Well right now all I am really trying to do is getting it loading games and compiling all these little preferences are miniscule in the scope of what I am trying to accomplish first.
Have any of you even noticed I added bilinear/trilinear texture filtering and anisotropic filtering?
If you haven't noticed on the toolbar in the new IDE there are a couple of new buttons, one being for models, the second for material surfaces like Unity3D.
I am going to allow you to create a material surface resource and you pick what backgrounds/sprites to use as textures then you can set the texture filtering, you can apply multiple textures for multitexturing, you can add bumpmaps to the material, etc. Then you just use these materials to draw with.
This will allow us to make it so you can directly import models and things from like Blender or whatever your favorite modeling program is, and read the material surface right in, so their won't need to be any pain the ass custom converters like there are for game maker.