Only downside is that its just going to be a long while before it sees light of day eh?
Yep.

Before I get back to work on it, my todo list has these items:
- bump mapping
- shader support
- new animation format to replace interface and talking head ANIs
- new sound code
- better OpenGL setup and init code with better extension support and debug logging
- new pilot file code (with dynamic ship/weapon limits (no more need for a special Inferno build), new input code, full support for non-linear campaigns, significantly improved redalert mission support)
- re-introduction of official PXO code back into the game
- new network code to support mods and FSO-only features while maintaining full compatibility
- new cross-platform launcher and mod support system (moving to cross-platform ini files for everything)
- cross-platform installer system for mods and FSO, with over-the-internet updater and installer support.
At some point during all of that I will finish with LUI_core (the game code side of the new UI code), then start working on FLUID (the WYSIWYG designer) as more than a on-paper project.
Of course, none of that really gets much attention until 3.6.9 ships since my focus is just on bugs and the basic things that mods need from 3.6.9 (better multiplayer, movies, etc.). Oh, and I'm still working on FS2NetD too, which has taken up most of my free time for coding the past couple of weeks.
I stay busy.
