the code that's currently in the "master" branch on GitHub contains a HUGE number of enhancements and fixes since the beta version. Many of you guys tried it out already (thanks!) and gave me valuable feedback (thanks!), most of which is now incorporated.
In short: I think it's high time to make this the stable version! Any last-minute tests are appreciated, to make sure I didn't add any major blunders in the last couple of days. If everything is fine, I'll tag and package the "2.0 final" release on Monday, and maybe write a new blog post so that nobody misses it. 🙂
In a nutshell, here's what changed since the first beta version:
* Lots of internal optimizations to get the maximum of performance out of the new architecture.
* Filters now render the last pass directly into the back buffer.
* Filters can now be cached again, via the "cache()" method.
* Filters can now be rendered at lower resolutions again, which is especially useful for blur, drop shadow and glow.
* There's a new property on Starling called "skipUnchangedFrames". Definitely make use of that! It doesn't cost anything, just read the docs to find out about its limitations.
* "TextField" and "MeshBatch" now let their "batchable" property default to "false" again. That turned out to be safer.
* "pixelSnapping" is now off by default, except for TextFields. This should avoid any side-effects some of you might have encountered.
That's just the most notable changes, of course. The change log contains the complete list.
Please give that version a try! I'd love to have Starling 2 finally out of the door. I think it's a wonderful release, and it's time to finally go that step! 😃
Have a great weekend!