All-new vehicle (unannounced) in dev, whiteboxing all variants select one for greybox
➣ Aopoa San'tok.yāi in progress
➣ Origin X1 in greybox
Engine
➣ StarBuild progression (in-house code-build to replace WAF)
➣ Bugfixes
➣ MemReplay 2.0 added VirtualMemoryAreas concept
➣ 'MapAndWrite' discard calls progress
➣ Hull C implementation & bugfixes
➣ Physics code bugfixes
➣ RaStar and Resource Network progress
➣ Assisted Server Meshing team in improvements and fixes
➣ Bugfixes for 'aync editor loading`
Features (Characters & Weapons)
➣ Experimenting with skill progression; building strength to carry heavier objects, perform takedowns for better/quieter versions.
➣ Began implementing a sliding mechanic for sprint crouching.
Features (Mission)
➣ Ship Trespass feature is in QA testing
➣ Retrieve Consignment missions in final review
➣ Blockade runner global event in progress
➣ Cargo mission planning is completed, relying on rep system
➣ Steal and recover cargo missions were prototyped
➣ Code work began for reputation system
➣ Gives players discounts on purchases such as items, refueling & repairs.
➣ Rep-based hostility for NPC orgs to attack/protect players
Graphics, VFX Programming & Planet Tech
➣ New Global Illumination features
➣ Basic implementation of Temporal Super Resolution
➣ AMD memory allocation API integrated into Vulkan backend
➣ UI refinements and unifications
➣ New unified water shader
➣ New hash-map system for water buffer regions
➣ WorldBuilder system improvements
➣ Damage map fixes
➣ Bugfixes
In-game Branding
➣ Building assets for upcoming event
➣ Navigational signage for New Babbage
➣ Underground facility work
➣ Pyro touch-ups
Interactables
➣ Polish work on Pyro consumables, shop and props
➣ Created content for Sub flair
Lighting
➣ Pyro polish & cleanup
➣ New Orison platform tasks
Locations (EU)
➣ Work on Pyro's rundown stations
➣ Improved signage around New Babbage
➣ New content with Mission Feature team
➣ Pyro Outposts progressed
➣ Improvements to Pyro planets
Locations (Montreal)
➣ Derelict settlements passed greybox
➣ Underground facilities progressed
Narrative
➣ Mission system, providers and content work for Pyro
➣ Hull C ATC impementation
➣ 2 new narrative designers added to the team
➣ Released Loremakers and Galactapedia articles
Online Services (Montreal)
➣ InventoryID refined & bugfixed
➣ Refactor several backend services to gRPC
➣ EAC sactions and enforcement research
Research & Development
➣ Atmos / Cloud rendering improved
➣ New temporal tender mode
UI
➣ Data-heist screen improved
➣ Screen style varients
➣ Building Blocks performance pass
➣ Color picker, pagination, & stepped lines added to BB
VFX
➣ Pyro location interior/exterior work
➣ Finished pass on Size 5 bomb and 3 upcoming vehicles