Technology Preview 2 : - Finalize Preetham's model usage => Apply model to atmosphere (aerial perspective) => Find a proper model for night sky (maybe Shirley) - InputInt doesn't honor small_step. - Keep skydome lights in cache for a render. - Add buttons to restore "auto" default values in tabs and dialogs. - Add "hardness to light" and shadow control ("minimum lighting") to material. - Add logarithmic sliders for some float values. - Improve previews. => Add user markers on OSD. => Add areas marking. - Improve terrain canvas editor. => Add GeoArea editor. => Resample map on changing resolution. => GeoAreas should not overlap. => Map loading should not choose arbitrary resolution, choose the closer one and resample. - Improve textures (current model is greatly incorrect). => Separate models (basic texture and covering texture). => Covering texture height should inpact terrain height. => Add texture shadowing. - Use the curve editor in noise editor (option). - Add a noise filler (and maybe noise intervals ?). - Fix the distorted sun appearance. - Improve curve editor. => Add curve modes => Add logarithmic mode => Add zoom and scrolling - Lock some previews together (eg: terrain height and colored preview). - Find a new licence. Technology Preview 3 : - Restore render progress. - Store the terrain canvases in a tree to allow "multi-res" edition. - Implement High Dynamic Range. - Implement Sub Surface Scattering for water. - Use bicubic interpolation for antialiasing. - Allow for larger renders/antialias (will need several two-pass chunks). - Add basic vegetation system ? - Add a progress indicator on previews. - Multi threaded first pass. - 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). - Water and terrain LOD moves with the camera, fix it like in the wanderer. - Improve 3d explorer => Restore LOD and intelligent poly count (and raise max tessellation) => Interrupt chunk rendering when quitting dialog => Don't display the water if it's below all ground => Try to overcome the near frustum cutting => Disable specular lighting (dependant on camera location) => 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.