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New Dev Log.
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Assets/BaseFiles/Page/Footer.html

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<h5 id="Fooder_Border">###DATE_TEXT###&nbsp;&nbsp;|&nbsp;&nbsp;©️ CatWithCode&nbsp;&nbsp;|&nbsp;&nbsp;###LICENSE###<br>&nbsp;&nbsp;Latest Build:<b>2025.08.23 - 20:17</b></h5>
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<h5 id="Fooder_Border">###DATE_TEXT###&nbsp;&nbsp;|&nbsp;&nbsp;©️ CatWithCode&nbsp;&nbsp;|&nbsp;&nbsp;###LICENSE###<br>&nbsp;&nbsp;Latest Build:<b>2025.08.28 - 01:36</b></h5>

SUB_DOMAINS/REPOSSESSED/Dev_Log/Dev_Log.html

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<h2><u>2025.08.29</u> - Work on the streets goes along very well, Complete rework of the Culling system, adding new detection framework and fixing Jolt issues.</h2>
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<h3>Important stuff first: The work on the streets goes forward extremely great! And in not too much more time level 2 will be finished and is ready for full on play-testing. I am also working in the background on a Trailer. And now some extremely technical stuff for those interested: I noticed the performance near many single objects got lower the expected. There was definitely something wrong. After some debugging I found the cause, StaticBody3Ds. Jolt dose not recommend using detection of them at all and is disabled by default. Now I see why. Then I disabled it and refactored my culling system to work again. I used layer detection up to this point to keep it as broad as possible but this backfired. I used Area3Ds for detection (A mistake if I think about it now, now that I know groups with a simple node can be used with distance calculation in an extra thread. I am still sure from a calculation perspective the Area3D with overlap detection approach should work better but the Physics engine can not handle this many Areas at once). That worked but then Jolt just started not processing many objects... reason: Jolt can only handle a limited amount of Area3Ds... . Then I created a new detection system that can just be plugged-in into Scenes so they just have it after that (That is the "groups" stuff just mentioned). That worked BUT then the SaveSystem got mad at me again because it dose not like the references needed to get from the Culling-Node to the Instanced-Scene-Root or Sub-Roots depending on the Scene. After removing the problem causing part many aspects reset between seasons... that meant painstakingly debugging every issue noticed while playing and building a passer for that type or information having issues... again. The old stuff used methods not compatible with the Culling References. Then I had to fix a few Bugs that were created thanks to all the changes just mentioned. And now I can add the last few things in the streets and I can start on the outposts. After that I can finish the gov-building and finally the cooperation building('s). A cool side-effect of the new-new culling system is it puts a little more usage onto the CPU, but that seems to be more efficient from a main thread perspective so GPU can now run way faster thanks to that. The FPS improvements are conditional (not all places in the Levels had the issues with StaticBody3Ds) but when it helps it helps a good amount. Very happy about that. To say that the last 5 days were technical and very intensive thinking hours is an understatement. The last time this project needed this much concentration from me, was while creating the Bone Systems of the Player and NPC models.</h3>
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<h2><u>2025.01.24</u> - It's Save/Load and Level transition time</h2>
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<h3>I have finally fixed and/or finished all systems and Backlog things in the way to be able to start testing/implementing the Save/Load system's. I'm really hoping this is gone be not to annoying or I'm in for a ride . We will see. As soon as I have it working I will definitely post about it. This is not gonna be a easy checkpoint system as many games have. This will fully save the state of a level like in other immersive sim games like Deus Ex, Peripeteia, Prey (2017), also sometimes referred to as "Typhon", and so on. I really love these save system that let the player do what ever they want and try It as often as they want without wasting time, meaning very quick load times are important. I will try to keep file size, load and save times as low as possible and also, if possible, will also incorporate multithreading to keep the process from hanging.</h3>
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<h3>I have finally fixed and/or finished all systems and Backlog things in the way to be able to start testing/implementing the Save/Load system's. I'm really hoping this is gone be not to annoying or I'm in for a ride... . We will see. As soon as I have it working I will definitely post about it. This is not gonna be a easy checkpoint system as many games have. This will fully save the state of a level like in other immersive sim games like Deus Ex, Peripeteia, Prey (2017), also sometimes referred to as "Typhon", and so on. I really love these save system that let the player do what ever they want and try It as often as they want without wasting time, meaning very quick load times are important. I will try to keep file size, load and save times as low as possible and also, if possible, will also incorporate multithreading to keep the process from hanging.</h3>
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<br>
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<a href="/License_and_Privacy.html">License and Privacy</a>
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<br>
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<h6>Last Updated:&nbsp;<b>2025.08.22 - 21:47</b></h6>
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<h6>Last Updated:&nbsp;<b>2025.08.28 - 01:36</b></h6>
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<h6>All Rights reserved. RE//POSSESSED (formerly known as ProjectCWC) is property of the person/people behind CatWithCode. Screenshots and Videos on this page are in engine / in game. Other images like artwork / decoration might be in engine / in game but could be composed to look better because the game is first person and not optimize for a close up third person perspective.</h6>
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SUB_DOMAINS/REPOSSESSED/Feed/RSS.xml

