The NoLimits team wishes Merry Christmas to all our customers. We have been quite silent within the last months, we are still working on NL2 and implemented lots of cool features meanwhile. However we realized that we need more time and we do not want to give the false impression that NL2 might be close to get released. It is not. We have to be carefull about what to show and what not, because each time we post something new, people start asking when it will be released. We can safely admit that all the highly demanded coasterstyles are already implemented and look great. However there is still a lot to do. Let me give you some statistics to give you an idea of the size of this project. The source-code has reached over 500,000 lines of C++ code (without counting comments and scripted code) in over 1,000 classes, even though I tried to go to a more data-driven design using xml files and scripts the size of the source code is just huge. That is already 4 times the size of NL1. Compile time fortunately is not a big deal anymore because of the use of multi-core CPUs. The list of new features compared to NL1 is almost endless, let me describe a couple of features to show that we were indeed busy. Some new features include various realtime editing spline indicators like a g-force comb and a speed comb that show accelerations and speeds along the track while editing the coaster. Another new feature is occlusion culling. Most of the new trains have over 100.000 polygons per train and I realized that there is the need for frame rate optimizations. The new occlusion culling system helps to improve fps for complex coasters, especially indoor ones, by using customizable occluder objects. Those can be added to scene objects easily. The system is my own design and is pretty powerfull and works better for applications like NL2 than most similiar systems found in books (like anti-portals or hardware acclerated occlusion query). Another new feature is the manual block mode. The block system operation of the coaster can be controlled manually in manual block mode, it is great for testing the block system (no more E-Stop tests required) or it can be used to move trains from and to transfer tracks. I have created a short video showing the manual block mode in operation using my NL2 Kumba coaster. I moved some trains around between storage tracks. In NL2 there is a new segment type called the Storage section. Storage sections act as a block but they only participate when in manual block mode. In automatic block mode, they simply do nothing, so trains on them will not move. Have fun with the video. [ol]