

The idea is to simplify installations, so people don't need a number of different versions to play what they want. We're also combining with LunaLua, so there won't be a difference between "SMBX with Lua" and "SMBX 2.0". Eventually, we plan to support most if not all features of 1.4. 2.0 is still beta because it's still being worked on, and major changes are still to come. The idea of this is to expose only what the end user really needs to use, to avoid the clutter of the LuaScriptsLib folder and dlls getting in the way, hiding things the end user won't need.

You may notice that as of beta 3, many of the folders that used to clutter the SMBX folder now exist inside a "data" folder. Some levels made in 1.3 will not work correctly in 1.4 because of the changes in physics, for example, but levels made in 1.3, or older versions of LunaLua, will work with 2.0, and we decided it wasn't worth potentially breaking that in order to change the name of a folder no-one should really see or use anyway. If we change the folder name, we can't guarantee older levels, which may have directly referenced "LuaScriptLib", will still work, and one of 2.0's main goals is retaining backwards compatibility with older levels. The problem is primarily with compatibility.
Wall jump smbx 1.4.4 pro#
With many of the same pro features as Crestron’s more expensive systems, the C2N-AMP-4X100 lets everyone enjoy their own choice of music, sports, news, or talk in any room as part of a complete Crestron system. It bothers a lot of us as well, but there are huge downsides to changing the folder name, and not many upsides other than "it looks nicer", which itself isn't a huge issue anyway, as the scripts folder is not something anyone but the developers really need to use anyway. Each C2N-AMP-4X100 handles up to four rooms, and includes six stereo line inputs to accommodate all your music and AV sources. Renaming the folder has been discussed, and it's been decided that that will not happen. While not a priority, it's certainly not an impossibility, and something I personally am quite keen on seeing. For example, a particle editor is planned, which would hook into 2.0's particle API and allow particle systems to be placed in the editor. PGE already has an NPC editor, and it's getting plugin integration, which could allow for much more complex editors. There's even a mode to set the layout to be more like the legacy editor if you really want. Now that PGE can also test levels internally by pressing F5, it has all the features of the old editor and more. We kept the old editor around for as long as it could do things that PGE couldn't.

Wall jump smbx 1.4.4 Patch#
The old editor was buggy and awkward to modify, and since PGE was already in development separately, we adopted it rather than messily patch the old editor or make our own one.
