Overseer 0.10 is up!Changes v0.10
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-Optimized things on a per-z-level and per-material basis
-Made hanging floors 3D to close off open meshes
-Improved ramps so that no overlapping faces are generated -- everything is drawn optimally per-tile now
-Added an export dialog that supports .obj, .3ds, .ac, .dxf, .lwo, and .pov. Note that tristripping has to be enabled for pov-ray export!
-Removed the "enable ramps option" due to the impending material system. Textures aren't included or supported in this version, but hopefully that won't be a big deal due to the extremely minimal support in previous versions. The next release will see multiple textures and a more robust lighting system.
-Switched input system over to OIS. It's fairly robust now and sexymustard and I can't break it. All of the camera and movement-related glitches are gone now, and things should work fine.
I'm starting work on the material subsystem now. Ideally it won't be too difficult. Sexymustard is going to be able to start on textures full time next week, so expect another release relatively soon.
Also, to whet your taste buds, here are two images rendered in Pov-Ray by bartavelle using the very first PovRay export...
Without fog:
With fog:
The per-z-level material thing is due to the implementation of the geometry generator right now. Actually, the file used to make those images was generated from the old geometry generator, which was so messy that he had to use a perl script to parse it and add material information -_-; It's better now, I promise! It's still separated by z-level, but it's cleanly so.
If anybody has any issues with any of the exporters or anything else, post here or find me on the #dfhack freenode channel.