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<title>REPOSSESSED - Development Log</title>
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<link>https://REPOSSESSED.catwithcode.moe/Dev_Log/Dev_Log.html</link>
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<description>Development Log for there upcoming Immersiv Sim REPOSSESSED.</description>
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<title>RE//POSSESSED - 2025.08.29 - Work on the streets goes along very well, Complete rework of the Culling system, adding new detection framework and fixing Jolt issues.</title>
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<description>Important stuff first: The work on the streets goes forward extremely great! And in not too much more time level 2 will be finished and is ready for full on play-testing. I am also working in the background on a Trailer. And now some extremely technical stuff for those interested: I noticed the performance near many single objects got lower the expected. There was definitely something wrong. After some debugging I found the cause, StaticBody3Ds. Jolt dose not recommend using detection of them at all and is disabled by default. Now I see why. Then I disabled it and refactored my culling system to work again. I used layer detection up to this point to keep it as broad as possible but this backfired. I used Area3Ds for detection (A mistake if I think about it now, now that I know groups with a simple node can be used with distance calculation in an extra thread. I am still sure from a calculation perspective the Area3D with overlap detection approach should work better but the Physics engine can not handle this many Areas at once). That worked but then Jolt just started not processing many objects... reason: Jolt can only handle a limited amount of Area3Ds... . Then I created a new detection system that can just be plugged-in into Scenes so they just have it after that (That is the "groups" stuff just mentioned). That worked BUT then the SaveSystem got mad at me again because it dose not like the references needed to get from the Culling-Node to the Instanced-Scene-Root or Sub-Roots depending on the Scene. After removing the problem causing part many aspects reset between seasons... that meant painstakingly debugging every issue noticed while playing and building a passer for that type or information having issues... again. The old stuff used methods not compatible with the Culling References. Then I had to fix a few Bugs that were created thanks to all the changes just mentioned. And now I can add the last few things in the streets and I can start on the outposts. After that I can finish the gov-building and finally the cooperation building('s). A cool side-effect of the new-new culling system is it puts a little more usage onto the CPU, but that seems to be more efficient from a main thread perspective so GPU can now run way faster thanks to that. The FPS improvements are conditional (not all places in the Levels had the issues with StaticBody3Ds) but when it helps it helps a good amount. Very happy about that. To say that the last 5 days were technical and very intensive thinking hours is an understatement. The last time this project needed this much concentration from me, was while creating the Bone Systems of the Player and NPC models.</description>
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<pubDate>Fri, 29 Aug 2025 00:00:00 GMT</pubDate>
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<title>RE//POSSESSED - 2025.08.21 - "Enclosed" Level 2, Fixed many Bugs, added Roof areas and added more Story</title>
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<title>RE//POSSESSED - 2025.01.24 - It's Save/Load and Level transition time</title>
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<description>I have finally fixed and/or finished all systems and Backlog things in the way to be able to start testing/implementing the Save/Load system's. I'm really hoping this is gone be not to annoying or I'm in for a ride . We will see. As soon as I have it working I will definitely post about it. This is not gonna be a easy checkpoint system as many games have. This will fully save the state of a level like in other immersive sim games like Deus Ex, Peripeteia, Prey (2017), also sometimes referred to as "Typhon", and so on. I really love these save system that let the player do what ever they want and try It as often as they want without wasting time, meaning very quick load times are important. I will try to keep file size, load and save times as low as possible and also, if possible, will also incorporate multithreading to keep the process from hanging.</description>
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<description>I have finally fixed and/or finished all systems and Backlog things in the way to be able to start testing/implementing the Save/Load system's. I'm really hoping this is gone be not to annoying or I'm in for a ride... . We will see. As soon as I have it working I will definitely post about it. This is not gonna be a easy checkpoint system as many games have. This will fully save the state of a level like in other immersive sim games like Deus Ex, Peripeteia, Prey (2017), also sometimes referred to as "Typhon", and so on. I really love these save system that let the player do what ever they want and try It as often as they want without wasting time, meaning very quick load times are important. I will try to keep file size, load and save times as low as possible and also, if possible, will also incorporate multithreading to keep the process from hanging.</description>
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<pubDate>Fri, 24 Jan 2025 00:00:00 GMT</pubDate>
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SUB_DOMAINS/REPOSSESSED/License_and_Privacy.html

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<li><a href="https://github.com/BesignLab">https://github.com/BesignLab</a></li>
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<br>&nbsp;
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<h6>Last Updated:&nbsp;<b>2025.08.22 - 21:47</b></h6>
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<h6>Last Updated:&nbsp;<b>2025.08.28 - 01:36</b></h6>
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<p>All Rights reserved. RE//POSSESSED (formerly known as ProjectCWC) is property of the person/people behind CatWithCode.</p>
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SUB_DOMAINS/REPOSSESSED/index.html

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<h6>All Rights reserved. RE//POSSESSED (formerly known as ProjectCWC) is property of the person/people behind CatWithCode. Screenshots and Videos on this page are in engine / in game. Other images like artwork / decoration might be in engine / in game but could be composed to look better because the game is first person and not optimize for a close up third person perspective.</h6>
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archive.html

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<p>My website is FULLY path-relative and uses JS in a very unconventional way for the Header and Footer. Great for static hosting, bad for web crawlers. This page is a collection of all the links and files on my website, statically linked, as little code as possible and fully without relative links or js-code for easier crawling, archiving and viewing without any JS-Code. This SHOULD(TM) be always up-to-date and working(TM).</p>
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<p>Also: The footer contains the licence for each page! If you block JS or are viewing an JS-INCOMPATIBLE-Archive, you may not be able to see the licence text. It is still in the HTML code!</p>
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