The focus on this update has been custom materials, and the accompanying Material Builder, which allows you to easily create up to 128 materials with the following properties:

In the same way you can setup LODs on your custom models, you can now use the material picker on your custom models by adding a MAT suffix to the parts of the model you want to be affected by the material picker. And if you want both a LOD and MAT suffix, you can simply separate them with a comma. So it may look like MyModel_LOD0,MAT.
The editor now supports Super Rails. These function exactly like the rails that go up Northern Peak, but are marked differently.
The first draft of the manual is now completed and included with this update. It also includes information about the new Material Builder, and details about each of the material properties you can control.
This update fixes an issue that allowed you to access ALL assets, including ones you're not supposed to for the levels gamemode (ie. accessing balloons outside of an Aim course). This has led to some courses using assets they shouldn't. I won't be deleting these courses, but if you noticed your course was acting a bit... odd... this may have been the issue, and you should replace / remove the assets and republish.
To further prevent this, checks will now be done when playing or publishing a level to ensure disallowed assets don't exist in the scene.
When playing and publishing Timed levels, the spawn point now needs to be absolutely grounded. This is to prevent cases where you timer immediately starts from you falling from the spawn. You can easily ground a spawn by selecting it, opening the inspector, and pressing the "FLOOR" button on the Transform inspector.
https://store.steampowered.com/app/2560140/The_Local__Supporter_Package/
