Technology Preview 2 : - Add initial terrain offset so that the (0,0) coordinates are above water (to avoid starting at the middle of a sea). - Use water height as 0.0 (offset the terrain). - Add missing cloud models. - Fix the terrain walker hitting displacement immediately at high quality. - Finish material dialog. - Finish texture dialog. - Fix rendering when inside a cloud layer, with other upper or lower layers. - Fix the moon being backlit by its own light. - Translations. Technlogy Preview 3 : - FOCUS : Streamlining, with undo system - FOCUS : Vegetation - Implement copy-on-write on definitions (to avoid copying whole heightmaps for instance). - Alter aerial perspective using estimation of the amount of light left after cloud layers traversal. - Add a map preview to terrain editor. - Better time selection widget for atmosphere. - Clouds should keep distance to ground. - Fully move layer management from BaseForm to BaseFormLayer. - Allow render saving in HDR compatible format. - Add clouds to explorer with 3d textures. - Add fresnel effect to specular lighting. - Add shadow control ("minimum lighting") to material. - Start using OpenCL to optimize rendering. - Fully restore render progress (with first pass). - Rethink the quality settings and detail smoothing in the distance. => When quality setting is set to 10, add boost options => Add detail boost (adds granularity) => Add step boost (for marching algorithms) - Add logarithmic sliders for some float values. - Improve previews. => Add user markers on OSD. => Add areas marking. - Add a noise automatic filler. - Lock some previews together (eg: terrain height and colored preview). - Find a new licence. Technology Preview 4 : - Implement Sub Surface Scattering for water, textures and clouds. - Implement earth curvature. - Use bicubic interpolation for antialiasing. - Allow for larger renders/antialias (will need several two-pass chunks). - Add a progress indicator on previews. - Mark modified tabs and ask for losing modifications (idem for layers). - Fix potential holes in land rendering. - Progressive final render (increasing resolution, for second pass only). - Improve 3d explorer => Restore LOD and intelligent poly count (and raise max tessellation) => Better handling of high altitude => Interrupt chunk rendering when quitting dialog => Don't display the water if it's below all ground => Try to overcome the near frustum cutting => Add toggles (for water...) => Max texture size should depend on GPU memory available - Interrupt preview chunk renderings that will be discarded at commit, or that are no more visible. Release Candidate : - Polish all features and UI. - More translations.