3D has been pulled
Text and Shape are gone from the library, and with them the whole 3D layer — the extruded word, the primitives, the turntable and the gaze that followed your cursor. This isn't a bug you're seeing. It was the one feature here that never really joined the rest: everything else is a stage in a single stack that reworks whatever sits below it, while 3D needed its own engine, baked itself to a flat still the moment a look left the studio, and asked more of the app than anyone was getting back from it. Pulling it makes the whole thing lighter and clears the way for work that had been queued behind it. If you have a link with a 3D layer in it, it still opens — the layer simply isn't in it anymore, and the rest of the look renders exactly as it did. Whether it comes back depends on whether it's missed, so if you were using it, that is worth knowing.
Softness that defocuses instead of dissolving, and glass that curves
Two sliders blurred and neither was really a blur. Softness and the photo's own Blur both worked by dropping to a smaller copy of the picture and scaling it back up, so pushing either one didn't soften your work so much as dissolve it — at the top of the track you were looking at something closer to a bad upscale than a lens. Both are real optical blur now. At full Softness the picture goes properly out of focus and stays a picture, edges spreading into one another the way they do through glass, and the same holds for a photo you blur before stacking anything on top of it. It costs less than what it replaced, too, which was the most expensive thing being done to every single frame. The Lens gained a third slider while we were in there: Distortion curves the glass, right barrelling the middle out like a fisheye and left pinching it into a pincushion. It changes the shape of the picture without changing what's in the frame, so your corners stay where you put them — though pushed hard to the left it will streak the edges outward, a pincushion having to reach for picture that was never there. Everything starts where it always did, and every link already shared renders exactly as it did.
Screens that print crooked, blocks with mortar, and reactions that run backwards
Halftone and Hatch could knock their marks off the grid, but only while the loop was running — the knock cancelled exactly at rest, so every export, thumbnail and still printed a machine-perfect lattice however loose the screen looked on screen. Both now take a Jitter that prints: it shoves each mark off its own cell centre and stays shoved, with its own seed so you can reroll the arrangement without disturbing your palette, pattern or lights. On Hatch it is the difference between ruled and cut by hand. Pixelate, meanwhile, snapped its blocks edge to edge with no idea a block had an inside; it can lay grout between them now, either a colour you pick or a shade of each tile, which reads as recess over anything. And every pointer reaction ran one way only. Reverse pinches instead of magnifying, leans into the cursor instead of away, turns the swirl the other way, and makes the spring gather rather than scatter — over ASCII the glyphs really do converge and leave a hole behind, while over other rasters the sheet draws in instead. The spring also lets you set damping apart from stiffness, so marks can ring on long after the cursor has gone. All of it is off by default, and every link already shared renders exactly as it did.
Fluting that runs sideways, paper you can choose, lights that differ
Three stages could only ever describe one surface. Fluted glass ran vertically and nothing else, so the horizontal panel every glazier sells was unreachable; the flutes now run at whatever angle you set, and turning them keeps their width rather than stretching them. The pane got two more knobs while we were there: its cross-section, from a straight prism to a flat sheet that bends only at the seam, and how far the polished bevel reaches in from each edge. The stage named Paper, meanwhile, could not pick a paper — one warm white was baked in. Newsprint grey, kraft brown and anything else are yours now, along with how coarse the weave is and how hard the corners fall away. And the Light stage shared one brightness and one radius across all four of its sources, so four lights were always the same light in four places. Each carries its own share of both now, which is the whole difference between a key, a fill and a rim. Everything here is off or neutral by default, so no link you have already shared moves a pixel.
Cells stop having to be square
Halftone, Dither, Pixelate and Glass each divided both axes by one number, so their cells were always square whether you wanted that or not. Each now takes a ratio: above 1 the cell stretches tall, below 1 it goes wide, and the mark stretches with it. On Halftone that gives you the elliptical screen a duotone is printed with; on Pixelate, the tall blocks of a scan line. ASCII had this all along and it was one of its better knobs — now the rest have it too. Square is still the default, and a square look renders exactly the pixels it always did.
The negative screen, and a Hatch that can crosshatch
Halftone, ASCII, Dither and Hatch each gained an Invert switch under Advanced. It flips the tone that picks the mark, so the shadows print the big dots and the heavy glyphs instead of the highlights — the negative you previously had to fake by inverting everything underneath. Hatch also learned the thing its name promises: how many rules are ruled across each shadow cell is now yours to set, and a second set can be laid across the first at any angle. Where the two sets cross they print as one, not as a darker knot. All of it is off by default and none of it moves a link you have already shared.
Every stage gets its own dice, and its own clipboard
The dice deals a whole look, which makes it useless for the question you actually have — what else could this halftone be? Each effect's ⋯ menu now rolls just that stage and leaves the rest of your composition exactly where it was. The same menu will copy one stage's settings and paste them into the same stage on another look, so a Light you spent ten minutes on can move without bringing the rest of the design with it. Controls that can't act in the current mode still get out of your way — but if one is holding a value you set, it now stays put and says why it's idle, instead of vanishing with your number inside it. And on a machine that can't quite keep up, dragging a slider on a heavy stack briefly softens the canvas rather than dropping frames; full quality returns the moment the control settles.