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Spell fix and use of fake 3D in browser
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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>2025.10.18 - 14:05</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>2025.10.19 - 00:15</b></h5>

Assets/MainFunctions.js

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// ### HARD_CODE_TRIGGER ###
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// footer
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// Assets/BaseFiles/Page/Footer.html
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const footer_STATIC_HTML_INSERT = '<h5 id="Fooder_Border">###DATE_TEXT###&nbsp;&nbsp;|&nbsp;&nbsp;©️ CatWithCode&nbsp;&nbsp;|&nbsp;&nbsp;###LICENSE###<br>&nbsp;&nbsp;Latest Build:<b>2025.10.18 - 14:05</b></h5>';
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const footer_STATIC_HTML_INSERT = '<h5 id="Fooder_Border">###DATE_TEXT###&nbsp;&nbsp;|&nbsp;&nbsp;©️ CatWithCode&nbsp;&nbsp;|&nbsp;&nbsp;###LICENSE###<br>&nbsp;&nbsp;Latest Build:<b>2025.10.19 - 00:15</b></h5>';
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// >>> SUB <<<
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// ### HARD_CODE_TRIGGER ###

Assets/SubScripts/OnekoJS/OnekoJS.js

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nekoContainer.style.zIndex = 999; // Slightly behind speechBubble.
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nekoContainer.style.opacity = "0.8";
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// Fake 3D for 3D hardware acceleration:
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nekoContainer.style.transform = 'translateZ(0.1)';
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nekoContainer.style.transform = 'translate3d(0.1, 0.1, 0.1)';
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// Sprite-Sheet:
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nekoContainer.style.backgroundImage = `url(${nekoFile})`;
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Blog/2023.06.30-02_Automatic_Linux_Server_Reboot/Automatic_Linux_Server_Reboot.html

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</p>
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<p>I hope I could help you with this example setup for an automatic shoudown for a server to save energy / keep software running cleanly.</p>
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<p><u>Update 2025.10.18</u>: I was facing the issue that a shutdown in the night did not want for some time now. What exactly it was idk. but the linked askubuntu question with one commend on it that even got down-voted was the solution of all things. Just change in your "/etc/default/grub" the commands by adding "acpi=noirq" to the "GRUB_CMDLINE_LINUX_DEFAULT", update grub with "sudo update-grub" or equivalent on your server and reboot once. Solution by "<a href="https://askubuntu.com/users/1652974/yuriy-petyuk">https://askubuntu.com/users/1652974/yuriy-petyuk-l</a>" answered for "<a href="https://askubuntu.com/users/1483905/fred-l">https://askubuntu.com/users/1483905/fred-l</a>".</p>
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<p><u>Update 2025.10.18</u>: I was facing the issue that a shutdown just did a rebooted. What exactly it was IDK. but the linked askubuntu question with one commend on it that even got down-voted was the solution of all things. Just change in your "/etc/default/grub" the commands by adding "acpi=noirq" to the "GRUB_CMDLINE_LINUX_DEFAULT", update grub with "sudo update-grub" or equivalent on your server and reboot once. Solution by "<a href="https://askubuntu.com/users/1652974/yuriy-petyuk">https://askubuntu.com/users/1652974/yuriy-petyuk-l</a>" answered for "<a href="https://askubuntu.com/users/1483905/fred-l">https://askubuntu.com/users/1483905/fred-l</a>".</p>
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<br>
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<h2>Sources:</h2>

