camera local transforms
similar to l3dnodes camera can have rotation lock and local transforms.
you can access the visibility bounding box used for culling manually and modify it for actor and scenenodes.
particle global align
the quads and triangle particles can be set to global align, ie not facing camera but using a user-defined orientation.
the internal profile graph can be customized more and user-graphs were added, too. You can use them to visualize profiling results more easily.
particle gobal modifiers
particles can be globally modified, such as multiplied with a user color, size multipilier or render probability.
sometimes the background material/skybox really needs to be drawn before everything else, this can be toggled now.
particle Cg effects
more access to parameters for Cg vertex shaders when used with billboard particles.
you can prevent a whole layer to be drawn by disabling it.
Just like for the l2dimage the l3dprimitive now allows a usermesh to be attached. In it you can set indices, primitivetype and vertices yourself.
Can remove local scaling info (bake into vertices) and also allows to prescale everything on export. As well as some bugfixes when hierarchy of selected objects is exported.
Lua API changes
width and height are easier accessible.
l3dprimitive centered quad
the quad primitive can have its center within it, and not only in one corner as before.
less parameters needed, more polymorphism for the new function.
sample func can no longer be written to, but purely does sampling the texture. You can sample bilinear and/or clamped.
framefx system was rewritten and is now object oriented as well. framefx mesh allows usermesh access as well.
Timer Module, 3rd and 4th parameter created problems
render to texture, lots of bugfixes in l3dview, camera around render to texture useage.
vistest, crashbug when all nodes were visible
particleforces, were broken but are fixed now
shader params, the automatic parameters were often wrong
vertexarray, always mesh 0 was used
vistest, forgot to update visibility nodes when scenenodes were moved
int and floatarrays were casted wrongly.