QuoteJust did overflow and undeflow test. Both conditions handled perfectly, as far as I could tell. Nice work
If there's anything else that anyone is keen to have in terms of float support, now's the time to speak.

QuoteGreat! I suppose you are leaving out Walkable and Walk Behind Areas because they have no interactions and so very few functions that do anyting with them? Future possibilites come to mind though, particularily with regard to Set/Get property type stuff (not the custom property thingy of course). Leaving this to the future, I think, works for most of us.
Yeah, it would be nice to have them all working like that. I propose to add hotspot and region objectisation for the next beta and then call it a day, again unless anyone has good reasoning to do anything else.
Oh, will regions be geting script-o names or how will they be handled?
QuoteHow about adding a section called GOTCHAS
Basically, this will be aimed at people who are currently using 2.62 but haven't been looking at this beta thread. Let me know if there are any errors or omissions, or any further detail you think should be added.
New Keywords/Reserved Words
A number of new keywords have been added in this version of AGS. If any of these are used as variable, function, or parameter names in a game you are upgrading it is very likely you will get compile errors. Change your names to something else and recompile. Here is a list of keywords/reserved words
- object
- attribute
- etc
Using '==' with Floating Point Numbers
The likely hood of any two floating point numbers being exactly equal is extremely low. Comparing two floats using the '==' operator may not produce the results you expect. Try checking for a range instead.