Remove debug cruft from LightingValue processing.
Disable the Profiles stuff and Virtual Effects stuff for the time being (for this release). Will reenable soon.
Disable the old preview from building, and some other minor (semi-broken) projects.
3.0.6 prep changes (release notes, version).
Merge Derek's changes for the nutcracker level issue, and sequence loading speed improvements.
Fixed project references to not copy spurious DLLs.
Don't build the FadeOut filter; it's not finished.
Installer changes for 3.0.6.
Updated to enable tapper radio button when new collection is added.
Change to prevent creation of unnecessary color objects. Could be converted to just use a single color gradient, but that would most likely break most any existing sequence.
Add a AddRange method to utilize internal .NET optimizations instead of iterating and adding one at a time.
Fix up some project references.
Add a 'ColorSet' application module: intended to be for global color sets that can be reused; similar to the color gradient library. Incomplete.

Not finished; I'm thinking we might ditch this and reimplement when needed (and integrate better with the color gradient type). Getting it into the repo for posterity.
Add a discrete color picker form/control. Can be used to display a list of colors, and allow the user to tick to select one or more.
Add the Color property. Will allow a user to configure an Element and define it to have "color": either a single color only, multiple discrete colors, or full-color (eg. mixing RGB).
Added support to Color Gradients and the associated controls to give it the 'concept' of discrete colors:

The gradient itself doesn't store whether the gradient should be discrete colored or not: that is a property of the element it's applied to. So, all the data in the gradient is stored the same way: the convention is now that if multiple colors are enabled at a particular point, there are multiple ColorPoints on the line, one for each color, all at the same position.

The controls that display it to the user are what is used to show it is discrete: it renders differently if so.  Also, the editor used is different: it only allows the user to pick one or more of a set of colors.

It's the editor's responsibility to determine if the effect it is editing is applied to a discrete colored item; and if so, ask the gradient to render appropriately.
Add support for discrete colors in the ColorBreakdown filter. Essentially, there's a new tickbox: "Mix colors" or not -- if disabled, it will not take "partial" color components as it previously did. It will only output intents that match a configured color _exactly_.
Add discrete color support to the SetLevel and Pulse effects. They will render differently based on the effect that is being targeted.

(Actually, the SetLevel doesn't do anything different I now realize; since there's only a single color, it will just pass it through. It's up to the filters to handle and ditch it if needed.)
Import Jeff's fix for the Property serialization and deserialization.  Still needs extra migration step.
Remove the ColorSet module. Wasn't needed after all.