Overseer 0.25 is out! Changes v0.25
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-Dropped OIS in favor of a better, less obtuse OSG input system. This removes the dependence on the somewhat finicky OIS and allows for some new things!
-Mouse can now be released by right-clicking and regrabbed by left-clicking on the Overseer window. No input is accepted unless the mouse is grabbed.
-Shaders have been implemented. Every texture (minus the defaults) included is now bumpmapped using the shaders in /materials/shaders and the proper normal map in /materials/normals. The shaders are editable by anybody and shaders for specific materials can be made by simply naming the new shaders /materials/shaders/material_name.frag and .vert.
-Lighting is now much better than it was before. Two modes are supported -- the old headlight mode (faces are brighter when you look directly at them) and the new global lighting system. The diffuse, ambient, and specular components of the light can be set in the .ini file.
-Texture scaling has been implemented. If your system can't handle the high-res textures sexymustard has included, then you can set imageSize in the .ini file to a smaller value. This drastically increases performance. imageSize must be a power of two.
-Added in fortifications (complete, I think) and preliminary support for stairs. There will still be holes in the terrain for unhandled downstairs and up-down stairs are the same as up-stairs, so there's no physical path up-down stairs yet. The direction the stairs face is also not determined yet.
-A better-performance but dorkier looking tree system. It only displays above-ground trees on constant-image billboards for now. Eventually on proximity these will turn into actual 3d models on proximity and the texture won't look so out of place.
-Default textures (rough.png and constructed.png) for surfaces colored using the xml files rather than the textures. They act as decals over the colored blocks to give them more character. They also work to tone down the bright colors of stonesense.
-General bug fixes. The world is no longer mirrored and the camera no longer spawns below the surface except in very rare (and unintended by Today) circumstances.
-Lots more textures by SexyMustard. We're now up to 41 and include all types of soil and a decent chunk of layer stone types, plus a few random odds and ends.
Just to reiterate, because I can't stress this enough, reducing imageSize in the ini file GREATLY improves performance if Overseer runs slowly for you.
Anyways, anybody that's been following the topic knows that trees and I don't get along, and I'm not at all happy with how they look right now (you can just disable them if you agree with me). I know how I'm going to approach them but it's going to be slightly complicated so I figured I had better throw out a release before I get working on it. This release is overdue anyways. After the trees (or during depending on my frustration) I'll be working on fluids. Sexymustard, while not working on textures, is going to start pumping out some models for common game objects.