Hello, a new release tonight

Automatic Build process :
- The automatic builder machine has been upgraded with VS2003 SP1. This will probably lead to some speed ups
- Some problems in setups have been fixed. Now all dlls correctly overwrite the old versions, DirectX install & DLL registration is silent.
- Added an autoversionning for the dlls.
Developer License :
- You can now put the license file in document & settings\[user]\Local Settings\Application Data\
(LOCAL_APPDATA path). This helps in some server environment which duplicates files in My Documents.
TV3Demo :
- Some bugs have been fixed.
Physics :
- Quite a lot of additions in this build.
- Multiple World / Multiple simulation : you can now run simultaneous Newton simulations (totally independant).
- Added CreateNewSimulation/SetActiveSimulation/GetActiveSimulation/DestroySimulation
- All bodies/joints/materials/vehicles can only be in ONE simulation.
- You switch between each simulation with SetActiveSimulation call. You must update each simulation each frame.
- Added Ray collision support (like for mesh and actor), it's called AdvancedCollision and it works as for the other objects. Collision is checked on the body colliders.
- Added ComputeAccurateInertia : currently the engine uses a box to compute Inertia, this gives usually a good result. However if you need to compute inertia precisely according to the Newton colliders, you can now use ComputeAccurateInertia(bodyid).
- Added EnableCPUOptimizations. CPU optimizations are used by default but now you can disable them. Disabling CPU optimizations can be useful to get exactly the same simulation on every computer.
Scene :
- Added RenderAllActors and RenderAllParticleSystems
- Now all the .Render functions forces the render even if the object is disabled.
- .Enable state is only used when using RenderAll/RenderAll** methods.
Actors
- Specular lighting is now supported in per vertex lighting using shader mode.
- It should be 99% like the T&L specular.
- Warning : due to the big number of instructions that this shader needs, this new specular lighting only work with shader model 2.0. The engine will fall back to no specular if the card doesn't support vertex shaders 2.0
Meshes :
- Added LAYERMODE enumeration for Mesh.SetTextureLayer
- Fixed a tiling problem with AddWall3D
- Working on a solution to allow AddVertex/AddFace etc.. on a loaded model.
AI System :
- Added FindGridPathEx and FindNodePathEx. These functions return the result of the path search in an array (and not in the TVPath class)
Camera :
- Added some more checks to avoid memory leaks and crashs for queries.
- Added OccQuery_GetMaxQueries()
Particle system :
- Added Enable function.
- Added GetEmitterKeyFrame to return the current key frame for an emitter (only works when the emitter has keyframes obviously)
2D system :
- Fixed DrawTextScaled (the scale was not applied on newlines)
- Fixed Draw_Custom. Now should work as expected. Just don't use more than 350 vertices for now

- Added Draw_Box3D and Draw_Box3DEx to draw bounding boxes like the ones rendered with Mesh/Actor.ShowBoundingBox.
Minimeshs
- Added helper functions to know the number of faces and vertices of one minimesh item.
Misc.
- Added the standard SetTag/GetTag/SetUserData/GetUserData that was missing in some classes.
- Fixed some things in the C++ interface and Managed interface.