Notes for all builds before the steam page launched publically.
build 2 and 3
- used parenting for fire objects to reduce the number of function calls to stop lag and in extreme cases some crashes.
- made void not die as a result of lag check under 5 fps
- make the fire object have more of a trail
- steam screenshots functions are now supported
- removed 4 steps out of the jello transforms that are not noticeable but cut down on lag and engine crashes
- made the lag check not remove void since it is a static object on its own and does not contribute to collision lag
- fixed an issue with ice falling through the burning wood tiles
- greatly reduced collision lag for wood and burning objects
- reduced save / load times slightly
build 4
- increased the time between object spawns slightly for all the spawners
- the steam spawners are now more steam-stack like
- the number of steam spawners that can be on screen without lagging the physics engine has now drastically increased
- reduced collision lag for the spinner objects
- reduced collision lag further for the jello objects
- took out redundant collision checks
- made the jello cubes snap better to the sticky object
- cut down on redundant calls to form joints between the sticky object and the jello objects
- sticky objects can now have more than 10 jello cubes stick to it
- sticky objects can now have more than 10 water objects stick to it
- greatly reduced collision lag for grass when colliding with jello objects
build 5 & 6
- added drag and drop by holding down right-click for most physical objects (does not affect jello cubes or electrons currently)
- water has a built-in overlay check, just water for the cheevo for when coming soon drops
build 7
- More achievements added
- Stability improvements
