Wow, barbult! I’m not sure I even know what some of those mean (yet). There are a few you list that I don’t think need a video tutorial to explain.
I am not an expert on all of this, but here are my observations:
1) Implemented the concept of a Rigid Follow Node; an Instance derived node whose purpose is to maintain a proportional relationship with specified polygons of a target mesh. Tools for creating a node and establishing reference geometry can be found in the context menu of the Polygon Group Editor viewport tool. (How do we use this? Really need a tutorial here!) This refers to rigidity such as buttons and buckles. I haven’t used the current implementation of this yet, but once I do, I will try to provide some video feedback. I am currently working on clothing items that will require this feature.
2) Fixed UV interpolation in the viewport to match/respect the Edge Interpolation of the object; what you see in the viewport now more closely matches what will be rendered. (What is UV interpolation of Edge Interpolation, and what will I see that is better?) My understanding of this could best be explained by the seam lines you often see in the viewport. By using edge interpolation, the UV’s will line up better between material zones and will not show seams as badly, and also textures will display more correctly. Notice how sometimes your textures can look “blurry” until rendered? Well, this should display them more closely to that rendered view.
4) Added Advanced Filtering support in the filter field of the Parameters, Shaping, Posing, Lights, Cameras and Surfaces panes; ala Install Manager Advanced Filtering - currently limited to Syntax Selector, Syntax Modifier and Query Pattern elements of an expression - Scope is currently limited to property labels. (Need examples!!! This sounds useful, but that page they linked to is not user friendly.) Not sure about this one yet
9) Updated selection highlighting to indicate the node that is causing the selection. Viewport selection now uses the Accent Color of a given UI Style as the highlight color and the Link Color of a given UI Style as the alternate highlight color. Nodes that promote selection now highlight using the alternate highlight color. (What does promote selection mean, and how can I use this new feature to my advantage in normal workflow?) This one merely refers to the selection highlight (that yellow/orange line) that is usually displayed when using the surface selector or the region selector. Whatever UI Style you have chosen uses different colors as the highlight, so selection highlighting will now use that color instead of always using the standard yellow/orange. I have mine set to blue. “Nodes that promote selection” simply means the areas on your figure that allow you to select them, such as “lThigh, lCollar, Head, Lower Body,etc.” Or, in the case of surfaces, “Head, Torso, Hip, Iris, etc.”
10) Significant improvements to viewport display of the Smooth Shaded and Texture Shaded DrawStyles; added a User Interface Preference for enabling/disabling Per Pixel Lighting. These DrawStyle improvements implement per-pixel lighting, rather than the vertex lighting used in earlier versions, with improved specular, reflections and gamma correction; bump and normal map support has been added but is currently disabled due to speed concerns - this will be re-enabled once VBO support for them has been added. Viewport display of the default distant, spot and point lights now match 3Delight results much more closely. These improvements are hardware dependent. (So what are the hardware requirements to see these better results?) In the beta that was out just before this public release there were two different “textured preview” modes: one that was like we were all used to, and one that was improved, showing better shadows, specularity, bump, etc. Because of some limitations, these extra “per pixel” features were turned off by default. If your hardware can handle it, they can be turned back on in your Preferences:UI settings. Try it out, it looks pretty good to me. As far as the hardware requirements, I don’t specifically know, but my computer is pretty run-of-the-mill and I can see the improvements without any noticeable issues.
13) Added support for “Projection Morphs”; used to override the shape of a specific morph with an alternate shape for the purpose of auto-generated morph projections. (Huh? What is this talking about and how do I take advantage of it?) This is one I missed and sounds intriguing. I will have to investigate and get back to you.
14) Added support for arbitrary node selection helpers; parented props can now be set [within Joint Editor Tool Settings] to promote viewport selection to their parent node; allows for “handles” to be made from any object in the scene, including instances. (Need examples. When would you do this? How would you do this? Why would you do this?) Again, not sure about this one.