We have our first release candidate for engine release v1.0.0 / game ALPHA! Which is almost certainly going to get disqualified in the coming days - there's a fair bit more stuff to do than just bump the version and change a few game labels. I've rebuilt all the modules (some had to get their Core dependency bumped to cover v1.0.0) and done very basic smoke testing of the game but it is 3 am and we really should do more extensive testing this time around than me just fooling around for a few minutes. Still need to update some documentation as well, which is next. I've also finished a first round of infrastructure upgrades so we're now on the latest Jenkins, Artifactory, Gradle, plugins, etc. In the meantime I wanted to get this RC1 out so we can start testing it and breaking it (most likely). I'd like to consider us in a soft code freeze of sorts until we formally release v1.0.0 / Alpha - keep from merging anything risking stability without enough reward (mainly engine, but I'd like to keep the modules stable too for a bit) Tomorrow, Sunday, really more like just less than 12 hours from this post (7-30 PM UTC), I'm doing a modding panel on Terasology at BetterThanMinecon 2016 - a little pseudo-convention inside Minecraft hosted by Asie and a pile of other MC modders. I attended the inaugural joke-turned-into-a-con back in July/August-ish and briefly spoke on an IDE topic, this time I thought I'd do something proper If anybody is around I encourage you to check the link above and hop in to check out the con - there are 100+ mods mixed together with booths all over the place along with occasional panel talks. Plus a pile of the actual modders behind them to help with demos and questions. And help me out with my panel! I need a note taker and some good ideas and suggestions Got too late tonight to prepare further but I have an initial outline and hope to prepare some fancy slides in advance, gasp. Slideshow at a panel at a modding convention inside Minecraft with the topic being modding in another MC-like. Wee!