The old thread is now too long to update anymore, so here's a new one, just in time for the official release of tpt++ list of known bugs in tpt++
If you have any bugs, issues, or any minor improvements to report, post them here. Do not post suggestions for new elements here, those should go in the feedback forum
Fix a ton and ton of memory leaks (including some very large ones)
A small speed improvement on almost every element (LIGH, LCRY, and SPRK very noticeable) - NOTE: This beta appears to be about 20% slower due to compiler options (?) and some elements still are faster
Avatars on comments and the save preview
Fix CRAY bug where length check may be ignored when spakred multiple times in one frame, or with INST
Fix CRAY going through walls, fix it firing GOL particles
CRAY spawns elements at it's own temp
CRAY(SPRK) sparked with INWR can spark things
Fix FRME breaking when only some of it could move
Fix PSTN retraction with FRME overlapping particles
Fix PSTN arms sometimes not appearing, and they get the deco of the pushing piston
ACEL and DCEL strength can be modified with life
NEUT can go through ICE and SNOW, and changes OIL to GAS
CFLM can defuse VIBR
Made some element search loops smaller (breaks rates of some reactions)
Fix crash when rapidly opening and closing save previews
Fix crash when hovering over invalid wall types
Fix crash when elements have invalid coordinates
Fix empty signs being created when shifting them out of bounds in stamps
Fix stamp thumbnails not showing until you move the mouse
Fix pressing esc in login prompt loging you out (edit: just realized this won't even show because of the new profile viewer ... you can't even open the login/out prompt when logged in now)
Fix save browser sort buttons sometimes not working when clicked too fast
Local save searches are case insensitive, images no longer cut off at top
Fix scrollbar not appearing in scrolling panels if the mouse started off inside
Ability to read hexadecimal constants in old console commands
New lua api methods: sim.partProperty, sim.partPosition, sim.partID
Add identifier constants based on display name to the lua api
Improvements to the build system, remove useless comments / fix spacing in code
@EqualsThree(View Post) PPM is just a simple format, we use it for video because it's very fast for writing (very little overhead when encoding). You can use a tool like ffmpeg to stitch a sequence of PPM files into a video ffmpeg -r 48 -b:v 1800 -i "frame_%06d.ppm" "film.mp4" Where 48 is the final framerate and 1800 is the bitrate, the higher this is, the better the quality.
Cyberdragon, you do not know how long I have waited for the C++ Update. Leave now before I lose my patience with you, Before we all lose our patience with you, obstinate Ungrateful person. Ty' Du'rak.