New things:- Combined conditions can use values and lua expressions
- the game options are sorted
- option to downsize image with steps (mipmaps) for less aliasing
- tmx importer component, also creates box2d fixtures, but only a box for the tile that has collision
- Lots of text related stuff
Text related stuff:
- Option to render text at fullsize for ttfs, this will draw all text on top
- Option to skip text transition first before skipping the text
- Option to set minimum delay between text skips
- Dialog options can have text effects
- Speech bubbles can now use text effects, see appendix A
- You can use <> in text, it will only be removed if there is a full usable tag
- The color of the ttf is not changed anymore
- TTFs without outline now look correctly
- Automatic line break is now working correctly
- Font shadow are now animated correctly
- Text components are now multiline
- Rotated multine text has correct start positions now, this changes old text components that are rotated
Other stuff:
- Highlight waypoints with scale
- Rearrange character properties
- Ctrl + backspace to delete a word in textboxes
- Change limit of Change Character Speed 10000
- Spine update, this may cause problems with old spine files
- SDL2 update
- Snoop renamed to hotspot
- Borderless fullscreen, this will activate if you have set resolution to desktop in the config.ini
- Lua to java call interface on Android: system.javaCall("com/visionaire/player/MainActivity", "method", "param"), method needs to be static and take a string
Fixes:
- Cursor workspace cannot be resized without breaking
- Particle Min/Max Curve editor: Text field don't update while selected, cursors are now used to describe what happens, scroll wheel works on the number selectors
- Particle color point: Create point is shifted to the right
- Minimum turn angle for characters is now named correctly
- Random value is capped at 16383
- Animation frame icon is missing
- Stop dialog not working if called from other action
- Crash with snoop animations
A: 
To use speech bubbles with text effects you need to patch the script, replace the part at line 433:
   -- Draw the text line by line
  for k, line in ipairs(text_and_bubble_dims.lines) do
    local tempdim = graphics.fontDimension(line)
    local text_pos = {x = 0, y = 0}
    if bubble_style.text_align_h == "left" then
      text_pos.x = pos.x + bubble_style.padding.left
    elseif bubble_style.text_align_h == "right" then
      text_pos.x = pos.x + bubble_dim.x - bubble_style.padding.right - tempdim.x
    else -- center
      text_pos.x = pos.x + bubble_style.padding.left + (bubble_dim.x - bubble_style.padding.left - bubble_style.padding.right - tempdim.x) / 2
    end
    text_pos.y = text_box_pos_y + (k - 1) * (char.Font.Size + char.Font.VerticalLetterSpacing)
    graphics.drawFont(line,
      math.floor(text_pos.x),
      math.floor(text_pos.y),
      1.0
    )
  end
 with  
   local text_pos = {x = 0, y = text_box_pos_y}
  local alignment = 2
  if bubble_style.text_align_h == "left" then
    text_pos.x = pos.x + bubble_style.padding.left
    alignment = 0
  elseif bubble_style.text_align_h == "right" then
    text_pos.x = pos.x + bubble_dim.x - bubble_style.padding.right
    alignment = 1
  else -- center
    text_pos.x = pos.x + bubble_style.padding.left + (bubble_dim.x - bubble_style.padding.left - bubble_style.padding.right) / 2
  end
  graphics.drawTextObject(val.Object, text_pos.x, text_pos.y, alignment)
 
Also add the second line to line 253: 
     Background = text.Background, 
    Object = text