SUB_DOMAINS/REPOSSESSED/Dev_Log/Dev_Log.html

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<br>&nbsp;
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<h2><u>2025.10.20</u> - Settings done, working with an artist, last outpost done, work on GOV and FRP building started, fixes needed for level 1 outlined</h2>
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<br>&nbsp;
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<h3>A lot has happen, I had vacation, then fully finished the setting (except for the keybinds, there I still need read and export code to make it available in the UI, will be done later) for the Trailer. The main goal for me was to be able to set graphics and simulation settings and be able to optimize the heck out of the framework so the trailer can represent the reality of how it will run on different hardware. I also wanted to be able to crank the settings to MAX for a little LITTLE bit nicer screenshots :D. After that was done and working I added a little screenshot script so making screenshots much easier. The main reason for doing that script was I finally found an artist to work on the Store Page artworks and Icons (More about them at a later point)! Until now I used KDE's screenshot tool but now that it is in game I can make them much easier and faster. I also finished the last outpost, added many small fixes to bugs I found, extended some existing functionality to be able to have cameras and alarms work with other nodes intertwined. Now two thing that changes about the release: I don't have a date because game dev take so much time, but can say the game will release 2026, maybe early to mid. 2027. I know, gigantic time window but I do what I want with my hobby dream project. About the demo? There will not be one. The time it takes to build levels is better invested into the actual game and I don't want to release one of the current levels as a demo so there will be no demo. But the one thing that tipped me over the edge to that decision was the current Steam Next Fest... . The ABSOLUTE state the selection of games are in is disheartening to say the lest. MANY great demos made with passion, heart and so much talent that definitely made me want the game behind it and wishlist them, but so SO much sh*t made with trash generating machines (I wont write the two letters, f*ck that). I refuse to fight for exposure against that stuff for just a demo (Valve fixed a lot of the trash by now as I just looked again, still dose not change my stands I will not make a demo and go for a full release). Back to the trailer: It is in pre-production, the scenes and ideas and structure is already planed out, the first few scenes recorded and prepared, but I still need to finish level 2 and fix level 1 a little before I am happy to record it all, cut it and release the trailer, not to mention I need to write the Store Pages too still. Or in short: I will have to hall a*s if I want to release the trailer and Store Pages this year. And also: No I still have not found an artist for the OST. Seems like I will do it myself if nothing changes about that. Only the trailer music is not form me at the moment.</h3>
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<h3>A lot has happen, I had vacation, then fully finished the settings (except for the keybinds, there I still need read and export code to make it available in the UI, will be done later) for the Trailer. The main goal for me was to be able to set graphics and simulation settings and be able to optimize the heck out of the framework so the trailer can represent the reality of how it will run on different hardware. I also wanted to be able to crank the settings to MAX for a little LITTLE bit nicer screenshots :D. After that was done and working I added a little screenshot script so making screenshots much easier. The main reason for doing that script was I finally found an artist to work on the Store Page artworks and Icons (More about them at a later point)! Until now I used KDE's screenshot tool but now that it is in game I can make them much easier and faster. I also finished the last outpost, added many small fixes to bugs I found, extended some existing functionality to be able to have cameras and alarms work with other nodes intertwined. Now two thing that changes about the release: I don't have a date because game dev take so much time, but can say the game will release 2026, maybe early to mid. 2027. I know, gigantic time window but I do what I want with my hobby dream project. About the demo? There will not be one. The time it takes to build levels is better invested into the actual game and I don't want to release one of the current levels as a demo so there will be no demo. But the one thing that tipped me over the edge to that decision was the current Steam Next Fest... . The ABSOLUTE state the selection of games are in is disheartening to say the lest. MANY great demos made with passion, heart and so much talent that definitely made me want the game behind it and wishlist them, but so SO much sh*t made with trash generating machines (I wont write the two letters, f*ck that). I refuse to fight for exposure against that stuff for just a demo (Valve fixed a lot of the trash by now as I just looked again, still dose not change my stands, I will not make a demo and go for a full release). Back to the trailer: It is in pre-production, the scenes and ideas and structure is already planed out, the first few scenes recorded and prepared, but I still need to finish level 2 and fix level 1 a little before I am happy to record it all, cut it and release the trailer, not to mention I need to write the Store Pages too still. Or in short: I will have to hall a*s if I want to release the trailer and Store Pages this year. And also: No I still have not found an artist for the OST. Seems like I will do it myself if nothing changes about that. Only the trailer music is not form me at the moment.</h3>
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<br>&nbsp;
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<!-- <div class="image-container">
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<a href="PATH" target="_blank">
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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>2025.10.18 - 14:05</b></h6>
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<h6>Last Updated:&nbsp;<b>2025.10.19 - 00:15</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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<item>
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<title>RE//POSSESSED - 2025.10.20 - Settings done, working with an artist, last outpost done, work on GOV and FRP building started, fixes needed for level 1 outlined</title>
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<link>https://REPOSSESSED.catwithcode.moe/Dev_Log/Dev_Log.html?item=34</link>
