New this build: per-tile collision polygons and rotated and flipped tiles for tilemaps! There's also some tweaks to improve the tilemap editing experience, and a new feature to save and load state for individual instances, allowing you to use the savegame system on a smaller scale.
Rotating and flipping tiles
To rotate or flip tiles, use the Z (rotate), X (flip horizontal) or Y (flip vertical) keyboard shortcuts, or the new buttons on the tilemap bar's toolbar. These are the same shortcuts as Tiled uses, and the TMX import/export now also supports rotation and flipping compatible with Tiled. On top of that there are new actions to be able to rotate and flip tiles at runtime as well.
Tile collision polygons
The collision polygons for tiles are pretty simple to set up: double click a tile in the tilemap bar, or select a tile and click the new collision polygon button on the toolbar. A stripped-down version of the image editor opens up allowing you to set a collision polygon for just that tile. Once a collision polygon has been set, hovering the mouse over the tile in the tilemap bar outlines the collision polygon in red as a quick preview of what you've set.
While simple to set up, tile collision polygons involved updating lots of the collision checking code. We're also due a stable update, and if all goes well with r151 then we can make r152 a new stable release. (We've not necessarily finished adding tile features - we may continue to improve it in future as well, but we still want to update the stable releases with the latest fixes and new features.) So please be wary of any issues and report them to the Bugs forum following all the guidelines if you find anything!