Hello everyone!
We are happy to release again a new version

Big things & Small things all together :
Newton/Physics Engine :
-> New Newton release, with better suspensions for cars. You might have to tweak the values a little more since the ones you used before will make it jump a little. However the suspensions are more strong now and accept more values and the vehicle doesn't "explode" anymore

-> Added SetBodyMass, can be useful.
-> Reenabled Debug info rendering. Was disabled by default before. Sorry about that. It could be instable with vehicles though.
Path finding A* feature TVAI :
-> TVAI almost completed.
-> Now uses A* system instead of Djisktra algorithm => faster and use less memory.
-> Uses a binary heap for efficiency.
-> Now TWO modes of Path finding : grid based and node based.
-> Node based is like the one of TV6.x, you must add nodes, create the graph and then search.
-> New feature for this version : you can enable/disable nodes after having created the graph, allowing for more dynamic choices.
-> There are now Weights per nodes too, the weights represents of course the "difficulty" of passing by the node. The less the weight is, the easier it is to pass through.
-> You can still use world collision in CreateGraph in order to quickly establish the links between nodes.
-> Grid based A* is the more widespread path finding algorithm available, very easy to use. You initialize the grid with the Width & Height. Then you can set the weights of each cell. A value of -1 means "unwalkable" and it can go from 0 (easy) to 255 (hard).
-> Results for both are returned into a TVPath class. Good interface to allow directly to attach this found path to an actor. But for more flexibility you can just retrieve the path node positions
Plugin Update for MAX5,6,7
-> Much more STABLE now !
-> Modifiers crash after one or several exports fixed!
-> Works well with all Physique-modifier models if you don't use Patchs. If you do, transform them into normal triangles.
-> Biggest change : Ability to export the lightmaps generated by the modeler via the RenderToTexture feature.
* Use the RenderToTexture feature and put the new texcoord mapping into Map #2. And put the lightmap texture in another slot than Diffuse one (like Emissive or AMbient map for example it doesn't really matter)
* Use the TVM exporter to export your objects in a TVM, don't forget to check the "Export Lightmaps" check box too.
* Load it directly in your program or in ModelView and everything is rendered automatically as it should.
-> Easy to make your map and render your lighting in MAX then export everything into TVM. And later into TVO for map rendering.
-> Warning : you should attach objects that share the same materials into one object so that only One lightmap is generated for it. Remember : the less textures/lightmaps/mateirals/groups you have, the faster it will render.
-> Be amazed and try this new feature, we are waiting for your screenshots heh

Own Lightmap Generation
-> Packing system improved : now computes automatically the best layout for the chunks on the lightmap. Not so fast as before but faster than
the lightmap generation anyway.
-> Correctly generate with shadows and Phong shading (no more flat shading yet)
-> Generic system that will work with terrain/TVO and mesh.
-> You can try it on ONE mesh right now with the Mesh.GenerateLightmap, it will be expanded later for several meshes. Remember it's still in experimentation phase. But it should crash less than before.
-> Compatible with Modulate2X and AddSigned, to be able to handle values more than 1.0 (sort of fake specular lighting but looks good enough)
-> Some minor problems like missing triangles or accuracy problems, they will get of course fixed soon.
Misc.
-> Added LookAtPoint for Mesh & Actor (with Y rotation lock or not)
-> Added GetBasisVector for Mesh & Actor, to know the direction, up, and side vectors.
-> Added ForceUpdate in InputEngine in order to update the input things outside of a TV.Clear or TV.RenderToScreen call
-> Fixed SetRepetitionDelay that could never be disabled.
-> Fixed a stability issue with TVM/TVA texture filenames.
-> Now Mesh.SetTextureLayer kinda works, but the enum isn't here yet. It will get added soon : 0 modulate, 1 add, 2 addsigned, 3 modulate2x
-> Added GetActiveCount for lights.
There.. it's all

Have fun with this !
Please test most of this, if you can !