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Project Prime v0.1.46
Project Prime
You bring your own Metroid Prime Hunters cartridge dump. No game data is included here
and none is downloaded.
- Windows -- the
win-x64zip, runProjectPrime.exe - Linux -- the
.tar.gz, run./ProjectPrime -launcher - macOS -- the matching
.tar.gz - Android -- the
.apk - Dedicated server -- the
server-package for the server OS/architecture
The launcher checks this release channel on startup. Windows/Linux desktop builds
and Android can install a matching package in-app; macOS opens this release page.
What's Changed
- Modernize pause and post-match results flow by @AntiNotAnti in #298
- Fix hosted lobby malformed request regression by @AntiNotAnti in #299
- Add modern character model asset foundation by @AntiNotAnti in #300
- Render rigid-node HD character models by @AntiNotAnti in #301
- Fix HD character runtime server build by @AntiNotAnti in #304
- Add Samus HD character authoring kit by @AntiNotAnti in #302
- Add HD character replacement LOD1 support by @AntiNotAnti in #303
- Fix generated Blender helper compilation by @AntiNotAnti in #307
- Complete rigid HD character forms by @AntiNotAnti in #305
- Add Weighted4 smooth HD character skinning by @AntiNotAnti in #306
- Fix self-destruct respawn deadlock by @AntiNotAnti in #308
- Make Unlimited FPS truly uncapped and harden UI input ownership by @AntiNotAnti in #311
- Optimize legacy GL state by @AntiNotAnti in #316
- Unify Create Lobby and Offline Match Setup by @AntiNotAnti in #313
- Modernize Hunter License player identity by @AntiNotAnti in #314
- Polish global responsive and UI state handling by @AntiNotAnti in #315
- Polish Prime motion, UI audio, and interaction consistency by @AntiNotAnti in #317
- Add native animated materials for custom maps by @AntiNotAnti in #309
- Extend animated materials with rotation, scale and flipbooks by @AntiNotAnti in #310
- Add deterministic emissive pulse to animated materials by @AntiNotAnti in #312
- Add native movement shadow foundation and exact half-step math by @AntiNotAnti in #318
- Harden Community map HTTPS against broken proxy/TLS paths by @AntiNotAnti in #320
- Add live Samus/Spire movement shadow capture and native reference kernel by @AntiNotAnti in #319
- Compare live Samus/Spire movement against native 30 Hz reference by @AntiNotAnti in #321
- Capture collision contact evidence in native movement shadow by @AntiNotAnti in #322
- Add Community v2 map and revision catalog by @AntiNotAnti in #323
- Add Community creator dashboard by @AntiNotAnti in #324
- Add Community revision publishing by @AntiNotAnti in #326
- Add Community map lifecycle management by @AntiNotAnti in #327
- use the shooter's ACK-time world by @AntiNotAnti in #328
- Add Balanced Mode foundation and combat rebalance slices 1-7 by @AntiNotAnti in #325
- Use authored FireEvents for replay shot timing by @AntiNotAnti in #329
- Anchor replay POV to the exact source shot pose by @AntiNotAnti in #330
- Add Balanced Mode telemetry and balance revisioning by @AntiNotAnti in #331
- Refine Balanced Mode native Hunter abilities by @AntiNotAnti in #333
- Record authoritative resolved-shot facts in replays by @AntiNotAnti in #332
- Reconcile replay projectile impacts to authority facts by @AntiNotAnti in #334
- Polish authoritative replay combat presentation by @AntiNotAnti in #335
- Add Replay Studio authoritative combat diagnostics by @AntiNotAnti in #336
- Fix Balanced Stinglarva recharge and Battlehammer splash by @AntiNotAnti in #338
- Fix Samus HD asset-guard build failure by @AntiNotAnti in #339
- Fix release startup with isolated user-data directory by @AntiNotAnti in #340
- Fix remaining build and release gate failures by @AntiNotAnti in #341
- Fix release server smoke after artifact download by @AntiNotAnti in #342
- Fix Intel macOS KTX ASTC architecture mismatch by @AntiNotAnti in #343
- Fix dedicated server smoke exit race by @AntiNotAnti in #344
- Fix macOS arm64 KTX Bash unbound array by @AntiNotAnti in #346
Full Changelog: v0.1.45...v0.1.46