Looks like I hardly left anything out except for our new file-formats for loading and saving, including the infamous .MDD format.
The new additional compositing layer saving options: Normals, Shadows, Surface Color, Object IDs, Specular and Diffuse Radiance buffers besides the already existing color and depth outputs.
There’s a new volume/haze shader we lovingly called: SpeedHazer (how do you like the name?) It’s actually not just a “fog” shader, but in essence a volume shader that even allows solid volume renders. Make procedural grounds that dissolve over time if you like…animate it’s “geometry” using textures or any shaders for that matter. It’s a crazy beast that really asks for it’s very own tutorial. It’s very fast and insanely flexible. In it’s most basic feature it’s a highly convenient fog and ground fog tool.
Materials:
- Easy copy, paste, undo and replace between materials.
That’s been a request and an entry in our own wishlist for a long time, but finally it made it into the mix! So there it is…! 
Interface:
- Color picker can switch between floating point color (0.0->1.0) or 8 bit (0->255) and now is the default for setting color in the material’s interface.
- Added a frame slider button with current frame indicator, for easier grabbing to scrub.
- HDRI in texture map now has a popup choice between “Reflection map” and “Image light”, and automatically
- defaults to “Image Light”, if the light probe map type is chosen.
- Menus are now double buffered to eliminate flicker when drawing on some graphics cards.
Particles can also now be controlled with expressions! Oddly enough I havn’t even tried that, yet, but writing plugin forces is just so much more fun…I’m going to write a whole bunch of new forces very soon! The Vortex is a great starter, though…I mentioned that in another post below already, I think.
Oh yes, and a bunch of fixes…don’t know if you ever ran into those, but they’re fixed now:
Fixes:
- When creating a number of objects in file->add_items they now will be numbered correctly when creating multiple items at once.
- Processing flag now saves/loads properly for tracks in compose
- The tooltip windows in the script palette now draw properly.
- Fixed a problem when loading non-LWO objects as clusters. This should also fix any other issues people were having with non LWO objects.
That one used to be a big one, because it caused all sorts of funny little instabilities, which are now GONE! At the very least in this very regard! So that’s a pretty darn great thing, even while the fix was rather super simple. But then it’s often really just FINDING the problem, that shows to be the most effort.
The read-me of the update shows a few more entries, but this should cover it for the most part. I’m pretty sure we all forgot to mention tiny little fixes and changes that, again, just helped cleaning up the whole package a bit more. But hopefully you won’t even have to notice! 