Had planned to clock off at a normal time yesterday, but wanted to get the 'floating character' issue before the build. This was around 7PM. Eight hours later, just after 3AM I had finally located and fixed the floating character issue. It was all due to one entity writing into another entity silently and causing all manner of confusing things. One of these days I am going to invent something that makes all these different debugging scenarios obsolete. My revenge on every bug I've fixed over the last three decades.
Just going through the motions of fixing critical issues and testing the software to ensure it's not messed up. The V1.009 release is fast approaching and we need something solid. Also applying full ambient occlusion baking to GTTR and ESCAPE levels to get the best visuals for the new build for this evening.
I have my weekly game of Pool this evening so no late night coding stint, but it's perhaps just as well given the last two nights! This should pave the way for a full day of testing on Thursday to make sure every corner of the software has been verified as release proof. I will freely admit the version will not handle VERY LARGE levels, and the solution will be some clever managing of in-memory assets but that's a post-V1.009 problem. Right now it's making sure the 'stock, store and some select custom media' plays nicely with the software.