Notable new features:
- a "quick'n'dirty port" of our current Nebula2 modular character and animation system
- PSSM-VSM shadow support for global light sources (which I'm not quite happy with yet)
- some restructuring and cleanup in the Application layer
During the last 2 weekends I started to implement a new AsyncGraphics subsystem, which will put the Graphics subsystem and everything beneath it under its own thread. I'll write more about this in another post soon.
Finally here's a new screenshot of the new "demo character":