@SpikedHelmet:
MaxHeight, Waterheight loading issue:
Just the GUI was not updated when loading...fixed
(I still need to investigate the discrepancy between spring & sme)
"feature rotation is inverse ingame" issue:
...fixed (hopefully. I did not test it...)
Color Brush & Lighten/Darken:
added.
Though only color brush actually.
But if you use black or white color together with a low brush strength (about 20),
it lightens&darkens :)
(This could have been done before too with black&white textures)
Random feature rotation:
added something similar.
featuremode->random rotate same
click on a feature, and all features of this type will be instantly randomized.
Really impressive map by the way!
This is the stuff which keeps me going :)
@Auswaschbar:
did you have success in finding x64 libs?
If yes, i would include them into the default package.
@KaiserJ:
You can not change the icon of a .bat directly.
Best would be just to add the icon for the users to create a shortcut for themselves. (Or else we would need one additional shortcut for each .bat... I want to keep distribution simple. no installer or similar stuff

)
I think icons within GUI could be quite cool, if done well. (at least a tooltip with text behind it) Could make the GUI smaller, more toolbar like, which is good
NEW RELEASE (r607):
-fixed features not having 0 alpha-texture on failed texture load
-fixed save/load features: rotation was off by 180 degree
-update GUI when loading SM2 map. (MaxHeight and Waterlevel)
-fixed wrong rounding in addFeature, which lead to invisible (but still loaded/saved) features. (one mysteriously missing distillery on FolsomDamFinal)
-added RotateSameRandom Brush (Click feature on map to randomize rotation for all of this type)
-added "Select Color" Button for easy singlecolored brushtextures.
-improved blend brush. Now smoothes between 4 instead of 3 brushpattern values. Results in significantly less blocky blending.
Keep the cool maps coming!
-Frostregen
EDIT:
About Texture Pack:
I would handle this the same as the feature pack:
Make everything available standalone + one big pack.
Hm, If you just discovered SM2 loading, then why did you ask about waterheight/maxheight not being saved?
This info is only stored inside sm2 maps.
But you have a point. There should be a project settings file, which stores this info, plus some other stuff.
I would not use compiled sm2 maps as storage, because the texture is DXT1 compressed. You may lose some detail on every re-save, just the same as with every lossy image format.