Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • Groups
Collapse
Brand Logo
  1. Home
  2. Announcements
  3. Development Updates
  4. 2025-06-01

2025-06-01

Scheduled Pinned Locked Moved Development Updates
1 Posts 1 Posters 199 Views
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • purpleP Offline
    purpleP Offline
    purple
    replay
    wrote on last edited by
    #1

    Welcome back to another development update. Its been quite some time since we published a proper post besides the occasional small update info in discord.

    Lets get right into it.

    Changelog:

    • UGC: Introducing support for user generated content bundles (called UGC bundle from here on) that are streamed to connecting clients on session join
      -- Bundles will be able to contain server and client code.
      -- Client code may contain "Web content" that will be overlaid on top of the game viewport (For UIs, dialogs or any other kind of user interaction)
      (Note: Client/Server code system is still under development. We have committed and merged multiple upstream PRs in preparation. We will have an extensive update log talking about that upcoming system soon)
      (Note2: Streaming of game mods is a roadmap feature, but no showcase of this is yet available)

    • CEF: A lot of work has gone into our CEF implementation. Making it fast, stable, secure and as optimized as you can get something involving chromium
      -- ClientUI frontend for PreGame(server list, LAN servers, joining) and PostGame(disconnect reason) phase.
      Still under development, but functional enough for the connection flow you can see in the video showcase
      -- UGC "UI" host that supports multiple UGC bundle provided "Web UIs" concurrently. Supports layering, hardware acceleration, etc.

    • Backend: Another big task has been the development of the required backend infrastructure to provide a server list and to authenticate users when connecting to a server
      -- Proof of identity: Provide an easy way for servers to uniquely identify connecting users to prevent the requirement of self-rolling player authentication for allowlisted communities

    Note: Due to the lack of DRM systems (Seriously, this is great. Never forget to thank CDPR for their stance regarding DRM and mods) there is no existing "identifier" for clients / users / players.
    Usage of this authentication system is completely optional, servers may opt to not validate joining account tokens against our backend and employ their own proof of identity.
    This is also means LAN servers (and clients) are fully supported, without requiring an internet connection.

    Media:
    Youtube Video

    1 Reply Last reply
    0
    Reply
    • Reply as topic
    Log in to reply
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes


    • Login

    • Login or register to search.
    • First post
      Last post
    0
    • Categories
    • Recent
    • Tags
    • Popular
    • Groups