From snapshot 374:
Add Select callback to Lua tools
Fix crash when a Lua tool Perform callback throws an error
Fix crash on exit while there are Lua windows visible
Fix EMP radius when damaging things around SPRK
CRMC low pressure - preserve .temp when breaking
Don't complain about missing elements that aren't actually used
Make global quit shortcut optional
Fix crashes when giving !set invalid property values
Only dispatch the gravity thread if there is work to be done and stop copying its input every frame
Fix gravity staying broken when pasted over by unrelated data
Fix crash when using invalid particle/element property values
Make properties and callbacks of non-custom tools read-only
Fix unnatural stacking near powers of 2 positions
Fix crash when navigating away from a save while voting on it
From snapshot 373:
Fix stamp browser refusing to show stamps sometimes
Fix chance of NEUT spawning PHOT in GLAS and of PHOT multiplying in GLOW
Fix crash when flooding deco
Fix crash involving invalid SOAP properties
From snapshot 372:
Fix frequent crash when creating stamps
Fix stamps sometimes being one cell smaller than intended
Ctrl+q - don't trigger quit dialog if alt is also held
From snapshot 371:
Fix gravity lensing not being colorful enough
Fix Lua elements getting deselected when their properties change
Store tool identifier to index mapping in tools.index and other tool API changes
Fix every checkbox becoming unchecked when unchecking one in render settings
Fix crash when drag-and-dropping drives from My Computer into TPT
Fix drawing rectangles with tools not doing anything in some cases
Show placeholder text in text fields even when focused
Add sim.listDefaultGol
Add !get console command
From snapshot 370:
Fix crash when opening render settings
Press F1 in save search to open help text, which documents the new advanced search
Expose sim.canMove constants
Fix find mode always reporting 0 particles found
Don't force update powder.pref if the session is still invalid
Implement Lua tools, the new API will be documented soon
From snapshot 369:
Add an option to render the simulation on a separate thread, check Settings
This may increase framerate when fancy effects are in use
Make paste previews follow the current renderer settings
...
View the full changelog
here.