Both of those need to have a little more functionality added to them. They were quick adds, done to give everyone something to play around with while I continued trying to add Lord Sullivan's request (more on that at the end of this post). And in between I would hopefully get some feedback.
Reload: Currently it will reload the model right on top of whatever you are presently working on (if anything). Maybe you hit it accidentally, "Reload" doesn't care, it does what it's told to do. So, quite possibly in the future you'll see a simple yes/no pop-up box. That accidental import is the biggest reason I did what I did. I hated messing up something I was working on by hitting the Import button by mistake when all I wanted to do was scroll the rollout. The other thing is the textbox. Too small for the entire filename. I don't need the full location, I've already browsed to the location, just show me the filename. But I never did finish that implementation, mainly because that textbox has always been a placeholder for the variable that passed on to the import function. Until this last release, that is.
So you're one step closer to getting your textbox functionality back. '>
Hide Fading Objects: It's pretty simple right now too. Click it, and it hides any mesh not tagged as "Not a cap". Unclick it, and it unhides everything. Next release I hope to have that unhide only what it has hidden. Should probably throw in some callbacks to so that if you "New All" or "Reset" the scene it will uncheck if necessary. Should be simple enough to add in the hide if checked functionality when importing a new model. However, that may be confusing if you forget that you have it checked.
New Walkmesh Modifier: Sorry to say that's not going to happen with a scripted plugin. It's a bug that has been around for quite some time in 3DSMax (haven't tested yet in gMax) where the subobject level UI is not available unless you write your modifier with the SDK (which I don't have access to at this time). That's what I was thinking the issue might be, and one of the nice posters on the CGTalk forums confirmed it for me.
Thanks for reading,
MDA