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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>2025.09.26 - 23:04</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>2025.09.30 - 02:54</b></h5>

SUB_DOMAINS/REPOSSESSED/Dev_Log/Dev_Log.html

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<h2><u>2025.09.30</u> - More Updates about performance and Settings</h2>
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<h3>As it usually is, you make a Dev-Log, find more things to fix and then improve stuff even more but already wrote about it. Well I will do it anyway. The settings are nearly done. I still need to add some accessibility options like post processing and screen-shake options and adding the presets to automatically apply settings for different kind of PCs and hardware. Keybinding-stuff is also done in the back-end and only needs a UI to interact and change it. I will do that later this year. For development and play-testing a config file change is better anyway. Performance wise I also made huge progress ~again~. In the last Dev-Log I wrote about changing the bullet system, well now I made it multithreaded too. Thanks to a little workaround I was able to make the physics calls from an other thread and so moved over the hole bullet system to it. Now the game really embraces multithreading. Culling, bullets, physics and so on, all handled separately. As you might expect this also need slightly newer hardware but that was also the intention from the beginning to target "slightly" newer hardware. The Forward+ Renderer of Godot needs good Vulkan 1.2 and newer support and that means hardware from 2012~2013/14 onward ideally, so, using Forward+ limits developers already to """newer""" hardware. Aka. as long as the hardware is at least as fast as a SteamDeck it will work very good. The FPS numbers, accordingly, got a GOOD amount even better. Now the SteamDeck can run the game very well and any thing stronger then the SteamDeck runs very, very good. Now with so much freed up CPU space the graphics settings can really push the GPU. I will start working on the last things for Level 2 the next few days, then after that, play-testing and finaly cleaning up Level 1 will be on the agenda and then the Trailer production can start, maybe a little of other levels will make an appearance in it too, may be not.</h3>
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<a href="/License_and_Privacy.html">License and Privacy</a>
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<h6>Last Updated:&nbsp;<b>2025.09.26 - 23:04</b></h6>
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<h6>Last Updated:&nbsp;<b>2025.09.30 - 02:54</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 - 2025.09.30 - More Updates about performance and Settings</title>
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<link>https://REPOSSESSED.catwithcode.moe/Dev_Log/Dev_Log.html?item=33</link>
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<description>As it usually is, you make a Dev-Log, find more things to fix and then improve stuff even more but already wrote about it. Well I will do it anyway. The settings are nearly done. I still need to add some accessibility options like post processing and screen-shake options and adding the presets to automatically apply settings for different kind of PCs and hardware. Keybinding-stuff is also done in the back-end and only needs a UI to interact and change it. I will do that later this year. For development and play-testing a config file change is better anyway. Performance wise I also made huge progress ~again~. In the last Dev-Log I wrote about changing the bullet system, well now I made it multithreaded too. Thanks to a little workaround I was able to make the physics calls from an other thread and so moved over the hole bullet system to it. Now the game really embraces multithreading. Culling, bullets, physics and so on, all handled separately. As you might expect this also need slightly newer hardware but that was also the intention from the beginning to target "slightly" newer hardware. The Forward+ Renderer of Godot needs good Vulkan 1.2 and newer support and that means hardware from 2012~2013/14 onward ideally, so, using Forward+ limits developers already to """newer""" hardware. Aka. as long as the hardware is at least as fast as a SteamDeck it will work very good. The FPS numbers, accordingly, got a GOOD amount even better. Now the SteamDeck can run the game very well and any thing stronger then the SteamDeck runs very, very good. Now with so much freed up CPU space the graphics settings can really push the GPU. I will start working on the last things for Level 2 the next few days, then after that, play-testing and finaly cleaning up Level 1 will be on the agenda and then the Trailer production can start, maybe a little of other levels will make an appearance in it too, may be not.</description>
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<pubDate>Tue, 30 Sep 2025 00:00:00 GMT</pubDate>
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<title>RE//POSSESSED - 2025.09.26 - Work goes one well. Option menu nearly done and a LOT of performance optimizations</title>
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<link>https://REPOSSESSED.catwithcode.moe/Dev_Log/Dev_Log.html?item=32</link>

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>2025.09.26 - 23:04</b></h6>
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<h6>Last Updated:&nbsp;<b>2025.09.30 - 02:54</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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<a href="/License_and_Privacy.html">License and Privacy</a>
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<h6>Last Updated:&nbsp;<b>2025.09.26 - 23:04</b></h6>
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<h6>Last Updated:&nbsp;<b>2025.09.30 - 02:54</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/sitemap.xml

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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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<p>2025.09.26 - 23:04 | CC BY-NC-ND 4.0</p>
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<p>2025.09.30 - 02:54 | CC BY-NC-ND 4.0</p>
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