This release wouldn't seem to be following so closely on the heels of the last if I could have posted about 2.0.6 when I had first intended :) Nonetheless, here it is, and don't download it unless you really really want to. The code is almost essentially the same as 2.0.6, so don't download it just to see if it runs better or whatever. The major differenence here is the map I released with. It is a fairly simple map I've been working on for the last week and a half. It is a proper map in that it has sectors and physics meshes. I've posted the .max file for this map on the web site. Ariel and Aaron, you should both download this file and have a look at it. You'll notice that I've surrounded each part of the map in a box (with normals reversed) and then cut holes in the boxes. This box is the "sector" and everything in it is parented to it. The holes are portals to other sectors. Also notice the object named "pm****" for each sector. This is the physics mesh. It is a simplified mesh used for detecting collisions. The reason I reposted the editor and engine is because I had to change a few small things for this to import, export and run properly. I expect to start working on missions with this map in the immediate future. It is a simple, low-poly map so it is good for testing the engine and missions. It also needs trees, but I will do this with pythian objects with LODs as Kamil and I have been discussing. Then we can start adding scripts and that sort of stuff as we go. The first thing it needs is lightmaps. Once those work, Kamil and I will start working on the networking code so we can have multiple players at one time. Then we will start constructing sample mission and adding AI opponents. So hurry with the lightmaps, kk :) Darryl