A glitch I'm aware of: With the Disobedient Lemmings gimmick, if you've already made one lemming do something, then select a skill you have none of and click a lemming (whether it's the same one or another one), the lemming you assigned the skill to will revert to a shrugger. Already fixed this for the next update.
Another one: Terrain created by stoners is treated as steel. It wasn't initially, but became this way when the Invert Steel gimmick was added (they're only meant to be treated as steel when that gimmick is in effect, but due to an oversight, ended up *always* being treated as such). Fixed this one too.
Another feature; I've added an option to NeoCustLemmix to skip the preview and postview screens when used for playtest mode with the editor (I'll add this feature to traditional CustLemmix at some point, but it'll be more work there - I was able to conveniently reuse some of the code that was used for, of all things, Timid 5's hardcoded special effect in LPIII, to do this). There's three settings available:
0: Show full preview and postview screens
1: Disable preview screen (it'll go straight into the level when playtest mode is started, or when clicking continue from the postview screen)
2: Disable preview and postview screens (when the level finishes, NeoCustLemmix exits)
3: Same as 2, but automatically saves a replay on exit
Also made some improvements to one-way walls. Just like steel areas already have for quite some time, they won't be invisibly applied to mid-air areas; only to where there's actually terrain. And, if you destroy them then later create new terrain where they were, that new terrain will not be one-way.