Update: I forgot to include an important change so I re-deployed the build. If you've already downloaded it, please get it again.
Downloads:
Testing Executable and Symbols - this is the preferred build for now
Release Executable and Symbols
Assets (updated 2011-05-19)
What's new:
* Shell displays better information for games that can't be joined
- Client does not have the map file installed:
. Show name in red
. show "Missing Map: <filename>" on join (multi_error/missing_map)
- Host locked the game or the game has ended:
. Show name in gray
. Show "Game Locked" on join (multi_error/game_locked)
- Game is full:
. Show name in dim green
. Show "Game Full" on join (multi_error/game_full)
* Check if a game can be joined before attempting to join
* Provide clear notification to un-launched clients when the game ends
- Show "The game has ended." message (multi_error/ended)
* Fixed an exception in the shell when a map had no description
- It now shows the name of the missing description file
* Apply original bullet impact strength for units smaller than 5m radius
- This restores 1.4 behavior for most user-pilotable units
- This also fixes the seismic wave divide-by-zero error
* Improved unit DoStuck behavior
- Searches further so it's more likely to find a route
- Checks for terrain collision in addition to geometry
- Ignores collisions further away than non-blocked terrain
* In the 4th NSDF mission, mark the Lemnos factory as an objective
- This allows the player to direct units to it from anywhere on the map
* Treat netural objects like friends if they're marked as objectives
- This restores 1.4 behavior for those objects
* Fixed bad dithering and missing transparency on the lower-right shell button
* Fixed CCA gun towers going inert after changing teams in "The Three Beacons"
- Misn14Mission now switches the team of the power plants too

* GunTowerProcess updates hazard region after switching teams
* Fixed "Camera Stack Overflow" assert in Misn17Mission
- This was specific to the Testing build but still annoying
* Fixed crash on losing last life in strategy MP with sync off
- This was a stack overflow caused by a recursive respawn loop (!)
* Exit the simulation more cleanly after leaving a game
- This prevents some asserts in the Testing build
- This also prevent an unnecessary resolution change

* Update: Shell commands can now refer to players by numeric id
- The /players command lists players by numeric id and name:
#0: Ultraken
#1: UltrakenToo
#2: UltrakenAlso
- Other commands can take a numeric id instead of a name:
/msg #1 hello
/kick #2
- This makes it easier to refer to players with duplicate or hard-to-type names