Are you thinking of something that would dump everything in memory between loading layouts?
I was under the impression that everything that would not be needed for the next layout was purged.
I'm thinking of something that is an action, so it can be triggered at the start/end or middle of layouts. As far as I'm aware, it's not purged much, if at all. Local variables have been known to show incorrect figures if the same name is used for 2 different layouts/event sheets. Someone recently mentioned that objects in previous layouts are still "active" in the debug section... though I can't confirm that.
Well it depends on if the "console" is made to allow it.
As far as I am aware, it has functions that permit the action to flush storage and request memory garbage collection, but nothing seems to happen. I can't tell if it's C2 refusing to allow that to happen, or the console just doing a half-hearted attempt.
I'm still saying that the best would be to give the developers memory loading and dumping controls with a warning that it's an advanced feature, don't use it if you don't know what you are doing. The engine does a great job managing the memory, but in rare cases some control is needed.
Yup! Construct 2 does a great job most of the time, but in cases like this, I'd love to have a little extra control. Construct 2's all about loading at the start and having the rest of the game pretty much instant. I'd like to have the ability to load on demand, and remove when not required.