Lately, I've been working on the 2.0 branch for XBLAH's Modding Tool. If you follow our Discord, you may have noticed it's been available as an optional download. I haven't pushed that update to everyone yet because I want to fully implement some changes in the editors, and I'm still not satisfied with how it is. One thing I've wanted to do for a long time was Particle Editor. This is something I wasn't able to do when I started building this tool because I didn't have the know-how. But then I did my research on 3D rendering and got that Building Generator working. Sure, that feature isn't that useful, most people will agree. But I got the know-how of reading Source's materials and models and rendering them in real time, without any external tools. So this means I can basically render anything I want, Source related. This means... I can render Particles! Now to the next problem. Particles are encoded files. They aren't just plain text files. This was also something that held me back. But I've learned that particle files are DMX files, or Datamodel Exchange Format. This is a file format Valve uses to store KeyValue data, but with more details than a simple text file. So, what am I working right now? On a DMX Editor. You will notice the next updates will feature a KeyValue editor. That's the barebones of the Editor I wanna make. And the next step is the DMX Editor, which is basically an extension of the KeyValue editor. VIDE already have this, but it stopped there. So this DMX Editor, plus the Building Generator renderer (the same used in the Details Editor) will be combined to create a truly Particle Editor. Something like the Soundscape Editor, where you will be able to add/change parameters and preview how your particle system will look like. If everything goes according to the plan, you will also be able to browse existing particles. Something you can do in Hammer++, yes. But it's a feature, nonetheless. Anyway, thank you all for the support during 2023.