Console changes (move working compiled cgf code into resource compiler tool(now I waiting for indoor and shadow volume changes)) Water distortion Water distortion texture Rain on screen 1 Shadow maps generalization (shadow maps on particles, indoors.. each lsource and entity has flags to cast stencil or smaps ) Finalize stencil for outdoors Restore terrain modifications Finetune complex decals on entities Real time update in editor of layered fog and other volumes/elements Make list of attached particle sprays in the entity class, remove part sys calls every frame from script Slow lod switch for static objects (research) Decals bending with trees Finish beaches (fix visual bugs, more control for designers) Finish weather/dragonfly Rocket affects particles movement Physiclicaly correct breakable glass Editor: automatic objects brightness calculations: 3 groups of objects on terrain: on light, in shadow from tree, in shadow from mountain Improve HW occlusion culling Water: switch back to old radial system? Try to render real objects instead detail objects to give more freedom to artists Adjustable density for detail objects (per type) Mirrored trees (instead rotation) Point sprite extension research Tesselate terrain light pass to get shadow maps from point lsources in one pass 'Update shadow every frame' flag for trees and entities in editor Use LeafBuffer callcback for terrain ant other procedural Reload IStatObj Random particles bouncing Fixed loading address for DDLs Editable voxel space research Beaches slow dissapearing on distance