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This last week I’ve spent primarily putting out fires and fixing issues in TR. Seems that everyone has woken up from their eggnog and shopping induced comas and realized that we need to get a solid release out the door. A break was needed and the excitement and drive of the team is evident now around the office. It’s obvious by the amount and quality of feedback that everyone around work has been playing a lot and listening to our player-base. I’ve spent a lot of my time just listening and participating in global chat. Even when they’re obsessing about Chuck Norris there are some great ideas flowing.

I’m extra happy with my team as we have some very nice additions to the overall process that we’ve added while other people were not in the office (Jason’s code elves were hard at work!). We’ve moved to VS 2005 for windows builds and have been cranking away on new and improved customer support and log analyzing tools. A lot of improvements and fixes that have been cooking for some time are going into this release and I think it represents a great deal of progress. I was finally able to get in some heavy server and network performance oriented work that I actually wrote the bulk of near launch. The changes were deep enough that they have been incubating since then before making it into an official release.

The soon to follow patch notes will do a much better job than I could of summarizing what’s coming. Moving forward the team is moving to a cross-discipline strike team approach and we’ll be delivering some great targeted features as soon as they are ready.

In some small amounts of downtime I’m doing a small amount of hacking on rubycube trying to get perspective mode to be an intuitive thing to work with and considering a move internally to fixint handles for shapes to better control lifetime events.

Other cool stuff going on:

In Progress:

Finished:

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