The interface is very decluttered – all the global options (FSDS path, text editor to use, etc) have been moved to a separate window. The new features of FSDSxTweak_Edit (extract parts and materials from the .x file) are now there too. The biggest new things are the Advanced button, which allow you to declare three batch files of your own to execute during the build process: One before the tweaks are applied, one between the tweaking and XtoMdl, and the other after the build process is complete. This allows you to insert other tools into the pipeline as you need. The big feature is the DrawCallMonitor button, which will (as soon as Arno implements a command line arg to DrawCallMonitor, which he tells me he is working on), you will be able to query that tool to tell you how many DrawCalls your model will make.
Much testing and debugging has been happening. Notice the up and down arrow buttons – those allow you to move the Name and Length parameter between the ‘top’ (Animation block) and the ‘bottom’ (PartInfo block). This is important because these two parameters must be the same in these two blocks, and you don’t want to be typing them in twice or messing with cut and paste. So if you have typed the correct name in the PartInfo block, click the up arrow, and the name will be copied to the Anim block. Another new feature is the ability extract a single part to a text editor – this allows you to get a dump of the XML of your part to post on forums, send by email etc.