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Merge pull request #61 from OudomMunint/OudomMunint-patch-1
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PR: patch-1 => main
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OudomMunint authored Oct 18, 2024
2 parents 3890bd5 + ebf8245 commit 8fa941d
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2 changes: 1 addition & 1 deletion .github/workflows/release.yml
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Expand Up @@ -25,4 +25,4 @@ jobs:
uses: ncipollo/[email protected]
with:
artifacts: "UE4&5-github-actions-build"
tag: v2.1.4
tag: v2.2.0
4 changes: 3 additions & 1 deletion .gitignore
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Expand Up @@ -75,4 +75,6 @@ Plugins/*/Intermediate/*

# Cache files for the editor to use
DerivedDataCache/*
/enc_temp_folder
/enc_temp_folder
Content/StarterContent/Blueprints/Blueprint_CeilingLight.uasset
Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
5 changes: 5 additions & 0 deletions Config/DefaultEngine.ini
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Expand Up @@ -158,3 +158,8 @@ ReverbPlugin=
OcclusionPlugin=
SoundCueCookQualityIndex=-1

[/Script/FFXFSR3Settings.FFXFSR3Settings]
r.FidelityFX.FSR3.Enabled=False
r.FidelityFX.FSR3.EnabledInEditorViewport=False
r.FidelityFX.FSR3.QualityMode=4

2 changes: 1 addition & 1 deletion Config/DefaultGame.ini
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Expand Up @@ -5,7 +5,7 @@ Description=Third Person shooter
CopyrightNotice=
bUseBorderlessWindow=True
Homepage="https://github.com/OudomMunint/Unreal-3rd-person-shooter-4.27"
ProjectVersion=2.1.4
ProjectVersion=2.2.0

[StartupActions]
bAddPacks=True
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7 changes: 7 additions & 0 deletions DESN2600Test.uproject
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Expand Up @@ -25,6 +25,13 @@
{
"Name": "MobileFSR",
"Enabled": false
},
{
"Name": "FSR3",
"Enabled": false,
"SupportedTargetPlatforms": [
"Win64"
]
}
],
"TargetPlatforms": [
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7 changes: 5 additions & 2 deletions README.md
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Expand Up @@ -106,8 +106,8 @@ anytime by pressing `R` during game play.
After downloading, extract the zip file and run the executable.
If you're on macOS, you might need to allow the app to run in `System Preferences > Security & Privacy` On Windows, you might need to allow the app to run when prompted by Windows Security.
- <b>v1.0 (Deprecated) Windows_x86_64:</b> <a href="https://www.dropbox.com/sh/iaq1bsasgaz5znd/AABZkdeA_N6LC4kTpRVe0Af3a?dl=1">Download here</a>
- <b>v2.1.4 Windows_x86_64:</b> <a href="https://www.dropbox.com/scl/fi/mp7uqwbhy5maw98al00wa/TPS_2.1.4_x86_64.zip?rlkey=c9yujbgjhpnnc725w04c1jlx8&st=r8pk7ih9&dl=0">Download here</a>
- <b>v2.1.4 macOS (Intel & Apple Silicon):</b> <a href="https://www.dropbox.com/scl/fi/6ueauqgurhz66fj8746zt/TPS_2.1.4_macOS.zip?rlkey=zu19eamzss0arewhjwng6gwc3&st=m1e0a3fn&dl=0">Download here</a>
- <b>v2.2.0 Windows_x86_64:</b> <a href="https://www.dropbox.com/scl/fi/8al23mkzg6xb6lb1lj2q9/TPS-v2.2-x86.zip?rlkey=f4md149ig35s7j915rpb8ss1w&st=w2dvqdtz&dl=0">Download here</a>
- <b>v2.2.0 macOS (Intel & Apple Silicon):</b> <a href="https://www.dropbox.com/scl/fi/ks3o77akre3ohflfcr0aq/TPS-v2.2.0-macos.zip?rlkey=819p8wwl5mylcg9mywmdsslyh&st=u9pjvp8x&dl=0">Download here</a>

> [!NOTE]
> FSR 2 is only available on Windows v1.0 build. <br>
Expand All @@ -124,6 +124,9 @@ anytime by pressing `R` during game play.
- [X] Update base engine to 5.2.0 for native apple silicon support.
- [X] Update base engine to 5.3.0 for navite apple silicon supoort for lumen and nanite.
- [ ] Add support for FSR 3 for Unreal Engine 5.4.4.
- [X] Reloading System.
- [X] Shoulder Switching System.
- [X] Objectives System & Win Condition.

### Screenshots
<img src="img1.png" width="900"/> <hr/>
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1 change: 0 additions & 1 deletion Source/DESN2600Test/Private/AGlobalIlluminationManager.cpp
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Expand Up @@ -4,7 +4,6 @@
#include "GameFramework/Actor.h"
#include "HAL/IConsoleManager.h"
#include "Scalability.h"
#include "AShadowManager.h"

// Sets default values
AAGlobalIlluminationManager::AAGlobalIlluminationManager()
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1 change: 0 additions & 1 deletion Source/DESN2600Test/Private/AShadowManager.cpp
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@@ -1,5 +1,4 @@
#include "AShadowManager.h"
#include "AGlobalIlluminationManager.h"
#include "Engine/World.h"
#include "Engine/Engine.h"
#include "GameFramework/Actor.h"
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1 change: 1 addition & 0 deletions Source/DESN2600Test/Public/AShadowManager.h
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Expand Up @@ -26,5 +26,6 @@ class DESN2600TEST_API AAShadowManager : public AActor
// Called every frame
virtual void Tick(float DeltaTime) override;

UFUNCTION(BlueprintCallable, Category = "Shadows")
void ApplyShadowSettings(int32 ShadowQualityLevel);
};

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