Fixed renderaabb not showing up properly on all tiles. #43
Fixed skylight beams (forest sunbeams, etc.) not rendering properly in all cases.
VM: Fix script commands not properly accessing area UUIDs. #41
CampaignDB: Fix RetrieveCampaignVector returning zeroed out vectors. #44
Fixed a heap overflow read when spawning a encounter list.
Linear filtering on post processing passes has been disabled. This takes care of yet more (subtle) ghosting.
[Windows] OpenAL: Fix crash when no sound devices are available.
[Windows] OpenAL: DLL was replaced with OpenAL Soft, fixing launch crashes when OpenAL was not installed.
[Windows] OpenAL: Address issues with sounds disappearing during long play sessions.
[Windows] OpenAL: Fix issues with sounds disappearing when too many sounds are playing at the same time.
VM: DestroyArea() now behaves the same as DestroyObject(): Instead of destroying the area immediately, it schedules it for removal immediately after script exit. This fixes accessing freed memory when destroying an area from an area event.
VM: GetCasterLevel() now returns 0 for AOEs instead of crashing. #34
classes.2da: fix not using SpellcastingAbil for non-memorising casters. #39
[Windows] nwhak.exe: Add support for ktx, ttf, sql, tml, sq3, lod file types.
[Windows] We fixed settings.tml sometimes not being written out properly.
Toolset
Removed the warning dialogue that shows when opening a module with haks.
Added a setting to always open module directories.
The outdated and unused registry read + warning UI has been purged.
Conversation editor opening time has been optimised.
Modules are now sorted alphabetically and the last-opened module is selected by default.
Modern UI skinning has been enabled.
The tabbed UI is now on by default.
Fixed a crash when pasting objects from a closed area.
Fixed a bug in placeable properties UI where it would open the wrong dialogue file.
Premium
DoD - Fixed a crash with the Kocharan model (only when compiled and spawned via script)
Tyrants - Rearranged placeables that shifted and blocked a doorway in Zhentil Keep (when the door was opened).