Starting shadows
Shadows are now working in-engine! They use a modified shadow mapping technique, and are blurred based on distance from the shadow caster due to diffraction and ambient lighting.
More trees!
Tree growth is now also affected by gravity and sunlight, and leaves now have very simple self-shadowing to make the volume more visible.
Specular reflection
Per-pixel specular lighting lets us render objects that are shiny, but not reflective like a mirror.
Trees
I am working on in-engine tree and plant growth based on terrain nutrients, water, and sunlight, and it is still in very early stages, but starting to come together. It is focused more on gameplay applications (climbing, breaking,etc.) than on graphics, but will look good too once shadows and lighting are working on the leaves.
Still more water!
I have updated the water again, with a focus on underwater effects!