With much performance improvements under our belt, we are at a phase now where testing takes front seat, which means making random levels until something bad happens.
This is something I ended up with while trying to trip up the engine, and thought I would take a holiday snap while I was standing there thinking.
Some great fixes today, including a physics fix, the player no longer hurts performance after a death and restart, other small improvements related to performance and final visuals. You can once again take snapshots with F10 and it seems to run very well on a variety of low end systems now. Phew!
On the IDE side, we have been working hard on getting the Store download system complete, so you can sync your purchased assets with the local library and start using Store based artwork. We have pretty much re-written the store front-end and have tried to make the client side back end as seamless as possible. Right now you just click DOWNLOAD from the FILE menu, press another button and wait. Minutes later you have all your store items on your computer :) We're putting the finishing touches to that this week.
Of all our internal alpha testers reported in so far on the latest version, only one had any remaining issues with stutter (or sluggish frames) and I am awaiting a better description or hopefully a video showing the issue. It does appear though that we have crossed over into a sweet spot and the trick now is to keep that intact while expanding the software further.
Plan for Thursday and Friday is test like it's going out of fashion. Only small tweaks now, no feature additions and plenty of paranoia as we click every button and try every combination to seek out those pesky show stoppers.