Documentation is being organized into a built-in help browser. Documentation simply falls into two categories, "Tutorials" and "Commands". Tutorials are laid out in a linear sequence of lessons divided into subchapters. "Commands" displays the command reference, which remains pretty much the same as it is now, with the exception of additional function syntax declarations for Lua. Search and index will be added, but right now I want to focus on content.
The sequence of tutorials is meant to start with zero knowledge of game development or programming, and teach everything you need to know, in the best possible order. It will start with editor usage, move on to simple gameplay without programming, then cover Lua scripting in depth, to the point where you never need to look at the Lua website, and finally end with several simple game examples. This design may change a bit before it's final, as I am not the person in charge of this.
Research on code completion in the script editor is being conducted. I'm also getting the legal stuff set up for contracted work..
As for me, I am focusing on the following items right now:
- AMD pure virtual function call. (Not really that can be done except keep hitting F5.)
- Intel FBO error when toggling reflective water on and off.
- Nvidia FBO performance reduction in latest driver.
- Model editor rendering glitch in Linux.
- Scene panel not rendering correctly in Linux with AMD cards.
These are all slow-going items, many of which require coordination with third parties. I decided to do carving before vegetation painting because it is a simpler feature that doesn't require as much testing, whereas vegetation painting is the kind of thing that tends to lead to more feature requests.