so I've been thinking that rendering html textures is silly. Why don't I just set up a font texture atlas with all the characters pre-rendered and draw them as necessary? That would be, I think, a much better solution...
No reason. If hue == 0 then the object is drawn with its own palette, taken from data within anim.mul or art.mul files. In addition, if the hue has the 0x8000 bit set, then the hue is 'partial' - only grayscale colors are hued.
There's also a 0x4000 bit, which sets transparency, but I haven't investigated that fully.
I hope to finish Milestone 0.7 soon. The next thing I'd like to work on is making it easier for people to test, and for people to report crashes. To this end, I'd like to be able to print all the variables in the local context on a crash... Jeff, do you have any insight into how to do that?
Many of the crashes occur because the variables aren't sanitized when they are set, or caught when they are read. For example, we just found a bug where an item texture was null because an item of type 0x2005 had been accidentally dumped into the world. Fixing the bug was easy - don't draw items that have no texture. But I'm sure there are tons of places in the code where a little (check if zero) or (check if null) statement would go a long way.
And given the crazy things that people do with their shards, I'm certain we would run into these situations ;)