Contributed by Alfredo de Greef, the quality of image textures in Blender has been considerably improved. New image filtering options such as Elliptically Weighted Average (EWA) have been added, for crisper results with less artifacts such as moiré. This is mainly achieved by fixing the texture derivatives during the shading pipeline.
Morten Mikkelsen and Mario Kishalmi provided further improvements of bumpmapping in Blender, now making it totally behave scientifically correct.
kishalmi.servus.at/3D/bumpcode/

An initial version of deep shadow maps has been implemented, ready for further testing and development during the durian project. It currently supports:
Not supported yet are:
Blender 2.5 includes a first version of Color Management. Currently this is limited to ensuring Linear Workflow during the render pipeline - color swatches and textures used as color maps are linearised before rendering, the renderer and compositor work in linear RGB color space, and is gamma corrected back to sRGB color space for display in the image editor.
Future work may include support for display profiles, LUTs, and finer grained control over input/output conversions.