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<description>A lot has happen, I had vacation, then fully finished the setting (except for the keybinds, there I still need read and export code to make it available in the UI, will be done later) for the Trailer. The main goal for me was to be able to set graphics and simulation settings and be able to optimize the heck out of the framework so the trailer can represent the reality of how it will run on different hardware. I also wanted to be able to crank the settings to MAX for a little LITTLE bit nicer screenshots :D. After that was done and working I added a little screenshot script so making screenshots much easier. The main reason for doing that script was I finally found an artist to work on the Store Page artworks and Icons (More about them at a later point)! Until now I used KDE's screenshot tool but now that it is in game I can make them much easier and faster. I also finished the last outpost, added many small fixes to bugs I found, extended some existing functionality to be able to have cameras and alarms work with other nodes intertwined. Now two thing that changes about the release: I don't have a date because game dev take so much time, but can say the game will release 2026, maybe early to mid. 2027. I know, gigantic time window but I do what I want with my hobby dream project. About the demo? There will not be one. The time it takes to build levels is better invested into the actual game and I don't want to release one of the current levels as a demo so there will be no demo. But the one thing that tipped me over the edge to that decision was the current Steam Next Fest... . The ABSOLUTE state the selection of games are in is disheartening to say the lest. MANY great demos made with passion, heart and so much talent that definitely made me want the game behind it and wishlist them, but so SO much sh*t made with trash generating machines (I wont write the two letters, f*ck that). I refuse to fight for exposure against that stuff for just a demo (Valve fixed a lot of the trash by now as I just looked again, still dose not change my stands I will not make a demo and go for a full release). Back to the trailer: It is in pre-production, the scenes and ideas and structure is already planed out, the first few scenes recorded and prepared, but I still need to finish level 2 and fix level 1 a little before I am happy to record it all, cut it and release the trailer, not to mention I need to write the Store Pages too still. Or in short: I will have to hall a*s if I want to release the trailer and Store Pages this year. And also: No I still have not found an artist for the OST. Seems like I will do it myself if nothing changes about that. Only the trailer music is not form me at the moment.</description>
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<description>A lot has happen, I had vacation, then fully finished the settings (except for the keybinds, there I still need read and export code to make it available in the UI, will be done later) for the Trailer. The main goal for me was to be able to set graphics and simulation settings and be able to optimize the heck out of the framework so the trailer can represent the reality of how it will run on different hardware. I also wanted to be able to crank the settings to MAX for a little LITTLE bit nicer screenshots :D. After that was done and working I added a little screenshot script so making screenshots much easier. The main reason for doing that script was I finally found an artist to work on the Store Page artworks and Icons (More about them at a later point)! Until now I used KDE's screenshot tool but now that it is in game I can make them much easier and faster. I also finished the last outpost, added many small fixes to bugs I found, extended some existing functionality to be able to have cameras and alarms work with other nodes intertwined. Now two thing that changes about the release: I don't have a date because game dev take so much time, but can say the game will release 2026, maybe early to mid. 2027. I know, gigantic time window but I do what I want with my hobby dream project. About the demo? There will not be one. The time it takes to build levels is better invested into the actual game and I don't want to release one of the current levels as a demo so there will be no demo. But the one thing that tipped me over the edge to that decision was the current Steam Next Fest... . The ABSOLUTE state the selection of games are in is disheartening to say the lest. MANY great demos made with passion, heart and so much talent that definitely made me want the game behind it and wishlist them, but so SO much sh*t made with trash generating machines (I wont write the two letters, f*ck that). I refuse to fight for exposure against that stuff for just a demo (Valve fixed a lot of the trash by now as I just looked again, still dose not change my stands, I will not make a demo and go for a full release). Back to the trailer: It is in pre-production, the scenes and ideas and structure is already planed out, the first few scenes recorded and prepared, but I still need to finish level 2 and fix level 1 a little before I am happy to record it all, cut it and release the trailer, not to mention I need to write the Store Pages too still. Or in short: I will have to hall a*s if I want to release the trailer and Store Pages this year. And also: No I still have not found an artist for the OST. Seems like I will do it myself if nothing changes about that. Only the trailer music is not form me at the moment.</description>
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<pubDate>Mon, 20 Oct 2025 00:00:00 GMT</pubDate>
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<item>

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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</ul>
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<br>&nbsp;
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<h6>Last Updated:&nbsp;<b>2025.10.18 - 14:05</b></h6>
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<h6>Last Updated:&nbsp;<b>2025.10.19 - 00:15</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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</body>
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</html>

SUB_DOMAINS/REPOSSESSED/index.html

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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>2025.10.18 - 14:05</b></h6>
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<h6>Last Updated:&nbsp;<b>2025.10.19 - 00:15</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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</footer>

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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<!-- TIMESTAMP - START -->
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<p>2025.10.18 - 14:05 | CC BY-NC-ND 4.0</p>
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<p>2025.10.19 - 00:15 | CC BY-NC-ND 4.0</p>
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sitemap.xml

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</url>
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<loc>https://catwithcode.moe/archive.html</loc>
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<lastmod>2025-10-13</lastmod>
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<lastmod>2025-10-18</lastmod>
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<loc>https://catwithcode.moe/Assets/BaseFiles/Page/Footer.html</loc>
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<lastmod>2025-10-18</lastmod>
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<loc>https://catwithcode.moe/Assets/BaseFiles/Page/Header.html</loc>

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