More screenshots can be seen here.
Since 0.9, a month and a half ago, a lot of work has gone into the 0.9.5 release which is out today (rev. 324). This release is still not considered stable, but is a significant step towards that (in fact it may be the last release before 1.0). Two main areas of focus in this release are:
- Allowing people to run their own infrastructure - master server, asset servers, and server instances - without any connection to Syntensity. This allows both federation (separate independent servers, with loose connections - like the WWW) and makes it easier to customize the Intensity Engine for non-standard uses.
- Improving content creation and collaboration. This is now in a good enough state to allow focusing on content creation, which is one of the main tasks remaining before the Intensity Engine 1.0 release and public launch of Syntensity.
- 'clientSet' state variables, which are applied first on the client, allowing better responsiveness in an easy way
- Initial login to server instances made faster
- AreaTriggers made significantly faster, and now work correctly on server
- Allow maps to extend the position protocol messages, for faster updates of map-relevant information like custom animation settings
- Allow rendering models (including players) from map scripts, for more flexibility in visuals
- Added almost-finished Stromar character model
- Update of server-side NPC/bot system to current API
- Various API extensions (e.g., allowing gravity to be changed)
- Various minor GUI and usability improvements
- Full support for building on Ubuntu 8.10, Ubuntu 9.04, Windows XP and Windows Vista
- Plenty of bug fixes
The Intensity Engine is now in feature freeze. Only bugs in existing features will be fixed for the 1.0 release, which is dependent upon
- a decent level of stability and polish, and
- a reasonable amount of working content that can be distributed with the engine or at least used to demo it