On the personal side, my older sister Sherry recently passed away from brain cancer, and that sort of spun me for a loop, and I took time to go to the memorial service, etc.
The project is moving along fairly well, although one of our main programmers is in the hospital right now, so we are hoping he gets better soon.
The artwork is coming into the game, including the boned animations, which already look tons better than the old .md2 stuff.
Last weekend I put in ground mist that responds to entities moving through it. Right now I'm using a heightfield-based approach similar to the liquid system, but will be porting it over to the physics hardware soon.
I just made a change today to prevent the mist from going too high or low and intersecting the terrain or static objects.
Here is a shot of the mist hugging a pillar. It won't flow above the lip of the pillar base anymore, which looks much better than intersecting it.
Some of the other tasks I've done since my last update were to fix .csv loading problems, expand the use of the facet system, give entiites real inventory, including functioning weapons. I added some new particle systems, including fountain-like water and flowing poison gas.