So in the last month we began doing a massive migration of FLHook 5 to FLUF. As of yesterday we have a mostly bug free FLUF build that contains both server & client code. The implications of this will be lost on most, but generally it means that:
FLHook (now just 'Server' code) can now run in Single Player
We can integrate plugins directly within a client context, allowing things like user interfaces to be used for FLHook commands (no more/minimal text commands)
We have migrated all of the save data into a series of SQL tables (via Postgres) which has some massive performance and storage gains (~90% smaller server space)
All data loading for FLServer is now multi-threaded (I dread the race conditions that will reveal themselves)
Things like the Warehouse plugin will be made significantly more sane when using a DB file rather than a series of interconnected INI files
Rewritten the API structure to be more sane and generally more accessible, the bar for writing modules is significantly lower before (with minimal tutoring someone with minimal C++ skill managed to write one)
This opens up the world of client hook development to use the same dev kit as the server hooks, which should make client hook writing significantly more approachable.
Probably more, but these are the highlights. We will be conducting larger scale playtests to ensure server stability in the not too distant; specifically we targeting issues with concurrency.