New this build: memory management for Ejecta, a new multiplayer pong example, and a bug fix for accidental changes in how triggers worked in r166. If all goes well then the next update will be a stable release, so please test thoroughly!
Ejecta memory management
We have added experimental support for Ejecta memory management. This is currently being developed on our own fork of Ejecta, since we want to make sure it 100% works before contributing the code back to Ejecta. For more information see the forum thread Ejecta memory management testing.
Memory management should make loading times significantly faster, and prevent large games running out of memory. Note only WebGL mode has full memory management support; canvas2d has partial support where it will load images for each layout, but never release them, so it will still accumulate all textures in memory as you move through the game and possibly eventually crash. We could fix this, but you may as well just make sure WebGL is enabled.
Let us know how it works for your games and if it's reliable, we'll send the code off to the main Ejecta project!